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How to Brawl

How to Brawl Being non-lethal disputes by definition, Brancalonian brawls are regulated by simple rules that replace the typical cycle of combat. A brawl basically works like combat, but introduces significant differences regarding the actions you can take each turn, and how hit points, damage, and movement are calculated. Note: During a brawl, you cannot use class abilities (such as Class Spells, Extra Attacks, etc.), but you are allowed to take advantage of passive features (such as Una

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Basic Combat Maneuvers

Basic Combat Maneuvers Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic combat maneuvers are presented below. These can be used to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects. A basic combat maneuver sometimes forces a target to make a saving th

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Placing Prophesies

Placing Prophesies In the Bounty Kingdom taking bets is often forbidden, and those who do so risk pillory and imprisonment. To overcome this minor setback, the Knaves of Penumbria have come up with a solution that has spread through the Kingdom like wildfire. They don’t take bets: they make prophecies. Placing prophecies is an optional way for Knaves to scrape together a few extra coins during a job. A prophecy is a prediction of something that will happen either before evening or on t

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Weapons

Weapons Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if a

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Miscellaneous Gear

Miscellaneous Gear The many essentials that make adventuring into the unknown possible: Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane aci

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Survival Gear

Survival Gear Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys: Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain. Blanket. Provides warmth while resting in cold environments.  Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbi

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Pets

Pets While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your band's new furry (or scaly/feathery) friend. Common PetsBat 5 gp Boar 5 gp Camel 50 gp Cat 5 sp Crab 5 gp Draft horse 50 gp Eagle 50 gp Frog 2 gp Goat 3 gp Hawk 25 gp Lizard 1 gp Mastiff 25 gp Mule 8 gp Owl 10 gp Pony 30 gp Rat 1 sp Raven 30 gp

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Tools

Tools Many trades and crafts require special tools or sets of tools needed to do things like to pick a lock, paint a portrait, or brew a potion. Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them. Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be a

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Vehicles

Vehicles From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles. All vehicles have the following properties: Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.  Size and Armor Class: Ju

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Containers

Containers Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. Table: Containers has the most common types of containers, though it's typical for many knaves to get by with just a backpack and a waterskin. Table: Containers Container Capacity Cost Weight

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Mounts

Mounts From the mighty warhorse to the humble pack mule, mounts can be an integral part of your battle plan or simply a way to carry your excess gear. This section concerns the cost, upkeep, and carrying utility of your mounts. In order to be used as a mount, a creature must be at least one size category larger than you, and must have an Intelligence score of 4 or lower. You may be able to convince creatures with a higher Intelligence score to let you ride them, but they are considered in

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Spellcasting Foci

Spellcasting Foci Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories: Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often us

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Poisons

Poisons While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists. Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons. Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency

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Concoctions

Concoctions The people of the Kingdom love to prepare and consume spirits, tinctures, tonics, and concoctions of all sorts, especially if they are illegal and made with makeshift tools: from herbalist friars dedicating entire dormitories to the most sophisticated and careful preparation, to mountaineers cooking the typical Hair of the Dog in rough stables, next to the donkey shelters. In any case, all concoctions' unique formulas guarantee them excellent additional properties that other liqueu

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Shields

Shields Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. Table: Shields Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium

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Armor

Armor The durability of your armor is a combination of the style of armor and its materials. Less durable materials like cloth and leather are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily but require more physical strength to wear and cost more coin. The different styles of armor are outlined below. When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws 

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Medicinals

Medicinals Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists. Drinking or administering a potion or remedy takes an action.  Knack dice granted by the use of medicine can only be gained from that type of medicine once between long rests. Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain a knack die on Constitut

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Counterfeit

Counterfeit The Kingdom is well-known for its counterfeit goods: forged documents and fake coins are almost more popular than real ones, bogus relics and works of art have entirely dedicated retail and wholesale markets, the capital of Alazia itself, Port Patacca, takes its name from the rip-offs served up to naive travelers, and any object or service that appears in the game can be counterfeit. Counterfeit equipment has 3 key features: It always seems very convenient: In fact, a

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Fine and Masterwork

Fine and Masterwork Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality. Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become magical junk of up to uncommon rarity, and a masterwork item can become magical junk of up to any rarity. A fine ite

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Lifestyle Expenses

Lifestyle Expenses Living costs money, and when not out delving dungeons or exploring Knaves still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail. While all food and lodging provide the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by

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Trading

Trading While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to ba

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Money

Money There are many currencies, ancient coins, chicken feed, and items of exchange circulating up and down the Kingdom’s cart tracks. A gold piece is the average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer. They are commonly called "aureos" or "big pieces". A silver piece is half a day’s wages for an unskilled laborer. The most important and common exchanges are made in silver coins, and each region of the Kingdom has its own mint. In the Kingdom of the

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Maintenance

Maintenance Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished. However, Knaves frequently encounter unusual events that are exceptionally hard on gear that may require a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required t

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Customizing Armaments

Customizing Armaments As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear. Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an a

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Materials

Materials The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. Material Description Weight Cost Properties Repairability Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as

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