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Pangaea Games Presents Paridine Paridine The Era of War The Era of War 2 nd nd Edition Edition Paridine uses the “D100” Precise Combat System Players Tome Players Tome Written by Frank Mesa Copyright © 2012 Frank Mesa Build 8/09/2012

Paridine 2nd Edition

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Paridine Fantasy Combat Game

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Page 1: Paridine 2nd Edition

Pangaea Games Presents

ParidineParidineThe Era of WarThe Era of War

22ndnd Edition EditionParidine uses the “D100” Precise Combat System

Players TomePlayers TomeWritten by Frank Mesa

Copyright © 2012 Frank Mesa

Build 8/09/2012

Page 2: Paridine 2nd Edition

Table of ContentsTable of ContentsIntroduction.............................................................................................................3What is Paridine.......................................................................................................3The Necessities........................................................................................................4Character Creation...................................................................................................5The Character Sheet.................................................................................................6The Ages of the Land.............................................................................................10Magics....................................................................................................................11Character Races.....................................................................................................12Character Professions............................................................................................18Reserved Professions.............................................................................................34Endowments..........................................................................................................37Skills.......................................................................................................................43Skill Descriptions....................................................................................................45Casting Spells.........................................................................................................47Magic Spells...........................................................................................................48Minstrel's Songs.....................................................................................................50Monk Abilities........................................................................................................52Prayers and Miracles and Gods..............................................................................54Neutral Prayers.......................................................................................................54Good Prayers..........................................................................................................55Evil Prayers.............................................................................................................55Neutral Miracles.....................................................................................................56Good Miracles........................................................................................................56Evil Miracles...........................................................................................................57Shaman Spirit Calls.................................................................................................58Fear Charts.............................................................................................................61

Curses Chart...........................................................................................................62Bounty Board.........................................................................................................62Shops......................................................................................................................63Wizardry.................................................................................................................64Familiar Bonding....................................................................................................65Stables....................................................................................................................66Weaponry Description...........................................................................................67Weaponry...............................................................................................................68Armory Description................................................................................................70Armory...................................................................................................................71Weapon and Armor Attributes..............................................................................72The Basics...............................................................................................................73Dungeon Movement Chart....................................................................................74Overland Movement Charts..................................................................................75Treasure Charts......................................................................................................76Combat...................................................................................................................77Reference Chart.....................................................................................................78Taking Damage.......................................................................................................79Damage Types........................................................................................................80Elemental Damage.................................................................................................81Aces and Fumbles..................................................................................................82Body Chart.............................................................................................................84Size Classes.............................................................................................................85Experience..............................................................................................................85The Map of the Lands............................................................................................86

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IntroductionIntroduction“The ogre picks up a rock and throws it at you as hard as he can. You fail to evade the attack, and the rock hits you in the leg. You fail to block any damage with your shield, and your unarmored knee is smashed by the rock. You fall to the ground in pain. The ogre runs up to you while you’re down and attempts to stomp on you. Regardless of the pain and the disadvantage of being on your back, you manage to roll out of the way. You have an opportunity to attack. You bounce to your feet shifting your weight to your good leg, while limping forward and pressing the attack. You swing your sword at the ogre and he parries your attack. You swing again, but this time you catch him across his stomach. His leather absorbs some of the damage, but you still cut him deep enough to draw blood. The ogre flinches in pain leaving himself open for another attack. You swing again and your sword catches the ogre on his right forearm. The ogre screams in pain as he drops his club. You lunge in with your last opportunity for glory. Your sword punctures deep into the ogre’s throat. Blood pours heavily and the ogre falls to his knees and collapses at your feet.”

Have you ever been kicked in the groin by an orc? Ever had your hand cut off and then bled to death? Have you ever been shot in the neck with an arrow? Was there ever a time you came back from the brink of death to defeat many foes against all odds through sheer luck of the dice? If you answered “No” to any of these questions, then you have not played Paridine.

This is Paridine: Fantasy Combat to the Extreme! Paridine takes fantasy combat to the next level. Never again will you have to suffer through boring fights or long, drawn out bland battles with no drive or fear to survive. Your character gains experience on the fly, so after each battle he or she can better themselves. This game is not for the weak of heart. Your hero, regardless of experience and age, can be killed by a dragon or a single goblin. The lucky or unlucky rolls of the dice can determine your demise or your path to glory.

Paridine is a level-less game that is based purely on endowments, skills and probability. There is no godly Dungeon Master controlling the action. Every monster has different actions that are all random and all done on a unique probability chart.

Experience the thrill of what exciting combat is all about. Experience Paridine!!

What is ParidineWhat is ParidineParidine is a game that my friend Dallas Comstock created back in 1985. His idea and concept was to take the Game Master/Dungeon Master out of table top role playing games as much as possible. This doesn't mean the game doesn't require some kind of a narrator. It just means that the game is automated enough to draw out its own storyline using the random built-in game mechanics. Over the years we added charts and refined mechanics and tried to simplify battle to its barest form. Combat was the attractiveness of the game. The gritty, brutal and deadly combat.

This game is NOT designed to be an intense story driven system, it is more closely related to a dungeon crawl. This is a beer and nuts kind of game that you can sit back, slay monsters and gather riches. There is a very competitive nature to Paridine. And it is likely that party battles will happen often. The game is intended for 3-6 players not including the Narrator.

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The NecessitiesThe NecessitiesDDICEICE Paridine uses a percentile mechanic for resolving challenges. We refer to this as the Precise Combat System or “PCS-d100”. The PCS-d100 uses all the traditional role-playing dice. You will need at least the following: • one 20-sided die (d20)

• one 12-sided die (d12)

• two 10 sided dice (d10)

• one 8-sided die (d8)

• one 6-sided die (d6)

• one 4-sided die (d4)

Dice Abbreviations: These rules abbreviate dice rolls with phrases such as “2d12+1” (which means “two twelve-sided dice plus 1”, generating a number between 3 and 25). The first number tells you how many dice to roll (all of which are added together), the number after the “d” tells you what type of dice to use, and any number after that indicates a number added to or subtracted from the result.

Some examples include the following:• 1d8 or d8: One eight-sided die (generating a number 1-8).

• 1d8+2 or d8+2: One eight-sided die plus 2 (3-10).

• 2d10+2: Two ten-sided die plus 2 (4-22).

• d10x2: One ten-sided die rolled, multiplied by 2 (2-20).

• d100 or d%: This refers to a “percentile dice”. This is to generate a number 1-100; by rolling 2 different colored 10-sided dice. One color (designated before you roll) is the tens digit (high) and the other is the ones digit (low). For example a roll of a 7 and 1 would result in a 71. A 0 and 6 equals 6, while double-0s represents 100. Some pair of percentile dice are the same color in which case the tens digit is marked on the tens die in tens: 10, 20, etc., while the ones digit die is marked from 1-0. With these die a roll of a 70 and a 1 would yield 71.

• DC: Difficulty Class is a target number that must be matched or surpassed for whatever check is being attempted to roll.

BBATTLEATTLE-B-BOARDOARD Paridine combat is very strategic. The placement of your characters and locations of allies and foes is VERY important. This is why you should have a combat mat available to keep track of character locations. Your local game store sells a variety of mats that you can use. We suggest the Crystal Castle™ game mat.

MMINIATUREINIATURE You also will want a miniature or something to represent your character on the Battle-Board (The Paridine Narrator may have this already). The Paridine Narrator will need to have the Narrator Manual, which gives important information, advice, ideas and guidelines on how to run a proper Paridine RPG game.

CCHARACTERHARACTER S SHEETHEET You will need a copy of the character sheet provided on the last page of the player’s guide and a pencil with a good eraser. You also may want to use a calculator, but that's purely optional.

IIMAGINATIONMAGINATION Last, but not least, bring along a healthy imagination to explore deep dungeons and experience fantastic combat. The unknown awaits you; every turn of every corner could be your last.

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Character CreationCharacter Creation1- P1- PICKINGICKING AA P PROFESSIONROFESSION A profession defines what your character does for a living and will determine their skills and abilities. Notice that each profession has requirements that need to be met before it can be selected (Refer to Professions section on page ##). Be sure to choose the profession that will best fit the kind of character you are trying to create. It is important to know everything about your profession before continuing to the next step. Write down all of the profession's languages, skills, endowments, etc. Save the Ability Scores until step 3.

2- C2- CHOOSEHOOSE YOURYOUR R RACEACE Take some time to think about what sort of person you want your character to be. The race you choose will determine the advantages and disadvantages your character will have, sometimes including starting experience in order to buy different skills and abilities. It is important to know everything about your race before continuing to the next step (Refer to Races section on page ##). Write down all of the racial languages, skills, endowments, etc. Save the Ability Scores until step 3.

3- R3- ROLLOLL A ABILITYBILITY S SCORESCORES Like in most role playing games, a set of attributes will define your character. These attributes are called Ability Scores. Your starting ability scores can range from 22% to 85% depending on your race, profession and endowments. There are 6 scores that construct your characters abilities: Dexterity, Agility, Vitality, Intellect, Wisdom and Personality. Dexterity, Agility and Vitality represent your physical abilities, while Intellect, Wisdom and Personality represent your mental abilities. Ability mods, Assault Checks and Defense Checks are based upon these Ability Scores.

• Dexterity (Dex) represents your character's hand-eye coordination and his or her precise hand and arm movements.

• Agility (Agi) represents the nimbleness of your character as well as his or her skill and grace in physical movement.

• Vitality (Vit) represents your character’s endurance, physical toughness and his or her ability to withstand hardship or stress.

• Intellect (Int) represents the knowledge and education of your character as well as his or her job skill potential.

• Wisdom (Wis) represents your character’s ability to utilize knowledge and experience with common sense and insight.

• Personality (Per) represents the personal magnetism or charm of your character along with measuring his or her ability to lead and persuade others.

Start by rolling 2d10s, add the values and repeat that process 6 more times. You will have 7 numbers ranging from 2-20. Discard your lowest number and then add the other 6 numbers to the combined Ability Score bonuses from race and profession charts. You may place these 6 rolled values in any ability you wish. After this process you will have your final Ability Scores.

4- G4- GENERATINGENERATING A ASSAULTSSAULT ANDAND D DEFENSEEFENSE C CHECKSHECKS To generate Assault and Defense Checks all you must do is carry over your appropriate Ability Score to the related check. These scores go into your “Base” value. With the exception of Grapple. This scores is built upon an ability mod. The ability mod is the first digit in the corresponding Ability Score. Refer to The Character Sheet section on page ## for more information on how to build your characters Grapple score.

5- B5- BUYINGUYING E ENDOWMENTSNDOWMENTS Now it is time to purchase endowments with your starting experience, if you have any. Endowments are special abilities that can be obtained to further advance your character’s potential. Depending on your profession, some endowments are already given to you. Since your character is primarily defined by their endowments, it is important that you pick the right ones to fit the kind of character you want. Each endowment will have an experience cost along with requirements that are needed to obtain it (Refer to Endowments section on page ##). Keep in mind that many endowments have a “Preferred Profession,” this does not restrict the purchase of this endowment; It only makes the cost of that endowment cheaper if you are listed under “Preferred Profession.” The “Preferred Profession” cost is the second value listed under “Experience” in the endowment section.

6- B6- BUILDINGUILDING S SKILLSKILLS Time has come to allocate points into Job Skills. Your profession will determine what Job Skills are considered “Acquired” and “Non acquired.” If your race or profession gives you any skills to start, then these skills are considered “Acquired.” All other skills are considered “Non Acquired,” and suffer a -4 penalty when rolled. Almost every skill on your character sheet will have either the “A” box checked for “Acquired” skills or the “N” box checked for “Non acquired” skills. The only skills without this check are the “Non acquired” skills which also must be “Trained.” These “Trained” skills are indicated on the character sheet with a check mark in the “T” column. If your starting profession or race does not have these Trained skills to start, then they cannot be used at all (Refer to Skills section page ## for more information). As a standard it costs 50 experience to raise an “Acquired” skill up by +1 in the “Base” column, and 100 experience to raise a “Non acquired” skill up by +1 in the “Base” column. Your purchased skill points (under the “Base” column) cannot be higher than the bound “Ability Mod.” An “Ability Mod” is the first digit from your “Ability Score.” Almost every skill on your character sheet with have a number in this column, except for the “Trained” skills that your character doesn't start with. If you ever spend experience on learning the training-required skills, you can then write a number in the “Ability Mod” column for that particular skill.

7- A7- ALIGNMENTLIGNMENT Chose an alignment from Good, Neutral or Evil. Each has its own advantages and disadvantages. These alignments are static and may only be changed by player clerics, rings, potions, monsters, etc. Some races and professions have special alignment rules. Refer to the “Special” sections of your character's Race and Profession charts for more information. You must play your character's alignment as it is rolled (Refer to Alignment section on page ##).

8- S8- STARTINGTARTING E EQUIPMENTQUIPMENT Every starting character gets starting equipment. The equipment is listed on your character's profession page under “Starting Equipment.” You will write down all the starting equipment your character gets. As you adventure you will pick up treasures, items, weapons and armor, as well as lose them.

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The Character SheetThe Character SheetThe character sheet is the template that you use to track everything about your character. This section will explain every facet of the character sheet and give you the information you need to properly track your character.

At the top left of the first page of the character sheet, you have a character information box. That box has information about your character: name, race, height, weight and other descriptions that help flesh-out your character.

AALIGNMENTLIGNMENT Everyone has some sort of alignment towards benevolent or malevolent traits, and your character is no different. Your character starts as either good, neutral or evil. A character's starting alignment is not chosen, it is rolled. Roll a d6 to determine your alignment. On a roll of a 1-2 you are good, on a roll of a 3-4 you are neutral and on a roll of a 5-6 you are evil (unless your race or profession requires a different roll or no roll at all). These alignments are static and may only be changed by player clerics, rings, potions, monsters, etc. Some races and professions have special alignment rules. Refer to the “Special” sections of your character's Race and Profession charts for more information. You must play your character's alignment as it is rolled. If you are good, neutral or evil, you cannot break your alignment. Your character will think differently than a player. You may WANT to break an alignment rule, but your character may not.

There are only a few ways to change your alignment.• Player Clerics can use Conversion or Confession to change character's

alignment to their own.• Various potions, rings and spells can change alignments.

GoodA good character is kind and generous. They are well to do with their fellow beings.

Rules of living good.• Good characters must roll a perception to ascertain the motive

(hostile or non-hostile) of humanoids (starting races) before they can justify initiating battle. If a motive check fails, a good character has the option to talk to the humanoid, take a defensive stance or try to leave the Battle-Board. If a monster attacks you or your party first, you have a right to defend yourself.

• Good characters will give to those who need it, and they may only ask for a reward if it is an absolute necessity to receive one. They will give out small amounts of money if they feel they themselves are not in need of what they have.

• Good characters will look after the well being of the party, and they will try to solve any discord that may occur. A good character will only kill a party member if they see it as an absolute necessity.

• Good character than “can”, must make sure the party is in good health after a batter before they can search for treasure.

NeutralA Neutral character could care less about the quarrels between good and evil. They may choose to act as any other alignment. Keep in mind that neutral players don't benefit as much from certain items and abilities that are geared towards good or evil alignments.

Rules of living neutral.• A Neutral character has greater flexibility in what they are allowed to

do. They can perform acts that can be seen as evil, as long as it has a justifiable reason. i.e.: A Neutral character does not have to sense motive on humanoid encounter, because a neutral character can see everything as a potential threat in a dark, scary dungeon.

• A Neutral character can perform acts that can be seen as good, as long as it has a justifiable reason as well. I.e.: A Neutral character can help out party members and give them items or gold in the belief that it will save their own skin.

• A Neutral character cannot commit any truly evil or truly good acts. A Neutral character will not kill party members for no reason or give hand outs for no reason.

Evil A person of evil alignment will take advantage of opportunities that will benefit themselves. They will not hesitate to kill anyone to get what they want if they believe it is within their ability.

Rules of living evil.• Evil character's are greedy. They will not share their own possessions.

They will not aide another without overcharging.• Evil trusts no one.

• They will lie, cheat, steal and kill, if it's to their own advantage.

• However, evil characters are not stupid, they will submit to an act of charity or goodwill when their life may be on the line.

• An evil person may choose to attack anyone at will: Party members, humanoids, anyone.

XP BXP BANKANK (E (EXPERIENCEXPERIENCE B BANKANK)) This box is where you pool your character's total experience and unused experience earned between quests and fights in order to save up for skills, spells, endowments, etc. Total experience is the total experience your character has earned throughout his or her history. This is more of a personal reference so you can see just how much your character has done. Unused experience is the where you deduct experience you have used to purchase skills, spells, endowments, etc. Once that experience is spent, it is gone.

VVITALSITALS Life Force (L.F.)Life Force (L.F.) represents how much moderate damage your character can take before dying or becoming unconscious. Life Force is also a good reference as to the health and strength of your character. Every time you get sick, take damage, get poisoned or are struck with any other health altering ailments, your character will lose Life Force, but not permanently. Life Force can be recovered through healing potions, heal spells or resting. The maximum Life Force your character can achieve is only double that of the starting value (in most cases). It costs 50 experience to increase Life Force by one point. This changes the Life Force “Value” column. Your character's Life Force cannot exceed it's maximum unless changed magically, which changes his or her Life Force in the “Mod” column.Strength (Str.)Strength measures your character’s muscle and physical power. This ability is especially important for melee professions because it helps them deal greater damage using melee weapons. Strength rolls are needed whenever you need to do Strength Checks; mostly with melee combat. You apply your character’s Strength to:• Unarmed melee attack rolls or lifting a heavy object under stress.

• Damage rolls when using a melee weapon or a throwing weapon. (Exceptions: Some bows and crossbows do not allow for Strength rolls.) When you strike a foe with a weapon you add your Strength roll to the total damage of the weapon. A Strength roll is required each time you hit with that weapon. And so, your character's Strength value will change from hit to hit.

Your characters Strength is usually half of the Life Force value (rounded down). To roll a Strength check, you must roll the die equal to or greater than that of your Strength (excluding any values that can’t be achieved). You must roll the proper die to determine your random strength. If your character's Strength is an ODD number that does not have a corresponding die, then you must roll the next highest die value and disregard any rolls that exceed your character's strength. However, a d12 is the highest value dice rolled for Strength.

Example #1Life Force = 10

Strength = 5Strength roll is on a d6

exclude the 6

Example #2Life Force = 30Strength = 15

Strength roll is on a d12+3

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Toughness (TGH)Toughness is your character's bulk or lack there of. In most cases it is 0 unless you are a race or profession that is given bonuses or penalties due to size. Check the Race/Profession information when rolling up your character to see if you have any Toughness modifiers. During combat you can get hit with “Fatal Blows”. Anything that does enough damage to your flesh in one hit that would be considered deadly is a “Fatal Blow”. A “Fatal Blow” to the Head or Neck is 5 or more points of damage. A “Fatal Blow” to the torso or groin regions is 6 or more points of damage. With (+1) Toughness it moves the damage that is considered fatal up 1 point. With (-1) Toughness it moves the damage that is considered fatal down 1 point.

• All over damage is reduced 1 point for every +1 point of toughness.

• If your character exceeds 20 Life Force he gets +1 Toughness for reaching greater size class.

This chart is also used to determine whether a character is cut in half or decapitated. As a rule of thumb, if you can do MORE than double their “Fatal Blow” damage in one strike to their flesh with a slashing weapon you successfully cut the creature or target in half. If you can do more than quadruple their “Fatal Blow” damage in one strike with a blunt weapon you successfully tore the creature or target in half. This applies to every type of physical creature, monster, or character in the game. Larger creatures will have damage modifiers when you hit them, so reaching their “Fatal Blow” point is far more difficult.Movement (Move)Movement is how far you can move with each action. This is not based on any ability but rather bound to your race and profession. There are other endowments that can increase your movement rating. Standard movement is 20 feet (4 squares on the Battle-Board). Some races and professions have movement that varies from the standard.SpeedSpeed is the bonus you get with melee or throwing weapons when you are fighting.

Physical speed is based on your Agility Mod (the first digit of your Agility Ability Score) for physical attacks. This Speed value is then added to your weapon speed roll. So, if a Silent Blade attacks with a standard sword (D8 speed), they would have a d8 +6 (if Agility is between 60-69) as a final speed.

Mental speed is based on the particular spell of ability that is being performed. Each spell or an ability will have a speed die associated with it. So, if a Wizard attacks with a Fire Ball, they would have to roll the speed of the fireball spell as a final speed.Attack Bonus (A.B)Attack bonuses are how many extra attack actions you can get per round if you don't use a move action. Endowments, potions, spells, etc. can change or effect this value. This is not bound to any ability, but for rule of thumb, your Attack Bonus cannot exceed your Agility Mod.

DDAMAGEAMAGE True (damage to Life Force)True damage is the damage that requires healing. This damage is deadly, and has pain penalties associated with it. This is the most common damage in the game. When you hit zero Life Force your character is considered “bleeding and dying” and at that point have d4 rounds until death unless you are healed. Refer to Damage Type chart (Page ##). Pain (True Penalties) Pain is the penalty your character takes when he or she takes True damage to Life Force. For each point of True damage, your character will suffer -5 pain. This -5 is not a percentage and is taken directly off your character's Assault and Defense Checks until True damage is healed.Stun Points (S.P.) Stun is a penalty that effects your character like pain, but doesn't effect Life Force, and recovers every round. For every point of Stun damage your character takes, they will suffer -5 stun penalties. This -5 is not a percentage and is taken directly off your character's Assault and Defense Checks until recovered. Refer to Damage Type chart (Page ##).

Blood Loss (B.L.) Blood Loss is damage that is taken straight off your Life Force. Unlike True damage this does not impose a pain penalty. Blood Loss is not True damage and therefore cannot be healed like True damage. Blood Loss has to be recovered during the game through consumption of food and water. Refer to Damage Type chart (Page ##). Total (Total Penalties)Total penalties is a box to track your total Assault and Defense penalties imposed by the combination of Pain and Stun.

AABILITYBILITY S SCORESCORES DexterityDexterity represents your characters hand-eye coordination, and precise hand and arm movements. The higher this score the better your character can physically fight, and defend with physical weapons. Dexterity is an important trait to any fighter profession.AgilityAgility represents the nimbleness of your character as well as his or her skill and grace in physical movement. The higher your score the better your character can avoid attacks entirely, dodge arrows, and how quick your character is in combat. This is particularly important to bow and arrow using professions.VitalityVitality represents your character’s endurance and his or her ability to withstand hardship or stress. The higher this score the more likely your character is to avoid fatigue and certain types of poison damage. If you want to be tough you need more vitality.IntellectIntellect represents the knowledge and education of your character as well as her job skill potential. The higher this score the more languages you can learn, the more powerful your spells, the and easier you can cast magic. This is the primary and most important ability to wizards.WisdomWisdom represents your character’s ability to utilize knowledge and experience with common sense and insight. The higher this score the more mentally resilient your character is. This is the most important score for anyone who wants resistance to spells, and shaman's and clerics.PersonalityPersonality represents the personal magnetism or charm of your character along with measuring her ability to lead and persuade others.

AASSAULTSSAULT C CHECKSHECKS MeleeMelee is the assault check you roll when you are attempting to accurately hit something with a melee weapon. The higher this skill, the more accurate you are with melee weapons. This skill is based off your Dexterity Ability Score. The more Dexterity you have the better you will naturally be at swinging your weapon. Transfer your Dexterity Ability Score directly to your Melee Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Melee Assault Check “Mod”.AimAim is the assault check you roll when you are attempting to use ranged physical attacks on targets. Aim is used when you are shooting a bow, throwing a dagger, using a cross bow, tossing a potion, and so forth. This is based on your Agility Ability Score. The more Agility you have the better you will be at hitting targets with these weapon types. Transfer your Agility Ability Score directly to your Aim Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Aim Assault Check “Mod”.FortifyFortify is the assault check you roll when you have to muster your physical dominance. Fortify is used by monks to perform certain “Chi” based abilities. This is based on your Vitality Ability Score. The more Vitality you have the better you will be at Fortifying your inner physical energies. Transfer your Vitality Ability Score directly to your Fortify Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Fortify Assault Check “Mod”.

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ConjureConjure is the assault check you roll when you are attempting to cast a spell or activate some magical items. This ability is based on your Intellect Ability Score. The more Intellect you have the better you will be at Conjuring spells and using powerful, magical items. Transfer your Intellect Ability Score directly to your Conjure Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Conjure Assault Check “Mod”.FocusFocus is the assault check you roll when you are attempting to use prayers and spirit calls. This ability is based on your Wisdom Ability Score. The more Wisdom you have the more focus your character has to pray or channel. Transfer your Wisdom Ability Score directly to your Focus Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Focus Assault Check “Mod”.PerformPerform is the assault check you roll when you are attempting to sing a bardic song. This ability is based on your Personality Ability Score. The more Personality you have the more influential you will be with songs. Transfer your Personality Ability Score directly to your Focus Assault Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Personality Assault Check “Mod”.

DDEFENSEEFENSE C CHECKSHECKS ParryParry is a defense check that is done to block any incoming melee attack. This check is based on your Dexterity Ability Score. To parry any incoming melee attack you must also be using another melee weapon that is capable of parrying. Shields can be used to Parry, but unless you have the “Shield Proficiency” Endowment you will suffer a -20% to your Parry Defense Check. If your shield was used to parry you cannot use it to block the damage. Transfer your Dexterity Ability Score directly to your Parry Defense Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Parry Defense Check “Mod”.DodgeDodge is a defense check that is done to avoid attacks or dangers that cannot be parried; i.e.: falling rocks, monster stomping on you, pits, traps, arrows, and so forth. Dodge is based off your Agility Ability Score. Since this is an Agility based check, it suffers penalties from heavy armor. Transfer your Agility Ability Score directly to your Dodge Defense Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Dodge Defense Check “Mod”.GritGrit is a defense used to resist attacks or dangers that effect the physical body, and require a certain amount of fortitude to resist. Grit can be used to resist poisons, resist being knocked out, ward off sickness and disease, and so forth. Dodge is based off your Vitality Ability Score. Transfer your Vitality Ability Score directly to your Grit Defense Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Grit Defense Check “Mod”.ResolveResolve is a defense that is used to resist and ward off mental based spell attacks or influences. When you are being charmed, confused, or under other mental dangers like fear, you will need a high resolve in order to resist those effects. Resolve is based on your Wisdom Ability Score. The higher your Wisdom the better you are at resisting those dangers. Transfer your Wisdom Ability Score directly to your Resolve Defense Check “Base”. When you purchase an Endowment to change this score, you place the value received in the Resolve Defense Check “Mod”.

GrappleGrapple is a defense used when ever you are trying to resist being tackled, grabbed, or detained by another person or creature. Grapple is based on your Vitality Ability Mod (the first digit of your Vitality Ability Score) + your Strength. A Grapple Check is rolled with 2d10s + the “base” (this is rolled just like a skill check, refer to skill section for further details). When you purchase an Endowment to change this score, you place the value received in the Grapple Defense Check “Mod”.• Example: Grog the barbarian missed his Dodge Defense Check against

a Vine Trap. The vines try to entangle the barbarian and he must make a Grapple check vs. DC25 to avoid being entangled. Grog rolls 2d10 + 17 (7 Vit Mod + 10 strength) and rolls an 11 (+17) with a final result of 28

WWEAPONSEAPONS This box is a spot for you to keep track of the various weapons you possess. This is to keep track of the Weapon Name, Class, Racial bonuses, Magic and Quality bonuses, Speed dice, Aggravated damage, Size of weapon, Type of damage done, penalties that apply, the range or how far you can hit your target from, and total damage done. Refer to the weapons section to see how all of these numbers apply in game.

CCLASSLASS P POWERSOWERS This is a box to track Magic Points, Faith Points, Spirit Points and Banked Chi Points: The “mental reserves” used by the various classes. Magic PointsMagic Points are a value that represents the inner power that wizards have. Magic points are recovered through meditate endowment and recover magic potions. Magic points cost 10 experience per point.Faith PointsFaith Points fuel clerical prayers. Faith points are derived from tithing money (coins and gems) or anything with a “raw” gold value (excluding divine items). There are several ways a Cleric can achieve Faith Points:

1. Tithing gold or items with raw gold value result in cleric getting 10% of the gold value of that item in faith points. (Tithing 300 gold will give you 30 faith points)

2. If the cleric has a holy symbol, his or her faith points recover to 50 faith points after battle. Going up in titles will increase this cap. Only starting clerics can achieve cleric titles.

Spirit PointsSpirit Points represent the spiritual energy a shaman has accumulated from the spiritual plane. Shamans generate spirit points off of the sacrificing of dead foes. Spirit points received is equal to experience earned in that battle. Creatures that are “bleeding and dying” yield twice the spirit points. Sacrifice can only be used on living creatures. A shaman can not sacrifice undead, ethereal, elemental, etc. creatures.Banked ChiBanked chi is the amount of chi energy a monk has in his or her reserve to channel monk abilities. Chi points are essentially Life Force. A monk will not start out with banked chi. When a monk has reached the maximum Life Force of 20; He can choose to buy banked chi at the same cost of Life Force.

AAMMOMMO This is the field where you keep track of arrows and crossbow bolts. You can keep 20 arrows per quiver. This is to keep track of the Arrow/Bolt Name, Amount, Racial bonuses, Magic and Quality bonuses, Aggravated damage, Size, and total damage.

PPROFICIENCIESROFICIENCIES This section is just a series of check boxes to make it easy to keep track of Armor, Melee, and Ranged Proficiencies your character has.

AARMORRMOR This box is used by you to keep track of your armor. Like the weapons box you have areas to fill in the Armor Name, Class, Racial bonuses, Magic and Quality bonuses, Type, and total armor mitigation.

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SSTANDARDTANDARD S SKILLSKILLS This box is where you keep track of every skill you have. If it is an Acquired skill your character starts with, those are kept track of by checking boxes within the “A” column (this never changes). Any skill that your character doesn't start with is a Non acquired skill, those are kept track of by checking boxes within the “N” column (this never changes). Under the “T” column, a check means the skill must be “trained” to be used at all. Under the “Ability” column is the ability that skill is based on. Under the “Ability Mod” column, is the mod score (the first digit in the bound ability score). Write down the corresponding ability mod for every skill. The “Base” column is where you use experience to increase your skill level at a maximum of the bound ability mod. 50 experience for +1 point in the “Base” of an Acquired skill, and 100 experience for +1 point in the “Base” of a Non acquired skill. The “Mod” columns are for Endowments, potions, profession bonuses and race bonuses that change a skill. The “Total” column is equal to the total value of ability mod + base + mod + mod. Refer to Skills section page ## for further information.

SSHIELDSHIELDS This box is also like the armor box in that you can jot down any shield that you have including the Shield Name, Class, Racial bonuses, Magic and Quality bonuses, bonuses to parry, Size, Type, Block chance (on a d6), and total armor mitigation.

SSTAFFSTAFFS/W/WANDSANDS/O/ORBSRBS This is the section used to keep track of any magic user weaponry like staffs, wands, and orbs; including the Item Type, info regarding the item, the range at which you can use it, Size, Charges, and possible damage.

LLANGUAGESANGUAGES This section is just a series of check boxes to easily keep track of the languages your character knows. It also has the intellect requirement for each language in order for your character to obtain it. Having a language does not mean you can read and write in it. Your character must have the “Literacy” Endowment for that. Purchasing Languages is 100 experience per language for all character (except minstrels). This can only be done in town.

GGEMSEMS ANDAND C COINSOINS These fields are used to log the amount of treasure you have. The conversion to gold ration is next to the name of each treasure type (Diamonds: 1 diamond is worth 10 gold, Copper: 4 copper is worth 1 gold).

IITEMSTEMS/G/GEAREAR/I/INVENTORYNVENTORY This box is to keep track of your bulk. Your character can not carry much while traveling without two bags and a backpack. If you somehow lose one of these items, you loose all the gear inside. You can purchase new bags back in town, or find one on a monster. Normal characters can carry 5 large items, while a bag is only 1 large it can carry 2 large items or 10 small items (5 small items = 1 large). If your character reaches greater size class (>20 Life Force), they can carry 6 large items. Items that you place in your backpack or bags can be logged on the top of the second page of the character sheet. Items stored in your bags are harder to get to and require a full turn to retrieve and equip them.

SSPELLSPELLS/P/PRAYERSRAYERS/S/SONGSONGS/S/SPIRITPIRIT C CALLSALLS/M/MONKONK AABILITIESBILITIES This is the section you use to record all the special profession-specific abilities to your character. You can record the Name of the ability, the resource cost (from class powers), the possible damage of the ability, the range at which you can use the ability, and the Difficulty to use it.

EENDOWMENTSNDOWMENTS This section is a series of check boxes to make it easy to keep track of the Endowment that your character has. Any restrictions, cost, preferred profession, or description of these endowments can be found in the Endowments section.

SSPECIALPECIAL A ABILITIESBILITIES ANDAND T TRAITSRAITS This is where you keep track of special profession or race abilities, as well as abilities given by potions, any alignment changes, and permanent changes to your character that you need to keep track of. If this box becomes full write the rest on the back of your sheet.

SSPECIALPECIAL I INFORMATIONNFORMATION This section is to keep track of any additional information that you want to keep track of that pertains to your character or any of your weapons, armor, items, etc.

PPOUCHESOUCHES Each character has a minimum of 2 pouches and a 3 rd pouch if they are able to use elements. Characters cannot carry more pouches unless by magical means.• Food and Water: each player can carry 10 food and water in two

separate pouches.• Elements: Elements are only usable by character with the “Herbalist”

Endowment. Each character can carry up to 40 elements in their pouch. Elements are the earthen reagents used in spirit calls, herbal healing, brew potions, and so forth. If you do not have “Herbalist” Endowment you can not identify elements and you can't use this pouch.

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The Ages of the LandThe Ages of the Land11STST E ERARA: T: THEHE A AGEGE OFOF C CHAOSHAOS.. First there was what could only be described as the cosmic force, a god like energy without living conscience. It is said that the creator, god of all gods, spawned from this energy. Not much is known about this mysterious entity, as it has not been involved in the affairs of the world since the keeping of records.

Another also spawned from this energy, a being known as Antiquinus. While the creator had the desire for creation, so did Antiquinus have an appetite for destruction. After much fighting, the creator finally banished Antiquinus into another realm. The creator gave birth to a celestial world, followed by the high gods Kalo and Kako, two brothers who grew to compete on every level. They in turn created the lesser gods: Asta Kahsta Kettle, Quetzalcoatl, Dionautis, and Nexaddo. After the death of Kalo and Kako in “The Great Duel”, it is believed the creator was so saddened by the death of its sons that it exiled itself into the void of the cosmic force, never to be heard from again.

22NDND E ERARA: T: THEHE C CELESTIALELESTIAL A AGEGE.. With the high gods vanquished, the lesser gods took upon themselves the authority over the universe. War was inevitable. The gods of both sides soon began to build up their forces by creating the demi-gods: angels and demons. The war lasted over countless millennia, power changing sides every so often.

33RDRD E ERARA: T: THEHE E ELDERLDER A AGEGE.. The gods grew weary of the constant destruction and warfare in their celestial world. To prevent further scarring from war on their domains, they created a new battleground: Novus Bellum. On Novus Bellum, they created life. Plants, animals, magical creatures, and sentient beings roamed this new world. Paridonians, Munespring, Elves, Dwarves, Halflings, Orcs, Goblins, and Kobolds are the sentient beings that ruled Novus Bellum. The gods had created this world as a sort of “chess set”, and used the races as their pawns.

44THTH E ERARA: T: THEHE A AGEGE OFOF D DEMISEEMISE.. The creation of the world was almost the undoing of all life, gods, and mortals. During a struggle for power, one Paridonian used his magic to release Antiquinus, The Great Old One. Hungry for destruction and revenge, he began his purge on the universe. His reign of destruction and genocide was short lived. However, a reason unknown to any, he stopped before he had completed his annihilation of all.

55THTH E ERARA: T: THEHE A AGEGE OFOF W WARAR From the ashes of destruction, a new dawn emerged on the universe. This is the current age of the land. An age of war, an age in search of peace, and a time for heroes. The fate of the world is uncertain.

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MagicsMagicsAARCANERCANE W WIZARDRYIZARDRY Arcane Wizardry is taught among schools across the lands. It is a practice of harnessing arcane powers to perform great magical feats. The power of the arcane is drawn upon by Wizards and Magic users around the globe. To conjure these magics, it only takes the mere thought and focus of the wielder to manifest this power. No particular words or gestures are needed as it only requires magical essence within the caster herself. The arcane energy is drawn from an arcane dimension.

BBARDICARDIC C CHARMSHARMS Bardic Charms are spells and magical auras that minstrels can conjure. The minstrel can use the power of her voice, dance and movement to manipulate her surroundings luring and calling forth magical energies. The minstrel has very little control of direct magic but can summon great area effecting auras and spells that can assist a large number of people or effect foes on a grand scale. This energy is similar to arcane magic but isn't cast through any of the minstrel's internal magical essence. It is attracted to the minstrel naturally through thier charisma. Certain songs can call forth different types of magical effects.

CCHIHI E ENERGYNERGY Chi is a magical energy that is generated by ones own life essence. This can only be done by a few who have practice such a focus since birth. Chi can be used to heal, strengthen, and enhance your physical body. Monks harness this Chi Energy.

DDIVINEIVINE P POWEROWER Divine Power is wielded by clerics. It is a power that comes from some kind of god, deity, or demigod. This power is fueled on the Clerics devotion, sacrifice and faint in his god. Faith drives this power and this power can be so great it could destroy even the most powerful demigods.

SSPIRITUALPIRITUAL E ENERGYNERGY Spiritual Energy is energy derived from the spirit world. Through sacrifice, meditation and spirit walking shamans of the land can summon forth energies from beyond the grave. Ancestral spirits, spirits of fallen warriors, animal spirits, and even dark energies that never existed in this plane. They can imbue weapons and armor with this spiritual energy giving them twisted and powerful attributes and are a mystery to most. These worshipers of the dead perform bloody rituals on themselves and their fallen foes. This kind of spiritual experience gives these shamans a different outlook on life than most. They do not see good or evil. They see neutrality in everything.

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Character RacesCharacter RacesHHUMANSUMANS Humans are the most populated race in Paridine. Their race arose after the “Conflict of the Elders”; a time when Dwarves vanished into the ground, Halflings retreated to safe and more protected lands, and Elves shunned all outsiders due to their innate arrogance. The humans flourished around the land easily as they adapt better than any other race. As a lenient race, humans are far more forgiving and friendly to outsiders than any other race. Playing a Human is beneficial because they are well-rounded character with hardly any limitations to what they can be or what they can do. They are widely accepted throughout the land and they are welcome among most societies.ParidoniansParidonians are the human given names to their race. Savages until the 4th age, they grew and claimed “Omus: The City of Man!!” their stronghold.

EldersElders are a mysterious race who might predate all of the elder races. They are immortal as they stop aging after they reach full physical maturity. Elder's mental capabilities are unmatched, making them the smartest sub-race in the lands. They are inherently magical beings who worship the way of magic and the mind. Elders are smaller than Paridonians and have very pale skin with eyes that glow brightly. They do best to follow the ways of magic, but they are surprisingly tough and resilient. It wasn't until the 4th age that Elders resurfaced across the lands. No one knows of their true origins.

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Strengths High Mental AbilitiesWeaknesses Weak Physically

Life Force 8 (24 Max)Toughness +1

Dexterity +20Agility +20Vitality +40Intellect +40Wisdom +40

Personality +10

Language Paridonian, Runic

Move 4 (20 feet)

Racial Skills Lore (Arcane +2), Lore (History +2)

Special Alignment is always NeutralLife Force costs twice as much to

purchase.

Strengths NoneWeaknesses None

Life Force 10 (20 Max)Toughness 0Starting XP 100 Experience

Dexterity +30Agility +30Vitality +30Intellect +30Wisdom +30

Personality +30

Language Paridonian

Move 4 (20 feet)

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DDWARVESWARVES Dwarves are the builders of Paridine. The majority of the Dwarves in Paridine live in Mount Omen while others are scattered about the lands. Dwarves are stubborn by nature and even carry a mean streak if they get frustrated or impatient.Mountain DwarvesMountain Dwarves live deep in the earth under Mount Omen, secluding themselves from all other societies. They spend most of their time constructing the best weapons and armor ever seen in the land. Mount Omen is a shattered mountain, half destroyed to rubble as a demonstration of power by an evil Litch in the 3 nd age. Since then they have rebuilt their large monuments and buildings that shadow their previous society. They are very strong and in combination with their superb armor and weapons can make them practically an unstoppable force physically.

Nomad DwarvesNomad Dwarves are Dwarves that have been banned from the core of the Dwarven society. They were banished from Mount Omen due to some crime against the Dwarven culture or society. Unlike Mountain Dwarves, they don’t’ care for forges or iron. Living outside of the traditional Dwarven culture, Nomad Dwarves developed unique characteristics that set them apart from the rest.

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Strengths Tough, Wise, LikableWeaknesses Slow Movement, Weak Physical Abilities

Life Force 10 (20 Max)Toughness 0

Dexterity +20Agility +20Vitality +40Intellect +20Wisdom +30

Personality +40

Language Paridonian, Dwarven

Move 3 (15 feet)

Endowments Berserk, Night Vision, SturdinessRacial Skills Appraise +2, Athletics -2, Deceive +2,

Charm +2, Lore (Local +2)

Strengths Strong Armor, RuggedWeaknesses Slow Movement , Weak Dodge

Life Force 12 (24 Max)Toughness +1

Dexterity +30Agility +20Vitality +40Intellect +30Wisdom +30

Personality +20

Language Paridonian, Dwarven

Move 3 (15 feet)

Endowments Berserk, Night Vision, SturdinessFind Secret Passages

Racial Skills Appraise +2, Athletics -2, Lore (Dungeon +2),

Repair (Metal and Leather +2),

Special All non-natural starting weapons and armor get an Dwarven racial bonus (+/- 2 to

class)

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EELVESLVES Elves are one of the oldest races in the realm of Paridine. Along side the Dwarves and Halflings; they are the founders of the original societies of Paridine. Elven lore holds true to most myths in the realm, and out of all the races in the land, the elves have the wisest of elders. Due to an internal debate in their social class the Elves broke up into 3 vastly different societies. High ElvesHigh Elves are the largest and most accepted group of Elves in Paridine. They are the original culture of Elves and have one of the largest cities at the northern tip of Paridine. Lemuria is the stronghold and heart of the High Elf society. These Elves are elegant, graceful, and very proper in all ways of life.

Wood ElvesWood Elves are elves that have fled the Elven society retreating into the Deep Woods and surrounding natural environments around Lemuria. They live in the wild and while they don’t hate the High Elves, they disagree with their customs of uniformity and unification of all citizens. These Elves live freely and without the restraint of High Elven laws.

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Strengths Agile, Wise, Perceptive, Good Armor

Weaknesses Physically Weak, Little Personality and Smarts

Life Force 8 (16 Max)Toughness 0

Dexterity +30Agility +40Vitality +20Intellect +20Wisdom +40

Personality +20

Language Paridonian, Elven

Move 4 (20 feet)

Endowments Acute Senses (Perception +2)Racial Skills Athletics +2, Lore (Nature +2)

Special All non-natural starting weapons and armor get an Elven racial

bonus (+/- 1 to class)

Strengths Smart, Perceptive, Good ArmorWeaknesses Physically Weak, Low Toughness

Life Force 8 (16 Max)Toughness -1

Dexterity +30Agility +30Vitality +20Intellect +40Wisdom +20

Personality +30

Language Paridonian, Elven

Move 4 (20 feet)

Endowments Acute Senses (Perception +2)Racial Skills Athletics +2, Lore (Arcane +2)

Special All non-natural starting weapons and armor get an Elven racial

bonus (+/- 1 to class)

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Dark ElvesDark Elves are the outcasts, they are decedents of High Elves but left their society ages ago. They are malevolent and wicked in the way they think. While not necessarily evil, they do have a greedy streak and selfish attitude. They will be drawn to power, a lust that initially caused the blackening of their skin. Their ancestors were into wicked rites and dark arts of magic and witchery that aligned them with evil forces; it was through the use of this type of magic that tainted their blood. They were to always remember their past by being permanently tainted by the powers that be.

HHALFLINGSALFLINGS Halflings are one of the smallest races in all of Paridine. They are about half the size of humans and they hail from the southern part of Paridonia. Living in isolated fields and mountains, they have little contact with other societies. They can make fierce warriors but most tend to be explorers. Countryside Half lingsCountryside Halflings live in the Huckland Fields where they farm, mind their own business, and care little of the troubles of others. They party, dance, smoke and drink. These Halflings are very charismatic, persuasive, and likable characters.

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Strengths Very Personable, Very Agile, Stealthy and Spell Resilient

Weaknesses Low Physical Strength, Low Toughness, Slow Movement

Life Force 6 (12 Max)Toughness -1Starting XP 100 Experience

Dexterity +20Agility +40Vitality +20Intellect +30Wisdom +30

Personality +40

Language Paridonian

Move 3 (15 feet)

Racial Skills Intimidation -6

Special Resolve +10Alignment can be either Good (1-2 on a d4) or Neutral (3-4 on a d4),Size bonus to Stealth checks +4

Strengths High Physical AbilitiesWeaknesses Weak Mental Abilities, Not Personable

Life Force 10 (20 Max)Toughness 0

Dexterity +40Agility +40Vitality +30Intellect +20Wisdom +20

Personality +20

Language Paridonian, Elven

Move 4 (20 feet)

Endowments Night Vision, Acute Senses (Perception +2)

Racial Skills Athletics +2

Special Alignment can be either Neutral (1-2 on a d4) or Evil (3-4 on a d4).

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Highland Half lingsHighland Halflings are great warriors who reside in the Foggy North. These Halflings also keep secluded in the mountains, but as a rite of adulthood they venture away from their home in the Foggy Mountains to seek adventure and kills. They have been known to be called upon in times of need to protect the other Halfling races; acting as militia. While willing to help, they do shun and look down on the weak and the dependent.

River-folk Half lingsRiver-folk Halflings live the farthest north of all Halflings, making their home across the rivers that spawn from Tatum Lake. They are the curious ones, the ones that venture beyond the safer locations at the Huckland Fields or the Foggy North. These halflings care for all halflings but tend to not trust other races. As adventurers, they make excellent explorers, and hunters; leaving them the unspoken watchers and protectors of the halfling lands.

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Strengths Very Agile and Wise, Athletic and Stealthy

Weaknesses Low Smarts and Ruggedness, Physically Weak

Life Force 6 (12 Max)Toughness -1Starting XP 100 Experience

Dexterity +30Agility +40Vitality +20Intellect +20Wisdom +40

Personality +30

Language Paridonian

Move 3 (15 feet)

Endowment Acute Senses (Perception +2)Racial Skills Athletics +2, Intimidation -4, Lore

(Geography +2)Special Size bonus to Stealth checks +4

Strengths High Physical Attributes, Wise, Fast

Weaknesses Physically Weak, Low Smarts

Life Force 8 (16 Max)Toughness -1Starting XP 100 Experience

Dexterity +40Agility +40Vitality +30Intellect +20Wisdom +30

Personality +20

Language Paridonian

Move 4 (20 feet)

Endowments Evasion

Special +2 weapon speed, Size bonus to Stealth checks +2

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MouselingsMouselings were once humans. Long ago, the small village of Brine had an overwhelming plague of rats and mice. The infestation was so bad that crops could not be sewn. Seeds were eaten as quickly as they were planted. And every single man, woman and child had scars from these little beasts. Just as it seemed that the village would be lost, a Man in Black appeared saying he could rid the town of this plague of vermin. For a price. All he asked was that each family surrender their most valuable treasure to him. Without thinking, the people quickly agreed. The man in black said, “On the morrow, from the time the sun rises until the sun sets all shall leave the village, and whence you return, you shall be rid of your unwanted guests.”

As instructed, at the break of dawn, all of the residents left Brine; Except for one curious child hiding the woods. And what the child saw amazed her. The man in black was standing in the center of town. He started playing his pipe and slowly he began to dance and jump as he moved up and down the streets spinning and twirling. Rats and Mice begin coming from every cranny and corner of the village, gathering around the Musician, moving to both the music and his will. The mice moved like waves of water toward the Man in Black, separating around his feet. Finally he began moving and leading this army out of the village, and eventually to a cliff where he bid them with a motion of his arm to jump. Wave after wave of rats and mice fell to the ocean until they were all gone. The girl, enthralled at what she had witnessed, ran to tell her family this grand tale. The story quickly spread throughout the camp of village inhabitants.

When dusk finally fell, all returned to their village to find the Man in Black waiting for them outside of a church, lifting his head just enough for his eyes to see the crowd. He said “The deed is done… payment is due.” A nervous pause quieted the crowd, and they quickly remembered what their agreement was. Those who had gold did not wish to part with it. Those with a family heirloom found it difficult to lose. And the poor, whose only treasure were their children, found excuses not to pay.

A voice finally erupted from the crowd saying, “How do we know he didn’t bring this plague to us?! Anyone who could rid us of all these vermin in a single day can just have easily infested us with them.” Suddenly, the Man in Black was struck with a rotten cabbage, knocking his hat off, and revealing a very dark and sinister appearance: small dark eyes on an emotionless face. A silence hushed over the crowd, and one man stepped forward, pushing the Man in Black to the ground. The rest of the villagers followed in suit, beating the Man in Black mercilessly, and finally knocking him unconscious. In the morning he awoke to find himself in the stocks. The crowd had been reduced to a few curious onlookers. The Man in Black muttered, “Payment is due. Pay me now or the cost will be beyond measure.” The onlookers scoffed at his remark. The Man in Black took a deep breath and began to whistle a small tune. A strange sound coming from a large pile of earth caught the attention of the onlookers. As they looked upon it, a terrifying beast rose out, causing the crowd to flee, screaming in dread. The commotion alarms the village.

The creature grasped the stockade and snapped the top off, freeing the man in black. The creature then walked heavily back into the earth, as though walking down stairs, and disappeared within the earth. The village had gathered to find the Man in Black standing near the broken stockade peering at them with his small dark eyes. He clapped his hands and slowly separated them. A golden flute appeared, and he began playing an entrancing tune which quickly grasped the crowd and hushed the whole village. When the melody ended the Man in Black gazed once more over the crowd as a breeze settled over them, he said, “Payment begins on the morrow.” And as if made from mist the man disappeared into the breeze. The following morning the people of Brine, found much to there horror, they had become a twisted version of what they meant to be rid of. It has been 832 years since the day the Man in Black came to Brine. And all that remains of this sordid history is a tale told to the Mouseling Children. A tale no one really believes.

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Strengths Very Agile and Stealthy Weaknesses Low Smarts and Ruggedness,

Physically Weak

Life Force d4 (8 Max)Toughness -2Starting XP 100 Experience

Dexterity +30Agility +40Vitality +10Intellect +30Wisdom +30

Personality +30

Language Paridonian

Move 2 (10 feet) / 4 (20 feet) on all fours

Endowment Acute Senses, Night VisionRacial Skills Athletics +6 (tail), Intimidation -6

(cute), Survival +4Special Size bonus to Stealth checks +6,

Get an additional +4 to Athletics checks vs Climbing, 50% chance

traps don't effect them

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Character ProfessionsCharacter ProfessionsAATHLETETHLETE Athletes are very healthy and conditioned citizens. They have spent most their life being very active in either local sports or personal hobbies. They make great ranged or distanced attackers. Athletes exist in every culture. Their enhanced physical advantages can give them a great edge when adventuring in the wild or taking on grueling quests.

Title Requirements XP Cost Benefit

1- Fleetfoot Agile, Lightning Reflexes 50 • Athlete gets a free 10 foot step instead of a 5 foot step.

2- Surefoot Quick Draw, Evasion 50 • +1 to Athletics mod• Can get up from a knock down with 1 action

3- Chucker Catch Missile Weapons, Precise Shot

75 • +1 to target's blood loss rolls• +1 speed to all thrown weapons• +1 damage to all thrown weapons

4- Impaler Combat Reflexes, Quick Shot, Fortitude I

100 • +1 aggravated damage to any thrown weapon• injured targets suffer a -1 movement

5- Olympian Improved Accuracy, Ground Fighting

150 • +5% to Grit Checks (not to exceed 85%)• +1 speed to all thrown weapons• +1 damage to all thrown weapons

6- Field Warden Physical Champion, Sniper 200 • Additional -10 penalty from targets dodge against thrown weapons• +1 damage to all thrown weapons

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Role Ranged Damage DealerDifficulty To Play Easy

Strengths • Quick on their feet• Can stay out of melee combat

Weaknesses • Minimal Armor • Low Intellect• Limited Ammo

Dexterity +20Agility +30Vitality +20Intellect +10Wisdom +20

Personality +20

Endowments Weapon Proficiency [Throwing], Acrobatics, Fleet Footed (+1 Movement)

Job Skills Athletics +4 (+2 from Acrobatics)

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Short Sword (+2) • 2d10 Throwing Knives (+1) or 2d4 Javelins (+3)• Backpack, 2 Bags, 10 food and water, 50 feet of Rope, Common

Clothing, Dagger (+1), Torch

Special • Athletes can disengage any target without taking a penalty.• If an athlete does a full run (two action movement) they will get a

bonus of 5 feet movement (1 square)• Athletes get a +d4 strength roll to throwing weapons

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BBARBARIANARBARIAN (H (HUMANUMAN O ONLYNLY)) Barbarians are savage warriors in the realm of Paridine. They can reach strength that is unsurpassed by any playable character. These barbarians reside in scattered village among the continent of Nurock. They look down on magic so much that they are infuriated when it is used against them. Prejudice against non-human civilizations, barbarians will shun anyone that is not of their kin. A weak resolve is a barbarians Achilles heel and makes them an easy target for mental influence. Their goal is to show the realm of Paridine that the power of steel is what drives the universe. When it comes to enemies in numbers, any party will do best to have a Barbarian on their side!

Title Requirements XP Cost Benefit

1- Pillager 16 Life Force, Bravery I, Iron Grip 50 • +1 Search Mod• +1 to weapon speed rolls

2- Raider 20 Life Force, Fortitude, Power Attack

50 • +1 Intimidation Mod• +2 to strength rolls (can exceed maximum)

3- Usurper 24 Life Force, Fighting, Heavy Hitter

75 • Barbarian ignores up to 5% pain penalties when damaged (per injury)• +1 Search mod

4- Death Stalker Shield Proficiency, Profound Swing, Uncanny Defense +1

100 • +1 to target's blood loss rolls• +2 to strength rolls (can exceed maximum)

5- Destroyer Die Hard, Fortitude II, Stubborn, Uncanny Defense +2

150 • +1 to weapon speed rolls• +1 Toughness

6- Conqueror Physical Champion, Short Fused, Uncanny Defense +3

200 • Barbarian ignores up to 10% pain penalties when damaged (per injury)• +2 to strength rolls (can exceed maximum)

19

Role Melee Damage DealerDifficulty To Play Easy

Strengths • Powerful melee attacks • Can get a chain of multiple attacks when damaging foes

Weaknesses • Low Armor• Berserking can lead to death of allies• Weakness against spells

Life Force +2d6+2 (24 Max)

Dexterity +30Agility +20Vitality +30Intellect +10Wisdom +10

Personality +20

Endowments Armor Proficiency [Medium], Berserk, Prejudice, Toughness +1,Weapon Proficiency [Axes, Blades, Blunts, or Spears]

Job Skills Intimidation, Survival

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• 1 melee weapon of choice• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Blood Lust: Barbarians get +1 attach action per turn every time they deal damage to a target. (after 10 total actions they go instantly berserk; please read complication of berserk under the endowment page)

Page 20: Paridine 2nd Edition

BBERSERKERERSERKER (M (MOUNTAINOUNTAIN D DWARFWARF O ONLYNLY)) Berserkers are dwarves so enraged from being exiled that they are in a constant search for redemption. Such shame in life leaves them yearning for a worthy death. But to die a meaningless death or one that was given easily would shame their name even further. And so, these dwarves fight, fiercely, wearing light armor and without shields. They hope to find a worthy foe who can give them the worthy death they seek; redeeming their shamed name.

Title Requirements XP Cost Benefit

1- Cleaver leaver

16 Life Force, Iron Grip, Short Fused

50 • +1 to weapon speed rolls• +1 Intimidation Mod

2- SundererSunderer

20 Life Force, Die Hard, Power Attack

50 • +1 to strength rolls (can exceed maximum) • +1 Toughness

3- Blade-stormlade-storm

24 Life Force, Bravery I, Heavy Hitter

75 • Berserker can use weapons as a shield on a roll of a 1-2 rather than just 1+1 Intimidation Mod

4- Blood-letterBlood-letter

Fortitude I, Split Attack, Stubborn

100 • Split Attack is only a -10% to Melee rather than -20%• +1 to strength rolls (can exceed maximum)

5- Fury BringerBlood-letter

Bravery II, Fighting, Profound Swing

150 • +1 to weapon speed rolls• +1 Intimidation Mod• -10% on targets parry or dodge checks (from melee attacks)

6- Rage-forgerRage-forger

Fortitude II, Physical Champion, Uncanny Defense +1

200 • +1 free attack when ever you land a killing blow• +1 to strength rolls (can exceed maximum)

20

Role Melee Damage DealerDifficulty To Play Easy

Strengths • Can deal multiple “full” powered attacks• Dual Wielding

Weaknesses • Minimal Armor• Will never used ranged attacks

Life Force +2d8 (24 max)

Dexterity +25Agility +25Vitality +30Intellect +20Wisdom +20

Personality +10

Endowments Ambidextrous [+1 AB], Bravery, Weapon Proficiency [Axes and Blades]

Job Skills Intimidation

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Two weapons of choice• Backpack, 2 Bags, 10 food and water, 50 feet of Rope, Common

Clothing, Dagger (+1), Torch

Special • Berserkers get a +1 free attack when ever they get hit. (regardless if damage is done and even if its a killing blow)

• Berserkers can Berserk in 1 action.• Berserkers will never use ranged missile weapons• Berserkers can use their weapons as shields (roll of a 1 on a d6)

class of the weapon is the class of the shield.• Berserkers will never learn higher armor proficiencies.

Page 21: Paridine 2nd Edition

BBLADELADE M MASTERASTER (H (HIGHIGH E ELFLF O ONLYNLY)) Blade Masters are the special forces of the High Elf military. They are a regimen of soldiers dispatched by the High Elves to complete secret missions. Unlike Elven Knights, they are not apart of the main military branch. These Elves were intended for the quick and quiet assassination.

Title Requirements XP Cost Benefit

1- Wind-bladeWind-blade

Acrobatics, Agile 50 • +1 to weapon speed rolls• +1 damage with blade weapons

2- ReaverReaver

Combat Reflexes, Lightning Reflexes

50 • +1 Athletics Mod• +1 aggravated damage to any blade attacks

3- Shadow-knifeShadow-knife

Cautious, Fleet Footed, Uncanny Defense +1

75 • +1 damage with blade weapons• +1 Athletics Mod

4- Knife-dancerKnife-dancer

Ambidextrous, Split Attack, Uncanny Dodge

100 • +1 to weapon speed rolls• If you roll double on a successful melee check; targets don't get a shield roll

5- Sun-bladeKnife-dancer

Fighting, Quick Draw, Skilled Attacker

150 • +1 damage with blade weapons• +1 Athletics Mod

6- Elder-swordKnife-dancer

Blind Fighting, Ground Fighting, Physical Champion

200 • -10% to targets parry and dodge (this stacks with the special penalties)• If you roll double on a successful melee check; targets first layer armor is 1/2

21

Role Melee Damage DealerDifficulty To Play Easy

Strengths • Very Fast with blades• Reduces enemy defenses with each attack

Weaknesses • Low Armor• Will not used ranged attacks

Life Force +2 (10 start / 20 max)

Dexterity +30Agility +30Vitality +20Intellect +20Wisdom +20

Personality +10

Endowments Weapon Focus [Blades], Weapon Proficiency [Blades]

Job Skills Athletics

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Broad Sword (+5 +1 elven)• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Blade Masters get +1 speed when using blade weapons• Blade Masters will never use shields or ranged missile weapons • Blade Masters impose a -10% penalty to targets defenses for every

melee attack they get against that foe in that round (blades only). This effect stacks so on 2nd attack target is at -20% and if there is a 3rd attack the target is -30% and so on.

Page 22: Paridine 2nd Edition

BBOUNTYOUNTY H HUNTERUNTER Bounty Hunters make their money by hunting down villains, creatures, or anything that others will pay money for. They are wise and persistent trackers. And will go to any means to get the job done. To a bounty hunter a contract is as solid as steel.

Title Requirements XP Cost Benefit

1- Mercenary Fletching, Quick Draw 50 • +1 Charm Mod• +1 to cross-bow speed rolls

2- Investigator Detect Man-Made Traps, Investigator

50 • +1 Intimidation Mod• +1 damage with cross-bows

3- Agent Deceitful, Precise Shot, Sneaky 75 • +1 Lore (Local) Mod• +1 to cross-bow speed rolls

4- Seeker Improved Accuracy, Persuasive, 100 • +1 Mechanical Mod• +1 damage with cross-bows

5- Bailiff Blind Fighting, Quick Shot, Rapid Reload

150 • +1 Charm Mod• +1 Attack Bonus on bounty targets

6- Huntsman Back Stab, Physical Champion, Sniper,

200 • +1 Lore (Local) Mod• +1 to cross-bow speed rolls• +1 damage with cross-bows• Bounty rewards are doubled

22

Role Ranged and Melee Damage DealerDifficulty To Play Medium

Strengths • Accurate with physical attacks• Can earn extra money killing bounty targets

Weaknesses • Low Damage• Low Intellect

Dexterity +30Agility +20Vitality +20Intellect +10Wisdom +20

Personality +20

Endowments Alertness (Perception +1), Armor Proficiency [Medium], Contacts, Tracking, Weapon Proficiency [Blade and Crossbows]

Job Skills Charm, Intimidation, Lore (Local), Mechanical

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Chain Mail (-4 Flexible) [Medium]• Sword (+3)• {2} Hand Cross-Bow (+2d4) or {1} Cross-Bow (+2d6) • 2d10 Bolts• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Bounty Hunters can re-roll one missed physical attack once per encounter. (Even if that attack was a Fumble)

• Bounty Hunters that make a Lore (Local) check DC18 can get 2 bounties instead of one.

• Bounty Hunters get double monetary rewards for bounties.

Page 23: Paridine 2nd Edition

CCLERICLERIC Clerics are holy men that follow a faith in a certain god. The god they worship isn’t as important as the faith they have in that god. Their divine power comes from their god, and their god exists because of their faith. They can be devastating against ethereal, undead, and even the most powerful of foes. Depending on a Cleric's alignment, they can be a powerful healer or a powerful combatant.

Title Requirements XP Cost Benefit

1- Acolyte Bravery I 50 • Your faith points can replenish to 100 after each battle (if it is below)• +1 to prayer speeds

2- Prophet Discipline, Strong Willed 50 • Your faith points can replenish to 200 after each battle (if it is below)• +1 to Lore (Religion) Mod

3- Worshiper Bravery II, Steady Mind I, 75 • Your faith points can replenish to 300 after each battle (if it is below)• +1 to prayer speeds

4- Arch-priest Divine Faith, Literacy, Persuasive 100 • Your faith points can replenish to 400 after each battle (if it is below)• Your melee weapon deals an additional d4 holy damage (to any foe)• +1 to Lore (Religion) Mod

5- Elder Bravery III, Physical Champion 150 • Your faith points can replenish to 500 after each battle (if it is below)• +1 to prayer speeds

6- Avatar Mental Champion 200 • Your faith points can replenish to 600 after each battle (if it is below)• Holy Aura: All undead or demonic creatures in presence of the avatar must

roll resolves check once per turn or take 1 point of aggravated damage.

23

Role Healer-Support / Melee Damage Dealer Difficulty To Play Hard

Strengths • Can call upon many prayers and miracles to help in combat• Exceptionally powerful vs undead and demonic foes

Weaknesses • Usually low on money• Low melee damage

Dexterity +20Agility +20Vitality +10Intellect +20Wisdom +30

Personality +20

Endowments Armor Proficiency [Medium], Cleric, Weapon Proficiency [Blunts]

Job Skills Charm, Lore (Religion)

Information • Starting Clerics get (100 X Wisdom Mod) Faith Points

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Chain Mail (-4 Flexible) [Medium]• Breastplate (-6 Rigid) [Medium]• Mace (+3) and Shield, or Great Hammer (+6) • Holy Symbol (+50 to Faith Recovery)• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Clerics are not effected by fear effects from any undead or demonic enemies.

• Clerics can re-roll one failed focus check on a prayer (once per combat).

Page 24: Paridine 2nd Edition

EEXPLORERXPLORER Explorers are the adventurers of Paridine. They especially love the thrill of exploring untouched caves, abandoned castles, and desolate dungeons. Driven by their curiosity, they seen hidden treasures within their adventures. With such experience, they have an eye for hidden passages and possible traps. An Explorer is rarely lost always knowing how to find his bearings.

Title Requirements XP Cost Benefit

1- Fortune Hunter Agile, Alertness 50 • +1 to weapon speed rolls• +1 Appraise Mod

2- Pioneer Investigator, Tracking 50 • +1 Lore (Dungeoneering) Mod• +1 Search Mod

3- Pathfinder Cautious, Fletching, Stealthy 75 • +1 Mechanical Mod• +1 damage with bows

4- Trailblazer Diligent, Fleet Footed, Point Blank Shot

100 • +1 Lore (Dungeoneering) Mod• +1 Appraise Mod• +1 Search Mod

5- Spelunker Evasion, Improved Accuracy, Quick Shot

150 • +1 to weapon speed rolls• +1 Athletics Mod• +1 damage with bows• You can use your extra defense roll against traps to save a party member

6- Dungeoneer Lightning Reflexes, Precise Shot, Sneaky

200 • +1 Lore (Dungeoneering) Mod• +1 Appraise Mod• +1 Search Mod• +1 to weapon speed rolls

24

Role Ranged Damage DealerDifficulty To Play Medium

Strengths • Keen on avoiding traps• Perceptive of secret passages

Weaknesses • Weak melee skills• Low Vitality

Dexterity +20Agility +30Vitality +10Intellect +25Wisdom +25

Personality +10

Endowments Armor Proficiency [Medium], Detect Man-Made Traps, Find Secret Passages, Skill Mastery: Athletics, Weapon Proficiency [Bows]

Job Skills Appraise +2, Athletics (+2 from Skill Mastery), Lore (Dungeoneering), Mechanical

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Chain Mail Shirt (-4 Flexible) [Medium]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Bow (1d8) and 2d20 broad-head arrows• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Explorers can roll defense twice against traps (man made or natural)

• Explorers can made a wisdom check to track where they have been or gain their bearings (north, west, east and south)

Page 25: Paridine 2nd Edition

GGLADIATORLADIATOR Gladiators are the champions of the Arena. They live to fight and fight to live. They have ether been pushed into this lifestyle through slavery to make money for their owners or by choice for the love and glory of the kill. Informally trained in the arts of combat, their unorthodox style makes them an unpredictable foe.

Title Requirements XP Cost Benefit

1- Brawler 12 Life Force, Agile 50 • +1 to weapon speed rolls

2- Scrapper Acrobatics, Quick Draw 50 • +1 to shield block value (5 block max)

3- Contender 14 Life Force, Bravery, Uncanny Defense +1

75 • +1 to weapon speed rolls• +1 to strength roll

4- Soldier 16 Life Force, Evasion, Lightning Reflexes, Uncanny Defense +2

100 • +1 to shield block value (5 block max)• Bonus strength roll for having killed a target in battle increased to d6

5- Champion 18 Life Force, Bravery II, Combat Reflexes,

Uncanny Defense +3

150 • +1 to weapon speed rolls• +1 to strength roll

6- Warlord 20 Life Force, Die Hard, Ground Fighting, Heavy Hitter,

Uncanny Dodge

200 • +1 to shield block value (5 block max)• +1 to strength roll• Bonus strength roll for having killed a target in battle increased to d8

25

Role Melee Damage Dealer / DefenderDifficulty To Play Easy

Strengths • High chance to ace physical defenses• Get stronger after landing a killing blow

Weaknesses • Low Wisdom • Low Intellect

Dexterity +30Agility +30Vitality +30Intellect +10Wisdom +10

Personality +10

Endowments Armor Proficiency [Medium], Fighting, Shield Proficiency, Weapon Proficiency [Axes, Blades, or Spears]

Job Skills Intimidation

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Chain Mail Shirt (-4 Flexible) [Medium]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Sword (+3) or Spear (+4) or Ax (+3)• Shield (-8) (Success 3)• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Gladiators can ace a physical melee defense on a roll of 05% of lower.

• Gladiators get a bonus of a +d4 strength roll if they have killed something in battle. (for the duration of that battle)

Page 26: Paridine 2nd Edition

HHUNTERSUNTERS Hunters are the lone travelers of the wilderness. Being at one with nature, they have developed a keen understanding of animals and the ability to find their bearings. A hunter's expertise is unmatched with a Bow. And use the advantage of distancing themselves from the enemy to assure a victory.

Title Requirements XP Cost Benefit

1- Archer Alertness, Cautious 50 • +1 Survival Mod

2- Ranger Fleet Footed, Precise Shot 50 • +1 damage with bows

3- Sharp Shooter Lightning Reflexes, Point Blank Shot

75 • +1 speed with Bows• -1 to target Shield Rolls

4- Marksman Combat Reflexes, Evasion, Quick Draw, Quick Draw,

100 • +1 Survival Mod• +1 damage with bows

5- Master Bowman Elemental Heal, Quick Shot, Multi-Shot

150 • -1 to target Shield Rolls• -10% to targets Dodge from all your bow attacks

6- Sniper Improved Accuracy, Physical Champion, Sniper

200 • +1 Speed with Bows• +1 damage with bows

26

Role Ranged Damage DealerDifficulty To Play Easy

Strengths • Powerful ranged attacks• Very lethal against beasts

Weaknesses • Low Dexterity and Intellect• Weak Melee Combat Skills

Dexterity +10Agility +30Vitality +20Intellect +10Wisdom +25

Personality +25

Endowments Animal Empathy, Fletching, Tracking, Weapon Focus: Bows (+5% to Aim Checks with Bows), Weapon Proficiency [Bows]

Job Skills Charm, Lore (Nature), Stealth +2, Survival

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Short Sword (+2)• Long Bow (1d12)• 2d20 broad head arrows• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Hunters can re-roll any failed attack on a beast enemy (once per encounter).

• Hunters are keen at targeting vital areas. All blood loss rolls from their attacks are x2

Page 27: Paridine 2nd Edition

KKNIGHTNIGHT Knights are the warriors of nobility in the land of Paridine. Knighthood is a status they achieve due to some great feat that deemed them worthy of the title. They are trained in melee weapons and to fight proficiently with plate armor, making them very lethal in hand to hand combat. Their proficiency to wear large amounts of armor without a disadvantage makes a knight hard to stop. A knight is educated and literate and is considered a “professional” soldier.

Title Requirements XP Cost Benefit

1- Noble Literacy 50 • Fealty is only 40%• +1 speed with melee weapons

2- Constable Bravery, Uncanny Defense +1 50 • Foes take a -10% Parry and Dodge from your Melee attacks

3- Sheriff Fortitude, Uncanny Defense +2 75 • Fealty is only 30%• +2 Life Force (can't exceed racial max)

4- Duke Bravery II, Mounted Combat, Uncanny Defense +3

100 • Ability to obtain a warhorse for free every trip to the town. (once every game session or once every 6 hours of play)

• Foes take a -20% Parry and Dodge from your Melee attacks• +1 speed with melee weapons

5- Baron Mounted Combat Elite, Physical Champion, Uncanny Defense +4

150 • Fealty is only 20%• +2 Life Force (can't exceed racial max)

6- Lord Bravery III, Physical Hero, Uncanny Defense +5

200 • Foes take a -30% Parry and Dodge from your Melee attacks• Fealty is only 10%• +1 speed with melee weapons

27

The Code of ChivalryNever steals

An evil knight may kill to get what he wants, but stealing is dishonorable and

cowardly.

Never lie Lying is just as dishonorable as stealing.

Have valorA knight will never run from combat

unless he is the only person remaining to fight. A knight will die with honor

rather than a coward.

Respects the churchA knight will honor and defend any clerics which travel with the party,

unless his life is endangered by one.

Role Melee DefenderDifficulty To Play Easy

Strengths • Very tough and hard to kill• Lots of armor• Great weapon proficiencies

Weaknesses • Slow• Must abide by “The Code of Chivalry”

Dexterity +30Agility +20Vitality +20Intellect +20Wisdom +15

Personality +15

Endowments Armor Proficiency [Medium, Heavy], Knighthood, Knight Training, Shield Proficiency, Weapon Proficiency [Axes, Blades, Blunts, and Spears]

Job Skills Charm, Intimidation, Lore (Nobility), Lore (Local) Perception +2

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Chain Mail (-4 Flexible) [Light]• Full Suit of Plate Mail (-6 Rigid) [Heavy]• 1 Tower Shield (-8) (Success 5)• 1 melee weapon of choice• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Knights will have a pay a fealty to their king, of 50% or a minimum of 1000gp of their found cash. Fealty must be paid after all sales are made and before knight can purchase anything new. If the minimum of 1000gp can not be provided the knight will sell ANY of his extra equipment to make up the loss of payment. (not armor, primary weapon and shield)

• Breaking any Code of Chivalry will impose a -100 experience penalty.

Page 28: Paridine 2nd Edition

MMINSTRELINSTREL Minstrels are musicians that use the way of song and music to magically affect people or creatures. Through this path, minstrels assist in enhancing the party or weakening their opponents. They travel among populated cities, making their living off telling stories, singing songs, and playing music at the local pubs. They are very charismatic and personable and they contain vast knowledge of many cultures.

Title Requirements XP Cost Benefit

1- Story Teller Innovative 50 • +1 speed with Songs• +1 Appraise Mod

2- Battle Charmer Contacts, Quicken Mind, 50 • +1 Charm Mod• +1 all Lore Mods

3- Scald Discipline, Strong Willed, Steady Mind

75 • 1 speed with Songs• +1 Appraise Mod

4- Rhymester 4 Languages, Suave, Persuasive 100 • +1 Charm Mod• +1 all Lore Mods

5- Lore Keeper 5 Languages, Alertness, Animal Empathy

150 • +1 speed with Songs• +1 Appraise Mod

6- Muse 7 Languages, Mental Champion 200 • +1 all Lore Mods• +1 Appraise Mod• Dancing Weapon: Minstrel can make any one melee weapon dance for them.

This weapon will attack once per turn (using minstrel's perform check). Damage = d6 + weapon damage. (movement of weapon is 4)

28

Role Ranged SupportDifficulty To Play Medium

Strengths • Great party support• Can harm or help multiple targets at once

Weaknesses • Low Damage• Low armor and survivability

Starting Experience 200 Experience

Dexterity +20Agility +20Vitality +10Intellect +20Wisdom +20

Personality +30

Endowments Enchanted Music, Skill Mastery: Charm

Job Skills Appraise, Charm (+2 from Skill Mastery), Lore (Geography), Lore (History), Lore (Nobility), Lore (Local)

Information • Start with 2 extra languages of choice

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Full Suit of Hard Leather (-4 Natural, Rigid) [Light]• Short Sword (+2)• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Songs have a d10 Speed• Minstrels can learn languages at ½ the experience cost and do

not need to meet the intellect requirement.• Minstrels can get ½ price at shops for 1 item, and double auction

sell for 1 item (with a successful Charm Check DC20) once per adventure. Must decide this before rolling auction die. (6 hours of game play or gaming session). This ability does not stack with normal Charm shop discounts.

Page 29: Paridine 2nd Edition

MMONKONK (H (HUMANUMAN O ONLYNLY)) Monks are from a secret society of humans that have come forth to adventure with the masses. Other races view monks as just another cult. What they don't see is Monks have a new type of power unknown to others outside their brotherhood. They call it Chi: A power that takes years to harness. The reason for adventuring off outside the brotherhood is really unknown. Some say the brotherhood may be the next step in clerical evolution, others say it may be a different path. They fight with an unknown style vastly different from the styles of old. It is said that a monk with great experience can kill with just a thought or touch.

Title Requirements XP Cost Benefit

1- Tou Dai Acrobatics 50 • +1 to speed rolls

2- Si Dai Agile, Strong Willed 50 • +1 Athletics Mod• +1 to strength rolls

3- Si Heng Alertness, Discipline, Fleet Footed

75 • +1 to speed rolls• Monks can ignore the first 4 points of any stun damage.

4- Sifu Blind Fighting, Combat Reflexes, Fighting

100 • +1 Athletics Mod• Monks do not take flank penalties (never needing to buy uncanny defense)

5- Si Tai Gung Catch Missile Weapons, Fortitude, Ground Fighting

150 • +1 to speed rolls• -10% to targets parry/dodge from your attacks

6- Jo Si Physical Champion, Second Sight

200 • +1 Athletics Mod• Self Regeneration is now 2 chi points per round

29

Role Melee and Ranged Damage DealerDifficulty To Play Hard

Strengths • Versatile for ranged and melee damage• Can deal great damage with little to no weapons• Great strategic control

Weaknesses • Monk abilities drain life• Low armor

Dexterity +25Agility +25Vitality +25Intellect +10Wisdom +25

Personality +10

Endowments Ambidextrous, Chi Energy, Evasion, Lightning Reflexes (+2 Speed), Martial Arts, Toughness +1, Weapon Proficiency [Exotic]

Job Skills Athletics +2, Survival

Monk Abilities • Chi Meditation and one monk ability of choice

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• 1 “Exotic” weapon of choice• 2 Sap Gloves• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Monks that ace their chi abilities, no chi is spent and ace effect still applies.

• Self Regeneration. Monk will recover 1 chi point (life force) per round as long as he is not in combat.

• Monks can use any held item as a shield (success 1). Wooden (-6), Metal (-8)

Page 30: Paridine 2nd Edition

SSHAMANHAMAN Shamans are the wise men from barbaric tribes that are scattered along the land. Shamans have devoted their life to worship and study of the ethereal plane through spiritual power. The rituals they perform allow them to communicate with spirits from the abyss. These spirits can give a Shaman great power and allow him to harness unearthly energies. A Shaman's moral beliefs don’t border on good or evil like most others do; they believe in true neutrality regardless of their actions.

Title Requirements XP Cost Benefit

1- Mystic Strong Willed 50 • +1 speed with Spirit Calls

2- Druid Herbalist, Stubborn 50 • Shaman ignores up to 5% pain penalties when damaged (per injury)• +1 all Lore Mods

3- Medicine Man Discipline, Elemental Heal 75 • +1 speed with Spirit Calls• Elemental Heal: Heals on a D6

4- Witch Doctor Brew Potion, Steady Mind 100 • Shaman ignores up to 5% pain penalties when damaged (per injury)• +1 all Lore Mods• +1 Intimidate Mod

5- Spirit Master Animal Empathy, Physical Champion

150 • +1 speed with Spirit Calls• +1 Intimidate Mod• Elemental Heal: Heals on a D8

6- Elder Mental Champion, Die Hard 200 • Shaman ignores up to 5% pain penalties when damaged (per injury)• +1 all Lore Mods• +1 Intimidate Mod

30

Role Melee and Ranged Damage DealerDifficulty To Play Medium

Strengths • Can call upon powerful spirits to help them in combat• Can imbue weapons with powerful spiritual energy

Weaknesses • Low armor• Sacrificing the dead costs the shaman their loot rolls

Requirements Paridonian, Munespring, Wood Elf, Highland Halfling, Riverfolk Halfling

Starting Experience 200 Experience for purchasing spirit calls

Dexterity +20Agility +20Vitality +20Intellect +10Wisdom +30

Personality +20

Endowments Elemental Heal, Herbalist, Sacrifice, Spirit Calling, Weapon Proficiency [Blunt or Spears]

Job Skills Intimidation +2, Lore (Alchemy), Lore (Nature), Survival

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• 1 melee weapon of choice (sacrificial)• d8 Elements• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Shaman's alignment is 0 (their alignment NEVER changes) • Shamans have no fear of anything (except for mentally effecting

magic)• If a Shaman uses nothing but his shaman abilities or sacrificial

weapon for the whole fight he gets spirit points equal to experience earned. (sacrificing the dead, must skip looting)

Sacrificial Weapon RuleShamans start with one sacrificial

weapon. Only one can exist at one time. It takes 10 elements to make a sacrificial weapon. This weapon cant' be magical

or divine.

Page 31: Paridine 2nd Edition

SSILENTILENT B BLADELADE (H (HIGHLANDIGHLAND H HALFLINGALFLING O ONLYNLY)) Silent Blades are a group of halflings that reside deep in the Foggy North. Halflings have always known that their size has been a disadvantage in battle. They took it upon themselves to overcome that frailty by working around it. They trained their hardy elites into silent and deadly killing machines. A training that taught them to strike with deadly accuracy.

Title Requirements XP Cost Benefit

1- Cloak Warden Alertness, Acrobatics 50 • +1 speed with short swords

2- Dark Knife Lightning Reflexes, Quick Draw 50 • +1 Stealth Mod• +1 Perception Mod

3- Assassin Ambidextrous, Fighting, Sneaky 75 • +1 speed with short swords• Silent Blade does an additional d4 poison damage with any attacks

4- Night Stalker Combat Reflexes, Split Attack 100 • +1 Stealth Mod• Can disengage without penalty

5- Shadow Stepper Blind Fighting, Weapon Finesse 150 • +1 speed with short swords• Can Stealth during combat (requires 1 action)

6- Ghost Blade Ground Fighting, Physical Champion

200 • Silent Blade does an additional d6 poison damage with any attacks• +1 Stealth Mod

31

Role Melee Damage DealerDifficulty To Play Easy

Strengths • Attacks are extremely effective against armored targets• Stealthy and Fast

Weaknesses • Low armor• Low damage

Dexterity +35Agility +35Vitality +10Intellect +10Wisdom +20

Personality +10

Endowments Agile (+2 Athletics), Back Stab, Cautious (+1 Perception and Stealth), Skilled Attacker (melee), Stealthy (+2 Stealth)

Job Skills Stealth

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• Short Sword (+2)• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Silent Blades are masters of short swords . • Melee checks that are under 10% counts as a flaw in first layer of

target armor (requires simple blades)

Page 32: Paridine 2nd Edition

TTHIEFHIEF Thief are citizens who live the seedier life of shady deals, crimes, and other underground dealings. They tend to be very greedy and will go about getting what they want any way they can, even if it means breaking the laws of the land. This is a dangerous lifestyle, but they have gathered tricks of the trade to make them valuable when needing to sneak into sensitive locations.

Title Requirements XP Cost Benefit

1- Bandit Agile, Deceitful 50 • +1 Stealth Mod• +1 to weapon speed rolls

2- Criminal Alertness, Find Secret Passages, Stealthy

50 • +1 Perception Mod• +1 Slight of Hand Mod

3- Burglar Detect Man-Made Traps, Improved Accuracy

75 • +1 Stealth Mod• +1 Mechanical Mod• +1 to weapon speed rolls

4- Footpad Contacts, Diligent, Lightning Reflexes

100 • +1 to weapon speed rolls• +1 Slight of Hand Mod• +1 Lore (Local) Mod

5- Highwayman Back Stab, Evasion, Nimble Fingers, Precise Shot

150 • +1 Mechanical Mod• +1 Perception Mod• Any Aced physical attack will automatically bypass first layer of armor.

6- Master Thief Catch Missile Weapons, Combat Reflexes, Physical Champion

200 • +1 Stealth Mod• +1 Slight of Hand Mod• +1 Mechanical Mod• +1 to weapon speed rolls

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Role Ranged and Melee Damage DealerDifficulty To Play Easy-Medium

Strengths • Stealthy• High chance to ace attacks• Skilled with disarming traps and picking locks

Weaknesses • Minimal Armor• Low Damage

Dexterity +30Agility +30Vitality +20Intellect +10Wisdom +10

Personality +20

Endowments Cautious (+1 Perception, +1 Stealth), Sneaky (+2 Mechanical, +2 Slight of Hand), Weapon Proficiency [Throwing]

Job Skills Appraise, Deceive, Mechanical, Stealth, Slight of Hand, Lore (Local)

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• +2 Short Sword and 2d10 Throwing Knives (+1) or 2d8 Throwing

Balls (+0)• Simple Lock Pick Set (+2 Mechanical vs Locks)• Backpack, 2 Bags, 10 food and water, 50 feet of rope, Common

Clothing, Dagger (+1), Torch

Special • Thiefs can ace a physical melee or aim attack on a roll of 05% of lower.

• Thiefs can re-roll one missed skill check once per adventure. (6 hours of game play or gaming session)

Page 33: Paridine 2nd Edition

WWIZARDIZARD Wizards are practitioners of arcane magic. They have mastered the delicate means of being able to focus and project magical energies. It is these energies that they use to conjure their vast variety of spells. As time passes, a wizard can wield power that can best the mightiest of foes.

Title Requirements XP Cost Benefit

1- Mage 10 Magic Points, Steady Mind 50 • +1 to Spell Speed• +1 Lore Mod (Arcane)

2- Arch Mage 20 Magic Points, Innovative 50 • Damage Bonus to spells +1d4• +1 Lore Mod (Alchemy)

3- Sorcerer 40 Magic Points, Meditation IISpell Focus

75 • +1 to Spell Speed• Damage Bonus to spells +1d6

4- Arch Wizard 60 Magic Points, Quicken Mind, Empower Spell, Strong Willed

100 • Damage Bonus to spells +1d8• +1 Lore Mod (Arcane)

5- Grand Wizard 80 Magic Points, Discipline, Herbalist, Hold Spell

150 • +1 to Spell Speed• Damage Bonus to spells +1d10• Meditation Recovery Bonus +1d6

6- Grand Master 100 Magic Points, Brew Potion, Mental Champion, Spell

Resistance

200 • Damage Bonus to spells +1d12• +1 Lore Mod (Alchemy)• Potions created by you have double the effect.• Foes take a -10% Resolve from spells cast by you.

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Role Ranges Damage Dealer / ControllerDifficulty To Play Hard

Strengths • High utility with a variety of spells• The ability to harm ethereal foes with magic

Weaknesses • Low armor• Attacks require resources (magic points, charges). The longer the

fight; the weaker you become.

Starting Experience 200 Experience for purchasing spells

Dexterity +15Agility +15Vitality +10Intellect +30Wisdom +30

Personality +20

Endowments Literacy, Magic Charging, Magic Use, Meditation

Job Skills Lore (Alchemy), Lore (Arcane)

Information • Starting Magic Points: 2d6 + Intellect Mod• Start with 2 extra languages of choice (must meet intellect

requirement)

Starting Equipment • Full Suit of Soft Leather (-2 Natural, Flexible) [Light]• 2 Random Orbs, or 1 Random Wand• Backpack, 2 Bags, 10 food and water, Common Clothing, Dagger

(+1), Torch

Special • Wizards have strong resistances to magic. They can re-roll a failed resolve defense against any mental magic spell. Once per encounter.

Page 34: Paridine 2nd Edition

Reserved ProfessionsReserved ProfessionsAARCANERCANE-A-ARCHERRCHER You are an Arcane-Archer. You have the ability to imbue arrows with your magical powers. Your magical essence can empower the arrows with special abilities or spells.

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Role Ranges Damage DealerDifficulty To Play Hard

Strengths • Fast high magic damage• Can imbue arrows with a variety of spells

Weaknesses • Attacks require resources arrows and magic points

Requirements Magic Use, Weapon Proficiency [Bows]

Experience Cost 500

Information • Arcane Archer's attacks require both a Conjure Check and an Aim Check because they are using spells along side bow attacks.

Benefits There are 2 ways of shooting magical arrows with an Arcane-Archer.1. Adding magic points to increase arrow damage. 1 magic point per

magic point added to the arrow. The arrow will be considered magical and can hit ethereal creatures.

2. Adding any attack type spell to the arrow damage. The target must physically defend from the arrow. If the arrow was imbued with a physical spell, then the spell hits the target automatically with the arrow and they both do separate damage to target. If the arrow was imbued with a mental effecting spell, then the target must roll a mental defense “after” the arrow hits him; otherwise he is hit by the spell.

Page 35: Paridine 2nd Edition

BBOWOW S SLINGERLINGER You are a Bow Slinger; you are trained to inflict the maximum amount of damage while keeping yourself free from return fire and or attacks. You are a total weapon.

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Role Ranged Damage DealerDifficulty To Play Hard

Strengths • High output of attacks with crossbows• Very defensive

Weaknesses • Attacks require resources bolts• One dormant round required to enter “Combat Observation”• Light armor required for Combat Observation

Requirements Alertness, Fighting, Quick Draw, Split Attack, Weapon Proficiency [Crossbows]

Experience Cost 500

Information • Bow Slingers have the ability to have “Combat Observation”. This ability is almost identical to the Monk’s chi focus. By skipping one full turn of combat without hitting or defending ( a dormant round), the Bow Slinger can achieve an even greater accuracy with Split Attack. Combat Observation lasts until the end of the battle.

Benefits Combat Observation• Split attack aim checks take zero penalty• +2 Physical Speed• Bow Slingers can reload BOTH their crossbows in 1 action• Your dodge vs. foes ranged attacks suffer NO penalty

Limitations• To use the advantages of Combat Observation you must be

wearing light armor

Page 36: Paridine 2nd Edition

PPALADINALADIN You are a Paladin. You are a holy warrior of your god. The wrath of your god is directly focused through you as a physical weapon. Your clerical abilities empower you to physically combat evil with very effective means. You are still caught under the laws of your clergy and your “Code of Chivalry” as a knight.

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Role Melee Damage DealerDifficulty To Play Medium

Strengths • Increased Melee speed and damage• Very lethal against undead and demonic foes

Weaknesses • One dormant round required to enter “Holy Rage”

Requirements Cleric, Knighthood, Bravery III

Experience Cost 500

Information • Paladins have the ability to enter “Holy Rage”. By skipping one full turn of combat without hitting or defending ( a dormant round), the Paladin can achieve enhanced combat bonuses. Holy Rage lasts until the end of the battle.

Benefits Holy Rage• +1 Attack Bonus• +2 to speed• +d6 to strength roll on melee weapons.• Armor and weapons are also temporarily blessed while in “Holy

Rage”. Blessed Weapons do additional d4 damage to unearthly enemies, and Holy Armor does d4 durability/damage to evil/good unearthly weapons or creatures who come in contact with it.

Page 37: Paridine 2nd Edition

EndowmentsEndowmentsEndowments are talents that your character can earn by spending experience. Each endowment listed improves your character in certain areas. Some endowments enhance your combat abilities and others enhance your skills. These endowments are crucial to developing your character. Some professions will excel at an endowment better than other professions, making them these endowments easier for them to learn. If your character is among the preferred professions listed in the endowment details then you can purchase that endowment using the cheaper cost (the cost further to the right in the “Experience” category). Once an endowment is purchased it can not be purchased again, unless the description states otherwise. And all requirements must be met by your character before the endowment can even be purchased. Endowments that give pluses to skills do not mean that skill is “trained”.Legend• If the description calls for a -10%, -20%, -30% penalty to your check, it is referring to a fraction of your total score. Example: -20% from 80% is -64%

• If the description calls to negate +10%, +20%, 30% to your check, it is referring to a score that is used to reduce modifiers in combat, not to add them to your total score. Example: A monster shoots an lightening bolt at you, giving you a -20% to your dodge. If you have uncanny dodge, you negate +20% of the penalty (which is all of the penalty in this case), leaving your score as is.

• If the description calls for a +10, +20, or -10, -20, it is increasing or reducing your % or value directly. Example: 65% to hit +10 = 75% to hit.

AABILITYBILITY T TRAININGRAINING Requirements: NonePreferred Profession: NoneExperience: 100/500/1000Description: You can train three abilities (DEX, AGI, VIT, INT, WIS, PER) giving it a +5 to the ability score. This endowment can only be purchased once per ability and only three times. First time this is purchased is 100 experience, second time is 500, and third time is 1000 experience points.

AACROBATICSCROBATICS Requirements: Agility >=60Preferred Profession: Blade Master, Gladiator, Monk, Silent Blade Experience: 100/75Description: +2 to Athletics Skill

AACUTECUTE S SENSESENSES Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: +2 to Perception Skill

AAGILEGILE Requirements: Agility >=40Preferred Profession: Athlete, Blade Master, Thief, Explorer, Gladiator, Monk Experience: 75/50Description: +2 to Athletics Skill

AALERTNESSLERTNESS Requirements: NonePreferred Profession: Thief, Explorer, Hunter, Monk, Silent BladeExperience: 75/50Description: +1 to Perception Skill

AAMBIDEXTROUSMBIDEXTROUS Requirements: Dexterity >=60Preferred Profession: Barbarian, Blade Master, Gladiator, Silent BladeExperience: 150/100Description: +1 Attack Bonus with melee weapons only. Bonus does not apply if character used a move action that turn (unless they have “Combat Reflexes” endowment). Must use off-hand for Attack Bonus.

AANIMALNIMAL E EMPATHYMPATHY Requirements: Personality >=60Preferred Profession: Minstrel, ShamanExperience: 75/50Description: Allows character to use their charm skill to influence animals. (see charm skill for more details)

AARMORRMOR P PROFICIENCYROFICIENCY {L {LIGHTIGHT}} Requirements: NonePreferred Profession: NoneExperience: n/aDescription: Allows Character to wear light armor without penalty. All professions start with this endowment.

AARMORRMOR P PROFICIENCYROFICIENCY {M {MEDIUMEDIUM}} Requirements: Armor Proficiency {Light}Preferred Profession: ShamanExperience: 200/150Description: Allows Character to wear medium armor without non standard penalty

AARMORRMOR P PROFICIENCYROFICIENCY {H {HEAVYEAVY}} Requirements: Armor Proficiency {Medium}Preferred Profession: Barbarian, Cleric, GladiatorExperience: 500/300Description: Allows Character to wear Heavy armor without non standard penalty

BBACKACK S STABTAB Requirements: Agility >=70, Stealth Skill >= +8Preferred Profession: Blade Master, Bounty Hunter, ThiefExperience: 200/150Description: When a character attacks from an ambushed state (see page ## for info.), their first attack will bypass the first layer of armor if it exists (joints, unarmored areas). If the target has NO armor then the damage dealt by that first attack is x2 damage.

BBERSERKERSERK Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: Spend 1 dormant round: Speed x2, Strength = Max, No Pain or Stun Penalties, and immune to fear. May not run from combat while berserked. (Resolve Check is required to calm self after battle or berserked player will attack a random friendly target with all remaining actions. Can attempt a resolve check once per turn.)

BBLINDLIND F FIGHTINGIGHTING Requirements: FightingPreferred Profession: Blade Master, Bounty Hunter, Hunter, Monk, Silent BladeExperience: 150/100Description: Negate +10% when fighting in visually impaired conditions.

BBRAVERYRAVERY Requirements: NonePreferred Profession: Barbarian, Cleric, Gladiator, KnightExperience: 100/75Description: Negate +10% to Resolve checks vs. Fear Effects

BBRAVERYRAVERY II II Requirements: BraveryPreferred Profession: Berserker, Cleric, Gladiator, KnightExperience: 150/100Description: Negate +10% to Resolve checks vs. Fear Effects (stacks with Bravery)

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BBRAVERYRAVERY III III Requirements: Bravery IIPreferred Profession: Berserker, Cleric, KnightExperience: 200/150Description: Negate +10% to Resolve checks vs. Fear Effects (to negate the fear penalty) (stacks with Bravery/Bravery II)

BBREWREW P POTIONOTION Requirements: HerbalistPreferred Profession: Shaman, WizardExperience: 150/100Description: The ability to create potions with elements. Check Chart below for Focus Penalties. To make a potion the player must make a successful Focus check with the imposed penalties below. Failed attempts consume the elements.

Potion Penalty ReagentsAcid -10% 1 element + 1 water ration

Elixir of Life -30% 5 elements +1 water ration + 1 life forceHealing -0 1 element + 1 water rationPoison -20% 1 element + 1 water ration

Random Potion -50% 10 element + 1 water ration + 20 experienceRecover Magic -20% 2 element + 1 water rationResurrection -20% 5 element + 1 water ration

CCATCHATCH M MISSILEISSILE W WEAPONSEAPONS Requirements: Lightning ReflexesPreferred Profession: Athlete, Thiefs, MonkExperience: 100/75Description: Roll Opposed Aim Check instead of a Dodge Check to catch incoming item (examples of item: daggers, arrows etc. Not lightning, chi balls, etc.). If failed, no shield block rolls. Caught items can be kept.

CCAUTIOUSAUTIOUS Requirements: NonePreferred Profession: Blade Master, Explorer, HunterExperience: 150/100Description: +1 to Perception and Stealth Skill

CCHIHI E ENERGYNERGY Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: Gives your character the ability to use Chi Energy (see page ## for info)

CCLERICLERIC Requirements: NonePreferred Profession: NoneExperience: 500Description: You have chosen the way of faith, when you become a cleric. You must chose a god from the Religion section under the cleric chapter. You will be caught under tithing rules (see page ## for info). Your character can use and recover faith points and use valid prayers and miracles (see page ## for info). A cleric's faith can not exceed his or her Wisdom Mod x 500 in Faith Points unless he or she has the Divine Faith Endowment. Clerics give 50% of their money to their church. Deduct money after all sells are made and before purchasing.

CCOMBATOMBAT R REFLEXESEFLEXES Requirements: Agility >=60, Lightning ReflexesPreferred Profession: Athlete, Blade Master, Thief, Gladiator, Hunter, Monk, Silent BladeExperience: 150/100Description: Can Move and take advantage of Physical Attack Bonuses in the same turn.

CCONCENTRATIONONCENTRATION Requirements: Wisdom>=60Preferred Profession: Cleric, Monk, ShamanExperience: 150/100Description: +5 to Focus (can't exceed 85%)

CCONTACTSONTACTS Requirements: Personality >=60, Lore {Local}Preferred Profession: -Experience: 50Description: +2 to Lore {Local}(see page ## for more info.).

DDECEITFULECEITFUL Requirements: Personality >=60Preferred Profession: Bounty Hunter, Thief, Silent BladeExperience: 75/50Description: +2 to Deceive

DDETECTETECT M MANAN-M-MADEADE T TRAPSRAPS Requirements: Wisdom >=60Preferred Profession: Bounty Hunter, Thiefs, HunterExperience: 150/100Description: This allows your character to roll Perception Checks vs. Man Made Traps (required to detect man-made traps)

DDIEIE H HARDARD Requirements: Life Force >= 20Preferred Profession: Barbarian, Berserker, Gladiator, ShamanExperience: 75/50Description: +10 to Grit (can't exceed 85%)

DDILIGENTILIGENT Requirements: NonePreferred Profession: Thief, ExplorerExperience: 150/100Description: +2 to Appraise Checks and Search Checks

DDISCIPLINEISCIPLINE Requirements: Wisdom >=50Preferred Profession: Cleric, Minstrel, Monk, Shaman, WizardExperience: 100/75Description: Negate +5% to Resolve checks.

DDIVINEIVINE F FAITHAITH Requirements: Wisdom >=70, Cleric, DisciplinePreferred Profession: ClericExperience: 300/150Description: This gives your cleric a limitless faith cap.

EELEMENTALLEMENTAL H HEALEAL Requirements: HerbalistPreferred Profession: Hunter, MonkExperience: 150/100Description: Can use 1 element to heal d4 damage per wound

EEMPOWERMPOWER S SPELLPELL Requirements: Intellect >=70, Magic Use, Spell FocusPreferred Profession: WizardExperience: 200/150Description: Caster may choose to suffer up to a -20% penalty to their Conjure Check and impose the same penalty to their target's Resolve Check, if the Conjure Check is successful. This must be declared before the conjure roll is made. This endowment may be gained twice, and the effects stack (up to 40% penalty). Certain spells will allow this cast type.

EENCHANTEDNCHANTED M MUSICUSIC Requirements: Personality >=60Preferred Profession: NoneExperience: 500Description: Can purchase and perform bardic songs.

EEVASIONVASION Requirements: Lightning ReflexesPreferred Profession: Athlete, Thief, Explorer, Gladiator, HunterExperience: 150/100Description: +10 to Dodge (not to exceed 85%)

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FFENCINGENCING Requirements: Weapon Proficiency {Blades}, Dexterity >=60Preferred Profession: Blade Master, Gladiator, Knight, Silent BladeExperience: 100/75Description: Chance to disarm foe when fighting with a fencing weapon (disarm is triggered when the Melee Check roll is doubles and under your hit %). If Target misses their defense check, they are disarmed and hit. Can stab with fencing weapons without taking a penalty.

FFIGHTINGIGHTING Requirements: Dexterity >=50Preferred Profession: Barbarian, Berserker, Blade Master, Knight, Monk, Silent BladeExperience: 200/150Description: +5 to Melee rolls and to Parry rolls (not to exceed 85%).

FFINDIND S SECRETECRET P PASSAGESASSAGES Requirements: Wisdom >=50Preferred Profession: Thief, HunterExperience: 150/100Description: This allows your character to roll Perception Checks vs. Secret Passages (required to find secret passages)

FFLEETLEET F FOOTEDOOTED Requirements: Vitality >=50, Agility >=50Preferred Profession: Blade Master, Explorer, Hunter, MonkExperience: 100/75Description: Movement: +5 feet (1 square)

FFLETCHINGLETCHING Requirements: Wisdom >=50Preferred Profession: Bounty Hunter, Explorer, HunterExperience: 100/75Description: Can spend one full dormant turn to make d4 arrows or bolts. Fletching kit required. Arrows or bolts made by high elves or wood elves will naturally have a +1 to racial attribute. Arrows or bolts made by mountain dwarves will naturally have a +2 to racial attribute.

FFORTITUDEORTITUDE Requirements: Vitality >=60Preferred Profession: Athlete, Barbarian, Berserker, Gladiator, Knight, MonkExperience: 150/100Description: +10 to Grit checks.

GGROUNDROUND F FIGHTINGIGHTING Requirements: FightingPreferred Profession: Athlete, Gladiator, Monk, Silent BladeExperience: 150/100Description: Negates -30% of the penalty of fighting in a prone position.

HHEAVYEAVY H HITTERITTER Requirements: Power Attack, Life Force >= 20Preferred Profession: Barbarian, Berserker, Gladiator, Knight Experience: 100/75Description: +1d4 to all strength rolls when attacking with a melee weapons.

HHERBALISTERBALIST Requirements: NonePreferred Profession: Hunter, Monk, WizardExperience: 75/50Description: Character can use a dormant round to find an “Element”

HHOLDOLD S SPELLPELL Requirements: Intellect >=70, Magic UsePreferred Profession: WizardExperience: 150/100Description: Holding a duration spell is a free action. (Focus roll is still required) Normal: Holding a duration spell requires a move action.

IIMPROVEDMPROVED A ACCURACYCCURACY Requirements: Agility >=60Preferred Profession: Athlete, Thief, Bounty Hunter, Explorer, HunterExperience: 100/75Description: +5 to Aim Rolls

IINNOVATIVENNOVATIVE Requirements: Intellect >=50Preferred Profession: Minstrel, Wizard Experience: 100/75Description: Allows character to learn NEW spells or songs outside of towns, and on adventures. (Clerics, Monks, and Shamans no not require Innovative to learn their abilities outside of town.)

IINVESTIGATORNVESTIGATOR Requirements: Wisdom >=50 or Personality >=50Preferred Profession: Bounty Hunter, ExplorerExperience: 100/75Description: +2 to Lore {All} and Search Skills

IIRONRON G GRIPRIP Requirements: Life Force >= 16Preferred Profession: Barbarian, Berserker, Gladiator, Monk, KnightExperience: 100/75Description: +4 to Grapple checks vs. weapon loss, and -1 strength requirement on weapons

KKNIGHTHOODNIGHTHOOD Requirements: Knight Training (once), Armor Proficiency {Heavy}Preferred Profession: None Experience: 500Description: Knights ignore the penalties of armor to their attack and defense stats only. A knight's Life force cap also moves up by 2 points. Knights are subject to the Code of Chivalry.

KKNIGHTNIGHT T TRAININGRAINING (T (TITLEITLE: S: SQUIREQUIRE)) Requirements: NonePreferred Profession: NoneExperience: 250Description: Knights impose a -10% to target's Parry and Dodge while engaged. This Endowment can be obtained twice and the penalties stack.

LLIGHTNINGIGHTNING R REFLEXESEFLEXES Requirements: Dexterity >=60 or Agility >=60Preferred Profession: Athlete, Blade Master, Thief, Explorer, Gladiator, Hunter, Silent BladeExperience: 150/100Description: +2 to physical weapon speed rolls (Melee and Aim)

LLITERACYITERACY Requirements: Intellect >=50Preferred Profession: Cleric, Minstrel, Monk, KnightExperience: 150/100Description: This allows your character to be able to read and write in any of their known languages.

MMAGICAGIC C CHARGINGHARGING Requirements: Magic UsePreferred Profession: NoneExperience: 75Description: One full round action you can recharge magic user weapons 1 Magic Point per Charge (see page ## for info)

MMAGICAGIC U USESE Requirements: LiteracyPreferred Profession: NoneExperience: 300Description: Allows your characters to use magic, and magic user weapons (see page ## for info)

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MMARTIALARTIAL A ARTSRTS Requirements: Lightning ReflexesPreferred Profession: Athlete, Thief, Explorer, Gladiator, HunterExperience: 150/100Description: Allows character to fight open handed without -50% Melee penalty

MMENTALENTAL C CHAMPIONHAMPION Requirements: NonePreferred Profession: Cleric, Minstrel, Monk, Shaman, WizardExperience: 300/200Description: +5 to all Conjure, Focus, and Perform Rolls, and +5 Bonus to Resolve checks (not to exceed 85%)

MMENTALENTAL H HEROERO Requirements: Mental ChampionPreferred Profession: Cleric, Minstrel, Monk, Shaman, WizardExperience: 500/300Description: +5 to all Conjure, Focus, and Perform Rolls, and +5 Bonus to Resolve checks, + 10% to negate any penalties given to those rolls as well. (not to exceed 85%) (stackable with Mental Champion)

MMENTALENTAL L LEGENDEGEND Requirements: Mental HeroPreferred Profession: Cleric, Minstrel, Monk, Shaman, WizardExperience: 750/500Description: +5 to all Conjure, Focus, and Perform Rolls, and +5 Bonus to Resolve checks, + 10% to negate any penalties given to those rolls as well. (not to exceed 90%) (stackable with Mental Hero)

MMEDITATIONEDITATION Requirements: Magic UsePreferred Profession: NoneExperience: 100Description: 1 dormant round = replenishes [d6 + Int mod] magic points

MMEDITATIONEDITATION II II Requirements: Meditation, Intellect >=60Preferred Profession: WizardExperience: 150/100Description: 1 dormant round = replenishes [d12 + Int mod] magic points

MMOUNTEDOUNTED C COMBATOMBAT Requirements: Agility >=50Preferred Profession: Barbarian, Explorer, Hunter, KnightExperience: 100/75Description: Negate +20% for fighting on horseback or mounts.

MMOUNTEDOUNTED C COMBATOMBAT E ELITELITE Requirements: Mounted Combat, Agility >=50Preferred Profession: Barbarian, Explorer, Hunter, KnightExperience: 150/100Description: Negate +10% to Melee and Parry when fighting while on horseback

MMULTIULTI-S-SHOTHOT Requirements: Weapon Proficiency {Bow}Preferred Profession: Bounty Hunter, Explorer, HunterExperience: 100/75Description: Fire multiple arrows with one shot, +1 damage and -10% to Aim per arrow (see page ## for info)

NNIGHTIGHT V VISIONISION Requirements: Cannot be boughtPreferred Profession: n/aExperience: n/aDescription: No penalties for lighting conditions and can usually see 50% farther than normal line of sight due to light restrictions

NNIMBLEIMBLE F FINGERSINGERS Requirements: Dexterity >=60Preferred Profession: Athlete, Thief, MinstrelExperience: 100/75Description: +2 to Mechanical Skill

PPERSUASIVEERSUASIVE Requirements: Personality >=60Preferred Profession: Barbarian, Bounty Hunter, Cleric, Knight, Minstrel, Shaman Experience: 100/75Description: +2 to Charm Skill, +2 to Intimidation Skill

PPHYSICALHYSICAL C CHAMPIONHAMPION Requirements: NonePreferred Profession: Athlete, Barbarian, Berserker, Blade Master, Bounty Hunter, Cleric, Thief, Hunter, Monk, Shaman, Silent Blade, Knight Experience: 300/200Description: +5% to all Melee, Aim, Fortify, Parry, Dodge and Grit checks (not to exceed 85%).

PPHYSICALHYSICAL H HEROERO Requirements: Physical ChampionPreferred Profession: Athlete, Barbarian, Berserker, Blade Master, Bounty Hunter, Cleric, Thief, Hunter, Monk, Shaman, Silent Blade, Knight Experience: 500/300Description: +5% to all Melee, Aim, Fortify, Parry, Dodge and Grit checks 10% to negate any penalties given to those rolls as well. (not to exceed 85%) (stackable with Physical Champion). (stackable with Physical Champion)

PPHYSICALHYSICAL L LEGENDEGEND Requirements: Physical HeroPreferred Profession: Athlete, Barbarian, Berserker, Blade Master, Bounty Hunter, Cleric, Thief, Hunter, Monk, Shaman, Silent Blade, Knight Experience: 750/500Description: +5% to all Melee, Aim, Fortify, Parry, Dodge and Grit checks, + 10% to negate any penalties given to those rolls as well. (not to exceed 90%) (stackable with Physical Hero). (stackable with Physical Hero)

PPOINTOINT B BLANKLANK S SHOTHOT Requirements: Weapon Proficiency {Bow}Preferred Profession: Explorer, HunterExperience: 100/75Description: Negates –40% Penalty from shooting a bow while engaged

PPOWEROWER A ATTACKTTACK Requirements: Life Force >= 20Preferred Profession: Barbarian, Berserker, Gladiator, KnightExperience: 75/50Description: Sacrifice accuracy for damage, -5% to Melee Check for +1 to strength roll (max of -20%/+4)

PPRECISERECISE S SHOTHOT Requirements: Agility >=70Preferred Profession: Athlete, Bounty Hunter, Thief, Explorer, HunterExperience: 100/75Description: Negates +20% to Aim Checks when attacking engaged targets.

PPREJUDICEREJUDICE Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: Barbarians get as +1 action per turn if they are fighting against a civilized non-human or an unearthly entity. They also get a +1 action per round against targets that use arcane magic.

PPROFOUNDROFOUND S SWINGWING Requirements: Life Force >= 24, Heavy HitterPreferred Profession: Barbarian, Berserker, KnightExperience: 100/75Description: Increases Heavy Hitter damage from 1d4 to 1d6

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QQUICKUICK D DRAWRAW Requirements: Dexterity >=50Preferred Profession: Athlete, Blade Master, Bounty Hunter, Thief, Hunter, Thief, Gladiator, Monk, Silent BladeExperience: 100/75Description: Can draw a weapon as a free action (once per turn) {requires a Melee check}

QQUICKUICK S SHOTHOT Requirements: Agility >=60Preferred Profession: Athlete, Bounty Hunter, Thief, Explorer, Hunter, MonkExperience: 150/100Description: +1 Attack Bonus with bows, crossbows, and throwing weapons only. Attack Bonus does not apply if character used a move action that turn (unless they have “Combat Reflexes” endowment).

QQUICKENUICKEN M MINDIND Requirements: Intellect >=60 or Wisdom >=60Preferred Profession: Cleric, Minstrel, Monk, Shaman, Wizard Experience: 150/100Description: +2 to mental based speed rolls (Conjure and Focus)

RRAPIDAPID R RELOADELOAD Requirements: Life Force >/= 16, Agility >=60Preferred Profession: Bounty Hunter, Explorer, HunterExperience: 100/75Description: Can reload crossbows in one action

SSACRIFICEACRIFICE Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: Shamans generate spirit points off of the sacrificing of dead foes. Spirit points received is equal to experience earned in that battle. Creatures that are “bleeding and dying” yield twice the spirit points. Sacrifice can only be used on living creatures. A shaman can not sacrifice undead, ethereal, elemental, etc. creatures.

SSECONDECOND S SIGHTIGHT Requirements: MonkPreferred Profession: n/aExperience: 200Description: Can re-roll one failed Dodge or Parry. (once per combat)

SSHIELDHIELD P PROFICIENCYROFICIENCY Requirements: FightingPreferred Profession: Clerics, BarbarianExperience: 100/75Description: Can take advantages of parry modifiers from shields

SSHORTHORT F FUSEDUSED Requirements: BerserkPreferred Profession: NoneExperience: 150Description: This allows you to Berserk in 1 action

SSKILLKILL M MASTERYASTERY Requirements: NonePreferred Profession: NoneExperience: 100Description: +2 to any Acquired Job Skill (can be obtained multiple times, different skill each time)

SSKILLEDKILLED A ATTACKERTTACKER Requirements: Dexterity >=70Preferred Profession: Blade Master, Gladiator, KnightExperience: 150/100Description: All successful melee attacks against target imposes an additional -1 to shield rolls. Targets shield success will be no less than 1. This endowment may be gained twice, and the effects stack.

SSNEAKYNEAKY Requirements: Dexterity >=50Preferred Profession: Bounty Hunter, Explorer, Monk, Silent BladeExperience: 100/75Description: +2 to Mechanical and Slight of Hand Checks

SSNIPERNIPER Requirements: Weapon Proficiency {Bow} or Weapon Proficiency {Throwing}, Agility >=70Preferred Profession: Athlete, Bounty Hunter, Thief, Explorer, HunterExperience: 150/100Description: This grants +20% to called shots only (see page ## for more info about called shots).

SSPELLPELL F FOCUSOCUS Requirements: Magic Use, Intellect >=70Preferred Profession: WizardExperience: 100/75Description: Targets suffer a -10% from their resolve check vs spells cast by you.

SSPELLPELL R RESISTANCEESISTANCE Requirements: Magic Use, Wisdom >=70Preferred Profession: WizardExperience: 100/75Description: Negate +10% to Resolve checks vs. Spells

SSPIRITPIRIT C CALLINGALLING Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: This gives your character the ability to harness Spirit Points and use Spirit Calls (see page ## for info)

SSPLITPLIT A ATTACKTTACK Requirements: Ambidextrous, Dexterity >=60Preferred Profession: Barbarian, Berserker, Blade Master, Gladiator, Silent BladeExperience: 100/75Description: Can hit 2 targets, one with each hand using one action, -20% penalty to Melee Check. Requires two wielded melee weapons.

SSTEADYTEADY M MINDIND Requirements: NonePreferred Profession: Cleric, Minstrel, Monk, Shaman, WizardExperience: 150/100Description: +10 to negate difficulty modifiers of profession abilities or spells. This endowment may be gained twice, and the effects stack.

SSTEALTHYTEALTHY Requirements: Agility >=60Preferred Profession: Athlete, Thief, Explorer, Hunter, MonkExperience: 100/75Description: +2 to Stealth Skill

SSTRONGTRONG W WILLEDILLED Requirements: Wisdom >=60Preferred Profession: Cleric, Minstrel, Monk, Shaman, Wizard Experience: 150/100Description: +10 to Resolve (can't exceed 85%)

SSTUBBORNTUBBORN Requirements: n/aPreferred Profession: Barbarian, Berserker, ShamanExperience: 150/100Description: Negate +5% to Resolve Checks and +2 to Intimidate Skill

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SSTUDIEDTUDIED Requirements: Intellect >=60Preferred Profession: WizardExperience: 150/100Description: +5 to Conjure (can't exceed 85%)

SSTURDINESSTURDINESS Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: Athletics bound ability mod can be based on Vitality rather than Agility (optional).

SSUAVEUAVE Requirements: Personality >=60Preferred Profession: MinstrelExperience: 150/100Description: +5 to Perform (can't exceed 85%)

TTRACKINGRACKING Requirements: Wisdom >=50Preferred Profession: Hunter, ExplorerExperience: 100/75Description: This allows your character to roll Perception Checks vs. finding tracks or footprints, and +2 to Survival Checks

TTOUGHNESSOUGHNESS Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: +1 to Toughness Vital. (see page # for info)

UUNCANNYNCANNY D DEFENSEEFENSE (+1 - +7) (+1 - +7) Requirements: Fighting, Agility >=50Preferred Profession: Athletes, Barbarian, Berserker, Blade Master, Gladiator, Knight, Monk, Silent BladeExperience: 100/75Description: Negate +10% to being Flanked (see page # for info). This must be bought each time you want to Negate +10% to being Flanked (being surrounded by enemies). This endowment may be gained seven times, and the effects stack for a total of +70%.

UUNCANNYNCANNY D DODGEODGE Requirements: Agility >=70Preferred Profession: Athlete, Blade Master, Bounty Hunter, Thief, Gladiator, Hunter, MonkExperience: 100/75Description: Negate +10% to Dodge and Parry Penalties vs. Missile Weapons, Flying Creatures, Mounted Foes. This endowment may be gained twice and the effects stack.

WWEAPONEAPON F FINESSEINESSE Requirements: Dexterity >=60Preferred Profession: Blade Master, Gladiator, Monk, Silent BladeExperience: 150/100Description: +1 Attack Bonus when attacking with “light” weapons with all action that turn (see page ## for which weapons are considered “light”).

WWEAPONEAPON F FOCUSOCUS Requirements: Cannot be bought.Preferred Profession: n/aExperience: n/aDescription: +5% to hit with specific weapon type.

WWEAPONEAPON P PROFICIENCYROFICIENCY {A {AXESXES}} Requirements: NonePreferred Profession: Barbarian, Gladiator, KnightExperience: 75/50Description: Allows character to use Martial Axes without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {B {BLADESLADES}} Requirements: NonePreferred Profession: Barbarian, Cleric, Thief, Explorer, Gladiator, Silent BladeExperience: 75/50Description: Allows character to use Martial Blades without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {B {BLUNTSLUNTS}} Requirements: NonePreferred Profession: Barbarian, Berserker, Cleric, Monk, Knight, ShamanExperience: 75/50Description: Allows character to use Martial Blunt without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {B {BOWSOWS}} Requirements: NonePreferred Profession: AthleteExperience: 75/50Description: Allows character to use Bows without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {C {CROSSROSS-B-BOWSOWS}} Requirements: NonePreferred Profession: Explorer, HunterExperience: 75/50Description: Allows character to use Crossbows without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {E {EXOTICXOTIC}} Requirements: NonePreferred Profession: NoneExperience: 100Description: Allows character to use Exotic Weapons without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {S {SIMPLEIMPLE}} Requirements: NonePreferred Profession: NoneExperience: n/aDescription: Allows character to use Simple Weapons without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {S {SPEARSPEARS}} Requirements: NonePreferred Profession: Barbarian, Berserker, Explorer, Gladiator, Knight, Monk, ShamanExperience: 75/50Description: Allows character to use Martial Spears without the -50% penalty

WWEAPONEAPON P PROFICIENCYROFICIENCY {T {THROWINGHROWING}} Requirements: NonePreferred Profession: Monk, Silent BladeExperience: 75/50Description: Allows character to use Throwing Weapons without the -50% penalty

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SkillsSkillsStandard Skills are skills that determine how well your character can do certain tasks and functions. Below is an example chart showing and explaining what the Standard Skills section on your character sheet may look like and how it works.

A N Skill T Ability Ability Mod Base Mod Mod Totaln X Athletics AGI 8 0 2 0 = +10q n Charm PER 5 0 0 0 = +5n q Mechanical √ DEX 7 5 2 2 = +16n X Search WIS 6 2 0 0 = +8

• A: “A” is for Acquired. These boxes are only marked with skills you start with (from Race or Profession).

• N: “N” is for Non acquired. These boxes are marked with all of the skills your character doesn't start with. Except for the “Trained” skills. Leave the “N” boxes blank next to skills which require training.

• Skill: For Descriptions of each skill please refer to the Skill Description section on page ##.

• T: “T” is for Trained. Trained Skills require special training to be able to use at all. Some examples of trained skills are: • Lore

• Mechanical

• Repair

To “Train” a skill costs your character 200 experience points and must be done in town. At that time, you can start raising the score of these skills at the same cost of a Non-acquired skill (100 Experience per point). Meaning, you can also now check the “N” box next to the skill which you have trained. In the example skill chart above the character started with “Mechanical” which is why it is an acquired skill.

• Ability: This is the ability your skill is derived from (i.e.: Charm is derived from Personality; Mechanical is derived from Dexterity; etc.)

• Ability Mod: This represents the bonus that you will get from your Ability Scores. The Ability Mod is the first digit of your Ability Score. If your Wisdom is 66, then your Ability Mod will be +6 as seen above. If or when you raise your Ability Scores, there may be a change in the Ability Mod, in which case you will also change the mod bonus on these skills. If your Wisdom Ability Score is changed due to the Endowment “Ability Training”, drinking a +5 Wisdom potion, etc. Your Base Wisdom Ability Score will be 71 making your Ability Mod for all Wisdom derived skills a +7.

• Base: This represents how many points you have allocated to this skill with experience. Each point will cost a certain amount of experience depending on if it is an aquired skill or a non aquired skill. An aquired skill requires 50 experience per point to raise and a non aquired skill requires 100 experience per point to raise.

• Mod: This is where any bonuses go that are given to you through endowments, racial/profession bonuses, equipment, drinking a potion, etc. This can show both negative and positive bonuses (i.e.: Some potions may help your mods, while others may decrease them).

• Total: This is the sum of all the bonuses added together.

UUSINGSING S SKILLSKILLS When your character uses a skill, you make a skill check to see how well he or she does. A skill check takes into account a character’s training (Base), natural talent (Ability Mod), bonuses (Mods), and luck (the die roll). Skill Checks are rolled differently than Assault and Defense Checks. Skills are not based on a percentage, they are values derived from your Ability Scores plus the bonuses you have. Roll 2d10's plus any exploding 10 rolls (refer to Exploding 10's section) you get and then add your Total Skill Value to your roll to determine the ending success result. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a Difficulty Class (see next section) for the check to be successful. The harder the task, the higher the number you need to roll. In some Skill Check situations, if others help, the character may succeed where otherwise he or she would fail (see “Aid: Combining Skill Attempts”).

DDIFFICULTYIFFICULTY C CLASSLASS All checks are made against a Difficulty Class (DC) or an Opposed Skill Check. The DC is a number either set or rolled by the Narrator. The most common number rolled will be an 11 on 2d10s, and your most average non modified skill will be somewhere around a +6 your most typical number rolled will be around 17. Keep in mind that with 2d10s the odds for rolling very good or very bad are more uncommon that rolling average. Below is the general set DC chart that the Narrator can use as a guild. He or she can use this chart or roll a random DC at his or her discretion.

Difficulty (DC) Example (Skill used)Very Easy (5) Notice a castle 5 feet away in broad daylight (Perception)Simple (11) Climbing a ladder (Athletics)

Easy (16) Hear a nearby hoard of orcs in the woods (Perception)Average (21) Set a bear trap (Mechanical)

Challenging (26) Hear and comprehend whispers across a room (Perception)Formidable (30) To hunt a Paridonian white rabbit during the winter (Survival)

Heroic (34) To climb a rope with one arm (Athletics)Nearly Impossible (38) Track a falcon in a cloudy, rainy day (Search)

EEXPLODINGXPLODING 10 10SS When your character rolls a skill check and a 10 is rolled on either dice, that die will “explode”. Not in the literal sense of blowing up, but in the term that it will continue to raise your score because you will get the ability to always reroll 10s and continue to add that result to your total roll value. Example: Brenda rolls 2d10s and rolls a 6 and a 10, she gets to reroll her 10 and add that value to the 16 she already rolled. She rolls the 1d10 again and rolls a 4, her total skill value for that is going to be 20 plus her skill total. Exploding 10s are a good way to make very high rolls that are very unlikely. This makes it so no skill is impossible for your character to achieve, just unlikely.

RRAISINGAISING S SKILLSKILLS P POINTSOINTS TOTO A ACQUIREDCQUIRED ANDAND N NONON-- AACQUIREDCQUIRED S SKILLSKILLS An Aquired Skill is a skill that your character is proficient in learning due to his profession or race. Every Base section (where you can raise skills with experience) Starts with zero points allocated to the column. You can then spend any experience you have banked on raising these skills. An Acquired Skill is cheaper to learn than Non-Acquired Skills. Non-Aquired skills checks suffer a -4 penalty when rolled.

Experience Cost• 50 Exp = 1 Acquired Skill Point (not to exceed bound “Ability Mod”)

• 100 Exp = 1 Non-Acquired Skill Point (not to exceed bound “Ability Mod”)

OOPPOSEDPPOSED S SKILLKILL C CHECKSHECKS An Opposed Check is a check where the success or failure is determined by comparing the check result to another character’s check result. In an Opposed Check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill total. If these scores are the same, roll again to break the tie.

Task Skill Opposing SkillSneaking up on someone Stealth Perception

Con someone Deceive PerceptionHide from someone Stealth Perception

Pretend to be someone else Deceive PerceptionSteal a small item Slight of Hand Perception

Win an argument or debate Charm CharmSearching a body for items Search SearchConcealing a small object Search Perception

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TTRYINGRYING A AGAINGAIN In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. These skill can NOT be retried:• Repair

• Lore

AAIDID: C: COMBININGOMBINING S SKILLKILL A ATTEMPTSTTEMPTS When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap. You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 16 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once. The helping characters and the main Skill Check character must be predetermined. The main Skill Check character must ask for help prior to his or her roll.

AABILITYBILITY C CHECKSHECKS Sometimes a character tries to do something where no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of a 2d10s plus the appropriate Ability Mod. The exploding 10s still apply to this roll.

FFAVORABLEAVORABLE ANDAND U UNFAVORABLENFAVORABLE C CONDITIONSONDITIONS Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the DC of the skill check.

The chance of success can be altered in four ways to take into account exceptional circumstances.Changing Character SkillConditions that affect your character’s ability to perform the skill change the skill modifier. A bonus or penalty to the skill modifier. These conditions represent tools your character has to work with.• Give the skill user a +2 circumstance bonus to represent conditions

that improve performance, such as having the perfect tool for the job, getting help from another character (see “Combining Skill Attempts”), or possessing unusually accurate information.

• Give the skill user a -2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.

Changing DCConditions that affect the difficulty of the task, increase or reduce the DC check the character must make. A bonus or penalty to the DC. These conditions represent “outside conditions” as opposed to the character's tools.• Reduce the DC by 2 to represent circumstances that make the task

easier, such as having a friendly audience or doing work that can be sub par.

• Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing work that must be flawless.

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Skill DescriptionsSkill DescriptionsAAPPRAISEPPRAISE Bound Ability: IntellectAid Allowed: YesDescription: Appraise skill is used when trying to determine the value of something (i.e.: Appraising jewelry, artifacts, identified magical items, etc). A successful “Appraise” roll is required before you can know the cost of those items. Since Paridine is very black and white, even if you miss the roll by 1 you do not know the value, and can not appraise again. There are no estimations. No appraisal roll is required to determine the value of items that are available in the standard shop. Appraise is only for rare and unique items where the value would not commonly be known. A successful appraise check on an item being auctioned allows for two value rolls for the item (highest value kept). This must be done before an action value is rolled.

AATHLETICSTHLETICS Bound Ability: AgilityAid Allowed: NoDescription: Athletics is your character's skill at controlling his or her body under various situations. This skill is used when you must make a roll to keep your balance, swim a river, climb a cliff, etc. Certain types of armor will hinder what your character's maximum agility can be, which in turn will hinder his or her Athletics skill.

CCHARMHARM Bound Ability: PersonalityAid Allowed: YesDescription: Charm is a skill that your character uses when he or she is trying to persuade or convince someone. This can also be used to mentally sway someone to their will. This skill is used to haggle with shopkeepers to lower prices on items, and increase Auction value of items (Charm roll can be made after Auctioned Items are sold to get the bonus). This check can only be made once every 6 hours of game play or gaming session.

Charm DC Discount in Shop Auction BonusDC21 10% off 10% extraDC26 20% off 20% extraDC30 30% off 30% extraDC34 40% off 40% extraDC38 50% off 50% extra

DDECEIVEECEIVE Bound Ability: PersonalityAid Allowed: YesDescription: Deceive is used whenever your character has to lie to someone. This is the skill they use to determine how well they lie. This is an opposed skill check in most cases and would require that you beat their perception roll. If you lose the roll, they see through your lie.

IINTIMIDATIONNTIMIDATION Bound Ability: PersonalityAid Allowed: YesDescription: Intimidation is a skill that determines how frightful your character is. This skill can be used to strike fear into the hearts of your targets (as long as they are capable of fear). This skill goes directly against your targets resolve. The higher you roll the harder it is for them to make their resolve check vs fear against you. If they fail they will suffer a fear complication. You can not re-intimidate a target that is already afraid of you. And you can not attempt to intimidate a target for a second time when the target has already made a successful resolve check vs intimidation.

Intimidate DC Targets Resolve Penalty vs FearDC21 Normal ResolveDC26 Resolve -10%DC30 Resolve -20%DC34 Resolve -30%DC38 Resolve -40%

LLOREORE Bound Ability: WisdomAid Allowed: YesDescription: Lore represents a study of some body of lore, possibly an academic or even scientific discipline, general knowledge of a particular place or type of people, etc.

Listed fields of study:• Alchemy (Magical potions, mixtures, chemicals)

• Arcane (Magical Items, weapons, creatures)

• Dungeoneering (Spelunking, caves, dungeons, crypts, underground caverns, tombs)

• Geography (lands, environments, mountains, landscapes, cultural locations )

• History (wars, legends, cities, ruins, cultural pasts)

• Local (local law, local personalities, local royalty, mobs, crime)

• Nature (monsters, animals, plants, weather, natural creatures, natural traps, seasons)

• Nobility (lineages, heraldry, personalities)

• Religion (gods and goddesses, undead, histories, religious practices, holy symbols, churches, places of worship)

These skill checks will be needed to Lore or identify certain people, places, or things. A successful lore check gives your character great insight. Each specific Lore (Alchemy, Arcane, Dungeoneering, Geography, etc.) must be separately trained to be used at all.

MMECHANICALECHANICAL Bound Ability: DexterityAid Allowed: NoDescription: Mechanical is a skill that encompasses your characters ability to manipulate mechanical devices. When a character needs to pick locks, disarm traps, etc., he or she must beat a predetermined DC with their mechanical skill. Certain types of armor will hinder what your character's maximum agility can be, which in turn will hinder his or her Mechanical skill. Mechanical must be trained to be used at all.

PPERCEPTIONERCEPTION Bound Ability: WisdomAid Allowed: NoDescription: Perception is the skill that your character uses whenever your character tries to NOTICE something. Whether it be someone stealing from you, lying to you, hiding from you, or losing money that is falling from a hole in your bag. Perception can also be used when attempting to notice a creature or monster. Perception can be an opposed skill roll to Slight of Hand, Deceive, and Stealth. If you miss your Perception roll on any type of check, you will not notice anything, and cannot re-roll; leaving your character potentially stolen from, lied to, and generally unaware of what is happening to him or her.

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RREPAIREPAIR ( (METALMETAL, , LEATHERLEATHER)) Bound Ability: DexterityAid Allowed: Yes (1 other person, who must be chosen before roll is made)Description: Repair gives you the ability to repair any durability damage taken by armor or weapons. Items can be repaired based on the two mediums: metals or leathers. The item MUST have at least 1 durability point left in order for you to make a successful repair check on it. The better your repair roll the more likely you are to repair an item. The DC for the roll is based on how much durability you are trying to repair. You can only attempt one repair per item.

Trying to repair 1 point of durability DC16Trying to repair 2 point of durability DC21Trying to repair 3 point of durability DC26Trying to repair 4 point of durability DC30Trying to repair 5 point of durability DC34Trying to repair 6 point of durability DC38Trying to repair 7 point of durability DC41

Repair kits can give you bonuses to this repair skill check. Repair kits do not influence durability reduction.

Repair Kits BonusesSimple Repair Kit +2

Advanced Repair Kit +4

A character who has the repair skill likely takes better care of their weapons and armor, and it is perceived that they would do regular maintenance on the items. So high repair skill will actually reduce any durability damage to weapons or armor, that they own (only when rolled on movement chart, and of the selected medium of the skill).

Total Skill Durability Reduction5 -18 -2

11 -314 -417 -5

Both types of Repair (Metal and Leather) must be trained to be used at all.

SSEARCHEARCH Bound Ability: IntellectAid Allowed: YesDescription: Search represents how effective your character is in making searches of an area or a dead body. When searching a dead body by yourself; you do not need to make this roll at all. However, if you are searching the body with someone else, then you are competing to see who finds the treasure first. In this case, it will be an “opposed” roll of both Search Skills; leaving the character with the higher search roll the victor, and the one who gets the treasure. In some cases you can find treasure or items in a room if you make certain search checks determined by the narrator. Your character can conceal an item using a search roll as well (if your character knows where to find items, they would know where to hide them). You must specify to the narrator or write down when an item is concealed. If someone tries to notice that item, an opposed skill roll between your search vs their perception must be made.

SSLIGHTLIGHT OFOF H HANDAND Bound Ability: DexterityAid Allowed: NoDescription: Slight of Hand represents your characters ability to steal from others. You can only steal items that are considered “small”. The difficulty to steal an item from a target is an ‘opposed’ perception roll to avoid getting caught. If the item you are trying to steal is “concealed” then you must beat the Search roll of the target with an opposed “Perception” check before you can attempt to steal it (a failed perception cannot be re-rolled). Certain types of armor will hinder what your character's maximum agility can be, which in turn will hinder his or her Slight of Hand skill.

SSTEALTHTEALTH Bound Ability: AgilityAid Allowed: NoDescription: Stealth represents your character's ability to either move silently or go unseen. This is an opposed skill roll to a target's perception. If you successfully go unnoticed by a target any other skills used towards them like “slight of hand” will yield a +6 bonus on the opposed roll due to the fact that they cannot see you. If you do a physical attack from an unseen position, the target suffers a 50% penalty on his or her defense. Certain types of armor will hinder what your character's maximum agility can be, which in turn will hinder his or her Stealth skill.

SSURVIVALURVIVAL Bound Ability: WisdomAid Allowed: YesDescription: Survival is your character's ability to weather harsh natural difficulties. This roll can be used to find food from the wilderness, shelter, and in some cases bare directions to a safer path.

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Casting SpellsCasting SpellsSome spells may apply a difficulty to your assault check. This is called a difficulty rating (DR). Difficulty ratings subtract from your % to succeed. If the character missed his or her “assault check” taking the difficulty rating modifier into effect, then the action is done but the magic points are not spent.

Most spells are designed to be used in combat situations. Spells that have a lasting effects and are only active during combat. When an encounter or combat is over those spell effects during combat are removed.

MMAGICAGIC S SPELLPELL C CASTINGASTING T TYPESYPES 9/25 Grid Effect9/25 Grid EffectThis effect hits a target grid-square (within line of sight of the caster) and then affects the adjacent grid-squares, either a 9 or 25 grid area. Some spells will have diminished power in the outer grids. Spells that are naturally a “9/25 Grid Effect” impose no penalty to the caster. • Forcing a spell to “9 grid” costs twice the magic points of a single

effect and a Difficulty Rating of -20.• Forcing a spell to “25 grid” spell costs four times as much magic points

as a single effect and a Difficulty Rating of -40.• Ground zero (the target grid-square) takes full damage, the area

around it is cut in half for each 5 feet (1 grid-square) from ground zero (up to 10 feet away [2 grids]).

Area EffectArea EffectYou can cast a spell on a group by casting it “Area Effect”. This will affect everyone in line of sight with the magic user. Spells that are naturally an “Area Effect” impose no penalty to the caster. • Spell costs twice the magic points.

• Casting an Area Effect Spell that is not naturally Area Effect will impose an additional Difficulty Rating of -40.

Aura EffectAura EffectThis spell affects every adjacent grid-square from the caster's standing grid-square. Spells that are naturally an “Aura Effect” impose no penalty to the caster.• Spell costs twice the magic points.

Choose EffectChoose EffectThis spell affects only the targets you wish and does not affect anything else. This gives the most control when attacking larger groups. Only certain mental affecting spells can be cast like this. Spells that are naturally a “Choose Effect” impose no penalty to the caster. • Spell costs three times the magic points.

• Casting a Choose Effect Spell that is not naturally Choose Effect will impose an additional Difficulty Rating of -50.

Cone EffectCone EffectThis spell projects from the casters standing grid-square. The spell targets an adjacent grid-square from the caster, and 1 grid to the right and left of that adjacent grid-square. The depth of the spell is 4 grid-squares. Spells that are naturally a “Cone Effect” impose no penalty to the caster. • Spell costs twice the magic points.

• Casting an “Cone Effect” spell that is not naturally a “Cone Effect” spell will impose an additional Difficulty Rating of -20.

Duration EffectDuration EffectDuration spells may need to be held on a target from round to round in order for their spell effects to work. Holding a spell may require an action in the following round to maintain the spell with a successful “Conjure Check”. Even in the case when it does not require an action, your caster must still make a successful “Conjure Check” in order to keep it maintained. If the spell was modified when originally cast and had an added Difficulty Rating, then that penalty must be imposed and met for the spell to be maintained.

Single EffectSingle EffectThis is a spell that can be singled out on someone or something; affecting only that target. There are no complications to casting a spell in this manner.

Strengthen Spell EffectStrengthen Spell EffectThis type of effect increases the effectiveness of a spells damage, duration or complications. • Spell costs twice the magic points.

• Imposes a Difficulty Rating of -20.

Touch EffectTouch EffectThis type of spell is more of a physical way of attacking. This is very difficult unless physical contact is already made. Spells that are naturally a “Touch Effect” impose no penalty to the caster. • You must first make a successful free action “Conjure Check” to

manifest the spell. If successful, you must then make a successful “Melee Assault Check”. If physical contact was already made the spell takes effect without a “Melee Assault Check”.

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Magic SpellsMagic SpellsMagic Spell Chart (d20)

# Spell1 Blind2 Conflagration3 Cosmic Sphere4 Deflect Missile Weapons5 Earthquake6 Entangle7 Fire Ball8 Fly9 Freeze

10 Harden Skin11 Heal12 Impulse of Decay13 Inflict14 Lightning Bolts15 Magic Bolt16 Magic Shield17 Open Door18 Puppetry19 Repel20 Teleportation

1-B1-BLINDLIND “The shroud of darkness consumes you, and you are alone!”Experience Cost to buy Spell: 50 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 5 + 1 magic point per round to maintainCast Types: Area, Choose, Duration, Single, TouchDescription: This spell affects the eyes of the target and stops them from functioning normally. Any creature with normal vision will be “Partially Blinded” for the duration of the spell. This will cause a -30% to all physical assault and defense rolls. It costs 1 magic points per round, per person affected to keep this spell going.

2-C2-CONFLAGRATIONONFLAGRATION “The smell of burning flesh always brings a smile to my face!”Experience Cost to buy Spell: 100 Assault Type: Conjure vs. GritDifficulty Rating to Cast: -10 Damage: d6 (all-over fire damage)Magic Point Cost to Cast: 5Cast Types: Area, Choose, Single, Strengthen Spell, TouchDescription: This spells catches living creatures on fire. Refer to Damage Type chart (Page ##) for fire complications. Armor will not reduce this type of damage as it effects the flesh directly. Strengthen Spell increases spell damage to d6x2.

3-C3-COSMICOSMIC S SPHEREPHERE “I summon powers from the farthest corners of the cosmos!”Experience Cost to buy Spell: 100 Assault Type: Concure vs. Dodge (-40%)Difficulty Rating to Cast: - Damage: d6 (blunt damage)Magic Point Cost to Cast: 5Cast Types: Cone, Single, Strengthen SpellDescription: This spell creates a super-accelerated energy ball that is very difficult to defend against. In addition to the d6 blunt damage there is a chance of a knock down (Athletics Check vs Balance DC16) along with a knock back of d4 grids if successful. Strengthen Spell increases blunt damage to d6x2.

4-D4-DEFLECTEFLECT M MISSILEISSILE W WEAPONSEAPONS “Come on.. stop trying to hit me and hit me!”Experience Cost to buy Spell: 75 Assault Type: ConjureDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 2Cast Types: SingleDescription: If the caster is being attacked by a missile weapon (i.e.: Arrow, thrown dagger, spear, fire ball, or any physical object) he or she can cast this INSTEAD of Dodging, and the object will deflect away from the caster if successful. No shields can be used if you miss this spell.

5-E5-EARTHQUAKEARTHQUAKE “Feel my power as I disrupt this place, now fall, fall before me!”Experience Cost to buy Spell: 50 Assault Type: Conjure vs. Balance DC18Difficulty Rating to Cast: - Damage: Fallen creature(s) take d4 stunMagic Point Cost to Cast: 5Cast Types: Aura (natural), Strengthen SpellDescription: This spell naturally effects an aura around the caster. All creatures (enemies and allies) within the effected area must roll an Athletics Check vs Balance DC18 or they will fall down and take d4 stun. If the caster uses Strengthen Spell Effect the Athletics Check vs Balance also becomes DC22 and the Aura becomes a 25 grid aura.

6-E6-ENTANGLENTANGLE “Stand still you vile scum!”Experience Cost to buy Spell: 50 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 10 + 2 magic points per round to maintainCast Types: Aura, Single, TouchDescription: This spell entangles a target with magical vines. This prevents the target from moving until the spell is dropped. Targets movement is reduced to 0.

7-F7-FIREIRE B BALLALL “Burn, Burn, Burn!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. Dodge (-20%)Difficulty Rating to Cast: - Damage: d10 (fire damage)Magic Point Cost to Cast: 3Cast Types: 9/25 grid, Cone, Single, Strengthen SpellDescription: This spell launches fireballs from casters hands. These fireballs erupt on contact doing fire damage. Refer to Damage Type chart (Page ##) for fire complications. Strengthen Spell increases fire damage to d10x2.

8-F8-FLYLY “Lighter than a feather, swifter than a sparrow!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: -10 Damage: -Magic Point Cost to Cast: 5 + 1 magic point per round to maintain (per person)Cast Types: Area, Choose, Duration, SingleDescription: This spell will make target(s) fly above the ground in a mentally controlled manner. Movement speed of someone flying is double their Intellect Mod. Targets of Flying creatures suffer a -30% to their Melee, Dodge and Parry checks. This spell is 5 magic points to cast plus 1 magic point per round to maintain (per person). For example; casting this spell on 3 people would cost 15 magic points to cast and 3 magic points per round to maintain, plus any extra magic point multipliers from Area or Choose effect.

9-F9-FREEZEREEZE “Where are the frost giants?! Winter's chill bites hard!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. GritDifficulty Rating to Cast: - Damage: d8 (all-over cold damage)Magic Point Cost to Cast: 5 + 1 magic point per round to maintain (per person)Cast Types: Area, Choose, Single, Strengthen Spell Description: This spell freezes a target with cold damage. Refer to Damage Type chart (Page ##) for cold complications. Natural armor will reduce the damage. Strengthen Spell increases cold damage to d8x2.

10-H10-HARDENARDEN S SKINKIN “You get hurt much less when you have a thick hide!”Experience Cost to buy Spell: 50 Assault Type: ConjureDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 10 + 2* magic point per round to maintainCast Types: Duration, Single (Self) Description: This spell hardens the target's skin to become harder natural armor. This can be used to harden your skin up to -1 natural armor class for every 2 magic points put into the spell per round (i.e.: 10 magic points per round = -5 natural armor).

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11-H11-HEALEAL “Mending the wounds is much easier than mending the pain!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 4Cast Types: Choose, Single, Strengthen Spell Description: This spell magically heals target(s). Can cure cuts, burns, and any normal damage that occurs during battle. Heal can also cure some curses and plagues. Target is healed for d4 points of damage. Strengthen Spell increases healing on target(s) to d4x2.

12-I12-IMPULSEMPULSE OFOF D DECAYECAY “It is the emptiness it leaves behind that hurts!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. Dodge (-30%)Difficulty Rating to Cast: - Damage: d4 (dissolving damage)Magic Point Cost to Cast: 3Cast Types: Cone, Single, Strengthen SpellDescription: This spell shoots a beam that will dissolve flesh or objects. Armor class will drop if it hits armor or weapons (1 class point for every point of damage caused by the spell). Cone effect makes this damage “all-over”. Strengthen Spell will increase dissolving damage to d4x2.

13-I13-INFLICTNFLICT “Let me spoil your flesh with disease and decay.”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: - Damage: d4 (all-over damage)Magic Point Cost to Cast: 4Cast Types: Area, Choose, Single, Strengthen SpellDescription: This spell effects living natural armor first (i.e.: dragon scales, hides, etc.) before doing actual damage. This will reduce the armor class from that armor by 1 point for every point of damage done. Strengthen Spell increases all-over spell damage to d4x2.

14-L14-LIGHTNINGIGHTNING B BOLTOLT “Feel the wrath of my inner storm!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. Dodge (-30%)Difficulty Rating to Cast: - Damage: d6 (electrical damage)Magic Point Cost to Cast: 3Cast Types: Single, Strengthen SpellDescription: This spell creates a lightning bolt which shoot from the caster's hands toward a target. Refer to Damage Type chart (Page ##) for electrical complications. Strengthen Spell increases electrical damage to d6x2.

15-M15-MAGICAGIC B BOLTOLT “Nothing can protect you from my stabs!”Experience Cost to buy Spell: 50 Assault Type: Conjure vs. Dodge (-20%)Difficulty Rating to Cast: - Damage: d4*Magic Point Cost to Cast: 1*Cast Types: SingleDescription: This spell shoots a magical bolt from the caster's hand. Only natural armor will protect from this spell (i.e.: wood, leather, etc.). *For 1 magic point this spell does d4 damage. However, the caster may increase this damage by adding magic points to the spell (i.e.: 2 magic points will do 2 damage, 3 magic points will do 3 damage, 8 magic points will do 8 damage, and so forth). The only cap on magic points and damage in this spell is the amount of magic points the caster has.

16-M16-MAGICAGIC S SHIELDHIELD “My magic not only harms you, but protects me!”Experience Cost to buy Spell: 75 Assault Type: ConjureDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 1*Cast Types: Aura, Single (Self)Description: This spell casts a shield around the caster creating an armor class shield equal to magic points cast into it (i.e.: Magic Shield spell with 8 magic points creates a –8 shield around caster). When caster takes damage, that damage is deducted from the shield first. Aura effect creates a shield around any allies within 1 adjacent square from the caster. This shield will follow all targets protected by it. If this is cast in aura effect and the caster and other effected target(s) move apart, they will each still have the shield.

17-O17-OPENPEN D DOOROOR “Open Sesame!”Experience Cost to buy Spell: 50 Assault Type: ConjureDifficulty Rating to Cast: -20 Damage: -Magic Point Cost to Cast: 5Cast Types: SingleDescription: This spell magically opens locked doors or containers that have a locking device. If the spell is not successful then the magic points are spent and the spell will not work on that lock a second time.

18-P18-PUPPETRYUPPETRY “Dance my minion, dance!”Experience Cost to buy Spell: 75 Assault Type: Conjure vs. GritDifficulty Rating to Cast: -20 Damage: -Magic Point Cost to Cast: * + * magic points per round to maintainCast Types: Duration, SingleDescription: This spell *costs magic points equal to a target's Life Force per round to maintain. This spell will control living creatures by magically manipulating their bodies. If you match a creature's Life Force with amount of magic points put into the spell, then it is under your control while this spell is maintained. This spell only controls a target's physical actions, the caster can make the target physically run or attack whoever he or she wants; but if the target is a spell caster, he or she can still cast. Targets can attempt to make a Grit Check at the top of each turn to break free from the effects of this spell.

19-R19-REPELEPEL “Get away from me your scum!”Experience Cost to buy Spell: 50 Assault Type: Conjure vs. GritDifficulty Rating to Cast: - Damage: -Magic Point Cost to Cast: 3Cast Types: Single, Strengthen SpellDescription: This spell repels a target d4 grids away. If the target misses his or her Grit check, they are pushed away from the caster d4 grids, and must make an Athletics Check vs Balance DC18 or be knocked down. If a knock down occurs then d4 stun damage is inflicted on victim. This spell only works on greater size class or smaller. Strengthen Spell increases the repel to d4x2 grids and increases Athletics Check vs Balance to DC22.

20-T20-TELEPORTATIONELEPORTATION “I can be where ever I want to be!”Experience Cost to buy Spell: 100 Assault Type: Conjure vs. ResolveDifficulty Rating to Cast: -10 Damage: -Magic Point Cost to Cast: 5 + 1 magic points per 5 feetCast Types: SingleDescription: This spell will teleport the caster, another creature or an item (greater size class or smaller) to any place on the battle board that is within the caster's line of sight. Also, the caster can use this spell defensively when an attack is made on him or her. The caster would just need to roll a Conjure Check instead of a physical defense roll.

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Minstrel's SongsMinstrel's SongsSome Songs may apply a difficulty to your assault check. This is called a difficulty rating (DR). Difficulty ratings subtract from your % to succeed. If the character missed his or her “assault check” taking the difficulty rating modifier into effect, the the action is done. Once a song has been performed successfully and its target is effected, that song can continue to be played to maintain that effect on the target. The Minstrel must make a successful Perform check on the first action of his next turn to maintain the song. Any effected targets would still be effected with no defense checks.

Playing a song normally takes all your actions but maintaining a song only takes 1 action (your first of the proceeding round). Most songs are designed to be used in combat situations. They have a lasting effects and are only active during combat. When an encounter or combat is over those effects during combat are removed.

Languages can effect the songs a Minstrel performs. Each language aside from Paridonian gives a bonus to that Song for that turn only.

Song Chart (d20) # Song1 Great Song of Will2 Healing Breeze3 Inspire Competence4 Inspire Courage5 Inspire Greatness6 Mesmerize7 Oasis 8 Resist Elements9 Shadow's Call

10 Song of Freedom11 Song of Protection12 Song of Strength13 Spirit of the Wind14 Summoning15 The Cry of Khuzdûl16 The Green Shows17 The Sorrow of death18 The Tune of Destruction 19 The Tune of Torment20 The Way of War

Language EffectsLanguage Effect to Song

Paridonian No additional effectRunic -10 to targets resolve

Pangaeic +d4 damageAdriatic Effects targets out of line of sightDraco -10 to Perform / -20% targets resolveLuric Makes Song cost only 1 actionElvin +10 to Perform

Dwarven Duration +d4 rounds

1-G1-GREATREAT S SONGONG OFOF W WILLILL Experience Cost to buy Song: 50 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song will grant all allies an increased will power. They will be more resistant to mental effecting spells. Effect: This Song grants a +10 (not to exceed 85%) resolve checks to all allies that are affected by this.

2-H2-HEALINGEALING B BREEZEREEZE Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: 20 Feet Damage: -Description: This song is used to gradually heal party members that are hurt. This is similar to a wizards heal spell. Effect: All allies within 20 feet will be healed d4 points at the end of the minstrel's turn.

3-I3-INSPIRENSPIRE C COMPETENCEOMPETENCE Experience Cost to buy Song: 50 Type: VoiceDifficulty Rating to Cast: -20 Assault Type: PerformRange: Line of Sight Damage: -Description: This song is used to grant confidence in any single target to increase his chances of performing any “Standard Skill”. Will only effect one target cause Minstrel must use targets name in the song.Effect: Targets get +5 to their next skill roll.

4-I4-INSPIRENSPIRE C COURAGEOURAGE Experience Cost to buy Song: 50 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This is a common song sung by minstrels in time of war to grant courage to the commoners and all people taking arms. Effect: Nullifies any fear effects that hinder any ally characters.

5-I5-INSPIRENSPIRE G GREATNESSREATNESS Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song will grant all allies an increase in combat competence. They will be more defensive.Effect: This Song grants a +10 (not to exceed 85%) to dodge, parry and grit checks to all allies that are affected by this.

6-M6-MESMERIZEESMERIZE Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: -20 Assault Type: Perform vs. ResolveRange: Line of Sight Damage: -Description: This entrancing ghostly song, can lull any living targets into a helpless trance, they will lack any mental or physical actions until the song has stopped playing. This song will affect anyone in line of sight, even allies.Effect: Songs makes targets helpless, unable to attack, defend or make any action.

7-O7-OASISASIS Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song creates a small oasis on any solid ground. It will inspire plant growth and water to flourish from the ground. Effect: This will create food and water based on how successful you were. You create 1 extra food or water for every 10 points you roll under your Perform Check.

8-R8-RESISTESIST E ELEMENTSLEMENTS Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song will allow your Minstrel and party members within range to be resistant to the effects of elements (lightning, fire, ice). Effect: This song reduces damage from elemental attacks by d20.

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9-S9-SHADOWHADOW''SS C CALLALL Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: -20 Assault Type: PerformRange: Line of Sight Damage: -Description: This song creates a magical darkness within the line of sight of the Minstrel. The minstrel's vision is not affected by the darkness along with any other creatures that have the “Night Vision” Endowment. Effect: Targets in the darkness will suffer a -20 to physical assault and defense check rolls unless they can see life force or see in dark.

10-S10-SONGONG OFOF F FREEDOMREEDOM Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: -20 Assault Type: PerformRange: Line of Sight Damage: -Description: This song dispels magic from any effected item or person. Effect: This song will break any spells, magical effects, physical entrapping, or mental enslavement that are on an object or person.

11-S11-SONGONG OFOF P PROTECTIONROTECTION Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: 9 Grid Area Damage: -Description: This is a song about a man who approached an army single handed. After several volleys of arrows flooded the area around the man, he was noticed to be unscathed. After the suspicious army saw that the man was untouched by the arrows the army retreated. Effect: This song will protect a 9 grid area around minstrel from any missile weapons.

12-S12-SONGONG OFOF S STRENGTHTRENGTH Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song encourages anger and fury from allies. This will grant them with an additional strength to fight off their foes. Effect: This will grant target with an additional +d4 to their strength rolls as long as the song is maintained.

13-S13-SPIRITPIRIT OFOF THETHE W WINDIND Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: - Assault Type: PerformRange: Line of Sight Damage: -Description: This song gives all allies swift feet allowing them to move farther then they normally would unaided. Effect: Each ally in line of sight gets a +1 movement and +1 speed.

14-S14-SUMMONINGUMMONING Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: -20 Assault Type: Perform vs. DodgeRange: Line of Sight Damage: -Description: This song is used to summon wisps of nature to help the minstrel combat his enemies. These wisps are small magical creatures that look like balls of light. They live in the forests of Paridine. They will attack the targets and foes of the minstrel. Effect: This song summons’s d4 wisps to protect the minstrel. This summons d4 wisps. Wisp’s stats are the same as the minstrel's. Wisps get 1 action per turn. Wisps can only be hit by magic. Wisps pass through all non magic, or non natural armor. Wisps deal d4 damage per hit. Wisps count as flying (-20% to targets dodge).

15-T15-THEHE C CRYRY OFOF K KHUZDÛLHUZDÛL Experience Cost to buy Song: 75 Type: VoiceDifficulty Rating to Cast: -10 Assault Type: Perform vs. Resolve (fear)Range: Line of Sight Damage: -Description: This was the war chant of the dwarves of Mount Omen during the great battle of the 4th age. All enemies of the minstrel must mentally defend from fear upon hearing this intimidating chant. Effect: Each foe in line of sight must make a resolve check vs. Fear (-10). If the minstrel continues this song to the next round the fear for those targets already affected is increased to terror (-20), and then to horror (-30) on the 3rd turn.

16-T16-THEHE G GREENREEN S SHOESHOES Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: -10 Assault Type: Perform vs. ResolveRange: Line of Sight Damage: -Description: This song is so addictive and catchy that all targets that don’t defend from it will start to dance. Effect: This song will affect anyone in line of sight. All dancing target’s movement is ½ (minimum of 1) All dancing targets lose 1 action per round. Dancing targets take a -20 to physical rolls.

17-T17-THEHE S SORROWORROW OFOF D DEATHEATH Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: -40* Assault Type: PerformRange: Line of Sight Damage: -Description: This song was written by man who lost everything; his wife, children and parents to the plague. He was able to write a song so mournful that death itself took pity on him and didn't take his loved ones. Effect: This song will summon the Angel of Death. The minstrel must then charm death with his performance. This is a last resort action. *If the minstrel is successful death can resurrect the entire party if the attempt fails Death will take the minstrel's soul. The minstrel must make a successful Perform Check -40% to charm death.

18-T18-THEHE T TUNEUNE OFOF D DESTRUCTIONESTRUCTION Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: - Assault Type: Perform vs. DodgeRange: Line of Sight, Cone Effect Damage: -Description: This song is used to turn your voice into a powerful weapon against intimate objects. Effect: This is a shout that damages objects. Does durability damage to all inanimate objects hit by this. This will affect all non organic armor and weapons. Every round this song is played the damage will increase (d4 for 1st round, then d6, then d8, then d10, then d12, then d20) This will affect any animated monsters as well (Skeletons, Iron Golem, etc.).

19-T19-THEHE T TUNEUNE OFOF T TORMENTORMENT Experience Cost to buy Song: 100 Type: VoiceDifficulty Rating to Cast: - Assault Type: Perform vs. GritRange: Line of Sight Damage: -Description: This Song will cause internal physical pain in any one target. Causing internal bleeding and internal hemorrhaging.Effect: This song does d6 aggravated damage to any living creature. Damaging flesh and tissue. Armor is no help against this.

20-T20-THEHE W WAYAY OFOF W WARAR Experience Cost to buy Song: 100 Type: DrumDifficulty Rating to Cast: -10 Assault Type: PerformRange: Line of Sight Damage: -Description: This is a song about the destruction of Mt. Omen in the 4th age. This is a song the dwarves forged out of anger toward the opposing litch and his demonic deity that destroyed half the mountain out of show of power. The dwarves never had the chance for revenge so their anger continues to stay buried.Effect: This song grants all allies with a +1 action

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Monk AbilitiesMonk AbilitiesMonk abilities can be used each turn as long as the monk makes a successful Assault Type. In some cases failing the Assault check will also result in a loss of the chi that was uses to produce the ability. Any monk ability can be used with each other as long as the monk is willing to take all the penalties and modifiers that apply to each along.

Monk Abilities (d20) # Ability1 Charged Fists2 Chi Armor3 Chi Deflect4 Chi Energy Ball5 Chi Heal6 Chi Meditation7 Chi Movement8 Chi Repel9 Claw of the Dragon

10 Counter-Strike11 Dragon-Leap12 Dragon-Strike13 Fists of Fury14 Focus15 Hidden-Strike16 Leg Sweep17 Light Step18 Multi-Strike19 Power Palm20 Touch of Death

1-C1-CHARGEDHARGED F FISTSISTS Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: FortifyChi Cost: 1 Chi per turn Damage: -Description: Monks can charge his fists with chi power.Benefits: This doesn’t do any extra damage, but will allow the monk to hit ethereal creatures that require magic to hit.

2-C2-CHIHI A ARMORRMOR Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: FortifyChi Cost: 1* Damage: -Description: Monk uses chi to surround his body in a protective aura.Benefits: *For ever 1 chi point put into this power your natural armor class will increase by –1. This will cover the entire body. There is no FLAW to this type of armor. This lasts for the duration of your battle. This is an aura of protective energy.

3-C3-CHIHI D DEFLECTEFLECT Experience Cost to buy: 100 Actions: 0 (used defensively)Difficulty Rating to Perform: - Assault Type: MeleeChi Cost: 1 per deflected attack Damage: -Description: This ability allows your monk to deflect any missile weapons with his hands by using chi.Benefits: He can deflect lightning, magic, fireballs, and any form of ranged attacks using his hands.

4-C4-CHIHI E ENERGYNERGY B BALLALL Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Aim vs. Dodge (-30%)Chi Cost: 1+* Damage: D6 damage per chi pointDescription: This manifests a large energy ball using the raw chi energy of the monk. This can be a very deadly ranged attack that can destroy greatest foes. Benefits: • *This energy ball does D6 damage per 1 chi point spent

• If ball hits greater size targets or less, then there is a chance of a knock down. (Athletics Check vs Balance DC16)

• This energy ball can hit ethereal creatures

5-C5-CHIHI H HEALEAL Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: FortifyChi Cost: 1+ Damage: -Description: This ability gives your monk the ability to heal others using his own chi energy.Benefits: Your monk can transfer 1 or more Chi points into another character as raw life force. This can even recover life force that is gone from resurrection sickness.

6-C6-CHIHI M MEDITATIONEDITATION Experience Cost to buy: 100 Actions: All (dormant round)Difficulty Rating to Perform: - Assault Type: Chi Cost: 1+ Damage: -Description: This skill gives your character the ability to rest the body during combat and other stressful situations. Benefits: If your character is hurt, you can spend 1 dormant round of combat to meditate and focus your chi to replenish Chi Energy (Life Force). If you are forced to defend from incoming attack, make a Focus Check (-30) or your meditation breaks and you have to try again. • You character replenishes 1+1d6 Chi Energy

7-C7-CHIHI M MOVEMENTOVEMENT Experience Cost to buy: 100 Actions: 0Difficulty Rating to Perform: - Assault Type: -Chi Cost: 2 Damage: -Description: This gives your monk the ability to move at super-humans speeds using chi. This doesn’t take an action to use, you can use this automatically at any time of your turn. Benefits: • Movement x2

• Targets can not get a free attack on monk when moving into engagement with +1 ranged weapons or when disengaging.

• -10 to targets dodge or parry vs. monk this turn.

8-C8-CHIHI R REPELEPEL Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: Fortify vs. Dodge (-30%)Chi Cost: 1+ Damage: -Description: The monk uses his chi to generate a forceful push to a target. Benefits: • For ever 1 chi point put into this power you can repel a single target 1

grid away from monk (i.e. 5 chi would be a 5 grid knock back) • Monk can do this to all targets that are engaged at the cost of double

Chi points and Monk’s Focus Check at a -20. This will repel in all directions.

• Effected targets suffer a Knock Down check (Athletics DC 16)

9-C9-CLAWLAW OFOF THETHE D DRAGONRAGON Experience Cost to buy: 100 Actions: All Difficulty Rating to Perform: - Assault Type: Melee vs Dodge/ParryChi Cost: 0 Damage: -Description: This combat move allows you to hit everyone engaged with your character with one action. Benefits: • The hit location is rolled once, and everyone that gets hit gets hit in

that same location • The damage is not reduced from hit to hit: roll one strength roll

and everyone takes the same amount of damage.

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10-C10-COUNTEROUNTER-S-STRIKETRIKE Experience Cost to buy: 100 Actions: 0 (used defensively)Difficulty Rating to Perform: -20 Assault Type: Melee vs. Dodge/ParryChi Cost: 0 Damage: -Description: This ability lets you attack your foe instead of defending his attack. This has to be announced before you make or attempt the defensive roll.Benefits: • You will have a -20% penalty to your melee check, IF successful your

target will have a -6 penalty on his physical dodge or parry • This action will deflect the incoming attack while attacking to target

back • Limitations: If you MISS with this ability you will take a clean hit with

no shields or other defensive rolls.

11-D11-DRAGONRAGON-L-LEAPEAP Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: -20 Assault Type: Melee vs. Dodge (-30%)Chi Cost: 0 Damage: -Description: Dragon-Leap gives your monk the ability to harness his powers to initiate a powerful flying attack.Benefits: • Strength roll +1 (blunt damage).

• Knock Down % if target is hit (Athletics Check vs Balance DC15).

• D4 knock back on target, if hit.

• Monk can leap his entire move distance even if target is hit.

12-D12-DRAGONRAGON-S-STRIKETRIKE Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Melee vs. Dodge/ParryChi Cost: 0 Damage: -Description: Monk focus his attack to make a powerful stabbing blow. Very useful against heavier armor.Benefits: This attack must be done with a weapon that can “stab”. You can choose to use your hands (fingers) as piercing weapons and damage is a straight strength roll +d6 (piercing damage). • Target must roll physically defend twice from this one attack. If he fails

once, the attack hits him. • Strength +d6

• Piercing damage

13-F13-FISTSISTS OFOF F FURYURY Experience Cost to buy: 100 Actions: 0Difficulty Rating to Perform: - Assault Type: Melee vs Dodge/ParryChi Cost: 2 Damage: -Description: Your monk can spend 2 chi points to make all his attacks very elusive and evasive due to enhanced speed making them difficult to defend against. Your monk’s hands are moving at tremendous speeds. Benefits: • Defense against attacks this round are -20%

• +3 Speed

• Shield defenses against this are –2

• Limitations: Limited to open-hand or open hand weapons

14-F14-FOCUSOCUS Experience Cost to buy: 100 Actions: All (dormant round)Difficulty Rating to Perform: - Assault Type: FortifyChi Cost: 1 Damage: -Description: This gives your character the focus his mind, spirit and body with the world around him. Benefits: Your Monk can spend 1 dormant round of combat to Focus. If you are forced to defend from incoming attack, make a Focus Check (-30) or your Focus breaks and you have to try again. • +5 to Assault and Defense Checks til the end of combat

• Can exceed to 85%

15-H15-HIDDENIDDEN-S-STRIKETRIKE Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Melee vs. Parry/DodgeChi Cost: 0 Damage: -Description: Hidden strike is the ability to distract an opponent enough to slip in one unseen attack. Benefits: • To use this ability, mention it “before” you make an action roll

• Targets suffer a -30% to Dodge or Parry from this attack

16-L16-LEGEG S SWEEPWEEP Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: Melee vs. Dodge (-20%)Chi Cost: 0 Damage: -Description: This gives your monk the ability to trip opponents using your legs and allows you to get an advantageous position. Benefits: • Chance of a knock down (Athletics Check vs Balance DC20)

• Only works on greater of lesser creatures

17-L17-LIGHTIGHT S STEPTEP Experience Cost to buy: 100 Actions: 0Difficulty Rating to Perform: - Assault Type: NoneChi Cost: 1+ Damage: -Description: With this power your Monk has the ability to be virtually weightless.Benefits: • Allows Monk to jump 10 feet for every Chi point used on this ability

• Allows Monk to get up from a knockdown without loosing an action (cost 1 chi point).

• Allows Monk to negate 10 feet of fall damage for every chi point used when landing on the ground.

18-M18-MULTIULTI-S-STRIKETRIKE Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Melee vs. Dodge/Parry*Chi Cost: 0 Damage: -Description: Multi-Strike is the ability to strike a target with extreme speed and repetitiveness. Benefits: The target of this attack will suffer defensive penalties after defending the first attack. To use this ability, mention it “before” you make an action roll.• Your character gets 1 physical melee attempt and the target must roll

his physical Dodge/Parry d4 times at a -20% penalty

19-P19-POWEROWER P PALMALM Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Melee vs. Dodge/ParryChi Cost: 0 Damage: -Description: This ability allows your character to strike a target with an open palm attack which such a great force, that is causes internal bleeding.Benefits: • Works on targets greater size or less

• Pliable Armor no help

• Knock down (Athletics Check vs Balance DC20) + d4 knock back

• Target looses 1 L.F. per round until healed or dead

20-T20-TOUCHOUCH OFOF D DEATHEATH Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: -20 Assault Type: Melee vs. Dodge/ParryChi Cost: 10 Damage: -Description: Monk uses his combat skills to strike a flaw in the foe's armor.Benefits: This attack will automatically hit a FLAW in the armor.• Shield defenses against this attack are –2

• Strength x2

• Knock down (Athletics Check vs Balance DC15) on greater creatures or less

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Prayers and Miracles and GodsPrayers and Miracles and GodsPrayers and Miracles are the primary weapon of the cleric. They serve to aid the cleric in battle and journey. These work differently depending on what alignment your cleric is. Good clerics have more powerful healing and assisting prayers and miracles, while evil clerics have more harmful attacking prayers and miracles. ➢ Only good clerics can use good prayers and miracles

➢ Only evil clerics can use evil prayers and miracles

➢ Starting clerics get 100 x Wisdom Mod in faith pointsWhen a cleric uses a Prayer he is channeling the faith in his god to do his will. Prayers are directed from the cleric himself and can be a very good weapon or tool in making a battle victorious. Miracles are great acts of the cleric’s god. Miracles require a great amount of faith but they can deal massive damage or accomplish divine tasks that can change even the direst situations around. Miracles always go at the top of the round.

Neutral PrayersNeutral PrayersNeutral Prayers (d6)

# Prayer1 Turn Undead2 Conversion3 Heal4 Inflict5 Resurrect6 Tithe

1-T1-TURNURN U UNDEADNDEAD Faith Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: FocusFaith Cost to Cast: 5* Damage: d4*Description: This prayer drains the life force out of the undead.Effect: • This prayer does 1 life force damage for every 5 faith spent into it

• This prayer also causes pain penalties

• Once target reaches 0 Life Force they are destroyed

• This prayer can be done on multiple targets, at the cost of 5 faith points per life force of undead and +10% to Focus per extra target.

2-C2-CONVERSIONONVERSION Faith Cost to buy: 200 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 250/50 Damage: -Description: Conversion is a prayer used to soften the hearts of your enemies and essentially subjugate them under your god.Effect: • This spell only affects civilized races (Humans, Elves, Halflings,

Dwarves, Orcs, Goblins, etc.). • The spell is initially 250 faith points to cast. You may chose to spend

another 50 faith points to truly convert that character and they then become a Cleric (See rules for Cleric). If successful in fully converting a character, their god rewards them with 500 faith points for increasing his celestial fief.

• Conversion can only be tried ONCE per character.

3-H3-HEALEAL Faith Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 50 Damage: -Description: Heals damage to any wounded living creature. This prayer can also be used to cure poison, and cure some curses. Effect: This prayer can be done on multiple targets but at the cost of 50 faith points per target and -10 DR per extra target. • Good Clerics heal 2d6 Life Force

• Neutral Clerics heal d8 Life Force

• Evil Clerics heal d6 Life Force

4-I4-INFLICTNFLICT Faith Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 50 Damage: -Description: Inflicts damage to any living creature. Effect: This prayer can be done on multiple targets but at the cost of 50 faith points per target and -10 DR per extra target. • Evil Clerics inflict 2d6 Damage

• Neutral Clerics inflict d8 Damage

• Good Clerics Inflict d6 Damage

5-R5-RESURRECTESURRECT Faith Cost to buy: 200 Actions: AllDifficulty Rating to Perform: - Assault Type: FocusFaith Cost to Cast: * Damage: -Description: This prayer will bring the recently dead back to life.Effect: • The cured will come back to life with 1 L.F. Life Force due to

resurrection weakness• Resurrection weakness can be cured 1 life force per round out of

combat by eating and drinking. (Elixir of Life and Chi heal can also recover those points)

• All wounds and damage will be cured

• Stats will be back to 100% of original

• Targets without a soul can't be resurrected

• Faith Cost to Resurrect target:

• Good clerics = 50 Faith Points

• Neutral Clerics = 100 Faith Points

• Evil Clerics = 200 Faith Points

6-T6-TITHEITHE Faith Cost to buy: - Actions: AllDifficulty Rating to Perform: - Assault Type: FocusFaith Cost to Cast: - Damage: -Description: This prayer can be used without stress to any item that is possessed by cleric. (The item must have a raw gold value.)Effect: • 10% of the Gold value of the item is transferred into Faith Points.

• This can also be used on raw money of any form.

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Good PrayersGood PrayersGood Prayers (d4)

# Prayer1 Bless2 Exorcism3 Holy Shield4 Confession

1-B1-BLESSLESS Faith Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: FocusFaith Cost to Cast: 25* Damage: d4*Description: This prayer will bless any inanimate item, weapon or armor. Effect: • When Blessed items come in contact with undead or demonic

creatures, they inflict d4 damage on victim. • This damage also causes Pain damage

• Once blessed items come in contact with undead or demonic creature, then blessed charge is dissipated and item is no longer blessed.

• Your character can also create Holy Water with this spell. Holy water does 4 points of damage to undead and demonic creatures. You can bless water rations.

• Resell or purchase value of Blessed items are not increased.

• This prayer can be done on multiple targets but at the cost of 25 faith points and +10% Focus penalty per extra target.

2-E2-EXORCISMXORCISM Faith Cost to buy: 200 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 100 Damage: -Description: This prayer exorcises and banishes demons that have possessed people or items. (this also destroys imbued weapons) Effect: • Target difficulty to defend this is -10% x d4 (3 = -30% to resolve)

• Target will suffer d20 Life Force damage (with pain penalties)

• When life force or stats hit 0, the demons is expelled or target is dead

• Celestial items that are hit by this prayer will lose all their celestial abilities.

• This can destroy ghosts, demons, ethereal creatures, and Shaman spirits.

3-H3-HOLYOLY S SHIELDHIELD Faith Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: FocusFaith Cost to Cast: 100 Damage: -Description: This prayer will create a d8 holy shield around cleric or target player.Effect: The shield will dampen all damage dealt to that player; even magical, clerical, bardic, or celestial. The shield is persistent and lasts until the end of the encounter.• Undead or unholy creatures take d4 damage if they come in contact

with shield

4-C4-CONFESSIONONFESSION Faith Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus Faith Cost to Cast: 100* Damage: -Description: Players may use the power of the cleric to confess their sins and have them cleansed from their conscience.Effect: • For 100 faith points per alignment level, a cleric can move the

character towards his/her own alignment. (evil->neutral->good or good->neutral-> evil)

• Characters do not take experience penalties for shifting alignment points.

Evil PrayersEvil PrayersEvil Prayers (d4)

# Prayer1 Fear2 Life Drain3 Plague4 Spoils

1-F1-FEAREAR Faith Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: Focus vs Resolve (Fear)Faith Cost to Cast: 100 Damage: -Description: This prayer will induce fear into target from standard fear chart.Effect: • This only works on creatures or beings capable of fear

• This prayer can be done on multiple targets but at the cost of 100 faith points and -10% to Focus per extra target

2-L2-LIFEIFE D DRAINRAIN Faith Cost to buy: 200 Actions: 1Difficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 400 Damage: -Description: This prayer will drain the life out of living targets.Effect: • This prayer will drain d8 Life Force from a living target.

• If this prayer is successful in draining life, the cleric will get faith points equal to the amount of life lost x100.

3-P3-PLAGUELAGUE Faith Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. GritFaith Cost to Cast: 100 Damage: d4*Description: This prayer will wreak sickness and illness in the target.Effect: • *Target will take d4 sickness damage (including pain) per round for d4

rounds• Any living creatures or players within 5 feet of infected target must

roll a Grit check or they are also infected. • This prayer can be done on multiple targets but at the cost of 100

faith points and -10% to Focus per extra target.

4-S4-SPOILSPOILS Faith Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. ResolveFaith Cost to Cast: 100 Damage: -Description: This prayer destroys all food and water on target.Effect: • This prayer can be done on multiple targets but at the cost of 100

faith points and -10% to Focus per extra target.

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Neutral MiraclesNeutral MiraclesNeutral Miracles

# Miracle1 Divine Conversion2 Group Heal3 Prophecy4 Remove Curse5 Self Resurrection

1-D1-DIVINEIVINE C CONVERSIONONVERSION Faith Cost to Cast: 500/100 Actions: AllDamage: Defense Type: -Description: A cleric calls upon the power of God to miraculously change the heart of your enemies. Effect: • If the target misses their mental defense they are automatically

changed to the alignment of the cleric.• They also automatically become converted Clerics

• This can be used Area Effect on entire battle board for 1000 Faith Points.

2-G2-GROUPROUP H HEALEAL Faith Cost to Cast: 500 Actions: AllDamage: Defense Type: Optional ResolveDescription: Heals the Entire party (or chosen characters)Effect: • Good Clerics heal on a 2d8

• Neutral Clerics heal on a d12

• Evil Clerics heal on a d10

3-P3-PROPHECYROPHECY Faith Cost to Cast: 1000 Actions: AllDamage: Defense Type: Optional ResolveDescription: The cleric or disciple’s god communicates with him and allows him to see into the future, warning him/her of danger to come. Effect: • Clerics may cast this any time out of battle. This prayer takes effect

during the next battle• +d10 to perception vs initiative

• Receives one “Second Sight Endowment” benefit for that battle

• Once the battle is over, the miracle effects are removed, and must be done again

4-R4-REMOVEEMOVE C CURSEURSE Faith Cost to Cast: 1000 Actions: AllDamage: Defense Type: Optional ResolveDescription: Will remove Curses from one cursed item creature or thing.Effect: • Removing a Curse on some items may destroy the items.

5-S5-SELFELF R RESURRECTIONESURRECTION Faith Cost to Cast: 1d10x1000 Actions: AllDamage: Defense Type: -Description: This miracle will bring yourself back from the dead, no matter what condition your body is in.Effect: • This can be done during the fight and your character is available on

next speed roll. You can choose to have your character standing after resurrection, or can be done after the fight and your character resurrects in the nearest city without any items.

• Each time you Self Resurrect the cost is an additional 1d10x1000

Good MiraclesGood MiraclesGood Miracles

# Miracle1 Create Food or Water2 Divine Resurrection3 Divine Bless4 Holy Light5 Summon Angel

1-C1-CREATEREATE F FOODOOD OROR W WATERATER Faith Cost to Cast: 100 Actions: AllDamage: Defense Type: -Description: This miracle will create food and water for your cleric.Effect: • Create d8 rations of food or water per miracle.

2-D2-DIVINEIVINE R RESURRECTIONESURRECTION Faith Cost to Cast: 1d10x1000 Actions: AllDamage: Defense Type: -Description: This will resurrect ANY one individual, no matter what physical condition they are in.Effect: • Target come back to life with full life force and stats.

• No resurrection weakness

• Each time you Divine Resurrect a character the cost is an additional 1d10x1000 for that character

3-D3-DIVINEIVINE B BLESSLESS Faith Cost to Cast: 1500 Actions: AllDamage: Defense Type: Optional ResolveDescription: This will permanently bless one item or weapon.Effect: • When Blessed items come in contact with undead or demonic

creatures, they inflict d4 damage on victim. • This damage also causes Pain damage

4-H4-HOLYOLY L LIGHTIGHT Faith Cost to Cast: 500 Actions: AllDamage: d100 holy damage Defense Type: Dodge (-30%)Description: Creating a blinding light that fills the entire Battle Board.Effect: • All Undead, or pure evil entities or items must make a Defense Check:

Dodge -30% from light or take damage (d100 holy damage).

5-S5-SUMMONUMMON A ANGELNGEL Faith Cost to Cast: 10000 Actions: AllDamage: - Defense Type: -Description: Summons an Angel to assist the cleric in battle.Effect: • The Narrator will generate and roll for the angel during battle.

• The angel lasts the entire battle.

• Angel will not grant any awards

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Evil MiraclesEvil MiraclesEvil Miracles

# Miracle1 Curse2 Decay Flesh3 Holy Lightning4 Reversal of Creation5 Summon Demon

1-C1-CURSEURSE Faith Cost to Cast: 500 Actions: AllDamage: - Defense Type: Resolve (-30%)Description: This curses a target with a random curse. Effect: • Roll random curse from page (##)

2-D2-DECAYECAY F FLESHLESH Faith Cost to Cast: 500 Actions: AllDamage: - Defense Type: Resolve (-20%)Description: Calls upon the wrath of your god to decay the flesh of the living.Effect: • All living creatures on the board must make a resolve check or they

will suffer 2d10 damage to their flesh• Cleric is unaffected

3-H3-HOLYOLY L LIGHTNINGIGHTNING Faith Cost to Cast: 3000 Actions: AllDamage: d100 electrical damage Defense Type: Dodge (-30%)Description: Calls down bolts of lightening from the plane of your god.Effect: • This will bring forth d4 bolts of lightning on selected targets that

are known to cleric. (Even if out of Line of Sight) • Damage is d100 electrical damage

4-R4-REVERSALEVERSAL OFOF C CREATIONREATION Faith Cost to Cast: 4000 Actions: AllDamage: - Defense Type: Resolve (-30%)Description: This miracle will smite down the existence of a foe, undoing them from creation.Effect: • This spell will turn ANY foe into a pillar of salt destroying the

creature.

5-S5-SUMMONUMMON D DEMONEMON Faith Cost to Cast: 10000 Actions: AllDamage: - Defense Type: -Description: Summons a Demon to assist the cleric in battle.Effect: • The Narrator will generate and roll for the demon during battle.

• The demon lasts the entire battle.

• Demon has a 50% chance of attacking the party and cleric after combat.

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Shaman Spirit CallsShaman Spirit CallsSpirit Calls are a set of chants and/or other spiritual rituals. Spirit Calls usually have a cost in order to perform. The energy that is required to perform these calls are referred to as Spirit Points and are gained through sacrifice. Certain calls also require elements. The list below is the list of Spirit Calls your shaman can obtain thought experience.

Shaman Spirit Calls (d20) # Spirit Call1 Animal Spirit of Strength2 Animal Totem3 The Bones4 Cleanse the Dead5 Demon Possession6 Elemental Protection7 Ethereal Resurrection8 Ethereal Rift9 Imbue Weapon

10 Lightning11 Mischievous Spirit12 Shaman Chant13 Spirit Aura14 Spirit Guide15 Spirit Lore16 Spirit Possession17 Spirit Warrior18 Spiritual infliction19 Summon Nature20 Vortex

1-A1-ANIMALNIMAL S SPIRITPIRIT OFOF S STRENGTHTRENGTH Experience Cost to buy: 75 Actions: 1Difficulty Rating to Perform: - Assault Type: FocusCost to Channel: 1 element Damage: -Description: This summons the animal spirit of a strong animal to aid your character by increasing his strength.Benefits: • +d12+4 strength

• Every successful attack deals 1 point of damage to cause of the strain his body is being put through.

• Animal Spirit can be repelled at will.

2-A2-ANIMALNIMAL T TOTEMOTEM Experience Cost to buy: 100 Actions: -Difficulty Rating to Perform: - Assault Type: -Cost to Channel: 100 Spirit Points Damage: -Description: This can be used once to allow a permanent binding with the Shaman and his animal spirit. When coming to age a Shaman can bond with his animal spirit, this spirit is his alter ego, his spiritual double. He will gain permanent effects depending on his spirit totem. Benefits: When choosing to do this, you must spend 100 experience points and 100 Spirit Points. When obtaining this ability you must roll a d12 to determine your totem.

# Totem Bonus1 Bear +1d4 Strength Rolls2 Rabbit +5 to Athletics and Perception Skills3 Owl +5 to Lore and Search Skills4 Wolf +5 to Survival and Deceive Skills5 Panther +5 to Intimidate and Stealth Skills6 Crocodile +5 to Athletics and Deceive Skills7 Chameleon +5 to Appraise and Deceive Skills8 Crow +5 to Charm and Perception Skills.9 Horse +5 to Manage Animal and Ride Skills

10 Bat +5 to Perception and Listen skills.11 Weasel +5 to Mechanical and Slight of Hand Skills12 Monkey +5 to Climb and Sense Intent Skills

3-T3-THEHE B BONESONES Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: -20 Assault Type: FocusCost to Channel: 10 Spirit Points Damage: -Description: A Shaman with this ability can use the bones of the dead to foretell the future, or decide fates. Benefits: The Shaman must first take the bones from a fallen creature or warrior; the Shaman must NOT sacrifice this fallen foe. He can use the remains to make d4 bones. Once the Shaman has 6 bones he can use them to foretell his spiritual prophecies.• 6 bones from fallen non-sacrificed ex-living creatures. (not from

undead)• Imbuing the bones with 10 spirit points per use.

• A failed attempt on the “Focus Check” wastes the spirit points. And 10 more must be spent.

• Can do one of the following.1. Gives +6 to next initiative2. -1 less roll when doing spiritual resurrection3. Second Sight Endowment on next fight.4. +5 to Survival Check

4-C4-CLEANSELEANSE THETHE D DEADEAD Experience Cost to buy: 75 Actions: 1Difficulty Rating to Perform: - Assault Type: Focus vs. Dodge (-20%)Cost to Channel: 1 element Damage: -Description: Shaman can use elements to cleanse the dead that are not at rest (undead).Benefits: The Shaman uses secret mixtures of elements to throw upon the dead to cleanse its corrupted soul.• D4 Life Force damage to undead per hit

• Target suffers pain penalties as well

• Once the target has 0 Life Force, it is considered cleansed and at rest (dead).

5-D5-DEMONEMON P POSSESSIONOSSESSION Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: FocusCost to Channel: 1 L.F. and 10 Elements Damage: -Description: The Shaman allows a demon to possess his body. Giving him advantages during battle. This possession mutates the way the Shaman looks and creates terror to all that can see him.Benefits: All characters capable of fear, in line of sight must roll a Resolve vs. Terror (-20%)• +10 to Assault and Defense Checks (can exceed to 85%)

• Can use Basic Magic spells to attack

• +1 Action Bonus per turn

• Strength roll +d20+6

• All Standard Skills are +5

• Every action deals 1 point of damage to Shaman cause of the strain his body is being put through.

• Shaman must make a successful Resolve check (-30%) to repel demon from body at the end of combat. If he misses the demon will use Shaman’s body to attack the party. Every round Shaman can retry the resolve check with an additional -10% every turn until demon is gone. Shaman cannot be stopped when possessed by spirit warrior, even when Life Force is 0. You must completely disable the body by severing the legs or torso.

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6-E6-ELEMENTALLEMENTAL P PROTECTIONROTECTION Experience Cost to buy: 75 Actions: 1Difficulty Rating to Perform: - Assault Type: -Cost to Channel: 2 elements Damage: -Description: This gives your character the ability to use elements to protect them from ethereal creatures, magic spells, and prayers.Benefits: This calls upon a spiritual shield that protects shamans square location and all adjacent squares.• The shield will deal d8 damage to ANY ethereal or undead creatures

that try to bypass it. (pain penalties apply)• Damage is dealt first, before any attacks can hit protected character(s)

• This shield will also reduce spell and prayer damages by d8

• Shield lasts until end of battle

• If character within protected shields move out of their square they are unprotected

7-E7-ETHEREALTHEREAL R RESURRECTIONESURRECTION Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: - Assault Type: FocusCost to Channel: 75 Spirit Points Damage: -Description: Shaman can delve into the spirit realm to bring back the soul of a dead comrade.Benefits: When in the spirit realm he will have to fend off spirits that go against him to thwart his plans to find the right soul. • If the Shaman is successful in his Focus roll to resurrect he must then

make a successful Dodge check. 1. If the Shaman is successful the target is resurrected 2. If the Shaman misses his Dodge check he is dealt d4 points of

damage and must re-roll the Dodge check again or take more damage. (this continues until a successful dodge is made)

• If the Shaman’s life force drops to 0 then Shaman’s soul is lost in the spirit realm. He may choose to quit at any time after his first Dodge check, if he quits the target is not resurrected

• Requires the body of the target to be in tact or mostly there

• Spirit Guide grants a +10 to Dodge in the spirit world

• Mischievous Spirit gives a -10 to dodge in the spirit world

8-E8-ETHEREALTHEREAL R RIFTIFT Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: -10% Assault Type: Focus vs. *Cost to Channel: 50 Spirit Points Damage: -Description: This tears a hole through the fabric of the spirit world and the world of the living. This calls forth angry spirits to come forth and rip the spiritual essence of all living things in the area.Benefits: This affects the whole battle board. This imposes fear and causes everyone that is afraid to be easily seduced and affected by the spirit world.• Effects the entire Battle-Board

1. *All characters except Shamans must make a Resolve Check vs. Fear (-10%) (even barbarians.)

2. All character hit by fear must then roll a Dodge Check (-10%) from spirits pulling them into the spirit world.

• If characters miss their Dodge the spirits rip the soul from the physical body of all that are afraid and those victims are dead and cannot be resurrected unless Divine or Ethereal Resurrection.

• No type of magic or divine armor can protect you from this.

9-I9-IMBUEMBUE W WEAPONEAPON Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: See Chart Assault Type: FocusCost to Channel: See Chart Damage: -Description: This ability is used to imbue a weapon with spiritual energy, either through a curse or charm. Benefits: Imbuing a weapon results in random uncontrolled properties. • The more enchantments you put into an item the more difficult it will

become to successfully improve it.• If you fail an enchantment there is a 25% chance of item destruction.

A failed attempt also waists the spirit points. • Only 1 celestial enchantment can be added at a time.

• No more than 4 celestial enchantments can be on any one item. As the item gets more enchantments it becomes progressively harder to enchant the item. Refer to the chart below for cost and difficulty per enchantment.1. 1st Enchantment: Focus Check + Spirit Point Cost = 502. 2nd Enchantment: Focus Check (-10%) + Spirit Point Cost = 1003. 3rd Enchantment: Focus Check (-20%) + Spirit Point Cost = 1504. 4th Enchantment: Focus Check (-30%) + Spirit Point Cost = 200

10-L10-LIGHTNINGIGHTNING Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. Dodge (-30%)Cost to Channel: 10 Spirit Points Damage: d20 electrical damageDescription: Shamans can call upon lightning to strike down his foes.Benefits: • d20 damage lightning

11-M11-MISCHIEVOUSISCHIEVOUS S SPIRITPIRIT Experience Cost to buy: 150 Actions: -Difficulty Rating to Perform: - Assault Type: -Cost to Channel: 50 Spirit Points Damage: -Description: This is a spirit that is constantly in communication with your shaman. He speaks to the shaman, during times of need.Benefits: Your spirit grants the following…• Can attack once per battle dealing d4 damage, armor no help (unless

magic) and targets physical dodge or block is -20%• +5 to slight of hand checks for shaman

• Targets of shaman will suffer a -10 to their Assault and Defense Checks against the shaman due to distraction from the spirit (even hero)

• Any “lose item” events by any character during movement rolls gain a +5 DC for perception

• Any durability damage to weapons/armor x2 (effects entire party)

• If there is a party movement of “Thieves see opportunity” the spirit will try to steal from random party member (slight of hand +5), including shaman. Random item is then lost.

12-S12-SHAMANHAMAN W WARAR C CHANTHANT Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. Cost to Channel: 20 Spirit Points Damage: -Description: This is a shaman war chant used in the time of the tribal elders to prime their warriors for war.Benefits: All party members get the following..• +2 Speed

• +d4 strength roll

• +1 move

• Lasts til the end of battle

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13-S13-SPIRITPIRIT A AURAURA Experience Cost to buy: 100 Actions: 1Difficulty Rating to Perform: - Assault Type: FocusCost to Channel: 10 Spirit Points Damage: -Description: Shamans can call upon the spirits of great animal totems and tap into their energies more efficiently. They tap directly into the spirit world, keeping that energy flowing through them as they harness the full power of their totem.Benefits: Requires: Animal TotemOnce cast the shaman will gain the following til the end of battle.

1) Bear: +d10 Strength Rolls2) Rabbit: +d6 Speed3) Owl: See entire battle board4) Wolf: +3 Movement5) Panther: +1 Actions Bonus per turn6) Crocodile: -4 Natural armor7) Chameleon: -20 to targets Assault and Defense Checks against you8) Crow: All called shots are in half only once even eye shots9) Horse: Can move out of engagement without taking penalties10) Bat: All inflicted blood loss to targets is x211) Weasel: +10 to physical defense (can exceed to 85%)12) Monkey: +d4 strength and +5 to physical hit (can exceed to 85%)

14-S14-SPIRITPIRIT G GUIDEUIDE Experience Cost to buy: 150 Actions: Difficulty Rating to Perform: - Assault Type: -Cost to Channel: 50 Spirit Points Damage: -Description: This is a spiritual guide that is constantly in communication with your shaman. He speaks to the shaman, during times of need.Benefits: Your spirit grants the following…• +5 to Appraise Checks

• +5 to Perception Checks

• +5 to Search Checks

15-S15-SPIRITPIRIT L LOREORE Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: - Assault Type: -Cost to Channel: 1 element* Damage: -Description: This call allows the shaman to summon a spirit to lore an item or creature of choice.Benefits: • Spirit will have any lore the shaman wishes.

• Elements must be spent before the Lore Check roll is made

• *Spirit's lore gives a +4 to shaman’s Lore Check and +1 for every extra element cast into this spirit call.

16-S16-SPIRITPIRIT P POSSESSIONOSSESSION Experience Cost to buy: 75 Actions: 1Difficulty Rating to Perform: - Assault Type: -Cost to Channel: 1 Life Force Damage: -Description: This call imposes fear to anyone in line of sight. You shaman inflicts damage upon himself to summon spirits to posses his body. Mutating the way he looks and his entire essence is changed. Benefits: When shaman does this everyone who can see the shaman must make a Resolve Check vs. Fear (-10%).

17-S17-SPIRITPIRIT W WARRIORARRIOR Experience Cost to buy: 75 Actions: All (dormant round)Difficulty Rating to Perform: - Assault Type: FocusCost to Channel: - Damage: -Description: This summons the spirit of a once great warrior to aid your character by increasing many of his abilities for combat. Benefits:• +5 to all physical Assault and Defense Checks (can exceed to 85%)

• An additional +d4 strength rolls

• Character does not take stun, or pain due to damage

• At the end of battle the shaman must make a Resolve Check (-10%) to repel spirit from his body. If he misses, the spirit will use shaman’s body to attack the party. Every round shaman can re-roll his Resolve Check until the spirit is gone.

• Every miss on shaman’s resolve to repel spirit, he takes -10% to his rolls for future Resolve Checks to repel this spirit. If the penalties taken this way reach 100% value, the shaman is considered dead or completely controlled by the spirit and becomes an NPC and continues attacking the party.

• Shaman cannot be stopped when possessed by spirit warrior, even when Life Force is 0. You must completely disable the body by severing the legs or torso.

18-S18-SPIRITUALPIRITUAL I INFLICTIONNFLICTION Experience Cost to buy: 75 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. ResolveCost to Channel: 1 Life Force Damage: d10 Life Force DamageDescription: The shaman directly attacks the life essence in a target to sap their life away.Benefits: This call directly affects the spirit or life essence of any living target. • Target will take d10 points of Life Force damage. If Life Force stats

drop to 0 they are considered dead. This does not effect undead.

19-S19-SUMMONUMMON N NATUREATURE Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: - Assault Type: Focus vs. DodgeCost to Channel: 10 Spirit Points* Damage: See ChartDescription: This summons swarms of spirit animals, insects, animated plants, or earth itself to inflict damage to a target.Benefits: Damage is considered all over..• 10 Spirit Points Rodent swarm = Damage 2d4

• 20 Spirit Points Dog/Wolf Pack = Damage 2d6

• 30 Spirit Points Bear/Lions/Stampede = Damage 2d8

• 40 Spirit Points Earth/Trees = Damage 2d10

• 65 Spirit Points Falling Rocks/Boulders = Damage 2d12

• 100 Spirit Points Meteor Shower = Damage 2d20

20-V20-VORTEXORTEX Experience Cost to buy: 100 Actions: AllDifficulty Rating to Perform: -10% Assault Type: Focus vs. Dodge (-20%)Cost to Channel: 100 Spirit Points Damage: -Description: Shaman can open a vortex or a gateway to a dimension void. Benefits: • Everyone on battle board must make a Dodge (-20%) at least 1 time

from this vortex including shaman, or that character is sucked into the void.

• Victims can not be resurrected as their bodies are physically gone. (Except for divine resurrection.)

• Characters or creatures that are evil OR are ethereal or magical creatures have to make a Dodge (-30%).

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Fear ChartsFear ChartsFear measures your character's sensitivity to shock and stress. When your character is subjugated to unearthly and terrifying encounters, things, or creatures; he or she may suffer from Fear Penalties. There are three types of fear: Fright, Terror and Horror. Each type of fear imposes an initial complication to your character's resolve check, as shown in the three charts below. Once effected, your character cannot attempt to make another Resolve Check vs Fear, and the complication rolled below will affect him or her for the duration of the battle (unless a party member or some outside force is able to cast a spell or something to negate the fear effect).

• When effected by fright your character will take certain penalties in combat. You character may seem skittish, jumpy, or slightly hesitant to react in battle. Refer to Fright chart below for random complications to this type of fear.

• When effected by terror, your character is terrified and can suffer very substantial penalties in combat. Your character can lose actions and have the possibility to not attack at all. Refer to Terror chart below for random complications to this type of fear.

• When effected by horror, your character is practically worthless in battle. Your character might flee at any cost, faint from anxiety, or even die of heart failure. Refer to Horror chart below for random complications to this type of fear.

If your character does not make his or her Resolve Check with the penalty, roll a d12 to figure out which complication your character will take from either Fright, Terror or Horror.

FFRIGHTRIGHT (-10% (-10% TOTO R RESOLVEESOLVE C CHECKSHECKS VSVS F FEAREAR)) 1) Focus Rolls suffer a -20% penalty.2) Conjure Rolls suffer a -20% penalty.3) Melee Rolls suffer a -20% penalty.4) Aim Rolls suffer a -20% penalty.5) Parry Rolls suffer a -20% penalty.6) Dodge Rolls suffer a -20% penalty.7) Resolve Rolls suffer a -20% penalty.8) Grapple checks suffer a -2 penalty.9) Grit checks suffer a -20% penalty.10) Movement is in half.11) Speed is in half.12) Character must make a Grit check or the Character will run away in the quickest and easiest way possible. If Grit check is successful, re-roll complication

on Fright chart.

TTERRORERROR (-20% (-20% TOTO R RESOLVEESOLVE C CHECKSHECKS VSVS F FEAREAR)) 1) Focus and Conjure checks suffer a -30% penalty.2) Melee and Aim checks suffer a -30% penalty.3) Parry and Dodge checks suffer a -30% penalty.4) Resolve checks suffer a -30% penalty.5) All Assault checks suffer a -30% penalty.6) All Defense checks suffer a -30% penalty.7) Both Assault and Defense checks suffer a -30% penalty.8) Grapple checks suffer a -4 penalty.9) Movement and Speed are reduced to a 1.10) Character is limited to 1 action per turn.11) Runs away. Character will attempt to run away in the quickest and easiest way possible.12) Character must make Grit check or they will faint until end of battle. If revived during battle or if Grit check is successful, re-roll complication on Terror

chart.

HHORRORORROR (-30% (-30% TOTO R RESOLVEESOLVE C CHECKSHECKS VSVS F FEAREAR)) 1) Both Assault and Defense checks suffer a -50% penalty.2) Character gets no assault or defense checks.3) All Grapple checks suffer a -8 penalty and both Assault and Defense checks suffer a -50% penalty.4) Assault and Defense checks suffer a -50% penalty.5) Movement is limited to 1 and both Assault and Defense checks suffer a -50% penalty.6) Speed is reduced to a 1 and both Assault and Defense checks suffer a -50% penalty.7) Limited to 1 action per turn and both Assault and Defense checks suffer a -50% penalty.8) Drop all wielded weapons and shields and run in terror. Character will attempt to run away in the quickest and easiest way possible.9) Character drops all items (weapons, shields, potions, staffs, wands, scrolls, books, bags, backpacks, etc.) and runs away. Character will attempt to run

away in the quickest and easiest way possible.10) Character cursed with “Coward” runs away. Character will attempt to run away in the quickest and easiest way possible.11) Character must make Grit check or they faints until end of battle. If revived during battle or if Grit check is successful, re-roll complication on Terror chart.12) Character must make Grit check or they die of heart failure. If Grit check is successful re-roll complication on Horror chart.

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Curses ChartCurses ChartCurses are permanent taints that are placed upon a character that will dramatically affect his lifestyle. These curses are an evil misfortune to befall your character.• In cases of random curses roll 1d20 to determine the curse that is imposed.

• Characters can spend 10,000 gold in town to have a cleric remove the curse.

CCURSEURSE C CHARTHART (D20) (D20) d20 Curse Name Description

1 Delirium In battle: There is a 50% chance every round, that you will target a random creature within line of sight. (including party member)2 Weakness Health is reduced by 4 Life Force. Can not earn that Life Force back.3 Leper Skin Disease: Character becomes ugly, grotesque, and unperson-able. Character suffers a -20 to their Personality Ability Score4 Truthful Character suffers a -4 to all Deceive and Disguise checks5 Feather Fisted All damage derived from Melee is reduced by ½.6 Chatter Mouth Character talks constantly imposing a -4 penalty to parties perception rolls on initiative.7 Coward Character becomes a coward. Character suffers -20 to his resolve check vs. fear.8 Necrophobia Character must make a resolve vs. terror check against any noticeable undead foes.9 Vision Impaired Character has bad eyesight. -20 to physical Assaults and Defenses, and -4 to Perception Checks

10 Mute Character can not speak.11 Deaf Character can not hear (this imposes a -2 to Perception Checks).12 Metal Sensitivity Character will take 1d4 damage if they come in physical contact with metal. (metal items can not be worn either)13 Glutton Character will eat and drink twice as much food and water when ever they have to eat and drink.14 Frail All physical damage taken is increased by X215 Mind Block Can not gain experience16 Phobia Character will fear the next hostile encounter. This includes natural occurrences (water, darkness, etc.) Then will be afraid of that thing

until curse is lifted. They will always roll a fear chart complication when encountering that target or substance again.17 Illiterate Unable to read (even with literacy) the words just don't' make sense.18 Greed Character will attempt to steal if possible, or kill for any treasure they don't' win from a corpse they search.19 Pride Character will never run from a battle, and refuse to back down on any arguments.20 Sloth Limits you to one action per turn, movement value is also ½ and will not search for any treasure from monsters.

Bounty BoardBounty Board The bounty board is a place characters can go while they are in a major city to see if there are any bounties available. • Bounties are randomly rolled and apply to that city only

• Players can roll from the bounty chart per adventure (6 hours of game play or gaming session) for potential bounties.

• Bounty Hunters get double rewards for bounties

• Bounty Hunters that make a Lore (Local) check DC18 can get 2 bounties instead of one.

BBOUNTYOUNTY C CHARTHART (D8) (D8) 1 The Wild Orcs!: A band of wild Orcs are raiding our country side: Players get a d10x100 gold per orc scalp.2 The little ones! Near by farmers crops are being plunders by goblins and kobolds: Players get a d6x100 gold per goblin or kobold scalp.3 Dragons have been spotted! Villagers are reporting dragon sightings. Players get a d16x1000 gold per dragon kill (2 fangs).4 Renowned Villain in our midst! One of Lord Orlor's villains have been spotted traveling the roads. Players get a d20x1000 gold per villain head.5 The graves are empty! Fear of the undead has struck the towns folk. Players get a d4x100 gold per head of a zombie or skeleton.6 Thieves are on the high! Shopkeepers are losing their merchandise. Players get a d20x1000 gold per head of a Thief.7 Wild beasts are over breeding! Wild animals are pouring out of the nearby forests and live stock is at risk. Players get a d4x100 gold per head of any beast.8 No Bounties today!

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ShopsShopsBBASICASIC S SHOPHOP This is the basic shop list.

# Item Cost (GP) Size/Container Description1 Food 1 Pouch Basic Food ration of dried beef, corn meal or biscuit bread.2 Water 1 Pouch Basic water ration. Provided in leather skin. This water is not purified; it is normally taken from a small

stream or river by the local town or city.3 Ale 1 Small -20 off all Assaults and Defense Checks, grants +1d4 strength rolls. Lasts 2d6 rounds- After the effects wear

off, your character must make a Grit check or they will take d4 damage from sickness. Sickness is recorded as normal damage, but recovers like stun (1 point per round).

4 Grain 1 Small Basic grain ration for mules, livestock and other animals.5 Barge or Raft 75 Can't Carry Carries 2 people. L.F. 6 Armor Class -6 (made of wood)6 Boat 1d10x10 Can't Carry Price per person, d4 boats to choose from. Carries 10 people, L.F. of boat is 6+d20, and –6+d20 armor class.7 Grappling Hook 25 Small Can be used with Rope to climb cliffs. +4 to Athletics Checks vs. climbing.8 Candle Brace 100 Small Attachment for a bow that positions a candle near the loading zone of the arrow, to easily light fire arrows.9 Elements 50 Pouch Elements that can be used for elemental abilities.

10 Leather Backpack 10 Carry 1 Can carry 10 small items11 Map 10 Small Gives a map of the local region. To obtain a global map costs 100gp.12 Compass 30 Small Gives directions and gives a +2 to Perception Checks while tracking.13 Lantern 20 Small Creates light for 6+2d10 rounds per flask of Oil. +2 LOS14 Magnifying Glass 10 Small +2 to Appraise checks15 Flask of Oil 5 Small Fuels lantern16 Simple Lock Pick Kit 100 Small +2 to Mechanical vs. Picking locks. Needed for basic thieving tasks and lock picking. 17 Advanced Lock Pick Kit 300 Small +4 to Mechanical vs. Picking locks. Needed for basic thieving tasks and lock picking. 18 Simple Repair Kit 200 Small +2 to Repair skill. Needed for any repairs that need to be made on items. 19 Advanced Repair Kit 600 Small +4 to Repair skill. Needed for any repairs that need to be made on items. 20 Rope 5gp/10feet Small Long sturdy twine rope used for binding and climbing.21 Bag 5 Carry 2 Can carry up to 2 large items or 10 small items22 Tinder Box 15 Small Created Small Flame using flint rock and dried herbs.23 Torch 5 Small Burns for d12 rounds. +2 to LOS.24 Prayer Breads* 1 Small 1 point to undead If touched; cured possession if eaten.25 Incense Sticks* 1 Small Repel undead if lit. d4 rounds26 Holy Symbol* 15 Small D4 damage to undead if touched, roll resolve at top of each round, and they will not attack you.27 Fletching Kit 100 Small Allows characters with Fletching Endowment to make d4 arrows on a dormant movement turn28 Horse 5000 Can't Carry Allows character's with Mounted Combat Endowment to ride horseback29 Mule and Cart 5000 Can't Carry Carries 30 large items: party takes a -4 perception penalty vs initiative30

PPOTIONOTION S SHOPHOP This is the potion chart. Selling potions will give you half the gold value in return.• Selling a random potion is worth 1000 gold

# Item Cost (GP) Size Description1 Healing 100 Small Heals of to 4 points damage. This potion can be taken in parts. (4 parts)2 Acid 500 Small 1d20 dissolving damage, this damage will lower any armor class that it does damage too.3 Holy Water 10 Small This water does d4 damage to undead on contact, this water glows in presence of undead, +2 perception vs initiative 4 Recover Magic 100 Small These potions will recover 6 magic points to magic users.5 Elixir of Life 500 Small This potion will heal and recover 4 Life Force (including Resurrection sickness)6 Explosion 1000 Small This potion will explode on target and affect a 9-grid area. All in that 9 grid area must dodge or take d20 damage (all-over).7 Antidote 100 Small This will immediately cures all poison effects unless the effects are magical. One potion per person.8 Resurrection 5000 Small Can be poured into mouth or onto body of the dead to resurrect with 1 L.F.

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WizardryWizardrySSTAFFSTAFFS, W, WANDSANDS ANDAND O ORBSRBS • Defense Type for physical ranged magic attacks is : Dodge Check

• Defense Type for mental based attacks : Resolve Check

Item Charges Buy Sell SizeStaff 8 Full Full Large

Wands 4 ½ ½ SmallOrbs 2 ¼ ¼ Small

BBOOKSOOKS ANDAND S SCROLLSCROLLS • Resolve checks from spells cast from a book carry a -10 penalty.

• Resolve checks from spells cast from a scroll carry an additional -20 to the DC of the Resolve Check

• Scrolls can only be used once.

Item Spells Buy Sell SizeBooks 4 2000 1000 LargeScrolls 1 1000 500 Small

# Name Buy Sell Information1 Absorption 2500gp 250gp Absorbs one spell that would otherwise hit your character based on failed “resolve” check. You can release that spell

next turn as an offensive attack (focus roll). Cannot hold more than one spell. If you fail another resolve check on another spell this staff/wand/orb will blow up, d20 dam, 9 grid area. (This item does not have charges)

2 Magic Bolt 2000gp 200gp Fires a magic bolt doing d4 piercing damage per charge. Passes through metallic armor.3 Detects Magic 1000gp 100gp Gives the ability to detect magic items when used. 1 round per charge.4 Summoning 1000gp 100gp This will summon a random monster (roll as an encounter) and on every use it will have a 50% chance of being

controlled. Controlled monsters will only attack whoever the magic user tells it too. Uncontrolled monsters attack all. To control a monster takes 1 charge per round.

5 Fireball 2000gp 500gp Fireball: d12 fire damage per charge. See elemental damage chart for details. 6 Wield Undead 1000gp 200gp This will allow user to control up to 10 L.F. worth of Undead per charge per round.7 Destruction 3000gp 750gp This fires a destruction beam doing d12 damage per charge. No complications to armor.8 Lightning Bolt 2000gp 500gp Lightning Bolt: d12 electrical damage per charge. See elemental damage chart for details. 9 Freezing 2000gp 500gp Freezing: d12 freezing damage per charge. See elemental damage chart for details.

10 Dragon Control 2000gp 500gp This will allow user to control a dragon creature. 10 L.F. per charge per round.11 Morphing 4000gp 1000gp This will turn into a Familiar. Check the Familiar Chart to see the types of familiars you can have. Orb converts to 5

magic points, wands convert to 10 magic points, and staffs convert to 15 magic points of familiars.12 Shielding 4000gp 1000gp This will allow you to cast a shield around your character that will defend him from physical damage. 1 charge equates

to –1 shield . Shield drops when taken damage. 13 Power 3000gp 600gp This will give you extra magic points. 1 charge equates to 1 magic point14 Confusion 2000gp 500gp This causes confusion. –30% of all stats. Lasts 1 round per charge per person effected. Single effect or Area Effect

(double charge cost and hit in 1/2)15 Repel 2000gp 500gp If enemy does not physically defend, he is pushed away from the magic user d4 grids with an additional 30% chance of

a knockdown. If a knockdown occurs then d4 stun damage is inflicted on victim. This spell only works on greater size class or smaller. Single Effect or Area Effect (double charge cost and hit in 1/2)

16 Inflict 3000gp 700gp This will inflict wounds on a targets flesh. D4 damage per charge. If target has natural armor, it will deduct from overall armor class. Single Effect or Area Affect (double charge cost and hit in 1/2)

17 Channeling 8000gp 6000gp Enhances casters magic spells. Spells are at full effectiveness and caster gets an additional –10 off of targets defense (mental or physical) Orb= 1 use per turn, Wand 2 uses per turn, Staff can be used each action.

18 Disintegration 3000gp 500gp This will fire a beam of disintegration at target. The Beam will do d12 damage and deduct from armor class. Single Effect (single body part), Area Effect and Cone Effect (all over damage) (double charge cost and hit in 1/2)

19 Quaking 1500gp 400gp This will make the ground shake within area around magic user. Any greater or lesser class doesn’t defend they will have a 70% chance of a knock down taking d4 stun. For ever charge put into staff ads to a +1 range effect for magic user. Starting at 9 grid effect, 2 charges is 25 grid effect, 3 charges is 49 grid effect, and so forth.

20 Charm 4000gp 1000gp This can charm a living creature up to 5 L.F per charge per turn. Can tell creature to leave or stop fighting, but you can’t make it do something it wouldn't normally do.

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Familiar BondingFamiliar BondingSpecial magic shops can bond a magical familiar to a Wizard. These powerful familiars become bonded with the wizard's magical essence (Magic Points). The familiars are specific to a certain task. Depending on the complexity of the task the magic point cost to maintain this familiar is more expensive. Below is a chart that explains the 6 types of tasks a familiar can do and the Magic Point Cost to maintain a familiar of that task (not including the familiar type).

While a familiar is bonded to the wizard, the combined magic point cost (Task + Type) is removed from the wizards magic point pool. The familiar is a mental extension of the caster.

• If familiar dies, the magic user will loose the magic points that were cast into the familiar and take 5 points of pain damage (25 off stats).

• Familiars can only get one action per turn during combat, and they can only do actions that their Task or Type will allow.

• Wizard must spend his own experience to improve familiars abilities (if applicable)

• Familiar must be represented on the battle-board as a separate entity.

FFAMILIARAMILIAR T TASKSASKS # Task Cost Information1 Combat 10 MP Can physically attack once per turn doing strength damage (d4 minimum) +any valid weapons the familiar may have.2 Skill 20 MP This familiar mimics all of the wizard's standard skills. They are good for making skill checks that are valuable.3 Mana 20 MP This familiar will continually restore the wizards Magic Points during combat. D4 Magic Points per round.4 Casting 20 MP Can cast one spell from the wizards known list of spells. Once per turn using the minimal magic requirement. This drains from

the wizards Magic Points.5 Lore 10 MP This familiar has all the known Lore Skills in the game. The familiar's Lore Skill is 5+ the wizards Intellect Mod.6 Thieving 10 MP This familiar's task is being able to steal small items. The familiars Slight of Hand Skill is 5 + the wizards Intellect Mod.

FFAMILIARAMILIAR T TYPESYPES # Name Cost Information1 Small Dragon 25 MP Life Force: 4 (can trade to 12), Skills: +1 to all skills, +2 initiative to wizard, Natural Armor: = Life Force, Can use books and

scrolls (Extra Cost: Flying: +5, Flame (d12) +10 MP) Allowed Type: All

2 Small Cat 5 MP LF: 2, Skills: +10 Stealth, +1 initiative to the wizard, Allowed Type: Mana or Lore

3 Large Cat 10 MP LF: 6 (can trade to 24), Skills: +8 Stealth, +1 initiative to the wizard, Allowed Type: Mana, Lore or Combat (Combat: +1 claws +1 aggravated damage

4 Small Dog 5 MP LF: 4,Skills: +50 to tracking, +1 initiative to the wizard, Allowed Type: Mana or Lore

5 Large Dog 10 MP LF: 6 (can trade to 16), Skills:+10 perception vs tracking, +1 initiative to the wizardAllowed Type: Mana, Lore or Combat (Combat: +1 Bite +1 aggravated damage)

6 Owl/Bird 10 MP LF: 2,Skills: +1 to all skills, +4 to any lore skillsAllowed Type: Lore or Combat (Combat: d4 aggravate claw damage)

7 Snake 5 MP LF: 1 (can trade to 4), Skills: +10 StealthAllowed Type: Lore or Combat (Combat: Bite damage is d4 piercing + d4 deadly poison)

8 Flying Insect 5 MP LF: 1 (can trade to 8), Natural armor = to life force.Allowed Type: Lore, Mana or Combat (Combat: All attacks are piercing + 1 point of poison)

9 Imp 15 MP LF: 1 (can trade to 4), Can use weapons and armor (halfling size) Skill: +6 Slight of Hand, Can use books and scrolls(Extra Cost: Flying: +5)Allowed Type: All (Combat bonus: -10 of foes defense [hand to hand])

10 Rat or Ferret 5 MP LF: 1, Skills: +10 to Slight of HandAllowed Type: Thieving

11 Monkey 10 MP LF: 1 (can trade to 4), Can use weapons and armor (halfling size), Skills: +8 to Slight of HandAllowed Type: All (except casting familiar) (Combat: can use throwing weapons)

12 Fairy 25 MP LF: 1, Can use small sized magic user weapons, Minute size class, Can Fly, Skills: +6 to Lore, Can heal d4 damage per wound, Can use books and scrollsAllowed Type: All (except combat familiar) [Mana: Doubles Magic Point regeneration, Casting: -10 from mental defense]

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StablesStablesMMOUNTINGOUNTING R RULESULES Mounting a horse has its advantages and disadvantages in combat. With a horse you can get more movement, can’t be engaged, and you can attack during your movement. You can use your experience to raise the stats of the horse (not to exceed maximum).

MMOUNTOUNT A ADVANTAGESDVANTAGES • Movement does not take an action.

• Riders can attack and use all his actions during the horses movement (before, during and after movement is completed)

• Riders on horseback can not be engaged.

• Riders on horseback do not suffer melee penalties from targets titles.

• Riders to not receive free attacks from +1 range weapons upon moving adjacent to them.

MMOUNTOUNT D DISADVANTAGESISADVANTAGES • Mounts are randomly attacked.

• Rider takes an additional -10 from his dodge checks.

• Mount must defend for all ground traps that effect rider (including all complications that rider may suffer as well)

• If mount falls, then rider has a chance of knock down (Athletics Check DC20) (d6 blunt damage [all over] +d4 stun)

• Riders must make an athletics or charm skill check under certain situations to maintain the horse. (check the chart for details)

RRIDEIDE SKILLSKILL SUMMARYSUMMARY Description: This represents your characters ability to ride animals. Typically horses and other domestically mounted beasts. Anyone can ride an animal but the “Ride” skill check comes into play when you must make a roll to “control” your beast in stressful situation. (Example: Preventing an animal from fleeing combat.) You can’t take a 50 or a 100 on this skill. Difficulty varies depending on situation.

Ride Difficulties (standard)Controlling horse under natural fear. Charm DC 15Mounting / Dismounting while in combat. (takes 2 actions) Athletics DC 18Commanding horse to jump. (Horse jump +50) Mules wont jump. Charm DC 18Commanding horse to charge. (30% knock down) War Horse only. Charm DC 20Commanding horse to attack (takes one action) War Horse only. Charm DC 20

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Weaponry DescriptionWeaponry DescriptionNNAMEAME This is the name of type of the weapon.

CCLASSLASS This is the amount of damage the weapon does. If the class is a static number, always added that number to your strength roll on successful hits. If the class is a die value, then the damage is only that amount of damage rolled on that die (i.e. bow, crossbows, etc.).

SSPEEDPEED The die value listed under speed is the bonus you get to your speed when making a speed roll in combat. The speed your character has in combat when using a weapon is your Speed value plus the value you roll on the weapon speed die.

DDAMAGEAMAGE This is the type of damage this weapon inflicts. There are 4 types of damage to physical weapons; Slashing, Piercing, Blunt and Partial Blunt. Please refer to the Damage Type Chart (page##) for how these damage types effect armor and their imposing complications to a target.

AAGGRAVATEDGGRAVATED D DAMAGEAMAGE (A (AGGGG)) This damage only applies to certain weapons that can do additional damage only if they strike flesh. These weapons may have serrated or razor edges, barbs, and other weapons attributes that would not normally help to penetrate armor any better but would damage flesh more than a normal weapon would.

RRANGEANGE Weapon range is a value that determines how far a weapons “reach” is. All weapons can strike adjacent squares from the wielder but a +1 range can strike 1 additional square away, +2 range can strike 2 additional squares away.

SSIZEIZE This is how big a weapons size is. Its either small or large, each character must keep track of how much large and small items they carry. In the Items/Gear/Inventory section on your character sheet you can track the amount of large or small items you have.

PPROFICIENCYROFICIENCY This is the weapon proficiency needed to use this weapon without suffering a penalty to your assault checks (which is normally 1/2).

AASSAULTSSAULT This is the associated Assault Check needed to make a successful attack with this weapon.

DDEFENSEEFENSE This is the associated Defense Check needed to make a successful defense from this weapon.

BBUYUY This is how much gold it costs to buy this weapon. Weapon attributes may effect the cost; please see Weapon and Armor Attributes (page##) for more info.

SSELLELL This is how much gold it costs to sell this weapon. Weapon attributes may effect the sell price; please see Weapon and Armor Attributes (page##) for more info.

IINFORMATIONNFORMATION This is any additional information you need to know about the weapon. Any additional complications and such can be found here.

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WeaponryWeaponry# Name Class Speed Damage Agg Range Size SR Proficiency Assault Defense Buy Sell Information1 Dagger +1 d10 Piercing - - Small 1 Simple Melee Parry 50gp 10gp2 Short Sword +2 d10 Slashing - - Large 2 Simple Melee Parry 100gp 25gp3 Sword +3 d8 Slashing - - Large 3 Blades Melee Parry 300gp 50gp4 Katana +2 d8 Slashing +3 - Large 2 Blades Melee Parry 700gp 300gp5 Long Sword +4 d8 Slashing - +1 Large 4 Blades Melee Parry 500gp 100gp6 Claymore +5 d6 Slashing - +1 Large 6 Blades Melee Parry 700gp 200gp7 Great Sword +6 d6 Slashing - +1 Large 8 Blades Melee Parry 900gp 300gp8 Hatchet +2 d10 (P) Blunt - - Large 1 Simple Melee Parry 100gp 25gp9 Ax +3 d8 (P) Blunt - - Large 2 Axes Melee Parry 300gp 100gp

10 Large Ax +4 d6 (P) Blunt - - Large 4 Axes Melee Parry 500gp 200gp11 Battle Ax +5 d6 (P) Blunt - +1 Large 8 Axes Melee Parry 700gp 300gp12 Great Ax +6 d4 (P) Blunt - +1 Large 10 Axes Melee Parry 900gp 400gp13 Club +1 d10 (P) Blunt - - Small 1 Blunts Melee Parry 40gp 10gp14 Small Hammer +2 d10 (P) Blunt - - Large 2 Simple Melee Parry 75gp 25gp15 Hammer +3 d8 Blunt - - Large 4 Simple Melee Parry 200gp 50gp16 Quarter Staff +3 d8 Blunt - +1 Large 2 Blunts Melee Parry 150gp 50gp17 Large Hammer +4 d6 Blunt - +1 Large 6 Blunts Melee Parry 400gp 100gp18 Great Hammer +5 d4 Blunt - +1 Large 8 Blunts Melee Parry 600gp 200gp19 Ball and Chain +4 d6 Blunt - +1 Large 4 Blunts Melee Parry 500gp 125gp -2 off targets shield rolls20 Short Spear +2 d10 Piercing - - Small 1 Simple Melee Parry 100gp 25gp21 Spear +4 d8 Piercing - +1 Large 2 Spears Melee Parry 300gp 75gp22 Trident +4 d8 Piercing +2 +1 Large 4 Spears Melee Parry 750gp 250gp23 Large Spear +6 d8 Piercing - +2 Large 6 Spears Melee Parry 500gp 150gp24 Pole Ax +5 d8 Piercing - +1 Large 6 Spears Melee Parry 600gp 200gp25 Halberd +6 d8 Piercing - +1 Large 6 Spears Melee Parry 700gp 250gp -2 off targets shield rolls26 Short Bow d6 d10 Piercing - LOS Large 2 Bows Aim Dodge (-10) 150gp 25gp27 Hand Crossbow 2d4 d12 Piercing - LOS Large 2 Crossbows Aim Dodge (-20) 400gp 100gp28 Cross Bow 2d6 d12 Piercing - LOS Large 3 Crossbows Aim Dodge (-20) 600gp 175gp29 Siege Crossbow 2d8 d12 Piercing - LOS Large 4 Crossbows Aim Dodge (-20) 800gp 250gp30 Sling 1d4 d8 Blunt - LOS Small 2 Throwing Aim Dodge (-10) 5gp -31 Bow d8 d10 Piercing - LOS Large 3 Bows Aim Dodge (-10) 200gp 50gp32 Long Bow d12 d10 Piercing - LOS Large 4 Bows Aim Dodge (-10) 400gp 100gp33 Composite Bow d12 d10 Piercing - LOS Large 4 Bows Aim Dodge (-10) 600gp 200gp34 Strong Bow d12 d10 Piercing - LOS Large 8 Bows Aim Dodge (-10) 800gp 400gp Add strength roll to bow damage35 Whip d4 d12 Slashing - +2 Small 2 Simple Melee Dodge (-10) 125gp 30gp -20 to targets dodge36 Chain +1 d12 Blunt - +1 Small 2 Simple Melee Dodge (-10) 25gp 10gp37 Rapier +2 d10 Piercing - - Large 2 Blades Melee Parry 250gp 75gp This is a Fencing weapon38 Estoc +2 d10 Slashing - - Large 2 Blades Melee Parry 250gp 75gp This is a Fencing weapon39 Javelin +3 d10 Piercing - LOS Large 3 Throwing Aim Dodge (-10) 200gp 60gp40 Throwing Knives +1 d10 Piercing - LOS Small 2 Throwing Aim Dodge (-20) 5gp -41 Iron Balls +0 d10 Blunt - LOS Small 2 Throwing Aim Dodge (-20) 5gp -42 Throwing Axes +2 d10 (P) Blunt - LOS Small 2 Throwing Aim Dodge (-10) 75gp 25gp43 Sap Gloves +1 d10 Blunt - - Small 1 Simple Melee Parry 50gp 10gp Counts as an unarmed attack44 Spiked Gauntlets +1 d10 Piercing - - Small 1 Simple Melee Parry 100gp 25gp Counts as an unarmed attack45 Tri-sectional Staff +3 d8 Blunt - +1 Large 4 Exotic Melee Parry 500gp 200gp Requires Ambidextrous,

-2 off targets shield rolls46 Scythe +5 d6 Slashing +3 +1 Large 4 Exotic Melee Parry 500gp 200gp47 Net - d10 - - LOS Large 2 Exotic Aim Dodge (-20) 150gp 10gp There is an 80% chance of entanglement;

character must use a full round action to get out while making an Grapple Check DC 20. While entangled the target's Defense Checks are 50%. Only works on greater size or less.

48 Meteor Hammer +2 d8 Blunt - +2 Large 2 Exotic Aim Dodge (-10) 200gp 50gp Knock down to legs are an additional +2 to DC

49 Bladed Kamas (2) +1 d10 Slashing +1 - Large 2 Exotic Melee Parry 300gp 100gp Requires Ambidextrous EndowmentRequires 2, -2 on targets shield rolls

50 Chakram +2 d10 Slashing +1 LOS Small 1 Exotic Aim Dodge (-10) 100gp 25gp On miss this item returns, requires 1 action to catch the item (successful Aim).

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AAMMUNITIONMMUNITION Ammunition is tracked as quivers of arrows or bolts on your character sheet. You can carry up to 20 arrows or bolts in a quiver and 1 quiver is a large item.• Dwarven and Elven Quality costs +10 additional gold pieces per arrow.

• Ammunition can not be sold to the shop.

• Elven: high Accuracy (+5 to Aim Assault Checks)

• Dwarven: high damage (+2 to damage)

# Name Class Damage Agg Weapon Buy Information1 Broad-head Arrow - Piercing - Bow 1gp The standard arrow for most bows.2 Fire Arrow - Piercing - Bow 10gp D6 fire damage on all hits to flesh or natural armor. Requires candle brace.3 Poison Arrow - Piercing - Bow 10gp Does d4 deadly poison damage per round for d4 rounds.4 Sniper Arrow -2 Piercing - Bow 5gp +10 to Aim Assault Checks, -2 damage5 Blunt Arrow - Blunt - Bow 5gp Arrow with steel ball at the end, perfect for dealing damage to undead. -10 to Aim Checks6 Barbed arrow - Piercing +1 Bow 10gp +1 aggravated damage to flesh, all blood loss is +17 Silver-Tipped Arrow - Piercing - Bow 100gp Silver tipped arrows for werewolf hunters.8 Bolts - Piercing - Crossbow 1gp Bolts are the ammunition for crossbows. (all crossbows)

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Armory DescriptionArmory DescriptionThere are 3 basic armor types in the game. Your character will have the ability to wear these certain types of armor. The basic types are Light, Medium, and Heavy. Certain classes are restricted to certain armor types and will take penalties if they choose to wear armor that they are not trained in wearing. Light armor consists of mostly leather and very light un-constricting armor. Medium armor consists of heavier pieces like chain mail and some plate armor, with a moderate weight value. Heavy armor is very restricting armor, that limits freedom of movement, and can be very heavy and cumbersome. Only 1 layer of “rigid” armor can be worn over the body. Rigid armor must be worn on the outer most layers.

NNAMEAME This is the name of type of the armor.

CCLASSLASS This is the amount of damage the armor reduces.

TTYPEYPE This is the type of armor it is. There are 3 types Pliable, Rigid and Natural these qualities determine the type of damage they reduce. See Damage Types Chart (page##) for more info.

PPROFICIENCYROFICIENCY This is the armor proficiency required to wear this armor without taking additional penalties. See below.

Common Proficiency PenaltiesMedium Armor Penalties -2 to agility modHeavy Armor Penalties -4 to agility mod -1 MovementNon-Proficient Penalties (additional penalties from common)Medium Armor Penalties -2 speed -1 movementHeavy Armor Penalties -4 speed -2 movement

BBUYUY This is how much gold it costs to buy this armor. Armor attributes may effect the cost; please see Weapon and Armor Attributes (page##) for more info.

SSELLELL This is how much gold it costs to sell this armor. Armor attributes may effect the sell price; please see Weapon and Armor Attributes (page##) for more info.

IINFORMATIONNFORMATION This is any additional information you need to know about the armor. What body parts it covers and and any additional complications and such can be found here.

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ArmoryArmory# Name Class Type Proficiency Buy Sell Information1 Soft Leather Shirt -2 Natural/Pliable Light 75gp 20gp Very light soft leather armor. This covers the entire torso except for neck.2 Soft Leather Gloves -2 Natural/Pliable Light 35gp 10gp Very light soft leather armor. This covers hands and wrists.3 Soft Leather Pants -2 Natural/Pliable Light 75gp 20gp Very light soft leather armor. This covers hips, waist, groin and legs.4 Soft Leather Boots -2 Natural/Pliable Light 50gp 15gp Very light soft leather armor. This covers feet.5 Hardened Leather Vest -4 Natural/Rigid Light 100gp 45gp Durable and light hardened leather. This covers the entire torso except for neck.6 Hardened Leather Armlets -4 Natural/Rigid Light 50gp 20gp Durable and light hardened leather. This covers the upper arm.7 Hardened Leather Bracers -4 Natural/Rigid Light 50gp 20gp Durable and light hardened leather. This covers the forearm.8 Hardened Leather Cod Piece -4 Natural/Rigid Light 25gp 10gp Durable and light hardened leather. This covers the groin.9 Hardened Leather Greaves -4 Natural/Rigid Light 75gp 30gp Durable and light hardened leather. This covers the upper legs.

10 Hardened Leather Shin Plates -4 Natural/Rigid Light 75gp 30gp Durable and light hardened leather. This covers the shins.11 Hardened Leather Boots -4 Natural/Rigid Light 30gp 20gp Durable and light hardened leather. This covers the feet and ankles.12 Full Soft Leather Suit -2 Natural/Pliable Light 200gp 65g Very light soft leather armor. This is all the soft leather armor.13 Full Hardened Leather Suit -4 Natural/Rigid Light 400gp 180gp Durable and light hardened leather. This is all the hardened leather armor.14 Chain Mail Coif -4 Pliable Medium 150gp 50gp Covers top and sides of head and entire neck.15 Chain Mail Shirt -4 Pliable Medium 400gp 150gp This covers the entire torso except for neck.16 Chain Mail Leggings -4 Pliable Medium 250gp 125gp This covers hips, waist, groin, legs, ankles and feet.17 Iron Breast Plate -6 Rigid Medium 500gp 200gp This covers the entire torso except for neck.18 Iron Bracers -6 Rigid Medium 75gp 30gp This covers the forearm.19 Iron Shin Guards -6 Rigid Medium 100gp 40gp This covers the shins.20 Full Chain Mail Suit -4 Pliable Medium 750gp 325gp This is all the chain mail armor.21 Iron Arm Plates -6 Rigid Heavy 300gp 100gp This covers the entire arm. (except wrist and hands)22 Iron Gauntlets -6 Rigid Heavy 100gp 40gp This covers hands and wrists.23 Iron Leggings -6 Rigid Heavy 350gp 100gp This covers hips, waist, groin and legs.24 Iron Boots -6 Rigid Heavy 100gp 40gp This covers feet and ankles.25 Full Iron Suit -6 Rigid Heavy 1350gp 510gp This is the entire Iron armor.

HHELMETSELMETS Helmets are important cause they cover one of the most vulnerable parts of the body. Helmets can be either open face or closed face. Open faced helmets provide no penalty to the wearer, closed faced helmets impose a -20 penalty to dodge missile weapons.

# Name Class Type Face Proficiency Buy Sell Vulnerable face points1 Iron Cap -6 Rigid Open Light 50gp 25gp 2,3,4,5,6,7,8,92 Norman Helm -6 Rigid Open Light 75gp 35gp 2,3,4,5,6,7,93 Centurion Helm -6 Rigid Open Light 125gp 55gp 2,3,6,7,8,94 Corinthian Helm -6 Rigid Open Medium 200gp 75gp 2,3,6,7,95 War Helm -6 Rigid Open Medium 300gp 100gp 2,3,6,76 Gladiator Helm -6 Rigid Closed Medium 450gp 175gp 2,3,97 Paridonian Militia Helm -6 Rigid Closed Heavy 550gp 225gp 2,3

SSHIELDSHIELDS Shields are an extra layer of defense for the wearer. They do not block all attacks but the larger the shield the more probable they are to be used. Shields are used if you get struck by an attack you can use a shield to block the blow and reduce its damage equal to the class of the shield. Shields have a Success number. That is the number you must roll or below on a d6. Shields also allow your character to parry even if you hold no melee weapon. Parry Bonuses can only be used when wield has the Shield Proficiency Endowment.# Name Class Type Success Proficiency Parry Bonus Buy Sell Vulnerable face points1 Wooden Buckler -6 Rigid 2 Light +0 50gp 10gp2 Iron Buckler -8 Rigid 2 Light +0 200gp 75gp3 Wooden Shield -6 Rigid 3 Light +0 100gp 25gp4 Iron Shield -8 Rigid 3 Light +0 300gp 100gp5 Wooden Large Shield -6 Rigid 4 Light +5 200gp 75gp6 Iron Large Shield -8 Rigid 4 Medium +5 400gp 155gp7 Wooden Tower Shield -6 Rigid 5 Medium +10 300gp 100gp8 Iron Tower Shield -8 Rigid 5 Heavy +10 500GP 200gp

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Weapon and Armor AttributesWeapon and Armor AttributesEELVENLVEN Elven Armor and weapons are made with better craftsmanship those human made items. Elven Armor and weapons are harder and more rigid and durable than that of human armor and weapons. • -1 to class of handmade armor

• + 1 to class of handmade slashing or piercing weapons

• +1 durability to all weapon and armor types (from class)

• Buy + 25%

• Sell +25%

DDWARVENWARVEN Dwarven Armor and weapons are made with better craftsmanship that human or Elf made items. Dwarven Armor and weapons are harder and more rigid and durable than that of human armor and weapons. • - 2 to class of handmade armor

• + 2 to class of handmade slashing or piercing weapons (melee only)

• +2 durability to all weapon and armor types (from class)

• Buy + 50%

• Sell +50%

MMAGICAGIC You can have magical properties endowed on a piece of armor and/or weapons for extra cost Magical Enchantment will increase protectiveness of the armor but does not add to the durability of the armor. Magical Weapons are magically sharp.• Magic Weapons can hit ethereal creatures and the damage is equal to

the magic points only + strength• Magic can be added when you return to the shop by spending the

different in cost on the next available point on the chart• Magic CAN add damage to blunt items

Points Buy Sell1 1000gp 200gp2 2000gp 400gp3 4000gp 800gp4 8000gp 1600gp5 16000gp 3200gp6 32000gp 6400gp7 64000gp 12800gp8 128000gp 25600gp

Any items with more magic points must be sold at the auction house

QQUALITYUALITY You have the choice to buy quality armor or weapons. Quality armor or weapons doesn't make it magical, it just adds to the durability and toughness. The Armor is tempered with magic and created using magical means, but the armor itself is not magic. Value of quality points is the same as the magic point chart. Refer to the mixing attribute section below on rules to make a quality item magical.➢ Can only purchase 4 quality or 8 magical points into an item, the

values are stackable giving you a potential of +/- 12 on any particular item. Price each attribute separately when increasing the price range.

➢ Quality can only be done when purchasing new weapons or armor.

➢ Quality does not add damage to blunt weapons, it only adds durability.

Points Buy Sell1 1000gp 200gp2 2000gp 400gp3 4000gp 800gp4 8000gp 1600gp

Any items with more quality points must be sold at the auction house

MMIXINGIXING A ATTRIBUTESTTRIBUTES If you choose to add magic to an already quality weapon, the cost is doubled.

CCELESTIALELESTIAL Celestial weapons are weapons that are imbued with special properties and abilities. The more properties they have the more valuable they become. To purchase a celestial item you must already have the item you wish you have imbued. That item must NOT have any other celestial attributes on it. You can only purchase 1 celestial attribute per item. Celestial attributes can not be removed unless by clerical exorcism.

1 2 3 4Value Level 1 Value Level 2 Value Level 3 Value Level 4

SSELLINGELLING EXTREMEEXTREME ATTRIBUTEATTRIBUTE WEAPONSWEAPONS OROR ARMORARMOR Selling weapons or armor that have more magic points or quality points than a weapon can be bought for, has to be sold at the auction house. In most cases the auction value will be class 4 for these types of items. This yields a very high money return on these types of items.

AAUCTIONUCTION H HOUSEOUSE The auction house is where you would sell items that are not listed or sold In the basic shop. Depending on the item sold, you can make a random amount of money. There are a few levels of value to an item. Depending on that value, the peak amount of money that can be made is increased. Please refer to the chart below to determine where your item falls on the auction price list. Good luck in your rolling.

Value Auction Dice1 D100x100 (gold)2 D100x250 (gold)3 D100x500 (gold)4 D100x1000 (gold)

All sales are final, once decision is made to sale, you must lose item at that price.

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The BasicsThe BasicsBBATTLEATTLE B BOARDOARD The battle board is a grid board that is use as a primary place map to set your characters on. It is the reference in which you can determine distance and range.

The items you choose to use to represent your character are entirely up to you. You can use collectible miniatures, cardboard cutouts, or anything that is small enough to fit on the battle board that you can represent your character with.

TTHEHE M MOVEMENTOVEMENT Now that we got the basic character creation section out of the way, it is time to start by telling you the basics about the game.

At this point you should have your character rolled up, and all your stats solidified. Your extra experience should also be spent on anything you need before you continue. You can save that up for later use as well, if you wish.

In this game you will be apart of a group or party of other characters that all have the same unified goals as yourself. To achieve the most experience and treasure as possible, while exploring the world of Paridine and unfolding the mysteries of your quest.

When the Narrator describes to you a situation about the game or campaign you and the other party members can discuss what you think would be best to go about playing out that mission. In most cases it is straight forward, with you all buying a boat, and or trucking across the vast lands of Paridine.

When you are traveling in Paridine, there is still a random element to the game, and to better represent this, we have created a movement system based off dice rolls. The value of those dice rolls will determine the next random event. Sometimes nothing will happen, and sometimes you will encounter random monsters on your path. This random element of movement will make the journey much more exciting. You can randomly find treasure, dead bodies, potions, weapons, and armor. The list goes on and on.

The movement chart is based of a d100 roll, and before anyone can roll the

movement dice, it should be determined who shall rolls first, and in which order to roll the dice. In most cases a clock-wise order is acceptable.

Every roll of the movement dice represents about a 6 second gap in the Dungeon Movement Chart, and about a days time in the Over Land Movement Chart. In that time frame, certain events can happen. A roll of a “move” means the party progresses across the land or dungeon in various amounts.

Any event that happens on the movement chart affects only the person who rolled that event. If “Frank” were to roll “Lose Random Item” event, then “Frank” is the only one that effected by that event. If “Dallas” rolls a “Find Random Treasure” event, then “Dallas” is the only one that finds that treasure.

There are some global events on the movement chart that affect the entire party. Rolls such as “Find Monster”, or “Standard Movement” will progress the party forward, and or involve the whole party in combat.

At any time during anyone’s rolls you can chose to state that you want to do an action. This action can be anything from attacking party members or casting spells of protection. There is no set order of when someone can perform actions unless they are involved in combat mode.

The following pages will display several charts you can use to determine movement events. The narrator will decide what page best suits the occasion.

The chart is based off a d100 dice roll. You must roll 2 d10s and use the high/low system explained in the introduction to determine which value you roll. When you refer to the chart to see what event takes place.

On the chart you will notice a HIGH column and a LOW column and then the event that occurs. You should refer to the chart using you dice rolls as a reference.

As you can see on the Dungeon Movement Chart, a roll of a 00-09 would be a monster encounter, while a roll of a 75 would be a found scroll, and a roll of a 24 would be a Standard Movement Even of 2 squares or units.

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Dungeon Movement ChartDungeon Movement ChartRoll Event01-09 Random encounter: Narrator rolls random encounter from encounter chart.10-19 Standard movement: Move 1 square/unit (10 feet)20-29 Standard movement: Move 2 squares/units (20 feet)30-39 Standard movement: Move 3 squares/units (30 feet)

40 Standard movement: Move 4 squares/units (40 feet)41 Room collapse: Random party zone location (9-grid area effect). [D20 All-Over blunt damage], Lore Dungeoneering Check DC=2d20 [narrator rolls] to detect.42 Magical shield fade: Shield loses d4 magic points. (If carrying more than 1 magical shield, roll randomly)43 Magical weapon or ring fade: Weapon loses d4 magic points. (If carrying more than 1 magical weapon, roll randomly, rings have 4 magic points)44 Magical armor fade: Armor loses d4 magic points. (If carrying more than 1 magical armor type, roll randomly)45 Magical parchment fade: Books and scrolls turn to dust. No longer usable.46 Magical wizard weapon fade: Wizard weapon looses d4 charges. (If carrying more than 1 wizard weapon, roll randomly)47 Absent minded: Lose all banked experience unless you eat and drink 1 ration of food and water.48 Thieves see opportunity: If they steal an item on next roll, the target suffers -5+1d20 to Perception. (Other character's Perception DR -1d10)49 Party takes a rest: Characters can recover 1 point of damage and do movement skill (Meditate, Fletch, etc.) [Clerics can recover minimum faith points]50 Standard movement: Move 5 squares/units (50 feet)51 Munchies: If you eat 1 ration of food you gain d4 Experience Points.52 Parched: If you drink 1 ration of water you gain d4 Experience Points.53 Hungry: Must eat 1 ration of food. Or suffer malnutrition (-1 LF must be earned back with experience) 54 Thirsty: Must drink 1 ration of water. Or suffer dehydration (-1 LF must be earned back with experience) 55 Hungry and thirsty: Must eat and drink 1 ration of food and water. Or suffer malnutrition and dehydration (-2 LF must be earned back with experience) 56 Uneven floor: Athletics Check DC15 to avoid tripping: damage from trip is d6 All-over blunt (first 4 points stun).57 Illness: Grit Check or lose d4 life force (Recover with healing).58 Spring a trap: Roll D20 from trap chart. Perception Check vs Detect Man-Made Traps DC=2d20[narrator roll]59 Potion spill: Perception Check DC=2d20 [narrator rolls] to spot before spill. (If carrying more than 1, roll randomly) {harmful ones effect character}60 Standard movement: Move 6 squares/units (60 feet)61 Lose potion: Perception Check DC=2d20 [narrator rolls] to spot or potion lost (Other character's can spot with additional DC=1d20)62 Lose coin bag: Perception Check DC=2d20 [narrator rolls] to spot or all coins are lost (Other character's can spot with additional DC=1d20)63 Lose gem bag: Perception Check DC=2d20 [narrator rolls] to spot or all gems are lost (Other character's can spot with additional DC=1d20)64 Lose treasure bag: Perception Check DC=2d20 [narrator rolls] to spot or all coins and gems are lost (Other character's can spot with additional DC=1d20)65 Lose weapon: Roll random weapon. Perception Check DC: Large=1d20 [narrator rolls], Small=2d20 [narrator roll] (Other character's Perception DR -5)66 Rotten food: Lose d10 rations of food67 Water-skin Leak: Lose d10 rations of water68 Element rot: d4 elements go bad69 Unsteady quiver: Lose d20 bolts or arrows: Perception Check DC=2d20 [narrator rolls] to spot them before they are lost.70 Standard movement: Move 7 squares/units (70 feet)71 Find a Book: Contains d4 spells, Roll d10 to determine language (9= ancient dead language, 10= illegible), Roll d100 for each random spell.72 Find a Scroll: Roll d10 for language (9= ancient dead language, 10= illegible), Roll d100 for random spell.73 Find a Potion: Roll d10 for label language (9=dead language, 10=illegible), Roll d100 and refer to potion chart. Lore Alchemy Check DC=2d20 [narrator rolls]74 Find a Ring: Roll appropriate die for the Ring Chart. Lore Arcana Check DC=2d20 [narrator rolls] 75 Find a dead body: Roll d4 to determine random treasure class type. Then roll appropriate die for the chart.76 Find a common potion: Roll d8: 1-Healing, 2- Resurrection, 3- Recover Magic, 4- Elixir of Life, 5- Holy Water, 6- Acid (d20), 7- Poison, 8- Antidote77 Find a great treasure: Roll d20 for type of treasure, refer to class 4 treasure chart.78 Find some elements: Found d4 elements: only characters with Herbalism Endowment can recognize and gather these. 79 Find a weapon: Roll d100 and refer to weapon chart on shop list.80 Standard movement: Move 8 squares/units (80 feet)81 Find a shield: Roll d8 and refer to shield chart on shop list.82 Find armor: Roll d100 and refer to armor chart on shop list (include helmets). 83 Find a wizard weapon: Roll d6- 1-2- Orb, 3-4- Wand, 5-6- Staff: d20 from wizardry chart on shop list.84 Find a small animal: Survival Check DC15, Gives d4 rations of food.85 Find heavy coin bag: Refer to coins chart. (roll d6 for type of coin and a d100x10 for the amount).86 Find heavy gem bag: Refer to gems chart. (roll d6 for type of gem and a d100x10 for the amount).87 Find a bag of treasure: Refer to coins and gems chart. (roll d6 for type of coins and gems and a d100 for the amount of each).88 Find a treasure chest: Roll d4: 1-2- Hoard of Treasure (d4- 1-2 coins 3-4 Gems)(roll d6 for type and a d100x100 for the amount) 3-4- Trap (Roll D20 from trap

chart. Perception vs Detect Man-Made Traps DC=2d20[narrator roll])89 Find valuable artifact: Appraise Check DC=2d20 [narrator roll], Size=roll d4: 1-2 Small 3-4 Large. Value=d100x10 gold (small statue, or seal, etc.) 90 Standard movement: Move 9 squares/units (90 feet)91 Spiritual weakness: Shamans lose d100 spirit points unless you eat and drink 1 ration of food and water.92 Clerics contemplate their faith: If character that rolled this has Cleric Endowment: Make a Resolve Check -20, or lose d10x10 faith points. 93 Magical essence boost: Character gain 1 magic point if you eat and drink 1 ration of food and water. (Magic Use Endowment required).94 Bulking up: Gain 1 life force if you eat and drink 1 ration of food and water (if you are at max life force then gain 10 experience).95 Deep thoughts: Gain 10 experience points if you eat and drink 1 ration of food and water.96 Learning from companions: Gain 5 experience points97 Armor damage: Roll on body chart to determine armor piece and d4 to determine durability damage to that piece of armor. (no armor, no effect)98 Weapon damage: Last weapon used this game session takes d4 durability damage to class. (no weapon used this session, no effect)99 Shield damage: Shield takes d6 durability damage to class. (no shield, no effect) (If carrying more than 1, roll randomly)

100 Random Heroic Encounter: Narrator rolls random encounter from encounter chart. +10 to stats of monster (can exceed to 90) or max # of monsters

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Overland Movement ChartsOverland Movement ChartsOverland movement charts are different from dungeon movement charts; as it is intended to span long distances of land. The events will be more generalized to the topical location that the characters are traveling through. Please refer to the chart that represents the topical environment. Each movement roll is considered a days worth of travel.

SSTANDARDTANDARD O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 miles)3 Standard movement: Move 3 squares/units (75 miles)4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Storm (d4): Party seeks shelter (no travel) 1- Wild Animal: Survival Check (DC15) for d4 food 2- Rain water: d4 water 3- Nothing 4- Random Encounter7 Found Ancient...(d6) 1-2: Tomb: Class 3 Treasure 3-4- Shrine: Gold and Gems 5-6- Ruins: d4 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

FFORRESTORREST O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 feet)3 Standard movement: Move 3 squares/units (75 feet)4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Random encounter: Narrator rolls random encounter from encounter chart.7 Found Ancient...(d6) 1-2: Tomb: Class 3 Treasure 3-4- Shrine: Gold and Gems x10 5-6- Ruins: d6 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

SSWAMPWAMP O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 feet)3 Random encounter: Narrator rolls random encounter from encounter chart.4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Random encounter: Narrator rolls random encounter from encounter chart.7 Found Ancient...(d6) 1-2: Tomb: Class 4 Treasure 3-4- Shrine: Gold and Gems x10 5-6- Ruins: d6 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

MMOUNTAINOUNTAIN O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 feet)3 Frostbite: All party members must make a grit check or suffer d4 damage.4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Random encounter: Narrator rolls random encounter from encounter chart.7 Found Ancient...(d6) 1-2: Tomb: Class 4 Treasure 3-4- Shrine: Gold and Gems x10 5-6- Ruins: d6 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

DDESERTESERT O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 feet)3 Standard movement: Move 3 squares/units (75 feet)4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Dehydration: All party members must drink 2 rations of water or lose 1 life force from dehydration.7 Found Ancient...(d6) 1-2: Tomb: Class 3 Treasure 3-4- Shrine: Gold and Gems x10 5-6- Ruins: d6 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

OOCEANCEAN O OVERLANDVERLAND M MOVEMENTOVEMENT ( (DD8)8) 1 Standard movement: Move 1 square/unit (25 miles)2 Standard movement: Move 2 squares/units (50 feet)3 Standard movement: Move 3 squares/units (75 feet)4 Hungry: All party members must eat 1 ration of food or lose 1 life force from malnutrition.5 Thirsty: All party members must drink 1 ration of water or lose 1 life force from dehydration.6 Sea Sickness: All party members must make a grit check or suffer d4 damage.7 Found Ancient...(d6) 1-2: Floating Remains: Class 3 Treasure 3-4- Buried Treasure: Gold and Gems x10 5-6- Ship Wreck: d6 valuable artifacts8 Random encounter: Narrator rolls random encounter from encounter chart.

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Treasure ChartsTreasure ChartsWhen ever a monster is killed in battle the characters can all roll a search roll to find 1 of the several different classes of treasure. The monster sheet will specify what class of treasure the monsters have, and each monster will have 1 treasure of that type.

CCLASSLASS 1 ( 1 (DD4)4) 1 1 Food ration 2 1 Water ration3 Coins4 Nothing

CCLASSLASS 2 ( 2 (DD8)8) 1 1 Food ration 2 1 Water ration3 Coins4 Gems5 Element6 Weapon (d4=1-2 Normal, 3 Elven, 4 Dwarven)7 Key8 Nothing

CCLASSLASS 3 ( 3 (DD20)20) 1 D4 Food ration 2 D4 Water ration3 Coins x24 Gems x25 d4 Element6 Weapon (d4=1-2 Normal, 3 Elven, 4 Dwarven)7 D4 Keys (key-chain)8 Scroll9 Book

10 Common potion (d8)11 Lock pick kit (1-2 Simple, 3-4 Advanced)12 Repair Kit (1-2 Simple, 3-4 Advanced)13 Map and Compass14 Fletching Kit15 Lantern and d4 flasks of oil16 Shield (D8) (d4=1-2 Normal, 3 Elven, 4 Dwarven)17 Quality weapon (d4)18 Rope (50 feet)19 Magic User weapon (1-2 staff, 3-4 wand, 5-6 orb)20 Nothing

CCLASSLASS 4 ( 4 (DD20)20) 1 D10 Food ration 2 D10 Water ration3 Coins x104 Gems x105 D10 Element6 Weapon (d4=1-2 Normal, 3 Elven, 4 Dwarven)7 Divine Item8 D4 Scrolls9 D4 Books

10 Quality weapon (d4)11 Magic weapon (d8)12 Celestial Weapon (1-2 =1 attribute, 3-4=2 attributes)13 Random potion (d100)14 D4 Common potions (d8)15 Ring16 Shield (d8) (d4=1-2 Magic (d8), 3-4 Quality (d4))17 Magic User weapon (1-2 staff, 3-4 wand, 5-6 orb)18 Coins and Gems x1019 Nothing20 D4 more “Class 4” treasures (re-roll)

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CombatCombatThis is the combat section; this is the most elaborate aspect of Paridine. Paridine used a very precise mechanics system for playing out combat. This has been dubbed “Precise Combat System”. This system is designed for furious detailed combat action.

Lets explain a bit about this system. There are very few systems out there that have a realistic feel to them. There is nothing more fantastical than killing a large troll or dragon in a realistic way. Now lets not get carried away with the word “realistic” because this is a fantasy game. When I say realistic, I mean that your character is very mortal in this game. As in most games your character can “roll with the punches” as he gets more advanced, allowing them to take considerable large amounts of damage in their later levels. Paridine doesn’t use leveling to advance your character; Paridine used a system where a character gets allotted experience after each challenge. That experience can then be directly used to purchase new skills and abilities. You never have to wait for a “level” before you can take advantage of all your wanted abilities. You can kill a few monsters and over come some challenges and then you can use your stored experience to buy new skills at any time you want.

In this section we will explain combat and how it is generally played out. There are several ways combat will find its way on to your lap.

1) You roll a monster event on the movement chart.2) You decide you want to fight a party member3) The narrator placed a monster in a predefined location, and you

stumble across it.

In either case, whenever you are forced to fight you must follow the following rules and procedures.

1. I1. INITIATIVENITIATIVE Whenever you come in contact with a monster, there must be a determining factor that specifies which side gets the first sight of the other. Who ever gets initiative is usually the person or thing that can first make an action in battle, before speed even comes into play.

The initiative value is determined by rolling a D10, and then you must add your initiative modifiers to obtain the final value.

If you roll a d10 and get a 4, and your character has a +2 to his initiative, the final value is 6.

There are common penalties that you take when rolling initiative.Party Members- If your party exceeds 4 party members, you will take a -1 penalty for every character beyond 4. 2 Halflings count as one person in this situation.

Line of Sight- You take a –1 penalty for every grid the target is out of line of sight. If your line of sight is 6 grids and your target is 8 grids away, you will get a –2 Initiative penalty.

Everyone in the party must roll initiative for themselves. The person or monster with the highest initiative value gets the first turn to engage battle.

If there is a TIE on initiative then each character can get to attack on their initiative. A speed roll them must be done and they go in the order of speed.

Ambush: If the attacker that has initiative is attacking a target that got an initiative of more then 6 less then his own. He is considered ambushed.

The Initiative turn happens only once per battle and the attacker can get one free move action along with one free mental or physical action.

After the attacker has made his free move and attack, then everyone must roll speeds to determine combat order.

2. S2. SPEEDPEED R ROLLOLL After the initiative round is done. Every character that chooses to act in combat must then roll a mental or physical speed. The speed of your character is based on the type of action you wish to do. A physical action will result in a physical speed check while a mental action is a mental speed check. Different characters have different speed die, that they roll to determine the round by round speed.

You can also add modifiers to your speed score depending on your weapon, spell, prayer, or any other device used to attack or make action on. Check your weapon, spell, prayer, spirit call, and or song info to determine what speed modifiers they give you.

Add or subtract your speed modifiers to your speed role to determine your speed score.

Example #1Physical Speed Roll on a d10 = 4Using a dagger = +1 speedTotal speed score = 5

See Physical and Mental speed in the Character Generation chapter in this manual.

This speed score will be logged by the narrator. And the order of combat will go from fastest to slowest. If there is a TIE for speed then the order of combat must go in order of this chart below.

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Reference ChartReference ChartCCOMBATOMBAT O OPTIONSPTIONS Basic Attack OptionsBasic Attack Options• Basic Attack: Make a standard attack at a target

◦ Must be within range

◦ This attack does not impose a penalty

• Called Shot: Calling a shot is a way to target a particular part of the body. Usually used to bypass armor or hit weak points on a target. ◦ Difficulty for general large areas (leg, arm, head, etc.)

▪ Assault Check in half twice (-50% x2)

◦ Difficulty for very small areas (eyes, mouth, ear, etc.)

▪ Assault Check in half three times (-50% x3)

• Defensive Combat: Your character takes a defensive stance.

◦ Takes all actions

◦ Until your characters next turn you will get the following.

▪ +20 to your Defense Checks (not to exceed 85%)

▪ +1 to any shield rolls (max of 5)

• Readied Attack: This is a way to increase the accuracy of your attack.

◦ Takes all actions

◦ +20 to your Assault Check (not to exceed 85%)

• Full Run: This action abandons attacking and defending for mobility.

• Takes all actions

• Character can move 3x their movement

• Until characters next turn their Dodge and Parry is at a -50%

Melee Attacks OptionsMelee Attacks Options• Stab: Attempt to stab with a slashing weapon.

◦ Stab difficulty is: Assault Check in half (-50%)

◦ This attack causes piercing damage with weapon

• Stab and Twist: This causes more damage to flesh targets. Your character will stab with his weapon and twist the weapon to cause additional damage.◦ This action can be performed after a a target has already been

hit with a piercing attack.◦ Requires a “stab” action if you are using a slashing weapon

◦ This will use your next action that turn

◦ Deals d4 damage to target (counts as separate damage to the same target location)

• Wild Swing: Your character makes a wild attack, hitting all engaged enemies.◦ This can hit multiple engaged targets (they have to be adjacent)

◦ Take all action

◦ Difficulty: Assault Check in half (-50%)

◦ All targets (starting from front, then clock wise) must defend from attack

◦ Attacks hits same body location on all targets.

◦ Damage is reduced in half for every target hit (in order)

Ranged Attacks OptionsRanged Attacks Options• Shot on the Run: This is an attack that can be done while moving.

◦ ½ movement rounded down

◦ - 20 to your Assault Check

EEXPERIENCEXPERIENCE Experience can be spent at any time after or between combat.

Experience Trade Chart50 exp 1 Life Force10 exp 1 Magic Point50 exp 1 Banked Chi point50 exp Learn a trained-only skill

SSPEEDPEED R ROLLOLL P PRIORITYRIORITY In the case of character speed ties refer to chart to distinguish who goes first in combat.

Speed Tie Priority1 Monster2 Melee (Engaged)

1. Open hand2. Small weapons3. Large weapons

3 Ranged1. Cross bows2. Normal bows3. Weapon Throwing4. Staffs, wands, orbs, or any

magic missile firing item5. Sling6. All others

4 Melee (unengaged)1. Open hand2. Small weapons3. Large weapons

5 Shaman Spirit Calls6 Magic

1. Mental 2. Ranged

7 Prayers and Miracles

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Taking DamageTaking DamageThroughout combat your character will take damage. Some of this damage can be deadly. Some can be life threatening and some can be shrugged off over time. There are several types of damage that you can take.

TTRUERUE D DAMAGEAMAGE True damage is damage that damages the flesh, tears the skin, muscle, and even break bones. This type of damage recovers slower than Stun Damage. This damage drops your life force and effects your ability to hit and defend due to pain. Damage chart below to complications to True Damage.True Damage ChartDam Effects Description

1 -1 L.F.-5 to Assault and Defense Checks

Skin is damaged, cut that exceeds skin tissue to the muscle.

2 -2 L.F.-10 to Assault and Defense Checks

Damage is as deep as the muscle and the muscle takes minor damage.

3 -3 L.F. -15 to Assault and Defense Checks

Damage is through a good part of the muscle and in some case to the bone.

4 -4 L.F. -20 to Assault and Defense Checks

Damage is down to the bone and the bone is partially fractured.

5 -5 L.F. -25 to Assault and Defense Checks

The bone is broken and this amount of damage disables a limb and can kill to the head and neck. Complications to limbs cannot be more than 5 points of damage.

6 -6 L.F. -30 to Assault and Defense Checks

This amount of damage can do major damage to bones and internal organs, This amount of damage can kill to the torso.

CCRITICALRITICAL ANDAND D DYINGYING If your character takes enough moderate damage to hit 0 Life Force; you must make a Grit Check, if you succeed then you are unconscious and dying. You then must roll a d4 to determine how many rounds you have until complete death. Before then, anyone can use healing potion on you before you die. Other wise you are unconscious until death.

SSTUNTUN D DAMAGEAMAGE Stun damage is damage that is quickly recoverable and doesn’t drop your life force. This damage is considered dazing and bruising damage. Most stun damage does not exceed 4 points of damage. If 4 points of stun is exceeded then every point past 4 is considered true damage. In some cases when you get hit in certain parts of the body you will take additional stun (blunt to the head will take +d4 additional stun) in which case all that stun damage is considered stun. The chart below shows complications.

Stun DamageDamage Effects

1 -1 L.F. and -5 to Assault and Defense Checks2 -2 L.F. and -10 to Assault and Defense Checks3 -3 L.F. and -15 to Assault and Defense Checks4 -4 L.F. and -20 to Assault and Defense Checks

KKNOCKNOCK O OUTUT R RULEULE Taking 5 points of stun damage or more to the head in one blow could knock your character unconscious. To avoid this you must make a successful Grit Check -10 for every point of stun past 5. If you fail you are knocked out for d4 rounds. (+1 toughness moves the threatened stun knock out limit to 6, etc.)

Knock Out DifficultyDamage Difficulty

5 Grit Check 6 Grit Check -10%7 Grit Check -20%8 Grit Check -30%

MMORTALORTAL B BLOWLOW A “mortal blow” is a physical hit doing enough damage in 1 strike to kill your character instantly. That damage limit is different depending on where you get hit. The amount of Life Force that you possess when you take this hit doesn’t help only toughness will increase the threat range up +1 or +2 depending on toughness.

Mortal Blow ChartBody Part Normal damage Toughness Toughness

Head, Neck 5 6 7Torso, Hips, Groin 6 7 8

SSEVERINGEVERING L LIMBSIMBS To take over double damage that is considered a mortal blow to any body part, that would be considered severing it. (example: 11 to head= decapitation, 13 to torso= cut in half, 11 to arm and legs= severs)

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Damage TypesDamage TypesPPIERCINGIERCING Effect: Armor class against piercing is ½. This does not apply to shields. Max damage to any body part is 5 points of damage unless to the heart, neck or head.➢ -6 plate is –3

➢ -4 chain mail is –2

➢ -2 leather is –1

➢ -6 shield is –6

SSLASHINGLASHING Effect: This type of damage is standard slashing damage. All armor counts as normal protection against this type of damage.➢ -6 plate is –6

➢ -4 chain mail is –4

➢ -2 leather is –2

➢ -6 shield is –6

BBLUNTLUNT Effect: First 4 points are considered Stun damage. The stun is then negated 1 point for ever point of true damage past stun. This prevents you from taking more complications than you could with other damage types.➢ 5 points of blunt = 3 stun 1 true damage

➢ 8 points of blunt = 4 true damage

➢ 10 points of blunt = 6 points true damage

Flexible armor is no help against blunt damage.(except leather)➢ -6 plate is –6

➢ -4 chain mail is –0

➢ -2 leather is –1

➢ -6 shield is –6

PPARTIALARTIAL B BLUNTLUNT Effect: First 2 points are considered Stun damage. The stun is then negated 1 point for ever point of true damage past stun. ➢ 3 points of partial blunt = 1 stun 1 true damage

➢ 8 points of partial blunt = 6 true damage

➢ 10 points of blunt = 8 points true damage

Flexible armor class against this weapon is 1/2. (except leather)➢ -6 plate is –6

➢ -4 chain mail is –2

➢ -2 leather is –2

➢ -6 shield is –6

AAGGRAVATEDGGRAVATED Effect: This is additional damage that some weapons do when they come in contact with flesh. This does not apply unless at least 1 point of damage is dealt to the flesh. Aggravated damage does not add to the moral blow damage range. It cannot kill unless the target has no more Life Force.

CCRUSHINGRUSHING Effect: First 4 points are considered Stun damage. The stun is then negated 1 point for ever point of true damage past stun.➢ 5 points of blunt = 3 stun 1 true damage

➢ 8 points of blunt = 4 true damage

➢ 10 points of blunt = 6 points true damage

Flexible armor is no help against crushing damage.➢ -6 plate is –6

➢ -4 chain mail is –0

➢ -2 leather is –0

➢ -6 shield is –0

AALLLL-O-OVERVER Effect: This damage affects the entire body. All-Over damage must match or exceed life force of victim in order to kill. Partial Armor that can negate at least ½ the total damage can knock the over all damage in ½. Any piece of armor that is exceeded by more than double its armor class it destroyed. Shields can act as partial armor if used, as long as they can deduct half the overall damage.➢ -6 full plate is –6

➢ -4 full chain mail is –4

➢ -2 full leather is –2

➢ -6 shield is –0

Example: ➢ Partially armored fighter with –12 total armor. (Plate, Chain Mail and

Leather) can reduce 15 points of all over damage to 7 points. Destroying all the armor. (Because it exceed all the armor by over double the armor class.

➢ Partially armored fighter with –4 chain mail cannot reduce 10 points of all over damage in ½. And chain mail is destroyed.

➢ Fully armored characters take straight damage reduction against all over damage. –12 fully armored knight will reduce 15 points of All-Over damage to 3 points of damage and all the armor is destroyed.

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Elemental DamageElemental DamageFFROSTROST D DAMAGEAMAGE • Only natural armor (dragon scale, leather, etc.) can block or reduce ice

damage• 10 or more points of damage are considered “All-Over” damage

• Under 10 points of damage then shots can be called or hit single areas depending on type of ice blast or bolt then they are considered small enough to hit a single area

• All final damage is considered true damage

Frost Damage1-4 Counts as stun damage

5-10 Foe looses d4 speed on next turn. + Loss of d4 actions +d4 damage

11-20 Foe looses d8 speed on next turn. + Loss of d4+1 actions + d8 damage

21-30 Foe looses d12 speed on next turn + loss of d4+3 actions 2 + d12 damage

31-40 40 = Foe looses d20 speed on next turn + loss of d4+4 actions 8 + d20 damage

41-60 Foe looses D20 x2 speed on next turn + loss of D6+4 actions 10 + (d20 x2) damage

61-80 Foe looses D20 x4 speed on next turn + loss of d8+6 actions 20 + (d20 x4) damage

80+ Foe looses D20 x 10 speed on next turn + loss of d10+10 actions 40 + (d20 x10) damage

FFIREIRE D DAMAGEAMAGE • 10 or more points of damage are considered “All-Over” damage

• Less than 10 points of damage then shots can be called or hit single areas depending on type of file ball or flame then they are considered small enough to hit a single area

• All final damage is considered true damage

• If fire comes in contact with organic armor there is a +20% chance of catching on fire.

Fire Damage1-4 (Flash) Slight stun %5 off stats for 1

round. 5% chance of catching on fire5-10 20% chance of catch fire

11-20 30% chance of catches fire21-30 40% chance of catches fire31-40 50% chance of catches fire41-60 60% chance of catches fire61-80 70% chance of catches fire80+ 80% chance of catches fire

Catching FireCatching Fire• D4 points of true damage all over + loss of 1 action per turn and

requires 1 action to put fire out, armor will help for first round cutting damage 1/2.

• Natural armor helps, but lowers armor class. 1 for 1.

• Next round if victim is still on fire armor is no protection.

• For every round target is on file he takes d4 Damage +1

• It is done on the next round; except damage is increases by +1 each round target is on fire.

EELECTRICALLECTRICAL D DAMAGEAMAGE • Bolt damage is considered to be on single location unless it comes in

contact with metal and then it is counted as “All-Over” damage +d4 stun and complication percentages are doubled.

• Electricity damage is considered “All-Over” damage

• Metallic armor is no help against this type of damage.

• Natural armor is x2 armor to this type of damage.

• If singled/targeted true damage exceeds more than double the amount that can be taken to a limb or body part, that body part explodes.

• Single targeted damage: First 4 points are stun.

• All- Over damage: First 10 are stun (stats drop to 0 you are unconscious)

Electrical Damage1-4 Considered stun- 10% complication

5-10 20% complication11-20 30% complication21-30 40% complication31-40 50% complication41-60 60% complication61-80 80% complication80+ 90% complication

Complications (roll d8 for random effect)Complications (roll d8 for random effect)1) +D4 stun2) +D8 stun3) +D4 stun + lose 2 actions next round4) Knock Down: Athletics Check vs Balance DC 155) Knock back d4 grids and Knock Down: Athletics Check vs Balance DC

126) Makes all metallic armor hot, take d4 true damage and 20% chance of

catch fire7) Lose 2 actions next turn and 50% chance of catch fire8) –d4 additional speed next turn and d4 additional complications

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Aces and FumblesAces and FumblesAces and Fumbles are events that occur by extreme chance. An “Ace” is a perfect success roll (Rolling two 10s simultaneously while rolling your dice), while a “Fumble” is the worst failure roll (Rolling two 1s simultaneously while rolling your dice). An “Ace” in Paridine is only going to give a slight advantage due to the already existing “Open Ended” system. Fumbles on the other hand can be very detrimental. When an Ace or a Fumble occurs refer to the charts below and randomly roll what occurs during the ace or fumble.

PPHYSICALHYSICAL O OFFENSIVEFFENSIVE A ACECE (1 (1DD6)6) # Ace Description1 Well executed This action was so well executed you get a free action.2 Forceful hit One of the following… (in order as they apply)

1. Additional 1d4 to strength roll2. This attack deals an additional 1d4 damage

3 Bypass armor One of the following… (in order as they apply) 1. No shield roll for defender2. Flaw in 1st layer of armor3. Defender takes an additional 1d4 damage.

4 Well placed shot One of the following… (in order as they apply) 1. Target must make a Athletics Check vs balance

DC15 or be knocked down2. Free Action

5 Disarm Disarms target of… (in order as they apply)1. One wielded weapon2. Shield3. Free Action

6 Accurate Shot One of the following… (in order as they apply) 1. You may choose to call the body location of

where your shot lands.2. Target takes a -20 penalty to his defense check

PPHYSICALHYSICAL D DEFENSEEFENSE A ACECE (1 (1DD6)6) # Ace Description1 Well Defended Receives no more attacks against you this round (if was foes

last action then extends to next round)2 Countered Attack One of the following… (in order as they apply)

1. Disarm Foe2. 1 free action against foe

3 Gained Counter Advantage

Foes hit and defense against you is 1/2 for the rest of this round (if is last action then extends to next round)

4 Side Stepped One of the following… (in order as they apply)1. Foe overextends when trying to hit you. Foe

must make an Athletics Check vs. Knock Down (DC15)

2. 1 free action against foe5 Well Blocked One of the following… (in order as they apply)

1. Durability damage to foes weapon (d4x2)2. Durability damage to foes shield (d4x2) (or

knocks it from foes arm)3. Receives no more attacks against you this round

(if was foes last action then extends to next round)

6 Redirected AttackOne of the following… (in order as they apply)1. Push foes own weapon into him or herself. Foe's

must roll Grit Check or take weapon damage + ½ your strength.

2. 1 free action against foe

PPHYSICALHYSICAL O OFFENSEFFENSE F FUMBLESUMBLES (1 (1DD6)6) # Fumble Description1 Clumsy Attack

hits groundOne of the following… (in order as they apply)

1. Durability damage to weapon (d4x2)2. Durability damage to shield (d4x2)3. Attacker gets a free action on you

2 Hits Self Hits self with own weapon (damage 1d6 + weapon) Roll body chart for hit location.

3 Off Balance Lose all remaining actions (if was last action then all actions next round)

4 Left Self Open Foe gets a free attack on you5 Weapon clash One of the following… (in order as they apply)

1. Foe gets a hit on you, breaks your weapon (if wielding one) and damage to you is in half. Foe must make successful Assault Check.

2. Lose all remaining actions (if was last action then all actions next round)

6 Unprepared One of the following… (in order as they apply)1. Drop weapon (takes 2 actions to pick it back up)2. Fall down: Athletics Check vs Knock Down

(DC15)

PPHYSICALHYSICAL D DEFENSIVEEFENSIVE F FUMBLESUMBLES (1 (1DD6)6) # Fumble Description1 Failed Defense One of the following… (in order as they apply)

1. 2d4 durability damage to weapon and damage taken is reduced by the amount of durability damage rolled.

2. 2d4 durability damage to shield and damage taken is reduced by the amount of durability damage rolled.

3. Fall Down- must make an Athletics Check vs balance DC15 or be knocked down

4. Attacker gets a free action on you2 Fell into attack Take an additional 1d6 damage3 Off Balance One of the following… (in order as they apply)

1. Fall Down- must make an Athletics Check vs balance DC18 or be knocked down

2. Attacker gets a free action on you4 Armor Breaks One of the following… (in order as they apply)

1. 1st layer of protective armor that is hit by this shot takes 2d6 durability damage

2. Take an additional 1d6 damage5 Failed Grip One of the following… (in order as they apply)

1. Drop weapon2. Drop shield3. Drop any wielded items4. Fall Down- must make an Athletics Check vs

balance DC15 or be knocked down5. Attacker gets a free action on you

6 Unprepared Attacker gets a free action on you

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NNONON-P-PHYSICALHYSICAL O OFFENSIVEFFENSIVE A ACECE (1 (1DD6)6) # Ace Description1 Well Executed One of the following… (in order as they apply)

1. Max damage2. Double Duration3. Double Effects 4. Foe Suffers an +20% to defense checks

2 Perfect Execution One of the following… (in order as they apply)1. Does not cost resources (magic points, faith

points, elements, etc.)2. Foe Suffers an +20% to defense checks

3 Lasting Effect One of the following… (in order as they apply)1. Double Duration2. Doubles Effect3. Foe Suffers an +20% to defense checks

4 Overwhelming Foe Suffers an +40% to defense checks 5 Penetrating One of the following… (in order as they apply)

1. Bypass any protections2. Foe Suffers an +40% to defense checks

6 Assaulting One of the following… (in order as they apply)1. Effects choice of any targets in line of sight2. Foe Suffers an +40% to defense checks

NNONON-P-PHYSICALHYSICAL D DEFENSEEFENSE A ACECE (1 (1DD6)6) # Ace Description1 Resilient Defense One of the following… (in order as they apply)

1. Immune to this spell from this foe2. Receives no more attacks against you this

round (if was foes last action then extends to next round)

2 Counter Attack One of the following… (in order as they apply)1. 1 free action against foe2. Receives no more attacks against you this

round (if was foes last action then extends to next round)

3 Gained Counter Advantage

Foes hit and defense against you is 1/2 for the rest of this round (if is last action then extends to next round)

4 Controlled Oncoming Attack

Able to redirect this spell on anyone you chose through force of will.

5 Focused Defense One of the following… (in order as they apply)1. Attack is redirected back at foe2. Attack is redirected to a random target on

Battle-Board6 Redirected Attack One of the following… (in order as they apply)

1. Attack is redirected back at caster as a burst of energy. Foe must make Grit Check or take d6 all over blunt damage

2. 1 free action against foe

NNONON-P-PHYSICALHYSICAL O OFFENSIVEFFENSIVE F FUMBLEUMBLE (1 (1DD6)6) # Fumble Description1 Backfire Attack backfires as a burst of magic exploding in a 9-grid

targeted on the caster. Damage1d12 and Athletic Check vs. Knock Down (DC15) to all that are hit.

2 Forgot Spell One of the following… (in order as they apply)1. Forgot the spell (must repurchase with

experience)2. Lose all remaining actions (if was last action

then all actions next round)3 Wrong Target One of the following… (in order as they apply)

1. Effects random party member2. Effects caster3. Lose all remaining actions (if was last action

then all actions next round)4 Left Self Open One of the following… (in order as they apply)

1. Foe gets a free attack on you2. Your hit and defense against target is 1/2 for

the rest of this round (if is last action then extends to next round)

5 Backlash Attack backfired as a burst of bright light. Caster is blind for d4 rounds. (-20% to physical stats)

6 Off Balance Fall down: Athletics Check vs Knock Down (DC15)

NNONON-P-PHYSICALHYSICAL D DEFENSEEFENSE F FUMBLEUMBLE (1 (1DD6)6) # Fumble Description1 Failed Defense One of the following… (in order as they apply)

1) Attack does max damage2) Attacker gets a free action on you

2 Mental Frailty One of the following… (in order as they apply)1. Effects are doubled2. Take an additional 1d6 damage

3 Backlash Attack disorients you : Fall Down- must make an Athletics Check vs balance DC18 or be knocked down

4 Aneurism Take an additional 1d6 damage5 Confused One of the following… (in order as they apply)

1) Drop weapon2) Drop shield3) Drop any wielded items4) Fall Down- must make an Athletics Check vs

balance DC15 or be knocked down5) Attacker gets a free action on you

6 Unprepared Attacker gets a free action on you

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Body ChartBody Chart1. Forehead2. Right eye*3. Left eye*4. Right ear5. Left ear6. Right cheek7. Left cheek8. Nose*9. Mouth/Chin*10. Top of Head11. Throat12. Throat13. Right Shoulder14. Right Shoulder15. Left Shoulder16. Left Shoulder17. Right Side Chest18. Right Side Chest19. Right Side Chest20. Right Side Chest21. Right Side Chest22. Right Side Chest23. Right Side Chest24. Center of Chest25. Center of Chest

26. Center of Chest27. Center of Chest28. Left Side Chest29. Left Side Chest30. Left Side Chest (Heart)31. Left Side Chest (Heart)32. Left Side Chest33. Left Side Chest34. Left Side Chest35. Right Upper Arm36. Right Upper Arm37. Right Upper Arm38. Left Upper Arm39. Left Upper Arm40. Left Upper Arm41. Right Bicep42. Right Bicep43. Left Bicep44. Left Bicep45. Right Elbow46. Left Elbow47. Right Forearm48. Right Forearm49. Left Forearm50. Left Forearm

51. Right wrist52. Left wrist53. Right hand54. Left hand55. Right Side Stomach56. Right Side Stomach57. Right Side Stomach58. Right Side Stomach59. Center Stomach60. Center Stomach61. Center Stomach62. Left Side Stomach63. Left Side Stomach64. Left Side Stomach65. Left Side Stomach66. Right Side67. Right Side68. Right Side69. Left Side70. Left Side71. Left Side72. Right Hip73. Right Hip74. Left Hip75. Left Hip

76. Right Upper Leg77. Right Upper Leg78. Right Upper Leg79. Right Upper Leg80. Left Upper Leg81. Left Upper Leg82. Left Upper Leg83. Left Upper Leg84. Right Knee85. Right Knee86. Left Knee87. Left Knee88. Right Shin89. Right Shin90. Left Shin91. Left Shin92. Right Ankle93. Left Ankle94. Right Foot95. Left Foot96. Groin97. Groin98. Back (re-roll)99. Back (re-roll)100. Flaw in Armor

DDAMAGEAMAGE CCOMPLICATIONOMPLICATION C CHARTHART

LocationMax

DamagePiercing Slashing Blunt (First 4 points are stun)

Head 5 kills - - +d6 stun

Neck 5 kills+d6 LF deduction for blood loss+1 free attack (melee) if target still alive

+d6 LF deduction for blood loss+1 free attack (melee) if target still alive

+d4 stun+1 free attack (melee) if target still alive

Shoulders 6 kills5 Points max damage, Chance loss of weapon or shield if damaged (Grit Check)

Chance loss of weapon or shield if damaged (Grit Check)

Chance loss of weapon or shield if damaged (Grit Check)

Arms 5 points5 Points max damage, Chance loss of weapon or shield if damaged (Grit Check)

Chance loss of weapon or shield if damaged (Grit Check)

Chance loss of weapon or shield if damaged (Grit Check)

Chest 6 kills +d4 LF deduction for blood loss +d4 LF deduction for blood loss -

StomachSides

6 kills5 Points max damage+d4 LF deduction for blood loss+1 free attack (melee) if target still alive

+1 free attack (melee) if target still alive +1 free attack (melee) if target still alive

Groin / Waist

6 kills5 Points max damage+d4 LF deduction for blood loss+1 free attack (melee) if target still alive

+1 free attack (melee) if target still alive +1 free attack (melee) if target still alive

Legs 5 points5 Points max damage, Chance of Knock Down if damaged (Athletics Check DC 16)

Chance of Knock Down if damaged (Athletics Check DC 18)

Chance of Knock Down if damaged (Athletics Check DC 20)

• Severing Limbs: Severing a limb causes extra d4 blood loss.

• Slashing: To take over double max damage from slashing weapons to any body part, that would be considered severing it. (example: 11 to head = decapitation, 13 to torso = cut in half, 11 to arm and legs = severs)

• Blunt: To take over 4 times max true damage from blunt weapons to any body part, that would be considered severing it. (example: 21 to head = rip head off, 25 to torso = torn in half, 21 to arm and legs = tears limb from body)

• Piercing: Can not sever any limbs

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Size ClassesSize ClassesThere are 7 basic size classes in Paridine

➢ Minute: A minute creature is a creature with 2 or less L.F., such as a mouse, cat, bat, rabbit, etc.

➢ Small: A small creature is a creature that has 3-7 L.F., such as a Halfling, dog, boar, goblins, etc.

➢ Normal: A normal creature is around human size. Having 8-20 L.F., such as an Elf, Human, Orcs, some trolls, etc.

➢ Greater: A greater size class is a larger creature with 21-30 L.F., such as a Human Barbarian, Some trolls, some smaller giants, etc.

➢ Giant: A giant creature is a creature weighing in at several tons, and having 31-50 L.F., such as Giants, Smaller dragons, Elephants, Griffins, etc.

➢ Massive: Massive class is 51– 80 L.F. These creatures are extremely huge and are several hundred tons. These creatures would be Dragons, Tomb Worms, and etc.

➢ Titanic: A Titanic Size class is the largest size class ranging from 81 LF and above. These creatures absorb MASSIVE amounts of damage and are the size of mountains.

* Some magical or special creatures will not follow this chart and have more L.F. and yet fall under a smaller class, such as vampires, spiritual or sub-dimensional creatures, or naturally strong creatures that don’t fit the norm.More on size classes in the “Size Class” section.

Life Force Size Class Damage Taken Toughness Strength Mods Range Line of sight bonus Can hit from ..1-2 Minute - -4 - - - -3-7 Small - -1 - - - -

8-20 Normal - 0 - - - -21-24 Greater - +1 - - - -25-30 Greater - +2 - - - -31-50 Giant Damage ½ - +d10 +2 +2 +2 grids away51-80 Massive Damage ½ twice - +d20 +4 +4 +4 grids away81+ Titanic Damage ½ 3 times - +d20x2 +8 +8 +8 grids away

ExperienceExperienceExperience is granted after a conflict. That conflict can be anything from physical combat, to picking a lock. The experience is then granted to the people involved in the conflict and surviving the conflict. In most battles and fights, more than 1 party member will be involved in the combat in some way or another.

Experience is then given to the survivors of members involved in the conflict. Depending on how many survivors there are, the experience is then shared with those characters. This is to balance the difficulty and rewards gained from the difficulties. Running from battle or not conquering your conflict will only yield 1 experience point.Experience is granted at 100% -10% for every character beyond 1 that is in the party.

Example: If 3 people are involved in a battle against a 70-experience monster, they will each get 55 experience points for the kill or resolution. While if only 1 person was involved, that one person will get all 70 experience points.

Any party members that were NOT involved in the conflict will still receive 1 experience point from witness value.

The cart below is a reference chart to determine the experience for people involved in the conflict.

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The Map of the LandsThe Map of the Lands

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