Tag: System

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  • Dice Rolling

    All rolls other than damage rolls, will use d10's in some way. *Attacks:* * Base dice pool of d10's based on class * Base DC of 6 with trained weapons, base DC of 10 with untrained weapons * Reduce DC by your Precision (PRS, if any), increase DC by …

  • Mantles

    *Air* Passive: * _Windwalk_ (T2) * _Twister_ (T4) * Channel: Windborn Ally-summon an ally from the plane of air for 4+CHA rounds; different amounts of mana summon different creatures. Each improvement to this ability causes more creatures to be …

  • Arcane Spells

    *Cantrip/1st Tier:* * _Decoy_ – Create a minor false image with an area of up to 5ft/3 MAT; this image neither makes noise or moves, but appears exactly as you want it to otherwise, A DC 12 RSN or INT save causes those who see the image to know its …

  • Divine Spells

    *Cantrips/1st Tier:* * _Barrier_ – Provide an ally with a circle of defense which reduces all damage they take by 1 per 2 MAT. _Range:_ 60ft, _Duration:_ 5 minutes per success * _Blessing/Condemn_ - Minor healing or damage effect which ignores …

  • Nature Spells

    *Cantrips/1st Tier:* * _Invigorate_ – cause speedy growth of nature in 5ft area around you per success. It only causes things to grow which are already there (thus a desert would do very little). May hide you or provide small defensive bonuses, …

  • Psionics

    *Cantrips/1st Tier:* * _Forcefield (K)_ - Generate a small barrier around yourself, which absorbs damage from all sources. Blocks 2 damage per MAT. _Duration:_ 5 minutes * _Foresight (E)_ - Gain a bonus against a single foe for a period of time. You may …

  • Skills

    Managift has 15 different skills that may be used in the course of gameplay. Each class has certain skills on a class list, a specific number of which may be chosen as trained skills at character creation. Each character also gets two free skills trained, …

  • Weapons and Traits

    Below is a list of weapons divided by group and showing their weapon traits. A description of weapon traits is at the bottom of the page. Those weapons listed with asterisks are exotic weapons, and unless you gain proficiency through some class or race …

  • System and Rules

    This page has all the links you need for character creation, how the system works and any other questions you have about the game that aren't flavor or magic related. [[Attributes]] [[Character Classes | Character Classes]] [[Combat | Combat]] …

  • Magic, Mana and Phenomena

    This category covers anything to do with mana, the outer planes and other phenomena and even deities. +*Rules for Magic Use*+ All character's will be able to use a certain number of the most basic spells, known as cantrips. Each character has one …

  • Sentient Beings

    Human-kind * [[Dralic | Dralic]] * [[Ipsians | Ipsians]] * [[Dolreans (Dolre'aljon) | Hajean]] * [[Torqani | Torqani]] * [[Vellkish | Vellkish]] [[Aldeen | Aldeen]] * [[Alderais | Raili Derrai]] * [[Raili Rusnai | Raili Rusnai]] * [[Vashti …

  • Extraplanar Beings

    [[the Alloid | the Alloid]] [[Angels | Angels]] [[Desdeali | Desdeali]] [[Elementals | Elementals]] [[Fiends | Fiends]] [[Odayuras | Odayuras]] [[Pelganen | Pelganen]] [[Siddine | Siddine]] [[Titans | Titans]] [[the Vaul | the …

  • Vellkish

    Coarse-haired and dark-eyed, Vellkish are rather imposing by human-standards. Whether keeping to the old ways of their snowy highlands or carrying out their religious fanaticism to [[Lamellan | Lamellan]], Vellkish are sticklers for tradition. Vellkish …

  • Pravai'ce'Dralum

    Once human and leaders of their society, the Pra'Dral rose from the ashes of their plague-ridden land. Having found no prevention for the magical disease ravaging their people, with little time or options remaining, some of the nobility grasped upon a a …

  • Character Classes

    Classes and professions in Managift are divided into three archetypes: Fighters, Rogues and Casters Fighters: May wear the heaviest armor & generally have the largest weapon selections and are most adept in melee combat * [[Defender | Defender]] * …

  • Zealot

    Fighter Archetype: d10 HP *Favored [[Gift Spheres | Sphere]]:* Sacrifice *Class Skills (4):* Faith, Fitness, Geography, History, Intimidate, Planes *Equipment Proficiency:* Heavy Armor, Shields, 4 [[Weapons and Traits | Weapon Groups]] *Bonus Cantrips …

  • Defender

    Fighter Archetype: d10 *Favored [[Gift Spheres | Sphere]]:* Bastion *Class Skills (2):* Arcane, Fitness, Intimidate, Negotiate, Perception *Equipment Proficiency:* Heavy Armor, Shields, 5 [[Weapons and Traits | Weapon Groups]] *Bonus Cantrips:* 2-[[ …

  • Mirage

    Rogue Archetype: d8 *Favored [[Gift Spheres | Sphere]]:* Night Artes *Class Skills (6):* Arcane, Fitness, Geography, Larceny, Linguistics, Mechanics, Negotiate, Perception, Performance *Equipment Proficiency:* Medium Armor, 3 [[Weapons and Traits | …

  • Spellhound

    Rogue Archetype: d8 *Favored [[Gift Spheres | Sphere]]:* Antimagic *Class Skills (6):* Arcane, Fitness, Geography, Intimidate, Larceny, Linguistics, Negotiate, Perception, Planes *Equipment Proficiency:* Medium Armor, 5 [[Weapons and Traits | Weapon …

  • Disciple

    Caster Archetype: d6 *Favored [[Gift Spheres | Sphere]]:* Piety *Class Skills (4):* Faith, Geography, History, Linguistics, Negotiate, Performance, Planes *Equipment Proficiency:* Light Armor, 1 [[Weapons and Traits | Weapon Group]] *Bonus Cantrips:* …

  • General Cantrips and Other Spells

    *Cantrip/1st Tier:* * _Alarm Ward_ – Set a magical sensor at location to alert you of specific conditions; these conditions must be spoken as you cast the spell, and must fit within 10 words + 1 word per success. At your option you may have blaring noise …

  • Currency of Aladhorne

    *Exchange Rate:* 1 gold piece = 3 pyrines = 4 pin-lief = 5 marks = 7 bone argit = 10 murron = 12 jade ilari = 16 dulak The below list gives different levels of currency for differen cultures, the denomination in *bold* is most often used. * Dorve …

  • Other Lore

    [[Currency of Aladhorne | Currency of Aladhorne]] [[Languages of Aladhorne]] [[Planar Alignment | Planar Alignment]] ------------------------------------------------------------------------------------------------- [[Home Page | Main Navigation …

  • Level Up Guide

    Lucky you! The GM has decreed that you have enough "real"-world experiences to level-up! But how do I do such a thing?!? Just follow these steps: # Look at your [[Character Classes | class page]], it will have information on what you gain at different …

  • Gift Spheres

    *Major Spheres* Spells: [[Arcane Spells | Arcane]]/[[Divine Spells | Divine]]/[[Nature Spells | Nature]]/[[Psionics | Psionic]] [[Fighter Spheres | Fighter Spheres]] [[Rogue Spheres | Rogue Spheres]] [[Caster Spheres | Caster Spheres]] [[ …

  • Creatures of Aladhorne

    [[Sentient Beings | Playable Races]] [[Dragons of Aladhorne | Draconians]] [[Extraplanar Beings | Extraplanar Beings]] [[Native Creatures | Other native creatures of Aladhorne]] +Creatures by Environment or Locale:+ [[Denizens Unique to the …

  • Wound System

    Wounds may be dealt to your enemies when wielding certain weapons, dealing critical hits, successful called shots or damaging more than a third of their health in one hit. Each weapon type and area of the body deals/suffers different wounds. * On …

  • Combat

    *Beginning of Combat:* * Players and enemies roll Initiative, which is treated as an AGL save, roll one d10 and add your AGL to the roll * Groups of similar enemies use same roll *Actions in Combat:* * All combatants have a certain number of actions …

  • Ipsians

    The Empire of Ipswitch is the largest human-controlled territory in the history of Aladhorne. Vast and diverse, Ipswitch is a land ready for anything—even the smallest settlements are often fortified. A fair-skinned people, Ipsians are otherwise extremely …

  • Dolreans (Dolre'aljon)

    With uniformly tanned skin and raven hair, Hajeans seem almost identical to many outsiders. Traditional and secretive they generally avoid outsiders on their plains, unless the clan deems them a threat. Tied to the earth and acient lore, Hajean …

  • Torqani

    The torqani generally have brown to dark complexions, with dark or green eyes, and curly dark hair. Xenophobic, they keep close watch of their strongholds deep within the dinosaur-infested Kukironga jungle. They are rarely seen elsewhere, but the braided …

  • Dralic

    A dour folk who are not quite human anymore, their only goal is survival and service to their aberrant brethren so they may one day join them. Always highly independent, their culture barely survived the ravages of an unearthly plague and now they are …

  • Naga

    A secretive and structured society, the naga seem exotic to just about everyone else. Divided into castes, the strict hierarchy is maintained through generations and everyone has a place. The war caste (Raider, Mirage, Zealot, Warsoul), learned caste ( …

  • Kranion

    Tall, long-headed and exotic the obvious frailty of the kranion frame belies their impressive magical and mental powers. Created unknowingly as an accident in one of the [[Dragons of Aladhorne | Dragon's]] ancient experiments, the kranion lived for many …

  • Bel-thaasi

    Similar to the Kranion, the Bel-thaasi are the product of ancient dragon magic—but there the similarities end. Dragons were trying to create these “lizardmen”, as foot soldiers and servants, with strength of body and scaled skin inherited as indicators of …

  • Goblinkine

    Always numerous, the kine have ever managed to survive the tumultuous events of history relatively unscathed. While they share protruding canines, large ears and coarse skin, the kine subspecies all vary somewhat. They have a proclivity to form tight-knit …

  • Goblins

    The smallest but most numerous subspecies, goblins are crafty and more devious than their larger cousins, but they have a tendency to hang back from a straight-up fight and are usually skulkers or the advisor in the shadows. They are quick and adept at …

  • Hulgins

    Master hunters and trappers, but the more secretive than even the jongar, it is never a good idea to sneak up on a group of hulgin as such attempts will invariably fail. Slightly larger and tougher than goblins, most hulgin stand between 4' and 5' tall, …

  • Jongars

    Aquatic goblinkine, the morlins are an ancient and secretive race. For many years they lived beneath the waves outside the knowing of the landbound, though they themselves watched with interest as history was made across the land—and the strife which …

  • Orgoi

    Arguably the most organized of the kine, orglin are sorcerous and imposing, easily stronger than most other species. They have a strong tradition of warfare, having served as shock troops for both dragonkith and titans in eons past. While magically they …

  • Trolls

    The tallest of the goblinkine, trolens are also agreed to be the most disturbing and predatory. Possessed of extraordinairy speed and regeneration, with an appetite to match, trolens are fearsome hunters—especially in packs. While not unintelligent, …

  • Aldeen

    Descended from ancient bloodlines, the long-lived aldeen or alderkind have seen the histories of the world unfold in the blink of an eye. Since their ancient imperialism, the clans have specialized into the races we see now—with the rusnai, derrai and …

  • Raili Rusnai

    The lost “elves” are a mixed bag, though most are dun to dark brown skinned and brown, hazel or blue eyes. They are generally better built than the other aldeen, and are the most likely to have half-elf offspring. They hold few outside themselves …

  • Alderais

    The Derrai are the oldest of the Aldeen, and closest to their ancestral origins these pale-green, grey or blue forest-folk hold themselves apart and in their eyes above other people, even other Aldeen races at times. Generally they view the other Aldeen …

  • Raili Estadai

    Fair-skinned and light haired, the Estadai reflect their common name of “Star Elf”. Hair is blonde, silver, grey, white or rarely black; eyes are blue, green, grey or silver. The smallest and frailest of all the aldeen at only 4'2''-5'2'', estadai are …

  • Raili Loras

    The Loras have silvery/grayish-blue skin covered in a dense, short coat of fur (similar to a seal or otter). Their hair is black or grey, but they generally keep it very short to reduce drag underwater. Their eyes are usually sea-green. They have webbed …

  • Vashti Aldais

    Cursed with skin the color of bleached bone, Vashti stand out in any crowd; their glowing eyes not helping much either! Hair may be black, crimson, silver, green or rarely white; their glowing eyes can be red, blue, purple or yellow. Sorcerous and …

  • Raider

    Rogue Archetype: d8 *Favored [[Gift Spheres | Sphere]]:* Assault *Class Skills (5):* Fitness, Intimidate, Larceny, Mechanics, Negotiate, Perception, Performance *Equipment Proficiency:* Medium Armor, 5 [[Weapons and Traits | Weapon Groups]] *Bonus …

  • Savage

    Fighter Archetype: d10 *Favored [[Gift Spheres | Sphere]]:* Might *Class Skills (4):* Fitness, Geography, Intimidate, Nature, Perception *Equipment Proficiency:* Heavy Armor, 4 [[Weapons and Traits | Weapon Groups]] *Bonus Cantrips:* 2- [[General …

  • Warden

    Rogue Archetype: d8 *Favored [[Gift Spheres | Sphere]]:* Geomancy *Class Skills (4):* Fitness, Geography, Larceny, Nature, Perception *Equipment Proficiency:* Medium Armor, Shields, 4 [[Weapons and Traits | Weapon Groups]] *Bonus Cantrips:* 3- [[ …

  • Warsoul

    Fighter Archetype: d10 *Favored [[Gift Spheres | Sphere]]:* Combat Style *Class Skills (3):* Arcane, Fitness, History, Perception, Psionics *Equipment Proficiency:* Heavy Armor, Shields, 4 [[Weapons and Traits | Weapon Groups]] *Bonus Cantrips:* 3- [[ …

  • Planar Alignment

    Surrounding the Material world of Aladhorne, is a 'cosmic egg' of various planes and worlds in their own right. +Raeginthal+: A barrier plane regulating the flow between Aladhorne and all the surrounding realms, Raeginthal is at times deadly to would …

  • Hermetic

    Caster Archetype: d6 *Favored [[Gift Spheres | Sphere]]:* Mentalism *Class Skills (3):* Fitness, Geography, Linguistics, Negotiate, Perception, Psionics *Equipment Proficiency:* Light Armor, 3 [[Weapons and Traits | Weapon Group]] *Bonus Cantrips:* 4 …

  • Magus

    Caster Archetype: d6 *Favored [[Gift Spheres | Sphere]]:* Elements *Class Skills (3):* Arcane, Mechanics, History, Linguistics, Planes *Equipment Proficiency:* Light Armor, 2 [[Weapons and Traits | Weapon Group]] *Bonus Cantrips:* 5-[[Arcane Spells | …

  • Shaman

    Caster Archetype: d6 *Favored [[Gift Spheres | Sphere]]:* Spirits *Class Skills (4):* Faith, History, Intimidate, Nature, Negotiate, Perception, Planes *Equipment Proficiency:* Light Armor, Shields, 3 [[Weapons and Traits | Weapon Group]] *Bonus …

  • The Vellte

    Available to: [[Vellkish | Vellkish]], [[Ipsians | Ipsians]], [[Raili Rusnai | Rusnai]], [[Hulgins | Hulgins]], [[Trolls | Trolls]], Maendri, Hasstur, Ganthon Bonus Skill Dice: Fitness and Nature Standard [[Weapons and Traits | Equipment]] …

  • Cahrgil Moors

    Available to: [[Vellkish | Vellkish]], [[Ipsians | Ipsians]], Maendri, Haastur, Ganthon, [[Raili Rusnai | Raili Rusnai]], [[Vashti Aldais | Vashti Aldais]], [[Goblins | Goblins]], [[Trolls | Trolls]], [[Hulgins | Hulgins]], [[Bel-thaasi | Bel-thaasi]] …

  • Gargondeth

    Available to: [[Vellkish | Vellkish]], Haastur, [[Goblins | Goblins]], [[Trolls | Trolls]], [[Bel-thaasi | Bel-thaasi]] Bonus Skill Dice: Geography and Perception Standard [[Weapons and Traits | Equipment]] Availability: Basic, Battleaxe, Greatclub, …

  • Fighter Spheres

    _Bastion_(Defender) * Aura-you projects an aura in an area of 10ft+5ft per 2 levels with a variety of effects. You may change effects once per turn by spending your reaction. Each person's aura is a reflection of their being, so any may choose for their …

  • Rogue Spheres

    _Antimagic_(Spellhound) * Drain-halve your melee damage to drain 2 mana from the target; increase the mana drain by 1 each subsequent time you choose this effect * Ricochet-if a ranged spell or magical ability specifically targeting you misses, you may …

  • Caster Spheres

    _Elements_(Magus) * Primal Armor- * Whirl Burst- * Elemental Barrage-this is a special option for those with the gift of Chainspell. _Mentalism_(Hermetic) * Danger Sense- * Soul Link- * Mind Forge- * Favored Augment-this is a special option for …

  • Minor Spheres

    _Armstraining_ * Equipment Training-gain bonus training in a weapon group, shields or heavier armor * Weapon Focus-gain bonuses on attack and damage for a certain weapon group * Weapon Adaptation-you are able to add traits to weapon attacks with a …

  • Racial Spheres

    *Humanity Sphere:* +Minor+ Humans may improve any attribute score by 1 at levels 3, 6 or 9. +Major+ (in addition each culture also has a unique choice of major gift, shown on their cultural page) _Soldier:_ *1st*-Bonus trained weapon group, knowledge …

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