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Fall of Man - Rulebook

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A Ruined-Earth Post-Apocalyptic,

Gothic-Horror Fantasy RPG

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

Chapter 4: Skills and Feat Settlements . . . . . . . . . . . . . . . . . . . . . . . . 113


Understanding Table 7:2 – Settlements 114
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Factions . . . . . . . . . . . . . . . . . . . . . . . . . . 115
New Skill: Drive (Dex) . . . . . . . . . . . . . . 81
The Larger World . . . . . . . . . . . . . . . . . . . 118
New Uses for Existing Skills . . . . . . . . . . 82
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Defense and Armor as Damage Reduction 120
Updated Feats . . . . . . . . . . . . . . . . . . . . . . 83
Vigor and Wounds . . . . . . . . . . . . . . . . . 121
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . 86
Called Shots and Critical Hits to Limbs . 122
Chapter 5: Gamemastering . . . . . . . . . . . . . . . . . . . . . 123
Bartering and Equipment Bartering . . . . . . . . . . . . . . . . . . . . . . . . . 123
Combat Options . . . . . . . . . . . . . . . . . . . 124
Bartering . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Deader and Twisted Players . . . . . . . . . . 124
Finding the Right Deal . . . . . . . . . . . . . . . 93
Focus and Evolution Levels . . . . . . . . . . 124
The Bartering Process . . . . . . . . . . . . . . . 93
Mutation and Deformities . . . . . . . . . . . 124
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Safety . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . 125
Piecemeal Armor . . . . . . . . . . . . . . . . . 96
Basic and Advanced Armor . . . . . . . . . 97
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Chapter 8: Monsters and NPCs
Archaic Weapons . . . . . . . . . . . . . . . . . 98 Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Basic and Advanced Weapons . . . . . . . 98 Mutant Grasshoppers . . . . . . . . . . . . . . . 126
Common Equipment and Vehicles . . . . . 100 Skrell . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . 103 Tech Golem . . . . . . . . . . . . . . . . . . . . . . 128
Tentacle Tree . . . . . . . . . . . . . . . . . . . . . 129
Chapter 6: Mutation NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Ambrogia Hairdye . . . . . . . . . . . . . . . . . 130
Mutation . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Carlo Moreno . . . . . . . . . . . . . . . . . . . . . 131
1-Point Mutations . . . . . . . . . . . . . . . . . . 105
Jameson Harper . . . . . . . . . . . . . . . . . . . 132
2-Point Mutations . . . . . . . . . . . . . . . . . . 107
Rex Fallin . . . . . . . . . . . . . . . . . . . . . . . . 133
3-Point Mutations . . . . . . . . . . . . . . . . . . 107
Sarge . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
4-Point Mutations . . . . . . . . . . . . . . . . . . 108
Steven Mayhew . . . . . . . . . . . . . . . . . . . 135
Perfect Mutations . . . . . . . . . . . . . . . . . . 109
Mutant (Template) . . . . . . . . . . . . . . . . . . . 109
Acquiring the Template . . . . . . . . . . . . . 109
Chapter 9:
Escape from Silo Three
Creating a Mutant . . . . . . . . . . . . . . . . . . . 110
Mutant Class . . . . . . . . . . . . . . . . . . . . . . 110 Getting to the Vault . . . . . . . . . . . . . . . . . . 137
At the Vault . . . . . . . . . . . . . . . . . . . . . . . . 138
Chapter 7: Campaigns, Combat, The Truck . . . . . . . . . . . . . . . . . . . . . . . . . . 139
and Gamemastering
Campaigns . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
People . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Ogl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

iii
Foreword

Introduction The two worlds circled and passed one another in


different dimensions. Those of Earth knew nothing of
this other place, but Gothos was affected always by
Father Daniel shaded his eyes to peer down from the dreams and nightmares of Earth’s people, filtered
the hills into the San Gabriel Valley. The glare was by the strange and powerful being called Midnar.
terrible even though the bright rays of the sun were Daniel did not know this then.
shrouded in a cloud of ash and black smoke. Praying and holding the hand of an elderly women
Below him, the cracked uneven expanse of gray on his right and a twelve year old boy on his left,
that was the parking lot for the once famous Rose Daniel thought the world was at an end—and in a
Bowl stretched to the edge of the building itself. sense it was, at least as the people of Earth knew it.
Strange plants and vines grew up through the cracks, The asteroid called Satan’s Maul struck at 2am
but even after all this time, the white lines of the on a Sunday morning in the Atlantic Ocean, or at
parking spaces could be made out. least a piece of it did. The five pieces were called the
The bowl itself looked far past its glory days. The Devil’s Fingers. Even broken up, these pieces should
once proud sign was hanging askew and broken in have destroyed the world—but as chance would
many places. have it, the pure energy of all those that died and the
Daniel shuddered as a biting wind blew through nightmare they all shared as the world came to an
his torn coat. A deep moaning sound made the priest end caught the attention of this otherworldly being,
look about anxiously. One never knew if those called Midnar by the Gothosians. In the creature’s
moans were simply the wind or something far worse. momentary shock, the dimensions lapsed and the two
Instinctively, he grasped at the silver cross that hung worlds shared space for what seemed forever.
openly about his neck. He could feel the strength of As Daniel prayed and prayed, the world shuddered
God in the symbol. in the throes of death—but then, of a sudden, the
Daniel was one of those born before the terrible terrible noise stopped abruptly.
events took place; before Satan’s Maul smashed All the battery powered lamps that lit the shelter
into the Earth and before the others came from the flared at once, several bursting and startling the small
world beyond. congregation. The lights then dimmed and sputtered
Lightning flashed in the distance and caught in the silence that was somehow more deafening than
Daniel’s eye. Through the clouds of smoke and the maelstrom that ceased only moments before.
ash, he could make out the other world. It looked They all held their breath, and Daniel realized that
like nothing more than a broken clay ball hanging all the prayers had stopped.
in the sky, and he could only see it during the He did not realize it then, but he suddenly could
lightning flashes, but there it was. For some feel God as if he could reach out and touch him. God,
reason, lightning ripping through the air allowed who had been so long quiet, had to save His world
one to see into the dimension of that other place— and prepare to fend off the interlopers, the Many
Gothos, it was once called. Gods who fled dying Gothos.
Daniel vividly remembered the day Gothos took For a long time the congregation sat and
its place in the sky. It was the day everyone’s world listened, with only the buzz of the lamps breaking
changed so dramatically. the strange silence.
A nineteen year old priest in training huddled in For two more days they huddled in the shelter,
a bomb shelter and led a group of faithful in prayer. afraid to open the thick stone and metal door. Afraid
Outside, all that could be heard was a terrible rumble that the world outside was a blasted waste—and they
and screech. The learned say that once, Earth and were right to be afraid.
Gothos were the same, but the Many Gods and the On the third day, Daniel and an Engineer named
One True God did not want to compete for the world. Brian agreed to be the first to venture forth. They
In their haste to save themselves, the Many Gods left were able to open the outer door to the shelter with
with the help of a being of untold power and created no problem. The hall outside was pitch dark, but with
another world much like the Earth of that time. That a lamp in hand they continued on, the inner door
world was Gothos. being shut behind them as agreed.

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…

Gothos and The Hunt: Rise of Evil


2013 and Satan’s Maul The Hunt: Rise of Evil is an award-nominated
A few years prior to 2031, an extinction-level event; a d20 fantasy setting of gothic-horror and strange
meteor so massive it would wipe out all life on Earth; nightmares, of which Gothos is a part. We won’t go
was discovered by a group of religious scientists (or into Gothos’ history in great detail here as Fall of Man
was it scientific priests, I can never remember). It takes place entirely on Earth, but if you want more on
was dubbed Satan’s Maul and was said to mark the Gothos and its background, The Hunt: Rise of Evil
Rapture and the coming of God. Surprisingly, they Worldbook is available at your local hobby or book
store. You can also visit http://www.huntroe.com.
were right, but I’ll touch on that later.

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

them. Magic and technology strive for their own


survival and dominion and neither primal force gives
Enter Technology
way to the other. As mentioned previously, one of the primal struggles
As you come to understand the roots of Fall of is that of magic and technology. One was always
Man, you will understand these primal conflicts trying to dominate the other, and they shifted back
better and the importance of these conflicts. and forth like trying to force two magnets together
It’s important to note that Midnar only had less than against the same pole.
moments to save the world and keep the creatures As if things weren’t unstable enough, the
permeation of technology and magic in some areas
and powers of fantasy alive on Earth. Obviously,
made it worse. In technology dominant areas, magic
this resulted in flaws in the being’s efforts. Even
of all kinds would malfunction and distort. The
an impossibly powerful being such as He can be so
reverse was true in areas of concentrated magic. The
weakened His own flaws pass undetected into what
more powerful a place or person was in one Focus,
remains of the world. the harder it was to use the other without a strong
One such flaw was magic’s adaptation to the will to do so.
environment. While it still existed in its various forms Technology was quite advanced near the end when
and schools, magic changed to meet the challenges of compared to the modern you’re used to. Thanks to
this new world as well. Pollution, radiation, and toxic fear of the world ending, genetics, computing, and
death were new, fascinating aspects manipulated and robotics had surpassed projected expectations. Of
developed to challenge technology’s grasp on Earth. course, on Earth today, it’s difficult to find men
Magic took root in these as well and terror like no and women with such knowledge. Technology has
other was born. actually become as mysterious as magic.
The first to feel this change was the elves, then Remnants of the technological might of the world
the gnomes, the dwarves, and many, many others. can be found everywhere. Most are nonfunctional
These races, so in tune with the arcane were touched but there is still plenty of technology left to be had
deeply. Many resisted the dark pull but others did in the form of weapons and vehicles. In a world
not. Most of the fantastic races of myth and legend where technology is slowly dying, there was still a
were divided, the corrupt from the incorruptible, and surprising abundance of guns and cars.
another primal conflict was born. Only the humans
and the ever resilient halflings were not affected by Man’s Fate
the new, dark power that emerged. After the fateful day in 2031, when the Earth was
Elements of magic took on a darker side. Toxic saved by a being not even known to its inhabitants,
sorcery was discovered much to the dread of the things looked grim for the human race. Strange dark
world. When mingled with necromancy, it became a creatures had come over and the men and women
potent and terrible force. Animals of all kinds drank born on Earth had no clue how to deal with them.
from tainted water or ate from toxic food. Now, Don’t get me wrong, it was bad enough that millions
upon millions were killed when the fingers of Satan
almost all animal life was of a dire state; gigantic,
(pieces of Satan’s Maul) struck and the dimensional
mutant creatures. Rats the size of dogs or larger,
boundaries collapsed between the two worlds. But
dogs the size of horses, and many so feral they were
after, it somehow managed to get much worse.
entirely and completely deadly. The environment after the event claimed many
Another flaw in the saving of the world was the more lives but a couple of recently introduced
change in the premise of magic itself. Magic has monstrous races survived. Orcs, goblins, trolls, and
become both more powerful in comparison to what ogres fared well in the new, darker world. They found
it once was and at the same time much more difficult the surviving humans weak and unprepared; easy
to use. It is a hard road for those that have the gift or prey for creatures used to hardship.
choose to study magic. Like most stories, the darker A tense alliance between the sane and good elves,
roads of magic appear easier to master. Perhaps it is dwarves, and several of the humans who survived
because they are based in some of the most primal from Gothos saved the native humans of Earth in their
negative forces such as greed, lust, hatred, and fear. hour of need. All over the world the races battled to
Who can say? get a foothold in this new and terrifying land.

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

Gaining Focu TABLE 1:1 – Bonus Focus by Race


Most adventurers in Fall of Man begin play with Race Bonus Focus Restrictions
a single point of Focus that can be placed into Canite None 6 Faith
technology, arcane, or faith in either the One God (the One God)
or the Many Gods. When a character increases Dwarf None None
one of his Ability Scores by +1 (at level 4, 8, Elf +2 Arcane 6 Technology
etc…), he also gains another point of Focus that
Energivore None None
he can place anywhere.
A character can have a maximum of 10 points in Gnome +2 Arcane, None
+2 Technology
a Focus. Some races, such as canites, are further
restricted in one or more areas of Focus. This doesn’t Halfling None None
prevent those characters from gaining bonuses that Half-Elf None None
would put them above their limit temporarily, but Half-Orc None None
unless stated otherwise they gain no benefit from Hanite +1 Mutation None
continuing to place points in their restricted Focus each level
beyond the maximum. Human +1 Any None
Canites can only have a maximum of 6 points in faith Reborn +2 Arcane or 6 Technology
related to the One God. They can only gain points in +2 Faith
the Mutation Focus from their class.
Dwarves do not gain free points of Focus without
also taking the Deader’s Doom flaw. They can only TABLE 1:2 – Bonus Focus by Class
gain points in the Mutation Focus from their class. Class Bonus Focus
Elves can only have a maximum of 6 points in Arcanist +2 Arcane
technology. They can only gain points in the Mutation Asphalt samurai +1 Arcane,
Focus from their class. +1 Technology
Energivores can place their free points into the Cleric of the Many Gods +2 Faith (Many Gods)
Mutation Focus. Dreamwalker +1 Arcane, +1 Faith
(Many Gods)
Gnomes and demi-humans (races with the human
Face None
subtype such as half-elves) can choose to place
their free points in the Mutation Focus, but doing Gifted +1 Arcane, +1 Mutation
so requires that one of the character’s feats is the Mechanist +2 Technology
Mutation feat. Priest of the One God +2 Faith (One God)
Halflings are immune to all forms of mutation Scavenger +1 Any
and cannot gain points in the Mutation Focus, Soldier +2 Technology
even temporarily. Wastelander +2 Mutation
Hanites can choose to place their free points into the
Mutation Focus. Every hanite begins play with the
Mutation feat for free at 1st level and has the mutant Reborn can only have a maximum of 6 points in
subtype even with no points in mutation. technology. They can only gain points in the Mutation
Humans and half-orcs can choose to place their Focus from their class.
free points into the Mutation Focus. These races In addition to the free points of Focus gained at 1st
have a natural predisposition to mutation and gain level and beyond, a character’s race and class provide
the feat for free at 1st level. Having the feat does not points of Focus in specific areas, as detailed in Table
immediately make a human or a half-orc a mutant. 1-1 and Table 1-2.

10
Chapter 1: Focus

Using Focu 0-level spells count as 1/2 spell-level for this


purpose, and a natural 1 is always a Failure. Failure
When a character performs a task related to a indicates that the arcanist was unable to draw the
particular Focus, his or her points in that Focus can appropriate magic for the spell. She loses her action,
provide a useful bonus to doing so. A character who but does not lose the spell itself and may attempt to
performs a task he or she either doesn’t truly believe cast it again the next time she has an action to do so.
in or has little to no proper training in finds it difficult If the spellcaster was already forced to make a
to break the mold. caster level check due to other circumstances (such
Focus helps provide an in game cue for characters as damage taken), increase the DC of that check by
to recognize who has talent (whether learned or twice the difference in the spellcaster’s Focus. A
natural) in a particular field of expertise. The world natural 1 is still always a Failure, and the spellcaster
itself reacts to a character’s Focus at times and either may lose the spell if the circumstance calls for it.
bolsters or hinders that character as a result.
Faith Focus
Arcane, Faith, Mutation, and
The Church of the One God and the Order of the
Technology Rating Many Gods are the two major faiths that vie for
•  When in an area with a rating equal to or less than followers in Fall of Man. Those who seek divine
your Focus (minimum 1), you can automatically power turn to one or the other in search of answers.
succeed at some tasks on a natural 20, even if When attempting to cast divine spells, faith acts
you couldn’t usually do so. For each point you just like the Arcane Focus. Any character with
have above the area’s rating, increase this range points in the Faith Focus has the potential to cast
of success by 1. divine spells. In addition, a character who openly
•  When in an area with an opposing rating equal worships a God can beseech that deity for help in
to or greater than your Focus (minimum 1), you the form of Favor.
can automatically fail some tasks on a natural Once per day, a character with at least 1 point in
1, even if you couldn’t usually do so. For each faith can pray to her god as a full-round action. Doing
point beyond the first, increase this range of so grants the character Favor with that god equal to
failure by 1. In this regard, arcane magic opposes her total points in the Faith Focus. Other benefits
technology and faith in the One God opposes or penalties may apply based on the god and the
faith in the Many Gods. Mutation opposes all character’s class.
other areas of Focus, so there is always a chance For most characters, Favor only lasts up to 24
of automatic failure when in an irradiated area hours. A character with at least one level in a class
with a mutation rating of at least 1. that grants points in the Faith Focus can pray any
number of times per day and store Favor to be used as
Arcane Focus she wishes. If the character dies, her Favor is reduced
A character with points in the Arcane Focus gains the to 0. The maximum amount of Favor the character
potential to cast arcane spells. This potential can only can store and use in one day is equal to 5x her level
be realized by either becoming a member of a class in the class that grants faith. A character with at least
that grants access to those spells or learning the spells 10 levels in such a class can instead store and use up
by other means, such as with a feat, class ability, or to 10x her level in one day.
a racial trait. When casting a spell of a higher level
than her Focus, a spellcaster must make a caster level Spending Favor: Favor is spent on divine abilities
check in order to concentrate. The DC for that check called miracles. If a miracle requires a saving throw,
is 10 + twice the spell level. the DC is 10 + your faith + your Wisdom modifier
If she has utilized her Technology Focus within the and the target can add its points in the Faith Focus to
last 24 hours, the spellcaster must spend 1 standard its roll. Unless noted otherwise, performing a miracle
action to refocus or make the above check when is a standard action.
casting any spell, adding her points in the Technology Minor Miracles: The following miracles are
Focus to the DC. Some class abilities and racial traits available to any character that can spend the required
can remove this penalty. Favor to use them.

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

be overly trusting and very curious by nature. A


canite will rarely turn on a companion unless that
companion has repeatedly done the canite wrong.
They also tend to have a pack mentality and yearn
for others of their kind.
Physical Description: Canites appear to be humanoid
dogs. They vary in size and color pattern of fur. Some
have heads like Great Danes while others look like
Golden Retrievers or even Irish Setters. They have robust,
muscular frames and long limbs. A canite’s fur covers its
entire body, but less so on its belly. A canite’s eye color is
generally brown but could be yellow, or gray.
Relations: Canites get along well enough with all
of the non-monstrous races. They despise gnolls
and kobolds and will never deal with such creatures.
When not in a pack they are usually the guides and
hunters in their groups.
Canite Lands: Large packs of canites are extremely
rare in the world. The largest packs are believed to
be in the Black Forest of Germany and Yosemite
National Park in the former USA. Mostly, canites
suffice to continue living with protecting other races.
Religion: Canites have their own god, Carratis, but
can be found worshipping other deities depending on
where they live. Because of their connection to the
Dreaming, canite priests are few and far between.
Names: Canite names are usually harsh and short,
such as Rolf, Wulf, Crag, Mock, or Rake. Canites
raised around other races may have names indicative
of some marking that the canite has or a trait it displays.
not like filth and detest the ugly cities that once made Adventurers: Canite adventurers are usually
up the vast majority of the civilized world. trackers, hunters, and guides. They are often within
Personality: Canites are in many ways like dogs. the advance team of a military unit or scouting party.
They are extremely loyal, fierce defenders, but can
also exhibit a playful side. They can sometimes
Canite Racial Traits
All Canites share the following traits.
Ability Score Racial Modifiers:
TABLE 2:1 – Canite Random Age
+2 Strength, +2 Constitution, –2
Base Age Gifted, Asphalt Arcanist, Wisdom
Scavenger, samurai, Face, Cleric,
Wastelander Soldier, Priest Dreamwalker Size: Canites are Medium creatures
and thus receive no bonuses or
Adulthood 8 +1d4 years +1d6 years +2d6 years penalties due to their size.
Middle Age 16
Type: Canites are humanoids with
Old 24 the canite subtype.
Venerable 32
Base Speed: Canites have a base
Max +1d8 speed of 40 feet.

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

Four-Footed Run (Ex):


TABLE 2:2 – Canite Evolution
Beginning at 4th level, a canite
Canite Base Fort Ref Will Special
can run on all fours at a speed of
Level Attack Save Save Save
50 feet if it doesn’t hold or carry
1 +1 +1 +1 +0 Natural Attacks, +1 anything in its hands. When
Wisdom running on all fours, canites are
2 +2 +1 +1 +1 Improved Trip, +1 treated as if they have the Run
Strength feat. Encumbrance and medium
3 +3 +2 +2 +1 Detect Dream Rift, +2 or heavy armor reduces this to
Wisdom 40 feet.
4 +4 +2 +2 +1 Four-Footed Run, +1 True Dream (Su): At 5th level,
Constitution
the canite gains the Dream
5 +5 +3 +3 +2 True Dream, +2 Strength, subtype. If the canite is aware of
+2 Constitution an attack or spell about to affect
it, it can become incorporeal as a
Requirement free action. The canite remains incorporeal until the
start of its next turn. It can use this ability once per
Race: Canite
day plus one additional time per day for each point
Special: Level 1 in any base class. of Focus it shares in both arcane magic and faith. For
Class Skills: Appraise (Int), Craft (Int), Diplomacy example, a canite with 1 point in arcane and 3 points
(Cha), Handle Animal (Cha), Heal (Wis), Intimidate in faith (the Many Gods) can only use this ability
(Cha), Knowledge (dungeoneering, geography, twice per day. When he has 3 points total in each
nature) (Int), Perception (Wis), Profession (Wis), Focus, the canite will be able to use True Dream 4
Sense Motive (Wis), Spellcraft (Int), Survival (Wis), times per day.
and Swim (Str).
Skill Ranks at Each Level: 6 + Int modifier Detect Dream Rift
School divination; Level cleric 3, sorcerer/wizard 3
Evolution Features Casting Time 1 standard action
Natural Attacks (Ex): At 1st level, the canite gains Components V, S, F (a dream catcher)
a bite and two claw attacks appropriate for its size. Range 60 ft.
The canite adds one and one-half times its Strength Area cone-shaped emanation
modifier to its bite damage. Duration concentration, up to 10 min./level (D)
Saving Throw none; Spell Resistance no
Inherent Bonus (Ex): The canite gains a +1 inherent
bonus to its Wisdom at 1st and 3rd level. It also gains You can sense the presence of openings into the
a +1 inherent bonus to Strength at 2nd and 5th level dream world. The amount of information revealed
and a +1 inherent bonus to Constitution at 4th and 5th depends on how long you study a particular area
level. These bonuses stack with each other, but not or subject.
with other inherent bonuses, such as those granted 1st Round: Presence or absence of a dream rift.
by a wish spell.
2nd Round: Number of dreams or nightmares
Improved Trip (Ex): The canite gains Improved (creatures, objects, or spells) in the area and the
Trip at 2nd level as a bonus feat. When it hits with power of the most potent dream present.
its bite attack, the canite can attempt to trip its target
3rd Round: The power and location of the dream
as a free action.
rift. If the rift is outside your line of sight, you
Detect Dream Rift (Sp): A 3rd-level canite can cast discern its direction but not its exact location.
detect dream rift at will as a spell-like ability.

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.

Senses Racial Traits Toughness: Dwarves gain Toughness as a bonus feat.

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

TABLE 2:3 – Dwarf Evolution


Dwarf Base Fort Save Ref Save Will Save Special
Lavel Attack
1 +1 [+1] +1 [+0] +0 +0 [+1] Spell Resistance, +1 Constitution [Strength]
2 +2 [+2] +1 [+1] +1 +1 [+1] DR +1/– or [Half-Undead], +1 Wisdom
3 +3 [+3] +2 [+1] +1 +1 [+2] +2 Constitution [Strength]
4 +4 [+3] +2 [+1] +1 +1 [+2] DR +2/– or [Undead], +2 Wisdom
5 +5 [+4] +3 [+2] +2 +2 [+3] Spell Resistance, +3 Constitution [Strength]

Damage Reduction (Ex): The dwarf gains DR +1/–


Dwarf Evolution Cla at 2nd and 4th level. These bonuses stack with each
The dwarves of Earth are as strong and unyielding other and other DR bonuses. A deader dwarf doesn’t
as they’ve always been. Those who evolve tend to gain this DR.
push these traits to the extreme, becoming veritable
paragons of health and power. Conversely, the Half-Undead: The deader dwarf gains a +2 bonus
unfortunate dwarves who contract Deader’s Doom to saving throws against disease and mind-affecting
are twisted creatures battling against the malevolent effects. He takes no penalties from energy-draining
forces within themselves to remain heroes. effects, though he can still be killed if he accrues
Information in [brackets] is modified accordingly more negative levels than he has Hit Dice. After
if the dwarf has the Deader’s Doom flaw. 24 hours, any negative levels the dwarf gained are
removed without any additional saving throws. The
Hit Die: d12 [d8]
dwarf is also healed by negative energy now (no save
required) and harmed by positive energy. If he has
Requirements
fast healing, he can still benefit from that quality.
Race: Dwarf
Undead: The deader dwarf loses his Constitution
Special: Level 1 in any base class. score and becomes an undead (augmented dwarf).
Class Skills: Appraise (Int), Climb (Str), Craft •  Recalculate the dwarf’s Fortitude, Vigor, and
(Int), Intimidate (Cha), Knowledge (dungeoneering, Wound using his Charisma instead.
engineering, fallen, religion) (Int), Perception •  Immune to bleed damage, death effects, disease,
(Wis), Profession (Wis), Sense Motive (Wis), and paralysis, poison, sleep effects, and stunning.
Survival (Wis). •  Not subject to nonlethal damage.
Skill Ranks at Each Level: 4 + Int modifier •  No longer affected by raise dead and reincarnate
spells or abilities. Resurrection and true
Evolution Features resurrection can affect the dwarf. These spells
return the dwarf to its natural state for a period of
Spell Resistance (Ex): At 1st level, the dwarf gains
1 day/level of the spellcaster. At the end of that
Spell Resistance equal to his character level. At 5th
level, this increases to 6 + his character level. A period, Deader’s Doom sets back in unless the
deader dwarf loses the hardy racial trait, but gains SR dwarf has the spell cast upon him again.
6 + his character level and 11 + his character level, The dwarf gains no other benefits or penalties for
respectively. being undead, except as noted above. If an ability
Inherent Bonus (Ex): The dwarf gains a +1 inherent requires the dwarf’s Constitution, substitute his
bonus to his Constitution at 1st, 3rd, and 5th level Charisma instead. If the dwarf dies, he must succeed
and to his Wisdom at 2nd and 4th level. A deader at a Will save (DC 10 + his character level) or rise as
dwarf gains Strength instead of Constitution. These a mindless zombie 1d3 minutes later. The dwarf can
bonuses stack with each other, but not with those add his total points in the Faith Focus as a bonus to
granted by a wish. this save.

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

TABLE 2:4 – Elf Evolution


Elf Base Fort Ref Will Arcane Special
Level Attack Save Save Save Focus
1 +1 +0 +0 +1 +1 Fey Transformation, Inherent Bonus, effective
Spellcasting
2 +1 +1 +1 +1 Lesser Fey Magic, Inherent Bonus
3 +2 +1 +1 +2 +2 Bonus Feat, Inherent Bonus, Effective
Spellcasting
4 +2 +1 +1 +2 Greater Fey Magic Inherent Bonus
5 +3 +2 +2 +3 +3 Immortality, Inherent Bonus, Effective
Spellcasting

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

ENERGIVORES Energivore Lands: Energivores usually create hovels


in places where energy (electricity, magic, radiation,
etc.) can be found in abundance. Those who lack a
Credit: Brian Berg, used with permission consistent source of food will send hunting packs out
The engergivores, or psychic vampires as they are into the nearby area to scavenge for partially working
more commonly known, are an odd race that feeds equipment and magic-wielding adventurers.
upon magical and psychic energy instead of organic Religion: Energivores have little time for faith unless
materials. As such, these energivores are often it comes with the promise of energy to consume. Those
misunderstood and feared. The race was originally who worship any deity were often raised by humans or
born from humans after Satan’s Maul struck Earth. saved in some way by another religious being.
They possess bestial features, which only exaggerate
over time. Since the first offspring were born, the Names: Wild engergivores tend to have names based
engergivore race has bred true on its own. on objects, animals and places that bear spiritual
Energivores are more animalistic than their human significance to their birth. Those who are born in human
counterparts, and are often at home in the wild. They societies are birthed with the names of the cultures.
are not mindless beasts, but are frequently viewed Adventurers: Energivores who adventure do so to
as such. They have an innate need to devour energy satiate their need for energy. Those with a home or
of all kinds, and their fearsome appearance coupled a reliable source of food usually have no need to
with their strange feeding habits has led many to
mistake them for vampires.
Personality: While hanites can be methodical in their
actions, engergivores are unpredictable and chaotic.
They won’t attack allies, but they may periodically
threaten to eat a magic user if they haven’t fed in a
while. This is in jest, of course, but engergivores
can be quite convincing.
In their own societies, the engergivores are
ruled by the mightiest of their breed. They
tend to be chaotic in nature, but rarely view
themselves as either good or evil. They often
overlook the laws of man and kill simply for
their own survival.
Physical Description: Like hanites and
reborn, engergivores began as humans, but the
similarities end there. They have thick, bestial
foreheads, claw-like nails, elongated canines
and cat-like eyes. They are frequently wiry of
frame but with strong, sinewy musculature.
Energivores must absorb energy to survive. Those
that haven’t fed properly in days quickly become
gaunt and skeletal, though this doesn’t immediately
pose a threat to the engergivores’ health.
Relations: The engergivores tend to stay among
their own kind, outcasts among the humans. They
hold no innate hostility to humans, nor do they
detest any other race. They have an insatiable
need to drink magical energies, and that causes
their primal natures to stir. At best, other races
see them as barbaric or primitive. At worst, they
are labeled as demons or vampires.

26
Chapter 2: Races

engergivore can drain the following


TABLE 2:5 – Energivore Random Age energy values from a creature.
Base Age Gifted, Asphalt Arcanist, •  All monsters with an
Scavenger, samurai, Face, Cleric, Intelligence score of 3 or higher
Wastelander Soldier, Priest Dreamwalker enter combat with Technology
Adulthood 15 Focus equal to 1/2 their base
Middle Age 35 attack bonus, rounded down.
•  Monsters with the ability to
Old 53 cast spells always enter combat
Venerable 70 with an amount of Arcane Focus
Max +2d10 +1d4 years +1d6 years +2d6 years or Faith Focus equal to the
highest spell-level they can cast.
adventure, but may still do so if the urge strikes them •  Mutants always enter combat with 1d10
or they have befriended another traveler. Mutation Focus.
Energivores who are born into a human society A creature with no points in any Focus cannot be
have more drive to wander, whether to seek their own drained in this way. Energy drained by an engergivore
destiny or just out of hunger. returns at a rate of 1 each per day. A restoration spell
can also return all Focus in a single area.
E R
nergivore acial raits T Energivores can also feed off of objects with Focus
All engergivores share the following traits. ratings of 1 or higher, such as magic items, advanced
Ability Score Racial Modifiers: +2 Strength, +2 technology, or irradiated objects. The engergivore
Dexterity, +2 Constitution, +4 Wisdom, –2 Intelligence must still be able to bite the object in question, and
applies hardness only to any real damage it would
Size: Energivores are Medium creatures and thus
deal. Whatever the source, engergivores need to
receive no bonuses or penalties due to their size.
consume at least 6 points of energy (an average of 3
Type: Despite their humanoid appearance, engergivores handguns) each day to avoid starvation.
are aberrations.
Base Speed: Energivores have a base speed of 30 feet. Favored Class Options
Languages: Energivores begin play speaking The following favored class options are available to
Common. Those with high Intelligence scores can all engergivores with the listed favored class, and
choose from any language for their bonus languages. unless otherwise stated, the bonus applies each time
you select the favored class reward.
Senses Racial Traits
Darkvision: Thanks to their nature as aberrations, Flaw: Animalistic Cravings
engergivores can see perfectly in the dark up to 60 feet. Because energy is so hard to find in Fall of Man,
Energivores have evolved to last for weeks without
Other Racial Traits consuming it before they actually die of starvation.
This process is very painful and will sometimes leave
Energivore Mutations: Energivores don’t gain
an Energivore more feral even than others of its kind.
adventurer traits like other races. Instead, every
Because of its fear of going without food again,
engergivore has Feral Mutation, Gifted Mutation, and
Irradiated Flesh. These traits do not make the engergivore the Energivore suffers a –2 penalty to Charisma.
a mutant. An engergivore can still become a mutant if it If the Energivore hasn’t fed in at least 3 days,
gains permanent points in the Mutation Focus. this penalty increases to –4, and it also takes a –2
penalty to Intelligence as it loses some sense of
Energy Drain (Su): An engergivore that hits with its bite itself in its cravings. This flaw can be taken at 1st
attack draws away from the energy given off by a creature
level or any level after the Energivore has gone at
or object. As a free action, the engergivore can reduce the
least 3 days without consuming energy.
damage it deals with bite by half or full. That damage
An Energivore that chooses this flaw at can also
is then subtracted from a creature’s Focus, beginning
with the lowest value first. Unless stated otherwise, the pick a bonus feat.

27
Fall of Man

TABLE 2:6 – Energivore Evolution


Energivore Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 +1 +0 +0 Energy Resistance, Increased Focus, Inherent Bonus
2 +1 +1 +1 +1 Deadly Attacks, Increased Focus, Inherent Bonus
3 +2 +2 +1 +1 Energy Absorption, Increased Focus, Inherent Bonus
4 +2 +2 +1 +1 Savage Attacks, Increased Focus, Inherent Bonus
5 +3 +3 +2 +2 Energy Immunity, Increased Focus, Inherent Bonus

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

Gnomes They refuse to believe the two powers are in eternal


conflict for dominance.
Twisted gnomes are not evil in general but as they
An account taken from one Gnomish journal is progress, their minds take strange turns on a crash
essentially the tale of gnomes around the world of course to insanity. In addition, their bodies slowly
Earth. According to the journal, the gnomes suffered a twist and become wracked with strange maladies.
terrible fate. They listened to the prophecies in earnest. This often leads the gnomes to behave irrationally or
They made all the preparations. They did all they could develop mental disorders like homicidal mania.
to see their kind survive. It just wasn’t enough. Unlike the affliction of the dwarves, gnomes can
When they arrived in the vast forest of steel and moderate the degree to which the Bent, as they call it,
concrete which was downtown Los Angeles, the affects them, but almost none escape it entirely. The
gnomes thought for sure they had made it. After gnomes understand that this world was not made for
they battled through some tough losses to get free them, but since the alternative would be oblivion, they
of a large orc tribe that had appeared close by, they are willing to accept the flaws that living on Earth brings.
thought they were free. Escaping into the Hollywood
hills, they established their homes by digging into the Flaw: The Bent
hillside, the sewers, and the forgotten tunnels. When the people of Gothos came to Earth, Gnomes
The ill fate of the gnomes was not fast in coming. sacrificed more than any race. Twisted and
Pollution and sewage mingled with radiation from the broken, many Gnomes gave in to their weakness
fingers of Satan and infused the magical nature of the and became angry, terrible little creatures that
gnomes. With their rampant interest in technology, lash out at those who may otherwise help them. A
and depending on where a Gnomish family founded few have gotten past their impediments and have
their new home, the gnomes potentially suffered this learned to improve themselves in other aspects.
fate faster or slower, but they all suffered over time. At 1st level, a Gnome can choose the Bent as a
Gnomes are often referred to now as “The flaw. When he does, he suffers from irrepressible
Twisted” as their bodies and minds are wracked fatigue. The Gnome takes a –2 penalty to saves
by magic mingling with pollution as well as their against sleep spells and effects, and any fatigue
obsessive desire to marry technology and the arcane. from which the Gnome suffers becomes exhaustion
instead. If the Gnome has levels in his Evolution
class, he can choose to also advance his Bent traits.
A Gnome who chooses this flaw at 1st level can
also pick a bonus feat.

Personality: Gnomes were once considered to be a


happy race. Similar to halflings in stature, the gnomes
were small but had big hearts. They are still curious
and love to study and research but the Bent has soured
many of the benefits of coming to a world with new
and amazing things to learn. At times, they seem to be
the gnomes remembered from the old world but at other
times they are bitter and brooding in nature. They tend
to build up an abject hatred towards one race or another
and often time suffer from mental instability.
Physical Description: Gnomes are small creatures,
usually no taller than about 3-1/2 ft. They possess
large, tilted eyes and somewhat oversized noses.
Gnomes that suffer from the bent eventually find their
bodies changed in unpleasant ways. Many Gnomes
tend towards light eyes of greens and blues with dark
hair and are usually slender. Some older gnomes may
be pudgy which has given way to the “fantasy” look
generally viewed by Earth humans in past history.

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

TABLE 2:7 – Gnome Evolution


Gnome Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 [+1] +1 +1 +0 Radical Technomancer, Inherent Bonus, Effective Spellcasting
2 +2 [+1] +1 +1 +1 Inherent Bonus, Effective Spellcasting
3 +3 [+2] +2 +2 +1 Inherent Bonus, Effective Spellcasting
4 +3 [+2] +2 +2 +1 Inherent Bonus, Effective Spellcasting
5 +4 [+3] +3 +3 +2 Master Technomancer, Inherent Bonus, Effective Spellcasting

Mechanist: Ignore +1/2 arcane rating or Focus when Evolution Features


using technology.
Focus: At each level, the gnome gains +1 Focus in either
Priest of the One God: Ignore +1/2 faith rating in an arcane magic or technology. He cannot gain this bonus
area related to the Many Gods when utilizing faith in in the same Focus two levels in a row. If the gnome has
the One God. the Bent, he can gain a +1 to each level instead. Doing so
Scavenger: The scavenger gains a +1/2 bonus on increases his penalty against sleep spells and effects to –5
Disable Device and Use Magic Device checks related and any heavy exertion on his part leaves him fatigued.
to glyphs, symbols, scrolls, and other magical writings. Radical Technomancer: At each level, the gnome adds
Soldier: Add +1 to the soldier’s CMD when resisting 1 technomancy spell of a level he can cast to his arcanist
a dirty trick or steal attempt spellbook or his gifted spells known. If he doesn’t
have levels in either class, treat his level in gnome as
Wastelander: Add a +1/2 bonus to the wastelander’s his effective level of arcanist or gifted for spellcasting
trap sense. purposes. A gnome with the Bent can choose to reduce his
gnome Hit die to d6 and decrease his base attack as listed
Gnome Evolution Class in the table. If he does, the gnome counts his effective
Gnomes were once a proud race of tinkers, class level as twice his gnome level, to a maximum of 10
storytellers, and builders. Since coming to earth, or his current character level, whichever is lower.
they have added tortured and misfortunate to the Inherent Bonus (Ex): The gnome gains a +1 inherent
statements that describe their race. Gnomes evolve bonus to one mental attribute (Int, Wis, Cha) of his choice
much like other races, but as they do, they can allow at each gnome level. If the gnome also has the Bent, he
the Bent to twist and ravage their bodies the more can take a –1 penalty to one physical Ability score and
they depend on it. gain another +1 bonus to a different mental attribute. The
A gnome with the Bent flaw can choose to use the gnome cannot choose the same Ability scores two levels
Information in [brackets] in exchange for something in a row. This bonus stacks with itself, but not with other
else. See class features for more information inherent bonuses, such as those granted by a wish spell.
regarding what gnome’s with the Bent can trade their
Effective Spellcasting: At each level, the gnome gains
evolution class features for.
new spells per day as if he had also gained a level in a
Hit Die: d8 [d6] spellcasting class he belonged to before adding the gnome
level. He does not, however, gain other benefits a character
Requirements of that class would have gained, except for spells per day,
Race: Gnome spells known (if he is a spontaneous spellcaster), and an
increased effective level of spellcasting. If a character had
Special: Level 1 in any base class more than one spellcasting class before taking gnome
Class Skills: Appraise (Int), Craft (any) (Int), Disable evolution, he must decide to which class he adds the new
Device (Dex), Fly (Dex), Heal (Wis), Knowledge level for purposes of determining spells per day.
(arcana) (Int), Knowledge (nature) (Int), Perception Master Technomancer: The gnome casts technomancy
(Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft spells at +1 spellcaster level for each point he has in the
(Int), Survival (Wis), Use Magic Device (Cha) Arcane Focus above 10. This can increase the caster
Skill Ranks at Each Level: 4 + Int modifier. level of the gnome’s technomancy spells.

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

begins each day with Favor equal to her Charisma


modifier, max 5. If she can store Favor, the halfling Half-elves
can also store and use additional Favor each day up
Half-elves on Gothos were treated the same as any
to her Charisma modifier, max 5. The halfling’s faith
human or elf, depending on where they grew up. When
is effectively 1 unless she puts points into that Focus. it was time to leave that dying planet, they came through
Mutation Immunity: Halflings are entirely with the other races exactly as one would expect.
immune to all radiation, toxic magic, and mutation. On Earth, humans trying to gain acceptance with their
They cannot gain points in the Mutation Focus, local counterparts began to disdain half-elves. Because
even temporarily. of limited supplies and a need to preserve their race, elves
weren’t much better. This has led to half-elves wandering
the areas surrounding human and elf settlements in search
Favored Class Options of allies to join and offer their unique talents.
The following favored class options are available to Personality: Half-elf personalities vary as widely
all halflings with the listed favored class, and unless as humans due to their human blood. They tend to
otherwise stated, the bonus applies each time you be a little more reserved than the average human,
select the favored class reward. however, and perhaps a bit more thoughtful. Half-
elves do tend to carry a chip on their shoulder as they
Arcanist: Add +1/6 use per day to cast a spell with
the arcanist’s bonded object.
Asphalt samurai: Subtract 1/4 ki point from those
reduced by way of the phoenix.
Cleric of the Many Gods: Ignore +1/2 faith rating
in an area related to the One God when utilizing faith
in the Many Gods.
Dreamwalker: Add a +1/4 bonus on Acrobatics and
Stealth checks.
Face: Add +1/2 on Bluff checks to pass secret
messages, +1/2 on Diplomacy checks to gather
information, and +1/2 on Disguise checks to
appear as an elven, half-elven, or human child.
Gifted: Gain +1/4 of a metamagic or item
creation feat. That feat doesn’t function until
you’ve selected this 4 times.
Mechanist: Add a +1/2 bonus on Disable Device
checks regarding traps and a +1/2 bonus to trap sense.
Priest of the One God: Ignore +1/2 faith rating in an
area related to the Many Gods when utilizing faith in
the One God.
Scavenger: Add +1/6 of a rogue talent.
Soldier: Add +1 to the soldier’s CMD when resisting
a trip or grapple attempt.
Wastelander: Add +2-1/2 Favor at the beginning
of each day. Beginning at 11th level, add +5 Favor
instead. This doesn’t grant the ability to store favor.

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.

37
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.

TABLE 2:8 – Half-orc Evolution


Half-orc Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 +1 +0 +0 Bravery +1, Natural Born Warrior, +1 Strength, SR +1
2 +2 +1 +1 +1 Orcish Fury, +1 Dexterity, SR +2
3 +3 +2 +1 +1 Hatred, +2 Strength, SR +3
4 +4 +2 +1 +1 Weapon Training, +2 Dexterity, SR +4
5 +5 +3 +2 +2 Bravery +2, +3 Strength, +3 Dexterity, SR +5

38
Chapter 2: Races

Hanites TABLE 2:9 – Hanite Age


Base Age Gifted, Asphalt Arcanist,
Hanites are a new species of being Scavenger, samurai, Face, Cleric,
which originated from man. Before Wastelander Soldier, Priest Dreamwalker
the great meteor struck, a large
Adulthood 12
number of people prophesized
the end of the world. Following Middle Age 40
a Charismatic leader known as Old 64
Maxwell Hanndover, many flocked Venerable 98
to Wisconsin where he gathered
them into 13 villages, which Max +3d10 +1d4 years +1d6 years +2d6 years
quickly became known as the 13
tribes, numbering roughly 12,000 in number each. In the end, when a shard from the great meteor
Hanndover quoted a number of religious texts saying struck into the heart of Wisconsin and the dust
if the tribes were faithful, they would be delivered unto settled, most of the 12 truehearted tribes were gone
heaven and saved from the destruction which was without a trace. Those who survived suggested they
coming. The legend says most members of 12 of the were disintegrated when the shard hit, while others
13 tribes followed the teaching of peace and minimized say they were delivered from Earth moments before
sin and outside influence to the letter. The 13th tribe, the shard struck. Those remaining few—and the 13th
however, agreed to allow themselves to be filmed and tribe in its entirety—survived the strike, but found
became a worldwide sensation. Many within the tribe themselves in hell on Earth.
started to rationalize a return to a more secular lifestyle. The shard itself became known as Etern, Bringer
of Change. Near where it struck nearly everyone
became strongly afflicted with mutations,
most of which were horrible disfigurements.
Vermin grew to large sizes, and seemed to
integrate steel and scraps of the old world
into their living essence.
Oddly, a large number of women in
the 13th tribe seemed unaffected by
mutation. Their offspring were, though.
As each child grew, it developed the
same common set of mutations, and it
was here that the race of hanites was
believed to be born.
As a hanite matures, it finds it has
a second consciousness within it; as
though two beings were merged into
one. Some of these second beings
eventually awaken and gain an
awareness of their own, often taking
control of the hanite’s second pair of
arms and functioning alongside its
codependent half.
Personality: Hanites tend to feel
strongly that they are the next step
in human evolution. Primed with the
belief they were blessed to become the
next generation, they are commonly
arrogant or at least patronizing to

39
Fall of Man

the “lesser” races. Otherwise their temperaments are


Hanite History similar to humans. However, many hanites find they are
Nearly 3 decades after the in fact two beings merged into one. These often give
accident at Chernobyl, the area the hanite what seems like two conflicting personalities.
still held enough toxicity that
prolonged exposure could make
Physical Description: Hanites look like humans but
those working and living nearby have 4 arms, with the second set below the first. They
sick. The governments involved in also commonly stand slightly taller than the average
controlling the process were still human, and can actually mutate to large size in time.
squabbling about how best to finish
the new safe confinement for the area, Relations: Hanites tend to only get along with orcs,
but nobody had either the funding halflings, and elves well. They commonly think of
or the ability to push the project dwarves, gnomes, and reborn as cursed, with some
forward until at least the end of the
current sarcophagus’ lifespan.
hanite colonies actively hunting these other sentient
With the revelation that Satan’s
races. Their thinking varies greatly from group
Maul was on its way, the Ukrainian to group, but most have a strong opinion of other
government reached out to its allies mutants, either as the failed experiments of nature
in Israel with an offer. They could (unlike the hanites who are perfect) or as “young ones”
test their responses to the Maul
beneath Chernobyl. By doing so,
who should be helped to become greater beings (like
any radiation that resulted would the hanites are). Some groups of hanites travel with the
be attributed to that which still hunter packs of orcs, hunting humans for sport.
leaked from the reactors. In return,
the Ukraine would be amongst those
Hanite Lands: Hanites live primarily in the heartland
protected if the Maul wasn’t diverted of North America, though a number of colonies
or destroyed. have travelled across the seas, looking for others as
By 2028, soon after Eden left on “blessed” as they are.
its voyage into space, the Scientists
beneath Chernobyl had a breakthrough
Religion: Hanites overwhelmingly believe they are
in their research. Since combatting the chosen of the One God, set to live among others
Satan’s Maul had proven a fruitless for the time being. A few believe they are being
endeavor, they would embrace it punished, with their “second being” being a demon
instead. Calculations were made and
months were spent planning exactly
sent to torture them; while others believe they are the
what it would take to survive in the meek who will inherit the Earth, merged with another
new world. to help it grow in the ways of the world.
As 2029 rolled into 2030, they began Names: Hanites tend to take biblical names.
to distribute their “results” to pocket
groups of followers around the globe. Adventurers: Hanites adventure with cause. They
By the time the Maul loomed in the look for purpose in all they do.
sky, the Hanithent Solution, so
named for the first successful human
subject, had been replicated and Hanite Racial Traits
improved upon to near perfection,
but it remained unstable. Anybody Ability Score Racial Modifiers: +2 Str, +2 Wis,
using the Solution would have to –2 Dex, –4 Cha. Hanites are naturally strong, but
wait until the last possible day to awkward in their motions. Their second being gives
expose it to the air or it would decay them exceptional insight, but coupled with their
and become inert.
obviously mutated appearance, makes it difficult to
And then a miracle happened that
cemented the Hanite’s beliefs in
interact with others when the hanite occasionally
their cause. The unexpected addition breaks into an argument with itself.
of magic from the dying Gothos
stabilized the Solution, allowing
Size: Hanites are Medium creatures and thus receive
it to properly adhere to those no bonuses or penalties due to their size.
exposed to it. While so many around
the world died as unbelievers, the
Base Speed: Hanites have a base speed of 30 feet.
Hanites transcended the fault that Natural Mutant: Hanites begin with the Mutant
was human existence.
Gene feat at 1st level. They are humanoids with the
mutant subtype.

40
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

TABLE 2:10 – Hanite Evolution


Hanite Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 +1 +1 +1 Hanite Faith, Inherent Bonus, Effective Spellcasting
2 +2 +1 +1 +1 Inherent Bonus, Effective Spellcasting
3 +3 +2 +2 +2 Inherent Bonus, Effective Spellcasting
4 +3 +2 +2 +2 Mutated Being, Inherent Bonus, Effective Spellcasting
5 +4 +3 +3 +3 True Mutation, Inherent Bonus, Effective Spellcasting

41
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.

42
Chapter 2: Races

Names and Languages: Earth-born humans


run the gamut of languages, having practically
developed one for every culture that existed
before the Fall of Man. Names are equally
complex to outsiders, ranging from Edward to
Raynaldo, to Xiang Yim. Now that books
and education as a whole are almost gone
entirely, communication with some
humans can be difficult.
Thankfully, in thirty years or so of
the Gothosians being present on their
planet, the humans have started to
adapt the Common tongue used by
practically every race from that other
world. Some pick it up faster than
others, given its relatively English-
based roots, but anybody who is
adventuring usually has a good
enough grasp to get along or else
they wouldn’t have survived even
this long.
Adventurers: Humans are explorers by
nature, and very curious. They also have
a built in need to expand society, making
it a common occurrence to see human
adventurers. They can be out in the world
for any number of reasons, but mostly for
survival. Some are knowledge seekers,
others wild warriors, others soldiers, and
others scavengers.

Human Racial Traits


Ability Score Racial Traits: Human
characters gain a +2 racial bonus to one
ability score of their choice at creation to
represent their varied nature. Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose
Size: Humans are Medium creatures and thus receive any languages they want (except secret languages,
no bonuses or penalties due to their size.
such as Druidic). See the Linguistics skill page for
Base Speed: Humans have a base speed of 30 feet. more information about these languages.

TABLE 2:11 – Human Evolution


Human Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 +0 +1 +1 evolution 1, inherent bonus
2 +2 +1 +1 +1 evolution 2, inherent bonus, effective Spellcasting
3 +3 +1 +2 +2 evolution 3, inherent bonus
4 +3 +1 +2 +2 evolution 4, inherent bonus, effective Spellcasting
5 +4 +2 +3 +3 evolution 5, inherent bonus

43
Fall of Man

Flaw: Pragmatist Feat and Skill Racial Trait


Humans are a naturally stubborn bunch. Even Bonus Feat: Humans select one extra feat at 1st level.
with elves, dwarves, and other fantastic creatures
Skilled: Humans gain an additional skill rank at
roaming around their planet, some still hold firm
first level and one additional rank whenever they
to the belief that magic simply does not exist.
These Humans, called pragmatists, are restricted gain a level.
to having a maximum of 4 points in the Arcane
focus and cannot place their free points into that Human Adventurer Traits
focus. In addition, there is always at least a 1 in Adaptable Focus: Humans can place 1 point into
20 chance that an arcane spell, magic item, or any Focus at 1st level.
other, similar effect handled by a pragmatist will
fail outright. This chance of automatic failure Mutant Gene: Human adventurers begin play with
increases by the number of points the pragmatist the Mutant Gene feat and can place points into the
has in the Technology focus. Mutation Focus.
Because there were so many to begin with,
the most devastated of all races in the Fall of Favored Class Options
both worlds were the Humans. Over 96% of The following favored class options are available to
humankind was wiped out on Earth and nobody all humans with the listed favored class, and unless
can say how many died on Gothos. Now, they are
otherwise stated, the bonus applies each time you
scattered, fearful, and, worse yet, hunted with a
select the favored class reward.
savage vengeance by Orc and Goblinkind.
Some say the time of Man has passed and other Arcanist: Add one spell from the arcanist spell list
races will come to dominate Earth, but the wise to the arcanist’s spellbook. This spell must be at least
never count humans out. Not even they could one level below the highest spell level the arcanist
wipe themselves out, after all. can cast.
Humans are divided into two camps. There are
the Earth humans, who refer to themselves as Asphalt samurai: Add +1/4 point to the samurai’s
“The Rightful” and the Gothos humans, who are ki pool.
referred to by Earth humans as “The Displaced”. Cleric of the Many Gods: Add a +1 bonus on caster
In reality, all mankind is displaced and in many level checks made to overcome the spell resistance of
cases at the mercy of Elves, Dwarves, and other mutants and outsiders.
races who have made it across to survive on Earth.
The race is adapting, though. Some have learned Dreamwalker: Add +1/4 use of the Blessed Sleep
to adopt magic over technology. Some have ability.
developed skills of the “olden times” like science Face: Add a +1/2 bonus on Bluff checks to lie and a
and other technical skills, and some become great +1/2 bonus on Diplomacy checks to gather information.
adventurers and leaders.
Humans are also the most susceptible to Gifted: Add +10 minutes to the duration of Gifted
mutation. Mutant humans can often times be Mutation.
pathetic and terrible things, but some become Mechanist: Add +1/6 of an item creation feat. This
extremely powerful and rise to the challenges of means the Mechanist only gains one feat every 6 levels.
the ruined world. Mutants are not well accepted
amongst other humans, who do not want to be Priest of the One God: Add +1/2 to positive energy
reminded of how fragile they are in this new Earth. spell damage and healing, including cure spells.
A Human who chooses this flaw at 1st level can Scavenger: Add +1/4 enhancement bonus to all
also pick a bonus feat. If the Human never interacts saving throws.
with magic or has found a way to permanently
shield himself from its effects, the GM can remove Soldier: Add a +1/2 bonus on Diplomacy and
this flaw, and the Human’s next feat is taken up by Intimidate checks to change a creature’s attitude.
the one he earned from Pragmatist. Wastelander: Add +1/4 temporary mutation point.

44
Chapter 2: Races

Human Evolution Cla Diversified – The human treats all classes as


favored classes.
Humans are the surviving native race of Earth and
Freedom to Choose – The human gains 1 point of
once dominated the planet with powerful technology.
Focus to distribute anywhere. This trait cannot be
Now, the race of man is in a steep decline and
taken for the same area of Focus twice in a row.
competing tooth and nail with the other races that
recently came to Earth. Humans are adaptable Heightened Senses – The human gains low-light
though, and they survive yet, allying themselves with vision and a +2 racial bonus to Perception checks.
the other “good” races of the world today. There are If this trait is taken a second time, the human gains
also many humans from the world of Gothos but darkvision out to 60 feet.
one cannot tell an Earth human apart from a Gothos Magic – The human’s spells per day increase by +1
human. Humans also come in a wide variety of level of her existing class (see effective spellcasting).
shapes, sizes, and ethnic origins. Generic humanity This trait cannot be taken twice in a row.
is represented here.
Mutation – The human gains points the in Mutation
Hit Die: d8 Focus equal to her human level and rolls once for a
random mutation. As a result of becoming a mutant,
Requirements the human can no longer progress in this class.
Race: Human Quick Learner – The human gains a number of
Special: Level 1 in any base class skill ranks equal to her current level and +1 rank per
Class Skills: Acrobatics (Dex), Appraise (Int), level going forward. This trait cannot be taken twice
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy in a row.
(Cha), Disguise (Cha), Drive (Dex), Escape Artist Inherent Bonus (Ex): At each human level, the
(Dex), Intimidate (Cha), Knowledge (all) (Int), human gains a +1 inherent bonus to any one ability
Linguistics (Int), Perception (Wis), Perform (Cha), score of her choice. This bonus stacks with itself,
Profession (Wis), Sense Motive (Wis), Sleight of but not with other inherent bonuses, such as those
Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use granted by a wish spell.
Magic Device (Cha). Effective Spellcasting: At 2nd and 4th level, the
Skill Ranks at Each Level: 6 + Int modifier. human gains new spells per day as if he had also
gained a level in a spellcasting class he belonged to
Evolution Features before adding the human level. He does not, however,
Evolution: At each human level, the human gains gain other benefits a character of that class would
one of the following traits. have gained, except for spells per day, spells known
(if he is a spontaneous spellcaster), and an increased
Adaptable – The human gains a bonus feat. This
effective level of spellcasting. If a character had
trait cannot be taken twice in a row.
more than one spellcasting class before taking human
Assimilation – The human gains one trait from evolution, he must decide to which class he adds the
another race. Canites grant Scent, dwarves grant new level for purposes of determining spells per day.
Hardy, elves grant Elven Immunities, and half-orcs If the human belongs to a class that doesn’t grant
grant Ferocity. For reasons unknown, humans have spellcasting, he gains +1 point of Focus to place
yet to evolve traits from other races. anywhere instead.

45
Fall of Man

Reborn The reborn always have a gaunt, drawn appearance


to them, making them look most like zombies. The
difference is in the obvious alertness of their eyes and
When millions died in the near destruction of Earth, actions. Their nails may be black, blueish, or broken
Midnar’s intervention left them briefly without and gray.
access to their various heavens. As magic infused the
world, they rose, not as undead, but as a new and Relations: Reborn tend to not fit in well with any
unfortunate offshoot of man called reborn. specific race, but get along least with dwarves who
see them as deader humans who just haven’t gone
At first, many were mistaken for zombies and
mad yet. Other than that, they have no specific
ghouls, and it is true that the reborn share many traits
relations with other races.
with such pitiful creatures, but eventually the truth
came out. Reborn Lands: Reborn have no official lands to
These beings still possessed a life force. They speak of in the U.S. They often wander into small
had been given a new, magically infused, and communities or find other small groups of reborn to
fundamentally different life. Most forgot entirely live with. Many find their way into adventuring groups
who they used to be, but some could recall the or small factions for protection. In Europe, the reborn
occasional memories of their past lives if they soul are slowly finding their way to London, England,
searched enough. To this day, some of the recently where there is believed to be a city deep underground
dead become reborn and rise again, though nobody where they can all suffer unlife together in peace.
knows why it still happens since the gods are alive
and well.
Speculation persists in the more civilized areas of
North America that the United Kingdom and parts of
Western Europe have much higher concentrations of
reborn than the rest of the world. Proof of this may
exist in London, wherein there may be an actual city
of reborn.
Personality: The reborn are usually fairly sullen and
quiet. They generally hate their condition and avoid
crowded communities. They hate undead, as they
blame the powers of undeath for their condition. A
reborn that joins a group of adventurers is sure to
be a stalwart ally despite his misgivings about his
own abilities.
Physical Description: For some reason, the reborn
affliction seemingly only targets humans born on
Earth. Their skin becomes ashen, and is cold to the
touch as if they are dead. Sometimes, they will have
a green, bruised look to them if they have suffered
damage, like that of a severe wound on a corpse. Of
course, this heals in time and they go back to the ash
gray. They generally have white, dead looking eyes
as well, though some retain a very light blue iris. The
hair of a reborn varies depending on how long the
person was dead. It could be a full head of dry hair
or it could simply be small clumps sticking out in
various places on the scalp.

46
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).

47
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.

TABLE 2:12 – Reborn Evolution


Reborn Base Fort Ref Will Special
Level Attack Save Save Save
1 +1 +1 +0 +1 Past Knowledge, Slam, +1 Charisma
2 +2 +1 +1 +1 Restlessness, +1 Dexterity
3 +3 +2 +1 +2 Fast Healing, +2 Charisma
4 +3 +2 +1 +2 Deadened Nerves, +1 Constitution
5 +4 +3 +2 +3 Past Knowledge, Regeneration, +2 Dexterity, +2 Constitution

48
Chapter 2: Races

TABLE 2:13 – Random Height and Weight


Race Base Height Base Weight Modifier Weight Multiplier
Canite, female 4 ft. 5 in. 105 lbs. 2d12 ×7 lbs.
Canite, male 4 ft. 5 in. 105 lbs. 2d12 ×7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 x3 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 x3 lbs.
Energivore, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
Energivore, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 ×7 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 ×7 lbs.
Hanite, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Hanite, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
Human, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Reborn, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
Reborn, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.

49
Fall of Man

Chapter 3: Classes and Archetypes


In the world of Fall of Man, each character is Halfling Gifted: A gifted who draws power from
defined by his or her class. Each class has its own divine inspiration rather than radiation.
set of unique abilities that help the races survive in Priest of the One God (PRS): The divine powered
a harsh and unforgiving Earth. As they increase in followers of Earth’s only god before the Many Gods
level through experience gains, they become more came back.
powerful and gain access to stronger abilities.
Scavenger: (SCV) A packrat and thief of the new
The class of your character is essentially your
fallen world. Stealthy and clever with an eye for the
profession, it is what you do and all the skills and
value of junk.
abilities outside you race are gained from continued
advancement in these classes. Soldier (SLD): A well trained warrior who is adept
Some classes are physical and excel in combat, at the fine art of modern combat.
while others are suited to stealth or even magic. In Wastelander (WLB): Feral, mutant savages who are
this chapter you will be introduced to the classes of ferocious warriors.
Fall of Man.
Advanced and Master Classes
The Classes In future supplements, Fall of Man will introduce
In Fall of Man, there are 3 base classes to choose Advanced and Master Classes. Both advanced and
from that advance through 20th level. Each has its master classes can advance a character beyond 20th
own unique set of skills and abilities. level, with advanced classes becoming available after
10th level and master classes after 20th.
Asphalt samurai (ASI): A street-smart warrior who
wields both blade and gun that follows as strange Reading Classes
tradition of ancient Bushido codes.
As you review the special abilities of these classes
Gifted, The (GFT): A strange mutant who is you may also want to look in appropriate sections of
naturally gifted with the powers of the arcane. this book to find skills available and potential bonus
Mechanist (MEC): A master of technology who feats. Refer to the other chapters as you need to in
studies the devices from before the Fall. order to understand the character and its abilities.

Archetypes Asphalt Samurai


There are 9 archetypes presented in Fall of Man.
Each is based on a class found in the Pathfinder In humanity’s past, great knights served as protectors
Roleplaying Game Core Rulebook. and guardians of the people. On Gothos, paladins
dedicated themselves to their orders and their gods
Arcanist (ARC): A learned spellcaster who studies the and fought for the power of good.
arcane arts in order to work magic in the fallen world. When the world was shattered by Satan’s Maul,
Cleric of the Many Gods (CLR): A divinely there were no knights, no paladins to protect the
charged spellcaster and warrior who is a devout people of Earth. By the time anybody could establish
follower and prophet for the Many Gods that anything resembling a police force again, the orcs,
crossed over from Gothos. or trolls, or any number of other monstrous beings
would find them, and they would die.
Dreamwalker (DRM): A martial artist who has Finally, when it became clear that a dedicated few
connected with Midnar: God of Dreams and able to could survive better than a disorganized many, the
alter reality with their waking dream-state. Order of the Asphalt samurai was founded.
Face (FCE): A charismatic wheeler and dealer who Asphalt samurai do not congregate. They do not
also happens to be great at bartering, lying, and swear fealty to some lord or higher being. They are as
cheating to get what he wants. the Ronin of Earth’s ancient Japan and China.

50
Chapter 3: Classes and Archetypes

Order after years of service as something else. The


strongest of the asphalt samurai usually tend to have
their upbringing being one of a physical nature.
Focus: One of the asphalt samurai’s greatest strengths
is his understanding of both arcane magic and
technology and knowing how to use both to create
the strongest effect in combat. He also understands
that both have weaknesses and attempts to overcome
those with the use of the other power.
Views of Technology: The way of the Sword and
Gun teaches that archaic weapons can be used
well in conjunction with modern techniques
and equipment. With their skills reliant on such
varied understandings, asphalt samurai learn to
regard technology with respect and, over time, can
use more complex technological weaponry.
Other classes: An asphalt samurai has no ill will
towards any of the other classes and will be the first
to admit that a diverse party can be a more stable
party, but when asked directly he will state he likes
classes that will “have him back in combat” because
that is where he will always be.
Hit Die: d10
Starting Equipment: A 1st-level asphalt samurai
starts with a katana and handgun duo, called a daisho,
valued together at a barter DC of 36; armor valued
at or below DC 16; and up to 4 common items (or
item kits) valued at a maximum of DC 8. In total, a
Background: They started 1st-level asphalt samurai’s equipment is worth Barter
as a series of small schools on Value DC 37.
the California Isle, teaching the Class Skills: The asphalt samurai’s class skills are
ways of Sword and Gun and holding a number of Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int),
important virtues and disciplines. As the masters of Diplomacy (Cha), Drive (Dex), Intimidate (Cha),
these teachings moved throughout the world over the Knowledge (arcana, technology), Profession (Wis),
last 30 years, the key spiritual teachings of Sword and Ride (Dex), Sense Motive (Wis), and Swim (Str).
Gun have mostly been lost. In current times, asphalt
Skill Ranks per Level: 4 + Int modifier.
samurai fall into a number of categories from purists
to moderates, to those known as “users”, beings that
simply use the martial teachings for their own benefit. Class Features
Adventurers: Adventuring is the life force of an asphalt The following are the class features of the asphalt
samurai, they live to better themselves in combat, be samurai.
it protecting a small village or cleaning up a den of Weapon and Armor Proficiencies: Asphalt samurai
goblins, if an asphalt samurai can smell combat it is an are proficient with all basic weapons, plus the katana.
unstated fact you will see him in the fray. They are proficient with light and medium armor, but
Races: Asphalt samurai can be of any race from either not with heavy armor or shields.
world but most likely were born on the new Earth. If Daisho: The asphalt samurai begins play with a
they are of an older race they may have joined the katana and a handgun of his choosing. If another

51
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.

TABLE 3:1 – Asphalt samurai


samurai Base Attack Fort Ref Will Arcane Tech Special
Level Save Save Save Focus Focus
1 +1 +2 +2 +0 +1 +1 Daisho, Close-Combat Shot
2 +2 +3 +3 +0 +1 +1 Ki Pool
3 +3 +3 +3 +1 +1 +2 Warrior’s Stance
4 +4 +4 +4 +1 +2 +2 Focused Strike
5 +5 +4 +4 +1 +2 +3 In My Sights
6 +6/+1 +5 +5 +2 +2 +3 Improved Daisho
7 +7/+2 +5 +5 +2 +3 +4 Soldier Training, Warrior’s Stance
8 +8/+3 +6 +6 +2 +3 +4 Tracking Fire
9 +9/+4 +6 +6 +3 +3 +5 Close-Combat Expert
10 +10/+5 +7 +7 +3 +4 +5 Arc of the Sun
11 +11/+6/+1 +7 +7 +3 +4 +6 Greater Daisho
12 +12/+7/+2 +8 +8 +4 +4 +6 Soldier Training (armor)
13 +13/+8/+3 +8 +8 +4 +5 +7 Warrior’s Stance
14 +14/+9/+4 +9 +9 +4 +5 +7 Way of the Phoenix
15 +15/+10/+5 +9 +9 +5 +5 +8 Improved Tracking Fire
16 +16/+11/+6/+1 +10 +10 +5 +6 +8 Covenant of the Sun
17 +17/+12/+7/+2 +10 +10 +5 +6 +9 Soldier Training (armor)
18 +18/+13/+8/+3 +11 +11 +6 +6 +9 Greater Phoenix
19 +19/+14/+9/+4 +11 +11 +6 +7 +10 Warrior’s Stance
20 +20/15/+10/+5 +12 +12 +6 +7 +10 Daisho Mastery

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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

53
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.

54
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.

TABLE 3:2 – Gifted


Gifted Base Fort Ref Will Arcane Mutation Special Spells per day
Level Attack Save Save Save Focus Focus
1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 +1 +1 Eschew 2
Materials,
Gifted Mutation
2 +1 +3 +0 +3 +1 +1 Diluted 3
Bloodline (1st)
3 +1 +3 +1 +3 +1 +2 Latent Mutation 4
4 +2 +4 +1 +4 +2 +2 Controlled 5 2
Mutation
5 +2 +4 +1 +4 +2 +3 Diluted 5 3
Bloodline (3rd)
6 +3 +5 +2 +5 +2 +3 Accelerated 5 4 *
Magic
7 +3 +5 +2 +5 +3 +4 Latent Mutation 5 5 2
8 +4 +6 +2 +6 +3 +4 Diluted 5 5 3 *
Bloodline (5th)
9 +4 +6 +3 +6 +3 +5 Latent Mutation 5 5 4 *
10 +5 +7 +3 +7 +4 +5 5 5 5 2 *
11 +5 +7 +3 +7 +4 +6 Diluted 5 5 5 3 *
Bloodline (7th)
12 +6/+1 +8 +4 +8 +4 +6 Accelerated 5 5 5 4 * *
Magic
13 +6/+1 +8 +4 +8 +5 +7 Latent Mutation 5 5 5 5 2 *
14 +7/+2 +9 +4 +9 +5 +7 Diluted 5 5 5 5 3 * *
Bloodline (9th)
15 +7/+2 +9 +5 +9 +5 +8 Latent Mutation 5 5 5 5 4 * *
16 +8/+3 +10 +5 +10 +6 +8 Magic vs. 5 5 5 5 5 2 * +
Mutation
17 +8/+3 +10 +5 +10 +6 +9 Diluted 5 5 5 5 5 3 * +
Bloodline
(11th)
18 +9/+4 +11 +6 +11 +6 +9 Accelerated 5 5 5 5 5 4 * + +
Magic, Magic
vs. Mutation
19 +9/+4 +11 +6 +11 +7 +10 Latent Mutation 5 5 5 5 5 5 2 + +
20 +10/+5 +12 +6 +12 +7 +10 Mutated 5 5 5 5 5 5 3 + +
Bloodline

55
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

56
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.

TABLE 3:3 – Gifted Spells Known


Level 1 2 3 4 5 6 7 8 9
1st 2 — — — — — — — —
2nd 2 — — — — — — — —
3rd 3 — — — — — — — —
4th 3 1 — — — — — — —
5th 4 2 — — — — — — —
6th 4 2 * — — — — — —
7th 5 3 1 — — — — — —
8th 5 3 2 * — — — — —
9th 5 4 2 * — — — — —
10th 5 4 3 1 * — — — —
11th 5 5 3 2 * — — — —
12th 5 5 4 2 * * — — —
13th 5 5 4 3 1 * — — —
14th 5 5 4 3 2 * * — —
15th 5 5 4 4 2 * * — —
16th 5 5 4 4 3 1 * + —
17th 5 5 4 4 3 1 * + —
18th 5 5 4 4 4 2 * + +
19th 5 5 4 4 4 2 1 + +
20th 5 5 4 4 4 3 3 + +
* = These are gained with accelerated magic.
+ = These are gained with magic vs. mutation.

57
Fall of Man

Accelerated Magic: At 6th, 12th, and 18th level, Aberrant


a gifted has an important choice to make. At each
interval, she can spend a point of her Mutation Focus Radiation runs through your veins. You can tap it to
to increase her Arcane Focus by 1. She can wait to gain extraordinary powers.
spend these points, in case she needs to first earn one Class Skill: Knowledge (toxicology)
or more, but the choice to spend them is permanent; Bonus Spells: enlarge person (3rd), see invisibility (5th),
the gifted cannot later remove her points in Arcane tongues (7th), black tentacles (9th), feeblemind (11th)
Focus and gain back mutation.
At any point at which the gifted’s class bonus to Bloodline Arcana (1st): Whenever you cast a spell
Arcane Focus is high enough to grant a new spell of the polymorph subschool, increase the duration
level, she immediately learns 1 spell of that level of the spell by 50% (minimum 1 round). This bonus
and gains the ability to cast it once per day (plus any does not stack with the increase granted by the
Extend Spell feat.
additional times for having a high Charisma). This
persists until her normal progression takes over. Acidic Ray (Sp): Starting at 1st level, you can fire
an acidic ray as a standard action, targeting any foe
Magic vs. Mutation: At 16th level and again at
within 30 feet as a ranged touch attack. The acidic
18th level, the gifted can spend 4 mutation points
ray deals 1d6 points of acid damage + 1 for every
to gain access to another level of spells beyond 7th.
two sorcerer levels you possess (max +5). You can
Her Arcane Focus must still be high enough to do so
use this ability a number of times per day equal to 3
(see accelerated magic above), and she can remove
+ your Charisma modifier.
mutations when she gains her level for enough points
to buy the spell level. This is the only time the gifted Long Limbs (Ex): At 3rd level, your reach increases
can do this. It is a painful process to cleanse one’s by 5 feet whenever you are making a melee touch
self of mutation, but those who manage it learn new attack. This ability does not otherwise increase your
heights of arcane magic. threatened area. At 11th level, this bonus to your
Upon gaining access to 8th-level spells, the gifted reach increases to 10 feet.
learns 1 spell of that level. She gains another at 17th Bonus Feat (7th): Combat Casting, Improved
level and a third at 19th level. She can cast 2 of those Disarm, Improved Grapple, Improved Initiative,
spells per day initially, plus 1 spell per day for each Improved Unarmed Strike, Iron Will, Silent Spell,
gifted level beyond 16th (max 5/day at 20th level). Skill Focus (Knowledge [toxicology]).
In addition, she can also cast 1 extra 7th-level spell Unusual Anatomy (Sp): At 9th level, your anatomy
per day. changes, giving you a 25% chance to ignore
Upon gaining access to 9th-level spells, the gifted successful critical hits or sneak attacks against you.
learns 1 spell of that level. She gains another at 19th
level and a third at 20th level. She can cast 2 of those Aberrant Form (Ex): If you chose to enhance your
spells per day. This increases to 3/day at 19th level bloodline at 20th level, your body becomes truly
and 5/day at 20th level. She also gains 1 more 7th- unnatural. You are immune to critical hits and sneak
level spell per day, bringing her total up to 5/day of attacks. In addition, you gain blindsight with a range
every spell level. of 60 feet and damage reduction 5/—.

Mutated Bloodline: At 20th level, the gifted chooses Arcane


to gain either her 20th-level bloodline power or one
perfect mutation. Your blood runs pure with the magic of Gothos.
Class Skill: Knowledge (any one)
Bloodlines Bonus Spells: identify (3rd), invisibility (5th), dispel
The following Bloodlines (except the new magic (7th), dimension door (9th), overland flight
technological bloodline) can also be found in the (11th)
either the Pathfinder Roleplaying Game Core Bloodline Arcana (1st): Whenever you apply a
Rulebook or the Pathfinder Roleplaying Game metamagic feat to a spell that increases the slot used
Advanced Player’s Guide, but are summarized here. by at least one level, increase the spell’s DC by +1.

58
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.

59
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,

61
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

TABLE 3:4 – Mechanist


Mechanist Base Fort Ref Will Tech Special Craft
Level Attack Save Save Save Focus Pool
1 +0 +2 +2 +0 +2 Craft Companion, Scrap Expert, Trapfinding 16
2 +1 +3 +3 +0 +2 Focused Shot 17
3 +2 +3 +3 +1 +3 Armor Training, Trap Sense +1 18
4 +3 +4 +4 +1 +3 Uncanny Dodge 19
5 +3 +4 +4 +1 +4 Master Craftsman, Technological 20
Upgrade
6 +4 +5 +5 +2 +4 Trap Sense +2 21
7 +5 +5 +5 +2 +5 Armor Training 22
8 +6/+1 +6 +6 +2 +5 Improved Uncanny Dodge 23
9 +6/+1 +6 +6 +3 +6 Trap Sense +3, Technological Upgrade 24
10 +7/+2 +7 +7 +3 +6 Weapons Upgrade 25
11 +8/+3 +7 +7 +3 +7 Advanced Craft Pool, Armor Training 26
12 +9/+4 +8 +8 +4 +7 Trap Sense +4 27
13 +9/+4 +8 +8 +4 +8 Technological Upgrade 28
14 +10/+5 +9 +9 +4 +8 Create Supertech 29
15 +11/+6/+1 +9 +9 +5 +9 Armor Training, Trap Sense +5 30
16 +12/+7/+2 +10 +10 +5 +9 Automate Functions 31
17 +12/+7/+2 +10 +10 +5 +10 Technological Upgrade 32
18 +13/+8/+3 +11 +11 +6 +10 Trap Sense +6 33
19 +14/+9/+4 +11 +11 +6 +11 Armor Mastery, Breaking the Mold 34
20 +15/+10/+5 +12 +12 +6 +11 Supertech Upgrade 35

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.

65
Fall of Man

Technological Upgrade (Ex): At 5th level, the


Mechanist has upgraded his own or his companion’s Tech Upgrades
defensive capabilities. He can add any +1 or lower The following upgrades are available only to
armor special ability to his own armor or his Mechanists. Their value as +1 – +5 special ability
mechanical companion. This upgrade functions even is only for reference.
in an antimagic field, but ceases to function in areas Battery Pack (+1 special ability): An armor or
with an arcane rating higher than its total bonus. companion with a battery pack can remove it and
The Mechanist can move this upgrade to a different, grant a +1 enhancement bonus to any compatible
compatible armor or companion with 1 day’s work. device. This special ability can be added up to 5 times.
Starting at 9th level, the Mechanist gains another
Flight Suit (+4 special ability): The armor or
+1 upgrade that he can apply to his armor or his
companion can fly with good maneuverability,
companion. Alternatively, the Mechanist can drop his
current +1 upgrade and gain a +2 upgrade instead. gaining a +4 bonus on Fly skill checks. It can fly
This increases again at each interval such that by three times per day, up to 5 minutes per flight.
17th level, the Mechanist can have four +1 upgrades, Generator (+3 special ability): The armor or
one +4 upgrade, or any combination therein divided companion can be used to give power to another
between his armor and his current companion. device. It can power or charge any device with a
Improved Uncanny Dodge (Ex): The Mechanist’s tech rating at or below its total bonus in 1 hour.
genius gets him out of most trouble. He can no longer Tech ratings above that bonus require 1 hour plus
be flanked, and denies creatures with sneak attack the 30 minutes for every point above.
ability to use it when flanking him, unless the attacker Shield Installation (+1 or +2 special ability): The
has at least four more hit dice than the Mechanist does. armor or companion gains a +2 shield bonus to AC.
If a character already has uncanny dodge (see As a +2 special ability, it gains a +4 shield bonus
above) from another class, the levels from the classes that can be used to grant total cover (identical to a
that grant uncanny dodge stack to determine the tower shield) as a standard action instead.
minimum hit dice required to flank the character.
Weapon Installation (+1 special ability): The
Weapons Upgrade (Su): Starting at 10th level, the armor or companion has a masterwork ranged
Mechanist can divert extra energy stored in his armor weapon installed that it can use with proficiency.
into attack power. This ability functions like Power The weapon has an enhancement bonus to attacks
Attack, except the Mechanist takes penalties to his and damage equal to 1/2 the enhancement bonus
AC instead of to his attack and adds the appropriate granted to the armor or the companion’s AC. The
bonus to his weapon damage. weapon can have weapon special abilities added to
In addition, the Mechanist now always adds his it normally if it has at least a +1 enhancement bonus.
Intelligence modifier to the damage he deals with
ranged weapons. He can still use Focused Shot to
increase the damage further, but the rules for that Breaking the Mold (Ex): For every point the
ability still apply when doing so. Mechanist has above 10 in Technology Focus, he gains
Create Supertech (Ex): At 14th level, the Mechanist a +1 enhancement bonus to his armor or can grant his
no longer increases his skill DC for creating items for mechanical companion a +1 enhancement bonus to AC.
which he does not meet some requirements. He can This cannot increase either the mechanist’s armor or
create items for his companions that function exactly his companion’s enhancement bonus above +5, nor can
like magic items (for arcane magic users) or tech items. it increase their total bonus (including Technological
Upgrade and Supertech Upgrade) higher than +10.
Automate Functions (Ex): At 16th level, the
Supertech Upgrade (Ex): The Mechanist can add a
Mechanist has built some functions into his armor or
+5 armor special ability to his armor or his mechanical
his companion that allow them to operate without him.
companion, or he can add any combination of
He can now continue to craft items even while resting.
abilities and/or enhancement bonuses totaling +5.
Armor Mastery (Ex): At 19th level, a Mechanist This is in addition to the Mechanist’s other abilities
gains Damage Reduction 5/— whenever he is and bonuses already applied, and it cannot raise
wearing armor or using a shield. either his or his companion’s total bonus over +10.

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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

67
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.

68
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

69
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

71
Fall of Man

Blessed Slumber (Sp): Starting at 6th level, the


dreamwalker can trade 2 uses of his Blessed Sleep Face (bard archetype)
ability to cast Deep Slumber instead. He can still
affect creatures with the highest hit dice first, if he The face is the verbal point-man of any group, and
chooses. This ability replaces the bonus feat gained often is seen as the leader, even when such is not the
at 6th level. case. Many of these charismatic types tend to use
their wits and charm over guns and blades. They’re
Blessed Dreams (Sp): Starting at 14th level, the even pretty good at helping allies get the most for
dreamwalker can trade 3 uses of his Blessed Sleep their bartering. Anybody who fancies himself a
ability to activate an aura instead. The dreamwalker politician or leader tends to become a party’s face.
is surrounded by a soporific aroma that causes living They are, after all, the jacks of all trades on post-
creatures that begin their turn or end their movement Satan’s Maul Earth.
within 5 feet of him to fall asleep for 1 minute.
Creatures must save (DC 10 + 1/2 the dreamwalker’s Background: When it comes to social interaction in
Level + his Wisdom modifier) each time they begin the world since the Fall of Man, the face is the one you
their turn or end their movement within his aura, send. Granted, members of this class are only at their
even if they have previously saved against the effect. best when supported by their allies, so you don’t want
Sleeping creatures are helpless but can be awakened to rely solely on the face to get you out of trouble.
with a standard action or after being wounded.
Creatures with the scent special quality have a -4
penalty on their saves. This is a 6th-level spell-like
ability that replaces the bonus feat gained by the
dreamwalker at 14th level.
Sandman (Sp): Starting at 15th level, the
dreamwalker increases the total hit dice of creatures
he can affect with Deep Slumber by 1 for each point
over 10 that he has in either the Arcane Focus or
Faith Focus. He can also spend additional uses of his
Blessed Sleep ability and add 2 to the total hit dice
for each. This ability replaces
quivering palm.

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Chapter 3: Classes and Archetypes

Adventurers: Faces adventurer to find better deals


and more important contacts. If there is any safe
place left on Earth, you can bet a face is trying to find
it so he can live out his days in peace.
Races: Humans and the occasional halfling make
great members of the face class. Half-elves raised by
humans are a close third, while hanites are surprisingly
adept at pushing their agendas when they want to be.
Other races rarely try to put themselves out there,
being insecure about their place in this new world
compared to the humans who dominated it for so long.
Focus: A face gains no points in a specific area of
Focus, relying instead on his ability to sweet-talk
others into performing tasks for him or cheering on
his allies while they get the job done in his stead.
Views of Magic and Technology: If it’s worth a
penny, a face will sell it to you for a dollar, and you’ll
both walk away happy. It matters not to a face what
the origin of something is, unless that origin is the
reason somebody will buy it off of him.
Other classes: A face isn’t as important a member of a
party as a scavenger, but they are quite useful in situations
where bartering or social interaction is necessary to
progress further. Other classes recognize this and often
grudgingly accept the face at, well, face value.

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,

73
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.

Priest Of The One God


(paladin archetype)
For years unknown, the people of Earth have
worshiped greater beings they call gods. There was
a time when this worship bore fruit in the form of
benevolent gifts or divine wrath. Then suddenly, the
people of that world were noticeably alone.
Centuries went by on Earth without proof that the
gods still existed in any form other than the faith
of their believers. The only truth the humans could
provide was wrapped in stories told by the wise

74
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.

75
Fall of Man

Aura of the Righteous (Su): At 14th level, the


priest gains DR 2/adamantine. This increases to DR
5/adamantine at 17th level. When she gains Holy
Champion at 20th level, her DR becomes 5/– instead.
This ability replaces Aura of Faith and changes Aura
of Righteousness and Holy Champion.

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

76
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

77
Fall of Man

Solider heritage. A few, though, saw the benefit of training a


new generation of soldiers, regardless of race, who
(fighter archetype) could protect allies or assault enemies on their own
terms. Those other races did know the monsters that
came over with them better than the humans, after all.
Earth hasn’t trained knights or archaic military combat
in hundreds of years. Modern military training kicked Focus: Soldier’s rely strictly on technology to
in around the late 19th to early 20th-century. Warriors survive. While they will accept aid from magic users
previously skilled in the exclusive use of weapons such and the faithful, they rarely dabble in those arts
as swords, axes, and polearms were suddenly learning themselves. A soldier who allies with a mutant or
to fire muskets, rifles, and eventually, pistols and those who wield mutation as a talent is viewed by
handguns. The art of war had changed on Earth, but it his peers as dangerous and unpredictable since such
didn’t stop some soldiers from continuing to study older creatures are by and large considered the enemy by
traditions in search of new ways to use them. strict military standards.
The militaries of the world were the first to know the Other classes: Soldiers are reliable companions who
true threat presented by Satan’s Maul. Treaties were dedicate their services and their lives to the people they
signed, wars were put on hold, and soldiers across the protect. The moral code of a soldier, even one whose
globe were flown to their homes in waves to say what tactics may seem immoral to some, is a strong bond
goodbyes they could to the families they may never between that soldier and those who ally with him or her.
see again. There were plenty of deserters, but enough
stayed around to help keep up the façade that everything
was going to be okay, at least for a few more years.
When that final day came, and the world was about
to be changed forever, the four thousand or so soldiers
who had stayed to the bitter end were rewarded by their
commanders with access to secure sites so top secret not
even the President of the United States had clearance
to know about them. These storage facilities were only
capable of lasting on the world’s most powerful of
generators for 72 hours before they would open and be
useless until Earth had returned to a state at which it
could afford to waste that much energy again.
Background: When the doors opened, they did so to
a world unlike any the soldiers had ever seen. Strange
beings heard of only in fairy tales stumbled around
amidst the few humans who had survived beyond the
shielded military walls. With no formal heads of military
to guide them any longer, many soldiers banded together
for their own reasons or went their separate ways.
Adventurers: Most of the soldiers encountered after
30 years have been trained by the older generation in
tactics befitting a combination of old and new combat
styles. Some of these mercenaries still keep to a
personal code, while others use their skills to earn
a place of power among survivors. The rare soldier
still adventuring from those first days since the Fall
of Man may be a hero for the ages or a dangerous
warrior who has adapted his lethal prowess to match
the equally dangerous world in which he lives.
Races: Humans from Earth were the only soldiers
to exist prior to the end of the world. Most opted to
train only other humans they could prove shared their

78
Chapter 3: Classes and Archetypes

Class Feature or AC as a free action on his turn. If he gains this


ability more than once, the soldier can divide his dice
The following are the class features of the soldier. up as he sees fit over the course of a single day. The
Starting Equipment: A 1st-level soldier starts with bonus lasts until the ally successfully uses it, or until
a pistol and 1 week’s supply of food and water worth the ally sleeps or is killed.
up to a maximum of DC 37 each. He also gains armor
and 2 common items or item kits; each of which can
be worth a maximum of DC 16. In total, a 1st-level
Wastelander
soldier’s equipment is worth Barter Value DC 38. (barbarian archetype)
Weapon and Armor Proficiency: A soldier begins
play with proficiency in all basic and advanced When the races of Gothos ventured through the gates
weapons as well as basic armor and shields. For on their way to Earth, they were flanked by proud
each point he starts with in the Technology Focus warriors from barbarian tribes, willing to guard
(maximum 3), the soldier can also gain proficiency the smaller folk in exchange for their people’s safe
in all archaic armors, all archaic shields (including passage. Now that they have arrived, these brave
tower shields), or 1 archaic weapon of his choice. savages have spread out to find new homes amongst
the ruins of civilization.
Focus: The soldier begins play with 2 points in the
Technology Focus. At 2nd level and every even
level thereafter, he gains 1 additional
point in that Focus. These points are in
addition to those gained from normal
advancement.
Military Tactics: Starting at 2nd
level, instead of gaining a Bonus
Feat, the soldier can choose one of
the following abilities or improve that
ability by one step. Once he has chosen
one of the options below, the soldier cannot
choose a different option later.
Guerrilla: The soldier gains sneak attack +1d6.
He can only benefit from this sneak attack when the
target is flat-footed. A flanked target does not give the
soldier the ability to use his sneak attack.
Hand-to-Hand Expert: The soldier’s unarmed
strikes are lethal and he deals damage with them as
a 2nd-level monk. He can increase his effective level
of monk by +2 each time he selects this ability.
Holy Warrior: The soldier can smite any creature
in the same way a 1st-level paladin smites evil
creatures. He can increase his effective level of
paladin by +1 each time he selects this ability. This
does not grant the soldier the ability to detect evil.
K-9 Unit: The soldier gains an animal companion
as a 2nd-level druid. He can increase his effective
level of druid by +2 each time he selects this ability.
Military Officer: The soldier gains +1d6 that he
can grant once as a bonus to an ally’s attack, damage,

79
Fall of Man

Some barbarians made their way to the wild areas


of the world, taking refuge with the animals and
Class Features
carving their place in the food chain in much the The following are the class features of the wastelander.
same way early humans did. Others decided to stick Starting Equipment: A 1st-level wastelander starts
to the concrete jungles, learning to navigate streets with 1 archaic weapon with which he is proficient and 3
and radioactive drop sites as easily as they would a days’ worth of food and water worth up to a maximum
mountain range back in their world. These masters of of DC 36. He also gains armor and 2 common items or
steel have incorporated the science of mutation into item kits; each of which can be worth a maximum of
their very beings in order to survive. DC 8. In total, a 1st-level wastelander’s equipment is
worth Barter Value DC 37.
Background: Wasteland barbarians, or just
wastelanders, are the road warriors and mad heroes in Wasteland Mutation (Su): At 1st level, a wastelander
can transform himself temporarily; becoming strong,
what remains of the world. They have adapted their
quick, or tough. This ability counts as the Gifted
methods to their new homeland and use its resources Mutation deformity and replaces the wastelander’s
to their advantage. medium armor and shield proficiencies.
Adventurers: Wastelanders are nomadic by While raging, the wastelander can choose to grow
nature, so they don’t usually mind traveling with bulkier and more bestial, granting a +2 natural armor
others so long as there’s a promise of food and the bonus. In addition, he rolls randomly (1-3) for Strength,
occasional fight during which they can unleash Dexterity, or Constitution and gains a +4 mutation bonus
their true potential. to that ability score for the duration of the rage. While
transformed in this way, the wastelander takes a –2
Races: The original wasteland barbarians were penalty to one of his mental ability scores. If he enhanced
Gothosian humans and dwarves who took what his Strength, it applies a penalty to his Intelligence and
they learned of Earth’s ambient radiation and his head expands. If he enhances his Dexterity, it applies
started using it to augment their already impressive a penalty to his Wisdom and one of his eyes shifts on his
strength. Since that time, other races have started head. If he enhances his Constitution, it applies a penalty
adopting the wastelanders’ ways in order to survive to his Charisma and his body becomes misshapen (but
and have at least one unexpected trick up their still fully functional).
sleeve in a bad situation. Transforming in this way is taxing on anybody, but
it exhausts the wastelander instead of fatiguing him as
Focus: Wastelanders don’t gain permanent Focus normal. This is reduced to fatigue when he gains Tireless
unless they place their own points into a given area Rage, at which point he is only fatigued for a number of
as they progress. rounds equal to the number of rounds spent in the rage.
Views of Magic: Wastelanders generally Focus: At 2nd level, the wastelander gains 1 temporary
understand that magic has its uses. While it isn’t mutation point. When he uses Wasteland Mutation, the
for them, they accept and respect those who wield wastelander rolls 1d6 (rerolling 1’s) and consults the
such unreliable power. stage 1 mutation chart for which mutations he gains.
The mutation works as intended, but has the appearance
Views of Technology: Barbarians have little use of its deformity. The temporary point returns when the
for modern weaponry, preferring to wield archaic wastelander is no longer exhausted or fatigued.
weapons that their tribes have passed down from Starting at 4th level, and every even level thereafter,
generation to generation. Those trained more recently the wastelander gains another temporary mutation
may put their own effort into wielding one or more point to be spent each time he uses Wasteland
modern weapons, but doing so is usually frowned Mutation. He can spend his points however he wants
upon and viewed as a weakness. to and rolls on the appropriate charts for the number
of points he uses (so at 20th level, the wastelander can
Other classes: The other classes value the protection spend his 10 points on five stage 2 mutations or two
brought by a wastelander. Many are also decent stage 3 mutations and one stage 4 mutation). If the
scouts, able to navigate labyrinthine ruins and break wastelander rolls greater mutation or grand mutation,
through barricades or move objects that would however, he does gain the deformity related to it.
otherwise require two or more strong soldiers. This ability replaces the barbarian’s Rage Powers.

80
Chapter 4: Skills and Feats

Chapter 4: Skills and Feats


Like any game of Pathfinder, characters in Fall of
Man must complete the occasional non-combat Vehicle Use
challenge. Skills can be used to overcome traps, The rules for driving presented here are meant
puzzles, or lengthy discussions on various topics. to be fast and easy to use in a pinch. For a more
Feats aid characters both with their skills and during detailed explanation of vehicles and driving them,
combat encounters. see the Pathfinder Ultimate Combat supplement.

Skills Check: A character makes drive checks when


driving during combat, in a situation where precision
Skills are the talents and knacks characters have that movement is necessary, or when trying to use an
separate them from others who train in the same class. unfamiliar vehicle.
Attacked While Driving – If you take damage
Skills And Focus while driving, you must make a DC 10 Drive check
to avoid swerving 5 feet to each side of you and
Once per day, a character with points in a Focus can
potentially colliding with something. This check
apply a bonus to one of the following skill checks
equal to his total points in that Focus. If he does this does not provoke an attack of opportunity and does
in an area with any Focus rating higher than 0, he not count against a creature’s movement. Depending
may be able to automatically succeed or fail. on the situation, you may or may not be considered
Arcane Magic: Knowledge (arcana, dreams) (Int), flat-footed while driving.
Spellcraft, and Use Magic Device. If the character Vehicle Collision – Treat a head-on vehicle
has an item creation feat, he can also apply his Arcane collision as a collision while flying, except the
Focus to the appropriate Craft skill for that feat. damage taken is not falling damage and cannot be
Faith: Craft (relics) and Knowledge (dreams, reduced in the same way. A creature can jump out
medicine, religion) of a vehicle prior to a collision with a DC 10 Drive
Mutation: Craft (medicine), Knowledge (mutation, check and take falling damage instead, accounting
toxicology) for any benefits of doing so.
Technology: Craft (demolition, electronics, Damage (in d6s) = Total speed of all colliding
mechanics, programming, structure), Drive, vehicles or objects / 5 – individual vehicle’s DR or
Knowledge (engineering, technology) object’s hardness.
New Skill If a vehicle is going to sideswipe another vehicle
or object, rear-end another moving vehicle, or hit a
Drive (Dex) creature capable of moving out of the way, compare
Drivers know the basics of using certain vehicles the size of each to the chart above. A successful DC 25
to reach their destination. Like Craft, Knowledge, Reflex save by the creature or Drive check by the driver
Perform, and Profession, Drive encompasses several of the vehicle deals half damage to that individual.
skills. Unlike those, being able to drive one type of
Special: A character can use the Acrobatics skill to
vehicle means you can also figure out how to use
other vehicles, given enough time. Choose a vehicle drive any vehicle or the Fly skill to fly a plane at a –5
type when you place at least 1 rank in Drive. Common penalty. When using skills in this way, a natural 1 on
vehicle types include boats, cars, and planes, but a the d20 is considered an automatic failure, regardless
GM can rule that certain vehicles either require their of the user’s actual skill. Arcane Focus may increase
own training or are unique enough to not count as this failure range as well. Other skills can be deemed
one of these types. The character takes a –5 penalty appropriate as the situation calls for it, but only actual
to drive anything that they are unfamiliar with. The training in Drive will remove the penalty. The Expert
Expert Driver feat negates this penalty. Driver feat does not apply to these checks.

81
Fall of Man

Knowledge (toxicology): Knowledge of Poisons,


TABLE 4:1 – Vehicle Damage
Toxic effects, radiation, and biohazards/toxins.
Size Difference Damage
Profession (investigator): A character can make a
Two or more Sizes Larger 2d6
Profession (investigator) check to search an area and
One Size Larger 3d6 determine any recent goings on. Whereas anybody
Same Size 4d6 can use Perception to find things within a given area,
One Size Smaller 6d6 an investigator can tell when something happened, its
duration, and how long ago it occurred. The two can be
Two or more Sizes Smaller 8d6
used in tandem during the same amount of time to create
a scene. A character with the Canny Investigator feat adds
New Uses For Existing Skill his Intelligence modifier to these checks.
Craft (Int): Earth has many potential crafts that a Analyze Scene: A successful investigator check
character can practice. Generally, if something yields provides a detailed explanation of events that have
a physical product (even software on a data disk) it is transpired in an area. The base DC for any investigator
a craft. On average, crafting an item requires 1 hour check is 10 + (the square-footage of an area / 5) +
for every 1 DC of its barter value at a specific level. the number of hours since the event occurred. The
This can be reduced to 1 minute for every 1 DC if the Gumshoe feat can reduce this to the number of days or
item is particularly easy to create. weeks instead. Since investigating requires a specific
New Crafts: Demolitions, electronics, mechanics, Focus on the event in question, the character is flat-
medicine, programming, structure, and visual art. footed while actively investigating an area. He or she
is considered to be reviewing everything within reach
Knowledge (Int): There are several variable options
(usually up to 5 ft. for medium and small creatures)
for knowledge skills in Fall of Man. The purview of
above or below the current position.
these skills will often overlap with others, but their
Analyze Clue: The character can make an Investigator
combined knowledge in one skill makes it useful
check to apply forensics knowledge to a clue. This
to learn them over a handful of others. In addition
function of the skill does not give the character clues
to those listed here, any commonly studied modern
where none existed before. It simply allows the
science is available as a Knowledge skill (astronomy,
character to extract extra information from a clue he or
chemistry, mathematics, etc…). These skills carry
she has found. The base DC to analyze a clue is 15. It is
their own benefits that may prove useful in a post-
modified by the time that has elapsed since the clue was
apocalyptic world.
left, and whether or not the scene was disturbed.
Knowledge (dreams): Knowledge of dreams, Collect Evidence: The character can collect and
nightmares, and their effects upon the waking world prepare evidentiary material for a lab. This use of the
now that they can manifest in physical form. This Profession (investigator) skill requires an evidence
skill can be used as an alternative to other Knowledge kit. To collect a piece of evidence, make a Collect
skills to learn about Aberrations and Magical Beasts. Evidence check (DC 15). If the character succeeds,
Knowledge (fallen): Knowledge of undeath, the the evidence is usable by a lab. If the character fails,
reborn race, unnatural diseases, fey, giants, and a lab analysis can be done, but the lab takes a –5
monstrous humanoids. penalty on any necessary check. If the character fails
by 5 or more, the lab analysis simply cannot be done.
Knowledge (mutation): Knowledge of mutations,
mutants, mutagens, and oozes. TABLE 4:2 – Analyze Clue
Knowledge (tactics): Techniques and strategies Circumstances DC Modifier
ranging from creating an ambush to maneuvering Every day since event +2 (max +10)
forces in large-scale combat.
Scene is outdoors +5
Knowledge (technology): Knowledge of
Scene slightly disturbed +2
developments in cutting-edge devices at the time of
the catastrophe, as well as the background necessary Scene moderately disturbed +4
to identify various technological devices. Scene extremely disturbed +6

82
Chapter 4: Skills and Feats

On the other hand, if the character succeeds by 10 or Gunsmithing


more, the lab gains a +2 circumstance bonus on its You know the secrets of repairing and restoring
checks to analyze the material. firearms.
Action: Analyzing a scene takes a minimum of 1
Benefit: If you have access to a gunsmith’s kit, you
minute, but a character can learn partial information
can create and restore firearms, craft bullets, and mix
as a full-round action, during which the investigator
can take no other action except to move up to half black powder for all types of firearms. You do not
his speed. Each additional round spent investigating need to make a Craft check to create firearms and
without being damaged or otherwise interrupted ammunition or to restore firearms.
yields additional information until the full minute has Crafting Firearms: You can craft any firearm
been spent. Analyzing a clue is a full-round action. for a cost in raw materials equal to half its barter
Collecting Evidence requires 1d4 minutes per object. value (minimum 7). Crafting a basic firearm in this
Try Again: Varies. A failure by 4 or less yields no way takes 1 day of work for every 1 tech rating of
relevant information toward the investigation. A failure the finished firearm (minimum 1 day). Crafting an
by 5 or more could yield false information, destroy advanced firearm takes 2 days instead.
evidence, or both. Further analysis of a clue rarely
Crafting Ammunition: You can craft bullets,
provides additional insight. A character cannot collect
additional evidence unless there is more to collect. pellets, and black powder for a cost in raw materials
Special: The Attentive feat grants a +2 bonus equal to 10% of the barter value (You get 10 uses
to Collect Evidence and Profession (investigator) out of the material you find at barter value). If you
checks. A character can take 10 or 20 on a Collect have at least 1 rank in Craft (alchemy), you can
Evidence check made while not under pressure. craft alchemical or metal cartridges for a cost in raw
Taking 20 requires a full 10 minutes per object. The materials equal to half the value of the cartridge.
Attentive feat grants a +2 bonus to Collect Evidence Crafting bullets, black powder, or pellets takes 1 day
and Profession (investigator) checks. of work for every 2 lbs. of ammunition (minimum 1
day). Crafting alchemical or metal cartridges takes 1
Feats day of work for every 5 tech rating worth of finished
cartridges (minimum 1 day).
Updated Feats Restoring a Broken Firearm: Each day, with an
hour’s worth of work per tech rating of the item (minimum
Arcane Strike 1), you can use this feat to repair a single firearm with the
You imbue your archaic weapon with some of your broken condition. You can take time during a rest period
magic. to restore a broken firearm with this feat.
Prerequisites: Arcane Focus 1
Special: If you are a gunslinger or a Mechanist, this
Benefit: As a swift action, you can imbue your
archaic weapons with a fraction of your power. For 1 feat grants the following additional benefit. You can
round, your weapons deal +1 damage and are treated as use this feat to repair and restore your initial, battered
magic for the purpose of overcoming damage reduction. weapon. It requires materials worth a moderate barter
For every two points of Arcane Focus you possess, this value of 16 and 1 day of work to upgrade it to a
bonus increases by +1, to a maximum of +5 at 10 points. masterwork firearm of its type.

TABLE 4:3 – Updated Feats


Feat Prerequisites Benefits
Arcane Strike Arcane Focus 1 or more +1 damage and weapons are considered magic
Gunsmithing None May create, repair, and restore firearms.
Heighten Spell None Treat spell as a higher level.

83
Fall of Man

TABLE 4:4 – New Feats


General Feats Prerequisites Benefits
Awakened Being Character level 5th, Hanite race or Second Being counts as a cohort. +2
Second Being mutation Leadership
Canny Professional None Add Intelligence to Profession checks
Emergency Severance Ability to cast Dispel Magic at least Suppress your magic items for spell
once per day levels.
Evolved Eyesight None Gain low-light vision or Darkvision.
Expert Driver At least 5 ranks in Drive Drive anything without penalty.
Fledgling Technomancer Int 15, Ability to cast spells Gain access to Technomancy spells.
Gumshoe Int 15 or Wis 15 Investigate a scene after days or weeks.
Hatred None Use your Focus against enemies.
Mutant Gnome, Hanite, Human, or Half- Gain the mutant template.
Breed
Overpowering Shot Power Attack, Str 15 Apply power attack to some ranged
weapons
Polyglot At least 5 ranks in Linguist, Int 17 Speak and comprehend all languages.
Potency Mixed race Qualify for and take levels in an
Evolution.
Toxic Spell Ability to apply metamagic to spells Toxic spell deals half or full radiation
damage.
True Believer 13th level, ability to gain Favor Gain full Favor at the start of each day.
Canite Feats Prerequisites Benefits
Canine Companion Canite race, character level 5th You gain an animal companion as a
ranger.
The Yearning Canite race, 1st level only Flaw: Lack of contact with other
canites gives penalties.
Class Feats Prerequisites Benefits
Assault Weapon Training 4th-level Soldier Wield ranged weapons at 2 sizes larger.
Channel Favor Favor class feature Channel Energy 3 + Charisma times per
day.
Focused Worship Varied Worship class feature Pray to 1 deity for 1 extra spell of each
level.
Primal Mutation 4th-level wastelander Choose mutations equal to 1/2 pool.
Special Forces Training 1st-level Soldier Add Intelligence to Initiative and
Perception; always act in a surprise
round.
Superior Materialist Materialist class feature Craft permanent magic items.
Wayward Phoenix 10th-level asphalt samurai, 5 Arcane Use Way of the Phoenix as Raise Dead.
focus

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Dwarf Feats Prerequisites Benefits


Deader’s Body Dwarf race, Deader’s Doom You no longer need to breathe, eat or
sleep.
Deader’s Doom Dwarf race Flaw: Trade Con and Cha for Str and
a bonus feat.
Deader’s Mind Deader’s Doom, 3rd-level Dwarf Gain immunity to mind-affecting
evolution effects.
Deader’s Soul Deader’s Doom, 5th-level Dwarf Gain immunity to most Fortitude
evolution effects.
Deader’s Strike Dwarf race, Deader’s Doom Gain a slam attack.
Earthbreaker 1st-level Dwarf evolution Gain a Dreamwalker’s unarmed
strike.
Elf Feats Prerequisites Benefits
Leaf Dancer Elf Race, Base Attack Bonus +8 Use special attacks after moving half
speed.
Sting of the Wasp Elf Race, Base Attack Bonus +1, Multiple attacks while keeping a hand
Dex 15 free.
Wolf’s Fangs Elf Race, Base Attack Bonus +4 Make a trip attempt after hitting
twice.
Energivore Feats Prerequisites Benefits
Ambient Drain Energivore Race Drain energy rating from an area over
time.
Animalistic Cravings Energivore Race Flaw: –2 Charisma plus further
penalty for not eating.
Living Battery Energivore Race Consume personal Focus for
sustenance.
Living Generator Energivore Race, Living Battery Add Focus rating to an item or area.
Gnome Feats Prerequisites Benefits
Abnormal Behavior Gnome race, the Bent Gain +2 Bonus to saves against
afflictions.
The Bent Gnome race, 1st level only Flaw: Easily become fatigued and
penalty to sleep.
Twisted Logic Gnome race, the Bent Gain +1 to some skills for each Bent
penalty.
Halfling Feats Prerequisites Benefits
Exalted Storyteller Halfling race Gain Favor equal to twice your
Charisma.
Half-Elf Feats Prerequisites Benefits
Two Faiths Half-Elf race Hallowed areas do not affect you as
easily.
Half-orc Feats Prerequisites Benefits
Gifted Heritage Half-orc race Trade Charisma penalty for Wisdom.

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Fall of Man

Hanite Feats Prerequisites Benefits


Awakened Being Character level 5th, Hanite race or Second Being counts as a cohort. +2
Second Being mutation Leadership
Perfect Mutation Hanite race Gain access to perfect mutations.
Human Feats Prerequisites Benefits
Pragmatist Human race, 1st level only Flaw: Maximum Arcane focus is 4.
Reborn Feats Prerequisites Benefits
Improved Deadened Reborn race, 4th-level Reborn Gain DR 2/– against all attacks
Nerves Evolution class
Memories Restored Reborn race Gain +1 skill point per level.
Soulbind Reborn race Chance to resurrect upon death.

Heighten Spell magic becomes uncertain, and radioactivity drops


You can cast spells as if they were a higher level. significantly. Energy drained from an area in this way
Benefit: A heightened spell has a higher spell returns at a rate of 1/hour you are not present.
level than normal (up to a maximum of 9th level). Special: This feat doesn’t grant the engergivore
Unlike other metamagic feats, Heighten Spell any special resistance to damage dealt by being in a
actually increases the effective level of the spell that given area for too long.
it modifies. All effects dependent on spell level (such
as saving throw DCs and ability to penetrate a lesser Assault Weapon Training
globe of invulnerability) are calculated according to (Combat) [soldier]
the heightened level. You can wield huge, powerful weapons of military
Special: When heighten spell raises a spell in the might.
technology school by at least 1 level, the spell functions Prerequisites: 4th-level soldier
identically to its non-technology counterpart. It is still Benefit: You can wield two-handed ranged weapons
cast as a spell in the technology school and retains any up to two size categories larger than you, but doing so
other benefits or detriments it would have. is cumbersome. Preparing an assault weapon to be fired
Level Increase: The heightened spell is as difficult requires a move action. Assault weapons can be fired
to prepare and cast as a spell of its effective level. one or more times in a round if you have the ability to
do so, but you cannot move in the same round you fire
New Feats one unless you leave the weapon behind.
Abnormal Behavior Special: Assault rifles deal 2d8 points of damage
You don’t get sick often, but when you do, you’re and assault shotguns deal 2d6 points of damage.
down and out. Both weapons weigh 192 lbs. and the shells for them
Prerequisites: Gnome race, the Bent have a barter value of 17 for one. Superior versions
Benefit: You gain a +2 bonus to saves against of these weapons count as three sizes larger and
afflictions (curses, diseases, drugs, madness, and deal 3d6 and 2d8 points of damage, respectively,
poison), but when you fail a save against one, you but weigh 384 lbs. Supertech assault weapons also
suffer double the initial effect. weigh 384 lbs., but count as four sizes larger and deal
3d8 and 3d6 points of damage, respectively. The cost
Ambient Drain [engergivore] of shells for superior and supertech assault weapons
You can draw energy from an area permeated by it. doesn’t change.
Prerequisites: Energivore race
Benefit: For each hour you spend in an area with Awakened Being
an arcane, faith, mutation, or technology rating of 1 Your second being has developed a mind of its own.
or higher, you drain 1 rating from the area. This drain Prerequisites: Character level 5th, Second Being
is obvious to any in the area as lights flicker or dim, mutation.

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Benefit: You lose your race’s –4 penalty to Charisma Channel Favor


as your dormant second being awakens a more social You can tap into some of the former might of ancient
and intimidating aspect of your mind. This also counts clerics and priests to channel energy as they once did.
as the Leadership feat, except you gain no followers Prerequisites: Favor class feature
and your cohort is your second being, so it cannot Benefit: When you pray for spells, you can also
leave your space. If you later take the Leadership feat, pray for and spend Favor on the ability to channel
your leadership score is increased by +2. energy as a standard cleric. For each 1d6 points of
The awakened being uses your physical ability scores, damage you wish to be able to deal or heal, you must
but gains its own Int, Wis, and Cha (suggested 10 points spend 4 points of Favor, to a maximum number of d6
to point buy) with a +2 racial bonus to one of them. equal to 1/2 your level in the class that grants favor.
You can function normally while your second You can then use that ability a number of times equal
being resides within you, but it cannot take actions of to 3 + your Charisma modifier.
its own until you reveal it. Special: You qualify to gain and use channeling
You can reveal your second being as a standard feats any time you use this ability. Your effective
action that provokes attacks of opportunities. While cleric level for those feats is equal to 2 x the amount
revealed, your second being gains its own initiative of d6 you channel. Halflings can gain d6’s up to 1/2
and its own turn, but uses your body to move and their character level.
interact, so you must have at least one hand free to
cast spells if it wishes to do so (suffering effects such Deader’s Body [dwarf]
as armor check penalty if necessary). You take a –2 Your body no longer needs sustenance to continue.
penalty to your own actions (d20 rolls) while your Prerequisites: Dwarf race, Deader’s Doom
second being is revealed. Benefit: You no longer have to breathe, eat, or
Your second being cannot wear armor, nor can it sleep, unless you want to gain some beneficial effect
wield a weapon or cast spells without using your body from one of these activities. You can drink potions
to do so. It can be attacked during battle, but it does gain to benefit from their effects and can sleep in order to
your defense bonus and neither of you are flat-footed regain spells, but neither of these activities is required
unless you both are. The second being also benefits to survive or stay in good health.
from your magical equipment, if you have any. Special: You no longer add any Ability modifier
If you die, your second being can take over total to your Fortitude, Vigor, or Wound points. Your
control of your body until it can resurrect your effective Constitution for these values is 10.
consciousness. If your second being dies, you take Deader’s Mind [dwarf]
1 point of Constitution drain every day until you Your mind slips in and out of sanity as it is ravaged
can resurrect it or remove it from your body (an by the Deader’s Doom.
act that, itself, drains you of 1d3 Constitution). Prerequisites: Deader’s Doom, 3rd-level dwarf
This Constitution drain won’t reduce you below evolution
1 Constitution, but it can’t be restored without Benefit: You gain Immunity to all mind-affecting
removing the slain second being, resurrecting it, or effects (charms, compulsions, morale effects,
casting miracle or wish. patterns, and phantasms).
Canine Companion [canite] Special: When a creature within 30 feet of you
You have befriended a dog from Earth. takes Wound damage, you must succeed at a Will
Prerequisites: Canite race, Character level 5th save (DC 10 + damage dealt) or fly into a frenzy
Benefit: You gain an animal companion as a ranger of (treat as barbarian rage), attacking that creature until
your Character level. Your companion must be a species either of you is dead. You can attempt this Will save
of canine. See the Pathfinder Roleplaying Game Core again each round.
Rulebook for more information on animal companions. Deader’s Soul [dwarf]
Canny Professional You are no longer affected by magic the same as
Your keen intellect helps you perform your duties. other creatures.
Benefit: Add your Intelligence modifier to Profession Prerequisites: Deader’s Doom, 5th-level dwarf
checks in addition to your Wisdom modifier. evolution

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Fall of Man

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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Chapter 4: Skills and Feats

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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Fall of Man

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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Benefit: If you pray to your chosen god at least


once each day, you start the next day with your
maximum available Favor.
Special: Priests of the One God gain True Believer
as a bonus feat at 5th level.
Twisted Logic [gnome]
The Bent has warped your mind into working
overtime.
Prerequisites: Gnome race, the Bent
Benefit: You gain a +1 bonus to Intelligence-based
skill checks for each malady you’ve contracted as a
result of the Bent (any time you trade something for
a benefit, you develop a malady).
Two Faiths [half-elf]
Your mixed heritage makes it hard for the gods to
ignore you.
Prerequisite: Half-elf race
Benefit: When in a desecrated area or a hallowed
area devoted to an opposing faith, add your Charisma
modifier to your effective faith when determining if
you have the potential to fail related checks.
Special: This does not apply in areas with a
mutation rating of 1 or more.
Wayward Phoenix [asphalt samurai]
You are an upstart who doesn’t quite understand
the way of the phoenix but practice it anyway.
Prerequisites: 10th-level asphalt samurai, 5 points
in Arcane Focus
Benefit: You can use the asphalt samurai’s way of the
phoenix class feature with the following differences.
•  You must destroy an item worth a hard barter
value of at least 31.
•  You gain 2 negative levels.
•  You deal 5d6 points of fire damage when you die.
•  When you return, it is as if raise dead was cast.
Your negative levels go away at a rate of 1/day
and you cannot use way of the phoenix again
until you have no remaining negative levels.
•  If you die in an antimagic field, you cannot return
at all with this ability.
Wolf’s Fangs (Combat) [elf]
Like the wolves or the canites of your homeland,
you can bring enemies to the ground with ease.
Prerequisites: Elf race, Base Attack Bonus +4
Benefit: When you hit a creature with at least 2
attacks during your turn, you can make a trip attempt
against that creature as a free action.

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Chapter 5: Bartering and Equipment


Even heroes with altruistic goals like saving the Bartering rules replace standard currency, and
world and cleansing it of monsters or radiation need provide a guideline for what a hero’s average value
equipment to do so. of gear is in the modern era. The equipment section
No money, no stores, and very few people with the details some of the specific items that can be found
ability and resources to manufacture useful items are or bartered for (and which are hopefully functional).
staples of the post-apocalyptic setting. Equipment
is hard to come by, and will be the source of many
adventures. Just keeping enough Ammo for weapons
is tough enough—try keeping an ATV running and in
Bartering
good condition. In Fall of Man, characters do not simply pay
That doesn’t mean that things can’t get done. There currency for their goods or services. Instead, they
are gunsmiths and metallurgists out there—probably trade the value of their own goods or services for an
kept under lock and key by a faction of some sort, often equal deal. This creative use of skills is called
but out there nonetheless. Stores of old goods and bartering, and it can potentially apply to any skill if
shelters yet to be discovered provide ways to find and the situation is right.
trade for what you need.

TABLE 5:1 – Barterin


Expected Purchase Values Barter DC
Character High Moderate Low Hard Moderate Easy
Level Value Value Value
1st 350 175 85 36 16 8
2nd 1,000 500 250 37 17 8
3rd 3,000 1,500 750 38 18 9
4th 6,000 3,000 1,500 39 19 9
5th 10,500 5,250 2,625 40 20 9
6th 16,000 8,000 4,000 41 21 10
7th 23,500 11,750 5,875 42 22 10
8th 33,000 16,500 8,250 43 23 11
9th 46,000 23,000 11,500 44 24 11
10th 62,000 31,000 15,500 45 25 11
11th 82,000 41,000 20,500 46 26 12
12th 108,000 54,000 27,000 47 27 12
13th 140,000 70,000 35,000 48 28 13
14th 185,000 92,500 46,250 49 29 13
15th 240,000 120,000 60,000 50 30 13
16th 315,000 157,500 78,750 51 31 14
17th 410,000 205,000 102,500 52 32 14
18th 530,000 265,000 132,500 53 33 15
19th 685,000 342,500 171,250 54 34 15
20th 880,000 440,000 220,000 55 35 15

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Chapter 5: Bartering and Equipment

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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Fall of Man

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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Chapter 5: Bartering and Equipment

TABLE 5:3 – Archaic Armor


LIGHT Barter Armor Max Dex ACP Spell Speed (M) Wgt (lbs.)
ARMOR Value Bonus Failure
Padded * +1 +8 +0 5% 30 ft. 10
Leather * +2 +6 +0 10% 30 ft. 15
- Arm * +0 +6 +0 10% 30 ft. 2
- Legs * +0 +6 +0 0% 30 ft. 3
- Torso * +1 +6 +0 10% 30 ft. 10
Studded * +3 +5 –1 15% 30 ft. 20
Leather
- Arm * +0 +5 +0 15% 30 ft. 2
- Legs * +1 +5 +0 10% 30 ft. 3
- Torso * +1 +5 +0 15% 30 ft. 15
Chain Shirt 8 +4 +4 –2 20% 30 ft. 25
MEDIUM Barter Armor Max Dex ACP Spell Speed (M) Wgt (lbs.)
ARMOR Value Bonus Failure
Hide * +4 +4 –3 20% 20 ft. 25
- Arm * +0 +4 –2 20% 30 ft. 3
- Legs * +1 +4 –2 10% 30 ft. 7
- Torso * +2 +4 –2 20% 30 ft. 15
Scale mail 7 +5 +3 –4 25% 20 ft. 30
- Arm * +1 +3 –2 25% 30 ft. 5
- Legs * +1 +3 –2 15% 30 ft. 10
- Torso * +2 +3 –2 25% 30 ft. 15
Chainmail 16 +6 +2 –5 30% 20 ft. 40
- Arm * +1 +2 -3 30% 30 ft. 5 lbs.
- Legs * +0 +2 –2 15% 30 ft. 10
- Torso 8 +4 +4 –2 20% 30 ft. 25
Breastplate 16 +6 +3 –4 25% 20 ft. 30
HEAVY Barter Armor Max Dex ACP Spell Speed (M) Wgt (lbs.)
ARMOR Value Bonus Failure
Splint Mail 16 +7 +0 –7 40% 20 ft. 45
- Arm 7 +1 +0 –4 40% 30 ft. 5
- Legs 7 +1 +0 –4 20% 20 ft. 15
- Torso 8 +4 +0 –3 40% 20 ft. 25
Banded 16 +7 +1 –6 35% 20 ft. 35
Mail
- Arm 7 +1 +1 –3 35% 30 ft. 5
- Legs 7 +1 +1 –3 15% 20 ft. 10
- Torso 16 +4 +1 –2 35% 20 ft. 20

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Fall of Man

Half Plate 17 +8 +0 –7 40% 20 ft. 55


- Arm 17 +1 +1 –7 35% 30 ft. 10
- Legs * +0 +2 –2 15% 30 ft. 10
- Torso 16 +6 +3 –4 25% 20 ft. 30
Full Plate 18 +9 +1 –6 35% 20 ft. 50
- Arm 17 +1 +1 –7 35% 30 ft. 10
- Legs 18 +1 +1 –3 20% 20 ft. 10
- Torso 16 +6 +3 –4 25% 20 ft. 30
SHIELDS Barter Armor Max Dex ACP Spell Speed (M) Wgt (lbs.)
Value Bonus Failure
Light * +1 – –1 5% – 6
Heavy 7 +2 – –2 15% – 15
Tower 8 +4 +2 –10 50% – 45

Equipment Because of these deficiencies, mundane, archaic


armor and shields suffer a –2 penalty to the
armor bonus they provide against modern and
The hunt for loot in the form of gold and useful
technologically advanced weapons. The same is true
items has been a staple of many an adventuring party
back on Gothos. On Earth, humans often prized of modern armor and shields, which suffer their own
their possessions above even the wellbeing of other –2 penalty to the armor bonus they provide against
people. It came as no surprise to either world when archaic and magical weapons. Masterwork gear
the common people learned of the impending disaster reduces the penalty to –1.
and started acting out; trying to gather supplies in an
attempt to survive or cheating and killing their way Piecemeal Armor
into equipment and objects of special value.
Occasionally, adventurers in Fall of Man may come
Modern day delvers and adventurers comb the
across only a few pieces of scrap that they can fashion
ruins of Earth in search of food and water. They
occasionally locate stockpiles of goods left over by into some sort of armor. More information related
some other less fortunate group, only to pick through to piecemeal armor can be found in the Ultimate
them for the items of most value before going back Combat supplement, but the basics are described
into hiding. here for use in Fall of Man.
In some areas, a semblance of economy has been If a character is wearing more than one armor
cobbled together, wherein items are traded at a barter piece, she adds armor bonus and weight, and takes
value (see above) for other items of comparable the worst of maximum dexterity bonus, arcane spell
worth or item kits containing pieces of technology failure chance, and speed limitations.
not usually valued high enough to trade on their own. Most armor is only of value when traded whole.
While armor pieces can be found or provided in kits,
Armor they are usually of little to no worth on their own.
Traditional armor is not as useful on the new Earth as As long as she is wearing a single armor piece, the
it was on Gothos. This is because that world’s idea of character is considered to be wearing armor for any
armor never accounted for modern handguns, rifles, effects that rely on wearing armor (such as the fighter
or grenades. On the flip side, humans developed their class’s armor training and armor mastery).
more modern equipment to guard against such things If a character is wearing all three categories of
without considering the possibility of being attacked armor pieces, she is wearing a suit of armor. Suits
by a great sword or warhammer. of armor can have all armor pieces of the same type

96
Chapter 5: Bartering and Equipment

TABLE 5:4 – Basic and Advanced Armo


BASIC
LIGHT Barter Armor Max Dex ACP Tech Speed (M) Wgt (lbs.)
ARMOR Value Bonus Rating
Arm 7 +1 +8 +0 1 30 ft. 2
Guards
Combat 8 +4 +6 +0 2 30 ft. 15
Vest
Shin 7 +1 +5 –1 1 30 ft. 5
Guards
MEDIUM Barter Armor Max Dex ACP Tech Speed (M) Wgt (lbs.)
ARMOR Value Bonus Rating
Body 16 +6 +5 –1 3 20 ft. 32
Armor
- Arm 7 +1 +8 +0 1 30 ft. 2
- Legs 7 +1 +5 –1 1 30 ft. 5
- Torso 8 +3 +5 –1 3 20 ft. 25
HEAVY Barter Armor Max Dex ACP Tech Speed (M) Wgt (lbs.)
ARMOR Value Bonus Rating
Riot Gear 18 +7 +3 –5 3 20 ft. 45
- Arm 7 +2 +8 –5 3 30 ft. 15
- Legs 8 +2 +3 –4 2 20 ft. 15
- Torso 8 +4 +6 +0 2 30 ft. 15
Shields
Riot * +2 – –5 3 – 15
ADVANCED ARMOR
Barter Armor Max Dex ACP Tech Speed (M) Wgt (lbs.)
Value Bonus Rating
Powered 19 +10 +0 –5 5 30 ft. 40
Blast Shield 17 +4 +1 – 3 – 20

(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.

97
Fall of Man

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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TABLE 5:5 – Weapons


BASIC Barter Damage Critical Range Wgt Type Capacity Tech Special
MELEE Value (M) (lbs.) Rating
WEAPONS
Baton 8 1d6 19-20 10 ft. 1 B, O – 1 Disarm,
Trip
Knife 7 1d4 x3 – 0.5 P/S, L – 1 Brace
Taser 8 1d4 x2 – 0.5 P, L – 2 +1d6
Electricity,
Reach
BASIC Barter Damage Critical Range Wgt Type Capacity Tech Special
RANGED Value (M) (lbs.) Rating
WEAPONS
Pistol 37 1d8 x4 20 ft.1 P, O 1 1 Firearm
Handgun 38 1d8 x4 20 ft.1 P, O 30 2 Firearm
Advanced Barter Damage Critical Range Wgt Type Special
Weapons Value (M) (lbs.)
ADVANCED Barter Damage Critical Range Wgt Type Capacity Tech Special
MELEE Value (M) (lbs.) Rating
WEAPONS
Chainsaw 16 1d12 x3 – 6 O 10 3 Sunder
minutes
Flamethrower 7 1d6 x2 – 4 T 1 minute 4 Fire,
Scatter
ADVANCED Barter Damage Critical Range Wgt Type Capacity Tech Special
RANGED Value (M) (lbs.) Rating
WEAPONS
Rifle 39 1d10 x4 80 ft. 12
B and 1 2 Firearm
P, T
Shotgun 39 1d8 x2 20 ft. 12 B and 1 3 Firearm,
P, T Scatter
Type B = Bludgeoning, O = One-Handed, L = Light, P = Piercing, S = Slashing, T = Two-Handed

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

99
Fall of Man

Modern Firearms and Attack Scatter Weapon Quality


Resolution A weapon with the scatter weapon quality can
Modern firearms resolve their attacks against shoot two different types of ammunition. It
touch AC when the target is within the first can fire normal bullets that target one creature,
five range increments, but this type of attack is or it can make a scattering shot, attacking all
not considered a touch attack for the purposes creatures within a cone. Cannons with the scatter
of feats such as Deadly Aim. At higher range weapon quality only fire grapeshot, unless their
increments, and against some modern armor, the descriptions state otherwise. When a scatter
attack resolves normally, including taking the weapon attacks all creatures within a cone, it makes
normal cumulative –2 penalty for each full-range a separate attack roll against each creature within
increment. Modern firearms have a maximum the cone. Each attack roll takes a –2 penalty, and
range of 10 range increments. its attack damage cannot be modified by precision
damage or damage-increasing feats such as Vital
Strike. Effects that grant concealment, such as fog
the rules for scatter, except that it cannot be used to or smoke, or the blur, invisibility, or mirror image
attack only one creature. The wielder must attack spells, do not foil a scatter attack. If any of the
each creature within the 10-ft. cone. attack rolls threaten a critical, confirm the critical
for that attack roll alone. A firearm that makes a
Handgun: A modern handgun uses clips of up to 30 scatter shot misfires only if all of the attack rolls
rounds (metal cartridges), though many such clips at made misfire. If a scatter weapon explodes on a
present are usually scavenged with far fewer shots misfire, it deals triple its damage to all creatures
remaining. The handgun is semi-automatic, allowing within the misfire radius.
its user to fire it repeatedly during a full-attack action
so long as it still has rounds of ammunition remaining.
Most ranged weapon feats can also be applied to a
handgun in the same way they are applied to a bow
Common Equipment And Vehicles
or repeating crossbow. Common equipment is anything that could be found
and purchased at a store without a specific license
Knife: The modern knife isn’t as well balanced for
prior to the Fall of Man.
throwing as an archaic dagger. Instead, it has better
In most cases, common equipment has a tech rating
throughput and can devastate an oncoming attacker
of 1 or 2, representing the complexity of creating
by virtue of its brace weapon quality.
and using it. Other items may have a more complex
Pistol: Pistols have evolved greatly over the makeup or require special handling procedures,
centuries since firearms were first created. In modern granting it a higher tech rating. Broken items always
times, a pistol still only fires 1 shot before requiring have a tech rating of 0.
a swift action to reload, but it can still hold and fire
Ammunition: The most basic of needs for anybody
up to 12 rounds before requiring a new cartridge (a
wielding a ranged weapon. Ammunition comes
standard action).
in clips containing multiple rounds for pistols or
Rifle: Rifles are larger, more complex versions of the handguns and shells for rifles or shotguns. Archaic
pistol. ammunition, such as arrows, bolts, or old-fashioned
Shotgun: Shotguns can only hold up to 1 round of black powder and pellets are rarely of any value on
ammunition before requiring a reload, but they can their own, but can be bartered in batches of 30.
fire scattershot, which makes them invaluable against Battery: The lifeblood of technology, anything of
groups of enemies. lasting usefulness in the present age can be run on
Taser: A simple device, complete with wires that batteries. Unfortunately, there’s never a guarantee
extend up to 10 feet to strike their target. The wires which batteries are necessary for a given device.
deal 1d4 piercing damage plus 1d6 electricity damage Some larger batteries can also be used as portable
on a hit. charging ports.

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Camera: Anything from video cameras to


TABLE 5:6 – Common Equipment and
photography cameras, these devices capture and
Vehicles display images for others to see. They can be
Item Barter Tech hooked up to smart phones or monitors and be used
Value Rating at extended distances. Depending on the quality of
Ammo Clip (12 rounds) 8 1 the camera, it may also record and convey audio.
Ammo Clip (30 rounds) 16 1 Should come with 1 battery when bartered for, but
not usually found with one.
Ammunition, Archaic (30) 7 0
Charging Port: By the end of days, even mighty
Ammunition, Rifle/Shotgun 16 1
businesses accepted that it was time to try and do
(10 shells)
something better for the common man. Over the
Battery (10) 8 1 course of about four years prior to the coming of
Camera 8 1 Satan’s Maul, the largest companies on Earth took
Charging Port 36 4-6 control of everything they were able to and unified
their efforts into creating universally compatible
Electronic Device 38 2-3
equipment. A healthy number of the devices that
Fan 7 1 survived the Fall of Man were made of sturdier
Flashlight 8 1 stock and material than the fast, cheap, and easy to
Food and Water (1 meal) 8 0 make objects of the early 21st century. All of them
were made with a connector that attaches to charge
Food and Water (1 week) 36 0
ports found in abandoned office buildings around the
Lighter (6) 8 1 world. Many of these ports are stationary; too big to
Mainframe 41 4-6 carry out of their location or wired into a mainframe;
Monitor 42 2 but they do still work when given enough power.
Phone, Cellular 16 2 Electronic Device: Any basic electronic device not
Phone, Land 8 1 already described. Generally, the purpose of these
devices is luxury more than adventuring, but they
Phone, Smart 36 3
have their occasional uses as well. May come with
RAD Detector, Hand-Held 16 1 1 battery when bartered for, but not usually found
RAD Detector, Stationary 36 2 with one.
Radio 8 1 Fan: Mechanical fans serve a variety of purposes,
Spray Can (5) 8 1 including blowing away dangerous inhalants and
Storage Container, Large 16 2 keeping one cool in a closed-in, hot, or humid
situation. May come with 1 battery when bartered
Storage Container, Small 16 1 for, but not usually found with one.
Superior Quality Item +2 –
Flashlight: These tiny devices were taken for granted
Supertech Item 51 – by much of humanity before its fall. Now, survivors
Tape Recorder 8 1 trade what were once far more precious items for
Vehicle, Air 48 6 them without hesitation.
Vehicle, Large Land 46 5 Food and Water: Most of the races in Fall of Man
Vehicle, Small Land 44 4 require sustenance to continue being active. Most
bartered food and water includes a small storage
Vehicle, Water 45 4 container able to keep it fresh for up to 1 week, but
Item Kits hearty adventurers can probably stomach it a little
Skill Kit 16 1 longer (Fortitude DC 10 + 1 per day after 7). Without
Skill Kit, Masterwork (+2) 36 2 proper storage or care, common food and water will
no longer provide sustenance after 3 weeks and is
Standard Adventuring Kit 36 –
instead treated as a poison.

101
Fall of Man

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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Chapter 6: Mutation

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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Fall of Man

106
Chapter 6: Mutation

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.

107
Fall of Man

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

108
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.

109
Fall of Man

Creating A Mutant Disease: Radiation Sickness


“Mutant” is an inherited or acquired template that can Any creature that takes at least 3 radiation
be added to any living, corporeal creature (referred damage per hit die in a single day (minimum 15)
to hereafter as the base creature). A mutant retains must make a Fortitude save (DC 15) or contract
all the base creature’s statistics and special abilities Radiation Sickness. Failure by 5 or more (or a
except as noted here. natural 1 on the die) indicates that the creature
contracts Radiation Poisoning instead (twice the
CR: Same as the base creature (with adventurer effect, no chance of mutation).
traits) or +1 (most monsters and NPCs)
Type: disease, contact, inhaled, or injury; Save
Subtype: The base creature gains the mutant subtype. Fortitude DC 15 + 1/day (max 25) negates,
It can no longer progress in its racial evolution class. Fortitude DC 15 to avoid effects.
If the creature has any levels in an evolution class, it
can trade those levels on a one-for-one basis with the Onset 1d2 hours; Frequency 1/day
mutant evolution class each time its level increases. Effect 1d3 Constitution; Cure 2 consecutive saves
Mutation Points: A creature becomes a mutant as An unfortunate side effect of too much exposure
soon as it has gained at least 1 point in the Mutation to toxic chemicals, ambient radiation, or attacks
Focus. This is usually characterized by an obvious from some mutants, radiation sickness destroys
mark on the creature’s body or an unexpected change tissue in the body by affecting the ability of cells to
in its personality. Upon becoming a mutant, the base divide normally. The symptoms can begin within
creature loses its adventurer traits (except mutation one or two hours and may last for several months.
if granted as a bonus feat), if any, and gains 4 free A creature that makes a successful save
mutation points as a result of its race. Gnomes with maintains its current DC for 1 day and has 2
the Bent receive 5 points instead, and half-orcs with options. If it has the Mutant Gene feat, it can
the Gifted Heritage feat receive 6 points in addition gain 1 point in the Mutation focus. Otherwise, the
to the initial point. creature can heal 1d3 Ability damage as its body’s
Once the creature has its total points in the Mutation immune system uses the radiation to fight back
Focus, roll once using that total to determine if there against diseases, including the sickness itself.
is a random mutation or deformity. The creature may
then spend any remaining points on specific rolls or
hold onto them for later. When it gains a new level, Requirements
if the creature has at least 1 point in the Mutation
Focus, it has to roll again to determine if it receives a Race: Any with mutant template
random mutation. Special: Level 1 in any base class

Mutant Class Class Skills: Acrobatics (Dex), Appraise (Int), Bluff


(Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Mutants are unable to evolve properly into what they Disable Device (Dex), Disguise (Cha), Drive (Dex),
would if they were still members of their original race. Escape Artist (Dex), Intimidate (Cha), Knowledge
Because of this, the Mutant Class actually provides (arcana, local, religion) (Int), Linguistics (Int),
not only its own progression, but encompasses a Perception (Wis), Perform (Cha), Profession (Wis),
larger area of dedication. This allows mutants to Sense Motive (Wis), Sleight of Hand (Dex), Stealth
sacrifice the levels they may have already gained in (Dex), Swim (Str), and Use Magic Device (Cha).
their evolution class in exchange for additional levels
Skill Ranks at Each Level: 8 + Int modifier.
of mutant.
Each time a mutant gains a level in this class,
it can also lose one level’s worth of benefits
Class Features
from its evolution class and gain another level of Bonus Feat: At 1st and 4th level, the mutant can
mutant instead. choose one of the following bonus feats.
Acrobatic, Alertness, Athletic, Deft Hands, Dodge,
Hit Die: d8
Evolved Eyesight, Great Fortitude, Iron Will,

110
Chapter 6: Mutation

Mutant Base Fort Ref Will Mutation Special


Level Attack Save Save Save Focus
1 +1 +0 +0 +0 +1 Bonus Feat, Inherent Bonus
2 +2 +1 +1 +1 +2 Inherent Bonus
3 +3 +1 +1 +1 +2 Saving Throw +1, Inherent Bonus
4 +3 +1 +1 +1 +3 Bonus Feat, Inherent Bonus
5 +4 +2 +2 +2 +3 Inherent Bonus
6 +5 +2 +2 +2 +4 Inherent Bonus
7 +6/+1 +2 +2 +2 +4 Bonus Feat, Saving Throw +1,
Inherent Bonus
8 +6/+1 +3 +3 +3 +5 Inherent Bonus
9 +7/+2 +3 +3 +3 +5 Inherent Bonus
10 +8/+3 +3 +3 +3 +6 Bonus Feat, Inherent Bonus

Lightning Reflexes, Mobility, Nimble Moves,


Stealthy, Toughness
At 7th and 10th level, the mutant adds the
following feats to the list above.
Acrobatic Step, Agile Maneuvers, Awakened
Being, Blindfight, Diehard, Endurance, Fleet,
Improved Great Fortitude, Improved Iron Will,
Improved Lightning Reflexes, Improved Natural
Attack, Lunge, Spring Attack, Step Up
Inherent Bonus (Ex): At each level, the mutant
gains a +1 inherent bonus to 1 ability score,
chosen randomly.
(Str=1, Dex=2, Con=3, Int=4, Wis=5, Cha=6)

d6 Ability
1 Str
2 Dex
3 Con
4 Int
5 Wis
6 Cha

The mutant cannot increase a single ability


score by more than +5 with this ability. These
bonuses stack with each other, but not with
other inherent bonuses, such as those granted
by a wish spell.
Saving Throw (Ex): At 3rd and 7th level, the
mutant increases one save of its choice by +1. The
mutant can choose the same bonus both times.

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Fall of Man

Chapter 7: Campaigns, Combat, and Gamemastering


The rules presented in this chapter are available as software engineer. Someone who understands the
quick references and guidelines combined from other practical science involved in hydrodynamic dams
sources (particularly the Pathfinder Roleplaying or windmills could literally name his price. Books
Game: Core Rulebook, Pathfinder Roleplaying on such subjects would become treasures, eagerly
Game: GameMastery Guide, and Pathfinder sought by scavenging agents of rival communities.
Roleplaying Game: Ultimate Combat) updated to Rumors of an intact library could start wars.
fit within the scope of Fall of Man. For more details When the races from Gothos arrived, they at least
related to these rules, see the corresponding sources. understood they were coming to a new world in the
middle of a cataclysmic event. The people of Earth,

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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TABLE 7:1 – Settlement Population Understanding Table 7:2 –


Settlement Avg. Population Settlements
Nest 4-9 Average Level Resident: As a settlement grows, it
Backwater 10-25 takes on more and more unskilled survivors, since
those people are often trying to find anybody who can
Hovel 26-40
protect them. This usually balances out at the time in
Safe House 41-60 which the settlement becomes an establishment and
Establishment 61-200 can start training its residents or advertising for more
Small Complex 201-2000 powerful groups to come settle in for a while. On
Large Complex 2001-3872 average, 50% of an establishment or small complex is
below level 3, while the highest 10% (about 20) may
Safe Zone 3873+
actually be former members of a backwater topping
out at around level 8 or 9. The rest vary in their range
teams of people who helped found it. Establishments
such that the average level of resident sits around 3.
are, unfortunately, settlements at their weakest point
Roughly every 22 common residents added to a
because they are too big to go unnoticed, but still too
Complex also brings with them another adventurer
small to last against a direct onslaught from some of
of worth, giving Large complexes around 5% (about
the more dangerous monsters and groups that exist
100) of their population in NPCs at level 12. After that,
in Fall of Man. Treat establishments as large towns.
the presence of adventurers becomes indeterminable,
Small Complex: As an establishment grows and as many of a high-functioning complex’s individuals
fortifies its defenses, it becomes a small complex. have some form of basic training or understanding of
Small complexes can resist the occasional attack from the larger situation.
monsters and rebuild or strike back if the opportunity Barter DC Cap: This value represents the highest
presents itself. Treat as small cities. individual item a character can hope to find in a given
Large Complex: When a complex expands to the settlement. Combinations of items and item kits can
point at which it can withstand regular attacks and be found as well, but their collected value is rarely
allow the people there to still live in relative peace higher than the high DC of that settlement.
(or ignorance), it becomes a large complex. Large Backwaters, Hovels, and Safe Houses rarely have
complexes also have regular access to food for any item valued as a high barter DC, but it’s possible
their entire population and are able to buckle down one of their advanced items could push it. The (m) on
in an emergency to survive without outside contact these settlements indicates a medium-difficulty Barter
for at least 1 month per 1,000 residents. Treat as DC, or just under what would have once cost 1,200 gp
large cities. in Gothosian currency (in the case of a Safe House).

TABLE 7:2 – Settlements


Settlement Average Level Resident Barter DC Cap
Common Items Moderate Items Advanced Items
Nest Any By level 1d4 1d2 1 item
Backwater 9 16 1d6 1d3 1d2
Hovel 7 17 2d4 1d4 1d2
Safe House 5 18 3d4 1d6 1d3
Establishment 3 38 3d4 2d4 1d4
Small Complex 5 39 4d4 3d4 1d6
Large Complex 7 41 4d4 3d4 2d4
Safe Zone 9 43 * 4d4 3d4

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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

Brothers and Sisters,


Lo, but it is a time to fear and to praise, to tremble and to rejoice for
the time of Revelation is upon us. Before us now is a sacred battle for the
kingdom of God.
We are under attack from the vile demons that Hell spat out to plague
us. The True Believers of the One Book must ban together to confront the
Devil’s legions. Though they may take pleasing guises and profess to wish
for nothing more than a safe haven and the chance to help the suffering, be
not fooled. These are demons and must be destroyed.
Brothers and Sisters, I send you forth with a holy mission; a crusade; a
jihad. Cleanse the Earth from the foul demons and those who associate with
them. Cleanse the world with the holy fire of God! Cleanse the infected ones
with the healing flame of the Glorious Fire. Go forth and BURN!
- Father Keller – Armageddon Sermon, June 15, 2058

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Fall of Man

Keller’s powerful charisma has


influenced many to join his cause.
Others have joined out of fear that
any other action would mean their
destruction. Keller is severe even with
those who have joined him. Only the
truly devoted deserve the paradise to
come. In the ensuing years, the Army
of the Avenging God has become a
threat. What started as a small cult in
Flint, Michigan has grown to become
a powerful force in the so-called bible
belt of the Midwest and Southern
states of the USA.
The Gifted Few: In recent months,
tales have started getting around,
speaking of organized groups of
hanites attacking smaller settlements
for their equipment and stored goods.
The leader of these “Gifted Few”, as
they are called, is a hanite magic user
by the name of Jameson Harper.
When questioned about their
intentions, captured members of
this faction speak of an impending
reckoning; a day when hanites
overcome the weaker men; a day
when the beauty of true evolution
controls the world. That is what the
Devil’s Maw brought Earth, they
say; the gift of evolution.
When Satan’s Maul declared war on all humanity,
The Human League: This faction is really a the various splintered militia groups were among
confederation of many factions, all with one those few organizations actually prepared for the
thing in common: they all believe humans are the chaos of the aftermath. Months before the strike, a
superior lifeform and stand in a united (more or charismatic leader named Adam “Dare” Williams,
less) front against the “sub-human” creatures that lifted his voice above all the contenders and sent
have invaded Earth. out regular broadcasts to the various militia cells.
Members of the Human League include the Militia, At the age of 42, Dare was a seasoned veteran (of
the Army of Righteousness, the Master Race, the what war he wouldn’t say) and staunch defender of
Humanists, and the Preservers. human rights (the way he saw them). Though many
The Militia: All across the United States, these had conflicting ideas on the specifics, they all agreed
people were ridiculed, feared, or hated for their on the general purpose of forming an armed camp:
extreme opinions on the right to bear arms. While “A well-ordered militia being necessary…” -
most such groups were satisfied with maintaining Quoted from the Bill of Rights
their strongholds and weapons practice in In the aftermath of the strike, Dare told anybody
preparation for the Big Day, a few made loud and who would listen, chaos would obliterate everything
messy statements about the government; usually with remaining of the United States, leaving the nation
innocent bystanders becoming “early victims of the open to invasion. The Militia would be ready to
coming war.” defend the country, should that be the case.

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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

We come to a strange crossroads, brethren. The Pantheon that once


watched over us and shielded us from evil has brought us this new
world. Weep not for the destruction of Gothos or for the sick nature of
this strange, new land. Nay, rejoice! For Barticus has seen fit that we
have new lands to conquer for Him and new peoples to convert. We are
here at His pleasure and now we must return onto Him a thousand-fold
what He has done for us.
- Bharash, Born of Dragons – Paladin of Barticus

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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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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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North America: Perhaps because more shards


from the meteor hit in the United States, or perhaps Combat
because the people tore it apart even before that, the
Combat can be swift and deadly. A clean shot to an
United States is gone. In its place has arisen a land of
orc’s head, a knife in the heart or across the throat—
territories and strongholds. The territories are small
armor doesn’t always help against these things as
compared to the previous states. Populations are tiny well as some may have you believe.
and scrabbling for survival. Technology and magic The character classes presented in Chapter 3 are
are both guarded jealously. detailed with hit points, but the best way to enjoy the
Russia: Those in the remote reaches of Siberia gritty realistic world of Earth after the Fall of Man
barely noticed a difference after the Fall, except for is by utilizing the options presented in Pathfinder
the roaming bands of ice trolls. Eastern Russia is Roleplaying Game: Ultimate Combat. For quick
being swept up by the Kahn. The western portions reference, those options are summarized here and (in
of Russia are locked in a constant, seemingly futile the case of armor and armor-piercing weapons) in the
battle against mutated creatures out of the hanite- Bartering and Equipment chapter.
These options do add a little backend to character
controlled Ukraine.
creation and maintenance, but the story immersion
South America: As with Africa, South America they provide should balance that out.
was affected with a strange turning back of time.
The Mayans, long removed from South America’s Defense And Armor As
history, were suddenly restored, stepping out of their
long abandoned tombs and hidden cities of gold deep
Damage Reduction
underground. Great, winged serpents (Gothosian In this system, your armor is not meant to shrug off
attacks, only mitigate them. Instead, you must rely on
dragons) appeared around the same time, bringing
your own ability to get out of the way of a strike. Fail
with them creatures unseen on Earth in centuries.
to do so and you can look forward to bruised ribs or
The people of the South American countries who
a broken limb.
weren’t killed outright openly returned to the Mayan
culture in search of help, worshiping the powerful Defense = 10 + shield bonus + Dexterity modifier +
beasts who would lead them in this new era. armor enhancement bonus
Because you are always actively using a shield to
Western Europe: Western Europe suffered block attacks, its bonus is added to your Defense, but
mightily from meteor strikes, nuclear power plant only magical enhancements from your armor react in
meltdowns, and floods from the Mediterranean this way. When a creature touches you, it still ignores
Ocean. Because of a strange phenomenon that has the shield bonus to your Defense. When you are flat-
yet to explained, an extremely large number of footed, you gain neither your shield bonus nor your
reborn were created in Western Europe. After an Dexterity to your Defense.
initial purge when fearful survivors saw the reborn So, when your armor doesn’t help your defenses,
as undead, the reborn have actually become the what purpose does it serve? Armor acts as damage
dominant race in Western Europe. reduction (referred to here as simply armor reduction).

TABLE 7:3 – Armor


Material1 Avg. Level Resident Attacker Size to bypass DR
Nonmagical Armor DR/magic Large
Magical Armor DR/adamantine Huge
Adamantine Armor DR/– Gargantuan
1
– Brilliant energy weapons bypass all armor reduction unless the armor is enchanted with ghost-touch.
Armor reduction is halved if a creature is grappled or entangled, and does not apply when a creature is
helpless or pinned.

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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.

121
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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Chapter 7: Campaigns, Combat, and Gamemastering

Chest (–2 penalty) •  Target falls prone. Leg is useless (Fortitude


•  Skill checks caused by the hit (such as an reduces speed by half without a Heal check DC
Acrobatics check while balancing or a Climb 20). Penalties to actions apply for 2d6 minutes if
check while climbing) suffer a –2 penalty. the leg can be used at all. Failure by 5 or more
•  1d4 Constitution damage. The target is fatigued severs the leg or mangles it badly enough to
(new Fortitude negates), and see above. require a Regeneration effect. A creature with a
•  2d4 Constitution damage. The target is useless or severed leg moves at half speed if it still
exhausted (new Fortitude fatigues), and see has more than half of its legs usable; otherwise, it
stage 1. Failure by 5 or more deals 1 Constitution cannot stand up and must crawl to move.
damage when the target takes a standard action Vitals (–5 penalty)
(DC 25 Heal check or all damage healed from •  Sickened for 1d4 rounds (Fortitude reduces to
this effect negates). 1 round). The target cannot run or charge while
sickened.
Hand (–5 penalty)
•  1d4 Constitution damage. Target is nauseated
•  The target suffers a –2 penalty to actions taken
for 1d4 rounds (Fortitude negates) and sickened
with the hand for 1d4 rounds. The target suffers a for 1d6 minutes. The target cannot run or charge
–4 penalty to its CMD to resist disarm attempts, while sickened.
and drops its weapon (if any) on an attack roll •  1d6 Constitution drain and nauseated 1d4 rounds
result of a natural 1. (Fortitude deals Con damage instead and reduces
•  1d4 Dexterity damage. Target drops items held in nausea to 1 round). Target is sickened for 2d6
the injured hand and cannot hold a two-handed minutes. Failure by 5 or more disembowels or
weapon (Reflex negates). Penalties to actions horrifically wounds the target, dealing 1 Constitution
apply for 1d4 minutes. bleed damage. This requires a Regeneration effect,
•  1d6 Dexterity damage. Hand is useless (Reflex all damage healed from this effect or a Heal check
negates). Target drops any held items. Penalties (DC 20) that takes 1d4 rounds to complete.
to actions apply for 2d6 minutes if the hand can
be used at all. Failure by 5 or more severs the
hand or mangles it badly enough to require a GAMEMASTERING
Regeneration effect. Running a campaign in a post-apocalyptic, modern
Head (–5 penalty) setting has a few differences when compared to
standard fantasy. So far, this chapter has attempted to
•  Sickened for 1d4 rounds.
lay out options for how to make the world a grittier
•  1d6 Int, Wis, or Cha damage (determined
place and provided details on some of the people
randomly). Target is staggered (Fortitude
and places characters will meet in Fall of Man. This
negates. Sickened 1d4 minutes. section specifically deals with the other aspects of the
•  1d6 Int, Wis, and Cha damage (roll for each). game that are different when playing in this setting.
Target is unconscious 1d10 rounds (Fortitude
staggers instead). Sickened 2d6 minutes. Failure Bartering
by 5 or more acts as feeblemind spell. Heal,
Greater Restoration, or a similar effect can Bartering is a relatively new use of the rules and could
take some getting used to for both you and your party.
remove this.
In general, even if heroes repeatedly fail to properly
Leg (–2 penalty) barter, consider giving them a freebie once in a while.
•  Reduces speed by 10 ft. for 1d4 rounds (1-2 Maybe a nearby NPC overheard their poor attempt
working legs), or 5 ft. (3-4 working legs). The and takes pity, or maybe that same NPC has a job
target also suffers a –2 penalty to actions taken better suited to their talents and is willing to extend
with the leg for 1d4 rounds. the requested trade value in exchange. Characters
•  1d4 Dexterity damage. The target falls prone who repeatedly abuse this option, though, can expect
(Fortitude negates). Penalties to actions apply to make enemies as others learn that they’ve been
for 1d4 minutes. getting deals not always available to everybody else.

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Fall of Man

Combat Option Similarly, racial levels, called evolution, let a


character gain more ground as a member of his or her
As stated, the combat options above are entirely race. As a character evolves, he or she typically gains
optional, but consider at least trying them at the start, inherent bonuses to ability scores and other useful
especially if your players have above average skill benefits not always available to standard members of
sets or like a challenge. We have tried to streamline a class.
the details as best as possible, but if you’re still Keep in mind, Focus and evolution are also a great
confused, consider looking at the Ultimate Combat way to let the players feel like they’re gaining power
resource for clarification, or work with your party without always finding magic items. Since the world
and use everybody’s agreed upon interpretation. It is is being picked apart by everybody who still lives,
still your game, after all. magic and high-tech equipment are at a premium.
Also, remember that these rules aren’t just for Focus and evolutions allow characters to continue
players. They can apply to monsters as well. Usually facing bigger challenges without relying on items
monsters only care to smash their way to victory, but that they may never find. If you do play a game with
a cunning enemy (often Int 11+) can and sometimes more magic items, you can remove inherent bonuses
will make a called shot if the option is viable. Some from evolutions, cut Focus down to about half its
animals will instinctually make called shots as well, value, or both, in exchange.
such as dogs biting a creature’s leg, arm, or throat
or birds going for the eyes. If a creature making a Mutation and Deformities
natural attack can’t reach the suggested area, use the
nearest option instead. This is why canines will often Unlike Deader’s Doom and the Bent, mutation
trip a creature before attacking its face or neck. should be permanent and irremovable (barring
extremely high level magic, since that can usually
Deader And Twisted Players do anything anyway). This is because mutation is a
staple aspect of Fall of Man. A character so mutated
The penalties associated with these options are there that a player doesn’t want to use them anymore can
for balance purposes. Remind a conflicted player be considered dead, having run off in remorse for
that it is most often their choice to pick up Deader’s their horrible new form.
Doom or the Bent. When those abilities are given Give nobody (not even the original player) a
to a player outside of their control, try to work with chance to know what the mutant did or where it
them to make it a good roleplaying opportunity. If went, but allow the player to make a new character
that doesn’t work, or you just don’t want to slow the that can be introduced at the next opportunity using
game down for everybody else, you can always let the normal rules for character death, sans any chance
the heroes remove the afflictions either with remove at resurrection.
curse, break enchantment, or similar effects. While This option has the small benefit of allowing you to
this isn’t true for a character who willingly takes bring that poor, hated creature back later in the story
on the detriment, they are treated as afflictions that and using it either to make a heroic sacrifice or as a
haven’t fully taken hold, and so a chance can exist to villain now that its mind is as distorted as its body.
offer a return to normalcy.
Safety
Focus And Evolution Levels
It is rarely safe to do anything, but even heroes in
Introduced with Fall of Man, Focus gives players a this setting should get a breather once in a while. It’s
chance to “sublet” abilities not normally available post-apocalyptic survival-horror, not torture, after
to them. In story terms, the world is so messed up all. If the party has found and made a decent base of
after Satan’s Maul that everything has a potential for operations, don’t just attack it at the first opportunity.
strange and unique powers. In game terms, Focus At least make it the backdrop for a story-arc or lead
may at first feel like just another stat to track, but its up to it with plenty of warnings and hints (perhaps
interaction with other things makes it more than that. from NPCs) so that the heroes have time to fortify

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Chapter 7: Campaigns, Combat, and Gamemastering

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.

125
Fall of Man

Chapter 8: Monsters and NPCs


This chapter helps fill out the world after Satan’s Space 10 ft.; Reach 5 ft.
Maul changed it forever. The Monsters and NPCs Special Attacks trample (1d8+6 plus 1d6 radiation,
introduced here utilize the rules described in DC 16)
Campaigns, Combat, and Gamemastering.
STATISTICS
Monsters roam the city streets and NPCs form
factions with whom heroes can interact in their Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2
travels. Despite Earth’s apparently slow death, and Base Atk +3; CMB +8; CMD 20 (28 vs. trip)
thanks to the influx of interesting beings coming over Skills Acrobatics* +18, Climb* +12, Perception
from Gothos, the world sometimes feels so much +4, Stealth* +2; Racial Modifiers +8 Acrobatics, +4
more alive than it did before. Perception, +4 Stealth
* = As a vermin, the grasshopper doesn’t gain skill

Monsters points. These values include its racial bonuses and


special abilities.
SQ jump
The Fall of Man has spawned a menagerie of new
species and transformed others who both existed and SPECIAL ABILITIES
migrated to Earth while Midnar was awake.
Jump: The grasshopper can jump up to 120 ft. as a
move action. This grants it a +8 bonus to Acrobatics
Mutant Grasshoppers
checks made to jump. draws no attacks of opportunity
Mutant Grasshoppers are precisely what they sound when it jumps and can use spikes at any point during
like—abnormally large insects that, through the its jump.
marvels of mutation, exist to wreak havoc upon the
ecosystems in which they are found. ECOLOGY
Environment: Any non-cold
Mutant Grasshopper CR 4 Advancement: As mutant
XP 1,200 Organization: solitary, pair, or swarm (8-16)
N Large vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +4
Focus arcane 0, faith 0, mutation 3, technology 0
DEFENSE
Def 11, touch 11, flat-footed 9 (+2 Dex, –1
size)
Vigor 22 (5d8), Wound 32 (staggered 16)
Fort +7, Ref +3, Will +1
DR 5/magic or large; Immune mind-
affecting effects
OFFENSE
Speed 30 ft., climb 30 ft., fly 60 ft.
Melee bite +6 (2d6+6 plus 1d6 radiation)
Ranged spikes +4 (range 20 ft., 1d8+4
plus 1d6 radiation)

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Chapter 8: Monsters and NPCs

Skrell Languages Common


SQ scavenge, scrapper
Skrell are 5-foot tall humanoids covered in a
course fur. Males have a mane which tapers down SPECIAL ABILITIES
their backs. Their jaws have warped outward to Scavenge: as the scavenger ability, the Skrell
resemble a rat with sharpened teeth, but they have
typically live in areas where radiation is prevalent, so
no whiskers. Their eyes are oversized and slanted
they place their point into the Mutation Focus.
vertically (appearing sideways). Skrells’ hands have
Scrapper: From continued living in harsh
sharp claws at the end of their fingers, and they rarely
environments, the Skrell have developed thick hides
wear clothing. A typical skrell is about 5-feet tall and
and a survival instinct. They gain a +1 bonus to their
weighs roughly 120 lbs.
Defense, DR 1/–, and a +8 bonus to Survival checks
Skrell CR 1/4 to forage (already added).
XP 100 ECOLOGY
Male skrell expert 1
Environment: Mutation rating 1 and higher areas.
N Medium humanoid (skrell)
Advancement: By class
Init +2; Senses darkvision 60 ft., low-light vision;
Organization: solitary, pair, or nest (4-6)
Perception +4
Focus arcane 0, faith 0, mutation 1, technology 0
DEFENSE
Def 14, touch 14, flat-footed 11 (+2 Dex, +1
scrapper)
Vigor 8 (1d8), Wound 28 (staggered 14)
Fort +2, Ref +2, Will +0
DR 2/colossal
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus bleed), 2 claws
+2 (1d4)
Ranged sling +2 (1d4)
Special Attacks bleed (2
damage)
STATISTICS
Str 10, Dex 15, Con 14,
Int 8, Wis 6, Cha 8
Base Atk +0; CMB +0;
CMD 12
Feats weapon
finesse
Skills Acrobatics
+6, Appraise
+3, Climb +12,
Perception +4,
Stealth +6, Survival +4
(+12 to forage); racial modifiers
+2 Perception, +2 Survival, +4
Stealth

127
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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Chapter 8: Monsters and NPCs

Tentacle Tree DEFENSE


The tentacle tree is a gargantuan, gray tree with Def 8, touch 8, flat-footed 7 (+1 Dex, –3 size)
mucous-covered flesh in place of bark. Its limbs
Vigor 33 (6d10), Wound 36 (staggered 18); fast
are actually tentacle-like stalks ending in a variety
healing 6
of different eyes and claws. The tree cannot move,
Fort +9, Ref +8, Will +4
but creatures that wander too close find themselves
DR 12/magic or large; Immune plant traits, radiation
drawn into its branches and shredded to provide
Weaknesses vulnerability to fire
nourishment for the arboreal mutant. Underneath
a tentacle tree one can often find the remains of OFFENSE
unprepared adventurers; usually with gear intact.
Speed –
Tentacle Tree (6 limbs) CR 7 Melee 2 slams +2 (1d6 plus grab), 2 claws +2 (1d4
plus bleed)
XP 3,200 Ranged 4 eyebeams +2 touch (range 50 ft., 1d6 radiation)
N Gargantuan plant (mutant) Space 20 ft.; Reach 15 ft.
Init +1; Senses darkvision 60 ft., low-light vision, Special Attacks bleed (1d6 damage), flurry, swallow
scent; Perception +11 whole (1d6 radiation plus 1d6 bleed, Def 10, DR 6/
Focus arcane 1, faith 0, mutation 3, technology 0 magic, 3 hp)
STATISTICS
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
SPECIAL ABILITIES
Flurry: The tree can use all of its attacks
(ranged and melee) as a full-attack action,
but it can only hit any creature once per
round in this way.
Fast Healing (Ex): A tentacle tree’s
fast healing ability is equal to its current
number of limbs (minimum fast healing
5). This fast healing applies only to
damage inflicted on the tree’s trunk.
Hydra Traits (Ex): A tentacle tree can
be killed by severing all of its limbs or
slaying its trunk. Any attack that is not an
attempt to sever a limb affects the trunk,
including area attacks or attacks that
cause piercing or bludgeoning damage.
To sever a limb, an opponent must make
a sunder attempt with a slashing weapon
targeting a limb. A limb is considered
a separate weapon with hardness 0 and
hit points equal to the tree’s HD. To sever
a limb, an opponent must inflict enough damage to
reduce the limb’s hit points to 0 or less. Severing a
limb deals damage to the tree’s trunk equal to the
tree’s current HD. A tentacle tree can’t attack with a
severed limb, but takes no other penalties.

129
Fall of Man

Regenerate Limb (Ex): When a tree’s limb is


destroyed, two limbs regrow in 1d4 rounds. A tree DEFENSE
cannot have more than twice its original number of Def 15, touch 11, flat-footed 15 (–1 Dex, +1
limbs at any one time. To prevent new limbs from enhancement, +4 shield, +1 size)
growing, at least 5 points of acid or fire damage must Vigor 25 (1d8 + 5d6), Wound 28 (staggered 14)
be dealt to the stump (a touch attack to hit) before Fort +7, Ref +4, Will +5
they appear. Acid or fire damage from area attacks DR 12/adamantine or huge
can affect stumps and the trunk simultaneously. A
OFFENSE
tree doesn’t die from losing its limbs until all are cut
off and the stumps seared by acid or fire. Speed 20 ft.
Melee unarmed +5 (1d3 nonlethal)
Swallow Whole (Ex): When a tentacle tree swallows
Ranged mwk handgun +12 (1d8+2/x4)
a creature whole, that creature is still visible within
Gnome Spell-Like Abilities (CL 6th; concentration +20)
the tree’s trunk, but provides no line of effect.
1/day—Ghost Sound (DC 14), Magic Weapon, Mending
ECOLOGY
TACTICS
Environment: Arcane or mutation rating 3 and
Ambrogia relies heavily on her armor to keep her
higher areas.
safe while she takes a few shots at her enemies. If her
Advancement: As mutant
armor doesn’t prove to be enough, she will try to get
Organization: solitary or grove (6-10) away as quickly as her legs will take her.

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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Chapter 8: Monsters and NPCs

STATISTICS Carlo Moreno


Str 11, Dex 8, Con 14, Int 19, Wis 16, Cha 12 Carlo Moreno is the half-orc son of Consuelo
Base Atk +4; CMB +3; CMD 12 Moreno, whose father he is named after. Carlo’s
Feats Arcane Strike (+2, added), Craft Magic Arms mother was an unfortunate victim of an orc raiding
and Armor, Master Craftsman party, and Carlo was born of that unfortunate event.
Skills Appraise +13, Craft (arms and armor) +13, Carlo’s mother loved him, even raised him in her faith
Disable Device +13, Drive (cars, planes) +3, Fly +8, to the One True God, but she could not keep him. The
Knowledge (arcana, technology) +13, Spellcraft +13, men and women of her settlement threatened to send the
Use Magic Device +10; Racial Modifiers +2 Craft two of them out into the Wilds if she didn’t get rid of him.
(alchemy), +2 to repair tech devices Guided by his own faith, Carlo refused to let his mother
Languages Common, Elven, Gnome, Spanish, make such a sacrifice. Instead, he left of his own volition
Tagalog and set out in search of his god’s true plan for him.
SQ the bent (heavy armor proficiency), craft companion
(1st), craft pool (16), scrap expert, trapfinding Carlo Moreno CR 8
Gear masterwork handgun, +1 powered armor*, +1 XP 4,800
blast shield* Half-orc priest of the One God 9
* = This item counts as broken for anybody other LG Medium humanoid (human, orc)
than Ambrogia. If the enchantment is removed, it can Init –1; Senses darkvision 60 ft.; Perception +9
be repaired. Aura courage (10 ft.), resolve (10 ft.)
Focus arcane 0, faith (the One God) 7, mutation 0,
technology 2
DEFENSE
Def 21, touch 20, flat-footed 21 (+2 Cha, –1 Dex, +1
enhancement, +9 faith)
Vigor 40 (9d10), Wound 24 (staggered 12)
Fort +10, Ref +5, Will +12
Defensive Abilities orc ferocity; DR 2/adamantine
or huge; Immune charm, disease, fear; Resist fire 10
(only if prepared)
OFFENSE
Speed 30 ft.
Melee +1 heavy mace +15/+10
(1d8+5)
Ranged mwk pistol +9 (1d10/19–
20)
Special Attacks channel positive
energy (DC 16, 5d6), smite
heretic 3/day (+2 attack and AC,
+9 damage)
Priest Spell-Like Abilities (CL
9th; concentration +11)
At will—damnation
Priest Spells Prepared (CL 6th;
concentration +8)
2nd—resist energy, zone of
truth (DC 14)
1st—cure light wounds, divine
favor, lesser restoration (DC 13)

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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

Medium Armor Proficiency, Toxic Spell, Weapon


Rex Fallin CR 4
Proficiency (warhammer)
Skills Craft (relic) +17, Diplomacy +9, Intimidate +8, XP 1,200
Knowledge (religion) +17, Perception +6, Spellcraft +17 Reborn scavenger 1, Evolution 4
Languages Common N Medium humanoid (reborn)
SQ accelerated magic, latent mutations Init +3; Senses darkvision 60 ft., low-light vision;
(chemotherapy, fast healing) mutations (greater Perception +8
mutation, gullet, irradiated flesh, limbs x2, rad skin Focus arcane 1, faith 0, mutation 0, technology 2
IV, second being, shifted organs II) DEFENSE
Gear +1 adamantine warhammer, masterwork arm
guards, +1 shin guards Def 14, touch 14, flat-footed 11 (+3 Dex, +1
enhancement)
GREATER MUTATION STATS Vigor 26 (5d8), Wound 36 (staggered 18);
DR 9/gargantuan; Melee +1 adamantine warhammer regeneration 2 (healing or negative energy)
+15/+10 (1d8+7/x3); Statistics Str 22, Dex 17, Int Fort +7, Ref +7, Will +3; +2 vs. disease, mind-
10, Wis 10; CMB +14; CMD 27 affecting effects, and anything that targets only
Isiah (Second Being) undead.
Defensive Abilities half-living; DR 4/adamantine or
Soldier 11
huge, DR 5/– (vs. critical hits)
Initiative +7; Vigor 65, Wound 39 (staggered 14)
Melee longsword +17/+12/+7 (1d8+8) and short
sword +17/+12 (1d6+5)
Feats Combat Reflexes, Improved Initiative,
Improved Two-Weapon Fighting, Greater
Weapon Focus (longsword, shortsword), Weapon
Specialization (longsword, shortsword), Toughness
Tactics: Jameson will join combat as soon as his
followers come under attack. He’ll usually open
with Haste before moving into melee and allowing
his second being, Isiah, to begin its assault. In
subsequent rounds, Jameson will continue to
close with his enemies so Isiah can attack while
he provides support or brings down stronger
opponents with radiation-laden magic missiles
and similar spells. If his fast healing fails him,
Jameson can still heal himself or an ally for 7
additional hit points using his Favor.

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.

133
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.

134
Chapter 8: Monsters and NPCs

Sarge CR 2 Steven Mayhew


XP 600 Steven was originally one of the most talented
Canite dreamwalker 3 gunmen in his hometown in the state of California,
LN Medium humanoid (canite) USA. At 15, he could pick off a moving target up
a hill at 200 meters. Unfortunately for Steven, this
Init +1; Senses low-light vision, scent; Perception +7
drew the ire of his younger brother, who crippled
Focus arcane 2, faith (the Many Gods) 2, mutation
him in what was claimed to be an accidental shooting
0, technology 0
soon after the Fall of Man.
DEFENSE The gunman thought his life was over, and left
his home to find death. What he found instead was
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 Wis) a wanderer with a beautifully crafted handgun at his
Vigor 17 (3d8), Wound 28 (staggered 14) hip and a sword at his back. This man convinced
Fort +6, Ref +4, Will +4; +2 vs. enchantment Steven that there was another way to shoot. He didn’t
Defensive Abilities evasion; DR 1/magic or large have to rely only on his physical ability. Eager to do
anything, Steven agreed to let the man teach him.
OFFENSE That was twenty years ago…
Speed 50 ft.
Melee unarmed strike +5 (1d6+3) or mwk quarterstaff
+6 (1d6+4) or flurry of blows +4/+4 (1d6+3)
Ranged sling +3 (1d4+3)
Special Attacks flurry of blows, Blessed Sleep
(3/day)
Dreamwalker Spell-Like Abilities (CL 3rd;
concentration +14)
At will—sleep (DC 13)
Dreamwalker Spells Known (CL 6th;
concentration +8)
1st (6/day)—comprehend languages, ray of
enfeeblement (DC 12), true strike

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.

135
Fall of Man

Steven Mayhew CR 15 SPECIAL ABILITIES


XP 51,200 Arc of the Sun (Su): As long as Steven has at least 1
Human asphalt samurai 16 point of ki remaining, he can make his katana give off
LN Medium humanoid (human) light like a torch as a free action. In addition, when he
Init +12; Perception +19 attacks with either weapon in his daisho, Steven can
Focus arcane 9, faith 0, mutation 0, technology 9 spend 2 points of ki as a free action to temporarily
DEFENSE blind his target first, effectively making that target
flat-footed against the attack. Creatures without eyes
AC 13, touch 13, flat-footed 10 (+3 Dex) or that do not rely on their eyes to sense others are
Vigor 77 (15d10), Wound 26 (staggered 13) immune to this effect.
Fort +9, Ref +11, Will +5
Defensive Abilities DR 9/magic or large Focused Strike (Su): When Steven hits with either
weapon in his daisho, he can spend 1 point from
OFFENSE his ki pool as a free action in order to maximize his
Speed 50 ft. weapon damage. If he rolls a critical threat, Steven
Melee mwk bastard sword +21/+16/+11 [singular] or can also spend 2 points from his ki pool to confirm
+19/+14/+9 [two-weapon fighting] (1d10+7/19-20) the critical hit.
Ranged mwk handgun +19/+14/+9 [singular] or
Greater Daisho (Ex): When Steven wields his
+17/+12/+7 [two-weapon fighting] (1d8+5/x4)
katana (bastard sword) and his handgun, he can use
Special Attacks arc of the sun, focused strike, greater
each with greater two-weapon fighting and treats his
daisho, improved tracking fire, in my sights (Dex to
handgun as a light, off-hand weapon.
ranged damage), warrior’s stance
Improved Tracking Fire (Ex): Steven can spend 1 ki
STATISTICS
point (no action) on his turn and choose one creature
Str 17, Dex 17, Con 13, Int 10, Wis 12, Cha 8 within his handgun’s first range increment (20 ft.) If
Base Atk +15/+10/+5; CMB +17; CMD 31 that creature would draw an attack of opportunity
Feats Arcane Strike (+4, added), Combat Reflexes, from an adjacent enemy while it remains within
Dodge, Improved Precise Shot, Mobility, Point Blank Steven’s range, he can make an attack of opportunity
Shot, Shot on the Run, Weapon Focus (handgun), against it with his handgun. He can also use this
Weapon Specialization (handgun) ability against any creature he engages in melee for
Skills Acrobatics +20, Drive (cars) +20, Knowledge up to 1 round without spending a ki point.
(arcana, technology) +9, Perception +18, Sense
Motive +4 Tactics: Steven is not afraid of death. He will enter
Languages Common combat, gun blazing and sword swinging. Most often,
SQ armor training (2), Close-Combat Expert, Ki Pool Steven will take out worthy opponents first while
(16 points), way of the phoenix (practicing, DC 19) using tracking shot to keep unsuspecting spellcasters
Gear masterwork bastard sword, masterwork on their toes. Even if he dies, the samurai will return
handgun, masterwork body armor (resembles archaic 1d3+1 rounds later—hopefully, to several charred
samurai regalia) corpses surrounding where he burst into flame.

136
Chapter 9: Escape from Silo Three

Chapter 9: Escape from Silo Three


This introductory scenario should help lay the at a minimum of 4 checks as a group. To succeed,
groundwork for a game in Fall of Man. With a little a majority will have to beat the given DC below
bit of modification, it can also work well any time (so a party of 4 or 5 requires 3 successful checks
a party of heroes is captured and needs to get away. individually). Any characters that split off from the
The scene opens with the party ducking behind a few rest of the group will still require 4 successful checks,
cars in an alley while somebody runs by the entrance. but they will have nobody to rely on if they slip up.
Any humans in the group are dissenting from the Heroes can use any skill checks to get to their
leadership of Silo Three (their former home) because destination if they can provide good reasons why.
the Militia has recently moved in and suddenly taken Some of these include:
over. Ever since they showed up, they’ve started
pitting non-humans in races against each other for Acrobatics, Climb, Knowledge (engineering) –
blood sport; forcing canites, dwarves, and even elves Can be used to scale the roofs of one-story buildings
to battle to the death for a chance at freedom. Nobody and jump fences. Failure risks being seen and
knows for sure if the victors are ever truly freed, but possibly chased.
the party shares one common, binding ideal: what Silo Appraise, Knowledge (local), Perception, or Sense
Three has started doing is wrong.
Motive – Watch for an opening by timing the pattern
It is for that reason that any humans in the group
in which the guards are walking. Failure mistimes the
have managed to free any non-humans and are now
pattern and risks running into guards.
dodging Militia guards on their way to the weapons
vault. If they’re lucky, they can get in and out before Bluff, Diplomacy, Knowledge (linguistics),
anybody sets off the real alarm and gets the Militia’s Intimidate, or Sleight of Hand – Convince a passing
“pets” involved. If there are no humans in the group, guard that it would be in his best interest to keep
one lucky non-human member was either able to swipe going or look in another direction. Failure indicates
a key or found it dropped by a sympathetic guard that the guard is not convinced and might look more
outside of their cage a few days earlier. That would closely in the character’s direction.
have given them plenty of time to come up with this
plan and execute it to the point at which they are now. Disable Device, Drive, or Knowledge (technology)
At this time, nobody in the party has anything of – Set off a broken car alarm and quickly reposition
significant worth except perhaps for a basic melee to another location nearer the vault. Failure gives
weapon or an archaic simple weapon that they swiped away the character’s actions and could draw guards
before getting out of the pens. to them instead.
Escape Artist, Knowledge (geography), or Survival
Getting to the Vault – Squeeze through a tight area then move it around
or make it difficult for anybody else to do the same.
CR 2 (600 XP) Failure means there was too much noise or something
In order to reach the weapons vault, the party will falls and could get the attention of the guards.
have to navigate through a handful of alleys while the Handle Animal, Knowledge (nature), or Use
guards from the pens search for them. If they want to Magic Device – Spook a night animal into creating
chance it, the heroes can probably fight off one or two a distraction so the guards go in its direction
groups before the rest decide it’s just easier to hole up instead. Failure might draw them back to where the
and release the mutants they keep for just such an disturbance came from.
occasion. The only reason they haven’t done so yet
is that they don’t want to alert their leadership of this Heal or Knowledge (religion) – Force a guard to
folly (which could result in their own detention). question their motives by being helpful or convincing
In order to properly make it from their current them of their leader’s failings. Failure means the
location to the vault, the PCs will need to succeed character wasn’t convincing enough.

137
Fall of Man

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

Cover Illustration: Tony Szczudlo


Other Illustrations: Jacob E. Blackmon
Editor: Jeremy Miller
Additional Development: Owen K.C. Stephens
Graphic Design and Typesetting: Lj Stephens

Pathfinder Playtesting: Northwinter Press


Publisher: Owen K.C. Stephens
Produced by: Rogue Genius Games
Project Manager: Lj Stephens
Consigliere: Stan!

Published by: Rogue Genius Games and Samurai Sheepdog


Copyright of Concepts, Names, and Text: Samurai Sheepdog 2002
Copyright of Cover Art: Samurai Sheepdog and Tony Szcudlo
Copyright of Other Art and Layout: Rogue Genius Games 2014

All copyright material used with permission

All logos are the trademark of Rogue Genius Games


All rights reserved

139
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RogueGeniusGames; on Twitter: @Owen_Stephens
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.
Paizo Publishing, Inc. does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, Inc., and the Pathfinder Roleplaying Game and the
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