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Caves and Chimeras

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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
December 13, 2014
Table of Contents

Table of Contents 2 3.25 Religious Lore (Int) . . . . . . . . . . . . 21


3.26 Riding (Dex) . . . . . . . . . . . . . . . . 21
1 Introduction 4 3.27 Sense Motive (Wis) . . . . . . . . . . . . 21
1.1 Dice . . . . . . . . . . . . . . . . . . . . . . 4 3.28 Swimming (Str) . . . . . . . . . . . . . . 22
1.2 Ability Scores . . . . . . . . . . . . . . . . 4 3.29 Track (Wis) . . . . . . . . . . . . . . . . . 22
1.3 The Core Mechanic . . . . . . . . . . . . 4
1.4 Character Creation . . . . . . . . . . . . . 4 4 Proficiencies 23
4.1 Weapon Training . . . . . . . . . . . . . . 23
2 Classes 6 4.2 Weapon Special Abilities . . . . . . . . . 23
2.1 Cleric . . . . . . . . . . . . . . . . . . . . . 7 4.3 Armed vs Unarmed . . . . . . . . . . . . 27
2.2 Fighter . . . . . . . . . . . . . . . . . . . . 9 4.4 Axes . . . . . . . . . . . . . . . . . . . . . 27
2.3 Monk . . . . . . . . . . . . . . . . . . . . . 10 4.5 Blades . . . . . . . . . . . . . . . . . . . . 28
2.4 Ranger . . . . . . . . . . . . . . . . . . . . 12 4.6 Blowguns . . . . . . . . . . . . . . . . . . 29
2.5 Stonewarden . . . . . . . . . . . . . . . . 13 4.7 Bows . . . . . . . . . . . . . . . . . . . . . 30
2.6 Swordmage . . . . . . . . . . . . . . . . . 14 4.8 Clubs . . . . . . . . . . . . . . . . . . . . . 31
2.7 Thief . . . . . . . . . . . . . . . . . . . . . 15 4.9 Crossbows . . . . . . . . . . . . . . . . . . 33
2.8 Wizard . . . . . . . . . . . . . . . . . . . . 18 4.10 Firearms . . . . . . . . . . . . . . . . . . . 34
4.11 Nets . . . . . . . . . . . . . . . . . . . . . . 34
3 Skills 19 4.12 Polearms . . . . . . . . . . . . . . . . . . . 35
3.1 Appraise (Int) . . . . . . . . . . . . . . . . 19
4.13 Slings . . . . . . . . . . . . . . . . . . . . . 38
3.2 Arcane Lore (Int) . . . . . . . . . . . . . . 19
4.14 Unarmed . . . . . . . . . . . . . . . . . . . 38
3.3 Balance (Dex) . . . . . . . . . . . . . . . 19
3.4 Bluff (Cha) . . . . . . . . . . . . . . . . . 19 5 Spells 40
3.5 Cooking (Wis) . . . . . . . . . . . . . . . 19 5.1 Spell Lists . . . . . . . . . . . . . . . . . . 40
3.6 Crafting (Int) . . . . . . . . . . . . . . . . 19 5.2 Spell Entries . . . . . . . . . . . . . . . . . 40
3.7 Diplomacy (Cha) . . . . . . . . . . . . . . 19
3.8 Disguise (Cha) . . . . . . . . . . . . . . . 20 6 Equipment 46
3.9 Engineering (Int) . . . . . . . . . . . . . . 20 6.1 Economy Basics . . . . . . . . . . . . . . 46
3.10 Escape Artist (Dex) . . . . . . . . . . . . 20 6.2 Armor . . . . . . . . . . . . . . . . . . . . 46
3.11 Etiquette (Cha) . . . . . . . . . . . . . . . 20 6.3 Weapons . . . . . . . . . . . . . . . . . . . 47
3.12 Gambling (Cha) . . . . . . . . . . . . . . 20 6.4 Adventuring Gear . . . . . . . . . . . . . 48
3.13 Geography (Int) . . . . . . . . . . . . . . 20 6.5 Transportation . . . . . . . . . . . . . . . 53
3.14 Healing (Wis) . . . . . . . . . . . . . . . . 20 6.6 Hired Help . . . . . . . . . . . . . . . . . . 55
3.15 History (Int) . . . . . . . . . . . . . . . . 20 6.7 Services in Town . . . . . . . . . . . . . . 55
3.16 Intimidation (Cha) . . . . . . . . . . . . . 20 6.8 Buildings . . . . . . . . . . . . . . . . . . . 57
3.17 Jumping (Str) . . . . . . . . . . . . . . . . 21 6.9 Siege Weaponry . . . . . . . . . . . . . . 57
3.18 Linguistics (Int) . . . . . . . . . . . . . . 21
3.19 Legalism (Int) . . . . . . . . . . . . . . . . 21 7 Dungeon Delving 58
3.20 Lip Reading (Wis) . . . . . . . . . . . . . 21
3.21 Magepunk (Int) . . . . . . . . . . . . . . 21 8 Combat 59
3.22 Nature Lore (Int) . . . . . . . . . . . . . . 21
3.23 Navigation (Wis) . . . . . . . . . . . . . . 21 9 Character Advancement 60
3.24 Perform (Cha) . . . . . . . . . . . . . . . 21 9.1 Gaining Experience . . . . . . . . . . . . 60

2
9.2 Gaining Levels . . . . . . . . . . . . . . . 61 17 Treasure 69

10 Overland Exploration 62 18 Artifacts 70


11 Logistics and Dragons 63
19 GM Advice 71
12 Warfare 64
The Open Game License 72
13 Otherworldly Travels 65
Glossary 75
14 Quest for Godhood 66

15 Being a God 67 List of Tables 76

16 Monsters 68 Index 77

3
Chapter 1:

Introduction
Caves and Chimeras is an SRD-based fantasy RPG emulating the original game’s style of play. The intent is
that this game will be compatible enough with original adventures so that the original adventures can be run
while still offering some of the advances in table-top design that have been developed within the past 30
years.

1.1 Dice
Many values in the game, particularly damage values, are given in terms of dice expressions. They are written
as XdY, sometimes with a +Z or -Z at the end. The X value is the number of dice to roll, and the Y value is
the number of sides of the dice being rolled. The result is the sum of the dice, with the Z portion being
added into the sum as well if it’s there. For example, to roll 2d6 you roll two six-sided dice and add the
results of each, giving a result from 2 to 12. To roll 2d6+1 you do the same and add 1 at the end, giving a
result range from 3 to 13.
If a d100 (sometimes written "d%") is called for, you can roll two ten-sided dice and have one be the
tens digit and one be the ones digit. If a d2 is called for, roll a d6 and 1-3 is 1 and 4-6 is 2. If a d3 is called
for then you can do a similar thing, 1-2=1, 3-4=2, 5-6=3.
Table 1.1: Ability Scores
1.2 Ability Scores Score Modifier
1 -5
Each character has six Ability Scores: Strength, Dexterity, 2-3 -4
Constitution, Intelligence, Wisdom, and Charisma. Ability 4-5 -3
Scores have an associated Ability Modifier that is used for 6-7 -2
things related to that ability score, as shown on the table. 8-9 -1
10-11 +0
12-13 +1
1.3 The Core Mechanic 14-15 +2
16-17 +3
When you want to perform an action that has an uncertain
18-19 +4
result, you roll a check to see if you succeed.
20 +5
• Roll 1d20
• Add any appropriate modifiers (such as skill bonus, attack bonus, or situational penalties).
• Compare to the Difficulty Class (DC) of the situation (for skill checks) or Armor Class (AC) of the
target (for attacks).

If your total equals or exceeds the target number then you succeed.

1.4 Character Creation


To create a new character you need to:

Pick a Class to play as: This is simple, just look over the classes and pick which one you think would be fun.

4
Assign Ability Scores: Roll 4d6, but drop the lowest die from each roll; for example, a roll of 3, 4, 2, and 6
would ignore the 2 and have 3+4+6=13 as the result. Do this 6 times to get a score for each attribute.
To ensure fairness among the players in the group, each player should roll one set of attributes, and
then once everyone has rolled any player can pick to use any other player’s set. Often times everyone
in the group will use the same set from a high rolling player, but that’s totally fine. Each class favors
different ability scores, so assign the values rolled to each ability score in any order you like depending
on the class that you want to play.
Pick your Skills, Proficiencies, and Spells: Everyone gets some skill points and proficiency points, so assign
those. If you’re a Wizard or Swordmage you should write down what spells are in your spellbook.
Buy Equipment: You get 100gp to buy your initial items with. Any gold that you don’t spend is your starting
money. Keep in mind that, in addition to weapons and armor, you should probably buy some food,
containers to carry away loot with, and any utility items you think you might be able to put to use in a
dungeon, such as rope, chalk, shovels, crowbars, or pick-axes.

Now you’re ready to wander off into danger!

5
Chapter 2:

Classes
Your class determines a number of your basic features (such as how many hit points you get, your base
attack, and your saving throw numbers), as well as giving you some special abilities that will help you on
your adventure. Some classes restrict the equipment that you can wear, but most don’t.
The class chart has a number of abbreviations, here’s what they all mean.

Level Class progression is divided into levels. You start at first level, and each class can go up to 36th level.

Exp This part is how many experience points you have to have to get to each new level.

Hit Dice Different characters have differing number of hit points. To determine how many hit points you
have, when you reach a new level you roll the value given in your hit dice column and add your
constitution modifier times the number of dice rolled (above 9th level you get a bonus to the roll but
don’t actually roll more dice). If that total is higher than your old hit point total you just take the new
total. If it’s less than the old total you get +1 hit point anyway. 1st level player characters get to skip
rolling and take the maximum result for their hit points. Non-player characters don’t get this benefit.
BAB This is your Base Attack Bonus. This number adds to all of your attack rolls, regardless of attack type,
weapon used, or proficiency level.
D/P Death Ray / Poison save.

MW Magic Wand save.

P/P Paralyzation / Petrification save.

BW Breath Weapon save.

R/S/S Rod / Staff / Spell save.

Additional Columns Some classes have additional columns to their class chart, which are explained in each
class entry. For example, Wizards and Clerics get a number of spells for each spell level depending on
their class level, and Monks get improvement to their armor class and unarmed attacks.

Some class abilities list a level after their name. You only get these abilities once you are that level or
higher.

6
2.1 Cleric
"Villain who attacks others without mercy, Heaven will have none for you!"

Table 2.1: The Cleric


Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S 1 2 3 4 5 6 7
1 0 1d6 +1 11 12 14 16 15 - - - - - - -
2 1,500 2d6 +1 11 12 14 16 15 1 - - - - - -
3 3,000 3d6 +1 11 12 14 16 15 2 - - - - - -
4 6,000 4d6 +2 10 11 13 15 14 2 1 - - - - -
5 12,000 5d6 +2 10 11 13 15 14 2 2 - - - - -
6 25,000 6d6 +3 9 10 12 14 13 2 2 1 - - - -
7 50,000 7d6 +3 9 10 12 14 13 3 2 2 - - - -
8 100,000 8d6 +4 8 9 11 13 12 3 3 2 1 - - -
9 200,000 9d6 +4 8 9 11 13 12 3 3 3 2 - - -
10 300,000 9d6+1 +5 7 8 10 12 11 4 4 3 2 1 - -
11 400,000 9d6+2 +5 7 8 10 12 11 4 4 3 3 2 - -
12 500,000 9d6+3 +6 7 8 9 11 10 4 4 4 3 2 1 -
13 600,000 9d6+4 +6 6 7 9 11 10 5 5 4 3 2 2 -
14 700,000 9d6+5 +7 6 7 8 10 9 5 5 5 3 3 2 -
15 800,000 9d6+6 +7 6 7 8 10 9 6 5 5 3 3 3 -
16 900,000 9d6+7 +8 6 7 7 9 8 6 5 5 4 4 3 -
17 1,000,000 9d6+8 +8 5 7 7 9 8 6 6 5 4 4 3 1
18 1,100,000 9d6+9 +9 5 7 6 8 7 6 6 5 4 4 3 2
19 1,200,000 9d6+10 +9 5 7 6 8 7 7 6 5 4 4 4 2
20 1,300,000 9d6+11 +10 5 6 6 7 6 7 6 5 4 4 4 3
21 1,400,000 9d6+12 +10 4 6 5 7 6 7 6 5 5 5 4 3
22 1,500,000 9d6+13 +11 4 5 5 6 5 7 6 5 5 5 4 4
23 1,600,000 9d6+14 +11 4 5 5 6 5 7 7 6 6 5 4 4
24 1,700,000 9d6+15 +12 4 5 5 5 5 8 7 6 6 5 5 4
25 1,800,000 9d6+16 +12 3 4 4 5 4 8 7 6 6 5 5 5
26 1,900,000 9d6+17 +13 3 4 4 4 4 8 7 7 6 6 5 5
27 2,000,000 9d6+18 +13 3 4 4 4 4 8 8 7 6 6 6 5
28 2,100,000 9d6+19 +14 3 4 4 4 4 8 8 7 7 7 6 5
29 2,200,000 9d6+20 +14 2 3 3 3 3 8 8 7 7 7 6 6
30 2,300,000 9d6+21 +15 2 3 3 3 3 8 8 8 7 7 7 6
31 2,400,000 9d6+22 +15 2 3 3 3 3 8 8 8 8 8 7 6
32 2,500,000 9d6+23 +16 2 3 3 3 3 9 8 8 8 8 7 7
33 2,600,000 9d6+24 +16 2 2 2 2 2 9 9 8 8 8 8 7
34 2,700,000 9d6+25 +17 2 2 2 2 2 9 9 9 8 8 8 8
35 2,800,000 9d6+26 +17 2 2 2 2 2 9 9 9 9 9 8 8
36 2,900,000 9d6+27 +18 2 2 2 2 2 9 9 9 9 9 9 9

Class Description: Clerics are warrior-priests that take actions in the world on behalf of their God. Some
clerics follow more than one God, but most clerics have a single patron god.
Equipment Restrictions: Clerics can use any armor, shields, but only blunt weapons. Using any other
weapons is considered an infraction against the faith, and prevents them from casting spells or turning undead
until the next sunrise.
Turn Undead: Clerics can present their holy symbol and emit divine energy to turn back the undead.
This is a standard action, and can affect one kind of undead at a time, though you can use the ability again
on your next turn to target either more of the same undead type or target a new type of undead. Depending
on the type of undead you’re targeting and your own level consult the chart.

7
If a number is shown Table 2.2: Undead Turning By Level
you have to roll equal to

Nightshade
or greater than that num-

Phantom
Skeleton

Vampire
ber on 2d6. If successful,

Mummy
Zombie

Spectre

Special
Wraith

Haunt
Ghoul

Wight
roll 2d6 to determine how

Spirit

Lich
many of this kind of undead
Lvl
are turned. If a ’t’ is shown
1 7 9 11 - - - - - - - - - - -
then you automatically suc-
2 t 7 9 11 - - - - - - - - - -
ceed with the turn check,
3 t t 7 9 11 - - - - - - - - -
so roll 2d6 to see how many
4 d t t 7 9 11 - - - - - - - -
you turn. A turned undead
5 d d t t 7 9 11 - - - - - - -
flees from the cleric for 10
6 d d d t t 7 9 11 - - - - - -
rounds, but not into other
7 d d d d t t 7 9 11 - - - - -
dangers (a vampire won’t
8 d d d d d t t 7 9 11 - - - -
flee into sunlight, for exam-
9 d d d d d d t t 7 9 11 - - -
ple). If a turned undead
10 d d d d d d t t 7 9 11 - - -
has no where to flee to it
11 D d d d d d d t t 7 9 11 - -
will cower in place (-2 to
12 D d d d d d d t t 7 9 11 - -
AC). If attacked, the turn
13 D D d d d d d d t t 7 9 11 -
effect is broken and it can
14 D D d d d d d d t t 7 9 11 -
fight back normally.
15 D D D d d d d d d t t 7 9 11
If a ’d’ is shown you
16 D D D d d d d d d t t 7 9 11
automatically destroy 2d6
17 D D D D d d d d d d t t 7 9
of that type of undead. If
18 D D D D d d d d d d t t 7 9
a ’D’ is shown you auto-
19 D D D D d d d d d d t t 7 9
matically destroy 3d6 of
20 D D D D d d d d d d t t 7 9
that undead. If an ’X’
21 D D D D D d d d d d d t t 7
is shown you automatically
22 D D D D D d d d d d d t t 7
destroy 4d6 of that type
23 D D D D D d d d d d d t t 7
of undead. Destroyed un-
24 D D D D D d d d d d d t t 7
dead turn instantly to dust
25 X D D D D D d d d d d d t t
or some other suitably dra-
26 X D D D D D d d d d d d t t
matic effect depending on
27 X D D D D D d d d d d d t t
the cleric’s patron (cler-
28 X D D D D D d d d d d d t t
ics of the fire god might
29 X X D D D D D d d d d d t t
burn up undead they de-
30 X X D D D D D d d d d d t t
stroy, while clerics of the
31 X X D D D D D d d d d d t t
sun god might make un-
32 X X D D D D D d d d d d t t
dead they destroy disappear
33 X X X D D D D D d d d d t t
in a single flash of sunlight).
34 X X X D D D D D d d d d t t
Regardless of the visuals,
35 X X X D D D D D d d d d t t
the undead are destroyed.
36 X X X D D D D D d d d d t t
Spells (2nd): Clerics
can prepare and cast a number of spells per day as shown on the chart.

Druidic Vows
A 9th level Cleric can take Druidic Vows.
Additional Equipment Restrictions: Druids cannot use metal equipment, they have to use only wooden
shields, leather armor, and weapons or wood or bone.
Modified Spells: Druids have a number of additional spells they can prepare at each spell level, but the
same number of spells per day as a cleric.
Turn Undead: Druids lose the ability to turn undead.

8
2.2 Fighter
"A sword never kills anybody; it is a tool in the killer’s hand."
Class Description: Fighters are warriors with a talent for weapons, and adapting to any situation.
Equipment Restrictions: None.
Weapon Versatility:
A fighter can practice for Table 2.3: The Fighter
one day (8 hours) to re-
arrange their assigned profi- Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S
ciency points. During prac- 1 0 1d8 +1 12 13 14 15 16
tice, a fighter must have 2 2,000 2d8 +1 12 13 14 15 16
at least one weapon avail- 3 4,000 3d8 +2 11 12 13 14 15
able for each proficiency 4 8,000 4d8 +2 11 12 13 14 15
group that they want to 5 16,000 5d8 +3 10 11 12 13 14
move points into. At the 6 32,000 6d8 +4 9 10 11 12 13
end of their practice the 7 64,000 7d8 +4 9 10 11 12 13
fighter can move around 8 120,000 8d8 +5 8 9 10 11 12
their proficiency points as 9 240,000 9d8 +6 7 8 9 10 11
much as they want, though 10 360,000 9d8+2 +6 7 8 9 10 11
no group can have a rank 11 480,000 9d8+4 +7 6 7 8 9 10
more than half the fighter’s 12 600,000 9d8+6 +8 6 7 8 9 10
level (rounded up). 13 720,000 9d8+8 +8 6 6 7 8 9
14 840,000 9d8+10 +9 6 6 7 8 9
15 960,000 9d8+12 +10 6 6 7 8 9
Chivalric Vows 16 1,080,000 9d8+14 +10 5 6 6 7 8
17 1,200,000 9d8+16 +11 5 6 6 7 8
A Fighter of 9th level or
18 1,320,000 9d8+18 +12 5 6 6 7 8
higher can take chivalric
19 1,440,000 9d8+20 +12 5 5 6 6 7
vows and join a holy or-
20 1,560,000 9d8+22 +13 5 5 6 6 7
der. This usually gives
21 1,680,000 9d8+24 +14 5 5 6 6 7
the fighter a new title,
22 1,800,000 9d8+26 +14 4 5 5 5 6
depending on the holy
23 1,920,000 9d8+28 +15 4 5 5 5 6
order joined ("paladin",
24 2,040,000 9d8+30 +16 4 5 5 5 6
"avenger", "blackguard",
25 2,160,000 9d8+32 +16 4 4 5 4 5
etc).
26 2,280,000 9d8+34 +17 4 4 5 4 5
Spells: The holy fighter
27 2,400,000 9d8+36 +18 4 4 5 4 5
can now prepare and cast
28 2,520,000 9d8+38 +18 3 4 4 3 4
spells as though they were
29 2,640,000 9d8+40 +19 3 4 4 3 4
a cleric. They get a num-
30 2,760,000 9d8+42 +20 3 4 4 3 4
ber of spells per day as
31 2,880,000 9d8+44 +20 3 3 3 2 3
though they were a cleric
32 3,000,000 9d8+46 +21 3 3 3 2 3
with a level equal to one
33 3,120,000 9d8+48 +22 3 3 3 2 3
third their fighter level,
34 3,240,000 9d8+50 +22 2 2 2 2 2
though any effects of the
35 3,360,000 9d8+52 +23 2 2 2 2 2
spell (such as duration, or
36 3,480,000 9d8+54 +23 2 2 2 2 2
hit points healed) use the
fighter’s full level.
Turn Undead: A holy
fighter can also turn undead as though they had a cleric level equal to one third their fighter level.

9
2.3 Monk
"You speak to the Grandmaster of Flowers."

Table 2.4: The Monk


Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S AC Mv #Atks Dam Type
1 0 1d6 +1 12 13 14 15 16 11 40ft 1 1d4 -
2 2,000 2d6 +1 13 14 13 16 15 12 45ft 1 1d4+1 S
3 4,000 3d6 +1 13 14 13 16 15 13 45ft 1 1d6 S
4 8,000 4d6 +2 13 14 13 16 14 14 50ft 1 1d6+1 S
5 16,000 5d6 +2 10 11 12 13 14 15 55ft 2 1d8 +1
6 32,000 6d6 +3 9 10 11 12 13 16 55ft 2 1d8+1 +1
7 64,000 7d6 +3 9 10 11 12 13 17 60ft 2 1d10 +1
8 120,000 8d6 +4 8 9 10 11 12 18 65ft 2 1d12 +2
9 240,000 9d6 +4 7 8 9 10 11 19 65ft 3 2d8 +2
10 360,000 9d6+2 +5 7 8 9 10 11 20 70ft 3 2d10 +2
11 480,000 9d6+4 +5 6 7 8 9 10 21 75ft 3 2d12 +3
12 600,000 9d6+6 +6 6 7 8 9 10 22 80ft 3 3d8+1 +3
13 720,000 9d6+8 +6 6 6 7 8 9 23 85ft 4 4d6+2 +3
14 840,000 9d6+10 +7 6 6 7 8 9 24 90ft 4 5d6 +4
15 960,000 9d6+12 +7 6 6 7 8 9 25 95ft 4 4d8 +4
16 1,080,000 9d6+14 +8 5 6 6 7 8 26 100ft 4 3d12 +5
17 1,200,000 9d6+16 +8 5 6 6 7 8 26 100ft 4 3d12 +5
18 1,320,000 9d6+18 +9 5 6 6 7 8 26 100ft 4 3d12 +5
19 1,440,000 9d6+20 +9 5 5 6 6 7 26 100ft 4 3d12 +5
20 1,560,000 9d6+22 +10 5 5 6 6 7 26 100ft 4 3d12 +5
21 1,560,000 9d6+24 +10 5 5 6 6 7 26 100ft 4 3d12 +5
22 1,800,000 9d6+26 +11 4 5 5 5 6 26 100ft 4 3d12 +5
23 1,920,000 9d6+28 +11 4 5 5 5 6 26 100ft 4 3d12 +5
24 2,040,000 9d6+30 +12 4 5 5 5 6 26 100ft 4 3d12 +5
25 2,160,000 9d6+32 +12 4 4 5 4 5 26 100ft 4 3d12 +5
26 2,280,000 9d6+34 +13 4 4 5 4 5 26 100ft 4 3d12 +5
27 2,400,000 9d6+36 +13 4 4 5 5 5 26 100ft 4 3d12 +5
28 2,520,000 9d6+38 +14 3 4 4 3 4 26 100ft 4 3d12 +5
29 2,640,000 9d6+40 +14 3 4 4 3 4 26 100ft 4 3d12 +5
30 2,760,000 9d6+42 +15 3 4 4 3 4 26 100ft 4 3d12 +5
31 2,880,000 9d6+44 +15 3 3 3 2 3 26 100ft 4 3d12 +5
32 3,000,000 9d6+46 +16 3 3 3 2 3 26 100ft 4 3d12 +5
33 3,120,000 9d6+48 +16 3 3 3 2 3 26 100ft 4 3d12 +5
34 3,240,000 9d6+50 +17 2 2 2 2 2 26 100ft 4 3d12 +5
35 3,360,000 9d6+52 +17 2 2 2 2 2 26 100ft 4 3d12 +5
36 3,480,000 9d6+54 +18 2 2 2 2 2 26 100ft 4 3d12 +5

Class Description: Monks are adventurers that use mystic teachings and divine enlightenment to fight
without need of weapons or armor.
Equipment Restrictions: Monks can use weapons, though they usually elect not to. They cannot wear
armor or use shields, this counts as a violation of their monk code.
Monk’s Code: A monk must follow a special code as part of their training:

• A monk must not knowingly lie to anyone, though they can always choose to speak only a partial truth,
or even to not speak at all.
• A monk must trust their own abilities, and cannot wear armor or magic that improves their armor class.

10
• The initial training of a monk is that of wandering, and a monk of less than 9th level cannot keep
more than they can carry, nor can they stay in any one place for too long a time.

A monk that violates their code cannot use any monk abilities for 24 hours.
Armor Class: The monk’s battle sense causes their armor class to improve at the rate given on the table.
They also add either their dexterity bonus or wisdom bonus to this value.
Movement Speed: The monk can move faster than normal with a single move action, as shown on the
table.
Unarmed Attacks: Monks can make a number of unarmed attacks each round with improved damage,
as shown. A higher level monk can also strike as though their unarmed attack were silver or magical and
harm creatures that are normally immune to non-magical weapons. A monk that can strike as though their
attacks were silver can attack wood and clay objects without ever injuring themselves. A monk with +1
unarmed strike or above can strike at metal or stone in the same way without harm.
Thief Talents: A monk can use the Find/Remove Traps, Climb Walls, Move Silently, and Hide In
Shadows talents as though they were a thief of equivalent level.
Alertness (2nd): A monk is only surprised when rolling a 1 on their surprise roll instead of a 1-2. (See
the Combat chapter for information on Surprise Rolls).
Self Healing (4th): As a standard action, a monk can heal themselves a number of hit points per day
equal to their wisdom modifier (minimum of +1) times their level. This can be used all at once or in several
uses.
Speak With Animals (6th): A monk can speak to animals as though they shared a common language.
Animals usually aren’t too smart though.
Spell Resistance (8th): A monk takes only half damage from spells or spell-like attacks. If the attack
allows a saving throw for half damage, the monk takes only 1/4th normal damage on a successful save.
Breath Evasion (8th): A monk takes only half damage from area attacks, such as breath weapons. If
the attack allows a saving throw then the monk takes only 1/4th normal damage on a successful save (this
ability doesn’t stack with Evasion, even against magical area attacks).
Speak Any Language (10th): A 10th level monk can speak with any intelligent creature as though
they shared a language. Their words are beyond any specific language, so they can speak to a group even if
none in the group share a common language.
Mind Blank (12th): Monks are immune to Charm, ESP, Geas, Hold, Quest, and Slow spells, or similar
mind-affecting effects.
Fade (14th): Once per day the monk can fade from notice. This lasts one round per level, and is a
mental effect rather than physical invisibility, so normal methods of seeing invisible creatures do not apply, but
creatures immune to mind-affecting abilities are immune. If the monk does anything to call extra attention
to themselves, such as shouting or attacking, the effect ends immediately.
Dim Mak (16th): Once per day the monk can make a Dim Mak attempt. They must declare so before
the attack, and it can only affect a target of a lower level than the monk. On a hit, the monk can pick one
of the following effects: Charm Person (24 hours), Cureall, Instant Death, Quest (24 hours), Paralysis (24
hours). The target doesn’t get a saving throw against the effect.

11
2.4 Ranger
"You know not what hunts you, but I do."
Class Description: Rangers are warriors with expertise in the wilderness and the creatures that live
within it. They often live at the edges of civilization, collecting bounties on creatures that would otherwise
threaten villages and caravans.
Equipment Restrictions: None.
Beast Fighting: A
Ranger’s special training Table 2.5: The Ranger
gives them +2 AC against
any creature that’s larger Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S
than human sized. 1 0 1d6 +1 8 9 10 13 12
Skirmish Style: Rangers 2 2,000 2d6 +1 8 9 10 13 12
get +1 with ranged weaponry 3 4,000 3d6 +1 7 8 9 12 11
and +1 on initiative. 4 8,000 4d6 +2 6 7 8 10 9
Camouflage: When in 5 16,000 5d6 +2 5 6 7 9 8
outdoor surroundings, a 6 32,000 6d6 +3 4 5 6 8 7
Ranger who remains still 7 64,000 7d6 +3 3 4 5 6 5
can hide with a 90% chance 8 120,000 8d6 +4 2 3 4 5 4
of success. When indoors 9 240,000 9d6 +4 2 3 4 5 4
a Ranger can still hide 10 360,000 9d6+2 +5 2 2 3 4 3
with a 33% chance of suc- 11 480,000 9d6+4 +5 2 2 3 4 3
cess. In either case the 12 600,000 9d6+6 +6 2 2 2 3 2
Ranger needs at least a 13 720,000 9d6+8 +6 2 2 2 3 2
small amount of cover or 14 840,000 9d6+10 +7 2 2 2 2 2
shadows to hide within. 15 960,000 9d6+12 +7 2 2 2 2 2
Heart of the Oak 16 1,080,000 9d6+14 +8 2 2 2 2 2
(9th): A ranger takes half 17 1,200,000 9d6+16 +8 2 2 2 2 2
damage from all spells and 18 1,320,000 9d6+18 +9 2 2 2 2 2
spell-like effects. If the 19 1,440,000 9d6+20 +9 2 2 2 2 2
ranger would be allowed a 20 1,560,000 9d6+22 +10 2 2 2 2 2
save for half damage, they 21 1,680,000 9d6+24 +10 2 2 2 2 2
take 1/4th normal damage 22 1,800,000 9d6+26 +11 2 2 2 2 2
on a successful save. 23 1,920,000 9d6+28 +11 2 2 2 2 2
Evasion (15th): A 24 2,040,000 9d6+30 +12 2 2 2 2 2
ranger takes half damage 25 2,160,000 9d6+32 +12 2 2 2 2 2
from all area attacks, such 26 2,280,000 9d6+34 +13 2 2 2 2 2
as breath weapons. If the 27 2,400,000 9d6+36 +13 2 2 2 2 2
ranger would be allowed 28 2,520,000 9d6+38 +14 2 2 2 2 2
a save for half damage, 29 2,640,000 9d6+40 +14 2 2 2 2 2
they take 1/4th damage 30 2,760,000 9d6+42 +15 2 2 2 2 2
on a successful save. This 31 2,880,000 9d6+44 +15 2 2 2 2 2
doesn’t stack with Heart of 32 3,000,000 9d6+46 +16 2 2 2 2 2
the Oak, even against mag- 33 3,120,000 9d6+48 +16 2 2 2 2 2‘
ical area attacks. 34 3,240,000 9d6+50 +17 2 2 2 2 2
35 3,360,000 9d6+52 +17 2 2 2 2 2
36 3,480,000 9d6+54 +18 2 2 2 2 2

12
2.5 Stonewarden
"Generally speaking, the Way of the Stonewarden is resolute acceptance of death."
Class Description: The path of the Stonewarden is an ancient one, first developed by Dwarves. The
stonewaren is well suited to fighting in the dark tunnels and caves of the world.
Equipment Restrictions: None.
Darkvision: A stonewar-
den can see in the dark Table 2.6: The Stonewarden
out to 60ft as though the
Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S
darkness weren’t there at
1 0 1d8 +1 8 9 10 13 12
all. However, darkvision is
2 2,200 2d8 +1 8 9 10 13 12
black and white only.
3 4,400 3d8 +2 7 8 9 12 11
Stonelore: A stonwar-
4 8,800 4d8 +2 7 8 9 11 10
den is at home among the
5 17,000 5d8 +3 6 7 8 10 9
rocks, and can easily de-
6 35,000 6d8 +4 5 6 7 9 8
tect the relative age of
7 70,000 7d8 +4 5 6 7 8 7
any stone constructions (in-
8 140,000 8d8 +5 4 5 6 7 6
cluding telling if some sec-
9 270,000 9d8 +6 3 4 5 6 5
tions or constructions were
10 400,000 9d8+2 +6 3 4 5 5 4
added later on), as well as
11 530,000 9d8+4 +7 2 3 4 4 3
the slope of any stone pas-
12 660,000 9d8+6 +8 2 3 4 4 3
sages. They have an auto-
13 800,000 9d8+8 +8 2 3 4 3 3
matic 1 in 3 chance of de-
14 950,000 9d8+10 +9 2 3 4 3 3
tecting any secret doors of
15 1,100,000 9d8+12 +10 2 2 3 2 2
stone, moving stone walls,
16 1,250,000 9d8+14 +10 2 2 3 2 2
stonework traps, or other
17 1,400,000 9d8+16 +11 2 2 3 2 2
hidden stonework feature
18 1,550,000 9d8+18 +12 2 2 3 2 2
that they pass within 10ft
19 1,700,000 9d8+20 +12 2 2 2 2 2
of.
20 1,850,000 9d8+22 +13 2 2 2 2 2
Stoneblood (16th): A
21 2,000,000 9d8+24 +14 2 2 2 2 2
stonewarden takes only half
22 2,150,000 9d8+26 +14 2 2 2 2 2
damage from spells and
23 2,300,000 9d8+28 +15 2 2 2 2 2
spell-like effects. If the ef-
24 2,450,000 9d8+30 +16 2 2 2 2 2
fect allows a save for half
25 2,600,000 9d8+32 +16 2 2 2 2 2
damage, the stonewarden
26 2,750,000 9d8+34 +17 2 2 2 2 2
takes 1/4th normal damage
27 2,900,000 9d8+36 +18 2 2 2 2 2
on a successful save.
28 3,050,000 9d8+38 +18 2 2 2 2 2
29 3,200,000 9d8+40 +19 2 2 2 2 2
30 3,350,000 9d8+42 +20 2 2 2 2 2
31 3,500,000 9d8+44 +20 2 2 2 2 2
32 3,650,000 9d8+46 +21 2 2 2 2 2
33 3,800,000 9d8+48 +22 2 2 2 2 2
34 3,950,000 9d8+50 +22 2 2 2 2 2
35 4,100,000 9d8+52 +23 2 2 2 2 2
36 4,250,000 9d8+54 +23 2 2 2 2 2

13
2.6 Swordmage
"Darkness beyond twilight, crimson beyond blood that flows. . . "

Table 2.7: The Swordmage


Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S 1 2 3 4 5 6 7 8 9
1 0 1d6 +1 12 13 13 15 15 1 - - - - - - - -
2 4,000 2d6 +1 12 13 13 15 15 2 - - - - - - - -
3 8,000 3d6 +1 11 12 12 14 14 2 1 - - - - - - -
4 16,000 4d6 +2 9 11 11 12 12 2 2 - - - - - - -
5 32,000 5d6 +2 8 10 10 11 11 2 2 1 - - - - - -
6 64,000 6d6 +3 7 8 8 10 10 3 2 2 - - - - - -
7 120,000 7d6 +3 5 8 8 8 8 3 2 2 1 - - - - -
8 250,000 8d6 +4 4 7 7 7 7 3 3 2 2 - - - - -
9 400,000 9d6 +4 3 6 6 6 6 3 3 2 2 1 - - - -
10 550,000 9d6+1 +5 3 5 5 4 4 4 3 3 2 2 - - - -
11 700,000 9d6+2 +5 2 4 4 3 3 4 4 4 3 2 - - - -
12 850,000 9d6+3 +6 2 4 4 4 3 4 4 4 3 2 1 - - -
13 1,000,000 9d6+4 +6 2 4 4 2 2 5 4 4 3 2 2 - - -
14 1,150,000 9d6+5 +7 2 3 3 2 2 5 4 4 4 3 2 - - -
15 1,300,000 9d6+6 +7 2 3 3 2 2 5 4 4 4 3 2 1 - -
16 1,450,000 9d6+7 +8 2 3 3 2 2 5 5 5 4 3 2 2 - -
17 1,600,000 9d6+8 +8 2 2 2 2 2 6 5 5 4 4 3 2 - -
18 1,750,000 9d6+9 +9 2 2 2 2 2 6 5 5 4 4 3 2 1 -
19 1,900,000 9d6+10 +9 2 2 2 2 2 6 5 5 5 4 3 2 2 -
20 2,050,000 9d6+11 +10 2 2 2 2 2 6 5 5 5 4 4 3 2 -
21 2,200,000 9d6+12 +10 2 2 2 2 2 6 5 5 5 4 4 3 2 1
22 2,350,000 9d6+13 +11 2 2 2 2 2 6 6 5 5 5 4 3 2 2
23 2,500,000 9d6+14 +11 2 2 2 2 2 6 6 6 6 5 4 3 3 2
24 2,650,000 9d6+15 +12 2 2 2 2 2 7 7 6 6 5 5 4 3 2
25 2,800,000 9d6+16 +12 2 2 2 2 2 7 7 6 6 5 5 4 4 3
26 2,950,000 9d6+17 +13 2 2 2 2 2 7 7 7 6 6 5 5 4 3
27 3,100,000 9d6+18 +13 2 2 2 2 2 7 7 7 6 6 5 5 5 4
28 3,250,000 9d6+19 +14 2 2 2 2 2 8 8 7 6 6 6 6 5 4
29 3,400,000 9d6+20 +14 2 2 2 2 2 8 8 7 7 7 6 6 5 5
30 3,550,000 9d6+21 +15 2 2 2 2 2 8 8 8 7 7 7 6 6 5
31 3,700,000 9d6+22 +15 2 2 2 2 2 8 8 8 7 7 7 7 6 6
32 3,850,000 9d6+23 +16 2 2 2 2 2 9 8 8 8 8 7 7 7 6
33 4,000,000 9d6+24 +16 2 2 2 2 2 9 9 9 8 8 8 7 7 7
34 4,150,000 9d6+25 +17 2 2 2 2 2 9 9 9 9 8 8 8 8 7
35 4,300,000 9d6+26 +17 2 2 2 2 2 9 9 9 9 9 9 8 8 8
36 4,450,000 9d6+27 +18 2 2 2 2 2 9 9 9 9 9 9 9 9 9

Class Description: The swordmage style is an elven tradition of blending magic with martial skills.
Equipment Restrictions: None.
Spells: A Swordmage casts arcane spells, with a number of spells per day as shown on the table.
Low-light Vision: Swordmages can see twice as far in dim light or starlight, and retain the ability to see
colors properly in such conditions.
Portal Sense: A swordmage has an automatic 1 in 3 chance to notice any hidden doorway or portal
that they pass within 10ft of.
Evasion (14th): A swordmage takes half damage from area attacks, such as a breath weapon. If the
area attack allows a save, they take 1/4th normal damage on a successful save.

14
2.7 Thief
"Oh, come on! It’s not even locked! Well. . . not any more it’s not. . . "
Class Description: The thief is a master at sneaking into places and making off with the loot. They
aren’t so tough in a fight, but they can stab really hard if they’ve got someone else to provide a distraction.
Equipment Restrictions: Thieves can only wear Leather armor, and they cannot use shields.
Sneak Attack: When
a rogue attacks a target Table 2.8: The Thief
that they flank, or attacks
Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S
a target that is unaware of
1 0 1d4 +1 13 14 13 16 15
them, they deal an addi-
2 1,200 2d4 +1 13 14 13 16 15
tional +1d6 damage per 4
3 2,400 3d4 +1 13 14 13 16 15
levels (rounded up).
4 4,800 4d4 +2 12 13 12 15 14
Thief Talents: A thief
5 9,600 5d4 +2 12 13 12 15 14
has a number of special
6 20,000 6d4 +3 11 12 11 14 13
abilities that have a percent
7 40,000 7d4 +3 11 12 11 14 13
chance of success based on
8 80,000 8d4 +4 10 11 10 13 12
the thief’s level. Particu-
9 160,000 9d4 +4 10 11 10 13 12
larly difficult or easy situ-
10 280,000 9d4+2 +5 9 10 9 12 11
ations can apply a modi-
11 400,000 9d4+4 +5 9 10 9 12 11
fier to the thief’s chances,
12 520,000 9d4+6 +6 8 9 8 11 10
generally within the +20%
13 640,000 9d4+8 +6 8 9 8 11 10
to -20% range even for ex-
14 760,000 9d4+10 +7 7 8 7 10 9
treme situations (thieves
15 880,000 9d4+12 +7 7 8 7 10 9
are just good with adver-
16 1,000,000 9d4+14 +8 6 7 6 9 8
sity like that).
17 1,120,000 9d4+16 +8 6 7 6 9 8
Open Locks: A thief
18 1,240,000 9d4+18 +9 5 6 5 8 7
can roll this talent to pick
19 1,360,000 9d4+20 +9 5 6 5 8 7
open a lock, assuming they
20 1,480,000 9d4+22 +10 5 6 5 7 6
have a lock pick. Particu-
21 1,600,000 9d4+24 +10 4 5 4 7 6
larly easy or difficult locks
22 1,720,000 9d4+26 +11 4 5 4 6 5
might provide a modifier to
23 1,840,000 9d4+28 +11 4 5 4 6 5
the thief’s roll .
24 1,960,000 9d4+30 +12 4 5 4 5 5
Find/ Remove Traps:
25 2,080,000 9d4+32 +12 3 4 3 5 4
This lets a thief find a trap,
26 2,200,000 9d4+34 +13 3 4 3 4 4
and a second roll lets the
27 2,320,000 9d4+36 +13 3 4 3 4 4
thief disable a trap once it
28 2,440,000 9d4+38 +14 3 4 3 4 4
has been found. The GM
29 2,560,000 9d4+40 +14 2 3 2 3 3
rolls this, rather than the
30 2,680,000 9d4+42 +15 2 3 2 3 2
thief, so the thief doesn’t
31 2,800,000 9d4+44 +15 2 3 2 3 2
know if they failed to find
32 2,920,000 9d4+46 +16 2 3 2 3 2
a trap or if there is no trap
33 3,040,000 9d4+48 +16 2 2 2 2 2
at all. Generally, a thief is
34 3,160,000 9d4+50 +17 2 2 2 2 2
assumed to be looking for
35 3,280,000 9d4+52 +17 2 2 2 2 2
traps if they know there’s
36 3,400,000 9d4+54 +18 2 2 2 2 2
danger in the area, and they
don’t have to declare it. A thief must move at a careful pace while looking for traps however, and cannot do
so while, for example, running away from a battle.
Climb Walls: This lets a thief climb up a wall at their full normal speed without needing any ropes or
tools. If they do have ropes or tools they get +10% on their check.
Move Silently: This lets a thief move along without making any sound at all, no matter how much
clattery treasure they might be trying to sneak off with. While using this ability the thief cannot move above
half speed.

15
Hide In Shadows: The thief blends into the shadows and move without being seen. As long as there is
less than total daylight the thief can use this ability. However, they cannot use this ability while in plain sight
of another creature. While using this ability the thief cannot move above half speed.
Pick Pockets: The thief can steal some sort of small object that they can fit in their hand from the
pocket, pouch, scabbard, etc of an adjacent creature. The creature being stolen from, as well as others
that might be watching, has a % chance to notice this equal to their own level. It is possible that the thief
succeeds while also being noticed. The thief can’t use this ability while in direct combat with a creature, but
they can use it without being hidden.
Hear Noise: The thief can notice any sort of noise with a much higher chance than normal.
Master of Languages (4th): A thief can read any message, sign, warning or the like to discern its
general meaning, without having to know the specific language in question. This works 80% of the time.
Scroll Dabbler (10th): A thief can read a scroll to cast the spell contained with a 90% chance of
success as though they were a Wizard of the same level. If the check fails the spells goes off directly on top
of them instead. If this would somehow be impossible then the spell does nothing, but the scroll is still used
up. Either way the thief can save against the spell (if a save is allowed) as normal.

16
Table 2.9: Thief Talents
Find/
Open Remove Climb Move Hide In Pick Hear
Level Locks Traps Walls Silently Shadows Pockets Noise
1 15 10 87 20 10 20 30
2 20 15 88 25 15 25 35
3 25 20 89 30 20 30 40
4 30 25 90 35 24 35 45
5 35 30 91 40 28 40 50
6 40 35 92 44 32 45 54
7 45 40 93 48 35 50 58
8 50 45 94 52 38 55 62
9 54 50 95 55 41 60 66
10 58 54 96 58 44 65 70
11 62 58 97 61 47 70 74
12 66 62 98 64 50 75 78
13 69 66 99 66 53 80 81
14 72 70 100 68 56 85 84
15 75 73 101 70 58 90 87
16 78 76 102 72 60 95 90
17 81 80 103 74 62 100 92
18 84 83 104 76 64 105 94
19 86 86 105 78 66 110 96
20 88 89 106 80 68 115 98
21 90 92 107 82 70 120 100
22 92 94 108 84 72 125 102
23 94 96 109 86 74 130 104
24 96 98 110 88 76 135 106
25 98 99 111 89 78 140 108
26 100 100 112 90 80 145 110
27 102 101 113 91 82 150 112
28 104 102 114 92 84 155 114
29 106 103 115 93 86 160 116
30 108 104 116 94 88 165 118
31 110 105 117 95 90 170 120
32 112 106 118 96 92 175 122
33 114 107 118 97 94 180 124
34 116 108 119 98 96 185 126
35 118 109 119 99 98 190 128
36 120 110 120 100 100 195 130

17
2.8 Wizard
"Ah, yes, I think I’ve read about such a thing."

Table 2.10: The Wizard


Lvl Exp Hit Dice BAB D/P MW P/P BW R/S/S 1 2 3 4 5 6 7 8 9
1 0 1d4 +1 13 14 13 16 15 1 - - - - - - - -
2 2,500 2d4 +1 13 14 13 16 15 2 - - - - - - - -
3 5,000 3d4 +1 13 14 13 16 15 2 1 - - - - - - -
4 10,000 4d4 +1 13 14 13 16 14 2 2 - - - - - - -
5 20,000 5d4 +2 12 13 12 15 14 2 2 1 - - - - - -
6 40,000 6d4 +2 12 13 12 15 13 3 2 2 - - - - - -
7 80,000 7d4 +3 11 12 11 14 13 3 2 2 1 - - - - -
8 150,000 8d4 +3 11 12 11 14 12 3 3 2 2 - - - - -
9 300,000 9d4 +3 11 12 11 14 11 3 3 2 2 1 - - - -
10 450,000 9d4+1 +4 10 11 10 13 11 4 3 3 2 2 - - - -
11 600,000 9d4+2 +4 10 11 10 13 10 4 4 4 3 2 - - - -
12 750,000 9d4+3 +5 9 10 9 12 10 4 4 4 3 2 1 - - -
13 900,000 9d4+4 +5 9 10 9 12 9 5 4 4 3 2 2 - - -
14 1,050,000 9d4+5 +5 9 10 9 12 8 5 4 4 4 3 2 - - -
15 1,200,000 9d4+6 +6 8 9 8 11 8 5 4 4 4 3 2 1 - -
16 1,350,000 9d4+7 +6 8 9 8 11 7 5 5 5 4 3 2 2 - -
17 1,500,000 9d4+8 +7 7 8 7 10 7 6 5 5 4 4 3 2 - -
18 1,650,000 9d4+9 +7 7 8 7 10 6 6 5 5 4 4 3 2 1 -
19 1,800,000 9d4+10 +7 7 8 7 10 6 6 5 5 5 4 3 2 2 -
20 1,950,000 9d4+11 +8 6 7 6 9 5 6 5 5 5 4 4 3 2 -
21 2,100,000 9d4+12 +8 6 7 6 9 5 6 5 5 5 4 4 3 2 1
22 2,250,000 9d4+13 +9 5 6 5 8 4 6 6 5 5 5 4 3 2 2
23 2,400,000 9d4+14 +9 5 6 5 8 4 6 6 6 6 5 4 3 3 2
24 2,550,000 9d4+15 +9 5 5 5 7 4 7 7 6 6 5 5 4 3 2
25 2,700,000 9d4+16 +10 4 5 4 7 3 7 7 6 6 5 5 4 4 3
26 2,850,000 9d4+17 +10 4 4 4 6 3 7 7 7 6 6 5 5 4 3
27 3,000,000 9d4+18 +11 4 4 4 6 3 7 7 7 6 6 5 5 5 4
28 3,150,000 9d4+19 +11 4 4 4 5 3 8 8 7 6 6 6 6 5 4
29 3,300,000 9d4+20 +11 3 3 3 5 2 8 8 7 7 7 6 6 5 5
30 3,450,000 9d4+21 +12 3 3 3 4 2 8 8 8 7 7 7 6 6 5
31 3,600,000 9d4+22 +12 3 3 3 4 2 8 8 8 7 7 7 7 6 6
32 3,750,000 9d4+23 +13 3 3 3 3 2 9 8 8 8 8 7 7 7 6
33 3,900,000 9d4+24 +13 2 2 2 3 2 9 9 9 8 8 8 7 7 7
34 4,050,000 9d4+25 +13 2 2 2 2 2 9 9 9 9 8 8 8 8 7
35 4,200,000 9d4+26 +14 2 2 2 2 2 9 9 9 9 9 9 8 8 8
36 4,350,000 9d4+27 +15 2 2 2 2 2 9 9 9 9 9 9 9 9 9

Class Description: Wizards are spellcasters that spend a lot of time reading books full of strange and
arcane knowledge, trying to develop it into new spells to cast and magical items that can be used.
Equipment Restrictions: Wizards cannot use armor or shields, but they can use any weapon.
Spells: A wizard can cast arcane spells, with a number of spells per day as shown on the chart.

18
Chapter 3:

Skills
Everyone gets 4 skill points at 1st level. Every time you gain a level you get a skill point. Also, after each
play session you get a skill point. The maximum number of ranks that you can have in a single skill is equal
to your Character Level + 3.

3.1 Appraise (Int)


Estimate Value
You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you
estimate the value at 50% to 150% (2d6+3 times 10%) of its actual value. Appraising a rare or exotic item
requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value
correctly; failure means you cannot estimate the item’s value at all. Appraising an item takes 1 minute of
study. You can’t retry an appraise check on a particular item until you’ve gained at least 1 rank in appraise.

3.2 Arcane Lore (Int)


foo

3.3 Balance (Dex)


foo

3.4 Bluff (Cha)


foo

3.5 Cooking (Wis)


foo

3.6 Crafting (Int)


foo

3.7 Diplomacy (Cha)


foo

19
3.8 Disguise (Cha)
foo

3.9 Engineering (Int)


foo

3.10 Escape Artist (Dex)


foo

3.11 Etiquette (Cha)


foo

3.12 Gambling (Cha)


foo

3.13 Geography (Int)


foo

3.14 Healing (Wis)


First Aid
You can make a First Aid check (DC 15) after a battle or fight where someone was injured. Success causes
them to heal 1d3 points of damage. Only one such successful check can be made per set of injuries (such as
the wounds from a single battle, or a particular trap).

Long Term Care


You can make a Long Term Care check (DC 15) while someone is resting to allow them to heal twice their
normal rate. The target cannot travel or perform work while under long term care. With a single check you
can care for a number of people at once equal to your ranks in Healing, though even with no ranks you can
attempt to care for at least one person.

3.15 History (Int)


foo

3.16 Intimidation (Cha)


foo

20
3.17 Jumping (Str)
foo

3.18 Linguistics (Int)


foo

3.19 Legalism (Int)


foo

3.20 Lip Reading (Wis)


foo

3.21 Magepunk (Int)


foo

3.22 Nature Lore (Int)


foo

3.23 Navigation (Wis)


foo

3.24 Perform (Cha)


foo

3.25 Religious Lore (Int)


foo

3.26 Riding (Dex)


foo

3.27 Sense Motive (Wis)


foo

21
3.28 Swimming (Str)
foo

3.29 Track (Wis)


foo

22
Chapter 4:

Proficiencies
Characters get a number of proficiency points at 1st level, and gain more at later levels. These points can be
spent in one of the several weapon groups:
• Axes
• Blades
• Blowguns
• Bows
• Clubs
• Crossbows
• Firearms
• Nets
• Polearms
• Slings
• Unarmed
Proficiency in each group starts at Non-proficient and proceeds along the following scale:
• Non-proficient
• Basic
• Skilled
• Expert
• Master
• Grandmaster
Fighters and Stonewardens get 4 proficiency points at 1st level, all other classes get 2 proficiency points
at 1st level. These points must all be spent on gaining Basic proficiency in different groups; you can’t spend
more than one point in the same group to start. At every level that’s divisible by 3 (3rd, 6th, etc) you gain
an additional proficiency point that you can spend anywhere you like.

4.1 Weapon Training


When you have a weapon proficiency point available to spend, you have to do some training to actually use
it. Depending on your current level of proficiency it will take a number of weeks to potentially improve your
proficiency. After that time, you make a check. A successful check means that your proficiency level improves.
A failed check means that your proficiency level doesn’t improve, but you get +10% (cumulative) towards all
future checks to improve your proficiency in that group to the desired level, until eventually you’re able to
improve your proficiency to the next level (which resets the cumulative bonus).
The chance to improve per training segment depends on the skill level of your trainer. If a "-" is shown
on the chart, then that level of trainer cannot help a student gain the intended rank. Professional trainers
will generally charge per week for their services, depending on their own proficiency level, as shown on the
chart. Characters can also train with other party members, or any other allies they might have made during
their travels, as long as the person they train with has the required level of training.

4.2 Weapon Special Abilities


Different weapons have varying special abilities, many of which can only be used if you have a high enough
proficiency level. They as as follows.

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Table 4.1: Training Times
Trainer Rank
Basic Skilled Expert Master Grandmaster
Desired Rank Time (100gp) (250gp) (500gp) (750gp) (1,000gp)
Basic 1 week 60% 80% 95% 99% 99%
Skilled 2 weeks 1% 50% 70% 90% 95%
Expert 4 weeks - 1% 40% 60% 80%
Master 8 weeks - - 1% 30% 50%
Grandmaster 12 weeks - - - 1% 20%

AC Bonus
When using the weapon, a character gains the listed armor class bonus against the given number of incoming
attacks each round. For example, an entry of "+2 vs 3" means that the wielder of the weapon gains a +2
bonus to their armor class against three incoming attacks. The character can decide which attacks to use the
bonus against, so they can save the bonus for use against a tougher opponent who is attacking later in the
round rather than having to use them against a weak opponent who happens to be attacking first. However,
the character must announce which attacks they wish to use the bonus against before attacks are rolled.
These armor class bonuses must be used against attacks coming from opponents of the relevant type,
regardless of what type of opponent the character is attacking. For example, a character who is skilled with a
battle axe gets a +2 AC bonus against two attacks from an unarmed opponent only, even if they are fighting
more than one type of opponent.
If a character uses two weapons in combat, they get whichever AC bonus is most beneficial against each
incoming attack. The bonuses do not stack.

Charging
When a weapon with the charging ability is used after the wielder’s mount has charged 20ft or more in the
round, the weapon does double the normal amount of damage.

Deflection
Abbreviated as "Def" in the tables. If a number is listed for this ability, the wielder of the weapon can
attempt to deflect a number of incoming attacks equal to this number by making a saving throw vs Death
Ray against each of them. A successful saving throw means that the attack is deflected and the character
takes no damage.
The character can decide which attacks to try to deflect, so they can save the attempts for use against
a tougher opponent who is attacking later in the round rather than having to use them against a weak
opponent who happens to be attacking first. However, the character must announce which attacks they wish
to try to deflect against before attacks are rolled. These deflection attempts must be used against attacks
coming from opponents of the correct type.
When a character uses two weapons in combat, the deflection attempts given by each weapon do not
stack. The character gets to use a number of attempts equal to the higher number granted by either of the
weapons.

Disarming
The wielder of a weapon with the disarming ability can choose to try to disarm their opponent instead of
doing damage. The character’s player must announce that a disarm attempt is being made before rolling any
dice for the attack. If the attack hits then the target must make a saving throw vs Paralysis with the listed
penalty or drop their weapon.

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Entangling
Any target that the weapon hits may become Staggered, Slowed, or Entangled, depending on their hit dice
or level compared to the proficiency level of the weapon wielder. The target must make a saving throw vs
Death Ray when first hit in order to avoid the effect (with a weapon-specific penalty based on the proficiency
of the wielder, and a generalized bonus based on the target’s hit dice).
An entangled creature cannot take any actions. They get a saving throw each round to negate the effect
(same save type and modifiers as with the initial attack that entangled them). If successful they can take a
single move action that round.

Table 4.2: Entangling Weapons


None,
Basic, Expert,
Target HD Bonus Skilled Master Grandmaster
1 or less +0 Entangled Entangled Entangled
1+ to 3 +1 Entangled Entangled Entangled
3+ to 6 +2 Slow Entangled Entangled
6+ to 9 +3 Slow Slow Entangled
9+ to 12 +4 Staggered Slow Slow
12+ to 16 +5 Staggered Staggered Slow
16+ or more +5 Staggered Staggered Staggered

Hooked
The wielder of a weapon with the hook ability can choose to try to hook their opponent and trip them instead
of attacking for damage. The character’s player must announce that a hook attempt is being made before
rolling any dice for the attack. If the attack hits, the weapon causes only minimum damage and the target
must make a saving throw vs Paralysis or fall prone.

Hurlable
A weapon with a hurl range is one that is not normally thrown, but with great skill and effort can be hurled
at an opponent at the short/medium/long ranges shown. Hurling a weapon uses Strength for both the attack
roll and the damage roll.
Because such weapons are not aerodynamic and do not fly well, opponents who are not surprised by the
attack may make a saving throw vs Death Ray in order to take half damage. However, the first time in each
fight that an opponent has the weapon thrown at them, they must roll for surprise at normal chances due to
the unexpected nature of the attack.

Keen
If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers, and the attack
hits the target after modifiers, then the attack does double the normal amount of damage (roll twice).

Knockout
Any target that the weapon hits may become Staggered, Stunned, or knocked out depending on their hit
dice or level compared to the proficiency level of the weapon wielder. The target must make a saving throw
vs Death Ray when hit in order to avoid the effect. If this fails, the target is affected by the effect listed on
the table.
The target gets a bonus on their saving throw based on their hit dice (see the chart below), and also a
penalty based on the wielder’s proficiency level and the specific weapon used (see individual weapon listings).

25
An enemy who is knocked out will be unconscious for 1d100 rounds before waking up.

Table 4.3: Knockout Weapons


None,
Basic, Expert,
Target HD Bonus Skilled Master Grandmaster
1 or less +0 KO KO KO
1+ to 3 +1 KO KO KO
3+ to 6 +2 Stun KO KO
6+ to 9 +3 Stun Stun KO
9+ to 12 +4 Staggered Stun Stun
12+ to 16 +5 Staggered Staggered Stun
16+ or more +5 Staggered Staggered Staggered

Off-hand
A weapon with this ability does not suffer the normal to-hit and proficiency penalties when used in the
wielder’s off hand.

Poison Save
If the weapon with this ability is poisoned, the target takes the listed penalty on their saving throws against
the poison.

Settable
On their turn, the wielder of a settable weapon may brace it against any incoming charge attacks. If they are
the target of a charge before the start of their next turn they may attack the charging character and resolve
their attack as soon as the charging foe enters into melee with them, before the charger’s attack is resolved.
If the set attack hits then it deals double damage.

Skewering
If the weapon hits an opponent with the listed number of hit dice (or levels) or less, the opponent may be
skewered if the attacker so chooses.
The attacker must let go of the weapon, and it remains caught in the opponent for 1d4+4 rounds. At
the start of each of the opponent’s turns they take 1d6 damage. They can spend a round removing the
weapon to end the effect early, but this deals an additional 1d6 damage in the process.

Staggering
When the wielder of a weapon with the staggering ability hits an opponent, the opponent must make a saving
throw vs Paralysis or be Staggered. Ranged weapons with this ability can only stagger targets within the
range category listed in their entry.
A creature that is staggered can only move at half speed during its next turn. The effect automatically
wears off after that.

Strangling
If the wielder of the weapon rolls the number indicated or higher on the dice, before modifiers, and the
attack hits the target after modifiers, then the target of the attack must make an immediate saving throw vs

26
Death Ray with the listed penalty or be paralyzed and die after 1d6+2 rounds of strangulation (the attacker
must stay adjacent to the target to continue the strangle during this time). Should the target be freed from
strangulation, they will remain paralyzed for 2d6 rounds.
If the wielder of the weapon does not roll the required numbers but still hits the target, the target is
affected as though the weapon were an Entangling weapon with the same saving throw penalty.

Stunning
A weapon with the stunning ability will stun any opponent it hits that is approximately the same size as the
wielder of the weapon (or smaller) unless they make a saving throw vs Death Ray. Ranged weapons can only
stun opponents at listed ranges.
A stunned creature gets only a move action each turn, and takes a -2 to AC and Saves. They can make
a save against Death Ray each round at the start of their turn to negate the effect. If successful, they can
act normally immediately.

Throwable
Some melee weapons can also be thrown. The three numbers given are the short/medium/long ranges when
throwing the weapon. When you throw a weapon, you use your Dexterity to hit, and you add your Strength
to damage.

4.3 Armed vs Unarmed


Weapon entries are separated into "Armed" and "Unarmed" portions of each table. An armed opponent is
any opponent with a manufactured melee weapon. Opponents that don’t have melee weapons, or that have
natural weapons such as claws and fangs, count as "unarmed" for this purpose. Most weapons have a higher
attack bonus against either armed or unarmed targets, depending on if the weapon is better suited to warfare
or hunting. Also, some weapons only provide a special ability against one type of opponent and not the other.

4.4 Axes
Battle Axe
A battle axe is a two handed axe 3ft to 4ft in length, usually with either a double bladed head or a spike on
the reverse of the blade.

Table 4.4: Battle Axe


vs Armed vs Unarmed
Rank Hit Damage Stagger Stun Hurl Hit Damage AC Stagger Stun Hurl
N +0 1d4 - - - +0 1d4 - - - -
B +0 1d8 - - - +0 1d8 - - - -
S +1 1d8+2 Y - - +2 1d8+2 +2 vs 2 Y - -
E +2 1d8+4 Y - -/10/15 +4 1d8+4 +3 vs 2 Y - -/10/15
M +4 1d8+6 Y Y -/10/15 +6 1d8+8 +3 vs 3 Y Y -/10/15
G +6 1d8+8 Y Y 10/15/20 +8 1d10+10 +4 vs 4 Y Y 10/15/20

Hand Axe
A hand axe (sometimes called a hatchet) is a one handed axe, 1ft to 2ft in length, usually with a single blade.
Hand axes are a popular weapon to throw while rushing into a melee.

27
Table 4.5: Hand Axe
vs Armed vs Unarmed
Rank Hit Damage Throw Hit Damage AC Throw
N +0 1d3 10/20/30 +0 1d3 - 10/20/30
B +0 1d6 10/20/30 +0 1d6 - 10/20/30
S +1 1d6+2 15/25/35 +2 1d6+2 +1 vs 1 15/25/35
E +2 1d6+3 25/35/45 +4 1d6+3 +2 vs 2 25/35/45
M +4 1d6+4 30/40/50 +6 2d4+4 +3 vs 3 30/40/50
G +6 1d6+6 40/50/60 +8 2d4+7 +3 vs 3 40/50/60

4.5 Blades
Blade weapons consist of a handle connected to some amount of sharpened metal section. The sharp part
can be straight or curved, large or small. There’s really a whole lot of styles.

Dagger
A dagger is a short light blade of 18 inches or less. Daggers are very popular because their small size allows
them to be concealed, and they can also be easily thrown.

Table 4.6: Dagger


vs Armed vs Unarmed
Rank Hit Damage AC Keen Throw Hit Damage Keen Throw
N +0 1d2 - - 10/20/30 +0 1d2 - 10/20/30
B +0 1d4 - - 10/20/30 +0 1d4 - 10/20/30
S +2 1d6 +1 vs 1 20 15/25/35 +1 1d6 20 15/25/35
E +4 2d4 +2 vs 2 19 20/30/45 +2 2d4 19 20/30/45
M +6 3d4 +2 vs 2 18 25/35/50 +4 2d4+2 18 25/35/50
G +8 4d4 +3 vs 3 17 30/50/60 +6 3d4+1 17 30/50/60

Greatsword
A greatsword is a large and heavy two-handed sword, 4ft to 5ft in length. Depending on region it can have
various styles of blade and alternate names, such as zweihander or nodachi.

Table 4.7: Greatsword


vs Armed vs Unarmed
Rank Hit Damage Stun Def. Hit Damage Stun Def.
N +0 1d5 - - +0 1d5 - -
B +0 1d10 - - +0 1d10 - -
S +1 2d6+1 Y 1 +2 2d6+1 Y 1
E +2 2d8+2 Y 2 +4 2d8+2 Y 2
M +4 2d8+3 Y 2 +6 3d6+3 Y 2
G +6 3d6+2 Y 3 +8 3d6+6 Y 3

Longsword (One Handed)


A longsword, also known as a bastard sword, katana, hand-and-a-half sword, and so on, depending on specific
design and region, is any sword approximately 3ft to 4ft in length that can be used in either one hand or two
hands.

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Table 4.8: Longsword (One Handed)
vs Armed vs Unarmed
Rank Hit Damage AC Def. Hit Damage Def.
N +0 1d3 - - +0 1d3 -
B +0 1d6+1 - - +0 1d6+1 -
S +2 1d6+3 +1 vs 1 - +1 1d6+3 -
E +4 1d6+5 +2 vs 2 1 +2 1d6+5 1
M +6 1d8+8 +3 vs 2 1 +4 1d6+7 1
G +8 1d8+10 +4 vs 3 2 +6 1d6+8 2

Longsword (Two Handed)


You can switch between using a longsword with one or two hands at any time during your turn.

Table 4.9: Longsword (Two Handed)


vs Armed vs Unarmed
Rank Hit Damage AC Def. Hurl Hit Damage Def. Hurl
N +0 1d4 - - - +0 1d4 - -
B +0 1d8+1 - - - +0 1d8+1 - -
S +2 1d8+3 - 1 - +1 1d8+3 1 -
E +4 1d8+5 +1 vs 1 1 -/-/10 +2 1d8+5 1 -/-/10
M +6 1d10+8 +2 vs 2 2 -/-/10 +4 1d10+8 2 -/-/10
G +8 1d10+10 +3 vs 2 3 -/10/15 +6 1d10+10 3 -/10/15

Scimitar
A scimitar is a wide, curved sword that’s 2ft to 3ft in length and used in one hand. The same game stats are
used for any other sword of similar length, such as a broadsword, rapier, or ninja-to.

Table 4.10: Scimitar


vs Armed vs Unarmed
Rank Hit Damage AC Def. Disarm Hurl Hit Damage Def. Disarm Hurl
N +0 1d4 - - - - +0 1d4 - - -
B +0 1d8 - - - - +0 1d8 - - -
S +2 1d12 +2 vs 1 1 +0 - +1 1d12 1 +0 -
E +4 2d8 +2 vs 2 2 -1 -/10/15 +2 2d8 2 -1 -/10/15
M +6 2d8+4 +3 vs 3 2 -2 -/10/15 +4 2d6+4 2 -2 -/10/15
G +8 2d6+8 +4 vs 3 3 -4 10/15/20 +6 2d4+8 3 -4 10/15/20

Short Sword
A short sword is a straight blade, 18 to 24 inches long, used in one hand. It’s primarily used as a stabbing
weapon rather than a slashing weapon.

4.6 Blowguns
Blowguns are tubes, usually of wood, that the user blows to fire small darts. The darts are too small to inflict
damage themselves, but they can be poisoned to great effect.

29
Table 4.11: Short Sword
vs Armed vs Unarmed
Rank Hit Damage AC Def. Disarm Hurl Hit Damage Def. Disarm Hurl
N +0 1d3 - - - - +0 1d3 - - -
B +0 1d6 - - - - +0 1d6 - - -
S +2 1d6+2 +1 vs 1 1 -1 - +1 1d6+2 1 -1 -
E +4 1d6+4 +2 vs 2 2 -2 -/10/20 +2 1d6+4 2 -2 -/10/20
M +6 1d6+7 +2 vs 3 3 -4 -/10/20 +4 1d6+7 3 -4 -/10/20
G +8 1d6+9 +3 vs 4 3 -6 10/20/30 +6 1d6+9 3 -6 10/20/30

Large Blowgun
Large blowguns are tubes 2ft to 4ft in length through which tiny darts are blown. Blowgun darts are too
small to cause more than a scratch, but are an effective means by which poison can be delivered. Large
blowguns require two hands to fire.

Table 4.12: Large Blowgun


vs Armed vs Unarmed
Rank Hit Damage Poison Missile Hit Damage Poison Missile
N -1 - +0 20/25/30 -1 - +0 20/25/30
B +0 - +0 20/25/30 +0 - +0 20/25/30
S +2 - -1 20/25/30 +2 - -1 20/25/30
E +4 - -2 25/30/40 +4 - -2 25/30/40
M +6 - -3 30/35/40 +6 - -3 30/35/40
G +8 - -4 30/40/50 +8 - -4 30/40/50

Small Blowgun
Small blowguns are tubes 1ft to 2ft in length through which tiny darts are blown. Blowgun darts are too
small to cause more than a scratch, but are an effective means by which poison can be delivered. Small
blowguns can be used in one hand.

Table 4.13: Small Blowgun


vs Armed vs Unarmed
Rank Hit Damage Poison Missile Hit Damage Poison Missile
N -1 - +0 10/20/30 -1 - +0 10/20/30
B +0 - +0 10/20/30 +0 - +0 10/20/30
S +2 - -1 15/20/30 +2 - -1 15/20/30
E +4 - -2 15/25/35 +4 - -2 15/25/35
M +6 - -3 20/25/35 +6 - -3 20/25/35
G +8 - -4 25/30/40 +8 - -4 25/30/40

4.7 Bows
Bows are flexible, curved pieces of wood with a cord tied between the ends that allows you to launch arrows
into your enemies. The art of using a bow is called "Archery", and people have been doing it since before
history began. Interestingly enough, despite the weapon being totally ancient, not all cultures use bows.

30
Longbow
A long bow is a 4ft to 6ft bow, either made from a single piece of wood or a composite of different woods. A
long bow requires both hands to fire.

Table 4.14: Longbow


vs Armed vs Unarmed
Rank Hit Damage Staggering Missile Range Hit Damage Staggering Missile Range
N -1 1d3 - 70/140/210 -1 1d3 - 70/140/210
B +0 1d6 - 70/140/210 +0 1d6 - 70/140/210
S +1 1d8+1 s/m 90/150/220 +2 1d8+1 s/m 90/150/220
E +2 1d10+2 s/m 110/170/230 +4 1d10+2 s/m 110/170/230
M +4 1d10+4 s/m 130/180/240 +6 3d6 s/m 130/180/240
G +6 1d10+6 s/m 150/200/250 +8 4d4+2 s/m 150/200/250

Short Bow
A short bow is a 3ft to 4ft bow, either made from a single piece of wood or a composite of different woods.
A short bow requires both hands to fire.

Table 4.15: Short Bow


vs Armed vs Unarmed
Rank Hit Damage Staggering Missile Range Hit Damage Staggering Missile Range
N -1 1d3 - 50/100/150 -1 1d3 - 50/100/150
B +0 1d6 - 50/100/150 +0 1d6 - 50/100/150
S +1 1d6+2 s 60/110/160 +2 1d6+2 s 60/110/160
E +2 1d6+4 s 80/130/170 +4 1d6+4 s 80/130/170
M +4 1d6+6 s 90/130/180 +6 1d8+6 s 90/130/180
G +6 1d6+8 s 110/140/190 +8 1d10+8 s 110/140/190

4.8 Clubs
Clubs are generally 1ft to 2ft long, blunt, and with the mass focused towards the end that you hit your
opponent in the face with.

Blackjack
A blackjack, also known as a cosh, is a small leather club, usually filled with sand. Blackjacks are too soft
to do significant damage, but are very useful for temporarily knocking people unconscious without doing
permanent damage.

Club
A club is a simple blunt weapon, usually made entirely of wood, that you use in one hand.

Mace
A mace is a one-handed melee weapon consisting of a 2ft to 3ft long shaft with a heavy metal head. The
head can be smooth (round or pear shaped), can contain flanges or studs, or can even be sculpted into the
shape of a fist or skull or other roundish object.

31
Table 4.16: Blackjack
vs Armed vs Unarmed
Rank Hit Damage Knockout Hit Damage Knockout
N +0 1 - +0 1 -
B +0 1d2 +0 +0 1d2 +0
S +2 2d2 -1 +1 2d2 -1
E +4 1d4+1 -2 +2 1d4+1 -2
M +6 1d4+3 -3 +4 1d6+1 -3
G +8 1d4+5 -4 +6 1d6+2 -4

Table 4.17: Club


vs Armed vs Unarmed
Rank Hit Damage AC Def. Hurl Hit Damage AC Def. Hurl
N +0 1d2 - - - +0 1d2 - - -
B +0 1d4 - - - +0 1d4 - - -
S +1 1d6+1 +1 vs 2 1 - +2 1d6+1 +1 vs 2 1 -
E +2 1d6+3 +2 vs 2 1 -/15/25 +4 1d6+3 +2 vs 2 1 -/15/25
M +4 1d4+5 +3 vs 3 2 -/15/25 +6 1d6+5 +3 vs 3 2 -/15/25
G +6 1d4+6 +4 vs 4 2 10/25/40 +8 1d6+6 +4 vs 4 2 10/25/40

Table 4.18: Mace


vs Armed vs Unarmed
Rank Hit Damage AC Hurl Hit Damage Hurl
N +0 1d3 - - +0 1d2 -
B +0 1d6 - - +0 1d3 -
S +2 2d4 +1 vs 1 - +1 1d6 -
E +4 2d4+2 +2 vs 2 -/10/20 +2 2d4 -/10/20
M +6 2d4+4 +3 vs 3 -/10/20 +4 2d4+2 -/10/20
G +8 2d4+6 +4 vs 3 10/20/30 +6 2d4+6 10/20/30

Throwing Hammer
A throwing hammer is a one handed hammer from 18 to 24 inches long that is weighted for throwing. It’s
also possible to use it in melee.

Table 4.19: Throwing Hammer


vs Armed vs Unarmed
Rank Hit Damage Stun Throw Hit Damage AC Stun Throw
N +0 1d2 - 10/20/30 +0 1d2 - - 10/20/30
B +0 1d4 - 10/20/30 +0 1d4 - - 10/20/30
S +1 1d4+2 s/m 10/20/30 +2 1d4+2 +1 vs 2 s/m 10/20/30
E +2 1d6+2 s/m 20/30/45 +4 1d6+2 +2 vs 3 s/m 20/30/45
M +4 1d4+4 s/m 20/40/45 +6 1d6+4 +3 vs 4 s/m 20/40/45
G +6 1d4+6 s/m 30/50/60 +8 1d6+6 +4 vs 5 s/m 30/50/60

War Hammer
A war hammer is a large one-handed hammer, usually 2ft to 3ft in length. The head of a war hammer is
often symmetrical to aid in balance.

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Table 4.20: War Hammer
vs Armed vs Unarmed
Rank Hit Damage Hurl Hit Damage AC Hurl
N +0 1d3 - +0 1d3 - -
B +0 1d6 - +0 1d6 - -
S +2 1d6+2 - +1 1d6+2 +2 vs 2 -
E +4 1d8+2 -/10/20 +2 1d8+2 +3 vs 3 -/10/20
M +6 1d8+5 -/10/20 +4 1d6+4 +4 vs 3 -/10/20
G +8 1d8+7 10/20/30 +6 1d6+7 +5 vs 4 10/20/30

4.9 Crossbows
A crossbow is a metal bow fitted cross-wise onto a section of wood with a groove along the center. A catch
holds the bowstring ready until you fire by pulling the trigger. Then, the bowstring propels the bolt along the
groove and into your enemies.

Heavy Crossbow
A heavy crossbow is a large two-handed missile weapon. It has powerful metal arms and a string that is
pulled back using a crank, and a switch holds the string in place until the trigger is pulled.

Table 4.21: Heavy Crossbow


vs Armed vs Unarmed
Rank Hit Damage Stunning Missile Range Hit Damage Stunning Missile Range
N -1 1d4 - 80/160/240 -1 1d4 - 80/160/240
B +0 2d4 - 80/160/240 +0 2d4 - 80/160/240
S +2 2d6 s 90/160/240 +1 2d6 s 90/160/240
E +4 2d6+2 s 100/170/240 +2 2d6+2 s 100/170/240
M +6 3d6+2 s 110/170/240 +4 1d12+4 s 110/170/240
G +8 4d4+4 s 120/180/240 +6 1d10+6 s 120/180/240

Light Crossbow
A light crossbow is a medium missile weapon. It needs two hands to reload and fire.

Table 4.22: Light Crossbow


vs Armed vs Unarmed
Rank Hit Damage Stunning Missile Range Hit Damage Stunning Missile Range
N -1 1d3 - 60/120/180 -1 1d3 - 60/120/180
B +0 1d6 - 60/120/180 +0 1d6 - 60/120/180
S +2 1d6+2 s 60/120/180 +1 1d6+2 s 60/120/180
E +4 1d6+4 s 75/130/180 +2 1d6+4 s 75/130/180
M +6 1d8+6 s 80/135/180 +4 1d4+6 s 80/135/180
G +8 1d8+7 s 90/140/180 +6 2d4+5 s 90/140/180

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4.10 Firearms
Firearms are a type of missile weapon. They have a metal barrel that holds a bullet and a Red Powder charge,
and when you pull the trigger a hammer strikes the back of the barrel to ignite the red powder and launch
the bullet at the target.

Musket
A Musket is a long gun, 3ft to 5ft, that requires two hands to load and fire.

Table 4.23: Musket


vs Armed vs Unarmed
Rank Hit Damage Stagger Missile Range Hit Damage Stagger Missile Range
N -1 1d4 - 80/160/240 -1 1d4 - 80/160/240
B +0 2d4 - 80/160/240 +0 2d4 - 80/160/240
S +1 2d6 s/m 90/160/240 +2 2d6 s/m 90/160/240
E +2 2d6+2 s/m 100/170/240 +4 2d6+2 s/m 100/170/240
M +4 1d12+4 s/m 110/170/240 +6 3d6+2 s/m 110/170/240
G +6 1d10+6 s/m 120/180/240 +8 4d4+4 s/m 120/180/240

Pistol
A pistol is a short gun, 9 to 12 inches long. It requires two hands to load, but can be fired in one hand.
Pistols fire bullets using Red Powder.

Table 4.24: Pistol


vs Armed vs Unarmed
Rank Hit Damage Stagger Missile Range Hit Damage Stagger Missile Range
N -1 1d3 - 50/100/150 -1 1d3 - 50/100/150
B +0 1d6 - 50/100/150 +0 1d6 - 50/100/150
S +2 1d8+1 s/m 60/110/160 +1 1d8+1 s/m 60/110/160
E +4 1d10+2 s/m 80/130/170 +2 1d10+2 s/m 80/130/170
M +6 3d6 s/m 90/130/180 +4 1d10+4 s/m 90/130/180
G +8 4d4+2 s/m 110/140/190 +6 1d10+6 s/m 110/140/190

4.11 Nets
Net weapons are a collection of connected ropes that have been weaponized. They tend to focus on entangling
foes rather than dealing damage.

Bolas
A bolas is a set of weights (usually three) on the ends of connected ropes, each 3ft to 4ft in length. The
bolas is whirled around and then thrown at the opponent in order to entangle or even strangle them. The
save modifier against the strangle effect is given in parentheses.

34
Table 4.25: Bolas
vs Armed vs Unarmed
Rank Hit Damage Strangle Throw Hit Damage Strangle Throw
N +0 1 - 20/40/60 +0 1 - 20/40/60
B +0 1d2 20 (+0) 20/40/60 +0 1d2 20 (+0) 20/40/60
S +2 1d3 20 (-1) 25/40/60 +1 1d3 20 (-1) 25/40/60
E +4 1d3+1 19 (-2) 30/50/70 +2 1d3+1 19 (-2) 30/50/70
M +6 1d3+2 18 (-3) 35/50/70 +4 1d3+2 18 (-3) 35/50/70
G +8 1d3+3 17 (-4) 40/60/80 +6 1d3+3 17 (-4) 40/60/80

Net
Nets designed for combat are generally 6ft to 9ft in diameter, and usually have small weights around their
edge to hold them open when they are flung. This arrangement lets them be thrown one-handed if held in
their center. Nets do no damage to opponents in combat, but are excellent defensive weapons.

Table 4.26: Net


vs Armed vs Unarmed
Rank Hit Damage AC Entangle Throw Hit Damage AC Entangle Throw
N +0 - - +0 10/20/30 +0 - - +0 10/20/30
B +0 - - +0 10/20/30 +0 - - +0 10/20/30
S +1 - +2 vs 1 -1 15/25/35 +2 - +2 vs 1 -1 15/25/35
E +2 - +4 vs 2 -2 20/30/40 +4 - +4 vs 2 -2 20/30/40
M +4 - +6 vs 3 -2 25/35/45 +6 - +6 vs 3 -4 25/35/45
G +6 - +8 vs 4 -3 30/40/50 +8 - +8 vs 4 -6 30/40/50

Whip
A whip is a woven leather cord from 5ft to 15ft in length. They do little damage, but can wrap around the
opponent and entangle them.

Table 4.27: Whip


vs Armed vs Unarmed
Rank Hit Damage Entangle Hit Damage AC Entangle
N +0 1 - +0 1 - -
B +0 1d2 +0 +0 1d2 - +0
S +1 1d4 -1 +2 1d4 +2 vs 2 -1
E +2 1d4+1 -2 +4 1d4+1 +3 vs 3 -2
M +4 1d3+2 -3 +6 1d4+3 +4 vs 3 -3
G +6 1d3+3 -4 +8 1d4+5 +4 vs 4 -4

4.12 Polearms
A polearm is any weapon shaped basically like a stick, usually with some sort of blade or spike attached to
one end. They’re dirt cheap to make, so peasants use them a lot.

35
Halberd
A halberd is a large pole-arm, 6ft to 8ft long. The head has a spike with an axe blade on one side and a hook
on the other. It counts as both an Axe and a Spear, and you can use either proficiency equally when wielding
this weapon. Because of this fact, and because you can attempt to trip and/or disarm enemies to capture
them more easily, the Halberd is very popular among town guards, town watches, castle guards, and so forth.

Table 4.28: Halberd


vs Armed vs Unarmed
Rank Hit Damage AC Hook Def. Disarm Hit Damage Hook Def. Disarm
N +0 1d5 - - - - +0 1d5 - - -
B +0 1d10 - +0 - +0 +0 1d10 +0 - +0
S +2 1d10+3 +1 vs 1 -1 - +0 +1 1d10+3 -1 - +0
E +4 1d10+5 +2 vs 1 -2 1 +0 +2 1d10+5 -2 1 +0
M +6 1d8+10 +2 vs 2 -3 1 +0 +4 1d8+8 -3 1 +0
G +8 1d6+15 +3 vs 2 -4 2 +0 +6 1d6+12 -4 2 +0

Javelin
A javelin is a light one-handed throwing spear. Although primarily used as a thrown weapon, it can also be
used in melee.

Table 4.29: Javelin


vs Armed vs Unarmed
Rank Hit Damage Throw Hit Damage Throw
N +0 1d3 30/60/90 +0 1d3 30/60/90
B +0 1d6 30/60/90 +0 1d6 30/60/90
S +2 1d6+2 30/60/90 +1 1d6+2 30/60/90
E +4 1d6+4 40/80/120 +2 1d6+4 40/80/120
M +6 1d6+6 40/80/120 +4 1d4+6 40/80/120
G +8 1d6+9 50/100/150 +6 1d4+8 50/100/150

Lance
A lance is an extremely long spear, 9ft to 12ft long. It is too unwieldy to use on foot, and can only be used
mounted. When mounted, it can be used in one hand, despite its length.

Table 4.30: Lance


vs Armed vs Unarmed
Rank Hit Damage Charging Hit Damage AC Charging
N +0 1d5 Y +0 1d5 - Y
B +0 1d10 Y +0 1d10 - Y
S +1 1d10+3 Y +2 1d10+3 +2 vs 1 Y
E +2 1d10+7 Y +4 1d10+7 +3 vs 1 Y
M +4 1d8+10 Y +6 1d8+12 +3 vs 2 Y
G +6 1d6+12 Y +8 1d8+16 +4 vs 2 Y

Pike
A pike is an extremely long spear, 7ft to 15ft long. It can only be wielded with two hands.

36
Table 4.31: Pike
vs Armed vs Unarmed
Rank Hit Damage AC Def. Settable Hit Damage Def. Settable
N +0 1d5 - - - +0 1d5 - -
B +0 1d10 - - Y +0 1d10 - Y
S +2 1d12+2 +2 vs 1 1 Y +1 1d12+2 1 Y
E +4 1d12+5 +2 vs 2 1 Y +2 1d12+5 1 Y
M +6 1d12+9 +3 vs 2 2 Y +4 1d10+8 2 Y
G +8 1d10+14 +3 vs 3 2 Y +6 1d8+10 2 Y

Quarterstaff
A quarterstaff is one of the simplest weapons possible. It’s a length of wood, 5ft to 7ft long, which is used in
two hands.
A quarterstaff counts as being in both the Clubs group and Spears group. Use whichever proficiency level
is higher.

Table 4.32: Quarterstaff


vs Armed vs Unarmed
Rank Hit Damage AC Def. Hit Damage AC Def.
N +0 1d3 - - +0 1d3 - -
B +0 1d6 - - +0 1d6 - -
S +2 1d6+2 +1 vs 2 1 +2 1d6+2 +1 vs 2 1
E +4 1d8+2 +2 vs 3 2 +4 1d8+2 +2 vs 3 2
M +6 1d8+5 +3 vs 3 3 +6 1d8+5 +3 vs 3 3
G +8 1d8+7 +4 vs 4 4 +8 1d8+7 +4 vs 4 4

Spear
A spear is a 5ft to 7ft long shaft with a stabbing blade on the end. Despite the length, the spear is well
balanced, and it can be used in melee one-handed or even thrown.

Table 4.33: Spear


vs Armed vs Unarmed
Rank Hit Damage Settable Stunning Throw Hit Damage Settable Stunning Throw
N +0 1d3 - - 20/40/60 +0 1d3 - - 20/40/60
B +0 1d6 Y - 20/40/60 +0 1d6 Y - 20/40/60
S +2 1d6+2 Y - 20/40/60 +2 1d6+2 Y - 20/40/60
E +4 2d4+2 Y Y 40/60/75 +4 2d4+2 Y Y 40/60/75
M +6 2d4+4 Y Y 40/60/75 +6 2d4+4 Y Y 40/60/75
G +8 2d4+6 Y Y 60/75/80 +8 2d4+6 Y Y 60/75/80

Trident
A trident is a shortish (4ft to 6ft) spear that splits into three tines instead of having a single blade. The tines
are generally barbed. It can be used in one hand or thrown.

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Table 4.34: Trident
vs Armed vs Unarmed
Rank Hit Damage Skewer Throw Hit Damage Skewer Throw
N +0 1d3 - 10/20/30 +0 1d3 - 10/20/30
B +0 1d6 - 10/20/30 +0 1d6 - 10/20/30
S +1 1d8+1 4hd 10/20/30 +2 1d8+1 4hd 10/20/30
E +2 1d8+4 7hd 20/30/45 +4 1d8+4 7hd 20/30/45
M +4 1d6+6 10hd 20/30/45 +6 1d8+6 10hd 20/30/45
G +6 1d4+8 15hd 30/45/60 +8 1d6+9 15hd 30/45/60

4.13 Slings
A sling uses a leather bit on some strings to launch small stones or bullets at the enemy.

Sling
A sling is a long leather cord (4ft to 6ft) with a pouch halfway along. The wielder straps one end of the cord
around their wrist and holds the other end in the same hand. They then place a stone in the pouch and
swing the cord over their head. At the mid-point of the swing, they let go of the loose end, which releases
the stone.

Table 4.35: Sling


vs Armed vs Unarmed
Rank Hit Damage Stun Missile Range Hit Damage Stun Missile Range
N -1 1d2 - 40/80/160 -1 1d2 - 40/80/160
B +0 1d4 - 40/80/160 +0 1d4 - 40/80/160
S +2 1d6 s/m 40/80/160 +1 1d6 s/m 40/80/160
E +4 2d4 s/m 60/110/170 +2 2d4 s/m 60/110/170
M +6 3d4 s/m 60/110/170 +4 1d8+2 s/m 60/110/170
G +8 4d4 s/m 80/130/180 +6 1d10+2 s/m 80/130/180

4.14 Unarmed
Unarmed Strike
Unarmed strikes include boxing, street fighting, wrestling, and other martial arts. Unarmed attacks are
considered to be one-handed for the purposes of mixing them with other attacks, all though you are often
striking with parts of the body other than the hand.
When a Monk makes an unarmed attack they use their own damage value and attack rate instead of
the damage, knockout, and off-hand effects listed here. The attack bonus is the same either way. A Monk
can make a normal unarmed attack if they desire (gaining a Knockout chance and the Off-Hand benefit, as
appropriate), but they do not gain their class-based improved damage and attack rate while doing so.

38
Table 4.36: Unarmed Strike
vs Armed vs Unarmed
Rank Hit Damage Knockout Off-hand Hit Damage Knockout Off-hand
N +0 1 - - +0 1 - -
B +0 1 +0 - +0 1 +0 -
S +2 1d3 +0 - +1 1d3 +0 -
E +4 1d4+1 -1 Y +2 1d4+1 -1 Y
M +6 2d4 -3 Y +4 1d4+1 -3 Y
G +8 3d4 -5 Y +6 2d4+1 -5 Y

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Chapter 5:

Spells
Wizards and Swordmages cast Arcane spells. Clerics cast Divine spells. Either way, each spell has a spell
level, and you can only ready a number of spells per day of each spell level, according to your class and
character level.
Clerics can select any spell from their spell list each day, but Wizards and Swordmages must select from
only the spells that they know. They begin play knowing 2 spells, and can copy additional spells into their
spell book once play has begun.
If you attempt to cast a spell and are damaged during the attempt (such as from an enemy attack) your
spell fails.

5.1 Spell Lists


Cleric Spell List
1st • Cure Light Wounds (R)
• Detect Evil
• Detect Magic
• Light (R)
• Protection From Evil
• Purify Food And Drink
• Remove Fear (R)
• Resist Cold

Swordmage / Wizard Spell List


1st • Analyze
• Charm Person
• Detect Magic
• Floating Disk
• Hold Portal
• Light (R)
• Magic Missile
• Protection From Evil
• Read Languages
• Shield
• Sleep
• Ventriloquism

5.2 Spell Entries


Analyze
Swordmage / Wizard 1
Target: One magic item
Range: Special (see below)

40
Duration: Instant

To use an analyze spell, the caster must imitate using the item. This includes wearing armor (which
won’t disrupt this spell), wielding weapons, wetting one’s lips with a potion, and so on. Any curses or other
ill effects of the item may affect the caster.
The caster then has a chance equal to 15% plus 5% per level to identify one magical property of the
item and how to activate it (or that the item has no more unrevealed magical properties). If an item has
more than one magical property, then the one that is revealed will be one that the caster does not already
know about.
The caster does find out command words or other instructions needed to activate the power(s) that are
discovered on the item, but does not discover how many charges each power has.

Charm Person
Swordmage / Wizard 1
Target: One or more humanoids
Range: 120ft
Duration: Special

When this spell is cast, one humanoid creature will imagine the caster to be their best friend, and treat
them accordingly. It does not make them fanatically loyal, and will not make them attack their other friends.
This spell works on any living humanoid, but not on undead or non-living creatures such as golems and
not on non-humanoid creatures. The target gets a saving throw vs Spells to avoid the effect.
If the caster behaves in an overtly hostile manner to the charmed target, such as attacking it or ordering
others to attack it, then the charm is broken.
If the target fails its saving throw, then they get another one periodically to throw off the charm effect.
The frequency of the saving throw is based on the target’s intelligence:

Table 5.1: Charm Duration


Int Save every
1 90 days
2-3 45 days
4-5 30 days
6-7 15 days
8-9 7 days
10-11 5 days
12-13 3 days
14-15 2 days
16-17 1 day
18-19 8 hours
20 1 hour
21+ 10 minutes

If an Immortal is charmed using this spell, they may make a save every 10 minutes even if they have less
than 21 Int.

Cure Light Wounds


Cleric 1, Druid 1, Shaman 1
Target: One living creature
Range: Touch
Duration: Instant

41
This spell cures one living creature (not undead or non-living) of 1d6 points of damage, +1 point per
caster level. The caster can cure themselves with this spell.
Alternately, the spell can be used to cure paralysis (except that caused by a Hold Person or Hold Monster
spell), although if it does so then no damage will be cured at the same time.
Reverse: Cause Light Wounds inflicts 1d6+1 damage to a touched living (not undead or non-living)
target. The target gets no saving throw against the damage, but the caster must make a normal attack roll
to touch an unwilling target.

Detect Evil
Cleric 1, Druid 1, Swordmage / Wizard 2, Sorcerer 2
Target: 120ft
Range: Personal
Duration: 1 hour

This spell allows the caster to see a glow around any creature or intelligent object within range that
wishes them harm. The caster does not know exactly what harm the creature is intending or what they are
capable of, merely that the intent is there.

Detect Magic
Cleric 1, Druid 1, Shaman 1, Swordmage / Wizard 1, Sorcerer 1
Target: 60ft
Range: Personal
Duration: 20 minutes

This spell allows the caster to see a glow around any magical creature, object and place within range.
Magical creatures do not get a saving throw against this effect.
The glow only extends a couple of inches around the magical object, so if it is in a container or behind
another object then some or all of the glow may not be visible.

Floating Disk
Swordmage / Wizard 1
Target: None
Range: Personal
Duration: 1 hour

This spell creates a small flying platform of force, about the size and shape of a round shield. The
platform is invisible to all but the caster and hovers at the height of the caster’s waist. The platform follows
the caster around, never getting more than 6ft away from them. The platform can support 500lbs of weight.
The platform has no edges and can not be used as a weapon in any way, since it has no physical existence
other than to support weight.

Hold Portal
Swordmage / Wizard 1
Target: One door, chest or gate
Range: 10ft
Duration: 2d6 x 10 minutes

This spell will hold a single portal or door closed by magical means. The portal can only be forced open
by creatures who have at least three hit dice more than the caster or opened with a Knock spell, although in
either case if the portal is allowed to close it will continue to be held for the duration of the spell.

42
Immortals can always open doors held by a mortal’s casting of this spell, even if they have fewer hit dice.

Light
Cleric 1, Druid 1, Shaman 1, Swordmage / Wizard 1, Sorcerer 1
Target: 15ft radius
Range: 120ft
Duration: 1 hour + 10mins/level

When this spell is cast, the area within 15âĂŹ of the target point is lit with light as bright as torchlight.
The caster can choose to either cast this spell in a location, in which case it will stay in that location, or cast
it on an object - in which case it will move as the object moves. This spell creates a central light source that
radiates light throughout the area, so there are shadows in the area covered by this spell, and covering the
object that the spell is centered on will block out the light. If this spell is cast on a creature’s eyes, that
creature must make a saving throw vs Spells or be blinded for the duration of the spell. See Chapter 9:
Dungeon Delving for details about how different types of natural and magical light and darkness interact.
Reverse: Darkness causes the area within 15ft of the target point to be absolutely dark. This spell
creates a central source that radiates darkness rather, so covering the object that the spell was cast on will
block the darkness. If this spell is cast on a creature’s eyes, that creature must make a saving throw vs Spells
or be blinded for the duration of the spell. See Chapter 9: Dungeon Delving for details about how different
types of natural and magical light and darkness interact.

Magic Missile
Swordmage / Wizard 1
Target: One or more creatures
Range: 150ft
Duration: 1 hour

This spell creates one or more glowing missiles in the form of arrows that appear in the air around the
caster and follow the caster’s movements, hovering in position. When the caster commands, each missile
will launch itself at a single target that is visible to the caster (if the caster is firing more than one missile
then they may be aimed at different targets) and automatically hit for 1d6+1 damage, with no saving throw
allowed. The arrows are intangible until used, and cannot be touched or destroyed except by a Dispel Magic
spell. Arrows that are not used within an hour of casting disappear.
At 1st level the caster gains only a single missile. For every 2 levels above 1st the caster gains 1 additional
missile.

Protection From Evil


Cleric 1, Druid 1, Shaman 1, Swordmage / Wizard 1, Sorcerer 1
Target: Caster
Range: Personal
Duration: 1 hours

This spell creates a barrier an inch away from the caster’s body that protects the caster from various
creatures. No creature that is magically summoned, controlled, charmed or possessed can touch the caster.
Neither can any creature that can only be hit by magical weapons. Such creatures can still throw or shoot
things at the caster. Additionally, all attacks against the caster are at a -1 penalty to hit and the caster gets
a +1 bonus to all saving throws for the duration of this spell. If the caster attacks a creature that is being
blocked by this spell from touching them, that individual creature is no longer blocked. The to-hit penalty
still applies to the creature, however.

43
Purify Food And Drink
Cleric 1, Druid 1
Target: Contaminated food and drinks within range
Range: 10ft
Duration: Instant

This spell will purify spoiled or poisoned food and drink. It will affect enough fresh food to feed a dozen
people, or enough preserved food (making it fresh again) for one person, or enough water for six people.
The spell will purify muddy or otherwise dirty water by settling out the sediment, but will have no effect on
water-based creatures.

Read Languages
Swordmage / Wizard 1, Sorcerer 1
Target: Caster
Range: Personal
Duration: 20 minutes

This spell lets the caster read (but not speak or write) any non-magical written language or code.

Read Magic
Swordmage / Wizard 1, Sorcerer 1
Target: Caster
Range: Personal
Duration: 10 minutes

This spell lets the caster read magical runes and writings. Once a particular magical inscription has been
read by this spell, the caster can re-read it at any time without needing to cast this spell again. The most
common use of this spell is to read magical scrolls.

Remove Fear
Cleric 1, Druid 1
Target: One living creature
Range: Touch
Duration: 20 minutes

This spell makes the touched creature resist fear effects. Any fear effect that allows a saving throw will
automatically be resisted by the target. The target is also allowed a saving throw against effects that do not
normally allow saving throws, with a bonus on the saving throw equal to the caster’s level. Remove Fear can
be cast on a target who is already afraid, and will either remove or allow an immediate saving throw against
the fear as above. This spell will also remove the Terror effect of an Immortal’s aura, but only when cast by
an Immortal.
Reverse: Cause Fear can be cast on any living creature within 120âĂŹ and will make it flee in terror for
20 minutes unless it can make a saving throw vs Spells. If the target is cornered, they will cower and fight
only to defend themselves.

Resist Cold
Cleric 1, Druid 1
Target: 30ft radius
Range: Personal

44
Duration: 1 hour

This spell protects all creatures in the area from frostbite in freezing temperatures, gives each creature a
+2 bonus to saving throws made against cold based attacks, and reduces all magical cold damage by one
point per die of damage (to a minimum of 1 damage per die). In the case of dragon breath, each hit dice of
the dragon counts as a damage die.

Shield
Swordmage / Wizard 1
Target: Caster
Range: Personal
Duration: 20 minutes

This spell creates a magical barrier an inch away from the caster’s body that shields the caster from harm.
While this spell is in effect, the caster has a base armor class of 18 against missile attacks and a base
armor class of 16 against all other attacks. In both cases, the caster gets their dexterity bonus as usual. This
spell also grants the caster a saving throw vs Spells each time they would be hit by the missile from a Magic
Missile spell. If the saving throw fails, the missile hits the caster normally. If the saving throw succeeds, the
missile is blocked, but this spell is ends immediately. When cast by an Immortal, this spell grants an AC 6
points higher than normal against both missiles and melee attacks.

Sleep
Swordmage / Wizard 1, Sorcerer 1
Target: Creatures in a 20ft radius
Range: 240ft
Duration: 4d4 x 10 minutes

This spell puts one or more creatures to sleep. Roll 2d8 to see how many hit dice worth of creatures are
put to sleep by the effect. Go through all the living (not undead or non-living) creatures in the area with
fewer than 5 hit dice or levels, starting with the closest to the target point of the spell. If there are enough
hit dice left from the roll, that creature is put to sleep with no saving throw and their hit dice are taken from
the running total. Once there are no more creatures left with fewer (or equal) hit dice to the number of hit
dice left over, the spell stops.
Falling to the ground when slept by this spell will not wake the target up, and neither will noise. Targets
will awaken if kicked, shaken or otherwise physically disturbed. Sleeping creatures are considered to be
helpless opponents (see Chapter 10: Combat for details).

Ventriloquism
Swordmage / Wizard 1
Target: One object or location
Range: 60ft
Duration: 20 minutes

This spell allows the caster to make the sound of their voice come from the targeted object or location
rather than from their own mouth. The caster can still cast spells normally while this spell is in effect.

45
Chapter 6:

Equipment
6.1 Economy Basics
"When the division of labor has been once thoroughly established, it is but a very small part of a man’s wants
which the produce of his own labor can supply."
New characters start the game with 100gp to buy equipment with, and any money that is left over can be
kept for use during the game. Coins are minted from (in order of increasing value) Copper, Silver, Electrum,
Gold, and Platinum. Other than Electrum, each coin type is worth ten times the coin type below it. 10
Copper = 1 Silver, 10 Silver = 1 Gold, 10 Gold = 1 Platinum.
Electrum is a Gold/Silver alloy that occurs naturally in some places. Electrum coins are relatively rare,
and worth half a gold coin each; 10 Silver = 2 Electrum = 1 Gold.
As you might expect, different coins are different sizes depending on the material. However, all coins are
sized so that they weigh the same when adjusting for relative metal weight. As such, 50 coins is always 1lb
of metal. Kinda weird, but that’s how they do it.
In addition to coins, many merchants will accept gems as direct payment. Other goods have a common
market value, but you usually can’t pay people directly with goods. You have to sell the goods yourself and
use that money to get the things you want.

6.2 Armor

Table 6.1: Armor Types


Armor AC Cost Weight
Shield 1 10 gp 5 lbs
Leather Armor 3 20 gp 15 lbs
Scale Armor 4 30 gp 30 lbs
Chainmail 5 40 gp 40 lbs
Banded Armor 6 50 gp 45 lbs
Field Plate 7 60 gp 50 lbs
Full Plate 10 250 gp 55 lbs

Shield: Shields are strapped to the arm (a move action) and provide you with +1 to AC.
Leather Armor: Made from a combination of hardened leather segments and leather straps to hold it
all together, this is about as minimal as armor really gets.
Scale Armor: Composed of metal scales layered over each other like a reptile.
Chainmail: A suit made from interlocking rings of metal.
Banded Armor: This armor is made from a series of horizontal bands that slide over each other as you
move.
Field Plate: Plates of metal with chainmail segments covering the gaps. This armor doesn’t quite
completely cover the body, but it’s the best protection among the commonly available armors.
Full Plate: A complete suit of interlocking metal over the whole body. Extremely protective, but
prohibitively expensive.

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Table 6.2: Non-standard Armor Prices
Humanoid Non-Humanoid
Size gp lb gp lb
1
Tiny or smaller x ⁄2 x1/10
1
x1 x1/10
Small x1 x 1 ⁄2 x1 x 1 ⁄2
Medium x1 x1 x2 x1
Large x2 x2 x4 x2
Huge x4 x5 x8 x5
Gargantuan x8 x8 x16 x8
Colossal x16 x12 x32 x12
1
Divide armor bonus by 2.

Armor for Non-humans


Sometimes it will be necessary to obtain armor for a creature other than a human-sized humanoid, such as
barding for a horse. In such cases, use the table given to determine the price difference from normal.

6.3 Weapons
The various combat attributes of each weapon vary wildly with proficiency level, and so full details are given
in the Proficiencies chapter.
However, the table does given the market prices for each weapon, as well as their weight. Ammunition is
also included. In general, 50% of the arrows, bolts, or sling stones used during a battle can be recovered
afterward. Bullets cannot be recovered afterward.

Table 6.3: Weapon Types


Weapon Cost Weight Weapon Cost Weight
Battleaxe 10 gp 6 lbs Lance 10 gp 10 lbs
Blackjack 1 gp 3 lbs Longsword 15 gp 4 lbs
Blowdarts (5) 1 gp 0.1 lbs Mace 6 gp 4 lbs
Blowgun, Large 3 gp 1.5 lbs Musket 150 gp 7.5 lbs
Blowgun, Small 6 gp 0.5 lbs Net 20 gp 6 lbs
Bolas 5 gp 2 lbs Pike 5 gp 9 lbs
Bow, Arrows (20) 1 gp 3 lbs Pistol 250 gp 2 lbs
Bow, Long 75 gp 3 lbs Quarterstaff 1 gp 4 lbs
Bow, Short 30 gp 2 lbs Red Powder (100) 5 gp 1 lbs
Bullets (20) 2 gp 0.4 lbs Scimitar 15 gp 4 lbs
Club 1 gp 3 lbs Shortsword 10 gp 2 lbs
Crossbow, Bolts (10) 1 gp 1 lbs Sling 1 gp 0.1 lbs
Crossbow, Heavy 50 gp 8 lbs Sling, Stones (30) 1 gp 0.6 lbs
Crossbow, Light 35 gp 4 lbs Spear 2 gp 6 lbs
Dagger 2 gp 1 lbs Throwing Hammer 1 gp 2 lbs
Greatsword 50 gp 8 lbs Trident 15 gp 4 lbs
Halberd 10 gp 12 lbs Warhammer 12 gp 5 lbs
Hand axe 6 gp 3 lbs Whip 1 gp 2 lbs
Javelin 1 gp 2 lbs

47
Table 6.4: Adventuring Gear
Item Cost Weight Item Cost Weight
10ft Ladder 5 cp 20 lb. Lantern (bullseye) 12 gp 3 lb.
10ft Pole 2 sp 8 lb. Lantern (hooded) 7 gp 2 lb.
Backpack 2 gp 2 lb. Lock -- 1 lb.
Barrel 2 gp 30 lb. Very simple 20 gp 1 lb.
Basket 4 sp 1 lb. Average 40 gp 1 lb.
Bedroll 1 sp 5 lb. Good 80 gp 1 lb.
Bell 1 gp -- Amazing 150 gp 1 lb.
Belt Pouch 1 gp 0.5 lb. Manacles (common) 15 gp 2 lb.
Block and tackle 5 gp 5 lb. Manacles (masterwork) 50 gp 2 lb.
Bucket 5 sp 2 lb. Miner’s Pick 3 gp 10 lb.
Caltrops 1 gp 2 lb. Oil (1-pint flask) 1 sp 1 lb.
Candle 1 cp -- Paper (sheet) 4 sp --
Canvas (sq. yd.) 1 sp 1 lb. Parchment (sheet) 2 sp --
Case, map or scroll 1 gp 0.5 lb. Piton 1 sp 0.5 lb.
Chain (10 ft.) 30 gp 2 lb. Portable Ram 10 gp 20 lb.
Chalk, 1 piece 1 cp -- Rope (hempen, 50 ft.) 1 gp 10 lb.
Chest 2 gp 25 lb. Rope (silk, 50 ft.) 10 gp 5 lb.
Clay Jug 3 cp 9 lb. Sack 1 sp 0.5 lb.
Clay Mug/Tankard 2 cp 1 lb. Sealing wax 1 gp 1 lb.
Clay Pitcher 2 cp 5 lb. Sewing needle 5 sp --
Common Lamp 1 sp 1 lb. Signal whistle 8 sp --
Crowbar 2 gp 5 lb. Signet ring 5 gp --
Firewood (per day) 1 cp 20 lb. Sledge 1 gp 10 lb.
Fishhook 1 sp -- Small Steel Mirror 10 gp 0.5 lb.
Fishing net, 25 sq. ft. 4 gp 5 lb. Soap (per lb.) 5 sp 1 lb.
Flask (tin) 3 cp 0.2 lb. Spade or shovel 2 gp 8 lb.
Flask (glass) 1 gp 0.5 lb. Spyglass 1,000 gp 1 lb.
Flint and steel 1 gp -- Tent 10 gp 20 lb.
Glass Wine Bottle 2 gp -- Torch 1 cp 1 lb.
Grappling hook 1 gp 4 lb. Trail Rations (per day) 5 sp 1 lb.
Hammer 5 sp 2 lb. Vial, ink or potion 1 gp 0.1 lb.
Ink (1 oz. vial) 8 gp -- Waterskin 1 gp 4 lb.
Inkpen 1 sp -- Whetstone 2 cp 1 lb.
Iron Pot 5 sp 10 lb. Winter Blanket 5 sp 3 lb.

6.4 Adventuring Gear


A few of the pieces of adventuring gear found on Table: Adventuring Gear are described below, along with
any special benefits they confer on the user ("you").
Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the
caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are
at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing
in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the
creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature
is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack,
the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced
by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature
is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A
charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half

48
speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Clay Jug: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Common Lamp: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a
30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If
used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to
that of a club of its size.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire
with them takes at least that long.
Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10
feet of distance thrown).
Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a spiked gauntlet of its size.
Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy
illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one
hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination
in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lock: The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20),
average (DC 25), good (DC 30), or superior (DC 40).
Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature
can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles
requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10
hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature.
For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred
times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially
made manacles.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the
rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is
thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is
smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Portable Ram: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks
made to break open a door and it allows a second person to help you without having to roll, increasing your
bonus by 2.
Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple
that it provides a +2 circumstance bonus on Use Rope checks.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination
out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3
inches high.

49
Special Substances and Items

Table 6.5: Special Substances and Items


Item Cost Weight
Acid (flask) 10 gp 1 lb.
Alchemist’s fire (flask) 20 gp 1 lb.
Antitoxin (vial) 50 gp --
Everburning torch 110 gp 1 lb.
Holy water (flask) 25 gp 1 lb.
Smokestick 20 gp 1
⁄2 lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp --

Any of these substances except for the everburning torch and holy water can be made by a character
with the Craft (alchemy) skill.
Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with
a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of
the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a
ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask
hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an
additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the
flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling
on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the
flames automatically smothers the fire.
Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against
poison for 1 hour.
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning
torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask
of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown
against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the
flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy
water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of
opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider.
Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited.
The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind
dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a
30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the
gold tip is burned out and worthless.
Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range
increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming
tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4

50
penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on
a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot
bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly
(assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check
or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off
itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after
which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the
creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the
goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4
rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature
dissolves the alchemical goo immediately.
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it
strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each
creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A
deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance
to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the
target square as AC 5.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against
a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel
(or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a
full-round action), and lighting any other fire with one is at least a standard action.

Tools and Skill Kits

Table 6.6: Tools and Skill Kits


Item Cost Weight
Alchemist’s lab 500 gp 40 lb.
Artisan’s tools (common) 5 gp 5 lb.
Artisan’s tools (masterwork) 55 gp 5 lb.
Climber’s kit 80 gp 5 lb.1
Disguise kit 50 gp 8 lb.1
Healer’s kit 50 gp 1 lb.
Holly and mistletoe -- --
Holy symbol (silver) 25 gp 1 lb.
Holy symbol (wooden) 1 gp --
Hourglass 25 gp 1 lb.
Magnifying glass 100 gp --
Masterwork Tool 50 gp 1 lb.
Merchant’s Scale 2 gp 1 lb.
Musical instrument (common) 5 gp 3 lb.1
Musical instrument (masterwork) 100 gp 3 lb.1
Spell component pouch 5 gp 2 lb.
Thieves’ tools (common) 30 gp 1 lb.
Thieves’ tools (masterwork) 100 gp 2 lb.
Water clock 1,000 gp 200 lb.
Wizard’s Spellbook (blank) 15 gp 3 lb.
1
These items weigh one-quarter this amount when made for Small characters.

51
Alchemist’s Lab: An alchemist’s lab always has the perfect tool for making alchemical items, so it
provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the
Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough
tools to use the skill but not enough to get the +2 bonus that the lab provides.
Artisan’s Tools (common): These special tools include the items needed to pursue any craft. Without
them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.
Artisan’s Tools (masterwork): These tools serve the same purpose as artisan’s tools (above), but
masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft
checks made with them.
Climber’s Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb
checks.
Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise
checks. A disguise kit is exhausted after ten uses.
Healer’s Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A
healer’s kit is exhausted after ten uses.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as
the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.
Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute
for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight
to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance
bonus on Appraise checks involving any item that is small or highly detailed.
Masterwork Tool: This well-made item is the perfect tool for the job. It grants a +2 circumstance
bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same
skill check do not stack.
Merchant’s Scale: A scale grants a +2 circumstance bonus on Appraise checks involving items that are
valued by weight, including anything made of precious metals.
Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance
bonus on Perform checks involving its use.
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the
material components and focuses needed for spellcasting, except for those components that have a specific
cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Thieves’ Tools (common): This kit contains the tools you need to use the Disable Device and Open
Lock skills. Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable
Device and Open Locks checks.
Thieves’ Tools (masterwork): This kit contains extra tools and tools of better make, which grant a
+2 circumstance bonus on Disable Device and Open Lock checks.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is
used by evil clerics (or by neutral clerics who want to cast evil spells or command undead).
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since
it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated
flow of droplets of water.
Wizard’s Spellbook (blank): A spellbook has 100 pages of parchment, and each spell takes up one
page per spell level (one page each for 0-level spells).

Clothing
Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and
perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak,
thick pants or skirt, and
boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold
weather.

52
Table 6.7: Clothing
Item Cost Weight
Artisan’s outfit 1 gp 4 lb1
Cleric’s vestments 5 gp 6 lb1
Cold weather outfit 8 gp 7 lb1
Courtier’s outfit 30 gp 6 lb1
Entertainer’s outfit 3 gp 4 lb1
Explorer’s outfit 10 gp 8 lb1
Monk’s outfit 5 gp 2 lb1
Noble’s outfit 75 gp 10 lb1
Peasant’s outfit 1 sp 2 lb1
Royal outfit 200 gp 15 lb1
Scholar’s outfit 5 gp 6 lb1
Traveler’s outfit 1 gp 5 lb1
1
These items weigh one-quarter this
amount when made for Small characters.

Courtier’s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the
current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street
dress will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). If
you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit
looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience
turns ugly).
Explorer’s Outfit: This is a full set of clothes for someone who never knows what to expect. It includes
sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak.
Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of
pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a
wide-brimmed hat.
Monk’s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound
together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality
fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve
as short ropes.
Noble’s Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious
metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a
signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).
Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and
skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements.
Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly
a cloak.
Traveler’s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt
(perhaps with a vest or jacket), and an ample cloak with a hood.

6.5 Transportation
Animals and Related Gear
Camel: Normally only found in desert or semi-desert environments where horses don’t fare well.

53
Table 6.8: Pack Animals and Mounts
Animal HD Speed Load Cost
Camel 2 50ft 300 lbs 100 gp
Dog, Guard 2 40ft 150 lbs 25 gp
Dog, Riding 2 40ft 200 lbs 150 gp
Donkey 1 40ft 200 lbs 20 gp
Horse, Draft 3 30ft 450 lbs 40 gp
Horse, Riding 2 80ft 300 lbs 75 gp
Horse, War 3 40ft 400 lbs 250 gp
Mule 2 40ft 300 lbs 30 gp
Pony 2 70ft 200 lbs 35 gp
Ox 3 30ft 450 lbs 40 gp

Dog: A guard dog is any larger breed of dog and it is trained to fight. A riding dog is only from the very
largest breeds of dogs and can either fight or carry a rider.
Donkey: Donkeys are actually very smart, though often stubborn as well.
Horse: Draft horses are large and slow, able to carry much more weight than normal. Riding horses are
the fastest breeds of horse, though they cannot carry as much. Warhorses are a middle ground, and they also
come with combat training when you purchase them.
Mule: A mule is a donkey / horse crossbreed. They can carry more weight than a donkey, but are usually
infertile, so they’re somewhat cheaper than horses.
Pony: Ponies are usually used as mounts for smaller characters, such as dwarves and halflings.
Ox: An ox has the same game stats as a draft horse.

Table 6.9: Mount Equipment


Item Cost Weight
Barding (Large) x4 x2
Barding (Medium) x2 x1
Feed (per day) 5 cp 10 lbs
Saddlebags (Carries 80 lbs) 5 gp 10 lbs
Stabling (per day) 5 sp --
Tack and Saddle (Carries 20 lbs) 25 gp 30 lbs

Barding: You can get barding for dogs, donkeys, and ponies (medium) or camels, horses, and mules
(large). The cost and weight modifiers listed are modifiers to the base type of barding that you want to have
for your animal.
Feed: In some locations your animals can just feed off the land, but if you need to bring your own food
it will be very heavy, even though it’s cheap.
Saddlebags: Extra bag space that goes over the back of your horse.
Stabling: While you’re in town you’re generally expected to leave your animal at a stable, which naturally
charges a fee.
Tack and Saddle: The equipment to help keep you on your mount. If you try to make Riding checks
while bareback you take a -4. The saddle comes with a limited amount of bag space.

Land Vehicles
Land vehicles need to be pulled by animals, given in terms of horses. A camel, mule, or ox can generally take
the place of a horse, but when using donkeys or ponies you need twice as many. Dogs can’t take the place of
a horse.
Carriage: A four-wheeled transport with seats on the inside for passengers. The driver sits up front
separately, and cargo can generally be stored on top. It requires 2 horses.

54
Table 6.10: Land Vehicles
Vehicle HP Load Cost
Carriage 35 1,000 lbs 200 gp
Cart, Small 30 400 lbs 100 gp
Cart, Large 35 800 lbs 150 gp
Sled, Dog 20 200lbs 50 gp
Sled, Horse 25 400 lbs 75 gp
Trap 25 200 lbs 50 gp
Wagon, Small 40 1,500 lbs 200 gp
Wagon, Large 45 2,500 lbs 250 gp

Cart: A two-wheeled cargo transport. A small cart requires 1 horse, and a large cart needs 2.
Sled: Intended for use on snow and ice. It requires two animals of the sled’s type (dogs or horses).
Trap: A two-wheeled vehicle with two seats, intended for personal transport rather than cargo. It requires
only a single horse.
Wagon: A four-wheeled device, intended for heavy cargo use. Small wagons need 2 horses, and large
wagons need 4.

Water Vehicles
foo

Sky Vehicles
foo

6.6 Hired Help


foo

6.7 Services in Town


Food, Drink, and Lodging
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations
consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist
of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals
might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed
of bread and pastries, beef, peas, and ale or wine.

Spellcasting and Workers


Sometimes the best solution for a problem is to hire someone else to take care of it.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between
towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere
you need to go.
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen,
scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings
require significantly higher pay.

55
Table 6.11: Food, Drink, and Lodging
Item Cost Weight
Banquet (per person) 10 gp --
Chunk of Meat 3 sp 1
⁄2 lb.
Hunk of Cheese 1 sp 1
⁄2 lb.
Loaf of Bread 2 cp 1
⁄2 lb.
Ale
Gallon 2 sp 8 lb.
Mug 4 cp 1 lb.
Inn stay (per day)
Good 2 gp --
Common 5 sp --
Poor 2 sp --
Meals (per day)
Good 5 sp --
Common 3 sp --
Poor 1 sp --
Wine
Common (pitcher) 2 sp 6 lb.
Fine (bottle) 10 gp 1.5 lb.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids,
and other menial workers.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message
to a place they were going anyway may ask for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded
road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or
exit (or sometimes just to enter).
Ship’s Passage: Most ships do not specialize in passengers, but many have the capability to take a few
along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are
otherwise difficult to bring aboard a ship.
Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost
assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at
least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring
the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material component or focus component and no XP cost.
If the spell includes a material component, add the cost of that component to the cost of the spell.
If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the
cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you
can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees
to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a
distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you
must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of
casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city
for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed
to have a local spellcaster able to cast 9th-level spells.

56
Table 6.12: Spellcasting and Services
Service Cost
Coach cab 3 cp per mile
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship’s passage 1 sp per mile
Spell, 0th-level Caster level x 5 gp1
Spell, 1st-level Caster level x 10 gp1
Spell, 2nd-level Caster level x 20 gp1
Spell, 3rd-level Caster level x 30 gp1
Spell, 4th-level Caster level x 40 gp1
Spell, 5th-level Caster level x 50 gp1
Spell, 6th-level Caster level x 60 gp1
Spell, 7th-level Caster level x 70 gp1
Spell, 8th-level Caster level x 80 gp1
Spell, 9th-level Caster level x 90 gp1
Trained Hireling 3 sp per day
Untrained Hireling 1 sp per day
1
See spell description for additional costs. If the additional
costs put the spell’s total cost above 3,000 gp, that spell is
not generally available.

6.8 Buildings
foo

6.9 Siege Weaponry


foo

57
Chapter 7:

Dungeon Delving
frop

58
Chapter 8:

Combat
sword

59
Chapter 9:

Character Advancement
9.1 Gaining Experience
As characters adventure they gain ”Experience Points” (often abbreviated as ”EXP” or ”XP”). When a character
has enough experience points they gain a level. There are several ways to gain experience. In all cases, a
character generally doesn’t gain experience until they are in a safe location where they can rest and reflect on
recent events. This can be back in a town, or while camping in the wilderness, but usually not while within a
dungeon.
Unless there’s some sort of extenuating circumstance, any experience gains, regardless of source, should
be split evenly among the party.
!!Treasure
The majority of a character’s experience points will usually come from treasure finds. Each 1gp worth of
treasure gained is worth 1xp. For the purposes of this, "treasure gained" means the following sorts of things:
*Money found while adventuring, regardless of it you killed the previous owner to get it, or just stole
it from them and got away. *Money gained as a reward or payment for some sort of adventuring activity.
Bounty payments, guarding a caravan, winning a tournament, recovering historical lost documents, those
sorts of things. *Money gained from the sale of non-magical goods obtained during adventuring (usually via
selling gems or artwork, but even selling trade goods counts). *Money gained from your dominion as part of
your monthly income (only actual coinage counts, not services). This is less obviously dangerous than active
adventuring, but there’s almost always someone plotting to assassinate whoever is in charge, or otherwise
cause them trouble.
The following sources //never// give you experience points:
*Money gained from within your own party. You can’t just hand bags of gold back and forth, nor do
you advance from betraying your own party members. It’s like, karma or something. *Money earned from
doing something boring and unbecoming of a proper adventurer, like having a day job or subsistence farming.
Fortune favors the bold, and who dares, wins. *Money earned from selling magical items. Magic is dangerous
in the wrong hands, and selling it just makes you as irresponsible as whatever idiot lost their magic stuff so
that you could find it.
!!Combat
Monsters that you defeat give experience based on their hit dice. If the monsters have certain exceptional
abilities then they count as effectively having more hit dice than normal when computing their experience
value. Generally speaking, experience rewards for defeating monsters are much smaller than experience
rewards for gaining treasure.
For the purposes of experience gain, "defeat" means killing, driving them off, forcing a surrender/capture,
evading an enemy that is an obstacle towards the adventure goal, or convincing an enemy to cease being an
obstacle (via diplomacy, intimidation, blackmail, etc).
!!Plot Resolution
It’s all well and good to just maraud about some of the time, but the thing that really makes you into a
legend is actually completing stories that people can talk about. A story reward is generally based on the level
of the adventure and the scope of the task, often several hundred (or more) experience times the intended
character level of the party that the adventure is designed for.
In the case of a longer quest, the experience rewards can be split into several smaller amounts given out
over time as you achieve each significant milestone.

60
9.2 Gaining Levels
When you have enough experience to gain a level, here’s all the changes you should pay attention to:
;Roll for HP :For 1st level through 9th level your character has a number of hit dice equal to their level,
and after that they don’t gain more hit dice, they just gain a fixed number of hit points each level. In
addition to this, you also add your Constitution Modifier to each hit die. For example, a fighter with Con 14
would have 2d8+4 hit points at 2nd level, and at 12th level the same fighter would have 9d8+6 (12th level
fighter) + 18 (+2 modifier * 9 hit dice) for a total of 9d8+24 hit points. When you gain a level, make a
fresh hit points roll using your new total. If you roll more than your old maximum hit points then use that. If
you roll less than your old total then you just gain +1 hit point instead. This method causes old bad rolls
to clear away over time, and keeps people close to the average for their level. ;Increase BAB and adjust
Saving Throws :Now that you’re a higher level your BAB and Saves numbers might have changed. Make any
adjustments that you need to on your sheet. ;New Skills :If you gain another skill point at your new level you
can spend it immediately. ;New Weapon Proficiencies :If your new level allows you an additional weapon
proficiency then you gain the proficiency point immediately, but you must spend time doing some [[Weapon
Training]] before you can actually assign your new proficiency point to a weapon group. ;Special Abilities
:Depending on your class, you may have unlocked other special abilities. Thieves also gain increased talent
chances, and Spellcasters gain additional spell slots. Wizards and Swordmages //don’t// automatically learn
new spells, however.

61
Chapter 10:

Overland Exploration
cart

62
Chapter 11:

Logistics and Dragons


stone

63
Chapter 12:

Warfare
banner

64
Chapter 13:

Otherworldly Travels
drakar

65
Chapter 14:

Quest for Godhood


ring

66
Chapter 15:

Being a God
crown

67
Chapter 16:

Monsters
goblin

68
Chapter 17:

Treasure
coin

69
Chapter 18:

Artifacts
rod

70
Chapter 19:

GM Advice
scroll

71
The Open Game License

The text and tables of this document are Open Game Content as defined in the Open Game License below.
The images of this document are Product Identity. You can compare this work to any other work that you
like in any way.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc ("Wizards"). All Rights Reserved.

1. Definitions:

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recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute;
(d) "Open Game Content" means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by this License, including translations
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(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products contributed to the Open Game License
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(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content.
(h) "You" or "Your" means the licensee in terms of this agreement.

72
2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any
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Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

73
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson.
Dark Dungeons published 2010, no Copyright is asserted on the original text found in this work.
Caves and Chimeras Copyright 2014, Daniel Gee

END OF LICENSE

74
Glossary

Ability Modifier
The modifier that an ability score has based on its value. An ability’s modifier is added in to d20 rolls
based on that ability.
Ability Score
One of the six key attributes of a creature: Strength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma.
AC
Armor Class.
Armor Class
The defensive value of a creature against attacks, representing evasiveness, armor, and any other
factors. An attack roll must equal or exceed the Armor Class of the target to hit.

DC
Difficulty Class.
Difficulty Class
The difficulty of a situational check of some sort. When making a skill check you need to equal or
exceed the DC to succeed.

Entangled
An entangled creature cannot take any actions. They get a saving throw each round to negate the
effect (same save type and modifiers as with the initial attack that entangled them). If successful they
can take a single move action that round.

Slowed
The creature moves at half speed, attacks half as often, and takes -2 to Initiative rolls. This effect can
stack from different sources up to two times. A creature gets -2 to attacks for every level of speed
that they are below their target’s speed (double-haste, haste, normal, slowed, double-slowed).
Staggered
A creature that is staggered can only move at half speed during its next turn. The effect automatically
wears off after that.
Stunned
A stunned creature gets only a move action each turn, and takes a -2 to AC and Saves. They can
make a save against Death Ray each round at the start of their turn to negate the effect. If successful,
they can act normally immediately.

75
List of Tables

1.1 Ability Scores . . . . . . . . . . . . . . . . . . 4 4.20 War Hammer . . . . . . . . . . . . . . . . . . 33


4.21 Heavy Crossbow . . . . . . . . . . . . . . . . 33
2.1 The Cleric . . . . . . . . . . . . . . . . . . . . 7 4.22 Light Crossbow . . . . . . . . . . . . . . . . . 33
2.2 Undead Turning By Level . . . . . . . . . . . 8 4.23 Musket . . . . . . . . . . . . . . . . . . . . . . 34
2.3 The Fighter . . . . . . . . . . . . . . . . . . . . 9 4.24 Pistol . . . . . . . . . . . . . . . . . . . . . . . 34
2.4 The Monk . . . . . . . . . . . . . . . . . . . . 10 4.25 Bolas . . . . . . . . . . . . . . . . . . . . . . . 35
2.5 The Ranger . . . . . . . . . . . . . . . . . . . . 12 4.26 Net . . . . . . . . . . . . . . . . . . . . . . . . . 35
2.6 The Stonewarden . . . . . . . . . . . . . . . . 13 4.27 Whip . . . . . . . . . . . . . . . . . . . . . . . 35
2.7 The Swordmage . . . . . . . . . . . . . . . . . 14 4.28 Halberd . . . . . . . . . . . . . . . . . . . . . . 36
2.8 The Thief . . . . . . . . . . . . . . . . . . . . . 15 4.29 Javelin . . . . . . . . . . . . . . . . . . . . . . 36
2.9 Thief Talents . . . . . . . . . . . . . . . . . . . 17 4.30 Lance . . . . . . . . . . . . . . . . . . . . . . . 36
2.10 The Wizard . . . . . . . . . . . . . . . . . . . . 18 4.31 Pike . . . . . . . . . . . . . . . . . . . . . . . . 37
4.32 Quarterstaff . . . . . . . . . . . . . . . . . . . 37
4.1 Training Times . . . . . . . . . . . . . . . . . 24
4.33 Spear . . . . . . . . . . . . . . . . . . . . . . . 37
4.2 Entangling Weapons . . . . . . . . . . . . . . 25
4.34 Trident . . . . . . . . . . . . . . . . . . . . . . 38
4.3 Knockout Weapons . . . . . . . . . . . . . . . 26
4.35 Sling . . . . . . . . . . . . . . . . . . . . . . . . 38
4.4 Battle Axe . . . . . . . . . . . . . . . . . . . . 27
4.36 Unarmed Strike . . . . . . . . . . . . . . . . . 39
4.5 Hand Axe . . . . . . . . . . . . . . . . . . . . . 28
4.6 Dagger . . . . . . . . . . . . . . . . . . . . . . 28 5.1 Charm Duration . . . . . . . . . . . . . . . . . 41
4.7 Greatsword . . . . . . . . . . . . . . . . . . . . 28
4.8 Longsword (One Handed) . . . . . . . . . . 29 6.1 Armor Types . . . . . . . . . . . . . . . . . . . 46
4.9 Longsword (Two Handed) . . . . . . . . . . 29 6.2 Non-standard Armor Prices . . . . . . . . . . 47
4.10 Scimitar . . . . . . . . . . . . . . . . . . . . . . 29 6.3 Weapon Types . . . . . . . . . . . . . . . . . . 47
4.11 Short Sword . . . . . . . . . . . . . . . . . . . 30 6.4 Adventuring Gear . . . . . . . . . . . . . . . . 48
4.12 Large Blowgun . . . . . . . . . . . . . . . . . 30 6.5 Special Substances and Items . . . . . . . . 50
4.13 Small Blowgun . . . . . . . . . . . . . . . . . 30 6.6 Tools and Skill Kits . . . . . . . . . . . . . . . 51
4.14 Longbow . . . . . . . . . . . . . . . . . . . . . 31 6.7 Clothing . . . . . . . . . . . . . . . . . . . . . 53
4.15 Short Bow . . . . . . . . . . . . . . . . . . . . 31 6.8 Pack Animals and Mounts . . . . . . . . . . . 54
4.16 Blackjack . . . . . . . . . . . . . . . . . . . . . 32 6.9 Mount Equipment . . . . . . . . . . . . . . . 54
4.17 Club . . . . . . . . . . . . . . . . . . . . . . . . 32 6.10 Land Vehicles . . . . . . . . . . . . . . . . . . 55
4.18 Mace . . . . . . . . . . . . . . . . . . . . . . . 32 6.11 Food, Drink, and Lodging . . . . . . . . . . . 56
4.19 Throwing Hammer . . . . . . . . . . . . . . . 32 6.12 Spellcasting and Services . . . . . . . . . . . 57

76
Index

Ability Modifier, 4 Javelin, 36


Ability Score, 4 Jumping, 21
Analyze, 40
Appraise, 19 Lance, 36
Arcane Lore, 19 Large Blowgun, 30
Legalism, 21
Balance, 19 Light, 43
Battle Axe, 27 Light Crossbow, 33
Blackjack, 31 Linguistics, 21
Bluff, 19 Lip Reading, 21
Bolas, 34 Longbow, 31
Longsword (One Handed), 28
Character Creation, 4 Longsword (Two Handed), 29
Charm Person, 41
Cleric, 7 Mace, 31
Club, 31 Magepunk, 21
Cooking, 19 Magic Missile, 43
Crafting, 19 Monk, 10
Cure Light Wounds, 41 Musket, 34
Dagger, 28 Nature Lore, 21
Detect Evil, 42 Navigation, 21
Detect Magic, 42 Net, 35
Dice, 4
Diplomacy, 19 Perform, 21
Disguise, 20 Pike, 36
Pistol, 34
Engineering, 20 Protection From Evil, 43
Escape Artist, 20 Purify Food And Drink, 44
Etiquette, 20
Quarterstaff, 37
Fighter, 9
Floating Disk, 42 Ranger, 12
Read Languages, 44
Gambling, 20 Read Magic, 44
Geography, 20 Religious Lore, 21
Greatsword, 28 Remove Fear, 44
Halberd, 36 Resist Cold, 44
Hand Axe, 27 Riding, 21
Healing, 20 Scimitar, 29
Heavy Crossbow, 33 Sense Motive, 21
History, 20 Shield, 45
Hold Portal, 42 Short Bow, 31
Intimidation, 20 Short Sword, 29

77
Sleep, 45
Sling, 38
Small Blowgun, 30
Spear, 37
Stonewarden, 13
Swimming, 22
Swordmage, 14

Thief, 15
Throwing Hammer, 32
Track, 22
Trident, 37

Unarmed Strike, 38

Ventriloquism, 45

War Hammer, 32
Whip, 35
Wizard, 18

78

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