You can fill your inventory slots with 'Prep'. This represents binding your pack, muffling your shoes, and other such preparations to improve your stealth ability.
You can have up to L slots of Prep at the start of each day.
Erase a slot of Prep for one of the following effects:
- Reroll a save made to avoid detection
- Automatically hit with an attack made from stealth
- Double your number of damage dice on an attack made from stealth
You can use totems, which are items linked to a particular animal.
Each totem allows you to transform into that animal once per day for Lx10 minutes. When transformed, you gain the appearance and abilities of the animal, and can communicate with other animals of the same type, but your ability scores and hit points are unchanged.
You can carry up to L totems at a time.
Do a favour for an animal and it will give you its skin totem.
Kill an animal yourself and you can use its organs to create a blood totem. When transformed with a blood totem, animals of the same type hate and fear you.
You can create Bonds with your allies by carrying items that they have given you.
Any item can be associated with a Bond as long as it was given to you as a gift. You can only have one Bond per ally.
You can carry up to L Bond items at any time.
Once per Bond per day, you can grant that ally one of the following advantages:
- An extra action during a combat roundUsing a Bond is a free action and can be done outside of your normal turn order.
- 1d6+1 temporary hit points
- Reroll a morale check or a saving throw against mental effects
You can engrave runes on your items to improve them.
You can carry up to L engraved items at a time.
Items cannot be engraved with more than one rune.
You know the following runes:
Uruz: engrave on armour for +1 AC
Thurisaz: engrave on a weapon for +1 attack and damage
Fehu: engrave on a tool to gain advantage when using the tool for its purpose
Algiz: the item will not break except under extreme circumstances
Naudiz: the item is always to hand and can be used without awkwardness
Tiwaz: the item can affect intangible objects and creatures.
You can carry solvents - powerful potion bases that are too dangerous for other characters to handle. You can carry up to L solvents. You can make more solvents in town for 10cp each.
You can dissolve any number of items into a solvent to create a potion.
- The first item confers its primary function upon the potion.
- Adding more items improves the potion's efficacy. By default, the potion is about as useful as the item that was dissolved. As a rule of thumb, 100cp or 1HD of fresh monster parts is enough to improve the potion by one 'step'.
- The Alchemist can choose whether to make the potion as a tonic (effective when drunk) or a grenadoe (effective when thrown).
Mixing a potion takes 10 minutes. The duration of tonics is 10xL minutes and the splash area of grenadoes is 10'.
Example: Annie the Alchemist dissolves a 10' pole into her solvent. The DM rules that the pole's primary function is "to prod", so the potion grants the imbiber the power to stretch their fingers up to 10' long. Annie adds 100cp of treasure and the guts of a 1HD monster to get two improvements. She asks to make the "prodding" telepathic and to make it stronger so it can knock enemies down.
If Annie had made a grenadoe instead, she would have a prod-bomb that prods everyone in range of its explosion.
You can use reliquaries - holy items that contain body parts or personal effects from saints. You can carry up to L reliquaries at a time.
You can pray to your god for a miracle. A miracle has one of the following effects:
- Heal 1d6+1 hpAfter a miracle, roll d20 + the number of reliquaries you carry. On a 15 or less, your god finds you unworthy and will send no more miracles until you make a burnt offering: Lx100cp worth of food, or L hit dice of monsters.
- Reroll any one die rolled by another character
- Terrify L+1 hit dice of undead
- Negate a spell as it is cast
- Dispel an enchantment for Lx10 minutes
You can acquire reliquaries from senior members of your faith. You can also create a reliquary from the corpse of a character who displayed holy virtue in life.