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Published by charlesr639, 2022-08-16 21:18:11

Pugmire

7. Use of Product Identity: You agree not to
Use any Product Identity, including as an indi-
cation as to compatibility, except as expressly
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the owner of each element of that Product Iden-
tity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing
Open Game Content except as expressly licensed
in another, independent Agreement with the own-
er of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game
Content does not constitute a challenge to the
ownership of that Product Identity. The owner of
any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that
Product Identity.
8. Identification: If you distribute Open Game
Content You must clearly indicate which portions
of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its des-
ignated Agents may publish updated versions of
this License. You may use any authorized version
of this License to copy, modify and distribute any
Open Game Content originally distributed under
any version of this License.


the great cat conspiracy
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10. Copy of this License: You MUST include a
copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not
market or advertise the Open Game Content us-
ing the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for
You to comply with any of the terms of this License
with respect to some or all of the Open Game
Content due to statute, judicial order, or gov-
ernmental regulation then You may not Use any
Open Game Material so affected.
13. Termination: This License will terminate
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herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this Li-
cense is held to be unenforceable, such provision
shall be reformed only to the extent necessary to
make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, Inc.
System Reference Document 5.1 Copyright
2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney

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Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E.
Gary Gygax and Dave Arneson.
13th Age Copyright 2013, Fire Opal Media.
Authors: Rob Heinsoo and Jonathan Tweet. Edited
by Cal Moore. Additional editing by Simon Rog-
ers. The 13th Age RPG and supplements are pub-
lished under exclusive license to Pelgrane Press.






















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Name:
Calling & Level:
Breed:
Family:
Background:
STRENGTH PROFICIENCY BONUS
SAVING THROWS
STRENGTH
DEXTERITY
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
CONSTITUTION
SKILLS
DEFENSE INITIATIVE SPEED
INTELLIGENCE
STAMINA POINTS
CURRENT/MAXIMUM
STAMINA POINTS
WISDOM
STAMINA DICE
TOTAL
PERSONALITY TRAITS
CHARISMA
DEATH SAVE FAILURE
RUCKSACK AND EQUIPMENT


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TRICKS SPELL SLOTS
CURRENT/MAXIMUM SPELL SLOTS
SPELLS






BACKGROUND




CHARACTER SKETCH









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“Be a good dog. Protect your home. Be loyal to
those who are true. These are the words of the
Code of Man.”
Sister Picassa Collie, Shepherd of the Church of Man
Dogs have inherited the world, building the kingdom of
Pugmire untold centuries after the Ages of Man are over. These
dogs have been uplifted to use tools and language, and they seek
to rediscover the ruins of the Old Ones. Some have learned to
use the leftover technology of humanity, but they believe it to be
magic handed to them by their lost gods. Others seek to create an
ideal civilization, using a Code of Man compiled from ancient,
fragmentary lore left behind by humanity. The world is danger-
ous and mysterious, but good dogs will persevere.
Some highlights of Pugmire include:
• An evocative and mysterious setting that’s both family
friendly and deep enough to create compelling stories.
• A traditional fantasy rules system redesigned for streamlined
play and easy creation of heroic dogs, with an emphasis on
cooperation and action over competition and violence.
• A variety of callings and breeds that give access to sever-
al fun and interesting tricks.
• Rival species to interact with, like cats and badgers,
along with terrifying and dangerous monsters that
roam the landscape.
Will you be a good dog?

Sample Characters
Quick Links


Ready-To-Play Characters
Sgt. Leo Bulldog Spike Mutt
Sister Picassa Collie Princess Yosha Pug
Pan Dachshund Jack Rat-Terrier




















Quick Links
Quick Links
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Callings Quick Links

Artisans
Guardians
Hunters
Ratters
Shepherds
Strays


















Quick Links
Quick Links
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Breeds Quick Links

Companions Runners
Fettles Workers
Herders Mutts
Pointers






















Quick Links
Quick Links
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Backgrounds
Quick Links


Acolyte Merchant
Common Folk Noble
Criminal Sage
Free Dog Soldier




















Quick Links
Quick Links
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Tricks A-I
Quick Links
Aptitude Tricks Tricks J-Z

Acolyte of Man Friends in Low Places
Animal Friends Frightening
Countenance
Archery
Funny Trick
Beast Master
Good Breeding
Brute Strength
Good Memory
Burst of Energy
Hardy Constitution
Charming Discourse
Healing
Cleave
Huge Paws
Deductive Strike
Indomitable Will
Encouragement
Inherent Grace
Fast-Talk
Inspiring Word
Fighting Style
Instinctive Dodge
Focus Magic
Iron Resolve
Folk Hero
Quick Links
Quick Links
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Tricks J-Z
Quick Links

Tricks A-I
Keen Observer Rage
Leadership Rank Has
Its Privileges
Lightning Speed
Repel Demons
Masterwork
Knowledge Respected by Strays
Mighty Thews Second Wind
Natural Explorer Smell Magic
Nearby Expert Smell the Unseen
Odds and Ends Speedy Runner
Prayers to Man Thick Coat
Precise Attack Trap Sense
Puppy Dog Eyes Unarmored Defense
Quick Draw Voracious Learner
Quick Suggestion

Quick Links
Quick Links
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Aptitude Tricks
Quick Links

Simple Weapon Aptitude
Martial Weapon Aptitude
Exotic Weapon Aptitude
Light Armor Aptitude
Medium Armor Aptitude
Heavy Armor Aptitude
Shield Aptitude















Quick Links
Quick Links
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Calling Tricks
Quick Links

Artisans Ratters
Guardians Shepherds
Hunters Strays






















Quick Links
Quick Links
Back 714 Contents

Breeds Tricks
Quick Links


Companions Pointers
Fettles Runners
Herders Worker






















Quick Links
Quick Links
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Background Tricks
Quick Links


Acolyte of Man
Folk Hero
Friends in Low Places
Good Breeding
Nearby Expert
Odds and Ends
Rank Has Its Privileges
Respected by Strays













Quick Links
Quick Links
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Rules Quick Links

Adventure!
Time Vision
Distance Traps and
Ambushes
Equipment
Getting Lost
Resting, Sleeping,
and Healing
Advancement
















Quick Links
Quick Links
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Combat Quick Links

Step 1. Determine Surprise
Step 2. Establish Positions
Step 3. Roll Initiative
Step 4. Take A Turn
Step 5. Choose Who Goes Next
Step 6. Begin the Next Round
Attack Rolls
Damage Types
Zero Stamina Points and Dying













Quick Links
Quick Links
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Conditions Quick Links

Anosmic Petrified
Blind Possessed
Charmed Prone
Confused Repelled
Deaf Scared
Incapacitated Sickly
Immobile Stunned
Invisible Unconscious
Paralyzed













Quick Links
Quick Links
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Spells Quick Links


Artisan Spells
Shepherd Spells


Spells Allphebetically
A G R
B H S

C I T
D L W

E M Z
F P







Quick Links
Quick Links
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A Quick Links

Acid Arrow
Aid
Alter Self
Arcane Eye
Arcane Lock




















Quick Links
Quick Links
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B Quick Links

Black Tentacles
Bless/Bane
Blur























Quick Links
Quick Links
Back 722 Contents

C Quick Links

Calm Emotions
Chaos Spray
Clairvoyance
Cloudkill
Command
Cone of Cold
Confusion
Cure Wounds














Quick Links
Quick Links
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D Quick Links

Darkness
Darkvision
Daylight
Death Ward
Disguise Self
Dispel Magic
Dispel Unseen
Divination
Dominate Beast













Quick Links
Quick Links
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E Quick Links

Elemental Ray
Elemental Shield
Elemental Wall
Enlarge/Reduce
Expeditious Retreat




















Quick Links
Quick Links
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F Quick Links

Fabricate
Faithful Canine
Fear
Feather Fall
Fireball
Flame Strike
Flaming Sphere
Floating Disk
Fly
Fog Cloud
Freedom of Movement









Quick Links
Quick Links
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G Quick Links

Gaseous Form
Geas
Grease
Greater Restoration
Guardian of Faith
Guiding Bolt


















Quick Links
Quick Links
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H Quick Links

Hallow
Haste
Healing Word
Hold
Hypnotic Pattern




















Quick Links
Quick Links
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I Quick Links
A Quick Links
Ice Storm
Inflict Wounds
Insect Plague























Quick Links
Quick Links
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A Quick Links
L Quick Links
Legend Lore
Lesser Restoration
Levitate
Light
Lightning Bolt




















Quick Links
Quick Links
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M Quick Links

Magic Armor
Magic Missile
Magic Paw
Mass Cure Wounds
Meld into Stone
Mirror Image
Mislead
















Quick Links
Quick Links
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P Quick Links

Passwall
Phantom Steed
Plant Growth
Polymorph
Prayer of Healing
Private Sanctum
Protection from Energy
Protection from Evil














Quick Links
Quick Links
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R Quick Links

Remove Sense
Resilient Sphere
Revivify























Quick Links
Quick Links
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S Quick Links

Sacred Flame Smell Poison
and Disease
Sanctuary
Spare the Dying
Scrying
Spider Climb
Seeming
Spirit Guardians
Sending
Spiritual Weapon
Shatter
Stinking Cloud
Shield
Stone Shape
Shield of Faith
Stoneskin
Sleet Storm
Suffuse Weapon
Slow
Suggestion
Smell Magic







Quick Links
Quick Links
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T Quick Links

Telekinesis
Telepathic Bond
Thunderwave























Quick Links
Quick Links
Back 735 Contents

W Quick Links

Warding Bond
Water Walk
Web























Quick Links
Quick Links
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Z Quick Links

Zone of Truth



























Quick Links
Quick Links
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Enemies and Rival
Species Quick Links


Rival Species Demons and
the Unseen
Animals
Monsters






















Quick Links
Quick Links
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Organizations and
Factions Quick Links


Royal Family and Royal Guard
Royal Court
Police Dogs
Army
The Church of Man
Royal Pioneers of Pugmire
Mutts
The Friends of Man













Quick Links
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Pugmire City
Quick Links


Westwall (Religious Quarter)
Southgate (Plastic Quarter)
Northgate (Stone Quarter)
Riverwall (Cat Quarter)
Palace District
The Mire
Fearful Forest
Houndton
Mutt Town
Waterdog Port










Quick Links
Quick Links
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Relics Quick Links

Amulet of Health Horn of Blasting
Armor Lantern of Revealing
Bag of Holding Ring of Evasion
Boots of Silence Ring of Floating
Boots of Speed Ring of Protection
Chameleon Cloak Ring of Resistance
Exotic Weapons Robe of
Scintillating Colors
Gauntlets of Power
Simple and Martial
Gloves of Masterwork Weapons
Missile Snaring
Shield
Goggles of Night
Hat of Disguise
Headband of
Intellect





Quick Links
Quick Links
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Masterworks
Quick Links

Fixes
Relics
Wonders






















Quick Links
Quick Links
Back 742 Contents

Fixes Quick Links

Dust of Oil of Sharpness
Disappearance
Potion of Heroism
Explosive Eggs Potion of Vitality
Master Ointment






















Quick Links
Quick Links
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Wonders Quick Links

Beating Heart Cryptic Book
Bowl of Smoking Bottle
Endless Water
Ticking Rose
Chime of Opening






















Quick Links
Quick Links
Back 744 Contents

Enemies Quick Links

Animals Dogs
Animated Armor Giant Ants

Ammit Kapatapa
Auva Leechtongue
Bandit Lizards
Badgers Mementomorian
Barool Nian
Blind Dire Rodent Simurgh

Bone Bugs Shadow Feline
Cats Tormented Spirit
Cult of Labo Tor Two-Headed Giant
Demons Whisperwoods

Dire Ticks Zombie
Quick Links
Quick Links
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Intro Story Quick Links

Characters
Synopsis

Introduction
Scene 1: Apolda Manor
Scene 2: Gearing Up and Heading Out
Scene 3: Arrival at Ellendonk
Scene 4: Searching the Warren
Scene 5: Finding the Truth
Scene 6: Back to Pugmire
Scene 7: Confronting Heinrich
Scene 8: Telling the King
Future Stories






Quick Links
Quick Links
Back 746 Contents


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