+11 | Strength |
+1 | Dexterity |
+11 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+7 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+11 | Athletics |
+1 | Deception |
+0 | History |
+2 | Insight |
+7 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+8 | Perception |
+13 | Performance |
+1 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+8 | Survival |
Longsword | 1d20+14 | 1d8+10 | 1d10+8 |
---|---|---|---|
Shortsword | 1d20+11 | 1d6+7 | |
Handaxe | 1d20+11 | 1d6+7 | |
Unarmed Strike | [roll1d20+11] | [6] |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
1d20 | Background |
---|---|
1 | A nasty fight left you scarred. |
2 | You were seduced by a devil. Gain 1 Corruption. |
3 | You spent a few years in the wilderness. Gain a random wilderness profession. |
4 | You killed someone in cold blood. Gain 1 Corruption. |
5 | You fell in love with a human and had a child. |
6 | You were raised by priestesses of the Moon Maiden. |
7 | You stumbled into a hidden kingdom and remained there for 1d6 years. |
8 | Someone important to you died; the loss haunts you still. |
9 | Some rotten child mistook you for a cat and took you home. You only just escaped with your life. |
10 | You earned a living working in one of your professions. |
11 | You traveled extensively. You can speak one additional language. |
12 | Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else. |
13 | You received an education. You know how to read the Common Tongue. |
14 | You helped defend your community from a beastmen attack. |
15 | You found a scroll containing an incantation of a rank 0 spell (chosen by the GM). |
16 | You unmasked a killer or a cultist at large in your community. |
17 | You created a lasting piece of art. Add artist to your list of professions. |
18 | You found a potion (of the GM’s choice). |
19 | Someone important owes you a big favor. |
20 | You came into money. Start the game with 2d6 cp. |
The Quality Bonus Table for Sophont
Sophont | Race | Summary | Size | UBS | LBS | VIT | RFX | PER | MTP | NRV |
---|---|---|---|---|---|---|---|---|---|---|
Human | FirstHeart | 4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Human | IreHeart | 5 | 2 | 1 | 1 | 0 | 0 | -1 | -1 | |
Human | Undaunted | 4 | 2 | 1 | 0 | 0 | -1 | 1 | -1 | |
Human | GearHeart | 4 | 0 | 0 | -2 | 1 | 2 | 0 | 1 | |
Human | BleakHeart | 4 | 0 | 0 | -1 | 0 | 1 | 2 | 0 | |
Human | Venuan | 4 | 1 | 1 | 0 | 0 | 0 | 1 | -1 | |
Verin | Chea | Desert | 4 | 1 | 1 | 2 | 0 | 0 | 0 | 0 |
Verin | Faeo | Mountain | 5 | 0 | 0 | 0 | 1 | 2 | 1 | 0 |
Verin | Luea | Water | 4 | 0 | 2 | 0 | 0 | 1 | 0 | 1 |
Verin | Faecha | Tundra | 3 | 0 | 0 | 1 | 0 | 0 | 1 | 2 |
Verin | Sauthei | Forest | 4 | 1 | 1 | 0 | 2 | 0 | 0 | 0 |
Verin | Vodalkyn | Seer | 4 | 0 | 0 | 0 | 1 | 1 | 2 | 0 |
Verin | Manne-Kyn | |||||||||
Verin | Harle-Kyn | |||||||||
Sazashi | Ka | 5 | 3 | 2 | 1 | -1 | 0 | -2 | 0 | |
Sazashi | Aen | 4 | 0 | 0 | -1 | 2 | 3 | 1 | -2 | |
Sazashi | Helyk | 5 | 0 | 0 | -1 | -2 | 2 | 1 | 3 | |
Sazashi | Nasyk | 4 | 0 | 1 | 1 | 2 | 2 | -1 | -2 | |
Sazashi | Ral-Mi | 5 | 2 | 1 | 1 | 2 | -2 | -1 | 0 | |
Sazashi | Parisan | 5 | 1 | 2 | 3 | -2 | 0 | -1 | 0 | |
Sazashi | Hiserabi | 3 | -1 | 0 | -2 | 3 | 1 | 1 | 1 | |
Sazashi | Shejlt-Rajh | 5 | 0 | 0 | -2 | 2 | 1 | 3 | -1 | |
Sazashi | Khirmagne | 5 | 2 | 3 | 1 | 0 | 0 | -2 | -1 |
D10 | Name | Description | Effect | ||||||
---|---|---|---|---|---|---|---|---|---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |||||
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |||||
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |||||
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | ||||||
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | ||||||
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |||
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | ||||
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | ||||||
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet |
3d6 | Personality |
---|---|
3 | You are vicious and hateful.You lash out at everyone. |
4-5 | You are an asshole. You make a mess and you don’t care who has to clean it up. |
6-8 | You are lazy. You find it hard to make yourself do much of anything. |
9-12 | You are inquisitive. Your curiosity often lands you in trouble. |
13-15 | You are warm and pleasant. You make friends easily. |
16-17 | You are aloof; disinterested in other people. |
18 | You are loyal to your friends; and you support them in all they do. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.