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    Gods & HeroesCore Rules Playtest v2.2

    John Lynch

    3/14/2014

    Designation of Product Identity: The Gods & Heroes name is product identity. All other text and

    tables are declared Open Game Content as described in Section 1(d) of the Open Game License

    Version 1.0a

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    Introduction ....................... 1

    Character Creation ......... 1

    Levelling Up .................... 3

    Races .................................. 4

    Age ................................. 4

    Height and Weight ......... 4

    Dragonmen .................... 5

    Dwarves ......................... 5

    Elves ............................... 6

    Gnomes .......................... 6

    Half-Elves ....................... 7

    Halflings .......................... 7

    Half-Orcs ........................ 8

    Humans .......................... 8

    Ironforged ...................... 9

    Reborn .......................... 10

    Tieflings ........................ 10

    Classes .............................. 11

    Barbarians .................... 12

    Bard .............................. 13

    Cleric ............................ 15

    Druid ............................ 17

    Fighter .......................... 19

    Monk ............................ 21

    Paladin.......................... 23

    Ranger .......................... 25Rogue ........................... 26

    Sorcerer ........................ 27

    Tactician ....................... 29

    Warlock ........................ 30

    Wizard .......................... 32

    Powers ............................. 36

    Learning Powers ........... 36

    Racial Powers ............... 37

    Base Class Powers ........ 39

    Level 1 Powers.............. 40

    Level 3 Powers.............. 43

    Level 7 Powers.............. 45

    Level 9 Powers.............. 46

    Level 13 Powers............ 47

    Level 15 Powers............ 48

    Level 17 Powers............ 48

    Level 19 Powers............ 49

    Level 23 Powers............ 50

    Level 25 Powers............ 50

    Level 27 Powers............ 50

    Level 29 Powers............ 51

    Utility Powers ............... 52

    Feats ................................. 53

    General Feats ............... 53

    Racial Feats ................... 57

    Multiclass Feats ............ 58

    Equipment ........................ 60

    Armour ......................... 60

    Weapons ...................... 61

    Magic Items ...................... 62

    Using Magic Items ........ 62

    Magic Item Levels and

    Locations ...................... 62

    Magic Item Costs .......... 62

    Creating Magic Items ... 62

    Random Treasure ......... 63

    Magic Armour and

    Shields .......................... 64

    Weapons ...................... 66

    Magical Implements ..... 68

    Magical Ring ................ 70

    Wondrous Items .......... 70

    Consumables ............... 75

    Open Game License ......... 77

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    beasts while others concentrate on

    affecting the weather.

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    Levelling UpBelow is the table used for leveling up your character.

    Level XP Feats Features

    1 0 1 Select race, class, featGain 2 Level 1 At-Will Powers

    Gain 1 Level 1 Once per Battle Power

    Gain 1 Level 1 Daily Power

    2 1,000 2

    3 2,250 2 Gain 1 Level 3 Power

    4 3,750 3

    5 5,500 4 Gain 1 Level 5 Power

    6 7,500 5

    7 10,000 5 Gain 1 Level 7 Power

    8 13,000 6

    9 16,500 6 Gain 1 Level 9 Power

    10 20,500 7

    11 26,000 7 Select champion class*

    12 32,000 8

    13 39,000 8 Upgrade or retrain a Level 1 power.^

    14 47,000 9

    15 57,000 10 Upgrade or retrain a Level 1 power.

    16 69,000 11

    17 83,000 11 Upgrade or retrain a Level 3 power.

    18 99,000 12

    19 119,000 12 Upgrade or retrain a Level 5 power.20 143,000 13

    21 175,000 13 Select epic class.

    Upgrade all Level 1 At-Will powers.

    22 210,000 14

    23 255,000 14 Upgrade or retrain a Level 7 power.

    24 310,000 15

    25 375,000 16 Upgrade or retrain a Level 9 power.

    26 450,000 17

    27 550,000 17 Upgrade or retrain a Level 13 power.

    28 675,000 18

    29 825,000 18 Upgrade or retrain a Level 15 power.30 1,000,000 19

    *Your champion class may grant you additional powers beyond what's in this table.

    ^ Not all powers have a more powerful form. This is also in addition to the standard 1 retrain per

    level restriction.

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    Races

    Gods & Heroes offers a diverse choice of races that you can use to create your cast of characters,

    granting you opportunities in selecting different abilities as well as cultures and and mindsets. Racehelps determine not only your characters appearance or physical traits, but also their mindset,

    culture and beliefs which will have a long lasting impact on your character.

    Although a wide variety of races are available to choose from, not all races will be suitable for a

    campaign or even a setting. When choosing your race it is best to speak with the group to see how it

    will fit in with the group as well as the campaign.

    AgeYou are able to choose your age, or determine it randomly.

    Race* Adulthood Middle Age Old Age Venerable Maximum Random Age

    Dragonmen 13 51 70 100 150 14+1d4

    Dwarf 40 125 165 250 450 40+5d6

    Elf 25 50 70 100 130 25+1d4

    Gnome 60 100 135 200 500 60+3d12

    Half-Elf 15 60 85 125 185 15+1d6

    Halfling 20 50 65 100 200 20+3d4

    Half-Orc 14 42 55 84 120 14+1d4

    Human 15 45 60 90 100 15+1d4

    Reborn 13 50 70 100 150 13+1d4

    Tiefling 17 50 70 100 1,000 17+2d4

    * Ironforged do not age as other races do. They are considered adults upon first being created.

    Height and WeightYou are able to choose your height and weight. To determine it randomly add the modifier to the

    minimum height.

    Race* Minimum

    Height

    Maximum

    Height

    Minimum

    Weight

    Maximum

    Weight

    Height

    Modifier

    Weight

    Modifier

    Dragonmen 5'8" 7'2" 220 lbs 320 lbs +2d8" +5d20 lbsDwarf 3'5" 4'5" 105 lbs 170 lbs +1d10" +4d10 lbs

    Elf 4'2" 5'5" 70 lbs 120 lbs +1d10" +3d10 lbs

    Gnome 3' 3'7" 68 lbs 92 lbs +1d6" +5d4 lbs

    Half-Elf 4'10" 6' 85 lbs 146 lbs +2d6" +3d12 lbs

    Halfling 2'6" 4' 48 lbs 72 lbs +2d8" +5d4 lbs

    Half-Orc 5' 7' 100 lbs 210 lbs +2d10" +6d10 lbs

    Human 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs

    Ironforged 6'5 7' 300 lbs 300 lbs +2d20" +2d100 lbs

    Reborn 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs

    Tiefling 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs

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    DragonmenWhen humans first encountered dragonmen they assumed the entire race was composed entirely of

    males due to the lack of obvious differentiation between genders. Although humanity (mostly)

    learned otherwise, the name stuck and so this race suffers the name in silence when dealing with

    other races.

    Standing 6 ft in height, dragonmen are a cold blooded race and so primarily live in warmer climes

    such as jungles and deserts. Unlike other races, dragonmen have a squat snout and scaly hide

    covering their entire body, otherwise they are fairly similar to other races in that they have two

    arms, two legs and one head. They are quite bulky when compared with other races and so their tail

    helps them balance, but limits their maneuverability.

    Dragonmen Traits

    Ability Score Adjustments: +2 Charisma and either +2 Strength or +2 Constitution

    Speed: 30 ft

    Draconic Bloodline: Dragonmen have a bloodline that is either acid, cold, electricity or fire.

    Dragon Resistance: Dragonmen have resist 2+level to the element from your draconic bloodline.

    Fearlessness: Dragonmen have a +5 racial bonus to saving throws against fear.

    Racial Powers: Dragonmen start with either the Dragon's Aura racial power or the Dragonbreath

    racial power.

    Languages: Dragonmen begin play speaking draconic and common.

    Dwarves

    Dwarves are a stout race and often given a surly demeanour. Their cities located underground wereonce barren places with no colour and very little beauty. However when the dwarves were given the

    gift of light a whole new world opened up before them. Modern dwarven cities are now places of

    colour and excitement as dwarves discover new arts and decorate their once dour homes.

    Standard Dwarven Traits

    Ability Score Adjustment:+2 Constitution and either +2 Wisdom or +2 Strength

    Speed: 25 ft. A dwarf's movement is never modified by wearing heavy armour a high encumbrance.

    Darkvision 60 ft:You can see in black and white up to 60 ft in complete darkness.

    Hardy:Dwarves receive a +5 bonus to saving throws against poison.

    Stand Your Ground: Dwarves move 5 ft less from forced movement and gain a saving throw to resistan effect that would knock them prone.

    Racial Powers: Dwarves start with either the Adrenaline Surge racial power or the Sudden Defence

    racial power.

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    ElvesOriginating from the Faerie Plane, elves have spread throughout the planes, making their home

    wherever they can. Regardless of where they live though, elves have a reputation for being aloof and

    distrusting of others, instead forming their own communities. That said some do overcome this

    innate distrustfulness and can form strong relationships and bonds with other races, such ashumans.

    While elves share the same height as humans, theyre typically lithe and nimble rather than wide or

    muscled.

    Elf Traits

    Ability Score Adjustment: +2 Dexterity and either +2 Intelligence or +2 Wisdom

    Speed: 30 ft

    Vision: Low-light vision

    Keen Senses: Elves and all allies within 25 ft gain a +1 racial bonus to perception.

    Skill Training: Elves are trained in history or perception.

    Long Lived: Elves gain training in a second skill.

    Otherworldly Mind: Elves gain a +5 bonus to saving throws against charm effects.

    Racial Power: Elves start with either the faerie jump racial power or the second chance racial power.

    Languages: Elven and Common

    GnomesTheir inquisitive nature and innate curiousity make gnomes perfectly suited to exploring the

    mysteries and secrets of the arcane arts. No other race are able to match their mastery over magicexcept for exceptionally gifted humans.

    Gnome Traits

    Ability Score Adjustment: +2 Intelligence and either +2 Dexterity or +2 Charisma

    Speed: 25 ft.

    Vision: Low-light vision

    Skill Training: Gnomes are trained in either stealth or perception.

    Master of Illusions: Gnomes gain a +5 racial bonus to saving throws against illusions.

    Nimbleness: Gnomes have a +2 bonus to AC against attacks of opportunity.

    Racial Power: Gnomes start with either the quick fade racial power or the alchemical concoctionracial power.

    Languages: Gnomes begin play speaking gnome and common.

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    Half-ElvesThe offspring of elves and humans, half-elves are often rejected from the societies of both their

    parents, instead forced to live life as an outcast. This leads to bitterness and resentment within half-

    elves and forces them to take jobs that rely on manual labour.

    Physically half-elves can appear to either be obviously a half-breed or to be a full blooded member

    of one of their parent races. Regardless the half-elf will still have physical aspects that under close

    scrutiny would reveal their mixed blood.

    Half-Elven Traits

    Ability Score Adjustment: +2 Dexterity, +2 Intelligence or +2 Wisdom

    Speed: 30 ft

    Vision: Low-light.

    Skill Training: Half-elves are trained in either diplomacy or insight.

    Racial Power: As a racial power, half-elves gain a bonus level 1 power that can be used once per

    battle. This power may come from any class and can be upgraded or replaced at level 13 and level

    27.

    Cosmopolitan: Half-elves know one bonus language.

    Languages: Half-elves begin play speaking either elven or common.

    Halflings

    One of the smaller races, halflings have lived alongside humanity for all of recorded time.

    Halfling Traits

    Ability Score Adjustment: +2 Dexterity and either +2 Constitution or +2 Charisma

    Size:Small

    Speed: 30 ft

    Skill Training: Halflings are trained in either acrobatics or stealth.

    Strongheart: Halflings have a +5 racial bonus to saving throws against fear.

    Extraordinary Nimbleness: Halflings have a +2 bonus against attacks of opportunity.

    Cosmopolitan: Halflings know one bonus language.

    Racial Power: Halflings start with either the lucky defense racial power or the smooth talker racial

    power.

    Languages: Halflings begin play speaking common.

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    Half-OrcsHybrids between orcs and humans, theyre reknowned for their great strength and beastial

    appearance. With large tusks and dark grey skin, they rarely fit in with human society, however they

    lack the innate strength of full blooded orcs, making it difficult to truly be accepted anywhere.

    Half-Orc Traits

    Ability Score Adjustment: +2 Dexterity and either +2 Strength or +2 Constitution

    Speed: 30 ft

    Skill Training: Halflings are trained in either endurance or intimidate.

    Hearty Fortitude: Half-Orcs gain 2+level temporary hit points when theyre bloodied for the first

    time in a battle.

    Powerful Charge: Half-Orcs move an extra 10 ft when they charge.

    Racial Power: Halflings start with either the powerful assault racial power or the vicious bite racial

    power.

    Languages: Halflings begin play speaking common.

    HumansThe most prolific of the major races, humans can be found anywhere in the world, constructing cities

    and farming the surrounding land.

    Human Traits

    Ability Score Adjustment: +2 to any ability score.

    Speed: 30 ft

    Skill Training: Humans gain training in 1 bonus skill.Bonus Feat: Humans gain 1 bonus feat of their choice.

    Human Defenses: Humans gain a +1 racial bonus to Fortitude, Reflex and Will.

    Racial Power: As a racial power, humans gain a bonus level 1 power from their class that can be

    used once per battle. This power can be upgraded or replaced at level 13 and level 27.

    Cosmopolitan: Humans know one bonus language of their choice.

    Languages: Humans begin play speaking common.

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    IronforgedCreated by gnomes, the ironforged were created as traditional golems were unsuited to mass

    combat. The ironforged were created so they could learn receive complex commands and learn in

    the midst of battle how to better defeat their foe. Unwittingly the gnomes gave the ironforged

    sentiency. Capable of emotions, the ironforged sought to gain their freedom to live their own livesoutside of the battlefield.

    Mostly humanoid in shape, they have a head, two arms and two legs. The most unique aspect is

    their facial structure which was intended to inspire fear in their enemies and they range from 4 ft to

    6 ft in height. Not born as ordinary people are, ironforged are infused with arcane energies that

    grant them not only intelligence, but also an innate familiarity with combat.

    Ironforged Traits

    Ability Score Adjustment:+2 Constitution and either +2 Strength or +2 Intelligence

    Speed: 30 ft

    Skill Training: Ironforged are trained in either endurance or intimidate.

    Construct Physiology:Ironforged do not need to breathe, eat, drink or sleep. Instead they may

    experience a 4 hour period of light activity (such as keeping watch or reading a book), after which

    they gain the benefits other creatures do from a full nights rest.

    Hardiness: Ironforged gain a +2 bonus to saving throws against ongoing damage.

    Immortal: Ironforged can choose to take 10 on death saving throws.

    Racial Power: Ironforged start with either the indefatigable racial power or the surge of accuracy

    racial power.

    Languages:Ironforged begin play speaking gnome and common.

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    RebornThe Reborn are people whom have pleased the gods but who has unfinished business. The god

    returns the soul into the body of a newborn baby where it lives. There aren't any outward signs of

    the baby's specialness to begin with except for a couple of small aspects such as golden flecks in

    their irises or a slight glow about their person. Even without such overt signs, their extrasensorysenses or knowledge of the celestial tongue will quickly reveal them to be more than human.

    Rarely do the reborn remember their previous life, although they can find themselves receiving

    dreams, visions and even sometimes clergy who've found themselves in town for unexplained

    reasons. The baby will sooner or later discover their purpose in life, typically while a child but almost

    always before they reach thirty. They'll have a sense of purpose in their life and feel like the fates

    themselves are trying to push them into a particular direction. Although worshippers of a deity who

    opposes a reborn's purpose for living may find themselves placed in the path of the reborn at cross

    purposes.

    Reborn Traits

    Ability Score Adjustment:+2 Intelligence and either +2 Wisdom or +2 Charisma

    Speed: 30 ft.

    Skill Training: Reborn are trained in either religion or history.

    Majestic Halo: Reborn have a +1 bonus to all defences against bloodied creatures.

    Renewed Life: Reborn have resistance 2+level against necrotic damage.

    Racial Power: Reborn start with either the past life racial power or the shared life racial power.

    Languages: Reborn begin play speaking celestial and common.

    TieflingsWith pact magic being as old as humanity, there have always been those who have had a much

    closer relationship with their summoned creatures then others. Tieflings are often the result of such

    unions.

    Rarely thought well of, those tieflings who aren't immediately disowned by their human parent

    often find themselves born into a rather well to do family. With enough coin behind them, tieflings

    are able to buy their way into upper society. Although the slums are filled with those who weren't so

    fortunate.

    Tiefling Traits

    Ability Score Adjustment:+2 Charisma and either +2 Constitution or +2 Intelligence

    Speed: 30 ft.

    Vision:Low-light vision

    Skill Training: Tieflings are trained in either bluff or intimidate.

    Bloodlust: Tieflings gain a +1 bonus to attack rolls against wounded creatures.

    Planar Resistance:Tieflings have resistance 2+level against fire damage.

    Racial Power: Tieflings start with either the dirty trick power or the brutal assault racial power.

    Languages: Infernal tieflings begin play speaking common and either abyssal or infernal.

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    Classes

    Classes define your character in the following

    ways:

    HP Weapon Proficiencies Armour Proficiencies Class Features Powers

    You can multiclass into other classes which

    gives you an additional class feature as well as

    access to that classs powers. However your

    initial class will always have the most impact.

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    BarbariansSavages, hired muscle, masters of vicious

    martial techniques, they are not soldiers or

    professional warriorsthey are the battle

    possessed, creatures of slaughter and spiritsof war. Where some warriors have formal

    training, barbarians rely purely on instinct and

    physical might.

    Standard Barbarian Class Features

    Hit Points: A barbarian starts with 18 +

    constitution score HP at first level and gains 8

    HP every additional level.

    Heroic surges: Barbarians have 10 +

    constitution modifier heroic surges.Armour Proficiencies: Barbarians are

    proficient in the use of leather and hide

    armour.

    Weapon Proficiencies: Barbarians are

    proficient with all simple and martial melee

    weapons.

    Defences Bonus: Barbarians gain a +2 bonus

    to Fortitude.

    Trained Skills: Barbarians start with training in

    3 skills from the following list: XXX.

    Martial Training: Barbarians gain training in

    maneuvres.

    Rage: When initiative is rolled or when you

    become wounded you can enter a rage as a

    free action. While raging, you can only use

    rage augment abilities.

    Archetype:Barbarians choose 1 archetype.

    Archetype

    Barbarian archetypes represent different

    primal abilities. These abilities rely on their

    sheer strength and force of personality. These

    do not represent a style of training, but

    instead an instinctual manner of fighting.

    Strongheart

    Role: While Barbarians tend to be hearty,

    you're the heartiest of them all. You're able to

    soak up inordinate amounts of damage and

    continue fighting through sheer force of will.

    Class Talents:You gain Raging Vitality.

    Strongarm

    Role: When you enter a rage, there are very

    few who can equal you in strength. You

    concentrate on hitting your enemies and

    hitting them hard.

    Class Talents:You gain Raging Strength.

    Fearsome Might

    Role: When you enter a rage you strike fear

    into the hearts of the enemy.

    Class Talents:You gain Raging Brutality.

    Class Talents

    Here are the class talents that the cleric can

    gain access to.

    Raging Vitality

    Benefit: When an enemy hits you while you're

    raging, you gain 4 temporary hit points. These

    temporary hit points do not stack with each

    other.Level 11: You gain 8 temporary hit points.

    Level 21: You gain 12 temporary hit points.

    Traits: Rage, Augment Ability

    Raging Strength

    Benefit: When you strike with a two-handed

    weapon you gain a +5 bonus to damage.

    Level 11: The damage bonus increases to +9.

    Level 21: The damage bonus increases to +16.

    Traits: Rage, Augment Ability

    Raging Brutality

    Benefit: When you strike an enemy while

    raging, they take a -2 penalty to their

    defenses for 1 round as you strike fear into

    their hearts. Some creatures may be immune

    to this.

    Traits: Rage, Augment Ability

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    BardKnowledgable of arcane matters, bards weave

    spells and story or song in a unique manner.

    Some use this for the entertainment, others

    use it to inspire or guide their allies in battleor attack their enemies.

    Standard Bard Class Features

    Hit Points: A bard starts with 12 + constitution

    score HP at first level and gain 5 HP every

    additional level.

    Heroic surges: Bards have 9 + constitution

    modifier heroic surges.

    Armour Proficiencies: Bards are proficient in

    the use of leather, hide, chainmail and lightshields.

    Weapon Proficiencies: Bards are proficient

    with all simple weapons, all ranged military

    weapons, longswords, scimitar and short

    sword.

    Implement Proficiencies: Wand, Instrument

    Defences Bonus: Bards gain a +1 bonus to

    Reflex and Will.

    Trained Skills: Bards start with training in

    Arcana and 3 other skills from the following

    list: XXX.

    Forceful Arcana: The attack bonus for melee

    and ranged spells is charisma.

    Archetype:Bards choose 1 archetype.

    Archetypes

    Different academies teach different bardic

    abilities, the archetypes represent the

    different academies that bards can attend.

    Courageous Bard

    Role: While some bards use their musical

    abilities for little more than entertainment,

    courageous bards use their ability to bolster

    their allies to use against the bard's own

    enemies.

    Class Talents:You gain Cure Wounds, Inspire

    Courage, Peaceful Melody and Versatile

    Knowledge.

    Spiteful Bard

    Role: There are few whom it is unwise to

    anger as much as it is a bard. With the ear of

    the nobility or common people, a bard is ableto use their station to spread word on the

    failings of the one who angered the bard.

    Class Talents:You gain Cure Wounds, Cutting

    Remark, Peaceful Melody and Versatile

    Knowledge.

    Class Talents

    Here are the class talents that a bard can gain

    access to.

    Cure Wounds

    Benefit: Twice per battle you can use a swift

    action to allow someone within 25 ft to spend

    a heroic surge to regain half their wounded

    value + 1d6 HP.

    Level 6: Bonus increases to +2d6 HP.

    Level 11: Bonus increases to +3d6 HP. You can

    target someone within 50 ft.

    Level 16:Bonus increases to +4d6 HP. You can

    use this three times per battle.Level21:Bonus increases to +5d6 HP. You can

    target someone within 75 ft.

    Level 26: Bonus increases to +6d6 HP.

    Cutting Remark

    Benefit: As an immediate action you can grant

    an enemy a -4 penalty to their attack roll that

    they just made. If you use this ability you

    cannot use an Augment Ability on your next

    turn.

    Inspire Courage

    Benefit: Onceper round you can place an

    arcane mark on an enemy after you

    successfully hit them with an attack. A single

    ally of yours gains a +4 bonus to their next

    attack roll against that enemy.

    Traits: Augment Ability

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    Peaceful Melody

    Benefit: During a short rest you entertain your

    allies with a soothing tune or an entertaining

    story. This helps them unwind from the battle,

    almost to a supernatural degree, granting

    your allies a bonus to the HP they regain when

    they spend a healing surge.

    Versatile Knowledge

    Benefit: You are able to learn a single power

    from a different class. At later levels you can

    retrain this for a different power.

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    ClericHearing a higher calling in their life, there are

    people who seek out a temple or church

    where they dedicate their lives to their

    community. By spreading the teachings oftheir deity through both word and deed,

    clerics are able to serve not only their god, but

    also their community.

    In a dangerous world, clerics are often looked

    to in dire times and so they learn something

    of how to defend themselves when the time

    calls for it.

    Standard Cleric Class Features

    Hit Points: A cleric starts with 12 +

    constitution score HP at first level and gains 5

    HP every additional level.

    Heroic surges: Clerics have 9 + constitution

    modifier heroic surges.

    Armour Proficiencies: Clerics are proficient in

    the use of leather, hide and chainmail.

    Weapon Proficiencies: Clerics are proficient

    with all simple weapons.

    Defences Bonus: Clerics gain a +2 bonus toWill.

    Trained Skills: Clerics start with training in

    Religion and 3 additional skills from the

    following list: XXX.

    Religious Training: Clerics can gain training in

    prayers.

    Archetype:Clerics choose 1 archetype.

    Archetype

    Cleric archetypes represent a style of clericrather than worship of a particular deity. By

    the rules any archetype can be used with any

    deity, however campaign settings may offer

    further limitations with the specific deities.

    Alternatively clerics do not have to worship a

    particular deity. Instead they can worship an

    ideal or cause that they dedicate themselves

    to. The powers and class talents they gain is a

    result of their dedication and receiving

    spiritual inspiration.

    Divine Leader

    Role: You are seen as a leader of your church

    as you tend to the needs of its members.

    Class Talents: You receive Healers Lore, CureWounds and Divine Domain.

    Divine Necromancer

    Role: Your followers arent necessarily alive,

    nor do they necessarily follow you of their

    own volition. You command the hordes of

    undeath as you wade into battle.

    Class Talents: You receive Lore of the Dead,

    Unnatural Vitality and Divine Domain.

    Class Talents

    Here are the class talents that the cleric can

    gain access to.

    Divine Domain

    Benefit: You receive the divine guidance

    divine invocation and 1 other divine

    invocation from a domain granted to you by

    your deity. The different domains and their

    associated divine invocations are:

    Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Turn Undead Destruction Domain: Earth Domain: Evil Domain: Fire Domain: Glory Domain: Good Domain: Healing Domain: Divine Grace Knowledge Domain: Law Domain: Liberation Domain: Luck Domain:

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    Madness Domain: Magic Domain: Moon Domain: Plants Domain:

    Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: Control Undead War Domain: Water Domain: Winter Domain:

    You may only use one divine invocation per

    challenge.

    Death Lore

    Benefit: You are able to use curing spells on

    undead to heal them HP. When a power calls

    for a healing surge to be spent you can spend

    one of your own in place of the undead.

    Healers LoreBenefit: When you use a power to allow

    someone to spend a healing surge to regain

    HP, they regain bonus HP equal to your

    wisdom modifier.

    Cure Wounds

    Benefit: Twice per battle you can use a swift

    action to allow someone within 25 ft to spend

    a heroic surge to regain half their wounded

    value + 1d6 HP.

    Level 6: Bonus increases to +2d6 HP.

    Level 11: Bonus increases to +3d6 HP. You can

    target someone within 50 ft.

    Level 16:Bonus increases to +4d6 HP. You can

    use this three times per battle.

    Level21:Bonus increases to +5d6 HP. You can

    target someone within 75 ft.

    Level 26: Bonus increases to +6d6 HP.

    Unnatural Vitality

    Benefit: Twice per battle you can use a swift

    action to allow a creature within 20 ft to gain

    temporary hit points equal to half their

    wounded value.

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    DruidWardens of nature, druids are granted their

    supernatural abilities from the spirits of the

    land. In dedicating themselves to a nature

    spirit they come to adopt the ethos of thatspirit. Many spirits are benevolent, although

    there exist those who are malign in nature.

    Standard Druid Class Features

    Hit Points: A druid starts with 12 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Druids have 9 + constitution

    modifier heroic surges.

    Armour Proficiencies: Druids are proficient inthe use of leather and hide armour.

    Weapon Proficiencies: Druids are proficient

    with all simple weapons.

    Defences Bonus: Druids gain a +1 bonus to

    Reflex and Will.

    Trained Skills: Druids are trained in nature

    along with 3 other skills from the following

    list: XXX.

    Primeval Blessing: Druids gain training in

    blessings.

    Archetype:Druids choose 1 archetype.

    Archetypes

    Druid archetype represent dedication to a

    particular nature spirit, which determines the

    blessings they receive.

    Animal Walker

    Role: You are at home in the wild with the

    beasts and the trees. When you go into battleyou do so with an animal of the wild.

    Class Talents: You gain Animal Companion.

    Shapemaster

    Role: A shapemaster is a druid who has

    mastered the art of transforming themselves

    into animals.

    Class Talents: You gain Wildshape.

    Weather Druid

    Role: Druids manipulate the elements of

    nature and weather. They can have gained

    their abilities from either a benevolent orbenign spirit of the land, using their abilities

    for either good or evil.

    Class Talents:You gain Control Weather.

    Class Talents

    Here are the class talents that the fighter can

    gain access to.

    Animal Companion

    Benefit: You gain an animal companion. Your

    close connection grants you an additional 2

    heroic recoveries and can use yours to restore

    your animal companion's HP. As a move

    action you and your animal companion can

    move at the same time. When you use a

    standard action to attack an enemy, your

    animal companion can also make a melee

    basic attack.

    The animal companion you gain is from the

    following list along with their statistics (add

    level to defenses and attack roll):

    Bear: HP 16 (+10 per level);AC 12 Fort14 Reflex 10 Will 12; Melee attack: +3;

    1d6+2 damage (level 11: +6; 1d6+4;

    Level 21: +7; 1d6+7). Grab: In place of

    dealing damage you can instead grab

    an enemy. Trained Skills: Athletics,

    Endurance

    Boar: HP 14 (+8 per level);AC 14 Fort12 Reflex 10 Will 12; Melee attack: +7;

    1d4 damage (level 11: +7; 1d4+3;

    Level 21: +7; 1d4+7). Gore: +2

    damage on a charge. Trained Skills:

    Endurance

    Feline: HP 14 (+8 per level);AC 14Fort 11 Reflex 13 Will 12; Melee

    attack: +7; 1d4 damage (level 11: +7;

    1d4+3; Level 21: +7; 1d4+7). Gore: +2

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    damage on a charge. Trained Skills:

    Athletics, Stealth

    Reptile: HP 14 (+8 per level);AC 15Fort 12 Reflex 12 Will 10; Melee

    attack: +7; 1d4 damage (level 11: +7;

    1d4+3; Level 21: +7; 1d4+7).

    Opportunist: Can make attacks of

    opportunity. Trained Skills: Athletics,

    Endurance

    Bird: HP 14 (+8 per level);AC 14 Fort10 Reflex 14 Will 12; Melee attack: +7;

    1d4 damage (level 11: +7; 1d4+3;

    Level 21: +7; 1d4+7). Fly: You are able

    to fly your speed. Trained Skills:

    Perception Serpent: HP 14 (+8 per level);AC 14

    Fort 12 Reflex 13 Will 12; Melee

    attack: +7; 1d4 damage (level 11: +7;

    1d4+3; Level 21: +7; 1d4+7). Constrict:

    In place of dealing damage you are

    able to immobilise an enemy. Trained

    Skills: Stealth

    Wolf: HP 14 (+8 per level);AC 14 Fort12 Reflex 12 Will 13; Melee attack: +7;

    1d4 damage (level 11: +7; 1d4+3;

    Level 21: +7; 1d4+7). Trip: In place of

    dealing damage you are able trip an

    enemy. Trained Skills: Endurance,

    Perception

    All of the animals above have a move speed of

    30 ft and have low-light vision. The labels for

    the animals above are mere suggestions. The

    physical shape of the animal can instead take

    a different form.

    When your animal companion makes an

    attack, you are unable to use any augment

    abilities.

    Wild Shape

    Benefit: As a swift action you transform into a

    natural animal that is either medium or small.

    Your equipment melds into your new form,

    although you lose any benefits you had gained

    from it. While in your animal form you have

    +2 natural armour and are able to use powers

    with the wildshape trait.

    Control Weather

    Benefit: You select one of the followingabilities that you can use once a round when

    you successfully hit a target with a power:

    Sleet: Within a 5 ft radius of thecreature the ground becomes difficult

    terrain.

    You can retrain this choice when you level up.

    Traits: Augment Ability

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    FighterSome take up arms for glory, wealth, or

    revenge. Others do battle to prove

    themselves, to protect others, or because

    they know nothing else. Masters with theirweapon, a fighters power comes in the form

    of the maneuvres it performs with its weapon.

    Some will learn to master the use of a single

    weapon while others will keep a versatile

    array of weapons that they can use when the

    situation calls for it.

    Standard Fighter Class Features

    Hit Points: A fighter starts with 15 +

    constitution score HP at first level and gain 6HP every additional level.

    Heroic surges: Fighters have 11 + constitution

    modifier heroic surges.

    Armour Proficiencies: Fighters are proficient

    in the use of leather, hide, chainmail, scale,

    light shields and heavy shields.

    Weapon Proficiencies: Fighters are proficient

    with all simple and martial weapons.

    Defences Bonus: Fighters gain a +2 bonus to

    Fortitude.

    Trained Skills: Fighters start with 4 trained

    skills from the following list: XXX.

    Martial Training: Fighters can gain training in

    maneuvre powers.

    Archetype:Fighters choose 1 archetype.

    Archetypes

    Fighter archetype are different styles of

    fighting that they can specialise in, granting

    them special abilities.

    Archer

    Role: An archer is focused on offering

    covering fire and attacking those whom their

    companions cannot reach.

    Class Talents: You gain the Deadeye and

    Weapon Focus class talents.

    Cavalier

    Role: Riding atop your mighty stallion, you

    lead the charge into battle, using your sword

    and mount equally effectively as weapons

    that you strike out with against your foes.

    Class Talents: Yougain Bond Mount and

    Weapon Focus.

    Dual Weapon Fighter

    Role: A dualwielder is able to gain a greater

    degree of control over the battlefield. They

    can focus their attacks against a single enemy

    and concentrate on bringing that enemy

    down, or attack multiple foes to keep them

    occupied and away from the fighter's allies.

    Class Talents:You gain: Warrior's Challenge,

    Stand Still and Dual Weapon Specialist.

    Myrmidon

    Role: The Myrmidon is a career soldier.

    Although they typically favour one weapon

    over others, it isn't to such a single purpose

    degree that they feel crippled when required

    to use a different type of weapon. They are

    also able to place themselves in front of their

    allies and attack those who attempt to get

    around them with debilitating strikes.Class Talents:You gain Warrior's Challenge,

    Stand Still and Weapon Focus.

    Warrior

    Role: The Warrior is a simple fighter who

    specialises in a single weapon and knows how

    to hit and hit hard with this weapon.

    Class Talents: You gain Improved Weapon

    Focus.

    Class Talents

    Here are the class talents that the fighter can

    gain access to.

    Bond Mount

    Benefit: You gain an animal companion. Your

    close connection grants you an additional 2

    heroic recoveries and can use yours to restore

    your animal companion's HP. As a move

    action you and your animal companion can

    move at the same time. When you use a

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    standard action to attack an enemy, your

    animal companion can also make a melee

    basic attack.

    The animal companion you gain is from the

    druid list under the Animal Companion class

    talent, except you are limited to a horse or

    other animal suitable to act as a mount.

    Dual Weapon Specialist

    Benefit: You gain an additional +4 bonus to

    attack rolls with weapons that have the light

    property.

    Improved Weapon Focus

    Benefit: You gain a +5 bonus to attack rolls.Traits: Augment Ability

    Stand Still (Level 1)

    Pre-requisite: Fighter

    Cost: 2 points

    Trigger:Attack of Opportunity.

    To Hit: Attack Bonus + Wisdom Mod vs AC

    Damage:1dW+attack mod and the target

    doesn't move.

    Warrior's Challenge

    Benefit: Once per round you can challenge an

    enemy, promising them retribution should

    they not face you. Until the end of your next

    turn if that enemy moves no more than 5 ft or

    attacks someone that doesnt include you

    they take a -2 penalty to the attack roll and

    you get to make an attack against them first

    as an immediate action.

    Traits: Augment Ability

    Weapon Focus

    Benefit: You gain a +1 bonus to attack rolls

    with one of the following categories:

    Ranged weapons One-handed weapons Two-handed weapons

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    MonkThrough years of meditation and seclusion,

    monks gain enlightenment whether it's

    through a perfection of their bodies and mind,

    divine enlightenment or unlocking hiddentalents within themselves.

    Standard Monk Class Features

    Hit Points: A monk starts with 13 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Monks have 9 + constitution

    modifier heroic surges.

    Armour Proficiencies: Monks are not

    proficient in armour.Weapon Proficiencies: Monks are proficient

    with club, dagger, quarterstaff, shuriken, sling

    and spear.

    Defences Bonus: Monks gain a +1 bonus to

    Fortitude, Reflex and Will.

    Trained Skills: Monks start with 4 trained

    skills from the following list: XXX.

    Archetype:Fighters choose 1 archetype.

    ArchetypesMonk archetype are different styles of

    meditation and study, granting them different

    special abilities.

    Friar

    Role: Living in seclusion, friars study the word

    of their deity and ponder how to better their

    lives. Friars tend to a wide area, offering

    guidance and asistance where possible.

    Class Talents: You gain the Dodge, PerfectStrike and Religious Training.

    Martial Artist

    Role: Living in seclusion, martial artists

    meditate and focus on self perfection. Living

    off the alms of others, martial artists have few

    posessions, normally just walking around in

    plain monks clothes in return for guidance,

    their simple services such as that of a scribe or

    even just an ear to listen.Class Talents: You gain the Dodge, Flurry of

    Blows, Improved Unarmed Strike and Martial

    Training.

    Wrestler

    Role: They live the monastic life, not all

    monks learn the same style of fighting. Some

    learn the art of the wrestler.

    Class Talents: You gain Dodge, Improved

    Unarmed Strike, Repositioning Strike,

    Powerful Fist and Martial Training.

    Class Talents

    Here are the class talents that the fighter can

    gain access to.

    Dodge

    Benefit: You can move nimbly or quickly see

    where an attack is coming from, granting

    them a +3 bonus to AC.

    Flurry of Blows

    Benefit: When you use your unarmed strike

    with a power that allows you to make an

    attack as a a standard action, you gain 1 free

    attack with your unarmed strike vs AC, dealing1d4+attack bonus damage.

    Level 11: You get 2 extra attacks.

    Level 21: You get 3 extra attacks.

    Traits: Augment Ability

    Improved Unarmed Strike

    Benefit: Monks can gain a +1 bonus to attack

    rolls with unarmed strikes.

    Martial TrainingBenefit: Monks can gain training in maneuvre

    powers. They start with 22 points at level 1,

    and gain an additional +2 points at level 3,

    level 5, level 7 and level 9. You use dexterity

    for your attack bonus.

    Perfect Strike

    Benefit: When you roll an attack roll you roll

    2d20 and take the best.

    Traits: Augment Ability

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    Powerful Fist

    Benefit: When you attack someone with an

    unarmed strike you get a +5 bonus to the

    damage roll.

    Repositioning StrikeBenefit: Once per round as an immediate

    action you can make an attack roll vs AC

    against a creature within reach when they

    would attack an ally. On a successful hit you

    move them to any 5 ft space adjacent to you

    and you knock them prone. If they can still

    reach your ally they can make their attack,

    otherwise they can choose to attack you. If

    you use this ability you are unable to use an

    augment ability on your next turn.

    Religious Training

    Benefit: Monks gain training in prayers. They

    start with 22 points at level 1, and gain an

    additional +2 points at level 3, level 5, level 7

    and level 9. They use wisdom for their attack

    bonus.

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    PaladinDedicated to a cause, Paladins become the

    military wing of the churches, fighting for

    their deity and church wherever they might

    be needed. While clerics will often preach tothe public, Paladins make their deity known

    only through their deeds and provide an

    example for all.

    Standard Paladin Class Features

    Hit Points: A paladin starts with 15 +

    constitution score HP at first level and gain 6

    HP every additional level.

    Heroic surges: Paladins have 10 + constitution

    modifier heroic surges.Armour Proficiencies: Paladins are proficient

    in the use of leather, hide, chainmail, full

    plate, scale, light shields and heavy shields.

    Weapon Proficiencies: Fighters are proficient

    with all simple weapons and all martial melee

    weapons.

    Defences Bonus: Paladins gain a +1 bonus to

    Fortitude, Reflex and Will.

    Divine Invocation: All paladin start with the

    divine invocation called smite foe. Their

    archetype and feats may grant them

    additional divine invocations, however they

    may only use one per battle.

    Lay on Hands: Three times per day you can

    spend a healing surge as a minor action and

    then touch someone, allowing them to regain

    hit points equal to half their wounded value.

    Trained Skills: Paladins start with training in

    Religion and 3 other skills from the following

    list: XXX.

    Religious Training: Paladins gain training in

    prayers.

    Archetype:Paladins choose 1 archetype.

    Archetypes

    Paladin archetypes represent dedication to a

    particular deity and the gifts they receive from

    that deity for knowing the correct prayers to

    utter. Although the archetypes presentedhere treat each archetype as belonging to a

    different deity, a single deity may in fact be

    represented by multiple archetypes. In this

    scenario each archetype represents a

    different facet of the deity and a differentorder within the church dedicated to that

    deity.

    Paladins do not have to worship a particular

    deity. Instead they can worship an ideal or

    cause that they dedicate themselves to. The

    powers and class talents they gain is a result

    of their dedication and receiving spiritual

    inspiration.

    Holy Warrior

    Role: You take the lead into battle,

    challenging your foes wherever they stand in

    order to protect others in the fray of combat.

    Class Talents: You receive Divine Challenge

    and Divine Domain.

    Holy Knight

    Role: Riding atop a noble steed, you charge

    into battle, using your sword and mount

    equally effectively as weapons as you strike

    out at your foes.

    Class Talents: You receive Bond Mount and

    Divine Domain.

    Class Talents

    Here are the class talents that the cleric can

    gain access to.

    Bond Mount

    Benefit: You gain an animal companion. Yourclose connection grants you an additional 2

    heroic recoveries and can use yours to restore

    your animal companion's HP. As a move

    action you and your animal companion can

    move at the same time. When you use a

    standard action to attack an enemy, your

    animal companion can also make a melee

    basic attack.

    The animal companion you gain is from the

    druid list under the Animal Companion class

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    talent, except you are limited to a horse or

    other animal suitable to act as a mount.

    Divine Challenge

    Benefit: As a swift action you challenge an

    enemy within 25 ft of you. As long as you

    attack the target or end your turn within 5 ft

    of it, the challenge remains. Otherwise it goes

    away at the end of your turn. It also goes

    away if you challenge someone else.

    If an enemy challenged by you doesnt attacks

    someone without attacking you, they receive

    3+attack bonus radiant damage.

    Level 6 (0): The radiant damage they receive

    increases to 4+attack bonus.

    Level 11 (0): The radiant damage they receive

    increases to 5+attack bonus.

    Level 16 (0): The radiant damage they receive

    increases to 6+attack bonus.

    Level 21 (0): The radiant damage they receive

    increases to 10+attack bonus.

    Level 26 (0): The radiant damage they receive

    increases to 11+attack bonus.

    Traits: Augment Ability

    Divine Domain

    Benefit: You may choose 1 divine invocation

    from one of your deitys domains. The

    different domains and their associated divine

    invocations are:

    Air Domain: Animal Domain: Chaos Domain: Community Domain: Corruption Domain: Creation Domain: Darkness Domain: Death Domain: Saved from Death Destruction Domain: Earth Domain: Evil Domain:

    Fire Domain: Glory Domain: Good Domain: Healing Domain: Selfless Sacrifice

    Knowledge Domain: Law Domain: Liberation Domain: Luck Domain: Madness Domain: Magic Domain: Moon Domain: Plants Domain: Protection Domain: Strength Domain: Sun Domain: Thunder Domain: Travel Domain: Trickery Domain: Undeath Domain: War Domain: Smite Foe Water Domain: Winter Domain:

    Each divine invocation power is detailed in theclass talent powers section.

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    RangerWarriors in the wilderness, Rangers are well

    known for their ability to survive in climates

    that others would be hopelessly lost in.

    Standard Ranger Class Features

    Hit Points: A ranger starts with 12 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Rangers have 6 + constitution

    modifier heroic surges.

    Armour Proficiencies: Rangers are proficient

    in the use of leather and hide.

    Weapon Proficiencies: Rangers are proficient

    with all simple and martial weapons.Hardy:Rangers gain a +1 bonus to Fortitude

    and Reflex.

    Trained Skills: Rangers start with training in

    either Dungeoneering or Nature along with 3

    other skills from the following list: XXX.

    Martial Training: Rangers gain training in

    maneuvre powers.

    Archetype:Rangers choose 1 archetype.

    ArchetypesRanger archetypes represent training in a

    particular fighting style. Rangers do not have

    the precision of fighters, but are careful to

    know where to land their strike to maximise

    the damage.

    Archer

    Role: The archer concentrates on damaging

    his enemies from afar. They can hit enemies

    that others cant reach, hiding behind coverafter they shoot their enemy.

    Class Talents:You gain Point Blank Shot and

    Deadly Attack.

    Beastmaster

    Role: The beastmaster has gained a

    connection with an animal. Together they

    fight as a team, moving in unison.

    Class Talents:You gain Animal Companion.

    Two-Weapon Specialist

    Role: The two-weapon specialist has a

    versatility to damage his enemies with

    multiple attacks. They are also able toClass Talents:You gain Two-Weapon

    Specialisation and Deadly Attack.

    Class Talents

    Here are the class talents that the ranger can

    gain access to.

    Animal Companion

    Benefit: You gain an animal companion from

    the list available to druids with the animal

    companion class talent. This class talent

    functions identically to the druid one.

    Deadly Attack

    Benefit: Once per round you deal +1d6 bonus

    damage. At level 11 this increases to +2d6

    bonus damage. At level 21 this increases to

    +3d6 bonus damage.

    Traits: Augment Ability.

    Point Blank ShotBenefit: Whenmaking a ranged attack you

    gain +1 to the attack roll if none of your allies

    are closer to the creature.

    Two-Weapon Specialisation

    Benefit: When dual wielding you are not

    limited to only light weapons with your

    offhand, but can wield any one-handed melee

    weapon that you are proficient with.

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    RogueThieves, scoundrels, pickpockets. These along

    with other terms have all been used to

    describe a rogue. More often than not they

    rely on guile and quick reflexes over brutestrength in order to get themselves out ofor

    intotrouble.

    Standard Rogue Class Features

    Hit Points: A Rogue starts with 12 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Rogues have 6 + constitution

    modifier heroic surges.

    Armour Proficiencies: Rogues are proficient inthe use of leather armour.

    Weapon Proficiencies: Rogues are proficient

    with club, daggers, hand crossbows, mace,

    shurikens, slings and short swords.

    Defences Bonus:Rogues gain a +2 bonus to

    Reflex.

    Trained Skills: Rogues start with training in

    Stealth and Thievery along with 4 other skills

    from the following list: XXX.

    Martial Training: Rogues gain training in

    maneuvre powers.

    Weapon Finesse: Rogues are able to use

    dexterity for their attack bonus with melee

    and ranged weapons.

    Archetype:Rogues choose 1 archetype.

    Archetypes

    Rogue archetypes represent a preference in

    how they fight, whether its relying on guile or

    brute strength.

    Artful Dodger

    Role: A liar and deceiver, the artful dodger

    has a silver tongue and can almost always talk

    himself out of trouble. Even in the midst of

    battle he is able to use his mastery of

    deceiving through feints.

    Class Talents:You gain Deceitful Disengage,

    Quick Reflexes, Rogue Weapon Specialisation

    and Sneak Attack.

    Thug

    Role: Clever plays with words isnt your style.

    Whenever you need to fight you hit hard and

    hit quickly, ensuring the fight ends as soon as

    possible.

    Class Talents:You gain Brutal Strike, Quick

    Reflexes, Rogue Weapon Specialisation and

    Sneak Attack.

    Class Talents

    Here are the class talents that the rogue can

    gain access to.

    Brutal Strike

    Benefit: Youadd your strength bonus your

    sneak attack dice when determining how

    much bonus damage you deal.

    Deceitful Disengage

    Benefit: When you move away from someone

    you feint first, giving you your charismamodifier as a bonus to AC against attacks of

    opportunity.

    Quick Reflexes

    Benefit: You have combat advantage against

    anyone who hasnt acted in combat yet.

    Rogue Weapon Specialisation

    Benefit: When attacking with a shuriken or

    dagger you gain a +1 bonus to damage.

    Sneak Attack

    Benefit: Once per round when you have

    combat advantage against someone, you deal

    +2d6 bonus damage. At level 11 this increases

    to +3d6 bonus damage. At level 21 this

    increases to +5d6 bonus damage.

    Traits: Augment Ability

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    SorcererBorn with an innate ability to manipulate

    arcane magic, sorcerers learn to gain some

    control over their abilities. Often feared or

    revered, few sorcerers' lives are unaffected bythe realisation that they can cast spells. How

    it came to be that you were born with this

    ability is often unknown. Sometimes it is the

    result of a wizard's experiments gone wrong.

    Other times it is the result of a powerful

    creature manipulating the bloodlines of your

    family.

    Standard Sorcerer Class Features

    Hit Points: A Sorcerer starts with 12 +constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Sorcerers have 6 + constitution

    modifier heroic surges.

    Armour Proficiencies: Sorcerers are not

    proficient in armour.

    Weapon Proficiencies: Sorcerers are

    proficient with all simple weapons.

    Implement Proficiencies: Sorcerers are

    proficient with dagger and staff implements.

    Defences Bonus:Sorcerers gain a +2 bonus to

    Will.

    Trained Skills: Sorcerersstart with training in

    Arcana along with 3 other skills from the

    following list: XXX.

    Arcane Knowledge: Sorcerers gain training in

    powers that take the form of spells.

    Forceful Arcana: The attack bonus for melee

    and ranged spells is charisma. Warlocks can

    make an arcane ranged basic attack with a

    range of 50 ft dealing 1d10+attack bonus acid

    damage on a hit (2d10+attack bonus acid

    damage at level 21).

    Archetype:Sorcerers choose 1 archetype.

    Archetypes

    Sorcerer archetypes represent the way in

    which their innate magic manifests itself.

    Bloodmage

    Role: As a bloodmage you can channel your

    own health and vitality through your spells to

    empower them. There are few sorcerers whomeet the amount of damage that a

    bloodmage can deal out.

    Class Talents:You gain Blood Magic.

    Wildmage

    Role: Your magic is wild and uncontrolled.

    Where some sorcerers learn how to channel

    their natural talents in order to deal the most

    damage, you learn how to inhibit the actions

    and movement of your enemies.

    Class Talents:You gain Wild Magic.

    Class Talents

    Here are the class talents that the rogue can

    gain access to.

    Blood Magic

    Benefit: Youchannel the power coursing

    through your body to fuel your magic. When

    you successfully hit an enemy you can take

    1d6 damage and then deal +2d6 bonus

    damage against one creature. You can use this

    ability once per round.

    Level 11: You take 2d6 damage and you deal

    +3d6 damage.

    Level 21: You take 3d6 damage and you deal

    +4d6 damage.

    Traits: Augment Ability

    Wild Magic

    Benefit: When you hit an enemy with a spell,

    you can apply a single effect to the enemy for

    1 round. You can choose from the following

    list which effect you use if you meet the level

    pre-requisite:

    Toppling Spell (Level 1): The creaturefalls prone.

    Pushing Spell (Level 1): The creature ispushed 5 ft.

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    Stumbling Spell (Level 1): The creatureis slowed.

    Immobilising Spell (Level 1): Thecreature is immobilised.

    Unbalancing Spell (Level 7): The targettakes a -2 penalty to AC.

    Stunning Spell (Level 13): The target isstunned.

    When you gain a new level you can replace

    the effect you know with a new one.

    Traits: Augment Ability

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    TacticianNone have studied combat in as much detail

    as the Tactician. A master of strategy, a

    tactician leads their companions into battle,

    wielding their weapon and shouting outstrategy.

    Standard Tactician Class Features

    Hit Points: A Tactician starts with 12 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Tacticians have 7 + constitution

    modifier heroic surges.

    Armour Proficiencies: Warlords are proficient

    in the use of leather, hide, chainmail and lightshields.

    Weapon Proficiencies: Tacticians are

    proficient with simple melee and ranged

    weapons as well as martial melee weapons.

    Melee attacks use strength as the attack

    bonus while ranged attacks use dexterity.

    Defences Bonus:Tacticians gain a +1 bonus to

    Reflex and +2 to Will.

    Trained Skills: Tacticians start with training 4

    skills from the following list: XXX.

    Martial Training: Rangers gain training in

    maneuvre powers. They start with 22 points

    at level 1, and gain an additional +2 points at

    level 3, level 5, level 7 and level 9.

    Archetype:Tacticians choose 1 archetype.

    Archetypes

    Tactician archetypes represent different

    schools of combat strategy.

    Inspiring Tactician

    Role:You concentrate on bolstering the spirits

    of your allies, reminding them of whats at

    stake and the other times theyve faced

    terrible odds and yet managed to overcome.

    Class Talents:You gain Tacticians Alertness

    and Inspiring Word.

    Anatomy Expert

    Role: None know how to weaken orunbalance an enemy as well as you do.

    Although you dont deal the damage directly,

    you set up an opponent so that an ally can

    strike at them much more effectively.

    Class Talents:You gain a Tacticians Alertnessand Weakening Wound.

    Class Talents

    Here are the class talents that the tactician

    can gain access to.

    Tacticians Alertness

    Benefit: When initiative is rolled all allies

    within 50 ft who can see or hear you gain a

    +2 bonus to the roll.

    Inspiring Strike

    Benefit: Whenyou hit a creature an ally

    within 25 ft gains 1d6 temporary hit points.

    Level 11: They gain 2d6 temporary hit points.

    Level 21: They gain 3d6 temporary hit points.

    Traits: Augment Ability

    Weakening Wound

    Benefit: When you hit a creature an ally

    within 25 ft gains +1d6 bonus damage to theirnext hit against the creature before the end of

    your next turn.

    Level 11: They gain +2d6 bonus damage.

    Level 21: They gain +3d6 bonus damage.

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    WarlockPact magic is one of the oldest forms of

    manipulating arcane energies. Rather than

    spend years of study, warlocks are people

    whove taken a shortcut to greater power,

    participating in a dark ritual to summon a

    creature who bequeaths it with the required

    knowledge to manipulate arcane spells.

    Standard Rogue Class Features

    Hit Points: A Warlock starts with 12 +

    constitution score HP at first level and gain 5

    HP every additional level.

    Heroic surges: Warlocks have 6 + constitution

    modifier heroic surges.

    Armour Proficiencies: Warlocks are proficient

    in the use of leather armour.

    Weapon Proficiencies: Warlocks are

    proficient with simple melee and ranged

    weapons. Melee attacks use strength as the

    attack bonus while ranged attacks use

    dexterity.

    Implements: Warlocks are proficient withwands and rods.

    Defences Bonus:Warlocks gain a +1 bonus to

    Reflex and Will.

    Trained Skills: Warlocks start with training 4

    skills from the following list: XXX.

    Arcane Knowledge: Warlocks gain training in

    powers that take the form of spells.

    Forceful Arcana: The attack bonus for melee

    and ranged spells is charisma. Warlocks can

    make an arcane ranged basic attack with a

    range of 50 ft dealing 1d10+attack bonus on a

    hit (2d10+attack bonus at level 21).

    Archetype:Warlocks choose 1 archetype.

    Archetypes

    Warlock archetypes represent the type of

    pact theyve made. Sometimes theyll ask for

    pure power, other times theyll ask for the

    ability to protect their allies. Regardless of the

    type of pact made or which entity its made

    with, there is always a cost.

    Dread Warlock

    Role:Out for naught but blood, youve made

    a pact with an otherworldly force to gain

    mastery over the arcane so that you may

    bring down your enemies.

    Class Talents:You gain a Patron, Point Blank

    Shot, Shadow Step and Dread Curse.

    Hexmaster

    Role: You make those who earn your iretremble in fear. You do not kill them outright.

    No. You leave them with a much worse fate.

    Cursed. As an example for all who would turn

    on you. With this reputation, you are able to

    control those who fight you.

    Class Talents:You gain a Patron, Point Blank

    Shot, Shadow Step and Hex.

    Class Talents

    Here are the class talents that the warlock cangain access to.

    Cantrips

    Benefit: Yougain one of the following

    depending on who or what youve made a

    pact with:

    Infernal Patron: Youve made a dealwith a devil. When a cursed creature

    dies you gain temporary hit pointsequal to your level. These temporary

    hit points do not stack.

    Faerie Patron: Youve made a pactwith one of those enigmatic fay

    creatures. When a cursed enemy dies

    you can teleport 3 squares as a free

    action.

    Aberrant Patron: Youve made a dealwith creatures that have no purpose

    existing in any mortal world. When a

    cursed creature dies you gain a +1

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    bonus to a d20 roll on your next turn.

    This bonus stacks with itself if

    multiple cursed creatures die.

    Point Blank Shot

    Benefit: Whenmaking a ranged attack yougain +1 to the attack roll if none of your allies

    are closer to the creature.

    Shadow Step

    Benefit: When you move at least 15 ft on your

    turn, you gain a +2 bonus to AC as you

    become concealed in otherworldly shadows.

    Dread Curse

    Benefit: Once per round when you attacksomeone you have cursed, you deal +1d6

    bonus damage.

    Level 11: Bonus damage increases to +2d6.

    Level 21: Bonus damage increases to +3d6.

    Traits: Augment Ability

    Hex

    Benefit: When you gain this ability you choose

    one hex from the following options:

    Evil Eye: The cursed enemy takes a -2penalty to a single defence for one

    round.

    Pugwampys Grace: The cursedenemy takes a -2 penalty to attack

    rolls for one round.

    Disfigurement: The cursed enemy isdisfigured permanently, granting

    them a -5 on bluff, diplomacy and

    intimidate checks. This can only becured with something that can fix

    curses.

    Crafters Misfortune: The cursedenemy takes a -5 penalty to all skill

    checks for 1 week.

    Once per round when you attack a cursed

    enemy you grant them one of the above

    hexes. Alternatively you can spend a standard

    action and make an attack roll, using your

    attack bonus vs will. On a successful hit they

    take the curse, but receive no damage.

    Traits: Augment Ability

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    WizardWizards understand magic like no-one else.

    After years of study they have mastered the

    elements and now keep dominion over the

    arcane arts.

    Standard Rogue Class Features

    Hit Points: A Wizard starts with 10 +

    constitution score HP at first level and gain 4

    HP every additional level.

    Heroic surges: Wizards have 6 + constitution

    modifier heroic surges.

    Armour Proficiencies: Wizards are not

    proficient in armour.Weapon Proficiencies: Wizards are proficient

    with daggers and quarterstaffs. Melee attacks

    use strength as the attack bonus while ranged

    attacks use dexterity.

    Implements: Wizards are proficient with orbs,

    staffs and wands.

    Defences Bonus:Wizards gain a +2 bonus to

    Will.

    Trained Skills: Wizards start with training

    Arcana and 3 skills from the following list:

    XXX.

    Arcane Knowledge: Wizards gain training in

    powers that take the form of spells.

    Archetype:Wizards choose 1 archetype.

    Archetypes

    Wizard archetypes represent different

    traditions of magic. These traditions

    sometimes represent specialising in a

    particular type of magic, such as protective

    magics, other times they represent a style of

    magic such as specialising in controlling the

    battle field.

    Battle Mage

    Role: You have training in not just the arcane

    arts, but also in the art of combat and using a

    weapon. Youve learned how to use both to

    devastating effect and are a force to be

    reckoned with on the battlefield.

    Class Talents: You gain Cantrips, Arcane

    Weapon Training and Spellbook.

    Diviner

    Role: Able to pierce the veil of time youre

    able to get glimpses of the future that helps

    you lead your companions into battle and

    help them when they most need it.

    Class Talents: You gain Cantrips, Divination

    and Spellbook.

    Evoker

    Role: You specialise in dealing as much

    damage as possible. You take spells that

    manipulate the elements themselves to strike

    down at your enemies.

    Class Talents:You gain Cantrips, Empower

    Spell and Spellbook.

    Mage

    Role:Mages do not specialise in a particular

    school of magic such as evocation spells or

    adbjuration spells. Instead you specialise in

    controlling the battlefield. Where others

    concentrate on dealing the most damage, you

    concentrate on debilitating effects that can

    take enemies out of the fight until your allies

    can deal with them.

    Class Talents:You gain Cantrips, Implement

    Specialisation and Familiar.

    Transmuter

    Role: Youre able to enhance the physical

    traits of yourself and others enhancing their

    strengths and abilities.

    Traits: You gain Cantrips, Transmutation and

    Spellbook.

    Class Talents

    Here are the class talents that the wizard can

    gain access to.

    Arcane Weapon Training

    Benefit: Yougain proficiency in a meleeweapon with the offhand property. When

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    using an arcane spell that only targets 1

    creature you are able to make a melee

    weapon attack roll at attack bonus vs AC. On a

    hit you deal 1dW damage and they suffer the

    damage or effect of the spell.

    Traits: Augment Ability

    Cantrips

    Benefit: Youlearn 4 cantrips, which are minor

    powers that you can use at-will. They are:

    Drench:As a standard action youconjure a sudden downpour within 25

    ft that has a radius of 5 foot. If

    mundane fire is alight in this area it is

    immediately extinguished.

    Ghost Sound: As a standard actionyou cause a sound to emanate within

    50 ft. It can be as quiet as a whisper

    or as loud as a lion's roar. The sounds

    can either be words or noises such as

    swords clanging, boots stomping or a

    door opening.

    Light:As a standard action you touchan item and cause it to shed light. For

    up to 20 ft of the object it sheds

    bright light, with dim light 40 ft away

    from that. The light lasts for 5 minutes

    and you can only have one light active

    at a time. If you recast this cantrip

    before 5 minutes passes then the

    original light spell ends.

    Mage Hand: As a standard action youconjure a spectral hand within 25 ft of

    you. The spectral hand is capable ofmanipulating objects including picking

    them up if they weigh 20 pounds or

    less. As a move action you can move

    the hand 25 ft. The hand lasts for 1

    round, although you can spend a swift

    action to extend that for an additional

    round. NOTE: You can only conjure 1

    hand at a time.

    Open/Close: As a standard action youcause a door up to 50 ft away to open

    or close. The door cannot weigh more

    than 50 pounds.

    Prestidigitation:As a standard actionyou can cause a minor effect within

    10 ft. These effects could be moving 1

    pound of material, create a shower of

    sparks, create a puff of wind, create a

    strong odour, colour or soil up to 1

    cubic foot of material, instantly light

    or put out a candle or torch, chill or

    warm up to 1 pound of non living

    material, flavour up to 1 pound of non

    living material, make a small handheld

    item disappear for 1 round or place an

    arcane mark on an object or creaturefor 1 hour.

    Divination

    Benefit: Once before the start of your next

    turn youre able togrant yourself or an ally

    within 30 ft a +2 to a defense or an attack roll

    as an immediate action after the roll is already

    made.

    Traits: Augment Ability

    Empower

    Benefit: You multiply the damage you deal

    from an arcane spell by 1.5.

    Traits: Augment Ability

    Familiar

    Pre-requisite: Arcane training

    Benefit: You select a familiar from the

    following list and gain the familiar and training

    in one of its associated skills. When you spend

    a move action the familiar can move as well.

    You are also able to target spells from your

    familiar. When you use a power with the

    augmentation trait, your familiar can make a

    free attack against an enemy adjacent to it.

    Otherwise you may direct it to attack as a

    standard action. This attack doesnt provoke

    attacks of opportunity. Should your familiar

    be reduced to 0 HP it disappears. During a

    short or extended rest you can spend ahealing surge to bring your familiar back and

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    have it reappear beside you. For skills your

    familiar uses your skill bonus and it can

    understand any languages you speak,

    although it cant speak itself unless it has a

    specific benefit.

    Bat

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: blindsense

    Movement: 5 ft (fly 30 ft)

    Bite Attacks:+12 vs AC (+1 per level)

    Bite Damage: 1d6+2 piercing damage

    Level 21: The bite damage increases to 2d6+2

    piercing damage.

    Associated Benefit: You gain training in either

    Perception or Stealth

    Cat

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: low-light vision

    Movement: 30 ft (climb 15 ft)

    2 Claw Attacks:+6 vs AC (+1 per level)

    Claw Damage: 1d4+2 slashing damage per

    attack.

    Level 21: Theclaw damage increases to

    1d4+4 slashing damage per attack.

    Associated Benefit: You gain training in either

    Climb or Stealth

    Owl

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: darkvision 120 ft

    Movement: 5 ft (fly 30 ft)

    Talon Attack:+6 vs AC (+1 per level)

    Talon Damage: 2d4+4 piercing damage;

    Level 21: The Talon damage increases to

    +2d8+4 piercing damage.

    Associated Benefit: You gain training in either

    Perception or Insight

    Rat

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: darkvision 60 ft

    Movement: 30 ft (climb 15 ft)

    Bite Attack:+9 vs AC (+1 per level)

    Bite Damage: 1d4+4 piercing damage

    Level 21: The bite damage increases to 2d4+4

    piercing damage.

    Associated Benefit: You gain training in either

    Stealth or Thievery

    Raven

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: normal

    Movement: 5 ft (fly 30 ft)

    Talon Attack:+6 vs AC (+1 per level)

    Talon Damage: 2d4+4 piercing damage;

    Level 21: The Talon damage increases to

    +2d8+4 piercing damage.

    Associated Benefit: You learn a language and

    your Raven is able to speak any language you

    can.

    Snake

    HP: 6 (+1 per level)

    AC: 12; Fort: 14; Reflex: 12; Will: 12

    Size: Tiny Senses: darkvision

    Movement: 30 ft (climb 30 ft)

    Bite Attack:+4 vs Fort (+1 per level)

    Bite Damage: 1d4 poison damage and the

    target has a -2 penalty to attack rolls for 1

    round.

    Associated Benefit: You gain training in either

    endurance or climb.

    Spider

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: darkvision

    Movement: 30 ft (climb 30 ft)

    Web Attack:+10 vs Reflex (+1 per level)

    Web Damage: The creature is slowed for 1

    round.

    Associated Benefit: You gain training in either

    climb or acrobatics.

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    Toad

    HP: 6 (+1 per level)

    AC: 12; Fort: 12; Reflex: 14; Will: 12

    Size: Tiny Senses: darkvision

    Movement: 15 ft (swim 30 ft)

    Tongue Attack:+12 vs Reflex (+1 per level)

    Tongue Damage: The creature moves 5 ft.

    Associated Benefit: You gain training in either

    acrobatics or endurance.

    Weasel

    HP: 6 (+1 per level)

    AC: 13; Fort: 12; Reflex: 13; Will: 12

    Size: Tiny Senses: darkvision

    Movement: 30 ft

    Bite Attack:+9 vs AC (+1 per level)

    Bite Damage: 1d4+4 piercing damage

    Level 21: The bite damage increases to 2d4+4

    piercing damage.

    Associated Benefit: You gain training in either

    acrobatics or perception.

    Implement Specialisation

    Benefit: At level 1 you select one of the

    following specialisations:

    Orb Specialisation: A target that issuffering an effect a save ends takes a

    penalty to their saving throw equal to

    your wisdom modifier.

    Staff Specialisation: You gain a +1bonus to AC. Once per battle you may

    gain a bonus equal to your

    constitution modifier to a defense of

    your choice as an immediate action

    when you would be hit.

    Wand Specialisation: Once per battleyou gain a bonus to an attack roll

    equal to your dexterity modifier.

    To gain the benefit of the specialisation you

    must be wielding the implement in your hand.

    Spellbook

    Benefit: When you gain an arcane spell of

    level 1 or higher, you can instead learn 2

    spells of that level and frequency. During a 1

    hour period at the start of each day you can

    study your spellbook to determine which

    spells you can use for the day.

    Transmutation

    Benefit: You grant yourself or an ally within

    30 ft a +2 bonus to all checks and defences

    related to a single ability score until the end of

    your next turn.

    Traits: Augment Ability

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    PowersWhether they're called maneuvres, tricks,

    prayers, spells or incantations, powers are

    abilities that each character has and is able touse in combat.

    Each power has the following format:

    Power Name (Power level): This is thename and then the initial level that

    the power can be taken at.

    Pre-requisite: Certain powers requirecertain conditions be met before you

    take this power. This is in addition to

    the level pre-requisite.

    Cost: This is how many points buyingthis manevure uses. Some powers can

    be upgraded with more points.

    Action Type: This determines whattype of action you need to use in

    order to use this ability.

    To Hit: This determines what defenseyou target and what your bonus is.

    Damage: This determines how muchdamage is dealt and any effects that

    occur.

    Damage for weapons is shown as # weapon

    die damage. Weapon die is the damage die

    associated with the weapon your wielding. #

    is the number of weapon die that you roll.

    Weapon damage is the type of damage (e.g.

    bludgeoning, piercing or slashing) damage

    that your weapon deals.

    Some levels gain powers but your class

    doesn't grant any points. At these levels you

    can swap out existing powers for higher level

    powers.

    The powers are split into chapters:

    Beast Attacks: These are the powersgained by Druids who have the

    wildshape ability.

    Maneuvres: These are the powersgained by Fighters, Rangers, Rogues

    and Tacticians as well as certainmonks.

    Prayers: These are the powers gainedby Clerics and Paladins.

    Spells: These are the powers gainedby Bards, Sorcerers and Wizards.

    Utility Powers: These are powers thatare gained through the Utility Powers

    feat. Unlike other powers they do not

    make the character stronger, but

    instead give them more options both

    in and out of combat.

    Learning PowersEach class gives you a set number of powers

    you can learn at each level and of a particular

    type. The different types are:

    At-will Once per battle Daily

    In place of learning a daily power you are able

    to learn 2 once per battle powers of a lower

    level in its place.

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    Racial PowersDetailed here are the racial powers that each

    race grants access to. Additional powers may

    be granted by feats, although only one racial

    power can be used each battle.

    Alchemical Concoction

    Race: Gnome

    Action Type: Standard

    To Hit: Attack Bonus vs Reflex, Area Burst 15

    ft within 30 ft

    Damage: 3d6 damage. The damage type is

    either acid, fire, electrical or cold and is

    determined when the power is used.

    Level 11: You deal5d6 damage.Level 21: You deal7d6 damage.

    Traits: Racial

    Dirty Trick

    Race: Tiefling

    Action Type: Swift action

    Effect: You make a bluff check against a

    creature. On a success you have combat

    advantage against them until the start of your

    next turn.Traits: Racial

    Dragon's Aura (Once per Battle)

    Race: Dragonmen

    Action Type: Standard

    To Hit: Attack Bonus vs Will, Close Burst 15

    Damage: The target takes a -2 penalty to

    attack rolls for 1 round.

    Traits: Augmentable, Racial

    Dragonbreath (Once per Battle)

    Race: Dragonmen

    Action Type: Standard

    To Hit: Attack Bonus vs Reflex, Close Blast 15

    Damage: 2d6+attack bonus damage. The type

    of damage is the same type as your draconic

    bloodline.

    Level 13: You deal 4d6+attack bonus damage.

    Level 27: You deal 6d6+attack bonus damage.

    Traits: Augmentable, Racial

    Faerie Jump (Once Per Battle)

    Race: Elf

    Action Type: Move

    Effect: You teleport up to 25 ft to a space you

    can see.

    Traits: Racial

    Indefatigable

    Race: Ironforged

    Action Type: Swift

    Effect: You gain 2+level temps as a swift

    action. If you are wounded when using this

    power you regain this number of hit points as

    well.

    Traits: Racial

    Lucky Defense

    Race: Halfling

    Action Type: Immediate

    Effect: Whenyou would be hit by an attack

    roll you can force the roller to reroll the attack

    roll.

    Traits: Racial

    Past LifeRace: Reborn

    Action Type: Swift

    Effect: Retry a failed skill roll. If this roll

    succeeds then the previous one doesn't

    count.

    Traits: Racial

    Powerful Assault

    Race: Half-Orc

    Action Type: Free action when you rolldamage on a weapon attack.

    Effect: You reroll some or all of the damage

    die.

    Traits: Racial

    Quick Fade

    Race: Gnome

    Action Type: Immediate when you would be

    seen

    Effect: When you would be seen (and youreaware of this) you can turn invisible until the

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    end of your next turn.

    Traits: Racial

    Second Chance (Once Per Battle)

    Race: Elf

    Action Type: Free

    Effect: You can reroll an attack roll that

    missed.

    Traits: Racial

    Shared Life

    Race: Reborn

    Action Type: Immediate action when a

    creature would fall unconscious

    Effect: You spend a heroic surge and the ally

    regains HP equal to half their wounded value.

    Traits: Racial

    Smooth Talker

    Race: Halfling

    Action Type: swift

    Effect: When you would fail a bluff check or

    diplomacy check you can make a new roll as a

    swift action. This new roll is used in place of

    the original check.

    Traits: Racial

    Sudden Defence

    Race: Dwarf

    Action Type: Immediate when your attacked

    Effect: You add +2 to your AC or Reflex score.

    If the attack roll doesnt beat this new value

    then the attack misses.

    Traits: Racial

    Surge of Accuracy

    Race: Ironforged

    Action Type: Free

    Effect: You gain a +2 racial bonus on a single

    attack roll. If this new result would hit then

    the attack hits.

    Traits: Racial

    Vicious Bite

    Race: Half-OrcAction Type: After you hit someone with an

    attack you can make a bite attack for free.

    To Hit: Attack Bonus vs AC

    Damage: 2d6+attack bonus damage.

    Level 11: You deal3d6+attack bonus damage

    Level 21: You deal5d6+attack bonus damage

    Traits: Augmentable, Racial

    Brutal Assault

    Race: Tiefling

    Action Type: Free

    Effect: On a miss with a weapon attack you

    deal 1d6 damage as it grazes the enemy.

    Level 21: You deal 2d6 damage.

    Traits: Racial

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    Base Class Powers

    Borrowed Life Force (Divine Invocation)

    Pre-requisite: Paladin, Undeath domain

    Action Type:Immediate

    Effect: When a creature is reduced to 0 HP

    you can spend one of its heroic surges and

    gain temporary hit points equal to a quarter

    of your wounded value.

    Control Undead (Divine Invocation)

    Pre-requisite: Cleric, Undeath domain

    Action Type: Attack vs Will

    Effect: You gain control of the undead for 1

    round. On its turn you decide what actions it

    takes.

    Divine Grace (Divine Invocation)

    Pre-requisite: Cleric, Healing domain

    Action Type: Immediate

    Effect: An ally you can see has fallen below 0

    HP. You grant them healing equal to your

    wisdom modifier.

    Divine Guidance (Divine Invocation)

    Pre-requisite: ClericAction Type: Immediate

    Effect: An ally you can see rerolls a failed skill

    check or attack roll and takes the second

    result.

    Selfless Sacrifice (Divine Invocation)

    Pre-requisite: Paladin, Healing domain

    Action Type:Immediate

    Effect: When an ally would fail a saving throw,

    you can instead allow them to pass it and gainthe negative effect yourself.

    Smite Foe (Divine Invocation)

    Pre-requisite: Paladin, War domain

    Action Type:Swift

    Effect: You gain a +4 bonus damage against an

    enemy for 1 round.

    Saved from Death (Divine Invocation)

    Pre-requisite: Paladin, Death domain

    Action Type:Immediate

    Effect: When an ally would fail a death saving

    throw, you can spend a healing surge and

    allow them to regain HP equal to half their

    wounded value.

    Turn Undead (Divine Invocation)Pre-requisite: Cleric, Death domain

    Action Type:Standard

    To Hit: Attack Bonus vs Will for all undead

    within 10 ft.

    Damage:1d10+attack bonus and theyre

    pushed 5 squares and immobilised until the

    end of your next turn.

    Level 5: Damage increases to 2d10+attack

    bonus.

    Level 11: Target all undead within 25 ft and

    deal 3d10+attack bonus damage.