Académique Documents
Professionnel Documents
Culture Documents
Luck: A cleric’s Luck modifier applies to all spell checks to turn unholy 11 The cleric is ordered by his deity to meditate on his faith and come to a better understanding of what he has done to earn disapproval. The cleric incurs an immediate and
creatures. permanent -2 penalty to all spell checks. The only way to lift this penalty is for the cleric to meditate. For every full day of meditation, the cleric can make a DC 15 Will save.
Success means the spell check penalties are removed.
Action dice: A cleric can use his action dice for attack rolls or spell
checks. 12 The cleric is temporarily disowned by his deity. For the rest of the day, the character cannot accumulate XP and may not gain class levels as a cleric. After the time period
expires, the character begins to accumulate XP again as normal but does not accrue “back pay” (so to speak) for XP missed while he was disowned.
extremely difficult task is DC 20 – for example, picking an extraordinarily Pick pocket: The thief surreptitiously takes an object off a target’s
THIEF well crafted lock, or picking the pocket of an alert guard. In some cases, person. This skill also includes other feats of legerdemain such as card
Hit points: A thief gains 1d6 hit points at each level.
the judge may make the roll for the character, and the result will not be tricks, minor magic tricks, and so on. Stealing from an unaware target
known until some trigger event occurs (e.g., a forged document may not with a loose pocket and an unsecured coin pouch is DC 5; picking the
Weapon training: A thief is trained in these weapons: blackjack,
be truly tested until presented to the king’s commissary). pocket of a target that is actively watching and monitoring his or her
blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling,
belongings is DC 20; and the varying degrees of watchfulness in between
and staff. Thieves are careful in their choice of armor, as it affects the
A thief needs tools to pick locks, find and disable traps, climb sheer define other check thresholds.
use of their skills.
surfaces, forge documents, and handle poisons. A 1st-level thief must
purchase a set of thieves’ tools that allows him to use these skills. Climb sheer surfaces: As one would expect. DC 20 is a perfectly smooth
Alignment: Although thieves have little regard for the laws of civilization,
surface with no visible handholds. A normal stone wall is DC 10.
they are not necessarily chaotic.
Success when using a thief’s skill means the following:
Pick lock: A mundane lock is DC 10. An extremely well crafted lock is DC
Lawful thieves are ubiquitous, and they belong to institutions of
Backstab: The most successful thieves kill without their victims ever 20. Some locks of legendary manufacture and notable difficult are DC 25
organized crime: guilds of beggars who feign illness to fleece the
being aware of the threat. When attacking a target from behind or when or Higher.
generous, pirate gangs that hijack innocent travelers, or organized
the target is otherwise unaware, the thief receives the indicated attack
brigands who charge “protection fees” for certain routes. They are fences
bonus to his attack roll. In addition, if he hits, the thief automatically Find trap and disable trap: A large, bulky trap is DC 10. This would
who dispose of stolen goods, enforcers who maintain the pecking order
achieves a critical hit, rolling on the crit table as per his level (see page include traps like a pit in the floor, a spring-loaded axe, or a dropped
of the underworld, and petty burglars who work their way up to become
37). Typically, backstabs are combined with checks to sneak silently or portcullis. More subtle traps are DC 15, DC 20, or even higher. A natural
mob bosses.
hide in shadows, such that a thief attacks with surprise and is able to 1 on a disable trap check triggers the trap.
backstab. Certain weapons are particularly effective with backstab
Chaotic thieves operate as independent agents. They are assassins and
attempts and do additional damage, as noted in the equipment list. Forge document: The DC varies with the complexity and originality of the
con artists, swindlers and sociopaths, or outright murderers and killers.
Backstab attempts can only be made against creatures with clear source document, ranging from DC 5 to DC 20.
They acknowledge no master aside from the glint of gold.
anatomical vulnerabilities.
Disguise self: The degree of change determines the DC. The thief can
Neutral thieves are double agents: the kindly housekeeper who filches
Sneak silently: A thief never makes an opposed check to sneak silently; transform himself to resemble someone of the same basic race and
valuable baubles while the master sleeps, the “inside man” who leaves
that is, the check is never made against the target’s attempt to listen. physical dimensions with a DC 5 check. Changing significant facial
the vault unlocked one night, or the urban spy who sells secrets to his
The thief rolls against a hard DC, as noted below, and success means the features requires a DC 10 check. Changing physical traits, like
court’s enemies.
thief did indeed sneak silently. With the exception of demi-gods and mannerisms and height, requires a DC 15 check. Fooling someone close
extraordinary magic, the thief’s movement cannot be heard. This skill is to the target (such as a parent or spouse) requires a minimum DC 20
Thieves’ Cant: Thieves speak a secret language called the cant known
often used to sneak up on unsuspecting guards and make a backstab check.
only to members of their class. This is a spoken language with no written
attempt. The base DC for moving across stone surfaces is DC 10.
alphabet. Teaching the cant to a non-thief is punishable by death.
Cushioned surfaces, such as grass or carpet are DC 5; moderately noisy Read languages: Interpreting simple meaning requires a DC 10 check.
Certain double-entendre phrases in Common have an alternate meaning
surfaces, such as creaking wooden boards are DC 15; and extremely Interpreting anything more detailed is DC 15.
in the cant and are used by thieves to identify their brethren covertly.
noisy surfaces, like crackling leaves, still water, or crunchy gravel are DC
20. Handle poison: Any time a thief uses poison he must make a DC 10
Thieving skills: A thief learns certain skills that aid his illicit pursuits. A
safety check. On a failure, he accidentally poisons himself! This check is
thief can pick locks, find and disable traps, sneak silently, hide in
Hide in shadows: A successful hide in shadows check means the thief made each time poison is applied to a blade or other surface.
shadows, climb sheer surfaces, forge documents, pick pockets, handle
cannot be seen. As with sneaking silently, this check is never opposed, Additionally, on a natural 1 on any attack roll with a poisoned blade, the
poison, and read languages.
and is often used before a backstab attempt. The thief can attempt to thief automatically poisons himself, in addition to any fumble results.
hide in broad daylight should he be so bold! The base DC for sneaking
The thief’s alignment determines his interests, and those interests
down a hallway with moderate cover (chairs, bookcases, crevasses, nooks Cast spell from scroll: Provided a spell is written on a scroll, a thief can
determine his rate of advancement in the various thieving skills. The thief
and crannies, alcoves, etc.) is DC 10. Hiding at night or in a shaded or attempt to read the scroll and cast the magical spell. The spell check DC
receives a bonus to his skills based on level and alignment.
dimly lit area is DC 5; hiding under a full moon is DC 10; hiding in is as standard, but the thief rolls the indicated type of die to attempt to
daylight but in a dark shadow or behind a solid object is DC 15; and beat that DC. The thief may not attempt spellburn.
To use a thief skill, the player rolls d20 and adds his modifier. He must
hiding in broad daylight with minimal obstruction is DC 20.
beat a DC assigned to the task at hand. An easy task is DC 5, while an
Luck and Wits: Thieves survive on their luck and their wits, and the most Thief Table
successful thieves live a life of fortune on guts and intuition. A thief gains
additional bonuses when expending Luck, as follows. Level Attack Crit Die/Table Action Die Luck Die Ref Fort Will Attribute Bonus
3 -3
1 +0 1d10/II 1d20 d3 +1 +1 +0
First, the thief rolls a luck die when he expends Luck. The luck die is 4-5 -2
2 +1 1d12/II 1d20 d4 +1 +1 +0
indicated on Table 1-7: Thief. For each point of Luck expended, he rolls 6-8 -1
3 +2 1d14/II 1d20 d5 +2 +1 +1
one die and applies that modifier to his roll. For example, a 2nd-level 9-12 0
4 +2 1d16/II 1d20 d6 +2 +2 +1
thief who burns 2 points of Luck adds +2d4 to a d20 roll. 13-15 +1
5 +3 1d20/II 1d20 d7 +3 +2 +1
16-17 +2
6 +4 1d24/II 1d20+1d14 d8 +4 +2 +2
18 +3
Second, unlike other classes, the thief recovers lost Luck to a limited 7 +5 1d30/II 1d20+1d16 d10 +4 +3 +2
extent. The thief’s Luck score is restored each night by a number of 8 +5 1d30+2/II 1d20+1d20 d12 +5 +3 +2
points equal to his level. This process cannot take his Luck score past its 9 +6 1d30+4/II 1d20+1d20 d14 +5 +3 +3
natural maximum. For example, a 1st-level thief with starting Luck score 10 +7 1d30+6/II 1d20+1d20 d16 +6 +4 +3
of 11 attempts to disable a trap and fails by 2 on his check. He burns 2
points of Luck to add 2d3 to his result, allowing him to succeed. His Luck
is now 9. Because the thief is 1st level, his Luck score will be restored by Usable Equipment Table
1 point on the following morning, bringing it back up to 10. Then, 1
additional point will be restored on the following morning, bringing it Weapon Damage Range Cost in Gold Special
back to 11. The thief’s Luck score cannot increase past 11.
Battleaxe 1d10 - 7 Two-handed - Use d16 for Initiative rolls
Action dice: A thief uses his action dice for any normal activity, including Blackjack 1d3/2d6 - 3 Thieves use second damage value upon successful backstab
attacks and skill checks. Blowgun 1d3/1d5 20/40/60 6 Thieves use second damage value upon successful backstab
Club 1d4 - 3 -
Crossbow 1d6 80/160/240 30 Two-handed - Use d16 for Initiative rolls
Thief Titles by Alignment Dagger 1d4/1d10 10/20/30 3 Add STR to damage at melee range only
Thieves use second damage value upon successful backstab
Level Lawful Chaotic Neutral Dart 1d4 20/40/60 5 sp
Flail 1d6 - 6 Add STR to damage at melee range only
1 Bravo Thug Beggar Garrote 1/3d4 - 2 Thieves use second damage value upon successful backstab
2 Apprentice Murderer Cutpurse Handaxe 1d6 10/20/30 4 -
3 Rogue Cutthroat Burglar Javelin 1d6 30/60/90 1 Add STR to damage at melee range only
4 Capo Executioner Robber Lance 1d12 - 25 Add STR to damage at melee range only
5 Boss Assassin Swin Inflict double damage if mounted and charging
Longbow 1d6 70/140/210 40 -
Longsword 1d8 - 10 Two-handed - Use d16 for Initiative rolls
Mace 1d6 - 5 -
XP Thresholds Polearm 1d10 - 7 -
Shortbow 1d6 50/100/150 25 -
Level XP Required Short sword 1d6 - 7 Two-handed - Use d16 for Initiative rolls
1 10 Sling 1d4 40/80/160 2 -
2 50 Spear 1d8 - 3 Add STR to damage at melee range only
3 110 Staff 1d4 - 5 sp -
4 190 Two-handed sword 1d10 - 15 -
5 290 Warhammer 1d8 - 5 Two-handed - Use d16 for Initiative rolls
6 410
7 550
8 710
9 890
10 1090
WARRIOR Warrior Table Warrior Titles by Alignment
Hit points: A warrior gains 1d12 hit points at each level.
Level Attack (Deed Die) Crit Die/Table Threat Range Action Die Ref Fort Will Level Lawful Chaotic Neutral
Weapon training: A warrior can use every weapon except the blackjack 1 +d3* 1d12/III 19-20 1d20 +1 +1 +0
1 Squire Bandit Wildling
and garrote. 2 +d4* 1d14/III 19-20 1d20 +1 +1 +0
2 Champion Brigand Barbarian
3 +d5* 1d16/IV 19-20 1d20 +1 +2 +1
3 Knight Marauder Berserker
Alignment: Warriors can follow one of several paths based on their 4 +d6* 1d20/IV 19-20 1d20 +2 +2 +1
4 Cavalier Ravager Headsman
alignment, which in turn affects their title. Royal warriors, employed by 5 +d7* 1d24/V 18-20 1d20 +2 +3 +1
5 Paladin Reaver Chieftain
nobility, are lawful. Lawless warriors, fighting merely for profit or carnage, 6 +d8* 1d30/V 18-20 1d20+1d14 +2 +4 +2
7 +d10+1* 1d30/V 18-20 1d20+1d16 +3 +4 +2
are chaotic. Wild warriors, natives of the barren steppes or deadly forests,
8 +d10+2* 2d20/V 18-20 1d20+1d20 +3 +5 +2
are neutral or chaotic. Hired warriors, loyal to a cause, a man, or simply 9 +d10+3* 2d20/V 17-20 1d20+1d20 +3 +5 +3
the fattest purse, can be lawful, neutral, or chaotic. Attribute Bonus
10 +d10+4* 2d20/V 17-20 1d20+1d20 +4 +6 +3 3 -3
4-5 -2
Attack modifier: Unlike other classes, warriors do not receive a fixed * A warrior’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result
6-8 -1
attack modifier at each level. Instead, they receive a randomized modifies both attack and damage rolls. At higher levels, the warrior adds both a die and a fixed value.
9-12 0
modifier known as a deed die. At 1st level, this is a d3. The warrior rolls 13-15 +1
this d3 on each attack roll and applies it to both his attack roll and his 16-17 +2
damage roll. On one attack, the die may give him a +1 to his attack roll XP Thresholds 18 +3
and damage roll. On the next attack, the die may give him +3! The deed Level XP Required
die advances with the warrior’s level, climbing to d7 by 5th level, and 1 10
then higher up to d10+4 at 10th level. The warrior always makes a new 2 50
roll with this die in each combat round. When the warrior has multiple 3 110
attacks at higher levels, the same deed die applies to all attacks in the 4 190
same combat round. 5 290
6 410
Mighty Deed of Arms: Warriors earn their gold with pure physical 7 550
8 710
prowess. They swing across chapels on chandelier chains, bash through
9 890
iron-banded oaken doors, and leap over chasms in pursuit of their foes. 1090
10
When locked in mortal melee, their mighty deeds of arms turn the course
of battle: a brazen bull rush to push back the enemy lines, a swinging
flail to entangle the beastman’s sword arm, or a well-placed dagger Critical hits: In combat, a warrior is most likely to score a critical hit and Action dice: A warrior always uses his action dice for attacks. At 5th
through the enemy knight’s visor. tends to get the most destructive effects when he does so. A warrior rolls level, a warrior gains a second attack each round with his second action
the highest crit dice and rolls on tables with more devastating effects. In die.
Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or addition, a warrior scores critical hits more often. At 1st through 4th
for short, a Deed. This Deed is a dramatic combat maneuver within the level, a warrior scores a crit on any natural roll of 19-20. The threat range Mighty Deeds in Action
scope of the current combat. For example, a warrior may try to disarm an increases to natural rolls of 18-20 at 5th level and 17-20 at 9th level. The mechanic for Mighty Deeds of Arms was designed to encourage
enemy with his next attack, or trip the opponent, or smash him backward See the Combat section for more information on crits. exciting stunts by ambitious warriors in the tradition of literary heroes.
to open access to a nearby corridor. The Deed does not increase damage The goal was to create a rules system that encouraged situation-specific
but could have some other combat effect: pushing back an enemy, Initiative: A warrior adds his class level to his initiative rolls. Equation is: freedom without creating a lot of cumbersome rules. The system can be
tripping or entangling him, temporarily blinding him, and so on. d20 + Agility + Warrior level. used for virtually anything, such as gouging eyes, chopping off limbs,
breaking things, pushing enemies into danger, using the environment as
The warrior’s deed die determines the Deed’s success. This is the same Luck: At first level, a warrior’s Luck modifier applies to attack rolls with a weapon, and so on.
die used for the warrior’s attack and damage modifier each round. If the one specific kind of weapon. This kind of weapon must be chosen at first
deed die is a 3 or higher, and the attack lands (e.g., the total attack roll level and the modifier is fixed at its starting value – neither the weapon
exceeds the target’s AC), the Deed succeeds. If the deed die is a 2 or nor the modifier changes over the course of the warrior’s career. The
less, or the overall attack fails, the Deed fails as well. weapon type must be specific: longsword or short sword, not “swords.”
WIZARD Wizard Table
Hit points: A wizard gains 1d4 hit points at each level.
Level Attack Crit Die/Table Action Die Known Spells Max Spell Level Ref Fort Will Attribute Bonus
Weapon training: A wizard is trained in the use of the dagger, longbow, 3 -3
1 +0 1d6/I 1d20 4 1 +1 +0 +1
longsword, shortbow, short sword, and staff. Wizards rarely wear armor, as 4-5 -2
2 +1 1d6/I 1d20 5 1 +1 +0 +1
it hinders spellcasting. 6-8 -1
3 +1 1d8/I 1d20 6 2 +1 +1 +2
9-12 0
4 +1 1d8/I 1d20 7 2 +2 +1 +2
13-15 +1
Alignment: Wizards pursue magical arts according to their natural 5 +2 1d10/I 1d20+1d14 8 3 +2 +1 +3
16-17 +2
inclinations. Chaotic wizards study black magic. Neutral or lawful wizards 6 +2 1d10/I 1d20+1d16 9 3 +2 +2 +4
18 +3
seek control over elements. Wizards of all persuasions practice 7 +3 1d12/I 1d20+1d20 10 4 +3 +2 +4
enchantment. 8 +3 1d12/I 1d20+1d20 12 4 +3 +2 +5
9 +4 1d14/I 1d20+1d20 14 5 +3 +3 +5
Caster level: Caster level is a measurement of a wizard’s power in
10 +4 1d14/I 1d20+1d20+1d14 16 5 +4 +3 +6 XP Thresholds
channeling a spell’s energy. A wizard’s caster level is usually his level as a Level XP Required
wizard. For example, a 2nd-level wizard usually has a caster level of 2. Wizard Titles by Alignment 1 10
2 50
Magic: Magic is unknown, dangerous, and inhuman. Even the best Level Lawful Chaotic Neutral 3 110
wizards occasionally fail to properly harness a spell, with unpredictable 4 190
results. Wizards thus inculcate their preferred magics, lest they err in 1 Evoker Cultist Astrologist 5 290
2 Controller Shaman Enchanter 6 410
casting a spell and corrupt themselves with misdirected magical
3 Conjurer Diabolist Magician 7 550
energies. At 1st level a wizard determines 4 spells that he knows, 710
4 Summoner Warlock Thaumaturgist 8
representing years of study and practice. As his comprehension expands, 9 890
5 Elementalist Necromancer Sorcerer
a wizard may learn more spells of progressively higher levels. A wizard 10 1090
knows a number of spells as shown on table 1-12, modified by his
Intelligence score.
Known spells are determined randomly (see Chapter 5: Magic). They To invoke a patron, the wizard must spellburn at least 1 point of an • Obitu-Que, Lord of the Five, pit fiend and balor
may be of any level for which the wizard is eligible, as shown by the max ability score (see page 107) and cast the spell invoke patron. There may • Ithha, prince of elemental wind
spell level column. The wizard chooses the level before making his die be additional requirements depending on the specific circumstances.
roll. Higher-level spells are more powerful but harder to cast – and there Presuming the patron condescends to attend to the wizard, some Familiars: More than one wizard has found comfort in the company of a
are consequences for failure. negotiation may be required: a bauble exchanged, a secret name black cat, hissing snake, or clay homunculus. A wizard may utilize the
spoken, a sacrificial token burned, or maybe a quest performed. If the spell find familiar to obtain such a partner.
Wizards cast spells by making a spell check. A wizard’s spell check is patron deigns to act, it sends an emissary to assist the wizard in the way
usually 1d20 + Intelligence modifier + caster level. In some cases, a the patron deems most appropriate. Luck: A wizard’s Luck modifier applies to rolls for corruption (see page
wizard may roll a different die on the spell check (see Mercurial Magic). 116) and mercurial magic (see page 111).
Invoking a patron is powerful magic. Do not use it Lightly. Some common
Supernatural patrons: Wizards weave magic spells in consultation with patrons include the following: Languages: A wizard knows two additional languages for every point of
powers from supernatural places and the outer planes. Demons and Int modifier, as described in Appendix L.
devils, angels, celestials, ghosts, outsiders, daevas, genies, elementals, • Bobugbubilz, demon lord of amphibians
Chaos Lords, spirits, elder gods, alien intelligences, and concepts foreign • Azi Dahaka, demon prince of storms and waste Action dice: A wizard’s first action die can be used for attacks or spell
to mortal comprehension whisper secrets in exchange for favors best left • The King of Elfland, fey ruler of the lands beyond twilight checks, but his second action die can only be used for spell checks. At
unexplained. In everyday concourse, these secrets manifest as spells; in • Sezrekan the Elder, the wickedest of sorcerers 5th level, a wizard can cast two spells in a single round, the first with a
dire circumstances, the wizard can invoke one of his patrons directly and • The Three Fates, who control the fate of all men and gods to see that the d20 spell check and the second with a d14. Note that the results of
call for material assistance. This sort of request is called invoking a world reaches its destiny mercurial magic may modify the action dice based on the dice chain.
patron. • Yddgrrl, the World Root
MERCURIAL MAGIC Regaining spells via spellburn: A wizard may use spellburn to cast spells
Languages
The firstborn son of a witch hanged at trial wields black magic adroitly. he has lost for the day (through previous casting, for example). If a Alignment tongue
An orphan raised by satyrs is a precocious student of druidry. Cosmic wizard expends a lost spell’s level in ability score points, he can cast the Chaos
caprice determines skill in magic: birth order, family lineage, horoscope, spell as if he still had it. For example, a wizard could burn 2 points of Law
and matters even more abstruse have as much influence on a wizard’s ability scores to cast a level 2 spell he had lost for the day. The wizard Neutrality
spellcasting as his hard work and native intelligence. must expend additional spellburn to gain a bonus to the spell check. For Dwarf
example, a wizard could burn 4 points of ability scores to cast a level 2 Elf
spell at a +2 bonus to the spell check. Halfling
As a result, the effect of a magical spell varies according to who casts it.
Gnome
A magical rite invoked by one mage may be more powerful – or even Bugbear
different – than the same ritual exercised by a peer. These variegations Failed spellburn: Any magic-user who rolls a natural 1 on a spell check
Goblin
are not predictable, as the subtleties that produce them can never be while using spellburn suffers the loss of ability points and the associated Gnoll
fully catalogued. corruption (see below), and also loses 1 point of ability score Harpy
permanently. Hobgoblin
The mercurial nature of magic is reflected in game terms. When a wizard Kobold
learns a new spell, he rolls on table 5-2 to determine how that spell Healing spellburn damage: In playtests, many wizards attempted to Lizard Man
manifests in his hands. This percentile roll is adjusted by his Luck partner with clerics to reduce the impact of spellburn. A common action Minotaur
is to have a cleric handy to heal ability score damage as the wizard Ogre
modifier x 10%; i.e., a +2 Luck modifier counts as +20% on the check.
utilized spellburn. The author encourages the judge and players to Orc
Serpent-man
The player rolls on table 5-2 for every spell he learns, and the effects are remember the underlying role playing activities associated with these
Troglodyte
specific to that spell. actions. Angelic
Regaining Spells Centaur
Spellcasting is draining. A spellcaster can exert himself a finite number Demonic
SPELLBURN of times in one day before he is exhausted and unable to cast another Doppelganger
Before rolling any spell check, a wizard may declare that he will attempt spell. Depending on the kind of magic, this can be a reflection of mental Dragon
spellburn. In attempting spellburn, the wizard temporarily expends points recall, godly favor, access to a demon’s plane, soul-drain, magical Pixie
ingredients, or other factors. Giant
of his Strength, Agility, or Stamina score to enhance his spell check. For
Giffon
every ability point he expends, the wizard adds +1 to his spell check. Naga
Each spell’s casting table will indicate “lost” or “not lost” in each result
Bear
For example, a wizard in a life-or-death situation may need absolute entry. A result of “lost” means your character cannot cast that spell again Eagle
certainty that his next spell functions. He calls to an archdemon with in that day. “Not lost” means the character retains the use of that spell. Ferret
whom he has had past dealings. In offering the demon a share of his Generally, only wizard spells are lost when a casting fails. Horse
life-force, he trades 7 points of Strength to give himself a +7 bonus to his Wolf
next spell check. In general, spells are regained within a day of being lost. The exact trigger Spider
depends on the magic in question. White magic is regained at the next Undercommon
Ability scores lost in this way return as the wizard heals. Each day he sunrise; black magic upon the moon crossing the sky in full; demon
does not attempt spellburn, he recovers 1 point of ability score. magic after a full eight hours of rest; divine magic after resting and
praying to the cleric’s god; and so on, as agreed between player and
Some spells and magical items require spellburn to function, as noted in judge based on the nature of the character’s magic.
their descriptions.
• A halfling can fight with two equal-sized one-handed weapons, such Stealth: Halflings are quite good at sneaking around. They receive a can apply to any roll made by an ally: attack rolls, damage rolls, saves,
as two handaxes or two short swords. bonus to sneaking silently and hiding in shadows depending on their spell checks, thief skills, and so on.
class level, as shown on table 1-18. This can be used in the same
• Unlike other characters, when fighting with two weapons, a halfling manner as a thief’s abilities. Note that the good luck charm ability applies to only one halfling in the
scores a crit and automatic hit on any roll of a natural 16. party. There is luck to having a halfling with an adventuring party, but
Good luck charm: Halflings are notoriously lucky. A halfling gains there is not “more luck” to having more than one halfling. If multiple
• If the halfling has an Agility score higher than 16, he instead uses additional bonuses when expending Luck, as follows. halflings accompany an adventuring party, only one of them counts as a
the normal two-weapon fighting rules for his Agility. good luck charm, and that cannot change through rearranging or
First, a halfling doubles the bonus of burning Luck. For every 1 point of separating the party. Luck is a fickle thing governed by gods and game
• When fighting with two weapons, the halfling fumbles only when both Luck expended, a halfling gains a +2 to his roll. masters, and players would do well not to attempt to manipulate the
dice come up a 1. spirit of this rule.
Second, unlike other classes, a halfling recovers lost Luck to a limited
Infravision: Halflings dwell in pleasant homes carved from the sod extent. The halfling’s Luck score is restored each night by a number of Languages: At 1st-level, a halfling automatically knows Common, the
beneath hills. As such, halflings can see in the dark up to 30’. points equal to his level. This process cannot take his Luck score past its halfling racial language, plus one additional randomly determined
natural maximum. (The process works similar to how the thief ability is language. A halfling knows one additional language for every point of Int
Small size: Halflings are 2 to 4 feet tall, and the stoutest among described, above.) modifier, as described in Appendix L.
them weighs no more than 70 pounds. This small size allows them to
crawl into narrow passages and through tiny holes. Third, a halfling’s luck can rub off on those around him. The halfling can Action dice: A halfling’s action dice can be used for attacks or skill
expend Luck to aid his allies. The ally in question must be nearby and checks.
Slow: A halfling has a base movement speed of 20’, as opposed to visible to the halfling. The halfling can act out of initiative halfling loses
30’ for humans. the Luck, and the ally receives the benefit. The halfling’s Luck modifier