House Rules.   Posted by The Traveler.Group: 0
The Traveler
 GM, 4 posts
Mon 26 Nov 2018
at 00:31
House Rules
At the beginning of a possible combat situation, I will determine whether either side is surprised, roll Initiative for both sides and post a combat summary at the top of the round. Once initiative is established for a given encounter, we won't roll initiative again unless there is a dramatic shift in the battle. So, no rolling of initiative every round.

A natural 20 is a critical hit and deals maximum damage + d4 + STR modifier (only for melee or thrown weapons)

A natural 1 is not necessarily a fumble; however players are encouraged to roleplay the result in any manner they wish. Typical results should be for players to drop their weapons, become off-balance, break a bowstring, etc. Creativity is key.


Characters heal at a rate of level + CON (bonus, if any) per day, assuming they can rest and have access to food, water and basic first aid supplies (i.e., bandages, herbs, etc.)

This game will use Fate Points. Characters earn three Fate Points at first level, thereafter they receive 1d4 additional fate points per level. PCs may save their fate points up, or use them all as the character sees fit, or as the need arises.

Fate Points may be spent for any of the following purposes:

Down But Not Out: When a character falls to at least 10 Hit Points or below, he is normally considered dead. Not so, if the PC has Fate Points to spend. Down But Not Out costs three fate points, and results in the character reduced to exactly -10 hit points, and stabilized. The PC must have three fate points to spend in order to use this ability, and may only call on it once per character level.

Fortune's Favor: When a character spends one fate point to improve a d20 roll, add 1d8 to the roll to help meet or exceed the target number. A PC can declare the use of on fate point to alter a d20 roll after the roll is made.

Fortune's Fool: Reroll a die. This roll may be to reroll hit points gained at a new level, reattempt a saving throw/SIEGE check, or to retry an attack roll that failed. This fate point may be used at any time.

I Just Made It: By expending two fate points, a character automatically makes a saving throw. They must have the fate points to expend and declare that they are expending the points prior to rolling any die.

Mighty Blow: When a PC spends one fate point to make a single earth-shattering attack, the attack is treated as though the player rolled a Natural 20 on the attack roll; it automatically hits the opponent and does maximum possible damage. The PC must then make a second, unmodified d20 roll. A result of 1-5 on a d20 means that the weapon is destroyed as a result of the mighty blow. Magic weapons gain a bonus to this roll equal to +1 per point of the weapon's bonus, plus an additional +1 for each special ability of the item. Mighty Blow is only useful in melee combat and extra damage from sneak attacks, etc. does not apply.

Providence Smiles: By spending a Fate Point, a PC gains a small plot break that helps him/her in some minor way. The PC gains an important clue that was overlooked, just happens to be talking to the right person to get needed information, or has the cavalry come over the hill while in a hopeless situation. The player must describe exactly what the plot break is that their character gains, and the CK always has the right to overrule this use if deemed improper, or if there is good reason for the PC to be in a tight spot. If the plot break is overruled, the fate point is not spent.

Sound the Charge: A character can spend a fate point to double their allotted movement for a single round. This includes the ability to move full movement rate and still attack.

Note: A character can only spend fate points once per round. If a character spends a point to strike a mighty blow, he/she cannot spend another one in the same round to improve a die roll, etc.

Called Shot: This is when a combatant takes careful aim attempting to hit the target in a specific spot. The attacker suffers a -8 to their shot, but if they hit they score an automatic critical hit.

Offensive Focus: The attacker must announce this move before the round begins. During combat they focus all their energy and attention into one concerted attack. They gain a +3 to hit, but suffer -6 to their AC.

Parry: By forgoing all attacks and movement, a combatant may gain a +4 bonus to AC.

Push: With a successful push attack, the attacker forces the defender to fall back 1-10 feet. The attacker attacks at a -2 to hit. A successful attack forces the defender to make a Strength check, if they fail, the defender is forced back.

Reach: Pole arms gain automatic initiative and attack first.

Receiving Charge: Combatant may choose to ground their weapon by placing the butt of it in the ground and bracing it with their foot or other means. The weapon must be a spear or pointed pole arm.

Shield Blow: Attacker can swing with his shield and attempt to stun the enemy. The attacker suffers a -6 to hit, they cannot take any other action that round and the victim must make a successful Constitution save or be stunned 1d2 rounds.

Shield Wall: When four or more defenders interlock their shield they are able to act together, increasing their AC +4. They are also able to act together against any creature pushing them or attempting to break the wall and they gain +2 on all Strength checks to avoid such actions.

Rather than using the overly complicated encumbrance rules provided in the C&C PHB, we will use the "common sense" method of determining how much stuff your character may carry. Basically, keep things realistic and we will not need to get into heavy accounting on your character's gear. The following table should give you an idea of how many pounds of gear your character can carry:

STR    None  Light    Moderate  Heavy    Overburdened
3      0-5     6        7       8-9      10
4-5    0-10  11-13    14-16     17-19    20-25
6-7    0-20  21-29    30-38     39-46    47-55
8-9    0-35  36-50    51-65     66-80    81-90
10-11  0-40  41-58    59-76     77-96    97-110
12-13  0-45  46-69    70-93     94-117   118-140
14-15  0-55  56-85    86-115    116-145  146-170
16     0-70  71-100   101-130   131-160  161-195
17     0-85  86-121   122-157   158-193  194-220
18     0-110 111-149  150-188   189-227  228-255
19     0-135 136-174  175-213   214-252  253-280
20     0-160 161-199  200-238   239-277  278-305


Advantages are a C&C rules option in the Castlekeeper's Guide (CKG) that adds mechanical variety characters by allowing players to select unique character traits. All characters will begin play with a single advantage and will gain additional advantages as they earn new levels, as indicated in the table below:

Class                     Progression
Ftr                       1st, 3rd, 6th, 11th, 15th, and 20th level
Brb, Brd, Pal, Knt, Mnk   1st, 2nd, 6th, 12th, 16th, and 21st level
Clr, Drd, Ill, Wiz        1st, 4th, 8th, 12th, 16th, and 20th level
Ass, Rog, Rgr             1st, 2nd, 6th, 11th, 16th, and 21st level

Players not owning a copy of the CKG may work with the CK to determine appropriate advantages for their character. Additionally, all Advantages are listed in this House Rules thread, further below.

This message was last edited by the GM at 21:55, Tue 15 Jan 2019.

The Traveler
 GM, 5 posts
Mon 26 Nov 2018
at 00:33
Heritage Advantages
Dwarven Heritage Advantages
Expert Miner
Prerequisite: Dwarf
Some dwarves are exceptionally gifted or experienced miners.
They have an advantage when reading the secrets hidden
within the stone.
Benefit: Dwarves who take this advantage gain an additional
+2 to wisdom checks for stonecraft.

Giant Fighter
Prerequisite: Dwarf, BtH +1
Some dwarves are more experienced fighting these large foes in
the open spaces above ground. They are adept at using their size
and movement against the large foes to avoid attacks.
Benefit: Dwarves who take this advantage gain an additional
+2 to AC when fighting giants. However, their tactics do not
lend themselves well to fighting multiple opponents of smaller
size, and they suffer a -1 penalty to AC when fighting multiple
opponents of medium size or smaller.

Goblin Slayer
Prerequisite: Dwarf, +1 BtH
Years of skirmishing against goblins have yielded effective tactics
to best kill them.
Benefit: Dwarves who take this advantage gain +1d4 points
of damage with each successful attack when fighting goblinoids
(goblins, hobgoblins, bugbears). However, they cannot hide
their eagerness to kill goblinoids, and suffer a -2 on all reactions
with goblinoids.
Special: Dwarves can take this advantage multiple times. Each
time it is taken, the bonus damage die improves by 1, i.e. +1d6
the second time it is taken, +1d8 the third time etc., and each
time it is taken, there is an additional -2 penalty to reactions.

Stalwart Courage
Prerequisite: Dwarf
Some dwarves display courage beyond measure.
Benefit: Dwarves who take this advantage gain an additional
+2 to charisma saves vs. fear.

Steadfast and Sure
Prerequisite: Dwarf
Some dwarves are more sure on their feet and hard to move
form their position.
Benefit: Dwarves who take this advantage have a standard AC
of 20 vs. overbear attacks.

Tunnel Vision
Prerequisite: Dwarf
Some dwarves have grown accustomed to being underground
and in the darkness, and their senses have attuned themselves
to this environment.
Benefit: Dwarves who take this advantage double the range of
their deepvision to 240 ft., but are unused to daylight, and their
range of vision in daylight is reduced to 30 ft.

Elven Heritage Advantages
Affinity to Nature
Prerequisite: Elf
Some elves are so attuned to natural surroundings that they can
sense when something is wrong or sense the presence of danger
before they are consciously aware of it.
Benefit: Elves who select this advantage gain a +1 on checks to
avoid surprise, to detect hidden foes, and to initiative when in
natural surroundings, but because they are so attuned to natural
settings they are disconcerted when not in the wilderness, and
suffer a penalty of -1 on these checks in those unnatural settings.

Arcane Training
Prerequisite: Elf, able to cast wizard spells
Some elves have natural aptitude for magic, and spend much
of their youth refining the ability to work spells. As a result, the
spells they cast are more powerful, but they do not train in other
areas as other elves do.
Benefit: Elves who choose this advantage add 1 to the challenge
level of saves vs. their spells, but because they spent their time
studying magic and not martial skills, they suffer a -2 penalty on
all attacks with weapons.

Orc Hunter
Prerequisite: Elf, +1 BtH
Years of skirmishing against orcs have yielded effective tactics
to best kill them.
Benefit: Elves who take this advantage gain +1d4 points
of damage with each successful attack when fighting orcs.
However, they cannot hide their eagerness to kill orcs, and
suffer a -2 on all reactions with orcs and half-orcs.
Special: The elf can take this advantage multiple times. Each
time it is taken, the bonus damage die improves by 1, i.e. +1d6
the second time it is taken, +1d8 the third time etc., and each
time it is taken, there is an additional -2 penalty to reactions.

Silent Stalker
Prerequisite: Elf
Some elves have adapted their skill at moving silently to other
environments than their traditional natural surroundings.
Benefit: Elves who take this advantage can move silently in
all environments (wilderness, dungeons, cities, etc.), not just in
wilderness areas.

Weapon Master
Prerequisite: Elf, +1 BtH
Some elves receive advance training in the ways of combat,
exceeding the skill of most elves with their weapon of choice.
However, this extra training leaves them less adept with other
Benefit: Elves who select this advantage gain an additional +2
to hit with the weapon they selected for their weapon training
ability. However, they suffer a -1 penalty to hit with all other
weapons, as the extra training with their chosen weapon led to
the neglect of other martial skills.

Wisdom of the Ages
Prerequisite: Elf
Because elves are such a long-lived race and treasure learning,
they often know obscure or eclectic bits of lore and knowledge.
Benefit: Elves who select this advantage gain a +1 on all
intelligence checks to determine if they have knowledge of
some topic.

Gnome Heritage Racial Advantages
Animal Speaker
Prerequisite: Gnome
Some gnomes spend so much time in the company of animals
that they have honed their empathic link with burrowing
animals, and can actually speak the language of these animals.
Benefit: Gnomes who choose this advantage can converse with
burrowing animals, but they are used to the company of animals
not people, and suffer a -1 penalty on all reactions with nongnomes
and non-animals.

Prerequisites, Gnome, Wisdom as a Prime
Some gnomes can be very inventive and improvisational and
can cobble together implements.
Benefit: Gnomes who select this advantage can use materials at
hand to create improvised tools with a successful wisdom check.

Kobold Hunter
Prerequisite: Gnome, +1 BtH
Years of skirmishing against kobolds have yielded effective
tactics to best kill them.
Benefit: Gnomes who take this advantage gain +1d4 points
of damage with each successful attack when fighting kobolds.
However, they cannot hide their eagerness to kill kobolds, and
suffer a -2 on all reactions with kobolds.
Special: Gnomes can take this advantage multiple times. Each
time it is taken, the bonus damage die improves by 1, i.e. +1d6
the second time it is taken, +1d8 the third time etc., and each
time it is taken, there is an additional -2 penalty to reactions.

Magical Affinity
Prerequisite: Gnome
Some gnomes have more natural aptitude for magic than others.
Benefit: Gnomes who select this feat can cast their innate spells
(dancing lights, ghost sound, and prestidigitation) 2/day instead of

Prerequisite: Gnome
For some gnomes, the large bulbous nose is not just for show,
and they have a keen sense of smell similar to that of an animal.
Benefit: Gnomes who select this advantage can make wisdom
checks to detect the presence of hidden creatures, or to track
creatures by scent, and can add their character level to the
checks. However, because their nose is so sensitive, they suffer
a -2 penalty on all saves vs. noxious smells or gases that sicken
or poison.

Prerequisite: Gnome, ability to cast Illusionist spells
Some gnomes have a natural affinity for magical deceptions, but
tend to think all magic involves deception and trickery.
Benefit: Gnomes who choose this advantage gain +1 to the
Challenge Level of their spells when determining saving throw
target numbers, but suffer a -1 penalty on all their saves vs.
magic other than illusion magic, as they assume all magic is
illusion based.

Half-Elven Heritage Advantages
Enhanced Empathy
Prerequisite: Half-Elf, Charisma 13
Half-elves’ natural empathy allows them to gain an edge when
interacting with others.
Benefit: Half-Elves who select this advantage gain an additional
+2 to all reactions.

Enhanced Spell Resistance
Prerequisites: Half-elf with human lineage,
Wis 13
Half-elves of human lineage with this advantage are more
resistant to spells and spell-like abilities that charm or
unnaturally cause sleep. When making saving throws against
these types of spells, they receive a +4 bonus.

Extra Prime
Prerequisite: Half-elf with human lineage
Some half-elves favor their human heritage and more closely
resemble humans.
Benefit: Half-elves with a human heritage who select this
advantage treat their secondary attribute (i.e. the one they
chose the +2 for) as a third prime.
Special: The half-elf can only select this advantage once, and
the third prime chosen can only be the attribute selected to get
the bonus at character creation.

Keen Senses
Prerequisite: Half-Elf with Elven lineage
Some half-elves have senses out of the ordinary.
Benefit: Half-elves of elven lineage who select this advantage
add their level to all checks to notice or hear something.

Stealthy Scout
Prerequisite: Half-elf
Half-elve’s natural ability to move silently allows them to move
silently in other environments as well.
Benefit: Half-elves who select this advantage can use their
move silently in any environment, not just wilderness settings.

Weapon Training
Prerequisite: Half-elf with Elven lineage
Half-elves raised among their elven brethren train with the
traditional weapons of their people.
Benefit: Half-elves of elven lineage who select this advantage
receive a +1 bonus to-hit with one of the following weapons:
composite longbow, composite shortbow, longbow, shortbow,
longsword, or shortsword.

Halfling Advantages
Cat’s Eye
Prerequisite: Halfling
Some halflings are better at seeing in the dark than others.
Benefit: Halflings who select this advantage can see twice the
normal range in starlight and moonlight, and can see up to 30
feet underground or in areas with poor illumination.

Prerequisite: Halfling, BtH +1
Some halflings have exceptional aim.
Benefit: Halflings who select this advantage gain a +1 bonus to
all attacks with thrown weapons and slings.
Exceptional Courage
Prerequisite: Halfling
Some halflings are made of sterner stuff.
Benefit: Halflings who select this advantage gain an additional
+2 on charisma saving throws.

Prerequisite: Halfling, Constitution 13
Some Halflings are stout and resistant to harmful substances.
Benefit: Halflings who select this advantage gain an additional
+2 to constitution saves.

Prerequisite: Halfling, Dexterity 13
Some halflings have spent more time with big folk and are adept
at keeping pace with them.
Benefit: Halflings who select this advantage have a base
movement of 30 instead of 20.

Prerequisite: Halfling
Some halflings have an innate talent for finding what they are
looking for - food, drink, treasure, etc.
Benefit: Halflings who select this advantage gain a +2 on all
attribute checks when searching for something.

Half-Orc Advantages
Prerequisite: Half-orc, Wisdom 13
Some half-orc’s sense of smell is so keen they can use it to track.
Benefit: Half-orcs who select this advantage can attempt to
track prey by scent by making a wisdom attribute check.

Fierce Warrior
Prerequisite: Half-Orc, BtH +1
Due to their violent upbringing, some half-orcs are skilled at
dealing damage quickly with reckless blows in fierce combat.
Benefit: A half-orc can increase the intensity and fierceness of
attacks gaining a +2 to damage with a successful hit, but the
recklessness of their attack incurs a -2 penalty on their armor
class until their next action.

Intimidating Presence
Prerequisite: Half-Orc, BtH +1
Some half-orcs radiate an aura of menace that unnerves
opponents in single combat against them.
Benefit: A half-orc who chooses this advantage intimidates
foes that face him one on one in combat. Such a foe suffers a -1
penalty to all attack roles. However, this intimidating presence
puts others off in non-combat situations, and half-orcs who
select it suffer a -1 penalty on all reactions.
Special: The reaction penalties for this and prominent tusks
both apply if the character chooses both advantages.

Prominent Tusks
Prerequisite: Half-Orc
Some half-orcs retain the prominent tusks of their Orcish
forbears, allowing them to bite and gore.
Benefit: Half-orcs who select this advantage can make an
unarmed bite attack at their normal BtH in place of an attack
with a weapon. The damage for such an attack is 1d4. However,
their more bestial appearance incurs a -1 penalty on all reactions.
Special: The reaction penalties for this and intimidating
presence both apply if the character chooses both advantages.

Prerequisite: Half-Orc
Because many half-orcs have to scrounge and forage to survive
while growing up, they are able to stomach fare that would leave
others sick and heaving, and can endure toxins in their system.
Benefit: Half-orcs who select this advantage gain a +1 bonus
to all constitution saving throws against poison and to avoid
illness caused by spoiled foods or tainted liquids.

Stone-Cold Killer
Prerequisite: Half-Orc, BtH +2
Half-orcs learn quickly it is a kill or be killed world, so develop
a killer instinct and learn to take advantage of a surprised foe to
dispatch them quickly.
Benefit: Half-orcs who select this advantage receive a +2 to
damage on attacks against a surprised foe.
The Traveler
 GM, 6 posts
Mon 26 Nov 2018
at 00:33
Melee Advantages
Melee Advantages
Acrobatic Maneuver
Prerequisite: Dexterity 15, BtH +2, Sneak Attack ability
With an acrobatic maneuver, the character places themselves in
a position to attack a foe from any angle.
Benefit: With a successful dexterity check at a CL equal to the
foe’s level, the character maneuvers into position and gains an
attack using the sneak attack ability.

Cleaving Strike
Prerequisite: Strength 14
Skilled warriors take advantage of the passing of one
enemy, with a sudden strike against a second adjacent
Benefit: When a hero manages to drop one foe in
melee combat, they gain an immediate attack against
a second adjacent foe. This free attack is at the full
attack bonus of the hero.
Special: This ability stacks with the combat
dominance class ability of the fighter, and works
against any hit dice of foe.

Climbing Fighter
Prerequisite: BtH +1
Not all fights take place on flat ground, for those
who have a tendency to find themselves fighting on
precarious inclines or hanging from ropes and walls,
the climbing fighter advantage has its benefits.
Benefit: Possessing legendary climbing ability,
dexterity, and strength, the fighter suffers no penalty
to his armor class while climbing any surface. In
addition, if he can grasp with only one hand, such
as to a rope, pole, piece of rigging, or depression in a
stone wall, a successful strength check (no modifiers)
allows him to make an attack with a one handed
Special: When used in combination with the runby
attack advantage, one could easily swing past an
opponent on a rope or chain and strike them while

Cross Block
Prerequisite: None
Combatants who focus on two handed weapons, use every part
of their weapon to both engage enemies and defend themselves
from opponents.
Benefit: While fighting with a two handed weapon (staff,
polearm, two handed axe, two handed sword, etc.), the
combatant gains a +1 armor class bonus against a single
opponent in the combat round.

Flash Kick
Prerequisite: BtH +6
In a flashy display of showmanship and dexterity, the character
forgoes his normal attack in an attempt to kick an opponent
hard enough to knock them down.
Benefit: The move is dependent on speed and technique rather
than raw strength and requires that they move at least 10 feet
before launching their feet into the opponent. Whether they
swing from a rope, around a pole, flip off the ground, or simply
charge the opponent is up to the combatant. The combatant
must make a successful attack roll to hit and a dexterity check
(CL=lvl or HD of the target + their dexterity bonus, if any) to
knock them off balance. The victim of this attack suffers 1d6
points of damage and must make a successful strength check
(CL=combatant’s level) to avoid being knocked prone.
Special: The victim must be humanoid and the same size as
the combatant or smaller. Dwarves standing on earth or stone
receive a +4 bonus on the strength check against this attack.

Intimidating Strike
Prerequisites: BtH +6
The combatant delivers a blow so fearsome it can drive their foe
from the battlefield.
Benefit: When combatant rolls a natural 20 on an attack role,
they deliver a terrifying blow that unnerves the stricken foe.
The target must make a successful charisma save or flee the
battlefield as quickly as they can.
Special: If using the Fields of Battle mass combat rules, an
intimidating strike requires a morale check rather than a
charisma save.

Power Attack
Prerequisite: Strength 14, Strength Prime, BtH +1
Some heroes make the sacrifice of accuracy to deal greater
damage in battle.
Benefit: Combatants may sacrifice up to -5 of their BtH and
convert this into greater damage.
Special: Typically, as a Castle Keeper’s option, a strength prime
check could be allowed to replicate this advantage. In doing so,
the Challenge Level is +1 per point of damage, and the attacker
must have a BtH of at least +1. When taking this ability as an
advantage, the extra strength prime check is simply avoided.

Run-By Attack
Prerequisite: BtH +1
Combatant can make a single attack against a creature as they
run past it. As long as the combatant moves in a straight line,
they can attack any single creature along that path. Fighters
with extra attacks can use their second attack against a second
creature but only if it is also within their reach as they run past.
Benefit: The attack receives a +2 bonus, but the focus on
movement makes it more difficult to defend themselves,
inflicting a –2 penalty to user’s AC. A successful dexterity check
(CL= level + dexterity bonus, if any) by the victim grants them
the ability to strike back at the combatant before they are out of
reach. A successful attack does not stop the movement.

Sacrificing Riposte
Prerequisite: BtH +1
Once per round, the combatant has the ability to turn the
weapon back against an attacker that successfully strikes
and damages them. The combatant makes a dexterity check
immediately after being struck and damaged.
Benefit: If successful, the combatant may make an ordinary
attack with their own weapon (or bare hands in the case of a
monk) against the attacker that injured them. A failed check
indicates the character was not able to bring their weapon
around quickly enough to strike back, but the riposte is not used
up. The character may make additional dexterity checks if struck
with other blows until they have made one riposte per round.

Swift Strike
Prerequisite: BtH +1
Nothing finishes a fight faster than hitting first.
Benefit: When unburdened by heavy armor and bags, they
character is able to make the most of their speed and grace
granting them a +2 bonus to all initiative checks during a
combat round. So long as they remain unencumbered, they
are able to anticipate their opponents’ actions and act on them
swiftly enough to gain an advantage.
Special: The character must remain unencumbered to use this
advantage, and are unable to use this advantage while wearing
any armor with an encumbrance value of 3 or higher. The CK
may allow some types of armor based on strength and skill level.

Tripping Blow
Prerequisite: Use of Two handed Weapon
Attackers using two handed weapons (spear, pole arms, staves,
and the like) are experts at knocking their opponents prone.
Benefit: When using a two handed weapon, the attacker adds
+3 to attacks rolls for purposes of knocking their foe prone.
Extra: Flails, chains, and whips, and monk unarmed attacks
also receive the bonus of this advantage.

Two Handed Slam
Prerequisite: None
Combatants using a weapon two-handed put extra muscle into
their blows, dealing additional damage, at a price.
Benefit: While using a weapon two handed, or a two handed
weapon, the combatant adds an additional 1 point of damage
with a one handed weapon, and two points of damage using a
two handed weapon.
Extra: This extra damage does not exclude small weapons such
as daggers, hand axes and the like as extra force may be added
to any blow. When attempting to add more damage to the blow,
the attacker suffers a -1 penalty to their Armor Class during the
round that this advantage is used.

Two Weapon Expert
Prerequisite: BtH +3
Warriors improve their ability to fight with a weapon in each
Benefit: The penalty for fighting with a weapon in each hand is
reduced to -1 primary, -4 off hand, so long as the weapon in the
second hand is light. As normal, attribute bonuses to dexterity
offset the penalty further.
Additionally, characters may choose instead to defend
with their offhand, gaining a +1 bonus to their armor class.
Characters choosing to thus defend themselves take no penalty
to attack roll with their primary hand. Characters may alternate
techniques from round to round but must decide which action
they are going to take before the first attack against them, or on
their turn, whichever comes first.
Special: Characters wielding two identical light weapons, such
as a pair of short swords, or a pair of daggers suffer no penalty
with their primary hand when this advantage is taken, although
the -4 penalty for their off hand still applies.

Vaulting Kick
Prerequisite: Use of a pole-arm, spear, or staff, BtH +4.
Attackers using a long hafted weapon such as a spear, staff, or
pole arm vault into the fray, taking a kick attack that drops their
opponent, offering an extra attack against the prone opponent.
Benefit: When making a trip or overbearing attack, the
combatant uses the haft of the weapon to vault kick their
opponent to the ground. If the attack succeeds, the attacker
gains an automatic attack against the prone opponent but does
not add their BtH to this extra attack roll.
Special: An attacker may substitute a 10 ft. pole for a weapon
to use this advantage.
The Traveler
 GM, 7 posts
Mon 26 Nov 2018
at 00:34
Defensive  Advantages
Armored Hero
Prerequisite: Armor Proficiency (Any)
Mighty is the hero who knows how best to use his second skin
to his advantage.
Benefit: The character selects one particular type of armor
as their signature armor. While in their signature armor, the
character adds an additional +1 to their armor class.
Special: This advantage may be taken multiple times.

Curtain of Steel
Prerequisite: BtH +1
As deadly blows rain down from all directions, it is often prudent
to increase one’s defenses in exchange for melee acumen.
Benefit: Put simply, a character using the curtain of steel
advantage may sacrifice up to +4 of their BtH on attack rolls in
exchange for an equal increase in armor class. This advantage
stacks with dodge. While in the curtain of steel, the character
may only move ½ of their movement rate as they seek to actively
parry incoming blows with shield and weapon.

Prerequisite: None
Awareness of attackers leads to a more engaged defense.
Benefit: The dodge advantage allows a character to add +1
to their armor class against a single foe during any given melee
round. The defender must be able to see the attacker before it
can be dodged.

Elusive Grappler
Prerequisite: Dexterity Prime
The combatant is a clever wrestler adept at slipping free from
any attempts to hold or pin them.
Benefit: Their base armor class against grapple attacks is 20.
Legionnaire’s Shield
Prerequisite: Armor Proficiency (Shields)
The shield-bearing warrior with this advantage is specialized in
the use of their shield to defend their vitals against oncoming
Benefit: With this advantage the shield user gains an additional
+1 to armor class while bearing a shield in battle.

Myrmidon’s Shield
Prerequisite: Armor Proficiency (Shields)
Professional warriors know the quality of a good sturdy shield to
actively fend off foes.
Benefit: The myrmidon’s shield advantage allows a shieldbearing
warrior to fend off one additional blow per round. Thus
a fighter using this advantage with a buckler, gains the use of the
buckler against two attackers instead of one.

Sure Footed Warrior
Prerequisite: None
Combatants are familiar with pitching and churning ground, or
opponents who seek to take them off their feet.
Benefit: Combatants with this advantage add +2 to their
armor class against trip and overbearing attacks.
The Traveler
 GM, 8 posts
Mon 26 Nov 2018
at 00:34
Ranged Attack Advantages
Brutal Hurl
Prerequisite: Strength 14
Attacker throws through the shoulder rather than the wrist
using their great strength rather than keen agility.
Benefit: Attacker uses their strength bonus instead of their
dexterity when making ranged attacks with hurled weapons

Double Hurl
Prerequisite: Dexterity 14, BtH +6
Attacker throws two hurled weapons at the same time at the
same target.
Benefit: The attacker takes one attack roll at -2. If the attack
hits, it deals double damage, but adds strength damage only
once to the throw.
Special: The attacker may not move in the same round that
they attempt a double hurl advantage.

Great Hurl
Prerequisite: Strength 14 or Strength Prime
Attacker may hurl a non-traditional weapon as if it were a
hurled weapon with a reduced penalty to attack.
Benefit: The attacker takes a -2 penalty to attack rolls instead
of a -4 when hurling a non traditional weapon such as a battle
axe, great sword or the like in battle. The non-traditional
weapon has a base range of 15ft. when used in this fashion by a
hero with the great hurl advantage.
Special: When hurling an object (or individual) of equal
size, the attacker must succeed a strength prime check before
attempting an attack roll.

Heroic Throw
Prerequisite: Strength 14, Strength Prime, BtH +11
The attacker can hurl a weapon with legendary force or
Benefit: The attacker gains a +2 to-hit and double damage on
a successful strike with a hurled weapon.

Juggling Toss
Prerequisite: Dexterity 15, Dexterity Prime, Bth +2
You can juggle multiple objects in the air and toss them at a
target while juggling.
Benefit: You can make a number of thrown attacks equal to the
number of objects you are juggling, but each attack is at -4 on
the roll. You can juggle a number of objects equal to 2 + your
dexterity modifier.
Special: The objects juggled must be small enough to be
manipulated with a single hand. A dagger or hatchet sized
throwing axe is the largest object that can be tossed with this

Prerequisite: Dexterity 13
Being the best archer on the field isn’t always about how hard the
bow is to pull, but how to use elevation and wind to advantage.
Benefit: Missile attackers increase their range by 1.5 and add
+1 point of damage at attacks up to the standard range but not
beyond it.
Special: This additional damage does not stack with the
sharpshooter advantage, but merely extends the range at which
the attacker gains bonus damage. The archer may not move
during the round they are using this advantage, unless they
have the skirmisher advantage as well.

Powerful Hurl
Prerequisite: Strength 14, Strength Prime, BtH +1
Some peltasts sacrifice accuracy for power, attempting to impale
foes with a single blow.
Benefit: Hurler may sacrifice up to +4 to their BtH in exchange
for additional damage.

Prerequisite: Dexterity 13
When firing missile weapons at close range, the attacker hits
foes in vital areas and avoids hitting allies.
Benefit: Attacker deals +1 damage when within 30 ft. Missed
attack rolls also miss allies, even if a natural 1 is rolled.

Prerequisite: Dexterity 13
Adept hunters and missile weapon specialists can fire on the
Benefit: The skirmisher advantage allows a missile weapon
specialist to move their full movement rate in a round and still
fire or hurl their weapon.
Special: While moving and firing, the character suffers a -2
penalty to armor class as their focus is more intent on their
target than their surroundings.
The Traveler
 GM, 9 posts
Mon 26 Nov 2018
at 00:35
General Advantages
Charmed Existence
Prerequisite: none
The attacker seems to lead a charmed life and have a knack for
eluding certain dangers.
Benefit: The character chooses one of their six attributes
(strength, dexterity, constitution, intelligence, wisdom,
charisma). All saving throws based on that attribute are made
at a +2 bonus.
Special: The character can take this advantage more than
once, but each time it applies to a different attribute.

Dashing Wit
Prerequisite: Charisma Prime, BtH +4
The character’s rapier sharp wit and cutting barbs distract foes
in combat.
Benefit: With a successful charisma check at a CL equal to
their foe’s level, the character’s barbs distract them and they
gain a +2 bonus to their next attack.
Special: The character can use this ability and attack in the
same round if they do not move before or after attacking. This
only works against foes who understand their speech, i.e. they
can speak the same language and are intelligent enough to
understand speech.

Fleet of Foot
Prerequisite: Dexterity 15, Dexterity Prime
The character is exceptionally quick on his feet and can move
faster than most others can.
Benefit: The character can move twice their normal speed if
taking no other action in a round, or can move their full speed
and still attack in a round.

The character has a special talent or training in a particular type
of activity.
Benefit: Characters who select this advantage can choose one
type of activity from the list below. When making SIEGE Engine
checks for this ability, the ability is considered a prime and the
character adds their character level to their check roll.
When this advantage is selected, choose one of the following:
• Agility (tumbling, jumping, balancing)
• Athletics (climbing, running, jumping, swimming)
• Lore (astrological, alchemical, heraldic, history, etc.)
• Reactions (interactions)
• Tradecraft (armorer, brewer, sailor, weaponsmith, etc.).
Special: Typically these are not the sort of activities that
are featured as class abilities. For example, climbing (in this
instance) means having decent success at climbing with
handholds, a rope, or a rocky incline vs. a sheer surface such
as the rogue’s class ability offers. The Castle Keeper should feel
free to modify or add to the above list as suits their campaign
style or needs.
The Traveler
 GM, 10 posts
Mon 26 Nov 2018
at 00:35
Magical Advantages
Adept Summoner
The character’s ability to summon other creatures is more
powerful than other spellcasters.
Prerequisite: The ability to cast a summoning spell
Benefit: Study and practice in the art of summoning other
creatures to serve the characters allows the character to summon
more powerful creatures or a larger number of creatures. The
caster level is considered to be 2 levels higher when used to
calculate the maximum number of HD worth of creatures they
normally can summon and control.

Apprentice’s Bolt
Low-level wizards and illusionists harness latent magical power
to attack enemies.
Prerequisite: 1st-level Wizard or Illusionist
The wizard or illusionist may use a bolt of arcane power to strike
at their enemies. The bolt can be fired once per round, has a 30
ft. range, requires a ranged touch attack to hit, and strikes for
1d2 points of force damage, +1 point per/2levels.
Example: Cascalian the 20th level illusionist is trapped in the
wilderness without any spells or access to her spellbook. She
may cast an apprentice’s bolt at her orc attackers once per
round for 1d2+10 points of force damage to defend herself.

Blessed Healer
The character’s deity grants them great powers of healing, but
at a cost.
Prerequisite: Cleric, ability to Turn Undead
Benefit: Through deep prayer and consultation with their
god, the character has traded his ability to turn undead for
the ability to convert his prepared spells into curative spells.
After acquiring this advantage the character can no longer turn
undead. Instead, they can spend one round praying to their
god to convert a prepared spell into a healing spell of any sort.
Healing spells includes all cure spells, remove disease, remove
curse, and similar spells. This does NOT include spells such
as raise dead or resurrection because the target of these spells is
already dead.

Great Protector
The character believes the best defense is a good defense!
Prerequisite: The ability to cast spells
Benefit: An intense focus on protective spells and magic has
increased the character’s ability to use protective magic in an
effective, and long lasting manner. While casting a protective
spell such as bless, aid, barkskin, mage armor, or the like, their
spell is treated as if it were cast by a caster 2 levels higher for
purposes of strength and duration.

Hardy Caster
The character has great concentration, even when wounded.
Prerequisite: The ability to cast spells
Benefit: The character’s focus on magic makes them difficult
to distract, even physical pain can’t keep them from completing
their spell. They receive a +3 bonus on concentration checks
to avoid spell disruption due to physical damage.

Holy Aura
The character has a visual conduit of their deity.
Prerequisite: Cleric, the ability to Turn Undead, BtH +2
Benefit: Through deep prayer and communion with their god,
the character permanently trades the ability to turn undead for
the ability to invoke a holy aura. When they hold forth their
holy symbol and chant a loud prayer for one full round, their
god cloaks them in a faintly glowing aura that demonstrates
their power and grace. Enemies within 30 feet of the character
must succeed at a wisdom save or suffer a –1 penalty to their
attack rolls. Maintaining the aura requires constant prayer,
which prevents spellcasting but has no affect on the character’s
ability to fight.

Magical Aptitude
Some casters have a natural affinity to certain types of magical
spells. Spells of this type cast by them are more powerful.
Prerequisite: Able to cast wizard spells, Intelligence 15
Benefit: When a wizard chooses one of the affinities below,
he casts them as if he were a wizard of 1 level higher when
determining random effects and when determining the
Challenge Level of Saving Throws against these spells.
Special: A character can only choose 1 magical aptitude. When
this advantage is taken, select one of the aptitudes below:
• Battle Mage: when casting spells that deal hit point
damage to the target or targets, the character is caster
level +1.
• Conjurer’s Call: when casting spells that summon or
bring forth a creature or being from another place or
plane, the character is caster level +1.
• Death Touch: When casting spells that sap ability
scores, kill, or deal with undead, the character is caster
level +1.
• Elemental Affinity: When casting spells that involve
one of the four elements (earth, air, fire, or water), the
character is caster level +1.
• Enthralling Countenance: When casting spells that
enchant, charm, or affect the mind, the character is
caster level +1.
• Eyes of the Seer: When casting all detection spells
and spells that reveal information to the caster, the
character is caster level +1.
• Warder: When casting protection spells or spells that
provide an AC bonus to the caster, the character is
caster level +1.

Master of Light and Sound
The character has focused their studies on illusion magic, to the
detriment of other magics.
Prerequisite: The ability to cast 3rd level illusionist spells
Benefit: The character has mastered the ability to shape light
and sound to create particularly convincing illusions. Their indepth
study of the control of light grants them the ability to
cast illusions as if they were one level higher with respect to
saving throws, strength, and duration. Unfortunately, this deep
focus makes all of their other spells less effective. All other spells
are cast as if they were one level lower with respect to strength
and duration (but not saving throws). This advantage does not
change the number of spells the caster can prepare, only how
effective, or ineffective, they are when they cast them.

Master of Shadows
The character’s links to the Plane of Shadows strengthens their
Prerequisite: The ability to cast shadow conjuration
Benefit: The character controls the shadows, shaping and
fusing them into semi-real illusions that are more difficult to see
through and damage even those that do not believe in them.
When the caster casts shadow conjuration or shadow evocation
their spells do 40% damage to those that disbelieve them, and
they cast as if they were one level higher with respect to saving
throws. When they cast shades, the creatures they conjure have
80% of the normal hit points, and, if disbelieved, they have 80%
of the AC, strength, and abilities of their normal counterparts.
Special: This advantage stacks with the high-level illusionist
ability solidify shadows. A spell cast by a high level illusionist
with this advantage can do more than 100% normal damage.

The character’s intensity allows them to cast spells more quickly.
Prerequisite: Ability to cast 3rd level spells
Benefit: Intense focus on your magical abilities allows you to
cast your spells more quickly than normal. When casting a spell
during a combat round, the character can choose to receive a
+4 bonus to their initiative check. The intense focus required
comes at a price, as they are limited to 5 feet of movement during
any round they use this advantage and suffer a –2 penalty to
their armor class for the rest of the round. This advantage can
only be used for spellcasting, the bonus to their initiative does
not apply to melee or ranged attacks or to movement. If they
take damage while using the quickcast advantage, they must
succeed at a concentration check (CL=5 + damage taken) to
avoid having the spell disrupted and losing it.

Signature Spell
Some spells are so familiar to the character that they can cast
them without preparation.
Prerequisite: Able to cast spells, Intelligence or Wisdom 15+
Benefit: Casters who select this advantage may select 1 spell
for each level of spell that they can cast, and cast this spell in
place of other spells of the same level that they have prepared or
selected for the day. For example, a cleric who chooses cure light
wounds as their signature spell for first level may cast cure light
wound instead of another spell chosen for the day.
Special: This advantage does not give the caster any additional
spells per day. Rather, it allows them to replace prepared spells
with their signature spell.