Fall of Man - Rulebook
Fall of Man - Rulebook
Fall of Man - Rulebook
Created by:
Ken Shannon and Doug Herring
Fall of Man
Table of Contents
Introduction Halflings . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Half-Elves . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Fall of Man . . . . . . . . . . . . . . . . . . . . . . . 2 Half-Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
What’s Different? . . . . . . . . . . . . . . . . . . . . . 3 Half-Orc Evolution Class . . . . . . . . . . . . . 38
What’s New? . . . . . . . . . . . . . . . . . . . . . . . . . 3 Hanites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Hanite Evolution Class . . . . . . . . . . . . . . . 41
In the Beginning . . . . . . . . . . . . . . . . . . . . . 3 Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Then and Now . . . . . . . . . . . . . . . . . . . . . . 5 Human Evolution Class . . . . . . . . . . . . . . 45
2013 and Satan’s Maul . . . . . . . . . . . . . . . . 5 Reborn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Midnar Intervenes . . . . . . . . . . . . . . . . . . . 6 Reborn Evolution Class . . . . . . . . . . . . . . 48
The Return of Magic . . . . . . . . . . . . . . . . . 6
Enter Technology . . . . . . . . . . . . . . . . . . . . 7
Chapter 3: Classes
Man’s Fate . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Classes . . . . . . . . . . . . . . . . . . . . . . . . . 50
Hatred . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Archetypes . . . . . . . . . . . . . . . . . . . . . . . . 50
A Return to Faith . . . . . . . . . . . . . . . . . . . . 8 Advanced and Master Classes . . . . . . . . . 50
Reading Classes . . . . . . . . . . . . . . . . . . . . 50
Mutants on the Rise . . . . . . . . . . . . . . . . . . 8
Asphalt Samurai . . . . . . . . . . . . . . . . . . . . 50
Chapter 1: Focus Gifted . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Bloodlines . . . . . . . . . . . . . . . . . . . . . . . 58
What is Focus? . . . . . . . . . . . . . . . . . . . . . . . 9
Aberrant . . . . . . . . . . . . . . . . . . . . . . 58
Types of Focus . . . . . . . . . . . . . . . . . . . . . . 9
Arcane . . . . . . . . . . . . . . . . . . . . . . . . 58
Gaining Focus . . . . . . . . . . . . . . . . . . . . . . . 10
Destined . . . . . . . . . . . . . . . . . . . . . . . 59
Using Focus . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Dreamspun . . . . . . . . . . . . . . . . . . . . 59
Arcane Focus . . . . . . . . . . . . . . . . . . . . . . . 11
Fey . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Faith Focus . . . . . . . . . . . . . . . . . . . . . . . . . 11 Protean . . . . . . . . . . . . . . . . . . . . . . . . 60
Technology Focus . . . . . . . . . . . . . . . . . . 13 Starsoul . . . . . . . . . . . . . . . . . . . . . . . 61
Technological . . . . . . . . . . . . . . . . . . 61
Chapter 2: Races Undead . . . . . . . . . . . . . . . . . . . . . . . 62
Canites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Halfling Gifted (gifted archetype) . . . . 62
Canite Evolution Class . . . . . . . . . . . . . . . 16 Mechanist . . . . . . . . . . . . . . . . . . . . . . . . . 63
Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Arcanist (wizard archetype) . . . . . . . . . . . 67
Dwarf Evolution Class . . . . . . . . . . . . . . . 21 Cleric of the Many Gods (cleric archetype) 69
Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Dreamwalker (monk archetype) . . . . . . . . 70
Elf Evolution Class . . . . . . . . . . . . . . . . . 24 Face (bard archetype) . . . . . . . . . . . . . . . . 72
Energivores . . . . . . . . . . . . . . . . . . . . . . . . . 26 Priest of the One God (paladin archetype) 74
Energivores Evolution Class . . . . . . . . . . 28 Scavanger (rogue archetype) . . . . . . . . . . 76
Gnomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Soldier (fighter archetype) . . . . . . . . . . . . 78
Gmone Evolution Class . . . . . . . . . . . . . . 31 Wastelander (barbarian archetype) . . . . . . 79
ii
Foreword
iii
Foreword
1
Fall of Man
On the far side of the concrete hallway, the metal He recalled his disbelief, looking back.
outer door—thinner than the inner door—was bent. The sound of a shotgun startled Daniel out of his
Daniel and Brian assumed the worst, but knew they reverie. He spotted Shinreal, the same elf he had
had to move on. met in the parking structure, running from the gated
After a tremendous struggle, they were about to entrance of the bowl, with Brian and two others not
give up on the door. Daniel prayed to God as he far behind. Brian spun back and fired the shotgun
leaned into the bent metal. Suddenly, a soft glow again into the dark opening. Even from here, Daniel
appeared around the priest. He and Brian felt the could make out the screams and grunts of goblins. He
power of God swell within them. The door shuddered turned to the others with him on the hill.
and gave way, falling outward with a crash into the “Be ready, here they come,” he shouted while
darkened parking structure that housed the shelter. picking up his crossbow. The goblins had stolen a
No sooner did they step out into the underground precious cache of shotgun shells and bullets that he
lot than the shuffling of dragging feet could be heard, and his allies had to get back.
accompanied by moaning. Goblins spilled from the bowl’s main entrance,
Then, into their lamplight the creatures shuffled. some tumbling over one another in their haste to kill
Men and women, even children in torn rags, some Shinreal and the others. Daniel sighed as he watched
with parts missing but all apparently dead. How they the swarm of degenerate evil beasts chase his
walked, Daniel did not then know. companions up the hillside. Now reaching his 54th
Brian picked up a metal bar that lay on the ground,
year, he was getting to old for this. Such was life in
and out of fear and disgust he swung. The head of the
the ruins of Earth.
women he struck collapsed inwards. A cloud of dust
Such was life after the Fall of Man.
rose off her dirty blonde hair, but she made no sound
and reached out for the engineer.
Instinctively, Daniel brought out the silver cross
from around his neck and held it before the walking
Fall of Man
dead. He did not know then what he shouted, but Fall of Man is a roleplaying game that uses the
there was a burst of brilliant light. Once his vision popular Pathfinder rules. In Fall of Man, you play
returned, he found that a few of the things were gone, survivors of an event that shattered and changed
simply gone, and the others were backing away, two worlds. One is our world of science and
shielding their dead faces. reason, Earth, and the other is a world of fantasy
It was in this moment that Daniel got a true sense and magic, Gothos.
of how much Earth had changed. Before his eyes, it The races and creatures of Gothos have returned
changed even more as a group of warriors out of some to Earth after thousands of years of separation. With
fantasy story blasted into the undead things from behind,
their return, these races bring arcane magic and
hacking the creatures to bits with blades and axes.
their Many Gods to challenge the people of Earth.
Brian jumped in to help and got a nasty cut for his
In response, those who worship the One True God
efforts. Daniel kept his cross aloft and kept pressing
have found themselves blessed with actual divine
back the foul creatures, making it difficult for them to
concentrate on their attackers. power in the form of faith. Meanwhile, those who
When it was over, one of the warriors broke away study modern science and use technological devices
and came to Daniel and Brian. of all shapes and sizes must now contend with the
His helm of steel and gold was a sight to see, and presence of magic from ages past that interferes with
his cloak of green was stained with the blood of the their machines and their logic.
undead. The warrior lifted his helmet to greet the pair. Men no longer control the Earth as they did for
Daniel didn’t know what to expect, but was stunned to ages, for they have fallen.
find the warrior was no human. His hair was golden Fall of Man is a gothic horror-inspired, post-
and shone in the lamplight as if daylight was showered apocalyptic fantasy version of Earth in the near
upon it. His eyes were so bright and blue they were future. That may be a mouthful, but it’s the best way
startling, and long, pointed ears stood tall on each side to describe the world as it stands now. It is both gritty
of his head. Daniel had seen enough fantasy movies to and fantastic. Bullets and spells kill quickly, and the
instantly recognize this creature as an elf. faithful can heal even the deadliest of wounds.
2
Foreword
In Fall of Man, you will play one of the many types Focus: The Earth is ravaged after Satan’s Maul
of new characters available, from the asphalt samurai struck and brought with it the many varied creatures
to the mighty spellcasting arcanist. You might be a and magicks of Gothos. This struggle for superiority
human or mutant, an elf or perhaps a dwarf. One is represented by Focus, a new system that helps
thing is for certain. Life on Earth is a precarious thing add flavor and personality to characters while also
and death can come quickly. helping them survive in the now unforgiving world.
Magic: New arcane and divine spells have been
What’s Different? discovered thanks to the mingling of Gothos and
While you can play Fall of Man exactly the same Earth. Technomancy, a new school of magic, focuses
as any other Pathfinder game, we suggest using the on the control, enhancement, and manipulation of
options below to help make it truly dark and gritty. mechanical devices. Dream magic gives those with
a knack for it access to some powers thought to have
These rules are detailed in the Pathfinder Roleplaying
been lost forever.
Game: Ultimate Combat supplement, but we’ll
provide some basics in the Campaigns, Combat, and Monsters and NPCs: It’s a new and terrifying world
Gamemastering chapter. for everybody, and the challenges that roam the
• Armor as Damage Reduction streets are a good reason why. Face off against wild,
• Called Shots untamed beasts and cunning adversaries in a realm
• Vehicles where radiation is prevalent and magic only holds the
• Vigor and Wound system real threats at bay for so long.
Mutation: A result of man’s continued use of
What’s New? radioactive materials even before the apocalypse;
mutation endangers everything, making it harder even
Bartering: What’s your skill worth to you? How about to properly interact with the divine beings of the world.
your only weapon or your vehicle? Bartering allows
Races: Several races from the fantastic world of Gothos
characters to find and obtain equipment in Fall of Man
have survived, though not always as expected, and
since the global economy’s collapse has destroyed any now inhabit Earth alongside humans. Members of all
remnant of the money as currency system. races who adventure find their talents and their resolve
Classes: Not all classes function the same on Earth bolstered to overcome the challenges they face.
as they may have on Gothos. divine and arcane
spellcasters find their magic inhibited without the
ability to increase their Focus. Druids and rangers History
have been entirely cut from their sources of power,
What follows is a brief history of the merger between
being unable to even change shape without the help
Gothos and Earth, as told by Valmir Lightstep.
of mutation. Even simpler classes such as fighters,
monks, and rogues find it more difficult to survive
without turning to technology for aid against
In the Beginning O
( minous, I know
dangerous opponents. Did you ever wonder how myths such as Dragons
As a result, several new archetypes and a handful and wizards, elves and goblins, werewolves and
of new classes that provide a feel for the altered witches, ever came to be? In your world of logic, you
world are available to characters in Fall of Man. explain it as exaggeration and embellished tales by
story tellers or the ignorant. But what is the truth?
Evolution: By choosing to adventure, a character Many thousands of years ago the Earth was a
can increase his potential as a race in lieu of gaining fantastical place. Unicorns really did roam the forests
levels in a dedicated class. This is known as evolution and vampires actually haunted castles. Magic really
and is available to all races presented in Fall of Man. worked and the Many Gods were real. Then, two
A race’s evolution always counts as a favored class. powerful entities came into the realm that was Earth.
Feats and Skills: With modern society comes new The One God came who is now called by many
skills and new uses for skills. Similarly, the introduction names; Christ, God, Buddha, Allah are but a few
of different aspects of the game calls for new feats with examples. All are aspects of the same powerful deity.
which to tailor a character to individual needs. It stands to reason that the One God was, by himself, as
3
Fall of Man
powerful as the Many Gods combined. So powerful was The Many Gods pleaded with Midnar to help,
the One God that he was able to create the Earth to suit but the greater being’s motives were His own. They
his own whim without even asking for their opinion. received no response, or even acknowledgement
The Many Gods recognized their fellow deity’s that Midnar saw them as anything more than lesser
power because their omniscience told of a day when creatures. The Many Gods were certain they had
the One God would rule over all the realms of man. failed. One day they and all the strange and wonderful
They knew very well that their time as equals in creatures of their Earth would simply fade away.
power compared to the One God was limited. Hundreds of years passed and the Many Gods
While the gods were busy in the heavens, logic had resigned themselves to their fate. They were
losing ground, losing worshippers and power. They
and reason, the birth of science and industry came to
watched as the amazing creatures of fantasy faded
the races of the world as a gift from mankind. Where
from the world of man. Then, without warning,
faith and magic required esoteric knowledge and
Midnar touched them all and told them he had created
nigh constant worship, science could be laid out on a a world, parallel from Earth, yet similar; sharing its
table for any willing to learn and understand. fate but separate. Midnar told the Many Gods that He
The Many Gods, whose entire lives were based in would give them this world; that he would bring all
magic and faith, sought to preserve their ways and the that was fantastic and magical to the new world so
races they created. Their desperate search eventually that it may thrive; but the price for doing so was high.
brought them to Midnar, a being of many planes yet The Many Gods willingly accepted the price without
of none. So powerful was the might of Midnar that it even asking what it would be and not really caring if it
dwarfed the combined powers of the Many Gods and, meant their personal survival. What they did not know
some dared say perhaps even the One God himself. was that the price would not be paid by them, but by
Midnar and the two worlds that now existed.
With the deities’ acceptance, Midnar tore from Earth
Your Guide—Valmir Lightstep everything born of magic and faith and placed it within
Is this thing on? Yes? Good. Eh-
the new world. The effort of the great being’s work left
hem. Where to start? Oh yes. Him weak, but it was done. Gothos was born.
Pleasure to meet you, ladies and Midnar disappeared from the Many Gods shortly
gents! My name is Valmir Lightstep; after they were given their new home and eventually
skilled Halfling Scavenger. I run they gave up trying to find Him. Midnar, weakened
with a small group known as the
Wolf Pack in the former greater by the efforts of creation secreted away to a place
Los Angeles area. I will be your that does not exist and slept; paying the price of His
guide throughout your journey creations and the efforts of moving the Many Gods
around the new Earth; stepping in
to give you tips and background
and the magical things to Gothos.
information in order to help you While the people of Earth forgot their fantasies and
better understand the perilous those who left to Gothos, the Gothosians could never
world you have just entered.
entirely forget Earth. Midnar, in His sleep could not so
You will often find my notes in easily ignore the worlds He had divided. He could still
the corners or at random intervals
within the pages of this choice hear and feel the dreams and nightmares of the people
tome just like this. This entire of Earth. Earth’s last bastion of fantasy was the dream
section, for example, was added by world of Midnar’s spirit. In Midnar, the nightmares and
me to help clue you in on what
exactly happened before and after
dreams of the sleeping folk of Earth became real and
my world collided with yours. manifested in Gothos. This was the price that world
As a matter of fact, I’ve taken paid and it shaped Gothos over thousands of years.
a liking to leaving my own Gothos and Earth were still connected in their
comments within most of the
unique way and as the two planets rotated in their
books I find just lying around
in what’s left of this world, so respective dimensions, they would come close,
expect to hear a lot from me as you passing through one another, then separating again.
look around. This interaction regularly created both terrible and
wonderful things for Gothos.
4
Foreword
For thousands of years the two worlds remained in The world governments came up with schemes
their own dimensions; Gothos partly aware of Earth and plans totaling in the hundreds. They launched
and Earth never aware of Gothos. Things of fantasy assault after assault on the massive and dense object
became myth and legend to you, but our people that was on a collision course with Earth. Movies
were forever haunted by the prospects of science, were made, songs were sung, and people generally
technology, and the One God. continued their lives, confident that their technology
Now, if I understand correctly, magic did not and their faith would save them. The best results the
immediately disappear from Earth. Even in the 20th governments were ever able to achieve was breaking
century of the modern world, some small remnants of the Maul into a few pieces, each still so massive as to
magic still existed but technology had won its battle potentially wipe out entire continents.
centuries before and what was left of Real magic When it was concluded that there was no hope, the
faded faster and faster over time. structure of society finally began to unravel. Wars
and riots devastated most civilized areas. Terrorists
Then and Now stepped up their activity, often unchecked by the
Fast-forward something like 7,000 years. History on governments of the world. The planet was in chaos.
Earth has already been rewritten at least six times, I have always been a believer of the phrase, “In war
and will probably be changed again at least twelve and strife great things are often achieved.” This couldn’t
more. By this point, the world of the Many Gods and have held truer in the years before the Maul struck.
magical things were a vague and distant memory Robotics and Bionics reached new levels and
catalogued (not always accurately) in your history many such pieces of technology were employed
and fiction. in desperate attempts to keep peace. Genetically
Some magic still existed and some strange enhanced soldiers were put in place as well as the
creatures still inhabited Earth like Bigfoot and the shortage of fighting men and women got worse with
serpent you call the Loch Ness Monster. You still the passing years up to the end.
had a few real ghosts other things that couldn’t be In 2028, the Eden project was launched as a space
explained by your most prestigious of scientists. All platform that took plants and animals of all kinds into
of it was left over from the days before the separation space and far away from the potential destruction
of magic and science and of faith and reason. Magic with the hopes of returning to repopulate the Earth.
was dying, yes, but it wasn’t quite dead yet. 10,000 men and women were hand-picked to go on
The current year is 2061 A.D., which is 30 years project Eden and be put in cryogenic sleep along
after the end of the world as you probably knew with mated pairs of animals and every type of insect
it. What occurred between 2003 and 2031 is really imaginable (Yes, even mosquitos). Plants were put in
irrelevant since most of the survivors neither recall stasis and seeds were preserved. Eden was launched
nor care. and the world prayed for its survival.
Later, you’ll find information on some of the And all of a sudden, there it was. Satan’s Maul came
technical advances that took place before Satan’s in five distinct pieces. Some said it was the devil’s
Maul and the exodus from Gothos to Earth. You will hand reaching down to take the sinners to hell. Others
also learn more about what has changed since the saw it as the hand of God coming to smite the unholy.
rebirth of your world and the Fall of Man that begins Few recall exactly where the massive chunks struck
in 2031 and continues even now. but strike they did and the world should have ended…
5
Fall of Man
Midnar Intervene They did their best though, and when the worlds
were momentarily one again the creatures of Gothos
When the first of the meteors struck, it killed hundreds crossed over. This was not without ill effects and
of thousands in seconds. The death of so many roused strange happenings. Magic flooded Earth again and the
the being called Midnar from his slumber with a start. source of magic itself returned to the world of science.
For a brief moment, Midnar was awake and, quite by As soon as all was done and Earth was saved,
accident, let His guard down. Midnar collapsed back into slumber, but as with
In that moment, Earth and Gothos occupied the before, there was a price. The dream world that once
same space. Parts of Satan’s Maul struck each world. bled into the destroyed Gothos now grew unfettered
and the living Nightmares and Dreams found their
Both were doomed and Midnar had to make a choice.
way to Earth instead. Horror was born along with a
He only had the power and time to save one. Sadly,
new chance at life.
the fantastic world of Gothos took the brunt of the
Midnar slept, Earth was forever changed, and the
cataclysmic event and Midnar’s choice became true conflict of forces was just beginning.
clear. He saved Earth as best he could. It was still
left in ruin, but a ruin that could be rebuilt. Gothos, The Return of Magic
however, was shattered utterly.
When magic returned, Earth got it back tenfold.
Midnar was power beyond imagining, though, and Instantly there was a terrible conflict between the raw
He wanted to preserve magic and the magical things powers of magic versus technology; intuition versus
of Gothos. First, He sent messages back through time reason; and fairy tale versus logic. On even footing
to Gothos, warning the Many Gods and the people now, these powers heaved and surged; each wanting
most special of the end of their world. He showed to take the mantle of domination over the other.
them how to prepare themselves, but because He Mind you, these are not truly intelligent and
thought in such a different way it was difficult for thinking forces. They are far more primal and their
even the Many Gods to make sense of it all. war is carried out by the creatures that put stock in
6
Foreword
7
Fall of Man
As the next few years went on, it was clear that religion would have an answer, many believed. Tales
man was no longer the dominating race on Earth. Not of Rapture and the second coming of God brought
only had the monstrous races taken to the plague- followers in droves to the various churches of the
ridden and battered world like cockroaches to a dirty world. The faith became so strong in some areas that
house, but there were other races, some even more by the time Satan’s Fingers dug into the Earth, the
fearsome than the ogres, roaming the world in search rampant magic of Gothos’ merger transformed them
of lesser creatures to destroy. into true holy sites.
I have to hand it to them, though, humans are truly Once the world was safe and Midnar slept once
adaptable. They survived against all odds through to more, holy pilgrims from both worlds began their
the current day. The faithful say it was God’s will, the search for relics related to their gods. They sought
mystical say it was fate, and the scientific say it was answers. Those who praised the Many Gods of Gothos
genetics. Regardless of which was, man endured. blamed Earth’s One True God for the disaster, and it
wasn’t much different the other way around. Though
Hatred they were few and still new to the concept of actually
wielding divine power, the worshipers of the One
Man’s future remains unwritten, and that, more than
God were unified by their religion more than most.
anything draws the ire of the monstrous races. The
They were aided in their early years by the Gothosian
goblins, for example, have always generally hated
races that turned their backs on the Many Gods for
mankind, but never more so than now. Call it coding
not somehow saving their home. This faith in the One
at the genetic level or a metaphysical cause. Call it
God versus the Many Gods eventually turned into its
what you will, but the “low” races of orc, goblin,
own conflict that has since spurred many to arms.
ogre, and troll have the purest and most vile hatred
towards humankind; rivaling even their hatred of Mutants on the Rise
elves. Tribes of orcs have been known to sacrifice
Even before Satan’s Maul, Earth was no walk in the
their entire colony to take down a human bastion of
park. humans, guided by the knowledge that they may
power. Nobody can say for sure why their hatred runs
soon be extinct, kicked their studies of radioactive
so deep, but it does and mankind on Earth faces yet
materials and nuclear options into high gear. By the
another conflict, another plague of evil.
time Satan’s Maul crossed paths with the next nearest
So where is human kind now? Scattered about the
planet on its way to your world, mankind had thrown
world, trying to forge a new society and torn between
caution to the wind and started sending nuke after
those native to Earth and those who “came across”
dangerous, poorly crafted nuke into the sky to stop it.
during a fateful day thirty years gone.
Several of these devices, and the thrown together labs
New generations of humans are sprouting up and
in which they had been created, spread awful, deadly
some of them have strange and odd abilities as they
fumes and particles into the air. It remains a saying to
are mutated by rampant radiation and distorted magic.
this day that after man deals with that which he’s lost
The saddest part about the human race is they can
as a result of Satan’s Maul, he will then have to deal
never seem to agree. Divided between Earth’s One
with what he’s lost as a result of himself.
God and the Many Gods of Gothos, arcane magic and
Later, after the dust settled, the mutants came.
technology, Earthling and Gothosian, Young and old,
It was one or two at first, then droves of the poor,
they are doomed to a slow death unless they can find
misshapen children of man’s science. Former men,
common ground.
orcs, and other, worse things started walking into
A Return to Faith camps of the fallen. Some claimed they were merely
sick and in need of help. Others simply stalked
When Satan’s Maul was literally on the horizon, through, irradiating everything and killing whatever
the races of Earth and Gothos (thanks to Midnar’s they could find. It was clear that these creatures had
intervention) prepared in their own ways for the end ceased to be what they once were. Now, they were the
of the world. shells of other creatures driven to destroy everything;
On Earth, many turned to religion. Since it was from faith, to magic, to technology; and they had the
religion that discovered this apocalypse, maybe means to do so.
8
Chapter 1: Focus
Chapter 1: Focus
In Fall of Man, the world has fallen back
into a dark age where reliable technology
is a rare commodity and magic has
once again started to show prevalence.
Likewise, the worship of one god-like
entity has faltered with the coming of the
Many Gods of destroyed Gothos.
Adventurers in Fall of Man find
themselves drawn to these extremes by
pseudo-scientific and magic beliefs. As
an adventurer’s understanding of one
aspect of this divide grows, that adventurer
soon learns that his or her ability to use
or maintain anything related to the other
suffers. Even those who claim an equal
understanding of all things in this new
world are often impeded in one aspect while
utilizing another. Only through Focus can
one hope to properly tap into the highest
potential of his or her understanding.
What is Focus?
The most important new concept
introduced in Fall of Man is Focus. The
world itself forces characters to choose
a limited path in their development.
Technology and arcane magic are at odds
with each other, as are the Many Gods against the Faith: Represents a character’s ability to channel
One God. Mutation, the warping of the body and divine power granted by the One God or the Many
soul, feeds from Focus, draining one’s capacity in all Gods. Characters with faith also better comprehend
the other facets of it. Over time, a character will find and can properly use holy sites, relics, and religious
that his choices will align him with one or more of
knowledge. Continual worship of either the One God
these aspects to form a unique destiny.
makes it more difficult to request aid from the Many
Gods and vice versa.
TYPES OF FOCUS
Focus has three primary aspects; arcane magic, faith, Mutation: Represents the transformation of
and technology. Mutation also acts as a Focus, but has the character through exposure to mutagens or
body and mind altering effects beyond even the other radioactive material. Characters with permanent
three. Before the destruction of Gothos, natural magic, mutations are mutants who cease to count as their
or fey magic to some, also existed. Unfortunately, the original race. Continual use of mutagens generates
deaths of so many fantastic creatures when the worlds further mutation and hampers proper application in
converged has all but obliterated it. The only creatures
other areas of Focus.
currently known to wield such power in Fall of Man
have become part of the Dream. Technology: Represents a character’s ability to use
Arcane Magic: Represents a character’s ability to cast technological devices and complex machines as well
spells, use magic items, and understand the fundamental as the ability to grasp technological concepts through
nature of magic through the use of skills. Continual use the use of skills. Continual use of technology hinders
of arcane magic inhibits technology and vice versa. arcane magic and vice versa.
9
Fall of Man
10
Chapter 1: Focus
11
Fall of Man
Bless/Blight Water (Su): 2 points. The water that grants faith. A creature can only benefit from
touched is cleansed or stagnated and gains a faith major miracles a number of times equal to 1 + its
rating 1 devoted to your god. You can affect up to total points in the Faith Focus.
2 gallons of water per point of faith. The water acts Hand of Faith (Su): 25 points. Removes blindness,
as an area with a faith rating until it evaporates or is deafness, or disease with each use. If you possess
diluted (GM discretion). the True Believer feat, this ability can also remove
Cause/Remove Fatigue (Ex): 1 Point. The creature paralysis or allow the target to attempt a saving throw
touched either gains the fatigued condition or is no against a stigmata.
longer fatigued. This can only be used on each target Regeneration (Ex): 30 points, requires 1 minute
up to once per day. to use. Counts as regenerate, but the target touched
Command (Su): 4 points. One creature who can hear takes 1 point of Constitution drain for each time this
you follows a single command, as the spell. A creature ability has been used on it previously. The regenerated
that saves is immune to this ability for 24 hours, while limb detects as conjuration (healing) magic for the
a creature that fails takes a –5 penalty to saves against remainder of the target’s natural lifespan.
other commands you issue, provided your commands Restore Life (Su): 35 points, requires 1 minute to
follow the guidelines of charm person. use. Counts as raise dead, but the target gains 1
Create Communion (Su): 1 point. You create a negative level and takes 1 point of Constitution drain
single, small meal that satisfies the hunger of the for every day it was dead (minimum 1).
creature that eats it for up to 3 hours. A creature can Return (Ex): 40 points, requires the True Believer
only benefit from this communion once per day. feat. If you die after using this ability, you return to
Cure/Inflict Wounds (Ex): Variable. For each point life three days later, even if your body was totally
of Favor you spend (max 10), you heal or deal 1 destroyed. You gain a temporary negative level that
point of damage to a single target you touch. This can lasts for 1 day. You cannot benefit from this ability
only cure vigor damage when that rule applies (see while you have any negative levels. Subsequent uses
Combat). Alternatively, you can channel energy as a of this ability cost 60 additional points.
cleric from the Pathfinder Roleplaying Game Core Stigmata (Ex): 15 points. The target within 30 feet for
Rulebook, but you must spend 4 points of Favor (max every point of faith you have suffers 1 damage (wound
40) for each 1d6 damage healed or dealt. damage when using that rule) and is marked for a
Detect Heretics (Su): 2 points. You can detect divine purpose. Treat this as lesser gaes, but you do
heretics in the same way an arcanist can detect magic. not have to communicate your command and the target
Heretics are fallen worshipers of a god. can have hit dice up to your points in the Faith Focus.
Divine Inspiration (Sp): Varies. You cast a cleric Any creature with at least 1 point in faith recognizes
spell as a spell-like ability with a caster level equal to the divine purpose and may attempt a Knowledge
your faith. 0-level spells cost 5 Favor, and 1st through (religion) (DC 15) check to understand it. A creature
5th-level spells cost 10 x their spell level. Higher that fulfills its divine purpose loses the stigmata. You
level spells cannot be cast with Divine Inspiration. can only give 1 creature stigmata at a time.
If you have the True Believer feat, you can cast these Mutation Focus: Even before the coming of Gothos,
spells as supernatural abilities instead. Earth was ripe with potential for mutation. Radiation,
Hide from Undead (Ex): 1 point. Undead creatures both natural and man-made was in use around the
cannot detect you by any means. If your presence is world. Medicine, weapons, and more were created to
made known or you pass within 5 feet of an undead harness the destructive power of radiation.
creature, it can attempt a Will Save to recognize you. When the other races arrived, they knew not what
to make of mutation. It was a foreign and deadly
Turn/Command Undead (Su): 4 points. You turn or magic to them. Some, like the gnomes, immediately
command undead within 30 feet of you, as the feat. reacted negatively to its effects, becoming the
Major Miracles: The following miracles are twisted; while others, like halflings and most elves,
available to characters with at least 1 level in a class found themselves generally immune to its effects.
12
Chapter 1: Focus
The Mutation chapter goes into more detail about how Arcane Focus. Some class abilities and racial traits
to handle and use mutation points for various effects, but can remove this penalty.
in general a character with at least one permanent point Skills: A dedicated follower of one faith can never
(not gained through spells) in the Mutation Focus gains truly understand the beliefs and guidance of another,
the mutant template and can automatically fail checks especially when the viewpoints of each don’t
related to other areas of Focus on a natural d20 roll equal coincide. Similarly, a pragmatist will never bother to
to or less than its current points in mutation. research more than even the basic concepts of magic,
and often only to twist such facts and throw them in
Technology Focus the face of a rival arcanist.
All mechanical devices have a technology rating. Once per day, a character with points in a Focus
In combat, a character that is not proficient with a can apply a bonus to one of the following skill checks
weapon adds that weapon’s technology rating to his equal to his total points in that Focus. If he does this
penalty for wielding it (the standard non-proficiency in an area with any Focus rating higher than 0, he may
penalty is –4). Most archaic weapons, such as daggers be able to automatically succeed or fail (see above). If
or longbows, have a technology rating of 0, while more he does this in an area with an opposed Focus rating
complex weapons, such as pistols or chainsaws have a higher than 0, he subtracts that rating from his bonus,
technology rating of 1 or higher. Each weapon listed in and may take a penalty as a result instead.
the Equipment chapter has its technology rating listed
Arcane Magic: Knowledge (arcana, dreams) (Int),
in its statistics. For weapons not included there, find a
Spellcraft, and Use Magic Device. If the character
similar weapon and use that rating.
has an item creation feat, he can also apply his Arcane
For example, if Max has 4 points in the Technology
Focus to the appropriate Craft skill for that feat.
Focus, he can wield any archaic weapon without
penalty. He still takes a –2 penalty to wield a modern Faith: Craft (relics) and Knowledge (dreams,
handgun, though. He could place 2 more points in medicine, religion)
the Technology Focus or take a proficiency feat Mutation: Craft (medicine), Knowledge (mutation,
to remove his –4 penalty and allow him to use his toxicology)
handgun in an arcane rating 2 area (4 points –2
handgun tech rating). Technology: Craft (demolition, electronics, mechanics,
If a character has utilized his Arcane Focus within programming, structure), Drive, Knowledge
the last 24 hours and wishes to wield any weapon with (engineering, technology)
a tech rating higher than his current Focus, he must
spend 1 standard action to refocus or suffer
a non-proficiency penalty to his
attacks equal to his total
13
Fall of Man
Chapter 2: Races
A Canites
s the two worlds were torn asunder, Midnar
gave the races and the Many Gods of
Gothos time to prepare, and prepare they
did. Although each race still doubted the prophecies A forlorn and lost race on Earth; the canites were
of apocalypse sent back in time by their would-be once social beings that ran in packs on Gothos. Now,
savior, they did as He bid and selected those few who individual members of this race are often lost without
would cross. others of their kind.
After the people of Earth learned that Satan’s When the canites crossed over from Gothos it was
Maul would bring an end to the world they knew, haphazard at best. They found their families mixed
there were those who found shelter and guarded with other races, primarily humans and elves, in the
themselves closely until it was as safe as it was crossing. Being a young race, and a bit primitive,
going to get. Only then did they start leaving the canites never developed the complex magical
safety of what they understood and ventured into the requirements to create the gates to Earth, so they
dangerous unknown. were forced to hitch a ride. After they arrived on
What follows is an account of those races and their Earth, they remained broken and scattered.
journeys. For each race, we present the standard In all respects, canites are basically “dogmen,”
traits that should be playable in any setting, not though few would say that to their faces. They are
just Fall of Man. These are also the traits generally proud, fierce, and loyal to a fault. Like Earth’s many
exhibited by NPCs. Adventurers in Fall of Man have breeds of dogs, they can vary greatly in fur color,
to be a little tougher to survive. This is represented size, and appearance.
by the adventurer traits available to those races. The canites as a race in general are most
Important NPCs will occasionally have adventurer comfortable in unspoiled wilderness, which is very
traits as well. hard to find on Earth after The Fall of Man. They do
14
Chapter 2: Races
15
Fall of Man
Languages: Canites begin play speaking Common Asphalt samurai: Add +1/4 to the samurai’s ki pool.
and Canite. Canites with high Intelligence scores can Cleric of the Many Gods: Add a +1 bonus on caster
choose from the following: Elven, Gnoll, Orc.
level checks made to overcome the spell resistance of
outsiders and creatures from the Dreaming.
Senses Racial Traits
Dreamwalker: Add +1/4 use of the Blessed Sleep
Low-Light Vision: Canites can see twice as far as
ability.
humans in conditions of dim light.
Face: Add +1/6 of a new rogue talent.
Scent: Canites have a finely-honed sense of smell,
and gain the Scent universal monster ability. Gifted: Add +1/4 to the DC of necromancy spells.
Mechanist: The Mechanist’s companion gains
Feat and Skill Racial Traits energy resistance 1 against acid, cold, electricity,
Skills +2 racial bonus to Perception. Canites can hear or radiation. Each time the Mechanist selects this
high-frequency noises that other creatures ignore, and reward, increase his companion’s resistance to one
their ability to detect by smell is greatly enhanced. of these energy types by 1 (maximum 10 for any one
type). This resistance is applied after vulnerability.
Focus Racial Traits Priest of the One God: Add +1/2 Favor to be stored
Limited Faith: Canites can only raise their faith or used per day.
in the One God to a maximum of 6 points. Feats
Scavenger: Add a +1/3 bonus on Sense Motive
and temporary bonuses to a canite’s faith can still
checks and a +1/3 bonus to detect traps by smell.
increase this value.
Soldier: Add a +1/4 bonus to Will saves.
Canite Adventurer Traits Wastelander: Add 1 foot to the wastelander’s
Canite adventurers in Fall of Man also gain the base speed. In combat this has no effect unless
following. the barbarian has selected this reward 5 times
Saves: +2 racial bonus to saves vs. mutation. (or another increment of 5); a speed of 34 feet
Canites can only gain points in the Mutation Focus is effectively the same as a speed of 30 feet, for
from their class. example. This bonus stacks with the wastelander’s
fast movement feature and applies only under the
Skills: +2 racial bonus to Knowledge (dreams) checks.
same conditions as that ability.
Spell-Like Abilities: +1 to the saving throw DCs of
spells of the divination school and sleep effects. In
addition, Canites with Charisma scores of 15 or higher
Canite Evolution Class
may use dream once per day as a spell-like ability In His slumber, Midnar dreamt many races into being
(caster level is equal to the Canite’s character level). on Gothos. The dream that birthed the Canites, it is
said, was one of a family in need who was saved by
Favored Class Options their faithful companion. The humans and elves who
discovered the race believed them to be a gift from
The following favored class options are available to
the Many Gods. For a time, the canites were treated
all canites with the listed favored class, and unless
as watch dogs and guards of the “better” races. They
otherwise stated, the bonus applies each time you
were kept as slaves and servants until they started
select the favored class reward.
forming communities on the outskirts of society.
Arcanist: Add +1/2 spell to the arcanist’s spellbook Upon coming to Earth, many canites finally realized
from the following list – deep slumber, dream, find their true origins within the Dreaming. This gave the
the path (6th), greater magic fang (3rd), jump, keen canites a purpose and better understanding of their
senses, magic fang (1st), nightmare, sleep, stoneskin, race. Proud and loyal canites now run in packs and
or any dream spell. Spells not found on the wizard are well known for their ability to hunt and track.
spell list can be prepared and cast at the indicated
spell levels. Hit Die: d10
16
Chapter 2: Races
17
Fall of Man
Dwarves
The tough dwarves of Gothos argued incessantly
over the validity of the prophecies sent by Midnar.
Who was this being after all? It was not aligned with
the gods of earth and mountain. Why waste their time
with magic and sorcery when there was so much
more to do with religion and engineering?
In the end only a few clans of dwarves took heed
and created the gates necessary to flee to Earth.
What became of the others is unknown but if the
broken world that can appear in the night sky when
lightning flashes is any indicator, they are all dead.
Hopefully they’ll stay that way.
The dwarves of the mountain city of Tor-Urgas
appeared in the area of Kentucky in the Appalachians.
There, they went to work building a mighty hall which
is now a secluded fortress. Over the years they have
sent agents out to establish contact with the other
races. Living in much the way they did on Gothos.
Another clan appeared in Europe in the mountains
of Turkey. The two clans have made contact through
divine and arcane means and plan to one day bridge
the gap between them.
Today, the quest to find other dwarven clans in the
world is paramount to the race, for the primal conflicts happens slowly enough that the dwarf who is afflicted
unknowingly unleashed by Midnar are taking their can sneak away and hide. In some cases the dwarf
toll on the dwarves as well. No one knows what will take their own life rather than suffer from the
caused this dreaded curse called Deader’s Doom or insanity and physical deterioration of the disorder.
what makes a dwarf turn deader, but all dwarves fear If one of the afflicted should flee the clan, they
it. No dwarf, not lord or simple miner, is immune. are immediately hunted down by the clan’s most
Personality: Rugged, hearty, loud and gruff. These powerful champions. deaders can quickly become
traits have been amplified in the dwarves’ coming a terrible power and truly deadly if allowed to live.
to Earth. dwarven stereotypes portrayed in fantasy Dwarves justify their hunt of deaders with the firm
are true. The stout and broad race is strong of will, belief that none of their kind would willingly live
powerful of limb and ready for battle. with a disorder that corrupts and destroys the land
Dwarves can be rigid and straight forward, much and its resources.
like the rock from which they carve their halls. This
Physical Description: Appalachian dwarves are the
has led to some strained relations with other races who
typical fantasy fare; short and broad with powerful
have colonies or homes near dwarven communities,
frames. Males always wear beards that are often
but it is widely known that, even given their general
braided and long to show their strength and represent
attitudes, the average dwarf can be trusted.
Of course, in crossing over to Earth, like most their clan. Dwarven women are as short, powerful,
things that did, not all is right. The malady called and broad as the men. Despite myths to the contrary,
Deader’s Doom has taken hold of the dwarves. It they do not possess beards. Dwarven women are
is a rare and magical disorder that distorts the race obviously women, even to non-dwarves, unless
in terrible ways. The transformation of a dwarf to a they are in full armor or are hiding their feminine
deader is not always quick or obvious. Often times, it attributes in some other way.
18
Chapter 2: Races
Turkish dwarves were once hill dwarves back on hold a special hatred for the savage beings. Their
Gothos. Their new home has bronzed their skin and disgust for orc and ogre knows no bounds. They have
made them leaner. The humans of the area helped the a neutral opinion of other races and take to them on
dwarves establish their home and taught them how an individual basis.
to survive in their new world, so the two races have
Dwarf Lands: Like most races, dwarves are scattered
a much deeper relationship than their mountainous
about now but they have formed two large dwarven
cousins in the west.
holds (underground cities); one in the mountains of
Relations: Dwarves interact best with humans and Kentucky and the other in Turkey. The Appalachian
halflings. They get along better with elves than when dwarves, in particular, are always attempting to
they were on their own world and the old arguments expand and have sent several expeditions in the
that caused elf and dwarf to feud have been put aside, Rockies as well.
for now. Dwarves loathe the monstrous races and
Religion: Krag, god of the Forge is the dwarves’
primary deity. That doesn’t preclude a dwarf from
Flaw: Deader’s Doom
converting to another god though, and there are some
For every 500 dwarves born on Earth, one of them
becomes something else. This condition doesn’t who even worship the One God of Earth. Dwarves
always affect the newborns, either. In the end, a hold religion to be quite personal and would never
Dwarf never knows when or if it will become an fault another dwarf for finding his own way unless
undead creature now known as a “Deader”. he started to forsake dwarven tradition by doing so.
Deader Dwarves flee the clans to live alone Names: Dwarven names are harsh and sound as if
in their twisted evil. They hold terrible power hewn from the stone. Most dwarves use surnames to
to destroy the land, make putrid water, turn show family relationships, but some choose not to.
diamonds into broken glass, and make hard stone Here are some sample names:
crumble as if diseased. The Deaders are the very Female Names: Corte, Dani, Tallerien, Ursula,
antithesis of dwarven culture. Dwarves hate and Wend
hunt the Deaders when they are able to in order to Male Names: Carmak, Deklor, Raklin, Rasal,
preserve the honor of their ancient race. Tarkan, Thurkosh, Urok
When Deader’s Doom sets in, the Dwarf Family Names: BattleHammer, Helmdar,
trades his racial bonus to Constitution for a +2
Hillbreaker, Mountainhome, Stonesour,
racial bonus to Strength and another –2 penalty
Shieldbarrel, Sworddriven
to Charisma as his mood darkens and his body
overcompensates for the loss of Constitution. Adventurers: Dwarven adventurers are usually
If the Dwarf has levels in his evolution, adjust abroad for one of two reasons; to establish ties with
them accordingly. Finally, when healing magic other clans and races or to hunt down deaders. That
is applied to the Dwarf, he must succeed at a doesn’t mean you won’t find dwarves roaming the
Fortitude save (DC 15 + his evolution level) or world for numerous other reasons, though. Some
only receive one-half the benefit plus his total may seek treasure or may be actively campaigning to
points in the Faith focus. rid the world of the greenskins.
Unlike most flaws, Deader’s Doom can be taken
at any time (usually when leveling or after a year
in game, but the story can also drive the change).
Dwarf Racial Traits
A Dwarf who chooses this flaw immediately gains All dwarves share the following traits.
the normal Focus progression (1st, 4th, 8th, etc…) Ability Score Racial Modifiers: +2 Constitution, +2
and can pick a bonus feat. Dwarves call this sudden Wisdom, –2 Charisma
empowerment the “rush of excess” because it is
Size: Dwarves are Medium creatures and thus receive
physically very intense and exhilarating before
realization of what happened sets in. no bonuses or penalties due to their size.
There is no known cure for this disease, and it Type: Dwarves are humanoids with the dwarf
has proven resistant even to Divine Favor. subtype.
19
Fall of Man
Base Speed: Dwarves have a base speed of 20 feet, Resilience: DR +1/–. This stacks with any other
but are never encumbered by armor or a heavy load. Damage Reduction of the same type.
Languages: Dwarves begin play speaking Common and Saves: +2 racial bonus to saves vs. mutation and
Dwarven. Dwarves with high Intelligence scores can toxic spells. Dwarves can only gain points in the
choose from the following: Giant, Goblin, Orc, Terran. Mutation Focus from their class.
Darkvision: Dwarves can see perfectly in the dark Favored Class Options
up to 60 feet.
The following favored class options are available to
Focus Racial Traits all dwarves with the listed favored class, and unless
otherwise stated, the bonus applies each time you
Focus Block: Dwarves are unable to gain the normal
Focus Progression without taking the Deader’s select the favored class reward.
Doom flaw. Arcanist: Add +1 spell slot that can be used only to
craft items with Materialist. These slots can be added
Defense Racial Traits together to equal one or more given spell-levels.
Defensive Training: +4 dodge bonus to AC against 0-level spells require 1 of these slots.
monsters of the giant subtype. Asphalt samurai: Add +1/4 Technology Focus.
Hardy: +2 racial bonus on saving throws against Cleric of the Many Gods: Select one domain power
poison, spells, and spell-like abilities. granted at 1st level that is normally usable a number
Stability: +4 racial bonus to CMD when resisting a of times per day equal to 3 + the cleric’s Wisdom
bull rush or trip attempt while standing on the ground. modifier. The cleric adds +1/2 to the number of uses
per day of that domain power.
Feat and Skill Racial Traits Dreamwalker: Reduce the Hardness of any object
Greed: +2 racial bonus on Appraise checks made made of clay, stone, or metal by 1 whenever the
to determine the price of non-magical goods that object is struck by the dreamwalker’s unarmed
contain precious metals or gemstones. strike (minimum of 0). Deader dwarves reduce the
Stonecunning: +2 bonus on Perception checks to Hardness of earth, stone, or wood objects instead.
notice unusual stonework, such as traps and hidden Face: Add a +1/2 bonus on Appraise checks and on
doors located in stone walls or floors. Dwarves Diplomacy checks when bartering with dwarves.
receive a check to notice such features whenever they
pass within 10 feet of them, whether or not they are Gifted: Add +1/2 to acid and toxic spell or spell-like
actively looking. ability damage.
Mechanist: Add +1/6 of an item creation feat. This
Offense Racial Traits means the Mechanist only gains one feat every 6 levels.
Ancient Foes: +1 racial bonus on attack rolls against Priest of the One God: Add a +1 bonus on
humanoid creatures of the orc and goblinoid subtypes. concentration checks when casting priest spells.
Weapon Familiarity: Dwarves are proficient with Scavenger: Add a +1/2 bonus on Disable Device
battleaxes, heavy picks, and warhammers, and treat checks regarding stone traps and a +1/2 bonus to trap
any weapon with the word “dwarven” in its name as
sense regarding stone traps.
a martial weapon.
Soldier: Add +1 to the soldier’s CMD when resisting
Dwarf Adventurer Traits a bull rush or trip.
Dwarven adventurers in Fall of Man also gain the Wastelander: Add +1 to the wastelander’s total
following. number of rage rounds per day.
20
Chapter 2: Races
21
Fall of Man
Elves
The mysterious elves of Gothos, from drow to wood,
took Midnar’s prophecies more seriously than any The Blasted Elves
other race. They gathered the fey folk and the spirits Planegazer was wrong.
of wood and stream and they prayed to their gods and Dardalus and his contingent
goddesses to deliver them and join them in the new, appeared on Earth as well, but
strange world. they landed in a massive crater of
It was Korindrar Planegazer who found the way toxic and nuclear waste material.
With them came all of the great
and prepared the gates for the time of crossing. The and powerful magic they wielded,
wise elf knew the gates to the new world would need their spirit companions, and the
to be open precisely at the moment the two worlds spells that had fueled the gate to
Earth.
would be one. Planegazer was not greedy with this
As we all know, magic adapts
knowledge and he gave it freely in hopes to preserve to any situation as well as rats
all the magical and special beings of Gothos. and men; and magic did indeed
save Dardalus and his contingent
from death. I’m just not sure
anybody would say they actually
survived.
What crawled out of that crater
first was a twisted and broken
visage that was no longer a mere
elf. Behind the former king of the
elves, almost five-thousand more
stood, equally transformed by
their terrible fate.
Now called the “blasted” or the
“toxic” even the dark elves fear
Dardalus and his fey as they are
a new breed of elven creature so
evil and twisted in their power
they will stop at nothing to see
all things corrupted and dead.
The blasted usually move about
in small numbers, taking control
of Orc and Goblin tribes. They
track down “pure” elves and fey as
well as humans to see all dead or
changed into their unfortunate
likeness.
Dardalus, the Blasted King
still lives and ravages the land
wherever he goes. As cunning
as he ever was, his madness has
only sharpened his instincts.
Whispers persist that Dardalus is
conscripting an army of mutants
to bend the world to his will.
If Planegazer hopes to make
Earth a bastion of nature again,
he’ll have to deal with the Blasted
King’s forces first.
22
Chapter 2: Races
When the event came, there was so little time and Elven Lands: Like most races come to Earth, the
the rituals were no simple task. Elves, fey, and spirits elves are still carving out their part of the world.
poured through the gates to Earth but not all went They gravitate to unspoiled natural regions such as
according to plan. Many made it through, including high in the Rocky Mountains in North America or the
Planegazer but at the rear of the marching ranks was lush fertile jungles of the Amazon.
the elven King Dardalus.
Religion: Elves worship the elements of nature as well
The king insisted on being one of the last to step
as their own gods. They tend to keep their religious
through the gate in order to see that those who chose
views personal and rarely press them on others.
to go made it safely. The gate collapsed on them and
Planegazer was sure more than five thousand elves Names: Elf Names tend to be long and airy.
died in that single moment. Female Names: Arrianaa, Layla, Lanamina,
Planegazer now leads what remains of the pure Marlay
elves his people can find, but elves are scattered Male Names: Ardrain, Lerian, Refendel, Theran
about the world, just like most races. Given time, Adventurers: Elves have taken the mantle of
he hopes to regrow and strengthen nature’s effects custodian of nature, so it is not uncommon to find
on Earth. an elf adventuring. The general reasons for an elf
Personality: Elves are a passionate and mysterious to go out into the world would be in defense of
people. To the shorter lived races they seem to some natural region, to help one of the other races,
be reserved and thoughtful though elves think of to quest for arcane knowledge, or to find unspoiled
themselves as light-hearted and happy; at least, natural locations.
before coming to Earth. They have since taken on
the role of defenders of the planet and it reflects in Elf Racial Traits
their personality. They are quick to anger when they
All elves share the following traits.
spot an act that would damage or defile the natural
order further and take swift action to prevent or end Ability Score Racial Modifiers: +2 Dexterity, +2
that desecration. Intelligence, –2 Constitution
Physical Description: Elves are slender and Size: Elves are Medium creatures and thus receive no
graceful. They are usually an inch or two shorter bonuses or penalties due to their size.
than the average human. Their lithe frames make Type: Elves are humanoids with the elf subtype.
them appear taller, though. Elves usually wear their
Base Speed: Elves have a base speed of 30 feet.
hair long or, if not, cut in a unique fashion. Their
hair ranges from midnight black to white blonde but Languages: Elves begin play speaking Common
generally not red hued. They have large, luminous, and Elven. Elves with high Intelligence scores can
slanted eyes of many different colors; some even as choose from the following: Celestial, Draconic,
exotic as lavender or gold. Elves are known for their Gnoll, Gnome, Goblin, Orc, Sylvan.
long and pointed ears and narrow features as well.
Senses Racial Traits
Relations: The new world has certainly taken its toll
Low-Light Vision: Elves can see twice as far as
on the elves and some can’t help but resent it. It’s
humans in conditions of dim light.
easy to blame Earth-born humans for part of the state
of the world. While none could have stopped Satan’s
fingers from crashing into the Earth, it was obvious
Defense Racial Traits
the planet had suffered massive natural damage even Elven Immunities: Elves are immune to magic
prior to the cataclysm. Regardless, the elves and sleep effects and gain a +2 racial saving throw bonus
humans help each other survive in the new world. against enchantment spells and effects.
The elves are generally neutral with the other races
from Gothos, though they look down on canites as Feat and Skill Racial Traits
lesser beings. Keen Senses: +2 racial bonus on Perception checks
23
Fall of Man
Magical Racial Trait the dreamwalker has selected it five times (or
another increment of five). This bonus stacks with
Elven Magic: Elves receive a +2 racial bonus on the dreamwalker’s fast movement class feature and
caster level checks made to overcome spell resistance, applies under the same conditions as that feature.
and a +2 racial bonus on Spellcraft checks made to
identify properties of magic items. Face: Add a +1/2 bonus on Sense Motive checks and
on Diplomacy checks when bartering with elves.
Offense Racial Traits Gifted: Add +1/4 Arcane Focus.
Weapon Familiarity: proficient with all Mechanist: The Mechanist’s companion gains
longbows, longswords, rapiers, and all shortbows. energy resistance 1 against acid, cold, electricity,
They treat any weapon with the word “elven” in or radiation. Each time the Mechanist selects this
its name as martial. reward, increase his companion’s resistance to one
of these energy types by 1 (maximum 10 for any one
Elf Adventurer Traits type). This resistance is applied after vulnerability.
Elven adventurers in Fall of Man also gain the Priest of the One God: Add +1/2 hit point to the
following. Cure/Inflict Wounds Minor Miracle (whether using it
Arcane Attunement: Elves begin play with 2 to heal or harm).
points in the Arcane Focus. They can only raise their Scavenger: Add +1 to the number of times per
Technology Focus to a maximum of 6 points. Feats day the scavenger can cast a cantrip or 1st-level
and temporary bonuses to an elf’s Technology Focus spell gained from the minor magic or major magic
can still increase this value. talent. The number of times this bonus is selected for
Saves: Elves receive a +2 racial bonus to saves vs. major magic cannot exceed the number of times it is
mutation. Elves can only gain points in the Mutation selected for the minor magic talent. The scavenger
Focus from their class. must possess the associated talent to select these
options.
Trance: Elves can rest for 4 hours at only a +5
modifier to the DC for Perception checks and still get Soldier: Add +1 to the soldier’s CMD when resisting
the benefit of a full night’s rest. Still needs 8 hours to a disarm or sunder attempt.
prepare spells. Wastelander: Gain +1/4 of a combat feat. That feat
doesn’t function until you’ve selected this 4 times.
Favored Class Options
The following favored class options are available Elf Evolution Class
to all elves with the listed favored class, and unless On Earth, elves try to return the world to a more
otherwise stated, the bonus applies each time you natural state. Some do this through careful planning
select the favored class reward. and decades of slow progress. Others furiously study
Arcanist: Subtract 1/5 of an hour (12 minutes) from tomes of magic brought over from Gothos, hoping
the required resting time before preparing spells. to understand how to stop the rampant mutation and
deadly radiation affecting the creatures of Earth.
Asphalt samurai: Add +1/4 Arcane Focus. Evolved elves, or high elves to some, see beyond the
Cleric of the Many Gods: Select one domain power weakness of the world as it stands now and seek to
granted at 1st level that is normally usable a number nurture its return to its splendor from thousands of
of times per day equal to 3 + the cleric’s Wisdom years prior.
modifier. The cleric adds +1/2 to the number of uses Hit Die: d6
per day of that domain power.
Dreamwalker: Add +1 to the dreamwalker’s base Requirements
speed. In combat this option has no effect unless Race: Elf
24
Chapter 2: Races
Special: Level 1 in any base class. adding the elf level. She does not, however, gain other
Class Skills: Acrobatics (Dex), Appraise (Int), Climb benefits a character of that class would have gained,
(Str), Craft (Int), Fly (Dex), Handle Animal (Wis), except for spells per day, spells known (if she is a
Knowledge (all) (Int), Linguistics (Int), Perception spontaneous spellcaster), and an increased effective
(Wis), Perform (Wis), Profession (Wis), Spellcraft level of spellcasting. If a character had more than
(Int), Survival (Wis), and Swim (Str). one spellcasting class before taking elf evolution, she
must decide to which class she adds the new level for
Skill Ranks at Each Level: 2 + Int modifier purposes of determining spells per day.
Lesser Fey Magic (Sp): The elf gains a number of
Evolution Features spell-like abilities that tie her heritage back to the fey
Fey Transformation (Su): The elf’s type changes world. The elf can use each twice per day. The elf’s
to fey. She can detect other fey creatures, as with the caster level is equal to her character level.
detect magic spell. If the elf has a Charisma score of
Spell-Like Abilities: Barkskin, greater magic weapon,
15 or higher, she can see fey creatures, even if they’re
jump, longstrider, spider climb
invisible to others. As a standard action, the elf can
see all invisible creatures instead. This ability lasts a Bonus Feat: The elf gains a bonus item creation feat,
number of rounds equal to the elf’s Charisma modifier. metamagic feat, or Weapon Focus which applies to all
weapons listed under her weapon familiarity racial trait.
Inherent Bonus (Ex): The elf chooses physical (Str,
If the elf already has Weapon Focus for a given weapon
Dex, Con) or mental attributes (Int, Wis, Cha). She
in that list, she gains Weapon Specialization instead.
gains a +1 inherent bonus to one Ability score of the
chosen type at 1st, 3rd, and 5th level. She also gains Greater Fey Magic (Sp): The elf’s lesser fey magic
a +1 inherent bonus to one Ability score of the other spell-like abilities can now be used up to four times
type at 2nd, 4th, and 5th level. These bonuses stack per day. In addition, she can cast the following spells
with each other, but not with other inherent bonuses, as spell-like abilities once per day each: Freedom of
such as those granted by a wish spell. movement, greater invisibility, spellstaff, tree stride
Effective Spellcasting: At 2nd and 4th level, the elf Immortality: The elf no longer takes penalties for
gains new spells per day as if she had also gained a aging and cannot die of old age. Any penalties that
level in a spellcasting class she belonged to before exist at the time the elf gains this ability remain.
25
Fall of Man
26
Chapter 2: Races
27
Fall of Man
Arcanist: Add +1/4 point in the Arcane Focus. Skill Ranks at Each Level: 2 + Int modifier.
Asphalt samurai: Add +1/4 point in either the
Technology Focus or the Arcane Focus. Evolution Features
Cleric of the Many Gods: Add +1/4 point in the Energy Resistance (Su): At 1st level, the engergivore
Faith Focus. gains resist all energy damage equal to twice its
Dreamwalker: Add +1/4 point in the Arcane Focus engergivore level.
or Faith Focus. Increased Focus: At each level, the engergivore
Face: Add a +1/2 bonus on Bluff checks to lie and a chooses 1 area of Focus and increases its points in
+1/2 bonus on Diplomacy checks to gather information. that area by +1. He cannot choose the same area of
Gifted: Add +10 minutes to the duration of Gifted Focus twice in a row. If the engergivore places its
Mutation. point into the Mutation Focus, it gains the mutant
Mechanist: Add +1/4 point in the Technology Focus. template and becomes unable to gain additional
Priest of the One God: Add +1/4 point in the levels in its evolution class.
Faith Focus. Inherent Bonus (Ex): The engergivore chooses
Scavenger: Add +1/4 point in any area of Focus. physical (Str, Dex, Con) or mental attributes (Int, Wis,
Soldier: Add +10 minutes to the duration of Gifted Cha). It gains a +1 inherent bonus to one Ability score
Mutation. of the chosen type at 1st, 3rd, and 5th level. It also
Wastelander: Add +1/4 temporary mutation point. gains a +1 inherent bonus to one Ability score of the
other type at 2nd, 4th, and 5th level. These bonuses
Energivore Evolution Class stack with each other, but not with other inherent
bonuses, such as those granted by a wish spell.
Energivores aren’t the toughest of creatures, but their
ability to draw energy from almost anything makes Deadly Attacks (Ex): At 2nd level, the engergivore
them a serious threat, especially in a world where can threaten a critical hit with its natural attacks on
energy is already a challenge to find. Power plants, a 19 or 20.
abandoned oil tankers, and even the Vatican in Rome
Energy Absorption (Su): At 3rd level, the
are frequently claimed by groups of engergivores
who constantly feed off of their ambient energy. engergivore also regains hit points equal to half the
energy damage it resists. These hit points are gained
Hit Die: d6 before dealing any remaining damage.
Requirements Savage Attacks (Ex): At 4th level, the engergivore deals
1d10 damage with its bite and 1d8 damage with its claws.
Race: Energivore
Special: Level 1 in any base class Energy Immunity (Su): At 5th level, the engergivore
selects one type of energy damage (acid, cold,
Class Skills: Climb (Str), Craft (Int), Drive (Dex),
Intimidate (Cha), Knowledge (arcana, planes, electricity, fire, positive energy, negative energy, or
religion, toxicology) (Int), Profession (Wis), Ride radiation). It is immune to that type of energy and
(Dex), Spellcraft (Int), Survival (Wis), Swim (Str), regains hit points equal to the full amount of damage
and Use Magic Device (Cha). it would otherwise resist when hit by such an attack.
28
Chapter 2: Races
29
Fall of Man
Relations: Gnomes are typically reclusive but get along Feat and Skill Racial Traits
fairly well with dwarves. Dwarves, who also suffer from
an Earth-born affliction, understand the plight of the Skills: +2 Craft (alchemy), +2 to Skill checks to
gnomes all too well. Gnomes are not disliked by other repair technological devices
races but may be viewed with suspicion as they can
sometimes be unpredictable and mentally unstable. Magical Racial Traits
Gnome Lands: Gnomes are one of the few races Twisted Magic: A gnome with an Intelligence
who have established true societies on Earth after or Charisma score of 11 or higher can choose two
the Maul struck. They have built underground 0-level and one 1st-level spell of his or her choice
from the illusion, technomancy, or transmutation
towns similar to the dwarves in the hills and use a
schools of arcane magic. These spells must be on
strange mix of magic and technology within their
the sorcerer/wizard spell list. The DC to save against
communities. One of the most well-known Gnomish
these spells is 10 + the spell level + the gnome’s
communities exists in a “safe zone” in the Hollywood
qualifying Ability modifier. The gnome’s caster level
Hills of North America.
for these spells is equal to his or her character level.
Religion: Gnomes typically worship the clockwork god,
called Otto, but sometimes worship the humans’ god as Gnome Adventurer Traits
well. They do have a pretty solid priesthood dedicated to
Gnome adventurers in Fall of Man also gain the
Otto within most of their communities. These clerics take
following.
their faith very seriously, hoping to one day be gifted by
the clockwork god with one of his Mobile vehicles. Focus Attunement: Gnomes gain 2 points of Arcane
Focus and 2 points of Technology Focus. Gnomes do
Names: Gnomes tend to have names that describe
not add their Arcane Focus to the failure chance for using
them best and often adopt human-like first names as
technology and vice versa. They can still automatically
well. Examples would be Gregory Widebottom, or
fail on a natural 1 when doing so is possible.
Alice Baker).
Bonus Feat: Hatred or Fledgling Technomancer
Adventurers: Gnomes are rare as adventurers. They
tend to prefer study and seclusion. However, if there is a Mutant Potential: A gnome can take the Mutant
chance for a gnome to learn more about certain magicks Gene feat and place points into the Mutation Focus.
or technological devices then he will head off without
heed for their own safety. Most are certain there is a Favored Class Options
cure for the Bent out there and it lies in their ability to The following favored class options are available to
manipulate both magic and technology equally. all gnomes with the listed favored class, and unless
otherwise stated, the bonus applies each time you
Gnome Racial Traits select the favored class reward.
Ability Score Racial Modifiers: +2 Constitution, +2 Arcanist: Add +1 illusion, technomancy, or
Charisma, –2 Strength transmutation spell to the arcanist’s spellbook. This
Size: Gnomes are Small creatures and thus gain a spell must be at least one level below the highest
spell level he can cast.
+1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus Asphalt samurai: Add +1/4 Arcane Focus or
and Combat Maneuver Defense, and a +4 size bonus Technology Focus.
on Stealth checks. Cleric of the Many Gods: Ignore +1/2 faith rating
Type: Gnomes are humanoids with the gnome subtype. in an area related to the One God when utilizing faith
in the Many Gods.
Base Speed: Gnomes have a base speed of 20 feet.
Dreamwalker: Add +1/2 use of the dreamwalker’s
Languages: Gnomes begin play speaking Common,
Blessed Sleep ability.
Gnome, and Sylvan. Gnomes with high Intelligence
scores can choose from the following: Draconic, Face: Add +1/2 round of bardic performance.
Dwarven, Elven, Giant, Goblin, and Orc. Gifted: Add +1/4 Arcane Focus or Mutation Focus.
30
Chapter 2: Races
31
Fall of Man
Halflings and those halflings are now servants and slaves to the
wicked toxic fey.
As in their life on Gothos, the halflings’ roles
Most of the halflings on Gothos were scattered
as scouts and the like is even more important here
amongst the human lands but there were a few
since they can walk into a radioactive waste and
places the smallkin called home. Whether they
come out smiling. No race, not even monstrous
hitched a ride to Earth with humans or crossed on
races want to see the little halflings die. Their uses
their own, the vast majority (as luck would have it)
are so obvious to all.
made it across.
Through a fickle bit of random luck or planned Personality: Practical but generally happy-go-lucky
destiny, halflings are immune to mutation, suffer the halflings tend to likeable and good of demeanor.
from no strange maladies, and have not gained any Of course, all sorts of personalities can be found
genetically coded hatred from any amongst halflings but they all share some common
other race. They also seem to be traits of joviality, curiosity
able to wield the magic of creation and a profound luck that
freely without fear of reprisal. seems to be a part of the
It was always known the halfling essence. Halflings
halflings were a hearty race, but no also tend to think in terms
one could have predicted the fact of flow and storyline. Even
they could resist all the woes villainous halflings, rare as
that have beset the other races they are, tend to think of
on Earth. It didn’t take long, elaborate schemes to make
though, before the other races them more feared or
began to see the importance the storyline of “life &
and relevance of the small death” more interesting.
halflings on this new world. Physical Description:
Another oddity of the race that Halflings are a small,
was brought over to Earth was slender folks, often
their good nature and the settled standing no taller than
ways that seem to permeate the 2-1/2 to 3 feet. Their
halflings’ existence. They tend features range from
to be good natured, fairly honest, tanned skin to farmers
and sometimes very trustworthy. red, their hair color and
They can be found most often eye color vary widely. One
living with humans and elves but thing of note is their eyes are
get along well with all of the non-evil races. Even large and luminescent and usually full of mirth.
around the monstrous races, halflings are treated
Relations: Halflings are gifted in many ways for
better than others.
such small folk. One of those ways is they tend
Finally, halflings seem to be able to alter the world
to be well liked by all. In regards to relations
itself with their stories and songs. Most see the world
with humans, elves, dwarves, canites, gnomes
as a story to discover and unfold, however they seem
(the twisted) and other goodly races, the halflings
to be able to tell portions of the story, altering the real
often mingle amongst them in their society and are
world as though it was part of their imagination. It
always accepted.
is as though the world is a children’s make-believe
story and the halflings are both the protagonists and Halfling Lands: Halflings have no lands to call their
the children telling the story. Only those that came own on Earth and tend to become a welcome part
with the elves and ended with the blasted ones suffer of other communities. Halflings do, however, have
32
Chapter 2: Races
large merchant groups that wander from area to area, Feat and Skill Racial Traits
selling wares.
Sure-Footed: Halflings receive a +2 racial bonus on
Religion: Officially, Halfings worship one of the Acrobatics and Climb checks.
Many Gods called Otto, but most pay the clockwork
god lip service at best. If a halfling does devote Offense Racial Traits
himself to a God, it’s usually the one best recognized Weapon Familiarity: Halflings are proficient with
by the group he lives with. Plenty of halflings have slings and treat any weapon with the word “halfling”
even started worshiping the One God without worry in its name as a martial weapon.
what followers of the Many Gods of Gothos may say
in response. Senses Racial Traits
Names: Halfling names are usually light-hearted Keen Senses: Halflings receive a +2 Racial Bonus on
to reflect their nature, and surnames almost always Perception checks.
describe a group or clan of halflings. Names like
Bindo Dobbs, Piskel Blondfellow, or Willow Halfling Adventurer Traits
Longbottom are not uncommon. Halfling adventurers in Fall of Man also gain the
Adventurers: Halflings are fairly social and usually following.
stick to the area they call home. Some halflings, Beyond Evolution: Halflings lack an evolution
though, feel the calling to understand the greater class. Instead, they gain a +1 Inherent bonus to one
world, and are almost always considered an asset ability score of their choice at every even character
amongst adventuring groups. level. They cannot increase the same attribute with
this ability twice in a row. These inherent bonuses
Halfling Racial Traits stack with themselves, but not with others, such as
Ability Score Racial Modifiers: +2 Dexterity, +2 those granted by wish. This trait doesn’t affect the
Charisma, –2 Strength normal progression of stat increases, so a halfling
can increase her Dexterity by 1 at 4th level like
Size: Halflings are Small creatures and thus gain a
any character and also gain a +1 inherent bonus to
+1 size bonus to their AC, a +1 size bonus on attack
Dexterity because of this trait, provided she did not
rolls, a –1 penalty to their Combat Maneuver Bonus
increase Dexterity at 2nd level.
and Combat Maneuver Defense, and a +4 size bonus
on Stealth checks. Family Ties: Choose one of the following at character
creation. This choice cannot later be changed. There
Type: Halflings are humanoids with the halfling
are likely many more such options, but these are the
subtype.
most frequently found in Fall of Man.
Base Speed: Halflings have a base speed of 20 feet. • +10 foot movement speed. These halflings are
Languages: Halflings begin play speaking Common quick and nimble.
and halfling. Halflings with high Intelligence scores • +2 racial bonus to Sleight of Hand and Stealth
can choose from the following: Dwarven, Elven, checks. These halflings are sly and tricky.
Gnome, and Goblin. • +2 racial bonus to Diplomacy and Use Magic
Device checks. Even magic objects like these
Defense Racial Traits halflings.
• +2 racial bonus on Knowledge (geography)
Fearless: Halflings receive a +2 racial bonus on
and Survival checks. These halflings wander
saving throws against fear. This stacks with the bonus
everywhere.
granted by halfling luck.
Thoughts to Reality: The halfling can gain Favor
Halfling Luck: Halflings receive a +1 racial bonus
each day without the need to pray, worship a god,
on all saving throws.
or even have points in the Faith Focus. The halfling
33
Fall of Man
34
Chapter 2: Races
do not fit in well but often times this is a very subtle Feat and Skill Racial Traits
part of their personality.
Adaptability: Half-elves receive Skill Focus as a
Physical Description: The half-elf has mixed features bonus feat at 1st level.
of human and elf so their pointed ears tend to be
smaller, their features more varied and less angular, etc. Keen Senses: Half-elves receive a +2 racial bonus on
They do tend to be on the more physically attractive Perception checks.
side of what humans consider good looking as their elf
features enhance that a great deal. Defense Racial Traits
Relations: Half-elves are most comfortable with other Elven Immunities: Half-elves are immune to magic
half-elves or humans. They get along fine with their full sleep effects and gain a +2 racial saving throw bonus
blood elf cousins but often feel they are looked down against enchantment spells and effects.
on. Of course, they get on fine with halflings as do all.
Dwarves don’t care for mixed-bloods in general, and Other Racial Traits
half-orcs don’t like that half-elf heritage is more accepted.
Elf Blood: Half-elves count as both elves and humans
Half-elf Lands: Half-elves have no specific lands
for any effect related to race.
and will be found mainly amongst humans or, to a
lesser extent, elves. Multitalented: Half-elves choose two favored classes
at first level and gain +1 hit point or +1 skill point
Religion: Being of mixed blood, half-elves tend to have
as wide a variety of worship as humans. A special few whenever they take a level in either one of those classes.
possess the unique quality that they can openly practice
worship of Earth’s One True God and the Many Gods of Half-elf Adventurer Traits
Gothos without drawing the ire of both faiths. Half-elf adventurers in Fall of Man also gain the
Names: Half-elf names vary and can be a mix of following.
human and elf names. More often they are closer to Indomitable: Half-elves gain a +2 racial bonus on
human names. all Will saving throws
Adventurers: Half-elves are displaced and feel Radiation Resistance: Half-elves resist radiation 5
alone, belonging truly to neither humans nor elves.
+ 1/2 level.
This makes them prime candidates for adventurers
as wandering from place to place is easier than trying Mutant Potential: A half-elf can take the Mutant
to fit in. Half-elf adventures are often soldiers or Gene feat and place points into the Mutation Focus.
scavengers. Some study the arcane arts, following Potency: Half-elves do not receive their own
that part of their elven heritage. evolution class. Instead, they can choose human or
Half-elf Racial Traits elf and progress in that class. Once this decision is
made, it cannot be changed later.
Ability Score Racial Modifiers: Half-elves receive
a +2 racial bonus to any one ability score.
Favored Class Options
Size: Half-elves are Medium creatures and thus
receive no bonuses or penalties due to their size. The following favored class options are available to
all half-elves with the listed favored class, and unless
Type: Half-elves are humanoid creatures with both otherwise stated, the bonus applies each time you
the human and the elf subtypes. select the favored class reward.
Base Speed: Half-elves have a base speed of 30 feet.
Arcanist: When casting enchantment spells, add
Languages: Half-elves begin play speaking Common +1/3 to the effective caster level of the spell, but only
and Elven. Half-elves with high Intelligence scores to determine the spell’s duration.
can choose any languages they want.
Asphalt samurai: Add +1/4 Arcane Focus.
Senses Racial Traits Cleric of the Many Gods: Add +1/3 domain spell
Low-Light Vision: Half-elves can see twice as far as slot. This slot must be at least one level below the
humans in conditions of dim light. highest spell level the cleric can cast.
35
Fall of Man
Dreamwalker: Add +1/2 on Escape Artist checks that make them powerful are glorified as some sort
and on Acrobatics checks to cross narrow surfaces. of orc hero.
Face: Add a +1/2 bonus on Bluff checks to feint and Orcs and their goblinoid kin now rule many of the
Diplomacy checks to gather information. wastelands of Earth in 2061 and there are a lot of
those areas. In the past 30 years they have bred at a
Gifted: Add +1/4 Arcane Focus. tremendous rate. Far faster than any other race except
Mechanist: Ignore +1/2 arcane rating or Focus when goblins. It is hard to not encounter orcs in the more
using technology. desolate areas of the world.
Priest of the One God: Add +1/2 hit point to the Most of the half orcs (but not all) came over to Earth
Cure/Inflict Wounds Minor Miracle (whether using it with humans from Gothos. They too are susceptible
to heal or harm). to terrible mutations from radiation and toxic waste.
There are not vast hordes of half-orcs though so
Scavenger: Add +1/6 of a rogue talent.
there are not many mutants of their kind wandering
Soldier: Add +1 to the fighter’s CMD when resisting about. Some half-orcs can be found (usually as down
a disarm or overrun combat maneuver. trodden underlings) amongst the orc tribes but most
Wastelander: Add +1/4 to the bonus on Reflex saves run with humankind and view the world more like
and dodge bonus to AC against attacks made by traps humans than their brutish other half.
granted by trap sense. Personality: Usually dour, half-orcs hate the fact
they do not fit in with either humans or orcs. Orc kind
Half-orcs treats them little better than slaves and humans tend
to treat them as deformities. This leaves half-
Like other monstrous races, the orcs found orcs brooding and with a sour disposition.
the promise of a world shrouded in darkness
very appealing, and poured into Earth in
massive hordes. Orcs have thrived
in this new, harsh world where the
native, once dominant humans are
weak, the elves are few (with many
being the evil blasted elves and
dark elves), gnomes are beset by
a disease and dwarves are rotting
away. The orcs do love Earth as
it is in 2061.
There are two things the orcs
share with humankind. The
first they consider a gift where
no other race would and the
second is simply the breeding
of half-orcs. The first thing they share
with humankind is that orcs (as well as
goblins and ogres) are the only other
creatures that are affected by radioactive
and toxic mutations. Humans are affected
as badly as orcs and orc kin but the orcs
actually view this as a possible blessing
from their dark gods. Ones that are mutated
in bad ways are simply put to death as a
sacrifice when it is apparent the mutations
will not be good. Others, with mutations
36
Chapter 2: Races
Other than that, they tend to have personality ranges Languages: Half-orcs begin play speaking Common,
as wide and varied as their human cousins. Orc. And Goblin. Half-orcs with high Intelligence
Physical Description: Large and broad is the half- scores can choose from any language they wish (if
orc frame. They resemble their orc side just enough raised by humans) or benefit from no additional
to be not very attractive to humans. They usually languages (if Raised by orcs).
have sloping brows, broad noses, and large jutting
jaws; often with sharp teeth protruding on each side Feat and Skill Racial Traits
of their mouth. Their hair is generally black or brown Intimidating: Half-orcs receive a +2 racial bonus on
with eyes to match. Intimidate checks due to their fearsome nature.
Relations: Half-orcs are considered outcasts to most
non-human races, and orcs treat them terribly. Even Offense Racial Traits
goblins give them little respect when they think they Orc Ferocity: Once per day, when a half-orc is
can get away with it. brought below 0 hit points but not killed, he can fight
on for 1 more round as if disabled. At the end of his
Half-orc Lands: In some desert areas half-orcs have
next turn, unless brought to above 0 hit points, he
banded together to form clans and tribes that roam
immediately falls unconscious and begins dying.
the wastelands. These are usually wastelanders,
unable to read or write but formidable in any fight. Weapon Familiarity: Half-orcs are proficient with
There is rumored to be a large half-orc tribe in USA’s greataxes and falchions and treat any weapon with
Death Valley. the word “orc” in its name as a martial weapon.
Religion: If a half-orc worships any god, it’s usually
one venerated by humans. The harsh teachings of the Senses Racial Traits
orc’s god involve torture of impure beings such as Darkvision: Half-orcs can see in the dark up to 60 feet.
half-orcs, so they tend to shy away from that faith.
Names: When raised by humans, a half-orc will
Other Racial Traits
likely have a human name unless those raising him Orc Blood: Half-orcs count as both humans and orcs
don’t appreciate his kind, in which case a harsher, for any effect related to race.
orcish name could be given to him only to further
alienate the orc for his heritage. Orcs don’t tend Half-orc Adventurer Traits
to name their slaves anything personal, but half- Half-orc adventurers in Fall of Man also gain the
orcs in these situations eventually earn their own following.
name around their peers related to their job or some
physical aspect. Resilient Hide: Half-orc adventurers gain SR 6 +
their character level and +1 natural armor.
Adventurers: With a choice of fight the orcs or fight the
humans, it’s no surprise many half-orcs end up as the Mutant Gene: Half-orc adventurers begin play with
brutish enforcers of the groups who travel with them. the Mutant Gene feat and can place points into the
Mutation Focus.
Half-orc Racial Traits
Ability Score Racial Modifiers: +2 Strength, +2
Favored Class Options
Dexterity, –2 Charisma. In combat, half-orcs often The following favored class options are available to
catch others by surprise with how quick they are all half-orcs with the listed favored class, and unless
compared to their more powerful counterparts. otherwise stated, the bonus applies each time you
select the favored class reward.
Type: Half-orcs are humanoid creatures with both
the human and orc subtypes. Arcanist: Add a +1 bonus on concentration checks
made due to taking damage while casting arcanist spells.
Size: Half-orcs are Medium creatures and thus have
Asphalt samurai: Add +1/3 on critical hit confirmation
no bonuses or penalties due to their size.
rolls (maximum bonus of +5) with the samurai’s daisho.
Base Speed: Half-orcs have a base speed of 30 feet. This bonus does not stack with Critical Focus.
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Fall of Man
Cleric of the Many Gods: Select one domain power Class Skills: Climb (Str), Craft (Int), Handle Animal
granted at 1st level that is normally usable a number (Cha), Intimidate (Cha), Knowledge (dungeoneering)
of times per day equal to 3 + the cleric’s Wisdom (Int), Knowledge (engineering) (Int), Profession
modifier. The cleric adds +1/2 to the number of uses (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
per day of that domain power.
Skill Ranks at Each Level: 2 + Int modifier.
Dreamwalker: Add a +2 bonus on rolls to stabilize
when dying.
Evolution Features
Face: Add a +1/4 bonus to Intimidate and Sense
Motive checks. Bravery: Living in the shadow of two other,
dominant races has made the half-orcs work harder
Gifted: Add +1/3 to the gifted’s natural armor bonus
when using Gifted Mutation. than most at proving their bravery and usefulness.
They receive a +1 bonus to Will saves vs. fear at 1st
Mechanist: Add +1/4 enhancement bonus to the damage level. This increases to +2 at 5th level.
dealt with all weapons wielded by the Mechanist.
Natural Born Warrior: Half-orcs have been raised
Priest of the One God: Add +1/2 to damage dealt
with Smite Heretic. as mercenaries and fighters for so long that it has
been ingrained in their very beings. For this reason,
Scavenger: Add +1/4 point in the Mutation Focus. This half-orc levels count as fighter levels for the purpose
point functions in the same way as the Scavenge ability.
of qualifying for feats.
Soldier: Add +1/3 on critical hit confirmation rolls
Inherent Bonus (Ex): The half-orc gains a +1
(maximum bonus of +5). This bonus does not stack
with Critical Focus. inherent bonus to Strength at 1st, 3rd, and 5th level
and a +1 inherent bonus to Dexterity at 2nd, 4th, and
Wastelander: Add +1 to the wastelander’s total 5th level.
number of rage rounds per day.
Spell Resistance: Half-orc’s Spell Resistance
Half-orc Evolution Class increases by +1 in addition to its normal progression
so that by 5th-level half-orc, he has SR 11 + his
The Half-orc is generally thought of as a down character level.
trodden sub-race. They are not as smart as humans
and not as strong or robust as pure orcs which at first Orcish Fury: The half-orc gains Power Attack as a
seems to put them at a disadvantage, but they make bonus feat. If he already has Power Attack, the half-
up for it in raw potential unavailable to either race. orc adds 1/2 his half-orc level to the attack roll.
Hit Die: d10 Hatred: The half-orc gains Hatred as a bonus feat. If
he already has Hatred, the half-orc adds his half-orc
Requirements level to his effective ranger level granted by the feat.
Race: Half-orc Weapon Training: This ability is identical to and
Special: Level 1 in any base class stacks with the fighter class feature.
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Chapter 2: Races
Languages: Hanites begin play speaking Common. Asphalt samurai: Add +1/6 extra attack at a –5
Hanites with high Intelligence scores can choose any penalty when using the samurai’s daisho. This
language they wish for their bonus languages. penalty applies before any other.
Cleric of the Many Gods: Add +1/2 to negative energy
Senses Racial Traits spell damage and healing, including inflict spells.
Low-Light Vision: Hanites can see twice as far as Dreamwalker: Add +1/6 extra attack at a –5 penalty
humans in conditions of dim light. when using flurry. This penalty applies before any other.
Face: Add a +1/3 bonus to your leadership score.
Mutation Racial Traits
Gifted: Add +10 minutes to the duration of Gifted
Evolution: Hanites have evolved past the simple Mutation.
mutations of other races, so they never gain the Mechanist: Add +1/4 point of radiation damage to
mutant template despite having points in the Mutation attacks made by your companion.
Focus. Instead, hanites have their own evolution
class in which they can progress. Priest of the One God: Add +1/2 AC bonus against
a foe you are targeting with Smite Heretic.
Focused Mutation: Hanites gain +1 point in
Scavenger: Subtract 1/2 round from the time it takes
the Mutation Focus every level. They never gain to thoroughly search a room (taking 20).
deformities from Mutation. A hanite can spend its
points upon gaining them instead of rolling the % Soldier: Add +1/4 bonus to your second, third, and
chance for a random mutation, and may choose to gain fourth attacks granted by your base attack bonus.
the appearance of a deformity if doing so would lend Wastelander: Add +1/4 bonus to your second, third,
to its vision of perfection. It still rolls 1d6 to determine and fourth attacks granted by your base attack bonus.
the ability it gains, but rerolls 1’s when doing so.
Hanite Mutations: Hanites don’t gain adventurer Hanite Evolution Class
traits like other races. Instead, every hanite has the Since neither the humans of Earth nor the races of
Vestigial Arm x2 and Second Being mutations. A Gothos can recall the existence of hanites prior
hanite with the Perfect Mutation feat who randomly to Satan’s Maul, some believe the race came with
gains either of these mutations can choose to spend 2 the meteor, or were pulled straight from Hades to
points and gain their perfect evolution instead. take out what remained of civilization in the years
following the strike.
Automatic Languages: Common While it’s true that no known hanite is more than
Bonus Languages: Any thirty years old, their origins remain as much a
mystery as their intentions.
Favored Class Options Hanites are always born to human or demihuman
parents. They rarely display any signs of their heritage
The following favored class options are available to
until they are old enough to protect themselves.
all hanites with the listed favored class, and unless
When the change occurs, it is sudden and permanent.
otherwise stated, the bonus applies each time you The hanite must then choose whether to flee its home
select the favored class reward. out of shame or embrace its new life and try to gain
Arcanist: Add a +1 bonus on concentration checks acceptance in an already hate-filled world.
made due to taking damage while casting arcanist spells. Hit Die: d8
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Fall of Man
Requirement
Race: Hanite
Humans
Special: Level 1 in any base class Humans were once the dominant race of both Gothos
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), and Earth. They breed quickly, adapt well (elves call
Drive (Dex), Intimidate (Cha), Knowledge (religion, them upright cockroaches) and are true survivors of
toxicology) (Int), Perception (Wis), Profession (Wis), several world-altering events on both planes.
Sense Motive (Wis), and Swim (Str) Personality: Humans are considered to be tough
Skill Ranks at Each Level: 4 + Int modifier. adapters and survivors. No matter how hard pressed,
they always seem to survive and press on. The human
Evolution Features race is short-sighted, though, and quick to forget its
Hanite Faith: Hanites were the product of religious mistakes. Already, the average man tries to find and
belief, science, and magic. Their faith is such that rebuild “civilization” and uncover their forgotten
they possess some small amount of divine power technologies. This makes the race, on a whole, self-
even without praying to a god for Favor. Hanites centered and focused on their own survival above all
begin each day with Favor equal to their hanite level. else. While humans can be truly loyal to their allies
If a hanite can store Favor, it can also store and use and friends they are more into self-preservation than
additional Favor each day up to its hanite level. most other races tend to be. Humans can be good or
Inherent Bonus (Ex): At each hanite level, the evil, trusting and terrible.
hanite gains a +1 inherent bonus to one ability score Physical Description: Humans come in many shapes
of its choice. The hanite cannot choose the same and sizes. Many of Earth’s cultures from before the
Ability score twice in a row. These bonuses stacks fall can still be found in some capacity around the
with themselves, but not with other inherent bonuses, world, so it wouldn’t be unlikely for a human to have
such as those granted by a wish spell.
any specific appearance tied to their kind. They are,
Effective Spellcasting: At each level, the hanite along with canites, one the most diverse races.
gains new spells per day as if it had also gained a level
in a spellcasting class it belonged to before adding Relations: To the other, longer lived races of elves,
the hanite level. It does not, however, gain other dwarves, gnomes and the like, the human race is best
benefits a character of that class would have gained, described as unpredictable. The monstrous races seem
except for spells per day, spells known (if he is a to poses some genetic-level hatred of humankind and
spontaneous spellcaster), and an increased effective so hunt them relentlessly. Humans owe a tremendous
level of spellcasting. If a character had more than one amount to the elves after that race virtually saved
spellcasting class before taking hanite evolution, she them from extinction, at least the Earth-born humans.
must decide to which class she adds the new level for Human Lands: Humans have no specific lands and
purposes of determining spells per day. are scattered all over the world. The human race once
If the hanite is not a member of a class that gains
dominated the planet but no longer. Humans live
spellcasting, it gains +5 favor/level at the beginning
in enclaves, military colonies, gangs, etc. and have
of each day instead. This does not grant the hanite the
attempted to re-colonize several areas where human
ability to store favor. The hanite’s faith is effectively
1 unless it puts points into that Focus. populations once thrived.
Mutated Being: At 4th level, the hanite gains Religion: Regardless of their homeland of birth,
Awakened Being as a bonus feat. If it already has humans who do bother worshiping one or more deities
that feat, the hanite’s second being can gain one of rarely have a distinct preference in who is providing
the following mutations of its choice. Fast Healing, them with the ability to survive. Some humans of
Gullet, Shifted Organs, or Preservation. If the second Earth have turned their back on the One True God in
being chooses Preservation, it cannot benefit from the same way that some Gothosians ignore the Many
that effect until it is at least 16th level. Gods of their world. Such humans often site that
True Mutation: The hanite no longer has to roll these deities weren’t there for the troubling times, so
randomly for any mutations it would gain and may they would rather put their faith in something new
spend its points however it wants. and potentially better.
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Chapter 2: Races
Religion: Like humans, reborn have a wide array of negative levels than they have Hit Dice. After 24
faiths. Of the Many Gods only a few will accept them hours, any negative levels they’ve gained are removed
into the fold. Grolm clerics, for instance, hate them. without any additional saving throws. Unlike true
Followers of the One True God seem to accept reborn undead, reborn are still healed by positive energy.
with compassion; with the exception of zealots and They can also be raised back into their current state
evangelists who have signed on with one of the if killed.
various extremist groups.
Names and Languages: Reborn maintain their Reborn Adventurer Traits
identities and their fluency from life, though they Deathless Spirit: Reborn gain resistance 5 against
usually lack understanding as to why or how. negative energy damage. They do not lose hit points
Adventurers: Most reborn seek others of their kind when they gain a negative level, and they gain a +2
with which to share their fate. Others live their new racial bonus on saving throws against death effects,
life as recklessly as possible, either to quickly end energy drain, negative energy, and spells or spell-like
their morbid existence, or to make it worth it that abilities of the necromancy school.
they survived when so many others didn’t. Magical Origins: Reborn gain 2 points in either
the Arcane Focus or the Faith Focus at 1st level.
Reborn Racial Traits Because of their ties to magic, reborn can only raise
Ability Score Racial Modifiers: +2 Dexterity, +2 their technology to a maximum of 6 points. Feats and
Constitution, –2 Charisma. Reborn are no stronger temporary bonuses to a reborn’s Technology Focus
than humans, but their bodies are more limber and still apply
able to withstand more punishment. Saves: +2 racial bonus to saves vs. mutation.
Size: Reborn are Medium creatures and thus receive Reborn can only gain points in the Mutation Focus
no bonuses or penalties due to their size. from their class.
Base Speed: Reborn have a base speed of 40 feet.
Languages: Reborn begin play speaking Common.
Favored Class Options
Reborn with high Intelligence scores can choose any The following favored class options are available to
languages for their bonus languages. all reborn with the listed favored class, and unless
otherwise stated, the bonus applies each time you
Mixed Race: Reborn count as humans and undead.
select the favored class reward.
They gain a +2 racial bonus on saving throws against
effects that only target undead. Arcanist: Subtract 1/5 of an hour (12 minutes) from
the required resting time before preparing spells.
Senses Racial Traits Asphalt samurai: Add +1/4 point to the samurai’s
Vision: Because of their need to remain in perpetual ki pool.
twilight, reborn can see twice as far as humans in Cleric of the Many Gods: Add +1/2 to negative energy
conditions of dim light. They also have Darkvision spell damage and healing, including inflict spells.
out to 60 feet.
Dreamwalker: Add +1/4 use of the Blessed Sleep
Light Sensitivity: Reborn are dazzled as long as they ability.
remain in an area of bright light.
Face: Add a +1/2 bonus on Bluff checks to lie and a
Defense Racial Traits +1/2 bonus on Diplomacy checks to gather information.
Half-living: Reborn gain a +2 racial bonus on saving Gifted: Add +10 minutes to the duration of Gifted
throws against disease and mind-affecting effects. Mutation.
They take no penalties from energy-draining effects, Mechanist: Add +1/3 to the Mechanist’s maximum
though they can still be killed if they accrue more Technology Focus (max +4).
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Fall of Man
Priest of the One God: Add +1/2 to positive energy Evolution Features
spell damage and healing, including cure spells.
At each reborn level, the reborn gains one of the
Scavenger: Add +1/4 enhancement bonus to all
following traits.
saving throws.
Soldier: Add a +1/2 bonus on Diplomacy and Past Knowledge: At 1st and 5th level, the reborn
Intimidate checks to change a creature’s attitude. gains Skill Focus as a bonus feat in any craft, drive,
Wastelander: Add +1/4 temporary mutation point. knowledge, perform, or profession skill.
Slam: The reborn gains a natural slam attack that
Reborn Evolution Class deals 1d6 + his Strength modifier damage.
When the first reborn appeared shortly after all the Inherent Bonus (Ex): The reborn gains a +1 inherent
devastation, no one knew what to make of them, bonus to his Charisma at 1st and 3rd level. He also
instantly assuming they were zombies or vampires.
gains a +1 inherent bonus to Dexterity at 2nd and 5th
Their ashen, cold skin and white, dead eyes made them
level and a +1 inherent bonus to Constitution at 4th
obvious targets for undead hunters. It was not for quite
some time before someone figured out the reborn were and 5th level. These bonuses stack with each other,
not truly undead and were not always evil or good, but not with other inherent bonuses, such as those
being remained much like the humans they were in life. granted by a wish spell.
Hit Die: d8 Restlessness (Ex): Starting at 2nd level, the reborn
can rest for 4 hours at only a +5 modifier to the DC
Requirements for Perception checks and still get the benefit of a full
Race: Reborn night’s rest. He still needs 8 hours to prepare spells.
Special: Level 1 in any base class Fast Healing (Su): At 3rd level, the reborn gains
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff fast healing 2. Magical healing and negative energy
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), damage interrupts this ability for 1 round.
Disable Device (Dex), Disguise (Cha), Drive (Dex),
Deadened Nerves (Ex): At 4th level, the reborn can
Escape Artist (Dex), Intimidate (Cha), Knowledge
ignore some of the pain caused by direct hits. He
(arcana, local, religion) (Int), Linguistics (Int),
Perception (Wis), Perform (Cha), Profession (Wis), gains DR 5/– against critical hits.
Sense Motive (Wis), Sleight of Hand (Dex), Stealth Regeneration (Su): At 5th level, the reborn’s fast
(Dex), Swim (Str), and Use Magic Device (Cha). healing becomes regeneration. It is still interrupted
Skill Ranks at Each Level: 8 + Int modifier. by magical healing and negative energy damage.
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Chapter 3: Classes and Archetypes
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Fall of Man
ability refers to his daisho, it applies to one or both of bonus when making a full attack (1 point).
these weapons. When wielding his daisho, the asphalt • Increase his speed by 20 feet for 1 round (1 point).
samurai counts as having two-weapon fighting and • Give himself a +4 insight bonus on Strength and
treats his handgun as a light, off-hand weapon. Dexterity-based ability and skill checks for 1
round (1 point).
Close-Combat Shot (Ex): Beginning at 1st level, the
asphalt samurai doesn’t draw attacks of opportunity Each of these powers is activated as a swift action.
from his target when using his handgun in melee. An asphalt samurai gains additional powers that
consume points from his ki pool as he gains levels.
Ki Pool (Su): At 2nd level, an asphalt samurai gains The ki pool is replenished each morning after 8
a pool of ki points, supernatural energy he can use hours of rest or meditation; these hours do not need
to accomplish amazing feats. The number of points to be consecutive. If the asphalt samurai possesses
in the asphalt samurai’s ki pool is equal to 1/2 his levels in another class that grants points to a ki pool,
asphalt samurai level + his Arcane Focus. asphalt samurai levels stack with the levels of that class
As long as he has at least 1 point in his ki pool, to determine the total base number of ki points in the
the samurai adds his Arcane Focus as a bonus to his combined pool, but he can still only draw as many extra
Initiative. At 10th level, he also treats any Acrobatics points as he has Arcane Focus to power his samurai
skill check made to jump as if he had a running start. abilities. Any remaining points can be used only by the
By spending points from his ki pool, an asphalt samurai other class(es). The asphalt samurai can otherwise use
can gain one of several benefits as described here. ki points from this pool to power the abilities of every
• Make one additional attack at his highest attack class he possesses that grants a ki pool.
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Chapter 3: Classes and Archetypes
Warrior’s Stance (Ex): At 3rd level, the asphalt Arc of the Sun (Su): At 10th level, as long as the
samurai can draw or sheath his daisho as a free action. asphalt samurai has at least 1 point of ki remaining,
At 7th level, if he draws his daisho while adjacent to he can make his katana give off light like a torch as
an enemy, he can spend 1 point of ki as a swift action a free action. In addition, once per round, when he
to attack that enemy at his highest attack bonus. attacks with either weapon in his daisho, the asphalt
At 13th level, he can make the above attack as part samurai can spend 2 points of ki as a free action to
of the same action as drawing the weapon or make temporarily blind his target first, effectively making
an attack against an enemy he can see within his that target flat-footed against the attack. Creatures
handgun’s first range increment as a swift action. without eyes or that do not rely on their eyes to sense
At 19th level, he can make either of the above others are immune to this effect.
attacks as part of the same action as drawing the
weapon or make an attack against any enemy he is Greater Daisho (Ex): An 11th-level asphalt samurai
aware of and has line of effect to as a swift action. is treated as having Greater Two-Weapon Fighting
when wielding his daisho.
Focused Strike (Su): At 4th level, when an asphalt
samurai hits with either weapon in his daisho, he can Way of the Phoenix (Su): At 14th level, an asphalt
spend 1 point from his ki pool as a free action to maximize samurai begins learning one of the greatest secrets of his
his weapon damage. Don’t roll for damage—the weapon order. The Way of the Phoenix grants the asphalt samurai
deals maximum damage. This affects only the weapon’s the ability to return himself from the dead, for a price.
base damage dice, not additional damage from sneak When the asphalt samurai wishes to practice the
attack, magical weapon properties, or critical hits. If the way of the phoenix, he must perform a ritual which
asphalt samurai rolls a critical threat, he can also spend 2 takes 1 hour to complete and requires concentration
points from his ki pool to confirm the critical hit. equal to that of an arcanist preparing spells.
During the ritual, the asphalt samurai must destroy
In My Sights (Ex): At 5th level, the asphalt samurai an item with a hard barter value of at least 32. At the
gains a bonus equal to his Dexterity modifier end of the hour, the samurai reduces his ki pool by 5
(minimum +1) on damage rolls with his handgun. For points and gains one negative level. These penalties
every point he has in the Technology Focus above 10, remain for as long as the asphalt samurai wishes
increase this bonus by +1.
to continue practicing the way of the phoenix; he
Improved Daisho (Ex): A 6th-level asphalt samurai doesn’t have to perform the ritual every day.
is treated as having Improved Two-Weapon Fighting If an asphalt samurai dies while practicing the way
when wielding his daisho. of the phoenix, he bursts into flame, dealing 10d6
Soldier Training: Starting at 7th level, for the purpose points of fire damage to all enemies within 30 ft. of
of qualifying for feats, the asphalt samurai’s effective where he stood. A successful Reflex save (DC 10 +
soldier level is equal to his samurai level –3. (if he has samurai’s Arcane Focus) halves this damage. 1d3+1
levels in soldier, these levels stack). He forfeits the rounds later, he returns to life, as per the resurrection
benefit of such feats with weapons other than his daisho. spell. If he dies in an antimagic field, the asphalt
At 12th level, the asphalt samurai gains armor training samurai cannot return until that effect has ended, and
as a 3rd-level soldier (Reduce armor check penalty and cannot return at all if the effect remains for a number
increase maximum Dexterity of armor by 1). At 17th of days equal to his samurai level. His negative level
level, he gains armor training as a 7th-level soldier goes away and he regains all of his ki points the
instead (Reduce armor check/increase max Dex by 2). following day unless he decides to again perform the
ritual and practice the way of the phoenix.
Tracking Fire (Ex): A creature moving away from an
8th-level asphalt samurai after being engaged in melee Improved Tracking Fire (Ex): The 15th-level asphalt
draws attacks of opportunity from the asphalt samurai samurai can now spend 1 point of ki (no action) on his
as though still in melee for 1 round. The asphalt samurai turn to apply his Tracking Fire effect for 1 round to one
can use his handgun to make these attacks if he is not creature within his handgun’s first range increment.
within melee range when the creature draws an attack of Covenant of the Sun (Su): Beginning at 16th level,
opportunity. He can also spend 1 point of ki (no action) when the asphalt samurai uses Arc of the Sun, he
on his turn to extend this effect for another round. can blind his target against all of his attacks for that
Close-Combat Expert (Ex): Beginning at 9th level, the round. He can also spend 2 additional points of ki to
asphalt samurai draws no attacks of opportunity for using make that target remain blind for 1 round per point of
his handgun against any target while engaged in melee. Arcane Focus the asphalt samurai has. A successful
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Fall of Man
Fortitude save (DC 10 + the samurai’s Arcane Focus) Views of Technology: Technology brought with it
leaves the target dazzled for 1 round instead. radiation and science. Together, those have given the
Greater Phoenix: When practicing the way of the world a boon that it doesn’t fully understand, yet.
phoenix, 18th-level asphalt samurai can destroy an The gifted appreciate technology’s contribution to
item with a hard barter value of 35 instead. If he does, mutation, but care little for what else it can do.
he gains the following benefits. Other classes: The gifted tend to look down on other
• He doesn’t gain a negative level, but still reduces classes especially ones that rely on technology to an
his ki pool by 5 points. unhealthy degree. They would never cause harm to
• He deals 15d6 points of fire damage when he dies. anyone just because they use technology, but they may
• When he returns, it is as if true resurrection was cast. not use a spell at an opportune time, not wanting to waste
• If he dies in an antimagic field, he cannot return it on those unable to comprehend its true power.
at all only if the effect remains for a number of Hit Die: d6
years equal to his samurai level.
Starting Equipment: A 1st-level gifted starts with
Daisho Mastery (Ex): At 20th level, an asphalt
up to 5 common items (or item kits) valued at a
samurai chooses either his katana or his handgun.
maximum of DC 16. In total, a 1st-level gifted’s
Any attacks made with the chosen weapon increase
equipment is worth Barter Value DC 37.
their critical multiplier by +1 (after other modifiers)
and automatically confirm all critical threats. In
addition, he can spend 4 ki points at the start of his
turn (no action) to apply this benefit to both weapons
in his daisho instead.
Gifted
The gifted derive their power from an
internal force. It tends to be highly
unstable and often causes them to
develop physical mutations. Some feel
that the term gifted is an ironic look on
someone who is involved in the arcane
but does not control it. The gifted
over time will mutate due to the magic
they use, but can direct that mutation into
a powerful ability. With power comes pain, and the
gifted understand that more than any other class.
Background: Born with the power of magic inside
them, they are the bastardization of two worlds, one
forged of magic and the other science. The end result
is not pretty, but the gifted are a powerful force and
are feared and honored in some cultures.
Adventurers: The gifted tend to be outsiders and
feel it is best not to stay too long in any one place, so
adventuring seems to be a great occupation for someone
with truly unique talents as well as truly odd mutations.
Races: Any race can be gifted, but most were born on
the new Earth, where their mutations started.
Focus: As they grow in power, the gifted gain Focus
in arcane magic and mutation. They view each as
its own, beautiful thing, to be used as they desire.
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Chapter 3: Classes and Archetypes
Class Skills: The gifted’s class skills are Appraise toxicology) (Int), Perception (Wis), Profession (Wis),
(Int), Craft (any) (Int), Disable Device (Dex), Fly Spellcraft (Int), and Use Magic Device (Cha).
(Dex), Heal (Wis), Knowledge (arcana, mutation, Skill Ranks per Level: 4 + Int modifier.
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Fall of Man
Class Feature the sorcerer spell list or the alchemist formulae list,
but only from the abjuration, conjuration (creation),
The following are the class features of the gifted. This necromancy, or transmutation schools.
class counts as both a sorcerer and an alchemist. Because Upon reaching 4th level, and at every 3 gifted levels
of this, you cannot multiclass into those classes. after that (7th, 10th, and so on), a gifted can choose to
Weapon and Armor Proficiencies: Gifted are learn a new spell in place of one she already knows.
proficient with no weapons or armor. In effect, the gifted loses the old spell in exchange for
the new one. The new spell’s level must be the same
Spells: A gifted casts arcane spells drawn primarily as that of the spell being exchanged. A gifted may
from the sorcerer/wizard spell list. She can cast any swap only a single spell at any given level, and must
spell she knows without preparing it ahead of time. choose whether or not to swap the spell at the same
At 1st level, a gifted gains 1 point in her Arcane Focus. time that she gains new spells known for the level.
At 2nd level and every even level thereafter, she gains
Unlike an arcanist or a cleric, a gifted need not
another point in her Arcane Focus. These points are in
prepare her spells in advance. She can cast any spell
addition to those gained from normal advancement.
she knows at any time, assuming she has not yet used
Once the gifted has 10 points in Arcane Focus,
up her spells per day for that spell level.
additional points count as a +1 bonus to the gifted’s
caster level checks to defeat spell resistance. When in Mutation Focus: At 1st level, a gifted gains 1 point
an area with a mutation or technology rating higher in the Mutation Focus. This means the gifted also
than 0, the gifted can subtract the excess points from gains the mutant template and cannot progress in her
her pool prior to actually reducing her effective race’s evolution class.
points in Focus. Eschew Materials: The gifted gains Eschew
To cast a spell, a gifted needs an Arcane Focus Materials as a bonus feat at 1st level.
equal to the spell’s level. A gifted who casts a spell
Gifted Mutation (Su): At 1st level, a gifted can
of a higher level than her current Focus must make
transform herself temporarily; becoming strong,
a caster level check to concentrate. The DC for this
check is 10 + twice the spell level. 0-level spells count quick, or tough as the situation calls for it. After
as 1/2 spell-level for this purpose. Failure indicates concentrating for at least one hour while her enzymes
that the gifted was unable to draw the appropriate prepare for the transformation, she selects one
magic for the spell. She loses her action, but does not physical ability score—either Strength, Dexterity, or
lose the spell itself and may attempt to cast it again Constitution. Once she is ready, as a standard action,
the next time she has an action to do so. the gifted grows bulkier and more bestial, granting her
If the gifted was already forced to make a caster a +2 natural armor bonus and a +4 mutation bonus to
level check due to other circumstances (such as the selected ability score for 10 minutes for each point
damage taken), increase the DC of that check by she has in the Mutation Focus (minimum 10 minutes).
twice the difference in the gifted’s Focus. In addition, while transformed in this way, the gifted
Like other spellcasters, a gifted can cast only a takes a –2 penalty to one of her mental ability scores.
certain number of spells of each spell level per day. If she enhanced her Strength, it applies a penalty to
Her base daily spell allotment is given on Table 3-2: her Intelligence. If she enhances her Dexterity, it
Gifted. In addition, she receives bonus spells per day applies a penalty to her Wisdom. If she enhances her
if she has a high Charisma score (see Table: Ability Constitution, it applies a penalty to her Charisma.
Modifiers and Bonus Spells). Diluted Bloodline: Each gifted has a source of
A gifted’s selection of spells is extremely limited. magic somewhere in her heritage that grants her
A gifted begins play knowing two 1st-level spells of spells, bonus feats, an additional class skill, and other
her choice. At each new gifted level, she gains one special abilities. This source can represent a blood
or more new spells, as indicated on Table 3-3: Gifted relation or an extreme event involving a creature
Spells Known. (Unlike spells per day, the number of somewhere in the family’s past. For example, a gifted
spells a gifted knows is not affected by her Charisma might have an Aberration as a distant relative or her
score; the numbers on Table 3-3: Gifted Spells Known grandfather might have dabbled in dreamweaving.
are fixed.) These new spells can be chosen from either Regardless of the source, this influence manifests in
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Chapter 3: Classes and Archetypes
a number of ways as the gifted gains levels. A gifted Latent mutations are essentially alchemist
must pick one sorcerous bloodline upon taking her discoveries that affect the gifted’s physical person
2nd level of gifted, at which point she gains the 1st- (no bombs, extracts, or similar). For this purpose,
level benefits of the sorcerous bloodline. Once made, treat Gifted Mutation as the mutagen class feature.
this choice cannot be changed. The latent mutations a gifted can learn are
The Bloodlines that a gifted can choose from can Chemotherapy, Fast Healing, Feral Mutation, Grand
be found at the end of this section. Mutation, Greater Mutation, Gullet, Irradiated Flesh,
At 5th level and every 3 levels thereafter, the gifted’s Preservation, Second Being, Shifted Organs, and
bloodline grows stronger, granting her the level of Vestigial Arms.
benefits listed with the progression on the table below. Like the gifted herself, the progression of Latent
Mutation is a little sporadic. She finds a new latent
Latent Mutation (Su): At 3rd level, a gifted gains
mutation at 7th, 9th, 13th, 15th, and 19th level.
one of the following mutations of her choice. Unless
otherwise noted, a gifted cannot select an individual Controlled Mutation: At 4th level and again any time the
latent mutation more than once. Some latent gifted gains a point in the Mutation Focus, she can either
mutations can only be gained if the gifted has met choose one mutation she has and trade it for a mutation
certain prerequisites, such as selecting other latent of the same value, or she can remove a deformity that she
mutations first. The DC of any saving throw called has gained. If the deformity also gave her points toward
for by a latent mutation is equal to 10 + the gifted’s a beneficial mutation, that mutation is lost and any extra
points in the Mutation Focus. mutation points are returned to the gifted.
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Fall of Man
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Chapter 3: Classes and Archetypes
This bonus does not stack with itself and does not Touch of Destiny (Sp): At 1st level, you can touch
apply to spells modified by the Heighten Spell feat. a creature as a standard action, giving it an insight
Arcane Bond (Su): At 1st level, you gain an arcane bonus on attack rolls, skill checks, ability checks,
bond, as an arcanist equal to your gifted level. Your and saving throws equal to your Arcane Focus for 1
gifted levels stack with any arcanist levels you possess round. You can use this ability a number of times per
when determining the powers of your bonded object. day equal to 3 + your Charisma modifier.
Once per day, your bonded item allows you to cast Fated (Su): Starting at 3rd level, you gain a +1 luck
any one of your spells known (unlike an arcanist’s bonus on all of your saving throws and to your AC
bonded item, which allows him to cast any one spell during surprise rounds (see Combat) and when you
in his spellbook). This ability does not allow you to are otherwise unaware of an attack. At 7th level and
have both a familiar and a bonded item. every four levels thereafter, this bonus increases by
Metamagic Adept (Ex): At 3rd level, you can apply +1, to a maximum of +5 at 19th level.
any one metamagic feat you know to a spell you are Bonus Feat (7th): Arcane Strike, Diehard, Endurance,
about to cast without increasing the casting time. You Leadership, Lightning Reflexes, Maximize Spell,
must still expend a higher-level spell slot to cast this Skill Focus (Knowledge [history]), Weapon Focus.
spell. You can use this ability once per day at 3rd It Was Meant to Be (Su): At 9th level, you may reroll
level and one additional time per day for every four any one attack roll, critical hit confirmation roll, or
sorcerer levels you possess beyond 3rd (max 3/day). level check made to overcome spell resistance. You
Bonus Feat (7th): Combat Casting, Improved must decide to use this ability after the first roll is
Counterspell, Improved Initiative, Iron Will, Scribe made but before the results are revealed by the GM.
Scroll, Skill Focus (Knowledge [arcana]), Spell You must take the second result, even if it is worse.
Focus, Still Spell. At 9th level, you can use this ability once per day.
New Arcana (Ex): At 9th level, you can add any one Destiny Realized (Su): If you chose to enhance your
spell from the sorcerer/wizard spell list to your list of bloodline at 20th level, your moment of destiny is
spells known. This spell must be of a level that you at hand. Any critical threats made against you only
are capable of casting. confirm if the second roll results in a natural 20 on
Arcane Apotheosis (Ex): If you chose to enhance the die. Any critical threats you score with a spell
your bloodline at 20th level, this ability replaces are automatically confirmed. Once per day, you
Metamagic Adept. Your body surges with arcane can automatically succeed at one caster level check
power. You can add any metamagic feats that you made to overcome spell resistance. You must use this
know to your spells without increasing their casting ability before making the roll.
time, although you must still expend higher-level
spell slots. Whenever you use magic items that Dreamspun
require charges, you can instead expend spell slots to You were born of the dreams of Midnar, and must now
power the item. For every three levels of spell slots learn to control your potentially nightmarish talents.
that you expend, you consume one less charge when
Class Skill: Knowledge (dreams)
using a magic item that expends charges.
Bonus Spells: sleep (3rd), augury (5th), deep
Destined slumber (7th), divination (9th), dream (11th)
You were born into greatness; a beacon of power in Bloodline Arcana (1st): Whenever you target a
a broken world. single creature with a spell, you gain an insight bonus
equal to half the spell’s level (minimum +1) for 1
Class Skill: Knowledge (history) round to your AC and saving throws against any spell
Bonus Spells: alarm (3rd), blur (5th), protection or attack made by that creature.
from energy (7th), freedom of movement (9th), break Lullaby (Sp): At 1st level, you can use lullaby as
enchantment (11th) a spell-like ability a number of times per day equal
Bloodline Arcana (1st): Whenever you cast a spell to 3 + your Charisma modifier. This effect lasts for
with a range of “personal,” you gain a luck bonus equal 1 minute and does not require concentration. The
to the spell’s level on all your saving throws for 1 round. penalty on saves versus sleep effects increases to –4.
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Fall of Man
Combat Precognition (Su): Your insight into the Woodland Stride (Ex): At 3rd level, you can move
future grants you an advantage in combat. At 3rd through any sort of undergrowth (such as natural
level and every 4 levels thereafter, you gain a +1 thorns, briars, overgrown areas, and similar terrain)
insight bonus on initiative checks. at your normal speed and without taking damage or
Bonus Feat (7th): Alertness, Blind-Fight, Combat suffering any other impairment. Thorns, briars, and
Expertise, Deceitful, Heighten Spell, Improved overgrown areas that have been magically manipulated
Feint, Persuasive, Skill Focus (Sense Motive). to impede motion, however, still affect you.
Dreamshaper (Sp): At 9th level, you can manipulate Bonus Feat (7th): Dodge, Improved Initiative,
the dreamscape of others, drawing forth or tampering Lightning Reflexes, Mobility, Point Blank Shot, Precise
with their subconscious minds. This power allows Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
you to tamper with the target’s memories as if using Fleeting Glance (Sp): At 9th level, you can turn
modify memory, or you may ask questions as if using invisible for a number of rounds per day equal
speak with dead upon a corpse. A successful Will to your sorcerer level (max 11). This ability
save negates the effect. The DC of this save is equal functions as greater invisibility. These rounds
to 10 + your Arcane Focus, with further modifiers as need not be consecutive.
the nightmare spell. You can use this ability once per
day at 9th level. Soul of the Fey (Su): If you chose to enhance your
bloodline at 20th level, your soul becomes one with
Solipsism (Ex): If you chose to enhance your the world of the fey. You gain immunity to poison
bloodline at 20th level, you can drift into the dream and DR 10/cold iron. Creatures of the animal type
world, fading from the world around you. You do not attack you unless compelled to do so through
can become incorporeal for 1 minute per gifted magic. Once per day, you can cast shadow walk as
level. You gain the incorporeal subtype and take a spell-like ability using your gifted level as your
only half damage from corporeal magical attacks caster level.
(you take no damage from nonmagical weapons
and objects). Your spells deal only half damage to
corporeal creatures, but spells and abilities that do
Protean
not deal damage function normally. The duration Chaos infuses your being and drives you to seek new
need not be continuous, but it must be used in experiences.
1-minute increments. Class Skill: Knowledge (planes)
Bonus Spells: entropic shield (3rd), blur (5th), gaseous
Fey form (7th), confusion (9th), major creation (11th)
Your once proud fey ancestors live on as best they
Bloodline Arcana (1st): Your magic of creation
can through you.
and changing is hard to unravel. The DC to dispel
Class Skill: Knowledge (nature) transmutation or conjuration (creation) spells that
Bonus Spells: entangle (3rd), hideous laughter (5th), you cast is increased by +4.
deep slumber (7th), poison (9th), tree stride (11th). Protoplasm (Sp): At 1st level, you can create a ball
Bloodline Arcana (1st): Whenever you cast a spell of entropic protoplasm and hurl it at targets within
of the polymorph subschool, increase the spell’s DC 30 feet. This protoplasm acts as a tanglefoot bag that
by +2. also inflicts 1 point of acid damage per round to a
creature entangled by it. The protoplasm dissolves
Laughing Touch (Sp): At 1st level, you can cause a
within 1d3 rounds. You may use this ability a number
creature to burst out laughing for 1 round as a melee
of times per day equal to 3 + your Charisma modifier.
touch attack. A laughing creature can only take a
move action but can defend itself normally. Once a Protean Resistances (Ex): At 3rd level, you gain
creature has been affected by laughing touch, it is resist acid 5 and a +2 bonus on saving throws against
immune to its effects for 24 hours. You can use this polymorph, petrification, and transmutation spells or
ability a number of times per day equal to 3 + your effects. At 9th level, you gain resist acid 10 and your
Charisma modifier. This is a mind-affecting effect. save bonus increases to +4.
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Chapter 3: Classes and Archetypes
Bonus Feat (7th): Agile Maneuvers, Defensive Bonus Feat (7th): Blind-Fight, Craft Rod, Dodge,
Combat Training, Enlarge Spell, Great Fortitude, Endurance, Improved Counterspell, Improved
Improved Great Fortitude, Skill Focus (Craft [any]), Iron Will, Iron Will, Quicken Spell, Skill Focus
Spell Focus, Toughness. (Perception), Toughness.
Reality Wrinkle (Sp): At 9th level, you can surround Aurora Borealis (Sp): At 9th level, you can create a
yourself with a mobile, 10-foot-radius emanation of sheet of cascading colors. This power acts as a wall
mutable reality. This rippling distortion is similar to of fire, but it inflicts cold damage and does not radiate
solid fog but does not provide concealment or block heat. However, one side of the aurora designated by you
line of sight. Your movement is not slowed by this fascinates creatures within 10 feet, up to a maximum of
aura. Attacks from outside the aura suffer a 20% miss 2 HD of creatures per gifted level. A Will save negates
chance against targets inside the aura. You may use this fascinate effect. The save DC is equal to 10 + your
this ability a number of rounds per day equal to your Arcane Focus. You may use this ability for a number
gifted level (max 11), though this duration need not of rounds per day equal to your gifted level (max 11).
be continuous. These rounds do not need to be consecutive.
Avatar of Chaos (Ex): If you chose to enhance your Starborn (Ex): If you chose to enhance your
bloodline at 20th level, you are infused with the bloodline at 20th level, you gain immunity to cold
essence of raw chaos. You gain immunity to acid, and blindness, and you can see perfectly in natural or
petrification, and polymorph effects (except when magical darkness. In addition, you gain fast healing 1
cast on self), as well as a +2 bonus to save DCs and when you are outdoors at night.
on checks to overcome spell penetration against
creatures with the lawful subtype. Technological
You were born after the Fall of Man and the coming
Starsoul of Gothos. Your gift is that of modern science and
A touch of the void lingers within you, warping your technology.
mind even as mutation warps your body. Class Skill: Knowledge (technology)
Class Skill: Knowledge (nature) Bonus Spells: shield (3rd), make whole (5th), shrink
Bonus Spells: unseen servant (3rd), glitterdust item (7th), minor creation (9th), fabricate (11th)
(5th), blink (7th), call lightning storm (9th; dealing Bloodline Arcana (1st): When crafting constructs,
fire damage, damage increased outdoors at night), or aiding another in doing so, you can cast any of the
overland flight (11th) spells required to do so, even if those spells are not
Bloodline Arcana (1st): Whenever you cast an currently on your list of spells known. You must still
abjuration spell, enemies within 1 ft. for every point be able to cast spells of the appropriate levels.
you have in the Arcane Focus must roll a Fortitude Conduit (Sp): At 1st level, you gain the ability to
save (DC 10 + your Arcane Focus). Targets that fail channel energy as a cleric of your level (max 11). You
their saves are dazzled by tiny sparkling starlight for must choose to either heal all objects and constructs
1 round per level of the spell. or damage all constructs in the area. The save DC
Minute Meteors (Sp): At 1st level, you can summon for this ability is equal to 10 + your Arcane Focus or
a rain of tiny meteorites as a standard action to fall in Technology Focus. Objects and constructs healed by
a 5-foot column, 30 feet high, with a range of 30 feet. conduit cannot exceed their maximum hit point total—
The meteors inflict 1d4 points of fire damage + 1 per all excess healing is lost. You may use conduit a number
2 gifted levels. A Reflex save negates this damage. of times per day equal to 3 + your Charisma modifier.
The save DC is equal to 10 + your Arcane Focus. You This is a standard action that does not provoke an attack
may use this ability a number of times per day equal of opportunity. If you have living creation, you may
to 3 + your Charisma modifier. choose whether or not to include yourself in this effect.
Voidwalker (Ex): At 3rd level, you gain low-light vision Magical Craftsman (Ex): At 3rd level, you gain
and resist cold and fire 5. At 9th level, you no longer need Craft Wondrous Item as a bonus feat. In addition,
to breathe, as if wearing a necklace of adaptation. when you craft a permanent magic item (potions,
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Fall of Man
scrolls and items with charges are not permanent), Grasp of the Dead (Sp): At 9th level, you can cause
you may do so even if you lack one of the spells a swarm of skeletal arms to burst from the ground to
required. You can ignore an additional required spell rip and tear at your foes. The skeletal arms erupt from
at 9th level. the ground in a 20-foot-radius burst. Anyone in this
Bonus Feat (7th): Craft Construct, Craft Magic Arms area takes 1d6 points of slashing damage per gifted
and Armor, Deft Hands, Exotic Weapon Proficiency, level (max 11). Those caught in the area receive a
Iron Will, Skill Focus (Knowledge [technology]), Reflex save for half damage. Those who fail the save
Technomancer, Technomaster. are unable to move for 1 round. The DC is 10 + your
Arcane Focus. The skeletal arms disappear after 1
Deflective Camouflage (Su): At 9th level, you can round. The arms must burst up from a solid surface.
innately blend into your surroundings for a number You can use this ability once per day. This power has
of rounds equal to your gifted level (max 11). This a range of 60 feet.
provides a 20% miss chance on ranged attacks
against you and grants you a bonus on Stealth checks One of Us (Ex): If you chose to enhance your
equal to your Arcane Focus. You can use this ability bloodline at 20th level, your form begins to rot (the
once per day. appearance of this decay is up to you) and undead
see you as one of them. You gain immunity to cold,
Living Creation (Ex): If you chose to enhance your nonlethal damage, paralysis, and sleep. You also
bloodline at 20th level, you gain immunity to bleed, gain DR 5/—. Unintelligent undead do not notice
critical hits, disease, poison, and sneak attack. You you unless you attack them. You receive a +4 morale
can also heal yourself with conduit. bonus on saving throws made against spells and
spell-like abilities cast by undead.
Undead
You gain some modicum of control over your cursed Halfling Gifted
lineage, allowing you to bend it to your will. (gifted archetype)
Class Skill: Knowledge (fallen) Since halflings are immune to mutation in all its
Bonus Spells: chill touch (3rd), false life (5th), forms, they have developed a different take on the
vampiric touch (7th), animate dead (9th), waves of gifted class. In special circumstances, or if mutation
fatigue (11th). is not a common occurrence, this archetype can
instead be adapted to fit all races.
Bloodline Arcana (1st): Some undead are susceptible
to your mind-affecting spells. Corporeal undead that
were once humanoids are treated as humanoids for
Class Features
the purposes of determining which spells affect them. Controlled Faith: At 1st level, the gifted gains
proficiency with light armor, shields, and a one weapon
Grave Touch (Sp): Starting at 1st level, you can
of her choice. She can cast gifted spells while wearing
make a melee touch attack as a standard action
light armor and using a shield without incurring the
that causes a living creature to become shaken for
normal arcane spell failure chance. Like any other
a number of rounds equal to Arcane Focus. If you
arcane spellcaster, a gifted wearing medium or heavy
touch a shaken creature with this ability, it becomes
armor incurs a chance of arcane spell failure if the spell
frightened for 1 round if it has fewer Hit Dice than
in question has a somatic component. A multiclass
your gifted level. You can use this ability a number
gifted still incurs the normal arcane spell failure chance
of times per day equal to 3 + your Charisma modifier.
for arcane spells received from other classes. The gifted
Death’s Gift (Su): At 3rd level, you gain resist cold 5 does not receive Controlled Mutation at 4th level.
and DR 5/— against nonlethal damage. At 9th level,
Faith Focus: Halflings who are members of this class
your resistance to cold increases to 10 and your DR
gain points in the Faith Focus instead and can store
increases to 10/— against nonlethal damage.
and use an amount of faith each day equal to 2 x their
Bonus Feat (7th): Combat Casting, Diehard, gifted level (+5 for their racial trait). This increases
Endurance, Iron Will, Skill Focus (Knowledge to 5x their gifted level at 10th level and above. This
[religion]), Spell Focus, Still Spell, Toughness. ability replaces Mutation Focus.
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Chapter 3: Classes and Archetypes
Divine Domain: The gifted selects one cleric domain, Background: The most experienced mechanists
regardless of the god(s) she worships. She gains the usually had a high tech job before the Maul fell.
domain power and 1 domain spell slot per spell level These are all human or reborn who feel constantly
with which she can cast her domain spells as she gains driven to improve upon the tech level of post-Maul
them. This does not grant an additional domain spell society. Younger mechanists are often gnomes,
slot if the gifted already has one from another class. thrilled and interested in learning about the specifics
This ability replaces Gifted Mutation. of this new world.
Latent Magic: The gifted adds 1 cleric spell of any Adventurers: Mechanists feel more comfortable
level she can cast to her list of Spells known. Like the under a machine or repairing some piece of
gifted herself, the progression of Latent Magic is a little equipment, but with so much destruction the only
sporadic. She gains a new spell at 7th, 9th, 13th, 15th, way to find tools and items is to go looking for them
and 19th level. This ability replaces Latent Mutation. or barter for them with items that non-technologically
Accelerated Magic: The gifted always gains extra inclined people may want.
spellcasting ability, but must choose whether to apply Races: This is one of the few classes where the true
her point to the Faith Focus or Arcane Focus. If she mechanists will all be pre-Maul human or reborn, but
chooses faith, her extra spell known and per day are anyone can be an apprentice.
gained from the cleric spell list.
Arcane vs. Divine: At 16th level and again at 18th
level, the gifted gains access to another level of spells
beyond 7th. Her Arcane Focus or Faith Focus must
still be high enough to do so (see accelerated magic
above). This ability replaces Magic vs. Mutation.
Heretical Bloodline: At 20th level, the gifted
chooses either to gain her 20th-level bloodline
power or to store and use up to 25 additional
Favor each day.
Mechanist
The Mechanist is the last remnants of the
technological masterminds that existed before
the Fall of Man. These living marvels range
from scientists to high performance car
builders depending on their Focus. The
mechanist class represents them all.
These characters are very valuable in the
factions as there are few left with the skills
to create and fix technology. The apocalypse
has forced each of them to ramp up their
understanding of technology far and
beyond what they can already do.
Mechanists tend to run in a loose cult-like
fashion, often swapping ideas and techniques
when they encounter one another and speaking
a language only the technically-minded
comprehend. Many will take on apprentices in
order to make certain their skills are passed on
and the knowledge they have is not lost.
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Fall of Man
Focus: A Mechanist’s Technology Focus rivals that gathers and stores. The Mechanist can use this pool
of a soldier, but the Mechanist uses his to understand to create basic and advanced equipment for him and
and fix machinery. Naturally, this also means that his allies. These items must be of a moderate or lower
the Mechanist has some experience with weaponry, barter value.
which they utilize it to keep themselves and their Starting at 11th level, the Mechanist can also craft
allies protected. basic and advanced items of a hard barter value.
Views of Magic: Magic is not a science; the results Craft Companion: At 1st level, a Mechanist has gathered
cannot be easily explained. Therefore, it is an unstable together enough spare pieces of equipment that he’s able
type of power and should not be used. Mechanists to create a useful companion to help in his travels.
are not opposed to magic, they just know that tech This ability functions the same as a druid’s animal
is a calculated science and the results are determined companion, except the Mechanist’s companion has
through trial and testing. DR 2/adamantine, construct traits, and vulnerability
Views of Technology: Tech is the future; it was tech to acid, cold, electricity, and radiation. The
that saved what humans were saved during the Maul. companion’s tech rating is equal to the Mechanist’s
The mechanist uses, fixes, and creates tech to better total points in the Technology Focus, and it ceases to
themselves and others. It is not a decision to make, function in areas with an arcane or mutation rating
technology is the answer. higher than that value.
Other classes: Mechanists tend to have very Scrap Expert (Ex): At 1st level, a Mechanist gains
individualist opinions of other classes and people. a handgun. This weapon is battered, and only the
While magic is unstable, most find those who can use Mechanist knows how to use it properly. All other
it fascinating. Even they are something to study and creatures treat the handgun as if it had the broken
learn from. condition. If the weapon already has the broken
condition, it does not work at all for anyone else
Hit Die: d8 trying to use it. This starting weapon can only be
Starting Equipment: A 1st-level Mechanist starts sold for scrap (its barter value is 16 when sold). The
with a toolkit valued at a barter DC of 27; armor Mechanist also gains Gunsmithing as a bonus feat.
valued at or below DC 16; and up to 4 common items Trap Finding: A Mechanist adds 1/2 his level to
(or item kits) valued at a maximum of DC 8. The Perception skill checks made to locate traps and to
Mechanist also has a handgun that only functions for Disable Device skill checks (minimum +1). A Mechanist
him. In total, a 1st-level Mechanist’s equipment is can use Disable Device to disarm magic traps.
worth Barter Value DC 37.
Focused Shot: At 2nd level, the Mechanist gains
Class Skills: The Mechanist’s class skills are Appraise Focused Shot as a bonus feat. As a standard action,
(Int), Craft (any) (Int), Disable Device (Dex), the Mechanist may make an attack with a ranged
Drive (Dex), Fly (Dex), Heal (Wis), Knowledge weapon and add his Intelligence modifier on the
(technology, toxicology) (Int), Perception (Wis), damage roll. The Mechanist must be within 30 feet
Profession (Wis), Sleight of Hand (Dex), Spellcraft of his target to deal this extra damage. Creatures
(Int), Use Magic Device (Cha). immune to critical hits and sneak attacks are immune
Skill Ranks per Level: 6 + Int modifier. to this extra damage.
Armor Training (Ex): Starting at 3rd level, a
Class Features Mechanist learns to be more maneuverable while
The following are the class features of the Mechanist. wearing armor. Whenever he is wearing armor, he
reduces the armor check penalty by 1 (to a minimum
Weapon and Armor Proficiencies: Mechanists of 0) and increases the maximum Dexterity bonus
are proficient with all basic and advanced weapons. allowed by his armor by 1. Every four levels thereafter
They are proficient with light and medium armor and (7th, 11th, and 15th), these bonuses increase by +1
shields (but not tower shields). each time, to a maximum –4 reduction of the armor
Craft Pool: Every Mechanist has a craft pool check penalty and a +4 increase of the maximum
comprised of scraps and leftover materials that he Dexterity bonus allowed.
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Chapter 3: Classes and Archetypes
In addition, a Mechanist can also move at his still loses his Dexterity bonus to AC if immobilized. A
normal speed while wearing medium armor. At 7th Mechanist with this ability can still lose his Dexterity
level, the Mechanist gains proficiency with heavy bonus to AC if an opponent successfully uses the feint
armor, and at 11th level, he can move at his normal action (see Combat) against him.
speed while wearing heavy armor. If a Mechanist already has uncanny dodge from
Trap Sense (Ex): At 3rd level, a Mechanist gains an a different class, he automatically gains improved
intuitive sense that alerts him to danger from traps, uncanny dodge (see below) instead.
giving him a +1 bonus on Reflex saves made to avoid Master Craftsman: At 5th level, the Mechanist gains
traps and a +1 dodge bonus to AC against attacks Master Craftsman as a bonus feat. The equipment
made by traps. These bonuses rise to +2 when the made by the Mechanist is nonmagical, but requires
Mechanist reaches 6th level, to +3 when he reaches that the user has 1 point in the Technology Focus for
9th level, to +4 when he reaches 12th level, to +5 every 2 caster levels of the item.
at 15th, and to +6 at 18th level. Trap sense bonuses When the Mechanist creates an item with Master
gained from multiple classes stack. Craftsman, he reduces the DC to do so by his total
Uncanny Dodge (Ex): Starting at 4th level, a points in the Technology Focus. This only applies to
Mechanist listens to his instincts in order to avoid the DC increase from not having appropriate spells
danger. He cannot be caught flat-footed, nor does he or meeting other requirements. It does not reduce the
lose his Dex bonus to AC if the attacker is invisible. He base DC of the item.
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Chapter 3: Classes and Archetypes
Arcanist barter for items that they could not find. Arcanists
tend to be focused on the goal of the adventure and
(wizard archetype) do not feel a night of fun should exist if there is a
chance to test new magic or find a new scroll.
Why fight fire with fire when you can fight anything Background: Arcanists can be of any race and can
with magic? usually be identified in the “youth” stage of their race
Arcanists Focus on the study of magic and its because they outshine others when it comes to their
effects on the universe. They feel that true magic vast array of knowledge, it is rumored some children
is the way to return harmony to the world. Many learn to read and write 4 or so languages of both
arcanists hope to one day find a door back into earth and Gothos before some of the same age/race
Gothos through which they can see if anything has learn common. Most arcanists feel superior to other
survived its devastation. classes due to what they call “superior intellect.”
Adventurers: Adventuring is the best way arcanists Most arcanists have led a normal life, but feel that
can find new magic, being items or knowledge, they their quest for new knowledge can never be satisfied.
do take a fair share of the booty collected to use as Races: Arcanists are primarily from Gothos, or the
offspring of races of Gothos. Very rarely are any
arcanists born of Earth-based parents. If such an
occasion occurs (earth-based parents) some people
believe that as a sign and do their best to get the
youth properly schooled.
Views of Magic: The arcanist’s views on magic are
akin to a cleric’s view on their god’s holy symbol,
it is not something to be toyed with but paid the
greatest amount of respect to, and one must harness
this respect and encourage and nourish magic at all
costs. Magic is the blood of an arcanist’s soul.
Views of Technology: The arcanist has such a strong
bond to magic that they feel the exact opposite for
tech; they disdain it, and feel it is a “cheap man’s
parlor trick.” Why shoot a gun when one can cast
a magic missile or fireball, which is so much more
graceful? An arcanist will use tech, but
only when they have to, and they do
not have much knowledge
of its workings. Some have
stated that the more an
arcanist uses tech, the more
the arcanist feels lost to the
power of magic—and that
simply cannot be tolerated.
Other classes: Arcanists
do not respect any class
that deals primarily in
technology, but they do
realize that becoming allies
with such a class has its
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Fall of Man
advantages and may help the arcanist find newer and For example, at 5th level, Jack is able to prepare
more powerful magic. Most arcanists feel superior two 3rd-level spells because of his 17 Intelligence.
to other classes due to their own perceived intellect, He prepares fireball and invisibility. Later in the
but will not hesitate to adventure and even befriend day, when he’s attacked by a band of orcs, he’s able
someone who is familiar with technology. to distract them long enough to cast fireball twice,
effectively killing all but one of the brutes. After the
Class Features last one throws a large, broken chunk of road at him,
Jack’s able to cast invisibility and get away safely.
Starting Equipment: A 1st-level arcanist starts This ability replaces the arcane school class feature.
with up to 5 common items (or item kits) valued at
a maximum of DC 16. In total, a 1st-level arcanist’s Minimalist: When even bat guano is a potentially
expensive material, the arcanist has learned to use as
equipment is worth Barter Value DC 37.
little as possible when casting his spells. He gains
Arcane Focus and Spellcasting: At 1st level, an Eschew Materials as a bonus feat instead of Scribe
arcanist gains two points in his Arcane Focus. At Scroll at first level.
2nd level and every even level thereafter, he gains Purist: Arcanists live to further their study of magic and
another point in his Arcane Focus. These points are in try to avoid technology as much as possible. They are
addition to those gained from normal advancement. prohibited from gaining spells from the technomancy
Once the arcanist has 10 points in Arcane Focus, school. If an arcanist must prepare a spell from this
additional points count as a +1 bonus to the arcanist’s school, he requires two spell slots to cast it.
caster level checks to defeat spell resistance. When in
Materialist: It is far too dangerous to rely on tiny
an area with a mutation or technology rating higher creatures for aid. An arcanist always has the bonded
than 0, the arcanist can subtract the excess points object class feature.
from his pool prior to actually reducing her effective Beginning at 5th level, an arcanist can sacrifice
points in Focus. spell slots to create temporary items. He must meet
To cast a spell, an arcanist needs an Arcane Focus all requirements to craft the item, including being an
equal to the spell’s level. An arcanist who casts a appropriate level and having the necessary spells and
spell of a higher level than his current Focus must feats. The arcanist cannot craft ammunition, potions
make a caster level check to concentrate. The DC or items with charges in this way.
for this check is 10 + twice the spell level. 0-level When creating items with this ability, the arcanist
spells count as 1/2 spell-level for this purpose. spends at least one hour per item and expends the
Failure indicates that the arcanist was unable to necessary spell slots. After initially creating the item,
draw the appropriate magic for the spell. He loses the arcanist can continue to leave those spell slots
his action, but does not lose the spell itself and expended when he prepares spells in order for the
may attempt to cast it again the next time he has an item to remain functional.
action to do so. Items created with this ability can be given to
others, but those who take possession of them know
If the arcanist was already forced to make a caster
immediately that they are powered by the arcanist.
level check due to other circumstances (such as
The arcanist can create as many items as he has spell
damage taken), increase the DC of that check by
slots to spend.
twice the difference in the arcanist’s Focus. This ability replaces the bonus feats gained at 5th,
Generalist: An arcanist doesn’t hold a narrow view 10th, 15th, and 20th level.
of magic, and this translates into his ability to cast
spells. Beginning at 1st level, when an arcanist
prepares spells, he can prepare as many spells as are
available to him for a given spell level. Rather than
declare which spell slots are being used at the time of
preparation, the arcanist can instead cast any of his
prepared spells using those slots throughout the day.
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Chapter 3: Classes and Archetypes
Cleric of the Many God feelings towards some priests of the One God as well
as clerics of opposing faiths. That doesn’t mean they
(cleric archetype) cannot adventure with such people (it could even
be a great opportunity to convert those who simply
The clerics of the Many Gods are mostly immigrants misunderstand the cleric’s god), just that they would
from Gothos. There, a massive united church called prefer people with the same beliefs or neutral beliefs
The Pantheon was the major power, and had over a towards their spiritual cause.
dozen gods within its mythos. Some of these gods did
not make it across, but many did (see Personality and
Class Features
Factions for the gods and their domains). Those that Starting Equipment: A 1st-level Many Gods
did make it struggle to overcome the awesome might cleric starts with an item related to her primary
of the One God. The only reason they can hold their god of worship valued at a barter DC of 27; armor
own is that mankind on earth is so decimated that or a weapon valued at or below DC 16; and up to 4
the One God now has fewer prophets and priests—or common items (or item kits) valued at a maximum of
perhaps he is simply allowing them to stay (for now). DC 8. In total, a 1st-level cleric’s equipment is worth
Clerics of the Many Gods come in all races, Barter Value DC 37.
shapes, and sizes depending on which of the Many
Gods from Gothos they worship.
Clerics have a good supply of divine magic at their
disposal and gain powers from their god’s domain also.
Background: Clerics of the Many Gods feel that they
did not choose their path; instead, it was chosen for
them by their deity. Most have been on this path of
true belief since birth. Their will to gain knowledge
is strong, but the will to teach with word or blade can
drive them all the same.
Races: Clerics of the Many Gods can be of any race,
but tend to be from Gothos or have been born of
parents from Gothos. This is not a prerequisite. In
fact, there are rumors that some of the newest
and more powerful of certain gods’ clerics
were humans from pre-devil’s hammer
earth who have been recently converted,
but this has not been substantiated.
Views of Magic: Clerics of the Many Gods
tend to be comfortable with the workings of
the arcane. Since their deities came from
a world strong in magic, they feel it is
commonplace to have magic all around.
Views of Technology: Tech is a fact, and
the clerics of the Many Gods know this.
They tend to learn and use tech from
early on, but in the end they seem to
have more use for the powers of the
arcane than technology.
Other classes: Clerics of the
Many Gods enjoy other classes,
but would have some negative
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Fall of Man
Faith Focus and Spellcasting: At 1st level, a cleric In exchange for this sacrifice, each time the cleric
of the Many Gods gains 2 points in her Faith Focus prays for her spells, she may pray to a second god as
related to the Many Gods. At 2nd level and every well as her primary god and gain access to one of that
even level thereafter, she gains another point in her deity’s domains for the next 24 hours. She may also
Faith Focus. These points are in addition to those cast either of the two spells granted to her using her
gained from normal advancement. domain spell slot without first preparing either.
Once the cleric has 10 points in Faith Focus,
Favor: As a full-round action, a cleric of the Many
additional points count as a +1 bonus to the cleric’s
caster level checks to defeat spell resistance. When Gods can pray to her primary god and receive an
in a desecrated area or a hallowed area devoted to amount of Favor equal to her total points in the
an opposing faith, or an area with a mutation rating Faith Focus. She can store and use an amount of
higher than 0, the cleric can subtract the excess points Favor each day equal to 5 x her cleric level. At
from her pool prior to actually reducing her effective 10th level and above, this amount doubles to 10 x
points in Focus. her cleric level instead. See the chapter on Focus
To cast a spell, a cleric needs a Faith Focus equal to for more information on what to do with Favor. If
the spell’s level. A cleric who casts a spell of a higher she has Favor remaining at the end of the day, the
level than her current Focus must make a caster level cleric can store it, allowing her to not have to pray
check to concentrate. The DC for this check is 10 + as much in days following, but she can still only use
twice the spell level. 0-level spells count as 1/2 spell- the amount indicated above. This ability replaces
level for this purpose. Failure indicates that the cleric Channel Energy.
was unable to draw the appropriate magic for the
spell. She loses her action, but does not lose the spell
itself and may attempt to cast it again the next time Dreamwalker
she has an action to do so.
If the cleric was already forced to make a caster (monk archetype)
level check due to other circumstances (such as
The Masaruri, or dreamwalkers, is a sect of monks
damage taken), increase the DC of that check by
devoted to worship of the great being known as
twice the difference in the cleric’s Focus.
Midnar. In his slumber, Midnar teaches all who will
Varied Worship: A cleric of the Many Gods chooses listen the beauty of dreams. The dreamwalkers heed
only 1 Domain at 1st level from her god. The god that these teachings better than any other.
grants this domain becomes her primary god. She
Background: As followers of the teachings of
also casts one fewer spell of each level than normal.
Midnar, the dreamwalkers practice dreamweaving,
If this reduces the number to 0, she may cast spells
a special form of magic rarely seen on Gothos, let
of that level only if her Wisdom allows bonus spells
alone on the ravaged world of Earth.
of that level.
Adventurers: Dreamwalkers seek to learn the
Alignment in a World Without dreams of others, so that they can ascend into the
Clerics classically take up a cause based on their sleeping wonders that Midnar offers those who join
Gods. Many of the Gods have a definitive “good” him. They adventure as a part of this education and
or “evil” slant to them. However, in Fall of Man to battle against the nightmares caused by the unruly
no alignments exist. You are the sum of your and dangerous beings of the world. When Midnar is
choices. Thus clerics of these Gods tend to follow disturbed, so too are the Masaruri.
the teachings of their God and choose to “act” Races: All are welcomed with open arms into the
good or evil based on their Gods. If they stray too teachings of Midnar. Canites, in particular, find they
far from their God’s ideals, such as by praying to are well suited to become dreamwalkers. Humans
a God of an opposing faith or acting in a way that and reborn are equally skilled at mastering the
directly contrasts or impedes the will of their God, teachings of the Sleeping God. Elves, who do not
they risk losing access to their domains or their sleep as the other races do, must work harder than
spellcasting abilities all together. others to accept the ways of the Masaruri.
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Chapter 3: Classes and Archetypes
Focus and Views of Magic: Dreamwalkers Dreamweaving (Sp): At every level, the dreamwalker
interweave their Focus between that of arcane magic gains 1 point in either the Arcane Focus or the Faith
and faith. Though they truly worship the being called Focus. He cannot choose the same Focus twice in a
Midnar, many dreamwalkers also find the teachings row. This ability replaces abundant step, empty body,
of lesser deities helpful in their travels and so dedicate ki pool, and wholeness of body. These points are in
their faith to one or more of these other gods. addition to those gained from normal advancement.
Views of Technology: The dreamwalkers have little When he places his first point into the Faith Focus,
personal need for technology. It is the body and the soul the dreamwalker can choose to offer his worship
which drive them and their talents, but they do not hold to the Many Gods or the One God the in addition
this against those with lesser self-acceptance. to Midnar. If he does, he can pray for
Other classes: Other classes view Favor in the same way a cleric or priest
dreamwalkers as they do most would. The dreamwalker’s effective
monks. Spellcasters are fascinated level for this purpose is equal to
with the concept of dreamweaving, his total points in the Faith Focus,
and so study dreamwalkers even as to a maximum of his dreamwalker
the Masaruri study them in return. level or 10, whichever is lower.
For each point the dreamwalker
Class puts into the Arcane Focus, he
Features gains spells known and per
day as a sorcerer of that
The following are level, to a maximum of
the class features of his dreamwalker level
the dreamwalker. or 10, whichever
Starting is lower. The
Equipment: dreamwalker
A 1st-level uses his Wisdom
dreamwalker modifier, rather
starts with up than Charisma,
to 5 common to determine his
items (or item bonus spells and
kits) valued saving throws. The
at a maximum dreamwalker’s
of DC 16. In spell list is as
total, a 1st-level follows.
dreamwalker’s
equipment is worth 1st – cause
Barter Value DC 37. fear, comprehend
languages, feather fall,
Blessed Sleep
unseen servant, ray of
(Sp): At 1st level, the
enfeeblement, silent image,
dreamwalker can cast Sleep at
true strike
will as a spell-like ability. His caster level is equal to
his level of dreamwalker, and he uses his Wisdom to 2nd – darkness, darkvision, glitterdust, levitate,
determine the saving throw. scare, whispering wind
Once per day, the dreamwalker can choose to 3rd – blink, deeper darkness, fly, major image,
affect creatures with the most hit dice first. He can phantom steed, ray of exhaustion
do this one additional time per day for each level 4th – confusion, dimension door, fear, phantasmal
of dreamwalker he possesses plus one time per day killer, shadow conjuration
for every four levels he has in any other class. This 5th – dream, nightmare, overland flight, shadow
ability replaces Stunning Fist. evocation, symbol of sleep
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Fall of Man
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Chapter 3: Classes and Archetypes
Class Features
The following are the class features of the face.
Starting Equipment: A 1st-level face starts with
armor and a basic weapon, each worth up to a
maximum of DC 8. He also gains 4 common items
or item kits; all of which can be worth a maximum of
DC 16. In total, a 1st-level Face’s equipment is worth
Barter Value DC 37.
Spells: The face does not gain spells known, nor does
he gain spells per day.
Public Speaker: Beginning at 1st level, the face can
use any bardic performance through speech alone.
He does not require visual components, and adds
Perform (oratory) to the skill checks he can make when
performing if it wasn’t there already. Creatures affected
by the face’s performance never need to see him, but
they must still be able to understand his words.
Share in the Experience: If there is an ally within
30 ft. of the face who is able to speak, a face’s bardic
performance doesn’t end if he is killed, paralyzed,
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Fall of Man
stunned, knocked unconscious, or otherwise men of their individual religions. Most of these
prevented from taking a free action to maintain it faiths did share a common, if differently interpreted
each round. The performance does still end when the concept; there was a single, greater entity outside of
rounds run out or if that ally doesn’t use a free action the purview of Man. That god often took the form
to continue it. Only a member of the face class can of a kindly old man, a handful of lesser manifests
change which performance is occurring. of power, or a cruel father figure seeking to teach
his creations to appreciate life through loss. What
Versatile Performance (Ex): The face always
this greater being could really be was left to the
chooses Perform (oratory) at 2nd level with this
imagination until the world itself came crashing
ability. The ability otherwise functions the same.
down around everything and the One True God was
Teamwork: At 4th level, and every 3 levels thereafter forced to step back into the fold.
(7th, 10th, etc…), the face gains a teamwork feat or a
Background: When the followers of the Many
bonus feat from the following list. The face can grant
Gods of Gothos stepped into the new world for the
his allies within 30 feet the benefits of one of these
first time, they brought with them a strong and healthy
feats as a standard action on his turn for up to 1 round faith that shook Earth’s heavens. In response, the One
plus one round each time he gains a new bonus feat. God reached out to those who had devoted their lives
Acrobatic, Alertness, Animal Affinity, Arcane to their religions and gifted unto them power to rival
Strike*, Athletic, Blind Fight, Deceitful, Defensive
Combat Training, Deft Hands, Dodge, Fleet, Great
Fortitude, Improved Initiative, Iron Will, Lightning
Reflexes, Magical Aptitude, Mobility, Nimble
Moves, Persuasive, Quick Draw, Rapid Reload, Run,
Self-Sufficient, Skill Focus, Stealthy, Step Up, Strike
Back, Vital Strike, Weapon Focus.
* the face and his allies use the face’s class level
as their caster level when determining the bonuses
granted by this feat.
If he gains a teamwork feat (introduced in the
Pathfinder Roleplaying Game Advanced Player’s
Guide), The face treats his allies as also having that
feat, even if they do not. At the GM’s discretion,
similar feats may be added to this list. In cases such
as with Improved Initiative, allies gain the benefit at
the start of the next round and lose it on the round
following the last round of the face’s ability.
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Chapter 3: Classes and Archetypes
the clerics. These priests would spread word around The priest’s faith allows her to pray to the One
what remained of the planet, sharing their faith with God for Favor that she can store or use each day. If
others and bolstering the One God’s strength to once a miracle created by a priest requires a saving throw,
again rival the Many. she adds her Charisma modifier instead of Wisdom.
Adventurers: Priests of the One God practice In addition, when unarmored and unencumbered,
the priest adds her Charisma bonus (if any) to her AC
their faith by sharing it with others in the form of
and her CMD. She also gains a +1 bonus to AC for
blessings and wrath. They travel the ruined lands of
each point she has in the Faith Focus. These bonuses
Earth and gather under them the unknowing and the
to AC apply even against touch attacks or when the
misunderstanding people who have yet to accept the
priest is flat-footed. She loses these bonuses when
truth of the One God.
she is immobilized or helpless, when she wears any
Races: Earth-born humans have worshiped the One armor, when she carries a shield, or when she carries
God in some aspect for ages. Even now, many flock a medium or heavy load. This ability replaces the
to their religious sites in search of answers and aid. In priest’s armor and shield proficiencies.
the past thirty years, members of the other races have
Damnation (Sp): The priest yells at an enemy,
started to follow the One God. Some, like the orcs,
imploring it to side with the One True God or daring
have read of his terrible vengeance visited upon those
it to deny her faith. This ability is not a mind-affecting
who would deny him; others, like some dwarves and
effect. The priest does need to be able to speak, and
elves, have turned their back on the Many Gods who
the creature must understand her words. If it does not
could not save them and seek wisdom from the deity
wish to answer, the target can roll a Will save (DC 10
whose world survived.
+ the priest’s faith + her Charisma modifier). Failure
Focus: The priest holds her faith in the One God indicates that the creature declares its true allegiance
above all else. in one form or another. The priest can use this ability
Views of Magic and Technology: Heathen magic on each creature up to 3 times per day, after which the
was recognized as a threat by many followers of the creature becomes immune for 24 hours.
One God even before true magic was reintroduced to If the target of Damnation directly opposes the
the world. Technology was the bearer of many deaths priest’s faith or forsakes the One True God, the priest
up until the One God saw fit to end its false reign may then use Smite Heretic upon it. This ability
over humanity by allowing Satan’s Maul to cleanse replaces Detect Evil.
the world of nonbelievers. Smite Heretic: The priest can use her smite evil
Other classes: Priests are welcomed into parties of ability against any creature that directly opposes her
adventurers as readily as clerics of the Many Gods. faith or which has forsaken the One God. This ability
So long as the priest can overlook the presence of changes smite evil.
those who may not follow her beliefs, she can be a True Believer: It is sometimes after the greatest of
great ally and an asset to a group. battles with evil that even the most stalwart of priests
are turned away from their god. At 5th level, the priest
Class Features gains True Believer as a bonus feat. In addition, if the
The following are the class features of the priest. priest is using Divine Inspiration on behalf of the One
God’s will, the spell she casts can be any spell-level
Starting Equipment: A 1st-level priest of the One God that she can afford and only costs 5 x the spell-level.
starts with up to 5 common items or item kits, all of which The priest should already know from her regular
can be worth a maximum of DC 16. In total, a 1st-level prayers if she is acting on behalf of her god’s will and if
priest’s equipment is worth Barter Value DC 37. the situation calls for such an extreme show of power.
Faith, Protect Me: The priest starts with 2 points Even still, the use of this ability weakens the priest’s
in the Faith Focus dedicated to the One God. At 3rd convictions temporarily. At the end of the encounter in
level, and each odd level thereafter, the priest gains which she used this ability, the priest takes Charisma
1 additional point in that Focus. These points are in damage equal to the level of the spell that was cast.
addition to those gained from normal advancement. This ability replaces Divine Bond.
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Fall of Man
Scavenger
(rogue archetype)
Scavengers are rogues with a penchant for
avoiding trouble, whether that trouble be from
scraps, traps, or wraps (a derogatory term for
Mechanists and soldiers because of their armor).
Scavengers have little need for killing others; they
mostly just want to get in, get a job done, and get out.
Background: It’s the end of the world, and scavengers
hold the key to survival. While not everybody is cut
out to be a scavenger, it’s a rare party who survives
long without one to call friend and ally.
Adventurers: Scavenger may as well be a synonym
for adventurer in Fall of Man, considering their
shared commonality and effectiveness. The
only obvious difference between the two is an
adventurer’s willingness to dispatch enemies
in search of supplies, while most solitary
scavengers will wait it out or find another
place to look for gear.
Races: Halflings are the most prominent of
scavengers, because their small size and general Other classes: Everybody loves the resourcefulness
health compared to other races makes it easier to delve of scavengers, but none more than Mechanists who
into the more dangerous locations that are the new can borrow from the Class’ reserve craft pool to craft
standard on Earth. Dwarves and humans have their useful items for the party.
share of scavengers, while reborn are almost forced
into the role because so many groups would rather
send somebody who just can’t die to find the traps. Class Features
Even though engergivores make decent scavengers, The following are the class features of the scavenger.
few trust them to do so because they will often eat
Starting Equipment: A 1st-level scavenger starts
their findings rather than share with companions.
with armor and a basic weapon, each worth a
Focus: A scavenger’s preferred Focus (see below) maximum of DC 8. He also gains up to 4 common
dictates her preference toward a given area. items or item kits; all of which can be worth a
Views of Magic and Technology: Magic and maximum of DC 16. In total, a 1st-level scavenger’s
technology are just two more things to look out for equipment is worth Barter Value DC 37.
in a world where the environment can kill you as Weapon and Armor Proficiency: In addition to the
quickly as any brute. normal rogue proficiencies, scavengers are proficient
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Chapter 3: Classes and Archetypes
with 1 basic weapon for each point they start with in Most rogue talents listed above can be found in
the Technology Focus (max 3). the Pathfinder Roleplaying Game Core Rulebook.
Black Market Connections, originally introduced in
Scavenge: The ability from which all scavengers
Pathfinder Roleplaying Game Ultimate Combat, is
derive their name. Scavenging is easy. At every
updated here for Fall of Man.
level, the scavenger places 1 point of Focus into any
area of her choosing. She cannot choose the same Black Market Connections (Ex): The scavenger
Focus twice in a row, but may place them into even gains better access to magic items from black market
opposing areas, such as faith in the One God and connections. She treats every settlement as one size
faith in the Many Gods. These points are in addition greater (see Table 3-5: Settlement Statistics) for the
to those gained from normal advancement. purpose of determining the barter limit of the base
Points placed into the Mutation Focus from this value of items for trade, as well as the number of
ability do not make the scavenger into a mutant, nor hard, moderate, and easy items to be bartered for
do they make her roll for mutation unless she wants within the settlement. If the settlement is already a
them to. If the scavenger places any other points safe zone, all easy and moderate items are available
besides these into mutation, she counts all points for trade, as well as 3d8 hard Barter DC items. With a
against her chance to roll and any future points placed successful Diplomacy check, the scavenger can treat
into that Focus function as expected. the settlement as two sizes larger. If the settlement
In addition to the normal benefits of Focus, the is already a safe zone and she succeeds at the check,
scavenger gains a bonus to all saving throws and all items are available for trade. If the settlement
skill checks related to that Focus equal to her total is already a large complex and she succeeds at the
points in that Focus. She gains the same bonus to AC check, all easy and moderate items are for trade, as
(when wearing light or no armor) and damage dealt well as 3d8 hard Barter DC items. With a successful
against creatures with 1 or more points in that area of check, the scavenger can also trade her own items
Focus. While she may prefer not to fight, a scavenger on the black market. If the check fails by 5 or more,
still knows how to when the need arises. This ability the scavenger does something to spook the market,
replaces Sneak Attack. and treats the settlement as normal for 1 week.
Furthermore, those in control of the black market
Reserve Craft Pool: Beginning at 2nd level, a
may alert whoever is in charge to the scavenger’s
scavenger can spend her rogue Talent for the level to
presence in an act of reprisal for spooking the market
increase her effective Mechanist level by 1. She gains
or to divert attention away from their illicit activities.
a craft pool equal to her effective level of Mechanist.
The DCs of the checks are by settlement size and are
Preferred Focus: At 4th level and again at 8th given in the table.
level, the scavenger chooses an area of Focus as
her preferred Focus. When in an area with a Focus TABLE 3:5 – Settlement Statistics
rating equal to or lower than her total points in that Settlement DC
Focus, she can treat the area as having 0 rating for Nest 10
the purpose of performing tasks. This ability replaces Backwater 12
Uncanny Dodge and Improved Uncanny Dodge.
Hovel 15
Rogue Talents: The following rogue talents Safe House 18
complement the scavenger archetype: Black Market Establishment 20
Connections, Fast Stealth, Ledge Walker, Major Small Complex 25
Magic, Minor Magic, Quick Disable, Resiliency,
Large Complex 30
Rogue Crawl, and Trap Spotter.
Safe Zone 35
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Benefit: You are immune to any effect that requires Exalted Storyteller [halfling]
a Fortitude save (unless the effect also works on You have the charm and cantor of a god.
objects or is harmless). Prerequisites: Halfling race
Special: You take a –5 penalty to Will saves to Benefit: You gain twice your Charisma modifier,
avoid rising as a zombie when you die. max 10, in Favor when you pray or use your Thoughts
to Reality racial trait. If you can store Favor, you can
Deader’s Strike [dwarf] also store and use additional Favor each day up to
You can harness your undead strength to make a twice your Charisma modifier, max 10.
powerful slam attack.
Prerequisites: Dwarf race, Deader’s Doom Expert Driver
Benefit: You gain a natural Slam attack that deals You are able to figure out the basic use of any
1d6 plus 1-1/2 times your Strength modifier damage. vehicle.
On a critical hit, the target also takes 1 point of Prerequisites: At least 5 ranks in one Drive skill.
Constitution damage. Benefit: You no longer take a –5 penalty to Drive
Special: You take a –2 penalty to attacks made with checks when driving nonstandard vehicles or vehicles
weapons. If you also have Earthbreaker, increase with which you aren’t trained.
your slam damage accordingly. Special: You gain a +1 bonus to Drive checks for every
1 point you have above 10 in the Technology Focus.
Earthbreaker [dwarf]
Your unarmed strikes are exceptionally dangerous. Fledgling Technomancer
Prerequisites: 1st-level dwarf evolution You practice a new, not quite understood form of
Benefit: You gain an unarmed attack as a dreamwalker magic.
Prerequisite: Int 15, Ability to cast spells.
of your dwarf level and can apply your favored class
Benefit: You can add the following spells to your
bonus from levels in dwarf evolution to it.
class spell list at the spell-level indicated. They are
Emergency Severance part of the technomancy school of magic. The caster
You can steal the power from magic items for your level for these spells is always twice their spell level
spells. (minimum 1); it cannot be increased.
Prerequisites: Ability to cast dispel magic at least 0 – Entropic shield, identify, magic missile
once per day. 1st – Flame blade, invisibility, resist energy
Benefit: Once per day, you can cast dispel magic on a 2nd – Arcane sight, dispel magic, displacement
magic item you have created or which has been in your 3rd – Dimensional anchor, hallucinatory terrain, shout
party’s possession for at least 24 hours. When you do, 4th – Call lightning storm, false vision, spell resistance
that item’s magic is suppressed for 24 hours and you gain 5th – Antimagic field, blade barrier true seeing
temporary spell slots as well as access to the spells used 6th – Delayed blast fireball, forcecage, spell turning
to create it as though you had prepared them for the day. 7th – Earthquake, mind blank, moment of prescience
You must have the ability to cast spells of the appropriate 8th – Foresight, freedom, prismatic wall
level to take advantage of these spell slots and the spells Focused Worship [cleric]
must be on your class spell list. Finally, you cannot gain Even with an entire pantheon at your fingertips,
a spell from an opposing school in this way unless you you still pray to a single god.
have an additional empty spell slot with which to cast it. Prerequisites: Varied Worship class feature
Special: If the item targeted is being used by another Benefit: When you pray to your primary god and
creature, that creature must be willing to allow you to use receive two of that deity’s domains, you also gain +1
this ability on it. You can take this feat up to three times. spell slot of each spell level you can cast for that day.
Each time you do, you gain one additional use per day.
Gifted Heritage [half-orc]
Evolved Eyesight You aren’t as quick as others of your kind, but the
You gain the ability to see in twilight or darkness. potential for mutation runs strong in your veins.
Benefit: You gain low-light vision. If you had this Prerequisites: Half-orc race
ability, you gain Darkvision out to 60 ft. Finally, if Benefit: You gain +4 Charisma and –2 Dexterity.
you already have Darkvision, increase its range by If you are a mutant or when you become one you also
60 ft. (max 120 ft.) gain +2 Mutation Focus.
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Special: When an effect would lower your Benefit: You can willingly drain yourself of Focus
Charisma, it lowers your Wisdom instead. If an effect to keep yourself fed in a pinch. For each minute you
lowers both, this does not apply. spend, you drain 1 point of Focus from one area of
your choice. This Focus returns at a rate of 1 per day
Gumshoe for each area in which you have points.
You are a top investigator, able to find evidence
after days or weeks. Living Generator [engergivore]
Prerequisites: Int 15 or Wis 15 You can sacrifice your energy reserves to empower
Benefit: When making a profession (investigator) creatures, items, and areas.
check, you add the number of days it has been since Prerequisites: Energivore race, Living Battery
the event occurred instead of the number of hours. At Benefit: When you drain yourself of Focus, you
11th level or higher, if your qualifying ability score can instead grant those points to another creature,
is at least 17, you add the number of weeks instead. object, or area. These temporary points only last for
Normal: You add the number of hours it has been 1 hour per point received.
since the event occurred.
Memories Restored [reborn]
Hatred You have remembered who you were before
The orcs and their ilk continue to plague your race, becoming reborn.
and you have vowed to stop them. Prerequisites: Reborn race
Benefit: Choose arcane magic, faith, or technology. Benefit: You gain +1 skill point for every Hit Die
You gain the ranger’s Favored Enemy progression. you possess and 1 skill point per level going forward.
Your effective level of ranger is equal to your total
Focus in the chosen area. You can only choose
Mutant Gene
Your DNA has been permanently altered.
Aberration, humanoid (giant, goblinoid, gnoll,
Prerequisites: Human, demi-human or gnome
mutant, or orc), or monstrous humanoid with this
Benefit: You are able to gain points in the Mutation
ability. In areas with an opposed rating, you take a
Focus. Once you place at least one point in that
–1 penalty to your favored enemy bonus. For every
Focus, apply the mutant template to yourself. You
point by which the area exceeds your total Focus, the
can then take levels in the mutant racial class, but can
penalty increases by 1.
no longer take levels in any other racial class.
Improved Deadened Nerves [reborn] Special: This feat is gained automatically if you gain
You tire less frequently during combat. at least 1 point in the Mutation Focus. It replaces the
Prerequisites: Reborn race, 4th-level reborn next feat you would earn otherwise. Hanites, humans
evolution class. and half-orcs gain this feat for free at first level.
Benefit: You gain DR 2/–. This does not stack with
your DR against critical hits.
Overpowering Shot (Combat)
Your skill with a bow may not be the best, but you
Leaf Dancer (Combat) [elf] hit hard.
You move around the battlefield, like a leaf on the Prerequisites: Power Attack, Str 15
wind. Benefit: You can use power attack when wielding
Prerequisites: Elf race, Base Attack Bonus +8 a thrown weapon, a sling, or a composite ranged
Benefit: You can move up to one-half your speed weapon with an appropriate Strength rating.
and still use the following special attacks in place of
your standard action attack – Charge (only up to your
Perfect Mutation
You are a truly beautiful creature, flawlessly
speed), Many Shot, Rapid Shot, Sting of the Wasp,
mutated into a thing of wonder.
Two-Weapon Fighting, or Wolf’s Fangs. Other special
Prerequisites: Hanite race
attack actions may also be available, but only if they
Benefit: You can now gain perfect mutations.
can be performed using your highest attack bonus.
When you would gain a mutation you already have
Living Battery [engergivore] and you have at least 2 points in the Mutation Focus
You can draw off of your own Focus for sustenance. available, you can spend those points on the perfect
Prerequisites: Energivore race mutation of the same name.
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Polyglot destroyed. Any severed body parts find their way back
You are able to figure out the basics of any to you or regrow entirely (the original withers away).
language.
Sting of the Wasp (Combat) [elf]
Prerequisites: At least 5 ranks in Linguistics, Int 17
You can fight quickly while keeping a hand free to
Benefit: You can speak and understand all common
cast spells or perform other tasks.
languages. Archaic and rare languages may still be
Prerequisites: Elf race, Base Attack Bonus +1,
out of your reach.
Dex 15
Potency Benefit: When fighting with a weapon in one
Your half-breed blood is so well mingled you can hand and nothing in the other, you can make one
evolve traits from one of your races. extra attack as part of a full attack action using your
Prerequisites: Mixed race. highest attack bonus with that weapon. You take a –4
Benefit: You can take levels in an evolution class penalty to all attacks made during that action. Reduce
pertaining to the races from which you were bred. the penalty to –2 if the weapon is a light weapon or
Special: You can still only progress in one part of the elven weapon familiarity racial trait.
evolution class, so once you have taken a level in
one, all others become unavailable to you. Superior Materialist [arcanist]
Given enough time, you can craft permanent magic
Primal Mutation [wastelander] items.
You instinctually mutate as your rage takes over. Prerequisites: Materialist class feature.
Prerequisites: 4th-level wastelander Benefit: An Item you have created using the
Benefit: When you use Wasteland Mutation, materialist class feature that has remained active for
you can choose where to spend up to half of your at least 2 days for every 1,000 gp value of its base
temporary points in the Mutation Focus before
price becomes a permanent magic item. If you have
rolling randomly to determine the rest.
access to proper equipment and a safe location, you
Special Forces Training (Combat) can instead begin following the normal rules for
[soldier] creating a magic item, subtracting 1 day from the
You are a Special Forces commando, trained to time required to make it for every 2 days you have
watch everything for potential assault. kept the item active with Materialist.
Prerequisites: 1st-level soldier Special: You can only create one item at a time
Benefit: Add your Intelligence modifier to your with this feat. Once you have created an item, your
Initiative and Perception checks to avoid being time resets for all other temporary items you have
surprised. If you are not surprised during a surprise created and you must start over if you wish to make
round, you can take both a move and a standard another permanent.
action. If you are surprised, you can still take either a
move or a standard action. Toxic Spell (Metamagic)
Radiation pours out of your spell, tainting it;
Soulbind [reborn] changing it.
Something holds you on the material plane, making it Benefit: You can modify a spell to deal half its
almost impossible for you to pass over into true death. damage as radioactive damage. Alternatively, you can
Prerequisites: Reborn race modify a spell to deal its full damage as radioactive
Benefit: If you are dead, but your body is intact, you damage and suffer no arcane spell failure chance.
can roll a 10% chance every minute for a number of Level Increase: +1 for half damage, or +3 for full
minutes equal to your character level. Success places (a toxic spell uses up a spell slot one to three levels
you at negative hit points equal to one less than your higher than the spell’s actual level.)
Constitution score (–17 with an 18 Constitution).
You are stable and begin to heal at a normal rate. True Believer
Special: If you have fast healing, that effect triggers. You are a true follower of your god.
If you have regeneration, that effect triggers and Prerequisites: Character level 13th and the ability
your body need not be intact, but it cannot be totally to gain favor from a god.
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Finding The Right Deal knows contains a working vehicle and several rounds
of ammunition for his tech weapon. This will usually
To even begin bartering, the character must know or require at least 2 hours of time as he asks around
find somebody in possession of the good or able to while trying not to give away his intentions, but
perform the service. Knowing somebody is easy; the Carlo is in a hurry and wants it done in half the time.
character can simply locate the person by their usual Unfortunately, when he fails by 5 or more, he alerts
methods and begin bartering. Finding somebody the warehouse’s owner of his plans by accident. He
involves asking others and generally looking around elects to try again before the man arrives, giving
for the person in question. This can be accomplished him only a couple minutes and a 3 in 20 chance of
with one or more skill checks relevant to the situation. automatically failing due to his 3 points in the Arcane
In general, finding somebody safely takes 1 hour for Focus. If he rolls a natural 1, 2, or 3 on his check, the
every 10 points of the item value or skill DC the owner probably finds him before he finds somebody
character is trying to achieve and poses no chance to help.
of failure. The character can reduce this amount of At the GM’s discretion, finding somebody with an
time by one-half if he doesn’t care about discretion object valued less than 10 or a skill check DC less
and accepts that a failure by 5 or more on the DC than 10 could take less time (generally 6/3/1 minutes
could draw unwanted attention. Finally, the character for every 1 point).
can reduce the time by a factor of six (10 minutes for
every 10 points) if he doesn’t care or wants to risk The Bartering Process
everybody knowing he now has the item (or that the Once the character has found somebody, the actual
service was performed). In this case, a natural 1 (or bartering process begins.
more, given the character’s Focus) means automatic Table 5:1 compares wealth as it was previously
failure, even if he could otherwise meet the DC. measured in Gothos to the relative barter value used
Example: Carlo is trying to find somebody on present-day Earth. These values are not meant to be
capable of picking a DC 22 lock on a warehouse he staggered by level; an item worth 500 gold is only valued
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at DC 17 for a 2nd-level character. A 1st-level character After 7 levels of adventuring, he has made enough
must find the item at a barter DC of 37, because it is connections that it only takes a DC 22 barter to finally
worth more than his expected high value items. obtain the armor he’s wanted for 3 levels.
In general, if an item’s value falls below the Once he does have his prized armor, the half-elf
minimum for a given level, its Barter Value is can rely on it to keep at least some value all the way
reduced by 1, even if an item in the previous tier until he trades it off at 10th level for a barter value
would be of the same worth. A 7th-level, low-value of 11.
item may require a 10 to barter, but it’s only worth 9 For ease of use, consider the chart’s purchase values
barter to an 8th-level or higher character. Similarly, to work equally when comparing Earth-based goods,
if the character lucks out and finds an item valued so a working car worth $40,000 is a hard to find item
higher than his maximum, the item’s barter value is in Fall of Man, even for a 9th-level character.
increased to at least the point at which it becomes a
hard barter DC. Check (Goods): When a character uses a skill to
Example: Ardrain wants to find magic armor that barter for goods or services with another he or she
on Gothos would have been worth 16,000 gold. Even must make a skill check against the value of that
as a 4th-level character, he needs to make a DC 41 good or service. The value of an item is usually
barter check and take at least 4 hours of time out of listed with its description (as with mundane or
his day in hopes of getting exactly what he wants. magical equipment).
By the time Ardrain reaches 6th level, his skills As stated above, the chart provides relevant DCs
and experience are such that making such a check for purchasing certain items at a specific level,
is still hard, but not nearly as difficult as before. so a 3rd-level character who wishes to barter for
something typically worth 3,000 gold on Gothos
would need to either succeed at a DC 38 skill check
TABLE 5:2 – Common Skill DCs or trade something with a barter value of at least 38.
Level Hard Moderate Easy Once the character reaches 4th-level, he can find
1 22 16 8 something worth that value relatively easily, but by
2 23 16 8 the same margin, his previously hard-won item is not
valued as highly by his peers. In fact, in most cases,
3 24 17 8
he would need three of those same items to barter for
4 26 18 9 something hard to come by at his new level.
5 27 19 9 Check (Services): The value of a service is
6 28 19 9 determined by the performing character’s skill
7 29 20 9 check or equivalent ability. The guidelines below are
8 30 21 9 generic, but should be easy enough to apply if the
service being bartered is of equal stock.
9 31 22 9
10 35 22 9 Spell services – DC 10 + caster level + spell level
(or one-half the user’s character level)
11 36 23 9
General Skill Use – DC 10 + total skill of user
12 38 23 10
13 39 24 10 The character offering the service can choose
to increase the DC by rolling his or her own skill
14 40 24 10
check rather than take 10. The character can use
15 41 25 10 Knowledge (arcana), Spellcraft, or Use Magic
16 42 26 10 Device for spell services, and any related skill
17 43 27 10 for other services. Typically, this is only done by
18 44 27 10 NPCs when a character is seeking to purchase a
skill or spell above their level’s Hard Skill DC. The
19 45 28 10
character would also have to roll if the situation
20 47 28 11 calls for it, such as during combat.
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(all three plate pieces make a suit of full plate), or Basic and Advanced Armor
a mixture of armor pieces (a plate arm armor piece
Basic and advanced armor offer protection against
and torso armor piece combined with a chainmail leg
modern weapons. A character with proficiency in
armor piece creates a suit of half-plate).
these armors or shields must also have the listed
Wearing an entire suit, whether its pieces are
Technology Focus or add the equipment’s tech rating
mixed or the same type, grants a +1 armor bonus
to his armor check penalty. Technology rating also
on top of the protection the combination of pieces
gives 5% spell failure chance for every 1 point.
already grants the wearer. Wearing a mixed suit of
armor increases the arcane spell failure chance by 5% Arm Guards: Thick plates of protective material
because of the awkwardness of the design. Wearing are wrapped around the wearer’s arms. While
less than a full suit of mixed armor does not increase unwieldy, they provide decent protection against
the wearer’s arcane spell failure chance. most modern weapons.
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Blast Shield: A blast shield isn’t held, but instead Archaic Weapons
placed in front of the user, granting its bonus without
reducing maneuverability. Mobility is brought down All simple, martial, and exotic weapons from
slightly from having to battle while behind the shield. Gothos are now called archaic weapons. Archaic
The shield can also be used to provide total cover in weapons have an effective technology rating of 0,
the same way an archaic tower shield would. so they require only the most basic of proficiency
to wield. This proficiency must be gained for each
Body Armor: A basic suit of body armor consists
archaic weapon a character wishes to wield properly.
of a specialized chest guard that has to be latched
Characters with points in the Technology Focus are
onto arm and shin guards to function properly. Used
an exception to this, as each point reduces the non-
properly, it provides reasonable protection while still
allowing for some mobility. proficiency penalty by 1 (to a max of 0 penalty).
Archaic weapons can be enchanted with magic.
Combat Vest: Also called a bullet-proof vest, this
basic armor has been modified since the dawn of the Basic and Advanced Weapons
new world to protect against most basic weaponry. It
does not lose its armor bonus against firearms. Modern simple weapons are called basic weapons, while
what might be considered martial or exotic weapons to
Powered Armor: One of the last technological marvels
a Gothosian are known as advanced weapons.
of the modern military, powered armor is an entire,
Basic and advanced weapons have a technology
one-piece suit of armor that grants superior protection
rating. The technology rating of a weapon is added to
without losing a great deal of mobility. Unfortunately, its
its penalty for non-proficiency as well as its misfire
structure keeps maneuverability at a minimum, which
necessitated its decommissioning shortly before Project chance. This applies until the character wielding it
Eden was devised. After the Fall, these rare suits are has the necessary points in the Technology Focus and
highly sought after, especially by Mechanists who wish proficiency with the weapon.
to study and potentially improve their ability. In most A weapon’s capacity indicates how many times it
cases, Powered armor ceases to function in areas with can be used before reloading. If the capacity is listed
an arcane rating of 6 or more, but some tech upgrades in rounds (10 rounds = 1 minute), the weapon can be
may increase that value or remove it entirely. used continuously for that amount of time before it
must be recharged.
Riot Gear: Riot gear consists of a combat vest
If the natural result of a character’s attack roll falls
accompanied by large, bulky armor that covers the arms
within a firearm’s misfire value, that shot misses,
and legs. Most sets of riot gear come with an attached
even if the character would have otherwise hit the
riot shield, which grants its shield bonus even while the
wearer has no hands free. Like a combat vest, riot armor target. When a firearm misfires, it gains the broken
does not lose its armor bonus against firearms. condition. While it has the broken condition, it suffers
the normal disadvantages that broken weapons do,
Riot Shield: A riot shield can be detached from riot and its misfire value increases by 4 unless the wielder
gear and used separately, though it is of little barter has gun training in the particular type of firearm (see
value on its own because doing so takes away from Mechanist). In that case, the misfire value increases
the wielder’s mobility. by 2 instead of 4.
Shin Guards: These heavy, padded guards are latched If a modern firearm misfires while broken, it
around the legs, offering some lower body protection, but explodes. When a firearm explodes, pick one corner
reducing mobility and maneuverability at the same time. of your square—the explosion creates a burst from
that point of origin. Each firearm listed here bursts 5
Weapons ft. for every point of tech rating it has. Any creature
With warriors coming over from Gothos wielding within this burst (including the firearm’s wielder)
archaic weapons not seen on Earth in centuries, it’s takes damage as if it had been hit by the weapon—a
no wonder so many were unprepared for the fights DC 12 Reflex save halves this damage.
that broke out shortly after fallout from Satan’s Maul Under most circumstances, any weapon with a
had calmed down. technology rating of 1 or higher cannot be enchanted
There are a few different categories for weapons with magic. Instead, these weapons can be upgraded
in Fall of Man. by trained Mechanists and Master Craftsmen.
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For more information on firearms, see Pathfinder Chainsaw: A chainsaw is a weapon often used by
Roleplaying Game: Ultimate Combat. those who have seen one too many horror movies.
Baton: A standard issue weapon for modern law A common chainsaw ignores the hardness of wood.
enforcement, the baton is efficiently created to Even though it can be wielded in one hand, the wielder
leverage an opponent’s weight against them and must have both hands free to start the chainsaw. Once
either disarm or trip as the need arises. A skilled user it’s turned on, the chainsaw can run continuously for
can throw a baton and make a trip or disarm attempt up to 10 minutes before requiring a new battery, gas,
or use the Weapon Finesse feat to apply his Dexterity or recharge.
modifier instead of his Strength modifier to attack Flame Thrower: A flame thrower represents any
rolls with a baton sized for him, even though it isn’t makeshift or manufactured weapon that breathes fire
a light weapon. out in up to a 10-ft. cone. The flame thrower follows
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Lighter: Lighters provide illumination at half the at least there is still some form of entertainment in the
distance of an archaic torch, but they can generally world, if nothing else. The bandwidth of any given
last up to 1 hour before running out of fuel. They can radio can be used to triangulate the signal’s origin.
also be combined with spray cans or similar devices
Spray Can: Paints and other aerosols are pressurized
to create makeshift weaponry, traps, or explosives.
within these containers, allowing for quick application
Mainframe: A mainframe is a rare commodity indeed. or use as a makeshift flamethrower in a dire situation
Most of these were destroyed by a combination of (broken, misfire 1-6). They can also be used to make
violent hackers, magic, or radiation during the first nonmagical fire traps.
days of the fallout. Those that still work are able to
run entire city blocks if they could only get reliable Skill Kit: Skill kits are comprised of all the
power to them. Mainframes also usually come with components necessary to perform a specific task
intranet systems that are able to keep a settlement in (skill). Masterwork skill kits grant the user a +2
touch with each other and provide an interface for bonus to related skill checks.
cameras, radios, and other security measures. Standard Adventuring Kit: The bare necessities
Monitor: Used as televisions and computer screens for any class. This includes equipment, clothing,
prior to the coming of Satan’s Maul, operational and enough food and water to last a week. Details
monitors still serve a purpose, providing video of regarding each kit are listed in classes.
areas when attached to a camera or for interface with
Storage Container: These amazingly useful devices
short-range intranet servers.
can slow the deterioration of anything placed within
Phone, Cellular: Little more than elaborate walkie them to about 1/2 the normal rate. Small containers
talkies after the world lost most of its airwaves to can usually hold up to a week’s worth of food and
the devastation of technology and the permeation water, or provide equivalent space for other items.
of magic. Some areas have been able to erect their Large containers can hold anything up to the size of
own towers capable of short range conversation, but a small car. Superior quality storage containers may
nothing more. be able to hold larger quantities of items and also
Phone, Land: Land phones in some areas still work, completely ignore radiation decay. Supertech storage
provided there is a functional telephone pole nearby containers can withstand a nuclear blast, in addition
to carry the required signal. Areas long abandoned to keeping anything inside safe for as long as they
still hear the occasional phone ringing or a dial tone remain closed or fully charged. Storage containers
playing in a hauntingly memorable way. are the reason anything has lasted thirty years after
Phone, Smart: Like cellular phones, smart phones the Fall of Man.
are only useful within range of what few towers Superior Quality Item: A superior quality item
survivors can get working. The added benefit of deteriorates at a much slower rate, usually lasting up
these devices is their ability to store information and to 3 times as long as a regular item. These usually
communicate using video. cost 2 categories of Barter more than their base value
RAD Detector, Hand-Held: Many of these devices (add 1 or 2 to the DC if the base item is a moderate or
have turned up in recent years. When charged, they hard barter value).
can detect the presence of ambient radiation within
Supertech Item: Supertech items do not deteriorate.
40 feet. Their ability to do so is treated like the detect
Furthermore, a supertech item usually has some
magic spell cast by a 4th-level arcanist.
special quality to it, such as the ability to be grafted
RAD Detector, Stationary: A larger version of the to the body or to reduce itself to a size small enough
RAD Detector, these devices function out to 200 to carry around without effort. Creative Mechanists
feet, and immediately allow the user to determine the are very likely to find many surprising outlets for
strength and location of each area of radiation. the use of supertech items. Supertech items start at
Radio: Radios are great for keeping tabs on others barter value 51, making them almost impossible to
sending messages out in search of survivors. This trade for unless a character has been saving for quite
may not always be for the reason one hopes it is, but some time.
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Tape Recorder: Useful for tracking details regarding Vehicle, Water: Any watercraft, regardless of its size
a delve or for security to hear if anybody has entered is built in the same general way to navigate the wild
the area. They can also be connected to a monitor for oceans and seas of modern Earth. While not as fast as
long-distance recording and listening. airborne vehicles, they pose less risk of danger when
Vehicle, Air: Planes, helicopters, and similar flying passing through areas of highly concentrated magic
contraptions are often too damaged or drained of their or radiation.
usefulness. Occasionally, however, somebody may
find one that works and, once in a great while, that
Magic Items
person knows how to fly it. These rare individuals Because of their exclusive use on Gothos prior to the
live like kings in the new world because they can help end, magic items can be found with about the same
others get long distances faster than almost any other ease as tech items.
mode of transportation. Even traveling to another In general, a magic item has an arcane or faith
place in the world isn’t impossible, for the right value. rating equal to one-half its caster level, and the Barter
DC is compared to the item’s relative value in the
Vehicle, Large Land: Tanks, tractors, and trains are
chart detailed under that section. Creating magic
but three of the large land vehicles that still function
items also works the same as it always has, so buying
when power is provided. Usually these vehicles are
a +1 weapon may require a minimum 38 barter in
slower than smaller land vehicles, but they are sturdy
trade or skill, but crafting one only requires materials
and able to survive being overwhelmed by large
worth DC 18, since the crafter has to be at least 3rd
groups of creatures.
level to make it. A crafter below the required level
Vehicle, Small Land: This class of vehicles includes would still follow the same rules for bartering, so
smaller cars, motorcycles, and pickup trucks. Small finding the materials would require 38 barter because
vehicles are useful in tight situations or when in a hurry their value (2,000 gold) would better match that hard
to get some place. They don’t offer as much protection barter DC. This is in addition to the increased crafting
as larger vehicles, though, so drive carefully. DC applied to the item in the first place.
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Chapter 6: Mutation
When the inquisition set the world’s technological
TABLE 6:1 – Mutations
growth back approximately one-thousand years,
Earth entered a dark age from which only the d20 Mutation d6
renaissance could save it. With no sign of another 1 Roll for Deformity (1)
such period anywhere in sight, a select few have 2 Gifted Mutation (I, 2)
turned their back on technology to learn less certain,
3 Feral Mutation (I, 3)
but more promising practices.
4 Gullet (I, 4)
Mutation 5
6
Vestigial Arm
Fast Healing
(I, 5)
(II, 2)
7 Greater Mutation (II, 3)
“Mutation has come to us with 8 RAD Skin (II, 4)
open arms, all four of them. We
have no choice. We must accept 9 Shifted Organs (II, 5)
its embrace, even if it destroys 10 Grand Mutation (III, 2)
us.”
- Jameson Harper, first born 11 Shifting Limbs (III, 3)
Hanite of the Gifted Few 12 Tentacle (III, 4)
13 Wings (III, 5)
14 Chemotherapy (IV, 2)
Mutation has come to us with open arms, all four of 15 Irradiated Flesh (IV, 3)
them. We have no choice. We must accept its embrace, 16 Preservation (IV, 4)
even if it destroys us. – Jameson Harper, first born 17 Second Being (IV, 5)
hanite of the Gifted Few
18 Roll twice
A mutation is not just a change in game stats and
numbers; it is a fundamental change in the being of 19 Choose one Mutation (6)
the character. For those who have been born with a 20 Nothing Happens
mutation it is a simple fact of life they have learned to
live with, battling prejudices and wholly embracing you have in the Mutation Focus that you’ll gain one
what they are. Those mutated later in life must come of the following mutations. If you roll within that
to terms with it in their own time. Life will never range, roll 1d20 and consult the above table. If you
be the same again, for good or bad. This provides a roll a mutation that has a required mutation you don’t
chance to roleplay the affliction or the curse and to possess, you gain the required mutation instead if
explore the uniqueness of one’s new self. you have enough points. If you don’t have enough
Mutation in Fall of Man can be both a blessing and points, you don’t gain a mutation.
a curse. In many ways it is horrific, but for the few
able to control its effects on them (in part at least), it Buying Mutations: If you would rather have some
can grant great power. more control over your mutations, you can spend
Mutation works in a simple fashion. Each time you the points to try for something. This is still not
gain a point of Mutation Focus (sometimes called guaranteed, but offers more choice than the % chance
taint) there is a chance you gain a mutation. These given when a point of Mutation Focus is gained. First
mutations can further your evolution or disfigure you choose how many points you want to spend (1-4),
in some way. then roll 1d6 and compare to the point ranges on
When you gain a new point in the Mutation Focus the right of the chart. A 1 on the die still rolls for
(not as the result of a disfigurement or without the a random deformity, but a 6 indicates that you can
use of a feat), there’s a 10% chance for every point instead choose your mutation of that level.
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Deformities: Whenever you roll any mutation Gifted Mutation: You gain the Gifted Mutation
randomly, you also risk gaining a deformity. class feature. See the gifted class for more details. If
Deformities usually allow you to still use the ability, you already have this mutation and at least 2 points
but at a reduced strength. Unless otherwise noted, available, you can gain Greater Mutation instead.
deformities only drain you of one point of mutation. Deformity – You have Gifted Mutation, but
you have no control over which bonus or penalty
1 Point Mutations you receive. Roll randomly (1-3) when using the
Feral Mutation: You gain two claw attacks and a ability and gain that effect. In addition, the penalty
bite attack. These are primary attacks and are made you gain causes your head to expand (Int), one of
using your full base attack bonus. The claw attacks your eyes to shift on your head (Wis), or your body
to become misshapen (Cha).
deal 1d6 points of damage (1d4 if you are Small)
and the bite attack deals 1d8 points of damage (1d6 Gullet: You gain a pouch at the back of your throat
if you are Small). If Gifted Mutation is in effect, you that can be used for 1 of 2 purposes. First, it can store
also gain a +2 competence bonus on Intimidate skill a potion, elixir, or other item no larger than a flask that
checks. If you already have this mutation, you can you can then drink as a free action on your turn (or
gain Gifted Mutation instead. when you fall unconscious) or withdraw as a standard
action. Second, when you use your Gifted Mutation
Deformity – You gain either a bite or a claw
ability you can also gestate a second enzyme in your
attack. That attack is a secondary attack and
gullet if it is free. This allows you to switch to the
is made using your full attack bonus with a –5
second enzyme as a free action on your turn or just
penalty. A claw disfigures your hand but doesn’t keep it handy for an emergency. This does not allow
make it unusable. A bite extends your jaw-line out you to gain the effects of multiple enzymes—only
of proportion, but doesn’t affect your speech. You the most recent has any effect. If you already have
can still gain the other attack properly by spending this mutation, you can gain Gifted Mutation instead.
points or rolling it. If you gain this deformity again, Deformity – You have a gullet, but it hangs
you gain 2 mutation points. outside of your throat and only works if you have
Gifted Mutation. You can still gain the other use of
your gullet by spending points or rolling it. If you
Deformity Mutation gain this deformity again, it costs you nothing and
1-6% Gifted Mutation now works as well as a normal gullet, but remains
7-12% Feral Mutation outside of your body.
13-18% Gullet Vestigial Arm (Ex): You gain a new arm (left or right)
19-24% Vestigial Arm on your torso. The arm is fully under your control and
cannot be concealed except with magic or bulky clothing.
25-30% Fast Healing The arm does not give you any extra attacks or actions
31-36% Greater Mutation per round, though the arm can wield a weapon and make
37-42% RAD Skin attacks as part of your attack routine (using two-weapon
43-48% Shifted Organs fighting). The arm can manipulate or hold items as well
as Your original arms (for example, allowing You to
49-54% Grand Mutation use one hand to wield a weapon, another hand to hold a
55-60% Shifting Limbs potion, and the third hand to throw a bomb). The arm has
61-66% Tentacle its own “hand” and “ring” magic item slots (though you
can still only wear two rings and two hand magic items
67-72% Wings
at a time). This mutation can be taken twice. If you have
73-78% Chemotherapy this mutation twice already and at least 4 points available,
79-84% Irradiated Flesh you can gain Second Being instead.
85-90% Preservation Deformity – Your vestigial arm is too small
to wield weapons or use items, but otherwise
91-96% Second Being
functions the same. You can still gain 2 good arms
97-100% Choose one deformity in addition to this deformity.
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2 Point Mutation scored on you, there is a 25% chance that the critical
hit or sneak attack is negated and damage is instead
Fast Healing: You gain the ability to heal from rolled normally. This does not stack with similar
wounds rapidly. As a free action once per round, you abilities that negate critical hits and sneak attacks
can heal 5 hit points as if you had the fast healing (such as fortification armor). This mutation can be
ability. You can heal 5 hit points per day in this gained up to three times; the effects stack, increasing
manner for every 2 levels you possesses. If you fall this chance to 50% and then 75%. If you already have
unconscious because of hit point damage and you this mutation three times, you do not gain another
still has healing available from this ability, the ability mutation at this time.
activates automatically each round until you are Deformity – Your organs press against your
conscious again or the ability is depleted for the day. skin, increasing the chance enemies can threaten
If you already have this mutation and at least 4 points you with a critical hit by +1 (a 19-20 weapon
available, you can gain Chemotherapy instead. threatens a critical hit on an 18-20, for example).
Deformity – Your fast healing is limited to This gives you 1 mutation point, rather than
every 4 levels you possess. When fast healing costing you 1. If you gain this again, enemies get
kicks in, your skin turns orange for 1 minute per a +2 bonus to confirm critical hits against you
and you gain 2 mutation points instead. Having
point healed.
this deformity prevents you from gaining Shifted
Greater Mutation: Requires 12th level and Gifted Organs and vice versa.
Mutation. Your Gifted Mutation ability now grants
a +4 natural armor bonus, a +6 alchemical bonus to 3 Point Mutations
one physical ability score (Strength, Dexterity, or Grand Mutation: Requires 16th level and Greater
Constitution), and a +4 alchemical bonus to a second Mutation. Your Gifted Mutation ability now grants a
physical ability score. You take a –2 penalty on both +6 natural armor bonus, a +8 alchemical bonus to one
associated mental ability scores as long as Gifted ability score (Strength, Dexterity, or Constitution),
Mutation persists. If you already have this mutation a +6 alchemical bonus to a second physical ability
and at least 3 points available, you can gain Grand score, and a +4 alchemical bonus to a third physical
Mutation instead. ability score. You take a –2 penalty to his Intelligence,
Deformity – As Gifted Mutation, but roll twice. Wisdom, and Charisma as long as Gifted Mutation
If you roll the same twice, you take an additional persists. If you already have this mutation, you do not
–1 penalty to the associated mental stat and gain gain another mutation at this time.
no additional benefit. You gain the Gifted Mutation Deformity – You gain 2 mutation points
deformity before this if you don’t already have it. back instead of spending 1. This acts as Greater
RAD Skin (Su): Requires Irradiated Flesh. You Mutation, but roll three times and apply the
additional penalty each time you roll the same. You
gain an aura out to 5 ft. Common plants in the aura
gain the Greater Mutation deformity before this if
wilt and die and creatures that remain in the aura for
you don’t already have it.
longer than 3 rounds take 1d6 radiation damage. This
mutation can be taken up to three times, reducing the Shifting Limbs (Su): You can transform yourself
amount of safe time a creature has by 1 round and temporarily to achieve some goal. This takes 1 hour as
dealing +1 radiation damage. If you already have this you stretch and prepare your body for the undertaking.
mutation three times, you gain the deformity instead. After the hour has passed, you can gain the feral
Deformity – Increase the damage by +1 and mutation, tentacle, vestigial arm x2, or wings mutation
half the damage is dealt to you. A Fortitude save as a swift action, but you can use a standard action
(DC 10 + the full damage dealt) negates this. This instead. Switching between these is also a swift or
deformity can be taken multiple times. When standard action. You can use this ability for a number
active, you emit a greenish glow enough to see you of rounds each day equal to 3 + your Mutation Focus.
The rounds need not be consecutive.
in the dark but not enough to light an area.
Deformity – Roll randomly (1-4) each time you
Shifted Organs (Ex): You learn how to preserve and use the ability. If you roll the same ability twice in
protect your vital organs, reducing the chance of a a row, you gain its deformity for the duration and
mortal wound. When a critical hit or sneak attack is cannot switch again.
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Tentacle (Ex): You gain a prehensile, arm-length fast healing increases to 5 × your character level.
tentacle on your body. The tentacle is fully under This ability only functions if the target is the same
your control and cannot be concealed except with type of creature (humanoid, undead, and so on) as
magic or bulky clothing. The tentacle does not give you. If you already have this mutation, you do not
you any extra attacks or actions per round, but you gain another mutation at this time.
can use it to make a tentacle attack (1d4 damage for Deformity – When you heal another creature,
a Medium creature, 1d3 damage for a Small one) your veins glow green and you take one-half
that can stretch up to 10 feet and has the grab ability. the healing as damage. If you also have the Fast
The tentacle can manipulate or hold items as well as Healing deformity, you only increase your daily
your original arms can (for example, allowing you limit to 5 x 1/2 your character level.
to use one hand to wield a weapon, the tentacle to Irradiated Flesh: Your body is suffused with radiation.
hold a potion, and the third hand to shoot a handgun). Any creature that bites, engulfs, or swallows you must
Unlike an arm, the tentacle has no magic item slots. make a Fortitude saving throw (DC 10 + twice your
This mutation can be taken twice. If you have this Mutation Focus) or be nauseated and gain 1 temporary
mutation twice already and at least 4 points available, mutation point for 1d4 rounds (roll for deformities).
you can gain Second Being instead. You never suffer ill effects from your own radiation.
Deformity – The tentacle replaces one of your If you already have this mutation and at least 2 points
other limbs. You have to barter for normal armor available, you can gain RAD skin instead.
at the next hardest DC for your level. If it replaces Deformity – You suffer 2 points of Constitution
a leg, you also gain a bonus to acrobatics checks drain as your skin becomes brittle and cracked.
made to jump equal to one-half your Mutation You gain 4 mutation points, but must spend
Focus. If you gain this twice for your legs, the them immediately. Whatever you gain has the
bonus equals your full Mutation Focus. deformity appearance but functions normally. The
Wings (Ex): You gain bat-like, bird-like, or insect- Constitution cannot be restored without the help
like functional wings, allowing you to fly as the of a limited wish or more powerful spell, at which
fly spell for a number of minutes per day equal to point you also lose the 4 free points you gained.
1 + your Mutation Focus. These minutes do not Even if the effect is removed, your skin is still
need to be consecutive, but they must be spent in permanently damaged.
1-minute increments. You can gain this ability three Preservation: Requires 16th level. Once per day, you
times. The second time only costs 1 point, and your can gestate your radiation for 1 hour and destroy an
maneuverability becomes perfect. The third time item with a hard barter value of 35, after which point
costs 2 points, but you can fly a number of minutes you are immediately targeted with a resurrection
per day equal to 2 + twice your Mutation Focus. spell the next time you are killed. Preservation only
Deformity – You also gain aspects of the lasts for a number of days equal to your Arcane
creature whose wings you gain (a pug nose, a beak- Focus; if you don’t die before that time expires, the
like nose, or nonfunctional antennae are common). effects of preservation end.
You can fly, but with average maneuverability and Deformity – You suffer 2 points of Dexterity
only for half the duration. If you gain this again, you drain as one of your limbs shrivels. It can still be
gain additional aspects, it gives you 1 mutation point used properly, but throws off your balance. The
back instead of costing 1, and your maneuverability duration of the resurrection effect increases to twice
continues to deteriorate until it is clumsy. your Arcane Focus when you use it. The Dexterity
cannot be restored without the help of a limited wish
4 Point Mutations or more powerful spell, at which point you also lose
Chemotherapy: Requires Fast Healing mutation. the increased duration. Even if the effect is removed,
You gain the ability to heal other creatures. As a your limb remains shriveled looking.
standard action, you may touch a creature and apply Second Being (Ex): Requires Vestigial Arm or Tentacle
1 round’s effect of your fast healing mutation to that x2. Your vestigial arms are part of a parasitic twin on
creature; this counts toward your fast healing limit your torso, consisting of a head, a torso, and two arms
for the day. Your daily limit for hit points healed by (from the vestigial arm discovery). Normally, the twin
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Chapter 6: Mutation
is mostly recessed within your body, with the visible Irradiated Flesh: The affected creature gains 2
arms acting like the vestigial arm mutation, but you temporary mutation points for 2d6 rounds instead
can also revealed or hide the twin as a standard action. (roll for deformities).
The twin is helpless, fully subservient to you, and Preservation (Sp): The ability’s duration is
cannot be targeted or harmed. Once per day, if you
instantaneous and can only be removed in the
succumb to a mind-affecting effect that would make
same way a permanent spell can be removed. If
you unconscious, helpless, or not in control of your
you are at least 18th level, you are targeted by true
own actions (such as Charm Person, Feeblemind, or
resurrection instead.
Hold Person), you can reroll your saving throw; success
means the twin absorbs the effect and you can ignore Tentacle (Ex): Each of your tentacles also has
it. Using this ability sickens you for the duration of constrict, dealing its damage plus 1-1/2 times your
the absorbed effect (removing the effect from the twin Strength modifier.
ends the sickened condition), and you cannot use the Wings (Ex): Your wings are fully functional. You
twin’s arms during that time; though passive effects can use them as often as you wish.
(such as from rings worn on the vestigial arm) continue
normally. If you already have this mutation and at least RAD Skin (Su): Once per round, when a creature
2 points available, you can spend those points and gain hits you with a natural attack or a melee weapon
Awakened Being as a bonus feat. Otherwise, you do not without reach, you can deal your aura damage to it
gain another mutation at this time. as a free action.
Deformity – You suffer 2 points of Intelligence Second Being (Ex): You no longer lose control
drain as your second being fights with you over of your secondary arms after your twin absorbs a
control of your body. You also gain Awakened mind-affecting effect and you are only nauseated as
Being as a bonus feat when you qualify for it. The a result. If you also have the Awakened Being feat,
Intelligence cannot be restored without the help creatures can only target you with mind-affecting
of a limited wish or more powerful spell, at which effects if they target both you and your second being.
point you also lose the bonus feat and your second If one of you succeeds at your saving throw, but the
being returns to its partially inert state. Even if the other doesn’t, apply the above as if you were hit by a
effect is removed, your second being still moves single-target spell.
unexpectedly from time to time.
Shifted Organs (Ex): You have a +10% chance to
Perfect Mutations ignore critical hits.
Perfect mutations are only available to hanites with Shifting Limbs (Su): You no longer have to prepare
the Perfect Evolution feat and members of the gifted to use this mutation. You can also have up to 2 of the
class at 20th level. available mutations active at the same time.
Chemotherapy: Your touch can heal or harm a Vestigial Arm (Ex): You can use your arm(s) to wield
creature, as the spells. You can use this ability once weapons and fight using multi-weapon fighting.
per day at 12th level and twice per day at 18th level.
Fast Healing (Su): You gain fast healing 5. Mutant (Template)
Feral Mutation: You gain pounce and rend (2 claws,
1d6 + 1-1/2 your Strength modifier) or trip and grab Mutants are an unfortunately common occurrence in
with your bite attack. Fall of Man. Several events can trigger mutation, and
once it has taken hold, there is almost no turning back.
Gifted Mutation: You take no penalty to your stats.
Greater/Grand Mutation: You can choose to grow Acquiring The Template
one size category or take a –2 penalty to a single stat. When a creature has radiation sickness (see sidebar) and
Gullet: In addition to holding a potion or enzymes the Mutant Gene feat, it has a chance each day that it isn’t
for quick use, your gullet counts as a Bag of Holding fully cured to gain 1 point in the Mutation Focus (see
Type I. You can still only store anything small enough Chapter 6 for more details on using mutation points).
for you to swallow. Most gifted become mutants at 1st level automatically.
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d6 Ability
1 Str
2 Dex
3 Con
4 Int
5 Wis
6 Cha
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Fall of Man
Campaigns on the other hand, did not have any warning about
the new arrivals or the return of magic. For many, it
was inconceivable, and far too much to accept along
Life on Earth after the Fall of Man is difficult; with the destruction of their world. They lashed out,
everybody knows that. Finding a decent place to attacking with their modern weapons and in most
sleep at night is about as hard as getting one of the cases slaughtering people unprepared for assault
many pre-Maul vehicles in an abandoned city to run. rifles, grenades, or worse.
What follows are some basic concepts of what to Panicky third world countries launched their
expect in a Fall of Man Campaign. nuclear missiles and the war that followed was brief,
People intense, and final. The strongest Gothosian groups
who survived these unknowing and uncaring attacks
When Satan’s Maul struck, Midnar saved the Earth, established territories and set up boundaries.
only to have the people of that world nearly finish Most of the world is divided into thousands of
the job in a series of global strikes. As a result of the tiny territories, city-states, and villages. The roads
peace accords, the United States was the last world are wild, and seldom patrolled except near the most
power with a substantial bank of nuclear missiles. powerful communities. Travelers must be cunning
With that institution in shambles, the panic brought or powerful to reach their destinations. Most
on by the meteor strike allowed several one-missile communities have walls, and nobody gets in unless
countries to attack their choice of targets—usually they have goods or skills to offer.
a close neighbor with border disputes going back With marauders all over the place, it would be suicide
hundreds or even thousands of years. Pakistan, for to go without some kind of protection, so everyone
example, finally made good on its threat and turned carries a weapon if they’ve found one. Militia-held
large portions of India into radioactive wasteland. lands are safer than most, but the tolls are so high only
Enclaves have since grown up wherever society the wealthiest caravans, or those too desperate to care,
can eke out what remains of an existence, centered can afford to travel through their territories.
on strong leaders—people with the inner strength to Surnames that lost all meaning in the 20th century
make hard decisions, the vision to see a future, the now indicate a person’s craft or profession. A person
iron will to strive for a future, or the charisma to lead with no craft or profession has no surname (a
people. Most leaders have at least one or two of these character’s surname comes only with at least 5 ranks
qualities. A rare few actually possess all of them. in the appropriate skill).
The majority of post-event communities lie near Most families specialize in a particular craft. This
some vital resource, whether it be something as simple is because it is easier and cheaper to teach your
as clean water or as complex as a nearly-intact factory. own children in the craft you know. Ambitious and
In the post-apocalyptic world where most of the forward-thinking families foster their children out to
technological and societal infrastructure has been families of another craft.
destroyed, practical skills become nearly priceless. Most communities are strongly against either
Most communities have far more use for a skilled magic or technology. Most human-dominated
carpenter or plumber than they do for a brilliant settlements have laws against practicing magic.
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This is not so much because they are superstitious or globe that have managed to gather enough people to
fearful of magic, but rather because magic interferes stave off the worst their new Earth has to offer. These
with technology, and most Earth-born humans prefer safe zones are the holy grail of Fall of Man; and even
it over magic. if one is still around, it’s probably because they don’t
Highly religious communities shun high let anybody in.
technology. Citizens of such areas often believe God Still, there are a few establishments, and even
smote down the evil civilizations that had arisen small complexes full of people here and there. Once
during the early 21st century in part because of in a while, it’s even possible to locate a large complex
technology (anything post–19th century). where the men and women have created a sort of
personal government and look to a specific group of
Settlements leaders to protect and guide them.
Society has fallen apart. Now, groups of men and For comparison to the rules in the Pathfinder
women of every race roam the shattered planet in Roleplaying Game: GameMastery Guide, the
search of their next meal. In some places, even thirty settlements in Fall of Man are:
years hasn’t been enough time to create a reasonable Nest: Usually a small building in which a handful
establishment since the orcs and other monsters from of people have made camp regularly enough to call
Gothos come by almost weekly to tear everything it home and start keeping more permanent or larger
down and kill all they can find. There are rumors, items. When rolling for what’s available to trade or
however, of a few places in key locations across the do, treat a nest as a thorp.
Backwater: A collection of groups
who look out for each other; also
sometimes called a caravan, since
there’s not always a safe place for
so many people to congregate that
isn’t already defending itself. Treat
backwaters as Hamlets.
Hovel: When enough groups stick
together that they are no longer
easily mobile they become a hovel.
At this point, there are enough
able bodies to set up a reasonable
watch and defend more complex
technology or magical items that the
individual members find and bring
back. Treat hovels as villages.
Safe House: A bit of a misnomer,
but the basics of these settlements
try to live up to their name. Regular
guards patrol the small area where
everybody lives and a de facto leader
or group calls the shots. Groups
leave periodically in search of large
caches of supplies or to raid smaller
settlements to support their own.
Treat safe houses as small towns.
Establishment: An actual
community with the ability to support
itself over time thanks to the skilled
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In any settlement of an establishment’s size or roleplay-only area, the use of a point system to track
larger, it’s possible to find hard barter DC items (h), factions could provide more depth or a quick glance
even of an advanced nature. The actual willingness at a character’s standing with a given group. Below
of the individual settlement varies, but most have are some of the factions that characters can expect to
specific needs that can be met by smaller groups of meet in Fall of Man.
individuals who can get around more quickly and
The Ark: The Ark is a town that moves from one
aren’t also protecting common residents.
location to another in order to find safer and more
Common, Moderate, and Advanced Items: prosperous lands. The town is actually fitted onto a
Individual items and item kits will usually have massive harvester tractor. The Ark is controlled by a
a starting Barter DC. In addition, some items are halfling clan, but select guests are welcomed aboard.
generally accepted as common, moderate, and Those who join are expected to contribute to the
advanced quality. Common items are usually bartered safety or quality of life aboard the Ark.
at 1 less than the DC at the level in which you would
find them. Moderate items can be bartered at their The Army of Righteousness: Father David Keller
usual value. Advanced items are usually personally had a vision; a vision of angels visiting terrible
crafted or exceptional in some way that makes them retribution on the wicked and the tainted; a vision
of particular use to a settlement. They are often of the world cleansed of its diseases and pure once
valued at +1 their individual DC. again; a vision of a world that embraced the One
What items fall into what categories can, and True God and which the One True God could come
usually does, depend on the settlement. If a settlement to love again. Keller woke from his vision with a
has a resident Mechanist, they may be able to barter renewed sense of hope and an overpowering urge to
his goods at a moderate Barter DC, but the Safe make his vision a reality. To begin the cleansing of
House from which he left would likely try to get the the Earth, Keller formed the Army of Righteousness,
most out of his items, valuing them as high value. sometimes also referred to as the Army of the
Avenging God, and it was completely devoted to his
Factions vision. In Keller’s eyes, there are only two types of
Factions are established groups that characters can creations on Earth; those who believed in his vision
associate themselves with in the world of Fall of Man. and those who must be destroyed. The main weapon
When working with factions, an individual’s race, that the army uses to cleanse the foul ones is fire.
class, and relationship with other factions may help The followers use torches, make-shift fire bombs and
or hinder them in some way. While this is generally a flamethrowers to destroy the unclean.
Armageddon
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By acclamation of the majority, Dare was given the minority. When their frustration grows too great, they
mantles of General and Heir Apparent. He was then often stage “Ranging Patrols” outside the borders of
declared as the first head of the Militia. the Militia territory, seeking out alien strongholds
The General and his people remained hidden and destroying them.
during the rioting and looting brought on by the Prester John: From the pages of medieval texts
initial strike of Satan’s Maul. When the first aliens comes a figure of legend. A wandering missionary of
showed up, they knew the time had come to rise up unknown origin and indeterminate power has begun
and show their mettle. to gather a flock of pilgrims on what he is calling a
Their worst fears were realized when they sacred quest. So far, there have been no stories about
encountered the first forces — jackal-eared warriors any misdeeds of his followers but as the number
and little green men with alien technology so of followers increases others are becoming more
advanced it seemed like magic. concerned about Prester John’s intent.
The slaughter was incredible.
After recouping from their first encounter with
The Kingdom
the alien horde, the militia mounted constant patrols
around the areas they claimed. On their borders and Friends, join me on this road
to salvation. We have been sorely
into the interior, they were always on the alert for tested by the events of the world
illegal aliens. If you don’t register with the border but we have survived and now it is
patrol, you are an illegal alien, subject to immediate time to claim the kingdom of God
execution or severe fines. Basically, if they catch you that was promised to the Chosen
Children. The Kingdom is out there.
moving through their lands without authorization, It is our mission to find it.
they will confiscate your property and either kill - Prester John – The Kingdom
you or escort you to their border. Patrol leaders have Speech, Date unknown
complete discretion in this matter.
Why don’t they rule the world? While the General
commands over all, many factions within the Militia The Pantheon: This collection of clerics from the
argue about what the Militia should be doing. The destroyed Gothos has built up their numbers over the
original mission of the various groups was to repel last thirty years such that they can properly worship
invaders from their borders. With the borders erased the Many Gods of that world once more.
and redrawn, many of the Militia commanders want Led by a paladin of Barticus, the Pantheon seeks
to remain where they are, consolidating their strength to establish themselves in their new world and
and keeping their people secure. They are afraid of promote their faith over that of the One God. All are
expanding their borders too far, spreading their resources welcomed, provided anybody entering the bastions
and eventually falling before concerted assaults. of the Pantheon do so with respect and a kind prayer
Other factions want to spread out and conquer to one or more of the Many Gods. A willingness to
the surrounding settlements, expanding the Militia’s accept that with the coming of the new races new
power base and eventually cleansing the United deities have also manifested in the heavens of the
States of all aliens. This is a small but vociferous world is all the Pantheon asks.
Giving Thanks
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Fall of Man
The Safeguard: Even before Satan’s Maul was theaters where large-screen televisions play recorded
common knowledge, a few elite members of the ultra- movies. They watch recorded sporting events and
rich in Hollywood began to construct the ultimate safe pretend that the outcomes of the games are never
haven from the eventual collapse of society and the sure. One of the most popular forms of entertainment
chaos that would follow. An extensive construction is the broadcast of video game competitions. Schools
project created the Safeguard, an autonomous of game players have formed and train on the various
underground complex that took advantage of the sports, adventure, and roleplaying video games that
natural springs that fed the community with fresh were brought to the shelter before the calamity. The
water and hydroponic crops of nutrient-rich algae champions of the games are treated with the respect
and soy products. Solar panels, discretely positioned and awe that the sports and movie stars achieved
throughout the valley surrounding the complex, and before the Fall.
massive cold fusion reactors supplied the energy to
run the extensive needs for lighting, air filtration and The Larger World
conditioning as well as the communication facility. The myriad regions of the Earth were affected by
The safeguard was designed to provide a safe and the cataclysm in different ways. Ironically, the high-
comfortable environment for its inhabitants (for why tech centers and developed countries suffered the
survive if you cannot do so in style?). most from the effects of the destruction. Those who
The project was completed only months before had become dependent on technology to live were
the discovery of Satan’s Maul. The thankful patrons devastated by the loss of their way of life. In the
of the project were making final preparations when outlying hinterlands of the world, life continued as
disaster struck. Many of the construction crews had it always had, and some people in the most remote
told their friends and families about the project, and sections of the globe remained ignorant of the
their families had told their families and so the word dramatic events of the planet.
had spread. When the news about the end of life as Most of the world has suffered a similar fate, as
everyone knew it became public knowledge, those the devastation that struck in 2031 was unilateral.
who knew the location of the “secret” haven began to Only the smallest countries, like Luxembourg and
flock to its entrance. The builders knew its defenses Lichtenstein, had any chance of maintaining anything
and security better than those who manned them and like a national identity. New kingdoms have formed,
quickly overran the complex. When the rich arrived, created by powerful individuals who took command
they were greeted with locked doors and armed guards. during the crisis and have held on to it since.
Since the Fall, the inhabitants have closely Campaigns in Fall of Man can take place anywhere.
guarded their haven. The governing body for the What follows is a brief and superficial overview of
Safeguard is a committee known as the Foremen. several places around the globe. These places are not
There are five members that control the activities as out of reach as one may at first think. Planes and
of the entire community. The committee selects boats do still exist, they’re just more difficult to use
replacement members when they are needed. The now given limited fuel or irreparable damage. With
general population has no in say the matter. The the coming of magic, teleportation also allows those
Foremen also oversee the Crew, the military force with something to trade a chance to get away and
that is charged with keeping the Safeguard secure, see the devastation worldwide. Others, for example,
both from outside forces as well as from internal separated from family studying abroad when airports
dissention. There have been few cases of internal were shut down world-wide, can potentially reunite
trouble, because the inhabitants know how lucky with loved ones. The world is still an open book, with
they are to be safe within the fluorescent-lit complex. a new chapter being written every day.
The external threats have decreased for the most part.
As time passes, those who knew of the Safeguard’s Africa: A sizeable shard impacted near Lake
existence forget or eventually pass on as a result of Victoria, and the resulting mutagenic explosion
any of the dangerous present on new Earth. mutated existing creatures and even brought some
Within the walls of the complex, life continues extinct animals back to life. The entirety of sub-
much as it was before the destruction. The inhabitants Saharan Africa is now overrun with dire creatures
try to maintain an illusion of normalcy. They go to and even dinosaurs. The few humans that survived
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Chapter 7: Campaigns, Combat, and Gamemastering
the cataclysm are now endangered from the savage there was no central authority to prevent them from
beasts. The survivors live in fortified villages with taking their justified revenge on the other ethnic
high walls. groups. The resulting warfare annihilated more than
China: The collapse of a central power gave rise to the meteor’s impact. The lands have returned to their
strong warlords who are beginning a clan war for uncultivated state with ghouls and other eaters of the
total control. Eastern China is in the midst of these dead feasting on the corpses.
clan wars. Western and northern China are under the India: A shard from the meteor crashed into
dominion of the new Kahn, an extremely powerful the subcontinent and caused great destruction.
and ruthless orc even by orcish standards. The Kahn Millions died from the initial strike. Those who
is beginning to spread his tribes to the west towards remained were later subjected to a nuclear attack
Eastern Europe and east towards the China coast. from nearby Pakistan.
As of yet, no one has been able or willing to halt From the ashes of the wanton destruction, a new
his progress. figure emerged to seize power. A powerful being
Eastern Europe: Eastern Europe is virtually devoid with magical powers and a charm rivaled by none
of humans. To compound the devastation that was began to gather the scattered survivors. A new cult
suffered from the meteor, ethnic warfare erupted as coalesced around this four-armed beauty claiming to
soon as the various religious factions realized that be Kali reborn.
Indochina: An alliance of reptile,
fish, and amphibian humanoids
has made a home in the jungles
of the peninsula. They consider
the humans there a delicacy.
The creatures delight in the fact
that these humans, unlike the
Gothosians, have no experience
in fighting them. The humans
that remain have fled to secluded
villages tucked away in the
verdant mountains.
Japan: Soon after the Fall,
the current emperor Horikawa
emerged from a relative honorary
status to seize complete power.
Once again the Chrysanthemum
Throne controls the lives of
the Japanese. The sudden rise
to power was made possible
from the magical powers that
Horikawa began to use. Some
suspect that outside forces may
have been involved, but now
the emperor is shielded from
prying eyes. Japan is the most
powerful human-controlled
country on the planet, using an
amalgamation of technology
and magic to protect its borders
and to exert some influence over
the rest of the planet.
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Armor Reduction = Armor bonus + Natural armor + You start with Wounds equal to twice your
1 for every 5 character levels Constitution score. When you take damage equal to
Archaic armor reduces the DR it provides by 2 your Constitution score (your wound threshold), you
against modern weapons. Modern armor reduces its are staggered, and you die when your wounds reach 0.
DR by 2 against archaic weapons. Masterwork gear This differs from the standard rules, wherein
only reduces its DR by 1. you would fall unconscious when below 0 hit
Example: A suit of full plate provides DR 9/armor, points. While you are wounded (below your wound
and an 11th level character with +3 natural armor threshold), if you take any action other than to heal
who puts it on has DR 15/armor. yourself, your wounds fall to 1 and you must succeed
Armor reduction is overcome by specific on a DC 10 Constitution check or fall unconscious.
circumstances, such as the quality of weapon or an Constitution Damage, Drain, or Penalties: These
attacker’s size category. effects deal 2 wound points of damage for each point
A character with only natural armor counts it as of Constitution lost. Restoration heals this damage if
nonmagical armor, but can increase its category by it remains when the spell is cast.
applying one of the above DR qualities to it (DR/
magic and natural armor means the natural armor is Healing: This only applies to wounds at the healer’s
only bypassed by DR/adamantine or a huge creature, choice, and only for an amount equal to the number
for example). of dice that would usually be healed. It is done
A character with natural armor and DR/– (a instead of healing vigor. The heal spell still heals
barbarian with a hard-won amulet, perhaps) adds the all vigor and also heals wounds equal to the caster
natural armor to his DR and only a colossal creature level of the creature using it. Dealing negative energy
can bypass it. Any creature with DR/epic reduces damage (such as an evil cleric’s channel energy or
damage from everything that isn’t considered an Harm) works the same way.
epic attack. Rest: You gain back all vigor and 1 wound unless
AC bonuses gained when wearing a specific type your rest is significantly interrupted, at which point
of armor, such as a scavenger’s bonus from her you gain nothing. Bed rest heals all vigor and one-
Focus, add to a creature’s damage reduction under half your level in wounds.
this system.
Critical Hits: Critical hits deal wound damage equal
to their multiplier in addition to the amount dealt to
Vigor And Wounds vigor. So a creature hit by a greataxe takes 3d12 plus
Ever since Satan’s Maul struck, Earth has become a relevant modifiers to its vigor and 3 wound damage.
world where a four-armed beast can tear you apart in If its vigor is reduced to 0, any remaining damage is
the midst of a radiation-fueled rage. Your only hope also dealt to its wounds.
to survive is to not tire yourself out getting away Feats: Some feats function differently with vigor and
from it in the first place. wounds.
Vigor is your standard hit points, as determined by Deathless Initiate* - You are not staggered
class or race, but without your Constitution modifier when using Diehard, but taking more than 1 action
added in. When your defenses fail to protect you or a full-round action deals 1 wound damage. You
from an attack, you have to actively get out of the also gain a +2 bonus to melee attacks and damage
way. Over time, this wears you out, reducing your when your wound points are at or below your
vigor. Attacks from a fast weapon are harder to wound threshold.
avoid (higher threat range) while attacks from more
Deathless Master* - You no longer take wound
powerful weapons have a chance to do much more
damage for taking actions while using Diehard.
damage and require more effort to avoid (higher
critical multiplier). When your vigor reaches 0, you Diehard – You can fall below your wound
take any remaining damage as wounds. threshold without making a Constitution check.
When you do get hit directly, such as with a critical Toughness – grants 1 wound per hit die
hit or as a result of some spells and special attacks, * – This feat is from Pathfinder Roleplaying Game:
that damage applies to your wounds. Ultimate Combat.
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Fall of Man
Other: Temporary hit points are added to vigor. Nonlethal Called Shot Effects: Stage1 applies when making
damage doesn’t become wound damage when vigor is 0, a called shot (or ignoring 2 wounds). A critical
but deals 1 wound with each additional application. called shot (stage 2) has an added effect, as does a
debilitating blow (stage 3). Unless stated otherwise,
Called Shots And Critical these effects don’t stack.
Hits To Limbs Arm (–2 penalty)
Shooting something in the head is usually more • The target suffers a –2 penalty to actions taken
effective than grazing its arm; it’s just harder to do. with the arm for 1d4 rounds.
When making a called shot, you make a single • 1d4 Dexterity damage and 1d4 Strength damage
attack with a penalty as a full-round action. (Fortitude halves, minimum 1). Penalties to
Depending on the success of your attempt and the actions apply for 1d4 minutes.
damage you deal, this can debilitate a creature and • 1d6 Dexterity damage and 1d6 Strength damage
potentially take it out of a fight immediately. (no save). Arm is useless (Fortitude negates).
Alternatively, when you confirm a normal critical
Penalties to actions apply for 2d6 minutes if
hit against a creature, you can ignore 2 points of
the arm can be used at all. Failure by 5 or more
wound damage to inflict a stage 1 called shot effect
instead. Roll 1d6 to determine where you hit. (Chest severs the arm or mangles it badly enough to
1, Hand 2, Leg 3, Arm 4, Head 5, Vitals 6). require a Regeneration effect.
Cover and Concealment: Increase
the effects of these by 1 category
when making a called shot. Called
shots cannot be made against a
creature with total concealment.
Debilitating Blows: Damage
dealt with a called shot equal
to one-half a creature’s vigor
(minimum 50) is considered
debilitating (see below).
Immunity: Effects that apply to
critical hits (such as immunity or
% to ignore) reduce a called shot
effect by 1 category. This means
you can still confirm a critical hit
on a creature with when making a
called shot, but you only gain the
called shot effect for doing so.
Reach and Ranged Attacks:
Melee attacks made at reach and
Ranged attacks are made at a
–2 penalty plus twice any range
increment penalties.
Saving Throws: DC = Defense
of the target.
True Strike and Similar effects:
These effects only give a creature
a +1 bonus per 2 levels or hit dice
(minimum 1) to their attack when
making a called shot, and the initial
penalty to those attacks still applies.
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their defenses. If they leave something obviously isn’t something that should happen every single time
crucial to their current plotline for no other reason the PCs leave what amounts to their home, but they
than they know it’s safe at home, then consider should be aware of the possibility.
having them come back and either find it gone with In the same vein, quests and other events are
a note (or some clue about who took it) or catch a often much more time sensitive. In a traditional
thief in the act, creating a few rounds of unexpected fantasy setting, a lot of monsters are waiting around
combat. Just because you’re not going out of your for somebody to enter their dungeon so they can
way to take their things doesn’t mean they can take attack them. In Fall of Man, those monsters (even
advantage of their situation. the mindless ones) will often wander out of their
labyrinthine dungeons and eventually find their way
Timeline into a nest or caravan. This could provide players
with ideas for where to go next (Hey, this zombie
When just about everybody is scrambling to survive, had a lab coat on! Maybe there are medical supplies
timing is everything. A group of heroes stuck fighting or a hospital nearby). How much detail you want to
off a threat or wasting time before going in search of put into the timing of what’s going on in your party’s
supplies may find their expectations crushed because area is up to you, but giving the world a sense of
something has come along and taken them. This motion builds fun and story for everybody.
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Fall of Man
Tech Gole
Tech golems are the mad creation of a Militia scientist
after the Fall of Man. Utilizing the remains of an iron
golem that was pulled into this world from Gothos,
the scientist modified and manipulated it until the
thing was functional once again without the use of
magic. Unfortunately, the creature’s programming
hadn’t been changed, so after it killed him, the
tech golem left the scientist’s lab and started
wandering aimlessly in search of a proper
controller. It left behind an active replication
machine that immediately began working
to reproduce the scientist’s results with
what it had available in the area.
Tech Golem CR 15
XP 51,200
N Large construct
Init –1; Senses darkvision 60 ft.,
low-light vision; Perception +0
Focus arcane 0, faith 0, mutation 0,
technology 9
DEFENSE
Def 14, touch 10, flat-footed 7 (+1 Dex,
+4 enhancement, –1 size)
Vigor 99 (18d10), Wound 30 (staggered 15)
Fort +6, Ref +5, Will +6
DR 35/gargantuan; Immune construct
traits, magic
Weaknesses vulnerability to radiation
OFFENSE
Speed 20 ft., fly 10 ft. (clumsy)
Melee 2 slams +28 (2d10+16/19–20)
Ranged mounted superior assault shotgun +16 (2d8
plus scatter)
Space 10 ft.; Reach 10 ft. It is slowed in areas with a mutation rating of at least
Special Attacks powerful blows 5, and it ceases to function entirely in areas with a
STATISTICS mutation rating of 10 or higher.
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1 Mounted Assault Shotgun (Ex): The golem can fire
Base Atk +18; CMB +30; CMD 39 its mounted shotgun as a standard action. It cannot
Gear assault shotgun ammunition (15 shells minus move in the same round it fires this weapon, but it
any used in combat) can take other move actions (such as standing up, if
prone).
SPECIAL ABILITIES
Powerful Blows (Ex): A tech golem inflicts one and
Immunity to Magic (Ex): Unlike iron golems, the a half times its Strength modifier and threatens a
tech golem suffers no effects of any magical attack. critical hit on a 19–20 with its slam attacks.
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NPCs
Important figures have come into power throughout
history thanks to many disparate and unforeseeable
events. The Fall of Man has been no different. In
regions of the world where races have finally started
to congregate once again, there are individuals who
have seized some notoriety. A handful of those
individuals can be found here.
Ambrogia Hairdye
This gnomish inventor has unfortunately fallen
prey to the Bent, but that hasn’t stopped
her from continuing her work in
private. Rather than search for a
cure like so many others of her race,
Ambrogia has embraced it and uses
it as a way to improve her other work.
She can, at times, appear quite mad, but
the genius of her technological advances
speaks for itself.
Ambrogia Hairdye CR 5
XP 1,600
Twisted Gnome mechanist 1,
Evolution 5
CG Small humanoid (gnome)
Init –1; Senses Perception +9
Focus arcane 7, faith 0, mutation
0, technology 10
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Fall of Man
STATISTICS OFFENSE
Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 15 Speed 30 ft.
Base Atk +9; CMB +13; CMD 22 Melee +1 adamantine warhammer +12/+7 (1d8+4/x3)
Feats Craft Magic Arms and Armor, Iron Will, Skill Gifted Spells Known (CL 8th; concentration +12)
Focus (Perception), True Believer, Weapon Focus 4th (2/day) – Bestow Curse (DC 18)
(heavy mace), Weapon Proficiency (pistol) 3rd (4/day) – Daylight, Haste
Skills Handle Animal +6, Intimidate +4, Knowledge 2nd (6/day) – Blindness/Deafness (DC 16), Detect
(history) +1, Knowledge (religion) +5, Perception Thoughts (DC 16), Scare (DC 16)
+9, Ride +5 (+7 to stay in the saddle) 1st (6/day) – Comprehend Languages, Detect
Languages Common, Orc
Undead, Enlarge Person, Magic Missile, Shield
SQ aura, code of conduct, lay on hands (4d6, 6/day),
mercies (frightened, shaken, staggered), orc blood, STATISTICS
weapon familiarity
Gear +1 heavy mace, food and water (1 week), Str 16, Dex 13, Con 14, Int 12, Wis 12, Cha 18
masterwork pistol, relic Base Atk +8/+3; CMB +11; CMD 22
Feats Arcane Strike, Awakened Being, Eschew
Tactics: Before Combat, Carlo casts resist energy Materials, Leadership, Light Armor Proficiency,
(fire) unless he expects damage from a different
energy type. He applies silversheen to his weapon if
he expects to fight the unholy.
During Combat, Carlo watches carefully while
dispatching his enemies. If he discovers the opposing
leader to be a heretic, he will use his smite heretic
ability, and prepares to cast destruction if his god
wills it. When engaged in melee, he uses his mace.
Jameson Harper
Jameson Harper is the leader of the Gifted Few, a
faction of hanites who have set out to take over the
world and remove all lesser beings from it. A talented
gifted himself, Harper and his followers reside in a
former safe house in the midst of the largest radiation
field in North America.
Jameson Harper CR 12
XP 19,200
Hanite Gifted 8, Evolution 5
LE Medium humanoid (mutant)
Init +1; Senses low-light vision; Perception +6
Aura Radiation (1d6+3)
Focus arcane 4, faith (the One God) 2,
mutation 0, technology 1
DEFENSE
Def 12, touch 12, flat-footed 11 (+1
Dex, +1 enhancement)
Vigor 52 (8d6+5d8), Wound 28
(staggered 14); fast healing 5 (limit 65)
Fort +6, Ref +5, Will +8
Defensive Abilities 50% ignore critical;
DR 7/adamantine or huge
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Chapter 8: Monsters and NPCs
Rex Fallin
Rex was a robust man in his late 40’s before
looters invaded his scrap yard and stole his
life on the day the world ended. Now, he
reeks of bitterness and death. He has a largely
deteriorated jaw, which appears at all times
to have been dislocated. He is balding, with
a large scar across the top of his scalp where
the bandits landed what should have been the
killing blow. His skin is white and green in
coloration, and at first sight, he clearly looks
more like a fallen than a reborn.
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Fall of Man
OFFENSE SARGE
Early in his training as a dreamwalker, Sarge earned a
Speed 30 ft.
prominent place in his sect by saving his teacher from a
Melee tire iron +7 (1d6+3/19-20), or slam +7 (1d6+3)
crazed engergivore on the hunt for food. The man was
Ranged pistol +7 (1d8/x4)
badly wounded during the encounter, but with some
STATISTICS quick thinking and application of his faith, Sarge healed
his wounds enough that he would live, albeit disabled.
Str 16, Dex 17, Con 18, Int 12, Wis 10, Cha 8 When his teacher returned, he had to rely on Sarge
Base Atk +4; CMB +7; CMD 20 to learn some of the more challenging techniques
Feats Expert Driver, Skill Focus (appraise, drive related to Dreamweaving, but without appropriate
cars, knowledge local), Soulbind guidance, the canite could not achieve his goal.
Skills Appraise +11, Bluff +7, Climb +11, Diplomacy Finally, Sarge’s teacher pulled him aside and
+9, Disable Device +9, Drive (cars) +13, Intimidate explained that the young dreamwalker must set out to
+7, Knowledge (local) +13, Perception +8 find his own path. Fate had decided that Sarge must
Languages Common, Spanish learn in his way and no other.
SQ light sensitivity, restlessness, trapfinding Despite his misgivings, Sarge agreed and grabbed
Gear ammo clip (12 rounds minus any used in a handful of supplies with which to survive outside of
combat), battery (2), cellular phone, pistol, radio, his safe home until he could get more. He then wished
his master a good life and left for the great beyond.
scrapyard jumpsuit (+1 studded leather torso, studded
leather legs), tire iron (baton), truck
SPECIAL ABILITIES
Light Sensitivity: Rex is dazzled as long as he
remains in an area of bright light.
Tactics: Rex will move around the area, gaining
advantage by climbing onto sturdy piles scrap. When
he’s at a safe distance, Rex will usually try to shoot
his opponents in the arm, hoping to disarm and scare
them off. If they move too fast, he’ll aim for their
legs instead. He doesn’t like to engage in melee, but
has a tire wrench he can use in case he needs it.
Motives: Rex was once the king of his scrap yard.
He lived what he felt was a wonderful life; moving
junk around from one place to another. When
there were no customers and nobody looking
over his shoulder, Rex spent most of his days
napping in his truck. After Satan’s Maul turned
the Earth into one giant scrap yard, Rex was
reborn within his truck and took the occurrence
as a sign that he was to be with it forever. He wants
nothing more than to taste a cigarette in his mouth, or
down some liquor; to relive his glory days. Rex hates
the skrell; especially since the mutated vermin have
taken over his scrapyard worse than the rats ever did
before. He’s willing to trade passage to Silo 5 for
help cleaning the creatures out.
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Chapter 8: Monsters and NPCs
STATISTICS
Str 16, Dex 13, Con 14, Int 10, Wis 13, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes, Improved Unarmed Strike,
Scorpion Style, Stand Still, Step Up, The Yearning
(Spell Focus enchantment)
Skills Acrobatics +7, Climb +9, Knowledge (history)
+6, Perception +9
Languages Common, Canite
SQ fast movement, maneuver training
Gear masterwork quarterstaff, sling
Tactics: If he can avoid battle by placing his foes to
sleep, Sarge will do so. Failing that, he will continue
to try and mitigate the number of enemies fighting
him with Blessed Sleep and flurry of blows. He relies
on his other spells only if necessary.
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Ride, Stealth, or Swim – Grab onto a passing Gear combat vest, pistol with 2 clips (12 shots each
vehicle and hitch a short ride, run behind it just out of before combat), baton, archaic sap
sight, or duck into the sewers and navigate through
Tactics: During combat, the guard snipes with her
them for a little while before having to come up and
pistol until her foes close on her position, then uses
check the current position. Failure gives away the
her baton.
character’s actions and could result in a chase.
All Others [DC 8] – Learn something related to one MILITIA PET CR 3
of the other checks above, granting a +2 to the rest of XP 800
the party for those rolls. This can be done by only one CN Medium animal (mutant)
character on each attempt. It does not count as either
Init +5; Senses low-light vision, scent; Perception
a success or a failure.
+12
Except as noted above, each check is made at DC
Focus arcane 0, faith 0, mutation 3, technology 0
16. Once the party has succeeded at 4 checks as a
group, they can move on to the next encounter. If they DEFENSE
fail too many checks, though, they may be forced to
Def 11, touch 11, flat-footed 10 (+1 Dex)
fight with guards, or worse, the guards could decide
it would be easier to deal with their leaders later than Vigor 26 (5d8), Wound 35 (staggered 17)
lose the PCs. Fort +6, Ref +5, Will +2
There are a total of 5 groups of 4 guards patrolling Defensive Abilities ferocity; DR 5/magic or large
the area between the party’s location and the vault. OFFENSE
If the PCs are forced to dispatch 2 or more groups
before reaching their destination, the others will pull Speed 30 ft.
back and set a total of 3 mutants free. Melee gore +7 melee (1d8+6)
Special Attacks charge +9 melee (2d8+12)
MILITIA GUARD CR 1/2
STATISTICS
XP 200
Human Warrior 2 Str 19, Dex 12, Con 15, Int 2, Wis 13, Cha 8
NE Medium humanoid (human) Base Atk +3; CMB +7; CMD 18
Init +1; Perception +0 Feats Improved Initiative, Skill Focus (Perception),
Focus arcane 0, faith 1, mutation 0, technology 2 Toughness
Skills Perception +12
DEFENSE
Def 11, touch 11, flat-footed 10 (+1 Dex)
Vigor 11 (2d10+4), Wound 24 (staggered 12) At the Vault
Fort +4, Ref +1, Will +0 CR 4 (1,200 XP)
DR 4/magic or large
Once the heroes reach the vault, they will find it is
OFFENSE opened already. Somebody has been inside already
Speed 30 ft. and cleared it out of everything except their starting
Melee baton +3 (1d6+1/19–20) or sap +3 (1d6+1 equipment. Once they have finished gearing up, two
nonlethal) guards show up with another militia pet. Having
Ranged pistol +3 (1d8/×4) been too late to join the others on the hunt, they’ve
stumbled onto the party without realizing it.
STATISTICS
After the battle ends, the party can take whatever
Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8 else they want off of the soldiers, but they’ll need
Base Atk +2; CMB +3; CMD 14 to hurry if they’re going to avoid another group
Feats Point-Blank Shot, Skill Focus (Stealth) catching up to them. Their next goal is the gate that
Skills Intimidate +4, Stealth +6 leads out of the Silo, and there’s only one good way
Languages Common to get through it.
138
Chapter 9: Escape from Silo Three
The Truck the party has the skill, or is likely to succeed, they
can work together as a team, granting +2 for each DC
10 check to provide aid. Failing that, the party can
CR 1 (400 XP) or varies
either grab a guard who conveniently knows how to
There is an old military truck at the edge of the Silo hotwire the vehicle or storm the gate.
that has been a staple of the community since the There are 10 guards and 3 militia pets stalking
heroes got there (or from what they’ve heard, if there the gate by now. If the PCs are very careful, they may
are no humans in the group). Somebody has heard be able to pull the guards away in groups of 3 or 4
it started up once by accident when some kids were along with a pet each. The last of the guards and one
playing on it, and they’re sure it can be done again. If pet will remain behind and sound the alarm, calling
they can just get it running, the party can drive right for more.
through the gate without having to fight the guards After the party has gotten through the gate, they
amassing there now. are free, as nobody wants to risk getting shut out
Getting to the truck will be easy now, especially if by going after them. If they have the truck, it dies
one or more of the heroes has dressed themselves as a few hundred feet down the road. It is irreparable,
guards. Once they’ve reached it, it’s a simple matter but some of the parts may be salvageable and could
of a DC 22 skill check to either repair or hotwire it. go for a barter value of 37 down the line. The party
Any member of the party could use Drive (cars) or is on their own now. For better or worse, they have
Knowledge (technology) to get it done. If nobody in become adventurers.
Credits
Created by: Ken Shannon and Doug Herring
Additional Content: Andrew Troman and Hal Greenberg
Pathfinder Updates and Additions by: Kevin Glusing
139
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Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, Inc. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
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Pathfinder is a registered trademark of Paizo Publishing, Inc., and the Pathfinder Roleplaying Game and the
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monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as
described in Section 1(d) of the License.
Product Code: RGG0148