Talent RPG
Talent RPG
Strength (STR), Agility (AGI), and Intellect (INT) are the attributes of a character and determine
A Classless Rules-Lite RPG by David Maynard
the modifiers players will add to their saving throws, checks, and skills. Players determine their
attribute scores by picking talents.
OVERVIEW
Talent RPG is a rules lite RPG designed to be Attribute Modifies
fast to learn and easy to run. Character creation Strength +1 HP/Level; +1 melee attack and damage; +1 STR Checks & Saves
has been streamlined to be only two Agility +1 AC; +1 Initiative; +1 to Ranged Attack; +1 AGI Checks & Saves
meaningful choices. Rules are streamlined so Intellect +1 Reaction Rolls; +1 Talents/day; (Mana) +1 INT Checks & Saves
that only the d20 and d6 are used to play. It is
compatible with existing OSR, 3E, or 5E TALENTS
adventures. To keep power level roughly the Characters start with three talents and can learn or upgrade two talents at each level. Talents are
same, run with a 3 player party for an OSR divided into STR, AGI, and INT categories. Players gain one attribute point from the relevant
adventure feel and a 4 player party for 3E or 5E. category when they learn or upgrade a talent. All talents have two levels, but players cannot
choose the same talent twice during a level up or two levels in a row (for example, a character
THE CORE MECHANIC must be level 3 before upgrading to a second level talent). Players can use an amount of active
When the outcome of an action is uncertain, talents per day equal to their INT score (called MANA).
players make a roll called a check to determine
the result. Roll a D20, add the relevant SAVING THROWS
modifiers, and compare it to the difficulty class When a character experiences a bad outcome or consequence, they often have a chance to
(DC) of the check. DC’s range from 10-25, going avoid it. This is called a saving throw, and is rolled like checks in the core mechanic. Add the
over the DC succeeds, going under fails. If a DC character’s attribute modifier (and any other relevant modifiers) to the appropriate attribute
is not listed or ambiguous, assume 15. Referees save. The DC is always 15 unless otherwise noted.
should use their best judgment when Conversion Note: The attribute saves below are roughly equivalent to 3.5 Fort/Ref/Will saves, while P/D saves serve the
deciding whether a check is a STR, AGI, or INT same function as in the B/X rule set. Bundle 5e Con saves under STR, and CHA/WIS saves under INT.
based check. Pushing a large stone would
generally be a STR check, while reading a Save Type Modifier Example Usage
complicated tome should be INT for instance. Strength Save STR Hold onto the edge of a cliff, resist the effects of a poison, etc.
When a player’s check is opposed by a non
Agility Save AGI Dodge out of the way of danger, take half damage from AOE, etc.
player character, instead of aiming to exceed a
difficulty class, both the player and the NPC Intellect Save INT Resist magical effects, compulsion of the mind, etc.
roll an opposed check aiming to exceed each Paralysis and Death Saves Base 0, +2/level Resist being stunned or dying.
others result. Some common checks get
unique bonuses in the Talents section.
TIME TRACKING, DOWNTIME, AND RESTING
Time is tracked in rounds (10 seconds) during combat, turns (10 minutes) when exploring
ADVANTAGE/DISADVANTAGE dungeons, and hours when exploring the world. There are 60 rounds in a turn, and 6 turns in an
When a character takes an action in a way that hour. In most dungeons, check for wandering monsters every 2 turns and light sources every 6
would give them a strong chance of success or turns. Characters heal 1d6+STR HP and regain all talent uses after a full 8 hours rest. Try to offer
failure, give them advantage or disadvantage expensive services to remove minor curses, cure grievous injuries, and revive dead characters.
on the check. They roll an additional die, taking
the best result with advantage, and the worst REACTION ROLLS
result with disadvantage. Advantage and When the PCs encounter an NPC or monster whose reaction to the party is not obvious, the
disadvantage cancel each other out. Any roll referee may roll 2d6 and consult the following: 2 is Hostile, 3-5 is Rude, 6-8 is Wary, 9-11 is
can be rolled with advantage or disadvantage. neutral, and 12 is helpful.
Referee’s Sheet
CREATE A HERO QUICK CHARACTER GENERATION
The talents on the back of this sheet are
Mundane Items
CHOOSE THREE TALENTS organized into D20 tables so that a new
Gold Item Name and Description
Review the list of talents on the back of this character can be generated randomly.
1 10’ Pole A 2” thick wooden pole useful for
page and choose three for your character to poking suspicious dungeon features..
start with. Instead of choosing from the list of items,
1 50’ Rope Can hold the weight of approximately players may wish to pick one of three custom
PURCHASE EQUIPMENT three human-sized beings. packs:
Start play with 100 gold. Purchase up to six 10 Bag of Caltrops Spread out on the ground over
items from the mundane item table (you one round, slowing movement in a 10 ft area. Warrior’s Pack: A Blade and a Shield.
cannot carry more than 6 items at a time 1 Bag of Chalk Mark things with a white powder
unless an Talent specifies otherwise). Thieves Pack: A 10’ Pole, 50’ of Rope, a
10 Crowbar 2–3’ long and made of solid iron. Helps Grappling Hook, a Crowbar, and 68 gold.
to pry open stuck doors and chests.
DETERMINE ATTRIBUTES & STATS 5 Flask of Oil Power a lantern for 24 turns. Mages Pack: A Healing Potion, a Lantern, 3
Every character gets an attribute point for Flasks of Oil, and a Tinder Box.
each talent chosen in that attributes’ category. 25 Grappling Hook For anchoring a rope.
Generally, STR is used for combat, AGI is used 2 Metal Hammer Can be used to smash open TALENT RULES TO KEEP IN MIND
for exploring or dungeoneering, and INT is thin walls, or as a mallet with iron spikes.
Unless otherwise specified, most spells or
focused on spell casting and interacting with 5 Hand Mirror Useful for looking around corners ranged talents must target something the
NPC’s. or for reflecting a gaze attack. caster can see and have a max range of 30 ft.
Tally up all modifiers from attributes, talents, 5 Horn Makes a resonant sound when blown.
Remember that monsters get saves too. A
and equipment; then add them to the base 25 Bottle of Wine Drink at own risk & share often.
talent that immobilizes a target won’t do so
stats below:
15 Bundle of 3 Iron Spikes May be used for 100% reliably.
Stat Base Modifier wedging doors open or shut, as an anchor to
attach a rope to, and many other purposes.
STR 0 Talents Chosen Talents 13 - 16 and 17-20 require at least 2 points
AGI 0 Talents Chosen 5 Iron Tongs Pick up a hot or dangerous object. in other attributes before they can be chosen.
INT 0 Talents Chosen
HP 1d6 +STR 25 Lantern Can be closed to hide the light. Burns These are organized by color, for B&W printers,
AC 10 +AGI & Equipment one oil flask every four hours (24 turns). Casts refer to the below table:
Mana 0 +INT light in a 30’ radius.
Melee Attack 0 +STR & Equipment STR 13-16 needs 2 AGI 17-20 needs 2 INT
Melee Damage 1d6 +STR & Equipment 10 Net A 10 x 10 weave of rope that can immobilize
Range Attack 1d6 +AGI a target on a failed AGI save. AGI 13-16 needs 2 STR 17-20 needs 2 INT
Attribute Save 0 +Attribute INT 13-16 needs 2 STR 17-20 needs 2 AGI
5 Shovel or Pick Axe For digging!
P & D Saves 0 -
10 Tinder Box Light fires. Takes 1 round and an AGI LEVELING UP
Tell your referee your INT, AGI and AC scores for check to light under pressure.
Your character can learn or upgrade two
his notes. 1 Bundle of 3 Torches A torch burns for 1 hour (6 additional talents each level, but cannot
turns), clearly illuminating a 30’ radius. choose the same talent twice or two levels in a
Re-Roll your starting HP roll on a 1 or 2. 50 Shield +2 to AC (doesn’t stack). Can choose to row. Most talents have two levels, with their
splinter shield instead of taking a blow. effects separated with a / or //.
50 Blade +1 to attack
Your character also receives an additional hit
50 Maul +1 to damage
dice (D6) of max HP and +2 to P&D saves on
50 Healing Potion Heals for 1d6 hp. every level up.
Player’s Sheet
STRENGTH TALENTS AGILITY TALENTS INTELLIGENCE TALENTS
Grants +1 STR. Talents in this color require 2 STR to pick. Grants +1 AGI. Talents in this color require 2 AGI to pick. Grants +1 INT. Talents in this color require 2 INT to pick.
1. Weapon Specialist Make melee damage rolls with 2/3 1. Backstab Attacking from stealth or in surprise deals 1. Element Mastery Halve damage from and deal an
D6 instead of one. Requires 3 STR to pick. X2/3 damage. Requires 3 AGI to pick. extra 1d6 of a single element. Requires 3 INT to pick.
2. Critical Strike Melee Attack rolls deal X2/3 damage 2. Evasion Gives a passive +2/4 to AC and AGI saves and 2. Chain Lightning Deal 2/3d6 +INT damage. If two die
negates any damage from AOE if a save is made.
when the die result is at or above a natural 19/17. rolls are identical, cast it again on another target.
3. Quick Thinking Get 5/10 seconds after a trap is
3. Bash Melee Attack rolls paralyze their target for 1/2 3. Blizzard Slow/immobilize creatures in a 20 ft area and
triggered to respond. Get +1/2 to party initiative rolls.
rounds when the die is at or above a natural 19/17. deal 1/3D6 + INT damage to them. The damage can be
4. Master Thief Get a +4/8 bonus to AGI checks when repeated in future rounds for no cost if uninterrupted.
4. Cleave Attacks that overkill targets can move the opening locks, picking pockets, etc. 4. Frost Armor A creature gets a +2/5 to AC and its
excess onto 2/6 adjacent targets.
5. Trap Expert Get a +4/8 bonus to AGI checks when attackers are slowed/immobilized for the next round.
5. Avatar Passive: +2/4 to paralysis saves. Active: Gives finding, removing, or resetting traps. That creature is not affected by Blizzard.
Magic Immunity for 1/3 Rounds (used as reaction). 5. Flame Strike Deals 2/4d6 + INT damage in a 20 ft area.
6. Stealth Expert Get a +4/8 bonus to AGI checks when
moving undetected in dark conditions. Nearby flammable materials burn as well.
6. Pillage Carry an additional 2,000/5,000 loot.
7. Survival Expert Get a +4/8 bonus to AGI checks when 6. Blast When taking this talent, choose lightning
7. Quartermaster Gain 1/2 additional item slots only to be (remove 1 mana from the target), fire (deal an extra D6
searching the wild, way finding, and following tracks.
used for combat equipment. damage), or ice (slow target). Deal 2/4d6 damage of
8. Nature Mastery Gives a +2/Advantage to INT checks to that element type and add the extra effect. Take
8. Taunt Forces 2/5 nearby enemies to attack you. additional times for new elements.
know about flora or fauna, or to reaction rolls with
9. Intercept When one of your party members gets hit for beasts.
7. Sleep Put 2/4d6 HD worth of units to sleep with less
fatal damage, you can choose to receive the attack 9. Gadget Expert Potions & wands get 1/2 extra uses. than 4 HD (no save), or target one unit to put to sleep
instead if it’s within your movement range. with a -2/-5 penalty to their saving roll.
10. Tinkerer Get 3/6 additional item slots specifically for
10. Too Angry to Die +2/4 to Death Saves and Max HP Mundane Items and Potions. 8. Summon Minions Summons 1/3 minions to aid you
for 6/18 turns. Minions hold 3 items and 500g of loot.
11. Drunken Mastery Get +2/4 to STR saves. Gain +2/ 11. Scathing Remarks Use witty dialogue to discourage HD 2 (HP 10) AC 12 STR 2 AGI 2 INT 2
Advantage to attack and AGI saves for 6 turns after an opponent, giving them -2/5 on their next save. This
action doesn’t use Mana. 9. Death Pact Kill a minion or retainer to restore 1 mana
consuming at least 50 Gold worth of alcohol. and 2/4d6 hp (can be used at any time).
12. Jack of All Trades Gain +1/2 to all ability checks.
12. Reckless Attack Choose to make the next 1/3 attacks 10. Brilliance Aura Give party members 1/3 max mana.
with advantage. The next 2/5 attacks against you get 13. Skirmisher Attacks deal an extra 1d6 damage for every
the same benefit. 30 feet moved this round. 11. ESP Know an NPC’s emotions/ & thoughts for a turn.
13. Expedience Aura Gives the party +1/2 to initiative and 14. Cunning Action Make a bonus non-attack or non- 12. Still Mind Get +2/4 to Int Saves and hearing checks.
+0/1 additional moves per round. talent action during each combat round.
13. Blood Lust Give another creature +1/2 to AC, paralysis
14. Jump Take half/no fall damage, jump 1/2 times the total 15. Climbing Expert Get a +4/8 bonus to AGI checks when saves, and additional attacks per round for 2/3 rounds.
climbing sheer or near sheer surfaces. Run horizontally
movement for the round. on walls if movement allows. 14. Healing Light A light that heals a friendly living unit or
damages an enemy undead unit by 2/5d6 + INT.
15. Maneuver Mastery Gain +4/8 during opposed combat 16. Marksmanship Make 1/3 extra ranged attacks per
maneuver checks. round. Your attacks have a range of 60/90 ft. 15. Shield Give +3/6 to AC & saves to a target for 3/6 rounds.
16. Safe Cracker Get a +4/8 bonus to STR checks when 17. Magic Ammunition Imbue 3/6 Ammunition with 16. Banish Turn a creature ethereal for up to 2/5 rounds,
knocking down a stuck door or cracking open a chest. 2/4d6 fire damage OR with 1/3d6 frost damage that making it immune to mundane damage, but all
slows/immobilizes on hit for the rest of the day. magical damage and healing taken is X2.
17. Protection Aura Gives your party (including yourself) a
18. Scout Summons a flying spirit owl for 6/18 turns. Owls 17. Far Sight Reveal an area you have visited before
passive +1/2 bonus to all saves and AC.
can silently scout areas and bear messages // detect (including invisible units & concealed traps) // or the
18. Regenerate Heal yourself for 4/8d6 HP. invisible creatures or traps. area around an object you have interacted with before.
19. Head Cracker Throw your weapon up to 30 ft at a 19. Shade Strike Hurls a dagger that does 2/4d6 damage 18. Perceptive Get a +4/8 bonus to INT checks when
to a creature within 30 feet. If backstab applies, double hearing noises or searching for secret doors.
targets head, dealing 4/6d6 + STR damage and the damage an additional time (from X3>X4).
paralyzing them for 2/4 rounds on a failed save. 19. Learned Get a +4/8 bonus to INT checks when
20. Mirror Image Create 1/2 illusionary doppelgangers for checking if your character knows an encountered
20. Thunderclap Slams the ground dealing 3/6d6 damage 6/12 turns that heed simple 3 word commands. language or is familiar with local histories or myths.
to creatures in a 5/10 ft radius. Hit creatures attack at Disappear in a cloud of smoke when attacked.
20. Leadership Get +2/Advantage on reaction rolls with
disadvantage and are slowed for 1/3 rounds of combat. NPC’s and on retainer morale rolls.
Player’s Sheet
ARMORY MAGIC SCROLLS
Requires 3 INT to use.
MAGIC WANDS
All wands have three charges.
The following items might be found in the 1. Scroll of Speed Can be read at the start of 1. Wand of Storm Shield Creates a storm
world, but cannot be purchased in character combat to instantly flee successfully. around a creature dealing 1d6 damage to
creation. All of these are considered items for 2. Scroll of Healing Heals nearby friendly adjacent units every round for 3 rounds.
encumbrance purposes. They have been characters for 2d6 HP. 2. Wand of Illusion Creates a doppelganger
arranged in random tables to help generate 3. Scroll of Animate Dead Animate 2d6 HD for one turn that can be given a three word
rewards or equip new characters. worth of corpses to fight for you for 10 command.
rounds. 3. Wand of Mana Stealing Take one mana
4. Scroll of the Beast Friendly units within 30 from an opponent and give it to yourself.
MAGIC POTIONS ft of you gain 3 damage for 5 rounds. 4. Wand of the Wind Levitate a creature 30 ft
Simple potions are rarely found in shops,
5. Scroll of Protection Increases the AC of in the air, where they cannot move or
others can only be discovered or awarded.
nearby units by 3 for 5 rounds. attack.
1. Potion of Greater Healing heals a target
6. Scroll of Protection from Magic Increases 5. Wand of Neutralization Dispel one magic
for 3d6 HP.
the INT saves of nearby friendly creatures effect.
2. Potion of Mana restores up to 1d6 Mana.
for 5 rounds. 6. Wand of Stasis sets a ward over a 10 ft area
3. Potion of Greater Mana Restores up to 3d6
7. Scroll of Protection from Undead 3d6 HD that paralyses a target for 3 rounds.
Mana when consumed.
of undead creatures must flee for 1 turn. 7. Wand of Inspiration Add 5 AC and
4. Potion of Invisibility Makes a character
8. Scroll of Town Portal Teleports up to 12 Damage to a creature for 5 rounds.
invisible for 6 turns.
nearby friendly creatures to the nearest 8. Wand of Blood Lust As Blood Lust level 2.
5. Potion of Invulnerability As 2nd level
town. It takes 2 rounds to read the scroll. 9. Wand of Door Detecting Surround
divine shield.
nearby secret doors in a red glow.
6. Potion of Clairvoyance Enables the
MAGIC STAVES 10. Wand of Trap Detection Surround nearby
character to see through the eyes of
Requires 6 INT to use. Should be discovered or Traps in a red glow.
another creature for 12 turns.
given as a reward. 11. Wand of Metal Detection Detects masses
7. Potion of Animal Control Enables the
1. Staff of Negation Once per day dispel all of metal within 90 ft (even behind walls).
drinker to control 2d6 HD of animals for 12
magical effects in a 30 ft area. The type of metal is revealed.
turns.
2. Staff of Preservation Once per day 12. Wand of Magic Detection Surround
8. Potion of Diminution Shrinks a character
teleport a friendly character back to town nearby Magic Items in a red glow. Can
to 6” tall. Unable to harm characters larger
(can be used at any time). instead be used to identify a Magic Item.
than 1’ tall, has a +10 to AGI checks for
stealth, and squeezes through tiny spaces. 3. Staff of Sanctuary Once per day paralyses
9. Potion of Growth Doubles a character’s a friendly unit and makes them ATTRIBUTE ITEMS
size and STR for 12 turns. If there isn’t invulnerable for three rounds, healing 3d6 Provide these to players with extreme caution.
enough room, the character only expands HP per round. 1. Gauntlets of Strength +2/4/6 Adds the
to fill the space. 4. Staff of Silence Once per day stops a selected number to a character’s STR.
10. Potion of Resistance Halves damage from target enemy from casting spells for ten 2. Mantle of Intelligence +2/4/6 Adds the
an element (frost, fire, poison, lightning, rounds (one turn). selected number to a character’s INT.
dark, etc.) for 12 turns. 5. Staff of Teleportation Once per day 3. Slippers of Agility +2/4/6 Adds the
11. Potion of Heroism Adds 4 to each teleport the user to another party member selected number to a character’s AGI.
attribute and advantage to INT saves for 12 or friendly creature. 4. Badge of Courage Adds 4 to STR and INT.
turns. 6. Staff of Fire Ball Make ranged attacks that 5. Cape of Cunning Adds 4 to AGI and INT.
12. Potion of Flight Move up to 360 feet in any scale off INT. 6. Pennant of Valor Adds 4 to STR and AGI.
direction. 7. Circlet of Nobility Add 2 to each attribute.
8. Crown of Kings Add 5 to each attribute.
MAGICAL WEAPONS AND ARMOR MAGICAL EQUIPMENT ORBS OF POWER
Should be discovered or given as a reward. Only rarely found in shops. All Orbs allow melee attacks to target flying
1. Vampiric Blade Heal half the damage 1. Cloak of Flames Activate once per day to creatures and add 1d6 elemental damage.
dealt in attacks. +1 Attack. deal 2d6 fire damage to adjacent units for Provide these to players with great caution.
2. Sundering Blade Removes 3 AC from the 3 rounds. 1. Fire Deals 5 damage to adjacent units.
target on each attack. +1 Attack. 2. Crystal Ball Once per day used as the first Targets hit by this fire cannot be healed for
3. Berserker Blade Double damage with level of the Mage’s Far Sight Talent. 5 rounds.
attacks but take double damage as well. 3. Pendant of Energy Gain 3 additional max 2. Frost Immobilizes targets hit by attacks for
4. Breaker’s Glaive Dispel positive effects on Mana. 5 rounds.
successfully attacked targets and transfer 4. Periapt of Vitality Gain 10 additional max 3. Darkness Creatures killed by an attack
them to a friendly creature. health. from the Orb of Darkness rise as a Skeleton
5. Mithril Sword Melee attacks are made 5. Spirit Link Chain Damage to the wearer is Warrior.
with advantage. distributed evenly throughout the party. 4. Lightning Attacks remove 1 Mana from the
6. Vorpal Blade Deal +5 extra damage to 6. Aerial Shackle This magical device lassos a target. They have a 1 in 6 chance of
items, structures, trees, or constructs. flying creature and binds it to the ground dispelling magical affects and slowing the
7. Ice Lance Targets hit are slowed and for 3 rounds on a failed AGI save. target for 5 rounds.
attack at disadvantage, +2 Ice Damage. 7. Talisman of Evasion Acts as the second 5. Venom Attacks deal 1d6 damage every
8. Extending Spear Make melee attacks level of the Rogue’s Evasion skill. round over 5 rounds. Effect’s duration
from up to 15 ft away. 8. Ivory Mask Restore 1d6 Mana once per day. resets on each successive attack after the
9. Storm Mace Attacks also deal their 9. Boots of Speed Take an additional move first failed save.
damage as lightning in a 10 ft line behind every round. 6. Corruption Attacks remove 3 armor class
the target. 10. Gloves of Haste Gives the party +1 to from the target.
10. Flaming Axe Functions as a torch that is lit initiative.
or smothered at will. Deals 2d6 fire 11. Amulet of Spell Shield Adds +5 to Int MUNDANE EQUIPMENT
damage when lit. saves. These weapons and armor should be offered
11. Avarice Blade Activate to douse for the 12. Book of the Dead Control 4 HD worth of at most shops. Mundane Armor items do not
largest nearby gold pile (not held by undead for 2 hours per day. stack with each other, one shield and one
players). +1 damage & attack. 13. Alarm Bell Warns players of surprise armor do stack together.
12. Balanced Bow Adds AGI to ranged attacks, or ambushes while they rest. 1. Plate Armor +6 AC, requires 6 STR to use.
damage. 14. Bag of Holding Holds an additional 6 1,000 Gold.
13. Hunting Bow Adds +4 damage to beasts. items and 1,000 gold worth of treasure 2. Mail Armor +4 AC, requires 3 STR to use.
14. Executioner’s Axe +4 damage to (items held in the bag cannot be used by 500 Gold.
humanoids. the player unless removed). 3. Leather Armor +2 AC. 100 Gold.
15. Adamantine Blade Adds +4 Attack. 15. Ring of Regeneration Heals an additional 4. Maul +2 Damage, requires 3 STR to use. 500
16. Adamantine Sledge Adds +4 Damage. d8 of health every day of rest. Gold.
17. Dwarven Thrower Ranged attacks scale 16. Ring of Reincarnation On death, return to 5. Long Bow +2 to ranged attacks. 500 Gold.
with STR. +2 Damage. life with half HP and destroy this item. 6. Long Sword +2 to melee attacks. 500 Gold.
18. Mithril Armor Melee attacks against you 17. Ring of Recharging Recharges a wand 7. Silver Blade Overcomes most restrictions
are made at disadvantage. +4 AC once per day. to damage. +1 to melee attacks. 500 Gold.
19. Animated Shield +2 AC, doesn’t take up an 18. Ring of Resistance to X Take half damage 8. Rapier +1 to attack and damage. 500 Gold.
inventory slot. from X kind of elemental attacks. 9. Glaive +1 to attack and +2 to tripping or
20. Defenders Shield Ranged attacks have a 1 19. Ring of Invisibility +6 to AGI checks for pushing maneuvers. 100 Gold.
in 6 chance of being deflected back at the stealth. 10. Whip +1 to attack and +2 to disarming
attacker. +2 to AC. 20. Ring of Protection +1 to all saves and AC. maneuvers. 100 Gold.
BESTIARY CREATURES SKELETON
HD 2 (HP 8) AC 12 STR 1 AGI 2 INT 0
This limited bestiary will help you convert
common DND edition creatures into Talent MILITIA/GUARD
RPG. HD 1 (HP 5) AC 13 STR 2 AGI 1 INT 0 GHOUL
HD 2 (HP 12) AC 13 STR 3 AGI 3 INT 0
CONVERSION Paralyze Attacked targets are paralyzed on a
KNIGHT failed save.
All monsters from DND stat blocks should HD 4 (HP 32) AC 16 STR 5 AGI 2 INT 1
work as is without any major conversion Hardened Advantage on all STR and INT saves.
needed. While their statistics might not have WIGHT
been generated with our three attributes, their HD 3 (HP 18) AC 15 STR 3 AGI 3 INT 1
BANDIT Energy Drain A melee attack that drains 1,000
HP, AC, attacks/damage values, and saves HD 1 (HP 4) AC 14 STR 1 AGI 2 INT 0
should be functionally equivalent. experience points from a creature (a creature
Shoots First Subtract 1 from the initiative roll
with negative XP is dead).
when facing brigands.
If the system uses descending AC (THAC0) or
roll under saves, subtract them from 20 to BEAR
convert. If you need a complete conversion, BANDIT CAPTAIN HD 3 (HP 27) AC 10 STR 6 AGI 0 INT 1
assume a creature has a total attribute bonus HD 4 (HP 24) AC 16 STR 3 AGI 4 INT 1
Bash As the second level talent.
equal to 4 + HD (or CR) and distribute them Shoots First Subtract 1 from the initiative roll
according to the creature’s nature. when facing a Bandit Captain.
Disarm Force an opponent to attack at GIANT RAT
disadvantage for 5 turns. HD 2 (HP 12) AC 12 STR 3 AGI 2 INT 1
READING STAT BLOCKS Diseased Attacks infect with a fever, requiring
HP The number in parentheses is the average at least 1d6 days of bed rest on a failed save.
CULTIST
HP for a creature of this type, using the HD 2 (HP 8) STR 1 AGI 1 INT 3
formula (HD*3) + (HD*STR). Dark Blast Ranged attack that scales with Int. GOLEM
AC A creature’s armor class is their AGI Raise Dead Raise 1 Skeleton. HD 3 (HP 24) AC 14 STR 5 AGI 0 INT 2
modifier + 10. Some creatures wear mundane Slow Slows a creature and makes it attack at
armor that increase this number by 2, 4, or 6. disadvantage for 3 rounds.
Attacks Remember that melee attack and WIZARD Spell Immunity Not targetable by Magical
damage scale with STR, and ranged attack HD 3 (HP 12) STR 1 AGI 1 INT 4
effects and talents
scales with AGI. Fireball Ranged attack that scales with Int.
Talents Remember that a creature can use Frost Armor 1st level Frost Armor effect.
LITCH
their talents a number of times equal to their HD 10 (HP 50) AC 14 STR 2 AGI 2 INT 10
INT score (called Mana). Talents that ARCH MAGE Ice Shard Ranged attack that scales with INT.
temporarily increase INT do not increase Mana. HD 5 (HP 25) STR 2 AGI 1 INT 5
Frost Nova 2nd level Blizzard effect that deals
Saves STR/AGI/INT saves are equal to the score Fireball Ranged attack that scales with Int.
2 rounds of damage instantly in a 30 ft radius.
on the stat block. Death and Paralysis saves are Lightning Shield Creates a storm around a
Frost Armor 2nd level Frost Armor effect.
0 for HD 1, and +2 for each additional HD, creature dealing 1d6 damage to adjacent units
Dark Ritual Kill a nearby friendly creature to
maxing out at +10. every round for 3 rounds.
gain 5 INT & HP for 5 rounds. Stacks with itself.
Purge Slow a creature, removing all positive
Phylactery Resurrects within 48 hours of
magical effects on a failed INT save.
death if phylactery is not destroyed.
Death Knell 5 target creatures within 100 Ft
die instantly on a failed death save.
CAMPAIGN NOTES, RETAINERS & LOOT TALENTS
ATTRIBUTES
STR AGI INT
2
Check Success: Roll (D20 + Attribute) over DC (normally 15).
COMBAT
3
ATT DMG AC
STR for Melee 1d6+STR for Melee 10 + AGI Mod+Equip
AGI for Ranged 1d6 for Ranged
4
SAVES
HEALTH /
MAX HP = D6 HD PER LEVEL + STR*LEVEL STR AGI INT 5
LEVEL____ XP__________________