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Player Character Classes
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Fighter
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Fighters are allowed to use any weapon and can wear any type of armour, but are restricted in their selection of magical items and spells.
Fighters gain one 8-sided at 1st level. After 1st level, they gain just 3 hit-points per level.
Fighters gain the ability to make more than one melee attack per round as they rise in level. The table below shows how many melee attacks fighters, paladins, and rangers can make per round, as a function of their levels.
Melee Attacks per Round
Level | Attacks/Round |
---|---|
1-4 | 1 |
5-8 | 2 |
9+ | 3 |
A fighter specialises in the use of a certain weapon-type gaining a to-hit bonus when using a weapon from said speciality. At first level, this to-hit bonus is +2, increasing by +2 for every fourth level. The categories of specialisation are: swords and daggers, axes, spears, bludgeons, bows, and crossbows.
A fighter can automatically attract men-at-arms, upon attaining 8th level. To attract these men, the fighter must have a stronghold. Note that a fighter may build a stronghold long before 8th level, provided he has sufficient funds, but it is only upon attaining 8th level that his name is famous enough to attract a band of other warriors.
For stronghold and follower rules, see: Chapter VI - Strongholds.
Paladin
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Certain fighters are called to serve a higher purpose, to fight in the name of God and righteousness against the forces of evil. These men are called paladins. Whether questing as a knight errant or crusading as a sword-brother, paladins are paragons of good.
Unlike regular fighters, paladins are not adept in the use of ranged weapons.
A paladin obeys a moral code, and must be of good alignment.
A paladin can detect the presence of evil up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects the evil radiated by living beings, undead, and evil artefacts, but not cursed objects or traps.
A paladin recieves +2 to all saving throws.
A paladin can heal by laying on hands, restoring 3 hit-points per experience level. He can heal himself or another, and can use this ability a number of times equal to his experience level per day. Additionally, a paladin can cure diseases (but not curses) once per week for each four levels of experience (once per week at level 1 through 4, twice per week at levels 5 through 8, etc.).
A paladin gains the power to turn undead and fiends upon reaching 3rd level, doing so as a cleric two experience levels inferiorββfor instance, at 3rd level he turns undead like a 1st level cleric. See the section on clerics for a full description of turning undead.
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 may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed is a very special animal, bonded by fate to the warrior. The steed does not instantly appear in front of the paladin upon reaching 4th level. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.
Ranger
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Life on the frontier calls for guardians adept in bushcraft in addition to warcraft. Those guardians of the fringe are called rangers
A ranger is an expert pathfinder, able to discern the best routes and keep his way in places where others would quickly become lost. When travelling through the wilderness an adventuring party guided by a ranger can travel an additional 5 miles per day (see: Travel Rules). Additionally, a ranger's presence reduces a party's percent-chance of becoming lost by -5%, and an additional -5% for every third ranger experience level after first. If there are more than one ranger in a party, their lost-chance reductions stack such that a party with two rangers would have a -10% to their percent-chance of become lost.
A ranger is a skilled tracker, having spent many long days hunting men and beasts. At 1st-level, a ranger adds +2 to tracking checks, and an additional +1 for each level after 1st.
A ranger is adept with both trained and untamed creatures, having a limited degree of animal empathy.
Ranger Skills
Level | Move Silently | Hide in Shadows | Detect Noise |
---|---|---|---|
1 | 21% | 15% | 27% |
2 | 27% | 20% | 33% |
3 | 33% | 25% | 38% |
4 | 40% | 31% | 41% |
5 | 47% | 37% | 50% |
6 | 55% | 43% | 58% |
7 | 62% | 49% | 65% |
8 | 70% | 59% | 73% |
9 | 78% | 63% | 80% |
10 | 86% | 70% | 91% |
11 | 94% | 77% | 96% |
12 | 99% | 85% | 99% |
Warrior Experience Levels
Level | Fighter | Paladin/ Ranger |
---|---|---|
1 | 0 | 0 |
2 | 1,500 | 2,000 |
3 | 3,000 | 4,000 |
4 | 6,000 | 8,000 |
5 | 13,000 | 16,000 |
6 | 27,500 | 32,000 |
7 | 55,000 | 64,000 |
8 | 110,000 | 125,000 |
9 | 225,000 | 250,000 |
10 | 450,000 | 500,000 |
11 | 675,000 | 750,000 |
12 | 900,000 | 1,000,000 |
Wizard
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A wizard is a scholar who seeks to uncover and harness the secrets of the world.
Wizard Experience Levels
Level | Wizard |
---|---|
1 | 0 |
2 | 2,500 |
3 | 5,000 |
4 | 10,000 |
5 | 20,000 |
6 | 40,500 |
7 | 60,000 |
8 | 90,000 |
9 | 135,000 |
10 | 250,000 |
11 | 375,000 |
12 | 750,000 |
Wizard Spell-Slots per Level
Wizard Level |
Spell Level | |||||
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | |
1 | 2 | - | - | - | - | - |
2 | 2 | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - |
4 | 3 | 2 | - | - | - | - |
5 | 4 | 2 | 1 | - | - | - |
6 | 4 | 3 | 2 | - | - | - |
7 | 4 | 3 | 2 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 2 | 1 | - |
10 | 4 | 4 | 3 | 2 | 2 | - |
11 | 4 | 4 | 3 | 3 | 2 | - |
12 | 4 | 4 | 3 | 3 | 2 | 1 |
Cleric
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A cleric is a clergyman chosen by God to enact his will upon the earth.
A cleric can turn undead and fiends. In turning undead, a cleric channels the might of God to appal or smite unholy creatures. A clerics ability to turn undead improves as he gains levels. Use of this charism requires a cross. For full rules, see: Chapter IX - Turn Undead.
Cleric Experience Levels
Level | Cleric |
---|---|
1 | 0 |
2 | 1,500 |
3 | 3,000 |
4 | 6,000 |
5 | 13,000 |
6 | 27,500 |
7 | 55,000 |
8 | 110,000 |
9 | 225,000 |
10 | 450,000 |
11 | 675,000 |
12 | 900,000 |
Spell-Slots per Level
Cleric Level |
Spell Level | |||||
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | |
1 | 1 | - | - | - | - | - |
2 | 2 | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - |
4 | 3 | 2 | - | - | - | - |
5 | 4 | 2 | 1 | - | - | - |
6 | 4 | 3 | 2 | - | - | - |
7 | 4 | 3 | 2 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 2 | 1 | - |
10 | 4 | 4 | 3 | 2 | 2 | - |
11 | 4 | 4 | 3 | 3 | 2 | - |
12 | 4 | 4 | 3 | 3 | 2 | 1 |
Thief
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Whether he be a cuthroat or a reluctant burglar, a thief is a man who uses a set of particular skills to flaut the law.
Backstab: Though weak in a straight fight, thieves are masters of the knife in the back. In backstabbing, a thief improves his chance to successfully hit (+4 modifier and negation of target's shield bonus), and greatly increases the amount of damage dealt. To gain these advantages, the thief must be behind his victim, and the victim must be unaware of the threat. Should the target see the thief, hear him approach from a blind side, or be 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 damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Once a blow is struck, the initial surprise effect is lost. Second, the thief cannot use it on every creature. The victim must be generally manshaped.
Thievesβ Cant: A cryptolect devised by moonlighters to the end that their cozenings, knaveries and villainies might not so easily be perceived and known by agents of the law. It is part dialect, part secret code, allowing you to hide messages in seemingly innocuous conversation. Only other cant-speakers can understand such messages. Thievesβ cant has a distinctly vulgar sound. As such, if you are trying to infiltrate polite society, conversing in thievesβ cant in the company of nobles risks breaking your cover.
Additionally, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Opportunism: Starting at 5th level, a thief gains an additional +1 bonus to any bonus gained from a particular condition, such as attacking from behind, or from higher ground.
Use Scroll: At 10th level, a thief gains a limited ability to use magic scrolls. Being unlearnt in wizardry, the thief has a 25% chance to read the scroll incorrectly and reverse the spell's effect. This sort of malfunction is almost always detrimental to the thief and his party. The exact effect is up to the referee.
Backstab Damage Multipliers
Thief Level | Damage Mod. |
---|---|
1-4 | +1d4 |
5-8 | +2d4 |
9-12 | +3d4 |
Thief Skills
Skill | Base Score |
---|---|
Pick Pockets | 15% |
Open Locks | 10% |
Find/Remove Traps | 5% |
Move Silently | 10% |
Hide in Shadows | 5% |
Detect Noise | 15% |
Climb Sheer Surfaces | 60% |
Read Langauges | 0% |
Racial Adjustments
Skill | Dwarf Mod. | Elf Mod. | Hob Mod. | Half-Elf Mod. |
---|---|---|---|---|
Pick Pockets | - | +5% | +10% | +5% |
Open Locks | +10% | -5% | +5% | - |
Find/Remove Traps | +15% | - | +5 | - |
Move Silently | - | +5% | +10% | - |
Hide in Shadows | - | +10% | +15% | +5% |
Detect Noise | - | +5% | +5% | - |
Climb Sheer Surfaces | -10% | +5% | -15% | +5% |
Read Langauges | -5% | +5% | -5% | - |
Dexterity Adjustments
Skill | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 |
---|---|---|---|---|---|---|
Pick Pockets | -10% | -5% | - | +5% | +10% | +15% |
Open Locks | -5% | - | +5% | +10% | +15% | +20% |
Find/Remove Traps | -10% | -5% | - | - | +5% | +10% |
Move Silently | -15% | -10% | - | +5% | +10% | +15% |
Hide in Shadows | -5% | - | - | +5% | +10% | +15% |
Armour Adjustments
Skill | No Armour | Light Armour | Medium Armour | Heavy Armour |
---|---|---|---|---|
Pick Pockets | +5 | - | -20% | -30% |
Open Locks | - | - | -5% | -10% |
Find/Remove Traps | - | - | -5% | -10% |
Move Silently | +10% | -5% | -10% | -20% |
Hide in Shadows | +5% | - | -10% | -20% |
Climb Sheer Surfaces | +10% | -10% | -20% | -30% |
Thief Experience Levels
Level | Thief |
---|---|
1 | 0 |
2 | 1,250 |
3 | 2,500 |
4 | 5,000 |
5 | 10,000 |
6 | 20,500 |
7 | 40,000 |
8 | 70,000 |
9 | 110,000 |
10 | 160,000 |
11 | 220,000 |
12 | 440,000 |
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