Saturday, 25 February 2012

Deities and Domains in Solpertaine

Abarta CN, m, Rapier, Revelry: Chaos, Luck, Trickery
Aeris LG, f, Spear, Wisdom and Excellence in Combat: Community, Good, Knowledge, Law
Cennabine LN, f, Light Mace, Victory: Law, Nobility, War, Glory
Demeter LN, f, Spear, Agriculture: Earth, Plant, Protection
Erythnul CE, m, Morningstar, Hate, Malice and Slaughter: Chaos, Evil, Trickery, War
Hecate LE, f, Dagger, Magic and the Moon: Artifice, Evil, Knowledge, Magic, Darkness
Hel NE, f, Longsword, Death: Death, Destruction, Evil
Helios LN, m, Quarterstaff, Travel: Protection, Travel, Weather
Horus CG, m, Longsword, Suffering and Liberation: Chaos, Earth, Good, Liberation
Idun CG, f, Dagger, Spring and Eternal Youth: Charm, Good, Magic, Healing
Isis NG, f, Quarterstaff, Fertility: Good, Community, Protection, Water, Repose
Istus N, f, None, Fate: Knowledge, Magic, Rune
Lugh CN, m, Spear, Crafts and Trades: Artifice, Community, Travel, Knowledge
Modi CG, m, Greatsword, Courage and Berserk Rage: Chaos, Good, Protection, Strength, War
Myhriss NG, f, Shortbow, Love and Beauty: Good, Healing Protection
Njord NG, m, Longspear, Sea and Winds: Air, Good, Water
Nuada LN, m, Mace, Dedication and Zeal: Destruction, Protection, Strength
Silvanus N, m, Quarterstaff, Nature and Freedom: Air, Animal, Earth, Fire, Plant, Water
Skadi N, f, Greataxe, Earth and Mountains: Destruction, Earth, Strength
Taiia Any, f, Battleaxe, Creation, Destruction and the Sun:
Air, Earth, Healing, Knowledge, Luck, Magic, Protection, Sun, Travel, Death, Destruction, Fire, Strength, Trickery, War, Water
Tiamat LE, f, Scimitar, Conquest: Destruction, Law, Evil, Trickery
Tyche CG, f, Shortsword, Good Fortune: Luck, Protection, Charm
Uller CN, m, Longbow, Hunting, Archery and Winter.: Chaos, Protection, Travel, Darkness
Vecna NE, m, Dagger, Secrets and Intrigue: Evil, Knowledge, Magic
Woden N, m, Quarterstaff, Magic: Knowledge, Magic, Trickery

Friday, 24 February 2012

Pathfinder Beginner Box

Just bought myself a copy of this yesterday and ruddy hell it's good.

No armour check penalties, no encumbrance, no concentration checks, no spell components, no attacks of opportunity. Just 100% pure gaming goodness. Tasty. Knock up a character within 10 minutes and get stuck in.  

Wednesday, 22 February 2012

The Hills of Mokyll

To the east of the town of Silverhaven, the Hills of Mokyll roll away like the sheets on an unmade bed. Home to dwarfs since anyone can remember, it is also home to many other creatures, both above and below the surface. At the westernmost edge lies the small town Falcon's Hollow which is run by a lumber consortium hell bent on making as much from the local woodland as it can. Leaving here and following the River Foam upwards brings you to the village of Dunlanding, home of the Greybeard Clan. The outer village serves mainly as a trading post and houses many excellent inns and taverns to house the merchants and other travellers who come here. Beneath the cliffs the caverns stretch further than even the current inhabitants realize. Much of what lies below has been blocked off since before the Dwarfen Seclusion although some tomes speak of a great sealed gate, behind which lie unspeakable horrors and ancient evils. Above the soil and in the light of the sun the land is at peace. It has been many a year since the hill giants were routed, although remnants of their forces litter the land raiding smallholdings and causing trouble for the local hill farmers. Orcs and other Svartalfar regularly mass into larger groups but recently they seem to have become better organised, as if there was a new power at play unknown to those in more civilized dwellings.

Hill Encounters

Dire Bat                           01
Giant Ant                         02
Giant Bombardier Beetle  03
Giant Eagle                      04-05
Cockatrice                       06
Dwarf                              07-08
Basilisk                            09-10
Dire Wolf                        11-15
Gnoll                               16-17
Gnome                            18-21
Goblin                             22-23
Brown Bear                     24
Halfling                           25-27
Hobgoblin                       28
Hippogriff                       29-30
Werewolf                        31
Manticore                       32
Tribesmen                       33-34    Cilhadrai hunter-gatherers
Bandits                           35-44     Rural thieves on the lookout for easy pickings
Pilgrims                          45-46     Worshippers of Abarta, Lugh or Uller
Merchant                        47-60    Merchant caravan with guards and retinue
Nomads                          61-62    Tuel hunter-gatherers, riders of the plains
Herders                          63-67     Sheep farmers and crofters
Ogre                               68-75
Orc                                76-85
Dire Rat                          86-88
Wererat                          89-90
Wolf                               91-00

Thursday, 16 February 2012


This large town of 3,500 souls sits on the western shore of the White River where it comes to rest into the Korm Basin in the east of The Great Dragon Sea. The ruler of this bleak stretch of wilderness is Lord Calunghetta, a Pomerainian hero who became leader by the will of the Council of Warriors after the old lord passed beyond. An unpredictable and moody man, he is also brave and won his place after freeing the Hills of Mokyll from the might of a Hill Giant and bringing that place and the dwarfs who reside there under Silverhaven rule. The seat of power is a fortified manor house atop Sentinel Hill which looks down upon the river mouth, docks and fish and farmer's markets below. Head of the Town Watch is Captain Balthus, a reliable right arm and cohort of many seasons. He leads a squad of 35 unruly and dishevelled oiks who demand his constant attention to keep the town in order. Bribery is rife in the Watch, who are happy to earn extra coin turning their gaze away from wrong-doing or acting as extra muscle for the unscrupulous. In times of trouble 175 troops can be called on to repel Svartalfar incursions or unruly tribes seeking plunder. The town is surrounded by spike filled ditches and wooden ramparts on three sides and the wide and fast flowing river to the east. This has dissuaded most glory seekers from making a move on the town and there has not been war in the region in a generation. Inside the walls the day to day running of the town is left to the town council led by Brennen the Burgomaster who is elected by local land owners. The Guild of Trades run by the dwarf Ulfgar from his warehouses by the river also has much influence in local affairs. The spiritual life of Silverhaven revolves around the temple/music hall of Abarta and the Wind Dancers, a local sect who venerate Idun, Skadi and Tyche. There is also a temple to Modi which houses a gladitorial pit that serves up entertainments every Godsday afternoon. Recently, Cilhadrai agitators from across the water have been seeking the attention of the common folk, spreading dissent and ill-will against the ruling bodies but so far no action has been taking against them.    

35 Shops:- Animal Dealer, Bakery, Bathhouse, Bordello, Brewery, Carpenter, Dairy, Farmer's Market, Fishmonger, Freight Company, Furrier, Gambling House, Granary x2, Inn x2, Lamp and Oil Shop, Rope Maker, Sail Maker, Stable x2, Tailor, Tavern x3, Trading Post, Undertaker, Warehouse x4, Weaponsmith, Weaver, Woodcarver

Plains Encounters

Wild Dog                              01 - 02  
Giant Ant                              03 - 05
Giant Bombadier Beetle        06
Giant Fire Beetle                   07
Dire Bat                                08 - 10
Huge Monstrous Spider        11
Giant Bee                             12
Wererat                                13
Gnoll                                    14 -15
Dire Wolf                             16
Goblin                                  17 - 18
Giant Wasp                          19
Halfling                                 20 - 21
Hobgoblin                            22
Hippogriff                             23
Cockatrice                           24
Werewolf                             25 - 26
Doppleganger                       27
Bandit                                  28 - 36     Rural thieves on the lookout for easy pickings
Pilgrims                               37 - 38      Worshippers of Abarta, Lugh or Uller
Tribesmen                           39 - 40     Cilhadrai hunter-gatherers, wary of arcane magic 
Merchant                             41 - 68     Merchant caravan with guards and retinue
Nomads                               69 - 70     Tuel hunter-gatherers, riders of the plains 
Farmers                               71 - 80     Tillers of the soil
Ogre                                    81 - 83
Orc                                      84 - 87
Dire Rat                               88 - 89
Giant Eagle                           90 - 91
Gargoyle                              92
Wolf                                    93 - 00

Wednesday, 15 February 2012


Arcane Strike: Arcane Spells: +1 attack and damage and weapon considered magic, +2 at 4th level 
Shield Focus: Sheild Proficiency, BAB +1: +1 AC when using a shield
    Greater Shield Focus: Shield Focus, 8th Level Fighter: +1 AC when using a shield
Backstabber: Sneak Attack Dice increased to d8
Blind Fight: Re-roll Concealment, Invisible condition gives no advantages against character
Combat Reflexes: Receive extra attacks of opportunity equal to Dex modifier
Combat Expertise: Int 13:Trade attack bonus for AC
    Whirlwind Attack: Dex 13, Combat Expertise, Dodge, Spring Attack: One attack vs all in reach
Improved Feint: Combat Expertise: Feint as move action
    Greater Feint: Imp Feint BAB +6: Enemy lose Dex bonus for 1 round
Critical Focus: BAB +9: +4 to confirm critical hit
Dodge: Dex 13: +1 to AC from attacks by designated opponent
    Mobility: Dodge: +4 AC against attacks of opportunity
    Spring Attack: Mobility, BAB +4: Move before and after melee attack
Wind Stance: Dex 15, Dodge, BAB +6: +2 to AC if move more than 5'
    Lightning Stance: Dex 17, Wind Stance, BAB +11: +4 to AC if move more than 5'
Endurance: +4 on checks to avoid non-lethal dam, may sleep in medium armour without suffering fatigue
Extra Channelling: Cleric: Channel an extra 2 times per day
Extra Ki: Monk: Increase ki pool by 2 points
Extra Lay on Hands: Paladin: Lay on hands 2 extra times per day
Extra Mercy: Paladin: Lay on hands benefits from one additional mercy
Extra Performance: Bard: Extra 6 rounds per day
Extra Rage: Barbarian: Extra 6 rounds per day
Fleet Foot: Base speed +5'
Great Fortitude: +2 Fortitude saves
    Improved Great Fortitude: Great Fortitude: Re-roll one Fort save per day
Improved Critical: BAB +8: Double threat range of one weapon
Improved Familiar: Gain more powerful familiar
Improved Initiative: +4 on Initiative checks
Improved Channel Energy: +2 bonus on Channel Energy DC
Improved Performance: Bard: +3 on Perform checks
Improved Spell Difficulty: +2 DC to saving throw for spell of choice
Improved Use Magic Device: Rogue: +3 on Use Magic Device checks
Improved Unarmed Strike: Always considered armed
    Deflect Arrows: Dex 13, Improved Unarmed Strike: Avoid one ranged attack per round
    Stunning Fist: Dex 13, Wis 13, Improved Unarmed Strike, BAB +8: Stun opponent with unarmed strike
    Scorpion Style: Improved Unarmed Strike: Reduce targets speed to 5'
    Gorgon's Fist: Scorpion Style, BAB +6: Stagger a foe whose speed is reduced
    Medusa's Wrath: Gorgon's Fist, BAB +11: Make 2 extra attacks against a hindered foe
Iron Will: +2 bonus to Will saves
    Improved Iron Will: Iron Will: Re-roll one Will save per day
Lightning Reflexes: +2 bonus to Reflex saves
    Improved Lightning Reflexes: Lightning Reflexes: Re-roll one Reflex save per day
Linguist: Learn three languages
Martial Weapon Proficiency: Learn one martial weapon
Mounted Combat: Ride 1 rank: Use mounts attack instead of your own 
Step Up: BAB +1: Take a 5' step as an immediate action
Nimble Moves: Dex 13: Ignore 5ft of difficult terrain when you move
    Acrobatic Moves: Dex 15, Nimble Moves: Ignore 20ft of difficult terrain when you move
Deadly Aim: Dex 13, BAB +1: Trade ranged attack bonus for damage
Point Blank Shot: +1 attack and damage on ranged targets within 30'
    Precise Shot: Point Blank Shot: No penalty for shooting into melee
    Improved Precise Shot: Dex 19, Precise Shot, BAB +11: No cover/concealment penalty on ranged attack
    Pinpoint Targeting: Improved Precise Shot, BAB +16: No armour or shield bonus on ranged attack
    Rapid Shot: Dex 13, Point Blank Shot: May attack 2 targets at -2 to hit each
    Improved Rapid Shot: Rapid Shot, BAB +6: Ranged attack at -2 against 3 targets
    Shot on the Run: Dex 13, Mobility, Point Blank Shot, BAB +4: Make ranged attack at any point during movement
Power Attack: Str 13, BAB +1: Trade melee attack bonus for damage
    Cleave: Power Attack: Make an additional melee attack if the first one hits, -2 AC penalty till next round
    Great Cleave: Cleave, BAB +4: Make an additional melee attack after each successful melee attack, -2 AC penalty till next round
Quick Draw: BAB +1: Draw weapon as a free action
Rapid Reload: Reload crossbow quickly
Run: Run 5 times your normal speed
Selective Channeling: Cha 13, Cleric: Number of creatures equal to Cha mod not affected by Channeling
Simple Weapon Proficiency: Learn all simple weapons
Skill Focus: +3 to one skill (+6 at 10th level)
Skill Training: Make one skill a class skill
Skilled: Pick two skills with a 1+ rank in each for a +2 bonus for both skills
Spell Penetration: +2 on level checks to beat spell resistance
    Greater Spell Penetration: Spell Penetration: +2 on level checks to beat spell resistance
Toughness: +3 hp, +1 per hit die beyond 3
Turn Undead: Channel energy can be used to make undead flee
Two Weapon Fighting: Dex 15: Reduce two weapon fighting penalties
    Double Slice: Two Weapon Fighting: Add Str bonus to off-hand weapon
    Improved Two Weapon Fighting: Dex 17, Two Weapon  Fighting, BAB +6: Additional attack does 2 die weapon damage
    Greater Two Weapon Fighting: Dex 19, Improved Two Weapon Fighting, BAB +11: Additional attack does 3 dice weapon damage
    Two Weapon Defence: Two Weapon Fighting: +1 AC when fighting with two weapons
    Two Weapon Rend: Double Slice, Improved Two Weapon Fighting, BAB +11: Extra damage if both hit
Weapon Finesse: Use Dex instead of Str modifier on to hit rolls with light weapons
Weapon Focus: BAB +1, Proficient with weapon+1 on attack rolls with one weapon
    Weapon Specialization: Weapon Focus, 4th lvl Fighter: +2 damage with one weapon
    Greater Weapon Focus: Weapon Focus, 8th lvl Fighter: +1 on attack rolls with one weapon
    Penetrating Strike: Weapon Focus, 12th lvl Fighter: Attacks ignore 5 pts of damage reduction
    Greater Penetrating Strike: Penetrating Strike, 16th lvl Fighter: Attacks ignore 10 pts of damage reduction
    Greater Weapon Specialization: Weapon Specialization, 12th lvl Fighter: +2 damage with one weapon

Brew Potion: Caster lvl 3rd
Craft Magic Arms and Armour: Caster lvl 5th
Craft Rod: Caster lvl 9th
Craft Staff: Caster lvl 11th
Craft Wand: Caster lvl 5th
Craft Wondrous Item: Caster lvl 3rd
Forge Ring: Caster lvl 7th
Scribe Scroll: Caster lvl 1st

Empower Spell: Increase spell variables by 50%: +2 Spell Levels
Enlarge Spell: Double spell range: +1 Spell Level
Extend Spell: Double spell duration: +1 Spell Level
Heighten Spell: Treat spell as a higher level: Maximum 9th Spell Level
Maximise Spell: Maximise spell variables: +3 Spell Levels
Quicken Spell: Cast spell as a quick action: +4 Spell Levels
Widen Spell: Spell affects twice as many opponents: +3 Spell Levels

Tuesday, 14 February 2012


BAB +1, Fort +2
Alignment: Non-Lawful
Hp 12
Weapons and Armour: All simple and martial weapons, light armour, medium armour and shields.
Fast Movement: +10'
Rage: +4 Str and Con and +2 Will saves but -2 AC for 4 + Con modifier rounds

Starting Wealth:- 105 Gp
Skills :- 4 + Int modifier
Class Skills:- Acrobatics, Climb, Nature, Perception, Ride, Swim

Ref +2, Will +2
Alignment: Any
Hp 8
Weapons and Armour: All simple weapons, longsword, rapier, shortsword and shortbow. Light armour and shields
Bardic Knowledge: Add half level (min 1) to Knowledge skill checks.
Bardic Performance: 4 + Cha modifier rounds per day.
Distraction, Fascinate, Inspire Courage
Perform checks are Bard level plus Cha mod.

Starting Wealth:- 105 Gp
Skills:- 6 + Int Modifier
Class Skills:- Acrobatics, Bluff, Climb, Diplomacy, Knowledge (All), Perception, Sense Motive, Spellcraft, Stealth 

Fort +2, Will +2
Alignment: Within one step of god worshipped.
Hp 8
Weapons and Armour: Simple weapons, light armour, medium armour, shields, deity's favoured weapon.
Channel Energy: Vs 2d6 Undead
Bonus Language: Celestial

Starting Wealth:- 140 Gp
Skills:- 2 + Int Modifier
Class Skills:- Diplomacy, Heal, Arcana, History, Religion, Sense Motive, Spellcraft

Fort +2, Will +2
Alignment: Any Neutral
Hp 8
Weapons and Armour: Club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. Padded, leather and hide armour. Wooden shields
Bonus Languages: Sylvan, Druidic
Nature Bond
Nature Sense: +2 Nature checks.
Wild Empathy: Level + Cha Modifier Diplomacy check for animals.

Starting Wealth:- 70 Gp
Skills:- 4 + Int Modifier
Class Skills:- Climb, Heal, Geography, Nature, Perception, Ride, Spellcraft, Swim

BAB +1, Fort +2
Alignment: Any
Hp 10
Weapons and Armour: All simple and martial weapons, all armour and shields.
Bonus Feat

Starting Wealth:- 175 Gp
Skills:- 2 + Int Modifier
Class Skills:- Climb, Dungeoneering, Ride, Swim

Fort +2, Ref +2, Will +2
Alignment: Any Lawful
Hp 8
Weapons and Armour: Club, crossbow, dagger, handaxe, javalin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling and spear.
AC Bonus: Add Wisdom Modifier to AC
Flurry of Blows: Two attacks at -1 to hit
Unarmed Damage: 1d6
Bonus Feats: Stunning Fist plus one from Blind Fight, Dodge, Fleet Footed, Improved Initiative, Lightning Reflexes, Nimble Moves, or Weapon Focus.

Starting Wealth:- 35 Gp
Skills:- 4 + Int Modifier
Class Skills:- Acrobatics, Climb, History, Religion, Perception, Ride, Sense Motive, Stealth, Swim

BAB +1, Fort +2, Will +2
Alignment: Lawful Good
Hp 10
Weapons and Armour: All simple and martial weapons, all armour and shields.
Detect Evil
Smite Evil: Once per day gain Cha Mod to hit, and Paladin level to damage vs evil target (2 hp damage per level on the first successful hit vs one evil outsider, evil dragon or undead). Bypasses DR. Also receive a bonus to AC (Cha Mod) against attacks from the target. 

Starting Wealth:- 175 Gp
Skills:- 2 + Int Modifier
Class Skills:- Diplomacy, Heal, Religion, Ride, Sense Motive, Spellcraft

BAB +1, Fort +2, Ref +2
Alignment: Any
Hp 10
Weapons and Armour: Simple and martial weapons, light armour, medium armour and shields.
Favoured Enemy: +2 to hit, damage and Bluff, Perception, Sense Motive and Knowledge checks against one group of creatures.
Track: Add half level (min 1) to Perception checks to track.
Hunter's Bond

Starting Wealth:- 175 Gp
Skills:- 6 + Int Modifier
Class Skills:- Climb, Heal, Dungeoneering, Geography, Nature, Perception, Ride, Spellcraft, Stealth, Swim

Ref +2
Alignment: Any
Hp 8
Weapons and Armour: All simple weapons, hand crossbow, rapier, shortbow and short sword. Light armour.
Sneak Attack: 1d6 extra damage if foe is unable to defend.
Trapfinding: Add half level (min 1) to Perception checks to find traps.
Use Magic Item: Checks are Rogue level plus Cha modifier

Starting Wealth:- 140 Gp
Skills:- 8 + Int Modifier
Class Skills:- Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Dungeoneering, Local, Perception, Sense Motive, Stealth, Swim

Will +2
Alignment: Any
Hp 6
Weapons and Armour: All simple weapons
Bloodline Powers
Aberrant and Abyssal:- Exiles
Arcane, Celestial, Destined:- All
Draconic:- Sulmaneesh
Fey :- Elf and ½ Elf, Cilhadrai
Infernal :- Sulmaneesh
Undead :- Burning Ones

Starting Wealth:- 70 Gp
Skills:- 2 + Int Modifier
Class Skills:- Bluff, Arcana, Spellcraft

Will +2
Alignment: Any
Hp 6
Weapons and Armour: Club, dagger, heavy crossbow, light crossbow and quarterstaff.
Bonus Language: Draconic
Arcane Bond: Familiar or Bonded Object.
Arcane School
Bonus Feat: Scribe Scroll

Starting Wealth:- 70 Gp
Skills:- 2 + Int Modifier
Class Skills:- Knowledge (All), Spellcraft


Darkvision, Speed 20',  +4AC vs Giants, +1 Attack vs Orcs and Goblinoids, +2 saving throws vs poison, spells and spell like abilities, +2 Perception vs unusual stonework, proficient with battleaxes, heavy picks and warhammers. Speed not modified by armour.

Languages :- Common, Dwarven plus Giant, Gnome, Goblin, Orc, Terran and Undercommon depending on Int bonus (+1 per bonus).

Favoured Classes :- Cleric, Fighter, Rogue

Low light vision, Speed 30', immune to magic sleep effects, +2 saving throw vs enchantment spells and effects, +2 caster level check to overcome spell resistance. +2 Perception. Proficient with longbows, longswords, rapiers and shortbows.

Languages :- Common, Elven plus Celestial, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan depending on Int bonus (+1 per bonus).

Favoured Classes :- Cleric, Fighter, Rogue, Sorcerer

Small +1 AC, +1 attack, +4 Stealth, Speed 20', low light vision, +4 AC vs Giants, +1 attack reptilian and goblinoids, +2 saving throw vs illusions and +2 on Perception.

Languages :- Common, Gnome, Sylvan plus Draconic, Dwarven, Elven, Giant, Goblin and Orc
depending on Int bonus (+1 per bonus).

Favoured Classes :- Cleric, Fighter, Rogue, Bard

Small +1 AC, +1 attack, +4 Stealth, Speed 20', +2 saving throws vs fear, +1 on all saving throws, +2 Perception, +2 Acrobatics and Climb, proficient with slings.

Languages :- Common, Halfling plus Dwarven, Elven, Gnome and Goblin depending on Int bonus (+1 per bonus).

Favoured Classes :- Fighter, Rogue, Druid

Low light vision, Speed 30', Skill Focus Feat, immune to magic sleep effects, +2 saving throws vs enchantment spells and effects, +2 Perception, 2 Favoured Classes.

Languages :- Common, Elven plus any depending on Int bonus (+1 per bonus).

Favoured Classes :- Cleric, Fighter, Rogue, Ranger, Druid, Sorcerer

Darkvision, Speed 30', Once per day when below 0hp can fight for one more round before unconsciousness, proficient with Greataxes and Falchions.

Languages :- Common and Orc plus Abyssal, Draconic, Giant, Gnoll and Goblin depending on Int bonus (+1 per bonus).

Favoured Classes :- Cleric, Fighter, Rogue, Barbarian

Friday, 10 February 2012

Assorted Crunch

Character Generation

Ability Scores
Roll 4d6 for each ability and discard lowest die, arrange as desired.

Ability – Modifier - Bonus Spells per day
      6            -2
      7            -2
      8            -1
      9            -1
     10            0
     11            0
     12           +1          1 1st level
     13           +1
     14           +2          1 1st and 2nd level
     15           +2
     16           +3          1 1st, 2nd and 3rd level
     17           +3
     18           +4          1 1st, 2nd, 3rd and 4th level
     19           +4
     20           +5          2 1st, 1 2nd, 3rd, 4th and 5th level

Dwarf :- +2 Con, -2 Cha
Elf :- +2 Dex, -2 Con
Gnome :- +2 Con, -2 Str
Halfling :- +2 Dex, -2 Str
Half-Orc :- +2 Str, -2 Int, -2 Cha

Hit point level increase equals ½ hit die plus 1

All attacks are made as though the combatant had the Vital Strike group of feats. Therefore each time the basic attack bonus gives an extra attack, add an extra die of damage for the weapon instead when using the full attack option.


  Easy                      DC 5
  Average                DC 10
  Tough                    DC 15
  Challenging           DC 20
  Formidable           DC 25
  Heroic                    DC 30
  Nearly Impossible DC 40

Spell area of effect
5' Radius = 1 Creature                                         15' Cone = 1d2 Creatures
10' Radius = 1d4 Creatures                                 30' Cone = 1d4 Creatures
15' Radius = 1d6 Creatures                                 60' Cone = 2d6 Creatures
20' Radius = 1d8 Creatures
30' Radius = 2d6 Creatures
40' Radius = 2d8 Creatures
60' Radius = 2d10 Creatures
80' Radius = 2d12 Creatures

Line of effect spells = Roll 1-2 on d6 to hit each target after first until roll fails

Lawful Good - Crusader
Lawful Neutral - Benefactor
Chaotic Good - Rebel
Lawful Neutral - Judge
Chaotic Neutral - Free Spirit
Neutral - Unaligned