Flaming Fist Publishing

Book 2

Advanced Heroes of Last Resort

Character sheetsSpells and skillsPop culture

Character sheets

Geoe, Level 1, End of Chapter 3

Heritage
Fey
Class
Mage
Level
1
Sex
Female
Height
5’6”
Weight
120 lbs
Hair
Brown
Eyes
Brown
Fame
Level 1: Unknown
Strength8Below Average
Agility14Average
Vitality17Above Average
Intelligence44Very High
Wisdom20Above Average
Charisma15Above Average
Luck10Average

Hit Points: 18. HP Regeneration: 3/hour, outside of combat.

Stamina: 54. Stamina Regeneration: 3/minute.

Spell Points: 54. SP Regeneration: 6/minute.

Skills

SkillBaseModifierTotalRankPerks
Staves1None1Untrained

Spells

SpellBaseModifierTotalRankPerks
Magic Arrow1None1Untrained
Summon Animal Ally1None1Untrained
Shield1None1Untrained

Perks

  • Background: Man-E-Faces, Cardio Queen
  • Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Domains

Languages

  • English
  • Vulcan
  • Dothraki

Jack, Level 7, End of Chapter 7

Heritage
Sun elf
Class
Bard
Level
7
Sex
Male
Height
5’9”
Weight
223 lbs
Hair
Brown
Eyes
Blue
Fame
Level 2: Lesser Known
Party Leader
Level 3
Strength11Average
Agility28High
Vitality10Average
Intelligence19Above Average
Wisdom10Average
Charisma39Very High
Luck28High

Hit Points: 53. HP Regeneration: 2/hour, outside of combat.

Stamina: 51. Stamina Regeneration: 2/minute.

Spell Points: 53. SP Regeneration: 2/minute.

Skills

SkillBaseModifierTotalRankPerks
Light Armor9None9Untrained
Dual Wield26None26ApprenticeDual Attack 1, Perfect Ambidexterity
Small Blades17None17BeginnerHit Harder 1
Stealth40+2060MasterArmored Stealth 1, Stealth Status, Foil Smell 1, Throw Sound
Open Locks19None19BeginnerImprovised Tools 1
Tracking8None8Untrained
First Aid13None13BeginnerCombat Medic 1
Gathering Creatures18None18BeginnerImproved Quality 1
Survival30None30JourneymanDirection Sense, Never Lost, Find the Fastest Path 1
Cooking8None8Untrained
Gathering Plants23None23ApprenticeSeek and You Shall Find 1 & 2
Meditation13None13BeginnerMental Resistance 1
Climbing1+1516Untrained
Hiking27None27ApprenticeDifficult Terrain 1 & 2
Perception31None31JourneymanSee What Is Hidden 1 & 2, Improve Senses (Hearing)
Unarmed Combat17None17BeginnerFist of Stone 1
Rope Use12None12BeginnerInescapable Knots 1
Blunt Weapons9None9Untrained
Acrobatics13None13BeginnerParkour 1
Performance: Lute, Singing52None52MasterImprovised Instrument, Improve Performance 1 & 2, Calm or Incite Emotions 1, Sonic Dissonance
Parry10None10BeginnerTwo Weapon Riposte
Bluff17None17BeginnerFeign Injury 1
Dodge9None9Untrained
Persuasion24None24ApprenticePersuasive Performer 1 & 2
Diplomacy20None20ApprenticeCourt Etiquette 1, Remove Racial Barriers 1
Trap Making14None14BeginnerImprovised Trap Making 1
Sense Motive9None9Untrained
Intimidate2None2Untrained

Spells

SpellBaseModifierTotalRankPerks
Analyze12None12BeginnerCreature Scan 1
Savage Scorn2None2Untrained
Minor Heal14None14BeginnerRanged Heal 1
Cure Poison1None1Untrained
Mend Bones1None1Untrained

Perks

  • Background: Easygoing, Knows No Shame 1 & 2
  • Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
  • Rogue: Sense Danger
  • Rogue: Linguistics
  • Party Leader: Bastion
  • Party Leader: Bastion: Mind Meld 1
  • Party Leader: Bastion: Assign Tank 1
  • Bard: Inspire Ally
  • Bard: Discourage Foe
  • Bard: Song of Respite
  • Bard: Soothing Performance 1 & 2
  • Defender of the Weak
  • Monster Hunter

Languages

  • English
  • Common
  • Undercommon
  • Ravanan
  • Ancient Elorian
  • Dwarvish

Topher, Level 5, End of Chapter 11

Heritage
Tiefling
Class
Monk of the Spinning Leaf
Level
5
Sex
Male
Height
6’1”
Weight
240 lbs
Hair
Brown
Eyes
Red
Fame
Level 1: Unknown
Strength16Above Average
Agility30High
Vitality17Above Average
Intelligence26High
Wisdom14Average
Charisma16Above Average
Luck19Above Average

Hit Points: 55 (70). HP Regeneration: 2/hour, outside of combat.

Stamina: 55. Stamina Regeneration: 2/minute.

Spell Points: 58. SP Regeneration: 3/minute.

Skills

SkillBaseModifierTotalRankPerks
Cooking54None54MasterImprovised Cooking 1 & 2, Detect Poison, Multiply Food 1, Heroic Feast 1
Dodge12None12BeginnerSomersault Dodge
Hiking4None4Untrained
Parry1None1Untrained
Perception5None5Untrained
Staves5None5Untrained
Unarmed Combat1None1Untrained
Unarmored Defense13None13BeginnerFluid Movements 1

Spells

SpellBaseModifierTotalRankPerks
Watery Shield4None4Untrained
Ice Shard5None5Untrained
Icy Patch2None2Untrained
Fog Cloud1None1Untrained
Air Jump1None1Untrained

Perks

  • Background: Rules for Thee, Not for Me
  • Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
  • Monk: Evasion
  • Monk: Smooth Move
  • Fear Defier

Languages

  • English
  • Common (Temporarily)

Jack, Level 9, End of Chapter 21

Heritage
Sun elf
Class
Bard
Level
9
Sex
Male
Height
5’9”
Weight
221 lbs
Hair
Brown
Eyes
Blue
Fame
Level 3: Known
Party Leader
Level 5
Strength11Average
Agility33High
Vitality10Average
Intelligence19Above Average
Wisdom10Average
Charisma43Very High
Luck32High

Hit Points: 65. HP Regeneration: 2/hour, outside of combat.

Stamina: 63. Stamina Regeneration: 2/minute.

Spell Points: 73. SP Regeneration: 2/minute.

Skills

SkillBaseModifierTotalRankPerks
Light Armor9None9Untrained
Dual Wield28None28ApprenticeDual Attack 1, Perfect Ambidexterity
Small Blades25None25ApprenticeHit Harder 1, Increase Critical
Stealth46+2066ExpertArmored Stealth 1, Stealth Status, Foil Smell 1, Throw Sound
Open Locks19None19BeginnerImprovised Tools 1
Tracking9None9Untrained
First Aid13None13BeginnerCombat Medic 1
Gathering Creatures18None18BeginnerImproved Quality 1
Survival31None31JourneymanDirection Sense, Never Lost, Find the Fastest Path 1
Cooking8None8Untrained
Gathering Plants23None23ApprenticeSeek and You Shall Find 1 & 2
Meditation13None13BeginnerMental Resistance 1
Climbing1+1516Untrained
Hiking30None30JourneymanDifficult Terrain 1, 2, 3
Perception34None34JourneymanSee What Is Hidden 1 & 2, Improve Senses (Hearing)
Unarmed Combat17None17BeginnerFist of Stone 1
Rope Use12None12BeginnerInescapable Knots 1
Blunt Weapons9None9Untrained
Acrobatics14None14BeginnerParkour 1
Performance: Lute, Singing53None53MasterImprovised Instrument, Improve Performance 1 & 2, Calm or Incite Emotions 1, Sonic Dissonance
Parry13None13BeginnerTwo Weapon Riposte
Bluff18None18BeginnerFeign Injury 1
Dodge10None10BeginnerUncanny Dodge
Persuasion24None24ApprenticePersuasive Performer 1 & 2
Diplomacy22None22ApprenticeCourt Etiquette 1, Remove Racial Barriers 1
Trap Making19None19BeginnerImprovised Trap Making 1
Sense Motive9None9Untrained
Intimidate2None2Untrained
Crossbow3None3Untrained
Disable Traps2None2Untrained
Tactics9None9Untrained

Spells

SpellBaseModifierTotalRankPerks
Analyze19None19BeginnerCreature Scan 1
Savage Scorn4None4Untrained
Minor Heal23None23ApprenticeRanged Heal 1, Healing Aura
Cure Poison4None4Untrained
Mend Bones8None8Untrained
Cure Disease1None1Untrained

Perks

  • Background: Easygoing, Knows No Shame 1 & 2
  • Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
  • Rogue: Sense Danger
  • Rogue: Linguistics
  • Party Leader: Bastion
  • Party Leader: Bastion: Mind Meld 1
  • Party Leader: Bastion: Assign Tank 1
  • Party Leader: Bastion: Toughness
  • Party Leader: Bastion: Spell Defense
  • Bard: Greater Inspire Ally
  • Bard: Discourage Foe
  • Bard: Song of Respite
  • Bard: Soothing Performance 1 & 2
  • Defender of the Weak
  • Monster Hunter

Languages

  • English
  • Common
  • Undercommon
  • Ravanan
  • Ancient Elorian
  • Dwarvish

Gooch, Level 9, End of Chapter 21

Heritage
Stone giant
Class
Magus
Level
9
Sex
Male
Height
6’6”
Weight
285
Hair
Black
Eyes
Brown
Fame
Level 3: Known
Strength39Very High
Agility16Above Average
Vitality37Very High
Intelligence42Very High
Wisdom15Above Average
Charisma16Above Average
Luck8Below Average

Hit Points: 105 (115). HP Regeneration: 7/hour, outside of combat.

Stamina: 90. Stamina Regeneration: 7/minute.

Spell Points: 82. SP Regeneration: 8/minute.

Skills

SkillBaseModifierTotalRankPerks
Heavy Armor33None33JourneymanArmored Casting 1 & 2, Increased Defense 1
Axe Weapons1None1Untrained
Small Blades10None10BeginnerDefense 1
Large Blades11None11BeginnerDefense 1
Blunt Weapons18None18BeginnerStunning Attack
Thrown Weapons26None26ApprenticeIncreased Range 1, Increased Damage 1
Block26None26ApprenticeShield Bash 1, Magic Defense 1
Parry23None23ApprenticeImproved Parry 1, Shield Riposte
Hiking11None11BeginnerCarrying Capacity
Perception2None2Untrained
Gathering Creatures1None1Untrained
First Aid22None22ApprenticeStabilize 1, Combat Medic 1
Dodge9None9Untrained
Gathering Plants1None1Untrained
Cooking1None1Untrained
Intimidate4None4Untrained
Polearm15None15BeginnerCleave
Information Gathering6None6Untrained
Tactics28None28ApprenticeSweep the Leg, Redirect
Bluff1None1Untrained

Spells

SpellBaseModifierTotalRankPerks
Burning Hands15None15BeginnerExtend Range
Absorb Elements1None1Untrained
Comprehend Languages8None8Untrained
Night Eyes4None4Untrained
Magic Arrow3None3Untrained
Shillelagh6None6Untrained
Mending2None2Untrained
Thorn Armor1None1Untrained

Perks

  • Background: Perfectionist, Protector
  • Heritage: +5 Strength, +5 Vitality, Hard as Stone (+5 Defense), +10 to Thrown Weapons
  • Fighter: Last Stand
  • Fighter: Know Pain, No Pain 1
  • Magus: Study Foe
  • Magus: Arcane Reservoir (Enhance Weapon, Fast Casting, Weapon Element)
  • Magus: Combat Casting 1 & 2
  • Magus: Weapon Proficiency
  • Magus: Know Pain, No Pain 2
  • Defender of the Weak
  • Monster Hunter
  • Resolute

Languages

  • English
  • Spanish
  • French
  • Portuguese
  • Common

Geoe, Level 9, End of Chapter 21

Heritage
Fey
Class
Summoner
Level
9
Sex
Female
Height
5’6”
Weight
120 lbs
Hair
Brown
Eyes
Brown
Fame
Level 2: Lesser Known
Strength8Below Average
Agility14Average
Vitality17Above Average
Wisdom26High
Charisma15Above Average
Luck10Average

Hit Points: 50. HP Regeneration: 3/hour, outside of combat.

Stamina: 86. Stamina Regeneration: 3/minute.

Spell Points: 150. SP Regeneration: 7/minute.

Skills

SkillBaseModifierTotalRankPerks
Staves3None3Untrained
Hiking19None19BeginnerDifficult Terrain 1
Acting24None24ApprenticeMimicry 1, Story Telling 1
Unarmored Defense2None2Untrained
Dodge3None3Untrained
Persuasion6None6Untrained
Block1None1Untrained
Perception9None9Untrained

Spells

SpellBaseModifierTotalRankPerks
Magic Arrow10None10BeginnerMultiple Arrows 1
Summon Animal Ally13None13BeginnerVaried Summons
Shield3None3Untrained
Comprehend Languages4None4Untrained
Acid Spray6None6Untrained
Magnus’s Grasping Tentacles5None5Untrained
Dust Devil4None4Untrained
Magnus’s Pit of Fun5None5Untrained
Magnus’s Mighty Mitt1None1Untrained

Perks

  • Background: Man-E-Faces, Cardio Queen
  • Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Spell Domains
  • Mage: Arcane Scholar
  • Mage: Summoning Domain Specialization
  • Summoner: Augment Summons
  • Summoner: Summoner Link

Languages

  • English
  • Vulcan
  • Dothraki
  • Common

Topher, Level 9, End of Chapter 21

Heritage
Tiefling
Class
Monk of the Spinning Leaf
Level
9
Sex
Male
Height
6’1”
Weight
240 lbs
Hair
Brown
Eyes
Red
Fame
Level 2: Lesser Known
Strength16Above Average
Agility36Very High
Vitality17Above Average
Intelligence25High
Wisdom21Above Average
Charisma16Above Average
Luck19Above Average

Hit Points: 87 (102). HP Regeneration: 2/hour, outside of combat.

Stamina: 87 (102). Stamina Regeneration: 2/minute.

Spell Points: 81. SP Regeneration: 4/minute.

Skills

SkillBaseModifierTotalRankPerks
Cooking56None56MasterImprovised Cooking 1 & 2, Detect Poison, Multiply Food 1, Heroic Feast 1
Dodge16None16BeginnerSomersault Dodge
Hiking9None9Untrained
Parry3None3Untrained
Perception6None6Untrained
Staves9None9Untrained
Unarmed Combat1None1Untrained
Unarmored Defense16None16BeginnerFluid Movements 1
Jump5None5Untrained

Spells

SpellBaseModifierTotalRankPerks
Watery Shield8None8Untrained
Ice Shard7None7Untrained
Icy Patch4None4Untrained
Fog Cloud4None4Untrained
Air Jump4None4Untrained
Wind Wall6None6Untrained
Sleet Storm1None1Untrained

Perks

  • Background: Rules for Thee, Not for Me
  • Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
  • Monk: Evasion
  • Monk: Smooth Move
  • Monk: Snatch Arrows
  • Monk: Stunning Attack
  • Fear Defier

Languages

  • English
  • Common

Rat Damon, Level 4, End of Chapter 21

Heritage
Rat
Class
Scout
Level
4
Sex
Male
Height
3”
Length
8”
Weight
4 lbs
Hair
Light brown with streaks of white
Eyes
Brown
Fame
Level 2: Lesser Known
Strength6Low
Agility29High
Vitality10Average
Intelligence24Above Average
Wisdom10Average
Charisma14Average
Luck25High

Hit Points: 36. HP Regeneration: 2/hour, outside of combat.

Stamina: 40. Stamina Regeneration: 2/minute.

Spell Points: 10. SP Regeneration: 1/minute.

Skills

SkillBaseModifierTotalRankPerks
Claw & Fang9None9Untrained
Dodge8None8Untrained
Stealth27None27ApprenticeCamouflage 1 & 2

Perks

  • Heritage: Darkvision
  • Heritage: Thick Skin
  • Heritage: Rational Thought
  • Scout: Burrower
  • Scout: Ambush
  • Scout: Sense Danger
  • Scout: Enhanced Senses
  • Chosen

Languages

  • Rat
  • Undercommon
  • Common

Jack, Level 10, Appendix

Heritage
Sun elf
Class
Bard
Level
10
Sex
Male
Height
5’9”
Weight
221 lbs
Hair
Brown
Eyes
Blue
Fame
Level 3: Known
Party Leader
Level 6
Strength10Average
Agility35Very High
Vitality10Average
Intelligence19Above Average
Wisdom10Average
Charisma45Elite
Luck34High

Hit Points: 71. HP Regeneration: 2/hour, outside of combat.

Stamina: 69. Stamina Regeneration: 2/minute.

Spell Points: 83. SP Regeneration: 2/minute.

Skills

SkillBaseModifierTotalRankPerks
Light Armor11None11BeginnerLight Armor Mobility
Dual Wield29None29ApprenticeDual Attack 1 & 2, Perfect Ambidexterity
Small Blades30None30JourneymanHit Harder 1 & 2, Increase Critical
Stealth47+2067ExpertArmored Stealth 1, Stealth Status, Foil Smell 1, Throw Sound
Open Locks19None19BeginnerImprovised Tools 1
Tracking9None9Untrained
First Aid13None13BeginnerCombat Medic 1
Gathering Creatures20None20ApprenticeImproved Quality 1 & 2
Survival31None31JourneymanDirection Sense, Never Lost, Find the Fastest Path 1
Cooking8None8Untrained
Gathering Plants23None23ApprenticeSeek and You Shall Find 1 & 2
Meditation13None13BeginnerMental Resistance 1
Climbing1None1Untrained
Hiking31None31JourneymanDifficult Terrain 1, 2, 3
Perception36None36JourneymanSee What Is Hidden 1 & 2, Improve Senses (Hearing)
Unarmed Combat17None17BeginnerFist of Stone 1
Rope Use12None12BeginnerInescapable Knots 1
Blunt Weapons9None9Untrained
Acrobatics15None15BeginnerParkour 1
Performance: Lute, Singing55+1065MasterImprovised Instrument, Improve Performance 1 & 2, Calm or Incite Emotions 1, Sonic Dissonance
Parry15None15BeginnerTwo Weapon Riposte
Bluff18None18BeginnerFeign Injury 1
Dodge12None12BeginnerUncanny Dodge
Persuasion25None25ApprenticePersuasive Performer 1 & 2
Diplomacy23None23ApprenticeCourt Etiquette 1, Remove Racial Barriers 1
Trap Making19None19BeginnerImprovised Trap Making 1
Sense Motive9None9Untrained
Intimidate2None2Untrained
Crossbow3None3Untrained
Disable Traps3None3Untrained
Tactics12None12BeginnerRedirect
Jump9None9Untrained
Swimming15None15BeginnerHold Your Breath 1

Spells

SpellBaseModifierTotalRankPerks
Analyze23None23ApprenticeCreature Scan 1, Status Indicator 1
Savage Scorn5None5Untrained
Advanced Heal26None26ApprenticeRanged Heal 1, Healing Aura
Cure Poison6None6Untrained
Mend Bones10None10BeginnerHealing 1
Cure Disease3None3Untrained

Perks

  • Background: Easygoing, Knows No Shame 1 & 2
  • Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
  • Rogue: Sense Danger
  • Rogue: Linguistics
  • Party Leader: Bastion
  • Party Leader: Bastion: Mind Meld 1
  • Party Leader: Bastion: Assign Tank 1
  • Party Leader: Bastion: Toughness
  • Party Leader: Bastion: Spell Defense
  • Party Leader: Bastion: Increased Party Size 1
  • Bard: Greater Inspire Ally
  • Bard: Discourage Foe
  • Bard: Song of Respite
  • Bard: Soothing Performance 1 & 2
  • Defender of the Weak
  • Monster Hunter

Languages

  • English
  • Common
  • Undercommon
  • Ravanan
  • Ancient Elorian
  • Dwarvish

Gooch, Level 10, Appendix

Heritage
Stone giant
Class
Stalwart Guardian
Level
10
Sex
Male
Height
6’6”
Weight
285
Hair
Black
Eyes
Brown
Fame
Level 3: Known
Strength51Very High41 +10
Agility16Above Average
Vitality41Very High
Intelligence42Very High
Wisdom15Above Average
Charisma16Above Average
Luck8Below Average

Hit Points: 121 (131). HP Regeneration: 8/hour, outside of combat.

Stamina: 106. Stamina Regeneration: 8/minute.

Spell Points: 86. SP Regeneration: 8/minute.

Skills

SkillBaseModifierTotalRankPerks
Heavy Armor35None35JourneymanArmored Casting 1 & 2, Increased Defense 1
Axe Weapons1None1Untrained
Small Blades10None10BeginnerDefense 1
Large Blades11None11BeginnerDefense 1
Blunt Weapons20None20ApprenticeStunning Attack, Bone Breaker
Thrown Weapons26None26ApprenticeIncreased Range 1, Increased Damage 1
Block29+1039ApprenticeShield Bash 1, Magic Defense 1
Parry25None25ApprenticeImproved Parry 1, Shield Riposte
Hiking13None13BeginnerCarrying Capacity
Perception3None3Untrained
Gathering Creatures2None2Untrained
First Aid22None22ApprenticeStabilize 1, Combat Medic 1
Dodge12None12BeginnerSliding Dodge
Gathering Plants1None1Untrained
Cooking1None1Untrained
Intimidate4None4Untrained
Polearm15None15BeginnerCleave
Information Gathering6None6Untrained
Tactics30None30JourneymanSweep the Leg, Redirect, Switch Places
Bluff1None1Untrained
Performance7None7Untrained
Swimming19None19BeginnerHold Your Breath 1

Spells

SpellBaseModifierTotalRankPerks
Burning Hands18None18BeginnerExtend Range
Absorb Elements1None1Untrained
Comprehend Languages10None10BeginnerIncreased Comprehension
Night Eyes5None5Untrained
Magic Arrow3None3Untrained
Shillelagh9None9Untrained
Mending2None2Untrained
Thorn Armor2None2Untrained

Perks

  • Background: Perfectionist, Protector
  • Heritage: +5 Strength, +5 Vitality, Hard as Stone (+5 Defense), +10 to Thrown Weapons
  • Fighter: Last Stand
  • Fighter: Know Pain, No Pain 1
  • Magus: Study Foe
  • Magus: Arcane Reservoir (Enhance Weapon, Fast Casting, Weapon Element)
  • Magus: Combat Casting 1 & 2
  • Magus: Weapon Proficiency
  • Magus: Know Pain, No Pain 2
  • Stalwart Guardian: Taunt
  • Defender of the Weak
  • Monster Hunter
  • Resolute

Languages

  • English
  • Spanish
  • French
  • Portuguese
  • Common

Geoe, Level 10, Appendix

Heritage
Fey
Class
Summoner
Level
10
Sex
Male
Height
5’11”
Weight
165 lbs
Hair
Brown
Eyes
Brown
Fame
Level 3: Known
Strength8Below Average
Agility16Above Average
Vitality17Above Average
Wisdom28High
Charisma15Above Average
Luck10Average

Hit Points: 54. HP Regeneration: 3/hour, outside of combat.

Stamina: 90. Stamina Regeneration: 3/minute.

Spell Points: 162. SP Regeneration: 7/minute.

Skills

SkillBaseModifierTotalRankPerks
Staves3None3Untrained
Hiking21None21ApprenticeDifficult Terrain 1 & 2
Acting26None26ApprenticeMimicry 1, Story Telling 1
Unarmored Defense5None5Untrained
Dodge5None5Untrained
Persuasion6None6Untrained
Block1None1Untrained
Perception9None9Untrained
Small Blades17None17BeginnerHit Harder 1
Swimming25None25ApprenticeHold Your Breath 1, Webbed Feet 1

Spells

SpellBaseModifierTotalRankPerks
Magic Arrow11None11BeginnerMultiple Arrows 1
Summon Animal Ally15None15BeginnerVaried Summons
Shield7None7Untrained
Comprehend Languages5None5Untrained
Acid Spray7None7Untrained
Magnus’s Grasping Tentacles7None7Untrained
Dust Devil6None6Untrained
Magnus’s Pit of Fun6None6Untrained
Magnus’s Mighty Mitt2None2Untrained
Fiery Acorns5None5Untrained
Wall of Stone1None1Untrained

Perks

  • Background: Man-E-Faces, Cardio Queen
  • Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Spell Domains
  • Mage: Arcane Scholar
  • Mage: Summoning Domain Specialization 1 & 2
  • Summoner: Augment Summons
  • Summoner: Summoner Link

Languages

  • English
  • Vulcan
  • Dothraki
  • Common
  • Undercommon

Topher, Level 10, Appendix

Heritage
Tiefling
Class
Way of the Stone Fist
Level
10
Sex
Male
Height
6’1”
Weight
240 lbs
Hair
Brown
Eyes
Blue
Fame
Level 3: Known
Strength18Above Average
Agility38Very High
Vitality17Above Average
Intelligence25High
Wisdom23Above Average
Charisma16Above Average
Luck19Above Average

Hit Points: 95 (110). HP Regeneration: 3/hour, outside of combat.

Stamina: 95 (110). Stamina Regeneration: 3/minute.

Spell Points: 87. SP Regeneration: 4/minute.

Skills

SkillBaseModifierTotalRankPerks
Cooking58None58MasterImprovised Cooking 1 & 2, Detect Poison, Multiply Food 1, Heroic Feast 1
Dodge18None18BeginnerSomersault Dodge
Hiking11None11BeginnerCarrying Capacity 1
Parry6None6Untrained
Perception6None6Untrained
Staves12None12BeginnerSpinning Defense
Unarmed Combat1None1Untrained
Unarmored Defense18None18BeginnerFluid Movements 1
Jump7None7Untrained
Performance19None19BeginnerImprovised Instrument

Spells

SpellBaseModifierTotalRankPerks
Watery Shield11None11BeginnerDurable
Ice Shard11None11BeginnerSpinning Attack
Icy Patch4None4Untrained
Fog Cloud4None4Untrained
Air Jump6None6Untrained
Wind Wall10None10BeginnerQuick Cast
Sleet Storm2None2Untrained

Perks

  • Background: Rules for Thee, Not for Me
  • Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
  • Monk: Evasion
  • Monk: Smooth Move
  • Monk: Snatch Arrows
  • Monk: Stunning Attack
  • Monk: Strength of the Earth
  • Fear Defier

Languages

  • English
  • Common

Rat Damon, Level 6, Appendix

Heritage
Rat
Class
Strategist
Level
6
Sex
Male
Height
5”
Weight
4 lbs
Hair
Light brown with streaks of white
Eyes
Brown
Fame
Level 2: Lesser Known
Strength6Low
Agility29High
Vitality14Average
Intelligence28High
Wisdom10Average
Charisma14Average
Luck25High

Hit Points: 44. HP Regeneration: 3/hour, outside of combat.

Stamina: 48. Stamina Regeneration: 3/minute.

Spell Points: 10. SP Regeneration: 2/minute.

Skills

SkillBaseModifierTotalRankPerks
Claw & Fang13None13Beginner
Dodge11None11BeginnerSliding Dodge
Stealth30None30JourneymanCamouflage 1 & 2, Stealth Status
Tactics8None8Untrained

Perks

  • Heritage: Darkvision
  • Heritage: Thick Skin
  • Heritage: Rational Thought
  • Scout: Burrower
  • Scout: Ambush
  • Scout: Sense Danger
  • Scout: Enhanced Senses
  • Strategist: Need Time to Think
  • Strategist: Planned Insanity
  • Chosen

Languages

  • Rat
  • Undercommon
  • Common (understands)

Dobby, Level 2, Appendix

Heritage
Goblin
Class
Scout
Level
2
Sex
Male
Height
4’5”
Weight
82 lbs
Hair
Brown
Eyes
Brown
Fame
Level 0: Unknown
Strength8Below Average
Agility14Average
Vitality8Below Average
Intelligence7Below Average
Wisdom10Average
Charisma9Below Average
Luck10Average

Hit Points: 16. HP Regeneration: 2/hour, outside of combat.

Stamina: 20. Stamina Regeneration: 2/minute.

Spell Points: 10. SP Regeneration: 1/minute.

Skills

SkillBaseModifierTotalRankPerks
Stealth8None8Untrained
Small Blades4None4Untrained
Unarmored Combat2None2Untrained

Perks

  • Heritage: Darkvision
  • Heritage: Unclean
  • Scout: Ambush

Languages

  • Undercommon

Spells and skills

Skills

Acrobatics
Acrobatics
Acting
Acting
Armored Casting 1 & 2
Reduces the penalty of casting spells in armor by 25%. Normal: Spell failure chance in heavy armor is 75%. Reduces the penalty of casting spells in armor by an additional 50% (Total: 75%). Normal: Spell failure chance in heavy armor is 75%.
Armored Stealth 1
Decreases stealth penalty for wearing armor by 25%. Normal penalties: light armor 25%, medium armor 50%, heavy armor 100%.
Axe Weapons
Axe Weapons
Block
Block
Bluff
Bluff
Blunt Weapons
Blunt Weapons
Bone Breaker
Swing with bone-crushing force, gaining an increased chance to break your opponent’s bone. Stamina Cost: 8. Cooldown: 15 minutes.
Calm or Incite Emotions 1
With a successful performance check, you may calm or incite the emotions of nearby creatures, moving the relationship rank either closer to friendly or to hostile, depending on your intent. Before you ask, the attitude ranks consist of the following: enemy, hostile, unfriendly, neutral, friendly, ally, and beloved. This perk can be chosen multiple times, increasing the chance of achieving your desired outcome. Prerequisite: Two ranks in Improve Performance.
Camouflage 1 & 2
You have an improved ability to blend into your surroundings, gaining near invisibility and increasing your stealth by 30 for sight-based detection checks.
Carrying Capacity
Carrying Capacity
Carrying Capacity 1
Carrying Capacity 1: Increase carrying capacity by 50 pounds. Normal: Your carrying capacity is equal to your strength score x 5. You can currently carry 55 pounds with no stamina drain.
Claw & Fang
Claw & Fang
Cleave
When you kill or incapacitate a creature with a polearm weapon, you gain an immediate additional attack against a nearby creature. Stamina Cost: 6. Cooldown: 15 seconds.
Climbing
Climbing
Combat Medic 1
You can quickly treat wounds during battle. Bandaging or otherwise healing an ally in battle takes 20% less time.
Cooking
Cooking
Court Etiquette 1
You inherently understand the basic court etiquette of any government that you meet, as long as you can understand their language. Additional ranks will significantly enhance your court etiquette knowledge.
Crossbow
Crossbow
Defense 1
Large Blades. You gain a bonus of +10 to the parry skill when using large blades. Small Blades. You gain a bonus of +10 to the parry skill when using small blades.
Detect Poison
Through sense of smell and your acute sense of taste, you are able to determine whether or not food has been poisoned.
Difficult Terrain 1
Increase ability to hike effectively on difficult terrain, such as ice, by 25%.
Difficult Terrain 1 & 2
Increase ability to hike effectively on difficult terrain, such as ice, by 25%. Increase ability to hike effectively on difficult terrain, such as ice, by an additional 50% (total 75%).
Difficult Terrain 1, 2, 3
Increase ability to hike effectively on difficult terrain, such as ice, by 25%.
Diplomacy
Diplomacy
Direction Sense
No matter where you are or how turned around you are, you are able to find north.
Disable Traps
Disable Traps
Dodge
Dodge
Dual Attack 1
Chance to hit with both weapons is increased by 50% for this attack. Attempts to block or parry this attack are reduced by 50%. Stamina Cost: 10. Cooldown: 15 seconds.
Dual Attack 1 & 2
Chance to hit with both weapons is increased by 50% for this attack. Attempts to block or parry this attack are reduced by 50%. Stamina Cost: 10. Cooldown: 15 seconds. Chance to hit with both weapons is increased by 75% for this attack. Attempts to block or parry this attack are reduced by 75%. Chance to perform critical strike on attacks increased by 25%. Stamina Cost: 10. Cooldown: 15 seconds.
Dual Wield
Dual Wield
Feign Injury 1
Whenever you take damage, you can make a bluff check to convince foes that you have a more serious injury. Each rank in this perk increases the believability of your bluff and allows you to feign more serious injuries.
Find the Fastest Path 1
You gain the ability to always find the fastest path to your goal. Party hiking speed increased by 25% when on the fastest path. Prerequisite: Journeyman rank in survival and hiking and the Direction Sense and Never Lost perks.
First Aid
First Aid
Fist of Stone 1
Fist of Stone 1
Fluid Movements 1
You have learned to fight unarmored, and your reaction speed has adjusted to the freedom doing so allows. You gain a onetime bonus of 10 to the dodge skill.
Foil Smell 1
You are stealthy against more than just sight and sound. This perk allows you to somewhat mask your odors, reducing an enemy’s ability to smell you by 50%. Prerequisite: Journeyman rank in stealth.
Gathering Creatures
Gathering Creatures
Gathering Plants
Gathering Plants
Heavy Armor
Heavy Armor
Heroic Feast 1
Anyone ingesting food you have spent at least 30 minutes preparing gains +5 strength and +5 vitality and receives +25% resistance to disease and poisons for the next 8 hours. Prerequisite: Master rank in cooking.
Hiking
Hiking
Hit Harder 1
You add 2 points of damage to each small blade attack.
Hit Harder 1 & 2
You add 2 points of damage to each small blade attack. You add an additional 3 points of damage to each small blade attack for a total of 5 damage.
Hold Your Breath 1
Allows you to hold your breath 25% longer than normal
Improve Performance 1 & 2
You can tailor your performance to that of your audience, giving you a 25% bonus on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance. The first rank provides a 25% bonus. You can tailor your performance to that of your audience, giving you an additional 50% bonus (total 75%) on your performance check. Having a good performance results in more affection from the audience, which could lead to tangible gifts such as free drinks or money, in addition to increasing your fame points. Each rank in this perk increases the bonus to your performance.
Improve Senses (Hearing)
Improve Senses (Hearing)
Improved Parry 1
Increases the chance to successfully parry an attack by 10%.
Improved Quality 1
The chance to produce higher-quality hides increases by 10%.
Improved Quality 1 & 2
The chance to produce higher-quality hides increases by 10%. The chance to produce higher-quality hides increases by 50%.
Improvised Cooking 1 & 2
You are able to substitute ingredients based on what you have on hand. Substitution must be the same type of food. Ex: Substitute turkey for chicken. You are able to substitute ingredients based on what you have on hand. Substitution must be the same type of food. Ex: Substitute turkey for beef.
Improvised Instrument
You can play a less-than-ideal instrument properly. Examples include lutes with broken strings or using pots and kettles for drums. Each rank in this perk will significantly improve your ability to improvise with a different instrument.
Improvised Tools 1
Reduce the penalty to open locks without thieves’ tools by 25%.
Improvised Trap Making 1
Improvised Trap Making 1
Increase Critical
Increases the chance to perform critical strikes with small blades by 5%.
Increased Damage 1
Increase damage of all thrown weapons by 25%.
Increased Defense 1
Increases the bonus to defense of heavy armor you are wearing by 2. Further ranks in this perk will continue to increase bonus to defense.
Increased Range 1
Increases range of thrown weapons by 25%.
Inescapable Knots 1
You are able to tie more knots that are hard to deconstruct. +25% effectiveness when using knots to tie up a creature.
Information Gathering
Information Gathering
Intimidate
Intimidate
Jump
Jump
Large Blades
Large Blades
Light Armor
Light Armor
Light Armor Mobility
For all intents and purposes, light armor is treated as no armor when it came to moving around in it and general encumbrance.
Magic Defense 1
You use your shield to partially block spells directed at you. You apply your shield’s defense bonus against spells that would normally bypass armor defense. Further ranks in this skill will increase defense applied against such spells.
Meditation
Meditation
Mental Resistance 1
Gain an additional 25% resistance to mental attacks against you. Stamina Cost: 15.
Mimicry 1
You can perfectly mimic another creature that you have heard speak for at least a minute. This includes things you have seen on TV or heard on the radio.
Multiply Food 1
You have a supernatural ability to feed more people than you should be able to, given the amount of food you start with. Prerequisite: Expert rank in cooking.
Never Lost
You always know where you are and cannot be lost. You know the location of any previous destination relative to your current location. This ability works above and below ground. Prerequisite: Direction Sense.
Open Locks
Open Locks
Parkour 1
You are able to traverse obstacles through the use of running, vaulting, jumping, rolling, and other movements in order to travel from one point to another in the quickest and most efficient way possible. Further ranks will continue to increase this perk.
Parry
Parry
Perception
Perception
Perfect Ambidexterity
You can perform any action equally well with either hand. Prerequisite: Apprentice in dual wield.
Performance
Performance
Performance: Lute, Singing
Performance: Lute, Singing
Persuasion
Persuasion
Persuasive Performer 1 & 2
Your skill ranks in persuasion provide a permanent +5 synergy bonus to performance checks. Your skill ranks in persuasion provide an additional +5 synergy bonus to performance checks.
Polearm
Polearm
Redirect
Once per battle, you can issue an order and move an ally up to 15 feet. The ally does not take damage during this move.
Remove Racial Barriers 1
You can break down racial barriers. When you employ diplomacy on creatures of other races, the racial penalty will be reduced. Additional ranks of this perk will significantly decrease the racial penalty. Prerequisite: Court Etiquette 1.
Rope Use
Rope Use
See What Is Hidden 1 & 2
Your ability to spot secret doors, traps, and hidden caches is improved by 25%. Your ability to spot secret doors, traps, and hidden caches will be improved by an additional 75%, for a total of 100%.
Seek and You Shall Find 1 & 2
Increases the chance to spot useful plants by 25% and increases the range of spotting plants by 25%. Increase the chance to find plants by an additional 50% (total 75%) and increase the range of spotting plants by an additional 50% (total 75%).
Sense Motive
Sense Motive
Shield Bash 1
You use your shield to bash an enemy, stunning them for a base of 5 seconds. This can be completely or partially resisted by resistances of the creatures you are bashing. This maneuver takes 6 stamina and has a cooldown of 30 seconds. Additional ranks in this perk will increase its effectiveness.
Shield Riposte
When wielding a shield, if you successfully parry a blow with a weapon, you can perform a riposte instantly with your shield. The riposte has an increase chance of scoring a critical hit. Stamina Cost: 6. Cooldown: 30 seconds. Prerequisite: Beginner rank in block.
Sliding Dodge
When successfully dodging an attack, move up to 10 feet in any direction. Cooldown: 1 minute. Stamina Cost: 6
Small Blades
Small Blades
Somersault Dodge
Your body flows within the dance that is combat. When you successfully dodge an attack, you may immediately move 15 feet in a direction of your choosing. Stamina Cost: 6. Prerequisite: Fluid Movement 1
Sonic Dissonance
You can attempt to use your performance skill to disrupt the spells of enemy spellcasters. Spells must have a verbal component for this to work. Once you use this ability, it cannot be used again until the following day. Prerequisite: Master rank in performance.
Spinning Defense
You spin your staff around in a fast circle, improving your chance to block all incoming attacks by 50%. Duration: 10 seconds Stamina Cost: 10. Cooldown: 1 min.
Stabilize 1
You can stabilize a wounded target. Applying first aid to a target will provide a 25% higher chance to remove bleeding and other associated debuffs.
Staves
Staves
Stealth
Stealth
Stealth Status
Gives you a real time stealth status bar that will allow you to know the status of your stealth skill when trying to stealth around others. Prerequisite: Sense Danger, level 4 Rogue, apprentice rank in stealth.
Story Telling 1
While narrating your story, you are able to use magic to create illusions to illustrate your words. Prerequisite: Ability to cast spells.
Stunning Attack
Blunt Weapons. Gains at 50% chance to stun an opponent for 6 seconds when landing a headshot. Stamina Cost: 12. Cooldown: 1 minute. Note: Duration of stun may be lessened based on other factors. Monk. You can channel ki, your inner power, to attack and disrupt the enemy’s ki and stun them. Stamina Cost: 6. Cooldown: 1 minute.
Survival
Survival
Sweep the Leg
Once per battle, you can mark a target. Attacks against the marked Target have a 5% increased chance of hitting and a 5% increased chance of scoring a critical strike.
Swimming
Swimming
Switch Places
Enact this ability to switch places with an ally within 30 feet. Cooldown: 15 minutes.
Tactics
Tactics
Throw Sound
You can throw sound to distract your opponent You are able to throw your voice or any movement sounds. Prerequisite: Expert rank in stealth. At least 3 levels in Rogue and a total of 7 character levels.
Thrown Weapons
Thrown Weapons
Tracking
Tracking
Trap Making
Trap Making
Two Weapon Riposte
When dual wielding weapons, if you successfully parry a blow with one weapon, you can perform a riposte instantly with your other weapon. The riposte has an increased chance of scoring a critical hit. Stamina Cost: 6. Cooldown: 30 seconds. Prerequisite: Beginner rank in dual wield.
Unarmed Combat
Unarmed Combat
Unarmored Combat
Unarmored Combat
Unarmored Defense
Unarmored Defense
Uncanny Dodge
Gives you a chance dodge attacks you don't even know are coming. Prerequisite: Sense Danger.
Webbed Feet 1
Your swim speed increases by 25%.

Spells

Absorb Elements
Casting Time: Instant. Spell Cost: 7. Cooldown: 1 minute. Tier: Simple. Effect: Instantly produce a barrier around the caster, lasting 5 seconds or until absorbing 20 points of magical elemental damage, whichever occurs first.
Acid Spray
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 20 seconds. Tier: Simple. Effect: Acid Spray shoots a small cone of acid 10 feet from the caster’s outstretched fingers, doing 6-12 points of acid damage to anything it hits. Targets within the area of effect will receive an agility check to reduce the damage.
Advanced Heal
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 30 seconds. Tier: Advanced. The tier 2 version of Minor Heal increases healing from 1-8 +3 (charisma modifier) to 4-16 +3 (charisma modifier). Prerequisite: Minor Heal. Note: All skill levels and perks gained on Minor Heal will carry over to Advanced Heal.
Air Jump
Casting Time: 2 seconds. Spell Cost: 6. Duration: 1 minute. Cooldown: None. Tier: Simple. Effect: You are able to use slight air movements to jump 4 times higher and longer than normal jumps. You also gain the ability to change the direction of your jumps. Requirement: Light or no armor.
Analyze
Casting Time: 2 seconds. Spell Cost: 2. Cooldown: 10 seconds. Tier: Simple. Effect: Analyze an item, creature, or object.
Burning Hands
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 20 seconds. Tier: Simple. Effect: Shoots a small jet of flame 10 feet from your outstretched fingers, doing 4-10 points of fire damage to anything it hits. Targets within the area of effect will receive an agility check to reduce the damage.
Comprehend Languages
Casting Time: 15 seconds. Spell Cost: 10. Cooldown: 5 minutes. Tier: Simple. Effect: Grants the caster the ability to speak and read the language of a person nearby. Lasts 8 hours.
Creature Scan 1
Your Analyze spell has a 20% chance to identify a creature’s defensive or offensive ability. Further ranks in this perk will increase the likelihood of this occurring.
Cure Disease
Casting Time: 13 seconds. Spell Cost: 15. Cooldown: 1 minute. Tier: Simple. Effect: The Cure Disease spell will instantly cure any weak disease in the target. Stronger diseases can resist this spell, based on the strength of the disease vs. the skill of the caster.
Cure Poison
Casting Time: 15 seconds. Spell Cost: 10. Cooldown: 30 seconds. Tier: Simple. Effect: The Cure Poison spell will instantly cure any weak poison in the target. Stronger poisons can resist this spell, based on the strength of the poison vs. the skill of the caster.
Durable
Watery Shield can now absorb up to 50 points of damage before dissipating.
Dust Devil
Casting Time: 10 seconds. Spell Cost: 15. Cooldown: 24 hours. Tier: Advanced. Effect: This spell enables the caster to conjure a weak air elemental, which will appear as a small whirlwind made of dust and debris. The creature will move as directed by the caster but dissipates if separated from the caster by more than 90 feet. The winds of the dust devil are sufficient to put out torches, small campfires, and other open flames of non-magical origin. Any enemies caught inside the whirlwind are blinded for 5 seconds after exiting the whirlwind. Enemies caught inside the dust devil will also take 2-9 points of damage from flying debris for every 5 seconds they remain in the whirlwind. Lasts 1 minute.
Extend Range
Extends the range of Burning Hands by 5 feet.
Fiery Acorns
Casting Time: 15 seconds. Spell Cost: 21. Cooldown: 1 minute. Tier: Advanced. Effect: Create 8 fiery acorns that do 3-12 points of fire damage when they hit something. Chance to catch whatever they hit on fire.
Fog Cloud
Casting Time: 10 seconds. Spell Cost: 7. Duration: 30 minutes. Cooldown: 1 hour. Tier: Simple. Effect: Creates a 30-foot-radius sphere of misty fog centered on you. Visibility in the mist is limited to 5 feet. The sphere will move with you.
Healing 1
When casting Mend Bones, in addition to repairing the bone, heal 2-8 points of damage. Prerequisite: Minor Heal
Healing Aura
Any allies within 10 feet of the recipient of your Minor Heal spell will be healed for half of the healing granted to the main target.
Ice Shard
Casting Time: 2 seconds; can channel longer for larger shard. Spell Cost: 6. Cooldown: 10 seconds. Tier: Simple. Effect: Creates a large ice shard that can be flung up to 30 feet away. Does 2-8 points of damage, plus 4 points of damage for each second channeled beyond 2 seconds.
Icy Patch
Casting Time: 3 seconds. Spell Cost: 8. Cooldown: 1 minute. Duration: 1 minute. Tier: Simple. Effect: Creates a 10-by-10-foot patch of ice on the ground.
Increased Comprehension
5% chance of retaining knowledge of the language. Cumulative with multiple castings of the same language.
Magic Arrow
Casting Time: 8 seconds. Spell Cost: 9. Cooldown: 30 seconds. Tier: Simple. Effect: Cast a magic arrow that unerringly hits your target, doing 2-8 points of damage. The number of arrows depends on the skill of the spell.
Magnus’s Grasping Tentacles
Casting Time: 5 seconds. Spell Cost: 30. Cooldown: 15 minutes. Tier: Advanced. Effect: Creates 2 tentacles that can appear anywhere within 30 feet of caster. These tentacles attempt to grab and hold anything within 15 feet of them, doing crushing damage as well. More tentacles will appear as skill develops.
Magnus’s Mighty Mitt
Casting Time: 3 seconds. Spell Cost: 34. Cooldown. 1 hour. Tier: Advanced. Effect: Creates a gigantic semi-transparent hand that obeys the caster's will. The hand can swat or punch, doing 12-36 points of damage. The hand can also perform shove or push actions, along with completely grabbing the target, holding them immobile. Target can evade hand with an agility check and break out of hand with a strength check.
Magnus’s Pit of Fun
Casting Time: 5 seconds. Spell Cost: 45. Cooldown: 1 hour. Tier: Advanced. Effect: Summons a 10-foot-square lava pit. Any target caught in the area of effect must make an agility check or fall into the lava, taking 10-14 points of damage per second.
Mend Bones
Casting Time: 30 seconds. Spell Cost: 20. Cooldown: 5 minutes. Tier: Advanced. Effect: The Mend Bones spells restores dem bones, dem bones, dem broken bones.
Mending
Casting Time: 8 seconds. Spell Cost: 6. Cooldown: 1 minute. Tier: Simple. Effect: Repair an item, including weapons and armor.
Minor Heal
Minor Heal
Multiple Arrows 1
You can now fire 2 arrows with your Magic Arrow spell.
Night Eyes
Casting Time: 12 seconds. Spell Cost: 12. Cooldown: 5 minutes. Tier: Simple. Effect: Target gains Darkvision for one hour.
Quick Cast
Cast time of Wind Wall is reduced from 3 seconds to 1.5 seconds.
Ranged Heal 1
You can cast Minor Heal at a range of 10 feet + charisma modifier (4) x level of this perk. Initial range of heal is 14 feet.
Savage Scorn
Casting Time: 2 seconds. Spell Cost: 8. Cooldown: 10 seconds. Tier: Simple. Effect: The Savage Scorn spell mocks an opponent, causing them to fumble their next attack if they fail their resistance check. Savage Scorn is cast as part of an insult directed at your foe.
Shield
Casting Time: Instant. Spell Cost: 10. Cooldown: 1 minute. Tier: Simple. Effect: Creates a magical barrier able to absorb 25 points of damage before dissipating.
Shillelagh
Casting Time: 5 seconds. Spell Cost: 8. Cooldown: 1 hour. Tier: Simple. Effect: The stick, club, or quarterstaff you are holding is imbued with nature’s power, making the weapon magical. The weapon deals an additional 2-8 damage when wielded by the caster. The spell ends when the caster lets go of the weapon.
Sleet Storm
Casting Time: 8 seconds. Spell Cost: 21. Duration: 1 minute. Cooldown: 1 hour. Tier: Advanced. Effect: You conjure a 20-foot-radius storm of sleet, pelting anyone caught in the storm for 4-16 points of damage per second.
Spinning Attack
When you fire an ice shard, it now spins as it leaves your hands, allowing it to travel farther, be more accurate, and do more damage. Increases maximum distance by 10 feet and increases chance to hit and perform a critical strike by 10%.
Status Indicator 1
The system will impose a red bar above creatures displaying the current status of their hit points. Prerequisite: Creature Scan 1.
Summon Animal Ally
Casting Time: 30 seconds. Spell Cost: 18. Cooldown: 1 hour. Tier: Simple. Effect: Summons an animal ally to fight for you. Remains with you for 10 minutes or until health is gone.
Thorn Armor
Casting Time: 3 seconds. Spell Cost: 12. Duration: 1 minute. Cooldown: 30 seconds. Tier: Advanced. Effect: Causes spikes to grow from armor, causing 6-9 points of damage per spike.
Varied Summons
When casting Summon Animal Ally, you can vary the animal summoned.
Wall of Stone
Casting Time: 7 seconds. Spell Cost: 19. Cooldown: 1 hour. Tier: Advanced. Effect: Create a 3-inch-thick wall of stone that can be up to 20 feet high and 60 feet wide. The wall is permanent unless dispelled by the caster.
Watery Shield
Casting Time: 1 second. Spell Cost: 8. Duration: 1 minute or until broken. Cooldown: 15 seconds. Tier: Simple. Effect: Creates a shield of thick water in front of the caster, absorbing up to 20 points of damage before dissipating.
Wind Wall
Casting Time: 3 seconds. Spell Cost: 23. Duration: 1 minute or until broken. Cooldown: 1 minute. Tier: Advanced. Effect: A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength-saving throw. A creature takes 3-24 bludgeoning damage on a failed save, and half as much damage on a successful save.

Other

Background: Easygoing, Knows No Shame 1 & 2
You take life as it comes. +50% resistance to fear effects. -50% resistance to suggestions or dares. Out of battle, your curious nature knows no shame, allowing you to learn skills like no other. In battle, you also Know No Shame. Because you made 5 kills by targeting the genitals of other creatures, your critical multiplier has increased from 2 to 3 when attacking this area.
Background: Man-E-Faces, Cardio Queen
Allows you to change gender and heritage every 5 levels.
Background: Perfectionist, Protector
Increases casting time of spells by 25% and increases damage of those spells by 25%. Use shield to block attacks at an ally within 5 feet. Stamina Cost: 6. Cooldown: 15 seconds.
Background: Rules for Thee, Not for Me
You can ignore base class restriction for the first level and pick any heritage race at level 1.
Bard: Discourage Foe
Using musical talent, you discourage foes within 30 feet of you, subjecting them to 15% reduction in attack speed and -3 damage on all physical attacks. This perk lasts for 1 minute after the Bard is finished singing or playing an instrument. Note: Counts against daily number of Bardic perk uses.
Bard: Greater Inspire Ally
Increase the bonus of Inspire Ally to 25% attack speed and +5 damage on all physical attacks. This perk lasts for 1 minute after the Bard is finished singing or playing an instrument. Note: Counts against daily number of Bardic perk uses.
Bard: Inspire Ally
Using musical talent, you inspire allies within 30 feet of you, granting them +15% attack speed and +3 damage on all physical attacks. This perk lasts for 1 minute after the Bard is finished singing or playing an instrument. Note: Counts against daily number of Bardic perk uses.
Bard: Song of Respite
Using musical talent, you double the healing regeneration of yourself and any allies that can see or hear you. This perk lasts for 8 hours. Note: Counts against daily number of Bardic perk uses.
Bard: Soothing Performance 1 & 2
Allows you to use your musical talent to heal all creatures within 30 feet of you for 2-8 + 3 (charisma modifier). Note: Counts against daily number of Bardic perk uses. Allows you to use your musical talent to significantly heal all creatures within 30 feet of you for 4-16 + 6 (twice your charisma modifier). Prerequisite: Soothing Performance 1. Note: Counts against daily number of Bardic perk uses.
Chosen
First rat to ever attain a class. Bonus of 15% to all experience earned. Obtained Rational Thought perk.
Defender of the Weak
Your reputation with good-aligned races is increased by 1 rank. Your reputation with evil-aligned races is decreased by 1 rank.
Fear Defier
You have overcome one of your base fears. Gain +25% resistance against all future fear attacks.
Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Domains
Perk gained from fey heritage. Provides 50% resistance to mental attacks. Perk gained from fey heritage. Wings allow for limited glide, and slowly progress toward flight as the person grows in power.
Fey: Otherworldly, Limited Glide, +10 to Enchantment & Illusion Spell Domains
Perk gained from fey heritage. Provides 50% resistance to mental attacks. Perk gained from fey heritage. Wings allow for limited glide, and slowly progress toward flight as the person grows in power.
Fighter: Know Pain, No Pain 1
Reduces pain by 1% for each point in vitality.
Fighter: Last Stand
When reduced to 0 hit points, you are instead reduced to 1 hit point. One use per day.
Heritage: +5 Strength, +5 Vitality, Hard as Stone (+5 Defense), +10 to Thrown Weapons
Hardens the skin to near stone, providing a bonus that improves as you level up.
Heritage: Darkvision
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray.
Heritage: Rational Thought
Your thinking has evolved beyond survival instincts, and you can use reason and logic in different ways. Bonus of +10 to intelligence.
Heritage: Thick Skin
Your skin is harder than normal skin and provides a permanent +2 to defense.
Heritage: Unclean
Your less-than-sterile upbringing has imbued you with immunity to all diseases.
Mage: Arcane Scholar
Chance to learn a new spell from a tome is increased by 50%.
Mage: Summoning Domain Specialization
Reduces time to cast spells in this domain by 50%. Also makes learning any tier 1 and tier 2 spells from this domain automatically successful. Grants the ability to learn tier 4 spells.
Mage: Summoning Domain Specialization 1 & 2
Reduces time to cast spells in this domain by 50%. Also makes learning any tier 1 and tier 2 spells from this domain automatically successful. Grants the ability to learn tier 4 spells. Reduces time to cast spells in this domain by 50%. Also makes learning any tier 1 to tier 3 spells from this domain automatically successful. Grants the ability to learn tier 5 spells.
Magus: Arcane Reservoir (Enhance Weapon, Fast Casting, Weapon Element)
The Magus gains a reservoir of magical energy that can be drawn upon to fuel his combat ability. The reservoir contains a number of points equal to the levels gained in Magus + intelligence modifier. Change the casting time of a spell to instantaneous. Note: Using this ability counts against the Arcane Reservoir daily limit.
Magus: Combat Casting 1 & 2
You can cast evocation spells while wielding weapons in each hand, a two-handed weapon, or a weapon and a shield. The spells take 25% longer to cast, due to additional vocalization requirements of the spell. This perk removes the 25% casting time penalty for casting when wielding weapons (or shield) in each hand.
Magus: Know Pain, No Pain 2
Reduces pain by 2% for each point in vitality.
Magus: Study Foe
You study your foe for 10 seconds, looking for weaknesses. During this time, you cannot cast or attack, but can defend yourself. After the 10 seconds is up, you may be able to identify your target’s weaknesses. Success is dependent on your skill versus the skill of the creature.
Magus: Weapon Proficiency
By practicing with a weapon for a few minutes, you become proficient with that weapon, achieving beginner rank.
Monk: Evasion
Grants a 50% greater chance to avoid area of effect spells.
Monk: Smooth Move
You gain the speed of a rushing river. While wearing light or no armor, your speed increases by 25%. This is a permanent passive ability.
Monk: Snatch Arrows
You can catch projectiles thrown or fired at you. Stamina Cost: 4.
Monk: Strength of the Earth
Form an earth stance to gain +10 strength, +10 vitality, and be unable to be moved by others.
Monk: Stunning Attack
Blunt Weapons. Gains at 50% chance to stun an opponent for 6 seconds when landing a headshot. Stamina Cost: 12. Cooldown: 1 minute. Note: Duration of stun may be lessened based on other factors. Monk. You can channel ki, your inner power, to attack and disrupt the enemy’s ki and stun them. Stamina Cost: 6. Cooldown: 1 minute.
Monster Hunter
This title increases the chance to find rare or higher-quality look by 10% when battling unusual monsters.
Party Leader: Bastion
A good defense is the best offense. Your leadership provides a +5 bonus to overall party defense skills, such as parry, block, and dodge.
Party Leader: Bastion: Assign Tank 1
You can assign a tank role for your party. The person you designate as tank will receive a +5 skill bonus to parry and block.
Party Leader: Bastion: Increased Party Size 1
Add an additional member to your party, allowing the maximum of 5 creatures.
Party Leader: Bastion: Mind Meld 1
You can communicate telepathically with members of your party, within a range of 90 feet.
Party Leader: Bastion: Spell Defense
Provides a permanent 15% damage reduction from spells or spell-like effects to everyone in the party. Also decreases duration of negative spell effects by 15%.
Party Leader: Bastion: Toughness
Adds 10 hit points to all party members.
Resolute
You have demonstrated your resolve in battle. You may apply a onetime bonus of 5 to a stat of your choosing.
Rogue: Linguistics
Special. Your natural aptitude for learning via “Knows No Shame” allows you to learn the Linguistics perk. This perk gives you the ability to learn the basics of a language in a few seconds.
Rogue: Sense Danger
Passive skill granting the ability to sense an incoming attack. This skill greatly reduces the chance of backstab or other stealth attacks working on you. Stamina Cost (when activated): 5.
Scout: Ambush
Gain an additional sneak attack multiplier when surprising a foe.
Scout: Burrower
Can burrow into objects and creatures with supernatural speed.
Scout: Enhanced Senses
When there is no ally within 30 feet of you, your senses are twice as effective.
Scout: Sense Danger
Passive skill granting the ability to sense an incoming attack. This skill greatly reduces the chance of backstab or other stealth attacks working on you. Stamina Cost (when activated): 5.
Stalwart Guardian: Taunt
A spell-like ability that forces enemies within 20 feet to engage you in combat. The enemy must make a wisdom resistance check to avoid this compulsion. Spell Cost: 10. Cooldown. 30 seconds.
Strategist: Need Time to Think
Slows down perceived time, which allows for more time to assess a situation. Does not grant time for physical actions, as this is a perception-based perk. Usable once per day.
Strategist: Planned Insanity
Each plan of yours has a small chance to succeed with a chaotic flair. This ability is a manifestation of the luck stat of the user.
Summoner: Augment Summons
Creatures summoned gain +10 to all physical stats and are larger than normal.
Summoner: Summoner Link
You and your summons have a bond. You can choose to experience all 5 senses of your summoned ally. Range: 1,000 feet. Permanent +5 to your perception skill.
Sun Elf: Darkvision, +10 Diplomacy, +10 Negotiation, +10 Light Magic
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray.
Tiefling: Darkvision, Fire Resistance, Thick Skin (+4 Defense)
Ability to see in darkness as if it were in dim light. However, you cannot discern color, only shades of gray. You gain resistance to fire-based magic from your tiefling heritage. Your skin is harder than normal skin and provides a permanent +2 to defense.

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