Low Fantasy d20 Setting
By Scott Gladstein
Copyright 2009 under the OGL
Characters have “1 customizable character class”
You are a human. (Bonuses included in character creation)
Blessed vs Unblessed
Characters in this world are either protected by the gods or not. By default every character is “blessed”. An Unblessed in like an unbaptized baby. They do not have the protection of the gods and as such may never benefit from any divine spell. (However- they may be harmed by them) Characters may chose to plan an “Unblessed” character if they like. Unblessed occasionally gain powers like that of the gods themselves (traditionally it is called “magic”) though generally it is much weaker and much more limited in it's scope. Most civilized characters are blessed at birth via a simple ceremony administered by a local clergymen. Some of the fringe communities will use ancient rituals or other manors of contacting the gods but the result is the same. Most of the time it is required by law that all become blessed. A character must be blessed by the age of 5 or they will never be able to.
Those who are outside the graces of the gods often time have some sort of physical mark like a distinctly shaped birthmark or some minor benign deformity that will identify them. They tend to suffer “bad luck” quite often (good luck is thought to be brought on by the gods). They are generally from one of the magical covens or somehow slipped threw the cracks. It is rumored by heretics that the gods themselves where at one point “Unblessed” and that they only keep others blessed to suppress the natural potential of man to become god.
More often than not, sentient non humanoids are Unblessed. The slow corruption of their soul tends to bring out the worst in them and if steps are not taken they may devolve into nothing more than feral monstrosities.
A player must decide if they are blessed or Unblessed at character creation. They can not be switched at any point (unless by magical means).
Classic generating of ability scores. (3d6 six times and apply to whatever the ability score you wish. 8 or lower may be re-rolled)
+ 2 to a single ability score.
30 ft base speed
Bonus feat (1 extra feat at first level)
Start with Common. May take any beyond that after.
Select 12 Class Skills
Skill Ranks Per Level
Weapon & Armor Proficiency
All Simple & Martial Weapons
Shields (except tower shields)
|Level||BAB||Fort Save||Ref Save||Will Save||Feats|
Battle Rage (Weakened Barbarian Rage)
Prerequisite: +5 BAB
An seasoned adventurer can throw himself into a frenzy, calling upon inner reserves of strength and ferocity, granting him additional combat prowess. An adventurer can rage for a number of rounds per day equal to 4 + his Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that an Adventurer can rage per day. An Adventurer can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, an adventurer gains a +2 morale bonus to his Strength and Constitution, as well as a +1 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the adventurer 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, an adventurer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration. An adventurer can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. An adventurer cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If an adventurer falls unconscious, his rage immediately ends, placing his in peril of death.
God's Watchful Eye (Uncanny Dodge)
Prerequisite: Blessed, Dodge
At 2nd level, a adventurer gains the ability to react to danger before his senses would normally allow him to do so by the grace of the gods. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A adventurer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Well Versed (Weakened Bardic Knowledge)
Prerequisite: Wisdom 18
This particularly wise adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. If he is not trained in it he receives a -5 to his roll.
Prerequisite: Proficient in heavy armor
This adventurer has learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
Advanced Armor Training
Prerequisite: Armor Training
This adventurer has learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2.
Armor of Faith
Prerequisite: Blessed, 3rd Level
Faith is a powerful ally and when one surrenders themselves to the protection of the gods they are rewarded. When unarmored and unencumbered, this character adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the monk is f lat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Crossing the gods may remove your ability to do this.
An adventurer who is particularly agile can avoid damage from many area-effect attacks. If an adventurer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an adventurer is wearing light armor or no armor. A helpless character does not gain the benefit of this feat.
Prerequisite: Charisma 18
Some men where made to be leaders and carry on the good fight! Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the character is conscious, not if he is unconscious or dead.
Prerequisite: Blessed, 5th Level
An adventurer can call out to the powers of the gods to aid her in her struggle against those who would disdain the god. As a swift action, one per day the adventurer chooses one target within sight to smite. If this target is Unblessed, the adventurer adds her Charisma bonus (if any) to her attack rolls made against this target. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per character level the adventurer possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. If the adventurer targets a creature that is not Unblessed, the smite is wasted with no effect. The smite effect remains until the target of the smite is dead or the next time the adventurer rests and regains her uses of this feat. Taking this additional times grants additional uses per day. Crossing the gods may remove your ability to do this.
An adventurer selects a creature type from the favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. An adventurer may make Knowledge skill checks untrained when attempting to identify these creatures. Taking this additional times
Humanoid (other subtype)
*Must be Blessed to do this.
This character is well versed in tracking. He adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Prerequisite: 3rd Level
A character may select a type of terrain from the Favored Terrains table as his homeland. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Mountain (including hills)
Planes (pick one, other than Material Plane)
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)
Prerequisite: Dexterity 13, Homeland
An adventurer is particularly adept at moving threw nature without disturbing it. He may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) that he has taken the “Homeland” feat in at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. In addition this character leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Prerequisite: Hunter's Stride
An trained adventurer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at
up to twice normal speed while tracking on his Homeland.
Hide in Plain Sight
Prerequisite: 10th Level, Homeland
While in his Homeland, an adventurer can use the Stealth skill even while being observed.
Prerequisite: 3rd Level
If an adventurer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The adventurer’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6. Should the adventurer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), an adventurer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The adventurer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A adventurer cannot sneak attack while striking a creature with concealment.
Improved Sneak Attack
Prerequisite: 5rd Level, Sneak Attack
Damage from your Sneak Attack is improved to 2d6
Greater Sneak Attack
Prerequisite: 7th Level, Improved Sneak Attack
Damage from your Sneak Attack is improved to 3d6
Prerequisite: 10th Level, Greater Sneak Attack
Damage from your Sneak Attack is improved to 5d6
A adventurer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Crossing the gods may remove your ability to do this.
Prerequisite: Dexterity 13
This ability allows an adventurer to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an adventurer with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Prerequisite: Dexterity 13
It takes a skilled adventurer half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round) if they have this feat.
Prerequisite: Blessed, Wisdom 13
Once per day, an adventurer with this ability can gain a number of temporary hit points equal to her character level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the adventurer's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Prerequisite: Improved Initiate
During the surprise round, opponents are always considered f lat-footed to a rogue with this ability, even if they have already acted.
This adventurer may learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
This adventurer may select one 1st level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 1st level spell.
Prerequisite: Unblessed , 3rd Level
This adventurer may select one 2nd level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 2nd level spell.
Prerequisite: Unblessed, 6th Level
This adventurer may select one 3rd level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 3rd level spell.
Prerequisite: Unblessed, 9th Level
This adventurer may select one 4th level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 4th level spell.
Prerequisite: Unblessed, 12th Level
This adventurer may select one 5th level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 5ht level spell.
Prerequisite: Unblessed, 15th Level
This adventurer may select one 6th level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 6th level spell.
Prerequisite: Unblessed, 18th Level
This adventurer may select one 7th level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 7th level spell.
8th Circle (Godhood)
Prerequisite: Unblessed, 20th Level
This adventurer may select one 8th level spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 8th level spell.
Prerequisite: Blessed, 5th Level
This adventurer may learn cantrips, or 0-level cleric spells . These spells are cast like any other spell, but they do not consume any slots and may be used again.
Prerequisite: Blessed, 5th Level, Devotions
This adventurer may select one 1st level cleric spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 1st level spell.
Prerequisite: Blessed, 10th Level, Clerical Spell
This adventurer may select one 2nd level cleric spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 2nd level spell.
High Priest Spell
Prerequisite: Blessed, 15th Level, Clerical Spell
This adventurer may select one 3rd level cleric spell to cast a number of times per day equal to his character level. Taking this feat additional times will grant you the use of a different 3rd level spell.
The Unblessed cast arcane spells, but they do not use spellbooks or prepare spells. Feats limit the number of spells she can cast (see these “Circle” feats). An Unblessed must have a Charisma score of at least 10 + the spell’s level to cast the spell. (Beware when taking feats!)
Each day Unblessed must focus their minds on the task of casting their spells. An Unblessed needs 8 hours of rest, after which she spends 15 minutes re-centering herself. During this period, the Unblessed refocuses her soul and wards off the creeping grasp of corruption and this allows her to cast her daily allotment of spells. Without such a period to refresh herself, the character does not regain the use of her spells he used up the day before and may shift one toward a chaotic and evil alignment if three days they miss this small ritual.
0-Level Unblessed Spells
Purify Food and Drink
1st-Level Unblessed Spells
Cure Light Wounds
Detect Animal or Plants
Speak with Animal
Pass Without Trace
2nd-Level Unblessed Spells
Cure Moderate Wounds
3rd-Level Unblessed Spells
Speak with Dead
Speak with Plants
4th-Level Unblessed Spells
Cure Critical Wounds
Zone of Silence
Commune with Nature
5th-Level Unblessed Spells
Cure Light Wounds, Mass
Dispel Magic, Greater
6th-Level Unblessed Spells
Cure Moderate Wounds, Mass
Find the Path
Contact Other Plane (God's Plane Only)
7th-Level Unblessed Spells
8th-Level Unblessed Spells
Cure Critical Wounds, Mass
0-Level Cleric Spells
Purify Food and Drink
1st-Level Cleric Spells
Cure Light Wounds
Hide From Undead
Hide From Unblessed*
Weapon of the Gods* (Magic Weapon)
Protection from Unblessed*
Shield of Faith
2nd-Level Cleric Spells
3rd Level Cleric Spells
Setting Only Spells
Protection from Unblessed
Casting Time 1 standard action
Components V, S, M/DF
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
This spell wards a creature from attacks by Unblessed creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by Unblessed creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires.
While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by Unblessed creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by Unblessed summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are Blessed are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Hide From Unblessed
Casting Time 1 standard action
Components V, S, DF
Targets one touched creature/level
Duration 10 min./level (D)
Saving Throw Will negates (harmless); see text; Spell Resistance yes
An Unblessed creature cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent Unblessed creatures are automatically affected and act as though the warded creatures are not there. An intelligent Unblessed creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to make any hostile actions against the Unblessed (even with a spell), the spell ends for all recipients.
Casting Time 1 standard action
Components V, S, M/DF (earth from a grave)
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
You can sense the presence of an Unblessed. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or an Unblessed
2nd Round: Number of Unblessed in the area and the power of the most powerful among them. If you are Blessed, and the strongest Unblessed’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each Unblessed. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An Unblessed’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Creature/Object None Faint Moderate Strong Overwhelming
Unblessed creature (HD) 5 or lower 5–10 11–25 26–50 51 or higher
Lingering Aura: An Unblessed's aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect Unblessed is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Each round, you can turn to detect evil in a new area. The spell
can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Weapon of the Gods
As “Magic Weapon” only it is noted that this is a divine spell.