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 Gods & Heroes Core Rules v2.1 John Lynch 10/29/2013 This is in direct response to the fact that fighter maneuvres and psionic powers have a very minor (and admittedly arbitrary) differences in Spells & Swords. Rather than having a different subsystem for every single class, this is an attempt at having united mechanical system that allows 4th ed fighters and 2nd edition fighters at the same table. This is with an eye to creating a classless system (hence the name) or at the ver y least a system that han dles multiclassing seamlessly.

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Gods & Heroes

Core Rules v2.1

John Lynch

10/29/2013

This is in direct response to the fact that fighter maneuvres and psionic powers have a very minor

(and admittedly arbitrary) differences in Spells & Swords. Rather than having a different subsystem

for every single class, this is an attempt at having united mechanical system that allows 4th ed

fighters and 2nd edition fighters at the same table. This is with an eye to creating a classless system

(hence the name) or at the very least a system that handles multiclassing seamlessly.

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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 .......................... 18

Monk ............................ 20

Paladin.......................... 22

Ranger .......................... 24Rogue ........................... 26

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

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

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

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

Powers ............................. 34

Learning Powers ........... 34

Racial Powers ............... 35

Level 1 Powers.............. 36

Level 3 Powers.............. 38

Level 5 Powers.............. 38

Level 7 Powers.............. 39

Level 9 Powers.............. 40

Level 13 Powers............ 40

Level 15 Powers............ 41

Level 17 Powers............ 41

Level 19 Powers............ 41

Level 23 Powers............ 42

Level 25 Powers............ 42

Level 27 Powers............ 42

Level 29 Powers............ 42

Utility Powers ............... 43

Feats ................................. 44

General Feats ............... 44

Racial Feats ................... 47

Multiclass Feats ............ 48

Equipment ........................ 49

Weapons ...................... 49

Magic Items ...................... 51

Using Magic Items ........ 51

Magic Item Levels and

Locations ...................... 51

Magic Item Costs .......... 51

Creating Magic Items ... 51

Random Treasure ......... 52

Magic Armour and

Shields .......................... 53

Weapons ...................... 55

Open Game License .......... 57

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Introduction

Character CreationCreating a character can seem rather daunting

to begin with. However this chapter is

designed to give you a step by step process in

one easy to reference area. The different

steps are:

1.  Choose a race

2.  Choose a class and archetype

3.  Select trained skills

4.  Select a feat5.  Select your powers

6.  Choose your ability scores

Race

The first step is to select your race from

Chapter 2. This will help determine your

character’s appearance, height, weight and

age. What’s provided are the range that your

character’s height and weight will be inside.

Although with a GM’s permission you can

easily go outside of this range.

You’ll receive a list of standard traits. Write

these onto your character sheet. Don’t worry

too much about the ability score modifier.

Note it down somewhere and that will be

used later.

Most races will have a subrace. These offer

additional benefits and help determine theculture of your character. Select a subrace,

write down the traits you receive and make a

note of the ability score modifier somewhere.

Class

Your other biggest choice will be your class.

This will determine the various abilities you

receive. In this book there 12 classes, below is

a summary of each one:

  Barbarian: A savage warrior who lives

in the wilderness, the barbarian is afairly simple class that worries about

hitting hard and dealing the most

damage.

  Bard: More than a mere minstrel, the

bard combines the arcane arts along

with the power of story and song in a

way that not only delights audiences,

but helps its comrades inside and

outside of battle.

The bard also provides healing for its

comrades along with other bonuses.

  Cleric: Dedicated to a particular deity,

the cleric has trained with both

weapon and armour as well as in the

required prayers to receive powers

from its deity.

Most clerics concentrate on healing

and supporting their allies. Some do

this by hanging back and attacking

their enemies from afar. Others do it

by grabbing a mace and charging into

the middle of the fray. A rare few try

to use both options depending on the

situation.

  Druid: Where clerics and paladins

worship deities, druids dedicate their

lives to a spirit of the land. Thesespirits do not hold the same sway that

the deities do, instead serving the

area within which they reside and

working solely through druids rather

than angels and other such creatures.

In return for carrying out the work of

the spirit of the land, the druid

receives special powers. Some druids

use these powers to transform into

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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, they’re 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, they’re 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 they’re 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 night’s 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 class’s 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 warriors—they 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 15 +

constitution score HP at first level and gains 7

HP every additional level.

Heroic surges: Barbarians have 8 +

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. They start with 22 points at level

1, and gain an additional +2 points at level 3,

level 5, level 7 and level 9.

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 battle

or 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 7 + constitution

modifier heroic surges.

Armour Proficiencies: Bards are proficient inthe use of leather, hide, chainmail and light

shields.

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 able

to 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 canuse this three times per battle.

Level 21: 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 nextturn.

Inspire Courage

Benefit: Once per 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 7 + 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.

Divine Invocation: All clerics start with the

divine invocation called divine guidance. Their

archetype and feats may grant them

additional divine invocations, however they

may only use one per battle.

Religious Training: Clerics can 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.

Archetype: Clerics choose 1 archetype.

 Archetype

Cleric archetypes dedication to a particular

deity and the gifts they receive from that

deity for knowing the correct prayers to utter.

Although the archetypes presented here 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 adifferent facet of the deity and a different

order within the church dedicated to that

deity.

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.

God of Death

Role: The God of Death sees that spirits move

on from the material world at their appointed

time and move on to whatever fate awaits

them after death. The God of Death oppose

undeath and see it as an abomination, with

their clerics responsible for scouring the

world, seeking to destroy these abominations

wherever they might find them.Class Talents: You gain Healer’s Lore, Cure

Wounds and Turn Undead.

God of Healing

Role: The God of Healing seeks to nurture life

wherever it blossoms, giving it a chance to not

only survive but thrive. Clerics of the God of

Healing do not oppose death, they simply do

not embrace it and seek alternative means of

dealing with conflict whenever possible.Class Talents: You gain Healer’s Lore, Cure

Wounds and Divine Grace.

God of Undeath

Role: The God of Undeath seeks to allow its

followers to cheat death and continue existing

even after they should have died. Clerics of

the god of undeath see those fools who

allowed themselves to die as tools to be used,

relishing in the opportunity to raise theircorpses and use them as expendable

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resources in their plots.

Class Talents: You gain Death Lore, Unnatural

Vitality and Control Undead.

Class Talents

Here are the class talents that the cleric can

gain access to.

Control Undead (Divine Invocation)

Pre-requisite: Cleric (God of Undeath)

Cost: 0 points

Action Type: Attack vs Will

Effect: You gain control of the undead for 1

round. On its turn you decide what actions it

takes.

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.

Divine Grace (Divine Invocation)

Pre-requisite: Cleric

Cost: 0 points

Action Type: ImmediateEffect: 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: Cleric

Cost: 0 points

Action Type: Immediate

Effect: An ally you can see rerolls a failed skill

check or attack roll and takes the secondresult.

Healer’s Lore 

Benefit: 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.

Level 21: Bonus increases to +5d6 HP. You can

target someone within 75 ft.

Level 26: Bonus increases to +6d6 HP.

Turn Undead (Divine Invocation)

Pre-requisite: Cleric (God of Death)

Cost: 0 points

Action Type: Standard

To Hit: Attack Bonus vs Will for all undead

within 10 ft.

Damage: 1d10+attack bonus and they’re

pushed 5 squares and immobilised until the

end of your next turn.

Level 5 (0): Damage increases to 2d10+attack

bonus.

Level 11 (0): Target all undead within 25 ft

and deal 3d10+attack bonus damage.

Level 15 (0): Deal 4d10+attack bonus damage.Level 21 (0): Target all undead within 40 ft

and deal 5d10+attack bonus damage.

Level 25 (0): Deal 6d10+attack bonus damage.

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 that

spirit. 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 7 + constitution

modifier heroic surges.

Armour Proficiencies: Druids are proficient in

the 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. 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: Druids choose 1 archetype.

 Archetypes

Druid archetype represent dedication to a

particular nature spirit, which determines the

blessings they receive.

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 or

benign 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.

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 following

abilities that you can use once a round when

you successfully hit a target with a power:

  Sleet: Within a 5 ft radius of the

creature 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 9 + 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. 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: 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.

Dual Weapon Fighter

Role: A dual wielder is able to gain a greater

degree of control over the battlefield. They

can focus their attacks against a single enemyand 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.

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 pointsTrigger: Attack of Opportunity.

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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 doesn’t 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 FocusBenefit: 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 7 + 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. 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: Paladins choose 1 archetype.

 Archetypes

Paladin archetypes represent dedication to a

particular deity and the gifts they receive fromthat deity for knowing the correct prayers to

utter. Although the archetypes presented

here treat each archetype as belonging to a

different deity, a single deity may in fact be

represented by multiple archetypes. In thisscenario each archetype represents a

different facet of the deity and a different

order 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 spiritualinspiration.

God of Death

Role: The God of Death sees that spirits move

on from the material world at their appointed

time and move on to whatever fate awaits

them after death. The God of Death oppose

undeath and see it as an abomination, with

their paladins responsible for scouring the

world, seeking to destroy these abominationswherever they might find them.

Class Talents: You gain Divine Challenge and

Saved from Death.

God of Healing

Role: The God of Healing seeks to nurture life

wherever it blossoms, giving it a chance to not

only survive but thrive. Paladins of the God of

Healing do not oppose death, they simply do

not embrace it and seek alternative means ofdealing with conflict whenever possible.

Class Talents: You gain Divine Challenge and

Selfless Sacrifice.

God of Undeath

Role: The God of Undeath seeks to allow its

followers to cheat death and continue existing

even after they should have died. Clerics of

the god of undeath see those fools who

allowed themselves to die as tools to be used,relishing in the opportunity to raise their

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corpses and use them as expendable

resources in their plots.

Class Talents: You gain Divine Challenge and

Borrowed Life Force.

Class TalentsHere are the class talents that the cleric can

gain access to.

Borrowed Life Force (Divine Invocation)

Pre-requisite: Paladin (God of Undeath)

Cost: 0 points

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.

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 doesn’t 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

Selfless Sacrifice (Divine Invocation)

Pre-requisite: Paladin (God of Healing)

Cost: 0 points

Action Type: Immediate

Effect: When an ally would fail a saving throw,

you can instead allow them to pass it and gain

the negative effect yourself.

Smite Foe (Divine Invocation)Pre-requisite: Paladin (God of Healing)

Cost: 0 points

Action Type: Swift

Effect: You gain a +4 bonus damage against an

enemy for 1 round.

Saved from Death (Divine Invocation)

Pre-requisite: Paladin (God of Death)

Cost: 0 points

Action Type: ImmediateEffect: 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.

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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. 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: Rangers choose 1 archetype.

 Archetypes

Ranger 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 damaginghis enemies from afar. They can hit enemies

that others can’t reach, hiding behind cover

after 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. 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 Fort

14 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 Fort

12 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 14

Fort 11 Reflex 13 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:Athletics, Stealth 

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  Reptile: HP 14 (+8 per level); AC 15

Fort 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 Fort

10 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; Meleeattack: +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 Fort

12 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 anattack, you are unable to use any augment

abilities.

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 Shot

Benefit: When making a ranged attack you

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

are closer to the creature.

Two-Weapon SpecialisationBenefit: 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 of – or

into – trouble.

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. They start with 22 points

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

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

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 it’s 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 isn’t 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: You add your strength bonus your

sneak attack dice when determining how

much bonus damage you deal.

Deceitful Disengage

Benefit: When you move away from someoneyou feint first, giving you your charisma

modifier as a bonus to AC against attacks of

opportunity.

Quick Reflexes

Benefit: You have combat advantage against

anyone who hasn’t 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. They start

with 22 points at level 1, and gain an

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

and level 9.

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 who

meet 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: You channel 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 creature

falls prone.

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  Pushing Spell (Level 1): The creature is

pushed 5 ft.

  Stumbling Spell (Level 1): The creature

is slowed.

  Immobilising Spell (Level 1): The

creature is immobilised.

  Unbalancing Spell (Level 7): The target

takes a -2 penalty to AC.

  Stunning Spell (Level 13): The target is

stunned.

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 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 what’s at

stake and the other times they’ve faced

terrible odds and yet managed to overcome.

Class Talents: You gain Tactician’s Alertness 

and Inspiring Word.

 Anatomy Expert

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

Although you don’t 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 Tactician’s Alertnessand Weakening Wound.

Class Talents

Here are the class talents that the tactician

can gain access to.

Tactician’s 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: When you 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

who’ve 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. They start

with 22 points at level 1, and gain an

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

and level 9.

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 they’ve made. Sometimes they’ll ask for

pure power, other times they’ll ask for the

ability to protect their allies. Regardless of the

type of pact made or which entity it’s made

with, there is always a cost.

Dread Warlock

Role: Out for naught but blood, you’ve 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 ire

tremble 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 can

gain access to.

Cantrips

Benefit: You gain one of the following

depending on who or what you’ve made a

pact with:

 Infernal Patron: You’ve made a dealwith a devil. When a cursed creature

dies you gain temporary hit points

equal to your level. These temporary

hit points do not stack.

  Faerie Patron: You’ve made a pact

with one of those enigmatic fay

creatures. When a cursed enemy dies

you can teleport 3 squares as a free

action.

  Aberrant Patron: You’ve made a deal

with creatures that have no purpose

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existing in any mortal world. When a

cursed creature dies you gain a +1

bonus to a d20 roll on your next turn.

This bonus stacks with itself if

multiple cursed creatures die.

Point Blank Shot

Benefit: When making a ranged attack you

gain +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 attack

someone 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 chooseone hex from the following options:

  Evil Eye: The cursed enemy takes a -2

penalty to a single defence for one

round.

  Pugwampy’s Grace: The cursed

enemy takes a -2 penalty to attack

rolls for one round.

  Disfigurement: The cursed enemy is

disfigured permanently, grantingthem a -5 on bluff, diplomacy and

intimidate checks. This can only be

cured with something that can fix

curses.

  Crafter’s Misfortune: The cursed

enemy 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 abovehexes. 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. 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 intelligence as their

attack bonus and have a ranged basic attack

of 50 ft 1d4+attack bonus damage

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.

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 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.

Class Talents

Here are the class talents that the wizard can

gain access to.

Cantrips

Benefit: You learn 4 cantrips, which are minor

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

  Drench: As a standard action you

conjure 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 action

you 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 touch

an item and cause it to shed light. For

up to 20 ft of the object it shedsbright light, with dim light 40 ft away

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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 you

conjure a spectral hand within 25 ft of

you. The spectral hand is capable of

manipulating 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 1hand at a time.

  Open/Close: As a standard action you

cause a door up to 50 ft away to open

or close. The door cannot weigh more

than 50 pounds.

  Prestidigitation: As a standard action

you 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 creature

for 1 hour.

Empower

Benefit: You multiply the damage you deal

from an arcane spell by 1.5.

Traits: Augment Ability

Implement Specialisation

Benefit: At level 1 you select one of the

following specialisations:

  Orb Specialisation: A target that is

suffering an effect a save ends takes a

penalty to their saving throw equal to

your wisdom modifier.

  Staff Specialisation: You gain a +1

bonus 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 battle

you 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.

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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 the

name and then the initial level that

the power can be taken at.

  Pre-requisite: Certain powers require

certain conditions be met before you

take this power. This is in addition to

the level pre-requisite.

  Cost: This is how many points buying

this manevure uses. Some powers can

be upgraded with more points.

  Action Type: This determines what

type of action you need to use in

order to use this ability.

  To Hit: This determines what defense

you 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 powers

gained by Druids who have the

wildshape ability.

  Maneuvres: These are the powers

gained by Fighters, Rangers, Rogues

and Tacticians as well as certainmonks.

  Prayers: These are the powers gained

by Clerics and Paladins.

  Spells: These are the powers gained

by Bards, Sorcerers and Wizards.

  Utility Powers: These are powers that

are 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.

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

Second Chance (Once Per Battle)

Race: Elf

Action Type: FreeEffect: You can reroll an attack roll that

missed.

Traits: Racial

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Level 1 Powers

Cleave (At-Will)

Classes: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus and 1 adjacent

target receives your attack bonus in damage.

Level 21: You deal 2dW+attack bonus damage

to the first creature.

Traits: Augmentable, Melee

Double Attack (At-Will)

Class: Fighter, Ranger

Pre-requisite: Martial training 

Action Type: Standard

To Hit: Attack Bonus vs AC, two attacks.

Damage: 1dW damage.

Level 21: You deal 2dW damage.

Traits: Augmentable, Melee, Ranged

Glancing Blow (At-Will)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus. If you fail to hit

with a two-handed weapon but you at least

hit AC 10 + defense mod then you deal

damage equal to your attack bonus.

Level 21: You deal 2dW+attack bonus damage

on a hit.

Traits: Augmentable, Melee

Careful Attack (At-Will)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus + 2 vs AC

Damage: 1dW damage.

Level 21: You deal 2dW damage.

Traits: Augmentable, Melee, Ranged

Bull Rush (At-Will)

Class: Fighter

Pre-requisite: 2 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus weapon damage.

If wielding a shield you push the target 5 ft

and move into the space they just left.

Level 21: You deal 2dW+attack bonus

damage.

Hit and Run (At-Will)

Class: Fighter, Ranger

Pre-requisite: 2 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus damage.

Regardless of whether you hit or not, when

you move on this turn you do not provoke

attacks of opportunity for the first 5 ft of

movement.

Level 21: You deal 2dW+attack bonus

damage.

Traits: Augmentable, Melee, Ranged

Hack and Slash (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus weapon damage

and you can move 5 ft before making a melee

basic attack against a different creature with

+2 bonus to the attack roll.

Level 13: You gain 2 free bonus attacks,

moving 5 ft after each one.

Level 27: The initial attack targets everyone

within 5 ft, you then move 10 ft withoutprovoking any AoO before targetting

everyone within 5 ft again. All attacks deal

2dW+attack bonus damage on a hit.

Traits: Augmentable, Melee

Improved Double Attack (Once per

Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: StandardTo Hit: Attack Bonus vs AC, two attacks.

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Damage: 1dW+attack bonus damage.

Level 21: You deal 2dW damage.

Traits: Augmentable, Melee, Ranged

Nimble Shot (Once per Battle)

Class: Ranger

Pre-requisite: Martial training

Action Type: Immediate, after an enemy

attacks you, once per battle

To Hit: Attack Bonus + Wisdom modifier vs AC

Damage: 1dW+attack bonus. Regardless you

move 5 ft before making the attack. This

movement does not provoke an attack of

opportunity.

Traits: Augmentable, Ranged

Stay Back (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard.

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus and an adjacent

creature can move 10 ft without provoking an

AoO.

Traits: Augmentable, Melee

Tripping Attack (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus weapon damage

and the target falls prone.

Traits: Augmentable, Melee, Ranged

Hamstring (Once per Battle)Class: Fighter, Ranger

Pre-requisite: 6 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus weapon damage

and the target is slowed and cannot take a 5 ft

step.

Level 13: You deal 3dW+attack bonus

damage.

Traits: Augmentable, Melee

Concentrated Strikes (Daily)

Class: Fighter

Pre-requisite: 12 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus damage and you

gain a +2 bonus to attack rolls and a +4 bonus

to damage rolls against this target until the

end of the battle.

Traits: Augmentable, Melee, Ranged

Greater Double Attack (Daily)

Class: Fighter, Ranger

Pre-requisite: 12 points

Action Type: Standard

To Hit: Attack Bonus vs AC, two attacks

Damage: 2dW+attack bonus weapon damage.

Traits: Augmentable, Two-Weapon Melee,

Ranged

Improved Hack and Slash (Daily)

Class: Fighter

Pre-requisite: 12 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus weapon damage.

Regardless you can move 5 ft without

provoking an attack of opportunity before

making am extra attack with an offhand

weapon vs AC. On a hit you deal 2dW+attack

bonus damage and the target is weakened for

1 round.

Traits: Augmentable, Melee 

Revitalising Strike (Daily)

Class: Fighter

Pre-requisite: 12 points

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus weapon damage

and you can spend a healing surge.

Traits: Augmentable, Melee, Ranged

Vital Strike (Daily)

Class: Fighter

Pre-requisite: Martial training

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Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage.

Level 15: You can use this two times per day.

You can make both attacks with 1 standard

action.

Level 29: You can use this once a day and deal

7dW+attack bonus damage on a hit.

Traits: Augmentable, Melee, Ranged

Level 3 Powers

Distracting Attack (Once per Battle)

Class: Ranger

Pre-requisite: Martial training

Action Type: Interrupt when you or an

adjacent creature is attacked

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus damage and the

target takes a penalty to the attack roll equal

to 3+wisdom modifier.

Traits: Augmentable

Twin Attack (Once per Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus damage and you

can make a second attack.

Level 17: You deal 2dW+attack bonus damage

on the first attack and can move up to 10 ft

without provoking an attack of opportunity

before making the second attack. On a hit the

second attack deals 1dW+attack bonus

damage.

Traits: Augmentable, Melee

Improved Careful Attack (Once per

Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus + 4 vs AC

Damage: 1dW+attack bonus damage.

Level 17: The attack bonus equals +6 and you

deal 2dW+attack bonus damage on a hit.

Traits: Augmentable, Melee, Ranged

Stumbling Strike (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus weapon damage

and the target is slowed until the end of your

next turn.

Traits: Augmentable

Pushing Assault (Once per Battle)

Class: Fighter, RangerPre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus damage and the

creature is pushed 5 ft. Regardless of whether

you hit you gain a second attack that deals

1dW+attack bonus damage and they're

pushed 5 ft. If both attacks hit the same target

the second attack pushes them 10ft instead of

5 ft.

Traits: Augmentable, Two-Weapon, Ranged

Sweeping Blow (Once per Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC for all enemies

within 5 ft.

Damage: 1dW+attack bonus damage.

Traits: Augmentable, Melee

Level 5 Powers

Immobilising Strike (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and the

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target is immobilised (save ends).

Traits: Augmentable

Nimble Strike (Daily)

Class: Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC, two attacks

Damage: 1dW+attack bonus damage and the

target is dazed for 1 round. The creature is

also slowed if both attacks hit. Regardless of

whether your attacks hit, if you move

afterwards you don't provoke any attacks of

opportunity.

Traits: Augmentable, Two-Weapon

Weakening Assault (Daily)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and the

target is weakened (save ends).

Traits: Augmentable, Melee, Ranged

Wounding Assault (Daily)Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and the

target has a -2 peanlty for the rest of the

battle.

Traits: Augmentable, Melee, Ranged

Level 7 Powers

Improved Hit and Run (Once per Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus damage and you

can move 10 ft without provoking an attack of

opportunity.

Traits: Augmentable, Melee, Ranged

Improved Sweeping Blow (Once per

Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC; all enemies within

5 ft

Damage: 1dW+attack bonus and they are

pushed back 10 ft and knocked prone.

Traits: Augmentable, Melee

Improved Twin Attack (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC; two attacks

Damage: 2dW+attack bonus on the main

attack, 1dW+attack bonus on the offhand

attack.

Traits: Augmentable, Two-Weapon, Ranged

Parrying Strike (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonud damage and you

gain a +1 bonus to AC (+2 if using a shield).

Traits: Augmentable, Melee, Ranged

Power Attack (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus -2 vs AC

Damage: 3dW+attack bonus damage.

Traits: Augmentable, Melee, Ranged

Precise Attack (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus + 2 vs AC (ignore

penalties due to half cover)

Damage: 2dW+attack bonus damage.

Traits: Augmentable, Melee, Ranged

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Unsteadying Strike (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus damage and the

target takes a -2 penalty to AC until the end of

your next turn.

Traits: Augmentable, Melee, Ranged

Level 9 Powers

Barrage of Blows (Daily)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC for each enemy

within 5 ft.

Damage: 2dW+attack bonus damage and the

target is slowed (save ends).

Traits: Augmentable, Melee

Deadly Aim (Daily)

Class: Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC one enemy within

5 ft (does not provoke an attack of

opportunity)

Damage: 4dW+attack bonus.

Traits: Augmentable, Ranged

Disorienting Assault (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC all enemies within

5 ft

Damage: 2dW+attack bonus and you move

the target 5 ft.

Traits: Augmentable, Melee

Rapid Fire (Daily)

Class: Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC all enemies within

15 ft

Damage: 2dW+attack bonus.

Traits: Augmentable, Melee, Ranged

Running AttackClass: Fighter, Ranger

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC; Two attacks

during your movement

Damage: You move your normal speed

making two attacks during this movement,

dealing 3dW+attack bonus.

Traits: Augmentable, Melee, Ranged

Level 13 Powers

 Armour Piercing Thrust (Once per

Battle)

Class: Fighter, Ranger

Pre-requisite: Martial training

Action: Standard

To Hit: Attack Bonus vs AC; two attacks

Damage: 1dW+attack bonus per hit. If a target

is hit once they take -2 penalty to AC. If

they’re attacked twice they take a -4 penalty

to AC. 

Level 27: Increase the damage per attack to

2dW+attack bonus damage.

Traits: Augmentable, Melee

Great Cleave (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard.

To Hit: Attack vs AC

Damage: 2dW+attack bonus damage and gain

a free attack against all targets adjacent to the

original creature that you can reach, dealing

1dW+attack bonus damage on a successful hit

Improved Bull Rush (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

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To Hit: Attack Bonus vs AC

Damage: 1dW+attack bonus weapon damage

and you push the creature 10 ft. Regardless of

whether you hit, you move 10 ft without

provoking an AoO.

Stunning Strike (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus damage and the

target is stunned until the end of your next

turn.

Unbalancing Strike (Once per Battle)Class: Fighter

Pre-requisite: Martial training

Action Type: Standard.

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and -2

to all defences until the end of your next turn.

Level 15 Powers

Improved Trip (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard.

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus and the target

falls prone. You can move 5 ft without

provoking an AoO and make this attack three

more times, moving 5 ft after each attack.

Level 17 Powers

Improved Disarm (Once per Battle):

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard.

To Hit: Attack Bonus vs Reflex

Damage: 2dW+attack bonus and the target

drops its weapon. If you have a free hand you

can catch the weapon, otherwise it falls at

your feet.

Mighty Bull Rush (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and you

push the target 15 ft, moving with the target

without provoking any AoOs.

Whirlwind Attack (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: StandardTo Hit: Attack Bonus vs AC for every enemy

within 5 ft

Damage: 1dW+attack bonus damage and the

creature is pushed 5 ft and knocked prone.

Improved Warrior's Challenge (Once Per

Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: StandardTo Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and the

target is pushed 2 squares. All enemies within

2 squares of the target are challenged until

the end of your next turn.

Level 19 Powers

Whirl of Blades (Daily)Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage. Until

the start of your next turn you get a free

attack against anyone that starts their turn

within 5 ft or move within 5 ft, dealing

1dW+attack bonus on a hit.

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Powerful Blow (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 5dW+attack bonus damage and you

push the target 1 square.

Improved Retribution (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 4dW+attack bonus damage and you

gain the benefit of warrior's retribution

against this target for the remainder of the

battle, regardless of whether or not the target

is challenged.

Level 23 Powers

Mighty Cleave (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 2dW+attack bonus damage and one

creature within 5 ft of the target that is within

your reach is attacked. On a hit you deal

2dW+attack bonus damage.

Improved Vital Strike (Once per Battle)

Class: Fighter 

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC

Damage: 4dW+attack bonus damage.

Blinding Strike (Once per Battle)

Class: Fighter

Pre-requisite: Martial training

Action: Standard

To Hit: Attack Bonus vs AC

Damage: 3dW+attack bonus damage and the

target is dazed and blinded until the end of

your next turn.

Level 25 Powers

Improved Challenge (Daily)

Class: Fighter

Pre-requisite: Martial training

Action: Standard

To Hit: Attack Bonus vs AC

Damage: 6dW+attack bonus damage and all

enemies you can see are challenged until the

end of your next turn.

Level 27 Powers

Dance of Parries (Once per Battle)

Class: FighterPre-requisite: Martial training

Action: Standard

To Hit: Attack Bonus vs AC

Damage: 4dW+attack bonus and you only

take half damage from the enemy until the

end of your next turn. In addition you gain a

+2 bonus to AC regardless of whether or not

you hit.

Challenge to All (Once per Battle)Class: Fighter

Pre-requisite: Martial training

Action: Standard

To Hit: Attack Bonus vs AC

Damage: 4dW+attack bonus. Whether you hit

or not, all creatures within 50 ft are

challenged.

Level 29 Powers

Improved Twin Attack (Daily)

Class: Fighter

Pre-requisite: Martial training

Action Type: Standard

To Hit: Attack Bonus vs AC against two targets

Damage: 5dW+attack bonus damage.

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Utility PowersUtility Powers grant you the ability to use

different abilities that are not necessarily

combat abilities.

They take the standard format of powers

except some of them will have two forms, a

short form and a long form.

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Feats

Feats are additional talents that you can take

to help customise their character. WherePowers are designed to make your character

more powerful, feats are designed to offer

your character greater diversity. These aren't

power increases, but instead offer more

options.

The different types of feats are as follows:

General Feats: These are general feats that

don't fit into any particular category.

Racial Feats: These feats grant you additional

abilities or powers based on your race.

Multiclass Feats: These feats allow you to

multiclass into other classes and gain their

features and access to their powers.

General Feats

 Ally's Sacrifice

Pre-requisite: Sorcerer (Bloodmage) 

Benefit: Instead of draining your own life

essence you can drain an ally's health. The

amount of damage dealt is equal to +2d6. At

level 11 this increases to +3d6 and at level 21

this increases to +4d6.

Combat Expertise

Benefit: You take a -2 penalty to weaponattack rolls and gain a +2 bonus to AC for 1

round.

Deadly Aim

Benefit: As a free action you take a -2 penalty

to ranged weapon attack rolls and gain a +1

bonus to damage for 1 round. At level 21 the

bonus damage increases to +2. At level 27 the

bonus damage increases to +3.

Extra Divine Invocation

Pre-requisite: Divine invocation class feature.Benefit: You gain an additional divine

invocation granted by your deity. Note that

you can only use one divine invocation per

battle.

Extra Hex

Pre-requisite: Warlock (Hexmaster)

Benefit: You gain an additional hex ability.

Expanded SpellbookPre-requisite: Spellbook class feature

Benefit: When you learn a new spell, instead

of learning 2 spells you learn 3 spells. You can

take this multiple times, gaining an extra spell

per power each time. You can still only

prepare the same number of spells.

Familiar’s Surge 

Pre-requisite: Gain Familiar

Benefit: When you can see your familiar and itwould be reduced to 0 HP, you can spend

your adrenaline surge as an immediate action.

Instead of you regaining HP your familiar

regains max HP.

Gain Familiar

Pre-requisite: Arcane training

Benefit: You select a familiar from the

following list and gain the familiar and training

in one of it’s 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 doesn’t provoke

attacks of opportunity. Should your familiar

be reduced to 0 HP it disappears. During a

short or extended rest you can spend a

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healing surge to bring your familiar back and

have it reappear beside you. For skills your

familiar uses your skill bonus and it can

understand any languages you speak,

although it can’t 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:  The claw 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 eitherendurance 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.

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Associated Benefit: You gain training in either

climb or acrobatics.

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: 12Size: 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 TrainingBenefit: You can use the ability score of your

choice as your attack bonus stat with

implement attacks. The ability score cannot

be changed except through retraining this feat

when you level up.

Improved Wild Magic

Pre-requisite: Sorcerer (Wildmage) 

Benefit: You gain 1 additional status effect

from your wild magic class feature.

Inspiring Point

Pre-requisites: Tactician 

Benefit: You use your action point as a free

action to allow an ally to spend a heroic surge.

Life Drain

Pre-requisite: Sorcerer (Bloodmage) 

Benefit: Instead of taking damage and using

that to increase the damage dealt to your

enemies, you gain +1d6 temporary hit points.

At level 11 this increases to +2d6 temporary

hit points. At level 21 this increases to +3d6

temporary hit points.

LinguistBenefit: You lean 3 languages and can speak,

read and write in these languages.

Mobility

Benefit: You gain a +2 bonus to your defences

against Attacks of Opportunity.

Opportunistic Disarm

Benefit: When you make an attack of

opportunity with a weapon you can give up

1dW in order to disarm the enemy of an item

they’re holding. 

Opportunistic Trip

Benefit: When you make an attack of

opportunity with a weapon you can give up

1dW in order to trip the enemy on a hit.

Opportunistic Sunder

Benefit: When you make an attack of

opportunity with a weapon you can instead

target an item held or carried by the target

instead of targeting the creature.

Power Attack

Benefit: As a free action you take a -2 penalty

to melee weapon attack rolls and gain a +1

bonus to damage for 1 round. At level 21 the

bonus damage increases to +2. At level 27 the

bonus damage increases to +3.

Point of Power

Benefit: Before you make an attack with a

weapon you can spend an action point as a

free action to gain a damage bonus equal to

1dW+attack bonus to your next attack against

a single creature. At level 21 the damage

bonus increases to +2dW+attack bonus.

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Point of Recovery

Benefit: You can spend an action point as a

free action to make a saving throw against

any effects you’re suffering from that a saving

throw can end.

Point of Renewed Energy

Benefit: You can spend an action point as a

free action to regain a daily power that you’ve

already used.

Skill Training

Benefit: You gain training in a skill of your

choice.

Versatile Training

Benefit: You learn a level 1 at-will power that

you qualify for. This power automatically

upgrades at level 21.

Warning Shout

Benefit: You take a -5 penalty to initiative to

grant an ally who can see you a +5 bonus to

initiative. Multiple uses of warning shout from

multiple sources do not stack.

Weapon Training

Benefit: You can use the ability score of your

choice as your attack bonus stat with weapon

attacks. The ability score cannot be changed

except through retraining this feat when you

level up.

Racial FeatsThese are feats that allow you to gain

additional benefits based on which race you

are.

Note that for feats that grant racial powers,

you may only use 1 racial power per battle.

You may choose at the time which racial

power you use.

Draconic Senses

Pre-requisite: Dragonmen

Benefit: You gain darkvision and can see in

black and white for up to 60 ft when in

complete darkness.

Elven Blood

Pre-requisite: Half-Elf

Benefit: The elven blood is particularly strong

in you, granting you one of the following as a

racial power: Faerie Jump, Second Chance,

Drow Racial Power. You may use this racial

power once per battle.

Mixed Ancestry

Pre-requisite: Human

Benefit: Somewhere in the distant past you

had an ancestor who wasn’t completely

human. It’s far enough back that you’re

considered human for the most part, but you

do gain a minor trait. You can gain Dirty Trick,

Intimidating Aura, Faerie Jump, Second

Chance or Half-Elven Power as a racial power.

You can use this racial power once per battle.

Mixed Bloodline

Benefit: Your bloodline includes members of

different subraces. You gain a racial power

from another subrace that has the same race

as yours. You may use this racial power once

per battle.

Multi-Planar Heritage

Pre-requisite: Tiefling

Benefit: As a tiefling, your heritage isn’t

purely of one bloodline. Your blood actually

has traits from multiple planar creatures. You

gain one of the following racial powers: DirtyTrick or Intimidating Aura. You may use this

racial power once per battle.

Quick Adrenaline

Pre-requisite: Dwarf

Benefit: As a dwarf racial power, you may

spend your adrenaline surge as a swift action.

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Multiclass FeatsThese feats allow you to qualify for powers

and feats that require you to be a member of

a particular class as well as grant you a class

feature. You may take most feats more thanonce, gaining a different class feature each

time. Such feats are noted in their description.

Eldritch Pact

Benefit: You count as a warlock for the

purpose of feats and powers. In addition you

gain either the Dread Curse or Hex class

feature.

Initiate of GodBenefit: You choose a deity and count as a

cleric of that deity for powers and feats that

require you be a member of this class. In

addition you also use holy symbols as

implements and use wisdom as the attack

bonus for cleric powers. Furthermore you gain

a divine invocation from an archetype

associated with your deity.

Knight of GodBenefit: You choose a deity and count as a

paladin of that deity for powers and feats that

require you be a member of this class. In

addition you also use holy symbols as

implements. Furthermore you gain either

Divine Challenge or a divine invocation from

an archetype associated with your deity.

Street Rat

Benefit: You count as a rogue for the purposeof power and feat pre-requisites. In addition

you gain the sneak attack class feature.

Warrior of Wilderness

Benefit: You count as a ranger for the purpose

of feats and powers that require you be a

member of this class. In addition you gain the

Deadly Attack class feature.

Way of the Warrior

Benefit: You count as a fighter for powers and

feats that require you be a member of this

class. In addition you gain either Warrior’s

Challenge or Improved Weapon Focus.

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Equipment

Weapons

Simple Weapons (One-Handed)

Weapon Prof. Damage Type Range Price Weight Properties

Club +2 1d6 B —  1 gp 3 lb. Light

Dagger +3 1d4 P or S 5/10 1 gp 1 lb. Off-hand, thrown, light

Javelin +2 1d6 P 10/20 5 gp 2 lb. Thrown, light

Mace +2 1d8 B —  5 gp 6 lb. -

Sickle +2 1d6 S —  2 gp 2 lb. Off-hand, light

Spear +2 1d8 P —  5 gp 6 lb. -

SIMPLE WEAPONS (Two-Handed)

Weapon Prof. Damage Type Range Price Weight Properties

Greatclub +2 2d4 B —  1 gp 10 lb. — 

Morningstar +2 1d10 B and P —  10 gp 8 lb. — 

Quarterstaff +2 1d8 B —  5 gp 4 lb. — 

Scythe +2 2d4 S —  5 gp 10 lb. — 

MARTIAL WEAPONS (One-Handed)

Weapon Prof. Damage Type Range Price Weight Properties

Battleaxe +2 1d10 S —  15 gp 6 lb. -

Flail +2 1d10 B —  10 gp 5 lb. -Handaxe +2 1d6 S 5/10 5 gp 3 lb. Off-hand, thrown, light

Longsword +3 1d8 P —  15 gp 4 lb. -

Scimitar +2 1d8 S —  10 gp 4 lb. High crit, light

Short sword +3 1d6 S —  10 gp 2 lb. Off-hand, light

Throwing hammer +2 1d6 B 5/10 5 gp 2 lb. Off-hand, thrown, light

Warhammer +2 1d10 B —  15 gp 5 lb. -

War pick +2 1d8 P —  15 gp 6 lb. High crit

MARTIAL WEAPONS (Two-Handed)

Weapon Prof. Damage Type Range Price Weight Properties

Falchion +3 2d4 S —  25 gp 7 lb. High critGlaive +2 2d4 S —  25 gp 10 lb. Reach

Greataxe +2 1d12 S —  30 gp 12 lb. High crit

Greatsword +3 1d10 S —  30 gp 8 lb. — 

Halberd +2 1d10 S —  25 gp 12 lb. Reach

Heavy flail +2 2d6 B —  25 gp 10 lb. — 

Longspear +2 1d10 P —  10 gp 9 lb. Reach

Maul +2 2d6 B —  30 gp 12 lb. — 

Spiked chain +3 2d4 P —  30 gp 10 lb. Reach

Light: Small creatures must wield one-handed weapons in two-hands and cannot use two-handedweapons at all unless a weapon has the light property. Then it can wield the weapon as normal.

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Armour Bonus Check Speed Price Weight Category

Leather armor +2 —  —  25 15 lb. Light

Hide armor +3 —   –1 30 25 lb. Light

Chainmail +6 —   –1 40 40 lb. Heavy

Scale armor +7  –1  –1 45 45 lb. Heavy

Plate armor +8  –2  –1 50 50 lb. HeavyLight shield +1 —  —  5 6 lb. Shield

Heavy shield +2 -2 —  10 15 lb. Shield

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Magic Items

Magical items are the stuff of legend.

Whether it’s the Sword in the Stone or theOne Ring, our stories are filled with them and

so it is only expected that our games should

have them too.

This chapter documents magic items in Gods

& Heroes, how to hand them out and how to

use them.

Using Magic ItemsEach magic item will either have a power that

activates by spending an action, or the item

will have a constant benefit that the character

can benefit from at all times. Most magic

items that don’t have a constant effect are

limited on only being used once a day. Players

are limited to only using 1 daily effect from a

magic item for every 2 challenges they

overcome. At level 11 this increases to 2 daily

effects for every 2 challenges and at level 21this increases to 3 daily effects for every 2

challenges.

A player is always limited to only using 1 daily

effect per challenge (2 at level 11 and 3 at

level 21).

Due to these limitations on the use of magic

items, Game Masters can be somewhat free

in handing out magic items. These magic

items will be broaden the number of

challenges the PCs are best suited for facing,

but the amount of power they can bring to

bear in any given challenge should be fairly

controlled.

Magic Item Levels and LocationsAt the start of each category is a table that

lists the magic items for that category, it alsolists the level and body slot. These levels give

an indication on when it would be appropriate

to hand out that magic item. However a level1 sword should be just as useful at level 1 as it

is at level 30.

A character can only have one item equipped

in a particular body slot. The body slots are:

Head: Helms, headbands, circlets

Face: Goggles

Body : Armour, Robes

Shoulders: Cloak

Neck: Amulet, Holy Symbol

Hands: Gloves

Feet: Boots

Magic Item CostsSome campaign settings may allow magic

items to be bought and sold. In such

campaigns the following optional rule is

available. Typically only large wealthy cities

will be able to afford them, and they wouldn’t

often have many magic items on hand to sell.

The cost of a magic item is: Item Level * 950gp

The costs are generated under the premise

that a nobleman could afford a level 1 magic

item after saving for a year. If you want them

to be more common then you can halve this

price or even reduce it by a third or quarter.

On the other hand if you want to make magic

items rarer then you can double or triple the

listed price, or even make them impossible to

buy and sell.

Creating Magic ItemsPlayers may sometimes want a very specific

magic item for their character. This can be

handled by the Game Master including it as a

bit of treasure, although this can often feel

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contrived, or by allowing it to be bought. This

may not always be feasible though. In such

cases the GM may allow the players to take a

feat to create their own magical items.

Players will require more than just the feat is

required to create a magical item. Research

can be quite important, but most often a

magical item will require physical ingredients

to be used in the creation of the magical item.

Some examples of an ingredient are hide of a

dragon, the wings of a bat, an ingot of metal

from a meteorite, five drops of mildew or

tears from a bulette. Getting these items are

often just as memorable as the magic items

themselves.

Magic items don’t have the ingredients

required to create them listed in their entries

as the needs of the story and setting should

dictate which components are required. An

example would be a cloak of fire resistance.

This could easily have any one of the following

as a material component: feather of a

phoenix, tail of a salamander, a lit candle from

a fire elemental or the fur of a hell hound.

These, or any other large number of

components, could easily be required for this

simple cloak. Listing all possible components

would take too much space, but also remove

power from the GM. Instead the GM is

empowered to decide which components are

needed at either what they feel is realistic or

what will be the most enjoyable.

Listed below are the three feats that allow

you to craft magical items. The GM may

decide to waive the level pre-requisite or add

additional pre-requisites.

Craft Arms and Armour

Pre-requisite: Level 11, either arcane training,

or divine training or primeval training.

Benefit: You are able to create magical

weapons, armour and shields.

Craft Wondrous Item

Pre-requisite: Level 11, either arcane training,

or divine training or primeval training.

Benefit: You are able to create wondrous

items.

Create Minor Magics

Pre-requisite: Level 2, either arcane training,

or divine training or primeval training.

Benefit: You are able to create consumable

magic items.

Random TreasureThere are times, either due to lack of

preparation or looking to shake up your game,

that you want to generate treasure randomly.

For an encounter roll below and then roll a

second time on the specific table that

corresponds to the entry for below.

Easy Challenge

d% Treasure Table

1-75 None

76-83 Consumable

84-89 Magic Armour

90-94 Magic Weapon

95-100 Magic Implement

Standard Challenge

d% Treasure Table

1-50 None

51-75 Consumable

76-82 Magic Armour

83-89 Magic Weapon

90-95 Magic Implement96-100 Wondrous Item

Hard Challenge

d% Treasure Table

1-25 None

26-50 Consumable

51-62 Magic Armour

63-75 Magic Weapon

76-88 Magic Implement

89-100 Wondrous Item

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Magic Armour and ShieldsEnchanted armour is one of the most valuable

magical items as it will often protect you from

an attack that would otherwise fell a normal

person.

Below is a list of the magical enhancements

that can be placed on an armour. Typically a

suit of armour can only have 1 item

enchantment on it, although particularly

powerful armour may have 2 enchantments

(add +10 to the highest levelled enchantment)

or extremely powerful enchantments may

have 3 (add +20 to the highest levelled

enchantment). In such cases theenchantments would only work if they were

thematically appropriate for each other.

d% Armour Level

1-5 Ablative 1

6-10 Assassinsbane 1

11-15 Blessed 1

16-20 Darktouched 1

21-20 Divine 1

21-24 Deathless 1

25-30 Dragonhide 131-35 Dwarvenhide 1

35-40 Ethereal 1

41-45 Flaming 1

45-50 Flooding 1

51-55 Greased 1

56-60 Hexing 1

61-65 Rallying 1

66-70 Roguebane 1

71-75 Shadetouched 1

75-80 Shapeshifting 1

81-85 Surging 1

85-91 Tenacious 1

92-94 Trollskin 11

95-100 Vigour 1

The listed enchantments may be placed on

shields, robes or any type of armour. Although

some armours may be appropriate for only

certain types (such as trollskin armour only

being available for leather and hide armours).

Ablative: Once a day as a swift action you gaina +3 bonus to AC for the rest of the challenge.

When you are hit or missed by less than 3,

this bonus is reduced by 1.

Enchantments

Assassinsbane: You gain resistance

2+character level to poison damage.

Blessed: Once a day as a swift action anytime

you heal someone, they regain +2d6 bonus

HP. This effect lasts until the end of your next

turn unless you spend a swift action on your

next turn to extend it for 1 round.

Bloodthirsty: Once a day as an immediate

action when you become wounded, you gain

a +2 enhancement bonus to AC until the endof your next turn. You can continue this bonus

for 1 extra round by spending a swift action

on your next turn.

Darktouched: You gain resistance 2+character

level against radiant damage.

Deathless: You gain resistance 2+character

level against necrotic damage.

Divine: When you use a divine invocation you

gain a +2 enhancement bonus to AC until the

end of your next turn.

Dragonhide: You gain resistance 2+character

level against fire, cold, electric or acid

damage. This is chosen when the item is

created.

Dwarven: When you are forced to move, you

can reduce the amount you move by 5 ft.

Ethereal: Once a day as a swift action you

become insubstantial until the end of your

next turn.

Flaming: Once a day as a swift action your

armour catches on fire until the end of your

next turn. When an enemy hits you with a

melee attack they take 1d10 fire damage. This

increases to 2d10 at level 13 and 3d10 at level

23.

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Flooding: Once a day as a move action you

transform into a wave and move up to your

speed. During this movement you are able to

seep through cracks and only transform back

into your normal self at the end of the

movement.

Hexing: Once a day as an immediate action

when you’re hit, you can make an attack roll

against them at attack bonus + 2 vs will. On a

hit the enemy a -2 to attack rolls (save ends).

On a successful save they take -1 to attack

rolls (save ends).

Greased: Once a day as an immediate action

when you are grappled, you may make a

saving throw. On a success you break free of

the grapple and can move away 5 ft. This

movement doesn't provoke any attacks of

opportunity.

Peacesworn: Once a day as a standard action

you can attack all enemies within sight of you

at attack bonus+2 vs Will. On a hit they

cannot attack you until the end of your next

turn. You can spend a standard action to

continue this effect for 1 round.

Rallying: Once per day as an immediate action

when an ally takes damage. You spend a

heroic surge but the ally regains HP equal to

half their wounded value.

Roguebane: During the first round of combat,

you gain +2 to AC.

Shadetouched: Once per day as a swift action

you gain concealment until the end of your

next turn. This can be prolonged for 1 round

by spending a swift action on your next turn.

Shapeshifting: Once a day you can spend a

standard action to transform into an animal

that's the same size as you. You gain a +2

natural armour bonus, although you can only

use melee powers in this form. This lasts until

the end of the challenge. If you already have

the wild shape ability then when you use this

power you gain one of the following abilities

depending on your form: fly speed 30 ft, dark

vision or scent.

Skald's: Once a day as a swift action you grant

all allies who can hear you a +2 enhancement

bonus to attack rolls until the end of your next

turn. You can extend this for 1 round by

spending a swift action on your next turn.

Surging: Spend your second wind as a swift

action.

Tenacious: Once per day you can spend an

immediate action when you would bereduced to 0 HP. You remain conscious until

the end of your next turn, finally losing

unconsciousness if you’re still at 0 or less HP. 

Trollskin: Once per day you can spend a

standard action to gain regeneration equal to

one third your character level (minimum 1)

until the end of the challenge. This

regeneration stops for 1 round if you take fire

or acid damage.

Vigour: Once a day as a free action when you

score a critical hit with a power, you can

activate this armour in order to reuse that

power one additional time.

Specific Armours and Shields

Below are enhancements that can only be

placed on particular types of armour.

Interposing Shield (level 1): Once a day As an

immediate action your shield teleports to an

ally's space within 50 ft when they would be

hit by an attack against AC. The ally gains a

shield bonus to their AC equal to the amount

granted by this type of shield. If the attack

would fail to hit the new AC then the attack

misses. The shield follows the ally until the

end of your next turn. You can spend a swift

action on your turn to extend this for 1 round.

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WeaponsMagical weapons may have a single

enchantment placed upon them to make

them more deadly and better aid their

wielder.

Powers that key off a condition only work

when you’re wielding this weapon or used it

in an attack.

d% Weapon Level

1-6 Bane 1

7-12 Beserker 1

13-18 Dancing 1

19-24 Dazing 1

25-30 Dread 131-36 Elemental 1

37-42 Ghost Touch 1

43-48 Holy 1

49-54 Raging 1

55-60 Returning 1

61-66 Riposte 1

67-72 Seeking 1

73-78 Sundering 1

79-84 Tricky 1

85-91 Vicious 1

92-93 Vorpal 11

95-100 Wicked 1

Although most enchantments can be placed

on any weapon, some may only be

appropriate on a particular type of weapon.

Enchantments

Bane: Once a day as a minor action you get a

+5 enhancement bonus to attack rolls against

a specific race (e.g. dragon, goblin, orc,

human, zombie) and your damage bypasses

any resistances it has until the end of your

next turn. The species this weapon works

against is chosen when the weapon is first

created and cannot be changed.

Berserker: Once a day you can spend a swift

action when you’ve rolled damage, you may

reroll the damage die and use either result.

Dancing: Once a day as a swift action thisweapon springs to life, floating in an adjacent

square. It has a speed of 10 ft and moves

when you move, or you may spend a move

action to direct it to move. You can use

weapon powers through this weapon as if you

were holding it, or it makes its own attack

against an adjacent enemy (determined

randomly if more than 1 is adjacent) if it

receives no command on your turn. The

attack is made at attack bonus vs AC, dealing

1dW+attack bonus damage. The weapon falls

to the ground at the end of your next turn

unless you spend a swift action to keep it

animated for one more round.

Dazing: As a swift action this weapon gains

the ability to pass the daze (save ends)

condition on creatures it hits as an

augmentation ability. This ability can be

turned off as a swift action. When it’s turned

on no other augmentation ability can be used

through this weapon.

Dread: Once a day when you drop an enemy

to 0 or more HP you can make an attack

bonus vs Will against an enemy within 25 ft.

On a hit they take 1d6 damage. This increases

to +2d6 damage at level 11 and +2d6 damage

at level 21.

Elemental: By spending a swift action the

damage type this weapon deals becomes

either acid, cold, electric or fire. This can be

turned off as a swift action as well. Once a day

when this weapon's elemental damage is

turned on you can deal +1d6 damage. This

increases to +2d6 at level 11 and +3d6 at level

21. The elemental type of this weapon is

chosen at character creation and cannot be

changed.

Ghost touch: Once a day as a swift action you

stop halving damage dealt by this weapon

against insubstantial creatures until the end

of your next turn.

Holy: As a swift action you can change the

damage type this weapon deals to radiant.

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This can be turned off as a swift action as well.

Once a day when this weapon drops a

creature to 0 or less HP you or an ally can

spend a heroic surge to regain HP equal to

half its wounded value.

Raging: As a swift action you deal +5 bonus

damage with augmentable powers as an

augmentation ability. Once you turn on this

ability you are unable to use any other

augmentation abilities for the duration of the

challenge with attacks made with this

weapon. It automatically turns off at the end

of the challenge.

Returning: When you throw this weapon it

automatically returns to your hand at the end

of the attack.

Riposte: Once a day you can make a Melee

basic attack against AC as an immediate

action when an enemy misses you. On a hit

you deal 1dW+attack bonus damage.

Seeking: Once a day as a minor action you

ignore cover or concealment on attacks withthis weapon until the end of your next turn.

Sundering: Once a day when you hit someone

you can grant them a -2 penalty to AC for the

rest of the challenge as an augment ability.

Tricky: Once a day as a swift action you have

combat advantage for attacks that use this

weapon until the end of your next turn.

Vicious: When you score a critical hit double

the number of critical damage dice you roll.

Vorpal: When you roll max damage, roll

critical damage die as if you had scored a

critical hit.

Wicked: Once a day as a free action when you

bloody an enemy you gain a +2 enhancement

bonus against that enemy for the rest of the

challenge.

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Open Game License

Designation of Product Identity 

The Gods & Heroes name is product identity as is the artwork

available in this document. All other text and tables are declaredOpen Game Content as described in Section 1(d) of the Open Game

License Version 1.0a

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and

is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights

Reserved.

Definitions: 

"Contributors" means the copyright and/or trademark owners who

have contributed Open Game Content;

"Derivative Material" means copyrighted material including

derivative works and translations (including into other computer

languages), potation, modification, correction, addition, extension,

upgrade, improvement, compilation, abridgment or other form in

which an existing work may be recast, transformed or adapted;

"Distribute" means to reproduce, license, rent, lease, sell,

broadcast, publicly display, transmit or otherwise distribute;

"Open Game Content" means the game mechanic and includes the

methods, procedures, processes and routines to the extent such

content does not embody the Product Identity and is an

enhancement over the prior art and any additional content clearly

identified as Open Game Content by the Contributor, and means

any work covered by this License, including translations and

derivative works under copyright law, but specifically excludes

Product Identity.

"Product Identity" means product and product line names, logos

and identifying marks including trade dress; artifacts; creatures

characters; stories, storylines, plots, thematic elements, dialogue,

incidents, language, artwork, symbols, designs, depictions,

likenesses, formats, poses, concepts, themes and graphic,

photographic and other visual or audio representations; names and

descriptions of characters, spells, enchantments, personalities,

teams, personas, likenesses and special abilities; places, locations,

environments, creatures, equipment, magical or supernaturalabilities or effects, logos, symbols, or graphic designs; and any other

trademark or registered trademark clearly identified as Product

identity by the owner of the Product Identity, and which specifically

excludes the Open Game Content;

"Trademark" means the logos, names, mark, sign, motto, designs

that are used by a Contributor to identify itself or its products or the

associated products contributed to the Open Game License by the

Contributor

"Use", "Used" or "Using" means to use, Distribute, copy, edit,

format, modify, translate and otherwise create Derivative Material

of Open Game Content.

"You" or "Your" means the licensee in terms of this agreement.

The License: This License applies to any Open Game Content that

contains a notice indicating that the Open Game Content may only

be Used under and in terms of this License. You must affix such a

notice to any Open Game Content that you Use. No terms may beadded to or subtracted from this License except as described by the

License itself. No other terms or conditions may be applied to any

Open Game Content distributed using this License.

Offer and Acceptance: By Using the Open Game Content You

indicate Your acceptance of the terms of this License.

Grant and Consideration: In consideration for agreeing to use this

License, the Contributors grant You a perpetual, worldwide, royalty-

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Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing

date, and the copyright holder’s name to the COPYRIGHT NOTICE of

any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity,including as an indication as to compatibility, except as expressly

licensed in another, independent Agreement with the owner of

each element of that Product Identity. You agree not to indicate

compatibility or co-adaptability with any Trademark or Registered

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Identification: If you distribute Open Game Content You must

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Updating the License: Wizards or its designated Agents may publish

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Copy of this License: You MUST include a copy of this License with

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Open Game Content using the name of any Contributor unless You

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Inability to Comply: If it is impossible for You to comply with any of

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Termination: This License will terminate automatically if You fail to

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COPYRIGHT NOTICE

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000-2003, Wizards of the Coast,

Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich

Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,

John D. Rateliff, Thomas Reid, James Wyatt, based on original

material by E. Gary Gygax and Dave Arneson.

Gods & Heroes © 2013; Author John Lynch. 

13th Age © 2013, Fire Opal Media. Authors: Rob Heinsoo and

Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon

Rogers.

13th Age ArchmageEngine © 2013, Fire Opal Media. Author: Chad

Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo.

Edited by Cal Moore and Simon Rogers. 

Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo

Publishing, LLC; Author: Jason Bulmahn, based on material by

Jonathan Tweet, Monte Cook, and Skip Williams.

Advanced Player's Guide © 2010, Paizo Publishing, LLC; Author:

Jason Bulmahn.

Castles & Crusades © 2004, Troll Lord Games; Authors: Davis