ARTHAN
2021-03-14, 09:55 PM
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D&D 6th
---CONTENTS---
01: Rules
02: Characters
03: Races
04: Classes
05: Skills
06: Feats
07: Equipment
08: Rituals
09: Combat
10: Enemies
11: Adventuring
12: Index
---RULES---
If you want to play with d20 system:
Roll a d20 once and add all respective modifiers.
If you want to play with d6 system (not really recommended but you can try it out):
Roll a d6 three times (3d6) and add all respective modifiers.
Dices go like this in d6 system:
d20 = 3d6 = 10
d12 = 1d6+3 = 6
d10 = 1d6+2 = 5
d8 = 1d6+1 = 4
d6 = 1d6+0 = 3
d4 = 1d6-1 = 2
(everything is rounded down)
---CHARACTERS---
01: choose gender
02: choose race
03: choose class
04: choose feats (1 at level 1 plus 1 at each level up)
05: choose equipment
06: choose powers
07: choose skills
08: choose rituals
09: choose adventuring gear
10: choose special knowledge
11: choose traits and behaviour
12: choose name
---RACES---
01: Human
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Watch Mastery (+4 skill bonus to Watch)
Profession Mastery (+4 skill bonus to Profession)
Negotiate Mastery (+4 skill bonus to Negotiate)
02: Halfling
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Mislead Mastery (+4 skill bonus to Mislead)
03: Dwarf
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Smell Mastery (+4 skill bonus to Smell)
Profession Mastery (+4 skill bonus to Profession)
Craftmanship Mastery(+4 skill bonus to Craftmanship)
04: Elf
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Knowledge Mastery (+4 skill bonus to Knowledge)
Performance Mastery (+4 skill bonus to Performance)
Negotiate Mastery (+4 skill bonus to Negotiate)
05: Orc
Living Without Air (double the amount of rounds you can live without air)
Living Without Water (double the amount of days you can live without water)
Living Without Food (double the amount of weeks you can live without food)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Intimidate Mastery (+4 skill bonus to Intimidate)
06: Lizardfolk
Living Without Air (double the amount of rounds you can live without air)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Profession Mastery (+4 skill bonus to Profession)
07: Kobold
Living Without Food (double the amount of weeks you can live without food)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Craftmanship Mastery (+4 skill bonus to Craftmanship)
08: Hobgoblin
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Negotiate Mastery (+4 skill bonus to Negotiate)
09: Goblin
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Listen Mastery (+4 skill bonus to Listen)
Feel Mastery (+4 skill bonus to Feel)
Mislead Mastery (+4 skill bonus to Mislead)
10: Bugbear
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Intimidate Mastery (+4 skill bonus to Intimidate)
11: Tiefling
Living Without Water (double the amount of days you can live without water)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Taste Mastery (+4 skill bonus to Taste)
Mislead Mastery (+4 skill bonus to Mislead)
Intimidate Mastery (+4 skill bonus to Intimidate)
12: Gnome
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Knowledge Mastery (+4 skill bonus to Knowledge)
Smell Mastery (+4 skill bonus to Smell)
Performance Mastery (+4 skill bonus to Performance)
---CLASSES---
01: Mercenary
Increased Health Points (you gain 10 more hp)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
02: Herder
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
03: Crusader
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
04: Priest
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
05: Warrior
Improved Charge (+1 combat bonus to all charge attacks)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
06: Shaolin
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
07: Samurai
Increased Health Points (you gain 10 more hp)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
08: Scout
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
09: Ninja
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
10: Sorcerer
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
11: Witch
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
12: Commander
Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
---FEATS---
01: general feats (they always give feat bonus)
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Ritual Performing Master (you gain +1 feat bonus to all the defenses when performing rituals of a circle of your choice, you can take this feat more than once)
Spell Performing Master (you gain +1 feat bonus to the damage of all spells of an energy type of your choice, you can take this feat more than once)
Creature Companion (you can have another creature, an npc, as your companion, it can participates at combat and levels up with you and gains XP like you)
Special Mount (you ride in battle another creature, an npc, as your mount, it can participates at combat and levels up with you and gains XP like you)
Summon Familiar (you can have another creature, an npc, as your familiar, it can participates at combat and levels up with you and gains XP like you)
Animate Flying Weapon (you can have an animated flying weapon, an npc, as your follower, it can participates at combat and levels up with you and gains XP like you)
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Improved Two-Weapon Fighting (you gain +2 feat bonus to damage while holding two weapons with each hand, unlocks at level 11)
Improved Two-Weapon Defense (you gain +2 feat bonus to all defenses while holding two weapons with each hand, unlocks at level 11)
02: racial feats (they always give racial bonus)
Human Training (+1 racial bonus to damage if you are a human)
Halfling Training (+1 racial bonus to damage if you are a halfling)
Dwarven Training (+1 racial bonus to damage if you are a dwarf)
Elven Training (+1 racial bonus to damage if you are an elf)
Orcish Training (+1 racial bonus to damage if you are an orc)
Lizardfolk Training (+1 racial bonus to damage if you are a lizardfolk)
Kobold Training (+1 racial bonus to damage if you are a kobold)
Hobgoblin Training (+1 racial bonus to damage if you are a hobgoblin)
Goblin Training (+1 racial bonus to damage if you are a goblin)
Bugbear Training (+1 racial bonus to damage if you are a bugbear)
Tiefling Training (+1 racial bonus to damage if you are a tiefling)
Gnomish Training (+1 racial bonus to damage if you are a gnome)
03: class feats (they always give class bonus)
Mercenary Training (+1 class bonus to damage if you are a mercenary)
Herder Training (+1 class bonus to damage if you are a herder)
Crusader Training (+1 class bonus to damage if you are a crusader)
Priest Training (+1 class bonus to damage if you are a priest)
Warrior Training (+1 class bonus to damage if you are a warrior)
Shaolin Training (+1 class bonus to damage if you are a shaolin)
Samurai Training (+1 class bonus to damage if you are a samurai)
Scout Training (+1 class bonus to damage if you are a scout)
Ninja Training (+1 class bonus to damage if you are a ninja)
Sorcerer Training (+1 class bonus to damage if you are a sorcerer)
Witch Training (+1 class bonus to damage if you are a witch)
Commander Training (+1 class bonus to damage if you are a commander)
04: skill feats (they always give skill bonus)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Knowledge Mastery (+4 skill bonus to Knowledge)
Performance Mastery (+4 skill bonus to Performance)
Profession Mastery (+4 skill bonus to Profession)
Craftmanship Mastery(+4 skill bonus to Craftmanship)
Mislead Mastery (+4 skill bonus to Mislead)
Intimidate Mastery (+4 skill bonus to Intimidate)
Negotiate Mastery (+4 skill bonus to Negotiate)
05: proficiency feats (they always give proficiency bonus)
Fire/Acid Proficiency (+2 proficiency bonus to Fire/Acid damage)
Air/Lightning Proficiency (+2 proficiency bonus to Air/Lightning damage)
Force/Energy Proficiency (+2 proficiency bonus to Force/Energy damage)
Sonic/Thunder Proficiency (+2 proficiency bonus to Sonic/Thunder damage)
Water/Ice Proficiency (+2 proficiency bonus to Water/Ice damage)
Life/Radiant Proficiency (+2 proficiency bonus to Life/Radiant damage)
Poison/Disease Proficiency (+2 proficiency bonus to Poison/Disease damage)
Death/Necrotic Proficiency (+2 proficiency bonus to Death/Necrotic damage)
Silver/Quicksilver Proficiency (+2 proficiency bonus to Silver/Quicksilver damage)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
06: item feats (they always give item bonus)
Head Slot Mastery (+1 item bonus to Fire/Acid defense while wearing a head slot item)
Neck Slot Mastery (+1 item bonus to Air/Lightning defense while wearing a neck slot item)
Torso Slot Mastery (+1 item bonus to Force/Energy defense while wearing a torso slot item)
Back Slot Mastery (+1 item bonus to Sonic/Thunder defense while wearing a back slot item)
Left Hand Mastery (+1 item bonus to Water/Ice defense while wearing a left hand item)
Right Hand Mastery (+1 item bonus to Life/Radiant defense while wearing a right hand item)
Arms Slot Mastery (+1 item bonus to Poison/Disease defense while wearing an arms slot item)
Left Ring Mastery (+1 item bonus to Death/Necrotic defense while wearing a left ring)
Right Ring Mastery (+1 item bonus to Silver/Quicksilver defense while wearing a right ring)
Waist Slot Mastery (+1 item bonus to Earth/Crushing defense while wearing a waist slot item)
Legs Slot Mastery (+1 item bonus to Wood/Piercing defense while wearing a legs slot item)
Feet Slot Mastery (+1 item bonus to Metal/Slashing defense while wearing a feet slot item)
07: ritual feats (they always give ritual bonus)
Teleportation Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the teleportation circle)
Passage Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the passage circle)
Animal Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the animal circle)
Plant Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the plant circle)
Fire Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the fire circle)
Water Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the water circle)
Air Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the air circle)
Earth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the earth circle)
Knowledge Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the knowledge circle)
Exploration Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the exploration circle)
Truth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the truth circle)
Illusion Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the illusion circle)
08: combat feats (they always give combat bonus)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Improved Charge (+1 combat bonus to the damage of all charge attacks)
Improved Defending (+1 combat bonus to all defenses of the defending attacks)
Improved Shieldbashing (+1 combat bonus to the damage of all shieldbashing attacks)
Improved Poisons (+1 combat bonus to all damage from poisons)
Improved Potions (+1 combat bonus to all healing from potions)
Improved Shields (+1 combat bonus to all defenses as long as you carry a shield)
Improved Armors (+1 combat bonus to all defenses as long as you wear an armor)
Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)
09: enemy feats (they always give enemy bonus)
Favored Enemy (Plant) (+2 enemy bonus to damage against Plants)
Favored Enemy (Animal) (+2 enemy bonus to damage against Animals)
Favored Enemy (Undead) (+2 enemy bonus to damage against Undeads)
Favored Enemy (Abberation) (+2 enemy bonus to damage against Abberations)
Favored Enemy (Humanoid) (+2 enemy bonus to damage against Humanoids)
Favored Enemy (Giant) (+2 enemy bonus to damage against Giants)
Favored Enemy (Insect) (+2 enemy bonus to damage against Insects)
Favored Enemy (Monster) (+2 enemy bonus to damage against Monsters)
Favored Enemy (Dragon) (+2 enemy bonus to damage against Dragons)
Favored Enemy (Elemental) (+2 enemy bonus to damage against Elementals)
Favored Enemy (Constructs) (+2 enemy bonus to damage against Constructs)
Favored Enemy (Spirit) (+2 enemy bonus to damage against Spirits)
10: adventuring feats (they always give adventuring bonus)
Living Without Air (double the amount of rounds you can live without air)
Living Without Water (double the amount of days you can live without water)
Living Without Food (double the amount of weeks you can live without food)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Increased Health Points (you gain 10 more hp)
Full Item Price (you are good at negotiations, you can sell your items at full price)
11: resistance feats (they always give resistance/defense)
Fire/Acid Resistance (+1 bonus to Fire/Acid defense, you can take this feat more than once)
Air/Lightning Resistance (+1 bonus to Air/Lightning defense, you can take this feat more than once)
Force/Energy Resistance (+1 bonus to Force/Energy defense, you can take this feat more than once)
Sonic/Thunder Resistance (+1 bonus to Sonic/Thunder defense, you can take this feat more than once)
Water/Ice Resistance (+1 bonus to Water/Ice defense, you can take this feat more than once)
Life/Radiant Resistance (+1 bonus to Life/Radiant defense, you can take this feat more than once)
Poison/Disease Resistance (+1 bonus to Poison/Disease defense, you can take this feat more than once)
Death/Necrotic Resistance (+1 bonus to Death/Necrotic defense, you can take this feat more than once)
Silver/Quicksilver Resistance (+1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
Earth/Crushing Resistance (+1 bonus to Earth/Crushing defense, you can take this feat more than once)
Wood/Piercing Resistance (+1 bonus to Wood/Piercing defense, you can take this feat more than once)
Metal/Slashing Resistance (+1 bonus to Metal/Slashing defense, you can take this feat more than once)
12: vulnerability feats (they always give vulnerability and two extra general feat slots)
Fire/Acid Vulnerability (-1 bonus to Fire/Acid defense, you can take this feat more than once)
Air/Lightning Vulnerability (-1 bonus to Air/Lightning defense, you can take this feat more than once)
Force/Energy Vulnerability (-1 bonus to Force/Energy defense, you can take this feat more than once)
Sonic/Thunder Vulnerability (-1 bonus to Sonic/Thunder defense, you can take this feat more than once)
Water/Ice Vulnerability (-1 bonus to Water/Ice defense, you can take this feat more than once)
Life/Radiant Vulnerability (-1 bonus to Life/Radiant defense, you can take this feat more than once)
Poison/Disease Vulnerability (-1 bonus to Poison/Disease defense, you can take this feat more than once)
Death/Necrotic Vulnerability (-1 bonus to Death/Necrotic defense, you can take this feat more than once)
Silver/Quicksilver Vulnerability (-1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
Earth/Crushing Vulnerability (-1 bonus to Earth/Crushing defense, you can take this feat more than once)
Wood/Piercing Vulnerability (-1 bonus to Wood/Piercing defense, you can take this feat more than once)
Metal/Slashing Vulnerability (-1 bonus to Metal/Slashing defense, you can take this feat more than once)
---EQUIPMENT---
01: head (+4 item bonus to Watch)
02: neck (+4 item bonus to Listen)
03: torso (+4 item bonus to Smell)
04: back (+4 item bonus to Taste)
05: left hand (+4 item bonus to Feel)
06: right hand (+4 item bonus to Knowledge)
07: arms (+4 item bonus to Performance)
08: left ring (+4 item bonus to Profession)
09: right ring (+4 item bonus to Craftmanship)
10: waist (+4 item bonus to Mislead)
11: legs (+4 item bonus to Intimidate)
12: feet (+4 item bonus to Negotiate)
---POWERS (SPELLS)---
01: Fire/Acid
Acidball ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Fireball ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Acid Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Flaming Sphere ( d8 = 1d6+1 = 4 damage 3 targets ) unlocks at level 5
Alchemist Fire ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Acid ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
02: Air/Lightning
Lightning Bolt ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Air Bolt ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Electric Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Shocking Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Lightning ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Air ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
03: Force/Energy
Energy Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Force Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Energy Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Force Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Energy ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Force ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
04: Sonic/Thunder
Thunder Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Sonic Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Thunder Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Sonic Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Thunder ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Sound ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
05: Water/Ice
Ice Storm ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Water Storm ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Frozen Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Water Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Ice ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Water ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
06: Life/Radiant
Radiant Ray ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Life Ray ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Life Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Light Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Radiance ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Life ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
07: Poison/Disease
Mighty Disease ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Mighty Poisoning ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Poisonous Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Disease Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Disease ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Poison ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
08: Death/Necrotic
Necrotic Finger ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Death Finger ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Darkness Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Darkness Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Necrotic ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Death ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
09: Silver/Quicksilver
Rain of Quicksilver Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Rain of Silver Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Silver Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Quicksilver Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Quicksilver ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Silver ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
10: Earth/Crushing
Crushing Meteor ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Earth Meteor ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Stone Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Stone Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Crushing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Earth ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
11: Wood/Piercing
Piercing Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Wood Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Piercing Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Wooden Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Piercing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Wood ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
12: Metal/Slashing
Slashing Barrier ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Metal Barrier ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Slashing Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Metal Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Slashing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Metal ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
---SKILLS---
01: Watch
02: Listen
03: Smell
04: Taste
05: Feel
06: Knowledge
07: Performance
08: Profession
09: Craftmanship
10: Mislead
11: Intimidate
12: Negotiate
D&D 6th
---CONTENTS---
01: Rules
02: Characters
03: Races
04: Classes
05: Skills
06: Feats
07: Equipment
08: Rituals
09: Combat
10: Enemies
11: Adventuring
12: Index
---RULES---
If you want to play with d20 system:
Roll a d20 once and add all respective modifiers.
If you want to play with d6 system (not really recommended but you can try it out):
Roll a d6 three times (3d6) and add all respective modifiers.
Dices go like this in d6 system:
d20 = 3d6 = 10
d12 = 1d6+3 = 6
d10 = 1d6+2 = 5
d8 = 1d6+1 = 4
d6 = 1d6+0 = 3
d4 = 1d6-1 = 2
(everything is rounded down)
---CHARACTERS---
01: choose gender
02: choose race
03: choose class
04: choose feats (1 at level 1 plus 1 at each level up)
05: choose equipment
06: choose powers
07: choose skills
08: choose rituals
09: choose adventuring gear
10: choose special knowledge
11: choose traits and behaviour
12: choose name
---RACES---
01: Human
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Watch Mastery (+4 skill bonus to Watch)
Profession Mastery (+4 skill bonus to Profession)
Negotiate Mastery (+4 skill bonus to Negotiate)
02: Halfling
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Mislead Mastery (+4 skill bonus to Mislead)
03: Dwarf
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Smell Mastery (+4 skill bonus to Smell)
Profession Mastery (+4 skill bonus to Profession)
Craftmanship Mastery(+4 skill bonus to Craftmanship)
04: Elf
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Knowledge Mastery (+4 skill bonus to Knowledge)
Performance Mastery (+4 skill bonus to Performance)
Negotiate Mastery (+4 skill bonus to Negotiate)
05: Orc
Living Without Air (double the amount of rounds you can live without air)
Living Without Water (double the amount of days you can live without water)
Living Without Food (double the amount of weeks you can live without food)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Intimidate Mastery (+4 skill bonus to Intimidate)
06: Lizardfolk
Living Without Air (double the amount of rounds you can live without air)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Profession Mastery (+4 skill bonus to Profession)
07: Kobold
Living Without Food (double the amount of weeks you can live without food)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Craftmanship Mastery (+4 skill bonus to Craftmanship)
08: Hobgoblin
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Negotiate Mastery (+4 skill bonus to Negotiate)
09: Goblin
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Listen Mastery (+4 skill bonus to Listen)
Feel Mastery (+4 skill bonus to Feel)
Mislead Mastery (+4 skill bonus to Mislead)
10: Bugbear
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Intimidate Mastery (+4 skill bonus to Intimidate)
11: Tiefling
Living Without Water (double the amount of days you can live without water)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Taste Mastery (+4 skill bonus to Taste)
Mislead Mastery (+4 skill bonus to Mislead)
Intimidate Mastery (+4 skill bonus to Intimidate)
12: Gnome
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Full Item Price (you are good at negotiations, you can sell your items at full price)
Knowledge Mastery (+4 skill bonus to Knowledge)
Smell Mastery (+4 skill bonus to Smell)
Performance Mastery (+4 skill bonus to Performance)
---CLASSES---
01: Mercenary
Increased Health Points (you gain 10 more hp)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
02: Herder
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
03: Crusader
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
04: Priest
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
05: Warrior
Improved Charge (+1 combat bonus to all charge attacks)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
06: Shaolin
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
07: Samurai
Increased Health Points (you gain 10 more hp)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
08: Scout
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
09: Ninja
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
10: Sorcerer
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
11: Witch
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
12: Commander
Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
---FEATS---
01: general feats (they always give feat bonus)
Ritual Performer (you can learn and perform rituals of a circle of your choice, you can take this feat more than once)
Spell Performer (you can learn and perform spells of an energy type of your choice, you can take this feat more than once)
Ritual Performing Master (you gain +1 feat bonus to all the defenses when performing rituals of a circle of your choice, you can take this feat more than once)
Spell Performing Master (you gain +1 feat bonus to the damage of all spells of an energy type of your choice, you can take this feat more than once)
Creature Companion (you can have another creature, an npc, as your companion, it can participates at combat and levels up with you and gains XP like you)
Special Mount (you ride in battle another creature, an npc, as your mount, it can participates at combat and levels up with you and gains XP like you)
Summon Familiar (you can have another creature, an npc, as your familiar, it can participates at combat and levels up with you and gains XP like you)
Animate Flying Weapon (you can have an animated flying weapon, an npc, as your follower, it can participates at combat and levels up with you and gains XP like you)
Two-Weapon Fighting (you gain +1 feat bonus to damage while holding two weapons with each hand)
Two-Weapon Defense (you gain +1 feat bonus to all defenses while holding two weapons with each hand)
Improved Two-Weapon Fighting (you gain +2 feat bonus to damage while holding two weapons with each hand, unlocks at level 11)
Improved Two-Weapon Defense (you gain +2 feat bonus to all defenses while holding two weapons with each hand, unlocks at level 11)
02: racial feats (they always give racial bonus)
Human Training (+1 racial bonus to damage if you are a human)
Halfling Training (+1 racial bonus to damage if you are a halfling)
Dwarven Training (+1 racial bonus to damage if you are a dwarf)
Elven Training (+1 racial bonus to damage if you are an elf)
Orcish Training (+1 racial bonus to damage if you are an orc)
Lizardfolk Training (+1 racial bonus to damage if you are a lizardfolk)
Kobold Training (+1 racial bonus to damage if you are a kobold)
Hobgoblin Training (+1 racial bonus to damage if you are a hobgoblin)
Goblin Training (+1 racial bonus to damage if you are a goblin)
Bugbear Training (+1 racial bonus to damage if you are a bugbear)
Tiefling Training (+1 racial bonus to damage if you are a tiefling)
Gnomish Training (+1 racial bonus to damage if you are a gnome)
03: class feats (they always give class bonus)
Mercenary Training (+1 class bonus to damage if you are a mercenary)
Herder Training (+1 class bonus to damage if you are a herder)
Crusader Training (+1 class bonus to damage if you are a crusader)
Priest Training (+1 class bonus to damage if you are a priest)
Warrior Training (+1 class bonus to damage if you are a warrior)
Shaolin Training (+1 class bonus to damage if you are a shaolin)
Samurai Training (+1 class bonus to damage if you are a samurai)
Scout Training (+1 class bonus to damage if you are a scout)
Ninja Training (+1 class bonus to damage if you are a ninja)
Sorcerer Training (+1 class bonus to damage if you are a sorcerer)
Witch Training (+1 class bonus to damage if you are a witch)
Commander Training (+1 class bonus to damage if you are a commander)
04: skill feats (they always give skill bonus)
Watch Mastery (+4 skill bonus to Watch)
Listen Mastery (+4 skill bonus to Listen)
Smell Mastery (+4 skill bonus to Smell)
Taste Mastery (+4 skill bonus to Taste)
Feel Mastery (+4 skill bonus to Feel)
Knowledge Mastery (+4 skill bonus to Knowledge)
Performance Mastery (+4 skill bonus to Performance)
Profession Mastery (+4 skill bonus to Profession)
Craftmanship Mastery(+4 skill bonus to Craftmanship)
Mislead Mastery (+4 skill bonus to Mislead)
Intimidate Mastery (+4 skill bonus to Intimidate)
Negotiate Mastery (+4 skill bonus to Negotiate)
05: proficiency feats (they always give proficiency bonus)
Fire/Acid Proficiency (+2 proficiency bonus to Fire/Acid damage)
Air/Lightning Proficiency (+2 proficiency bonus to Air/Lightning damage)
Force/Energy Proficiency (+2 proficiency bonus to Force/Energy damage)
Sonic/Thunder Proficiency (+2 proficiency bonus to Sonic/Thunder damage)
Water/Ice Proficiency (+2 proficiency bonus to Water/Ice damage)
Life/Radiant Proficiency (+2 proficiency bonus to Life/Radiant damage)
Poison/Disease Proficiency (+2 proficiency bonus to Poison/Disease damage)
Death/Necrotic Proficiency (+2 proficiency bonus to Death/Necrotic damage)
Silver/Quicksilver Proficiency (+2 proficiency bonus to Silver/Quicksilver damage)
Earth/Crushing Proficiency (+2 proficiency bonus to Earth/Crushing damage)
Wood/Piercing Proficiency (+2 proficiency bonus to Wood/Piercing damage)
Metal/Slashing Proficiency (+2 proficiency bonus to Metal/Slashing damage)
06: item feats (they always give item bonus)
Head Slot Mastery (+1 item bonus to Fire/Acid defense while wearing a head slot item)
Neck Slot Mastery (+1 item bonus to Air/Lightning defense while wearing a neck slot item)
Torso Slot Mastery (+1 item bonus to Force/Energy defense while wearing a torso slot item)
Back Slot Mastery (+1 item bonus to Sonic/Thunder defense while wearing a back slot item)
Left Hand Mastery (+1 item bonus to Water/Ice defense while wearing a left hand item)
Right Hand Mastery (+1 item bonus to Life/Radiant defense while wearing a right hand item)
Arms Slot Mastery (+1 item bonus to Poison/Disease defense while wearing an arms slot item)
Left Ring Mastery (+1 item bonus to Death/Necrotic defense while wearing a left ring)
Right Ring Mastery (+1 item bonus to Silver/Quicksilver defense while wearing a right ring)
Waist Slot Mastery (+1 item bonus to Earth/Crushing defense while wearing a waist slot item)
Legs Slot Mastery (+1 item bonus to Wood/Piercing defense while wearing a legs slot item)
Feet Slot Mastery (+1 item bonus to Metal/Slashing defense while wearing a feet slot item)
07: ritual feats (they always give ritual bonus)
Teleportation Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the teleportation circle)
Passage Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the passage circle)
Animal Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the animal circle)
Plant Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the plant circle)
Fire Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the fire circle)
Water Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the water circle)
Air Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the air circle)
Earth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the earth circle)
Knowledge Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the knowledge circle)
Exploration Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the exploration circle)
Truth Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the truth circle)
Illusion Circle Ritual Mastery (+3 ritual bonus to all defenses while performing rituals of the illusion circle)
08: combat feats (they always give combat bonus)
Improved Basic Melee Attack (+1 combat bonus to the damage of all melee basic attacks)
Improved Basic Ranged Attack (+1 combat bonus to the damage of all ranged basic attacks)
Improved Spell Attack (+1 combat bonus to the damage of all spell attacks)
Improved Charge (+1 combat bonus to the damage of all charge attacks)
Improved Defending (+1 combat bonus to all defenses of the defending attacks)
Improved Shieldbashing (+1 combat bonus to the damage of all shieldbashing attacks)
Improved Poisons (+1 combat bonus to all damage from poisons)
Improved Potions (+1 combat bonus to all healing from potions)
Improved Shields (+1 combat bonus to all defenses as long as you carry a shield)
Improved Armors (+1 combat bonus to all defenses as long as you wear an armor)
Improved Ranged Weapons (+1 combat bonus to all defenses as long as you carry a ranged weapon)
Improved Melee Weapons (+1 combat bonus to all defenses as long as you carry a melee weapon)
09: enemy feats (they always give enemy bonus)
Favored Enemy (Plant) (+2 enemy bonus to damage against Plants)
Favored Enemy (Animal) (+2 enemy bonus to damage against Animals)
Favored Enemy (Undead) (+2 enemy bonus to damage against Undeads)
Favored Enemy (Abberation) (+2 enemy bonus to damage against Abberations)
Favored Enemy (Humanoid) (+2 enemy bonus to damage against Humanoids)
Favored Enemy (Giant) (+2 enemy bonus to damage against Giants)
Favored Enemy (Insect) (+2 enemy bonus to damage against Insects)
Favored Enemy (Monster) (+2 enemy bonus to damage against Monsters)
Favored Enemy (Dragon) (+2 enemy bonus to damage against Dragons)
Favored Enemy (Elemental) (+2 enemy bonus to damage against Elementals)
Favored Enemy (Constructs) (+2 enemy bonus to damage against Constructs)
Favored Enemy (Spirit) (+2 enemy bonus to damage against Spirits)
10: adventuring feats (they always give adventuring bonus)
Living Without Air (double the amount of rounds you can live without air)
Living Without Water (double the amount of days you can live without water)
Living Without Food (double the amount of weeks you can live without food)
Endure Extreme Weather (+2 adventuring bonus to all defenses against extreme weather)
Reduced Falling Damage (you take 1 Earth/Crushing damage for every 15 feet you fall except if you fall with your legs where you take 1 Earth/Crushing damage for every 20 feet you fall)
Improved Resting (half the amount of hours you need to sleep each 24 hours)
Improved Camping (half the amount of hours you need to sleep during guard duty at camping)
Improved Vision (if you have normal vision you gain low-light vision, if you have low-light vision you gain darkvision)
Resist Aging (ignore any negative effects of aging)
Resist Antimagic Circles (once every day, you can perform a single spell or ritual within an Antimagic Circle)
Increased Health Points (you gain 10 more hp)
Full Item Price (you are good at negotiations, you can sell your items at full price)
11: resistance feats (they always give resistance/defense)
Fire/Acid Resistance (+1 bonus to Fire/Acid defense, you can take this feat more than once)
Air/Lightning Resistance (+1 bonus to Air/Lightning defense, you can take this feat more than once)
Force/Energy Resistance (+1 bonus to Force/Energy defense, you can take this feat more than once)
Sonic/Thunder Resistance (+1 bonus to Sonic/Thunder defense, you can take this feat more than once)
Water/Ice Resistance (+1 bonus to Water/Ice defense, you can take this feat more than once)
Life/Radiant Resistance (+1 bonus to Life/Radiant defense, you can take this feat more than once)
Poison/Disease Resistance (+1 bonus to Poison/Disease defense, you can take this feat more than once)
Death/Necrotic Resistance (+1 bonus to Death/Necrotic defense, you can take this feat more than once)
Silver/Quicksilver Resistance (+1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
Earth/Crushing Resistance (+1 bonus to Earth/Crushing defense, you can take this feat more than once)
Wood/Piercing Resistance (+1 bonus to Wood/Piercing defense, you can take this feat more than once)
Metal/Slashing Resistance (+1 bonus to Metal/Slashing defense, you can take this feat more than once)
12: vulnerability feats (they always give vulnerability and two extra general feat slots)
Fire/Acid Vulnerability (-1 bonus to Fire/Acid defense, you can take this feat more than once)
Air/Lightning Vulnerability (-1 bonus to Air/Lightning defense, you can take this feat more than once)
Force/Energy Vulnerability (-1 bonus to Force/Energy defense, you can take this feat more than once)
Sonic/Thunder Vulnerability (-1 bonus to Sonic/Thunder defense, you can take this feat more than once)
Water/Ice Vulnerability (-1 bonus to Water/Ice defense, you can take this feat more than once)
Life/Radiant Vulnerability (-1 bonus to Life/Radiant defense, you can take this feat more than once)
Poison/Disease Vulnerability (-1 bonus to Poison/Disease defense, you can take this feat more than once)
Death/Necrotic Vulnerability (-1 bonus to Death/Necrotic defense, you can take this feat more than once)
Silver/Quicksilver Vulnerability (-1 bonus to Silver/Quicksilver defense, you can take this feat more than once)
Earth/Crushing Vulnerability (-1 bonus to Earth/Crushing defense, you can take this feat more than once)
Wood/Piercing Vulnerability (-1 bonus to Wood/Piercing defense, you can take this feat more than once)
Metal/Slashing Vulnerability (-1 bonus to Metal/Slashing defense, you can take this feat more than once)
---EQUIPMENT---
01: head (+4 item bonus to Watch)
02: neck (+4 item bonus to Listen)
03: torso (+4 item bonus to Smell)
04: back (+4 item bonus to Taste)
05: left hand (+4 item bonus to Feel)
06: right hand (+4 item bonus to Knowledge)
07: arms (+4 item bonus to Performance)
08: left ring (+4 item bonus to Profession)
09: right ring (+4 item bonus to Craftmanship)
10: waist (+4 item bonus to Mislead)
11: legs (+4 item bonus to Intimidate)
12: feet (+4 item bonus to Negotiate)
---POWERS (SPELLS)---
01: Fire/Acid
Acidball ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Fireball ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Acid Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Flaming Sphere ( d8 = 1d6+1 = 4 damage 3 targets ) unlocks at level 5
Alchemist Fire ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Acid ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
02: Air/Lightning
Lightning Bolt ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Air Bolt ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Electric Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Shocking Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Lightning ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Air ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
03: Force/Energy
Energy Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Force Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Energy Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Force Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Energy ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Force ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
04: Sonic/Thunder
Thunder Blow ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Sonic Blow ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Thunder Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Sonic Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Thunder ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Sound ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
05: Water/Ice
Ice Storm ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Water Storm ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Frozen Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Water Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Ice ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Water ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
06: Life/Radiant
Radiant Ray ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Life Ray ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Life Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Light Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Radiance ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Life ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
07: Poison/Disease
Mighty Disease ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Mighty Poisoning ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Poisonous Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Disease Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Disease ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Poison ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
08: Death/Necrotic
Necrotic Finger ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Death Finger ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Darkness Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Darkness Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Necrotic ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Death ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
09: Silver/Quicksilver
Rain of Quicksilver Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Rain of Silver Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Silver Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Quicksilver Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Alchemist Quicksilver ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Alchemist Silver ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
10: Earth/Crushing
Crushing Meteor ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Earth Meteor ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Stone Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Stone Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Crushing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Earth ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
11: Wood/Piercing
Piercing Spikes ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Wood Spikes ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Piercing Arrow ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Wooden Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Piercing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Wood ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
12: Metal/Slashing
Slashing Barrier ( d20 = 3d6 = 10 damage, 8 targets ) unlocks at level 17
Metal Barrier ( d12 = 1d6+3 = 6 damage, 5 targets ) unlocks at level 9
Slashing Missile ( d10 = 1d6+2 = 5 damage, 4 targets ) unlocks at level 7
Metal Sphere ( d8 = 1d6+1 = 4 damage, 3 targets ) unlocks at level 5
Animate Slashing Weapon ( d6 = 1d6+0 = 3 damage, 2 targets ) unlocks at level 3
Animate Metal ( d4 = 1d6-1 = 2 damage, 1 target ) unlocks at level 1
---SKILLS---
01: Watch
02: Listen
03: Smell
04: Taste
05: Feel
06: Knowledge
07: Performance
08: Profession
09: Craftmanship
10: Mislead
11: Intimidate
12: Negotiate