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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
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Definitions:
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"Open Game Content" means the game mechanic and includes the
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enhancement over the prior art and any additional content clearly
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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