3225 lines
123 KiB
Plaintext
3225 lines
123 KiB
Plaintext
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The Swordhawk Rules - second edition
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Copyright (c) 1993-96 by
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o
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Adne Brunborg, brunborg@alkymi.unit.no
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This item is published by MPG-Net under license from TSR, Inc.
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("TSR") but is not authorized or endorsed by TSR. The item is for
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personal use only. If the item is based on or derived from
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copyrighted material of TSR or uses trademarks of TSR in a way that
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is likely to cause confusion, it cannot be re-published or distributed
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except as authorized by TSR. In addition, this item cannot be
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republished or distributed without the consent of the author.
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-------------------------------------------------------------------------
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Preface
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At last, the Swordhawk Rules are ready for the public. It has been a
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long way in coming, but on the following pages I have tried to make
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the incompleteness and contradictions presented by TSR inc. in their
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various books for the Advanced Dungeons & Dragons 2nd ed. role-playing
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game. I have tried to make the combat rules more understandable and
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better, as well as developing a more comfortable magic system. It is
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loosely based on "Spellpoints III" (author: Tim Prestero) found in the
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Net Wizard's Handbook, 3rd ed. by Jim Gitzlaff.
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Trondheim (Norway), October 10, 1994
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Preface to second edition
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The most noticeable differences from the first edition is the
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introduction of the new hit point system and the use of character
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points, introduced by TSR, Inc. in their Skills & Powers rulebook. But
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changes have been made to both the combat system and the magic system
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since first edition, as results of one year of playtesting. I have
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also included two priesthoods, these do not make a complete pantheon
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but should give some hints - if this is desired. Some sections are
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marked Optional, this means that I don't always use them myself. Of
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course, everything in these pages is to be concidered optional by the
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DM, but I hope the contents may prove useful for other than me. My
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gratitude goes to the netters that commented on the fi -version, and
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to my gaming groups, without whom this work might never have seen the
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light.
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Trondheim (Norway), February 24, 1996
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o
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Adne Brunborg
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-1-
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Contents
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1 Character Generation 3
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1.1 Player Character races . . . . . . . . . . 3
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1.2 Player Character classes . . . . . . . . 8
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2 Hit Points 10
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2.1 Body Points . . . . . . . . . . . . . . . 10
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2.2 Skill Points . . . . . . . . . . . . . . . 10
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2.3 Wounded . . . . . . . . . . . . . . . . . 10
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2.4 Death . . . . . . . . . . . . . . . . . . 11
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3 Combat 12
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3.1 Optional: Initiative . . . . . . . . . . . 12
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3.2 Specialization (melee) . . . . . . . . . . 12
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3.3 Specialization (bows) . . . . . . . . . . 13
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3.4 The four fighting styles . . . . . . . . . 14
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3.5 Optional: Disarming . . . . . . . . . . . 15
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3.6 Optional: Blocking . . . . . . . . . . . . 15
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3.7 Knocking out characters . . . . . . . . . 16
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3.8 Optional: Critical hits and misses . . . . 16
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4 Magic 17
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4.1 Magicians . . . . . . . . . . . . . . . . 17
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4.2 Priests . . . . . . . . . . . . . . . . . 18
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4.3 Spellcasting . . . . . . . . . . . . . . . 18
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4.4 Optional: Casting check . . . . . . . . . 20
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5 Misc. Rulings 21
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5.1 Multi-classed characters . . . . . . . . . 21
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5.2 Energy drain . . . . . . . . . . . . . . . 21
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5.3 Optional: Movement . . . . . . . . . . . . 22
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A Strength table 23
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B Level advancement tables 24
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C Racial tables 25
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D Arms&Armor 27
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D.1 Weapons . . . . . . . . . . . . . . . . . 27
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D.2 Armor . . . . . . . . . . . . . . . . . . 28
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E Priesthood: Adona 29
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F Priesthood: Starkad 35
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-2-
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Chapter 1: Character Generation
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This chapter is intended to be a step-by-step proceure for creating a
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character. It's intended for near-beginners or beginners with the aid
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of an experienced player or DM, so if it's too detailed just skip it.
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The creation of a character is divided into the following steps:
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1. Roll the stats and arrange them as you like. This is done by
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rolling 4d6 (four six-sided dice), picking the three highest and add
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them. If all four dices show the same number, you get +1 on that
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stat. This will give you six stats in the 4-19 range. A strength of 19
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is not possible to aquire this way, a 19 in strength is concidered an
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18.
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2. Choose a race. Each race has sveral abilities to choose between,
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presented on the following pages. If you are new to the game choosing
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"standard" ablities is recommended.
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3. Choose a class. If you wish to be a multclassed character, read
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section 5.1. The Skills & Powers book offers custom-made classes
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(modified herein), but beginners are recommended to use the standard
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classes from the Player's Handbook.
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4. Choose non-weapon proficiencies (NWPs). This is not dealt with in
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this book.
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5. Choose weapon proficiencies. This book offers various
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specialisation systems, if you do not use Skills & Powers rules you
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may have trouble using them.'
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6. Roll hit points.
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7. Roll for staring money and purchase equipment as given in the
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Player's Handbook. For those who don't use Skills & Powers, most of
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these rules may still be used. The section on character classes should
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be ignored, and the specialization systems should be modified. The
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rest of it may be used as it stands.
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1.1 Player Character races
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General
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Cross-breeds between members of two sub-races within a race is
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possible, and will be dominated by the blood of one of the parents
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(50% chance for each). The offspring will for the future be
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calculated as a full-blooded member of his dominant sub-race, although
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traces of both parents can be seen. Cross-breeds between races is not
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possible. Table 1.1 shows sample ability score modifications. Other
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tables that deals with races, such as maximum and minimum ability
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score requirements, are given in appendix C.
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Table 1.1: Ability score modifications
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Race Bonus Penalty
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Dwarves
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Coast +1 Con -1 Wis
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Mountain +1 Con -1 Cha
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Elves
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High +1 Dex -1 Con
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Wood +1 Dex -1 Cha
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Gnomes
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Rock +1 Int -1 Wis
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Forest +1 Wis -1 Str
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Halflings
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Hairfoot +1 Dex -1 Str
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Stout +1 Con -1 Str
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Human none none
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Orc +1 Str -1 Cha
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General Notes:
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* If a weapon bonus is chosen, this is for one weapon only. The
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character must also be proficient in the weapon when his character is
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created in order to choose these bonuses. Dwarves and orcs may choose
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two such bonuses, the other races may only have one such bonus.
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* In order for thief characters to get racial bonuses to their Move
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Silently roll, Stealth must be chosen.
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* Infravision. There are two types of infravision, which works
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differently: Low-light vision enables the character to see in twilight
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conditions as if it were daylight. Thus, characters with this type of
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infravision may fight without penalties under twilight
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conditions. This infravision is of no use unless there is a small
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amount of light available, it is useless in absolute darkness. Heat
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vision enables the characterto sense heat emmited from differing
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sources if there is no light present. If even the smallest amount of
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light is present, it is ineffective. This enables the character to
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fight with twilight penalties in total darkness.
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* Characters points from the generation of races may be saved for use
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in purchasing class abilities. When the race and class is finished,
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all excess points are forever lost, except for human charactres who
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may save five character points for "future use".
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Dwarves
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The dwarves are divided into two sub-races, known as Coast Dwarves and
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Mountain Dwarves. Both are fairly tanned (despite the amount of time
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they spend underground) and usually have dark hair and beard. Mountain
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Dwarves usually have brown eyes, while the eyes of Coast Dwarves are
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usually bright blue. Both sub-races average 4 to 4.5 feet tall. The
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average weight is slightly above 150 pounds for males and slightly
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under 130 pounds for females. Both sub-races add one on their initial
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constitution score, this is to reflect their sturdiness and
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endurance. Due to this, they receive a bonus on saving throw versus
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poison based on their constitution score. This bonus is presented in
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table C.3, appendix C.
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Mountain Dwarves are of suspicious nature, and thus lose one point
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from their initial charisma score. Coast Dwarves are of a more open
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nature, and thus has no modifiers to their charisma score. However,
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they are more foolhardy of nature and thus subtract one point from
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their initial wisdom score. The anti-magical nature of dwarves may
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cause magical items to malfunction. Each time an item is used, there
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is a 20% chance of malfunction. This applies to all magical items
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except weapons, shields, armor, gauntlets and girdles, as well as
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priestly items used by dwarven priests. This non-magical nature also
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has advantages, dwarves receive a bonus on saving throws against
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attacks from magical rods, staves, wands, and wizard spells. They
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receive no bonus on saving throws versus priestly spells. The bonus is
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based on their constitution score, and is given in table C.3.
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All dwarves have infravision. This allows them to detect noticeable
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heat sources within 60', given that no light source exist. (If a light
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source exist, the eyes of the dwarf will use the normal spectra.)
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With this ability, dwarves can fight in total darkness against
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creatures that emit heat with combat penalties normally used under
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twilight conditions. Furthermore, dwarven sub-races have 25 character
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points to purchase abilities as presented below. Five character
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points can be saved for future use. Mountain dwarves may be paladins,
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if this is desired.
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Standard selections are: for Coast Dwarf (saves 5 cp); Axe bonus,
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Evaluate gems and Melee combat, and for Mountain Dwarf; Hammer bonus,
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Melee combat and Mining detection
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Axe bonus (5): +1 to attack rolls with hand or
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battle axes.
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Brewing (5): +2 to the Brewing proficiency. The
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dwarf must have this proficiency to gain this
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benefit.
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Crossbow bonus (5): +1 to attacks with heavy or
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light crossbows.
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Determine stability (5): The character is an expert in determining if
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the ground is stable. By concentrating for one round the character can
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determine if there will be a dangerous tremor, collapse, rockfall or
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slide when the character enters an area. The chance of success is 1-4
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on 1d6.
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Determine age (5): By examining a building or ruins, the dwarf stands
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an excellent chance of determining the approximate age of the
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structure. The chance of success is 1-5 on 1d6.
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Detect poison (5): By sniffing food or drink, the dwarf can determine
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if is has been poisoned. The chance of success is 1-4 on 1d6.
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Evaluate gems (5): A dwarf with this ability can determine within 10%
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the value of any given gem.
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Hammer bonus (5): +1 to hit with hammers.
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-4-
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Mace bonus (5): +1 on attacks with the footman's mace.
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Meld into stone (10): Once a day a dwarf with this ability can Meld
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Into Stone as a priest of the same level.
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Melee combat (10): Dwarves have +1 bonus to
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their attack rolls vs. orcs, goblins, and hobgoblins.
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Further, when ogres, ogre magi, trolls,
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and giants are fighting dwarves, they suffer a
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-4 penalty to their attack roll due to the size
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and special training of the dwarves.
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Mining detection ability (10): A character with this ability is
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familiar with mining, tunneling and stonework. By concentrating for
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one round the character can detect:
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Grade or slope in passage: 1-5 on 1d6
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New tunnel/passage construction: 1-5 on 1d6
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Sliding/shifting walls or rooms: 1-4 on 1d6
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Stonework traps, pits, and deadfalls: 1-3 on 1d6
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Approx. depth underground: 1-3 on 1d6
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Pick bonus (5): +1 to attack rolls with military picks.
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Stone tell (10): Once a day a dwarf with this ability can use the
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Stone Tell ability, as a priest of the same level.
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Elves
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The elves are divided into two sub-races, known as High Elves and Wood
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Elves. They are all slim, although the High Elves appear more fragile
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than their somewhat shorter woodland cousins. High Elves usually have
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pale, almost white skin, while Wood Elves are of somewhat darker
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complexion. High Elves have an average height of 5.5 to 6 feet, while
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Wood Elves are somewhat shorter with an average height of 4.5 to 5
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feet. The average weight for both are around 105 pounds for males and
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85 pounds for females.
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Both races add one point to their initial dexterity score, this is
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because of their generally high agility and coordination. Due to their
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lack of sturdiness, the High Elves subtract one point from their
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initial constitution score. The Wood Elves is more sturdy than they
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look, and has no modification to their constitution score. However,
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due to their general mistrust, Wood Elves subtract one point from
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their initial charisma score.
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As a result of their immortal inheritage, elves do not have souls as
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normal mortals do. As a result of this, they are unable to pray for
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priest spells as the other races. But still they are able to use magic
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to great extent, and due to their closeness with nature some elves
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become able to use priest spells that are directly associated with
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nature (typically, ranger spells). As another result of this
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inheritage, elves have 90% resistance to magical Sleep and
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Charm-related attacks.
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Both sub-races have very keen sight, including the ability to see
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clearly in twilight up to 60' away. Thus, they suffer no combat
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penalty when fighting in twilight conditions.
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Both races has 25 character points they can use to purchase abilities
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as listed below. Five points can be saved for future use. If a H or W
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is denoted in the cost, it may only be taken by High or Wood Elves,
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respectively.
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Standard selections are: for High Elves; Secret doors, Stealth and
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Magic identification, and for Wood Elves; Animal friendship, Bow bonus
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and Stealth.
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Animal friendship (10/W): Once a day, the elf can use the Animal
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Friendship spell as a druid of the same level.
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Bow bonus (5/W): +1 on attacks with long or short bows.
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Companion (10): The elf gains the companionship of a cooshee or an
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elven cat. See the Animal
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Master kit (S&P) for more specifics on companion of animals.
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Curative (10): Cure diseases of all non-magical types once a week for
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every six levels. This is done by laying hands on the subject.
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Dagger bonus (5): +1 on attacks with daggers, either thrown or
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hand-held.
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Healing (15): The elf is able to heal himself or others once per day
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by laying hands on them. The elf can restore two hit points per level
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this way. Note: This ability may only be taken by wizard characters
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with access to the Enchantment/Charm and/or Necromantic school.
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Javelin bonus (5): +1 attack roll bonus when using javelins.
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Magic identification (10/H): The elf has a 5% chance per experience
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level of identifying the general purpose and function of any magical
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item, reflecting their interest in the arcane. This is as per the bard
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ability.
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Rapier bonus (5/H): +1 on attacks with rapiers.
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Secret doors (5/H) Because of their acute senses, elves are quick to
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spot concealed doors and
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-5-
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hidden entrances. Merely passing within 10' of a concealed door gives
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an elven character a one-in-six chance to notice it. When actively
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seeking for such doors, they have a one-inthree chance to find a
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secret door and a onein-two chance of finding a concealed one.
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Speak with plants (10/W): Once a day, the elf can use the Speak With
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Plants spell as a druid of the same level.
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Spear bonus (5): +1 attack roll bonus when using a spear.
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Stealth (10): Elves have the ability to give their enemies a -4
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penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90'
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away from the rest of their party, or 3) is with other creatures able
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to move with stealth. If the elf must open a door or screen to get to
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the enemy, the penalty is reduced to -2.
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Gnomes
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The gnomish sub-races are known as Rock Gnomes and Forest Gnomes. They
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are both of approximately same height and weight (and size of nose),
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but the similarities end there. Their average height is just below 4
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feet, with the corresponding weight is around 85 and 80 pounds for
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males and females, respectively.
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Rock Gnomes mostly live underground, while their forest dwelling kind
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usually tries to avoid this as much as possible. Where the Rock Gnome
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is inquisitive and curious, the Forest Gnome considers the pros and
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cons to find the best solution to a problem. Thus, the Rock Gnomes ad
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one point to their initial intelligence score and subtract one point
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from their initial wisdom score. The small size of the Rock Gnome
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could warrant a reduced strength score, but due to the hard labor
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performed in the mines this is not done. The Forest Gnome add one
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point to his initial wisdom score, as indicated above, and subtracts
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one point from his strength score as he lacks the training of the Rock
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Gnomes.
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Rock Gnomes has 60' heat vision, similar to the dwarves, while the
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Forest Gnomes has no such special vision. However, Forest Gnomes are
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able to Pass Without Trace through their native woodland as per the
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druid ability.
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Gnome characters has 35 character points to purchase abilities from
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those presented below. Five character points may be saved for future
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use. If an F or R are denoted in the cost, the ability may only be
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taken by Forest or Rock Gnomes, respectively. Standard slections are:
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for Forest Gnomes; Animal friendship, Hide, Poison resistance and
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Stealth, for Rock Gnomes; Melee combat, Mining detection ability,
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Poison resistance and Stealth.
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Animal friendship (10/F): Once a day a gnome may cast an Animal
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Friendship spell as druid of the same level.
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Melee combat (10): +1 bonus on their attack rolls vs. kobolds and
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goblins - the gnomes' traditional rivals for space and
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resources. Further, when ogres, ogre magi, trolls, and giants are
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fighting gnomes, they suffer a -4 penalty to their attack roll due to
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the size and quickness of the gnomes.
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Dagger bonus (5): +1 to attack rolls with daggers.
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Dart bonus (5): +1 to attacks with darts, their preferred missile
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weapon.
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Defensive bonus (5/R): +1 to AC when in their native underground
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environment.
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Engineering bonus (5): If the gnome has the engineering bonus, he
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gains a +2 bonus to the proficiency.
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Freeze (10/R): The ability to \freeze" in place in their underground
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environment. This gives them a 60% chance not to be noticed by
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passerby.
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Hide (10/F): The ability to Hide in Woods with a chance equal to a
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thief of the same level's Hide in Shadows ability.
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Mining detection ability (10/R): A character with this ability is
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familiar with mining, tunneling and stonework. By concentrating for
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one round the character can detect:
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Grade or slope in passage: 1-5 on 1d6
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Approx. depth underground: 1-4 on 1d6
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Approx. direction underground: 1-3 on 1d6
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Unsafe walls, ceilings or floors: 1-7 on 1d10
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Poison resistance (5): Like dwarves, some gnomes are resistant to
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poison. This grants them a bonus on their saves vs. poison, depending
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on their constitution score. This bonus is given in table C.3.
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Potion identification (5): A gnome with this ability has a percentage
|
|
chance equal to his Wisdom score of identifying a potion by appearance
|
|
and scent.
|
|
|
|
Short sword bonus (5): +1 on attack rolls with short swords.
|
|
|
|
-6-
|
|
|
|
Sling bonus (5): +1 on to-hit rolls when using a sling.
|
|
|
|
Stealth (10): Gnomes have the ability to give their enemies a -4
|
|
penalty to a surprise roll if the gnome is: 1) moving alone, 2) is 90'
|
|
away from the rest of their party, or 3) is with other creatures able
|
|
to move with stealth. If the gnome must open a door or screen to get
|
|
to the enemy, the penalty is reduced to -2.
|
|
|
|
|
|
Halflings
|
|
|
|
Halflings are divided in two sub-races, known as Hairfoots and
|
|
Stouts. Most halflings are around 3' tall and weighs 60 to 70 pounds,
|
|
the stouts being slightly taller and heavier.
|
|
|
|
Halflings are a sturdy and industrious people, generally quiet and
|
|
peaceful. They enjoy all the creature comforts, and while not overly
|
|
ambitious, they are friendly and open.
|
|
|
|
Stouts add one point to their initial constitution score, as they are
|
|
endurant and sturdy. The Hairfoots add one point to their initial
|
|
dexterity score due to their natural agility. Both subtract one point
|
|
from their initial strength score, this is a result of the small size
|
|
and preference for comfortable life. Halflings have 35 character
|
|
points to purchase abilities as listed below. Five character points
|
|
may be saved for future use. If an H or S is denoted in the cost, the
|
|
ability may only be taken by Hairfoots or Stouts, respectively. Stouts
|
|
may be paladins, if desired.
|
|
|
|
Standard selections are: for Hairfoots; Hide, Reaction bonus, Saving
|
|
throw bonus and Stealth, for Stouts: Attack bonus, Detect secret
|
|
doors, Saving throw bonus and Stealth.
|
|
|
|
Attack bonus (10): +1 to hit with all hurled weapons
|
|
and slings.
|
|
|
|
Detect evil (5/H) Halflings are very pereptive. Once a day a halfling
|
|
with this ability can detecct evil in creatures or individuals. This
|
|
ability does not function on items or locals.
|
|
|
|
Detect secret doors (5): Because of their acute senses, halflings are
|
|
quick to spot concealed doors and hidden entrances. Merely passing
|
|
within 10' of a concealed door gives a halfling character a one-in-six
|
|
chance to notice it. When actively seeking for such doors, they have a
|
|
one-in-three chance to find a secret door and a one-in-two chance of
|
|
finding a concealed one.
|
|
|
|
Hide (10): The ability to Hide in Woods with a chance equal to a thief
|
|
of the same level's Hide in Shadows ability.
|
|
|
|
Infravision (5/S): Some halflings have the dwarven ability to sense
|
|
emissions of heat. The range of this heat vision is 30'.
|
|
|
|
Mining detection ability (5/S): A character with this ability is
|
|
familiar with mining, tunneling and stonework. By concentrating for
|
|
one round the character can detect:
|
|
Grade or slope in passage: 1-3 on 1d6
|
|
Approx. direction underground: 1-3 on 1d4
|
|
|
|
Reaction bonus(5/H): Due to the merry nature of
|
|
the halfling, he receives a +1 bonus on reaction
|
|
rolls.
|
|
|
|
Saving throw bonuses (10): Halflings have a high resistance to magical
|
|
spells and poison. Thus, they receive a special save bonus vs. poison,
|
|
rod, staves, wands and wizard spells. They receive no bonus on saving
|
|
throws against priestly magic. The save bonus is based on their
|
|
constitution score, and is given in table C.3.
|
|
|
|
Stealth (10): Halflings have the ability to give their enemies a -4
|
|
penalty to a surprise roll if the halfling is: 1) moving alone, 2) is
|
|
90' away from the rest of their party, or 3) is with other creatures
|
|
able to move with stealth. If the halfling must open a door or screen
|
|
to get to the enemy, the penalty is reduced to -2.
|
|
|
|
Taunt (5): Once a day the halfling can Taunt someone, as per the 1st
|
|
level wizard spell.
|
|
|
|
|
|
Humans
|
|
|
|
No other race is as varied as humans. They have no standard abilities,
|
|
except the ability to choose any class and advance further than any
|
|
other race.
|
|
|
|
An average human is a little under 6' tall, with average weights for
|
|
males and females are little over 170 and 130 pounds,
|
|
respectively. Hair colors varies from light blond to pitch black, and
|
|
eye colors are light blue to dark brown with all variations inbetween.
|
|
|
|
Humans have 10 character points to purchase abilties from those listed
|
|
below. Some or all of these may be saved for future use. Standard
|
|
selection for humans are no special bonuses, all are saved.
|
|
|
|
Attack bonus (5): +1 to hit with any weapon of the character's choice.
|
|
|
|
Experience bonus (10): +5% experience point bonus. This is cumulative
|
|
with the normal experiuence bonus if the human meets the requirements
|
|
to gain this.
|
|
|
|
-7-
|
|
|
|
Secret doors (10): A human may have the ability to spot concealed
|
|
doors and hidden entranceways. Merely passing within 10' of a
|
|
concealed door gives the character a one-in-six chance to notice
|
|
it. When actively seeking for such doors, he has a one-in-three chance
|
|
to find a secret door and a one-in-two chance of finding a concealed
|
|
one.
|
|
|
|
|
|
Orcs
|
|
|
|
Orcs have an average height slightly over 6' for males, females are
|
|
two or three inches shorter. Their average weights are approx. 200
|
|
pounds for males and 185 pounds for females. Orcs have brown to gray
|
|
skin, dark brown eyes (exceptions exists), and brown to black
|
|
hair. Most noticeable are their tusks that are between 0.5 and 1 inch
|
|
longer than their other teeth. This may give them a very fierce look,
|
|
and often causes distrust in other races. Due to their size and mass,
|
|
orcs add one point to their initial strength score. They are generally
|
|
mistrustive, this causes them to subtract one point from their initial
|
|
charisma score.
|
|
|
|
Orcish characters receive 20 character points to purchase abilities
|
|
among those presented below. Five character points may be saved for
|
|
future use. Standard selection are Attack bonus, Damage bonus, and
|
|
Infravision (low-light).
|
|
|
|
Active sense of smell (5): The character's sense of smell is sensitive
|
|
enough to give a +1 bonus to surprise rolls.
|
|
|
|
Acute taste (5): The character's sense of taste is so sensitive he
|
|
gains a +2 bonus to saving throws vs. imbided poisons.
|
|
|
|
Attack bonus (5): +1 on attack rolls with one nonbow weapon of the
|
|
player's choice.
|
|
|
|
Damage bonus (5): +1 damage bonus with one melee weapon of the
|
|
player's choice.
|
|
|
|
Infravision (10): The character receives infravision with a range of
|
|
60'. The type of infravision is chosen by the player (heat vision or
|
|
low-light vision). This ability may not be taken twice to get both
|
|
types of infravision.
|
|
|
|
Magic resistance (10): Due to the resistance towards magic some orcs
|
|
posess, they receive a +2 bonus on saving throws versus all types of
|
|
magical attacks. This ability may not be taken by any spellcasting
|
|
characters. Orcs with this ability runs a 20% risk of failing to
|
|
activate a magical item.
|
|
|
|
Mining detection abilities (5): A character with this skill is
|
|
familiar with mining, tunneling and stonework. By concentrating for
|
|
one round the character can detect:
|
|
Grade or slope in passage: 1-2 on 1d6
|
|
New tunnel/passage construction: 1-3 on 1d6
|
|
|
|
Poison resistance (5): +2 to saving throws versus poison.
|
|
|
|
Optional: Orcish paladins
|
|
|
|
Orcish paladins are possible, in spite of the fact that maximum
|
|
charisma for orcs are 14. In order to play an orcish paladin, the
|
|
player must roll an 18 to use on charisma, modified to 17. The orcish
|
|
paladin is concidered to have a charisma score of 14 when rolling
|
|
reaction adjustmenst and so on.
|
|
|
|
|
|
1.2 Player Character classes
|
|
|
|
The following modifications/clarifications applies to the classes
|
|
presented in the Skills & Powers book:
|
|
Weapon specialization must be selected from
|
|
all of the character's classes in order to be able
|
|
to specialize. Only single-classed fighters may
|
|
specialize in more than one weapon.
|
|
|
|
Fighter
|
|
* Increased movement is +25%.
|
|
* Magic resistance is not available.
|
|
|
|
Paladin
|
|
* Curative is once per week for every five levels of the paladin.
|
|
|
|
Ranger
|
|
* Climbing: The ranger uses the Hide in Shadowspercentage as a positive
|
|
modifier to his climbing chance.
|
|
|
|
Thief
|
|
* Orc characters use the Half-Orc column for modifications to thieving
|
|
abilities.
|
|
* Combat bonus (10): Allows for use of the priest's THAC0 chart
|
|
|
|
-8-
|
|
|
|
Bard
|
|
* Combat bonus (10): Allows for use of the priest's THAC0 chart
|
|
* Wizard spells is not available. The bard must be a multi-classed
|
|
wizard in order to cast wizard spells.
|
|
|
|
Priest
|
|
* See the various priesthoods for details and list
|
|
of abilities.
|
|
|
|
Wizard
|
|
* Wizards have 50 character points.
|
|
* Access to Alteration costs 10 character points.
|
|
* Access to Invocation/Evocation costs 10 character points.
|
|
* Armored wizard costs 10 character points allows only padded, leather
|
|
and studded leather armor to be worn.
|
|
* Automatic spells costs 10 character points. The DM has the details
|
|
about the aquisation of the spell, it does not instantly pop up in the
|
|
wizard's spellbook.
|
|
* Casting reduction costs 10 character points. No difference in effect
|
|
for mages and specialists.
|
|
|
|
* Combat bonus allows rogue THAC0 chart for both mages and specialist
|
|
wizards.
|
|
* Priestly wizard is not available.
|
|
* No components is not available.
|
|
|
|
-9-
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
Chapter 2: Hit Points
|
|
|
|
|
|
2.1 Body Points
|
|
|
|
All characters have base hit points equal to (Str+Con)/4 rounded up if
|
|
the fraction is 0:5 or more, down if below 0:5. This represent the
|
|
physical condition of his body, and constitution-bonus does not
|
|
apply. All these points are Body Points and this amount does not
|
|
change unless the stats of the character change. When a character has
|
|
suffered a loss of body points, he is said to have suffered physical
|
|
damage.
|
|
|
|
2.2 Skill Points
|
|
|
|
As a character rises in levels, his combat skills increase and he
|
|
dodges blows against him easier. Furthermore, his pain tolerance and
|
|
ability to ignore effects of magic upon his body increase. This is all
|
|
reflected in his Skill Points, which is the Hit Dice of the
|
|
character's class (d4, d6, d8, d10 or d12).
|
|
|
|
Skill points are healed naturally at the rate of one point per turn of
|
|
undisturbed rest, half the rate if the character is engaged in
|
|
non-strenuous activity. Physical points are regenerated at the rate
|
|
of one point per 24 hours of undisturbed rest unless the character has
|
|
a constitution score of 20 or more, in which case the rate is a bit
|
|
higher (see constitution table, Player's Handbook). NWPs such as
|
|
Healing and/or Herbalism may modify this rate.
|
|
|
|
2.3 Wounded
|
|
|
|
If a character has suffered physical damage, he is
|
|
wounded. His concentration is failing some, his
|
|
wounds hurt, and he is generally in bad shape. This
|
|
reflects on his actions, he fights less efficient, walks
|
|
slower, a spell may fizzle and so on.
|
|
|
|
For each 10% of physical damage a character has suffered, he is at -1
|
|
to hit and damage, has a -1 penalty on all saves and a +1 initiative
|
|
penalty, movement is dropped by 10% and there is a 5% chance of spell
|
|
failure. On table 2.1 below are given the time at which the penalties
|
|
are applied.
|
|
|
|
Table 2.1: Penalties while wounded
|
|
|
|
Max Penalty at X physical damage (*)
|
|
BP -1 -2 -3 -4 -5 -6 -7 -8 -9
|
|
4 1 2 3
|
|
5 1 2 3 4
|
|
6 1 2 3 4 5
|
|
7 1 2 3 4 5 6
|
|
8 1 2 3 4 5 6 7
|
|
9 1 2 3 4 5 6 7 8
|
|
10 1 2 3 4 5 6 7 8 9
|
|
|
|
(*): To find the percentage chance of spell failure,
|
|
multiply the penalty by 5
|
|
|
|
25%, rounded up, of the healing gained through Cure spells and the Lay
|
|
on Hands ability will be physical points (i.e. the 1st, 4th, 9th
|
|
etc.). Thus, a Cure Light Wounds spell (1d8 points of healing) will
|
|
cure 1-2 physical points.
|
|
|
|
A character cannot have a higher fraction of skill points than of
|
|
physical points, i.e. if a character has suffered a loss of 20%
|
|
physical points, he will have no more than 80% of his skill points
|
|
until he is cured for all wounds.
|
|
|
|
|
|
Falling Damage
|
|
|
|
When a character falls down, physical damage will be
|
|
suffered. However, a character's skill in dodging allows for some
|
|
skill point loss instead. A base of 65% of the falling damage is
|
|
physical damage. A successful dexterity check will allow some damage
|
|
to be taken as skill damage. The amount to be taken as skill damage
|
|
will be increased by 5%, plus 5% per point of margin the check was
|
|
made by.
|
|
|
|
If a "1" is rolled, all damage may be taken as skill damage. If the
|
|
chatacter has a dexterity score of 14 or more and rolls a "1", a
|
|
second successful dexterity check will cause half the damage to be
|
|
suffered. If this roll also is a "1", a third check is allowed and so
|
|
forth.
|
|
|
|
2.4 Death
|
|
|
|
A character is dead whenever his hit points reaches
|
|
a negative amount decided by his constitution score.
|
|
However, his chances of survival lessens once he is on
|
|
negative hit points. To help determining survival,
|
|
the Survival Roll is hereby introduced. It is simply
|
|
a System Shock roll with a -3% penalty per negative
|
|
hit point.
|
|
|
|
There are four categories of condition a character can have below
|
|
positive hit points; Unconscious, Critically Wounded, Mortally Wounded
|
|
and Comatose. To calculate these categories, do as indicated below:
|
|
|
|
Unconscious (0 to -0.25*Con): The character is unconscious and does not
|
|
loose further hit points. A successful Survival roll will allow the
|
|
character to wake up after 2d20 minutes (still at negative hit points
|
|
and unable to do anything), and he can be healed normally. If the roll
|
|
is failed, the character is still unconscious and regains one hit
|
|
point per day of normal rest, Cure spells can take him up to 1 hp and
|
|
then 24 hours are required before further healing can be applied
|
|
(except for a Heal spell). Natural healing is one hit point per day
|
|
(24 hours).
|
|
|
|
Seriously Wounded (-0.25*Con to -0.5*Con): The character is seriously
|
|
wounded and bleeds one hp per round (20 seconds). A character with
|
|
Healing proficiency, as well as a -4 wisdom check by others, a Cure
|
|
spell or Lay on Hands will stabilize the character. When the character
|
|
is stable, a Survival roll will allow him to accept magical healing of
|
|
power less Heal up to 1 hp, while a failed roll will cause such spells
|
|
to have half normal efficiency. A Heal spell will still have full
|
|
effect. Natural healing is one hit point per day if the character
|
|
rolls a successful Survival roll each day.
|
|
|
|
Mortally Wounded (-0.5*Con to -(Con-1): The character is bleeding to
|
|
death (1 hp per round). A Healing proficiency check (or a -10 wisdom
|
|
check by a non-proficient character) as well as a a Cure spell or Lay
|
|
on Hands is sufficient to stabilize the character. Once stable, a
|
|
successful Survival roll will allow him to accept Cure spells at half
|
|
efficiency (rounded down) up to 1 hp, at which point he must rest for
|
|
24 hours before he can be cured up to 1/2 his hit point maximum
|
|
(rounded down). After that 24 hours more he can be fully cured. A
|
|
Heal spell will take the character up to 1 hp, and further magical
|
|
healing will then affect him normally. A failed Survival check
|
|
indicates that the character is comatose (see below) but stable.
|
|
|
|
Natural healing is slow, the character regains one hit point per two
|
|
days if two successive Survival rolls are successful (one per
|
|
day). There is no chance of dying if precautions are taken (not moving
|
|
the character, see that he has enough to drink, and so on).
|
|
|
|
Comatose (-Con to -1.25*Con): The character is on the threshold of
|
|
death. A Healing check at 4 or 15 hit points of healing is required to
|
|
stabilize the character. A failed survival roll after stabilization
|
|
indicates that the character looses one hit point and a new survival
|
|
roll is required. This continues until either the character is dead or
|
|
succeeds a survival roll. A successful roll indicates that the
|
|
character is stable. He may accept Cure spells at onethird the normal
|
|
efficiency (rounded down) up to Mortally Wounded, at which point he
|
|
must rest for 48 hours before further healing can be applied. A Heal
|
|
spell will bring him up to Seriously Wounded, and further healing can
|
|
be applied normally.
|
|
|
|
If no magical healing is available, the character can heal
|
|
naturally. A new Survival roll each day three days in a row will allow
|
|
the character to regain 1 hp, if all three rolls are failed by more
|
|
than 20% the character will loose 1 hp. There is no time limit to how
|
|
long a character can be comatose, except for the problem of
|
|
nourishment.
|
|
|
|
|
|
As a final note it can be mentioned that special circumstances can
|
|
modify both the categories and apply modifiers to the Survival
|
|
rolls. This is (as usual) fully in the hands of the DM. If a character
|
|
dies, and his companions manage to retrieve him (not an easy task),
|
|
the character looses one point from his constitution score.
|
|
|
|
Example: Gillette is a druid with a constitution score of
|
|
15. Calculations give 15*0.25 = 3:75; 15*0.5 = 7:5; 15*1.25 = 18:75
|
|
which implies that she is at unconscious from 0 to -3, at seriously
|
|
wounded from -4 to -7, at mortally wounded from -8 to -14, and
|
|
comatose from -15 to -18. If she drops to -19 or below, she is dead.
|
|
|
|
-11-
|
|
|
|
------------------------------------------------------------------
|
|
|
|
Chapter 3: Combat
|
|
|
|
|
|
3.1 Optional: Initiative
|
|
|
|
The base for initiative is different for magic use and
|
|
weapon use. For magic use or other mental activities,
|
|
the nimbleness of the character is of little use,
|
|
while a sharp mind is important. For physical attack,
|
|
a quick body is more important than a sharp
|
|
mind.
|
|
|
|
Initiative is decided as follows:
|
|
|
|
Physical: Half the character's Dexterity score plus
|
|
8, minus size modifier, minus initiative modifier
|
|
(such as weapon speed), plus 1d6.
|
|
|
|
Mental: Half the character's Intelligence score, minus
|
|
initiative modifier (such as casting time of
|
|
spells), plus 1d6.
|
|
|
|
In addition, armor may slow a character down, depending on the
|
|
type. This has only effect on physical actions, initiative of
|
|
spellcasting and similar actions is not affected by armor. The effect
|
|
is given in table 3.1:
|
|
|
|
Table 3.1: Armor Modifiers
|
|
|
|
Armor Type Penalty
|
|
Leather, Padded, Studded Leather 0
|
|
Brigadine, Ring Mail, Hide -1
|
|
Chain Mail, Scale Mail -2
|
|
Plate Armor -3
|
|
|
|
The highest initiative acts first. If a character has multiple
|
|
attacks, these take place in Initiative/2, Initiative/4, Initiative/8
|
|
etc. Note that some monsters have modifiers that PCs usually don't
|
|
have (DM's discretion).
|
|
|
|
|
|
Secondary weapon initiative
|
|
|
|
Secondary weapons are not calculated as normal multiple attacks when
|
|
it comes to initiative. This is because the character need not recover
|
|
his first strike before he can attack with his secondary weapon.
|
|
Instead, the second weapon comes in Initiative, minus twice the weapon
|
|
speed, plus reaction adjustment. In no case can the secondary weapon
|
|
come sooned than two segments after the primary weapon. It will always
|
|
come at least two segments before any second attack with primary
|
|
weapon.
|
|
|
|
|
|
3.2 Specialization (melee)
|
|
|
|
Characters may choose to specialisein weapons, specialization reflects
|
|
the characters interest in that weapon as well as mirroring a certain
|
|
talent in using it.
|
|
|
|
There are different effects when concidering the effects of weapon
|
|
specialisation, the difference lies in the speed of the weapon, this
|
|
is given in table 3.2.
|
|
|
|
Table 3.2: Effects of specialization
|
|
Grade Fast weapon Slow weapon
|
|
Expertise +1 to-hit +1 to-hit
|
|
Specialisation +1/2 att +D dam
|
|
Mastery +2 to-hit +2 to-hit
|
|
High Mastery +1/2 att +D dam
|
|
Grand Mastery +1/2 att +D dam
|
|
|
|
Fast weapons are those with a base speed of 5 or less, slow weapons
|
|
are those with weapon speed of 7 or more. If a weapon has speed 6, the
|
|
character chooses at the time of expertise what column to use, and
|
|
this may never change.
|
|
|
|
The effects are as follows: to-hit means bonus on the to-hit roll, att
|
|
means extra attack, dam means extra damage. +D dam means that the
|
|
extra damage depends on the base damae of the weapon. This damage is
|
|
given in table 3.3. The differing grades of specialization may be
|
|
acheived at different levels and at different costs for
|
|
the various classes, this is given in table 3.4. Warriors are
|
|
paladins, rangers, and 50%+ multi-class warriors.
|
|
|
|
Table 3.3: Extra damage by weapon
|
|
|
|
Max wp-damage Extra damage
|
|
up to 10 +1d4
|
|
11-15 +1d6
|
|
16-20 +1d8
|
|
21+ +1d10
|
|
|
|
A character cannot acheive the higher grades of weapon proficiency
|
|
without first passing through the lower grades first. At least one
|
|
experience level must be spent on each grade.
|
|
|
|
Table 3.4: Cost of specialization
|
|
|
|
Min. lvl / CP cost
|
|
Grade Fighter Warrior Priest
|
|
Expertise 1st / 2 1st / 2 2nd / 3
|
|
Specialisation 2nd / 3 3rd / 4 5th / 6
|
|
Mastery 6th / 4 8th / 6 10th / 9
|
|
High Mastery 10th / 6 14th / 10 NA
|
|
Grand Mastery 15th / 10 NA NA
|
|
|
|
Rouge Wizard
|
|
Expertise 2nd / 3 4th / 3
|
|
Specialisation 6th / 8 7th /10
|
|
Mastery 11th / 12 NA
|
|
|
|
NA: Not available.
|
|
|
|
Characters using the Weapon Master kit may achieve the grade one level
|
|
earlier than other members of their class. Thus, fighter Weapon
|
|
Masters may become specialists at 1st level, for a total cost of 7
|
|
character points including the cost for proficiency.
|
|
|
|
Example: Gruld the Barbarian chooses to aquire specialisation in
|
|
bastard sword at 3rd level. To get full benefit, he chooses damage
|
|
bonus (usable both while using the sword one-handed and two-handed).
|
|
He has 1 attack per round, doing 2d4+1d4 against Small and Medium
|
|
creatures, and 2d8+1d8 against Large or bigger creatures when using
|
|
the sword twohanded, and 1d8+1d4/1d12+1d6 when using the sword
|
|
one-handed. If he chose better attacks/round, he would get no bonuses
|
|
when using the sword twohanded. Ramires the Swashbuckler specializes
|
|
in rapier. He does 1d6+1/1d8+1 hp in damage as usual, but attacks
|
|
3/2.
|
|
|
|
As can be seen, a rapier-specialist and bastard sword specialist each
|
|
averages out at about the same amount of damage per round against
|
|
Small and Medium (rapier: 6.75 hp; bastard sword: 7.5 hp), the
|
|
rapier-specialist having the advantage of more attacks, but against
|
|
Large (or bigger) creatures the bastard sword specialist is better off
|
|
(rapier: 8.25 hp; bastard sword: 13.5 hp). (These calculations assume
|
|
that the bastard sword is used two-handed.)
|
|
|
|
|
|
3.3 Specialization (bows)
|
|
|
|
The bonuses for thrown weapons and crossbows are as presented in the
|
|
Player's Handbook. Rangers and 85+% fighters can specialize in bows
|
|
at 3rd level or above, this requires 5 character points in addition to
|
|
the cost for normal proficiency. The bonuses gained are as follows:
|
|
|
|
* +1 to hit at short range, +2 to hit at medium and long range
|
|
(cumulative with normal range modifiers)
|
|
* If he holds one shot, he fires one shot in the next round in
|
|
initiative 20.
|
|
* Can move up to 1/3 of his full movement and still fire two shots,
|
|
each without the attack bonuses
|
|
* Can move up to 2/3 of his full movement and still fire one shot, each
|
|
without the attack bonuses
|
|
* If he stands still, he can fire 1 shot at +2 to hit
|
|
* If he stands still, he can fire 3 shots, each at -3 to hit
|
|
|
|
Upon reaching 7th level he gets the following additional bonuses:
|
|
|
|
* Base ROF is 3 shots per round
|
|
* Can move up to 1/4 of his full movement and still fire three shots,
|
|
each without the attack bonuses
|
|
* Can move up to 1/2 of his full movement and still fire two shots,
|
|
each without the attack bonuses
|
|
* Can move up to 3/4 of his full movement and still fire one shot
|
|
without the attack bonuses
|
|
* If he stands still, he can fire 1 shot at +3 to
|
|
hit
|
|
* If he stands still, he can fire 2 shots, each at +1 to hit
|
|
* If he stands still, he can fire 4 shots, each at -3 to hit
|
|
|
|
A fighter specilaized in the bow cannot reach higher grades than
|
|
Mastery in any melee weapon. At 9th level or above a single-classed
|
|
fighter or ranger can devote 6 additional character points and get +2
|
|
to hit at all ranges.
|
|
|
|
-13-
|
|
|
|
In addition, rouges using relevant kits (DM's discretion) may devote 3
|
|
character points to get a +1 to-hit as the DM sees fit.
|
|
|
|
|
|
3.4 The four fighting styles
|
|
|
|
There are four different styles of melee fighting, as presented
|
|
below. Only warriors are able to use all these, priests can use the
|
|
single-weapon, two-hander and weapon-and-shield styles, rogues can use
|
|
singleweapon, two-hander and two-weapon style, and magicians can only
|
|
use the two-hander and singleweapon styles.
|
|
|
|
Note that no character can learn other fighting styles than they start
|
|
with.
|
|
|
|
|
|
Specializing in the styles
|
|
|
|
Specializing in the styles are possible. Warriors can specialize in
|
|
one fighting style at first level, while the priest and the rogue can
|
|
specialise at 2nd level. Wizards cannot specialize in the fighting
|
|
styles, and only warriors can specialize in more than one style.
|
|
Specializing in a fighting style costs one weapon proficiency
|
|
slot. The character points for a weapon slot is given in Skills &
|
|
Powers.
|
|
|
|
|
|
Single-weapon Style [all classes]
|
|
|
|
This style is most popular among "civilized" fighters, the
|
|
swashbuckler uses this style extensively. Specializing in this style
|
|
requires a dexterity of 13 or more, and it grants a +1 AC bonus.
|
|
|
|
Double-specializing is also possible, at 3rd level (or later) a
|
|
warrior (and only a warrior) can devote a 3rd slot to get a +2 AC
|
|
bonus and a -1 initiative bonus. Double-specialization require a
|
|
dexterity score of 15 or higher.
|
|
|
|
Elven bladesong: The elven bladesong is a special form of
|
|
single-weapon style that only the most talented of elven fighters
|
|
learn. To reflect this, only elven warriors with a 15 or more in
|
|
dexterity and 13 or more in strength can specialize in this manner.
|
|
|
|
Learning this style requires intensive training over a period of
|
|
several decades, and the elves will never teach it to any non-elf. It
|
|
requires 2 weapon slots just to be proficient, and after some
|
|
experience (i.e. a new weapon slot) and more training a 3rd slot may
|
|
be added. It is not possible to devote 3 slots to this style at 1st
|
|
level.
|
|
|
|
No further style specialization is possible within this style, and it
|
|
is not possible to combine this style with any other style
|
|
specialization (including ordinary single-weapon style
|
|
specialization). Bladesinging is only possible when fighting with a
|
|
one-handed weapon, without using the other hand for either shield or a
|
|
secondary weapon.
|
|
|
|
While bladesinging, the elf can on any round of combat choose one of
|
|
the following bonuses:
|
|
+1 to hit, +2 if 3 slots are devoted, or
|
|
+1 to AC, +2 if 3 slots are devoted, or
|
|
the fighter may get one block attack against
|
|
one front or flank attack without wasting any
|
|
of his ordinary attacks. This option is only
|
|
available after 3 slots have been devoted to
|
|
this style.
|
|
Additionally, after 3 slots the elf also gets a +1 initiative bonus
|
|
while using the style.
|
|
|
|
|
|
Two-hander Style [all classes]
|
|
|
|
The two-handed style allows the character to use both hands on a
|
|
weapon. Specializing in this style requires a strength score of at
|
|
least 13. The advantage of specializing in this style is that when
|
|
fighting with a weapon designed for two-handed use, the character gets
|
|
a +3 initiative bonus. In addition, when fighting with any weapon
|
|
two-handed, he gets a +1 on his damage rolls.
|
|
|
|
|
|
Weapon-and-shield Style [warriors and priest]
|
|
|
|
This style allows a character to get the AC-bonus of a shield. He may
|
|
also perform a block-maneuver (see Section 3.6) with his shield,
|
|
having -2 to hit with his weapon and -4 on his block maneuver.
|
|
Performing a block-maneuver is only possible with a medium shield or
|
|
smaller, unless the character is exceptionally strong. A strength
|
|
score of 16 allows for a large shield to be used like this, and a
|
|
score of 18 allows the use of a body shield for this use. Note that a
|
|
character performing a block-maneuver looses all his shield-bonus on
|
|
AC for the entire round.
|
|
|
|
Devoting one slot to weapon-and-shield style, allows the character to
|
|
be an expert of shield use. If he decides to block with the shield, he
|
|
has two options. He may either perform one block maneuver with no
|
|
penalty to the attack roll and -2 on the blocking, or perform two with
|
|
a -2 penalty on the attack roll and -4 on the block. These penalties
|
|
are modified by reaction adjustment for high dexterity.
|
|
|
|
Devoting a 2nd slot (only available to warriors) allows the character
|
|
either to have one shield block with no penalties, or 2 block
|
|
maneuvers with 0/-2
|
|
|
|
-14-
|
|
|
|
to hit. 3 block-maneuvers are not possible without
|
|
a Haste-spell or similar magic.
|
|
|
|
As this fighting style are quite strenuous, a constitution score of at
|
|
least 13 are needed to specialize in this style, and a 15 is needed to
|
|
double-specialize.
|
|
|
|
Two-weapon Style [warriors and rogues]
|
|
|
|
Fighting with two weapons is a tactic many warriors favor. In order to
|
|
specialize in this style, a dexterity of at least 13 is needed.
|
|
|
|
Specializing in this style drops the penalties for fighting with two
|
|
weapons to 0/-2. Double-specialization is not available.
|
|
|
|
In order to get strength bonus on his off-hand weapon, a character
|
|
must either be a ranger (in light armor) or a speclialist in the
|
|
fighting style. The strength bonus available for a given character is
|
|
presented in table 3.5.
|
|
|
|
Table 3.5: Off-hand strength
|
|
|
|
Dexterity Off-hand strength bonus
|
|
13 5 classes lower
|
|
14 4 classes lower
|
|
15 3 classes lower
|
|
16 2 classes lower
|
|
17 1 class lower
|
|
18+ as primary weapon
|
|
|
|
|
|
3.5 Optional: Disarming
|
|
|
|
This system is based on the principle that it's harder
|
|
to disarm an opponent when he's a better fighting
|
|
man than you, and is not based on what armor type
|
|
he's wearing. DAC is an abbrivaion for "Disarm
|
|
Armor Class".
|
|
|
|
In order to disarm an opponent, the attacker must make a successful
|
|
attack vs. the defenders DAC. This is equal to his baseTHAC0, with the
|
|
following modifications:
|
|
|
|
the disarm-factor (DF)
|
|
any bonuses/penalties for to-hit from strength
|
|
any bonuses/penalties for to-hit from specialization or
|
|
non-proficiency
|
|
defense adjustment (from dexterity)
|
|
AC-bonus from style specialization
|
|
any magical AC-bonus (any + on armor and rings etc., but not shield,
|
|
Bracers of Defence, Armor-spell etc.)
|
|
-1 if weapon has a basket hilt
|
|
-6 if uses two-handed weapon
|
|
|
|
The DF is decided like this: Joe Average is fighting his cousin Bill
|
|
Average. They both have average ability scores (8-12). Joe decides to
|
|
disarm Bill. They are both 1st level fighters using long swords, in
|
|
which they are proficient. The question is: What number does Joe need
|
|
to roll to disarm Bill? This number is the \disarmfactor". A
|
|
suggested number for DF is 15.
|
|
|
|
Note that a disarm attempt causes no damage, regardless of whether it
|
|
is successful or not, as the blow is directed against the weapon and
|
|
not the man behind it.
|
|
|
|
A disarm must be declared in advance, before initiative is rolled, and
|
|
it imposes a +1 modifier on initiative.
|
|
|
|
|
|
3.6 Optional: Blocking
|
|
|
|
The normal parry-rules as described in the Player's Handbook still
|
|
applies (lowering AC). In addition, a character may now opt to block
|
|
specific attacks directed against him (or others, as the DM's
|
|
option).In order to do so, he must make a successful
|
|
block-maneuver. This is calculated as follows: First, the attacker
|
|
rolls, using his THAC0 with all normal modifiers. The defender rolls
|
|
his block attack, using his BAC0 (Blocking Armor Class 0)
|
|
|
|
The BAC0 is calculated from the defender's baseTHAC0,
|
|
using the following modifications:
|
|
|
|
any bonuses/penalties for to-hit from strength
|
|
any bonuses/penalties for to-hit from specialization or
|
|
non-proficiency
|
|
reaction adjustment based on dexterity (not the defense adjustment)
|
|
AC-bonus from style specialization
|
|
|
|
Additionally, shields are at +2 on this maneuver, as well as having
|
|
their magical bonus counted for. Blocking in this manner means
|
|
sacrificing an attack per block-maneuver. Note that various fighting
|
|
style specialization can modify this, as well as custom-designed
|
|
weapons.
|
|
|
|
Example: Timok, the 10th level fighter, is attacked by an unwitting
|
|
orc, wielding a long sword. Timok decides to play a little with the
|
|
orc and block an attack. The orc swings his sword, rolls an 18 and
|
|
hits AC 2.
|
|
|
|
Timok rolls a 3 on his block-maneuver. He's a
|
|
10th level fighter, base-THAC0 11, has 18 strength
|
|
(+2 to hit), being a Master gives him +3 to hit and
|
|
a dexterity of 16 gives +1 reaction adjustment. His
|
|
block-maneuver is decided like this:
|
|
|
|
-15-
|
|
|
|
11 -(3 +2 +3 +1) = AC 1
|
|
|
|
Timok blocks easily, then kills the orc with a flick of his sword.
|
|
|
|
|
|
3.7 Knocking out characters
|
|
|
|
It is often desirable to knock a person out. One way
|
|
is to fight him with bare hands, another (and more
|
|
subtle) way is to strike him from behind and try to
|
|
sap him.
|
|
|
|
In order to do so, the attacker must either have
|
|
surprised the victim or have moved silently successfully.
|
|
(Note: If the Move Silently roll was unsuccessful,
|
|
the victim may still be surprised.) Additionally,
|
|
a successful attack roll must be made. The attacker
|
|
must also use a weapon that is not designed to kill,
|
|
such as a baton or fists.
|
|
|
|
The percentage chance of knocking out an opponent, is 15% (may vary
|
|
with weapon), plus 5% per slot of relevant
|
|
specialization. Additionally, each point of damage caused by the
|
|
attack is +5%, thieves multiply this bonus with their backstab
|
|
multiplier. The victim may also modify the chance, it is modified -5%
|
|
per point of hp-bonus from constitution, and -5% per slot of punching
|
|
specialization and/or martial arts specialization.
|
|
|
|
|
|
3.8 Optional: Critical hits and misses
|
|
|
|
The rulings for critical hits and misses are as follows: Whenever a
|
|
natural 20 is rolled, the die is rolled again and added to the
|
|
result. The hit margin represents how well the hit was. For each AC
|
|
hit better than needed, 1% of the damage (rounded down) is physical
|
|
damage (see Chapter 2). Also, for each 10 margin the damage is doubled
|
|
(AC 11-20 better than needed: double damage; AC 21-30 better than
|
|
needed: triple damage; and so on).
|
|
|
|
Thus, if a character critically hit AC-32 agains a character in plate
|
|
mail (AC 3), that is a hit margin of 35. Damage is quadrupled, and 35%
|
|
of the damage is physical. If an 8 was rolled for damabe, that is 8 4
|
|
= 32, of that is 32 0:35 11 points of physical damage.
|
|
|
|
Whenever a natural 1 is rolled, the die is rolled again (if a 20 is
|
|
rolled here, the die is rolled again and so forth), and the result is
|
|
added to the character's modified THAC0. The exact details are up to
|
|
the DM.
|
|
|
|
-16-
|
|
|
|
--------------------------------------------------------------------
|
|
|
|
Chapter 4: Magic
|
|
|
|
"A wizard cannot do everything; a fact most magicians are reticent to
|
|
admit, let alone discuss with prospective clients. Still, the fact
|
|
remains that there are certain objects, and people, that are, for one
|
|
reason or another, completely immune to any direct magical spell. It
|
|
is for this group of beings that the magician learns the subtleties of
|
|
using indirect spells. It also does no harm, in dealing with these
|
|
matters, to carry a large club near your person at all times."
|
|
(The Teachings of Ebenezum, Volume VIII)
|
|
|
|
4.1 Magicians
|
|
|
|
The requirements for being a magician (of any kind) is an intelligence
|
|
score of 12 or more. Specialists must still meet the other
|
|
requirements as given in the Player's Handbook.
|
|
|
|
|
|
Magicians of the Lesser Path
|
|
|
|
Those magicians that are self-taught (and survived) or taught by an
|
|
incompetent master, are referred to as Magicians of the Lesser
|
|
Path. These have the level progression, hit dice, THAC0 and spell
|
|
progression as given for Bards in the Player's Handbook, but weapons
|
|
allowed and saves are as a wizard. Magicians of the Lesser Path can
|
|
be specialist wizards if they meet the requirements.
|
|
|
|
In the character creation process, Magicians of the Lesser Path start
|
|
with the same amount of character points as do other wizards, and
|
|
create their class the same way.
|
|
|
|
|
|
Magicians of the Greater Path
|
|
|
|
Those magicians that have received proper training
|
|
have the full spellcasting powers of wizard. These
|
|
are referred to both as Magicians of the Greater
|
|
Path or, more shortly, Wizards.
|
|
|
|
Because of what the flows of magic claims of and gives these wizards,
|
|
they have only four-sided hit dice, and THAC0 and saves as given for
|
|
wizards in the Player's Handbook. Magicians of the Greater Path may
|
|
not combine with any other class.
|
|
|
|
|
|
The Power of the Staff
|
|
|
|
The staff of a magician is not a normal staff, it is enchanted by the
|
|
wizard to have this channeling ability. To enchant a staff, a magician
|
|
must be in a place of high magical flux and chant over the staff for
|
|
one day per spell level the magician wants the staff to channel.
|
|
|
|
Casting a spell without the support of a staff is difficult, the
|
|
magician must make a saving throw vs. Death Magic with a penalty
|
|
equal to the spell level in order to get the spell off. If the
|
|
magician does not make this save, the spell fails and he is unable to
|
|
cast spells for 1d2 rounds. Additionally, the staff must make a save
|
|
vs. Magical Fire (as Wood, thin) with a -1 penalty per additional
|
|
spell level or be destroyed.
|
|
|
|
As the magician rises in levels his personal flow of magical energy
|
|
increases, and he is able to cast lower-level spells without his
|
|
staff. He can cast spells without his staff that is 2 levels lower
|
|
than his maximum spell level, a 5th level wizard can cast 1st level
|
|
spells without the use of a staff. Normally, a Magician of the
|
|
Greater Path starts out with a staff capable of channeling 3 spell
|
|
levels, a Magician of the Lesser Path starts with a staff capable of
|
|
handling 2 spell levels. When a magician finds that his staff no
|
|
longer suffice, he will have to enchant his staff further.
|
|
|
|
A staff need not be a wooden quarterstaff (although this is the most
|
|
common), other items have also been known to work (which items that
|
|
are acceptable are up to the DM to decide).
|
|
|
|
|
|
4.2 Priests
|
|
|
|
A holy symbol is the connection between a priest and his deity. Just
|
|
as a wizard cannot re-memorize spells without his spellbook, a priest
|
|
cannot change his spell-selection without his holy symbol.
|
|
Furthermore, he does not regain spellpoints unless he has his holy
|
|
symbol near his body, and must pray to his deity at certain times of
|
|
the day (unless he has a very good reason not to).
|
|
|
|
|
|
4.3 Spellcasting
|
|
|
|
Magic is difficult to learn and master. Therefor,
|
|
any spellcaster's spell-selection is limited by his intelligence,
|
|
as presented in the Player's Handbook.
|
|
|
|
Priests, paladins and rangers need not roll to learn
|
|
their spells as wizards do, and is able to learn four
|
|
spells more per spell level than indicated.
|
|
Furthermore, only those of high wisdom is able
|
|
to cast spells with no failure, the chance of spell
|
|
failure for all spellcasters (not only priests) are given
|
|
in the Player's Handbook.
|
|
|
|
A spellcaster may have as many spells memorized
|
|
at a given time as indicated in table 4.1.
|
|
|
|
Table 4.1: Number of spells memorized
|
|
|
|
Magician of the
|
|
Lvl Greater Lesser Priest Ranger Paladin
|
|
Path Path
|
|
1 5 1(*) 5 - -
|
|
2 7 3 7 - -
|
|
3 8 4 8 - -
|
|
4 9 5 10 - -
|
|
5 11 6 12 - -
|
|
6 16 8 15 - -
|
|
7 19 9 18 - -
|
|
8 23 10 21 4 -
|
|
9 26 11 22 5 4
|
|
10 29 12 24 6 5
|
|
11 31 13 27 7 6
|
|
12 35 14 30 8 7
|
|
13 38 16 33 9 9
|
|
14 42 18 34 10 10
|
|
15 44 20 36 11 10
|
|
16 47 21 38 11 11
|
|
17 50 23 40 11 12
|
|
18 52 25 43 11 13
|
|
19 55 27 46 11 14
|
|
20 58 29 50 11 15
|
|
(*): can only cast Cantrip
|
|
|
|
As a spellcaster casts his spell, he releases some of his acquired
|
|
magical energy. A spellcaster has the ability to channel spell levels
|
|
as given on the various tables in the Player's Handbook (a 1st level
|
|
priest may cast one 1st level spell, and so on). In addition to this,
|
|
priests and Greater Magicians receive bonuses for high wisdom, as
|
|
presented in table 4.2. These spell level are cumulative.
|
|
|
|
Table 4.2: Bonus spell points
|
|
|
|
Wisdom Bonus spells
|
|
13 1st
|
|
14 1st
|
|
15 2nd
|
|
16 2nd
|
|
17 3rd
|
|
18 4th
|
|
19 1st, 3rd
|
|
20 2nd, 4th
|
|
21 3rd, 5th
|
|
22 4th, 5th
|
|
23 4th, 5th
|
|
24 5th, 6th
|
|
25 6th, 7th
|
|
|
|
Basically, a caster can still only cast as many spells as given in the
|
|
Player's Handbook, but he may memorize a few more. Note that a spell
|
|
does not vanish when cast, but stays in the memory of the
|
|
caster. Specialist wizards may both memorize and cast one extra spell
|
|
per spell level, as in the Player's Handbook.
|
|
|
|
If a caster already has used all his low-level spells for the day, he
|
|
may use one of the higher-level slots to cast a lower-level spell, the
|
|
extra energy is then lost without side-effect.
|
|
|
|
Any change in a caster's spell selection requires 1 hour of
|
|
uninterrupted studying or praying per spell level.
|
|
|
|
Example: Azrim, a 6th level wizard with both intelligence score and
|
|
wisdom score of 14, may memorize 16 spells, divided between his three
|
|
spell levels as desired (5/5/4, 10/2/2, 6/7/1, etc...). However,
|
|
including the bonuses, he may only channel six 1st, two 2nd and two
|
|
3rd level spells. If he desires, he may cast ten 1st level spells by
|
|
sacrificing his 2nd and 3rd level energy (ten Magic Missiles, if
|
|
that's required).
|
|
|
|
|
|
Spellpoint recovery
|
|
|
|
After a night's sleep, spellcasters have (hopefully) regained their
|
|
energy. But what happens if the wizard/priest cannot get the required
|
|
8 hours of sleep? Table 4.3 indicates the chance that a spellcaster
|
|
|
|
-18-
|
|
|
|
has regained his spells at a given spell level. Check the lower levels
|
|
first, as failure on one roll will give penalties on the next.
|
|
|
|
Table 4.3: Chance of spell recovery
|
|
Hrs sleep Chance
|
|
1 4%
|
|
2 15%
|
|
3 27%
|
|
4 40%
|
|
5 54%
|
|
6 69%
|
|
7 85%
|
|
8 100%
|
|
|
|
Several shorter periods are cumulative. If the caster is wakened after
|
|
4 hours, then fails to regain a certain spell level's energy, he can
|
|
sleep for another 6 hours and have a 40+69=109% chance. Sleeping for
|
|
more than 10 hours is possible, but has no effect on recovery. It is
|
|
not possible to regain energy used during the night this way.
|
|
|
|
The penalty for a failed roll is presented in table 4.4. If more than
|
|
one roll is failed, the penalties are added.
|
|
|
|
Table 4.4: Penalty for recover failure
|
|
Spell level failed Penalty
|
|
1st 10%
|
|
2nd 20%
|
|
3rd 30%
|
|
4th 40%
|
|
5th 50%
|
|
6th 60%
|
|
7th 70%
|
|
8th 80%
|
|
|
|
Example: Azrim is awaken in the middle of the
|
|
night. After only 4 hours of sleep, he is not sure to
|
|
have all his energy back. He rolls 37, 87 and 09 on
|
|
the d100 to check for recovery. The 1st level energy
|
|
is back (40% chance), but not the 2nd level. This
|
|
gives him -30% to check on 3rd level, and barely
|
|
manages it. He may now cast his 1st and 3rd level
|
|
spells with no difficulty, and also his 2nd level spells
|
|
(by sacrificing 3rd level). Remember, he still has all
|
|
of his spells memorized.
|
|
|
|
|
|
Staff-Strike
|
|
|
|
A wizard (a Magician of the Greater Path), when in dire peril, have
|
|
the option to perform a Staff-Strike. To do so, he must successfully
|
|
strike an attack roll vs. AC 10 (dexterity, Ring of Protection and
|
|
pluses on magical armor are still accounted for, normal armor, Bracers
|
|
of Defense and Armor-spells are not) with his staff. If successful,
|
|
the wizard causes 2d8 hp of damage per spell-level he wishes to use,
|
|
with no save applicable. This damage is pure magical energy, and no
|
|
creatures are yet known that are immune. Magic Resistance still
|
|
apply, though.
|
|
|
|
The levels blasted is normally taken from a spell level of the same
|
|
number, if the wizard exceeds his limit the levels are drained from
|
|
two (or more) suitable pools.
|
|
|
|
However, a Staff-Strike is exceedingly dangerous. First, if the staff
|
|
is not built for spell levels high enough, it must save
|
|
vs. Disintegration (as Wood, thin) or be destroyed.
|
|
|
|
Secondary, the wizard must make a save vs. Death Magic as follows:
|
|
|
|
* a modifier equal to the difference in spell levels used and the
|
|
maximum spell level the wizard can cast is applied to the save. (A 7th
|
|
level wizard striking 3 spell points would get a +1 bonus, a 3rd level
|
|
wizard doing the same would get a -1 penalty.)
|
|
* a failed save will require a system shock roll. If the system shock
|
|
fails, the wizard dies. The penalty to this system shock is -5% per
|
|
point the save above was missed by. If the roll is successful, the
|
|
wizard will fall into a coma lasting 1 week per spell point used in
|
|
the strike. A Restoration or Resurrection spell allows the wizard to
|
|
wake up, fully conscious and at full spellpoints (a Heal is not
|
|
enough).
|
|
* if the save is successful, the wizard looses 3 hit points per spell
|
|
level as well as all spellcasting ability for two days per spell level
|
|
used in the strike. The damage can be cured normally, a Heal or
|
|
Restoration spell will allow him to cast spells again before the above
|
|
mentioned time has elapsed (he needs to memorize his spells again if
|
|
his hit point total was below 0). He cannot use scrolls, but he can
|
|
still use magic items.
|
|
|
|
A Staff-Strike costs twice the number fp as normal.
|
|
|
|
Example: Alafar, a 7th level mage with 24 hp is fighting a
|
|
mindflayer. He is wounded to 11 hp, and has several spell levels
|
|
left. He decides to risk himself and his staff in a Staff-Strike. He
|
|
hits the mindflayer and blasts 5 spell-levels, doing 49 hp of
|
|
damage. The mindflayer, as well as
|
|
|
|
-19-
|
|
|
|
the staff, is annihilated, only the ashes remain. Alafar
|
|
succeeds his save, but the backlash energy strikes
|
|
him like a whip and sends him down to -4 hp. He
|
|
passes out, but if his comrades can rescue him out
|
|
he'll probably live.
|
|
|
|
|
|
Loss of spells
|
|
|
|
If a spellcaster is wounded to 0 hit points or below, there is a
|
|
chance that he will loose his spells. To check for this, a saving
|
|
throw vs. Death Magic is rolled for each spell, failure indicating the
|
|
spell is forgotten and must be rememorized (not relearned, the
|
|
spellcaster still knows the spell). This is checked when the character
|
|
reawakens. A -1 penalty per negative hit point is applied to the save.
|
|
|
|
Example: Alafar, after besting the mindflayer, is stailized at -4 hit
|
|
points. After a time he awakens, and his spells are checked for - a
|
|
save vs. Death Magic at -4 for each spell. The spells for which the
|
|
check fails needs to be rememorized - not relearned.
|
|
|
|
|
|
4.4 Optional: Casting check
|
|
|
|
With this rule, wizards are not guaranteed automatic success when
|
|
casting a spell. A wizard's casting check is decided by following
|
|
these steps:
|
|
|
|
1. Base chance is [Intelligence/2 + 6 ], this reflects the wizard's
|
|
understanding of his spells
|
|
|
|
2. Add [ level of wizard ] for the wizard's insight
|
|
in magic
|
|
|
|
3. Subtract 2*[ level of spell ] for the difficulty
|
|
of the spell
|
|
|
|
4. Subtract [ % Spell failure/5 ] for lack of psychic strength (due
|
|
to low wisdom and/or physical damage).
|
|
|
|
A spell is successfully cast if the wizard rolls
|
|
equal to or below the number needed.
|
|
|
|
-20-
|
|
|
|
--------------------------------------------------------------------
|
|
|
|
Chapter 5: Misc. Rulings
|
|
|
|
|
|
5.1 Multi-classed characters
|
|
|
|
How to combine?
|
|
|
|
Many times, players and DMs alike wants a fighter with some minor
|
|
spellcasting- or thieving abilities, or a wizard with some better
|
|
fighting abilities, but feel that the rules about multi-classing is
|
|
too strict. To fix this, the following rules have been set up for
|
|
multi-classing:
|
|
|
|
A character can divide his experience over a maximum of 3 classes. A
|
|
class must have at least 10% attention. Additionally, it must either
|
|
receive a percentage that is divide-able by five, or 1/3 or 2/3 of the
|
|
experience.
|
|
|
|
To go multi-class, a character needs 16 in the prime requisite(s) of
|
|
the class he devotes 55% (or more) to, as well as 15 in the prime
|
|
requisite(s) of the other class(es). If no class have more than 50%,
|
|
no stat of 16 is needed.
|
|
|
|
Hit points gained when a character goes up in level in a class is
|
|
equal to the die roll, plus modifications, multiplied with the same
|
|
factor as the experience. Fractions below 0.75 are rounded down, while
|
|
0.75 and up are rounded up. If more than one class rises in level at
|
|
the same time, the hit points are added before rounding.
|
|
|
|
Dual-classing can be made normally. Multi-classing specialist wizards
|
|
is still only possible for gnome illusionists.
|
|
|
|
Example: Joe wants his character, Herve, to be a fighter with some
|
|
thieving and spellcasting abilities. When his character is created,
|
|
he chooses to devote 75% to his fighter part, 15% to his thieving part
|
|
and 10% on his mage part. When he reaches 2nd level as a fighter, he
|
|
rolls 1d10, adds his constitution bonus (if any), multiplies with 0.75
|
|
and rounds off as appropriate. The same goes for thief and mage,
|
|
respectively.
|
|
|
|
Possible combinations:
|
|
|
|
Dwarf: Fighter/ Thief; Fighter/ Priest; Thief/ Priest;
|
|
|
|
Elf: Fighter/ Mage; Fighter/ Thief; Thief/ Mage; Fighter/ Thief/ Mage
|
|
|
|
Gnome: Fighter/ Priest; Fighter/ Illusionist; Fighter/ Thief; Priest/
|
|
Thief; Illusionist/ Thief
|
|
|
|
Halfling: Fighter/ Thief; Priest/ Thief
|
|
|
|
Human: Fighter/ Thief; Fighter/ Priest; Fighter/ Mage; Thief/ Mage;
|
|
Fighter/ Mage/ Thief
|
|
|
|
Orc: Fighter/ Thief; Fighter/ Priest; Priest/ Thief
|
|
|
|
NOTE:
|
|
* A priest-class combination is only possible with logical
|
|
combinations, see under the various priesthoods for guidelines. Note
|
|
that not all priesthoods have wisdom as prime requisite.
|
|
* Greater Magicians cannot be multi- or dual classed. The options above
|
|
are for Lesser Magicians only.
|
|
|
|
|
|
5.2 Energy drain
|
|
|
|
Sometimes characters are exposed to energy drain from undead or evil
|
|
necromancers. The character does not loose experience and skills, but
|
|
looses hit points and saves as a character one (or more) level(s)
|
|
lower. Multi-classed characters loose hit points from all their
|
|
classes, this is calculated normally.
|
|
|
|
As long as one class is at positive levels, the character is alive and
|
|
may regain most of the lost energy. If a Restoration-spell is cast
|
|
within the time limit, the character is restored to his previous
|
|
state.
|
|
|
|
The life energy is regained at the rate of one level per four weeks of
|
|
game time. At this time the character regains hit points. The hit
|
|
points are rolled and calculated just as when the character were
|
|
drained, except that he also subtracts one from the calculated
|
|
amount. In no case can a character regain less than one hit point.
|
|
|
|
If a character gains a new level while under the effect of energy
|
|
drain, hit points are rolled normally and the new total is based on
|
|
his current maximum.
|
|
|
|
Example: Herve is now a 6th/4th/2nd level character. He was hit by a
|
|
wright and drained one life level. rolls 6, 3 and 3 on his dice,
|
|
loosing 6*0.75 + 3*0.15 + 3*0.10 = 5.25 = 5 hp, and saves as a
|
|
5th/3rd/1st level character. After one month he regains his life
|
|
energy, and rolling 7, 1 and 4 respectively for hit points, he regains
|
|
7*0.75 + 1*0.15 + 4*0.10 - 1 = 4.8 = 5 hp, and thus is lucky and
|
|
looses nothing.
|
|
|
|
|
|
5.3 Optional: Movement
|
|
|
|
A character's movement is not decided per race, but
|
|
per the character's height, as presented in table 5.1.
|
|
Table 5.1: Movement rates
|
|
Height (inches) Height (cm) Base move
|
|
76+ 193+ 13
|
|
71-75 180-192 12
|
|
66-70 168-179 11
|
|
61-75 155-167 10
|
|
56-60 142-154 9
|
|
51-55 130-141 8
|
|
46-50 117-129 7
|
|
41-45 104-116 6
|
|
up to 40 up to 103 5
|
|
|
|
Additionally, a character can carry more than
|
|
his weight allowance at cost of movement rate, as
|
|
presented below in table 5.2. For each class of encumbrance,
|
|
the character suffers penalties as of he
|
|
were physically damaged.
|
|
|
|
Table 5.2: Movement with Encumbrance
|
|
Wt all Base move
|
|
multiplied by 13 12 11 10 9 8 7 6 5
|
|
1.2 12 11 10 9 8 7 6.5 5.5 4.5
|
|
1.4 11 10 9 8 7.5 6.5 5.5 5 4
|
|
1.6 10 9 8 7.5 6.5 6 5 4.5 3.5
|
|
1.8 8.5 8 7 6.5 6 5.5 4.5 4 3
|
|
2.0 7.5 7 6.5 5.5 5.5 4.5 4 3.5 3
|
|
2.2 6.5 6 5.5 5 4.5 4 3.5 3 2.5
|
|
2.4 5.5 5 4.5 4 3.5 3.5 3 2.5 2
|
|
2.6 4 4 3.5 3 3 2.5 2.5 2 1.5
|
|
2.8 3 3 3 2.5 2.5 2 1.5 1.5 1
|
|
2.9 2 2 2 1.5 1.5 1 1 1 1
|
|
3.0 1 1 1 1 1 0.5 0.5 0.5 0.5
|
|
|
|
|
|
-22-
|
|
|
|
--------------------------------------------------------------------------
|
|
|
|
Appendix A: Strength table
|
|
|
|
Score To-hit Damage Weight Allow.(**) Op. Door (d20) BB/LG (d100)
|
|
|
|
1 -3 -4 1%
|
|
2 -2 -4 3% 1
|
|
3 -2 -3 6% 2
|
|
4 -1 -3 8% 3
|
|
5 -1 -2 10% 4
|
|
6 -1 -1 12.5% 5
|
|
7 -1 15% 6 1
|
|
8 17.5% 7 3
|
|
9 20% 7 5
|
|
10 22.5% 7 6
|
|
11 25% 8 7
|
|
12 30% 8 8
|
|
13 40% 9 13
|
|
14 (*) +1 50% 10 15
|
|
15 (*) +1 +1 65% 11 20
|
|
16 (*) +1 +2 70% 12 25
|
|
17 (*) +1 +3 80% 13 30
|
|
18 (*) +2 +3 85% 14 35
|
|
18.1-18.5 (@) +2 +3 90% 15 40
|
|
18.6-18.9 (@) +2 +4 90% 15 45
|
|
18.10 (@) +2 +5 90% 16 45
|
|
|
|
(*): If a rogue has a 14 to 18 strength, he uses combat values 1
|
|
category lower (example: 18 ! 17), a wizard use 2 categories lower
|
|
(example: 18 ! 16). Multi-class use the best category allowed to them,
|
|
dual-class use the one they started with. It is possible for these
|
|
classes to use weapon-slots in order to fight in a better category;
|
|
one slot will reduce the penalty by 1 category. The weapon-slots
|
|
gained at 1st level cannot be used for this purpose, though.
|
|
|
|
(**): This indicates what percentage of the average weight for the
|
|
character's race and sex the character can carry without being
|
|
penalized.
|
|
|
|
Example: A male dwarf with 16 strength have a Weight Allowance of
|
|
106.4 lbs, while a female halfling with 16 strength have a Weight
|
|
Allowance of 42.35 lbs.
|
|
|
|
Max. Press is equal to Weight Allowance*pi, but it is not possible to
|
|
walk with more encumbrance than Weight Allowance*3.
|
|
|
|
(@): Warriors with a strength score of 18 note their
|
|
level behind the score. A 6th level fighter with
|
|
18 strength uses the 18.6-line, and has +2/+4.
|
|
At 10th level the maximum is reached, it's not
|
|
possible to get stronger without magical aid.
|
|
|
|
-23-
|
|
|
|
----------------------------------------------------------------------------
|
|
|
|
Appendix B: Level advancement tables
|
|
|
|
|
|
Table B.1: Most classes
|
|
Rogue Fighter Ranger Paladin
|
|
Level XP*1000
|
|
1 0 0 0 0
|
|
2 1.25 2 2.25 2.25
|
|
3 2.5 4 4.5 4.5
|
|
4 5 8 9 10
|
|
5 10 16 18 20
|
|
6 20 32 36 40
|
|
7 40 64 72 80
|
|
8 70 125 150 150
|
|
9 130 250 290 310
|
|
10 220 450 500 520
|
|
11 330 625 700 750
|
|
12 440 800 925 950
|
|
13 650 975 1125 1175
|
|
14 850 1150 1325 1375
|
|
15 1050 1325 1525 1625
|
|
16 1250 1500 1725 1825
|
|
17 1425 1675 1900 2025
|
|
18 1600 1850 2075 2225
|
|
19 1775 2025 2200 2425
|
|
20 1950 2200 2375 2625
|
|
|
|
|
|
Table B.2: Wizard
|
|
Int.: 12-13 14-15 16-17 18
|
|
Level XP *1000
|
|
1 0.0 - - -
|
|
2 2.5 - - -
|
|
3 5 - - -
|
|
4 10 - - -
|
|
5 20 - - -
|
|
6 40 - - -
|
|
7 70 - - -
|
|
8 130 - - -
|
|
9 250 - - -
|
|
10 400 - - -
|
|
11 550 - - -
|
|
12 725 - - -
|
|
13 900 - - -
|
|
14 1075 1125 - -
|
|
15 1250 1350 - -
|
|
16 1425 1575 1625 -
|
|
17 1600 1800 1900 -
|
|
18 1775 2025 2175 2250
|
|
19 1950 2250 2450 2600
|
|
20 2125 2475 2725 2950
|
|
|
|
|
|
Table B.3: Priest
|
|
Wisdom: 9-15 16-17 18
|
|
Level XP*1000
|
|
1 0.0 - -
|
|
2 1.5 - -
|
|
3 3 - -
|
|
4 6 - -
|
|
5 12 - -
|
|
6 24 - -
|
|
7 48 - -
|
|
8 90 - -
|
|
9 160 - -
|
|
10 300 - -
|
|
11 470 490 -
|
|
12 640 680 -
|
|
13 810 870 -
|
|
14 980 1060 1135
|
|
15 1150 1250 1345
|
|
16 1320 1440 1555
|
|
17 1490 1630 1765
|
|
18 1660 1820 1975
|
|
19 1830 2010 2185
|
|
20 2000 2200 2395
|
|
|
|
Note that the wisdom requirement for 6th level
|
|
priest spells is changed from 17 to 16.
|
|
|
|
-24-
|
|
-------------------------------------------------------------------
|
|
|
|
Appendix C: Racial tables
|
|
|
|
|
|
Table C.1: Level limits
|
|
Race Fighter Ranger Paladin Wizard Priest Thief
|
|
|
|
Dwarves
|
|
Coast 16 9 - - 10 12
|
|
Mountain 16 9 10 - 13 12
|
|
Elves
|
|
High 12 12 - 16 - 12
|
|
Wood 13 16 - 12 - 12
|
|
Gnomes
|
|
Rock 12 9 - 15(*) 10 13
|
|
Forest 9 15 - 13(*) 16 12
|
|
Halflings
|
|
Hairfoot 9 13 - - 11 18
|
|
Stout 11 11 10 - 9 16
|
|
Human U U U U U U
|
|
Orc 16 13 9 - 12 13
|
|
|
|
(*): Illusionist only
|
|
|
|
|
|
|
|
Table C.2: Increased level limits
|
|
Prime Requisite Level Increase
|
|
14, 15 +1
|
|
16, 17 +2
|
|
18 +3
|
|
19 +4
|
|
20 +5
|
|
|
|
|
|
Table C.3: Special save bonus
|
|
Con-score Save bonus
|
|
4-6 +1
|
|
7-10 +2
|
|
11-13 +3
|
|
14-17 +4
|
|
18-20 +5
|
|
|
|
|
|
Table C.4: Ability score limits (min/max)
|
|
Race Str Dex Con Int Wis Cha
|
|
Dwarves
|
|
Coast 8/18 4/17 11/20 4/19 3/16 4/19
|
|
Mountain 8/18 4/17 11/20 4/19 4/19 3/17
|
|
Elves
|
|
High 4/18 6/20 5/17 8/19 4/19 8/19
|
|
Wood 7/18 6/20 7/19 8/19 4/19 3/16
|
|
Gnomes
|
|
Rock 6/18 3/19 8/19 7/20 3/17 4/19
|
|
Forest 3/16 8/19 8/19 5/19 9/20 4/19
|
|
Halflings
|
|
Hairfoot 3/17 8/20 10/19 6/19 4/19 7/19
|
|
Stout 5/17 8/19 10/20 6/19 4/19 5/19
|
|
Human 4/18 4/19 4/19 4/19 4/19 4/19
|
|
Orc 10/18 4/17 10/19 4/16 4/18 3/14
|
|
|
|
|
|
Table C.5: Average height and weight
|
|
Race Base (*) Modifier Base (*) Modifier
|
|
Dwarf 43/41 1d10 130/105 4d10
|
|
Elves
|
|
~~~High 65/60 1d10 90/70 3d10
|
|
~~~Wood 52/46 1d10 90/70 3d10
|
|
Gnome 38/36 1d6 72/68 5d4
|
|
Halfling 32/30 2d8 52/48 5d4
|
|
Human 60/59 2d10 140/100 6d10
|
|
Orc 63/60 4d4 179/164 6d6
|
|
|
|
(*): The base numbers are divided into male/female values.
|
|
|
|
|
|
Table C.6: Age
|
|
Race Starting age Maximum age
|
|
Dwarf 40 + 5d6 250+2d100
|
|
Elf 100 + 5d6 |
|
|
Gnome 60 + 3d12 200 + 3d100
|
|
Halfling 20 + 3d4 90 + 2d20
|
|
Human 15 + 1d4 50 + 2d20
|
|
Orc 14 + 1d6 40 + 3d10
|
|
|
|
-26-
|
|
|
|
--------------------------------------------------------------------
|
|
|
|
Appendix D: Arms&Armor
|
|
|
|
D.1 Weapons
|
|
|
|
Table D.1a: Weapons
|
|
|
|
Weapon Damage Speed Cost Weight (lbs.) Size
|
|
-----------------------------------------------------------------------
|
|
Arrow, flight (hunting) 1d6 - 12: 3sp 1: 1/12 S
|
|
Arrow, sheaf (war) 1d8 - 12: 6sp 1: 1/10 S
|
|
Axe, battle 1d10 7 5gp 7 M
|
|
~~~-used two-handed 2d4/2d6 9
|
|
Axe, hand 1d6/1d4 4 1gp 4 S
|
|
Bow, long - 5 60gp 3 L
|
|
Bow, long (composite) - 4 100gp 3 L
|
|
Bow, short - 4 30gp 2 M
|
|
Bow, short (composite) - 3 75gp 2 M
|
|
Club 1d6/1d3 4 - 3 M
|
|
Crossbow, heavy (+3) - 10 50gp 14+4 L
|
|
Crossbow, light (+1) - 7 35gp 7+3 M
|
|
Crossbow bolt, heavy 1d4+7/1d6+7 - 12: 24sp 1: 1/2 S
|
|
Crossbow bolt, light 1d4+3 - 12: 12sp 1: 1/5 S
|
|
Dagger, soldier's 1d4/1d3 2 2gp 1 S
|
|
Flail, footman's (2h) 1d6+1/2d4 7 15gp 15 L
|
|
Flail, horseman's 1d4+1/1d4 5 8gp 5 M
|
|
Hammer, war 1d4+1/1d4 4 2gp 6 M
|
|
Hammer, battle (2h) 2d6/2d4 8 5gp 12 L
|
|
Knife, workman's 1d3/1d2 2 5sp 1/2 S
|
|
Lance, heavy horse 1d8+1/3d6 8 15gp 15 L
|
|
Lance, light horse 1d6/1d8 6 6gp 5 L
|
|
Lance, medium horse 1d6+1/2d6 7 10gp 10 L
|
|
Lance, tournament 1d3-1/1d2-1 8 10gp 15 L
|
|
Mace, footman's (2h) 1d6+1/1d6 6 8gp 10 L
|
|
Mace, horseman's 1d6/1d4 4 5gp 6 S
|
|
Morning star 2d4/1d6+1 7 10gp 12 M
|
|
Pick, military 1d6+1/1d6 4 8gp 6 M
|
|
Polearm, awl pike (2h) 1d8/2d6 13 5sp 12 L
|
|
Polearm, halberd (2h) 1d10/2d6 9 10gp 15 L
|
|
Quarterstaff (2h) 1d6 4 2cp 4 L
|
|
~~~~-unshod 1d4 4 - 4 L
|
|
Sling 1d4 6 1cp 1/10 S
|
|
Spear 1d6/1d8 6 8sp 5 M
|
|
~~~~-used two-handed 1d8+1/2d6 7
|
|
Scimitar 1d8 5 12gp 4 M
|
|
Sword, bastard 1d8/1d12 6 25gp 8 M
|
|
~~~~-used two-handed 2d4/2d8 8
|
|
Sword, broad 1d8+1 5 25gp 4 M
|
|
Sword, short 1d6/1d8 3 10gp 3 S
|
|
Whip, oxen 1d4-3 6 1sp 2 M
|
|
|
|
|
|
Table D.2: Armors
|
|
|
|
Armor type Cost Weight AC
|
|
(lbs.) (S/P/B)
|
|
Leather 5gp 15 8/10/8
|
|
Studded Leather 20gp 25 5/6/7
|
|
Ring Mail 35gp 30 5/5/6
|
|
Chain Mail 75gp 40 3/5/7
|
|
Banded Mail 200gp 35 2/4/3
|
|
Plate Mail 600gp 50 0/3/3
|
|
|
|
|
|
Notes on weapons
|
|
|
|
Axe, battle: Also known as broad axe, the battle axe is three to four
|
|
feet in length, with a heavy metal head. It is a weapon favored by
|
|
dwarves, and the dwarven axe sometimes has a spike head for use in
|
|
tight quarters (inflicts 1d3 points of damage) and a double head. The
|
|
dwarven double-headed axe weighs 2 pounds more, has a speed factor one
|
|
point higher, and inflicts one point more of damage.
|
|
|
|
Bows: Note the reduced weapon speeds.
|
|
|
|
Crossbows: Light crossbows have +1 to-hit, heavy crossbows are +3
|
|
to-hit. This is noted in the table as (+1) and (+3), respectively.
|
|
The weight behind the slash is for the loading mechanism (windlass or
|
|
cranequin).
|
|
|
|
Sling: The sats listed are for sling stones. Sling bullets costs 1sp
|
|
per set of 12 and is +1 on damage.
|
|
|
|
Whip: When used outside combat, a whip inflicts only physical damage
|
|
(this is often used as punishment) - 20 lashes will (on the average)
|
|
inflict 5 points of physical damage. Due to the low damage and the
|
|
space required, the weapon is rarely used in combat.
|
|
|
|
|
|
D.2 Armor
|
|
|
|
Table D.2: Armors
|
|
|
|
Armor type Cost Weight(lbs) AC (S/P/B)
|
|
Leather 5gp 15 8/10/8
|
|
Studded Leather 20gp 25 5/6/7
|
|
Ring Mail 35gp 30 5/5/6
|
|
Chain Mail 75gp 40 3/5/7
|
|
Banded Mail 200gp 35 2/4/3
|
|
Plate Mail 600gp 50 0/3/3
|
|
|
|
Leather Armor: This armor is made from leather hardened in boiling
|
|
oil, formed into breast plates and shoulder guards. The remainder of
|
|
the torso is covered by softer leather. It is the cheapest form of
|
|
armor, and is commonly only used by bandits who cannot afford better
|
|
armor.
|
|
|
|
Studded Leather: This armor is made up from leather reinforced with
|
|
metal rivets. It is used often by scouts, and sometimes on irregular
|
|
troops.
|
|
|
|
Ring Mail: This is the most common form of armor. It is heavier and
|
|
more expensive than studded leather, but offers greater protection.
|
|
It is the armor of the common foot soldier.
|
|
|
|
Chain Mail: This armor is made of interlocking metal rings, and is
|
|
always worn with thick clothing or padding underneath. Although
|
|
uncomfortable to wear, it offers good protection and is very often
|
|
used by the professional soldier.
|
|
|
|
Banded Mail: This armor is made of overlapping strips of metal
|
|
covering the most vital areas, with chain mail and leather covering
|
|
the joints. It is more comfortable to wear than chain mail due to
|
|
better weight distribution through straps and buckles. The armor is
|
|
mainly used by veteran soldiers and elite troops, as well as light
|
|
cavalry.
|
|
|
|
Plate Mail: The armor is chain mail with solid metal plates covering
|
|
vital areas. Although heavy, the weight is evenly distributed through
|
|
the use of straps and buckles. This armor is only made by request of
|
|
the nobility, commoners are not allowed to use it without written
|
|
permission.
|
|
|
|
-28-
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
Appendix E: Priesthood: Adona
|
|
|
|
Adona, also known as "The Lady of Light" is
|
|
said to be a being of the purest light. She is the
|
|
goddess of Good, Healing, Peace and the Sun.
|
|
She lives in the sun, where she can watch mankind
|
|
in all actions and her own priests spreading the word
|
|
of light among them.
|
|
|
|
|
|
Requirements
|
|
|
|
Adona desires her priests to be wise and charismatic,
|
|
thus a wisdom score of 13 and a charisma
|
|
score of 12 is required. Both wisdom and charisma
|
|
must be 16 or better in order to receive +10% experience
|
|
bonus. If desired, the priest may choose to be
|
|
a fighter/priest, thief/priest, or fighter/thief/priest
|
|
according to the rules for multi-classing.
|
|
Adona requires her priests to be of either Lawful
|
|
Good or Neutral Good alignment. She has no
|
|
preferred races, and does not differ between male or
|
|
female priests.
|
|
|
|
|
|
Organization
|
|
|
|
The structure of Adona's church is mainly built on a nation-wide
|
|
scale. Within one nation, the church is lead by a council of up to ten
|
|
high level priests (level 10+). The title of these vary from continent
|
|
to continent, from race to race, and include such titles as Prelate
|
|
(Bakorrah), Bishop (Simoriah), Vicar (Sandaria) and Lama
|
|
(Kelewan). The hierarchy down from this council is usually
|
|
well-ordered, not having a rigid structure allows for the priests
|
|
further down the line to act more freely.
|
|
|
|
Although the temples of Adona located in cities are impressive
|
|
buildings, most holy buildings are of much simpler design and located
|
|
in the countryside, often as a part of a lord's mansion or
|
|
castle. These monasteries form the backbone of Adona's faith, as they
|
|
serve as the common man's religious center. The leader of such a
|
|
monastery is usually a priest of 3rd to 9th level, depending on the
|
|
size of the monastery.
|
|
|
|
In spite of the fact that Adona is very peaceloving, she is the only
|
|
deity that openly supports a class of holy warriors; the Paladins. The
|
|
Paladins themselves are not directly bound to the church and does not
|
|
have a clear organization of their own. Instead, they let their own
|
|
consciousness guide them in their struggle against chaos and evil in
|
|
the world.
|
|
|
|
|
|
Holy Symbol
|
|
|
|
The symbols of Adona always contains gem of some sort to reflect
|
|
light. Additionally, the symbol has at least one of the following
|
|
images: an Ankh, the sun, rays of light, or a staff.
|
|
|
|
The symbol need not be made by the priest, as long as the craftsman is
|
|
a true worshiper of Adona. The process of construction and
|
|
sanctifying lasts from dawn to dawn. The craftsman starts his work at
|
|
dawn, when the first sun-rays of the day cast their blessing upon his
|
|
tools.
|
|
|
|
As the symbol is finished (before the sun sets), it is placed upon an
|
|
alter, which is located such that the first rays of the sun will shine
|
|
upon it when dawn comes. Four priests are required to sanctify the
|
|
symbol, one must be of 3rd level or above. The priest will chant from
|
|
sunset to dawn, and when the first rays of sunlight touches it at
|
|
dawn, the symbol is empowered with the spirit of Adona.
|
|
|
|
|
|
Holy Water
|
|
|
|
The holy water of Adona are taken from the sacred fountains found in
|
|
her temples. The fountain is always located in a place where the first
|
|
rays of dawn may bless it. The priest approaches the fountain, invokes
|
|
the blessing of Adona and casts Purify Food & Drink on the
|
|
fountain. He may then fill one vial of holy water.
|
|
|
|
This ritual may only be performed under the light of the sun. The
|
|
priest is expected to give a suitable offering to the temple (usually
|
|
25 gp per vial).
|
|
|
|
-29-
|
|
|
|
Duties
|
|
|
|
Adona requires of her priests to be chaste until properly wed. A
|
|
priest who is not, no matter for what reason, will lose some or all
|
|
powers until the deed has been atoned for.
|
|
|
|
In general, the priests of Adona are peaceful and peace-loving, and
|
|
should always work against wars of all types. If a war breaks out in
|
|
spite of their efforts, the priests will follow the armies to care for
|
|
the wounded. They do not differ between a highranking officer and the
|
|
common soldier. Adona requires that her male priests shave their
|
|
heads on a regular basis. The priestesses may not cut their hair
|
|
unnecessary, and is to keep it braided whenever possible.
|
|
|
|
|
|
Attitude towards...
|
|
|
|
...other churches: The priests of Adona does not tolerate the evil
|
|
priesthoods, especially not demonworshipers. There are both conflicts
|
|
and cooperation with the other generally good-aligned religions. The
|
|
exact relationship within a given area mostly depends on the priests
|
|
involved.
|
|
|
|
...adventurers: The priesthood in general are not too happy with
|
|
adventurers, mainly due to the latter's violent predisposition and the
|
|
bloodshed that often follow in their footsteps. However, several of
|
|
the priests choose to take up the adventuring life in order to spread
|
|
the word of light.
|
|
|
|
...magicians: The attitude of the priests towards magicians vary
|
|
greatly from area to area and from priest to priest, and is mainly
|
|
built upon personal experience or the experience of the priest higher
|
|
in the hierarchy.
|
|
|
|
|
|
Weapons and armor
|
|
|
|
Being a peace-loving entity, Adona only allows her priest to use
|
|
bludgeoning weapons such as the staff or the mace. The staff is the
|
|
preferred weapon but it is not required.
|
|
|
|
However, as she also desires her priests to be as well defended as
|
|
possible, she imposes no armor restrictions on her priests, although
|
|
plate armor is generally disliked. Thus, the priests do not use it,
|
|
except in times of great peril (adventuring is generally not
|
|
considered to be times of great peril).
|
|
|
|
|
|
Granted powers
|
|
|
|
All priests of Adona are given the following powers
|
|
as they rise in level:
|
|
|
|
- they have the ability to Turn Undead. The turning table is given in
|
|
table 61, p. 103 of the PH.
|
|
|
|
- they always have +1 to-hit and damage when fighting creatures that
|
|
are inherently evil (such as undead and warlocks).
|
|
|
|
- +2 to all saves vs. poisons and diseases.
|
|
|
|
- at 10th level, they can summon a Holy Chariot of Light (described
|
|
below) when in great need. This summoning require one full turn of
|
|
prayer, as the priest describes his need and gives a suitable
|
|
offering.
|
|
|
|
Additionally, they receive 30 character points to spend on the
|
|
following abilities:
|
|
|
|
Detect Evil (10): Priests with this ability can see emanations of evil
|
|
from creatures or objects within a path 10 feet wide by 60 feet
|
|
long. It takes one round to scan a direction, and the priest cannot be
|
|
attempting other actions.
|
|
|
|
Detect Undead (10): Priests with this ability can detect all undead
|
|
within a path 10 feet wide by 60 feet long. It takes one round to scan
|
|
a direction, and the priest cannot be attempting other
|
|
actions. Priests cannot detect undead through stone or other thick
|
|
materials.
|
|
|
|
Expert Healer (5): This allows the character to cast one Cure Light
|
|
Wounds in addition to the number of spells the priest normally can
|
|
cast.
|
|
|
|
Followers (5/10): By purchasing this ability, the priest can gain
|
|
followers if he establishes a stronghold and is at least 8th level. If
|
|
this is purchased as a 10 point ability, the priest can attract
|
|
followers whenever he establishes a stronghold, regardless of
|
|
level. The DM has details on the various types of followers.
|
|
|
|
Identify (5): At 5th level, the priest will be able to identify what
|
|
disease or poison aicts a patient.
|
|
|
|
Soothing Word (10): At 7th level, the priests get the power of
|
|
uttering a Soothing Word. This may be used once per day, and can do
|
|
one of the following:
|
|
- act as a Remove Fear upon all persons within 30 foot of the
|
|
priest
|
|
|
|
-30-
|
|
|
|
- remove the Berserker Rage from a fighter who has gone
|
|
berserk (save vs. spell to negate)
|
|
- momentarily calm down 2 HD of monsters or persons per level
|
|
of the priest. The exact effects and limits are up to the DM
|
|
|
|
|
|
Holy Chariot of Light
|
|
|
|
This chariot is a manifestation of the chariot Adona herself uses to
|
|
travel over the world. It shines with a bright, holy light and is
|
|
pulled by two fiery horses. The chariot appears with a bright flash of
|
|
light that blinds everyone within 100'.
|
|
|
|
The vehicle moves at 24 on the ground, 48 flying, and can carry the
|
|
caster and up to seven other creatures of man sized or less (the
|
|
passengers must be touched by the caster to protect them from the
|
|
flames of the chariot). Creatures other than the caster and his
|
|
designated passengers sustain 2d4 points of fire damage each round if
|
|
they come within five feet of the horses or chariot. The caster
|
|
controls the chariot by verbal command, causing the flaming steed to
|
|
stop or go, walk, trot, run or fly, and turn left or right as he
|
|
desires. Note that the Holy Chariot of Light is a physical
|
|
manifestation and can sustain damage. The vehicle and steeds are
|
|
struck only by magical weapons or by water (one quart of which
|
|
inflicts one point of damage), they are Armor Class 2, and each
|
|
requires 30 points of damage to dispel. Naturally, fire has absolutely
|
|
no effect on the vehicle or its steeds, but magical fires other than
|
|
those of the chariot can affect the riders. Other spells, such as a
|
|
successful Dispel Magic or Holy Word, will force the chariot back to
|
|
its home plane, without its passengers.
|
|
|
|
|
|
Spells
|
|
|
|
The priests of Adona may pray for the spells listed below. The spells
|
|
are described in the Player's Handbook ("PH"), the Tome of Magic
|
|
("TM") and on the following pages (no marking). Note that Cure spells
|
|
cast by priests of Adona have increased effect.
|
|
|
|
Level 1: Analyze Balance (TM), Beneficence, Bless (PH), Combine (PH),
|
|
Command (PH), Create Water (PH), Cure Light Wounds (1d8 +3) (PH),
|
|
Detect Evil (PH), Detect Magic (PH), Detect Poison (PH), Detect Snares
|
|
and Pits (PH), Endure Heat/Endure Cold (PH), Invisibility to Undead
|
|
(PH), Light (PH), Protection From Evil (PH), Purify Food & Drink (PH),
|
|
Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM), Sanctuary
|
|
(PH), Shillelagh (PH), Speak With Astral Traveller (TM)
|
|
|
|
Level 2: Aid (PH), Augury (PH), Barkskin (PH), Calm Chaos (TM), Detect
|
|
Charm (PH), Enthrall (PH), Find Traps (PH), Fire Trap (PH), Heat Metal
|
|
(PH), Hold Person (PH), Know Alignment (PH), Music of the Spheres
|
|
(TM), Mystic Transfer (TM), Resist Fire (PH), Sanctify (TM), Silence,
|
|
15' Radius (PH), Slow Poison (PH), Stun Relief, Withdraw (PH), Wyvern
|
|
Watch (PH), Zone of Truth (TM)
|
|
|
|
Level 3: Accelerate Healing, Astral Window (TM), Create Food & Water
|
|
(PH), Continual Light (PH), Cure Blindness or Deafness (PH), Cure
|
|
Disease (PH), Dispel Magic (PH), Emotion Control (PH),
|
|
Extradimensional Detection (TM), Flame Walk (PH), Glyph of Warding
|
|
(PH), Line of Protection (TM), Locate Object (PH), Magical Vestment
|
|
(PH), Negative Plane Protection (PH), Peace, Protection From Fire
|
|
(PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis (PH),
|
|
Spread Healing, Starshine (PH), Water Walk (PH), Zone of Sweet Air
|
|
(TM)
|
|
|
|
Level 4: Abjure (PH), Blessed Warmth (TM), Cloak of Bravery (PH), Cure
|
|
Serious Wounds (4d8 +8) (PH), Defensive Harmony (TM), Detect Lie (PH),
|
|
Divination (PH), Focus (TM), Fortify (TM), Free Action (PH), Imbue
|
|
With Spell Ability (PH), Join With Astral Traveller (TM), Neutralize
|
|
Poison (PH), Protection From Evil, 10' Radius (PH), Protection From
|
|
Lightning (PH), Reflecting Pool (PH), Spell Immunity (PH), Tongues
|
|
(PH), Uplift (TM)
|
|
|
|
Level 5: Air Walk (PH), Atonement (PH), Blessed Abundance (TM), Cloud
|
|
of Purification (TM), Commune (PH), Consequence (PH), Cure Critical
|
|
Wounds (6d8 +8) (PH), Digit of Disruption, Dispel Evil (PH), Elemental
|
|
Forbiddance (TM), Impending Permission (TM), Karma, Magic Font (PH),
|
|
Meld (TM), Moonbeam (PH), Plane Shift (PH), Quest (PH), Rainbow (PH),
|
|
Thoughtwave (TM), True Seeing (TM), Unceasing Vigilance of the Holy
|
|
Sentinel (TM), Undead Ward (TM)
|
|
|
|
-31-
|
|
|
|
Level 6: Blade Barrier (PH), Bolt of Glory, Call Phoenix, Find the
|
|
Path (PH), Forbiddance (PH), The Great Circle (TM), Heal (PH), Land of
|
|
Stability (TM), Legal Thoughts (TM), Mass Cure, Protection from
|
|
Undead, Sol's Searing Orb (TM), Speak With Monsters (PH), Stone Tell
|
|
(PH), Word of Recall (PH)
|
|
|
|
Level 7: Astral Spell (PH), Confusion (PH), Gate (PH), Holy Word (PH),
|
|
Regenerate (PH), Restoration (PH), Resurrection (PH), Spirit of Power
|
|
(TM), Succor (PH), Sunray (PH), Symbol (PH), Wind Walk (PH)
|
|
|
|
|
|
Level 1
|
|
|
|
Beneficence
|
|
School: Evocation
|
|
Range: 0
|
|
Components: V
|
|
Duration: 5 rounds/level
|
|
Casting Time: 1
|
|
Area of Effect: 10' radius/level
|
|
Saving Throw: Special
|
|
|
|
The Beneficence spell surrounds the priest in an
|
|
aura of mystical harmony and wisdom. All who
|
|
see him recognize him as a holy man of virtue and
|
|
kindness and many are predisposed to treat him in
|
|
a friendly and respectful manner. The spell gives
|
|
the priest a bonus of +4 on encounter reaction rolls
|
|
with non-hostile creatures.
|
|
|
|
Creatures that view the priest with suspicion
|
|
gets a saving throw to negate the effect. Creatures
|
|
directly hostile to the priest has a +3 bonus to the
|
|
saving throw, and priests higher in level than the
|
|
caster are immune to the spell, and may recognize
|
|
the spell if they know of it. The spell does not
|
|
work on creatures who have no understanding of
|
|
the priest's position or role.
|
|
|
|
Beneficence does not deprive those affected of
|
|
their free will and does not cause them to instantly
|
|
follow the suggestions of the priest. Their reactions
|
|
are improved for everyday dealings, not for very unusual
|
|
events.
|
|
|
|
|
|
Level 2
|
|
|
|
Stun Relief
|
|
School: Necromancy
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 5
|
|
Area of Effect: 10' radius
|
|
Saving Throw: None
|
|
|
|
By the use of this spell, the priest is able to effectively remove the
|
|
effects of stun and concussion damage to one creature per two levels
|
|
within a 10' radius circle of the priest. When the spell is cast, the
|
|
affected creatures are relieved of the effects of the stun or
|
|
concussion and are then free to act as if they had never been
|
|
stunned. Any nerve damage caused by the stunning is healed as well.
|
|
|
|
Stun Relief is useful against spells which cause damage and then stun
|
|
the victim, as this instantly negates the stun effect. However, this
|
|
spell heals no damage, nor does it cure any effected areas of the
|
|
creature body. The spell merely relieves the pain and allows the
|
|
creature to move around freely. Future actions can cause the creature
|
|
to be stunned again, and concussions can have mental side effects
|
|
which cannot be cured by this spell.
|
|
|
|
|
|
Level 3
|
|
|
|
Accelerate Healing
|
|
|
|
School: Alteration, Necromancy
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: 1d6 days
|
|
Casting Time: 1 turn
|
|
Area of Effect: One creature
|
|
Saving Throw: None
|
|
|
|
This spell enables the affected creature to experience natural healing
|
|
at twice normal rate for 1d6 days. This applies only to physical
|
|
damage, as it is the natural regeneration of the character that is
|
|
increased, not his stamina. The spell has no effect on Potions of
|
|
Healing or other magical forms of healing.
|
|
|
|
-32-
|
|
|
|
Peace
|
|
|
|
School: Enchamnment/Charm
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: 1 turn + 2 round/level
|
|
Casting Time: 7
|
|
Area of Effect: 50' radius
|
|
Saving Throw: Negates
|
|
|
|
By use of this spell a priest can magically calm every creature in the
|
|
affected area into a state of being unable to attack anyone. The
|
|
caster affects one creature at 5th level, plus one creature for every
|
|
level attained thereafter. The caster may choose which creatures to be
|
|
affected, these receive a saving throw vs. spell in order to negate
|
|
the effect. The caster must try to affect as many creatures as
|
|
possible, even himself and his companions if there are "too few"
|
|
hostile creatures within the area of effect.
|
|
|
|
Affected beings are unable to take aggressive actions for the duration
|
|
of the spell. The spell ends immediately if one of the enchanted
|
|
creatures is attacked or otherwise treated with hostility (e.g. its
|
|
treasure is being stolen).
|
|
|
|
|
|
Spread Healing
|
|
|
|
School: Necromantic
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: 1 hour
|
|
Casting Time: 5
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
|
|
By the use of this spell, the priest is able to optimalize the effect
|
|
of his cure-spells. While this spell is in effect, the caster may opt
|
|
to store curing and divide this as he chooses. Both physical points
|
|
curing and skill curing may be stored and divided as the priest
|
|
wishes.
|
|
|
|
Cure-spells have their effect increased when used in combination with
|
|
this spell. They are able to cure two, six and nine physical points,
|
|
respectively, (for Cure Light, Serious and Critical Wounds) The priest
|
|
may not release more than one curing per round, but as the spells are
|
|
already cast the priest are not disrupted if he suffers
|
|
damage. Initiative modifier for releasing stored curing are +5.
|
|
|
|
|
|
Level 5
|
|
|
|
Digit of Disruption
|
|
|
|
School: Evocation
|
|
Range: 5 yards/level
|
|
Components: V, S
|
|
Duration: Instantaneous
|
|
Casting Time: 6
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
This spell is a powerful weapon against undead creatures. When it is
|
|
cast, a thin ray about 1 cm in diameter springs forth from the
|
|
priest's pointing finger and strikes the selected target. Any undead
|
|
creature so struck must save vs. spell or take 4d8 points of
|
|
damage. Additionally, the creature is affected as if struck by a Mace
|
|
of Disruption. If the save is successful, the affected creature takes
|
|
3d8 points of damage, with the remaining 1d8 striking the priest in a
|
|
backlash of energy.
|
|
|
|
|
|
Karma
|
|
|
|
School: Alteration
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 2 rounds/level
|
|
Casting Time: 5
|
|
Area of Effect: Personal
|
|
Saving Throw: None
|
|
|
|
With each casting of this spell, the priest raises his effective level
|
|
by one, to a maximum of two additional levels of effectiveness. The
|
|
increase applies to all priestly actions (spell effects, turning
|
|
undead, saving throws and THAC0). Not affected by this spell are hit
|
|
points, number of spells known and level of spells known.
|
|
|
|
The material component of this spell is the priest's holy symbol.
|
|
|
|
|
|
Level 6
|
|
|
|
Bolt of Glory
|
|
|
|
School: Invocation/Evocation
|
|
Range: 20 yards
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Casting Time: 4
|
|
Area of Effect: One creature
|
|
Saving Throw: 1/2
|
|
|
|
By casting this spell, the priest projects a bolt of energy from the
|
|
Positive Material Plane against
|
|
|
|
-33-
|
|
|
|
one creature. If the creature's home plane is the Prime Material
|
|
plane, he suffers 5d6 points of damage. Extra-planar creatures
|
|
suffers damage as given on the following table:
|
|
|
|
Creature's home plane Damage
|
|
|
|
Positive Material plane Heals 5d4
|
|
Upper planes None
|
|
Neutral planes 5d4
|
|
Lower planes 10d6
|
|
Negative Material plane 15d6
|
|
|
|
Most undead are considered beings from the Lower planes, although some
|
|
may be considered as being from the Negative Material plane.
|
|
|
|
A saving throw versus spell is allowed for half damage. For fiends,
|
|
undead, and Negative Material Plane creatures, such a saving throw is
|
|
made with a -2 penalty. The material component of this spell is a
|
|
small amber rod banded with bronze.
|
|
|
|
|
|
Call Phoenix
|
|
|
|
School: Conjuration/Summoning
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 1 round/level
|
|
Casting Time: 2 rounds
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
|
|
This potent priest spell enables the caster to actually summon a
|
|
phoenix that will come and aid him. The most stringent restriction to
|
|
this is the caster must be of good alignment or be a druid. Evil or
|
|
non-druid neutral priests cannot summon a phoenix. When cast, a
|
|
phoenix will always come to aid. However, depending on how far away
|
|
the nearest phoenix is, it may take some time for it to appear. One
|
|
of these powerful creatures will appear in 1d8-1 rounds. A modified
|
|
roll of "0" indicates that a phoenix will appear right away in a huge
|
|
burst of smoke and flame. Because the caster must be good or be a
|
|
druid, there is seldom a conflict of interest between the phoenix and
|
|
the summoner. However, a phoenix will never attack beings of good
|
|
alignment (unless there is an extremely good reason for it). It will,
|
|
however, risk its own life and will further the aims of good that the
|
|
summoner has undertaken. When the spell has expired, the phoenix does
|
|
not disappear, but it is free to do what it will. This may in fact be
|
|
what the caster summoned it for, or it may leave if it feels the
|
|
reasons for its summoning were insufficient.
|
|
|
|
The material components for this spell are three diamonds of at least
|
|
500gp value (which are consumed by the energies of the spell) and a
|
|
red hot coal.
|
|
|
|
|
|
Mass Cure
|
|
|
|
School: Necromantic
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 7
|
|
Area of Effect: 10 yard radius/level area
|
|
Saving Throw: None
|
|
|
|
When this spell is cast, every creature in the area of effect
|
|
(including the caster) up to one creature per level of the caster is
|
|
cured for 1d8 plus 1/2 the level of the caster points of damage. This
|
|
is as per Cure Light Wounds spell (q.v.). The limitations on what
|
|
creatures can be thus affected is as per that spell. If more creatures
|
|
than can be affected are within the spell radius, preference is given
|
|
to those closest to the priest. Also, if a near creature is not
|
|
affectable by the spell, it still counts towards the total number of
|
|
possible creatures cured.
|
|
|
|
The material components for this spell is a vial of holy water that
|
|
must be sprinkled into the air above the caster's head while the spell
|
|
is cast. This spell may not be used in combination with the 3rd level
|
|
spell Spread Healing.
|
|
|
|
|
|
Protection from Undead
|
|
|
|
School: Abjuration
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 2 rounds/level
|
|
Casting Time: 1 round
|
|
Area of Effect: 30 yard radius sphere
|
|
Saving Throw: None
|
|
|
|
When this spell is cast, it causes the holy symbol of the priest to
|
|
glow with a bright, blue light when undead are within 30 yards of
|
|
him. All undead within the area will suffer 1d6 points of damage each
|
|
round due to intense pain, and must make a successful save vs. Death
|
|
Magic in order to cast spells.
|
|
|
|
Additionally, the priest recieves a +1 modifier on his die roll when
|
|
attempting to turn any undead creature while this spell is in
|
|
effect. The material component of this spell is the priest's holy
|
|
symbol.
|
|
|
|
-34-
|
|
|
|
-----------------------------------------------------------------
|
|
|
|
Appendix F: Priesthood: Starkad
|
|
|
|
Starkad, also known as "Fireforge", is the god of Courage, Crafts, Law
|
|
and Strength. He is said to be a god of solid rock and blazing fire,
|
|
and his spirit lives within the very bedrock of the earth.
|
|
|
|
|
|
Requirements
|
|
|
|
Starkad requires his priests to be strong, healthy and wise. Thus, a
|
|
wisdom score of 9, a strength score of 14 and a constitution score of
|
|
12 or better is required to become a priest of Starkad. Both wisdom
|
|
and strength must be 16 or more in order to receive +10% experience
|
|
bonus. If desired, a priest may choose to be a fighter/priest
|
|
according to the rules for multi-classing.
|
|
|
|
Starkad requires his priests to be of either Lawful Good or Lawful
|
|
Neutral alignment. His preferred races are dwarves and rock
|
|
gnomes. Women are not allowed to become priests, as such hard labor is
|
|
unsuitable for them.
|
|
|
|
|
|
Organization
|
|
|
|
The church of Starkad is organized in a hierarchical manner, where
|
|
both level and length of service is considered when a priest is to be
|
|
raised into a higher position.
|
|
|
|
The highest ranking priest is called Patriarch, and answer only to
|
|
Starkad. There is a Patriarch on each of the continents the church is
|
|
established, and there is little contact between these unless more
|
|
frequent communication is called for. The typical Patriarch is of 16th
|
|
level or above, in any case he is not below 15th level.
|
|
|
|
If the Patriarch dies, the High Priests elects the new Patriarch. This
|
|
is usually one of their number but sometimes they choose some
|
|
other. It is possible for a priest below 15th level to be elected
|
|
Patriarch, in that case he is immediately raised to 15th. The
|
|
Patriarch is head of the High Council, where all High Priests meet and
|
|
the matters of the church are settled. The High Council usually meets
|
|
once every year, but may increase this frequency if there is a need
|
|
for it. Additionally, the Patriarch sends out his orders to the High
|
|
Priests who carries them out to the best of their ability.
|
|
|
|
There is typically one High Priest in a nation, although in some there
|
|
are more than one and other High Priests have more than one country
|
|
under their jurisdiction. Most High Priest are of 13th to 16th level,
|
|
although both higher and lower level High Priests are known, although
|
|
no reports of High Priests below 11th level exist.
|
|
|
|
In order to become a High Priest, the candidate must have proven that
|
|
he is capable of handling such great responsibility. This is usually
|
|
done through a long life of servitude to the church, where the priest
|
|
has throughoutly fulfilled all his duties, but reports exist of
|
|
priests earning the title of High Priest through other means.
|
|
|
|
The rest of the clerical hierarchy continues in this pattern, down
|
|
through the system to the lowest apprentice. In addition to this
|
|
system, there is a number of "questing priests" - priests who have
|
|
left the sanctuary of the temples and travels the world. After some
|
|
time, even these priests settle down and builds or takes over a
|
|
temple. These priests don't usually get high in the hierarchy, but are
|
|
called upon when other qualities are needed. Thus, the priest
|
|
governing the local temple may be of higher level than the Patriarch,
|
|
although that is not very likely.
|
|
|
|
|
|
Holy Symbol
|
|
|
|
The symbols used by the priests reflects the personality of
|
|
Starkad. All symbols include at least one of the following images: a
|
|
hammer, an anvil, an arm, and a mountain. The most common combination
|
|
is the Hammer and Anvil.
|
|
|
|
The symbol itself is usually forged from raw metal ore, the use of
|
|
already forged metal will cause all spells to be cast with half
|
|
efficiency with respect to range, duration and damage. Additionally,
|
|
|
|
-35-
|
|
|
|
as the spells are imperfect opponents gets a +2 bonus on their saves.
|
|
|
|
Usually iron ore is used, but if mithril and adamantite ore are
|
|
available, a special alloy can be made and the symbol will be more
|
|
potent. Saving throws versus spells that require the use of a holy
|
|
symbol suffer a -1 penalty, and the priest turns undead as if he were
|
|
one level higher. Additionally, the priest is immune to all types of
|
|
fear. These symbols are only used by priests of 10th level or higher,
|
|
as the lower level priests are unworthy of such blessings.
|
|
|
|
|
|
Holy Water
|
|
|
|
The priests of Starkad rarely uses holy water. To make holy water, a
|
|
priest must cast a Bless spell on the hardening water after a full
|
|
day's work in the smithy. The smithy must be located on sanctified
|
|
ground, and the priest has a 25% base chance of successfully creating
|
|
the holy water. This chance is increased 5% per level of the
|
|
priest. One vial plus one vial per two levels of the priest can be
|
|
formed like this.
|
|
|
|
|
|
Duties
|
|
|
|
The priests of Starkad are expected to be proficient in at least one
|
|
type of craft, most common are metalworking of some sorts. They must
|
|
spend at least one day per week performing their chosen form of craft,
|
|
unless there are very good reasons for them not to. Even so, the
|
|
priest must catch up on his duty as soon as possible.
|
|
|
|
The priest can never back down from a challenge unless that challenge
|
|
is made simply to force the priest into a certain death, or if the
|
|
duel would break the law. In such case the priest is obliged to defeat
|
|
the challenger in other ways, most commonly by the laws.
|
|
|
|
In general, the priest is expected to uphold the law wherever he is,
|
|
even if the law is unjust. If the priest feels that the law is unfair,
|
|
he may do his best to change it but can not tolerate its violation.
|
|
|
|
|
|
Attitude towards...
|
|
|
|
...other churches: The priests of Starkad recognize the existence of
|
|
the other deities. Still, they usually try to convert the followers of
|
|
the other deities if they find them worthy. There does not exist any
|
|
ritual to convert other priests to the belief of Starkad, but some
|
|
priests have been known to convert of their own free will.
|
|
|
|
...adventurers: Although the church in general dislike adventurers,
|
|
there are a number of priests who travels the world as "questing
|
|
priests". Adventurers far too often bring chaos and disorder in their
|
|
tracks, and in general have little respect for the law. The main goal
|
|
of the questing priests is to establish law and order in places
|
|
lacking this, but also to increase the power of the church by finding
|
|
and recovering artifacts.
|
|
|
|
Thus, the adventure-party who has a priest of Starkad among them will
|
|
probably receive help from the local temple. The adventure-party who
|
|
does not have a priest among them may also do so if what they are
|
|
about to do supports the interests of the church.
|
|
|
|
...magicians: The followers of Starkad have little love for
|
|
magicians. This is mostly due to their general lousy fighting
|
|
abilities, but they also feel that magicians in general do more harm
|
|
than good with their constant search for knowledge that was never
|
|
meant for mortals to know.
|
|
|
|
A priest is not forbidden by church law to work with a wizard, and
|
|
sometimes life-long friendships have evolved between a priest and a
|
|
magician, but the priest who does must expect to have his faith
|
|
questioned by others from time to time.
|
|
|
|
|
|
Weapons and armor
|
|
|
|
Priests of Starkad must only use weapons that have a relation to
|
|
common craft-tools. The preferred weapon is warhammer, but all the
|
|
following is allowed: Battle axe, battle-hammer, dagger, footman's
|
|
pick, hand axe, horseman's pick, knife, and warhammer.
|
|
|
|
All types of metal armor are permitted, as long as it is crafted
|
|
either by the priest himself or other members of the church.
|
|
|
|
|
|
Granted powers
|
|
|
|
Starkads priests are given the following as they rise in level:
|
|
|
|
- they are immune to all forms of strength-draining attacks
|
|
|
|
- +2 on saves vs. Fear of any type
|
|
|
|
- at 3rd level, they have +2 to hit and damage with warhammer
|
|
|
|
Additionally, they receive 30 character points to spend on the
|
|
following abilities:
|
|
|
|
-36-
|
|
|
|
Detect ore (5): Once a day, the priest can cast the Detect Ore
|
|
spell. This is in addition to any other spells the priest has
|
|
memorized.
|
|
|
|
Followers (5/10): By purchasing this ability, the priest can gain
|
|
followers if he establishes a stronghold and is at least 8th level. If
|
|
this is purchased as a 10 point ability, the priest can attract
|
|
followers whenever he establishes a stronghold, regardless of
|
|
level. The DM has details on the various types of followers.
|
|
|
|
Hit point bonus (10): Priests with this ability use 1d10 to determine
|
|
their hit points rather than 1d8.
|
|
|
|
Immunity (5): At 5th level, the priest is unaffected by a Wall of Fire
|
|
spell.
|
|
|
|
Inspire fear (10): At 7th level, the priest can Inspire Fear in his
|
|
opponents. This power can be used once per day, and requires the
|
|
priest to boldly present his holy symbol while fully visible. It has
|
|
the following effect: It creates a cone, 60' long and 30' wide at the
|
|
base. All creatures in that area must save vs. petrification or flee
|
|
for one round per level of the priest. Each affected creature is 60%
|
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likely to drop whatever they have in their hands, this probability
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drops 5% per level/HD above 1.
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Turn undead (10): As given in the PH.
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Warrior-priest (10): Priests who select this ability use the warrior
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Strength and Constitution bonuses for exceptional scores.
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Weapon specialization (15): Priests selecting this ability may
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specialize in a particular weapon. The character points for
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specialization must be met in addition.
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Spells
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The priests of Starkad may pray for the spells listed below. The
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spells are described in the Player's Handbook ("PH"), the Tome of
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Magic ("TM") and on the following pages. Some spells has been
|
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modified, in that case this has been noted in the list. Spells marked
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with an asterix (*) are only granted in times of war.
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Level 1: Bless (PH), Call Upon Faith (TM), Combine (PH), Command (PH),
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Courage* (TM), Cure Light Wounds (PH), Detect Evil (PH), Detect Ore,
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Endure Cold/Endure Heat (PH), Log of Everburning (TM), Magical Stone
|
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(PH), Morale* (TM), Protection From Evil (PH), Purify Food & Drink
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(PH), Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM),
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Sanctuary (PH)
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Level 2: Barkskin (PH), Calm Chaos (TM), Chant (PH), Draw Upon Holy
|
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Might (TM), Emotion Perception* (TM), Enthrall (PH), Fire Trap (PH),
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Flame Blade (PH), Heat Metal (PH), Hold Person (PH), Produce Flame
|
|
(PH), Rally* (TM), Resist Fire/Resist Cold (PH), Sanctify (TM),
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Silence 15' Radius (PH), Slow Poison (PH), Spiritual Hammer (PH),
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Wyvern Watch (PH), Zone of Truth (TM)
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Level 3: Adaption* (TM), Caltrops* (TM), Create Food & Water (PH),
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Dispel Magic (PH), Divine Strength, Flame Walk (PH), Glyph of Warding
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(PH), Line of Protection (TM), Magical Vestment (PH), Meld Into Stone
|
|
(PH), Negative Plane Protection (PH), Prayer (PH), Protection From
|
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Fire (PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis
|
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(PH), Rigid Thinking (TM), Stone Shape (PH), Strength of One (TM),
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Unearthly Choir (TM)
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Level 4: Abjure (PH), Addition (TM), Cloak of Bravery (PH), Compulsive
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Order (TM), Cure Serious Wounds (heals 4d8+5 hp) (PH), Defensive
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Harmony (TM), Detect Lie (PH), Focus (TM), Free Action (PH),
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Leadership* (TM), Produce Fire (PH), Protection From Evil 10' Radius
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(PH), Protection From Lightning (PH), Spell Immunity (PH), Tanglefoot*
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(TM), Uplift (TM)
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Level 5: Atonement (PH), Blessed Abundance (TM), Champion's Strength
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(TM), Cure Critical Wounds (heals 5d8+8 hp) (PH), Disguise* (TM),
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Dispel Evil (PH), Flame Strike (PH), Illusory Artillery* (TM),
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Impending Permission (TM), Insect Plague (PH), Oathbreaker, Quest
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(PH), Spike Stones (PH), Strengthen Stone, Transmute Rock to Mud (PH),
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Unceasing Vigilance of the Holy Sentinel (TM), Wall of Fire (PH)
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Level 6: Aerial Servant (PH), Animate Object (PH), Blade Barrier (PH),
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Conjure Animal (PH), Conjure Fire Elemental (PH), Fire Seeds (PH),
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Forbiddance (PH), Godrage), Gravity Variation* (TM), Hammer of Doom,
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Heal (PH), Hero's Feast (PH), Legal Thoughts (TM),
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-37-
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Spiritual Wrath (TM), Stone Tell (PH), Transmute Water to Dust (PH),
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Weather Summoning (PH), Word of Recall (PH)
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Level 7: Animate Rock (PH), Chariot of Sustarre (PH), Conjure Earth
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Elemental (PH), Control Weather (PH), Creeping Doom (PH), Earthquake
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(PH), Fire Storm (PH), Gate (PH), Holy Word (PH), Illusory
|
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Fortification* (TM), Regenerate (PH), Restoration (PH), Resurrection
|
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(PH), Shadow Engines* (TM), Spirit of Power (TM), Succor (PH),
|
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Transmute Metal to Wood (PH)
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Level 1
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Detect Ore
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School: Divination, Elemental
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Range: 10 yards
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Components: V, S, M
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Duration: 1 turn
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Casting Time: 5
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Area of Effect: 10-foot wide path
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Saving Throw: None
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When the priest casts this spell, he is able to detect the presence
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and possibly the quantity of a specified ore. The caster must
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concentrate one round in a particular direction. If the desired ore is
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in that direction, the priest knows the relative distance to it. The
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priest also has a 5% chance per level of determining the quantity of
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that particular substance to within 10% accuracy.
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The spell is directional and the priest must remain stationary while
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concentrating in a particular direction. Several different types of
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ore may be searched for with each casting of the spell, provided there
|
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is duration left. Each different substance requires one round of
|
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concentration in each direction.
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The material component is the priest's holy symbol and a piece of the
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ore to be detected for. Neither is consumed in the casting.
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Level 3
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Divine Strength
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School: Alteration
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Range: Touch
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Components: V, S, M
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Duration: 1 hour/level
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Casting Time: 1 turn
|
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Area of Effect: The caster(s)
|
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Saving Throw: None
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|
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Through the use of this spell, the caster is able to endow himself
|
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with great strength. In game terms, the priest's strength score is
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raised by one point, plus one point per level of the priest above
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fifth, to a maximum of 18.
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|
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If several priest cooperates in the casting of this spell, the
|
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duration is given by the priest who leads the ceremony. Up to eight
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priests may participate in a single casting of this spell. If the
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Divine Strength is shared this way, the strength points is shared in
|
|
equal amounts among the priests. Fractions are lost, as well as those
|
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points that would raise a character above 18. Thus, if three priests
|
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of 9th, 7th and 6th level with strength scores of 16, 16 and 15 was to
|
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cast this spell, they would share 10 points (5+3+2). Divided by three,
|
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this would be three points to each of the priests, raising all of them
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to 18.
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|
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While casting this spell, the (leading) priest eats the heart of an
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animal specially prepared as follows: An animal normally associated
|
|
with great strength and endurance (such as an ox or a bear) is
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sacrificed. The caster kills the animal with a special consecrated
|
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sacrificial knife, and empties the blood of the animal into a
|
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concecrated brazier or similar item, and puts it to fire. The
|
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caster(s) then asks Starkad to receive their humble offering, and to
|
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increase their physical strength.
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|
|
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At the completion of the preparation, the heart of the animal is
|
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thrown onto the brazier, and if the priest is on good standings with
|
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Starkad he may reach into the brazier and take out the heart without
|
|
being burned. The use of a Protection from Fire spell will not please
|
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Starkad.
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|
|
|
This spell may be used in combination with Strength of One and similar
|
|
spells, but is not cumulative with the 2nd level wizard spell
|
|
Strength.
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Level 5
|
|
|
|
Oathbreaker
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|
|
|
School: Conjuration/Summoning
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: Special
|
|
Casting Time: 1 turn
|
|
Area of Effect: 1 creature
|
|
Saving Throw: None
|
|
|
|
The Oathbreaker spell is a powerful method of obtaining vengeance for
|
|
a fallen comrade. The deceased person must have been well known to the
|
|
priest, and must have been killed through the treachery of the
|
|
intended target of the spell. That is, the
|
|
|
|
-38-
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|
|
target must have violated an oath or agreement with the deceased
|
|
person (king to subject, guest to host, etc.), or conspired to bring
|
|
about the death of the deceased. Additionally, if the deceased was not
|
|
a worshiper of Starkad the spell will not function. The Oathbreaker
|
|
spell begins with the priest naming the deceased and detailing the
|
|
treachery which resulted in his death. Thereafter, two huge columns
|
|
appear in front of the priest. Between the columns appears a great
|
|
door. The priest then knocks three times on the door, names the
|
|
deceased, and pulls the doors open. The deceased person then steps
|
|
through the door as a spirit.
|
|
|
|
The deceased comes back in a near corporeal form which mimics his form
|
|
in life. The spirit has the same hit points as it did in life, and
|
|
appear as it did in life. Although the spirit appears unarmored (and
|
|
is unable to use armor), it has an AC of 0 and is affected only by
|
|
magical weapons of +1 or better enchantment. The spirit has 5% magical
|
|
resistance per level/Hit Dice, up to a maximum of 60%, and is
|
|
unaffected by sleep, charm, and other forms of mental control.
|
|
|
|
The spirit may use weapons as it did in life, and has the same spells
|
|
memorized as at the time of his death. It is unable to memorize new
|
|
spells, and needs material components normally. It is unaffected by
|
|
loss of it's own physical hit points, but if the summoning priest is
|
|
wounded, this will affect the spirit in the same way it affects the
|
|
priest, due to the fact that the priest is its link to the world of
|
|
mortals.
|
|
|
|
If either the priest or the spirit is reduced to 0 hp or below, the
|
|
spirit disappears. It will in any case disappear after one week plus
|
|
one day per two levels of the priest. Once the spirit has disappeared,
|
|
it is unable to return to the world of the living. The spirit itself
|
|
is unaffected by a Dispel Magic spell, but if cast successfully upon
|
|
the priest the link will be broken and the spirit will disappear. The
|
|
spirit may be driven away through the use of spells such as
|
|
Banishment, Dismissal, etc. Once the spirit has avenged itself, it
|
|
disappears to rest in peace.
|
|
|
|
|
|
Strengthen Stone
|
|
|
|
School: Alteration
|
|
Range: 10 yards
|
|
Components: V, S, M
|
|
Duration: Permanent
|
|
Casting Time: 1 hour
|
|
Area of Effect: 1 building or wall
|
|
Saving Throw: None
|
|
|
|
Strengthen Stone can reinforce any stone construction (house, tower,
|
|
wall segment, aqueduct, etc.) against physical damage. The DM adds +4
|
|
to the structure's saving throw against any type of damage, from siege
|
|
engines to natural earthquakes. The stone object gains a saving throw
|
|
vs. the Earthquake spell (q.v.). The spell may only be cast once on
|
|
any stone object.
|
|
|
|
If a character cast this spell on a stone golem or other animated
|
|
stone being (like one created by Animate Rock), the creature receives
|
|
a -1 bonus to its AC and adds a +1 bonus to its saving throws for the
|
|
duration of the spell. Strengthen Stone has no effect on earth
|
|
elemental or galeb duhr. This spell prevents Transmute Rock to Mud
|
|
from working on the affected construction.
|
|
|
|
The material component, a diamond chip worth at least 500 gp, must be
|
|
crushed and sprinkled on the construction.
|
|
|
|
|
|
Level 6
|
|
|
|
Godrage
|
|
|
|
School: Alteration, Enchantment
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 3 rounds + 1 round/level
|
|
Casting Time: 1 round
|
|
Area of Effect: Personal
|
|
Saving Throw: None
|
|
|
|
This spell may be cast when a priest is faced with characters that he
|
|
knows has violated Starkad's interests in a severe way. By casting
|
|
this spell, the priest calls down the attention of Starkad and invokes
|
|
his righteous wrath. He names the wrongdoers, sentence them to death,
|
|
and raises his warhammer at the completion of the spell.
|
|
|
|
As the earthly consequence of this, the priest is empowered with
|
|
increased combat ability, he attacks as a fighter of his own level
|
|
specialized in warhammer. While the priest is able to make intelligent
|
|
decisions, the wrath that fills him makes it impossible for him to
|
|
cast any spells. Furthermore, the presence of the divinity surrounds
|
|
the cleric in the form of an aura that reduces all damage taken by the
|
|
cleric by 2 points (1 point minimum) per dice.
|
|
|
|
After the spell ends, the cleric must rest for twice as long as the
|
|
time he was empowered with Godrage. The material components for this
|
|
spell is the holy symbol of the priest, as well as a consecrated
|
|
warhammer which disappears when the spell ends.
|
|
|
|
-39-
|
|
|
|
|
|
Hammer of Doom
|
|
|
|
School: Evocation
|
|
Range: 10 yards/level
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Casting Time: 1 round
|
|
Area of Effect: 1 creature
|
|
Saving Throw: Special
|
|
|
|
This spell is similar to the spell Spiritual Hammer, but much more
|
|
powerful. The caster lobs a warhammer straight up into the air. The
|
|
dweomer of the spell lifts it out of sight and enlarges it
|
|
monstrously. During the round of the casting the Hammer of Doom
|
|
hurtles down towards a specified target with a piercing, whistling
|
|
sound, striking it for 1d10 points of damage per level of the
|
|
caster. The hammer will look monstrously huge as it comes down,
|
|
terrifying those standing around the intended target.
|
|
|
|
All those standing within a 1" radius area around the victim must
|
|
succeed a save vs spell or be affected by Fear, as the spell, for 1d4
|
|
rounds. If the victim succeeds a saving throw vs spell, he manages to
|
|
tear himself loose from the sight of it, and throw himself partially
|
|
out of the way, so as to reduce the damage to 1/2. If the save is
|
|
failed, he remains rooted to the spot, paralyzed with fear and
|
|
receives full damage. Likewise, all the victim's equipment must save
|
|
versus crushing blow or be destroyed utterly. The material components
|
|
are the priest's holy symbol and a warhammer under the effect of a
|
|
Bless spell. The warhammer is consumed.
|
|
|
|
-40-
|