AFTER WINTER DARK
It has been 100 years since The Great Thaw (after Unklar the Horned One was banished from this plane of existence) flooded the lowlands, making the land fertile and ripe.
Forests, valleys, lakes and streams all came to life again. The free creatures wandered the paths as they had in the long ago of yesterday, before the 1000 years Dark Reign of Unklar the Horned One, that had become known as the dreadful and desolate Winter Dark.
During the Dark Reign of the Horned One, heavy snows blanketed both the northern and southern lands throughout the World of Aihrde, stretching eastward and westward with his evil taint of terror; destroying the great cities and lands that fell beneath his cloven hoof, ravaged by his foul servants!
When the Horned One first conquered the lands of the World of Aihrde, it was as restless and troublesome as its inhabitants: the elves, fay of many type and those stalwart men of noble bearing, did not easily bend to his will.
So it was, after many a rebellion and uprising the Horned One turned his armies loose upon the lands of the World of Aihrde; but freedom loving humans, elves, dwarfs and countless others banded together and found a way to banish the Horned One from their world, if not entirely free from his influence!
But the men of the World of Aihrde are like all men, quickly forgetting or choosing to forget, that each new age fosters new challenges and past evils often haunt the hopes of the future!
For there are as many evil fey as good and these creatures thrived in the ruins of the minions who once ruled with the Horned One.
And as in all lands, some of the Horned One’s servants survived and hid themselves away in the dark places, as they waited for the return of their dark master.
In time elves, in search of ancient homelands and shrines, and men, in search of fertile and peaceful lands to farm, returned and settled in the once abandoned lands of Aihrde; the fey awoke as if from a long slumber and the forest assumed the shadow of its former self.
Now many creatures long away from the lands of men and elves, find its fresh fields and peaceful inhabitants easy filling for their gluttonous desires; for they be foul creatures hungry for the easy pickings of the world of man and elf.
The years spun out and those who remembered the Winter Dark were very old and few listened to their tales. They paid no heed to the rumors that the former minions who served Unklar, now sought to rebuild the kingdom of their master, by summoning the Horned One from beyond the World of Aihrde.
A great many orc, goblin and other evil creatures issued forth from the foul pits once ruled by the Horned One, driven by long ago promises of power and a return to the glory of the old days, seeking to lay waste to the lands of the World of Aihrde, driving the inhabitants into the sea, enslaving them or scattering wide the free peoples now populating the lands!
The past 100 years have witnessed crops, animals and lands multiplying and returning to a prosperous and bountiful life!
People of all races have been breeding and populating the known lands; spreading their communication to other regions that had been cut off and decimated beneath the evil rule of the Horned One.
It has taken years for news from the outside world to trickle in to the region of Aachen; mostly speculation and rumors spread by adventurers and mercenaries from the Great Wars, who have told their tales of the dark minions whose evil influence still lingers in unexplored areas of Aihrde.
These Great Wars were the concerted efforts from the inhabitants of the region of Aachen to establish their freedom by uniting the land for commerce between the cities, successfully beating back the evils bearing the taint of the banished Horned One.
In recent years, trade has grown little by little between the Aachen Cities of Eluthus, Heristat, Lepfield, Blieberg, Waltenshaw, Munden, Harz, Cam, Detmold and Northberg.
Trade Ships have come to port in Eluythus and the City of Cam; while Trade Caravans have sporadically made their way to Northberg through the Canult Pass, while others have made their way through the South Gate to the Baratine Coast and then north to Haristat.
From these focal points, the cities in the Region of Aachen have prospered to the extent that Knights, Mercenaries and other Adventurers have fought valiantly to make Aachen a safe haven for the common people to live out their lives in peace!
In turn, these guardians of freedom have begun to enjoy the fruits of prosperity, raising their families and reaping the rewards of their hard fought wars and labors!
Tales of Treasures to be found and wealth to be gained filter into Aachen with the influx of various Adventurers and Mercenaries of diverse races and abilities, who have left the region, never to be heard from again.
Others have returned in tatters, with perhaps a few assorted gems or gold to show for their efforts, bringing wild tales of fighting for their lives!
Still others have returned without anything to show for their long journeys, except more stories of hardships and perils, that cost them the lives of dear friends and loved ones, who were better men and better women warriors than they.
The time has come in the wake of relative peace and prosperity, that boredom for some must give way to the blossoming destiny of a world to be freed from the taint of Unklar the Horned One and his Dark Minions who once ravaged the lands of the World of Aihrde with their fear and terror!
This is the World Your Character Has Been Born Into!
This is the World Your Character is Destined to Explore!
Primary Attributes do not necessarily need the highest numbers assigned to them as the Prime Attributes need only a dice roll of 12 for a successful roll as opposed to an 18 for Secondary Attributes (plus the Challenge Level for a particular scenario is added to the 12 or 18 to set the bar for the necessary successful roll)
Attribute Modifiers are either added or subtracted depending upon the numbers assigned to Attributes (and modified by Racial Traits)
Rextugenous has a Strength of 9 which is a -1 as an attribute modifier so a roll would subtract -1 from the dice total to determine a successful roll.
Secondary Strength Attribute would be an 18 plus if the scenario has a challenge level of 3 it would be a 21 roll that would be needed for a successful roll.
But with the -1 Attribute Modifier it would take a roll of 22 to be successful (Castle Keeper rolls the dice in all situations by the way) as 22-1=21
Were the 9 to be a Primary Attribute number then it would be 12 (Primary) plus the 3 Challenge level = 15 and the successful roll would require a 16-1=15.
Hope that helps in considering your character creation
The Fighter is a warrior with great prowess on the battlefield. The Ranger is an extraordinary woodsman and warrior. The Rogue is a rapscallion and an opportunist. The Assassin is an expert at killing and eliminating targeted enemies. The Barbarian draws upon vestigial, primal will in combat. The Monk conditions his body to withstand the rigors of war and the elements. The Wizard is a practitioner of powerful arcane magics. The Illusionist magically distorts the perceptions of others. The Cleric is avowed to a deity and dispenses divine justice. The Druid owes allegiance to the elemental powers of the world. The Knight is a natural leader and strong combatant. The Paladin is a warrior blessed by divinity, a paragon of good. The Bard influences others through the power of words.
Any Magical abilities will be channeled through a Wand, Staff or Holy Symbol and will also be influenced and enhanced by the particular deity the character worships.
Alignments I prefer characters be either Lawful Good, Neutral Good or Chaotic Good LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.
LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.
LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.
NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.
NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.
NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.
CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.
CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or other.
CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.
Classes FIGHTERS are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.
RANGERS are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.
ROGUES, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.
ASSASSINS are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.
BARBARIANS live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.
MONKS are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.
WIZARDS delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.
ILLUSIONISTS study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.
CLERICS are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.
DRUIDS are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.
KNIGHTS are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.
PALADINS are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.
BARDS are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.
Attributes STRENGTH: This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks involving strength. Characters can military press 10x their strength and dead lift 15x their strength score.
DEXTERITY: This attribute represents a character’s reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.
CONSTITUTION: This attribute reflects overall health, and also represents a character’s ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier
affects hit points, and it applies to all checks involving constitution.
INTELLIGENCE: This attribute reflects mental aptitude. It represents a character’s ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the
number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence.
WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom.
CHARISMA: This attribute represents strength of attractiveness, willpower, personality, and leadership. It is the degree to which a character is able to influence others. The modifier affects a creature’s loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma.
Primary and Secondary Attributes
There are two types of attributes: primary and secondary. Primary attributes are those physical or mental abilities in which a character is particularly well trained or very experienced in using.
Secondary attributes are those the character uses with only average skill. A player selects the character’s primary attributes after choosing a class and race.
Human characters have three primary attributes. Demi-human races (dwarf, elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.
Each class has one primary attribute associated with it that cannot be changed. The player selects the others. So, a human character receives one primary attribute designated by the class and the other two
are selected by the player.
If playing a demi-human character, the player can select only one additional primary attribute. For example, the primary attribute for the ranger class is strength. If the player chooses to play an elf, he or she selects one of the five remaining attributes as the other primary attribute.
If it were a human ranger, the player would select two more primary attributes rather than just one. The remaining attributes are considered to be secondary.
Primary Attributes Strength: Fighter, Ranger
Dexterity: Rogue, Assassin
Constitution: Barbarian, Monk
Intelligence: Wizard, Illusionist
Wisdom: Cleric, Druid
Charisma: Knight, Paladin, Bard
Primary Attributes will automatically be assigned to the Classes you choose for your Character and I strongly suggest you assign an 18 or 19 to the Primary Attribute for any Wizard, Illusionist (not a choice for this adventure), Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells that an 18 or 19 will provide your character.
Race Height Weight
Dwarf 3’ 10” to 5’ 2” 140-180
Elf, High 4’ 0” to 6’ 0” 100-135 lbs.
Elf, Twilight (drow) 4’ 0” to 5’ 6” 90-115 lbs.
Elf, Wild 4’ 4” to 5’ 8” 100-125 lbs.
Elf, Wood (gray) 4’ 8” to 6’ 6” 110-165 lbs.
Gnome 3’ 6” to 4’ 8” 70-90 lbs.
Half-elf 4’ 2” to 6’ 2” 90-175 lbs.
Half-orc 4’ 10” to 6’ 5” 120-180 lbs.
Halfling 3’ 0” to 4’ 6” 45-70 lbs.
Human 4’ 8” to 6’ 8” 100-200 lbs.
Minimum Starting Age (will be modified by Class and adjusted by Castle Keeper)
Race Adulthood Middle Age Old Venerable Maximum
Dwarf 150 300 450 600 800
Elf, High 200 500 750 1000 1300
Elf, Twilight (Drow) 100 200 300 400 600
Elf, Wild 40 100 150 200 300
Elf, Wood (Gray) 60 150 225 300 400
Gnome 30 75 112 150 210
Half-Elf 20 62 93 125 185
Half-Orc 13 30 45 60 70
Halfling 16 40 60 80 120
Human 15 35 53 70 110
That should be sufficient for gauging any interest before I proceed any further in developing this adventure!
Posted on 2013-05-24 at 02:51:05.
Edited on 2013-05-26 at 20:55:50 by Hammer
For a thousand years the horned god ruled from his throne in the great towers of Aufstrag. Shaped in mockery of the Great Tree, Aufstrag lorded over the kingdoms of man, elf and dwarf and its master, Unklar, ruled with his iron mace. But time swept him away and into the Void; and upon the ruins of his dark memory new kingdoms have risen, a new world born. An age of heroes is begun, where adventuring crusaders ride forth into the wilderness to reclaim it through the iron in their veins and the magic they too control.
But memories run deep and the stain of Unklar’s reign is not so easily rooted out. His minions haunt the dark places of the world. They occupy forgotten temples, ruined dungeons, castles on the borderlands; from these bastions they plot the return of their horned master, or at the very least, the terror of men. Here evil resides and thrives; treasures abound, hidden magic lies unused and forgotten.
Posted on 2013-05-24 at 02:51:19.
Edited on 2013-05-27 at 02:01:57 by Hammer
Every king, prince, general or mercenary captain needs specialized warriors whose skills go beyond sword and shield. It is knowledge of a foe, including their strengths weaknesses, movements, encampments and intentions, that is often vital to defeating an enemy. A ranger specializes in gathering this information and often fulfills this need for prince and king. Rangers are also inspired by causes or creeds, whether noble or ignoble, to battle enemies along the frontiers of their civilization, keeping in abeyance the vile depredations of evil marauders or mean beasts. They spend their lives in the trackless wastes and wilderness of the world traveling barren escarpments and dense forests in search of their foe, while studying, tracking and gaining an intimate knowledge of their manners and ways.
The ranger occasionally finds employment with a lord, baron, or other leader, and is usually commissioned to guard large tracts of land against interlopers or to serve as a scout for large armies. As often, rangers have committed themselves to a forsaken, bloody, yet noble cause – defending civilization, at all costs, against those creatures that would overrun them. The willingness of most rangers to take extreme measures in this defense ostracizes them from their more urbane brethren.
Often waylaying and combating these enemies alone or in small groups, with or without the knowledge or permission of their liege lords, the ranger can be driven by a cause greater than that of feudal loyalty. These brave and stalwart souls often live lonely and brutal lives far from the places they deem worthy of their protection. This isolation occasions skepticism and distrust from those who benefit from their vigilance.
The ranger is a warrior skilled at combating particular creatures which pose the greatest threats to the lands they protect. They have honed their skills at combating these foes through years of constant surveillance and combat their knowledge extending well beyond fighting their enemies. Rangers can track their enemies, speak their tongues when possible, and learn their ways. The ranger’s distance from cities and towns requires them to be dependent upon the land for sustenance and excellent outdoorsmen and are capable of living off land others may find barren or empty.
Rangers are found in the service of many disparate types of people and causes, whether good or evil, lawful or chaotic. Knowledge of subterfuge and combat prowess are not restricted to those who are of a noble nature, and some are desperate outlaws confounding local authorities and merchants alike.
The ranger’s ability in combat is renowned. They take up armor and shield to stride stone battlements and fight alongside the best of warriors. However, a ranger’s true expertise lies elsewhere and requires skills of a nature wholly unknown to others; hunting, interdiction, escape and evasion are often the ranger’s most powerful weapons. Compound this with a ranger’s focus on their foe’s weaknesses, and it makes them a truly fearsome enemy.
Rangers must be able to move quickly through a variety of terrains. Heavy or bulky armor can seriously impair mobility, and so some restrictions apply to the armor types available for use by rangers. A ranger may utilize any medium shield or helmet. However, the use of any shield larger than a medium shield, or the wearing of a helmet larger than a normal helm, may limit mobility and restrict the use of abilities as the Castle Keeper deems fit.
ABILITIESCOMBAT MARAUDER: Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy’s fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres and the like), a ranger inflicts extra damage. This damage bonus is +1 at 1st level, with an additional +1 gained at every level beyond first. For example, a 5th level ranger would inflict an additional 5 hp of damage for each successful hit against a humanoid or giant. The use of this ability is dependent upon the armor worn. Wearing armors other than those allowed reduces the ranger’s mobility and swiftness of arm such that he cannot effectively use this ability.
CONCEAL (Dexterity): Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot conceal themselves and move silently at the same time until they reach 5th level. At this level and beyond, a ranger can attempt both but must make a successful conceal and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate.
Rangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability. While the observer averts its attention, the character can attempt to get to a hiding place of some kind. The attribute check, however, is at a -10 penalty because the character has to move quickly to the hiding place.
This ability cannot be used if armors other than those allowed are worn.
DELAY/ NEUTRALIZE POISON (Wisdom): A knowledge of flora and fauna enables a ranger to identify dangerous toxins and their symptoms, and rangers can apply remedies to slow or even nullify their effects. This ability can only be used with natural poisons (animals, plants, fungus, etc.) familiar to the ranger – usually those found in the region where the ranger spends most of their time, be it forest, desert or mountain.
The only manufactured poisons with which a ranger is familiar are those produced by their favored enemy (see below). To succeed at this task, the ranger must have access to herbs and antidotes. The Castle Keeper must decide if the herbs are available or antidotes can be produced.
On a successful delay poison roll, the ranger can temporarily delay the effect of poisons. The onset or continuation of the effects of the poison are delayed for one hour per level of the ranger. This does not cure any damage the poison may have already caused. It takes one round to perform this action and the ranger may make only one attempt at this task.
If the delay poison roll exceeds the total score needed for success by 6 or more, the ranger has successfully neutralized the poison in the victim. The afflicted creature suffers no additional damage or effect from the poison, and any temporary effects are ended, but the neutralization of the poison does not reverse any damage or effects that have already occurred.
MOVE SILENTLY (Dexterity): The ranger is able to move silently in wilderness areas with a successful dexterity check. The ranger can move up to one-half the character’s normal speed at no penalty. At more than onehalf and up to the character’s full speed, the character suffers a -5 penalty.
It’s practically impossible (-20 penalty) to move silently while running or charging. Rangers cannot perform this ability indoors. See conceal above for information on moving silently while attempting to conceal oneself.
This ability cannot be used if armors other than those allowed are worn.
SCALE (Dexterity): With this ability, rangers can climb and scale typical natural slopes and inclines, such as steep but rocky hillsides. No attribute check is needed to scale such surfaces.
Additionally, this extraordinary ability allows a ranger to climb up, down, or across a dangerous natural slope or inverted incline that others would find impossible to climb. When doing so, the ranger moves at one-half the character’s normal speed. A failed scale check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and must suffer falling damage.
In both situations above, nothing can be carried in the ranger’s hands while climbing. Also, the ability cannot be used if armors other than those allowed are worn.
TRAPS (Wisdom): A ranger is able to detect and build simple traps in a wilderness environment. When passing within 25 feet of a wilderness trap, a ranger is entitled to an attribute check to spot it. When actively searching for traps, the ranger receives a +2 bonus to the check. It takes one round to locate a trap in a 5 x 5 foot area, or one turn spent searching to locate a trap in a 25 x 25 foot area. A ranger cannot find magical traps with this ability.
A ranger can set simple traps in a wilderness environment. These include snares, pit traps and similar devices. Rangers cannot set complicated mechanical traps such as those found on treasure chests or on doorways.
On a successful traps check, the ranger successfully builds and conceals a snare or pit trap. Snares can capture and hold creatures of up to medium height, and pit traps can be dug to deliver 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).
Rangers can also disable simple wilderness traps (of any type they can build) with little or no effort. No traps check need be made to do this.
SURVIVAL (Wisdom): In wilderness environments, the character can find shelter, food and water for themselves, start a fire, and determine direction. As long as adequate food, water, and shelter sources are present in the environment, the ranger can find food, water and shelter without the need for an attribute check. Also, a ranger can start a fire in 1d10 turns by natural means, as long as the needed materials are available. A ranger also can determine true north in relation to the character, as long as he is in a wilderness environment.
A ranger can also provide decent food and water for several people without the need for an attribute check unless it is a large number of people. The ranger must spend 8 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the ranger wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary.
If successful, the ranger must spend an additional 8 hours gathering food to feed and water an additional 2-8 people. This additional effort allows the ranger to gather food and water for up to 4-16 creatures.
The ranger can only hunt and forage for food twice per day.
For example, a ranger is attempting to feed 12 people. For 8 hours of effort, the ranger feeds 2-8 people automatically. The result is a 6, so the ranger has to feed 6 more people. On a successful wisdom check, the ranger can forage for another 8 eight hours and feed 2-8 more people.
TRACK (Wisdom): The ranger can successfully track any creature in a wilderness setting that leaves a discernable trace. They can also determine characteristics about the creature being tracked. With a successful wisdom check, a ranger can find and follow a creature’s tracks or trail for 5 hours.
The ranger can also hide tracks at the same level of ability.
When tracking or hiding tracks from humanoids or giants, a ranger receives a +2 bonus to the attribute check. The Castle Keeper may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door.
A successful track check may also impart information about the creature(s) being tracked. Once a trail is found, a track check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (6-30), troop (20- 100), or army (100+), and also one from the following categories: beast, fey, giant, humanoid, plant, vermin, or other (aberration, construct, dragon, elemental, magical beast, ooze, outsider, shapechanger, or undead). For many creatures, the ranger can not identify its exact type; only that it is a creature of such nature until some experience has been gained tracking it. A ranger can identify specific animal tracks with no effort.
After having tracked a particular type of creature several times, the ranger can later identify its tracks. At 5th level, a ranger can identify the specific type of creature(s) being tracked if belonging to one of the following categories and with which the ranger has had some interaction: beast, fey, giant, humanoid, plant or vermin.
At 3rd level, a ranger can ascertain distinguishing characteristics about the creatures tracked, such as whether they are wounded, exhausted, carrying heavy objects or wearing certain armor. The ranger might even be able to determine if a spellcaster is in the group being tracked. The marks or characteristics determined are limited only by the Castle Keeper’s imagination and desire to provide or enhance story elements during game play.
FAVORED ENEMY: At 6th level, a ranger chooses one specific type of creature as a favored enemy. For example, a ranger might choose goblin, or gnoll or hill giant. The Castle Keeper should require the player to choose an enemy that is consistent with the past history and storylines involving the character; ideally, a type of creature that the character has encountered and fought on several occasions in past adventures.
Knowledge of the favored enemy confers numerous bonuses to the ranger’s ability checks. When combating a favored enemy, the ranger gains additional combat bonuses due to an advanced fighting style developed through the experience of repeatedly fighting that type of creature.
The ranger gains a +2 bonus to hit against a favored enemy. The ranger also receives a +2 bonus to armor class when fighting a favored enemy. Further, when tracking the favored enemy, the ranger receives a +2 bonus to the tracking check. The ranger is also able to neutralize poisons of the favored enemy, whether manufactured or natural.
The combat bonus of this ability cannot be used if armors other than those allowed are worn.
Beyond the confines of walls and city battlements, within the vast expanse of the wilderness areas of the world are many folk who live with contentment outside of civilization. Those who push aside material culture to live in harmony with nature often draw upon its forces for spiritual guidance and commune with its spirits. These are the druids, and they offer guidance and wisdom about the order of life and the world, the cycle of life and death, and acceptance thereof.
Druids are feared by many, for they call upon powerful elemental and nature spirits, and they can gather great hosts of nature to fight for their causes.
Druids seek to protect the wilderness and its beasts from the encroachments of civilization, lest the order of the natural world be upset.
They find the myriad artificial creations of civilized peoples abhorrent, for they believe that reliance upon the unnatural creates people who are weak and dependent upon a material culture. They are fiercely individualistic, and are often found among the barbarian peoples of the world.
Druids live in harmony with nature, revering its power and beauty.
Although they are sometimes termed priests of nature, the druid is much more. They allow nature to determine the fate of its creatures, for good or ill. Some druids revere nature and its elements alone, some promote the beliefs of one or more nature deities, and some bind their animistic faith to a strict code of personal conduct. All are devoted to their life’s calling and possess specialized wilderness lore, including knowledge of the animal and plant kingdoms. Their divine dispensations are gifts from the spirits of the wood, rock, water and wind.
Storms rage across the plains, seas thunder against coasts, and the grasses of the wild steppe wave ceaselessly: none knows a motive. Druids must be able to relate to this balance and neutrality in nature. From this closeness to their surroundings, druids possess specialized knowledge of wilderness environments, particularly those in which the druid lives or was trained.
A druid may use weapons crafted from nature’s raw materials, such as wood, leather, stone and cold-forged metal. Traditionally forged weapons are antithetical to druidism. Some druids prefer to use a weapon identical to that wielded by the deity whom they worship. In war and combat, druids often wield cold-forged pure metal weapons fashioned of beaten iron or copper, but not of beaten steel or bronze.
Likewise, a druid prefers armor crafted from items found in nature, such as leather and wood. They view armors forged by advanced metalsmithing techniques as tainted and impure. These impure items make one dependent upon them and, in consequence, weak.
Should a druid cease to revere nature, or ignores their code, the wrath and fury of the spirits of the wild descend upon the errant druid in vengeance. ABILITIESBONUS LANGUAGES: Druids have a secret language used for communicating with one another. They are forbidden from teaching this language to any but their brethren.
Additionally, if a druid has a high enough intelligence to learn an additional language, the following languages are available to them: aquan, auran, elf, fey, giant, gnome, sylvan and terran. The druid must have lived in or near a community of those whose language they seek to learn. NATURE LORE (Wisdom): Druids are connected to the forces of nature.
They mystically coexist with their environment, gradually becoming a larger part of it. This relationship imparts to them a specialized knowledge of the wilds. A druid can identify plants and animals with perfect accuracy in the type of environment where the druid was trained or currently lives. In unfamiliar environments, the druid must succeed at a wisdom check to successfully use this ability.
This identification ability allows the druid to determine the species of a plant or animal and the special qualities or abilities of the species. The druid can also determine whether water is safe or dangerous to drink. Additionally, druids can find shelter and forage for food. A druid always succeeds in finding basic shelter and enough food for individual daily sustenance. If the druid wishes to support additional people, They must spend 6 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the druid wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If successful, the druid must spend an additional 6 hours gathering food to feed and water an additional 2-8 people. A third attempt to gather food can be made. A wisdom check at -4 is made but if successful, another 6 hours of searching can feed an additional 1-4 people. This additional effort allows the druid to gather food and water for up to 5-20 creatures total. The druid can only hunt and forage for food three times per day. SPELLS: A druid casts divine spells. The spells available are listed on the druid spell list. Each druid can cast a limited number of spells from each spell level per day. The Cleric and Druid Spells Per Day Table (pg 25) shows the number of spells per day a druid may cast for each spell level. Druids prepare and cast spells by praying for them. This process is covered in greater detail in the Magic section. BONUS SPELLS: High wisdom indicates a greater divine or spiritual connection to their deities, so druids with high wisdom gain bonus spells.
If the character has a wisdom between 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, they receive an extra 3rd level spell. Bonus spells can only be acquired if the druid is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level druid with an 18 wisdom receives four 0 level spells, four 1st level spells and three 2nd level spells. No bonus 3rd level spell is acquired until the druid reaches 5th level. RESIST ELEMENTS: At 2nd level, druids gain a +2 bonus to saving throws against fire, water, earth, air, cold and lightning attacks. WOODLAND STRIDE: At 3rd level, druids gain the ability to move through natural thorns, briars, overgrown areas and similar terrain at normal speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. However, thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect druids. TOTEM SHAPE: At 6th level, druids gain the spell-like ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph self. Upon attaining this ability, a druid must choose a totem shape. The selection is permanent, and cannot be changed. Each time a druid uses this ability, the character regains 1d4 hit points.
At 7th and 8th levels, the druid gains a new totem shape. Each shape can be assumed once per day. At 12th level, the druid gains the ability to take the shape of a large version of one of the previously chosen totem forms. This large form can be assumed once per day, and the druid can decide between the three forms each time this ability is used.
When assuming the large version of a totem form, the druid heals 5d8 hit points. At 15th level, the druid can take a totem shape twice per day and at 18th level, three times per day. PRIME ATTRIBUTE: Wisdom HIT DICE: d8 ALIGNMENT: Neutral (any) WEAPONS: Bows, club, dagger, dart, hand axe, hammers, scimitar, scythe, sling, sickle, spears, sword, staff ARMOR: Cuir bouille, laminar leather, padded, leather, leather coat, hide SPECIAL: Bonus languages, nature lore, resist elements, woodland stride, totem shape, spells
Posted on 2013-05-24 at 02:51:49.
Edited on 2013-05-29 at 04:03:33 by Hammer
Upon the fields of battle, where good and evil struggle, there stride holy warriors dedicated to the service of a deity, their martial ability enhanced by divine dispensation. They obey the will of the gods, and influence others through faith in their deity’s tenets, action on the field of battle, and by bringing justice or retribution to their foes .
Clerics are warrior-priests. They are religious by nature and can be found in service to a pantheon of deities or eternally bound to serve only one.
From their deity or deities, the cleric receives divine powers and act as conduits of the power of their deity upon the planes of men. Yet these powers come at a high cost in service, devotion and loyalty. A cleric’s divine connection to a deity is of supreme importance. This spiritual connection allows them to better understand the motives and will of their deity and to more capably and earnestly enact the deity’s desire.
Deities can be of any ethos or morality: from good to evil, and from lawful to chaotic. All of the deities have priests and devotees who serve and worship them but the cleric is always of like mind and nature as the deity they worship. They never falter in carrying out their duties lest they face the most horrible of retribution and suffer the interminable revenge of an angered and betrayed power.
Typically, a cleric wields the same weapon or type of weapon favored by the character’s deity or pantheon. They do this to better follow the precepts of and emulate their deity. Beyond these, clerics prefer to use those weapons that allow them a better chance to subdue and convert enemies instead of killing them outright. Through this they gain converts and servants to serve them and thence their deity. On the field of battle, where clerics spend much of their lives, they wear any armor necessary to see them through the day and on to victory.
Clerics who generally act in ways opposed to their deity’s alignment and purposes, and who grossly violate the code of conduct expected by their deity, lose the use of all divine abilities and capacities for advancement, wandering alone and cursed until they atone for their wrongs. ABILITIESSPELLS: A cleric casts divine spells. The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each spell level per day. The Cleric and Druid Spells Per Day Table (pg 25) shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity or deities, followed by contemplation and study. BONUS SPELLS: High wisdom indicates a greater divine connection.
Clerics with a high wisdom gain bonus spells. If they have a wisdom of 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, an extra 3rd level spell.
Bonus spells can only be acquired if the cleric is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level cleric with an 18 wisdom receives four 0 level spells, four 1st level spells and three 2nd level spells. No bonus 3rd level spell is acquired until the cleric reaches 5th level. TURN UNDEAD (Wisdom): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check.
The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the character’s deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet.
Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower.
Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.
Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins.
Turn undead is covered in greater detail in Turning Undead, page 135. WEAPON SELECTION: The cleric is only allowed to use certain weapons.
They can, if they choose, pick a weapon off the list that is identical to the major weapon in use by the deity which they worship. If no single deity is worshipped and a pantheon is instead worshipped, weapon selection is limited to the pantheon’s major deities or the deity most closely associated with the activities the cleric intends to undertake. PRIME ATTRIBUTE: Wisdom HIT DICE: d8 ALIGNMENT: Any WEAPONS: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer ARMOR: Any ABILITIES: Spells, turn undead
Posted on 2013-05-24 at 02:52:05.
Edited on 2013-05-29 at 04:04:51 by Hammer
Upon windswept battlefields where armies struggle for supremacy, there are those who make war their daily bread. They are the professional soldiers who lead and guide in war and in peace. They serve kings, emperors, lords, nobles, merchants and guild houses.
War is their vocation, the battlefield their home, and death is their constant companion.
The knight is the archetypical military leader. They are trained from an early age in the use of weapons, armor, siege engines, tactics, strategy and horsemanship. They live by a code of behavior that sets them apart from normal warriors. Though this code may vary from culturally, it follows several basic tenets: courage in the face of battle, service to one’s lord, honor, faith, humility, generosity and loyalty.
Knights are not necessarily nobles, though they may be of noble birth. They are a caste of professional, mounted warrior-leaders. They do not judge another’s wealth in terms of land or money, but rather by action and deed. To a knight, a pauper who unseated forty foes in a tournament is wealthier than a potentate whose foot has never touched a field of battle.
By the same token, a knight able to supply his fellows with fresh mounts, armor, and weaponry is respected far more than one who hoards wealth. The knights’ ability on the field of battle makes them leaders in almost any situation.
A knight’s power flows from their strength of will, leadership and individual charisma. The latter is the most salient characteristic of all knights. They are men and women of great bearing and powerful demeanor. Knights are as constant and unyielding in their codes as they are upon the field of battle.
Knights follow codes of conduct and honor, dictated by culture and environment. These can vary in many aspects, and the details of a knight’s patterns of behavior, acceptable battlefield conduct and use of weapons are unique to their culture and caste; but a knight’s virtues stem from certain universal values—strict adherence to their code, bravery, honor and faith. They serve both evil lords and good kings, but all must follow the tenets of their code, or risk losing their knighthood.
An example of the typical virtues present in a knightly code of conduct appears below. Knights must conform to this strict code-of-conduct, known as courtesy, at all times.
A knight’s selection of weapons is limited by the knightly code of conduct.
A knight may use any melee weapon except whips, the sap, chains or the like. In general, they cannot use weapons associated with cowards or cowardly deeds. Bows are rarely used by knights, though occasion does permit their use in siege warfare or at tourney. The Castle Keeper should make that determination.
From an early age, knights train in the art of war. They master the use of armor and weapons; they inure themselves to the trials and tribulations of battle, becoming fearless through confidence. Knights prefer an honorable death in combat to a long life lived as a coward.
As a member of a caste of warriors, the knight may expect noblesse oblige, or hospitality, from any other knight. At times, even knights in conflict will extend this hospitality to one another. The knight, however, is expected to return such courtesy in kind, even to an enemy.
At least 10% of a knight’s income must be given as scutage to the knight’s superior lord or order as soon as possible after it is acquired.
BIRTHRIGHT MOUNT: A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
RIDING HORSE (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
LIGHT WAR HORSE (Their vital stats are HD 3d10, AC14, MV 60.
Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.)
HORSEMANSHIP (Dexterity): Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts.
When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a wartrained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
With a successful check, and by foregoing any attack or other action, knights may direct their mounts to perform the following actions while mounted: cover, deflect, fall softly, leap and charge.
Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover.
This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage on any failed attribute check.
Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 rds. The height of the horse.
Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
INSPIRE: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
EMBOLDEN: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
DEMORALIZE: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
BATTLEFIELD DOMINANCE: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
CALL-TO-ARMS: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
Followers must be supported or they leave. 0 level followers require 2gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
WEAPONS ALLOWED: Any except Code-of-Conduct limitations ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, weapon training, inspire, embolden, demoralize, call-to-arms
TYPICAL KNIGHTLY VIRTUES
AND CODE OF CONDUCT
The Castle Keeper and the player should develop the details and expectations for a knight character prior to play as courtesy will vary from campaign to campaign. The following is a typical code of conduct for a knight.
Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the knight is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage, however, is guided by wisdom and truth.
Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and that which is not seen or heard personally should not be repeated. A knight should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
Excellence: The knight should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A knight’s faith provides a shield against the darkness of despair.
Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution for injustice. A knight keeps his word and follows through on commitments. A knight performs deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack an unarmed foe, or one asking for mercy.
Humility: A knight values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of knighthood.
It is unseemly for knights to boast of their own deeds, for a knight’s reknown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A knight strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide aid to friends and allies, and even to other knights, with no thought of repayment, for those of a chivalrous demeanor will repay the knight in kind and in full measure.
Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness of character and spirit.
Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.
Posted on 2013-05-24 at 02:52:23.
Edited on 2013-05-29 at 04:06:08 by Hammer
In a profession where skill is measured by power, there are those magi who use their powers to make a mockery of reality itself. Rare indeed are the illusionists. These are those who use the arcane to blend and blur and twist what is, with what may be. They ply the minds of others and twist desire and perception into deceptive and often deadly illusions.
Faced with the illusionists’s spells and incantations, few can unravel the truth from their own fears or desires. Greatly feared for their mind influencing spells, the illusionist is heralded as one of the greatest and most mysterious of the magi.
An illusionist uses magic to alter the perceptions of others and even reality itself. This magic deceives the senses, creates false images and sounds, changes sensory qualities, affects the mind’s perceptions, and in some cases fashions arcane energies into something real. The illusionist is an uncommon and, more often than not, underestimated type of wizard.
They are greatly valued for their understanding of the mental caprices of most intelligent races. Illusionists are often found in high places of government using their skills to enchant those of both high and low birth, twisting the desires of any that may be of use.
Powerful illusionists make loyal soldiers out of brigands, and fools out of professional military men and can, with their magic, empower rabble to sweep trained armies from the field.
A keen intelligence and a depth of perception unknown to most men are required for the illusionist to master the complex relationships between magic, the mind and the mundane. Further, an empathy for those around the illusionist is indispensable for the illusionist to create masterful illusions and to warp another’s perception of reality.
An illusionist may choose any alignment. They are not bound to follow any particular creed, culture or religion. They come from all walks of life and, due to their meddling in the minds of others, they frequently have a greater empathy for all castes of people than any of the other classes.
Ilusionists are generally untrained in martial warfare, and are thus limited in their choice of weapons. In any case, most illusionists view the use of weapons as vulgar. It takes little intelligence, so they have convinced themselves, to wield a weapon in combat, so eschew them.
Almost all spells require somatic and verbal actions and these complex gestures and intonations cannot be performed unless the illusionist is free to move and speak. Indeed, any use of armor or shield prevents the illusionist from casting spells.
SPELLS: An illusionist casts arcane spells, though illusion magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, an illusionist is limited to a certain number of spells of each spell level per day. The Wizard and Illusionist Spells Per Day Table (pg 23) shows the number of spells per day an illusionist may cast. An illusionist must prepare spells before casting them,. This is done by studying spells from a spell book. While studying, the illusionist decides which spells to prepare. Spell memorization and descriptions are covered in detail in the Magic section. (pg. 49)
BONUS SPELLS: With a high intelligence score, an illusionist gains bonus spells. If the character has an intelligence of between 13-15, they can memorize an extra 1st level spell. If the intelligence score is 16 or 17, they can memorize an extra 2nd level spell and if 18 or 19, they can memorize an extra 3rd level spell. The bonus spells can only be acquired if the illusionist is at a high enough level to cast that spell level. Bonus spells are cumulative.
For example, a 4th level illusionist with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the illusionist reaches 5th level. SHARP SENSES (Wisdom An illusionist’s innate ability to distinguish the real from the unreal imparts a +1 bonus to all illusion saving throws. The bonus increases to +2 at 4th level, +3 at 7th level, +4 at 10th level, +5 at 13th level and +6 at 16th level.
DISGUISE (Charisma): Using magic and props, the illusionist can disguise himself and impersonate others. The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the character’s check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers are applied to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years.
Success indicates a disguise good enough to fool normal observers. The Castle Keeper may allow a suspicious observer an intelligence check to see through the disguise. If the observer is familiar with the person being impersonated, they gain a bonus of +4 to the intelligence check. If the person being impersonated is a close associate or friend of the observer, the check is made at +8. Additionally, disguises must be occasionally changed to remove suspicion.
PRIME ATTRIBUTE: Intelligence
HIT DICE: d4
WEAPONS: Club, dagger, dart, staff
ABILITIES: Disguise, spell casting, sharp senses
Posted on 2013-05-24 at 02:52:39.
Edited on 2013-05-29 at 04:07:35 by Hammer