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    +8 Special Ability,I am the Champion

    Special Ability 

    Special Ability 

    Special Ability 

    Improved Grapple

    Cross raining

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    as a standard action. o do so he must make a successulgrapple check to initiate the Choke Hold. During thechoke hold the athlete does nonlethal damage equal tohis normal grapple damage per round. In addition, the

     victim begins suffocating (see Pathfinder Core Rulebook,Environment), and continues to do so until the pin isbroken. Te athlete maintains the grapple normally while

    doing nonlethal damage during a Choke Hold.

     Athletic Evasion (Ex):  Te athlete can avoid unusualattacks with amazing agility. I she makes a successulReflex saving throw against an attack that normally dealshal damage on a successul save, she instead takes nodamage. Tis special ability cannot be perormed i theathlete is helpless. An athlete’s special training allows herto use Evasion while wearing light armor.

    Feat of Strength (Ex, Training Dependent): As a standard,an athlete can steel himsel and perorm amazing eats o

    physical power. At 1st level an athlete gains a +4 bonus onone Strength check. Tis can be a physical eat such as lifingan object, breaking down a door, or carrying multiple alliesaway rom danger. Te Feat o Strength bonus can be addedto melee damage, grapple damage, or damage rom a hurledweapon as well. A eat o strength lasts one round and canbe perormed a number o times per day equal to 3 plus theathlete’s Constitution bonus. At 6th level the athlete’s Feato Strength bonus increases to +6, at 11th level it increasesto +8, and at 16th level it increases to +10.

    Giant Killer (Ex): Opponents o up to one size categorylarger than yoursel do not gain their Special Size Modifier

    to their CMB or CMD against you while grappling.

    Improved Evasion (Ex): Te athlete’s evasion abilityimproves to the point where while she still takes nodamage on a successul Reflex save, but also only takes haldamage against such attacks on a ailed save. Prerequisite:Athletic Evasion or Evasion class ability.

    Kip up (Ex): You may stand up rom prone as a swif actionthat does not provoke an attack o opportunity.

    Leaping Attack (Ex): Off the top ropes! An athlete with

    the Leaping Attack ability can perorm devastating butpotentially dangerous shots when jumping on opponentsrom a high vantage. A leaping attack may be done with amelee weapon or with an unarmed strike i the athlete hasthe Improved Unarmed Strike eat. Te maximum heightallowable or the beginning o a Leaping Attack equalsthe athlete’s class level x 5 eet. Leaping attacks gain a +2to hit bonus. I the strike is successul the athlete hits orhis normal damage plus a bonus o 1d6 damage or every10’ o the leap’s height. In addition, the victim must makea Fort Save (DC = 10 + Damage Done) or all prone. I the

    strike ails the athlete alls prone and takes normal damagerom alling (1d6 damage per 10’ allen, with no chance tomitigate the damage with an Acrobatics check).

     Marathon Training (Ex, Training Dependent):  Someathletes push themselves past all physical norms andtrain or the ultimate endurance race: the Marathon.

    Athletes with the Marathon raining special ability canrun at a double move or ten minutes per (athlete level +Con bonus). Afer running long distances, the athlete isatigued or ten minutes or every hour she ran.

     Mat Training (Ex): Athletes learn very quickly how to fightrom a prone position. Athletes with the Mat raining specialability take no penalty on melee to hit rolls while fightingprone, and only a -2 penalty to AC against melee attacks.Tis has no effect on AC bonuses against ranged attacks. TePenalty to AC is reduced to -1 at 7th level, and zero at 14th.

    Pole Vault (Ex, Training Dependent): Pole Vaulting is theart o leaping over a tall obstacle with the aid o some kindo apparatus, usually a flexible pole. A pole vault requires aminimum o a 20 oot running start in order to perorm apole vault. Te pole should be a flexible pole light enoughto be carried easily in two hands. Te athlete makes anAcrobatics check against a difficulty o 20. I successul,he may pole vault over an obstacle 10’ high. Tis heightincreases as the athlete levels, to 15’ at 10th level, 20’ at 15thlevel, and 25’ at 20th level. Te pole must be at least as tall asthe barrier to be leapt over. Prerequisite: Strong Leaper  

    Reversal (Ex): You don’t stay pinned or long. Using the

    Reversal maneuver, an athlete with the pinned conditioncan turn the tables on his attacker. On a round where theathlete begins with the pinned condition, he may make aBluff check against his opponent (DC = opponents grappleCMD). I his check is successul he can make a grapplecheck as a swif action. I his grapple check is successul,his opponent becomes pinned, the athlete is no longerpinned, and the athlete may act normally or the rest othe round. Te athlete may perorm a reversal a number otimes equal to 3 + his Int bonus per day.

    Roll with the Hit (Ex): Tis special ability a llows the athlete

    to sacrifice part o her next action to avoid damage. Shemust declare that she is Rolling with the Hit afer beingstruck in combat. Once declared, the ull damage or thestrike is determined normally. Te athlete then makes anAcrobatics check (DC = 5 + Damage Done). I the check issuccessul then the Athlete takes only hal damage romthe attack; however, the Roll with the Hit action uses amove action during the athlete’s next turn. Te athletecan attempt to Roll with the Hit a number o times perday equal to 3 + her Dexterity bonus, and never more thanonce in a single combat round.

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    throw against the blindness effect, and woulddo 9d6 damage (+1d6 or Damage echnique,-2d6 or Blinding echnique). She could insteadchoose to apply her Force echnique and Dazzlingechnique – this Spellweaver blast would do 10d6damage in a 5’ radius (+1d6 or Damage echnique,-1d6 or Dazzling echnique), and victims would

    be allowed a saving throw against the damage andthe dazzled effect.

    echniques that change the effect radius cannot beapplied at the same time – specifically Ray echnique,Cone echnique, and Radius echnique. Some Blasterechnique combinations create redundant effects – orexample, while nothing stops you rom applying Precisionechnique and Ray echnique to a Spellweaver blast,there is no point in doing so. Blaster echnique effects areapplied concurrently, so that i a blaster uses a Spellweaverblast with Blinding echnique and Dazzling echnique, a

     victim who ailed both saves would be blinded and dazzledthe first round.

    Keep in mind that some Blaster echniques have pre-requisites (see the individual description or details).

    Barrier Technique: A use o your Spellweaver blast becomesa barrier, similar to a wall o fire. Te barrier is either a wallo eldritch energy up to 50’ long, or a ring o eldritch energywith a 15’ radius. In either orm the barrier is 15’ high andopaque. Te blaster chooses one side o the wall – thatside erupts with eldritch energy or the duration o the all,causing the blasters Spellweaver blast damage to creatures

    who move through the barrier, and 1d6 damage to creaturesper round that they are within 10’ o the damaging area.I the barrier is created in squares with creatures in themthose creatures take damage that round as i they werepassing through the barrier. An Spellweaver blast withBarrier echnique lasts or a number o rounds equal to 3 +the blaster’s Cha bonus. It subtracts 4d6 total damage whenyou apply the Barrier echnique to an Spellweaver blast.

    Blinding Technique: Your Arcane Blast explodes in animbus o mystical light. Above and beyond any and allother damage, each victim must make an additional Reflex

    save (DC = original Spell Save DC) or be blinded or oneround. Blinding echnique costs 2d6 o your Spellweaverblast damage.

    Clarion Technique:  Te blaster‘s Spellweaver blast emitsan ear-splitting sound blast. Above and beyond any andall other damage, each victim must make an additionalFortitude save (DC = Spell Save DC) or be deaened or1d4 rounds. A Spellweaver blast modified with the Clarionechnique can be heard up to a mile away. Using theClarion echnique costs 1d6 o Spellweaver blast damage.

    Cone Technique: You learn to fire your blast as a cone thatoriginates at your hands, rather than as an area effectattack with range. Te blaster can scale this technique.Te base range is 15’ at a cost o 2d6. For an additional2d6 the range is increased to 30’. At 13th level the rangeper expenditure doubles – 30’ or 2d6, and 60’ or 4d6. Teblaster can reduce the size o his cone at no penalty.

    Dazzling Technique: On top o any and all other damage,targets affected by your Spellweaver blast must make asecond saving throw or be dazzled or a number o roundsequal to your Charisma bonus. At 11th level the duration othe dazzled condition lasts an additional 5 rounds. Usingthe Dazzling technique costs 1d6 o your Spellweaver blastdamage dice.

    Devitalization Technique:  On top o any and all otherdamage, targets affected by your Spellweaver blast mustmake a second saving throw or take 1d3 ability damage.

    You choose which ability is to be affected when you choosethis technique, and the choice is permanent. You cantake this echnique multiple times; each time it affects adifferent ability. Debilitating echnique costs 4d6 o yourSpellweaver blast damage.

    Force Technique: You gain +1d6 Spellweaver blast damage.You may learn this technique up to three times, each timeadding an additional 1d6 when you apply it to your blast.

    Glamour Technique:  You can change the appearance oyour Spellweaver blast. You can give your blast nearly anyappearance, such as flames, flying skulls, a bolt o ice, or

    any other reasonable appearance. Tis technique alters thesound o your blast as well. Tis technique cannot makethe effect invisible or silent – your spellweaver blast isalways a visible and audible power effect. Many Blasterscreate a signature Glamour echnique appearance thatbecomes their trademark. Glamour echnique neverprovides a combat advantage, but clever use might trick anenemy into making a tactical mistake. Using the Glamourtechnique costs no Spellweaver blast damage dice.

    Impact Technique: In addition to any and all other damageor effects, targets may be thrown back by the orce o

    the Spellweaver blast. Te Impact echnique does a bullrush against every target that ailed its initial save. Tiseffect has a CMB o 5 + damage dealt; (Acrobatics checkDC = the Spellweaver blast SV DC). argets are pushedaway rom the center o impact i the Spellweaver blast isa burst effect, away rom the caster i the Spellweaver blastis in a Cone or Line effect. Either way targets must makean Acrobatics check (DC = Spellweaver blast SV DC) orbe knocked prone. Impact echnique costs 3d6 o yourSpellweaver blast damage.

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    Pandemonium Technique:  On top o any and all otherdamage, victims o the Spellweaver blast must make a Will28 Save (DC = Spellweaver blast DC) or be conused or 1d3rounds. Pandemonium Attack costs 6d6 o Spellweaverblast damage.

    Precision Technique: You can choose one target in the area

    o effect o your Spellweaver blast that is not affected. At10th level you can choose a number o targets equal toyour Int bonus to not be effected by your Spellweaver blast.At 15th level there is no limit to the number o targetsyou can choose to have ignored by Precision echnique.Applying the Precision echnique costs 2d6 o Spellweaverblast damage dice.

    Radius Technique: Te area o the Spellweaver blast increasesto a 10’ radius. At 9th level the area increases to 20’, and at15th level it increases to 30’. Applying the Radius echniquecosts 2d6 o Spellweaver blast damage dice.

    Range Technique: Te maximum range o your Spellweaverblast is increased to 60’. At 11th level this increases to 90’,and at 16th level this increases to 120’. Range echniquecannot be combined with Cone echnique. Applyingrange technique to an Spellweaver blast does not cost anydamage dice.

    Ray Technique: You can fire your Spellweaver blast as a rayrather than an explosive blast. Te ray is a ranged touchattack that does your Spellweaver blast damage. Te attackhas a range o 30’ + 5’ per caster level. Tere is no savingthrow against the damage o an Spellweaver blast with the

    Ray echnique, although the victim can save normallyagainst any other techniques applied to the blast. Applyingthe Ray echnique costs 2d6 Spellweaver blast damage.

    Greater Mystify:  At 5th level, the blaster’s mystiy abilityimproves. He can now create his own “spell phrases” tocast spells, effectively allowing him to choose the “magicwords” that he must speak aloud to cast his spells. Manyblasters choose to make these phrases personal, humorous,intimidating, or even paeans to their teammates or sponsors.He can completely alter the somatic components, hidingthe spell’s original gestures within extremely complicated,

    or extremely simple, gestures. In addition, while he muststill use he material components required to cast a spell(assuming he lacks the Eschew Materials eat), he need onlyhave them on his person at the time o casting, making it evenmore difficult to guess at what she is doing. At this point,individuals with arcane training take a -8 on all Spellcraf orKnowledge: (arcana) checks made to determine what spellthe Blaster is about to cast.

    Advanced Techniques (Su): At 11th level, the blaster learnshis first Advanced echnique. Tese are the truly staggering

    abilities o the Spellweaver blast, designed to cause chaos onthe battlefield. She learns new Advanced echniques as perthe above chart. Te blaster can choose to take a standardBlaster echnique in place o an Advanced echnique.

    Binding Technique:  In addition to its standard damage,each target must make a second Reflex save or be bound

    by gleaming bands o eldritch energy. Bound creaturesall prone and are incapable o movement or deendingthemselves. Bound creatures may make a CMB or EscapeArtist each round to escape (Binding CMD = damage done).Attempting an escape attempt is a ull round action. Once acreature escapes its bonds the bonds shrink to nothingnessand disappear. I victims do not escape on their own, thebonds disappear by themselves afer a number o roundsequal to the blaster’s Cha bonus. Creatures whose physicalorms cannot be bound or knocked prone, such as oozes,are not affected by this technique. Flying creatures that usephysical means to fly such as wings bound by this technique

    plummet to the ground and take alling damage as normal.Applying the Binding echnique to an Spellweaver blastcosts 5d6 o total damage.

    Dispelling Technique:  Along with any and all otherdamage, each victim o a Spellweaver blast with theDispelling echnique are also effected by a targeted dispelmagic. Using the Dispelling echnique costs 6d6 o yourtotal Spellweaver blast damage.

    Energy Technique: Te blaster chooses one o the ollowingenergy types: acid, cold, fire, lightning, sonic. He maythen choose to substitute up to hal o the dice o his

    Spellweaver blast attack to that energy type. You may takethis technique multiple times – each time you choose adifferent energy type. Energy echnique does not cost anydice o damage rom your total Spellweaver blast damage.

    Enigma Technique:  In addition to its standard damage,each target must make a Will save (Save DC = SpellSave DC). Failure means the victim loses his languageacility or a number o rounds equal to the blaster’s Chabonus. During this period victims can neither speak anylanguage, nor read or write any language. Tis disallowsspell casters to cast any spells with a verbal component,

    or use any spells rom a scroll. A break enchantment orremove curse automatically ends the effect. A Spellweaverblast modified by the Enigma echnique is considered amind-effecting effect. Applying the Enigma echnique toa Spellweaver blast costs 6d6 o blast damage.

     Mindbending Technique:  You channel the power o yourSpellweaver blast into a devastating mental attack. Tesaving throw becomes a Will save, and the damage done ispurely mental. In addition, the blaster can choose one o theollowing special effects, each o which requires a second

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    or a number o rounds equal to the blaster’s Charismabonus, or dazed or one round (effect chosen at the timeo the attack). Unless the victims are specifically shieldedagainst mental attacks, using the Mindbending echniquecircumvents normal Damage Resistance. A Spellweaverblast used with the Mindbending echnique is considereda mind-effecting effect. Te Mindbending echnique costs

    5d6 o the blaster’s total Spellweaver blast damage dice.

    Ultimate Mystify: At 13th level it becomes almostimpossible to predict the blaster’s spellcasting. She may nowuse pseudo-random or original words and phrases insteado the “magic words” normally used to cast a spell each timehe casts them. She may likewise substitute any gestures orthe standard gestures used to cast a spell. Characters take a-12 penalty on all Spellcraf or Knowledge: Arcana attempts

    to determine what spell he is casting. In addition, she cansubstitute a verbal component or a spell that normally onlyhas a somatic component, or a somatic component or aspell that only has a verbal component.

    Supreme Technique (Su):  At 20th level the blaster gainsmastery over one o the ollowing techniques that allow

    him to use his Spellweaver blast in unprecedented ways. Teblaster can substitute any Blaster echnique or AdvancedBlaster echnique or her Supreme Blaster echnique.

    Improved Energy Technique: Te blaster may now substituteas many dice as he wishes o his Spellweaver blast or one othe energy types he chose when he took Energy echnique.I he knows multiple Energy echniques he may mixthe dice o his energy blast damage any way he chooses,or example, hal fire and hal sonic. Improved Energyechnique does not cost any damage dice. Prerequisite:Energy Technique.

    Omega Force Technique: Te blaster gains +3d6 Spellweaverblast damage. Prerequisite: Force Technique.

    Retribution Technique:  his is a powerul techniquethat allows the blaster to damage many oes and escape.Te blaster’s Spellweaver blast is centered on himsel atits largest possible area. He gets a bonus o +3d6 to hisSpellweaver blast damage. In addition, the blaster canchoose to move himsel and up to six allies via dimensiondoor   to any sae location the blaster can sense. Te alliesmust be within range o the Arcane Blast to be transported.Tis technique cannot be combined with Ray echnique

    or Cone echnique. Prerequisite: Radius Technique.

    Tempest Technique:  he blaster can substitute one ohis spells or his Spellweaver blast as normal. However,the Spellweaver blast becomes a ravening tempest, like acontinuing storm o arcane energy. Tis storm fills t he areao effect and does its ull damage and effect each round toany targets in this area. All ies in the area o effect may beprotected with Precision echnique or Supreme Precisionechnique, and afer the first round they may move reely i nand out o the area unharmed by the empest Spellweaverblast. Once placed this, the Blast effect may not be moved,

    and the Blaster cannot use other Blaster echniques aslong as the empest storm rages. Te empest echniquedoes not require Concentration to maintain its effect. Teempest echnique lasts a number o rounds equal tothe Blaster’s Charisma bonus. Tis technique cannot becombined with Ray echnique or Cone echnique.

    Arcane Research

    In the world o Xcrawl, arcane spellcastersuse the same basic method to add spells totheir spellbooks as their standard Pathfindercounterparts, but the resources available tothem are different.

    o legally practice magic in the NAE youmust be a member o the Guild o Magi. Guildmembers have access to the libraries andresearch labs o the Guild. In order to learn

    new spells members o the guild can use theguild acilities. Te more difficult the spell, therarer the books and materials required or theguild research.

    Spell levels 1 through three can be researchedat any local guild chapter. Every major cityhas a chapter house where low level arcanespellcasters can do research.

    Spell levels 4-6 require that the wizard, blaster,or other guild magic user go to one o the seven

    largest guild halls or their research. Tesehalls are located in Austin, Chicago, MexicoCity, New York, San Francisco, Vancouver, andWashington DC. Tere can be a waiting list orup to a week to gain access to certain materials.

    Arcane spells o level 7-9 can only be re-searched the Guild o Magi’s private acilityin New York City.

    Will save by the victims to avoid: slow or 1 round, shaken29 or a number o rounds equal to the blaster’s Charismabonus, or dazed or one round (effect chosen at the timeo the attack). Unless the victims are specifically shieldedagainst mental attacks, using the Mindbending echniquecircumvents normal Damage Resistance. A Spellweaverblast used with the Mindbending echnique is considered

    a mind-effecting effect. Te Mindbending echnique costs5d6 o the blaster’s total Spellweaver blast damage dice.

    Ultimate Mystify: At 13th level it becomes almost impossibleto predict the blaster’s spellcasting. She may now use pseudo-random or original words and phrases instead o the “magicwords” normally used to cast a spell each time he casts them.She may likewise substitute any gestures or the standardgestures used to cast a spell. Characters take a -12 penalty on

    all Spellcraf or Knowledge: Arcana attempts to determinewhat spell he is casting. In addition, she can substitute a

     verbal component or a spell that normally only has a somaticcomponent, or a somatic component or a spell that only hasa verbal component.

    Supreme Technique (Su):  At 20th level the blaster gains

    mastery over one o the ollowing techniques that allowhim to use his Spellweaver blast in unprecedented ways. Teblaster can substitute any Blaster echnique or AdvancedBlaster echnique or her Supreme Blaster echnique.

    Improved Energy Technique: Te blaster may now substituteas many dice as he wishes o his Spellweaver blast or one othe energy types he chose when he took Energy echnique.I he knows multiple Energy echniques he may mix the diceo his energy blast damage any way he chooses, or example,hal fire and hal sonic. Improved Energy echnique doesnot cost any damage dice. Prerequisite: Energy Technique.

    Omega Force Technique: Te blaster gains +3d6 Spellweaverblast damage. Prerequisite: Force Technique.

    Retribution Technique: Tis is a powerul technique thatallows the blaster to damage many oes and escape. Teblaster’s Spellweaver blast is centered on himsel at its largestpossible area. He gets a bonus o +3d6 to his Spellweaver blastdamage. In addition, the blaster can choose to move himseland up to six allies via dimension door to any sae locationthe blaster can sense. Te allies must be within range othe Arcane Blast to be transported. Tis technique cannotbe combined with Ray echnique or Cone echnique.

    Prerequisite: Radius Technique.

    Tempest Technique:  Te blaster can substitute one o hisspells or his Spellweaver blast as normal. However, theSpellweaver blast becomes a ravening tempest, like acontinuing storm o arcane energy. Tis storm fills the areao effect and does its ull damage and effect each round toany targets in this area. Allies in the area o effect may beprotected with Precision echnique or Supreme Precisionechnique, and afer the first round they may move reely inand out o the area unharmed by the empest Spellweaverblast. Once placed this, the Blast effect may not be moved,

    and the Blaster cannot use other Blaster echniques aslong as the empest storm rages. Te empest echniquedoes not require Concentration to maintain its effect. Teempest echnique lasts a number o rounds equal tothe Blaster’s Charisma bonus. Tis technique cannot becombined with Ray echnique or Cone echnique.

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    Te Jammer’s Ki replenishes itsel afer 8 hours o rest (itneed not be continuous). I the Jammer possesses levels inanother class that grants points to a Ki pool, Jammer levelsstack with the levels o that class to determine the totalnumber o Ki points in the combined pool, but only oneability score modifier is added to the total. Te choice owhich score to use is made when the second class is gained,and once made, the choice may not be altered. Te jammercan now use points rom this pool to power the abilities o

    every class he possesses that grants a Ki Pool.

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    Zura’Ah’Zura,

    Zura’Ah’Zura

    Zura’Ah’Zura

    Zura’Ah’Zura

    Zura’Ah’Zura.

     T he Zura’Ah’Zura

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    the next level begins.

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    ability score options ....................................6

    advanced conditioning .............................23

    advanced techniques (blaster) ................. 29

    Aiia Gesilvala .........................................9, 93

    alignment ....................................................87

    alter ate ......................................................45American aristocrats (NPC class) .........115

    American commoner (NPC class) ........114

    Apollo ..........................................................89

    arcane crosshairs ............... ................. ........ 55

    arcane research...........................................30

    arcane video screen (AVS)......................122

    aristocratic titles.......................................111

    aristocrats ...........................................87, 110

    art domain ..................................................44

    athlete ..........................................................17

    athletic evasion ..........................................21

    aura ..............................................................41Bacchus .......................................................89

    backstage at the crawl .............................133

    badass ..........................................................58

    barrier technique .......................................28

    basic boxing ................................................20

    battle ............................................................35

    battle cry .....................................................58

    binding technique......................................29

    blaster ..........................................................24

    blaster techniques ......................................27

    bless offspring ............................................45

    blessing o Olympus ..................................55

    blinding technique ....................................28bonus skills ...................................................7

    born athlete ................................................55

    brawler ........................................................31

    breakroom ................................................125

    bribery .................. ................. ....... 5, 116, 127

    bring the mania ..........................................58

    bring the noise ...........................................58

    bring the thunder ......................................59

    campaign options ....................................102

    campaign variants....................................104

    can o whoop ass ........................................55

    cantrips .......................................................27

    celebrity (ame eat)...................................59

    Ceres ............................................................89

    channel energy ...........................................42

    cheap shot ...................................................20

    choke hold ..................................................20

    chosen .........................................................44

     chosen (messenger) ..................................44

    clarion technique .......................................28

    combat mastery..........................................33

    combat pool ................................................32

    combat pool acrobatics ................ ............. 55

    combat pool intimidation.........................55

    combat pool maneuver deense ............... 55

    combat pool maneuvers............................55

    combat pool reflexes .................................55

    combat rock ................................................35common magic items ................ ................ 85

    commoners ...............................................110

    conditioning ...............................................23

    cone technique ...........................................28

    contracts ...................................................146

    cross discipline ...........................................48

    cross training ..............................................23

    crossover artist ...........................................59

    crowd DC ...................................................52

    crowd avorite ............................................59

    crowd sympathy .........................................59

    Cupid ...........................................................89curator’s blessing ............... ................. ........ 44

    current ame ...............................................64

    dazzling aspect ...........................................44

    dazzling technique.....................................28

    decision domain ........................................44

    demanding coach ......................................59

    devastating attack ......................................37

    devitalization technique ...........................28

    Diana ...........................................................90

    Discordia ....................................................90

    dispelling technique ..................................29

    disqualification ................. .............. 125, 129

    disrespect ....................................................36divine intervention ....................................43

    divine presence ..........................................59

    DJ ................. ................. ............ 100, 124, 130

    DJ Hat rick .............................................133

    domains ................................................41, 44

    dragons......................................................112

    drive (skill) .................................................50

    Dumakrüm .................................................93

    dungeon design ................. ................. ......126

    dwarves .........................................................7

    earning ame points...................................97

    Ellahmina ...................................................94

    elves ...............................................................9

    Emperor ....................................................110

    endorsement ................ .................. .. 142, 149

    enduring celebrity .....................................59

    energy technique .......................................29

    enigma technique ......................................29

    entourage ....................................................60

    equipment ...................................................67

    equipment descriptions ................. ..... 67-86

    evasion ........................................................48

    exalted warrior ...........................................60

    excellent agent ............................................61

    Exoah .........................................................94

    experience point rewards .......................136

    extra cantrip ...............................................56

    extra divine intervention ..........................56extra domain power ..................................56

    extra holy acts ............................................56

    extra jammer music...................................56

    extra orison ................................................56

    ace (ame eat) ...........................................61

    ace vs. heel .................................................59

    ame .........................................................4, 97

    ame buys ....................................................99

    ame eats ....................................................57

    ame eats vs. standard eats ................ .....58

    ame modifier .............................................98

    ame point rewards ................. ................. 137ame rewards ............... .................. .. 137, 142

    ame, and death ................. ................. ......137

    ame, using ame ............... ................. ..98, 99

    an club........................................................62

    anatic Xcrawl groupie ..............................62

    ast movement (athlete) .................. .......... 19

    ast movement (specialist) ................ ........ 48

    ate domain .................................................45

    Faunus .........................................................90

    ear (jammer)  .............................................36

    earsome presence .....................................62

    eat o strength ...........................................21

    eats ..............................................................55ertility domain ..........................................45

    finesse the re..............................................62

    firearms .......................................................71

    first aid ........................................................50

    Fleeman, Will ...........................................120

    orce technique ..........................................28

    Fortuna........................................................90

    ree agent ....................................................62

    Furiae ..........................................................90

    giant killer ...................................................21

    glamour technique ....................................28

    gnomes ........................................................10gold ......................................................67, 140

    grandstanding ............................................52

    grapple damage (athlete) ....................18, 19

    gravid sense ................................................45

    great leap .....................................................48

    greater conditioning ............... ................. ..23

    greater mystiy ...........................................29

    grueling trainer ..........................................62

    guilds .........................................................112

    hal-elves .....................................................12

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    halflings .......................................................14

    hal-orcs ......................................................13

    heel ..............................................................62

    hero’s pact ...................................................44

    Herobane ................ .................. . 13, 120, 126

    history o Xcrawl .....................................119

    holy act ........................................................42

    holy blood ...................................................41Horae ...........................................................90

    hottie ...........................................................63

    humans........................................................15

    hunter’s blessing ................. ................. .......45

    I am the champion ....................................23

    i they go . . . I go! ......................................63

    illegal Xcrawl circuit................................103

    impact technique .......................................28

    improved conditioning ................. ............ 23

    improved cross discipline ............... .......... 49

    improved energy technique .....................30

    improved evasion ................................21, 48improved grapple ............... ................. .......19

    improved great leap ................. ................. .49

    improved quick pick..................................49

    improved signature spell...........................63

    improved signature strike ............... .......... 63

    improved silence discipline ............... .......49

    improved sixth sense .................................49

    improved slow all .....................................49

    improved spellweaver range ................. ....56

    improved trap radar ..................................49

    improved uncanny dodge ............... .......... 48

    in vino veritas .............................................46

    income, optional system ................. ........150inter-city travel ................ ................. ........109

    interior player.............................................56

    intimidator .................................................63

    invisibility radar .........................................49

    it’s where you’re at . . . ................ ............... 56

    Jakeo Jeweleyes...........................................94

     jammer .................. ................. ................. ....33

     jammer duo ............... .................. ............... 56

     jammer music ................................ ............ 35

    Juno .............................................................90

    Jupiter ..........................................................91

    Kaiseka ........................................................94

    Kharites .......................................................91

    ki deflection bonus ....................................37

    ki pool .........................................................37

    kip up ..........................................................21

    knowledge skills .........................................54

    leaping attack .............................................21

    legendary allure .........................................63

    let’s give ‘em a hand! ................ ................. .63

    like a ghost ..................................................49

    lionize ..........................................................36

    Lord Stableord System ................. ..........125

    loveable losers ............................................63

    magic items.........................................85, 141

    magical services .........................................85

    marathon training .....................................21

    Mars .............................................................91

    mass divine healing ...................................43

    mat training ................................................21Mercury ......................................................91

    messenger ...................................................38

    military.................. ................. .......... 103, 112

    mindbender ................................................36

    mindbending technique ...........................29

    Minerva.......................................................91

    mojo ............................................................95

    monster ame eats ....................................58

    Mora ............................................................91

    move the crowd..........................................36

    must . . . do it . . . or ans! ........................64

    mystiy.........................................................27Native Americans ....................................111

    Neptune ......................................................91

    NoGo doors ..............................................124

    non-com badges ......................................124

    non-human diversity .................. ............... 10

    non-olympic deities ................. ............43, 93

    North American Empire.........................109

    Olympic pantheon ................ ...............42, 89

    omega orce technique .................. ............ 30

    on my signal ...............................................45

    orison ..........................................................41

    otherworldly avor .....................................43

    pandemonium technique .........................28pattern ocus...............................................27

    perorm .......................................................54

    permanent ame .........................................97

    personnel changes .....................................57

    physical characteristics .............................87

    Pluto ............................................................92

    point buy option ..........................................6

    pole vault ....................................................21

    pop immortal .............................................37

    portent.........................................................44

    precision technique ...................................29

    primitive .....................................................64

    prizes ...................................................86, 141

    pro monster (NPC class) ........................117

    proession ...................................................54

    proessional (NPC class) .................. .......116

    profile ..........................................................66

    quick pick ...................................................49

    radius technique ........................................29

    rally ..............................................................64

    range technique .........................................29

    ray technique ..............................................29

    real estate ....................................................86

    reerees ............... ................. ............. 124, 131

    refined .........................................................64

    regular guy ..................................................64

    reinvention .................................................64

    religion ............... ................. ........... 4, 88, 111

    resurrection ..............................................105

    retainers ....................................................130retribution technique ................................30

    revenger ......................................................64

    reversal ........................................................21

    reweave ate ................................................45

    rock star ......................................................64

    rock a crowd ...............................................64

    roll with the hit ..........................................21

    saeguard ally..............................................43

    scramble orces ..........................................45

    sex symbol ..................................................64

    shake ‘em up ...............................................36

    shut ‘em down ............................................36sidekick .......................................................65

    signature spell ............................................65

    signature strike ................ .................. ......... 66

    silence discipline  ........................................49

    silent kill .....................................................49

    sixth sense ...................................................49

    skill mastery ...............................................22

    skills .............................................................50

    slam .............................................................22

    slayer............................................................66

    sleeper hold ................................................22

    slick ..............................................................66

    slow all .......................................................49smite ............................................................43

    sneak attack ................................................48

    Sol ................................................................92

    soldier (NPC class) ..................................118

    special ability (athlete) ..............................19

    special ability (specialist) ................. ......... 48

    specialist......................................................46

    spellweaver blast ........................................27

    spellweaver cantrip ............... ................. ....56

    sponsorship ................ ................. .... 142, 148

    spontaneous casting ..................................41

    sprint charge ...............................................22

    standard appearance ee ...........................99

    starting gold ...............................................67

    starting mojo ..............................................95

    steal thunder ...............................................66

    strategy domain .........................................45

    street knowledge ........................................35

    strong climber ............................................22

    strong leaper ...............................................22

    strong swimmer .........................................22

    stunning shot..............................................56

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    submission hold .........................................22

    substitution ...............................................132

    summersault throw ...................................22

    summon legendary weapon .....................43

    summon weapon .......................................43

    supreme blaster technique ................ ........ 30

    supreme conditioning ................. .............. 23

    surrender ..................................................125survival domain .........................................45

    survivor’s grace ..........................................45

    table top player ............... ................. ........... 66

    tackle ...........................................................22

    tactics ..........................................................53

    tasked ..........................................................41

    technology ................................................112

    television ................ .................. ........ 106, 122

    tempest technique .....................................30

    terrorize ......................................................36

    the games ......................................................4

    the one they love to hate ................ ........... 66

    the zone .......................................................23

    throw ...........................................................22

    touch o determination ................ ............. 44

    tough wrestler ............................................22

    training (athlete) ........................................19

    trap radar ....................................................49

    trap sense ....................................................49

    trapfinding ..................................................48treasure by challenge rating ................... 140

    rivia ...........................................................92

    two-fisted healing ......................................56

    ultimate mystiy .........................................30

    upstage ........................................................66

    Venus ...........................................................92

    Vesta ............................................................92

    Vulcan .........................................................92

    Wankan anka .............................. ............. 94

    Warsong .................. ................. ...........12, 119

    weave ...........................................................22

    west coast strut ...........................................66

    what actor? .................................................87

    win conditions .........................................125

    wine .............................................................46

    wine domain...............................................46

    wine’s delirium ...........................................46

    wrath o the deity .......................................44

    xcrawl divisions .......................................121

    xcrawl ans ................................................123xcrawl rules ..............................................129

    xcrawl special .............................................57

    zen athlete ...................................................57

    Zimble .................................................12, 119

    zone brute ...................................................57

    zone leap .....................................................57

    zone sprint ..................................................57

    zone tactician .............................................57

    zone terror ..................................................57

    Zura’Ah’Zura .. ................. .................. ........113

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    Center Content

    All of these – and much,

    much more – can be yours...

    if you survive.

    Of course, you are going to have to kill the monsters to get the treasure, and you

    aren’t the crowd favorite today, and the

    cameras are very unforgiving. But there are

    no second takes, and if you die... YOU DIE!

    Fabulous prizes! Cars, wealth, and

    a year’s supply of furniture wax!