Broken Sorcery
Chapter 5
Classes
What special talents and powers do you bring to the party?
| CLASS | DESCRIPTION | ABILITY SCORES * | HD | ARMOR | WEAPONS | GP |
|---|---|---|---|---|---|---|
| Bard | Great at parties |
Dexterity 12 Charisma 15 |
d8 | Light & Medium | Any 2 | 2d12 |
| Cleric | Holier than thou | Wisdom 9 | d8 | Light, Medium, & Shields | 2 | 3d6 |
| Druid | Eclipses & drum circles | Wisdom 12 Charisma 15 | d8 | Natural only | 2 | 2d4 |
| Fighter | Smash | Strength 9 | d12 | All | Any 4 | 3d8 |
| Paladin | Good, evil—it’s all the same | Strength 12 Constitution 9 Wisdom 13 Charisma 17 | d10 | All | Any 3 | 3d10 |
| Ranger | Lone wolf | Strength 13, Dexterity 13, Constitution 14 Wisdom 14 | d10 | All ** | Any 3 | 3d10 |
| Thief | Spies & pickpockets | Dexterity 9 | d8 | Light | 2 | 2d12 |
| Wizard | Reality is optional | Intelligence 9 | d8 | None | 1 | 3d6 |
* Ability Scores are suggestions, remember: “Add, ditch, break, or bend.”
** Medium & Heavy Armor negate some Ranger abilities.
Bard
You are a jack-of-all-trades but a master of none. You entertain, retell epics, play and sing enchanting music, and inspire your party in their quest for greatness.
You are handy with a few Weapons and know your way around a suit of Armor; you’ve unlocked the Magic power of music and know a few roguish tricks.
| CHARACTER BUILD |
|---|
| Ability Scores: Dexterity 12, Charisma 15 |
| Hit Dice: d8 |
| Armor: Light & Medium |
| Weapons: Any 2 |
| GP: 2d12 |
| Equipment: Cloak, Knife, Leather Armor, & Musical Instrument |
| Magic: Divination, Enchantment, & Illusion |
| LEVEL | XP | ATTACK | WILLPOWER | SPELLS | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | Melodic Hypnotism, Inspiration, Subtle Technique, Local History | |||
| 2 | 125 | 1 | Spellcasting | ||
| 3 | 375 | +1 | +1 | 2 | Perk |
| 4 | 750 | +1 | +1 | 3 | |
| 5 | 1,250 | +2 | +2 | 4 | |
| 6 | 1,875 | +2 | +2 | 5 | Perk |
| 7 | 2,625 | +3 | +3 | 6 | |
| 8 | 3,500 | +3 | +3 | 7 | |
| 9 | 4,500 | +4 | +4 | 8 | Perk |
Melodic Hypnotism
You sing or play your instrument while looking deeply into another’s eyes as your Action. They must be a living, intelligent humanoid.
-
You have +4 Reaction while singing or performing
-
You attempt to Mesmerize a target: make a Spellcasting Check vs Difficulty 10 + 2 × the target’s Hit Dice. On success your target sees you favorably and is susceptible to suggestions. On failure, roll a Reaction at Disadvantage.
-
Attempting to Mesmerize a victim in Combat results in Disadvantage to Defense until your next Turn
Inspiration
You play your instrument or sing to inspire those around you. You must do this before embarking on an adventure.
- All who hear you perform, excluding yourself, gain one of: +1 Attack, +1 Magic Resistance, or +1 Spellcasting (chosen by you) until Resting
Subtle Technique
You know a few roguish tricks.
- You have a Bonus, equal to your Level (max of 6), for two Thieving Skills of your choice
Local History
Your study and fascination with lore and written histories has rewarded you with vast knowledge of history.
-
You can easily recount information about deities, civilizations, heroic tales, ancient landmarks, and political alliances
-
Your knowledge of ancient lore grants you a 5% chance × your Level to identify Magic Items and Potions, however exact properties may not be revealed
Spellcasting
Dabbling in hypnotic Magic, you unlock your potential at Level 2.
-
Spellcasting: Intelligence + Willpower
-
Spheres of Magic: Divination, Enchantment, & Illusion
-
Spells Known: You gain one Spell at Level 2. Each Level hereafter you gain a new Spell of your choice from those you have access to, and you may replace one Spell with another.
-
You can cast any Spell directly from Scrolls & Tomes, which destroys it
Cleric
You are a warrior devoted to a deity or other supernatural power. You can heal the sick, Turn Undead, and channel Magic.
The most renowned Clerics attract followers to their deity by establishing a stronghold and become an Avatar of Influence.
| CHARACTER BUILD |
|---|
| Ability Scores: Wisdom 9 |
| Hit Dice: d8 |
| Armor: Light, Medium, & Shields |
| Weapons: 2 from Club, Dagger, Mace, War Hammer, Quarterstaff, Light Crossbow, Sling, & Improvised Weapons (modifiable based on your deity, work with your GM) |
| GP: 3d6 |
| Equipment: First Aid Kit, Holy Symbol, Leather Armor, & Robe |
| Magic: Abjuration, Conjuration, Evocation, & Necromancy |
| LEVEL | XP | ATTACK | WILLPOWER | SPELLS | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | 2 | Spellcasting, Turn Undead | ||
| 2 | 150 | +1 | 4 | ||
| 3 | 450 | +1 | 6 | Perk | |
| 4 | 900 | +2 | +2 | 8 | |
| 5 | 1,500 | +2 | +2 | 10 | |
| 6 | 2,250 | +2 | +3 | 12 | Perk |
| 7 | 3,150 | +4 | +3 | 14 | |
| 8 | 4,200 | +4 | +4 | 16 | |
| 9 | 5,400 | +4 | +4 | 18 | Perk, Avatar of Influence |
Spellcasting
You are bestowed magical powers by your deity. Your deity grants you the ability to swap any of your Spells after meditation or prayer—which requires Resting.
-
Spellcasting: Wisdom + Willpower
-
Spheres of Magic: Abjuration, Conjuration, Evocation, & Necromancy (modifiable based on your deity, work with your GM)
-
Powered Spells: How many Spells you can have prepared at a time, choosing from your Spheres of Magic. You may choose to change your Powered Spells after Resting.
-
You can cast any Spell directly from Scrolls & Tomes, which destroys it
Turn Undead
You raise your holy symbol and vanquish vile undead: skeletons, zombies, vampires, etc.
-
You Turn Undead, causing the creatures to Flee on a successful Spellcasting Check with Difficulty 10 + the Monsters’ Hit Dice (for example, 2 Zombies would be Difficulty 14). Increase your Chaos by 2 on Fizzle.
-
On a Natural 20 you can choose to either instantly disintegrate the creature or take it under your control
Avatar of Influence
By Level 9 your influence and renown for your deity is epic and far reaching.
-
You attract 20–200 (2d10 × 10) fanatically loyal followers of your deity, provided you have established a stronghold with a permanent place of worship
-
If your stronghold is sanctioned by a City, Keep, or Megalopolis, you may build it at half the price using donated labor and resources
-
Your followers are warriors, priests, scribes, and other devotees who arrive over the period of several weeks (work with your GM to create your followers)
-
New followers may be attracted when you complete heroic or noble deeds
Druid
You are a mystical shaman—a charismatic leader who unites Wilderness and civilization. You believe Earth is the mother of all life, drawing power from the sun, moons, and nature to protect the Wilderness and secret Wells of Power.
You adhere to a worldwide organizational structure, with a maximum of nine Archdruids. Before Level 5 you are an “Initiate,” sworn to obey higher ranking Druids. At Level 5 and gain the ability to Shift and become a full Druid, on the Druidic Counsel.
To ascend to Level 9 you must take the place of an Archdruid by besting them in combat! The Druidic Counsel gathers in secret at a Well of Power on the solstice, where a Druid may challenge an Archdruid for their position.
| CHARACTER BUILD |
|---|
| Ability Scores: Wisdom 12, Charisma 15 |
| Hit Dice: d8 |
| Armor: Natural Light, Medium, & Shields (Leather Armor, Hide Armor, & Wooden Shields) |
| Weapons: 2 from Club, Stone/Bone Dagger, Spear, Quarterstaff, Shortbow, Sling, & Improvised Weapons |
| GP: 2d4 |
| Equipment: Clothing (Woodland), Moon Pendant, Leather Armor, & Cloak |
| Magic: Abjuration, Conjuration, Divination, & Enchantment |
| LEVEL | XP | ATTACK | WILLPOWER | SPELLS | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | 2 | Druidic, Spellcasting, Fey Immunity | ||
| 2 | 200 | +1 | 3 | ||
| 3 | 600 | +1 | 4 | Perk, Druidcraft | |
| 4 | 1,200 | +2 | +2 | 5 | |
| 5 | 2,000 | +2 | +2 | 6 | Shapeshifter |
| 6 | 3,000 | +2 | +3 | 7 | Perk |
| 7 | 4,200 | +4 | +3 | 8 | |
| 8 | 5,600 | +4 | +4 | 9 | |
| 9 | 7,200 | +4 | +4 | 10 | Perk, Spectral Form |
Druidic
You’ve been initiated into the secret ways of the Druids and have the ability to speak a secret Druidic language, known only to the Druids (which does not count against your starting Languages).
Spellcasting
You can channel Magic from nature and secret Wells of Power.
-
Spellcasting: Wisdom + Willpower
-
Spheres of Magic: Abjuration, Conjuration, Divination, & Enchantment
-
Powered Spells: How many Spells you can have prepared at a time, choosing from your Spheres of Magic. You may choose to change your Powered Spells after Resting.
-
You can cast any Spell directly from Scrolls & Tomes, which destroys it
Fey Immunity
Your connection with nature and the Fey grants you immunity to forest sprites. You are immune to Charm from fairies, pixies, dryads and other Fey.
Druidcraft
You’ve gained innate senses and abilities while in the Wilderness by Level 3.
-
You can identify plants, animals, and pure water with complete accuracy
-
You can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail while maintaining a rigorous movement speed
-
You can learn the Language of woodland creatures, such as Dryads, Elves, Fauns, Gnomes, Dragons, Giants, Lizardfolk, Manticores, Pixies, Sprites, Fairies, and Treants, or animals such as bees, crickets, mice, owls, squirrels, eagles, crows, and frogs. You gain one of these Languages each Level starting at Level 3 (which do not count against your starting Languages).
-
+1 Alchemy
Shapeshifter
Your power as a Level 5 Druid grants you the unique ability to Shift form.
-
You gain the ability to Shift (as an Action) into any non-monstrous animal which you have previously observed
-
Your anatomy undergoes violent reconfiguration. Until your next Turn you are vulnerable, making all Checks at Disadvantage. Items are dropped and clothing may be destroyed. Once Shifted, gain the animal’s physical attributes (flight, water breathing, the strength of an ox, etc). You can only make noises as the animal. Your life force (your current HP) persists to your new form.
-
Shifting back to humanoid form is equally as violent. You are initially left naked and experience disorientation for several minutes (Disadvantage on all Checks), and vulnerable for several hours (Damage is doubled).
Spectral Form
As a Level 9 Druid, your ability to Shift has ascended to the ethereal—though you can still Shift into physical creatures as desired.
-
You can transcend spiritually beyond physical form (as an Action), Shifting into a Spectral Form at will
-
You effortlessly Shift into the Spectral Form of an animal (suffering no vulnerabilities), absorbing and bringing all clothing and items you are carrying with you. You move like the chosen animal and can pass through walls. You cannot attack or interact with the physical world, mundane Weapons do not harm you—though you are still susceptible to magical Damage. As with Shifting, your life force (your current HP) remains intact. You can communicate telepathically.
-
Shifting back to your humanoid form as an Action is effortless and has no negative effects
Fighter
You are unmatched in the art of combat, a true force to be reckoned with on the battlefield. You’ve dedicated yourself to the mastery of a single Weapon.
Fighters come in all forms, from brutal thugs to noble knights.
| CHARACTER BUILD |
|---|
| Ability Scores: Strength 9 |
| Hit Dice: d12 |
| Armor: All Armor & Shields |
| Weapons: Any 4 |
| GP: 3d8 |
| Equipment: Boots (Combat), Clothing (Combat), First Aid Kit, Knife, Studded Leather Armor, & Weapons (×3) |
| LEVEL | XP | ATTACK | CRITICALS | ABILITIES |
|---|---|---|---|---|
| 1 | 0 | 20+ | Specialization, Critical Precision | |
| 2 | 200 | +1 | 20+ | |
| 3 | 600 | +2 | 20+ | Perk |
| 4 | 1,200 | +3 | 19+ | |
| 5 | 2,000 | +4 | 19+ | Warrior |
| 6 | 3,000 | +5 | 19+ | Perk |
| 7 | 4,200 | +6 | 18+ | |
| 8 | 5,600 | +7 | 18+ | |
| 9 | 7,200 | +8 | 18+ | Perk, Knight |
Specialization
Your relentless practice and devotion to a single Weapon has paid off.
-
Choose a single Weapon which you are Proficient with to Specialize in
-
Close Combat and Thrown Weapons gain +1 Attack and +2 Damage
-
Ranged Weapons gain +2 Attack and negate Disadvantage while firing in Close Combat
-
You make an extra Attack as as part of your Attack Action with your Specialized Weapon; both Attacks must be made before or after Moving
Critical Precision
Your combat expertise allows you to hit with extreme precision and power.
- You score Critical Hits on Attacks greater than or equal to your Criticals threshold
Warrior
Your renown as a Warrior precedes you at Level 5.
-
+2 Loyalty
-
You attract two elite, fiercely loyal, personal guards (work with your GM to create two NPC mercenaries, who you must feed and pay)
-
These unique followers are not replaced if they perish, but may be resurrected
Knight
By Level 9 you’ve gained the highest honor among warriors: Knight status.
-
Once you have constructed a keep or stronghold—which you must contract labor and resources for in full—you attract a rag-tag militia
-
Work with your GM to create the following NPCs: An Elite Captain, complete with a Magical Weapon and Armor, d4 Captains, 4d4 Cavalry Units, d4 Scouts, 4d10 Troops, a Spy, an Artillerist, a Squire, and a Wizard. Your followers must be fed and paid a salary.
-
Additionally your keep or stronghold attracts farmers, merchants, and tradespeople who seek your protection in exchange for paying you a tithe. Additional recruits may be hired if available and willing.
Paladin
You are a heroic warrior, devoted to a deity or other supernatural power. You seek to defeat all who oppose your cause.
Many Paladins ascend to noble knighthood and become symbols of their divine calling, however others seek only to protect their deity, or become zealots bent on revenge.
| CHARACTER BUILD |
|---|
| Ability Scores: Strength 12, Constitution 9, Wisdom 13, Charisma 17 |
| Hit Dice: d10 |
| Armor: All Armor & Shields |
| Weapons: Any 3 |
| GP: 3d10 |
| Equipment: Boots (Combat), Clothing (Combat), First Aid Kit, Knife, Studded Leather Armor, & Weapons (×2) |
| Magic: Abjuration & Necromancy |
| LEVEL | XP | ATTACK | WILLPOWER | SPELLS | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | Bestowed Power | |||
| 2 | 225 | +1 | |||
| 3 | 675 | +2 | 1 | Spellcasting, Perk | |
| 4 | 1,350 | +3 | +1 | 2 | Bonded Steed |
| 5 | 2,250 | +4 | +1 | 3 | |
| 6 | 3,375 | +5 | +2 | 4 | Perk |
| 7 | 4,725 | +6 | +2 | 5 | Divine Presence |
| 8 | 6,300 | +7 | +3 | 6 | |
| 9 | 8,100 | +8 | +3 | 7 | Perk |
Bestowed Power
Your deity grants you numerous supernatural powers.
Aura Of Protection: You are constantly surrounded by an Aura of Protection, granting you +1 Defense.
Circle Of Power: When wielding a Holy or Desecrated Sword, you project a Circle of Power which emits (holy) or absorbs (desecrated) light, which dispels weak nearby hostile Magic. Holy and Desecrated Swords often have additional magical powers.
Cure/Cause Disease: You can cure or cause Diseases on touch (excluding curses and afflictions such as lycanthropy).
Detect Malice: As an Action, concentrate to detect any nearby malicious intent, on a successful Spellcasting Check (rolled by the GM). Difficulty is 10 + your target’s Hit Dice. Increase your Chaos by 2 on Fizzle.
Immunity To Diseases: You are immune to all forms of Disease.
Channel Power: You can Heal a target (including yourself) on touch or cause extra Damage on hit: d6 × your Level. You must make a successful Spellcasting Check vs Difficulty 10 + your Level. Increase your Chaos by 2 on Fizzle.
Unbending Will: +2 Magic Resistance
Bonded Steed
At Level 4 you form a bond of fate with a majestic steed, typically a warhorse (though other beasts of burden may be appropriate to you or your world). Work with your GM to create your Bonded Steed.
-
Your steed will come when called across any distance, following you into battle and dangers untold
-
Your bond must be forged in a memorable way, often through a specific quest or Objective
Spellcasting
You are bestowed magical powers by your deity upon reaching Level 3.
-
Spellcasting: Wisdom + Willpower
-
Spheres of Magic: Abjuration & Necromancy
-
Spells Known: You gain one Spell at Level 5. Each Level hereafter you gain a new Spell of your choice from those you have access to, and you may replace one Spell with another.
Divine Presence
By Level 7 an aura of purpose and inspiration surrounds you—in and out of combat.
-
+2 Loyalty
-
+2 Reaction
Ranger
You are a hunter and a woodsman. You live by your wit and knowledge of the Wilderness. You are fiercely dedicated to protecting your homeland from marauders.
| CHARACTER BUILD |
|---|
| Ability Scores: Strength 13, Dexterity 13, Constitution 14, Wisdom 14 |
| Hit Dice: d10 |
| Armor: All Armor & Shields (however some Ranger abilities are only usable while clad in Light or No Armor) |
| Weapons: Any 3 |
| GP: 3d10 |
| Equipment: Clothing (Wilderness), Flint & Steel, Knife, Leather Armor |
| Magic: Abjuration & Conjuration |
| LEVEL | XP | ATTACK | WILLPOWER | SPELLS | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | Ambidextrous, Woodcraft | |||
| 2 | 225 | +1 | Nemesis | ||
| 3 | 675 | +2 | 1 | Spellcasting, Perk | |
| 4 | 1,350 | +3 | +1 | 2 | Animal Companion |
| 5 | 2,250 | +4 | +1 | 3 | |
| 6 | 3,375 | +5 | +2 | 4 | Perk |
| 7 | 4,725 | +6 | +2 | 5 | |
| 8 | 6,300 | +7 | +3 | 6 | |
| 9 | 8,100 | +8 | +3 | 7 | Perk |
Ambidextrous
While wearing Light or No Armor you can Dual Wield with no Penalties (see Dual Wielding).
Woodcraft
You are an expert tracker and survivalist; one with the subtle ebb and flow of nature.
-
You have Advantage on all survival, hunting, navigation, tracking, shelter building, firebuilding, and animal Checks while in the Wilderness
-
While wearing Light or No Armor, you have a Bonus, equal to your Level (max of 6), for the Stealth Thieving Skill
-
+1 Perception
Nemesis
Around Level 2 you swear to protect your homeland from an invading enemy such as Giants, Orcs, Trolls, or Dragons (work with your GM to find the correct fit for your story).
-
You gain +4 Attack against your Nemesis
-
Disadvantage on Reactions vs your Nemesis
-
You seek out your Nemesis in campaign and in combat—unless another foe presents a significantly greater threat
Spellcasting
By Level 3 you’ve gained the ability to draw from and manipulate the energy of nature.
-
Spellcasting: Wisdom + Willpower
-
Spheres of Magic: Abjuration & Conjuration
-
Spells Known: You gain one Spell at Level 3. Each Level hereafter you gain a new Spell of your choice from those you have access to, and you may replace one Spell with another.
Animal Companion
You form a strong friendship with an Animal Companion at Level 4 (work with your GM to create an Animal Companion).
-
You and the animal share exceptional non-verbal communication; the animal obeys your commands and protects you fiercely with their life
-
If your Animal Companion dies, reduce your Constitution by 1 due to a broken heart. The companion may be resurrected or a new companion bond can be formed after a minimum of one month of mourning.
Thief
You are happy to live off the fat of the land by the easiest means possible. Your profession is not inherently honorable, though some famous thieves have led noble lives. Plus your occupation can be quite profitable!
| CHARACTER BUILD |
|---|
| Ability Scores: Dexterity 9 |
| Hit Dice: d8 |
| Armor: Light Armor & Elven Chain |
| Weapons: 2 from Club, Dagger, Dart, Hand Crossbow, Light Crossbow, Shortbow, Sling, Longsword, Shortsword, Quarterstaff, & Improvised Weapons |
| GP: 2d12 |
| Equipment: Cloak, Knife, Lockpick Set, & Shoes or Sandals |
| LEVEL | XP | ATTACK | SKILL POINTS | BACKSTAB | ABILITIES |
|---|---|---|---|---|---|
| 1 | 0 | 6 | ×2 | Backstab, Thieves’ Cant, Thieving Skills | |
| 2 | 125 | 2 | ×2 | ||
| 3 | 375 | +1 | 2 | ×2 | Perk, Ambidextrous |
| 4 | 750 | +1 | 2 | ×3 | |
| 5 | 1,250 | +2 | 2 | ×3 | |
| 6 | 1,875 | +2 | 2 | ×3 | Perk |
| 7 | 2,625 | +3 | 2 | ×4 | |
| 8 | 3,500 | +3 | 2 | ×4 | |
| 9 | 4,500 | +4 | 2 | ×4 | Perk |
Backstab
While often outmatched in hack-and-slash combat, you are the master of a knife in the back.
When attacking a humanoid by surprise and wielding a Small or Medium Close Combat Sword or Dagger you are proficient with:
-
+4 Attack
-
Negate your target’s Shield and/or Dexterity based Defense
-
Backstab Multiplier: Multiply Damage dice rolled (before adding Modifiers) by your Backstab multiplier
Thieves’ Cant
You can speak a special slang which is known by thieves throughout their underground network of rogues, spies, assassins, and con-artists.
Thieves’ Cant can be naturally worked into any Language you know, allowing Thieves to discuss things like stolen loot, easy marks, fences, guard patrols, and access to restricted areas in normal conversation with eavesdroppers none the wiser.
Thieving Skills
You are an expert in espionage and subtlety, distributing Skill Points to your Thieving Skills.
-
At Level 1 you receive 6 Skill Points to distribute amongst your Thieving Skills
-
No more than 3 Points may be assigned to a single Skill at Level 1
-
At Level 2, and each Level hereafter, you gain 2 Points to assign to two different Skills
-
Your Skill Points for a single Thieving Skill may not exceed 8
-
Skill Point: Each Point you assign grants a +1 Bonus to the Thieving Skills
Climb Walls: Most competent adventurers can climb rocky cliffs and buildings, you however possess the miraculous ability to climb smooth surfaces sans climbing gear.
- Check: Strength Modifier + Skill Points
Detect Noise: You have superior hearing when listening through doors and detecting noises down passageways. You must have complete silence to Detect Noise.
- Check: Perception + Skill Points
Disguise: Infiltration and subterfuge may necessitate you change your appearance or impersonate an individual.
You can disguise yourself as various walks of life (noble, beggar, etc.), granted you obtain appropriate clothing, makeup, wigs, and accessories. You may not change your height, however, without the aid of Illusionary Magic.
- Check: Charisma Modifier + Skill Points
Find/Remove Traps: You know how to find hidden traps and alarms, such as poison needles, spring blades, deadly gasses, and warning bells.
Typically the GM rolls Find Trap Checks, creating uncertainty as to whether any hidden traps exist or not. A second Remove Traps Check can be made to attempt to disarm a trap. Failure might result in consequences.
-
Find Trap Check: Perception + Skill Points
-
Remove Trap Check: Dexterity Modifier + Skill Points
Forgery: You're practiced in the art of duplicating and fabricating coins, seals, official documents, books, and manuscripts.
-
Duplication Check: Dexterity Modifier + Skill Points
-
Fabrication Check: Intelligence Modifier + Skill Points
Lock Picking: You are skilled in picking padlocks, chests, doors, and puzzles. You must have a Lockpick Set or Improvised Lockpicks (used at Disadvantage) to attempt to pick a lock.
- Check: Dexterity Modifier + Skill Points
Pick Pockets: You can swipe small items from pockets, sleeves, girdles, and packs. Failure does not necessitate detection.
-
Check: Dexterity Modifier + Skill Points vs target’s Perception
-
Your attempt is detected if your Check, including modifiers, is less than 5 + the target’s Hit Dice
-
Your attempt is always detected on a Natural 1
Stealth: You’ve mastered the art of moving silently and blending into shadows.
While the average adventurer can attempt to move quietly, you have the uncanny ability to move with complete silence at your normal movement rate as your Action (penalties may be imposed by your GM for squeaky wooden floors, stairs, gravel, broken glass, etc.).
Similarly, while anyone can attempt to obscure themselves, you have mastered melding into the darkness. As your Action you may disappear from sight or pass undetected while in dim light or darkness.
- Check: Dexterity Modifier + Skill Points vs observers’ Perception
Ambidextrous
By Level 3, your constant practice of hand-eye coordination has made you Ambidextrous. While wearing Light or No Armor you can Dual Wield with no Penalties (see Dual Wielding).
Wizard
Unmatched in magical prowess, you go by many names: Wizard, witch, mage, magician, sorcerer. You bend physics to your will and manipulate the very fabric of nature.
| CHARACTER BUILD |
|---|
| Ability Scores: Intelligence 9 |
| Hit Dice: d8 |
| Armor: None |
| Weapons: Dagger or Quarterstaff |
| GP: 2d6 |
| Equipment: Cloak, Ink, Knife, Parchment, Quill Pen, Scroll Case, & Shoes or Sandals |
| Magic: All Spheres & Spells |
| LEVEL | XP | ATTACK | WILLPOWER | ABILITIES |
|---|---|---|---|---|
| 1 | 0 | Spellcasting, Arcane Study | ||
| 2 | 250 | +1 | ||
| 3 | 750 | +2 | Perk | |
| 4 | 1,500 | +1 | +3 | |
| 5 | 2,500 | +1 | +4 | Enchanting |
| 6 | 3,750 | +1 | +5 | Perk |
| 7 | 5,250 | +2 | +6 | |
| 8 | 7,000 | +2 | +7 | |
| 9 | 9,000 | +2 | +8 | Perk |
Spellcasting
Through extensive research and study of the arcane, you have collected an impressive repertoire of Magical Spells which you can cast at will.
-
Spellcasting: Intelligence + Willpower
-
Spheres of Magic: All
-
You start the game with d4 Spells + your Intelligence Modifier. You gain a new Spell of your choice—via your constant dabbling in Magic—each time you gain a Level.
-
You can cast Spells directly from Scrolls & Tomes, which destroys it
Arcane Study
You have the unique ability to learn new Spells from Scrolls & Tomes.
-
On a successful Spellcasting Check, based on the Spell’s Difficulty, you gain the ability to cast the Spell at will (this does not actually cast the Spell, however, a failure increases and triggers Chaos as usual).
-
After a failure, you can attempt to learn the Spell again after Resting. Successfully learning Spells from Scrolls & Tomes disintegrates them.
Enchanting
You have unlocked the secret of imbuing mundane items with Magical properties by Level 5.
-
You gain the Enchant Spell (in addition to a new Spell for your Level) if you don’t already have it
-
+2 Willpower when casting Enchant
The craft is difficult, time consuming, and often dangerous.
Work with your GM to define the effects of each enchantment, how long it will require to research, and the Difficulty required to successfully imbue the item.
The consequences of failure may or may not be revealed.