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The Swordhawk Rules

second edition

c 1993-96 Adne Brunborg, brunborg@alkymi.unit.no


This item is published by MPG-Net under license from TSR, Inc. ("TSR")
but is not authorized or endorsed by TSR. The item is for personal use only.
If the item is based on or derived from copyrighted material of TSR or uses trademarks of TSR in a way that is
likely to cause confusion, it cannot be re-published or distributed except as authorized by TSR. In addition, this
item cannot be republished or distributed without the consent of the author.
Preface
At last, the Swordhawk Rules are ready for the public. It has been a long way in coming, but on the
following pages I have tried to make the incompleteness and contradictions presented by TSR inc. in
their various books for the Advanced Dungeons & Dragons 2nd ed. role-playing game.
I have tried to make the combat rules more understandable and better, as well as developing a more
comfortable magic system. It is loosely based on \Spellpoints III" (author: Tim Prestero) found in the
Net Wizard's Handbook, 3rd ed. by Jim Gitzla .

Trondheim (Norway), October 10, 1994



Adne Brunborg

Preface to second edition


The most noticeable di erences from the rst edition is the introduction of the new hit point system
and the use of character points, introduced by TSR, Inc. in their Skills & Powers rulebook. But changes
have been made to both the combat system and the magic system since rst edition, as results of one
year of playtesting. I have also included two priesthoods, these do not make a complete pantheon but
should give some hints - if this is desired.
Some sections are marked Optional, this means that I don't always use them myself. Of course,
everything in these pages is to be concidered optional by the DM, but I hope the contents may prove
useful for other than me.
My gratitude goes to the netters that commented on the -version, and to my gaming groups, without
whom this work might never have seen the light.

Trondheim (Norway), February 25, 1996


Adne Brunborg

1
Contents
1 Character Generation 3
1.1 Player Character races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Player Character classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Hit Points 10
2.1 Body Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.2 Skill Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.3 Wounded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.4 Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3 Combat 12
3.1 Optional: Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.2 Specialization (melee) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
3.3 Specialization (bows) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.4 The four ghting styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.5 Optional: Disarming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.6 Optional: Blocking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.7 Knocking out characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.8 Optional: Critical hits and misses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4 Magic 17
4.1 Magicians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.2 Priests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3 Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.4 Optional: Casting check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
5 Misc. Rulings 21
5.1 Multi-classed characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.2 Energy drain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.3 Optional: Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
A Strength table 23
B Level advancement tables 24
C Racial tables 25
D Arms&Armor 27
D.1 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
D.2 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
E Priesthood: Adona 29
F Priesthood: Starkad 35

2
Chapter 1
Character Generation
This chapter is intended to be a step-by-step 1.1 Player Character races
proceure for creating a character. It's intended for
near-beginners or beginners with the aid of an ex- General
perienced player or DM, so if it's too detailed just Cross-breeds between members of two sub-races with-
skip it.
The creation of a character is divided into the in a race is possible, and will be dominated by the
blood of one of the parents (50% chance for each).
following steps: The o spring will for the future be calculated as a
1. Roll the stats and arrange them as you like. full-blooded member of his dominant sub-race, al-
This is done by rolling 4d6 (four six-sided dice), though traces of both parents can be seen.
picking the three highest and add them. If all Cross-breeds between races is not possible. Ta-
four dices show the same number, you get +1 ble 1.1 shows sample ability score modi cations.
on that stat. This will give you six stats in the Other tables that deals with races, such as maxi-
4-19 range. A strength of 19 is not possible to mum and minimum ability score requirements, are
aquire this way, a 19 in strength is concidered given in appendix C.
an 18.
2. Choose a race. Each race has sveral abilities Table 1.1: Ability score modi cations
to choose between, presented on the following Race Bonus Penalty
pages. If you are new to the game choosing Dwarves
"standard" ablities is recommended. Coast +1 Con -1 Wis
3. Choose a class. If you wish to be a mult- Mountain +1 Con -1 Cha
classed character, read section 5.1. The Skills Elves
& Powers book o ers custom-made classes High +1 Dex -1 Con
(modi ed herein), but beginners are recom- Wood +1 Dex -1 Cha
mended to use the standard classes from the Gnomes
Player's Handbook. Rock +1 Int -1 Wis
Forest +1 Wis -1 Str
4. Choose non-weapon pro ciencies (NWPs). This Hal ings
is not dealt with in this book. Hairfoot +1 Dex -1 Str
5. Choose weapon pro ciencies. This book of- Stout +1 Con -1 Str
fers various specialisation systems, if you do Human | |
not use Skills & Powers rules you may have Orc +1 Str -1 Cha
trouble using them.'
6. Roll hit points. General Notes:
7. Roll for staring money and purchase equip-  If a weapon bonus is chosen, this is for one
ment as given in the Player's Handbook. weapon only. The character must also be pro-
For those who don't use Skills & Powers, most of cient in the weapon when his character is cre-
these rules may still be used. The section on charac- ated in order to choose these bonuses. Dwarves
ter classes should be ignored, and the specialization and orcs may choose two such bonuses, the
systems should be modi ed. The rest of it may be other races may only have one such bonus.
used as it stands.
 In order for thief characters to get racial bonuses armor, gauntlets and girdles, as well as priestly items
to their Move Silently roll, Stealth must be used by dwarven priests. This non-magical nature
chosen. also has advantages, dwarves receive a bonus on
saving throws against attacks from magical rods,
 Infravision. There are two types of infravi- staves, wands, and wizard spells. They receive no
sion, which works di erently: bonus on saving throws versus priestly spells. The
Low-light vision enables the character to see bonus is based on their constitution score, and is
in twilight conditions as if it were day- given in table C.3.
light. Thus, characters with this type of All dwarves have infravision. This allows them
infravision may ght without penalties to detect noticeable heat sources within 60', given
under twilight conditions. This infravi- that no light source exist. (If a light source exist,
sion is of no use unless there is a small the eyes of the dwarf will use the normal spectra.)
amount of light available, it is useless in With this ability, dwarves can ght in total dark-
absolute darkness. ness against creatures that emit heat with combat
penalties normally used under twilight conditions.
Heat vision enables the characterto sense heat Furthermore, dwarven sub-races have 25 charac-
emmited from di ering sources if there ter points to purchase abilities as presented below.
is no light present. If even the smallest Five character points can be saved for future use.
amount of light is present, it is ine ec- Mountain dwarves may be paladins, if this is de-
tive. This enables the character to ght sired.
with twilight penalties in total darkness. Standard selections are: for Coast Dwarf (saves
 Characters points from the generation of races 5 cp); Axe bonus, Evaluate gems and Melee com-
may be saved for use in purchasing class abil- bat, and for Mountain Dwarf; Hammer bonus, Melee
ities. When the race and class is nished, all combat and Mining detection
excess points are forever lost, except for hu- Axe bonus (5): +1 to attack rolls with hand or
man charactres who may save ve character battle axes.
points for \future use".
Brewing (5): +2 to the Brewing pro ciency. The
Dwarves dwarf must have this pro ciency to gain this
bene t.
The dwarves are divided into two sub-races, known
as Coast Dwarves and Mountain Dwarves. Both Crossbow bonus (5): +1 to attacks with heavy or
are fairly tanned (despite the amount of time they light crossbows.
spend underground) and usually have dark hair and
beard. Mountain Dwarves usually have brown eyes, Determine stability (5): The character is an ex-
while the eyes of Coast Dwarves are usually bright pert in determining if the ground is stable. By
blue. Both sub-races average 4 to 4 12 feet tall. The concentrating for one round the character can
average weight is slightly above 150 pounds for males determine if there will be a dangerous tremor,
and slightly under 130 pounds for females. collapse, rockfall or slide when the character
Both sub-races add one on their initial consti- enters an area. The chance of success is 1-4
tution score, this is to re ect their sturdiness and on 1d6.
endurance. Due to this, they receive a bonus on Determine age (5): By examining a building or
saving throw versus poison based on their consti- ruins, the dwarf stands an excellent chance of
tution score. This bonus is presented in table C.3, determining the approximate age of the struc-
appendix C. ture. The chance of success is 1-5 on 1d6.
Mountain Dwarves are of suspicious nature, and
thus lose one point from their initial charisma score. Detect poison (5): By sning food or drink, the
Coast Dwarves are of a more open nature, and thus dwarf can determine if is has been poisoned.
has no modi ers to their charisma score. However, The chance of success is 1-4 on 1d6.
they are more foolhardy of nature and thus subtract
one point from their initial wisdom score. Evaluate gems (5): A dwarf with this ability can
The anti-magical nature of dwarves may cause determine within 10% the value of any given
magical items to malfunction. Each time an item gem.
is used, there is a 20% chance of malfunction. This Hammer bonus (5): +1 to hit with hammers.
applies to all magical items except weapons, shields,

4
Mace bonus (5): +1 on attacks with the footman's as the other races. But still they are able to use
mace. magic to great extent, and due to their closeness
with nature some elves become able to use priest
Meld into stone (10): Once a day a dwarf with this spells that are directly associated with nature (typ-
ability can Meld Into Stone as a priest of the ically, ranger spells). As another result of this in-
same level. heritage, elves have 90% resistance to magical Sleep
Melee combat (10): Dwarves have +1 bonus to and Charm-related attacks.
their attack rolls vs. orcs, goblins, and hob- Both sub-races have very keen sight, including
goblins. Further, when ogres, ogre magi, trolls, the ability to see clearly in twilight up to 60' away.
and giants are ghting dwarves, they su er a Thus, they su er no combat penalty when ghting
-4 penalty to their attack roll due to the size in twilight conditions.
and special training of the dwarves. Both races has 25 character points they can use
to purchase abilities as listed below. Five points
Mining detection ability (10): A character with this can be saved for future use. If a H or W is denoted
ability is familiar with mining, tunneling and in the cost, it may only be taken by High or Wood
stonework. By concentrating for one round Elves, respectively.
the character can detect: Standard selections are: for High Elves; Secret
Grade or slope in passage: 1-5 on 1d6 doors, Stealth and Magic identi cation, and for Wood
New tunnel/passage construction: 1-5 on 1d6 Elves; Animal friendship, Bow bonus andStealth.
Sliding/shifting walls or rooms: 1-4 on 1d6 Animal friendship (10/W): Once a day, the elf can
Stonework traps, pits, and deadfalls: 1-3 on 1d6 use the Animal Friendship spell as a druid of
Approx. depth underground: 1-3 on 1d6 the same level.
Pick bonus (5): +1 to attack rolls with military Bow bonus (5/W): +1 on attacks with long or short
picks. bows.
Stone tell (10): Once a day a dwarf with this ability Companion (10): The elf gains the companionship
can use the Stone Tell ability, as a priest of the of a cooshee or an elven cat. See the Animal
same level. Master kit (S&P) for more speci cs on com-
panion of animals.
Elves Curative (10): Cure diseases of all non-magical
types once a week for every six levels. This
The elves are divided into two sub-races, known as is done by laying hands on the subject.
High Elves and Wood Elves. They are all slim, al-
though the High Elves appear more fragile than Dagger bonus (5): +1 on attacks with daggers, ei-
their somewhat shorter woodland cousins. High ther thrown or hand-held.
Elves usually have pale, almost white skin, while
Wood Elves are of somewhat darker complexion. Healing (15): The elf is able to heal himself or
High Elves have an average height of 5 21 to 6 feet, others once per day by laying hands on them.
while Wood Elves are somewhat shorter with an The elf can restore two hit points per level this
average height of 4 12 to 5 feet. The average weight way. Note: This ability may only be taken by
for both are around 105 pounds for males and 85 wizard characters with access to the Enchant-
pounds for females. ment/Charm and/or Necromantic school.
Both races add one point to their initial dex- Javelin bonus (5): +1 attack roll bonus when using
terity score, this is because of their generally high javelins.
agility and coordination. Due to their lack of stur-
diness, the High Elves subtract one point from their Magic identi cation (10/H): The elf has a 5% chance
initial constitution score. The Wood Elves is more per experience level of identifying the general
sturdy than they look, and has no modi cation to purpose and function of any magical item, re-
their constitution score. However, due to their gen- ecting their interest in the arcane. This is as
eral mistrust, Wood Elves subtract one point from per the bard ability.
their initial charisma score.
As a result of their immortal inheritage, elves Rapier bonus (5/H): +1 on attacks with rapiers.
do not have souls as normal mortals do. As a re- Secret doors (5/H) Because of their acute senses,
sult of this, they are unable to pray for priest spells elves are quick to spot concealed doors and

5
hidden entrances. Merely passing within 10' for Rock Gnomes; Melee combat, Mining detection
of a concealed door gives an elven character a ability, Poison resistance and Stealth.
one-in-six chance to notice it. When actively
seeking for such doors, they have a one-in- Animal friendship (10/F): Once a day a gnome
three chance to nd a secret door and a one- may cast an Animal Friendship spell as druid
in-two chance of nding a concealed one. of the same level.
Speak with plants (10/W): Once a day, the elf can Melee combat (10): +1 bonus on their attack rolls
use the Speak With Plants spell as a druid of vs. kobolds and goblins - the gnomes' tradi-
the same level. tional rivals for space and resources. Further,
when ogres, ogre magi, trolls, and giants are
Spear bonus (5): +1 attack roll bonus when using ghting gnomes, they su er a -4 penalty to
a spear. their attack roll due to the size and quickness
Stealth (10): Elves have the ability to give their en- of the gnomes.
emies a -4 penalty to a surprise roll if the elf is: Dagger bonus (5): +1 to attack rolls with daggers.
1) moving alone, 2) is 90' away from the rest of
their party, or 3) is with other creatures able Dart bonus (5): +1 to attacks with darts, their
to move with stealth. If the elf must open a preferred missile weapon.
door or screen to get to the enemy, the penalty Defensive bonus (5/R): +1 to AC when in their
is reduced to -2. native underground environment.
Gnomes Engineering bonus (5): If the gnome has the en-
gineering bonus, he gains a +2 bonus to the
The gnomish sub-races are known as Rock Gnomes pro ciency.
and Forest Gnomes. They are both of approxi-
mately same height and weight (and size of nose), Freeze (10/R): The ability to \freeze" in place in
but the similarities end there. Their average height their underground environment. This gives
is just below 4 feet, with the corresponding weight them a 60% chance not to be noticed by passer-
is around 85 and 80 pounds for males and females, by.
respectively.
Rock Gnomes mostly live underground, while Hide (10/F): The ability to Hide in Woods with
their forest dwelling kind usually tries to avoid this a chance equal to a thief of the same level's
as much as possible. Where the Rock Gnome is Hide in Shadows ability.
inquisitive and curious, the Forest Gnome consid- Mining detection ability (10/R): A character with
ers the pros and cons to nd the best solution to a this ability is familiar with mining, tunnel-
problem. Thus, the Rock Gnomes ad one point to ing and stonework. By concentrating for one
their initial intelligence score and subtract one point round the character can detect:
from their initial wisdom score. The small size of Grade or slope in passage: 1-5 on 1d6
the Rock Gnome could warrant a reduced strength
score, but due to the hard labor performed in the Approx. depth underground: 1-4 on 1d6
mines this is not done. The Forest Gnome add one Approx. direction underground: 1-3 on 1d6
point to his initial wisdom score, as indicated above, Unsafe walls, ceilings or oors: 1-7 on 1d10
and subtracts one point from his strength score as
he lacks the training of the Rock Gnomes. Poison resistance (5): Like dwarves, some gnomes
Rock Gnomes has 60' heat vision, similar to the are resistant to poison. This grants them a
dwarves, while the Forest Gnomes has no such spe- bonus on their saves vs. poison, depending on
cial vision. However, Forest Gnomes are able to their constitution score. This bonus is given
Pass Without Trace through their native woodland in table C.3.
as per the druid ability.
Gnome characters has 35 character points to Potion identi cation (5): A gnome with this ability
purchase abilities from those presented below. Five has a percentage chance equal to his Wisdom
character points may be saved for future use. If an score of identifying a potion by appearance
F or R are denoted in the cost, the ability may only and scent.
be taken by Forest or Rock Gnomes, respectively. Short sword bonus (5): +1 on attack rolls with
Standard slections are: for Forest Gnomes; Ani- short swords.
mal friendship, Hide, Poison resistance and Stealth,

6
Sling bonus (5): +1 on to-hit rolls when using a Infravision (5/S): Some hal ings have the dwarven
sling. ability to sense emissions of heat. The range
Stealth (10): Gnomes have the ability to give their
of this heat vision is 30'.
enemies a -4 penalty to a surprise roll if the Mining detection ability (5/S): A character with
gnome is: 1) moving alone, 2) is 90' away from this ability is familiar with mining, tunnel-
the rest of their party, or 3) is with other crea- ing and stonework. By concentrating for one
tures able to move with stealth. If the gnome round the character can detect:
must open a door or screen to get to the en- Grade or slope in passage: 1-3 on 1d6
emy, the penalty is reduced to -2. Approx. direction underground: 1-3 on 1d4
Hal ings Reaction bonus(5/H): Due to the merry nature of
Hal ings are divided in two sub-races, known as the hal ing, he receives a +1 bonus on reac-
Hairfoots and Stouts. Most hal ings are around 3' tion rolls.
tall and weighs 60 to 70 pounds, the stouts being Saving throw bonuses (10): Hal ings have a high
slightly taller and heavier. resistance to magical spells and poison. Thus,
Hal ings are a sturdy and industrious people, they receive a special save bonus vs. poison,
generally quiet and peaceful. They enjoy all the rod, staves, wands and wizard spells. They re-
creature comforts, and while not overly ambitious, ceive no bonus on saving throws against priestly
they are friendly and open. magic. The save bonus is based on their con-
Stouts add one point to their initial constitution stitution score, and is given in table C.3.
score, as they are endurant and sturdy. The Hair-
foots add one point to their initial dexterity score Stealth (10): Hal ings have the ability to give their
due to their natural agility. Both subtract one point enemies a -4 penalty to a surprise roll if the
from their initial strength score, this is a result of hal ing is: 1) moving alone, 2) is 90' away
the small size and preference for comfortable life. from the rest of their party, or 3) is with other
Hal ings have 35 character points to purchase creatures able to move with stealth. If the
abilities as listed below. Five character points may hal ing must open a door or screen to get to
be saved for future use. If an H or S is denoted in the enemy, the penalty is reduced to -2.
the cost, the ability may only be taken by Hairfoots Taunt (5): Once a day the hal ing can Taunt some-
or Stouts, respectively. Stouts may be paladins, if one, as per the 1st level wizard spell.
desired.
Standard selections are: for Hairfoots; Hide, Re-
action bonus, Saving throw bonus and Stealth, for Humans
Stouts: Attack bonus, Detect secret doors, Saving No other race is as varied as humans. They have no
throw bonus and Stealth. standard abilities, except the ability to choose any
Attack bonus (10): +1 to hit with all hurled weapons class and advance further than any other race.
and slings. An average human is a little under 6' tall, with
average weights for males and females are little over
Detect evil (5/H) Hal ings are very pereptive. Once 170 and 130 pounds, respectively. Hair colors varies
a day a hal ing with this ability can detecct from light blond to pitch black, and eye colors are
evil in creatures or individuals. This ability light blue to dark brown with all variations inbe-
does not function on items or locals. tween.
Humans have 10 character points to purchase
Detect secret doors (5): Because of their acute abilties from those listed below. Some or all of these
senses, hal ings are quick to spot concealed may be saved for future use. Standard selection for
doors and hidden entrances. Merely passing humans are no special bonuses, all are saved.
within 10' of a concealed door gives a hal ing
character a one-in-six chance to notice it. When Attack bonus (5): +1 to hit with any weapon of
actively seeking for such doors, they have a the character's choice.
one-in-three chance to nd a secret door and
a one-in-two chance of nding a concealed one. Experience bonus (10): +5% experience point bonus.
This is cumulative with the normal experi-
Hide (10): The ability to Hide in Woods with a uence bonus if the human meets the require-
chance equal to a thief of the same level's Hide ments to gain this.
in Shadows ability.

7
Secret doors (10): A human may have the ability Mining detection abilities (5): A character with
to spot concealed doors and hidden entrance- this skill is familiar with mining, tunneling
ways. Merely passing within 10' of a concealed and stonework. By concentrating for one round
door gives the character a one-in-six chance the character can detect:
to notice it. When actively seeking for such Grade or slope in passage: 1-2 on 1d6
doors, he has a one-in-three chance to nd a New tunnel/passage construction: 1-3 on 1d6
secret door and a one-in-two chance of nding
a concealed one. Poison resistance (5): +2 to saving throws versus
poison.
Orcs
Orcs have an average height slightly over 6' for males, Optional: Orcish paladins
females are two or three inches shorter. Their av- Orcish paladins are possible, in spite of the fact that
erage weights are approx. 200 pounds for males maximum charisma for orcs are 14. In order to play
and 185 pounds for females. Orcs have brown to an orcish paladin, the player must roll an 18 to use
gray skin, dark brown eyes (exceptions exists), and on charisma, modi ed to 17. The orcish paladin
brown to black hair. Most noticeable are their tusks is concidered to have a charisma score of 14 when
that are between 21 and 1 inch longer than their rolling reaction adjustmenst and so on.
other teeth. This may give them a very erce look,
and often causes distrust in other races.
Due to their size and mass, orcs add one point 1.2 Player Character classes
to their initial strength score. They are generally
mistrustive, this causes them to subtract one point The following modi cations/clari cations applies to
from their initial charisma score. the classes presented in the Skills & Powers book:
Orcish characters receive 20 character points to  Weapon specialization must be selected from
purchase abilities among those presented below. Five all of the character's classes in order to be able
character points may be saved for future use. to specialize. Only single-classed ghters may
Standard selection are Attack bonus, Damage specialize in more than one weapon.
bonus, and Infravision (low-light).
Active sense of smell (5): The character's sense of
smell is sensitive enough to give a +1 bonus
Fighter
to surprise rolls.  Increased movement is +25%.
Acute taste (5): The character's sense of taste is so  Magic resistance is not available.
sensitive he gains a +2 bonus to saving throws
vs. imbided poisons.
Paladin
Attack bonus (5): +1 on attack rolls with one non-
bow weapon of the player's choice.  Curative is once per week for every ve levels
Damage bonus (5): +1 damage bonus with one
of the paladin.
melee weapon of the player's choice.
Infravision (10): The character receives infravision
Ranger
with a range of 60'. The type of infravision is  Climbing: The ranger uses the Hide in Shadows-
chosen by the player (heat vision or low-light percentage as a positive modi er to his climb-
vision). This ability may not be taken twice ing chance.
to get both types of infravision.
Magic resistance (10): Due to the resistance to-
wards magic some orcs posess, they receive a
Thief
+2 bonus on saving throws versus all types  Orc characters use the Half-Orc column for
of magical attacks. This ability may not be modi cations to thieving abilities.
taken by any spellcasting characters. Orcs
with this ability runs a 20% risk of failing to  Combat bonus (10): Allows for use of the priest's
activate a magical item. 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 wiz-
ard 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 char-
acter points.
 Armored wizard costs 10 character points al-
lows 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 wiz-
ard's spellbook.
 Casting reduction costs 10 character points.
No di erence in e ect for mages and special-
ists.
 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 Table 2.1: Penalties while wounded
All characters have base hit points equal to Str+4Con , Max Penalty at X physical damagey
rounded up if the fraction is 0:5 or more, down if be- BP -1 -2 -3 -4 -5 -6 -7 -8 -9
low 0:5. This represent the physical condition of his 4 1 2 3
body, and constitution-bonus does not apply. All 5 1 2 3 4
these points are Body Points and this amount does 6 1 2 3 4 5
not change unless the stats of the character change. 7 1 2 3 4 5 6
When a character has su ered a loss of body points, 8 1 2 3 4 5 6 7
he is said to have su ered physical damage. 9 1 2 3 4 5 6 7 8
10 1 2 3 4 5 6 7 8 9
y: To nd the percentage chance of spell failure,
2.2 Skill Points multiply the penalty by 5
As a character rises in levels, his combat skills in-
crease and he dodges blows against him easier. Fur-
thermore, his pain tolerance and ability to ignore 25%, rounded up, of the healing gained through
e ects of magic upon his body increase. This is all Cure spells and the Lay on Hands ability will be
re ected in his Skill Points, which is the Hit Dice of physical points (i.e. the 1st, 4th, 9th etc.). Thus,
the character's class (d4, d6, d8, d10 or d12). a Cure Light Wounds spell (1d8 points of healing)
Skill points are healed naturally at the rate of will cure 1-2 physical points.
one point per turn of undisturbed rest, half the rate A character cannot have a higher fraction of skill
if the character is engaged in non-strenuous activity. points than of physical points, i.e. if a character has
Physical points are regenerated at the rate of one su ered a loss of 20% physical points, he will have
point per 24 hours of undisturbed rest unless the no more than 80% of his skill points until he is cured
character has a constitution score of 20 or more, in for all wounds.
which case the rate is a bit higher (see constitution
table, Player's Handbook). NWPs such as Healing Falling Damage
and/or Herbalism may modify this rate. When a character falls down, physical damage will
be su ered. However, a character's skill in dodging
2.3 Wounded allows for some skill point loss instead.
A base of 65% of the falling damage is physi-
If a character has su ered physical damage, he is cal damage. A successful dexterity check will al-
wounded. His concentration is failing some, his low some damage to be taken as skill damage. The
wounds hurt, and he is generally in bad shape. This amount to be taken as skill damage will be increased
re ects on his actions, he ghts less ecient, walks by 5%, plus 5% per point of margin the check was
slower, a spell may zzle and so on. made by.
For each 10% of physical damage a character If a \1" is rolled, all damage may be taken as
has su ered, he is at -1 to hit and damage, has a skill damage. If the chatacter has a dexterity score
-1 penalty on all saves and a +1 initiative penalty, of 14 or more and rolls a \1", a second successful
movement is dropped by 10% and there is a 5% dexterity check will cause half the damage to be
chance of spell failure. On table 2.1 below are given su ered. If this roll also is a \1", a third check is
the time at which the penalties are applied. allowed and so forth.
2.4 Death A Heal spell will take the character up to 1
hp, and further magical healing will then af-
A character is dead whenever his hit points reaches fect him normally. A failed Survival check in-
a negative amount decided by his constitution score. dicates that the character is comatose (see be-
However, his chances of survival lessens once he is on low) but stable.
negative hit points. To help determining survival, Natural healing is slow, the character regains
the Survival Roll is hereby introduced. It is simply one hit point per two days if two successive
a System Shock roll with a -3% penalty per negative Survival rolls are successful (one per day). There
hit point. is no chance of dying if precautions are taken
There are four categories of condition a char- (not moving the character, see that he has
acter can have below positive hit points; Uncon- enough to drink, and so on).
scious, Critically Wounded, Mortally Wounded and
Comatose. To calculate these categories, do as in- Comatose ( Con to 54 Con): The character is on
dicated below: the threshold of death. A Healing check at -
4 or 15 hit points of healing is required to
Unconscious (0 to 14 Con): The character is un- stabilize the character. A failed survival roll
conscious and does not loose further hit points. after stabilization indicates that the character
A successful Survival roll will allow the char- looses one hit point and a new survival roll
acter to wake up after 2d20 minutes (still at is required. This continues until either the
negative hit points and unable to do anything), character is dead or succeeds a survival roll.
and he can be healed normally. If the roll is
failed, the character is still unconscious and A successful roll indicates that the character
regains one hit point per day of normal rest, is stable. He may accept Cure spells at one-
Cure spells can take him up to 1 hp and then third the normal eciency (rounded down) up
24 hours are required before further healing to Mortally Wounded, at which point ha must
can be applied (except for a Heal spell). rest for 48 hours before further healing can be
applied. A Heal spell will bring him up to
Natural healing is one hit point per day (24 Seriously Wounded, and further healing can
hours). be applied normally.
Seriously Wounded ( 14 Con to 12 Con): The char- If no magical healing is available, the charac-
acter is seriously wounded and bleeds one hp ter can heal naturally. A new Survival roll
per round (20 seconds). A character with each day three days in a row will allow the
Healing pro ciency, as well as a -4 wisdom character to regain 1 hp, if all three rolls are
check by others, a Cure spell or Lay on Hands failed by more than 20% the character will
will stabilize the character. When the char- loose 1 hp. There is no time limit to how long
acter is stable, a Survival roll will allow him a character can be comatose, except for the
to accept magical healing of power less Heal problem of nourishment.
up to 1 hp, while a failed roll will cause such
spells to have half normal eciency. A Heal As a nal note it can be mentioned that special
spell will still have full e ect. circumstances can modify both the categories and
Natural healing is one hit point per day if the usual) fully in theto hands
apply modi ers the Survival rolls. This is (as
character rolls a successful Survival roll each dies, and his companionsofmanage the DM. If a character
to retrieve him
day. (not an easy task), the character looses one point
Mortally Wounded ( 21 Con to (Con 1): The from his constitution score.
character is bleeding to death (1 hp per round).
A Healing pro ciency check (or a -10 wisdom Example: Gillette is a druid with a constitu-
check by a non-pro cient character) as well as tion score of 15. Calculations give
a a Cure spell or Lay on Hands is sucient
to stabilize the character. Once stable, a suc- 15  41 = 3:75 15  21 = 7:5 15  45 = 18:75
cessful Survival roll will allow him to accept
Cure spells at half eciency (rounded down) which implies that she is at unconscious from 0 to
up to 1 hp, at which point he must rest for 24 -3, at seriously wounded from -4 to -7, at mortally
hours before he can be cured up to 1/2 his hit wounded from -8 to -14, and comatose from -15 to
point maximum (rounded down). After that -18. If she drops to -19 or below, she is dead.
24 hours more he can be fully cured.

11
Chapter 3
Combat
3.1 Optional: Initiative strike before he can attack with his secondary wea-
pon.
The base for initiative is di erent for magic use and Instead, the second weapon comes in Initiative,
weapon use. For magic use or other mental activi- minus twice the weapon speed, plus reaction ad-
ties, the nimbleness of the character is of little use, justment. In no case can the secondary weapon
while a sharp mind is important. For physical at- come sooned than two segments after the primary
tack, a quick body is more important than a sharp weapon. It will always come at least two segments
mind. before any second attack with primary weapon.
Initiative is decided as follows:
Physical: Half the character's Dexterity score plus
8, minus size modi er, minus initiative modi-
3.2 Specialization (melee)
er (such as weapon speed), plus 1d6. Characters may choose to specialisein weapons, spe-
cialization re ects the characters interest in that
Mental: Half the character's Intelligence score, mi- weapon as well as mirroring a certain talent in using
nus initiative modi er (such as casting time of it.
spells), plus 1d6. There are di erent e ects when concidering the
e ects
In addition, armor may slow a character down, in the speed of weapon specialisation, the di erence lies
depending on the type. This has only e ect on phys- 3.2. of the weapon, this is given in table
ical actions, initiative of spellcasting and similar ac-
tions is not a ected by armor. The e ect is given
in table 3.1: Table 3.2: E ects of specialization
Grade Fast weapon Slow weapon
Table 3.1: Armor Modi ers Expertise +1 to-hit +1 to-hit
Armor Type Penalty Specialisation +1/2 att +D dam
Leather, Padded, Studded Leather 0 Mastery +2 to-hit +2 to-hit
Brigadine, Ring Mail, Hide -1 High Mastery +1/2 att +D dam
Chain Mail, Scale Mail -2 Grand Mastery +1/2 att +D dam
Plate Armor -3
Fast weapons are those with a base speed of 5 or
less,
The highest initiative acts rst. If a charac- 7 or more. slow weapons are those with weapon speed of
ter has multiple attacks, these take place in Initia- chooses at the If a weapon has speed 6, the character
tive/2, Initiative/4, Initiative/8 etc. time of expertise what column to use,
Note that some monsters have modi ers that and this may never change.
PCs usually don't have (DM's discretion). The e ects 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
Secondary weapon initiative extra damage depends on the base damae of the
Secondary weapons are not calculated as normal weapon. This damage is given in table 3.3.
multiple attacks when it comes to initiative. This The di ering grades of specialization may be
is because the character need not recover his rst acheived at di erent levels and at di erent costs for
Table 3.3: Extra damage by weapon amount of damage per round against Small and
Max wp-damage Extra damage Medium (rapier: 6.75 hp; bastard sword: 7.5 hp),
up to 10 +1d4 the rapier-specialist having the advantage of more
11-15 +1d6 attacks, but against Large (or bigger) creatures the
16-20 +1d8 bastard sword specialist is better o (rapier: 8.25
21+ +1d10 hp; bastard sword: 13.5 hp). (These calculations
assume that the bastard sword is used two-handed.)

the various classes, this is given in table 3.4. War- 3.3 Specialization (bows)
riors are paladins, rangers, and 50%+ multi-class The bonuses for thrown weapons and crossbows are
warriors. as presented in the Player's Handbook.
A character cannot acheive the higher grades Rangers and 85+% ghters can specialize in bows
of weapon pro ciency without rst passing through at 3rd level or above, this requires 5 character points
the lower grades rst. At least one experience level in addition to the cost for normal pro ciency. The
must be spent on each grade. bonuses gained are as follows:
Table 3.4: Cost of specialization  +1 to hit at short range, +2 to hit at medium
Min. lvl / CP cost and long range (cumulative with normal range
Grade Fighter Warrior Priest modi ers)
Expertise 1st / 2 1st / 2 2nd / 3  If he holds one shot, he res one shot in the
Specialisation 2nd / 3 3rd / 4 5th / 6 next round in initiative 20.
Mastery 6th / 4 8th / 6 10th / 9  Can move up to 13 of his full movement and
High Mastery 10th / 6 14th / 10 NA still re two shots, each without the attack
Grand Mastery 15th / 10 NA NA bonuses
Rouge Wizard  Can move up to 32 of his full movement and
Expertise 2nd / 3 4th / 3 still re one shot, each without the attack
Specialisation 6th / 8 7th /10 bonuses
Mastery 11th / 12 NA  If he stands still, he can re 1 shot at +2 to
NA: Not available. hit
 If he stands still, he can re 3 shots, each at
Characters using the Weapon Master kit may -3 to hit
achieve the grade one level earlier than other mem- Upon reaching 7th level he gets the following
bers of their class. Thus, ghter Weapon Masters additional bonuses:
may become specialists at 1st level, for a total cost
of 7 character points including the cost for pro -  Base ROF is 3 shots per round
ciency.  Can move up to 41 of his full movement and
still re three shots, each without the attack
Example: Gruld the Barbarian chooses to aquire bonuses
specialisation in bastard sword at 3rd level. To get  Can move up to 21 of his full movement and
full bene t, he chooses damage bonus (usable both still re two shots, each without the attack
while using the sword one-handed and two-handed). bonuses
He has 1 attack per round, doing 2d4+1d4 against  Can move up to 43 of his full movement and
Small and Medium creatures, and 2d8+1d8 against still re one shot without the attack bonuses
Large or bigger creatures when using the sword two-  If he stands still, he can re 1 shot at +3 to
handed, and 1d8+1d4/1d12+1d6 when using the sword hit
one-handed. If he chose better attacks/round, he  If he stands still, he can re 2 shots, each at
would get no bonuses when using the sword two- +1 to hit
handed.  If he stands still, he can re 4 shots, each at
Ramires the Swashbuckler specializes in rapier. -3 to hit
He does 1d6+1/1d8+1 hp in damage as usual, but A ghter specilaized in the bow cannot reach
attacks 3/2. higher grades than Mastery in any melee weapon.
At 9th level or above a single-classed ghter or
As can be seen, a rapier-specialist and bastard ranger can devote 6 additional character points and
sword specialist each averages out at about the same get +2 to hit at all ranges.

13
In addition, rouges using relevant kits (DM's dis- with any other style specialization (including ordi-
cretion) may devote 3 character points to get a +1 nary single-weapon style specialization). Bladesing-
to-hit as the DM sees t. ing is only possible when ghting with a one-handed
weapon, without using the other hand for either
shield or a secondary weapon.
3.4 The four ghting styles While bladesinging, the elf can on any round of
There are four di erent styles of melee ghting, as combat choose one of the following bonuses:
presented below. Only warriors are able to use all  +1 to hit, +2 if 3 slots are devoted, or
these, priests can use the single-weapon, two-hander  +1 to AC, +2 if 3 slots are devoted, or
and weapon-and-shield styles, rogues can use single-  the ghter may get one block attack against
weapon, two-hander and two-weapon style, and ma- one front or ank attack without wasting any
gicians can only use the two-hander and single- of his ordinary attacks. This option is only
weapon styles. available after 3 slots have been devoted to
Note that no character can learn other ghting this style.
styles than they start with.
Additionally, after 3 slots the elf also gets a +1
Specializing in the styles initiative bonus while using the style.
Specializing in the styles are possible. Warriors can Two-hander Style [all classes]
specialize in one ghting style at rst level, while
the priest and the rogue can specialise at 2nd level. The two-handed style allows the character to use
Wizards cannot specialize in the ghting styles, and both hands on a weapon. Specializing in this style
only warriors can specialize in more than one style. requires a strength score of at least 13.
Specializing in a ghting style costs one weapon pro- The advantage of specializing in this style is that
ciency slot. The character points for a weapon slot when ghting with a weapon designed for two-handed
is given in Skills & Powers. use, the character gets a +3 initiative bonus. In ad-
dition, when ghting with any weapon two-handed,
Single-weapon Style [all classes] he gets a +1 on his damage rolls.
This style is most popular among \civilized" ght- Weapon-and-shield Style [warriors and priest]
ers, the swashbuckler uses this style extensively. Spe-
cializing in this style requires a dexterity of 13 or This style allows a character to get the AC-bonus
more, and it grants a +1 AC bonus. of a shield. He may also perform a block-maneu-
Double-specializing is also possible, at 3rd level ver (see Section 3.6) with his shield, having -2 to
(or later) a warrior (and only a warrior) can devote hit with his weapon and -4 on his block maneuver.
a 3rd slot to get a +2 AC bonus and a -1 initia- Performing a block-maneuver is only possible with
tive bonus. Double-specialization require a dexter- a medium shield or smaller, unless the character is
ity score of 15 or higher. exceptionally strong. A strength score of 16 allows
for a large shield to be used like this, and a score of
Elven bladesong 18 allows the use of a body shield for this use.
The elven bladesong is a special form of single-weapon ver Note that a character performing a block-maneu-
style that only the most talented of elven ghters round. all his shield-bonus on AC for the entire
looses
learn. To re ect this, only elven warriors with a 15
or more in dexterity and 13 or more in strength can lowsDevoting
the
one slot to weapon-and-shield style, al-
character to be an expert of shield use. If
specialize in this manner.
Learning this style requires intensive training tions. He may eitherwith
he decides to block the shield, he has two op-
over a period of several decades, and the elves will with no penalty to the attackone
perform
roll
block maneuver
and -2 on the
never teach it to any non-elf. It requires 2 weapon blocking, or perform two with a -2 penalty on the
slots just to be pro cient, and after some experi- attack roll and -4 on the block.
ence (i.e. a new weapon slot) and more training a
3rd slot may be added. It is not possible to devote mentThese for
penalties are modi ed by reaction adjust-
high dexterity.
3 slots to this style at 1st level. Devoting a 2nd slot (only available to warriors)
No further style specialization is possible within allows the character
this style, and it is not possible to combine this style with no penalties, oreither to have one shield block
2 block maneuvers with 0/-2

14
to hit. 3 block-maneuvers are not possible without The DF is decided like this:
a Haste-spell or similar magic. Joe Average is ghting his cousin Bill Average.
As this ghting style are quite strenuous, a con- They both have average ability scores (8-12). Joe
stitution score of at least 13 are needed to specialize decides to disarm Bill. They are both 1st level ght-
in this style, and a 15 is needed to double-specialize. ers using long swords, in which they are pro cient.
The question is: What number does Joe need to
Two-weapon Style [warriors and rogues] roll to disarm Bill? This number is the \disarm-
factor".
Fighting with two weapons is a tactic many warriors A suggested number for DF is 15.
favor. In order to specialize in this style, a dexterity Note that a disarm attempt causes no damage,
of at least 13 is needed. regardless of whether it is successful or not, as the
Specializing in this style drops the penalties for blow is directed against the weapon and not the
ghting with two weapons to 0/-2. Double-speciali- man behind it.
zation is not available. A disarm must be declared in advance, before
In order to get strength bonus on his o -hand initiative is rolled, and it imposes a +1 modi er on
weapon, a character must either be a ranger (in initiative.
light armor) or a speclialist in the ghting style.
The strength bonus available for a given character
is presented in table 3.5. 3.6 Optional: Blocking
The normal parry-rules as described in the Player's
Table 3.5: O -hand strength Handbook still applies (lowering AC). In addition,
Dexterity O -hand strength bonus a character may now opt to block speci c attacks
13 5 classes lower directed against him (or others, as the DM's op-
14 4 classes lower tion).In order to do so, he must make a successful
15 3 classes lower block-maneuver. This is calculated as follows:
16 2 classes lower First, the attacker rolls, using his THAC0 with
17 1 class lower all normal modi ers. The defender rolls his block
18+ as primary weapon attack, using his BAC0 (Blocking Armor Class 0)
The BAC0 is calculated from the defender's base-
THAC0, using the following modi cations:

3.5 Optional: Disarming  any bonuses/penalties for to-hit from strength


 any bonuses/penalties for to-hit from special-
This system is based on the principle that it's harder ization or non-pro ciency
to disarm an opponent when he's a better ghting  reaction adjustment based on dexterity (not
man than you, and is not based on what armor type the defense adjustment)
he's wearing. DAC is an abbrivaion for \Disarm  AC-bonus from style specialization
Armor Class". Additionally, shields are at +2 on this maneuver,
In order to disarm an opponent, the attacker as well as having their magical bonus counted for.
must make a successful attack vs. the defenders Blocking in this manner means sacri cing an at-
DAC. This is equal to his baseTHAC0, with the tack per block-maneuver. Note that various ght-
following modi cations: ing style specialization can modify this, as well as
 the disarm-factor (DF) custom-designed weapons.
 any bonuses/penalties for to-hit from strength
 any bonuses/penalties for to-hit from special- tackedExample: Timok, the 10th level ghter, is at-
ization or non-pro ciency by an unwitting orc, wielding a long sword.
 defense adjustment (from dexterity) Timok decides to play a little with the orc and block
 AC-bonus from style specialization an attack. The orc swings his sword, rolls an 18
and hits AC 2.
 any magical AC-bonus (any + on armor and
rings etc., but not shield, Bracers of Defence, 10thTimok rolls a 3 on his block-maneuver. He's a
level ghter, base-THAC0 11, has 18 strength
Armor-spell etc.) (+2 to hit), being a Master gives him +3 to hit and
 -1 if weapon has a basket hilt a dexterity of 16 gives +1 reaction adjustment. His
 -6 if uses two-handed weapon block-maneuver is decided like this:

15
11 -(3 +2 +3 +1) = AC 1
Timok blocks easily, then kills the orc with a ick
of his sword.

3.7 Knocking out characters


It is often desirable to knock a person out. One way
is to ght 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 success-
fully. (Note: If the Move Silently roll was unsuccess-
ful, 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 sts.
The percentage chance of knocking out an oppo-
nent, 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
modi ed -5% per point of hp-bonus from constitu-
tion, 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 rep-
resents 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 mar-
gin 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 char-
acter's modi ed THAC0. The exact details are up
to the DM.

16
Chapter 4
Magic
A wizard cannot do everything; a fact most ma- Because of what the ows of magic claims of
gicians are reticent to admit, let alone discuss with and gives these wizards, they have only four-sided
prospective clients. Still, the fact remains that there hit dice, and THAC0 and saves as given for wizards
are certain objects, and people, that are, for one in the Player's Handbook. Magicians of the Greater
reason or another, completely immune to any di- Path may not combine with any other class.
rect 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
The Power of the Sta
matters, to carry a large club near your person at The sta of a magician is not a normal sta , it is
all times. enchanted by the wizard to have this channeling
The Teachings of Ebenezum, Volume VIII ability. To enchant a sta , a magician must be in a
place of high magical ux and chant over the sta
for one day per spell level the magician wants the
sta to channel.
4.1 Magicians Casting a spell without the support of a sta is
dicult, the magician must make a saving throw vs.
The requirements for being a magician (of any kind) Death Magic with a penalty equal to the spell level
is an intelligence score of 12 or more. Specialists in order to get the spell o . If the magician does
must still meet the other requirements as given in not make this save, the spell fails and he is unable
the Player's Handbook. to cast spells for 1d2 rounds. Additionally, the sta
must make a save vs. Magical Fire (as Wood, thin)
Magicians of the Lesser Path with a -1 penalty per additional spell level or be
Those magicians that are self-taught (and survived) destroyed.
or taught by an incompetent master, are referred to As the magician rises in levels his personal ow
as Magicians of the Lesser Path. These have the of magical energy increases, and he is able to cast
level progression, hit dice, THAC0 and spell pro- lower-level spells without his sta . He can cast
gression as given for Bards in the Player's Hand- spells without his sta that is 2 levels lower than
book, but weapons allowed and saves are as a wiz-
his maximum spell level, a 5th level wizard can cast
ard. 1st level spells without the use of a sta .
Magicians of the Lesser Path can be specialist Normally, a Magician of the Greater Path starts
wizards if they meet the requirements. out with a sta capable of channeling 3 spell levels,
In the character creation process, Magicians of a Magician of the Lesser Path starts with a sta
the Lesser Path start with the same amount of char- capable of handling 2 spell levels. When a magician
acter points as do other wizards, and create their nds that his sta no longer suce, he will have to
class the same way. enchant his sta further.
A sta need not be a wooden quartersta (al-
though this is the most common), other items have
Magicians of the Greater Path also been known to work (which items that are ac-
Those magicians that have received proper training ceptable are up to the DM to decide).
have the full spellcasting powers of wizard. These
are referred to both as Magicians of the Greater
Path or, more shortly, Wizards.
4.2 Priests the ability to channel spell levels as given on the
various tables in the Player's Handbook (a 1st level
A holy symbol is the connection between a priest priest may cast one 1st level spell, and so on). In
and his deity. Just as a wizard cannot re-memorize addition to this, priests and Greater Magicians re-
spells without his spellbook, a priest cannot change ceive bonuses for high wisdom, as presented in table
his spell-selection without his holy symbol. 4.2. These spell level are cumulative.
Furthermore, he does not regain spellpoints un-
less he has his holy symbol near his body, and must
pray to his deity at certain times of the day (unless Table 4.2: Bonus spell points
he has a very good reason not to). Wisdom Bonus spells
13 1st
14 1st
4.3 Spellcasting 15 2nd
16 2nd
Magic is dicult to learn and master. Therefor, 17 3rd
any spellcaster's spell-selection is limited by his in- 18 4th
telligence, as presented in the Player's Handbook. 19 1st, 3rd
Priests, paladins and rangers need not roll to learn 20 2nd, 4th
their spells as wizards do, and is able to learn four 21 3rd, 5th
spells more per spell level than indicated. 22 4th, 5th
Furthermore, only those of high wisdom is able 23 4th, 5th
to cast spells with no failure, the chance of spell 24 5th, 6th
failure for all spellcasters (not only priests) are given 25 6th, 7th
in the Player's Handbook.
A spellcaster may have as many spells memo-
rized at a given time as indicated in table 4.1. Basically, a caster can still only cast as many
spells as given in the Player's Handbook, but he may
Table 4.1: Number of spells memorized memorize a few more. Note that a spell does not
Magician of the vanish when cast, but stays in the memory of the
Lvl Greater Lesser Priest Ranger Paladin caster. Specialist wizards may both memorize and
Path Path cast one extra spell per spell level, as in the Player's
1 5 1y 5 | | Handbook .
2 7 3 7 | | If a caster already has used all his low-level spells
3 8 4 8 | | for the day, he may use one of the higher-level slots
4 9 5 10 | | to cast a lower-level spell, the extra energy is then
5 11 6 12 | | lost without side-e ect.
6 16 8 15 | | Any change in a caster's spell selection requires 1
7 19 9 18 | | hour of uninterrupted studying or praying per spell
8 23 10 21 4 | level.
9 26 11 22 5 4
10 29 12 24 6 5 Example: Azrim, a 6th level wizard with both
11 31 13 27 7 6 intelligence score and wisdom score of 14, may mem-
12 35 14 30 8 7 orize 16 spells, divided between his three spell levels
13 38 16 33 9 9 as desired (5/5/4, 10/2/2, 6/7/1, etc...). However,
14 42 18 34 10 10 including the bonuses, he may only channel six 1st,
15 44 20 36 11 10 two 2nd and two 3rd level spells. If he desires, he
16 47 21 38 11 11 may cast ten 1st level spells by sacri cing his 2nd
17 50 23 40 11 12 and 3rd level energy (ten Magic Missiles, if that's
18 52 25 43 11 13 required).
19 55 27 46 11 14
20 58 29 50 11 15 Spellpoint recovery
y: can only cast Cantrip After a night's sleep, spellcasters have (hopefully)
regained their energy. But what happens if the wiz-
As a spellcaster casts his spell, he releases some ard/priest cannot get the required 8 hours of sleep?
of his acquired magical energy. A spellcaster has Table 4.3 indicates the chance that a spellcaster

18
has regained his spells at a given spell level. Check vs. AC 10 (dexterity, Ring of Protection and pluses
the lower levels rst, as failure on one roll will give on magical armor are still accounted for, normal ar-
penalties on the next. mor, Bracers of Defense and Armor-spells are not)
with his sta . If successful, the wizard causes 2d8
Table 4.3: Chance of spell recovery hp of damage per spell-level he wishes to use, with
Hrs sleep Chance no save applicable. This damage is pure magical
1 4% energy, and no creatures are yet known that are im-
2 15% mune. Magic Resistance still apply, though.
3 27% The levels blasted is normally taken from a spell
4 40% level of the same number, if the wizard exceeds his
5 54% limit the levels are drained from two (or more) suit-
6 69% able pools.
7 85% However, a Sta -Strike is exceedingly danger-
8 100% ous. First, if the sta is not built for spell levels
high enough, it must save vs. Disintegration (as
Wood, thin) or be destroyed.
Several shorter periods are cumulative. If the Magic Secondary, the wizard must make a save vs. Death
caster is wakened after 4 hours, then fails to regain as follows:
a certain spell level's energy, he can sleep for another  a modi er equal to the di erence in spell lev-
6 hours and have a 40+69=109% chance. Sleeping els used and the maximum spell level the wiz-
for more than 10 hours is possible, but has no e ect ard can cast is applied to the save. (A 7th
on recovery. It is not possible to regain energy used level wizard striking 3 spell points would get
during the night this way. a +1 bonus, a 3rd level wizard doing the same
The penalty for a failed roll is presented in table would get a -1 penalty.)
4.4. If more than one roll is failed, the penalties are
added.  a failed save will require a system shock roll.
If the system shock fails, the wizard dies. The
Table 4.4: Penalty for recover failure penalty to this system shock is -5% per point
Spell level failed Penalty the save above was missed by.
1st 10% If the roll is successful, the wizard will fall into
2nd 20% a coma lasting 1 week per spell point used in
3rd 30% the strike. A Restoration or Resurrection spell
4th 40% allows the wizard to wake up, fully conscious
5th 50% and at full spellpoints (a Heal is not enough).
6th 60%  if the save is successful, the wizard looses 3 hit
7th 70% points per spell level as well as all spellcasting
8th 80% 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
Example: Azrim is awaken in the middle of the spells again before the above mentioned time
night. After only 4 hours of sleep, he is not sure to has elapsed (he needs to memorize his spells
have all his energy back. He rolls 37, 87 and 09 on again if his hit point total was below 0). He
the d100 to check for recovery. The 1st level energy cannot use scrolls, but he can still use magic
is back (40% chance), but not the 2nd level. This items.
gives him -30% to check on 3rd level, and barely
manages it. He may now cast his 1st and 3rd level A Sta -Strike costs twice the number fp as nor-
spells with no diculty, and also his 2nd level spells mal.
(by sacri cing 3rd level). Remember, he still has all
of his spells memorized. Example: Alafar, a 7th level mage with 24 hp
is ghting a mind ayer. He is wounded to 11 hp,
Sta -Strike and has several spell levels left. He decides to risk
himself and his sta in a Sta -Strike.
A wizard (a Magician of the Greater Path), when in He hits the mind ayer and blasts 5 spell-levels,
dire peril, have the option to perform a Sta -Strike. doing 49 hp of damage. The mind ayer, as well as
To do so, he must successfully strike an attack roll

19
the sta , is annihilated, only the ashes remain. Ala-
far 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 mind ayer,
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 auto-
matic success when casting a spell. A wizard's cast-
ing check is decided by following these steps:
1. Base chance is [ Intelligence
2 + 6 ], this re ects
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 diculty
of the spell
4. Subtract [ % Spell5 failure ] 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 Possible combinations
How to combine? Dwarf: Fighter/ Thief; Fighter/ Priest; Thief/
Priest;
Many times, players and DMs alike wants a ghter
with some minor spellcasting- or thieving abilities, Elf: Fighter/ Mage; Fighter/ Thief; Thief/ Mage;
or a wizard with some better ghting abilities, but Fighter/ Thief/ Mage
feel that the rules about multi-classing is too strict.
To x this, the following rules have been set up Gnome: Fighter/ Priest; Fighter/ Illusionist; Figh-
for multi-classing: ter/ Thief; Priest/ Thief; Illusionist/ Thief
A character can divide his experience over a max-
imum of 3 classes. A class must have at least Hal ing: Fighter/ Thief; Priest/ Thief
10% attention. Additionally, it must either re-
ceive a percentage that is divide-able by ve, Human: Fighter/ Thief; Fighter/ Priest; Fighter/
or 1/3 or 2/3 of the experience. Mage; Thief/ Mage; Fighter/ Mage/ Thief
To go multi-class, a character needs 16 in the prime
requisite(s) of the class he devotes 55% (or Orc: Fighter/ Thief; Fighter/ Priest; Priest/ Thief
more) to, as well as 15 in the prime requisite(s)
of the other class(es). If no class have more NOTE:
than 50%, no stat of 16 is needed.
 A priest-class combination is only possible with
Hit points gained when a character goes up in level logical combinations, see under the various
in a class is equal to the die roll, plus modi - priesthoods for guidelines. Note that not all
cations, multiplied with the same factor as the priesthoods have wisdom as prime requisite.
experience. Fractions below 0.75 are rounded
down, while 0.75 and up are rounded up. If  Greater Magicians cannot be multi- or dual
more than one class rises in level at the same classed. The options above are for Lesser Ma-
time, the hit points are added before round- gicians only.
ing.
Dual-classing can be made normally. Multi-clas-
sing specialist wizards is still only possible for gnome
5.2 Energy drain
illusionists. Sometimes characters are exposed to energy drain
from undead or evil necromancers. The charac-
Example: Joe wants his character, Herve, to be ter does not loose experience and skills, but looses
a ghter with some thieving and spellcasting abili- hit points and saves as a character one (or more)
ties. When his character is created, he chooses to level(s) lower. Multi-classed characters loose hit
devote 75% to his ghter part, 15% to his thieving points from all their classes, this is calculated nor-
part and 10% on his mage part. When he reaches mally.
2nd level as a ghter, he rolls 1d10, adds his con- As long as one class is at positive levels, the
stitution bonus (if any), multiplies with 0.75 and character is alive and may regain most of the lost
rounds o as appropriate. The same goes for thief energy. If a Restoration-spell is cast within the time
and mage, respectively. limit, the character is restored to his previous state.
The life energy is regained at the rate of one 5.3 Optional: Movement
level per four weeks of game time. At this time
the character regains hit points. The hit points A character's movement is not decided per race, but
are rolled and calculated just as when the character per the character's height, as presented in table 5.1.
were drained, except that he also subtracts one from
the calculated amount. In no case can a character Table 5.1: Movement rates
regain less than one hit point. Height (inches) Height (cm) Base move
If a character gains a new level while under the 76+ 193+ 13
e ect of energy drain, hit points are rolled normally 71-75 180-192 12
and the new total is based on his current maximum. 66-70 168-179 11
61-75 155-167 10
Example: Herve is now a 6th/4th/2nd level 56-60 142-154 9
character. He was hit by a wright and drained one 51-55 130-141 8
life level. rolls 6, 3 and 3 on his dice, loosing 6  46-50 117-129 7
0:75 + 3  0:15 + 3  0:10 = 5:25  5 hp, and saves 41-45 104-116 6
as a 5th/3rd/1st level character. After one month up to 40 up to 103 5
he regains his life energy, and rolling 7, 1 and 4 re-
spectively for hit points, he regains 7  0:75 + 1 
0:15 + 4  0:10 1 = 4:8  5 hp, and thus is lucky Additionally, a character can carry more than
and looses nothing. his weight allowance at cost of movement rate, as
presented below in table 5.2. For each class of en-
cumbrance, the character su ers penalties as of he
were physically damaged.

Table 5.2: Movement with Encumbrance


Wt all Base move
 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 Allowance z 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 y +1 50% 10 15
15 y +1 +1 65% 11 20
16 y +1 +2 70% 12 25
17 y +1 +3 80% 13 30
18 y +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
y: If a rogue has a 14 to 18 strength, he uses com- Example: A male dwarf with 16 strength have
bat values 1 category lower (example: 18 ! a Weight Allowance of 106.4 lbs, while a fe-
17), a wizard use 2 categories lower (example: male hal ing with 16 strength have a Weight
18 ! 16). Multi-class use the best category Allowance of 42.35 lbs.
allowed to them, dual-class use the one they Max. Press is equal to Weight Allowance ,
started with. It is possible for these classes to but it is not possible to walk with more en-
use weapon-slots in order to ght in a better cumbrance than Weight Allowance 3.
category; one slot will reduce the penalty by 1
category. The weapon-slots gained at 1st level $: Warriors with a strength score of 18 note their
cannot be used for this purpose, though. level behind the score. A 6th level ghter with
z: This indicates what percentage of the average 18 strength uses the 18.6-line, and has +2/+4.
weight for the character's race and sex the At 10th level the maximumis reached, it's not
character can carry without being penalized. possible to get stronger without magical aid.
Appendix B
Level advancement tables
Table B.1: Most classes Table B.2: Wizard
Rogue Fighter Ranger Paladin Int.: 12-13 14-15 16-17 18
Level XP  1000 Level XP  1000
1 0 0 0 0 1 0.0 | | |
2 1.25 2 2.25 2.25 2 2.5 | | |
3 2.5 4 4.5 4.5 3 5 | | |
4 5 8 9 10 4 10 | | |
5 10 16 18 20 5 20 | | |
6 20 32 36 40 6 40 | | |
7 40 64 72 80 7 70 | | |
8 70 125 150 150 8 130 | | |
9 130 250 290 310 9 250 | | |
10 220 450 500 520 10 400 | | |
11 330 625 700 750 11 550 | | |
12 440 800 925 950 12 725 | | |
13 650 975 1125 1175 13 900 | | |
14 850 1150 1325 1375 14 1075 1125 | |
15 1050 1325 1525 1625 15 1250 1350 | |
16 1250 1500 1725 1825 16 1425 1575 1625 |
17 1425 1675 1900 2025 17 1600 1800 1900 |
18 1600 1850 2075 2225 18 1775 2025 2175 2250
19 1775 2025 2200 2425 19 1950 2250 2450 2600
20 1950 2200 2375 2625 20 2125 2475 2725 2950
Table B.3a: Priest Table B.3b: Priest (cont.)
Wisdom: 9-15 16-17 18 Wisdom: 9-15 16-17 18
Level XP  1000 Level XP  1000
1 0.0 | | 14 980 1060 1135
2 1.5 | | 15 1150 1250 1345
3 3 | | 16 1320 1440 1555
4 6 | | 17 1490 1630 1765
5 12 | | 18 1660 1820 1975
6 24 | | 19 1830 2010 2185
7 48 | | 20 2000 2200 2395
8 90 | | Note that the wisdom requirement for 6th level
9 160 | | priest spells is changed from 17 to 16.
10 300 | |
11 470 490 |
12 640 680 |
13 810 870 |
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 | 15y 10 13
Forest 9 15 | 13y 16 12
Hal ings
Hairfoot 9 13 | | 11 18
Stout 11 11 10 | 9 16
Human U U U U U U
Orc 16 13 9 | 12 13
y: 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
Hal ings
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


Height in inches Weight in pounds
Race Base y Modi er Base y Modi er
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
Hal ing 32/30 2d8 52/48 5d4
Human 60/59 2d10 140/100 6d10
Orc 63/60 4d4 179/164 6d6
y: 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
Hal ing 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, ight (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
Quartersta (2h) 1d6 4 2cp 4 L
|unshod 1d4 4 | 4 L
Sling 1d4 6 1cp 1/10 S

27
Table D.1b: Weapons (cont.)
Weapon Damage Speed Cost Weight (lbs.) Size
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
Notes on weapons Leather Armor: This armor is made from leather
Axe, battle: Also known as broad axe, the bat- hardened in boiling oil, formed into breast
tle axe is three to four feet in length, with a plates and shoulder guards. The remainder
heavy metal head. It is a weapon favored by of the torso is covered by softer leather. It is
dwarves, and the dwarven axe sometimes has the cheapest form of armor, and is commonly
a spike head for use in tight quarters (in icts only used by bandits who cannot a ord better
1d3 points of damage) and a double head. armor.
The dwarven double-headed axe weighs 2 Studded Leather: This armor is made up from
pounds more, has a speed factor one point leather reinforced with metal rivets. It is used
higher, and in icts one point more of damage. often by scouts, and sometimes on irregular
Bows: Note the reduced weapon speeds. troops.
Crossbows: Light crossbows have +1 to-hit, Ring Mail: This is the most common form of ar-
heavy crossbows are +3 to-hit. This is noted mor. It is heavier and more expensive than
in the table as (+1) and (+3), respectively. studded leather, but o ers greater protection.
The weight behind the slash is for the loading It is the armor of the common foot soldier.
mechanism (windlass or cranequin). Chain Mail: This armor is made of interlocking
Sling: The sats listed are for sling stones. Sling metal rings, and is always worn with thick
bullets costs 1sp per set of 12 and is +1 on clothing or padding underneath. Although
damage. uncomfortable to wear, it o ers good protec-
Whip: When used outside combat, a whip in icts tion and is very often used by the professional
only physical damage (this is often used as soldier.
punishment) - 20 lashes will (on the average) Banded Mail: This armor is made of overlap-
in ict 5 points of physical damage. Due to ping strips of metal covering the most vital
the low damage and the space required, the areas, with chain mail and leather covering
weapon is rarely used in combat. the joints. It is more comfortable to wear
than chain mail due to better weight distribu-
D.2 Armor tion through straps and buckles. The armor
is mainly used by veteran soldiers and elite
Table D.2: Armors troops, as well as light cavalry.
Armor type Cost Weight AC
(lbs.) (S/P/B) Plate Mail: The armor is chain mail with solid
Leather 5gp 15 8/10/8 metal plates covering vital areas. Al-
Studded Leather 20gp 25 5/6/7 though heavy, the weight is evenly distributed
Ring Mail 35gp 30 5/5/6 through the use of straps and buckles. This
Chain Mail 75gp 40 3/5/7 armor is only made by request of the nobility,
Banded Mail 200gp 35 2/4/3 commoners are not allowed to use it without
Plate Mail 600gp 50 0/3/3 written permission.

28
Appendix E
Priesthood: Adona
Adona, also known as \The Lady of Light" is In spite of the fact that Adona is very peace-
said to be a being of the purest light. She is the loving, she is the only deity that openly supports a
goddess of Good, Healing, Peace and the Sun. class of holy warriors; the Paladins. The Paladins
She lives in the sun, where she can watch mankind themselves are not directly bound to the church and
in all actions and her own priests spreading the word does not have a clear organization of their own. In-
of light among them. stead, they let their own consciousness guide them
in their struggle against chaos and evil in the world.
Requirements
Adona desires her priests to be wise and charis-
Holy Symbol
matic, thus a wisdom score of 13 and a charisma The symbols of Adona always contains gem of some
score of 12 is required. Both wisdom and charisma sort to re ect light. Additionally, the symbol has
must be 16 or better in order to receive +10% expe- at least one of the following images: an Ankh, the
rience bonus. If desired, the priest may choose to be sun, rays of light, or a sta .
a ghter/priest, thief/priest, or ghter/thief/priest The symbol need not be made by the priest, as
according to the rules for multi-classing. long as the craftsman is a true worshiper of Adona.
Adona requires her priests to be of either Law- The process of construction and sanctifying lasts
ful Good or Neutral Good alignment. She has no from dawn to dawn. The craftsman starts his work
preferred races, and does not di er between male or at dawn, when the rst sun-rays of the day cast
female priests. their blessing upon his tools.
As the symbol is nished (before the sun sets), it
Organization is placed upon an alter, which is located such that
the rst rays of the sun will shine upon it when
The structure of Adona's church is mainly built on a dawn comes. Four priests are required to sanctify
nation-wide scale. Within one nation, the church is the symbol, one must be of 3rd level or above. The
lead by a council of up to ten high level priests (level priest will chant from sunset to dawn, and when the
10+). The title of these vary from continent to con- rst rays of sunlight touches it at dawn, the symbol
tinent, from race to race, and include such titles as is empowered with the spirit of Adona.
Prelate (Bakorrah), Bishop (Simoriah), Vicar (San-
daria) and Lama (Kelewan). The hierarchy down Holy Water
from this council is usually well-ordered, not hav- The holy water of Adona are taken from the sacred
ing a rigid structure allows for the priests further fountains found in her temples. The fountain is al-
down the line to act more freely. ways located in a place where the rst rays of dawn
Although the temples of Adona located in cities may bless it. The priest approaches the fountain,
are impressive buildings, most holy buildings are of invokes the blessing of Adona and casts Purify Food
much simpler design and located in the countryside, & Drink on the fountain. He may then ll one vial
often as a part of a lord's mansion or castle. These of holy water.
monasteries form the backbone of Adona's faith, as This ritual may only be performed under the
they serve as the common man's religious center. light of the sun. The priest is expected to give a
The leader of such a monastery is usually a priest suitable o ering to the temple (usually 25 gp per
of 3rd to 9th level, depending on the size of the vial).
monastery.

29
Duties Granted powers
Adona requires of her priests to be chaste until prop- All priests of Adona are given the following powers
erly wed. A priest who is not, no matter for what as they rise in level:
reason, will lose some or all powers until the deed
has been atoned for. | they have the ability to Turn Undead. The turn-
In general, the priests of Adona are peaceful and ing table is given in table 61, p. 103 of the PH.
peace-loving, and should always work against wars | they always have +1 to-hit and damage when
of all types. If a war breaks out in spite of their ghting creatures that are inherently evil (such
e orts, the priests will follow the armies to care for as undead and warlocks).
the wounded. They do not di er between a high-
ranking ocer and the common soldier. | +2 to all saves vs. poisons and diseases.
Adona requires that her male priests shave their
heads on a regular basis. The priestesses may not | at 10th level, they can summon a Holy Char-
cut their hair unnecessary, and is to keep it braided iot of Light (described below) when in great
whenever possible. need. This summoning require one full turn
of prayer, as the priest describes his need and
Attitude towards... gives a suitable o ering.
...other churches: The priests of Adona does not Additionally, they receive 30 character points to
tolerate the evil priesthoods, especially not demon- spend on the following abilities:
worshipers. There are both con icts and coopera-
tion with the other generally good-aligned religions. Detect Evil (10): Priests with this ability can see
The exact relationship within a given area mostly emanations of evil from creatures or objects
depends on the priests involved. within a path 10 feet wide by 60 feet long. It
takes one round to scan a direction, and the
...adventurers: The priesthood in general are not priest cannot be attempting other actions.
too happy with adventurers, mainly due to the lat- Detect Undead (10): Priests with this ability can
ter's violent predisposition and the bloodshed that detect all undead within a path 10 feet wide
often follow in their footsteps. However, several of by 60 feet long. It takes one round to scan a
the priests choose to take up the adventuring life in direction, and the priest cannot be attempting
order to spread the word of light. other actions. Priests cannot detect undead
through stone or other thick materials.
...magicians: The attitude of the priests towards Expert Healer (5): This allows the character to
magicians vary greatly from area to area and from
priest to priest, and is mainly built upon personal cast one Cure Light Wounds in addition to
experience or the experience of the priest higher in the number of spells the priest normally can
the hierarchy. cast.
Followers (5/10): By purchasing this ability, the
Weapons and armor priest can gain followers if he establishes a
stronghold and is at least 8th level. If this
Being a peace-loving entity, Adona only allows her is purchased as a 10 point ability, the priest
priest to use bludgeoning weapons such as the sta can attract followers whenever he establishes
or the mace. The sta is the preferred weapon but a stronghold, regardless of level. The DM has
it is not required. details on the various types of followers.
However, as she also desires her priests to be Identify (5): At 5th level, the priest will be able
as well defended as possible, she imposes no armor to identify what disease or poison aicts a
restrictions on her priests, although plate armor is patient.
generally disliked. Thus, the priests do not use it,
except in times of great peril (adventuring is gener- Soothing Word (10): At 7th level, the priests get
ally not considered to be times of great peril). 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 ghter (PH), Detect Magic (PH), Detect Poison (PH), De-
who has gone berserk (save vs. spell to tect Snares and Pits (PH), Endure Heat/Endure
negate) Cold (PH), Invisibility to Undead (PH), Light (PH),
- momentarily calm down 2 HD of monsters Protection From Evil (PH), Purify Food & Drink
or persons per level of the priest. The (PH), Remove Fear (PH), Ring of Hands (TM),
exact e ects and limits are up to the DM Sacred Guardian (TM), Sanctuary (PH), Shillelagh
(PH), Speak With Astral Traveller (TM)
Holy Chariot of Light
This chariot is a manifestation of the chariot Level 2:
Adona herself uses to travel over the world. It Aid (PH), Augury (PH), Barkskin (PH), Calm Cha-
shines with a bright, holy light and is pulled os (TM), Detect Charm (PH), Enthrall (PH), Find
by two ery horses. The chariot appears with Traps (PH), Fire Trap (PH), Heat Metal (PH), Hold
a bright ash of light that blinds everyone Person (PH), Know Alignment (PH), Music of the
within 100'. Spheres (TM), Mystic Transfer (TM), Resist Fire
(PH), Sanctify (TM), Silence, 15' Radius (PH), Slow
The vehicle moves at 24 on the ground, 48 Poison (PH), Stun Relief, Withdraw (PH), Wyvern
ying, and can carry the caster and up to Watch (PH), Zone of Truth (TM)
seven other creatures of man sized or less (the
passengers must be touched by the caster to Level 3:
protect them from the ames of the chariot). Accelerate Healing, Astral Window (TM), Create
Creatures other than the caster and his des- Food & Water (PH), Continual Light (PH), Cure
ignated passengers sustain 2d4 points of re Blindness or Deafness (PH), Cure Disease (PH),
damage each round if they come within ve Dispel Magic (PH), Emotion Control (PH), Extradi-
feet of the horses or chariot. The caster con- mensional Detection (TM), Flame Walk (PH), Glyph
trols the chariot by verbal command, causing of Warding (PH), Line of Protection (TM), Locate
the aming steed to stop or go, walk, trot, run Object (PH), Magical Vestment (PH), Negative Plane
or y, and turn left or right as he desires. Protection (PH), Peace, Protection From Fire (PH),
Note that the Holy Chariot of Light is a phys- Pyrotechnics (PH), Remove Curse (PH), Remove
ical manifestation and can sustain damage. Paralysis (PH), Spread Healing, Starshine (PH), Wa-
The vehicle and steeds are struck only by mag- ter Walk (PH), Zone of Sweet Air (TM)
ical weapons or by water (one quart of which
in icts one point of damage), they are Armor Level 4:
Class 2, and each requires 30 points of dam- Abjure (PH), Blessed Warmth (TM), Cloak of Brav-
age to dispel. Naturally, re has absolutely ery (PH), Cure Serious Wounds (4d8 +8) (PH), De-
no e ect on the vehicle or its steeds, but mag- fensive Harmony (TM), Detect Lie (PH), Divination
ical res other than those of the chariot can (PH), Focus (TM), Fortify (TM), Free Action (PH),
a ect the riders. Other spells, such as a suc- Imbue With Spell Ability (PH), Join With Astral
cessful Dispel Magic or Holy Word, will force Traveller (TM), Neutralize Poison (PH), Protection
the chariot back to its home plane, without From Evil, 10' Radius (PH), Protection From Light-
its passengers. ning (PH), Re ecting Pool (PH), Spell Immunity
(PH), Tongues (PH), Uplift (TM)
Spells Level 5:
Air Walk (PH), Atonement (PH), Blessed Abun-
The priests of Adona may pray for the spells listed
dance (TM), Cloud of Puri cation (TM), Commune
below. The spells are described in the Player's
Handbook ("PH"), the Tome of Magic ("TM") and (PH), Consequence (PH), Cure Critical Wounds (6d8
on the following pages (no marking). Note that+8) (PH), Digit of Disruption, Dispel Evil (PH),
Elemental Forbiddance (TM), Impending Permis-
Cure spells cast by priests of Adona have increased
e ect. sion (TM), Karma, Magic Font (PH), Meld (TM),
Moonbeam (PH), Plane Shift (PH), Quest (PH),
Rainbow (PH), Thoughtwave (TM), True Seeing
Level 1: (TM), Unceasing Vigilance of the Holy Sentinel (TM),
Analyze Balance (TM), Bene cence, Bless (PH), Undead Ward (TM)
Combine (PH), Command(PH), Create Water (PH),
Cure Light Wounds (1d8 +3) (PH), Detect Evil

31
Level 6: Level 2
Blade Barrier (PH), Bolt of Glory, Call Phoenix,
Find the Path (PH), Forbiddance (PH), The Great Stun Relief
Circle (TM), Heal (PH), Land of Stability (TM), School: Necromancy
Legal Thoughts (TM), Mass Cure, Protection from Range: 0
Undead, Sol's Searing Orb (TM), Speak With Mon- Components: V, S
sters (PH), Stone Tell (PH), Word of Recall (PH) Duration: Permanent
Casting Time: 5
Level 7: Area of E ect: 10' radius
Astral Spell (PH), Confusion (PH), Gate (PH), Holy Saving Throw: None
Word (PH), Regenerate (PH), Restoration (PH),
Resurrection (PH), Spirit of Power (TM), Succor By the use of this spell, the priest is able to
(PH), Sunray (PH), Symbol (PH), Wind Walk (PH) e ectively remove the e ects of stun and concussion
damage to one creature per two levels within a 10'
Level 1 radius circle of the priest. When the spell is cast,
the a ected creatures are relieved of the e ects of
Bene cence the stun or concussion and are then free to act as
School: Evocation if they had never been stunned. Any nerve damage
Range: 0 caused by the stunning is healed as well.
Components: V Stun Relief is useful against spells which cause
Duration: 5 rounds/level damage and then stun the victim, as this instantly
Casting Time: 1 negates the stun e ect. However, this spell heals
Area of E ect: 10' radius/level no damage, nor does it cure any e ected areas of
Saving Throw: Special the creature body. The spell merely relieves the
pain and allows the creature to move around freely.
The Bene cence spell surrounds the priest in an Future actions can cause the creature to be stunned
aura of mystical harmony and wisdom. All who again, and concussions can have mental side e ects
see him recognize him as a holy man of virtue and which cannot be cured by this spell.
kindness and many are predisposed to treat him in
a friendly and respectful manner. The spell gives Level 3
the priest a bonus of +4 on encounter reaction rolls
with non-hostile creatures. Accelerate Healing
Creatures that view the priest with suspicion School: Alteration, Necromancy
gets a saving throw to negate the e ect. Creatures Range: Touch
directly hostile to the priest has a +3 bonus to the Components: V, S
saving throw, and priests higher in level than the Duration: 1d6 days
caster are immune to the spell, and may recognize Casting Time: 1 turn
the spell if they know of it. The spell does not Area of E ect: One creature
work on creatures who have no understanding of Saving Throw: None
the priest's position or role.
Bene cence does not deprive those a ected of This spell enables the a ected creature to expe-
their free will and does not cause them to instantly rience natural healing at twice normal rate for 1d6
follow the suggestions of the priest. Their reactions days. This applies only to physical damage, as it
are improved for everyday dealings, not for very un- is the natural regeneration of the character that is
usual events. increased, not his stamina.
The spell has no e ect on Potions of Healing or
other magical forms of healing.

32
Peace Level 5
School: Enchamnment/Charm Digit of Disruption
Range: 0
Components: V, S School: Evocation
Duration: 1 turn + 2 round/level Range: 5 yards/level
Casting Time: 7 Components: V, S
Area of E ect: 50' radius Duration: Instantaneous
Saving Throw: Negates Casting Time: 6
Area of E ect: 1 creature
By use of this spell a priest can magically calm Saving Throw: Special
every creature in the a ected area into a state of
being unable to attack anyone. The caster a ects This spell is a powerful weapon against undead
one creature at 5th level, plus one creature for ev- creatures. When it is cast, a thin ray about 1 cm
ery level attained thereafter. The caster may choose in diameter springs forth from the priest's pointing
which creatures to be a ected, these receive a sav- nger and strikes the selected target. Any undead
ing throw vs. spell in order to negate the e ect. creature so struck must save vs. spell or take 4d8
The caster must try to a ect as many creatures as points of damage. Additionally, the creature is af-
possible, even himself and his companions if there fected as if struck by a Mace of Disruption. If the
are "too few" hostile creatures within the area of save is successful, the a ected creature takes 3d8
e ect. points of damage, with the remaining 1d8 striking
A ected beings are unable to take aggressive ac- the priest in a backlash of energy.
tions for the duration of the spell. The spell ends
immediately if one of the enchanted creatures is at- Karma
tacked or otherwise treated with hostility (e.g. its School: Alteration
treasure is being stolen). Range: 0
Components: V, S, M
Spread Healing Duration: 2 rounds/level
School: Necromantic Casting Time: 5
Range: 0 Area of E ect: Personal
Components: V, S Saving Throw: None
Duration: 1 hour
Casting Time: 5 With each casting of this spell, the priest raises
Area of E ect: The caster his e ective level by one, to a maximum of two ad-
Saving Throw: None ditional levels of e ectiveness. The increase applies
to all priestly actions (spell e ects, turning undead,
By the use of this spell, the priest is able to saving throws and THAC0). Not a ected by this
optimalize the e ect of his cure-spells. While this spell are hit points, number of spells known and
spell is in e ect, the caster may opt to store curing level of spells known.
and divide this as he chooses. Both physical points The material component of this spell is the priest's
curing and skill curing may be stored and divided holy symbol.
as the priest wishes.
Cure-spells have their e ect increased when used Level 6
in combination with this spell. They are able to cure
two, six and nine physical points, respectively, (for Bolt of Glory
Cure Light, Serious and Critical Wounds) School: Invocation/Evocation
The priest may not release more than one cur- Range: 20 yards
ing per round, but as the spells are already cast the Components: V, S, M
priest are not disrupted if he su ers damage. Ini- Duration: Instantaneous
tiative modi er for releasing stored curing are +5. Casting Time: 4
Area of E ect: 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 Mass Cure
Prime Material plane, he su ers 5d6 points of dam- School: Necromantic
age. Extra-planar creatures su ers damage as given Range: 0
on the following table: Components: V, S, M
Creature's home plane Damage Duration: Permanent
Positive Material plane Heals 5d4 Casting Time: 7
Upper planes None Area of E ect: 10 yard radius/level area
Neutral planes 5d4 Saving Throw: None
Lower planes 10d6
Negative Material plane 15d6 When this spell is cast, every creature in the area
of e ect
Most undead are considered beings from the Low- level of the (including the caster) up to one creature per
er planes, although some may be considered as being of the castercasterpoints
is cured for 1d8 plus 1/2 the level
of damage. This is as per Cure
from the Negative Material plane. Light Wounds spell (q.v.). The limitations on what
A saving throw versus spell is allowed for half creatures can be thus a ected is as per that spell. If
damage. For ends, undead, and Negative Material more creatures than can be a ected are within the
Plane creatures, such a saving throw is made with spell radius, preference is given to those closest to
a -2 penalty. The material component of this spell the priest. Also, if a near creature is not a ectable
is a small amber rod banded with bronze. by the spell, it still counts towards the total number
of possible creatures cured.
Call Phoenix The material components for this spell is a vial
School: Conjuration/Summoning of holy water that must be sprinkled into the air
Range: 0 above the caster's head while the spell is cast. This
Components: V, S, M spell may not be used in combination with the 3rd
Duration: 1 round/level level spell Spread Healing.
Casting Time: 2 rounds
Area of E ect: Special Protection from Undead
Saving Throw: None School: Abjuration
This potent priest spell enables the caster to ac- Range: 0
Components: V, S, M
tually summon a phoenix that will come and aid Duration: 2 rounds/level
him. The most stringent restriction to this is the Casting Time: 1 round
caster must be of good alignment or be a druid.
Evil or non-druid neutral priests cannot summon a Area Saving
of E ect: 30 yard radius sphere
Throw: None
phoenix. When cast, a phoenix will always come to
aid. However, depending on how far away the near-
est phoenix is, it may take some time for it to ap- bol Whenof the
this spell is cast, it causes the holy sym-
priest to glow with a bright, blue light
pear. One of these powerful creatures will appear in when undead
1d8-1 rounds. A modi ed roll of \0" indicates that dead within thearearea within 30 yards of him. All un-
a phoenix will appear right away in a huge burst of age each round due towill su er 1d6 points of dam-
intense pain, and must make
smoke and ame. Because the caster must be good a successful save vs. Death Magic in order to cast
or be a druid, there is seldom a con ict of interest spells.
between the phoenix and the summoner. However, Additionally, the priest recieves a +1 modi er
a phoenix will never attack beings of good alignment on his
(unless there is an extremely good reason for it). It creaturediewhile
roll when attempting to turn any undead
this spell is in e ect. The material
will, however, risk its own life and will further the component of this spell is the priest's holy symbol.
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 summon-
ing were insucient. 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.

34
Appendix F
Priesthood: Starkad
Starkad, also known as \Fireforge", is the god are settled. The High Council usually meets once
of Courage, Crafts, Law and Strength. He is said every year, but may increase this frequency if there
to be a god of solid rock and blazing re, and his is a need for it. Additionally, the Patriarch sends
spirit lives within the very bedrock of the earth. 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,
Requirements although in some there are more than one and other
Starkad requires his priests to be strong, healthy High Priests have more than one country under
and wise. Thus, a wisdom score of 9, a strength their jurisdiction. Most High Priest are of 13th
score of 14 and a constitution score of 12 or better to 16th level, although both higher and lower level
is required to become a priest of Starkad. Both High Priests are known, although no reports of High
wisdom and strength must be 16 or more in order to Priests below 11th level exist.
receive +10% experience bonus. If desired, a priest In order to become a High Priest, the candi-
may choose to be a ghter/priest according to the date must have proven that he is capable of han-
rules for multi-classing. dling such great responsibility. This is usually done
Starkad requires his priests to be of either Lawful through a long life of servitude to the church, where
Good or Lawful Neutral alignment. His preferred the priest has throughoutly ful lled all his duties,
races are dwarves and rock gnomes. Women are but reports exist of priests earning the title of High
not allowed to become priests, as such hard labor is Priest through other means.
unsuitable for them. 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
Organization number of \questing priests" - priests who have left
the sanctuary of the temples and travels the world.
The church of Starkad is organized in a hierarchical After some time, even these priests settle down and
manner, where both level and length of service is builds or takes over a temple. These priests don't
considered when a priest is to be raised into a higher usually get high in the hierarchy, but are called upon
position. when other qualities are needed. Thus, the priest
The highest ranking priest is called Patriarch, governing the local temple may be of higher level
and answer only to Starkad. There is a Patriarch than the Patriarch, although that is not very likely.
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 Holy Symbol
Patriarch is of 16th level or above, in any case he is The symbols used by the priests re ects the person-
not below 15th level. ality of Starkad. All symbols include at least one of
If the Patriarch dies, the High Priests elects the the following images: a hammer, an anvil, an arm,
new Patriarch. This is usually one of their number and a mountain. The most common combination is
but sometimes they choose some other. It is possible the Hammer and Anvil.
for a priest below 15th level to be elected Patriarch, The symbol itself is usually forged from raw metal
in that case he is immediately raised to 15th. ore, the use of already forged metal will cause all
The Patriarch is head of the High Council, where spells to be cast with half eciency with respect to
all High Priests meet and the matters of the church range, duration and damage. Additionally, as the

35
spells are imperfect opponents gets a +2 bonus on ...adventurers: Although the church in general
their saves. dislike adventurers, there are a number of priests
Usually iron ore is used, but if mithril and adaman-who travels the world as "questing priests". Ad-
tite ore are available, a special alloy can be made venturers far too often bring chaos and disorder in
and the symbol will be more potent. Saving throws their tracks, and in general have little respect for
versus spells that require the use of a holy symbol the law. The main goal of the questing priests is to
su er a -1 penalty, and the priest turns undead as establish law and order in places lacking this, but
if he were one level higher. Additionally, the priest also to increase the power of the church by nding
is immune to all types of fear. and recovering artifacts.
These symbols are only used by priests of 10th Thus, the adventure-party who has a priest of
level or higher, as the lower level priests are unwor- Starkad among them will probably receive help from
thy of such blessings. the local temple. The adventure-party who does not
have a priest among them may also do so if what
Holy Water they are about to do supports the interests of the
church.
The priests of Starkad rarely uses holy water. To
make holy water, a priest must cast a Bless spell on ...magicians: The followers of Starkad have little
the hardening water after a full day's work in the love for magicians. This is mostly due to their gen-
smithy. The smithy must be located on sancti ed eral lousy ghting abilities, but they also feel that
ground, and the priest has a 25% base chance of magicians in general do more harm than good with
successfully creating the holy water. This chance is their constant search for knowledge that was never
increased 5% per level of the priest. One vial plus meant for mortals to know.
one vial per two levels of the priest can be formed A priest is not forbidden by church law to work
like this. with a wizard, and sometimes life-long friendships
have evolved between a priest and a magician, but
Duties the priest who does must expect to have his faith
questioned by others from time to time.
The priests of Starkad are expected to be pro cient
in at least one type of craft, most common are met- Weapons and armor
alworking of some sorts. They must spend at least
one day per week performing their chosen form of Priests of Starkad must only use weapons that have
craft, unless there are very good reasons for them a relation to common craft-tools. The preferred
not to. Even so, the priest must catch up on his weapon is warhammer, but all the following is al-
duty as soon as possible. lowed: Battle axe, battle-hammer, dagger, footman's
The priest can never back down from a challenge pick, hand axe, horseman's pick, knife, and warham-
unless that challenge is made simply to force the mer.
priest into a certain death, or if the duel would break All types of metal armor are permitted, as long
the law. In such case the priest is obliged to defeat as it is crafted either by the priest himself or other
the challenger in other ways, most commonly by the members of the church.
laws.
In general, the priest is expected to uphold the
law wherever he is, even if the law is unjust. If the Granted powers
priest feels that the law is unfair, he may do his best
to change it but can not tolerate its violation. Starkads priests are given the following as they rise
in level:
Attitude towards... | they are immuneto all forms of strength-draining
...other churches: The priests of Starkad recog- attacks
nize the existence of the other deities. Still, they | +2 on saves vs. Fear of any type
usually try to convert the followers of the other
deities if they nd them worthy. There does not | at 3rd level, they have +2 to hit and damage
exist any ritual to convert other priests to the belief with warhammer
of Starkad, but some priests have been known to
convert of their own free will. Additionally, they receive 30 character points to
spend on the following abilities:

36
Detect ore (5): Once a day, the priest can cast the (TM), Magical Stone (PH), Morale* (TM), Protec-
Detect Ore spell. This is in addition to any tion From Evil (PH), Purify Food & Drink (PH),
other spells the priest has memorized. Remove Fear (PH), Ring of Hands (TM), Sacred
Followers (5/10): By purchasing this ability, the
Guardian (TM), Sanctuary (PH)
priest can gain followers if he establishes a
stronghold and is at least 8th level. If this Level 2:
is purchased as a 10 point ability, the priest Barkskin (PH), Calm Chaos (TM), Chant (PH),
can attract followers whenever he establishes Draw Upon Holy Might (TM), Emotion Perception*
a stronghold, regardless of level. The DM has (TM), Enthrall (PH), Fire Trap (PH), Flame Blade
details on the various types of followers. (PH), Heat Metal (PH), Hold Person (PH), Pro-
duce Flame (PH), Rally* (TM), Resist Fire/Resist
Hit point bonus (10): Priests with this ability use Cold (PH), Sanctify (TM), Silence 15' Radius (PH),
1d10 to determine their hit points rather than Slow Poison (PH), Spiritual Hammer (PH), Wyvern
1d8. Watch (PH), Zone of Truth (TM)
Immunity (5): At 5th level, the priest is una ected Level 3:
by a Wall of Fire spell. Adaption* (TM), Caltrops* (TM), Create Food &
Inspire fear (10): At 7th level, the priest can In- Water (PH), Dispel Magic (PH), Divine Strength,
spire Fear in his opponents. This power can Flame Walk (PH), Glyph of Warding (PH), Line
be used once per day, and requires the priest of Protection (TM), Magical Vestment (PH), Meld
to boldly present his holy symbol while fully Into Stone (PH), Negative Plane Protection (PH),
visible. It has the following e ect: Prayer (PH), Protection From Fire (PH), Pyrotech-
It creates a cone, 60' long and 30' wide at the nics (PH), Remove Curse (PH), Remove Paraly-
base. All creatures in that area must save vs. sis (PH), Rigid Thinking (TM), Stone Shape (PH),
petri cation or ee for one round per level of Strength of One (TM), Unearthly Choir (TM)
the priest. Each a ected creature is 60% likely
to drop whatever they have in their hands, Level 4:
this probability drops 5% per level/HD above Abjure (PH), Addition (TM), Cloak of Bravery (PH),
1. Compulsive Order (TM), Cure Serious Wounds (heals
4d8+5 hp) (PH), Defensive Harmony (TM), Detect
Turn undead (10): As given in the PH. Lie (PH), Focus (TM), Free Action (PH), Leader-
Warrior-priest (10): Priests who select this abil- ship* (TM), Produce Fire (PH), Protection From
ity use the warrior Strength and Constitution Evil 10' Radius (PH), Protection From Lightning
bonuses for exceptional scores. (PH), Spell Immunity (PH), Tanglefoot* (TM), Up-
lift (TM)
Weapon specialization (15): Priests selecting this
ability may specialize in a particular weapon. Level 5:
The character points for specialization must Atonement (PH), Blessed Abundance (TM), Cham-
be met in addition. pion's Strength (TM), Cure Critical Wounds (heals
5d8+8 hp) (PH), Disguise* (TM), Dispel Evil (PH),
Spells Flame Strike (PH), Illusory Artillery* (TM), Im-
pending Permission (TM), Insect Plague (PH), Oath-
The priests of Starkad may pray for the spells listed breaker, Quest (PH), Spike Stones (PH), Strengthen
below. The spells are described in the Player's Stone, Transmute Rock to Mud (PH), Unceasing
Handbook ("PH"), the Tome of Magic ("TM") and Vigilance of the Holy Sentinel (TM), Wall of Fire
on the following pages. Some spells has been mod- (PH)
i ed, in that case this has been noted in the list.
Spells marked with an asterix (*) are only gran- Level 6:
ted in times of war. Aerial Servant (PH), Animate Object (PH), Blade
Barrier (PH), Conjure Animal (PH), Conjure Fire
Level 1: Elemental (PH), Fire Seeds (PH), Forbiddance (PH),
Bless (PH), Call Upon Faith (TM), Combine (PH), Godrage), Gravity Variation* (TM), Hammer of Do-
Command (PH), Courage* (TM), Cure Light Wo- om, Heal (PH), Hero's Feast (PH), Legal Thoughts
unds (PH), Detect Evil (PH), Detect Ore, End-
ure Cold/Endure Heat (PH), Log of Everburning

37
(TM), Spiritual Wrath (TM), Stone Tell (PH), Trans-
mute Water to Dust (PH), Weather Summoning Through the use of this spell, the caster is able to
(PH), Word of Recall (PH) endow himself with great strength. In game terms,
the priest's strength score is raised by one point,
Level 7: plus one point per level of the priest above fth, to
Animate Rock (PH), Chariot of Sustarre (PH), Con- a maximum of 18.
jure Earth Elemental (PH), Control Weather (PH), If several priest cooperates in the casting of this
Creeping Doom (PH), Earthquake (PH), Fire Storm spell, the duration is given by the priest who leads
(PH), Gate (PH), Holy Word (PH), Illusory Forti - the ceremony. Up to eight priests may participate in
cation* (TM), Regenerate (PH), Restoration (PH), a single casting of this spell. If the Divine Strength
Resurrection (PH), Shadow Engines* (TM), Spirit is shared this way, the strength points is shared
of Power (TM), Succor (PH), Transmute Metal to in equal amounts among the priests. Fractions are
Wood (PH) lost, as well as those points that would raise a char-
acter above 18. Thus, if three priests of 9th, 7th
Level 1 and 6th level with strength scores of 16, 16 and 15
was to cast this spell, they would share 10 points
Detect Ore (5+3+2). Divided by three, this would be three
points to each of the priests, raising all of them to
School: Divination, Elemental 18.
Range: 10 yards While casting this spell, the (leading) priest eats
Components: V, S, M the heart of an animal specially prepared as follows:
Duration: 1 turn An animal normally associated with great strength
Casting Time: 5 and endurance (such as an ox or a bear) is sacri-
Area of E ect: 10-foot wide path ced. The caster kills the animal with a special
Saving Throw: None consecrated sacri cial knife, and empties the blood
of the animal into a concecrated brazier or similar
When the priest casts this spell, he is able to item, and puts it to re. The caster(s) then asks
detect the presence and possibly the quantity of Starkad to receive their humble o ering, and to in-
a speci ed ore. The caster must concentrate one crease their physical strength.
round in a particular direction. If the desired ore is At the completion of the preparation, the heart
in that direction, the priest knows the relative dis- of the animal is thrown onto the brazier, and if the
tance to it. The priest also has a 5% chance per priest is on good standings with Starkad he may
level of determining the quantity of that particular reach into the brazier and take out the heart with-
substance to within 10% accuracy. out being burned. The use of a Protection from Fire
The spell is directional and the priest must re- spell will not please Starkad.
main stationary while concentrating in a particu- This spell may be used in combination with Strength
lar direction. Several di erent types of ore may be of One and similar spells, but is not cumulative with
searched for with each casting of the spell, provided the 2nd level wizard spell Strength.
there is duration left. Each di erent substance re-
quires one round of concentration in each direction.
The material component is the priest's holy sym- Level 5
bol and a piece of the ore to be detected for. Neither Oathbreaker
is consumed in the casting.
School: Conjuration/Summoning
Level 3 Range: 0
Components: V, S, M
Divine Strength Duration: Special
Casting Time: 1 turn
School: Alteration Area of E ect: 1 creature
Range: Touch Saving Throw: None
Components: V, S, M
Duration: 1 hour/level The Oathbreaker spell is a powerful method of
Casting Time: 1 turn obtaining vengeance for a fallen comrade. The de-
Area of E ect: The caster(s) ceased person must have been well known to the
Saving Throw: None priest, and must have been killed through the treach-
ery of the intended target of the spell. That is, the

38
target must have violated an oath or agreement with etc.) against physical damage. The DM adds +4
the deceased person (king to subject, guest to host, to the structure's saving throw against any type of
etc.), or conspired to bring about the death of the damage, from siege engines to natural earthquakes.
deceased. Additionally, if the deceased was not a The stone object gains a saving throw vs. the Earth-
worshiper of Starkad the spell will not function. quake spell (q.v.). The spell may only be cast once
The Oathbreaker spell begins with the priest nam- on any stone object.
ing the deceased and detailing the treachery which If a character cast this spell on a stone golem
resulted in his death. Thereafter, two huge columns or other animated stone being (like one created by
appear in front of the priest. Between the columns Animate Rock), the creature receives a -1 bonus to
appears a great door. The priest then knocks three its AC and adds a +1 bonus to its saving throws for
times on the door, names the deceased, and pulls the duration of the spell. Strengthen Stone has no
the doors open. The deceased person then steps e ect on earth elemental or galeb duhr. This spell
through the door as a spirit. prevents Transmute Rock to Mud from working on
The deceased comes back in a near corporeal the a ected construction.
form which mimics his form in life. The spirit has The material component, a diamond chip worth
the same hit points as it did in life, and appear as it at least 500 gp, must be crushed and sprinkled on
did in life. Although the spirit appears unarmored the construction.
(and is unable to use armor), it has an AC of 0 and
is a ected only by magical weapons of +1 or better Level 6
enchantment. The spirit has 5% magical resistance
per level/Hit Dice, up to a maximum of 60%, and Godrage
is una ected by sleep, charm, and other forms of School: Alteration, Enchantment
mental control. Range: 0
The spirit may use weapons as it did in life, and Components: V, S, M
has the same spells memorized as at the time of his Duration: 3 rounds + 1 round/level
death. It is unable to memorize new spells, and Casting Time: 1 round
needs material components normally. It is unaf- Area of E ect: Personal
fected by loss of it's own physical hit points, but if Saving Throw: None
the summoning priest is wounded, this will a ect
the spirit in the same way it a ects the priest, due
to the fact that the priest is its link to the world of withThis spell may be cast when a priest is faced
characters that he knows has violated Starkad's
mortals.
If either the priest or the spirit is reduced to 0 priest calls down theway.
interests in a severe By casting this spell, the
attention of Starkad and in-
hp or below, the spirit disappears. It will in any vokes his righteous wrath. He names
case disappear after one week plus one day per two ers, sentence them to death, and raisesthe his
wrongdo-
warham-
levels of the priest. Once the spirit has disappeared, mer at the completion of the spell.
it is unable to return to the world of the living. As the earthly consequence of this, the priest
The spirit itself is una ected by a Dispel Magic is empowered with increased combat ability, he at-
spell, but if cast successfully upon the priest the link tacks as a ghter
will be broken and the spirit will disappear. The warhammer. Whileofthehispriest own level specialized in
is able to make in-
spirit may be driven away through the use of spells telligent decisions, the wrath that lls him makes it
such as Banishment, Dismissal, etc. Once the spirit impossible for him to cast any spells.
has avenged itself, it disappears to rest in peace. the presence of the divinity surroundsFurthermore,the cleric in
the form of an aura that reduces all damage taken
Strengthen Stone by the cleric by 2 points (1 point minimum) per
School: Alteration dice.
Range: 10 yards After the spell ends, the cleric must rest for twice
Components: V, S, M as long as the time he was empowered with Go-
Duration: Permanent drage . The material components for this spell is the
Casting Time: 1 hour holy symbol of the priest, as well as a consecrated
Area of E ect: 1 building or wall warhammer which disappears when the spell ends.
Saving Throw: None
Strengthen Stone can reinforce any stone con-
struction (house, tower, wall segment, aqueduct,

39
Hammer of Doom
School: Evocation
Range: 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of E ect: 1 creature
Saving Throw: Special
This spell is similar to the spell Spiritual Ham-
mer, 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 mon-
strously. During the round of the casting the Ham-
mer of Doom hurtles down towards a speci ed tar-
get 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 tar-
get.
All those standing within a 1" radius area around
the victim must succeed a save vs spell or be a ected
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 dam-
age. 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 e ect of a Bless
spell. The warhammer is consumed.

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