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This is a Hackmaster v4 (aka AD&D 2.5E parody) game.

This campaign is currently in developmental/debug stages.

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Classes

Post by Chris1234 »

HM 4th Ed Classes Preamble
Hackmaster 4th Ed Classes, detailed below, are from the HM 4th Ed PHB and are intended to serve as an introduction for players new to the system. It is highly recommended that players procure a copy of the 4th Ed PHB. Additional classes (and kits) are detailed in the "splat books" and are available to players that purchase those tomes; ("http://www.kenzerco.com/index.php?cPath=26&page=1"). Note that due to license restrictions these are no longer available from Kenzerco but many copies exist from sources such as Amazon.

Note: Unless stated otherwise in Class description, all character start with a 'kicker' at first level. That is 20HP in addition to those from Hit Dice, CON bonus and relevant Talents.
The same applies to all foes unless they would be considered less than 1HD.

Fighter Group
Fighter Group classes are allowed to use any weapon though certain classes favour training in a specific weapon(s) or weapon type(s). All save the monk can wear any type of armour. The disadvantage fighters have is that they are restricted in their selection of magical items and spells. All fighters, Monks aside, gain the ability to make more than one melee attack per round as they rise in level:
[# Att/round] / Class (Lvl)
[1/1] / Barbarian (≤L5), Berserker (≤L5), Cavalier (≤L5), Dark Knight (≤L6), Fighter (≤L6), Knight Errant (≤L6), Paladin (≤L6); Ranger (≤L7)
[3/2] / Barbarian (L6-10), Berserker (L6-10), Cavalier (L6-10), Dark Knight (L7-11), Fighter (L7-12), Knight Errant (L7-11), Paladin (L7-11); Ranger (L8-14)]
[2/1] / Barbarian (L11-15), Berserker (L11-15), Cavalier (L11-15), Dark Knight (L12-17), Fighter (L13-18), Knight Errant (L12-17), Paladin (L12-17); Ranger (≥L15)]
[5/2] / Barbarian (≥L16), Berserker (≥L16), Cavalier (≥L16), Dark Knight (≥L18), Fighter (≥L19), Knight Errant (≥L18), Paladin (≥L18)


Barbarian
Ability Requirements: Strength 15+, Constitution 15+, Dexterity 14+,Wisdom <17
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Grel. Half-orcs, Half-Oogres, Halflings
Allowed Alignments: any non-lawful alignment
Building Point Bonus: 7 BP
Barbarians gain a bonus to their armour class of double their Dex bonus, but only if the armour worn is not of the fairly bulky or bulky type. If fairly bulky or bulky armour is worn, the bonus is normal. The reaction/attacking adjustment remains the same for the barbarian's Dexterity. In addition, barbarians gain double the normal Con bonus for hit points. Initially the barbarian knows only how to speak his racial or tribal tongue and the common tongue. A barbarian must learn how to read and write if he desires these skills. A barbarian can learn languages according to his Intelligence, just as any other character can.
They receive a +3 to their base movement rate. The initial number of weapons the barbarian uses must include the hand axe, knife, and spear.
Barbarians in general detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic item if they recognize it as such. They will often seek to destroy magic items, and if successful they receive an experience-point award as if they possessed the destroyed items.
While magic-users will be shunned initially, and always viewed with suspicion, cleric spells of the type used by shamans and witch doctors are nor so viewed, though high level cleric spells are suspect.
All barbarians have the following bonuses to their saving throws: They are + 4 versus poison, + 3 versus paralysation, death magic, petrification, and polymorph, and + 2 versus rod, staff and wand and breath weapon.
Barbarian Talents
The barbarian character receives the following talents automatically:
Climb cliffs and trees: The barbarian can climb trees and natural cliffs (or ledges, mountains, etc.) with a base chance of success of 60% plus 2% per level of experience. Racial, armour and Dexterity modifiers apply. Barbarians may also climb walls of other kinds once they have had the opportunity to practice scaling that particular type of surface.
Hide in natural surroundings: Barbarians can hide in natural surroundings that are familiar to the character with a base chance of 10% plus 5% per level. This is similar to how a thief would hide in shadows. Racial, armor and Dexterity modifiers apply.
Surprise: Barbarians surprise opponents on a 5 in 10 chance, or 6 in 10 if they are in familiar terrain. Barbarians are themselves surprised 10% of the time or only 5% in familiar terrain.
Back protection: Any attempt to attack a barbarian from behind, including such attacks by assassins or thieves, has a 5% chance per level of being detected and countered. That is, if a barbarian detects a back attack (a 5% chance at 1st level, 10% at 2nd, etc.) the barbarian avoids the attack form. The former back attack becomes a normal attack. The barbarian is also then entitled to attack the sneaky wuss even though the barbarian may already have engaged in what would otherwise have been his full normal combat for that round.
Leaping and springing: Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, the forward leap can range from 16-21 feet (15 + d6), and the upward leap from 41/2 to 6 feet (4 + d4, each pip equaling 1/2 foot). Springing under similar conditions gives an upward distance of 4-7 feet, depending on the surface used as a step to gain height and spring.
Detect illusion: Barbarians have a 5% chance per level of determining that some sight, sound or other sensory phenomenon is actually an illusion/phantasm spell. This detection takes one round of intense scrutiny. Regardless of the barbarian's level, the chance to learn the true nature of such spells may never exceed 75%.
Detect magic: Barbarians have a 25% chance of detecting any sort of magic other than the illusion/phantasm variety. This again takes one round of scrutiny, and applies to items or spells, but not to persons who are able to effect magic. For each level the barbarian gains beyond the 1st level, the barbarian gains an additional 5% to his base chance of detection. However, this chance may never exceed 90% regardless of the barbarian's level of experience. The type of magic is never revealed by this ability since to the barbarian all magic is the same - bad.
Barbarian Skills
In addition to rhe talents listed above, every barbarian possesses all of the following skills. These skills are generally not usable (certainly not to their fullest potential) in environs unfamiliar to rhe barbarian, although the skills can be applied to a new locale with differing flora, fauna, and climate, after about one month of tromping about the area.
Survival: The barbarian has all the necessary skills for basic survival in the wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building.
First aid: This skill allows the barbarian to bind wounds, set sprains or broken bones, and concoct natural antidotes and natural cures for diseases. In game terms, this translates to the barbarian immediately regaining 1 hit point, and thereafter he regains hit points at twice the normal rate, regaining 2 hit points per day if resting, and 1 hit point per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such "first aid" restores 1, hit point immediately, and then increases hit-point recovery by 100% if the barbarian continues to administer aid and cures. When dealing with natural poison and illness, the barbarian has a 10% chance of effecting a cure. If the poison or disease is known and is of natural origin, this chance of success rises to a percentage equal to 50 plus the victim's constitution score.
Outdoor craft: This skill includes plant and animal detection as a 3rd level druid, direction determination, and the ability to predict weather as if the spell of that name were cast by a 3rd-level druid.
Tracking: A barbarian's tracking skill is equal to that of a ranger of the same level, but a barbarian may only track in the outdoors.
Finally, a barbarian will have one or more of the following tertiary skills depending on the locale or culture from which he originates. Which skills are applicable are determined by the GM according to the nature of the campaign.
Animal handling: The barbarian can handle and domesticate wild animals. Usually this is restricted to dogs, but could include animals such as wolves, large birds and giant cars.
Horsemanship: The barbarian is skilled in using his horse in combat. This ability includes the handling of draft teams.
Long distance signaling: The barbarian is capable of using the signalling methods of his native land (including such things as drums, smoke, or mirror flashes) to communicate over long distances.
Running: This skill enables the barbarian to move at full speed (twice normal movement rate) for no less than three full days before having to "rest" by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.
Small craft, paddled: The barbarian is skilled in the building and use of small canoes and hide boats.
Small craft, rowed: This skill includes rhe building of wooden boats and the rowing and/or sailing of these boats.
Sound mimicry: The barbarian with this skill can mimic various sounds, including bird or animal calls, either for the purpose of luring those creatures or for signaling.
Snare building: This skill allows the barbarian to construct deadfalls, pits, and other traps for large and even very large animals. Sentient creatures can also fall prey to these traps.
Native territory: Many of a barbarian's abilities depend on the native territory of the character. It is mandatory that barbarian characters come from an out-of-the-way barbaric state or area within Garweeze Wurld. Typically they are cavemen, dervishes, nomads, or tribesmen. Only such uncivilized backgrounds can generate the necessary surroundings to produce individuals of the stock from which barbarian fighters would be drawn.

Berserker
Ability Requirements: Str 17+, Con 15+
Prime Requisite: Strength and Constitution
Hit Dice Type: d12
Allowed Races: any
Allowed Alignments: any chaotic
Building Point Bonus: 8 BP
The character must take the quirks HackFrenzy and HackLust during the creation process, but without the associated building point bonus for picking these quirks. Berserkers can earn an individual experience point award for bravery in initiating combat. This award is worth 200 experience points. The berserker character must be the one who leads his side into battle against a superior force, before the foes attack. A berserker can use any weapon or armour available. He may use a shield but whenever he goes berserk, he must dispense of any shield he is carrying until he comes down. Although he can use any weapon, he does not begin with as many weapon proficiencies as a normal fighter. Instead of four initial weapon proficiencies, the berserker has only two. Thereafter, weapon proficiencies are gained at the normal rate. Berserkers cannot use proficiency slots for missile weapons like thrown axes, bows, crossbows, slings or darts. The berserker lives to destroy things in hand-to-hand combat and loves to look his opponent in the eye when he slays him. If a berserker attacks an enemy with a ranged or thrown weapon he loses Honour. Berserkers gain +1 to their Fame Factor per level.
Going Berserk: All berserkers have the ability to "go berserk" and run amok during combat. Their quirks (HackFrenzy and HackLust) enable them to enter this state of mind and are triggered by taking a certain amount of damage in one round (HackFrenzy) or dealing out a certain amount of damage in one round (HackLust). The berserker class is unique in that it is the only class allowed to have both HackFrenzy and HackLust It is entirely possible for a berserker’s rage to be triggered by both quirks at the same time — thereby having two damage quotas to fulfil. The quirks work exactly as described under Q&F, but the berserker also gains the following additional advantages and disadvantages when berserking:
Advantages:
Strength: The berserker's Strength increases by 2 points. The character gains all bonuses (to-hit, damage, weight allowance, etc.) for his increased Strength.
Hit Points: The Berserker instantly gains one additional hit point for every level of experience. The hit points gained do not heal existing wounds; they are simply added to the character's current total. These additional hit points can cause the character's total to exceed the normal maximum the character is allowed.
Armor Class: The berserker's base Armor Class improves by 1 for every level of the character, to a maximum of AC 0. This adjustment is to the character's normal unarmoured rating. A 5rh level berserker fighting without armour would have an Armor Class of 5. This Armor Class adjustment can be combined with modifications for Dexterity, magical items and spells. This bonus does not apply if the character is wearing armour. In this case, the armour’s AC is used, not that created by the berserk fury. A 10th level berserker in chain mail would still have an AC of 5 when he entered into his berserk rage. Note that a berserker is not prevented from wearing armour, either in normal combat or when berserk, but wearing armour negates this benefit.
KO Results: The berserker, while berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.
Charms and Spells: While berserk, the character gains a + 2 to all saving throws vs. charms or mental-based attacks. (These include such spells as the wizard spells Charm Person, Befriend, Hypnotism, Irritation, Ray of Enfeeblement, Scare, Geas, and the cleric spells Command, Charm Person or Mammal, Enthral, Cloak of Bravery, and Symbol). He also gets a + 4 to save against the wizard spells Blindness, Proadus' Uncontrollable Fit of Laughter, Hold Person, Charm Monster, and Confusion, and the cleric spells Hold Person and Hold Animal. The Emotion spell has no effect on the berserker, unless the caster chose the Fear result. If Fear was chosen, the berserker gets a normal saving throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his berserk state, with all the normal effects of coming out of the berserk state (bur he doesn't suffer any other fear effect). The Fear spell has exactly the same effect: If he saves, there is no effect and if he doesn't save, he's snapped out of the berserk state. If he fails a saving throw against Charm Monster, he simply counts the caster as one of his allies; he doesn't come out of the berserk state or obey the caster's commands. Being berserk offers no real protection from Finger of Death, except that the spell effects do not take place until the character has come out of his berserk state. If the berserker saves, he doesn't suffer the 2d8 +1 damage until immediately after he snaps out of the berserk state. If he fails to save, he doesn't die until he snaps out of the berserk state.
Disadvantages:
In addition to the benefits, the berserk fury has several special limitations and consequences. Many of these reflect the savage and unpredictable nature of berserkers.
Single-Mindedness: Once a character goes berserk, he must enter melee combat with the enemy. Though the berserker can pick and choose his targets, he cannot hang back from battle until he has fulfilled his damage quota for his HackFrenzy and/or HackLust quirks. Once in combat, a berserk character cannot change opponents until the current foe is either slain or flees and cannot be pursued. The restriction on changing opponents applies only after the berserker has actually entered into combat. If not actually engaged in melee, the character must move and attack whatever enemy is closest. However, if he still has a damage quota to fulfil and there are no foes to engage he MUST attack an ally.
Retreat: Once a berserker has entered his battle fury, he cannot retreat from combat until either his damage quota is fulfilled or he comes down due to the passage of time.
Loss of Powers: As soon as the berserk rage ends, all powers gained (increased Strength, hit points, Armor Class and Charm resistance) vanish. Full damage is now applied and any damage suffered is taken from the temporary hit points first. Only after all these hit points are lost does the character suffer actual wounds. Thus it is possible for a berserker to drop dead from his wounds after coming down.
Exhaustion: Berserking can be physically draining. Berserkers don’t come down from their HackFrenzy/HackLust in ld4 turns as described in the quirk description. Because of rhe intensity of their rage (and training) Berserkers only remain berserk for a number of rounds equal to their Constitution. As soon as the character stops being berserk, he must make a saving throw vs. death. If the saving throw is successful, the character is unaffected by his fury. Should he fail the saving throw, the berserker is immediately drained and exhausted. The character's Strength is reduced by 5 (from its normal non-berserk state) and remains reduced until the character has rime to rest. Strength recovers at the rate of 1 point per turn of rest. The character cannot go berserk again until his Strength has returned to its normal level.
Reaction Modifier: The berserker character receives a - 3 reaction from all NPCs (except from other berserkers) because of his wild-eyed demeanour.
Uncertain Status: When the berserker goes berserk, you will need to inform your GM of your hit point total. From that point until the fight is done and the berserker has returned to normal, your GM will keep track of your hit points. He won’t tell you how much damage you’ve taken for each hit, nor how many hit points you have left. Your GM will also roll all saves for the berserker while he’s enraged. It’s very possible for a berserker to be nickled and dimed to death and the player not even know it until he drops dead. After all, the character can feel no pain...so you cannot keep track of how close he is to death.
Ranged Weapons: While berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.
Oblivious to Missiles: While berserk, the character cannot rake cover against missile fire.
Friend or Foe? If, while the character is berserk, another character tries something he can interpret as attack (for instance, shoves him clear of an incoming attack) the berserker must roll ld20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer berserk.
Taunting: The Taunt spell is automatically successful, and will cause the berserker to abandon his current enemy and rush to attack the taunter. Such things as mocking jigs and taunting skills will have a similar effect.
Self-Induced HackFrenzy: At 3rd level whenever the berserker knows a fight is coming, he can attempt to sell induce a berserk rage, even if there is no fight currently going on. This isn't an instantaneous process. He must spend a little time Berserkers gain +1 to their Fame Factor per level to "psych himself up." It takes a full turn (ten combat rounds) to go berserk. In that time, the character is growling, moaning, uttering imprecations, etc. It's impossible to be quiet when trying to go berserk in this manner. At the end of a full turn of preparation, he becomes berserk. He rolls for his damage quota and must immediately engage the enemy.
Hack Pangs: A berserker is so obsessed with combat that he must engage in it once per day or suffer penalties as defined on the following table. All penalties are cumulative. A berserker who does not engage in combat longer than 15 days loses ld8 hit points per day. Once the berserker engages someone in real combat, all penalties will be removed one turn after the combat has begun:
[# of Days without Combat] / Penalty:
[1] / none; [2] / -1d4 hit points; [3] / -1 Str; [4] / -1 Dex; [5] / add a minor mental quirk; [6] / -20% to all skill and proficiency checks; [7] / -1 Con
[8] / -1d8 hit points; [9] / -1 Wis; [10] / -1 Con and -1 Wis; [11] / add a major mental quirk; [12] / -1 Str and -1 Dex; [13] / -20% to Honour; [14] / -50% to Honour

Cavalier
Ability Requirements: Str 15+, Con 15+, Dex 15+, Int 10+, Wis 10+, Com 9+
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Elves, Half-elves, Gnome Titans, Pixie Fairies
Allowed Alignments: any good alignment initially
Building Point Bonus: 10BP
Cavaliers are elitist, chauvinistic and look down on just about everybody they meet except for other cavaliers or nobles. Even when they meet other cavaliers, there is a definite rivalry that inevitably rears its ugly head. The cavalier attacks and makes saving throws as a fighter, but gains additional abilities with certain weapons and modifiers to certain saving throws. Cavaliers are not entitled to the benefits of weapon specialization. In order to become a cavalier, a character must be in service to some gawd, noble, order, or special cause. The GM will determine if this requirement can be met within the limits of the campaign, and if it is being properly met by the cavalier character. The cavalier must always place honour, bravery, and personal deeds in the forefront of his activity, and must adhere to a special code of chivalry/honour. If a cavalier’s Honour drops into the dishonourable category he immediately suffers an experience point penalty to gained experience equal to 10% of his level. A cavalier character must be of proper social class, and is usually of noble or aristocratic origin. Only those characters of upper class social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honoured because they generally work cheap. Such a character must be sponsored by a higher authority of greater status, and begins first as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer, and finally becomes a 1st-level Armiger of the cavalier class. The 0-level Horseman starts at -1500 experience points and has 1d4+ 1 initial hit points (plus, of course, the 20 hit point kicker common to all characters). The Horseman becomes a Lancer at -500 experience points and gains another d4 roll for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience; points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10 + 22 hit points. The character's hit point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal. The special abilities of the cavalier class are only gained when the character attains Armiger status. While humans, gnome titans, pixie-fairies, elves, and half-elves may become cavaliers, members of the latter two races cannot qualify unless they are of Gray or High elf stock (or, for half-elves, descended from such stock) and unless they are from or sponsored by a noble house. Cavaliers are not limited in which weapons they can use, bur certain weapons are preferred over others, such that a cavalier will seek proficiency in these weapons before learning other weapons. These weapons arc the lance (required of the 1st-level Armiger), long sword, broad sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's military pick, dagger, scimitar and javelin. Only after these weapons have been mastered may the cavalier become proficient in the use of other types. Weapons that deal out damage at a distance (including pole arms with the exception of a lance used dismounted and missile weapons) call into question the cavalier's personal bravery, and as such are avoided. The cavalier gains bonuses "to hit" with certain weapons as he advances in level.
"Weapons of choice" and their attendant bonuses are:
• At 1st level, the cavalier is + 1 "to hit" with the lance, if used while mounted.
• At 3rd level, the cavalier is + 1 "to hit" with either the broad sword, long sword, or scimitar (player's choice),
• At 5th level, the cavalier is + 1 "to hit" with either the horseman's mace, horseman's flail, or horseman's military pick (player's choice).
• At 7th level, the cavalier is + 2 "to hit" with the lance, if used while mounted.
• At 9th level, the cavalier is + 2 "to hit" with either the broad sword, long sword, or scimitar (depending upon what was chosen at 3rd level).
• At 11th level, the cavalier is + 2 "to hit" with the horseman's mace, horseman's flail, or horseman's military pick (depending upon what was chosen at 5th level).
• At 13th level, the cavalier is + 3 "to hit" with the lance, if used while mounted.

At higher levels, the progression described above increases in a similar fashion. The plus "to hit" does not apply to damage, and does not allow the cavalier to hit creatures that can only be hit by magic weapons. Note that the higher pluses must be taken in the same weapon as chosen at lower levels, so that any cavalier has effectively three "weapons of choice." The cavalier may make multiple attacks with a "weapon of choice" as if the character were 5 levels higher than actual as far as attacks per round are concerned (e.g., a 3rd-level cavalier can attack 3 times every 2 rounds with a weapon of choice, as opposed to 1 attack per round with some other ordinary weapon). At 16th level and above, the cavalier can attack 3 times per round with a weapon of choice. The lance is the preferred weapon of the cavalier, and proficiency with it is required at the first level. The cavalier has a bonus to damage equal to the character's level of experience when using a lance while mounted. When the cavalier is dismounted and using a lance, damage is + 1. A heavy lance used while dismounted is treated as an awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a spear. A cavalier's expertise in weapons allows the cavalier to use the full parry manoeuvre with weapons of proficiency more effectively than fighters can. Should a cavalier choose to parry rather than attack, he gains an AC bonus equal to his level. If a cavalier parries, he cannot attack in that round, even if he is capable of making multiple attacks in a single round. To the Cavalier, armour is as much as badge of station as it is a means of protection. Thus, the Cavalier will always seek to own the very best and finest quality armour he can afford. In this endeavour, appearance is as important as function, so engraving, inlaying, and decoration of the armour will always be added. Plate armour is the cavalier's first choice; other preferences ranking beneath that are (in order of desirability) plate mail, banded or splint mail, chain mail, scale mail, and ring mail. Leather, studded leather, and padded armour are worn by poor people, and as such are beneath the cavalier's station, such that the cavalier will not be caught dead in these armour types. This snobbishness applies even in the case of magical armour, so that chain mail + 2 will not be worn if normal banded or splint mail can be purchased. Mounted combat and horsemanship are special provinces of the cavalier class. A human cavalier (bur not an elf or a half-elf) makes all attacks from horseback as if the character were 1 level higher. This increase applies only to horses, mounts usable as steeds by cavaliers at higher level, and those mounts approved by the GM.
Bred to the saddle: A cavalier is 85% unlikely to be thrown from the saddle, and 85% unlikely to be injured if his mount falls. This chance is increased by 1 % for each level above the first. As a cavalier increases in level, he improves still further in horsemanship, and in the handling of other creatures as mounts:
• At 3rd level, the cavalier can vault into the saddle with bulky armour and have the steed underway in a single segment.
• At 4th level, a female elven cavalier (and only a female elf) may handle and ride a unicorn as a steed.
• At 5th level the cavalier can urge his mount to greater speed than normal. The additional speed possible equals a 2" bonus to movement rate, and can be sustained for up to 6 turns. The additional speed thus gained has no ill effects upon the mount, although normal rest and feeding are always necessary.
• At 7th level the cavalier can handle and ride a Pegasus as a steed.
• At 9th level, the cavalier can handle and ride a hippogriff as a steed.
• At 11th level, the cavalier can handle and ride a griffon or a similar creature (GM’s judgment) as a steed.

The cavalier's mount will be friendly to and will accept the cavalier as long as it is properly treated. Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases, and vice versa. A cavalier's knowledge of horses (and, at higher levels, other mounts) allows the cavalier to estimate the relative worth of a steed. A cavalier can examine any mount and determine if it has low worth (one-third or fewer of the maximum possible hit points for the creature), average worth, or high worth (two thirds or better of the maximum possible hit points). Any steed selected by a cavalier will have +2 hit points per hit die (up to the maximum hit points for the creature).
A cavalier makes all saving throws as a fighter. Such characters are, however, immune ro fear (magical or otherwise) of any sort. All Cavaliers radiate a protection from fear aura in a 10 foot radius, so that all allied creatures within the radius are similarly immune. In addition, magical or magic-like phenomena that affect the mind are 90% unlikely to have any effect on the cavalier. This includes powers such as Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and the Psionic Mind Blast, but not the effects of high Comeliness. This 90% immunity is in addition to any saving throw for the cavalier, if applicable. Cavaliers also save at + 2 versus all forms of illusion spell. Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can function at is determined by the cavalier's hit points at 1st level (4-13). When a negative number of hit points are reached, the cavalier does not become unconscious, but can no longer attack and must rest, bind wounds, and seek further healing. Cavaliers heal as other characters, but those of good alignment gain additional 1-4 points for each full week of normal healing. As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This bearing is the device worn upon the cavalier's shield to identify him on the battlefield and in tournament. The armorial bearing may be not kept covered while traveling, and must be boldly presented when an encounter occurs with creatures that might understand the import of such a device. In addition, at 4th level the cavalier may fly a pennon on his lance 011 the battlefield. A duplicate of this battle flag is held by the cavalier’s retainers, and marks the territory of the cavalier. If the battle flag is lost, dishonour ensues (-20% to Honour), and the cavalier must make every effort to regain the flag. If he does, half of the lost Honour may be regained. Finally, cavaliers may expect full hospitality - food, lodging, and whatever else is needed (within reason under the circumstances) - from all other cavaliers of the same alignment. Such hospitality is likewise due from all gentle, noble, and royal households according to their relationships between various political divisions that might be concerned. The cavalier must follow a code of conduct and ethics, akin to chivalry. Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as a dubbing with the sword or a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pledge himself to this code. Failure to sustain the oath is not sufficient reason to revoke knighthood, unless the order or liege of the cavalier specifically demands such. In the latter case, the cavalier becomes a mere fighter, though weapon specialization is not gained and the privilege of weapons of choice is retained. A cavalier must serve someone or some cause - normally a gawd, greater noble, order of knighthood, or the like. The cavalier must seek to sustain a special code of honour tailored specifically for his class. This code of honour holds dear the knightly virtues and the code of chivalry.
The knightly virtues are these:
Liberality; Good Faith; Glory; Unselfishness ; Pride; Courtesy; Bravery.
The Cavalier code of honour: must be rigidly adhered to at all times, and includes the following high ideals:
Noble service cheerfully rendered
Defence of any charge unto death
Courage and enterprise in obedience to rule
Respect for all peers and equals
Honour to all above your station
Obedience and respect from all beneath your station
Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armour)
Military prowess exercised in service to your lord
Courtesy to all ladies (whose Comeliness is greater than 15)
War is the flowering of chivalry
Battle is the test of manhood
Combat is glory
Never shirk a task
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonour

In enforcing this code, the GM may reduce or eliminate experience that is gained by the cavalier if its gaining violates the spirit or letter of the code. A cavalier who retreats from battle, even to save fellow party members, would receive half experience for the beasts slain in his retreat. Similarly, a cavalier who scolds a sassy princess he’s rescued will gain no experience, since his actions were not approved of by the code. Note that even neutral and evil cavaliers are bound by this code, but in their cases the obedience is to non-good masters.
As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with the following order of preference:
1. Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves
2. Opponent cavaliers, dark knights, knights errant or paladins (if the cavalier is evil) of great renown, enemy flags and standards
3. Opponent cavalry of noble or elite status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants

The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations. While all cavaliers are initially of good alignment, there are cavaliers of neutral and evil alignment as well. Alignment change can occur up to 4th level without penalty, if the change is well reasoned. At 4th level and beyond, any change of alignment results in the usual penalties. Neutral and evil cavaliers do not retain the ability to function at a negative hit-point total. Evil cavaliers may use poison, but cannot ignore the obligation of hospitality (though guests may be housed in a sub-standard manner). The device of an evil cavalier is made known throughout the land, and good cavaliers are duty bound to hunt down and destroy those cavaliers of evil alignment. Finally, evil and neutral cavaliers have limitations on the types of followers they can attract. Cavaliers have special requirements on the types of followers, henchmen, and retainers they may have.
Followers: Unlike other characters, cavaliers begin to attract followers at relatively low level. These troops are men-at-arms. Their numbers and type are determined as follows:
At 4th level: 1 -4 men-at-arms
At 5th level: 2-8 men-at-arms
At 6th level: 3-12 men-at-arms
At 7th level: 6-24 men-at-arms
At 8th level: 12-48 men-at-arms
At 9th level: 24-96 men-at-arms
At 10th level: 48-192 men-at-arms

The number ranges given above are followed on a per-level basis, and are not cumulative. If the dice roll for followers gained at a new level is equal to or lower than the number of followers a cavalier currently has, then no new followers are gained at that level. Example: A roll of 1 d4 at 4th level indicates that the cavalier attracts 3 followers. When the cavalier attains 5th level, 2d4 are rolled, and if the result is 2 or 3, then no new followers are gained (assuming that the original followers are still in the cavalier's service).

Dark knight (aka Anti-Paladin)
Ability Requirements: Str 12+, Con 9+,Wis 13+, Cha 17
Prime Requisite(s): Wisdom and Charisma
Hit Dice Type: d10
Allowed Races: Human
Allowed Alignments: chaotic evil
Building Point Bonus 12 BP
Dark knights can use any weapon and wear any type of armour. If a dark knight ever knowingly performs a lawful act, he must seek a high-level (7th or more) cleric of chaotic evil alignment, confess his kind deed, and do penance as prescribed by the cleric. If a dark knight should ever knowingly and willingly perform a good act, he loses the status of being a dark knight immediately and irrevocably. All benefits are then lost and no deed or magic short of the intervention of a Demon Prince can restore the character to dark knight status: He is ever after a fighter with an attitude problem. The character's level remains unchanged when this occurs and experience points must be adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization since he did not select this for his character at the start.
If the dark knight commits a good act while enchanted or controlled by magic, he loses his dark knight status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status requires completion of some horrific drunken bender to once again prove his worth and harden his black heart. He gains no experience prior to or during the course of this bender, and regains his standing as a dark knight only upon sobering up.
A dark knight has the following special powers:
• He can detect the presence of good intent up to 60’ away by concentrating on locating good in a particular direction. This can be done as often as desired, but each attempt takes one round. This ability detects both good-aligned monsters and characters.
• A dark knight is immune to all forms of disease but is often a carrier of some really nasty plagues. Any person associating with a dark knight is 10% likely per day of becoming infected with a random affliction:
[1d10] / Disease
[1] / rotting flesh; [2] / ore shingles; [3] / goblin pox; [4] / black plague; [5] / rotting death
[6] / blue death; [7] / dancing death; [8] / burning death; [9] / common cold; [10] / other

• He can also inflict terrible wounds on others simply by wuss slapping them. The dark knight inflicts 2 hit points per experience level as well as causing the loss of 1-4 Honour points to the victim. He can use this power only once per day.
• A dark knight is surrounded by an aura of evil with a 10-foot radius. Within this radius, all summoned and specifically good creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. They are further subject to a -2 penalty on all saving throws. Creatures affected by this aura can easily spot its source.
• A dark knight using an unholy sword, a very special weapon, projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the dark knight's experience level.
• A dark knight gains the power to command undead when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower—for example, at 3rd level he has the command power of a 1st-level evil cleric. (See the section on clerics for more details on this ability.)
• A dark knight may call for his mount upon reaching 4th level, or anytime thereafter. This steed need not be a horse; it may be whatever sort of creature is appropriate to the character and may even be a Nightmare (as decided by the GM). A dark knight's warhorse is a very special animal, bonded by fate to the knave. The dark knight does not really "call" the animal, nor does the horse instantly appear in front of him. Rather, the character must steal his warhorse in some memorable way, most frequently by a specific quest at the behest of a Nefarian.
• A dark knight can cast cleric spells once he reaches 9th level. He can cast only spells of the divination, necromantic, and summoning type. The acquisition and casting of these spells abide by the rules given for clerics. Unlike a cleric, the dark knight does not gain extra spells for a high Wisdom score. The dark knight cannot cast spells from cleric or druid scrolls nor can he use cleric items unless they are allowed to the warrior group.
A dark knight may employ only evil henchmen (or those who act in such a manner when alignment is unknown). A dark knight will cooperate with anyone only as long as it is to his advantage to do so. He will try to show them the way to slash and burn one’s way through life through both harsh words and deeds. He will not abide the company of those who commit good or righteous acts and will mercilessly taunt them at any given opportunity.

Fighter
Ability Requirements: Strength 9
Prime Requisite: Strength [gain 10% ep bonus if Str is 16 or higher]
Hit Dice Type: d10
Allowed Races: All
Allowed Alignments: Any (as long as chosen racial type allows it)
Building Point Bonus: 10 BP
As a master of weapons, the (single-classed) fighter is the only character able to have Weapon Specialization and (at higher levels) Weapon Mastery, High Mastery & Grandmastery. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause greater damage with that weapon.
Weapon Specialization:
For all melee weapons and crossbows weapon specialization requires two weapons proficiency slots: one for proficiency and one to specialize. Other bows require three proficiency slots: one for proficiency and two to specialize. Specialization with a melee weapon gives a character a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). Bow and crossbow specialists gain an additional range category, point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for heavy and light crossbows is from six feet to 60 feet. For the hand crossbow it is three to 20 feet and for the peashooter it is three to 10 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.
Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bow specialists do not gain any additional attacks per round:
[Fighter Level] / Weapon (#Att/round) / …
[L1-6] / Melee (3/2) / Light Crossbow (1/1) / Heavy Crossbow (1/2) / Thrown Dagger (3/1) / Thrown Dart (4/1) / Other (non-bow) Missiles (3/2)
[L7-12] / Melee (2/1) / Light Crossbow (3/2) / Heavy Crossbow (1/1) / Thrown Dagger (4/1) / Thrown Dart (5/1) / Other (non-bow) Missiles (2/1)
[≥L13] / Melee (5/2) / Light Crossbow (2/1) / Heavy Crossbow (3/2) / Thrown Dagger (5/1) / Thrown Dart (6/1) / Other (non-bow) Missiles (5/2)

While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Knight errant (aka Rogue Knight)
Ability Requirements: Str 14+, Con 10+, Wis 13+, Cha 17+ Comeliness 15+
Prime Requisite(s): None
Hit Dice Type: d10
Allowed Races: Any
Allowed Alignments: any good
Building Point Bonus: 5 BP
Knights errant are similar to cavaliers but they owe no allegiance to gawds, noble orders, special causes or codes of conduct. Rather they fight for their own personal reasons — usually involving vengeance or to settle a hereditary grudge (blood vendettas). Or so they claim. If the truth be known, most knight errants fight out of a sense of battle-ego and glory. They are knights with a single mindedness. They have such a warped view of morality and the world that most knights errant actually believe they are noble and of good alignment. They believe in fighting ‘evil’ on their terms and not having their hands tied by the same morale restraints true cavaliers and paladins must slavishly adhere to. Unlike other classes this skewed view of the world allows characters of the knight errant class to use evil means to achieve their aims as long as they can justify their actions and argue that the end result furthers their blood vendetta. They are masters of such justification and as such have greater wiggle room within their chosen alignment than other character classes.
The Right of Justification: is a powerful tool for the knight errant and he hides behind it like a Teflon shield to escape the wrath of the gawds. It is often the only thing standing between him and a horrible retribution at the hands of those who monitor alignment infractions and acts of dishonour.
1. If you encounter someone brandishing a weapon, you can attack him. Justification: It was obviously self-defence.
2. If you encounter someone who is armed but does not have a weapon in his hands, you can attack him. Justification: This is merely the good tactical move against an obviously worthy opponent. By "drawing before the other guy" you are able to avoid his treachery.
3. If you encounter someone and you cannot determine if he is armed or not (no visible weapons), you can attack him. Justification: He probably had concealed weapons. Once he is subdued or killed, you can find out if he was "carrying".
4. If you encounter someone who is clearly unarmed, you can attack him. Justification: He could be a monk, spell-caster, have invisible weapons, or weapons implanted in his body, or be serving as a decoy or character bait. Once again, after he is subdued or killed, you can find out about his true intentions.
5. If you encounter someone who is not only clearly unarmed but otherwise appears to be an "innocent civilian"; you must treat the situation with extreme caution and initiate attack. Justification: Probable Cause— Feeble old people, minors, cripples, etc. could very well be enemies in disguise, they could be using illusions, etc. Any act such as waving or talking (i.e., casting spells) can be interpreted as hostile, and then you can attack them in self-defence.
6. Anyone who avoids, runs away or attempts to evade the party is guilty of something, so he can be attacked. Justification: Eventually, he would probably have done harm to others if you hadn’t brought him down.
The Surrender Manoeuvre: On some occasions, enemies may attempt to use a combat manoeuvre known as "surrender" before or during combat. Most characters would be honour-bound to acknowledge such acts and accept the surrender. The knight errant, however, is a little more scrutinizing and street savvy.
1. White flags must always be regarded with suspicion. A white flag may be a battle banner, a signal flag, an attack warning, a trick, etc. A flag by itself means little.
2. There must be clear verbal acknowledgment of surrender. If your enemies are screaming hysterically or babbling in some foreign language, this does not count as surrender, regardless of what else they are doing.
3. Throwing down of weapons is a requirement for surrender. Note that it the weapons are close enough to grab up again or there is a possibility of hidden weapons, the condition is not fulfilled. Ideally, opponents can be required to strip to the point where it can be verified that they are not armed. Still, caution is advised (see #4 above).
4. Fleeing is an obvious attempt to flank the parry, so retreating enemies can be attacked in the back. Remember the old adage: "Kill them before they run away, so they won’t come back to fight another day."
5. Any hesitation on the part of those suspiciously surrendering, including asking for conditions, begging for mercy without permission, falling down from wounds, trying to stop bleeding, etc., is merely a trick, and does not constitute a valid surrender.
6. Even when someone actually surrenders, you get one last swing in, because your arm was in motion from the last one (same applies to trigger fingers on crossbows).
Dealing with Prisoners: At times it may be unavoidable that surrender leads to the taking of prisoners. Great care is needed because of the tricks prisoners are known to play.
1. If your enemies are known to take no prisoners (or you have heard rumours to that effect, or you have suspicions that it might be so), then you do not have to grant them quarter.
2. If prisoners become an inconvenience, you can tie them up and leave them in the wilderness or dungeon. The laws of nature will resolve the situation.
3. Prisoners are responsible for their own upkeep, including the costs of restraining them. How the knight errant gets his money back is a personal choice.
4. Prisoners can be required to do menial work for the party. If the level of work sustained does not kill the prisoners, then it is not too much.
5. Strict measures are needed to keep prisoners in line. Any method that does not deliberately kill captives is appropriate. Note that accidental killings are acceptable.
6. In the case of exceptionally dangerous or troublesome prisoners, it is OK to kill a few as examples to the rest.
The Power of Apology: If a knight errant is accused of a crime or scandalized by some deed or act he did which was viewed unfavourably by an individual or group, the knight errant can publicly apologize. Anyone who is apologized to by a knight errant must save vs. apology with a -5 modifier. If the save fails, the individual or group must immediately forgive the knight errant (including any fines, penalties etc.). Furthermore, the knight errant has the ability to turn things around so that his accusers and those who harboured ill feeling toward him become the target of any blame or ill feeling. If a save vs. apology results in a natural 1, the blame has shifted to the person(s) making the save.
Knight errants receive the proficiencies and skills: riding (land-based), blind-fighting, endurance skill, gaming & social etiquette for free as part of their pre-adventuring training.
Knight errants, because of their intensive training, also get a free weapon specialization. This doesn’t cost any of their beginning weapon proficiencies (but they must still spend the BP): they still get all four starting weapon proficiencies in addition to the free specialisation.
The exploits and deeds of knight errants tend to become more infamous than those of other fighters and spread quicker. A knight errant’s Fame factor is multiplied by 1.25 to reflect this fact. Of course, this makes it more difficult for them to do things in secret as they rise in level. Some troublesome NPC is always remembering "the tall, fair-haired knight errant" that was at the scene of the action, which makes it very easy for the authorities to follow the heroes' trail. In addition, because of the battle-vanity inherent to this class, any knight errant running into another knight errant with a higher Fame Factor than his own must challenge that knight errant to a duel. There’s a proper protocol for such duels and your GM will explain them to you when the time comes. The victor of a knight errant duel receives 25% of his opponent’s Fame and 10% of his Honour to add to his own. A knight errant may build his own stronghold and hire henchmen as most other characters can bur he never gains followers automatically as a normal fighter does.
Chris1234
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Re: Classes

Post by Chris1234 »

Monk
Ability Requirements: Str 12+, Dex 15+, Con 11+, Wis 15+, Int 12+
Prime Requisite(s): None
Hit Dice Type: d6
Allowed Races: Human
Allowed Alignments: lawful
Building Point Bonus: 12 BP
The monk is a subclass of fighter who has honed his skills in martial arts. At first level, monks gain 2d6 for hit points and 1d6 per level thereafter. Monks can use magical favoured weapons, rings and miscellaneous magic items which are usable by thieves but may employ no other magic items of any sort. Monks make saving throws on the table used by thieves, but they gain certain advantages. Non-magical missiles (arrows, bolts, bullets, thrown daggers, thrown javelins, thrown spears, etc.) that would normally hit can be dodged or knocked aside if the monk is able to make his saving throw against petrification for each observed such potential hit. In other respects, if a monk makes his saving throw against an attack form, the monk will sustain no damage from the attack, even if the attack form was a Fireball, for instance. At 9th level (Master) or higher, a monk who fails to make his saving throw will still sustain but one-half the total potential damage which the attack form could deliver, if possible. A monk who, for any reason, loses his lawful alignment loses all monk abilities and must begin again as a first level character in a new class if he wishes to continue to gain skills and abilities.
Weapon Use: Monks attack as fighters and get +1 to hit with their favoured weapons: club, crossbow, dagger, hand axe, javelin, pole arm, spear and staff and -1 to hit with all other weapons that are not improvised. However, they add one-half of a hit point per level of experience to the amount of damage they score when they successfully attack an opponent with a weapon. Their study and knowledge of weapons and anatomy gives them a damage bonus of +1/2 HP per monk level.
Open hand combat: The monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1d6 rounds if either the monk inflicts two dice of penetration damage or the score of the monk's "to hit" die score exceeds the minimum number required for a hit by 5 or more.
[Monk Level] / AC / Movement / (#Att per round) Damage
[1] / 7 / 15" / (5/4) 1d4; [2] / 6 / 15" / (5/4) 1d6; [3] / 5 / 16" / (5/4) 1d6+1; [4] / 4 / 16" / (3/2) 1d6+1; [5] / 3 / 17" / (3/2) 2d4; [6] / 2 / 17" / (3/2) 2d4
[7] / 2 / 18" / (3/2) 2d4+1; [8] / 1 / 18" / (2) 2d6; [9] / 1 / 19" / (2) 3d4; [10] / 0 / 20" / (2) 2d6+1; [11] / 0 / 21" / (5/2) 3d4+1; [12] / 0 / 22" / (5/2) 4d4
[13] / -1 / 23" / (5/2) 4d4+1; [14] / -1 / 24" / (3) 5d4; [15] / -2 / 25" / (3) 2d12; [16] / -2 / 26" / (3) 4d6; [17] / -3 / 27" / (4) 4d6; [18] / -4 / 28" / (4) 6d4
[19] / -5 / 29" / (4) 5d6; [20] / -6 / 30" / (4) 8d4; [21] / -7 / 31" / (4) 8d4
If stunned, the chance to kill is a percentage which equals the armour class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained.
Surprise Resistance: A 1st level monk is surprised 30% of the time but reducing by 2% per level thereafter.
Thief Abilities (Dexterity and armour modifiers also apply as for a Thief):
1. Find Traps 10% + 3% per level
2. Move Silently 15% + 5% per level
3. Hide in Shadows 10% + 5% per level
4. Hear Noise 10% + 2% per level
5. Climb Walls 60% + 2% per level
Falling Damage (based on hands & feet free):
At 2nd level, a monk can fall up to 10'
At 4th level, a monk can fall up to 20'
At 6th level, a monk can fall up to 30'
At 13th level, a monk can fall any distance without sustaining damage.
With each experience level, monks gain a new mystical special ability. These are described as follows.
1) Intimidating Display: The monk can display an intimidating routine of punches, blocks, kicks or other attacks in such a bewildering manner that those viewing the show will hesitate to watch and thus lose an action. This can be used in combat to automatically gain initiative for the first combat round but the monk must specifically state that he is using his intimidating display ability for this to occur. A monk cannot use intimidating display while actually engaged in combat.
2) Improvise Weapon: At second level the monk gains the uncanny ability to turn virtually any ordinary object into a weapon. Examples include chopsticks, chairs, clothing, dead animals and shoelaces. Treat these attacks as a normal unarmed strike by the monk with corresponding damage. The advantage to this is evident if the monk is fighting something that he would not want to touch with his bare hands such as animated piles of disgusting ooze, fire elementals, porcupines or even ores with really poor hygiene.
3) Pass Without Trace: A monk can traverse any terrain without leaving a mark but he may only move at 1/4 of his normal movement rate.
4) Self-Healing: At 4th level the monk can heal damage on his body once/day, d4+1HP and +1HP per experience level thereafter.
5) Really Intimidating Display: This ability is similar to the first level intimidating display ability except that those viewing the monk who fails to make a saving throw versus petrification will sit and watch the show for as long as the monk can keep it up.
6) Weapon Strike: When using a weapon other than his own body, a monk can specifically target an attack on an opponent’s weapon. The AC of the weapon is base 10 minus any dexterity modifier the wielder may have. The effective armour class of a magic weapon is further modified down for each plus it is enchanted with. If the attack is successful, the weapon must save versus a crushing blow otherwise it becomes broken and useless.
7) Resist Disease: At 7th experience level a monk is immune to diseases of any sort.
8 ) Painful Strike: A monk can use this ability once per opponent. It represents the monk’s ability to strike an opponent in a critical spot. The intent to make a painful strike must be declared prior to making a to hit roll. Damage done from a successful painful strike attack can only be healed by magical or mystical means.
9) Resist Spells: Beguiling, Charms, Hypnosis, and Suggestion spells have only a 50% chance of affecting a monk of the 9th level of experience. That is, the monk is 50% resistant to such magic. This resistance increases 5% per level thereafter, so that at 10th level such spells have but a 45% chance of affecting the monk, 40% at 1 1th level, and so on. Saving throws apply if resistance fails. Monks of this level are no longer affected by Geas, Quest or Slow spells.
10) Water Run: A monk may run over water or similar liquids without sinking. While running on water he must continue to move at his maximum movement rate in order to effectively use this ability.
11) Resist Poison: At 11th and higher levels of experience monks are not affected by poison of any type.
12) Invisibility: Useable once per day for 1 turn per level that the monk has achieved beyond six.
13) Mind Mask: A monk of this level can completely mask his thoughts so that mind reading abilities such as ESP are useless.
14) Telepathic Resistance: Telepathic and mind blast attacks such as those from Mind Flayers are made as if the character had an Intelligence 6 points higher than his actual score, due to the monk's mental discipline.
15) Retarded Aging: The monk ages at half the normal rate.
16) Speak with Plants and Animals: The monk gains the ability to speak with plants and animals as druids do.
17) Fasting: At this level the monk can survive with only one tenth the normal about of food and water required for health and sustenance. He can do this indefinitely.
18) Flame Walk: A monk may walk over hot coals, burning embers or even molten lava without taking damage right away. Similar to the water run ability, die monk must continue walking at his maximum movement rate for the ability to function. Should he stop, he will begin taking the appropriate amount of damage within one round. Note that this ability does not confer total fire resistance to the monk’s body. So a monk hit by a fireball while walking on lava would not rake damage from the lava but would suffer the effects of the fireball if he failed his saving throw. Similarly, a monk running through a burning building would still be susceptible to damage from the heat and flames if they hit the rest of his body but his feet will be protected. Any clothing worn is susceptible to damage from the hear/flame source.
19) Survive without Air: A monk with this ability can survive without air for up to 21 days.
20) Speak with Dragons: A monk of this level gains the ability to speak with dragons in their native tongue. Once per day the monk can use this mystic power to cast a Charm spell on the dragon. If the dragon makes a saving throw the Charm is negated but communication is still possible.
21) Shaking Claw: The last ability gained, and perhaps the most terrible power, is that fabled attack which enables the monk to set up vibrations in the body of the victim, and the monk can then control such vibrations so as to cause death to occur when the monk stops them. The monk merely touches his victim to set up the deadly vibrations. The victim can be virtually any creature. This power can be attempted but once per week, and the monk must touch the intended victim within 3 melee rounds or the power is drained for one week. It has no effect on the undead or creatures that can be hit only by magical weaponry. The victim cannot have more hit dice than the monk using the power, and in any event, the total hit points of the victim cannot exceed those of the monk by more than 200%, or the power has no effect. The command to die the control of the vibrations must be given by the monk within fourteen days; or else the vibrations simply cease of their own accord and do no damage whatsoever.
Restrictions:
1) Monks never gain any experience point bonuses.
2) Monks may not use armour or shields nor does Dexterity ever them any armour class adjustment.
3) Like paladins, monks may not retain more than a small fraction of whatever treasure they gain. A monk may possess no more than two magic weapons and three other magic items. While monks may retain money sufficient for their modest needs and to support their henchmen, all other treasure and excess magic items must be bestowed upon (non-player) religious institutions)
4) Until attaining the rank of Master, monks may not have any hirelings or henchmen at all. At the 6th level of experience, monks may hire persons on a short duration basis, for the duration of a single adventure only. At this level, they may also acquire up to two henchmen. Henchmen may be fighters (but not paladins or rangers), thieves or assassins. With each level of experience above the 6th, which die monk attains, he may add one additional henchman, until the maximum number established by the monk's charisma score is reached. Monks will gain followers upon attaining 8th level.
Monks advance in levels through training, as do other characters up until 7th level. When a player character monk gains sufficient experience points to qualify him for 8th level, the monk must find and defeat in personal combat, hand-to-hand, without weapons or magic items, another 8th level monk or equivalent (i.e. 8 first level monks). The same must be done at the ninth and higher levels. A monk may not advance in levels until such combat has been won though he may continue to gain experience points until he reaches the minimum number of points required for the next higher level than he is trying to attain. Although this test is sometimes deadly, it need not be to the death and usually the only ill effect suffered by the losing monk(s) is a 10% experience point loss for each contest so lost.

Paladin
Ability Requirements: Str 12+, Con 9+,Wis 13+, Cha 17+
Prime Requisite(s): Strength and Charisma
Hit Dice Type: d10
Allowed Races: Human
Allowed Alignments: lawful good
Building Point Bonus: 12 BP
A paladin has the following special benefits:
• A paladin can detect die presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, bur each attempt takes one round. This ability detects evil monsters and characters.
• A paladin receives a +2 bonus to all saving throws.
• A paladin can judge another paladin, cleric or cavalier he thinks has done wrong. The ‘judged-character undergoes an immediate alignment audit and suffers any consequences.
• At 7th level and above, a paladin can scrutinize other characters and force an alignment audit (See chapter 5).
• A paladin is immune to all forms of disease. (Note that certain magical afflictions, such as lycanthropy and mummy rot, are curses and not diseases.)
• A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
• A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).
• A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised.
• A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the GM will explain its other powers.)
• A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower — for example, at 3rd level he has the turning power of a 1st level cleric. See the section on clerics for more details on this ability.
• A paladin may call for his warhorse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the GM). A paladin's warhorse is a very special animal, bonded by fate to the fighter. The paladin does not really "call" the animal, nor does the horse instantly appear in front of him. Rather, the character must find his warhorse in some memorable way, most frequently by a specific quest.
• A paladin can cast cleric spells once he reaches 9th level. He can cast only spells of the divination, necromantic and abjuration schools. The acquisition and casting of these spells abide by the rules given for clerics. The spell progression and casting level are listed in Table 3W. Unlike a cleric, the paladin does not gain extra spells for a high Wisdom score. The paladin cannot cast spells from cleric or druid scrolls nor can he use cleric items unless they are allowed to the fighter group.
• A paladin may not have in his possession more than 10 magical items. Furthermore, these may not exceed one suit of armour, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
• A paladin never retains wealth. He may keep only enough Treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player, so don't even think about it.
• A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin's income, whether coins, jewels, magical items, wages, rewards or taxes. It must be paid immediately.
• A paladin does not attract a body of followers upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment. • A paladin may employ only lawful good henchmen (or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.

Ranger
Ability Requirements: Str 13+, Dex 13, Con 14+, Wis 14+
Prime Requisite(s): Strength, Dexterity, Wisdom
Hit Dice Type: d8
Allowed Races: Human, Elf, Half-elf
Allowed Alignments: any good
Building Point Bonus 10 BP
Although the ranger can use any weapon and wear any, several of his special abilities are usable only when he is wearing studded leather or lighter. In addition to the basic skills of a fighter, the ranger has several advantages. When wearing studded leather or lighter, a ranger can fight two-handed with no penalty to his arrack rolls. A ranger can still fight with two weapons while wearing heavier than studded leather, but he suffers the standard attack roll penalties.
Woodcraft: The ranger is an expert woodsman and gains the Tracking skill without expending any points. Furthermore, this skill improves by +5 for every three levels the ranger has earned (3rd to 5th level, +5; 6th to 8th level, +10, etc.). While wearing studded leather or lighter, the ranger can try to move silently and hide in shadows. His chance to succeed in natural surroundings is:
[Ranger Level] / Hide in Shadows / Move Silently
[1] / 10% / 15%; [2] / 15% / 21%; [3] / 20% / 27%; [4] / 25% / 33%; [5] / 31% / 40%; [6] / 37% / 47%; [7] / 43% / 55%; [8] / 49% / 62%;
[9] / 56% / 70%; [10] / 63% / 78%; [11] / 70% / 86%; [12] / 77% / 94%; [13] / 85% / 99%*; [14] / 93% / 99%; [15] / 99% /99%; [16] / 99% / 99%.

which is modified by race, Dexterity and armour as for the Thief class.
When attempting these actions in non-natural surroundings (a musty crypt or city streets) the chance of success is halved. Hiding in shadows and moving silently are not possible in any armour heavier than studded leather.
Chosen Enemy: In their role as protector of good, rangers tend to focus their efforts against some particular creature, usually one’ that maraud their homeland. Before advancing to 2nd level, every ranger must select a species enemy. Typical enemies include Giants, Ores, Lizard Men, Trolls, or Ghouls; your GM has final approval on the choice. Thereafter, whenever the ranger encounters that enemy, he gains a +4 bonus armour o his attack rolls. This enmity can be concealed only with great difficulty, so the ranger suffers a -4 penalty on all encounter reactions with creatures of the hated type. Furthermore, the ranger will actively seek out this enemy in combat in preference to all other foes unless someone else presents a much greater danger.
Animal Affinity: Rangers are adept with both trained and untamed creatures, having a limited degree of animal empathy. If a ranger carefully approaches or tends any natural animal, he can try to modify the animal's reactions. (A natural animal is one that can be found in the real world.) When dealing with domestic or non-hostile animals, a ranger can approach the animal and befriend it automatically. He can easily discern the qualities of the creature (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise). When dealing with a wild animal or an animal trained to attack, the animal must roll a saving throw vs. rods (at -1 per 3 Ranger levels). If the creature fails the saving throw, its reaction can be shifted one category as the ranger chooses. Of course, the ranger must be at the front of the party and must approach the creature fearlessly.
Spell Use: A ranger can learn druid spells when he reaches 8th level:
[Ranger Level] / Casting Level / #1st - #2nd - #3rd level Druid spells
[8] / 1st / 1-0-0; [9] / 2nd / 2-0-0; [10] / 3rd / 2-1-0; [11] / 4th / 2-2-0; [12] / 5th / 2-2-1; [13] / 6th / 3-2-1; [14] / 7th / 3-2-2; [15] / 8th / 3-3-2; [16] / 9th / 3-3-3

He gains and uses his spells according to the rules given for druids. He does not gain bonus spells for a high Wisdom score, nor is he ever able to use druid scrolls or magical items unless specially noted otherwise. A ranger can learn magic-user spells when he reaches 9th level:
[Ranger Level] / Casting Level / #1st - #2nd - #3rd level Magic User spells
[9] / 1st / 1-0-0; [10] / 2nd / 2-0-0; [11] / 3rd / 2-1-0; [12] / 4th / 2-2-0; [13] / 5th / 2-2-1; [14] / 6th / 3-2-1; [15] / 7th / 3-2-2; [16] / 8th / 3-3-2; [17] / 9th / 3-3-3

He uses his spells according to the rules for magic users. He gains a spell book and a few spells for free. Exactly how many and what kind are up to the discretion of the GM. The rest of his spells must be obtained through adventuring. A ranger is not able to use magic-user scrolls or other magic items unless specifically noted otherwise.
Ranger Code: Like the paladin, the ranger has a code of behaviour. A ranger must always retain his good alignment. If the ranger intentionally commits an evil act such that his alignment changes, he automatically loses his ranger status. Thereafter he is considered a fighter of the same level (if he has more experience points than a fighter of his level, he loses all the excess experience points). His ranger status can never be regained. If the ranger involuntarily commits an evil act (perhaps in a situation of no choice), he cannot earn any more experience points until he has cleansed himself of that evil. This can be accomplished by correcting the wrongs he committed, revenging himself on the person who forced him to commit the act, or releasing those oppressed by evil. The ranger instinctively knows what things he must do to regain his status (i.e., the GM creates a special adventure for the character).
While they can have any monetary amount of treasure, they cannot have more treasure than they can carry. Excess treasure must either be converted to a portable form or donated to a worthy institution (an NPC group, not a player character or a savings bank).

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Chris1234
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Re: Classes

Post by Chris1234 »

Battle mage
Ability Requirements: Intelligence 9+, Strength 12+, Dexterity 12+, Constitution 12+
Prime Requisite(s): Intelligence
Hit Dice Type: d4
Allowed Races: Human, Elf, Half-elf, Dwarf, Gnome Titan
Allowed Alignments: any
Building Point Bonus: 8 BP
Spell Jacking? Yes
The battle mage is perhaps the most respected (and feared) of magic-users. They earn +2 to their starting Honour because of the prestige members of their profession enjoy. The name of the class says it all. These battle-hardened individuals focus on a special form of mental discipline that allows them to cast spells in the thick of combat with little chance of mishap or interruption. Battle mages have access to all magic-user spells but when it comes to battle spells (those of the missile or Fireball variety as well as most spells offensive/ defensive in nature) they are second to none primarily because of their spell prepping, simulcasting and chain casting abilities.
Spell Prepping: Rattle mages have the unique ability of spell-prepping (also called bringing a spell ‘online’). Any spell of the missile/Fireball variety can be prepped. Spellprepping involves casting the spell in the normal fashion and then ‘holding’ it. Such a prepped-spell does not immediately take effect and is held in stasis (usually as a small orb of energy hovering in the mage’s open palm) until it is released by the mage or automatically goes off due to the prep-window expiring. A battle mage can ‘hold’ a prepped-spell for 1 combat round per level of experience plus one. For example, a third level battle mage could hold a prepped spell for 4 combat rounds. Spells that have been prepped can be used on the first segment of any combat round.
Mishap/Disruption Resistance: Because of their ability to concentrate and refusal to be distracted from the task at hand, battle mages are more resistance to the risks of spell mishap than other mages. They get a —40% spell mishap modifier when wearing armour. This means a battle mage could wear ring mail with no penalty as long as he has a decent Intelligence. If a battle mage is hit, or otherwise distracted while casting a spell, the spell is not automatically ruined. A battle mage gets to roll a save vs. his Intelligence. Success means the spell is not affected.
Spelljacking: At higher levels, battle mages can spelljack. This involves cramming more spells into memory than is normally allowed for the mage’s level of experience. The danger of spell-jacking is that ALL the spells in memory (spell-jacked) can go off at the same rime should a spell-mishap occur.
[Battle Mage Level] / Number of Simulcast Spells:
[1-2] / NA; [5-7] / 2; [8-9] / 3; [10-12] / 4; [≥13] / 5

Simulcasting: At higher levels, battle mages can simulcast (cast two or more spells simultaneously.) Both spells, however, must be of a battle-nature (offensive/defensive).
[Battle Mage Level] / Spelljacking:
[1-4] / NA; [3-7] / x1.5; [8-14] / x2.0; [15-19] / x2.5; [≥20] / x3

Chain Casting: Another perk of the battle mage class is chain casting’. One or more battle mages can cast the same spell and multiply the effects. Chain-cast spells have their area of effect, range, duration and damage ratings multiplied by the Humber of battle mages participating in the process. (The spell cast is based on the lowest level battle mage participating in the process.) The primary advantage to this is that the cooperating mages can reach and affect more targets than they could individually. The participating mages must be within five feet of one another. For example, two battle mages, one sixth and one seventh level, chain cast a Fireball. Individually, each one could only reach a range of 70 or 80 yards respectively. But together, they can reach a range of 140 yards (two times the range of the individual Fireball for the lowest level mage in the group). Damage from the chain cast spell will similarly be 14 dice (7x2). This is slightly less damage than they would have done if they each separately cast a Fireball in a shorter range but with their combined efforts, they have greatly increased their range (and area of effect).
Spoils of a Hard Life: One of the downsides of being a battle mage is that the profession is hard on the mind and body. The Battlemage’s Kicker is 16HP and not 20HP. Battle mages get fewer hit points when advancing in levels compared to other mages. When advancing levels they are prohibited from adding any hit point modifiers a high Constitution would normally provide. They also age more rapidly due to the stresses of their mental discipline. Battle mages age at twice the rate of other characters!! They also heal at half the normal rate.
Hit to Wisdom: Because battle mages tend to specialize in their mental disciplines and battle-magic they don’t devote as much time to other fields of magical studies. To causes them to suffer a —1 to Wisdom.

Blood mage
Ability Requirements: Intelligence 9+, Constitution 16+, Wisdom 8 or less
Prime Requisite(s): Intelligence
Hit Dice Type: d4
Allowed Races: Humans, Half-Elves and Elves (including Grel and Drow)
Allowed Alignments: any
Building Point Bonus: 12
Spell Jacking? Yes
The blood mage is a magic-using specialist class that developed in the cloistered halls the magic-fraternity of Pathargia. The libraries of Pathargia are said to contain the most extensive collection of arcane tomes on Garweeze Wurld, rivalling the collection of the Circle of Sequestered Magick itself. The blood mages of Pathargia (sometimes spelled as Pathorgia) and the Red Council approach and practice magic in a somewhat unorthodox manner. Instead of drawing errant magical energy from without and channelling it (as is the case with most spell casting techniques practiced by the other magic-using classes), the blood mage derives his power and casts his spells by drawing on the life-energies of his own body (and sometimes of those around him). Most magic-users consider this a very reckless and dangerous practice and mages from other schools of thought shun blood mages. Blood mages have access to all the magic-user spells available to necromancers (i.e. they do NOT have access to the schools of Enchantment/Charm and Illusion) and typically cast their spells exactly like their magic-using cousins. However, because of their unique approach to magic, there are certain potential repercussions. The blood mage can choose to attempt to avoid the potential repercussions with a successful save versus spells, but failure results in a spell mishap. Otherwise, whenever a blood mage casts a spell, the controlling player must roll 1d8 + 1d12 +the spell level:
[Roll Result] / Blood Mage Casting Effects
[2-8] No ill effect
[9] / Nearest living creature suffers one point of damage per every two spell levels (minimum 1 point)
[10] / Nearest 1d3 living creatures suffer one point of damage per spell level (minimum 1 point)
[11] / Blood mage suffers one point of damage per every two spell levels (minimum 1 point)
[12] / Blood mage suffers one point of damage per spell level (minimum 1 point)
[13] / Blood mage and all creatures within 2d12 feet suffer one point of damage per every two spell levels (minimum 1 point)
[14] / Blood mage and all creatures within 2d12 feet suffer one point of damage per spell level (minimum 1 point)
[15] / All vegetable matter within 3d12 feet of blood mage is destroyed
[16] / Nearest living creature suffers 1d4 points of damage per every two spell levels (minimum 1 point)
[17] / Nearest 1d3 living creatures suffer 1d4 points of damage per spell level
[18] / Blood mage suffers 1d4 points of damage per every two spell levels
[19] / Blood mage and all creatures within 2d12 feet suffer1d4 points of damage per every two spell levels (minimum 1 point)
[20] / Blood mage suffers 1d4 points of damage per spell level
[21] / Blood mage and all creatures within 2d12 feet suffer 1d4 points of damage per spell level
[22] / All vegetable matter within 5d12 feet of blood mage is destroyed
[23] / Blood mage suffers 1d8 points of damage per every two spell levels (minimum 1 point)
[24] / Blood mage and all creatures within 3d12 feet suffer 1d6 points of damage per every two spell levels (minimum 1 point)
[25] / Blood mage suffers 1d6 points of damage per spell level
[26] / Blood mage and all creatures within 3d12 feet suffer 1d6 points of damage per spell level
[27] / Blood mage suffers 1d8 points of damage per spell level
[28] / Blood mage and all creatures within 4d12 feet suffer 1d8 points of damage per spell level
[29] / Blood mage and all living matter within 1dl2 feet have life force sucked out, leaving only a brown desiccated husk

Victims can make a saving throw versus spells to halve the damage (round down, minimum 1 point). Damage can take three different forms (roll1d6):
[1-3] = hit points, [4-5]= Constitution, [6] = Strength. A single “point” of damage actually means 25 points of a Fractional Ability Score. Damage to an Ability Score heals at the rate of 25 fractional points per day, unless the victim engages in heavy activity (i.e. combat, harsh travel, etc.).
Vengeance Class spells: Blood mages have access to an array of spells available ONLY to the blood mage:
[Spell Level] / Vengence Class Spell Acquired:
[1] / WitherSlow, Blood Missile; [2] / Blood Mark, Blood Thirst; [3] / Extract Truth, Bloodball; [4] / Boiling Blood, Remove Limb; [5] / Pathargian Death Hex, Blood Rot; [6] / Wall of Blood, Blazing Blood; [7] / Blood Drain, Create Blood Golem; [8] / Age, Life Drain; [9] / Blood Curse, Wave of Death
Woeful Casting: Blood mages have the ability to cast any spell available to them in a Woeful manner. This has the significant effect of making the spell more potent and virtually impossible to resist. If a spell normally allows a saving throw, a spell cast Woefully removes the possibility of a saving throw. If a magic item allows one to ward off effects from certain spells, a Woeful casting of a spell negates and overrides this resistance. Woeful casting ignores actual magic resistance, as well. Woeful casting is not without its price however. It must be used judiciously, as its toll can be heavy and eventually lead to death. Each time a blood mage casts a spell Woefully, he must sacrifice 1d3 points of his own Constitution (no penetration applies). Furthermore, the caster immediately falls into a comatose slumber for 36 hours. After completing each 12-hour segment of the mandatory comatose rest period, the caster has a 50% chance (-2% for each level of the spell) to regain each lost Constitution point. If this fails, the point is permanently lost.
Blood Mage Spell-Jacking: Because of their special nature, blood mages can spell-jack. Spell-jacking works in the same manner as normal spell memorization, except that the blood mage is cramming more information into his head and pushing the envelope. This allows him to hold more spells in memory but it also increases the chances of a spell mishap. When spell-jacked, there is a base 10% chance of a spell mishap with ANY spell the blood mage casts. (This is in addition to any modifiers for wearing armour and/or Intelligence). However, a character is only considered to be spell-jacked when he has more than his normal allowance of spells memorized. Therefore, once he casts enough spells to bring him down to equal or below his normal number of memorized spells (at very spell level), he no longer suffers the 10% mishap chance. If a spell mishap occurs while a blood mage is spell-jacked there is a chance that ALL spells he still has in memory (i.e. uncast) will suddenly go off with unexpected and possibly disastrous results. Such are the risks of being careless with magic.
Mage Level] / Spell-Jacking Factor:
[1-3] / NA; [4-8] / x1.5; [9-15] . x2.0; [16-20] / x2.5

Other Specialist Benefits:
• The blood mage gains one additional spell to memorize per spell-level, however, this additional spell must be taken from the Vengeance Class of spells.
• Blood mages gain a +1 to save against spells of the necromancy variety because of their enhanced understanding of such magic.
• Targets of a necromantic spell cast by a blood mage receive a -1 to their saving throws.
• Blood mages have a +15% bonus to learn new necromantic spells
• When researching new Vengeance spells, the blood mage gains a +15% bonus.
• The blood mage can scribe scrolls and create potions of the necromantic variety at 6th level.
Other Specialist Disadvantages:
• The blood mage may not research new spells outside of the field of necromancy.
• The blood mage may not create magic items outside of the necromantic variety.
• The blood mage receives a -15% penalty to learn or research spells outside of the field of necromancy.
• The blood mage must memorize at least one Vengeance Class spell per level or he loses one spell per spell level as well as the bonus spell for that level. For example, a blood mage has the following spells at first level: Read Magic, Blood Missile, Detect Undead, WitherSlow and Write. A first level blood mage can memorize three spells plus one as a bonus (if it’s a Vengeance Class spell). Our mage will have to memorize either WitherSlow or Blood Missile and any three other spells, or else his spell total will drop to two (a penalty of one and loss of the bonus).

Illusionist (aka Spell-Jacker)
Ability Requirements: Intelligence 9+, Dexterity 16+
Prime Requisite(s): Intelligence
Hit Dice Type: d4
Allowed Races:
Human, Gnome, Gnomeling, Pixie Fairy
Allowed Alignments: any
Building Point Bonus: 9 BP
Spell Jacking? Yes
The magic user specialist school of illusion is a very demanding field of study; illusionists may not even learn spells of the opposition magic to illusion: Abjuration, Necromancy and Invocation/Evocation nor may they use magic items that duplicate the effect of the opposition schools of Abjuration, Necromancy and Invocation/Evocation.
Spell-Jacking: Because they are specialists, illusionists can spell-jack. Spell-jacking works in the same manner as normal spell memorization except that the illusionist is cramming more information in his head and pushing the envelope. This allows him to hold more spells in memory but it also increases the chances of a spell mishap. When spell-jacked, there is a base 10% chance of a spell mishap of ANY spell the illusionist casts. This is in addition to any modifiers for wearing armour and/or Intelligence. If a spell mishap occurs while an illusionist is spell-jacked there is a chance that ALL spells the illusionist still has in memory (i.e. uncast) will suddenly go off with unexpected and possibly disastrous results. Such are the risks of being careless with magic.
[Mage Level] / Spell-Jacking Factor:
[1-3] / NA; [4-7] / x1.5; [8-14] / x2.0; [15-19] / x2.5; [≥20] / x3.0

Other Specialist Benefits:
• The illusionist gains one additional spell to memorize per spell level, however, this additional spell must be taken from the illusion school of magic
• Illusionists gain a +1 to save against spells of the illusion variety because of their enhanced understanding of such magic
• Targets of an illusion spell cast by an illusionist receive a -1 to their saving throw
• Illusionists have a +15% bonus to learn new illusion spells
• When researching new spells in the field of illusion, the illusionist has an easier time (your GM has details on this)
• The illusionist can scribe scrolls and create potions of the illusion variety at 6th level
Other Specialist Disadvantages:
• Illusionists may not research new spells outside the field of illusion.
• Illusionists may not create magic items outside the illusion variety.
• The illusionist receives a -15% penalty to learn spells outside of the field of illusion.
• Whenever advancing, the illusionist automatically gains one new spell as per all magic-users, but he can only obtain a spell of the illusion variety. If none are available because he knows all of them or has failed to learn the remaining ones, no spell is gained.
• The illusionist must memorize two illusion spells per level or he loses one spell per spell level as well as the bonus spell for that level. For example, an illusionist has the following spells at first level: Read Magic, Sleep, Audible Glamor and Light. A first level illusionist gets three spells plus one as a bonus (if it’s an illusion spell). Since Audible Glamor is his only illusion spell, our mage will have to memorize it twice (and any two other spells), or else his spell total will drop to two anyway (a penalty of one and loss of the bonus).
Illusionists Illusionist Spell Level

Magic-User (aka Spell Lobber, Spell Jockey)
Ability Requirements: Intelligence 9+
Prime Requisite(s): Intelligence
Hit Dice Type: d4
Allowed Races: Human, Elf, Half-elf, Pixie Fairy
Allowed Alignments: any
Building Point Bonus: 9 BP
Spell Jacking? No
Magic-users can use more magical items than any other characters. These include potions, rings, wands, rods, scrolls and most miscellaneous magical items. A magic-user can use a magical version of any weapon allowed to his class. He can use magical armour but the spell mishap penalties still apply.
Magic users (Lvl 1)can memorise and cast 3 spells per day. GM will advise starting spells and spellbook. Magic users can learn spells from any arcane school.

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Cleric Group

The Garweeze Wurld Mythoi
Most HackMaster campaigns, including this one, are traditionally set in Garweezc Wurld. This richly detailed world has its own mythoi called the Gawds of Twilight Last. These gawds are briefly described here in thumbnail fashion for the benefit those players with clerics who may find them worthy of serving. The gawds of Garweeze Wurld represent the last rag-tag survivors of an epic war that raged for thousands of years between ALL the various (and well known) pantheons. When the smoke cleared and the dust settled only a few gawds from those original pantheons remained. These Gawds ofTwilighr Last formed a fragile peace and merged, creating a new pantheon. A new pecking order was established and spheres of control were shifted. The mighty Zeus, once gawd-supreme over Mount Olympus was reduced to a minor gawd with token powers. Luvia the Merciless was blinded as punishment for his role in setting events in motion that led to the war among the gawds.
Gawds derive their powers from living worshippers (in much the same way demons and devils derive their powers from dead worshippers in the form of souls). Competition for worshippers is fierce since the number of worshippers a gawd has ultimately determines his position in the pecking order among his peers. The problem is, the gawds have sworn a binding oath, which prevents them from directly opposing each other. So they must use their clerics (and worshippers) to do their dirty work for them. The Gawds of Twilight Last, along with their agents and champions, are constantly competing with one another for worshippers as the epic struggle of good vs. evil continues to keeps them at odds.
Not all the gawds are opposed to the shedding of blood. Indeed, some require their clerics to use swords, spears, or other specific weapons. The table below gives spartan detail of the remaining Gawds of Twilight Last that, after recovery from the Gawdswar, have Greater Gawd status and details the weapons they allow their clerics to use. Note that the {Zealot class} is a speciality priest (per Greater Gawd) and is only available to players who have purchased the (splat book) ‘The Zealots’ Guide to Wurld Conversion’.

[Gawd] / AL / Portfolio / Symbol / Favoured Weapons / {Zealots’ Weapons Permitted (Weapon of Choice)}
[Aknar] / N / Stealth and Wolves / Wolf’s fang strung on human hair / Any crushing or short sword/ {Any hacking or puncturing (Short sword)}
[Alu the Locust Lord] / NE / Famine, Hunger & Starvation / Goblet with a hole in the bottom / Any crushing / {Any (Any crushing)}
[Arnuya] / CE / Vengeance / A heart stabbed with a stake / Any crushing or spear or any bow / {Garrote, spear, all bows including cross bows, (Garrote)}
[Bast] / CG / Felines / Cat’s eye amulet / Any crushing or dagger / {One-handed only (Dagger)}
[Benyar] / LG / Empire / Ankh with wings / Any crushing or puncturing / {Any puncturing weapon (Spear)}
[Camaxtli] / N / Fate / Sun disk medallion / Any crushing / {Any crushing (Quarterstaff)}
[Deneir] / NG / Art and Literature / A candle / Any crushing / {As magic-user, and any one-handed crushing weapon (Quarterstaff)}
[Druaga] / LE / Devils and Oppressive Contracts / Ruby-encrusted mace (fake rubies to Lvl 10) / Any crushing / {Any crushing or puncturing (Mace)}
[Draper] / CN / Stealth and Cunning / A wooden or metal star / Any crushing or dagger / {Blowgun, bola, club, crossbow (hand or peashooter), dagger, dart, knife, rapier, stiletto, short bow (Dagger)}
[Enlil] / NG / Air and War / Miniature hand axe / Any crushing or non-metal hand axe / {Entirely non-metal (Non-metal hand axe)}
[Feeble Gawd] / LN / Mysteries / Medallion of a bony, arthritic hand / Any crushing / {Any (Quarterstaff)}
[Francor'Dieus] / LE / Earth / Miniature mining pick / Any crushing or pick / {Battle axe, dagger/dirk, knife, pick, scythe, sickle, stiletto, staff, khopesh, scimitar, and short sword (Pick)}
[Grawdyng] / NE / Death / A skeletal hand / Any crushing or sickle/ {Club, flail, quarterstaff, sling, spiked mace, Warhammer (Spiked mace or flail)}
[Gronfyr] / CE / War and Grevans / A shield- shaped medallion with a triangle cut from the top / Any crushing or battleaxe/ {Any (Short sword)}
[Gruumsh] / LE / Orcs / A real eye taken from a living creature on a leather cord / Any crushing or spear / {Any (Scimitar)}
[Hokalas the Riftmaster] / N / Magic / A metal key with colour depending on rank within the church Any crushing or dagger / {Dagger, knife (Dagger)}
[Ikka Paatang] / N / Nature / Mistletoe / Any crushing or scimitar or sickle / {Club, dagger, dart, scimitar, sickle, sling, spear, staff. (Cleric’s choice)}
[Kazaar-Freem] / LG / Peace and Tranquillity / Coconut shell / Any crushing / {Quarterstaff, club (Quarterstaff)}
[Kishijoten] / NG / Luck / A shiny brass coin / Any crushing / {Club, dagger, dart, mace, morning star, staff (Quarterstaff)}
[Loviatar] / LE / Pain and Torment / A preserved human hand clutching a bloody whip / Any crushing or dagger / {Any crushing, dagger and whips (Whip)}
[Kuchooloo] / CE / Wanton Destruction / A tentacle taken from a living creature / Any / {Any (Random)}
[Lathander] / NG / Spring, Dawn, Conception, Vitality, Eternal Youth, Renewal, Self-perfection, Beginnings / Disk cut from rose quartz or a similar mineral / Any crushing or morning star/ {Any crushing (Morning star)}
[Luvia] / LG / Justice / Miniature set of scales / Any crushing / {Crushing only (Mace)}
[Mangrus] / CN / Disease / A talon staff / Any crushing or whip / {Puncturing and hacking weapons, so long as they’re filthy (Dagger)}
[Markovia] CG / Oceans / A vial of holy water / Any crushing or harpoon, spear or trident / {Any puncturing (Trident)}
[Marlog] / LN / Sailing and Sailors / Medallion of a gold dolphin / Any crushing or spear or trident / {Crushing, spear, dagger (Spear)}
[Navinger] / CG / Love and Eunochs / Miniature arrow pendant / Any crushing or longbow or shortbow or mancatcher / {Bows (any but crossbow), dagger, dart, flail, mace, mancatcher, spear, staff, war hammer (Long or short bow, mancatcher )}
[Nephthys] / CG / Tombs / Moon and ankh / Any crushing / {Any (Fist (unarmed))}
[Nudor] / NG / Healing / A blazing sun shedding tears / Any crushing / {Unarmed attack (Unarmed attack)}
[Odin] / CN / War / A spear /Any crushing or battle axe or morningstar or spear or sword / {Any (Spear)}
[Oghma] / N / Knowledge / Decorated chalice / Any crushing / {Any crushing (Club)}
[Pangrus] / CN / War (Gnomish) / A sculpted, cast or carved letter V / Any crushing or broad sword, shortbow, javelin, light lance, sling or spear / {Broad sword, All bows (including crossbows), javelin, sling, spear (Broad sword or short sword)}
[Par'Kryus] / CN / Wind / A large white cloth depicting a tornado / Any crushing or Blowgun or dart / {All missile weapons (Blowgun, dart)}
[P’Rakeke Emperor of Scorn] / NE / Bigotry and Hate / Small golden scepter / Any / {Any (Club)}
[Pyremius] / NE / Fire, Poison and Disease / A tiny pitchfork / Any / {Any piercing (Military fork or sickle)}
[Set] / LE / Night / Coiled cobra Amulet / Any crushing or spear / {Any (Cleric’s choice)}
[Shang-Ti] / LN / Sky and Agriculture / A yellow or golden rod / Any crushing / {Any (Quarterstaff)}
[Shona] / LN / Games and Ritual Combat / Three inter-woven rings of mail / Any crushing or sword or javelin / {Any (Unarmed attack)}
[Skraad] / LN / Blacksmiths and Fate / Miniature metal war hammer pendant/ Any crushing or Warhammer / {Any crushing (Warhammer)}
[Sumar'Fareen] / LG / Birth and Love / Tiny cradle / Any crushing / {Lasso, net (Unarmed attack)}
[Thor] / CG / Thunder / Any crushing or Warhammer / Tiny War hammer / {Club, mace, Warhammer (Warhammer)}
[Thrain] / LN / Wisdom and Mountaineering / A crown / Any crushing or morning star / {All puncturing and morning star (Morning star)}
[Tobadzistini] / NE / Warriors / Tiny spear / Any crushing / {Any (Spear, long bow)}
[Yi'Gor] / CE / Treachery / Two human eyes hanging from strip of black leather. Any crushing or dagger / {Dagger (Dagger)}
[Yiders] / CE / Strength / A mace / Any crushing / {Any (Mace, Warhammer)}
[Zelaur] / CG / Honour / A red cord wrapped around a foot-long silver rod / Any crushing or hacking / {}ny hacking weapon (Any hacking weapon )
[Zeus the Diminished] / LG / Lightning / Medallion of an eagle, ram or oak tree/ Any crushing or Javelin or spear or dart / {Javelin, spear, dart (Spear)}


Cleric
Ability Requirements: Wisdom 9+
Prime Requisite(s): Wisdom
Hit Dice Type: d8
Allowed Races: All
Allowed Alignments: any
Building Point Bonus: 10 BP
Spell Jacking? No
The cleric may be an adherent of any religion and can have any alignment acceptable to their order. All clerics have certain holy (or unholy depending on alignment) symbols, which aid them and give power to their spells. 1st level clerics have the ability to pray for and cast three spells per day. Clerics gain additional spells for having high Wisdom scores. Clerics are sturdy soldiers, although their selection of weapons is limited. Standard clerics are traditionally restricted from shedding blood. Thus they are allowed to use only blunt, bludgeoning weapons when they bash their enemies’ skulls into oozing sticky messes. They can use a fair number of magical items including cleric scrolls, most potions and rings, some wands and rods, staves, armour, shields and magical versions of any weapons allowed by their order. Clerics are bestowed with cleric spells by their particular gawd in exchange for their devotion to correct and diligent prayers and for their work in furthering the gawd’s work in the world. Note that all spells must be spoken or read aloud. If a cleric violates the dictates of his faith or violates his alignment he may lose his cleric abilities until proper penance and compensation have been performed.
Another important attribute of the cleric is the ability to turn away (or actually command into service) the undead (undead - evil creatures that exist in a form of non-life, neither dead nor alive) and less powerful demons and devils. These creatures, as well as demons and devils, are detailed in the Hacklopedia of Beasts. The cleric is charged with defeating these mockeries of life. His ability to turn undead enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will). As a rule of thumb, a cleric is effective against any undead monster whose Hit Dice are not greater than those of the cleric. Only high level clerics have any hope of driving away or influencing demons or devils.
All clerics are able to scrutinize other clerics and paladins they nicer and force an immediate alignment audit. Clerics can gain extra Honour by converting non-believers to their cause. For each such convert, the cleric gains one point of temporal Honour. However, for each convert that strays from the flock, the cleric loses a point of temporal Honour. Thus, gaining and keeping followers for their patron is of utmost importance to clerics.

Druid
Ability Requirements: Wisdom 12+, Charisma 15+
Prime Requisite(s): Wisdom, Charisma
Hit Dice Type: d8
Allowed Races: Human, half-elf, halfling, elf, gnomeling
Allowed Alignments: True Neutral
Building Point Bonus: 10 BP
Spell Jacking? No
The druid is a sub-class of the cleric. Druids are guardians of the wilderness, be it forest, plains, or jungle. They can only be absolute, viewing good and evil, law and chaos, as balancing forces of nature that are necessary for the continuation of all things. As protectors of nature, druids arc aloof from the complications of the civilized world and what they see are the petty short-term trials of men. Their greatest concern is for the continuation of the orderly and proper cycles of nature; birth growth, death and rebirth. Druids tend to view all things as cyclic and thus the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned.
Druids are charged with protecting wilderness; in particular trees, wild plants, wild animals and crops. By association, they are also responsible for their followers and their animals. Thus, druids will never destroy woodlands or crops no matter what the circumstances. Even though a forest, for example, might be a den of evil and hostile beings, druids would not destroy it, although nothing would prevent them from changing the nature of the place if the desire and wherewithal existed. In similar fashion, they avoid slaying wild animals or even domestic ones except as necessary for self-preservation and sustenance.
Druids recognize that all creatures (including humans) need food, shelter and protection from harm. Hunting, farming and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids can be unforgiving, very patient and somewhat sadistic when it comes to enforcing their precepts. Some have even been known to track down those mischievous youths who innocently carve their initials in trees in order to carve out a similar mark on the delicate skin of the offender.
Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the druid must gather the mistletoe by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable. Because the adventuring druid often travels into regions void of mistletoe, they must often construct special holy symbols woven from dried leaves (and the roots of the mistletoe plant as long as the plant itself isn’t harmed). Druids as a class do not dwell permanently in castles, or even in cities or towns. All druids prefer to live in sacred groves, dwelling in sod, log or stone buildings of smallish size. When attaining levels above the 11th, characters will generally inhabit building complexes set in woodlands and similar natural surroundings.
Weapons Allowed: The druid is allowed to use only "natural" armours; padded, hide or leather armour and wooden shields, including those with magical enhancements. All other armours are forbidden to him. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling and staff.
Spells Allowed: Druids have their own arsenal of spells. They start with the ability to pray for and cast four 1st level spells. It will be noted that the druid spells are more attuned to nature and the outdoors than are the spells of other clerics or magic-users. They must speak spells aloud. Due to their involvement with living, growing things, druids have no power to turn or control undead, demons or devils. Druids can use all magical items normally allowed clerics, except for those that are written (books and scrolls) and armour and weapons nor normally allowed for druids.
Granted Powers: A druid makes most saving throws as a cleric, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks. All druids can speak a secret language in addition to any other tongues they know. This secret language does count toward the "Number of Languages Known". The vocabulary of this druid language is limited to dealing with nature and natural events. Druids jealously guard this language; it is the one infallible method they have of recognizing each other.
At first level, druids can identify plants, animals and pure water with a chance of success equal to 40% + 1% for each full point of their Intelligence and Wisdom scores, +10% per level. Additional powers are granted as the druid reaches higher levels.
At 3rd level the druid is granted the following powers:
• He can identify plants, animals and pure water with perfect accuracy.
• He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate.
• He can learn the languages of woodland creatures. These include Centaurs, Dryads, Elves, Fauns, Gnomes, Gnomelings, Dragons, Giants, Lizard Men, Manticores, Nixies, Pixies, Pixie fairies, Sprites, and Treants. The druid can add one language at 3rd level and one more every time he advances a level above 3rd.
Druid Organization: The religion of druids has a worldwide structure. At their upper levels (12th and above), only a few druids can hold each level.
Greater Mistletoe: is assumed as the material component (i.e. the caster’s religious symbol) for Druidic spells. Lesser Mistletoe, Holly or Oak leaves are less effective substitutes:
[Item] Spell Range / Spell Duration / AoE
[Lesser Mistletoe] 100% / 75%* / 100%; [Borrowed mistletoe] 75%* / 50%* / 100%; [Holly] 75%* / 50%* / 75%*; [Oak leaves] 50%* / 50%** / 50%**
*or +1 on saving throws, if any, if the category is not applicable,
**or +2 on saving throw, if any, if category is not applicable.

Greater Mistletoe is that is which has been located by the druid on Midsummer’s Eve, cut with a gold or silver sickle and caught in a bowl before it reaching the ground.
Lesser mistletoe is that which has been harvested by the druid but not otherwise as prescribed.
Borrowed mistletoe is any mistletoe which is not personally harvested by the druid.
Holly and oak leaves may be picked or gathered in any manner, as long as they are not borrowed.



==========
Chris1234
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Re: Classes

Post by Chris1234 »

Thief Group
Assassin
Ability Requirements: Strength 12+, Intelligence 11 +, Dexterity 12+
Prime Requisite(s): Dexterity, Intelligence, Strength
Hit Dice Type: d6
Allowed Races: Any except pixie fairy
Allowed Alignments: evil
Building Point Bonus: 9 BP
The assassin is a thief who has devoted himself to the finer arts of the profession. He is adept at such things as spying, gathering information and the killing of individuals who never see it coming. He is sought out for his services by kings and paupers alike who don’t have the stomach for doing such dirty deeds with their own hands. Like thieves, they are skilled in stealth and nimbleness but focus more on the art of stealing lives over stealing possessions. Assassins are a sub-class of the thieves, and they have the functions of the latter as well as their own. Because assassins are so despised by others they receive a -20 to their beginning Honour. Assassins can have high Honour as long as their true profession is kept a secret. Players should never announce that they are assassins to other players or NPCs. If possible they should try to pass themselves off as thieves, fighters or bards. Eventually the truth will be found out when a clever player notices you don’t possess the true abilities of the profession you claim to practice, bur the longer you can keep your class a secret the better. If anyone gets suspicious, think seriously about greasing him before he can talk.
Assassins are evil in alignment (perforce, as the killing of humans and other intelligent life forms for the purpose of profit is basically held to be the antithesis of weal). They can, of course, be lawful, neutral or chaotic but must always be evil. As mentioned above, assassins have thieving capabilities and their own ability functions. Because they can use any sort of shield and weapon, they are generally superior to thieves in combat.
Killing is the assassin’s primary function. They may freely use poison ingested or insinuated by weapon. Ingested poison must be put into the victim’s food or drink, and die character performing this action must detail exactly when, where and how the poisoning will be done. The GM will then adjudicate the action. Poisoned weapons run the risk of being noticed by others. Your GM has details about this.
Assassins attack on the same combat table as thieves do, including backstabbing. However, if they surprise a victim, they may attack on the Assassination Table. This gives them a roughly 50% chance of immediately killing the victim if both the assassin and target are the same level. If this fails, normal damage according to weapon type and Strength ability modifiers still accrues to the victim. Thus, if a poisoned weapon is used, the victim must also make the saving throw versus poison or suffer the poisons effects. The assassin decides which attack mode he will use: assassination, backstabbing or normal melee combat.
Disguise: Assassins can don disguises in order to gain the opportunity to poison or surprise a victim - or for other reasons. The assassin can disguise himself so as to appear to be a human, demi human or humanoid creature of either sex. Disguise can lower height by two or three inches, or raise it by up to four or five inches. It can make the assassin look slimmer or appear much heavier. Disguise can make the assassin appear to be virtually any class of character, a simple pilgrim, a merchant, etc. There is a chance, however, that the victim, or one of his henchmen or guards, will notice the disguise. There is a base chance of 2% per day of a disguised assassin being spotted. This chance goes upward by 2% if the assassin is posing as another class, another race, and/or the opposite sex (maximum of 8% chance). Each concerned party (victim, henchmen, bodyguards) in proximity to the assassin will be checked for, immediately upon meeting the disguised assassin and each 24 hour period thereafter. The chance for spotting a disguised assassin goes downward by 1 % for each point below 24 of combined Intelligence and Wisdom of the observer concerned, i.e. a victim with an Intelligence and Wisdom combined total of 20 has reduced his chances of spotting the disguised assassin by 4%. Similarly, Intelligence and Wisdom above a combined total of 30 increase the chance of detection by 1% per point. Note: True Seeing or a Wand of Enemy Detection will discover an assassin, as will Detect Evil, or Know Alignment in some cases.
Spying: The secondary function of the assassin is spying. This mission can be coupled with the stealing of some item. Your GM has a matrix for determining how successful the assassin is at spying and how much information he is able to gather.
Thieving Abilities: Tertiary functions of assassins are the same as thieves. They have all abilities and functions of thieves; but, except for backstabbing, assassins perform thieving at two levels below their assassin level, i.e., a 3rd level assassin has the thieving abilities of a 1st level thief etc.
Assassination for Gold and Experience: Performing an assassination will gain experience points for the character - awarded for both the fee paid and the level of the victim.
Restrictions: An assassin cannot have any hirelings until he attains 4th level; at that time lower level assassins may be taken into service.
An assassin character need not be a member of the assassins’ guild of the town or city he dwells in, but generally all non-player assassin characters are members of such guilds. There is one such guild in most towns and cities, and each controls an area of from 10 to 100 miles radius around the headquarters’ town or city. Any assassin discovered in a guild area who is not a member of the local assassins guild will be invited to join, (if deemed worthy by its members) thus coming under the authority and command of the GuildMaster Assassin. The assassin character need not join, but he will be under sentence of death if the character performs an assassination while not a guild member.

Bard
Ability Requirements: Charisma 15+, Intelligence 13+, Dexterity 12+, Comeliness-12+
Prime Requisite(s): Dexterity, Charisma
Hit Dice Type: d6
Allowed Races: Human, Half-elf
Allowed Alignments: any neutral
Building Point Bonus: 8 BP
A bard makes his way in life by his charm, talent and wit. A good bard should be glib of tongue, light of heart, and fleet of foot (when all else fails). They are less opportunistic than thieves, often relying on shell games, confidence games, swindles, extortion and other tricks and scams to lighten the pursues of their marks. Sometimes they sell snake oil, other times they perform for coppers while wooing the nobles daughter (only to later steal her jewellery and her heart). A bard is a jack-of-all-trades, but a master of none. He fights as thief, but he has a wider selection of weapons. A bard can wear any armour up to and including chain mail, but he cannot use a shield. All bards have some basic skill as singers, vocalists and musicians. A bard character automatically begins play with musical instrument proficiency and the singing skill. The character does not have to expend Building Points for these skills, but he may choose to use BPs to increase his skill mastery.
In his travels, a bard also manages to learn a few magic-user spells. Like a magic-user, a bard's Intelligence determines the number of spells he can know and the chance to know any given spell. These he keeps in his spell book, abiding by all the restrictions on memorization and spell use that bind a magic-user, especially in the spell casting difficulties of wearing armour.
Since bards are dabblers rather than full-time magic-users, their spells tend to be gained by serendipity and happenstance. In no case can a bard choose to specialize in a school of magic. Beginning bards do not have a selection of spells. A 2nd level bard begins with Read Magic plus one to four 1st level spells (rolled by the GM) and can cast a single spell per day. The bard can add new spells to his spell book as he finds them, but he does not automatically gain additional spells as he advances in level; all spells beyond those he starts with must be found during the course of adventuring. An Intelligence check must still be made to see if the bard can learn a given spell as per normal magic users. The bard's casting level is equal to his current level.
Thief-like skills: These are modified according to race, Dexterity & armour and the bard has +20% discretionary points at 1st level and +15% per level thereafter:
[CW] 50%; [DN] 20%; [PP] 10%; [RL] 5%
Influence: The bard can also influence reactions of groups of NPCs. When talking to or performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment - a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralysation (if the crowd is large, make saving throws for groups of people using average Hit Dice). The die roll is modified by -1 for every three experience levels of the bard (round down). If the saving throw fails, the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale. This ability cannot affect people in the midst of battle. It is effective only if the audience has time to listen.
Confidence Games and Scams: Another ability of bards is the con game, i.e. running scams. Bards have a knack for winning the confidence of the unsuspecting. Such operations require quite a bit of set-up to pull off. The pigeon(s) must be identified, the pay-off determined, etc. While any character could potentially plan and execute such scams, it is the bard who is the master of the game. He receives special modifiers when it comes to gaining someone’s trust and averting suspicion from himself. Your GM will have the appropriate matrixes to determine if any given scam or con is successful.
Performance: The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard. The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be re-inspired by the bard's words.
Countersong: Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites some bad poetry, tells a dirty limerick, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack; failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands or suggestions.
Jack-of-All: Finally, bards learn a little bit of everything in their travels and interactions at seedy pubs, brothels, etc. Thus, all bards can read and write their native tongues (if a written language exists) and all know local history (without cost). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item bur must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature. Bards also have a 5% chance per level of knowing some useless bit of trivia or background history on any given topic. The facts will only be as correct or as complete as his three times his level plus 120 minus the GM’s percentage check. This could cause an increase in Honour but if called out would cause an Honour reduction.

Thief
Ability Requirements: Dexterity 9+
Prime Requisite(s): Dexterity
Hit Dice Type: d6
Allowed Races: All
Allowed Alignments: any
Building Point Bonus: 12 BP
Thieves have a limited selection of weapons, as most of their time is spent practicing thieving skills not weaponry. The allowed weapons are club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broad sword, long sword, short sword and staff. A thief can wear leather, studded leather, padded leather or elven chain armour.
Thief Skill Base Score
Pick Pockets 15%
Open Locks 10%
Find Traps 5%
Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise’ 15%
Climb Walls 60%
Read Languages 0%
Thieving Skill Racial Adjustments
Dwarf/Elf*/Gnome/Gnomeling/Half-elf/Halfling/Pixie fairy/Half-orc/Half-ogre
Pick Pockets +0%/ - +5% / +0% / +0% / +5%/ +5% / +10% / -5% / -10%
Open Locks +10% / -5% / +5% / +5% / +0% / +5% / -15% / +5% / +5%
Find Traps +10% / +5% / + 10% / +5% / +0% / +10% / -15% / +0% / +5%
Remove Traps -15% / +0% / +10% / +5% / +0% / +0% / 15% / +5% / +5%
Move Silently -10% / +5% / +5% / +5% / +0% / +10% / +20% / +0% / -5%
Hide in Shadows -5% / +10% / +5% / +10% / +5% / +15% / +30% / +0% / -20%
Detect Noise +0% / +5% / +10% / 5% / +0% / +5% / +10% / +5% / +10%
Climb Walls +5% / +0% / -15% / -15% / +0% / -15% / -50% / +5% / +20%
Read Languages +0% / +0% / +0% / +0% / +0% / -5% / -10% / -10% / -20%
* includes Grel, Drow& other elven sub-races as well.
Thieving Skill Dexterity Adjustments
[Dex] PP / OL / FRT / MS / HS
[7] -25% / -20% / -20% / -30% / -20%
[8] -20% / -15% / -15% / -25% / -15%
[9] -15% / -10% / -10% / -20% / -10%
[10] -10% / -5% / -10% / -15% / -5%
[11] -5% / +0% / -5% / -10% / +0%
[12] +0% / +0% / +0% / -5% / +0%
[13-15] +0% / +0% / +0% / +0% / +0%
[16] +0% / +5% / +0% / +0% / +0%
[17] +5% / +10% / +0% / +5% / +5%
[18] +10% / +15% / +5% / +10% / +10%
[19] +15% / +20% / +10% / +15% / +15%
[20] +20% / +25% / +15% / +20% / +20%
[21] +25% / +30% / +20% / +25% / +25%
[22] +30% / +35% / +25% / +25% / +30%
[23] +35% / +40% / +30% / +30% / +35%
[24] +40% / +45% / +35% / +35% / +40%
[25] +45% / +50% / +40% / +40% / +45%
Thieving Skill Armor Adjustments
[Skill] No Armor/ Elven Chain/ Chainmail†/Other†
[PP] +5% / -20% / -25% / -25%
[OL] +0% / -5% / -10% / -10%
[FRT] +0% / -5% / -10% / -10%
[MS] + 10% / -10% / -15% / -15%
[HS] +5% / -10% / -15% / -15%
[DN] +0% / -5% / -10% / -5%
[CW] +10% / -20% / -25% / -25%
[RL] not effected by armour
†Chainmail: Bards only
†Other: Studded Leather, Ring mail or Padded
A thief character uses the "No Armor" column if wearing Bracers of Defence or a cloak without large or heavy protective clothing.
All thieves at 1st level receive 65 discretionary percentage points that they can add to their base scores. No more than 30 points can be assigned to any single skill. Other than this restriction, the player can distribute the points however he wants. Each time the thief rises a level in experience, the player receives another 35 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent, including all adjustments for Dexterity, race and armour. Some portion of the points earned must be applied to skills used during the course of the prior level.
Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target's shield and Dexterity bonuses) and greatly increase the amount of damage his blow causes. A thief gains the +4 to hit during a backstab instead of the normal +2 gained by others who attack from behind. To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him. If an enemy sees the thief, hears him approach from a blind side, or is warned by another, he is not caught unaware, and the backstab is handled like a normal attack (although bonuses for a rear attack still apply). The weapon's standard damage die is counted an additional number of times:
[Thief’s Level]/ Extra Damage Dice: [1-4]/ +1; [5-8]/ +2; [9-12]/ +3; [≥13]/ +4
Then Strength and magical weapon bonuses are added. Backstabbing only applies to the first attack made by the thief, even if multiple attacks are possible. And only applies to a generally humanoid creature with a back and with vital organs which he can reach.• The blood mage, as a specialist in necromantic magic, may not even learn spells of the schools of magic in opposition to Necromancy: Enchantment/Charm and Illusion.
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