HORNERVILLE • WORLD KEEPER FIELD REFERENCE

The Adventurer's Library

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SHARED RULES

Before You Open a Class Book

AbilitiesSTR, DEX, CON, INT, WIS, CHA begin at +1. Add four +1 increases. Total = +10 before race.
Starting HPHornerville Level 1 begins with 4 class Hit Dice. All four are maximized. Add CON once per Hit Die.
General Feats2 at Level 1; Humans gain 1 extra. Then 1 general feat at Levels 3, 5, 7 … 29.
XPStandard progression is 4,000 × (level − 1): 0, 4,000, 8,000, 12,000 … 116,000 at Level 30.
Rules FoundationHornerville rules first. D&D 3.5 only fills genuine gaps and never replaces a Hornerville rule.
Natural 1The Worldkeeper creates six fair context-specific misfortunes; the player rolls 1d6 to determine the complication.
CURRENT WORLD KEEPER CLASS LIBRARY

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CANON / ACTIVE GLADIATOR Battlefield Master OPEN BOOKCLOSE BOOK
GladiatorReconciled 20 Oct 2026
LIVE CLASS REFERENCE

Gladiator

Class Rules

Live chassis: disciplined frontline warrior and battlefield leader. Full BAB family; Fortitude is the approved good-save family. Hornerville Level 1 uses four class Hit Dice under the shared rules above.

Identity

The Gladiator is not a renamed Fighter. The class uses discipline, presence, precision, timing, armor pressure, positioning, and tactical leadership.

Confirmed Ability Family

  • Spartan Precision
  • Expose Weakness
  • Get Up!
  • Stand Your Ground
  • Ready Strike / Readied Assault
  • Armor Break
  • Inspire Confidence

Current Rules Lock

Use full BAB and the four-Hit-Dice Hornerville starting framework. Normal D&D 3.5 iterative-attack thresholds apply unless a Gladiator feature explicitly replaces them.

Class-only items still being normalized: older Gladiator sources disagree on some feature timing/naming, Focus Point technique details, the exact Expose Weakness DC, and some proficiency wording. This page does not invent those values. When World Keeper has a character-specific approved value, that character record controls until the class text is locked.
CANON / ACTIVE SHAMAN Keeper of Spirits OPEN BOOKCLOSE BOOK
ShamanShaman Revised 16-page source + 20 Oct reconciliation
LIVE CLASS REFERENCE

Shaman

Class Rules

Hit Die d8 • Primary WIS • Medium BAB • Good Will. Level 1 starts at 32 + 4×CON HP before other effects because all four starting d8s are maximized.

Current Feature Path

1 Spirit Communion, Spirit Points, Circle I, Weave
2 Circle II
3 Spirit Intervention 1/day
4 Weave Improvement
5 Circle III
6 Spirit Intervention 2/day
7 Spirit Vessel
8 Weave Improvement
9 Circle IV
10 Greater Spirit Vessel
11 Spirit Intervention 3/day
12 Weave Improvement
13 Circle V
14 Ancestral Authority
15 Circle VI
16 Weave Improvement
17 Circle VII
18 Spirit Intervention 4/day
19 Circle VIII
20 Living Bridge
Restored corrections: Spirit Vessel is the correct feature name. Acid Rain lasts 3 rounds. Mudslide creates difficult terrain for 1 minute. World Root uses Reflex negates. Harmony + Living Bridge reductions stack but never below 1 SP. Stampede, Tornado, and Travel Through Trees remain restored official Shaman spells.
Spirit Communion & The Weave

Every dawn begins with a choice. The spirits called today shape the road ahead. S

Spirit Communion

Each morning, the Shaman spends one uninterrupted hour in meditation, ritual, prayer, or silent communion with the spirits. During this hour, the Shaman chooses spells from the Shaman Spell Compendium. Only communed spells may be cast until the Shaman performs Spirit Communion again. Once a spell has been communed with, it may be cast repeatedly, provided the Shaman can pay its Spirit Point cost.

Communion Rules

Duration: 1 uninterrupted hour Selection: Choose from the Shaman Spell Compendium Access: Only communed spells may be cast that day Use: Cast repeatedly while Spirit Points remain P

Preparing For The Unknown

The Shaman's strength lies in judgment. A haunted ruin may call for wards and spirit-sight. A wilderness journey may demand healing, strength, weathercraft, or communion with beasts. Every dawn gives the Shaman another opportunity to prepare for the journey ahead. P

Spirit Points

Spirit Points are the Shaman's reserve of spiritual power. Casting a spell costs Spirit Points equal to its Spirit Circle. All Spirit Points return after a full night's rest.

Spirit Circle
Spirit Point Cost

I

1 Sp
Ii
2 Sp
Iii
3 Sp
Iv
4 Sp

V

5 Sp
Vi
6 Sp
Vii
7 Sp
Viii
8 Sp

W

The Weave

Everything in Hornerville is joined by the Weave: people, beasts, forests, rivers, memories, and spirits. The Shaman does not force this bond into obedience. The Shaman listens to its movement and redirects its flow.

Weave - Class Feature

When casting an area spell, the Shaman may shape its flow. The Shaman excludes a number of 5-foot spaces as shown on the class advancement table. Creatures entirely within excluded spaces are unaffected by that spell. E

Battlefield Example

Undead surround the adventurers. The Shaman casts a violent area spell and uses Weave to exclude the spaces occupied by companions. The undead suffer the full effect; the party remains untouched. A Shaman prepares with wisdom, spends with restraint, and shapes magic without abandoning allies. Page 2

Spirit Intervention

When the Shaman calls, the unseen world chooses how it will answer. S

Calling For Intervention

Beginning at 3rd level, a Shaman may call directly upon the spirits in a moment of danger. Using Spirit Intervention is a standard action, costs no Spirit Points, and affects a point the Shaman can see within 60 feet. Roll 1d6 on the table below. The Shaman chooses where the intervention appears, but the spirits decide which form it takes.

Uses

1/day at 3rd, 2/day at 6th, 3/day at 11th, 4/day at 18th

Area

20-foot radius unless an outcome says otherwise

Save Dc

10 + one-half Shaman level + Wisdom modifier

D6
Spirit Response
Effect

Spirit Shield All allies in the area gain +2 Armor Class and +2 on saving throws for 1 round per Shaman level. These bonuses increase to +3 at 10th level and +4 at 17th level. Spirit Renewal Living allies in the area regain 1d6 hit points for every two Shaman Hit Dice, rounded down. This healing cannot exceed 10d6 and does not harm undead. Guardian Spirits Protective spirits fill the area for 3 rounds. Allies gain 20% concealment, while enemies treat the area as difficult terrain and cannot make attacks of opportunity inside it. Spirit Tempest Enemies in the area take 1d6 spirit damage for every two Shaman Hit Dice, rounded down. A successful Reflex save halves the damage. Curse of the Ancestors Enemies in the area must succeed on a Will save or suffer -2 on attacks, saving throws, and skill checks for 1 round per Shaman level. The penalty becomes -3 at 10th level and -4 at 17th. Wrath of the Wild Spectral beasts charge through the area. Enemies take 1d8 damage for every two Shaman Hit Dice, rounded down, and must succeed on a Fortitude save or be knocked prone.

The Spirits Decide:

The Shaman may not select or reroll the result. The uncertainty is the price of asking the unseen world to act directly. Page 4

Spirit Vessel

The Shaman does not become a beast. An honored ancestor walks beside them. V

Spirit Vessel

At 7th level, the Shaman may invite a willing honored ancestor to share their body. Activating Spirit Vessel is a standard action and may be done once per full rest. The bond lasts for 1 minute. The Shaman remains completely aware and in control. The ancestor cannot possess, command, or replace the Shaman, and the Shaman's body does not transform. A spectral likeness, altered voice, ancestral markings, or other visible signs may appear.

While The Vessel Is Active

Gain temporary hit points equal to twice your Shaman level. Choose one Ancestral Gift from the four options below. You may end the bond at any time without using an action. G

Greater Spirit Vessel

At 10th level, Spirit Vessel may be used twice per full rest. Each time it is activated, choose two different Ancestral Gifts instead of one. Both remain active for the full duration. A

Ancestral Authority

At 14th level, while Spirit Vessel is active, the Shaman is immune to possession and magical fear. Allies within 20 feet gain +2 on saving throws against fear, charm, and possession.

Ancestral Gifts

G

Guardian

Gain +2 Armor Class and +2 on Fortitude saves. You cannot be knocked prone or moved against your will while standing on solid ground. W

Warrior

Gain +2 on weapon attacks, spell attacks, and weapon damage rolls. Your attacks count as spiritual for overcoming resistance. H

Healer

The first time each round you restore hit points with a Shaman spell, one affected creature regains additional hit points equal to your Wisdom modifier. S

Seer

Gain +2 on Reflex and Will saves, cannot be flanked, and may act during a surprise round even when you would normally be unable to act. Page 5

The Weave & Living Bridge

Every life is a thread. The master Shaman learns where each thread may safely pass. W

The Weave

Beginning at 1st level, a Shaman can redirect the flow of an area spell around chosen spaces. When casting a Shaman spell that affects an area, the Shaman may exclude a number of 5-foot spaces equal to their Wisdom modifier, with a minimum of one. Excluded spaces may be anywhere inside the spell's area and do not need to touch one another. Weave requires no action and costs no additional Spirit Points. A creature is protected only when every space it occupies is excluded. Large creatures may require several spaces. Weave changes who is affected; it does not change the spell's range, duration, damage, or saving throw.

Weave Improvement

At 4th level and every four Shaman levels thereafter, protected spaces increase.

Level
Total Spaces
Formula

Wisdom modifier Minimum 1 Wisdom + 2 First improvement Wisdom + 4 Second improvement Wisdom + 6 Third improvement Wisdom + 8 Final improvement

Weave In Play

A Shaman casts a hostile area spell over enemies surrounding three allies. The gold spaces are excluded by Weave; the burgundy spaces remain affected.

Ally
Ally
Ally
Foe
Foe
Foe
Foe
Foe
Foe
Foe

Example only: the exact area depends on the spell being cast.

Living Bridge

20th-level Shaman feature At 20th level, the boundary between the Shaman and the spirit world becomes permanently open. The Shaman remains mortal, but stands with one foot in each world. You can always see and hear spirits, spiritual residue, and creatures hidden by spiritual effects within 60 feet. You are permanently immune to possession and effects that forcibly displace or imprison your spirit. Spirit Vessel no longer has a daily use limit, though only one vessel may be active at a time. Once each round, reduce the Spirit Point cost of one Shaman spell by 1, to a minimum cost of 1. When using Spirit Intervention, roll twice and choose which of the two results occurs. The spirits no longer answer from afar. They answer through you. Page 6

Spirits Of Hornerville

Not every spirit is an ancestor, and not every haunting is an enemy. Shamans use the word spirit for many unseen beings: the remembered dead, the awareness of a place, wild powers given form, and entities altered by grief, curses, or unnatural magic. These families are guides for recognition - not rigid laws. A spirit's choices and history matter more than its category. A

Honored Ancestors

The dead who retain identity, memory, and concern for the living. An ancestor may guide, warn, teach, or refuse. Communion is an invitation, never ownership. Spirit Vessel draws only upon a willing honored ancestor. P

Spirits Of Place

Roads, rivers, homes, forests, graveyards, and battlefields may develop a presence shaped by what occurs there. These spirits often communicate through signs, sensations, dreams, weather, or changes in the land. W

Wild And Beast Spirits

These spirits express instinct, migration, seasons, storms, hunger, growth, and the memory of the natural world. They are not ordinary animals and do not think according to mortal customs. R

Restless Dead

Some dead remain bound by unfinished duty, violent death, desecration, fear, or attachment. Restlessness does not automatically mean evil. Many can be calmed by discovering what prevents them from leaving. C

Corrupted Spirits

Curses, necromancy, broken pacts, spiritual contamination, and prolonged suffering can twist a spirit's nature. A Shaman should determine whether the corruption can be cleansed before choosing destruction. U

The Unnamed

Some presences are too old, distant, or unfamiliar to classify safely. A wise Shaman observes first, speaks carefully, and avoids promises until the being's motives and limits are understood. THE SHAMAN'S FIRST DUTY:Observe, listen, identify what binds the spirit, and seek understanding before force. Banishment is sometimes necessary. It should not be the first question asked. Page 7

The Shaman'S First Duty

Observe, listen, identify what binds the spirit, and seek understanding before force. Banishment is sometimes necessary. It should not be the first question asked.

Shaman Spell Compendium

Spirit Circle I - foundational healing, guidance, protection, and living magic

Cost

1 Spirit Point

Save Dc

11 + Wisdom modifier

Communion

Choose daily after one hour

Repeat Casting

Allowed while SP remains

Spirit Stitch
Touch • Instant • Healing

Close torn flesh with luminous spiritual threads. The target regains 1d8 + Wisdom modifier hit points. A creature may receive Spirit Stitch repeatedly, but each casting costs Spirit Points normally.

Detect Undead
Self • 60-Ft Cone • Concentration

Sense the presence and direction of undead within the cone. After 1 round, learn the number present; after 2 rounds, learn the location and relative strength of each aura. Barriers may block the reading.

Bear Strength
Touch • 1 Minute • Enhancement

Call the remembered power of the great bear into a willing creature. The target gains +2 Strength modifier for attacks, damage, lifting, breaking, and Strength-based checks.

Root Gossip
Touch • 1 Minute • Divination

Touch a living rooted plant and ask one clear question about events within 30 feet during the previous day. The plant answers through sensations, images, scents, or simple impressions rather than speech.

Green Debt
30 Feet • 10 Minutes • Nature

A living plant grows one temporary limb, root, hook, handle, ladder rung, or simple tool capable of supporting up to 100 pounds. When the spell ends, the plant becomes dormant until the next dawn.

Spirit Ward
Touch • 1 Minute • Protection

A faint ancestral mark appears on the target. The creature gains +2 Armor Class and +2 on saving throws against undead, spirits, possession, curses, and spiritual effects.

Season'S Borrow
Self Or Touch • 10 Minutes • Nature

Borrow one seasonal quality: Spring grants +2 on healing received; Summer grants resistance 3 to fire; Autumn grants +2 on perception checks; Winter grants resistance 3 to cold. Choose when cast.

Threadmark
60 Feet • 1 Hour/Level • Tracking

Mark one creature you can see with a spiritual thread. You know the general direction to the target while it remains within 1 mile. The mark leaves no visible sign and ends if the target crosses into another realm. Page 8

Shaman Spell Compendium

Spirit Circle II - deeper communion, battlefield control, and spirit-guided travel

Cost

2 Spirit Points

Save Dc

12 + Wisdom modifier

Access

Available at Shaman Level 2

Weave

Applies to eligible area spells

Enter Dreams
Spirit • Touch • Up To 10 Minutes • Will Negates

Enter the surface dream of a sleeping creature. On a failed save, you observe the dream and may speak through a symbolic form. You cannot force truthful answers or directly harm the dreamer. The spell ends immediately if the target awakens. A willing target may waive the saving throw.

Speak With Trees
Plant • Touch • 10 Minutes • No Save

Awaken a tree's slow awareness. It can describe creatures, weather, fire, cutting, and other notable events within 30 feet during the past day per Shaman level. Its answers are simple and shaped by a tree's perspective. It cannot identify a creature by name unless it has heard that name repeatedly.

Healing Pollen
Healing, Plant • 15-Ft Cone • Instant • Will Half

A cloud of golden pollen restores 1d6 + Wisdom modifier hit points to each living creature in the cone. Undead instead take the same amount as spiritual healing damage; a successful Will save halves it. Weave may exclude protected spaces normally.

Grasping Roots
Plant • 20-Ft Radius Within 60 Ft • 1 Round/Level

Roots burst from natural earth and turn the area into difficult terrain. A creature entering the area or starting its turn there must succeed on a Reflex save or become entangled until the start of its next turn. A trapped creature may use its action to attempt a Strength or Escape check against the spell save DC.

Ghost Lantern
Spirit, Light • 60 Feet • 10 Minutes/Level • No Save

Create a pale floating lantern that follows you or a willing creature. It sheds bright light for 20 feet and dim light for another 20 feet. Invisible or incorporeal creatures inside the bright light shimmer faintly, granting observers +2 on checks made to notice them. The lantern does not automatically reveal an exact location.

Spirit Swim
Water • Touch • 10 Minutes/Level • Harmless

The target gains a swim speed equal to its land speed, +8 on Swim checks, and may take 10 on Swim checks even while threatened. The target may hold its breath for ten times the normal duration, but does not gain the ability to breathe water. Page 9

Shaman Spell Compendium

Spirit Circle III - tracking the unseen, cleansing poison, weather, stone, and spirit allies

Cost

3 Spirit Points

Save Dc

13 + Wisdom modifier

Access

Available at Shaman Level 5

Weave

Applies to eligible area spells

Spirit Trail
Divination • Self • 1 Hour/Level • No Save

You perceive a faint trail left by spirits, undead, summoned creatures, and creatures that have used teleportation or planar travel. You can follow a trail no more than one day old per Shaman level. The spell reveals direction and age, not identity. Heavy consecration, running water, or planar disruption may break a trail.

Cleanse Poison
Healing • Touch • Instant • Fortitude Harmless

Neutralize one poison affecting the target and end its ongoing effects. Damage already suffered remains. For the next hour, the target gains +2 on saving throws against poison. Against a poisonous creature, the spell suppresses one natural poison attack for 1 minute on a failed Fortitude save.

Rain Call
Weather • 60-Ft Radius Within 120 Ft • 10 Minutes/Level

Steady rain falls in the area, even beneath an open sky without clouds. It extinguishes unprotected nonmagical flames, grants +2 against heat and fire hazards, and imposes -2 on Perception checks based on sight or hearing. The spell cannot create flooding by itself.

Armor Of Thorns
Plant • Touch • 1 Minute/Level • Harmless

Living thorns cover the target without hindering movement. The target gains +2 natural armor. A creature that hits the target with an unarmed strike, natural weapon, or grapple takes 1d6 piercing damage. The thorns count as magical weapons for overcoming resistance.

Stone Spike
Earth • 60 Feet • Instant • Reflex Half

A stone spike erupts beneath one 5-foot space. Creatures in that space take 3d6 piercing damage and fall prone on a failed Reflex save. A successful save halves the damage and prevents falling prone. The spike leaves the square as difficult terrain until cleared.

Summon Wolf Spirit
Summoning • 30 Feet • 1 Round/Level • No Save

Summon a spectral wolf in an open space. It acts immediately after your turn and obeys simple commands. Use a normal wolf's statistics, but it is a spirit, its attacks are magical, and it gains temporary hit points equal to twice your Shaman level. At 0 hit points, it vanishes. Page 10

Shaman Spell Compendium

Spirit Circle IV - purification, concealment, curses, summoned strength, and wind

Cost

4 Spirit Points

Save Dc

14 + Wisdom modifier

Access

Available at Shaman Level 9

Weave

Applies to eligible area spells

Purify Body
Healing • Touch • Instant • Will Harmless

End one disease, one poison, or one condition chosen from fatigued, sickened, or nauseated. When removing a magical disease or curse-like affliction, make a Shaman-level check against DC 11 + the effect's Circle or spell level. Failure does not spend additional Spirit Points, but the condition remains.

Mist Veil
Water, Weather • 20-Ft Radius Within 60 Ft • 1 Minute/Level

Thick mist fills the area. Creatures more than 5 feet apart have concealment; creatures more than 20 feet apart have total concealment. Wind disperses the mist as appropriate. You can see through your own Mist Veil out to 10 feet farther than normal.

Mudslide
Earth, Water • 30-Ft Line • Reflex Partial

A surge of mud deals 4d6 bludgeoning damage and pushes creatures 10 feet away from you. A successful Reflex save halves the damage and prevents the push. The line becomes difficult terrain for 1 minute. Creatures pushed into a solid obstacle fall prone.

Curse Of Misfortune
Curse, Spirit • 60 Feet • 1 Minute/Level • Will Negates

One creature suffers -2 on attack rolls, saving throws, ability checks, and skill checks. Once during the duration, when the target rolls a natural 20, you may force it to reroll and use the second result. Remove Curse or comparable magic ends the effect.

Summon Bear Spirit
Summoning • 30 Feet • 1 Round/Level • No Save

Summon a spectral black bear in an open space. It acts immediately after your turn and follows simple commands. Use a black bear's statistics; it is a spirit, its attacks are magical, and it gains temporary hit points equal to three times your Shaman level. It vanishes at 0 hit points.

Wind Wall
Air • Wall Within 60 Ft • 1 Round/Level • No Save

Create a vertical curtain of wind up to 10 feet long per Shaman level. It blocks ordinary arrows, bolts, dust, vapors, and Tiny flying creatures. Larger ranged weapons suffer -4 when crossing it. Each 5 feet crossed costs 10 feet of movement. The wall cannot be placed through occupied spaces. Page 11

Shaman Spell Compendium

Spirit Circle V - powerful restoration, binding earth, corrosive storms, and spiritual influence

Cost

5 Spirit Points

Save Dc

15 + Wisdom modifier

Access

Available at Shaman Level 13

Weave

Applies to eligible area spells

Greater Healing Sap
Healing • Touch • Instant • Will Half (Harmless)

Restorative sap heals 5d8 + twice your Wisdom modifier hit points. It also ends either the fatigued or sickened condition. Against undead, it deals the same amount as positive-energy damage, with a Will save for half.

Earthbind
Earth • 90 Feet • 1 Minute/Level • Fortitude Negates

One flying creature is dragged toward the ground. On a failed save, its flying speed becomes 0 and it descends safely up to 60 feet per round until it lands. It cannot take off during the spell. A creature already on the ground cannot gain a flying speed.

Acid Rain
Water, Weather • 20-Ft Radius Within 90 Ft • Reflex Half

Burning rain deals 3d6 acid damage when it appears and 2d6 acid damage to each creature that starts its turn in the area. A Reflex save halves each instance. The rain damages unattended organic objects but does not dissolve stone or metal during its brief duration.

Root Prison
Plant • 60 Feet • 1 Round/Level • Reflex Negates

Massive roots close around one Large or smaller creature, restraining it. The target has total cover from outside attacks but cannot move and has only partial freedom to act. It may use an action each round for a Strength or Escape Artist check against your spell save DC. The prison has hardness 5 and 10 hit points per Shaman level.

Puppet Thoughts
ENCHANTMENT, SPIRIT • 60 FEET • CONCENTRATION, UP TO 1 ROUND/LEVEL • WILL NEGATES

Plant one simple impulse in a creature: approach, retreat, drop an item, kneel, speak a short phrase, or attack a designated obvious enemy. The target follows the impulse on its next turn but will not perform an obviously suicidal act. Each round after the first, the target receives a new Will save to end the spell. This spell guides a single immediate impulse; it does not grant lasting control, reveal thoughts, or erase memory. Page 12

Shaman Spell Compendium

Spirit Circle VI - uncontrolled storms, living barriers, shattered ground, and awakened guardians

Cost

6 Spirit Points

Save Dc

16 + Wisdom modifier

Access

Available at Shaman Level 15

Warning

Call Storm cannot use Weave

Wall Of Thorns
Plant • Wall Within 90 Ft • 10 Minutes/Level • Reflex Partial

A dense wall of magical thorns fills connected 5-foot spaces, up to 10 feet long per Shaman level. Entering a space costs 20 feet of movement and deals 2d6 piercing damage. A creature caught when the wall appears may save to move to the nearest open space on either side. Each section has hardness 5 and 20 hit points; fire deals double damage.

Tremor
Earth • 30-Ft Radius Within 90 Ft • 1 Round • Reflex Partial

The ground convulses. Creatures standing on the ground take 5d6 bludgeoning damage and fall prone. A successful Reflex save halves the damage and prevents falling. Structures and unattended objects take double damage. The area becomes difficult terrain until repaired or cleared.

Awaken Tree Guardian
Plant, Summoning • Touch • 1 Minute/Level • No Save

Awaken a mature tree as a guardian. It uproots itself and uses the statistics of an animated tree or treant appropriate to your level, chosen by the Worldkeeper. It obeys spoken commands, cannot move more than 300 feet from where it awakened, and returns to ordinary rooted form when the spell ends if able.

Beast-Shunned
Curse, Nature • 60 Feet • 1 Hour/Level • Will Negates

Animals and magical beasts instinctively distrust the target. Such creatures begin one attitude category worse, refuse ordinary aid, and gain +2 on attacks and saving throws against it. Animal companions and bonded creatures may attempt a Will save when first affected to ignore the curse.

Call Storm
WEATHER • 120-FT RADIUS CENTERED ON YOU • CONCENTRATION, UP TO 1 MINUTE/LEVEL • REFLEX HALF

Dark clouds gather overhead. Once each round as a standard action, call one unpredictable lightning bolt into the storm's area. Randomly determine one occupied 5-foot space in the area; a creature in the chosen space takes 6d6 electricity damage, with a Reflex save for half. When no occupied space is selected, the bolt strikes harmlessly. Call Storm cannot be made safe with Weave: allies and excluded spaces may still be struck because the lightning is random and uncontrolled. Page 13

Shaman Spell Compendium

Spirit Circle VII - catastrophic nature, spirit travel, and command over the soul

Cost

7 Spirit Points

Save Dc

17 + Wisdom modifier

Access

Available at Shaman Level 17

Weave

Random vents may bypass safety

Volcano
EARTH, FIRE • 30-FT RADIUS WITHIN 120 FT • 3 ROUNDS • REFLEX HALF

The ground ruptures. When cast, creatures take 6d6 fire and 4d6 bludgeoning damage. At the start of your next two turns, new vents erupt in three randomly chosen 5-foot spaces, dealing 4d6 fire damage to occupants. The terrain becomes jagged, hot, and difficult for 1 hour.

Spirit Walk
Spirit • Self • 1 Minute/Level • No Save

You become incorporeal and gain a fly speed equal to your land speed with perfect maneuverability. You may move through creatures and nonmagical objects but must end each turn in an open space. You cannot make weapon attacks; non-damaging Shaman spells function normally. Force effects and spirit wards affect you normally.

Soul Bind
Spirit • 60 Feet • 1 Round/Level • Will Negates

Tether one creature's soul to its body and the ground beneath it. The target cannot teleport, become incorporeal, possess another creature, or leave the plane. If reduced below 0 hit points during the spell, it remains dying and its soul cannot be captured or raised until the spell ends.

Nature'S Wrath
NATURE • 40-FT RADIUS WITHIN 120 FT • 1 ROUND/LEVEL • REFLEX PARTIAL

Wind, roots, stone, and rain tear through the area. Creatures take 4d6 bludgeoning and 4d6 piercing damage when the spell begins and must save or become entangled. The area is difficult terrain, ranged weapon attacks through it suffer -4, and open flames are extinguished.

Tsunami
Water • 120-Ft Line, 20 Ft Wide • Instant • Reflex Partial

A towering wall of water deals 8d6 bludgeoning damage, pushes creatures to the end of the line, and knocks them prone. A successful Reflex save halves the damage and limits the push to 20 feet. Huge or larger creatures gain +4 on the saving throw. The affected ground remains flooded and becomes difficult terrain for 10 minutes. The wave may extinguish exposed flames and carry unsecured objects at the Worldkeeper's discretion. Page 14

Shaman Spell Compendium

Spirit Circle VIII - the highest workings of earth, root, spirit, and the living Weave

Cost

8 Spirit Points

Save Dc

18 + Wisdom modifier

Access

Available at Shaman Level 19

Mastery

Highest Shaman spell circle

Earthquake
Earth • 80-Ft Radius Within 200 Ft • 1 Round • Reflex Partial

The ground splits and heaves. Creatures standing on it take 10d6 bludgeoning damage and fall prone; a successful Reflex save halves the damage and prevents falling. Structures take 15d6 damage, ignoring half their hardness. Fissures open in spaces chosen by the Worldkeeper; creatures there must save or fall 20 feet and become trapped.

World Root
Plant • 60-Ft Radius Within 150 Ft • 1 Minute/Level • Reflex

An immense spectral root network transforms the area into living terrain. Enemies entering or starting a turn there must save or become restrained until they escape using an action and a Strength or Escape Artist check. Allies gain half cover and move freely. Once per round, you may move one restrained enemy 10 feet within the area.

Avatar Of The Elderwood
Transformation, Plant • Self • 1 Minute/Level • No Save

Become a towering elderwood avatar. Your size increases by one category; you gain +4 Strength, +4 natural armor, appropriate reach, resistance 10 to acid, cold, and electricity, and two slam attacks appropriate to your size. You may still cast Shaman spells, and plants do not impede your movement.

Spirit Gate
Conjuration, Spirit • Touch • 1 Minute/Level • No Save

Create two linked spirit doorways on solid surfaces you touch, no more than 1 mile per Shaman level apart and on the same plane. A creature entering one exits the other, spending 5 feet of movement. The gate cannot open inside a creature or an unobserved sealed space. You may dismiss it freely on your turn.

Harmony Of The Weave
SPIRIT, NATURE • 60-FT RADIUS CENTERED ON YOU • 1 MINUTE • NO SAVE

Enter perfect harmony with the living world. Your area spells may exclude every space occupied by a willing ally you can perceive, rather than using your normal Weave limit. Once per round, when you cast a Shaman spell of Circle IV or lower, reduce its Spirit Point cost by 2, to a minimum of 1. Harmony of the Weave does not protect creatures from random or uncontrolled effects such as Call Storm. Page 15

COMPANION VOLUME

Spirit Magic

The current Shaman class volume already contains its Spirit spell compendium in the same reader.

PLAYTEST ALCHEMIST Bombs, Medicine & Mixtures OPEN BOOKCLOSE BOOK
AlchemistAlchemist reconciliation + Exclusive Formula Compendium v0.3
LIVE CLASS REFERENCE

Alchemist

Class Rules

Class identity: prepared mixture specialist using equipment, formulas, bombs, potions, smoke, acid, healing, mutagens, tools, and battlefield chemistry.

Alchemist magic is physical. Formulas can be carried, handed over, stolen, broken, thrown, applied, injected, or consumed when the formula permits it.

Current Shared Locks

  • Use the +10 modifier-only creation system.
  • Level 1 begins with four class Hit Dice, all maximized.
  • Use standard Hornerville feat and XP rules.
  • Formula save DC: 10 + formula Grade + INT modifier.
Still class-only playtest: the sources do not yet establish one fully approved Hit Die/BAB/save family, final preparation quantity/recovery model, or Grade unlock schedule. The old 42-formula I–VII draft is not merged into the later 36-formula I–IX exclusive list.
COMPANION VOLUME

Formula Book

Shared Hornerville Magic Rules

Hornerville magic has no default verbal or material components. Spellbooks, blood, bottles, gestures, runes, smoke, and similar imagery are part of the class fiction unless a specific effect makes them mechanically necessary. Arcanist spells and Bloodmage rites that directly affect creatures allow Spell Resistance unless the entry says otherwise. Alchemical formulas generally bypass Spell Resistance because they create physical substances, transformations, fumes, or reactions. ---

  • Standard action: The character's main action.
  • Move action: Movement or a comparable minor action.
  • Swift action: A very fast action used once during the character's turn.
  • Immediate action: A reaction taken outside the character's turn; it uses the next swift action.
  • Full-round action: Uses both the standard and move actions.
  • Touch: Physical contact.
  • Close: 30 feet.
  • Medium: 60 feet.
  • Long: 120 feet.
  • Arcanist: 10 + spell Circle + INT modifier.
  • Bloodmage: 10 + rite Circle + CON modifier.
  • Alchemist: 10 + formula Grade + INT modifier.
Alchemist Rules

An Alchemist formula is prepared as a physical dose: capsule, flask, powder, oil, draught, serum, mutagen, paste, or device. Preparing one dose uses a formula slot of the listed Grade. Unless stated otherwise:

The Alchemist's identity is manufacturing impossible moments. The effect exists inside an object before it is used, which makes preparation, inventory, timing, and teamwork central to the class.

  • Drinking, injecting, applying, or throwing a dose is a standard action.
  • A thrown dose has a range of 30 feet.
  • An unused dose remains stable until the Alchemist's next daily preparation.
  • Anyone can carry or use a dose if its delivery method permits it.
  • A formula can be stolen, broken, traded, or handed to an ally.
Quick Index

Grade I: Flashseed Capsule, Clingglass Resin, Borrowed Breath Ampoule, Quietstep Powder

Page 3 Grade II: Thermal Sink Lacquer, Ironmoth Phial, Thunderseed Capsule, Scentbreaker Tonic Grade III: Upfall Powder, Mirror Smoke, Breaching Foam, Nullsalt Grade IV: Memory Distillate, Phoenix Tonic, Second-Skin Mutagen, Ironbloom Paste Grade V: Dreamcatcher Draught, Chainfire Oil, Foldglass Flask, Quicksilver Step Grade VI: Philosopher's Bomb, Living Catalyst, Ghost Solvent, Time-Debt Tonic Grade VII: Grand Transmutation, Stormheart Mutagen, Deathless Suspension, Counterspell Sponge Grade VIII: Auric Panacea, Thousand-Form Elixir, Portable Dawn, Voidglass Bomb Grade IX: Grand Alkahest, Impossible Room, Lazarus Serum, Worldseed Catalyst

Page 4

GRADE I

Only an Alchemist may prepare these formula doses. Flashseed Capsule Usage: Standard action to throw; 30 feet; 10-foot burst; Reflex half; instantaneous. The capsule erupts in white sparks for 2d6 fire damage. Failed creatures are dazzled for 1 round; creatures with dark-adapted sight are blinded instead. Clingglass Resin Usage: Standard action to throw or apply; 30 feet; 10-foot square; 1 minute; Reflex negates. Clear resin hardens instantly. Failed creatures are stuck in place and must use a standard action with Strength or Escape Artist against the formula DC to break free. It can also seal doors, cracks, and wounds. Borrowed Breath Ampoule Usage: Standard action to inhale; Touch; 1 hour. The user does not need to breathe and may exhale the stored breath once as a 15-foot gust that clears gas, extinguishes small flames, or pushes Tiny objects. Quietstep Powder Usage: Standard action to apply; Touch; 10 minutes. The user and carried gear make no sound while moving. Attacking, shouting, or deliberately breaking an object ends the effect.

Page 5

GRADE II

Only an Alchemist may prepare these formula doses. Thermal Sink Lacquer Usage: Standard action to apply; Touch; 10 minutes. The coating absorbs the first 20 points of fire or cold damage dealt to the wearer. Before the duration ends, the wearer may discharge the stored energy as a 15-foot cone dealing the absorbed amount, Reflex half. Ironmoth Phial Usage: Standard action to open or throw; 30 feet; one metal object or creature wearing metal; 3 rounds; Reflex negates if carried. A cloud of alchemical moths strips nonmagical metal into harmless powder. Each round it deals 2d6 damage ignoring hardness to the chosen object; armor loses 1 AC per round until repaired. Thunderseed Capsule Usage: Standard action to throw; 40 feet; 10-foot burst; Fortitude half; instantaneous. Detonates for 3d6 sonic damage. Failed creatures are deafened for 1 minute and pushed 5 feet; fragile glass and crystal take double damage. Scentbreaker Tonic Usage: Standard action to drink or splash; Touch; 1 hour. Removes the user's natural scent and sheds a false trail chosen during brewing. Mundane trackers automatically follow the decoy; magical tracking requires a caster check against the formula DC.

Page 6

GRADE III

Only an Alchemist may prepare these formula doses. Upfall Powder Usage: Standard action to throw; 40 feet; 10-foot burst; 3 rounds; Reflex negates. Powder-coated creatures and unattended objects fall upward 20 feet each round, stopping at ceilings. When the effect ends they descend safely at 20 feet per round unless another force interferes. Mirror Smoke Usage: Standard action to throw; 30 feet; 15-foot radius; 1 minute. Silver smoke creates one shifting duplicate of every creature inside. Attacks suffer a 50% miss chance until the attacker spends a move action studying the correct silhouette. Breaching Foam Usage: Standard action to apply or throw; Touch/20 feet; one barrier; 3 rounds. The foam crawls into seams and expands inward, opening a passage up to 5 feet wide through 1 foot of wood, 6 inches of stone, or 2 inches of metal per round. It does not harm living flesh. Nullsalt Usage: Standard action to throw or apply; 30 feet; 10-foot burst or one item; 3 rounds. Active magic in the area is suppressed if its Circle is III or lower. Higher effects require a formula check, d20 + Alchemist level + INT modifier, against 11 + caster level.

Page 7

GRADE IV

Only an Alchemist may prepare these formula doses. Memory Distillate Usage: 10 minutes to prepare from a willing or restrained subject; one vial; lasts 7 days. Extract up to one minute of memory. The subject cannot recall it while bottled. Anyone drinking the vial experiences it perfectly; the memory returns to the subject when the dose is consumed or destroyed. Phoenix Tonic Usage: Standard action to drink; Self; 8 hours or until triggered. The first time the drinker would fall below 1 HP, it remains at 1 HP and releases a 10-foot burst dealing 5d6 fire damage, Reflex half. The tonic then ends. Second-Skin Mutagen Usage: Standard action to drink; Self; 10 minutes. Choose gills and swim 40 feet, climbing pads and climb 30 feet, gliding membranes, or chameleon skin granting +10 Hide. The mutation is obvious and imposes -2 Charisma. Ironbloom Paste Usage: 1 minute to apply; Touch; permanent repair or 10 minutes in combat. Repairs 5 cubic feet of damaged metal, stone, or wood, restoring 10 HP/Alchemist level. Spread on armor, it grants +2 natural armor but reduces speed by 5 feet.

Page 8

GRADE V

Only an Alchemist may prepare these formula doses. Dreamcatcher Draught Usage: Standard action to drink; Self; 8 hours. The drinker cannot be magically put to sleep or invaded through dreams. The first hostile dream or mind effect is captured as a visible black thread that may be studied to identify its source. Chainfire Oil Usage: Standard action to apply to weapon or throw; 30 feet; 1 minute. On the first hit each round, fire leaps to another creature within 10 feet for 3d6 damage, Reflex half. Thrown on ground, it forms a 20-foot burning line for 3 rounds. Foldglass Flask Usage: Standard action to uncork; adjacent doorway; 1 hour. Opens a furnished extradimensional room 20 feet square. The flask remains outside as the only entrance. If broken, occupants are expelled prone and take 5d6 force damage. Quicksilver Step Usage: Swift action to drink; Self; 1 minute. Speed increases by 20 feet, the user runs across liquids and unstable surfaces, and may squeeze through gaps as narrow as 2 inches. Each round after the third, Fortitude save or take 1 Constitution damage.

Page 9

GRADE VI

Only an Alchemist may prepare these formula doses. Philosopher's Bomb Usage: Standard action to throw; 50 feet; 20-foot burst; Fortitude negates. Each failed creature has one nonmagical worn or carried item transformed into a material chosen at brewing: glass, lead, wax, salt, or wood. Unattended objects receive no save. The change is permanent. Living Catalyst Usage: Standard action to drink; Self; 10 minutes. Whenever the user takes elemental damage, it may use an immediate action to emit the same type in a 10-foot burst for half the amount received, Reflex half. It may do so INT modifier times. Ghost Solvent Usage: Standard action to splash or drink; Touch/20 feet; 3 rounds; Will negates for unwilling spirits. Turns incorporeal beings tangible and dissolves possession, hauntings, and ethereal barriers. A living drinker becomes partially incorporeal, gaining 20% miss chance but taking 1d6 damage each round. Time-Debt Tonic Usage: Swift action to drink; Self; 3 rounds plus debt. For 3 rounds gain one extra move action each turn and +4 Reflex. When it ends, become slowed for 3 rounds and unable to benefit from magical speed until eight hours of rest.

Page 10

GRADE VII

Only an Alchemist may prepare these formula doses. Grand Transmutation Usage: 1 minute to drink; Self; 1 hour. Choose flight 60 feet, aquatic form with water breathing and swim 60 feet, Huge size with +8 Strength and 50 temporary HP, or vapor form that passes through cracks. Changing choices requires a full-round action and 10 HP. Stormheart Mutagen Usage: Standard action to drink; Self; 10 minutes. Become charged with storm energy: lightning immunity, fly 40 feet, and once per round emit a 30-foot bolt for 6d6 lightning damage, Reflex half. Water contacting you explosively boils for 2d6 fire damage nearby. Deathless Suspension Usage: Standard action to inject; Touch; 24 hours. Place a willing, dying, or recently dead creature into perfect suspended animation. Decay, poison, disease, bleeding, and time stop for it. It cannot be healed or awakened until neutralizer is applied. Counterspell Sponge Usage: Standard action to deploy; adjacent square; 1 minute. A fist-sized porous orb absorbs the first spell of Circle VII or lower whose line crosses its square. The orb swells and can be thrown within one round to release the spell at a new legal target using your formula DC.

Page 11

GRADE VIII

Only an Alchemist may prepare these formula doses. Auric Panacea Usage: Standard action to drink; Touch; instantaneous plus 24 hours. Restore all HP, end diseases, poisons, curses, ability damage, and effects of Circle VII or lower. For 24 hours gain +4 on all saves and cannot be magically aged. One creature can benefit only once per month. Thousand-Form Elixir Usage: Standard action to drink; Self; 1 hour. Assume any living form from Tiny to Huge whose anatomy you have studied. Retain mental abilities and class features, gain physical movement and natural attacks, and may change form once each round as a swift action. Portable Dawn Usage: Standard action to break; 60 feet; 60-foot-radius burst; 10 minutes. Release true daylight. Magical darkness of Circle VIII or lower ends, invisible and shapechanged creatures are outlined, undead take 8d6 damage each round, and ordinary plants bloom violently. Voidglass Bomb Usage: Standard action to throw; 60 feet; 20-foot radius; 1 round; Reflex negates. The glass breaks into a temporary absence. Failed creatures and unattended objects vanish for one round, then return prone and take 10d6 force damage. Objects too large to fit are sliced cleanly at the boundary.

Page 12

GRADE IX

Only an Alchemist may prepare these formula doses. Grand Alkahest Usage: 1 hour to brew; standard action to pour; Touch; instantaneous. The universal solvent destroys up to a 10-foot cube of nonliving matter or one magic item/artifact on a successful formula check against 20 + its caster level. It leaves only inert gray vapor and cannot be contained after opening. Impossible Room Usage: 10 minutes to deploy; one doorway; 24 hours. Unfold a mansion-sized extradimensional laboratory whose rooms rearrange by spoken instruction. It supplies mundane tools, clean water, heat, storage, and sterile surgery space. Only the creator can move the entrance. Lazarus Serum Usage: Full-round action to inject; Touch; corpse dead no longer than 1 day/level; instantaneous. Restore the creature to life at half HP, curing ordinary disease and poison. It returns with a permanent visible alchemical alteration and loses one level; a creature may receive this serum only once. Worldseed Catalyst Usage: 1 hour to plant; one seed, ruin, or barren acre; permanent. Trigger controlled magical evolution. Over 24 hours, the area becomes a self-sustaining biome, living fortress, medicinal orchard, or alchemical resource field chosen at brewing. The result is real, breeds true, and permanently changes local ecology.

Page 13

Exclusivity & Deduplication

This version deliberately collapses or separates several repeated concept families:

such as Mirror Passage, Blood Door, and Quicksilver Step.

different tactical purposes.

access through Breaching Foam.

replaced by Ironmoth Phial.

Upfall Powder, which reverses personal gravity.

Lacquer, which stores and releases temperature.

Arcanist records or seals memory, while the Alchemist extracts it into a transferable dose.

through Last Heartbeat, while Alchemists manufacture the rare Lazarus Serum.

  • Short-range lightning, shadow, and generic teleport spells were reduced to distinct travel identities
  • Repeated force reflection ideas became Kinetic Siphon and Arcane Rebound, which now serve
  • The Arcanist owns magical barriers through Wallseed; the Alchemist instead owns destructive
  • The Arcanist owns living drawings through Living Ink; the Alchemist's former ink scout was
  • The Arcanist owns gravitational gathering through Gravity Knot; the Alchemist instead uses
  • The Arcanist owns protective ice through Rime Armor; the Alchemist instead uses Thermal Sink
  • Memory effects remain in more than one class only where their functions differ sharply: the
  • Similar resurrection effects were separated by cost and identity: Bloodmages bargain with death
Playtest Priorities

During play, record:

1. Whether a spell creates a meaningful choice instead of being an automatic best option.

2. Whether its Circle or Grade matches its actual encounter impact.

3. Whether an effect steals another class's identity.

4. Whether tracking its duration, cost, or condition slows the game.

5. Which effects players remember and talk about after the session.

The memorable spells should survive. The merely adequate ones should be replaced.

PROVISIONAL PLAYTEST ARCANIST Prepared Arcane Specialist OPEN BOOKCLOSE BOOK
ArcanistArcanist reconciliation + Exclusive Magic Compendium v0.3
LIVE CLASS REFERENCE

Arcanist

Class Rules

Current identity: prepared master of raw magic, patterns, force, space, wards, counter-magic, memory, and impossible geometry.

Recommended modifier package: STR +1, DEX +2, CON +1, INT +3, WIS +2, CHA +1 = +10 before race. The provisional chassis uses d6 and Good Will.

Arcane Codex

The controlling class identity is spellbook + preparation. The locked spell archive contains 45 Arcanist-only prepared spells across Circles I–IX and removes the familiar.

Provisional Feature Ideas Retained for Review

Arcane Analysis, Counterpattern, Focused/Greater Geometry, Efficient Formula, Warded Mind, Spell Thread, Arcane Step, Perfect Recall, Layered Ward, Greater Efficiency, Master Counterpattern, Living Codex.

Resource model not silently merged: an older playable draft used Arcane Points and repeat casting, while the locked arcana source uses a prepared spellbook/slot identity. Until the final progression is approved, this page preserves preparation and the exclusive spell list without pretending both resource systems are simultaneously canon.
COMPANION VOLUME

Arcane Spellbook

Shared Hornerville Magic Rules

Hornerville magic has no default verbal or material components. Spellbooks, blood, bottles, gestures, runes, smoke, and similar imagery are part of the class fiction unless a specific effect makes them mechanically necessary. Arcanist spells and Bloodmage rites that directly affect creatures allow Spell Resistance unless the entry says otherwise. Alchemical formulas generally bypass Spell Resistance because they create physical substances, transformations, fumes, or reactions. ---

  • Standard action: The character's main action.
  • Move action: Movement or a comparable minor action.
  • Swift action: A very fast action used once during the character's turn.
  • Immediate action: A reaction taken outside the character's turn; it uses the next swift action.
  • Full-round action: Uses both the standard and move actions.
  • Touch: Physical contact.
  • Close: 30 feet.
  • Medium: 60 feet.
  • Long: 120 feet.
  • Arcanist: 10 + spell Circle + INT modifier.
  • Bloodmage: 10 + rite Circle + CON modifier.
  • Alchemist: 10 + formula Grade + INT modifier.
Arcanist Rules

The Arcanist keeps the D&D; 3.5 Wizard's core spellbook, preparation, bonus-spell, and spells-per-day structure, adjusted to Hornerville's level system. The familiar is removed. Every spell in this section is exclusive to the Arcanist. The Arcanist's identity is rewriting patterns: force, space, time, light, memory, illusion, magical law, and impossible geometry.

Quick Index

Circle I: Force Needle, Echo Theft, Living Ink, Shadow Stitch, Wallseed Circle II: Kinetic Siphon, Mirror Passage, Memory Lantern, Cinder Weave, False Horizon Circle III: Possible Path, Gravity Knot, Spell Thief's Mark, Folded Hall, Living Statue Circle IV: Prism Wall, Resonant Break, Door Without Wall, Rime Armor, Arcane Rebound Circle V: Chrono Stasis, Spatial Knot, Memory Vault, Orbiting Shards, All-Seeing Chamber Circle VI: Null Door, Perfect Fraud, Hourglass Prison, Mountain's Refusal, Weather Script Circle VII: Road Between Stars, Unmaking Field, Dream Architecture, Exile Step, Absolute Circle

Page 3 Circle VIII: Manyfold Gate, Repeating Second, Mirror Prison, World Pinch, Arcane Avalanche Circle IX: Unworn Hour, Grand Inscription, The Ninth Answer, Sovereign Thought, World Ledger

Page 4

CIRCLE I

Only an Arcanist may record and prepare these spells. Force Needle Usage: Standard action; Medium; one creature or object; instantaneous; ranged touch; SR yes. A hair-thin lance of force deals 1d8 + INT modifier damage, ignores soft cover, and may pass through one occupied square without harming its occupant. At Arcanist levels 4, 7, and 10, add 1d8. Echo Theft Usage: Immediate action when a sound begins; Close; stored up to 24 hours; SR no. Remove one sound lasting no longer than a round from reality. The event still occurs, but makes no noise. As a standard action, release the exact sound from any point within Close range; it has the original volume and recognizable voice. Living Ink Usage: Standard action; Touch; one written or drawn surface; 10 minutes/level; SR no. A drawing peels free as a Tiny inkling with AC 15, 1 HP, climb speed 30 feet, and no attacks. It carries messages, traces routes, copies symbols, and returns to its page with a moving map of what it witnessed. Shadow Stitch Usage: Standard action; Medium; one creature casting a shadow; 1 round/level; Reflex negates; SR yes. Pin the target's shadow to the ground. It cannot leave its square, though it may act normally. As a standard action it may attempt a Strength check against the spell DC to tear free; the effect ends if its shadow disappears. Wallseed Usage: Standard action; Close; one barrier; 1 minute/level; SR no. Plant a bead of force that unfolds into a 5-foot-wide, 10-foot-high wall with hardness 5 and 10 HP + 2 HP/level. It may instead unfold horizontally as a short bridge or seal an opening.

Page 5

CIRCLE II

Only an Arcanist may record and prepare these spells. Kinetic Siphon Usage: Immediate action when movement or physical impact occurs; Close; until end of next turn; Reflex negates if used on a creature; SR yes. Stop a creature's remaining movement, reduce one physical hit by 2d8 + INT modifier, or halt a projectile weighing up to 50 pounds/level. Store the stolen momentum, then add 2d8 force damage to one spell or leap 20 feet without provoking. Mirror Passage Usage: Standard action; Medium; two reflective surfaces; instantaneous; SR no. Enter one hand-sized reflective surface and emerge from another you can see. You may bring one willing adjacent creature. The surfaces need not face each other and may lie on opposite sides of transparent barriers. Memory Lantern Usage: 1 minute; Touch; willing creature or location; 24 hours/level; Will negates if unwilling; SR yes. Create a floating light holding one minute of a willing creature's memory or ten minutes recorded from a fixed location. It later projects the event as a walk-around translucent scene, but cannot reveal what the original viewpoint could not perceive. Cinder Weave Usage: Standard action; Medium; one creature; 1 round/level or until triggered; Reflex negates; SR yes. Fine ember threads wrap the target. The first time it moves more than 5 feet, attacks, or performs a strenuous action, the weave ignites for 3d6 fire damage and ends. A motionless target may spend a standard action attempting another Reflex save to remove it. False Horizon Usage: Standard action; Long; 30-foot-radius spread; 1 minute/level; Will disbelief; SR yes. Distances, exits, and landmarks drift. Failed creatures treat the area as difficult terrain, cannot charge, and take a -4 penalty on ranged attacks and checks involving direction. The caster may designate a safe path visible only to allies.

Page 6

CIRCLE III

Only an Arcanist may record and prepare these spells. Possible Path Usage: Full-round action; Close; one willing creature; 1 round; SR no. Three translucent versions of the target attempt three different declared movements or simple actions. Hazards, readied attacks, and visible reactions are revealed but cause no lasting effect. The target chooses one path to become real and completes it; the other two vanish. Gravity Knot Usage: Standard action; Medium; 20-foot-radius spread; 1 round/level; Reflex partial; SR yes. Everything is pulled toward a chosen point. On casting, creatures slide 10 feet toward the center and fall prone on a failed save. Entering or leaving costs double movement, and unattended objects whip inward each round. Spell Thief's Mark Usage: Immediate action when a spell is cast within Medium range; one spell; until next preparation; SR no. Capture the spell's pattern in a glowing mark if its Circle is no higher than III. You do not stop the original spell, but may copy the captured spell into your spellbook after one hour of study, provided it belongs to the Arcanist list. Folded Hall Usage: Standard action; Close; one corridor or route up to 100 feet; 10 minutes/level; Will disbelief; SR yes. Fold a route so allies crossing it travel only one-quarter of its true distance. Enemies who fail their save instead loop back to the entrance the first time they attempt to cross. Living Statue Usage: Standard action; Touch; one statue up to Large; 1 minute/level; SR no. Animate a statue with AC based on its material, 10 HP/level, speed 20 feet, and one slam dealing 1d8 + INT modifier. It follows simple commands but cannot speak, cast, or leave Medium range.

Page 7

CIRCLE IV

Only an Arcanist may record and prepare these spells. Prism Wall Usage: Standard action; Medium; wall up to 40 feet long and 20 feet high; 1 minute/level; SR no. A wall of hard light blocks sight. Creatures crossing take 7d6 radiant damage, Reflex half. A spell passing through requires its caster to succeed on a caster check against 12 + your Arcanist level or be refracted harmlessly into colored sparks. Resonant Break Usage: Standard action; Medium; object, construct, or 10-foot section of structure; instantaneous; Fort partial for creatures; SR yes. Find the target's natural vibration and force it apart. Deal 7d6 sonic damage that ignores hardness to objects and constructs. A living crystalline or stone creature takes half on a successful Fortitude save. Door Without Wall Usage: Standard action; Touch; one solid barrier up to 10 feet thick; 1 minute/level; SR no. Draw a doorway that opens through wood, stone, or metal. It creates passage without damaging the barrier. When the spell ends, anything still inside is safely expelled to the nearer side. Rime Armor Usage: Standard action; Touch; one creature; 10 minutes/level; SR yes. Layered living ice grants +4 armor bonus, 10 temporary HP + 2/level, and fire resistance 10. Each time the wearer is hit in melee, the attacker takes 1d6 cold damage. The armor ends when its temporary HP are gone. Arcane Rebound Usage: Immediate action when targeted by a ray, projectile spell, or line effect; Self; instantaneous; SR no. Bend the spell's path. Make an opposed caster check. On success, redirect the effect toward a legal target within 30 feet of you; on failure, gain +4 on the save or touch AC against it.

Page 8

CIRCLE V

Only an Arcanist may record and prepare these spells. Chrono Stasis Usage: Standard action; Medium; one creature; 1 round/level; Will negates; SR yes. Seal the target outside time. It cannot act, move, perceive, or be affected, and durations on it do not advance. The shell has AC 10 and hardness 20 but no HP; dispelling the spell releases the target immediately. Spatial Knot Usage: Standard action; Medium; 20-foot cube; 1 minute/level; Will negates when moving; SR yes. Straight lines curl back on themselves. A failed creature attempting to cross more than 10 feet ends where it started and loses that movement. Ranged attacks crossing the area have a 50% miss chance, while the caster sees one stable route. Memory Vault Usage: 10 minutes; Touch; one willing creature and one crystal; permanent until opened; SR no. Remove one chosen memory and seal it in the crystal. The subject cannot recall or reveal it, even magically. Breaking or willingly opening the crystal restores the memory; another creature holding it may experience the memory once without gaining the subject's skills. Orbiting Shards Usage: Standard action; Self; 1 minute/level; SR no. Seven force shards orbit you. As an immediate action, expend one to negate a ranged attack that would hit. As a standard action, launch any number at targets within Medium range, each dealing 2d6 force damage on a ranged touch hit. All-Seeing Chamber Usage: 1 minute; Medium; one room or 30-foot-radius area; 10 minutes/level; Will negates for hidden creatures; SR yes. Every surface becomes an eye for you. You perceive all visible events in the area from every angle, cannot be flanked there, and gain +10 on Spot and Search checks. Invisibility grants concealment but not total concealment.

Page 9

CIRCLE VI

Only an Arcanist may record and prepare these spells. Null Door Usage: Standard action; Medium; doorway or wall-plane up to 20 feet square; 1 round/level; SR no. Create a transparent threshold through which active spells, summoned creatures, and magical projectiles cannot pass. Mundane creatures and objects cross normally, but carried active effects are suppressed until they leave the threshold. Perfect Fraud Usage: Standard action; Long; 40-foot-radius area; 10 minutes/level; Will disbelief only after direct contradiction; SR yes. Create a complete illusion with sight, sound, smell, heat, texture, and apparent physical resistance. It can portray structures, crowds, weather, or disasters. It cannot deal real damage, but a creature may waste actions avoiding or interacting with it until disbelief. Hourglass Prison Usage: Standard action; Medium; one creature; 1 round/level; Will partial; SR yes. Trap the target in a personal flow of slowed time. On a failed save it may take either a standard action or move action each round, never both, and cannot use immediate actions. On a success its speed is merely halved for one round. Mountain's Refusal Usage: Standard action; Touch; structure or 20-foot cube of earth/stone; 1 hour/level; SR no. The target refuses collapse, erosion, penetration, and forced movement. It gains hardness 20, triples its break DC and carrying capacity, and cannot be altered by magic of Circle V or lower. Weather Script Usage: 10 minutes; Long; 100-foot-radius area; 1 hour/level; SR no. Write a weather instruction into the air: rain, dense fog, hard wind, dry heat, biting cold, or clear sky. The change arrives over one minute and remains localized. It cannot create lethal extremes but can extinguish ordinary fires, ground flyers, or obscure armies.

Page 10

CIRCLE VII

Only an Arcanist may record and prepare these spells. Road Between Stars Usage: 1 minute; Touch; caster plus one creature/2 levels; instantaneous; Will negates if unwilling; SR yes. Open a black corridor scattered with stars and travel to a place on the same plane that you have personally visited. Travelers arrive together; an inaccurate or magically warded destination deposits them at the nearest safe location. Unmaking Field Usage: Standard action; Medium; 20-foot-radius spread; 1 round/level; SR no. Constructed magic frays. At the start of your turn, attempt one dispel check against every active spell, summoned creature, and magic item in the area. Suppressed items return after 1d4 rounds; summoned beings take 3d6 damage each failed check. Dream Architecture Usage: 1 minute; Long; one sleeping group or 60-foot area; 1 hour/level; Will negates; SR yes. Build a shared dream-place with stable rooms, doors, and laws. Sleeping participants enter it together. Wounds there are illusory, but secrets spoken are real, and an unwilling creature reduced to 0 dream HP awakens exhausted and unable to sleep for 24 hours. Exile Step Usage: Standard action; Medium; one creature; 1 round/level; Will negates; SR yes. Push the target into a blank side-space. It can see and hear the world as dim shadows but cannot affect it. Each round it may attempt a Charisma check against the spell DC to return early. Absolute Circle Usage: 10 minutes; centered on caster; 30-foot radius; 1 hour/level; SR no. Teleportation, summoning, possession, planar travel, and hostile spells of Circle V or lower fail inside. Higher-Circle effects require a caster check against 15 + your Arcanist level. You may name up to one creature/level as exempt.

Page 11

CIRCLE VIII

Only an Arcanist may record and prepare these spells. Manyfold Gate Usage: Full-round action; Long; up to five linked portals; 1 round/level; SR no. Open five door-sized portals at locations you can see. Entering any portal allows exit from any other. The caster may rotate or close one portal as a swift action each round. Repeating Second Usage: Immediate action at end of any creature's turn; Medium; one creature; instantaneous; Will negates; SR yes. Force the target to repeat its turn using the same movement, targets, and declared choices where possible. Resources spent during the first turn are not restored; impossible actions are replaced by standing still. Damage and conditions from both turns remain. Mirror Prison Usage: Standard action; Medium; one creature with a visible reflection; 1 minute/level; Will negates; SR yes. Pull the target into the nearest reflective surface. It can move among reflections within 30 feet but cannot exit or affect the world. Breaking every suitable surface ends the spell and ejects it prone. World Pinch Usage: Standard action; Long; two 20-foot-radius areas; instantaneous; Reflex or Will negates; SR yes. Briefly make two locations occupy the same place. Exchange every creature and unattended object in the first area with those in the second. Each unwilling creature chooses Reflex or Will to resist and remains in its original space on success. Arcane Avalanche Usage: Standard action; Long; 60-foot cone; instantaneous; Reflex half; SR yes. Release layered waves of force, cold, sparks, and spatial pressure. Creatures take 15d6 mixed arcane damage, are pushed 30 feet, and fall prone on a failed save. Barriers and unattended objects take full damage.

Page 12

CIRCLE IX

Only an Arcanist may record and prepare these spells. Unworn Hour Usage: 10 minutes; Long; 40-foot-radius area; instantaneous; Will negates for unwilling creatures; SR yes. Restore the area to its physical state exactly one hour earlier: destroyed objects return, spent mundane supplies reappear, terrain repairs, and creatures regain the position and HP they had then. Memories and expended spell slots do not return; dead creatures return only if alive one hour ago. Grand Inscription Usage: 1 hour; Touch; one structure, district, or one-mile route; permanent; SR no. Write a network of self-sustaining runes with one complex purpose approved by the Worldkeeper: guard a city, move roads nightly, translate all speech, suppress fire, reveal lies, or a similarly broad law. It can be dispelled only by another Circle IX effect or dismantled rune by rune. The Ninth Answer Usage: 1 hour; Self; instantaneous; SR no. Ask one precise question about the past, present, magical law, or a possible future. Reality answers truthfully through a vision, diagram, or sentence. The answer may be symbolic where the future depends on choice, but it cannot knowingly deceive or refuse. Sovereign Thought Usage: Standard action; Long; up to one creature/level; 1 round/level; Will negates; SR yes. Speak one command of no more than twelve words. Failed creatures understand and pursue it using their own abilities, though an order that directly guarantees immediate death grants a new save before the fatal act. World Ledger Usage: 1 minute; Touch; one blank bound book; 24 hours; SR no. The book records every event within one mile that would matter to a reasonable historian: names spoken, deaths, spells, bargains, crimes, arrivals, departures, and major changes. It writes from multiple viewpoints, marks uncertainty, and cannot be altered by mortal means.

Page 13

Exclusivity & Deduplication

This version deliberately collapses or separates several repeated concept families:

such as Mirror Passage, Blood Door, and Quicksilver Step.

different tactical purposes.

access through Breaching Foam.

replaced by Ironmoth Phial.

Upfall Powder, which reverses personal gravity.

Lacquer, which stores and releases temperature.

Arcanist records or seals memory, while the Alchemist extracts it into a transferable dose.

through Last Heartbeat, while Alchemists manufacture the rare Lazarus Serum.

  • Short-range lightning, shadow, and generic teleport spells were reduced to distinct travel identities
  • Repeated force reflection ideas became Kinetic Siphon and Arcane Rebound, which now serve
  • The Arcanist owns magical barriers through Wallseed; the Alchemist instead owns destructive
  • The Arcanist owns living drawings through Living Ink; the Alchemist's former ink scout was
  • The Arcanist owns gravitational gathering through Gravity Knot; the Alchemist instead uses
  • The Arcanist owns protective ice through Rime Armor; the Alchemist instead uses Thermal Sink
  • Memory effects remain in more than one class only where their functions differ sharply: the
  • Similar resurrection effects were separated by cost and identity: Bloodmages bargain with death
Playtest Priorities

During play, record:

1. Whether a spell creates a meaningful choice instead of being an automatic best option.

2. Whether its Circle or Grade matches its actual encounter impact.

3. Whether an effect steals another class's identity.

4. Whether tracking its duration, cost, or condition slows the game.

5. Which effects players remember and talk about after the session.

The memorable spells should survive. The merely adequate ones should be replaced.

ACTIVE PLAYTEST ASSASSIN Priority Target Specialist OPEN BOOKCLOSE BOOK
AssassinAssassin Complete Playtest Handbook v1 + 20 Oct core-rule reconciliation
LIVE CLASS REFERENCE

Assassin

Class Rules

Hit Die d6 • Medium BAB • Good Reflex. Level 1 starts at 24 + 4×CON HP. The old “maximize one and roll three” rule is retired. General feats use the shared odd-level schedule.

Core loop: Observe → Study → Approach → Create Opportunity → Strike → Escape or Adapt.

5. Awareness - Quick Table Rule

◆ An Assassin may study a target from concealment or through a believable social role. Awareness is about whether the target recognizes the Assassin as an immediate threat, not merely whether the target can see the Assassin. State Quick definition Kill Attempt? Unaware Does not perceive the Assassin, or perceives the Assassin but has no reason to recognize an immediate attack Yes, if all other requirements are met Suspicious Senses that something is wrong and may actively observe, question, search, or ready an action, but has not identified the Assassin as the attacker Possible, but Assassin must win the approach contest Aware Knows the Assassin is present and recognizes the Assassin as a present danger No Actively engaged Is fighting, chasing, directly confronting, or defending against the Assassin No The World Keeper decides the starting state from the fiction. When uncertain, use opposed Hide vs. Spot, Move Silently vs. Listen, Bluff or Disguise vs. Sense Motive or Spot, or another fitting check. Awareness examples

loses initiative may still know exactly who is attacking. ◆

  • A guard who never saw the Assassin behind the curtain is unaware.
  • A duke calmly speaking to an Assassin disguised as a server may be unaware, even while looking directly at the Assassin.
  • A merchant who heard a floorboard and begins scanning the room is suspicious.
  • A soldier who saw the Assassin draw a blade is aware, even before initiative is rolled.
  • A target trading attacks with the Assassin is actively engaged.
  • Being flat-footed does not automatically mean unaware. A surprised target often is unaware, but a slow combatant who

6. Core Class Features

◆ Precision Strike Type: passive precision damage Range: melee or within 30 feet with a ranged weapon Saving throw: none

Once per attack, the Assassin deals the listed extra damage when the target is denied its DEX bonus to AC or is flanked by the Assassin. This is precision damage.

combine only for prerequisites; they do not cause one feature to advance another. Precision Strike deliberately advances more slowly than a Rogue-style sneak attack so it supports rather than replaces Kill Attempt. Study Target Type: special concentration action Range: 60 feet with line of sight; no range limit during direct social interaction if the Assassin can observe the target clearly Target: one creature Duration of completed study: 24 hours; see below Saving throw: none The Assassin watches a target's movement, habits, protection, anatomy, and reactions. At Level 1, completing a study requires three full-round actions of observation. The Assassin may do this from concealment, during surveillance, or while interacting socially. Studying is not itself visibly supernatural. No check is required when observation is clear and uninterrupted. If the target is deliberately concealing its identity, condition, movements, or anatomy, the World Keeper may call for Spot or Sense Motive opposed by Disguise, Bluff, or Hide. After a completed study, the target becomes the Assassin's studied target. The Assassin learns: 1. the target's awareness state at the time the study finishes; 2. whether its visible protection suggests light, medium, or heavy defense; 3. one apparent physical vulnerability, habitual opening, guarded route, or useful fact chosen by the World Keeper; 4. whether it appears to have conventional anatomy for precision damage. Study does not reveal exact HP, AC, saves, class levels, or hidden supernatural statistics. The Assassin may retain a number of studied targets equal to 1 + INT (minimum 1). Studying beyond this limit removes one earlier target chosen by the Assassin. A study lasts 24 hours, but it ends early if the target radically changes form or the Assassin learns that the observed creature was a false identity. Combat does not erase completed study. Taking damage, making an attack, casting a spell, or being forced to defend interrupts the current round of study. Completed study rounds are retained, but all unfinished study progress is lost if one full minute passes without continued observation. Study time improves to two consecutive full-round actions at Level 7, one full-round action at Level 15, one move action at Level 23, and one swift action at Level 29. Kill Attempt Type: standard action Range: melee or one ranged increment, maximum 30 feet Target: one studied creature Attack: one normal weapon attack Saving throw: none against damage Frequency: opportunity-based; not a per-day resource The Assassin makes one carefully prepared strike. All of the following must be true when the action begins:

  • Precision Strike applies to every qualifying attack, including a Kill Attempt.
  • It is not multiplied on a critical hit.
  • It does not apply beyond 30 feet.
  • It normally does not affect creatures immune to critical hits or lacking a discernible vulnerable anatomy.
  • Damage from other classes with a different name stacks when its own trigger is met. Dice explicitly called sneak attack dice

1. The target is a completed studied target.

2. The target is unaware of the Assassin as an immediate threat, or is suspicious and the Assassin wins an appropriate

opposed approach check.

3. The Assassin is not actively engaged with the target.

4. The Assassin can reach a plausible vulnerable point with the chosen weapon.

5. The attack is a single dedicated strike. It cannot be part of a full attack, attack of opportunity, charge, off-hand attack,

counterattack, or dual-wielding sequence.

6. The Assassin has not already expended this assassination opportunity against that target during the present encounter.

If the target is suspicious, the Assassin rolls the most fitting approach skill - usually Hide, Move Silently, Bluff, or Disguise - against the target's Spot, Listen, or Sense Motive. Failure means the target becomes aware before the attack, and Kill Attempt cannot be made. On a hit, damage equals: weapon damage + relevant modifiers + Precision Strike + Kill Attempt dice Kill Attempt dice are not multiplied on a critical hit. The weapon's normal damage and static modifiers multiply normally. A successful Kill Attempt is still one attack for all other purposes.

Whether the attack hits or misses, the target becomes aware if it survives and is capable of awareness. The Assassin cannot make another Kill Attempt against that target until all of these occur:

Changing squares, becoming invisible, or hiding behind a pillar during the same fight does not reset the opportunity. Helpless and sleeping targets A helpless or sleeping target may qualify, but the Assassin chooses either Kill Attempt or coup de grace, not both. Kill Attempt is useful when silence, range, speed, or avoidance of the coup-de-grace procedure matters. Bonuses from the two procedures never stack. Invisibility and concealment Invisibility can help make the target unaware, but it does not replace Study Target, positioning, weapon reach, or the approach check. Concealment applies normally to the attack unless the Assassin can accurately locate the target. The Assassin cannot Kill Attempt a target it cannot perceive well enough to identify a vulnerable point. Unusual anatomy and immunity At low levels, creatures immune to critical hits, amorphous creatures, incorporeal creatures, and creatures with no discernible anatomy are ineligible for Kill Attempt unless the World Keeper identifies a specific exploitable structure. Higher-level Anatomist features expand eligibility without erasing all monster defenses. PLAYTEST MECHANIC - Minimum Assassination Damage (Not Yet Final) On a successful Kill Attempt, roll the Kill Attempt dice normally. If their subtotal is below 3 x the number of Kill Attempt dice, use that minimum instead. Weapon damage, ability modifiers, Precision Strike, poison, and other damage are rolled normally and are not raised by this rule. Examples: 4d6 has a minimum subtotal of 12; 8d6 has a minimum of 24; 13d6 has a minimum of 39. This minimum is applied before damage reduction or resistance. It guarantees that proper setup produces meaningful damage, not a guaranteed kill. Formula comparison Three candidates were compared: Assassin level Kill dice Representative enemy HP A: level + 8 B: 2 x level C: 3 x kill dice 4d6

  • the present encounter or pursuit ends;
  • the Assassin breaks observation and contact for at least 10 minutes;
  • the target no longer reasonably expects an immediate renewed attack;
  • the Assassin completes a new Study Target.
35 Hp

8d6

120 Hp

13d6

260 Hp

These figures are minimums for the Kill Attempt dice only. A representative total also includes weapon damage, a normal modifier, and Precision Strike. With a 1d6 weapon and DEX or STR +3, floor-assisted expected totals are about 22 at Level 1, 45 at Level 15, and 73 at Level 30 when the other dice roll near average.

worst outcomes. Selected provisional formula: C - 3 x Kill Attempt dice. Damage-curve caution: this rule protects against unusually poor Kill Attempt rolls. Record live results at Levels 1, 5, 10, 15, 20, 25, and 30 before changing the dice progression. Assassin's Aim Beginning at Level 1, the Assassin may use DEX instead of STR on the attack roll for a light weapon, rapier, short sword, sap, kukri, or ranged weapon. This does not replace STR on melee damage. This is a passive weapon technique.

  • Formula A scales smoothly but is detached from the feature actually producing the damage.
  • Formula B is nearly meaningless at Level 1 and may become too aggressive at Level 30.
  • Formula C is easy to read directly from the class table, remains close to the dice's normal average, and prevents only the

Casing Level 2; passive. The Assassin gains a +2 competence bonus on Gather Information, Knowledge (local), Search, Spot, and Sense Motive checks made to learn a studied target's routine, guards, route, residence, workplace, allies, or security. At Level 14 this becomes +4. Casing never reveals exact game statistics. A successful check should produce actionable information, not merely "you learn nothing," unless the information truly does not exist. Evasion Level 3; passive. As the D&D 3.5 ability. On a successful Reflex save against an effect that normally deals half damage, the Assassin takes no damage. It functions only in light armor or no armor and while not using a shield. Exit Route Level 5; planning feature, once per encounter. After completing Study Target, or at any point before making a Kill Attempt, the Assassin may designate one plausible visible or previously surveyed escape route. Designating it requires no combat action. For three rounds immediately after the Kill Attempt resolves, the Assassin gains +10 feet to land speed and +2 on Balance, Climb, Escape Artist, Jump, Tumble, and checks made to avoid or escape a grapple while moving toward that route. The route must exist in the fiction. If none was declared before the attempt, Exit Route does not activate. It refreshes when the encounter and immediate pursuit end and at least 10 uninterrupted minutes pass. Quiet Entry Level 6; passive. The Assassin may move at full speed while using Hide or Move Silently with only a -2 penalty instead of -5. Opening an unlocked ordinary door, drawing a light weapon, or readying a hand crossbow may be folded into a move action without an additional stealth penalty. Two-Round Study Level 7. Study Target requires two consecutive full-round actions instead of three. Uncanny Dodge Level 8; passive. The Assassin retains DEX to AC while flat-footed or struck by an unseen attacker, but still loses DEX when immobilized. If another class already grants Uncanny Dodge, the Assassin instead gains Improved Uncanny Dodge using combined levels for the minimum flanking level. False Face Level 9; 10-minute preparation. Duration: until the disguise is abandoned. With basic disguise materials, the Assassin may take 10 on Disguise even under pressure and reduces penalties for disguising age, ancestry, or sex by 2. This does not change body shape, voice through magic, or physical species traits. Ghost Step Level 11; move action, once per encounter. After gaining cover or concealment from every observing enemy, the Assassin may make a Hide check as part of moving up to half speed, even if enemies were aware of the Assassin before the movement. This is mundane misdirection, not invisibility. It cannot be used while directly observed without cover or concealment. It refreshes after the encounter and 10 minutes. Improved Evasion Level 12; passive. As D&D 3.5. The Assassin takes no damage on a successful Reflex save and half damage on a failed save against qualifying effects. Armor restrictions are the same as Evasion. Exploit Protection I Level 13; passive. On Kill Attempt only, the Assassin ignores the first 5 points of physical damage reduction when the study revealed the protection or the Assassin spent at least 10 minutes preparing an appropriate weapon, angle, or striking method. This does not bypass energy resistance, incorporeal miss chance, hardness, regeneration, or an immunity. Improved Uncanny Dodge Level 14; passive. The Assassin can no longer be flanked except by a character whose relevant precision class levels exceed the Assassin's Assassin level by at least 4. Combine classes that grant Improved Uncanny Dodge as normal. One-Round Study Level 15. Study Target requires one full-round action.

Clean Exit Level 16; immediate action, once per encounter. Immediately after resolving a Kill Attempt, the Assassin may move 5 feet without provoking attacks of opportunity. This movement is not a 5-foot step and may be made even if the Assassin moved earlier in the turn, but not if movement is impossible. At Level 27, this improves to 10 feet. Refreshes after the encounter and 10 minutes. Studied Defense Level 17; passive. The Assassin gains +2 dodge AC and +2 Reflex saves against attacks and effects originating from a completed studied target. The benefit ends when that study expires. Dodge bonuses are lost when DEX to AC is lost. Deep Cover Level 18; preparation: 1 hour; duration: 7 days. The Assassin builds a mundane cover identity supported by clothing, mannerisms, documents where available, and a rehearsed explanation. The Assassin gains +4 circumstance bonus on Disguise and Bluff checks directly supporting that identity. A failed check creates suspicion rather than automatically revealing the Assassin unless the evidence is decisive. Only one Deep Cover identity may be active at a time. Mastery against supernatural targets comes from knowledge, preparation, and a reachable structural weakness - not magic. Anatomist I Level 19; passive. After studying a corporeal creature normally immune to critical hits, the Assassin may use Kill Attempt if the creature has a discoverable structural weakness - such as a vampire's heart, a skeleton's load-bearing joint, a golem's control seam, or an undead creature's animating focus.

Identifying the weakness requires a completed study plus a successful relevant Knowledge check: DC 15 + one-half the target's total HD. The World Keeper chooses the relevant Knowledge skill. Master Infiltrator Level 20; passive. The Assassin may take 10 on Hide, Move Silently, Open Lock, and Disable Device even when distracted or threatened, provided the Assassin is not actively engaged in combat. When defeating a mundane lock or trap by 10 or more, the Assassin may leave no obvious sign of tampering. Untraceable Level 21; 10-minute action. The Assassin may clean one small scene, route, campsite, or room of mundane signs of the Assassin's own passage. Search or Survival checks to track or identify the Assassin's activity take a -5 penalty. This does not erase witnesses, magic, large-scale destruction, blood belonging to other creatures, or evidence the Assassin cannot reach. Exploit Protection II Level 22; passive. Exploit Protection ignores 10 points of physical DR. If the DR requires a special material or damage type, the Assassin must have identified it during study and must use a plausible prepared method. The ability never makes an ordinary weapon count as magical for unrelated effects.

  • Kill Attempt dice and Precision Strike deal half their rolled amount, rounded down.
  • The provisional minimum applies before halving.
  • The attack does not remove the creature's general critical-hit immunity.
  • Truly amorphous, swarm, gaseous, or structureless targets remain ineligible.

Moving Study Level 23. Study Target requires one move action. It still needs clear observation. Slippery Mind Level 24; passive, once per effect. If the Assassin fails a save against an enchantment, the Assassin may retry the save one round later at the same DC. This is not an action. Only one retry is allowed per effect. Anatomist II Level 25; passive. Against a target qualified through Anatomist I, Precision Strike and Kill Attempt dice deal their full amount instead of half. The relevant Knowledge check remains required. Swarms, gaseous creatures, oozes without stable structures, and incorporeal creatures remain ineligible unless the fiction establishes a specific reachable anchor. Ghost in the Routine Level 26; passive. After observing a guarded location for at least 10 minutes, the Assassin may identify one routine gap: a patrol crossing, delivery interval, shift change, blind corner, social assumption, or similar opening. Once during the next 24 hours, the Assassin and up to INT willing allies (minimum one ally) gain +4 on one coordinated Hide, Move Silently, Bluff, Disguise, or timing-related initiative check used to exploit that gap. Each creature uses the bonus once; the plan fails for a creature whose actions contradict the identified opening. Perfect Exit Level 27. Clean Exit moves 10 feet. Exit Route also grants the Assassin the benefits of the Mobility feat while moving toward the declared route during its three-round duration. Exploit Protection III Level 28; passive. Exploit Protection ignores 15 points of physical DR on Kill Attempt. If the Assassin possesses the material or damage type that normally bypasses the DR, the Kill Attempt also treats the weapon as that type for the strike. This cannot bypass epic-only requirements or a defense for which no physical striking method is plausible. Instant Study Level 29. Study Target requires one swift action. The Assassin must still perceive the target clearly and remain within range. Perfect Opportunity Level 30; passive, Kill Attempt only. When every Kill Attempt prerequisite is met:

studied vulnerability;

Perfect Opportunity does not overcome total cover, total concealment, incorporeality, impossible reach, an invalid target, or the natural-1 misfortune rule. It improves execution of a real opportunity; it does not create one.

  • cover short of total cover does not increase the target's AC against the strike if the Assassin has a clear attack line to the
  • the Assassin ignores up to 2 points of circumstance penalties caused by awkward positioning;
  • on a natural attack roll of 2-5 that would miss, the Assassin may reroll once and must keep the new roll;
  • if the target survives, Exit Route activates even if it was already used this encounter.

◆

7. Level 1-30 Assassin Progression

◆ Lvl Total

Hd
Bab

Fort Ref Will Precision Kill Attempt Min. kill dice Class features gained +3 +1 +4 +1 +1d6 4d6 Assassin's Aim, Study Target (3 rounds), Kill Attempt +3 +1 +4 +1 +1d6 4d6 Casing +2 +3 +1 +4 +1 +1d6 4d6 Evasion +4 +2 +5 +2 +1d6 5d6 Kill Attempt +1d6 +4 +2 +5 +2 +2d6 5d6 Exit Route +5 +2 +5 +2 +2d6 5d6 Quiet Entry +5 +2 +5 +2 +2d6 6d6 Two-Round Study +6 +2 +6 +2 +2d6 6d6 Uncanny Dodge +6 +2 +6 +2 +3d6 6d6 False Face +6 +3 +6 +3 +3d6 7d6 Kill Attempt +1d6 +7 +3 +7 +3 +3d6 7d6 Ghost Step +7 +3 +7 +3 +3d6 7d6 Improved Evasion +8 +3 +7 +3 +4d6 8d6 Exploit Protection I +8 +3 +7 +3 +4d6 8d6 Casing +4, Improved Uncanny Dodge +9 +4 +8 +4 +4d6 8d6 One-Round Study +9 +4 +8 +4 +4d6 9d6 Clean Exit +9 +4 +8 +4 +5d6 9d6 Studied Defense +9 +4 +8 +4 +5d6 9d6 Deep Cover +10 +4 +9 +4 +5d6 10d6 Anatomist I +10 +4 +9 +4 +5d6 10d6 Master Infiltrator +11 +5 +9 +5 +6d6 10d6 Untraceable +12 +5 +10 +5 +6d6 11d6 Exploit Protection II +12 +5 +10 +5 +6d6 11d6 Moving Study +12 +5 +10 +5 +6d6 11d6 Slippery Mind +12 +5 +10 +5 +7d6 12d6 Anatomist II +13 +6 +11 +6 +7d6 12d6 Ghost in the Routine +13 +6 +11 +6 +7d6 12d6 Perfect Exit +14 +6 +11 +6 +7d6 13d6 Exploit Protection III +14 +6 +11 +6 +8d6 13d6 Instant Study +15 +6 +12 +6 +8d6 13d6 Perfect Opportunity General feats and ability increases are omitted from the "class features" column because every Hornerville character gains them. Their schedule is stated in Section 4. Progression note: repeated Total HD values are intentional. Hornerville uses thirty class levels to spread approximately D&D 3.5 Levels 4-20 worth of core Hit Dice, BAB, and save advancement across more frequent class-feature and feat gains. ◆

8. Rest And Recovery

◆ The Assassin has no daily magical resource pool.

uninterrupted minutes in which the Assassin is not attacking, being attacked, chased, or undertaking strenuous activity.

another attack. The fictional situation must genuinely reset. ◆

  • Once per encounter features refresh only after the encounter and any immediate pursuit end, followed by at least 10
  • Study Target expires after 24 hours unless ended earlier.
  • Deep Cover lasts up to 7 days.
  • Ghost in the Routine lasts 24 hours or until used.
  • Ordinary sleep does not automatically restore an assassination opportunity against a target that remains alert and expects

9. Multiclassing

◆ Hornerville imposes no multiclass XP penalty. A trainer is required to enter Assassin unless the World Keeper approves a story-based equivalent.

  • Total HD determines BAB, base saves, maximum skill ranks, and effects that explicitly reference total HD.

studied-target capacity features, DR bypass, and all other Assassin table progression.

dice or its minimum.

effect may help create an opportunity but never replaces Study Target. ◆

  • Assassin class level determines Precision Strike dice, Kill Attempt dice, minimum assassination damage, study speed,
  • A one-level dip grants only the Level 1 Assassin features at their Level 1 values. High total HD does not inflate Kill Attempt
  • Precision damage from separate classes stacks only when every feature's individual trigger is satisfied.
  • Assassin class levels stack with another class only where a rule explicitly says so, such as Uncanny Dodge.
  • A multiclass character still must satisfy every Kill Attempt prerequisite. Another class's invisibility, disguise, or control

10. Rules Clarifications

◆ Surprise rounds A surprise round can create an assassination opportunity, but only if Study Target was completed before initiative and the target is genuinely unaware. Because Kill Attempt is a standard action, it may be used during a normal D&D 3.5-style surprise round if every prerequisite is already satisfied. Study Target and Kill Attempt are separate actions. An Assassin cannot normally complete a full-round Study Target and make a Kill Attempt in the same surprise round unless another rule specifically grants enough actions. Flat-footed targets Flat-footed status can enable Precision Strike. It does not by itself enable Kill Attempt. A target can be flat-footed yet aware of the Assassin. Flanking Flanking enables Precision Strike but not Kill Attempt. A target being openly flanked is normally actively engaged. Concealment and cover Miss chances and AC bonuses apply normally. Total concealment prevents targeting unless the Assassin can precisely locate and study the target. Total cover prevents the attack. Perfect Opportunity modifies partial cover only as written. Invisibility Invisibility assists approach and awareness but is not an automatic Kill Attempt. Attacking normally ends standard invisibility. A target that watched the Assassin become invisible remains aware and cannot be assassinated merely because it cannot currently see the Assassin. Critical hits Only weapon damage and normally multiplied static modifiers are multiplied. Precision Strike and Kill Attempt dice are never multiplied. Critical immunity functions normally except for the specific eligibility created by Anatomist. Coup de grace Choose coup de grace or Kill Attempt. They cannot be combined in one attack. Poison Poison can be delivered by a Kill Attempt if the weapon and poison permit it. Poison damage, saves, onset, and immunity remain separate. This draft does not grant automatic Poison Use because poison should be a tactical equipment choice, not mandatory class identity. PLAYTEST DECISION NEEDED: Confirm whether earlier Hornerville Assassin canon granted Poison Use. If it did, restore "apply poison without accidental exposure" at Level 2 without changing the damage progression. Nonlethal attacks The Assassin may declare a nonlethal Kill Attempt with a sap or another legal nonlethal method. The damage becomes nonlethal, and the fiction is a knockout attempt rather than a killing stroke. Using a lethal weapon nonlethally takes the normal -4 attack penalty unless another rule removes it. Grappling Kill Attempt cannot be initiated while grappling. Precision Strike applies in a grapple only when the chosen attack is legal and its trigger is independently met.

Ranged Kill Attempt The target must be within one range increment and no more than 30 feet away. Cover, concealment, ammunition, line of effect, and weapon proficiency apply normally. A projectile must be capable of reaching the studied vulnerability. Natural 1 and misfortune A natural 1 on the Kill Attempt attack roll is a miss and triggers Hornerville's normal 1d6 misfortune table. The opportunity is expended, and a surviving target becomes aware if capable of doing so. Attacks of opportunity Kill Attempt is not an attack of opportunity. Making a ranged Kill Attempt while threatened provokes normally. Clean Exit occurs only after the Kill Attempt resolves. Multiple attacks and dual wielding Kill Attempt is exactly one attack. It cannot be attached to a full attack, off-hand attack, extra attack, counterattack, or similar sequence. Precision Strike may apply normally to multiple qualifying attacks in ordinary combat. Damage reduction DR applies after the provisional minimum sets the Kill Attempt-dice subtotal. Exploit Protection ignores only the amount and types stated. Hardness and energy resistance are not DR. Critical-hit immunity Before Anatomist I, immunity normally prevents Precision Strike and Kill Attempt eligibility. Anatomist I creates limited eligibility at half precision damage; Anatomist II restores full precision damage against a studied, structurally exploitable target. General immunity remains intact for all unrelated attacks. Sleeping targets Sleeping normally means unaware and denied DEX, but Study Target and access to a plausible vulnerable point are still required. Supernatural resilience Fast healing, regeneration, mist-form escape, phylacteries, resurrection, and similar abilities function normally after damage unless the Assassin separately prepared the required countermeasure. The class can threaten supernatural creatures; it does not automatically negate their stories or defenses. ◆

11. Examples Of Play

◆ Example 1 - Ordinary combat Nifty, a Level 5 Assassin, is already trading blows with a bandit. The bandit is actively engaged, so Kill Attempt is illegal. An ally moves into flanking position. Nifty attacks with a short sword at BAB +4, DEX +4, for +8 total. The d20 is 11, total 19, and hits. Damage is 1d6 weapon + STR +1 + Precision Strike 2d6. The rolls are 4, 3, and 5: 13 damage. Nifty remains useful, but this is not assassination-level damage. Example 2 - Successful setup At Level 10, an Assassin watches a corrupt captain from a concealed loft. Study requires two full rounds. The captain remains unaware. The Assassin previously learned the captain removes his gorget while eating and waits until he sits beneath the loft. The Assassin drops within reach and makes a standard-action Kill Attempt with a short sword: BAB +6, DEX +5, masterwork +1, total +12. The roll is 15, total 27, and hits. Damage:

The 7d6 assassination minimum is 21, so 16 becomes 21. Total damage is 4 + 2 + 9 + 21 = 36. The captain had 52 HP and survives with 16. He is now aware, the assassination opportunity is expended, and the Assassin must escape or fight normally. Exit Route activates.

  • short sword 1d6 = 4
  • STR +2
  • Precision Strike 3d6 = 9
  • Kill Attempt 7d6 rolls only 16

Example 3 - Failed assassination A Level 7 Assassin has studied a magistrate, but a guard heard movement and warned him. The magistrate is suspicious, so the Assassin must win Move Silently against Listen before attacking. The Assassin rolls 14 +11 = 25. The magistrate rolls 17 +9 = 26. The approach fails by 1. The magistrate turns, recognizes the threat, and becomes aware. No attack is made because the Kill Attempt prerequisites failed before the attack. The study remains recorded, but the current opportunity is gone. The Assassin may use Ghost Step later to escape, but cannot hide for one round and immediately retry Kill Attempt. If the approach had succeeded but the attack roll missed, the target would still become aware and the opportunity would still be expended. Example 4 - Supernatural target A Level 25 Assassin studies a 24-HD stone guardian with DR 10/adamantine and critical immunity. A Knowledge (arcana) or relevant Craft check is required by Anatomist. The DC is 15 + 12 = 27. The Assassin rolls 16 +14 = 30 and identifies a load-bearing control seam beneath a shoulder plate. The Assassin prepares an adamantine piercing tool and later reaches the unaware guardian. The Kill Attempt hits. Damage:

Anatomist II allows full precision damage. Exploit Protection II can ignore 10 DR after proper preparation; the adamantine tool also satisfies the DR normally. Total damage is 63. The guardian has 210 HP and survives. The strike is serious but does not erase a boss-scale supernatural defense or guarantee destruction. ◆

  • weapon 1d6 = 3
  • STR +2
  • Precision Strike 7d6 = 22
  • Kill Attempt 12d6 rolls 31, raised to its minimum of 36

12. World Keeper Adjudication Guide

◆ When a player asks whether Kill Attempt is available, answer these five questions in order:

1. Studied? Is a completed, unexpired study recorded?

2. Aware? Does the target recognize the Assassin as an immediate threat?

3. Reachable? Can the chosen weapon plausibly reach a vulnerability?

4. Opportunity unused? Has this target already survived an attempt in this encounter?

5. Action available? Can the Assassin take the required standard action?

If all five answers support the attempt, allow it. If one fails, state exactly which fictional condition is missing so the player can make an informed plan. Do not punish creative preparation by inventing hidden barriers after the player has succeeded on the relevant checks. Do not waive awareness merely because the player says "I use Kill Attempt." ◆

Still playtest: Kill Attempt minimum-damage floor remains provisional; safe Poison Use restoration and the universal equipment package still need final owner text.
ACTIVE PLAYTEST BERSERKER Relentless Melee Force OPEN BOOKCLOSE BOOK
BerserkerLater Breaking Point canon + Berserker playtest reconciliation
LIVE CLASS REFERENCE

Berserker

Class Rules

Hit Die d12. Level 1 starts at 48 + 4×CON HP before other effects. The old illegal +4 starter package is retired; use the +10 modifier-only system.

Breaking Point — Controlling Model

Breaking Point activates automatically when the Berserker reaches 30% of maximum HP or lower. The Berserker locks onto the source of the triggering danger or injury, gains +5 speed and an extra strike, and attacks anything physically obstructing the path to that target. The state does not grant a generic Strength increase and does not necessarily end when the first target falls. A raging Berserker cannot be dominated.

This is dangerous tunnel vision, not a calm tactical stance. The class should feel fierce, unstable, and terrifying rather than like a reskinned Gladiator.

Retired Conflict

The older voluntary Berserk model and Reckless Commitment AC-to-damage mechanic are not used by this reconciled reference unless explicitly restored.

Still class-only playtest: BAB/save family, unified feature table, No Holding Back scaling, and final capstone/attack-count wording remain to be locked.
ACTIVE / REBUILT BLOODMAGE Constitution-Based Battle Caster OPEN BOOKCLOSE BOOK
BloodmageBloodmage Complete Handbook/Spellbook v1.0 + 20 Oct XP/HP reconciliation
LIVE CLASS REFERENCE

Bloodmage

Class Rules

Hit Die d10 • Primary CON • Medium BAB • Good Fortitude & Will. Level 1 starts at 40 + 4×CON HP; with the recommended CON +3, that is 52 HP before other effects.

Corrected XP Through Level 20

1 0 • 2 4,000 • 3 8,000 • 4 12,000 • 5 16,000 • 6 20,000 • 7 24,000 • 8 28,000 • 9 32,000 • 10 36,000 • 11 40,000 • 12 44,000 • 13 48,000 • 14 52,000 • 15 56,000 • 16 60,000 • 17 64,000 • 18 68,000 • 19 72,000 • 20 76,000

8. Constitution-Based Blood Casting

The Bloodmage casts rites spontaneously from the rites he knows. He does not prepare a daily list and does not depend on a deity, prayer, spellbook, or material pouch.

8. Constitution-Based Blood Casting

Rite save DC = 10 + rite Circle + Constitution modifier. Rite attack roll = base attack bonus + Constitution modifier. Blood Points per full rest = Base BP from the advancement table + one-half Constitution modifier, rounded down. Casting a rite costs Blood Points equal to its Circle. All Blood Points return after a full rest. Rites known At Level 1, a Bloodmage knows six Circle I rites. At every new Bloodmage level, he learns two additional rites from any Circle he can cast. A rite may also be learned through a Bloodmage mentor, preserved blood record, anatomical discovery, or other story source approved by the Worldkeeper. Learning a rite does not make it available to Arcanists, Shamans, or Alchemists. The Bloodmage may replace one known rite whenever he gains a Bloodmage level, representing discarded practice and retrained blood memory. Spell resistance and components A rite that directly affects an unwilling creature allows Spell Resistance unless its entry says otherwise. Hornerville magic has no default verbal or material components. Blood, scars, gestures, instruments, whispered counting, and visible changes are class fiction unless an entry creates a mechanical requirement.

9. Blood Rite

Blood Rite is the class's defining gamble. When casting a Bloodmage rite, the caster may deliberately sacrifice HP to empower it. This is optional. The player chooses before attack rolls or saving throws are resolved. The Blood Price The standard Blood Price is 2 HP per Circle of the rite, with Circle I costing 2 HP. The sacrifice comes from current HP and cannot be paid with temporary HP. It cannot be prevented, reduced, redirected, resisted, or transferred. A Bloodmage cannot pay a Blood Price that would reduce him below 1 HP. HP sacrificed to Blood Rite becomes a Rite Wound. A Rite Wound cannot be healed while the empowered rite remains active. For an instantaneous rite, it remains locked until the end of the encounter or 10 minutes, whichever comes first. After the lock ends, it becomes ordinary missing HP and can be healed normally. This prevents a large Constitution score or constant healing from turning sacrifice into a meaningless cost. Universal Blood Rite augments Choose one legal augment when paying the Blood Price: ● Potency: +1 to the rite's save DC or +2 on its rite attack roll. ● Overflow: Add one extra damage or healing die, plus one additional die for every three Circles above I. Circle I-III adds 1 die, IV-VI adds 2 dice, and VII-IX adds 3 dice. The added dice use the rite's primary die type. ● Reach: Increase Touch to Close, Close to Medium, or Medium to Long. A Long-range rite instead increases a burst, cone, line width, or radius by 5 feet. A rite with Self range cannot use this augment unless its entry says otherwise.

9. Blood Rite

● Persistence: Double a non-instantaneous duration, to a maximum of 24 hours. This cannot extend concentration, permanent, or until-discharged effects. Many rites also list a Signature Blood Rite option. A signature option may be chosen instead of a universal augment. Deep Rite and Master Rite At 7th level, Deep Rite allows the Bloodmage to apply two different augments to one casting by paying the Blood Price separately for each. At 15th level, Master Rite allows three different augments on one casting, each with its own Blood Price. The same augment cannot be selected twice unless the rite explicitly permits it. Overdrawing Blood Points When the Bloodmage lacks enough Blood Points, he may Overdraw. Each missing Blood Point costs 3 HP. Overdraw HP reduces both current and maximum HP until the next full rest, cannot come from temporary HP, and cannot reduce the Bloodmage below 1 HP. Overdraw may be combined with Blood Rite, but their costs are paid separately. At 17th level, Living Reservoir reduces Overdraw to 2 HP per missing Blood Point.

10. Active Rites

Major enhancement rites marked ACTIVE RITE are limited by the Active Rites mechanic. At Level 1, the Bloodmage may maintain one Active Rite at a time. This increases to two at Level 7, three at Level 14, and four at Level 20. An Active Rite uses one slot regardless of how many individual bonuses it grants. If one casting affects multiple creatures, it still uses one slot. If the Bloodmage would exceed his limit, he chooses one existing Active Rite to end immediately. An Active Rite may be dismissed on the caster's turn without an action. Two instances of the same Active Rite never stack on one creature. Ordinary non-Active spells and short emergency reactions do not count against the limit. Any Blood Rite HP sacrificed to enhance an Active Rite remains a locked Rite Wound until that Active Rite ends.

11. Reading the Body

At Level 1, a Bloodmage can obtain basic physical information without spending Blood Points or wasting a rite. Observation After observing a creature within 30 feet for one round, the Bloodmage may attempt Knowledge (Anatomy) against DC 10 + the creature's Hit Dice. On success, he learns its health band (unharmed, lightly wounded, heavily wounded, or near death), whether it is actively bleeding, and one obvious physical condition such as poison symptoms, disease symptoms, exhaustion, suffocation, or magical alteration of flesh. Examination With a standard action and touch, or one minute with a cooperative subject, the Bloodmage may use Knowledge (Anatomy) or Heal against DC 15, adjusted by complexity. Success identifies the apparent source and severity of wounds, whether bleeding is internal or external, signs of poison or disease, broken bones, organ distress, and whether healing magic has altered the injury.

11. Reading the Body

Corpse examination Ten minutes of examination allows a Knowledge (Anatomy) check to estimate cause of death, broad time of death, major injuries before and after death, unusual blood loss, poison or disease signs, and evidence of reanimation, feeding, or bodily alteration. A more difficult or unfamiliar case increases the DC. Reading the Body provides evidence, not impossible certainty. Disguise, deliberate surgical alteration, rare biology, decay, and magic can mislead or increase the DC.

12. Signature Knowledge Skills

Knowledge (Anatomy) Intelligence-based. This skill covers organs, bones, muscles, circulation, wounds, blood loss, trauma, cause of death, creature physiology, biological weaknesses, disease, poison effects, surgery, and magical alterations of flesh or blood. Common uses include: ● Identify a wound, fracture, or organ at risk. ● Estimate cause and time of death. ● Recognize blood-loss severity or internal bleeding. ● Determine whether a biological weakness is plausible. ● Understand unfamiliar creature anatomy after study. ● Identify signs of disease, poisoning, feeding, or surgical alteration. Knowledge (Undead) Intelligence-based. This skill covers identification, physiology, behavior, strengths, weaknesses, resistances, known creation methods, signs of reanimation or vampirism, and the interaction between Bloodmage abilities and undead bodies. Common uses include: ● Identify an undead type from physical or behavioral evidence. ● Determine whether it possesses usable blood, organs, bones, circulation, or only spiritual form. ● Recall common resistances, feeding needs, recovery patterns, and vulnerabilities. ● Distinguish a corpse from a dormant or feigning undead creature. ● Recognize recent reanimation, vampiric feeding, preservation, possession, or bodily reconstruction. ● Predict which Bloodmage rites are likely to function normally, partially, or not at all. Knowledge (Undead) does not become Knowledge (Religion). Hornerville undead are studied through physiology, history, behavior, bloodlines, magic, and direct evidence.

13. Blood and Undead Physiology

The Worldkeeper assigns a physiology category when needed. A successful Knowledge (Undead) check may reveal it. ● Living circulation: Normal living creatures with blood or a comparable circulating life fluid. Blood-dependent rites function normally.

13. Blood and Undead Physiology

● Blooded undead: Undead with usable blood, preserved organs, or active circulation, including many vampires. Blood-control rites may function, but healing, poison, disease, and ordinary bleeding immunities remain unless a rite says otherwise. ● Bloodless corporeal undead: Skeletons, dried bodies, and other physical undead without usable circulation. Blood-dependent control fails, but weapon enhancements, sanguine damage created from the caster, bone effects, and rites that target a body rather than blood may function. ● Incorporeal undead: Creatures without a stable physical body. Anatomy can identify behavior and vulnerabilities, but physical blood and organ effects normally fail. The exact physiology of a named Hornerville creature overrides assumptions. Not every vampire, corpse, spirit, or reanimated body works identically.

14. Class Features

Bloodbound Armament - Level 2 After a 10-minute rite, choose one weapon you are proficient with. It becomes bloodbound until you bind another. Your self-only weapon enhancement rites may affect that weapon while you hold it, and you may call it to your empty hand from within 30 feet as a move action if it is unattended and has a clear path. Bloodbinding grants no proficiency, attack bonus, extra attacks, or automatic critical hits. Bloodsense - Level 3 As a move action, sense fresh blood, active bleeding, and living circulation within 30 feet until the start of your next turn. Ordinary darkness and concealment do not block the sense, but solid barriers, sealed containers, and effects that block supernatural detection may. Bloodsense gives location and general strength, not identity or exact HP. Combat Invocation - Level 4 Once per encounter, the first self-targeted Active Rite you cast with a standard-action casting time may be cast as a move action. This does not remove its Blood Point or Blood Rite cost. Anatomy Exploit - Level 5 After successfully Reading the Body of a hostile creature, choose one benefit for the encounter: +1 on weapon attack and damage rolls against it, or +1 to Bloodmage rite DCs against it. You may maintain this insight against only one creature at a time. Surgical Insight - Level 6 You may perform first aid, stop ordinary bleeding, or stabilize a dying creature as a move action. When you take at least one minute to treat a creature, add your Constitution modifier as an insight bonus on the Heal check. You may use improvised clean tools without penalty when proper medical tools are unavailable. Deep Rite - Level 7 Blood Rite may apply two different augments to one casting, paying each Blood Price separately. Red Recovery - Level 8 When a hostile creature you damaged or affected with a rite falls to 0 HP or lower within 30 feet, recover 1 Blood Point. This can occur once per round and a number of times per full rest equal to your Constitution modifier, minimum once. Summoned or helpless creatures deliberately used as fuel do not trigger Red Recovery.

14. Class Features

Scarred Focus - Level 9 Gain +4 on Concentration checks caused by damage, pain, bleeding, grappling, or casting defensively. Rite Wounds never force a Concentration check by themselves. Wound Savant - Level 10 Once per round when you deal bleeding damage or damage to a bleeding creature, add your Constitution modifier to one damage roll. You also identify whether visible blood is fresh, contaminated, magically altered, living, or undead with a successful Reading the Body check. Undead Anatomist - Level 11 Gain +4 on Knowledge (Undead) checks. After one successful examination of an undead creature, your Anatomy Exploit may affect it even if it lacks blood. This does not make blood-dependent control function on a bloodless target; it represents targeting joints, preserved organs, bindings, or structural weaknesses. Greater Combat Invocation - Level 12 Combat Invocation may be used once per encounter as a swift action instead of a move action. Crimson Reach - Level 13 Willing-target Touch rites may be delivered at Close range. Self-only rites remain Self unless their entry says otherwise. Unwilling Touch rites still require touch unless Blood Rite: Reach or another ability changes them. Active Rites 3 - Level 14 You may maintain three Active Rites at once. Master Rite - Level 15 Blood Rite may apply up to three different augments to one casting, paying each Blood Price separately. Refuse Death - Level 16 Once per full rest, when HP damage would reduce you below 1 HP, remain at 1 HP instead. This does not prevent disintegration, bodily destruction, death from maximum-HP loss, or a non-HP death condition. You gain no immunity after the trigger. Living Reservoir - Level 17 Add your full Constitution modifier, rather than half, to Blood Points. Overdraw costs 2 HP per missing Blood Point instead of 3. Heart Command - Level 18 Once per full rest, after a creature with a physical body succeeds on a saving throw against your Bloodmage rite, force it to reroll and use the second result. Against bloodless or incorporeal undead, Heart Command works only if Undead Anatomist and Anatomy Exploit currently apply to that creature. Living Blood - Level 19 You are immune to ordinary bleeding and natural disease, gain +4 on saves against poison and magical disease, and may determine the exact remaining duration of a poison, disease, bleed, or physical transformation affecting a creature you successfully examine. Sanguine Ascendant - Level 20 You may maintain four Active Rites. The first Blood Rite augment you use in each encounter costs half its normal HP, rounded up. Once per full rest, cast one known Bloodmage rite without spending Blood Points; Blood Rite costs still apply. Your body remains mortal and can still be killed.

14. Class Features

15. Bleeding Rules

A Bloodmage bleed deals the listed HP loss at the end of the target's turn. A creature can suffer only one Bloodmage bleed at a time; a stronger bleed replaces a weaker one, and equal effects do not stack. Unless an entry says otherwise, a standard action and a successful Heal check against the rite's save DC ends the bleed. Magical healing that restores at least as many HP as the bleed's next tick also ends it. Blooded undead may be affected only when the specific rite says so or their physiology permits it. Bloodless and incorporeal creatures do not bleed.

16. Combat Tactics

Before contact Use Reading the Body and Bloodsense. Decide whether the enemy is living, blooded undead, bloodless, already wounded, or protected by Spell Resistance. Choose an Active Rite that answers the actual fight rather than defaulting to one permanent combination. Opening round Use Combat Invocation to establish a self-enhancement without surrendering the entire turn. Blood Edge is efficient damage, Sanguine Guard is safer, Red Rush closes distance, and Predator's Pulse rewards focus on a wounded target. Inside melee The Bloodmage should use positioning and temporary advantages, not pretend to be a Gladiator. Mix normal attacks with swift or immediate rites, retaliatory defenses, reach, lifesteal, and short control. If the enemy is hard to hit, use rite attacks instead of forcing weapon swings. When wounded The class becomes more dangerous but not invincible. Vein Drinker, Blood Retaliation, Blood Mirror, Death Refusal, and other rites can reverse pressure. Blood Rite becomes more dramatic because every sacrifice matters. Do not spend to 1 HP without a survival plan. Against undead Identify physiology before spending a blood-dependent rite. Against a bloodless enemy, use weapon enhancements, caster-created sanguine damage, bone/body effects, battlefield control, or Anatomy Exploit. Against vampires and blooded undead, Knowledge (Undead) determines which circulatory effects can bypass their unusual state.

22. Player Quick Reference

At the start of a fight: Identify physiology and wounds. Choose the Active Rite that answers this battlefield. Decide whether Blood Rite is worth the locked HP. Keep enough Blood Points for an emergency. Remember that martial allies are better at sustained weapon combat. On every Blood Rite decision, ask: ● Will this extra power change the outcome? ● How long will the Rite Wound remain locked? ● What happens if I am hit immediately afterward? ● Am I spending HP because it is dramatic, or because it is useful? The Bloodmage is strongest when the player understands the body, chooses the correct enhancement, and risks exactly enough.

COMPANION VOLUME

Blood Rite Book

1. Shared Bloodmage Magic Rules

Standard action: The character's main action. Move action: Movement or a comparable minor action. Swift action: A very fast action used once during the character's turn. Immediate action: A reaction outside the character's turn; it uses the next swift action. Full-round action: Uses both the standard and move actions. Touch: Physical contact. Close: 30 feet. Medium: 60 feet. Long: 120 feet. Rite save DC: 10 + rite Circle + Constitution modifier. Rite attack: Base attack bonus + Constitution modifier. Blood Point cost: Equal to the rite's Circle. Spell Resistance: Yes when a rite directly affects an unwilling creature, unless the entry says otherwise. Components: Hornerville magic has no default verbal, material, or somatic components. Fresh blood, visible scars, instruments, and gestures are class imagery unless an entry makes them mechanically necessary.

2. Descriptors and Terms

ACTIVE RITE: Counts against the caster's Active Rite limit. BLOOD-DEPENDENT: Requires usable blood or comparable circulation in the target. It normally fails against bloodless or incorporeal creatures. BODY: Changes flesh, bone, muscle, organs, or the caster's physical structure. It does not automatically require the target's blood. SANGUINE DAMAGE: Supernatural physical harm formed from the caster's blood magic. It can damage living creatures, objects when stated, and undead. It is not poison, disease, negative energy, or ordinary bleeding. Spell Resistance applies when the rite targets a creature. WOUNDED: Below maximum HP or currently suffering a bleed effect. BLEEDING: Ongoing HP loss at the end of the target's turn. Only one Bloodmage bleed affects a creature at once; the stronger effect replaces the weaker.

2. Descriptors and Terms

Signature Blood Rite: A special augment available when the caster pays the Blood Price. It replaces a universal augment unless Deep Rite or Master Rite permits more than one.

3. Quick Index

Circle I: Blood Edge, Sanguine Guard, Red Rush, Predator's Pulse, Blood Bolt, Coagulate, Bloodprint. Circle II: Crimson Strength, Borrowed Vigor, Scarlet Reach, Vein Snare, Blood Heat, Shared Wound, Vein Compass. Circle III: Sanguine Armor, Heartfire, Blood Retaliation, Open Wound, Crimson Lance, Life Exchange, Kinmark. Circle IV: Vein Drinker, Blood Frenzy, Blood Armor, Blood Mirror, Heart Hammer, Crimson Storm, Purging Blood. Circle V: Predator Ascendant, Life Bond, Sanguine Chains, Hemorrhage, Blood Prison, Blood Door, Crimson Offering. Circle VI: Marrow Bastion, Blood Eclipse, Death Refusal, Rupture, Vein Storm, Soulstitch, Red Dominion. Circle VII: Sanguine Dominion, Vessel of Many, Shared Fate, Heart Stop, River of Blood, Unkillable Wound, Body Claim. Circle VIII: Scarlet Colossus, Perfect Circulation, Blood Moon Field, Blood Puppet, Empty Vein, Last Breath Mortgage, House of Flesh. Circle IX: Crimson Apotheosis, Last Heartbeat, Final Offering, Name in the Blood, Sea of Blood, Sanguine Cataclysm, Bloodline Rewrite.

3. Quick Index

CIRCLE I

Blood Edge - ACTIVE RITE Action: Standard. Range: Self. Target: One held weapon. Duration: 1 minute/level. Save: None. SR: No. Your blood forms a thin supernatural edge along the weapon. The weapon counts as magical and deals +1d6 sanguine damage on the first successful hit you make each round. At Bloodmage Levels 7 and 15, this bonus increases by +1d6. Signature Blood Rite - Hungry Edge: For the duration, the bonus damage applies to the first two successful hits each round, but never more than once on the same attack. Sanguine Guard - ACTIVE RITE Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. A moving layer of hardened blood turns aside blows. Gain +2 Armor Class. This is a deflection bonus and does not stack with another deflection bonus. When you are below half maximum HP, the bonus becomes +3. Signature Blood Rite - Guard Another: One willing creature within Close range receives the rite instead of you. Red Rush - ACTIVE RITE Action: Standard. Range: Self. Duration: 1 minute. Save: None. SR: No. Accelerate circulation and sharpen leg response. Gain +10 feet speed, +2 on initiative checks made while the rite remains active, and +2 on checks to jump, climb, or resist forced movement. Signature Blood Rite - Violent Start: Move up to half your speed immediately without provoking attacks of opportunity from the first creature whose threatened area you leave. Predator's Pulse - ACTIVE RITE, BLOOD-DEPENDENT Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Choose one wounded creature you can perceive. You know its direction while it remains within 60 feet and gain +1 on weapon attacks, rite attacks, and damage rolls against it. When it falls or leaves range, choose another wounded creature as a swift action. Signature Blood Rite - Smell the Weak: The range becomes 120 feet, and ordinary concealment does not hide the target's location from your Bloodsense. Blood Bolt Action: Standard. Range: Medium. Target: One creature or object. Duration: Instantaneous. Save: None. SR: Yes for creatures. Launch a hardened bolt made from your own blood magic. Make a ranged rite attack. On a hit, deal 2d6 + Constitution modifier sanguine piercing damage. Add 1d6 at Bloodmage Levels 5, 9, 13, and 17.

CIRCLE I

Signature Blood Rite - Forked Bolt: After a hit, a second creature within 15 feet of the first takes half the rolled damage; a Reflex save negates the secondary damage. Coagulate Action: Standard. Range: Touch. Target: One living creature. Duration: Instantaneous. Save: None when willing. SR: No when willing. Close wounds and stabilize circulation. Restore 1d8 + Constitution modifier HP and end one ordinary bleed effect. This rite does not remove poison, disease, broken bones, or organ damage. It does not heal undead unless a creature's specific physiology says it can be repaired by living-blood healing. Signature Blood Rite - Emergency Seal: Cast as a swift action on a creature at 0 HP or lower, or as an immediate action when a creature within reach begins dying. Bloodprint Action: 1 minute. Range: Touch. Target: One blood sample. Duration: Instantaneous record. Save: None. SR: No. Analyze the sample. Learn whether it is living or undead blood, fresh or old, naturally or magically altered, contaminated by poison or disease, and whether two samples came from the same creature or a close blood relative. You may preserve the result as a crimson pattern only a Bloodmage can read. Signature Blood Rite - Deep Sample: Also learn the owner's ancestry clues, health band when the sample was shed, and one major ongoing biological alteration present at that time.

CIRCLE I

CIRCLE II

Crimson Strength - ACTIVE RITE, BODY Action: Standard. Range: Self or Touch. Target: One willing creature. Duration: 1 minute/level. Save: None. SR: No. Thicken muscle fibers and reinforce tendons. The target gains +2 Strength modifier for melee attack rolls, weapon damage, lifting, breaking, grappling, and Strength checks. This does not grant proficiency or extra attacks. Signature Blood Rite - Sudden Exertion: The target may immediately attempt one Strength check, grapple check, or melee attack as a reaction to the rite being cast. Borrowed Vigor - ACTIVE RITE, BODY Action: Standard. Range: Touch. Target: One willing living creature. Duration: 1 minute/level. Save: None. SR: No. Grant temporary HP equal to 5 + twice your Bloodmage level and +2 on Fortitude saves. The temporary HP disappear when the rite ends. Signature Blood Rite - Split Vigor: Divide the temporary HP as you choose between two willing creatures within reach; both receive the Fortitude bonus, and the one casting still occupies only one Active Rite slot. Scarlet Reach - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Extend muscle, bone, blood force, and weapon path. Your natural melee reach increases by 5 feet. You may still attack adjacent creatures normally. This does not enlarge your occupied space. Signature Blood Rite - Grasping Reach: Once per round after hitting a creature with a melee attack, pull it 5 feet toward you if it is no more than one size category larger; Fortitude negates. Vein Snare - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One creature with usable circulation. Duration: 1 round/level. Save: Fortitude negates; repeat at end of turn. SR: Yes. Lock blood in the target's legs. Its speed becomes 0. It may still attack, cast, and defend. At the end of each turn it may repeat the save to end the rite. Signature Blood Rite - Crawling Snare: On a successful initial save, the target's speed is still halved for 1 round. Blood Heat - BLOOD-DEPENDENT Action: Standard. Range: Close. Target: One creature with usable circulation. Duration: Instantaneous. Save: Fortitude half. SR: Yes. Overheat the target from within, dealing 4d6 blood-and-heat damage. On a failed save, it also becomes sickened until the end of its next turn. Fire resistance reduces half the damage; the other half is sanguine damage.

CIRCLE II

Signature Blood Rite - Boiling Step: After resolving the rite, move up to 10 feet without provoking from the target. Shared Wound Action: Immediate. Range: Close. Target: One willing living creature taking damage. Duration: Instantaneous. Save: None. SR: No. Transfer up to half the triggering HP damage, after resistance, from the target to yourself. The transferred amount is untyped HP loss, not damage, and cannot be reduced. You cannot transfer more than would leave you at 1 HP. Signature Blood Rite - Protected Transfer: Reduce the amount you receive by your Constitution modifier, minimum 1, while preventing the full chosen amount on the ally. Vein Compass - BLOOD-DEPENDENT Action: Standard. Range: Self. Target: One blood sample touched within the last day. Duration: 10 minutes/level. Save: None. SR: No. Know the direction, approximate distance, whether the owner lives or persists as blooded undead, and whether it is moving while on the same plane. Sealed lead, planar boundaries, and effects that block supernatural tracking can interfere. Signature Blood Rite - Long Memory: The sample may be up to one month old, and the duration becomes 1 hour/level.

CIRCLE II

CIRCLE III

Sanguine Armor - ACTIVE RITE, BODY Action: Standard. Range: Self or Touch. Target: One willing creature. Duration: 1 minute/level. Save: None. SR: No. Form flexible red-black plates beneath or above the skin. Gain +3 natural armor and damage reduction 3/-. The damage reduction becomes 5/- at Bloodmage Level 12. Signature Blood Rite - Shattering Plate: When the rite ends, adjacent enemies take 3d6 sanguine slashing damage; Reflex half. Heartfire - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Your heart burns without consuming you. Weapon attacks deal +1d6 fire damage, you gain cold resistance 10, and you shed bright crimson light for 20 feet. When below half HP, the bonus damage becomes +2d6. Signature Blood Rite - Share the Flame: One willing ally within Close range gains the weapon damage and cold resistance; this remains one Active Rite instance. Blood Retaliation - ACTIVE RITE Action: Standard. Range: Self. Duration: 1 minute/level. Save: Fortitude half. SR: Yes. The first creature each round that damages you with a melee attack takes 2d6 + Constitution modifier sanguine damage. A creature can trigger this only once per round, even with multiple attacks. Signature Blood Rite - Retaliatory Step: After retaliation resolves, shift 5 feet without provoking from the triggering attacker. Open Wound - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One living or blooded undead creature. Duration: Up to 3 rounds. Save: Fortitude negates; repeat to end. SR: Yes. Tear open a wound. The target takes 3d6 sanguine damage immediately and bleeds for 1d6 at the end of each turn. A successful save prevents the entire rite. A successful repeat save or proper treatment ends the bleed. Signature Blood Rite - Refuse Closure: The first magical healing received during the duration is reduced by half and does not automatically end the bleed. Crimson Lance Action: Standard. Range: Long. Area: 90-foot line, 5 feet wide. Duration: Instantaneous. Save: Reflex half. SR: Yes. A compressed lance of caster-created blood force deals 6d6 sanguine piercing damage to creatures in the line. Unattended fragile objects take full damage.

CIRCLE III

Signature Blood Rite - Driving Lance: Creatures that fail the save are pushed 10 feet along the line and fall prone if they strike a solid obstacle. Life Exchange Action: Standard. Range: Close. Target: Two willing living creatures, one of which may be you. Duration: Instantaneous. Save: None. SR: No. Move up to 3 HP per Bloodmage level from one target to the other. The donor loses HP and the recipient heals the same amount. The donor cannot be reduced below 1 HP, and the recipient cannot exceed maximum HP. This is transfer, not damage. Signature Blood Rite - Unequal Bargain: Transfer up to 4 HP per Bloodmage level, and the recipient gains temporary HP equal to your Constitution modifier. Kinmark Action: Standard. Range: Touch. Target: One willing creature. Duration: 24 hours. Save: None. SR: No. Mark the target as blood-kin. Know its direction, health band, and whether it is conscious while on the same plane and within 10 miles. Once during the duration, deliver one willing-target Touch rite to it from any distance within that range. The Kinmark then ends. Signature Blood Rite - Circle of Kin: Mark up to three willing creatures touched during the casting. The distant Touch use may affect only one.

CIRCLE III

CIRCLE IV

Vein Drinker - ACTIVE RITE Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Once per round when your melee attack or Bloodmage rite damages a wounded living or blooded undead creature, regain HP equal to half your Constitution modifier plus half the rite's Circle, minimum 1 and maximum your Bloodmage level. You cannot heal from summoned, helpless, or allied creatures deliberately used as fuel. Signature Blood Rite - Deep Drink: Once during the duration, after damaging a hostile creature, heal an additional 4d6 HP. Blood Frenzy - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute. Save: None. SR: No. Accelerate aggression without removing judgment. Gain +2 on weapon attack rolls, +2 weapon damage, and +10 feet speed. Once during the duration, after a successful melee attack, make one additional attack with the same weapon as a swift action. Blood Frenzy does not stack with an involuntary Berserker Breaking Point extra strike. Signature Blood Rite - Immediate Violence: Make one melee attack when the rite is cast. This consumes the rite's once-per-duration bonus attack. Blood Armor - ACTIVE RITE, BODY Action: Standard. Range: Self or Touch. Target: One willing creature. Duration: 10 minutes/level or until depleted. Save: None. SR: No. Create a reservoir of 5 temporary HP per Bloodmage level. While any remain, the target is immune to ordinary bleeding and gains +2 on saves against poison and disease. This rite ends when the temporary HP are gone. Signature Blood Rite - Red Shelter: When damage would deplete the temporary HP, reduce the remaining damage by your Constitution modifier. Blood Mirror - ACTIVE RITE Action: Standard. Range: Self. Duration: 1 round/level. Save: Fortitude half. SR: Yes. Once per round when a creature within Medium range deals HP damage to you, reflect sanguine damage equal to one-half the damage actually taken, maximum 4 per Bloodmage level. You still take the original damage. Signature Blood Rite - Mirror an Ally: Choose one willing ally within Close range when cast. The rite may reflect one damage instance dealt to either of you each round.

CIRCLE IV

Heart Hammer - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One creature with a functioning heart or equivalent organ. Duration: Instantaneous and 1 round. Save: Fortitude partial. SR: Yes. Strike the target's heartbeat with force. Deal 8d6 sanguine bludgeoning damage. On a failed save, it is staggered until the end of its next turn. On a success, damage is halved and it is not staggered. Signature Blood Rite - Double Beat: On a failed save, the target also drops one held item and cannot take immediate actions for 1 round. Crimson Storm Action: Standard. Range: Long. Area: 20-foot-radius burst. Duration: Instantaneous. Save: Reflex half. SR: Yes. Razor droplets explode through the area, dealing 8d6 sanguine slashing damage. Wounded creatures suffer -2 on the save. Signature Blood Rite - Chasing Storm: After the burst, move the center up to 20 feet and deal 3d6 additional damage in the new area; Reflex half. A creature can take this secondary damage only once. Purging Blood Action: Standard. Range: Touch. Target: One living creature. Duration: Instantaneous. Save: None when willing. SR: No when willing. End one poison, natural disease, sickened condition, or nauseated condition. Against a magical disease or biological curse, make a Bloodmage-level check against DC 11 + the effect's Circle or spell level. Failure leaves the effect but does not cause additional harm. Signature Blood Rite - Violent Purge: Also restore 4d8 + Constitution modifier HP, but the target is fatigued for 1 round.

CIRCLE IV

CIRCLE V

Predator Ascendant - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Gain +20 feet speed, scent for wounded creatures within 60 feet, +2 Armor Class against attacks of opportunity, and +2d6 sanguine damage on the first melee hit made after moving at least 20 feet on your turn. Signature Blood Rite - Red Pursuit: Once per round when a wounded enemy within 30 feet moves away, move up to 10 feet as an immediate action without provoking from that enemy. Life Bond - ACTIVE RITE Action: Standard. Range: Close. Target: One willing living ally. Duration: 1 minute/level. Save: None. SR: No. You and the ally know each other's health bands. Once per round when either takes damage, the other may accept up to one-half as untyped HP loss. Neither participant can be reduced below 1 HP by the transfer. Healing either participant restores 2 additional HP while both remain within Close range. Signature Blood Rite - Guardian Bond: The bonded ally gains +2 Armor Class while within Close range of you. Sanguine Chains - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: Up to one wounded creature per three Bloodmage levels, maximum five. Duration: 1 round/level. Save: Fortitude negates; repeat with action. SR: Yes. Chains pull from exposed wounds. Failed targets are restrained and cannot move from their spaces. A restrained target may use a standard action to repeat the save or attempt Strength or Escape Artist against the rite DC. Signature Blood Rite - Chain the Unwounded: One target need not be wounded, provided it has usable circulation. Hemorrhage - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One living or blooded undead creature. Duration: 1 round/level. Save: Fortitude partial; repeat to end. SR: Yes. Deal 6d6 sanguine damage. On a failed save, the target bleeds for 3d6 at the end of each turn and receives only half healing. A successful initial save halves the damage and prevents bleeding. Signature Blood Rite - Arterial Break: The first bleed tick is maximized instead of rolled. Blood Prison Action: Standard. Range: Medium. Target: One Large or smaller corporeal creature. Duration: 1 round/level. Save: Reflex negates. SR: Yes.

CIRCLE V

Create a ribbed sphere of hardened caster-blood. The target is restrained and has cover. It may attack the prison or use a standard action for a Strength or Escape Artist check against the rite DC. The prison has hardness 5 and 10 HP per Bloodmage level. Signature Blood Rite - Crushing Cell: At the end of each failed escape turn, the target takes 3d6 bludgeoning damage. Blood Door Action: Standard. Range: Medium. Target: Two fresh blood marks you can perceive. Duration: Instantaneous. Save: None. SR: No. Step into one mark and emerge from the other, bringing one willing adjacent creature. Each mark must contain at least one drop of real blood or comparable life fluid and fades after use. The destination must have open space. Signature Blood Rite - Moving Door: Use a visible wound on a willing living creature as one mark, allowing arrival adjacent to it. Crimson Offering Action: Swift. Range: Self. Duration: Instantaneous with recovery lock. Save: None. SR: No. Sacrifice 5 current and maximum HP per Blood Point recovered, up to your Constitution modifier in BP. This is not Blood Rite and cannot be reduced. The maximum-HP loss remains until a full rest. Crimson Offering cannot reduce you below 1 maximum or current HP. Signature Blood Rite - Offer More: Recover one additional BP without paying the 5-HP cost for that final point; the normal Blood Price of this Circle still applies.

CIRCLE V

CIRCLE VI

Marrow Bastion - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Reinforce bone and enlarge the frame without changing occupied size. Gain +4 Strength modifier, +4 natural armor, damage reduction 5/-, and immunity to broken-bone penalties and forced movement of 10 feet or less. You suffer -2 Dexterity while active. Signature Blood Rite - Bone Rampart: Adjacent willing allies gain half cover while you are conscious and standing. Blood Eclipse - ACTIVE RITE Action: Standard. Range: Self. Area: 20-foot-radius emanation. Duration: 1 round/level. Save: Fortitude half. SR: Yes. Crimson dimness follows you. Hostile living or blooded undead creatures that begin their turns in the area take 4d6 sanguine damage. At the end of your turn, gain temporary HP equal to one-quarter of the total damage dealt that round, maximum twice your Bloodmage level. The temporary HP last 1 round. Signature Blood Rite - Shelter the Chosen: Willing allies in the area gain concealment against attacks originating outside it. Death Refusal Action: Immediate when you or a creature within Close range would fall below 0 HP. Range: Close. Target: One creature with a physical body. Duration: 3 rounds. Save: None when willing. SR: No when willing. The target remains conscious and functional at 1 HP. Further HP damage is recorded but does not apply until the rite ends. Healing first erases recorded damage, then restores HP. When the rite ends, unresolved recorded damage applies immediately. Signature Blood Rite - Refuse the Verdict: Extend the duration to 1 minute, but the target cannot receive temporary HP during it. Rupture - BLOOD-DEPENDENT Action: Standard. Range: Long. Target: One wounded creature; Area: 15-foot burst around it. Duration: Instantaneous. Save: Fortitude half for target, Reflex half for others. SR: Yes. The target takes 12d6 sanguine damage as wounds rupture outward. Other creatures in the burst take 6d6 sanguine damage. If the primary target is not bleeding, reduce both amounts by 2d6. Signature Blood Rite - Chain Rupture: One secondary wounded creature damaged by the burst erupts for a new 10-foot burst dealing 4d6; no creature takes secondary damage twice. Vein Storm Action: Standard. Range: Long. Area: 30-foot-radius burst. Duration: Instantaneous. Save: Fortitude half. SR: Yes.

CIRCLE VI

Every open wound becomes a launch point for crimson needles. Wounded creatures take 12d6 sanguine piercing damage; unwounded creatures take 6d6. Bloodless creatures take the unwounded amount because the needles are caster-created. Signature Blood Rite - Harvest the Storm: Regain 1 HP per hostile creature damaged, maximum twice your Bloodmage level. This healing occurs after damage resolves. Soulstitch Action: Standard. Range: Touch. Target: One dead or dying creature with an intact body. Duration: 1 hour or instantaneous. Save: None when willing. SR: No. A dying creature stabilizes, remains at 1 HP, and cannot die from HP loss for 1 hour, though it remains unconscious unless healed. A creature dead no longer than 1 round returns at 1 HP, gains one permanent visible scar, and suffers -1 Constitution modifier until it completes seven full rests or receives Circle VIII or higher restorative magic. This rite cannot restore a destroyed body. Signature Blood Rite - Strong Stitch: The returned creature rises at one-quarter maximum HP and suffers no Constitution penalty, but you take 2 Constitution damage until full rest in addition to Blood Rite cost. Red Dominion - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: Up to one wounded creature per four Bloodmage levels. Duration: Concentration, up to 1 round/level. Save: Fortitude negates; repeat after damage. SR: Yes. On each of your turns, command each failed target to do one: move up to its speed, drop held objects, fall prone, or make one weapon attack against a legal target. You do not control speech, spell use, memories, or complex choices. A target repeats the save after it takes damage. Signature Blood Rite - First Command: Failed targets immediately obey one movement, drop, or prone command when the rite is cast.

CIRCLE VI

CIRCLE VII

Sanguine Dominion - ACTIVE RITE Action: Standard. Range: Self. Area: 30-foot-radius aura. Duration: 1 minute. Save: None for allies; Fortitude partial for enemies. SR: Yes for enemies. Choose up to your Constitution modifier willing creatures in the aura. They gain +2 on weapon attacks, weapon damage, Fortitude saves, and death saves, plus 10 temporary HP. Wounded enemies treat the aura as difficult terrain; on entering or starting a turn there, they must save or lose immediate actions until their next turn. Signature Blood Rite - March of the Living: Chosen allies also gain +10 feet speed and may stand from prone without provoking. Vessel of Many - ACTIVE RITE, BODY Action: 10 minutes. Range: Touch. Target: Self plus up to three willing donors. Duration: 1 hour/level. Save: None. SR: No. Each donor gives 5 HP that cannot be healed until the rite ends. Choose two physical benefits present among the donors: one movement mode at the donor's normal speed, energy resistance 10, +2 to one physical ability modifier, natural armor +2, or one ordinary natural weapon. The rite cannot copy class features, spellcasting, unique legendary powers, or vampire feeding paths. Signature Blood Rite - Many Bloods: Choose a third legal benefit. Shared Fate - ACTIVE RITE Action: Standard. Range: Medium. Target: One hostile creature with a physical body. Duration: 1 round/level. Save: Will negates. SR: Yes. Bind its harm to yours. Once per round when you take HP damage, the target takes one-half as sanguine damage. Once per round when it receives healing, you regain one-half that amount. The target's damage cannot trigger Blood Mirror or another Shared Fate. Signature Blood Rite - Two Fates: Affect a second hostile creature within 15 feet. Divide reflected damage evenly between them. Heart Stop - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One creature with a functioning heart or equivalent organ. Duration: Instantaneous. Save: Fortitude partial. SR: Yes. On a failed save, a creature with Hit Dice no greater than your Bloodmage Hit Dice falls to -1 HP and begins dying. A creature with more Hit Dice, or one designated legendary by the Worldkeeper, instead takes 14d6 sanguine damage and is staggered for 1 round. On a successful save, any target takes half of 14d6 and is not staggered. Signature Blood Rite - Silence the Second Heart: A creature with multiple hearts suffers -2 on the save and loses regeneration for 1 round on failure.

CIRCLE VII

River of Blood Action: Standard. Range: Long. Area: 120-foot line, 20 feet wide. Duration: Instantaneous, terrain 1 minute. Save: Reflex partial. SR: Yes. A rushing river deals 14d6 bludgeoning and sanguine damage, pushes creatures up to 40 feet, and knocks them prone. A successful save halves damage, limits push to 10 feet, and prevents prone. The line remains slick difficult terrain. Signature Blood Rite - Bend the River: The line may turn once up to 90 degrees at a point you choose. Unkillable Wound - BLOOD-DEPENDENT Action: Standard. Range: Medium. Target: One living or blooded undead creature. Duration: Permanent until cured. Save: Fortitude negates. SR: Yes. Create a wound that refuses closure. The target bleeds for 2d6 each hour, cannot heal above three-quarters maximum HP, and leaves a trail visible to your Bloodsense on the same plane. Circle VII or higher healing, a successful dispel, or a specific cure determined by the Worldkeeper ends it. Signature Blood Rite - Battle Wound: For the first 3 rounds, the bleed occurs at the end of every turn instead of hourly. Body Claim - BODY Action: Full-round. Range: Touch. Target: One corpse dead no longer than 1 minute/level. Duration: 1 hour/level. Save: None. SR: No. Move your consciousness into the corpse. Your original body becomes helpless but stable. The claimed body uses its physical size, movement, Strength, Dexterity, and natural attacks; it uses your mental abilities, BAB, saves, skills, class features, and current Blood Points. It has temporary HP equal to half your maximum HP. If destroyed, you return to your body stunned for 1d4 rounds. Signature Blood Rite - Borrow the Memory of Motion: Gain one nonmagical movement proficiency or natural attack routine the body possessed in life, as approved by the Worldkeeper.

CIRCLE VII

CIRCLE VIII

Scarlet Colossus - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute/level. Save: None. SR: No. Increase one size category, including space and reach. Gain +4 Strength modifier, +4 natural armor, damage reduction 8/-, and two slam attacks appropriate to the new size. Equipment resizes without changing base damage except as normal for size. You may still cast rites. This does not grant a Gladiator's techniques or a Berserker's extra strike. Signature Blood Rite - Giant's Advance: When cast, move up to your speed and make one slam or weapon attack. Perfect Circulation - ACTIVE RITE, BODY Action: Standard. Range: Self or Touch. Target: One willing creature. Duration: 1 minute/level. Save: None. SR: No. The target gains fast healing 10, immunity to bleeding, poison, disease, paralysis, stunning, and fatigue, and may act normally underwater or in thin air. It does not become immune to HP damage, death effects, dismemberment, or maximum-HP loss. Signature Blood Rite - Restart the Body: When cast, end one paralysis, stun, poison, disease, or suffocation effect already present and restore 8d8 HP. Blood Moon Field - ACTIVE RITE Action: Standard. Range: Self. Area: 60-foot-radius emanation. Duration: 1 minute. Save: See text. SR: Yes for hostile effects. You know the square and health band of every wounded corporeal creature in the field. Your Bloodmage rite DCs against wounded creatures increase by +2. Hostile creatures receive only half healing, while willing allies gain +2 on saves against death, poison, disease, and bleeding. Signature Blood Rite - Red Sky: Increase the radius to 120 feet and prevent hostile teleportation out of the field unless the creature succeeds on a Will save. Blood Puppet - BLOOD-DEPENDENT Action: Standard. Range: Long. Target: Up to one wounded creature per three Bloodmage levels. Duration: 1 round/level. Save: Fortitude negates each round. SR: Yes. At the start of each target's turn, choose its movement or one physical standard action, including one weapon attack, stand, kneel, drop, grapple attempt, or manipulation of an object. The target retains speech, thoughts, and any actions you did not choose. Obviously suicidal commands grant +4 on the save. Signature Blood Rite - Marionette Jerk: Move every failed target up to 10 feet immediately when cast.

CIRCLE VIII

Empty Vein - BLOOD-DEPENDENT Action: Standard. Range: Long. Target: One creature with usable circulation. Duration: Instantaneous and 1 minute. Save: Fortitude partial. SR: Yes. On a failed save, choose one: blind it, silence it, make one arm unusable, reduce speed to 5 feet, or deal 16d6 sanguine damage. A physical impairment lasts 1 minute and allows a new save at the end of each turn. On a successful initial save, deal 8d6 damage and no impairment. Signature Blood Rite - Drain Two Paths: On a failed save, choose two impairments instead of one, but not the damage option. Last Breath Mortgage Action: Immediate when a creature within Medium range dies or would die. Range: Medium. Target: One creature with an intact body. Duration: 1 minute/level. Save: None when willing. SR: No. The target remains alive, conscious, and functional at 1 HP. It cannot be killed by HP loss during the rite, but damage is recorded. Healing first clears recorded damage. When the rite ends, the target dies if any recorded damage remains or if it has not been healed to at least one-quarter maximum HP. Signature Blood Rite - Shared Mortgage: Affect a second dying creature within 30 feet, but you immediately take unpreventable HP loss equal to your Bloodmage level. House of Flesh - BODY Action: 10 minutes. Range: Medium. Area: Up to a 30-foot cube. Duration: 1 hour/level. Save: None. SR: No. Grow a sealed chamber of muscle, bone, and warm membrane. It has hardness 10 and 20 HP per Bloodmage level, obeys simple opening commands, maintains breathable air, and heals resting living occupants 2 HP per round. It may crawl 10 feet per round on jointed limbs when directed but cannot attack. Signature Blood Rite - Walking Refuge: Increase speed to 30 feet and grant the structure tremorsense 60 feet, which it communicates to you by pulse.

CIRCLE VIII

CIRCLE IX

Crimson Apotheosis - ACTIVE RITE, BODY Action: Standard. Range: Self. Duration: 1 minute. Save: None. SR: No. Become a perfected engine of bloodmagic. Gain +4 Strength, +4 Dexterity, +6 Constitution, +5 natural armor, damage reduction 10/-, fast healing 15, +20 feet speed, and 10-foot additional melee reach. The first weapon hit and first damaging rite each round deal +3d6 sanguine damage. You remain mortal, and the Constitution increase does not create Blood Points or retroactively change Rite Wounds. Signature Blood Rite - Ascend Now: Cast as an immediate action when you would fall below half HP. Last Heartbeat Action: Immediate when a creature within Long range dies. Range: Long. Target: One creature dead no longer than the triggering moment. Duration: Instantaneous. Save: Reflex half for detonation. SR: Yes for detonation. Catch the final heartbeat and choose one: restore the creature to life at half maximum HP; ask the departing consciousness three questions answered from what it knew; or detonate the heartbeat in a 30-foot burst for 18d6 sanguine damage. Restoration requires an intact enough body and cannot return a creature whose spirit is trapped or unwilling. Signature Blood Rite - Hold the Beat: Store the heartbeat for up to 1 hour before choosing, carrying it as a visible crimson pulse. Final Offering Action: Standard. Range: Long. Target: One creature with a physical body. Duration: Instantaneous; caster loss 7 days. Save: Fortitude half. SR: Yes. Choose an amount up to half your maximum HP. Reduce your current and maximum HP by that amount for seven days. The target loses maximum HP equal to twice the amount; a successful save halves the target's loss. A creature reduced to 0 maximum HP becomes a dry husk. This cost is not Blood Rite and cannot be prevented or restored early except by a specific Circle IX effect. Signature Blood Rite - Offer Everything: You may sacrifice down to 1 maximum HP. If the target survives, you immediately fall unconscious for 1 hour. Name in the Blood - BLOOD-DEPENDENT Action: 1 hour. Range: Touch. Target: One blood sample and its owner. Duration: Permanent until fulfilled or broken. Save: Will negates. SR: Yes. Write one precise bodily covenant into the owner's blood: it cannot cross a named threshold, must physically answer when called by a true name, loses consciousness upon knowingly breaking a sworn condition, or another equally precise non-deity condition approved by the Worldkeeper. The rite cannot force belief, love, loyalty, worship, or impossible knowledge. Signature Blood Rite - Lineage Ink: The covenant also affects one named direct descendant who fails a separate save.

CIRCLE IX

Sea of Blood Action: Standard. Range: Long. Area: 60-foot-radius spread. Duration: 3 rounds. Save: Reflex partial. SR: Yes. A deep supernatural sea floods the area. Hostile creatures take 8d6 sanguine bludgeoning damage when it appears and 6d6 at the start of each later turn, are slowed, and must save or fall prone. Willing allies gain fast healing 10, swim through the sea at full land speed, and have total control of their breathing. Signature Blood Rite - Red Current: At the start of each turn, move any number of willing allies 20 feet and hostile failed creatures 10 feet within the sea. Sanguine Cataclysm Action: Standard. Range: Long. Area: 60-foot-radius burst. Duration: Instantaneous and 1 round. Save: Reflex half. SR: Yes. Crimson pressure, bone fragments, and cutting force erupt for 18d6 sanguine damage. Failed creatures are pushed 30 feet, knocked prone, and cannot regain HP until the end of your next turn. Structures and unattended objects take half damage. Signature Blood Rite - Eye of the Cataclysm: Exclude a number of 5-foot spaces equal to your Constitution modifier. This is not Shaman Weave and applies only to this casting. Bloodline Rewrite - BODY Action: 1 hour. Range: Touch. Target: One willing living or blooded undead creature. Duration: Permanent. Save: None when willing. SR: No. Rewrite one established biological trait: remove a hereditary disease, repair a permanent physical deformity, change blood compatibility, restore a lost ordinary organ or limb over 24 hours, suppress one non-legendary inherited weakness, or create a comparable bodily change approved by the Worldkeeper. This cannot grant class features, increase an ability modifier, create immortality, change a vampire feeding path, copy a unique race power, or alter identity and memory. Signature Blood Rite - Rewrite Under Fire: Reduce casting time to a full-round action for restoring a recently lost limb or organ, but the target is exhausted and cannot receive further Circle IX bodily alteration for seven days.

4. Suggested Starter Repertoires

Frontline starter Blood Edge, Sanguine Guard, Red Rush, Predator's Pulse, Coagulate, Blood Bolt. Protector starter Sanguine Guard, Red Rush, Coagulate, Blood Bolt, Predator's Pulse, Bloodprint. Investigator starter Bloodprint, Coagulate, Predator's Pulse, Blood Bolt, Sanguine Guard, Red Rush. First Circle II additions Crimson Strength and Shared Wound for close protection; Borrowed Vigor and Scarlet Reach for melee; Vein Snare and Blood Heat for control and damage; Vein Compass for pursuit.

4. Suggested Starter Repertoires

5. Final Play Guidance

The best Bloodmage turn is not always the turn with the largest Blood Price. The class rewards selecting the correct Active Rite, recognizing physiology, exploiting wounds, and keeping enough HP and Blood Points to survive the next exchange. If a rite is exciting only on paper but repeatedly useless in play, it should be reported for revision. The standard is simple: at almost every Circle, a Bloodmage player should see multiple rites he genuinely wants to cast.

ACTIVE PLAYTEST HUNTER Nonmagical Survival Specialist OPEN BOOKCLOSE BOOK
HunterHunter Complete Playtest Book v1 + 20 Oct chassis reconciliation
LIVE CLASS REFERENCE

Hunter

Class Rules

Hit Die d10 • Full BAB • Good Fortitude & Reflex. Level 1 starts at 40 + 4×CON HP. The old one-Hit-Die BAB/save table is superseded by Hornerville's four-HD framework.

Core loop: Study → Prepare → Share → Survive. The Hunter is completely nonmagical; do not add Ranger spellcasting.

Hunter Core Features

Level 1 - Study the Quarry Study a visible creature for one full round or spend 1 minute examining tracks, blood, wounds, remains, or other evidence. Make Survival, Search, Knowledge, or Heal against DC 10 obvious, 15 partial, 20 scarce, or 25 deliberately obscured. On success, it becomes your Quarry until full rest or replacement. Gain +2 to track and identify it, +1 weapon damage, and one useful fact. Level 2 - Field Medicine With a healer's kit and 10 minutes, restore 1d6 + WIS modifier hit points. A creature can benefit once per full rest. You may stabilize, stop bleeding, or identify common injury and poison without using the healing benefit. Level 3 - Hunter's Laboratory A field lab allows preservation, antidotes, bait, scent masking, ammunition treatment, trap improvement, and monster research. Gain +2 on checks made with a properly stocked lab. Level 4 - Prepared Ammunition After studying a Quarry and 10 minutes of work, prepare one weapon or up to 10 pieces of ammunition: barbed, armor-piercing, fire-treated, cold-treated, scent-marking, poison-neutralizing, silvered if material exists, or another approved treatment. The first successful hit gains one modest rider chosen during preparation. Level 5 - Read the Territory Spend 10 minutes studying an area. Learn useful routes, ambush points, hidden paths, likely traps, water, disturbances, predator signs, unsafe ground, and escape routes. Gain +2 Survival and Search in that area until full rest. Level 6 - Quarry Defense Gain +1 Armor Class and +1 on saving throws against your Quarry's attacks, poisons, spells, and special abilities. Level 7 - Field Antidote Once per day after identifying a poison, venom, disease, or harmful substance, grant a creature an immediate new save with +4, delay the effect for 1 hour, or suppress one minor symptom until full rest. Level 8 - Set the Trap With tools and materials, maintain a number of active traps equal to at least 1 or your WIS modifier. Trap save DC is 10 + half Hunter level + WIS modifier. A damaging trap deals 1d6 per three Hunter levels; instead it may restrain, trip, alarm, mark, slow, or reveal.

Level 8 - Set the Trap

Advanced Hunter Features

Level 9 - Shared Preparation After a brief explanation, allies who can hear you gain one benefit against one Quarry: +1 attack, +1 Armor Class, +1 saves, or +2 tracking and detection. The benefit lasts until the Quarry is defeated, abandoned, or replaced. Level 10 - Harvest the Fallen After 10 minutes examining a defeated creature, recover one useful field component when physically reasonable. It can supply one ammunition treatment, antidote, trap component, bait, scent mask, or +2 laboratory research bonus. Level 11 - Relentless Trail Track at normal overland speed without the usual speed penalty. Ordinary rain, crowds, and traffic increase the DC but do not automatically erase a Quarry's trail. Level 12 - Improved Quarry Quarry weapon damage becomes +2. Tracking and identification bonuses become +4. Quarry Defense becomes +2 Armor Class and +2 saves. Level 13 - Countermeasure Once per encounter when your Quarry uses an attack or special ability you have studied, use an immediate action to grant yourself or one adjacent ally +4 Armor Class or +4 on the relevant save against that use. Level 14 - Mobile Laboratory Your field kit counts as a full Hunter laboratory for known procedures. Prepared Ammunition, Field Antidote, and research that normally require an hour can be completed in 10 minutes when materials exist.

Level 14 - Mobile Laboratory

Mastering The Hunter

Level 15 - Two Quarries Maintain two Quarries at once. Each is studied separately. Shared Preparation applies to only one unless another feature says otherwise. Level 16 - Master Trapper Deploy a simple prepared trap as a full-round action. Your Quarry takes -2 on its save against your traps. A trap may combine damage with one minor condition if the construction physically supports both. Level 17 - Know the Beast A successful Study the Quarry reveals three useful facts instead of one, including precise resistances, vulnerabilities, movement, senses, feeding, territory, likely tactics, or the physical source of one special ability. Level 18 - Party Countermeasure When you use Countermeasure, every ally within 30 feet who can perceive your warning gains +2 against that same attack or ability until the start of your next turn. Level 19 - Perfect Trail You can follow a Quarry through severe weather, dense traffic, and deliberate concealment whenever any physical evidence remains. You determine direction, approximate age, and whether the Quarry is injured, burdened, or moving cautiously. Level 20 - The Great Hunt Once per day, designate a studied Quarry as the Great Quarry for one encounter. Gain +2 attack, +4 total weapon damage, +3 Armor Class and saves against it; Shared Preparation grants two benefits; and the first Countermeasure each round does not expend its encounter use. The Hunt Cycle Find evidence, choose the correct check, learn the Quarry's strengths, prepare a response, brief the party, and revise the plan when new evidence appears. Prepared Ammunition The Worldkeeper approves riders based on available materials and physical logic. A modest rider may cause 1 bleed, ignore 2 hardness or damage reduction, mark by scent, slow 10 feet for 1 round, or deal +1d6 appropriate energy on the first hit. Worldkeeper Notes Give information proportional to evidence quality and check result. Do not hide every useful fact behind a laboratory, and do not let one successful study reveal every statistic on the creature sheet. Rules Audit Applied Added exact study times and DC bands; defined Quarry duration and replacement; made trap save DC, damage, active-trap limit, medicine frequency, countermeasure bonuses, and Great Hunt numbers explicit. Confirmed that bonuses target studied individuals rather than entire species. Added full attack/save progression, proficiencies, and skills.

Still playtest: a few prepared-ammunition riders, trap durations/caps, starting gear, and feat recommendations need final self-contained wording.
PLAYABLE PROVISIONAL WANDERER Road-Wise Adaptive Specialist OPEN BOOKCLOSE BOOK
WandererWanderer playable provisional v0.1 + 20 Oct reconciliation
LIVE CLASS REFERENCE

Wanderer

Class Rules

Hit Die d10 • Primary WIS • Good Reflex & Will. Level 1 starts at 40 + 4×CON HP; with the recommended CON +2, that is 48 HP before other effects. Standard Hornerville XP applies until a Wanderer-specific exception is explicitly locked.

Page 1

Hornerville
Wanderer
PLAYABLE PROVISIONAL DRAFT v0.1 • BUILT FOR TOMORROW'S PLAYTEST

Class Identity: A resourceful traveler defined by adaptability, discovery, unusual experience, and freedom from one path. The Wanderer survives because every road has taught them something different. Role: Flexible skill expert, scout, negotiator, backup combatant, problem-solver, and party glue. Starter Ability Modifiers: STR +2, DEX +2, CON +2, INT +1, WIS +2, CHA +1 = +10

Game Rule Information

Hit Die: d10 Primary Ability: Wisdom Good Saves: Reflex and Will Armor: Light and medium armor, shields Weapons: Simple and martial weapons Skills: 8 + Intelligence modifier per level; all ordinary skills are class skills

Core Resource

Road Dice: The Wanderer begins each day with 4 Road Dice (d6). Gain one additional die at Levels 5, 9, 13, and 17. A spent die returns after a full rest. Spend a Road Die after rolling but before the outcome is declared to add it to an attack, save, skill check, initiative, Armor Class against one attack, or damage roll. You may also give a Road Die to an ally within 30 feet who can hear or see you. Travel Knacks: At Levels 1 and every odd level, learn one Knack. Unless stated otherwise, each Knack may be used once per encounter. Tomorrow rule: When a wording question arises, use the interpretation that keeps play moving, record the ruling, and review it after the session.

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Wanderer Advancement
Lv
Features

Road Dice d6, Two Travel Knacks, Open Road Jack of All Roads: use every ordinary skill untrained Travel Knack Hard Miles: ignore first level of fatigue and nonmagical difficult terrain Road Dice 5/day; Travel Knack Seen This Before: +2 against traps, ambushes, and environmental hazards Travel Knack Campcraft: party recovers +1 HP per Hit Die after a full rest Road Dice become d8; Travel Knack Borrowed Technique: copy one observed nonmagical combat feature for 3 rounds, 1/day Travel Knack Unlost: cannot become lost by ordinary means; always retrace your route Road Dice 7/day; Travel Knack Story of Survival: when an ally would fall below 0 HP, spend two Road Dice to leave them at 1 HP Travel Knack Everywhere at Once: move 10 ft after using a Road Die without provoking Road Dice become d10; Travel Knack Master of Roads: party ignores ordinary travel penalties and gains +4 initiative while following you Travel Knack The Road Provides: regain one spent Road Die at the start of each encounter; use two Knacks in one turn

Playtest Priorities
  • Track how often the signature resource runs out.
  • Record any ability that is forgotten, confusing, or clearly stronger than another class feature.
  • Award XP normally for objectives, intelligent decisions, roleplay, exploration, and story progress.
  • Hornerville Level 1 begins with four Hit Dice of overall power and survivability.

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Travel Knacks

Quick Patch Restore 1d6 + WIS HP to an adjacent creature; each creature once per short rest. Dirty Fighting After hitting, blind, disarm, or trip; target saves against 10 + 1/2 level + DEX. Hidden Pocket Produce one mundane item worth up to 10 gp per level that could reasonably be carried. Read the Room After one round observing, ask the Worldkeeper one useful question about danger, motive, exit, or leverage. Roadside Trap Create a snare, alarm, trip line, or small deadfall in 1 minute. Borrowed Accent Gain +4 Bluff, Disguise, and Gather Information within a culture studied for one hour. Weather Sense Predict weather and natural hazards for the next 24 hours. Second Wind Swift action; gain temporary HP equal to level + CON. Make an Opening An ally within 30 ft immediately moves 10 ft without provoking. Lucky Find Reroll one failed Search, Survival, Appraise, or Knowledge check. Weapon Memory Become proficient with one weapon for the day and gain +1 attack with it. No Time to Die When reduced below 0 HP, spend one Road Die and remain conscious until end of next turn. Trailblazer Allies following you ignore 10 ft of difficult terrain each round. Tavern Wisdom After talking with locals for 10 minutes, learn one rumor that is useful or at least honestly believed. Improvised Defense Use a nearby object as cover; gain +3 AC against one attack. Field Lesson Grant one ally +2 on a skill you possess for one hour.

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Master Knacks

Ghost Road Move your speed through occupied spaces and obstacles no thicker than 5 ft, once/encounter. Perfect Timing Take your turn immediately after another creature finishes, once/encounter. Old Friend Everywhere In any settled place, establish one plausible friendly contact with Worldkeeper approval. Impossible Escape Escape a grapple, restraint, cell, or ordinary bonds automatically, once/day. One More Story After failing a save, spend two Road Dice to reroll it and add both dice.

Current clarification: start with two Knacks. The prose/table mismatch is resolved in favor of two because both the progression and master summary identify two starting Knacks. Open Road, Dirty Fighting save details, Borrowed Technique limits, and any special XP exception still need final owner text.
Hornerville Living Rules • Updated 20 October 2026
When a class-only playtest rule is still unsettled, this page says so instead of silently choosing between contradictory drafts.