| Yora |
Heroes of the Wild Lands is a relatively lightweight variant of PF with some elements from other d20 games thrown in, that is geared towards Sword & Sorcery types of games. It is inspired by Conan, Dragon Age, Skyrim, and the Witcher, among others.
One of the primary goals is to make a game that has all the benefits of the d20 system in regard to being highly customizable, while avoiding an overaboundnace of special rules and character options. Ease of play and simple character creation stands in the foreground; in this aspect Heroes of the Wild Lands is more similar to Star Wars Saga Edition than Pathfinder.
- Level 1st to 10th: Character advancement goes up to 10th level as the ultimate what mortal heroes can achieve.
- Ability Score Generation: By default characters are created with Point Buy 15.
- Ability Score Increases: On 4th and 8th level, characters increase two of their ability scores by +1.
- Simplified Classes: There are only six classes: Berserker, hunter, mage, priest, thief, and warrior. The classes have only a small number of class features that are by default non-customizable, making the game easier to get into and speeding up character creation and gameplay. Heroes of the Wild Lands is intended as a game where combat is best avoided and players overcome obstacles by being smart and using mundane means. Complex tactical combat is not intended.
- Skill Slots: To simplify skills, Ranks are replaced by Slots, which add a +3 bonus to skill checks each. 1st level characters can use two slots to double train a skill for a +6 bonus. 4th level characters can use a third slot to tripple train a skill for a +9 bonus, and 8th level characters can quadruple train for a +12 bonus.
- Feats: Heroes of the Wild Lands has its own list of feats to simplify character creation and advancement, but virtually all PF feats can be added to the game without difficulty if they seem appropriate for the tone of the game.
- Armor as Damage Reduction: The AC bonus for armor is split into a bonus to AC and Damage Reduction x/-. AC +4 armor becomes +2 to AC and DR 2/-; +7 armor becomes +4 to AC and DR 3/-.
- Defense Bonus: Since good armor is rare and characters are expected to not wear it all the time, all classes have a dodge bonus to AC that is added to their total AC even when wearing armor.
- Psionics bases spellcasting: Mages and Priests gain Spell Points and have a limited number of spells known like psions. Their spell lists are relatively short, but most spells are augmentable to adapt them to a given situation on the fly. (Hold person, hold monster, and mass hold person are a single spell, what targets and how many it can affect depends on the casters level and the amount of spell points he spends.)
- Allegiance: Instead of having alignments, characters have allegiance to up to three ideologies, organizations. In situations where the right descisions and course of action are not clear, these allegiances serve as guidelines where the character puts his priorities and what sides he would probably chose in a conflict. This is especially useful if players play characters whose views and ideologies do not match with their own.
- Stunts: Players are highly encouraged to use their characters Skills in combat to create advantages and distractions. Stunts are performed either by performing both an attack and a stunt as a single full-round action, or as a move action.
- Action Points: Player Characters and special NPCs get a number of Action Points per game session that can add additional d6 to any rolls, enable them to take an additional standard action on their turn, make a new free saving throw against an ongoing effect, or other similar things.
- Simple Monster Conversion: PF monsters can be converted easily by adjusting AC and Skill Ranks, but conversion isn't even absolutely neccessary in most cases, as existing creatures are still working exactly the same. (For ease of use, monster Spell-Like abilities still use the standard PF spells, even though spellcasters don't.)
| Yora |
The Berserker
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Trained Skills at 1st level: 1st level character 4 + Int modifier, multiclass character +1
Lvl......BAB.......Dodge.....Fort...Ref.....Will....Skill...Stunt...Special
1st.....+1...........+0.........+2.....+2.....+0........*.....+0.......Fast movement, rage
2nd....+2...........+1.........+3.....+3.....+0...............+0.......Brav ery +2, uncanny dodge
3rd.....+3...........+2.........+3.....+3.....+1...............+1.......DR 1/-
4th.....+4...........+3.........+4.....+4.....+1......+1.....+1.......-
5th.....+5...........+3.........+4.....+4.....+1...............+1.......Imp roved Uncanny Dodge
6th.....+6/+1.....+4.........+5.....+5.....+2................+2.......Brave ry +3, DR 2/-
7th.....+7/+2.....+5.........+5.....+5.....+2................+2.......-
8th.....+8/+3.....+6.........+6.....+6.....+2.......+1.....+2.......-
9th.....+9/+4.....+6.........+6.....+6.....+3................+3.......DR 3/-
10th...+10/+5...+7.........+7.....+7.....+3................+3.......Bravery +4
Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, light armor, and shields.
Stunt Bonus: A berserker adds this bonus to any skill check made as part of a stunt.
Fast Movement (Ex): A berserkers land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the berserkers speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the berserkers land speed.
Rage (Ex): A berserker can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a berserker can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells, do not increase the total number of rounds that a barbarian can rage per day. A berserker can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a berserker gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the berserker 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A berserker can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A berserker cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a berserker falls unconscious, his rage immediately ends, placing him in peril of death.
Bravery (Ex): Starting at 2nd level, a berserker gains a +2 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
A Multiclass berserker/warrior adds his warrior levels to his berserker levels to determine his bravery bonus like a berserker.
Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A berserker with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.
If a berserker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Damage Reduction: Berserkers reduce all bludgeoning, piercing, and slashing damage from attacks by the listed ammount. This ability stacks with the Damage Reduction from wearing armor.
Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked.
The Hunter
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Trained Skills at 1st level: 1st level character 6 + Int modifier, multiclass character +1
Lvl......BAB.......Dodge.....Fort...Ref.....Will....Skill...Stunt...Special
1st.....+1...........+0.........+2.....+2.....+0........*.....+0.......1st Favored Terrain, Track
2nd....+2...........+1.........+3.....+3.....+0...............+0.......-
3rd.....+3...........+2.........+3.....+3.....+1...............+0.......End urance
4th.....+4...........+3.........+4.....+4.....+1......+1.....+1.......Woodl and Stride
5th.....+5...........+3.........+4.....+4.....+1...............+1.......2nd Favored Terrain
6th.....+6/+1.....+4.........+5.....+5.....+2................+1.......Swift Tracker
7th.....+7/+2.....+5.........+5.....+5.....+2................+1.......-
8th.....+8/+3.....+6.........+6.....+6.....+2.......+1.....+2.......-
9th.....+9/+4.....+6.........+6.....+6.....+3................+2.......-
10th...+10/+5...+7.........+7.....+7.....+3................+3.......3rd Favored Terrain
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor and shields.
Stunt Bonus: A hunter adds this bonus to any skill check made as part of a stunt.
Favored Terrain (Ex): A hunter may select a type of terrain. The hunter gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. At 5th and 10th level, the hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the hunters bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A hunter adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Endurance: A hunter gains Endurance as a bonus feat at 3rd level.
Woodland Stride (Ex): Starting at 4th level, a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): Beginning at 6th level, a hunter can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
| Yora |
The Thief
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Trained Skills at 1st level: 1st level character 8 + Int modifier, multiclass character +2
Lvl......BAB.......Dodge.....Fort...Ref.....Will....Skill...Stunt...Special
1st.....+0...........+0.........+0.....+2.....+0........*.....+0.......Back stab +1d6, Skill Mastery
2nd....+1...........+1.........+0.....+3.....+0...............+0.......
3rd.....+2...........+1.........+1.....+3.....+1......+1.....+0.......Backs tab +2d6
4th.....+3...........+2.........+1.....+4.....+1...............+1.......Unc anny Dodge, Skill Mastery
5th.....+3...........+2.........+1.....+4.....+1...............+1.......
6th.....+4...........+3.........+2.....+5.....+2......+1.....+1.......Backs tab +3d6
7th.....+5...........+3.........+2.....+5.....+2...............+1.......Ski ll Mastery
8th.....+6/+1.....+4.........+2.....+6.....+2................+2.......Impro ved Uncanny Dodge
9th.....+6/+1.....+4.........+3.....+6.....+3.......+1.....+2......Backstab +4d6
10th...+7/+2.....+7.........+3.....+7.....+3...............+2.......
Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus shortbow and short sword. They are proficient with light armor, but not with shields.
Stunt Bonus: A thief adds this bonus to any skill check made as part of a stunt.
Backstab: If a thief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The thieves attack deals extra damage (called "precision damage") anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the target is unaware of the thieves presence. This extra damage is 1d6 at 1st level, and increases by 1d6 for every three thief levels thereafter. Should the thief score a critical hit with a backstab attack, this extra damage is not multiplied. Ranged attacks can count as backstab attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap or an unarmed strike), a thief can make a backstab attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a backstab attack, not even with the usual –4 penalty.
The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thief cannot backstab while striking a creature with concealment.
Skill Mastery: At 1st level a thief selects four of his trained skills. Any dice roll to make skill checks with these skills is considered to be a 10 before applying any modifiers, if the result is a 9 or lower. At 4th and 7th level, the thief can select another skill he is trained in.
Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A thief with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a thief already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Ex): A thief of 8th level or higher can no longer be flanked.
The Warrior
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Trained Skills at 1st level: 1st level character 4 + Int modifier, multiclass character +1
Lvl......BAB.......Dodge.....Fort...Ref.....Will....Skill...Stunt...Special
1st.....+1...........+0.........+2.....+0.....+0........*.....+0.......Bonu s Feat
2nd....+2...........+1.........+3.....+0.....+0...............+1.......Bonu s Feat, Bravery +1
3rd.....+3...........+2.........+3.....+1.....+1...............+1.......
4th.....+4...........+3.........+4.....+1.....+1......+1.....+2.......Bonus Feat
5th.....+5...........+3.........+4.....+1.....+1...............+2.......
6th.....+6/+1.....+4.........+5.....+2.....+2................+3.......Bonus Feat, Bravery +2
7th.....+7/+2.....+5.........+5.....+2.....+2................+3.......
8th.....+8/+3.....+6.........+6.....+2.....+2.......+1.....+4.......Bonus Feat
9th.....+9/+4.....+6.........+6.....+3.....+3................+4.......
10th...+10/+5...+7.........+7.....+3.....+3................+5.......Bonus Feat, Bravery +3
Weapon and Armor Proficiency: A warrior is proficient with all simple and martial weapons, with light and medium armor, and shields.
Stunt Bonus: A warrior adds this bonus to any skill check made as part of a stunt.
Bonus Feats: At 1st level, and at every even level thereafter, a warrior gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. (Warriors are considered fighters to qualify for feats that require levels in the fighter class.)
Bravery (Ex): Starting at 2nd level, a warrior gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
A Multiclass berserker/warrior adds his warrior levels to his berserker levels to determine his bravery bonus like a berserker.