Legacy Items

Certain items gain power as the adventurer gains levels. These items are a part of the adventurer’s story; they are the famed sword, the lockpicks of luck, or the rope their mother gave them before they left home.

Each player should work with their GM to choose a Legacy Item for their character that they start out with at first level as a part of their backstory, which will grow in strength as they grow in skill.

These items are part of the legacy of the adventurer.

Level Advancement for Weapons
1st
2nd +1 to critical hit range. 20=19-20
3rd
4th +1 to one legacy weapon
5th
6th +2 to critical hit range 20=18-20
7th
8th +2 to one legacy weapon

 

Level Advancement for Armor
1st
2nd 1 Damage Reduction (DR)
3rd
4th +1 to armor
5th
6th 2 Damage Reduction (DR)
7th
8th +2 to armor

 

Level Advancement for Magic Focus items
1st
2nd Imbued with a 0 mana spell, can cast as a free action.
3rd
4th Imbued with a 1 mana spell that does not have a dice pool.
5th
6th Item can be called to its owner at any time.
7th
8th Imbued with a 3 mana spell that does not have a dice pool.

 

Gaining New Legacy Items – On average, the GM should plan for each character to gain a legacy item at 1st, 4th, and 7th level. There are several options for doing this.

Option 1: First and foremost, one of the character’s items which they have been using for a while, starts gaining power from having used it in the battle for such a long time, becoming something more than a normal item: a legacy item. In this case, the GM should would work with each player to pick the item and its powers.

Option 2: Another option is for the GM to work legacy items into the storyline so that each character gains one somewhere around 4th level. These could be items taken from a foe they bested, or ancient items unearthed in a long-forgotten treasure horde.

Option 3: A third option, for characters that are training under a teacher at a church, the mage tower, under a guild, or some other society or group, is to have a legacy item bestowed upon them by their teacher once they gain a certain level of skill. Within the storyline, this could require a test of skill or a quest of some sort, and might be bestowed in a formal ceremony.

Other Legacy Items – Other items can be legacy items; the GM and player should work together to define the powers of these items.

Luminar

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT

A luminar is a formally trained spellcaster. They have typically received their education from one of the magical institutions in Atheles, like the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

 

Starting Spells known at level 1
Spells 6+1/2 INT

 

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

 

Mana Pool Table 2: Mana Bonus (Based on INT Score vs. Spellcaster Level)

INT Score Level of Spellcaster  
1-2 3-4 5-6 7-8
+1 1 1 1 1
+2 1 4 4 4
+3 1 4 9 9
+4 1 4 9 16
+5 2 5 10 17
+6 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

 

Level Base Attack Bonus (BAB) Class Bonus Luminar Base Mana Level Bonus*
1st +1 Elemental Type, Elemental Focus, Energy Burst, Spell Book, Starting Spells, Spell Sight 2 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 4 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 7 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells,Survival +2, Energy Blast 11 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 16 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Energy Wall 24 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 33 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Call of the Elements 44 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Elemental Type: A luminar chooses the types of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity. They gain 2 elemental types at level one and gain another at 2nd, 4th, 6th, and 8th levels.

Elemental Focus: Elemental focus is a magical ability that targets an object to become a bonded focus between the spellcaster and the element. It takes a free action to cast, and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

The spellcaster pulls energy from themselves to create a focus for elemental magic. While natural elements may be available, elemental focuses allow for a spellcaster to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment to the spellcasters, instead just describing how it feels to create them. A spellcaster can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

The spellcasters body cools as they transfer heat into the focus item, their body dropping a few degrees for 10 minutes. Flammable items burst into flame while metal becomes hot for the duration of the spell. Flammable objects burn the standard amount of time and metal stays hot for 1 hour per spellcaster level.

Water

Focus: A jar or small container

The spellcaster fills a vessel with spit, sweat, or blood to create a focus causing them to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Water (Ice)

Focus A metal bar

The spellcaster’s body warms as they transfer heat from the focus item, their body rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: A jar or container

The spellcaster exhales air into a vessel as a focus. This causes them to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: A copper wire bound upon itself creating a twisted loop

The spellcaster imbues the wire with electricity from their body causing their heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: A jar or container filled with soil, or a rock, stone, or gem.

The spellcaster imbues the earth with part of themselves, which may be saliva, breath, blood, or spirit. The spellcaster feels numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: The luminar fires a small orb of energy (caster’s focus) at the target. They must succeed on a magic attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus). This ability gains in power and adds 1d4 +1 damage per 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a “spell book” to keep track of their spells. This doesn’t have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, or even pieces of leather inscribed with small text.

Spell Sight: A luminar can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.

Starting Spells: A luminar gets starting spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check to know about magical history, lore, or effects.

Level 4

Energy Blast: Up to three times per day, the luminar can cast a small orb that explodes in a chosen energy (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Level 6

Energy Wall: Once per day, a luminar can summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) to any who cross through it. The effect lasts for 2d4 rounds. 60’ range.

Level 8

Call of the Elements: Once per day, a luminar can summon a raging storm of chosen energy (fire, ice, acid, stone or air) to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC (Difficulty Class) 18, Reflex save for half damage. The luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: Primary Spellcaster Ability (INT,WIS, CHA)

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

Starting Spells known at level 1
0 Mana Spells 4
1 Mana Spells 2+1/2 Spellcaster Primary Ability Bonus*

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart __. The Spellcaster chosens their primary Spellcaster Ability when they choose a spellcaster class (INT,WIS, or CHA).

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +1 +0 +3   Bonus Hit Point, +1 Skill Point
3rd +1 +2 +1 +3 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +2 +2 +1 +4 Energy Blast +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +2 +2 +1 +4   +1 Deflection Bonus to AC, +1 Skill Point
6th +3 +3 +2 +5 Energy Wall, 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +3 +3 +2 +5   Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +4 +3 +2 +6 Call of the Elements +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Energy Burst: You fire a small orb of energy (caster’s focus) at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 +1 points of chosen energy damage. Energy: Fire, Ice, Acid, Stone, Air . This ability gains in power and adds 1d4 +1 damage for each 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a spell book to keep track of their spells. This doesn’t have to be a book, it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Energy Blast:  You cast a small orb that explodes in a chosen energy up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The Luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Energy Wall: Once per day, you summon a 15’x2’ wall of energy that does 6d4 damage of chosen energy damage to any who cross.

Call of the Elements: Once per day, you can summon a raging storm of chosen energy to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC 18 Reflex for half damage. The Luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

Ranger

SagaBorn 1.5 stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

 

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger may be a scout for a city guard, keeping the outer lands protected for his people. Or he could be a loner, who finds peace by himself, even in the rugged wild lands. No matter their story, a Ranger has certain skills that benefit one who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +2 +0 1st favored enemy, Track 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +3 +0 1 Talent Bonus Hit Point, +1 Skill Point
3rd +3 +3 +3 +1 1st favored terrain All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +4 +1 Hunter’s bond, 1 Ability Point +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +4 +1 2nd favored enemy +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +5 +2 Dazing Strike All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +5 +2 Woodland stride, Stag’s Reflexes Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain,  Ability Point +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Favored Enemy:  A ranger receives a +2 to hit and a +2 to damage vs a favored enemy. They may also make skill checks to identify these creatures.

Ranger Favored Enemies:

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Fey (Uterian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations.

Track: Using the survival skill, a ranger can try to track anything that has passed nearby.

Favored Terrain: A Ranger picks a type of terrain that he has become an expert in. When he is in the favored terrain, he leaves no tracks and gains +2 to initiative and survival skill checks.

Hunter’s Bond: A ranger may choose to receive the Animal Companion Talent, or he may choose to form a pack with his companions. Those who hunt with the Ranger receive his bonus against his favored enemies.

Crippling Strike:  The ranger cripples the opponent with a successful attack. The creature can not move the next round.

Woodland Stride: Dense undergrowth, thorns, briars, etc do not affect the ranger’s movement. Magical or enchanted growth still affects the ranger.

Stag’s Reflexes: Grants +2 enhancement to AC as a dexterity bonus. Ranger must focus for one round. Lasts 30 minutes. Can be used once per day.

Resting

Rest

An adventurer gains back 1d6 hp + thier CON bonus after 8 hours of rest. Rest is not just sleep, but also the down time after adventuring, hiking, or other activities. Cooking, sitting, and meditating all count as resting.

Rogue

SagaBorn 1.5 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

 

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

 

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: DEX, CHA

The thief in the night, the rogue spends her time in the shadows making deals or pilfering valuables. A master of traps and stealth, silent and nimble, she is prepared for anything.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinder 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +0 +3 +0 Evasion Bonus Hit Point, +1 Skill Point
3rd +2 +1 +3 +1 2 Talent Points, Sneak Attack +2d6 All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +3 +1 +4 +1 Uncanny Dodge +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +1 +4 +1 Sneak Attack +3d6 +1 Deflection Bonus to AC, +1 Skill Point
6th +4 +2 +5 +2 Advanced Thieving All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +5 +2 +5 +2 Sneak Attack +4d6 Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge,1 Ability Point, Sneak Attack +4d6 and Immobilize Enemy +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Sneak Attack: A rogue can use a sneak attack on an enemy who is distracted, flanked, or flat footed.

Trapfinder: A rogue can search and disarm traps when the DC is over 20.

Evasion: If a rogue makes a successful reflex save against an attack that deals half damage if successful, the rogue takes no damage.

Incredible Dodge: A rogue is never caught flat footed.

Advanced Thieving: A rogue is never distracted while using her thievery skill. A rogue also has a chance (a “gut feeling”) of a trap up ahead before she even asks to search an area.

Improved Incredible Dodge: A rogue can never be flanked, or have a sneak attack performed on them.

Saga

Adding to Your Saga

After each adventure, the players retell their most heroic moment, which is added to their Saga. It is up to the Game Master to determine Level Advancement, but a player should add a line to their Saga for each level.

The Saga is what the players are creating, the stories of their characters, within the overarching storyline the GM has crafted. What the heroes do within that storyline is what makes them legendary. A Saga could be more than just heroic battles—it could be a fumble so awkward that it is miraculous anyone survived, or that a silver tongue was more powerful than a sword in a saving the party from certain doom. Your Saga is what makes this your game.

Skills

Skills are things anyone can learn to a lesser or greater extent if they study or train hard, especially if they train under a tutor or master. In game terms, skills are measured by ranks. Skill ranks run from 0 (unskilled) to 5 (world class). A player has 10 skill points to spend on their character’s skill ranks during character creation at first level.

 

A skill roll is d20 + Ability Modifier + Skill Rank. Skill ranks cannot be higher than your current player level plus one (to a max of 5). You receive one skill point per level after first level.

 

The skill names in the following chart cover a broad range of actions a character can do. This is, of course, an incomplete list, and it is between the player and GM to decide what skill an action would fall under.

 

Skill Name Ability Actions
Acrobatics DEX Balance, Escape Artist, Juggle, Tumble
Athletics STR Climb, Jump, Swim
Awareness WIS Investigate, Listen, Search, Spot, Sense Motive, etc.
Endurance CON Run, Swim, Hold Breath, Row, Endure Pain/Torture, Endure Heat or Cold Better, etc.
Knowledge INT Appraise, Knowledge (history, legends, herbology, monster lore, etc.), Detect Poison, etc.
Persuasion CHA Bluff, Diplomacy, Gather Information, Intimidate, etc.
Spellcraft Spellcaster Primary Ability* Spell Sight, Focusing, Ravaging, etc.
Survival WIS Track, Forage, Hunt, Start Fire, Fletch, Skin, Set Snares, Fish, Identify Edible Foods & Herbs, Locate Potable Water, Detect Poison, etc.
Thievery DEX Sneak, Hide, Pick Locks, Find/Set/Disarm Traps, etc.

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart. The spellcaster chooses their Spellcaster Primary Ability (INT, WIS, or CHA) when they choose a spellcaster class.

 

Standard Skill Check

1d20 + Skill Points + Ability Modifier > DC15

 

Determine Derived Stats

  • Armor Class (AC) = DEX modifier + Armor bonus
  • Hit Points = Max + CON modifier at 1st level. Roll hit dice + CON modifier thereafter.

 

Savings Throws

Savings Throws are based on Skills. Acrobatics for reflex type saves (dodging a fireball), Survival for mind affecting saves (being under a Charm Creature Spell), and Endurance for fortitude type saves (saving vs disease).

 

Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number you must roll equal to or higher on a d20 in order to succeed on your skill check. The DC is set by the GM using the skill rules as a guideline,.

 

Difficulty Class (DC) Examples

Easy 0 Climb a knotted rope (Athletics)
Average 5 Hear an approaching creature (Awareness)
Tough 10 Set up a snare trap (Thievery or Survival)
Challenging 15 Swim through stormy water (Endurance)
Formidable 20 Open an average lock (Thievery)
Heroic 25 Leap across a 30’ chasm (Athletics)
Nearly Impossible 30 Track creatures across hard ground after a rain. (Survival)

 

Stabilizing

When a hero drops to or below 0, they become disabled. They must succeed at a DC12 Fortitude check to stabilize. If a hero is disabled they can not move, attack, communicate, or cast spells. Once they have successfully stabilized, they may try to succeed at a DC14 CON check to see if they become mobile. If they become mobile, they may do one limited action per round, such as move at 1/2 speed, cast a spell, use a skill, or attack an adjacent creature at – 5 to hit and damage. A hero keeps these disadvantages until they are healed or they naturally gain back enough HP to put them over 0 HP.

During combat, they may make a single CON check each round on their turn. Out of combat, they may make a check each in game hour at a +5 bonus.

Optional: If a character goes below 0 HP, they lose 1 HP per round until they stabilize.

Story Action

[google-drive-embed url=”https://docs.google.com/document/d/1jmJzbRLgTq10WRob_phN71y57_PWLLhtaLvjLQrKDvk/preview?usp=drivesdk” title=”The Story Action” icon=”https://drive-thirdparty.googleusercontent.com/16/type/application/vnd.google-apps.document” width=”100%” height=”400″ style=”embed”]

Talents

Talents are special abilities a character might be born with or gain through training. Unlike “abilities,” talents are not ranked; either a character has a specific talent or they do not. A player has 2 points to spend on initial talents when creating their character. The cost for each talent is shown in parentheses beside each description. As characters go up in level, they gain one or two additional talent points every few levels, depending upon their class (see leveling tables under each class description for specifics). These points can be spent right away or saved up and spent on a higher-cost talent later on.

 

  1. Advantage (2) – Once per game day, you put all your focus into making the best of a situation. You roll 2d20 and pick the result you want.
  2. Agile (1) – You get a +2 bonus to all Acrobatic, Thievery, and DEX checks.
  3. Alertness (1) – You get a +2 bonus to all Awareness and WIS checks.
  4. Animal Affinity (1) – You get a +2 bonus to all Persuasion checks with animals.
  5. Animal Companion (1) – The character has an animal follower that is loyal and understands the character’s commands. The animal is typical of its species but can improve as the character gains experience.
  6. Blind Fight (1) – In melee, any time you miss because of Concealment you can reroll your miss chance percentile roll one time to see if you actually hit. An Invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being Invisible. The Invisible attacker’s bonuses do still apply for ranged attacks, however.
  7. Call of Nature (1) – You have an affinity with nature. You can calm animals with a CHA check, you leave no tracks in natural environments, and are unhindered by natural undergrowth.
  8. Cleave (2) – If you deal a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5’ step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  9. Deceitful (1) – You get a +2 bonus to all Persuasion checks concerning disguise, forgery, or lying.
  10. Deflect Arrows (2) – You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you can deflect it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action, but attempting to deflect a ranged weapon doesn’t count as an action. Unusually large ranged weapons and ranged attacks generated by spell effects can’t be deflected.
  11. Disperse Magic (2) – Once per round when you would normally be affected by magic you can negate it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action. Attempting to Disperse Magic doesn’t count as an action.
  12. Dodge (1) – You receive a +1 bonus to your AC.
  13. Dual Wield (2) – You can fight with two weapons with a penalty of -1 to hit on your primary weapon and -2 to hit on your off-hand weapon.
  14. Empower Spell (1) – You spend one mana to add a 1d6 to your spell’s dice roll.
  15. Enlarge Spell (1) – You can double the range of spells by doubling the mana.
  16. Exotic Weapon Proficiency (1) – You are proficient with one exotic weapon.
  17. Expanded Critical (1) – Add one to your potential critical range for all weapons.
  18. Far Shot (2) – When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
  19. Focused Ravaging (1) – A ravaging spellcaster can focus where their energy comes from, dealing the spell’s mana cost in damage to the target. Range 30’. The caster must succeed at a Heroic Action vs the target (Spellcraft skill vs Will save), otherwise the energy comes from the spellcaster.
  20. Great Fortitude (1) – You can add +2 bonus to  all Fortitude checks.
  21. Healing (1) – You can take a round to bind an injury (the target gains back +1 HP). During rest a healer can use their abilities to allow other characters gain back double the normal hit points.
  22. Investigator (1) – You get a +2 bonus to all Awareness and WIS checks.
  23. Improved Initiative (1) – You get a +2 bonus to your initiative.
  24. Lightning Reflexes (1) – You get a +2 bonus to all Reflex saving throws.
  25. Magical Aptitude (1) – You get a +2 bonus to Spellcraft checks.
  26. Maximize Spell (2) – You can triple the mana for a spell and all numeric effects of that spell are maximized.
  27. Multi-Shot (2) – As a standard action, you can fire two arrows at the same time in a single shot at a single opponent within 60’. Both arrows use the same attack roll (with a -2 penalty) to determine success and deal damage normally.
  28. Mythic Heroic Action (3) – You get a +2 bonus to any Heroic Action.
  29. Negotiator (1) – You get a +2 bonus to all CHA and Persuasion checks.
  30. Over-Extended Attack (1) – You add an additional 1d6 damage to a successful melee hit, but you also receive the same damage as you strain your body in the attack.
  31. Parry (2) – Once per round, if you would normally be hit with a melee weapon you can parry it so that you take no damage. You must be aware of the attack and not flat-footed. It is handled like a Heroic Action, but attempting to parry a melee weapon doesn’t count as an action.
  32. Perform (1) – The adventurer is skilled in a form of entertainment. It can be used to distract, encourage, or enchant others.
  33. Powerful (1) – You get a +2 bonus to all Athletics and STR skill checks.
  34. Rapid shot (2) – You gain one more attack with a ranged weapon. The additional attack is at your highest attack bonus -2.
  35. Run (1) – Three times per combat, as a single Move Action per round, you can move double your normal speed with no disadvantage. While running, you retain your Dexterity bonus to AC.
  36. Shield Bash (1) – As an action, which does not count as an attack, you can attempt to knock prone an adjacent opponent with a Heroic Action. If successful, it also does 1d4 damage.
  37. Sidestep (1) – If your opponent misses you with an attack, you can move 5’ afterwards.
  38. Skilled (1) – You receive two extra skill points.
  39. Spell Mastery (2) – You get a +3 bonus to all Spellcraft checks.
  40. Spell Resistance (1) – You get a +3 to all saves vs. magic.
  41. Stealthy (1) – You get a +2 bonus to all DEX checks, which include hiding and/or moving silently.
  42. Studious (1) – You get a +2 bonus to all Knowledge and INT checks.
  43. Stunning Strike (1) – You take a -5 to attack, but if your attack hits your opponent is Stunned for one round.
  44. Survivalist (1) – You get a +2 bonus to all Survival and WIS checks.
  45. Take a Hit (1) – You can take a hit and suffer less damage. Damage Reduction (DR) -1.
  46. Tenacity (1) – You get a +2 bonus to all Endurance and CON checks.
  47. Unbreakable Will (1) – You get a +2 bonus to all Will saving throws.
  48. Weapon Dexterity (1) – You can use your DEX bonus on small and medium melee weapons as your To Hit bonus.
  49. Weapon Specialty (1) – You can choose a weapon with which you are specialized, gaining a +1 bonus to all attack and damage rolls made using that weapon. Weapon choice cannot be changed.
  50. Whirlwind Attack (2) – Once per round, you can attack all of those within reach with your full base attack bonus. Dice are rolled for each target attacked, and each target after the first gets an additional -1 to the attack roll.
  51. Wild Empathy (1) – You can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person.
  52. Weapon Specialty – You may choose a weapon and gain +1 to the attack and +1 to damage.
  53. Wild Empathy –  You improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person.
  54. Whirlwind Attack (2) – Once per round, you can attack all of those within reach with your full base attack bonus. Dice are rolled for each target attacked, and each target after the first gets an additional -1 to the attack roll.