The Percy Jackson - Heroes of Olympus d20 System

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The Percy Jackson/Heroes of Olympus

d20 System
Designed and playtested by CC, MG, AH, JT, DW, and EW
Compiled and edited by Super_Dave (a.k.a. Wyrd_Alphonse)
Inspired by Percy Jackson & the Olympians and The Heroes of Olympus by Rick Riordan

Percy Jackson & the Olympians cover art © John Rocco

Things haven’t changed much in the last three thousand years: the flame of Western
Civilization is still burning; the Olympian gods are still running around, bickering with each
other and having children with mortals; and the little demigods and demigoddesses still
need training to unlock their gifts.
So naturally the gods of Olympus, in their infinite wisdom and good parenting skills,
have set up a summer camp for their progeny on Long Island. Some of the kids only stay at
Camp Half-Blood for the summer, others live there year-round, but all of them come for
three reasons: for training to unlock their gifts, for protection from monsters, and for the
amazing nectar and ambrosia buffet in the Mess Hall.

Address: Half-Blood Hill, Farm Road 3.141, Long Island, New York 11954
Head Counselor: Dionysius (a.k.a. “Mr. D”)
Activities Director: Chiron the Centaur
Security: Peleus the Drakon, Argos Panoptes, Cleaning Harpies, Thalia’s Pine
Motto: “Keeping Young Heroes Safe from Harm (Mostly) For Over Three Millennia.”

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Disclaimer
This e-book is not meant as a challenge to any existing copyrights or trademarks. All
characters referenced in this book are the property of their respective owners and copyright
holders. The authors make no claim of ownership of any part of the Percy Jackson & the
Olympians or The Heroes of Olympus series in any form. All work within this e-book are the
work and views of the authors, inspired by the trademarks above, and in no way should be
thought of as accurate, credible or real. The supernatural elements of this e-book are
fictional and intended for the purpose of entertainment.

Systems material is Open Game Content, and is licensed for public use under the terms of
the Open Game License v1.0a.

This e-book contains mild spoilers for the Percy Jackson & the Olympians series and The
Heroes of Olympus series. You have been warned.

System
Although the Percy Jackson d20 System is based mainly on Dungeons & Dragons v3.5, it
also incorporates some elements of Pathfinder and d20 Modern. However, it is definitely
possible to run this system/setting using only D&D 3.5 rules. If you see a skill or mechanic
you’re not familiar with or don’t know the rules for, feel free to improvise or swap it out for
something you feel more comfortable with. Remember, you’re here to have fun! :-)

Races

Children of the Sea - Percy and Tyson, by Diosboss

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While almost all player characters (PCs) will be human demigods and demigoddesses
between the ages of 8 and 18, there are a few non-human options from which players may
choose.

Cyclops
Despite their large size and lack of depth-perception, cyclopes (not “cyclopses”!) are
masters of forging, metalworking, and most forms of “hands-on” technology. They are also
highly resistant to fire, and possess excellent hearing and sound-mimicry abilities.
● Type: Cyclopes are Giants
● Racial Modifiers: +4 Strength, +4 Constitution, -2 Charisma. Cyclopes are strong
and tough, but terrifying of visage.
● Level Adjustment: +2
● Base Speed: 30 ft.
● Darkvision 60 ft.
● -4 racial penalty on Spot and Search checks.
● +4 racial bonus on Craft, Intimidate and Listen checks.
● One Eye (Ex): Because all cyclopes have only one eye, they take a -2 circumstance
penalty to vision-based skill checks (Appraise, Search, Spellcraft, Spot, and tracking-
based Survival checks) and ranged attack rolls.
● Powerful Build (Ex): The greater physical stature of cyclopes lets them function in
many ways as if they were one size category larger. Whenever a cyclops is subject to
a Size modifier or special Size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), the cyclops is treated as one size
larger if doing so is advantageous to him. A cyclops is also considered to be one size
larger when determining whether a creature’s special attacks based on size (such as
improved grab or swallow whole) can affect him. A cyclops can use weapons
designed for a creature one size larger without penalty. However, his space and
reach remain those of a creature of his actual size. The benefits of this racial trait
stack with the effects of powers, abilities, and spells that change the subject’s size
category.
○ Special: a cyclops’ size requires that their armor be made to fit someone of
their stature, costing and weighing half again as much as armor for other
Medium creatures, and their build gives them a -4 penalty on Hide checks.
● Fire & Heat Immunity (Ex): Cyclopes are perfectly suited to working in the forges
of the god Hephaestus, and therefore take no damage from fire, and are immune to
the ill effects of extreme heat (as if they were under the effects of a permanent
endure elements spell, but only for high temperatures).
● Sound Mimicry (Ex): Cyclopes are excellent at learning and copying voices. The
cyclops makes a Bluff check opposed by the listener’s Sense Motive check to
recognize the mimicry, although if the listener isn’t keenly familiar with the person or
type of sounds mimicked, it takes a –8 penalty on its Sense Motive check. The
cyclops has a +8 racial bonus on its Bluff check to mimic sounds it has listened to for
at least 1 week. This ability does not allow the cyclops to speak or understand
languages, it simply imitates them.
● Favored Class: barbarian or fighter (choose one at 1st level)

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Human, Demigod
Virtually all “heroes” in a Percy Jackson d20 campaign will be the offspring of a mortal
human and an Olympian god or goddess, which confers a number of benefits and
drawbacks.
● Type: Demigods are Humanoids.
● Base Speed: 30 ft.
● Racial Modifiers: 1 extra feat at 1st level, 4 extra skill points at 1st level and 1
extra skill point at each additional level.
● Favored Class: Any. When determining whether a multiclass human takes an
experience point penalty, his or her highest-level class does not count.
● Strengths: bonus language: Ancient Greek or Latin; can be healed by nectar and
ambrosia; improved battle-reflexes
● Weaknesses: affected by dyslexia (modern languages only) and ADD/ADHD;
vulnerable to both mythic and mundane sources of damage; restricted ability to
multiclass; possess a fatal flaw (see below)

Human, Mortal
Some mortals are “gifted” with the innate ability to see through the Mist and perceive the
world as it truly is. Though this means they are exposed to various mythological dangers as
a result, numerous effects, abilities, and magical substances are simply unable to harm
mortals. Mortals with demigods in their ancestries (called “Legacies” by the Romans) are
common in the Legions, where they serve alongside their demigod counterparts as equals
(see “Legionnaire” and “Centurion”).
● Type: Mortals are Humanoids
● Base Speed: 30 ft.
● Racial Modifiers: 1 extra feat at 1st level, 4 extra skill points at 1st level and 1
extra skill point at each additional level.
● Favored Class: Any. When determining whether a multiclass mortal human takes
an experience point penalty, his or her highest-level class does not count.
● Strengths: immunity to damage from Celestial Bronze and Imperial Gold weapons
and the natural attacks of some monsters; cannot be tracked by monsters or satyrs
by scent (except by mundane means, such as by footprints or strong perfume)
● Weaknesses: still susceptible to mundane sources of damage; cannot consume
nectar/ambrosia, may be susceptible to manipulation by the Mist

Nymph
These nature spirits, or daimones, are embodiments of natural features or landforms. Some
are tied to a particular location, landmark, tree, lake, or other stationary feature, and
cannot go further than a certain distance from that feature without dying. Others, who
embody more general concepts such as ‘wind’ or ‘fresh water’ or ‘earth’ have greater
freedom of movement, and sometimes accompany heroes on quests.
Nymphs come in several types: Water nymphs (Naiads, Nereids, Oceanids), Wood nymphs
(Anthousai, Dryads, Hamadryads), Wind nymphs (Asteriae, Aurae, Harpies, Nebulae, Venti),

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Land nymphs (Oreads, Alseides, Napaeae), Maenads/Bacchae (Followers of
Dionysus/Bacchus), and many others. All nymphs are female.
● Type: Nymphs are Fey, and may have one of several subtypes including Air,
Aquatic, Chaotic, Cold, Earth, Fire, Plant, and Water.
● Racial Modifiers: +2 Charisma, -2 Constitution. Nymphs are extremely beautiful
and charming, but not very durable.
● Favored Class: Druid
● Strengths: variable, based on substance/location with which they are associated;
do not age; are immortal unless slain.
● Weaknesses: variable, based on substance/location with which they are associated
(for example, dryads are vulnerable to fire); cannot consume nectar/ambrosia;
cannot be affected by raise dead, resurrection, true resurrection, or similar spells.

Satyr
Satyrs (known as “fauns” by Romans) are monsters with the upper body of a human male
and the lower body of a goat, complete with hairy goat-legs, cloven hooves, horns, and
pointed ears. When in public, they tend to be clumsy, as they have to wear fake feet and
hats (such as Grover's rasta-cap) so that the sound or appearance of their hooves or horns
won't draw unwanted attention from mortals, or alert unaware demigods to the presence of
the Mythic World. Satyrs often serve the Olympians by going out into the world to search for
unclaimed Greek demigods, and (once they become aware of their true heritage) escorting
them safely to Camp Half-Blood. Fauns rarely become adventurers, as they are never
trusted by Romans with any level of responsibility. All satyrs are male.
● Type: Satyrs are Fey
● Racial Modifiers: +2 Dexterity, +2 Constitution, +2 Wisdom. Satyrs are nimble,
hardy, and intuitive.
● Level Adjustment: +2
● Base Speed: 40 ft. (8 squares)
● +4 natural armor bonus.
● Skill Bonuses: Satyrs have a +4 racial bonus on Balance, Jump, Hide, Listen, Move
Silently, Perform, and Spot checks.
● Natural Weapons: Head butt (1d6)
● Special Attack:
○ Pipes (Su)
○ Satyrs can play a variety of magical tunes on their pan pipes. Usually, only
one satyr in a group carries pipes. When it plays, all creatures within a 60-
foot spread (except satyrs) must succeed on a Will save (DC equals 10 + ½
the satyr’s HD + the satyr’s Charisma modifier) or be affected by charm
person, sleep, or fear (with a caster level equal to the satyr’s total HD; the
satyr chooses the tune and its effect). In the hands of other beings, these
pipes have no special powers. A creature that successfully saves against any
of the pipes’ effects cannot be affected by the same satyr’s special ability for
24 hours. The save DC is Charisma-based.
● Spell-Like Abilities: As he advances in level, a satyr gains spells from the Plant
Domain as spell-like abilities, as if he were a cleric of a level equal to ¾ his total HD

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(minimum 1st). A satyr who takes levels in the Cleric class and takes the Plant
Domain loses these extra spells, and casts spells from that domain as a normal
Cleric. Satyrs must use their pan pipes or other similar musical instruments as the
material focus for their spell-like abilities.
● Scent (Ex and Su): Satyrs have the Scent special ability, which functions as the
mundane version (which is treated as an extraordinary ability), but with a special
caveat: it can also be used to detect and track Mythic creatures, including demigods,
monsters, giants, gods, and Titans (which is treated as a supernatural ability). The
supernatural element of this ability can be dispelled or suppressed with an antimagic
field, but the mundane element is unaffected. The supernatural element of this
ability does not function while underground or in the Labyrinth.
● Weapon Proficiencies: Satyrs are proficient with the following weapons: club,
dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
● Speak with Animals (Sp): Once per day per 2 HD (minimum 1/day), a satyr may
use the speak with animals spell to communicate with any animal, or any monster
with an Intelligence score below 6 which does not normally have a language.
● Demigod Empathy (Su): Satyrs can use the empathy psionic power at will on
demigods.
● Favored class: Bard
● Weaknesses: cannot consume nectar/ambrosia; limited selection of weapons;
cannot be affected by raise dead, resurrection, true resurrection, or similar spells;
become shaken when underground in non-natural settings; strictly vegetarian diet
(though they can consume any recyclable material, including tin, aluminum, plastic,
etc.); become intoxicated easily.

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Equipment

Percy Jackson meeting with the Oracle, by T1p2

The weapons and armor listed here are the most common and traditional sorts of weapons
and armor that demigods get trained with. These are all easily available in Celestial Bronze
or Imperial Gold. It is possible to get other weapons and armor, but they usually must be
forged specially. The “Cost” column assumes a weapon of Medium size and crafted from
Celestial Bronze.

Table: Weapons
1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon
weighs twice as much.
2. When two types are given, the weapon is both types if the entry specifies "and," or either type
(player’s choice at time of attack) if the entry specifies "or."
3. The weapon deals nonlethal damage rather than lethal damage.
4. Reach weapon.
5. Double weapon.
Dmg Dmg Critica Range
Simple Weapons Cost (M) (L) l Increment Weight1 Type2
Unarmed Attacks
Gauntlet (cestus) 2 gp 1d3 1d4 ×2 — 1 lb. Bludgeoning
Unarmed strike — 1d33 1d43 ×2 — — Bludgeoning

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Light Melee Weapons
Dagger 2 gp 1d4 1d6 19- 10 ft. 1 lb. Piercing or slashing
20/×2
Sickle 6 gp 1d6 1d8 ×2 — 2 lb. Slashing
One-Handed Melee Weapons
Club — 1d6 1d8 ×2 10 ft. 3 lb. Bludgeoning
Shortspear 1 gp 1d6 1d8 ×2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 5 gp 1d8 2d6 ×3 — 9 lb. Piercing
Spear 2 gp 1d8 2d6 ×3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gp 1d10 2d8 19- 120 ft. 8 lb. Piercing
(gastraphetes) 20/×2
Bolts, crossbow (10) 1 gp — — — — 1 lb. —
Crossbow, light 35 gp 1d8 1d10 19- 80 ft. 4 lb. Piercing
(gastraphetes) 20/×2
Bolts, crossbow (10) 1 gp — — — — 1 lb. —
Dart 5 sp 1d4 1d6 ×2 20 ft. ½ lb. Piercing
Javelin 1 gp 1d6 1d8 ×2 30 ft. 2 lb. Piercing
Sling — 1d4 1d6 ×2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp — — — — 5 lb. —
Dmg Dmg Critica Range
Martial Weapons Cost (M) (L) l Increment Weight1 Type2
Light Melee Weapons
Shield, light speci 1d3 1d4 ×2 — special Bludgeoning
al
Sword, short (gladius 10 gp 1d6 1d8 19- — 2 lb. Piercing
or xiphos) 20/×2
One-Handed Melee Weapons
Longsword (spatha) 15 gp 1d8 2d6 19- — 4 lb. Slashing
20/×2
Scimitar 15 gp 1d6 1d8 18- — 4 lb. Slashing
20/×2
Shield, heavy speci 1d4 1d6 ×2 — special Bludgeoning
al
Spiked shield, heavy speci 1d6 1d8 ×2 — special Piercing
al
Trident 15gp 1d8 2d6 ×2 10 ft. 4 lb. Piercing
Two-Handed Melee Weapons
Greatclub 5 gp 1d10 2d8 ×2 — 8 lb. Bludgeoning
Scythe 18 gp 2d4 2d6 ×4 — 10 lb. Piercing or slashing
Ranged Weapons
Longbow 75 gp 1d8 2d8 ×3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —

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Longbow, composite 100 1d8 2d8 ×3 110 ft. 3 lb. Piercing
gp
Arrows (20) 1 gp — — — — 3 lb. —
Shortbow 30 gp 1d6 1d8 ×3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Shortbow, composite 75 gp 1d6 1d8 ×3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp — — — — 3 lb. —
Dmg Dmg Critica Range
Exotic Weapons Cost (M) (L) l Increment Weight1 Type2
One-Handed Melee Weapons
Whip4 1 gp 1d33 1d43 ×2 — 2 lb. Slashing
Ranged Weapons
Net 20 gp — — — 10 ft. 6 lb. —

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Table: Armor
Maximu Arcane Speed
Armor/Shi m Armor Spell
eld Dex Check Failure (30 (20 Weigh
Armor Cost Bonus Bonus Penalty Chance ft.) ft.) t1
1. Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters
weighs half as much, and armor fitted for Large characters weighs twice as much.
2. When running in heavy armor, you move only triple your speed, not quadruple.
3. A tower shield can instead grant you cover.
4. Hand not free to cast spells.
Light armor
Padded 5 gp 1 8 0 5% 30 ft. 20 ft. 10 lb.
(linothorax)
Leather 10 gp 2 6 0 10% 30 ft. 20 ft. 15 lb.
Studded leather 25 gp 3 5 -1 15% 30 ft. 20 ft. 20 lb.
Medium armor
Hide 15 gp 3 4 -3 20% 20 ft. 15 ft. 25 lb.
Scale mail 50 gp 4 3 -4 25% 20 ft. 15 ft. 30 lb.
Chainmail 150 gp 5 2 -5 30% 20 ft. 15 ft. 40 lb.
Breastplate 200 gp 5 3 -4 25% 20 ft. 15 ft. 30 lb.
(cuirass)
Heavy armor
Splint mail 200 gp 6 0 -7 40% 20 15 45 lb.
ft.2 ft.2
Banded mail 250 gp 6 1 -6 35% 20 15 35 lb.
(lorica ft.2 ft.2
segmentata)
Shields
Buckler 15 gp 1 — -1 5% — — 5 lb.
Shield, light 3 gp 1 — -1 5% — — 5 lb.
wooden
Shield, light steel 9 gp 1 — -1 5% — — 6 lb.
Shield, heavy 7 gp 2 — -2 15% — — 10 lb.
wooden
Shield, heavy 20 gp 2 — -2 15% — — 15 lb.
steel
Shield, tower 30 gp 43 2 -10 50% — — 45 lb.

Divine Metals
Name Cost Hardness HP/inch Special

Celestial normal 10 30 Automatically cloaked from


Bronze mortal perceptions by the
Mist; damages Mythic

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creatures and demigods, but
leaves mortals untouched;
glows faintly.

Imperial Gold 3 x normal 8 40 Automatically cloaked from


mortal perceptions by the
Mist; damages Mythic
creatures and demigods, but
leaves mortals untouched;
excellent conductor of
electricity; deals extra
damage to wind spirits;
explodes violently when
broken/sundered; glows
faintly.

Silver 1½ x 8 15 Damages Mythic creatures,


normal demigods, and mortals; only
substance which can
overcome the damage
reduction of lycanthropes; is
not cloaked by the Mist.

Stygian Iron 2 x normal 15 25 Automatically cloaked from


mortal perceptions by the
Mist; damages both mortal
and Mythic creatures;
prevents slain monsters from
re-forming in Tartarus.

Celestial Bronze is mined by the cyclopes on Mount Olympus. The ore is shaped by
tempering the metal in the fires of Mount Etna and cooling it in the River Lethe. The metal is
deadly to Mythic creatures, including monsters, gods, titans, and demigods. The essence of
monsters slain by Celestial Bronze weapons returns to the bottomless pit of Tartarus, where
they reform over a period of time, ranging from days to centuries. However, Celestial
Bronze has no effect on purely mortal creatures, passing right through their bodies and
even their clothing. Artifacts and weapons composed mostly of Celestial Bronze emit a faint
bronze-colored glow, giving shadowy illumination out to 5 feet and imposing a -5 penalty on
Hide checks while drawn.

Imperial Gold is a blessed metal used by Roman demigods and legacies at Camp Jupiter.
It is forged in their sacred temple. Imperial Gold is quite rare, as it was consecrated in
Ancient Rome. The metal is specifically deadly to monsters, immortals, and their
descendants. It also appears to be extremely harmful to wind-based monsters (dealing 1½
times normal damage). When weapons made of Imperial Gold are broken, sundered, or
shattered, they release a massive discharge of energy as described in the explosion spell
(see below). Artifacts and weapons composed mostly of Imperial Gold are known to emit a

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faint golden glow, giving shadowy illumination out to 5 feet and imposing a -5 penalty on
Hide checks while drawn.

Silver is used by Hunters of Artemis/Diana for their arrows and hunting-knives. This soft,
white, lustrous element is the only substance which can overcome the damage-reduction of
lycanthropes. Because it is a mundane metal, it can harm mortals as well as Mythic beings
and demigods, though weapons of silver are very rare in the mortal world. Although silver
weapons can affect Mythic creatures, the substance itself is mundane, and it is therefore not
cloaked or disguised by the Mist in any way; a silver knife appears to be a silver knife to
mortals and Mythic beings alike.

Stygian Iron, like Celestial Bronze and Imperial Gold, is a magical metal capable of
destroying monsters and injuring gods, Titans and giants; but unlike Imperial Gold and
Celestial Bronze, it can harm both immortals and mortals. Monsters seem to be even more
frightened of it than other magical metals, because weapons made of Stygian Iron absorb
the monster’s essence into the blade, which prevents them from going back to Tartarus to
reform. Stygian Iron also appears to have a significant effect on ghosts and creatures from
the Underworld: anyone whose ancestry includes a chthonic deity (e.g., Hades/Pluto,
Hecate, Melinoe, Hermes Psychopompos, etc.) can use a weapon or object made mostly of
Stygian Iron to turn or rebuke undead once per day, as if they were a Cleric with levels
equal to their total HD. The ability to channel positive or negative energy is not necessary in
order to use this ability (it’s the weapon that does the channeling), the same weapon cannot
be used more than once per day as a focus for this ability.

Stygian Iron is mined and forged in the Underworld and cooled in the River Styx, producing
a nearly indestructible blade. Generally, only Underworld deities and their demigod children
are able to wield weapons of Stygian Iron, but other powerful beings have been known to
use Stygian Iron.

New Spells
Explosion
Evocation [Fire, Force, Sonic]

Level: Sor/Wiz 6, Destruction 6

Components: V, S, M

Casting time: Full-Round Action

Range: Long (400 ft. + 40 ft./level)

Area: 60-ft.-radius spread; See text

Duration: Instantaneous

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Saving See text
Throw:

Spell Yes
Resistance:

You cause a massive explosion that deals fire, force, and sonic damage to both creatures
and to objects. You channel your arcane powers into a mighty spell at a target location that
you can both see and focus on for a full round. Then, pointing both palms at the target
location, you unleash a devastating magical explosion. A glowing, tangerine-sized bead
streaks from the midpoint between the pointed palms and, unless it impacts upon a material
body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at
that point (an early impact results in an early detonation). If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you must “hit” the opening with a
ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Medium or smaller creatures within the target area are shunted 5 feet per caster level away
from the epicenter of the spell's effect and are knocked prone. If they collide with an
obstruction such as a wall or a rock, then they take falling damage equal to the distance
that they would have been shunted past said obstruction. For instance, if an empousa is
shunted 20 feet into a wall that is 5 feet away, then she takes 15 feet of falling damage.

All creatures within the target area must succeed on a Reflex saving throw (DC 15) or take
1d6 fire damage per caster level, 1d8 force damage per caster level, and 1d4 sonic
damage per two caster levels. Affected creatures must also succeed on a Fortitude saving
throw (DC 15) or be blinded, deafened, and stunned for 1 turn per caster level.

Objects, structures, carried equipment, and the like are also damaged by the spell.
Additionally the spell has a 60% chance of igniting flammable materials in the target area,
causing mundane fires as a result.

Creatures within 120 feet of the epicenter of the explosion (but not within the target area)
must succeed on a Fortitude saving throw to negate being deafened for 1 turn per two
caster levels. Also, creatures within 1 mile of the affected area may make a DC 8 Listen
check to determine the location/direction of the explosion, the DC increases by 2 for every
mile thereafter. After the spell's effect occurs a cloud of smoke that is 100 ft per caster level
tall rises from the affected area.

It should be noted that the spell has the capacity to damage—if not destroy—small
buildings, and as a result it can create areas of difficult terrain (the exact size of which is
determined by the DM).

Material Components: One pound of drakon guano (50 gp), two teaspoons of sulfur, one
teaspoon of magnesium filings, and one tablespoon of saltpeter mixed evenly and rolled into
a ball the size of a tangerine while exposed to direct sunlight for at least an hour.

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Indoor Casting: If the spell detonates indoors, then in addition to the spell’s normal effects,
the space is filled with a 60 ft radius sphere of mundane smoke that causes breathing
creatures within it to begin suffocating, and grants concealment to all creatures within the
cloud until it dissipates. Additionally, all creatures within 240 feet of the spell's epicenter
(but not in the directly affected area) must succeed on a Fortitude save (DC 20) to negate
being deafened for 1 turn per caster level.
Underwater Casting: If this spell detonates in aquatic terrain, then affected creatures and
objects take 1d4 fire damage per two caster levels, 1d10 force damage per caster level,
and 1d6 sonic damage per caster level instead of the regular damage rolls. Affected
creatures are also shunted 5 feet per two caster levels away from the epicenter of the
explosion instead. Additionally, the spell creates a sphere of mundane bubbles (instead of
smoke) in the affected area, granting all creatures within it concealment until the bubbles
dissipate. Furthermore, all creatures within 480 feet of the spell's epicenter (but not in the
directly affected area) must succeed on a Fortitude save (DC 25) to negate being deafened
for 1 turn per caster level.

Magic Items
In the Percy Jackson/Heroes of Olympus setting, magic items are both uncommon and
powerful. A single magical item can change the course of an entire adventure. As such,
most characters have one permanent magical item, often a weapon or piece of armor, and
other items may be provided by the DM on a temporary basis.

Example Magic Items


● Aegis: This simple-looking charm bracelet, when it is tapped and the command-
word is spoken aloud while it is being worn, transforms itself into a heavy steel shield
with a +2 deflection bonus, which bears the likeness of the gorgon Medusa in its
center. Once per encounter, the wielder of the aegis may cast fear with a caster level
equal to the wielder’s total HD.
● Anaklusmos (“Riptide”): A ballpoint pen which, when uncapped, transforms into a
+3 bane short sword made of Celestial Bronze. If lost or dropped, it always returns
to the owner’s pocket in pen-form at the start of their next turn, capped and ready
for use. If the cap is placed on the sword’s pommel, it turns back into a pen and can
be used to write normally (albeit in faintly-glowing bronze ink).
● Backbiter: This double-edged longsword has one edge of tempered steel, and the
other is composed of Celestial Bronze. As a result of this dual-construction it can
wound and kill mortals, demigods, monsters, and immortals alike, making it
extremely dangerous.
● Baseball Cap of Invisibility: A blue baseball cap emblazoned with the monogram
of the New York Yankees which, when worn, makes the wearer and anything they're
wearing or holding invisible until the cap is removed. Although it was a gift from
Athena to her daughter Annabeth Chase, this one-size-fits all hat can be worn and
used by any human (but it is unknown whether it will grow or shrink to fit creatures
larger or smaller than Medium).
● Bottomless Quiver: Contains an unlimited supply of arrows, in several varieties:
normal, fire, ice, poison, acid, noisemaker, boxing-glove, net-launching, and many

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more. Although the quiver's supply of arrows is infinite, each arrow can only benefit
from one special quality and/or inflict a single type of damage.
● Chains of Spartan Ares: As everyone knows, Ares, the god of war, was the chief
god of the warlike Spartans, who so loved their bloody deity that they chained his
idol to the walls of their chief temple, so that he could never be taken from them.
Over time, these chains absorbed the war god’s essence and powers. When wrapped
around the chest and torso, the chains function as a chainmail shirt which can switch
between light, medium, and heavy armor as a standard action, trading AC bonuses
for mobility as needed.
● Golden Fleece: This fleece of the flying golden ram Chrysomallus possesses potent
healing magic, strong enough to cure almost any wound or poison. Its magical aura
is large enough to enrich an entire island and be sensed from many miles away, and
as a result is often confused by unwary satyrs for the presence of the nature god
Pan. Currently hanging from Thalia's Pine on the border of Camp Half-Blood.
● IVLIVS: A golden coin bearing an axe on one side and an image of a man’s face in
profile on the other. When flipped, it turns into either a lance or a double-edged
short sword of Imperial Gold, depending on which side the coin lands on.
● Little Thunder (Mikrí vrontón/Mικρή βροντών): This three-pound blacksmith’s
hammer is made from a shard of the very hammer which Hephaestus used to forge
the Master Bolt of Zeus. It has power over thunder and lightning.
● Ruxpin the Robo-Bear: This hulking bear-automaton has two modes activated with
the press of a button. Its primary mode takes the form of a massive bear; its
secondary form collapses into a small robotic dog.
Ruxpin was crafted by Tofur Martell using plans given to him by his father, the god
Hephaestus, and an energy source found in the Junkyard of the Gods. Crafted largely
from celestial bronze, the automaton is a powerful force in combat, and with its great
strength it is capable of carrying multiple riders simultaneously.
Ruxpin is 12 feet long and weighs over 8,000 pounds in bear form. In dog form he is
12 inches long and weighs 5 pounds.
● Seven-Hide Cestii: The Seven-Hide Cestii are +2 gauntlets that can use your
unarmed strike base damage in place of their own. In addition, as a swift action the
wearer can designate a single target they can see: the wearer takes a penalty to
attack rolls, damage rolls, and AC against all other targets (up to a maximum of their
base attack bonus) for an equivalent bonus to attack rolls, damage rolls, and AC
against the designated target.
The Seven-Hide Cestii are heavy, powerful gauntlets of thick hide, dyed dark with
dried blood and spattered brain. Plates of iron are sandwiched between the layers of
hide, making them heavier and more lethal. The name comes from the fact that they
are made from only the thickest parts of hide from seven cows. Thick straps of
leather bind the forearm all the way up to the elbow, protecting the knuckles and
back of the arm, but leaving the fingers free to grapple.
They were originally created by King Eryx of Sicily in his youth. For many years he
fought with them, but they only took on supernatural power once they were wielded
in combat against Heracles himself. His divine blood spilled on the cestii, they began
to be changed by the thoughts and intentions of their users until they took on the
traits they currently have.

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● Staff of Asclepius: This was the staff of the great demigod, healer and (after his
death) god, Aesculapius. It possesses the ability to amplify the natural powers of any
demigod who holds it to spectacular levels.
● War Wagon: Originally a dilapidated old truck borrowed from an equally-dilapidated
old man, the War Wagon is Tofur’s vehicle of choice. While not much to look at,
when Tofur decided to use the old truck as a launching point for the first Flying Bear
Attack, he realized that he and his friends needed a permanent means of
transportation. He spent the end of his summer repairing the entire fleet of tractors
at the Tractor Yard in order to work off the cost of the truck. Once it was his he
began the retrofit.
Reinforced with celestial bronze armor and fitted with a towing arm that doubles as a
catapult, the war wagon is ideal for any combat situation the cab seats three easily
while the bed of the truck has additional seating for 4. The cab is outfitted with an
AM/FM stereo as well as a CB radio designed to fluctuate frequency so as to confuse
monsters. The catapult is self-resetting and can be operated by one of the rear
passengers. A heavy-duty celestial bronze plow works equally well for removing
snow or monsters from the road. Under the hood, a series of solar dots absorb
energy from an enchantment that causes the underside of the hood to glow like the
sun, thus ensuring that the War Wagon never needs to stop to be refueled.
While Ruxpin the Robo-Bear will always be Tofur’s pride and joy, the War Wagon
comes in a close second.
● Winged Sneakers: These enchanted high-tops increase the wearer's base land
speed by 10 feet. In addition to this striding ability (considered an enhancement
bonus), these sneakers allow the wearer to make great leaps; s/he gains a +5
competence bonus on Jump checks.
● Xiphos (Ξίφος): This short sword was given to Timarelle by Thomas. It is very light
and has a broad leaf-shaped blade. The sword feels like an extension of its wielder’s
arm.

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Features of the Mythic World

Percy Jackson - Battle of Manhattan, by IRCSS

The Mist
The Mist is a supernatural force controlled by the goddess Hecate that twists the
sight of mortals to prevent them from seeing or remembering monsters, gods, giants,
Titans, and various other Mythical creatures and supernatural occurrences, by replacing
them with things the mortal mind can comprehend. For example, a magical sword might
seem to be a toy sword or a baseball bat; a magical bow might appear to be a slingshot or a
BB gun; a breastplate of Celestial Bronze could be reinterpreted as a set of hockey pads;
and a chariot pulled by fiery steeds might seem to be a normal car or van.
Though the Mist is sometimes convenient for demigods (they generally have little
control over the specifics which mortals interpret from their flawed vision through the Mist),
some demigods can learn the art of Mist Control (a.k.a. Mist Manipulation), enabling them
to consciously shape or guide what mortals see when they view an object or entity which is
obscured by the Mist, and even to implant minor false memories in mortal subjects (“You
don’t need to see our IDs, we’re all students at this school”).

Mist Control [General]


You can control the Mist, using it to weave illusions, pass unnoticed, or subtly alter
perceptions and memories.
Prerequisites: Demigod or Mythic creature, Concentration 10 ranks
Benefit: Once per day, with a successful contested check (demigod’s Concentration
versus subject’s Will save), you can duplicate the effects of a charm person,
suggestion, mass suggestion, or minor image spell on a subject or group of subjects,

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with a caster level equal to your HD. When affecting groups, use the highest Will
save in the group. This is a spell-like ability.
Demigods and Mythic creatures/beings receive a +10 racial bonus to their Will saves
to see through illusions of the Mist. Crafting an illusion which fits with the subject(s)’
worldview or expectations grants a bonus to the caster's Concentration check, the
exact amount of which is determined by the DM.

Mist-Sight [General]
You can see through the Mist, to the truth which lies behind.
Prerequisites: Mortal, Wisdom 13
Benefit: You can clearly see and remember creatures and beings of the Mythic
World, and you are immune to the effects of the Mist Control feat.
Special: This ability is vanishingly rare, and its implications can shift the course of
an entire campaign. As such, it should be reserved only for highly important NPCs.

Scent and Self-Awareness


All demigods smell simply scrumptious to monsters, and attract attention from
monsters whenever they remain in one place for too long. However, if a demigod is unaware
of his or her divine parentage, this scent is given off faintly; a demigod who is unaware of
the existence of the Mythic World can only be scented by monsters (including satyrs) at half
the normal distance. Once they become self-aware, demigods can be tracked by monsters
according to normal use of the “scent” and “track” abilities.
Demigod offspring of the Big Three (Zeus, Poseidon, and Hades) smell even more
strongly than usual, thanks to the potency of their blood. They can be scented by monsters
(including satyrs) at the normal distance before they become self-aware, and at twice the
normal distance thereafter.

Demigods and Technology


Cell phones and other forms of electronic communication transmit a message to all
nearby monsters which says “Hey, I'm right here! Please rearrange my face!’'
Once per minute of conversation on a mundane communication device (such as a cell
phone, online video-conference, or CB radio) roll on a level-appropriate random encounter
table. The monsters may not necessarily attack during the call, but depending on their level
of intelligence, might choose to follow the hero(es) and wait for an opportune moment to
strike.

Iris Messages
Unlike cell phones, magical forms of communication do not signal the presence of
demigods to nearby monsters. The most common form of magical long-distance
communication among demigods is the “Iris Message” (or “IM” for short). An Iris Message is
a type of video message that is used by gods and demigods to communicate with others
using a rainbow. The service is managed by Iris, the Greek goddess of the rainbow and
part-time messenger/herald of the Olympians.

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To send an Iris Message, one must first find or create a rainbow (usually with mist or
crystals) and then throw a golden drachma (1 gp) into the resulting rainbow, saying aloud
"Oh Iris, goddess of the Rainbow, please accept my offering." Iris Messages can be initiated
silently with a DC 15 Concentration check.
Once initiated, the caller says the name or location of the intended recipient. The
message conveys both sound and image, like a video call, and can be ended at any time by
waving one's hand through the mist or light, disconnecting the signal. One drachma buys
about 5 minutes of talk time, though rates may vary. Iris Messages generally only work
during daylight hours, but other factors (typically divine interference with the network) can
also make them impossible to send or receive.
Iris Messages can be used to contact gods, though they are often very busy and
don’t like being bothered without good reason. Iris Messages can be sent from the
Underworld to the mortal world, but it is unknown whether they can be used to contact the
dead. Iris Messages can be made “collect”, if the recipient is willing to accept the charges.

The Labyrinth
Originally a maze beneath King Minos’ palace of Knossos on the island of Crete, the
Labyrinth was constructed by the master inventor Daedalus as a prison for the Minotaur.
Over the centuries, the Labyrinth grew and expanded with a life of its own, and moved
across the world alongside the flame of Western Civilization. Though it has absorbed new
building materials and architectural styles along the way, one thing has remained constant:
the labyrinth is a shifting and confusing place, where walls rearrange themselves at will, and
even the very wise can quickly become hopelessly lost.
Entrances to the Labyrinth can be found all over the United States (and possibly
Canada as well) and are marked with the Greek letter delta (Δ), the symbol of Daedalus the
inventor. Time seems to pass more slowly inside the Labyrinth, allowing those who enter it
to cover great distances in little time, if they can find their way and avoid the monsters
which lurk within it.
Travelling through the Labyrinth to a given destination requires a DC 30 Navigate
or Knowledge (Dungeoneering/Engineering/Geography) check, which is made in
secret by the DM. A successful check delivers the party to its chosen destination. However,
time passes strangely in the Labyrinth: the DM should roll a d20 to determine how many
hours the party subjectively experiences in the Labyrinth, and a d100 to determine how
many hours pass in the real world. For every 500 real-world miles traversed in this manner,
the DM should roll on a level-appropriate random encounter table. For each point by which
the Knowledge check is failed, the party emerges from the Labyrinth approximately 50 miles
from their intended destination (assuming they emerge at all). On the result of a natural
one, the party emerges from the Labyrinth at a random point in North America (the DM can
arbitrarily decide where they emerge, or throw a dart at a map, or use globegenie.com to
generate a random location).
There are only three foolproof ways to navigate the Labyrinth: with the assistance of
one of Hephaestus’ mechanical spiders, with a ball of Ariadne's String, or with the guidance
of Daedalus himself.

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Shadow-Travel
Shadow Travel is a form of transportation that allows creatures of the Underworld and
offspring/descendants of chthonic deities to travel to any desired place on Earth or in the
Underworld, although it makes the user extremely fatigued. In most respects, shadow-
travel works in a manner similar to the teleport spell, with the following exceptions: it can
be used to travel between the mortal world and the Underworld; it can only be used in
areas of shadowy illumination or darker; and it confers the exhausted condition on the user.
The user’s companions (if any) do not gain this condition, though they may need to make a
Will save to resist becoming shaken, frightened, or panicked as the darkness closes around
them. Excessive or repeated use of shadow-travel causes the user (but not their
passengers) to become insubstantial and shadowlike themselves, as if affected by the
gaseous form spell.

Fatal Flaws
Fatal flaws, called hamartia in Ancient Greek, are mental or emotional weaknesses that
demigods, humans, and immortals possess. These flaws can often cause the individual's
downfall, but are particularly dangerous to demigods. As the name implies, they can be
deadly, to both the demigod and to their friends and family members.

At character creation, a player must decide on their character's fatal flaw, though the
character may not be aware of their own fatal flaw for some time. A character who is
unaware of their fatal flaw takes a -10 penalty on any roll made to resist giving in to their
fatal flaw. A demigod who is aware of his or her fatal flaw, or has suffered a significant loss
as a result of giving in to their flaw, reduces this penalty to -5, but it never goes away
entirely. A player may choose to not resist temptation to indulge their fatal flaw, and receive
an XP bonus to represent the lessons learned from such failure; the size of such a bonus is
open to the DM’s interpretation, but generally the worse the outcome for the PC, the higher
the reward should be.

Fatal flaws are not always sins or vices, or even shortcomings. It is stated by Athena herself
that the most dangerous flaws are those that are good in moderation. In Percy Jackson’s
case, it is good to be loyal to your friends, but being overly loyal could lead to sacrificing
Olympus or make you predictable to your enemies.

Demigods are not born knowing their fatal flaws, but there are several ways in which they
can be discovered. Fatal flaws can be revealed through listening to the song of the Sirens,
and certain deities associated with wisdom can “psychoanalyze” a demigod and reveal their
fatal flaw… if they feel like doing so. The most common way to learn one's fatal flaw,
however, is through the tutelage of that bitterest of teachers: experience.

Examples of Fatal Flaws


● Ambition
● Anxiety
● Curiosity
● Envy

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● Greed
● Grudge-bearing
● Hubris
● Impulsiveness
● Inability to resist a challenge
● Inferiority Complex
● Insecurity
● Jealousy
● Pride
● Recklessness
● Spite
● Temptation to deliberate
● Vanity
● Wrath

Classes

Demigods, by lorellashray

The Percy Jackson/Heroes of Olympus d20 system uses a series of custom classes which
represent divine parentage, Legion or Camp Half-Blood training, and/or mortals “gifted”
with magical powers. In most cases multiclassing is not possible, as the characters’ abilities
stem from their divine parentage. Some classes (such as Legionnaire) and prestige classes
(such as Centurion) are open to all characters, regardless whether or not they possess
divine parentage.

Child of Aphrodite (Venus)


Hit Die: d6
Skill Points: 4 + Int modifier (x4 at 1st level)
Class Skills: Acrobatics, Bluff, Diplomacy, Disguise, Intimidate, Knowledge (Etiquette),
Perception, Sense Motive, Sleight of Hand

Level BAB Fort Ref Will Special


1st +0 +0 +0 +2 Presence
2nd +1 +0 +0 +3 Aspect, Gift of Gab +2

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3rd +2 +1 +1 +3 -
4th +3 +1 +1 +4 Aspect, Divine Beauty +2
5th +3 +1 +1 +4 Charmspeak 3/day
6th +4 +2 +2 +5 Aspect, Gift of Gab +4
7th +5 +2 +2 +5 Charmspeak 4/day
8th +6 +2 +2 +6 Aspect Divine Beauty +4
9th +7 +3 +3 +6 Charmspeak 5/day
10th +7 +3 +3 +7 Aspect, Gift of Gab +6
11th +8 +3 +3 +7 Charmspeak 6/day
12th +9 +4 +4 +8 Aspect, Divine Beauty +6
13th +9 +4 +4 +8 Charmspeak 7/day
14th +10 +4 +4 +9 Aspect, Gift of Gab +8
15th +11 +5 +5 +9 Charmspeak 8/day
16th +12 +5 +5 +10 Aspect, Divine Beauty +8
17th +12 +5 +5 +10 Charmspeak 9/day
18th +13 +6 +6 +11 Aspect, Gift of Gab +10
19th +14 +6 +6 +11 Charmspeak 10/day
20th +15 +6 +6 +12 Aspect, Divine Beauty +10

Weapon and Armor Proficiency: A Child of Aphrodite is proficient with all simple weapons
and with light armor.

Presence: A Child of Aphrodite can call upon divine beauty and splendor, granting them
great power in the heat of battle. Starting at 1st level, a Child of Aphrodite can use
Presence for a number of rounds per day equal to 4 + her Charisma modifier. At each level
after 1st, they can use presence for 2 additional rounds. Temporary increases to Charisma,
such as those gained from spells like eagle‘s splendor, do not increase the total number of
rounds that a Child of Aphrodite can use their Presence per day. A Child of Aphrodite can
enter Presence as a free action. The total number of rounds of Presence per day is renewed
after resting for 8 hours, although these hours do not need to be consecutive.

While Presence is active, a Child of Aphrodite gains a deflection bonus to AC and saves
equal to their Charisma modifier. A Child of Aphrodite can end her Presence as a free action
and is dazzled after Presence for a number of rounds equal to 2 times the number of rounds
spent in the presence. A Child of Aphrodite cannot enter a new Presence while dazzled but
can otherwise enter Presence multiple times during a single encounter or combat. If a Child
of Aphrodite falls unconscious, their Presence immediately ends.

Aspect: At 2nd level and every even-numbered level thereafter, a Child of Aphrodite gains
a new Aspect, selected from the list of below. These Aspects usually modify either the Child
of Aphrodite’s Presence or Charmspeak abilities. Unless otherwise noted, you cannot select
the same Aspect more than once, and you cannot change your Aspects once selected. The
saving throw DC, for all effects that require one, is as follows:

10 + ½ class level + Charisma modifier

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Gift of Gab: A Child of Aphrodite becomes extremely adept at a number of skills. At 2nd
level, they gain a +2 competence bonus to Bluff, Diplomacy, Gather Information, and Sense
Motive checks. This bonus increases by 2 at 6th level and every 4 levels thereafter.

Divine Beauty: At 4th level, a Child of Aphrodite’s divine heritage begins to show through.
They gain a +2 enhancement bonus to Charisma. This bonus is a supernatural effect, and
does not function in an antimagic field or while magic is otherwise suppressed.

Unbound Mind: At 5th level, a Child of Aphrodite gains resistance to the very effects they
have on others. A Child of Aphrodite adds a +2 competence bonus to saves against mind-
affecting spells, and effects. At 10th level, this ability grows further, allowing the Child of
Aphrodite to re-roll one failed saving throw per day against a mind-affecting spell or effect.
At 15th level, a Child of Aphrodite’s mastery of charm and the mind renders them immune
to all mind-affecting spells and effects.

Charmspeak: A Child of Aphrodite particularly blessed by their divine parent (5% chance at
character-creation) can use charmspeak, a type of hypnotism or persuasion which allows
the speaker to convince the subject to do or get almost anything they want. The strength of
the command depends on the tone and the emotion of the charmspeaker's voice, as well as
their skill with the ability. Eventually, charmspeak wears off and the subject retains no
recollection of why they did what they were commanded to do, except that “they seemed
really convincing at the time.” Subjects of charmspeak will not take actions which obviously
endanger themselves or their wellbeing, or the lives or the wellbeing of those they care
about.

If the subject is aware that the Child of Aphrodite is a charmspeaker, then the DC of
charmspeak attempts against that subject increases by 5, as the subject will be “on their
guard” against the ability. Also, physical attraction seems to play a role in the effectiveness
of charmspeaking on a given subject: beings who are not attracted to members of the
charmspeaker’s gender gain +5 on their Will saves to resist the ability.

At 5th level, the Child of Aphrodite can use charmspeak three times a day, and gains an
additional use of this ability at every odd-numbered level thereafter. This ability functions as
a suggestion spell, with a DC equal to 10 + ½ your level + Charisma modifier, and a caster
level equal to your class level. This is the most basic use of the ability, but it can be
modified with Aspects.

Child of Aphrodite Aspects:


Name Prerequisite Effect
Calming - Create an aura of calm while using Presence (as the
Presence spell calm emotions).
Charming 7th level Focus your presence to befriend a creature (as the
Presence spell charm monster).
Friend of All Charming All creatures within your presence must save against
Presence, 16th charm (as mass charm monster).
level

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Dazing Look 6th One time per day, while Presence is active, with a
glance you can daze foes for 1 round/6 levels. Will
save negates. Can be used an additional time per day
at 12th and 18th level.
Stunning Dazing One time per day, while Presence is active, with a
Glance Look,13th glance you can stun foes for 1 round/6 levels. Will
level save negates. Can be used one additional time per
day at 17th level.
Beguiling Gaze - Focus Presence to confuse opponents for 1 round per
4 levels. Will save negates this effect
Lesser Quest 7th level Once per day, use Charmspeak to send a creature
Command with fewer HD than you on a quest, as the lesser
geas spell. This ability can be used an additional time
per day at 11th, 15th, and 19th level.
Quest Lesser Quest Once per day, use Charmspeak to send any creature
Command Command, on a quest, as the geas/quest spell.
16th level
Distracting - Will save or be restricted to certain actions based on badly the Will
Beauty save is failed: fail by 5 or less → lose ability to take full-round
actions; fail by 6-9 → may only take move-equivalent, swift, or
free actions on next turn; fail by 10+ → may only take swift or free
actions on next turn.
Delaying Distracting Subject must succeed on a Will save or slide down initiative order
Beauty Beauty based on how badly Will save is failed: fail by 5 or less → fall by
one slot; fail by 6-9 → fall two slots; fail by 10+ → fall three slots.
Mass 13th level Use Charmspeak on multiple opponents at once, as
Charmspeak the spell mass suggestion.
Sparkles - While Presence is active, subjects that attack you
must make a Fortitude save or be dazzled. Once a
creature has saved against or been affected by this
aspect, they do not need to make further saves for
24 hours.
Blinding Beauty Sparkles, 5th While Presence is active, subjects that attack you
level must make a Fortitude save or be blinded. Once a
creature saves against this ability, they are immune
for 24 hours.
Unmarred - While Presence is active, subjects within 30 ft. must
Beauty make a Will save to attack you. Once a successful
Will save is made, no further saves are required
against this ability for 24 hours.
Graceful Strike - Once per day, add Charisma modifier as competence
bonus to attack and damage rolls for a single melee
attack. This aspect can be used one additional time
per day at 4rd, 7th, 10th, 13th, 16th, and 19th
levels.
Captivating - Subject must make a Will save or remain focused on
Presence you; on a failed save, subject is flat-footed and

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remains unaware of any other actions taken around it
for 1 round. This effect ends if the subject is attacked
or threatened. You may make a contested
Concentration check vs. subject’s Will save each
round to keep them captivated with you.
Favor - You may use charmspeak to elicit a favor from any
subject. Roll Favor check (d20 + Cha mod + ½ Child
of Aphrodite level) against a DC set by the DM, based
on the scope of the favor.
Talk Down - Use Charmspeak to avoid or de-escalate hostilities.
You may talk down to 1 opponent per 3 Child of
Aphrodite levels, who is/are within 30 feet and can
see and hear you. This is a full-round action and
provokes a Will save against DC (10 + ½ Child of
Aphrodite level + Cha mod). Failing this Will save
causes subject(s) to stop fighting and quit the field of
battle. If subject(s) become the target of attacks or
abilities by you or your allies, the subject(s) may act
as they see fit.
Sow Distrust - Use Charmspeak to sow discord between one subject
and another character. If the subject fails the Will
save, their attitude towards the other character
worsens by one step (see the Diplomacy skill). As
long as the subject keeps failing Will saves against
this ability, you may continue taking full-round
actions to worsen the subject’s attitude towards the
other character. If the subject’s attitude toward the
other character drops to “hostile”, the subject attacks
the other character.
Domination 17th level Use charmspeak to dominate the target’s mind, as
the dominate monster spell.

Child of Apollo
Hit Die: d8
Skill Points: 4 + Int modifier (x4 at 1st level)
Class Skills: Acrobatics, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Heal,
Intimidate, Knowledge (Mythos), Listen, Perception, Perform, Search, Sense Motive, Spot

Level BAB Fort Ref Will Special


1st +0 +0 +2 +2 Divine Performance, Bonus Feat
2nd +1 +0 +3 +3 Arrow of Light 1d6
3rd +2 +1 +3 +3 Bonus Feat
4th +3 +1 +4 +4 Arrow of Light 2d6, Archery +1
5th +3 +1 +4 +4 Divine Performance

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6th +4 +2 +5 +5 Arrow of Light 3d6
7th +5 +2 +5 +5 Bonus Feat
8th +6 +2 +6 +6 Arrow of Light 4d6, Archery +2
9th +6 +3 +6 +6 Divine Performance
10th +7 +3 +7 +7 Arrow of Light 5d6
11th +8 +3 +7 +7 Bonus Feat
12th +9 +4 +8 +8 Arrow of Light 6d6, Archery +3
13th +9 +4 +8 +8 Divine Performance
14th +10 +4 +9 +9 Arrow of Light 7d6
15th +11 +5 +9 +9 Bonus Feat
16th +12 +5 +10 +10 Arrow of Light 8d6, Archery +4
17th +12 +5 +10 +10 Divine Performance
18th +13 +6 +11 +11 Arrow of Light 9d6
19th +14 +6 +11 +11 Bonus Feat
20th +15 +6 +12 +12 Arrow of Light 10d6, Archery +5

Weapon and Armor Proficiency: A Child of Apollo is proficient with all simple and martial
weapons, and with light armor, but no shields.

Bonus Feat: A Child of Apollo gains a bonus feat at 1st level. At 3rd level and every 4
levels thereafter, the Child of Apollo gains another bonus feat. The bonus feats are selected
from the following list: Agile, Alertness, Dodge, Far Shot, Greater Weapon Focus, Greater
Weapon Specialization, Improved Critical, Improved Initiative, Improved Precise Shot, Many
Shot, Mobility, Mounted Archery, Mounted Combat, Persuasive, Point-Blank Shot, Precise
Shot, Quick Draw, Rapid Shot, Shot on the Run, Weapon Focus, Weapon Specialization.

Divine Performance: Once per day per level, a Child of Apollo can use his song or poetics
to produce magical effects on those around him (usually including himself, if desired). While
these abilities fall under the category of bardic music and the descriptions discuss singing or
playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical
songs, singing melodies, whistling, playing an instrument, or playing an instrument in
combination with some spoken performance. They gain one ability at 1st level, and one
additional ability every 4 levels thereafter (at 5th, 9th, etc.). Once selected, these abilities
cannot be changed. An ability cannot be taken more than once.

Starting a divine performance effect is a standard action. Some divine performance abilities
require concentration, which means the Child of Apollo must take a standard action each
round to maintain the ability. Even while using a divine performance that doesn’t require
concentration, a Child of Apollo cannot cast spells, activate magic items by spell completion
(such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell
with a verbal component, a deaf Child of Apollo has a 20% chance to fail when attempting
to use divine performance. If he fails, the attempt still counts against his daily limit.

Arrow of Light: At 2nd level, a Child of Apollo can conjure an arrow of searing sunlight at
will, which he can fire to devastate his foes. As a standard action, the Child of Apollo can

26
shoot this arrow, as a ranged touch attack with a range of 100 feet and no range increment.
It affects a single target and allows no saving throw. It deals [1d6+Charisma] damage at
2nd level. Every even-numbered level thereafter, it’s damage increases by 1d6. An arrow of
light is the equivalent of a spell whose level is equal to one-half the Child of Apollo’s class
level (round down), with a minimum spell level of 1st and a maximum of 9th when a Child
of Apollo reaches 18th level or higher. Any effect that modifies the attack or damage roll of
a normal arrow similarly modifies the attack and damage rolls of the arrow of light.

An arrow of light is subject to spell resistance, although the Spell Penetration feat and other
effects that improve caster level checks to overcome spell resistance also apply to arrow of
light. An arrow of light deals half damage to objects. Metamagic feats cannot improve a
Child of Apollo’s arrow of light (because it is a spell-like ability, not a spell).

Archery: A Child of Apollo gains a +1 enhancement bonus to all attack and damage rolls
with bows at 4th level. Every 4 levels thereafter, this bonus increases by +1. Note that this
bonus applies to all attacks made with bows, not necessarily involving arrows, so this ability
applies to the Child of Apollo’s arrow of light as well.

Child of Apollo Divine Performances:


Name Prerequisites Description
Fascinate - Fascinate creature that can see and hear your
performance.
Suggestion Fascinate, Lv 9 Target a single fascinated creature with a
suggestion effect (as the spell).
Mass Suggestion, Lv. Use suggestion on multiple fascinated creatures.
Suggestion 15
Healing Hymn - Heal a single target 1d6+ Cha mod, +1d6/4 HD.
Mass Healing Healing Hymn, Heal multiple targets with a hymn.
Lv. 9
Inspire Lv. 5 Grants a +1 bonus to skill checks, +1 /4 HD.
Competence
Song of Lv. 13 Break an enchantment on a single target.
Freedom
War Song - Grant allies a +1 bonus to attack and damage
rolls, with an additional +1 per four HD you
possess.
Inspire Heroics War Song, lv. 9 Add War Song bonus to AC and saves.
Inspire Inspire Heroics Gain effective HD equal to War Song bonus.
Greatness

Fascinate: A Child of Apollo can use his music or poetics to cause one or more creatures to
become fascinated with him. Each creature to be fascinated must be within 90 feet, able to
see and hear the bard, and able to pay attention to him. The Child of Apollo must also be
able to see the creature. The distraction of a nearby combat or other dangers prevents the
ability from working. At 1st level, a Child of Apollo can fascinate a number of creatures

27
equal to his Charisma modifier. At every even-numbered level thereafter, the Child of Apollo
can fascinate an additional creature with a single use of this ability.

To use the ability, a Child of Apollo makes a Perform check. His check result is the DC for
each affected creature’s Will save against the effect. If a creature’s saving throw succeeds,
the Child of Apollo cannot attempt to fascinate that creature again for 24 hours. If its saving
throw fails, the creature sits quietly and listens to the song, taking no other actions, for as
long as the Child of Apollo continues to play and concentrate (up to a maximum of 1 round
per bard level). While fascinated, a target takes a -4 penalty on skill checks made as
reactions, such as Listen and Spot checks. Any potential threat requires the Child of Apollo
to make another Perform check and allows the creature a new saving throw against a DC
equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged
weapon at the target, automatically breaks the effect. Fascinate is an enchantment
(compulsion), mind-affecting ability.

Suggestion: A Child of Apollo can make a suggestion (as the spell) to a creature that he
has already fascinated. Using this ability does not break the Child of Apollo ’s concentration
on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a Child of Apollo’s daily limit on bardic music
performances. A Will saving throw (DC 10 + ½ Child of Apollo’s HD+ Child of Apollo’s Cha
modifier) negates the effect. This ability affects only a single creature (but see mass
suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language
dependent ability.

Mass Suggestion: This ability functions like suggestion, above, except that a Child of
Apollo can make the suggestion simultaneously to any number of creatures that he has
already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting,
language-dependent ability.

Healing Hymn: A Child of Apollo can use his music or poetics to heal the wounds of injured
allies. The Child of Apollo sings a short hymn, immediately healing a single ally within 30
feet HP equal to 1d8+Child of Apollo’s level. For every 4 HD the Child of Apollo possesses,
the amount healed increases by 1d8.

Mass Healing: When using the healing hymn, the Child of Apollo can heal more than one
ally with each use. For every 4 HD the Child of Apollo has, the healing hymn affects 1
additional target.

Inspire Competence: A Child of Apollo can use his music or poetics to help his allies
succeed at a task. This affects all allies within 30 feet that are able to see and hear the Child
of Apollo. The Child of Apollo must also be able to see the allies.

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The allies gain a +1 competence bonus on skill checks with a particular skill, chosen by the
Child of Apollo when he begins performing, as long as they continue to hear the Child of
Apollo’s music. Certain uses of this ability are unfeasible. The effect lasts as long as the
Child of Apollo concentrates, up to a maximum of 2 minutes. A Child of Apollo can’t inspire
competence in himself. Inspire competence is a mind-affecting ability. For every 4 HD the
Child of Apollo possesses, the bonus to the skill checks increases by 1.

Song of Freedom: A Child of Apollo can use music or poetics to create an effect equivalent
to the break enchantment spell (caster level equals the character’s Child of Apollo levels).
Using this ability requires 1 minute of uninterrupted concentration and music, and it
functions on a single target within 30 feet. A Child of Apollo can’t use song of freedom on
himself.

War Song: A Child of Apollo can use song or poetics to inspire courage in his allies
(including himself), bolstering them against fear and improving their combat abilities. To be
affected, an ally must be able to hear the Child of Apollo sing. The effect lasts for as long as
the ally hears the Child of Apollo sing and for 5 rounds thereafter. An affected ally receives
a +1 morale bonus on attack rolls and weapon damage rolls. This bonus increases by 1 for
every 4 HD the Child of Apollo possesses.

Inspire Heroics: A Child of Apollo can use music or poetics to inspire tremendous heroism
in himself and his allies within 30 feet. To inspire heroics, a Child of Apollo must sing and an
ally must hear the Child of Apollo sing for a full round. A creature so inspired gains a +1
morale bonus on saving throws and a +1 dodge bonus to AC. The effect lasts for as long as
the ally hears the Child of Apollo sing and for up to 5 rounds thereafter. Inspire heroics is a
mind-affecting ability. This bonus increases by +1 for every 4 HD the Child of Apollo
possesses.

Inspire Greatness: A Child of Apollo can use music or poetics to inspire greatness in
himself and willing allies within 30 feet, granting them extra fighting capability. To inspire
greatness, a Child of Apollo must sing and his allies must hear him sing. The effect lasts for
as long as the ally hears the Child of Apollo sing and for 5 rounds thereafter. A creature
inspired with greatness gains 1 bonus Hit Die. For each HD gained, they gain 1d10+Con
mod temporary hit points that last until the bonus HD disappear. The bonus HD count as
regular HD for determining the effect of spells or abilities that are HD dependant. Inspire
greatness is a mind-affecting ability. Every 4 HD the Child of Apollo possesses, the number
of bonus HD granted by this ability increases by 1.

Child of Ares (Mars)


Hit Die: d12
Skill Points: 4+ Int modifier (x4 at 1st level)
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Listen, Ride, Search, Spot, Survival,
Swim, Tumble

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Level BAB Fort Ref Will Special

1st +1 +2 +2 +0 +1 Dodge

2nd +2 +3 +3 +0 Aspect

3rd +3 +3 +3 +1 +1 Aptitude

4th +4 +4 +4 +1 Aspect

5th +5 +4 +4 +1 +2 Dodge, Might of Ares

6th +6 +5 +5 +2 Aspect

7th +7 +5 +5 +2 +2 Aptitude

8th +8 +6 +6 +2 Aspect

9th +9 +6 +6 +3 +3 Dodge

10th +10 +7 +7 +3 Aspect, Might of Ares

11th +11 +7 +7 +3 +3 Aptitude

12th +12 +8 +8 +4 Aspect

13th +13 +8 +8 +4 +4 Dodge

14th +14 +9 +9 +4 Aspect

15th +15 +9 +9 +5 +4 Aptitude, Might of Ares

16th +16 +10 +10 +5 Aspect

17th +17 +10 +10 +5 +5 Dodge

18th +18 +11 +11 +6 Aspect

19th +19 +11 +11 +6 +5 Aptitude

20th +20 +12 +12 +6 Aspect, Might of Ares

Weapon and Armor Proficiency: A Child of Ares is proficient with all simple, martial, and
exotic weapons, light, medium, and heavy armor, and all shields (including tower shields).

Dodge: A Child of Ares gains a +1 dodge bonus to AC, a skill learned through a life of
fighting. This bonus increases by +1 at 5th level and every 4 levels thereafter.

Aspect: A Child of Ares gains an aspect at 2nd level and every even-numbered level
thereafter. Aspects are selected from the list of aspect below. You cannot select the same
aspect more than once and once selected, an aspect cannot be changed.

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Aptitude: A Child of Ares is supernaturally skilled with weapons. At 3rd level, this aptitude
grants them a +1 enhancement bonus to attack and damage rolls made with a weapon.
This does not stack with any enhancement bonus from the weapon.

Might of Ares: At 5th level, a Child of Ares gains a +2 enhancement bonus to Strength.
This bonus increases by +2 every at 10th level and every 5 levels thereafter.

Child of Ares Aspects:


Name Prerequisites Description

Bonus Feat* - Gain one bonus feat selected from the list of fighter feats.

Crash - When you successfully bull rush an enemy into a wall or


solid structure, you deal 4d6+(2x Str mod) bludgeoning
damage.

Improved Crash, Lv. 6 Increase Crash damage to 8d6+(3x Str mod).


Crash

Divine Rage - Gain (level x 2 +Con mod) rounds of rage, as a


barbarian.

Greater Divine Rage, Gain greater rage, as a barbarian.


Rage Lv. 10

Mighty Rage Greater Rage, Gain mighty rage, as a barbarian.


Lv. 20

Extra Rage* Divine Rage Gain 6 additional rounds of rage.

Damage Lv. 6 Gain DR 1/-


Reduction

Improved Damage Increase DR by 1


DR* Reduction

Iron Skin Damage Double DR while raging


Reduction,
Divine Rage

Fearless - Gain a +4 bonus to saves to resist fear effects

Divine Lv. 6 Become immune to fear effects


Bravery

Fearsome - Use intimidate to demoralize in combat as a move action


Glare

Knockback - 1/round, instead of an attack, make a bull rush attempt.


If successful, deal (Str mod) damage and resolve

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normally.

Knockdown - 1/round, instead of an attack, make a trip attempt. If


successful, deal (Str mod) damage and resolve normally.

Opportunist - Make 1 extra attack of opportunity each round for every 4


levels

Powerful Lv. 10 Make a single attack as a standard action, dealing double


Blow damage.

Phalanx - Lose shield bonus as an immediate action to grant it as a


bonus to an adjacent ally

Improved Lv. 8 Grant shield bonus to ally without losing bonus


Phalanx

Smash - Gain a +5 bonus to strength checks made to break an


object or door.

Improved Level 6 Smash bonus increases to +10


Smash

Strategist - Gain a +2 on ability checks made during a combat


maneuver.

Improved Strategist, Lv. Strategist bonus increases to +4


Strategist 8

Greater Improved Strategist bonus increases to +6


Strategist Strategist, Lv.
16

Swift Step* - Increase base land speed by 10 feet

Note: Aspects marked with an asterisk (*) can be taken multiple times.

Child of Athena (Minerva)


Hit Die: d8
Skill Points: 8 + Int modifier (x4 at 1st level)
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Escape
Artist, Intimidate, Knowledge (any, taken individually), Linguistics, Profession, Search,
Sense Motive, Spot, Swim

Level BAB Fort Ref Will Special

1st +1 +0 +2 +2 Divine Knowledge (Tactics) 3/day, Bonus Feat

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2nd +2 +0 +3 +3 Brilliant Finesse

3rd +3 +1 +3 +3 Divine Knowledge 4/day

4th +4 +1 +4 +4 Insightful Strike, Bonus Feat, Divine Brilliance +2

5th +5 +1 +4 +4 Divine Knowledge (Puissance)

6th +6 +2 +5 +5 Divine Knowledge 5/day

7th +7 +2 +5 +5 Genius Defense, Bonus Feat

8th +8 +2 +6 +6 Divine Brilliance +4, Divine Knowledge (Shared


Foe)

9th +9 +3 +6 +6 Divine Knowledge 6/day

10th +10 +3 +7 +7 Bonus Feat

11th +11 +3 +7 +7 Divine Knowledge (Dread Secret)

12th +12 +4 +8 +8 Divine Brilliance +6, Divine Knowledge 7/day

13th +13 +4 +8 +8 Bonus Feat

14th +14 +4 +9 +9 Divine Knowledge (Foreknowledge)

15th +15 +5 +9 +9 Divine Knowledge 8/day

16th +16 +5 +10 +10 Divine Brilliance +8, Bonus Feat

17th +17 +5 +10 +10 -

18th +18 +6 +11 +11 Divine Knowledge 9/day

19th +19 +6 +11 +11 Bonus Feat

20th +20 +6 +12 +12 Divine Brilliance +10, Divine Knowledge 10/day

Weapon and Armor Proficiency: A Child of Athena is proficient with all simple and martial
weapons, and light armor and shields (but not tower shields).

Divine Knowledge: Three times per day, a Child of Athena can draw upon their expansive
knowledge of monsters, granting his allies benefits against the creatures they face. Doing
this counts as a move action. The secrets of divine knowledge pertain only to aberrations,
elementals, magical beasts, outsiders, or undead.

A Child of Athena unlocks new divine knowledge abilities as his level increases and can also
call upon his divine knowledge more often, gaining one additional daily use for every three
Child of Athena levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using divine knowledge requires a Knowledge check of a type appropriate to the creature
faced. A Knowledge (Arcana) check reveals secrets of magical beasts, Knowledge

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(Dungeoneering) pertains to aberrations, Knowledge (Religion) covers undead, and
Knowledge (The Planes) applies to outsiders and elementals. The DC of the check is 15.
Most of the Child of Athena’s divine knowledge abilities increase in effectiveness if he
succeeds on his Knowledge check by 10 or more. divine knowledge can only be used once
against any given creature.
The Child of Athena’s divine knowledge can affect a single creature or all creatures of the
same type, depending on the effect used. A target creature must be within 60 feet, and the
Child of Athena must be aware of the creature’s presence, although he need not have a line
of sight to it. The effects of divine knowledge last for 1 minute, unless stated otherwise.

Tactics: The Child of Athena knows the general combat behaviors of creatures of that type,
granting his allies a +1 bonus to attack rolls made against them. For example, a Child of
Athena confronted by a telchine, who succeeded on his Knowledge (dungeoneering) check,
would grant his allies the attack bonus against all the telchine they fought in that encounter.
If the Child of Athena succeeds on his Knowledge check by 10 or more, then this bonus
increases to +2. If the Child of Athena succeeds on his Knowledge check by 20 or more,
then this bonus increases to +3.

Puissance: Starting at 5th level, the Child of Athena can use his divine knowledge to help
his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the
Child of Athena gain a +1 bonus on saving throws against the affected creature’s abilities. If
the Child of Athena succeeds on his Knowledge check by 10 or more, this bonus increases to
+2. If the Child of Athena succeeds on his Knowledge check by 20 or more, this bonus
increases to +3.

Shared Foe: Starting at 8th level, a Child of Athena can direct his allies to attack vital spots
of his enemies. On a successful Knowledge check, he grants them a bonus to weapon
damage rolls made against the target creatures equal to 1d6 points of damage. If the Child
of Athena succeeds on his Knowledge check by 10 or more, then this bonus increases to
2d6. If the Child of Athena succeeds on his Knowledge check by 20 or more, then this bonus
increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, a Child of Athena of
11th level or higher can dazzle a target creature for 1 round. Unlike other divine knowledge,
this ability can be used only against a single creature. If the Child of Athena succeeds on his
Knowledge check by 10 or more, then the target is dazed for 1 round. If the Child of Athena
succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if
the target is immune to being stunned but not immune to being dazed, such as most
undead, then the Child of Athena can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, a Child of Athena can better prepare his allies for the
attacks of the affected creature, making it harder for the creature to land blows and
successfully deal damage. Allies within 30 feet of the Child of Athena gain a +1 insight
bonus to Armor Class that applies to attacks by the affected creature only. If the Child of
Athena succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the

34
Child of Athena succeeds on his Knowledge check by 20 or more, this bonus increases to
+3.

Bonus Feat: At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level, the Child of Athena gains a
bonus feat from the following list: Combat Expertise, Dodge, Exotic Weapon Proficiency,
Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip,
Mobility, Skill Focus (Knowledge, any). A Child of Athena must meet the prerequisites for
any feat selected.

Brilliant Finesse: A Child of Athena can use their Intelligence modifier instead of their
Strength modifier for determining their attack bonus with any light weapon, rapier, whip, or
spiked chain.

Insightful Strike: A Child of Athena can apply their Intelligence bonus as a bonus to
damage rolls (in addition to any Strength bonus he may have) when using any light weapon
or weapon that can be used with weapon finesse, such as a rapier, whip, or spiked chain.
Targets immune to sneak attacks or critical hits are immune to the insightful strike ability. A
Child of Athena cannot use this ability while wearing medium or heavy armor, or while
carrying a medium or heavy load.

Divine Brilliance: At 4th level, a Child of Athena gains a +2 enhancement bonus to


Intelligence. At 8th level and every four levels thereafter, this bonus increases by 2.

Genius Defense: A Child of Athena gains a dodge bonus to their AC against any attack
made by a creature they have successfully identified with a Knowledge (Mythos) check. The
Child of Athena does not gain this bonus in any situation where they would be denied their
Dexterity bonus to AC.

Child of Hephaestus (Vulcan)


Hit Die: d10
Skill Points: 6 + Int modifier (x4 at 1st level)
Class Skills: Craft (Armor, Blacksmithing, Mechanical, Weapon), Disable Device,
Knowledge (Architecture, Engineering, Repair), Profession (Pilot, Driver), Ride, Spot, Use
Magic Device.

Level BAB Fort Ref Will Special Craft


Reserve

1st +0 +2 +0 +2 Nimble Crafter, Item Creation 20

2nd +1 +3 +0 +3 Bonus Feat, Jury-Rig +2 40

3rd +2 +3 +1 +3 Extreme Machine 60

4th +3 +4 +1 +4 Quick Craft 80

35
5th +3 +4 +1 +4 Bonus Feat, Retain Essence 100

6th +4 +5 +2 +5 Jury-Rig +4 150

7th +5 +5 +2 +5 Craft Wondrous Item 200

8th +6 +6 +2 +6 Bonus Feat 250

9th +6 +6 +3 +6 Craft Magic Arms and Armor 300

10th +7 +7 +3 +7 Control Machine 400

11th +8 +7 +3 +7 Bonus Feat 500

12th +9 +8 +4 +8 Jury-Rig +6 700

13th +9 +8 +4 +8 Craft Staff 900

14th +10 +9 +4 +9 Bonus Feat 1200

15th +11 +9 +5 +9 Forge Ring 1500

16th +12 +10 +5 +10 Jury-Rig +8 2000

17th +12 +10 +5 +10 Bonus Feat 2500

18th +13 +11 +6 +11 - 3000

19th +14 +11 +6 +11 - 4000

20th +15 +12 +6 +12 Bonus Feat 5000

Weapon and armor proficiencies: A Child of Hephaestus is proficient with all simple and
martial weapons, with all types of armor (light, medium, and heavy), and with shields
(except tower shields).

Craft Reserve: Starting at 1st level, a Child of Hephaestus gains a pool of Craft Points
which may be used to create weapons, armor, and useful tools on-the-fly. With each new
level he takes in Child of Hephaestus, he gains more craft points which are added to his pool
of remaining points.

Nimble Crafter: Starting at 1st level, a Child of Hephaestus adds his Dexterity bonus (if
any) to all Craft checks. This bonus stacks with the normal Intelligence bonus.

Bonus Feats: Starting at 2nd level and every three levels thereafter, a Child of Hephaestus
may choose a bonus feat from the following list: Builder, Cautious, Combat Expertise,
Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious

Builder [General]
Benefit: Pick two of the following skills: Craft (Armorsmithing), Craft (Bowmaking),
Craft (Chemical), Craft (Electronic), Craft (Blacksmithing), Craft (Carpentry), Craft

36
(Mechanical), Craft (Structural), and Craft (Weaponsmithing). You get a +2 bonus on
all checks with those skills.
Special: You can select this feat multiple times, but cannot be applied to the same
skill twice. Remember that Craft (Chemical), Craft (Electronic), and Craft
(Mechanical) cannot be used untrained.

Gearhead [General]
Benefit: You gain a +2 bonus on all Repair checks.
Special: Remember that the Repair skill cannot be used untrained in certain
situations.

Fireborn [Heritage]
You have an innate affinity for fire.
Prerequisite: Demigod offspring of a god of fire. This feat must be taken at 1st
level.
Benefit: You gain a +4 bonus on all saving throws against fire and heat spells and
effects. In addition, you gain fire resistance 10.
Special: This feat can be taken multiple times, after 1st level. Its effects stack.

Pyrokinetic [Heritage]
You have developed a certain degree of control over fire.
Prerequisite: Fireborn
Benefit: You gain the ability to control fire at will. You must make a Concentration
check with a DC equal to the total number of square feet taken up by the base of the
fire. You can use this ability to cause a fire to spread or reduce itself. This ability also
allows you to sustain a fire without a fuel source, but doing so causes you to take
one hit point of subdual damage per round after the first. Increasing the size of the
fire increases the DC to control it and requires a new Concentration check each
round.

Hand Afire [Heritage]


You can channel fire into your unarmed attacks.
Prerequisite: Fireborn
Benefit: Flames engulf one of your hands (but do you no harm). Your unarmed
attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points
of fire damage. You can activate this ability as a move-equivalent action.

Weapon Afire [Heritage]


You can wreathe your weapons in fire.
Prerequisite: Fireborn, Hand Afire
Benefit: Flames that harm neither you nor the weapon engulf one weapon you hold
(which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals
an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect
for as long as you wield it. You can activate this ability as a move-equivalent action.

Greater Weapon Afire [Heritage]

37
Your flaming attacks pack more punch.
Prerequisite: Fireborn, Hand Afire, Weapon Afire
Benefit: When you activate your Hand Afire ability or Weapon Afire ability, your
unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6.
Touch attacks made while using the Hand Afire ability or Weapon Afire ability
likewise deal 4d6 points of fire damage instead of 2d6.

Jury-Rig (Ex): At 2nd level, a Child of Hephaestus gains a +2 competence bonus on Repair
skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for
details on jury-rigging. This competence bonus increases by +2 at 6th, 12th, and 16th level.

Extreme Machine (Ex): If it has mechanical or electronic components, a Child of


Hephaestus of 3rd level or higher can get maximum performance out of it. By spending 1
action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is
appropriate for the machine in question), the Child of Hephaestus can temporarily improve a
machine’s performance—at the risk of causing the machine to need repairs later. The DC for
the Craft check depends on the type of improvement being made, as shown on the table
below.

Improvement Craft DC Repair Chance


(d%)

Ranged Weapons

+1 to damage 15 01-25

+2 to damage 20 01-50

+3 to damage 25 01-75

+5 ft. to range increment 15 01-25

+10 ft. to range increment 25 01-50

Electronic Devices

+1 equipment bonus 15 01-25

+2 equipment bonus 20 01-50

+3 equipment bonus 25 01-75

Vehicles

+1 on initiative checks 20 01-25

+1 to maneuver 25 01-50

+2 to maneuver 30 01-75

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The Child of Hephaestus performs the extreme modifications in 1 hour. The Child of
Hephaestus can’t take 10 or take 20 on this check. If the check succeeds, the effect of the
improvement lasts for a number of minutes equal to his or her Child of Hephaestus class
level, beginning when the object is first put into use. The Child of Hephaestus selects the
single improvement he or she wants to make prior to making the check. After the duration
of the effect ends, the machine reverts to its previous state and a repair chance percentile
roll is made. The result of this roll indicates whether the machine requires repairs before it
can be used again.

Quick Craft (Ex): A Child of Hephaestus of 4th level or higher reduces the time required to
complete any object, weapon, or structure which they personally create with the Craft skill
by half.

Retain Essence (Su): At 5th level, a Child of Hephaestus gains the ability to salvage the
XP from a magic item and use those points to create another magic item. The Child of
Hephaestus must spend a day with the item, and he must also have the appropriate item
creation feat for the item he is salvaging. After one day, the item is destroyed and the Child
of Hephaestus adds the XP it took to create the item to his craft reserve. These points are
lost if the Child of Hephaestus does not use them before gaining his next level.

For example, a Child of Hephaestus wants to retain the essence of a wand of summon
monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it
required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The Child of
Hephaestus is able to recover the XP from the remaining charges. He puts 336 XP (16.8 x
20) into his craft reserve.

Control Machine (Su): Once per day as a standard action, a Child of Hephaestus of at
least 10th level may make a Concentration check as a full-round action to take mental
possession of any single complex machine which he can touch (i.e., it must contain multiple
moving parts; simple machines like levers and pulleys do not count). The machine does not
gain the ability to perform any action that it could not normally perform (a car could not be
made to fly, nor could a iPhone be used to hack the Pentagon), but the Child of Hephaestus
is free to use the machine as if it were an extension of his body, and may push it to the
very limits of its capabilities.

While controlling a machine in this manner, a Child of Hephaestus is completely aware of


every aspect of the machine’s specifications, including: how much cargo it is carrying; how
many passengers are currently onboard; its total processing power; how much fuel/battery
remains, if any; its top speed, Hardness, and total weight; whether anyone is trying to
break in or come aboard; how many hit points the machine has left; and even its
manufacturer, model, and serial number.

This control can be dismissed with a swift action, but otherwise lasts for a number of hours
equal to the Child of Hephaestus’ ranks in Concentration, after which they must rest for 1d4
hours.

39
The base DC of the Concentration check to take possession of a machine determined by the
machine’s size, as follows:

Machine Base DC Examples


Size

Small 5 Roomba®, microwave oven, quadcopter drone

Medium 10 Golf cart, motorcycle

Large 15 Car or van, tractor, helicopter

Huge 20 Fighter jet, semi truck without trailer, dump truck

Gargantuan 25 Airliner, semi truck with trailer, space shuttle

Colossal 30 Oil tanker, cruise ship

This base DC increases based on the machine’s complexity. For example, a helicopter would
be considerably harder to take control of than a dump truck, despite the fact that the dump
truck is larger.

Machine Complexity DC Modifier

Simple (mopeds, riding mowers, golf carts) +0

Straightforward (most cars and vans) +5

Complicated (small planes, helicopters) +10

Labyrinthine (airliners, ocean liners) +15

Overwhelming (fighter jet, space shuttle) +20

Child of Heracles (Hercules)


Hit Die: d12
Skill Points: 2 + Int modifier (x4 at 1st level)
Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Spot, Survival,
Swim

Level BAB Fort Ref Will Special Unarmed AC Bonus


Damage

1st +1 +2 +2 +0 Unarmed Strike, Bronze 1d6 +0


Skin, Aspect

2nd +2 +3 +3 +0 Divine Strength, Uncanny 1d6 +0

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Dodge

3rd +3 +3 +3 +1 Mettle, Damage Reduction 1d6 +0


1/-

4th +4 +4 +4 +1 Divine Strength +4 1d8 +1

5th +5 +4 +4 +1 Aspect, Improved Uncanny 1d8 +1


Dodge

6th +6 +5 +5 +2 Divine Strength +6 1d8 +1

7th +7 +5 +5 +2 Damage Reduction 2/- 1d8 +1

8th +8 +6 +6 +2 Divine Strength +8, One- 1d10 +2


Two Punch

9th +9 +6 +6 +3 Aspect 1d10 +2

10th +10 +7 +7 +3 Divine Strength +10 1d10 +2

11th +11 +7 +7 +3 Damage Reduction 3/- 1d10 +2

12th +12 +8 +8 +4 Divine Strength +12 2d6 +3

13th +13 +8 +8 +4 Aspect 2d6 +3

14th +14 +9 +9 +4 Divine Strength +14 2d6 +3

15th +15 +9 +9 +5 Damage Reduction 4/- 2d6 +3

16th +16 +10 +10 +5 Divine Strength +16, 2d8 +4


Flurry of Fists

17th +17 +10 +10 +5 Aspect 2d8 +4

18th +18 +11 +11 +6 Divine Strength +18 2d8 +4

19th +19 +11 +11 +6 Damage Reduction 5/- 2d8 +4

20th +20 +12 +12 +6 Divine Strength +20 2d10 +5

Weapon and armor proficiencies: A Child of Heracles is proficient with simple and
martial weapons, light armor, and no shields.

Unarmed Strike: At 1st level, a Child of Heracles gains Improved Unarmed Strike as a
bonus feat. A Child of Heracles' attacks may be with fist, elbows, knees, and feet. This
means that a Child of Heracles may make unarmed strikes with his hands full. There is no
such thing as an off-hand attack for a Child of Heracles striking unarmed. A Child of
Heracles may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

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Usually a Child of Heracles' unarmed strikes deal lethal damage, but he can choose to deal
nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal
lethal or nonlethal damage while grappling.

A Child of Heracles' unarmed strike is treated as both a manufactured weapon and a natural
weapon for the purpose of spells and effects that enhance or improve either manufactured
weapons or natural weapons.

A Child of Heracles also deals more damage with his unarmed strikes than a normal person
would, as shown above on the table. The unarmed damage values listed on the table is for a
Medium Child of Heracles.

Bronze Skin (Ex): A Child of Heracles adds their Constitution modifier to AC as a natural
armor bonus. The Child of Heracles gains a +1 bonus to natural armor at 4th level. Every 4
levels thereafter, this bonus increases by 1. (see table)

Aspect: A Child of Heracles gains an aspect at 1st level. Aspects are selected from the list
of aspects below. You cannot select the same aspect more than once and once selected, an
aspect cannot be changed. A Child of Heracles gains another aspect at 5th level and every 4
levels thereafter.

Divine Strength (Su): At 2nd level, a Child of Heracles gains a +2 enhancement bonus to
Strength. Every even-numbered level beyond 2nd, this bonus increases by +2. (+4 at 4th,
+6 at 6th)

Uncanny Dodge: At 2nd level, a Child of Heracles retains his Dexterity bonus to AC (if any)
even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his
Dexterity bonus to AC if immobilized. If a Child of Heracles already has uncanny dodge from
a different class, he automatically gains improved uncanny dodge instead.

Mettle: At 3rd level and above, a Child of Heracles can resist spells and effects with great
willpower or fortitude. If he makes a successful fortitude or will save against an effect that
normally has a lesser effect on a successful save (any spell with a save entry of
“Fortitude/Will partial”), he instead completely resists the effect. An unconscious or sleeping
Child of Heracles does not gain the benefits of Mettle.

Damage Reduction: At 3rd level, a Child of Heracles gains Damage Reduction. Subtract 1
from the damage the Child of Heracles takes each time he is dealt damage from a weapon
or a natural attack. At 7th level and every four levels thereafter (11th, 15th, and 19th
level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0
but not below 0.

Improved Uncanny Dodge: At 5th level and higher, a Child of Heracles can no longer be
flanked. This defense denies a rogue the ability to sneak attack the Child of Heracles by
flanking him, unless the attacker has at least four more rogue levels than the target has

42
Child of Heracles levels. If a character already has uncanny dodge from a second class, the
character automatically gains improved uncanny dodge instead, and the levels from the
classes that grant uncanny dodge stack to determine the minimum level a rogue must be to
flank the character.

One-Two Punch (Ex): At 8th level, when making any unarmed attack, the Child of
Heracles can make one extra attack at his highest base attack bonus, but all attacks made
in the round (the extra one and the normal ones) take a -2 penalty.

Flurry of Fists (Ex): At 16th level, when making an unarmed strike, the Child of Heracles
can make two extra attacks at his highest base attack bonus, instead of the one extra
attack granted by one-two punch. The Child of Heracles still takes a -2 penalty to all attacks
made during that round.

Child of Heracles Aspects:


Name Prerequisites Benefit

Atlas’ Might Lv. 9 Gain +10 bonus to all Strength checks

Boar’s Resilience - Act normally while dying, die at negative HP


equal to Constitution

Bull’s Endurance Lv. 9 Gain +4 bonus to Constitution

Geryon’s Vigilance Lv. 5 You cannot be flanked, and you gain


blindsense out to 30 ft.

Heracles’ Grasp - Gain Improved Grapple as a bonus feat

Hind’s Speed - Increase base land speed by 10 ft.

Hippolyta’s Lv. 5 Use charm person a number of times per day


Command equal to Cha modifier

Hydra’s Vitality Lv. 5 1/day per 4 levels, heal 1d8+level HP

Lion’s Hide Lv. 13 Double your class-based DR

Reshape the Land Lv. 9 Attack the ground to create difficult terrain

Stymphalian Armor Lv. 9 Increase Bronze Skin AC bonus by +4

Wild Mare’s Will Lv. 5 Gain +2 to saves against mind-affecting


abilities

Atlas’ Might: The Child of Heracles gains the Strength to hold up the world, as their father
did. They gain a +10 bonus to all Strength-based ability checks.

Boar’s Resilience: The Child of Heracles takes on the resilience of the Erymanthian Boar.
The Child of Heracles can act normally while at 0 or lower HP, though they still lose one hit

43
point per round normally. The Child of Heracles dies when they reach negative hit points
equal to their Constitution score.

Bull’s Endurance: You take on the endurance of the Cretan Bull. You gain a +4
enhancement bonus to your Constitution score.

Geryon’s Vigilance: You become as vigilant as the three-headed Geryon. You cannot be
flanked, and you gain blindsense out to 30 feet. You still have a 50% miss chance against
targets you cannot actually see.

Heracles’ Grasp: You inherit the grip of Heracles, the grasp that subdued Cerberus and
slew Antaeus. You gain improved grapple as a bonus feat, even if you do not meet the
prerequisites.

Hind’s Speed: You take on the speed that allowed Heracles to chase down the Golden
Hind. Your base land speed increases by 10 feet.

Hippolyta’s Command: You become as commanding as Hippolyta, Queen of the Amazons.


A number of times per day equal to your Charisma modifier, you can use charm person as a
spell-like ability. The target views you as an authority figure, instead of a friend.

Hydra’s Vitality: You take on a bit of the Hydra’s vitality. Once per day per four levels, you
can use a standard action to regenerate from your wounds, healing 1d8+level HP. For every
four levels above 4th, the amount of damage healed increases by 1d8, to a maximum of
5d8 at 20th.

Lion’s Hide: You take on the unbreakable skin of the Nemean Lion. The DR granted by
your class is doubled.

Reshape the Land: You can use your strength to change the landscape as Heracles did in
the Augean stables. As a standard action, you strike the ground with tremendous force. Roll
the damage for an unarmed strike. If you deal damage greater than the ground’s hardness,
the square you are in and all squares within 10 feet become difficult terrain. Any creature
other than you must make a reflex save (DC 10+½ HD+Str mod) or fall prone.

Stymphalian Armor: Your Bronze Skin becomes hard as the iron feathers of the
Stymphalian Birds. The AC bonus of your bronze skin increases by +4.

Wild Mare’s Will: You become as impossible to tame as the mares of Diomedes. You gain
a +2 bonus to saves against all mind-affecting spells and abilities. This bonus increases by
+1 for every 4 levels you have.

Hunter of Artemis (Diana)


Hunters of Artemis advance as Rangers, but with a few modifications.

Hunters of Artemis must be female, but they can be mortals, demigods, or immortals (e.g.
nymphs); all females are welcome to join the Hunt, as long as they keep their oaths.
Demigoddesses can take levels as Hunters of Artemis without violating the usual restrictions
on multiclassing.

44
Hunters must forswear all romantic love, by reciting the following oath: "I pledge myself to
the Goddess Artemis. I turn my back on the company of men, accept eternal maidenhood,
and join the Hunt." As long as they hold to their oath, Hunters do not age and are immune
to disease, though they can still be poisoned or slain. Although having been in love in the
past is not a bar to membership, all Hunters must be—and must remain—maidens forever,
from the moment they take their oaths until the end of their potentially immortal lives.

Hunters can break their oath by losing their maidenhood, but they can also violate its terms
by simply falling in love. For this reason, most Hunters avoid the company of males
whenever possible, and refuse to travel or fight alongside them unless compelled by
circumstance. Artemis always punishes those who break their oaths to her, either by
removing their immortality and banishing them from the order, or by turning them into an
animal, depending on what mood she’s in. An ex-Hunter of Artemis can never gain any
further levels as a Hunter of Artemis. It may be possible to regain the goddess’ favor with a
show of true contrition and an atonement spell, though it is extremely rare for the moon
goddess to forgive her sisters-in-arms who break their oaths to her. Ex-Hunters of Artemis
lose all supernatural benefits from this class, though they keep any extraordinary abilities,
weapon proficiencies, etc.

Upon taking their first level as Hunters of Artemis, characters gain the spell-like ability to
summon, as a standard action, either a bow and a quiver of silver arrows, or a pair of
silver/Celestial Bronze daggers. These weapons can be summoned and dismissed at will,
and can only be wielded by the Hunter who summoned them.

Lastly, in addition to learning spells from the standard list of Ranger spells, Hunters of
Artemis can also learn spells from the Animal, Community, and Travel domains.

Legionnaire
Legionnaires advance as Fighters, except their alignment must be “any lawful”, and the
following skills become class skills: Heal, Knowledge (History), Listen, and Spot. Demigods
and demigoddesses may take levels in Legionnaire without violating the usual restrictions
on multiclassing. Legacies (distant descendants of deities) may also become Legionnaires.

Legionnaires are the main soldiers who serve in the Twelfth Legion Fulminata at Camp
Jupiter. During the days of the Roman Empire they served as heavy infantry and were
renowned for their discipline, obedience, and skill at building and fighting. Roman demigods
and Legacies start their journey from the Wolf House and travel to Camp Jupiter, located
near the Caldecott Tunnel maintenance entrance east of Berkely (a journey of about 60
miles) on their own. If they survive and are deemed worthy, they are allowed to join the
Legion as a Probatio, or new recruit. Once a Probatio has earned their “SPQR” tattoo by
either serving Camp Jupiter for a year, being claimed by their divine ancestor, or by
performing a great deed for the Twelfth Legion Fulminata, they become a full Legionnaire.

45
After five years of service and completion of one (1) quest, a Legionnaire is eligible for
promotion to Centurion rank (see below), sharing the command of their cohort with one
other Centurion.

All quests leaving Camp Jupiter must be led by a soldier of Centurion rank or higher;
questing alone is forbidden.

Prestige Classes
Centurion
Hit Die: d12

Centurions are mid-rank military leaders of the Twelfth Legion Fulminata, and are roughly
equivalent to the Head Counselors of Camp Half-Blood. Centurions are responsible for
managing their cohort, leading their troops in battle, and maintaining discipline and morale.
Demigods may take levels in Centurion without violating the usual restrictions on
multiclassing.

After ten total years of service to the Legion, a Centurion is eligible for promotion to
Senator, and thence to Praetor. At any time after completing ten years of service, a soldier
may choose to retire, at which point they are honorably discharged and may choose to live
in New Rome or anywhere in the United States (and possibly Canada).

Requirements

To qualify to become a Centurion, a character must fulfill the following criteria.

Alignment: Any lawful.

Armor Proficiency: Must be proficient with heavy armor.

Base Attack Bonus: +5.

Skills: Diplomacy 5 ranks, Intimidate 5 ranks.

Special: A centurion must serve at least five years in the Legion to qualify as a senator,
and then may graduate to Centurion, though exceptions are sometimes made for soldiers
who go above and beyond the call of duty while displaying unusual military discipline and
tactical acumen. Only two Centurions can be in office at the same time; if one is killed or
retires, a new Centurion is promoted from the existing pool of candidates.

Class Skills

The Centurion’s class skills (and the key ability for each skill) are Climb (Str), Heal (Wis),
Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points: 2 + Int modifier (x4 at 1st level).

Level Base Fort Ref Will Save Special

46
Attack Save Save
Bonus

1st +1 +1 +0 +0 Authoritative command


+1, defy danger 1

2nd +2 +1 +1 +1 Legion feat, intercept,


united defense +2

3rd +3 +2 +1 +1 Allied retribution +1

4th +4 +2 +1 +1 Improved aid +1, legion


feat

5th +5 +3 +2 +2 Defy danger 2, hold the


line

6th +6 +3 +2 +2 Authoritative command


+2, legion feat, united
defense +4

7th +7 +4 +2 +2 Allied retribution +2,


preemptive strike

8th +8 +4 +3 +3 Authoritative command


(swift), legion feat

9th +9 +5 +3 +3 Defy danger 3,


improved aid +2,
retaliate

10th +10 +5 +3 +3 Guardian of order,


united defense +6

Class Features

The following are class features of the Centurion prestige class.

Weapon and Armor Proficiency


A Centurion gains proficiency with all simple weapons and all martial weapons, and gains
proficiency with all forms of armor and shields.

Authoritative Command (Ex)


As a move action, a Centurion can issue orders to a number of allies up to half his character
level who are within 30 feet and can see, hear, and understand him. As long as at least one

47
selected ally obeys the Centurion’s orders during that round, the Centurion and each
compliant ally gain a +1 competence bonus on attack rolls, weapon damage rolls, and
saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to
obey these commands, but do not gain the bonuses if they ignore the commands. At 6th
level, this bonus increases to +2. At 8th level, a Centurion can use Authoritative Command
as a swift action.

Defy Danger (Ex)


A Centurion gains a +2 bonus on saving throws against one of the following dangers:
charms and compulsions, curses, diseases, fear, poisons, traps, or the innate magical
powers (spell-like abilities and supernatural abilities not gained from class levels) of one
creature type (and subtype, if applicable) chosen from the ranger favored enemy list. At 5th
level and again at 9th level, a Centurion gains an additional +2 bonus against a different
danger; alternatively, he can increase the bonus against a previously selected danger by 2.

Legion Feats
A Centurion gains the following bonus feats at the prescribed levels, even if he doesn’t meet
the prerequisites: 2nd level-Stand Still, 4th level-Bodyguard, 6th level-In Harm’s Way, 8th
level-Swift Aid. If he already has the feat for a given level, he can instead take any other
Combat feat whose prerequisites he meets.

Stand Still [General]


You can prevent foes from fleeing or closing.
Prerequisite: Str 13.
Benefit: When a foe’s movement out of a square you threaten grants you an attack
of opportunity, you can give up that attack and instead attempt to stop your foe in
his tracks. Make your attack of opportunity normally. If you hit your foe, he must
succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does
not actually take damage), or immediately halt as if he had used up his move actions
for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do
so only a number of times per round equal to the number of times per round you
could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in their tracks.

Bodyguard [Combat]
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to
attempt the aid another action to improve your ally’s AC. You may not use the aid
another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

In Harm’s Way [Combat]


You put yourself in danger’s path to save your allies.
Prerequisite: Bodyguard.
Benefit: While using the aid another action to improve an adjacent ally’s AC, you
can intercept a successful attack against that ally as an immediate action, taking full
damage from that attack and any associated effects (bleed, poison, etc.). A creature
cannot benefit from this feat more than once per attack.

Swift Aid [Combat]


With a quick but harmless swipe, you can aid an ally’s assault.
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.

48
Benefit: As a swift action, you can attempt the aid another action, granting your ally
either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Normal: Aid another is a standard action.

Intercept (Ex)
At 2nd level, a Centurion gains a bonus equal to half his class level on attack and “damage”
rolls when using the Stand Still feat, and adds the same amount to the DC of Tumble checks
to move through a square he threatens.

United Defense (Ex)


At 2nd level, a Centurion can select one ally as a swift action. While he is adjacent to this
ally, the Centurion takes a -1 penalty to his Armor Class and the selected ally receives a +2
dodge bonus to his Armor Class for 1 round. At 6th level and again at 10th level, the
Centurion’s AC takes an additional -1 penalty and the dodge bonus increases by an
additional 2.

Allied Retribution (Ex)


At 3rd level, if a Centurion sees a creature within 60 feet of him attack an ally or any
friendly creature, including himself, he can select that attacker as a designated adversary.
When a Centurion does this, he gains a +1 morale bonus on attack rolls and weapon
damage rolls against the designated adversary for a number of rounds equal to his class
level. A Centurion can have a number of designated adversaries up to one-third his class
level. If he already has his maximum number of designated adversaries selected, he can
end the effects of his allied retribution against one of his previously designated adversaries
and select a new one. The Centurion can reselect a creature that is already a designated
adversary if it attacks an ally or a friendly creature again, allowing him to restart the effect’s
duration. At 7th level, the morale bonus increases to +2.

Improved Aid (Ex)


At 4th level, when a Centurion successfully uses the aid another action in Combat, the
bonus on the ally’s attack roll or to its Armor Class increases by 1. At 9th level, the bonus
increases by an additional 1.

Hold the Line (Ex)


At 5th level, if a creature takes a 5-foot step out of an area both adjacent to and threatened
by a Centurion, or if a creature withdraws from that area, it provokes an attack of
opportunity from him.

Preemptive Strike (Ex)


At 7th level, a Centurion can make an attack of opportunity against a foe that moves into
any square the Centurion threatens, regardless of whether or not this movement would
normally provoke an attack of opportunity. He can use this ability against each opponent
once per day, and no more than once per round.

Retaliate (Ex)
At 9th level, once per round when a creature threatened by a Centurion attacks and hits an
ally adjacent to the Centurion, he can make an attack of opportunity against that creature.

Guardian of Order (Ex)


At 10th level, once per day as an immediate action a Centurion can reroll a single attack roll
or saving throw, or force an enemy to reroll an attack roll made against the Centurion or an
adjacent ally, after the result of the attack roll is revealed.

49
Bestiary

The Furies, from The Lightning Thief - Illustrated Edition, © 2018 John Rocco

All of the following monsters (pulled from the pages of the Dungeons & Dragons 3.5
Monster Manual, the Pathfinder Bestiary, and d20 Modern) are appropriate for Percy
Jackson/Heroes of Olympus d20 campaigns, though monsters and beings from outside
Greco-Roman mythology can be justified as well, when the situation calls for it (for
example, during a crossover with certain other Riordanverse properties?)

Obviously, some monsters will need to be modified in order to fit with established
Riordanverse canon. DM discretion is advised.

Monsters

Aranea CR 4
Bacchae/Maenads CR ½
Basilisk CR 5
Caryatid Column CR 3
Celestial Creature (template) CR +0, CR +1, CR +2

50
Centaur CR 3
Cerberoi (pups) CR 6
Cerberus (the original) CR 23
Cherub/Putto CR 2
Chimera CR 7
Clockwork Automaton (template) CR +0
Dire Ape CR 3
Dire Badger CR 2
Dire Bat CR 2
Dire Bear CR 7
Dire Boar (Erymanthian) CR 4
Dire Lion (DR 10/own claws for Nemean) CR 5
Dire Rat CR ⅓
Dire Shark CR 9
Dire Tiger CR 8
Dire Weasel/Ferret CR 2
Dire Wolf (e.g., Lupa) CR 3
Dire Wolverine CR 4
Drakon (add poison) CR 10
Drider CR 7
Dryad CR 3
Eagle, Giant (symbol of Zeus) CR 3
Empousa (5e) CR 4
Empousa (PF) CR 13 (yikes!)
Fiendish Creature (template) CR +0, CR +1, CR +2
Giant, Cyclops CR 5
Giant, Hyperborean (usually peaceful) CR 9, CR 17
Giant, Laistrygonian (add rock-throwing) CR 3
Gorgon CR 7
Gryphon CR 4
Half-Celestial (template) CR +1, CR +2, CR +3
Harpy CR 4
Hecatoncheires CR 57 (yes really)
Hellhound CR 3
Hippocampus CR 1
Hippogriff CR 2
Hydra CR 4, CR 5, CR 6
Ichthyocentaur CR 5
Katobleps CR 12
Kraken CR 12
Lamia CR 6
Lammasu (technically Mesopotamian) CR 8, CR 13
Lycanthrope (template) CR +2 to CR +6
Manticore CR 5
Medusa CR 7, CR 9
Merfolk CR ½

51
Minotaur CR 4
Minotaur CR 7
Monstrous Flytrap CR 7, CR 12
Monstrous Spider CR ¼, CR ½, CR 1, CR 2, CR 4, CR 7, CR 10
Myrmekes CR 1, CR 2
Naiad CR ½
Nymph CR 7
Ophiotaurus CR 17
Pegasus CR 3
Phoenix CR 15
Robot (Celestial Bronze, of course) CR 1/10, CR ¼
Satyr/Faun CR 2 with pipes, CR 4 without pipes
Scorpion, Monstrous CR ¼, CR ½, CR 1
Skolopendra CR 12
Sea Serpent CR 12
Siren CR 5
Skeleton (template) Depends on Hit Dice. See table.
Sphinx CR 5, CR 6, CR 7, CR 8, CR 9
Storm Spirit (Ventus/Anemoi Thuellai) CR 1, CR 3, CR 5
Stymphalian Bird CR 8
Swarm, Bat CR 2
Swarm, Centipede CR 4
Swarm, Hellwasp CR 8
Swarm, Locust CR 3
Swarm, Rat CR 2
Swarm, Spider CR 1
Typhon (use Xixecal) CR 36
Unicorn (yes, they really are Greek) CR 3
Wyrm CR 6, CR 17
Zombie (template) Depends on Hit Dice. See table.

Animals
Demigods are likely to encounter mundane animals at various points in their journeys,
either as combatants, or familiars, or subjects to command or transform into. Additionally,
various templates can be applied to mundane animals, turning them into formidable
opponents (or powerful allies).

Ape CR 2
Bat CR 1/10
Bear CR 4
Cat, Domesticated CR ¼
Cat, Great (tiger, cougar, lion, etc.) CR 4
Crocodile/Alligator CR 4
Deinonychus (hey, it could happen) CR 3
Dog CR 1
Ferret/Weasel CR ¼

52
Hawk CR 1
Horse CR 1
Monkey CR ⅙
Owl CR ¼
Rat CR ⅛
Raven CR ¼
Shark CR 1
Snake, Constrictor CR 2
Snake, Viper CR ⅓
Toad/Frog CR 1/10
Wolf CR 1

Maps
Map of Camp Half-Blood by u/Map-Enthusiast24

53
Map of Camp Jupiter by u/olhosjade

54
The Journey of the Argo II [SPOILER WARNING] by
u/theEluminator

55
A Final Prophecy

Children’s game with deadly toys,

Arrows pierce the girls and boys.

Schoolyard’s battle where love’s gone cold

Will end in spilling blood untold.

Victory’s child has never lost

Sowing sorrow pays the cost.

The scales in balance must ever be,

Swears the half-blind child who will not see.

The war to rage with terrible might;

Comes the darkness, enter night.

Without the sun-child dearly bought,

All struggle in vain, and all for naught.

A time allotted all to each,

Beyond the grave extends his reach.

An army raised, cruel death does call.

One must live, the other fall.

A final warning you should heed:

Beware his ever-present greed.

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— The Oracle of Delphi

57

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