Added sections explaining Space, Base Speed, Dodge Penalty, R-DEF, Fall Damage, and Carry Capacity.
Part 6
Actions
Added a paragraph detailing the rules for moving through other creatures' space.
Bestiary
Monstrosities
Added various types of Trow.
Rulebook
Part 5
Arms
Added a section detailing the unique properties of antitherium weapons.
Armor
Added a section detailing the unique properties of antitherium armor.
Part 6
Basic Combat
Altered how initiative is determined.
Crafting
Adjusted the wording for various crafting activities.
Bestiary
The logo being far too large has been fixed;
Monsters now list their Initiative above their Speed;
The amount of wording for save results has been reduced.
Beasts
Implemented;
Added the Piranha and Piranha Swarm.
Rulebook
Added Pre-Made Characters to Part 1.
Part 1
Ability Scores
The Action Time section of Dexterity has been renamed to Time Cost Reduction
and reworded slightly - this change has also been reflected on the Character Sheet and
throughout the Rulebook.
Skills
Climb no longer gives creatures a default climbing speed, and is now used whenever a creature
attempts to climb anything - Swim, however, does still give non-aquatic creatures a swimming speed.
Checks
Adjusted the threshold for Partial Successes to be 90% of the DR for a check.
Part 2
Example Races have had their Base Speeds adjusted to reflect recent changes;
All Races now speak both Common and CSL.
Part 4
Classes now explicitly state their Health Die under the "Health" section.
Spells
The amount of wording for the save results of spells has been reduced, and the results themselves
have greater consistency;
Several Save Critical Successes have had their granted immunity reduced from 24 hours to 1 hour.
Rogue
Expertise can apply to any 2 Action or Tool Skills that have <5 proficiency;
Roguish Finesse now explicitly reduces TCR.
Part 6
Downtime
Adjusted various activities so they no longer rely on d20 rolls.
Home Page
The "Pre-Made Content" button has been removed until that section is ready;
The "Support the Creator" button has been altered and moved to the top right of the page;
The "Artist Credits" button has been removed until there is more art to give credit to - credit
for the logo is now right below my name;
The Dice Roller has been removed;
The link to the Patch Notes is no longer a button.
Bestiary
Added the General Information chapter, explaining in great detail how to read and interpret monster
statistics;
Monsters now have roles, listed next to their Size;
Monster Tactics are now broken down by Group Size, Strategy, and Flee Conditions;
Improved formatting on mobile.
Sentients
Replaced the "Combatant" with the "Thug" and "Highwayman" - more types of combatants are in the pipeline;
Removed the "Combatant Leader" while different types of Combatant Leaders are in the pipeline.
Undead
Removed the "Skeleton Archer" and gave standard Skeletons Archery proficiency.
Making Your Own Monsters
Added a step for deciding the monster's Tactics and role.
Rulebook
Part 1
The Ability Scores chapter has been significantly shortened via the removal of redundant text;
The Checks chapter has been added, and now contains all the information for making Skill and Ability
checks, as well dis/advantage mechanics and the spectrum of success;
The Proficiency chapter has been removed, with its content having migrated to the Skills and Checks
chapters.
Ability Scores
AGI now grants a 1:1 bonus to Speed instead of a 1:.5 bonus - conversely, Base Speeds for all Sizes
have been reduced slightly.
Saves
Simplified how saves are calculated and rolled; they can now only be whole or halfway between two
whole values.
Part 4
Spellcasting & Spells
Spells now use the abbreviated notation for each level of success, e.g. Critical Success is now
abbreviated to CS, and so on;
The explanation for spell damage now specifies that spells cannot Crit unless the spell description
explicitly says otherwise.
General
Huge improvements to formatting (including and especially on mobile) across the entire site.
Bestiary
Fixed an issue with how Average Health was calculated when sorting;
Added options to filter by Damage Immunities/Resistances/Vulnerabilities and Condition Immunities/Resistances/Vulnerabilites;
Removed "Beasts", "Dragons", "Others", and "Monsters by Location and Tier".
Monstrosities
Added the Bog Crawler, Drowner, Harpy, and Thrasher.
Sentients
Added the Marksman.
Undead
Added the Skeleton, Skeleton Archer, Zombie, and Runner Zombie.
Rulebook
Part 4
Spells
Various spells have been altered slightly;
The Truth and Lies spell has been removed.
Part 7
Concoctions & Enchants
Added the exalted versions of Potions.
General
Added the "Supporters" page to the homepage;
Added a link to the Feedback Form to the homepage;
Rearranged some content on the homepage.
Bestiary
Implemented.
Rulebook
Updated the Cheat Sheet (formerly Quick-Reference Guide).
Part 1
Creating A Character
Characters starting at higher levels than 1 now gain an extra SP every 2 levels instead of every 4.
Skills
Expanded the possible circumstances under which Tool Skill proficiencies can act as a bonus to
Action Skill checks, and removed listing specific Action Skills under the description of each Tool Skill.
Size
Adjusted the base Speeds and Dodge Penalties for all Size categories;
Adjusted the R-DEF for Small and Big creatures.
Part 3
Creating Your Background & Sample Backgrounds
Altered some wording to reduce redundant and repeated phrasings;
Backgrounds now give 3 SP for Action Skills instead of 6.
Part 4
General
All classes gain proficiency in Small weapons and at least one other Weapon Skill as they level up.
Spells
Minor adjustments to various spells.
Arcanist
Arcane Power Proficiency now becomes 2 at Level 2;
In addition to their regular amount of spells known, all Arcanists also get Arcane Armor;
In addition to their regular amount of 0-Mana spells, all Arcanists also get Arcane Hand and Arcane Missile;
Bargain Arcanists are now able to use their Arcane Recharge ability more than once per night's rest.
Rogue
The number of additional damage dice rolled when using Precision Attack now becomes +2 at level 2 instead of level 3;
No longer gains 3 SP at level 1;
The wording of Precision Attack has been adjusted, and Precision Attacks now ignore the Increased Crit Min granted by helmets.
Classless Feats
Adjusted the wording of the Keen Eye and Master Alchemist feats;
Tough now gives 2 Health per level instead of 1;
Added the Field Medic feat.
Part 6
Armor
The costs and Armor Bonuses for various Torso armors have been adjusted;
The Armor Bonuses and various penalties for the different qualities of Helmets, Gauntlets, Boots, and Medium Shields have been adjusted.
Part 6
Actions
Attacks now take at least 1 second instead of .5 seconds.
Alchemy
Concoctions now have a 5th level of strength: exalted;
The rules for brewing concoctions have been reworked somewhat.
Part 7
Concoctions & Enchants
Adjusted the effects, duration, and cost for all concoctions, including adding an exalted level for each.
Rulebook
Part 1
Ability Scores
STR now has a section detailing how it determines air-and-water-borne creatures' flying and swimming speeds.
Health
Added a section on being reduced to 0 Health.
Proficiency
Double dis/advantage has been added.
Part 4
Spellcasting
The ordering of some rules has been altered;
Rules for Portal Familiarity have been added, with each level of familiarity described in brief;
Otherworldly Spells moved to the Spells chapter.
Spells
Added spells and some options for sorting and filtering them.
Arcanist
Added the Elementalist Arcane Augmentation.
Rogue
"Quick Hands" has been renamed to "Roguish Finesse" and now increases your Speed by .5m/sec.
Part 6
Actions
Movement now occurs independently of other actions;
"Throw" has been renamed to "Throw Creature" and has been reworked.
Basic Combat
Added a section describing Opportunity Attacks.
Advanced Combat
Charging attacks have been slightly reworked;
The rules for burning have been reworked.
Conditions
Added brief descriptors for each condition;
Placed each condition inside an accordian element.
Enduring
Has been largely reworked.
Part 7
Aether
Sub-Elements and Pseudo-Elements have been removed;
The Neutral element has been added.
Bestiary
General
Dummied out while changes are made.
Rulebook
Character Sheet
Added space for weapon Crit Ranges in the Equipped Weapons section;
Added space for Helmet, Gauntlets, and Boots in the Equipped Armor section;
Increased the amount of space for Class Features and reduced the amount of space for Weapon & Tool Skills.
Part 1
Creating a Character
Removed the pictures and example.
Part 4
Spellcasting
Modified to reflect other changes;
Otherworldly Spells removed, will be moved to Spells in the future.
Spells
Added.
Arcanist
Class features have been implemented.
Elemancer
Removed.
Artificer
Crit ranges have been added for the various Artifices;
Added the Grenade Launcher class feat.
Rogue
Added Small weapons as a mandatory PWS;
Precision attacks can now be made with any weapon;
Quick Hands now applies to all actions except Move;
The wording of several class feats has been altered to functioned more like the Honed Skill
feature;
Added the Improved Critical Range feat.
Warrior
The "Brutal Strike" Maneuver has been renamed to "Power Strike";
Added the "Brutal Critical" Maneuver;
Added the Improved Critical Range feat.
Part 5
Arms
Added the "Poor" level of quality between Normal and Shoddy;
Shoddy, Exquisite, and Masterful quality weapons now modify the Crit Ranges of weapons;
Weapons have been given Crit Ranges.
Armor
Added Torso, Helmet, Gauntlets, and Boots as different types of armor;
Large Shields now give a +5 Worn Armor bonus.
Part 6
Basic Combat
Reworked how Critical Hits work.
Part 7
Concoctions & Enchants
Altered how Attunement works;
The wording of several enchants has been altered - some for clarity, some to make them weaker or stronger.
Rulebook
General
Several broken links have been fixed.
Character Sheet
Minor formatting and wording improvements.
Part 3
Sample Backgrounds
The wording around Medicine Kits, Equipment, and the Skill Training and Skill Master feats has been edited.
Part 4
General
The "Health Beyond 1st Level" section of every class now rounds up to the next whole number, under the assumption
that GMs will allow one-time rerolls if a player rolls a 1 for their Health increase;
Every class (except Warrior and Elemancer) now gain proficiency in 2 Weapon Skills as they level up;
Every class now gains an ASI at every even-numbered level, but ASIs are now reduced to only one increase of .5 to a single Ability Score.
Leveling Up
The wording around multi-classing has been clarified slightly.
Warrior
Warriors now gain proficiency in all Weapon Skills as they level up.
Part 5
Arms
The Blunt(*) property has been added to several weapons;
Throwing Weapons now have their ranges/long ranges extended by the STR score of the wielder;
Handaxes are now worth 50c and weigh 1.5 lbs;
Exotic weapons now come before Mechanical weapons.
Armor
The "Light/Medium/Heavy" distinctions no longer exist, and if your armor would give
you disadvantage on DEX checks, then your DEX score is no longer added to your Dodge score;
Leather armor now does not give disadvantage on Stealth checks;
Reinforced Leather armor now does not give disadvantage on Stealth checks;
The cost, weight, and Armor Bonus of various armors has been adjusted.
Dice Roller
Formatting has been fixed.
Rulebook
Part 4
Classless Feats
Charger has been removed, and Charging Attacks have been added to Advanced Combat.
Mutant
Veins of Poison now applies to blood, saliva, urine, and bile and deals 1d10 base damage;
Final Form now allows you to apply a backup mutagen in only 3 seconds;
Animal Senses now only increases your Perception by 1, but grants advantage on either sight or sound and smell-based
Perception checks - the Amplified version grants advantage on both, but makes it easier for your senses to become disabled;
Amplified Camouflage now takes only 3 seconds;
Telepathy now specifies that it includes sentient objects, does not allow forceful mind-reading,
and the connection ends when connected beings move too far away - the Amplified version also doubles
the possible number of connections.
Rogue
Superior Precision Attack can now be taken twice;
Quick Hands no longer applies to spells.
Warrior
Ferocity and Unrivaled no longer affect spells;
There is now only one Additional Maneuvers class feat, and that feat can be taken multiple times.
Part 6
Alchemy
Moved from Part 7 to Part 6.
Combat
Has been split into Basic and Advanced Combat;
Rules for Electrified Water have been added;
Rules for Bodily Waste Poison have been added.
Rulebook
General
The names of chapters have been changed to no longer include chapter numbers;
Part 6 has been reorganized.
Part 4
Artificer
The Creature artifice can now fly when it is Tiny;
The special attack of the Turret artifice can now be one of several damage types, decided
at the time it is created, though the Level 1 and 3 upgrades for it allow you to select additional
damage types;
Empty class feats have been removed from the list of class feats.
Part 6
Alchemy
Moved from Part 7 to Part 6.
Combat
Has been split into Basic and Advanced Combat;
Rules for Electrified Water have been added;
Rules for Bodily Waste Poison have been added.
Rulebook
General
Swapped Parts 2 and 3;
Minor alterations to the Character Sheet.
Part 1
Quick-Reference Guide
Added a table that shows the formula for every stat described in the Guide.
Chapter 0
Adjusted to reflect changes to the Character Sheet and Rulebook;
Chapter 1
Creatures can now make straight AGI checks after falling to avoid landing prone;
The Time Cost reduction granted by a creature's DEX now occurs at 1, 5, and 9.
Part 2
The Tenacity feature now triggers at the start of your next turn;
The Wings feature now specificies that flying is exhausting and you will take fatigue damage after doing it for more than 3 seconds.
Part 3
Sample Backgrounds
Nomad's suggested ASI is now AGI or WIS instead of CON or WIS.
Part 4
Classless Feats
The "Athlete" feat now reduces fatigue damage by 1d4 and allows you to fly for 6 seconds before it starts exhausting you (it does not negate the fatigue damage you take from flying);
The "Sharpshooter" feat now allows you to ignore elevation-induced penalties;
The "Otherworldly Touch" feat now describes how to figure out your spell's Save DR if you didn't already have one from another source.
Elemancer
The starting value for the ESDR is now 10 instead of 5.
Part 5
Chapter 1
Added a section describing the rules for currently equipped weapons;
Clarified the wording for a weapon's Base Damage.
Chapter 3
Removed the penalty for travelling in armor.
Part 6
Chapter 1
Added the "Wake" action.
Chapter 2
The rules for attacking limbs and appendages have been greatly simplified;
The rules now clarify that while friendly space can be passed through, it cannot be simultaneously occupied by two creatures;
Creatures now fall relatively short distances at the end of their next turn, instead of at the end of the current round;
Creatures can now make straight AGI checks after falling to avoid landing prone.
Chapter 5
The initial DR of the save has been increased to 20.
Chapter 7
Expanded the mechanics for weather considerably.
Chapter 8
Removed the penalty for travelling in armor;
Added a Weather table for the GM to roll on when travelling;
Changed how Navigating works so each type of weather now directly states how it affects Navigation.
Part 7
Chapter 1
Aether has been changed to be an ever-present fundamental power of the universe, with it only being plainly visible or becoming solid or liquid when highly concentrated;
Solid and liquid Aether is now referred to as Aetherite;
Many, many wording adjustments and simplifications.
Chapter 2
Altered how alchemy works to account for the Aether rework.
Chapter 3
Added the time it takes to drink a concoction;
Added more DRs for identifying concoctions of various strengths;
Altered and simplified the Aetherite requirements for basically every concoction and enchant.
Pre-Made Content
Heritages
The Tenacity feature for Humans now triggers at the start of their next turn.
Rulebook
Part 1
Quick-Reference Guide
Updated to reflect recent changes to the rules
Part 5
Chapter 1
Minor wording alterations.
Part 6
Chapter 1
Added a section on splitting actions across turns;
Various wording adjustments.
Chapter 2
Various wording adjustments;
Creatures now fall relatively short distances at the end of the current round;
The time a creature can hold their breath is now determined by their Fortitude rather than just their CON.
Chapter 5
Enduring has been reworked.
Pre-Made Content
Aethra
Calendar
The Bahamian Calendar has been renamed to the Median Calendar.
The Ages
Added a series to determine the Lore check DR for ascertaining a piece of historical knowledge;
Added the following Ages: Ao the Precursors (formerly the Predecessors), Ao Arcana, Ao Arcanatech, Ao War,
Ao the Other, and Ao Dragons;
Filled out more of the Age of Peace, clarifying how the Common tongue, the Aeon currency, and the Median
calendar came to be;
"Since Awakening" has been renamed to "Post-Awakening", and rather than refer to years as "SA" and "PA",
they are now referred to as "Post" and "Pre" respectively.
Rulebook
Part 1
Chapter 0
Updated to reflect recent changes to rules.
Rulebook
General
RaDEF and DEF are now referred to as R-DEF and M-DEF respectively;
All instances of base Armor are now referred to as Natural Armor;
"Flintlocks" have been renamed to "Hammerlock Pistols" and "Arquebuses" have been renamed to "Hammerlock Rifles".
Part 5
Chapter 1
Minor wording fixes.
Rulebook
General
RaDEF and DEF are now referred to as R-DEF and M-DEF respectively;
All instances of base Armor are now referred to as Natural Armor;
"Flintlocks" have been renamed to "Hammerlock Pistols" and "Arquebuses" have been renamed to "Hammerlock Rifles".
Part 4
Elemancer (formerly Aetherian)
Name has been changed from "Aetherian" to "Elemancer".
Part 5
Chapter 2
Added a brief treatise on how weapon size and creature size interact.
Part 6
General
Chapters 2-5 have been rearranged into an order that makes more sense.
Chapter 1
The Help action now specifies that under most circumstances, only one creature can help another;
Clarified the wording of the Speech action;
Added the Throw action.
Chapter 2 (formerly Chapter 5)
Multiple wording fixes and adjustments;
Added rules for targeting a creature's limbs and appendages;
Added rules for targeting a creature of a different elevation with a ranged weapon.
Chapter 16
Added a column to the Lingering Injuries table detailing how each injury is cured;
The Effects of losing a limb have been moved to Chapter 5;
External Bleeding now deals a flat amount of damage equal to 1 Health/second, applied throughout your turn.
Part 7
Chapters 2 & 3
The exalted level of strength for concoctions has been renamed to exceptional.
Chapter 4
A variety of errata fixes.
Rulebook
General
Small wording and errata fixes.
Part 4
Aetherian
Elemental Strike now specifies in can be used in melee without issue;
The wording of Luxomancer's version of Avatar of Twilight is now accurate;
Emissary of Day now specifies the range of your newfound arcane darkvision;
Self Control now grants creatures disadvantage to move you against your will;
The formatting of True Invisibility has been fixed;
Panacea can now be used a number of times equal to your Aether Proficiency;
The (Concentration) tag has been shortened to (C);
The rules for the Monster spell have been expanded;
The wording on the Speedbump spell has been fixed and it now costs 1 Mana;
Extra minutes when casting Retrocognition now cost 4 Mana;
The wording of Undo now specifies that an action can be undone within the last 6 seconds;
The wording of Snapshot now specifies the amount of time it takes to activate;
Fan of Frost and Fan of Flames now both cost 2 Mana.
Spellcasting
Added the Damage stipulation that just because the caster is immune to the damage
of their own spells, their equipment may not be;
Notable Effects now clarifies how spell descriptions are formatted.
Rulebook
Part 5
Chapter 2
Minor text changes.
Rulebook
General
The term "Proficient Weapon Skill (PWS)" has been placed throughout the Rulebook; this term is explained in Part 1: Chapter 3;
The Character Sheet has been reworked;
The Quick Start Guide/Cheat Sheet has been updated;
The Theology skill has been removed entirely, with religious knowledge being relegated to the Lore skill.
Part 1
A character's Willpower is now comprised of the average of their WIS and CHA.
Part 3
The base Speeds for all Heritages have been updated to reflect recent changes to the rules.
Bestials
Felinae can now be Small.
Monstrouses
"Drakon" have been changed to "Drakkar".
Part 4
Psychokinetic
Added the "Mind Meld" Novice Class Feat.
Rogue
Expertise now applies to 3 skills at levels 1 and 6 (6 skills total);
The wording on the "Assassinate" Expert class feat has been clarified.
Warrior
Added the "Piercing Shot" Combat Manuever.
Aetherian
The Cure spell has been added to the Life spell list;
The "Cure" Soul feature has been altered to "Enhanced Cure".
Bestiary
Monstrosities
A small formatting bug in the row containing the Ork Spellmaker and Ork Warlord has been patched.
Pre-Made Content
Aethra
Ages
Added the Age of Monsters, though it remains mostly barren (for now);
Altered the method of recording years - years are now counted from the Awakening of the Humanoids rather than from the start of the latest Age.
Heritages
"Drakon" have been changed to "Drakkar".
Home Page
The buttons are now all aligned vertically with the center of the page.
Bestiary
Monstrosities
Gorgons now have a Stealth proficiency of 4, have tactics, are resistant to being knocked prone, and are immune to being turned to stone;
Griffins now have tactics.
Pre-Made Content
Table of Contents
The links to each section now behave exactly the same as the links on the Rulebook's Table of Contents.
Rulebook
General
Agility and Dexterity - and their related features (Movement and the Time Cost of actions) - have been normalized to 0 instead of 2;
The Time Cost of all listed actions (including for weapons and spells) has been increased by .5s to account for the above change - additionally,
if the Time Cost of an action would not be affected by your DEX, it now says so.
Part 2
Backgrounds now give a single Classless Feat.
Part 4
Artificer
Removed the various Demolitionist Class Feats while I work on replacing them with ones that are more in line with the current elements.
Psychokinetic
Edited the wording on several class feats;
Manipulating a creature via Creature Control now only requires a Fortitude save from the creature, and ripping off non-vital organs or appendages
now costs 3 Source and deals an amount of true damage equal to the number of Health Dice the creature has in its statistics.
Rogue
Added the "Quick Spells" Novice class feat.
Part 5
Chapter 3
Antitherium is now a listed Armor Material;
Shoddy Small shields now explicitly give an Armor Bonus of +1, instead of their implied bonus of +0.
Part 6
Chapter 9
Added words for "Ocean".
Chapter 16
The "Lost Eye" injury now only grants disadvantage on Perception checks to determine distance;
"Broken/Severed Hand/Arm" and "Broken/Severed Foot/Leg" have been combined into one injury, which now includes wings.
Part 7
General
The Ether category of concoctions has been removed, and there are now Potions of Mana Repletion and Potions of Temporary Mana.
Bestiary
Monstrosities
Added Skak Leaders, Fighters, Scouts, and Spellslingers;
Added Ork Warriors, Warlords, and Spellmakers;
Added Giants;
Added Wyverns;
Added Ogres;
Added Trolls.
Pre-Made Content
Aethra
Heritages
Renamed from "Races" to "Heritages";
Filled out.
Rulebook
General
A few sentences throughout the Rulebook have been re-written for clarity;
A round of combat now lasts 3 in-game seconds, and the time it takes to perform
actions is now measured in seconds.
Part 4
Warrior
Added the "Fierce" Expert Class Feat.
Aetherian
The Friends, Charm, and Wonderwall spells have been removed from
the Illusion and Life spell lists.
Part 6
Chapter 11
Crafting explosives now gives a guideline for how much damage those explosives do.
Bestiary
General
Since a round of combat now lasts 3 in-game seconds, monsters' actions are now
measured in seconds.
Rulebook
Part 5
Chapter 2
Added the firelance firearm;
Masterful weapons now cost 6x as much as Exquisite;
"Weapon Quality" has been moved to above the Normal Weapons table.
Chapter 3
Armors now use similar quality mechanics as weapons, with slight tweaks to
the given values; additionally, since armors can be made with a wide variety of
materials, the table also explicitly says what materials are required to make
armor at each level of quality. The same treatment has been given to shields.
Part 4
Mutant
Now use d12s for Health.
Rogue
"Advantageous Attack" has been renamed to "Precision Attack."
Rulebook
Part 1
Chapter 6
Reflex saves are now used to avoid traps.
Part 4
Warrior
Added the "Pain Tolerance" Journeyman class feat;
The "Taunt" Novice class feat now specifies that the target
must be able to see and hear you, you must be able to see them,
and they must be with 15m of you - additionally, they must fail
a Willpower save against your Intimidation check;
The "Frenzy" Novice class feat now specifies that you cannot
grant yourself advantage on spells (also applies to the Mutant's
"Bloodlust" Novice class feat).
Aetherian
The various Portal spells now explicitly forbid liquids and gases from passing
through them (so no opening portals to the bottom of the ocean and flooding the room
you are in);
Added the Temporal Shunt Possibility spell.
Part 7
Chapter 3
The Phylactery has been renamed to the Soul Jar.
Bestiary
Monstrosities
Added the Mind Eater and Scarecrow.
Sentients
Added the Mind Eater Host and Mind Eater Queen Host.
Undead
Added the statistics for the Deadlight;
The old Vampyre has been renamed to the Vampyre Lord, and Vampyres are now a
separate creature;
Vampyres and Vampyre Lords are now spider-themed;
Updated existing creature statistics to be inline with the current version of
the rules.
Rulebook
Part 4
Mutant
Added the "Breath Weapon" and "Telepathy" Mutations.
Warrior
"Master Martial Artist" now increases your Dodge by your WIS.
Aetherian
Mana now goes from 0 - 100 (the vast majority of spells have had their Mana
adjusted only slightly, if at all);
Mana is once again restored via resting.
Classless Feats
Classless Feats can now be learned with 90 days and 90d3 Aeons of training.
Part 6
Chapter 1
The Evade action now consumes the rest of a creature's actions on their turn.
Chapter 3
Intimidation checks by a source of the frightened condition against the
frightened creature now automatically succeed.
Chapter 8
Added "A frozen river or lake" to the Obstacles table.
Chapter 15
Separated Combat and Non-Combat Encounters, though the latter still remains
unfortunately empty for now.
Pre-Made Content
Aethra
Added the "Cosmology" chapter, though it remains empty for now.
Calendar
The names of the months have been updated to reflect recent changes.
Rulebook
Part 1
Chapter 0
Updated to reflect recent changes.
Part 3
Bestials
All Bestials now speak one language: Bestial.
Specials
Automata are now also vulnerable to electric damage and resistant to burn
damage.
Part 4
Mutant
"Superior Reflexes" now only increases Reflex by 1, rather than doubling it
outright;
"Nimble" now grants disadvantage on attacks against you;
"Rabidity" now also allows you to Shove and Tackle;
"Regeneration" now only occurs once per minute, and the Amplified version only restores
1d3 instead of 1d4.
Rogue
"Superior Reflexes" now only increases Reflex by 1, rather than doubling it
outright;
"Slippery Mind" now only increases Willpower by 1, rather than doubling it
outright;
"Reliable Luck" now applies to attacks and saves rather than attacks and checks;
"Nimble" now grants disadvantage on attacks against you.
Warrior
The "Martial Artist" Novice Feat now increases your Armor score by your Unarmed
proficiency, following the same restrictions as dual-wielding melee weapons;
"Martial Arts Master" is now an Expert-tier feat.
Aetherian
Added Disintegrate back in.
Classless Feats
"Charger" has been buffed;
"Dual-Wielding" and "Two-Handed Dual-Wielding" have both been removed, since they
are both something that can now just be done by any character;
"Indomitable Mind", "Unbreakable Body", and "Uncanny Reflexes" have been adjusted so they
only adjust the related save score by 1, rather than doubling it outright.
Part 5
Chapters 5 & 6
Added in the Tank vehicle and siege weapon.
Part 6
Chapter 5
Added a paragraph for dual-wielding melee weapons.
Chapter 9
Removed all the Bestial languages and Goblic.
Part 7
Chapter 1
Added a section on Antitherium, a metal that nullifies the effects of Aether.
Rulebook
General
All references to the old magic system have been adjusted to reflect recent
changes, especially the Aetherian and Part 7;
Fixed a small formatting error with the Homepage button;
All references to Weapon Points have been removed as per the new Weapon
Proficiency system.
Part 1
Chapter 0
Added in two paragraphs in Step 8 for granting characters extra skills and
starting money based on their level.
Chapter 1
All characters now have 4 actions on their turn unless their DEX is > 5;
additionally, a character's place in initiative is now equal to their AGI or
DEX.
Chapter 3
Characters now gain proficiency in Weapon Skills as they level up instead of
from Weapon Points.
Chapter 4
The thresholds for becoming Injured and Bloodied have been adjusted to
30% and 20% respectively.
Chapter 7
Day's rests can only occur in areas where the characters feel safe.
Part 2
Chapters 1 & 2
Backgrounds no longer give Weapon Points.
Part 3
Creating Your Heritage
Breath Weapon now specifies that using it uses 2 actions.
Special Heritages
Elementia have been adjusted to reflect recent changes to the magic system,
are born as Level 0 Aetherians, and have 1 innate Mana.
Part 4
Mutant
Added the "Thermal Mask" Journeyman class feat;
Bloodlust now ends if you are knocked unconscious;
Updated "Nimble" and "Taking Initiative" to reflect recent changes to how initiative
is calculated.
Rogue
Advantageous Attack has been changed back to similar to how it was before the lasts
change, and the "Assassinate" class feat has been adjusted accordingly;
Advantageous Attack now works with all types of weapons;
Added the "Spellslinger" class feat;
Added the "Superior Advantageous Attack" class feat;
Removed "Thermal Mask";
Updated "Nimble", "Taking Initiative", and "Stealing Initiative" to reflect recent
changes to how initiative is calculated.
Warrior
Updated the Combat Maneuver descriptions to be more inline with recent changes;
Added the "Brutal Strike" Combat Maneuver;
Removed the "Critical Hit" class feat;
Added several class feats that increase the number of times a Warrior can use their
Combat Maneuvers between rests, as well as one that allows them to learn more maneuvers.
Aetherian
Completely reworked as per the changes to the magic system;
Aetherians now add their INT, WIS, or CHA to their damage-dealing spells and Aether
Save DR.
Classless Feats
Arcanist Slayer now gives a +2 bonus to attacks of opportunity against spellcasting
creatures.
Part 5
Chapter 2
Added a small paragraph and a table detailing differences in weapon quality;
The bola and net have been moved to Chapter 4.
Chapter 3
The Armor Bonus that all armors give has been reduced by 1;
The prices of the armors have been adjusted;
Armors on the second table are now organized by their Armor Bonus;
Large shields can no longer be wielded as weapons;
The Armor Bonus that shields give has been greatly reduced.
Part 6
Chapter 1
The Evade action no longer grants disadvantage on attacks against the evading
creature and only costs 1 action;
Attacks of Opportunity can now be triggered by anything that distracts one's
foe from the fight, such as spellcasting or tending to another creature.
Chapter 3
Blinded and Deafened no longer grant disadvantage on all Perception
checks;
Deafened creatures are immune to sonic damage.
Chapter 11
Blacksmithing Tools now outline how to craft higher-quality weapons.
Bestiary
General
Updated to reflect recent changes;
Monsters are now organized by their Tier;
Fixed a few minor formatting errors.
Rulebook
Part 1
Chapter 0
Updated to reflect recent changes to the rules.
Chapter 1
A creature now has a number of actions equal to their DEX score rounded down,
minimum 2.
Chapter 8
The physical space creatures take up according to their Size has been adjusted.
Part 4
Rogue
"Extra Actions" is now "Extra Action", and only gives 1 extra action.
Psychokinetic
Clarified some aspects of "Entropic Redirection";
"Entropic Redirection" now takes only 1 action;
Added the "Manifold Energies" Novice feat and the "Energy Creation" Expert feat.
Rulebook
Part 1
Chapter 0
Updated to reflect recent changes to the rules;
Added in a statement saying that characters must want to work with a party.
Chapter 2
Numerous errata fixes.
Part 2
Chapters 1 & 2
Backgrounds now give 1d10 Aeons.
Part 3
General
Sample Heritages' sizes now state the height ranges for each Size.
Creating Your Heritage
Breath Weapon is now restricted to only one damage type.
Part 4
General
Characters now gain both an ASI AND a feat at levels 4, 8, 12, 16, and 19.
Rogue
Sneak Attack has been renamed to Advantageous Attack and has been reworked.
Spellcasting
A spell's Mana Cost can be reduced by 1 by doubling the casting time;
Added the Fragile Shell Otherworldly Spell;
Curse now requires only two saves.
Aetherian
Level 0 has been added in;
Drown and Suffocate have been removed;
Platform now costs 2 Mana;
the damage of Heat Metal/Glass is now reduced by the target's natural
Armor;
Meteor now takes 5 actions;
Hurricane now costs 5 Mana and deals 1/2 proficiency damage;
Tsunami now costs 10 Mana, takes 5 actions, affects a 10-meter cube, and
deals +4d8 damage.
the save for False Cage can now be made at the end of every other round
while in combat.
Classless Feats
"Otherworldly Touch" now allows the taker to learn a 1-Mana spell that they
can cast once between night's or day's rests.
Part 5
Chapter 2
A flintlock takes 10 actions to reload;
added the Piston Sword;
a collapsing shield now states that it takes an action to (un)furl.
Part 6
Chapter 1
A character can expend one of their reactions to grant themselves an extra action
on their turn.
Chapter 10
Added the Reading activity;
Corrected an error in the Pit Fighting activity.
Chapter 16
Broken/Severed Foot/Leg now affects the AGI of the affected creature directly.
Part 7
Chapter 3
Added in the Elixir of Youth;
Weak Poisons now have a save DR of 14;
The Mana Stone now regenerates Mana every 10 minutes.
Homepage
The Pre-Made Content link has been fixed.
Pre-Made Content
Aethra
The Ages
Minor word adjustments.
Rulebook
Character Sheet
Minor alterations to the layout.
Part 1
Chapter 1
The threshhold for a creature gaining actions has been increased.
Chapter 2
Proficiency in Medicine Kits is now proficiency in Medicine -1, unless a character
specifically spends a point to make them equal; additionally,
as the Field Medic Classless Feat has been removed, any character can spend 4 actions
to use the kit half as effectively;
The bonus to Tool Skill checks is now one of your Ability Scores, and is dependent
on the nature of the task you are performing.
Part 2
Chapters 1 & 2
Characters now gain 3 proficiency in any Weapon Skill of their choice from their
background in addition to the 1 Small proficiency they also get.
Part 3
Bestial Heritages
The Animal Senses feature for both Corvium and Felinae have been brought up-to-date;
The Beast Speech (Felines) feature has been added for Felinae.
Part 4
General
In accordance with the changes to Backgrounds, no classes except Warrior gain any WP at
1st level.
Artificer
The special attacks of the Creature and Turret Artifices now go from d8-based
to d12-based.
When using the Integrated Artifices feat to combine the Creature and the Turret, the
Creature gains 3 proficiency in Firearms.
Psychokinetic
Source is now regained at a rate of 1 per minute;
How the Source Save DR has been calculated has been adjusted;
Clairvoyance now costs Source to maintain;
The Source cost of various class feats has been increased;
Efficient Entropy is now a Journeyman-level feat;
Modify Memory is now an Expert-level feat.
Spellcasting
The amount of extra Mana that can be spent improving a spell is now limited to
the caster's Aetherian level and the amount of Mana at their disposal;
A formatting issue for the Otherworldly Spells has been fixed.
Aetherian
How the Aether Save DR is calculated has been adjusted;
Mana is now regained at a rate of 1 every 10 minutes;
½ a pound of Aether now restores only 5 Mana, and takes 4 actions to eat;
Elemental Armor now lasts 1 minute;
The various Gate spells now allow the user to go back to the
Central Corporeal Plane;
Suffocate and Drown now require saves and reduce Health by 1d6 for every
minute;
Seismic Sense now detects the presence and location of every moving thing in the AoE;
Telepathy now costs 2 Mana;
Charm now costs 3 Mana and targets have advantage if they are hostile
to the caster;
Wonderwall is now an Animancy spell;
Using Greater Magic to make an illusion solid now costs 1 Mana/minute after the
first round, and making your illusory duplicate solid costs 2 Mana;
Fake Out can be applied to your Armor score after 11th level;
Truth and Lies no longer increases Perception;
Magicians can no longer cast Charm, Confuse, or Wonderwall;
True Invisibility now costs 25 Mana, takes 4 actions to cast, and lasts only
10 minutes;
See Truth no longer increases Perception proficiency;
Phantasm now costs 5 Mana;
Invisibility now costs 3 Mana;
Illusion now costs 1 Mana and affects a 2-meter cube;
False Passage now specifies that the target must be Large or smaller;
Push no longer deals damage and costs 1 Mana;
Magicians can now cast Silence Person and Silence Area;
Shadow Beast now costs 1+ Mana, and the beast that can be summoned follows the same
restrictions as all other summoning spells;
Luxomancers can now cast See Truth;
Foresight now lasts 10 minutes and instead gives a bonus to attacks, saves,
and Dodge, as well as making the target unable to be surprised;
Passing of the Age now costs 20 Mana and scales to half proficiency;
Rewind now costs 20 Mana.
Classless Feats
The "Alert" feat now gives only a +2 bonus to Reflex;
The "Field Medic" feat has been removed, and is now something that a person
with a medicine kit can just do;
The "Otherworldly Touch" feat now allows the character to learn any 0 Mana spell.
Part 5
Chapter 2
Characters can now begin an attack on one turn and finish it on their next turn;
The "Short" property has been added for melee weapons with a reach of only 1 meter;
Various weapons have been made more expensive;
Rapiers have been removed;
Certain types of swords, e.g. rapiers and katanas, can use DEX instead of STR;
Mechanical Weapons have been placed above Exotic Weapons.
Chapter 3
Armors using various materials, and how those materials affect their various properties,
have now been explicitly written out and placed in their own table;
The Armor Materials section has been moved to above the Armors table;
The Armor Materials table has been removed;
The Shields table has been given the same treatment as the Armors table.
Chapter 6
Cannons now have slightly increased range and use 12s for damage.
Part 6
Chapter 5
Initiative is no longer rolled, and instead creatures' initiative is just their
Reflex score.
Part 7
Chapter 3
Most concoctions have had their prices and durations increased;
How the power level of an enchanted item affects its cost has been adjusted, and that
paragraph is now titled;
The Armor bonuses granted by Armor and Shield of Protection have been drastically increased.
Chapter 4
The Handcannon has been removed;
A small error in The Philosopher's Stone properties has been fixed.
Rulebook
Character Sheet
Made some minor formatting changes.
Part 4
Psychokinetic
"Energy" has been renamed to "Source";
The amount of Source at your disposal is now your Psychokinetic level + your INT score,
rounded down;
The Psycho Save DR has been renamed to the Source Save DR, and is now calculated
differently;
Damaging a creature using Creature Control now costs 1 Source, and Mind Probe now costs 2.
Warrior
Warriors no longer gain Skill Points at levels 2, 9, and 17.
Spellcasting
Spells that give more than one save type allow the caster to pick which save is made;
The damage of spells can now be improved for 1 Mana per extra d8.
Aetherian
Common Spells have been moved to the end of the main class description;
Mana is now regained via the passage of time (1 Mana every 12 minutes);
Ingesting Aether not only restores Mana, but can grant up to 10 temporary Mana;
"Enhanced Element" has been renamed to "Greater Element";
Greater Aeromancy can now mix in chunks of earth, and rather than changing the
damage type, spells will now deal an extra d6 of damage;
The Ignimancy spell Dragon's Breath has been renamed Flame Bolt,
and can no longer be cast as a cone;
Meteor now only deals 4d8 extra damage and costs 10 Mana;
Identify Object now costs only 2 Mana;
Bind has been added for Terra- and Mattemancers.
Classless Feats
The "Dual Wielding" feat now grants a bonus to attacks when dual-wielding weapons;
The "Practiced Dodge" feat has been added.
Bestiary
Monstrosities
Updated the entries to reflect the new action system.
Rulebook
Part 4
Aetherian
"Favored Spell" is now restricted to spells that cost 2 or less Mana and
do not deal damage directly or through their Notable Effects;
Lightning Bolt and Take Control have been removed from
the Ignimancer spell list; Flashburst has been added.
Part 5
Chapter 2
Added the Action Cost column to the weapons tables.
Part 6
Chapter 1
The action cost of the Pin action is now variable.
Bestiary
Making Your Own Monsters
Reworked the Creature Armor table.
Monstrosities
Added the Swamp Spitter and Mature Swamp Spitter.
Website
General
Most instances of the Discord button have been removed.
Rulebook
Part 4
Rogue
The "Extra Action" feature has been renamed to "Extra Actions", and these actions
cannot be used to attack or cast.
Aetherian
Elemental Strike is now the only d6-based damaging spell;
Have started the process of rewriting spells so they have flavor text in paragraph
form and their mechanical effects in bullet-point form.
Bestiary
General
Started the process for updating the entries to use the new action system.
Rulebook
General
The action system has been reworked, eliminating Strikes entirely and slightly altering
how movement works.
Character Sheet
Characters now have 4 equipment slots.
Part 1
Chapter 1
The DEX values required for the amount of actions at a creature's disposal has
been adjusted.
Part 4
Psychokinetic
You can now use Energy even when you have no uses left, however doing so causes
you to take 10 true damage;
You now round your Psychokinetic level up when determining your Energy uses;
"Entropic Redirection" has been reworked;
The 7th-level feature "Second Reaction" has been added;
"Improved Entropic Redirection" has been removed;
The "Quickened Psionics" feat has been removed; instead, a character with just the
"Psychic Armament" feat can expend 2 Energy uses to summon a weapon using just 1 action;
Several class feats now cost a use of Energy;
Telekinetically wielding a weapon in combat now costs 1 use of Energy for
every 2 actions performed with a telekinetically-wielded weapon; additionally, a
third type of manipulation (Destruction) has been added;
"Telekinetic Save" now adds your INT in addition to your STR/DEX;
Spellcasting
All non-Instanteous spells can now be extended by half their duration for 1 Mana.
Aetherian
Blink now costs 2 actions.
Classless Feats
The "Resilient" feat has been removed, and the "Uncanny Reflexes" feat has been added.
Part 5
Chapter 2
If a character does not have the required amount of actions at their disposal to
attack with a weapon, they can use the rest of their actions to attack once with the weapon at
disadvantage;
Two-handed weapons now take up two equipment slots;
Arquebuses now deal 1d10 base damage & have slightly less range, flintlocks
deal 1d8, have slightly less range, & take 12 actions to reload, and heavy crossbows
now take 8 actions to reload;
Repeaters now require the use of an action to chamber the next round;
The Long-Range Rifle has been added;
The Cypher has been removed from the Exotic Weapons list;
Attacks with the Meteor Hammer now automatically take one of the damage dice at
their highest value;
Several mechanical weapons have been removed, as there was no incentive to use
them or reason for them to exist;
The bracer blade no longer takes up an equipment slot;
The Semi-Automatic Repeater and Single-Shot Pistol mechanical weapons have been added.
Part 6
Chapter 4
Enduring has been reworked entirely.
Chapter 5
Initiative rolls are now made like Reflex saves rather than d20 rolls.
Part 7
Chapter 4
The Philosopher's Stone has been reworked.
Rulebook
Part 1
General
The amount of rounding required in all cases has been greatly reduced.
Chapter 1
Altered the section on using averages for rolls to instead point out situations where
calling for a roll would be unnecessary due to the ease/difficulty of a task relative to
the character attempting it.
Chapter 2
Added a section detailing how to handle weapon-based skill checks.
Chapter 6
A creature can choose to fail any save they are subjected to;
Saves that are non-whole values now require the roll of an additional die according to the non-whole value.
Chapter 7
The benefits of a quick rest can only be gained twice between night's or day's
rests.
Part 4
Mutant and Rogue
"Enhanced Dodge" no longer alters your Reflex score, and "Superior Reflexes" no
longer alters your Dodge;
(Mutant) "Veins of Poison" now uses d8s.
Psychokinetic
Your Psycho Save DR now uses quadruple your INT score.
Spellcasting
The Astral Projection Otherworldly Spell has been removed.
Aetherian
Aether now uses a d8 for its Base Damage;
The Aether Save DR now uses double your Aether proficiency;
Aetherians now pick which features they gain at levels 6, 13, and 18;
An altered version of the Heat Metal spell has been added for Terramancers;
The Freeze Area spell has been added for Tempomancers and Earthen Cage
has been added for Terramancers;
The Kill spell now costs 6 Mana and requires a save, Disintegrate
now costs 8 Mana, Meteor and Tsunami cost 12, and Ragnarök
and Tsunami deal an additional d8;
The Pull spell has become Pull/Repel, and has been greatly expanded;
Mattemancers have lost the Deny, Telekinesis, and Catapult spells,
and all of the spells they are able to cast are now listed;
Gravimancers can cast Telekinesis.
Classless Feats
The "Weapon Training" feat now specifies that the Weapon Skill can't be a class
feature;
The "Lucky" feat now restores luck points much less frequently.
Part 5
Chapter 2
Several weapons now require a certain amount of Strikes in order to be used;
The STR requirement for a handful of weapons has been increased;
The Trident now has the "Description" property, specifying that the user can
attack with the blunt parts of the weapon more frequently for less damage, or with
the points less frequently for more damage.
Part 6
Chapter 17
Removed the Sanity Optional Rule.
Part 7
Chapter 2
The rules for gathering alchemy ingredients have been reworked and expanded;
Specified that enchanting items uses Alchemy Supplies;
Specified that for every day after the first, a concoction being brewed does not
need to be actively attended to, simply maintained, requiring about an hour of the
brewer's attention each day until it is completed; the same rule applies to enchanting;
Added the "Enchanting Versus Tinkering" section.
Chapter 3
Wands and staves now specify their Aether proficiency.
Rulebook
Part 4
Warrior
The Dueling Fighting Style has been renamed to Single-Weapon Style and now
specifies that it only applies to melee weapons;
The Armor bonus from the Defender Fighting Style has been altered to be a flat
+2 regardless of the type of shield;
The Two-Weapon Style Fighting Style has been added;
The Quickdraw Maneuver now adds 10 to your initiative roll;
The wording on several Combat Maneuvers has been altered slightly.
Spellcasting
The Curse, Hellfire Rain, Astral Projection Otherworldly Spells have been added.
Aetherian
The Animate spell has been added for Animancers;
All wall spells now cost 5 Mana.
Part 6
Chapter 13
Implemented.
Chapter 15
Started; more will be added as the Bestiary is expanded.
Part 7
Chapter 3
Made some formatting improvements.
Bestiary
Monstrosities
Added the Organic Mimic, Ice Phoenix, and Phoenix.
Making Your Own Monsters
The Armor values for creatures of various sizes have once again been adjusted.
Rulebook
General
Improved the formatting of the contents of buttons.
Part 1
Chapter 1
The Point Buy method of determining stats now grants 16 points;
The score itself is now added to Ability Checks;
Every 1/2 point of AGI now adds/removes 1 meter of movement.
Part 2
Chapter 3
Added the "Background" section, which expands on the sample backgrounds
given in Chapter 2 and includes the "Goals and Motives" table.
Part 4
Psychokinetic
Psychic Armament now lasts as long as you are concentrating on it.
Spellcasting
Added the Phase Shift Otherworldly spell;
Implemented the Spell Misfires list.
Aetherian
During Quick Rests, Aetherians can now only roll a number of d6s equal to 1/2
their Aether proficiency rounded down;
Aetherians now add their Aether proficiency to the damage of their spells.
Classless Feats
Field Medic now requires Medicine Kits proficiency >3.
Part 7
Chapter 4
The Necronomicon has been altered to reflect the changes to otherworldly
spells and the removal of the Otherworldly Arcanist class.
Rulebook
Homepage
Made some formatting changes.
General
All distance measurements have been converted to metric.
Part 1
Chapter 8
Fall damage is now based on a creature's Size.
Part 3
Humanoid Heritages
Elves now have a much shorter lifespan of ~50 years, and Dwarves
now live to around 200.
Part 4
Classless Feats
Several feats have had their wording changed slightly, mostly resulting
in minor buffs for those feats.
Spellcasting
All mentions of the Otherworldly Arcanist have been removed, and the
list of existing OA spells have been placed at the bottom of the page.
Mutant
The "Boosted Mutation" class feat has been renamed to "Amplified Mutation";
The flying speed granted by the "Wings" mutation is now determined
by Size and STR, and the amplified form of the mutation now doubles it.
Aetherian
The wording in the description for the "Aether" class feature has
been altered slightly;
Aeromancers now know the Dust Storm spell;
Ignimancers now know the Sustained Lightning spell;
"Child of Gaia" now scales with your Aether proficiency instead
of your level;
"Death Sense" now applies to all living creatures and whenever a
creature starts Enduring;
"Minor Transmutation" now specifies that it cannot be used on Aether,
and the wording for the section on Transmuting Money (formerly
Transmuting Valuables) has been altered.
Otherworldly Arcanist
Removed.
Part 5
Chapter 1
Added a section stating that precious metals and gems are effectively
worthless insofar as this ruleset is concerned.
Part 6
Chapter 7
Changed the rules for extreme heat and cold to deal final damage as a
percentage of the sufferer's maximum Health.
Part 7
Chapter 3
Added a description for 4th-level portals, which can be always
active or turned on/off whenever.
Bestiary
Sentients
Added the Revenant;
Fixed several errata.
Undead
Added several monsters.
Making Your Own Monsters
The natural defenses of several types of scale and hide have been
increased.
Rulebook
Part 4
Psychokinetic
Energy proficiency now increases with levels in Psychokinetic,
instead of using WP;
clarified the wording on some class feats;
"Energy Blade" is no longer a class feat, and is now a benefit Psychic
Armament automatically gets at 5th level.
Mutant
Added the "Pheromones" mutation.
Spellcasting
Only spells that do not have the "Concentration" tag can be cast as a
trap.
Aetherian
Ignimancers can now cast a modified version of the Fly spell.
Part 5
Chapter 2
Slings now deal 1d6 base damage and have a range of 120/480;
All bows have been given slightly more range.
Chapter 5
Added the autobike;
Clarified the methods of travel for each entry;
Several entries have been made cheaper, and a few more expensive.
Part 6
Chapter 1
Added the "Tackle" action.
Part 7
Chapter 3
A creature can now only be under the effects of 2 concoctions at once;
Added the Elixir of Duality;
Added the Portal.
Chapter 4
Filled in the description for the Necronomicon;
The time it takes to attune to a relic is now "near-instant".
Rulebook
Part 1
Chapter 8
Specified that Small/Big Sentients gain/lose .5 to their DEX
and STR scores.
Part 2
Chapter 2
Added the "Farmer" and "Mechanic" sample backgrounds.
Part 3
General
The new rules concerning STR and DEX Size-based adjustements have been
implemented;
The way features are listed has been reformatted.
Mounstrous Heritages
Drakon: Wings is now a suggested feature, and Breath Weapon has been
adjusted to reflect the draconic nature of the Drakon;
Goblins: Goblins now speak Monstrine instead of Goblic, and
Ability Score Improvement and Quadridextrous are now suggested features;
Kobolds: Breath Weapon and Wings are now suggested features.
Special Heritages
Removed the "Automata Features" paragraph stub.
Part 4
Artificer
Removed the "Extra Charge 2-4" class feats, and specified
that the "Extra Charge" class feat can be taken multiple times;
If you only have 1 Tool Skill for Tool Expertise to apply to,
Tool Expertise applies to any other Tool Skill of your choice;
The Creature's Ability Scores are now predetermined, it
starts with 1 proficiency in each Action Skill, it can crawl
up walls and upside-down without issue, and its Health is now 5 times
your Artificer level;
Added the "Reinforced Plating" and "Sturdier Build" Novice class
feats.
Spellcasting
Added a table for working out the Mana Cost of a spell of your own
creation.
Aetherian
Added the Tesseract Space spell.
Otherworldly Arcanist
Counterspell is now a 1st level spell.
Rulebook
Part 1
Chapter 0
Finally brought the pictures up-to-date with the latest changes.
Chapter 3
Added a brief description of "Weapon Checks", which is basically
just a skill check using proficiency in the appropriate weapon skill.
Part 4
Aetherian
Aether is now proficiency-based, though it goes up with levels in
Aetherian instead of with WP;
The first Elemental Domain feature is now gained at level 6 instead;
Damage-dealing spells now use your Aether proficiency as a default
unless otherwise stated;
Casting a spell with no Mana now reduces your Health by 5 times the
cost of the spell instead of 3;
Bake and Cool are no longer Aquamancy spells;
Death Ward is no longer a Necromancy spell, but Psychosomatic
is;
The Mana costs of several spells have been adjusted.
Otherworldly Arcanist
Added the Sustained Lightning spell, which is a Destroyer
spell;
Added the Counterspell spell.
Classless Feats
Shield Bash has been removed, as it is now available by default to
all characters.
Part 5
Chapter 1
Added a few sentences about adjusting the cost of certain items
depending on the relative wealth of a region.
Chapter 3
Small and Medium shields have gained a slight increase to their Armor
bonuses;
A section on Shield Bashing has been added.
Part 6
Chapter 6
Added a statement on arcane darkvision.
Chapter 8
On the Complications table, separated the 16-17 results
into "An exploration encounter" and "A social encounter".
Added "A river of lava." to the Obstacles table, and made
the table d10-based.
Bestiary
General
Added some navigation to each page;
A handful of formatting adjustments have been made;
Actions that previously required saves against some derivative of
the final damage dealt have now been replaced with the appropriate
action either before or after the damage gets dealt, e.g. creatures
that can Constrict must successfully grapple the target before dealing
damage.
Homepage
Greatly improved formatting.
Beasts
Adjusted several beast's damage values to be more in line with the new
table in the "Making Your Own Monsters" chapter;
Conditions that beasts are resistant/vulnerable/immune to no longer
link to the rulebook.
Monstrosities
Added a description for the Bog Crawler and changed their armor
to a -2 breastplate;
Added the Mimic's tactics;
Added the Sahuagin Scout's tactics, and made them a bit weaker;
Added the Sahuagin Warrior and Warchief;
Added the Basilisk, Behemoth, Chimera, Cockatrice, Gorgon, and Griffin.
Scorched
Added the Lightning Wisp.
Monsters by Location and Tier
Renamed Swamps to Wetlands, and moved them to their properties
place in the list;
Added Bog Crawlers and Sahuagin Scouts to their proper places.
Making Your Own Monsters
Added a table for how much damage a monster should do according to
its Size.
Rulebook
Part 4
Artificer
The base damage die of the Power Punch class feat has been reduced
to 1d10.
Spellcasting
It now costs 2 Mana to increase the damage of a spell by 1 AD (more
changes to Aetherians coming soon).
Part 6
Chapter 9
Added a table of example terms for Drake, Dwarvish, Elvish, and
Humanic.
Bestiary
General
Fixed several formatting errata;
For creatures that have the Swallow ability, the threshhold to makes
them regurgitate the swallowed target has been raised to 1/3 their
maximum Health.
Beasts
Dire Wolves are stronger and have just under twice as much Health;
Dire Snakes have recieved almost twice as much Health and are
stronger, and a save against their Constrict ability has been added;
Giant Snakes are now Medium sized, and have recieved more Health and
Strength, as well as the Swallow ability;
Dire Sharks have recieved more Health, and the save to avoid being
grappled by their Bite has been altered to Reflex;
Giant Sharks have recieved more Health, and the save to avoid being
grappled by their Bite has been altered to Reflex;
Giant Spiders have recieved more Health;
Dire Spiders have been given much more Health and Strength.
Rulebook
Part 4
Aetherian
The Sense Arcane spell now has a diameter of 60 feet;
Terramancer spells can now also be used on wood and plants;
The Aquamancy spell Soothing Waters has been removed;
The spell Ice Dome has been added to the Aquamancer spell
list;
Animancers' Cure feature now uses their entire action and
cannot be cast on themselves when they have 0 Mana remaining.
Mattemancers' Minor Transmutation feature now specifies that
the material must be inorganic, and that they can only transmute
something of the same chemical makeup.
Mattemancers' Major Transmutation feature allows them to expend
Mana to alter a transmuted item's chemical makeup.
Pyromancers and Chronomancers have been renamed to Ignimancers and
Tempomancers, respectively, to be more linguistically consistent.
Psychokinetic
Energy can now be used more than once per round, however it now has
a number of uses equal to half your Psychokinetic level (rounded down)
+ your Energy proficiency; a use recharges after one minute.
Classless Feats
The "Skill Training" feat now gives only 3 SP;
The "Weapon Master" feat now clarifies that it cannot be used on
class features.
Part 5
Chapter 2
The flamethrower has been removed from the weapon list.
Chapter 5
The "Skywing" vehicle has been added.
Part 6
Chapter 13
The three most common sample triggers for traps have been added to the
"Triggering Traps" section, and their Spot and Disable DRs removed from
sample trap descriptions.
Part 7
Chapter 3
Added some spacing to the item descriptions;
A weaker version of the Mana Stone is now listed as a 2nd level
arcane item;
The artifiact-level bonuses given to the Armor and Shield of
Protection has been decreased to +6;
The Armor of Protection is now a 1st level item.
Chapter 4
Added some spacing in the relic descriptions;
The Philosopher's Stone has undergone several changes, including a
different awakening process, altered lore, and changed properties.
Pre-Made Content
Aethra
A list of coming sections has been added;
Added the Calendar, the Ages, and a bit of information about the
Predecessors.
Bestiary
General
Fixed several formatting errata
Monstrosities
Added a handful of monsters
Rulebook
Part 4
Psychokinetic
The "Psychic Armament" class feat now allows you to summon any weapon that
you have > 1 proficiency with, and the color of the weapon is now your
choice
The weight limits for the "Telekinesis" class feat have been greatly increased.
Aetherian
Mattemancers can now cast only Aquamancy and Terramancy spells, and only
if they are in the immediate presence of the appropriate element.
Elixir of Death, Elixir of Life, and Platform are no
longer Mattemancy spells.
The Raise Platform Terramancy spell has been replaced with the
Platform spell.
The spells Passing of the Age and Retrocognition have been
added to the Chronomancer spell list.
The spells Foresight and Retrocognition have been added to
the Luxomancer spell list.
The Telekinesis spell now details the rules for
targeting an item that is being worn or carried.
A slightly modified version of the Take Control spell has been added
to the Pyromancer and Aquamancer spell lists.
The Bake spell has been added to the Aquamancer spell list.
All spell lists have been reorganized by Mana Cost.
Cloud of Death is no longer a Magimancer spell.
Otherworldly Arcanist
A handful of spells have been added.
Rulebook
Part 4
Rogue
Removed the "Redirect" Journeyman class feat.
Warrior
Changed the wording for the "Combat Manuevers" feature.
Added a column to the Warrior class table explicitly stating the
number of uses a Warrior has for their Combat Maneuvers.
Added "Redirect" as a Combat Maneuvre.
Aetherian
Aetherians now get 1-50 Mana instead of 1-40.
Classless Feats
Adjusted the wording on the "Combat Maneuvers" feat.
Rulebook
Changed the terminology used for how frequently a creature's DEX score
allows them to attack in an effort to increase clarity; specifically,
changed the wording from "Attacks per Attack Action" to
"Strikes per Attack Action".
Part 1
Chapter 5
Rewritten to more clearly and succinctly explain the rules for Armor,
Dodge, and DEF.
Part 4
Aetherian
Mattemancers can now cast all Corporeal (Air, Earth, Fire, and Water) spells,
in addition to their own unique spells.
Certain spells now have a casting time of 1 Strike instead of 1 action, allowing
Aetherians to cast more.
The Mana cost of several spells has been reduced, in some cases significantly.
Rulebook
Part 4
Spellcasting
Rewritten to include the rules for Otherworldly Arcanist spellcasting.
Otherworldly Arcanist
The Otherworldly Arcanist class features have (mostly) been added.
The OA spell list has been started.
Classless Feats
Added the "Otherworldly Touch" feat.
Rulebook
Part 2
Chapter 2
The Nomad sample background has been added.
Part 4
Rogue
The "Quickshot" and "High Noon" class feats have been added.
Warrior
The "First Strike" class feat has been renamed to "First Blood".
Added a few martial arts-based class feats.
Rulebook
Part 4
Aetherian
The description for Bright Sprint has been corrected.
Radiance of the Dawn has been removed.
The description for Mattemancer's Minor and Major Transmutations has
been adjusted, and now includes a note warning GMs against allowing
Mattemancers to transmute valuables.
Mattemancers can now cast Warp
Part 6
Chapter 10
Added a rule for training without spending money.
Part 7
Chapter 3
The description for the Elixir of Liquid Fire has been adjusted.
The cost of most concoctions has been adjusted.
The rules for destroying enchants have been adjsuted.
Rulebook
Part 4
Spellcasting
The amount of Mana required to cast a spell as a trap has been
reduced significantly.
The amount of Health lost when casting spells while out of Mana has
been reduced from 5 times the difference to 3 times the difference.
Aetherian
The amount of Mana gained at levels 1 and 2 have been adjusted.
The description for Mana now states that spells can be cast at the cost
of Health when out of Mana.
Dark and Light can now cast Invisibility and True Invisibility.
The Chronomancer's 5th-level feature has be reworked.
Part 7
Chapter 2
The amount of time, Aether, and skill to create enchants has been
reduced in most cases.
Rulebook
Part 1
Chapter 3
A brief description of each level of proficiency has been added.
Chapter 7
Night's Rests now always restore 50% of maximum Health.
Part 2
Chapter 2
Sample backgrounds are finally here!
Part 6
Chapter 1
The Help action no longer gives advantage, instead helper makes their
own check and adds half to helpee's check.
Dice Roller
Some formatting adjustments have been made.
Homepage
A simple Dice Roller has replaced the Feedback Form.
Website
A Discord button has been added to the entire site.
Homepage
The "Artist Credits" button has been added.
Rulebook
The "Home" button has been replaced with the I&A logo.
Part 1
Introduction
Added a What's Next? section detailing my plans for the game.
Chapter 7
Added the Well-Rested mechanic.
Part 2
Chapter 1
Altered the wording of the Action Skill proficiencies gained from your
background.
Part 3
Bestial Heritages
Felinae has been filled out.
Corvium and Ophiri have been given some suggested variant features
Special Heritages
Automata: Tough Chassis now gives a base Armor of 3.
Part 4
The wording of "Skills At First Level" for all classes has been
altered for clarity.
Aetherian
All spells have been added!
Rogue
Sneak Attack now requires a Small, Unarmed, or ranged weapon, not a DEX-based weapon.
Spellcasting
The rules for Aetherian spellcasting have been added.
Warrior
The "Defense" Fighting Style has been changed to "Defender", which now
only applies to shields.
The "Martial Arts" Fighting Style has been added.
Part 5
Chapters 2 and 4
Grenades, Flamethrowers, and Molotovs are no longer listed as
weapons, and are instead listed as gear.
(Chapter 4) The Blunderbuss has been added.
(Chapter 4) Bought rations now state how much Health they restore.
(Chapter 2) The Musket has been renamed to the Arquebus.
Part 6
Chapter 9
Feli has been added as a language.
Part 7
Chapter 3
The cost of weak Ethers, Potions, and most Poisons has been
brought down a bit.
Pre-Made Content
Adventures
The Train Job
Removed from selection.
General
Links now become white when you hover over them.
Rulebook
All uses of the term "DM" have been or will be replaced with "GM".
Part 1
The Introduction has been renamed to just that, and has been removed from
the in-chapter chapter selection menu.
Chapter 0.5 has been changed to Chapter 0.
Quick-Reference Guide
Several wording adjustments have been made, and Chainbreaker is now used
as an example for each section.
Chapter 1
A small paragraph has been added clarifying that if the result of any
calculation is a non-whole value, it should be rounded down.
Chapter 6
A sentence has been added clarifying that saves should never be used to
avoid damage.
Part 4
Aetherian
Some Aquamancer spells have been added.
Pre-Made Content
Adventures
The Train Job
Several wording adjustments have been made.
Rulebook
Part 1
Various general wording adjustments and errata fixes.
Part 3
Specials - Dhampir
Consumed blood must now be from living Sentients.
Part 4
Spellcasting
The chapter has been created but is presently barren.
Aetherians
The main class features, as well of the features of each Elemental Domain,
have been implemented, all that remains now is to finish putting in spell
descriptions.
Pre-Made Content
Adventures
The Train Job
Now includes a brief guide on how to play the main action of the
adventure in an hour or so, and has a segment on what happens when
the party arrives in Subíel.
Rulebook
Part 2
Chapter 1
Characters now gain only 1 proficiency in any Weapon Skill of their choice from their background.
Part 4
All classes
Classes now give variable amounts of WP at level 1.
Patch Notes
Some formatting changes have been made to enhance readability.
Rulebook
Part 2
Chapter 1
Characters now gain 3 rations and a full canteen of water as part of their equipment.
Pre-Made Content
Title of the page has been corrected.
Game
The entire game has been transferred to iandarpg.com.
Rulebook
Part 1
Quick-Reference Guide
A brief explanation on the mechanics of Aetherians has been added.
Part 5
Chapter 2
Certain weapons no longer deal differing amounts of damage when wielded
with 1 or 2 hands.
The tri-staff has been removed from the list of exotic weapons.
Part 7
Chapter 2
The cost in both money and time to gather alchemical resources has been
reduced significantly.
Pre-Made Content
Characters
Usserdrelí of the Burning Sands
All of his spells' descriptions have been filled out.
Adventures
The Train Job
The adventure has been further expanded and is now that much closer to
completion.
Patch Notes
Have been re-formatted so the notes are now directly on the page instead of
a pdf.
Rulebook
Part 1
Added the Quick-Reference Guide to the chapter selection menu.
Chapters 1 & 6
CHA is now one half of Willpower; the other half is still up to player choice.
Part 4
Psychokinetic
Energy can now only be used once per round instead of per turn
Part 5
Chapter 2
Revolvers and Repeaters now take 2 actions to reload
Warhammers can now only deal 1d6 base damage
Chapter 4
Speedloader item added to gear list
Part 6
Chapter 4
Clarified the wording for Endurance saves.
Chapter 5
Changed the wording of ranged attacks so that one-handed ranged attacks
made in melee range are not made at disadvantage.
Part 7
A bevy of minor textual changes that clarified wording or made things
clearer/easier to read.
Chapter 4
Replaced the Tome of Knowledge with the Necronomicon
Pre-Made Content
Adventures
Added "The Train Job", a low-level one-shot for a group of 3-5 characters.
Homepage
The "Pre-Made Content" and "Patch Notes" buttons have been added.
The Feedback form link is now also a button.
The “Character Sheets” button has been removed; the empty sheets have been
moved to the first section of the Rulebook, and the pre-made characters have
been moved to the “Characters” section of Pre-Made Content.
The Homepage has been re-formatted to a more grid-like form.
Rulebook
Part 1
Chapter 1
The Dynamic Difficulties table has been adjusted, making dynamic
difficulties as a whole easier and more centralized to their static
counterparts.
Chapter 3
Some words have been bolded to emphasize their importance and the term
“unconscious” has been linked to P6:C3.
Part 4
Psychokinetic
Improved Energy Redirection no longer improves the base damage die of
Energy to 1d8, but you can increase your proficiency in it to 6.
Superior Energy Redirection now improves the base damage die of Energy to 1d8.
Rogue
Sneak Attack now deals additional damage based on the used weapon’s base
damage die instead of always using d6s.
The Assassin class feat has been removed.
The Assassinate class feat now causes Sneak Attack to use the next
highest die value from your weapon’s base damage instead of going from d6s
to d8s.
Part 6
Chapter 5
½ and ¾ cover have been replaced with partial cover, which grants
disadvantage on attacks against the defending creature.