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# Backgrounds
[[02 🟠 Adherent]]
[[03 🟠 Artist]]
[[04 🟠 Criminal]]
[[05 🟠 Homesteader]]
[[06 🟠 Maker]]
[[07 🟠 Outcast]]
[[08 🟠 Politician]]
[[09 🟠 Rustic]]
[[10 🟠 Scholar]]
[[11 🟠 Soldier]]
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# Adherent
Before you began adventuring, you committed yourself to a faith, belief, or cause. The exacting tasks required of this commitment -- daily prays, holy rites, or cryptic ceremonies -- instilled in you a sense of duty and purpose.
## Skill Bonuses
Choose two from Arcana, Culture, Medicine, Religion, or Science to increase by +2.
Choose two from Animal Handling, History, Performance, Persuasion, or Politics to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Arcana, Culture, Medicine, Religion, or Science to gain a Novice Specialization of your choice.
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# Artist
You doggedly practiced artistic pursuits before taking up the adventuring life. Countless hours of practice, reflection, and expression altered the way you see the world, and demand for your artistic expression grew.
Perhaps you began as an acrobat honing your body, a dour thespian in search of a patron to admire your dark performances, or a bubbly singer enraptured by the applause of strangers.
## Skill Bonuses
Choose two from Acrobatics, Crafting, History, Performance, or Religion to increase by +2.
Choose two from Arcana, Culture, Engineering, Science, or Slight of Hand to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one fromAcrobatics, Crafting, History, Performance, or Religion to gain a Novice Specialization of your choice.
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# Criminal
You were a cutpurse, grifter, thief, or assassin. Surviving in the criminal underworld while plying your nefarious trade taught you patience, resourcefulness, and careful planning.
Perhaps you were a pickpocket jailed one too many times, a con artist hoping to fleece the rich out of their ill-gotten gains, or an assassin ready to turn over a new leaf after being left for dead.
## Skill Bonuses
Choose two from Acrobatics, Deception, Politics, Slight of Hand, or Stealth to increase by +2.
Choose two from Intimidation, Investigation, Perception, Survival, or Tactics to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Acrobatics, Deception, Politics, Slight of Hand, or Stealth to gain a Novice Specialization of your choice.
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# Homesteader
You forged a livelihood in the places between civilizations. The demands of frontier life calloused you, but you understand the wilderness and your place in it.
Perhaps you were a weather-beaten frontiersman done with the lumber camps, a hermit who wished to quit your seclusion, or a young hunter ready to test your mettle on more dangerous prey.
## Skill Bonuses
Choose two from Animal Handling, Environment, Maneuver Vehicle, Medicine, or Survival to increase by +2.
Choose two from Athletics, Crafting, Engineering, Perception, or Stealth to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Animal Handling, Environment, Maneuver Vehicle, Medicine, or Survival to gain a Novice Specialization of your choice.
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# Maker
You pursued a unique, often profitable craft and became an export. Those with an eye for quality might seek you work out among hundreds of other crafters.
Perhaps you were the disgraced scion of an illustrious family of jewelers, a famous swordsmith ready to test your finest work, or a toy maker who manufactured clockwork monstrosities.
## Skill Bonuses
Choose two from Crafting, Engineering, Investigation, Persuasion, or Slight of Hand to increase by +2.
Choose two from Arcana, History, Insight, Performance, or Science to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Crafting, Engineering, Investigation, Persuasion, or Slight of Hand to gain a Novice Specialization of your choice.
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# Outcast
You spent your life surviving on scraps and taking what you could. Living on the streets sometimes left you on the wrong side of the law, but you were instilled with skills to survive, overcome, and prosper.
Perhaps you were an urchin chased from your stomping grounds, a pickpocket who tried to make ends meet, or a bandit who left the life, wanting to make amends.
## Skill Bonuses
Choose two from Deception, Insight, Intimidation, Stealth, or Tactics to increase by +2.
Choose two from Acrobatics, Athletics, Environment, Slight of Hand, or Survival to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Deception, Insight, Intimidation, Stealth, or Tactics to gain a Novice Specialization of your choice.
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# Politician
Lessons of decorum and expectations of duty and honor granted expert understanding of the world and your place within it, as well as the station and manner of others.
Perhaps you were a dignitary from a far-off land, a master of spies working at the queen's bidding, a constable tasked with capturing fugitives, or a noble stricken with wanderlust.
## Skill Bonuses
Choose two from Culture, Perception, Performance, Persuasion, or Politics to increase by +2.
Choose two from Deception, Insight, Intimidation, Investigation, or Maneuver Vehicle to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Culture, Perception, Performance, Persuasion, or Politics to gain a Novice Specialization of your choice.
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# Rustic
You spent most of your life as no one of consequence. Years of hard work gave you an unshakeable resolve, but your past is no mystery and affords you no grand understanding of the world.
Perhaps you were the blacksmith's child who preferred to wear the armor, a shepherd who watched her flock be stolen by raiders, or an elderly miner who wanted to see the world before the end.
## Skill Bonuses
Choose two from Animal Handling, Athletics, Environment, Insight, or Survival to increase by +2.
Choose two from Crafting, Maneuver Vehicle, Medicine, Religion, or Stealth to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Animal Handling, Athletics, Environment, Insight, or Survival to gain a Novice Specialization of your choice.
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# Scholar
You spent years research a branch of study. Time spent in academic pursuits honed your mind, allowing you to view the world through an intellectual lens afforded to few.
Perhaps you were only recently a student eager to learn outside the classroom, a teacher who retired but wasn't ready to stop hands-on learning, or a discredited researcher expelled but driven to prove your theories right. Regardless, your way has always been lit by your keen mind, and you retain a desire to know more.
## Skill Bonuses
Choose two from Arcana, Engineering, History, Investigation, or Science to increase by +2.
Choose two from Culture, Persuasion, Politics, Religion, or Tactics to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Arcana, Engineering, History, Investigation, or Science to gain a Novice Specialization of your choice.
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# Soldier
You spent a significant amount of time risking your life to defend others. You survived through rigorous training, discipline, and sacrificing comforts that most people take for granted.
Perhaps you were a veteran who washed out, a deserter who ran from the atrocities of war, or a fresh-faced patriot who went looking for new ways to fight your your cause. Whatever course you took, you remain forever changed having borne the weight of duty.
## Skill Bonuses
Choose two from Athletics, Intimidation, Maneuver Vehicle, Perception, or Tactics to increase by +2.
Choose two from Acrobatics, Animal Handling, Deception, Environment, or Medicine to increase by +1.
Choose any other two skills not previously chosen and increase one by +2 and the other by +1.
### Specialization
Choose one from Athletics, Intimidation, Maneuver Vehicle, Perception, or Tactics to gain a Novice Specialization of your choice.
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# Positive Qualities
## 🟡 Ambidextrous
No penalty for off-hand weapon use.
## 🟡 Aptitude (Skill)
Your skill maximum during character creation is increased by one for the selected skill.
## 🔴 Blandness
Others receive a negative bonus to Memory checks about you.
## 🟡 Built Tough (1 to 4)
You have additional health equal to 5 times the level of this quality. Each level must be gained independently. You can't skip from 1 to 4.
## 🟠 Catlike
Gain a bonus to balance, falling, and landing safely.
## 🟠 Double Jointed
You gain a bonus to checks related to grappling, escaping bonds, flexibility, and fitting into tight spaces.
## 🟡 Exceptional (Attribute)
Your attribute maximum during character creation is increased by one for the selected attribute. This quality can only be chosen once.
## 🟠 First Impression
You gain a bonus in social encounters when meeting someone for the first time.
## 🟠 Guts
You gain a bonus when resisting the Frightened condition.
## 🟡 Long Reach
When you are using a melee weapon, it's ranged is extended to 10 feet.
## 🟠 Photographic Memory
You gain a bonus when making Memory checks.
## 🟡 Quick Healer
Cut the interval for any natural healing check in half.
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# Archetypal Features
Every archetype has 5 main features:
- Initiate (20)
- Novice (50)
- Expert (80)
- Master (100)
- Legend (150)
Each of these features grant abilities and benefits on their own but also are often prerequisites for other features.
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# Weapon Features
Weapon features are unlocked for specific weapon types. Once you have unlocked a feature for a type of weapon any weapon of that type gains that feature. Likewise, unlocking a feature for one type of weapon does not unlock it for all of them. This also applies to the cost of weapon features. Unlocking level 1 damage upgrade for one handed swords does not affect the price or level of upgrades for two handed axes.
Possible weapon features:
- [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
- [[03 🔵 Damage Upgrade|Damage Upgrade]]
- [[04 🔵 Extra Damage|Extra Damage]]
- [[05 🟠 Extended Range|Extended Range]]
- [[06 🟡 Extra Attacks|Extra Attacks]]
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# Weapon Proficiency
Before any weapon upgrades can be purchased for a weapon type the character must have a weapon proficiency with that weapon type. Once a character has unlocked weapon proficiency with a specific weapon type they may add their strength to the damage of all attacks made using the weapon type. Also once weapon proficiency has been unlocked damage dice for that weapon type can explode when the max value for a dice is rolled.
Experience Cost: 10
Training Time: 1 month
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# Damage Upgrade
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
Increase the damage die to the next largest die available. If a weapon has multiple damage dice the dice must be upgraded individually. A die can only be upgraded twice from the base damage of the weapon and only the base damage dice may be upgraded. This means that a d4 can only be upgraded up to a d8 and a d10 can only be upgraded up to a d20.
If [[04 🔵 Extra Damage|Extra Damage]] upgrades are purchased each of those additional dice must be upgraded individually. Meaning that if you upgrade a sword with a base damage of 1d6 to the max damage of 1d10 and then get the Extra Damage upgrade the new dice starts as a d6 and must be upgraded separately.
| Initial | Next | Max |
| ------- | ---- | --- |
| d4 | d6 | d8 |
| d6 | d8 | d10 |
| d8 | d10 | d12 |
| d10 | d12 | d20 |
| d12 | d20 | d20 |
Experience Cost: (level of upgrade) x 10
Training Time: (level of upgrade) months
| Level | Experience Cost | Training Time (months) |
| ----- | --------------- | ---------------------- |
| 1 | 10 | 1 |
| 2 | 20 | 2 |
| 3 | 30 | 3 |
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# Extra Damage
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
Add a new damage die for a specific weapon type. The new damage die is the base damage die for the weapon regardless of the current die used for the weapon. Each upgrade must be purchased individually meaning that you can't jump from upgrade level 1 to upgrade level 3. You have to purchase each individual level.
If the base damage of a weapon includes multiple dice an upgrade still only increases the number of dice by 1.
Experience Cost: (level of upgrade) x 20
Training Time: (level of upgrade) months
Example:
Sword has base damage of 1d6
| Upgrade Number | Experience Cost | Training Time (months) | # of dice |
| -------------- | --------------- | ---------------------- | --------- |
| 1 | 20 | 1 | 2 |
| 2 | 40 | 2 | 3 |
| 3 | 60 | 3 | 4 |
Second example:
Better Sword has base damage of 2d6
| Upgrade Number | Cost | Training Time (months) | # of dice |
| -------------- | ---- | ---------------------- | --------- |
| 1 | 20 | 1 | 3 |
| 2 | 40 | 2 | 4 |
| 3 | 60 | 3 | 5 |
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# Extended Range
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
Can only be unlocked for Ranged Weapons
If the range of the attack is beyond the ideal range of the weapon the difficulty of the attack decrease by 3 for every level of this upgrade.
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# Extra Attacks
_Prerequisites:_ [[02 🟡 Weapon Proficiency|Weapon Proficiency]]
When a character takes the [[03 🔵 Actions#Attack (I)|Attack]] action on their turn they may take an additional number of Attack actions equal to the level of this upgrade without spending additional AP. Any unused extra attacks are lost after the character's turn ends.
Experience Cost: (level of upgrade) x 40
Training Time: (level of upgrade) x 4 months