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Caster level: Caster level is a measurement of a cleric’s power in • Sinful use of divine power.

divine power. A cleric may be capable of using his powers


CLERIC channeling his god’s energy. A cleric’s caster level is usually his level as a in ways that displease his deity. Doing so is a sin against his beliefs.
Hit points: A cleric gains 1d8 hit points at each level.
cleric but may be modified under certain circumstances. Many clerics Sinful activities include anything that is not in accordance with the
adventure in search of holy relics that bring them closer to their gods character’s or deity’s alignment; anything that is not appropriate to the
Choosing a god: At 1st level, a cleric selects a god to worship, and in
and thus increase caster level. deity’s core beliefs (e.g., being merciful to a foe while worshipping the
doing so chooses one side of the eternal struggle. Clerics who worship
god of war); healing a character of an opposed alignment or healing or
demons and devils, monsters, fiends, Chaos Lords, and Set and the other
Magic: A cleric can call upon the favor of his god. This form of magic is aiding a character of an opposed belief or deity (even if of the same
dark gods of the naga are servants of Chaos. Clerics who worship lawful
known as idol magic. Its successful use allows a cleric to channel his alignment); failing to support followers of the same beliefs when they are
gods, nascent demi-gods, principles of good, immortals, celestials,
god’s power as a magical spell. A cleric has access to the spells of his in need; calling on the deity’s aid in a frivolous manner; and so on. When
guardians, and the prehistoric gods of the sphinxes are servants of Law.
god as noted on your class table. a cleric commits a sinful act, he may incur an additional increase in his
Clerics who stand at the balancing point, placing faith in the eternal
disapproval range. This could amount to an increase of +1 for minor
struggle itself rather than the factions arrayed about it, are neutral in
To cast a spell, a cleric makes a spell check (see page 106). The spell infractions all the way up to +10 for significant transgressions. These
alignment. These “neutral” clerics may still be good, evil, or truly neutral,
check is made like any other check: roll 1d20 + Personality modifier + additional penalties are always at the judge’s discretion, and may
and as such are either druids, Cthulhu cultists, or guardians of balance.
caster level. If the cleric succeeds, his god attends to his request – not manifest accompanied by thunder and lightning, plagues of locusts,
always predictably, but with generally positive results. water running uphill, and other signs of divine displeasure.
All clerics pray to join their god in a never-ending afterlife. While still
clothed in mortal form, clerics find a place among others with similar
If the cleric fails he risks disapproval. His god is preoccupied, annoyed, Sacrifices: A cleric may make sacrifices to his deity in order to regain
beliefs. The weak follow their order, the strong lead their order, and the
or facing its own battle – or questions the cleric’s use of its power. Some favor. Sacrifices vary according to the nature of the deity, but, in general,
mighty are living avatars of their gods. As a cleric progresses in level, he
of the most powerful gods are in turn the most fickle. any offering of material wealth counts. Other acts may count as well, at
moves through these ranks.
the discretion of the judge. Sacrificing wealth means the items must be
These rules apply to cleric magic: burned, melted down, donated to the needy, contributed to a temple, or
A cleric’s choice of god must match his alignment, and determines
• Natural 1 means disapproval. On a natural 1 during a spell check, a otherwise relieved from the character’s possession. They may be donated
weapon groups, holy powers, and magical spells. Clerics may choose
cleric discovers that he has somehow gained the disapproval of his deity. as part of a special rite or simply added to a temple’s coffers. This is not
from the gods shown on page 32.
The spell check automatically fails, and the cleric must roll on the a rapid combat action; it requires a minimum time of at least one turn
Disapproval Table (see page 122). and the cleric’s full concentration.
Weapon training: A cleric is trained in the weapons used by faithful
followers of his god, as shown on page 32. Clerics may wear any armor
• Each failed spell check increases the chance of disapproval. After his For every 50 gp of sacrificed goods, a cleric “cancels” one point of
and their spell checks are not hindered by its use.
first spell check fails in a day, a cleric’s range of disapproval increases to normal disapproval range. For example, a disapproval range of 1 through
a natural roll of 1 or 2. Thereafter, on any natural roll of 1 or 2, the spell 4 can be reduced to 1 though 3. A natural 1 still counts as automatic
Alignment: A cleric’s alignment must match his god’s.
automatically fails, and the cleric must roll on the Disapproval Table. failure and disapproval.
After a second spell check fails, a cleric’s range of disapproval increases
Clerics of chaotic alignments belong to secret cults and strange sects.
to a natural roll of 1 through 3. And so on. The range continues A great deed, quest, or service to a deity may also count as a sacrifice, at
They travel the world to recruit new cultists and undermine their
increasing, and any natural roll within that range automatically fails. This the judge’s discretion.
enemies.
means that a cleric could potentially reach a point where normally
successful rolls automatically fail because they are in the disapproval Turn unholy: A cleric wields his holy symbol to turn away abominations.
Clerics of lawful alignments belong to organized religious groups. They
range. For example, a cleric who fails 12 spell checks in a day would At any time, a cleric may utilize a spell check to deter unholy creatures.
may lead a rural congregation, adventure on great crusades to convert
automatically fail any future spell check on a roll of 1 through 13, even An unholy creature is any being that the cleric’s scriptures declare
heathens, or defend holy relics as a militant arm of the church.
though a roll of 13 would normally mean success on 1st-level spells. unholy. Typically this includes un-dead, demons, and devils. For more
When the cleric regains spells on the following day, his disapproval range information on turning unholy, see page 96. As with all spell checks, the
Neutral clerics tend toward philosophical affiliations. They may be druids
is reset to a natural 1. Probably. Clerics who test their gods may find they turn unholy spell check is made as follows: 1d20 + Personality modifier
who worship the oneness of nature or dark theosophists who research
are not always forgiving. + caster level + Luck modifier. Failure increases disapproval range, as
the dead gods that originally created the universe.
noted above.
• Penalties can be offset by sacrifices. Once a cleric’s range of
A cleric who changes alignment loses the support of his god. He loses
disapproval increases beyond a natural 1, he can reduce that range by Lay on hands: Clerics heal the faithful. By making a spell check, a cleric
access to all spells and powers from cleric levels earned under his old
offering sacrifices to his deity. See below for more information. may lay on hands to heal damage to any living creature. The cleric may
alignment.
not heal un-dead, animated objects (e.g., living statues), extraplanar
Cleric Table Cleric Titles by Alignment + Spell Checks
creatures (e.g., demons, devils, elementals, etc.), or constructs (e.g.,
golems) in this manner. The cleric must physically touch the wounds of Spells Known by Level Level Law Chaos Neutral
Level Attack Crit Die/Table Action Die Ref Fort Will
1 2 3 4 5
the faithful and concentrate for 1 action. The spell check is made as any
1 +0 1d8/III 1d20 +0 +1 +1 4 - - - - 1 Acolyte Zealot Witness
other: roll 1d20 + Personality modifier + caster level. Failure increases 5 - - - - 2 Heathen-slayer Convert Pupil
2 +1 1d8/III 1d20 +0 +1 +1
disapproval range, as noted above. 3 +2 1d10/III 1d20 +1 +1 +2 5 3 - - - 3 Brother Cultist Chronicler
4 +2 1d10/III 1d20 +1 +2 +2 6 4 - - - 4 Curate Apostle Judge
The damage healed varies according to several factors. 5 +3 1d12/III 1d20 +1 +2 +3 6 5 2 - - 5 Father High Priest Druid
6 +4 1d12/III 1d20+1d14 +2 +2 +4 7 5 3 - -
• It is always a number of dice, with the type of dice determined by the hit 7 +5 1d14/III 1d20+1d16 +2 +3 +4 7 6 4 1 -
Check Same Adjacent Opposed
die of the creature to be healed. For example, a warrior uses a d12 hit 8 +5 1d14/III 1d20+1d20 +2 +3 +5 8 6 5 2 -
1-11 Failure Failure Failure
die, so a warrior would be healed with d12 dice. 9 +6 1d16/III 1d20+1d20 +3 +3 +5 8 7 5 3 1
12-13 2 dice 1 die 1 die
10 +7 1d16/III 1d20+1d20 +3 +4 +6 9 7 6 4 2
14-19 3 dice 2 dice 1 die
• The number of dice healed cannot exceed the target’s hit dice or class 20-21 4 dice 3 dice 2 dice
level. For example, a cleric healing a 1st-level character cannot heal with Cleric Disapproval Table 22+ 5 dice 4 dice 3 dice
more than 1 die, even if he rolls well on his check.
Roll Disapproval
• Finally, before rolling his spell check, the cleric may elect to heal a 1 The cleric must atone for his sins. He must do nothing but utter chants and intonations for the next 10 minutes, starting as soon as he is able (i.e., if he is in combat, he can
wait until the danger is over).
specific condition instead of hit points. Healed dice translate to
conditions as noted below. In this case, the target’s hit dice or class level 2 The cleric must pray for forgiveness immediately. He must spend at least one hour in prayer, beginning as soon as he is able (i.e., if he is in combat, he can wait until the danger
do not act as a ceiling. If the cleric heals the indicated dice, the is over). Failure to finish the full hour of prayers within the next 120 minutes is looked upon unfavorably; he incurs a -1 penalty to all spell checks until he completes the full
damaging condition is alleviated. “Overflow” hit dice do not become hour.
normal healing, and if the healed dice are too low, there is no effect.
3 The cleric must increase his god’s power by recruiting a new follower. If he does not convert one new follower to his deity’s worship by the next sunrise, he takes a -1 penalty to
all checks on the following day. This penalty resets after 24 hours.
• Broken limbs: 1 die
• Organ damage: 2 dice 4 The cleric immediately incurs an additional -1 penalty to all spell checks that lasts until the next day.
• Disease: 2 dice
• Paralysis: 3 dice 5 The cleric must undergo the test of humility. For the remainder of the day, he must defer to all other characters and creatures as if they were his superiors. Failure (at the
• Poison: 3 dice discretion of the judge) means he immediately loses all spellcasting ability (including healing and laying on hands) for the remainder of the day.
• Blindness or deafness: 4 dice
6 The cleric incurs an immediate -1 penalty to all attempts to lay on hands until he goes on a quest to heal the crippled. This quest is of his own design, but generally speaking
must result in significant aid to the crippled, blind, lamed, sickly, etc. Once the quest is completed, the deity revokes the penalty. While the penalty remains, it applies to all
Divine aid: As a devout worshipper, a cleric is entitled to beseech his attempts to lay on hands, even if the “normal” disapproval range has been reduced back to a natural 1.
deity for divine aid. Beneficent followers are already rewarded with spells
and the ability to turn the unholy, so it must be recognized that 7 The cleric must endure a test of faith. He gains an illness that costs him 1 point each of Strength, Agility, and Stamina. The ability score loss heals at the normal rate of 1 point
requesting direct intervention is an extraordinary act. To request divine per day. The cleric may not use magic to heal the loss. If the cleric endures the test to the satisfaction of the deity, he retains his magical abilities. If not (judge’s discretion), his
disapproval range immediately increases by another point.
aid, the cleric makes a spell check at the same modifier that would
apply were he casting a spell. This extraordinary act imparts a cumulative 8 The cleric immediately incurs a -4 penalty to spell checks on the specific spell that resulted in disapproval (including laying on hands and turning unholy, if those were the acts
+10 penalty to future disapproval range. Based on the result of the spell that produced disapproval). This lasts until the next day.
check, the judge will describe the result. Simple requests (e.g., light a
candle) are DC 10 and extraordinary requests (e.g., summon and control 9 The cleric immediately incurs an additional -2 penalty to all spell checks that lasts until the next day.
a living column of flame) are DC 18 or higher.
10 The cleric loses access to one randomly determined level 1 spell. This spell cannot be cast until the next day.

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.

Automatic criticals: There is one additional option for spellburn. A


wizard who sacrifices a full 20 points of ability scores in one fell swoop
automatically treats his next spell check as a roll of natural 20.
Spellburn Table (d20 + number of ability points spellburned - LUCK modifier)
1 The wizard magically enervates his body in order to fuel the 16-17 The wizard uses a supernaturally loud primal scream to 30-31 The wizard must speak aloud his own true name,
spell (i.e. no further action) focus the extra magical energy, ravaging his vocal cords weakening himself as a result. A supernatural entity hears
2 The wizard must spill his own blood – one tablespoon per and leaving him unable to speak (including casting) for the name and will use it against the wizard unless/until
spell level. 1d6 rounds. His voice is hoarse for 1d2 days. he performs a service for the entity.
3 The wizard must notch his ear in acknowledgment of each 18-19 The wizard draws out his own body heat to fuel the 32-33 The wizard begins muttering under his breath, repeating
time he has been aided. magic, resulting in hypothermia. Frost forms on his hair the name of the entity that has aided him. He can’t stop
4 The wizard must yank out his hair and burn it. and skin. He will fall unconscious in 3d4 rounds unless until he repays the favor. If the wizard really needs to stay
5 The wizard must place his hand into an open flame. he focuses on getting heated back up. quiet, he must make a DC 8 Will save each round. To cast
6 The wizard must cut off one of his fingertips. 20-21 The wizard must destroy a valuable non-magical a spell, he must make a DC 8 Will save, or suffer a -1 to
7 The wizard must cut his cheeks and let the blood flow down possession. It must be worth at least 100gp per spell his spell check.
his face. level. 34-35 The wizard must cast away one of his most favored
8 The wizard must tear apart his clothing, leaving him naked. 22-23 The wizard must stab himself with a blade. The blade magical possessions. A companion (or an enemy) can
9 The wizard must use a hot iron to brand a supernatural absorbs some of his life energy; 1 hit point per the recover it, but the wizard may never use it again.
symbol on his arm or torso. wizard's current level are now bound into the blade. He 36+ The wizard promises his soul to serve a powerful demon
10 The wizard must ritually scarify his back, chest, or biceps doesn’t lose the hit points, but if the blade is ever in the afterlife. If the wizard dies, his friends will have an
with the symbol of a powerful supernatural creature. destroyed, the wizard loses those hit points permanently. especially difficult time bringing him back to life, should
11 The wizard must tattoo a mystical symbol on his cheek, 24-25 The wizard develops bleeding sores that will not heal they attempt such a thing. The demon is also eager to
forehead, or hand. until he pays back the aid of the power that assisted collect on the wizard’s service and will try to hasten him
12-13 The wizard taps into his subconscious mind to fuel the him. Any magical healing is at -2. to the afterlife from time to time.
magic. He is plagued with nightmares for 1d30 days. 26-27 The wizard swears an oath to a minor demigod, who aids Furthermore, any Luck checks to recover the wizard’s
He must make a DC 10 Fort save each night or be at -1 to him in his time of need but curses him with weakness body are at -4.
all actions the next day from fatigue. until the oath is fulfilled. Until the oath is fulfilled, only
14-15 The wizard taps into his subconscious mind to fuel the half of the spellburned attribute points will return.
magic. He develops a phobia related to the setting in which 28-29 The wizard agrees to aid followers of a patron saint. They
he casts the spell. E.g. fighting a giant spider results in a will find him in the next 1d20 days, probably at the most
fear of spiders. Each week he may make a DC 10 Will check inopportune moment, and demand his aid. Refusal to
to be cured of the phobia. immediately help results in all healed spell-
burned points being lost again. They will not heal until
the aid is given.
DWARF Dwarf Table Dwarf Titles by Alignment
Hit points: A dwarf gains 1d10 hit points at each level.
Level Attack (Deed Die) Crit Die/Table Action Die Ref Fort Will Level Lawful Chaotic Neutral
Weapon training: Dwarves prefer to battle with a weapon and shield. A 1 +d3* 1d10/III 1d20 +1 +1 +1
1 Agent Rebel Apprentice
dwarf is trained in the use of these melee weapons: battleaxe, club, 2 +d4* 1d12/III 1d20 +1 +1 +1
2 Broker Dissident Novice
dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, 3 +d5* 1d14/III 1d20 +1 +2 +1
3 Delegate Exile Journeyer
and warhammer. A dwarf is also trained in these missile fire weapons: 4 +d6* 1d16/IV 1d20 +2 +2 +2
4 Envoy Iconoclast Crafter
5 +d7* 1d20/IV 1d20+1d14 +2 +3 +2
crossbow, javelin, shortbow, and sling. Dwarves wear whatever armor they 5 Syndic Renegade Thegn
6 +d8* 1d24/V 1d20+1d16 +2 +4 +2
can afford. 7 +d10+1* 1d30/V 1d20+1d20 +3 +4 +3

Alignment: Dwarven life impresses lawful behavior forcefully. A dwarf who


8 +d10+2* 2d30/V 1d20+1d20 +3 +5 +3
Attribute Bonus
XP Thresholds
9 +d10+3* 2d20/V 1d20+1d20 +3 +5 +3
rejects this must have a good reason. Adventuring dwarves of a lawful 10 +d10+4* 2d20/V 1d20+1d20+1d14 +4 +6 +4 3 -3 Level XP Required
alignment are syndics: agents of their native governments sent to spy, 4-5 -2 1 10
reconnoiter, procure goods, or build alliances. They are often possessed * A dwarf’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result modifies 6-8 -1 2 50
both attack and damage rolls. At higher levels, the dwarf adds both a die and a fixed value. 9-12 0 3 110
of many useful skills that represent their nations favorably, chosen for the
** In addition to this basic action die, the dwarf receives a shield bash using a d14 action die. 13-15 +1 4 190
traveling role based on fortitude and attitude. 16-17 +2 5 290
18 +3 6 410
Chaotic dwarves are exceedingly rare in their home countries. Death or
7 550
exile is their natural fate; banishment due to rebellion and disobedience 710
8
is the best they can hope for. Lacking the temperament to dedicate 9 890
decades to learning a dwarven craft, they depend on martial skill and 10 1090
violence to endure their community’s punishment for their tergiversation.
Those who survive become adventurers.
Note: Add armor fumble table to all classes
Neutral dwarves adventure to learn of the world – a rare personality Add coin conversions
among this solipsistic race. A neutral dwarf is a master blacksmith,
tanner, or miner seeking to expand his skills among the surface dwellers. gains a shield bash as a second attack. This shield bash uses a d14 to gold coin, can still be smelled but require concentration and have scent
hit (instead of a d20). The dwarf adds his deed die to this number, as ranges as low as 40’ (for a single coin or gem).
Attack modifier: Dwarves do not receive a fixed attack modifier at each with all attacks, and can attempt Mighty Deeds of Arms involving the
level. Instead, they receive a deed die, just like a warrior. At 1st level, this shield as well as his weapon. The shield bash does 1d3 damage. Some Luck: At first level, a dwarf’s Luck modifier applies to attack rolls with
is a d3. The dwarf rolls this d3 on each attack roll and applies it to both dwarves customize their shields with spikes or sharp edges to do more one specific kind of weapon (e.g., “longsword,” not “swords”), just as a
his attack roll and his damage roll. On one attack, the die may give him damage, while others enchant their shields with unique powers. Dwarves warrior’s does. This kind of weapon must be chosen at 1st level, and the
a +1 to his attack roll and damage roll. On the next attack, the die may with multiple action dice (levels 5+) still receive only one shield bash modifier remains fixed over time, even if the dwarf’s Luck score changes.
give him +3! The deed die advances with the dwarf’s level, climbing to d7 each round.
by 5th level, and then further to d10+4 by 10th level. The dwarf always Languages: At 1st level, a dwarf automatically knows Common, the
makes a new roll with this die in each combat round. When the dwarf has Infravision: A dwarf can see in the dark up to 60’. dwarven racial language, plus one additional randomly determined
multiple attacks at higher levels, the same deed die applies to all language. A dwarf knows one additional language for every point of Int
attacks in the same combat round. Slow: A dwarf has a base movement speed of 20’, as opposed to 30’ for modifier, as described in Appendix L.
humans.
Mighty Deed of Arms: Dwarves have a militant heritage that glorifies Action dice: A dwarf receives a second action die at 5th level. Dwarves
martial prowess. Like warriors, they can perform Mighty Deeds of Arms in Underground Skills: Long life beneath the ground trains dwarves to always use their action dice for attacks. A dwarf’s shield bash is always in
combat. See the warrior entry for a complete description. detect certain kinds of construction. When underground, dwarves receive addition to his base action dice.
a bonus to detect traps, slanting passages, shifting walls, and other new
Sword and board: Dwarves excel at fighting with a shield in one hand construction equal to their class level. Additionally, a dwarf can smell
and a weapon in the other. When fighting with a shield, a dwarf always gold and gems. A dwarf can tell the direction of a strong concentration of
ELF Elf Table Elf Titles
Hit points: An elf gains 1d6 hit points at each level.
Level Attack Crit Die/Table Action Die Known Spells* Max Spell Level Ref Fort Will Level All Alignments
Weapon training: An elf is trained in the use of the dagger, javelin, 1 +0 1d10/II 1d20 3 1 +1 +1 +1
lance, longbow, longsword, shortbow, short sword, staff, spear, and 1 Wanderer
2 +1 1d12/II 1d20 4 1 +1 +1 +1
2 Seer
two-handed sword. Elves often wear armor of mithril, even though 3 +2 1d14/II 1d20 5 2 +1 +1 +2
3 Quester
it affects their spellcasting. Because of their sensitivity to iron (as 4 +2 1d16/II 1d20 6 2 +2 +2 +2
4 Savant
explained below), elf characters are trained from an early age with 5 +3 1d20/II 1d20 7 3 +2 +2 +3
5 Elder
mithril weapons. Before they depart on a life of adventure, they 6 +4 1d24/II 1d20+1d14 8 3 +2 +2 +4
have acquired mithril equipment. At 1st level, an elf character 7 +5 1d30/II 1d20+1d16 9 4 +3 +3 +4
8 +5 1d30+2/II 1d20+1d20 10 4 +3 +3 +5
may purchase one piece of armor and one weapon that are Attribute Bonus
9 +6 1d30+4/II 1d20+1d20 12 5 +3 +3 +5
manufactured of mithril at no additional cost. Mithril armor 10 +7 1d30+6/II 1d20+1d20 14 5 +4 +4 +6 3 -3
weighs slightly less than iron or steel armor of the same type and 4-5 -2
can be worn by the elf without the pain normally associated with * Plus patron bond and invoke patron. 6-8 -1
metal armors. 9-12 0
13-15 +1
Alignment: With their multicentenarian lifespan and proclivity for XP Thresholds 16-17 +2
observation over action, elves tend toward chaotic and neutral 18 +3
Level XP Required
alignments. Because they outlive many institutions of authority, 1 10
elves are not often of lawful alignments. 2 50
3 110
Magic: Elves practice arcane magic sustained by traffic with 4 190
otherworldly creatures. More so than human wizards, they form 5 290
relationships with specific demi-beings and can directly request 6 410
7 550
aid from beyond. Where a human wizard may cast a spell to
8 710
summon a demon a few times in his life, an elf may converse 890
9
repeatedly with the same demon so many times over so many 10 1090
centuries that long-term arrangements become feasible. All elves
have one or more extraplanar patrons who sustain their magic. As
such, their spells tend more toward those associated with
Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct Languages: At 1st-level, an elf automatically knows Common, the elven
elemental or demonic powers. Elf spells are determined randomly
contact over prolonged periods causes a burning sensation, and racial language, and one other language. An elf knows one additional
like a wizard’s, except for invoke patron and patron bond, as
exposure at close distances makes them uncomfortable. An elf may not language for every point of Int modifier. Additional languages are
described below.
wear iron armor or bear the touch of iron weapons for extended periods. randomly determined as specified in Appendix L.
Prolonged contact with iron causes 1 hp of damage per day of direct
Caster level: Caster level is a measurement of an elf’s power in
contact. Action dice: An elf’s action dice can be used for attacks or spell checks
channeling a spell’s energy. An elf’s caster level is his level as an
at any level. At 5th level, an elf can cast two spells in a single round, the
elf. For example, a 2nd-level elf has a caster level of 2.
Heightened Senses: Elves are astute and observant. All elf characters first with a d20 spell check and the second with a d14; or he can make
receive a +4 bonus to detect secret doors. Moreover, when simply two attacks, the first with a d20 attack roll and the second with a d14; or
Supernatural patrons: Like wizards, elves can invoke supernatural
passing within 10 feet of a secret door, elves are entitled to a check to he may combine an attack with a spell check.
patrons. An elf automatically receives the spells patron bond and
detect it.
invoke patron at 1st level in addition to his other spells.
Note that the results of mercurial magic supersede the action dice, so an
Luck: With their long lifespan, elves have ample opportunity to practice elf with a particularly high (or low) spell check die from mercurial magic
Infravision: An elf can see in the dark up to 60’.
their magic craft. At first level, an elf may choose to apply his Luck uses that result instead (with his total actions still limited by his level).
modifier to spell checks on one spell of his choosing. That modifier does
Immunities: Elves are immune to magical sleep and paralysis.
not change as the elf’s Luck score changes.
HALFLING Halfling Table Halfling Titles
Hit points: A halfling gains 1d6 hit points at each level. They’re small, Level Attack Crit Die/Table Action Die Sneak & Hide Ref Fort Will Level All Alignments Attribute Bonus
3 -3
but lucky. 1 +1 1d8/III 1d20 +3 +1 +1 +1
1 Wanderer 4-5 -2
2 +2 1d8/III 1d20 +5 +1 +1 +1
2 Explorer 6-8 -1
Weapon training: Halflings prefer to battle with a weapon in each 3 +2 1d10/III 1d20 +7 +2 +1 +2
3 Collector 9-12 0
hand. A halfling is trained in the use of the club, crossbow, dagger, 4 +3 1d10/III 1d20 +8 +2 +2 +2
4 Accumulator 13-15 +1
5 +4 1d12/III 1d20 +9 +3 +2 +3
handaxe, javelin, shortbow, short sword, sling, and staff. Halflings 5 Wise One 16-17 +2
6 +5 1d12/III 1d20+1d14 +11 +4 +2 +4
usually wear armor – it’s much safer, you know. 18 +3
7 +5 1d14/III 1d20+1d16 +12 +4 +3 +4
8 +6 1d14/III 1d20+1d20 +13 +5 +3 +5
Alignment: Halflings value community, family, and kinship. They are 9 +7 1d16/III 1d20+1d20 +14 +5 +3 +5
usually lawful, or at the very extreme, neutral. Chaotic and evil 10 +8 1d16/III 1d20+1d20 +15 +6 +4 +6
XP Thresholds
halflings are extremely rare. Level XP Required
1 10
Two-weapon Fighting: Halflings are masters at two-weapon fighting, 2 50
as follows: 3 110
4 190
• Normally, two-weapon fighting depends on the character’s Agility to 5 290
be effective (see pages 94-95). A halfling is always considered to 6 410
7 550
have a minimum Agility of 16 when fighting with two weapons. This
8 710
means he rolls at -1 die for his first attack and second, based on the
9 890
dice chain (typically 1d16 for his first attack, and 1d16 for his 1090
10
second).

• 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

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