Maximum XCrawl Core Rulebook (PF)
Maximum XCrawl Core Rulebook (PF)
Center Title
Core Rule Book
Brendan j. Lasalle
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Improved Grapple
18 Special Ability
Cross Training
Special Ability
Special Ability
+8 Special Ability,
I am the Champion
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use special abilities so listed until he can get back into his Toughness, Xcrawl Special, Zen Athlete, Zone Brute, Zone
training routine and recover his bonus. Leap, Zone Sprint, Zone Tactician, Zone Terror.
Basic Boxing (Ex): Many athletes work on improving their Cheap Shot (Ex): Is the Ref looking? While grappling the
Xcrawl prowess by studying the sweet science. Athletes with athlete can make a Cheap Shot against her opponent. The
the Basic Boxing special ability have their unarmed hand- athlete can make a successful Cheap Shot attack a number
to-hand damage increased to 1d6. The damage increases of times per day equal to 3 + his Int bonus. The athlete must
to 2d6 at 8th level and 3d6 at 15th. Prerequisite: Improved make a successful Combat Maneuver check, as normal, to
Unarmed Strike. do damage as part of the grapple. If the attack is successful it
does the athlete’s normal grappling damage, but in addition
Bonus Feat: An athlete may take one of the following feats the victim must make a Fort save (DC = 10 + damage done).
in place of a Special Ability, provided he has any necessary Non-humanoid opponents receive a +4 bonus to this saving
prerequisites: Acrobatic, Acrobatic Steps, Agile Maneuvers, throw. Failure means the opponent is stunned for 1 round.
Athletic, Born Athlete, Can of Whoop Ass, Combat The number of rounds the victim is stunned for increases to
Expertise, Combat Reflexes, Diehard, Dodge, Endurance, 2 at 10th level and 3 at 15th level. Creatures that are immune
Great Fortitude, Greater Bull Rush, Greater Disarm, to critical hits are immune to being stunned by a Cheap Shot.
Greater Feint, Greater Grapple, Improved Bull Rush,
Improved Disarm, Improved Feint, Improved initiative, Choke Hold (Ex): A grappling Athlete that has an
Improved Trip, Improved Unarmed Strike, Lightning opponent pinned can apply a choke hold. When an athlete
Reflexes, Martial Weapon Proficiency, Nimble Moves, Run, successfully pins an opponent, he can begin a Choke Hold
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as a standard action. To do so he must make a successful strike fails the athlete falls prone and takes normal damage
grapple check to initiate the Choke Hold. During the from falling (1d6 damage per 10’ fallen, with no chance to
choke hold the athlete does nonlethal damage equal to mitigate the damage with an Acrobatics check).
his normal grapple damage per round. In addition, the
victim begins suffocating (see Pathfinder Core Rulebook, Marathon Training (Ex, Training Dependent): Some
Environment), and continues to do so until the pin is athletes push themselves past all physical norms and
broken. The athlete maintains the grapple normally while train for the ultimate endurance race: the Marathon.
doing nonlethal damage during a Choke Hold. Athletes with the Marathon Training special ability can
run at a double move for ten minutes per (athlete level +
Athletic Evasion (Ex): The athlete can avoid unusual Con bonus). After running long distances, the athlete is
attacks with amazing agility. If she makes a successful fatigued for ten minutes for every hour she ran.
Reflex saving throw against an attack that normally deals
half damage on a successful save, she instead takes no Mat Training (Ex): Athletes learn very quickly how to fight
damage. This special ability cannot be performed if the from a prone position. Athletes with the Mat Training special
athlete is helpless. An athlete’s special training allows her ability take no penalty on melee to hit rolls while fighting
to use Evasion while wearing light armor. prone, and only a -2 penalty to AC against melee attacks.
This has no effect on AC bonuses against ranged attacks. The
Feat of Strength (Ex, Training Dependent): As a standard, Penalty to AC is reduced to -1 at 7th level, and zero at 14th.
an athlete can steel himself and perform amazing feats of
physical power. At 1st level an athlete gains a +4 bonus on Pole Vault (Ex, Training Dependent): Pole Vaulting is the
one Strength check. This can be a physical feat such as lifting art of leaping over a tall obstacle with the aid of some kind
an object, breaking down a door, or carrying multiple allies of apparatus, usually a flexible pole. A pole vault requires a
away from danger. The Feat of Strength bonus can be added minimum of a 20 foot running start in order to perform a
to melee damage, grapple damage, or damage from a hurled pole vault. The pole should be a flexible pole light enough
weapon as well. A feat of strength lasts one round and can to be carried easily in two hands. The athlete makes an 21
be performed a number of times per day equal to 3 plus the Acrobatics check against a difficulty of 20. If successful,
athlete’s Constitution bonus. At 6th level the athlete’s Feat he may pole vault over an obstacle 10’ high. This height
of Strength bonus increases to +6, at 11th level it increases increases as the athlete levels, to 15’ at 10th level, 20’ at 15th
to +8, and at 16th level it increases to +10. level, and 25’ at 20th level. The pole must be at least as tall as
the barrier to be leapt over. Prerequisite: Strong Leaper
Giant Killer (Ex): Opponents of up to one size category
larger than yourself do not gain their Special Size Modifier Reversal (Ex): You don’t stay pinned for long. Using the
to their CMB or CMD against you while grappling. Reversal maneuver, an athlete with the pinned condition
can turn the tables on his attacker. On a round where the
Improved Evasion (Ex): The athlete’s evasion ability athlete begins with the pinned condition, he may make a
improves to the point where while she still takes no Bluff check against his opponent (DC = opponents grapple
damage on a successful Reflex save, but also only takes half CMD). If his check is successful he can make a grapple
damage against such attacks on a failed save. Prerequisite: check as a swift action. If his grapple check is successful,
Athletic Evasion or Evasion class ability. his opponent becomes pinned, the athlete is no longer
pinned, and the athlete may act normally for the rest of
Kip up (Ex): You may stand up from prone as a swift action the round. The athlete may perform a reversal a number of
that does not provoke an attack of opportunity. times equal to 3 + his Int bonus per day.
Leaping Attack (Ex): Off the top ropes! An athlete with Roll with the Hit (Ex): This special ability allows the athlete
the Leaping Attack ability can perform devastating but to sacrifice part of her next action to avoid damage. She
potentially dangerous shots when jumping on opponents must declare that she is Rolling with the Hit after being
from a high vantage. A leaping attack may be done with a struck in combat. Once declared, the full damage for the
melee weapon or with an unarmed strike if the athlete has strike is determined normally. The athlete then makes an
the Improved Unarmed Strike feat. The maximum height Acrobatics check (DC = 5 + Damage Done). If the check is
allowable for the beginning of a Leaping Attack equals successful then the Athlete takes only half damage from
the athlete’s class level x 5 feet. Leaping attacks gain a +2 the attack; however, the Roll with the Hit action uses a
to hit bonus. If the strike is successful the athlete hits for move action during the athlete’s next turn. The athlete
his normal damage plus a bonus of 1d6 damage for every can attempt to Roll with the Hit a number of times per
10’ of the leap’s height. In addition, the victim must make day equal to 3 + her Dexterity bonus, and never more than
a Fort Save (DC = 10 + Damage Done) or fall prone. If the once in a single combat round.
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generally retain the ancient prejudices against spellweaving, cast when she studies his spell book. Any time a blaster
seeing it as coarse and unrefined. wishes to change the spells in her repertoire of Spells
Known she must study her spellbook for a number of hours
guild Status equal to (1/2 the total spell levels, added together, of all the
Blasters must train with the Guild of Magi and be a part spells changed in Spells Known, e.g., if changing a 6th and
of the Adventure’s Guild in order to actually participate in 3rd level spell, 4½ hours). These hours don’t necessarily
Xcrawl events. need to be consecutive – indeed it can take days for a high
level blaster to completely change her spell repertoire.
multiclassed Blasters
The Blaster class dovetails nicely with the Specialist, both Blaster spells are drawn from the Sorcerer/Wizard spell
focusing on nimbleness and hand-eye coordination. Blaster- list. Starting blasters have a number of spells in their
Brawlers are rare but not unheard of. spellbook equal to twice the number of spells they can
cast per day. She also begins with all the standard arcane
Class features cantrips. She can add spells to her book through normal
Weapon and Armor Proficiency: Blasters are proficient with arcane research, which is a slightly different process in the
all simple weapons, plus one light melee weapon martial world of Xcrawl (see Arcane Research p. 30).
weapon, chosen at the time they take their first level of blaster.
Once chosen, this weapon cannot be changed. Their chosen A blaster can change the spells in her repertoire as often
martial weapon is a special focus of their training, and they as she likes by studying her spellbook, but studying
gain an attack bonus with that one weapon: +1 at levels 1–5, her spellbook has no effect on how many times per day she
+2 at levels 6–10, +3 at levels 11-15, and +4 at levels 16-20. They can cast her spells.
are not proficient with any type of armor or shield. As with
most arcane spellcasters, the blaster’s ability to cast spells are Blasters gain bonus spells per day for a high Charisma score.
hampered by wearing armor.
A blaster’s spell casting ability is based on force of
Spells: A blaster casts arcane spells chosen from the personality, arcane intuition, strength of will, and carefully
Sorcerer/Wizard spell list. Blasters maintain and study honed physical technique. Each day a blaster must rest for a
a spell book like wizards, and must choose their spells full eight hours (not necessarily consecutive) and practice
ahead of time. However, the process of study and selection for a full hour in order to refresh the amount of times they
is different in the blaster school. A blaster can know any can cast their spells. This practice consists of exercising the
number of spells, but chooses the spells she can currently mind, body, and voice.
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throw against the blindness effect, and would Cone Technique: You learn to fire your blast as a cone that
do 9d6 damage (+1d6 for Damage Technique, originates at your hands, rather than as an area effect
-2d6 for Blinding Technique). She could instead attack with range. The blaster can scale this technique.
choose to apply her Force Technique and Dazzling The base range is 15’ at a cost of 2d6. For an additional
Technique – this Spellweaver blast would do 10d6 2d6 the range is increased to 30’. At 13th level the range
damage in a 5’ radius (+1d6 for Damage Technique, per expenditure doubles – 30’ for 2d6, and 60’ for 4d6. The
-1d6 for Dazzling Technique), and victims would blaster can reduce the size of his cone at no penalty.
be allowed a saving throw against the damage and
the dazzled effect. Dazzling Technique: On top of any and all other damage,
targets affected by your Spellweaver blast must make a
Techniques that change the effect radius cannot be second saving throw or be dazzled for a number of rounds
applied at the same time – specifically Ray Technique, equal to your Charisma bonus. At 11th level the duration of
Cone Technique, and Radius Technique. Some Blaster the dazzled condition lasts an additional 5 rounds. Using
Technique combinations create redundant effects – for the Dazzling technique costs 1d6 of your Spellweaver blast
example, while nothing stops you from applying Precision damage dice.
Technique and Ray Technique to a Spellweaver blast,
there is no point in doing so. Blaster Technique effects are Devitalization Technique: On top of any and all other
applied concurrently, so that if a blaster uses a Spellweaver damage, targets affected by your Spellweaver blast must
blast with Blinding Technique and Dazzling Technique, a make a second saving throw or take 1d3 ability damage.
victim who failed both saves would be blinded and dazzled You choose which ability is to be affected when you choose
the first round. this technique, and the choice is permanent. You can
take this Technique multiple times; each time it affects a
Keep in mind that some Blaster Techniques have pre- different ability. Debilitating Technique costs 4d6 of your
requisites (see the individual description for details). Spellweaver blast damage.
Barrier Technique: A use of your Spellweaver blast becomes Force Technique: You gain +1d6 Spellweaver blast damage.
a barrier, similar to a wall of fire. The barrier is either a wall You may learn this technique up to three times, each time
of eldritch energy up to 50’ long, or a ring of eldritch energy adding an additional 1d6 when you apply it to your blast.
with a 15’ radius. In either form the barrier is 15’ high and
opaque. The blaster chooses one side of the wall – that Glamour Technique: You can change the appearance of
side erupts with eldritch energy for the duration of the all, your Spellweaver blast. You can give your blast nearly any
28 causing the blasters Spellweaver blast damage to creatures appearance, such as flames, flying skulls, a bolt of ice, or
who move through the barrier, and 1d6 damage to creatures any other reasonable appearance. This technique alters the
per round that they are within 10’ of the damaging area. sound of your blast as well. This technique cannot make
If the barrier is created in squares with creatures in them the effect invisible or silent – your spellweaver blast is
those creatures take damage that round as if they were always a visible and audible power effect. Many Blasters
passing through the barrier. An Spellweaver blast with create a signature Glamour Technique appearance that
Barrier Technique lasts for a number of rounds equal to 3 + becomes their trademark. Glamour Technique never
the blaster’s Cha bonus. It subtracts 4d6 total damage when provides a combat advantage, but clever use might trick an
you apply the Barrier Technique to an Spellweaver blast. enemy into making a tactical mistake. Using the Glamour
technique costs no Spellweaver blast damage dice.
Blinding Technique: Your Arcane Blast explodes in a
nimbus of mystical light. Above and beyond any and all Impact Technique: In addition to any and all other damage
other damage, each victim must make an additional Reflex or effects, targets may be thrown back by the force of
save (DC = original Spell Save DC) or be blinded for one the Spellweaver blast. The Impact Technique does a bull
round. Blinding Technique costs 2d6 of your Spellweaver rush against every target that failed its initial save. This
blast damage. effect has a CMB of 5 + damage dealt; (Acrobatics check
DC = the Spellweaver blast SV DC). Targets are pushed
Clarion Technique: The blaster‘s Spellweaver blast emits away from the center of impact if the Spellweaver blast is
an ear-splitting sound blast. Above and beyond any and a burst effect, away from the caster if the Spellweaver blast
all other damage, each victim must make an additional is in a Cone or Line effect. Either way targets must make
Fortitude save (DC = Spell Save DC) or be deafened for an Acrobatics check (DC = Spellweaver blast SV DC) or
1d4 rounds. A Spellweaver blast modified with the Clarion be knocked prone. Impact Technique costs 3d6 of your
Technique can be heard up to a mile away. Using the Spellweaver blast damage.
Clarion Technique costs 1d6 of Spellweaver blast damage.
Pandemonium Technique: On top of any and all other abilities of the Spellweaver blast, designed to cause chaos on
damage, victims of the Spellweaver blast must make a Will the battlefield. She learns new Advanced Techniques as per
28 Save (DC = Spellweaver blast DC) or be confused for 1d3 the above chart. The blaster can choose to take a standard
rounds. Pandemonium Attack costs 6d6 of Spellweaver Blaster Technique in place of an Advanced Technique.
blast damage.
Binding Technique: In addition to its standard damage,
Precision Technique: You can choose one target in the area each target must make a second Reflex save or be bound
of effect of your Spellweaver blast that is not affected. At by gleaming bands of eldritch energy. Bound creatures
10th level you can choose a number of targets equal to fall prone and are incapable of movement or defending
your Int bonus to not be effected by your Spellweaver blast. themselves. Bound creatures may make a CMB or Escape
At 15th level there is no limit to the number of targets Artist each round to escape (Binding CMD = damage done).
you can choose to have ignored by Precision Technique. Attempting an escape attempt is a full round action. Once a
Applying the Precision Technique costs 2d6 of Spellweaver creature escapes its bonds the bonds shrink to nothingness
blast damage dice. and disappear. If victims do not escape on their own, the
bonds disappear by themselves after a number of rounds
Radius Technique: The area of the Spellweaver blast increases equal to the blaster’s Cha bonus. Creatures whose physical
to a 10’ radius. At 9th level the area increases to 20’, and at forms cannot be bound or knocked prone, such as oozes,
15th level it increases to 30’. Applying the Radius Technique are not affected by this technique. Flying creatures that use
costs 2d6 of Spellweaver blast damage dice. physical means to fly such as wings bound by this technique
plummet to the ground and take falling damage as normal.
Range Technique: The maximum range of your Spellweaver Applying the Binding Technique to an Spellweaver blast
blast is increased to 60’. At 11th level this increases to 90’, costs 5d6 of total damage.
and at 16th level this increases to 120’. Range Technique
cannot be combined with Cone Technique. Applying Dispelling Technique: Along with any and all other
range technique to an Spellweaver blast does not cost any damage, each victim of a Spellweaver blast with the 29
damage dice. Dispelling Technique are also effected by a targeted dispel
magic. Using the Dispelling Technique costs 6d6 of your
Ray Technique: You can fire your Spellweaver blast as a ray total Spellweaver blast damage.
rather than an explosive blast. The ray is a ranged touch
attack that does your Spellweaver blast damage. The attack Energy Technique: The blaster chooses one of the following
has a range of 30’ + 5’ per caster level. There is no saving energy types: acid, cold, fire, lightning, sonic. He may
throw against the damage of an Spellweaver blast with the then choose to substitute up to half of the dice of his
Ray Technique, although the victim can save normally Spellweaver blast attack to that energy type. You may take
against any other techniques applied to the blast. Applying this technique multiple times – each time you choose a
the Ray Technique costs 2d6 Spellweaver blast damage. different energy type. Energy Technique does not cost any
dice of damage from your total Spellweaver blast damage.
Greater Mystify: At 5th level, the blaster’s mystify ability
improves. He can now create his own “spell phrases” to Enigma Technique: In addition to its standard damage,
cast spells, effectively allowing him to choose the “magic each target must make a Will save (Save DC = Spell
words” that he must speak aloud to cast his spells. Many Save DC). Failure means the victim loses his language
blasters choose to make these phrases personal, humorous, facility for a number of rounds equal to the blaster’s Cha
intimidating, or even paeans to their teammates or sponsors. bonus. During this period victims can neither speak any
He can completely alter the somatic components, hiding language, nor read or write any language. This disallows
the spell’s original gestures within extremely complicated, spell casters to cast any spells with a verbal component,
or extremely simple, gestures. In addition, while he must or use any spells from a scroll. A break enchantment or
still use he material components required to cast a spell remove curse automatically ends the effect. A Spellweaver
(assuming he lacks the Eschew Materials feat), he need only blast modified by the Enigma Technique is considered a
have them on his person at the time of casting, making it even mind-effecting effect. Applying the Enigma Technique to
more difficult to guess at what she is doing. At this point, a Spellweaver blast costs 6d6 of blast damage.
individuals with arcane training take a -8 on all Spellcraft or
Knowledge: (arcana) checks made to determine what spell Mindbending Technique: You channel the power of your
the Blaster is about to cast. Spellweaver blast into a devastating mental attack. The
saving throw becomes a Will save, and the damage done is
Advanced Techniques (Su): At 11th level, the blaster learns purely mental. In addition, the blaster can choose one of the
his first Advanced Technique. These are the truly staggering following special effects, each of which requires a second
for
Willa save
number
by theofvictims
roundstoequal
avoid:toslow
the for
blaster’s
1 round, Charisma
shaken to
all determine
Spellcraft orwhatKnowledge:
spell he isArcana
casting.attempts
In addition,
to determine
she can
bonus,
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equal(effect
to thechosen
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is casting.
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that
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of
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are specifically
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or anormally
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mental Unless
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shielded spell
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or has
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circumvents
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attacks,Damage
using the Resistance.
Mindbending A Spellweaver
Technique a verbal component.
blast
circumvents
used with normal
the Mindbending
Damage Resistance.
TechniqueAisSpellweaver
considered Supreme Technique (Su): At 20th level the blaster gains
ablast
mind-effecting
used with the effect.
Mindbending
The Mindbending
Technique Technique
is considered
costs Supremeover
mastery Technique
one of (Su):
the following
At 20th level
techniques
the blaster
that allow
gains
5d6
a mind-effecting
of the blaster’seffect.
total Spellweaver
The Mindbendingblast damage
Techniquedice.costs him
mastery
to useover
his Spellweaver
one of the following
blast in unprecedented
techniques that ways.allow
The
5d6 of the blaster’s total Spellweaver blast damage dice. blaster
him to usecanhis
substitute
Spellweaverany blast
Blaster
in unprecedented
Technique or Advanced
ways. The
Ultimate Mystify: At 13th level it becomes almost Blaster
blaster Technique
can substitutefor her
anySupreme
Blaster Technique
Blaster Technique.
or Advanced
Ultimate Mystify:
impossible to predictAt the
13thblaster’s
level it becomes
spellcasting.
almost
Sheimpossible
may now Blaster Technique for her Supreme Blaster Technique.
use
to predict
pseudo-random
the blaster’sorspellcasting.
original words
She may
andnowphrases
use pseudo-
instead Improved Energy Technique: The blaster may now substitute
of
random
the “magic
or original
words”wordsnormally
and phrases
used to instead
cast a spell
of the
each“magic
time Improved
as many dice Energy
as heTechnique:
wishes of hisTheSpellweaver
blaster may blast
now substitute
for one of
he
words”
castsnormally
them. She used
may tolikewise
cast a spell
substitute
each time any
hegestures
casts them.
for as many
the energydice as he
types hewishes of his he
chose when Spellweaver
took Energy blastTechnique.
for one of
the
She standard
may likewise
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he chose Energy
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may mix
-12
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attemptson the
If hedice
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damage any he may
way mix
he chooses,
the dice
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example,
energy blast
half damage
fire andany half
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he chooses,
Improved
for example,
Energy
Technique
half fire anddoeshalfnot
sonic.
costImproved
any damageEnergy dice. Prerequisite:
Technique does
Energy
not costTechnique.
any damage dice. Prerequisite: Energy Technique.
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You diligently train in the art of scaring the crap out of opponents.
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Zura’Ah’Zura
Zura’Ah’Zura
Zura’Ah’Zura
The Zura’Ah’Zura
Zura’Ah’Zura,
Zura’Ah’Zura.
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the next level begins.
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ability score options..................................... 6 combat pool acrobatics..............................55 exalted warrior............................................60
advanced conditioning..............................23 combat pool intimidation.........................55 excellent agent.............................................61
advanced techniques (blaster)..................29 combat pool maneuver defense................55 Exofah..........................................................94
Aiia Gesilvala..........................................9, 93 combat pool maneuvers............................55 experience point rewards........................136
alignment.....................................................87 combat pool reflexes..................................55 extra cantrip................................................56
alter fate.......................................................45 combat rock.................................................35 extra divine intervention...........................56
American aristocrats (NPC class)..........115 common magic items.................................85 extra domain power...................................56
American commoner (NPC class).........114 commoners................................................110 extra holy acts.............................................56
Apollo...........................................................89 conditioning................................................23 extra jammer music....................................56
arcane crosshairs.........................................55 cone technique............................................28 extra orison.................................................56
arcane research...........................................30 contracts....................................................146 face (fame feat)............................................61
arcane video screen (AVS).......................122 cross discipline............................................48 face vs. heel..................................................59
aristocratic titles.......................................111 cross training...............................................23 fame..........................................................4, 97
aristocrats............................................87, 110 crossover artist............................................59 fame buys.....................................................99
art domain...................................................44 crowd DC....................................................52 fame feats.....................................................57
athlete...........................................................17 crowd favorite.............................................59 fame feats vs. standard feats......................58
athletic evasion...........................................21 crowd sympathy..........................................59 fame modifier..............................................98
aura...............................................................41 Cupid............................................................89 fame point rewards...................................137
Bacchus........................................................89 curator’s blessing.........................................44 fame rewards.................................... 137, 142
backstage at the crawl..............................133 current fame................................................64 fame, and death.........................................137
badass...........................................................58 dazzling aspect............................................44 fame, using fame...................................98, 99
barrier technique........................................28 dazzling technique......................................28 fan club........................................................62
basic boxing.................................................20 decision domain.........................................44 fanatic Xcrawl groupie...............................62 153
battle.............................................................35 demanding coach.......................................59 fast movement (athlete).............................19
battle cry......................................................58 devastating attack.......................................37 fast movement (specialist).........................48
binding technique.......................................29 devitalization technique............................28 fate domain..................................................45
blaster...........................................................24 Diana............................................................90 Faunus..........................................................90
blaster techniques.......................................27 Discordia.....................................................90 fear (jammer)..............................................36
bless offspring.............................................45 dispelling technique...................................29 fearsome presence......................................62
blessing of Olympus...................................55 disqualification................................ 125, 129 feat of strength............................................21
blinding technique.....................................28 disrespect.....................................................36 feats...............................................................55
bonus skills.................................................... 7 divine intervention.....................................43 fertility domain...........................................45
born athlete.................................................55 divine presence...........................................59 finesse the ref...............................................62
brawler.........................................................31 DJ............................................... 100, 124, 130 firearms........................................................71
breakroom.................................................125 DJ Hat Trick..............................................133 first aid.........................................................50
bribery........................................... 5, 116, 127 domains.................................................41, 44 Fleeman, Will............................................120
bring the mania...........................................58 dragons......................................................112 force technique...........................................28
bring the noise............................................58 drive (skill)..................................................50 Fortuna........................................................90
bring the thunder.......................................59 Dumakrüm..................................................93 free agent.....................................................62
campaign options.....................................102 dungeon design.........................................126 Furiae...........................................................90
campaign variants....................................104 dwarves.......................................................... 7 giant killer....................................................21
can of whoop ass.........................................55 earning fame points....................................97 glamour technique.....................................28
cantrips........................................................27 Ellahmina....................................................94 gnomes.........................................................10
celebrity (fame feat)....................................59 elves................................................................ 9 gold.......................................................67, 140
Ceres.............................................................89 Emperor.....................................................110 grandstanding.............................................52
channel energy............................................42 endorsement..................................... 142, 149 grapple damage (athlete).....................18, 19
cheap shot....................................................20 enduring celebrity......................................59 gravid sense.................................................45
choke hold...................................................20 energy technique........................................29 great leap......................................................48
chosen..........................................................44 enigma technique.......................................29 greater conditioning...................................23
chosen (messenger)...................................44 entourage.....................................................60 greater mystify............................................29
clarion technique........................................28 equipment....................................................67 grueling trainer...........................................62
combat mastery..........................................33 equipment descriptions....................... 67-86 guilds..........................................................112
combat pool.................................................32 evasion.........................................................48 half-elves......................................................12
halflings........................................................14 Lord Stableford System............................125 real estate.....................................................86
half-orcs.......................................................13 loveable losers.............................................63 referees.............................................. 124, 131
heel...............................................................62 magic items.........................................85, 141 refined..........................................................64
hero’s pact....................................................44 magical services..........................................85 regular guy...................................................64
Herobane.................................... 13, 120, 126 marathon training......................................21 reinvention..................................................64
history of Xcrawl......................................119 Mars..............................................................91 religion............................................ 4, 88, 111
holy act.........................................................42 mass divine healing....................................43 resurrection...............................................105
holy blood....................................................41 mat training.................................................21 retainers.....................................................130
Horae............................................................90 Mercury.......................................................91 retribution technique.................................30
hottie............................................................63 messenger....................................................38 revenger.......................................................64
humans........................................................15 military............................................. 103, 112 reversal.........................................................21
hunter’s blessing..........................................45 mindbender.................................................36 reweave fate.................................................45
I am the champion.....................................23 mindbending technique............................29 rock star.......................................................64
if they go . . . I go!.......................................63 Minerva.......................................................91 rock a crowd................................................64
illegal Xcrawl circuit.................................103 mojo.............................................................95 roll with the hit...........................................21
impact technique........................................28 monster fame feats.....................................58 safeguard ally...............................................43
improved conditioning..............................23 Mora.............................................................91 scramble forces...........................................45
improved cross discipline..........................49 move the crowd..........................................36 sex symbol...................................................64
improved energy technique......................30 must . . . do it . . . for fans!.........................64 shake ‘em up................................................36
improved evasion.................................21, 48 mystify.........................................................27 shut ‘em down.............................................36
improved grapple........................................19 Native Americans.....................................111 sidekick........................................................65
improved great leap....................................49 Neptune.......................................................91 signature spell.............................................65
improved quick pick...................................49 NoGo doors...............................................124 signature strike............................................66
improved signature spell...........................63 non-com badges.......................................124 silence discipline.........................................49
improved signature strike..........................63 non-human diversity..................................10 silent kill......................................................49
improved silence discipline.......................49 non-olympic deities..............................43, 93 sixth sense....................................................49
improved sixth sense..................................49 North American Empire..........................109 skill mastery................................................22
improved slow fall......................................49 Olympic pantheon................................42, 89 skills..............................................................50
improved spellweaver range......................56 omega force technique...............................30 slam..............................................................22
improved trap radar...................................49 on my signal................................................45 slayer............................................................66
improved uncanny dodge..........................48 orison...........................................................41 sleeper hold.................................................22
154 in vino veritas..............................................46 otherworldly favor......................................43 slick...............................................................66
income, optional system..........................150 pandemonium technique..........................28 slow fall........................................................49
inter-city travel..........................................109 pattern focus...............................................27 smite.............................................................43
interior player.............................................56 perform........................................................54 sneak attack.................................................48
intimidator..................................................63 permanent fame..........................................97 Sol.................................................................92
invisibility radar..........................................49 personnel changes......................................57 soldier (NPC class)...................................118
it’s where you’re at . . . ................................56 physical characteristics..............................87 special ability (athlete)...............................19
Jakeo Jeweleyes...........................................94 Pluto.............................................................92 special ability (specialist)...........................48
jammer.........................................................33 point buy option........................................... 6 specialist.......................................................46
jammer duo.................................................56 pole vault.....................................................21 spellweaver blast.........................................27
jammer music.............................................35 pop immortal..............................................37 spellweaver cantrip.....................................56
Juno..............................................................90 portent.........................................................44 sponsorship...................................... 142, 148
Jupiter...........................................................91 precision technique....................................29 spontaneous casting...................................41
Kaiseka.........................................................94 primitive......................................................64 sprint charge................................................22
Kharites........................................................91 prizes....................................................86, 141 standard appearance fee............................99
ki deflection bonus.....................................37 pro monster (NPC class).........................117 starting gold................................................67
ki pool..........................................................37 profession....................................................54 starting mojo...............................................95
kip up...........................................................21 professional (NPC class)..........................116 steal thunder................................................66
knowledge skills..........................................54 profile...........................................................66 strategy domain..........................................45
leaping attack..............................................21 quick pick....................................................49 street knowledge.........................................35
legendary allure..........................................63 radius technique.........................................29 strong climber.............................................22
let’s give ‘em a hand!...................................63 rally...............................................................64 strong leaper................................................22
like a ghost...................................................49 range technique..........................................29 strong swimmer..........................................22
lionize...........................................................36 ray technique...............................................29 stunning shot..............................................56
submission hold..........................................22 the zone........................................................23 what actor?..................................................87
substitution................................................132 throw............................................................22 win conditions..........................................125
summersault throw....................................22 touch of determination..............................44 wine..............................................................46
summon legendary weapon......................43 tough wrestler.............................................22 wine domain................................................46
summon weapon........................................43 training (athlete).........................................19 wine’s delirium............................................46
supreme blaster technique.........................30 trap radar.....................................................49 wrath of the deity........................................44
supreme conditioning................................23 trap sense.....................................................49 xcrawl divisions........................................121
surrender...................................................125 trapfinding...................................................48 xcrawl fans.................................................123
survival domain..........................................45 treasure by challenge rating....................140 xcrawl rules...............................................129
survivor’s grace...........................................45 Trivia............................................................92 xcrawl special..............................................57
table top player............................................66 two-fisted healing.......................................56 zen athlete....................................................57
tackle............................................................22 ultimate mystify..........................................30 Zimble..................................................12, 119
tactics...........................................................53 upstage.........................................................66 zone brute....................................................57
tasked...........................................................41 Venus............................................................92 zone leap......................................................57
technology.................................................112 Vesta.............................................................92 zone sprint...................................................57
television........................................... 106, 122 Vulcan..........................................................92 zone tactician..............................................57
tempest technique......................................30 Wankan Tanka............................................94 zone terror...................................................57
terrorize.......................................................36 Warsong...............................................12, 119 Zura’Ah’Zura..............................................113
the games....................................................... 4 weave............................................................22
the one they love to hate............................66 west coast strut............................................66
155
Fabulous prizes! Cars, wealth, and
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a year’s supply of furniture wax!
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