TEXT:        
  DefenDers          
  The
  of
  Richard Green 
  & Brian Liberge
  TM
  
  TM
         
  DefenDers          
  The
  of
  Richard Green 
  & Brian Liberge
  
  3
  The DefenDers of MiDgarD
  CreDiTs
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility  Logo,  D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUN-
  GEON MASTER’S GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S VAULT are trademarks of Wizards of the Coast in 
  the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, 
  and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Drag-
  ons 4th Edition Game System License.  All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20.
  DUNGEONS & DRAGONS 4th  Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S 
  GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER’S HANDBOOK 2, 
  written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer’s Vault, writ-
  ten by Logan Bonner, Eytan Bernstein, and Chris Sims.  © 2008, 2009 Wizards of the Coast.  All rights reserved.
  Open Design, Kobold Quarterly and Midgard are trademarks of Open Design, LLC. 
  ©2012 Open Design LLC. All rights reserved.
  www.koboldquarterly.com
  Design & Development Brian Liberge (Lead), 
       Richard Green, and Paul Baalham
  Additional Design John Pope and  
  Phil Wheeler
  Cover Art Aaron Riley
  Interior Art  Chris McFann
  Editor Miranda Horner
  Graphic Design Marc Radle
  Publisher Wolfgang Baur
  General Manager Shelly Baur
  Clockwork Mage
  Corsair
  Emissary 
  Midgard Elementalist
  Pantheist Priest
  Planewalker
  Siege Mage
  xx
  xx
  xx
  xx
  xx
  xx
  inTroDuCTion
  Journey into Midgard with the system of your choice! The next 
  iteration of Dungeons & Dragons is on the horizon, and players 
  have more options than ever to get their tabletop fantasy fix. This 
  project was made possible by the generous patrons of the Midgard 
  Bestiary for 4th Edition. We think you have excellent taste.
  The options in this book showcase what makes Midgard 
  unique and fun for players. We focused on granting options that 
  can be of use immediately, so almost everything is for the heroic 
  tier of play. With this in hand, you can craft a Midgard player 
  character who stands out from the PCs of any other setting.
  Have fun, and be wary of gods and giants.
   
   
   
  —Brian Liberge, Lead Designer
  Table of ConTenTs
  Gearforged Racial Powers
  Backgrounds
  Schools of Magic 
   
     Clockwork Magic
     Glyph Magic
  Midgard Gear
  xx
  xx
  xx
  xx
  xx
  xx
  
  4
  The DefenDers of MiDgarD
  Don’t mind my little brass friend here–he won’t hurt you!
  Stories claim the magic of clockwork is derived 
  from a divine gift, explaining that the weaver god-
  dess who became Rava of the Gears granted knowl-
  edge of these devices and automatons to one of her 
  earliest followers. Others say that the arcane power 
  of clockwork magic was discovered by an artificer 
  who harnessed steam and gearworks to build the 
  first device, then animated the resulting contraption 
  with primitive enchantments.
  Regardless of the murky origins of your power, as 
  a clockwork mage, you are a master of time manipu-
  lation, constructs, and mechanical devices of various 
  kinds. You studied hard at the Arcane Collegium 
  in Zobeck, a city with a long-standing interest in 
  automatons, golems, and other constructs, and you 
  have now graduated into the world at large.
  Building a CloCkwork Mage
  Class Prerequisite: Any arcane character, although 
  wizards typically have the discipline required to 
  study the complicated grimoires and schematics 
  involved in clockwork magic.
  Race Prerequisite: None. Humans, dwarves, and 
  kobolds all make good clockwork mages.
  Starting Feature
  As a clockwork mage, you gain a clockwork com-
  panion, which is a small humanoid construct you 
  have built during your time studying at the Arcane 
  Collegium.
  Benefit: Your clockwork companion is an ally 
  to you and your allies. It can be affected by 
  powers in the same way that any other crea-
  ture can be. It has limited intelligence, so 
  you can communicate with it only at a basic 
  level. Although your allies can talk to your 
  companion and make themselves under-
  stood if they keep things simple, they 
  cannot interpret its clicking and whirring 
  responses.
  The clockwork companion’s level is 
  equal to yours, and its hit points, de-
  fenses, and attack values are determined 
  by your level. It does not have healing 
  surges. If your companion is dropped to 
  0 hit points during combat, it is disabled. 
  You can repair your companion, restoring 
  it to full hit points, during a short rest.
  CloCkwork Mage
  Clockwork Companion
   
  Small natural animate (construct)
  HP your bloodied value
  AC 17, Fortitude 15, Reflex 10, Will 11
  (Add your level to each defense)
  Speed 5 
  Initiative equal to yours
  Perception equal to 
  yours +2
  Darkvision
  Standard actionS
  M Hammer Fist t At-Will
  Attack: Melee 1 (one creature); your level +5 vs. AC
  Hit: 1d8 + one-half your level damage, and the target grants combat 
  advantage until the end of your next turn.
      Level 21: 2d8 + one-half your level damage.
  Skills Athletics +9, Nature +11
  Str 16 
  Dex 8 
  Wis 10
  Con 16 
  Int 3         Cha 3
  While you are within 20 squares of your compan-
  ion, it needs your guidance to act. You take actions 
  so that it can do something, and its initiative is the 
  same as yours.
  
  5
  The DefenDers of MiDgarD
  Standard Actions: You must take a standard action 
  for your companion to take one.
  Move Actions: Whenever you take a move action, 
  your companion can also take one. Alternatively, you 
  can use your move action to command your compan-
  ion to move while you stay put.
  Minor Actions: You must take a minor action for 
  your companion to take one.
  Free Actions: Your companion can take free actions 
  without you taking an action to command it.
  Triggered Actions: For your companion to take a 
  triggered action, you must take the same kind of ac-
  tion to command it to do so. For example, you will 
  need to take an opportunity action to command your 
  companion to make an opportunity attack against an 
  enemy that has left one of its threatened squares.
  Acting Independently: If you are more than 20 squares 
  away or unable to command your companion, it can 
  act on its own but it can take only a standard, move, 
  or minor action on its turn. It can take opportunity ac-
  tions and free actions, but not immediate actions.
  additional FeatureS
  You gain mastery in clockwork magic, which 
  enhances your ability to communicate and program 
  your creations as well as those of others.
  level 5 Feature
  As your knowledge of clockwork magic grows, you 
  gain the ability to speak to, and empathize with, all 
  types of clockwork constructs.
  Benefit: You gain a +4 bonus to Diplomacy checks 
  when talking to clockwork creatures, gearforged, and 
  golems, and you communicate with them in the lan-
  guage of machines. This can allow you to gain more 
  complex information from your companion and other 
  clockworks of low intelligence, at your gamemaster’s 
  discretion.
  level 10 Feature
  Your mastery of clockwork magic grants you the 
  ability to program your clockwork companion so it 
  can cast one of your arcane spells.
  Benefit: You spend five minutes programming 
  your companion with the ability to cast one of your 
  at-will or encounter attack or utility powers of 7th 
  level or lower. While your companion possesses the 
  ability to use the power you choose, you are unable 
  to use that power yourself.
  Your companion can use this power during a single 
  encounter, treating at-will and encounter powers 
  normally. It loses the ability at the end of the encoun-
  ter. You can reprogram your companion at the end of 
  a short rest to give it a different power, or remove the 
  ability and restore it to yourself.
  optional powerS
  Your skills with clockworks grant you knowledge 
  of how to heal and direct your companion, plus grant 
  you some limited clockwork abilities.
  level 2 utility power
  With every task you and your companion take on, 
  wear and tear inevitably slows down your clockwork 
  friend. You’ve learned to repair problems while in 
  the field.
  Repair Clockwork Companion
  Clockwork Mage Utility 2
  You tinker around with the insides of your companion, replacing 
  loose screws and lubricating stiff joints.
  Encounter • Arcane, Healing
  Standard Action 
  Melee touch
  Target: Your clockwork companion
  Effect: The target regains a number of hit points equal to your healing 
  surge value.
  level 6 utility power
  Sometimes all it takes for your clockwork to avoid 
  getting pushed around by others is a command from 
  you. And sometimes you want it to stand in harm’s 
  way. With a quick command, you can make both of 
  these things happen.
  level 10 utility power
  Occasionally, you find great benefits in becoming 
  more like your clockwork companion. You’ve crafted 
  a clockwork suit for yourself that allows you to take 
  on some of the characteristics of a clockwork. 
  BaCkground
  Your studies at the Arcane Collegium under 
  Guildmaster Clockwork Mage Orlando have taught you 
  much about the inner workings of clocks and gears.
  Associated Skills: Arcana, Thievery
  Clockwork Body
  Clockwork Mage Utility 10
  Metal plates click into place, covering your face and body, as you 
  transform yourself into a larger version of your clockwork sidekick
  Daily • Arcane, Polymorph
  Minor Action 
  Personal
  Effect Until the end of the encounter, you gain the construct keyword, 
  meaning you do not need to breathe, eat, or sleep, and do not 
  count as a living creature. You gain a +2 power bonus to AC and 15 
  temporary hit points. You have darkvision, and your movement is 
  reduced by 1 square.
  Hold Fast
  Clockwork Mage Utility 6
  You shout out an order to your companion to stand firm and pro-
  tect your friends from harm.
  Encounter • Arcane
  Minor Action 
  Ranged 10
  Target: Your clockwork companion
  Effect: Until the end of the encounter, your companion cannot be 
  forced to move by being pushed, pulled, and slid. Additionally, any 
  allies adjacent to your companion gain a +2 power bonus to AC.
  
  6
  The DefenDers of MiDgarD
  “You can profit from this easily. Just give me all your 
  cargo, and I’ll let you live!”
  The corsairs of Triolo are notorious from the White 
  Sea to the great Western Ocean. These fearless raid-
  ers strike any shipping other than their own, seize 
  cargos of all kinds, and ransom captives from every 
  nation. From proud minotaurs to diabolic gnomes, 
  the Triolo corsairs contribute to the prosperity and 
  security of the republic. Although Triolo is not the 
  only nation to support corsairs, its corsairs are the 
  most renowned and feared.
  Corsairs are called dar-
  ing adventurers of the sea 
  by some and villainous 
  pirates by others (and both 
  by yet others). They make 
  their living in the service of 
  their country in ways that a 
  normal navy cannot afford. 
  Corsairs have a reputation 
  as being rough, noisy, and 
  boastful sword wielders, 
  which contributes greatly to 
  their romantic appeal.
  Creating a CorSair
  Corsairs hail mostly from 
  Triolo and Mharoti, and are 
  not restricted to any race or 
  class. It is not their skills in 
  battle that define them as 
  much as it is their attitude 
  and profession.
  Class Prerequisite: None. 
  Martial races are the most 
  common, but any may be-
  come a corsair.
  Race Prerequisite: None. 
  Humans are very common 
  due to their numbers. Many 
  minotaurs join Triolo’s ranks. 
  Kobolds and dragonkin are 
  more common among the 
  Mharoti vessels. Even dwarf 
  corsairs are found sailing out 
  of Nuria-Natal.
  CorSair
  Unhesitating Blade
  Corsair Feature
  The deck shifts, your opponent stumbles, and between heartbeats 
  you strike!
  Encounter • Martial, Weapon
  Minor Action 
  Melee weapon
  Requirement: The target must have been successfully subjected to 
  forced movement during this round.
  Target: One creature
  Attack: Highest ability modifier vs. Reflex
  Hit: 1[W] damage, and the target is knocked prone.
  Special: If you used an improvised weapon to make this attack, you gain 
  a +2 power bonus to the attack roll and damage roll for this attack.
  
  7
  The DefenDers of MiDgarD
  Starting Feature
  The life of the corsair is one of battles, ships, and 
  the sea. These three things go together to make a cor-
  sair practiced at dealing with the unexpected and at 
  taking advantage of any situation when others might 
  miss a crucial opportunity.
  Benefit: You gain the unhesitating blade power.
  additional FeatureS
  As you travel the waters and fight both the ele-
  ments and worthy foes, you gain more agility, resil-
  ience, and fame (or infamy).
  level 5 Feature
  Your experience on the shifting decks of ships and 
  the hardships of sea life have made you both sure-
  footed and hardy.
  Benefit: You gain a +2 power bonus to Acrobatics 
  checks and Endurance checks.
  level 10 Feature
  You are no longer a lowly Jack Tar. You have made 
  a name for yourself and are at once feared and re-
  spected by those who travel the seas. Sailors want to 
  join your crew and captains want experienced hands 
  like yours on their ships.
  Benefit: You gain a +4 power bonus to Streetwise 
  checks made while in a port. In addition you attract 
  two 1st-level seasoned crew member hirelings while 
  in a port or on a ship. These hirelings work for you 
  without cost as long as you treat them fairly and 
  make reasonable requests. If you develop a reputa-
  tion for mistreating these crew members, they will no 
  longer seek you out. (Gamemasters should refer to 
  the rules for hirelings for guidance on fair treatment.)
  optional powerS
  As word of your activities on the seas grows, so too 
  do your skills at backing up those growing legends. 
  You take every advantage you can while fighting—
  why should you not? You’re up against scurrilous foes 
  fairly regularly, and those whose hands are tied by 
  honor deserve what they get when confronting you. 
  Your ability to move even during the worst sea storms 
  provides you with further advantages during combat.
  level 2 utility power
  The sudden movements of a ship at sea during 
  battle are something that those who fight on land 
  never appreciate. Your experience fighting all over a 
  ship makes you more adept at keeping your place in 
  the turmoil of battle.
  Sure-Footed
  Corsair Utility 2
  Your opponent tries to shove you aside, but your quick feet hold 
  sure even in the roughest seas.
  Encounter • Martial
  Immediate Interrupt      Personal
  Trigger: You are knocked prone or subject to forced movement of up to 
  2 squares.
  Effect: You are not knocked prone or affected by the forced movement
  Dread Corsair
  Corsair Utility 10
  Your enemies shake in their boots at the mere mention of your 
  name!
  Daily • Fear, Martial, Psychic
  Minor 
  Personal
  Effect: You gain a dread aura 1 until the end of your next turn. Enemies 
  who end their turn in the dread aura take 1 psychic damage and 
  have –2 penalty to attack rolls until the end of their next turn.
  Sustain Minor: The dread aura persists.
  level 6 utility
  Corsairs don’t fight by the rules of warfare like a 
  knight or such hidebound and supposedly honor-
  able warriors. Their life is one of opportunity, quick 
  brawls in taverns, and faster battles on the rolling 
  decks of ships. So a corsair learns all sorts of dirty 
  tricks to gain an edge.
  level 10 utility
  Your name is now whispered in ports, because you 
  have earned the respect and fear of those who travel 
  the sea lanes where you ply your trade. In battle, the 
  weakest foes falter in your presence!
  BaCkground
  You’ve sailed the seas on a less than reputable ves-
  sel. Along the way you learned how to handle your-
  self as crew member at sea, fought many skirmishes, 
  and plundered the treasures of others. Did you sail 
  for Triolo, the Mharoti, or someone else? Why did you 
  leave the life of a corsair and find adventure on land?
  Associated Skills: Acrobatics, Intimidate
  Dirty Trick 
  Corsair Utility 6
  You kick your opponent in the knee, forcing it to take a step back.
  Encounter • Martial
  Minor 
  Close burst 1
  Trigger: You are knocked prone or subject to forced movement of up to 
  2 squares.
  Target: One enemy in the burst
  Effect: You push the enemy 1 square.
  
  8
  The DefenDers of MiDgarD
  You know me. I’ve given you nothing but trust from the 
  day we first met. Though I must say, have you seen the way 
  House Maillon merchants seem to be sizing up the castle 
  guards?
  The dance of power is a constant movement 
  throughout Midgard. Individuals strive to control 
  small groups. Small groups try to influence nations. 
  Nations conspire to control their regions. Many 
  speak of honor, but lies are more often the tools of 
  the trade. It’s the job of the emissary to gain the trust 
  of those in key positions, so that they may operate in 
  places an enemy would never be allowed.
  Emissaries are most often tasked with swaying the 
  minds of key figures so they act in accord with their 
  patron’s wishes. A weapons dealer might employ 
  an agent to nudge a leader into 
  war with its neighbor or 
  a noble might send an 
  emissary to convince 
  a prince that his life is 
  danger, causing him to 
  flee into a well-laid trap 
  and leaving the king 
  with no direct heir. 
  An emissary might 
  also be assigned to 
  acts more akin to 
  a specialty thief, 
  hiding in wait 
  among the ranks 
  until she gains 
  access to the main 
  safe or is entrusted 
  with just the right bit 
  of information.
  It often takes many 
  skills to pull off the 
  right job, so it’s natural 
  for emissaries to team 
  up with mercenaries and 
  adventurers. Emissaries 
  might even turn to ad-
  venturing between jobs 
  from their patron or 
  after a previous career 
  of espionage.
  eMiSSary
  Building an eMiSSary
  Emissaries come from many nations and walks of 
  life. The ability to slip into another group benefits 
  greatly from an above-average Charisma. Dexterity 
  and Wisdom can also be useful to emissaries at large.
  Class Prerequisite: None. Emissaries come from 
  many backgrounds. Rogues and bards benefit from 
  clever tricks and a knack for getting in and out of 
  locations unseen. Classes that can cast illusions or 
  cloud the minds of their enemies can make their lies 
  even more convincing.
  Race Prerequisite: None. Humans are common 
  emissaries, since they are populous in most nations 
  and are naturally adaptable. All races can become 
  emissaries however, with dwarves and kobolds well 
  known for their activities in economic and industrial 
  espionage.
  
  9
  The DefenDers of MiDgarD
  Starting Feature
  Due to your many guises, you often cannot take 
  proper tools on a job. You’ve learned to be adaptable, 
  taking ordinary objects and using them in extraordi-
  nary ways.
  Benefit: You use improvised tools to the same ef-
  fect as if you had a professional kit at your disposal. 
  You gain a +2 bonus to Bluff checks used to disguise 
  yourself, a +2 bonus to Perception checks to search 
  an area for specific details, and a +2 to bonus to 
  Thievery checks when disabling a trap or opening 
  a lock, as if you were using a disguise kit (MME), 
  investigation gear (MME), or thieves’ tools (PHb).
  additional FeatureS
  When your negotiations fail, sometimes you need 
  to play a bit with the perceptions of others. You have 
  a couple of quick tricks that allow you to do just that.
  level 5 Feature
  You are adept at using a quick distraction to full 
  advantage. By keeping your enemies on edge, your 
  attacks become all the more accurate.
  Benefit: You can make a Bluff check to gain combat 
  advantage against a target as a move action instead 
  of as a standard action.
  level 10 Feature
  Through your patron, mysterious contacts, or a 
  stroke of luck, you gain access to just the right piece 
  of equipment. You can make quick changes in the 
  flash of an eye.
  Benefit: You gain either a hat of disguise (PHb) or a 
  set of imposter’s armor +3 (AV).
  optional powerS
  Playing people off one another comes in handy 
  during any sort of conflict—or so you’ve discovered. 
  Whether it’s through words, misdirected attacks, or 
  even using a foe’s advantage against it, you’ve fig-
  ured out how to make situations that might not seem 
  to your benefit into something that helps you.
  level 2 utility power
  In battle you know how to play the combatants 
  against one another. Using the chaos to full advan-
  tage, you direct frustrations in the course of your 
  choosing.
  level 6 utility
  In a fight, it’s all about positioning. Sometimes you 
  need to switch from one side of the fight to another, 
  especially when working under a false identity. You 
  know how to use the momentum of a missed swing 
  to change places with an opponent.
  Direct Ire
  Emissary Utility 2
  With a few well-placed words, you incite the rage of one of your 
  opponents toward a more favorable ally.
  Encounter • Martial
  Move Action 
  Close burst 5
  Target: One enemy in the burst
  Effect: You slide the target up to 3 squares to a space adjacent to one of 
  your allies. The target is marked by the adjacent ally.
  level 10 utility
  If there’s one thing you do best, it’s keeping people 
  guessing. You can spin a disadvantage into an edge 
  with a quick word and good idea.
  BaCkground
  You’ve operated as an embedded agent, working 
  for one group while pretending to be a member of 
  another. You know how to put people at ease, con-
  vince people to do what you want, and find what 
  you need.
  Associated Skills: Bluff, Perception
  Turn the Tables
  Emissary Utility 10
  The enemy has got you outnumbered, but you have another trick 
  yet to play. You slyly question the integrity of one of your attackers, 
  buying you a few precious seconds where all eyes are on your foe.
  Daily • Martial
  Move Action 
  Close burst 5
  Prerequisite: You must be granting combat advantage.
  Target: One enemy in the burst
  Effect: The target grants combat advantage to you and your allies until 
  the end of your next turn. In addition, you do not grant combat 
  advantage until the end of your next turn. Any other conditions that 
  may have caused combat advantage, such as the dazed condition, 
  still apply.
  Opportune Misfortune
  Emissary Utility 6
  You narrowly dodge the thrust of the foe’s attack. Always quick on 
  your feet, you give your foe a nudge so it keeps its momentum, and 
  you step into its lost position.
  Encounter • Martial
  Immediate Reaction  
  Melee 1
  Trigger: An adjacent enemy misses you with an attack.
  Effect: You swap places with the triggering enemy.
  
  10
  The DefenDers of MiDgarD
  Earth? Air? Fire? Water? Mere toys, to be 
  played with at my leisure.
  Some dragonkin trace their lineage to 
  the origins of the four elements. Being 
  so closely tied to the elements, it was 
  only natural that they would seek to 
  control them. Although disastrous at 
  first, over time experiments to control 
  the elements were successful since 
  those with the requisite inner strength 
  and intelligence mastered the chaos.
  An elementalist begins by learning 
  cheap tricks, but progresses to combine 
  the forces of the elements with devas-
  tating consequences. An experienced 
  elementalist is required to teach some-
  one the techniques needed to harden 
  the body to withstand the chaotic forces 
  that the elements obey.
  Creating a Midgard  
  eleMentaliSt
  Elementalists in Midgard are almost 
  always dragonkin. Those that are not 
  have some link to a dragonkin who 
  would have guided them in their stud-
  ies of the elements.
  Class Prerequisite: None. Classes that 
  deal with elemental arcane forces are 
  most suited to this theme.
  Race Prerequisite: Dragonkin are by 
  far the most suited to being a Midgard 
  elementalist, since their control of the elements comes 
  naturally. Although it is rare for people from other rac-
  es to have both the intelligence and the inner strength 
  to control the elements, there are a few nondragonkin 
  elementalists scattered throughout Midgard.
  Special: Dragonkin elementalists choose one extra 
  cantrip each day.
  Starting Feature
  Midgard elementalists must comprehend the an-
  cient language of elemental creatures.
  Benefit: Add Primordial to the languages you 
  can speak. Additionally, you gain a +5 bonus to 
  Diplomacy checks made against creatures with the 
  elemental keyword. Also, after each extended rest, 
  choose one of the following elemental cantrips. You 
  gain this power until you take another extended rest.
  Midgard eleMentaliSt
  Elemental Cantrip—Water
  Midgard Elementalist Cantrip
  The secrets of water enable you to expel the impurities within 
  yourself.
  Encounter • Elemental
  Free Action 
  Target: Up to 2 gallons of water
  Effect: You can purify up to 2 gallons of water to make it safe to drink 
  regardless of how polluted it was originally.
  Elemental Cantrip—Earth
  Midgard Elementalist Cantrip
  The earth shudders as a piece of ground is separated from its sur-
  roundings.
  Encounter • Elemental
  Standard Action     Ranged 5
  Target: One unoccupied square of terrain
  Effect: The square of terrain, as well as the 20 feet of material below 
  the square, rises 10 feet. This terrain blocks both line of sight and 
  line of effect.
  Sustain Minor: The terrain remains raised until the end of your next turn.
  
  11
  The DefenDers of MiDgarD
  level 10 Feature
  Your control of elements is becoming stronger.
  Benefit: After each extended rest you take, choose 
  two of the elemental cantrips. You gain these powers 
  until you take another extended rest.
  optional powerS
  Controlling elemental forces is a keystone to the 
  Midgard elementalist, and, with experience, you 
  show your proficiency of these forces—to the detri-
  ment of your foes.
  level 6 utility power
  One of the first tricks that an elementalist learns is 
  to control the wind so he or she can quickly flee from 
  danger.
  level 5 Feature
  The elemental forces that run through your body 
  occasionally manifest themselves into a destructive 
  force.
  Benefit: You gain the storm of elements power
  level 10 utility power
  The elemental forces you control can also benefit 
  your allies when they are suffering constant attack 
  from the elements.
  BaCkground
  The ways of the elementalist require intense study but 
  also a forceful inner strength.
  Associated Skills: Arcana, Endurance, History
  Storm of the Elements
  Midgard Elementalist Attack 5
  The elements swirl around you in a storm of color before being 
  unleashed on a nearby creature.
  Daily • Elemental
  Standard Action 
  Ranged 3
  Target One creature
  Attack: Highest ability modifier vs. AC, Fortitude, Reflex, and Will
  Special: You make one attack roll and compare the result against all 
  four of the target’s defenses. The target suffers the effect associated 
  with each defense that the attack hits.
  Hit (AC): The target is enveloped in fire and takes 1d8 fire damage and 
  ongoing 5 fire damage (save ends).
  Hit (Fortitude): A wall of wind hits the target. The target takes 1d8 
  force damage, and you push the target up to 2 squares.
  Hit (Reflex): The earth trembles, knocking the target prone.
  Hit (Will): The target is covered in water, and the target gains 
  vulnerable 5 lightning (save ends).
  Elemental Cantrip—Air
  Midgard Elementalist Cantrip
  The gestures your hand makes get more intense as the air whips 
  round, forming a strong gust of wind.
  At-Will • Arcane, Conjuration, Elemental
  Minor Action     Ranged 10
  Effect: You conjure a gust of strong wind in an unoccupied square 
  within range. The wind lasts until the end of your next turn or until 
  you use this power again. While the wind persists, you can take the 
  following actions.
  Minor Action: The wind can envelop any unattended object in its 
  square that weighs 10 pounds or less.
  Move Action: The wind moves up to 5 squares in any direction, mov-
  ing any object it has enveloped.
  Sustain Minor: The wind persists until the end of your next turn.
  Elemental Cantrip—Fire
  Midgard Elementalist Cantrip
  You imbue the object you are holding with the heat of the fire, 
  causing it to grow warmer.
  At-Will • Arcane, Elemental
  Minor Action     Melee touch
  Target: Up to 20 pounds of nonliving material
  Effect: The target is warmed up and stays warm for 2 hours.
  Elemental Deflection
  Midgard Elementalist Utility 2
  Your control of the elements allows you some small influence over 
  elemental creatures.
  Encounter • Arcane, Elemental
  Immediate Reaction 
  Trigger: You or an ally you can see are hit by an attack from a creature 
  with the elemental keyword.
  Effect: You reduce the damage dealt by the triggering attack by 10. 
  If this reduces the damage to 0 or lower, then the attacker takes 5 
  damage.
  Cyclone Leap
  Midgard Elementalist Utility 6
  Just when your enemies think they have you cornered, the air lifts 
  you up and allows you to retreat from danger.
  Daily• Arcane, Elemental
  Move Action     Personal
  Effect: You fly a number of squares equal to your speed and land at the 
  end of the movement. You do not provoke opportunity attacks while 
  taking this move action
  Elemental Affliction
  Midgard Elementalist Utility 10
  As your allies reel from the fury of the elements, you ease their 
  suffering.
  Daily• Arcane, Elemental
  Minor Action     Close burst 5
  Target: You and each ally in the burst
  Effect: Each target immediately makes a saving throw with a +2 bonus 
  against ongoing damage of the following types: acid, cold, fire, 
  lightning, or thunder.
  level 2 utility power
  You exert a tiny influence over elemental creatures.
  
  12
  The DefenDers of MiDgarD
  When the world is this dangerous, you need the help of as 
  many gods as possible.
  Though the gods of Midgard are mysterious and 
  sometimes quite distant, one way to compel their 
  attention is to grant your small voice and modest 
  sacrifices to another god: all gods of Midgard are 
  jealous to some degree, and this weakness can be 
  turned against them. Indeed, the pantheist priest 
  knows there is more than one way to comfort the 
  grieving, sick, and wounded. Many roads lead to the 
  heavens and to the grace of the gods. Why not use all 
  of them?
  Building a pantheiSt prieSt
  The pantheist priest worships not a single god, but 
  a set of five related deities, good and evil, male 
  and female, various in their powers and their 
  demands. In every case, these are the gods of 
  that priest’s region or city.
  Class Prerequisite: Any divine 
  class. Clerics and paladins are the 
  most common pantheist priests, 
  using the power of multiple gods 
  to serve their flock. Avengers are 
  very rarely pantheist priests due 
  to their unbending devotion to a 
  single deity.
  Race Prerequisite: None. 
  A pantheist priest is as 
  likely to be a human as 
  a kobold. The only thing 
  pantheist priests have in 
  common is their worship of a pantheon rather 
  than a single deity.
  When you create your character, instead of 
  choosing one deity to worship, choose a regional 
  pantheon from the Midgard Campaign setting. You 
  are a priest of this pantheon. You gain Power of the 
  Pantheon in addition to the channel divinity powers 
  granted by your class. After each extended rest, 
  choose one patron god from your pantheon. 
  When using Power of the Pantheon, you 
  use the effect associated with the god 
  you are worshipping that day (see 
  the table below). You must fulfill 
  your chosen god’s wishes for 
  that day.
  pantheiSt prieSt
  level 5 Feature
  You call upon the knowledge and power of all the 
  gods you worship to guide you in your challenges.
  Benefit: Whenever you would make a History check 
  or Dungeoneering check, you can instead make a 
  Religion check with a –2 penalty.
  level 10 Feature
  As tales of your deeds spread 
  throughout Midgard, the jeal-
  ousy of gods motivates them 
  to seek your favor.
  Benefit: Once per day, 
  when you spend an 
  action point, you 
  can use a Channel 
  Divinity power even 
  if you have used one 
  already this encoun-
  ter. This must be 
  different than the one 
  you have already used 
  and does not trigger any 
  effects that are triggered 
  when you use a Channel 
  Divinity power.
  Power of the Pantheon
  Pantheist Priest Utility
  Encounter • Divine
  Minor Action 
  Close burst 5
  Channel Divinity: You can use only one Channel Divinity power per 
  encounter.
  Target: You or one ally in the burst
  Effect: The target gains the effect associated with the god that you are 
  worshiping today. This effect lasts until the end of your next turn.
  
  13
  The DefenDers of MiDgarD
  optional powerS
  You can call upon your gods to grant you powers 
  of healing, intervention, and more. You and your al-
  lies will reap the benefits of your chosen deities.
  Punishment of the Pantheon
  Pantheist Priest Utility 2
  Your god bestows strength on your allies to help them overcome 
  what ails them.
  Daily • Divine
  Minor Action         Close burst 3
  Target: Each ally in the burst
  Effect: Each target can make a saving throw against one effect a save 
  can end.
  God(s)         EffEct GainEd
  Ailuros / Bastet 
  / Khos
  1d6 extra radiant damage to next 
  damage roll
  Level 11: 2d6 radiant damage
  Level 21: 3d6 radiant damage
  Anu-Akma
  +3 power bonus to Will
  Ariadne / Rava 
  / Khespoten / 
  Thoth-Hermes
  +10 power bonus to next Arcana check
  Azuran
  1d6 extra force damage to next 
  damage roll
  Level 11: 2d6 force damage
  Level 21: 3d6 force damage
  Baal / Volund / 
  Svarog
  1d6 extra fire damage to next dam-
  age roll
  Level 11: 2d6 fire damage
  Level 21: 3d6 fire damage
  Baldur / Lada
  Target gains 1d8 temporary hp
  Level 11: 2d8 temporary hp
  Level 21: 3d8 temporary hp
  Ceres
  +10 power bonus to next 
  Diplomacy check
  Charun
  Target is hidden from all creatures
  Freyr and Freyja 
  / Yarila and 
  Porevit
  +10 bonus to next Nature check
  Hecate
  +3 power bonus to Reflex
  Horus
  Target can use a move action on its 
  turn to fly up to 3 squares
  Loki / Veles
  Target rolls twice on attack rolls 
  and takes the higher result
  Seggotan
  Target immediately makes a saving 
  throw with +2 bonus
  Sif
  Target can reduce the damage dealt by 
  the next attack that hits them by half
  Mavros / Donar 
  / Perun
  +2 bonus to his or her next attack roll
  Ninkash
  +3 power bonus to Fortitude
  Wotan
  The next time the target rolls dam-
  age for an attack, he or she deals 
  1d6 extra damage of a type of his 
  or her choosing.
  Level 11: 2d6 damage
  Level 21: 3d6 damage
  level 6 utility power
  Sometimes you need succor. Other times, you just 
  need a bit more focus to hit that thing that’s trying to 
  hit you. By focusing on your deity, you have a better 
  chance to gain the latter.
  level 10 utility power
  When the odds are against you—to the point of se-
  vere bodily injury—you can beseech your deities for 
  help to avoid meeting your fate. Their intercession 
  provides you and your allies with more resources to 
  draw upon in your fight. 
  BaCkground
  The history of the world is the motivations of deities, 
  the power of the gods, and the desires of creatures to 
  fulfill their master’s wishes. Your devotion to multiple 
  deities gives you a broader aspect of the history of the 
  world, and the world itself.
  Associated Skills: History, Nature
  Blessing of the Pantheon
  Pantheist Priest Utility 6
  You cry out to your patrons in your time of need, but who will 
  answer?
  Daily • Divine
  Immediate Interrupt       Personal
  Trigger: You miss with an attack.
  Effect: Make a Religion check and compare your result to the DCs 
  below to see what effect applies.
   
  Less than 10: The attack misses.
   
  10–14: The attack misses but you do not expend the use of the power.
   
  15–22: You may reroll the attack.
   
  23–28: The attack is considered to have hit.
   
  More than 28: The attack is considered to be a critical.
  Inspiration of the Gods
  Pantheist Priest Utility 10
  One god is not enough for you, and one hero is not enough for a 
  god. Your patrons show their power to your allies, hoping to sway 
  their allegiances toward themselves.
  Daily • Divine, Healing
  Immediate Reaction         Close burst 5
  Target: You and four allies in the burst
  Trigger: You use Healing Word.
  Effect: You and up to four allies that were not the target of the Healing 
  Word can spend a healing surge.
  level 2 utility power
  With the power of your gods behind you, you can 
  bolster your allies long enough to have them shake 
  off something that hinders them.
  
  14
  The DefenDers of MiDgarD
  Trust me and step through the portal. The wonders of the 
  Planes Beyond await!
  Although the sheer breadth and scope of the mul-
  tiverse causes some planar travelers to tremble in 
  awe and terror at the wonderful and terrible sights, 
  sounds, and ideas to be found there, others are ex-
  hilarated by the infinite possibilities opening up in 
  front of them.
  planewalker
  You are a planewalker, feeling at home while 
  wandering the eerie forests of the Elflands, gambling 
  at the tables of the Casino, creeping through the 
  fiery pits of the Eleven Hells, or negotiating at the 
  busy stalls of the Marketplace. You were born in the 
  planes, and you know your way around. Your travels 
  have taught you many secrets and intrigues, and you 
  have learned clever tips and tricks on how to sur-
  vive the strange and often hostile environments you 
  encounter in the Planes Beyond.
  Building a planewalker
  The multiverse is filled with the strange, the com-
  mon, and the miraculous. Those who seek to 
  walk the multiverse must have open minds, 
  agile bodies, and an ability to adapt to 
  changing circumstances.
  Class Prerequisite: None. All 
  types of characters can become 
  planewalkers, although arcanists 
  and rogues are common.
  Race Prerequisite: None. 
  Humans (widespread through-
  out the multiverse), devas, and 
  genasi all make particularly 
  good planewalkers.
  Starting Feature
  As someone who grew 
  up in the strange environ-
  ments and communities of 
  the Planes Beyond, you are 
  skilled in the Psychomachia 
  and used to dealing with 
  all sorts of unusual and 
  dangerous beings. You’ve 
  also picked up snippets of 
  different languages on your 
  travels, and you can recall 
  this knowledge when it is 
  most needed.
  
  15
  The DefenDers of MiDgarD
  Benefit: You gain a +2 bonus to Insight checks 
  when dealing with immortals or elementals, and a 
  +2 bonus to monster knowledge checks to identify 
  elemental, fey, immortal, or shadow creatures. In ad-
  dition, you gain the park your ears power.
  level 2 utility power
  You ward yourself against the holy power of the 
  celestials and the dark powers of the Shadow Realm 
  and the Underworld
  level 6 utility power
  You’ve seen everything once and, in a moment of 
  inspiration, can turn the attack of your foes into your 
  own opportunity.
  level 10 utility power
  Your travels have taken you many places, not least 
  of which is the World Tree. Now you can use the 
  strength of that tree when in dire situations.
  Strength of the World Tree
  Planewalker Utility 10
  You draw on the power of Yggdrasil to renew your vigor for the fight.
  Encounter • Arcane
  Minor Action 
  Personal
  Effect You gain temporary hit points equal to one-half your level + your 
  Charisma modifier. In addition, you can make a saving throw against 
  one effect that a save can end.
  Park Your Ears
  Planewalker Utility 
  You concentrate hard on what the berk is saying, and suddenly the 
  meaning of his words become clear to you.
  Encounter • Arcane
  Minor Action 
  Personal
  Effect: Choose a language being spoken within earshot. Until the end 
  of the encounter, you can understand, but not speak, that language. 
  Soul Shield
  Planewalker Utility 2
  Pulling in the arcane power of the planes around you, you shield 
  yourself from both good and evil.
  Daily • Arcane
  Minor Action 
  Personal
  Effect: You gain resist 5 to both the necrotic and radiant damage types 
  until the end of the encounter.
  Give ’Em the Laugh
  Planewalker Utility 6
  Before your opponent can take another swing at you, you’ve 
  slipped out of reach.
  Encounter • Martial
  Immediate Reaction      Personal
  Trigger: An enemy hits or misses you with a melee attack.
  Effect: You shift up to your speed.
  BaCkground
  You’ve lived in the outer planes and learned its 
  tricks. Were you born here or did you travel here 
  from Midard? Have you been the slave or devotee of a 
  greater power? What kind of allies and enemies have 
  you made?
  Associated Skills: Arcana, Endurance
  additional FeatureS
  Wandering the planes has shown you many things, 
  plus it has taught you to expect the unexpected. With 
  your knowledge, you can find ways to move around 
  the planes, plus work around some of the changing 
  terrain that you encounter.
  level 5 Feature
  The hundreds of portals, gates, and planar rifts that 
  exist in the multiverse are shortcuts from one loca-
  tion to another for you. These portals can get you to 
  safety or bring you to adventure, often taking you 
  out of the frying pan and literally into the fire. The 
  knowledge you have built up in your travels helps 
  you to find and use these gates and passageways.
  Benefit: You a gain a +5 power bonus to checks to 
  locate, activate, and use magical portals, gates, and 
  passages (such as the Fey Roads or the Shadow Road). 
  You can also sense if a portal is going to lead you to 
  an immediately perilous destination with a successful 
  Arcana check against the moderate DC for your level.
  level 10 Feature
  As an experienced planewalker, you understand 
  how to influence objects and terrain on highly mor-
  phic, unstable planes. By using the force of your will, 
  you can attempt to stabilize a portion of the terrain 
  and hold it in your desired shape, or to move or 
  change an object.
  Benefit: You gain a +5 bonus to Intelligence checks 
  to move an unattended object or alter an unattended 
  natural object, and to stabilize or alter an area on an 
  unstable plane (see Manual of the Planes, page 10).
  optional powerS
  The nature of your travels have granted you some 
  useful abilities that will help you in quixotic situa-
  tions. From protection to bolstering the amount of 
  damage you can take, you have things covered.
  
  16
  The DefenDers of MiDgarD
  A good siege mage is worth five artillery teams and 
  more. Average beings cannot create new walls in an 
  instant or pass through an enemy’s defenses, but a 
  siege mage can.
  Sieges are an all too common element of warfare 
  across Midgard. Castle walls, moats, and terrain make 
  many settlements defensible against a standard army. 
  A long, drawn-out siege can force a portcullis to open 
  with less force than a bloody battle, but supplying an 
  army for weeks to months also takes heavy planning 
  and a fortune in supplies. The generals of Midgard 
  tired of these grinds generations ago and began rely-
  ing on the skills of wizards to give them an edge.
  Siege mages are the ultimate result of those arcane 
  tactics. These skilled sorcerers study the Midgard 
  stratagems and have mastered the tricks needed to 
  give an army the advantage they need in embedded 
  combat. Siege mages are notorious mercenaries, lend-
  ing their talents to the highest bidder and jumping 
  from battle to battle. In between they may take up 
  Siege Mage
  with adventuring bands, since their talents are also 
  useful for traversing dungeons or securing frontiers.
  Nobles often try to reward these individuals with 
  titles and parcels of land, and they work to keep them 
  on hand should their own holdings fall under siege.
  Building a Siege Mage
  Siege mages come from many walks of life, though 
  they almost always have had some kind of formal 
  training. Whether this is in a military academy or as 
  an apprentice on the field of battle matters little.
  Class Prerequisite: Any arcane. The laborious 
  study involved in learning the skills of a siege mage 
  makes it a natural fit for wizards and artificers, 
  though any arcanist can take up the study. Other 
  controllers can also benefit, though they must multi-
  class into an arcane class first.
  Race Prerequisite: None. Dwarves, kobolds, and 
  
  17
  The DefenDers of MiDgarD
  humans are common due to their interest in con-
  struction and numbers in the Crossroads and Seven 
  Cities. Siege mages of the Rothenian Plains are often 
  shamans or seekers, combining siege techniques with 
  arrows and primal magic, while those of the Mharoti 
  Empire are more likely to add elemental techniques
  Starting Feature
  True to their name, siege mages are very familiar 
  with the operation of siege engines both mundane 
  and magical. (See “Soldiers of Fortune” and Kobold 
  Quarterly #18.) Aided by their magic, they are often 
  operating these devices as a one-person crew.
  Benefit: You gain the arcane engineer power.
  additional FeatureS
  Keeping your people fed and protected are two 
  things you, as a siege mage, know how to handle 
  thanks to your experience.
  level 5 Feature
  No matter which side of a siege you are on, all can 
  be lost without a proper supply of food. You know 
  how to keep your closest allies fed despite your en-
  emy’s advances.
  Benefit: You gain the Traveler’s Feast ritual and 
  can perform it even if you are not considered a Ritual 
  Caster. Once a day you can perform Traveler’s Feast at 
  no component cost.
  level 10 Feature
  Walls are a huge part of a siege wizard’s repertoire. 
  They can halt an advance, split an enemy’s forces, 
  or plug a hole in your defenses. Through constant 
  use, your walls are always a bit larger than those of a 
  common mage.
  Benefit: When using a wall power, you add 4 to the 
  total number of contiguous squares it occupies.
  optional powerS
  Enhancing ammunition, curing diseases, and get-
  ting through walls—all these are tricks you can learn 
  as a siege mage.
  level 2 utility power
  With a little arcane magic, you light a ballista bolt 
  aflame or charge an archer’s arrow with lightning.
  Enchant Ammunition
  Siege Mage Utility 2
  You focus your energy on the missile at hand and enchant it with 
  the explosive energies of the elements.
  Encounter • Arcane, Varies
  Minor Action 
  Melee touch
  Target: One piece of ammunition
  Effect: Choose acid, cold, fire, lightning, poison, or thunder. If the next 
  attack made with this ammunition hits, it deals 1[W] extra damage 
  of the chosen type. This effect ends if the ammunition is not fired by 
  the end of the encounter.
  level 6 utility power
  When under siege or on the road in unknown 
  lands, one of the mostly deadly forces can be the rav-
  ages of disease. Without proper or plentiful medical 
  supplies, you have learned to lead your allies back 
  toward health.
  level 10 utility power
  The nethermancers of the Ghoul Imperium often 
  blend life-stealing rituals with their siege magic. 
  Despite the dark side effects of these rituals, many 
  advanced siege mages have come to view the useful-
  ness of these practices.
  BaCkground
  You’ve studied at the arcane war academies or 
  worked with a more experienced siege mage in the 
  field. Even though you didn’t follow that path to its 
  end, you learned the value of arcane forces in attacking 
  and supporting defenses.
  Associated Skills: Arcana, Dungeoneering, History
  Arcane Engineer
  Siege Mage Feature
  You take command of a siege engine, directing it with hands of 
  force and illusory assistants.
  At-Will • Arcane, Siege Engine
  Standard Action 
  Personal
  Effect You join the crew of a siege engine and can activate any of its 
  abilities while it has at least the minimum crew. You count as two 
  individuals for the purpose of reaching the crew requirement. You 
  cannot use any other power, skill, or ability while operating a siege 
  engine.
  Alleviate Disease
  Siege Mage Utility 6
  Soothing words spring from your lips, then suddenly shift to arcane 
  curses, forcing the ailment from your friends.
  Daily • Arcane, Healing
  Standard Action 
        Close burst 4
  Target: Allies in the burst
  Effect Each target can make an immediate Endurance check with a +2 
  power bonus against one disease with which they are afflicted.
  Ghostly Passage
  Siege Mage Utility 10
  With your allies gathered, you summon powers of the dark gods, 
  stealing the life of your friends so that they can walk as deathly 
  spirits past walls.
  Daily • Arcane, Nethermancy, Polymorph
  Minor Action     Close burst 1
  Target: Each willing creature in the burst
  Effect: Each target, including you, spends a healing surge but gains no 
  hit points. The targets are phasing until the end of your next turn.
  Sustain Minor: Each target still within a close burst 1, including 
  yourself, spends a healing surge and is phasing until the end of your 
  next turn.
  
  18
  The DefenDers of MiDgarD
  The Gearforged were born in Zobeck but have 
  since spread to the Cantons and beyond. These metal 
  beings represent the heart of Midgard, a crossing of 
  magic and industry, and above all a compelling story.
  These options expand on the racial mechanics 
  found in Kobold Quarterly #16 and present a series of 
  racial utility powers for all tiers of play
  Many gearS
  Although humanoid in appearance, Gearforged are 
  different than most living beings. Their inner work-
  ings differ between models, making it very difficult 
  to pin down exactly which piece does what. When a 
  Gearforged seems delayed, often another system will 
  kick in to keep things going.
  gearForged  
  raCial powerS
  Many Gears
  Gearforged Racial Utility 2 
  The frost begins to lock up your knee joints, but a secondary set of 
  gears powers up quickly, giving you the force to keep moving.
  Encounter • Martial
  Immediate Reaction  
  Personal
  Target: You become immobilized or slowed.
  Effect: You make a saving throw against the effect with a +2 bonus.
  Special: You can spend a healing surge and gain no hit points to make 
  saving throw against the effect even if a save would not normally 
  end the effect.
  Wraith Form
  Gearforged Utility 22 
  As your body falls, you feel yourself being lifted up above the 
  battlefield. With your earthly form below, you fight on.
  Daily • Arcane, Polymorph
  No Action  
  Personal
  Requirement: You must have at least one healing surge.
  Trigger: You die.
  Effect: You spend up to four healing surges. Until the end of the 
  encounter, you gain phasing, a fly speed equal to your speed, and 
  cannot use encounter or daily powers. At the end of the encounter, 
  you spend a healing surge and return to your body. If you have no 
  remaining healing surges, or your body is not available, you die.
  Rava’s Vision
  Gearforged Racial Utility 6
  As the lizardmen prepare their ambush, you get a glimpse of the 
  impending attack. Your weapon raises even as they leap out from 
  hiding.
  Daily • Divine
  Immediate Reaction            Special
  Effect: Roll an additional d20. The result replaces the target’s initiative 
  result, adding in the target’s initiative modifier as normal. You are not 
  surprised.
  Special: You can spend a healing surge and gain no hit points to 
  replace your own initiative result as well as the target’s.
  Expel Lubricant
  Gearforged Utility 16
  As your foes close in on you, you spray oil in an arc all around to 
  force a distance between you.
  Daily • Martial, Zone
  Minor Action 
             Close burst 2
  Effect: The burst creates a zone of slippery oil until the end of your 
  next turn. The zone is difficult terrain. Any creature entering the zone 
  must save or fall prone.
  Special: You can spend a healing surge to extend the zone until the end 
  of the encounter.
  rava’S viSion
  Many Gearforged feel a deep connection to Rava 
  and the Clockwork Oracle. Even those who are not 
  usually divinely gifted may receive occasional vi-
  sions of things yet to come.
  heat CaSing
  All Gearforged forms are uniquely assembled, 
  and many designs produce heat while under duress 
  whether through alchemical or magical means. You 
  are one such Gearforged, and you’ve learned to time 
  your exhaust for advantage in combat.
  Heat Casing
  Gearforged Racial Utility 10 
  You unleash a burst of steam from within yourself, and it quickly 
  heats up your outer shell, providing a little more protection and a 
  nasty surprise for your enemies.
  Encounter • Arcane, Fire
  Minor Action  
  Personal
  Effect: Until the end of your next turn, you gain resist 5 all, and any 
  creature that hits you with a melee attack takes 5 fire damage.
  Special: You can spend a healing surge and gain no hit points to in-
  stead gain resist all equal to one-half your level + your Constitution 
  modifier.
  wraith ForM
  The forging of a Gearforged forever taints the soul. 
  If the caster overseeing the ritual fails, the soul being 
  transferred might shift into a wraith and attack. If a 
  Gearforged takes serious wounds in battle, the soul 
  might escape and warp into a wraith once again.
  expel luBriCant
  Grease keeps your gears moving at top speed, 
  but your foes appreciate its slick properties quite a 
  bit less. In a pinch, you’ve learned to loose it on the 
  battlefield to keep your enemies off their feet.
  
  19
  The DefenDers of MiDgarD
  BaCkgroundS
  Midgard is a tremendous world, featuring an abun-
  dant number of races and cultures. This small sam-
  pling of backgrounds represents some of the most 
  common heroes adventuring in the Midgard setting 
  and thus are setting-specific traits.
  arBoneSSe exile
  Type: Racial, Regional
  Prerequisite: Elf, half-elf, or eladrin
  You hail from the Arbonesse Forest and the wonders 
  of the River Court, but that is not where you reside. 
  Were you forced from your home for some slight or 
  did you leave willingly under a mission from your 
  lord? Perhaps you need to reclaim an artifact from the 
  previous empire or track down a traitor who has fled.
  Associated Skills: Arcana, Nature
  Cantonal dwarF
  Type: Racial, Regional
  Prerequisite: Dwarf
  You were born in one of the halls of the 14 Free 
  Cantons of the Ironcrags. Did you work in the gold 
  or silver mines, craft metal in the forges, or herd 
  sheep in the meadows? Did you serve in the militia 
  or get mixed up in a feud with another clan? Did you 
  take part in a raid against a nearby canton, stealing 
  cattle or taking slaves?
  Associated Skills: Dungeoneering, Endurance, 
  History
  CollegiuM apprentiCe
  Type: Occupation, Regional
  The center of mystical learning in the Free City of 
  Zobeck, the Arcane Collegium opens its doors but 
  rarely. The Collegium does accept the occasional stu-
  dent, however; those who show themselves to have a 
  raw talent for the magical arts might find themselves 
  apprenticed to one of the school’s great masters. The 
  Collegium recognizes clockwork, creation, entropy, 
  primal, spirit, stars, and shadows as the proper 
  schools of arcane study, and each school is represent-
  ed by a master who leads the research in that subject. 
  Did you excel in your studies or struggle behind 
  your other classmates? Did your master favor you 
  or did your every act constantly bring him to rage? 
  How far did you get in your studies before leaving 
  for adventure?
  Associated Skills: Arcana, Diplomacy
  Courtier
  Type: Occupation
  You’ve spent time in a royal or noble court. Were 
  you a noble yourself, an influential citizen, or per-
  haps even a courtesan? You’ve been involved in 
  diplomatic affairs and important trades. The skills 
  most emphasized, though, were spinning the truth 
  to suit your own ends and trying to garner the truth 
  from the stories of others. Have you left of your own 
  will or did you somehow lose your status?
  Associated Skills: Bluff, Insight
  dragonkin edjet
  Type: Racial
  Prerequisite: Dragonkin (See Kobold Quarterly #22)
  The dragonkin are one of the youngest races of 
  Midgard, and they are growing quickly in the extent 
  of their rule. They have spread somewhat beyond 
  the Dragon Empire and can be found throughout 
  the south and east of Midgard. The most common 
  kind found outside the Dragon Empire are the edjet, 
  or soldier. Why have you left the empire and your 
  kin? Were you banished or are you on a mission for 
  a powerful dragon lord? Why have you sought out 
  allies and how much of your purpose do you keep 
  from them?
  Associated Skills: Athletics, Bluff
  elFMarked noBle
  Type: Racial
  Prerequisite: Half-elf
  After the Great Retreat, when the elven rulers of 
  Midgard retreated into their homelands in the dark 
  Arbonesse Forest, a vast portion of their former 
  empire was splintered into the Principalities of the 
  Grand Duchy of Dornig. This shift in the balance 
  of power had the greatest impact on the elfmarked, 
  those humans with elf blood that had formerly occu-
  pied the second highest strata in the social hierarchy 
  of the empire. What happened to you and your fam-
  ily? Were you reduced to a street peddler or do you 
  remain as a petty lord? How much weight do you 
  put on your noble blood?
  Associated Skills: Diplomacy, History, Streetwise
  
  20
  The DefenDers of MiDgarD
  kariv, Child oF the wander CurSe
  Type: Racial
  Prerequisite: Human
  You were brought up among the colorfully painted 
  wagons of the Kariv, always traveling from place 
  to place. Did you and your clan receive a warm 
  welcome in the villages and towns you visited, or 
  did you face insults and prejudice from the dechas 
  (non-Kariv)? Did you con or steal from these folk in 
  return, often fleeing from their reprisals in the dead 
  of night? You might have trained in divination magic 
  or learned powerful hexes, or instead mastered 
  woodcraft and horsemanship.
  Associated Skills: Arcana, Bluff, Nature, Thievery
  Associated Languages: Kariv
  loSt Soul
  Type: Psychology
  You were dead, but now walk again among 
  Midgard’s living. You bear the curse of the River 
  Styx, and you have no recollection of your past ac-
  tions on this earth. Perhaps you have a scar, tattoo, or 
  arcane sigil to act as your only clue to your past self. 
  Were you were reincarnated through ancient primal 
  rituals, raised from the dead by sacred prayers, or 
  returned to life by arcane lore? Do you work with the 
  patrons who brought you back to this world, or have 
  you struck out on your own? Do you remember your 
  journey in the afterlife or does it linger, trapped in 
  the confines of your mind?
  Associated Skills: Endurance, Religion
  road trader
  Type: Occupation
  Your wagons brought goods between the many 
  cities within Midgard. You learned to value goods 
  properly as well as those offering them. How far did 
  your travels take you? Did you dare deal with the 
  Dust Goblins of the Wasted West or did you venture 
  east to trade with the scaled Mharoti? What other 
  skills and information did your journey gain you?
  Associated Skills: Insight, Perception
  Associated Languages: Darakhul, Dwarven, Elven, 
  Goblin
  rothenian noMad
  Type: Regional
  The sweeping plains are where you feel most at 
  home. You are from a clan who never stayed in one 
  place for long, following the winds of the plains to 
  find what you need to survive. Did you make your 
  place among the Windrunner Elves? Perhaps you 
  trained with horse and bow as one of the Cazzaki, 
  or spent your time among the centaurs. No matter 
  which group you came to be allied with, you learned 
  how to live in the open, never keeping your bed in 
  one place for too long.
  Associated Skills: Athletics, Nature
  SeptiMe MerCenary
  Type: Occupation, Regional
  The drums of war beat at the heart of the Seven 
  Cities, a region steeped in the strong martial tradi-
  tions of the war god Mavros, whose nations are 
  locked in an almost perpetual struggle for land, 
  power, and prestige. Although each city keeps a 
  standing army with which to defend its lands and in-
  terests, when one of the Seven Cities marches to war, 
  it bolsters its ranks with companies of the mercenary 
  soldiers who flood the region. Why do you fight for 
  coin instead of an ideal or homeland? Are you a de-
  posed noble, canton exile, or perhaps common thug, 
  looking to fill your purse? What do you think of 
  those you’ve been forced to fight among and against? 
  Do you thrill in the bloodshed or does your skill in 
  battle come from some past event?
  Associated Skills: Athletics, Endurance, Insight
  Student oF BeMMea
  Type: Occupation, Regional
  You trained in the arcane arts at one of Bemmea’s 
  famed academies. Did you finish your studies or fail 
  to keep up? Did you prove your worth in the class-
  room or venture into the wastes to find a quicker 
  means of advancement? How did you adjust to life in 
  the winding streets and cramped towers?
  Associated Skills: Arcana, Streetwise
  
  21
  The DefenDers of MiDgarD
  SChoolS oF MagiC
  Of the arcane masters practicing within Midgard, 
  several have learned how to work using clockwork 
  and glyph arcane artistry. Clockwork and Glyph 
  Magic are two new schools that give your wizards 
  options that are found only in Midgard.
  CloCkwork MagiC
  Clockwork mages possess an eye for mechanisms, 
  springs, gearing, and balanced forces, and their spells 
  display a wide range of styles linked by these com-
  mon themes. These are just a few of the spells taught 
  to students at the Arcane Collegium in Zobeck by 
  Guildmaster Clockwork Mage Orlando.
  Any wizard can take spells from Clockwork school, 
  but mages who choose to specialize in clockwork 
  magic gain the following benefits:
  level 1: CloCkwork apprentiCe
  When you hit a target with an arcane clockwork 
  power, your speed increases by 1 until the end of 
  your next turn. You treat the following spells as 
  having the clockwork keyword: grease, summon iron 
  cohort, conjure fortification, beneficent transformation, 
  disintegrate, living iron.
  level 5: CloCkwork expert
  You gain a +2 bonus to Endurance checks and 
  Thievery checks.
  level 10: CloCkwork MaSter
  When you hit no targets with an arcane clockwork 
  power, you gain 5 temporary hit points.
  SpellS 
  Pendulum
  Wizard Attack 5
  You manipulate your enemy’s (or ally’s!) motions and fortunes so 
  it swings from success to failure, success to failure, over and over 
  with monotonous regularity.
  Daily • Arcane, Clockwork, Implement
  Standard Action 
  Ranged 10
  Target: One creature
  Attack: Intelligence vs. Will
  Hit: Until the end of the encounter, the target’s attack rolls, saving 
  throws, and skill checks do not require die rolls. Instead, they always 
  follow this sequence: 20, 1, 19, 2, 18, 3, 17, 4, and so on. The initial 
  result of 20 occurs when the target must next make any d20 roll.
  Steam Blast
  Wizard Attack 9
  You unleash a burst of superheated steam at your foes, enveloping 
  them in scalding vapors.
  Daily • Arcane, Clockwork, Evocation, Fire, Implement, Zone
  Standard Action 
  Close burst 3
  Target: Each creature in the burst
  Attack: Intelligence vs. Reflex
  Hit: 3d8 + Intelligence modifier fire damage.
  Miss: Half damage.
  Effect: The burst creates a zone of lightly obscured squares that 
  remains until the end of the encounter. Creatures and objects staying 
  within the zone for more than 1 round become soaking wet.
  Winding Key
  Wizard Attack 10
  Your expert tinkering causes the gears and cogs inside the con-
  struct to turn furiously.
  Daily • Arcane, Clockwork, Implement
  Standard Action 
  Melee touch
  Target: One willing construct
  Effect: The target construct gains an extra action each round until the 
  end of the encounter. The magic of this spell is unpredictable, and 
  each round there is a chance the construct’s mechanism overheats. 
  Roll 1d6 at the start of the construct’s turn: on a roll of 1–2, the 
  construct gains a minor action; on a roll of 3–4, it gains a move 
  action; on a 5 a standard action; and on a 6 the effect ends and the 
  construct is dazed until the start of its next turn.
  Gear Barrage
  Wizard Attack 3
  You unleash a burst of steam from within yourself, and it quickly 
  heats up your outer shell, providing a little more protection and a 
  nasty surprise for your enemies.
  Encounter • Arcane, Clockwork, Evocation, Implement
  Standard Action  
  Close blast 5
  Target: Each creature in the blast
  Attack: Intelligence vs. Reflex
  Hit: 1d10 + Intelligence modifier damage, and the target is blinded 
  until the end of the wizard’s next turn.
  Catapult
  Wizard Attack 13 
  You violently hurl a creature through the air to strike your chosen 
  target.
  Encounter • Arcane, Clockwork, Implement
  Standard Action 
  Ranged 5
  Target: One creature
  Attack: Intelligence vs. Will
  Hit: The target creature is grabbed and flung through the air to land 
  prone in a square of your choice within 20 squares of its origin 
  square. It takes 3d8 + Intelligence modifier damage. If the square is 
  occupied, make a secondary attack against the occupying creature.
   
  Secondary Attack: Intelligence vs. Reflex
   
  Hit: 3d8 + Intelligence modifier damage, and the target is pushed 1 
  square.
  
  22
  The DefenDers of MiDgarD
  glyph  MagiC
  Glyph Magic is not taught in any school. Its art is 
  forbidden, and its name is forever tainted by the dark 
  acts of the Scriveners. Still, its practitioners discuss 
  its uses in shadowy corners of Allain. Many evil and 
  desperate arcanists currently follow the cult of the 
  Scriveners, using their ink magic in plots to under-
  mine the foundations of society. There are those who 
  would use the glyphs for good, and they may yet lift 
  it as a school to be respected and studied.
  Any wizard can take spells from Glyph School, but 
  mages who choose to specialize in glyph magic gain 
  the following benefits.
  level 1: glyph apprentiCe
  When one of your arcane glyph powers causes a 
  target to make a saving throw against the blinded, 
  slowed, immobilized, or restrained conditions, it 
  takes a –1 penalty to that saving throw.
  You treat the following spells as having the glyph 
  keyword: grease, shield, color spray, summon shadow 
  servant, darklight, shadow investiture, dispel magic, pris-
  matic burst, arcane recall, deceptive shadows, prismatic 
  spray, prismatic wall.
  level 5: glyph expert
  You gain a +2 bonus to Bluff checks and History 
  checks.
  level 10: glyph MaSter
  When one of your arcane glyph powers bloodies or 
  kills a creature, you gain a +2 bonus to all skill checks 
  made as part of a ritual for the next hour.
  SpellS 
  Summon Harrying Glyph
  Wizard Attack 1
  Sketching a small string of glyphs into the ground, you summon a 
  small ink construct to act for you as guard, scout, or trap.
  Daily • Arcane, Glyph, Summoning
  Minor Action 
  Ranged 10
  Effect: You summon a harrying glyph in an unoccupied square within 
  range. The creature is an ally to you and your allies.
   
      You spend actions to command the glyph mentally, choosing from 
  the actions in its description. The glyph has no initiative or actions of 
  its own. You don’t need line of effect to the glyph to command it.
   
      When the glyph makes a check, you make the roll using your 
  game statistics, not including temporary bonuses or penalties.
   
      The glyph lasts until it drops to 0 hit points, at which point you 
  lose a healing surge (or hit points equal to your healing surge value 
  if you have no surges left). Otherwise, it lasts until you dismiss it as a 
  minor action or until the end of the encounter.
  Aegis
  Wizard Utility 10
  You summon up your knowledge of the enemy’s spells. Visualizing 
  the arcane writing as it would be written upon a tome or scroll, you 
  find its literary counter.
  Daily • Arcane, Glyph, Zone
  Minor Action 
  Close burst 2
  Effect: Choose one damage type or one effect. The burst creates a zone 
  of protective runes, centered on you, until the end of your next turn. 
  The zone stays centered on you if you move. You and each ally in 
  the zone gain resist 10 against the chosen damage type or a +2 
  bonus to saving throws vs. the chosen effect.
  Sustain Minor: Spend 1 healing surge without gaining any hit points. 
  The zone lasts until the end of your next turn.
  Ink Blot Bolt
  Wizard Attack 3
  You fire a comet of shadowy ink at your target, burning its eyes.
  Encounter • Acid, Arcane, Evocation, Glyph, Implement, Reliable
  Standard Action 
  Ranged 15
  Target: One creature
  Attack: Intelligence vs. Reflex
  Hit: 1d10 + Intelligence modifier acid damage, and the target is 
  blinded (save ends).
  Ward of Protection
  Wizard Attack 6
  You quickly fling several ink-scrawled pages into the air. The an-
  cient glyphs form a circle around you, protecting body and mind.
  Encounter • Arcane, Glyph
  Immediate Interrupt          Close burst 1
  Trigger: You are hit by an attack.
  Effect: You and any allies within the burst gain a +2 bonus to AC and 
  Will until the end of your next turn.
  Sea of Ink
  Wizard Attack 7
  You toss a small inkwell up and quickly write a script in the air 
  before the glass shatters against the ground. The ink spills out, 
  forming a massive sinkhole that keeps your enemies planted where 
  they stand.
  Encounter • Acid, Arcane, Evocation, Glyph, Zone
  Standard Action 
    Area burst 2 within 10 squares
  Target: Each enemy in the burst
  Attack: Intelligence vs. Fortitude
  Hit: 2d6 + Intelligence modifier acid damage.
  Effect: The burst creates a zone of swirling ink that lasts until the end 
  of your next turn. Each square in the zone is slightly obscured and 
  difficult terrain.
  Sustain Minor: The zone lasts until the end of your next turn.
  Harrying Glyph
  Summoned Creature 
  Tiny magical animate (construct)
  HP your healing surge value; Healing Surges none, but you can lose a 
  healing surge for the glyph if an effect allows it to spend one
  Defenses your defenses, not including any temporary bonuses or 
  penalties
  Speed 6
  ACTIVE BENEFITS
  Lightning Bolt (lightning) • At-Will
  Attack: Melee 1 (one creature); your level + 6 vs. AC
  Hit: 2d6 + your Intelligence modifier lightning damage, and the target 
  is knocked prone.
  Minor Action • At-Will (1/round)
  Effect: The glyph either crawls, runs, stands up, shifts, squeezes, or 
  walks.
  Immediate Reaction • At-Will
  Trigger: The glyph takes damage from an attack.
  Effect: The glyph is invisible until the end of its next turn.
  
  23
  The DefenDers of MiDgarD
  Midgard gear
  In Midgard, magic is strange and powerful, but 
  it’s also a part of many people’s everyday life. Magic 
  creates a strange balance that produces some truly 
  spectacular mundane items. The following items can 
  be purchased in many specialty markets, as long as 
  you know where to look.
  Alchemist Guppy
  15 gp
  0.5 lb.
  Alseid Antlers
  200 gp
  5 lbs.
  Book Fetish Charm
  10 gp
  —
  Clockwork Soldier
  5 gp
  1.5 lb.
  Dancing Ink
  10 gp
  —
  Gut of the Gutted
  300 gp
  —
  Horn of Frog
  25 gp
  1 lb.
  Petrified Ironguide
  500 gp
  0.5 lb.
  Tin Crown
  5 cp
  0.25 lb.
  Umbral Gossamer Rope (50 ft.)
  5 gp
  3 lbs.
  Item
  Price
  Weight
  alCheMiSt guppy
  Found the world over, but favored especially by 
  the alchemists of Maillon, the alchemist guppy is a 
  curious pet. This small fish can survive in any non-
  toxic liquid, whether that be wine, water, or healing 
  potion, for up to ten minutes. Should it placed within 
  poison, it dies instantaneously. Paranoid nobles and 
  experimenting arcanists use the fish to test the safety 
  of liquids that may be consumed.
  alSeid antlerS
  Alseid’s pride themselves on their antlers and protect 
  them at all costs. They range in size to a maximum of 
  about 4 ft. in length, and as many as fourteen branches. 
  When an Alseid has greatly wronged its tribe, its ant-
  lers are sawed off as punishment and left aside as rub-
  bish. These antlers are prized by druids and shamans 
  of questionable intent, and they provide a +2 bonus to 
  checks to perform nature rituals. Members of Scarlet 
  Citadel sometimes keep them as trophies from their 
  forays against the Alseid. Possessing them visibly will 
  grant a +2 bonus to Diplomacy checks when dealing 
  with their ranks. Good fey, however, know to leave the 
  antlers where they lie. Possessing the antlers visibly 
  will grant a –10 penalty to Diplomacy checks with 
  Alseid and good fey.
  Book FetiSh CharM
  Named for the shop in the College District of 
  Zobeck, this tiny scroll is tied tightly with a black rib-
  bon. Untie the ribbon and blow gently on the penned 
  runes to instantly know the location of all written 
  documents within 100 ft. You must still read the 
  documents to gain knowledge of each one’s writings. 
  Each charm works only once.
  CloCkwork Soldier
  This simple construct is a common toy among 
  Zobeck’s wealthy youth. Standing at about a foot, it 
  resembles a tiny legionnaire, complete with sword 
  and shield. It follows basic commands, usually 
  limited to “Advance,” “Halt,” and “Guard.” When 
  placed on guard, the soldier will stay at attention un-
  til another individual comes within 5 ft. of it. It then 
  returns to a designated location within 100 ft.
  danCing ink
  This ink, favored by artisan scribes, allows one il-
  lustration to move about the page. With a simple rit-
  ual performed while drawing (DC 11 Arcana check) 
  the enchantment is set, and anyone who glances 
  upon the image will see a short scene play out. The 
  ink is very popular in children’s books and as a part 
  of merchants’ banners. The ink wears with time a bit 
  more quickly than standard text due to the move-
  ment. One bottle can be used to fill twenty-five pages 
  of a book or a similar total area for larger banners. A 
  commonly viewed image will fade in 2d4 weeks.
  gut oF the gutted
  This vile bowstring is made from the innards of a 
  creature that was killed during a hunt. The guts are 
  then threaded through a process originally mastered 
  by the shadow fey. When strung to a bow, an arrow 
  will ignore cover and concealment when the target is 
  of the same race that the string was pulled from.
  horn oF Frog
  Thought to be crafted by mistake initially, Horns 
  of Frog have been sought after by commoners liv-
  ing near swampland. One blow on the horn lets out 
  a particularly loud and compelling croak that calls 
  frogs in from a mile around. They are then usually 
  trapped and taken to market. Used too often, and the 
  item is soon discarded as cursed, since the frog popu-
  lation drops considerably. Bullywugs and lizardfolk 
  have also been known to answer the call on occasion.
  
  24
  The DefenDers of MiDgarD
  petriFied ironguide
  This horrific totem from the Ghoul Imperium is a 
  prized possession among many Underdark miners. It 
  appears as a simple, small eye of stone, but this eye 
  was never carved of rock. Each Ironguide started out 
  as an eye in a Cantonal dwarf. When dwarves fall 
  to the ghouls in battle, their arcanists sweep into the 
  carnage with their rituals to divine the past histories 
  of their slain enemies. Those who were skilled min-
  ers and craftsmen have their eyes removed, which are 
  then afflicted with a particularly twisted geas before 
  being petrified with cockatrice venom. The resulting 
  Ironguide will always look toward a strong vein of a 
  precious metal, determined at creation, if within 500 
  ft. Any Cantonal dwarves who discover an Ironguide 
  on a creature become hostile at once.
  tin Crown
  This crown is a particularly fine crown of tin, set for 
  a Small creature. Kobolds craft these crowns to mark 
  the kings of their tribe. Even local kobold leaders in 
  urban areas wear these as symbols of their status from 
  time to time. They are particularly cheap to create, and 
  some kobolds make their own before entering a new 
  community. Any kobold wearing a tin crown gains a 
  +2 bonus to Bluff checks to convince strangers that it 
  holds a position of leadership in its home area.
  uMBral goSSaMer rope
  This strong, lightweight rope is woven from strands 
  of frost and shadow that linger from the trees in the 
  Shadowfell. It’s just as strong as silk and cool to the 
  touch. Because it’s available only in Shadow Realm 
  markets, nobody has successfully brought one back to 
  Midgard without it twisting to steam and smoke.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - The Defenders Of Midgard.pdf