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1 The Birthright Book of Kits

The Birthright Book of Kits is an unofficial fan content resource that provides a compilation of kits from various handbooks for players in the Birthright campaign setting. It includes customized kits, optional kits for players, and specific kits for Regent and Magician characters, along with their descriptions and page references. Kits serve as a role-playing tool to enhance character development by adding skills, restrictions, and role-playing ideas.

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Bryan Bobbie
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© © All Rights Reserved
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0% found this document useful (0 votes)
34 views130 pages

1 The Birthright Book of Kits

The Birthright Book of Kits is an unofficial fan content resource that provides a compilation of kits from various handbooks for players in the Birthright campaign setting. It includes customized kits, optional kits for players, and specific kits for Regent and Magician characters, along with their descriptions and page references. Kits serve as a role-playing tool to enhance character development by adding skills, restrictions, and role-playing ideas.

Uploaded by

Bryan Bobbie
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

‭The‬‭Birthright‬‭Book‬‭of‬‭Kits‬

“‭ The‬‭Birthright‬‭Book‬‭of‬‭Kits‬‭is‬‭an‬‭unofficial‬‭Fan‬‭Content‬‭permitted‬‭under‬‭the‬‭Fan‬‭Content‬‭Policy.‬‭Not‬
‭approved/endorsed‬‭by‬‭Wizards.‬‭Portions‬‭of‬‭the‬‭materials‬‭used‬‭are‬‭property‬‭of‬‭Wizards‬‭of‬‭the‬‭Coast.‬‭©Wizards‬‭of‬
‭the‬‭Coast‬‭LLC.‬‭(Open‬‭License‬‭Agreement‬‭can‬‭be‬‭found‬‭on‬‭page‬‭129.)”‬

‭The‬‭Birthright‬‭Campaign‬‭Setting’s‬‭listed‬‭kits‬‭from,‬‭the‬‭Complete‬‭Fighter's‬‭Handbook‬‭,‬‭the‬‭Complete‬
‭ aladin's‬‭Handbook‬‭,‬‭the‬‭Complete‬‭Ranger's‬‭Handbook‬‭,‬‭the‬‭Complete‬‭Priest's‬‭Handbook‬‭,‬‭the‬‭Complete‬‭Druid's‬
P
‭Handbook‬‭,‬‭the‬‭Complete‬‭Wizard's‬‭Handbook‬‭,‬‭the‬‭Complete‬‭Thief's‬‭Handbook,‬‭the‬‭Complete‬‭Bard's‬‭Handbook‬‭,‬‭the‬
‭Complete‬‭Book‬‭of‬‭Dwarves‬‭,‬‭the‬‭Complete‬‭Book‬‭of‬‭Elves‬‭,‬‭and‬‭the‬‭Book‬‭of‬‭Gnomes‬‭and‬‭Halflings‬‭,‬‭are‬‭available‬‭for‬
‭players‬‭to‬‭select‬‭from.‬‭To‬‭avoid‬‭confusion,‬‭different‬‭names‬‭were‬‭given‬‭to‬‭some‬‭kits‬‭sharing‬‭the‬‭same‬‭name‬‭from‬
‭different‬‭handbooks.‬‭Human‬‭Bandits‬‭and‬‭Burglars‬‭are‬‭called‬‭Brigands‬‭and‬‭Cat‬‭Burglars‬‭respectively.‬
‭There‬‭are‬‭three‬‭customized‬‭derivations‬‭of‬‭Kits‬‭from‬‭the‬‭Complete‬‭Book‬‭of‬‭Elves‬‭(Minstrel),‬‭the‬‭Complete‬
‭Ranger's‬‭Handbook‬‭(Pathfinder),‬‭and‬‭the‬‭Complete‬‭Paladin's‬‭Handbook‬‭(Lightbringer).‬‭The‬‭Lightbringer‬‭is‬‭based‬‭on‬
‭the‬‭Medician‬‭kit.‬
‭The‬‭Ferelan‬‭from‬‭the‬‭Complete‬‭Ranger's‬‭Handbook‬‭,‬‭Beast‬‭Rider‬‭and‬‭Amazon‬‭from‬‭the‬‭Complete‬‭Fighter's‬
‭Handbook‬‭,‬‭the‬‭Amazon‬‭Kits‬‭from‬‭the‬‭Complete‬‭Priest's‬‭Handbook‬‭,‬‭the‬‭Witch‬‭from‬‭the‬‭Complete‬‭Wizard's‬
‭Handbook‬‭,‬‭the‬‭Undead‬‭Master‬‭from‬‭the‬‭Complete‬‭Book‬‭of‬‭Necromancers‬‭,‬‭and‬‭kits‬‭have‬‭also‬‭been‬‭added‬‭for‬‭Vos‬
‭Barbarians‬‭including‬‭kits‬‭from‬‭the‬‭Complete‬‭Book‬‭of‬‭Fighters,‬‭the‬‭Complete‬‭Priest's‬‭Handbook,‬‭the‬‭Complete‬
‭Wizard's‬‭Handbook‬‭,‬‭as‬‭well‬‭as‬‭kits‬‭from‬‭the‬‭Complete‬‭Barbarian's‬‭Handbook‬‭.‬
‭Kits‬‭are‬‭optional‬‭for‬‭players.‬‭The‬‭following‬‭is‬‭a‬‭compiled‬‭list‬‭of‬‭all‬‭of‬‭the‬‭kits‬‭available‬‭in‬‭the‬‭campaign‬
‭setting.‬‭The‬‭page‬‭number‬‭the‬‭kit‬‭can‬‭be‬‭found‬‭on‬‭is‬‭listed‬‭to‬‭the‬‭right‬‭of‬‭each‬‭kit.‬‭Kits‬‭can‬‭add‬‭a‬‭few‬‭skills‬‭and‬
‭restrictions,‬‭as‬‭well‬‭as‬‭some‬‭fine‬‭role-playing‬‭ideas‬‭for‬‭players.‬
‭Note‬‭:‬‭The‬‭Regent‬‭Errant,‬‭The‬‭Merchant‬‭Prince,‬‭and‬‭The‬‭Warrior‬‭Regent‬‭are‬‭special‬‭kits‬‭available‬‭to‬‭Regent‬
‭characters.‬‭Their‬‭descriptions‬‭can‬‭be‬‭found‬‭on‬‭page‬‭115‬‭of‬‭the‬‭Birthright‬‭Book‬‭of‬‭Regent‬‭Level‬‭Play.‬
‭There‬‭are‬‭also‬‭7‬‭kits‬‭available‬‭to‬‭Magician‬‭characters.‬‭The‬‭information‬‭for‬‭the‬‭Court‬‭Magician,‬‭Disguiser,‬
‭Illuminator,‬‭Bloodline‬‭Hound,‬‭Crystal‬‭Gazer,‬‭Oracle,‬‭and‬‭Visionary‬‭kits,‬‭can‬‭be‬‭found‬‭on‬‭page‬‭50‬‭of‬‭the‬‭Birthright‬
‭Book‬‭of‬‭Magecraft.‬

‭ it/Class‬
K ‭ age‬
P ‭ it/Class‬
K ‭ age‬
P
‭Warriors‬ ‭3‬ ‭Wizards‬ ‭26‬
‭Cavalier‬ ‭3‬ ‭Academician‬ ‭26‬
‭Myrmidon‬ ‭5‬ ‭Mystic‬ ‭27‬
‭Noble‬‭Warrior‬ ‭6‬ ‭Patrician‬ ‭29‬
‭Peasant‬‭Hero‬ ‭7‬ ‭Peasant‬‭Wizard‬ ‭30‬
‭Pirate/Outlaw‬ ‭7‬ ‭Undead‬‭Master‬ ‭31‬
‭Swashbuckler‬ ‭8‬ ‭Witch‬ ‭32‬

‭ angers‬
R ‭‬
9 ‭ hieves‬
T ‭ 4‬
3
‭Falconer‬ ‭9‬ ‭Acrobat‬ ‭35‬
‭Forest‬‭Runner‬ ‭11‬ ‭Assassin‬ ‭36‬
‭Giant‬‭Killer‬ ‭12‬ ‭Beggar‬ ‭37‬
‭Sea‬‭Ranger‬ ‭14‬ ‭Bounty‬‭Hunter‬ ‭39‬
‭Stalker‬ ‭15‬ ‭Brigand‬ ‭40‬
‭Warden‬ ‭17‬ ‭Buccaneer‬ ‭41‬
‭Cat‬‭Burglar‬ ‭42‬
‭ lerics‬
C ‭ 8‬
1 ‭Cutpurse‬ ‭43‬
‭Noble‬‭Priest‬ ‭18‬ ‭Fence‬ ‭44‬
‭Outlaw‬‭Priest‬ ‭20‬ ‭Investigator‬ ‭45‬
‭Peasant‬‭Priest‬ ‭21‬ ‭Scout‬ ‭45‬
‭Scholar‬‭Priest‬ ‭22‬ ‭Smuggler‬ ‭47‬
‭Spy‬ ‭48‬
‭ ruids‬‭of‬‭Erik‬
D ‭ 2‬
2 ‭Swashbuckler‬ ‭48‬
‭Adviser‬ ‭22‬ ‭Swindler‬ ‭49‬
‭Guardian‬ ‭23‬ ‭Troubleshooter‬ ‭50‬
‭Outlaw‬‭Druid‬ ‭24‬
‭Village‬‭Druid‬ ‭25‬
‭Wanderer‬ ‭25‬
‭1‬
‭ it/Class‬
K ‭ age‬
P ‭ it/Class‬
K ‭ age‬
P
‭Bards‬ ‭51‬ ‭Rjurik‬ ‭92‬
‭True‬‭Bard‬ ‭51‬ ‭Seeker‬‭(Ranger)‬ ‭92‬
‭Herald‬ ‭53‬ ‭Meistersinger‬‭(Bard)‬ ‭94‬
‭Jester‬ ‭54‬ ‭Skald‬‭(Bard)‬ ‭96‬
‭Loremaster‬ ‭55‬
‭Riddlemaster‬ ‭56‬ ‭ warf‬
D ‭ 7‬
9
‭Axe‬‭For‬‭Hire‬‭(Fighter)‬ ‭97‬
‭ umans‬
H ‭58‬ ‭Battlerager‬‭(Fighter)‬ ‭98‬
‭True‬‭Paladin‬ ‭58‬ ‭Clansdwarf‬‭(Fighter)‬ ‭99‬
‭Awnsheghlienslayer‬‭(Paladin)‬ ‭59‬ ‭Highborn‬‭(Fighter)‬ ‭100‬
‭Chevalier‬‭(Paladin)‬ ‭60‬ ‭Sharpshooter‬‭(Fighter)‬ ‭101‬
‭Divinate‬‭(Paladin)‬ ‭62‬ ‭Crafts‬‭Priest‬‭(Priest)‬ ‭102‬
‭Errant‬‭(Paladin)‬ ‭63‬ ‭Grandee‬‭(Priest)‬ ‭102‬
‭Esquire‬‭(Paladin)‬ ‭64‬ ‭Champion‬‭(Fighter/Priest)‬ ‭103‬
‭Expatriate‬‭(Paladin)‬ ‭66‬ ‭Locksmith‬‭(Thief)‬ ‭104‬
‭Militarist‬‭(Paladin)‬ ‭67‬ ‭Merchant‬‭(Fighter/Thief)‬ ‭104‬
‭Justifier‬‭(Ranger)‬ ‭68‬
‭Thug‬‭(Thief)‬ ‭69‬ ‭ lf‬
E ‭105‬
‭Bowmaster‬‭(Warrior)‬ ‭105‬
‭ os‬‭Barbarian‬
V ‭ 0‬
7 ‭Guardian‬‭(Ranger)‬ ‭106‬
‭Amazon‬‭(Warrior)‬ ‭70‬ ‭Hunter‬‭(Fighter/Thief)‬ ‭107‬
‭Barbarian‬‭(Warrior)‬ ‭71‬ ‭Elven‬‭Minstrel‬‭(Wizard/Thief)‬‭108‬
‭Beast‬‭Rider‬‭(Warrior)‬ ‭72‬ ‭War‬‭Wizard‬‭(Fighter/Mage)‬ ‭108‬
‭Berserker‬‭(Warrior)‬ ‭73‬
‭Brute‬‭(Warrior)‬ ‭75‬ ‭ alfling‬
H ‭109‬
‭Ravager‬‭(Warrior)‬ ‭76‬ ‭The‬‭Archer/Slinger‬‭(Warrior)‬‭109‬
‭Wizard‬‭Slayer‬‭(Warrior)‬ ‭78‬ ‭Forestwalker‬‭(Warrior)‬ ‭111‬
‭Feralan‬‭(Ranger)‬ ‭79‬ ‭Homesteader‬‭(Warrior)‬ ‭112‬
‭Pathfinder‬‭(Ranger)‬ ‭81‬ ‭Mercenary‬‭(Warrior)‬ ‭113‬
‭Amazon‬‭Priestess‬‭(Cleric)‬ ‭83‬ ‭Squire‬‭(Warrior)‬ ‭114‬
‭Berserker‬‭Priest‬‭(Cleric)‬ ‭84‬ ‭Bandit‬‭(Thief)‬ ‭115‬
‭Flamespeaker‬‭(Cleric)‬ ‭85‬ ‭Burglar‬‭(Thief)‬ ‭116‬
‭Medicine‬‭Master‬‭(Cleric)‬ ‭86‬ ‭Runner‬‭(Thief)‬ ‭117‬
‭Seer‬‭(Cleric)‬ ‭87‬ ‭Trader‬‭(Fighter/Thief)‬ ‭118‬
‭Spiritist‬‭(Cleric)‬ ‭88‬ ‭Traveler‬‭(Fighter/Thief)‬ ‭119‬
‭Amazon‬‭Sorceress‬‭(Wizard)‬ ‭90‬ ‭Healer‬‭(priest)‬ ‭120‬
‭Savage‬‭Wizard‬‭(Wizard)‬ ‭91‬ ‭Lightbringer‬‭(Ranger/Cleric)‬ ‭121‬

‭Humanoid‬‭Kits‬‭For‬‭The‬‭DM‬ ‭122‬

‭Kits‬‭are‬‭akin‬‭to‬‭attributes,‬‭race,‬‭class,‬‭and‬‭alignment‬‭in‬‭that‬‭they‬‭are‬‭another‬‭role-playing‬‭tool‬‭to‬‭assist‬‭the‬
‭ evelopment‬‭of‬‭a‬‭character.‬‭Kits‬‭can‬‭also‬‭add‬‭minor‬‭abilities‬‭and‬‭restrictions‬‭on‬‭top‬‭of‬‭those‬‭from‬‭class,‬‭race,‬
d
‭proficiencies,‬‭traits,‬‭and‬‭disadvantages.‬‭Race-specific‬‭kits‬‭and‬‭class-specific‬‭kits‬‭are‬‭only‬‭available‬‭for‬‭the‬‭specified‬
‭race‬‭or‬‭class‬‭and‬‭may‬‭have‬‭extra‬‭elements.‬
‭Almost‬‭all‬‭halflings‬‭choose‬‭kits‬‭from‬‭their‬‭racial‬‭kits.‬‭They‬‭tend‬‭to‬‭sympathize‬‭with‬‭those‬‭halflings‬‭who‬‭have‬
‭human‬‭kits,‬‭as‬‭it‬‭is‬‭assumed‬‭that‬‭due‬‭to‬‭some‬‭adverse‬‭circumstances,‬‭they‬‭were‬‭raised‬‭by‬‭humans.‬‭Dwarves‬‭take‬‭only‬
‭Dwarven‬‭kits‬‭as‬‭a‬‭matter‬‭of‬‭deep‬‭ethnic‬‭pride.‬‭Traditionalist‬‭Elves‬‭will‬‭only‬‭select‬‭Elven‬‭kits,‬‭and‬‭tend‬‭to‬‭be‬‭hostile‬
‭towards‬‭the‬‭many‬‭Elves‬‭who‬‭have‬‭adopted‬‭human‬‭kits.‬‭Each‬‭kit‬‭consists‬‭of‬‭the‬‭following‬‭elements:‬
‭The‬‭first‬‭paragraph‬‭talks‬‭about‬‭what‬‭the‬‭kit‬‭is.‬‭It‬‭is‬‭a‬‭general‬‭description‬‭of‬‭the‬‭appearance,‬‭manner,‬‭cultural‬
‭background,‬‭and‬‭use‬‭of‬‭the‬‭character's‬‭kit‬‭in‬‭a‬‭campaign.‬‭It‬‭also‬‭lists‬‭some‬‭kit‬‭restrictions,‬‭and‬‭requirements.‬

‭ ole‬‭:‬‭This‬‭describes‬‭the‬‭role‬‭of‬‭this‬‭character‬‭in‬‭their‬‭society‬‭in‬‭an‬‭ongoing‬‭campaign.‬‭For‬‭example,‬‭a‬‭knight‬‭may‬
R
‭have‬‭a‬‭different‬‭cultural‬‭role‬‭than‬‭a‬‭Wilderness‬‭Warrior,‬‭even‬‭if‬‭both‬‭are‬‭Paladins.‬

‭Weapon‬‭Proficiencies‬
‭Some‬‭of‬‭these‬‭kits‬‭will‬‭require‬‭your‬‭character‬‭to‬‭take‬‭a‬‭specific‬‭weapon‬‭proficiency.‬‭In‬‭these‬‭cases,‬‭a‬
‭character‬‭must‬‭use‬‭weapon‬‭proficiency‬‭slots‬‭to‬‭purchase‬‭the‬‭proficiency‬‭before‬‭purchasing‬‭another‬‭weapon‬
‭proficiency.‬‭Bonus‬‭proficiencies‬‭are‬‭free‬‭and‬‭should‬‭be‬‭recorded‬‭during‬‭character‬‭creation.‬‭It‬‭is‬‭not‬‭required‬‭to‬‭take‬
‭recommended‬‭non-weapon‬‭proficiencies.‬

‭2‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭The‬‭rules‬‭for‬‭non-weapon‬‭proficiencies‬‭are‬‭used‬‭with‬‭these‬‭Kits.‬‭Bonus‬‭non-weapon‬‭proficiencies‬‭are‬‭gained‬
‭for‬‭free‬‭and‬‭should‬‭be‬‭recorded‬‭on‬‭the‬‭player's‬‭character‬‭sheet‬‭when‬‭a‬‭kit‬‭is‬‭chosen,‬‭while‬‭recommended‬
‭proficiencies‬‭are‬‭not‬‭free‬‭and‬‭characters‬‭do‬‭not‬‭have‬‭to‬‭take‬‭them.‬

‭The‬‭Equipment‬‭,‬‭Special‬‭Benefits‬‭,‬‭and‬‭Special‬‭Hindrances‬‭sections‬‭all‬‭describe‬‭additional‬‭kit‬‭details.‬‭Kits‬
‭ ith‬‭different‬‭starting‬‭money‬‭than‬‭the‬‭amount‬‭listed‬‭in‬‭the‬‭first‬‭chapter‬‭of‬‭the‬‭Birthright‬‭Equipment‬‭Book‬‭may‬‭state‬
w
‭the‬‭starting‬‭amount‬‭in‬‭the‬‭Special‬‭Benefits‬‭section‬‭when‬‭more‬‭than‬‭normal,‬‭or‬‭in‬‭the‬‭"Special‬‭Hindrances"‬‭section‬
‭when‬‭less‬‭than‬‭normal.‬

‭Warriors‬

‭Cavalier‬

‭Cavaliers‬‭are‬‭the‬‭ultimate‬‭mounted‬‭Warriors‬‭typically‬‭from‬‭the‬‭civilized‬‭cultures‬‭of‬‭Anuire‬‭and‬‭the‬‭Khinasi‬
l‭ands.‬‭In‬‭a‬‭campaign,‬‭this‬‭is‬‭the‬‭shining‬‭knight‬‭who‬‭leads‬‭parties‬‭on‬‭an‬‭eternal‬‭quest‬‭for‬‭truth,‬‭justice,‬‭and‬‭the‬
‭elimination‬‭of‬‭Evil.‬‭In‬‭the‬‭world‬‭at‬‭large,‬‭the‬‭character‬‭is‬‭a‬‭mighty‬‭hero.‬‭To‬‭friends‬‭and‬‭allies,‬‭the‬‭character‬‭is‬‭a‬
‭staunch‬‭friend,‬‭a‬‭tireless‬‭cheerleader,‬‭and‬‭often‬‭an‬‭overenthusiastic‬‭pain‬‭in‬‭the‬‭neck.‬
‭The‬‭Cavalier‬‭kit‬‭resembles‬‭the‬‭Noble‬‭Warrior‬‭kit‬‭in‬‭that‬‭both‬‭are‬‭“noble‬‭warriors”.‬‭However,‬‭a‬‭Noble‬
‭Warrior‬‭is‬‭primarily‬‭interested‬‭in‬‭defending‬‭the‬‭rights‬‭and‬‭maintaining‬‭the‬‭status‬‭quo‬‭of‬‭their‬‭social‬‭class,‬‭while‬‭a‬
‭Cavalier‬‭pursues‬‭loftier‬‭goals.‬
‭To‬‭be‬‭a‬‭Cavalier,‬‭the‬‭character‬‭must‬‭be‬‭of‬‭any‬‭Good‬‭alignment‬‭(Chaotic‬‭Good,‬‭Neutral‬‭Good,‬‭Lawful‬‭Good)‬
‭and‬‭have‬‭at‬‭least‬‭the‬‭following‬‭minimum‬‭ability‬‭scores:‬‭Strength‬‭15,‬‭Dexterity‬‭15,‬‭Constitution‬‭15,‬‭Intelligence‬‭10,‬
‭Wisdom‬‭10.‬
‭In‬‭addition,‬‭the‬‭character‬‭must‬‭belong‬‭to‬‭the‬‭noble‬‭social‬‭class.‬‭Crusaders,‬‭Fighters‬‭and‬‭Paladins‬‭may‬‭be‬
‭Cavaliers,‬‭Rangers‬‭may‬‭not.‬‭Only‬‭humans‬‭and‬‭half-elves‬‭may‬‭be‬‭Cavaliers.‬

‭ ole‬‭:‬‭In‬‭their‬‭own‬‭and‬‭similar‬‭cultures,‬‭Cavaliers‬‭are‬‭mighty‬‭heroes‬‭who‬‭have‬‭the‬‭respect‬‭of‬‭the‬‭majority‬‭of‬‭the‬
R
‭population‬‭(not‬‭the‬‭criminal‬‭classes‬‭and‬‭Evil‬‭characters).‬‭They‬‭have‬‭the‬‭goodwill‬‭of‬‭the‬‭people‬‭which‬‭is‬‭reflected‬‭as‬
‭bonuses‬‭to‬‭their‬‭reaction‬‭rolls,‬‭but‬‭the‬‭people‬‭also‬‭make‬‭many‬‭demands‬‭of‬‭them.‬‭In‬‭times‬‭of‬‭danger,‬‭or‬‭when‬
‭someone‬‭is‬‭in‬‭trouble,‬‭people‬‭turn‬‭to‬‭the‬‭Cavalier‬‭for‬‭assistance.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Lance‬‭(any;‬‭player‬‭choice)‬‭and‬‭Sword‬‭(any;‬‭player‬‭choice).‬
‭Recommended:‬‭Any‬‭Lances,‬‭any‬‭Swords,‬‭any‬‭Horsemen’s‬‭weapons,‬‭Dagger,‬‭Spear,‬‭Javelin.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Riding,‬‭(Land-based,‬‭horse),‬‭Etiquette.‬
‭Recommended:‬‭Animal‬‭Handling,‬‭Animal‬‭training,‬‭Dancing,‬‭Heraldry,‬‭(Priest,‬‭double‬‭slots‬‭unless‬‭Paladin)‬
‭Musical‬‭Instrument,‬‭Reading/Writing,‬‭(Warrior)‬‭Blind-Fighting,‬‭Endurance.‬

‭Equipment‬
‭The‬‭Cavalier‬‭must‬‭start‬‭with‬‭at‬‭least‬‭two‬‭weapons,‬‭including‬‭one‬‭lance‬‭and‬‭one‬‭sword.‬‭The‬‭character‬‭must‬
‭then‬‭buy‬‭the‬‭most‬‭expensive‬‭set‬‭of‬‭armor‬‭the‬‭character‬‭can‬‭still‬‭afford.‬‭After‬‭those‬‭expenditures,‬‭whatever‬‭remains‬‭of‬
‭the‬‭character’s‬‭gold‬‭can‬‭be‬‭spent‬‭on‬‭items‬‭of‬‭the‬‭player’s‬‭choice.‬

‭Special‬‭Benefits‬
‭At‬‭1st‬‭level,‬‭the‬‭player‬‭gets‬‭+1‬‭hit‬‭with‬‭any‬‭lance‬‭for‬‭which‬‭they‬‭have‬‭proficiency‬‭when‬‭using‬‭the‬‭lance‬‭from‬
‭horseback.‬‭This‬‭improves‬‭by‬‭+1‬‭every‬‭six‬‭experience‬‭levels‬‭(so‬‭it‬‭will‬‭be‬‭+2‬‭at‬‭7th‬‭level,‬‭+3‬‭at‬‭13th.‬‭Etc.).‬
‭At‬‭3rd‬‭level‬‭,‬‭they‬‭get‬‭+1‬‭to‬‭hit‬‭with‬‭their‬‭choice‬‭of‬‭sword.‬‭The‬‭sword‬‭of‬‭choice‬‭is‬‭the‬‭sword‬‭selected‬‭using‬
‭the‬‭bonus‬‭weapon‬‭proficiency.‬‭The‬‭most‬‭common‬‭are‬‭broadsword,‬‭longsword,‬‭bastard‬‭sword,‬‭and‬‭scimitar).‬‭This‬
‭skill‬‭increases‬‭up‬‭by‬‭+1‬‭every‬‭six‬‭experience‬‭levels‬‭(so‬‭it‬‭will‬‭be‬‭+2‬‭at‬‭9th‬‭level,‬‭+3‬‭at‬‭15th,‬‭etc).‬
‭At‬‭5th‬‭level,‬‭the‬‭character‬‭gets‬‭+1‬‭to‬‭hit‬‭with‬‭either‬‭a‬‭horseman's‬‭mace,‬‭horseman’s‬‭flail,‬‭or‬‭horseman’s‬‭pick.‬
‭The‬‭player’s‬‭choice‬‭is‬‭from‬‭among‬‭those‬‭the‬‭character‬‭has‬‭proficiency‬‭with.‬‭This‬‭increases‬‭by‬‭+1‬‭every‬‭six‬
‭experience‬‭levels,‬‭so‬‭it‬‭will‬‭be‬‭+2‬‭at‬‭11th‬‭level,‬‭+3‬‭at‬‭17th‬‭level,‬‭etc.‬‭These‬‭bonuses‬‭to‬‭hit‬‭do‬‭not‬‭add‬‭to‬‭weapon‬
‭damage‬‭and‬‭don’t‬‭allow‬‭the‬‭Cavalier‬‭to‬‭harm‬‭a‬‭monster‬‭that‬‭can‬‭only‬‭be‬‭hurt‬‭by‬‭magical‬‭weapons.‬
‭The‬‭Cavalier‬‭is‬‭completely‬‭immune‬‭to‬‭the‬‭fear‬‭spell.‬‭Because‬‭they‬‭are‬‭so‬‭brave,‬‭they‬‭inspire‬‭others‬‭to‬‭follow‬
‭their‬‭example.‬‭Therefore,‬‭while‬‭fighting,‬‭Cavaliers‬‭actually‬‭radiate‬‭an‬‭effect‬‭similar‬‭to‬‭an‬‭emotion‬‭spell‬‭in‬‭a‬‭10’‬
‭radius.‬‭This‬‭effect‬‭radiates‬‭courage‬‭(see‬‭the‬‭write-up‬‭for‬‭the‬‭4th-level‬‭Wizard‬‭spell‬‭emotion),‬‭but‬‭only‬‭to‬‭the‬‭extent‬
‭that‬‭it‬‭negates‬‭fear.‬‭It‬‭does‬‭not‬‭bestow‬‭the‬‭berserk‬‭fury‬‭that‬‭the‬‭actual‬‭Wizard‬‭spell‬‭provides.‬

‭3‬
‭Cavaliers‬‭have‬‭a‬‭+4‬‭save‬‭against‬‭all‬‭mind-affecting‬‭spells.‬‭Wizard‬‭spells‬‭such‬‭as‬‭charm‬‭people,‬‭friends,‬
‭ ypnotism,‬‭sleep,‬‭irritation,‬‭and‬‭ray‬‭of‬‭enfeeblement‬‭are‬‭included‬‭in‬‭this‬‭category.‬‭This‬‭bonus‬‭also‬‭applies‬‭to‬‭the‬
h
‭clerical‬‭spells‬‭command,‬‭charm‬‭person‬‭or‬‭mammal,‬‭enthrall,‬‭cloak‬‭of‬‭bravery,‬‭and‬‭symbol.‬
‭The‬‭Cavalier‬‭begins‬‭play‬‭with‬‭a‬‭horse‬‭which‬‭the‬‭player‬‭does‬‭not‬‭have‬‭to‬‭pay‬‭for.‬‭This‬‭will‬‭be‬‭either‬‭a‬‭Heavy‬
‭Warhorse,‬‭Medium‬‭Warhorse,‬‭or‬‭Light‬‭Warhorse.‬‭The‬‭player‬‭may‬‭choose‬‭what‬‭sort‬‭of‬‭horse‬‭it‬‭is,‬‭subject‬‭to‬‭the‬‭DM’s‬
‭approval.‬‭It‬‭will‬‭automatically‬‭be‬‭a‬‭charger.‬‭The‬‭DM‬‭may‬‭roll‬‭for‬‭its‬‭personality‬‭traits‬‭according‬‭to‬‭those‬‭rules.‬‭If‬‭this‬
‭horse‬‭dies,‬‭the‬‭Cavalier‬‭has‬‭to‬‭acquire‬‭another‬‭one‬‭through‬‭the‬‭usual‬‭campaign‬‭means‬‭(buy‬‭one,‬‭be‬‭given‬‭one‬‭for‬
‭noble‬‭deeds,‬‭etc.),‬‭but‬‭will‬‭not‬‭be‬‭content‬‭with‬‭any‬‭horse‬‭that‬‭is‬‭not‬‭a‬‭Warhorse‬‭of‬‭Charger‬‭quality.‬
‭The‬‭Cavalier‬‭receives‬‭a‬‭+3‬‭reaction‬‭from‬‭any‬‭one‬‭of‬‭their‬‭own‬‭culture,‬‭except‬‭criminals‬‭and‬‭characters‬‭of‬
‭Evil‬‭alignment,‬‭from‬‭whom‬‭they‬‭receive‬‭a‬‭-3.‬
‭And‬‭finally,‬‭when‬‭traveling,‬‭the‬‭player‬‭can‬‭seek‬‭shelter‬‭from‬‭anyone‬‭in‬‭their‬‭own‬‭nation‬‭who‬‭is‬‭of‬‭a‬‭lesser‬
‭station‬‭than‬‭the‬‭noble‬‭class.‬‭And‬‭most‬‭people‬‭of‬‭the‬‭character’s‬‭own‬‭status‬‭or‬‭higher‬‭will‬‭be‬‭happy‬‭to‬‭offer‬‭the‬
‭Cavalier‬‭shelter‬‭when‬‭the‬‭player‬‭is‬‭traveling.‬

‭Special‬‭Hindrances‬
‭Cavaliers‬‭cannot‬‭attack‬‭an‬‭opponent‬‭at‬‭range‬‭if‬‭they‬‭can‬‭instead‬‭charge‬‭ahead‬‭and‬‭attack‬‭in‬‭melee‬‭or‬‭jousting‬
‭combat.‬‭Therefore,‬‭they‬‭cannot‬‭snipe‬‭enemies‬‭with‬‭a‬‭bow‬‭or‬‭crossbow;‬‭they‬‭cannot‬‭use‬‭a‬‭polearm‬‭from‬‭behind‬‭a‬
‭shield‬‭wall.‬‭They‬‭have‬‭to‬‭be‬‭on‬‭the‬‭front‬‭line,‬‭meeting‬‭foes‬‭face-to-face.‬‭A‬‭Cavalier‬‭could‬‭conceivably‬‭shoot‬‭an‬
‭opponent‬‭with‬‭an‬‭arrow‬‭to‬‭stop‬‭that‬‭opponent‬‭from‬‭killing‬‭an‬‭innocent‬‭person:‬‭that‬‭doesn’t‬‭constitute‬‭a‬‭violation‬‭of‬
‭the‬‭code.‬‭But‬‭the‬‭player‬‭couldn’t‬‭shoot‬‭the‬‭enemy‬‭to‬‭protect‬‭a‬‭friend‬‭if‬‭the‬‭friend‬‭is‬‭fighting‬‭that‬‭enemy‬‭honorably,‬
‭even‬‭if‬‭their‬‭friend‬‭is‬‭losing.‬
‭As‬‭a‬‭Cavalier,‬‭the‬‭player‬‭must‬‭attack‬‭the‬‭enemy‬‭who‬‭appears‬‭to‬‭be‬‭the‬‭biggest‬‭and‬‭most‬‭powerful.‬‭If‬‭held‬‭up‬
‭by‬‭lesser‬‭troops,‬‭the‬‭player‬‭must‬‭dispatch‬‭them‬‭as‬‭quickly‬‭as‬‭possible‬‭to‬‭get‬‭to‬‭the‬‭“real”‬‭opponent.‬
‭They‬‭must‬‭always‬‭have‬‭the‬‭highest-quality‬‭armor‬‭they‬‭can‬‭afford.‬‭As‬‭the‬‭player‬‭advances‬‭through‬‭early‬
‭experience‬‭levels,‬‭if‬‭the‬‭character‬‭has‬‭the‬‭money,‬‭they‬‭will‬‭constantly‬‭be‬‭selling‬‭their‬‭armor‬‭and‬‭buying‬‭the‬‭next‬‭most‬
‭protective‬‭set‬‭of‬‭armor.‬‭The‬‭goal‬‭is‬‭to‬‭have‬‭a‬‭set‬‭of‬‭full‬‭plate‬‭armor.‬‭The‬‭next‬‭step‬‭down‬‭from‬‭that‬‭is‬‭field‬‭plate,‬‭then‬
‭plate‬‭mail,‬‭then‬‭bronze‬‭plate‬‭mail,‬‭then‬‭improved‬‭mail‬‭or‬‭splint,‬‭then‬‭chainmail,‬‭then‬‭scale‬‭mail‬‭or‬‭brigandine,‬‭then‬
‭ring‬‭mail,‬‭or‬‭studded‬‭leather.‬‭To‬‭Cavaliers,‬‭magic‬‭bonuses‬‭don’t‬‭mean‬‭as‬‭much‬‭as‬‭the‬‭type‬‭of‬‭armor:‬‭They‬‭prefer‬‭a‬
‭suit‬‭of‬‭ordinary‬‭field‬‭plate‬‭to‬‭a‬‭set‬‭of‬‭splint‬‭mail‬‭+5.‬
‭Cavaliers‬‭must‬‭also‬‭adhere‬‭to‬‭16‬‭tenets‬‭of‬‭the‬‭following‬‭very‬‭strict‬‭Code‬‭of‬‭Chivalry:‬

‭ -They‬‭must‬‭cheerfully‬‭perform‬‭any‬‭noble‬‭service‬‭or‬‭quest‬‭asked‬‭of‬‭them.‬
1
‭2-They‬‭must‬‭defend,‬‭to‬‭the‬‭death,‬‭any‬‭person‬‭or‬‭item‬‭placed‬‭in‬‭their‬‭charge.‬
‭3-They‬‭must‬‭show‬‭courage‬‭and‬‭enterprise‬‭when‬‭obeying‬‭their‬‭rulers.‬
‭4-They‬‭must‬‭show‬‭respect‬‭for‬‭all‬‭peers‬‭and‬‭equals.‬
‭5-They‬‭must‬‭honor‬‭all‬‭those‬‭above‬‭their‬‭social‬‭class.‬
‭6-They‬‭must‬‭demand‬‭respect‬‭and‬‭obedience‬‭from‬‭those‬‭below‬‭their‬‭station.‬
‭7-They‬‭must‬‭scorn‬‭those‬‭who‬‭behave‬‭lowly‬‭and‬‭ignobly.‬‭They‬‭will‬‭not‬‭help‬‭the‬‭crude,‬‭the‬‭ill-mannered,‬‭the‬
‭rude,‬‭or‬‭those‬‭who‬‭are‬‭vulgar.‬
‭8-They‬‭will‬‭not‬‭use‬‭equipment‬‭which‬‭is‬‭badly-made‬‭or‬‭inferior.‬
‭9-They‬‭will‬‭fight‬‭on‬‭foot‬‭before‬‭riding‬‭a‬‭nag.‬
‭10-They‬‭must‬‭perform‬‭military‬‭service‬‭to‬‭their‬‭lord‬‭whenever‬‭asked.‬
‭11-They‬‭must‬‭show‬‭courtesy‬‭to‬‭all‬‭ladies.‬
‭12-They‬‭must‬‭regard‬‭war‬‭as‬‭the‬‭flowering‬‭of‬‭chivalry,‬‭and‬‭a‬‭noble‬‭enterprise.‬
‭13-They‬‭must‬‭regard‬‭battle‬‭as‬‭the‬‭test‬‭of‬‭knighthood,‬‭and‬‭combat‬‭as‬‭glee.‬
‭14-They‬‭must‬‭achieve‬‭personal‬‭glory‬‭in‬‭battle.‬
‭15-They‬‭must‬‭slay‬‭all‬‭those‬‭who‬‭oppose‬‭their‬‭cause.‬
‭16-They‬‭must‬‭choose‬‭death‬‭before‬‭dishonor.‬

‭If‬‭a‬‭Cavalier‬‭chooses‬‭not‬‭to‬‭follow‬‭this‬‭code,‬‭some‬‭terrible‬‭things‬‭will‬‭happen.‬‭The‬‭first‬‭time‬‭the‬‭player‬
‭ reaks‬‭one‬‭of‬‭these‬‭vows,‬‭the‬‭DM‬‭will‬‭warn‬‭the‬‭player‬‭that‬‭the‬‭Cavalier‬‭feels‬‭guilty‬‭about‬‭violating‬‭the‬‭code.‬‭The‬
b
‭second‬‭time‬‭the‬‭player‬‭breaks‬‭these‬‭vows,‬‭the‬‭Cavalier‬‭loses‬‭all‬‭special‬‭kit‬‭benefits.‬‭This‬‭is‬‭until‬‭such‬‭a‬‭time‬‭as‬‭the‬
‭character‬‭repents‬‭and‬‭undertakes‬‭some‬‭dangerous‬‭task‬‭of‬‭redemption.‬‭When‬‭performing‬‭this‬‭task,‬‭the‬‭player‬‭must‬
‭behave‬‭according‬‭to‬‭the‬‭code‬‭and‬‭its‬‭hindrances.‬‭Only‬‭when‬‭the‬‭task‬‭is‬‭successfully‬‭accomplished‬‭does‬‭the‬‭character‬
‭regain‬‭the‬‭special‬‭kit‬‭benefits.‬
‭If‬‭the‬‭Cavalier‬‭breaks‬‭their‬‭vow‬‭a‬‭third‬‭time‬‭without‬‭repenting‬‭and‬‭undertaking‬‭that‬‭task,‬‭they‬‭have‬
‭abandoned‬‭the‬‭Cavalier‬‭Warrior‬‭Kit.‬‭The‬‭character‬‭permanently‬‭loses‬‭all‬‭the‬‭special‬‭benefits‬‭of‬‭the‬‭Kit‬‭and‬‭no‬‭longer‬
‭has‬‭to‬‭obey‬‭their‬‭knightly‬‭code.‬‭The‬‭player‬‭receives‬‭a‬‭permanent‬‭-3‬‭reaction‬‭adjustment‬‭from‬‭all‬‭members‬‭of‬‭their‬
‭own‬‭culture.‬‭Even‬‭those‬‭who‬‭do‬‭not‬‭know‬‭of‬‭the‬‭character's‬‭past‬‭will‬‭be‬‭put‬‭off‬‭by‬‭the‬‭air‬‭of‬‭treachery‬‭and‬
‭faithlessness‬‭that‬‭now‬‭haunts‬‭the‬‭oathbreaker.‬‭The‬‭player's‬‭horse,‬‭even‬‭if‬‭it‬‭is‬‭not‬‭the‬‭one‬‭the‬‭character‬‭began‬‭to‬‭play‬
‭with,‬‭leaves,‬‭either‬‭riding‬‭off‬‭into‬‭the‬‭sunset‬‭or‬‭attacking‬‭the‬‭former‬‭Cavalier.‬‭The‬‭player‬‭may‬‭never‬‭ride‬‭it‬‭again.‬

‭4‬
‭Myrmidon‬

‭ yrmidons‬‭are‬‭the‬‭ultimate‬‭soldiers.‬‭Soldiering‬‭is‬‭their‬‭life.‬‭They‬‭may‬‭be‬‭a‬‭high-ranking‬‭officer‬‭or‬‭a‬‭career‬
M
‭sergeant;‬‭they‬‭may‬‭belong‬‭to‬‭one‬‭nation’s‬‭armed‬‭forces‬‭or‬‭could‬‭be‬‭a‬‭mercenary.‬‭To‬‭the‬‭campaign‬‭and‬‭the‬
‭adventuring‬‭party,‬‭they‬‭bring‬‭discipline‬‭and‬‭a‬‭useful‬‭understanding‬‭of‬‭military‬‭tactics;‬‭they‬‭are‬‭often‬‭rigid‬‭and‬
‭contemptuous‬‭of‬‭rugged‬‭individualists‬‭or‬‭characters‬‭who‬‭don’t‬‭like‬‭to‬‭take‬‭orders.‬
‭When‬‭first‬‭created,‬‭the‬‭player‬‭and‬‭DM‬‭must‬‭decide‬‭whether‬‭their‬‭character‬‭is‬‭part‬‭of‬‭a‬‭standing‬‭army‬‭or‬‭a‬
‭mercenary‬‭unit.‬‭If‬‭part‬‭of‬‭a‬‭standing‬‭army‬‭they‬‭are‬‭employed‬‭as‬‭a‬‭soldier,‬‭or‬‭as‬‭an‬‭officer‬‭in‬‭the‬‭army‬‭of‬‭a‬‭nation,‬‭a‬
‭large‬‭region,‬‭city‬‭guard,‬‭or‬‭even‬‭palace/castle‬‭guard.‬‭If‬‭part‬‭of‬‭a‬‭mercenary‬‭unit,‬‭the‬‭character‬‭belongs‬‭to‬‭a‬‭group‬‭of‬
‭freelance‬‭soldiers‬‭who‬‭hire‬‭themselves‬‭to‬‭just‬‭about‬‭anyone‬‭who‬‭can‬‭pay;‬‭or‬‭could‬‭be‬‭a‬‭personal‬‭bodyguard.‬
‭During‬‭the‬‭course‬‭of‬‭the‬‭campaign‬‭Myrmidon's‬‭employment‬‭can‬‭change.‬‭They‬‭may‬‭start‬‭out‬‭as‬‭a‬‭mercenary‬
‭bodyguard:‬‭later‬‭in‬‭the‬‭campaign,‬‭they‬‭may‬‭find‬‭themselves‬‭commanding‬‭a‬‭small‬‭mercenary‬‭force‬‭in‬‭a‬‭border‬‭war.‬
‭Later‬‭still,‬‭they‬‭may‬‭accept‬‭a‬‭commission‬‭in‬‭the‬‭king’s‬‭army‬‭and‬‭become‬‭a‬‭regular‬‭officer.‬
‭To‬‭be‬‭a‬‭Myrmidon,‬‭the‬‭character‬‭must‬‭have‬‭scores‬‭of‬‭at‬‭least‬‭12‬‭in‬‭Strength‬‭and‬‭Constitution.‬

‭ ole‬‭:‬‭In‬‭the‬‭campaign’s‬‭culture,‬‭Myrmidons‬‭are‬‭career‬‭soldiers.‬‭In‬‭times‬‭of‬‭war,‬‭they’re‬‭heroes‬‭to‬‭the‬‭nation.‬‭In‬‭times‬
R
‭of‬‭peace,‬‭the‬‭common‬‭folk‬‭often‬‭look‬‭on‬‭them‬‭as‬‭parasites,‬‭living‬‭off‬‭taxes‬‭but‬‭providing‬‭no‬‭useful‬‭service.‬
‭Mercenaries‬‭are‬‭often‬‭regarded‬‭as‬‭bandits‬‭and‬‭predators.‬‭Regardless‬‭of‬‭the‬‭public’s‬‭opinion,‬‭though,‬‭the‬‭Myrmidon‬
‭and‬‭the‬‭standing‬‭army‬‭are‬‭necessary‬‭to‬‭the‬‭defense‬‭of‬‭the‬‭nation,‬‭and‬‭so‬‭there‬‭are‬‭always‬‭Myrmidons‬‭to‬‭be‬‭found.‬

‭Weapon‬‭Proficiencies‬
‭A‬‭Myrmidon‬‭may‬‭spend‬‭Weapon‬‭Proficiency‬‭slots‬‭any‬‭way‬‭the‬‭player‬‭chooses.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Ancient‬‭History‬‭(specifically‬‭Military‬‭History),‬‭Fire-Building.‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭Cooking,‬‭Heraldry,‬‭Riding‬‭(Land-based).‬‭Seamanship,‬
‭Swimming,‬‭Weather‬‭Sense.‬‭(Priest,‬‭double‬‭slots‬‭unless‬‭Paladin)‬‭Reading/writing,‬‭(Rogue,‬‭double‬‭slots)‬‭Disguise,‬
‭(Warrior)‬‭Armorer,‬‭Blind-Fighting.‬‭Bowyer/‬‭Fletcher.‬‭Charioteering,‬‭Endurance,‬‭Navigation.‬‭Set‬‭Snares,‬‭Survival,‬
‭’Tracking,‬‭Weaponsmithing,‬‭(Wizard,‬‭double‬‭slots‬‭unless‬‭Ranger)‬‭Reading/writing.‬

‭Equipment‬
‭The‬‭Myrmidon‬‭may‬‭spend‬‭starting‬‭gold‬‭on‬‭whatever‬‭sort‬‭of‬‭arms,‬‭armor,‬‭and‬‭equipment‬‭the‬‭player‬‭chooses.‬
‭If,‬‭during‬‭character‬‭creation,‬‭it‬‭is‬‭agreed‬‭that‬‭the‬‭Myrmidon‬‭will‬‭be‬‭part‬‭of‬‭a‬‭specific‬‭military‬‭force‬‭with‬‭specific‬
‭equipment‬‭requirements,‬‭the‬‭player‬‭is‬‭required‬‭to‬‭buy‬‭that‬‭equipment,‬‭but‬‭the‬‭DM‬‭must‬‭give‬‭extra‬‭gold‬‭in‬‭the‬‭amount‬
‭of‬‭half‬‭the‬‭cost‬‭of‬‭the‬‭equipment.‬

‭Special‬‭Benefits‬
‭Myrmidons‬‭have‬‭two‬‭advantages‬‭of‬‭note:‬‭First,‬‭they‬‭get‬‭a‬‭free‬‭Weapon‬‭Specialization,‬‭which‬‭must‬‭be‬‭chosen‬
‭from‬‭the‬‭following‬‭group:‬‭Battle‬‭axe,‬‭Bow‬‭(composite‬‭longbow,‬‭composite‬‭short‬‭bow,‬‭or‬‭Anuirean‬‭longbow).‬
‭Crossbow‬‭(heavy‬‭crossbow‬‭or‬‭light‬‭crossbow),‬‭Lance‬‭(choice),‬‭Polearm‬‭(choice),‬‭Spear,‬‭or‬‭Sword‬‭(choice).‬
‭Second,‬‭the‬‭Myrmidon‬‭is‬‭usually‬‭in‬‭the‬‭employ‬‭of‬‭some‬‭powerful‬‭patron.‬‭The‬‭DM‬‭will‬‭have‬‭to‬‭decide‬‭what‬
‭immediate‬‭benefits‬‭this‬‭grants‬‭the‬‭player.‬‭They‬‭vary‬‭depending‬‭on‬‭the‬‭type‬‭of‬‭employer‬‭the‬‭character‬‭is‬‭working‬‭for.‬

‭Special‬‭Hindrances‬
‭Myrmidons‬‭are‬‭instantly‬‭recognizable‬‭by‬‭their‬‭military‬‭demeanor,‬‭erect‬‭posture,‬‭disciplined‬‭mannerisms,‬‭etc.‬
‭There‬‭are‬‭plenty‬‭of‬‭soldiers‬‭and‬‭mercenaries‬‭who‬‭aren’t‬‭Myrmidons‬‭who‬‭aren’t‬‭so‬‭distinctive.‬‭Because‬‭they‬‭are‬
‭distinctive,‬‭Myrmidons‬‭are‬‭easily‬‭remembered‬‭and‬‭described‬‭by‬‭witnesses‬‭to‬‭their‬‭adventures:‬‭this‬‭makes‬‭it‬‭easier‬‭for‬
‭the‬‭enemy‬‭to‬‭identify‬‭the‬‭player‬‭and‬‭follow‬‭the‬‭player’s‬‭trail‬‭when‬‭they‬‭are‬‭trying‬‭to‬‭escape‬‭or‬‭travel‬‭through‬
‭dangerous‬‭terrain.‬
‭A‬‭second‬‭hindrance‬‭is‬‭an‬‭employer.‬‭Naturally,‬‭this‬‭employer‬‭makes‬‭many‬‭demands‬‭on‬‭the‬‭Myrmidon.‬‭If‬‭the‬
‭Myrmidon‬‭is‬‭a‬‭bodyguard,‬‭the‬‭player‬‭must‬‭accompany‬‭the‬‭employer‬‭just‬‭about‬‭everywhere,‬‭regardless‬‭of‬‭any‬
‭personal‬‭goals‬‭or‬‭interests‬‭the‬‭Myrmidon‬‭has.‬‭When‬‭the‬‭Myrmidon‬‭is‬‭a‬‭common‬‭soldier,‬‭they‬‭are‬‭subject‬‭to‬‭the‬
‭orders‬‭of‬‭their‬‭officers.‬‭If‬‭the‬‭Myrmidon‬‭is‬‭a‬‭military‬‭officer,‬‭they‬‭are‬‭subject‬‭to‬‭the‬‭orders‬‭of‬‭their‬‭superiors‬‭or‬‭the‬
‭local‬‭ruler.‬‭In‬‭addition,‬‭they‬‭bear‬‭the‬‭added‬‭stress‬‭of‬‭having‬‭to‬‭look‬‭out‬‭for‬‭their‬‭men‬‭whenever‬‭they‬‭are‬‭militarily‬
‭engaged.‬

‭5‬
‭Noble‬‭Warrior‬

‭ his‬‭character‬‭is‬‭of‬‭the‬‭nobility,‬‭and‬‭theoretically‬‭represents‬‭everything‬‭the‬‭ruling‬‭class‬‭stands‬‭for.‬‭In‬‭classic‬
T
‭medieval‬‭fantasy,‬‭this‬‭means‬‭chivalry.‬‭Protection‬‭of‬‭women,‬‭or‬‭at‬‭least‬‭those‬‭who‬‭want‬‭to‬‭be‬‭protected‬‭is‬‭one‬‭task.‬
‭Though‬‭it‬‭may‬‭be‬‭a‬‭foolish‬‭idea‬‭to‬‭try‬‭to‬‭protect‬‭a‬‭woman‬‭warrior‬‭anxious‬‭to‬‭prove‬‭herself‬‭in‬‭combat.‬
‭Especially‬‭significant‬‭to‬‭a‬‭Noble‬‭Warrior‬‭is‬‭upholding‬‭the‬‭rights‬‭of‬‭the‬‭ruling‬‭class‬‭to‬‭reign‬‭and‬‭upholding‬
‭the‬‭rights‬‭of‬‭the‬‭other‬‭classes‬‭to‬‭serve.‬‭Noble‬‭Warriors‬‭are‬‭typically‬‭called‬‭Knights‬‭or‬‭Squires.‬‭There‬‭are‬‭also‬‭some‬
‭rarer‬‭and‬‭more‬‭distinguished‬‭titles‬‭higher‬‭up‬‭in‬‭the‬‭hierarchy‬‭of‬‭the‬‭nobility.‬
‭To‬‭be‬‭a‬‭Noble‬‭Warrior,‬‭a‬‭character‬‭must‬‭have‬‭Strength‬‭and‬‭Constitution‬‭scores‬‭of‬‭13‬‭or‬‭better.‬

‭ ole‬‭:‬‭The‬‭Noble‬‭Warrior‬‭is‬‭supposed‬‭to‬‭be‬‭courageous,‬‭gallant,‬‭protector‬‭of‬‭the‬‭defenseless,‬‭and‬‭dedicated‬‭to‬
R
‭honorable‬‭ideals.‬‭But‬‭that’s‬‭just‬‭what‬‭society‬‭expects‬‭of‬‭the‬‭Noble‬‭Warrior.‬‭Some‬‭are‬‭mere‬‭brutes‬‭in‬‭shiny‬‭armor,‬
‭Warriors‬‭who‬‭take‬‭what‬‭they‬‭want,‬‭murder‬‭the‬‭innocent,‬‭and‬‭continually‬‭betray‬‭the‬‭oaths‬‭they‬‭swore‬‭when‬‭they‬‭won‬
‭their‬‭spurs.‬‭Thus,‬‭it's‬‭up‬‭to‬‭the‬‭player‬‭to‬‭determine‬‭what‬‭alignment‬‭their‬‭Noble‬‭Warrior‬‭takes‬‭and‬‭how‬‭well‬‭the‬
‭character‬‭lives‬‭up‬‭to‬‭the‬‭pertinent‬‭ideals.‬
‭Whether‬‭the‬‭Noble‬‭Warrior‬‭character‬‭is‬‭a‬‭Knight‬‭or‬‭a‬‭Squire,‬‭or‬‭some‬‭other‬‭designation,‬‭depends‬‭on‬‭the‬
‭campaign‬‭and‬‭its‬‭DM.‬‭From‬‭the‬‭viewpoint‬‭of‬‭convenience,‬‭it’s‬‭advisable‬‭for‬‭Noble‬‭Warrior‬‭characters‬‭to‬‭start‬
‭playing‬‭as‬‭young‬‭aspiring‬‭knights‬‭who‬‭have‬‭just‬‭won‬‭their‬‭spurs.‬‭This‬‭will‬‭explain‬‭why‬‭they‬‭don't‬‭have‬‭much‬‭money.‬
‭Since‬‭they‬‭are‬‭just‬‭starting‬‭out‬‭as‬‭freelancers‬‭or‬‭followers,‬‭they‬‭roam‬‭around‬‭adventuring.‬‭They‬‭are‬‭anxious‬‭to‬‭prove‬
‭their‬‭mettle.‬

‭Weapon‬‭Proficiencies‬
‭Noble‬‭Warriors‬‭must‬‭select‬‭from‬‭the‬‭following‬‭weapon‬‭proficiencies:‬‭longsword‬‭or‬‭bastard‬‭sword‬‭(player‬
‭choice),‬‭lance‬‭(player‬‭choice‬‭of‬‭type,‬‭usually‬‭jousting‬‭lance),‬‭and‬‭horseman’s‬‭flail‬‭or‬‭horseman’s‬‭mace‬‭(player‬
‭choice).‬‭The‬‭last‬‭proficiency‬‭may‬‭be‬‭used‬‭for‬‭a‬‭style‬‭specialization‬‭of‬‭the‬‭warrior’s‬‭choice‬‭or‬‭to‬‭specialize‬‭in‬‭one‬‭of‬
‭the‬‭required‬‭weapon‬‭choices.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭(General)‬‭Etiquette,‬‭Heraldry,‬‭Riding‬‭(Land-Based).‬
‭Recommended:‬‭(General)‬‭Animal‬‭Training,‬‭Dancing,‬‭(Warrior)‬‭Blind-Fighting,‬‭Gaming.‬‭Hunting,‬‭Tracking,‬
‭(Priest,‬‭cost‬‭double‬‭slots‬‭unless‬‭Paladin)‬‭Local‬‭History,‬‭Musical‬‭Instrument,‬‭Reading/writing.‬

‭Equipment‬
‭Noble‬‭Warriors‬‭may‬‭spend‬‭their‬‭gold‬‭pretty‬‭much‬‭as‬‭they‬‭choose.‬‭But‬‭there‬‭are‬‭certain‬‭minimum‬‭standards‬
‭that‬‭cannot‬‭be‬‭violated.‬‭The‬‭player‬‭cannot‬‭buy‬‭armor‬‭less‬‭protective‬‭than‬‭brigandine‬‭or‬‭scale‬‭mail.‬‭Before‬‭starting‬
‭play,‬‭they‬‭must‬‭buy‬‭a‬‭suit‬‭of‬‭armor,‬‭a‬‭shield,‬‭at‬‭least‬‭one‬‭weapon‬‭larger‬‭than‬‭a‬‭dagger,‬‭a‬‭horse‬‭(at‬‭least‬‭a‬‭riding‬
‭horse),‬‭riding‬‭saddle,‬‭bit‬‭and‬‭bridle,‬‭horseshoes,‬‭and‬‭shoeing,‬‭halter‬‭and‬‭saddle‬‭blanket.‬

‭Special‬‭Benefits‬
‭Noble‬‭Warriors‬‭receive‬‭a‬‭+3‬‭reaction‬‭from‬‭people‬‭of‬‭their‬‭own‬‭culture.‬‭When‬‭traveling,‬‭they‬‭can‬‭seek‬‭shelter‬
‭from‬‭anyone‬‭in‬‭their‬‭own‬‭nation‬‭who‬‭is‬‭of‬‭a‬‭lower‬‭social‬‭status‬‭than‬‭the‬‭Noble‬‭Warrior.‬‭Noble‬‭Warriors‬‭and‬‭people‬‭of‬
‭their‬‭own‬‭status‬‭or‬‭higher‬‭will‬‭offer‬‭the‬‭player‬‭shelter‬‭and‬‭up‬‭to‬‭two‬‭times‬‭the‬‭number‬‭of‬‭traveling‬‭companions‬‭the‬
‭Noble‬‭Warrior‬‭has.‬‭In‬‭their‬‭own‬‭land,‬‭the‬‭Noble‬‭Warrior‬‭can‬‭administer‬‭low‬‭justice‬‭to‬‭commoners.‬‭They‬‭may‬‭act‬‭as‬
‭judge,‬‭jury,‬‭and‬‭punisher‬‭for‬‭minor‬‭crimes‬‭they‬‭come‬‭across.‬
‭Noble‬‭Warriors‬‭start‬‭out‬‭with‬‭225‬‭gold‬‭pieces‬‭plus‬‭the‬‭standard‬‭5d4x10‬‭gold‬‭pieces.‬

‭Special‬‭Hindrances‬
‭In‬‭order‬‭to‬‭become‬‭a‬‭Noble‬‭Warrior,‬‭the‬‭character‬‭has‬‭to‬‭take‬‭an‬‭oath‬‭of‬‭loyalty‬‭to‬‭some‬‭greater‬‭noble.‬‭If‬‭a‬
‭squire‬‭of‬‭a‬‭knight,‬‭the‬‭character‬‭swears‬‭an‬‭oath‬‭to‬‭this‬‭knight.‬‭If‬‭the‬‭player‬‭is‬‭a‬‭knight,‬‭they‬‭have‬‭sworn‬‭an‬‭oath‬‭to‬‭a‬
‭king‬‭or‬‭some‬‭other‬‭noble,‬‭or‬‭perhaps‬‭to‬‭both.‬‭The‬‭player‬‭will‬‭be‬‭expected‬‭to‬‭live‬‭up‬‭to‬‭that‬‭oath‬‭from‬‭time‬‭to‬‭time.‬
‭They‬‭may‬‭accompany‬‭their‬‭Lord‬‭or‬‭Lady‬‭into‬‭combat,‬‭provide‬‭troops,‬‭and‬‭even‬‭beggar‬‭their‬‭own‬‭household‬‭in‬‭order‬
‭to‬‭support‬‭their‬‭superior's‬‭needs.‬
‭Additionally,‬‭a‬‭Noble‬‭Warrior‬‭is‬‭expected‬‭to‬‭live‬‭well.‬‭During‬‭character‬‭creation,‬‭Noble‬‭Warriors‬‭pay‬‭the‬
‭normal‬‭price‬‭for‬‭their‬‭high-quality‬‭equipment.‬‭Thereafter,‬‭at‬‭least‬‭10%‬‭will‬‭be‬‭added‬‭to‬‭the‬‭base‬‭cost‬‭of‬‭goods,‬
‭equipment,‬‭and‬‭services‬‭they‬‭buy,‬‭for‬‭each‬‭experience‬‭level‬‭that‬‭they‬‭have.‬‭This‬‭is‬‭to‬‭reflect‬‭their‬‭noble‬‭tastes‬‭and‬
‭requirements.‬‭This‬‭cost‬‭is‬‭not‬‭a‬‭tip.‬‭The‬‭character‬‭must‬‭eat‬‭better‬‭than‬‭usual.‬‭The‬‭noble‬‭must‬‭appear‬‭above‬‭their‬
‭station.‬‭Therefore,‬‭the‬‭amount‬‭the‬‭player‬‭pays,‬‭whether‬‭purchasing‬‭a‬‭sword,‬‭renting‬‭a‬‭room‬‭for‬‭the‬‭party‬‭or‬‭any‬‭other‬
‭business‬‭purchase‬‭will‬‭always‬‭be‬‭more‬‭than‬‭average.‬
‭If‬‭Noble‬‭Warriors‬‭are‬‭unable‬‭to‬‭spend‬‭this‬‭extra‬‭money‬‭because‬‭of‬‭lack‬‭of‬‭funds,‬‭they‬‭can‬‭settle‬‭for‬‭lesser‬
‭goods.‬‭But‬‭their‬‭bonus‬‭to‬‭Reaction‬‭rolls‬‭will‬‭be‬‭reduced‬‭by‬‭-1‬‭per‬‭such‬‭incident‬‭until‬‭it‬‭reaches‬‭+0,‬‭to‬‭reflect‬‭the‬‭fact‬
‭that‬‭people‬‭are‬‭seeing‬‭that‬‭the‬‭character‬‭is‬‭settling‬‭for‬‭lower‬‭quality‬‭goods‬‭and‬‭otherwise‬‭not‬‭living‬‭up‬‭to‬‭their‬
‭expectations‬‭of‬‭how‬‭a‬‭noble‬‭warrior‬‭should‬‭live.‬‭At‬‭the‬‭DM's‬‭discretion,‬‭other‬‭problems‬‭may‬‭follow.‬‭Nobles‬‭fail‬‭to‬
‭6‬
‭ ffer‬‭shelter‬‭or‬‭help‬‭because‬‭the‬‭character‬‭is‬‭such‬‭a‬‭shabby‬‭specimen,‬‭the‬‭Noble‬‭Warrior‬‭gets‬‭a‬‭reputation‬‭as‬‭a‬‭penny‬
o
‭pincher,‬‭etc.‬
‭To‬‭retain‬‭the‬‭reaction‬‭bonus,‬‭when‬‭the‬‭Noble‬‭Warrior‬‭is‬‭once‬‭again‬‭in‬‭the‬‭money‬‭the‬‭player‬‭must‬‭do‬
‭whatever‬‭it‬‭takes‬‭to‬‭upgrade‬‭their‬‭situation.‬‭They‬‭must‬‭buy‬‭expensive‬‭clothes,‬‭indulge‬‭in‬‭a‬‭buying‬‭spree,‬‭etc.‬‭At‬‭the‬
‭DM's‬‭discretion‬‭the‬‭+3‬‭reaction‬‭will‬‭return.‬‭If‬‭a‬‭Noble‬‭Warrior‬‭gets‬‭a‬‭tarnished‬‭reputation,‬‭whether‬‭deserved‬‭or‬
‭undeserved,‬‭this‬‭+3‬‭reaction‬‭becomes‬‭a‬‭-6‬‭reaction‬‭for‬‭everyone‬‭who‬‭knows‬‭about‬‭the‬‭reputation.‬
‭And‬‭just‬‭as‬‭other‬‭nobles‬‭are‬‭expected‬‭to‬‭provide‬‭shelter‬‭to‬‭the‬‭Noble‬‭Warrior,‬‭the‬‭player‬‭is‬‭expected‬‭to‬‭offer‬
‭other‬‭Nobles‬‭shelter‬‭when‬‭they‬‭are‬‭traveling‬‭through‬‭the‬‭player’s‬‭territory,‬‭or‬‭when‬‭they‬‭meet‬‭on‬‭the‬‭road‬‭when‬‭the‬
‭player‬‭is‬‭encamped‬‭and‬‭the‬‭other‬‭nobles‬‭are‬‭not,‬‭Etc.‬

‭Peasant‬‭Hero‬

‭ easant‬‭Heroes‬‭are‬‭the‬‭“local‬‭doing‬‭good”,‬‭the‬‭hometown‬‭Warrior‬‭who‬‭fights‬‭and‬‭adventures‬‭to‬‭the‬‭delight‬
P
‭of‬‭the‬‭people‬‭in‬‭their‬‭home‬‭area.‬‭The‬‭Peasant‬‭Hero‬‭is‬‭the‬‭most‬‭common‬‭sort‬‭of‬‭Fighter‬‭found‬‭wandering‬‭the‬‭land‬‭and‬
‭adventuring.‬‭The‬‭Peasant‬‭Hero‬‭is‬‭a‬‭distinctly‬‭human‬‭sort‬‭of‬‭character.‬‭It’s‬‭also‬‭appropriate‬‭for‬‭halflings,‬‭and‬‭for‬
‭half-elves‬‭living‬‭among‬‭humans.‬‭But‬‭elves‬‭are‬‭highly‬‭unlikely‬‭to‬‭have‬‭the‬‭Peasant‬‭Hero‬‭kit‬‭for‬‭their‬‭characters.‬
‭Dwarfs‬‭are‬‭never‬‭Peasant‬‭Heroes.‬‭There‬‭are‬‭no‬‭ability-score‬‭requirements‬‭to‬‭be‬‭a‬‭Peasant‬‭Hero.‬

‭ ole‬‭:‬‭Peasant‬‭heroes‬‭are‬‭neighbors‬‭who‬‭will‬‭not‬‭forget‬‭that‬‭their‬‭roots‬‭are‬‭in‬‭the‬‭land‬‭and‬‭in‬‭the‬‭soil.‬‭They‬‭can‬‭be‬‭in‬
R
‭rebellion‬‭against‬‭the‬‭crown‬‭in‬‭lands‬‭where‬‭the‬‭peasants‬‭are‬‭especially‬‭oppressed.‬‭Or,‬‭they‬‭can‬‭be‬‭a‬‭farmer‬‭who‬
‭becomes‬‭a‬‭mighty‬‭general,‬‭or‬‭they‬‭can‬‭be‬‭a‬‭noble’s‬‭child‬‭secretly‬‭raised‬‭by‬‭peasants‬‭who‬‭grows‬‭up‬‭to‬‭fulfill‬‭an‬
‭ancient‬‭prophecy.‬‭In‬‭any‬‭case,‬‭the‬‭player‬‭remembers‬‭their‬‭childhood‬‭origins‬‭and‬‭strives‬‭to‬‭make‬‭things‬‭better‬‭for‬‭their‬
‭families‬‭and‬‭home‬‭communities.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭player‬‭may‬‭choose‬‭their‬‭character’s‬‭weapon‬‭proficiencies,‬‭but‬‭may‬‭not‬‭choose‬‭any‬‭that‬‭the‬‭DM‬‭feels‬
‭would‬‭be‬‭unusual‬‭for‬‭the‬‭campaign‬‭world’s‬‭peasants.‬‭Short‬‭swords,‬‭spears,‬‭bows,‬‭footman’s‬‭weapons,‬‭and‬‭the‬‭like,‬
‭are‬‭all‬‭very‬‭appropriate;‬‭horseman’s‬‭weapons,‬‭exotic‬‭polearms,‬‭lances,‬‭long‬‭swords,‬‭tridents,‬‭and‬‭the‬‭like‬‭are‬‭not.‬
‭This‬‭is‬‭only‬‭a‬‭restriction‬‭when‬‭a‬‭character‬‭is‬‭created.‬‭Afterward,‬‭the‬‭character‬‭can‬‭learn‬‭any‬‭weapon‬‭they‬
‭receive‬‭training‬‭with.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Agriculture‬‭or‬‭Fishing‬‭(player‬‭choice),‬‭Weather‬‭Sense‬‭or‬‭Animal‬‭Lore‬‭(player‬‭choice).‬
‭Recommended:‬‭Any‬‭of‬‭the‬‭General‬‭proficiencies.‬

‭Equipment‬
‭The‬‭Peasant‬‭Hero‬‭may‬‭spend‬‭starting‬‭gold‬‭any‬‭way‬‭the‬‭player‬‭sees‬‭fit,‬‭but‬‭may‬‭have‬‭no‬‭more‬‭than‬‭3‬‭gold‬
‭pieces‬‭left‬‭when‬‭beginning‬‭play.‬

‭Special‬‭Benefits‬
‭Despite‬‭what‬‭they‬‭have‬‭done‬‭or‬‭what‬‭anyone‬‭thinks‬‭of‬‭them,‬‭the‬‭Peasant‬‭Heroes‬‭always‬‭have‬‭shelter‬‭and‬
‭often‬‭have‬‭other‬‭support‬‭in‬‭their‬‭own‬‭community.‬‭Unless‬‭it‬‭is‬‭known‬‭that‬‭a‬‭Peasant‬‭Hero‬‭has‬‭hurt‬‭people‬‭from‬‭their‬
‭own‬‭community,‬‭they‬‭will‬‭always‬‭find‬‭people‬‭to‬‭put‬‭them‬‭up,‬‭hide‬‭them‬‭and‬‭their‬‭companions‬‭from‬‭the‬‭law,‬‭and‬
‭supply‬‭them‬‭with‬‭food‬‭and‬‭drink‬‭and‬‭what‬‭crude‬‭weaponry‬‭can‬‭be‬‭scraped‬‭together‬‭(usually‬‭daggers),‬‭and‬‭even‬
‭provide‬‭them‬‭with‬‭helpers;‬‭earnest‬‭0-level‬‭youths‬‭who‬‭want‬‭to‬‭grow‬‭up‬‭to‬‭be‬‭like‬‭their‬‭hero.‬

‭Special‬‭Hindrances‬
‭Since‬‭the‬‭Peasant‬‭Hero‬‭is‬‭looked‬‭upon‬‭as‬‭a‬‭patron‬‭and‬‭hero‬‭by‬‭the‬‭people‬‭from‬‭home,‬‭they‬‭will‬‭frequently‬
‭come‬‭to‬‭seek‬‭help.‬‭Whenever‬‭the‬‭village‬‭is‬‭losing‬‭people‬‭to‬‭nocturnal‬‭predators,‬‭whenever‬‭a‬‭village‬‭overlord‬‭turns‬
‭out‬‭to‬‭be‬‭a‬‭dangerous‬‭tyrant,‬‭whenever‬‭a‬‭local‬‭citizen‬‭is‬‭jailed‬‭and‬‭tried‬‭for‬‭something‬‭they‬‭didn’t‬‭do,‬‭the‬‭citizens‬‭turn‬
‭to‬‭the‬‭Peasant‬‭Hero‬‭for‬‭help,‬‭and‬‭if‬‭the‬‭player‬‭turns‬‭them‬‭away,‬‭they‬‭lose‬‭their‬‭respect‬‭and‬‭earn‬‭a‬‭-2‬‭reaction‬‭from‬‭all‬
‭of‬‭the‬‭peasants‬‭in‬‭the‬‭land‬‭until‬‭the‬‭player‬‭makes‬‭amends,‬‭and‬‭is‬‭once‬‭again‬‭in‬‭the‬‭home‬‭community’s‬‭good‬‭graces.‬

‭Pirate/Outlaw‬

‭These‬‭characters‬‭are‬‭the‬‭heroic‬‭scofflaws,‬‭the‬‭Warriors‬‭who‬‭defy‬‭the‬‭law,‬‭and‬‭the‬‭rulers‬‭of‬‭the‬‭land‬‭who‬‭steer‬
t‭heir‬‭own‬‭course.‬‭Usually,‬‭in‬‭the‬‭company‬‭of‬‭other‬‭Pirates‬‭or‬‭Outlaws,‬‭they‬‭fight‬‭the‬‭minions‬‭of‬‭the‬‭rulers‬‭they‬‭defy.‬
‭They‬‭come‬‭to‬‭be‬‭regarded‬‭as‬‭heroes‬‭by‬‭others‬‭who‬‭suffer‬‭at‬‭those‬‭rulers’‬‭hands.‬‭The‬‭Pirate,‬‭of‬‭course,‬‭is‬‭the‬
‭adventurer‬‭of‬‭the‬‭high‬‭seas,‬‭who‬‭makes‬‭a‬‭living‬‭raiding‬‭other‬‭ships‬‭and‬‭the‬‭sea‬‭coast.‬

‭7‬
‭Outlaws‬‭make‬‭their‬‭home‬‭in‬‭the‬‭wilderness‬‭(often‬‭deep‬‭forest)‬‭and‬‭prey‬‭on‬‭traffic‬‭moving‬‭through‬‭that‬
‭ ilderness.‬‭Outlaws‬‭and‬‭Pirates‬‭in‬‭Cerilia‬‭are‬‭very‬‭human-oriented‬‭but‬‭will‬‭take‬‭just‬‭about‬‭anyone‬‭they‬‭can‬‭get.‬‭So‬
w
‭it’s‬‭perfectly‬‭appropriate‬‭for‬‭there‬‭to‬‭be‬‭Outlaws‬‭and‬‭Pirates‬‭of‬‭the‬‭demi-human‬‭races.‬
‭There‬‭are‬‭no‬‭special‬‭ability‬‭score‬‭requirements‬‭to‬‭be‬‭a‬‭Pirate‬‭or‬‭Outlaw.‬

‭ ole‬‭:‬‭They‬‭can‬‭be‬‭surly‬‭characters,‬‭possibly‬‭a‬‭distasteful‬‭individual‬‭who‬‭is‬‭needed‬‭for‬‭unique‬‭knowledge‬‭and‬‭skills,‬
R
‭or‬‭it‬‭could‬‭be‬‭that‬‭the‬‭player‬‭character‬‭came‬‭to‬‭terms‬‭with‬‭the‬‭authorities‬‭and‬‭decided‬‭to‬‭“get‬‭straight.”‬
‭It‬‭is‬‭quite‬‭possible‬‭that‬‭the‬‭player‬‭makes‬‭it‬‭so‬‭no‬‭one‬‭ever‬‭learns‬‭of‬‭his‬‭character's‬‭criminal‬‭origins.‬‭Instead,‬
‭the‬‭character‬‭acts‬‭and‬‭lives‬‭like‬‭a‬‭mercenary,‬‭or‬‭a‬‭Warrior.‬‭The‬‭criminal‬‭history‬‭and‬‭connections‬‭will‬‭likely‬‭be‬‭very‬
‭difficult‬‭for‬‭the‬‭character‬‭to‬‭be‬‭free‬‭of.‬

‭Weapon‬‭Proficiencies‬
‭If‬‭the‬‭character‬‭is‬‭a‬‭Pirate,‬‭they‬‭receive‬‭the‬‭following‬‭bonus‬‭weapon‬‭proficiencies:‬‭Cutlass,‬‭and‬‭Belaying‬‭Pin.‬
‭If‬‭the‬‭character‬‭is‬‭an‬‭Outlaw,‬‭the‬‭player‬‭can‬‭choose‬‭to‬‭take‬‭any‬‭two‬‭bonus‬‭weapon‬‭proficiencies.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Pirate’s‬‭Bonus:‬‭(General)‬‭Rope‬‭Use,‬‭Seamanship.‬
‭Pirate’s‬‭Recommended:‬‭(General)‬‭Swimming,‬‭Weather‬‭Sense,‬‭(Warrior)‬‭Navigation,‬‭(Priest,‬‭double‬‭slots‬
‭unless‬‭Paladin)‬‭Engineering‬‭(for‬‭shipbuilding),‬‭Reading/Writing‬‭(for‬‭mapmaking),‬‭(Rogue,‬‭double‬‭slots)‬‭Appraising,‬
‭Set‬‭Snares,‬‭Rope‬‭Use,‬‭Tightrope‬‭Walking,‬‭Tumbling,‬‭(Wizard,‬‭double‬‭slots‬‭unless‬‭Ranger)‬‭Engineering‬‭(for‬
‭shipbuilding),‬‭Reading/Writing‬‭(for‬‭mapmaking).‬
‭Outlaw’s‬‭Bonus:‬‭Direction‬‭Sense,‬‭Fire-Building.‬
‭Outlaw’s‬‭Recommended:‬‭(General)‬‭Riding‬‭(Land-Based),‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Bowyer/Fletcher,‬
‭Endurance,‬‭Hunting,‬‭Running,‬‭Set‬‭Snares,‬‭Survival,‬‭Tracking,‬‭(Priest,‬‭double‬‭slots‬‭unless‬‭Paladin)‬‭Healing,‬
‭Herbalism,‬‭Local‬‭History,‬‭(Rogue,‬‭double‬‭slots)‬‭Disguise.‬

‭Equipment‬
‭Pirates‬‭and‬‭Outlaws‬‭come‬‭from‬‭widely‬‭diverse‬‭backgrounds,‬‭so‬‭there’s‬‭no‬‭real‬‭restriction‬‭on‬‭what‬‭they‬‭can‬
‭buy‬‭with‬‭their‬‭starting‬‭money.‬‭However,‬‭it‬‭would‬‭be‬‭foolish‬‭for‬‭either‬‭type‬‭of‬‭character‬‭to‬‭buy‬‭metal‬‭armor‬‭of‬‭any‬
‭kind‬‭(banded,‬‭brigandine,‬‭bronze‬‭plate,‬‭chain,‬‭field‬‭plate,‬‭full‬‭plate,‬‭plate‬‭mail,‬‭and‬‭ring‬‭mail).‬‭Pirates‬‭wearing‬‭such‬
‭armor‬‭in‬‭naval‬‭combat‬‭will‬‭inevitably‬‭fall‬‭overboard‬‭and‬‭sink‬‭(they‬‭can’t‬‭swim‬‭with‬‭such‬‭stuff‬‭on);‬‭if‬‭they’re‬‭lucky‬
‭enough‬‭to‬‭get‬‭it‬‭off‬‭so‬‭they‬‭can‬‭swim,‬‭they’ve‬‭lost‬‭the‬‭armor.‬‭Outlaws‬‭living‬‭out‬‭in‬‭the‬‭wild‬‭have‬‭their‬‭belongings‬
‭exposed‬‭to‬‭the‬‭elements,‬‭and‬‭metal‬‭armor‬‭quickly‬‭corrodes.‬
‭If‬‭a‬‭Pirate‬‭or‬‭Outlaw‬‭buys‬‭metal‬‭armor‬‭and‬‭keeps‬‭it‬‭stowed‬‭away‬‭for‬‭special‬‭occasions‬‭such‬‭as‬‭major‬‭land‬
‭engagements,‬‭or‬‭climactic‬‭battles,‬‭that‘s‬‭fine.‬

‭Special‬‭Benefits‬
‭Pirates‬‭and‬‭Outlaws‬‭do‬‭not‬‭have‬‭any‬‭intrinsic‬‭special‬‭benefits.‬

‭Special‬‭Hindrances‬
‭The‬‭major‬‭problem‬‭with‬‭being‬‭an‬‭Outlaw‬‭or‬‭Pirate‬‭is‬‭that‬‭the‬‭law‬‭is‬‭always‬‭after‬‭you.‬‭Though‬‭the‬‭authorities‬
‭do‬‭not‬‭have‬‭to‬‭show‬‭up‬‭in‬‭every‬‭single‬‭play‬‭session,‬‭they’re‬‭always‬‭out‬‭there,‬‭plotting‬‭against‬‭the‬‭heroes.‬‭Many‬‭of‬
‭them‬‭are‬‭quite‬‭clever.‬‭They‬‭probably‬‭have‬‭more‬‭money,‬‭ships,‬‭and‬‭men‬‭than‬‭the‬‭heroes,‬‭and‬‭they’ll‬‭continue‬‭to‬
‭plague‬‭the‬‭heroes‬‭until‬‭the‬‭campaign‬‭is‬‭done.‬

‭Swashbuckler‬

‭ he‬‭Swashbuckler‬‭is‬‭the‬‭suave,‬‭witty,‬‭lightly‬‭armed,‬‭and‬‭armored‬‭hero‬‭in‬‭a‬‭sophisticated‬‭city-based‬
T
‭campaign,‬‭like‬‭“The‬‭Three‬‭Musketeers”.‬‭They‬‭are‬‭fully‬‭capable‬‭of‬‭putting‬‭on‬‭heavy‬‭armor,‬‭picking‬‭up‬‭a‬‭bastard‬
‭sword,‬‭and‬‭soldiering‬‭alongside‬‭other‬‭tank‬‭warriors.‬‭But‬‭they‬‭shine‬‭in‬‭comparison‬‭when‬‭the‬‭heroes‬‭are‬‭adventuring‬
‭in‬‭the‬‭city,‬‭in‬‭light‬‭armor,‬‭and‬‭with‬‭light‬‭weapons.‬
‭Any‬‭demi-human‬‭who‬‭would‬‭look‬‭elegant‬‭in‬‭a‬‭foppish‬‭dress,‬‭wielding‬‭a‬‭narrow‬‭blade,‬‭will‬‭work‬‭fine‬‭as‬‭a‬
‭Swashbuckler,‬‭especially‬‭elves,‬‭half-elves,‬‭and‬‭possibly‬‭even‬‭halflings.‬‭Dwarves‬‭are‬‭entirely‬‭inappropriate‬‭and‬‭are‬
‭likely‬‭to‬‭have‬‭to‬‭defend‬‭themselves‬‭from‬‭plenty‬‭of‬‭jokes‬‭at‬‭their‬‭expense,‬‭over‬‭their‬‭frumpy‬‭looks,‬‭and‬‭the‬‭scorn‬‭of‬
‭Dwarves‬‭for‬‭being‬‭skilled‬‭in‬‭a‬‭non-dwarven‬‭kit.‬
‭To‬‭be‬‭a‬‭Swashbuckler,‬‭a‬‭character‬‭must‬‭have‬‭an‬‭Intelligence‬‭and‬‭Dexterity‬‭of‬‭13‬‭or‬‭better.‬

‭ ole‬‭:‬‭In‬‭a‬‭campaign,‬‭the‬‭Swashbuckler‬‭is‬‭the‬‭happy-go-lucky‬‭hero‬‭with‬‭the‬‭ready‬‭wit‬‭and‬‭the‬‭flashing‬‭rapier.‬‭The‬
R
‭character‬‭is‬‭happy‬‭when‬‭in‬‭the‬‭bustling‬‭city,‬‭but‬‭can‬‭be‬‭an‬‭imposing‬‭warrior‬‭anywhere.‬‭Enemies‬‭often‬‭underestimate‬
‭Swashbucklers‬‭because‬‭of‬‭their‬‭charming‬‭manners‬‭and‬‭don’t‬‭realize‬‭that‬‭they‬‭can‬‭don‬‭plate‬‭armor‬‭and‬‭wield‬‭heavy‬

‭8‬
‭ eapons‬‭as‬‭well‬‭as‬‭anyone‬‭else.‬‭Swashbucklers,‬‭because‬‭they‬‭are‬‭bright‬‭and‬‭well-spoken,‬‭often‬‭become‬‭the‬‭party‬
w
‭leader,‬‭or‬‭at‬‭least‬‭the‬‭party’s‬‭spokesperson.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Swashbuckler‬‭receives‬‭two‬‭bonus‬‭weapon‬‭proficiency‬‭slots‬‭which‬‭must‬‭be‬‭devoted‬‭to‬‭weapon‬
‭proficiency‬‭with‬‭one‬‭of‬‭the‬‭following‬‭weapons:‬‭stiletto,‬‭main-gauche,‬‭rapier,‬‭and‬‭saber.‬‭The‬‭character‬‭can‬‭eventually‬
‭gain‬‭specialization‬‭in‬‭all‬‭four‬‭of‬‭the‬‭aforementioned‬‭weapons.‬‭Throughout‬‭their‬‭career,‬‭the‬‭player‬‭must‬‭devote‬‭at‬
‭least‬‭half‬‭of‬‭their‬‭weapon‬‭proficiency‬‭slots‬‭to‬‭those‬‭four‬‭weapons.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭(General)‬‭Etiquette,‬‭(Rogue)‬‭Tumbling.‬
‭Recommended:‬‭(General)‬‭Artistic‬‭Abilities‬‭Dancing,‬‭Heraldry,‬‭Languages‬‭(Modern),‬‭Riding‬‭(Land-Based),‬
‭Seamanship,‬‭(Warrior)‬‭Blind-Fighting,‬‭Gaming,‬‭(Priest,‬‭double‬‭slots‬‭unless‬‭Paladin)‬‭Musical‬‭Instrument,‬
‭Reading/writing,‬‭(Rogue)‬‭Appraising,‬‭Disguise,‬‭Forgery,‬‭Juggling,‬‭Musical‬‭Instrument,‬‭Tightrope‬‭Walking,‬‭(Wizard,‬
‭double‬‭slots‬‭unless‬‭Ranger)‬‭Reading/Writing.‬

‭Equipment‬
‭Swashbucklers‬‭must‬‭buy‬‭the‬‭weapon‬‭in‬‭which‬‭they‬‭have‬‭specialized,‬‭other‬‭than‬‭that‬‭they‬‭may‬‭spend‬‭their‬
‭gold‬‭as‬‭the‬‭player‬‭pleases.‬

‭Special‬‭Benefits‬
‭The‬‭Swashbuckler‬‭has‬‭three‬‭special‬‭benefits.‬‭When‬‭spending‬‭non-weapon‬‭proficiency‬‭slots,‬‭the‬‭player‬‭is‬
‭able‬‭to‬‭access‬‭the‬‭Rogue‬‭category‬‭and‬‭can‬‭choose‬‭from‬‭it‬‭without‬‭spending‬‭1‬‭extra‬‭Non-Weapon‬‭Proficiency‬‭slot.‬
‭Second,‬‭when‬‭wearing‬‭light‬‭armour,‬‭like‬‭leather‬‭armor,‬‭or‬‭padded‬‭armour,‬‭or‬‭no‬‭armour,‬‭the‬‭character‬
‭receives‬‭a‬‭-2‬‭bonus‬‭to‬‭their‬‭AC.‬‭They‬‭are‬‭so‬‭nimble‬‭that‬‭they‬‭are‬‭more‬‭difficult‬‭to‬‭hit.‬
‭Third,‬‭the‬‭Swashbuckler‬‭is‬‭such‬‭a‬‭romantic‬‭figure‬‭that‬‭the‬‭player‬‭always‬‭receives‬‭a‬‭+2‬‭adjustment‬‭on‬‭a‬
‭reaction‬‭roll‬‭from‬‭NPC’s‬‭of‬‭the‬‭opposite‬‭sex.‬

‭Special‬‭Hindrances‬
‭Trouble‬‭seeks‬‭out‬‭a‬‭Swashbuckler.‬‭When‬‭there’s‬‭another‬‭Swashbuckler‬‭around,‬‭intent‬‭on‬‭proving‬‭that‬‭they‬
‭are‬‭the‬‭most‬‭skilled‬‭at‬‭wielding‬‭a‬‭sword‬‭in‬‭the‬‭world,‬‭it’s‬‭the‬‭PC‬‭Swashbuckler‬‭that‬‭the‬‭other‬‭Swashbuckler‬‭settles‬
‭upon‬‭and‬‭challenges.‬
‭When‬‭a‬‭certain‬‭young‬‭lady‬‭is‬‭being‬‭pursued‬‭by‬‭the‬‭king’s‬‭guards,‬‭who‬‭are‬‭intent‬‭on‬‭stopping‬‭her‬‭from‬
‭revealing‬‭secrets‬‭in‬‭her‬‭possession,‬‭it‬‭is‬‭the‬‭Swashbuckler‬‭fellow‬‭she‬‭stumbles‬‭across‬‭when‬‭fleeing.‬
‭When‬‭a‬‭prince‬‭is‬‭too‬‭drunk‬‭to‬‭attend‬‭his‬‭own‬‭wedding,‬‭he‬‭looks‬‭to‬‭the‬‭Swashbuckler.‬‭Life‬‭conspires‬‭to‬‭make‬
‭things‬‭difficult‬‭for‬‭the‬‭Swashbuckler,‬‭and‬‭the‬‭DM‬‭should‬‭always‬‭throw‬‭just‬‭a‬‭tad‬‭more‬‭good-natured‬‭bad‬‭luck‬‭at‬‭that‬
‭Warrior‬‭Kit‬‭than‬‭at‬‭any‬‭other.‬

‭Rangers‬

‭Rangers‬‭have‬‭a‬‭primary‬‭terrain‬‭they‬‭are‬‭familiar‬‭with,‬‭as‬‭well‬‭as‬‭a‬‭species’‬‭enemy‬‭category‬‭and‬‭their‬‭own‬
‭followers.‬‭A‬‭Ranger's‬‭primary‬‭terrain‬‭can‬‭affect‬‭their‬‭species'‬‭enemy‬‭category‬‭and‬‭the‬‭Ranger’s‬‭followers‬‭section.‬

‭Falconer‬

‭The‬‭Falconer‬‭is‬‭an‬‭expert‬‭in‬‭the‬‭handling‬‭and‬‭training‬‭of‬‭falcons.‬‭These‬‭birds‬‭of‬‭prey‬‭are‬‭capable‬‭of‬‭learning‬
a‭ n‬‭impressive‬‭range‬‭of‬‭tricks‬‭and‬‭tasks.‬‭Under‬‭the‬‭direction‬‭of‬‭a‬‭skilled‬‭Falconer,‬‭a‬‭falcon‬‭can‬‭be‬‭taught‬‭to‬‭snatch‬‭a‬
‭coin‬‭purse‬‭from‬‭a‬‭victim's‬‭belt,‬‭bring‬‭down‬‭game‬‭birds‬‭in‬‭mid-flight,‬‭and‬‭fight‬‭effectively‬‭against‬‭creatures‬‭many‬
‭times‬‭its‬‭size.‬‭In‬‭addition‬‭to‬‭their‬‭expertise‬‭as‬‭a‬‭bird‬‭trainer,‬‭the‬‭Falconer‬‭excels‬‭at‬‭hunting‬‭and‬‭surviving‬‭outdoors.‬

‭ ole‬‭:‬‭Many‬‭Falconers‬‭serve‬‭as‬‭retainers‬‭of‬‭kings‬‭or‬‭nobles.‬‭Others‬‭freelance‬‭as‬‭guides‬‭and‬‭mercenaries.‬‭Some‬‭stage‬
R
‭public‬‭performances‬‭in‬‭rented‬‭halls‬‭or‬‭on‬‭street‬‭corners,‬‭demonstrating‬‭their‬‭birds'‬‭remarkable‬‭stunts‬‭for‬‭appreciative‬
‭crowds.‬‭Regardless‬‭of‬‭how‬‭they‬‭make‬‭a‬‭living,‬‭falconers‬‭are‬‭held‬‭in‬‭high‬‭regard‬‭by‬‭most‬‭people.‬‭They‬‭never‬‭fail‬‭to‬
‭be‬‭impressed‬‭by‬‭a‬‭Falconer's‬‭amazing‬‭rapport‬‭with‬‭their‬‭birds.‬
‭As‬‭falcons‬‭are‬‭extremely‬‭sensitive‬‭creatures,‬‭most‬‭Falconers‬‭by‬‭necessity‬‭must‬‭be‬‭even-tempered,‬‭patient,‬
‭and‬‭self-assured.‬‭These‬‭traits‬‭also‬‭make‬‭the‬‭Falconer‬‭a‬‭valuable‬‭asset‬‭to‬‭an‬‭adventuring‬‭party.‬‭Falconers‬‭will‬‭typically‬
‭find‬‭them‬‭reliable‬‭and‬‭supportive,‬‭though‬‭perhaps‬‭a‬‭bit‬‭preoccupied‬‭with‬‭the‬‭needs‬‭of‬‭their‬‭birds.‬
‭Sometimes‬‭falconers‬‭have‬‭traits‬‭much‬‭like‬‭their‬‭birds--fierce,‬‭swift,‬‭and‬‭observant.‬‭In‬‭combat,‬‭the‬‭Falconer‬
‭fights‬‭aggressively.‬‭The‬‭character‬‭and‬‭the‬‭falcon‬‭generally‬‭conduct‬‭their‬‭attacks‬‭against‬‭the‬‭same‬‭opponent.‬‭If‬‭the‬
‭falcon‬‭and‬‭a‬‭human‬‭companion‬‭are‬‭both‬‭threatened,‬‭the‬‭Falconer‬‭will‬‭often‬‭choose‬‭to‬‭defend‬‭the‬‭falcon.‬‭To‬‭prevent‬

‭9‬
‭ isunderstandings,‬‭honorable‬‭Falconers‬‭will‬‭make‬‭it‬‭clear‬‭where‬‭their‬‭loyalties‬‭lie‬‭before‬‭joining‬‭an‬‭adventuring‬
m
‭party.‬

‭ rimary‬‭Terrain‬‭:‬‭Required:‬‭The‬‭Falconer‬‭must‬‭choose‬‭a‬‭primary‬‭terrain‬‭where‬‭falcons‬‭are‬‭most‬‭commonly‬‭found:‬
P
‭Desert,‬‭Forest,‬‭Hill,‬‭Mountain,‬‭or‬‭Plains.‬

‭Species‬‭Enemy‬‭:‬‭Any.‬

‭ ollowers‬‭:‬‭Unlike‬‭other‬‭Rangers,‬‭a‬‭Falconer‬‭receives‬‭an‬‭allotment‬‭of‬‭3d6‬‭followers,‬‭determined‬‭at‬‭1st‬‭level.‬‭The‬
F
‭Falconer‬‭immediately‬‭receives‬‭a‬‭falcon‬‭follower‬‭at‬‭this‬‭time,‬‭which‬‭counts‬‭against‬‭the‬‭character’s‬‭allotment.‬
‭A‬‭character‬‭can‬‭teach‬‭a‬‭falcon‬‭2d4‬‭(2-8)‬‭tricks‬‭or‬‭tasks‬‭in‬‭any‬‭combination.‬‭It‬‭takes‬‭2d6‬‭weeks‬‭to‬‭teach‬‭a‬
‭falcon‬‭a‬‭trick,‬‭three‬‭months‬‭for‬‭a‬‭task.‬‭At‬‭the‬‭end‬‭of‬‭a‬‭training‬‭period,‬‭the‬‭character‬‭makes‬‭an‬‭"animal‬‭training"‬
‭proficiency‬‭check.‬‭If‬‭the‬‭check‬‭succeeds,‬‭the‬‭falcon‬‭has‬‭learned‬‭the‬‭trick‬‭or‬‭task.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭falcon‬‭is‬
‭incapable‬‭of‬‭learning‬‭more.‬‭Until‬‭10th‬‭level,‬‭a‬‭Falconer‬‭can‬‭only‬‭have‬‭one‬‭follower,‬‭and‬‭that‬‭follower‬‭must‬‭be‬‭a‬
‭falcon.‬‭If‬‭the‬‭falcon‬‭follower‬‭dies‬‭or‬‭is‬‭otherwise‬‭lost,‬‭a‬‭new‬‭one‬‭will‬‭eventually‬‭arrive.‬‭The‬‭newly‬‭acquired‬‭falcon‬
‭counts‬‭against‬‭their‬‭allotment‬‭of‬‭followers.‬
‭A‬‭Falconer‬‭becomes‬‭eligible‬‭to‬‭receive‬‭followers‬‭other‬‭than‬‭falcons‬‭when‬‭reaching‬‭10th‬‭level.‬‭At‬‭10th‬‭level‬
‭and‬‭beyond,‬‭Falconers‬‭may‬‭have‬‭more‬‭than‬‭one‬‭falcon‬‭among‬‭their‬‭followers,‬‭depending‬‭on‬‭the‬‭circumstances‬‭of‬‭the‬
‭campaign‬‭and‬‭the‬‭decision‬‭of‬‭the‬‭DM.‬
‭Important‬‭Note:‬‭Remember‬‭that‬‭a‬‭Falconer's‬‭follower‬‭will‬‭be‬‭a‬‭bird‬‭of‬‭rare‬‭and‬‭remarkable‬‭characteristics‬
‭and‬‭loyalty.‬‭Falconers‬‭can‬‭also‬‭train‬‭lesser‬‭birds‬‭for‬‭themselves‬‭or‬‭others,‬‭using‬‭the‬‭standard‬‭training‬‭rules.‬

‭Weapon‬‭Proficiencies‬
‭A‬‭Falconer‬‭must‬‭take‬‭two‬‭initial‬‭weapon‬‭proficiency‬‭slots‬‭for‬‭any‬‭of‬‭the‬‭following:‬‭bow‬‭(any),‬‭crossbow‬
‭(light),‬‭dagger,‬‭knife,‬‭sling,‬‭spear.‬‭The‬‭remaining‬‭slots,‬‭as‬‭well‬‭as‬‭all‬‭subsequent‬‭slots,‬‭can‬‭be‬‭used‬‭for‬‭any‬‭weapon‬‭of‬
‭the‬‭Falconer's‬‭choice.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Animal‬‭Training‬‭(Falconry).‬
‭Recommended:‬‭Bowyer/Fletcher,‬‭Endurance,‬‭Hunting,‬‭Leatherworking,‬‭Veterinary‬‭Healing.‬

‭Equipment‬
‭A‬‭Falconer‬‭has‬‭no‬‭special‬‭armor‬‭or‬‭equipment‬‭requirements.‬

‭Special‬‭Benefits‬
‭Enhanced‬‭Training:‬‭If‬‭a‬‭normal‬‭falcon‬‭has‬‭failed‬‭to‬‭learn‬‭a‬‭trick‬‭or‬‭task‬‭and‬‭becomes‬‭untrainable,‬‭the‬
‭Falconer‬‭can‬‭try‬‭again‬‭after‬‭gaining‬‭a‬‭level.‬
‭Attuned‬‭Follower:‬‭Under‬‭certain‬‭conditions,‬‭a‬‭Falconer‬‭is‬‭able‬‭to‬‭establish‬‭an‬‭exceptionally‬‭strong‬‭bond‬‭with‬
‭a‬‭falcon‬‭follower.‬‭The‬‭bond‬‭enables‬‭the‬‭falcon‬‭to‬‭learn‬‭more‬‭efficiently,‬‭and‬‭enhances‬‭communication‬‭between‬‭the‬
‭falcon‬‭and‬‭the‬‭Falconer.‬‭Whenever‬‭a‬‭Falconer‬‭acquires‬‭a‬‭new‬‭falcon‬‭follower,‬‭including‬‭the‬‭falcon‬‭the‬‭character‬
‭receives‬‭at‬‭1st‬‭level,‬‭the‬‭falcon‬‭may‬‭be‬‭trained‬‭as‬‭a‬‭normal‬‭follower.‬‭However,‬‭once‬‭the‬‭Falconer‬‭begins‬‭to‬‭train‬‭the‬
‭falcon,‬‭the‬‭falcon‬‭cannot‬‭become‬‭attuned.‬
‭Otherwise,‬‭the‬‭Falconer‬‭can‬‭forgo‬‭training‬‭until‬‭the‬‭player‬‭attempts‬‭to‬‭become‬‭attuned‬‭to‬‭the‬‭newly‬‭acquired‬
‭falcon.‬‭The‬‭attuning‬‭process‬‭takes‬‭six‬‭weeks.‬‭For‬‭at‬‭least‬‭an‬‭hour‬‭each‬‭day,‬‭the‬‭Falconer‬‭talks‬‭to‬‭the‬‭bird,‬‭strokes‬‭its‬
‭feathers,‬‭and‬‭engages‬‭in‬‭other‬‭nurturing‬‭behaviors.‬‭The‬‭bird‬‭learns‬‭to‬‭respond‬‭to‬‭the‬‭Falconer's‬‭voice,‬‭though‬‭the‬
‭Falconer‬‭refrains‬‭from‬‭teaching‬‭it‬‭any‬‭specific‬‭tricks‬‭or‬‭tasks‬‭during‬‭this‬‭time.‬‭In‬‭combat‬‭encounters‬‭which‬‭take‬‭place‬
‭in‬‭this‬‭period,‬‭the‬‭falcon‬‭will‬‭fly‬‭to‬‭safety‬‭at‬‭the‬‭first‬‭sign‬‭of‬‭trouble.‬‭It‬‭then‬‭returns‬‭to‬‭the‬‭Falconer's‬‭shoulder‬‭when‬
‭all's‬‭clear.‬
‭The‬‭Falconer‬‭conducts‬‭a‬‭wisdom‬‭check‬‭at‬‭the‬‭end‬‭of‬‭the‬‭six-week‬‭period.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭attuning‬
‭attempt‬‭has‬‭also‬‭failed.‬‭The‬‭falcon‬‭continues‬‭its‬‭relationship‬‭with‬‭the‬‭Falconer‬‭as‬‭a‬‭normal‬‭follower.‬‭The‬‭Falconer‬
‭cannot‬‭make‬‭a‬‭second‬‭attempt‬‭to‬‭attune‬‭the‬‭falcon.‬
‭If‬‭the‬‭check‬‭succeeds,‬‭the‬‭falcon‬‭is‬‭attuned.‬‭Normally,‬‭the‬‭Falconer‬‭can‬‭teach‬‭the‬‭attuned‬‭falcon‬‭a‬‭task‬‭or‬
‭trick‬‭each‬‭time‬‭the‬‭player‬‭gains‬‭a‬‭level.‬‭Training‬‭time‬‭is‬‭half‬‭that‬‭for‬‭falconry‬‭proficiency.‬‭Regardless‬‭of‬‭how‬‭they‬‭are‬
‭trained,‬‭an‬‭attuned‬‭falcon‬‭can‬‭learn‬‭tricks‬‭or‬‭tasks‬‭in‬‭any‬‭combination,‬‭up‬‭to‬‭one‬‭per‬‭level.‬‭An‬‭attuned‬‭falcon‬‭never‬
‭becomes‬‭untrainable.‬
‭Additionally,‬‭once‬‭a‬‭falcon‬‭becomes‬‭attuned,‬‭it‬‭receives‬‭a‬‭one-time‬‭hit‬‭point‬‭bonus‬‭equal‬‭to‬‭twice‬‭the‬
‭Falconer's‬‭level.‬‭For‬‭example,‬‭if‬‭a‬‭falcon‬‭becomes‬‭attuned‬‭to‬‭a‬‭3‬‭rd‬ ‭level‬‭Falconer,‬‭the‬‭falcon‬‭receives‬‭a‬‭bonus‬‭of‬‭6‬‭hit‬
‭points.‬‭The‬‭6‬‭bonus‬‭hit‬‭point‬‭bonus‬‭remains‬‭the‬‭same‬‭when‬‭the‬‭Falconer‬‭advances‬‭to‬‭a‬‭higher‬‭level.‬
‭The‬‭following‬‭benefits‬‭apply‬‭only‬‭to‬‭a‬‭Falconer‬‭and‬‭an‬‭attuned‬‭falcon:‬
‭Fearless‬‭Falcon:‬‭When‬‭fighting‬‭on‬‭behalf‬‭of‬‭a‬‭Falconer‬‭or‬‭under‬‭a‬‭Falconer's‬‭direction,‬‭an‬‭attuned‬‭falcon‬
‭never‬‭needs‬‭to‬‭make‬‭a‬‭morale‬‭check.‬
‭10‬
‭Falcon‬‭Species‬‭Enemy:‬‭An‬‭attuned‬‭falcon‬‭has‬‭its‬‭own‬‭species‬‭enemy.‬‭When‬‭a‬‭falcon‬‭follower‬‭becomes‬
a‭ ttuned,‬‭determine‬‭its‬‭species‬‭enemy,‬‭either‬‭by‬‭rolling‬‭on‬‭the‬‭appropriate‬‭table,‬‭or‬‭by‬‭the‬‭DM‬‭choosing‬‭a‬‭particular‬
‭enemy.‬
‭Attack‬‭Bonus:‬‭An‬‭attuned‬‭falcon‬‭receives‬‭a‬‭+2‬‭bonus‬‭on‬‭all‬‭attack‬‭rolls,‬‭except‬‭when‬‭fighting‬‭its‬‭species‬
‭enemy‬‭(when‬‭it‬‭receives‬‭a‬‭+4‬‭bonus).‬
‭Speak‬‭With‬‭Falcon:‬‭A‬‭Falconer‬‭who‬‭reaches‬‭10th‬‭level‬‭acquires‬‭the‬‭ability‬‭to‬‭converse‬‭with‬‭an‬‭attuned‬
‭falcon‬‭follower.‬‭The‬‭ability‬‭is‬‭similar‬‭to‬‭the‬‭2nd‬‭level‬‭Priest‬‭spell‬‭speak‬‭with‬‭animals,‬‭except‬‭it‬‭requires‬‭no‬
‭components‬‭or‬‭casting‬‭time,‬‭and‬‭the‬‭Falconer‬‭can‬‭do‬‭so‬‭at‬‭will.‬
‭Mental‬‭Communication:‬‭At‬‭15th‬‭level,‬‭the‬‭Falconer‬‭can‬‭communicate‬‭telepathically‬‭with‬‭an‬‭attuned‬‭falcon‬
‭follower.‬‭Both‬‭the‬‭Falconer‬‭and‬‭attuned‬‭falcon‬‭can‬‭send‬‭and‬‭receive‬‭thoughts‬‭at‬‭will,‬‭up‬‭to‬‭a‬‭distance‬‭of‬‭100‬‭yards‬
‭per‬‭level‬‭of‬‭the‬‭Falconer.‬‭Walls‬‭or‬‭other‬‭physical‬‭boundaries‬‭have‬‭no‬‭effect‬‭on‬‭this‬‭ability.‬

‭Special‬‭Hindrances‬
‭If‬‭an‬‭attuned‬‭falcon‬‭dies,‬‭or‬‭is‬‭lost‬‭for‬‭any‬‭other‬‭reason,‬‭the‬‭Falconer‬‭succumbs‬‭to‬‭grief‬‭and‬‭despair‬‭for‬‭1-4‬
‭weeks.‬‭During‬‭this‬‭period‬‭of‬‭mourning,‬‭the‬‭Falconer‬‭makes‬‭all‬‭attack‬‭rolls‬‭and‬‭ability‬‭checks‬‭at‬‭a‬‭-2‬‭penalty.‬
‭Additionally,‬‭during‬‭this‬‭period,‬‭no‬‭new‬‭followers‬‭can‬‭be‬‭acquired,‬‭nor‬‭can‬‭the‬‭Falconer‬‭use‬‭the‬‭animal‬
‭empathy‬‭ability.‬

‭Forest‬‭Runner‬

‭Wherever‬‭a‬‭corrupt‬‭or‬‭oppressive‬‭regime‬‭holds‬‭power,‬‭there's‬‭bound‬‭to‬‭be‬‭a‬‭Forest‬‭Runner.‬‭Forest‬‭Runners‬
‭rise‬‭in‬‭opposition‬‭to‬‭such‬‭regimes,‬‭living‬‭on‬‭the‬‭fringes‬‭of‬‭society,‬‭usually‬‭one‬‭step‬‭ahead‬‭of‬‭the‬‭law.‬
‭They're‬‭criminals‬‭only‬‭in‬‭a‬‭technical‬‭sense,‬‭as‬‭they‬‭adhere‬‭to‬‭a‬‭personal‬‭code‬‭that‬‭compels‬‭them‬‭to‬‭wage‬‭war‬
‭against‬‭greedy‬‭aristocrats‬‭and‬‭unjust‬‭rulers.‬‭While‬‭the‬‭powers-that-be‬‭view‬‭the‬‭Forest‬‭Runner‬‭as‬‭a‬‭lawless‬
‭troublemaker,‬‭commoners‬‭see‬‭the‬‭character‬‭as‬‭a‬‭hero,‬‭perhaps‬‭their‬‭last‬‭hope‬‭against‬‭a‬‭tyrannical‬‭government.‬
‭Constantly‬‭on‬‭the‬‭move,‬‭Forest‬‭Runners‬‭live‬‭by‬‭their‬‭wits‬‭and‬‭have‬‭learned‬‭to‬‭make‬‭do‬‭with‬‭minimal‬
‭resources.‬‭They‬‭excel‬‭in‬‭combat‬‭and‬‭make‬‭formidable‬‭opponents.‬‭Ever‬‭active‬‭and‬‭brimming‬‭with‬‭self-confidence,‬
‭Forest‬‭Runners‬‭delight‬‭in‬‭harassing‬‭authority‬‭figures,‬‭particularly‬‭the‬‭pompous‬‭and‬‭well-to-do.‬‭Many‬‭a‬‭hapless‬
‭aristocrat‬‭has‬‭been‬‭left‬‭bound,‬‭gagged,‬‭and‬‭penniless‬‭after‬‭a‬‭humiliating‬‭roadside‬‭encounter‬‭with‬‭a‬‭Forest‬‭Runner.‬
‭Once‬‭reaching‬‭4th‬‭level,‬‭the‬‭Forest‬‭Runner‬‭will‬‭eventually‬‭acquire‬‭a‬‭personal‬‭nemesis.‬‭This‬‭is‬‭an‬‭NPC‬‭of‬
‭near‬‭equal‬‭level‬‭whose‬‭campaign‬‭goal‬‭is‬‭to‬‭capture‬‭or‬‭kill‬‭the‬‭Forest‬‭Runner.‬
‭A‬‭Forest‬‭Runner‬‭must‬‭have‬‭a‬‭charisma‬‭score‬‭of‬‭at‬‭least‬‭12.‬

‭ ole‬‭:‬‭The‬‭Forest‬‭Runner‬‭is‬‭usually‬‭selfless,‬‭resourceful,‬‭and‬‭roguishly‬‭charming.‬‭A‬‭loner‬‭by‬‭circumstance‬‭and‬‭not‬‭by‬
R
‭choice,‬‭a‬‭Forest‬‭Runner‬‭readily‬‭allies‬‭with‬‭adventuring‬‭parties‬‭who‬‭share‬‭their‬‭outlook.‬‭As‬‭a‬‭champion‬‭of‬‭underdogs‬
‭everywhere,‬‭the‬‭Forest‬‭Runner‬‭doesn't‬‭necessarily‬‭feel‬‭bound‬‭to‬‭a‬‭homeland,‬‭and‬‭may‬‭journey‬‭anywhere‬‭in‬‭the‬‭world‬
‭to‬‭promote‬‭justice.‬
‭Occasionally,‬‭the‬‭player‬‭may‬‭join‬‭a‬‭party‬‭to‬‭acquire‬‭treasure‬‭for‬‭distribution‬‭to‬‭the‬‭needy.‬‭It‬‭is‬‭possible‬‭that‬
‭the‬‭player‬‭may‬‭accompany‬‭a‬‭party‬‭only‬‭to‬‭disappear‬‭for‬‭a‬‭while‬‭if‬‭local‬‭authorities‬‭are‬‭putting‬‭pressure‬‭on‬‭the‬
‭character.‬

‭ rimary‬‭Terrain‬‭:‬‭Most‬‭Forest‬‭Runners‬‭hail‬‭from‬‭civilized‬‭regions‬‭in‬‭Forest,‬‭Hill,‬‭Plains,‬‭Mountain,‬‭or‬‭Jungle.‬‭Terrain‬
P
‭types.‬‭However,‬‭no‬‭terrain‬‭type‬‭is‬‭excluded,‬‭provided‬‭it‬‭contains‬‭a‬‭reasonably‬‭sized‬‭and‬‭sufficiently‬‭corrupt‬
‭settlement.‬‭A‬‭Forest‬‭Runner‬‭from‬‭a‬‭primary‬‭terrain‬‭other‬‭than‬‭Forest‬‭modifies‬‭the‬‭name‬‭accordingly,‬‭such‬‭as‬
‭Mountain‬‭Runner,‬‭Swamp‬‭Runner,‬‭and‬‭so‬‭on.‬

‭ pecies‬‭Enemy‬‭:‬‭A‬‭Forest‬‭Runner's‬‭species‬‭enemy‬‭should‬‭have‬‭some‬‭association‬‭with‬‭the‬‭corrupt‬‭regime‬‭the‬‭player‬
S
‭opposes.‬‭It‬‭may‬‭be‬‭the‬‭king's‬‭pet,‬‭such‬‭as‬‭a‬‭wolf‬‭or‬‭a‬‭tiger,‬‭an‬‭Evil‬‭race‬‭with‬‭which‬‭the‬‭monarchy‬‭has‬‭aligned‬‭itself‬
‭(goblins‬‭or‬‭orogs‬‭or‬‭gnolls),‬‭a‬‭symbol‬‭of‬‭the‬‭government‬‭(a‬‭snake‬‭or‬‭a‬‭hydra)‬‭or‬‭a‬‭creature‬‭the‬‭opposing‬‭officials‬
‭have‬‭used‬‭in‬‭war‬‭(a‬‭dragon‬‭or‬‭a‬‭giant).‬

‭Followers‬‭:‬‭Any.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Forest‬‭Runner‬‭receives‬‭a‬‭bonus‬‭weapon‬‭proficiency‬‭slot,‬‭above‬‭and‬‭beyond‬‭those‬‭normally‬‭allowed.‬‭The‬
‭bonus‬‭slot‬‭must‬‭be‬‭filled‬‭with‬‭one‬‭of‬‭the‬‭following‬‭weapons:‬‭longbow,‬‭quarterstaff,‬‭long‬‭sword,‬‭or‬‭dagger.‬‭The‬
‭player‬‭must‬‭then‬‭fill‬‭three‬‭of‬‭their‬‭first‬‭six‬‭slots‬‭with‬‭the‬‭remaining‬‭weapons‬‭on‬‭this‬‭list.‬‭Once‬‭the‬‭player‬‭has‬‭met‬‭this‬
‭requirement,‬‭subsequent‬‭slots‬‭may‬‭be‬‭filled‬‭with‬‭any‬‭weapons‬‭of‬‭their‬‭choice.‬

‭11‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Bowyer/Fletcher.‬
‭Recommended:‬‭Blacksmithing,‬‭Disguise,‬‭Endurance,‬‭Leatherworking,‬‭Persuasion,‬‭Riding‬‭(Land-based),‬
‭Rope‬‭Use,‬‭Weaponsmithing.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭Stealth:‬‭The‬‭Forest‬‭Runner‬‭has‬‭a‬‭+5%‬‭bonus‬‭to‬‭their‬‭chance‬‭to‬‭hide‬‭in‬‭natural‬‭surroundings‬‭and‬‭a‬‭+5%‬‭bonus‬
‭to‬‭their‬‭chance‬‭to‬‭move‬‭silently.‬
‭Inspire:‬‭Once‬‭per‬‭day,‬‭prior‬‭to‬‭making‬‭an‬‭attack,‬‭a‬‭Forest‬‭Runner‬‭may‬‭spend‬‭2-5‬‭(1d4+1)‬‭rounds‬‭boosting‬
‭the‬‭morale‬‭of‬‭companions‬‭with‬‭flattering‬‭words‬‭and‬‭expressions‬‭of‬‭confidence.‬‭The‬‭player‬‭can‬‭influence‬‭a‬‭number‬‭of‬
‭companions‬‭equal‬‭to‬‭his‬‭or‬‭her‬‭level.‬‭If‬‭the‬‭Forest‬‭Runner‬‭makes‬‭a‬‭successful‬‭Charisma‬‭check‬‭afterwards,‬‭the‬
‭companions‬‭enjoy‬‭a‬‭+2‬‭bonus‬‭to‬‭their‬‭morale‬‭for‬‭the‬‭next‬‭3-12‬‭(3d4)‬‭rounds.‬‭Each‬‭companion‬‭also‬‭receives‬‭a‬‭+1‬
‭bonus‬‭to‬‭their‬‭first‬‭attack‬‭roll.‬‭The‬‭inspiring‬‭speech‬‭doesn't‬‭affect‬‭animals,‬‭other‬‭Forest‬‭Runners,‬‭or‬‭the‬‭player.‬
‭The‬‭Forest‬‭Runner‬‭cannot‬‭inspire‬‭companions‬‭in‬‭the‬‭midst‬‭of‬‭battle‬‭or‬‭while‬‭they're‬‭occupied‬‭with‬‭any‬‭other‬
‭activity.‬
‭Disguise:‬‭The‬‭Forest‬‭Runner‬‭can‬‭take‬‭the‬‭Disguise‬‭proficiency‬‭for‬‭one‬‭proficiency‬‭slot.‬
‭Reaction‬‭Bonus:‬‭In‬‭their‬‭homeland‬‭or‬‭any‬‭region‬‭where‬‭a‬‭Forest‬‭Runner’s‬‭reputation‬‭precedes‬‭them,‬‭the‬
‭player‬‭can‬‭count‬‭on‬‭food‬‭and‬‭shelter‬‭at‬‭no‬‭charge‬‭for‬‭themselves‬‭and‬‭any‬‭companions‬‭from‬‭supportive‬‭commoners.‬‭A‬
‭Forest‬‭Runner‬‭also‬‭receives‬‭a‬‭+1‬‭reaction‬‭modifier‬‭from‬‭peasants‬‭of‬‭Good‬‭or‬‭Neutral‬‭alignment‬‭of‬‭all‬‭cultures.‬

‭Special‬‭Hindrances‬
‭Forest‬‭Runners‬‭will‬‭rarely‬‭develop‬‭a‬‭close‬‭relationship‬‭with‬‭any‬‭NPC‬‭with‬‭political‬‭power.‬‭Additionally,‬‭a‬
‭Forest‬‭Runner‬‭runs‬‭a‬‭constant‬‭risk‬‭of‬‭arrest‬‭by‬‭the‬‭authorities‬‭of‬‭their‬‭homeland,‬‭as‬‭well‬‭as‬‭from‬‭other‬‭regimes‬‭with‬
‭which‬‭the‬‭player’s‬‭homeland‬‭has‬‭extradition‬‭agreements.‬‭Law‬‭enforcement‬‭authorities‬‭may‬‭plague‬‭a‬‭Forest‬‭Runner‬
‭throughout‬‭their‬‭entire‬‭career.‬

‭Giant‬‭Killer‬

‭The‬‭Giant‬‭Killer‬‭is‬‭a‬‭skilled‬‭combatant,‬‭often‬‭from‬‭humble‬‭beginnings,‬‭trained‬‭for‬‭the‬‭specific‬‭purpose‬‭of‬
s‭ laying‬‭giants.‬‭The‬‭character‬‭has‬‭mastered‬‭combat‬‭techniques‬‭designed‬‭to‬‭defeat‬‭giant-kin,‬‭and‬‭has‬‭become‬‭an‬‭expert‬
‭in‬‭their‬‭behavior‬‭and‬‭habits.‬
‭A‬‭Giant‬‭Killer‬‭is‬‭nothing‬‭if‬‭not‬‭confident;‬‭a‬‭giant's‬‭immense‬‭size‬‭merely‬‭means‬‭it‬‭makes‬‭a‬‭convenient‬‭target.‬
‭A‬‭giant‬‭killer‬‭must‬‭have‬‭a‬‭minimum‬‭score‬‭of‬‭15‬‭in‬‭both‬‭Strength‬‭and‬‭Dexterity.‬

‭ ole‬‭:‬‭Giant‬‭Killers‬‭have‬‭keen‬‭minds,‬‭strong‬‭bodies,‬‭and‬‭unshakable‬‭egos.‬‭Most‬‭Giant‬‭Killers‬‭tirelessly‬‭promote‬‭their‬
R
‭own‬‭skills‬‭and‬‭accomplishments,‬‭boasting‬‭of‬‭their‬‭latest‬‭triumphs‬‭to‬‭anyone‬‭who'll‬‭listen.‬
‭Not‬‭surprisingly,‬‭their‬‭reputation‬‭precedes‬‭them‬‭in‬‭most‬‭civilized‬‭regions.‬‭However,‬‭reactions‬‭among‬
‭residents‬‭vary.‬‭For‬‭every‬‭person‬‭who‬‭reveres‬‭the‬‭Giant‬‭Killer‬‭as‬‭a‬‭hero,‬‭there's‬‭another‬‭who‬‭dismisses‬‭the‬‭character‬
‭as‬‭a‬‭blowhard.‬‭But‬‭when‬‭giants‬‭plague‬‭a‬‭community,‬‭everyone‬‭welcomes‬‭a‬‭giant‬‭killer‬‭with‬‭open‬‭arms.‬
‭Even‬‭when‬‭their‬‭services‬‭are‬‭desperately‬‭needed,‬‭Giant‬‭Killers‬‭rarely‬‭exploit‬‭their‬‭position.‬‭Most‬‭charge‬‭only‬
‭modest‬‭fees,‬‭or‬‭settle‬‭for‬‭a‬‭medal‬‭or‬‭other‬‭token‬‭of‬‭appreciation‬‭in‬‭lieu‬‭of‬‭payment.‬‭As‬‭often‬‭as‬‭not,‬‭Giant‬‭Killers‬
‭seek‬‭no‬‭remuneration‬‭of‬‭any‬‭kind,‬‭fighting‬‭giants‬‭for‬‭the‬‭sheer‬‭pleasure‬‭of‬‭it.‬
‭Unsurprisingly,‬‭the‬‭mere‬‭promise‬‭of‬‭an‬‭encounter‬‭with‬‭a‬‭giant‬‭is‬‭reason‬‭enough‬‭for‬‭most‬‭Giant‬‭Killers‬‭to‬‭join‬
‭an‬‭adventuring‬‭party.‬‭For‬‭the‬‭most‬‭part,‬‭a‬‭Giant‬‭Killer‬‭leaves‬‭decision-making‬‭to‬‭others.‬‭Though‬‭in‬‭principle,‬‭the‬
‭player‬‭may‬‭share‬‭the‬‭party's‬‭enthusiasm‬‭for‬‭the‬‭expedition‬‭at‬‭hand,‬‭the‬‭character‬‭is‬‭usually‬‭more‬‭concerned‬‭with‬
‭finding‬‭giants.‬‭The‬‭player‬‭may‬‭become‬‭impatient‬‭and‬‭irritable‬‭if‬‭the‬‭party‬‭continues‬‭too‬‭long‬‭without‬‭meeting‬‭one.‬
‭The‬‭Giant‬‭Killer‬‭relishes‬‭violent‬‭encounters‬‭of‬‭all‬‭kinds,‬‭if‬‭only‬‭to‬‭exercise‬‭their‬‭combat‬‭skills.‬‭Of‬‭course,‬
‭they‬‭come‬‭into‬‭their‬‭own‬‭when‬‭fighting‬‭giants,‬‭and‬‭it's‬‭a‬‭wise‬‭party‬‭that‬‭follows‬‭a‬‭Giant‬‭Killer's‬‭lead‬‭in‬‭such‬
‭situations.‬

‭Primary‬‭Terrain‬‭:‬‭Any‬‭terrain‬‭is‬‭acceptable,‬‭so‬‭long‬‭as‬‭some‬‭type‬‭of‬‭giant‬‭calls‬‭it‬‭home.‬

‭Species‬‭Enemy‬‭:‬‭None;‬‭however,‬‭see‬‭Special‬‭Benefits‬‭below‬‭for‬‭bonuses‬‭against‬‭giants.‬

‭Followers‬‭:‬‭Normal‬

‭12‬
‭Weapon‬‭Proficiencies‬
‭Because‬‭the‬‭Giant‬‭Killer‬‭faces‬‭tall‬‭adversaries,‬‭the‬‭character‬‭must‬‭become‬‭proficient‬‭with‬‭missiles‬‭and‬‭hurled‬
‭weapons.‬‭The‬‭first‬‭weapon‬‭slot,‬‭and‬‭every‬‭odd‬‭slot‬‭(third,‬‭fifth,‬‭and‬‭so‬‭on),‬‭must‬‭be‬‭a‬‭missile‬‭weapon:‬‭bow‬‭(any),‬
‭crossbow‬‭(any),‬‭sling,‬‭staff‬‭sling,‬‭or‬‭any‬‭melee‬‭weapon‬‭that‬‭can‬‭be‬‭hurled.‬‭The‬‭even-numbered‬‭slots‬‭may‬‭be‬‭filled‬
‭with‬‭any‬‭weapons‬‭of‬‭the‬‭Giant‬‭Killer's‬‭choice.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Giant‬‭Killers‬‭pursue‬‭their‬‭interest‬‭in‬‭giants‬‭with‬‭such‬‭single-mindedness‬‭that‬‭they‬‭have‬‭hardly‬‭any‬‭time‬‭left‬
‭to‬‭master‬‭other‬‭skills.‬‭Therefore,‬‭a‬‭Giant‬‭Killer‬‭is‬‭allowed‬‭only‬‭one‬‭non-weapon‬‭proficiency‬‭at‬‭first‬‭level.‬‭This‬‭must‬
‭be‬‭selected‬‭from‬‭the‬‭following:‬‭Bowyer/Fletcher,‬‭Cobbler,‬‭Cooking,‬‭Hunting,‬‭Pottery,‬‭Riding,‬‭Land-based,‬‭Running,‬
‭Tailor,‬‭Swimming,‬‭Weaving.‬

‭Equipment‬
‭Giant‬‭killers‬‭do‬‭not‬‭require‬‭any‬‭special‬‭equipment.‬‭They‬‭often‬‭carry‬‭shields‬‭decorated‬‭with‬‭medals‬‭and‬
‭ribbons‬‭awarded‬‭to‬‭them‬‭by‬‭grateful‬‭communities‬‭for‬‭slaying‬‭troublesome‬‭giants.‬‭Though‬‭such‬‭shields‬‭can‬‭be‬‭used‬
‭normally,‬‭they're‬‭mainly‬‭for‬‭show;‬‭Giant‬‭Killers‬‭generally‬‭put‬‭them‬‭aside‬‭before‬‭engaging‬‭a‬‭giant‬‭in‬‭battle.‬

‭Special‬‭Benefits‬
‭Attack‬‭Bonuses:‬‭A‬‭Giant‬‭Killer‬‭has‬‭all‬‭the‬‭following‬‭bonuses‬‭when‬‭attacking‬‭giants:‬

•‭ ‬‭Giant‬‭Killers‬‭inflict‬‭bonus‬‭damage‬‭against‬‭giants,‬‭+1‬‭point‬‭of‬‭damage‬‭for‬‭every‬‭level‬‭of‬‭the‬‭Giant‬‭Killer.‬‭For‬
‭example,‬‭if‬‭a‬‭7th‬‭level‬‭Giant‬‭Killer‬‭makes‬‭a‬‭successful‬‭attack‬‭with‬‭a‬‭spear,‬‭the‬‭giant‬‭suffers‬‭1-8‬‭points‬‭of‬‭damage‬
‭from‬‭the‬‭spear,‬‭plus‬‭7‬‭for‬‭the‬‭Giant‬‭Killer's‬‭level.‬
‭•‬‭Giants‬‭have‬‭a‬‭-4‬‭base‬‭penalty‬‭when‬‭attacking‬‭Giant‬‭Killers.‬‭A‬‭giant‬‭with‬‭a‬‭THAC0‬‭of‬‭10‬‭needs‬‭a‬‭14‬‭to‬‭hit‬‭a‬‭Giant‬
‭Killer‬‭with‬‭AC‬‭0.‬
‭•‬‭Giant‬‭Killers‬‭can‬‭dodge‬‭giant‬‭attacks.‬‭If‬‭a‬‭giant‬‭with‬‭initiative‬‭attacks‬‭and‬‭hits,‬‭Giant‬‭Killers‬‭may‬‭give‬‭up‬‭their‬
‭actions‬‭to‬‭use‬‭this‬‭special‬‭dodge.‬‭If‬‭the‬‭Giant‬‭Killer‬‭saves‬‭vs‬‭death‬‭magic,‬‭the‬‭giant's‬‭attack‬‭misses.‬‭If‬‭the‬‭Giant‬‭Killer‬
‭has‬‭initiative,‬‭the‬‭player‬‭can‬‭try‬‭to‬‭dodge‬‭all‬‭giant‬‭attacks‬‭instead‬‭of‬‭attacking‬‭and‬‭moving‬‭for‬‭the‬‭round.‬
‭•‬‭Infuriate:‬‭A‬‭Giant‬‭Killer‬‭can‬‭goad‬‭a‬‭giant‬‭into‬‭launching‬‭careless‬‭and‬‭ill-conceived‬‭attacks.‬‭To‬‭infuriate‬‭a‬‭giant,‬
‭Giant‬‭Killers‬‭spend‬‭two‬‭rounds‬‭darting‬‭between‬‭a‬‭giant's‬‭legs,‬‭waving‬‭their‬‭hands,‬‭and‬‭hollering‬‭insults.‬‭The‬‭Giant‬
‭Killer‬‭cannot‬‭make‬‭attacks‬‭or‬‭take‬‭any‬‭other‬‭actions‬‭while‬‭attempting‬‭to‬‭infuriate‬‭the‬‭giant;‬‭if‬‭interrupted‬‭(to‬‭dodge,‬
‭for‬‭example),‬‭the‬‭player‬‭must‬‭start‬‭over.‬‭During‬‭this‬‭time,‬‭the‬‭giant‬‭can‬‭attack‬‭the‬‭Giant‬‭Killer;‬‭however,‬‭because‬‭of‬
‭the‬‭Giant‬‭Killer's‬‭erratic‬‭movement,‬‭the‬‭giant's‬‭attacks‬‭are‬‭made‬‭at‬‭an‬‭additional‬‭-2‬‭penalty‬‭for‬‭a‬‭total‬‭of‬‭-6.‬
‭At‬‭the‬‭end‬‭of‬‭this‬‭period,‬‭the‬‭giant‬‭makes‬‭a‬‭saving‬‭throw‬‭vs‬‭spells.‬‭If‬‭the‬‭saving‬‭throw‬‭succeeds,‬‭nothing‬
‭special‬‭happens.‬‭If‬‭the‬‭saving‬‭throw‬‭fails,‬‭the‬‭giant‬‭becomes‬‭enraged‬‭for‬‭the‬‭next‬‭2-12‬‭(2d6)‬‭rounds.‬‭During‬‭that‬
‭time,‬‭the‬‭giant‬‭directs‬‭all‬‭attacks‬‭against‬‭the‬‭Giant‬‭Killer;‬‭the‬‭giant's‬‭attacks‬‭are‬‭made‬‭at‬‭an‬‭additional‬‭-4‬‭penalty,‬‭for‬‭a‬
‭total‬‭of‬‭-8.‬‭The‬‭Giant‬‭Killer‬‭may‬‭attack‬‭normally‬‭while‬‭the‬‭giant‬‭is‬‭infuriated.‬
‭•‬‭Follower‬‭Infuriation:‬‭A‬‭Giant‬‭Killer‬‭may‬‭enhance‬‭their‬‭chances‬‭of‬‭infuriating‬‭a‬‭giant‬‭by‬‭using‬‭an‬‭animal‬‭follower‬
‭that‬‭has‬‭been‬‭trained‬‭to‬‭enrage‬‭giants.‬‭The‬‭follower,‬‭which‬‭must‬‭be‬‭a‬‭bird‬‭or‬‭other‬‭flying‬‭creature‬‭of‬‭small‬‭size‬‭(S),‬
‭learns‬‭this‬‭trick‬‭in‬‭accordance‬‭with‬‭the‬‭Animal‬‭Training‬‭Non-Weapon‬‭Proficiency‬‭rules.‬‭Tricks‬‭and‬‭tasks‬‭are‬‭counted‬
‭against‬‭the‬‭follower's‬‭normal‬‭limit.‬‭Only‬‭a‬‭Giant‬‭Killer‬‭can‬‭train‬‭a‬‭follower‬‭to‬‭infuriate.‬
‭While‬‭the‬‭Giant‬‭Killer‬‭is‬‭executing‬‭the‬‭infuriating‬‭routine,‬‭the‬‭follower‬‭may‬‭also‬‭infuriate‬‭the‬‭giant‬‭by‬
‭swooping‬‭around‬‭its‬‭head‬‭and‬‭screeching.‬‭The‬‭giant's‬‭saving‬‭throw‬‭against‬‭being‬‭infuriated‬‭is‬‭reduced‬‭by‬‭a‬‭-2‬‭penalty‬
‭for‬‭the‬‭infuriating‬‭follower.‬‭This‬‭effect‬‭is‬‭not‬‭cumulative‬‭with‬‭additional‬‭followers.‬‭An‬‭infuriated‬‭giant‬‭might‬‭direct‬
‭its‬‭attacks‬‭at‬‭the‬‭infuriating‬‭follower‬‭in‬‭addition‬‭to‬‭the‬‭Giant‬‭Killer.‬‭If‬‭the‬‭giant‬‭tries‬‭to‬‭attack‬‭an‬‭infuriating‬‭follower,‬
‭the‬‭follower‬‭successfully‬‭dodges‬‭the‬‭blow‬‭unless‬‭the‬‭attack‬‭roll‬‭is‬‭a‬‭19‬‭or‬‭20.‬‭A‬‭follower‬‭can't‬‭attempt‬‭to‬‭infuriate‬
‭alone.‬‭Giant‬‭Killer's‬‭followers‬‭can‬‭only‬‭add‬‭to‬‭the‬‭Giant‬‭Killer's‬‭infuriating‬‭attempts.‬
‭Giant‬‭Lore:‬‭If‬‭a‬‭Giant‬‭Killer‬‭discovers‬‭a‬‭footprint,‬‭lair,‬‭campsite,‬‭or‬‭any‬‭other‬‭physical‬‭evidence‬‭of‬‭a‬‭giant,‬‭a‬
‭successful‬‭Wisdom‬‭roll‬‭enables‬‭the‬‭player‬‭to‬‭learn‬‭some‬‭general‬‭information‬‭about‬‭the‬‭giant‬‭in‬‭question.‬‭Such‬
‭information‬‭may‬‭include‬‭the‬‭giant's‬‭type,‬‭approximate‬‭size,‬‭and‬‭companions.‬‭The‬‭player‬‭may‬‭also‬‭learn‬‭how‬‭recently‬
‭the‬‭giant‬‭was‬‭in‬‭the‬‭area‬‭and‬‭in‬‭what‬‭direction‬‭the‬‭giant‬‭traveled.‬‭The‬‭DM‬‭decides‬‭the‬‭quality‬‭and‬‭amount‬‭of‬
‭information‬‭the‬‭Giant‬‭Killer‬‭receives.‬

‭Special‬‭Hindrances‬
‭Tracking‬‭Limitation:‬‭Unlike‬‭other‬‭Rangers,‬‭the‬‭tracking‬‭ability‬‭of‬‭the‬‭Giant‬‭Killer‬‭is‬‭limited‬‭to‬‭tracking‬
‭giants.‬‭A‬‭Giant‬‭Killer‬‭who‬‭selects‬‭a‬‭general‬‭Tracking‬‭proficiency‬‭can‬‭track‬‭other‬‭creatures‬‭as‬‭non-Ranger‬‭characters.‬
‭Because‬‭Giant‬‭Killers‬‭seldom‬‭make‬‭an‬‭effort‬‭to‬‭conceal‬‭their‬‭identities,‬‭they're‬‭often‬‭singled‬‭out‬‭for‬
‭harassment.‬‭Insecure‬‭villagers‬‭may‬‭challenge‬‭Giant‬‭Killers‬‭to‬‭duels‬‭to‬‭impress‬‭their‬‭friends,‬‭or‬‭bullies‬‭may‬‭ambush‬
‭Giant‬‭Killers‬‭to‬‭demonstrate‬‭their‬‭toughness.‬
‭To‬‭avenge‬‭the‬‭death‬‭of‬‭a‬‭companion,‬‭some‬‭giants‬‭may‬‭target‬‭Giant‬‭Killers‬‭for‬‭assassination.‬‭Giant‬‭tribes‬
‭occasionally‬‭offer‬‭bounties‬‭for‬‭proof‬‭of‬‭a‬‭Giant‬‭Killer's‬‭death,‬‭making‬‭the‬‭Giant‬‭Killer‬‭a‬‭prime‬‭candidate‬‭for‬‭attacks.‬
‭13‬
‭Sea‬‭Ranger‬

‭Though‬‭most‬‭Rangers‬‭live‬‭and‬‭work‬‭on‬‭land,‬‭Sea‬‭Rangers‬‭make‬‭their‬‭home‬‭at‬‭sea.‬‭Whether‬‭sailing‬‭the‬‭ocean‬
i‭n‬‭a‬‭mighty‬‭galleon‬‭or‬‭riding‬‭a‬‭river's‬‭currents‬‭in‬‭a‬‭handmade‬‭raft,‬‭the‬‭Sea‬‭Ranger‬‭finds‬‭the‬‭world's‬‭waters‬‭an‬‭endless‬
‭source‬‭of‬‭wonder.‬‭A‬‭sailor‬‭and‬‭an‬‭adventurer,‬‭the‬‭player‬‭guards‬‭their‬‭watery‬‭domain‬‭with‬‭vigilance,‬‭and‬‭counts‬‭many‬
‭of‬‭its‬‭creatures‬‭among‬‭the‬‭character’s‬‭friends‬‭and‬‭allies.‬
‭They‬‭have‬‭an‬‭extensive‬‭understanding‬‭of‬‭weather‬‭patterns‬‭at‬‭sea‬‭and‬‭of‬‭the‬‭behavior‬‭of‬‭marine‬‭animals.‬‭They‬
‭specialize‬‭in‬‭combat,‬‭both‬‭on‬‭and‬‭under‬‭the‬‭water.‬‭They‬‭may‬‭be‬‭a‬‭member‬‭of‬‭a‬‭formal‬‭navy,‬‭an‬‭independent‬‭operator,‬
‭or‬‭a‬‭mercenary.‬‭They‬‭may‬‭be‬‭charged‬‭with‬‭enforcing‬‭naval‬‭laws.‬‭Some‬‭Sea‬‭Rangers‬‭protect‬‭ports‬‭or‬‭fishing‬
‭territories.‬‭Others‬‭serve‬‭as‬‭escorts‬‭for‬‭trade‬‭fleets.‬
‭Because‬‭Sea‬‭Rangers‬‭must‬‭master‬‭a‬‭wide‬‭range‬‭of‬‭knowledge‬‭they‬‭require‬‭a‬‭minimum‬‭Intelligence‬‭score‬‭of‬
‭12.‬‭Because‬‭few‬‭elves‬‭and‬‭half-elves‬‭have‬‭the‬‭temperament‬‭for‬‭a‬‭seaman's‬‭life,‬‭virtually‬‭all‬‭Sea‬‭Rangers‬‭are‬‭human‬
‭(though‬‭being‬‭human‬‭isn't‬‭a‬‭strict‬‭requirement).‬

‭ ole‬‭:‬‭Sea‬‭Rangers‬‭are‬‭known‬‭as‬‭dedicated,‬‭sharp-minded‬‭professionals.‬‭As‬‭such,‬‭they‬‭are‬‭often‬‭sought‬‭by‬
R
‭adventuring‬‭parties‬‭in‬‭need‬‭of‬‭their‬‭special‬‭skills.‬‭This‬‭is‬‭especially‬‭true‬‭when‬‭an‬‭adventure‬‭takes‬‭them‬‭to‬‭aquatic‬
‭environments‬‭or‬‭they‬‭expect‬‭to‬‭face‬‭opponents‬‭of‬‭oceanic‬‭origin.‬‭Though‬‭Sea‬‭Rangers‬‭generally‬‭prefer‬‭to‬‭remain‬‭at‬
‭sea,‬‭they‬‭travel‬‭on‬‭land‬‭as‬‭necessary‬‭to‬‭achieve‬‭the‬‭goals‬‭of‬‭their‬‭party.‬‭As‬‭many‬‭of‬‭a‬‭Sea‬‭Ranger's‬‭followers‬‭are‬
‭waterbound,‬‭they‬‭obviously‬‭have‬‭less‬‭access‬‭to‬‭them‬‭when‬‭adventuring‬‭on‬‭land,‬‭a‬‭handicap‬‭the‬‭player‬‭endures‬
‭graciously‬‭but‬‭without‬‭enthusiasm.‬
‭The‬‭environment‬‭has‬‭a‬‭profound‬‭effect‬‭on‬‭a‬‭Sea‬‭Ranger's‬‭attitude.‬‭On‬‭land,‬‭party‬‭companions‬‭will‬‭find‬‭the‬
‭Sea‬‭Ranger‬‭hesitant‬‭and‬‭uncertain,‬‭following‬‭orders‬‭without‬‭comment‬‭and‬‭reluctant‬‭to‬‭offer‬‭advice.‬‭In‬‭an‬‭aquatic‬
‭setting,‬‭however,‬‭the‬‭player‬‭becomes‬‭a‬‭different‬‭person;‬‭confident,‬‭assertive,‬‭and‬‭commanding.‬‭Only‬‭the‬‭most‬
‭stubborn‬‭or‬‭foolish‬‭parties‬‭will‬‭decline‬‭a‬‭leadership‬‭role‬‭for‬‭a‬‭Sea‬‭Ranger‬‭in‬‭watery‬‭terrain.‬

‭Primary‬‭Terrain‬‭:‬‭Required:‬‭Aquatic.‬

‭ quatic‬‭Terrain‬‭:‬‭For‬‭the‬‭purposes‬‭of‬‭this‬‭kit,‬‭Aquatic‬‭terrain‬‭includes‬‭oceans,‬‭lakes,‬‭ponds,‬‭and‬‭rivers,‬‭as‬‭well‬‭as‬
A
‭coastlines,‬‭beaches,‬‭and‬‭small‬‭islands.‬

‭Species‬‭Enemy‬‭:‬‭Any‬‭aquatic‬‭creature‬‭is‬‭eligible‬‭as‬‭a‬‭species‬‭enemy.‬

‭Followers‬‭:‬‭The‬‭primary‬‭terrain‬‭of‬‭all‬‭animal‬‭followers‬‭must‬‭be‬‭Aquatic.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Dagger,‬‭knife,‬‭harpoon,‬‭sword‬‭(any),‬‭pole‬‭arm‬‭(any),‬‭trident;‬‭Optional:‬‭Belaying‬‭pin,‬‭cutlass,‬
‭gaff/hook.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Boating‬‭or‬‭Seamanship,‬‭Swimming.‬
‭Recommended:‬‭Cartography,‬‭Direction‬‭Sense,‬‭Distance‬‭Sense,‬‭Endurance,‬‭Fishing,‬‭Navigation,‬‭Riding‬
‭(Sea-based),‬‭Rope‬‭Use.‬‭Barred:‬‭Agriculture,‬‭Blacksmithing,‬‭Charioteering,‬‭Falconry,‬‭Mining,‬‭Mountaineering,‬
‭Riding‬‭(Land-based),‬‭Spelunking,‬‭Stonemasonry.‬

‭Equipment‬
‭Because‬‭heavy‬‭armor‬‭interferes‬‭with‬‭swimming‬‭and‬‭makes‬‭moving‬‭around‬‭a‬‭ship‬‭uncomfortable,‬‭most‬‭Sea‬
‭Rangers‬‭wear‬‭armor‬‭with‬‭an‬‭AC‬‭of‬‭8‬‭or‬‭less.‬

‭Special‬‭Benefits‬
‭Sea‬‭Tracking:‬‭Because‬‭of‬‭their‬‭knowledge‬‭of‬‭prevailing‬‭winds,‬‭currents,‬‭and‬‭other‬‭general‬‭aquatic‬
‭conditions,‬‭Sea‬‭Rangers‬‭can‬‭effectively‬‭track‬‭waterborne‬‭craft‬‭and‬‭aquatic‬‭creatures.‬‭This‬‭is‬‭not‬‭so‬‭much‬‭a‬‭reading‬‭of‬
‭physical‬‭signs‬‭as‬‭an‬‭instinctive‬‭deduction‬‭of‬‭the‬‭probable‬‭course‬‭and‬‭destination‬‭of‬‭the‬‭quarry.‬‭For‬‭purposes‬‭of‬
‭general‬‭play,‬‭the‬‭Sea‬‭Ranger‬‭uses‬‭the‬‭normal‬‭Tracking‬‭proficiency‬‭check‬‭rules.‬
‭Land‬‭Scent:‬‭When‬‭at‬‭sea,‬‭the‬‭Sea‬‭Ranger‬‭can‬‭smell‬‭the‬‭presence‬‭of‬‭land‬‭(including‬‭islands)‬‭within‬‭50‬‭miles.‬
‭Further,‬‭if‬‭the‬‭Sea‬‭Ranger‬‭has‬‭ever‬‭been‬‭to‬‭that‬‭land‬‭before,‬‭the‬‭player‬‭has‬‭a‬‭10%‬‭chance‬‭per‬‭level‬‭of‬‭identifying‬‭it‬
‭precisely.‬
‭Sea‬‭Legs:‬‭The‬‭Sea‬‭Ranger‬‭has‬‭a‬‭fine‬‭sense‬‭of‬‭balance,‬‭which‬‭comes‬‭into‬‭play‬‭when‬‭fighting‬‭on‬‭a‬‭narrow‬
‭beam‬‭(such‬‭as‬‭a‬‭yardarm‬‭or‬‭boarding‬‭plank)‬‭or‬‭a‬‭pitching‬‭deck.‬‭Not‬‭only‬‭is‬‭the‬‭player‬‭sure-footed‬‭under‬‭such‬
‭conditions‬‭(avoiding‬‭any‬‭attack‬‭penalties‬‭for‬‭them),‬‭but‬‭any‬‭saving‬‭throws‬‭or‬‭Dexterity‬‭checks‬‭made‬‭to‬‭maintain‬
‭balance‬‭are‬‭made‬‭at‬‭a‬‭+2‬‭bonus.‬

‭14‬
‭Aquatic‬‭Combat:‬‭A‬‭Sea‬‭Ranger‬‭suffers‬‭no‬‭penalties‬‭to‬‭attack‬‭rolls‬‭when‬‭in‬‭water;‬‭otherwise‬‭the‬‭character‬
‭follows‬‭the‬‭standard‬‭rules‬‭for‬‭underwater‬‭combat.‬
‭Parliament‬‭of‬‭Fishes:‬‭When‬‭Sea‬‭Rangers‬‭reach‬‭12th‬‭level,‬‭they‬‭may‬‭attempt‬‭to‬‭call‬‭a‬‭parliament‬‭of‬‭fish.‬‭The‬
‭player‬‭may‬‭use‬‭this‬‭ability‬‭once‬‭per‬‭week.‬‭If‬‭successful,‬‭the‬‭Sea‬‭Ranger‬‭can‬‭request‬‭a‬‭service‬‭from‬‭the‬‭school.‬
‭Typical‬‭services‬‭include‬‭the‬‭location‬‭or‬‭recovery‬‭of‬‭small‬‭items,‬‭the‬‭provision‬‭of‬‭edible‬‭water‬‭plants,‬‭information‬
‭about‬‭local‬‭monsters‬‭or‬‭conditions,‬‭and‬‭perhaps‬‭transport‬‭across‬‭a‬‭small‬‭body‬‭of‬‭water‬‭if‬‭the‬‭parliament‬‭members‬‭are‬
‭large‬‭enough.‬‭Once‬‭a‬‭month‬‭this‬‭can‬‭be‬‭the‬‭equivalent‬‭of‬‭a‬‭commune‬‭with‬‭nature‬‭spell.‬
‭To‬‭call‬‭a‬‭parliament‬‭of‬‭fishes,‬‭the‬‭Sea‬‭Ranger‬‭locates‬‭a‬‭pond,‬‭lake,‬‭or‬‭any‬‭other‬‭body‬‭of‬‭water‬‭containing‬
‭aquatic‬‭life.‬‭Sometime‬‭between‬‭sunset‬‭and‬‭dawn,‬‭the‬‭player‬‭kneels‬‭beside‬‭the‬‭body‬‭of‬‭water‬‭and‬‭concentrates‬‭for‬‭a‬
‭full‬‭turn.‬‭An‬‭attack‬‭or‬‭interruption‬‭in‬‭any‬‭other‬‭way‬‭during‬‭this‬‭time‬‭will‬‭break‬‭the‬‭character’s‬‭concentration.‬‭The‬
‭player‬‭can't‬‭attempt‬‭to‬‭call‬‭a‬‭parliament‬‭of‬‭fishes‬‭until‬‭the‬‭following‬‭week.‬‭Otherwise,‬‭at‬‭the‬‭end‬‭of‬‭10‬‭rounds,‬
‭10-100‬‭(10d10)‬‭fish‬‭or‬‭other‬‭aquatic‬‭creatures‬‭(as‬‭appropriate‬‭for‬‭the‬‭body‬‭of‬‭water)‬‭surface‬‭and‬‭stare‬‭expectantly‬‭at‬
‭the‬‭Sea‬‭Ranger.‬‭The‬‭Sea‬‭Ranger‬‭must‬‭then‬‭toss‬‭an‬‭offering‬‭into‬‭the‬‭water;‬‭the‬‭gift‬‭may‬‭be‬‭food,‬‭a‬‭coin,‬‭or‬‭any‬‭other‬
‭object‬‭of‬‭the‬‭Ranger's‬‭choice.‬
‭The‬‭DM‬‭then‬‭rolls‬‭1d10‬‭and‬‭consults‬‭the‬‭table‬‭below.‬‭If‬‭the‬‭offer‬‭was‬‭reasonably‬‭generous,‬‭increase‬‭the‬
‭result‬‭by‬‭+1.‬‭If‬‭the‬‭offering‬‭was‬‭exceptionally‬‭valuable,‬‭increase‬‭the‬‭result‬‭by‬‭+2.‬‭If‬‭the‬‭offering‬‭was‬‭meager‬‭(a‬
‭copper‬‭piece‬‭or‬‭a‬‭chunk‬‭of‬‭bread),‬‭decrease‬‭the‬‭result‬‭by‬‭-1.‬‭If‬‭the‬‭offering‬‭was‬‭essentially‬‭worthless‬‭(a‬‭bone‬‭or‬‭a‬
‭chunk‬‭of‬‭rock),‬‭lower‬‭the‬‭result‬‭by‬‭-2.‬‭The‬‭result‬‭can't‬‭be‬‭decreased‬‭below‬‭1‬‭or‬‭raised‬‭above‬‭10.‬

‭ arliament‬‭of‬‭Fishes‬‭Results‬
P
‭D10‬‭Roll‬ ‭Results‬
‭1-2‬ ‭The‬‭fish‬‭immediately‬‭submerge;‬‭the‬‭offer‬‭is‬‭rejected.‬‭From‬‭dawn‬‭to‬‭sunrise‬‭the‬‭following‬
‭day,‬‭the‬‭Ranger‬‭suffers‬‭a‬‭-1‬‭penalty‬‭to‬‭all‬‭attack‬‭rolls‬‭and‬‭ability‬‭checks.‬
‭3-7‬ ‭The‬‭fish‬‭swim‬‭listlessly‬‭in‬‭circles‬‭for‬‭a‬‭few‬‭moments,‬‭then‬‭submerge;‬‭the‬‭offer‬‭is‬‭neither‬
‭rejected‬‭nor‬‭accepted.‬‭The‬‭Ranger‬‭is‬‭unaffected.‬
‭8-10‬ ‭The‬‭fish‬‭dive‬‭and‬‭splash‬‭excitedly‬‭for‬‭a‬‭few‬‭moments,‬‭then‬‭submerge;‬‭the‬‭offer‬‭is‬‭accepted.‬
‭The‬‭parliament‬‭grants‬‭the‬‭Ranger‬‭a‬‭boon‬‭within‬‭their‬‭power.‬

‭Special‬‭Hindrances‬
‭Tracking‬‭Limitation:‬‭A‬‭Sea‬‭Ranger's‬‭chance‬‭of‬‭tracking‬‭in‬‭non-aquatic‬‭terrain‬‭is‬‭halved.‬
‭Move‬‭Silently/Hide‬‭in‬‭Shadows:‬‭The‬‭Sea‬‭Ranger‬‭has‬‭neither‬‭of‬‭these‬‭abilities,‬‭replacing‬‭them‬‭with‬‭Sea‬‭Legs‬
‭and‬‭Aquatic‬‭Combat.‬

‭Stalker‬

‭At‬‭first‬‭glance,‬‭this‬‭soft-spoken,‬‭rather‬‭nondescript‬‭character‬‭seems‬‭hopelessly‬‭out‬‭of‬‭place‬‭in‬‭an‬‭adventuring‬
‭ arty,‬‭looking‬‭instead‬‭like‬‭a‬‭town‬‭dweller‬‭who's‬‭wandered‬‭into‬‭the‬‭wilderness‬‭by‬‭mistake.‬‭But‬‭the‬‭drab‬‭demeanor‬‭is‬
p
‭only‬‭a‬‭facade,‬‭concealing‬‭keen‬‭senses,‬‭a‬‭shrewd‬‭mind,‬‭and‬‭remarkable‬‭insight.‬‭Only‬‭their‬‭closest‬‭friends‬‭will‬‭ever‬‭be‬
‭made‬‭to‬‭realize‬‭the‬‭extent‬‭of‬‭the‬‭Stalker’s‬‭expertise‬‭in‬‭intelligence‬‭gathering.‬
‭Stalkers‬‭serve‬‭as‬‭spies,‬‭informants,‬‭and‬‭interrogators.‬‭Unlike‬‭other‬‭Rangers,‬‭Stalkers‬‭are‬‭comfortable‬‭in‬‭both‬
‭wilderness‬‭and‬‭urban‬‭settings.‬‭A‬‭Stalker‬‭may‬‭covertly‬‭observe‬‭a‬‭bandit‬‭camp‬‭to‬‭inventory‬‭their‬‭supplies‬‭and‬
‭hostages,‬‭or‬‭eavesdrop‬‭in‬‭the‬‭corridors‬‭of‬‭an‬‭Evil‬‭Wizard's‬‭castle.‬‭A‬‭few‬‭simple‬‭questions‬‭enable‬‭the‬‭player‬‭to‬
‭distinguish‬‭friend‬‭from‬‭foe,‬‭and‬‭fact‬‭from‬‭fiction.‬‭Mastery‬‭of‬‭stealth‬‭makes‬‭the‬‭character‬‭a‬‭deadly‬‭opponent.‬
‭A‬‭Stalker‬‭must‬‭have‬‭a‬‭minimum‬‭intelligence‬‭score‬‭of‬‭14.‬‭Stalkers‬‭must‬‭be‬‭human.‬

‭ ole‬‭:‬‭Stalkers‬‭tend‬‭to‬‭be‬‭introspective‬‭and‬‭reflective,‬‭valuing‬‭intellect‬‭over‬‭physical‬‭prowess.‬‭They‬‭avoid‬‭drawing‬
R
‭attention‬‭to‬‭themselves,‬‭refrain‬‭from‬‭speaking‬‭unless‬‭directly‬‭addressed,‬‭then‬‭respond‬‭succinctly‬‭and‬‭without‬
‭elaboration.‬‭They‬‭avoid‬‭small‬‭talk‬‭and‬‭are‬‭more‬‭content‬‭with‬‭a‬‭good‬‭book‬‭or‬‭an‬‭hour‬‭spent‬‭examining‬‭an‬‭unusual‬
‭footprint.‬
‭Stalkers‬‭tend‬‭to‬‭suppress‬‭their‬‭emotions‬‭so‬‭their‬‭decisions‬‭aren't‬‭colored‬‭by‬‭what‬‭they‬‭consider‬‭to‬‭be‬
‭irrelevancies.‬‭Though‬‭most‬‭people‬‭respect‬‭Stalkers,‬‭they‬‭are‬‭also‬‭wary‬‭of‬‭them.‬‭The‬‭Stalker's‬‭stealthiness‬‭and‬‭secrecy‬
‭make‬‭many‬‭people‬‭uneasy,‬‭as‬‭these‬‭are‬‭traits‬‭usually‬‭associated‬‭with‬‭Thieves‬‭and‬‭sneaks.‬‭But‬‭Stalkers‬‭value‬‭honor‬‭as‬
‭much‬‭as‬‭any‬‭Ranger,‬‭and‬‭nobles‬‭rarely‬‭hesitate‬‭to‬‭hire‬‭one‬‭in‬‭times‬‭of‬‭crisis.‬‭A‬‭hired‬‭Stalker‬‭can‬‭be‬‭trusted‬‭to‬‭focus‬
‭on‬‭the‬‭job‬‭at‬‭hand,‬‭complete‬‭it‬‭efficiently,‬‭make‬‭a‬‭report,‬‭then‬‭go‬‭their‬‭own‬‭way‬‭without‬‭comment.‬
‭Adventuring‬‭parties‬‭often‬‭hire‬‭stalkers‬‭on‬‭retainer,‬‭though‬‭occasionally,‬‭a‬‭Stalker‬‭will‬‭join‬‭a‬‭party‬‭with‬‭no‬
‭assurance‬‭of‬‭monetary‬‭reward‬‭if‬‭the‬‭adventure‬‭presents‬‭an‬‭intriguing‬‭challenge.‬‭Stalkers‬‭rarely‬‭are‬‭party‬‭leaders,‬
‭though‬‭they‬‭may‬‭express‬‭their‬‭opinions‬‭if‬‭invited‬‭to‬‭do‬‭so.‬‭In‬‭combat,‬‭most‬‭stalkers‬‭are‬‭brave‬‭but‬‭cautious,‬‭waiting‬
‭for‬‭tactical‬‭opportunities‬‭to‬‭present‬‭themselves‬‭rather‬‭than‬‭charging‬‭into‬‭the‬‭fray.‬‭They‬‭prefer‬‭to‬‭surprise‬‭their‬
‭opponents,‬‭striking‬‭silently‬‭and‬‭quickly.‬

‭Primary‬‭Terrain‬‭:‬‭Any;‬‭in‬‭addition,‬‭the‬‭Stalker's‬‭primary‬‭terrain‬‭can‬‭be‬‭Urban‬‭(see‬‭Special‬‭Benefits‬‭below).‬
‭15‬
‭Species‬‭Enemy‬‭:‬‭Any.‬‭Optionally,‬‭Stalkers‬‭can‬‭declare‬‭a‬‭specific‬‭Thieves'‬‭guild‬‭or‬‭assassin's‬‭guild‬‭as‬‭their‬‭enemy.‬

‭ ollowers‬‭:‬‭Because‬‭Stalkers‬‭prefer‬‭to‬‭work‬‭unhampered,‬‭their‬‭followers‬‭are‬‭limited‬‭in‬‭number,‬‭species,‬‭and‬‭size.‬
F
‭Though‬‭they‬‭receive‬‭a‬‭career‬‭total‬‭of‬‭2d6‬‭followers‬‭like‬‭other‬‭Rangers,‬‭a‬‭Stalker‬‭has‬‭only‬‭one‬‭follower‬‭at‬‭a‬‭time.‬‭A‬
‭new‬‭follower‬‭won't‬‭appear‬‭until‬‭the‬‭Stalker's‬‭current‬‭follower‬‭dies‬‭or‬‭is‬‭dismissed.‬‭A‬‭Stalker‬‭won't‬‭acquire‬‭a‬‭new‬
‭follower‬‭even‬‭if‬‭the‬‭player‬‭releases‬‭their‬‭current‬‭follower‬‭or‬‭arranges‬‭for‬‭its‬‭care‬‭elsewhere;‬‭the‬‭player‬‭must‬‭sever‬‭all‬
‭ties‬‭with‬‭the‬‭old‬‭follower‬‭before‬‭another‬‭arrives.‬‭Stalkers‬‭never‬‭accept‬‭human‬‭or‬‭demihuman‬‭followers.‬‭Nor‬‭will‬‭they‬
‭accept‬‭followers‬‭whose‬‭intelligence‬‭compares‬‭favorably‬‭with‬‭that‬‭of‬‭humans,‬‭such‬‭as‬‭pixies‬‭or‬‭aarakocra.‬‭This‬‭is‬
‭because‬‭they‬‭fear‬‭such‬‭beings‬‭are‬‭undependable‬‭and‬‭may‬‭cause‬‭unnecessary‬‭distractions.‬
‭Because‬‭the‬‭character‬‭wishes‬‭to‬‭minimize‬‭the‬‭chances‬‭of‬‭attracting‬‭attention,‬‭all‬‭animal‬‭followers‬‭must‬‭be‬
‭less‬‭than‬‭four‬‭feet‬‭tall‬‭(size‬‭"S"‬‭or‬‭"T").‬

‭Weapon‬‭Proficiencies‬
‭Stalkers‬‭become‬‭proficient‬‭only‬‭with‬‭weapons‬‭they‬‭can‬‭easily‬‭conceal.‬‭Their‬‭weapon‬‭proficiencies‬‭are‬
‭limited‬‭to‬‭dagger,‬‭dart,‬‭knife,‬‭garrote,‬‭rapier,‬‭stiletto,‬‭short‬‭sword,‬‭staff,‬‭and‬‭sling.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Blindfighting.‬
‭Recommended:‬‭Etiquette,‬‭Modern‬‭Languages,‬‭Persuasion,‬‭Signaling,‬‭Trail‬‭Marking,‬‭Trail‬‭Signs.‬

‭Equipment‬
‭Stalkers‬‭prefer‬‭to‬‭carry‬‭no‬‭more‬‭gear‬‭than‬‭can‬‭be‬‭comfortably‬‭strapped‬‭to‬‭their‬‭back.‬‭They‬‭wear‬‭well-made‬
‭but‬‭unpretentious‬‭clothing,‬‭similar‬‭to‬‭that‬‭of‬‭a‬‭laborer‬‭or‬‭peasant,‬‭that‬‭allows‬‭the‬‭character‬‭to‬‭blend‬‭in‬‭with‬‭the‬
‭crowds.‬‭Though‬‭they‬‭can‬‭wear‬‭any‬‭type‬‭of‬‭armor‬‭(see‬‭Special‬‭Benefits‬‭below)‬‭they‬‭favor‬‭leather.‬‭Stalkers‬‭almost‬
‭never‬‭carry‬‭shields,‬‭finding‬‭them‬‭awkward‬‭and‬‭restrictive.‬
‭At‬‭the‬‭beginning‬‭of‬‭their‬‭career,‬‭a‬‭Stalker‬‭receives‬‭a‬‭free‬‭"terrain‬‭suit".‬‭The‬‭terrain‬‭suit‬‭corresponds‬‭to‬‭the‬
‭character’s‬‭primary‬‭terrain‬‭(night‬‭black‬‭for‬‭Urban).‬

‭Special‬‭Benefits‬
‭Tracking:‬‭Stalkers‬‭have‬‭normal‬‭ranger‬‭tracking‬‭abilities‬‭in‬‭outdoor‬‭land‬‭settings.‬‭In‬‭addition,‬‭they‬‭have‬‭full‬
‭(not‬‭half)‬‭tracking‬‭capabilities‬‭in‬‭urban‬‭settings.‬
‭Stealth‬‭Abilities:‬
‭•‬‭Stalkers‬‭have‬‭a‬‭+10%‬‭bonus‬‭to‬‭their‬‭base‬‭chance‬‭to‬‭hide‬‭in‬‭shadows/hide‬‭in‬‭natural‬‭surroundings‬‭and‬‭a‬‭+10%‬‭bonus‬
‭to‬‭their‬‭chance‬‭to‬‭move‬‭silently.‬
‭•‬‭A‬‭Stalker‬‭has‬‭the‬‭full‬‭(not‬‭half)‬‭chance‬‭of‬‭success‬‭when‬‭attempting‬‭to‬‭hide‬‭in‬‭shadows‬‭or‬‭move‬‭silently‬‭in‬‭urban‬
‭settings‬‭or‬‭in‬‭non-natural‬‭constructions‬‭such‬‭as‬‭crypts‬‭or‬‭dungeons.‬
‭•‬‭Stalkers‬‭can‬‭hide‬‭in‬‭shadows‬‭and‬‭move‬‭silently‬‭when‬‭wearing‬‭armor‬‭of‬‭AC‬‭6‬‭or‬‭higher.‬
‭•‬‭When‬‭Stalkers‬‭successfully‬‭use‬‭their‬‭move‬‭silently‬‭ability‬‭to‬‭sneak‬‭up‬‭on‬‭opponents‬‭to‬‭surprise‬‭them,‬‭the‬‭opponent‬
‭suffers‬‭a‬‭-3‬‭penalty‬‭to‬‭their‬‭surprise‬‭roll.‬‭The‬‭Stalker‬‭must‬‭be‬‭90'‬‭or‬‭more‬‭from‬‭party‬‭members‬‭without‬‭similar‬‭silent‬
‭movement‬‭abilities.‬
‭Interrogation:‬‭When‬‭interrogating‬‭an‬‭NPC‬‭for‬‭any‬‭reason,‬‭a‬‭Stalker‬‭can‬‭acquire‬‭special‬‭knowledge‬‭about‬‭the‬
‭NPC‬‭in‬‭one‬‭(but‬‭not‬‭both)‬‭of‬‭the‬‭following‬‭ways:‬
‭•‬‭By‬‭making‬‭a‬‭successful‬‭Intelligence‬‭check‬‭(use‬‭half‬‭the‬‭Intelligence‬‭score,‬‭rounded‬‭up),‬‭the‬‭Stalker‬‭can‬‭determine‬
‭the‬‭general‬‭alignment‬‭of‬‭the‬‭NPC.‬‭If‬‭successful,‬‭the‬‭Stalker‬‭learns‬‭the‬‭Good-Evil‬‭component‬‭of‬‭the‬‭NPC's‬‭alignment‬
‭(good,‬‭neutral,‬‭or‬‭evil).‬
‭•‬‭The‬‭Stalker‬‭can‬‭determine‬‭whether‬‭an‬‭NPC‬‭is‬‭honest.‬‭The‬‭DM‬‭secretly‬‭conducts‬‭an‬‭intelligence‬‭check‬‭on‬‭behalf‬‭of‬
‭the‬‭Stalker.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭DM‬‭tells‬‭the‬‭Stalker‬‭nothing‬‭about‬‭the‬‭honesty‬‭of‬‭the‬‭NPC.‬‭The‬‭Stalker‬‭must‬‭make‬
‭up‬‭their‬‭own‬‭mind‬‭about‬‭the‬‭NPC's‬‭reliability‬‭based‬‭on‬‭the‬‭NPC's‬‭responses.‬‭If‬‭the‬‭check‬‭succeeds‬‭and‬‭the‬‭NPC‬‭is‬
‭being‬‭honest‬‭with‬‭the‬‭stalker,‬‭the‬‭DM‬‭tells‬‭the‬‭Stalker‬‭that‬‭the‬‭NPC‬‭is‬‭telling‬‭the‬‭truth.‬‭This‬‭is‬‭to‬‭the‬‭extent‬‭of‬‭their‬
‭knowledge.‬‭A‬‭successful‬‭check‬‭does‬‭not‬‭obligate‬‭the‬‭NPC‬‭to‬‭reveal‬‭any‬‭information‬‭to‬‭the‬‭Stalker.‬‭The‬‭NPC‬‭may‬
‭refuse‬‭to‬‭cooperate,‬‭but‬‭the‬‭Stalker‬‭is‬‭assured‬‭of‬‭the‬‭truthfulness‬‭of‬‭anything‬‭the‬‭NPC‬‭decides‬‭to‬‭share‬‭(note‬‭that‬‭an‬
‭NPC‬‭may‬‭still‬‭pass‬‭along‬‭unreliable‬‭information‬‭that‬‭they‬‭believe‬‭to‬‭be‬‭true).‬
‭If‬‭the‬‭check‬‭succeeds,‬‭and‬‭the‬‭NPC‬‭is‬‭being‬‭dishonest‬‭with‬‭the‬‭Stalker,‬‭the‬‭DM‬‭tells‬‭the‬‭Stalker‬‭that‬‭the‬‭NPC‬
‭may‬‭be‬‭lying.‬‭It's‬‭up‬‭to‬‭the‬‭Stalker‬‭to‬‭separate‬‭the‬‭truth‬‭from‬‭the‬‭lies;‬‭a‬‭successful‬‭check‬‭only‬‭tells‬‭the‬‭player‬‭that‬‭one‬
‭shouldn't‬‭take‬‭everything‬‭the‬‭NPC‬‭says‬‭at‬‭face‬‭value.‬
‭Photographic‬‭Memory:‬‭When‬‭a‬‭Stalker‬‭reaches‬‭10th‬‭level,‬‭the‬‭character‬‭acquires‬‭a‬‭limited‬‭photographic‬
‭memory,‬‭enabling‬‭recall‬‭of‬‭details‬‭about‬‭anything‬‭seen‬‭or‬‭heard‬‭since‬‭achieving‬‭10th‬‭level.‬‭The‬‭player‬‭can‬‭recall‬‭a‬
‭fragment‬‭of‬‭a‬‭conversation,‬‭conjure‬‭up‬‭a‬‭mental‬‭image‬‭of‬‭a‬‭place‬‭visited,‬‭or‬‭remember‬‭words‬‭on‬‭a‬‭printed‬‭page.‬‭To‬
‭use‬‭this‬‭ability,‬‭the‬‭DM‬‭secretly‬‭makes‬‭an‬‭Intelligence‬‭check‬‭for‬‭the‬‭Stalker,‬‭with‬‭a‬‭-2‬‭penalty.‬‭If‬‭the‬‭roll‬‭fails,‬‭the‬
‭memory‬‭is‬‭too‬‭vague‬‭to‬‭be‬‭of‬‭any‬‭use‬‭to‬‭the‬‭Stalker.‬‭If‬‭the‬‭roll‬‭succeeds,‬‭the‬‭DM‬‭tells‬‭the‬‭Stalker‬‭what‬‭the‬‭player‬
‭wishes‬‭to‬‭remember.‬‭If‬‭the‬‭roll‬‭is‬‭a‬‭natural‬‭20,‬‭the‬‭DM‬‭gives‬‭the‬‭Stalker‬‭intentionally‬‭misleading‬‭information‬‭about‬
‭16‬
‭ hatever‬‭the‬‭player‬‭is‬‭trying‬‭to‬‭remember‬‭(a‬‭room,‬‭for‬‭instance,‬‭is‬‭incorrectly‬‭recalled‬‭as‬‭having‬‭a‬‭locked‬‭window‬‭or‬
w
‭mysterious‬‭claw‬‭marks‬‭on‬‭the‬‭walls).‬‭Because‬‭of‬‭the‬‭mental‬‭stress‬‭involved,‬‭this‬‭ability‬‭can‬‭only‬‭be‬‭used‬‭once‬‭per‬
‭day.‬

‭Special‬‭Hindrances‬
‭Neither‬‭lawbreakers‬‭nor‬‭outlaws‬‭appreciate‬‭snoops.‬‭Typically,‬‭the‬‭harshest‬‭possible‬‭penalties‬‭are‬‭reserved‬‭for‬
‭captured‬‭Stalkers.‬‭Should‬‭a‬‭band‬‭of‬‭orcs‬‭or‬‭goblins‬‭realize‬‭that‬‭a‬‭Stalker‬‭is‬‭in‬‭their‬‭midst,‬‭they're‬‭likely‬‭to‬‭chase‬‭the‬
‭character‬‭down‬‭and‬‭beat‬‭them‬‭mercilessly.‬‭A‬‭Stalker‬‭caught‬‭lurking‬‭in‬‭a‬‭private‬‭residence‬‭will‬‭probably‬‭be‬
‭prosecuted‬‭to‬‭the‬‭fullest‬‭extent‬‭of‬‭the‬‭law.‬‭An‬‭otherwise‬‭friendly‬‭NPC‬‭may‬‭be‬‭less‬‭likely‬‭to‬‭cooperate‬‭with‬‭the‬‭party‬
‭if‬‭they‬‭recognize‬‭one‬‭of‬‭the‬‭members‬‭as‬‭a‬‭Stalker.‬

‭Warden‬

‭A‬‭Warden‬‭works‬‭for‬‭a‬‭noble,‬‭king,‬‭or‬‭wealthy‬‭land-owner,‬‭and‬‭is‬‭charged‬‭with‬‭managing‬‭and‬‭protecting‬‭a‬
t‭ract‬‭of‬‭land‬‭owned‬‭by‬‭their‬‭patron‬‭or‬‭overlord.‬‭The‬‭player‬‭keeps‬‭this‬‭patron's‬‭land‬‭free‬‭of‬‭monsters,‬‭guards‬‭against‬
‭spies‬‭and‬‭trespassers,‬‭intervenes‬‭when‬‭natural‬‭disasters‬‭occur,‬‭and‬‭sees‬‭to‬‭the‬‭welfare‬‭of‬‭the‬‭animal‬‭population.‬‭While‬
‭a‬‭Warden‬‭may‬‭operate‬‭alone,‬‭making‬‭decisions‬‭as‬‭seen‬‭fit,‬‭the‬‭character‬‭ultimately‬‭answers‬‭to‬‭a‬‭higher‬‭authority.‬
‭Areas‬‭overseen‬‭by‬‭Wardens‬‭vary‬‭in‬‭size‬‭and‬‭geography,‬‭depending‬‭on‬‭their‬‭overlords'‬‭holdings‬‭and‬‭interests.‬
‭A‬‭Warden‬‭may‬‭be‬‭in‬‭charge‬‭of‬‭a‬‭game‬‭reserve‬‭or‬‭oversee‬‭a‬‭parcel‬‭of‬‭farmland.‬‭The‬‭player‬‭may‬‭supervise‬‭a‬‭private‬
‭park,‬‭or‬‭be‬‭responsible‬‭for‬‭undeveloped‬‭property‬‭in‬‭the‬‭mountains‬‭or‬‭desert.‬‭The‬‭size‬‭of‬‭a‬‭guarded‬‭land‬‭may‬‭range‬
‭from‬‭a‬‭few‬‭square‬‭miles‬‭for‬‭Wardens‬‭just‬‭beginning‬‭their‬‭careers,‬‭to‬‭vast‬‭estates‬‭for‬‭high‬‭level‬‭Wardens.‬‭Generally,‬‭as‬
‭a‬‭Warden's‬‭experience‬‭increases,‬‭so‬‭do‬‭the‬‭boundaries‬‭of‬‭the‬‭land‬‭the‬‭player‬‭supervises.‬‭As‬‭a‬‭representative‬‭of‬‭a‬
‭greater‬‭noble,‬‭a‬‭Warden‬‭is‬‭required‬‭to‬‭deal‬‭diplomatically‬‭with‬‭a‬‭variety‬‭of‬‭people‬‭from‬‭all‬‭walks‬‭of‬‭life.‬‭Therefore,‬‭a‬
‭Warden‬‭must‬‭have‬‭a‬‭minimum‬‭charisma‬‭of‬‭12.‬‭A‬‭Warden‬‭cannot‬‭be‬‭of‬‭Chaotic‬‭alignment.‬

‭ ole‬‭:‬‭In‬‭most‬‭societies,‬‭Wardens‬‭occupy‬‭positions‬‭of‬‭modest‬‭status,‬‭comparable‬‭to‬‭those‬‭of‬‭mid-level‬‭bureaucrats‬‭or‬
R
‭well-to-do‬‭merchants.‬‭Some‬‭are‬‭members‬‭of‬‭the‬‭military,‬‭but‬‭more‬‭often,‬‭they‬‭are‬‭aides‬‭to‬‭government‬‭officials‬‭or‬
‭wealthy‬‭civilians.‬‭Wardens‬‭tend‬‭to‬‭hold‬‭the‬‭same‬‭job‬‭for‬‭life.‬
‭Wardens‬‭serve‬‭their‬‭Lord‬‭with‬‭the‬‭loyalty‬‭of‬‭a‬‭faithful‬‭soldier.‬‭They‬‭tend‬‭to‬‭be‬‭fastidious‬‭in‬‭behavior‬‭and‬
‭strictly‬‭law-abiding,‬‭which‬‭also‬‭makes‬‭them‬‭a‬‭bit‬‭inflexible.‬‭To‬‭most‬‭Wardens,‬‭rules‬‭are‬‭rules,‬‭and‬‭there's‬‭not‬‭much‬
‭middle‬‭ground.‬
‭When‬‭an‬‭adventuring‬‭party‬‭enters‬‭a‬‭Warden's‬‭guarded‬‭area,‬‭the‬‭player‬‭may‬‭agree‬‭to‬‭assist‬‭them‬‭for‬‭the‬‭sake‬
‭of‬‭expediency;‬‭the‬‭sooner‬‭the‬‭party‬‭leaves‬‭his‬‭area,‬‭the‬‭sooner‬‭things‬‭will‬‭get‬‭back‬‭to‬‭normal.‬‭Conversely,‬‭a‬‭Warden‬
‭may‬‭seek‬‭out‬‭a‬‭party‬‭to‬‭help‬‭with‬‭a‬‭particularly‬‭difficult‬‭task.‬‭For‬‭example,‬‭ridding‬‭the‬‭guarded‬‭area‬‭of‬‭destructive‬
‭creatures‬‭or‬‭locating‬‭a‬‭treatment‬‭for‬‭a‬‭crop‬‭disease.‬‭A‬‭Warden‬‭may‬‭travel‬‭anywhere‬‭in‬‭the‬‭world‬‭depending‬‭on‬‭the‬
‭circumstances;‬‭the‬‭character‬‭is‬‭not‬‭bound‬‭to‬‭remain‬‭within‬‭their‬‭protected‬‭area‬‭at‬‭all‬‭times.‬‭However,‬‭Wardens‬‭will‬
‭not‬‭undertake‬‭any‬‭adventure‬‭without‬‭direct‬‭orders‬‭from,‬‭or‬‭with‬‭the‬‭express‬‭permission‬‭of‬‭their‬‭overlord.‬
‭Other‬‭members‬‭of‬‭an‬‭adventuring‬‭party‬‭may‬‭find‬‭a‬‭Warden‬‭to‬‭be‬‭cordial‬‭but‬‭distant.‬‭A‬‭Warden's‬‭loyalties‬‭lie‬
‭primarily‬‭with‬‭an‬‭overlord,‬‭not‬‭with‬‭companions,‬‭and‬‭this‬‭can‬‭create‬‭stress‬‭for‬‭party‬‭members‬‭who‬‭insist‬‭on‬
‭comradeship.‬‭Some‬‭Wardens‬‭are‬‭also‬‭prone‬‭to‬‭homesickness;‬‭the‬‭further‬‭an‬‭expedition‬‭takes‬‭the‬‭player‬‭from‬‭the‬
‭guarded‬‭area,‬‭the‬‭more‬‭anxious‬‭and‬‭sullen‬‭the‬‭player‬‭may‬‭become.‬‭Nevertheless,‬‭a‬‭Warden's‬‭dedication‬‭and‬
‭professionalism‬‭can‬‭only‬‭enhance‬‭a‬‭party's‬‭effectiveness.‬‭Many‬‭comply‬‭unwaveringly‬‭with‬‭orders‬‭from‬‭the‬‭party‬
‭leader,‬‭offer‬‭pointed‬‭advice‬‭when‬‭needed,‬‭and‬‭fight‬‭courageously‬‭on‬‭the‬‭battlefield.‬

‭ rimary‬‭Terrain‬‭:‬‭Any,‬‭though‬‭Forest‬‭and‬‭Plains‬‭are‬‭the‬‭most‬‭common.‬‭The‬‭primary‬‭terrain‬‭should‬‭correspond‬‭to‬‭the‬
P
‭area‬‭the‬‭Warden‬‭is‬‭first‬‭assigned‬‭to‬‭supervise.‬

‭ pecies‬‭Enemy‬‭:‬‭Any,‬‭though‬‭the‬‭species‬‭enemy‬‭is‬‭often‬‭a‬‭creature‬‭that‬‭plagues‬‭the‬‭Warden's‬‭guarded‬‭land‬‭or‬
S
‭torments‬‭his‬‭overlord‬‭(in‬‭human‬‭lands,‬‭this‬‭is‬‭likely‬‭to‬‭be‬‭brigands).‬

‭Followers‬‭:‬‭Any.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Bow‬‭(any),‬‭crossbow‬‭(any),‬‭quarterstaff,‬‭pole‬‭arm‬‭(any),‬‭spear,‬‭sword‬‭(any).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Agriculture,‬‭Carpentry,‬‭Engineering,‬‭Etiquette,‬‭Falconry,‬‭Heraldry,‬‭Hunting,‬‭Languages‬
‭(Modern),‬‭Reading/Writing,‬‭Riding‬‭(Land-based),‬‭Stone‬‭Masonry.‬

‭17‬
‭Equipment‬
‭Wardens‬‭have‬‭no‬‭special‬‭armor‬‭or‬‭equipment‬‭requirements.‬‭Depending‬‭on‬‭the‬‭affluence‬‭and‬‭generosity‬‭of‬‭the‬
‭overlord,‬‭Wardens‬‭may‬‭have‬‭access‬‭to‬‭the‬‭finest‬‭equipment‬‭money‬‭can‬‭buy.‬‭As‬‭a‬‭rule,‬‭Wardens‬‭take‬‭meticulous‬‭care‬
‭of‬‭their‬‭gear,‬‭spending‬‭much‬‭of‬‭their‬‭free‬‭time‬‭honing‬‭their‬‭blades‬‭to‬‭razor-edge‬‭sharpness,‬‭and‬‭polishing‬‭their‬‭armor‬
‭until‬‭it‬‭gleams‬‭like‬‭silver.‬
‭Wardens‬‭affiliated‬‭with‬‭the‬‭government‬‭may‬‭wear‬‭elaborate‬‭uniforms‬‭emblazoned‬‭with‬‭medals,‬‭ribbons,‬‭and‬
‭other‬‭service‬‭commendations.‬

‭Special‬‭Benefits‬
‭Stipend:‬‭Wardens‬‭in‬‭good‬‭standing‬‭with‬‭their‬‭overlord‬‭receive‬‭a‬‭monthly‬‭stipend‬‭commensurate‬‭with‬‭their‬
‭responsibilities‬‭and‬‭experience.‬‭Warden‬‭salaries‬‭average‬‭30-50‬‭gold‬‭pieces‬‭per‬‭month,‬‭plus‬‭a‬‭monthly‬‭bonus‬‭of‬‭10‬
‭gold‬‭pieces‬‭times‬‭the‬‭Warden's‬‭level.‬
‭Expenses:‬‭When‬‭undertaking‬‭an‬‭expedition‬‭on‬‭behalf‬‭of‬‭their‬‭overlord,‬‭Wardens‬‭may‬‭receive‬‭a‬‭small‬‭stipend‬
‭to‬‭cover‬‭expenses.‬‭A‬‭typical‬‭stipend‬‭ranges‬‭from‬‭100-500‬‭gold‬‭pieces,‬‭depending‬‭on‬‭the‬‭length‬‭of‬‭the‬‭expedition,‬‭the‬
‭level‬‭of‬‭the‬‭Warden,‬‭and‬‭the‬‭generosity‬‭of‬‭the‬‭overlord.‬‭The‬‭Warden‬‭may‬‭spend‬‭these‬‭funds‬‭only‬‭on‬‭goods‬‭and‬
‭services‬‭directly‬‭related‬‭to‬‭the‬‭success‬‭of‬‭the‬‭expedition.‬‭In‬‭lieu‬‭of‬‭money,‬‭the‬‭Warden‬‭may‬‭receive‬‭a‬‭loan‬‭of‬‭a‬‭mount,‬
‭weapons,‬‭or‬‭equipment‬‭necessary‬‭for‬‭the‬‭undertaking.‬
‭Annual‬‭Boon:‬‭Once‬‭per‬‭year,‬‭the‬‭Warden‬‭can‬‭ask‬‭their‬‭patron‬‭for‬‭a‬‭boon.‬‭It‬‭is‬‭traditional‬‭that‬‭this‬‭be‬‭granted‬
‭insofar‬‭as‬‭the‬‭resources‬‭of‬‭the‬‭overlord‬‭(and‬‭the‬‭judgment‬‭of‬‭the‬‭DM)‬‭allow,‬‭although‬‭exceptionally‬‭greedy‬‭or‬
‭ill-considered‬‭requests‬‭will‬‭reflect‬‭badly‬‭upon‬‭the‬‭Warden.‬
‭Reaction‬‭Bonus:‬‭When‬‭representing‬‭their‬‭overlord,‬‭Wardens‬‭receive‬‭a‬‭+2‬‭bonus‬‭to‬‭reaction‬‭checks‬‭with‬‭all‬
‭Good‬‭and‬‭Neutral‬‭characters‬‭of‬‭high‬‭social‬‭status‬‭(including‬‭aristocrats,‬‭government‬‭officials,‬‭and‬‭affluent‬‭citizens),‬
‭regardless‬‭of‬‭their‬‭culture‬‭or‬‭whether‬‭the‬‭player‬‭has‬‭met‬‭them‬‭before.‬

‭Special‬‭Hindrances‬
‭Accountability:‬‭Wardens‬‭are‬‭held‬‭fully‬‭accountable‬‭for‬‭any‬‭actions‬‭that‬‭may‬‭reflect‬‭badly‬‭on‬‭their‬‭overlord.‬
‭Should‬‭the‬‭Warden‬‭break‬‭the‬‭law,‬‭insult‬‭a‬‭noble,‬‭or‬‭otherwise‬‭behave‬‭improperly,‬‭the‬‭overlord‬‭will‬‭demand‬‭an‬
‭explanation.‬‭An‬‭unsatisfactory‬‭explanation‬‭will‬‭result‬‭in‬‭a‬‭reprimand‬‭at‬‭a‬‭minimum,‬‭and‬‭termination‬‭of‬‭their‬
‭employment‬‭at‬‭maximum.‬‭When‬‭terminated‬‭a‬‭Warden‬‭is‬‭forced‬‭to‬‭abandon‬‭this‬‭kit.‬
‭If‬‭a‬‭Warden‬‭receives‬‭expenses‬‭(as‬‭detailed‬‭in‬‭Special‬‭Benefits),‬‭the‬‭player‬‭must‬‭make‬‭a‬‭full‬‭accounting‬‭of‬
‭expenditures‬‭and‬‭return‬‭any‬‭excess‬‭funds‬‭at‬‭the‬‭conclusion‬‭of‬‭the‬‭expedition.‬‭Should‬‭a‬‭discrepancy‬‭be‬‭discovered,‬
‭the‬‭Warden‬‭may‬‭be‬‭fined‬‭or‬‭imprisoned.‬
‭If‬‭the‬‭player‬‭has‬‭been‬‭given‬‭special‬‭equipment‬‭instead‬‭of,‬‭or‬‭in‬‭addition‬‭to‬‭expenses,‬‭all‬‭items‬‭must‬‭be‬
‭returned‬‭in‬‭proper‬‭condition.‬‭Otherwise,‬‭money‬‭may‬‭be‬‭deducted‬‭from‬‭the‬‭Warden's‬‭stipend‬‭to‬‭replace‬‭them,‬‭or‬‭the‬
‭overlord‬‭may‬‭confiscate‬‭an‬‭equivalent‬‭amount‬‭of‬‭the‬‭Warden's‬‭goods.‬
‭Overlord‬‭Demands:‬‭A‬‭Warden‬‭is‬‭always‬‭subject‬‭to‬‭orders‬‭from‬‭their‬‭overlord.‬‭Some‬‭orders‬‭are‬‭critical,‬
‭others‬‭trivial,‬‭but‬‭all‬‭must‬‭be‬‭followed‬‭in‬‭order‬‭for‬‭the‬‭Warden‬‭to‬‭remain‬‭in‬‭good‬‭standing.‬‭Failure‬‭to‬‭comply‬‭with‬‭an‬
‭order‬‭may‬‭result‬‭in‬‭a‬‭variety‬‭of‬‭penalties,‬‭ranging‬‭from‬‭fines‬‭to‬‭termination‬‭of‬‭employment.‬
‭A‬‭Lord‬‭may‬‭require‬‭the‬‭Warden‬‭to‬‭carry‬‭out‬‭a‬‭special‬‭order‬‭in‬‭conjunction‬‭with‬‭a‬‭primary‬‭assignment.‬
‭Alternatively,‬‭a‬‭Warden‬‭may‬‭receive‬‭burdensome‬‭duties‬‭as‬‭part‬‭of‬‭their‬‭regular‬‭job.‬‭In‬‭all‬‭cases,‬‭the‬‭DM‬‭decides‬
‭when‬‭the‬‭overlord‬‭makes‬‭a‬‭special‬‭demand,‬‭the‬‭type‬‭of‬‭demand,‬‭and‬‭the‬‭penalties‬‭for‬‭violation.‬‭Some‬‭sample‬
‭demands‬‭of‬‭a‬‭Warden:‬
‭•‬‭When‬‭an‬‭expedition‬‭takes‬‭the‬‭Warden‬‭far‬‭from‬‭home,‬‭the‬‭character‬‭must‬‭take‬‭along‬‭a‬‭young‬‭relative‬‭of‬‭the‬‭overlord‬
‭who‬‭wants‬‭to‬‭see‬‭the‬‭world.‬‭The‬‭Warden‬‭accepts‬‭responsibility‬‭for‬‭their‬‭relative's‬‭safety‬‭and‬‭behavior.‬
‭•‬‭While‬‭on‬‭an‬‭expedition‬‭to‬‭a‬‭distant‬‭land,‬‭the‬‭Warden‬‭must‬‭make‬‭contact‬‭with‬‭a‬‭long-lost‬‭friend‬‭of‬‭their‬‭overlord‬‭and‬
‭extend‬‭an‬‭invitation‬‭to‬‭visit.‬
‭•‬‭At‬‭all‬‭times‬‭and‬‭wherever‬‭the‬‭character‬‭travels,‬‭the‬‭Warden‬‭must‬‭display‬‭a‬‭banner‬‭bearing‬‭the‬‭insignia‬‭of‬‭his‬
‭overlord.‬
‭•‬‭In‬‭times‬‭of‬‭austerity‬‭for‬‭the‬‭overlord,‬‭the‬‭Warden‬‭must‬‭turn‬‭over‬‭some‬‭or‬‭all‬‭of‬‭the‬‭treasure‬‭collected‬‭on‬‭an‬
‭adventure.‬

‭Clerics‬‭(Not‬‭available‬‭to‬‭Druids‬‭of‬‭Erik)‬

‭Noble‬‭Priest‬

‭As‬‭a‬‭member‬‭of‬‭a‬‭noble‬‭family,‬‭these‬‭Priests‬‭hold‬‭opinions‬‭about‬‭the‬‭superiority‬‭of‬‭the‬‭ruling‬‭classes.‬‭They‬
a‭ lso‬‭have‬‭a‬‭taste‬‭for‬‭the‬‭finer‬‭things‬‭in‬‭life‬‭even‬‭as‬‭Priests.‬‭These‬‭characters‬‭do‬‭not‬‭abandon‬‭their‬‭love‬‭of‬‭gourmet‬
‭food,‬‭luxurious‬‭furnishings,‬‭comfort,‬‭the‬‭arts,‬‭intellectual‬‭stimulation,‬‭and‬‭so‬‭on.‬
‭The‬‭Noble‬‭Priest‬‭prefers‬‭the‬‭company‬‭of‬‭Nobles‬‭and‬‭is‬‭often‬‭appointed‬‭as‬‭an‬‭advisor‬‭to‬‭a‬‭Noble‬‭family,‬‭a‬
‭ruler,‬‭an‬‭influential‬‭local‬‭governor,‬‭etc.‬‭Noble‬‭Priests‬‭have‬‭less‬‭concern‬‭for‬‭the‬‭lives‬‭and‬‭welfare‬‭of‬‭commoners.‬

‭18‬
‭ hen‬‭pressed,‬‭any‬‭and‬‭all‬‭priestly‬‭duties‬‭will‬‭be‬‭performed‬‭for‬‭commoners,‬‭but‬‭they‬‭usually‬‭seek‬‭to‬‭avoid‬‭these‬
W
‭duties.‬‭When‬‭low-level,‬‭they'll‬‭keep‬‭away‬‭from‬‭common‬‭folk‬‭as‬‭much‬‭as‬‭possible‬‭in‬‭order‬‭to‬‭avoid‬‭these‬
‭inconveniences,‬‭and‬‭when‬‭higher-level‬‭they‬‭will‬‭try‬‭to‬‭assign‬‭a‬‭subordinate‬‭to‬‭attend‬‭to‬‭the‬‭commoners'‬‭needs.‬
‭The‬‭Noble‬‭Priest‬‭is‬‭not‬‭necessarily‬‭evil‬‭or‬‭malicious.‬‭In‬‭fact,‬‭they‬‭often‬‭adhere‬‭to‬‭a‬‭code‬‭of‬‭chivalric‬
‭behaviour‬‭similar‬‭to‬‭that‬‭of‬‭knights.‬‭But‬‭they‬‭do‬‭have‬‭strong‬‭social‬‭prejudices‬‭that‬‭can‬‭color‬‭their‬‭thinking.‬
‭Please‬‭note:‬‭A‬‭Noble‬‭can‬‭become‬‭a‬‭Priest‬‭without‬‭using‬‭the‬‭Noble‬‭Priest‬‭kit.‬‭This‬‭sort‬‭of‬‭Priest‬‭lives‬‭more‬‭frugally,‬
‭like‬‭other‬‭Priests,‬‭and‬‭does‬‭not‬‭have‬‭to‬‭have‬‭a‬‭disdain‬‭for‬‭the‬‭lower‬‭social‬‭classes;‬‭Noble‬‭Priests‬‭do‬‭not‬‭count‬‭the‬
‭latter‬‭among‬‭their‬‭ranks.‬‭There‬‭are‬‭no‬‭special‬‭requirements‬‭to‬‭be‬‭a‬‭Noble‬‭Priest.‬
‭If‬‭a‬‭Noble‬‭Priest‬‭player-character‬‭ever‬‭decides‬‭that‬‭the‬‭“noble‬‭attitudes”‬‭are‬‭wrong,‬‭which‬‭can‬‭occur‬‭in‬‭an‬
‭especially‬‭dramatic‬‭fashion‬‭if‬‭one‬‭is‬‭affected‬‭by‬‭the‬‭self-sacrifice‬‭of‬‭a‬‭commoner‬‭who‬‭has‬‭saved‬‭the‬‭Priest,‬‭or‬‭if‬‭the‬
‭character‬‭falls‬‭in‬‭love‬‭with‬‭a‬‭person‬‭of‬‭the‬‭common‬‭social‬‭classes),‬‭they‬‭may‬‭choose‬‭to‬‭abandon‬‭this‬‭kit.‬‭If‬‭this‬‭is‬
‭done,‬‭the‬‭character‬‭will‬‭be‬‭ostracized‬‭by‬‭most‬‭of‬‭the‬‭Nobles‬‭who‬‭were‬‭previously‬‭counted‬‭as‬‭friends.‬‭The‬‭DM‬‭can‬
‭have‬‭one‬‭or‬‭two‬‭more‬‭broad-minded‬‭Nobles‬‭still‬‭be‬‭friendly,‬‭and‬‭the‬‭player-characters‬‭can‬‭make‬‭up‬‭their‬‭own‬‭minds‬
‭on‬‭the‬‭subject.‬‭Nobles‬‭may‬‭even‬‭be‬‭exiled‬‭from‬‭their‬‭own‬‭family.‬‭In‬‭the‬‭event‬‭of‬‭abandonment,‬‭all‬‭other‬‭benefits‬‭and‬
‭hindrances‬‭of‬‭the‬‭kit‬‭are‬‭lost.‬

‭ ole‬‭:‬‭In‬‭the‬‭campaign,‬‭the‬‭Noble‬‭Priest‬‭is‬‭an‬‭aggravating‬‭snob‬‭(though‬‭perhaps‬‭they‬‭may‬‭not‬‭be‬‭aware‬‭of‬‭this‬
R
‭snobbery).‬‭They‬‭are‬‭a‬‭fun‬‭role‬‭to‬‭play,‬‭but‬‭the‬‭character‬‭better‬‭have‬‭some‬‭redeeming‬‭features‬‭if‬‭the‬‭other‬‭PCs‬‭are‬‭to‬
‭continue‬‭to‬‭associate‬‭with‬‭the‬‭Priest.‬‭If‬‭the‬‭Priest‬‭does‬‭have‬‭redeeming‬‭features,‬‭it's‬‭very‬‭likely‬‭that‬‭some‬‭PCs‬‭could‬
‭try‬‭to‬‭"reform"‬‭the‬‭Noble‬‭Priest‬‭to‬‭their‬‭own‬‭way‬‭of‬‭thinking.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Long‬‭sword,‬‭bastard‬‭sword,‬‭lance,‬‭flails,‬‭maces,‬‭(if‬‭permitted‬‭by‬‭the‬‭Priest's‬‭faith).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭(General)‬‭Etiquette,‬‭Heraldry,‬‭Riding‬‭(Land-Based).‬
‭Recommended:‬‭(General)‬‭Animal‬‭Training,‬‭Dancing,‬‭(Warrior,‬‭double‬‭slots‬‭unless‬‭the‬‭Priest‬‭class‬‭has‬‭a‬
‭non-weapon‬‭proficiency‬‭group‬‭crossover‬‭including‬‭the‬‭Warrior‬‭group)‬‭Gaming,‬‭Hunting,‬‭(Priest)‬‭Local‬‭History,‬
‭Musical‬‭Instrument,‬‭Reading/Writing.‬

‭Equipment‬
‭The‬‭Noble‬‭Priest‬‭may‬‭spend‬‭gold‬‭as‬‭the‬‭player‬‭chooses‬‭but‬‭has‬‭certain‬‭minimum‬‭standards‬‭that‬‭cannot‬‭be‬
‭violated.‬‭Before‬‭starting‬‭play,‬‭they‬‭must‬‭buy:‬
‭(1)‬‭A‬‭suit‬‭of‬‭armor‬‭(if‬‭permitted‬‭by‬‭the‬‭Priest-class...and,‬‭unless‬‭the‬‭class‬‭limits‬‭the‬‭player‬‭to‬‭lesser‬‭armor,‬‭armor‬‭less‬
‭protective‬‭than‬‭brigandine‬‭or‬‭scale‬‭mail‬‭cannot‬‭be‬‭bought).‬
‭(2)‬‭At‬‭least‬‭one‬‭weapon‬‭larger‬‭than‬‭a‬‭dagger‬‭(if‬‭the‬‭Priest-class‬‭permits).‬
‭(3)‬‭A‬‭horse‬‭(at‬‭least‬‭a‬‭riding‬‭horse),‬‭riding‬‭saddle,‬‭bit‬‭&‬‭bridle,‬‭horseshoes‬‭and‬‭shoeing,‬‭halter‬‭and‬‭saddle‬‭blanket.‬

‭Special‬‭Benefits‬
‭The‬‭Noble‬‭Priest‬‭starts‬‭with‬‭225‬‭gold‬‭pieces‬‭plus‬‭the‬‭standard‬‭3d6x10‬‭gold‬‭pieces.‬
‭The‬‭Noble‬‭Priest‬‭receives‬‭a‬‭+3‬‭reaction‬‭from‬‭any‬‭noble‬‭of‬‭their‬‭own‬‭culture,‬‭and‬‭a‬‭+2‬‭to‬‭reaction‬‭rolls‬‭from‬
‭nobles‬‭of‬‭other‬‭cultures.‬‭The‬‭DM‬‭can‬‭ignore‬‭this‬‭if‬‭there‬‭is‬‭cultural‬‭hatred‬‭between‬‭those‬‭people‬‭and‬‭the‬‭Priest's‬
‭culture‬‭or‬‭the‬‭Priest's‬‭god.‬
‭When‬‭traveling,‬‭shelter‬‭can‬‭be‬‭demanded‬‭from‬‭anyone‬‭in‬‭their‬‭own‬‭land;‬‭the‬‭player‬‭can‬‭demand‬‭shelter‬‭for‬
‭two‬‭people‬‭multiplied‬‭by‬‭the‬‭Priest's‬‭experience‬‭level.‬‭So‬‭at‬‭eighth‬‭level,‬‭they‬‭can‬‭demand‬‭shelter‬‭for‬‭themselves‬‭and‬
‭a‬‭retinue‬‭of‬‭fifteen‬‭more‬‭people.‬

‭Special‬‭Hindrances‬
‭Noble‬‭Priests‬‭are‬‭expected‬‭to‬‭live‬‭luxuriously.‬‭During‬‭character‬‭creation‬‭they‬‭may‬‭pay‬‭the‬‭normal‬‭price‬‭for‬
‭their‬‭high‬‭quality‬‭equipment.‬‭Thereafter,‬‭at‬‭least‬‭10%‬‭will‬‭be‬‭added‬‭to‬‭the‬‭base‬‭cost‬‭of‬‭goods,‬‭equipment,‬‭and‬
‭services‬‭they‬‭buy,‬‭to‬‭reflect‬‭their‬‭Noble‬‭tastes‬‭and‬‭requirements‬‭(this‬‭cost‬‭is‬‭not‬‭a‬‭tip.‬‭The‬‭character‬‭must‬‭purchase‬
‭better‬‭than‬‭common‬‭fare).‬‭It‬‭is‬‭a‬‭necessity‬‭for‬‭nobles‬‭to‬‭appear‬‭above‬‭their‬‭station.‬‭Therefore,‬‭the‬‭amount‬‭the‬‭player‬
‭pays,‬‭whether‬‭purchasing‬‭a‬‭sword,‬‭renting‬‭a‬‭room‬‭for‬‭the‬‭party,‬‭or‬‭any‬‭other‬‭business‬‭purchase‬‭will‬‭always‬‭be‬‭higher‬
‭than‬‭average.‬
‭If‬‭the‬‭Priest‬‭is‬‭broke‬‭and‬‭cannot‬‭spend‬‭this‬‭extra‬‭money,‬‭lesser‬‭goods‬‭can‬‭be‬‭settled‬‭for.‬‭But‬‭the‬‭other‬‭Nobles‬
‭of‬‭the‬‭culture,‬‭if‬‭they‬‭see‬‭the‬‭Priest‬‭with‬‭shabby‬‭accouterments,‬‭will‬‭mock‬‭the‬‭character,‬‭and‬‭the‬‭Noble‬‭does‬‭not‬‭get‬
‭the‬‭reaction‬‭bonus‬‭until‬‭once‬‭again‬‭all‬‭owned‬‭goods‬‭are‬‭high-quality‬‭goods.‬‭In‬‭fact,‬‭if‬‭the‬‭gear‬‭and‬‭possessions‬‭look‬
‭sufficiently‬‭shabby‬‭(DM's‬‭discretion),‬‭people‬‭may‬‭not‬‭believe‬‭the‬‭player‬‭to‬‭be‬‭of‬‭the‬‭upper‬‭class‬‭at‬‭all,‬‭and‬‭may‬
‭refuse‬‭the‬‭shelter‬‭that‬‭could‬‭ordinarily‬‭be‬‭demanded.‬
‭As‬‭they‬‭can‬‭demand‬‭shelter‬‭from‬‭others,‬‭other‬‭Noble‬‭Priests‬‭may‬‭do‬‭the‬‭same‬‭to‬‭them.‬‭This‬‭can‬‭be‬‭expensive‬
‭if‬‭they‬‭decide‬‭to‬‭stay‬‭for‬‭a‬‭while.‬
‭19‬
‭Outlaw‬‭Priest‬

‭This‬‭Priest‬‭has‬‭decided‬‭to‬‭become‬‭part‬‭of‬‭some‬‭sort‬‭of‬‭outlaw‬‭community‬‭and‬‭serve‬‭that‬‭community's‬
r‭ eligious‬‭needs.‬‭The‬‭trouble‬‭is,‬‭for‬‭the‬‭character‬‭to‬‭take‬‭this‬‭kit,‬‭this‬‭group‬‭or‬‭community‬‭must‬‭be‬‭sufficiently‬
‭outlawed‬‭that‬‭the‬‭priesthood‬‭in‬‭question‬‭does‬‭not‬‭approve‬‭of‬‭it.‬
‭Alternatively,‬‭the‬‭Priest‬‭may‬‭have‬‭decided‬‭that‬‭the‬‭god's‬‭priesthood‬‭is‬‭not‬‭serving‬‭their‬‭deity‬‭in‬‭an‬
‭appropriate‬‭way.‬‭The‬‭character‬‭will‬‭have‬‭decided‬‭to‬‭create‬‭their‬‭own‬‭priestly‬‭order‬‭dedicated‬‭to‬‭the‬‭same‬‭god.‬‭In‬‭this‬
‭case,‬‭too,‬‭the‬‭regular‬‭priesthood‬‭does‬‭not‬‭approve‬‭of‬‭the‬‭player.‬‭In‬‭either‬‭case,‬‭the‬‭Priest‬‭must‬‭believe‬‭that‬‭the‬‭god‬‭the‬
‭character‬‭serves‬‭is‬‭still‬‭being‬‭served‬‭in‬‭a‬‭fashion‬‭that‬‭the‬‭god‬‭approves‬‭of.‬‭(The‬‭DM,‬‭obviously,‬‭must‬‭agree.)‬
‭These‬‭Priests,‬‭in‬‭the‬‭pursuit‬‭of‬‭their‬‭duties,‬‭can‬‭be‬‭opposed‬‭by‬‭other‬‭Priests‬‭serving‬‭the‬‭same‬‭god.‬‭In‬
‭addition,‬‭if‬‭the‬‭player‬‭has‬‭identified‬‭themselves‬‭with‬‭an‬‭outlaw‬‭or‬‭pirate‬‭band,‬‭they‬‭will‬‭be‬‭wanted‬‭by‬‭the‬‭authorities‬
‭as‬‭a‬‭member‬‭of‬‭that‬‭band.‬
‭A‬‭Priest‬‭abandons‬‭this‬‭kit‬‭by‬‭leaving‬‭the‬‭outlaw‬‭band‬‭or‬‭opposing/disbanding‬‭the‬‭newly‬‭formed‬‭religious‬
‭order,‬‭whichever‬‭is‬‭pertinent.‬‭Additionally,‬‭by‬‭role-playing‬‭in‬‭the‬‭campaign,‬‭the‬‭player‬‭must‬‭answer‬‭all‬‭the‬‭charges‬
‭pressed‬‭against‬‭them‬‭by‬‭the‬‭authorities‬‭(the‬‭player‬‭might‬‭do‬‭this‬‭by‬‭being‬‭tried‬‭and‬‭sentenced‬‭to‬‭prison‬‭for‬‭a‬‭time,‬‭or‬
‭paying‬‭reparations,‬‭or‬‭accepting‬‭tasks‬‭of‬‭penance‬‭from‬‭their‬‭temple);‬‭if‬‭a‬‭player‬‭does‬‭not,‬‭they‬‭will‬‭continue‬‭to‬‭be‬
‭opposed‬‭by‬‭their‬‭temple‬‭and‬‭wanted‬‭by‬‭the‬‭authorities.‬
‭Priests‬‭of‬‭the‬‭gods‬‭of‬‭Law‬‭or‬‭Community‬‭may‬‭not‬‭take‬‭this‬‭kit.‬‭They‬‭can‬‭associate‬‭themselves‬‭with‬‭pirate‬‭or‬
‭outlaw‬‭bands,‬‭but‬‭there‬‭is‬‭no‬‭censure‬‭within‬‭their‬‭orders‬‭because‬‭of‬‭it.‬‭Therefore‬‭there‬‭is‬‭no‬‭disadvantage‬‭to‬
‭belonging‬‭to‬‭such‬‭a‬‭band.‬‭There‬‭are‬‭no‬‭special‬‭ability-score‬‭requirements‬‭to‬‭play‬‭this‬‭kit.‬

‭ ole‬‭:‬‭This‬‭sort‬‭of‬‭Priest‬‭has‬‭one‬‭of‬‭two‬‭roles,‬‭depending‬‭on‬‭the‬‭situation.‬
R
‭(1)‬‭In‬‭the‬‭first‬‭situation‬‭mentioned‬‭above,‬‭the‬‭Priest‬‭has‬‭joined‬‭an‬‭outlaw‬‭or‬‭pirate‬‭band.‬‭In‬‭the‬‭campaign,‬‭then,‬‭the‬
‭character‬‭is‬‭a‬‭rogue‬‭Priest‬‭who‬‭has‬‭decided‬‭that‬‭the‬‭band‬‭deserves‬‭some‬‭priestly‬‭guidance.‬‭This‬‭is‬‭more‬‭pertinent‬
‭than‬‭the‬‭demands‬‭of‬‭the‬‭priestly‬‭order.‬‭The‬‭Priest‬‭either‬‭agrees‬‭with‬‭the‬‭band's‬‭outlaw‬‭activities‬‭or‬‭ignores‬‭them;‬‭the‬
‭character’s‬‭concern‬‭is‬‭that‬‭they‬‭receive‬‭the‬‭blessings‬‭of‬‭their‬‭god.‬‭Perhaps,‬‭too,‬‭the‬‭player‬‭thinks‬‭that‬‭they'll‬‭be‬‭a‬
‭more‬‭ethical‬‭group‬‭with‬‭a‬‭Priest‬‭around;‬‭the‬‭player‬‭may‬‭be‬‭present‬‭to‬‭keep‬‭them‬‭from‬‭performing‬‭acts‬‭of‬‭brutality‬‭or‬
‭rapine,‬‭which‬‭they‬‭might‬‭undertake‬‭were‬‭the‬‭Priest‬‭not‬‭present.‬
‭(2)‬‭In‬‭the‬‭second‬‭situation‬‭mentioned‬‭above,‬‭the‬‭Priest‬‭is‬‭a‬‭rogue‬‭visionary‬‭who‬‭thinks‬‭that‬‭the‬‭character‬‭must‬‭serve‬
‭their‬‭god‬‭in‬‭a‬‭way‬‭not‬‭approved‬‭of‬‭by‬‭the‬‭normal‬‭priesthood.‬‭This‬‭character‬‭is‬‭probably‬‭someone‬‭who‬‭has‬‭been‬
‭through‬‭the‬‭temple's‬‭normal‬‭priestly‬‭training.‬‭They‬‭decided‬‭that‬‭there‬‭was‬‭something‬‭wrong‬‭or‬‭lacking‬‭in‬‭it,‬‭and‬‭set‬
‭out‬‭to‬‭establish‬‭their‬‭own‬‭order.‬‭A‬‭classic‬‭example‬‭of‬‭this‬‭is‬‭the‬‭situation‬‭where‬‭a‬‭priesthood‬‭has‬‭become‬‭corrupt‬‭and‬
‭lazy,‬‭and‬‭a‬‭reformed‬‭Priest‬‭has‬‭appeared‬‭to‬‭try‬‭to‬‭return‬‭the‬‭worship‬‭of‬‭the‬‭god‬‭to‬‭its‬‭former‬‭honorable‬‭state;‬‭the‬
‭corrupt‬‭Priests‬‭naturally‬‭wish‬‭to‬‭maintain‬‭the‬‭status‬‭quo.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭None.‬‭Recommended:‬‭If‬‭a‬‭Pirate:‬‭cutlass,‬‭belaying‬‭pin,‬‭bill.‬‭If‬‭an‬‭Outlaw:‬‭weapon‬‭choices‬
‭appropriate‬‭for‬‭the‬‭outlaw‬‭band.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus‬‭(Pirate‬‭Priest‬‭&‬‭Outlaw‬‭Priest):‬‭Reading/Writing‬‭(for‬‭mapmaking).‬
‭Recommended‬‭(Pirate‬‭Priest):‬‭Pirate's‬‭Bonus‬‭Proficiencies:‬‭(General)‬‭Rope‬‭Use,‬‭Seamanship,‬‭Swimming,‬
‭Weather‬‭Sense,‬‭(Warrior,‬‭double‬‭slots‬‭unless‬‭Priest-class‬‭dictates‬‭otherwise)‬‭Navigation,‬‭(Priest)‬‭Engineering‬‭(for‬
‭shipbuilding),‬‭Reading/Writing‬‭(for‬‭mapmaking),‬‭(Rogue,‬‭double‬‭slots‬‭unless‬‭Priest-class‬‭dictates‬‭something‬
‭different)‬‭Appraising,‬‭Set‬‭Snares‬‭(in‬‭association‬‭with‬‭Rope‬‭Use‬‭skill),‬‭Tightrope‬‭Walking,‬‭Tumbling,‬‭(Wizard,‬
‭double‬‭slots‬‭unless‬‭priest-class‬‭indicates‬‭differently),‬‭Engineering‬‭(for‬‭shipbuilding).‬
‭Recommended‬‭(Outlaw‬‭Priest):‬‭(General)‬‭Direction‬‭Sense,‬‭Fire-Building,‬‭Riding‬‭(Land-Based),‬‭(Warrior,‬
‭double‬‭slots‬‭unless‬‭Priest-class‬‭dictates‬‭otherwise)‬‭Animal‬‭Lore,‬‭Bowyer/Fletcher,‬‭Endurance,‬‭Hunting,‬‭Running,‬‭Set‬
‭Snares,‬‭Survival,‬‭Tracking,‬‭(Priest)‬‭Healing,‬‭Herbalism,‬‭Local‬‭History,‬‭(Rogue,‬‭double‬‭slots‬‭unless‬‭Priest-class‬
‭dictates‬‭otherwise)‬‭Disguise.‬

‭Equipment‬
‭No‬‭restrictions.‬‭Within‬‭the‬‭context‬‭of‬‭the‬‭campaign,‬‭if‬‭this‬‭is‬‭a‬‭pirate‬‭or‬‭outlaw‬‭band,‬‭it's‬‭a‬‭dumb‬‭idea‬‭to‬‭wear‬
‭metal‬‭armor‬‭(banded,‬‭brigandine,‬‭bronze‬‭plate,‬‭chain,‬‭field‬‭plate,‬‭full‬‭plate,‬‭plate‬‭mail,‬‭and‬‭ring‬‭mail).‬‭Metal‬‭armor‬
‭drags‬‭pirates‬‭down‬‭to‬‭their‬‭deaths‬‭when‬‭they‬‭fall‬‭overboard,‬‭and‬‭it's‬‭noisy‬‭when‬‭worn‬‭by‬‭outlaws‬‭trying‬‭to‬‭ambush‬
‭their‬‭prey.‬‭But‬‭this‬‭is‬‭just‬‭a‬‭factor‬‭the‬‭DM‬‭needs‬‭to‬‭remember,‬‭not‬‭a‬‭restriction‬‭on‬‭the‬‭kit.‬

‭Special‬‭Benefits‬
‭The‬‭main‬‭benefit‬‭of‬‭this‬‭kit‬‭is‬‭that‬‭the‬‭Priest‬‭does‬‭not‬‭have‬‭any‬‭superiors,‬‭and‬‭takes‬‭orders‬‭from‬‭no‬‭superior‬
‭religious‬‭authority‬‭(unless‬‭their‬‭deity‬‭chooses‬‭to‬‭issue‬‭some).‬
‭20‬
‭Special‬‭Hindrances‬
‭Outlaw‬‭Priests‬‭can‬‭be‬‭opposed‬‭by‬‭the‬‭normal‬‭priestly‬‭order‬‭serving‬‭their‬‭god.‬‭When‬‭they‬‭hear‬‭of‬‭the‬‭players'‬
‭plans,‬‭they‬‭try‬‭to‬‭thwart‬‭them,‬‭by‬‭breaking‬‭up‬‭religious‬‭meetings,‬‭disrupting‬‭the‬‭building‬‭of‬‭a‬‭player's‬‭temple,‬‭etc.‬
‭This‬‭Priest‬‭never‬‭gets‬‭to‬‭build‬‭a‬‭temple‬‭at‬‭cut-rate‬‭prices.‬‭They‬‭must‬‭always‬‭spend‬‭the‬‭entire‬‭amount‬‭on‬‭their‬‭temple.‬
‭If‬‭the‬‭player‬‭abandons‬‭this‬‭kit,‬‭the‬‭regular‬‭priesthood‬‭may‬‭accept‬‭the‬‭player's‬‭temple‬‭as‬‭one‬‭of‬‭the‬‭priesthood.‬
‭However,‬‭it‬‭will‬‭not‬‭recompense‬‭the‬‭player‬‭with‬‭half‬‭the‬‭amount‬‭of‬‭money‬‭it‬‭took‬‭to‬‭build‬‭it.‬‭If‬‭the‬‭Outlaw‬‭Priest‬‭is‬
‭part‬‭of‬‭an‬‭outlaw‬‭or‬‭pirate‬‭band,‬‭the‬‭player‬‭is‬‭sought‬‭by‬‭the‬‭same‬‭authorities‬‭that‬‭seek‬‭that‬‭band.‬‭The‬‭player‬‭will‬‭pay‬
‭the‬‭same‬‭penalties‬‭under‬‭the‬‭law‬‭as‬‭they‬‭do‬‭if‬‭the‬‭player‬‭is‬‭caught.‬‭No‬‭more‬‭than‬‭75‬‭gp‬‭of‬‭starting‬‭money‬‭may‬‭be‬
‭spent‬‭on‬‭goods‬‭other‬‭than‬‭weapons.‬

‭Peasant‬‭Priest‬

‭ easant‬‭Priests‬‭are‬‭the‬‭antithesis‬‭of‬‭the‬‭Noble‬‭Priest‬‭above.‬‭They‬‭are‬‭champions‬‭of‬‭the‬‭common‬‭folks,‬‭and‬
P
‭prefer‬‭serving‬‭the‬‭commoner‬‭to‬‭any‬‭association‬‭with‬‭nobles.‬‭The‬‭character‬‭has‬‭taken‬‭a‬‭vow‬‭of‬‭poverty;‬‭Peasant‬
‭Priests‬‭believe‬‭they‬‭should‬‭sacrifice‬‭worldly‬‭goods‬‭to‬‭the‬‭glory‬‭of‬‭their‬‭deity.‬
‭Note‬‭that‬‭the‬‭Peasant‬‭Priest‬‭need‬‭not‬‭have‬‭been‬‭born‬‭a‬‭peasant;‬‭the‬‭character‬‭could‬‭have‬‭been‬‭born‬‭a‬‭Noble‬
‭and‬‭later‬‭abandoned‬‭that‬‭lifestyle‬‭and‬‭the‬‭privileges‬‭of‬‭the‬‭upper‬‭class.‬‭Priests‬‭of‬‭the‬‭following‬‭gods,‬‭forces,‬‭and‬
‭philosophies‬‭may‬‭not‬‭take‬‭this‬‭kit:‬‭Evil,‬‭Good,‬‭Prosperity.‬
‭There‬‭are‬‭no‬‭ability-score‬‭requirements‬‭to‬‭be‬‭a‬‭Peasant‬‭Priest.‬

‭ ole‬‭:‬‭Peasant‬‭Priests‬‭devote‬‭themselves‬‭to‬‭the‬‭needs‬‭of‬‭the‬‭common‬‭people‬‭during‬‭the‬‭campaign.‬‭If‬‭part‬‭of‬‭an‬
R
‭adventuring‬‭party,‬‭the‬‭player‬‭won't‬‭support‬‭any‬‭plans‬‭that‬‭endanger‬‭or‬‭exploit‬‭the‬‭peasants‬‭or‬‭serfs,‬‭and‬‭will‬‭try‬‭to‬
‭recommend‬‭plans‬‭that‬‭advantage‬‭them.‬‭For‬‭example,‬‭if‬‭the‬‭party‬‭wants‬‭to‬‭use‬‭the‬‭locals‬‭to‬‭help‬‭lure‬‭the‬‭dragon‬‭out‬‭of‬
‭its‬‭cave,‬‭so‬‭that‬‭the‬‭locals‬‭will‬‭be‬‭the‬‭first‬‭ones‬‭flamed‬‭and‬‭eaten,‬‭the‬‭Priest‬‭will‬‭object.‬‭But‬‭if‬‭the‬‭locals‬‭are‬‭to‬‭be‬
‭along‬‭as‬‭support‬‭troops,‬‭and‬‭have‬‭information‬‭and‬‭chances‬‭of‬‭success‬‭and‬‭survival‬‭at‬‭least‬‭equal‬‭to‬‭the‬
‭player-characters',‬‭the‬‭Priest‬‭won't‬‭have‬‭any‬‭such‬‭objection.‬‭The‬‭Priest‬‭will‬‭insist‬‭that‬‭treasures‬‭be‬‭shared‬‭with‬‭the‬
‭locals‬‭of‬‭the‬‭area‬‭where‬‭the‬‭treasure‬‭was‬‭found.‬‭(Assuming‬‭that‬‭the‬‭treasure‬‭is‬‭split‬‭into‬‭even‬‭shares‬‭among‬‭party‬
‭members,‬‭the‬‭player‬‭will‬‭insist‬‭that‬‭the‬‭local‬‭peasant‬‭community‬‭receive‬‭two‬‭shares,‬‭for‬‭example.)‬
‭In‬‭a‬‭greedy‬‭or‬‭tight-fisted‬‭party,‬‭the‬‭party‬‭might‬‭refuse‬‭the‬‭aforementioned‬‭requests,‬‭which‬‭doesn't‬‭mean‬‭the‬
‭Priest‬‭has‬‭to‬‭attack‬‭them‬‭or‬‭steal‬‭from‬‭them,‬‭but‬‭this‬‭will‬‭inevitably‬‭result‬‭in‬‭the‬‭Priest‬‭becoming‬‭disillusioned‬‭with‬
‭the‬‭party.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭player‬‭may‬‭choose‬‭the‬‭character's‬‭weapon‬‭proficiencies,‬‭subject‬‭to‬‭the‬‭limitations‬‭of‬‭the‬‭Priest's‬‭actual‬
‭Priest‬‭class.‬‭The‬‭DM‬‭may‬‭insist‬‭that‬‭the‬‭character‬‭start‬‭out‬‭the‬‭campaign‬‭only‬‭with‬‭proficiencies‬‭appropriate‬‭to‬‭a‬
‭peasant,‬‭such‬‭as‬‭short‬‭sword,‬‭spear,‬‭bow,‬‭footman's‬‭weapons‬‭and‬‭the‬‭like;‬‭long‬‭swords‬‭(and‬‭larger‬‭blades),‬
‭horseman's‬‭weapons,‬‭exotic‬‭polearms,‬‭lances,‬‭tridents‬‭and‬‭the‬‭like‬‭are‬‭not.‬‭This‬‭should‬‭only‬‭be‬‭a‬‭restriction‬‭when‬‭the‬
‭character‬‭is‬‭first‬‭created;‬‭afterwards,‬‭the‬‭character‬‭can‬‭learn‬‭any‬‭weapon‬‭the‬‭Priest‬‭class‬‭allows.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Agriculture‬‭or‬‭Fishing‬‭(player‬‭choice),‬‭Weather‬‭Sense‬‭or‬‭Animal‬‭Lore‬‭(player‬‭choice).‬
‭Recommended:‬‭Any‬‭general‬‭proficiency.‬

‭Equipment‬
‭The‬‭Peasant‬‭Priest‬‭has‬‭restrictions‬‭on‬‭how‬‭money‬‭is‬‭spent.‬‭Other‬‭than‬‭weapons,‬‭with‬‭which‬‭the‬‭player‬‭has‬‭no‬
‭monetary‬‭limitations,‬‭the‬‭Priest‬‭may‬‭own‬‭only‬‭one‬‭object‬‭worth‬‭as‬‭much‬‭as‬‭15‬‭gp.‬‭However,‬‭other‬‭than‬‭that‬‭object,‬
‭the‬‭character‬‭may‬‭not‬‭possess‬‭anything‬‭worth‬‭more‬‭than‬‭10‬‭gp.‬‭The‬‭character‬‭may‬‭never‬‭own‬‭more‬‭than‬‭75‬‭gp‬‭worth‬
‭of‬‭(non-weapon)‬‭property‬‭at‬‭any‬‭one‬‭time.‬‭If‬‭the‬‭player‬‭receives‬‭money‬‭or‬‭gifts‬‭which‬‭put‬‭the‬‭Priest’s‬‭owned‬‭wealth‬
‭above‬‭that‬‭limit,‬‭the‬‭character‬‭must‬‭give‬‭away‬‭possessions‬‭until‬‭the‬‭character‬‭is‬‭within‬‭the‬‭75‬‭gp‬‭limitation.‬

‭Special‬‭Benefits‬
‭If‬‭a‬‭Peasant‬‭Priest‬‭is‬‭in‬‭their‬‭own‬‭community,‬‭people‬‭will‬‭shelter‬‭the‬‭character‬‭even‬‭from‬‭the‬‭land's‬
‭legitimate‬‭authorities.‬‭Among‬‭peasants‬‭in‬‭other‬‭communities,‬‭the‬‭Priest‬‭cannot‬‭count‬‭on‬‭this‬‭benefit,‬‭but‬‭still‬‭receives‬
‭a‬‭+2‬‭reaction‬‭adjustment‬‭from‬‭all‬‭peasants.‬

‭Special‬‭Hindrances‬
‭The‬‭Peasant‬‭Priest’s‬‭most‬‭significant‬‭limitation‬‭is‬‭described‬‭above‬‭under‬‭"Equipment."‬

‭21‬
‭Scholar‬‭Priest‬

‭This‬‭character‬‭is‬‭a‬‭researcher‬‭who‬‭is‬‭most‬‭at‬‭home‬‭poring‬‭over‬‭books,‬‭scrolls,‬‭papyri,‬‭clay‬‭tablets‬‭and‬‭other‬
‭ ld‬‭writings.‬‭Though‬‭not‬‭forbidden‬‭from‬‭fighting,‬‭Scholar‬‭Priests‬‭are‬‭more‬‭likely‬‭to‬‭try‬‭to‬‭straighten‬‭out‬‭a‬‭difficult‬
o
‭situation‬‭with‬‭reason,‬‭personal‬‭charisma,‬‭or‬‭even‬‭trickery‬‭than‬‭with‬‭a‬‭weapon.‬‭Their‬‭lives‬‭are‬‭dedicated‬‭to‬‭the‬
‭assimilation‬‭of‬‭knowledge‬‭(and,‬‭usually,‬‭the‬‭transmission‬‭of‬‭that‬‭knowledge‬‭to‬‭new‬‭generations).‬
‭A‬‭Scholar‬‭Priest‬‭must‬‭have‬‭an‬‭intelligence‬‭ability‬‭score‬‭of‬‭13‬‭or‬‭better.‬‭This‬‭kit‬‭cannot‬‭be‬‭abandoned.‬‭A‬
‭scholar‬‭can‬‭break‬‭off‬‭correspondence‬‭with‬‭other‬‭scholars,‬‭can‬‭choose‬‭not‬‭to‬‭teach,‬‭can‬‭decide‬‭not‬‭to‬‭do‬‭any‬‭studying‬
‭or‬‭writing‬‭for‬‭as‬‭long‬‭as‬‭the‬‭player‬‭likes,‬‭but‬‭can‬‭always‬‭re-enter‬‭the‬‭academic‬‭world.‬
‭Priests‬‭of‬‭the‬‭following‬‭gods,‬‭forces‬‭and‬‭philosophies‬‭cannot‬‭take‬‭this‬‭kit:‬‭Competition,‬‭Fertility,‬
‭Life-Death-Rebirth‬‭Cycle,‬‭Strength,‬‭and‬‭War.‬‭Priests‬‭of‬‭the‬‭following‬‭types‬‭are‬‭most‬‭appropriate‬‭for‬‭this‬‭kit:‬‭Arts,‬
‭Crafts,‬‭Culture,‬‭Divinity‬‭of‬‭Humankind,‬‭Literature/Poetry,‬‭Music/Dance,‬‭and‬‭Wisdom.‬

‭ ole‬‭:‬‭In‬‭the‬‭campaign,‬‭this‬‭Priest‬‭is‬‭motivated‬‭by‬‭a‬‭desire‬‭for‬‭knowledge.‬‭The‬‭player‬‭will‬‭often‬‭be‬‭tempted‬‭by‬
R
‭adventures‬‭where‬‭it's‬‭likely‬‭the‬‭character‬‭will‬‭be‬‭able‬‭to‬‭learn‬‭something.‬‭If‬‭an‬‭adventuring‬‭party‬‭is‬‭traveling‬‭to‬‭a‬‭ruin‬
‭where‬‭a‬‭famous‬‭library‬‭once‬‭stood,‬‭the‬‭player‬‭will‬‭eagerly‬‭join‬‭in‬‭the‬‭faint‬‭hope‬‭that‬‭some‬‭scrap‬‭of‬‭that‬‭library‬‭still‬
‭survives.‬‭The‬‭player‬‭will‬‭be‬‭part‬‭of‬‭expeditions‬‭to‬‭visit‬‭famous‬‭sites‬‭or‬‭ancient‬‭beings‬‭who‬‭might‬‭tell‬‭stories‬‭of‬‭the‬
‭past‬‭or‬‭solve‬‭old‬‭mysteries.‬‭A‬‭Scholar‬‭Priest‬‭may‬‭participate‬‭in‬‭an‬‭adventure‬‭simply‬‭to‬‭record‬‭the‬‭events‬‭and‬‭preserve‬
‭them‬‭in‬‭history.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭None.‬
‭Recommended:‬‭suitable‬‭to‬‭the‬‭Priest's‬‭actual‬‭Priest-class.‬‭Note:‬‭See‬‭"Special‬‭Benefits,"‬‭below.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiency:‬‭Reading/Writing.‬
‭Recommended:‬‭(General)‬‭Artistic‬‭Ability,‬‭Etiquette,‬‭Heraldry,‬‭Languages‬‭(Modern),‬‭(Priest)‬‭Ancient‬
‭History,‬‭Astrology,‬‭Languages‬‭(Ancient),‬‭Local‬‭History.‬

‭Equipment‬
‭The‬‭Scholar‬‭Priest‬‭must‬‭always‬‭have‬‭writing‬‭material,‬‭quill‬‭and‬‭ink‬‭on‬‭hand.‬‭When‬‭they‬‭are‬‭lost,‬‭the‬‭player‬
‭must‬‭recover‬‭them‬‭or‬‭replace‬‭them‬‭as‬‭soon‬‭as‬‭possible,‬‭and‬‭in‬‭the‬‭meantime,‬‭record‬‭their‬‭experiences‬‭in‬‭whatever‬
‭manner‬‭they‬‭can.‬‭Other‬‭than‬‭that,‬‭this‬‭kit‬‭makes‬‭no‬‭demands‬‭on‬‭the‬‭way‬‭the‬‭player‬‭spends‬‭money.‬

‭Special‬‭Benefits‬
‭Scholar‬‭Priests‬‭can‬‭"spend"‬‭any‬‭of‬‭their‬‭Weapon‬‭Proficiency‬‭slots‬‭on‬‭non-weapon‬‭proficiencies‬‭instead.‬‭The‬
‭player‬‭doesn't‬‭have‬‭to,‬‭and‬‭can‬‭adhere‬‭to‬‭the‬‭normal‬‭pattern‬‭of‬‭proficiency‬‭choice‬‭that‬‭is‬‭appropriate‬‭for‬‭the‬‭particular‬
‭priest‬‭class.‬‭However,‬‭it‬‭is‬‭possible‬‭to‬‭turn‬‭Weapon‬‭Proficiency‬‭slots‬‭into‬‭non-weapon‬‭proficiency‬‭slots,‬‭resulting‬‭in‬‭a‬
‭very‬‭skilled‬‭character.‬
‭Also,‬‭the‬‭Scholar‬‭Priest‬‭receives‬‭a‬‭+3‬‭reaction‬‭bonus‬‭from‬‭other‬‭scholars,‬‭admirers‬‭of‬‭scholastic‬‭concerns,‬
‭writers,‬‭journalists,‬‭and‬‭people‬‭who‬‭imagine‬‭that‬‭they‬‭are‬‭scholars.‬‭Because‬‭of‬‭this,‬‭when‬‭the‬‭party‬‭thinks‬‭it‬‭is‬‭in‬‭a‬
‭situation‬‭when‬‭no‬‭one‬‭is‬‭willing‬‭to‬‭help,‬‭it‬‭may‬‭turn‬‭out‬‭that‬‭the‬‭mousy‬‭clerk,‬‭antagonistic‬‭king‬‭or‬‭homely‬‭witch‬‭they‬
‭met‬‭is‬‭an‬‭admirer‬‭of‬‭or‬‭even‬‭a‬‭correspondent‬‭with‬‭the‬‭Scholar‬‭Priest‬‭and‬‭will‬‭help‬‭them.‬

‭Special‬‭Hindrances‬
‭Many‬‭scholars‬‭are‬‭egotistical,‬‭and‬‭debates‬‭between‬‭scholars‬‭can‬‭become‬‭very‬‭heated‬‭and‬‭personal.‬
‭Whenever‬‭the‬‭DM‬‭rolls‬‭a‬‭reaction‬‭check‬‭for‬‭another‬‭scholar,‬‭the‬‭DM‬‭first‬‭rolls‬‭1d6.‬‭On‬‭a‬‭1,‬‭the‬‭player-character‬
‭scholar‬‭gets‬‭a‬‭-6‬‭reaction‬‭adjustment‬‭instead‬‭of‬‭a‬‭+3,‬‭because‬‭at‬‭some‬‭time‬‭in‬‭the‬‭past‬‭(or‬‭even‬‭the‬‭present)‬‭the‬‭player‬
‭argued‬‭or‬‭disagreed‬‭with‬‭this‬‭scholar's‬‭pet‬‭opinion‬‭and‬‭offended‬‭this‬‭scholar‬‭completely.‬

‭Druids‬‭of‬‭Erik‬‭(Only‬‭available‬‭to‬‭Druids‬‭of‬‭Erik)‬

‭Adviser‬

‭Advisers‬‭act‬‭as‬‭or‬‭work‬‭to‬‭become‬‭an‬‭Adviser‬‭to‬‭a‬‭ruler,‬‭perhaps‬‭a‬‭local‬‭knight‬‭or‬‭a‬‭High‬‭King.‬‭An‬‭Adviser‬
t‭ries‬‭to‬‭be‬‭indispensable‬‭to‬‭a‬‭Regent.‬‭The‬‭Druids‬‭of‬‭Erik’s‬‭well-known‬‭neutrality‬‭makes‬‭a‬‭ruler‬‭perceive‬‭the‬‭Adviser's‬
‭advice‬‭as‬‭nonpartisan‬‭while‬‭the‬‭Druid’s‬‭high‬‭charisma‬‭almost‬‭guarantees‬‭that‬‭the‬‭patron‬‭listens‬‭to‬‭the‬‭character’s‬
‭counsel.‬‭At‬‭the‬‭same‬‭time,‬‭these‬‭Druids‬‭may‬‭subtly‬‭manipulate‬‭their‬‭masters‬‭to‬‭serve‬‭their‬‭own‬‭ends.‬
‭In‬‭addition‬‭to‬‭the‬‭standard‬‭requirement‬‭for‬‭a‬‭Druid‬‭of‬‭Erik,‬‭Advisers‬‭must‬‭have‬‭a‬‭minimum‬‭Charisma‬‭of‬‭13.‬

‭22‬
‭ ole‬‭:‬‭As‬‭an‬‭Adviser,‬‭the‬‭character‬‭rarely‬‭speaks‬‭unless‬‭it‬‭is‬‭something‬‭significant,‬‭and‬‭always‬‭thinks‬‭carefully‬‭before‬
R
‭saying‬‭it.‬‭While‬‭not‬‭a‬‭fixture‬‭at‬‭a‬‭ruler’s‬‭court,‬‭an‬‭Adviser‬‭keeps‬‭an‬‭eye‬‭on‬‭things‬‭from‬‭a‬‭distance,‬‭often‬‭using‬
‭animals‬‭to‬‭observe‬‭the‬‭ruler.‬‭They‬‭tend‬‭to‬‭pop‬‭up‬‭when‬‭most‬‭needed‬‭or‬‭least‬‭expected,‬‭stay‬‭for‬‭a‬‭day‬‭or‬‭a‬‭month,‬‭then‬
‭vanish‬‭into‬‭the‬‭wilds.‬
‭Always‬‭hungry‬‭for‬‭information,‬‭an‬‭Adviser‬‭roams‬‭the‬‭land‬‭disguised‬‭as‬‭a‬‭common‬‭traveler,‬‭listening‬‭to‬‭the‬
‭gossip‬‭of‬‭peasants,‬‭traders,‬‭and‬‭innkeepers‬‭to‬‭better‬‭serve‬‭personal‬‭interests‬‭and‬‭those‬‭of‬‭the‬‭ruler.‬
‭As‬‭a‬‭PC,‬‭carefully‬‭consider‬‭the‬‭purpose‬‭and‬‭long-term‬‭ramifications‬‭of‬‭each‬‭adventure‬‭and‬‭insist‬‭on‬‭careful‬
‭preparation‬‭and‬‭information‬‭gathering‬‭before‬‭taking‬‭action.‬

‭Weapon‬‭Proficiencies‬
‭Recommended-staff‬
‭.‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭etiquette.‬
‭Recommended:‬‭(general)‬‭Heraldry,‬‭Weather‬‭Sense;‬‭(Priest)‬‭Healing,‬‭Local‬‭History,‬‭Spellcraft;‬‭(Rogue,‬
‭double‬‭slot)‬‭Reading‬‭Lips;‬‭(Rogue,‬‭one‬‭slot,‬‭per‬‭”Special‬‭Benefits”)‬‭Disguise.‬

‭Equipment‬
‭The‬‭Adviser‬‭need‬‭not‬‭spend‬‭all‬‭starting‬‭money‬‭on‬‭equipment,‬‭and‬‭can‬‭retain‬‭any‬‭leftover‬‭coinage.‬

‭Special‬‭Benefits‬
‭An‬‭Adviser‬‭can‬‭purchase‬‭the‬‭Rogue’s‬‭disguise‬‭proficiency‬‭with‬‭no‬‭crossover‬‭penalty,‬‭stays‬‭for‬‭free‬‭at‬‭the‬
‭ruler’s‬‭stronghold‬‭(no‬‭cost‬‭of‬‭living),‬‭and‬‭has‬‭the‬‭ear‬‭of‬‭the‬‭ruler.‬
‭The‬‭DM‬‭should‬‭establish‬‭an‬‭NPC‬‭ruler‬‭for‬‭the‬‭Priest‬‭to‬‭give‬‭advice‬‭to.‬‭Help‬‭the‬‭DM‬‭develop‬‭a‬‭reason‬‭why‬
‭the‬‭ruler‬‭trusts‬‭the‬‭PC,‬‭beyond‬‭the‬‭character's‬‭druidic‬‭background.‬‭Perhaps‬‭the‬‭Adviser‬‭is‬‭a‬‭relative‬‭(a‬‭cousin‬‭or‬
‭younger‬‭sibling‬‭who‬‭failed‬‭to‬‭inherit‬‭and‬‭so‬‭became‬‭a‬‭Druid‬‭of‬‭Erik),‬‭or‬‭the‬‭apprentice‬‭of‬‭a‬‭recently‬‭deceased‬‭older‬
‭Druid‬‭of‬‭Erik‬‭who‬‭used‬‭to‬‭tutor‬‭the‬‭ruler.‬
‭For‬‭play‬‭balance,‬‭the‬‭DM‬‭could‬‭place‬‭a‬‭1st-level‬‭player‬‭character‬‭as‬‭only‬‭one‬‭of‬‭several‬‭counselors‬‭to‬‭a‬‭lord‬
‭of‬‭a‬‭small‬‭domain,‬‭perhaps‬‭a‬‭knightly‬‭manor‬‭or‬‭a‬‭barony.‬‭If‬‭the‬‭player‬‭really‬‭wants‬‭to‬‭role-play‬‭an‬‭adviser‬‭to‬‭a‬
‭Regent,‬‭it‬‭will‬‭be‬‭an‬‭exiled‬‭Regent‬‭trying‬‭to‬‭regain‬‭a‬‭domain.‬‭It’s‬‭up‬‭to‬‭the‬‭PC‬‭to‬‭increase‬‭the‬‭Regent’s‬‭influence.‬

‭Special‬‭Hindrances‬
‭People‬‭in‬‭the‬‭ruler’s‬‭domain‬‭(and‬‭immediate‬‭surroundings)‬‭recognize‬‭an‬‭Adviser‬‭as‬‭the‬‭court‬‭Druid.‬‭If‬‭the‬
‭Druid‬‭is‬‭known‬‭for‬‭giving‬‭wise‬‭advice‬‭or‬‭if‬‭the‬‭ruler‬‭is‬‭known‬‭to‬‭favor‬‭the‬‭Druid,‬‭people‬‭will‬‭ask‬‭the‬‭player‬‭to‬
‭intercede‬‭for‬‭them.‬‭In‬‭addition,‬‭the‬‭Druid‬‭may‬‭become‬‭a‬‭target‬‭for‬‭the‬‭Lord's‬‭enemies‬‭or‬‭jealous‬‭rival‬‭courtiers.‬
‭On‬‭the‬‭other‬‭hand,‬‭if‬‭an‬‭Adviser‬‭fails‬‭to‬‭please‬‭a‬‭master,‬‭this‬‭will‬‭likely‬‭bring‬‭disfavor‬‭at‬‭the‬‭Court.‬‭The‬
‭character‬‭then‬‭would‬‭suffer‬‭a‬‭-2‬‭penalty‬‭to‬‭reactions‬‭from‬‭the‬‭ruler,‬‭the‬‭ruler’s‬‭court,‬‭and‬‭possibly‬‭the‬‭entire‬‭region.‬
‭Depending‬‭on‬‭the‬‭ruler’s‬‭temper,‬‭an‬‭Adviser‬‭who‬‭has‬‭fallen‬‭into‬‭disfavor‬‭may‬‭face‬‭exile‬‭or‬‭something‬‭worse‬‭until‬
‭making‬‭amends.‬

‭Guardian‬

‭Some‬‭Druids‬‭of‬‭Erik‬‭establish‬‭themselves‬‭as‬‭Guardians‬‭of‬‭a‬‭particular‬‭place.‬‭The‬‭habitat‬‭of‬‭an‬‭endangered‬
s‭ pecies,‬‭a‬‭stand‬‭of‬‭ancient‬‭trees,‬‭the‬‭lair‬‭of‬‭a‬‭woodland‬‭being,‬‭or‬‭a‬‭sacred‬‭grove.‬‭Often‬‭the‬‭Druid‬‭watches‬‭over‬‭a‬
‭sacred‬‭grove‬‭with‬‭magical‬‭powers‬‭that‬‭others‬‭try‬‭to‬‭exploit‬‭for‬‭selfish‬‭or‬‭evil‬‭purposes.‬
‭The‬‭DM‬‭should‬‭decide‬‭the‬‭extent‬‭of‬‭the‬‭Guardian’s‬‭responsibility.‬‭Usually‬‭one‬‭Druid‬‭protects‬‭no‬‭more‬‭than‬‭a‬
‭few‬‭acres‬‭of‬‭wilderness.‬‭In‬‭addition,‬‭the‬‭DM‬‭should‬‭establish‬‭why‬‭the‬‭area‬‭needs‬‭special‬‭druidic‬‭attention.‬‭For‬
‭instance,‬‭a‬‭mountaintop‬‭might‬‭serve‬‭as‬‭the‬‭nesting‬‭place‬‭of‬‭a‬‭rare‬‭breed‬‭of‬‭hawk‬‭prized‬‭by‬‭Nobles‬‭as‬‭hunting‬‭falcons.‬
‭This‬‭would‬‭force‬‭the‬‭Druid‬‭to‬‭stand‬‭guard‬‭against‬‭those‬‭who‬‭want‬‭to‬‭steal‬‭the‬‭chicks‬‭or‬‭eggs.‬
‭A‬‭Druid‬‭of‬‭Erik‬‭with‬‭the‬‭Guardian‬‭kit‬‭may‬‭act‬‭as‬‭the‬‭protector‬‭of‬‭several‬‭places‬‭in‬‭a‬‭lifetime.‬‭Say‬‭the‬‭druidic‬
‭order‬‭places‬‭a‬‭low‬‭level‬‭Guardian‬‭Druid,‬‭in‬‭charge‬‭of‬‭a‬‭non-magical‬‭grove.‬‭If‬‭a‬‭Druid‬‭is‬‭able‬‭to‬‭fulfill‬‭the‬‭charge,‬‭and‬
‭rise‬‭to‬‭at‬‭least‬‭3rd‬‭level,‬‭the‬‭Order‬‭may‬‭grant‬‭the‬‭Druid‬‭the‬‭responsibility‬‭of‬‭a‬‭magical‬‭grove,‬‭while‬‭a‬‭lower-level‬
‭Druid‬‭takes‬‭over‬‭the‬‭old‬‭position.‬

‭ ole‬‭:‬‭A‬‭Guardian‬‭lives‬‭deep‬‭in‬‭the‬‭wilderness,‬‭away‬‭from‬‭humanity.‬‭Most‬‭Guardians‬‭normally‬‭feel‬‭wary‬‭of‬
R
‭strangers,‬‭suspecting‬‭that‬‭they‬‭come‬‭to‬‭exploit‬‭or‬‭threaten‬‭the‬‭site‬‭being‬‭defended.‬
‭Some‬‭Guardians‬‭can‬‭become‬‭fiercely‬‭protective.‬‭If‬‭one‬‭were‬‭to‬‭witness‬‭the‬‭near‬‭extinction‬‭of‬‭a‬‭particular‬
‭species‬‭of‬‭plant‬‭or‬‭animal,‬‭the‬‭last‬‭few‬‭examples‬‭of‬‭which‬‭now‬‭live‬‭only‬‭in‬‭their‬‭grove,‬‭the‬‭Druid‬‭could‬‭grow‬‭into‬‭an‬
‭angry‬‭and‬‭ruthless‬‭protector.‬‭Such‬‭Druids‬‭may‬‭strike‬‭out‬‭without‬‭warning‬‭to‬‭frighten‬‭off‬‭or‬‭kill‬‭intruders‬‭or‬‭even‬
‭make‬‭pacts‬‭with‬‭local‬‭monsters‬‭to‬‭protect‬‭the‬‭grove.‬

‭23‬
‭Other‬‭Guardians‬‭are‬‭simply‬‭shy‬‭hermits‬‭who‬‭welcome‬‭good-intentioned‬‭visitors.‬‭Perhaps‬‭the‬‭Guardian‬‭lives‬
a‭ s‬‭a‬‭lonely,‬‭dedicated‬‭sentinel,‬‭missing‬‭human‬‭contact,‬‭but‬‭a‬‭strong‬‭sense‬‭of‬‭duty‬‭prevents‬‭the‬‭Druid‬‭from‬‭leaving‬
‭their‬‭post‬‭undefended.‬‭Frequently,‬‭a‬‭Guardian‬‭spends‬‭years‬‭without‬‭seeing‬‭another‬‭human.‬‭As‬‭a‬‭result,‬‭the‬‭Guardian‬
‭may‬‭seem‬‭eccentric‬‭or‬‭awkward‬‭when‬‭relating‬‭to‬‭humans,‬‭even‬‭to‬‭other‬‭Druids.‬

‭Weapon‬‭Proficiencies‬
‭Recommended-‬‭Spear,‬‭Staff.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus-local‬‭history‬‭(of‬‭their‬‭guardianship).‬
‭Recommended-‬‭(Priest)‬‭Herbalism,‬‭Ancient‬‭History,‬‭Religion;‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Set‬‭Snares.‬

‭Equipment‬
‭Druids‬‭should‬‭spend‬‭their‬‭initial‬‭allotment‬‭of‬‭gold‬‭pieces‬‭entirely‬‭on‬‭equipment,‬‭as‬‭they‬‭lose‬‭any‬‭unspent‬
‭starting‬‭money‬‭in‬‭excess‬‭of‬‭1‬‭gp.‬

‭Special‬‭Benefits‬
‭The‬‭Druid‬‭receives‬‭a‬‭+1‬‭to‬‭saving‬‭throws‬‭and‬‭attack‬‭rolls‬‭when‬‭fighting‬‭to‬‭protect‬‭a‬‭Guardianship.‬
‭A‬‭Guardian‬‭receives‬‭a‬‭+1‬‭reaction‬‭adjustment‬‭from‬‭other‬‭druids‬‭&‬‭from‬‭anyone‬‭in‬‭their‬‭circle.‬
‭Whatever‬‭the‬‭Guardian‬‭is‬‭protecting‬‭may‬‭grant‬‭some‬‭sort‬‭of‬‭magical‬‭ability‬‭to‬‭its‬‭protector.‬

‭Special‬‭Hindrances‬
‭Often,‬‭what‬‭the‬‭Guardian‬‭is‬‭protecting,‬‭others‬‭want.‬‭The‬‭character‬‭must‬‭devote‬‭time‬‭to‬‭protecting‬‭the‬‭place‬
‭by‬‭setting‬‭traps,‬‭and‬‭using‬‭animals‬‭to‬‭gather‬‭intelligence.‬‭A‬‭Guardian‬‭Druid‬‭of‬‭Erik‬‭failing‬‭in‬‭their‬‭task‬‭becomes‬
‭seriously‬‭depressed,‬‭and‬‭receives‬‭a‬‭-1‬‭to‬‭attack‬‭rolls,‬‭saving‬‭throws,‬‭proficiency‬‭checks,‬‭ability‬‭checks,‬‭and‬‭receives‬‭a‬
‭–2‬‭to‬‭reaction‬‭rolls‬‭from‬‭other‬‭Druids‬‭in‬‭the‬‭region.‬
‭The‬‭character‬‭cannot‬‭recover‬‭from‬‭this‬‭depression‬‭until‬‭1d4+1‬‭years‬‭pass‬‭and‬‭some‬‭action‬‭is‬‭performed‬‭to‬
‭atone‬‭for‬‭the‬‭failure.‬

‭Outlaw‬‭Druid‬

‭Those‬‭Druids‬‭of‬‭Erik‬‭who‬‭resist‬‭in‬‭a‬‭region‬‭where‬‭Evil‬‭forces‬‭have‬‭triumphed‬‭and‬‭hold‬‭power‬‭have‬‭become‬
‭ utlaws.‬‭From‬‭their‬‭exile‬‭in‬‭the‬‭wilderness,‬‭these‬‭folk‬‭conduct‬‭guerrilla‬‭warfare‬‭against‬‭the‬‭cruel‬‭victors.‬‭When‬‭the‬
o
‭balance‬‭has‬‭swung‬‭so‬‭far‬‭to‬‭the‬‭side‬‭of‬‭Evil,‬‭the‬‭Druid‬‭may‬‭freely‬‭act‬‭as‬‭a‬‭military‬‭commander‬‭in‬‭the‬‭struggle‬‭to‬
‭overthrow‬‭the‬‭oppressors.‬
‭In‬‭some‬‭situations,‬‭the‬‭druidic‬‭order‬‭itself‬‭may‬‭be‬‭outlawed;‬‭then‬‭the‬‭Outlaw‬‭Druid‬‭faces‬‭threats‬‭like‬
‭widespread‬‭persecution‬‭of‬‭Druid‬‭followers‬‭and‬‭burning‬‭of‬‭sacred‬‭groves.‬

‭ ole‬‭:‬‭Because‬‭an‬‭outlaw‬‭band‬‭often‬‭fights‬‭in‬‭the‬‭wilderness‬‭(ambushing‬‭enemies‬‭along‬‭forest‬‭roads‬‭or‬‭defending‬
R
‭against‬‭patrols),‬‭the‬‭Druid’s‬‭powers‬‭and‬‭skills‬‭naturally‬‭come‬‭to‬‭the‬‭forefront.‬‭Outside‬‭of‬‭combat,‬‭the‬‭Druid‬‭is‬
‭excellent‬‭at‬‭gathering‬‭information‬‭and‬‭using‬‭priestly‬‭curative‬‭powers.‬‭Depending‬‭on‬‭the‬‭nature‬‭and‬‭alignment‬‭of‬‭the‬
‭group,‬‭you‬‭can‬‭role-play‬‭the‬‭outlaw‬‭as‬‭just‬‭another‬‭party‬‭member,‬‭or‬‭as‬‭the‬‭spiritual‬‭(or‬‭actual)‬‭leader‬‭of‬‭the‬‭group.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭knife,‬‭sling,‬‭spear.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Set‬‭snares.‬
‭Recommended-(general)‬‭Animal‬‭Training,‬‭Brewing,‬‭Rope‬‭Use,‬‭Singing,‬‭Weather‬‭Sense;‬‭(Priest)‬‭Healing,‬
‭Herbalism,‬‭Local‬‭History,‬‭Religion;‬‭(Rogue,‬‭double‬‭slot)‬‭Disguise;‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Tracking.‬

‭Equipment‬
‭The‬‭Druid‬‭should‬‭spend‬‭the‬‭character’s‬‭initial‬‭allotment‬‭of‬‭gold‬‭pieces‬‭entirely‬‭on‬‭equipment,‬‭as‬‭the‬
‭character‬‭loses‬‭any‬‭unspent‬‭starting‬‭money‬‭in‬‭excess‬‭of‬‭1‬‭gp.‬

‭Special‬‭Benefits:‬
‭None.‬

‭Special‬‭Hindrances‬
‭Local‬‭authorities‬‭are‬‭always‬‭hunting‬‭for‬‭outlaws.‬‭Capture‬‭means‬‭imprisonment,‬‭or‬‭worse.‬

‭24‬
‭Village‬‭Druid‬

‭Village‬‭Druids‬‭of‬‭Erik‬‭associate‬‭themselves‬‭closely‬‭with‬‭a‬‭single‬‭rustic‬‭village‬‭or‬‭hamlet.‬‭As‬‭experience‬‭is‬
‭ ained,‬‭their‬‭influence‬‭can‬‭extend‬‭to‬‭cover‬‭a‬‭shire,‬‭barony,‬‭or‬‭entire‬‭region.‬‭However,‬‭the‬‭focus‬‭remains‬‭rural.‬‭A‬
g
‭Village‬‭Druid‬‭always‬‭hopes‬‭to‬‭see‬‭ordinary‬‭folk‬‭living‬‭in‬‭harmony‬‭with‬‭nature.‬
‭A‬‭Village‬‭Druid's‬‭aim‬‭is‬‭twofold;‬‭to‬‭keep‬‭people‬‭from‬‭exploiting‬‭Nature‬‭(by‬‭short-sighted‬‭agricultural‬
‭practices,‬‭etc.)‬‭and‬‭to‬‭defend‬‭and‬‭protect‬‭villagers‬‭who‬‭follow‬‭the‬‭proper‬‭druidic‬‭path.‬‭Thus,‬‭although‬‭they‬‭will‬‭not‬
‭stand‬‭idly‬‭by‬‭to‬‭see‬‭the‬‭wilderness‬‭threatened,‬‭the‬‭more‬‭vital‬‭interest‬‭lies‬‭in‬‭the‬‭local‬‭crops,‬‭domestic‬‭animals,‬‭and‬‭the‬
‭Druids'‬‭own‬‭followers.‬‭They‬‭use‬‭their‬‭skills‬‭and‬‭magic‬‭to‬‭protect‬‭all‬‭living‬‭things‬‭within‬‭their‬‭village‬‭from‬‭foes,‬
‭disease,‬‭drought,‬‭forest‬‭fires,‬‭or‬‭natural‬‭disasters.‬

‭ ole‬‭:‬‭A‬‭Village‬‭Druid‬‭normally‬‭replaces‬‭a‬‭conventional‬‭Priest‬‭or‬‭Cleric‬‭in‬‭villages‬‭where‬‭most‬‭inhabitants‬‭subscribe‬
R
‭to‬‭the‬‭druidic‬‭ethos.‬‭As‬‭well‬‭as‬‭offering‬‭protection‬‭and‬‭guidance,‬‭the‬‭Druid‬‭leads‬‭the‬‭citizenry‬‭in‬‭ceremonies‬‭to‬
‭observe‬‭births‬‭(of‬‭humans‬‭and‬‭animals),‬‭deaths,‬‭marriages,‬‭harvests,‬‭the‬‭changing‬‭of‬‭the‬‭seasons,‬‭and‬‭so‬‭on.‬
‭This‬‭kit‬‭suits‬‭campaigns‬‭in‬‭rural‬‭areas‬‭under‬‭threat‬‭or‬‭near‬‭unexplored‬‭ruins.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭dagger‬‭or‬‭knife.‬‭Recommended:‬‭Staff.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Agriculture.‬
‭Recommended:‬‭(general)‬‭Animal‬‭Training,‬‭Brewing,‬‭Rope‬‭Use,‬‭Weather‬‭Sense;‬‭(Priest)‬‭Healing,‬‭Herbalism,‬
‭Local‬‭History,‬‭Religion.‬

‭Equipment‬
‭The‬‭Druid‬‭should‬‭spend‬‭the‬‭initial‬‭allotment‬‭of‬‭gold‬‭pieces‬‭entirely‬‭on‬‭equipment,‬‭as‬‭all‬‭unspent‬‭starting‬
‭money‬‭in‬‭excess‬‭of‬‭1‬‭gp‬‭is‬‭lost.‬

‭Special‬‭Benefits‬
‭With‬‭the‬‭DM,‬‭decide‬‭which‬‭village‬‭the‬‭character‬‭protects.‬‭The‬‭Druid‬‭lives‬‭in‬‭or‬‭near‬‭this‬‭village.‬
‭Locals‬‭are‬‭friendly‬‭and‬‭provide‬‭information‬‭about‬‭happenings‬‭in‬‭the‬‭area.‬‭The‬‭Druid‬‭receives‬‭a‬‭+2‬‭reaction‬
‭bonus‬‭from‬‭people‬‭and‬‭domestic‬‭animals‬‭in‬‭the‬‭villages‬‭as‬‭long‬‭as‬‭the‬‭character‬‭remains‬‭diligent‬‭about‬‭their‬‭druidic‬
‭duties.‬
‭In‬‭addition,‬‭the‬‭villagers‬‭support‬‭the‬‭Druid‬‭with‬‭a‬‭middle-class‬‭lifestyle.‬‭This‬‭hospitality,‬‭rather‬‭than‬‭tithes,‬
‭represents‬‭the‬‭generosity‬‭of‬‭a‬‭grateful‬‭people‬‭willing‬‭to‬‭provide‬‭their‬‭Village‬‭Druid‬‭with‬‭the‬‭full‬‭range‬‭of‬‭everything‬
‭needed‬‭to‬‭live‬‭in‬‭their‬‭midst.‬

‭Special‬‭Hindrances‬
‭Village‬‭Druids‬‭do‬‭not‬‭have‬‭a‬‭lot‬‭of‬‭free‬‭time.‬‭Locals‬‭ask‬‭for‬‭help‬‭with‬‭all‬‭their‬‭problems,‬‭ranging‬‭from‬‭bandit‬
‭raids‬‭to‬‭a‬‭child‬‭lost‬‭in‬‭the‬‭woods.‬
‭In‬‭addition,‬‭the‬‭Druid‬‭must‬‭spend‬‭at‬‭least‬‭one‬‭day‬‭each‬‭week‬‭attending‬‭to‬‭village‬‭matters‬‭by‬‭listening‬‭to‬
‭grievances,‬‭mediating‬‭disputes,‬‭finding‬‭lost‬‭livestock,‬‭tending‬‭animals,‬‭offering‬‭advice‬‭on‬‭crops,‬‭curing‬‭diseases,‬
‭delivering‬‭babies,‬‭etc.‬‭If‬‭a‬‭week‬‭is‬‭missed,‬‭the‬‭reaction‬‭bonus‬‭declines‬‭by‬‭1‬‭point,‬‭and‬‭the‬‭income‬‭declines‬‭one‬‭step‬
‭to‬‭poor.‬‭By‬‭the‬‭next‬‭week‬‭the‬‭character‬‭has‬‭no‬‭reaction‬‭bonus‬‭and‬‭living‬‭conditions‬‭are‬‭squalid.‬
‭The‬‭Druid‬‭can‬‭avoid‬‭these‬‭penalties‬‭if‬‭the‬‭character‬‭arranges‬‭with‬‭someone‬‭else‬‭(another‬‭Druid‬‭or‬‭a‬‭Ranger)‬
‭to‬‭look‬‭after‬‭the‬‭village‬‭in‬‭the‬‭Druid's‬‭absence.‬
‭The‬‭villagers‬‭also‬‭expect‬‭the‬‭Druid‬‭to‬‭protect‬‭them‬‭from‬‭serious‬‭harm.‬‭After‬‭a‬‭Druid‬‭fails‬‭or‬‭if‬‭no‬‭one‬‭sees‬‭an‬
‭honest‬‭effort,‬‭the‬‭DM‬‭may‬‭reduce‬‭or‬‭eliminate‬‭the‬‭reaction‬‭bonus‬‭and‬‭benefits.‬‭This‬‭is‬‭for‬‭as‬‭long‬‭as‬‭the‬‭villagers‬‭are‬
‭likely‬‭to‬‭feel‬‭resentful.‬‭The‬‭character‬‭can‬‭win‬‭back‬‭a‬‭village‬‭Druid's‬‭lost‬‭respect.‬‭This‬‭can‬‭be‬‭done‬‭by‬‭doing‬‭a‬‭heroic‬
‭deed‬‭to‬‭benefit‬‭the‬‭village,‬‭or‬‭slowly‬‭by‬‭simply‬‭completing‬‭their‬‭druidic‬‭duties‬‭diligently‬‭for‬‭several‬‭months.‬

‭Wanderer‬

‭While‬‭most‬‭Druids‬‭of‬‭Erik‬‭eventually‬‭settle‬‭in‬‭a‬‭specific‬‭locale,‬‭Wanderers‬‭travel‬‭widely,‬‭delighting‬‭in‬
‭nature's‬‭infinite‬‭variety‬‭of‬‭life.‬
‭They‬‭typically‬‭have‬‭a‬‭better‬‭idea‬‭of‬‭the‬‭"big‬‭picture"‬‭of‬‭the‬‭world‬‭than‬‭other‬‭Druids‬‭and‬‭usually‬‭remain‬‭on‬
‭good‬‭terms‬‭with‬‭local‬‭Bards‬‭and‬‭Rangers.‬‭Druidic‬‭leaders‬‭often‬‭use‬‭Wanderers‬‭as‬‭messengers‬‭or‬‭missionaries.‬

‭ ole‬‭:‬‭Wanderers‬‭are‬‭more‬‭gregarious‬‭than‬‭most‬‭Druids,‬‭and‬‭they‬‭enjoy‬‭meeting‬‭and‬‭talking‬‭with‬‭people,‬‭especially‬
R
‭rural‬‭folk.‬‭Although‬‭they‬‭act‬‭carefree,‬‭this‬‭genial‬‭nature‬‭masks‬‭a‬‭keen‬‭mind‬‭and‬‭a‬‭strong‬‭interest‬‭in‬‭everything‬‭going‬
‭on‬‭around‬‭them.‬‭Many‬‭Wanderers‬‭have‬‭animal‬‭companions.‬
‭25‬
‭Weapon‬‭Proficiencies‬
‭Recommended‬‭–‬‭axe,‬‭shortbow.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Direction‬‭sense.‬
‭Recommended:‬‭(general)‬‭Animal‬‭Training,‬‭Singing,‬‭Weather‬‭Sense;‬‭(Priest)‬‭Healing,‬‭Herbalism,‬‭Religion;‬
‭(Warrior)‬‭Mountaineering,‬‭Running,‬‭Survival,‬‭Tracking.‬

‭Equipment‬
‭These‬‭Druids‬‭should‬‭spend‬‭their‬‭initial‬‭allotment‬‭of‬‭gold‬‭pieces‬‭entirely‬‭on‬‭equipment,‬‭as‬‭they‬‭lose‬‭all‬
‭unspent‬‭starting‬‭money‬‭in‬‭excess‬‭of‬‭1‬‭gp.‬

‭Special‬‭Benefits‬
‭A‬‭Wanderer‬‭receives‬‭a‬‭+1‬‭reaction‬‭adjustment‬‭bonus‬‭from‬‭Bards,‬‭Rangers,‬‭and‬‭travelers.‬
‭When‬‭traveling‬‭over‬‭long‬‭distances,‬‭the‬‭Druid‬‭covers‬‭ground‬‭at‬‭a‬‭one-third‬‭faster‬‭rate‬‭than‬‭a‬‭normal‬‭traveler‬
‭would.‬‭That‬‭is,‬‭if‬‭a‬‭normal‬‭person‬‭can‬‭walk‬‭24‬‭miles‬‭in‬‭a‬‭day‬‭without‬‭force-marching,‬‭the‬‭Druid‬‭can‬‭travel‬‭32‬‭miles‬
‭with‬‭the‬‭same‬‭exertion.‬‭Wanderers‬‭simply‬‭feel‬‭more‬‭accustomed‬‭to‬‭walking‬‭long‬‭distances‬‭than‬‭most,‬‭plus,‬‭they‬
‭know‬‭shortcuts‬‭and‬‭secret‬‭trails.‬‭This‬‭heightened‬‭speed‬‭is‬‭cumulative‬‭with‬‭the‬‭ability‬‭of‬‭many‬‭druids‬‭3rd‬‭level‬‭and‬
‭higher‬‭to‬‭pass‬‭through‬‭overgrowth‬‭or‬‭other‬‭difficult‬‭terrain‬‭without‬‭penalty.‬
‭With‬‭a‬‭Wanderer‬‭guide,‬‭a‬‭party‬‭can‬‭increase‬‭daily‬‭travel‬‭time‬‭by‬‭one‬‭sixth.‬‭Thus,‬‭an‬‭unencumbered‬‭party‬
‭with‬‭a‬‭movement‬‭rate‬‭of‬‭12‬‭led‬‭by‬‭a‬‭Wanderer‬‭would‬‭travel‬‭28‬‭miles‬‭in‬‭a‬‭day,‬‭not‬‭24.‬

‭Special‬‭Hindrances‬
‭Wanderers‬‭are‬‭always‬‭on‬‭the‬‭move,‬‭and‬‭never‬‭allow‬‭themselves‬‭to‬‭be‬‭burdened.‬‭The‬‭character‬‭cannot‬‭have‬
‭retainers,‬‭hirelings,‬‭mercenaries,‬‭or‬‭even‬‭servants‬‭until‬‭reaching‬‭12th‬‭level,‬‭but‬‭animal‬‭companions‬‭can‬‭travel‬‭along‬
‭with‬‭the‬‭character.‬‭The‬‭Druid‬‭cannot‬‭possess‬‭more‬‭treasure‬‭than‬‭can‬‭be‬‭carried;‬‭either‬‭the‬‭excess‬‭is‬‭converted‬‭into‬‭a‬
‭portable‬‭form‬‭like‬‭gems,‬‭or‬‭gets‬‭donated‬‭to‬‭a‬‭worthy‬‭cause.‬

‭Wizards‬

‭Some‬‭Wizard‬‭kits‬‭have‬‭Preferred‬‭schools‬‭of‬‭spell‬‭categories‬‭and‬‭some‬‭have‬‭Barred‬‭schools‬‭of‬‭spell‬
c‭ ategories.‬‭Mages‬‭and‬‭Specialist‬‭Wizards‬‭can‬‭select‬‭from‬‭these‬‭Wizard‬‭kits,‬‭but‬‭not‬‭Magicians.‬‭Kits‬‭available‬‭only‬‭to‬
‭Magicians‬‭can‬‭be‬‭found‬‭on‬‭page‬‭50‬‭of‬‭the‬‭Birthright‬‭Book‬‭of‬‭Magecraft.‬

‭Academician‬

‭The‬‭Academician‬‭is‬‭a‬‭learned‬‭scholar‬‭whose‬‭love‬‭of‬‭knowledge‬‭is‬‭matched‬‭only‬‭by‬‭a‬‭preoccupation‬‭with‬
r‭ esearch.‬‭Fascinated‬‭by‬‭magic‬‭in‬‭all‬‭its‬‭forms,‬‭Academicians‬‭enjoy‬‭nothing‬‭more‬‭than‬‭poring‬‭over‬‭arcane‬‭texts‬‭and‬
‭experimenting‬‭with‬‭exotic‬‭magical‬‭devices.‬
‭Academicians‬‭spend‬‭so‬‭much‬‭time‬‭involved‬‭in‬‭intellectual‬‭pursuits‬‭that‬‭they‬‭tend‬‭to‬‭neglect‬‭their‬‭physical‬
‭skills.‬‭Not‬‭particularly‬‭skilled‬‭fighters,‬‭they‬‭avoid‬‭combat‬‭when‬‭they‬‭can,‬‭preferring‬‭negotiation‬‭and‬‭parley‬‭to‬
‭violence.‬‭Still,‬‭they‬‭recognize‬‭the‬‭necessity‬‭of‬‭combat‬‭in‬‭certain‬‭instances,‬‭and‬‭will‬‭fight‬‭valiantly‬‭when‬‭required.‬
‭Academicians‬‭can‬‭be‬‭found‬‭in‬‭virtually‬‭any‬‭culture.‬‭However,‬‭they‬‭are‬‭most‬‭likely‬‭to‬‭come‬‭from‬‭large‬‭urban‬
‭areas‬‭that‬‭provide‬‭ready‬‭access‬‭to‬‭libraries,‬‭museums,‬‭laboratories,‬‭and‬‭other‬‭resources.‬
‭A‬‭character‬‭must‬‭have‬‭a‬‭minimum‬‭intelligence‬‭of‬‭13‬‭and‬‭a‬‭minimum‬‭wisdom‬‭of‬‭11‬‭to‬‭become‬‭an‬
‭Academician.‬
‭An‬‭Academician‬‭who‬‭becomes‬‭disillusioned‬‭with‬‭academic‬‭life‬‭or‬‭loses‬‭interest‬‭in‬‭intellectual‬‭pursuits‬‭can‬
‭choose‬‭to‬‭neglect‬‭the‬‭usual‬‭studies‬‭or‬‭research.‬‭However,‬‭they‬‭are‬‭free‬‭to‬‭resume‬‭them‬‭at‬‭any‬‭time.‬
‭The‬‭Academician‬‭is‬‭intrigued‬‭by‬‭all‬‭the‬‭schools‬‭of‬‭magic,‬‭but‬‭is‬‭especially‬‭drawn‬‭to‬‭schools‬‭with‬‭a‬‭wide‬
‭range‬‭of‬‭spells,‬‭including‬‭alteration,‬‭illusion,‬‭and‬‭invocation/evocation.‬

‭ ole‬‭:‬‭In‬‭their‬‭homeland,‬‭Academicians‬‭are‬‭respected‬‭members‬‭of‬‭society,‬‭valued‬‭for‬‭their‬‭skills‬‭as‬‭teachers‬‭and‬
R
‭advisors.‬‭They‬‭are‬‭also‬‭valued‬‭for‬‭their‬‭seemingly‬‭endless‬‭store‬‭of‬‭knowledge‬‭on‬‭a‬‭variety‬‭of‬‭subjects.‬‭Most‬‭likely,‬
‭an‬‭Academician‬‭character‬‭will‬‭fill‬‭similar‬‭roles‬‭in‬‭a‬‭campaign.‬
‭In‬‭spite‬‭of‬‭a‬‭somewhat‬‭sedentary‬‭background,‬‭the‬‭Academic‬‭welcomes‬‭the‬‭chance‬‭to‬‭join‬‭an‬‭adventuring‬
‭party.‬‭It‬‭is‬‭an‬‭unparalleled‬‭opportunity‬‭to‬‭experience‬‭various‬‭cultures,‬‭recover‬‭lost‬‭devices,‬‭and‬‭acquire‬‭first-hand‬
‭information‬‭about‬‭people,‬‭places,‬‭and‬‭creatures‬‭they‬‭may‬‭have‬‭only‬‭read‬‭about.‬

‭Weapon‬‭Proficiencies‬
‭Required‬‭(the‬‭player‬‭may‬‭choose‬‭from‬‭the‬‭following):‬‭Dagger,‬‭Dart,‬‭Knife,‬‭or‬‭Sling.‬
‭26‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Reading/Writing.‬
‭Recommended:‬‭(General)‬‭Artistic‬‭Ability,‬‭Etiquette,‬‭Heraldry,‬‭Languages‬‭(Modern);‬‭(Wizard)‬‭Ancient‬
‭History,‬‭Astrology,‬‭Herbalism,‬‭Languages‬‭(Ancient),‬‭Spellcraft;‬‭(Priest)‬‭Local‬‭History.‬

‭Special‬‭Benefits‬
‭The‬‭Academician‬‭receives‬‭both‬‭of‬‭the‬‭following‬‭benefits:‬
‭1.‬‭Academicians‬‭maintain‬‭extensive‬‭correspondence‬‭with‬‭scholars‬‭throughout‬‭the‬‭world.‬‭Additionally,‬‭an‬
‭Academician‬‭is‬‭often‬‭preceded‬‭by‬‭a‬‭reputation‬‭as‬‭a‬‭wise‬‭person.‬‭When‬‭encountering‬‭NPCs‬‭who‬‭are‬‭familiar‬‭with‬‭the‬
‭Academicians‬‭reputation,‬‭or‬‭turn‬‭out‬‭to‬‭be‬‭one‬‭of‬‭the‬‭character's‬‭correspondents,‬‭or‬‭who‬‭fancy‬‭themselves‬
‭intellectuals,‬‭or‬‭are‬‭an‬‭author,‬‭researcher,‬‭teacher,‬‭journalist,‬‭or‬‭other‬‭type‬‭of‬‭scholar,‬‭the‬‭Academician‬‭receives‬‭a‬‭+3‬
‭reaction‬‭bonus.‬
‭2.‬‭The‬‭Academician‬‭receives‬‭a‬‭bonus‬‭on‬‭all‬‭Intelligence‬‭and‬‭Wisdom‬‭checks.‬‭As‬‭the‬‭Academician‬‭ages‬‭(For‬
‭elves‬‭this‬‭is‬‭how‬‭long‬‭they‬‭have‬‭been‬‭alive),‬‭these‬‭bonuses‬‭increase,‬‭as‬‭indicated‬‭in‬‭the‬‭table‬‭below:‬

‭ bility‬‭Check‬‭Bonuses‬‭for‬‭Academicians‬
A
‭Race‬ ‭Age‬ ‭Intelligence‬‭Check‬‭Bonus‬ ‭Wisdom‬‭Check‬‭Bonus‬
‭Elf‬ ‭100-175‬ ‭+1‬ ‭0‬
‭176-233‬ ‭+2‬ ‭+1‬
‭234-350‬ ‭+3‬ ‭+2‬
‭351+‬ ‭+4‬ ‭+3‬

‭Half-Elf‬ ‭ 5-62‬
1 ‭ 1‬
+ ‭‬
0
‭63-83‬ ‭+2‬ ‭+1‬
‭84-125‬ ‭+2‬ ‭+2‬
‭126+‬ ‭+3‬ ‭+2‬

‭Human‬ ‭ 5-45‬
1 ‭ 1‬
+ ‭‬
0
‭46-60‬ ‭+1‬ ‭+1‬
‭61-90‬ ‭+2‬ ‭+1‬
‭91+‬ ‭+2‬ ‭+2‬

‭Special‬‭Hindrances‬
‭Academicians‬‭lack‬‭the‬‭training‬‭and‬‭instincts‬‭to‬‭become‬‭effective‬‭hand-to-hand‬‭fighters.‬‭When‬‭attacking‬‭with‬
‭any‬‭type‬‭of‬‭melee‬‭weapon,‬‭the‬‭Academician‬‭always‬‭has‬‭a‬‭-1‬‭penalty‬‭to‬‭hit‬‭on‬‭the‬‭first‬‭blow.‬‭When‬‭the‬‭Academician‬
‭has‬‭had‬‭an‬‭opportunity‬‭to‬‭size‬‭up‬‭an‬‭opponent‬‭and‬‭adjust‬‭attacks‬‭accordingly,‬‭subsequent‬‭blows‬‭are‬‭made‬‭without‬
‭this‬‭penalty.‬
‭However,‬‭if‬‭the‬‭Academician‬‭attacks‬‭a‬‭different‬‭opponent,‬‭the‬‭first‬‭blow‬‭against‬‭the‬‭new‬‭victim‬‭is‬‭also‬‭made‬
‭at‬‭-1.‬
‭Academicians‬‭tend‬‭to‬‭be‬‭know-it-alls,‬‭and‬‭unhesitatingly‬‭offer‬‭their‬‭opinions‬‭even‬‭on‬‭matters‬‭they‬‭know‬
‭little‬‭about.‬‭Whenever‬‭the‬‭party‬‭needs‬‭to‬‭make‬‭a‬‭decision,‬‭the‬‭Academician‬‭should‬‭offer‬‭an‬‭opinion;‬‭for‬‭effective‬
‭role-playing,‬‭the‬‭player‬‭should‬‭have‬‭the‬‭character‬‭speak‬‭their‬‭mind‬‭with‬‭unshakable‬‭confidence.‬‭If‬‭other‬‭player‬
‭characters‬‭disagree,‬‭the‬‭Academician‬‭might‬‭lecture‬‭them‬‭on‬‭the‬‭error‬‭of‬‭their‬‭ways.‬‭They‬‭might‬‭also‬‭welcome‬‭the‬
‭opportunity‬‭for‬‭a‬‭spirited‬‭argument,‬‭or‬‭roll‬‭their‬‭eyes‬‭at‬‭the‬‭companion’s‬‭blatant‬‭display‬‭of‬‭ignorance.‬

‭Mystic‬

‭Thoughtful,‬‭reserved,‬‭and‬‭extremely‬‭introspective,‬‭the‬‭Mystic‬‭is‬‭devoted‬‭to‬‭self-enlightenment‬‭and‬‭sees‬‭the‬
s‭ tudy‬‭of‬‭magic‬‭as‬‭the‬‭key‬‭to‬‭spiritual‬‭awareness.‬‭The‬‭Mystic‬‭enjoys‬‭nothing‬‭more‬‭than‬‭spending‬‭long‬‭hours‬
‭contemplating‬‭the‬‭mysteries‬‭of‬‭the‬‭universe‬‭and‬‭attempting‬‭to‬‭become‬‭more‬‭in‬‭touch‬‭with‬‭the‬‭inner‬‭self.‬‭Mystics‬‭are‬
‭not‬‭necessarily‬‭students‬‭of‬‭religion‬‭or‬‭philosophy.‬‭They‬‭seek‬‭an‬‭awareness‬‭that‬‭can‬‭only‬‭be‬‭found‬‭intuitively.‬
‭The‬‭Mystic‬‭is‬‭by‬‭no‬‭means‬‭a‬‭reluctant‬‭adept.‬‭In‬‭fact,‬‭the‬‭Mystic‬‭believes‬‭that‬‭the‬‭casting‬‭of‬‭each‬‭spell‬‭and‬
‭the‬‭acquisition‬‭of‬‭each‬‭distinct‬‭magical‬‭technique‬‭brings‬‭one‬‭closer‬‭to‬‭complete‬‭self-awareness.‬‭The‬‭mental‬
‭discipline‬‭necessary‬‭for‬‭the‬‭mastery‬‭of‬‭magic‬‭is‬‭the‬‭natural‬‭companion‬‭to‬‭self-knowledge.‬
‭The‬‭Mystic‬‭can‬‭come‬‭from‬‭any‬‭culture,‬‭but‬‭is‬‭usually‬‭from‬‭a‬‭society‬‭that‬‭places‬‭a‬‭high‬‭value‬‭on‬‭philosophy,‬
‭art,‬‭and‬‭scholarship.‬‭They‬‭are‬‭most‬‭likely‬‭to‬‭join‬‭an‬‭adventuring‬‭party‬‭for‬‭the‬‭opportunity‬‭to‬‭broaden‬‭their‬‭outlook,‬
‭discover‬‭new‬‭things‬‭about‬‭themselves,‬‭and‬‭use‬‭magic‬‭in‬‭creative,‬‭enlightening‬‭ways.‬
‭The‬‭Mystic‬‭prefers‬‭the‬‭schools‬‭of‬‭illusion,‬‭divination,‬‭and‬‭enchantment/charm.‬‭Because‬‭the‬‭Mystic‬‭is‬
‭predisposed‬‭against‬‭magic‬‭that‬‭harms‬‭other‬‭living‬‭things,‬‭they‬‭are‬‭barred‬‭from‬‭specializing‬‭in‬‭the‬‭schools‬‭of‬
‭necromancy,‬‭invocation/evocation,‬‭and‬‭conjuration/summoning.‬‭They‬‭are‬‭not‬‭prevented‬‭from‬‭learning‬‭spells‬‭from‬
‭these‬‭schools,‬‭but‬‭simply‬‭prefer‬‭to‬‭limit‬‭their‬‭association‬‭with‬‭them.‬
‭27‬
‭ o‬‭be‬‭a‬‭Mystic,‬‭a‬‭Wizard‬‭must‬‭have‬‭a‬‭Wisdom‬‭score‬‭of‬‭at‬‭least‬‭13.‬
T
‭If‬‭the‬‭Mystic‬‭grows‬‭weary‬‭of‬‭contemplative‬‭life‬‭or‬‭feels‬‭that‬‭the‬‭pinnacle‬‭of‬‭self-awareness‬‭has‬‭been‬‭reached‬
‭the‬‭kit‬‭can‬‭simply‬‭be‬‭left‬‭behind.‬

‭ ole‬‭:‬‭In‬‭many‬‭societies,‬‭the‬‭Mystic‬‭is‬‭considered‬‭to‬‭be‬‭little‬‭more‬‭than‬‭a‬‭crackpot,‬‭an‬‭eccentric‬‭with‬‭an‬‭utter‬‭lack‬‭of‬
R
‭ambition‬‭who‬‭serves‬‭no‬‭useful‬‭purpose.‬‭In‬‭more‬‭enlightened‬‭cultures,‬‭the‬‭Mystic‬‭is‬‭seen‬‭as‬‭a‬‭seeker‬‭of‬‭truth,‬‭a‬
‭sensitive‬‭soul‬‭engaged‬‭in‬‭an‬‭inspiring‬‭spiritual‬‭journey.‬
‭In‬‭a‬‭campaign,‬‭the‬‭Mystic‬‭is‬‭quiet‬‭and‬‭non-aggressive,‬‭whose‬‭very‬‭presence‬‭is‬‭soothing‬‭to‬‭the‬‭party,‬‭and‬
‭always‬‭has‬‭a‬‭word‬‭of‬‭comfort‬‭or‬‭encouragement‬‭for‬‭their‬‭companions.‬‭The‬‭Mystic‬‭avoids‬‭combat‬‭whenever‬‭possible,‬
‭but‬‭courageously‬‭rises‬‭to‬‭the‬‭occasion‬‭when‬‭comrades‬‭are‬‭threatened.‬‭Only‬‭in‬‭the‬‭most‬‭extreme‬‭circumstances‬‭will‬
‭Mystics‬‭intentionally‬‭take‬‭a‬‭life.‬‭However,‬‭they‬‭will‬‭kill‬‭if‬‭necessary‬‭to‬‭preserve‬‭their‬‭own‬‭life‬‭or‬‭the‬‭life‬‭of‬‭a‬
‭companion.‬

‭Weapon‬‭Proficiency‬
‭Required‬‭(the‬‭player‬‭chooses‬‭one‬‭of‬‭the‬‭following):‬‭Dagger,‬‭dart,‬‭or‬‭sling.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Astrology,‬‭Religion‬
‭Recommended:‬‭(General)‬‭Agriculture,‬‭Artistic‬‭Ability,‬‭Carpentry,‬‭Etiquette,‬‭Languages‬‭(Modern),‬
‭Leatherworking,‬‭Pottery,‬‭Seamstress/Tailor,‬‭Stonemasonry,‬‭Weaving;‬‭(Wizard)‬‭Ancient‬‭History,‬‭Herbalism,‬
‭Languages‬‭(Ancient),‬‭Reading/Writing,‬‭Spellcraft.‬

‭Equipment‬
‭The‬‭Mystic‬‭may‬‭only‬‭buy‬‭weapons‬‭associated‬‭with‬‭a‬‭known‬‭Weapon‬‭Proficiency.‬‭As‬‭their‬‭adventuring‬
‭career‬‭progresses,‬‭they‬‭can‬‭buy‬‭(and‬‭use)‬‭only‬‭daggers,‬‭darts,‬‭knives,‬‭and‬‭slings.‬‭Mystics‬‭must‬‭spend‬‭all‬‭their‬‭starting‬
‭money;‬‭any‬‭leftover‬‭gold‬‭is‬‭lost.‬

‭Special‬‭Benefits‬
‭The‬‭Mystic‬‭receives‬‭one‬‭of‬‭the‬‭following‬‭special‬‭abilities‬‭from‬‭the‬‭list‬‭below.‬‭The‬‭special‬‭ability‬‭is‬‭chosen‬
‭when‬‭the‬‭character‬‭is‬‭first‬‭created‬‭and‬‭can‬‭not‬‭be‬‭changed.‬
‭1.‬‭Once‬‭per‬‭week,‬‭the‬‭Mystic‬‭can‬‭feign‬‭death‬‭as‬‭per‬‭the‬‭3rd-level‬‭Wizard‬‭spell;‬‭this‬‭ability‬‭can‬‭be‬‭used‬‭only‬
‭on‬‭themselves.‬‭The‬‭Mystic‬‭can‬‭feign‬‭death‬‭for‬‭up‬‭to‬‭24‬‭hours,‬‭awakening‬‭at‬‭any‬‭time.‬‭To‬‭use‬‭this‬‭ability,‬‭the‬‭Mystic‬
‭must‬‭merely‬‭concentrate‬‭for‬‭1‬‭round;‬‭no‬‭components‬‭are‬‭necessary.‬
‭2.‬‭Once‬‭per‬‭week,‬‭Mystics‬‭can‬‭transform‬‭their‬‭consciousness‬‭into‬‭a‬‭ghostly‬‭spirit‬‭form,‬‭leaving‬‭their‬‭body‬
‭behind.‬‭The‬‭spirit‬‭form‬‭has‬‭the‬‭appearance‬‭of‬‭a‬‭misty‬‭cloud‬‭in‬‭the‬‭shape‬‭of‬‭the‬‭caster.‬‭The‬‭spirit‬‭form‬‭cannot‬‭attack,‬
‭speak,‬‭or‬‭cast‬‭spells,‬‭but‬‭it‬‭can‬‭fly‬‭at‬‭a‬‭movement‬‭rate‬‭of‬‭24‬‭(Maneuverability‬‭Class‬‭B)‬‭and‬‭can‬‭pass‬‭through‬‭the‬
‭smallest‬‭opening‬‭or‬‭tiniest‬‭crack.‬‭The‬‭Mystic’s‬‭spirit‬‭form‬‭can‬‭travel‬‭an‬‭unlimited‬‭distance‬‭from‬‭their‬‭physical‬‭body‬
‭as‬‭long‬‭as‬‭it‬‭remains‬‭on‬‭the‬‭same‬‭plane‬‭of‬‭existence.‬‭The‬‭spirit‬‭form‬‭is‬‭invulnerable‬‭to‬‭all‬‭attack‬‭forms,‬‭but‬‭dispel‬
‭magic‬‭or‬‭a‬‭similar‬‭spell‬‭causes‬‭the‬‭spirit‬‭form‬‭to‬‭instantly‬‭return‬‭to‬‭the‬‭character’s‬‭body.‬
‭While‬‭in‬‭spirit‬‭form,‬‭the‬‭Mystic’s‬‭physical‬‭body‬‭remains‬‭comatose.‬‭The‬‭body‬‭is‬‭subject‬‭to‬‭all‬‭regular‬‭attacks‬
‭and‬‭can‬‭suffer‬‭damage.‬‭The‬‭spirit‬‭form‬‭can‬‭remain‬‭away‬‭from‬‭the‬‭body‬‭for‬‭up‬‭to‬‭24‬‭hours.‬‭However,‬‭once‬‭it‬‭returns‬
‭to‬‭its‬‭body,‬‭the‬‭Mystic‬‭revives‬‭and‬‭cannot‬‭use‬‭the‬‭spirit‬‭form‬‭for‬‭another‬‭week.‬‭To‬‭use‬‭this‬‭spirit‬‭form,‬‭the‬‭Mystic‬
‭must‬‭merely‬‭concentrate‬‭for‬‭1‬‭round;‬‭no‬‭components‬‭are‬‭necessary.‬
‭3.‬‭Once‬‭per‬‭week,‬‭the‬‭Mystic‬‭can‬‭use‬‭a‬‭special‬‭"levitate-self"‬‭ability‬‭for‬‭one‬‭hour.‬‭Once‬‭initiated,‬‭the‬‭Mystic‬
‭can‬‭use‬‭this‬‭ability‬‭to‬‭levitate‬‭straight‬‭up‬‭in‬‭the‬‭air‬‭at‬‭a‬‭rate‬‭of‬‭10‬‭yards‬‭per‬‭round.‬‭The‬‭Mystic‬‭can‬‭stop,‬‭hover,‬
‭descend,‬‭and‬‭ascend‬‭at‬‭will,‬‭though‬‭horizontal‬‭movement‬‭is‬‭not‬‭empowered‬‭by‬‭this‬‭ability‬‭(however,‬‭the‬‭Mystic‬
‭could‬‭push‬‭along‬‭a‬‭wall‬‭to‬‭move‬‭laterally).‬
‭While‬‭levitating,‬‭the‬‭Mystic‬‭can‬‭carry‬‭as‬‭much‬‭weight‬‭as‬‭can‬‭normally‬‭be‬‭carried.‬‭Unlike‬‭the‬‭levitation‬‭spell,‬
‭the‬‭Mystic‬‭using‬‭levitate-self‬‭suffers‬‭no‬‭attack‬‭roll‬‭penalties‬‭when‬‭attempting‬‭to‬‭use‬‭missile‬‭weapons.‬
‭To‬‭use‬‭this‬‭ability,‬‭the‬‭Mystic‬‭must‬‭merely‬‭concentrate‬‭for‬‭1‬‭round;‬‭no‬‭components‬‭are‬‭required.‬‭As‬‭soon‬‭as‬
‭a‬‭levitating‬‭Mystic‬‭touches‬‭the‬‭ground,‬‭the‬‭use‬‭of‬‭this‬‭ability‬‭is‬‭over.‬‭The‬‭character‬‭can‬‭use‬‭it‬‭again‬‭in‬‭another‬‭week.‬

‭Special‬‭Hindrances‬
‭A‬‭Mystic‬‭must‬‭spend‬‭two‬‭consecutive‬‭hours‬‭meditating‬‭every‬‭day.‬‭These‬‭two‬‭hours‬‭must‬‭always‬‭occur‬‭at‬‭the‬
‭same‬‭time‬‭of‬‭day;‬‭the‬‭player‬‭can‬‭decide‬‭which‬‭hours‬‭are‬‭devoted‬‭to‬‭meditation,‬‭but‬‭once‬‭decided,‬‭the‬‭time‬‭period‬‭can‬
‭never‬‭change.‬
‭If‬‭Mystics‬‭neglect‬‭to‬‭perform‬‭their‬‭meditation,‬‭are‬‭unable‬‭to‬‭perform‬‭it,‬‭or‬‭are‬‭interrupted‬‭more‬‭than‬‭once‬
‭(for‬‭more‬‭than‬‭a‬‭total‬‭of‬‭1‬‭minute),‬‭the‬‭following‬‭day‬‭the‬‭character‬‭is‬‭able‬‭to‬‭cast‬‭only‬‭the‬‭number‬‭of‬‭spells‬‭allowed‬
‭to‬‭a‬‭Wizard‬‭one‬‭level‬‭lower‬‭than‬‭the‬‭caster’s‬‭actual‬‭level.‬‭For‬‭instance,‬‭if‬‭a‬‭4th-level‬‭Mystic‬‭is‬‭unable‬‭to‬‭meditate‬‭on‬
‭Day‬‭1,‬‭on‬‭Day‬‭2‬‭the‬‭caster‬‭can‬‭only‬‭cast‬‭as‬‭many‬‭spells‬‭as‬‭a‬‭3rd-level‬‭Wizard.‬
‭The‬‭Mystic‬‭receives‬‭(1d4+1)‬‭x‬‭10‬‭gp‬‭as‬‭starting‬‭money.‬
‭28‬
‭Patrician‬

‭Patricians‬‭are‬‭Wizards‬‭of‬‭noble‬‭birth,‬‭and‬‭members‬‭of‬‭their‬‭culture’s‬‭aristocracy.‬‭Born‬‭into‬‭a‬‭life‬‭of‬‭wealth‬
‭and‬‭privilege,‬‭Patricians‬‭consider‬‭themselves‬‭arbiters‬‭of‬‭impeccable‬‭taste‬‭and‬‭connoisseurs‬‭of‬‭the‬‭finer‬‭things‬‭in‬‭life.‬
‭They‬‭look‬‭down‬‭their‬‭noses‬‭at‬‭working‬‭men‬‭and‬‭women,‬‭as‬‭well‬‭as‬‭all‬‭others‬‭they‬‭consider‬‭to‬‭be‬
‭inconsequential‬‭rabble.‬‭If‬‭anything,‬‭their‬‭mastery‬‭of‬‭magic‬‭makes‬‭them‬‭even‬‭more‬‭arrogant‬‭than‬‭other‬‭members‬‭of‬
‭the‬‭ruling‬‭class.‬‭This‬‭is‬‭because‬‭they‬‭see‬‭their‬‭talent‬‭as‬‭clear‬‭proof‬‭of‬‭superiority‬‭over‬‭the‬‭common‬‭folk.‬
‭The‬‭Patrician‬‭may‬‭join‬‭an‬‭adventuring‬‭party‬‭out‬‭of‬‭a‬‭sense‬‭of‬‭duty‬‭to‬‭a‬‭country‬‭or‬‭to‬‭promote‬‭the‬‭common‬
‭good.‬‭In‬‭spite‬‭of‬‭their‬‭snobbery,‬‭Good-aligned‬‭Patricians‬‭have‬‭strong‬‭moral‬‭codes.‬‭A‬‭Patrician‬‭might‬‭have‬‭grown‬
‭weary‬‭of‬‭the‬‭pampered‬‭life‬‭and‬‭sought‬‭an‬‭adventuring‬‭party‬‭to‬‭add‬‭a‬‭touch‬‭of‬‭excitement‬‭to‬‭an‬‭otherwise‬‭dreary‬
‭existence.‬‭Alternatively,‬‭parents‬‭might‬‭have‬‭ordered‬‭the‬‭character‬‭to‬‭join‬‭an‬‭adventuring‬‭party‬‭to‬‭teach‬‭the‬‭character‬
‭humility.‬
‭The‬‭Patrician‬‭can‬‭specialize‬‭in‬‭almost‬‭any‬‭school,‬‭but‬‭prefers‬‭those‬‭that‬‭are‬‭perceived‬‭as‬‭most‬‭powerful,‬‭such‬
‭as‬‭conjuration/summoning,‬‭alteration,‬‭and‬‭invocation/evocation.‬‭The‬‭Patrician‬‭will‬‭not‬‭specialize‬‭in‬‭necromancy,‬‭a‬
‭school‬‭considered‬‭to‬‭be‬‭disgusting‬‭and‬‭repulsive.‬
‭There‬‭are‬‭no‬‭special‬‭requirements‬‭to‬‭be‬‭a‬‭Patrician.‬‭The‬‭majority‬‭are‬‭male,‬‭but‬‭noble‬‭women‬‭are‬‭also‬
‭included‬‭in‬‭this‬‭category.‬
‭To‬‭abandon‬‭this‬‭kit,‬‭Patricians‬‭must‬‭renounce‬‭their‬‭birthright.‬‭They‬‭will‬‭forever‬‭after‬‭be‬‭ostracized‬‭by‬‭all‬‭the‬
‭nobility‬‭in‬‭their‬‭homeland‬‭and‬‭may‬‭even‬‭be‬‭disowned‬‭and‬‭disinherited‬‭by‬‭their‬‭family.‬

‭ ole‬‭:‬‭The‬‭Patrician‬‭prefers‬‭the‬‭company‬‭of‬‭nobles‬‭and‬‭other‬‭members‬‭of‬‭the‬‭upper‬‭class.‬‭Most‬‭Patricians‬‭are‬‭wealthy‬
R
‭and‬‭have‬‭no‬‭need‬‭to‬‭earn‬‭money,‬‭but‬‭many‬‭still‬‭serve‬‭their‬‭societies‬‭as‬‭administrators,‬‭counselors,‬‭and‬‭ambassadors.‬
‭Since‬‭they‬‭have‬‭access‬‭to‬‭the‬‭finest‬‭teachers‬‭and‬‭universities,‬
‭Patricians‬‭are‬‭extremely‬‭well-educated‬‭and‬‭experts‬‭in‬‭a‬‭variety‬‭of‬‭areas.‬‭Fellow‬‭player‬‭characters‬‭will‬
‭rightfully‬‭perceive‬‭the‬‭Patrician‬‭to‬‭be‬‭an‬‭arrogant,‬‭condescending‬‭snob.‬‭On‬‭the‬‭positive‬‭side,‬‭the‬‭Patrician‬‭is‬‭also‬
‭well-mannered‬‭and‬‭courteous,‬‭even‬‭to‬‭those‬‭the‬‭character‬‭considers‬‭to‬‭be‬‭social‬‭inferiors.‬‭Male‬‭Patricians‬‭can‬‭be‬
‭extremely‬‭chivalrous‬‭to‬‭members‬‭of‬‭the‬‭opposite‬‭sex,‬‭regardless‬‭of‬‭whether‬‭they‬‭like‬‭it‬‭or‬‭not.‬
‭Patricians‬‭are‬‭generally‬‭cooperative‬‭with‬‭the‬‭party,‬‭though‬‭they‬‭will‬‭balk‬‭at‬‭any‬‭suggestion‬‭that‬‭compromises‬
‭their‬‭sense‬‭of‬‭dignity.‬‭For‬‭instance,‬‭they‬‭will‬‭never‬‭enter‬‭a‬‭filthy‬‭cave‬‭or‬‭search‬‭the‬‭bodies‬‭of‬‭slain‬‭enemies‬‭without‬
‭significant‬‭protest‬‭and‬‭attempts‬‭at‬‭delegating‬‭such‬‭duties‬‭to‬‭someone‬‭else.‬
‭First-rate‬‭education‬‭and‬‭extensive‬‭travel‬‭make‬‭Patricians‬‭an‬‭excellent‬‭source‬‭of‬‭information.‬

‭Weapon‬‭Proficiencies‬
‭Required‬‭(the‬‭player‬‭must‬‭choose‬‭one‬‭of‬‭the‬‭following):‬‭dagger,‬‭knife.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭(General)‬‭Etiquette,‬‭Heraldry,‬‭Riding‬‭(Land-based).‬
‭Recommended:‬‭(General)‬‭Dancing,‬‭Languages‬‭(Modern),‬‭Riding‬‭(Land-based),‬‭Singing;‬‭(Wizard)‬‭Ancient‬
‭History,‬‭Languages‬‭(Ancient),‬‭Reading/Writing,‬‭Religion;‬‭(Rogue,‬‭double‬‭slots)‬‭Ancient‬‭History,‬‭Appraising,‬
‭Gaming,‬‭Local‬‭History,‬‭Musical‬‭Instrument.‬

‭Equipment‬
‭A‬‭beginning‬‭Patrician‬‭must‬‭buy‬‭all‬‭of‬‭the‬‭following‬‭items:‬‭horse‬‭(must‬‭be‬‭at‬‭least‬‭a‬‭riding‬‭horse),‬‭riding‬
‭saddle,‬‭bit‬‭and‬‭bridle,‬‭horseshoes‬‭and‬‭shoeing,‬‭halter,‬‭and‬‭saddle‬‭blanket,‬‭then‬‭can‬‭spend‬‭the‬‭rest‬‭of‬‭the‬‭money‬
‭however‬‭desired.‬

‭Special‬‭Benefits‬
‭Patricians‬‭begin‬‭with‬‭an‬‭extra‬‭150‬‭gp‬‭in‬‭addition‬‭to‬‭the‬‭standard‬‭(1d4‬‭+‬‭1)‬‭x‬‭10‬‭gp.‬‭Additionally,‬‭they‬‭receive‬
‭a‬‭+3‬‭reaction‬‭modifier‬‭from‬‭any‬‭noble‬‭from‬‭their‬‭own‬‭culture,‬‭and‬‭a‬‭+2‬‭reaction‬‭modifier‬‭from‬‭nobles‬‭from‬‭other‬
‭cultures.‬
‭When‬‭traveling,‬‭a‬‭Patrician‬‭can‬‭request‬‭shelter‬‭from‬‭any‬‭fellow‬‭noble‬‭from‬‭their‬‭own‬‭culture.‬‭Such‬‭shelter‬‭is‬
‭offered‬‭free‬‭of‬‭charge,‬‭and‬‭is‬‭made‬‭available‬‭for‬‭the‬‭Patrician‬‭and‬‭up‬‭to‬‭two‬‭others‬‭per‬‭experience‬‭level‬‭of‬‭the‬
‭character‬‭(for‬‭instance,‬‭a‬‭3rd-level‬‭Patrician‬‭can‬‭demand‬‭shelter‬‭for‬‭themselves‬‭and‬‭six‬‭others).‬

‭Special‬‭Hindrances‬
‭When‬‭making‬‭purchases,‬‭the‬‭Patrician‬‭accepts‬‭nothing‬‭but‬‭the‬‭finest,‬‭whether‬‭it‬‭be‬‭a‬‭meal,‬‭a‬‭room‬‭for‬‭the‬
‭night,‬‭a‬‭weapon,‬‭or‬‭even‬‭a‬‭chest‬‭to‬‭carry‬‭possessions.‬‭During‬‭character‬‭creation‬‭they‬‭may‬‭pay‬‭the‬‭normal‬‭price‬‭for‬
‭their‬‭high‬‭quality‬‭equipment.‬‭Thereafter,‬‭for‬‭each‬‭experience‬‭level‬‭that‬‭they‬‭have,‬‭to‬‭reflect‬‭their‬‭noble‬‭tastes‬‭and‬
‭requirements‬‭at‬‭least‬‭10%‬‭will‬‭be‬‭added‬‭to‬‭the‬‭base‬‭cost‬‭of‬‭goods,‬‭equipment,‬‭and‬‭services‬‭they‬‭buy.‬‭As‬‭the‬‭character‬
‭must‬‭purchase‬‭better‬‭than‬‭average‬‭fare,‬‭this‬‭cost‬‭is‬‭not‬‭a‬‭tip.‬‭Nobles‬‭must‬‭appear‬‭above‬‭their‬‭station.‬‭Therefore,‬‭the‬

‭29‬
a‭ mount‬‭the‬‭player‬‭pays,‬‭whether‬‭purchasing‬‭a‬‭weapon,‬‭renting‬‭a‬‭room‬‭for‬‭the‬‭party,‬‭or‬‭any‬‭other‬‭business‬‭purchase‬
‭will‬‭always‬‭be‬‭better‬‭than‬‭average.‬
‭When‬‭Patricians‬‭lack‬‭the‬‭funds‬‭to‬‭buy‬‭high-quality‬‭items,‬‭they‬‭can‬‭opt‬‭for‬‭cheaper‬‭goods,‬‭but‬‭they‬‭do‬‭not‬
‭receive‬‭a‬‭reaction‬‭bonus‬‭in‬‭that‬‭particular‬‭encounter‬‭or‬‭community.‬‭NPCs‬‭simply‬‭do‬‭not‬‭believe‬‭that‬‭the‬‭character‬‭is‬‭a‬
‭member‬‭of‬‭the‬‭noble‬‭class.‬‭For‬‭instance,‬‭if‬‭a‬‭Patrician‬‭settles‬‭for‬‭a‬‭standard‬‭5‬‭sp‬‭meal‬‭at‬‭an‬‭inn,‬‭all‬‭of‬‭the‬‭NPCs‬‭in‬‭the‬
‭inn‬‭treat‬‭the‬‭character‬‭equally.‬‭In‬‭any‬‭case,‬‭they‬‭ignore‬‭any‬‭insistence‬‭from‬‭the‬‭character‬‭that‬‭he‬‭or‬‭she‬‭is‬‭born‬‭a‬
‭noble.‬‭Word‬‭will‬‭quickly‬‭spread‬‭throughout‬‭the‬‭community‬‭that‬‭an‬‭amusing‬‭individual‬‭is‬‭pretending‬‭to‬‭be‬‭a‬‭member‬
‭of‬‭the‬‭nobility.‬‭Soon‬‭all‬‭of‬‭the‬‭NPCs‬‭in‬‭the‬‭community‬‭will‬‭recognize‬‭the‬‭character.‬‭If‬‭a‬‭Patrician‬‭settles‬‭for‬‭shabby‬
‭accouterments,‬‭such‬‭as‬‭a‬‭normal‬‭sword‬‭or‬‭average‬‭saddle,‬‭all‬‭NPCs‬‭will‬‭react‬‭to‬‭the‬‭character‬‭as‬‭they‬‭would‬‭when‬
‭interacting‬‭with‬‭a‬‭commoner.‬‭This‬‭is‬‭until‬‭the‬‭shabby‬‭items‬‭are‬‭replaced‬‭by‬‭more‬‭expensive‬‭items.‬
‭Just‬‭as‬‭the‬‭Patrician‬‭can‬‭demand‬‭shelter‬‭from‬‭other‬‭nobles,‬‭so‬‭can‬‭they‬‭demand‬‭shelter‬‭from‬‭the‬‭Patrician.‬‭If‬
‭the‬‭NPC‬‭nobles‬‭stay‬‭for‬‭a‬‭long‬‭time,‬‭this‬‭could‬‭become‬‭quite‬‭expensive.‬

‭Peasant‬‭Wizard‬

‭The‬‭Peasant‬‭Wizard‬‭is‬‭a‬‭spell‬‭caster‬‭of‬‭modest‬‭means‬‭who‬‭champions‬‭the‬‭masses‬‭with‬‭exceptional‬‭skills‬‭and‬
‭ atchless‬‭courage.‬‭These‬‭talents‬‭have‬‭set‬‭them‬‭apart‬‭and‬‭made‬‭them‬‭a‬‭legend‬‭in‬‭their‬‭homeland,‬‭and‬‭they‬‭never‬
m
‭forget‬‭their‬‭roots.‬‭An‬‭advocate‬‭for‬‭the‬‭commoner,‬‭the‬‭Peasant‬‭Wizard‬‭is‬‭devoted‬‭to‬‭the‬‭promotion‬‭of‬‭equality‬‭and‬
‭justice.‬‭The‬‭Peasant‬‭Wizard‬‭is‬‭the‬‭most‬‭frequently‬‭encountered‬‭of‬‭all‬‭Wizards.‬‭There‬‭are‬‭no‬‭additional‬‭ability‬
‭requirements‬‭for‬‭the‬‭Peasant‬‭Wizard.‬

‭ ole‬‭:‬‭Peasant‬‭Wizards‬‭fight‬‭on‬‭behalf‬‭of‬‭the‬‭common‬‭people.‬‭They‬‭consider‬‭themselves‬‭protectors‬‭of‬‭the‬‭helpless,‬
R
‭actively‬‭opposing‬‭any‬‭action‬‭by‬‭the‬‭party‬‭that‬‭threatens‬‭or‬‭exploits‬‭the‬‭peasants.‬‭For‬‭instance,‬‭the‬‭party‬‭would‬‭be‬
‭obliged‬‭not‬‭to‬‭recruit‬‭peasants‬‭for‬‭combat‬‭support‬‭unless‬‭they‬‭fully‬‭understand‬‭the‬‭risks‬‭involved.‬‭When‬‭a‬‭companion‬
‭of‬‭the‬‭Peasant‬‭Wizard‬‭bargains‬‭with‬‭a‬‭commoner‬‭for‬‭goods‬‭or‬‭services,‬‭Peasant‬‭Wizards‬‭make‬‭sure‬‭the‬‭companion‬
‭pays‬‭the‬‭commoner‬‭a‬‭fair‬‭price.‬
‭When‬‭the‬‭character‬‭recovers‬‭treasure,‬‭the‬‭Peasant‬‭Wizard‬‭demands‬‭that‬‭the‬‭local‬‭citizens‬‭receive‬‭their‬‭fair‬
‭share.‬‭This‬‭is‬‭if‬‭they‬‭helped‬‭the‬‭party‬‭in‬‭any‬‭way‬‭or‬‭if‬‭the‬‭treasure‬‭was‬‭recovered‬‭on‬‭their‬‭land.‬
‭The‬‭Peasant‬‭Wizard‬‭sees‬‭the‬‭wealthy‬‭classes‬‭as‬‭the‬‭primary‬‭reason‬‭for‬‭the‬‭commoners’‬‭miseries,‬‭so‬‭they‬
‭have‬‭almost‬‭no‬‭respect‬‭or‬‭patience‬‭for‬‭nobles‬‭and‬‭the‬‭wealthy.‬‭Aside‬‭from‬‭the‬‭occasional‬‭insult,‬‭the‬‭Peasant‬‭Wizard‬
‭is‬‭likely‬‭to‬‭avoid‬‭associating‬‭with‬‭any‬‭Patricians‬‭in‬‭the‬‭party.‬

‭Weapon‬‭Proficiency‬
‭Required‬‭(player’s‬‭choice):‬‭Bow‬‭(any),‬‭dagger,‬‭knife,‬‭spear,‬‭dart,‬‭sling.‬

‭Non‬‭Weapon‬‭Proficiency‬
‭Bonus‬‭(one‬‭of‬‭the‬‭following,‬‭player’s‬‭choice):‬‭Agriculture,‬‭Fishing.‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭Blacksmithing,‬‭Carpentry,‬‭Cobbling,‬‭Cooking,‬‭Direction‬‭Sense,‬
‭Fire-building,‬‭Leatherworking,‬‭Pottery,‬‭Riding‬‭(Land-based),‬‭Stonemasonry,‬‭Weather‬‭Sense,‬‭Weaving.‬

‭Equipment‬
‭The‬‭Peasant‬‭Wizard‬‭can‬‭spend‬‭money‬‭on‬‭anything‬‭they‬‭like,‬‭within‬‭the‬‭limitations‬‭described‬‭in‬‭the‬‭Special‬
‭Hindrances‬‭entry‬‭below.‬

‭Special‬‭Benefits‬
‭When‬‭in‬‭their‬‭homeland,‬‭Peasant‬‭Wizards‬‭will‬‭always‬‭be‬‭given‬‭food‬‭and‬‭shelter‬‭at‬‭no‬‭charge‬‭by‬‭fellow‬
‭commoners.‬‭This‬‭courtesy‬‭extends‬‭to‬‭the‬‭Peasant‬‭Wizard’s‬‭companions,‬‭as‬‭long‬‭as‬‭they‬‭are‬‭vouched‬‭for.‬‭The‬‭Peasant‬
‭Wizard‬‭does‬‭not‬‭receive‬‭this‬‭benefit‬‭in‬‭lands‬‭other‬‭than‬‭their‬‭own,‬‭but‬‭they‬‭always‬‭receive‬‭a‬‭+2‬‭reaction‬‭modifier‬
‭from‬‭peasants‬‭in‬‭any‬‭culture.‬

‭Special‬‭Hindrances‬
‭Aside‬‭from‬‭weapons,‬‭a‬‭Peasant‬‭Wizard‬‭may‬‭own‬‭only‬‭one‬‭item‬‭worth‬‭a‬‭minimum‬‭of‬‭15‬‭gp.‬‭Aside‬‭from‬‭this‬
‭item,‬‭all‬‭other‬‭owned‬‭items‬‭must‬‭be‬‭valued‬‭at‬‭10‬‭gp,‬‭or‬‭less.‬‭The‬‭total‬‭value‬‭of‬‭all‬‭of‬‭their‬‭possessions,‬‭including‬
‭money‬‭but‬‭excluding‬‭weapons,‬‭cannot‬‭ever‬‭exceed‬‭75‬‭gp.‬‭Any‬‭treasure‬‭or‬‭possessions‬‭in‬‭excess‬‭of‬‭this‬‭limit‬‭must‬‭be‬
‭donated‬‭to‬‭some‬‭worthy‬‭cause.‬
‭The‬‭Peasant‬‭Wizard‬‭receives‬‭(1d4+1)x10‬‭gp‬‭as‬‭starting‬‭money.‬

‭30‬
‭Undead‬‭Master‬

‭The‬‭Undead‬‭Master‬‭is‬‭a‬‭Necromancer‬‭who‬‭specializes‬‭in‬‭the‬‭creation‬‭of‬‭undying‬‭minions‬‭and‬‭the‬
s‭ ummoning‬‭of‬‭Shadow‬‭World‬‭and‬‭extraplanar‬‭allies.‬‭Above‬‭all,‬‭this‬‭Necromancer‬‭craves‬‭power‬‭over‬‭others,‬‭reveling‬
‭in‬‭the‬‭thrill‬‭of‬‭commanding‬‭obedient‬‭servants.‬‭The‬‭mindless‬‭undead,‬‭as‬‭unthinking‬‭and‬‭ever-faithful‬‭automatons,‬
‭make‬‭loyal‬‭and‬‭unquestioning‬‭slaves‬‭that‬‭will‬‭shoulder‬‭even‬‭the‬‭most‬‭loathsome‬‭burdens‬‭without‬‭hesitation.‬‭The‬
‭Undead‬‭Master‬‭enjoys‬‭dominating‬‭the‬‭will‬‭of‬‭the‬‭living,‬‭subverting‬‭the‬‭dead,‬‭and‬‭controlling‬‭the‬‭fiendishly‬‭powerful.‬
‭Undead‬‭Masters‬‭must‬‭be‬‭Evil‬‭in‬‭alignment.‬
‭Unlike‬‭standard‬‭Necromancers,‬‭the‬‭Undead‬‭Master‬‭has‬‭access‬‭to‬‭the‬‭school‬‭of‬‭Enchantment/Charm,‬
‭enabling‬‭this‬‭spell‬‭caster‬‭to‬‭dominate‬‭the‬‭minds‬‭of‬‭the‬‭living‬‭as‬‭well‬‭as‬‭the‬‭dead.‬‭To‬‭be‬‭able‬‭to‬‭select‬‭this‬‭kit‬‭the‬
‭character‬‭must‬‭have‬‭9‬‭intelligence‬‭and‬‭16‬‭wisdom.‬

‭ ole‬‭:‬‭The‬‭Undead‬‭Master‬‭is‬‭a‬‭variant‬‭of‬‭the‬‭Archetypal‬‭Necromancer‬‭and,‬‭as‬‭such,‬‭makes‬‭a‬‭dangerous‬‭villain‬‭for‬‭the‬
R
‭campaign.‬‭However,‬‭unlike‬‭the‬‭Archetype,‬‭who‬‭tends‬‭to‬‭be‬‭a‬‭solitary‬‭menace,‬‭the‬‭Master‬‭is‬‭always‬‭surrounded‬‭by‬‭a‬
‭host‬‭of‬‭undead‬‭servants,‬‭summoned‬‭fiends,‬‭bound‬‭genies,‬‭and‬‭charmed‬‭monsters.‬‭These‬‭Specialist‬‭Wizards‬‭are‬‭never‬
‭encountered‬‭without‬‭a‬‭large‬‭entourage‬‭of‬‭minions,‬‭making‬‭members‬‭of‬‭this‬‭kit‬‭especially‬‭terrible‬‭foes‬‭in‬‭combat.‬
‭They‬‭are‬‭most‬‭commonly‬‭found‬‭in‬‭Vosgard.‬
‭The‬‭Undead‬‭Master‬‭may‬‭be‬‭encountered‬‭both‬‭in‬‭the‬‭wilderness‬‭and‬‭in‬‭the‬‭midst‬‭of‬‭society.‬‭In‬‭the‬‭abandoned‬
‭hinterlands,‬‭many‬‭Masters‬‭establish‬‭petty‬‭domains‬‭where‬‭they‬‭can‬‭rule‬‭over‬‭legions‬‭of‬‭the‬‭undead‬‭with‬‭impunity.‬
‭Eventually‬‭the‬‭most‬‭powerful‬‭Masters‬‭gravitate‬‭back‬‭to‬‭human‬‭society,‬‭where‬‭they‬‭attempt‬‭to‬‭impose‬‭their‬‭will‬‭on‬
‭the‬‭living.‬‭Sometimes,‬‭they‬‭magically‬‭establish‬‭a‬‭tower‬‭in‬‭the‬‭center‬‭of‬‭a‬‭town,‬‭replete‬‭with‬‭their‬‭most‬‭powerful‬
‭guardians.‬‭The‬‭presence‬‭of‬‭an‬‭Undead‬‭Master‬‭in‬‭a‬‭city‬‭directly‬‭challenges‬‭the‬‭authority‬‭of‬‭the‬‭local‬‭aristocracy,‬‭who‬
‭will‬‭seek‬‭to‬‭remove‬‭the‬‭Wizard,‬‭regardless‬‭of‬‭the‬‭cost.‬‭Of‬‭course‬‭a‬‭true‬‭“Master”‬‭is‬‭always‬‭well‬‭prepared‬‭for‬‭such‬
‭welcoming‬‭parties.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Undead‬‭Master‬‭may‬‭choose‬‭only‬‭one‬‭of‬‭the‬‭regular‬‭weapons‬‭available‬‭to‬‭standard‬‭Wizards,‬‭the‬‭dagger,‬
‭dart,‬‭staff,‬‭sling,‬‭or‬‭knife.‬‭At‬‭higher‬‭levels,‬‭additional‬‭weapon‬‭slots‬‭must‬‭be‬‭used‬‭to‬‭purchase‬‭non-weapon‬
‭proficiencies‬‭instead‬‭of‬‭weapon‬‭proficiencies.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Necrology‬‭and‬‭Netherworld‬‭Knowledge.‬‭(See‬‭descriptions‬‭in‬‭special‬‭benefits)‬
‭Recommended:‬‭etiquette,‬‭heraldry,‬‭ancient‬‭history,‬‭astrology,‬‭ancient‬‭languages,‬‭reading/writing,‬‭religion,‬
‭spellcraft,‬‭spirit‬‭lore.‬‭All‬‭Priest,‬‭Warrior,‬‭and‬‭Rogue‬‭Proficiencies‬‭cannot‬‭be‬‭taken‬‭by‬‭Undead‬‭Masters.‬

‭Equipment‬
‭Although‬‭the‬‭Undead‬‭Master‬‭is‬‭typically‬‭outfitted‬‭like‬‭any‬‭Specialist‬‭Wizard,‬‭this‬‭kind‬‭of‬‭character‬‭tends‬‭to‬
‭be‬‭vain,‬‭so‬‭will‬‭usually‬‭only‬‭obtain‬‭possessions‬‭of‬‭the‬‭highest‬‭quality.‬‭Indeed,‬‭powerful‬‭Undead‬‭Masters‬‭may‬
‭consider‬‭themselves‬‭to‬‭be‬‭on‬‭par‬‭with‬‭royalty.‬
‭Once‬‭they‬‭reach‬‭a‬‭sufficiently‬‭high‬‭level,‬‭Undead‬‭Masters‬‭devote‬‭considerable‬‭attention‬‭to‬‭properly‬
‭outfitting‬‭their‬‭numerous‬‭followers,‬‭from‬‭the‬‭lowest‬‭skeleton‬‭to‬‭the‬‭most‬‭powerful‬‭fiend.‬‭Only‬‭the‬‭uncouth‬‭archetype‬
‭would‬‭send‬‭skeletons‬‭into‬‭battle‬‭with‬‭their‬‭bony‬‭claws‬‭as‬‭weapons.‬‭Undead‬‭Masters‬‭care‬‭not‬‭only‬‭about‬‭the‬‭combat‬
‭potential‬‭(weapons)‬‭of‬‭their‬‭servants,‬‭but‬‭about‬‭their‬‭physical‬‭appearance‬‭as‬‭well.‬‭The‬‭equipment‬‭of‬‭an‬‭Undead‬
‭Master‬‭Archmage’s‬‭servants‬‭could‬‭approach‬‭the‬‭extravagance‬‭and‬‭quality‬‭of‬‭a‬‭royal‬‭guard.‬

‭Special‬‭Benefits‬
‭All‬‭Masters‬‭are‬‭able‬‭to‬‭command‬‭undead‬‭by‬‭making‬‭a‬‭turn‬‭undead‬‭check‬‭as‬‭if‬‭they‬‭are‬‭Priests‬‭of‬‭the‬‭same‬
‭level.‬‭Their‬‭ability‬‭to‬‭command‬‭undead‬‭also‬‭extends‬‭to‬‭fiends‬‭and‬‭extraplanar‬‭creatures,‬‭which‬‭are‬‭treated‬‭as‬‭undead‬
‭with‬‭the‬‭same‬‭hit‬‭dice‬‭(without‬‭considering‬‭any‬‭hit‬‭point‬‭modifiers).‬‭This‬‭special‬‭benefit‬‭results‬‭from‬‭the‬‭Wizard’s‬
‭complete‬‭mastery‬‭of‬‭the‬‭baneful‬‭rites‬‭and‬‭conjurations‬‭that‬‭control‬‭or‬‭bind‬‭not‬‭only‬‭the‬‭cold‬‭undead,‬‭but‬‭also‬‭the‬
‭sinister‬‭inhabitants‬‭of‬‭the‬‭netherworlds.‬
‭Undead‬‭Masters‬‭receive‬‭two‬‭bonus‬‭non-weapon‬‭proficiency‬‭skills‬‭unique‬‭to‬‭this‬‭kit.‬‭Undead‬‭Masters‬‭only‬
‭teach‬‭these‬‭proficiencies‬‭to‬‭apprentices,‬‭but‬‭a‬‭player‬‭character‬‭could‬‭teach‬‭someone‬‭outside‬‭of‬‭the‬‭kit.‬
‭Necrology‬‭and‬‭Netherworld‬‭Knowledge‬‭cost‬‭one‬‭slot.‬‭Both‬‭of‬‭these‬‭abilities‬‭may‬‭require‬‭an‬‭ability‬‭check‬‭to‬
‭be‬‭made.‬‭The‬‭non-weapon‬‭proficiency‬‭check‬‭for‬‭Necrology‬‭is‬‭based‬‭on‬‭Wisdom,‬‭and‬‭the‬‭non-weapon‬‭proficiency‬
‭check‬‭for‬‭Netherworld‬‭Knowledge‬‭is‬‭based‬‭on‬‭Wisdom‬‭-3.‬

‭Necrology‬
‭A‬‭character‬‭with‬‭this‬‭skill‬‭is‬‭well‬‭versed‬‭in‬‭the‬‭lore‬‭of‬‭undead‬‭creatures.‬‭This‬‭proficiency‬‭may‬‭be‬‭used‬‭to‬
‭help‬‭determine‬‭the‬‭probable‬‭lairs,‬‭dining‬‭habits,‬‭and‬‭history‬‭of‬‭such‬‭creatures‬‭(no‬‭ability‬‭check‬‭needed).‬‭Whenever‬‭a‬

‭31‬
c‭ haracter‬‭with‬‭this‬‭skill‬‭confronts‬‭an‬‭undead,‬‭they‬‭may‬‭be‬‭able‬‭to‬‭recognize‬‭the‬‭creature.‬‭(differentiating‬‭between‬‭a‬
‭ghast‬‭and‬‭a‬‭common‬‭ghoul,‬‭for‬‭instance).‬
‭In‬‭addition,‬‭provided‬‭the‬‭character‬‭makes‬‭another‬‭successful‬‭proficiency‬‭check,‬‭upon‬‭first‬‭encountering‬‭a‬
‭form‬‭of‬‭undead,‬‭the‬‭player‬‭recalls‬‭from‬‭their‬‭studies,‬‭the‬‭creature's‬‭specific‬‭weaknesses,‬‭and‬‭natural‬‭defenses‬‭or‬
‭immunities.‬
‭At‬‭the‬‭DM's‬‭discretion,‬‭a‬‭failed‬‭ability‬‭check‬‭in‬‭either‬‭case‬‭will‬‭reveal‬‭misleading‬‭or‬‭completely‬‭erroneous‬
‭information‬‭that‬‭may‬‭actually‬‭strengthen‬‭or‬‭otherwise‬‭benefit‬‭the‬‭undead.‬

‭Netherworld‬‭Knowledge‬
‭With‬‭this‬‭proficiency,‬‭a‬‭character‬‭learns‬‭about‬‭the‬‭cosmology‬‭and‬‭organization‬‭of‬‭the‬‭multiverse,‬‭focusing‬
‭primarily‬‭on‬‭the‬‭ultimate‬‭destination‬‭of‬‭spirits‬‭after‬‭death,‬‭the‬‭Outer‬‭Planes.‬‭In‬‭addition,‬‭the‬‭character‬‭learns‬‭about‬
‭the‬‭behavior‬‭of‬‭the‬‭dangerous‬‭creatures‬‭that‬‭inhabit‬‭the‬‭nether‬‭regions.‬
‭As‬‭with‬‭Necrology‬‭and‬‭the‬‭undead,‬‭Netherworld‬‭Knowledge‬‭can‬‭reveal‬‭the‬‭specific‬‭weaknesses‬‭and‬‭natural‬
‭immunities‬‭of‬‭beings‬‭from‬‭the‬‭Outer‬‭Planes.‬‭Proficiency‬‭can‬‭also‬‭be‬‭used‬‭to‬‭classify‬‭the‬‭exact‬‭type‬‭of‬‭extraplanar‬
‭creature‬‭encountered.‬

‭Special‬‭Hindrances‬
‭The‬‭Undead‬‭Master‬‭cannot‬‭cast‬‭spells‬‭exclusively‬‭taught‬‭in‬‭the‬‭schools‬‭of‬‭Alteration,‬‭Illusion,‬‭and‬‭Major‬
‭Divination,‬‭nor‬‭any‬‭magic‬‭items‬‭that‬‭draw‬‭from‬‭these‬‭schools‬‭of‬‭magic.‬
‭Undead‬‭Masters‬‭have‬‭specific‬‭universal‬‭Evil‬‭qualities.‬‭They‬‭always‬‭consider‬‭themselves,‬‭their‬‭experiences,‬
‭their‬‭feelings,‬‭and‬‭their‬‭quest‬‭for‬‭power‬‭above‬‭those‬‭of‬‭others.‬‭They‬‭demand‬‭to‬‭be‬‭the‬‭center‬‭of‬‭attention,‬‭ruthlessly‬
‭subverting,‬‭or‬‭even‬‭eliminating‬‭those‬‭who‬‭contest‬‭their‬‭supremacy.‬‭It‬‭is‬‭essential‬‭for‬‭them‬‭to‬‭be‬‭in‬‭control‬‭of‬‭every‬
‭situation‬‭and‬‭to‬‭dominate‬‭everyone‬‭around‬‭them.‬
‭Anyone‬‭who‬‭stands‬‭up‬‭to‬‭them‬‭will‬‭shatter‬‭the‬‭Undead‬‭Hunter’s‬‭composure.‬‭This‬‭may‬‭provoke‬‭an‬‭irrational‬
‭or‬‭poorly‬‭conceived‬‭response,‬‭even‬‭when‬‭it‬‭runs‬‭contrary‬‭to‬‭the‬‭Specialist‬‭Wizard’s‬‭established‬‭long-term‬‭interests.‬

‭Witch‬

‭The‬‭Witch‬‭is‬‭a‬‭Wizard‬‭whose‬‭powerful‬‭magical‬‭abilities‬‭are‬‭extra-planar‬‭in‬‭origin.‬‭Though‬‭Wizards‬‭typically‬
l‭earn‬‭the‬‭basics‬‭of‬‭spellcasting‬‭at‬‭magic‬‭academies‬‭or‬‭from‬‭learned‬‭mentors,‬‭Witches‬‭learn‬‭magical‬‭skills‬‭from‬
‭entities‬‭and‬‭their‬‭minions‬‭from‬‭other‬‭planes‬‭of‬‭existence,‬‭or‬‭from‬‭other‬‭Witches.‬
‭Occasionally,‬‭these‬‭extraplanar‬‭entities‬‭contact‬‭young‬‭humans‬‭or‬‭demihumans‬‭for‬‭magical‬‭instruction.‬‭Other‬
‭times,‬‭humans‬‭and‬‭demihumans‬‭seek‬‭out‬‭the‬‭entities‬‭through‬‭arcane‬‭rituals‬‭and‬‭petition‬‭them‬‭for‬‭instruction.‬‭The‬
‭entities‬‭consent‬‭to‬‭such‬‭instruction‬‭for‬‭a‬‭variety‬‭of‬‭reasons.‬‭Some‬‭hope‬‭to‬‭train‬‭their‬‭students‬‭to‬‭eventually‬‭become‬
‭emissaries,‬‭while‬‭others‬‭hope‬‭to‬‭use‬‭them‬‭as‬‭conduits‬‭for‬‭various‬‭forces.‬‭The‬‭hope‬‭could‬‭be‬‭to‬‭seduce‬‭them‬‭as‬
‭consorts,‬‭or‬‭to‬‭share‬‭their‬‭magical‬‭secrets‬‭for‬‭their‬‭own‬‭amusement.‬
‭Whatever‬‭the‬‭motives‬‭of‬‭the‬‭extraplanar‬‭entities,‬‭they‬‭exert‬‭a‬‭powerful‬‭directing‬‭influence‬‭over‬‭their‬
‭students.‬‭However,‬‭a‬‭few‬‭Witches‬‭with‬‭particularly‬‭strong‬‭wills‬‭are‬‭able‬‭to‬‭maintain‬‭their‬‭own‬‭drives‬‭while‬‭using‬
‭their‬‭magical‬‭skills‬‭to‬‭further‬‭their‬‭own‬‭goals.‬‭Such‬‭Witches‬‭face‬‭a‬‭life-long‬‭struggle‬‭with‬‭the‬‭forces‬‭who‬‭relentlessly‬
‭strive‬‭to‬‭direct‬‭their‬‭spirits.‬
‭The‬‭requirements‬‭for‬‭becoming‬‭a‬‭Witch‬‭are‬‭higher‬‭than‬‭for‬‭any‬‭other‬‭kit.‬‭Because‬‭the‬‭training‬‭is‬‭more‬
‭demanding‬‭than‬‭that‬‭received‬‭by‬‭most‬‭other‬‭Wizards,‬‭Witches‬‭must‬‭have‬‭minimum‬‭intelligence‬‭and‬‭wisdom‬‭scores‬
‭of‬‭13.‬‭To‬‭resist‬‭the‬‭corruption‬‭inherent‬‭in‬‭contact‬‭with‬‭extraplanar‬‭entities,‬‭they‬‭must‬‭have‬‭a‬‭minimum‬‭constitution‬‭of‬
‭13.‬‭The‬‭vast‬‭majority‬‭of‬‭Witches‬‭are‬‭female,‬‭but‬‭male‬‭Witches‬‭are‬‭also‬‭possible,‬‭commonly‬‭called‬‭Warlocks.‬
‭The‬‭Witch‬‭kit‬‭cannot‬‭be‬‭abandoned.‬‭If‬‭a‬‭Witch‬‭manages‬‭to‬‭sever‬‭all‬‭ties‬‭with‬‭the‬‭entities‬‭responsible‬‭for‬‭their‬
‭instruction‬‭(usually‬‭through‬‭the‬‭power‬‭of‬‭a‬‭wish‬‭or‬‭its‬‭equivalent),‬‭the‬‭character‬‭loses‬‭two‬‭experience‬‭levels.‬‭If‬‭the‬
‭Witch‬‭still‬‭wishes‬‭to‬‭pursue‬‭a‬‭magical‬‭career,‬‭they‬‭must‬‭relearn‬‭the‬‭experience‬‭levels‬‭that‬‭were‬‭lost.‬‭The‬‭most‬
‭appropriate‬‭school‬‭for‬‭Witches‬‭is‬‭enchantment/charm.‬‭Conjuration‬‭&‬‭summoning‬‭and‬‭necromancy‬‭are‬‭also‬‭suitable‬
‭choices.‬

‭ ole‬‭:‬‭Regardless‬‭of‬‭actual‬‭alignment,‬‭all‬‭but‬‭the‬‭closest‬‭of‬‭friends‬‭are‬‭likely‬‭to‬‭presume‬‭that‬‭a‬‭Witch‬‭is‬‭in‬
R
‭collaboration‬‭with‬‭extra-planar‬‭spirits,‬‭and‬‭will‬‭shun‬‭them‬‭accordingly.‬‭There‬‭are‬‭few‬‭places‬‭where‬‭a‬‭Witch‬‭is‬
‭welcome,‬‭and‬‭for‬‭the‬‭most‬‭part,‬‭a‬‭Witch‬‭will‬‭need‬‭to‬‭conceal‬‭their‬‭identity‬‭when‬‭traveling‬‭to‬‭assure‬‭safety.‬
‭A‬‭Witch’s‬‭player‬‭character‬‭companions‬‭need‬‭not‬‭have‬‭such‬‭fears‬‭or‬‭prejudices‬‭against‬‭the‬‭Witch,‬‭especially‬
‭after‬‭proving‬‭themselves‬‭in‬‭life-and-death‬‭situations.‬‭However,‬‭there‬‭might‬‭always‬‭be‬‭a‬‭veil‬‭of‬‭suspicion‬‭between‬‭the‬
‭Witch‬‭and‬‭some‬‭companions,‬‭as‬‭if‬‭they‬‭cannot‬‭quite‬‭bring‬‭themselves‬‭to‬‭trust‬‭one‬‭another‬‭completely.‬‭Any‬‭player‬
‭characters‬‭with‬‭suspicious‬‭natures,‬‭particularly‬‭those‬‭with‬‭primitive‬‭or‬‭unsophisticated‬‭backgrounds,‬‭may‬‭never‬‭fully‬
‭warm‬‭up‬‭to‬‭a‬‭Witch.‬‭They‬‭will‬‭avoid‬‭being‬‭alone‬‭with‬‭one,‬‭possibly‬‭accusing‬‭them‬‭of‬‭betraying‬‭the‬‭party‬‭or‬‭bringing‬
‭them‬‭bad‬‭luck.‬
‭Although‬‭a‬‭Witch‬‭learns‬‭their‬‭magical‬‭techniques‬‭from‬‭extra-planar‬‭entities,‬‭once‬‭on‬‭their‬‭own,‬‭they‬‭learn‬
‭spells‬‭in‬‭much‬‭the‬‭same‬‭way‬‭as‬‭any‬‭other‬‭Wizard.‬‭Still,‬‭the‬‭techniques‬‭for‬‭casting‬‭spells‬‭may‬‭differ‬‭significantly‬‭from‬

‭32‬
t‭he‬‭standard‬‭methods.‬‭The‬‭casting‬‭times,‬‭ranges,‬‭and‬‭effects‬‭of‬‭their‬‭spells‬‭are‬‭no‬‭different‬‭from‬‭the‬‭same‬‭spells‬‭used‬
‭by‬‭other‬‭Wizards.‬‭However,‬‭they‬‭may‬‭use‬‭different‬‭verbal,‬‭somatic,‬‭or‬‭material‬‭components,‬‭as‬‭well‬‭as‬‭meditation.‬
‭These‬‭differences‬‭should‬‭make‬‭Witches‬‭seem‬‭even‬‭more‬‭threatening‬‭to‬‭outsiders,‬‭as‬‭well‬‭as‬‭seem‬‭more‬‭remote‬‭to‬
‭other‬‭player‬‭characters.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Witch‬‭is‬‭not‬‭allowed‬‭any‬‭initial‬‭weapon‬‭proficiencies,‬‭nor‬‭can‬‭they‬‭acquire‬‭a‬‭weapon‬‭proficiency‬‭as‬‭they‬
‭advance‬‭in‬‭level.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Herbalism,‬‭Spellcraft‬
‭Recommended:‬‭(General)‬‭Artistic‬‭Ability,‬‭Brewing,‬‭Cooking,‬‭Languages‬‭(Modern),‬‭Weather‬‭Sense;‬
‭(Wizard)‬‭Ancient‬‭History,‬‭Astrology,‬‭Languages‬‭(Ancient),‬‭Reading/Writing,‬‭Religion;‬‭(Priest,‬‭double‬‭slot)‬‭Healing.‬

‭Equipment‬
‭When‬‭a‬‭Witch‬‭is‬‭first‬‭created,‬‭weapons‬‭must‬‭be‬‭selected‬‭from‬‭among‬‭the‬‭following‬‭choices:‬‭dagger‬‭or‬‭dirk,‬
‭knife,‬‭sling,‬‭staff-sling.‬‭Additionally,‬‭the‬‭Witch‬‭can‬‭choose‬‭up‬‭to‬‭1,500‬‭xp‬‭worth‬‭of‬‭magical‬‭items‬‭in‬‭the‬‭form‬‭of‬
‭potions‬‭and‬‭oils,‬‭rings,‬‭rods,‬‭staves,‬‭wands,‬‭or‬‭miscellaneous‬‭magic.‬‭These‬‭are‬‭free.‬

‭Special‬‭Benefits‬
‭When‬‭Witches‬‭are‬‭first‬‭created,‬‭they‬‭automatically‬‭gain‬‭the‬‭spells‬‭detect‬‭magic‬‭and‬‭read‬‭magic.‬‭These‬‭spells‬
‭are‬‭in‬‭addition‬‭to‬‭any‬‭spells‬‭normally‬‭received.‬‭As‬‭Witches‬‭increase‬‭in‬‭level,‬‭they‬‭automatically‬‭gain‬‭the‬‭following‬
‭abilities.‬‭These‬‭are‬‭all‬‭naturally‬‭acquired‬‭abilities,‬‭and‬‭do‬‭not‬‭count‬‭against‬‭the‬‭number‬‭of‬‭spells‬‭they‬‭can‬‭know‬‭or‬
‭use.‬‭All‬‭of‬‭the‬‭following‬‭abilities‬‭can‬‭be‬‭used‬‭once‬‭per‬‭week.‬
‭3rd‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭have‬‭a‬‭familiar.‬‭This‬‭is‬‭identical‬‭to‬‭the‬‭1st-level‬‭Wizard‬‭spell,‬
‭find‬‭familiar,‬‭except‬‭that‬‭a‬‭Witch‬‭does‬‭not‬‭need‬‭to‬‭burn‬‭1,000‬‭gp‬‭worth‬‭of‬‭incense‬‭and‬‭herbs‬‭in‬‭a‬‭brass‬‭brazier.‬
‭Instead,‬‭the‬‭witch‬‭only‬‭needs‬‭to‬‭concentrate‬‭for‬‭one‬‭turn.‬‭If‬‭a‬‭suitable‬‭familiar‬‭is‬‭within‬‭1‬‭mile‬‭per‬‭level‬‭of‬‭the‬‭Witch,‬
‭it‬‭will‬‭arrive‬‭within‬‭1d10‬‭hours.‬‭A‬‭Witch‬‭can‬‭only‬‭have‬‭one‬‭familiar‬‭at‬‭a‬‭time.‬
‭5th‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭brew‬‭a‬‭calmative.‬‭Assuming‬‭the‬‭character‬‭has‬‭access‬‭to‬‭the‬
‭proper‬‭ingredients‬‭(usually‬‭available‬‭in‬‭any‬‭forest),‬‭the‬‭Witch‬‭can‬‭brew‬‭one‬‭dose‬‭of‬‭an‬‭elixir‬‭that‬‭has‬‭the‬‭effect‬‭of‬‭a‬
‭sleep‬‭spell‬‭when‬‭a‬‭victim‬‭comes‬‭into‬‭contact‬‭with‬‭it.‬‭One‬‭dose‬‭is‬‭sufficient‬‭to‬‭coat‬‭a‬‭sword‬‭or‬‭any‬‭other‬‭single‬
‭weapon.‬‭The‬‭elixir‬‭has‬‭no‬‭effect‬‭on‬‭victims‬‭with‬‭more‬‭than‬‭8‬‭HD;‬‭victims‬‭can‬‭resist‬‭the‬‭effects‬‭of‬‭the‬‭elixir‬‭with‬‭a‬
‭successful‬‭saving‬‭throw.‬‭The‬‭Witch‬‭requires‬‭one‬‭hour‬‭to‬‭brew‬‭the‬‭elixir.‬‭The‬‭elixir‬‭loses‬‭its‬‭potency‬‭after‬‭24‬‭hours.‬
‭7th‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭brew‬‭poison.‬‭With‬‭the‬‭proper‬‭ingredients,‬‭available‬‭in‬‭most‬
‭forests,‬‭they‬‭can‬‭brew‬‭one‬‭dose‬‭of‬‭Class‬‭L‬‭contact‬‭poison‬‭sufficient‬‭to‬‭coat‬‭a‬‭single‬‭weapon.‬‭The‬‭Witch‬‭requires‬‭one‬
‭hour‬‭to‬‭prepare‬‭the‬‭poison.‬‭It‬‭loses‬‭its‬‭potency‬‭in‬‭24‬‭hours.‬
‭9th‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭beguile‬‭any‬‭single‬‭person‬‭or‬‭monster‬‭(assuming‬‭the‬‭person‬‭is‬‭no‬
‭higher‬‭than‬‭8th-level‬‭or‬‭the‬‭monster‬‭has‬‭no‬‭more‬‭than‬‭8‬‭HD).‬‭Beguile‬‭is‬‭identical‬‭to‬‭the‬‭4th-level‬‭Wizard‬‭spell‬‭charm‬
‭monster‬‭and‬‭the‬‭1st-level‬‭Wizard‬‭spell‬‭charm‬‭person,‬‭except‬‭that‬‭the‬‭victim‬‭is‬‭not‬‭allowed‬‭a‬‭saving‬‭throw.‬‭To‬‭cast‬
‭beguile,‬‭the‬‭Witch‬‭must‬‭merely‬‭point‬‭at‬‭the‬‭victim‬‭and‬‭concentrate‬‭for‬‭1‬‭round;‬‭there‬‭are‬‭no‬‭verbal‬‭or‬‭material‬
‭components.‬
‭11th‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭brew‬‭flying‬‭ointment.‬‭Assuming‬‭they‬‭have‬‭access‬‭to‬‭the‬‭proper‬
‭ingredients‬‭(usually‬‭available‬‭in‬‭any‬‭forest),‬‭the‬‭Witch‬‭can‬‭brew‬‭one‬‭dose‬‭of‬‭an‬‭ointment‬‭which,‬‭when‬‭rubbed‬‭on‬‭the‬
‭skin,‬‭gives‬‭the‬‭recipient‬‭the‬‭ability‬‭to‬‭fly,‬‭as‬‭per‬‭the‬‭3rd-level‬‭Wizard‬‭spell‬‭fly.‬‭The‬‭dose‬‭is‬‭sufficient‬‭to‬‭affect‬‭one‬
‭human-sized‬‭subject;‬‭the‬‭effects‬‭persist‬‭until‬‭the‬‭ointment‬‭loses‬‭its‬‭potency‬‭24‬‭hours‬‭after‬‭it‬‭is‬‭prepared.‬‭The‬‭Witch‬
‭requires‬‭one‬‭hour‬‭to‬‭prepare‬‭the‬‭ointment.‬
‭13th‬‭Level:‬‭The‬‭Witch‬‭acquires‬‭the‬‭ability‬‭to‬‭inflict‬‭a‬‭Witch’s‬‭curse‬‭on‬‭any‬‭single‬‭person‬‭or‬‭creature.‬‭This‬‭is‬
‭exactly‬‭identical‬‭to‬‭the‬‭4th-level‬‭Wizard‬‭spell‬‭bestow‬‭curse,‬‭except‬‭that‬‭its‬‭effect‬‭is‬‭automatic.‬‭The‬‭victim‬‭is‬‭not‬
‭allowed‬‭a‬‭saving‬‭throw.‬‭The‬‭effect‬‭of‬‭the‬‭curse‬‭persists‬‭for‬‭24‬‭hours‬‭unless‬‭the‬‭curse‬‭is‬‭dispelled‬‭by‬‭a‬‭remove‬‭curse,‬
‭wish,‬‭or‬‭similar‬‭spell.‬‭To‬‭cast‬‭the‬‭spell,‬‭the‬‭Witch‬‭must‬‭merely‬‭point‬‭at‬‭the‬‭victim‬‭and‬‭concentrate‬‭for‬‭1‬‭round.‬‭No‬
‭verbal‬‭or‬‭material‬‭components‬‭are‬‭required.‬‭To‬‭determine‬‭the‬‭effects‬‭of‬‭the‬‭Witch's‬‭curse,‬‭roll‬‭1d8‬‭and‬‭consult‬‭the‬
‭table‬‭below.‬

‭ ffects‬‭of‬‭Witch’s‬‭Curse‬
E
‭d8‬ ‭Roll‬‭Result‬
‭1-3‬ ‭One‬‭ability‬‭of‬‭the‬‭victim‬‭is‬‭lowered‬‭by‬‭3‬‭points.‬‭Determine‬‭which‬‭ability‬‭is‬‭lowered‬‭by‬‭rolling‬‭1d6:‬‭1‬‭=‬
‭Strength,‬‭2‬‭=‬‭Dexterity,‬‭3‬‭=‬‭Constitution,‬‭4‬‭=‬‭Intelligence,‬‭5‬‭=‬‭Wisdom,‬‭6‬‭=‬‭Charisma‬
‭4-5‬ ‭The‬‭victim’s‬‭“to‬‭hit”‬‭and‬‭damage‬‭rolls‬‭are‬‭reduced‬‭by‬‭4‬‭points‬
‭6‬ ‭The‬‭victim‬‭becomes‬‭blind,‬‭as‬‭per‬‭the‬‭2nd-level‬‭Wizard‬‭spell‬‭blindness.‬‭The‬‭effect‬‭persists‬‭for‬‭24‬‭hours‬‭or‬
‭until‬‭the‬‭Witch’s‬‭curse‬‭is‬‭dispelled.‬

‭33‬
‭ ffects‬‭of‬‭Witch’s‬‭Curse‬‭(Continued)‬
E
‭7‬ ‭The‬‭victim‬‭loses‬‭1‬‭hit‬‭point‬‭per‬‭hour‬‭for‬‭the‬‭next‬‭24‬‭hours.‬‭These‬‭lost‬‭hit‬‭points‬‭cannot‬‭be‬‭recovered‬‭by‬
‭normal‬‭or‬‭magical‬‭means‬‭until‬‭the‬‭Witch’s‬‭curse‬‭ends‬‭in‬‭24‬‭hours‬‭or‬‭unless‬‭the‬‭curse‬‭is‬‭dispelled.‬‭If‬‭the‬
‭victim‬‭is‬‭reduced‬‭to‬‭0‬‭hit‬‭points‬‭or‬‭less‬‭within‬‭24‬‭hours‬‭of‬‭receiving‬‭the‬‭curse,‬‭or‬‭before‬‭the‬‭curse‬‭is‬
‭dispelled,‬‭they‬‭die.‬
‭8‬ ‭The‬‭victim‬‭immediately‬‭lapses‬‭into‬‭a‬‭state‬‭of‬‭temporal‬‭stasis,‬‭as‬‭per‬‭the‬‭9th-level‬‭wizard‬‭spell.‬‭The‬‭effect‬
‭persists‬‭unless‬‭the‬‭curse‬‭is‬‭dispelled.‬‭Otherwise,‬‭at‬‭the‬‭end‬‭of‬‭24‬‭hours,‬‭the‬‭victim‬‭is‬‭reduced‬‭to‬‭0‬‭hit‬‭points‬
‭and‬‭dies.‬

‭Special‬‭Hindrances‬
‭Because‬‭of‬‭their‬‭non-conventional‬‭training,‬‭Witches‬‭do‬‭not‬‭earn‬‭bonuses‬‭to‬‭their‬‭experience‬‭for‬‭high‬‭ability‬
‭scores.‬‭Witches‬‭cannot‬‭be‬‭multiclassed‬‭or‬‭dual-classed.‬
‭Generally,‬‭outsiders‬‭are‬‭terrified‬‭of‬‭Witches.‬‭Unless‬‭an‬‭NPC‬‭is‬‭exceptionally‬‭open-minded‬‭or‬‭has‬‭extremely‬
‭high‬‭Intelligence‬‭or‬‭Wisdom‬‭(13‬‭or‬‭more‬‭in‬‭each‬‭ability),‬‭the‬‭Witch‬‭receives‬‭a‬‭-3‬‭reaction‬‭roll.‬‭If‬‭the‬‭NPC‬‭is‬
‭uneducated,‬‭comes‬‭from‬‭an‬‭extremely‬‭superstitious‬‭or‬‭unsophisticated‬‭culture,‬‭or‬‭has‬‭low‬‭intelligence‬‭and‬‭wisdom‬
‭(under‬‭10‬‭for‬‭both),‬‭the‬‭Witch‬‭receives‬‭a‬‭-5‬‭reaction‬‭roll.‬‭Additionally,‬‭if‬‭a‬‭Witch‬‭lingers‬‭in‬‭a‬‭superstitious‬‭or‬
‭culturally‬‭unsophisticated‬‭community‬‭for‬‭more‬‭than‬‭a‬‭day,‬‭they‬‭run‬‭the‬‭risk‬‭of‬‭facing‬‭a‬‭mob‬‭of‬‭hostile‬‭citizens‬‭bent‬
‭on‬‭running‬‭them‬‭out‬‭of‬‭town,‬‭being‬‭imprisoned,‬‭tortured,‬‭or‬‭executed.‬
‭The‬‭DM‬‭decides‬‭the‬‭size‬‭of‬‭the‬‭mob,‬‭their‬‭intentions,‬‭and‬‭the‬‭likelihood‬‭of‬‭them‬‭accosting‬‭the‬‭Witch.‬‭As‬‭a‬
‭rule‬‭of‬‭thumb,‬‭assume‬‭a‬‭20‬‭percent‬‭chance‬‭of‬‭a‬‭4d6‬‭member‬‭mob‬‭forming‬‭in‬‭a‬‭hostile‬‭community‬‭if‬‭the‬‭Witch‬‭stays‬
‭for‬‭a‬‭day.‬‭This‬‭chance‬‭increases‬‭by‬‭20‬‭percent‬‭for‬‭every‬‭additional‬‭day‬‭the‬‭witch‬‭remains;‬‭the‬‭size‬‭of‬‭the‬‭mob‬
‭increases‬‭by‬‭2d6‬‭members.‬
‭The‬‭Witch‬‭must‬‭periodically‬‭interact‬‭with‬‭extraplanar‬‭forces‬‭in‬‭order‬‭to‬‭direct‬‭them.‬‭The‬‭forces‬‭are‬‭so‬
‭powerful‬‭that‬‭they‬‭cannot‬‭be‬‭dispelled.‬‭The‬‭Witch‬‭has‬‭no‬‭choice‬‭but‬‭to‬‭endure‬‭them.‬‭When‬‭undergoing‬‭these‬‭internal‬
‭struggles,‬‭the‬‭Witch‬‭suffers‬‭penalties‬‭for‬‭combat‬‭abilities‬‭and‬‭saving‬‭throws.‬
‭The‬‭DM‬‭has‬‭three‬‭options‬‭for‬‭determining‬‭the‬‭frequency‬‭and‬‭intensity‬‭of‬‭these‬‭penalties,‬‭depending‬‭on‬‭the‬
‭needs‬‭of‬‭the‬‭campaign‬‭and‬‭how‬‭much‬‭bookkeeping‬‭is‬‭willing‬‭to‬‭be‬‭undertaken:‬
‭1.‬‭The‬‭Witch‬‭suffers‬‭a‬‭-2‬‭penalty‬‭to‬‭attack‬‭rolls‬‭and‬‭a‬‭-2‬‭penalty‬‭to‬‭saving‬‭throws‬‭on‬‭any‬‭night‬‭with‬‭a‬‭full‬
‭moon‬‭and‬‭the‬‭three‬‭nights‬‭before‬‭and‬‭after‬‭the‬‭full‬‭moon‬‭(the‬‭penalties‬‭apply‬‭to‬‭a‬‭12‬‭hour‬‭period‬‭from‬‭about‬‭6‬‭pm‬‭to‬
‭6‬‭am).‬
‭2.‬‭There‬‭is‬‭a‬‭25‬‭percent‬‭chance‬‭per‬‭day‬‭that‬‭the‬‭Witch‬‭will‬‭be‬‭subjected‬‭to‬‭an‬‭internal‬‭struggle‬‭with‬
‭extra-planar‬‭forces.‬‭The‬‭DM‬‭determines‬‭this‬‭at‬‭the‬‭beginning‬‭of‬‭the‬‭day;‬‭the‬‭Witch‬‭is‬‭aware‬‭of‬‭the‬‭result.‬‭Throughout‬
‭that‬‭night‬‭(a‬‭12-hour‬‭period‬‭lasting‬‭from‬‭about‬‭6‬‭p.m.‬‭to‬‭6‬‭a.m.),‬‭the‬‭witch‬‭suffers‬‭a‬‭-2‬‭penalty‬‭on‬‭attack‬‭rolls‬‭and‬‭a‬‭-2‬
‭penalty‬‭on‬‭saving‬‭throws.‬
‭3.‬‭The‬‭Witch‬‭struggles‬‭with‬‭extra-planar‬‭forces‬‭every‬‭night.‬‭For‬‭a‬‭12-hour‬‭period‬‭lasting‬‭from‬‭about‬‭6‬‭p.m.‬
‭to‬‭6‬‭a.m.,‬‭the‬‭character‬‭suffers‬‭a‬‭-1‬‭penalty‬‭on‬‭attack‬‭rolls;‬‭there‬‭is‬‭no‬‭penalty‬‭for‬‭saving‬‭throws.‬
‭The‬‭Witch‬‭is‬‭among‬‭the‬‭most‬‭complex‬‭of‬‭all‬‭the‬‭kits,‬‭and‬‭many‬‭of‬‭the‬‭details‬‭are‬‭left‬‭up‬‭to‬‭the‬‭player’s‬
‭discretion.‬‭For‬‭instance,‬‭one‬‭may‬‭wish‬‭to‬‭design‬‭specific‬‭daily‬‭rituals‬‭for‬‭their‬‭Witch,‬‭or‬‭may‬‭wish‬‭to‬‭expand‬‭on‬‭the‬
‭Witch’s‬‭relationship‬‭with‬‭the‬‭entities‬‭who‬‭originally‬‭provided‬‭training.‬‭What‬‭exactly‬‭are‬‭they?‬‭Where‬‭are‬‭they?‬‭Can‬
‭the‬‭Witch‬‭contact‬‭them‬‭for‬‭favors?‬‭What‬‭will‬‭happen‬‭if‬‭the‬‭forces‬‭succeed‬‭in‬‭controlling‬‭the‬‭Witch?‬‭What‬‭happens‬‭to‬
‭a‬‭character's‬‭alignment,‬‭abilities,‬‭or‬‭relationship‬‭to‬‭other‬‭characters‬‭when‬‭they‬‭change?‬‭There‬‭are‬‭many‬‭possible‬
‭variations‬‭on‬‭the‬‭Witch‬‭kit,‬‭and‬‭the‬‭DM‬‭is‬‭encouraged‬‭to‬‭experiment.‬‭However,‬‭the‬‭temptation‬‭to‬‭make‬‭the‬‭Witch‬
‭excessively‬‭powerful‬‭is‬‭to‬‭be‬‭avoided,‬‭and‬‭the‬‭potential‬‭disruption‬‭of‬‭the‬‭campaign‬‭should‬‭be‬‭taken‬‭into‬‭account.‬

‭Thieves‬

‭Thief‬‭Kits‬‭and‬‭Thieving‬‭Skills‬

‭ ecause‬‭of‬‭their‬‭specializations,‬‭Thieves‬‭of‬‭the‬‭various‬‭kits‬‭differ‬‭in‬‭their‬‭aptitude‬‭for‬‭different‬‭standard‬
B
‭Thieves'‬‭skills.‬‭A‬‭Spy,‬‭for‬‭instance,‬‭would‬‭need‬‭to‬‭be‬‭better‬‭(or‬‭at‬‭least‬‭have‬‭more‬‭experience)‬‭at‬‭detecting‬‭noise‬‭than‬
‭a‬‭Fence.‬‭To‬‭reflect‬‭the‬‭predispositions‬‭of‬‭the‬‭various‬‭kits,‬‭use‬‭the‬‭table‬‭below.‬

‭Thieving‬‭Skill‬‭Kit‬‭Adjustments‬
‭Pick‬‭1/3‬ ‭Open‬ F ‭ /R‬‭2‬ M‭ ove‬‭4‬ H
‭ ide‬‭in‬ ‭ etect‬
D ‭ limb‬ R
C ‭ ead‬
‭Thief‬‭Kit‬ ‭Pocket‬ ‭Locks‬ ‭Traps‬ ‭Silently‬ ‭Shadows‬ ‭Noise‬ ‭Walls‬ ‭Languages‬
‭Acrobat‬ ‭+5‬ ‭-5‬ ‭-5‬ ‭+5‬ ‭-‬ ‭-‬ ‭+5‬ ‭-‬
‭Assassin‬ ‭-‬ ‭-‬ ‭+5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-5‬
‭Beggar‬ ‭+10‬ ‭-5‬ ‭-5‬ ‭-‬ ‭+5‬ ‭-‬ ‭-‬ ‭-5‬
‭Bounty‬‭Hunter‬ ‭-‬ ‭-‬ ‭-5‬ ‭-‬ ‭-‬ ‭-‬ ‭-5‬ ‭-‬
‭Brigand‬ ‭-5‬ ‭-‬ ‭+10‬ ‭-‬ ‭+5‬ ‭-‬ ‭-5‬ ‭-5‬

‭34‬
‭Thieving‬‭Skill‬‭Kit‬‭Adjustments‬‭Continued‬
‭Pick‬‭1,‬‭3‬ ‭Open‬ ‭F/R‬‭2‬ M ‭ ove‬‭4‬ H ‭ ide‬‭in‬ ‭ etect‬
D ‭ limb‬ R
C ‭ ead‬
‭Thief‬‭Kit‬ ‭Pocket‬ ‭Locks‬ ‭Traps‬ ‭Silently‬ ‭Shadows‬ ‭Noise‬ ‭Walls‬ ‭Languages‬
‭Buccaneer‬ ‭-5‬ ‭-‬ ‭-‬ ‭-‬ -‭ ‬ ‭-‬ ‭-‬ ‭+5‬
‭Cat‬‭Burglar‬ ‭-5‬ ‭+5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭+5‬ ‭-5‬
‭Cutpurse‬ ‭+10‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-5‬ ‭-5‬
‭Fence‬ ‭-‬ ‭+5‬ ‭+5‬ ‭-5‬ ‭-5‬ ‭-‬ ‭-5‬ ‭+5‬
‭Investigator‬ ‭-5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭+5‬ ‭-‬ ‭-‬
‭Scout‬ ‭-5‬ ‭-5‬ ‭-‬ ‭+5‬ ‭+5‬ ‭-‬ ‭-‬ ‭-‬
‭Smuggler‬ ‭-5‬ ‭-5‬ ‭-‬ ‭+5‬ ‭+5‬ ‭+5‬ ‭-5‬ ‭-‬
‭Spy‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬
‭Swashbuckler‬ ‭-‬ ‭-‬ ‭-10‬ ‭-‬ ‭-‬ ‭-‬ ‭+5‬ ‭+5‬
‭Swindler‬ ‭-‬ ‭-5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭+5‬
‭Troubleshooter‬ ‭-10‬ ‭+5‬ ‭+5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬

‭ .‬‭Includes‬‭similar‬‭feats‬‭of‬‭manual‬‭dexterity,‬‭such‬‭as‬‭legerdemain‬‭and‬‭slipping‬‭poison‬‭(see‬‭also‬‭note‬‭3,‬‭below).‬
1
‭2.‬‭This‬‭ability‬‭may‬‭also‬‭be‬‭used‬‭in‬‭the‬‭placement‬‭of‬‭traps.‬
‭3.‬‭Assassins‬‭and‬‭Bounty‬‭Hunters‬‭are‬‭adept‬‭at‬‭slipping‬‭foreign‬‭substances‬‭(poison,‬‭sedative,‬‭etc.)‬‭into‬‭the‬‭food‬‭or‬
‭drink‬‭of‬‭their‬‭targets.‬‭Success‬‭in‬‭such‬‭a‬‭feat‬‭of‬‭manual‬‭dexterity‬‭is‬‭determined‬‭by‬‭a‬‭pick‬‭pockets‬‭roll,‬‭and‬‭the‬
‭Assassin‬‭or‬‭Bounty‬‭Hunter‬‭gets‬‭+5‬‭on‬‭the‬‭roll.‬‭This‬‭special‬‭bonus‬‭does‬‭not‬‭apply‬‭to‬‭pickpocketing‬‭or‬‭other‬‭tasks‬
‭covered‬‭by‬‭this‬‭ability‬
‭4.‬‭In‬‭the‬‭wilderness,‬‭the‬‭Brigand‬‭gets‬‭+5%‬‭to‬‭this‬‭ability‬

‭Acrobat‬

‭Acrobats‬‭are‬‭related‬‭to‬‭Bards,‬‭as‬‭both‬‭ostensibly‬‭have‬‭the‬‭profession‬‭of‬‭entertaining‬‭others.‬‭Some‬‭would‬‭say‬
t‭hey‬‭do‬‭this‬‭to‬‭avoid‬‭"real"‬‭work.‬‭And‬‭both‬‭characters‬‭are‬‭wont‬‭to‬‭support‬‭themselves‬‭by‬‭unorthodox‬‭means‬‭when‬
‭there's‬‭a‬‭slump‬‭in‬‭the‬‭"regular"‬‭business.‬‭Halflings‬‭and‬‭dwarfs‬‭often‬‭have‬‭difficulty‬‭with‬‭acrobatic‬‭feats‬‭due‬‭to‬‭their‬
‭small‬‭size‬‭and‬‭build.‬‭The‬‭“smaller”‬‭races‬‭do‬‭not‬‭gain‬‭the‬‭kit‬‭bonus‬‭for‬‭jumping,‬‭tumbling‬‭and‬‭tightrope‬‭walking.‬
‭Because‬‭of‬‭the‬‭physical‬‭demands‬‭of‬‭their‬‭vocation,‬‭Acrobats‬‭must‬‭have‬‭minimum‬‭scores‬‭of‬‭12‬‭in‬‭Strength‬
‭and‬‭14‬‭in‬‭Dexterity.‬

‭ ole‬‭:‬‭Even‬‭Acrobats‬‭who‬‭are‬‭not‬‭inclined‬‭toward‬‭larcenous‬‭behavior‬‭are‬‭rarely‬‭looked‬‭up‬‭to‬‭by‬‭the‬‭rest‬‭of‬‭their‬
R
‭society.‬‭People‬‭who‬‭become‬‭Acrobats‬‭or‬‭actors‬‭often‬‭were‬‭born‬‭into‬‭the‬‭middle‬‭class,‬‭though‬‭their‬‭status‬‭actually‬
‭becomes‬‭lower.‬
‭The‬‭middle‬‭class‬‭revels‬‭in‬‭entertainment.‬‭The‬‭lower‬‭classes‬‭are‬‭usually‬‭too‬‭busy‬‭struggling‬‭to‬‭survive,‬‭and‬
‭may‬‭be‬‭tied‬‭to‬‭their‬‭land‬‭or‬‭profession‬‭in‬‭the‬‭manner‬‭of‬‭serfs.‬‭The‬‭noble‬‭class‬‭and‬‭the‬‭wealthy‬‭are‬‭"above"‬‭the‬‭crude‬
‭entertainment‬‭of‬‭the‬‭crowd;‬‭and‬‭even‬‭if‬‭they‬‭might‬‭see‬‭a‬‭circus‬‭on‬‭occasion,‬‭it‬‭would‬‭be‬‭socially‬‭impermissible‬‭to‬
‭join‬‭it.‬
‭Except‬‭in‬‭unusual‬‭circumstances,‬‭then,‬‭Acrobats‬‭will‬‭come‬‭from‬‭the‬‭middle‬‭class.‬‭A‬‭player‬‭character‬‭might‬
‭be‬‭different,‬‭if‬‭a‬‭player‬‭wishes,‬‭but‬‭will‬‭require‬‭a‬‭plausible‬‭explanation‬‭of‬‭the‬‭situation.‬‭Because‬‭of‬‭social‬‭disgrace,‬‭it‬
‭is‬‭likely‬‭that‬‭any‬‭entertainer‬‭from‬‭the‬‭wealthy‬‭or‬‭noble‬‭class‬‭will‬‭be‬‭disowned.‬
‭But‬‭then,‬‭many‬‭people‬‭who‬‭seek‬‭employment‬‭as‬‭entertainers‬‭didn't‬‭leave‬‭their‬‭previous‬‭lives‬‭out‬‭of‬‭choice.‬‭A‬
‭noble-born‬‭Acrobat‬‭was‬‭probably‬‭disowned‬‭(or‬‭ostracized)‬‭before‬‭taking‬‭up‬‭the‬‭profession,‬‭and‬‭might‬‭even‬‭have‬
‭assumed‬‭a‬‭completely‬‭different‬‭identity.‬
‭Acrobats‬‭of‬‭other‬‭backgrounds‬‭may‬‭have‬‭histories,‬‭too‬‭like‬‭things‬‭to‬‭hide,‬‭and‬‭enemies‬‭to‬‭fear.‬‭One‬‭thing‬
‭they‬‭like‬‭about‬‭the‬‭circus‬‭is‬‭that‬‭nobody‬‭presumes‬‭to‬‭remove‬‭anyone‬‭else's‬‭mask‬‭or‬‭make-up.‬
‭The‬‭circus‬‭may‬‭indeed‬‭have‬‭its‬‭own‬‭history.‬‭Run‬‭by‬‭a‬‭competent‬‭swindler,‬‭a‬‭circus‬‭may‬‭make‬‭piles‬‭of‬‭money‬
‭from‬‭gullible‬‭spectators.‬‭It‬‭could‬‭bring‬‭in‬‭even‬‭more‬‭by‬‭having‬‭its‬‭own‬‭Cutpurses.‬‭These‬‭Cutpurses‬‭are‬‭permitted‬‭to‬
‭work‬‭the‬‭crowds‬‭so‬‭long‬‭as‬‭they‬‭give‬‭a‬‭percentage‬‭of‬‭their‬‭take‬‭to‬‭the‬‭circus‬‭managers.‬
‭Acrobats‬‭are‬‭almost‬‭always‬‭wanderers.‬‭A‬‭small‬‭town‬‭quickly‬‭tires‬‭of‬‭its‬‭entertainers,‬‭so‬‭they‬‭must‬‭move‬‭on‬
‭to‬‭the‬‭next,‬‭where‬‭their‬‭tricks‬‭and‬‭displays‬‭may‬‭be‬‭considered‬‭novel‬‭and‬‭impressive.‬

‭Weapon‬‭Proficiencies‬
‭Acrobats‬‭may‬‭use‬‭any‬‭weapon‬‭normally‬‭accessible‬‭to‬‭Thieves.‬‭Note,‬‭however,‬‭that‬‭they‬‭will‬‭usually‬‭avoid‬
‭those‬‭that‬‭are‬‭heavy‬‭and‬‭cumbersome‬‭(see‬‭"Equipment"‬‭below).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Disguise,‬‭Fast-Talking,‬‭Juggling,‬‭Musical‬‭instrument,‬‭Riding,‬‭Rope‬‭Use,‬‭Ventriloquism.‬

‭35‬
‭Equipment‬
‭In‬‭order‬‭to‬‭make‬‭use‬‭of‬‭their‬‭acrobatic‬‭skills,‬‭Acrobats‬‭prefer‬‭to‬‭use‬‭the‬‭least‬‭amount‬‭of‬‭equipment‬‭possible.‬
‭Acrobats‬‭may‬‭encumber‬‭themselves‬‭more‬‭in‬‭special‬‭situations‬‭(e.g.,‬‭carrying‬‭a‬‭wounded‬‭comrade‬‭to‬‭safety,‬‭hauling‬‭a‬
‭vast‬‭hoard‬‭of‬‭treasure)‬‭but‬‭they‬‭will‬‭seek‬‭to‬‭divest‬‭themselves‬‭of‬‭their‬‭excess‬‭weight‬‭at‬‭the‬‭first‬‭opportunity.‬
‭For‬‭jumping‬‭maneuvers,‬‭except‬‭for‬‭pole‬‭vaulting,‬‭compute‬‭the‬‭height‬‭or‬‭length‬‭of‬‭the‬‭jump‬‭as‬‭described‬‭in‬
‭the‬‭non-weapon‬‭proficiency‬‭section,‬‭then‬‭add‬‭the‬‭modifier‬‭from‬‭the‬‭table‬‭below.‬‭A‬‭result‬‭of‬‭0‬‭or‬‭less‬‭means‬‭the‬
‭acrobat‬‭has‬‭fallen‬‭on‬‭their‬‭face.‬
‭Pole‬‭Vaulting‬‭is‬‭a‬‭different‬‭matter.‬‭To‬‭successfully‬‭get‬‭off‬‭the‬‭ground‬‭in‬‭armor‬‭bulkier‬‭than‬‭leather‬‭armor‬
‭requires‬‭a‬‭proficiency‬‭check.‬‭The‬‭check‬‭includes‬‭the‬‭modifiers‬‭in‬‭the‬‭table‬‭below.‬‭In‬‭addition‬‭a‬‭pole‬‭vaulter,‬‭in‬‭armor‬
‭heavier‬‭or‬‭bulkier‬‭than‬‭studded‬‭leather‬‭or‬‭padded‬‭armor,‬‭can‬‭vault‬‭no‬‭higher‬‭than‬‭the‬‭height‬‭of‬‭the‬‭pole.‬
‭The‬‭table‬‭below‬‭indicates‬‭the‬‭penalty‬‭or‬‭bonus‬‭for‬‭wearing‬‭each‬‭type‬‭of‬‭armor‬‭while‬‭tightrope‬‭walking.‬‭The‬
‭weight‬‭the‬‭character‬‭carries‬‭must‬‭also‬‭be‬‭taken‬‭into‬‭account‬‭as‬‭the‬‭rope‬‭or‬‭beam‬‭may‬‭not‬‭be‬‭able‬‭to‬‭physically‬
‭support‬‭the‬‭weight‬‭of‬‭the‬‭tightrope‬‭walker.‬
‭Typically,‬‭characters‬‭with‬‭the‬‭tumbling‬‭proficiency‬‭can‬‭increase‬‭their‬‭armor‬‭class‬‭by‬‭4,‬‭gain‬‭+2‬‭to‬‭unarmed‬
‭attacks‬‭and‬‭can‬‭survive‬‭falls‬‭from‬‭certain‬‭heights‬‭by‬‭taking‬‭half‬‭or‬‭no‬‭damage.‬‭The‬‭table‬‭below‬‭indicates‬‭the‬‭attack‬
‭and‬‭defensive‬‭modifiers‬‭gained‬‭when‬‭in‬‭different‬‭armors.‬‭For‬‭the‬‭proficiency‬‭check‬‭for‬‭preventing‬‭falling‬‭damage,‬
‭the‬‭modifier‬‭for‬‭falling‬‭is‬‭used.‬
‭The‬‭table‬‭below‬‭shows‬‭penalties‬‭or‬‭bonuses‬‭to‬‭proficiency‬‭checks‬‭for‬‭the‬‭type‬‭of‬‭armor‬‭being‬‭worn.‬‭Bronze‬
‭Plate‬‭mail,‬‭Field‬‭Plate‬‭and‬‭Full‬‭Plate‬‭are‬‭like‬‭plate‬‭mail.‬‭Bone‬‭armor‬‭is‬‭like‬‭leather,‬‭whereas‬‭improved‬‭chainmail‬‭is‬
‭like‬‭scale‬‭mail.‬‭Metal‬‭lamellar‬‭is‬‭like‬‭chainmail.‬‭Any‬‭armor‬‭type‬‭not‬‭listed‬‭counts‬‭as‬‭no‬‭armor.‬

‭ o‬ ‭Elfin‬ ‭Studded‬
N ‭Ring‬ ‭Brigandine‬ ‭Plate‬ ‭Plate‬
‭ kill‬
S ‭Armor‬‭Chain‬‭or‬‭Padded‬‭Hide‬ ‭or‬‭Chain‬ ‭or‬‭Splint‬ ‭ cale‬
S ‭ ail‬ ‭Armor‬
M
‭Broad‬‭Jump,‬‭Running‬ ‭+1‬‭ft.‬ ‭-‬ ‭-½‬‭ft.‬ ‭-3‬‭ft.‬ ‭-5‬‭ft.‬ ‭-7‬‭ft.‬ ‭-10‬‭ft.‬ ‭-15‬‭ft.‬‭-20‬‭ft.‬
‭High‬‭Jump,‬‭Running‬ ‭+1‬‭ft.‬ ‭-‬‭½‬‭ft.‬ ‭-1‬‭ft.‬ ‭-2‬‭ft.‬ ‭-4‬‭ft.‬ ‭-8‬‭ft.‬ ‭-10‬‭ft.‬ ‭-20‬‭ft.‬‭-18‬‭ft.‬
‭Broad‬‭Jump,‬‭Standing‬ ‭-‬‭½‬‭ft.‬ ‭-‬ ‭-1‬‭ft.‬ ‭-2‬‭ft.‬ ‭-3‬‭ft.‬ ‭-4‬‭ft.‬ ‭-5‬‭ft.‬ ‭-7‬‭ft.‬ ‭-10‬‭ft.‬
‭High‬‭Jump,‬‭Standing‬ ‭+¼‬‭ft.‬ ‭-‬ ‭-1‬‭ft.‬ ‭-1‬‭ft.‬ ‭-2‬‭ft.‬ ‭-2‬‭½‬‭ft.‬ ‭-2‬‭½‬‭ft.‬ ‭-3‬‭ft.‬ ‭-3‬‭ft.‬
‭Pole‬‭Vaulting‬ ‭0‬ ‭-1‬ ‭-1‬ ‭-3‬ ‭-5‬ ‭-8‬ ‭-10‬ ‭-12‬ ‭-15‬
‭Tightrope‬‭Walking‬ ‭0‬ ‭-1‬ ‭-1‬ ‭-3‬ ‭-5‬ ‭-6‬ ‭-8‬ ‭-10‬ ‭-12‬
‭Tumbling,‬‭Defensive‬ ‭+4‬ ‭+4‬ ‭+3‬ ‭+1‬ ‭+2‬ ‭+1‬ ‭0‬ ‭0‬ ‭0‬
‭Tumbling,‬‭Attack‬ ‭+2‬ ‭+2‬ ‭+2‬ ‭0‬ ‭+1‬ ‭+1‬ ‭0‬ ‭0‬ ‭0‬
‭Tumbling,‬‭Falling‬ ‭0‬ ‭-1‬ ‭-1‬ ‭-3‬ ‭-5‬ ‭-6‬ ‭-8‬ ‭-10‬ ‭-12‬

‭Special‬‭Benefits‬
‭The‬‭Acrobat‬‭has‬‭a‬‭+1‬‭bonus‬‭to‬‭any‬‭checks‬‭involving‬‭the‬‭abilities‬‭of‬‭jumping,‬‭tumbling‬‭and‬‭tightrope‬
‭walking.‬‭Also,‬‭though‬‭the‬‭penalties‬‭can‬‭be‬‭severe,‬‭Acrobats‬‭can‬‭still‬‭use‬‭their‬‭acrobatic‬‭abilities‬‭while‬‭wearing‬
‭armor.‬

‭Special‬‭Hindrances‬
‭None.‬

‭Assassin‬

‭In‬‭any‬‭reasonably‬‭corrupt‬‭culture,‬‭there‬‭are‬‭those‬‭who‬‭wish‬‭to‬‭eliminate‬‭someone‬‭whose‬‭very‬‭existence‬
‭stands‬‭in‬‭the‬‭way‬‭of‬‭their‬‭plans.‬‭To‬‭serve‬‭them‬‭there‬‭are‬‭assassins:‬‭trained‬‭killers‬‭whose‬‭services‬‭are‬‭for‬‭hire.‬
‭The‬‭idea‬‭of‬‭an‬‭Assassin,‬‭a‬‭hired‬‭killer,‬‭has‬‭been‬‭divorced‬‭from‬‭any‬‭particular‬‭character‬‭class.‬‭Indeed,‬‭this‬
‭Thief‬‭kit‬‭simply‬‭shows‬‭how‬‭a‬‭Thief‬‭can‬‭be‬‭converted‬‭into‬‭an‬‭efficient,‬‭discreet‬‭killer.‬‭Characters‬‭of‬‭other‬‭classes‬‭by‬
‭profession‬‭still‬‭can‬‭(and‬‭often‬‭will)‬‭be‬‭Assassins.‬
‭Assassins‬‭must‬‭have‬‭the‬‭following‬‭minimum‬‭ability‬‭scores:‬‭Strength‬‭12,‬‭Dexterity‬‭12,‬‭and‬‭Intelligence‬‭11.‬

‭ ole‬‭:‬‭Thugs‬‭and‬‭Bounty‬‭Hunters‬‭may‬‭be‬‭seen‬‭as‬‭close‬‭relatives‬‭of‬‭the‬‭Assassin.‬‭It‬‭is‬‭imperative‬‭to‬‭understand‬‭their‬
R
‭differences,‬‭and‬‭what‬‭makes‬‭their‬‭roles‬‭distinct.‬‭Thugs‬‭typically‬‭serve‬‭as‬‭crude‬‭muscle,‬‭using‬‭bullying‬‭and‬
‭intimidation.‬‭The‬‭Assassin,‬‭on‬‭the‬‭other‬‭hand,‬‭thrives‬‭on‬‭anonymity,‬‭on‬‭surprise,‬‭on‬‭the‬‭victim‬‭not‬‭even‬‭realizing‬‭that‬
‭they‬‭are‬‭a‬‭target‬‭until‬‭it‬‭is‬‭much‬‭too‬‭late.‬‭A‬‭clever‬‭Assassin‬‭might‬‭never‬‭be‬‭seen‬‭by‬‭the‬‭victim.‬
‭Here,‬‭too,‬‭the‬‭Assassin‬‭differs‬‭from‬‭the‬‭Bounty‬‭Hunter,‬‭for‬‭the‬‭Bounty‬‭Hunter‬‭often‬‭seeks‬‭quarry‬‭alive,‬‭and‬
‭typically‬‭must‬‭bring‬‭back‬‭the‬‭prey‬‭(or‬‭the‬‭corpse‬‭thereof)‬‭as‬‭proof‬‭of‬‭the‬‭project’s‬‭success.‬
‭Most‬‭Assassins‬‭are‬‭of‬‭an‬‭Evil‬‭alignment.‬‭However,‬‭it‬‭is‬‭conceivable‬‭that‬‭one‬‭might‬‭be‬‭of‬‭a‬‭Neutral,‬‭but‬‭not‬‭a‬
‭Good‬‭alignment.‬‭Player‬‭character‬‭Assassins,‬‭if‬‭they‬‭are‬‭permitted‬‭in‬‭the‬‭campaign,‬‭best‬‭fit‬‭this‬‭rare‬‭Neutral‬
‭description.‬‭A‬‭PC‬‭might‬‭be‬‭the‬‭agent‬‭of‬‭some‬‭monarch,‬‭paid‬‭to‬‭arrange‬‭the‬‭discreet‬‭demise‬‭of‬‭those‬‭who‬‭threaten‬‭the‬
‭kingdom‘s‬‭safety.‬‭However,‬‭the‬‭character‬‭may‬‭see‬‭it‬‭as‬‭a‬‭justifiable‬‭evil‬‭because‬‭it‬‭prevents‬‭deaths‬‭by‬‭obstructing‬
‭rebellions‬‭or‬‭invasions.‬‭Or,‬‭the‬‭character‬‭may‬‭see‬‭it‬‭as‬‭a‬‭duty‬‭that‬‭needs‬‭to‬‭be‬‭fulfilled.‬

‭36‬
‭Many‬‭Assassin‬‭Thieves‬‭belong‬‭to‬‭guilds.‬‭The‬‭guilds‬‭use‬‭them‬‭to‬‭serve‬‭their‬‭own‬‭needs,‬‭and‬‭act‬‭as‬‭an‬
‭intermediary‬‭for‬‭outsiders‬‭who‬‭wish‬‭to‬‭take‬‭out‬‭a‬‭contract‬‭on‬‭someone‘s‬‭life.‬

‭Weapon‬‭Proficiencies‬
‭Because‬‭of‬‭their‬‭specialization‬‭in‬‭the‬‭art‬‭of‬‭killing,‬‭Assassins,‬‭unlike‬‭Thieves‬‭of‬‭other‬‭kits,‬‭are‬‭permitted‬‭the‬
‭use‬‭of‬‭any‬‭weapon.‬‭An‬‭Assassin‬‭often‬‭selects‬‭one‬‭favored‬‭weapon,‬‭such‬‭as‬‭a‬‭garotte‬‭or‬‭serrated‬‭dagger‬‭(or‬‭even‬
‭something‬‭exotic,‬‭such‬‭as‬‭darts‬‭with‬‭exotic‬‭insect‬‭poison‬‭from‬‭a‬‭distant‬‭jungle),‬‭to‬‭use‬‭for‬‭killings.‬
‭If‬‭the‬‭Assassin‬‭achieves‬‭infamy,‬‭the‬‭marks‬‭of‬‭this‬‭weapon‬‭may‬‭become‬‭known‬‭as‬‭a‬‭“calling‬‭card.”‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Trailing,‬‭Disguise.‬
‭Recommended:‬‭Begging,‬‭Information‬‭Gathering,‬‭Herbalism,‬‭Land-Based‬‭Riding,‬‭Observation,‬‭Tracking,‬
‭Voice‬‭Mimicry.‬

‭Equipment‬
‭Assassins‬‭are‬‭familiar‬‭with‬‭and‬‭employ‬‭a‬‭wide‬‭array‬‭of‬‭deadly‬‭devices.‬‭These‬‭include‬‭blade‬‭boots,‬‭death‬
‭knives,‬‭folding‬‭bows,‬‭as‬‭well‬‭as‬‭other‬‭tools‬‭like‬‭clawed‬‭shoes‬‭and‬‭gloves‬‭and‬‭camouflaged‬‭clothing.‬
‭Poison‬‭is‬‭available‬‭to‬‭and‬‭frequently‬‭used‬‭by‬‭the‬‭Assassin.‬‭Assassins‬‭may‬‭purchase‬‭poison‬‭(expensive‬‭and‬
‭usually‬‭illegal),‬‭or‬‭attempt‬‭to‬‭manufacture‬‭or‬‭extract‬‭it‬‭themselves‬‭(which‬‭can‬‭be‬‭dangerous‬‭as‬‭well).‬

‭Special‬‭Benefits‬
‭Because‬‭of‬‭their‬‭training‬‭and‬‭experience‬‭with‬‭the‬‭use‬‭of‬‭poisons,‬‭Assassins‬‭also‬‭know‬‭how‬‭to‬‭identify‬
‭poisons‬‭used‬‭by‬‭others.‬‭The‬‭base‬‭chance‬‭of‬‭doing‬‭so‬‭is‬‭the‬‭Assassin’s‬‭level‬‭multiplied‬‭by‬‭5%.‬‭Assassins‬‭with‬
‭intelligence‬‭of‬‭13-15‬‭get‬‭a‬‭+5%‬‭bonus‬‭on‬‭the‬‭attempt;‬‭16-17,‬‭a‬‭+10%‬‭bonus;‬‭and‬‭18,‬‭+15%.‬‭Further‬‭adjustments‬
‭depend‬‭on‬‭how‬‭the‬‭Assassin‬‭attempts‬‭to‬‭identify‬‭a‬‭poison:‬‭sight,‬‭smell,‬‭taste,‬‭or‬‭symptoms.‬
‭Sight‬‭means‬‭examination‬‭of‬‭the‬‭poison‬‭or‬‭poisoned‬‭article.‬‭Many‬‭poisons‬‭have‬‭a‬‭distinctive‬‭appearance,‬‭or‬
‭they‬‭may‬‭have‬‭a‬‭corrosive‬‭or‬‭discoloration‬‭effect‬‭on‬‭metals,‬‭foods,‬‭etc.‬‭Identification‬‭by‬‭sight‬‭has‬‭a‬‭-20%‬‭modifier.‬
‭Its‬‭advantage‬‭is‬‭that‬‭Assassins‬‭need‬‭not‬‭worry‬‭about‬‭poisoning‬‭themselves‬‭in‬‭the‬‭process.‬
‭A‬‭poison‬‭may‬‭also‬‭be‬‭identified‬‭by‬‭its‬‭odor.‬‭This‬‭carries‬‭a‬‭-15‬‭%‬‭penalty.‬‭Furthermore,‬‭if‬‭it‬‭is‬‭an‬‭ingested‬‭or‬
‭contact‬‭poison,‬‭there‬‭is‬‭a‬‭10%‬‭chance‬‭that‬‭the‬‭Assassin‬‭will‬‭be‬‭affected‬‭by‬‭the‬‭poison,‬‭though‬‭at‬‭half‬‭strength.‬‭There‬
‭is‬‭no‬‭effect‬‭if‬‭the‬‭saving‬‭throw‬‭is‬‭successful,‬‭and‬‭if‬‭it's‬‭not,‬‭normal‬‭saving‬‭throw‬‭damage‬‭is‬‭applied.‬
‭Taste‬‭is‬‭a‬‭fairly‬‭reliable,‬‭if‬‭dangerous,‬‭method‬‭of‬‭identifying‬‭poison.‬‭It‬‭carries‬‭a‬‭-5%‬‭penalty.‬‭After‬‭dabbing‬‭a‬
‭tiny‬‭bit‬‭on‬‭their‬‭tongue,‬‭the‬‭Assassin‬‭spits‬‭it‬‭out.‬‭There‬‭is‬‭still‬‭a‬‭chance‬‭that‬‭the‬‭poison‬‭will‬‭affect‬‭the‬‭Assassin:‬‭25%‬
‭for‬‭injected‬‭poison,‬‭75%‬‭for‬‭ingested‬‭poison,‬‭and‬‭0%‬‭for‬‭contact‬‭poison.‬‭The‬‭poison's‬‭effects,‬‭if‬‭any,‬‭are‬‭half‬‭strength‬
‭as‬‭mentioned‬‭above.‬
‭The‬‭most‬‭certain‬‭way‬‭of‬‭identifying‬‭a‬‭poison‬‭is‬‭by‬‭its‬‭symptoms‬‭(no‬‭penalty‬‭on‬‭attempt).‬‭The‬‭drawback‬‭of‬
‭this‬‭method‬‭is‬‭of‬‭course‬‭that‬‭you‬‭need‬‭a‬‭poisoned‬‭character‬‭to‬‭examine.‬
‭An‬‭Assassin‬‭with‬‭herbalism‬‭proficiency‬‭gets‬‭a‬‭+5%‬‭identification‬‭bonus‬‭because‬‭of‬‭their‬‭knowledge‬‭of‬
‭toxins‬‭extracted‬‭from‬‭plants.‬‭An‬‭Assassin‬‭with‬‭healing‬‭proficiency‬‭gets‬‭a‬‭+‬‭10%‬‭bonus‬‭in‬‭any‬‭case.‬‭These‬‭bonuses‬
‭are‬‭not‬‭cumulative,‬‭the‬‭character‬‭only‬‭benefits‬‭from‬‭one‬‭or‬‭the‬‭other.‬
‭An‬‭attempt‬‭to‬‭identify‬‭a‬‭poison‬‭takes‬‭1‬‭round;‬‭be‬‭sure‬‭to‬‭keep‬‭track‬‭of‬‭time‬‭elapsed‬‭and‬‭the‬‭onset‬‭time‬‭of‬‭the‬
‭poison.‬‭If‬‭one‬‭method‬‭of‬‭identification‬‭fails,‬‭another‬‭may‬‭be‬‭tried.‬‭If‬‭none‬‭of‬‭the‬‭four‬‭produce‬‭an‬‭answer,‬‭the‬‭poison‬
‭will‬‭remain‬‭a‬‭mystery‬‭to‬‭that‬‭Assassin.‬‭The‬‭character‬‭can‬‭attempt‬‭identification‬‭again‬‭after‬‭gaining‬‭an‬‭experience‬
‭level,‬‭but‬‭this‬‭is‬‭not‬‭normally‬‭of‬‭any‬‭help.‬
‭Identification‬‭of‬‭a‬‭poison‬‭also‬‭means‬‭determining‬‭an‬‭antidote.‬‭It‬‭does‬‭not‬‭mean‬‭the‬‭antidote‬‭is‬‭available.‬‭It‬‭is‬
‭possible‬‭for‬‭an‬‭Assassin‬‭with‬‭herbalism‬‭proficiency‬‭to‬‭create‬‭an‬‭antidote‬‭from‬‭scratch.‬

‭Special‬‭Hindrances‬
‭Because‬‭of‬‭the‬‭time‬‭they‬‭spend‬‭on‬‭weapons‬‭and‬‭poisons,‬‭Assassins‬‭advance‬‭more‬‭slowly‬‭in‬‭Thieves'‬‭skills‬
‭than‬‭thieves‬‭of‬‭other‬‭kits.‬
‭They‬‭start‬‭with‬‭only‬‭40‬‭discretionary‬‭points‬‭to‬‭allocate‬‭at‬‭1st‬‭level,‬‭and‬‭with‬‭each‬‭level‬‭gained‬‭they‬‭receive‬
‭only‬‭20‬‭points‬‭to‬‭distribute‬‭among‬‭the‬‭skills.‬
‭Assassins‬‭are‬‭generally‬‭feared‬‭and‬‭shunned.‬‭Therefore‬‭an‬‭Assassin‬‭suffers‬‭a‬‭-4‬‭reaction‬‭penalty‬‭with‬
‭non-villainous‬‭NPCs‬‭who‬‭are‬‭aware‬‭of‬‭their‬‭profession.‬

‭Beggar‬

‭ ircumstances‬‭have‬‭reduced‬‭some‬‭unfortunates‬‭to‬‭such‬‭a‬‭level‬‭of‬‭poverty‬‭and‬‭helplessness‬‭that‬‭the‬‭most‬
C
‭effective‬‭way‬‭that‬‭they‬‭can‬‭survive‬‭is‬‭by‬‭imploring‬‭their‬‭fellow‬‭beings‬‭to‬‭give‬‭them‬‭whatever‬‭meager‬‭scraps‬‭can‬‭be‬
‭spared.‬‭At‬‭least,‬‭so‬‭the‬‭Beggar‬‭would‬‭wish‬‭it‬‭to‬‭appear.‬
‭For‬‭a‬‭great‬‭many‬‭Beggars‬‭this‬‭is‬‭the‬‭truth;‬‭misfortune‬‭or‬‭disability‬‭have‬‭dealt‬‭them‬‭sore‬‭blows,‬‭and‬‭they‬‭must‬
‭rely‬‭on‬‭the‬‭charity‬‭of‬‭individuals‬‭and‬‭a‬‭few‬‭institutions,‬‭such‬‭as‬‭beneficent‬‭churches,‬‭for‬‭subsistence.‬
‭37‬
‭But‬‭there‬‭is‬‭another‬‭class‬‭of‬‭Beggar,‬‭which‬‭represents‬‭a‬‭particularly‬‭insidious‬‭variety‬‭of‬‭swindler‬‭or‬‭con‬
a‭ rtist.‬‭This‬‭character‬‭is‬‭usually‬‭perfectly‬‭able-bodied,‬‭but‬‭has‬‭taken‬‭up‬‭begging‬‭as‬‭a‬‭career,‬‭supplemented‬‭by‬‭minor‬
‭theft‬‭(pickpocketing‬‭and‬‭the‬‭like)‬‭and‬‭the‬‭gathering‬‭and‬‭selling‬‭of‬‭information‬‭to‬‭interested‬‭parties.‬‭This‬‭kit‬‭is‬
‭intended‬‭for‬‭Beggars‬‭of‬‭this‬‭kind.‬
‭The‬‭Beggar‬‭has‬‭no‬‭requirements‬‭beyond‬‭those‬‭of‬‭the‬‭Thief‬‭class.‬

‭ ole‬‭:‬‭Thieves‬‭of‬‭this‬‭kit,‬‭professional‬‭Beggars,‬‭were‬‭typically‬‭raised‬‭into‬‭their‬‭roles.‬‭This‬‭of‬‭course‬‭means‬‭a‬‭lower‬
R
‭(indeed,‬‭lowest‬‭in‬‭many‬‭places!)‬‭class‬‭background,‬‭and‬‭meager‬‭financial‬‭resources.‬‭The‬‭Beggar‬‭has‬‭other‬‭resources,‬
‭however:‬‭connections,‬‭street‬‭smarts,‬‭a‬‭sharp‬‭eye,‬‭and‬‭diverse‬‭skills‬‭for‬‭cajoling‬‭passers-by‬‭out‬‭of‬‭their‬‭spare‬‭cash.‬
‭Effective‬‭begging‬‭requires‬‭consummate‬‭skills‬‭in‬‭acting‬‭and‬‭disguise.‬‭This‬‭is‬‭so‬‭that‬‭the‬‭Beggar‬‭can‬‭present‬‭in‬
‭the‬‭manner‬‭most‬‭likely‬‭to‬‭garner‬‭the‬‭sympathy‬‭and‬‭cash‬‭of‬‭the‬‭people‬‭they‬‭accost.‬
‭As‬‭a‬‭matter‬‭of‬‭survival,‬‭a‬‭Beggar‬‭needs‬‭diverse‬‭sources‬‭of‬‭income.‬‭Few‬‭can‬‭avoid‬‭starvation‬‭solely‬‭through‬
‭the‬‭charity‬‭of‬‭strangers‬‭on‬‭the‬‭streets.‬‭They‬‭are‬‭also‬‭dealers‬‭in‬‭gossip‬‭and‬‭information‬‭(such‬‭as‬‭the‬‭movement‬‭and‬
‭activities‬‭of‬‭wealthy‬‭people),‬‭with‬‭ears‬‭ever‬‭open‬‭for‬‭any‬‭tidbit‬‭of‬‭knowledge‬‭that‬‭may‬‭help‬‭fill‬‭their‬‭stomachs‬‭with‬
‭food.‬
‭Beggars‬‭will‬‭also‬‭gladly‬‭hire‬‭themselves‬‭out‬‭as‬‭messengers‬‭or‬‭spies.‬‭Beggars‬‭have‬‭been‬‭known‬‭to‬‭cooperate‬
‭with‬‭other‬‭varieties‬‭of‬‭Thieves,‬‭especially‬‭cutpurses.‬‭A‬‭favorite‬‭ruse‬‭is‬‭for‬‭one‬‭or‬‭more‬‭Beggars‬‭to‬‭accost‬‭a‬
‭wealthy-looking‬‭person.‬‭While‬‭they‬‭distract‬‭the‬‭victim‬‭with‬‭their‬‭pitiful‬‭(and‬‭more‬‭often‬‭than‬‭not,‬‭futile)‬‭pleas‬‭for‬
‭assistance,‬‭a‬‭slick‬‭Cutpurse‬‭relieves‬‭the‬‭victim‬‭of‬‭their‬‭purse.‬‭Shares‬‭of‬‭the‬‭score‬‭are‬‭divided‬‭among‬‭Beggars‬‭and‬
‭Cutpurses.‬
‭Many‬‭Beggars‬‭are‬‭affiliates‬‭of‬‭the‬‭local‬‭Thieves'‬‭guild,‬‭surprisingly‬‭enough.‬‭The‬‭guild‬‭makes‬‭use‬‭of‬‭them‬‭as‬
‭messengers‬‭and‬‭informants.‬‭It‬‭also‬‭may‬‭have‬‭a‬‭sort‬‭of‬‭protection‬‭racket‬‭affiliated‬‭with‬‭them:‬‭Beggars‬‭must‬‭share‬‭their‬
‭score‬‭with‬‭the‬‭local‬‭guild‬‭in‬‭exchange‬‭for‬‭protection‬‭from‬‭thieves‬‭of‬‭the‬‭guild‬‭itself,‬‭as‬‭well‬‭as‬‭"freelancers"‬‭and‬‭rival‬
‭guilds.‬
‭Guild-affiliated‬‭Beggars‬‭also‬‭may‬‭gain‬‭some‬‭measure‬‭of‬‭protection‬‭from‬‭the‬‭local‬‭constabulary-a‬‭useful‬
‭thing‬‭if‬‭local‬‭law‬‭prohibits‬‭panhandling.‬

‭Weapon‬‭Proficiencies‬
‭Beggars‬‭start‬‭with‬‭simple,‬‭inexpensive‬‭weapons.‬‭The‬‭knife‬‭is‬‭a‬‭favorite,‬‭being‬‭inexpensive,‬‭easy‬‭to‬‭use,‬‭and‬
‭easy‬‭to‬‭conceal.‬‭Beginning‬‭Thieves‬‭with‬‭the‬‭Beggar‬‭kit‬‭should‬‭select‬‭their‬‭two‬‭weapon‬‭proficiencies‬‭from‬‭among‬‭the‬
‭following:‬‭club,‬‭dagger,‬‭dart,‬‭knife,‬‭sling,‬‭staff.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Begging,‬‭Disguise,‬‭Information‬‭Gathering,‬‭Observation.‬
‭Recommended:‬‭Singing.‬‭A‬‭Beggar‬‭could‬‭have‬‭marketable‬‭skills‬‭(crafts‬‭or‬‭Trades)‬‭which‬‭could‬‭be‬‭used‬‭as‬
‭part‬‭of‬‭the‬‭reason‬‭why‬‭the‬‭beggar's‬‭background‬‭is‬‭no‬‭longer‬‭able‬‭to‬‭support‬‭himself‬‭through‬‭the‬‭trade.‬

‭Equipment‬
‭The‬‭basic‬‭equipment‬‭of‬‭a‬‭Beggar‬‭is‬‭a‬‭wooden‬‭bowl,‬‭or‬‭cup,‬‭that‬‭passers-by‬‭place‬‭alms‬‭in.‬‭Some‬‭more‬
‭sophisticated‬‭Beggars‬‭will‬‭have‬‭false‬‭crutches,‬‭make-up,‬‭and‬‭the‬‭like‬‭to‬‭make‬‭themselves‬‭appear‬‭as‬‭poverty-stricken‬
‭as‬‭possible.‬
‭Some‬‭Beggars‬‭have‬‭children‬‭with‬‭them‬‭(rented‬‭from‬‭the‬‭true‬‭parents,‬‭or‬‭borrowed‬‭in‬‭return‬‭for‬‭a‬‭share‬‭of‬‭the‬
‭day’s‬‭income,‬‭or‬‭possibly‬‭even‬‭their‬‭own)‬‭to‬‭arouse‬‭more‬‭sympathy.‬
‭A‬‭more‬‭sophisticated‬‭sort‬‭of‬‭Beggar‬‭offers‬‭a‬‭service‬‭of‬‭some‬‭kind-singing‬‭a‬‭song,‬‭or‬‭playing‬‭a‬‭simple‬
‭instrument‬‭in‬‭exchange‬‭for‬‭food,‬‭drink,‬‭or‬‭a‬‭few‬‭coins.‬
‭Few‬‭Beggars‬‭can‬‭afford‬‭to‬‭purchase‬‭armor;‬‭and‬‭even‬‭if‬‭they‬‭could,‬‭they‬‭would‬‭not‬‭want‬‭to‬‭wear‬‭it,‬‭since‬‭it‬
‭would‬‭suggest‬‭that‬‭they‬‭are‬‭wealthier‬‭than‬‭they‬‭would‬‭like‬‭to‬‭appear.‬
‭Beggars‬‭who‬‭rise‬‭above‬‭their‬‭circumstances‬‭may‬‭of‬‭course‬‭equip‬‭themselves‬‭as‬‭they‬‭see‬‭fit.‬‭However,‬‭they‬
‭will‬‭no‬‭longer‬‭be‬‭accepted‬‭by‬‭other‬‭Beggars‬‭as‬‭one‬‭of‬‭their‬‭kind.‬‭A‬‭Beggar‬‭who‬‭appears‬‭well-off‬‭could‬‭suffer‬
‭penalties,‬‭at‬‭the‬‭DM’s‬‭discretion,‬‭for‬‭the‬‭following‬‭proficiencies:‬‭begging‬‭(because‬‭the‬‭character‬‭doesn't‬‭look‬
‭impoverished),‬‭information‬‭gathering‬‭(because‬‭other‬‭Beggars‬‭will‬‭distrust‬‭the‬‭character),‬‭and‬‭even‬‭trailing‬‭(because‬
‭the‬‭Thief‬‭might‬‭not‬‭blend‬‭in‬‭as‬‭well‬‭with‬‭the‬‭city's‬‭masses).‬

‭Special‬‭Benefits‬
‭The‬‭main‬‭benefit‬‭of‬‭the‬‭Beggar‬‭kit‬‭is‬‭the‬‭large‬‭number‬‭of‬‭bonus‬‭non-weapon‬‭proficiencies.‬

‭Special‬‭Hindrances‬
‭Beggars‬‭are‬‭scorned‬‭by‬‭most‬‭of‬‭society.‬‭Even‬‭characters‬‭who‬‭share‬‭their‬‭wealth‬‭with‬‭Begging‬‭tend‬‭to‬‭feel‬‭a‬
‭sort‬‭of‬‭disgust‬‭or‬‭condescension,‬‭though‬‭they‬‭may‬‭try‬‭to‬‭hide‬‭it.‬‭For‬‭this‬‭reason,‬‭Beggars‬‭suffer‬‭-2‬‭on‬‭reaction‬‭rolls‬
‭with‬‭NPCs‬‭who‬‭aren't‬‭Thieves.‬‭Thieves,‬‭however,‬‭recognize‬‭the‬‭talents‬‭and‬‭value‬‭of‬‭Beggars.‬
‭Furthermore,‬‭because‬‭of‬‭their‬‭impoverished‬‭background,‬‭Beggars‬‭start‬‭the‬‭game‬‭with‬‭only‬‭3d4‬‭gp.‬

‭38‬
‭Bounty‬‭Hunter‬

‭ he‬‭Bounty‬‭Hunter‬‭is‬‭a‬‭ruthless‬‭mercenary,‬‭worshipping‬‭little‬‭besides‬‭the‬‭price‬‭on‬‭the‬‭target's‬‭head,‬
T
‭recognizing‬‭few‬‭laws‬‭save‬‭the‬‭contractual‬‭distinction‬‭between‬‭"kill"‬‭and‬‭"capture."‬‭They‬‭may‬‭be‬‭found‬‭serving‬‭the‬
‭state,‬‭capturing‬‭criminals‬‭and‬‭bringing‬‭them‬‭to‬‭justice;‬‭or‬‭they‬‭may‬‭serve‬‭the‬‭shadowy‬‭lords‬‭of‬‭the‬‭underworld,‬
‭avenging‬‭the‬‭twisted‬‭honor‬‭found‬‭among‬‭Thieves‬‭and‬‭criminals.‬
‭Pursuit‬‭of‬‭a‬‭quarry‬‭may‬‭take‬‭the‬‭Bounty‬‭Hunter‬‭through‬‭a‬‭thousand‬‭hostile‬‭environments,‬‭to‬‭foreign‬‭lands,‬
‭even‬‭to‬‭alien‬‭planes.‬‭The‬‭Bounty‬‭Hunter's‬‭vocation,‬‭as‬‭a‬‭hunter‬‭who‬‭targets‬‭mostly‬‭men,‬‭is‬‭rigorous‬‭and‬‭demanding‬
‭at‬‭every‬‭level:‬‭physical,‬‭psychological,‬‭even‬‭moral.‬‭It‬‭requires‬‭a‬‭sure‬‭hand‬‭and‬‭a‬‭stable‬‭mind.‬
‭To‬‭be‬‭a‬‭Bounty‬‭Hunter‬‭a‬‭Thief‬‭must‬‭have‬‭minimum‬‭ability‬‭scores‬‭of‬‭11,‬‭except‬‭Charisma.‬‭One‬‭thing‬‭that‬
‭doesn't‬‭really‬‭matter‬‭to‬‭a‬‭tough,‬‭independent‬‭Thief‬‭like‬‭this‬‭is‬‭being‬‭liked‬‭by‬‭people.‬‭A‬‭further‬‭requirement‬‭is‬‭that‬‭the‬
‭Bounty‬‭Hunter‬‭be‬‭of‬‭a‬‭non-Lawful‬‭alignment.‬‭The‬‭reasons‬‭for‬‭this‬‭are‬‭discussed‬‭below.‬

‭ ole‬‭:‬‭It‬‭is‬‭imperative‬‭to‬‭draw‬‭a‬‭distinction‬‭between‬‭the‬‭Bounty‬‭Hunter‬‭and‬‭the‬‭Assassin,‬‭for‬‭their‬‭vocations‬‭are‬
R
‭similar.‬‭The‬‭Assassin‬‭is‬‭most‬‭often‬‭part‬‭of‬‭a‬‭larger‬‭network‬‭or‬‭organization-either‬‭a‬‭society‬‭of‬‭Assassins‬‭for‬‭hire,‬‭or‬‭a‬
‭guild,‬‭or‬‭crime‬‭family,‬‭or‬‭even‬‭a‬‭government.‬
‭The‬‭Assassin‬‭is‬‭retained‬‭by‬‭that‬‭organization‬‭to‬‭discreetly‬‭eliminate‬‭its‬‭enemies‬‭and‬‭is‬‭strictly‬‭a‬‭killer.‬
‭Assassins‬‭are‬‭largely‬‭urban‬‭figures,‬‭though‬‭missions‬‭may‬‭take‬‭them‬‭out‬‭of‬‭that‬‭setting‬‭on‬‭occasion.‬‭Most‬
‭organizations‬‭that‬‭have‬‭Assassins‬‭would‬‭deny‬‭their‬‭existence,‬‭because‬‭of‬‭the‬‭highly‬‭illegal‬‭and‬‭unpopular‬‭nature‬‭of‬
‭their‬‭activities.‬
‭The‬‭Bounty‬‭Hunter,‬‭by‬‭contrast,‬‭is‬‭a‬‭loner.‬‭The‬‭character‬‭may‬‭be‬‭solicited‬‭directly‬‭by‬‭an‬‭employer,‬‭but‬‭more‬
‭often‬‭simply‬‭learns‬‭of‬‭a‬‭price‬‭offered‬‭for‬‭the‬‭body‬‭(living‬‭or‬‭dead)‬‭of‬‭some‬‭person‬‭and‬‭pursues‬‭it.‬‭While‬‭the‬‭Assassin‬
‭requires‬‭secrecy‬‭and‬‭anonymity,‬‭the‬‭Bounty‬‭Hunter‬‭thrives‬‭on‬‭infamy.‬‭Fear‬‭leads‬‭prey‬‭to‬‭make‬‭mistakes,‬‭and‬‭each‬
‭such‬‭mistake‬‭brings‬‭the‬‭Bounty‬‭Hunter‬‭one‬‭step‬‭closer‬‭to‬‭success.‬‭While‬‭an‬‭Assassin‬‭is‬‭often‬‭hired‬‭to‬‭kill‬‭relatively‬
‭normal,‬‭often‬‭unsuspecting‬‭people,‬‭the‬‭Bounty‬‭Hunter‬‭is‬‭tracking‬‭fugitives-people‬‭who‬‭know‬‭who's‬‭after‬‭them,‬‭and‬
‭are‬‭therefore‬‭exceptionally‬‭desperate‬‭and‬‭dangerous.‬
‭Pursuit‬‭of‬‭such‬‭people‬‭may‬‭lead‬‭the‬‭Bounty‬‭Hunter‬‭to‬‭literally‬‭any‬‭place,‬‭even‬‭to‬‭other‬‭planes‬‭of‬‭existence‬‭(if‬
‭the‬‭prospective‬‭reward‬‭will‬‭make‬‭the‬‭venture‬‭worthwhile),‬‭and‬‭so‬‭the‬‭Bounty‬‭Hunter‬‭becomes‬‭adept‬‭at‬‭survival‬‭and‬
‭tracking‬‭in‬‭all‬‭manner‬‭of‬‭hostile‬‭environments.‬
‭Bounty‬‭Hunters‬‭do‬‭not‬‭only‬‭hunt‬‭fugitives.‬‭They‬‭may‬‭be‬‭hired‬‭to‬‭perform‬‭such‬‭tasks‬‭as‬‭kidnapping,‬‭freeing‬
‭kidnapped‬‭persons,‬‭or‬‭(especially‬‭at‬‭lower‬‭levels,‬‭when‬‭they‬‭are‬‭still‬‭developing‬‭their‬‭skills)‬‭recovering‬‭stolen‬
‭property.‬
‭The‬‭law‬‭and‬‭authorities‬‭do‬‭not‬‭always‬‭look‬‭kindly‬‭upon‬‭Bounty‬‭Hunters,‬‭though‬‭they‬‭will‬‭acknowledge‬‭their‬
‭existence‬‭so‬‭that‬‭they,‬‭too,‬‭may‬‭benefit‬‭from‬‭the‬‭characters'‬‭expertise.‬‭For‬‭the‬‭same‬‭reason,‬‭Thieves'‬‭guilds‬‭tolerate‬
‭Bounty‬‭Hunters,‬‭despite‬‭the‬‭fact‬‭that‬‭almost‬‭no‬‭Hunter‬‭would‬‭ever‬‭join‬‭their‬‭ranks.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Bounty‬‭Hunter‬‭is‬‭permitted‬‭the‬‭use‬‭of‬‭any‬‭weapon.‬‭As‬‭part‬‭of‬‭their‬‭persona‬‭and‬‭fearsome‬‭public‬‭image,‬
‭Bounty‬‭Hunters‬‭often‬‭acquire‬‭proficiency‬‭with‬‭rare‬‭or‬‭bizarre‬‭weapons.‬‭Non-Thief‬‭weapons‬‭take‬‭up‬‭two‬‭of‬‭the‬
‭Bounty‬‭Hunter's‬‭weapon‬‭proficiency‬‭slots,‬‭but‬‭the‬‭character‬‭is‬‭granted‬‭a‬‭bonus‬‭slot.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Tracking.‬
‭Recommended:‬‭Animal‬‭Handling/Training,‬‭Animal‬‭Noise,‬‭Boating,‬‭Direction‬‭Sense,‬‭Firebuilding,‬
‭Information‬‭Gathering,‬‭Herbalism,‬‭Hunting,‬‭Intimidation,‬‭Observation,‬‭Riding,‬‭Set‬‭Snares,‬‭Survival,‬‭Trailing.‬

‭Equipment‬
‭Besides‬‭the‬‭usual‬‭range‬‭of‬‭thiefly‬‭equipment,‬‭Bounty‬‭Hunters‬‭also‬‭take‬‭an‬‭interest‬‭in‬‭items‬‭for‬‭killing‬‭and‬
‭capturing‬‭their‬‭prey.‬‭Special‬‭items‬‭from‬‭the‬‭equipment‬‭chapter,‬‭such‬‭as‬‭blade‬‭boots,‬‭death‬‭knives,‬‭folding‬‭bows,‬‭and‬
‭the‬‭like,‬‭are‬‭sometimes‬‭taken‬‭as‬‭favorite‬‭weapons.‬‭A‬‭rope‬‭for‬‭holding‬‭live‬‭prisoners‬‭is,‬‭of‬‭course,‬‭vital,‬‭and‬‭it‬‭may‬
‭also‬‭be‬‭used‬‭for‬‭setting‬‭snares.‬‭Blinding‬‭powder‬‭and‬‭incapacitating‬‭poisons‬‭(paralytic‬‭poisons‬‭or‬‭those‬‭that‬‭make‬
‭their‬‭victims‬‭ill‬‭and‬‭helpless)‬‭may‬‭be‬‭considered‬‭to‬‭have‬‭value.‬
‭Bounty‬‭Hunters‬‭rarely‬‭use‬‭deadly‬‭poisons.‬‭That‬‭is‬‭more‬‭the‬‭province‬‭of‬‭the‬‭stealthy‬‭Assassin.‬‭A‬‭Bounty‬
‭Hunter‬‭out‬‭to‬‭kill‬‭a‬‭fugitive‬‭probably‬‭won't‬‭be‬‭worrying‬‭about‬‭how‬‭messy‬‭it‬‭will‬‭be.‬

‭Special‬‭Benefits‬
‭None.‬

‭Special‬‭Hindrances‬
‭None.‬

‭39‬
‭Brigand‬

‭ ravel‬‭is‬‭rarely‬‭a‬‭safe‬‭affair‬‭in‬‭the‬‭medieval‬‭fantasy‬‭setting,‬‭whether‬‭one‬‭traverses‬‭the‬‭forbidding‬‭wilderness‬
T
‭or‬‭the‬‭pastoral‬‭countryside.‬‭Besides‬‭the‬‭dangers‬‭of‬‭nature‬‭and‬‭fantastic‬‭menaces,‬‭such‬‭as‬‭dragons‬‭and‬‭giants,‬‭there‬
‭are‬‭humans‬‭who‬‭prey‬‭on‬‭their‬‭journeying‬‭kin.‬‭Almost‬‭every‬‭stretch‬‭of‬‭road‬‭near‬‭civilization‬‭is‬‭claimed‬‭by‬‭one‬‭or‬
‭more‬‭bands‬‭of‬‭Thieves,‬‭and‬‭even‬‭the‬‭far‬‭wilderness‬‭may‬‭hide‬‭the‬‭strongholds‬‭of‬‭robbers.‬
‭Brigands‬‭must‬‭be‬‭strong‬‭and‬‭hardy‬‭to‬‭withstand‬‭the‬‭harsh‬‭forces‬‭of‬‭nature,‬‭the‬‭people‬‭who‬‭seek‬‭their‬
‭destruction,‬‭and‬‭even‬‭each‬‭other.‬‭The‬‭character‬‭must‬‭have‬‭minimum‬‭scores‬‭of‬‭10,‬‭then,‬‭in‬‭both‬‭Strength‬‭and‬
‭Constitution‬‭to‬‭be‬‭eligible‬‭for‬‭the‬‭Brigand‬‭kit.‬

‭ ole‬‭:‬‭Brigands‬‭are‬‭often‬‭vicious,‬‭desperate,‬‭cunning,‬‭and‬‭cruel.‬‭They‬‭are‬‭prone‬‭to‬‭fight‬‭or‬‭even‬‭betray‬‭each‬‭other,‬‭but‬
R
‭two‬‭things‬‭keep‬‭them‬‭bound‬‭in‬‭purpose:‬‭the‬‭utter‬‭necessity‬‭of‬‭cooperation‬‭in‬‭order‬‭to‬‭survive‬‭the‬‭perils‬‭of‬‭the‬
‭wilderness‬‭(let‬‭alone‬‭to‬‭be‬‭successful‬‭robbers),‬‭and‬‭the‬‭strength‬‭of‬‭whoever‬‭has‬‭established‬‭themselves‬‭as‬‭leader‬
‭among‬‭them‬‭by‬‭force‬‭and‬‭cunning.‬‭Some‬‭leaders‬‭manage‬‭to‬‭unite‬‭very‬‭large‬‭groups‬‭of‬‭Brigands.‬
‭Brigands‬‭do‬‭not‬‭belong‬‭to‬‭guilds,‬‭as‬‭such.‬‭In‬‭many‬‭ways,‬‭a‬‭large‬‭group‬‭of‬‭them,‬‭or‬‭a‬‭group‬‭of‬‭cooperating‬
‭groups,‬‭is‬‭comparable‬‭to‬‭a‬‭guild.‬‭They‬‭may‬‭provide‬‭some‬‭training,‬‭and‬‭may‬‭intimidate‬‭non-guild‬‭members‬‭who‬
‭operate‬‭in‬‭their‬‭territory,‬‭including‬‭humanoids.‬
‭A‬‭few‬‭Brigand‬‭groups‬‭may‬‭have‬‭connections‬‭to‬‭a‬‭big‬‭city‬‭guild,‬‭though‬‭these‬‭ties‬‭are‬‭usually‬‭loose,‬‭more‬‭of‬
‭occasional‬‭cooperation‬‭than‬‭subservience.‬
‭Brigands‬‭rarely‬‭have‬‭pleasant‬‭reasons‬‭for‬‭living‬‭their‬‭lifestyles.‬‭Most‬‭have‬‭histories‬‭best‬‭left‬‭behind,‬‭and‬
‭some‬‭have‬‭prices‬‭on‬‭their‬‭heads.‬‭Brigands‬‭would‬‭be‬‭better‬‭off‬‭not‬‭living‬‭in‬‭the‬‭wilderness,‬‭but‬‭with‬‭enemies‬‭and‬
‭authorities‬‭looking‬‭for‬‭them,‬‭the‬‭wilderness‬‭becomes‬‭the‬‭closest‬‭thing‬‭to‬‭a‬‭sanctuary.‬
‭Brigands‬‭can‬‭expect‬‭less‬‭than‬‭mercy‬‭at‬‭the‬‭hands‬‭of‬‭the‬‭law.‬‭As‬‭if‬‭brigandry‬‭itself‬‭wasn’t‬‭punishable,‬‭most‬‭of‬
‭these‬‭Thieves‬‭already‬‭have‬‭committed‬‭a‬‭few‬‭other‬‭crimes.‬‭Brigands‬‭can‬‭work‬‭out‬‭arrangements‬‭with‬‭military‬‭and‬
‭civilian‬‭authorities.‬‭In‬‭exchange‬‭for‬‭bribes‬‭and‬‭a‬‭cut‬‭of‬‭the‬‭take,‬‭Brigands‬‭may‬‭garner‬‭information‬‭on‬‭viable‬‭targets.‬
‭They‬‭may‬‭also‬‭garner‬‭information‬‭on‬‭possible‬‭ways‬‭to‬‭avoid‬‭the‬‭punitive‬‭expeditions‬‭periodically‬‭sent‬‭against‬‭them.‬

‭Weapon‬‭Proficiencies‬
‭Brigands‬‭are‬‭particularly‬‭partial‬‭to‬‭heavy,‬‭brutal,‬‭bludgeoning‬‭weapons.‬‭For‬‭this‬‭reason‬‭they‬‭may‬‭use‬‭the‬
‭following‬‭weapons‬‭in‬‭addition‬‭to‬‭those‬‭usable‬‭by‬‭Thieves:‬‭flail,‬‭mace,‬‭morning‬‭star‬‭and‬‭hammer.‬‭At‬‭least‬‭one‬‭of‬‭the‬
‭character's‬‭initial‬‭slots‬‭must‬‭be‬‭filled‬‭with‬‭a‬‭bludgeoning‬‭weapon.‬‭The‬‭slot‬‭is‬‭free‬‭and‬‭does‬‭not‬‭count‬‭towards‬‭the‬‭two‬
‭initial‬‭slots‬‭Thieves‬‭may‬‭select.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Survival.‬
‭Recommended:‬‭Animal‬‭Handling/Training,‬‭Animal‬‭Noise,‬‭Fire‬‭Building,‬‭Intimidation,‬‭Looting,‬‭Riding,‬
‭Rope‬‭Use,‬‭Set‬‭Snare,‬‭Swimming.‬

‭Equipment‬
‭A‬‭Brigand‬‭should‬‭be‬‭well‬‭equipped‬‭for‬‭wilderness‬‭survival.‬‭Vital‬‭items‬‭include‬‭provisions,‬‭a‬‭backpack,‬‭flint‬
‭and‬‭steel,‬‭tinder,‬‭a‬‭blanket‬‭and‬‭a‬‭knife.‬
‭Less‬‭vital,‬‭but‬‭often‬‭of‬‭use,‬‭are‬‭climbing‬‭gear,‬‭fishing‬‭equipment,‬‭light‬‭sources,‬‭rope,‬‭sacks,‬‭a‬‭signal‬‭whistle,‬
‭sewing‬‭needle‬‭and‬‭thread,‬‭a‬‭spy‬‭glass,‬‭a‬‭small‬‭tent,‬‭Thieves'‬‭picks‬‭and‬‭a‬‭whetstone.‬‭Some‬‭Brigands‬‭also‬‭like‬‭to‬‭have‬
‭trained‬‭animals.‬

‭Special‬‭Benefits‬
‭Because‬‭of‬‭their‬‭adeptness‬‭at‬‭surprising‬‭opponents‬‭in‬‭the‬‭wilderness‬‭alone‬‭(or‬‭with‬‭other‬‭Brigands),‬‭90‬‭feet‬
‭ahead‬‭of‬‭the‬‭party,‬‭and‬‭in‬‭non-metal‬‭armor,‬‭the‬‭Brigands'‬‭opponents‬‭have‬‭-1‬‭on‬‭their‬‭surprise‬‭roll.‬

‭Special‬‭Hindrances‬
‭Brigands‬‭are‬‭typically‬‭despised‬‭by‬‭other‬‭characters.‬‭Normal‬‭people‬‭hate‬‭and‬‭fear‬‭highway‬‭robbers‬‭and‬‭other‬
‭types‬‭of‬‭Thieves.‬‭They‬‭tend‬‭to‬‭look‬‭at‬‭them‬‭with‬‭scorn,‬‭as‬‭outcasts‬‭and‬‭crude‬‭robbers.‬‭For‬‭this‬‭reason,‬‭any‬‭Brigands‬
‭who‬‭are‬‭recognized‬‭as‬‭such‬‭suffer‬‭a‬‭-2‬‭reaction‬‭penalty‬‭among‬‭non-Brigand‬‭NPCs.‬

‭40‬
‭Buccaneer‬

‭ uccaneers‬‭are‬‭Thieves‬‭of‬‭the‬‭high‬‭seas,‬‭plying‬‭the‬‭trade‬‭lanes‬‭in‬‭search‬‭of‬‭prey.‬‭They‬‭intermix‬‭with‬‭and‬
B
‭complement‬‭their‬‭Pirate‬‭Warrior‬‭cousins‬‭to‬‭the‬‭extent‬‭that‬‭any‬‭of‬‭these‬‭scoundrels‬‭can‬‭be‬‭said‬‭to‬‭complement‬
‭anything.‬
‭A‬‭hardy‬‭constitution‬‭of‬‭no‬‭less‬‭than‬‭10‬‭is‬‭required‬‭to‬‭survive‬‭long‬‭months‬‭at‬‭sea‬‭and‬‭be‬‭a‬‭Buccaneer.‬

‭ ole‬‭:‬‭Buccaneers‬‭closely‬‭resemble‬‭their‬‭land-dwelling‬‭cousins,‬‭Brigands.‬‭They,‬‭too,‬‭are‬‭desperate‬‭and‬‭cruel,‬
R
‭fiendishly‬‭cunning,‬‭and‬‭likely‬‭to‬‭have‬‭a‬‭lot‬‭of‬‭internal‬‭squabbles.‬‭Like‬‭brigands,‬‭Buccaneers‬‭cooperate‬‭for‬‭survival‬
‭and‬‭success.‬‭They‬‭also‬‭have‬‭sordid‬‭pasts‬‭that‬‭often‬‭bind‬‭them‬‭together.‬‭Many‬‭pirate‬‭ships‬‭serve‬‭a‬‭legitimate‬‭purpose.‬
‭However,‬‭their‬‭crews‬‭mutinied,‬‭took‬‭the‬‭ship,‬‭killed‬‭everyone‬‭not‬‭party‬‭to‬‭the‬‭act,‬‭and‬‭turned‬‭to‬‭piracy.‬
‭Mutiny‬‭and‬‭piracy‬‭are‬‭both‬‭usually‬‭punishable‬‭by‬‭death.‬‭On‬‭the‬‭high‬‭seas‬‭the‬‭warship‬‭or‬‭merchantman‬‭of‬
‭any‬‭state‬‭will‬‭gladly‬‭carry‬‭out‬‭that‬‭sentence,‬‭if‬‭given‬‭a‬‭chance.‬‭Buccaneers‬‭will‬‭therefore‬‭fight‬‭to‬‭the‬‭death,‬‭against‬
‭all‬‭odds,‬‭rather‬‭than‬‭face‬‭capture‬‭and‬‭the‬‭inevitable‬‭summary‬‭execution.‬
‭Buccaneers‬‭do‬‭not‬‭belong‬‭to‬‭guilds;‬‭although,‬‭like‬‭Brigands,‬‭a‬‭ship‬‭of‬‭them‬‭may‬‭be‬‭considered‬‭a‬‭nonstandard‬
‭guild‬‭of‬‭sorts.‬‭Sometimes‬‭groups‬‭of‬‭pirate‬‭and‬‭Buccaneer‬‭ships‬‭will‬‭even‬‭form‬‭alliances,‬‭and‬‭cooperate‬‭to‬‭raid‬‭richly‬
‭laden‬‭(and‬‭therefore‬‭well-defended)‬‭merchants.‬‭There‬‭may‬‭also‬‭be‬‭rivalry‬‭among‬‭pirate‬‭groups,‬‭especially‬‭when‬‭one‬
‭of‬‭them‬‭carries‬‭a‬‭healthy‬‭cargo‬‭of‬‭booty‬‭that‬‭has‬‭not‬‭yet‬‭been‬‭hidden‬‭in‬‭a‬‭safe‬‭sanctuary.‬
‭Buccaneers‬‭like‬‭to‬‭have‬‭secret‬‭sanctuaries,‬‭probably‬‭in‬‭a‬‭secret‬‭cove‬‭or‬‭on‬‭a‬‭tiny‬‭island.‬‭There‬‭they‬‭rest‬
‭between‬‭raids,‬‭store‬‭treasure‬‭and‬‭provisions,‬‭and‬‭plan‬‭their‬‭activities.‬‭Such‬‭sanctuaries‬‭will‬‭have‬‭the‬‭maximum‬
‭protection‬‭available‬‭to‬‭the‬‭Buccaneers,‬‭possibly‬‭including‬‭magical‬‭defenses.‬
‭Related‬‭to‬‭but‬‭distinct‬‭from‬‭Buccaneers‬‭are‬‭privateers.‬‭These‬‭are‬‭"legitimate"‬‭Buccaneers.‬‭Privateers‬‭have‬
‭received‬‭the‬‭sanction‬‭of‬‭some‬‭nation‬‭to‬‭practice‬‭piracy‬‭against‬‭the‬‭merchantmen‬‭of‬‭another‬‭nation.‬‭While‬‭privateers‬
‭are‬‭sanctioned‬‭by‬‭one‬‭nation,‬‭those‬‭on‬‭whom‬‭they‬‭prey‬‭certainly‬‭regard‬‭them‬‭as‬‭pirates‬‭and‬‭will‬‭treat‬‭them‬‭as‬‭such‬‭if‬
‭they‬‭are‬‭captured.‬
‭Almost‬‭all‬‭Buccaneers‬‭are‬‭humans,‬‭since‬‭few‬‭demihumans‬‭and‬‭humanoids‬‭are‬‭known‬‭as‬‭seafarers.‬‭The‬
‭occasional‬‭half-elf‬‭might‬‭be‬‭found‬‭among‬‭a‬‭Buccaneer‬‭crew.‬‭For‬‭such‬‭a‬‭character‬‭to‬‭leave‬‭their‬‭own‬‭people‬‭would‬
‭indicate‬‭a‬‭turbulent‬‭past‬‭indeed.‬
‭A‬‭group‬‭of‬‭NPC‬‭Buccaneers‬‭should‬‭include‬‭not‬‭just‬‭Thieves‬‭but‬‭a‬‭healthy‬‭number‬‭of‬‭Warriors,‬‭and‬‭perhaps‬‭a‬
‭Swashbuckler‬‭or‬‭two‬‭as‬‭well.‬‭Even‬‭a‬‭renegade‬‭mage‬‭might‬‭be‬‭found‬‭among‬‭them.‬‭Privateers‬‭are‬‭even‬‭more‬‭likely‬‭to‬
‭have‬‭the‬‭services‬‭of‬‭a‬‭Wizard,‬‭especially‬‭one‬‭with‬‭talents‬‭in‬‭the‬‭manipulation‬‭of‬‭water‬‭and‬‭wind.‬

‭Weapon‬‭Proficiencies‬
‭In‬‭addition‬‭to‬‭normal‬‭Thief‬‭weapons,‬‭the‬‭cutlass‬‭is‬‭available‬‭to‬‭this‬‭kit.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Navigation,‬‭Seamanship,‬‭Swimming.‬
‭Recommended:‬‭Direction‬‭Sense,‬‭Fishing,‬‭Gambling,‬‭Intimidation,‬‭Looting,‬‭Rope‬‭Use,‬‭Tightrope‬‭Walking,‬
‭Weather‬‭Sense.‬

‭Equipment‬
‭Buccaneers‬‭dress‬‭themselves‬‭as‬‭sailors‬‭(with‬‭weapons,‬‭of‬‭course)‬‭and‬‭carry‬‭about‬‭the‬‭same‬‭equipment‬‭when‬
‭at‬‭sea.‬‭Also,‬‭like‬‭sailors,‬‭they‬‭avoid‬‭armor.‬‭It‬‭gets‬‭in‬‭the‬‭way‬‭of‬‭climbing‬‭around‬‭the‬‭rigging‬‭(double‬‭penalties‬‭on‬
‭climbing‬‭roll)‬‭and‬‭also‬‭presents‬‭a‬‭problem‬‭for‬‭someone‬‭unfortunate‬‭enough‬‭to‬‭find‬‭themselves‬‭overboard.‬

‭Special‬‭Benefits‬
‭Because‬‭of‬‭their‬‭familiarity‬‭with‬‭ropes,‬‭which‬‭are‬‭commonly‬‭used‬‭in‬‭the‬‭nautical‬‭arts,‬‭Buccaneers‬‭gain‬‭a‬
‭bonus‬‭of‬‭+5%‬‭on‬‭climbing‬‭rolls‬‭if‬‭ropes‬‭are‬‭involved.‬‭This‬‭bonus‬‭is‬‭+10%‬‭if‬‭the‬‭ropes‬‭are‬‭on‬‭a‬‭ship.‬‭(note‬‭that‬
‭success‬‭with‬‭a‬‭Thief‬‭skill,‬‭including‬‭all‬‭positive‬‭and‬‭negative‬‭modifiers,‬‭cannot‬‭exceed‬‭95%.)‬‭Always‬‭be‬‭sure‬‭to‬
‭consider‬‭the‬‭various‬‭climbing‬‭modifiers,‬‭explained‬‭on‬‭page‬‭76‬‭of‬‭the‬‭Birthright‬‭Dungeon‬‭Master’s‬‭Guide.‬
‭Buccaneers‬‭also‬‭can‬‭fight‬‭from‬‭a‬‭rope‬‭(usually‬‭on‬‭a‬‭ship),‬‭so‬‭long‬‭as‬‭their‬‭feet‬‭and‬‭one‬‭hand‬‭can‬‭grasp‬‭it,‬‭and‬
‭they‬‭are‬‭much‬‭better‬‭at‬‭this‬‭than‬‭other‬‭types‬‭of‬‭characters.‬‭They‬‭get‬‭+1‬‭on‬‭attack‬‭and‬‭saving‬‭throw‬‭rolls‬‭in‬‭rope‬
‭combat,‬‭and‬‭+2‬‭on‬‭such‬‭rolls‬‭in‬‭shipboard‬‭rope‬‭combat.‬‭Note‬‭that‬‭these‬‭adjustments‬‭should‬‭be‬‭added‬‭to‬‭all‬‭the‬‭other‬
‭modifiers,‬‭which‬‭are‬‭usually‬‭negative.‬
‭For‬‭instance,‬‭a‬‭climbing‬‭character‬‭would‬‭normally‬‭get‬‭a‬‭-2‬‭penalty‬‭on‬‭attacks;‬‭so‬‭the‬‭Buccaneer's‬‭+2‬‭bonus‬
‭merely‬‭negates‬‭this.‬‭Use‬‭common‬‭sense‬‭when‬‭applying‬‭the‬‭saving‬‭throw‬‭bonus‬‭for‬‭a‬‭Buccaneer‬‭in‬‭rope‬‭combat;‬
‭while‬‭it‬‭would‬‭apply‬‭to‬‭dodging‬‭a‬‭lightning‬‭bolt,‬‭it‬‭would‬‭not‬‭apply‬‭to‬‭saving‬‭against‬‭a‬‭charm‬‭or‬‭hold‬‭spell.‬

‭Special‬‭Hindrances‬
‭As‬‭their‬‭expertise‬‭lies‬‭in‬‭rope-climbing,‬‭Buccaneers‬‭suffer‬‭a‬‭penalty‬‭of‬‭-10%‬‭when‬‭they‬‭attempt‬‭to‬‭climb‬
‭without‬‭one.‬

‭41‬
‭Cat‬‭Burglar‬

‭ he‬‭consummate‬‭Cat‬‭Burglar‬‭is‬‭an‬‭expert‬‭at‬‭breaking‬‭into‬‭difficult‬‭buildings.‬‭They‬‭bypass‬‭walls,‬‭locks,‬‭traps‬
T
‭and‬‭guardians,‬‭grabbing‬‭the‬‭finest‬‭loot,‬‭and‬‭escaping‬‭unnoticed‬‭and‬‭stealthily.‬
‭The‬‭Cat‬‭Burglar‬‭requires‬‭a‬‭minimum‬‭Strength‬‭of‬‭10‬‭and‬‭Dexterity‬‭of‬‭13.‬

‭ ole‬‭:‬‭In‬‭many‬‭ways,‬‭the‬‭Cat‬‭Burglar‬‭is‬‭the‬‭stereotypical‬‭professional‬‭Thief,‬‭probably‬‭using‬‭more‬‭of‬‭the‬‭traditional‬
R
‭Thief‬‭skills,‬‭and‬‭more‬‭frequently,‬‭than‬‭any‬‭other‬‭kit.‬‭Even‬‭within‬‭the‬‭ranks‬‭of‬‭Cat‬‭Burglars,‬‭Thieves‬‭often‬‭specialize‬
‭even‬‭further.‬
‭Some‬‭specialize‬‭in‬‭skills.‬‭A‬‭"box-man",‬‭for‬‭instance,‬‭is‬‭an‬‭expert‬‭at‬‭opening‬‭locks,‬‭especially‬‭safes‬‭and‬
‭well-protected‬‭chests.‬‭A‬‭“second-story‬‭Thief”‬‭excels‬‭at‬‭climbing‬‭walls,‬‭which‬‭can‬‭be‬‭remarkably‬‭effective,‬‭especially‬
‭if‬‭ground-level‬‭entrances‬‭have‬‭people‬‭around‬‭them.‬‭Teams‬‭of‬‭Cat‬‭Burglars‬‭who‬‭specialize‬‭in‬‭skill‬‭often‬‭find‬‭the‬‭most‬
‭success.‬‭Other‬‭Cat‬‭Burglars‬‭specialize‬‭by‬‭target.‬
‭Jewel‬‭Thieves‬‭in‬‭particular‬‭are‬‭the‬‭elite‬‭among‬‭Cat‬‭Burglars;‬‭the‬‭security‬‭surrounding‬‭the‬‭objects‬‭of‬‭their‬
‭attention‬‭demands‬‭that‬‭their‬‭skills‬‭and‬‭cleverness‬‭be‬‭honed‬‭to‬‭perfection.‬
‭Burglars‬‭of‬‭any‬‭background‬‭may‬‭be‬‭found.‬‭Even‬‭thrill‬‭seekers‬‭from‬‭the‬‭privileged‬‭classes‬‭may‬‭take‬‭up‬‭jewel‬
‭thievery‬‭as‬‭a‬‭challenging,‬‭profitable,‬‭and‬‭exciting‬‭pastime.‬
‭Almost‬‭all‬‭successful‬‭Cat‬‭Burglars‬‭have‬‭some‬‭sort‬‭of‬‭guild‬‭affiliation.‬‭To‬‭get‬‭rid‬‭of‬‭the‬‭loot‬‭they‬‭take,‬‭they‬
‭need‬‭a‬‭fence,‬‭especially‬‭if‬‭what‬‭they‬‭score‬‭is‬‭distinctive-e.g.,‬‭fabulous‬‭gems,‬‭valuable‬‭artwork.‬‭Guilds‬‭provide‬‭the‬
‭Cat‬‭Burglar‬‭with‬‭innumerable‬‭benefits:‬‭fencing‬‭even‬‭the‬‭most‬‭distinctive‬‭items,‬‭connections‬‭with‬‭potential‬‭"business"‬
‭partners,‬‭access‬‭to‬‭specialized‬‭equipment,‬‭and‬‭protection.‬‭A‬‭guild‬‭can‬‭arrange‬‭the‬‭fix‬‭(to‬‭free‬‭an‬‭imprisoned‬‭cat‬
‭burglar),‬‭and‬‭provide‬‭deterrence,‬‭protecting‬‭its‬‭Cat‬‭Burglars‬‭from‬‭other‬‭guilds‬‭and‬‭powerful‬‭criminals,‬‭especially‬
‭people‬‭who‬‭don't‬‭take‬‭kindly‬‭to‬‭being‬‭robbed‬‭themselves,‬‭and‬‭may‬‭be‬‭more‬‭likely‬‭to‬‭make‬‭hasty‬‭decisions‬‭about‬‭a‬
‭character's‬‭guilt‬‭or‬‭innocence.‬

‭Weapon‬‭Proficiencies‬
‭It’s‬‭usually‬‭better‬‭that‬‭Cat‬‭Burglars‬‭do‬‭not‬‭bring‬‭weapons‬‭with‬‭them‬‭on‬‭a‬‭job;‬‭it‬‭only‬‭means‬‭more‬‭serious‬
‭penalties‬‭if‬‭they‬‭are‬‭caught.‬‭Either‬‭legal‬‭penalties,‬‭or‬‭more‬‭immediate‬‭ones‬‭like‬‭a‬‭panicked‬‭victim‬‭attacking‬‭them.‬‭On‬
‭some‬‭jobs,‬‭however‬‭(e.g.,‬‭stealing‬‭from‬‭dangerous‬‭criminals),‬‭a‬‭Cat‬‭Burglar‬‭is‬‭wise‬‭to‬‭have‬‭means‬‭of‬‭self-defense.‬
‭Small,‬‭quiet,‬‭concealable‬‭weapons‬‭are‬‭naturally‬‭favored,‬‭though‬‭a‬‭Cat‬‭Burglar‬‭may‬‭choose‬‭proficiency‬‭with‬
‭any‬‭weapon‬‭among‬‭those‬‭normally‬‭permitted‬‭to‬‭Thieves.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Awareness‬‭(Talent),‬‭Looting.‬
‭Recommended:‬‭Begging,‬‭Information‬‭Gathering,‬‭Jumping,‬‭Observation,‬‭Rope‬‭Use.‬‭Tightrope‬‭Walking,‬
‭Tumbling.‬

‭Equipment‬
‭Cat‬‭Burglars‬‭love‬‭to‬‭use‬‭specialized‬‭hardware‬‭to‬‭increase‬‭their‬‭chances‬‭of‬‭success.‬‭For‬‭a‬‭thorough‬
‭examination‬‭of‬‭some‬‭specialty‬‭items‬‭available,‬‭and‬‭their‬‭effects‬‭on‬‭Thief‬‭skills,‬‭the‬‭DM‬‭may‬‭consult‬‭page‬‭90‬‭of‬‭the‬
‭Birthright‬‭Equipment‬‭Book.‬

‭Special‬‭Benefits‬
‭None.‬

‭Special‬‭Hindrances‬
‭None.‬

‭The‬‭Specialist‬‭Cat‬‭Burglar‬
‭A‬‭broad,‬‭general‬‭range‬‭of‬‭skills‬‭is‬‭often‬‭what‬‭adventurers‬‭choose,‬‭but‬‭for‬‭the‬‭urban‬‭Cat‬‭Burglar,‬
‭specialization‬‭is‬‭the‬‭way‬‭to‬‭go.‬‭There‬‭are‬‭a‬‭number‬‭of‬‭reasons‬‭for‬‭this.‬‭A‬‭specialized‬‭Thief‬‭is‬‭simply‬‭more‬
‭marketable.‬‭People‬‭in‬‭the‬‭underworld‬‭want‬‭someone‬‭excellent‬‭for‬‭a‬‭job.‬‭That‬‭may‬‭mean‬‭a‬‭high-level‬‭generalist‬‭Thief,‬
‭who‬‭has‬‭been‬‭in‬‭the‬‭business‬‭long‬‭enough‬‭to‬‭be‬‭skilled‬‭at‬‭everything.‬
‭But‬‭it's‬‭not‬‭easy‬‭for‬‭a‬‭Thief‬‭to‬‭reach‬‭that‬‭level.‬‭Therefore,‬‭by‬‭concentrating‬‭on‬‭some‬‭skill,‬‭a‬‭relatively‬
‭low-level‬‭Thief‬‭may‬‭compete‬‭with‬‭a‬‭Thief‬‭many‬‭levels‬‭higher‬‭for‬‭jobs‬‭of‬‭a‬‭certain‬‭type.‬
‭Suppose,‬‭for‬‭instance,‬‭we‬‭have‬‭a‬‭"box-man"who‬‭is‬‭actually‬‭a‬‭woman‬‭named‬‭Annelise.‬‭At‬‭only‬‭4th‬‭level,‬
‭they‬‭can‬‭gain‬‭a‬‭score‬‭of‬‭85%‬‭by‬‭concentrating‬‭as‬‭many‬‭points‬‭as‬‭possible‬‭on‬‭the‬‭open‬‭locks‬‭skill.‬‭This‬‭does‬‭not‬
‭include‬‭modifiers‬‭for‬‭race,‬‭Dexterity,‬‭armor‬‭or‬‭kit.‬‭Since‬‭the‬‭character‬‭can‬‭put‬‭no‬‭more‬‭than‬‭half‬‭of‬‭the‬‭skill‬‭points‬
‭earned‬‭at‬‭each‬‭level‬‭into‬‭any‬‭one‬‭skill,‬‭the‬‭remaining‬‭points‬‭can‬‭be‬‭distributed‬‭more‬‭or‬‭less‬‭evenly‬‭among‬‭the‬‭other‬
‭skills.‬‭Most‬‭would‬‭probably‬‭neglect‬‭picking‬‭pockets‬‭and‬‭reading‬‭languages,‬‭however,‬‭since‬‭they‬‭are‬‭not‬‭typically‬
‭useful‬‭to‬‭a‬‭Cat‬‭Burglar.‬

‭42‬
‭Compare‬‭this‬‭to‬‭other‬‭general‬‭Thief‬‭abilities‬‭other‬‭kits‬‭may‬‭focus‬‭on‬‭developing.‬‭You‬‭can‬‭see‬‭that‬‭Annelise's‬
l‭evel‬‭of‬‭lockpicking‬‭skill‬‭would‬‭be‬‭selected‬‭more‬‭often‬‭during‬‭level‬‭advancement.‬‭Now‬‭imagine‬‭that‬‭a‬‭mob‬‭of‬‭jewel‬
‭thieves‬‭is‬‭preparing‬‭for‬‭a‬‭job.‬‭They‬‭have‬‭diverse‬‭skills-except‬‭that‬‭they‬‭are‬‭lousy‬‭at‬‭lock-picking.‬‭They‬‭need‬‭to‬‭bring‬
‭a‬‭"box-man"‬‭into‬‭their‬‭mob.‬‭Who‬‭would‬‭they‬‭choose?‬
‭Well,‬‭first‬‭off‬‭highly‬‭skilled‬‭lockpickers‬‭are‬‭extremely‬‭rare.‬‭Even‬‭if‬‭one‬‭was‬‭available‬‭and‬‭willing‬‭to‬‭work‬
‭with‬‭less-experienced‬‭Thieves,‬‭they‬‭would‬‭most‬‭likely‬‭demand‬‭a‬‭larger‬‭share‬‭of‬‭the‬‭take.‬‭Otherwise‬‭it‬‭would‬‭not‬‭be‬
‭worth‬‭their‬‭time:‬‭If‬‭they‬‭had‬‭other‬‭competent‬‭skills,‬‭they‬‭could‬‭probably‬‭commit‬‭this‬‭robbery‬‭on‬‭their‬‭own.‬‭A‬‭job‬
‭with‬‭which‬‭this‬‭high‬‭level‬‭Thief‬‭would‬‭need‬‭assistance‬‭is‬‭probably‬‭beyond‬‭the‬‭range‬‭of‬‭these‬‭specialized‬‭Thieves.‬
‭Annelise,‬‭then,‬‭is‬‭a‬‭pretty‬‭attractive‬‭option.‬‭The‬‭Cat‬‭Burglar‬‭might‬‭be‬‭able‬‭to‬‭climb‬‭a‬‭bit‬‭better‬‭than‬‭a‬‭fish,‬
‭but‬‭after‬‭climbing‬‭the‬‭building,‬‭she‬‭can‬‭lower‬‭a‬‭rope‬‭for‬‭the‬‭less‬‭sure-footed.‬‭By‬‭offering‬‭Annelise‬‭a‬‭reasonable‬‭share‬
‭of‬‭the‬‭loot,‬‭the‬‭other‬‭burglars‬‭are‬‭almost‬‭assured‬‭that‬‭their‬‭difficult‬‭lock‬‭will‬‭be‬‭opened.‬

‭Cutpurse‬

‭ his‬‭is‬‭probably‬‭the‬‭most‬‭common‬‭sort‬‭of‬‭Thief-the‬‭pickpocket‬‭or‬‭shoplifter‬‭who‬‭engages‬‭in‬‭small-time‬
T
‭larceny,‬‭usually‬‭at‬‭a‬‭level‬‭of‬‭meager‬‭subsistence.‬‭Often‬‭supplementing‬‭income‬‭by‬‭working‬‭as‬‭an‬‭informant‬‭for‬
‭powerful‬‭figures‬‭in‬‭the‬‭underworld,‬‭or‬‭anyone‬‭else‬‭who's‬‭willing‬‭to‬‭pay.‬
‭The‬‭Cutpurse‬‭has‬‭no‬‭requirements‬‭beyond‬‭those‬‭of‬‭the‬‭Thief‬‭class.‬

‭ ole‬‭:‬‭The‬‭Cutpurse‬‭is‬‭near‬‭the‬‭bottom‬‭of‬‭the‬‭underworld‬‭hierarchy.‬‭Their‬‭activities‬‭are‬‭not‬‭as‬‭risky‬‭as‬‭those‬‭of‬‭other‬
R
‭Thieves,‬‭but‬‭they‬‭are‬‭not‬‭as‬‭profitable‬‭either.‬
‭Many‬‭Cutpurses‬‭are‬‭"freelancers,"‬‭not‬‭associated‬‭with‬‭any‬‭Thieves'‬‭guild.‬‭Guilds,‬‭normally‬‭harsh‬‭on‬
‭non-member‬‭Thieves‬‭who‬‭operate‬‭in‬‭their‬‭territory,‬‭pay‬‭hardly‬‭any‬‭attention‬‭to‬‭Cutpurses.‬‭The‬‭profit‬‭and‬‭benefits‬
‭that‬‭would‬‭accrue‬‭from‬‭their‬‭membership‬‭would‬‭not‬‭outweigh‬‭the‬‭trouble‬‭of‬‭trying‬‭to‬‭bring‬‭them‬‭into‬‭line.‬‭For‬‭this‬
‭reason‬‭many‬‭Chaotic‬‭Thieves,‬‭who‬‭may‬‭dislike‬‭the‬‭structure‬‭and‬‭limitations‬‭of‬‭guild‬‭membership,‬‭choose‬‭the‬
‭Cutpurse‬‭kit.‬
‭Cutpurses‬‭are‬‭not‬‭always‬‭uncooperative,‬‭however.‬‭Some‬‭do‬‭join‬‭guilds,‬‭which‬‭they‬‭serve‬‭primarily‬‭as‬
‭informants‬‭and‬‭tipsters.‬‭They‬‭are‬‭the‬‭ears‬‭on‬‭the‬‭streets,‬‭catching‬‭gossip‬‭and‬‭scoping‬‭out‬‭prospective‬‭targets‬‭that‬‭can‬
‭then‬‭be‬‭assigned‬‭to‬‭other‬‭Thieves.‬
‭Cutpurses‬‭who‬‭don't‬‭belong‬‭to‬‭a‬‭guild‬‭often‬‭form‬‭their‬‭own‬‭small‬‭mob.‬‭Such‬‭a‬‭small‬‭mob‬‭usually‬‭develops‬‭a‬
‭standard‬‭modus‬‭operandi,‬‭and‬‭they‬‭use‬‭the‬‭same‬‭scam‬‭on‬‭every‬‭target.‬‭They‬‭may‬‭also‬‭design‬‭special,‬‭elaborate‬‭plans‬
‭for‬‭lifting‬‭a‬‭particularly‬‭heavy‬‭purse.‬
‭Like‬‭beggars,‬‭most‬‭Cutpurses‬‭are‬‭of‬‭a‬‭lower-class‬‭background‬‭and‬‭are‬‭born‬‭into‬‭their‬‭station.‬

‭Weapon‬‭Proficiencies‬
‭Small,‬‭concealable‬‭weapons‬‭are‬‭ideal‬‭for‬‭Cutpurses,‬‭though‬‭they‬‭are‬‭not‬‭formally‬‭restricted‬‭any‬‭more‬‭than‬
‭Thieves‬‭in‬‭general.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Observation,‬‭Trailing,‬
‭Recommended:‬‭Begging,‬‭Information‬‭Gathering.‬

‭Equipment‬
‭A‬‭few‬‭special‬‭items‬‭to‬‭aid‬‭in‬‭a‬‭Cutpurse‬‭are‬‭noted‬‭on‬‭page‬‭90‬‭of‬‭the‬‭Birthright‬‭Equipment‬‭book.‬‭If‬‭Thieves‬
‭have‬‭connections,‬‭they‬‭may‬‭be‬‭able‬‭to‬‭purchase‬‭such‬‭items.‬

‭Special‬‭Benefits‬
‭An‬‭effective‬‭pickpocket‬‭is‬‭one‬‭who‬‭chooses‬‭a‬‭target‬‭carefully.‬‭They‬‭must‬‭learn‬‭to‬‭recognize‬‭the‬‭nature‬‭of‬‭a‬
‭prospective‬‭victim.‬‭How‬‭dangerous‬‭will‬‭the‬‭attempt‬‭be?‬‭What‬‭could‬‭the‬‭target‬‭do‬‭in‬‭response?‬‭And‬‭does‬‭the‬‭chance‬
‭of‬‭financial‬‭reward‬‭outweigh‬‭the‬‭risks‬‭involved?‬‭In‬‭game‬‭terms,‬‭this‬‭means‬‭that‬‭the‬‭Cutpurse‬‭has‬‭the‬‭ability‬‭to‬‭guess‬
‭the‬‭class‬‭and‬‭level‬‭of‬‭another‬‭character.‬‭If‬‭pickpockets‬‭make‬‭a‬‭successful‬‭observation‬‭proficiency‬‭check,‬‭they‬‭can‬
‭accurately‬‭determine‬‭the‬‭target's‬‭character‬‭class.‬
‭Another‬‭proficiency‬‭check‬‭can‬‭be‬‭made‬‭to‬‭determine‬‭the‬‭approximate‬‭level‬‭of‬‭the‬‭character.‬‭The‬‭DM‬‭should‬
‭roll‬‭this‬‭check‬‭secretly.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭difference‬‭between‬‭the‬‭number‬‭rolled‬‭and‬‭the‬‭number‬‭needed‬‭for‬
‭success‬‭is‬‭how‬‭far‬‭off‬‭the‬‭character's‬‭estimate‬‭is.‬
‭Sometimes‬‭a‬‭Cutpurse‬‭will‬‭"check‬‭out"‬‭a‬‭character‬‭in‬‭disguise.‬‭When‬‭this‬‭happens,‬‭the‬‭Cutpurse‬‭suffers‬‭a‬
‭penalty‬‭of‬‭-5‬‭on‬‭the‬‭proficiency‬‭check.‬

‭Special‬‭Hindrances‬
‭The‬‭main‬‭hindrance‬‭to‬‭Cutpurses‬‭is‬‭that‬‭Thieves‬‭of‬‭other‬‭kits‬‭look‬‭down‬‭on‬‭them,‬‭considering‬‭them‬
‭small-time‬‭Thieves,‬‭just‬‭half‬‭a‬‭step‬‭above‬‭Beggars.‬‭This‬‭is‬‭something‬‭the‬‭DM‬‭should‬‭bring‬‭out‬‭in‬‭roleplaying.‬
‭Cutpurse‬‭Thieves‬‭will‬‭have‬‭difficulty‬‭commanding‬‭a‬‭lot‬‭of‬‭respect‬‭in‬‭the‬‭underworld.‬
‭43‬
‭Fence‬

‭The‬‭Fence‬‭is‬‭a‬‭black‬‭marketeer,‬‭a‬‭seller‬‭of‬‭stolen‬‭and‬‭illegal‬‭goods.‬‭They‬‭are‬‭almost‬‭always‬‭found‬‭in‬‭a‬‭city‬
s‭ etting,‬‭where‬‭there‬‭are‬‭large‬‭numbers‬‭of‬‭people‬‭to‬‭serve‬‭as‬‭customers‬‭as‬‭well‬‭as‬‭prey.‬‭These‬‭people‬‭serve‬‭as‬‭prey‬‭for‬
‭the‬‭Thieves‬‭who‬‭supply‬‭the‬‭character.‬

‭A‬‭competent‬‭Fence‬‭needs‬‭a‬‭sharp‬‭mind‬‭to‬‭appraise‬‭people‬‭as‬‭well‬‭as‬‭goods,‬‭and‬‭to‬‭stay‬‭ahead‬‭of‬‭the‬‭law.‬‭To‬
‭take‬‭this‬‭kit‬‭a‬‭Thief‬‭needs‬‭a‬‭minimum‬‭intelligence‬‭of‬‭12.‬

‭ ole‬‭:‬‭The‬‭Fence‬‭is‬‭the‬‭lynchpin‬‭in‬‭the‬‭complicated‬‭web‬‭of‬‭the‬‭black‬‭market.‬‭Thieves‬‭sell‬‭their‬‭illicit‬‭acquisitions‬‭to‬
R
‭the‬‭Fence,‬‭for‬‭a‬‭small‬‭amount‬‭of‬‭money‬‭below‬‭their‬‭actual‬‭value.‬‭The‬‭Fence‬‭then‬‭resells‬‭the‬‭"hot"‬‭goods‬‭on‬‭the‬‭black‬
‭market.‬
‭If‬‭the‬‭city‬‭in‬‭which‬‭the‬‭Fence‬‭operates‬‭is‬‭large‬‭and‬‭the‬‭goods‬‭are‬‭not‬‭too‬‭valuable‬‭(not‬‭the‬‭crown‬‭jewels‬‭of‬
‭local‬‭royalty).‬‭They‬‭may‬‭be‬‭sold‬‭directly‬‭to‬‭local‬‭buyers.‬‭If‬‭the‬‭Fence‬‭thinks‬‭they're‬‭"too‬‭hot,"‬‭it‬‭will‬‭probably‬‭be‬
‭arranged‬‭to‬‭have‬‭them‬‭smuggled‬‭and‬‭sold‬‭elsewhere.‬
‭Power‬‭for‬‭Fences‬‭is‬‭rarely‬‭measured‬‭in‬‭terms‬‭of‬‭character‬‭level.‬‭Instead,‬‭it‬‭is‬‭a‬‭matter‬‭of‬‭the‬‭breadth‬‭of‬‭the‬
‭Fence's‬‭network‬‭and‬‭the‬‭reliability‬‭of‬‭their‬‭contacts.‬‭Of‬‭course,‬‭to‬‭acquire‬‭or‬‭retain‬‭an‬‭extensive‬‭network,‬‭a‬‭Fence‬
‭needs‬‭much‬‭cunning‬‭and‬‭experience,‬‭which‬‭may‬‭coincidentally‬‭result‬‭in‬‭a‬‭high‬‭character‬‭level.‬
‭The‬‭most‬‭powerful‬‭Fences‬‭keep‬‭their‬‭identities‬‭secret,‬‭and‬‭may‬‭never‬‭see‬‭their‬‭clients,‬‭neither‬‭Thieves‬‭nor‬
‭buyers.‬‭They‬‭coordinate‬‭behind‬‭the‬‭scenes,‬‭and‬‭have‬‭minor‬‭Fences‬‭to‬‭serve‬‭as‬‭intermediaries.‬‭Even‬‭a‬‭close‬
‭acquaintance‬‭may‬‭never‬‭have‬‭seen‬‭the‬‭face‬‭of‬‭a‬‭prominent‬‭Fence,‬‭or‬‭at‬‭least‬‭not‬‭knowingly.‬‭A‬‭Fence‬‭may‬‭secretly‬
‭play‬‭the‬‭role‬‭of‬‭an‬‭underling‬‭in‬‭his‬‭own‬‭network,‬‭or‬‭even‬‭that‬‭of‬‭a‬‭rival‬‭or‬‭freelancer.‬
‭This‬‭may‬‭all‬‭start‬‭to‬‭sound‬‭familiar‬‭to‬‭those‬‭who‬‭know‬‭something‬‭about‬‭Thieves'‬‭guilds.‬‭The‬‭networks‬‭of‬‭a‬
‭powerful‬‭fence‬‭look‬‭increasingly‬‭like‬‭the‬‭structure‬‭of‬‭a‬‭Thieves'‬‭guild.‬‭This‬‭is‬‭no‬‭coincidence.‬‭Those‬‭who‬‭have‬
‭knowledge‬‭of‬‭these‬‭matters‬‭speculate‬‭that‬‭the‬‭Thieves'‬‭guild‬‭was‬‭originally,‬‭and‬‭in‬‭many‬‭respects‬‭still‬‭is,‬‭a‬‭black‬
‭market‬‭network‬‭made‬‭into‬‭a‬‭formal‬‭entity.‬
‭Fences‬‭may‬‭be‬‭of‬‭any‬‭social‬‭background,‬‭though‬‭wealthy‬‭and‬‭noble‬‭Fences‬‭are‬‭rare.‬‭Those‬‭that‬‭do‬‭exist‬
‭diligently‬‭keep‬‭their‬‭identities‬‭well‬‭hidden,‬‭for‬‭obvious‬‭reasons.‬‭The‬‭stakes‬‭must‬‭be‬‭high‬‭to‬‭attract‬‭the‬‭attention‬‭of‬‭the‬
‭socially‬‭and‬‭financially‬‭privileged.‬
‭For‬‭example,‬‭a‬‭rich‬‭merchant‬‭may‬‭deal‬‭in‬‭stolen‬‭jewelry‬‭on‬‭the‬‭side.‬‭Or‬‭a‬‭baron‬‭may‬‭be‬‭the‬‭secret‬
‭mastermind‬‭behind‬‭a‬‭network‬‭of‬‭thieves‬‭smuggling‬‭and‬‭selling‬‭contraband.‬‭The‬‭real‬‭world‬‭offers‬‭other‬
‭examples-such‬‭as‬‭petty‬‭dictators‬‭who‬‭do‬‭not‬‭only‬‭accept‬‭bribes‬‭and‬‭turn‬‭a‬‭blind‬‭eye‬‭to‬‭drug‬‭smugglers‬‭but‬‭are‬‭in‬‭fact‬
‭drug‬‭lords‬‭themselves.‬
‭The‬‭black‬‭market‬‭network‬‭transfers‬‭information‬‭as‬‭well‬‭as‬‭goods.‬‭Fences‬‭are‬‭probably‬‭the‬‭best-informed‬
‭Thieves‬‭in‬‭the‬‭underworld.‬‭For‬‭this‬‭reason‬‭they‬‭gain‬‭"Gather‬‭Intelligence"‬‭as‬‭a‬‭bonus‬‭non-weapon‬‭proficiency.‬‭They‬
‭also‬‭receive‬‭"appraising"‬‭as‬‭a‬‭bonus‬‭non-weapon‬‭proficiency,‬‭since‬‭it‬‭is‬‭vital‬‭to‬‭their‬‭vocation.‬

‭Weapon‬‭Proficiencies‬
‭Any.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Appraising,‬‭Information‬‭Gathering.‬
‭Recommended:‬‭Fast-talking,‬‭Forgery,‬‭Gem‬‭Cutting,‬‭Local‬‭History,‬‭Observation.‬

‭Equipment‬
‭Most‬‭Fences‬‭have‬‭equipment‬‭for‬‭examining‬‭merchandise,‬‭to‬‭determine‬‭if‬‭the‬‭goods‬‭are‬‭counterfeit‬‭or‬‭what‬
‭their‬‭value‬‭might‬‭be.‬‭A‬‭magnifying‬‭lens,‬‭for‬‭instance,‬‭may‬‭be‬‭of‬‭use‬‭here.‬

‭Special‬‭Benefits‬
‭Because‬‭of‬‭the‬‭contacts,‬‭a‬‭Fence‬‭is‬‭probably‬‭the‬‭most‬‭qualified‬‭person‬‭for‬‭locating‬‭and‬‭hiring‬‭Thieves‬‭and‬
‭smugglers,‬‭especially‬‭in‬‭territory‬‭not‬‭claimed‬‭by‬‭a‬‭guild.‬
‭Also,‬‭Fences‬‭generally‬‭command‬‭a‬‭lot‬‭of‬‭respect‬‭from‬‭the‬‭underworld‬‭in‬‭their‬‭home‬‭territory.‬‭Unless‬‭a‬‭Thief‬
‭has‬‭a‬‭serious‬‭vendetta,‬‭they‬‭will‬‭probably‬‭court‬‭a‬‭Fence's‬‭favor‬‭for‬‭business‬‭reasons.‬
‭Fences‬‭receive‬‭a‬‭bonus‬‭of‬‭+3‬‭on‬‭reactions‬‭from‬‭NPC‬‭thieves‬‭if‬‭their‬‭profession‬‭is‬‭recognized.‬

‭Special‬‭Hindrances‬
‭Fences‬‭are‬‭relatively‬‭prominent‬‭in‬‭the‬‭underworld.‬‭And,‬‭unlike‬‭freelance‬‭Cat‬‭Burglars‬‭and‬‭Smugglers‬‭who‬
‭can‬‭move‬‭from‬‭place‬‭to‬‭place,‬‭the‬‭Fence’s‬‭black‬‭market‬‭network‬‭requires‬‭a‬‭stable‬‭home‬‭locale.‬‭This‬‭is‬‭so‬‭that‬‭they‬
‭can‬‭stay‬‭in‬‭touch‬‭with‬‭their‬‭contacts.‬‭This‬‭also‬‭means‬‭that‬‭the‬‭local‬‭authorities‬‭may‬‭be‬‭aware‬‭of‬‭a‬‭Fence's‬‭identity‬‭and‬
‭activities.‬‭These‬‭authorities‬‭may‬‭periodically‬‭harass‬‭a‬‭minor‬‭Fence,‬‭or‬‭demand‬‭bribes,‬‭or‬‭may‬‭do‬‭a‬‭shake-up‬‭for‬
‭information‬‭every‬‭once‬‭in‬‭a‬‭while.‬

‭44‬
‭Investigator‬

‭ lthough‬‭Investigators‬‭are‬‭often‬‭portrayed‬‭as‬‭Thieves,‬‭they‬‭are‬‭usually‬‭in‬‭fact‬‭the‬‭antithesis‬‭of‬‭criminals.‬
A
‭Investigators‬‭are‬‭enforcers‬‭of‬‭law‬‭and‬‭order,‬‭the‬‭people‬‭who‬‭know‬‭the‬‭skills‬‭of‬‭the‬‭Thief‬‭intimately,‬‭so‬‭that‬‭they‬‭can‬
‭combat‬‭one.‬

‭ ole‬‭:‬‭Investigators‬‭can‬‭play‬‭a‬‭number‬‭of‬‭roles.‬‭They‬‭may‬‭be‬‭private,‬‭offering‬‭services‬‭for‬‭sale.‬‭Or‬‭they‬‭may‬‭be‬
R
‭employed‬‭by‬‭the‬‭government‬‭or‬‭an‬‭organization.‬‭In‬‭each‬‭case‬‭their‬‭skills‬‭and‬‭activities‬‭are‬‭similar,‬‭but‬‭their‬‭roles‬‭and‬
‭attitudes‬‭may‬‭be‬‭divergent.‬
‭An‬‭Investigator‬‭may‬‭be‬‭a‬‭vigilante,‬‭obsessed‬‭with‬‭uncovering‬‭crime‬‭wherever‬‭it‬‭may‬‭be‬‭hiding,‬‭and‬‭stopping‬
‭it,‬‭the‬‭"private‬‭eye”‬‭mercenary‬‭sort,‬‭or‬‭retained‬‭by‬‭an‬‭individual‬‭or‬‭organization,‬‭and‬‭may‬‭be‬‭willing‬‭to‬‭sidestep‬‭laws‬
‭to‬‭better‬‭serve‬‭a‬‭client.‬
‭Some‬‭Investigators‬‭are‬‭employed‬‭by‬‭the‬‭government.‬‭Nevertheless,‬‭it‬‭does‬‭not‬‭necessarily‬‭mean‬‭they‬‭are‬
‭morally‬‭upright.‬‭An‬‭Investigator‬‭may‬‭be‬‭portrayed‬‭as‬‭a‬‭sort‬‭of‬‭"Good‬‭Cop,"‬‭if‬‭it‬‭suits‬‭the‬‭campaign.‬‭But‬‭if‬‭the‬
‭players‬‭are‬‭running‬‭Thieves‬‭(especially‬‭folk‬‭hero‬‭types),‬‭the‬‭Investigator‬‭could‬‭be‬‭sinister‬‭and‬‭Evil,‬‭a‬‭suitable‬‭foil‬‭to‬
‭the‬‭PC‬‭Thieves'‬‭capers.‬
‭The‬‭relationship‬‭between‬‭Investigators,‬‭Thieves‬‭and‬‭guilds‬‭is‬‭not‬‭usually‬‭that‬‭of‬‭allies.‬‭An‬‭Investigator‬‭might‬
‭be‬‭employed‬‭by‬‭a‬‭guild,‬‭although‬‭usually‬‭a‬‭Spy,‬‭or‬‭perhaps‬‭a‬‭Troubleshooter,‬‭would‬‭do‬‭the‬‭guild's‬‭"investigating."‬
‭In‬‭fact,‬‭an‬‭Investigator‬‭might‬‭not‬‭even‬‭realize‬‭that‬‭they‬‭are‬‭employed‬‭by‬‭a‬‭guild,‬‭if‬‭the‬‭ostensible‬‭employer‬‭is‬
‭a‬‭"front"‬‭business.‬‭Interesting‬‭cloak‬‭and‬‭dagger‬‭style‬‭adventures‬‭could‬‭be‬‭built‬‭around‬‭an‬‭Investigator‬‭discovering,‬‭in‬
‭the‬‭course‬‭of‬‭their‬‭work,‬‭that‬‭the‬‭shadow‬‭being‬‭followed‬‭actually‬‭lurks‬‭behind‬‭his‬‭or‬‭her‬‭own‬‭employer.‬
‭And‬‭of‬‭course,‬‭Investigators‬‭ostensibly‬‭employed‬‭by‬‭a‬‭government,‬‭like‬‭other‬‭magistrates‬‭and‬‭officials,‬
‭sometimes‬‭become‬‭corrupt,‬‭and‬‭are‬‭bought‬‭off‬‭by‬‭a‬‭guild.‬‭This‬‭may‬‭be‬‭in‬‭exchange‬‭for‬‭information,‬‭or‬‭in‬‭exchange‬
‭for‬‭a‬‭blind‬‭eye‬‭turned‬‭toward‬‭guild‬‭activities.‬

‭Weapon‬‭Proficiencies‬
‭Investigators‬‭are‬‭permitted‬‭the‬‭normal‬‭range‬‭of‬‭weapons‬‭available‬‭to‬‭Thieves.‬‭They‬‭will‬‭normally‬‭carry‬‭two‬
‭weapons,‬‭at‬‭least‬‭one‬‭of‬‭them‬‭concealed‬‭(knife,‬‭dagger,‬‭or‬‭something‬‭similarly‬‭small,‬‭perhaps‬‭in‬‭a‬‭wrist‬‭sheath).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Information‬‭Gathering,‬‭Observation.‬
‭Recommended:‬‭Appraising,‬‭Disguise,‬‭Fast-Talking,‬‭Heraldry,‬‭Intimidation,‬‭Local‬‭History,‬‭Modem‬
‭Languages,‬‭Reading‬‭Lips,‬‭Religion,‬‭Trailing.‬

‭Equipment‬
‭A‬‭lot‬‭of‬‭the‬‭technological‬‭devices‬‭available‬‭to‬‭the‬‭modern‬‭Investigator,‬‭such‬‭as‬‭fingerprinting‬‭techniques,‬
‭searches‬‭of‬‭computer‬‭databases‬‭for‬‭information,‬‭and‬‭so‬‭forth‬‭would‬‭of‬‭course‬‭not‬‭be‬‭available‬‭in‬‭the‬‭medieval‬
‭fantasy‬‭setting.‬‭Still,‬‭it‬‭may‬‭be‬‭possible‬‭to‬‭duplicate‬‭some‬‭of‬‭the‬‭effects‬‭of‬‭such‬‭devices‬‭with‬‭magical‬‭items;‬‭or‬‭the‬
‭DM‬‭can‬‭make‬‭liberal‬‭use‬‭of‬‭anachronisms.‬
‭Suppose‬‭Investigators‬‭are‬‭able‬‭to‬‭dust‬‭for‬‭fingerprints,‬‭for‬‭example.‬‭A‬‭magical‬‭device‬‭that‬‭identifies‬
‭fingerprints‬‭might‬‭also‬‭be‬‭useful,‬‭allowing‬‭the‬‭Investigator‬‭to‬‭learn‬‭whose‬‭prints‬‭have‬‭been‬‭dusted.‬

‭Special‬‭Benefits‬
‭None.‬

‭Special‬‭Hindrances‬
‭None.‬

‭Scout‬

‭A‬‭Scout‬‭is‬‭a‬‭Thief,‬‭usually‬‭solitary,‬‭who‬‭operates‬‭in‬‭a‬‭wilderness‬‭setting.‬‭Besides‬‭working‬‭as‬‭a‬‭guide,‬‭spy,‬‭or‬
‭saboteur‬‭for‬‭hire‬‭in‬‭the‬‭wilderness,‬‭many‬‭Scouts‬‭are‬‭involved‬‭in‬‭illicit‬‭activities‬‭such‬‭as‬‭poaching.‬
‭The‬‭Scout‬‭kit‬‭has‬‭no‬‭requirements‬‭beyond‬‭those‬‭of‬‭the‬‭Thief‬‭class.‬

‭ ole‬‭:‬‭One‬‭might‬‭say‬‭that‬‭Scouts‬‭are‬‭to‬‭Thieves‬‭as‬‭Rangers‬‭are‬‭to‬‭Fighters‬‭but‬‭they‬‭avoid‬‭the‬‭strict‬‭"silly‬‭ethics"‬‭of‬
R
‭the‬‭Ranger‬‭class.‬‭Scouts‬‭are‬‭not‬‭prohibited‬‭from‬‭being‬‭of‬‭a‬‭Good‬‭alignment‬‭and‬‭they‬‭are‬‭on‬‭the‬‭whole,‬‭a‬‭good‬‭deal‬
‭more‬‭dependable‬‭than‬‭Thieves‬‭in‬‭general.‬‭But‬‭they‬‭have‬‭a‬‭cutthroat‬‭streak‬‭that‬‭can‬‭be‬‭dangerous‬‭and‬‭unpredictable.‬
‭However,‬‭their‬‭rugged‬‭individualism‬‭and‬‭harsh‬‭practical‬‭judgment‬‭often‬‭endear‬‭them‬‭to‬‭adventurers;‬‭and‬
‭many‬‭are‬‭found‬‭among‬‭such‬‭steadfast,‬‭daring‬‭companions.‬‭Unlike‬‭Brigands‬‭who‬‭also‬‭operate‬‭chiefly‬‭in‬‭the‬
‭wilderness,‬‭the‬‭Scout‬‭usually‬‭shuns‬‭the‬‭company‬‭of‬‭other‬‭Thieves,‬‭including‬‭guilds.‬‭The‬‭guilds,‬‭in‬‭turn,‬‭care‬‭little‬
‭about‬‭Scouts.‬‭Their‬‭poaching‬‭and‬‭small-time‬‭thievery‬‭is‬‭seen‬‭as‬‭insignificant‬‭in‬‭the‬‭eyes‬‭of‬‭the‬‭most‬‭prominent‬‭crime‬

‭45‬
f‭ igures,‬‭especially‬‭when‬‭compared‬‭to‬‭the‬‭trouble‬‭and‬‭expense‬‭that‬‭would‬‭be‬‭required‬‭to‬‭identify‬‭and‬‭track‬‭down‬‭the‬
‭elusive‬‭Scouts,‬‭to‬‭punish‬‭them‬‭or‬‭force‬‭them‬‭to‬‭join‬‭guild‬‭ranks.‬
‭If‬‭a‬‭Scout‬‭is‬‭a‬‭guild‬‭member,‬‭either‬‭it‬‭is‬‭a‬‭voluntary‬‭arrangement‬‭where‬‭the‬‭Scout‬‭benefits‬‭from‬‭access‬‭to‬
‭special‬‭equipment‬‭and‬‭training,‬‭or‬‭the‬‭character‬‭has‬‭spent‬‭enough‬‭"professional‬‭time"‬‭in‬‭the‬‭city‬‭or‬‭other‬‭explicitly‬
‭guild-controlled‬‭territory‬‭and‬‭was‬‭persuaded‬‭to‬‭join.‬
‭Of‬‭the‬‭many‬‭Scouts‬‭not‬‭belonging‬‭to‬‭a‬‭guild,‬‭some‬‭have‬‭a‬‭single,‬‭consistent‬‭employer.‬‭The‬‭rest‬‭are‬
‭freelancers‬‭or‬‭mercenaries,‬‭serving‬‭themselves‬‭or‬‭whatever‬‭employers‬‭may‬‭come‬‭along,‬‭taking‬‭the‬‭highest‬‭pay‬‭they‬
‭can‬‭find.‬‭Or,‬‭if‬‭there's‬‭nothing‬‭else,‬‭they‬‭steal‬‭and‬‭poach‬‭to‬‭support‬‭themselves.‬
‭Several‬‭organizations‬‭employ‬‭Scouts‬‭regularly,‬‭sometimes‬‭on‬‭a‬‭permanent‬‭basis.‬‭The‬‭military,‬‭in‬‭particular,‬
‭does‬‭so;‬‭reliable‬‭Scouts,‬‭trained‬‭for‬‭reconnaissance‬‭and‬‭sabotage,‬‭are‬‭vital‬‭to‬‭any‬‭successful‬‭military‬‭operation.‬‭And‬
‭the‬‭key‬‭to‬‭having‬‭reliable‬‭Scouts‬‭is‬‭to‬‭have‬‭well-trained‬‭and,‬‭most‬‭of‬‭all,‬‭happy‬‭Scouts.‬‭A‬‭common‬‭grunt‬‭soldier‬‭can‬
‭be‬‭bullied‬‭into‬‭line‬‭and,‬‭if‬‭need‬‭be,‬‭forced‬‭out‬‭into‬‭battle‬‭by‬‭the‬‭spearheads‬‭of‬‭the‬‭rank‬‭behind‬‭him.‬‭But‬‭the‬‭Scout's‬
‭modus‬‭operandi‬‭is‬‭to‬‭explore‬‭alone.‬‭Maltreated‬‭Scouts‬‭have‬‭more‬‭opportunities‬‭to‬‭desert‬‭or,‬‭worse‬‭yet,‬‭betray‬‭vital‬
‭information‬‭to‬‭the‬‭enemy‬‭than‬‭anyone‬‭else‬‭in‬‭an‬‭army.‬
‭Military‬‭Scouts‬‭are‬‭carefully‬‭nurtured‬‭and‬‭well-nourished.‬‭They‬‭get‬‭decent‬‭pay,‬‭excellent‬‭equipment,‬‭and‬‭the‬
‭finest‬‭training‬‭available‬‭for‬‭their‬‭special‬‭and‬‭critical‬‭activities.‬‭The‬‭training‬‭of‬‭military‬‭Scouts‬‭is‬‭at‬‭least‬‭as‬‭intense‬
‭and‬‭comprehensive‬‭as‬‭that‬‭of‬‭a‬‭Thieves'‬‭guild.‬‭Sometimes,‬‭after‬‭retiring‬‭from‬‭the‬‭army,‬‭military‬‭Scouts‬‭move‬‭on‬‭to‬
‭become‬‭the‬‭most‬‭illustrious‬‭and‬‭prosperous‬‭Cat‬‭Burglars‬‭and‬‭Assassins‬‭of‬‭the‬‭underworld.‬
‭A‬‭few‬‭other‬‭groups‬‭that‬‭may‬‭employ‬‭Scouts‬‭are‬‭secret‬‭societies,‬‭paramilitary‬‭groups,‬‭or‬‭Thieves'‬‭guilds‬‭that‬
‭operate‬‭in‬‭the‬‭wilderness.‬‭Scouts‬‭may‬‭bolster‬‭the‬‭ranks‬‭of‬‭a‬‭smuggling‬‭party,‬‭for‬‭example,‬‭and‬‭agencies‬‭that‬‭are‬‭set‬
‭up‬‭to‬‭connect‬‭clients‬‭with‬‭guides.‬‭Such‬‭agencies‬‭are‬‭normally‬‭found‬‭on‬‭the‬‭edge‬‭of‬‭vast‬‭wilderness‬‭areas‬‭that‬‭are‬
‭being‬‭colonized;‬‭such‬‭areas,‬‭with‬‭frequent‬‭exploration‬‭by‬‭people‬‭unfamiliar‬‭with‬‭the‬‭region,‬‭have‬‭enough‬‭demand‬‭for‬
‭guides‬‭that‬‭an‬‭agency‬‭can‬‭prosper‬‭on‬‭its‬‭percentage‬‭of‬‭the‬‭guide's‬‭fee.‬
‭As‬‭mentioned‬‭before,‬‭poaching‬‭is‬‭also‬‭a‬‭typical‬‭Scout‬‭activity.‬‭Animals‬‭may‬‭be‬‭protected‬‭by‬‭royal‬‭decree,‬
‭written‬‭law,‬‭or‬‭the‬‭monopoly‬‭of‬‭a‬‭hunters'‬‭or‬‭furriers'‬‭guild.‬‭In‬‭medieval‬‭times,‬‭for‬‭instance,‬‭hunting‬‭was‬‭typically‬
‭reserved‬‭for‬‭the‬‭noble‬‭classes.‬‭A‬‭commoner‬‭caught‬‭slaying‬‭one‬‭of‬‭"the‬‭king's‬‭deer"‬‭could‬‭be‬‭punished‬‭by‬‭death.‬
‭But‬‭when‬‭demand‬‭exceeds‬‭supply,‬‭there‬‭is‬‭an‬‭increased‬‭incentive‬‭for‬‭the‬‭criminal‬‭killing‬‭and‬‭capture‬‭of‬
‭animals.‬‭They‬‭may‬‭be‬‭sought‬‭for‬‭their‬‭meat,‬‭ivory,‬‭feathers,‬‭the‬‭magical‬‭eye‬‭of‬‭a‬‭newt,‬‭or‬‭any‬‭other‬‭esoteric‬‭ends.‬

‭Weapon‬‭Proficiencies‬
‭Scouts‬‭have‬‭the‬‭normal‬‭allotment‬‭available‬‭to‬‭Thieves.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Direction‬‭Sense,‬‭Tracking.‬
‭Recommended:‬‭Animal‬‭Training,‬‭Animal‬‭Lore,‬‭Animal‬‭Noise,‬‭Boating,‬‭Firebuilding,‬‭Fishing,‬‭Heraldry,‬
‭Herbalism,‬‭Hunting,‬‭Mountaineering,‬‭Observation,‬‭Riding,‬‭Rope‬‭Use,‬‭Set‬‭Snares,‬‭Survival,‬‭Swimming,‬‭Weather‬
‭Sense.‬

‭Equipment‬
‭No‬‭self-respecting‬‭Scout‬‭would‬‭venture‬‭into‬‭the‬‭wild‬‭without‬‭a‬‭basic‬‭assortment‬‭of‬‭wilderness‬‭survival‬‭gear,‬
‭such‬‭as‬‭adequate‬‭clothing,‬‭rations,‬‭fire-starting‬‭materials,‬‭etc.‬‭Special‬‭gear‬‭to‬‭assist‬‭in‬‭climbing,‬‭hiding,‬‭and‬‭moving‬
‭undetected‬‭is‬‭also‬‭favored,‬‭as‬‭are‬‭devices‬‭to‬‭hinder‬‭pursuers.‬‭What‬‭is‬‭the‬‭value‬‭of‬‭a‬‭Scout's‬‭knowledge‬‭if‬‭they‬‭never‬
‭report‬‭back‬‭to‬‭an‬‭employer?‬‭For‬‭Scouts‬‭that‬‭are‬‭members‬‭of‬‭organizations,‬‭a‬‭full‬‭array‬‭of‬‭Thieves‬‭Tools‬‭of‬‭the‬‭Trade‬
‭is‬‭listed‬‭on‬‭page‬‭90‬‭in‬‭the‬‭Birthright‬‭Equipment‬‭Book.‬

‭Special‬‭Benefits‬
‭Due‬‭to‬‭their‬‭extensive‬‭wilderness‬‭experience‬‭and‬‭expertise,‬‭Scouts‬‭gain‬‭+10%‬‭on‬‭two‬‭Thief‬‭skills‬‭when‬‭in‬
‭the‬‭wilderness:‬‭moving‬‭silently‬‭and‬‭hiding‬‭in‬‭shadows.‬
‭Scouts‬‭also‬‭have‬‭an‬‭increased‬‭chance‬‭of‬‭surprising‬‭opponents‬‭in‬‭the‬‭wilderness,‬‭because‬‭of‬‭their‬‭stealth‬‭and‬
‭being‬‭carefully‬‭attuned‬‭to‬‭their‬‭environment.‬‭If‬‭alone‬‭(or‬‭with‬‭other‬‭scouts),‬‭90‬‭feet‬‭ahead‬‭of‬‭the‬‭party‬‭and‬‭in‬
‭non-metal‬‭armor,‬‭the‬‭scouts'‬‭opponents‬‭have‬‭-1‬‭on‬‭their‬‭surprise‬‭roll.‬

‭Special‬‭Hindrances‬
‭While‬‭Scouts‬‭are‬‭intimately‬‭familiar‬‭with‬‭the‬‭wilderness,‬‭they‬‭are‬‭not‬‭so‬‭comfortable‬‭in‬‭urban‬‭settings.‬‭In‬‭the‬
‭city,‬‭this‬‭means‬‭that‬‭the‬‭Scout‬‭suffers‬‭a‬‭-5%‬‭penalty‬‭on‬‭all‬‭Thieves'‬‭skills.‬

‭46‬
‭Smuggler‬

‭ ‬‭Smuggler‬‭is‬‭a‬‭specialist‬‭in‬‭the‬‭illicit‬‭movement‬‭of‬‭goods,‬‭either‬‭goods‬‭that‬‭are‬‭themselves‬‭illegal‬‭(e.g.,‬
A
‭stolen)‬‭or‬‭whose‬‭movement‬‭is‬‭unlawful.‬‭In‬‭some‬‭countries,‬‭for‬‭example,‬‭it‬‭may‬‭be‬‭illegal‬‭to‬‭move‬‭gold‬‭bullion‬‭or‬‭a‬
‭Smuggler‬‭might‬‭secretly‬‭move‬‭cargo‬‭to‬‭avoid‬‭paying‬‭taxes‬‭on‬‭it.‬
‭The‬‭Smuggler‬‭needs‬‭a‬‭host‬‭of‬‭practical‬‭skills‬‭to‬‭evade‬‭authorities,‬‭as‬‭well‬‭as‬‭connections‬‭in‬‭diverse‬‭places‬‭to‬
‭acquire‬‭and‬‭unload‬‭merchandise‬‭on‬‭the‬‭black‬‭market.‬‭The‬‭kit‬‭requirement‬‭is‬‭a‬‭dexterity‬‭of‬‭9.‬

‭ ole‬‭:‬‭The‬‭Smuggler‬‭plays‬‭a‬‭vital‬‭role‬‭in‬‭the‬‭underworld,‬‭moving‬‭goods‬‭from‬‭place‬‭to‬‭place.‬‭Without‬‭the‬‭Smuggler,‬
R
‭Fences‬‭could‬‭only‬‭sell‬‭to‬‭local‬‭buyers,‬‭which‬‭would‬‭mean‬‭they‬‭couldn't‬‭deal‬‭in‬‭such‬‭valuable‬‭goods.‬‭This‬‭would‬
‭greatly‬‭cut‬‭the‬‭profitability‬‭of‬‭theft.‬‭Guilds‬‭themselves‬‭might‬‭not‬‭be‬‭able‬‭to‬‭function,‬‭at‬‭least‬‭not‬‭on‬‭a‬‭large‬‭scale.‬
‭There‬‭are‬‭two‬‭general‬‭methods‬‭of‬‭protecting‬‭contraband‬‭from‬‭discovery.‬‭In‬‭order‬‭to‬‭conceal‬‭goods,‬‭you‬
‭either‬‭hide‬‭the‬‭means‬‭of‬‭transportation,‬‭or‬‭you‬‭conceal‬‭the‬‭goods.‬‭An‬‭example‬‭of‬‭the‬‭former‬‭would‬‭be‬‭a‬‭wagon‬‭or‬
‭boat‬‭built‬‭with‬‭a‬‭false‬‭floor,‬‭beneath‬‭which‬‭the‬‭cargo‬‭is‬‭hidden.‬‭Hidden‬‭transportation‬‭would‬‭include‬‭sneaking‬
‭oneself‬‭over‬‭the‬‭city‬‭wall‬‭late‬‭at‬‭night,‬‭with‬‭a‬‭pack‬‭full‬‭of‬‭stolen‬‭loot‬‭to‬‭be‬‭taken‬‭to‬‭a‬‭distant‬‭fence;‬‭or,‬‭perhaps,‬‭a‬
‭simple‬‭boat‬‭traveling‬‭late‬‭at‬‭night.‬
‭Plans‬‭for‬‭hidden‬‭transportation‬‭may‬‭become‬‭elaborate.‬‭The‬‭trick‬‭is‬‭to‬‭be‬‭small‬‭and‬‭fast.‬‭Small‬‭makes‬‭it‬‭more‬
‭difficult‬‭to‬‭find‬‭you;‬‭fast‬‭makes‬‭it‬‭likely‬‭that‬‭you‬‭can‬‭get‬‭through‬‭or,‬‭at‬‭least,‬‭get‬‭away,‬‭even‬‭if‬‭you‬‭are‬‭discovered.‬
‭Sometimes‬‭the‬‭more‬‭ideal‬‭smuggling‬‭routes‬‭run‬‭through‬‭treacherous‬‭territory‬‭or‬‭difficult‬‭terrain.‬‭This‬‭means‬
‭that‬‭a‬‭Smuggler‬‭must‬‭be‬‭flexible.‬‭For‬‭instance,‬‭the‬‭character‬‭may‬‭arrange‬‭to‬‭bring‬‭a‬‭canoe‬‭or‬‭even‬‭smaller‬‭craft‬‭to‬
‭traverse‬‭a‬‭swamp‬‭or‬‭area‬‭of‬‭many‬‭small‬‭lakes‬‭and‬‭streams,‬‭portaging‬‭when‬‭necessary‬‭and‬‭leaving‬‭the‬‭canoe‬‭behind‬
‭(and‬‭hidden,‬‭of‬‭course)‬‭when‬‭past‬‭the‬‭natural‬‭obstacles.‬
‭If‬‭the‬‭Smugglers‬‭pass‬‭through‬‭dangerous‬‭territory‬‭(plagued‬‭by‬‭Brigands,‬‭humanoids‬‭or‬‭monsters,‬‭for‬
‭instance),‬‭it‬‭is‬‭wise‬‭to‬‭work‬‭out‬‭some‬‭means‬‭of‬‭protection:‬‭Either‬‭bring‬‭along‬‭a‬‭couple‬‭of‬‭Thugs‬‭or‬‭mercenaries‬‭for‬
‭the‬‭difficult‬‭parts,‬‭or‬‭pay‬‭"protection‬‭money"‬‭to‬‭the‬‭dangerous‬‭parties.‬
‭Most‬‭Brigands‬‭or‬‭humanoids,‬‭and‬‭even‬‭intelligent‬‭monsters,‬‭would‬‭be‬‭perfectly‬‭happy‬‭to‬‭let‬‭Smugglers‬
‭through‬‭in‬‭return‬‭for‬‭a‬‭cut‬‭of‬‭their‬‭merchandise.‬‭Or‬‭they‬‭may‬‭tell‬‭the‬‭Smugglers‬‭that‬‭they‬‭can‬‭pass‬‭safely‬‭through,‬
‭and‬‭then‬‭renege‬‭on‬‭the‬‭deal.‬‭In‬‭such‬‭a‬‭situation,‬‭it‬‭is‬‭helpful‬‭for‬‭the‬‭Smuggler‬‭to‬‭have‬‭some‬‭powerful‬‭muscle‬‭behind‬
‭him,‬‭like‬‭a‬‭guild.‬‭A‬‭large‬‭number‬‭of‬‭Smugglers‬‭are‬‭members‬‭of‬‭guilds.‬
‭Guilds‬‭that‬‭operate‬‭in‬‭more‬‭than‬‭one‬‭urban‬‭center,‬‭or‬‭in‬‭the‬‭countryside,‬‭usually‬‭employ‬‭a‬‭number‬‭of‬
‭Smugglers‬‭primarily‬‭to‬‭move‬‭people‬‭and‬‭items‬‭within‬‭their‬‭own‬‭networks.‬‭They‬‭may‬‭also‬‭have‬‭Smugglers‬‭who‬
‭specialize‬‭in‬‭dealing‬‭with‬‭other‬‭guilds.‬‭Such‬‭Smugglers‬‭should‬‭have‬‭a‬‭high‬‭Charisma,‬‭because‬‭they‬‭must‬‭serve‬‭as‬
‭diplomats‬‭as‬‭well‬‭as‬‭businessmen.‬
‭Finally,‬‭there‬‭are‬‭freelance‬‭Smugglers.‬‭They‬‭may‬‭operate‬‭between‬‭guilds‬‭and‬‭freelance‬‭Fences,‬‭or,‬‭on‬‭rare‬
‭occasions,‬‭only‬‭among‬‭freelance‬‭Fences.‬‭Remember‬‭that‬‭a‬‭Smuggler‬‭operates‬‭between‬‭Fences,‬‭and‬‭rarely,‬‭if‬‭ever,‬
‭deals‬‭directly‬‭with‬‭Thieves‬‭or‬‭“non-wholesale"‬‭customers.‬‭The‬‭Fence‬‭or‬‭guild‬‭works‬‭out‬‭deals‬‭with‬‭prospective‬
‭buyers,‬‭and‬‭then‬‭hires‬‭the‬‭Smuggler‬‭to‬‭make‬‭the‬‭delivery.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭normal‬‭range‬‭of‬‭weapons‬‭available‬‭to‬‭Thieves‬‭is‬‭available‬‭to‬‭Smugglers.‬‭They‬‭are‬‭not‬‭required‬‭to‬‭take‬
‭any‬‭special‬‭weapon‬‭proficiencies.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Animal-Handling/Training,‬‭Animal‬‭Noise,‬‭Appraising,‬‭Boating,‬‭Direction‬‭Sense,‬‭Disguise,‬
‭Fast-talking,‬‭Forgery,‬‭Information‬‭Gathering,‬‭Navigation,‬‭Observation,‬‭Rope‬‭Use,‬‭Seamanship,‬‭Swimming.‬

‭Equipment‬
‭Two‬‭items‬‭are‬‭essential‬‭to‬‭the‬‭Smuggler's‬‭vocation:‬‭means‬‭of‬‭transportation,‬‭and‬‭means‬‭of‬‭protecting‬‭the‬
‭contraband‬‭from‬‭discovery.‬‭Transport‬‭is‬‭usually‬‭very‬‭basic:‬‭a‬‭wagon‬‭or‬‭horse‬‭for‬‭land,‬‭a‬‭boat‬‭for‬‭water,‬‭and‬‭so‬‭forth.‬
‭More‬‭elaborate‬‭smuggling‬‭plans‬‭may‬‭include‬‭air‬‭transportation.‬‭Imagine‬‭a‬‭smuggler‬‭who‬‭sneaks‬‭gems‬‭out‬‭of‬
‭a‬‭city‬‭by‬‭griffon‬‭at‬‭night‬‭or‬‭during‬‭moonless‬‭hours.‬
‭Thief‬‭items‬‭from‬‭this‬‭book‬‭are‬‭of‬‭significant‬‭use‬‭to‬‭the‬‭Smuggler.‬‭Marbles‬‭(if‬‭the‬‭surface‬‭is‬‭right)‬‭or‬‭caltrops‬
‭can‬‭do‬‭much‬‭to‬‭hamper‬‭pursuers,‬‭and‬‭aniseed‬‭or‬‭dog‬‭pepper‬‭can‬‭throw‬‭dogs‬‭off‬‭the‬‭trail.‬

‭Special‬‭Benefits‬
‭Smugglers‬‭must‬‭be‬‭exceptionally‬‭aware.‬‭They‬‭receive‬‭a‬‭+1‬‭bonus‬‭to‬‭their‬‭surprise‬‭roll.‬

‭Special‬‭Hindrances‬
‭None.‬

‭47‬
‭Spy‬

‭ he‬‭Spy‬‭is‬‭a‬‭gatherer‬‭of‬‭information‬‭and‬‭at‬‭the‬‭lowest‬‭level,‬‭is‬‭a‬‭common‬‭informant,‬‭an‬‭eavesdropper‬‭with‬
T
‭ears‬‭open‬‭for‬‭sellable‬‭information.‬‭The‬‭expert‬‭Spy‬‭is‬‭hired‬‭by‬‭guilds‬‭and‬‭governments‬‭to‬‭infiltrate‬‭opponents’‬
‭buildings‬‭and‬‭ranks‬‭to‬‭find‬‭vital,‬‭secret‬‭knowledge.‬
‭Elves‬‭and‬‭half-elves,‬‭with‬‭their‬‭love‬‭of‬‭knowledge,‬‭are‬‭especially‬‭drawn‬‭to‬‭this‬‭kit.‬‭However,‬‭the‬‭problem‬
‭that‬‭all‬‭demihuman‬‭Spies‬‭face‬‭is‬‭the‬‭difficulty‬‭of‬‭appearing‬‭disguised‬‭as‬‭a‬‭member‬‭of‬‭another‬‭race.‬‭Therefore‬‭playing‬
‭a‬‭demihuman‬‭Spy‬‭runs‬‭the‬‭risk‬‭of‬‭having‬‭a‬‭rather‬‭limited‬‭range‬‭of‬‭professional‬‭assignments.‬
‭To‬‭take‬‭the‬‭Spy‬‭kit,‬‭a‬‭Thief‬‭must‬‭have‬‭a‬‭minimum‬‭intelligence‬‭of‬‭11.‬

‭ ole‬‭:‬‭Spies‬‭are‬‭vital‬‭in‬‭supporting‬‭any‬‭large‬‭organization‬‭such‬‭as‬‭a‬‭guild‬‭or‬‭government.‬‭Information‬‭is‬‭the‬‭key‬‭to‬
R
‭success,‬‭whether‬‭Thieves‬‭are‬‭preparing‬‭for‬‭a‬‭burglary‬‭or‬‭a‬‭nation‬‭is‬‭preparing‬‭for‬‭war,‬‭and‬‭the‬‭Spy's‬‭role‬‭is‬‭to‬‭provide‬
‭that‬‭information.‬
‭Most‬‭Spies‬‭are‬‭in‬‭the‬‭permanent‬‭service‬‭of‬‭one‬‭such‬‭organization.‬‭A‬‭small‬‭number‬‭may‬‭be‬‭double‬‭(or‬‭triple)‬
‭agents,‬‭but‬‭that‬‭is‬‭very‬‭risky.‬‭Some‬‭of‬‭them‬‭are‬‭freelancers,‬‭and‬‭their‬‭main‬‭problem‬‭is‬‭this:‬‭to‬‭find‬‭employment,‬‭they‬
‭must‬‭be‬‭known;‬‭but‬‭if‬‭they’re‬‭known,‬‭they‬‭have‬‭difficulty‬‭being‬‭successful.‬
‭Spies‬‭may‬‭come‬‭from‬‭any‬‭background.‬‭A‬‭large‬‭percentage‬‭are‬‭from‬‭the‬‭lower‬‭classes,‬‭close‬‭to‬‭the‬‭streets‬‭and‬
‭all‬‭the‬‭secret‬‭channels‬‭of‬‭society.‬‭A‬‭small‬‭number‬‭of‬‭elite‬‭Spies‬‭exist,‬‭either‬‭in‬‭permanent‬‭positions‬‭(e.g.,‬‭a‬‭count‬‭who‬
‭reports‬‭word‬‭on‬‭his‬‭liege’s‬‭troop‬‭movements‬‭to‬‭a‬‭rival‬‭kingdom,‬‭or‬‭a‬‭treacherous‬‭castle‬‭steward).‬‭Most‬‭of‬‭these‬
‭characters‬‭would‬‭not‬‭be‬‭of‬‭the‬‭Spy‬‭Rogue‬‭kit,‬‭since‬‭spying‬‭is‬‭secondary;‬‭the‬‭focus‬‭of‬‭their‬‭life‬‭is‬‭(or‬‭at‬‭least‬‭was)‬
‭something‬‭else.‬
‭But‬‭there‬‭are‬‭also‬‭talented‬‭individuals‬‭ready‬‭to‬‭venture‬‭anywhere,‬‭risk‬‭any‬‭anger,‬‭and‬‭encounter‬‭a‬‭lot‬‭of‬
‭excitement‬‭on‬‭the‬‭way‬‭to‬‭finding‬‭the‬‭knowledge‬‭they‬‭seek.‬‭They‬‭excel‬‭at‬‭infiltration,‬‭at‬‭finding‬‭information,‬‭not‬‭just‬
‭at‬‭selling‬‭what‬‭they‬‭know.‬‭Exciting‬‭Spies,‬‭and‬‭player‬‭characters,‬‭are‬‭usually‬‭of‬‭this‬‭sort.‬
‭The‬‭standard‬‭penalty‬‭for‬‭spying‬‭(if‬‭the‬‭crime‬‭is‬‭beyond‬‭the‬‭low‬‭levels‬‭of‬‭spreading‬‭rumors,‬‭eavesdropping,‬
‭and‬‭scoping‬‭out‬‭potential‬‭burglary‬‭targets)‬‭is‬‭death,‬‭and‬‭Spies‬‭from‬‭one‬‭nation‬‭to‬‭another‬‭can‬‭hardly‬‭expect‬‭anything‬
‭in‬‭the‬‭line‬‭of‬‭“diplomatic‬‭immunity.”‬

‭Weapon‬‭Proficiencies‬
‭The‬‭normal‬‭range‬‭of‬‭weapons‬‭open‬‭to‬‭Thieves'‬‭proficiencies‬‭applies‬‭to‬‭Spies‬‭as‬‭well,‬‭and‬‭they‬‭are‬‭not‬
‭required‬‭to‬‭take‬‭any‬‭in‬‭particular.‬‭A‬‭Spy‬‭can‬‭use‬‭non-Thief‬‭weapons‬‭(for‬‭the‬‭purpose‬‭of‬‭disguise),‬‭but‬‭cannot‬‭gain‬
‭weapon‬‭proficiency‬‭in‬‭them.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Disguise,‬‭Information‬‭Gathering,‬‭Observation.‬
‭Recommended:‬‭Begging,‬‭Etiquette,‬‭Forgery,‬‭Heraldry,‬‭Local‬‭History,‬‭Read/Writing,‬‭Reading‬‭Lips,‬‭Trailing.‬

‭Equipment‬
‭Spies‬‭equip‬‭themselves‬‭liberally‬‭with‬‭what‬‭is‬‭available,‬‭such‬‭as‬‭boots‬‭with‬‭hidden‬‭compartments‬‭in‬‭the‬‭soles,‬
‭Thieves’‬‭equipment,‬‭and‬‭so‬‭forth.‬‭See‬‭the‬‭Thieves'‬‭equipment‬‭on‬‭page‬‭90‬‭of‬‭the‬‭Birthright‬‭Equipment‬‭book‬‭for‬‭ideas.‬

‭Special‬‭Benefits‬
‭None.‬

‭Special‬‭Hindrances‬
‭None.‬

‭Swashbuckler‬

‭Part‬‭acrobat,‬‭part‬‭swordslinger,‬‭part‬‭wit,‬‭and‬‭entirely‬‭roguish,‬‭this‬‭is‬‭the‬‭Swashbuckler,‬‭a‬‭sophisticated‬
‭city-dweller,‬‭the‬‭epitome‬‭of‬‭charm‬‭and‬‭grace.‬
‭Both‬‭the‬‭Warrior‬‭and‬‭Thief‬‭classes‬‭have‬‭Swashbucklers,‬‭but‬‭they‬‭have‬‭certain‬‭differences.‬‭To‬‭be‬‭a‬
‭Swashbuckler,‬‭a‬‭Thief‬‭must‬‭have‬‭minimum‬‭scores‬‭of‬‭13‬‭in‬‭Strength‬‭Dexterity,‬‭Intelligence‬‭and‬‭Charisma.‬

‭ ole‬‭:‬‭This‬‭is‬‭a‬‭happy-go-lucky‬‭thief‬‭with‬‭ready‬‭wit‬‭and‬‭flashing‬‭rapier.‬‭Home‬‭is‬‭the‬‭city,‬‭where‬‭one‬‭can‬‭shine‬‭amidst‬
R
‭the‬‭squalor.‬‭Generally‬‭less‬‭interested‬‭than‬‭their‬‭warrior‬‭counterparts‬‭in‬‭poking‬‭people‬‭with‬‭a‬‭rapier,‬‭and‬‭more‬
‭involved‬‭and‬‭concerned‬‭with‬‭wild‬‭theatrics‬‭and‬‭amazing‬‭displays‬‭of‬‭acrobatic‬‭skills.‬‭More‬‭often‬‭than‬‭not‬‭they‬‭also‬
‭find‬‭themselves,‬‭justly‬‭or‬‭not,‬‭on‬‭the‬‭wrong‬‭side‬‭of‬‭the‬‭law.‬
‭The‬‭Swashbuckler‬‭is‬‭almost‬‭never‬‭aligned‬‭with‬‭Thieves’‬‭guilds,‬‭preferring‬‭to‬‭be‬‭“freelance.”‬‭Swashbucklers‬
‭who‬‭journey‬‭outside‬‭the‬‭cities‬‭may‬‭align‬‭themselves‬‭with‬‭Brigands‬‭or‬‭Pirates,‬‭however,‬‭and‬‭with‬‭their‬‭charisma‬‭skill,‬
‭they‬‭frequently‬‭assume‬‭leadership.‬‭Such‬‭responsibility‬‭does‬‭not‬‭suit‬‭the‬‭Swashbuckler,‬‭however;‬‭the‬‭details‬‭of‬
‭organizing‬‭and‬‭leading‬‭a‬‭large‬‭group‬‭will‬‭invariably‬‭send‬‭them‬‭packing‬‭in‬‭short‬‭order.‬
‭48‬
‭Most‬‭Swashbucklers‬‭come‬‭from‬‭a‬‭wealthy‬‭or‬‭aristocratic‬‭background.‬‭Their‬‭skills‬‭in‬‭stealth‬‭and‬‭acrobatics‬
c‭ ame‬‭not‬‭from‬‭survival‬‭needs,‬‭but‬‭from‬‭personal‬‭whims.‬‭This‬‭motivation‬‭typically‬‭remains‬‭the‬‭driving‬‭force‬‭behind‬
‭the‬‭Swashbuckler's‬‭career.‬
‭Most‬‭of‬‭these‬‭young‬‭rakes‬‭retire‬‭when‬‭they‬‭get‬‭older‬‭and‬‭must‬‭assume‬‭responsibilities‬‭in‬‭the‬‭community‬
‭(family,‬‭noble‬‭tide,‬‭business,‬‭and‬‭so‬‭forth).‬‭Many‬‭Swashbucklers‬‭have‬‭kept‬‭up‬‭their‬‭activities,‬‭however,‬‭in‬‭secret;‬
‭some‬‭moonlighting‬‭may‬‭even‬‭be‬‭developed‬‭(usually‬‭purposely)‬‭to‬‭the‬‭point‬‭of‬‭distinguishable‬‭alter‬‭egos.‬‭The‬
‭daytime‬‭character‬‭may‬‭be‬‭a‬‭foppish‬‭dandy,‬‭gruff‬‭businessman,‬‭or‬‭airheaded‬‭noblewoman.‬‭At‬‭night‬‭the‬‭Swashbuckler‬
‭emerges:‬‭a‬‭cunning,‬‭dashing,‬‭adventurous‬‭character.‬
‭What‬‭are‬‭the‬‭goals‬‭of‬‭the‬‭Swashbuckler?‬‭For‬‭the‬‭young‬‭ones,‬‭it‬‭is‬‭usually‬‭just‬‭thrills:‬‭a‬‭chance‬‭to‬‭break‬‭into‬
‭the‬‭impenetrable‬‭castle,‬‭to‬‭replace‬‭the‬‭Queen's‬‭necklace‬‭with‬‭a‬‭fake,‬‭to‬‭outwit‬‭the‬‭Guildmaster‬‭of‬‭Thieves.‬‭A‬‭few‬
‭have‬‭more‬‭serious‬‭goals,‬‭and‬‭they‬‭are‬‭the‬‭ones‬‭who‬‭tend‬‭to‬‭keep‬‭up‬‭their‬‭habit.‬
‭A‬‭Swashbuckler‬‭may‬‭be‬‭a‬‭vigilante,‬‭charming‬‭and‬‭witty,‬‭but‬‭driven‬‭by‬‭an‬‭obsession‬‭with‬‭justice.‬‭Their‬
‭enemies‬‭may‬‭be‬‭criminals‬‭or,‬‭in‬‭an‬‭unjust‬‭society‬‭(where‬‭the‬‭aristocratic‬‭Swashbuckler's‬‭alter-ego‬‭may‬‭be‬‭an‬
‭unwilling‬‭part‬‭of‬‭the‬‭apparatus‬‭of‬‭oppression),‬‭the‬‭authorities‬‭themselves.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Swashbuckler‬‭receives‬‭an‬‭extra‬‭weapon‬‭proficiency‬‭slot‬‭which‬‭must‬‭be‬‭devoted‬‭to‬‭a‬‭weapon‬‭among‬‭the‬
‭following:‬‭stiletto,‬‭main-gauche,‬‭rapier,‬‭and‬‭saber.‬‭With‬‭this,"weapon‬‭of‬‭choice,"‬‭the‬‭Thief‬‭is‬‭able‬‭to‬‭fight‬‭with‬‭the‬
‭THACO‬‭of‬‭a‬‭Fighter‬‭of‬‭the‬‭same‬‭experience‬‭level.‬
‭Throughout‬‭their‬‭career,‬‭they‬‭must‬‭devote‬‭half‬‭of‬‭all‬‭weapon‬‭proficiencies‬‭to‬‭these‬‭weapons,‬‭until‬‭they‬‭gain‬
‭proficiency‬‭in‬‭every‬‭one.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Etiquette,‬‭Tumbling.‬
‭Recommended:‬‭Blind-fighting,‬‭Disguise,‬‭Fast-talking,‬‭Intimidation,‬‭Jumping,‬‭Navigation‬‭Riding,‬‭Tightrope‬
‭walking,‬‭Trailing.‬

‭Equipment‬
‭Swashbucklers‬‭must‬‭buy‬‭a‬‭weapon‬‭of‬‭choice,‬‭but‬‭other‬‭than‬‭that‬‭may‬‭spend‬‭their‬‭gold‬‭however‬‭they‬‭please.‬

‭Special‬‭Benefits‬
‭The‬‭Swashbuckler‬‭gains‬‭a‬‭free‬‭disarm‬‭maneuver‬‭when‬‭using‬‭the‬‭designated‬‭weapon‬‭of‬‭choice.‬
‭Being‬‭such‬‭a‬‭romantic‬‭figure,‬‭the‬‭Swashbuckler‬‭gains,‬‭as‬‭an‬‭additional‬‭special‬‭benefit,‬‭a‬‭+2‬‭reaction‬
‭adjustment‬‭with‬‭members‬‭of‬‭the‬‭opposite‬‭sex.‬

‭Special‬‭Hindrances‬
‭Trouble‬‭seeks‬‭out‬‭the‬‭swashbuckler.‬‭This‬‭is‬‭something‬‭that‬‭the‬‭DM‬‭will‬‭have‬‭to‬‭play‬‭very‬‭carefully‬‭if‬‭the‬
‭Swashbuckler‬‭is‬‭to‬‭be‬‭balanced‬‭with‬‭the‬‭other‬‭Thief‬‭kits.‬
‭When‬‭there's‬‭another‬‭Swashbuckler‬‭around,‬‭Thief‬‭or‬‭Warrior,‬‭insistent‬‭on‬‭proving‬‭that‬‭they‬‭are‬‭the‬‭finest‬
‭sword‬‭wielder‬‭in‬‭the‬‭world,‬‭it's‬‭the‬‭PC‬‭Swashbuckler‬‭that‬‭is‬‭sought‬‭out‬‭and‬‭challenged.‬‭This‬‭is‬‭often‬‭in‬‭the‬‭middle‬‭of‬
‭some‬‭illicit‬‭activity.‬‭When‬‭there‬‭is‬‭a‬‭lovely‬‭lady,‬‭or‬‭handsome‬‭young‬‭man,‬‭as‬‭appropriate,‬‭in‬‭distress,‬‭they‬‭will‬
‭naturally‬‭cross‬‭the‬‭Swashbuckler's‬‭path.‬‭This‬‭will‬‭pull‬‭the‬‭character‬‭into‬‭the‬‭tangle.‬
‭While‬‭the‬‭Thief‬‭is‬‭practising‬‭burglary‬‭at‬‭an‬‭uncle's‬‭mansion,‬‭the‬‭old‬‭man‬‭decides‬‭to‬‭return‬‭home‬‭early‬‭from‬
‭his‬‭journey.‬‭Life‬‭conspires‬‭to‬‭make‬‭things‬‭difficult‬‭for‬‭the‬‭Swashbuckler,‬‭and‬‭the‬‭DM‬‭should‬‭always‬‭throw‬‭just‬‭a‬
‭little‬‭more‬‭good-natured‬‭bad‬‭luck‬‭at‬‭this‬‭Thief‬‭type‬‭than‬‭at‬‭any‬‭other.‬

‭Swindler‬

‭This‬‭is‬‭the‬‭master‬‭of‬‭deception;‬‭while‬‭Burglars‬‭and‬‭pickpockets‬‭profit‬‭through‬‭stealth,‬‭and‬‭Brigands‬‭and‬
t‭hugs‬‭gain‬‭their‬‭earnings‬‭through‬‭force,‬‭the‬‭Swindler‬‭relies‬‭on‬‭their‬‭wits.‬‭Other‬‭Thieves‬‭take‬‭their‬‭booty;‬‭the‬
‭Swindler‬‭cons‬‭their‬‭victims‬‭into‬‭giving‬‭it‬‭freely.‬
‭A‬‭minimum‬‭Charisma‬‭of‬‭12‬‭is‬‭required‬‭of‬‭a‬‭Thief‬‭to‬‭take‬‭this‬‭kit.‬

‭ ole‬‭:‬‭There‬‭are‬‭numerous‬‭names‬‭for‬‭the‬‭Swindler,‬‭such‬‭as‬‭confidence‬‭artist,‬‭conman,‬‭mountebank,‬‭quack,‬‭and‬‭the‬
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‭scams‬‭employed‬‭are‬‭even‬‭more‬‭numerous.‬‭Each‬‭con‬‭artist‬‭is‬‭unique,‬‭and‬‭develops‬‭their‬‭own‬‭mode‬‭of‬‭operation.‬‭One‬
‭will‬‭specialize‬‭in‬‭selling‬‭bogus‬‭items,‬‭like‬‭medicines;‬‭while‬‭another‬‭may‬‭prepare‬‭long,‬‭elaborate‬‭scams‬‭to‬‭net‬‭the‬
‭wealth‬‭of‬‭the‬‭affluent.‬‭Swindlers‬‭must‬‭either‬‭operate‬‭in‬‭a‬‭large‬‭city,‬‭where‬‭there‬‭are‬‭many‬‭potential‬‭victims‬‭(and‬‭even‬
‭then‬‭they‬‭usually‬‭target‬‭visitors‬‭to‬‭the‬‭city,‬‭especially‬‭foreigners);‬‭or‬‭they‬‭must‬‭be‬‭wanderers,‬‭ready‬‭to‬‭move‬‭on‬‭to‬‭a‬
‭new‬‭place‬‭when‬‭they've‬‭made‬‭too‬‭many‬‭enemies‬‭or‬‭too‬‭much‬‭of‬‭the‬‭local‬‭populace‬‭has‬‭gotten‬‭wise‬‭to‬‭their‬‭devices.‬
‭For‬‭this‬‭and‬‭other‬‭reasons,‬‭Swindlers‬‭do‬‭not‬‭usually‬‭join‬‭Thieves'‬‭guilds‬‭on‬‭a‬‭permanent‬‭basis.‬‭Out‬‭of‬‭wise‬
‭deference‬‭to‬‭the‬‭"locals,"‬‭however,‬‭a‬‭Swindler‬‭that‬‭begins‬‭to‬‭operate‬‭in‬‭guild‬‭territory‬‭will‬‭make‬‭friendly‬‭overtures‬‭to‬
‭it,‬‭and‬‭perhaps‬‭offer‬‭a‬‭share‬‭in‬‭the‬‭take.‬‭A‬‭most‬‭daring‬‭Swindler‬‭may‬‭even‬‭try‬‭to‬‭con‬‭the‬‭guild.‬
‭49‬
‭Weapon‬‭Proficiencies‬
‭The‬‭Swindler‬‭is‬‭permitted‬‭the‬‭normal‬‭range‬‭of‬‭weapons‬‭open‬‭to‬‭Thieves.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Fast-talking.‬
‭Recommended:‬‭Appraising,‬‭Artistic‬‭Ability,‬‭Dancing,‬‭Disguise,‬‭Etiquette,‬‭Forgery,‬‭Fortune‬‭Telling,‬‭Gaming,‬
‭Local‬‭History,‬‭Observation,‬‭Singing,‬‭Ventriloquism.‬

‭Equipment‬
‭Swindlers‬‭may‬‭use‬‭special‬‭equipment‬‭as‬‭props‬‭for‬‭their‬‭scams‬‭(e.g.,‬‭tarot‬‭cards‬‭for‬‭a‬‭sham‬‭fortune‬‭teller;‬‭pen,‬
‭ink‬‭and‬‭paper‬‭for‬‭forgery‬‭and‬‭so‬‭forth),‬‭but‬‭the‬‭specific‬‭needs‬‭vary‬‭among‬‭characters,‬‭according‬‭to‬‭their‬‭plans‬‭and‬
‭objectives.‬

‭Special‬‭Benefits‬
‭None.‬

‭Special‬‭Hindrances‬
‭None.‬

‭Troubleshooter‬

‭The‬‭Troubleshooter,‬‭like‬‭the‬‭Investigator,‬‭is‬‭often‬‭aligned‬‭against‬‭other‬‭Thieves.‬‭They‬‭have‬‭all‬‭the‬‭skills‬‭of‬‭a‬
t‭hief,‬‭but‬‭put‬‭them‬‭to‬‭a‬‭different‬‭use.‬‭The‬‭character‬‭works‬‭chiefly‬‭as‬‭a‬‭security‬‭consultant,‬‭playing‬‭the‬‭part‬‭of‬‭a‬‭Thief‬
‭in‬‭order‬‭to‬‭test‬‭the‬‭worthiness‬‭of‬‭a‬‭client's‬‭defenses.‬

‭ ole‬‭:‬‭The‬‭Troubleshooter's‬‭professional‬‭role‬‭is‬‭rather‬‭narrowly‬‭defined,‬‭but‬‭this‬‭is‬‭to‬‭the‬‭Rogues'‬‭liking.‬‭More‬‭than‬
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‭one‬‭has‬‭been‬‭known‬‭to‬‭moonlight‬‭in‬‭other,‬‭possibly‬‭illicit‬‭activities.‬
‭Troubleshooters‬‭are‬‭rarely‬‭guild‬‭members,‬‭naturally‬‭enough,‬‭unless‬‭they‬‭have‬‭been‬‭bought‬‭off‬‭in‬‭exchange‬
‭for‬‭information‬‭on‬‭the‬‭clients‬‭they've‬‭served.‬‭Of‬‭course,‬‭few‬‭such‬‭Troubleshooters‬‭will‬‭survive‬‭long;‬‭if‬‭they‬‭give‬‭a‬
‭place's‬‭security‬‭their‬‭"seal‬‭of‬‭approval,"‬‭and‬‭then‬‭it‬‭is‬‭broken‬‭into‬‭with‬‭ease,‬‭the‬‭Troubleshooter's‬‭reputation‬‭will‬‭be‬
‭shot,‬‭and‬‭the‬‭player‬‭can‬‭expect‬‭to‬‭have‬‭more‬‭than‬‭a‬‭touch‬‭of‬‭suspicion‬‭placed‬‭on‬‭the‬‭character’s‬‭shoulders.‬‭They‬
‭usually‬‭have‬‭some‬‭sort‬‭of‬‭license‬‭to‬‭operate.‬

‭Weapon‬‭Proficiencies‬
‭Troubleshooters‬‭are‬‭permitted‬‭the‬‭normal‬‭weapons‬‭open‬‭to‬‭Thieves.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Observation.‬
‭Recommended:‬‭Fast-talking,‬‭Information‬‭Gathering,‬‭Locksmithing,‬‭and‬‭Tracking.‬

‭Equipment‬
‭Any‬‭Troubleshooter‬‭worth‬‭their‬‭wages‬‭will‬‭augment‬‭their‬‭Thief‬‭talents‬‭with‬‭the‬‭finest‬‭available‬‭equipment.‬
‭Remember,‬‭they‬‭want‬‭to‬‭try‬‭their‬‭best‬‭to‬‭break‬‭down‬‭the‬‭client's‬‭defense-as‬‭does‬‭the‬‭client-so‬‭they’ll‬‭use‬‭whatever‬
‭devices‬‭will‬‭increase‬‭their‬‭chances.‬‭Also,‬‭a‬‭wealthy‬‭client‬‭could‬‭even‬‭be‬‭persuaded‬‭to‬‭help‬‭the‬‭Troubleshooter‬
‭acquire‬‭hard-to-find‬‭Thief‬‭equipment.‬

‭Benefits‬‭and‬‭Hindrances‬
‭Troubleshooters‬‭have‬‭an‬‭uncanny‬‭knack‬‭for‬‭Troubleshooting.‬‭If‬‭there's‬‭a‬‭glitch‬‭somewhere‬‭in‬‭a‬‭security‬
‭system,‬‭the‬‭Troubleshooter‬‭always‬‭finds‬‭it.‬‭In‬‭a‬‭way,‬‭the‬‭Troubleshooter‬‭is‬‭a‬‭living‬‭manifestation‬‭of‬‭"Murphy's‬‭Law":‬
‭"If‬‭anything‬‭can‬‭go‬‭wrong,‬‭it‬‭will."‬
‭The‬‭Troubleshooter‬‭Thief,‬‭of‬‭course,‬‭takes‬‭advantage‬‭of‬‭this.‬‭The‬‭job‬‭is‬‭to‬‭find‬‭everything‬‭that‬‭can‬‭go‬‭wrong,‬
‭so‬‭it‬‭can‬‭be‬‭fixed.‬‭While‬‭everything‬‭turning‬‭out‬‭wrong‬‭has‬‭its‬‭ironic‬‭professional‬‭advantage,‬‭the‬‭downside‬‭is‬‭of‬
‭course‬‭that‬‭the‬‭things‬‭that‬‭happen‬‭wrong‬‭often‬‭do‬‭so‬‭to‬‭the‬‭Troubleshooter's‬‭personal‬‭disadvantage.‬
‭This‬‭is‬‭difficult‬‭to‬‭quantify,‬‭or‬‭to‬‭define‬‭as‬‭a‬‭game‬‭mechanic.‬‭Instead,‬‭the‬‭DM‬‭is‬‭encouraged‬‭to‬‭bring‬‭it‬‭in‬‭at‬
‭their‬‭discretion‬‭during‬‭play,‬‭for‬‭maximum‬‭excitement‬‭and‬‭role-playing‬‭fun.‬‭Fill‬‭the‬‭character's‬‭life‬‭with‬
‭astronomically‬‭improbable‬‭events‬‭and‬‭bizarre‬‭coincidences.‬
‭DMs‬‭are‬‭by‬‭and‬‭large‬‭left‬‭on‬‭their‬‭own‬‭to‬‭"wing‬‭it"‬‭with‬‭this‬‭special‬‭benefit/hindrance,‬‭but‬‭there‬‭are‬‭two‬
‭questions‬‭to‬‭ask‬‭before‬‭bringing‬‭it‬‭into‬‭play:‬‭Would‬‭this‬‭further‬‭the‬‭plot‬‭of‬‭the‬‭adventure?‬‭Would‬‭it‬‭be‬‭fun?‬‭It‬‭is‬‭better‬
‭to‬‭answer‬‭"yes"‬‭to‬‭both‬‭questions,‬‭but‬‭at‬‭least‬‭the‬‭second‬‭should‬‭be‬‭answered.‬‭Additionally,‬‭there‬‭is‬‭a‬‭rule‬‭that‬‭has‬‭to‬
‭be‬‭followed‬‭when‬‭deciding‬‭the‬‭specifics:‬‭Everything‬‭should‬‭be‬‭balanced.‬‭For‬‭every‬‭freakish‬‭mishap‬‭that‬‭works‬‭in‬‭the‬
‭Troubleshooter's‬‭favor,‬‭there‬‭should‬‭be‬‭a‬‭complementary‬‭one‬‭that‬‭works‬‭as‬‭a‬‭disadvantage.‬

‭50‬
‭Bards‬

‭The‬‭kits‬‭below‬‭will‬‭have‬‭some‬‭customized‬‭Bard‬‭abilities.‬‭They‬‭will‬‭be‬‭described‬‭in‬‭the‬‭Weapon‬
‭ roficiencies,‬‭Non‬‭Weapon‬‭Proficiencies,‬‭Equipment,‬‭Special‬‭Benefits,‬‭and‬‭Special‬‭Hindrances‬‭section‬‭of‬‭the‬
P
‭particular‬‭Kit.‬‭These‬‭customizations‬‭replace‬‭standard‬‭Bard‬‭abilities.‬‭If‬‭there‬‭is‬‭no‬‭customization‬‭in‬‭these‬‭sections,‬
‭they‬‭will‬‭be‬‭listed‬‭as‬‭“Standard”‬‭and‬‭match‬‭the‬‭abilities‬‭listed‬‭in‬‭the‬‭same‬‭section‬‭described‬‭in‬‭the‬‭True‬‭Bard‬‭kit.‬

‭True‬‭Bard‬

‭ his‬‭is‬‭a‬‭typical‬‭Bard‬‭right‬‭out‬‭of‬‭the‬‭Birthright‬‭Player’s‬‭Handbook.‬
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‭Bards‬‭are‬‭always‬‭able‬‭to‬‭read‬‭and‬‭write‬‭in‬‭their‬‭native‬‭language.‬‭They‬‭know‬‭much‬‭about‬‭local‬‭history,‬‭and‬
‭they‬‭can‬‭relate‬‭legends‬‭pertaining‬‭to‬‭many‬‭of‬‭the‬‭powerful‬‭magical‬‭items‬‭they‬‭encounter‬‭in‬‭their‬‭travels.‬
‭Bards‬‭are‬‭tremendous‬‭listeners,‬‭readers,‬‭and‬‭searchers.‬‭They‬‭eagerly‬‭listen‬‭to‬‭any‬‭news‬‭and‬‭stories‬‭that‬
‭others‬‭are‬‭willing‬‭to‬‭tell.‬‭If‬‭anything‬‭is‬‭available‬‭for‬‭a‬‭bard‬‭to‬‭learn,‬‭they’ll‬‭learn‬‭it‬‭as‬‭soon‬‭as‬‭they‬‭can.‬
‭True‬‭Bards‬‭require‬‭a‬‭Dexterity‬‭of‬‭12,‬‭Intelligence‬‭of‬‭13,‬‭and‬‭Charisma‬‭of‬‭15‬

‭ ole‬‭:‬‭Bards‬‭are‬‭excellent‬‭characters‬‭to‬‭play‬‭in‬‭small‬‭gaming‬‭groups.‬‭Their‬‭varied‬‭skills‬‭enable‬‭them‬‭to‬‭fill‬‭in‬‭for‬
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‭many‬‭more‬‭specialized‬‭characters.‬‭For‬‭example,‬‭a‬‭Bard‬‭could‬‭serve‬‭as‬‭a‬‭small‬‭group’s‬‭Wizard‬‭and‬‭Thief.‬‭They‬‭are‬
‭adept‬‭survivalists,‬‭as‬‭they‬‭can‬‭almost‬‭always‬‭find‬‭some‬‭skill‬‭to‬‭help‬‭them‬‭out‬‭of‬‭any‬‭predicament‬‭they‬‭fall‬‭into.‬

‭Weapon‬‭Proficiencies‬
‭Bards‬‭are‬‭unrestricted‬‭as‬‭to‬‭weaponry,‬‭but‬‭they‬‭rarely‬‭carry‬‭around‬‭bulky‬‭weapons,‬‭even‬‭if‬‭they‬‭are‬‭proficient‬
‭with‬‭them.‬‭A‬‭Bard‬‭seen‬‭carrying‬‭a‬‭two-handed‬‭sword‬‭or‬‭halberd‬‭is‬‭likely‬‭to‬‭arouse‬‭suspicions‬‭about‬‭their‬‭intentions.‬
‭A‬‭Bard‬‭with‬‭an‬‭elegant‬‭bow‬‭across‬‭their‬‭back,‬‭however,‬‭does‬‭not‬‭draw‬‭as‬‭much‬‭attention.‬‭A‬‭finely‬‭crafted‬‭weapon‬
‭even‬‭adds‬‭a‬‭touch‬‭of‬‭class‬‭to‬‭the‬‭Bard’s‬‭appearance.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Singing,‬‭Musical‬‭Instrument,‬‭Reading/Writing‬‭(native‬‭tongue),‬‭Local‬‭History.‬‭Other‬‭non-weapon‬
‭proficiencies‬‭may‬‭be‬‭selected‬‭as‬‭desired.‬
‭For‬‭every‬‭additional‬‭proficiency‬‭slot‬‭spent‬‭on‬‭musical‬‭instrument‬‭proficiency,‬‭Bards‬‭not‬‭only‬‭increase‬‭their‬
‭ability,‬‭but‬‭they‬‭also‬‭gain‬‭the‬‭use‬‭of‬‭two‬‭more‬‭instruments.‬‭A‬‭Bard‬‭initially‬‭knows‬‭how‬‭to‬‭play‬‭one‬‭instrument‬‭(of‬‭the‬
‭player’s‬‭choosing).‬‭If‬‭a‬‭second‬‭proficiency‬‭slot‬‭is‬‭used‬‭for‬‭musical‬‭instruments,‬‭the‬‭Bard‬‭can‬‭now‬‭use‬‭three‬
‭instruments.‬

‭Equipment‬
‭The‬‭Bard‬‭can‬‭use‬‭any‬‭weapon,‬‭and‬‭can‬‭wear‬‭any‬‭armor‬‭up‬‭to,‬‭and‬‭including,‬‭chain‬‭mail,‬‭but‬‭cannot‬‭use‬‭a‬
‭shield.‬‭True‬‭Bards‬‭generally‬‭wear‬‭bright,‬‭cheerful‬‭colors,‬‭sometimes‬‭sporting‬‭plumed‬‭hats‬‭to‬‭complete‬‭the‬‭ensemble.‬
‭Their‬‭instruments,‬‭clothing,‬‭and‬‭other‬‭equipment‬‭are‬‭all‬‭kept‬‭in‬‭top‬‭condition.‬

‭Special‬‭Benefits‬
‭Alter‬‭Moods:‬‭When‬‭performing‬‭for‬‭an‬‭audience,‬‭the‬‭Bard‬‭can‬‭attempt‬‭to‬‭alter‬‭the‬‭mood‬‭of‬‭listeners.‬‭Such‬‭an‬
‭audience‬‭must‬‭not‬‭be‬‭attacking‬‭or‬‭preparing‬‭for‬‭an‬‭immediate‬‭attack.‬‭The‬‭Bard‬‭must‬‭be‬‭singing,‬‭chanting,‬‭spinning‬‭a‬
‭tale,‬‭reciting‬‭powerful‬‭oratory,‬‭or‬‭playing‬‭a‬‭tune‬‭on‬‭an‬‭instrument‬‭with‬‭which‬‭they‬‭are‬‭proficient.‬‭The‬‭intended‬‭effect‬
‭of‬‭the‬‭performance‬‭is‬‭determined‬‭by‬‭the‬‭Bard’s‬‭player;‬‭they‬‭may‬‭want‬‭to‬‭make‬‭an‬‭audience‬‭friendlier‬‭or‬‭more‬‭hostile.‬
‭After‬‭a‬‭length‬‭of‬‭time‬‭(1d10‬‭rounds‬‭suggested),‬‭all‬‭NPCs‬‭able‬‭to‬‭hear‬‭the‬‭performance‬‭(regardless‬‭of‬‭whether‬
‭or‬‭not‬‭they‬‭are‬‭paying‬‭attention)‬‭must‬‭make‬‭a‬‭saving‬‭throw‬‭vs‬‭paralyzation.‬‭For‬‭small‬‭groups,‬‭roll‬‭individual‬‭saving‬
‭throws.‬‭For‬‭large‬‭groups,‬‭the‬‭DM‬‭may‬‭split‬‭the‬‭audience‬‭into‬‭groups‬‭of‬‭ten‬‭or‬‭so‬‭and‬‭roll‬‭a‬‭separate‬‭saving‬‭throw‬‭for‬
‭each‬‭group.‬‭There‬‭is‬‭a‬‭-1‬‭penalty‬‭to‬‭the‬‭saving‬‭throw‬‭for‬‭every‬‭three‬‭levels‬‭of‬‭experience‬‭of‬‭the‬‭Bard.‬‭Those‬‭failing‬
‭the‬‭roll‬‭will‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭(from‬‭friendly‬‭to‬‭indifferent,‬‭for‬‭example)‬‭in‬‭the‬‭desired‬‭direction.‬
‭Consult‬‭the‬‭Encounter‬‭Reactions‬‭on‬‭page‬‭125‬‭in‬‭the‬‭Birthright‬‭Dungeon‬‭Master's‬‭Guide.‬
‭Those‬‭whose‬‭saving‬‭throws‬‭succeed‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭the‬‭opposite‬‭direction‬‭from‬
‭that‬‭intended‬‭by‬‭the‬‭bard.‬

‭ ally‬‭Allies:‬‭To‬‭use‬‭this‬‭ability,‬‭the‬‭Bard‬‭must‬‭know‬‭the‬‭nature‬‭of‬‭the‬‭upcoming‬‭combat.‬‭A‬‭Bard‬‭can‘t‬‭rally‬
R
‭allies‬‭if‬‭there‬‭is‬‭no‬‭obvious‬‭opponent.‬‭Rallying‬‭allies‬‭is‬‭done‬‭in‬‭much‬‭the‬‭same‬‭manner‬‭as‬‭influencing‬‭reactions.‬‭The‬
‭Bard‬‭sings‬‭heroic‬‭songs‬‭or‬‭weaves‬‭inspiring‬‭tales‬‭about‬‭how‬‭comrades‬‭will‬‭overcome‬‭their‬‭foes‬‭and‬‭win‬‭the‬‭day.‬
‭Such‬‭heroic‬‭recitals‬‭always‬‭take‬‭at‬‭least‬‭three‬‭rounds,‬‭and‬‭the‬‭audience‬‭must‬‭be‬‭in‬‭close‬‭proximity‬‭to‬‭the‬‭Bard‬‭for‬‭the‬
‭effects‬‭to‬‭occur.‬‭All‬‭allies‬‭within‬‭a‬‭10-foot‬‭radius‬‭per‬‭level‬‭of‬‭the‬‭Bard‬‭are‬‭affected.‬
‭When‬‭complete,‬‭all‬‭affected‬‭allies‬‭automatically‬‭receive‬‭one‬‭of‬‭the‬‭following‬‭three‬‭benefits,‬‭as‬‭decided‬‭by‬
‭the‬‭Bard’s‬‭player:‬‭+1‬‭to‬‭attack‬‭rolls,‬‭+1‬‭to‬‭saving‬‭throws,‬‭or‬‭+2‬‭to‬‭morale.‬‭The‬‭chosen‬‭effect‬‭lasts‬‭one‬‭round‬‭per‬‭level‬
‭51‬
‭ f‬‭the‬‭Bard.‬‭The‬‭effects‬‭can‬‭be‬‭renewed‬‭by‬‭the‬‭Bard,‬‭even‬‭during‬‭the‬‭same‬‭encounter.‬‭However,‬‭they‬‭must‬‭return‬
o
‭within‬‭the‬‭Bard's‬‭radius‬‭and‬‭listen‬‭to‬‭the‬‭tales‬‭for‬‭another‬‭three‬‭rounds.‬‭It‬‭is‬‭impossible‬‭to‬‭rally‬‭allies‬‭who‬‭are‬‭actively‬
‭fighting‬‭opponents.‬
‭Note‬‭that‬‭the‬‭benefit‬‭applies‬‭only‬‭to‬‭the‬‭specific‬‭encounter‬‭that‬‭the‬‭Bard‬‭sings‬‭about.‬‭It‬‭does‬‭not‬‭apply‬‭to‬‭a‬
‭Ranger‬‭who‬‭hears‬‭the‬‭tale,‬‭rides‬‭off‬‭on‬‭horseback‬‭to‬‭warn‬‭the‬‭rear‬‭guard,‬‭and‬‭is‬‭then‬‭ambushed‬‭by‬‭wandering‬
‭bandits.‬

‭Counter‬‭Song:‬‭Another‬‭powerful‬‭use‬‭of‬‭story,‬‭song,‬‭or‬‭tale‬‭when‬‭voiced‬‭by‬‭a‬‭Bard‬‭is‬‭that‬‭of‬‭counter‬‭song.‬
‭ his‬‭is‬‭the‬‭intricate‬‭art‬‭of‬‭cancelling‬‭the‬‭effects‬‭of‬‭hostile‬‭sounds,‬‭whether‬‭it‬‭be‬‭songs,‬‭chants,‬‭wails,‬‭or‬‭even‬
T
‭commands‬‭and‬‭suggestions‬‭from‬‭magical‬‭spells.‬‭In‬‭order‬‭to‬‭sing‬‭the‬‭proper‬‭counter‬‭song‬‭or‬‭chant‬‭the‬‭proper‬‭counter‬
‭poem,‬‭a‬‭Bard‬‭must‬‭concentrate‬‭intensely.‬‭The‬‭player‬‭may‬‭perform‬‭no‬‭additional‬‭actions‬‭other‬‭than‬‭a‬‭slow,‬‭half-speed‬
‭walk.‬‭If‬‭struck‬‭by‬‭an‬‭attack‬‭or‬‭failing‬‭a‬‭saving‬‭throw,‬‭the‬‭character’s‬‭attempt‬‭is‬‭ruined.‬
‭Only‬‭one‬‭counter‬‭song‬‭may‬‭be‬‭attempted‬‭per‬‭encounter‬‭or‬‭battle‬‭due‬‭to‬‭exertion.‬‭Success‬‭of‬‭the‬‭counter‬‭song‬
‭is‬‭realized‬‭only‬‭if‬‭the‬‭Bard‬‭rolls‬‭a‬‭successful‬‭saving‬‭throw‬‭vs.‬‭spell.‬‭If‬‭this‬‭is‬‭successful,‬‭the‬‭hostile‬‭sounds‬‭have‬‭no‬
‭effects‬‭within‬‭30‬‭feet‬‭of‬‭the‬‭bard.‬‭If‬‭the‬‭saving‬‭throw‬‭fails,‬‭the‬‭Bard's‬‭attempt‬‭is‬‭squandered,‬‭and‬‭the‬‭hostile‬‭sounds‬
‭have‬‭their‬‭standard‬‭effects.‬
‭Counter‬‭singing‬‭does‬‭not‬‭prevent‬‭hostile‬‭spellcasters‬‭from‬‭reading‬‭scrolls,‬‭using‬‭magical‬‭item‬‭command‬
‭words,‬‭or‬‭casting‬‭spells‬‭with‬‭verbal‬‭components.‬‭Counter‬‭singing‬‭does‬‭prevent‬‭all‬‭other‬‭hostile‬‭sounds‬‭from‬
‭functioning,‬‭including‬‭spell‬‭effects‬‭that‬‭require‬‭the‬‭caster‬‭to‬‭speak‬‭(e.g.,‬‭command,‬‭quest,‬‭suggestion,‬‭tongues,‬‭etc.).‬

‭ egend‬‭Lore:‬‭One‬‭of‬‭the‬‭most‬‭useful‬‭abilities‬‭of‬‭a‬‭Bard‬‭is‬‭knowledge‬‭of‬‭famous‬‭magical‬‭items‬‭and‬‭having‬‭an‬
L
‭uncanny‬‭knack‬‭for‬‭figuring‬‭out‬‭how‬‭they‬‭function.‬‭To‬‭perform‬‭legend‬‭lore,‬‭the‬‭Bard‬‭must‬‭scrutinize‬‭the‬‭item‬‭closely.‬
‭This‬‭does‬‭not‬‭necessarily‬‭require‬‭actually‬‭handling‬‭the‬‭item,‬‭but‬‭it‬‭must‬‭be‬‭fully‬‭visible‬‭to‬‭the‬‭Bard.‬
‭Scrutiny‬‭takes‬‭1d10‬‭rounds,‬‭after‬‭which‬‭a‬‭percentile‬‭roll‬‭is‬‭made.‬‭The‬‭Bard‬‭has‬‭a‬‭5%‬‭chance‬‭per‬‭level‬‭of‬
‭knowing‬‭something‬‭about‬‭the‬‭item.‬‭The‬‭exact‬‭information‬‭revealed‬‭is‬‭up‬‭to‬‭the‬‭DM.‬‭The‬‭Bard‬‭draws‬‭upon‬‭history,‬
‭rumors,‬‭and‬‭clues‬‭based‬‭on‬‭the‬‭item’s‬‭construction‬‭to‬‭gain‬‭this‬‭information.‬‭Typical‬‭information‬‭revealed‬‭includes‬‭the‬
‭item’s‬‭history,‬‭maker,‬‭name,‬‭and‬‭other‬‭less‬‭technical‬‭aspects.‬‭Information‬‭such‬‭as‬‭the‬‭number‬‭of‬‭pluses,‬‭exact‬
‭command‬‭words,‬‭is‬‭rarely‬‭learned.‬‭Spells‬‭that‬‭seek‬‭to‬‭unlock‬‭this‬‭type‬‭of‬‭specific‬‭information‬‭are‬‭identify,‬‭commune,‬
‭limited‬‭wish,‬‭and‬‭so‬‭on.‬
‭A‬‭very‬‭good‬‭roll‬‭will‬‭give‬‭some‬‭very‬‭specific‬‭information‬‭to‬‭the‬‭Bard‬‭player‬‭if‬‭the‬‭roll‬‭is‬‭equal‬‭to‬‭or‬‭less‬‭than‬
‭the‬‭Bard’s‬‭level.‬‭Furthermore,‬‭if‬‭the‬‭roll‬‭is‬‭01,‬‭the‬‭Bard‬‭should‬‭know‬‭almost‬‭everything‬‭there‬‭is‬‭to‬‭know‬‭about‬‭the‬
‭item.‬
‭The‬‭following‬‭table‬‭may‬‭be‬‭used‬‭as‬‭a‬‭fast‬‭method‬‭to‬‭determine‬‭what‬‭is‬‭known‬‭about‬‭an‬‭item‬‭that‬‭was‬
‭successfully‬‭examined‬‭by‬‭a‬‭Bard.‬‭To‬‭use‬‭this‬‭table,‬‭the‬‭bard‬‭must‬‭first‬‭succeed‬‭in‬‭the‬‭legend‬‭lore‬‭percentile‬‭roll.‬‭If‬
‭this‬‭roll‬‭succeeds,‬‭the‬‭player‬‭should‬‭roll‬‭a‬‭check‬‭in‬‭the‬‭following‬‭table‬‭once‬‭per‬‭level‬‭of‬‭the‬‭Bard.‬‭Results‬‭that‬‭come‬
‭up‬‭more‬‭than‬‭once‬‭are‬‭not‬‭rerolled;‬‭the‬‭Bard‬‭simply‬‭knows‬‭a‬‭lot‬‭about‬‭this‬‭aspect‬‭of‬‭the‬‭item.‬
‭After‬‭rolling,‬‭the‬‭DM‬‭will‬‭come‬‭up‬‭with‬‭a‬‭suitable‬‭background‬‭and‬‭history.‬
‭Few‬‭items‬‭are‬‭detailed‬‭with‬‭this‬‭type‬‭of‬‭information.‬‭After‬‭all,‬‭Bards‬‭tend‬‭to‬‭be‬‭more‬‭curious‬‭about‬‭the‬
‭legends‬‭and‬‭lore‬‭that‬‭lie‬‭behind‬‭an‬‭item's‬‭powers‬‭than‬‭most‬‭others.‬

‭ egend‬‭Lore‬‭Results‬
L
‭3d6‬‭Roll‬ ‭Information‬‭Gained‬
‭3‬ ‭How‬‭many‬‭charges/uses‬‭left‬
‭4‬ ‭Whether‬‭item‬‭is‬‭intelligent‬
‭5‬ ‭Whether‬‭items‬‭is‬‭cursed/evil‬
‭6‬ ‭Value‬‭on‬‭the‬‭open‬‭market‬
‭7‬ ‭Name‬
‭8‬ ‭Famous‬‭past‬‭owners‬
‭9‬ ‭Age‬‭of‬‭item‬
‭10‬ ‭What‬‭race‬‭created‬‭it‬
‭11‬ ‭Where‬‭it‬‭was‬‭made‬
‭12‬ ‭Who‬‭created‬‭it‬
‭13‬ ‭Alignment‬‭of‬‭owners‬
‭14‬ ‭Who‬‭can‬‭use‬‭it‬
‭15‬ ‭General‬‭effects‬
‭16‬ ‭How‬‭to‬‭activate‬‭it‬
‭17‬ ‭Item‬‭type‬‭(as‬‭per‬‭DMG)‬
‭18‬ ‭Let‬‭player‬‭read‬‭DMG‬‭entry‬

‭Special‬‭Hindrances‬
‭None.‬

‭52‬
‭Herald‬

‭ he‬‭Herald's‬‭duties‬‭are‬‭of‬‭the‬‭utmost‬‭importance‬‭to‬‭the‬‭Regent‬‭and‬‭to‬‭the‬‭continued‬‭vitality‬‭of‬‭the‬‭realm.‬
T
‭Heralds‬‭make‬‭their‬‭living‬ ‭uncovering‬‭hidden‬‭truths.‬‭If‬‭a‬‭royal‬‭family‬‭has‬‭a‬‭closely‬‭guarded‬‭secret,‬‭a‬‭Herald‬‭will‬
‭undoubtedly‬‭discover‬‭it.‬‭In‬‭the‬‭struggle‬‭for‬‭land‬‭and‬‭power‬‭among‬‭realms,‬‭the‬‭Herald‬‭is‬‭a‬‭key‬‭force.‬‭A‬‭competent‬
‭Herald‬‭knows‬‭who‬‭is‬‭plotting‬‭against‬‭the‬‭Regent‬‭and‬‭why.‬
‭Heralds‬‭are‬‭confident‬‭in‬‭matters‬‭of‬‭social‬‭etiquette.‬‭They‬‭often‬‭gather‬‭information‬‭at‬‭royal‬‭events,‬‭such‬‭as‬
‭balls‬‭and‬‭other‬‭celebrations.‬‭They‬‭are‬‭often‬‭mistaken‬‭for‬‭nobles,‬‭so‬‭they‬‭can‬‭easily‬‭slip‬‭past‬‭guards.‬‭Heralds‬‭dress‬‭in‬
‭the‬‭latest‬‭and‬‭most‬‭expensive‬‭fashions‬‭of‬‭the‬‭day.‬‭They‬‭prefer‬‭silk‬‭and‬‭bright‬‭colors.‬‭Members‬‭of‬‭the‬‭opposite‬‭sex‬‭are‬
‭often‬‭attracted‬‭to‬‭Heralds‬‭by‬‭their‬‭self-confident‬‭manner‬‭and‬‭slight‬‭arrogance.‬
‭Heralds‬‭are‬‭some‬‭of‬‭the‬‭most‬‭competent‬‭communicators‬‭around.‬‭They‬‭can‬‭speak‬‭dozens‬‭of‬‭languages,‬
‭understand‬‭sophisticated‬‭words,‬‭locate‬‭a‬‭person's‬‭home‬‭village‬‭by‬‭dialect,‬‭and‬‭can‬‭read‬‭almost‬‭everything‬‭they‬‭get‬
‭their‬‭hands‬‭on.‬‭Heralds‬‭have‬‭no‬‭requirements‬‭beyond‬‭those‬‭of‬‭the‬‭Bard‬‭class.‬

‭ ole‬‭:‬‭There‬‭are‬‭two‬‭main‬‭types‬‭of‬‭Herald.‬‭One‬‭travels‬‭from‬‭place‬‭to‬‭place,‬‭following‬‭current‬‭events‬‭across‬‭the‬‭land.‬
R
‭They‬‭sell‬‭their‬‭tales‬‭of‬‭travel‬‭and‬‭the‬‭news‬‭they‬‭learn‬‭to‬‭those‬‭who‬‭will‬‭listen.‬‭Most‬‭medieval‬‭commoners‬‭cannot‬‭read‬
‭or‬‭write,‬‭so‬‭it‬‭falls‬‭to‬‭Heralds‬‭to‬‭relate‬‭local‬‭events.‬
‭The‬‭other‬‭type‬‭of‬‭Herald‬‭is‬‭secretly‬‭employed‬‭by‬‭a‬‭Regent.‬‭It‬‭is‬‭the‬‭duty‬‭of‬‭these‬‭"royal‬‭heralds"‬‭to‬‭uncover‬
‭plots‬‭against‬‭the‬‭Regent‬‭and‬‭the‬‭royal‬‭family.‬‭The‬‭Royal‬‭Herald‬‭is‬‭quick-witted‬‭and‬‭fast-talking.‬‭Heralds‬‭of‬‭this‬
‭stature‬‭often‬‭have‬‭a‬‭reputation‬‭that‬‭precedes‬‭them.‬‭They‬‭are‬‭recognized‬‭and‬‭feared‬‭by‬‭their‬‭foes.‬‭Thus,‬‭they‬‭must‬
‭occasionally‬‭deal‬‭with‬‭assassination‬‭attempts‬‭at‬‭inconvenient‬‭times.‬‭For‬‭instance,‬‭a‬‭delayed‬‭blast‬‭fireball‬‭under‬‭the‬
‭bed.‬
‭Royal‬‭courts‬‭often‬‭employ‬‭them‬‭to‬‭preside‬‭over‬‭jousting‬‭tournaments,‬‭announce‬‭the‬‭arrival‬‭of‬‭high-ranking‬
‭foreign‬‭envoys,‬‭and‬‭for‬‭personal‬‭counsel.‬‭Heralds‬‭turn‬‭to‬‭the‬‭"adventuring"‬‭life‬‭for‬‭several‬‭reasons.‬‭Such‬‭adventures‬
‭can‬‭give‬‭rise‬‭to‬‭a‬‭number‬‭of‬‭fantastic‬‭tales.‬‭"News"‬‭has‬‭a‬‭very‬‭broad‬‭meaning‬‭in‬‭the‬‭campaign‬‭world,‬‭and‬‭tales‬‭of‬‭a‬
‭daring‬‭band‬‭of‬‭heroes‬‭braving‬‭unknown‬‭horrors‬‭not‬‭only‬‭qualify,‬‭but‬‭often‬‭draw‬‭a‬‭larger‬‭crowd‬‭than‬‭local‬‭gossip.‬
‭The‬‭royal‬‭Herald‬‭might‬‭be‬‭sent‬‭on‬‭an‬‭undercover‬‭fact-finding‬‭mission‬‭for‬‭instance,‬‭to‬‭investigate‬‭a‬‭rumor‬
‭that‬‭“Z”‬‭Keep‬‭is‬‭secretly‬‭funding‬‭an‬‭orc‬‭uprising‬‭in‬‭the‬‭south.‬‭Often,‬‭a‬‭Herald's‬‭communications‬‭will‬‭prove‬
‭invaluable‬‭on‬‭such‬‭quests.‬

‭Weapon‬‭Proficiencies‬
‭Standard.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Etiquette,‬‭Heraldry,‬‭Local‬‭History,‬‭Reading/Writing‬‭(native‬‭tongue).‬
‭Recommended:‬‭Languages‬‭(ancient‬‭modern),‬‭Musical‬‭Instrument‬‭(horn‬‭family).‬‭At‬‭least‬‭half‬‭of‬‭a‬‭Herald's‬
‭non-weapon‬‭proficiencies‬‭must‬‭be‬‭spent‬‭on‬‭learning‬‭languages.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭Identify‬‭Rumors:‬‭Heralds‬‭are‬‭always‬‭aware‬‭of‬‭their‬‭surroundings‬‭and‬‭have‬‭picked‬‭up‬‭the‬‭skills‬‭necessary‬‭to‬
‭stay‬‭atop‬‭local‬‭events.‬‭Any‬‭time‬‭rumors‬‭are‬‭generated‬‭for‬‭player‬‭characters,‬‭heralds‬‭learn‬‭twice‬‭as‬‭many‬‭as‬‭another‬
‭character.‬‭Heralds‬‭are‬‭also‬‭able‬‭to‬‭determine‬‭the‬‭validity‬‭of‬‭a‬‭rumor.‬‭A‬‭charisma‬‭check‬‭is‬‭rolled;‬‭if‬‭it‬‭succeeds,‬‭the‬
‭Herald‬‭knows‬‭whether‬‭the‬‭rumor‬‭is‬‭true‬‭or‬‭false.‬
‭Even‬‭if‬‭a‬‭rumor‬‭table‬‭isn't‬‭included‬‭in‬‭a‬‭given‬‭adventure,‬‭the‬‭Dungeon‬‭Master‬‭should‬‭make‬‭up‬‭at‬‭least‬‭one‬
‭rumor‬‭per‬‭three‬‭levels‬‭of‬‭the‬‭Herald.‬‭They‬‭should‬‭inform‬‭the‬‭player‬‭of‬‭the‬‭rumors‬‭at‬‭the‬‭adventure's‬‭onset.‬
‭Local‬‭Lore:‬‭After‬‭snooping‬‭around‬‭an‬‭inhabited‬‭area,‬‭a‬‭Herald‬‭is‬‭able‬‭to‬‭learn‬‭who‬‭the‬‭most‬‭influential‬
‭people‬‭are.‬‭A‬‭Herald‬‭also‬‭learns‬‭what‬‭most‬‭of‬‭the‬‭buildings‬‭are‬‭used‬‭for,‬‭the‬‭quality‬‭of‬‭certain‬‭establishments,‬‭etc.‬‭It‬
‭takes‬‭a‬‭Herald‬‭one‬‭day‬‭per‬‭1,000‬‭inhabitants‬‭to‬‭develop‬‭a‬‭reliable‬‭information‬‭base.‬‭Of‬‭course,‬‭a‬‭Herald‬‭could‬
‭concentrate‬‭on‬‭a‬‭specific‬‭quarter‬‭of‬‭town‬‭or‬‭neighborhood‬‭and‬‭accomplish‬‭the‬‭task‬‭much‬‭faster.‬
‭Once‬‭a‬‭Herald‬‭is‬‭done‬‭scouting,‬‭the‬‭player‬‭can‬‭recall‬‭the‬‭name‬‭of‬‭an‬‭influential‬‭official‬‭when‬‭rolling‬‭a‬
‭successful‬‭intelligence‬‭check.‬‭If‬‭the‬‭check‬‭is‬‭successful‬‭with‬‭a‬‭-2‬‭penalty,‬‭the‬‭character‬‭can‬‭identify‬‭the‬‭person‬‭on‬
‭sight.‬‭This‬‭roll‬‭can‬‭also‬‭be‬‭used‬‭if‬‭the‬‭Herald‬‭wants‬‭to‬‭know‬‭other‬‭local‬‭lore,‬‭such‬‭as‬‭where‬‭to‬‭find‬‭the‬‭finest‬‭food‬‭in‬
‭town,‬‭what‬‭neighborhoods‬‭are‬‭dangerous‬‭at‬‭night,‬‭what‬‭time‬‭the‬‭city‬‭watch‬‭rotates,‬‭or‬‭which‬‭local‬‭sage‬‭is‬‭said‬‭to‬‭be‬
‭most‬‭reliable.‬‭If‬‭the‬‭check‬‭is‬‭a‬‭20,‬‭the‬‭herald‬‭believes‬‭the‬‭desired‬‭information‬‭is‬‭known,‬‭while‬‭the‬‭Dungeon‬‭Master‬
‭invents‬‭some‬‭false‬‭tale‬‭for‬‭the‬‭player.‬
‭This‬‭ability‬‭must‬‭be‬‭carefully‬‭judged‬‭by‬‭the‬‭Dungeon‬‭Master.‬‭Penalties‬‭should‬‭be‬‭applied‬‭based‬‭on‬‭the‬
‭information's‬‭local‬‭significance.‬‭It‬‭is‬‭unlikely‬‭that‬‭a‬‭Herald‬‭will‬‭know‬‭the‬‭name‬‭of‬‭a‬‭typical‬‭citizen‬‭in‬‭a‬‭large‬‭city,‬‭so‬
‭a‬‭-10‬‭penalty‬‭might‬‭be‬‭appropriate.‬‭However,‬‭the‬‭name‬‭of‬‭the‬‭Regent's‬‭horse‬‭is‬‭likely‬‭well‬‭known,‬‭so‬‭there‬‭is‬‭no‬
‭penalty‬‭for‬‭the‬‭check.‬
‭53‬
‭Basal‬‭Communication:‬‭As‬‭stated‬‭above,‬‭Heralds‬‭are‬‭master‬‭linguists.‬‭In‬‭fact,‬‭they‬‭can‬‭often‬‭communicate‬
‭ ith‬‭races‬‭that‬‭are‬‭of‬‭low‬‭intelligence‬‭or‬‭better‬‭and‬‭have‬‭a‬‭spoken‬‭language,‬‭even‬‭if‬‭the‬‭Herald‬‭does‬‭not‬‭speak‬‭that‬
w
‭language.‬‭The‬‭Herald‬‭incorporates‬‭bits‬‭and‬‭pieces‬‭of‬‭fundamental‬‭root‬‭dialects,‬‭universal‬‭gestures,‬‭and‬‭common‬
‭expressions‬‭to‬‭get‬‭meaning‬‭across.‬
‭For‬‭the‬‭Herald‬‭to‬‭perform‬‭such‬‭a‬‭difficult‬‭form‬‭of‬‭communication,‬‭the‬‭"listener"‬‭must‬‭be‬‭within‬‭ten‬‭feet,‬
‭clearly‬‭visible,‬‭and‬‭there‬‭must‬‭be‬‭no‬‭distractions‬‭(including‬‭combat).‬‭Successfully‬‭passing‬‭a‬‭read‬‭languages‬‭roll‬
‭determines‬‭success,‬‭even‬‭though‬‭communication‬‭is‬‭rarely‬‭written.‬‭A‬‭separate‬‭roll‬‭is‬‭needed‬‭to‬‭send‬‭or‬‭receive‬‭ideas.‬
‭Thus,‬‭it‬‭is‬‭possible‬‭for‬‭Heralds‬‭to‬‭understand‬‭a‬‭being,‬‭but‬‭be‬‭unable‬‭to‬‭communicate‬‭their‬‭own‬‭ideas,‬‭or‬‭vice‬‭versa.‬
‭Persuade‬‭Crowd:‬‭A‬‭Herald‬‭can‬‭affect‬‭the‬‭mood‬‭of‬‭a‬‭crowd‬‭by‬‭telling‬‭them‬‭true,‬‭or‬‭slightly‬‭altered,‬‭local‬
‭rumors‬‭and‬‭news.‬‭The‬‭Herald‬‭must‬‭be‬‭able‬‭to‬‭speak‬‭the‬‭crowd’s‬‭language‬‭to‬‭use‬‭this‬‭ability.‬‭To‬‭determine‬‭a‬‭crowd's‬
‭mood‬‭or‬‭opinion‬‭on‬‭a‬‭given‬‭topic,‬‭use‬‭the‬‭reaction‬‭table‬‭on‬‭page‬‭125‬‭in‬‭the‬‭Birthright‬‭Dungeon‬‭Master’s‬‭Guide.‬
‭After‬‭1d10‬‭minutes,‬‭those‬‭listening‬‭to‬‭the‬‭Herald's‬‭words‬‭are‬‭allowed‬‭a‬‭saving‬‭throw‬‭vs.‬‭paralyzation,‬‭with‬‭a‬‭-1‬
‭penalty‬‭per‬‭three‬‭levels‬‭of‬‭the‬‭Herald.‬‭Those‬‭who‬‭fail‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭favor‬‭of‬‭the‬‭Herald's‬
‭opinion.‬‭Those‬‭who‬‭succeed‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭the‬‭opposite‬‭direction.‬
‭A‬‭Herald‬‭could‬‭attempt‬‭to‬‭persuade‬‭a‬‭crowd‬‭not‬‭to‬‭eat‬‭at‬‭the‬‭Skinned‬‭Dog‬‭Tavern‬‭until‬‭dragon‬‭eggs‬‭are‬‭back‬
‭on‬‭the‬‭menu.‬‭The‬‭player‬‭could‬‭also‬‭attempt‬‭to‬‭throw‬‭stones‬‭at‬‭the‬‭cruel‬‭teamster‬‭Tornack,‬‭or‬‭to‬‭enter‬‭and‬‭plunder‬‭the‬
‭local‬‭granaries.‬‭Reactions‬‭can‬‭be‬‭altered‬‭only‬‭one‬‭level‬‭by‬‭this‬‭method.‬‭For‬‭example,‬‭if‬‭everyone‬‭is‬‭indifferent‬‭to‬‭the‬
‭fact‬‭that‬‭Tornack‬‭whips‬‭his‬‭horses‬‭cruelly,‬‭the‬‭Herald‬‭will‬‭at‬‭most‬‭persuade‬‭them‬‭to‬‭be‬‭cautious‬‭about‬‭using‬‭the‬
‭teamster's‬‭wagons‬‭to‬‭haul‬‭their‬‭goods.‬

‭Special‬‭Hindrances‬
‭Standard‬‭(None).‬

‭Jester‬

‭Jesters‬‭are‬‭known‬‭by‬‭many‬‭names:‬‭fools,‬‭clowns,‬‭jokers,‬‭buffoons,‬‭etc.‬‭The‬‭Jester‬‭kit‬‭covers‬‭them‬‭all.‬‭Jesters‬
a‭ re‬‭comedians‬‭at‬‭heart.‬‭They‬‭love‬‭to‬‭have‬‭a‬‭good‬‭time‬‭and‬‭enjoy‬‭sharing‬‭their‬‭mirth‬‭and‬‭merriment‬‭with‬‭others,‬‭even‬
‭when‬‭they‬‭are‬‭not‬‭welcome.‬
‭Most‬‭people‬‭enjoy‬‭having‬‭a‬‭Jester‬‭around,‬‭as‬‭they‬‭raise‬‭morale,‬‭entertain,‬‭and‬‭make‬‭excellent‬‭scapegoats‬
‭when‬‭problems‬‭arise.‬‭Jesters‬‭are‬‭flamboyant,‬‭outrageous,‬‭and‬‭ridiculous.‬‭Many‬‭Sages‬‭believe‬‭that‬‭jesters‬‭live‬‭in‬‭a‬
‭constant‬‭state‬‭of‬‭borderline‬‭insanity.‬‭It‬‭is‬‭known‬‭that‬‭they‬‭live‬‭for‬‭attention‬‭and‬‭feel‬‭relaxed‬‭only‬‭when‬‭they‬‭are‬‭the‬
‭focus‬‭of‬‭events.‬
‭A‬‭Jester's‬‭dexterity‬‭must‬‭be‬‭at‬‭least‬‭14.‬‭Jesters‬‭must‬‭be‬‭of‬‭any‬‭Chaotic‬‭alignment,‬‭since‬‭no‬‭mind‬‭attuned‬‭to‬
‭law‬‭and‬‭order‬‭could‬‭possibly‬‭sustain‬‭such‬‭an‬‭odd‬‭personality.‬

‭ ole‬‭:‬‭Jesters‬‭are‬‭often‬‭hired‬‭by‬‭nobles‬‭for‬‭entertainment.‬‭They‬‭dance,‬‭prance,‬‭and‬‭jump‬‭about‬‭while‬‭the‬‭more‬
R
‭civilized‬‭look‬‭on‬‭and‬‭laugh‬‭at‬‭the‬‭fools.‬‭More‬‭often‬‭than‬‭not,‬‭these‬‭nobles‬‭are‬‭paying‬‭the‬‭price‬‭for‬‭their‬
‭entertainment,‬‭as‬‭the‬‭Jester‬‭is‬‭liable‬‭to‬‭make‬‭off‬‭with‬‭a‬‭piece‬‭of‬‭gold‬‭for‬‭every‬‭laugh.‬
‭Jesters‬‭serve‬‭as‬‭clowns‬‭in‬‭traveling‬‭carnivals‬‭or‬‭circuses.‬‭And‬‭of‬‭course‬‭every‬‭community‬‭has‬‭its‬‭local‬‭fool.‬
‭Jesters‬‭rarely‬‭become‬‭adventurers.‬‭Player‬‭characters‬‭who‬‭are‬‭Jesters‬‭are‬‭the‬‭obvious‬‭exception.‬‭The‬‭motivations‬‭for‬
‭doing‬‭so‬‭will‬‭have‬‭to‬‭be‬‭carefully‬‭constructed‬‭to‬‭maintain‬‭believability.‬‭A‬‭Jester‬‭may‬‭be‬‭sentenced‬‭to‬‭escort‬‭a‬‭group‬
‭of‬‭heroes‬‭on‬‭a‬‭dangerous‬‭quest‬‭as‬‭punishment‬‭for‬‭a‬‭joke‬‭about‬‭the‬‭Regent’s‬‭nose.‬‭The‬‭Regent‬‭feels‬‭jailing‬‭the‬
‭character‬‭would‬‭not‬‭be‬‭appropriate.‬
‭A‬‭Jester‬‭might‬‭be‬‭assigned‬‭to‬‭accompany‬‭a‬‭band‬‭on‬‭a‬‭grim‬‭and‬‭deadly‬‭adventure,‬‭to‬‭combat‬‭the‬‭gloom‬‭and‬
‭dread‬‭that‬‭will‬‭be‬‭encountered.‬‭Whatever‬‭the‬‭reason,‬‭having‬‭a‬‭Jester‬‭with‬‭the‬‭party‬‭will‬‭certainly‬‭result‬‭in‬‭more‬‭than‬
‭one‬‭belly‬‭laugh.‬

‭Weapon‬‭Proficiencies‬
‭Jesters‬‭spend‬‭most‬‭of‬‭their‬‭lives‬‭entertaining‬‭others‬‭by‬‭playing‬‭the‬‭role‬‭of‬‭fool‬‭or‬‭clown.‬‭Large‬‭weapons‬‭do‬
‭not‬‭fit‬‭into‬‭this‬‭role.‬‭Thus‬‭Jesters‬‭may‬‭become‬‭proficient‬‭in‬‭blowgun,‬‭hand‬‭crossbow,‬‭dagger,‬‭dart,‬‭hand‬‭axe,‬‭javelin,‬
‭knife,‬‭quarterstaff,‬‭scourge,‬‭sling,‬‭short‬‭sword,‬‭and‬‭whip.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Acting,‬‭Dancing,‬‭Juggling,‬‭Tumbling.‬
‭Recommended:‬‭Crowd‬‭Working,‬‭Disguise,‬‭Jumping,‬‭Musical‬‭Instrument,‬‭Poetry,‬‭Singing,‬‭Ventriloquism.‬

‭Equipment‬
‭Jesters‬‭may‬‭wear‬‭only‬‭the‬‭following‬‭types‬‭of‬‭armor:‬‭leather,‬‭padded,‬‭studded‬‭leather,‬‭or‬‭elven‬‭chain‬‭mail.‬
‭Other‬‭types‬‭of‬‭armor‬‭do‬‭not‬‭fit‬‭the‬‭image‬‭of‬‭fools.‬‭Jesters‬‭often‬‭act‬‭and‬‭dress‬‭in‬‭the‬‭most‬‭outrageous‬‭manner.‬‭Even‬
‭when‬‭danger‬‭is‬‭imminent,‬‭Jesters‬‭still‬‭hop‬‭around‬‭in‬‭their‬‭flashy‬‭suits‬‭with‬‭tassels‬‭and‬‭foppish‬‭hats.‬

‭54‬
‭Special‬‭Benefits‬
‭Fool's‬‭Luck:‬‭It‬‭is‬‭amazing‬‭to‬‭most‬‭that‬‭Jesters‬‭can‬‭survive‬‭in‬‭any‬‭situation.‬‭They‬‭are‬‭careless,‬‭foolish,‬‭and‬
‭given‬‭to‬‭whimsical‬‭decisions.‬‭It‬‭is‬‭fool's‬‭luck‬‭that‬‭has‬‭saved‬‭many‬‭a‬‭Jester's‬‭life.‬‭Jesters‬‭receive‬‭a‬‭+1‬‭bonus‬‭(+5%‬‭on‬
‭percentile‬‭rolls)‬‭on‬‭most‬‭die‬‭rolls.‬‭This‬‭includes‬‭saving‬‭throws,‬‭initiative,‬‭surprise,‬‭proficiency‬‭checks,‬‭Thief‬‭skill‬
‭checks,‬‭ability‬‭checks,‬‭and‬‭ability‬‭sub-checks‬‭(e.g.,‬‭bend‬‭bars/lift‬‭gates,‬‭resurrection‬‭survival,‬‭and‬‭so‬‭on).‬‭Fool's‬‭luck‬
‭also‬‭adds‬‭a‬‭+1‬‭bonus‬‭to‬‭the‬‭Jester's‬‭Armor‬‭Class.‬‭About‬‭the‬‭only‬‭die‬‭rolls‬‭that‬‭the‬‭fool's‬‭luck‬‭ability‬‭doesn't‬‭affect‬‭are‬
‭attack‬‭rolls,‬‭damage‬‭rolls,‬‭initial‬‭character‬‭generation‬‭rolls,‬‭and‬‭Hit‬‭Die‬‭rolls.‬
‭Jesting:‬‭Jesting‬‭is‬‭the‬‭art‬‭of‬‭projecting‬‭meaning‬‭and‬‭mood‬‭through‬‭the‬‭use‬‭of‬‭body‬‭motions.‬‭By‬‭jesting‬‭(or‬
‭gesturing),‬‭a‬‭Jester‬‭may‬‭communicate‬‭a‬‭single‬‭sentence‬‭each‬‭round‬‭to‬‭anyone‬‭who‬‭rolls‬‭a‬‭successful‬‭Wisdom‬‭check‬
‭with‬‭a‬‭-5‬‭penalty.‬‭Such‬‭communication‬‭is‬‭totally‬‭silent‬‭and‬‭does‬‭not‬‭rely‬‭upon‬‭a‬‭shared‬‭language.‬‭The‬‭Jester‬‭must‬‭use‬
‭their‬‭entire‬‭body‬‭for‬‭communication,‬‭be‬‭fully‬‭visible,‬‭and‬‭within‬‭30‬‭feet‬‭of‬‭the‬‭target‬‭for‬‭communication‬‭to‬‭take‬
‭place.‬
‭Jesting‬‭may‬‭be‬‭used‬‭to‬‭taunt‬‭or‬‭tease.‬‭Again,‬‭such‬‭jesting‬‭affects‬‭only‬‭those‬‭who‬‭are‬‭within‬‭30‬‭feet‬‭of‬‭the‬
‭Jester‬‭and‬‭who‬‭are‬‭able‬‭to‬‭fully‬‭view‬‭the‬‭Jester.‬‭This‬‭form‬‭of‬‭jesting‬‭causes‬‭those‬‭being‬‭jested‬‭to‬‭roll‬‭a‬‭saving‬‭throw‬
‭vs.‬‭paralyzation,‬‭with‬‭a‬‭-1‬‭penalty‬‭per‬‭three‬‭levels‬‭of‬‭the‬‭Jester.‬‭Those‬‭who‬‭fail‬‭must‬‭immediately‬‭try‬‭to‬‭physically‬
‭strike‬‭the‬‭Jester‬‭for‬‭as‬‭long‬‭as‬‭the‬‭jesting‬‭continues.‬‭The‬‭effect‬‭ends‬‭when‬‭the‬‭jesting‬‭ends.‬‭Combat‬‭strategy‬‭is‬
‭ignored‬‭by‬‭those‬‭who‬‭are‬‭affected.‬‭They‬‭recklessly‬‭pass‬‭by‬‭more‬‭dangerous‬‭targets‬‭in‬‭an‬‭attempt‬‭to‬‭attack‬‭the‬‭Jester.‬
‭Jesting‬‭is‬‭also‬‭a‬‭wonderful‬‭way‬‭to‬‭break‬‭the‬‭ranks‬‭of‬‭enemy‬‭forces.‬
‭Joking:‬‭The‬‭practice‬‭of‬‭creating‬‭and‬‭telling‬‭jokes‬‭has‬‭been‬‭elevated‬‭to‬‭an‬‭art‬‭form‬‭by‬‭the‬‭Jester;‬‭this‬‭skill‬‭can‬
‭be‬‭used‬‭for‬‭many‬‭special‬‭purposes.‬‭Jokes‬‭are‬‭told‬‭in‬‭an‬‭attempt‬‭to‬‭alter‬‭the‬‭reaction‬‭to‬‭an‬‭encounter.‬‭For‬‭any‬‭form‬‭of‬
‭joke‬‭to‬‭be‬‭successful,‬‭the‬‭Jester‬‭must‬‭speak‬‭a‬‭language‬‭known‬‭by‬‭the‬‭recipient‬‭of‬‭the‬‭joke.‬
‭Furthermore,‬‭the‬‭Jester‬‭must‬‭be‬‭within‬‭easy‬‭verbal‬‭range‬‭of‬‭the‬‭recipient.‬‭Such‬‭jokes‬‭require‬‭1d10‬‭rounds‬‭to‬
‭tell,‬‭after‬‭which‬‭the‬‭audience‬‭must‬‭roll‬‭a‬‭saving‬‭throw‬‭vs.‬‭paralyzation‬‭with‬‭a‬‭-1‬‭penalty‬‭per‬‭three‬‭levels‬‭of‬‭the‬‭Jester.‬
‭Those‬‭who‬‭fail‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭the‬‭direction‬‭desired‬‭by‬‭the‬‭Jester.‬‭However,‬‭those‬‭who‬
‭succeed‬‭take‬‭the‬‭joke‬‭the‬‭wrong‬‭way‬‭and‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭the‬‭opposite‬‭direction.‬
‭Finally,‬‭a‬‭joke‬‭told‬‭at‬‭just‬‭the‬‭right‬‭moment‬‭can‬‭dispel‬‭the‬‭effects‬‭of‬‭fear.‬‭Such‬‭a‬‭joke‬‭requires‬‭a‬‭round‬‭to‬‭tell‬
‭and‬‭enables‬‭all‬‭those‬‭affected‬‭by‬‭fear‬‭(normal‬‭or‬‭magical)‬‭to‬‭roll‬‭a‬‭second‬‭saving‬‭throw‬‭to‬‭avoid‬‭the‬‭fear‬‭effect‬‭(note‬
‭that‬‭those‬‭affected‬‭by‬‭fear‬‭do‬‭not‬‭immediately‬‭run‬‭away,‬‭but‬‭remain‬‭until‬‭the‬‭joke‬‭is‬‭finished).‬‭When‬‭a‬‭fear‬‭effect‬
‭does‬‭not‬‭allow‬‭a‬‭first‬‭saving‬‭throw,‬‭the‬‭saving‬‭throw‬‭is‬‭rolled‬‭against‬‭the‬‭spell.‬
‭A‬‭Jester's‬‭Mind:‬‭Jesters‬‭are‬‭immune‬‭to‬‭attacks‬‭that‬‭cause‬‭insanity.‬‭Jesters‬‭also‬‭gain‬‭a‬‭saving‬‭throw‬‭bonus‬
‭equal‬‭to‬‭their‬‭level‬‭vs.‬‭Wizard‬‭spells‬‭of‬‭the‬‭enchantment/charm‬‭school‬‭and‬‭Priest‬‭spells‬‭of‬‭the‬‭charm‬‭sphere.‬‭(A‬
‭saving‬‭throw‬‭of‬‭1‬‭always‬‭fails,‬‭however.)‬‭Furthermore,‬‭any‬‭attempt‬‭to‬‭read‬‭a‬‭Jester's‬‭mind‬‭has‬‭a‬‭percentage‬‭chance‬
‭equal‬‭to‬‭the‬‭Jester's‬‭level‬‭of‬‭causing‬‭confusion‬‭in‬‭the‬‭mind‬‭reader‬‭(treat‬‭as‬‭if‬‭under‬‭the‬‭effect‬‭of‬‭a‬‭confusion‬‭spell).‬

‭Special‬‭Hindrances‬
‭Standard‬‭(None).‬

‭Loremaster‬

‭ oremasters‬‭are‬‭romantically‬‭entranced‬‭by‬‭the‬‭past.‬‭They‬‭believe‬‭in‬‭the‬‭circular‬‭nature‬‭of‬‭history‬‭and‬‭relate‬
L
‭the‬‭lessons‬‭of‬‭ancient‬‭times‬‭to‬‭the‬‭problems‬‭of‬‭the‬‭present.‬‭This‬‭will‬‭help‬‭guide‬‭their‬‭people‬‭along‬‭the‬‭path‬‭to‬‭the‬
‭future.‬‭As‬‭Loremasters‬‭proceed‬‭through‬‭life,‬‭they‬‭record‬‭the‬‭events‬‭of‬‭their‬‭own‬‭times‬‭for‬‭posterity.‬
‭Loremasters‬‭love‬‭to‬‭relate‬‭the‬‭lessons‬‭of‬‭history‬‭to‬‭those‬‭who‬‭will‬‭listen.‬‭However,‬‭they‬‭are‬‭often‬‭viewed‬‭as‬
‭being‬‭more‬‭reclusive‬‭and‬‭eccentric‬‭than‬‭Wizards.‬‭Their‬‭preoccupation‬‭with‬‭old‬‭tomes,‬‭arcane‬‭lore,‬‭ancient‬‭languages,‬
‭and‬‭lost‬‭civilizations‬‭dominates‬‭their‬‭lives,‬‭when‬‭they‬‭aren't‬‭putting‬‭on‬‭an‬‭oratory‬‭performance.‬
‭From‬‭their‬‭research,‬‭Loremasters‬‭gain‬‭unique‬‭wisdom‬‭and‬‭insight.‬‭This‬‭enables‬‭them‬‭to‬‭identify‬‭certain‬
‭magical‬‭items,‬‭understand‬‭ancient‬‭writings‬‭and‬‭languages,‬‭gain‬‭special‬‭benefits‬‭from‬‭the‬‭arcane‬‭lore‬‭of‬‭magic,‬‭and‬
‭incite‬‭crowds‬‭to‬‭action.‬‭Loremasters‬‭must‬‭have‬‭Intelligence‬‭and‬‭Wisdom‬‭of‬‭14‬‭or‬‭more.‬

‭ ole‬‭:‬‭There‬‭is‬‭a‬‭fine‬‭line‬‭between‬‭Loremaster‬‭and‬‭sage.‬‭So‬‭fine‬‭that‬‭many‬‭Loremasters‬‭call‬‭themselves‬‭sages‬‭and‬‭are‬
R
‭rarely‬‭questioned‬‭about‬‭it.‬‭However,‬‭true‬‭sages‬‭are‬‭knowledge‬‭specialists‬‭who‬‭concentrate‬‭their‬‭efforts‬‭on‬‭mastering‬
‭a‬‭specific‬‭field‬‭such‬‭as‬‭mushrooms,‬‭elven‬‭swords,‬‭and‬‭so‬‭on.‬‭Loremasters‬‭are‬‭fond‬‭of‬‭any‬‭aspect‬‭of‬‭history‬‭that‬
‭makes‬‭for‬‭a‬‭compelling‬‭story.‬
‭Many‬‭Loremasters‬‭are‬‭travelers‬‭who‬‭wander‬‭the‬‭world‬‭in‬‭search‬‭of‬‭fascinating‬‭historical‬‭tales‬‭and‬‭facts‬‭to‬
‭impress‬‭crowds.‬‭In‬‭order‬‭to‬‭gain‬‭the‬‭substance‬‭of‬‭their‬‭tales,‬‭loremasters‬‭often‬‭take‬‭up‬‭adventuring.‬‭Unlike‬‭many‬
‭other‬‭adventurers,‬‭Loremasters‬‭are‬‭not‬‭simply‬‭seeking‬‭gold‬‭or‬‭magic.‬‭Rather,‬‭they‬‭are‬‭searching‬‭for‬‭a‬‭novel‬‭legend‬‭or‬
‭tale.‬‭Loremasters‬‭are‬‭the‬‭first‬‭to‬‭open‬‭old‬‭tomes,‬‭read‬‭the‬‭runes‬‭on‬‭passage‬‭walls,‬‭and‬‭record‬‭the‬‭general‬‭events‬‭of‬‭an‬
‭adventure.‬

‭55‬
‭Weapon‬‭Proficiencies‬
‭Due‬‭to‬‭their‬‭keen‬‭interest‬‭in‬‭knowledge‬‭and‬‭their‬‭concentration‬‭on‬‭the‬‭past,‬‭Loremasters‬‭prefer‬‭to‬‭learn‬‭only‬
‭the‬‭lightest‬‭and‬‭simplest‬‭of‬‭weapons.‬‭They‬‭are‬‭limited‬‭to‬‭selecting‬‭weapon‬‭proficiency‬‭for‬‭blowgun,‬‭dagger,‬‭dart,‬
‭hand‬‭crossbow,‬‭knife,‬‭quarterstaff,‬‭sling,‬‭and‬‭staff‬‭sling.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Ancient‬‭History,‬‭Languages‬‭(ancient),‬‭Navigation,‬‭Reading/Writing.‬
‭Recommended:‬‭Animal‬‭Lore,‬‭Artistic‬‭Ability,‬‭Astrology,‬‭Direction‬‭Sense,‬‭Engineering,‬‭Etiquette,‬‭Heraldry,‬
‭Languages,‬‭Modern,‬‭Local‬‭History,‬‭Musical‬‭Instrument,‬‭Religion,‬‭Spellcraft,‬‭Weather‬‭Sense.‬

‭Equipment‬
‭Loremasters‬‭spend‬‭their‬‭time‬‭studying‬‭arcane‬‭tomes‬‭and‬‭ancient‬‭civilizations.‬‭They‬‭do‬‭not‬‭practice‬‭the‬‭use‬‭of‬
‭heavy‬‭armor.‬‭Thus,‬‭Loremasters‬‭can‬‭only‬‭wear‬‭leather‬‭armor.‬‭Loremasters‬‭dress‬‭and‬‭behave‬‭as‬‭if‬‭they‬‭are‬‭Wizards.‬

‭Special‬‭Benefits‬
‭Legend‬‭Lore:‬‭Loremasters‬‭gain‬‭the‬‭same‬‭legend‬‭lore‬‭ability‬‭as‬‭True‬‭Bards‬‭detailed‬‭on‬‭page‬‭52‬‭of‬‭this‬‭book.‬
‭This‬‭ability‬‭works‬‭in‬‭a‬‭similar‬‭fashion.‬
‭Arcane‬‭Lore:‬‭Through‬‭their‬‭devoted‬‭study‬‭of‬‭the‬‭past,‬‭Loremasters‬‭come‬‭across‬‭numerous‬‭texts‬‭on‬‭the‬
‭arcane‬‭lore‬‭of‬‭magic.‬‭In‬‭an‬‭attempt‬‭to‬‭uncover‬‭a‬‭remarkable‬‭story,‬‭they‬‭read‬‭all‬‭of‬‭them.‬‭Loremasters‬‭eventually‬‭gain‬
‭a‬‭fundamental‬‭understanding‬‭of‬‭many‬‭strange‬‭magical‬‭items‬‭not‬‭normally‬‭usable‬‭by‬‭the‬‭Bard‬‭class.‬‭Thus,‬
‭Loremasters‬‭can‬‭attempt‬‭to‬‭use‬‭any‬‭magical‬‭item.‬‭A‬‭Wisdom‬‭check‬‭is‬‭rolled;‬‭if‬‭it‬‭is‬‭successful,‬‭the‬‭Loremaster‬
‭successfully‬‭uses‬‭the‬‭magical‬‭item‬‭in‬‭question.‬
‭This‬‭does‬‭not‬‭mean‬‭that‬‭the‬‭Loremaster‬‭fully‬‭understands‬‭the‬‭operation‬‭of‬‭the‬‭item,‬‭only‬‭that‬‭the‬‭attempt‬‭to‬
‭use‬‭it‬‭in‬‭this‬‭particular‬‭way‬‭is‬‭successful.‬‭Loremasters‬‭also‬‭pore‬‭over‬‭scrolls‬‭and‬‭spell‬‭books‬‭whenever‬‭they‬‭get‬‭the‬
‭chance.‬‭This‬‭enhances‬‭their‬‭understanding‬‭of‬‭magical‬‭spells‬‭so‬‭much‬‭that‬‭they‬‭memorize‬‭and‬‭cast‬‭spells‬‭as‬‭if‬‭they‬
‭were‬‭one‬‭level‬‭higher.‬‭Thus,‬‭a‬‭1st-level‬‭Loremaster‬‭casts‬‭spells‬‭the‬‭same‬‭way‬‭as‬‭a‬‭2nd-level‬‭Standard‬‭Bard.‬
‭Persuasion:‬‭Usually‬‭Loremasters‬‭recite‬‭their‬‭collections‬‭of‬‭historical‬‭fables‬‭and‬‭legends‬‭to‬‭a‬‭crowd‬‭in‬‭order‬
‭to‬‭entertain‬‭and‬‭educate.‬‭Although‬‭these‬‭oral‬‭performances‬‭are‬‭wonderful‬‭to‬‭hear,‬‭they‬‭do‬‭not‬‭necessarily‬‭have‬‭any‬
‭direct‬‭impact‬‭on‬‭the‬‭crowd.‬
‭When‬‭a‬‭Loremaster‬‭wishes‬‭to‬‭affect‬‭the‬‭mood‬‭or‬‭actions‬‭of‬‭an‬‭audience,‬‭they‬‭use‬‭their‬‭superior‬‭skills‬‭of‬
‭verbal‬‭persuasion,‬‭oratory,‬‭and‬‭rhetoric.‬‭They‬‭might‬‭relate‬‭the‬‭legend‬‭of‬‭the‬‭horrible‬‭massacre‬‭of‬‭Tothar‬‭Keep‬‭by‬
‭lizard‬‭men‬‭in‬‭an‬‭attempt‬‭to‬‭incite‬‭the‬‭crowd‬‭to‬‭hate‬‭and‬‭despise‬‭lizard‬‭men.‬
‭The‬‭process‬‭of‬‭persuasion‬‭takes‬‭at‬‭least‬‭1d10‬‭rounds.‬‭All‬‭who‬‭are‬‭listening‬‭to‬‭and‬‭can‬‭understand‬‭the‬
‭Loremaster‬‭must‬‭make‬‭a‬‭saving‬‭throw‬‭vs.‬‭paralyzation‬‭with‬‭a‬‭-1‬‭penalty‬‭for‬‭every‬‭three‬‭levels‬‭of‬‭the‬‭Loremaster.‬
‭Those‬‭who‬‭fail‬‭have‬‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭up‬‭or‬‭down‬‭(as‬‭desired‬‭by‬‭the‬‭Loremaster).‬‭Those‬‭who‬
‭succeed‬‭are‬‭not‬‭inspired‬‭by‬‭the‬‭tale,‬‭and‬‭those‬‭few‬‭who‬‭roll‬‭a‬‭natural‬‭20‬‭strongly‬‭disagree‬‭with‬‭the‬‭tale.‬‭They‬‭have‬
‭their‬‭reactions‬‭adjusted‬‭one‬‭level‬‭in‬‭the‬‭opposite‬‭direction.‬
‭Etymology:‬‭Loremasters‬‭can‬‭attempt‬‭to‬‭read‬‭an‬‭ancient‬‭language‬‭twice‬‭if‬‭it‬‭is‬‭no‬‭longer‬‭spoken.‬‭They‬‭can‬
‭also‬‭use‬‭their‬‭ability‬‭to‬‭read‬‭languages‬‭to‬‭decipher‬‭runes,‬‭glyphs,‬‭pictograms,‬‭ideograms,‬‭or‬‭any‬‭other‬‭form‬‭of‬‭ancient‬
‭visual‬‭communication.‬
‭Even‬‭though‬‭a‬‭Loremaster‬‭cannot‬‭be‬‭proficient‬‭in‬‭a‬‭newly‬‭encountered‬‭ancient‬‭language,‬‭if‬‭the‬‭player‬‭makes‬
‭an‬‭Ancient‬‭Languages‬‭proficiency‬‭check,‬‭the‬‭basics‬‭of‬‭the‬‭ancient‬‭language‬‭are‬‭understood.‬‭Elementary‬‭use‬‭of‬‭the‬
‭language‬‭is‬‭gained,‬‭allowing‬‭for‬‭written‬‭or‬‭even‬‭spoken‬‭communication‬‭at‬‭one-tenth‬‭the‬‭normal‬‭rate.‬

‭Special‬‭Hindrances‬
‭Standard‬‭(None).‬

‭Riddlemaster‬

‭Riddles,‬‭rhymes,‬‭and‬‭puzzles‬‭are‬‭the‬‭medium‬‭of‬‭the‬‭Riddlemaster.‬‭These‬‭characters‬‭look‬‭at‬‭life‬‭as‬‭an‬
i‭ntricate‬‭and‬‭challenging‬‭puzzle‬‭to‬‭be‬‭solved.‬‭Their‬‭seemingly‬‭strange‬‭ways‬‭cause‬‭many‬‭a‬‭commoner‬‭to‬‭label‬‭them‬
‭crazy‬‭(much‬‭like‬‭the‬‭Jester).‬‭However,‬‭Riddlemasters‬‭are‬‭exceptionally‬‭intelligent,‬‭and‬‭their‬‭minds‬‭work‬‭on‬‭a‬‭level‬
‭above‬‭that‬‭of‬‭the‬‭common‬‭man.‬
‭Riddlemasters‬‭devote‬‭their‬‭entire‬‭intellect‬‭to‬‭maximizing‬‭favorable‬‭outcomes‬‭for‬‭themselves‬‭and‬‭their‬
‭friends.‬‭Some‬‭believe‬‭that‬‭Riddlemasters‬‭are‬‭just‬‭extraordinarily‬‭lucky,‬‭but‬‭this‬‭is‬‭not‬‭the‬‭case.‬‭Riddlemasters‬‭always‬
‭consider‬‭the‬‭environment‬‭around‬‭them,‬‭being‬‭sure‬‭to‬‭stand‬‭in‬‭the‬‭most‬‭favorable‬‭places.‬‭They‬‭also‬‭socialize‬‭with‬‭the‬
‭most‬‭advantageous‬‭people,‬‭asking‬‭the‬‭right‬‭questions,‬‭and‬‭so‬‭on.‬
‭They‬‭seek‬‭to‬‭develop‬‭the‬‭supreme‬‭mind.‬‭To‬‭flaunt‬‭their‬‭skills,‬‭Riddlemasters‬‭often‬‭speak‬‭in‬‭riddles‬‭or‬
‭rhymes,‬‭causing‬‭others‬‭to‬‭stop‬‭and‬‭think‬‭in‬‭order‬‭to‬‭understand‬‭them.‬‭Riddlemasters‬‭love‬‭to‬‭pose‬‭questions,‬‭in‬‭the‬
‭form‬‭of‬‭riddles,‬‭to‬‭everyday‬‭people.‬‭These‬‭riddles‬‭are‬‭carefully‬‭constructed‬‭and‬‭often‬‭conceal‬‭lessons‬‭or‬‭observations‬
‭that‬‭apply‬‭to‬‭the‬‭Riddlemasters'‬‭audience.‬
‭In‬‭addition‬‭to‬‭meeting‬‭the‬‭requirements‬‭for‬‭a‬‭Bard,‬‭Riddlemasters‬‭must‬‭have‬‭an‬‭intelligence‬‭of‬‭15.‬
‭56‬
‭ ole‬‭:‬‭Each‬‭Riddlemaster‬‭applies‬‭intellect‬‭in‬‭a‬‭different‬‭way.‬‭Evil‬‭Riddlemasters‬‭seek‬‭to‬‭demean‬‭and‬‭put‬‭down‬‭others‬
R
‭in‬‭order‬‭to‬‭rise‬‭above‬‭them.‬‭Good‬‭Riddlemasters‬‭make‬‭their‬‭way‬‭through‬‭society‬‭attempting‬‭to‬‭educate‬‭the‬‭"less‬
‭fortunate."‬‭Others‬‭simply‬‭travel‬‭around,‬‭enjoying‬‭the‬‭sport‬‭of‬‭poking‬‭fun‬‭at‬‭others‬‭while‬‭advancing‬‭their‬‭own‬
‭intellectual‬‭understanding.‬
‭Traveling‬‭Riddlemasters‬‭are‬‭most‬‭common,‬‭as‬‭their‬‭unique‬‭ways‬‭often‬‭irritate‬‭others,‬‭forcing‬‭them‬‭to‬
‭maintain‬‭a‬‭mobile‬‭lifestyle.‬‭Adventuring‬‭Riddlemasters‬‭enjoy‬‭the‬‭supreme‬‭tests‬‭of‬‭judgment‬‭and‬‭intelligence‬‭that‬
‭must‬‭be‬‭passed‬‭in‬‭order‬‭to‬‭survive‬‭perilous‬‭quests.‬‭Besides‬‭this,‬‭their‬‭input‬‭into‬‭decisions‬‭is‬‭considered‬‭invaluable.‬
‭Of‬‭course,‬‭some‬‭party‬‭members‬‭may‬‭find‬‭their‬‭manner‬‭difficult‬‭to‬‭put‬‭up‬‭with.‬

‭Weapon‬‭Proficiencies‬
‭Riddlemasters‬‭favor‬‭finesse‬‭weapons‬‭over‬‭those‬‭that‬‭require‬‭simple‬‭“brawn”.‬‭They‬‭can‬‭become‬‭proficient‬‭in‬
‭the‬‭blowgun,‬‭bow,‬‭crossbow,‬‭dagger,‬‭dart,‬‭hand‬‭axe,‬‭javelin,‬‭knife,‬‭quarterstaff,‬‭sling,‬‭spear,‬‭staff‬‭sling,‬‭short‬‭sword,‬
‭or‬‭whip.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonuses:‬‭Artistic‬‭Ability‬‭(riddles),‬‭Languages‬‭(modern),‬‭Poetry,‬‭Reading/Writing.‬
‭Recommended:‬‭Appraising,‬‭Blind-fighting,‬‭Direction‬‭Sense,‬‭Gaming,‬‭Heraldry,‬‭Musical‬‭Instrument,‬
‭Navigation,‬‭Reading‬‭Lips,‬‭Singing,‬‭Weather‬‭Sense,‬‭Ventriloquism.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭Probable‬‭Path:‬‭Riddlemasters‬‭can‬‭use‬‭their‬‭sharp‬‭intellects‬‭to‬‭make‬‭analytical‬‭decisions.‬‭When‬‭a‬‭decision‬
‭must‬‭be‬‭made‬‭concerning‬‭multiple‬‭options‬‭(e.g.,‬‭which‬‭hallway‬‭to‬‭proceed‬‭down,‬‭which‬‭door‬‭to‬‭open‬‭first,‬‭which‬
‭opponent‬‭to‬‭attack‬‭first‬‭in‬‭order‬‭to‬‭achieve‬‭some‬‭goal,‬‭etc.),‬‭the‬‭Riddlemaster‬‭can‬‭use‬‭intellect‬‭to‬‭help‬‭inform‬‭the‬
‭decision.‬
‭In‬‭such‬‭cases,‬‭the‬‭DM‬‭secretly‬‭rolls‬‭an‬‭Intelligence‬‭check‬‭for‬‭the‬‭Riddlemaster,‬‭with‬‭a‬‭penalty‬‭equal‬‭to‬‭the‬
‭number‬‭of‬‭previous‬‭probable‬‭path‬‭decisions‬‭made‬‭that‬‭day‬‭(representing‬‭mental‬‭fatigue).‬‭If‬‭the‬‭roll‬‭succeeds,‬‭the‬‭DM‬
‭tells‬‭the‬‭player‬‭all‬‭significant‬‭clues‬‭that‬‭the‬‭Riddlemaster‬‭might‬‭know‬‭or‬‭observe.‬‭If‬‭there‬‭are‬‭no‬‭clues,‬‭no‬
‭information‬‭is‬‭gained-Riddlemasters‬‭aren't‬‭lucky,‬‭they're‬‭just‬‭very‬‭intelligent.‬‭If‬‭the‬‭roll‬‭is‬‭a‬‭natural‬‭20,‬‭the‬
‭information‬‭gained‬‭is‬‭misleading.‬‭Unless‬‭a‬‭given‬‭situation‬‭changes‬‭somehow,‬‭using‬‭this‬‭ability‬‭multiple‬‭times‬‭in‬‭the‬
‭same‬‭situation‬‭gives‬‭identical‬‭results.‬
‭Riddles/Puzzles:‬‭If‬‭any‬‭adventure‬‭includes‬‭an‬‭actual‬‭riddle‬‭or‬‭puzzle‬‭that‬‭the‬‭players‬‭must‬‭solve,‬‭the‬
‭Riddlemaster‬‭can‬‭make‬‭twice‬‭as‬‭many‬‭attempts‬‭to‬‭solve‬‭the‬‭riddle‬‭or‬‭puzzle‬‭as‬‭are‬‭normally‬‭allowed.‬‭For‬‭example,‬
‭an‬‭adventure‬‭might‬‭include‬‭an‬‭encounter‬‭in‬‭which‬‭the‬‭party‬‭runs‬‭into‬‭a‬‭sphinx.‬‭The‬‭sphinx‬‭may‬‭demand‬‭the‬‭answer‬
‭to‬‭a‬‭riddle‬‭in‬‭exchange‬‭for‬‭safe‬‭passage.‬‭In‬‭this‬‭situation,‬‭if‬‭the‬‭Riddlemaster‬‭gives‬‭the‬‭answer,‬‭the‬‭player‬‭can‬‭actually‬
‭make‬‭two‬‭guesses,‬‭and‬‭if‬‭either‬‭is‬‭correct,‬‭the‬‭Sphinx‬‭is‬‭satisfied.‬
‭The‬‭same‬‭thing‬‭applies‬‭if‬‭the‬‭party‬‭comes‬‭across‬‭a‬‭room‬‭with‬‭a‬‭tiled‬‭floor‬‭that‬‭must‬‭be‬‭crossed‬‭in‬‭a‬‭specific‬
‭sequence.‬‭The‬‭Riddlemaster‬‭is‬‭allowed‬‭to‬‭make‬‭one‬‭free‬‭mistake.‬‭Upon‬‭a‬‭second‬‭mistake,‬‭the‬‭character‬‭suffers‬
‭hazardous‬‭consequences.‬
‭If‬‭a‬‭problem‬‭has‬‭a‬‭time‬‭limit,‬‭the‬‭Riddlemaster‬‭has‬‭twice‬‭the‬‭allotted‬‭time‬‭to‬‭solve‬‭it.‬
‭A‬‭special‬‭use‬‭of‬‭solving‬‭riddles‬‭and‬‭puzzles‬‭occurs‬‭when‬‭a‬‭Riddlemaster‬‭attempts‬‭to‬‭understand‬‭a‬‭newly‬
‭discovered‬‭spell.‬‭The‬‭Riddlemaster‬‭has‬‭a‬‭+10%‬‭bonus‬‭to‬‭their‬‭roll‬‭to‬‭learn‬‭spells‬‭(to‬‭a‬‭maximum‬‭of‬‭95%).‬
‭Furthermore,‬‭the‬‭Riddlemaster‬‭gains‬‭the‬‭ability‬‭to‬‭use‬‭any‬‭written‬‭magical‬‭item‬‭at‬‭8‭t‬h‬ ‭level.‬
‭Common‬‭Sense:‬‭To‬‭signify‬‭the‬‭common‬‭sense‬‭a‬‭Riddlemaster‬‭has‬‭at‬‭their‬‭disposal,‬‭Riddlemasters‬‭gain‬
‭certain‬‭benefits.‬‭Although‬‭these‬‭benefits‬‭are‬‭similar‬‭to‬‭those‬‭of‬‭the‬‭Jester‬‭kit,‬‭they‬‭are‬‭not‬‭luck,‬‭but‬‭rather‬‭a‬‭result‬‭of‬
‭intellectual‬‭calculations‬‭made‬‭by‬‭the‬‭Riddlemaster.‬
‭The‬‭Riddlemaster‬‭has‬‭a‬‭+1‬‭bonus‬‭to‬‭Armor‬‭Class.‬‭The‬‭Common‬‭Sense‬‭ability‬‭also‬‭grants‬‭a‬‭Riddlemaster‬‭a‬
‭+1‬‭(or‬‭5%)‬‭bonus‬‭to‬‭many‬‭die‬‭rolls,‬‭including‬‭saving‬‭throws,‬‭individual‬‭initiative,‬‭attack‬‭rolls,‬‭damage‬‭rolls,‬
‭proficiency‬‭checks,‬‭Thief‬‭skill‬‭checks,‬‭ability‬‭checks,‬‭and‬‭all‬‭ability-based‬‭rolls‬‭(bend‬‭bards,‬‭system‬‭shock,‬‭etc.).‬
‭The‬‭only‬‭die‬‭rolls‬‭that‬‭common‬‭sense‬‭doesn’t‬‭affect‬‭are‬‭surprise,‬‭initial‬‭character‬‭generation‬‭rolls,‬‭hit‬‭die‬
‭rolls,‬‭resurrection‬‭survival,‬‭coming‬‭out‬‭of‬‭death’s‬‭door‬‭system‬‭shock‬‭checks,‬‭and‬‭monster‬‭damage‬‭rolls.‬
‭Riddling‬‭and‬‭Rhyming:‬‭By‬‭chanting‬‭certain‬‭riddles‬‭and‬‭rhymes,‬‭a‬‭Riddlemaster‬‭can‬‭influence‬‭an‬‭audience‘s‬
‭reactions.‬‭In‬‭all‬‭aspects,‬‭this‬‭ability‬‭functions‬‭as‬‭the‬‭True‬‭Bard's‬‭influence‬‭reaction‬‭ability.‬

‭Special‬‭Hindrances‬
‭Standard‬‭(None).‬

‭57‬
‭Humans‬

‭The‬‭following‬‭kits‬‭may‬‭only‬‭be‬‭selected‬‭by‬‭humans.‬‭Some‬‭are‬‭only‬‭available‬‭to‬‭certain‬‭types‬‭of‬‭humans.‬‭For‬
‭example,‬‭Vos‬‭barbarians‬‭are‬‭restricted‬‭to‬‭selecting‬‭their‬‭own‬‭kits.‬
‭The‬‭Paladin‬‭kits‬‭below‬‭have‬‭three‬‭extra‬‭categories;‬‭Ministration‬‭indicates‬‭who,‬‭or‬‭what‬‭type‬‭of‬‭organization‬
‭the‬‭Paladin‬‭serves.‬‭The‬‭symbol‬‭identifies‬‭symbols‬‭or‬‭the‬‭standard‬‭of‬‭a‬‭particular‬‭order‬‭to‬‭which‬‭the‬‭Paladin‬‭may‬
‭belong.‬‭Bonded‬‭mount‬‭shows‬‭what‬‭sort‬‭of‬‭mount‬‭the‬‭Paladin‬‭can‬‭acquire.‬‭All‬‭Paladins‬‭swear‬‭an‬‭Oath‬‭of‬
‭Ennoblement‬‭when‬‭becoming‬‭Paladins.‬
‭The‬‭kits‬‭below‬‭will‬‭have‬‭some‬‭customized‬‭Paladin‬‭abilities.‬‭They‬‭will‬‭be‬‭described‬‭in‬‭the‬‭Weapon‬
‭Proficiencies,‬‭Non‬‭Weapon‬‭Proficiencies,‬‭Equipment,‬‭Special‬‭Benefits,‬‭and‬‭Special‬‭Hindrances‬‭section‬‭of‬‭the‬
‭particular‬‭Kit.‬‭These‬‭customizations‬‭replace‬‭standard‬‭Paladin‬‭abilities.‬‭If‬‭there‬‭is‬‭no‬‭customization‬‭in‬‭these‬‭sections,‬
‭they‬‭will‬‭be‬‭listed‬‭as‬‭“Standard”‬‭and‬‭match‬‭the‬‭abilities‬‭listed‬‭in‬‭the‬‭same‬‭section‬‭described‬‭in‬‭the‬‭True‬‭Paladin‬‭kit.‬

‭True‬‭Paladin‬

‭This‬‭is‬‭the‬‭typical‬‭Paladin‬‭described‬‭in‬‭the‬‭Birthright‬‭Player’s‬‭Handbook.‬‭An‬‭embodiment‬‭of‬‭Lawful‬‭Good,‬
r‭ epresenting‬‭the‬‭loftiest‬‭standards‬‭of‬‭heroism‬‭and‬‭righteousness,‬‭a‬‭superb‬‭rider,‬‭a‬‭master‬‭of‬‭mounted‬‭combat,‬‭and‬‭a‬
‭fearless‬‭Fighter.‬‭True‬‭Paladins‬‭live‬‭to‬‭promote‬‭their‬‭ideals.‬‭They‬‭seek‬‭to‬‭join‬‭others‬‭who‬‭share‬‭their‬‭commitment‬‭to‬
‭the‬‭cause‬‭of‬‭good.‬
‭Because‬‭the‬‭True‬‭Paladin‬‭has‬‭few‬‭background‬‭requirements‬‭and‬‭special‬‭rules,‬‭this‬‭kit‬‭makes‬‭a‬‭suitable‬
‭choice‬‭for‬‭players‬‭who‬‭want‬‭to‬‭create‬‭Paladin‬‭characters‬‭with‬‭a‬‭minimum‬‭of‬‭fuss.‬
‭The‬‭True‬‭Paladin‬‭can‬‭serve‬‭as‬‭a‬‭standard‬‭archetype‬‭for‬‭virtually‬‭any‬‭campaign.‬‭Paladin‬‭class‬‭requirements‬
‭are‬‭standard.‬

‭ ole‬‭:‬‭True‬‭Paladins‬‭are‬‭pious‬‭and‬‭forthright,‬‭sworn‬‭to‬‭uphold‬‭a‬‭just‬‭code‬‭of‬‭behavior‬‭and‬‭determined‬‭to‬‭rid‬‭the‬‭world‬
R
‭of‬‭Evil.‬‭They‬‭serve‬‭as‬‭the‬‭conscience‬‭of‬‭the‬‭party,‬‭setting‬‭an‬‭example‬‭of‬‭high‬‭moral‬‭standards‬‭and‬‭nudging‬‭them‬‭back‬
‭on‬‭track‬‭when‬‭they‬‭stray‬‭from‬‭their‬‭mission.‬‭They‬‭respect‬‭all‬‭authorities‬‭of‬‭Lawful‬‭Good‬‭alignment‬‭and‬‭defer‬‭to‬‭the‬
‭elders‬‭of‬‭their‬‭faith.‬

‭ inistration‬‭:‬‭Any.‬‭It's‬‭recommended‬‭that‬‭the‬‭character‬‭has‬‭few,‬‭if‬‭any,‬‭formal‬‭ties‬‭to‬‭a‬‭government‬‭or‬‭an‬‭organized‬
M
‭church.‬‭The‬‭true‬‭Paladin‬‭may‬‭be‬‭an‬‭orphan‬‭whose‬‭abilities‬‭were‬‭granted‬‭by‬‭a‬‭benevolent‬‭deity.‬‭Alternatively,‬‭the‬
‭character‬‭may‬‭be‬‭of‬‭humble‬‭origin,‬‭trained‬‭by‬‭a‬‭mentor‬‭who‬‭later‬‭died‬‭or‬‭disappeared.‬

‭Symbol‬‭:‬‭Any.‬

‭Bonded‬‭Mount‬‭:‬‭Any‬‭war‬‭horse.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Lance‬‭(any).‬
‭Recommended:‬‭Sword‬‭(any),‬‭dagger,‬‭battle‬‭axe,‬‭horseman’s‬‭flail,‬‭horseman’s‬‭mace,‬‭horseman’s‬‭pick,‬‭war‬
‭hammer.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Land-based‬‭Riding‬‭proficiency‬‭at‬‭4th‬‭level.‬
‭Recommended:‬‭Armorer,‬‭Endurance,‬‭Etiquette,‬‭Heraldry,‬‭Law,‬‭Local‬‭History,‬‭Oratory,‬‭Weaponsmithing.‬

‭Equipment‬
‭Required:‬‭Weapon‬‭(any),‬‭shield‬‭(any),‬‭and‬‭armor‬‭(at‬‭least‬‭chain;‬‭must‬‭upgrade‬‭to‬‭plate‬‭as‬‭soon‬‭as‬‭the‬‭player‬
‭can‬‭afford‬‭it).‬‭A‬‭paladin‬‭without‬‭a‬‭horse‬‭and‬‭tack‬‭should‬‭acquire‬‭them‬‭as‬‭soon‬‭as‬‭is‬‭practical.‬

‭Special‬‭Benefits‬
‭Standard‬‭Birthright‬‭Player’s‬‭Handbook‬‭Paladin‬‭Benefits.‬

‭Special‬‭Hindrances‬
‭Standard‬‭Birthright‬‭Player’s‬‭Handbook‬‭Paladin‬‭Hindrances.‬

‭58‬
‭Awnsheghlienslayer‬

‭ wnsheghlienlayers‬‭are‬‭the‬‭sworn‬‭enemy‬‭of‬‭Awnsheghlien‬‭and‬‭are‬‭devoted‬‭to‬‭their‬‭destruction.‬
A
‭Battle-hardened‬‭and‬‭fiercely‬‭determined,‬‭the‬‭Awnsheghlienslayer‬‭roams‬‭the‬‭world‬‭in‬‭search‬‭of‬‭the‬‭hated‬‭creatures.‬
‭Only‬‭a‬‭select‬‭few‬‭qualify‬‭to‬‭become‬‭Awnsheghlienslayers,‬‭with‬‭the‬‭final‬‭choice‬‭up‬‭to‬‭the‬‭gods.‬‭If‬‭a‬‭candidate‬
‭meets‬‭the‬‭basic‬‭physical‬‭requirements,‬‭they‬‭declare‬‭their‬‭intention‬‭to‬‭become‬‭an‬‭Awnsheghlienslayer‬‭before‬‭taking‬
‭the‬‭Oath‬‭of‬‭Ennoblement.‬‭As‬‭part‬‭of‬‭their‬‭oath,‬‭they‬‭pledge‬‭to‬‭destroy‬‭all‬‭Awnsheghlien.‬
‭After‬‭completing‬‭their‬‭oath,‬‭the‬‭candidate‬‭becomes‬‭a‬‭standard‬‭1st-level‬‭Paladin.‬‭In‬‭a‬‭vision,‬‭a‬‭Lawful‬‭Good‬
‭deity‬‭presents‬‭the‬‭character‬‭with‬‭a‬‭quest‬‭that‬‭will‬‭require‬‭them‬‭to‬‭demonstrate‬‭their‬‭courage.‬‭Typical‬‭quests‬‭include:‬
‭•‬‭Retrieving‬‭an‬‭item‬‭from‬‭the‬‭treasure‬‭of‬‭a‬‭principal‬‭foe.‬
‭•‬‭Finding‬‭and‬‭destroying‬‭the‬‭lair‬‭of‬‭a‬‭principal‬‭foe.‬
‭•‬‭Single-handedly‬‭defending‬‭a‬‭village‬‭from‬‭an‬‭attack‬‭by‬‭a‬‭principal‬‭foe.‬
‭The‬‭quest‬‭must‬‭be‬‭completed‬‭within‬‭a‬‭specified‬‭time‬‭limit,‬‭usually‬‭1-2‬‭years.‬‭If‬‭the‬‭Paladin‬‭fails‬‭to‬‭finish‬‭the‬
‭quest,‬‭the‬‭character‬‭remains‬‭a‬‭standard‬‭Paladin‬‭forever‬‭after,‬‭and‬‭can‬‭never‬‭become‬‭an‬‭Awnsheghlienslayer,‬‭nor‬
‭choose‬‭another‬‭kit.‬‭Upon‬‭completing‬‭the‬‭quest,‬‭the‬‭deity‬‭grants‬‭the‬‭player‬‭the‬‭special‬‭attributes‬‭described‬‭below.‬‭The‬
‭Paladin‬‭is‬‭then‬‭an‬‭Awnsheghlienslayer.‬‭The‬‭Awnsheghlienslayer‬‭continues‬‭on‬‭at‬‭the‬‭same‬‭level‬‭they‬‭had‬‭as‬‭a‬
‭standard‬‭paladin;‬‭that‬‭is,‬‭if‬‭a‬‭Paladin‬‭had‬‭risen‬‭to‬‭2nd‬‭level‬‭before‬‭finishing‬‭their‬‭quest,‬‭they‬‭become‬‭a‬‭2nd-level‬
‭Awnsheghlienslayer.‬
‭An‬‭Awnsheghlienslayer‬‭must‬‭have‬‭a‬‭minimum‬‭Strength‬‭of‬‭14,‬‭Dexterity‬‭of‬‭10,‬‭and‬‭Constitution‬‭of‬‭10.‬

‭ ole‬‭:‬‭Nomadic‬‭and‬‭restless,‬‭Awnsheghlienslayers‬‭spend‬‭most‬‭of‬‭their‬‭time‬‭searching‬‭for‬‭their‬‭nemeses.‬‭Even‬
R
‭Awnsheghlienslayers‬‭formally‬‭affiliated‬‭with‬‭governments‬‭or‬‭churches‬‭have‬‭unusual‬‭freedom‬‭of‬‭movement.‬‭Their‬
‭superiors‬‭know‬‭that‬‭Awnsheghlienslayer‬‭functions‬‭most‬‭effectively‬‭when‬‭left‬‭alone.‬
‭Though‬‭preferring‬‭to‬‭operate‬‭by‬‭themselves,‬‭Awnsheghlienslayers‬‭will‬‭join‬‭adventuring‬‭parties‬‭if‬‭their‬
‭travels‬‭take‬‭them‬‭through‬‭Awnsheghlien's‬‭territory.‬‭An‬‭Awnsheghlienslayer‬‭fulfills‬‭fealty‬‭obligations‬‭as‬‭well‬‭as‬‭any‬
‭Paladin,‬‭yet‬‭they‬‭may‬‭withdraw‬‭and‬‭brood‬‭if‬‭the‬‭player‬‭lingers‬‭too‬‭long‬‭without‬‭engaging‬‭their‬‭principal‬‭enemy.‬
‭Their‬‭eagerness‬‭to‬‭battle‬‭Awnsheghlienslayers‬‭impresses‬‭some‬‭as‬‭courageous,‬‭others‬‭as‬‭foolhardy.‬‭No‬‭one,‬‭however,‬
‭doubts‬‭their‬‭resolve.‬

‭Ministration‬‭:‬‭Any.‬

‭Symbol‬‭:‬‭Crossed‬‭lances.‬

‭Bonded‬‭Mount‬‭:‬‭Either‬‭a‬‭standard‬‭Paladin‬‭war‬‭horse‬‭or‬‭a‬‭flying‬‭mount.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Any‬‭one‬‭of‬‭the‬‭weapons‬‭from‬‭the‬‭restricted‬‭list‬‭below.‬
‭Restricted:‬‭The‬‭character‬‭may‬‭be‬‭proficient‬‭in‬‭the‬‭following‬‭weapons‬‭only,‬‭all‬‭of‬‭which‬‭inflict‬‭high‬‭damage‬
‭on‬‭large‬‭targets:‬‭heavy‬‭horse‬‭lance,‬‭medium‬‭horse‬‭lance,‬‭awl‬‭pike,‬‭bardiche,‬‭glaive-guisarme,‬‭spetum,‬‭long‬‭sword,‬
‭two-handed‬‭sword,‬‭trident.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Ancient‬‭History‬‭(only‬‭as‬‭applied‬‭to‬‭a‬‭particular‬‭foe);‬
‭Recommended:‬‭Armorer,‬‭Direction‬‭Sense,‬‭Endurance,‬‭Healing,‬‭Hunting,‬‭Mountaineering,‬‭Riding‬‭(Airborne‬
‭or‬‭Land-based),‬‭Survival,‬‭Tracking,‬‭Weaponsmithing.‬

‭Equipment‬
‭An‬‭Awnsheghlienslayer‬‭must‬‭prioritize‬‭having‬‭at‬‭least‬‭plate‬‭mail‬‭armor,‬‭preferably‬‭full‬‭plate,‬‭and‬‭must‬‭also‬
‭have‬‭a‬‭shield,‬‭at‬‭least‬‭medium‬‭in‬‭size.‬
‭When‬‭a‬‭Paladin‬‭completes‬‭their‬‭quest‬‭and‬‭becomes‬‭a‬‭full-fledged‬‭Awnsheghlienslayer,‬‭the‬‭player’s‬‭deity‬
‭enchants‬‭their‬‭shield‬‭to‬‭magically‬‭protect‬‭the‬‭Awnsheghlienslayer‬‭against‬‭Awnsheghlien‬‭blood‬‭abilities‬‭within‬‭a‬‭10‬
‭sphere.‬‭If‬‭the‬‭Awnsheghlienslayer‬‭makes‬‭a‬‭successful‬‭saving‬‭throw‬‭vs.‬‭breath‬‭weapon,‬‭Awnsheghlien‬‭blood‬‭abilities‬
‭are‬‭negated‬‭within‬‭the‬‭area‬‭of‬‭effect.‬‭The‬‭magic‬‭functions‬‭only‬‭when‬‭the‬‭Awnsheghlienslayer‬‭wields‬‭that‬‭shield;‬‭it‬
‭functions‬‭as‬‭a‬‭normal‬‭shield‬‭when‬‭wielded‬‭by‬‭other‬‭characters.‬‭The‬‭enchanted‬‭shield‬‭counts‬‭against‬‭the‬
‭Awnsheghlienslayer’s‬‭magical‬‭item‬‭limit.‬

‭Special‬‭Benefits‬
‭An‬‭Awnsheghlienslayer‬‭can‬‭speak‬‭to‬‭and‬‭understand‬‭any‬‭Awnsheghlien‬‭they‬‭talk‬‭to.‬
‭An‬‭Awnsheghlienslayer‬‭is‬‭immune‬‭to‬‭any‬‭fear‬‭effects‬‭of‬‭the‬‭player’s‬‭principal‬‭foe.‬
‭When‬‭Awnsheghlienslayers‬‭make‬‭a‬‭successful‬‭weapon‬‭attack‬‭against‬‭their‬‭principal‬‭foe,‬‭they‬‭receive‬‭a‬
‭damage‬‭bonus‬‭equal‬‭to‬‭their‬‭level.‬‭For‬‭example,‬‭if‬‭a‬‭6th-level‬‭Awnsheghlienslayer‬‭hits‬‭the‬‭principal‬‭foe‬‭with‬‭a‬
‭longsword,‬‭the‬‭foe‬‭suffers‬‭1d12+6‬‭points‬‭of‬‭damage.‬
‭59‬
‭If‬‭the‬‭Awnsheghlienslayer‬‭is‬‭primarily‬‭responsible‬‭for‬‭killing,‬‭banishing,‬‭or‬‭otherwise‬‭ridding‬‭the‬‭land‬‭of‬‭a‬
‭ ajor‬‭Awnsheghlien,‬‭the‬‭Paladin’s‬‭deity‬‭arranges‬‭for‬‭the‬‭player‬‭to‬‭receive‬‭a‬‭special‬‭reward.‬‭The‬‭Awnsheghlienslayer‬
m
‭may‬‭earn‬‭the‬‭reward‬‭if‬‭the‬‭player‬‭inflicted‬‭most‬‭of‬‭the‬‭damage‬‭leading‬‭to‬‭the‬‭foe’s‬‭death.‬‭This‬‭also‬‭applies‬‭if‬‭the‬
‭player‬‭tricked‬‭the‬‭foe‬‭into‬‭entering‬‭another‬‭plane‬‭of‬‭existence‬‭from‬‭which‬‭return‬‭is‬‭impossible.‬‭Typical‬‭rewards‬‭are:‬

‭ .‬‭A‬‭grant‬‭of‬‭land‬‭large‬‭enough‬‭for‬‭a‬‭stronghold.‬
1
‭2.‬‭Donation‬‭of‬‭all‬‭labor‬‭and‬‭materials‬‭to‬‭build‬‭a‬‭stronghold.‬
‭3.‬‭Revelation‬‭of‬‭the‬‭principal‬‭foe’s‬‭secret‬‭treasure‬‭horde,‬‭containing‬‭a‬‭fortune‬‭in‬‭gold‬‭and‬‭gems‬‭(which,‬‭of‬
‭course,‬‭the‬‭Awnsheghlienslayer‬‭donates‬‭to‬‭a‬‭charitable‬‭institution).‬
‭4.‬‭A‬‭magical‬‭gift,‬‭such‬‭as:‬
‭•‬‭Immunity‬‭to‬‭the‬‭spells‬‭of‬‭his‬‭principal‬‭foe.‬‭If‬‭the‬‭Awnsheghlienslayer‬‭makes‬‭a‬‭successful‬‭saving‬‭throw,‬‭the‬
‭character‬‭suffers‬‭no‬‭damage‬‭from‬‭these‬‭spells.‬‭If‬‭the‬‭player‬‭fails‬‭their‬‭saving‬‭throw,‬‭they‬‭suffer‬‭half‬‭damage.‬
‭•‬‭Transformation‬‭of‬‭a‬‭normal‬‭sword‬‭into‬‭a‬‭holy‬‭sword.‬
‭•‬‭Permanent‬‭access‬‭to‬‭an‬‭extra‬‭Priest‬‭spell‬‭sphere.‬‭The‬‭Awnsheghlienslayer‬‭picks‬‭a‬‭sphere‬‭of‬‭their‬‭choice,‬‭or‬
‭the‬‭DM‬‭provides‬‭options.‬‭The‬‭extra‬‭access‬‭doesn’t‬‭affect‬‭the‬‭number‬‭or‬‭level‬‭of‬‭spells‬‭the‬
‭Awnsheghlienslayer‬‭can‬‭learn.‬
‭•‬‭Permanent‬‭transformation‬‭of‬‭the‬‭bonded‬‭mount‬‭into‬‭a‬‭young‬‭dragon.‬‭The‬‭dragon‬‭serves‬‭out‬‭the‬‭rest‬‭of‬‭the‬
‭mount’s‬‭term.‬‭If‬‭the‬‭original‬‭mount‬‭had‬‭served‬‭seven‬‭years,‬‭the‬‭dragon‬‭would‬‭be‬‭good‬‭for‬‭three‬‭more.‬‭The‬
‭dragon‬‭follows‬‭all‬‭the‬‭rules‬‭for‬‭bonded‬‭mounts.‬‭However,‬‭it’s‬‭not‬‭necessary‬‭to‬‭train‬‭the‬‭dragon,‬‭as‬‭it‬‭carries‬
‭out‬‭instructions‬‭with‬‭the‬‭same‬‭ease‬‭as‬‭any‬‭loyal,‬‭intelligent‬‭follower.‬

‭Special‬‭Hindrances‬
‭Because‬‭they‬‭are‬‭unable‬‭to‬‭conceal‬‭their‬‭hatred,‬‭Awnsheghlienslayers‬‭suffer‬‭a‬‭–4‬‭penalty‬‭to‬‭all‬‭encounter‬
‭reactions‬‭with‬‭the‬‭principal‬‭foe.‬
‭Awnsheghlienslayers‬‭seek‬‭out‬‭their‬‭principal‬‭foe‬‭in‬‭combat‬‭situations,‬‭choosing‬‭it‬‭as‬‭the‬‭target‬‭of‬‭their‬
‭attacks‬‭in‬‭preference‬‭to‬‭all‬‭other‬‭potential‬‭opponents.‬‭If‬‭the‬‭party‬‭encounters‬‭a‬‭horde‬‭of‬‭goblins‬‭and‬‭an‬‭Awnsheghlien,‬
‭the‬‭Awnsheghlienslayer‬‭attacks‬‭the‬‭Awnsheghlien‬‭and‬‭leaves‬‭the‬‭goblins‬‭to‬‭his‬‭or‬‭her‬‭comrades.‬‭If‬‭an‬
‭Awnsheghlienslayer‬‭spots‬‭their‬‭foe’s‬‭prints‬‭in‬‭the‬‭mud‬‭or‬‭hears‬‭rumors‬‭of‬‭this‬‭foe‬‭in‬‭a‬‭nearby‬‭forest,‬‭the‬‭player‬‭feels‬
‭compelled‬‭to‬‭track‬‭it‬‭down.‬‭However,‬‭the‬‭player's‬‭companions‬‭forcibly‬‭restrain,‬‭or‬‭convince‬‭the‬‭player‬‭of‬‭the‬
‭inappropriateness‬‭of‬‭their‬‭actions.‬‭The‬‭compulsion‬‭of‬‭the‬‭Awnsheghlienslayers‬‭doesn't‬‭necessarily‬‭affect‬‭their‬‭sound‬
‭judgment‬‭or‬‭responsibilities‬‭to‬‭their‬‭companions.‬‭If‬‭the‬‭principal‬‭foe‬‭tumbles‬‭into‬‭a‬‭fiery‬‭chasm,‬‭the‬
‭Awnsheghlienslayer‬‭won’t‬‭leap‬‭in.‬‭If‬‭a‬‭comrade‬‭needs‬‭the‬‭Awnsheghlienslayer,‬‭the‬‭player‬‭interrupts‬‭their‬‭combat‬
‭with‬‭the‬‭principal‬‭foe‬‭to‬‭help‬‭out.‬‭They‬‭resume‬‭their‬‭attacks‬‭against‬‭the‬‭principal‬‭foe‬‭when‬‭their‬‭comrade‬‭is‬‭safe.‬
‭The‬‭Awnsheghlienslayer‬‭has‬‭no‬‭power‬‭over‬‭any‬‭undead‬‭beings.‬

‭Chevalier‬

‭Chevaliers‬‭epitomize‬‭honor,‬‭courage,‬‭and‬‭loyalty.‬‭Modeled‬‭on‬‭the‬‭knights‬‭of‬‭the‬‭feudal‬‭age,‬‭the‬‭Chevalier‬
s‭ erves‬‭a‬‭Regent‬‭as‬‭a‬‭soldier‬‭in‬‭the‬‭royal‬‭military‬‭of‬‭a‬‭powerful‬‭kingdom.‬‭Primarily‬‭a‬‭fighting‬‭Warrior,‬‭the‬‭Chevalier‬
‭also‬‭performs‬‭ceremonial‬‭duties,‬‭household‬‭chores,‬‭and‬‭any‬‭other‬‭functions‬‭necessary‬‭to‬‭promote‬‭the‬‭liege’s‬‭interests‬
‭and‬‭secure‬‭the‬‭welfare‬‭of‬‭the‬‭state.‬
‭In‬‭addition‬‭to‬‭the‬‭standard‬‭Paladin‬‭qualifications,‬‭a‬‭chevalier‬‭must‬‭meet‬‭at‬‭least‬‭one‬‭of‬‭the‬‭following‬
‭requirements:‬
‭•‬‭The‬‭character‬‭must‬‭be‬‭the‬‭child‬‭of‬‭a‬‭Chevalier,‬‭noble,‬‭or‬‭aristocrat.‬
‭•‬‭The‬‭character‬‭must‬‭be‬‭wealthy‬‭enough‬‭to‬‭“buy’’‬‭their‬‭way‬‭into‬‭Paladin-hood‬‭by‬‭turning‬‭over‬‭valuable‬‭property‬‭or‬
‭large‬‭treasure‬‭to‬‭their‬‭church‬‭or‬‭state.‬
‭•‬‭The‬‭character‬‭must‬‭have‬‭a‬‭score‬‭of‬‭15‬‭or‬‭more‬‭in‬‭Strength,‬‭Constitution,‬‭or‬‭Wisdom.‬

‭ ole‬‭:‬‭The‬‭training‬‭of‬‭a‬‭Chevalier‬‭begins‬‭at‬‭an‬‭early‬‭age‬‭and‬‭continues‬‭throughout‬‭their‬‭career.‬‭They‬‭acquire‬‭new‬
R
‭duties‬‭and‬‭responsibilities‬‭while‬‭rising‬‭through‬‭the‬‭ranks.‬‭Typically,‬‭a‬‭Chevalier‬‭begins‬‭as‬‭an‬‭aide‬‭to‬‭a‬‭more‬
‭experienced‬‭Paladin,‬‭undertakes‬‭missions‬‭for‬‭a‬‭liege‬‭while‬‭growing‬‭in‬‭stature,‬‭and‬‭eventually‬‭acquires‬‭a‬‭stronghold‬
‭of‬‭their‬‭own.‬
‭Because‬‭Chevaliers‬‭of‬‭all‬‭ranks‬‭are‬‭considered‬‭part‬‭of‬‭the‬‭aristocracy,‬‭they‬‭command‬‭the‬‭respect‬‭afforded‬‭to‬
‭other‬‭members‬‭of‬‭the‬‭noble‬‭class.‬‭Tradition‬‭demands‬‭that‬‭Chevaliers‬‭remain‬‭apart‬‭from‬‭society.‬‭They‬‭rarely‬‭socialize‬
‭with‬‭anyone‬‭other‬‭than‬‭Paladins.‬‭Fully‬‭aware‬‭of‬‭their‬‭privileged‬‭status,‬‭Chevaliers‬‭carry‬‭themselves‬‭with‬‭pride.‬‭They‬
‭maintain‬‭an‬‭immaculate‬‭appearance,‬‭are‬‭unfailingly‬‭courteous,‬‭and‬‭behave‬‭with‬‭dignity‬‭in‬‭all‬‭situations.‬
‭A‬‭Chevalier‬‭of‬‭any‬‭level‬‭may‬‭join‬‭an‬‭adventuring‬‭party,‬‭assuming‬‭the‬‭party’s‬‭goals‬‭agree‬‭with‬‭those‬‭of‬‭the‬
‭state.‬‭Companions‬‭of‬‭Chevaliers‬‭will‬‭find‬‭them‬‭to‬‭be‬‭consummate‬‭professionals.‬‭As‬‭a‬‭friend,‬‭however,‬‭the‬‭Chevalier‬
‭may‬‭leave‬‭much‬‭to‬‭be‬‭desired;‬‭a‬‭Chevalier‬‭often‬‭impresses‬‭others‬‭as‬‭vain‬‭and‬‭pretentious.‬‭More‬‭comfortable‬‭taking‬
‭orders‬‭than‬‭giving‬‭them,‬‭a‬‭Chevalier‬‭rarely‬‭volunteers‬‭for‬‭leadership‬‭roles,‬‭though‬‭the‬‭character‬‭would‬‭dutifully‬
‭assume‬‭command‬‭if‬‭asked‬‭or‬‭assigned.‬

‭60‬
‭Ministration‬‭:‬‭Government.‬‭In‬‭a‬‭theocracy,‬‭a‬‭chevalier‬‭may‬‭take‬‭orders‬‭from‬‭the‬‭church.‬

‭ ymbol‬‭:‬‭The‬‭Chevalier‬‭employs‬‭the‬‭same‬‭symbol‬‭as‬‭their‬‭liege,‬‭often‬‭a‬‭crown,‬‭an‬‭animal‬‭associated‬‭with‬‭royalty‬
S
‭(such‬‭as‬‭a‬‭lion‬‭or‬‭eagle),‬‭or‬‭a‬‭military‬‭emblem‬‭(like‬‭crossed‬‭lances‬‭or‬‭a‬‭fist‬‭clutching‬‭a‬‭sword).‬

‭Bonded‬‭Mount‬‭:‬‭Any‬‭warhorse.‬‭Airborne‬‭mounts‬‭are‬‭possible‬‭but‬‭uncommon.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Sword‬‭(any)‬‭and‬‭lance‬‭(any).‬
‭Recommended:‬‭Dagger,‬‭battle‬‭axe,‬‭horseman’s‬‭flail,‬‭horseman’s‬‭mace,‬‭horseman’s‬‭pick,‬‭war‬‭hammer.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Armorer,‬‭Blind-fighting,‬‭Bureaucracy,‬‭Etiquette,‬‭Heraldry,‬‭Languages‬‭(Ancient‬‭or‬‭Modern),‬
‭Law,‬‭Local‬‭History,‬‭Oratory,‬‭Weaponsmithing,‬‭and‬‭the‬‭Lancing‬‭talent.‬

‭Equipment‬
‭Usually,‬‭Chevaliers‬‭must‬‭buy‬‭their‬‭own‬‭equipment.‬‭At‬‭a‬‭minimum,‬‭they‬‭must‬‭purchase‬‭a‬‭mount‬‭(at‬‭least‬‭a‬
‭riding‬‭horse,‬‭until‬‭acquiring‬‭a‬‭bonded‬‭mount),‬‭a‬‭sword,‬‭a‬‭lance,‬‭and‬‭armor‬‭(no‬‭less‬‭than‬‭chain‬‭mail).‬‭On‬‭occasion,‬‭a‬
‭liege‬‭supplies‬‭this‬‭equipment‬‭for‬‭free;‬‭in‬‭such‬‭cases,‬‭the‬‭liege‬‭often‬‭charges‬‭a‬‭monthly‬‭maintenance‬‭fee‬‭(1-4‬‭gp).‬

‭Special‬‭Benefits‬
‭Chevaliers‬‭adhere‬‭to‬‭rigid‬‭command‬‭structures.‬‭Any‬‭high-level‬‭Chevalier‬‭can‬‭give‬‭commands‬‭to‬‭lower-level‬
‭Chevaliers‬‭from‬‭the‬‭same‬‭kingdom.‬‭The‬‭lower-level‬‭Chevaliers‬‭must‬‭follow‬‭these‬‭orders‬‭as‬‭if‬‭they‬‭were‬‭given‬‭by‬‭the‬
‭Regent.‬‭Typical‬‭commands‬‭include‬‭loaning‬‭weapons‬‭and‬‭mounts,‬‭delivering‬‭messages,‬‭and‬‭securing‬‭supplies.‬
‭Chevaliers‬‭may‬‭request‬‭sanctuary‬‭in‬‭any‬‭stronghold‬‭in‬‭their‬‭kingdom,‬‭or‬‭in‬‭any‬‭Lawful‬‭Good‬‭kingdom‬‭with‬
‭diplomatic‬‭or‬‭political‬‭ties‬‭to‬‭the‬‭Chevalier’s‬‭kingdom.‬‭By‬‭custom,‬‭the‬‭owner‬‭of‬‭the‬‭stronghold‬‭must‬‭provide‬‭the‬
‭Chevalier‬‭with‬‭shelter,‬‭food,‬‭and‬‭water‬‭for‬‭up‬‭to‬‭three‬‭days.‬‭The‬‭offer‬‭extends‬‭to‬‭a‬‭number‬‭of‬‭companions‬‭equal‬‭to‬
‭the‬‭Chevalier’s‬‭level.‬‭A‬‭4th-level‬‭Chevalier‬‭may‬‭request‬‭sanctuary‬‭for‬‭themselves‬‭and‬‭four‬‭others.‬

‭Special‬‭Hindrances‬
‭Chain‬‭of‬‭Command:‬‭The‬‭chain‬‭of‬‭command‬‭works‬‭both‬‭ways.‬‭A‬‭low-level‬‭Chevalier‬‭must‬‭execute‬‭all‬‭of‬‭the‬
‭commands‬‭of‬‭a‬‭higher-level‬‭Chevalier,‬‭as‬‭described‬‭in‬‭the‬‭Special‬‭Benefits‬‭section‬‭below.‬
‭As‬‭part‬‭of‬‭a‬‭complex‬‭bureaucracy,‬‭the‬‭Chevalier‬‭has‬‭more‬‭responsibilities‬‭than‬‭most‬‭other‬‭Paladins.‬‭They‬
‭must‬‭attend‬‭state‬‭functions,‬‭participate‬‭in‬‭royal‬‭festivals,‬‭and‬‭represent‬‭their‬‭liege‬‭at‬‭tournaments.‬‭They‬‭may‬‭be‬
‭required‬‭to‬‭train‬‭young‬‭Warriors,‬‭file‬‭monthly‬‭reports‬‭of‬‭their‬‭activities,‬‭and‬‭officiate‬‭at‬‭dubbing‬‭ceremonies‬‭for‬‭new‬
‭Chevaliers.‬‭In‬‭general,‬‭the‬‭larger‬‭the‬‭kingdom,‬‭the‬‭more‬‭duties‬‭are‬‭expected‬‭of‬‭the‬‭Chevalier.‬
‭A‬‭liege‬‭makes‬‭many‬‭enemies‬‭over‬‭the‬‭course‬‭of‬‭a‬‭career.‬‭By‬‭definition,‬‭enemies‬‭of‬‭the‬‭liege‬‭are‬‭also‬‭enemies‬
‭of‬‭their‬‭Chevaliers.‬‭A‬‭Chevalier‬‭may‬‭be‬‭subject‬‭to‬‭kidnapping‬‭and‬‭assassination‬‭attempts‬‭by‬‭foes‬‭they’ve‬‭never‬‭met,‬
‭who‬‭attack‬‭the‬‭Chevalier‬‭to‬‭avenge‬‭themselves‬‭against‬‭the‬‭liege.‬
‭Here‬‭is‬‭the‬‭typical‬‭career‬‭path‬‭the‬‭Chevalier‬‭must‬‭follow:‬
‭Page.‬‭When‬‭0‬‭level,‬‭a‬‭Chevalier‬‭candidate‬‭becomes‬‭a‬‭servant‬‭on‬‭their‬‭liege’s‬‭staff.‬‭They‬‭live‬‭in‬‭the‬‭liege’s‬
‭stronghold‬‭or‬‭the‬‭stronghold‬‭of‬‭a‬‭military‬‭officer‬‭or‬‭noble.‬‭The‬‭page‬‭studies‬‭academic‬‭fundamentals‬‭including‬
‭history,‬‭etiquette,‬‭and‬‭religion,‬‭along‬‭with‬‭basic‬‭hunting‬‭and‬‭riding‬‭skills.‬
‭Valet.‬‭At‬‭1st‬‭level,‬‭the‬‭page‬‭becomes‬‭a‬‭valet,‬‭assigned‬‭as‬‭an‬‭apprentice‬‭to‬‭a‬‭high-ranking‬‭Paladin‬‭(usually,‬‭a‬
‭Chevalier‬‭of‬‭at‬‭least‬‭5th‬‭level).‬‭The‬‭valet‬‭acts‬‭as‬‭a‬‭personal‬‭aide‬‭both‬‭on‬‭the‬‭battlefield‬‭and‬‭at‬‭home,‬‭and‬‭studies‬
‭combat‬‭techniques,‬‭advanced‬‭riding‬‭skills,‬‭and‬‭theology.‬
‭Stronghold‬‭Knight.‬‭Also‬‭known‬‭as‬‭a‬‭household‬‭knight,‬‭the‬‭valet‬‭assumes‬‭this‬‭position‬‭at‬‭2nd‬‭level.‬‭Working‬
‭primarily‬‭in‬‭their‬‭liege’s‬‭stronghold,‬‭performing‬‭guard‬‭duty,‬‭custodial‬‭chores,‬‭and‬‭occasional‬‭staff‬‭supervision.‬‭They‬
‭may‬‭be‬‭called‬‭to‬‭war‬‭or‬‭undertake‬‭quests‬‭and‬‭missions‬‭on‬‭their‬‭liege’s‬‭behalf.‬
‭Protector.‬‭A‬‭Chevalier‬‭reaches‬‭this‬‭rank‬‭at‬‭3rd‬‭level,‬‭when‬‭the‬‭player‬‭gains‬‭the‬‭power‬‭to‬‭turn‬‭undead.‬‭The‬
‭protector‬‭may‬‭be‬‭sent‬‭into‬‭the‬‭field‬‭more‬‭frequently,‬‭while‬‭still‬‭living‬‭in‬‭their‬‭liege’s‬‭stronghold‬‭and‬‭superiors‬‭still‬
‭closely‬‭monitor‬‭the‬‭player’s‬‭actions.‬
‭Warder.‬‭When‬‭he‬‭or‬‭she‬‭reaches‬‭4th‬‭level,‬‭the‬‭Chevalier‬‭becomes‬‭a‬‭warder.‬‭The‬‭player’s‬‭Lord‬‭or‬‭Lady‬
‭becomes‬‭increasingly‬‭comfortable‬‭sending‬‭the‬‭character‬‭on‬‭missions‬‭to‬‭distant‬‭lands.‬‭Supervision‬‭continues‬‭to‬
‭decrease.‬
‭Guardian.‬‭Upon‬‭reaching‬‭the‬‭5th‬‭level,‬‭the‬‭Chevalier‬‭becomes‬‭a‬‭guardian,‬‭experienced‬‭enough‬‭to‬‭supervise‬‭a‬
‭valet.‬
‭Grand‬‭Knight.‬‭A‬‭Chevalier‬‭attains‬‭this‬‭rank‬‭at‬‭6th‬‭level‬‭and‬‭may‬‭represent‬‭their‬‭Lord‬‭or‬‭Lady‬‭on‬‭diplomatic‬
‭missions.‬‭While‬‭still‬‭technically‬‭a‬‭member‬‭of‬‭the‬‭liege’s‬‭stronghold,‬‭a‬‭grand‬‭knight‬‭is‬‭routinely‬‭granted‬‭permission‬‭to‬
‭leave‬‭the‬‭stronghold‬‭for‬‭long‬‭periods‬‭of‬‭time.‬

‭61‬
‭Bachelor.‬‭To‬‭qualify‬‭for‬‭this‬‭rank,‬‭the‬‭Chevalier‬‭must‬‭have‬‭reached‬‭7th‬‭level‬‭and‬‭have‬‭acquired‬‭a‬‭plot‬‭of‬‭land‬
l‭arge‬‭enough‬‭for‬‭a‬‭stronghold.‬‭At‬‭this‬‭rank,‬‭the‬‭Chevalier‬‭becomes‬‭eligible‬‭to‬‭maintain‬‭a‬‭small‬‭home‬‭outside‬‭their‬
‭liege’s‬‭stronghold.‬‭Usually,‬‭a‬‭Chevalier‬‭must‬‭be‬‭at‬‭bachelor‬‭level‬‭to‬‭receive‬‭permission‬‭to‬‭marry.‬
‭Banneret.‬‭The‬‭Chevalier‬‭must‬‭be‬‭at‬‭least‬‭9th‬‭level‬‭and‬‭must‬‭have‬‭established‬‭their‬‭own‬‭stronghold.‬‭The‬
‭stronghold‬‭serves‬‭as‬‭the‬‭banneret’s‬‭home‬‭base.‬‭The‬‭character‬‭may‬‭have‬‭a‬‭small‬‭staff‬‭of‬‭their‬‭own‬‭by‬‭this‬‭point.‬
‭Lord.‬‭This‬‭is‬‭a‬‭royal‬‭title‬‭awarded‬‭by‬‭the‬‭Lord‬‭or‬‭Lady‬‭to‬‭a‬‭Chevalier‬‭of‬‭at‬‭least‬‭10th‬‭level‬‭who‬‭has‬
‭successfully‬‭maintained‬‭a‬‭stronghold‬‭for‬‭a‬‭long‬‭period‬‭(typically,‬‭5-10‬‭years).‬‭The‬‭stronghold‬‭must‬‭be‬‭profitable‬‭so‬
‭as‬‭to‬‭benefit‬‭their‬‭Lord‬‭or‬‭Lady‬‭through‬‭taxes‬‭and‬‭levies.‬‭Also,‬‭a‬‭Paladin‬‭Lord‬‭should‬‭have‬‭withstood‬‭at‬‭least‬‭one‬
‭enemy‬‭assault‬‭to‬‭demonstrate‬‭the‬‭Chevalier's‬‭leadership‬‭skills.‬‭In‬‭addition,‬‭they‬‭should‬‭employ‬‭at‬‭least‬‭10‬‭staff‬
‭members‬‭and‬‭soldiers‬‭to‬‭demonstrate‬‭the‬‭Chevalier's‬‭management‬‭skills.‬

‭Divinate‬

‭Devoutly‬‭religious,‬‭Divinates‬‭serve‬‭as‬‭the‬‭military‬‭branch‬‭of‬‭their‬‭church‬‭and‬‭consider‬‭themselves‬‭soldiers‬‭of‬
t‭heir‬‭gods.‬‭Their‬‭religious‬‭discipline‬‭imbues‬‭them‬‭with‬‭a‬‭clear‬‭sense‬‭of‬‭purpose;‬‭promoting‬‭the‬‭principles‬‭of‬‭their‬
‭faith‬‭is‬‭not‬‭only‬‭morally‬‭correct,‬‭but‬‭a‬‭sacred‬‭duty.‬
‭A‬‭Divinate‬‭must‬‭be‬‭a‬‭member‬‭of‬‭an‬‭organized‬‭religion.‬‭Usually,‬‭the‬‭church‬‭elders‬‭raise‬‭and‬‭train‬‭the‬
‭Divinate‬‭from‬‭childhood.‬

‭ ole‬‭:‬‭Divinates‬‭were‬‭originally‬‭responsible‬‭for‬‭accompanying‬‭disciples‬‭of‬‭the‬‭church‬‭on‬‭religious‬‭pilgrimages,‬
R
‭fighting‬‭off‬‭bandits‬‭and‬‭monsters‬‭that‬‭lay‬‭in‬‭wait.‬‭In‬‭time,‬‭church‬‭elders‬‭decided‬‭that‬‭all‬‭evils‬‭were‬‭potential‬‭threats‬
‭to‬‭their‬‭disciples,‬‭and‬‭sent‬‭Divinates‬‭into‬‭the‬‭world‬‭to‬‭eliminate‬‭them.‬‭To‬‭a‬‭Divinate,‬‭evil‬‭is‬‭an‬‭affront‬‭to‬‭their‬‭faith;‬
‭destroying‬‭an‬‭agent‬‭of‬‭evil‬‭is‬‭a‬‭holy‬‭act.‬
‭Though‬‭Divinates‬‭become‬‭raging‬‭avengers‬‭when‬‭confronting‬‭evil,‬‭they‬‭are‬‭otherwise‬‭thoughtful‬‭and‬
‭compassionate.‬‭They‬‭see‬‭themselves‬‭as‬‭advocates‬‭for‬‭the‬‭common‬‭people,‬‭a‬‭source‬‭of‬‭solace‬‭for‬‭the‬‭downtrodden‬
‭and‬‭disadvantaged.‬‭A‬‭Divinate‬‭may‬‭insist‬‭that‬‭the‬‭party‬‭share‬‭its‬‭treasure‬‭with‬‭destitute‬‭families‬‭and‬‭impoverished‬
‭communities.‬‭They‬‭may‬‭offer‬‭temporary‬‭employment‬‭to‬‭a‬‭pauper‬‭too‬‭proud‬‭to‬‭accept‬‭charity.‬
‭The‬‭character‬‭conducts‬‭impromptu‬‭prayer‬‭services‬‭in‬‭makeshift‬‭chapels,‬‭and‬‭officiates‬‭at‬‭the‬‭christenings‬
‭and‬‭burials‬‭of‬‭peasants.‬‭Though‬‭completely‬‭devoted‬‭to‬‭their‬‭faith,‬‭Divinates‬‭respect‬‭all‬‭Lawful‬‭Good‬‭religions‬‭and‬
‭have‬‭no‬‭interest‬‭in‬‭proselytizing.‬

‭Ministration‬‭:‬‭Church.‬

‭ ymbol‬‭:‬‭Divinates‬‭proudly‬‭display‬‭the‬‭symbol‬‭of‬‭their‬‭church‬‭on‬‭their‬‭shield,‬‭coat‬‭of‬‭arms,‬‭mount’s‬‭barding,‬‭and‬
S
‭clothing.‬‭Typical‬‭symbols‬‭include‬‭a‬‭rising‬‭sun,‬‭holy‬‭symbol,‬‭blooming‬‭flower,‬‭star,‬‭or‬‭the‬‭like,‬‭often‬‭with‬‭weapons‬
‭below‬‭or‬‭behind‬‭the‬‭symbol.‬

‭Bonded‬‭Mount‬‭:‬‭Any.‬

‭Weapon‬‭Proficiencies‬
‭Any.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Etiquette.‬
‭Recommended:‬‭Artistic‬‭Ability,‬‭Healing,‬‭Languages‬‭(Ancient‬‭and‬‭Modern),‬‭Reading/Writing,‬‭Poetry.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭In‬‭addition‬‭to‬‭the‬‭Combat,‬‭Divination,‬‭Healing,‬‭and‬‭Protective‬‭spheres,‬‭a‬‭divinate‬‭may‬‭also‬‭learn‬‭spells‬‭from‬
‭one‬‭of‬‭the‬‭following‬‭spheres:‬‭Charm,‬‭Guardian,‬‭or‬‭Sun.‬‭The‬‭player‬‭chooses‬‭this‬‭sphere‬‭at‬‭1st‬‭level.‬‭Once‬‭chosen,‬‭the‬
‭extra‬‭sphere‬‭never‬‭changes.‬‭The‬‭extra‬‭sphere‬‭has‬‭no‬‭effect‬‭on‬‭the‬‭number‬‭or‬‭level‬‭of‬‭spells‬‭the‬‭character‬‭can‬‭learn.‬
‭If‬‭a‬‭Divinate‬‭chooses‬‭to‬‭build‬‭a‬‭stronghold,‬‭it‬‭must‬‭be‬‭a‬‭monastery‬‭or‬‭other‬‭religious‬‭edifice.‬‭If‬‭the‬‭Divinate‬
‭has‬‭faithfully‬‭served‬‭their‬‭church‬‭and‬‭has‬‭never‬‭committed‬‭a‬‭serious‬‭ethos‬‭violation,‬‭the‬‭church‬‭elders‬‭may‬‭officially‬
‭sanction‬‭the‬‭player’s‬‭stronghold.‬‭This‬‭will‬‭enable‬‭them‬‭to‬‭contribute‬‭resources‬‭and‬‭labor‬‭to‬‭reduce‬‭construction‬‭costs‬
‭to‬‭half‬‭the‬‭normal‬‭price.‬‭The‬‭Divinate‬‭is‬‭still‬‭responsible‬‭for‬‭purchasing‬‭or‬‭otherwise‬‭obtaining‬‭the‬‭land.‬‭Typically,‬
‭official‬‭sanction‬‭is‬‭not‬‭given‬‭to‬‭a‬‭Divinate‬‭until‬‭they‬‭reach‬‭12th‬‭level,‬‭so‬‭as‬‭not‬‭to‬‭offend‬‭the‬‭Clerics‬‭who‬‭also‬‭seek‬
‭sanctions‬‭for‬‭their‬‭strongholds.‬

‭62‬
‭Special‬‭Hindrances‬
‭A‬‭Divinate‬‭must‬‭donate‬‭20%‬‭of‬‭all‬‭income‬‭to‬‭their‬‭church.‬‭Additionally,‬‭their‬‭church‬‭requires‬‭a‬‭minimum‬
‭monthly‬‭contribution,‬‭usually‬‭1-10‬‭gp‬‭(as‬‭determined‬‭by‬‭the‬‭DM).‬‭Therefore,‬‭every‬‭month‬‭the‬‭player‬‭must‬‭donate‬
‭either‬‭20%‬‭of‬‭their‬‭income‬‭or‬‭the‬‭minimum‬‭contribution,‬‭whichever‬‭is‬‭greater.‬‭Failure‬‭to‬‭do‬‭so‬‭is‬‭considered‬‭a‬
‭violation‬‭of‬‭the‬‭tithing‬‭ethos.‬
‭A‬‭Divinate‬‭must‬‭meditate‬‭for‬‭one‬‭full‬‭hour‬‭every‬‭day‬‭to‬‭cleanse‬‭the‬‭spirit,‬‭preferably‬‭when‬‭rising‬‭or‬‭just‬
‭before‬‭retiring‬‭to‬‭sleep.‬‭If‬‭interrupted‬‭or‬‭distracted‬‭for‬‭more‬‭than‬‭two‬‭consecutive‬‭rounds,‬‭the‬‭player‬‭must‬‭start‬‭over.‬
‭A‬‭Divinate‬‭who‬‭neglects‬‭to‬‭meditate‬‭cannot‬‭cast‬‭spells‬‭the‬‭following‬‭day.‬

‭Errant‬

‭The‬‭Errant‬‭is‬‭an‬‭independent‬‭Warrior‬‭who‬‭roams‬‭the‬‭countryside‬‭searching‬‭for‬‭adventure‬‭and‬‭offering‬
a‭ ssistance‬‭to‬‭any‬‭righteous‬‭beings‬‭in‬‭need.‬‭Though‬‭the‬‭character‬‭technically‬‭owes‬‭fealty‬‭to‬‭a‬‭government‬‭or‬‭church,‬
‭Errants‬‭have‬‭few,‬‭if‬‭any,‬‭formal‬‭obligations.‬‭Superiors‬‭have‬‭granted‬‭the‬‭player‬‭an‬‭indefinite‬‭leave‬‭of‬‭absence‬‭to‬
‭pursue‬‭personal‬‭interests‬‭and‬‭make‬‭their‬‭own‬‭way.‬
‭An‬‭Errant‬‭may‬‭be‬‭granted‬‭independence‬‭because‬‭the‬‭government‬‭no‬‭longer‬‭has‬‭a‬‭need‬‭for‬‭a‬‭standing‬‭army.‬
‭This‬‭is‬‭because‬‭their‬‭church‬‭elders‬‭have‬‭encouraged‬‭the‬‭character‬‭to‬‭explore‬‭the‬‭world‬‭outside‬‭their‬‭jurisdiction‬‭and‬
‭report‬‭what‬‭is‬‭discovered.‬‭Most‬‭often,‬‭however,‬‭governments‬‭and‬‭churches‬‭grant‬‭independence‬‭for‬‭economic‬
‭reasons.‬
‭Errants‬‭assume‬‭responsibility‬‭for‬‭their‬‭own‬‭equipment‬‭and‬‭funds,‬‭freeing‬‭official‬‭treasuries‬‭for‬‭more‬‭pressing‬
‭expenditures.‬

‭ ole‬‭:‬‭Errants‬‭are‬‭often‬‭amiable,‬‭cooperative,‬‭and‬‭eager‬‭to‬‭ally‬‭with‬‭any‬‭party‬‭or‬‭individual‬‭of‬‭Lawful‬‭Good‬
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‭alignment.‬‭Their‬‭destiny,‬‭they‬‭believe,‬‭is‬‭with‬‭the‬‭gods.‬‭The‬‭character‬‭readily‬‭agrees‬‭to‬‭undertake‬‭all‬‭good‬‭missions‬
‭that‬‭come‬‭their‬‭way,‬‭providing‬‭they‬‭promise‬‭adventure‬‭and‬‭don’t‬‭compromise‬‭the‬‭Errant’s‬‭principles.‬
‭Between‬‭adventures,‬‭an‬‭Errant‬‭is‬‭preoccupied‬‭with‬‭earning‬‭a‬‭living.‬‭Tournaments‬‭provide‬‭the‬‭highest‬‭earning‬
‭potential.‬‭Because‬‭an‬‭Errant‬‭doesn’t‬‭depend‬‭on‬‭government‬‭or‬‭church‬‭sponsorship,‬‭the‬‭player‬‭can‬‭keep‬‭winnings‬‭for‬
‭training‬‭(aside‬‭from‬‭the‬‭tithe).‬
‭When‬‭tournaments‬‭are‬‭scarce,‬‭an‬‭Errant‬‭may‬‭work‬‭as‬‭a‬‭mercenary‬‭for‬‭any‬‭Lawful‬‭Good‬‭aligned‬‭government‬
‭or‬‭church.‬‭The‬‭Errant‬‭receives‬‭no‬‭benefits‬‭from‬‭this‬‭arrangement,‬‭other‬‭than‬‭those‬‭specified‬‭in‬‭a‬‭contract.‬‭A‬‭typical‬
‭contract‬‭includes‬‭the‬‭following‬‭terms:‬
‭•‬‭Length‬‭of‬‭service.‬‭This‬‭is‬‭often‬‭defined‬‭in‬‭quarter-year‬‭periods.‬‭Typically,‬‭an‬‭Errant‬‭serves‬‭no‬‭less‬‭than‬‭six‬‭months,‬
‭and‬‭no‬‭more‬‭than‬‭a‬‭year.‬‭The‬‭Errant‬‭pledges‬‭temporary‬‭fealty‬‭to‬‭an‬‭employer‬‭during‬‭this‬‭time.‬‭All‬‭obligations‬‭to‬‭the‬
‭employer‬‭end‬‭when‬‭the‬‭contract‬‭expires.‬
‭•‬‭Salary.‬‭An‬‭Errant‬‭is‬‭usually‬‭paid‬‭every‬‭quarter-year‬‭period,‬‭with‬‭the‬‭first‬‭period’s‬‭payment‬‭made‬‭in‬‭advance.‬‭The‬
‭player‬‭usually‬‭earns‬‭30-50‬‭gp‬‭per‬‭period,‬‭depending‬‭on‬‭the‬‭player's‬‭experience,‬‭reputation,‬‭and‬‭special‬‭skills.‬
‭Without‬‭the‬‭backing‬‭of‬‭a‬‭government‬‭or‬‭church,‬‭an‬‭Errant‬‭commands‬‭less‬‭of‬‭a‬‭salary‬‭than‬‭other‬‭mercenary‬‭paladins.‬
‭•‬‭Theater‬‭of‬‭operations.‬‭An‬‭Errant‬‭is‬‭not‬‭required‬‭to‬‭fight‬‭for‬‭an‬‭employer‬‭outside‬‭of‬‭a‬‭specified‬‭area.‬
‭•‬‭Financial‬‭obligations.‬‭Errants‬‭furnish‬‭all‬‭of‬‭their‬‭own‬‭equipment‬‭and‬‭assume‬‭responsibility‬‭for‬‭their‬‭own‬‭food‬‭and‬
‭supplies.‬‭The‬‭employer‬‭arranges‬‭transportation‬‭to‬‭and‬‭from‬‭the‬‭battlefield‬‭if‬‭the‬‭Errant‬‭has‬‭no‬‭mount‬‭of‬‭their‬‭own.‬
‭An‬‭Errant‬‭is‬‭not‬‭allowed‬‭to‬‭use‬‭a‬‭loaned‬‭mount‬‭in‬‭battle,‬‭unless‬‭it‬‭is‬‭agreed‬‭in‬‭advance‬‭to‬‭make‬‭restitution‬‭in‬‭case‬‭the‬
‭mount‬‭is‬‭wounded‬‭or‬‭killed.‬
‭•‬‭Division‬‭of‬‭spoils.‬‭All‬‭hostages,‬‭weapons,‬‭land,‬‭and‬‭other‬‭spoils‬‭of‬‭war‬‭claimed‬‭by‬‭the‬‭Errant‬‭become‬‭the‬‭property‬
‭of‬‭the‬‭employer.‬‭A‬‭benevolent‬‭employer‬‭may‬‭give‬‭the‬‭errant‬‭a‬‭monetary‬‭bonus‬‭for‬‭such‬‭spoils,‬‭though‬‭the‬‭employer‬
‭is‬‭under‬‭no‬‭obligation‬‭to‬‭do‬‭so.‬
‭•‬‭Loaning‬‭of‬‭services.‬‭While‬‭under‬‭contract,‬‭the‬‭employer‬‭may‬‭loan‬‭the‬‭services‬‭of‬‭an‬‭Errant‬‭to‬‭another‬‭Lawful‬‭Good‬
‭liege,‬‭a‬‭church,‬‭or‬‭an‬‭adventuring‬‭party.‬‭The‬‭employer‬‭claims‬‭50%‬‭of‬‭all‬‭treasure‬‭or‬‭salary‬‭obtained‬‭by‬‭the‬‭loaned‬
‭Errant‬‭(because‬‭Errants‬‭must‬‭also‬‭tithe‬‭from‬‭this‬‭money,‬‭they‬‭forfeit‬‭a‬‭total‬‭of‬‭60%‬‭of‬‭their‬‭income).‬

‭ inistration‬‭:‬‭Although‬‭the‬‭character‬‭may‬‭have‬‭pledged‬‭fealty‬‭to‬‭a‬‭government‬‭or‬‭a‬‭church,‬‭an‬‭Errant‬‭is‬‭essentially‬‭an‬
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‭independent‬‭Fighter.‬

‭ ymbol‬‭:‬‭An‬‭Errant‬‭displays‬‭the‬‭same‬‭symbol‬‭as‬‭their‬‭church‬‭or‬‭government,‬‭or‬‭they‬‭can‬‭design‬‭a‬‭unique,‬‭personal‬
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‭one.‬‭Personal‬‭symbols‬‭might‬‭include‬‭initials,‬‭a‬‭profile‬‭of‬‭a‬‭favorite‬‭animal,‬‭or‬‭a‬‭numeral‬‭(the‬‭age‬‭a‬‭parent‬‭died,‬‭the‬
‭birthday‬‭of‬‭the‬‭character,‬‭etc.).‬

‭Bonded‬‭Mount‬‭:‬‭Any.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Errant‬‭receives‬‭a‬‭free‬‭weapon‬‭specialization‬‭in‬‭the‬‭jousting‬‭lance.‬
‭Required:‬‭Sword‬‭(any).‬‭The‬‭Errant‬‭can‬‭specialize‬‭in‬‭one‬‭additional‬‭weapon,‬‭provided‬‭it‬‭is‬‭a‬‭sword.‬

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‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Lancing‬‭(Talent).‬
‭Recommended:‬‭Animal‬‭Handling,‬‭Bowyer/Fletcher,‬‭Endurance,‬‭Etiquette,‬‭Fire-building,‬‭Fishing,‬‭Hunting,‬
‭Mountaineering,‬‭Riding‬‭(Airborne‬‭and‬‭Land-based),‬‭Survival.‬

‭Equipment‬
‭At‬‭the‬‭outset‬‭of‬‭their‬‭careers,‬‭Errants‬‭receive‬‭only‬‭25-100‬‭(5d4x5)‬‭gp.‬‭In‬‭addition‬‭to‬‭weapons,‬‭armor,‬‭and‬‭a‬
‭mount,‬‭an‬‭Errant‬‭must‬‭also‬‭buy‬‭a‬‭jousting‬‭lance‬‭or‬‭a‬‭lance‬‭cup‬‭as‬‭soon‬‭as‬‭possible.‬

‭Special‬‭Benefits‬
‭Ordinarily,‬‭Errants‬‭continue‬‭to‬‭follow‬‭the‬‭laws‬‭of‬‭their‬‭government‬‭and‬‭the‬‭tenets‬‭of‬‭their‬‭faith.‬‭However,‬‭the‬
‭player's‬‭superiors‬‭rarely‬‭issue‬‭any‬‭direct‬‭edicts,‬‭allowing‬‭an‬‭errant‬‭to‬‭choose‬‭their‬‭own‬‭allies,‬‭travel‬‭where‬‭they‬
‭please,‬‭and‬‭make‬‭their‬‭own‬‭decisions.‬‭They‬‭do‬‭not‬‭usually‬‭have‬‭to‬‭fight‬‭wars,‬‭attend‬‭state‬‭functions,‬‭or‬‭train‬‭novice‬
‭warriors.‬
‭An‬‭Errant’s‬‭superiors‬‭expect‬‭the‬‭character‬‭to‬‭make‬‭reports‬‭of‬‭his‬‭or‬‭her‬‭activities‬‭once‬‭a‬‭year‬‭or‬‭so,‬‭but‬‭this‬
‭requirement‬‭is‬‭flexible.‬‭An‬‭Errant‬‭may‬‭miss‬‭this‬‭report‬‭date‬‭by‬‭several‬‭months‬‭before‬‭their‬‭superiors‬‭consider‬
‭penalizing‬‭the‬‭player.‬‭Even‬‭then,‬‭the‬‭penalty‬‭may‬‭be‬‭suspended‬‭if‬‭the‬‭Errant‬‭offers‬‭a‬‭reasonable‬‭excuse.‬

‭Special‬‭Hindrances‬
‭Although‬‭Errants‬‭have‬‭a‬‭few‬‭of‬‭the‬‭responsibilities‬‭of‬‭an‬‭oath‬‭of‬‭fealty,‬‭they‬‭do‬‭not‬‭have‬‭any‬‭of‬‭the‬
‭advantages.‬‭The‬‭character‬‭must‬‭be‬‭totally‬‭self-supporting,‬‭supplying‬‭their‬‭own‬‭mounts,‬‭weapons,‬‭shelter,‬‭and‬
‭clothing.‬‭They‬‭can’t‬‭count‬‭on‬‭their‬‭church‬‭or‬‭government‬‭for‬‭emergency‬‭funds,‬‭nor‬‭can‬‭they‬‭ask‬‭for‬‭bodyguards‬‭or‬
‭troops.‬‭For‬‭a‬‭stronghold,‬‭the‬‭player‬‭must‬‭acquire‬‭land‬‭through‬‭conquest‬‭or‬‭purchase,‬‭as‬‭grants,‬‭charters,‬‭and‬
‭benefices‬‭aren’t‬‭available.‬

‭Esquire‬

‭Historically,‬‭Esquires‬‭functioned‬‭as‬‭apprentices,‬‭serving‬‭their‬‭masters‬‭both‬‭at‬‭home‬‭and‬‭on‬‭the‬‭battlefield‬
‭ hile‬‭honing‬‭their‬‭skills.‬‭When‬‭their‬‭training‬‭ended,‬‭the‬‭Esquire‬‭became‬‭a‬‭Paladin,‬‭sometimes‬‭continuing‬‭the‬‭cycle‬
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‭by‬‭taking‬‭on‬‭an‬‭Esquire‬‭of‬‭their‬‭own.‬
‭Occasionally,‬‭however,‬‭Esquires‬‭make‬‭a‬‭career‬‭of‬‭service.‬‭By‬‭choice‬‭or‬‭circumstance,‬‭the‬‭Esquire‬‭has‬‭spent‬
‭life‬‭as‬‭an‬‭aide‬‭to‬‭a‬‭high-ranking‬‭Paladin,‬‭an‬‭elder‬‭of‬‭the‬‭church,‬‭or‬‭a‬‭government‬‭official.‬‭Although‬‭never‬‭quite‬
‭attaining‬‭the‬‭status‬‭of‬‭other‬‭Paladins,‬‭the‬‭career‬‭squire—the‬‭type‬‭described‬‭in‬‭this‬‭kit—commands‬‭respect‬‭for‬‭loyalty‬
‭and‬‭devotion‬‭to‬‭duty.‬
‭There‬‭are‬‭no‬‭rigid‬‭requirements‬‭for‬‭an‬‭Esquire.‬‭However,‬‭the‬‭player‬‭should‬‭consider‬‭why‬‭the‬‭character‬
‭would‬‭opt‬‭for‬‭this‬‭kit,‬‭which‬‭offers‬‭less‬‭status‬‭than‬‭most‬‭Paladins‬‭but‬‭demands‬‭the‬‭same‬‭adherence‬‭to‬‭an‬‭ethos.‬‭Some‬
‭possibilities‬‭include:‬

•‭ ‬‭The‬‭character‬‭doesn’t‬‭want‬‭all‬‭the‬‭responsibilities‬‭associated‬‭with‬‭other‬‭Paladin‬‭kits.‬
‭•‬‭The‬‭character‬‭lacks‬‭the‬‭noble‬‭blood‬‭required‬‭of‬‭full‬‭Paladins‬‭in‬‭their‬‭culture.‬
‭•‬‭The‬‭character’s‬‭Paladin‬‭ancestor‬‭committed‬‭an‬‭ethos‬‭violation‬‭so‬‭severe‬‭that‬‭descendants‬‭were‬‭forbidden‬‭to‬
‭become‬‭full‬‭Paladins.‬

‭The‬‭player‬‭may‬‭also‬‭name‬‭the‬‭master‬‭they‬‭will‬‭be‬‭squire‬‭to‬‭and‬‭serve.‬‭The‬‭master‬‭is‬‭usually‬‭a‬‭high-level‬
‭ aladin,‬‭but‬‭can‬‭also‬‭be‬‭an‬‭aristocrat,‬‭a‬‭military‬‭officer,‬‭or‬‭a‬‭church‬‭dignitary.‬‭The‬‭master‬‭can‬‭be‬‭a‬‭PC‬‭or‬‭an‬‭NPC‬
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‭approved‬‭of‬‭and‬‭controlled‬‭by‬‭the‬‭DM.‬‭For‬‭convenience‬‭and‬‭expediency,‬‭the‬‭NPC‬‭operates‬‭“offstage”—that‬‭is,‬‭the‬
‭NPC‬‭rarely,‬‭if‬‭ever,‬‭makes‬‭an‬‭actual‬‭appearance‬‭in‬‭the‬‭campaign.‬‭The‬‭master‬‭may‬‭be‬‭infirm,‬‭permanently‬‭confined‬‭to‬
‭bed‬‭in‬‭their‬‭stronghold,‬‭or‬‭perhaps‬‭duties‬‭have‬‭indefinitely‬‭taken‬‭the‬‭master‬‭to‬‭the‬‭other‬‭side‬‭of‬‭the‬‭world.‬‭Esquire‬
‭and‬‭master‬‭communicate‬‭through‬‭messengers‬‭or‬‭intermediaries,‬‭or‬‭they‬‭may‬‭arrange‬‭meetings‬‭between‬‭adventures.‬
‭Alternatively,‬‭the‬‭master‬‭may‬‭be‬‭dead.‬‭Rather‬‭than‬‭finding‬‭a‬‭successor‬ ‭master,‬‭the‬‭Esquire‬‭dedicates‬‭the‬‭rest‬
‭of‬‭their‬‭career‬‭to‬‭the‬‭master’s‬‭memory.‬‭In‬‭any‬‭case,‬‭the‬‭Esquire‬‭carries‬‭out‬‭the‬‭master’s‬‭wishes,‬‭looks‬‭after‬‭the‬
‭master’s‬‭interests,‬‭and‬‭represents‬‭the‬‭master‬‭in‬‭quests‬‭and‬‭adventures.‬

‭ ole‬‭:‬‭An‬‭Esquire‬‭performs‬‭household‬‭chores,‬‭cares‬‭for‬‭horses,‬‭and‬‭maintains‬‭weapons.‬‭If‬‭the‬‭character‬‭has‬‭the‬
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‭appropriate‬‭skills,‬‭the‬‭player‬‭may‬‭also‬‭cook‬‭meals,‬‭repair‬‭clothing,‬‭or‬‭do‬‭leatherwork.‬‭These‬‭functions‬‭may‬‭be‬‭part‬‭of‬
‭regular‬‭duties,‬‭or‬‭Esquires‬‭may‬‭take‬‭it‬‭upon‬‭themselves‬‭to‬‭help‬‭out;‬‭Esquires‬‭are‬‭eager‬‭to‬‭pitch‬‭in‬‭when‬‭there’s‬‭work‬
‭to‬‭be‬‭done.‬
‭Despite‬‭their‬‭reputation‬‭for‬‭dedication‬‭and‬‭diligent‬‭work,‬‭Esquires‬‭lack‬‭the‬‭stature‬‭of‬‭other‬‭Paladins.‬‭They‬
‭are‬‭rarely‬‭invited‬‭to‬‭state‬‭banquets‬‭or‬‭other‬‭formal‬‭functions,‬‭except‬‭as‬‭waiters‬‭or‬‭chefs.‬‭They‬‭never‬‭become‬
‭high-ranking‬‭military‬‭officers,‬‭nor‬‭are‬‭they‬‭eligible‬‭for‬‭the‬‭honors‬‭available‬‭to‬‭other‬‭Paladins.‬‭If‬‭a‬‭Chevalier‬‭and‬‭an‬
‭Esquire‬‭are‬‭equally‬‭responsible‬‭for‬‭defeating‬‭an‬‭enemy‬‭army,‬‭the‬‭Chevalier‬‭may‬‭receive‬‭a‬‭festival‬‭in‬‭their‬‭honor‬‭and‬
‭a‬‭gift‬‭of‬‭golden‬‭spurs.‬‭The‬‭Esquire‬‭may‬‭have‬‭to‬‭settle‬‭for‬‭a‬‭pat‬‭on‬‭the‬‭back.‬
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‭While‬‭commoners‬‭respect‬‭the‬‭Esquire,‬‭open‬‭admiration‬‭is‬‭rare.‬‭Unfairly‬‭or‬‭not,‬‭many‬‭believe‬‭that‬‭career‬
‭Esquires‬‭have‬‭some‬‭deficiency‬‭that‬‭prevents‬‭them‬‭from‬‭becoming‬‭full-fledged‬‭Paladins.‬
‭An‬‭Esquire’s‬‭party‬‭typically‬‭finds‬‭the‬‭character‬‭to‬‭be‬‭a‬‭tireless‬‭worker‬‭and‬‭supportive‬‭companion.‬‭The‬‭player‬
‭graciously‬‭volunteers‬‭aid‬‭to‬‭whomever‬‭needs‬‭it,‬‭is‬‭always‬‭willing‬‭to‬‭repair‬‭a‬‭torn‬‭tunic‬‭for‬‭a‬‭comrade‬‭who‬‭can’t‬‭sew,‬
‭groom‬‭the‬‭horse‬‭of‬‭a‬‭friend‬‭who’s‬‭too‬‭tired‬‭to‬‭do‬‭it,‬‭or‬‭teach‬‭a‬‭novice‬‭the‬‭way‬‭to‬‭hold‬‭a‬‭shield.‬‭They‬‭avoid‬‭leadership‬
‭roles,‬‭deferring‬‭to‬‭those‬‭in‬‭authority‬‭positions,‬‭but‬‭follow‬‭orders‬‭to‬‭the‬‭letter.‬‭No‬‭job‬‭is‬‭too‬‭small,‬‭no‬‭request‬‭too‬
‭trivial.‬

‭Ministration‬‭:‬‭Esquires‬‭take‬‭orders‬‭from‬‭their‬‭master.‬‭If‬‭the‬‭master‬‭is‬‭dead,‬‭the‬‭Esquire‬‭obeys‬‭the‬‭master’s‬‭heir.‬

‭Symbol‬‭:‬‭Esquires‬‭adopt‬‭the‬‭same‬‭symbol‬‭as‬‭their‬‭masters.‬

‭ onded‬‭Mount‬‭:‬‭Mounts‬‭of‬‭higher‬‭intelligence,‬‭such‬‭as‬‭unicorns‬‭or‬‭pegasi,‬‭are‬‭rarely‬‭drawn‬‭to‬‭Esquires,‬‭nor‬‭are‬
B
‭unusually‬‭strong‬‭war‬‭horses.‬‭Medium‬‭war‬‭horses,‬‭light‬‭war‬‭horses,‬‭and‬‭riding‬‭horses‬‭are‬‭the‬‭most‬‭likely‬‭mounts.‬

‭Weapon‬‭Proficiencies‬
‭Any.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Armorer,‬‭Blacksmithing,‬‭Brewing,‬‭Carpentry,‬‭Cobbling,‬‭Cooking,‬‭Etiquette,‬
‭Leatherworking,‬‭Seamstress/Tailor,‬‭Weaponsmithing,‬‭Weaving.‬

‭Equipment‬
‭Standard.‬‭The‬‭master‬‭will‬‭usually‬‭supply‬‭all‬‭basic‬‭equipment‬‭at‬‭no‬‭charge,‬‭including‬‭a‬‭suit‬‭of‬‭chainmail,‬‭a‬
‭short‬‭sword,‬‭a‬‭lance,‬‭a‬‭dagger,‬‭a‬‭mount‬‭(usually‬‭a‬‭riding‬‭horse‬‭or‬‭light‬‭war‬‭horse),‬‭and‬‭tack.‬‭Unless‬‭the‬‭Esquire‬‭loses‬
‭equipment‬‭through‬‭carelessness‬‭or‬‭ineptitude,‬‭the‬‭master‬‭will‬‭also‬‭supply‬‭replacements.‬

‭Special‬‭Benefits‬
‭Punishment‬‭Buffer:‬‭Technically,‬‭the‬‭master‬‭is‬‭liable‬‭for‬‭the‬‭Esquire’s‬‭actions.‬‭Therefore,‬‭if‬‭an‬‭Esquire‬
‭commits‬‭a‬‭crime‬‭or‬‭engages‬‭in‬‭any‬‭other‬‭indiscretion,‬‭the‬‭master‬‭may‬‭share‬‭the‬‭punishment‬‭or‬‭speak‬‭on‬‭the‬‭Esquire’s‬
‭behalf‬‭to‬‭have‬‭the‬‭punishment‬‭suspended.‬‭In‬‭game‬‭terms,‬‭the‬‭DM‬‭has‬‭the‬‭option‬‭of‬‭reducing‬‭or‬‭setting‬‭aside‬
‭punishments‬‭when‬‭the‬‭Esquire‬‭commits‬‭minor‬‭ethos‬‭violations.‬‭For‬‭instance,‬‭if‬‭the‬‭Esquire‬‭accidentally‬‭insults‬‭an‬
‭aristocrat,‬‭the‬‭DM‬‭may‬‭let‬‭the‬‭player‬‭off‬‭with‬‭a‬‭warning‬‭rather‬‭than‬‭have‬‭the‬‭character‬‭perform‬‭a‬‭penance.‬‭Offstage,‬
‭the‬‭master‬‭has‬‭taken‬‭the‬‭punishment‬‭for‬‭the‬‭Esquire,‬‭apologized‬‭on‬‭the‬‭Esquire's‬‭behalf,‬‭or‬‭bargained‬‭for‬‭a‬‭reduced‬
‭punishment.‬‭Esquires‬‭must‬‭take‬‭full‬‭responsibility‬‭for‬‭any‬‭serious‬‭ethos‬‭violations.‬‭The‬‭master‬‭cannot‬‭or‬‭will‬‭not‬
‭help.‬
‭Economic‬‭Advantages:‬‭The‬‭master‬‭supplies‬‭the‬‭Esquire‬‭with‬‭basic‬‭equipment,‬‭and‬‭also‬‭pays‬‭the‬‭player‬‭a‬
‭regular‬‭stipend,‬‭typically‬‭5-10‬‭gp‬‭per‬‭month.‬‭Esquires‬‭must‬‭tithe‬‭from‬‭this‬‭stipend‬‭as‬‭they‬‭would‬‭any‬‭other‬‭income.‬
‭The‬‭master‬‭may‬‭also‬‭be‬‭able‬‭to‬‭supply‬‭other‬‭needed‬‭equipment‬‭for‬‭free‬‭or‬‭at‬‭a‬‭reduced‬‭cost,‬‭and‬‭loan‬‭money‬‭at‬‭very‬
‭low‬‭or‬‭no‬‭interest.‬

‭Special‬‭Hindrances‬
‭No‬‭Privileged‬‭Relationships.‬‭Esquires‬‭have‬‭no‬‭special‬‭access‬‭to‬‭officials,‬‭sages,‬‭and‬‭other‬‭elite‬‭characters,‬
‭unless‬‭their‬‭master‬‭paves‬‭the‬‭way.‬
‭Subservience:‬‭An‬‭Esquire‬‭can’t‬‭marry,‬‭undertake‬‭a‬‭long‬‭trip,‬‭or‬‭make‬‭any‬‭other‬‭major‬‭decision‬‭without‬‭their‬
‭master’s‬‭permission.‬‭The‬‭master‬‭decides‬‭where‬‭the‬‭Esquire’s‬‭tithes‬‭are‬‭sent,‬‭how‬‭much‬‭treasure‬‭the‬‭character‬‭may‬
‭keep,‬‭and‬‭if‬‭a‬‭particular‬‭mission‬‭is‬‭worth‬‭the‬‭Esquire’s‬‭time.‬‭If‬‭the‬‭master‬‭is‬‭dead,‬‭the‬‭Esquire‬‭must‬‭pray‬‭to‬‭the‬
‭master’s‬‭spirit.‬‭The‬‭master’s‬‭answer‬‭will‬‭come‬‭in‬‭a‬‭dream,‬‭or‬‭as‬‭decided‬‭by‬‭the‬‭DM.‬
‭The‬‭Esquire‬‭may‬‭also‬‭be‬‭required‬‭to‬‭meet‬‭regularly‬‭with‬‭the‬‭master—say,‬‭at‬‭least‬‭once‬‭a‬‭year.‬‭Failure‬‭to‬
‭show‬‭up‬‭constitutes‬‭a‬‭violation‬‭of‬‭ethical‬‭principles.‬‭If‬‭the‬‭master‬‭is‬‭dead,‬‭the‬‭Esquire‬‭must‬‭visit‬‭the‬‭master’s‬‭grave‬
‭and‬‭commune‬‭with‬‭the‬‭master’s‬‭spirit.‬
‭Additionally,‬‭an‬‭Esquire‬‭must‬‭obey‬‭the‬‭orders‬‭of‬‭all‬‭Paladins,‬‭not‬‭just‬‭their‬‭master,‬‭including‬‭those‬‭whose‬
‭levels‬‭are‬‭lower‬‭than‬‭the‬‭player.‬
‭No‬‭Strongholds:‬‭In‬‭most‬‭cultures,‬‭law‬‭and‬‭tradition‬‭prevent‬‭an‬‭Esquire‬‭from‬‭building‬‭a‬‭stronghold‬‭or‬‭holding‬
‭real‬‭estate.‬‭The‬‭DM‬‭may‬‭make‬‭an‬‭exception‬‭for‬‭a‬‭high-level‬‭Esquire,‬‭of‬‭at‬‭least‬‭15th‬‭level,‬‭who‬‭demonstrates‬
‭outstanding‬‭service‬‭(he‬‭saves‬‭the‬‭Regent’s‬‭life‬‭or‬‭rescues‬‭a‬‭kidnapped‬‭prince).‬‭Even‬‭then,‬‭an‬‭Esquire‬‭is‬‭most‬‭likely‬‭to‬
‭be‬‭a‬‭trustee‬‭or‬‭a‬‭Regent.‬

‭65‬
‭Expatriate‬

‭ ike‬‭the‬‭Errant,‬‭the‬‭Expatriate‬‭has‬‭no‬‭permanent‬‭home,‬‭wandering‬‭from‬‭place‬‭to‬‭place‬‭in‬‭search‬‭of‬‭adventure‬
L
‭and‬‭acceptance.‬‭However,‬‭the‬‭Expatriate‬‭is‬‭a‬‭nomad‬‭by‬‭circumstance,‬‭not‬‭by‬‭choice.‬‭A‬‭Warrior‬‭in‬‭exile,‬‭the‬
‭Expatriate‬‭has‬‭renounced‬‭their‬‭allegiance‬‭to‬‭the‬‭officials‬‭or‬‭institutions‬‭that‬‭originally‬‭granted‬‭the‬‭player‬
‭Paladin-hood.‬‭Their‬‭government‬‭or‬‭church‬‭may‬‭have‬‭become‬‭corrupt,‬‭their‬‭superiors‬‭may‬‭have‬‭betrayed‬‭their‬
‭commitment‬‭to‬‭Lawful‬‭Good‬‭principles,‬‭or‬‭the‬‭character‬‭may‬‭have‬‭been‬‭dismissed‬‭for‬‭political‬‭reasons.‬
‭However,‬‭disillusionment‬‭is‬‭complete,‬‭and‬‭now‬‭the‬‭expat‬‭has‬‭made‬‭a‬‭decision.‬‭Presumably,‬‭the‬‭character‬
‭was‬‭unaware‬‭of‬‭the‬‭corrupt‬‭nature‬‭of‬‭the‬‭government‬‭or‬‭church‬‭while‬‭being‬‭trained,‬‭discovering‬‭the‬‭truth‬‭shortly‬
‭after‬‭taking‬‭the‬‭Oath‬‭of‬‭Ennoblement.‬‭Alternatively,‬‭a‬‭political‬‭coup‬‭may‬‭have‬‭occurred‬‭early‬‭in‬‭the‬‭character’s‬
‭career,‬‭replacing‬‭a‬‭Lawful‬‭Good‬‭aligned‬‭regime‬‭with‬‭an‬‭Evil‬‭one.‬

‭ ole‬‭:‬‭Though‬‭still‬‭Lawful‬‭Good,‬‭and‬‭bound‬‭to‬‭the‬‭Paladin‬‭ethos‬‭an‬‭Expatriate‬‭distrusts‬‭most‬‭formal‬‭institutions,‬
R
‭including‬‭Lawful‬‭Good‬‭aligned‬‭governments‬‭and‬‭organized‬‭religions.‬‭The‬‭player‬‭obeys‬‭the‬‭dictates‬‭of‬‭their‬
‭conscience‬‭and‬‭their‬‭god,‬‭remaining‬‭skeptical‬‭of‬‭all‬‭self-proclaimed‬‭and‬‭elected‬‭authorities.‬‭Though‬‭courteous‬‭and‬
‭respectful,‬‭the‬‭player‬‭no‬‭longer‬‭automatically‬‭follows‬‭the‬‭orders‬‭of‬‭those‬‭holding‬‭positions‬‭of‬‭power.‬‭The‬‭player‬
‭weighs‬‭each‬‭request‬‭against‬‭their‬‭ethos,‬‭agreeing‬‭to‬‭a‬‭mission‬‭or‬‭favor‬‭only‬‭if‬‭completely‬‭convinced‬‭of‬‭its‬‭merit.‬
‭Expatriates‬‭are‬‭often‬‭moody,‬‭cynical,‬‭and‬‭bitter.‬‭An‬‭Expatriate‬‭may‬‭feel‬‭their‬‭good‬‭name‬‭has‬‭been‬
‭permanently‬‭tarnished,‬‭a‬‭condition‬‭the‬‭player‬‭struggles‬‭to‬‭correct‬‭by‬‭volunteering‬‭for‬‭demanding,‬‭even‬‭dangerous,‬
‭missions.‬‭Although‬‭loyal‬‭to‬‭Lawful‬‭Good‬‭aligned‬‭comrades,‬‭the‬‭character‬‭has‬‭no‬‭time‬‭for‬‭close‬‭friendships.They‬‭are‬
‭disdainful‬‭of‬‭most‬‭Neutral‬‭characters,‬‭finding‬‭their‬‭lack‬‭of‬‭commitment‬‭to‬‭be‬‭insipid‬‭and‬‭detestable.‬‭The‬‭player‬
‭crushes‬‭enemies‬‭without‬‭remorse.‬‭Few‬‭governments‬‭or‬‭churches‬‭trust‬‭Expatriates‬‭enough‬‭to‬‭hire‬‭them‬‭as‬
‭mercenaries.‬‭Therefore,‬‭Expatriates‬‭must‬‭rely‬‭on‬‭treasure‬‭or‬‭tournament‬‭winnings‬‭to‬‭make‬‭a‬‭living.‬

‭Ministration‬‭:‬‭Independent.‬

‭Bonded‬‭Mount‬‭:‬‭Any.‬

‭Weapon‬‭Proficiencies‬
‭Any.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Any.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭Self-Reliance:‬‭Expatriates‬‭come‬‭and‬‭go‬‭as‬‭they‬‭please,‬‭subservient‬‭to‬‭no‬‭one.‬‭They‬‭have‬‭no‬‭edicts‬‭to‬‭follow,‬
‭other‬‭than‬‭those‬‭imposed‬‭by‬‭their‬‭deity‬‭or‬‭their‬‭own‬‭Paladin‬‭principles.‬
‭Reaction‬‭Bonus:‬‭An‬‭Expatriate‬‭remains‬‭a‬‭hero‬‭to‬‭the‬‭peasants‬‭and‬‭other‬‭oppressed‬‭people‬‭of‬‭the‬‭characters'‬
‭homeland,‬‭who‬‭admire‬‭the‬‭player‬‭for‬‭their‬‭integrity‬‭and‬‭sterling‬‭character;‬‭from‬‭all‬‭those‬‭not‬‭associated‬‭with‬‭the‬
‭officials‬‭of‬‭their‬‭former‬‭government‬‭or‬‭church,‬‭they‬‭receive‬‭a‬‭+2‬‭modifier‬‭to‬‭reaction‬‭rolls.‬‭To‬‭commoners‬‭of‬‭other‬
‭lands‬‭familiar‬‭with‬‭the‬‭player’s‬‭reputation,‬‭the‬‭character‬‭also‬‭receives‬‭a‬‭+2‬‭reaction‬‭modifier.‬‭Additionally,‬‭they‬‭will‬
‭be‬‭given‬‭food‬‭and‬‭shelter‬‭from‬‭all‬‭commoners‬‭whose‬‭modified‬‭reaction‬‭is‬‭“Friendly”.‬‭This‬‭courtesy‬‭extends‬‭to‬‭any‬
‭companions,‬‭so‬‭long‬‭as‬‭the‬‭expat‬‭can‬‭vouch‬‭for‬‭them.‬

‭Special‬‭Hindrances‬
‭Self-Reliance:‬‭Independence‬‭also‬‭has‬‭its‬‭drawbacks.‬‭As‬‭with‬‭the‬‭Errant,‬‭the‬‭Expatriate‬‭has‬‭no‬‭government‬‭or‬
‭church‬‭to‬‭provide‬‭loans,‬‭supplies,‬‭or‬‭support.‬‭They‬‭may‬‭build‬‭a‬‭stronghold‬‭if‬‭they‬‭save‬‭enough‬‭money,‬‭but‬‭the‬
‭character‬‭isn't‬‭eligible‬‭for‬‭property‬‭grants,‬‭charters,‬‭or‬‭benefices.‬
‭Reaction‬‭Penalty:‬‭Elite‬‭NPCs‬‭are‬‭reluctant‬‭to‬‭associate‬‭too‬‭closely‬‭with‬‭an‬‭Expatriate,‬‭fearing‬‭they‬‭might‬
‭invite‬‭the‬‭wrath‬‭of‬‭the‬‭Expatriate's‬‭former‬‭government‬‭or‬‭church.‬‭Therefore,‬‭sensing‬‭the‬‭Expatriate's‬‭discomfort‬‭and‬
‭distrust,‬‭all‬‭characters‬‭in‬‭positions‬‭of‬‭power‬‭suffer‬‭a‬‭–2‬‭modifier‬‭to‬‭their‬‭reaction‬‭rolls.‬
‭Fugitive‬‭Status:‬‭Officials‬‭of‬‭the‬‭Expatriate's‬‭original‬‭government‬‭or‬‭church‬‭consider‬‭the‬‭character‬‭to‬‭be‬‭an‬
‭embarrassment‬‭at‬‭best,‬‭a‬‭traitor‬‭at‬‭worst.‬‭An‬‭Expatriate‬‭is‬‭constantly‬‭hunted‬‭and‬‭harassed‬‭by‬‭ex-employers,‬‭who‬‭may‬
‭seek‬‭to‬‭punish,‬‭arrest,‬‭or‬‭even‬‭execute‬‭the‬‭Paladin.‬

‭66‬
‭Militarist‬

‭ he‬‭Militarist‬‭is‬‭a‬‭battlefield‬‭virtuoso.‬‭War‬‭is‬‭believed‬‭to‬‭be‬‭a‬‭sacred‬‭act,‬‭and‬‭a‬‭chance‬‭for‬‭spiritual‬
T
‭redemption.‬‭By‬‭defeating‬‭enemies‬‭in‬‭combat,‬‭the‬‭character‬‭pays‬‭tribute‬‭to‬‭the‬‭gods‬‭and‬‭secures‬‭a‬‭place‬‭in‬‭the‬
‭afterlife.‬‭A‬‭Militarist‬‭must‬‭have‬‭a‬‭minimum‬‭score‬‭of‬‭12‬‭in‬‭both‬‭Dexterity‬‭and‬‭Constitution.‬

‭ ole‬‭:‬‭Usually,‬‭Militarists‬‭serve‬‭as‬‭officers‬‭in‬‭an‬‭army‬‭or‬‭other‬‭military‬‭organization.‬‭In‬‭wartime,‬‭they‬‭command‬
R
‭forces‬‭in‬‭the‬‭field,‬‭or‬‭engage‬‭in‬‭specialized‬‭operations,‬‭such‬‭as‬‭reconnaissance,‬‭rescue,‬‭or‬‭sabotage.‬‭The‬‭player‬‭works‬
‭alone‬‭or‬‭with‬‭a‬‭select‬‭group‬‭of‬‭elite‬‭soldiers.‬‭In‬‭peacetime,‬‭they‬‭protect‬‭their‬‭liege’s‬‭stronghold,‬‭supervise‬‭the‬‭training‬
‭of‬‭recruits,‬‭and‬‭sharpen‬‭their‬‭fighting‬‭skills.‬‭They‬‭stand‬‭ready‬‭to‬‭travel‬‭to‬‭any‬‭part‬‭of‬‭the‬‭world‬‭to‬‭defend‬‭the‬‭interests‬
‭of‬‭their‬‭government‬‭or‬‭church.‬
‭A‬‭Militarist‬‭commands‬‭the‬‭respect‬‭of‬‭nobles‬‭and‬‭peasants‬‭alike.‬‭Often,‬‭their‬‭reputation‬‭approaches‬‭legendary‬
‭status.‬‭Citizens‬‭line‬‭the‬‭streets‬‭and‬‭cheer‬‭when‬‭a‬‭renowned‬‭Militarist‬‭passes‬‭through‬‭their‬‭village.‬‭Militarists‬‭tend‬‭to‬
‭bask‬‭in‬‭such‬‭adulation,‬‭pausing‬‭to‬‭exchange‬‭a‬‭few‬‭words‬‭with‬‭star-struck‬‭adolescents‬‭or‬‭kiss‬‭the‬‭hands‬‭of‬‭swooning‬
‭maidens.‬‭They‬‭also‬‭enjoy‬‭the‬‭trappings‬‭of‬‭their‬‭station,‬‭eager‬‭to‬‭accept‬‭awards‬‭for‬‭military‬‭excellence‬‭and‬‭rarely‬
‭refusing‬‭invitations‬‭to‬‭royal‬‭affairs.‬
‭Militarists‬‭assume‬‭a‬‭leadership‬‭role‬‭naturally.‬‭Companions‬‭will‬‭find‬‭the‬‭player‬‭to‬‭be‬‭a‬‭shrewd‬‭and‬‭fearless‬
‭commander‬‭who‬‭relishes‬‭every‬‭opportunity‬‭to‬‭engage‬‭the‬‭enemy.‬‭Off‬‭the‬‭battlefield,‬‭Militarists‬‭tend‬‭to‬‭withdraw,‬
‭maintaining‬‭a‬‭professional‬‭but‬‭distant‬‭relationship‬‭with‬‭their‬‭comrades.‬‭They‬‭have‬‭almost‬‭no‬‭interest‬‭in‬‭non-military‬
‭activities,‬‭spending‬‭most‬‭of‬‭their‬‭free‬‭time‬‭discussing‬‭strategy‬‭and‬‭tactics‬‭with‬‭like-minded‬‭Warriors,‬‭or‬‭brushing‬‭up‬
‭on‬‭their‬‭combat‬‭techniques.‬

‭Ministration‬‭:‬‭Government‬‭or‬‭Church.‬

‭Symbol‬‭:‬‭Any‬‭symbol‬‭with‬‭military‬‭connotations,‬‭such‬‭as‬‭a‬‭weapon‬‭or‬‭a‬‭clenched‬‭fist.‬

‭Bonded‬‭Mount‬‭:‬‭Any‬‭war‬‭horse.‬

‭Weapon‬‭Proficiencies‬
‭Militarists‬‭must‬‭select‬‭one‬‭of‬‭the‬‭following‬‭to‬‭be‬‭called‬‭their‬‭preferred‬‭weapon:‬‭sword‬‭(any),‬‭lance‬‭(any),‬
‭battle‬‭axe,‬‭horseman’s‬‭flail,‬‭horseman’s‬‭mace,‬‭horseman’s‬‭pick.‬
‭Recommended:‬‭Any‬‭sword,‬‭any‬‭lance,‬‭battle‬‭axe,‬‭dagger,‬‭horseman’s‬‭flail,‬‭horseman’s‬‭mace,‬‭horseman’s‬
‭pick.‬‭Because‬‭Militarists‬‭prefer‬‭mounted‬‭combat,‬‭they‬‭rarely‬‭become‬‭proficient‬‭with‬‭bows,‬‭slings,‬‭and‬‭other‬‭missile‬
‭weapons‬‭difficult‬‭to‬‭use‬‭on‬‭horseback.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Because‬‭Militarists‬‭concentrate‬‭on‬‭military‬‭skills,‬‭the‬‭player‬‭is‬‭not‬‭only‬‭permitted‬‭to,‬‭but‬‭must‬‭expend‬‭half‬‭of‬
‭their‬‭initial‬‭non-weapon‬‭proficiencies‬‭on‬‭weapon‬‭proficiencies.‬
‭Bonus:‬‭Land-based‬‭Riding.‬
‭Recommended:‬‭Armorer,‬‭Blind-fighting,‬‭Endurance,‬‭Weaponsmithing.‬

‭Equipment‬
‭Standard.‬‭Militarists‬‭prefer‬‭plate‬‭armor,‬‭but‬‭will‬‭settle‬‭for‬‭chain‬‭mail‬‭if‬‭that’s‬‭all‬‭they‬‭can‬‭afford.‬‭However,‬‭as‬
‭soon‬‭as‬‭a‬‭Militarist’s‬‭economic‬‭condition‬‭improves,‬‭they‬‭must‬‭buy‬‭plate‬‭armor.‬‭Militarists‬‭proudly‬‭display‬‭all‬
‭military‬‭ribbons,‬‭medals,‬‭and‬‭commendations‬‭on‬‭their‬‭clothing‬‭and‬‭shield.‬

‭Special‬‭Benefits‬
‭When‬‭making‬‭an‬‭attack‬‭with‬‭their‬‭preferred‬‭weapon,‬‭Militarists‬‭gain‬‭a‬‭+1‬‭damage‬‭bonus.‬‭Damage‬‭bonuses‬
‭don’t‬‭apply‬‭in‬‭jousts‬‭or‬‭other‬‭tournament‬‭competitions‬‭where‬‭the‬‭intent‬‭is‬‭to‬‭dismount‬‭or‬‭disarm,‬‭not‬‭inflict‬‭damage.‬
‭They‬‭do‬‭apply‬‭to‬‭non-lethal‬‭attempts‬‭to‬‭subdue‬‭an‬‭opponent.‬
‭Mounted‬‭Combat‬‭Bonus:‬‭A‬‭superb‬‭rider,‬‭a‬‭Militarist‬‭who‬‭is‬‭mounted‬‭attacks‬‭as‬‭if‬‭they‬‭are‬‭one‬‭level‬‭higher;‬‭a‬
‭3rd-level‬‭Militarist,‬‭for‬‭instance,‬‭attacks‬‭as‬‭if‬‭4th‬‭level.‬‭The‬‭player‬‭attacks‬‭as‬‭if‬‭two‬‭levels‬‭higher‬‭when‬‭riding‬‭a‬
‭bonded‬‭mount.‬‭At‬‭19th‬‭level,‬‭the‬‭character‬‭attacks‬‭one‬‭level‬‭higher‬‭regardless‬‭of‬‭their‬‭mount.‬‭A‬‭20th-level‬‭Militarist‬
‭isn’t‬‭eligible‬‭for‬‭these‬‭bonuses.‬
‭Reaction‬‭Bonus:‬‭Militarists‬‭receive‬‭a‬‭+2‬‭reaction‬‭roll‬‭from‬‭all‬‭Good‬‭and‬‭Neutral‬‭characters‬‭of‬‭their‬‭own‬
‭culture.‬‭Evil‬‭characters‬‭respond‬‭normally.‬
‭Honours:‬‭As‬‭they‬‭advance‬‭in‬‭level,‬‭Militarists‬‭receive‬‭the‬‭honors‬‭listed‬‭in‬‭the‬‭table‬‭below.‬‭The‬‭honors‬
‭presume‬‭loyal‬‭service‬‭and‬‭no‬‭significant‬‭ethos‬‭violations.‬‭The‬‭DM‬‭may‬‭withhold‬‭any‬‭honor‬‭if‬‭the‬‭DM‬‭feels‬‭the‬
‭Militarist‬‭doesn’t‬‭deserve‬‭it.‬

‭67‬
‭ ilitarist‬‭Honours‬
M
‭Level‬ ‭ onour‬
H
‭2‬ ‭Ceremonial‬‭banquet‬‭in‬‭Militarists‬‭honor‬
‭3‬ ‭Receive‬‭a‬‭special‬‭crest‬‭for‬‭their‬‭helmet‬
‭5‬ ‭Receive‬‭a‬‭ceremonial‬‭coif‬
‭7‬ ‭Eligible‬‭to‬‭receive‬‭interest-free‬‭loans‬‭of‬‭up‬‭to‬‭500‬‭gp‬‭from‬‭their‬
‭government‬‭or‬‭church‬
‭‬
9 ‭Land‬‭grant‬‭from‬‭their‬‭church‬‭or‬‭government‬
‭10‬ ‭Church‬‭or‬‭government‬‭officials‬‭screen‬‭Militarists‬‭potential‬‭hirelings;‬‭all‬‭such‬‭employees‬‭are‬
‭guaranteed‬‭to‬‭be‬‭Lawful‬‭Good‬‭in‬‭alignment.‬

‭Special‬‭Hindrances‬
‭Regular‬‭Training:‬‭The‬‭Militarist‬‭must‬‭spend‬‭at‬‭least‬‭one‬‭hour‬‭per‬‭day‬‭practicing‬‭combat‬‭and‬‭riding‬‭skills.‬‭If‬
‭a‬‭Militarist‬‭neglects‬‭to‬‭practice,‬‭they‬‭lose‬‭their‬‭mounted‬‭combat‬‭bonuses‬‭(see‬‭Special‬‭Benefits)‬‭for‬‭the‬‭following‬‭day.‬
‭The‬‭DM‬‭may‬‭exempt‬‭the‬‭Militarist‬‭from‬‭this‬‭training‬‭requirement‬‭if‬‭the‬‭player‬‭has‬‭spent‬‭an‬‭hour‬‭that‬‭day‬‭(60‬‭rounds)‬
‭in‬‭actual‬‭combat.‬
‭Regular‬‭Reports:‬‭Militarists‬‭must‬‭return‬‭to‬‭their‬‭home‬‭base‬‭at‬‭least‬‭once‬‭every‬‭six‬‭months‬‭to‬‭report‬‭to‬‭their‬
‭government‬‭or‬‭church‬‭officials.‬‭The‬‭report‬‭includes‬‭the‬‭status‬‭of‬‭current‬‭military‬‭operations,‬‭observations‬‭of‬‭enemy‬
‭activity,‬‭and‬‭any‬‭information‬‭requested‬‭by‬‭superiors.‬‭The‬‭Militarist‬‭may‬‭be‬‭excused‬‭from‬‭making‬‭a‬‭report‬‭if‬‭the‬
‭player‬‭makes‬‭prior‬‭arrangements.‬‭Otherwise,‬‭failure‬‭to‬‭report‬‭constitutes‬‭a‬‭breach‬‭of‬‭ethical‬‭standards.‬

‭Justifier‬‭(Ranger)‬

‭Some‬‭expeditions‬‭are‬‭so‬‭demanding‬‭and‬‭some‬‭foes‬‭so‬‭dangerous‬‭that‬‭they‬‭require‬‭the‬‭attention‬‭of‬‭a‬‭highly‬
t‭rained‬‭specialist‬‭whose‬‭combat‬‭skills‬‭far‬‭exceed‬‭those‬‭of‬‭the‬‭typical‬‭Ranger.‬‭Enter‬‭the‬‭Justifier,‬‭a‬‭master‬‭tactician‬
‭whose‬‭military‬‭instincts,‬‭fighting‬‭versatility,‬‭and‬‭steely‬‭nerves‬‭place‬‭the‬‭character‬‭in‬‭the‬‭first‬‭rank‬‭of‬‭elite‬‭Warriors.‬
‭Though‬‭Justifiers‬‭specialize‬‭in‬‭neutralizing‬‭monsters,‬‭their‬‭skills‬‭qualify‬‭them‬‭for‬‭a‬‭wide‬‭range‬‭of‬
‭adventures.‬‭The‬‭player‬‭may‬‭organize‬‭guerrilla‬‭forces‬‭and‬‭lead‬‭them‬‭into‬‭hostile‬‭territory.‬‭They‬‭may‬‭stage‬
‭reconnaissance‬‭operations‬‭to‬‭gather‬‭information‬‭concerning‬‭enemy‬‭strength‬‭and‬‭logistics.‬‭They‬‭may‬‭execute‬‭strikes‬
‭against‬‭monster‬‭lairs,‬‭rescue‬‭hostages,‬‭or‬‭eliminate‬‭tribal‬‭leaders‬‭or‬‭spellcasters.‬‭For‬‭a‬‭determined‬‭Justifier,‬‭no‬‭job‬‭is‬
‭too‬‭difficult,‬‭no‬‭enemy‬‭too‬‭formidable.‬
‭Justifiers‬‭must‬‭have‬‭minimum‬‭scores‬‭of‬‭14‬‭in‬‭Strength‬‭and‬‭Dexterity.‬‭They‬‭must‬‭be‬‭aligned‬‭with‬‭Lawful‬
‭Good.‬

‭Primary‬‭Terrain‬‭:‬‭Any.‬

‭ pecies‬‭Enemy‬‭:‬‭Any.‬‭Justifiers‬‭are‬‭more‬‭respected‬‭by‬‭enemies‬‭than‬‭other‬‭Rangers,‬‭and‬‭therefore‬‭suffer‬‭only‬‭a‬‭-2‬
S
‭penalty‬‭on‬‭encounter‬‭reactions‬‭with‬‭their‬‭specific‬‭enemy,‬‭and‬‭no‬‭penalty‬‭if‬‭there‬‭is‬‭a‬‭formal‬‭truce.‬

‭Followers‬‭:‬‭Any.‬

‭ ole‬‭:‬‭Justifiers‬‭boast‬‭extensive‬‭training‬‭in‬‭weapon‬‭use,‬‭scouting,‬‭warding,‬‭and‬‭outdoor‬‭survival.‬‭Some‬‭learn‬‭these‬
R
‭skills‬‭in‬‭the‬‭regular‬‭military,‬‭while‬‭others‬‭are‬‭trained‬‭under‬‭military‬‭orders.‬
‭Justifiers‬‭are‬‭in‬‭high‬‭demand‬‭by‬‭rulers‬‭as‬‭army‬‭officers,‬‭as‬‭well‬‭as‬‭by‬‭private‬‭individuals‬‭who‬‭use‬‭them‬‭as‬
‭bodyguards.‬‭Many‬‭hire‬‭themselves‬‭out‬‭as‬‭mercenaries‬‭or‬‭volunteer‬‭for‬‭causes‬‭that‬‭further‬‭their‬‭own‬‭ideals.‬
‭Since‬‭Justifiers‬‭thrive‬‭on‬‭action,‬‭most‬‭are‬‭eager‬‭to‬‭join‬‭adventurers.‬‭On‬‭occasion,‬‭freelance‬‭Justifiers‬‭may‬‭be‬
‭paid‬‭a‬‭retainer‬‭from‬‭a‬‭party‬‭or‬‭a‬‭guaranteed‬‭percentage‬‭of‬‭any‬‭treasure‬‭found.‬‭But‬‭more‬‭often‬‭than‬‭not,‬‭a‬‭freelance‬
‭Justifier‬‭will‬‭join‬‭a‬‭party‬‭without‬‭remuneration‬‭if‬‭their‬‭task‬‭is‬‭just‬‭and‬‭promises‬‭the‬‭player‬‭the‬‭chance‬‭to‬‭exercise‬
‭combat‬‭skills.‬
‭A‬‭Justifier's‬‭companions‬‭will‬‭find‬‭the‬‭player‬‭to‬‭be‬‭disciplined,‬‭focused,‬‭and‬‭unyielding‬‭in‬‭determination‬‭to‬
‭accomplish‬‭objectives.‬‭They‬‭socialize‬‭little,‬‭preferring‬‭instead‬‭to‬‭keep‬‭the‬‭body‬‭strong‬‭with‬‭exercise‬‭and‬‭the‬‭mind‬
‭sharp‬‭with‬‭meditation.‬‭They‬‭are‬‭natural‬‭leaders,‬‭fighting‬‭with‬‭grim‬‭intensity‬‭and‬‭fearless‬‭perseverance.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Bow‬‭(any),‬‭crossbow‬‭(any),‬‭dagger,‬‭sling,‬‭spear,‬‭sword‬‭(any).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Survival;‬‭in‬‭addition‬‭to‬‭having‬‭this‬‭proficiency‬‭in‬‭the‬‭character's‬‭primary‬‭terrain,‬‭the‬‭Justifier‬‭receives‬
‭the‬‭proficiency‬‭in‬‭an‬‭extra‬‭terrain‬‭of‬‭the‬‭player's‬‭choice‬‭(see‬‭also,‬‭Special‬‭Hindrances).‬
‭Recommended:‬‭Blind‬‭fighting,‬‭Bowyer/Fletcher,‬‭Endurance,‬‭Falconry,‬‭Hunting,‬‭Mountaineering,‬
‭Navigation,‬‭Riding‬‭(Land-based),‬‭Rope‬‭Use,‬‭Running,‬‭Set‬‭Snares,‬‭Swimming,‬‭Weaponsmithing.‬

‭68‬
‭Equipment‬
‭A‬‭Justifier‬‭has‬‭no‬‭special‬‭armor‬‭or‬‭weapon‬‭requirements.‬‭Though‬‭most‬‭Justifiers‬‭prefer‬‭light‬‭armor,‬‭such‬‭as‬
‭leather,‬‭they‬‭can‬‭wear‬‭any‬‭type‬‭of‬‭armor‬‭and‬‭still‬‭hide‬‭in‬‭shadows‬‭and‬‭move‬‭silently.‬

‭Special‬‭Benefits‬
‭Weapon‬‭Specialization:‬‭Because‬‭of‬‭the‬‭character’s‬‭extensive‬‭combat‬‭training,‬‭Justifiers‬‭receive‬‭a‬‭free‬
‭weapon‬‭specialization‬‭during‬‭character‬‭creation.‬‭The‬‭weapon‬‭specialization‬‭is‬‭taken‬‭from‬‭the‬‭list‬‭of‬‭recommended‬
‭weapons.‬‭Justifiers‬‭may‬‭also‬‭specialize‬‭in‬‭a‬‭second‬‭weapon.‬
‭Stealth:‬‭Justifiers‬‭receive‬‭a‬‭+5%‬‭bonus‬‭to‬‭their‬‭chance‬‭of‬‭hiding‬‭in‬‭natural‬‭surroundings‬‭and‬‭to‬‭their‬‭chance‬
‭of‬‭moving‬‭silently.‬
‭Tactical‬‭Advantage:‬‭This‬‭ability‬‭allows‬‭the‬‭justifier‬‭and‬‭the‬‭player’s‬‭companions‬‭to‬‭gain‬‭a‬‭combat‬‭advantage‬
‭by‬‭studying‬‭the‬‭enemy‬‭and‬‭exploiting‬‭their‬‭weaknesses.‬‭The‬‭Justifier‬‭must‬‭spend‬‭at‬‭least‬‭a‬‭full,‬‭uninterrupted‬‭turn‬
‭secretly‬‭observing‬‭an‬‭enemy‬‭or‬‭group‬‭of‬‭enemies‬‭prior‬‭to‬‭making‬‭an‬‭attack.‬‭At‬‭the‬‭end‬‭of‬‭this‬‭period,‬‭the‬‭Justifier‬
‭makes‬‭a‬‭Wisdom‬‭check.‬‭If‬‭successful,‬‭the‬‭justifier‬‭has‬‭correctly‬‭assessed‬‭the‬‭enemy's‬‭weaknesses‬‭and‬‭is‬‭able‬‭to‬
‭maximize‬‭the‬‭timing‬‭of‬‭an‬‭attack.‬‭The‬‭Justifier‬‭and‬‭the‬‭party‬‭automatically‬‭surprise‬‭the‬‭enemy‬‭and‬‭gain‬‭the‬‭initiative‬
‭for‬‭the‬‭first‬‭round.‬‭A‬‭Justifier‬‭can‬‭attempt‬‭to‬‭gain‬‭a‬‭tactical‬‭advantage‬‭only‬‭once‬‭in‬‭a‬‭particular‬‭encounter.‬
‭Unarmed‬‭Combat‬‭Expertise:‬‭When‬‭fighting‬‭with‬‭bare‬‭hands,‬‭the‬‭justifier‬‭inflicts‬‭1-4‬‭points‬‭of‬‭damage‬‭on‬‭a‬
‭successful‬‭attack‬‭roll.‬
‭Coordinated‬‭Attack:‬‭The‬‭Justifier‬‭can‬‭use‬‭this‬‭ability,‬‭in‬‭conjunction‬‭with‬‭a‬‭trained‬‭animal‬‭follower,‬‭to‬‭inflict‬
‭maximum‬‭damage‬‭on‬‭an‬‭opponent.‬‭The‬‭animal‬‭follower‬‭must‬‭have‬‭been‬‭trained‬‭to‬‭attack‬‭on‬‭command.‬
‭To‬‭attempt‬‭a‬‭coordinated‬‭attack,‬‭the‬‭Justifier‬‭and‬‭the‬‭animal‬‭both‬‭make‬‭a‬‭single‬‭attack‬‭on‬‭the‬‭same‬‭enemy‬‭in‬
‭the‬‭same‬‭round.‬‭This‬‭is‬‭even‬‭if‬‭one‬‭or‬‭both‬‭are‬‭normally‬‭allowed‬‭multiple‬‭attacks.‬‭The‬‭animal‬‭will‬‭use‬‭its‬‭most‬
‭damaging‬‭attack.‬‭If‬‭either‬‭roll‬‭fails,‬‭the‬‭attacker‬‭automatically‬‭loses‬‭initiative‬‭in‬‭the‬‭next‬‭round.‬‭If‬‭both‬‭rolls‬‭succeed,‬
‭each‬‭attack‬‭causes‬‭twice‬‭the‬‭normal‬‭maximum‬‭amount‬‭of‬‭damage.‬‭A‬‭coordinated‬‭attack‬‭involves‬‭only‬‭one‬‭follower.‬
‭A‬‭coordinated‬‭attack‬‭may‬‭be‬‭attempted‬‭at‬‭any‬‭time‬‭during‬‭combat,‬‭but‬‭only‬‭once‬‭against‬‭any‬‭particular‬
‭opponent‬‭during‬‭an‬‭encounter.‬

‭Special‬‭Hindrances‬
‭Limited‬‭Proficiencies:‬‭The‬‭Justifier's‬‭mastery‬‭of‬‭weapons‬‭and‬‭combat‬‭comes‬‭at‬‭the‬‭expense‬‭of‬‭learning‬‭other‬
‭skills.‬‭For‬‭this‬‭reason,‬‭the‬‭player‬‭receives‬‭only‬‭one‬‭non‬‭weapon-proficiency‬‭slot‬‭at‬‭1st‬‭level‬‭(in‬‭addition‬‭to‬‭the‬
‭Survival‬‭bonus).‬‭The‬‭character‬‭acquires‬‭additional‬‭proficiency‬‭slots‬‭at‬‭the‬‭normal‬‭rate.‬
‭Limited‬‭Spell‬‭Use:‬‭Because‬‭the‬‭Justifier‬‭devotes‬‭less‬‭time‬‭to‬‭the‬‭study‬‭of‬‭magic‬‭than‬‭to‬‭the‬‭military‬‭arts,‬‭the‬
‭player‬‭has‬‭less‬‭access‬‭to‬‭spells‬‭than‬‭other‬‭Rangers.‬‭The‬‭Justifier‬‭doesn't‬‭acquire‬‭spells‬‭before‬‭10th‬‭level.‬‭The‬‭table‬
‭below‬‭shows‬‭the‬‭Justifier's‬‭spell‬‭progression.‬

J‭ ustifier‬‭Spell‬‭Progression‬
‭Justifier‬‭Casting‬‭Level‬ ‭ riest‬‭Spell‬‭Level‬
P
‭1‬ ‭2‬ ‭3‬ ‭4‬
‭‬
9 ‭-‬ ‭-‬ ‭-‬ ‭-‬
‭10‬ ‭1‬ ‭1‬ ‭-‬ ‭-‬
‭11‬ ‭2‬ ‭2‬ ‭-‬ ‭-‬
‭12‬ ‭3‬ ‭2‬ ‭1‬ ‭-‬
‭13‬ ‭4‬ ‭2‬ ‭2‬ ‭-‬
‭14‬ ‭5‬ ‭2‬ ‭2‬ ‭1‬
‭15‬ ‭6‬ ‭2‬ ‭2‬ ‭2‬
‭16+‬ ‭7‬ ‭3‬ ‭2‬ ‭2‬

‭Thug‬‭(Thief)‬

‭The‬‭Thug‬‭is‬‭the‬‭most‬‭violent‬‭sort‬‭of‬‭Thief.‬‭Assassins‬‭are‬‭killers,‬‭certainly,‬‭but‬‭they‬‭depend‬‭on‬‭refinement‬‭and‬
s‭ ubtlety.‬‭Bounty‬‭hunters‬‭also‬‭are‬‭willing‬‭to‬‭use‬‭violence,‬‭but‬‭are‬‭relatively‬‭restrained‬‭as‬‭well.‬‭The‬‭Thug,‬‭on‬‭the‬‭other‬
‭hand,‬‭comes‬‭as‬‭close‬‭to‬‭the‬‭Warrior‬‭class‬‭as‬‭any‬‭Thief‬‭Kit.‬
‭Because‬‭of‬‭the‬‭kit's‬‭emphasis‬‭on‬‭physique‬‭and‬‭physical‬‭prowess,‬‭a‬‭Thug‬‭must‬‭have‬‭a‬‭minimum‬‭ability‬‭score‬
‭of‬‭12‬‭in‬‭Strength‬‭and‬‭Constitution.‬‭In‬‭designing‬‭the‬‭character's‬‭description,‬‭a‬‭Thug‬‭should‬‭be‬‭as‬‭physically‬‭imposing‬
‭as‬‭possible.‬‭Furthermore,‬‭their‬‭Intelligence‬‭may‬‭be‬‭no‬‭higher‬‭than‬‭12.‬
‭Thugs‬‭are‬‭usually‬‭male,‬‭but‬‭this‬‭may‬‭not‬‭always‬‭be‬‭the‬‭case.‬

‭ ole‬‭:‬‭The‬‭term‬‭"Thug"‬‭has‬‭come‬‭to‬‭mean‬‭any‬‭brutal‬‭sort‬‭of‬‭Thief,‬‭such‬‭as‬‭an‬‭armed‬‭robber,‬‭hijacker,‬‭or‬‭goon‬‭(the‬
R
‭latter‬‭specifically‬‭indicating‬‭a‬‭guild-associated‬‭Thug,‬‭an‬‭enforcer),‬‭or‬‭perhaps‬‭a‬‭kidnapper‬‭(though‬‭Bounty‬‭Hunters‬
‭are‬‭probably‬‭better‬‭at‬‭that‬‭activity).‬

‭69‬
‭If‬‭one‬‭compares‬‭a‬‭guild‬‭to‬‭the‬‭human‬‭body,‬‭surely‬‭Thugs‬‭would‬‭be‬‭the‬‭large,‬‭powerful‬‭muscles.‬‭Thugs‬
f‭ unction‬‭as‬‭enforcers,‬‭intimidating‬‭common‬‭people‬‭(especially‬‭in‬‭racketeering‬‭schemes),‬‭guarding‬‭prominent‬
‭guildsmen,‬‭and‬‭carrying‬‭out‬‭the‬‭guild's‬‭threats‬‭of‬‭violence‬‭often‬‭enough‬‭to‬‭keep‬‭people‬‭suitably‬‭afraid.‬
‭In‬‭fact,‬‭outside‬‭of‬‭the‬‭Thieves'‬‭guild,‬‭the‬‭Thug‬‭really‬‭does‬‭not‬‭have‬‭a‬‭place.‬‭Most‬‭Thugs‬‭don't‬‭have‬‭the‬‭wit‬‭to‬
‭become‬‭accomplished‬‭Cat‬‭Burglars‬‭or‬‭even‬‭Pickpockets‬‭on‬‭their‬‭own,‬‭let‬‭alone‬‭Swindlers,‬‭Spies‬‭or‬‭Fences.‬‭Even‬
‭begging‬‭might‬‭be‬‭denied‬‭to‬‭them‬‭on‬‭account‬‭of‬‭their‬‭imposing‬‭physique:‬‭A‬‭plea‬‭for‬‭alms‬‭from‬‭a‬‭huge,‬‭muscular‬
‭individual‬‭tends‬‭to‬‭look‬‭more‬‭like‬‭a‬‭demand‬‭backed‬‭up‬‭by‬‭a‬‭thinly-veiled‬‭threat.‬
‭Their‬‭guild‬‭pays‬‭well‬‭and‬‭gives‬‭them‬‭a‬‭satisfying‬‭job.‬‭They‬‭only‬‭need‬‭to‬‭scare‬‭the‬‭living‬‭daylights‬‭out‬‭of‬
‭people,‬‭without‬‭having‬‭to‬‭actually‬‭engage‬‭in‬‭combat.‬‭The‬‭few‬‭Thugs‬‭who‬‭are‬‭not‬‭guild‬‭affiliated‬‭will‬‭be‬‭found‬‭as‬
‭armed‬‭robbers‬‭or‬‭(if‬‭they‬‭are‬‭more‬‭intelligent)‬‭kidnappers‬‭or‬‭hijackers.‬

‭Weapon‬‭Proficiencies‬
‭Thugs‬‭are‬‭granted‬‭an‬‭extra‬‭weapon‬‭proficiency‬‭slot‬‭during‬‭character‬‭creation.‬‭They‬‭may‬‭choose‬‭non-Thief‬
‭weapons,‬‭but‬‭to‬‭gain‬‭proficiency‬‭in‬‭one‬‭requires‬‭an‬‭extra‬‭slot.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Intimidation.‬
‭Recommended:‬‭Endurance,‬‭Looting‬‭and‬‭Trailing.‬

‭Equipment‬
‭The‬‭Thug's‬‭equipment‬‭usually‬‭consists‬‭of‬‭the‬‭biggest,‬‭most‬‭intimidating‬‭weapon‬‭available.‬‭Other‬‭than‬‭that,‬‭it‬
‭is‬‭a‬‭matter‬‭of‬‭common‬‭sense.‬‭A‬‭kidnapper,‬‭for‬‭instance,‬‭could‬‭make‬‭use‬‭of‬‭a‬‭rope‬‭to‬‭bind‬‭the‬‭victim.‬

‭Special‬‭Benefits‬
‭Because‬‭they‬‭are‬‭better‬‭trained‬‭in‬‭combat‬‭than‬‭other‬‭Thieves,‬‭Thugs‬‭receive‬‭+1‬‭on‬‭their‬‭"to‬‭hit"‬‭rolls.‬

‭Special‬‭Hindrances‬
‭Thugs‬‭spend‬‭much‬‭of‬‭their‬‭early‬‭career‬‭learning‬‭about‬‭weapons‬‭and‬‭their‬‭use,‬‭and‬‭their‬‭initial‬‭training‬‭in‬
‭traditional‬‭Thief‬‭skills‬‭suffers‬‭as‬‭a‬‭consequence.‬‭To‬‭compensate‬‭for‬‭the‬‭extra‬‭weapon‬‭proficiency‬‭slot‬‭and‬‭combat‬
‭bonus,‬‭a‬‭Thief‬‭with‬‭the‬‭Thug‬‭kit‬‭has‬‭only‬‭40‬‭points‬‭to‬‭distribute‬‭initially‬‭among‬‭Thief‬‭skills.‬‭However,‬‭they‬‭can‬‭still‬
‭put‬‭up‬‭to‬‭30‬‭of‬‭them‬‭in‬‭a‬‭single‬‭ability,‬‭if‬‭the‬‭player‬‭so‬‭chooses,‬‭and‬‭receive‬‭the‬‭standard‬‭30‬‭points‬‭when‬‭leveling‬‭up.‬

‭Vos‬‭Barbarian‬‭Kits‬

‭The‬‭following‬‭kits‬‭are‬‭only‬‭available‬‭for‬‭Vos‬‭barbarian‬‭characters.‬‭The‬‭Vos‬‭Barbarian‬‭characters‬‭must‬‭select‬
f‭ rom‬‭these‬‭kits,‬‭just‬‭as‬‭they‬‭have‬‭to‬‭select‬‭from‬‭their‬‭own‬‭Non‬‭Weapon‬‭Proficiency‬‭section‬‭in‬‭the‬‭Birthright‬‭Player’s‬
‭Handbook.‬‭All‬‭other‬‭races,‬‭including‬‭civilized‬‭Vos‬‭are‬‭barred‬‭from‬‭taking‬‭these‬‭kits.‬
‭Civilized‬‭and‬‭Barbarian‬‭Vos‬‭Amazons‬‭may‬‭only‬‭select‬‭one‬‭of‬‭the‬‭three‬‭Vos‬‭Barbarian‬‭Amazon‬‭kits.‬‭Men‬
‭cannot‬‭select‬‭these‬‭kits.‬‭The‬‭special‬‭abilities‬‭and‬‭free‬‭proficiencies‬‭granted‬‭to‬‭Vos‬‭Barbarians‬‭when‬‭within‬‭their‬
‭native‬‭terrain‬‭are‬‭also‬‭gained‬‭by‬‭Amazons‬‭from‬‭barbarian‬‭tribes,‬‭but‬‭not‬‭by‬‭Amazons‬‭from‬‭civilized‬‭realms.‬

‭Amazon‬‭(Warrior)‬

‭Amazons‬‭are‬‭women‬‭Warriors‬‭in‬‭a‬‭male-dominated‬‭world.‬‭Their‬‭“civilization”‬‭consists‬‭of‬‭a‬‭diverse‬‭variety‬
‭ f‬‭tribes,‬‭some‬‭who‬‭rebelled‬‭from‬‭male‬‭dominance‬‭and‬‭decided‬‭to‬‭rule‬‭themselves,‬‭others‬‭have‬‭been‬‭matriarchal‬
o
‭societies‬‭from‬‭long‬‭before‬‭recorded‬‭history,‬‭and‬‭the‬‭first‬‭was‬‭encouraged‬‭by‬‭the‬‭latter.‬
‭Whatever‬‭their‬‭origin,‬‭they‬‭live‬‭in‬‭communities‬‭where‬‭women‬‭occupy‬‭the‬‭positions‬‭and‬‭roles‬‭traditionally‬
‭held‬‭by‬‭men,‬‭especially‬‭the‬‭role‬‭of‬‭Warriors‬‭and‬‭adventurers.‬
‭Amazon‬‭culture‬‭may‬‭be‬‭a‬‭small‬‭single‬‭town‬‭or‬‭an‬‭entire‬‭country,‬‭very‬‭advanced‬‭or‬‭very‬‭primitive.‬‭Some‬
‭Amazons‬‭keep‬‭men‬‭as‬‭servants‬‭and‬‭slaves.‬‭Others‬‭have‬‭no‬‭men‬‭in‬‭their‬‭communities,‬‭and‬‭take‬‭long‬‭holidays‬‭in‬‭order‬
‭to‬‭visit‬‭friendly‬‭neighboring‬‭tribes‬‭of‬‭men.‬‭Others‬‭perpetuate‬‭their‬‭kind‬‭by‬‭being‬‭very‬‭hospitable‬‭to‬‭adventurers‬
‭passing‬‭through‬‭their‬‭territory.‬‭Alternatively,‬‭some‬‭Amazon‬‭cultures‬‭may‬‭decide‬‭to‬‭kill‬‭adventurers.‬‭In‬‭the‬‭Vos‬‭lands,‬
‭there‬‭is‬‭a‬‭wide‬‭variety‬‭of‬‭cultures.‬
‭Traditionally,‬‭Amazons‬‭are‬‭famous‬‭riders‬‭and‬‭breeders‬‭of‬‭horses.‬‭They‬‭wear‬‭light‬‭armor‬‭and‬‭typically‬‭carry‬
‭shields‬‭and‬‭spears,‬‭while‬‭wielding‬‭swords‬‭and‬‭bows.‬‭In‬‭larger‬‭communities‬‭they‬‭arm‬‭themselves‬‭with‬‭heavier‬
‭equipment.‬
‭You‬‭don't‬‭have‬‭to‬‭be‬‭an‬‭Amazon‬‭to‬‭be‬‭a‬‭female‬‭Warrior‬‭and‬‭you‬‭will‬‭find‬‭female‬‭Warriors‬‭in‬
‭male-dominated‬‭societies.‬
‭There‬‭are‬‭no‬‭required‬‭special‬‭ability‬‭scores‬‭to‬‭be‬‭an‬‭Amazon.‬

‭70‬
‭ ole‬‭:‬‭In‬‭her‬‭own‬‭society,‬‭regardless‬‭of‬‭the‬‭level‬‭of‬‭civilization,‬‭the‬‭Amazon‬‭Warrior‬‭is‬‭highly‬‭regarded.‬‭She‬‭is‬‭the‬
R
‭defender‬‭of‬‭the‬‭whole‬‭civilization's‬‭way‬‭of‬‭life,‬‭and‬‭every‬‭Amazon‬‭girl‬‭aspires‬‭to‬‭grow‬‭up‬‭to‬‭be‬‭a‬‭Warrior.‬‭But‬‭in‬‭the‬
‭outer‬‭world‬‭the‬‭Amazon‬‭is‬‭a‬‭curiosity,‬‭often‬‭regarded‬‭as‬‭a‬‭barbarian‬‭no‬‭matter‬‭how‬‭cultured‬‭her‬‭civilization‬‭might‬‭be.‬
‭She‬‭will‬‭be‬‭stared‬‭at,‬‭whispered‬‭about,‬‭and‬‭people‬‭of‬‭other‬‭cultures‬‭will‬‭be‬‭suspicious‬‭of‬‭her.‬‭She‬‭will‬‭probably‬‭start‬
‭out‬‭being‬‭uncomfortable‬‭around‬‭men‬‭who‬‭act‬‭and‬‭appear‬‭to‬‭be‬‭her‬‭social‬‭equals.‬
‭Once‬‭the‬‭Amazon‬‭character‬‭has‬‭proven‬‭herself‬‭in‬‭combat‬‭to‬‭her‬‭outerworld‬‭allies,‬‭and‬‭once‬‭they‬‭have‬‭proven‬
‭themselves‬‭in‬‭combat‬‭to‬‭her,‬‭there's‬‭no‬‭reason‬‭why‬‭they‬‭cannot‬‭be‬‭staunch‬‭allies.‬‭NPCs‬‭may‬‭continue‬‭to‬‭trouble‬‭her,‬
‭but‬‭player‬‭characters‬‭should‬‭not.‬‭Only‬‭the‬‭most‬‭obnoxious‬‭of‬‭PCs‬‭would‬‭continue‬‭to‬‭give‬‭her‬‭trouble,‬‭while‬‭possibly‬
‭making‬‭some‬‭for‬‭themselves.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭Spear‬‭and‬‭shortBow.‬‭(Amazon‬‭fighters‬‭can‬‭only‬‭specialize‬‭in‬‭spear‬‭or‬‭shortbow.)‬‭Recommended:‬
‭Various‬‭axes.‬‭swords.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Riding‬‭(Land-Based),‬‭Animal‬‭Training.‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Armorer,‬‭Bowyer/Fletcher,‬‭Hunting,‬
‭Running,‬‭Survival,‬‭and‬‭Tracking.‬

‭Equipment‬
‭When‬‭an‬‭Amazon‬‭character‬‭is‬‭first‬‭created,‬‭she‬‭must‬‭buy‬‭her‬‭weapons‬‭and‬‭armor‬‭from‬‭among‬‭the‬‭following‬
‭choices‬‭only:‬
‭Weapons‬‭-‬‭Axe,‬‭bow,‬‭club,‬‭dagger,‬‭javelin,‬‭knife,‬‭lance,‬‭spear,‬‭sword‬
‭Armor‬‭-Shield,‬‭Bone,‬‭Dragonhide,‬‭or‬‭Bronze‬‭Plate‬‭Mail.‬‭Once‬‭she‬‭has‬‭adventured‬‭elsewhere‬‭in‬‭the‬‭world,‬
‭she‬‭may‬‭purchase‬‭weapons‬‭and‬‭armor‬‭from‬‭those‬‭regions.‬

‭Special‬‭Benefits‬
‭Male‬‭Warriors‬‭in‬‭a‬‭civilization‬‭where‬‭female‬‭Warriors‬‭are‬‭rare‬‭tend‬‭to‬‭underestimate‬‭Amazons.‬‭So‬‭in‬‭any‬
‭fight‬‭in‬‭which‬‭an‬‭Amazon‬‭faces‬‭a‬‭male‬‭who‬‭is‬‭unfamiliar‬‭with‬‭her‬‭personally‬‭or‬‭with‬‭female‬‭Warriors‬‭in‬‭general,‬‭she‬
‭gets‬‭+3‬‭to‬‭hit‬‭and‬‭+3‬‭damage‬‭on‬‭her‬‭first‬‭blow‬‭only.‬‭This‬‭is‬‭because‬‭her‬‭opponent's‬‭guard‬‭is‬‭down.‬
‭This‬‭doesn't‬‭work‬‭on‬‭player‬‭characters‬‭unless‬‭the‬‭male‬‭player‬‭is‬‭role·playing‬‭honestly‬‭and‬‭declares‬‭that‬‭he,‬
‭too,‬‭underestimated‬‭her.‬‭An‬‭NPC‬‭who‬‭is‬‭wary‬‭enough‬‭not‬‭to‬‭underestimate‬‭Amazon‬‭might‬‭succeed‬‭with‬‭a‬‭successful‬
‭Intelligence‬‭check‬‭and‬‭see‬‭the‬‭attack‬‭coming‬‭and‬‭deny‬‭her‬‭the‬‭bonus:‬
‭A‬‭seasoned‬‭male‬‭veteran,‬‭any‬‭Warrior‬‭of‬‭5th‬‭level‬‭or‬‭higher,‬‭or‬‭any‬‭other‬‭character‬‭of‬‭8th‬‭level‬‭or‬‭higher,‬‭in‬
‭spite‬‭of‬‭their‬‭prejudice,‬‭will‬‭realize‬‭that‬‭she‬‭is‬‭moving‬‭like‬‭a‬‭trained‬‭Warrior‬‭and‬‭keep‬‭his‬‭guard‬‭up,‬‭denying‬‭her‬‭the‬
‭bonus.‬
‭If‬‭an‬‭Amazon‬‭hits‬‭an‬‭NPC‬‭with‬‭this‬‭attack,‬‭or‬‭if‬‭an‬‭NPC‬‭sees‬‭an‬‭Amazon‬‭hit‬‭someone‬‭with‬‭an‬‭attack,‬‭the‬
‭NPC‬‭will‬‭never‬‭again‬‭be‬‭prey‬‭to‬‭it.‬‭But‬‭if‬‭she‬‭misses‬‭that‬‭first‬‭strike,‬‭the‬‭target‬‭will‬‭continue‬‭to‬‭underestimate‬‭her‬‭and‬
‭she‬‭can‬‭use‬‭those‬‭bonuses‬‭again‬‭until‬‭she‬‭successfully‬‭strikes.‬

‭Special‬‭Hindrances‬
‭The‬‭Amazon‬‭suffers‬‭a‬‭-3‬‭reaction‬‭roll‬‭adjustment‬‭from‬‭NPCs‬‭who‬‭are‬‭from‬‭male-dominated‬‭societies.‬‭The‬
‭adjustment‬‭disappears‬‭once‬‭characters‬‭come‬‭to‬‭respect‬‭her.‬

‭Barbarian‬‭(Warrior)‬

‭A‬‭Barbarian‬‭is‬‭a‬‭distinct,‬‭powerful‬‭Warrior‬‭from‬‭one‬‭of‬‭the‬‭many‬‭Vos‬‭Barbarian‬‭cultures‬‭on‬‭the‬‭fringes‬‭of‬
c‭ ivilization.‬‭Known‬‭for‬‭strength,‬‭cunning,‬‭and‬‭contempt‬‭for‬‭civilized‬‭world‬‭decadence.‬‭Barbarians‬‭adhere‬‭to‬‭their‬
‭own‬‭code‬‭of‬‭honor.‬‭The‬‭Barbarian‬‭must‬‭have‬‭a‬‭Strength‬‭ability‬‭score‬‭of‬‭15‬‭or‬‭more.‬

‭ ole‬‭:‬‭Barbarians‬‭are‬‭powerful,‬‭dangerous‬‭figures,‬‭like‬‭an‬‭animal‬‭totem‬‭in‬‭human‬‭skin.‬‭Front-line‬‭fighting,‬‭special‬
R
‭skills,‬‭and‬‭a‬‭completely‬‭different‬‭outlook‬‭are‬‭required‬‭in‬‭a‬‭campaign.‬‭Barbarians‬‭in‬‭relation‬‭to‬‭civilised‬‭folk‬‭should‬
‭usually‬‭be‬‭played‬‭as‬‭someone‬‭from‬‭a‬‭different‬‭land.‬‭This‬‭is‬‭someone‬‭whose‬‭likes‬‭and‬‭dislikes‬‭and‬‭perceptions‬‭are‬
‭based‬‭on‬‭another‬‭culture.‬
‭If‬‭the‬‭PC‬‭party‬‭has‬‭no‬‭real‬‭leader,‬‭the‬‭Barbarian‬‭may‬‭gravitate‬‭towards‬‭that‬‭role.‬‭If‬‭there‬‭is‬‭a‬‭good‬‭leader,‬‭the‬
‭character‬‭will‬‭probably‬‭stick‬‭to‬‭specialising‬‭in‬‭his‬‭or‬‭her‬‭strengths.‬
‭Most‬‭Vos‬‭Barbarians‬‭are‬‭male,‬‭but‬‭this‬‭Warrior‬‭Kit‬‭can‬‭certainly‬‭be‬‭taken‬‭by‬‭female‬‭characters.‬‭This‬‭is‬‭with‬
‭all‬‭the‬‭kit's‬‭requirements,‬‭benefits,‬‭and‬‭hindrances‬‭in‬‭effect.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭Any‬‭axe,‬‭any‬‭spear.‬

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‭Barbarian‬‭Fighters‬‭may‬‭specialize‬‭in‬‭any‬‭weapon,‬‭but‬‭are‬‭not‬‭likely‬‭to‬‭encounter‬‭unusual‬‭weapons‬‭(like‬
‭lances,‬‭quarterstaffs,‬‭flails,‬‭or‬‭peculiar‬‭polearms)‬‭until‬‭they‬‭reach‬‭the‬‭outer‬‭world.‬
‭Recommended:‬‭Bow,‬‭sling,‬‭sword‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiency:‬‭Endurance.‬
‭Recommended:‬‭General-Animal‬‭Handling,‬‭Animal‬‭Training,‬‭Direction‬‭Sense,‬‭Fire-Building,‬‭Riding‬
‭(Land-Based),‬‭Weather‬‭Sense,‬‭(Warrior)‬‭Blind-Fighting,‬‭Hunting,‬‭Mountaineering,‬‭Running,‬‭Set‬‭Snares,‬
‭(Priest-costs‬‭twice‬‭the‬‭listed‬‭number‬‭of‬‭slots)‬‭Herbalism‬

‭Equipment‬
‭The‬‭character,‬‭when‬‭spending‬‭starting‬‭gold,‬‭may‬‭only‬‭buy‬‭items‬‭available‬‭to‬‭Vos‬‭Barbarians.‬‭Outside‬‭of‬‭their‬
‭tribe,‬‭once‬‭the‬‭Barbarian‬‭adventures‬‭in‬‭the‬‭outer‬‭world,‬‭any‬‭equipment‬‭can‬‭be‬‭used.‬‭When‬‭spending‬‭starting‬‭gold,‬
‭none‬‭is‬‭kept‬‭after‬‭character‬‭creation.‬

‭Special‬‭Benefits‬
‭Barbarians‬‭are‬‭impressive‬‭because‬‭of‬‭their‬‭sheer‬‭strength,‬‭intensity,‬‭and‬‭animal‬‭magnetism:‬‭this‬‭gives‬‭them‬‭a‬
‭+3‬‭reaction‬‭adjustment‬‭bonus‬‭in‬‭certain‬‭situations.‬‭Whenever‬‭the‬‭Barbarian‬‭character‬‭achieves‬‭a‬‭reaction‬‭roll‬‭of‬‭8‬‭or‬
‭less‬‭(including‬‭Charisma‬‭bonuses),‬‭you‬‭subtract‬‭the‬‭modifier.‬‭That‬‭is,‬‭if‬‭the‬‭reaction‬‭is‬‭positive‬‭at‬‭all,‬‭it‬‭will‬‭be‬‭even‬
‭more‬‭positive‬‭than‬‭it‬‭otherwise‬‭would‬‭have‬‭been.‬
‭For‬‭example,‬‭Lbrath‬‭the‬‭Toranaran‬‭is‬‭a‬‭Barbarian‬‭with‬‭a‬‭charisma‬‭of‬‭15.‬‭Upon‬‭encountering‬‭a‬‭knight‬‭who‬
‭could‬‭be‬‭friend‬‭or‬‭foe‬‭to‬‭him,‬‭he‬‭speaks‬‭with‬‭the‬‭knight‬‭friendly.‬‭The‬‭DM‬‭rolls‬‭his‬‭Encounter‬‭Reaction‬‭and‬‭gets‬‭an‬‭11‬
‭on‬‭2d10.‬‭In‬‭the‬‭“Friendly”‬‭column‬‭of‬‭the‬‭Encounter‬‭Reactions‬‭chart‬‭on‬‭page‬‭125‬‭of‬‭the‬‭Birthright‬‭Dungeon‬‭Master’s‬
‭Guide,‬‭this‬‭is‬‭a‬‭"Cautious"‬‭reaction.‬‭But‬‭wait-his‬‭charisma‬‭gives‬‭him‬‭a‬‭+3‬‭bonus.‬‭The‬‭11‬‭becomes‬‭an‬‭8,‬‭still‬‭an‬
‭indifferent‬‭reaction.‬‭But‬‭because‬‭he’s‬‭reached‬‭an‬‭8,‬‭his‬‭Barbarian‬‭bonus‬‭comes‬‭into‬‭play,‬‭making‬‭the‬‭final‬‭reaction‬
‭roll‬‭a‬‭5:‬‭A‬‭friendly‬‭reaction.‬

‭Special‬‭Hindrances‬
‭All‬‭that‬‭impressiveness‬‭can‬‭work‬‭against‬‭the‬‭Barbarian,‬‭too.‬‭Whenever‬‭a‬‭Barbarian‬‭character‬‭achieves‬‭a‬
‭reaction‬‭roll‬‭of‬‭14‬‭or‬‭more,‬‭they‬‭take‬‭an‬‭additional‬‭-3‬‭modifier.‬‭That‬‭is,‬‭if‬‭the‬‭reaction‬‭is‬‭negative‬‭at‬‭all,‬‭it‬‭will‬‭be‬
‭even‬‭more‬‭negative‬‭than‬‭it‬‭otherwise‬‭would‬‭have‬‭been.‬‭The‬‭Barbarian‬‭is‬‭scary,‬‭and‬‭the‬‭other‬‭person‬‭overreacts.‬
‭For‬‭example,‬‭Torath‬‭encounters‬‭a‬‭suspicious‬‭Witch,‬‭who‬‭is‬‭indifferent‬‭toward‬‭him.‬‭In‬‭the‬‭“Indifferent”‬
‭column‬‭of‬‭the‬‭Encounter‬‭Reactions‬‭chart,‬‭the‬‭DM‬‭rolls‬‭a‬‭17.‬‭Torath’s‬‭Charisma‬‭bonus‬‭of‬‭3‬‭reduces‬‭the‬‭roll‬‭to‬‭14.‬‭But‬
‭it’s‬‭still‬‭enough‬‭that‬‭his‬‭Barbarian‬‭penalty‬‭shoots‬‭it‬‭back‬‭up‬‭to‬‭17.‬‭The‬‭Witch’s‬‭reaction‬‭becomes‬‭“Threatening”.‬

‭Beast‬‭Rider‬‭(Warrior)‬

‭The‬‭Beast-Rider‬‭is‬‭a‬‭Vos‬‭Warrior‬‭in‬‭a‬‭barbarian‬‭tribe‬‭or‬‭clan‬‭that‬‭has‬‭a‬‭strong‬‭affinity‬‭for‬‭one‬‭type‬‭of‬‭animal.‬
‭ he‬‭animal‬‭is‬‭the‬‭totem‬‭of‬‭the‬‭tribe,‬‭and‬‭the‬‭Beast-Rider‬‭makes‬‭friends‬‭very‬‭easily‬‭with‬‭that‬‭type‬‭of‬‭animal‬‭and‬‭can‬
T
‭train‬‭it‬‭into‬‭a‬‭riding‬‭beast,‬‭even‬‭if‬‭it's‬‭a‬‭type‬‭of‬‭animal‬‭not‬‭normally‬‭considered‬‭a‬‭riding‬‭beast.‬
‭In‬‭a‬‭campaign,‬‭the‬‭Beast-Rider‬‭is‬‭an‬‭exotic‬‭Warrior‬‭who‬‭is‬‭notable‬‭for‬‭a‬‭kinship‬‭with‬‭the‬‭character’s‬‭animal.‬
‭The‬‭Beast‬‭Rider‬‭can‬‭bring‬‭a‬‭wild‬‭outsider‬‭attitude‬‭to‬‭the‬‭adventuring‬‭party.‬‭However,‬‭the‬‭more‬‭unusual‬‭the‬‭animal‬‭is,‬
‭the‬‭more‬‭difficult‬‭it‬‭is‬‭to‬‭accommodate‬‭in‬‭all‬‭situations:‬‭It's‬‭no‬‭problem‬‭to‬‭stable‬‭a‬‭horse‬‭at‬‭the‬‭inn,‬‭but‬‭try‬‭to‬‭stable‬‭a‬
‭cave‬‭bear,‬‭a‬‭mammoth,‬‭or‬‭a‬‭varsk!‬
‭To‬‭be‬‭a‬‭Beast-Rider,‬‭the‬‭character‬‭must‬‭have‬‭a‬‭charisma‬‭of‬‭at‬‭least‬‭13.‬‭Naturally,‬‭most‬‭members‬‭of‬‭the‬
‭Beast-Riders‬‭tribe‬‭are‬‭not‬‭themselves‬‭Beast·Riders.‬‭The‬‭Beast‬‭Riders‬‭are‬‭the‬‭tribe's‬‭elite‬‭Warriors.‬

‭ ole‬‭:‬‭As‬‭mentioned,‬‭in‬‭their‬‭own‬‭society,‬‭the‬‭Beast-Rider‬‭is‬‭the‬‭elite‬‭Warrior,‬‭and‬‭commands‬‭a‬‭lot‬‭of‬‭respect‬‭among‬
R
‭their‬‭own‬‭kind.‬‭However,‬‭the‬‭character‬‭is‬‭clearly‬‭an‬‭outsider‬‭outside‬‭of‬‭their‬‭tribal‬‭grounds.‬‭Barbaric‬‭mannerisms‬‭and‬
‭an‬‭obvious‬‭and‬‭very‬‭unusual‬‭friendship‬‭with‬‭their‬‭animal‬‭set‬‭them‬‭apart‬‭from‬‭most‬‭societies.‬‭Because‬‭of‬‭this,‬‭the‬
‭Beast‬‭Rider‬‭may‬‭become‬‭especially‬‭attached‬‭to‬‭the‬‭other‬‭player-characters,‬‭if‬‭they‬‭treat‬‭the‬‭character‬‭as‬‭an‬‭equal‬‭and‬
‭not‬‭a‬‭freak,‬‭even‬‭though‬‭the‬‭character‬‭may‬‭never‬‭admit‬‭it.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭All‬‭the‬‭weapons‬‭commonly‬‭associated‬‭with‬‭mounted‬‭warriors-‬‭Composite‬‭bows,‬‭horseman's‬
‭flail,‬‭horseman's‬‭mace,‬‭horseman's‬‭pick,‬‭lance‬‭(any,‬‭according‬‭to‬‭the‬‭size‬‭of‬‭the‬‭animal),‬‭spear,‬‭and‬‭swords.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Animal‬‭Training,‬‭Riding‬‭(Land‬‭based),‬‭The‬‭character‬‭must‬‭declare‬‭which‬‭one‬‭sort‬‭of‬‭animal‬‭both‬‭of‬
‭these‬‭Bonus‬‭Proficiencies‬‭pertain‬‭to.‬
‭Recommended:‬‭General-‬‭Animal‬‭Handling.‬‭Direction‬‭Sense,‬‭Fire‬‭Building.‬‭(Priest)‬‭Healing‬‭(specifically‬
‭veterinary),‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Mountaineering,‬‭and‬‭Set‬‭Snares.‬

‭72‬
‭Equipment‬
‭When‬‭first‬‭created,‬‭a‬‭Beast-Rider‬‭may‬‭only‬‭have‬‭Bone‬‭armor‬‭and‬‭a‬‭shield.‬‭Later‬‭in‬‭the‬‭campaign,‬‭the‬‭player‬
‭may‬‭switch‬‭to‬‭more‬‭advanced‬‭forms‬‭of‬‭armor,‬‭as‬‭long‬‭as‬‭the‬‭mount‬‭can‬‭still‬‭carry‬‭the‬‭player‬‭and‬‭the‬‭armor‬‭both.‬

‭Special‬‭Benefits‬
‭The‬‭Beast‬‭Rider‬‭has‬‭an‬‭amazing‬‭rapport‬‭with‬‭one‬‭type‬‭of‬‭animal.‬‭The‬‭animal‬‭must‬‭be‬‭of‬‭a‬‭size‬‭and‬‭strength‬
‭that‬‭is‬‭strong‬‭enough‬‭to‬‭carry‬‭the‬‭Beast‬‭Rider‬‭and‬‭act‬‭as‬‭a‬‭mount.‬‭With‬‭the‬‭DM's‬‭permission,‬‭the‬‭Beast-Rider‬
‭character‬‭gets‬‭to‬‭decide‬‭what‬‭sort‬‭of‬‭animal‬‭this‬‭is.‬‭The‬‭DM‬‭is‬‭encouraged‬‭to‬‭disallow‬‭any‬‭sort‬‭of‬‭animal‬‭that‬‭will‬
‭give‬‭the‬‭Beast-Rider‬‭too‬‭much‬‭of‬‭an‬‭advantage‬‭in‬‭the‬‭campaign‬‭(for‬‭example,‬‭a‬‭pegasus‬‭or‬‭griffon).‬
‭The‬‭Beast·Rider‬‭gets‬‭a‬‭+5‬‭positive‬‭reaction‬‭adjustment‬‭whenever‬‭dealing‬‭with‬‭these‬‭animals.‬‭The‬‭character‬
‭finds‬‭it‬‭easy‬‭to‬‭make‬‭friends‬‭with‬‭them.‬‭Beast-riders‬‭can‬‭even‬‭persuade‬‭attacking‬‭animals‬‭of‬‭this‬‭sort‬‭to‬‭leave‬‭the‬
‭player‬‭and‬‭the‬‭player's‬‭allies‬‭alone.‬
‭Additionally,‬‭the‬‭Beast-rider‬‭begins‬‭play‬‭in‬‭the‬‭campaign‬‭with‬‭one‬‭of‬‭these‬‭animals‬‭as‬‭a‬‭personal‬‭friend‬‭and‬
‭mount.‬‭This‬‭animal‬‭is‬‭devoted‬‭to‬‭the‬‭player‬‭and‬‭will‬‭risk‬‭(or‬‭even‬‭sacrifice)‬‭its‬‭own‬‭life‬‭to‬‭save‬‭the‬‭character,‬‭and‬‭the‬
‭character‬‭is‬‭expected‬‭to‬‭behave‬‭the‬‭same‬‭way‬‭toward‬‭the‬‭mount.‬‭If‬‭the‬‭player‬‭doesn't‬‭role‬‭play‬‭this‬‭attachment‬‭to‬
‭their‬‭animal,‬‭the‬‭DM‬‭should‬‭decide‬‭that‬‭the‬‭animal‬‭will‬‭abandon‬‭the‬‭Warrior.‬
‭Beast-riders‬‭have‬‭a‬‭telepathic‬‭rapport‬‭with‬‭their‬‭animals.‬‭When‬‭in‬‭contact‬‭or‬‭visual‬‭line‬‭of‬‭sight‬‭with‬‭the‬
‭animal,‬‭the‬‭player‬‭can‬‭tell‬‭what‬‭the‬‭beast‬‭is‬‭feeling,‬‭and‬‭even‬‭think‬‭that‬‭it‬‭has‬‭some‬‭intelligence.‬‭The‬‭player‬‭and‬‭the‬
‭animal‬‭can‬‭communicate‬‭with‬‭one‬‭another‬‭without‬‭appearing‬‭to.‬‭When‬‭the‬‭two‬‭are‬‭not‬‭within‬‭line‬‭of‬‭sight‬‭of‬‭one‬
‭another,‬‭each‬‭will‬‭know‬‭the‬‭other's‬‭emotional‬‭state‬‭and‬‭whether‬‭or‬‭not‬‭the‬‭other‬‭is‬‭hurt.‬‭They‬‭know‬‭the‬‭direction‬‭in‬
‭which‬‭to‬‭travel‬‭to‬‭find‬‭their‬‭friend,‬‭as‬‭well‬‭as‬‭the‬‭distance‬‭(a‬‭hundred‬‭yards,‬‭an‬‭hour's‬‭travel,‬‭or‬‭several‬‭days'‬‭travel,‬
‭for‬‭example).‬
‭If‬‭the‬‭animal‬‭ever‬‭dies,‬‭the‬‭Beast-Rider‬‭can‬‭choose‬‭another‬‭animal‬‭of‬‭the‬‭same‬‭type‬‭as‬‭a‬‭companion.‬
‭However,‬‭the‬‭DM‬‭must‬‭include‬‭this‬‭situation‬‭as‬‭part‬‭of‬‭the‬‭campaign‬‭story:‬‭The‬‭character‬‭must‬‭seek‬‭out‬‭another‬‭such‬
‭animal,‬‭and‬‭may‬‭only‬‭be‬‭satisfied‬‭with‬‭the‬‭healthiest,‬‭strongest,‬‭and‬‭greatest‬‭examples‬‭of‬‭this‬‭animal.‬‭In‬‭other‬‭words,‬
‭if‬‭the‬‭character‬‭appears‬‭to‬‭be‬‭content‬‭to‬‭settle‬‭for‬‭less,‬‭the‬‭DM‬‭tells‬‭the‬‭player,‬‭"You‬‭sense‬‭you‬‭won't‬‭be‬‭able‬‭to‬‭bond‬
‭with‬‭this‬‭animal...":‬‭then‬‭there‬‭must‬‭be‬‭some‬‭sort‬‭of‬‭bonding‬‭ritual‬‭between‬‭beast‬‭and‬‭man.‬‭For‬‭example,‬‭physical‬
‭combat‬‭where‬‭the‬‭human‬‭must‬‭be‬‭able‬‭to‬‭saddle‬‭and‬‭ride‬‭the‬‭animal‬‭in‬‭spite‬‭of‬‭its‬‭spirited‬‭attempts‬‭to‬‭throw‬‭the‬
‭character.‬‭Only‬‭then‬‭can‬‭the‬‭character‬‭have‬‭this‬‭new‬‭animal.‬
‭Following‬‭is‬‭a‬‭list‬‭of‬ ‭animals‬‭found‬‭in‬‭Vosgaard‬‭which‬‭are‬‭appropriate‬‭mounts‬‭for‬‭the‬‭Beast‬‭Rider.‬

‭ ing‬‭Bear‬
K
‭Elk‬
‭Giant‬‭Owl‬
‭Mammoth‬
‭Varsk‬
‭White‬‭Tiger‬

‭To‬‭calculate‬‭the‬‭weight-bearing‬‭abilities‬‭of‬‭these‬‭animals,‬‭refer‬‭to‬‭the‬‭information‬‭on‬‭animals‬‭carrying‬
c‭ apacity‬‭on‬‭page‬‭59‬‭of‬‭The‬‭Birthright‬‭Equipment‬‭Book.‬‭Choose‬‭the‬‭animal‬‭from‬‭that‬‭list‬‭most‬‭resembling‬‭your‬
‭animal‬‭in‬‭size‬‭and‬‭mass,‬‭and‬‭then‬‭use‬‭the‬‭values‬‭for‬‭that‬‭animal.‬

‭Special‬‭Hindrances‬
‭As‬‭mentioned‬‭earlier,‬‭the‬‭Beast‬‭Rider‬‭is‬‭out‬‭of‬‭place‬‭in‬‭most‬‭societies.‬‭They‬‭have‬‭a‬‭-3‬‭negative‬‭reaction‬
‭adjustment‬‭when‬‭meeting‬‭NPCs‬‭from‬‭any‬‭culture‬‭but‬‭their‬‭own.‬‭The‬‭player-characters‬‭do‬‭not‬‭have‬‭to‬‭be‬‭hostile‬‭to‬
‭the‬‭Beast-Rider‬‭if‬‭they‬‭do‬‭not‬‭wish,‬‭however.‬
‭Also,‬‭should‬‭the‬‭Beast-Rider's‬‭animal‬‭ever‬‭die,‬‭whether‬‭it's‬‭in‬‭the‬‭Beast-Rider's‬‭presence‬‭or‬‭far‬‭away,‬‭the‬
‭Beast-Rider‬‭immediately‬‭takes‬‭2d6‬‭points‬‭of‬‭damage‬‭and‬‭must‬‭make‬‭a‬‭saving‬‭throw‬‭vs‬‭spells.‬‭If‬‭the‬‭player‬‭fails‬‭the‬
‭saving‬‭throw,‬‭the‬‭character‬‭behaves‬‭as‬‭though‬‭affected‬‭by‬‭the‬‭wizard‬‭spell‬‭feeblemind‬‭for‬‭the‬‭next‬‭2d6‬‭hours.‬‭Even‬‭if‬
‭the‬‭saving‬‭throw‬‭is‬‭made,‬‭the‬‭player‬‭should‬‭role-play‬‭the‬‭character's‬‭reactions‬‭to‬‭what‬‭was‬‭just‬‭felt,‬‭through‬‭their‬
‭telepathic‬‭link,‬‭the‬‭death‬‭of‬‭a‬‭beloved‬‭friend.‬

‭Berserker‬‭(Warrior)‬

‭Berserkers‬‭can‬‭achieve‬‭an‬‭ecstatic‬‭state‬‭of‬‭mind‬‭that‬‭will‬‭enable‬‭them‬‭to‬‭fight‬‭longer,‬‭harder,‬‭and‬‭more‬
s‭ avagely‬‭than‬‭any‬‭human‬‭being‬‭has‬‭a‬‭right‬‭to.‬‭This‬‭makes‬‭them‬‭deadly‬‭Warriors‬‭who‬‭can‬‭be‬‭as‬‭much‬‭a‬‭menace‬‭to‬
‭themselves‬‭as‬‭to‬‭their‬‭enemies.‬‭Most‬‭Vos‬‭Berserkers‬‭are‬‭holy‬‭warriors‬‭of‬‭Belinik,‬‭who‬‭consider‬‭Berserkers‬‭that‬‭do‬
‭not‬‭worship‬‭Belinik‬‭as‬‭enemies‬‭of‬‭the‬‭faith.‬‭In‬‭a‬‭campaign,‬‭they‬‭are‬‭nearly‬‭identical‬‭to‬‭other‬‭Barbarians.‬‭However,‬
‭it‘s‬‭obvious‬‭from‬‭the‬‭outset‬‭that‬‭Vos‬‭Berserkers‬‭have‬‭a‬‭truly‬‭savage‬‭and‬‭inhuman‬‭element‬‭in‬‭their‬‭personalities,‬‭and‬
‭they‬‭tend‬‭to‬‭disturb‬‭and‬‭unsettle‬‭other‬‭people.‬‭The‬‭Berserker‬‭kit‬‭is‬‭only‬‭available‬‭to‬‭male‬‭characters.‬
‭The‬‭Berserker‬‭must‬‭have‬‭a‬‭Strength‬‭score‬‭of‬‭15‬‭or‬‭more,‬‭and‬‭a‬‭Constitution‬‭score‬‭of‬‭12‬‭or‬‭more.‬

‭73‬
‭ ole‬‭:‬‭In‬‭their‬‭tribe,‬‭Berserkers‬‭have‬‭a‬‭special‬‭role.‬‭They‬‭have‬‭been‬‭touched‬‭by‬‭supernatural‬‭forces,‬‭and‬‭accepted‬‭that‬
R
‭touch‬‭so‬‭that‬‭they‬‭might‬‭better‬‭defend‬‭their‬‭people.‬‭They‬‭always‬‭choose‬‭an‬‭animal‬‭totem‬‭to‬‭represent‬‭their‬‭power.‬
‭Under‬‭Berserk‬‭Power,‬‭a‬‭Warrior‬‭often‬‭displays‬‭animal-like‬‭characteristics.‬‭(ferocity,‬‭growling,‬‭etc.)‬‭Vos‬
‭Berserkers‬‭always‬‭choose‬‭an‬‭animal‬‭totem‬‭to‬‭represent‬‭their‬‭power.‬
‭When‬‭under‬‭his‬‭berserk‬‭power,‬‭a‬‭Warrior‬‭will‬‭often‬‭take‬‭on‬‭characteristics‬‭of‬‭the‬‭animal‬‭(ferocity,‬‭growling,‬
‭etc.).‬‭Obvious‬‭choices‬‭for‬‭totem‬‭animals‬‭include‬‭varsks,‬‭bears.‬‭wolverines,‬‭wolves,‬‭and‬‭other‬‭predators‬‭native‬‭to‬
‭Vosgaard.‬‭A‬‭blooded‬‭Vos‬‭Berserker‬‭may‬‭choose‬‭the‬‭totem‬‭animal‬‭of‬‭their‬‭bloodline‬‭(see‬‭the‬‭section‬‭on‬‭blood‬‭abilities‬
‭on‬‭page‬‭125‬‭of‬‭the‬‭Birthright‬‭Player’s‬‭Handbook‬‭for‬‭information‬‭on‬‭totem‬‭animals‬‭and‬‭bloodlines).‬

‭Weapon‬‭Proficiencies‬
‭No‬‭specific‬‭weapon‬‭proficiencies‬‭are‬‭required‬‭of‬‭Berserkers,‬‭but‬‭they‬‭may‬‭not‬‭start‬‭out‬‭playing‬‭with‬
‭proficiency‬‭in‬‭a‬‭ranged‬‭weapon‬‭(no‬‭thrown‬‭axes‬‭or‬‭knives,‬‭no‬‭bows‬‭or‬‭crossbows,‬‭etc.).‬‭A‬‭Berserker‬‭lives‬‭to‬‭destroy‬
‭things‬‭in‬‭hand-to-hand‬‭combat,‬‭so‬‭cannot‬‭begin‬‭playing‬‭with‬‭any‬‭sort‬‭of‬‭ranged‬‭weapon‬‭proficiency.‬‭They‬‭can‬‭learn‬
‭others‬‭during‬‭the‬‭course‬‭of‬‭the‬‭campaign,‬‭but‬‭it’s‬‭a‬‭bit‬‭out‬‭of‬‭character‬‭for‬‭a‬‭Berserker.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Endurance.‬
‭Recommended:‬‭General-Animal‬‭Handling,‬‭Animal‬‭Training,‬‭Direction‬‭Sense,‬‭Fire-Building,‬‭Riding‬
‭(Land-Based),‬‭Weather‬‭Sense,‬‭(Warrior)‬‭Blind-Fighting,‬‭Hunting,‬‭Mountaineering,‬‭Running,‬‭Set‬‭Snares,‬‭Survival,‬
‭Tracking,‬‭(Priest-costs‬‭twice‬‭the‬‭listed‬‭number‬‭of‬‭slots‬‭if‬‭Fighter‬‭or‬‭Ranger)‬‭Herbalism,‬‭and‬‭(Rogue-costs‬‭double‬
‭slots)‬‭Jumping.‬

‭Equipment‬
‭When‬‭spending‬‭starting‬‭gold,‬‭the‬‭player‬‭must‬‭limit‬‭themselves‬‭to‬‭weapons‬‭known‬‭to‬‭their‬‭tribe,‬‭and‬‭may‬‭not‬
‭choose‬‭missile‬‭weapons.‬‭Suitable‬‭choices‬‭include‬‭axe,‬‭club,‬‭dagger,‬‭spear,‬‭or‬‭sword‬‭(any).‬

‭Special‬‭Benefits‬
‭Berserkers‬‭receive‬‭a‬‭+3‬‭reaction‬‭adjustment‬‭bonus‬‭from‬‭NPCs‬‭belonging‬‭to‬‭any‬‭tribe‬‭that‬‭is‬‭familiar‬‭with‬
‭Berserkers.‬‭They‬‭recognize‬‭and‬‭respect‬‭the‬‭Berserker‬‭instinctively,‬‭even‬‭if‬‭from‬‭an‬‭enemy‬‭tribe.‬
‭The‬‭other‬‭benefit‬‭the‬‭Berserker‬‭receives‬‭is‬‭that‬‭at‬‭any‬‭time,‬‭the‬‭Berserker‬‭may‬‭choose‬‭to‬‭become‬‭Berserk.‬
‭This‬‭isn’t‬‭an‬‭instantaneous‬‭process.‬‭The‬‭character‬‭must‬‭spend‬‭a‬‭bit‬‭of‬‭time‬‭"getting‬‭psyched‬‭up."‬‭Non-bloodied‬
‭berserkers‬‭require‬‭a‬‭full‬‭ten‬‭rounds‬‭of‬‭preparation‬‭to‬‭go‬‭berserk.‬‭When‬‭a‬‭Berserker‬‭Priest‬‭is‬‭present,‬‭a‬‭Vos‬‭Berserker‬
‭may‬‭go‬‭berserk‬‭after‬‭five‬‭combat‬‭rounds.‬‭In‬‭that‬‭time,‬‭the‬‭character‬‭is‬‭growling,‬‭moaning,‬‭uttering‬‭imprecations.‬‭It’s‬
‭impossible‬‭for‬‭someone‬‭to‬‭be‬‭quiet‬‭when‬‭they're‬‭going‬‭berserk.‬
‭A‬‭blooded‬‭Vos‬‭Berserker‬‭is‬‭able‬‭to‬‭berserk‬‭in‬‭5‬‭rounds,‬‭or‬‭2‬‭rounds‬‭when‬‭a‬‭Berserker‬‭Priest‬‭is‬‭present.‬
‭The‬‭player‬‭may‬‭also‬‭be‬‭fighting‬‭while‬‭initiating‬‭this‬‭berserk.‬‭This‬‭means‬‭that‬‭a‬‭blooded‬‭Berserker‬‭can‬‭start‬‭to‬
‭go‬‭berserk‬‭on‬‭the‬‭first‬‭round‬‭of‬‭the‬‭fight,‬‭fight‬‭for‬‭5‬‭full‬‭rounds,‬‭and‬‭then‬‭berserk‬‭on‬‭the‬‭sixth‬‭round.‬
‭Of‬‭course,‬‭when‬‭the‬‭Berserker‬‭knows‬‭a‬‭fight‬‭is‬‭coming,‬‭they‬‭can‬‭begin‬‭to‬‭berserk,‬‭even‬‭if‬‭there‬‭is‬‭no‬‭fight‬
‭currently‬‭taking‬‭place.‬‭At‬‭the‬‭end‬‭of‬‭their‬‭preparation,‬‭the‬‭player‬‭can‬‭become‬‭berserk‬‭instantaneously.‬‭If‬‭there’s‬‭no‬
‭enemy‬‭in‬‭sight‬‭yet,‬‭the‬‭player‬‭can‬‭hold‬‭off‬‭on‬‭berserking‬‭until‬‭combat‬‭is‬‭engaged.‬‭But‬‭if‬‭no‬‭combat‬‭takes‬‭place‬
‭within‬‭5‬‭full‬‭turns‬‭the‬‭character‬‭automatically‬‭reverts‬‭to‬‭"normal"‬‭and‬‭suffers‬‭the‬‭normal‬‭consequences‬‭of‬‭coming‬‭out‬
‭of‬‭berserk‬‭(described‬‭below).‬
‭The‬‭character‬‭can‬‭come‬‭out‬‭of‬‭berserk‬‭once‬‭the‬‭last‬‭enemy‬‭is‬‭physically‬‭down‬‭on‬‭the‬‭ground,‬‭even‬‭if‬‭still‬
‭alive‬‭and‬‭surrendering.‬‭The‬‭Berserker‬‭will‬‭stay‬‭berserk‬‭and‬‭continue‬‭fighting‬‭so‬‭long‬‭as‬‭there‬‭are‬‭enemies‬‭still‬‭on‬
‭their‬‭feet.‬‭Once‬‭the‬‭fight‬‭ends,‬‭the‬‭Berserker‬‭must‬‭come‬‭out‬‭of‬‭this‬‭berserk‬‭state.‬
‭For‬‭these‬‭reasons,‬‭berserking‬‭is‬‭a‬‭more‬‭appropriate‬‭reaction‬‭when‬‭the‬‭characters‬‭are‬‭about‬‭to‬‭attack‬‭or‬‭be‬
‭attacked‬‭by‬‭a‬‭foe‬‭they‬‭know‬‭about.‬‭If‬‭the‬‭characters‬‭are‬‭instead‬‭jumped‬‭by‬‭a‬‭small‬‭party‬‭of‬‭orcs,‬‭it’s‬‭usually‬‭not‬
‭worth‬‭the‬‭effort‬‭to‬‭become‬‭berserk;‬‭the‬‭consequences‬‭and‬‭effort‬‭outweigh‬‭the‬‭benefits.‬
‭When‬‭berserk,‬‭the‬‭character‬‭has‬‭phenomenal‬‭endurance‬‭and‬‭resistance‬‭to‬‭pain‬‭and‬‭some‬‭forms‬‭of‬‭magic.‬
‭Only‬‭while‬‭Berserk,‬‭the‬‭player‬‭gains‬‭the‬‭following‬‭benefits:‬
‭1.‬‭Immunity‬‭to‬‭the‬‭Wizard‬‭spells‬‭charm‬‭person,‬‭friends,‬‭hypnotism,‬‭sleep,‬‭irritation,‬‭ray‬‭of‬‭enfeeblement,‬‭scare,‬‭geas,‬
‭and‬‭the‬‭Cleric‬‭spells‬‭command,‬‭charm‬‭person‬‭or‬‭mammal,‬‭enthrall,‬‭cloak‬‭of‬‭bravery,‬‭and‬‭symbol.‬
‭2.‬‭A‬‭+4‬‭saving‬‭throw‬‭bonus‬‭against‬‭the‬‭Wizard‬‭spells‬‭blindness,‬‭Tasha’s‬‭uncontrollable‬‭hideous‬‭laughter,‬‭hold‬
‭person,‬‭charm‬‭monster,‬‭and‬‭confusion,‬‭and‬‭the‬‭Cleric‬‭spells‬‭hold‬‭person‬‭and‬‭hold‬‭animal.‬
‭3.‬‭The‬‭emotion‬‭spell‬‭has‬‭no‬‭effect‬‭on‬‭the‬‭Berserker,‬‭unless‬‭the‬‭caster‬‭chooses‬‭the‬‭fear‬‭result.‬‭If‬‭fear‬‭was‬‭chosen,‬‭the‬
‭Berserker‬‭gets‬‭a‬‭normal‬‭saving‬‭throw.‬‭If‬‭the‬‭save‬‭is‬‭successful,‬‭the‬‭player‬‭continues‬‭as‬‭before.‬‭However,‬‭if‬‭the‬‭save‬
‭fails,‬‭the‬‭character‬‭is‬‭prematurely‬‭snapped‬‭out‬‭of‬‭berserk.‬‭All‬‭the‬‭normal‬‭effects‬‭of‬‭coming‬‭out‬‭of‬‭berserk‬‭are‬‭present,‬
‭but‬‭the‬‭character‬‭does‬‭not‬‭suffer‬‭any‬‭of‬‭the‬‭spell's‬‭effects.‬‭The‬‭fear‬‭spell‬‭has‬‭exactly‬‭the‬‭same‬‭effect.‬‭If‬‭the‬‭player‬
‭saves,‬‭there‬‭is‬‭no‬‭effect,‬‭and‬‭if‬‭the‬‭player‬‭doesn’t‬‭save,‬‭they‬‭are‬‭snapped‬‭out‬‭of‬‭berserk.‬‭If‬‭a‬‭saving‬‭throw‬‭against‬‭a‬
‭charm‬‭effect‬‭is‬‭failed,‬‭the‬‭player‬‭simply‬‭counts‬‭the‬‭caster‬‭as‬‭an‬‭ally,‬‭rather‬‭than‬‭a‬‭trusted‬‭friend.‬‭Despite‬‭this,‬‭they‬‭do‬
‭not‬‭come‬‭out‬‭of‬‭berserk‬‭or‬‭be‬‭convinced‬‭to‬‭follow‬‭the‬‭caster's‬‭wishes.‬

‭74‬
‭ .‬‭There‬‭is‬‭no‬‭real‬‭protection‬‭from‬‭the‬‭finger‬‭of‬‭death‬‭spell‬‭when‬‭a‬‭character‬‭is‬‭berserk.‬‭Instead,‬‭spell‬‭effects‬‭are‬
4
‭delayed‬‭until‬‭the‬‭character‬‭gets‬‭out‬‭of‬‭the‬‭berserk‬‭state.‬‭If‬‭the‬‭Berserker‬‭makes‬‭their‬‭saving‬‭throw,‬‭the‬‭character‬
‭doesn’t‬‭suffer‬‭the‬‭2d8+1‬‭damage‬‭until‬‭immediately‬‭after‬‭they‬‭snap‬‭out‬‭of‬‭the‬‭berserk.‬‭If‬‭the‬‭player‬‭fails‬‭to‬‭save,‬‭they‬
‭don't‬‭die‬‭until‬‭they‬‭snap‬‭out‬‭of‬‭the‬‭berserk.‬
‭5.‬‭The‬‭Berserker,‬‭while‬‭berserk,‬‭is‬‭immune‬‭to‬‭KO‬‭results‬‭from‬‭the‬‭Punching‬‭and‬‭Wrestling‬‭rules,‬‭and‬‭takes‬‭only‬‭half‬
‭damage‬‭from‬‭bare-handed‬‭attacks‬‭under‬‭these‬‭rules.‬
‭6.‬‭While‬‭berserk,‬‭the‬‭character‬‭gets‬‭+1‬‭to‬‭attack,‬‭+3‬‭to‬‭damage,‬‭and‬‭+5‬‭hp.‬

‭Special‬‭Hindrances‬
‭The‬‭Berserker‬‭has‬‭disadvantages‬‭as‬‭severe‬‭as‬‭all‬‭those‬‭benefits‬‭the‬‭character‬‭receives:‬
‭1.‬‭The‬‭Berserker‬‭receives‬‭a‬‭-3‬‭reaction‬‭from‬‭all‬‭NPCs‬‭(except,‬‭that‬‭is,‬‭characters‬‭from‬‭tribes‬‭that‬‭have‬‭berserkers‬‭in‬
‭them,‬‭as‬‭described‬‭above).‬
‭2.‬‭When‬‭the‬‭Berserker‬‭becomes‬‭berserk,‬‭the‬‭DM‬‭should‬‭immediately‬‭say‬‭to‬‭the‬‭player,‬‭“Let‬‭me‬‭know‬‭how‬‭many‬‭hit‬
‭points‬‭you‬‭currently‬‭have.”‬‭From‬‭that‬‭point‬‭until‬‭the‬‭fight‬‭is‬‭over‬‭and‬‭the‬‭Berserker‬‭has‬‭returned‬‭to‬‭normal,‬‭the‬‭DM‬
‭keeps‬‭track‬‭of‬‭the‬‭character's‬‭hit‬‭points.‬‭The‬‭player‬‭is‬‭not‬‭told‬‭how‬‭many‬‭hit‬‭points‬‭are‬‭left‬‭after‬‭each‬‭attack‬‭nor‬‭how‬
‭many‬‭points‬‭of‬‭damage‬‭have‬‭been‬‭taken‬‭with‬‭each‬‭attack.‬‭After‬‭all,‬‭the‬‭character‬‭can‬‭feel‬‭no‬‭pain,‬‭so‬‭cannot‬‭keep‬
‭track‬‭of‬‭how‬‭close‬‭they‬‭are‬‭to‬‭death.‬‭The‬‭DM‬‭simply‬‭tells‬‭the‬‭player‬‭something‬‭like:‬‭“The‬‭orc‬‭captain‬‭strikes‬‭you‬
‭with‬‭his‬‭axe,‬‭a‬‭mighty‬‭blow‬‭which‬‭you‬‭barely‬‭feel‬‭.‬‭.‬‭.”‬‭It‬‭is‬‭therefore‬‭very‬‭possible‬‭for‬‭a‬‭Berserker‬‭to‬‭be‬‭"nickeled‬
‭and‬‭dimed"‬‭to‬‭death‬‭and‬‭not‬‭know‬‭it‬‭until‬‭dropping‬‭dead.‬‭The‬‭DM‬‭also‬‭rolls‬‭all‬‭Saving‬‭Throws‬‭for‬‭Berserkers,‬‭not‬
‭revealing‬‭to‬‭the‬‭players‬‭whether‬‭they‬‭were‬‭failures‬‭or‬‭successes.‬
‭3.‬‭While‬‭Berserk,‬‭the‬‭character‬‭can‬‭use‬‭no‬‭ranged‬‭weapons.‬‭The‬‭player‬‭kills‬‭only‬‭in‬‭hand-to-hand‬‭or‬‭melee‬‭combat.‬
‭4.‬‭While‬‭Berserk,‬‭the‬‭player‬‭must‬‭fight‬‭each‬‭opponent‬‭until‬‭that‬‭opponent‬‭is‬‭down.‬‭Once‬‭an‬‭opponent‬‭is‬‭felled,‬‭the‬
‭Berserker‬‭must‬‭move‬‭to‬‭the‬‭nearest‬‭enemy‬‭and‬‭attack‬‭them.‬‭The‬‭player‬‭can’t,‬‭for‬‭instance,‬‭choose‬‭to‬‭attack‬‭the‬
‭enemy‬‭leader‬‭if‬‭that‬‭leader‬‭is‬‭behind‬‭seven‬‭ranks‬‭of‬‭spearmen.‬‭The‬‭Berserker‬‭must‬‭keep‬‭fighting‬‭until‬‭all‬‭enemies‬‭are‬
‭down,‬‭as‬‭described‬‭earlier.‬
‭5.‬‭While‬‭berserk,‬‭the‬‭character‬‭cannot‬‭take‬‭cover‬‭against‬‭missile‬‭fire.‬
‭6.‬‭If,‬‭while‬‭the‬‭character‬‭is‬‭berserk,‬‭another‬‭character‬‭tries‬‭something‬‭that‬‭can‬‭be‬‭interpreted‬‭as‬‭an‬‭attack‬‭(for‬
‭instance,‬‭hitting‬‭the‬‭Berserker‬‭to‬‭move‬‭the‬‭character‬‭out‬‭of‬‭the‬‭way‬‭of‬‭an‬‭attack),‬‭the‬‭Berserker‬‭must‬‭roll‬‭1d20‬‭vs.‬
‭Intelligence.‬‭If‬‭successful‬‭the‬‭player‬‭is‬‭dimly‬‭aware‬‭that‬‭the‬‭friend‬‭is‬‭not‬‭attacking.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭player‬‭now‬
‭thinks‬‭of‬‭the‬‭friend‬‭as‬‭an‬‭enemy.‬‭They‬‭will‬‭continue‬‭to‬‭think‬‭this‬‭way‬‭until‬‭the‬‭fight‬‭is‬‭over‬‭and‬‭the‬‭character‬‭is‬‭no‬
‭longer‬‭Berserk.‬
‭7.‬‭While‬‭Berserk,‬‭the‬‭character‬‭is‬‭temporarily‬‭unaffected‬‭by‬‭the‬‭Cleric‬‭spells‬‭bless,‬‭cure‬‭light‬‭wounds,‬‭aid,‬‭cure‬
‭serious‬‭wounds,‬‭cure‬‭critical‬‭wounds,‬‭heal,‬‭regenerate‬‭and‬‭whither.‬‭However,‬‭the‬‭character‬‭will‬‭experience‬‭the‬
‭effects‬‭of‬‭those‬‭spells‬‭after‬‭coming‬‭out‬‭of‬‭the‬‭berserk‬‭state.‬
‭8.‬‭The‬‭taunt‬‭spell‬‭is‬‭automatically‬‭successful,‬‭and‬‭will‬‭cause‬‭the‬‭Berserker‬‭to‬‭abandon‬‭a‬‭current‬‭enemy‬‭and‬‭rush‬‭to‬
‭attack‬‭the‬‭taunter.‬
‭9.‬‭Finally,‬‭when‬‭the‬‭character‬‭comes‬‭out‬‭of‬‭berserk,‬‭things‬‭happen.‬‭The‬‭character‬‭loses‬‭the‬‭5‬‭hp‬‭gained‬‭when‬
‭becoming‬‭berserk.‬‭This‬‭could‬‭drop‬‭the‬‭player‬‭to‬‭or‬‭below‬‭0‬‭hp‬‭and‬‭possibly‬‭kill‬‭them.‬‭The‬‭player‬‭collapses‬‭in‬
‭exhaustion‬‭exactly‬‭as‬‭if‬‭hit‬‭by‬‭a‬‭ray‬‭of‬‭enfeeblement,‬‭no‬‭saving‬‭throw‬‭possible,‬‭for‬‭one‬‭round‬‭for‬‭every‬‭round‬‭they‬
‭were‬‭berserk.‬

‭Brute‬‭(Warrior)‬

‭The‬‭most‬‭primitive‬‭Vos‬‭Barbarian,‬‭the‬‭Brute‬‭combines‬‭the‬‭traits‬‭of‬‭both‬‭humans‬‭and‬‭animals.‬‭A‬‭product‬‭of‬
t‭he‬‭cruelties‬‭in‬‭the‬‭Heartless‬‭Wastes,‬‭usually‬‭during‬‭childhood,‬‭a‬‭catastrophe‬‭strikes‬‭the‬‭character’s‬‭tribe.‬‭They‬‭are‬
‭then‬‭left‬‭to‬‭fend‬‭for‬‭themselves.‬‭If‬‭they‬‭are‬‭one‬‭of‬‭the‬‭few‬‭who‬‭survive,‬‭some‬‭Warrior‬‭finds‬‭them‬‭and‬‭trains‬‭them.‬‭A‬
‭brute‬‭is‬‭a‬‭heavily‬‭built‬‭and‬‭thick-boned,‬‭with‬‭a‬‭sloping‬‭skull‬‭resting‬‭low‬‭on‬‭the‬‭neck,‬‭and‬‭fanged‬‭jaws‬‭protruding‬
‭over‬‭a‬‭receding‬‭chin.‬‭Grassy‬‭hair‬‭covers‬‭his‬‭hide-like‬‭skin.‬‭Long,‬‭powerful‬‭arms‬‭let‬‭him‬‭lope‬‭on‬‭all‬‭fours‬‭and‬
‭clamber‬‭up‬‭trees‬‭like‬‭a‬‭monkey.‬‭Less‬‭intelligent‬‭than‬‭other‬‭barbarians,‬‭they‬‭depend‬‭on‬‭keen‬‭senses,‬‭natural‬‭resilience,‬
‭and‬‭sharp‬‭instincts‬‭to‬‭survive.‬
‭A‬‭Brute‬‭has‬‭a‬‭maximum‬‭intelligence‬‭of‬‭6‬‭and‬‭a‬‭maximum‬‭charisma‬‭of‬‭8.‬‭A‬‭Brute‬‭gains‬‭a‬‭+I‬‭bonus‬‭on‬‭his‬
‭initial‬‭Strength‬‭score.‬‭Brutes‬‭can‬‭have‬‭a‬‭20‬‭strength.‬‭Only‬‭males‬‭can‬‭be‬‭Brutes.‬

‭ ole‬‭:‬‭In‬‭their‬‭homelands,‬‭a‬‭Brute’s‬‭life‬‭consists‬‭of‬‭hunting,‬‭sleeping,‬‭and‬‭fending‬‭off‬‭predators.‬‭Consequently,‬‭they‬
R
‭value‬‭personal‬‭virtues‬‭that‬‭enhance‬‭survival‬‭chances,‬‭including‬‭cooperation,‬‭courage,‬‭and‬‭generosity.‬‭Their‬‭moral‬
‭code‬‭consists‬‭of‬‭two‬‭basic‬‭principles:‬‭(1)‬‭do‬‭no‬‭harm‬‭to‬‭those‬‭who‬‭pose‬‭no‬‭threat,‬‭and‬‭(2)‬‭destroy‬‭those‬‭who‬‭would‬
‭harm‬‭the‬‭Brute‬‭or‬‭the‬‭Brute’s‬‭companions‬
‭The‬‭Brute‬‭has‬‭no‬‭use‬‭for‬‭the‬‭virtues‬‭and‬‭vices‬‭associated‬‭with‬‭civilized‬‭societies.‬‭Etiquette,‬‭greed,‬‭personal‬
‭honor,‬‭and‬‭loyalty‬‭to‬‭abstract‬‭principles‬‭are‬‭unknown.‬‭He‬‭or‬‭she‬‭can’t‬‭be‬‭insulted‬‭or‬‭blackmailed,‬‭nor‬‭tempted‬‭by‬
‭treasure.‬‭A‬‭Brute’s‬‭interests‬‭seldom‬‭extend‬‭beyond‬‭current‬‭needs;‬‭with‬‭food‬‭in‬‭the‬‭stomach‬‭and‬‭a‬‭soft‬‭patch‬‭of‬
‭ground‬‭on‬‭which‬‭to‬‭nap,‬‭they‬‭are‬‭as‬‭content‬‭as‬‭can‬‭be.‬
‭Brutes‬‭ally‬‭with‬‭adventuring‬‭parties‬‭for‬‭companionship,‬‭protection,‬‭or‬‭even‬‭regular‬‭meals.‬‭They‬‭remain‬‭loyal‬
‭75‬
s‭ o‬‭long‬‭as‬‭companions‬‭treat‬‭them‬‭decently.‬‭They‬‭have‬‭no‬‭aptitude‬‭for‬‭leadership,‬‭strategic‬‭planning,‬‭or‬‭negotiation,‬
‭and‬‭take‬‭orders‬‭from‬‭anyone‬‭they‬‭trust.‬‭They‬‭serve‬‭the‬‭party‬‭as‬‭a‬‭forager,‬‭hunter,‬‭and‬‭combatant.‬
‭Although‬‭a‬‭Brute’s‬‭companions‬‭may‬‭admire‬‭the‬‭loyalty‬‭and‬‭friendliness,‬‭they‬‭may‬‭also‬‭balk‬‭at‬‭the‬
‭animalistic‬‭behavior.‬‭Brutes‬‭howl‬‭at‬‭the‬‭moon,‬‭lick‬‭themselves‬‭clean,‬‭and‬‭groom‬‭animals‬‭by‬‭picking‬‭bugs‬‭from‬‭their‬
‭fur.‬‭They‬‭eat‬‭raw‬‭meat,‬‭tearing‬‭apart‬‭carcasses‬‭with‬‭their‬‭teeth.‬‭They‬‭speak‬‭in‬‭grunts,‬‭never‬‭more‬‭than‬‭a‬‭few‬‭syllables‬
‭at‬‭a‬‭time.‬‭They‬‭identify‬‭friends‬‭by‬‭their‬‭smells,‬‭and‬‭investigate‬‭strangers‬‭by‬‭sniffing‬‭them‬‭up‬‭and‬‭down.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭Club.‬‭Brutes‬‭must‬‭select‬‭all‬‭subsequent‬‭proficiencies‬‭from‬‭the‬‭following‬‭choices:‬‭axe‬‭(any),‬
‭dagger,‬‭knife,‬‭spear.‬‭A‬‭Brute‬‭begins‬‭with‬‭only‬‭two‬‭weapon‬‭proficiencies.‬‭Thereafter,‬‭he‬‭gains‬‭new‬‭weapon‬
‭proficiencies‬‭at‬‭the‬‭normal‬‭rate.‬

‭Non-weapon‬‭Proficiencies‬
‭Brute‬‭begins‬‭with‬‭only‬‭one‬‭non-weapon‬‭proficiency.‬‭They‬‭gain‬‭new‬‭proficiencies‬‭at‬‭the‬‭normal‬‭rate.‬
‭Bonus:‬‭Danger‬‭Sense.‬‭Recommended:‬‭Artistic‬‭Ability,‬‭Endurance,‬‭Fire-making,‬‭Fishing,‬‭Foraging,‬‭Hunting,‬
‭Light‬‭Sleeping,‬‭Tracking,‬‭Wild‬‭Fighting.‬‭Barred:‬‭Agriculture,‬‭Boating,‬‭Crude‬‭Armorer,‬‭Crude‬‭Bowyer/Fletcher,‬
‭Crude‬‭Weaponsmithing,‬‭Dancing,‬‭Horde‬‭Summoning,‬‭Leadership,‬‭Pottery,‬‭Riding‬‭(Airborne‬‭or‬‭Land‬‭Based)‬

‭Equipment‬
‭The‬‭concept‬‭of‬‭trade‬‭is‬‭alien‬‭to‬‭a‬‭Brute.‬‭This‬‭is‬‭because‬‭the‬‭character‬‭is‬‭used‬‭to‬‭foraging‬‭for‬‭whatever‬‭is‬
‭wanted‬‭in‬‭the‬‭wilderness,‬‭and‬‭doing‬‭without‬‭if‬‭it‬‭can’t‬‭be‬‭found.‬‭They‬‭begin‬‭with‬‭no‬‭funds‬‭or‬‭tradeable‬‭goods.‬‭After‬
‭the‬‭barbarian‬‭spends‬‭some‬‭time‬‭in‬‭the‬‭outworld-say,‬‭after‬‭advancing‬‭one‬‭level-the‬‭DM‬‭may‬‭allow‬‭the‬‭character‬‭to‬
‭learn‬‭the‬‭barter‬‭system.‬
‭The‬‭Brute‬‭begins‬‭with‬‭bone‬‭armor,‬‭usually‬‭a‬‭large‬‭fur‬‭with‬‭a‬‭hole‬‭in‬‭the‬‭center.‬‭This‬‭armor‬‭is‬‭slipped‬‭over‬‭the‬
‭head‬‭and‬‭hung‬‭down‬‭the‬‭character’s‬‭body.‬‭A‬‭Brute‬‭may‬‭not‬‭use‬‭any‬‭weapons‬‭other‬‭than‬‭those‬‭listed‬‭in‬‭the‬‭weapon‬
‭proficiencies‬‭section‬‭above.‬
‭A‬‭Brute‬‭rarely‬‭uses‬‭a‬‭shield;‬‭it‬‭interferes‬‭with‬‭hunting.‬

‭Special‬‭Benefits‬
‭Enhanced‬‭Natural‬‭Armor:‬‭The‬‭Brute’s‬‭coarse‬‭hair,‬‭thick‬‭skin,‬‭and‬‭dense‬‭bones‬‭grants‬‭a‬‭natural‬‭armor‬‭class‬
‭of‬‭6‬‭(boosted‬‭to‬‭AC‬‭4‬‭when‬‭wearing‬‭bone‬‭armor).‬
‭Improved‬‭Climbing:‬‭A‬‭Brute‬‭climbs‬‭as‬‭a‬‭barbarian‬‭two‬‭levels‬‭higher‬‭(see‬‭page‬‭14‬‭of‬‭The‬‭Birthright‬‭Player’s‬
‭Handbook‬‭for‬‭Barbarian‬‭for‬‭information‬‭about‬‭climbing‬‭abilities).‬
‭Wild‬‭Brawl:‬‭When‬‭fighting‬‭without‬‭weapons‬‭the‬‭Brute‬‭can‬‭enter‬‭into‬‭a‬‭wild‬‭frenzy.‬‭Bites,‬‭punches‬‭and‬‭kicks‬
‭are‬‭all‬‭directed‬‭at‬‭a‬‭single‬‭opponent.‬‭A‬‭single‬‭attack‬‭roll‬‭is‬‭used‬‭to‬‭determine‬‭if‬‭these‬‭attacks‬‭find‬‭their‬‭mark.‬‭Damage‬
‭is‬‭1d6.‬
‭Enhanced‬‭Sense‬‭of‬‭Smell:‬‭A‬‭Brute‬‭can‬‭trail‬‭a‬‭human,‬‭animal,‬‭or‬‭demihuman‬‭by‬‭scent,‬‭presuming‬‭the‬‭quarry‬
‭made‬‭the‬‭trail‬‭within‬‭the‬‭previous‬‭24‬‭hours.‬‭The‬‭Brute‬‭must‬‭be‬‭familiar‬‭with‬‭the‬‭quarry,‬‭or‬‭must‬‭have‬‭a‬‭sample‬‭of‬‭the‬
‭scent‬‭(a‬‭scrap‬‭of‬‭hide,‬‭a‬‭lock‬‭of‬‭hair,‬‭a‬‭piece‬‭of‬‭clothing).‬‭A‬‭Brute‬‭has‬‭the‬‭same‬‭chance‬‭to‬‭follow‬‭the‬‭trail‬‭as‬‭if‬‭he‬‭had‬
‭the‬‭tracking‬‭proficiency.‬‭(Refer‬‭to‬‭page‬‭86‬‭of‬‭the‬‭Birthright‬‭Player’s‬‭Handbook.‬‭Use‬‭only‬‭the‬‭modifiers‬‭relevant‬‭to‬
‭following‬‭a‬‭trail‬‭by‬‭scent,‬‭including‬‭those‬‭associated‬‭with‬‭the‬‭number‬‭of‬‭creatures‬‭in‬‭the‬‭group,‬‭elapsed‬‭time,‬‭and‬
‭inclement‬‭weather.)‬‭Use‬‭the‬‭Brute’s‬‭Wisdom‬‭score‬‭to‬‭make‬‭tracking‬‭checks.‬‭If‬‭the‬‭Brute‬‭has‬‭the‬‭tracking‬‭proficiency,‬
‭a‬‭+2‬‭bonus‬‭to‬‭the‬‭wisdom‬‭checks‬‭is‬‭received.‬‭A‬‭Brute‬‭can‬‭also‬‭identify‬‭a‬‭particular‬‭character‬‭or‬‭creature‬‭by‬‭its‬
‭lingering‬‭aroma,‬‭presuming‬‭the‬‭character‬‭or‬‭creature‬‭was‬‭in‬‭the‬‭area‬‭within‬‭the‬‭past‬‭24‬‭hours.‬‭The‬‭Brute‬‭must‬‭be‬
‭familiar‬‭with‬‭the‬‭creature‬‭or‬‭have‬‭a‬‭sample‬‭of‬‭the‬‭scent.‬‭The‬‭Brute‬‭identifies‬‭the‬‭scent‬‭with‬‭a‬‭successful‬‭Wisdom‬
‭check.‬
‭Surprise‬‭Bonus:‬‭Because‬‭of‬‭the‬‭Brute's‬‭sharp‬‭senses,‬‭he‬‭receives‬‭a‬‭+2‬‭bonus‬‭to‬‭surprise‬‭rolls.‬

‭Special‬‭Hindrances‬
‭A‬‭Brute‬‭has‬‭a‬‭base‬‭movement‬‭rate‬‭of‬‭12.‬‭A‬‭Brute‬‭can‬‭never‬‭know‬‭more‬‭than‬‭one‬‭language.‬‭A‬‭Brute‬‭will‬‭not‬
‭use‬‭magical‬‭items‬‭that‬‭require‬‭command‬‭words‬‭or‬‭concentration‬‭for‬‭their‬‭use.‬‭They‬‭can‬‭use‬‭magical‬‭potions,‬‭clothing‬
‭and‬‭weapons.‬

‭Ravager‬‭(Warrior)‬

‭To‬‭many,‬‭Ravagers‬‭represent‬‭the‬‭consummate‬‭barbarian.‬‭A‬‭savage,‬‭nearly‬‭invincible‬‭Warrior‬‭who‬‭fights‬‭with‬
‭ nrivaled‬‭ferocity.‬‭Menacing‬‭in‬‭attitude‬‭and‬‭appearance,‬‭has‬‭piercing‬‭eyes,‬‭rippling‬‭muscles,‬‭and‬‭a‬‭hair-trigger‬
u
‭temper‬‭that‬‭intimidates‬‭friends‬‭and‬‭foes‬‭alike.‬‭But‬‭despite‬‭this‬‭fierce‬‭demeanor,‬‭the‬‭Ravager‬‭can‬‭be‬‭just‬‭and‬
‭honorable,‬‭adhering‬‭to‬‭a‬‭rigid‬‭code‬‭of‬‭ethics.‬

‭ ole‬‭:‬‭Culled‬‭from‬‭the‬‭strongest‬‭and‬‭blood‬‭thirstiest‬‭tribe‬‭members,‬‭Ravagers‬‭serve‬‭as‬‭bodyguards‬‭and‬‭manhunters,‬
R
‭trained‬‭to‬‭kill‬‭with‬‭weapons‬‭and‬‭their‬‭bare‬‭hands.‬‭So‬‭violent‬‭is‬‭their‬‭reputation,‬‭Ravagers‬‭are‬‭even‬‭feared‬‭by‬‭their‬
‭76‬
‭fellow‬‭tribe‬‭members,‬‭who‬‭consider‬‭them‬‭unpredictable‬‭and‬‭mentally‬‭unbalanced.‬
‭This‬‭distrust‬‭is‬‭unwarranted.‬‭Ravagers‬‭do‬‭not‬‭attack‬‭without‬‭provocation.‬‭They‬‭are‬‭outraged‬‭by‬‭injustice,‬
‭dishonesty,‬‭and‬‭cowardice,‬‭and‬‭rarely‬‭employ‬‭their‬‭fighting‬‭skills‬‭for‬‭personal‬‭gain.‬‭They‬‭defend‬‭the‬‭innocent,‬
‭protect‬‭the‬‭weak,‬‭and‬‭seek‬‭vengeance‬‭against‬‭the‬‭corrupt.‬‭A‬‭strong‬‭sense‬‭of‬‭pride‬‭is‬‭perhaps‬‭their‬‭biggest‬‭flaw.‬‭Those‬
‭who‬‭insult‬‭or‬‭offend‬‭a‬‭Ravager‬‭may‬‭pay‬‭with‬‭blood,‬‭if‬‭not‬‭their‬‭life.‬
‭In‬‭many‬‭Barbarian‬‭societies,‬‭Ravagers‬‭are‬‭considered‬‭the‬‭leaders'‬‭personal‬‭property.‬‭They‬‭obey‬‭the‬‭leader's‬
‭commands‬‭and‬‭may‬‭even‬‭be‬‭traded‬‭to‬‭other‬‭tribes.‬‭Ravagers‬‭often‬‭resist‬‭such‬‭servitude,‬‭abandoning‬‭their‬‭homelands‬
‭for‬‭nomad‬‭life.‬‭Other‬‭Ravagers‬‭are‬‭nomadic‬‭by‬‭nature,‬‭leaving‬‭their‬‭homelands‬‭for‬‭years‬‭to‬‭explore‬‭the‬‭outside‬
‭world.‬
‭The‬‭Ravager’s‬‭companions‬‭find‬‭the‬‭character‬‭to‬‭be‬‭loud,‬‭passionate,‬‭brutal,‬‭quick‬‭to‬‭make‬‭war,‬‭and‬‭scornful‬
‭of‬‭negotiation.‬‭They‬‭disrespect‬‭civilization‬‭and‬‭intellectuals.‬‭Hygiene‬‭is‬‭considered‬‭the‬‭province‬‭of‬‭the‬‭weak.‬‭The‬
‭Ravager‬‭takes‬‭pride‬‭in‬‭mud-caked‬‭skin,‬‭a‬‭filthy‬‭loincloth,‬‭and‬‭greasy‬‭hair.‬‭They‬‭speak‬‭their‬‭mind,‬‭even‬‭when‬‭the‬
‭words‬‭sting;‬‭a‬‭person‬‭asking‬‭a‬‭Ravager‬‭for‬‭an‬‭opinion‬‭should‬‭be‬‭prepared‬‭for‬‭a‬‭blunt‬‭response.‬
‭The‬‭Ravager’s‬‭mood‬‭swings‬‭are‬‭dramatic,‬‭even‬‭frightening.‬‭One‬‭moment,‬‭a‬‭wounded‬‭bird‬‭may‬‭be‬‭returned‬
‭to‬‭its‬‭nest;‬‭the‬‭next,‬‭the‬‭character‬‭may‬‭fly‬‭into‬‭a‬‭rage‬‭because‬‭of‬‭a‬‭misplaced‬‭axe.‬‭They‬‭smash‬‭trees‬‭with‬‭their‬‭fists‬
‭screaming‬‭at‬‭the‬‭top‬‭of‬‭their‬‭lungs,‬‭then‬‭dissolve‬‭into‬‭laughter‬‭if‬‭a‬‭companion‬‭trips‬‭and‬‭falls.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭axe,‬‭dagger,‬‭club,‬‭spear.‬‭A‬‭Ravager‬‭will‬‭not‬‭become‬‭proficient‬‭in‬‭any‬‭type‬‭of‬‭thrown‬‭or‬
‭missile‬‭weapon.‬‭(A‬‭spear‬‭is‬‭acceptable,‬‭as‬‭it‬‭can‬‭be‬‭used‬‭at‬‭close‬‭range.)‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Alertness,‬‭Danger‬‭Sense,‬‭Blind-fighting,‬‭Endurance,‬‭Weapon‬‭Improvisation,‬‭Crude‬
‭Weaponsmithing'.‬‭Barred:‬‭Artistic‬‭Ability,‬‭Dancing,‬‭Crude‬‭Bowyer/Fletcher,‬‭Musical‬‭Instrument,‬‭Wild‬‭Fighting'‬‭(the‬
‭Ravager's‬‭ability‬‭to‬‭become‬‭enraged,‬‭explained‬‭below,‬‭includes‬‭benefits‬‭like‬‭those‬‭associated‬‭with‬‭this‬‭proficiency).‬

‭Equipment‬
‭Ravagers‬‭don't‬‭use‬‭throwing‬‭or‬‭missile‬‭weapons,‬‭as‬‭they‬‭feel‬‭long-distance‬‭combat‬‭is‬‭unworthy‬‭of‬‭Warriors.‬
‭Ravagers‬‭carry‬‭shields,‬‭but‬‭refuse‬‭to‬‭wear‬‭armor,‬‭considering‬‭it‬‭cowardly‬‭and‬‭a‬‭tacit‬‭admission‬‭of‬‭fear.‬‭Typically,‬
‭they‬‭wear‬‭fur‬‭loincloths‬‭or‬‭short‬‭tunics‬‭made‬‭of‬‭light‬‭animal‬‭skin.‬‭In‬‭cold‬‭or‬‭rainy‬‭climates,‬‭they‬‭may‬‭wear‬‭leather‬‭or‬
‭fur‬‭garments‬‭for‬‭protection,‬‭but‬‭such‬‭garments‬‭don't‬‭grant‬‭bonuses‬‭to‬‭their‬‭natural‬‭Armor‬‭Class.‬

‭Special‬‭Benefits‬
‭1.‬‭Enhanced‬‭Natural‬‭Armor:‬‭The‬‭Ravager‬‭has‬‭a‬‭natural‬‭base‬‭Armor‬‭Class‬‭of‬‭9.‬‭Their‬‭innate‬‭ability‬‭to‬‭react‬‭to‬
‭melee‬‭and‬‭missile‬‭attacks‬‭improves‬‭AC‬‭as‬‭the‬‭character‬‭increases‬‭in‬‭level,‬‭as‬‭shown‬‭in‬‭the‬‭table‬‭below.‬

‭ avager‬‭Level‬
R ‭Armor‬‭Class‬
‭1-2‬ ‭7‬
‭3-4‬ ‭6‬
‭5-6‬ ‭5‬
‭7-8‬ ‭4‬
‭9-11‬ ‭3‬
‭12-14‬ ‭2‬
‭15-17‬ ‭1‬
‭18+‬ ‭0‬

‭2.‬‭Become‬‭Enraged:‬‭Ravagers‬‭may‬‭work‬‭themselves‬‭into‬‭a‬‭fighting‬‭frenzy,‬‭increasing‬‭combat‬‭effectiveness.‬
‭ o‬‭use‬‭this‬‭ability,‬‭one‬‭round‬‭must‬‭be‬‭spent‬‭building‬‭up‬‭this‬‭rage.‬‭They‬‭will‬‭chew‬‭on‬‭a‬‭shield,‬‭stomp‬‭their‬‭feet,‬‭and‬
T
‭growls‬‭like‬‭a‬‭bear.‬‭At‬‭the‬‭end‬‭of‬‭this‬‭round,‬‭the‬‭character‬‭saves‬‭vs.‬‭death‬‭magic.‬‭If‬‭the‬‭throw‬‭succeeds,‬‭the‬‭character‬
‭becomes‬‭enraged.‬‭If‬‭the‬‭save‬‭fails,‬‭the‬‭Ravager‬‭cannot‬‭get‬‭into‬‭the‬‭right‬‭frame‬‭of‬‭mind.‬‭Additional‬‭attempts‬‭can‬‭be‬
‭made‬‭for‬‭up‬‭to‬‭10‬‭consecutive‬‭rounds;‬‭on‬‭the‬‭11th‬‭round,‬‭the‬‭attempt‬‭automatically‬‭succeeds.‬
‭The‬‭Ravager‬‭remains‬‭enraged‬‭for‬‭as‬‭many‬‭rounds‬‭as‬‭the‬‭character’s‬‭constitution‬‭ability‬‭score.‬‭If‬‭a‬‭Ravager‬
‭refrains‬‭from‬‭melee‬‭combat‬‭for‬‭two‬‭consecutive‬‭rounds,‬‭either‬‭by‬‭choice‬‭or‬‭circumstance,‬‭the‬‭character‬‭loses‬‭the‬
‭rage.‬‭They‬‭may‬‭continue‬‭to‬‭fight‬‭normally.‬
‭The‬‭character‬‭may‬‭also‬‭voluntarily‬‭end‬‭the‬‭rage‬‭at‬‭any‬‭time.‬‭An‬‭enraged‬‭Ravager‬‭acquires‬‭the‬‭following‬
‭benefits,‬‭which‬‭last‬‭until‬‭the‬‭rage‬‭ends:‬

‭ ‬‭+2‬‭bonus‬‭on‬ ‭attack‬‭and‬‭damage‬‭rolls.‬
A
‭A‬‭-2‬‭bonus‬‭to‬‭Armor‬‭Class‬‭(to‬‭a‬‭minimum‬‭of‬‭AC‬‭0).‬
‭All‬‭attackers‬‭suffer‬‭a‬‭-1‬‭penalty‬‭to‬‭their‬‭damage‬‭rolls.‬
‭A‬‭+2‬‭to‬‭all‬‭saves‬‭vs.‬‭charms‬‭or‬‭mental-based‬‭attacks‬‭is‬‭gained.‬

‭77‬
‭3.‬‭Weaponless‬‭Combat:‬‭When‬‭attacking‬‭with‬‭bare‬‭hands,‬‭the‬‭Ravager‬‭inflicts‬‭damage‬‭as‬‭if‬‭attacking‬‭with‬‭a‬
‭club‬‭(1d6‬‭hp‬‭damage‬‭against‬‭small‬‭and‬‭medium‬‭opponents,‬‭1d3‬‭hp‬‭damage‬‭against‬‭large‬‭opponents).‬

‭Special‬‭Hindrances‬
‭Become‬‭Enraged:‬‭A‬‭Ravager‬‭suffers‬‭from‬‭some‬‭of‬‭the‬‭following‬‭effects‬‭when‬‭enraged.‬

‭1.‬‭Enraged‬‭Ravagers‬‭must‬‭choose‬‭a‬‭particular‬‭opponent‬‭as‬‭their‬‭primary‬‭target.‬‭Once‬‭combat‬‭begins,‬‭the‬
c‭ haracter‬‭can’t‬‭change‬‭opponents‬‭until‬‭the‬‭primary‬‭target‬‭escapes‬‭or‬‭is‬‭slain.‬‭If‬‭they‬‭change‬‭opponents,‬‭the‬‭Ravager‬
‭automatically‬‭loses‬‭the‬‭rage.‬
‭When‬‭the‬‭rage‬‭ends,‬‭the‬‭Ravager‬‭must‬‭save‬‭vs.‬‭death‬‭magic.‬‭If‬‭the‬‭save‬‭succeeds,‬‭no‬‭ill‬‭effects‬‭are‬‭suffered‬
‭from‬‭the‬‭rage.‬‭If‬‭the‬‭save‬‭fails,‬‭the‬‭character‬‭becomes‬‭exhausted.‬‭The‬‭following‬‭penalties‬‭are‬‭endured‬‭until‬‭the‬
‭character‬‭rests‬‭for‬‭one‬‭full‬‭hour:‬‭They‬‭can’t‬‭become‬‭enraged,‬‭voluntarily‬‭or‬‭involuntarily.‬‭A‬‭-2‬‭penalty‬‭is‬‭applied‬‭to‬
‭attack‬‭rolls,‬‭and‬‭base‬‭movement‬‭is‬‭reduced‬‭to‬‭12.‬

‭ .‬‭Involuntary‬‭Rage:‬‭Certain‬‭events‬‭may‬‭cause‬‭Ravagers‬‭to‬‭lose‬‭their‬‭temper‬‭and‬‭become‬‭enraged‬
2
‭involuntarily.‬‭Typical‬‭events:‬

‭ he‬‭Ravager‬‭is‬‭insulted‬‭or‬‭offended.‬
T
‭A‬‭beloved‬‭friend‬‭or‬‭animal‬‭dies‬‭unexpectedly.‬
‭Hearing‬‭news‬‭of‬‭an‬‭enemy’s‬‭victory,‬‭an‬‭ally’s‬‭treachery,‬‭or‬‭a‬‭spouse’s‬‭unfaithfulness.‬
‭A‬‭favorite‬‭weapon‬‭or‬‭piece‬‭of‬‭equipment‬‭is‬‭lost,‬‭stolen,‬‭misplaced,‬‭or‬‭damaged.‬

‭The‬‭DM‬‭and‬‭player‬‭may‬‭add‬‭other‬‭events.‬‭When‬‭the‬‭DM‬‭decides‬‭that‬‭a‬‭triggering‬‭event‬‭has‬‭occurred,‬
‭ avagers‬‭clenches‬‭their‬‭fists,‬‭grind‬‭their‬‭teeth,‬‭and‬‭growl,‬‭indicating‬‭to‬‭companions‬‭that‬‭a‬‭state‬‭of‬‭rage‬‭is‬‭imminent.‬
R
‭They‬‭have‬‭1d4‬‭rounds‬‭to‬‭hide‬‭or‬‭otherwise‬‭prepare‬‭themselves.‬‭At‬‭the‬‭end‬‭of‬‭1d4‬‭rounds,‬‭a‬‭save‬‭vs.‬‭death‬‭magic‬‭is‬
‭rolled.‬‭If‬‭the‬‭save‬‭succeeds,‬‭the‬‭Ravager‬‭suppresses‬‭the‬‭anger,‬‭and‬‭nothing‬‭happens.‬‭If‬‭the‬‭save‬‭fails,‬‭the‬‭character‬
‭flies‬‭into‬‭a‬‭rage,‬‭acquiring‬‭all‬‭benefits‬‭associated‬‭with‬‭voluntary‬‭rage‬‭described‬‭above.‬‭The‬‭involuntary‬‭rage‬‭lasts‬‭for‬
‭rounds‬‭equal‬‭to‬‭the‬‭Ravager’s‬‭Constitution.‬‭Unlike‬‭a‬‭voluntary‬‭rage,‬‭an‬‭involuntary‬‭rage‬‭won’t‬‭end‬‭prematurely.‬‭It‬
‭lasts‬‭a‬‭Constitution‬‭score’s‬‭worth‬‭of‬‭rounds,‬‭regardless‬‭of‬‭circumstance.‬
‭The‬‭Ravager‬‭directs‬‭the‬‭rage‬‭at‬‭whoever‬‭made‬‭the‬‭insult,‬‭gave‬‭the‬‭bad‬‭news,‬‭or‬‭harmed‬‭a‬‭companion,‬
‭attacking‬‭relentlessly.‬‭If‬‭the‬‭victim‬‭is‬‭killed,‬‭the‬‭rage‬‭continues‬‭against‬‭the‬‭nearest‬‭innocent‬‭bystander‬‭(perhaps‬‭a‬
‭fellow‬‭PC).‬‭If‬‭no‬‭victim‬‭or‬‭bystander‬‭is‬‭available,‬‭the‬‭rage‬‭is‬‭directed‬‭at‬‭the‬‭nearest‬‭inanimate‬‭object.‬‭Until‬‭the‬‭rage‬
‭subsides,‬‭a‬‭Ravager’s‬‭companions‬‭may‬‭try‬‭to‬‭restrain‬‭the‬‭character.‬‭When‬‭the‬‭rage‬‭ends,‬‭another‬‭save‬‭vs.‬‭death‬
‭magic‬‭is‬‭made‬‭to‬‭check‬‭for‬‭exhaustion,‬‭as‬‭described‬‭above.‬

‭Wizard‬‭Slayer‬‭(Warrior)‬

‭Wizard‬‭Slayers‬‭are‬‭obsessed‬‭with‬‭destroying‬‭practitioners‬‭of‬‭Evil‬‭magic.‬‭They‬‭come‬‭from‬‭cultures‬‭where‬‭the‬
e‭ lders‬‭examine‬‭every‬‭baby‬‭born‬‭to‬‭the‬‭tribe,‬‭looking‬‭for‬‭omens.‬‭An‬‭unusual‬‭birthmark,‬‭a‬‭head‬‭of‬‭white‬‭hair,‬‭or‬‭a‬
‭complete‬‭set‬‭of‬‭teeth‬‭may‬‭be‬‭interpreted‬‭as‬‭a‬‭sign‬‭that‬‭the‬‭gods‬‭have‬‭selected‬‭the‬‭baby‬‭to‬‭become‬‭a‬‭Wizard‬‭Slayer.‬
‭The‬‭elders‬‭take‬‭the‬‭child‬‭from‬‭their‬‭mother‬‭to‬‭be‬‭raised‬‭as‬‭their‬‭own.‬‭Three‬‭concentric‬‭circles‬‭are‬‭tattooed‬‭on‬‭the‬
‭character’s‬‭forehead‬‭to‬‭indicate‬‭the‬‭player’s‬‭status.‬‭When‬‭the‬‭child‬‭reaches‬‭maturity,‬‭the‬‭elders‬‭bathe‬‭the‬‭child‬‭in‬
‭magical‬‭oils‬‭and‬‭direct‬‭the‬‭budding‬‭Wizard‬‭Slayer‬‭to‬‭inhale‬‭the‬‭fumes‬‭of‬‭sacred‬‭incense.‬‭These‬‭treatments‬‭provide‬
‭the‬‭character‬‭with‬‭special‬‭powers‬‭to‬‭detect‬‭evildoers‬‭and‬‭resist‬‭their‬‭magic.‬‭The‬‭elders‬‭then‬‭send‬‭the‬‭player‬‭into‬‭the‬
‭heartless‬‭wastes‬‭to‬‭exterminate‬‭Evil‬‭Wizards‬‭and‬‭Priests‬‭on‬‭the‬‭tribe’s‬‭behalf.‬
‭A‬‭Wizard‬‭Slayer‬‭must‬‭have‬‭a‬‭"Good"‬‭alignment.‬

‭ ole‬‭:‬‭Wizard‬‭Slayers‬‭have‬‭few‬‭interests‬‭aside‬‭from‬‭destroying‬‭Evil‬‭magic.‬‭They‬‭cooperate‬‭with‬‭their‬‭companions‬‭as‬
R
‭circumstances‬‭dictate,‬‭but‬‭are‬‭always‬‭seeking‬‭Evil‬‭practitioners‬‭of‬‭magic.‬
‭Their‬‭single-mindedness‬‭discourages‬‭friendship,‬‭so‬‭they‬‭tend‬‭to‬‭keep‬‭companions‬‭at‬‭arm’s‬‭length,‬‭and‬‭prefer‬
‭solitude.‬‭Grim‬‭and‬‭brooding,‬‭they‬‭may‬‭remain‬‭silent‬‭for‬‭days‬‭without‬‭saying‬‭a‬‭word,‬‭brightening‬‭only‬‭at‬‭the‬‭prospect‬
‭of‬‭encountering‬‭one‬‭of‬‭their‬‭hated‬‭foes.‬‭Wary‬‭of‬‭all‬‭forms‬‭of‬‭outworld‬‭magic,‬‭they‬‭avoid‬‭associating‬‭with‬‭the‬
‭magic-wielding‬‭members‬‭of‬‭the‬‭party‬‭unless‬‭forced‬‭by‬‭circumstance.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭Short‬‭bow.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Crude‬‭Weaponsmithing,‬‭Danger‬‭Sense,‬‭Endurance,‬‭Hunting,‬‭Light‬‭Sleeping,‬‭Survival,‬
‭Tracking,‬‭Weapon‬‭Improvisation.‬

‭78‬
‭Equipment‬
‭Wizard‬‭Slayers‬‭begin‬‭play‬‭with‬‭dragon‬‭hide‬‭armor,‬‭a‬‭small‬‭shield,‬‭and‬‭a‬‭leather‬‭quiver‬‭of‬‭3d4‬‭spirit‬‭arrows,‬
‭gifts‬‭from‬‭tribal‬‭elders.‬

‭Special‬‭Benefits‬
‭Protection‬‭from‬‭Evil:‬‭As‬‭a‬‭result‬‭of‬‭the‬‭treatments‬‭from‬‭tribal‬‭elders,‬‭a‬‭Wizard‬‭Slayer‬‭radiates‬‭a‬‭protection‬
‭from‬‭evil‬‭aura‬‭to‬‭a‬‭distance‬‭of‬‭one‬‭foot.‬‭The‬‭aura‬‭is‬‭constant‬‭and‬‭permanent;‬‭it‬‭otherwise‬‭acts‬‭exactly‬‭as‬‭the‬‭1st-level‬
‭Priest‬‭spell‬‭of‬‭the‬‭same‬‭name.‬
‭Know‬‭Alignment:‬‭A‬‭Wizard‬‭Slayer‬‭can‬‭use‬‭this‬‭ability‬‭at‬‭will‬‭by‬‭touching‬‭the‬‭targeted‬‭creature,‬‭character,‬‭or‬
‭object.‬‭Casting‬‭times‬‭and‬‭spell‬‭components‬‭aren’t‬‭necessary;‬‭the‬‭ability‬‭is‬‭otherwise‬‭similar‬‭to‬‭the‬‭2nd-level‬‭Priest‬
‭spell.‬‭The‬‭creature‬‭is‬‭entitled‬‭to‬‭a‬‭saving‬‭throw‬‭to‬‭resist‬‭the‬‭ability.‬
‭Detect‬‭Illusion:‬‭A‬‭Wizard‬‭Slayer‬‭has‬‭a‬‭5%‬‭chance‬‭per‬‭level‬‭of‬‭determining‬‭that‬‭a‬‭phenomenon‬‭with‬‭illusory,‬
‭visual,‬‭auditory,‬‭or‬‭other‬‭sensory‬‭components‬‭is‬‭actually‬‭an‬‭illusion.‬‭This‬‭chance‬‭can’t‬‭exceed‬‭75%.‬‭The‬‭player‬‭may‬
‭use‬‭this‬‭ability‬‭twice‬‭per‬‭day,‬‭but‬‭only‬‭once‬‭per‬‭phenomenon.‬
‭Detect‬‭Magic:‬‭A‬‭Wizard‬‭Slayer‬‭has‬‭a‬‭25%‬‭chance‬‭at‬‭1st‬‭level‬‭of‬‭detecting‬‭magic;‬‭this‬‭ability‬‭increases‬‭by‬
‭5%‬‭per‬‭level,‬‭up‬‭to‬‭a‬‭maximum‬‭of‬‭90%.‬‭The‬‭ability‬‭works‬‭at‬‭will,‬‭provided‬‭the‬‭Wizard‬‭Slayer‬‭does‬‭nothing‬‭but‬
‭concentrate‬‭for‬‭a‬‭full‬‭round.‬‭The‬‭player‬‭perceives‬‭the‬‭presence‬‭of‬‭magic‬‭as‬‭a‬‭dull‬‭throb‬‭in‬‭their‬‭head‬‭(i.e.‬‭faint,‬
‭moderate,‬‭strong,‬‭or‬‭overwhelming).‬‭The‬‭sphere‬‭or‬‭type‬‭of‬‭magic‬‭can't‬‭be‬‭determined;‬‭otherwise,‬‭this‬‭ability‬‭works‬
‭like‬‭the‬‭1st-level‬‭Priest‬‭spell.‬‭If‬‭successful,‬‭the‬‭barbarian‬‭has‬‭a‬‭50%‬‭chance‬‭to‬‭determine‬‭the‬‭general‬‭bent‬‭of‬‭the‬
‭spellcaster‬‭who‬‭cast‬‭the‬‭spell‬‭(Good‬‭or‬‭Evil).‬
‭Attack‬‭Magical‬‭Creatures:‬‭Wizard‬‭Slayers‬‭can‬‭strike‬‭creatures‬‭normally‬‭immune‬‭to‬‭non-magical‬‭attacks.‬‭At‬
‭4th‬‭level,‬‭they‬‭can‬‭make‬‭attacks‬‭against‬‭creatures‬‭that‬‭normally‬‭can‬‭only‬‭be‬‭hit‬‭with‬‭a‬‭+1‬‭or‬‭better‬‭weapon.‬‭At‬‭6th‬
‭level,‬‭they‬‭can‬‭deal‬‭damage‬‭to‬‭creatures‬‭that‬‭require‬‭a‬‭+2‬‭weapon‬‭to‬‭hit.‬‭At‬‭8th‬‭level,‬‭they‬‭can‬‭attack‬‭creatures‬‭that‬
‭require‬‭a‬‭+3‬‭weapon.‬‭At‬‭10th‬‭level,‬‭they‬‭can‬‭attack‬‭+4‬‭weapon‬‭creatures,‬‭and‬‭at‬‭12th‬‭level‬‭they‬‭can‬‭attack‬‭+5‬‭weapon‬
‭creatures.‬‭This‬‭ability‬‭does‬‭not‬‭give‬‭the‬‭Wizard‬‭Slayer‬‭any‬‭special‬‭combat‬‭bonuses.‬
‭They‬‭make‬‭normal‬‭attack‬‭and‬‭damage‬‭rolls‬‭against‬‭these‬‭creatures.‬
‭Experience‬‭Point‬‭Bonus:‬‭If‬‭a‬‭Wizard‬‭Slayer‬‭destroys‬‭or‬‭disposes‬‭of‬‭a‬‭magical‬‭item,‬‭the‬‭player‬‭earns‬‭150%‬‭of‬
‭its‬‭experience‬‭point‬‭value.‬‭For‬‭example,‬‭if‬‭the‬‭player‬‭throws‬‭a‬‭ring‬‭of‬‭shocking‬‭grasp‬‭into‬‭a‬‭crevasse,‬‭1,500‬
‭experience‬‭points‬‭are‬‭earned‬‭instead‬‭of‬‭the‬‭normal‬‭1,000.‬‭This‬‭benefit‬‭applies‬‭only‬‭to‬‭magical‬‭weapons‬‭of‬‭an‬‭Evil‬
‭alignment,‬‭or‬‭those‬‭created‬‭or‬‭wielded‬‭by‬‭an‬‭Evil‬‭Wizard‬‭or‬‭Priest.‬
‭In‬‭addition,‬‭for‬‭the‬‭experience‬‭point‬‭bonus‬‭to‬‭occur,‬‭the‬‭player‬‭must‬‭make‬‭certain‬‭that‬‭no‬‭one‬‭else‬‭can‬‭easily‬
‭recover‬‭the‬‭item.‬‭This‬‭is‬‭certainly‬‭not‬‭a‬‭member‬‭of‬‭their‬‭own‬‭party.‬‭Generally,‬‭items‬‭that‬‭are‬‭recovered‬‭by‬‭other‬‭PCs‬
‭negate‬‭the‬‭experience‬‭point‬‭bonus.‬
‭The‬‭character‬‭earns‬‭twice‬‭the‬‭normal‬‭number‬‭of‬‭experience‬‭points‬‭for‬‭slaying‬‭an‬‭Evil‬‭Wizard‬‭or‬‭Priest.‬

‭Special‬‭Hindrances‬
‭No‬‭Magical‬‭Items:‬‭A‬‭Wizard‬‭Slayer‬‭can’t‬‭use‬‭magical‬‭items‬‭of‬‭any‬‭kind.‬‭If‬‭the‬‭Wizard‬‭Slayer‬‭allows‬‭a‬
‭Wizard‬‭to‬‭cast‬‭a‬‭spell‬‭on‬‭them,‬‭the‬‭character‬‭loses‬‭all‬‭special‬‭benefits‬‭for‬‭24‬‭hours‬‭or‬‭until‬‭an‬‭atonement‬‭spell‬
‭absolves‬‭the‬‭violation.‬
‭Combat‬‭Compulsion:‬‭In‬‭combat‬‭situations,‬‭a‬‭Wizard‬‭Slayer‬‭must‬‭seek‬‭out‬‭an‬‭Evil‬‭Wizard‬‭or‬‭Priest‬‭in‬
‭preference‬‭to‬‭all‬‭other‬‭potential‬‭opponents.‬‭If‬‭the‬‭party‬‭encounters‬‭a‬‭horde‬‭of‬‭ogres‬‭and‬‭an‬‭Evilly‬‭aligned‬‭Priest,‬‭the‬
‭Wizard‬‭Slayer‬‭directs‬‭their‬‭attacks‬‭against‬‭the‬‭Priest.‬‭If‬‭the‬‭barbarian‬‭hears‬‭rumors‬‭of‬‭an‬‭Evil‬‭Wizard‬‭in‬‭a‬
‭mountaintop‬‭castle,‬‭the‬‭player‬‭feels‬‭compelled‬‭to‬‭track‬‭the‬‭Wizard‬‭down.‬‭However,‬‭the‬‭party‬‭can‬‭convince‬‭the‬
‭Wizard‬‭Slayer‬‭otherwise.‬‭This‬‭compulsion‬‭doesn’t‬‭necessarily‬‭interfere‬‭with‬‭common‬‭sense‬‭or‬‭responsibilities‬‭to‬
‭friends.‬‭If‬‭a‬‭companion‬‭dangling‬‭from‬‭a‬‭cliff‬‭calls‬‭for‬‭the‬‭Wizard‬‭Slayer’s‬‭help,‬‭the‬‭character‬‭will‬‭interrupt‬‭attacks‬
‭against‬‭an‬‭Evil‬‭Priest‬‭to‬‭rescue‬‭the‬‭companion.‬‭The‬‭character‬‭will‬‭then‬‭resume‬‭the‬‭attack‬‭when‬‭the‬‭companion‬‭is‬
‭safe.‬

‭Feralan‬‭(Ranger)‬

‭What‬‭happens‬‭to‬‭children‬‭who‬‭wander‬‭into‬‭the‬‭wilderness‬‭and‬‭are‬‭never‬‭recovered?‬‭Or‬‭more‬‭tragically,‬
c‭ hildren‬‭who‬‭are‬‭abandoned‬‭by‬‭their‬‭families,‬‭left‬‭in‬‭the‬‭woods‬‭to‬‭fend‬‭for‬‭themselves?‬‭Sadly,‬‭most‬‭of‬‭them‬
‭eventually‬‭disappear‬‭into‬‭the‬‭wild.‬‭Some‬‭survive‬‭to‬‭become‬‭Brutes.‬‭But‬‭a‬‭select‬‭few‬‭are‬‭taken‬‭in‬‭by‬‭animals‬‭and‬
‭raised‬‭as‬‭part‬‭of‬‭a‬‭lion’s‬‭brood‬‭or‬‭a‬‭wolf‘s‬‭litter.‬‭Cut‬‭off‬‭from‬‭civilization,‬‭they‬‭gradually‬‭take‬‭on‬‭the‬‭characteristics‬‭of‬
‭the‬‭creatures‬‭who‬‭adopted‬‭them.‬‭Eventually‬‭they‬‭are‬‭found‬‭by‬‭a‬‭Feralan,‬‭who‬‭trains‬‭the‬‭character‬‭to‬‭combine‬‭the‬
‭savagery‬‭of‬‭beasts‬‭with‬‭the‬‭intellect‬‭of‬‭a‬‭human.‬‭A‬‭Feralan‬‭may‬‭use‬‭any‬‭magical‬‭item‬‭normally‬‭allowed‬‭by‬‭a‬‭Ranger.‬
‭The‬‭Feralan‬‭may‬‭look‬‭like‬‭a‬‭human,‬‭but‬‭for‬‭the‬‭most‬‭part,‬‭acts‬‭like‬‭a‬‭wild‬‭animal.‬‭The‬‭character‬‭speaks‬‭the‬
‭language‬‭of‬‭animals‬‭and‬‭lives‬‭in‬‭their‬‭lairs.‬‭The‬‭Feralan‬‭leads‬‭them‬‭on‬‭hunts,‬‭defends‬‭them‬‭against‬‭predators,‬‭and‬
‭considers‬‭them‬‭to‬‭be‬‭family.‬‭Yet,‬‭the‬‭Feralan‬‭retains‬‭vestiges‬‭of‬‭their‬‭own‬‭race,‬‭characterized‬‭by‬‭an‬‭agile‬‭mind‬‭and‬‭an‬
‭unshakable‬‭curiosity‬‭about‬‭human‬‭civilization.‬‭Many‬‭Feralans‬‭have‬‭picked‬‭up‬‭enough‬‭human‬‭language‬‭to‬
‭communicate‬‭with‬‭them,‬‭albeit‬‭on‬‭a‬‭limited‬‭basis.‬
‭Despite‬‭the‬‭bestial‬‭tendencies,‬‭the‬‭Feralan’s‬‭moral‬‭principles‬‭are‬‭not‬‭so‬‭different‬‭from‬‭other‬‭Rangers.‬‭Valuing‬
‭79‬
t‭he‬‭well-being‬‭of‬‭their‬‭followers‬‭as‬‭much‬‭as‬‭their‬‭own,‬‭avoiding‬‭needless‬‭killing‬‭and‬‭are‬‭the‬‭enemies‬‭of‬‭hunters‬‭who‬
‭stalk‬‭game‬‭for‬‭sport.‬‭Greed‬‭and‬‭jealousy‬‭are‬‭as‬‭unknown‬‭to‬‭the‬‭Feralan‬‭as‬‭they‬‭are‬‭to‬‭the‬‭creatures‬‭of‬‭the‬‭forest.‬
‭Familial‬‭Species:‬‭At‬‭the‬‭beginning‬‭of‬‭the‬‭Feralan’s‬‭career,‬‭the‬‭player‬‭should‬‭choose‬‭a‬‭familial‬‭species‬‭for‬‭the‬
‭Feralan,‬‭representing‬‭the‬‭type‬‭of‬‭animal‬‭that‬‭raised‬‭the‬‭character.‬‭A‬‭Feralan‬‭can‬‭only‬‭have‬‭a‬‭single‬‭familial‬‭species,‬
‭which‬‭never‬‭changes.‬‭Familial‬‭species‬‭must‬‭share‬‭primary‬‭terrain‬‭with‬‭Feralan‬‭and‬‭must‬‭have‬‭the‬‭DM's‬‭approval.‬
‭Animals‬‭are‬‭suitable‬‭to‬‭be‬‭a‬‭familial‬‭species.‬‭The‬‭familial‬‭species‬‭can’t‬‭be‬‭human,‬‭demihuman,‬‭humanoid,‬‭or‬‭of‬
‭magical‬‭or‬‭supernatural‬‭origin.‬
‭Feralans‬‭must‬‭have‬‭a‬‭minimum‬‭constitution‬‭of‬‭15‬‭and‬‭a‬‭minimum‬‭strength‬‭of‬‭14.‬‭They‬‭cannot‬‭select‬‭Lawful‬
‭as‬‭an‬‭alignment.‬‭Though‬‭some‬‭humans‬‭raised‬‭by‬‭wild‬‭animals‬‭have‬‭Neutral‬‭or‬‭Evil‬‭outlooks,‬‭only‬‭those‬‭with‬‭Good‬
‭alignments‬‭will‬‭qualify‬‭as‬‭Feralans.‬‭Feralans‬‭have‬‭no‬‭use‬‭for‬‭the‬‭laws‬‭and‬‭regulations‬‭of‬‭civilization‬‭and‬‭tend‬‭to‬‭be‬
‭Chaotic‬‭Good‬‭people.‬

‭ ole‬‭:‬‭Many‬‭people‬‭fear‬‭Feralans,‬‭wrongly‬‭considering‬‭them‬‭to‬‭be‬‭ferocious‬‭wildmen‬‭or‬‭savage‬‭were-creatures.‬
R
‭Those‬‭who‬‭befriend‬‭the‬‭Feralans,‬‭however,‬‭come‬‭to‬‭know‬‭them‬‭as‬‭trustworthy,‬‭noble,‬‭and‬‭even‬‭gentle.‬‭Still,‬‭the‬
‭Feralans‬‭remain‬‭wary‬‭of‬‭most‬‭humans‬‭and‬‭demihumans,‬‭finding‬‭their‬‭actions‬‭unpredictable‬‭and‬‭often‬
‭incomprehensible.‬
‭Feralans‬‭rarely‬‭volunteer‬‭to‬‭join‬‭adventuring‬‭parties.‬‭However,‬‭because‬‭Feralans‬‭are‬‭fervent‬‭animal‬
‭advocates‬‭and‬‭protectors‬‭of‬‭the‬‭wild,‬‭they‬‭are‬‭inclined‬‭to‬‭cooperate‬‭with‬‭parties‬‭who‬‭share‬‭their‬‭concerns.‬
‭While‬‭a‬‭Feralan’s‬‭human‬‭companions‬‭may‬‭admire‬‭the‬‭Ranger’s‬‭courage‬‭and‬‭respect‬‭the‬‭character’s‬‭instincts,‬
‭they‬‭may‬‭find‬‭the‬‭beast-like‬‭behavior‬‭offensive‬‭at‬‭the‬‭least,‬‭frightening‬‭at‬‭maximum.‬‭After‬‭a‬‭hunt,‬‭a‬‭Feralan‬‭may‬
‭drag‬‭the‬‭carcass‬‭of‬‭his‬‭or‬‭her‬‭prey‬‭back‬‭to‬‭the‬‭party’s‬‭campsite‬‭and‬‭eat‬‭it‬‭raw.‬‭They‬‭will‬‭tear‬‭the‬‭pieces‬‭off‬‭with‬‭their‬
‭fingers.‬‭Personal‬‭hygiene‬‭is‬‭rarely‬‭among‬‭a‬‭Feralan’s‬‭priorities,‬‭though‬‭one‬‭may‬‭occasionally‬‭lick‬‭themselves‬‭clean.‬
‭They‬‭groom‬‭their‬‭animal‬‭friends‬‭by‬‭picking‬‭bugs‬‭off‬‭their‬‭fur,‬‭then‬‭cuddling‬‭up‬‭with‬‭them‬‭when‬‭it's‬‭time‬‭to‬‭sleep.‬
‭When‬‭disturbed,‬‭the‬‭character‬‭may‬‭snarl‬‭like‬‭a‬‭wolf,‬‭or‬‭to‬‭celebrate‬‭victory‬‭over‬‭a‬‭predator,‬‭may‬‭howl‬‭at‬‭the‬
‭moon.‬‭The‬‭Feralan‬‭communicates‬‭in‬‭grunts,‬‭growls,‬‭and‬‭sentence‬‭fragments,‬‭and‬‭may‬‭disconcert‬‭new‬‭associates‬‭by‬
‭sniffing‬‭them.‬

‭ rimary‬‭Terrain‬‭:‬‭The‬‭vast‬‭majority‬‭of‬‭Feralans‬‭have‬‭Forest‬‭or‬‭Jungle‬‭as‬‭their‬‭primary‬‭terrain.‬‭Arctic,‬‭Hill,‬‭Mountain,‬
P
‭Plains,‬‭and‬‭Swamp‬‭are‬‭possible‬‭but‬‭less‬‭common.‬

‭Species‬‭Enemy‬‭:‬‭Any.‬

‭ ollowers‬‭:‬‭Unlike‬‭other‬‭Rangers,‬‭the‬‭Feralan‬‭begins‬‭to‬‭receive‬‭followers‬‭at‬‭5th‬‭level.‬‭At‬‭least‬‭half‬‭(rounded‬‭up)‬‭of‬
F
‭these‬‭followers‬‭will‬‭be‬‭of‬‭the‬‭character’s‬‭familial‬‭animal‬‭species.‬‭A‬‭Feralan‬‭will‬‭receive‬‭at‬‭most‬‭one‬‭human,‬
‭demihuman,‬‭or‬‭humanoid‬‭as‬‭a‬‭follower,‬‭and‬‭this‬‭only‬‭at‬‭10th‬‭level‬‭or‬‭higher.‬‭If‬‭the‬‭Feralan‬‭finds‬‭a‬‭human‬‭in‬‭the‬‭wild‬
‭who‬‭qualifies‬‭to‬‭be‬‭trained,‬‭they‬‭will‬‭spend‬‭3‬‭months‬‭training‬‭the‬‭new‬‭Feralan‬‭to‬‭become‬‭a‬‭Ranger.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭club,‬‭knife.‬
‭A‬‭Feralan’s‬‭remaining‬‭slots‬‭must‬‭be‬‭spent‬‭on‬‭primitive‬‭weapons:‬‭dagger,‬‭short‬‭bow,‬‭dart,‬‭axe,‬‭sling,‬‭spear.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Hunting‬‭or‬‭Fishing‬‭and‬‭Trail‬‭Signs.‬
‭Required:‬‭Crude‬‭Weaponsmithing‬
‭The‬‭remaining‬‭initial‬‭proficiencies‬‭must‬‭be‬‭chosen‬‭from‬‭these:‬‭Animal‬‭Handling,‬‭Animal‬‭Lore,‬
‭Blind-fighting,‬‭Direction‬‭Sense,‬‭Endurance,‬‭Fire-building,‬‭Fishing,‬‭Foraging,‬‭Hunting,‬‭Rope‬‭Use,‬‭Running,‬‭Set‬
‭Snares,‬‭Survival,‬‭Swimming,‬‭Veterinary‬‭Healing,‬‭and‬‭Weather‬‭Sense.‬

‭Equipment‬
‭Feralans‬‭adorn‬‭themselves‬‭in‬‭crude‬‭smocks‬‭or‬‭loincloths‬‭made‬‭of‬‭furs‬‭and‬‭hides.‬‭They‬‭wear‬‭only‬‭what‬‭is‬
‭necessary‬‭to‬‭keep‬‭themselves‬‭warm‬‭and‬‭comfortable.‬
‭A‬‭Feralan‬‭wears‬‭no‬‭armor,‬‭nor‬‭do‬‭they‬‭carry‬‭a‬‭shield.‬‭Their‬‭main‬‭weapons‬‭are‬‭made‬‭by‬‭the‬‭character‬‭from‬
‭bones,‬‭branches,‬‭rocks,‬‭and‬‭other‬‭natural‬‭materials.‬‭If‬‭the‬‭player‬‭loses‬‭or‬‭breaks‬‭one‬‭of‬‭these‬‭weapons,‬‭the‬‭character‬
‭can‬‭come‬‭up‬‭with‬‭a‬‭replacement‬‭in‬‭a‬‭few‬‭hours,‬‭assuming‬‭suitable‬‭materials‬‭are‬‭available.‬‭They‬‭can‬‭use‬‭weapons‬
‭other‬‭than‬‭those‬‭they‬‭make,‬‭but‬‭prefer‬‭not‬‭to.‬

‭Special‬‭Benefits‬
‭Stealth:‬‭The‬‭Feralan‬‭receives‬‭a‬‭+10%‬‭chance‬‭to‬‭hide‬‭in‬‭natural‬‭surroundings‬‭and‬‭a‬‭+10%‬‭chance‬‭to‬‭move‬
‭silently.‬
‭Feral‬‭Rage:‬‭During‬‭melee‬‭combat,‬‭the‬‭initial‬‭wounding‬‭of‬‭an‬‭opponent‬‭may‬‭impel‬‭the‬‭Feralan‬‭into‬‭a‬‭frenzy‬
‭of‬‭blood‬‭lust,‬‭increasing‬‭the‬‭character's‬‭fighting‬‭effectiveness.‬‭A‬‭Feralan‬‭can‬‭attempt‬‭to‬‭become‬‭enraged‬‭at‬‭any‬
‭particular‬‭opponent‬‭once‬‭per‬‭fight.‬‭After‬‭the‬‭first‬‭round‬‭in‬‭which‬‭a‬‭Feralan‬‭inflicts‬‭damage‬‭on‬‭an‬‭opponent,‬‭the‬
‭80‬
‭ eralan‬‭has‬‭the‬‭option‬‭of‬‭making‬‭a‬‭saving‬‭throw‬‭vs‬‭death‬‭magic.‬‭If‬‭the‬‭roll‬‭succeeds,‬‭the‬‭Feralan‬‭enters‬‭a‬‭feral‬‭rage‬
F
‭for‬‭the‬‭next‬‭2d6‬‭rounds.‬‭During‬‭that‬‭time,‬‭the‬‭rage‬‭gives‬‭the‬‭Feralan‬‭a‬‭+2‬‭bonus‬‭to‬‭all‬‭attack‬‭and‬‭damage‬‭rolls,‬‭and‬‭its‬
‭base‬‭Armor‬‭Class‬‭improves‬‭by‬‭2‬‭(an‬‭unarmored‬‭Feralan’s‬‭AC‬‭is‬‭temporarily‬‭raised‬‭to‬‭8).‬‭However,‬‭all‬‭attacks‬‭must‬
‭be‬‭made‬‭against‬‭the‬‭designated‬‭opponent‬‭and‬‭the‬‭Feralan‬‭must‬‭attack‬‭every‬‭round‬‭if‬‭able;‬‭the‬‭player‬‭can’t‬‭voluntarily‬
‭break‬‭off‬‭an‬‭attack,‬‭or‬‭choose‬‭to‬‭attack‬‭a‬‭different‬‭opponent.‬
‭An‬‭enraged‬‭Feralan‬‭must‬‭continue‬‭to‬‭attack‬‭the‬‭designated‬‭opponent‬‭until‬‭the‬‭feral‬‭rage‬‭wears‬‭off,‬‭or‬‭the‬
‭opponent‬‭dies‬‭or‬‭escapes.‬‭If‬‭the‬‭rage‬‭wears‬‭off,‬‭the‬‭Feralan‬‭may‬‭continue‬‭to‬‭attack‬‭normally,‬‭or‬‭take‬‭any‬‭other‬‭action.‬
‭However,‬‭the‬‭Feralan‬‭can’t‬‭attempt‬‭to‬‭become‬‭enraged‬‭again‬‭against‬‭the‬‭same‬‭opponent.‬‭If‬‭the‬‭opponent‬‭dies,‬‭the‬
‭feral‬‭rage‬‭automatically‬‭ends.‬‭If‬‭the‬‭opponent‬‭flees,‬‭the‬‭Feralan‬‭will‬‭pursue‬‭for‬‭the‬‭duration‬‭of‬‭the‬‭rage.‬
‭Climbing:‬‭The‬‭Feralan‬‭has‬‭a‬‭base‬‭climbing‬‭success‬‭rate‬‭of‬‭60%.‬‭This‬‭allows‬‭tree‬‭climbing‬‭at‬‭the‬‭Feralan’s‬
‭normal‬‭movement‬‭rate‬‭(cliff‬‭climbing‬‭instead‬‭if‬‭the‬‭primary‬‭terrain‬‭is‬‭Arctic,‬‭Desert,‬‭or‬‭Mountain).‬‭This‬‭ability‬‭is‬
‭much‬‭more‬‭limited‬‭than‬‭the‬‭thief's‬‭ability‬‭to‬‭climb‬‭walls.‬‭The‬‭climbing‬‭modifiers‬‭discussed‬‭on‬‭page‬‭76‬‭of‬‭the‬‭of‬‭the‬
‭Birthright‬‭Dungeon‬‭Master’s‬‭Guide‬‭apply‬‭to‬‭all‬‭situations‬‭other‬‭than‬‭those‬‭given.‬
‭Speak‬‭with‬‭Animals:‬‭The‬‭Feralan‬‭can‬‭use‬‭this‬‭ability‬‭at‬‭will‬‭with‬‭animals‬‭from‬‭their‬‭familial‬‭species.‬‭The‬
‭ability‬‭is‬‭similar‬‭to‬‭the‬‭2nd‬‭level‬‭Priest‬‭spell‬‭Speak‬‭With‬‭Animals,‬‭but‬‭requires‬‭no‬‭components‬‭or‬‭casting‬‭time.‬
‭Familial‬‭Rapport:‬‭The‬‭familial‬‭followers‬‭of‬‭a‬‭Feralan‬‭will‬‭generally‬‭do‬‭what‬‭they’re‬‭asked,‬‭assuming‬‭they’re‬
‭physically‬‭capable‬‭of‬‭doing‬‭so,‬‭when‬‭the‬‭Feralan‬‭speaks‬‭to‬‭them‬‭in‬‭their‬‭own‬‭language.‬‭Mistreated‬‭familial‬‭followers‬
‭may‬‭still‬‭abandon‬‭a‬‭Feralan.‬
‭Animal‬‭Training:‬‭The‬‭Feralan‬‭may‬‭train‬‭non-familial‬‭followers.‬‭This‬‭functions‬‭like‬‭the‬‭Animal‬‭Training‬‭non‬
‭weapon‬‭proficiency‬‭but‬‭requires‬‭no‬‭check‬‭and‬‭is‬‭automatically‬‭successful.‬
‭Call‬‭of‬‭the‬‭Wild:‬‭When‬‭in‬‭their‬‭primary‬‭terrain,‬‭the‬‭Feralan‬‭may‬‭attempt‬‭to‬‭summon‬‭familial‬‭species‬‭animals‬
‭by‬‭howling‬‭at‬‭the‬‭top‬‭of‬‭their‬‭lungs‬‭for‬‭1-6‬‭rounds.‬‭The‬‭DM‬‭then‬‭secretly‬‭rolls‬‭percentile‬‭dice.‬‭If‬‭the‬‭result‬‭is‬‭less‬
‭than‬‭or‬‭equal‬‭to‬‭the‬‭Feralan’s‬‭Wisdom‬‭score‬‭plus‬‭the‬‭character’s‬‭level‬‭(a‬‭5th‬‭level‬‭Feralan‬‭with‬‭Wisdom‬‭15‬‭has‬‭a‬‭base‬
‭chance‬‭of‬‭20%),‬‭1-4‬‭familial‬‭animals‬‭will‬‭show‬‭up‬‭within‬‭the‬‭next‬‭hour.‬‭Once‬‭they‬‭arrive,‬‭these‬‭animals‬‭act‬‭as‬
‭followers‬‭for‬‭the‬‭next‬‭1-4‬‭hours.‬‭During‬‭this‬‭time,‬‭the‬‭Feralan‬‭may‬‭command‬‭them‬‭with‬‭the‬‭Ranger‬‭speak‬‭with‬
‭animals‬‭ability.‬‭At‬‭the‬‭end‬‭of‬‭the‬‭1-4‬‭hour‬‭period,‬‭the‬‭summoned‬‭animals‬‭disappear‬‭into‬‭the‬‭wilderness.‬‭A‬‭Feralan‬
‭can‬‭attempt‬‭the‬‭call‬‭of‬‭the‬‭wild‬‭once‬‭per‬‭day.‬

‭Special‬‭Hindrances‬
‭Limited‬‭Magic:‬‭Because‬‭of‬‭their‬‭mental‬‭predisposition‬‭and‬‭animalistic‬‭tendencies,‬‭Feralans‬‭can‬‭only‬‭learn‬
‭and‬‭cast‬‭a‬‭limited‬‭number‬‭of‬‭spells.‬‭They‬‭have‬‭access‬‭only‬‭to‬‭spells‬‭of‬‭the‬‭animal‬‭sphere‬‭and‬‭can‘t‬‭cast‬‭spells‬‭any‬
‭higher‬‭than‬‭2nd‬‭level.‬‭The‬‭table‬‭below‬‭shows‬‭Feralan‬‭spell‬‭progression:‬

‭ eralan‬
F ‭ asting‬
C ‭ riest‬‭Spell‬‭Level*‬
P
‭Level‬ ‭Level‬ ‭1st‬ ‭2nd‬
‭1-7‬ ‭-‬ ‭-‬ ‭-‬
‭8-9‬ ‭1‬ ‭1‬ ‭-‬
‭10-11‬ ‭2‬ ‭2‬ ‭-‬
‭12-13‬ ‭3‬ ‭2‬ ‭1‬
‭14-15‬ ‭4‬ ‭2‬ ‭2‬
‭16+‬ ‭5‬ ‭3‬ ‭2‬

‭Limited‬‭Money:‬‭Feralans‬‭have‬‭almost‬‭no‬‭interest‬‭in‬‭money‬‭or‬‭gems,‬‭which‬‭for‬‭the‬‭most‬‭part‬‭are‬‭viewed‬‭as‬
‭ orth‬‭less‬‭than‬‭rocks.‬‭They‬‭keep‬‭only‬‭enough‬‭funds‬‭to‬‭cover‬‭training‬‭costs,‬‭equipment‬‭replacement,‬‭and‬‭basic‬‭living‬
w
‭expenses.‬‭They‬‭usually‬‭allow‬‭fellow‬‭party‬‭members‬‭to‬‭divide‬‭the‬‭remainder‬‭of‬‭their‬‭share‬‭of‬‭treasure‬‭as‬‭they‬‭wish.‬
‭However,‬‭the‬‭Feralan‬‭still‬‭receives‬‭all‬‭experience‬‭points‬‭due‬‭for‬‭finding‬‭treasure‬‭and‬‭fellow‬‭party‬‭members‬‭receive‬
‭no‬‭experience‬‭point‬‭benefit‬‭for‬‭the‬‭Feralan’s‬‭lost‬‭share.‬
‭No‬‭Fortifications:‬‭Lacking‬‭extensive‬‭resources‬‭but‬‭mainly‬‭lacking‬‭the‬‭inclination,‬‭a‬‭Feralan‬‭will‬‭not‬‭build‬‭a‬
‭castle‬‭or‬‭any‬‭other‬‭type‬‭of‬‭fortification‬‭at‬‭any‬‭point‬‭in‬‭their‬‭career.‬
‭Reaction‬‭Penalty:‬‭The‬‭rough‬‭manner‬‭and‬‭appearance‬‭of‬‭the‬‭Feralan‬‭inflicts‬‭a‬‭-3‬‭penalty‬‭when‬‭encountering‬
‭human,‬‭demihuman,‬‭or‬‭humanoid‬‭NPCs,‬‭including‬‭other‬‭Feralans.‬‭A‬‭Feralan‬‭will‬‭seldom,‬‭if‬‭ever,‬‭develop‬‭any‬‭close‬
‭relationship‬‭with‬‭politically‬‭powerful‬‭human,‬‭demihuman,‬‭or‬‭humanoid‬‭NPCs.‬

‭Pathfinder‬‭(Ranger)‬

‭The‬‭Pathfinder‬‭has‬‭an‬‭uncanny‬‭knack‬‭for‬‭blazing‬‭trails,‬‭a‬‭skill‬‭that‬‭allows‬‭the‬‭character‬‭to‬‭find‬‭the‬‭easiest‬
r‭ outes,‬‭reduce‬‭travel‬‭time,‬‭and‬‭avoid‬‭natural‬‭hazards.‬‭An‬‭acute‬‭sense‬‭of‬‭direction‬‭minimises‬‭the‬‭chances‬‭of‬‭getting‬
‭lost.‬‭They‬‭can‬‭estimate‬‭the‬‭number‬‭of‬‭miles‬‭covered‬‭with‬‭remarkable‬‭accuracy.‬‭The‬‭Pathfinder‬‭serves‬‭as‬‭an‬
‭invaluable‬‭guide,‬‭helping‬‭to‬‭ensure‬‭safe‬‭and‬‭efficient‬‭passage.‬
‭Though‬‭Pathfinders‬‭come‬‭from‬‭any‬‭type‬‭of‬‭tribe,‬‭most‬‭have‬‭homelands‬‭in‬‭sparsely‬‭settled‬‭or‬‭exceptionally‬
‭hostile‬‭terrains‬‭in‬‭Vosgaard.‬‭Learning‬‭to‬‭find‬‭one’s‬‭way‬‭can‬‭mean‬‭the‬‭difference‬‭between‬‭life‬‭and‬‭death.‬‭Pathfinders‬
‭usually‬‭demonstrate‬‭an‬‭aptitude‬‭for‬‭trailblazing‬‭early‬‭in‬‭life,‬‭but‬‭diligent‬‭practice‬‭is‬‭required‬‭to‬‭refine‬‭their‬‭skills.‬
‭81‬
‭ ften,‬‭young‬‭Pathfinders‬‭exercise‬‭their‬‭skills‬‭by‬‭asking‬‭a‬‭companion‬‭to‬‭blindfold‬‭them,‬‭lead‬‭them‬‭into‬‭an‬‭unexplored‬
O
‭area‬‭in‬‭the‬‭wilderness,‬‭then‬‭abandon‬‭the‬‭player.‬‭Pathfinders‬‭must‬‭find‬‭the‬‭way‬‭home‬‭using‬‭only‬‭their‬‭wits.‬
‭Experienced‬‭Pathfinders‬‭will‬‭occasionally‬‭engage‬‭in‬‭this‬‭game‬‭to‬‭brush‬‭up‬‭on‬‭their‬‭technique‬‭or‬‭to‬‭impress‬‭potential‬
‭clients.‬

‭ ole‬‭:‬‭Though‬‭some‬‭Pathfinders‬‭may‬‭eventually‬‭become‬‭retainers‬‭of‬‭civilized‬‭Regents,‬‭most‬‭operate‬‭independently.‬
R
‭Pathfinders‬‭are‬‭generally‬‭regarded‬‭as‬‭honest,‬‭although‬‭their‬‭services‬‭are‬‭rarely‬‭inexpensive.‬‭Being‬‭characters‬‭of‬‭high‬
‭principle,‬‭Pathfinders‬‭often‬‭offer‬‭their‬‭services‬‭to‬‭parties‬‭undertaking‬‭adventures‬‭to‬‭promote‬‭the‬‭common‬‭good.‬
‭Rarely‬‭will‬‭a‬‭Pathfinder‬‭join‬‭a‬‭party‬‭purely‬‭for‬‭gain,‬‭though‬‭they‬‭may‬‭consider‬‭such‬‭an‬‭arrangement.‬
‭As‬‭a‬‭member‬‭of‬‭an‬‭adventuring‬‭party,‬‭the‬‭Pathfinder‬‭is‬‭usually‬‭found‬‭in‬‭front,‬‭scouting‬‭the‬‭terrain‬‭ahead‬‭to‬
‭determine‬‭the‬‭most‬‭suitable‬‭route‬‭and‬‭spot‬‭potential‬‭hazards.‬‭Unless‬‭the‬‭Pathfinder‬‭has‬‭organised‬‭the‬‭party,‬‭usually‬
‭the‬‭leadership‬‭role‬‭is‬‭usually‬‭left‬‭to‬‭someone‬‭else‬‭while‬‭the‬‭player‬‭concentrates‬‭on‬‭trailblazing.‬

‭Primary‬‭Terrain‬‭:‬‭Forest,‬‭Hill,‬‭Mountain,‬‭or‬‭Plains.‬

‭Species‬‭Enemy‬‭:‬‭Any.‬

‭ ollowers‬‭:‬‭All‬‭species‬‭are‬‭eligible,‬‭though‬‭Pathfinders‬‭are‬‭likely‬‭to‬‭attract‬‭followers‬‭with‬‭higher‬‭movement‬‭rates,‬‭as‬
F
‭they‬‭tend‬‭to‬‭have‬‭no‬‭patience‬‭for‬‭creatures‬‭that‬‭can’t‬‭keep‬‭up.‬

‭Weapon‬‭Proficiencies‬
‭A‬‭Pathfinder‬‭must‬‭fill‬‭an‬‭initial‬‭weapon‬‭slot‬‭with‬‭a‬‭machete,‬‭axe,‬‭or‬‭sword;‬‭such‬‭weapons‬‭are‬‭useful‬‭for‬
‭cutting‬‭away‬‭brush‬‭and‬‭clearing‬‭paths.‬‭Subsequent‬‭slots‬‭may‬‭be‬‭filled‬‭with‬‭any‬‭weapons‬‭of‬‭the‬‭player’s‬‭choice‬‭(see‬
‭also‬‭Special‬‭Benefits).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Direction‬‭Sense,‬‭Distance‬‭Sense,‬‭Trail‬‭Marking.‬
‭Recommended:‬‭Endurance,‬‭Fire-building,‬‭Foraging,‬‭Mountaineering,‬‭Navigation,‬‭Signaling,‬‭Trail‬‭Signs,‬
‭Weather‬‭Sense.‬

‭Equipment‬
‭Because‬‭they‬‭spend‬‭a‬‭lot‬‭of‬‭time‬‭on‬‭foot,‬‭Pathfinders‬‭favor‬‭light‬‭armor,‬‭such‬‭as‬‭leather‬‭or‬‭padded.‬‭They‬
‭seldom‬‭carry‬‭a‬‭shield.‬‭Otherwise,‬‭the‬‭Pathfinder‬‭has‬‭no‬‭particular‬‭preferences‬‭or‬‭requirements.‬

‭Special‬‭Benefits‬
‭The‬‭first‬‭two‬‭benefits,‬‭trail‬‭sense‬‭and‬‭overland‬‭guiding,‬‭apply‬‭only‬‭when‬‭the‬‭Pathfinder‬‭leads‬‭the‬‭party.‬‭At‬
‭least‬‭20‬‭feet‬‭must‬‭separate‬‭the‬‭Pathfinder‬‭from‬‭the‬‭rest‬‭of‬‭the‬‭party.‬‭The‬‭proximity‬‭of‬‭others‬‭is‬‭too‬‭distracting,‬‭making‬
‭the‬‭player‬‭unable‬‭to‬‭take‬‭advantage‬‭of‬‭these‬‭benefits.‬
‭Trail‬‭Sense:‬‭The‬‭Pathfinder’s‬‭chance‬‭of‬‭getting‬‭lost‬‭in‬‭any‬‭outdoor‬‭environment‬‭is‬‭reduced‬‭by‬‭10%.‬
‭Furthermore,‬‭the‬‭base‬‭chance‬‭of‬‭getting‬‭lost‬‭in‬‭a‬‭primary‬‭terrain‬‭will‬‭never‬‭exceed‬‭20%.‬
‭Overland‬‭Guiding:‬‭A‬‭Pathfinder‬‭is‬‭able‬‭to‬‭find‬‭the‬‭optimum‬‭trail‬‭through‬‭rough‬‭terrain,‬‭increasing‬‭the‬
‭party’s‬‭movement‬‭rate‬‭when‬‭traversing‬‭long‬‭distances.‬‭To‬‭determine‬‭terrain‬‭costs‬‭for‬‭overland‬‭movement‬‭when‬‭a‬
‭Pathfinder‬‭leads‬‭the‬‭party,‬‭use‬‭the‬‭table‬‭below‬‭in‬‭place‬‭of‬‭the‬‭table‬‭on‬‭page‬‭63‬‭of‬‭the‬‭Birthright‬‭DMs‬‭Guide.‬‭The‬
‭movement‬‭costs‬‭indicate‬‭points‬‭of‬‭movement‬‭spent‬‭per‬‭mile‬‭of‬‭travel;‬‭when‬‭moving‬‭through‬‭the‬‭various‬‭terrain‬
‭types,‬‭subtract‬‭the‬‭points‬‭from‬‭the‬‭total‬‭movement‬‭available‬‭to‬‭the‬‭party‬‭for‬‭that‬‭day.‬

‭ errain‬‭Type‬
T ‭Movement‬‭Cost‬ ‭ errain‬‭Type‬
T ‭Movement‬‭Cost‬
‭Barren,‬‭wasteland‬ ‭1‬ ‭Jungle,‬‭medium‬ ‭4‬
‭Clear,‬‭farmland‬ ‭½‬ ‭Jungle,‬‭heavy‬ ‭6‬
‭Desert,‬‭rocky‬ ‭1‬ ‭Marsh,‬‭swamp‬ ‭6‬
‭Desert,‬‭sand‬ ‭2‬ ‭Moor‬ ‭3‬
‭Forest,‬‭light‬ ‭1‬ ‭Mountains,‬‭low‬ ‭3‬
‭Forest,‬‭medium‬ ‭2‬ ‭Mountains,‬‭medium‬ ‭4‬
‭Forest,‬‭heavy‬ ‭3‬ ‭Mountains,‬‭high‬ ‭6‬
‭Glacier‬ ‭1‬ ‭Plains,‬‭grassland,‬‭heath‬ ‭1‬
‭Hills,‬‭rolling‬ ‭1‬ ‭Scrub,‬‭brushland‬ ‭1‬
‭Hills,‬‭steep‬‭(foothills)‬ ‭3‬ ‭Tundra‬ ‭2‬

‭82‬
‭Marksmanship:‬‭Owing‬‭to‬‭a‬‭steady‬‭hand‬‭and‬‭acute‬‭vision,‬‭the‬‭Pathfinder‬‭has‬‭a‬‭+1‬‭bonus‬‭to‬‭attacks‬‭made‬‭with‬
a‭ ‬‭favourite‬‭missile‬‭weapon.‬‭It‬‭must‬‭be‬‭one‬‭in‬‭which‬‭the‬‭player‬‭has‬‭proficiency‬‭and‬‭has‬‭been‬‭selected‬‭as‬‭a‬‭weapon‬‭of‬
‭choice.‬
‭Recognize‬‭Trail‬‭Hazard:‬‭By‬‭observing‬‭subtle‬‭changes‬‭in‬‭the‬‭terrain,‬‭the‬‭Pathfinder‬‭is‬‭able‬‭to‬‭identify‬‭natural‬
‭hazards,‬‭enabling‬‭the‬‭character‬‭and‬‭the‬‭party‬‭to‬‭avoid‬‭them.‬‭Typical‬‭hazards‬‭include‬‭quicksand,‬‭sinkholes,‬‭slippery‬
‭slopes,‬‭and‬‭thin‬‭ice.‬‭A‬‭Pathfinder‬‭has‬‭no‬‭special‬‭ability‬‭to‬‭recognize‬‭man-made‬‭hazards,‬‭such‬‭as‬‭pit‬‭traps‬‭or‬
‭dangerous‬‭bridges,‬‭nor‬‭any‬‭special‬‭talent‬‭for‬‭anticipating‬‭encounters‬‭with‬‭hostile‬‭natives‬‭or‬‭animals.‬
‭A‬‭Pathfinder’s‬‭chance‬‭of‬‭recognizing‬‭a‬‭hazard‬‭is‬‭10%‬‭per‬‭experience‬‭level;‬‭to‬‭a‬‭maximum‬‭chance‬‭of‬‭90%‬‭at‬
‭ninth‬‭level.‬‭If‬‭the‬‭DM‬‭determines‬‭that‬‭the‬‭Pathfinder‬‭is‬‭approaching‬‭an‬‭area‬‭containing‬‭a‬‭natural‬‭hazard,‬‭a‬‭percentile‬
‭dice‬‭is‬‭secretly‬‭rolled.‬‭If‬‭the‬‭roll‬‭is‬‭equal‬‭to‬‭or‬‭less‬‭than‬‭the‬‭Pathfinder’s‬‭chance,‬‭the‬‭player‬‭recognizes‬‭a‬‭potential‬
‭hazard.‬‭Optionally,‬‭the‬‭DM‬‭could‬‭simply‬‭describe‬‭an‬‭unusual‬‭aspect‬‭of‬‭the‬‭terrain‬‭and‬‭let‬‭a‬‭Pathfinder‬‭come‬‭to‬‭their‬
‭own‬‭conclusions.‬‭For‬‭example,‬‭if‬‭the‬‭Pathfinder‬‭is‬‭approaching‬‭a‬‭pool‬‭of‬‭quicksand,‬‭the‬‭DM‬‭might‬‭say‬‭that‬‭the‬
‭ground‬‭feels‬‭oddly‬‭spongy.‬‭If‬‭the‬‭Pathfinder‬‭comes‬‭upon‬‭a‬‭patch‬‭of‬‭thin‬‭ice,‬‭the‬‭DM‬‭might‬‭point‬‭out‬‭that‬‭the‬‭ice‬
‭ahead‬‭is‬‭discoloured‬‭and‬‭laced‬‭with‬‭tiny‬‭cracks.‬

‭Special‬‭Hindrances‬
‭By‬‭moving‬‭ahead‬‭of‬‭the‬‭party,‬‭Pathfinders‬‭place‬‭themselves‬‭in‬‭a‬‭position‬‭of‬‭risk.‬‭Separated‬‭from‬‭their‬
‭companions,‬‭the‬‭Pathfinder‬‭is‬‭more‬‭likely‬‭to‬‭be‬‭the‬‭victim‬‭of‬‭enemy‬‭attacks.‬‭They‬‭run‬‭a‬‭much‬‭higher‬‭risk‬‭of‬‭drawing‬
‭fire‬‭from‬‭snipers,‬‭and‬‭are‬‭more‬‭susceptible‬‭to‬‭ambushes‬‭from‬‭hostile‬‭creatures.‬‭It‬‭is‬‭likely‬‭that‬‭the‬‭character‬‭will‬‭be‬
‭the‬‭first‬‭to‬‭fall‬‭victim‬‭to‬‭danger‬‭when‬‭unable‬‭to‬‭recognize‬‭it.‬

‭Amazon‬‭Priestess‬‭(Cleric)‬

‭Amazons‬‭are‬‭women‬‭Warriors‬‭from‬‭Vosgaard.‬‭The‬‭Amazon‬‭civilization‬‭is‬‭different‬‭from‬‭the‬‭cultures‬‭of‬‭the‬
r‭ est‬‭of‬‭the‬‭world‬‭in‬‭that‬‭women‬‭occupy‬‭all‬‭the‬‭most‬‭prominent‬‭occupations‬‭and‬‭positions‬‭in‬‭their‬‭society.‬‭Men‬‭are‬
‭either‬‭second-class‬‭citizens,‬‭or‬‭are‬‭all‬‭kept‬‭as‬‭slaves,‬‭or‬‭are‬‭exiled‬‭from‬‭the‬‭culture‬‭altogether.‬
‭Amazons‬‭continually‬‭have‬‭to‬‭defend‬‭themselves‬‭from‬‭the‬‭efforts‬‭of‬‭surrounding‬‭civilizations‬‭to‬‭“return‬‭them‬
‭to‬‭normal,"‬‭and‬‭therefore‬‭they‬‭are‬‭very‬‭skilled‬‭at‬‭war.‬‭The‬‭Amazon‬‭Priestess‬‭assists‬‭the‬‭Amazon‬‭Warriors,‬‭fights‬
‭alongside‬‭them‬‭in‬‭times‬‭of‬‭combat,‬‭performs‬‭the‬‭usual‬‭service‬‭of‬‭guidance,‬‭and‬‭sometimes‬‭promotes‬‭expeditions‬
‭through‬‭the‬‭outer‬‭world‬‭in‬‭an‬‭effort‬‭to‬‭learn‬‭what‬‭they‬‭can‬‭of‬‭the‬‭world‬‭of‬‭men,‬‭in‬‭order‬‭to‬‭protect‬‭themselves‬‭from‬‭it,‬
‭or‬‭to‬‭educate‬‭the‬‭outer-worlders.‬
‭There‬‭are‬‭no‬‭special‬‭ability‬‭score‬‭requirements‬‭to‬‭be‬‭an‬‭Amazon.‬‭Amazons‬‭must‬‭be‬‭female.‬

‭ ole‬‭:‬‭Among‬‭the‬‭Amazons,‬‭the‬‭Priestess-types‬‭are‬‭as‬‭highly-regarded‬‭as‬‭the‬‭Warrior,‬‭and‬‭the‬‭Warrior‬‭is‬‭the‬
R
‭most-admired‬‭type‬‭of‬‭Amazon.‬‭They‬‭promote‬‭the‬‭worship‬‭of‬‭Kriesha.‬
‭Outside‬‭the‬‭Amazon‬‭lands,‬‭among‬‭male-dominated‬‭civilizations,‬‭the‬‭Priestess‬‭is‬‭seen‬‭as‬‭an‬‭unnatural‬‭sort‬‭of‬
‭woman.‬‭In‬‭Vos‬‭cultures‬‭where‬‭men‬‭and‬‭women‬‭are‬‭approximately‬‭equal‬‭in‬‭influence,‬‭the‬‭Amazon‬‭is‬‭looked‬‭on‬‭as‬‭a‬
‭curiosity,‬‭and‬‭may‬‭even‬‭be‬‭looked‬‭down‬‭on‬‭as‬‭a‬‭representative‬‭of‬‭a‬‭culture‬‭that‬‭hasn’t‬‭yet‬‭come‬‭to‬‭the‬‭conclusion‬‭that‬
‭neither‬‭gender‬‭should‬‭oppress‬‭the‬‭other.‬
‭Among‬‭player-character‬‭adventurers,‬‭the‬‭Amazon‬‭Priestess‬‭is‬‭likely‬‭to‬‭prove‬‭herself‬‭to‬‭be‬‭a‬‭capable‬‭Fighter‬
‭and‬‭an‬‭effective‬‭spellcaster.‬‭If‬‭the‬‭Priestess‬‭character‬‭starts‬‭out‬‭suffering‬‭a‬‭bit‬‭of‬‭discrimination‬‭when‬‭she’s‬
‭introduced‬‭into‬‭the‬‭campaign,‬‭that‬‭may‬‭be‬‭normal‬‭if‬‭the‬‭campaign’s‬‭main‬‭culture‬‭is‬‭discriminatory.‬‭Even‬‭if‬‭the‬
‭campaign’s‬‭main‬‭culture‬‭is‬‭discriminatory,‬‭the‬‭PCs‬‭will‬‭likely‬‭demonstrate‬‭a‬‭touch‬‭more‬‭flexibility‬‭in‬‭their‬‭attitudes‬
‭based‬‭on‬‭their‬‭adventuring‬‭experiences‬‭with‬‭the‬‭Amazon‬‭Priestess.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭None.‬‭Recommended:‬‭Spear,‬‭shortbow:‬‭if‬‭possible,‬‭various‬‭axes‬‭and‬‭swords.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Riding‬‭(Land-Based),‬‭Animal‬‭Training.‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Armorer,‬‭Bowyer/Fletcher,‬‭Hunting,‬
‭Running,‬‭Survival,‬‭Tracking.‬

‭Equipment‬
‭When‬‭an‬‭Amazon‬‭character‬‭is‬‭created,‬‭armor‬‭can‬‭be‬‭selected‬‭from‬‭among‬‭the‬‭following‬‭choices:‬‭Shield,‬
‭Bone,‬‭Dragonhide,‬‭or‬‭Bronze‬‭Plate‬‭Mail.‬‭Once‬‭she‬‭has‬‭adventured‬‭elsewhere‬‭in‬‭the‬‭world,‬‭she‬‭may‬‭purchase‬‭other‬
‭types‬‭of‬‭armor‬‭according‬‭to‬‭her‬‭class‬‭limitations.‬

‭Special‬‭Benefits‬
‭Amazon‬‭Priestesses‬‭function‬‭fully‬‭as‬‭Priestesses‬‭of‬‭Kriesha,‬‭and‬‭gain‬‭the‬‭abilities‬‭associated‬‭with‬‭being‬‭a‬
‭priestess‬‭of‬‭Kriesha.‬
‭Male‬‭opponents‬‭from‬‭cultures‬‭where‬‭women‬‭Fighters‬‭tend‬‭to‬‭be‬‭rare‬‭will‬‭be‬‭amused,‬‭rather‬‭than‬‭cautious,‬
‭83‬
t‭he‬‭first‬‭time‬‭they‬‭confront‬‭an‬‭Amazon.‬‭Therefore,‬‭if‬‭a‬‭Warrior‬‭of‬‭this‬‭kind‬‭runs‬‭up‬‭against‬‭an‬‭Amazon‬‭for‬‭the‬‭first‬
‭time,‬‭the‬‭Amazon‬‭gets‬‭+3‬‭to‬‭hit‬‭and‬‭+3‬‭to‬‭damage‬‭for‬‭her‬‭first‬‭strike‬‭only.‬‭This‬‭reflects‬‭the‬‭fact‬‭that‬‭her‬‭opponent‘s‬
‭guard‬‭is‬‭down.‬
‭This‬‭bonus‬‭doesn’t‬‭work‬‭on‬‭any‬‭Warrior‬‭character‬‭of‬‭fifth‬‭level‬‭or‬‭higher,‬‭or‬‭a‬‭character‬‭of‬‭any‬‭other‬‭class‬‭at‬
‭8th‬‭level‬‭or‬‭higher:‬‭in‬‭spite‬‭of‬‭any‬‭prejudices‬‭he‬‭might‬‭bear,‬‭this‬‭character‬‭is‬‭too‬‭seasoned‬‭an‬‭adventurer‬‭to‬‭let‬‭his‬
‭guard‬‭down‬‭that‬‭way.‬‭The‬‭bonus‬‭won’t‬‭work‬‭on‬‭any‬‭male‬‭Fighter‬‭who‬‭comes‬‭from‬‭a‬‭culture‬‭where‬‭women‬‭regularly‬
‭fight,‬‭or‬‭who‬‭has‬‭had‬‭fighting-women‬‭comrades‬‭or‬‭faced‬‭fighting-women‬‭opponents‬‭before,‬‭or‬‭even‬‭who‬‭has‬‭seen‬
‭the‬‭Amazon‬‭hit‬‭someone‬‭else‬‭with‬‭this‬‭bonus‬‭earlier.‬
‭It‬‭doesn’t‬‭work‬‭on‬‭player-characters‬‭unless‬‭the‬‭player‬‭is‬‭role-playing‬‭honestly‬‭that‬‭their‬‭character‬‭would‬
‭underestimate‬‭the‬‭Amazon.‬‭Once‬‭the‬‭Amazon‬‭hits‬‭a‬‭character‬‭with‬‭this‬‭bonus,‬‭the‬‭target‬‭will‬‭never‬‭fall‬‭for‬‭it‬‭again.‬‭If‬
‭the‬‭Amazon‬‭misses‬‭the‬‭target‬‭with‬‭the‬‭initial‬‭blow,‬‭she‬‭continues‬‭to‬‭receive‬‭the‬‭attack‬‭bonus‬‭until‬‭she‬‭hits‬‭the‬‭target.‬

‭Special‬‭Hindrances‬
‭The‬‭Amazon‬‭suffers‬‭a‬‭-3‬‭reaction‬‭roll‬‭adjustment‬‭from‬‭NPC’s‬‭from‬‭male‬‭dominated‬‭societies.‬‭This‬‭reaction‬
‭adjustment‬‭can‬‭be‬‭negated‬‭once‬‭other‬‭characters‬‭come‬‭to‬‭know‬‭and‬‭respect‬‭her.‬‭Likewise,‬‭player‬‭characters‬‭need‬‭not‬
‭respond‬‭with‬‭hostility‬‭toward‬‭their‬‭Amazon‬‭companion,‬‭unless‬‭they‬‭want‬‭to‬‭do‬‭so‬‭for‬‭role-playing‬‭purposes.‬

‭Berserker‬‭Priest‬‭(Cleric)‬

‭These‬‭Clerics‬‭are‬‭the‬‭Priests‬‭of‬‭a‬‭culture‬‭halfway‬‭between‬‭what‬‭we‬‭think‬‭of‬‭as‬‭civilized‬‭and‬‭savage.‬‭Their‬
‭ eople‬‭live‬‭at‬‭the‬‭very‬‭edge‬‭of,‬‭or‬‭beyond‬‭the‬‭borders‬‭of‬‭the‬‭edges‬‭of‬‭the‬‭campaign's‬‭main‬‭civilization.‬‭They‬‭tend‬‭to‬
p
‭be‬‭very‬‭warlike,‬‭fighting‬‭battles‬‭with‬‭neighboring‬‭tribes‬‭and‬‭with‬‭troops‬‭from‬‭“civilized”‬‭lands.‬‭Their‬‭Fighters‬‭aren't‬
‭soldiers,‬‭they‬‭are‬‭Warriors,‬‭and‬‭tend‬‭to‬‭be‬‭deadlier‬‭in‬‭one-on-one‬‭fighting‬‭but‬‭poorer‬‭at‬‭formation‬‭combat‬‭than‬‭those‬
‭of‬‭the‬‭"civilized"‬‭nations.‬‭These‬‭Warriors‬‭may,‬‭in‬‭fact,‬‭be‬‭Berserkers.‬‭They‬‭are‬‭still‬‭more‬‭in‬‭touch‬‭with‬‭nature‬‭and‬‭the‬
‭world‬‭than‬‭the‬‭people‬‭of‬‭civilized‬‭lands.‬‭They‬‭may‬‭have‬‭very‬‭different‬‭customs‬‭from‬‭civilized‬‭people.‬
‭There‬‭are‬‭no‬‭ability‬‭requirements‬‭to‬‭be‬‭a‬‭Priest‬‭in‬‭a‬‭Barbarian‬‭or‬‭Berserker‬‭tribe.‬

‭ ole‬‭:‬‭Priests‬‭of‬‭the‬‭Vos‬‭communities‬‭perform‬‭the‬‭same‬‭functions‬‭as‬‭Priests‬‭of‬‭civilized‬‭lands.‬‭However,‬‭the‬‭Vos‬‭have‬
R
‭more‬‭respect‬‭for‬‭the‬‭gods‬‭than‬‭civilized‬‭folk,‬‭and‬‭Priests‬‭are‬‭also‬‭feared‬‭and‬‭well-respected.‬‭Their‬‭counsel‬‭is‬‭listened‬
‭to‬‭by‬‭Regents‬‭and‬‭war‬‭chiefs.‬‭In‬‭their‬‭culture,‬‭those‬‭who‬‭disagree‬‭with‬‭them‬‭do‬‭not‬‭insult‬‭them‬‭or‬‭their‬‭guidance,‬‭and‬
‭it‬‭is‬‭generally‬‭considered‬‭to‬‭be‬‭a‬‭death‬‭sentence‬‭for‬‭a‬‭Warrior‬‭to‬‭attack‬‭a‬‭Priest‬‭of‬‭Vos‬‭culture,‬‭though‬‭defending‬
‭oneself‬‭from‬‭attack‬‭is‬‭considered‬‭to‬‭be‬‭necessary,‬‭but‬‭only‬‭if‬‭it‬‭was‬‭in‬‭self‬‭defense,‬‭not‬‭aggression.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭axe,‬‭sword,‬‭bow‬‭(any),‬‭sling.‬‭Naturally,‬‭the‬‭Priesthood‬‭may‬‭limit‬‭the‬‭Priest's‬‭choice‬‭of‬
‭weapons‬‭and‬‭not‬‭allow‬‭the‬‭player‬‭to‬‭learn‬‭some‬‭of‬‭these.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiency:‬‭Endurance‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭Animal‬‭Training,‬‭Direction‬‭Sense,‬‭Fire-Building,‬‭Riding‬‭(Land‬
‭Based),‬‭Weather‬‭Sense,‬‭Blind-Fighting,‬‭Hunting,‬‭Mountaineering,‬‭Running,‬‭Set‬‭Snares,‬‭Survival,‬‭Tracking,‬
‭Herbalism,‬‭Jumping.‬‭Some‬‭of‬‭these‬‭are‬‭outside‬‭the‬‭priest's‬‭Non‬‭Weapon‬‭Proficiency‬‭Group‬‭Crossovers‬‭and‬‭will‬‭cost‬
‭twice‬‭the‬‭listed‬‭slots‬‭if‬‭taken.‬

‭Equipment‬
‭With‬‭their‬‭starting‬‭money,‬‭they‬‭can‬‭buy‬‭only‬‭weapons‬‭appropriate‬‭to‬‭their‬‭tribe,‬‭but‬‭first‬‭must‬‭arm‬
‭themselves‬‭as‬‭required‬‭by‬‭their‬‭faith.‬

‭Special‬‭Benefits‬
‭Berserker‬‭Priests‬‭may‬‭worship‬‭and‬‭function‬‭as‬‭a‬‭Priest‬‭of‬‭Belenik,‬‭or‬‭Lirovka‬
‭Berserkers‬‭are‬‭imposing‬‭and‬‭dangerous‬‭looking.‬‭This‬‭tends‬‭to‬‭make‬‭others‬‭respect‬‭them‬‭or‬‭at‬‭the‬‭very‬‭least‬
‭not‬‭make‬‭enemies‬‭of‬‭them.‬‭Therefore,‬‭berserker‬‭Priests‬‭receive‬‭a‬‭+1‬‭reaction‬‭adjustment‬‭bonus‬‭when‬‭encountering‬
‭NPCs.‬‭This‬‭becomes‬‭a‬‭+3‬‭among‬‭members‬‭of‬‭their‬‭native‬‭culture.‬
‭Vos‬‭Berserkers‬‭normally‬‭require‬‭1‬‭turn‬‭to‬‭become‬‭berserk.‬‭In‬‭the‬‭presence‬‭of‬‭one‬‭of‬‭these‬‭Priests,‬‭Vos‬
‭Berserkers‬‭go‬‭berserk‬‭in‬‭five‬‭rounds,‬‭while‬‭a‬‭blooded‬‭Vos‬‭Berkerser‬‭enters‬‭the‬‭berserk‬‭state‬‭in‬‭two‬‭rounds.‬

‭Special‬‭Hindrances‬
‭Berserker‬‭Priests‬‭have‬‭problems‬‭in‬‭civilized‬‭lands.‬‭They‬‭don't‬‭respect‬‭the‬‭authorities‬‭and‬‭the‬‭authorities‬‭have‬
‭learned‬‭to‬‭be‬‭cautious‬‭about‬‭Berserkers.‬‭This‬‭sort‬‭of‬‭Priest‬‭may‬‭keep‬‭freeing‬‭enslaved‬‭brethren.‬‭Despite‬‭possibly‬
‭worshipping‬‭the‬‭same‬‭god‬‭known‬‭to‬‭this‬‭culture,‬‭the‬‭player‬‭worships‬‭it‬‭in‬‭a‬‭way‬‭the‬‭locals‬‭consider‬‭to‬‭be‬‭wrong.‬
‭Therefore,‬‭the‬‭berserker‬‭Priest‬‭receives‬‭a‬‭-3‬‭reaction‬‭adjustment‬‭penalty‬‭when‬‭encountering‬‭NPCs‬‭in‬‭positions‬‭of‬
‭power‬‭like‬‭rulers,‬‭government‬‭officials,‬‭etc.‬
‭84‬
‭Flamespeaker‬‭(Cleric)‬

‭ he‬‭Flamespeaker‬‭comes‬‭from‬‭a‬‭primitive‬‭tribe‬‭that‬‭worships‬‭fire‬‭instead‬‭of‬‭the‬‭gods.‬‭Any‬‭child‬‭born‬‭at‬
T
‭sunset‬‭is‬‭immediately‬‭placed‬‭before‬‭a‬‭small‬‭campfire‬‭and‬‭observed‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭night.‬‭If‬‭the‬‭child‬‭refrains‬‭from‬
‭crying,‬‭and‬‭the‬‭fire‬‭still‬‭burns‬‭at‬‭dawn,‬‭the‬‭child‬‭has‬‭been‬‭chosen‬‭by‬‭the‬‭flame‬‭spirits‬‭to‬‭learn‬‭the‬‭secrets‬‭of‬‭the‬
‭Flamespeaker.‬‭This‬‭includes‬‭the‬‭abilities‬‭to‬‭change‬‭into‬‭a‬‭fiery‬‭sphere‬‭and‬‭converse‬‭with‬‭flames.‬‭Tribal‬‭elders‬‭teach‬
‭the‬‭character‬‭these‬‭secrets‬‭upon‬‭reaching‬‭adolescence.‬

‭ ole‬‭:‬‭Flamespeakers‬‭consider‬‭themselves‬‭to‬‭be‬‭servants‬‭of‬‭the‬‭spirits,‬‭a‬‭small‬‭player‬‭in‬‭the‬‭grand‬‭scheme‬‭of‬‭nature.‬
R
‭Companions‬‭will‬‭find‬‭them‬‭shy‬‭and‬‭self-critical,‬‭quick‬‭to‬‭blame‬‭themselves‬‭for‬‭real‬‭or‬‭imagined‬‭mistakes.‬‭They‬
‭express‬‭their‬‭faith‬‭by‬‭bowing‬‭to‬‭the‬‭setting‬‭sun,‬‭passing‬‭stone‬‭weapons‬‭through‬‭flame‬‭before‬‭a‬‭battle,‬‭and‬
‭apologizing‬‭to‬‭fires‬‭before‬‭extinguishing‬‭them.‬
‭The‬‭player’s‬‭alliance‬‭with‬‭an‬‭adventuring‬‭party‬‭usually‬‭results‬‭from‬‭an‬‭elder’s‬‭directive‬‭for‬‭the‬‭character‬‭to‬
‭develop‬‭skills‬‭in‬‭the‬‭outworld.‬‭Though‬‭intimidated‬‭by‬‭most‬‭outworlders,‬‭the‬‭Priest‬‭remains‬‭loyal‬‭to‬‭friends‬‭and‬‭obeys‬
‭the‬‭orders‬‭of‬‭leaders.‬‭With‬‭no‬‭fear‬‭of‬‭death,‬‭Flamespeakers‬‭are‬‭confident‬‭that‬‭their‬‭devotion‬‭will‬‭be‬‭rewarded‬‭in‬‭the‬
‭afterlife.‬

‭Weapon‬‭Proficiencies‬
‭Any,‬‭but‬‭the‬‭Flamespeaker‬‭won’t‬‭use‬‭weapons‬‭made‬‭exclusively‬‭of‬‭wood.‬‭A‬‭wooden‬‭arrow‬‭with‬‭a‬‭stone‬
‭head‬‭is‬‭acceptable,‬‭but‬‭a‬‭solid‬‭wooden‬‭club‬‭isn’t.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Firebuilding.‬
‭Recommended:‬‭Danger‬‭Sense,‬‭Direction‬‭Sense,‬‭Religion‬

‭Equipment‬
‭The‬‭Flamespeaker‬‭begins‬‭with‬‭no‬‭armor,‬‭typically‬‭only‬‭wearing‬‭an‬‭animal‬‭skin‬‭loincloth‬‭or‬‭smock.‬‭They‬
‭may‬‭trade‬‭animal‬‭products‬‭for‬‭armor‬‭and‬‭a‬‭shield,‬‭but‬‭will‬‭never‬‭wear‬‭armor‬‭better‬‭than‬‭leather‬‭or‬‭padded.‬

‭Special‬‭Benefits‬
‭Cast‬‭Cleric‬‭spells:‬‭Major‬‭Spheres‬‭-‬‭All,‬‭Combat,‬‭Divination,‬‭Elemental,‬‭Weather.‬‭Minor‬‭Spheres‬‭-‬‭Charm,‬
‭Healing,‬‭Necromantic,‬‭Protection‬
‭Speak‬‭with‬‭Flames:‬‭Once‬‭per‬‭day,‬‭a‬‭Flame‬‭speaker‬‭may‬‭ask‬‭a‬‭question‬‭of‬‭any‬‭natural‬‭fire‬‭source,‬‭such‬‭as‬‭a‬
‭campfire,‬‭a‬‭smoldering‬‭ember,‬‭a‬‭torch,‬‭or‬‭a‬‭burning‬‭house.‬‭If‬‭the‬‭Flamespeaker‬‭makes‬‭a‬‭successful‬‭Wisdom‬‭check,‬
‭they‬‭hear‬‭the‬‭answer‬‭in‬‭their‬‭head.‬‭Answers‬‭from‬‭the‬‭fire‬‭are‬‭always‬‭honest,‬‭using‬‭only‬‭a‬‭single‬‭word‬‭or‬‭a‬‭short‬
‭phrase.‬‭Typical‬‭questions‬‭might‬‭include‬‭’Who‬‭started‬‭you?”‬‭“What‬‭are‬‭you‬‭burning?”‬‭“Has‬‭a‬‭man‬‭with‬‭a‬‭white‬‭beard‬
‭passed‬‭this‬‭way?”‬
‭The‬‭DM‬‭should‬‭keep‬‭in‬‭mind‬‭that‬‭a‬‭typical‬‭fire‬‭doesn’t‬‭know‬‭much.‬‭It‬‭can’t‬‭make‬‭judgments‬‭or‬‭give‬‭reliable‬
‭advice.‬‭In‬‭general,‬‭its‬‭knowledge‬‭is‬‭limited‬‭to‬‭events‬‭that‬‭occurred‬‭in‬‭the‬‭immediate‬‭area‬‭while‬‭it's‬‭been‬‭burning.‬‭If‬‭in‬
‭doubt,‬‭the‬‭DM‬‭can‬‭have‬‭the‬‭fire‬‭respond,‬‭"I‬‭do‬‭not‬‭know."‬
‭Flame‬‭Form:‬‭Upon‬‭achieving‬‭7th‬‭level,‬‭the‬‭Flamespeaker‬‭can‬‭become‬‭a‬‭five-foot-diameter‬‭sphere‬‭of‬‭living‬
‭fire‬‭for‬‭up‬‭to‬‭an‬‭hour‬‭twice‬‭per‬‭day.‬‭Except‬‭for‬‭tiny‬‭yellow‬‭and‬‭red‬‭flames‬‭flickering‬‭over‬‭its‬‭surface,‬‭the‬‭sphene‬‭is‬
‭featureless.‬‭In‬‭flame‬‭form,‬‭the‬‭Flameseaker‬‭has‬‭AC‬‭4‬‭and‬‭the‬‭same‬‭number‬‭of‬‭hit‬‭points‬‭(and‬‭same‬‭level)‬‭as‬‭in‬
‭human‬‭form.‬‭The‬‭flame‬‭form‬‭also‬‭has‬‭the‬‭following‬‭properties:‬
‭It‬‭has‬‭no‬‭rating‬‭for‬‭land‬‭movement,‬‭but‬‭can‬‭fly‬‭at‬‭a‬‭movement‬‭rate‬‭of‬‭9,‬‭Maneuverability‬‭Class‬‭B.‬
‭It‬‭can‬‭see‬‭in‬‭all‬‭directions‬‭simultaneously‬‭(to‬‭the‬‭same‬‭distance‬‭as‬‭a‬‭normal‬‭human)‬‭and‬‭can’t‬‭be‬‭surprised.‬
‭Its‬‭senses‬‭of‬‭smell‬‭and‬‭hearing‬‭remain‬‭unchanged.‬
‭It‬‭can‬‭regulate‬‭surface‬‭heat‬‭at‬‭will,‬‭from‬‭the‬‭temperature‬‭of‬‭warm‬‭water‬‭to‬‭a‬‭blazing‬‭inferno.‬‭At‬‭low‬‭heat,‬‭it‬
‭can‬‭pass‬‭through‬‭dry‬‭grass‬‭without‬‭starting‬‭a‬‭fire.‬‭At‬‭full‬‭heat‬‭(the‬‭normal‬‭state),‬‭it‬‭ignites‬‭any‬‭flammable‬‭materials‬‭it‬
‭contacts;‬‭those‬‭who‬‭touch‬‭it‬‭suffer‬‭2d4‬‭hit‬‭points‬‭of‬‭damage.‬
‭At‬‭will,‬‭the‬‭form‬‭can‬‭generate‬‭1-4‬‭tentacles‬‭of‬‭flame,‬‭up‬‭to‬‭10‬‭feet‬‭long.‬‭The‬‭Flamespeaker‬‭controls‬‭the‬‭exact‬
‭number‬‭of‬‭tentacles‬‭as‬‭well‬‭as‬‭their‬‭lengths.‬‭Though‬‭the‬‭flame‬‭form‬‭can’t‬‭wield‬‭weapons,‬‭it‬‭can‬‭lash‬‭out‬‭with‬‭these‬
‭flame‬‭tentacles,‬‭making‬‭up‬‭to‬‭four‬‭attacks‬‭per‬‭round.‬‭Each‬‭tentacle‬‭may‬‭be‬‭directed‬‭at‬‭a‬‭different‬‭target.‬‭Each‬
‭successful‬‭hit‬‭inflicts‬‭2d4‬‭hit‬‭points‬‭of‬‭damage.‬
‭The‬‭flame‬‭form‬‭is‬‭immune‬‭to‬‭all‬‭magical‬‭and‬‭non-magical‬‭fire-based‬‭attacks.‬

‭Special‬‭Hindrances‬
‭Flamespeakers‬‭suffer‬‭the‬‭following‬‭penalties‬‭when‬‭in‬‭flame‬‭form:‬
‭They‬‭can't‬‭speak.‬
‭They‬‭can't‬‭cast‬‭spells.‬
‭They‬‭suffer‬‭double‬‭damage‬‭from‬‭all‬‭magical‬‭and‬‭non-magical‬‭cold-based‬‭attacks.‬
‭Any‬‭contact‬‭with‬‭a‬‭gallon‬‭or‬‭more‬‭of‬‭water‬‭(from‬‭rain,‬‭a‬‭river,‬‭a‬‭bucket‬‭of‬‭water‬‭thrown‬‭by‬‭an‬‭opponent)‬
‭85‬
‭causes‬‭the‬‭Flamespeaker‬‭to‬‭revert‬‭to‬‭human‬‭form‬‭unless‬‭making‬‭a‬‭successful‬‭save‬‭vs.‬‭spell.‬
‭Certain‬‭spells‬‭have‬‭adverse‬‭effects‬‭on‬‭the‬‭flame‬‭form,‬‭such‬‭as‬‭quench‬‭fire,‬‭pyrotechnics,‬‭and‬‭others.‬‭A‬
‭frostbrand‬‭or‬‭similar‬‭item‬‭would‬‭also‬‭harm‬‭the‬‭fire‬‭form.‬
‭Both‬‭spells‬‭and‬‭items‬‭typically‬‭inflict‬‭3d8‬‭points‬‭of‬‭damage‬‭on‬‭Flamespeakers‬‭and‬‭cause‬‭them‬‭to‬‭revert‬‭to‬
‭human‬‭form.‬‭Other‬‭spells‬‭and‬‭items‬‭exist‬‭that‬‭can‬‭affect‬‭the‬‭Flamewalker‬‭while‬‭in‬‭fire‬‭form.‬‭The‬‭DM‬‭has‬‭the‬‭final‬
‭responsibility‬‭for‬‭determining‬‭their‬‭precise‬‭effects.‬

‭Medicine‬‭Master‬‭(Cleric)‬

‭Though‬‭a‬‭skilled‬‭healer,‬‭the‬‭Medicine‬‭Master‬‭has‬‭responsibilities‬‭beyond‬‭curing‬‭the‬‭sick‬‭and‬‭ministering‬‭to‬
t‭he‬‭wounded.‬‭They‬‭also‬‭serve‬‭as‬‭a‬‭counselor,‬‭teacher,‬‭and‬‭spiritual‬‭advisor,‬‭using‬‭gentle‬‭words‬‭and‬‭supernatural‬
‭forces‬‭to‬‭promote‬‭the‬‭people's‬‭well-being.‬‭These‬‭Priests‬‭do‬‭not‬‭worship‬‭the‬‭gods,‬‭instead‬‭worshipping‬‭the‬‭life‬‭spirit‬
‭within‬‭humans,‬‭humanoids,‬‭and‬‭demihumans.‬‭A‬‭Medicine‬‭Master‬‭must‬‭have‬‭a‬‭minimum‬‭Intelligence‬‭of‬‭9‬‭and‬‭be‬‭of‬
‭Good‬‭alignment.‬

‭ ole‬‭:‬‭A‬‭Medicine‬‭Master‬‭assumes‬‭the‬‭role‬‭of‬‭caretaker‬‭for‬‭any‬‭group‬‭with‬‭whom‬‭they‬‭align.‬‭They‬‭gather‬‭healing‬
R
‭herbs‬‭for‬‭the‬‭wounded,‬‭stay‬‭up‬‭through‬‭the‬‭night‬‭with‬‭the‬‭sick,‬‭and‬‭preside‬‭over‬‭funeral‬‭rites‬‭for‬‭the‬‭dead.‬‭While‬‭the‬
‭concerns‬‭of‬‭outworld‬‭companions‬‭may‬‭be‬‭beyond‬‭the‬‭character’s‬‭understanding,‬‭he‬‭or‬‭she‬‭is‬‭quick‬‭to‬‭lend‬‭a‬
‭sympathetic‬‭ear.‬‭Despite‬‭their‬‭crude‬‭manner,‬‭many‬‭find‬‭their‬‭mere‬‭presence‬‭a‬‭source‬‭of‬‭comfort.‬‭The‬‭Medicine‬
‭Master‬‭is‬‭unusually‬‭reflective‬‭for‬‭a‬‭barbarian,‬‭spending‬‭hours‬‭brooding‬‭over‬‭the‬‭cruelty‬‭of‬‭life‬‭or‬‭their‬‭failure‬‭to‬‭heal‬
‭someone‬‭in‬‭their‬‭care.‬‭On‬‭the‬‭battlefield,‬‭the‬‭character‬‭fights‬‭fiercely‬‭and‬‭selflessly,‬‭risking‬‭their‬‭life‬‭to‬‭aid‬
‭endangered‬‭companions.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Axe,‬‭club.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Healing.‬‭Recommended‬‭Animal‬‭Handling,‬‭Animal‬‭Training,‬‭Foraging,‬‭Herbalism,‬‭Horde‬
‭Summoning,‬‭Leadership,‬‭Religion,‬‭Survival.‬

‭Equipment‬
‭A‬‭Medicine‬‭Master‬‭begins‬‭with‬‭bone‬‭armor‬‭that‬‭covers‬‭most‬‭of‬‭the‬‭body‬‭(a‬‭full‬‭tunic,‬‭leggings‬‭tied‬‭at‬‭the‬
‭waist‬‭and‬‭ankle,‬‭arm‬‭bands‬‭reaching‬‭from‬‭the‬‭wrist‬‭to‬‭the‬‭elbow).‬‭This‬‭armor‬‭may‬‭be‬‭dyed‬‭bright‬‭colors‬‭or‬‭decorated‬
‭with‬‭animal‬‭products‬‭(porcupine‬‭quills,‬‭pheasant‬‭feathers,‬‭bear‬‭claws).‬

‭Special‬‭Benefits‬
‭Cast‬‭Cleric‬‭spells:‬‭Major‬‭Spheres‬‭-‬‭All,‬‭Healing,‬‭Necromantic.‬‭Minor‬‭Spheres‬‭-‬‭Charm,‬‭Guardian,‬
‭Protection.‬
‭Destroy‬‭Disease:‬‭This‬‭ability‬‭allows‬‭Medicine‬‭Masters‬‭to‬‭instantly‬‭cure‬‭a‬‭diseased‬‭or‬‭poisoned‬‭victim‬‭(not‬
‭themselves)‬‭by‬‭transforming‬‭the‬‭debilitation‬‭into‬‭a‬‭physical‬‭entity.‬‭A‬‭Medicine‬‭Master‬‭may‬‭use‬‭this‬‭ability‬‭to‬‭destroy‬
‭one‬‭disease‬‭for‬‭every‬‭five‬‭levels‬‭of‬‭experience.‬‭Thus,‬‭an‬‭8th‬‭level‬‭barbarian‬‭could‬‭cure‬‭two‬‭diseases‬‭in‬‭one‬‭week.‬
‭The‬‭Medicine‬‭Master‬‭places‬‭their‬‭hands‬‭on‬‭the‬‭victim,‬‭then‬‭saves‬‭vs.‬‭death‬‭magic.‬‭If‬‭the‬‭save‬‭fails,‬‭nothing‬
‭happens;‬‭the‬‭victim‬‭continues‬‭to‬‭suffer.‬‭If‬‭the‬‭save‬‭succeeds,‬‭the‬‭victim‬‭is‬‭cured,‬‭as‬‭if‬‭affected‬‭by‬‭a‬‭cure‬‭disease‬‭or‬
‭neutralized‬‭poison‬‭spell;‬‭the‬‭curing‬‭occurs‬‭immediately,‬‭and‬‭the‬‭victim‬‭recovers‬‭all‬‭hit‬‭points‬‭lost‬‭as‬‭a‬‭result‬‭of‬‭the‬
‭disease‬‭or‬‭poison.‬
‭The‬‭disease‬‭or‬‭poison‬‭then‬‭manifests‬‭as‬‭an‬‭undulating‬‭black‬‭blob,‬‭vaguely‬‭skull-shaped,‬‭hovering‬‭about‬‭five‬
‭feet‬‭in‬‭front‬‭of‬‭the‬‭Medicine‬‭Master.‬‭No‬‭one‬‭but‬‭the‬‭Medicine‬‭Master‬‭can‬‭see‬‭the‬‭entity‬‭or‬‭affect‬‭it‬‭in‬‭any‬‭way.‬‭The‬
‭entity‬‭can’t‬‭attack‬‭or‬‭move,‬‭but‬‭if‬‭the‬‭Medicine‬‭Master‬‭attempts‬‭to‬‭escape,‬‭the‬‭entity‬‭remains‬‭with‬‭the‬‭character.‬
‭The‬‭Medicine‬‭Master‬‭has‬‭two‬‭rounds‬‭to‬‭destroy‬‭the‬‭entity.‬‭(Imprisoning‬‭or‬‭burying‬‭the‬‭entity‬‭won’t‬‭help;‬‭it‬
‭simply‬‭reappears‬‭next‬‭to‬‭the‬‭Medicine‬‭Master.)‬‭The‬‭entity‬‭has‬‭1d4+1‬‭hp‬‭and‬‭AC‬‭10.‬‭It’s‬‭vulnerable‬‭to‬‭all‬‭physical‬
‭attacks‬‭from‬‭the‬‭Medicine‬‭Master,‬‭but‬‭is‬‭100%‬‭resistant‬‭to‬‭magic.‬‭If‬‭reduced‬‭to‬‭0‬‭hp,‬‭it‬‭disappears.‬
‭If‬‭the‬‭Medicine‬‭Master‬‭fails‬‭to‬‭destroy‬‭the‬‭entity‬‭in‬‭two‬‭rounds,‬‭it‬‭is‬‭absorbed‬‭into‬‭the‬‭Medicine‬‭Master’s‬
‭body‬‭The‬‭Medicine‬‭Master‬‭immediately‬‭becomes‬‭affected‬‭by‬‭the‬‭same‬‭disease‬‭or‬‭poison‬‭as‬‭the‬‭cured‬‭victim.‬
‭Medicine‬‭Masters‬‭can’t‬‭use‬‭their‬‭destroy‬‭disease‬‭ability‬‭on‬‭themselves,‬‭though‬‭they‬‭may‬‭benefit‬‭from‬‭any‬‭other‬
‭method‬‭of‬‭healing.‬
‭Medicine‬‭Belt:‬‭Once‬‭per‬‭month,‬‭a‬‭Medicine‬‭Master‬‭can‬‭create‬‭a‬‭medicine‬‭belt‬‭that‬‭grants‬‭special‬‭protection‬
‭to‬‭any‬‭wearer,‬‭including‬‭the‬‭Medicine‬‭Master.‬‭To‬‭create‬‭a‬‭medicine‬‭belt,‬‭the‬‭Medicine‬‭Master‬‭must‬‭spend‬‭a‬‭full‬‭day‬
‭in‬‭their‬‭homeland‬‭terrain‬‭gathering‬‭the‬‭components‬‭(including‬‭the‬‭skin‬‭from‬‭a‬‭small‬‭animal,‬‭a‬‭few‬‭herbs,‬‭and‬‭the‬
‭tooth‬‭from‬‭a‬‭creature‬‭that‬‭died‬‭from‬‭natural‬‭causes),‬‭then‬‭a‬‭second‬‭day‬‭putting‬‭it‬‭together.‬‭When‬‭it‘s‬‭complete,‬‭the‬
‭player‬‭makes‬‭a‬‭saving‬‭throw‬‭versus‬‭death‬‭magic.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭belt‬‭has‬‭no‬‭special‬‭properties.‬‭The‬‭Medicine‬
‭Master‬‭can‬‭try‬‭again‬‭next‬‭month.‬‭If‬‭the‬‭check‬‭succeeds,‬‭the‬‭belt‬‭grants‬‭the‬‭wearer‬‭one‬‭of‬‭the‬‭properties‬‭listed‬‭on‬‭the‬
‭table‬‭below,‬‭determined‬‭by‬‭a‬‭die-roll..‬‭A‬‭medicine‬‭belt‬‭loses‬‭its‬‭magical‬‭properties‬‭in‬‭1d4+1‬‭weeks.‬
‭86‬
‭ 6‬‭Roll‬
D ‭ roperty‬
P
‭1‬ ‭-1‬‭bonus‬‭to‬‭Armor‬‭Class‬
‭2‬ ‭-2‬‭bonus‬‭to‬‭Armor‬‭Class‬
‭3‬ ‭Wearer‬‭gains‬‭a‬‭+2‬‭bonus‬‭on‬‭saving‬‭throws‬‭versus‬‭spell‬
‭4‬ ‭Wearer‬‭heals‬‭at‬‭twice‬‭the‬‭normal‬‭rate‬‭(applies‬‭only‬‭to‬‭natural‬‭healing)‬
‭5‬ ‭Wearer‬‭is‬‭immune‬‭to‬‭all‬‭natural‬‭diseases‬‭and‬‭poisons‬‭(has‬‭no‬‭effect‬‭on‬‭diseases‬‭and‬‭poisons‬
‭affecting‬‭the‬‭wearer‬‭before‬‭they‬‭donned‬‭the‬‭belt)‬
‭6‬ ‭+I‬‭bonus‬‭to‬‭all‬‭saving‬‭throws‬

‭Special‬‭Hindrances‬
‭No‬‭Turning:‬‭A‬‭Medicine‬‭Master‬‭can’t‬‭turn‬‭undead.‬
‭Last‬‭Rites:‬‭Whenever‬‭a‬‭Medicine‬‭Master‬‭encounters‬‭the‬‭corpse‬‭of‬‭a‬‭human,‬‭humanoid,‬‭or‬‭demihuman,‬
‭including‬‭those‬‭that‬‭the‬‭characters‬‭or‬‭their‬‭companions‬‭have‬‭killed,‬‭last‬‭rites‬‭must‬‭be‬‭administered.‬‭The‬‭alignment‬‭of‬
‭the‬‭corpse‬‭is‬‭irrelevant;‬‭Medicine‬‭Masters‬‭believe‬‭that‬‭all‬‭spirits‬‭get‬‭a‬‭second‬‭chance‬‭in‬‭the‬‭afterlife.‬
‭Last‬‭rites‬‭consist‬‭of‬‭placing‬‭a‬‭small‬‭portion‬‭of‬‭food‬‭near‬‭the‬‭corpse‬‭(so‬‭the‬‭spirit‬‭has‬‭something‬‭to‬‭eat‬‭on‬‭the‬
‭way‬‭to‬‭the‬‭afterlife),‬‭a‬‭brief‬‭prayer‬‭(lasting‬‭no‬‭more‬‭than‬‭a‬‭round),‬‭and‬‭a‬‭helpful‬‭piece‬‭of‬‭advice,‬‭chosen‬‭by‬‭the‬
‭Medicine‬‭Master.‬
‭If‬‭a‬‭Medicine‬‭Master‬‭fails‬‭to‬‭perform‬‭last‬‭rites‬‭for‬‭all‬‭corpses‬‭they‬‭encounter‬‭in‬‭a‬‭given‬‭day,‬‭they‬‭may‬‭not‬
‭cast‬‭spells‬‭for‬‭the‬‭following‬‭24‬‭hours.‬‭The‬‭DM‬‭may‬‭suspend‬‭this‬‭penalty‬‭in‬‭unusual‬‭circumstances‬‭(the‬‭corpse‬‭sinks‬
‭in‬‭quicksand‬‭before‬‭the‬‭Medicine‬‭Master‬‭gets‬‭to‬‭it,‬‭or‬‭a‬‭dangerous‬‭monster‬‭guards‬‭the‬‭corpse).‬
‭If‬‭faced‬‭with‬‭an‬‭inordinate‬‭number‬‭of‬‭corpses-on‬‭a‬‭battlefield,‬‭in‬‭an‬‭infirmary,‬‭during‬‭a‬‭plague‬‭the‬‭Medicine‬
‭Master‬‭fulfills‬‭their‬‭obligation‬‭when‬‭performing‬‭rites‬‭for‬‭a‬‭select‬‭two‬‭or‬‭three‬‭(determined‬‭by‬‭the‬‭DM).‬‭A‬‭Medicine‬
‭Master‬‭is‬‭not‬‭obligated‬‭to‬‭perform‬‭last‬‭rites‬‭for‬‭skeletal‬‭remains‬‭or‬‭undead.‬

‭Seer‬‭(Cleric)‬

‭ ‬‭foreteller‬‭of‬‭the‬‭future‬‭and‬‭reader‬‭of‬‭omens,‬‭Seers‬‭consider‬‭themselves‬‭a‬‭conduit‬‭of‬‭the‬‭gods,‬‭superior‬‭to‬
A
‭lesser‬‭mortals.‬‭A‬‭Seer‬‭undergoes‬‭rigorous‬‭training‬‭from‬‭an‬‭early‬‭age.‬‭They‬‭are‬‭left‬‭in‬‭the‬‭woods‬‭for‬‭days‬‭at‬‭a‬‭time,‬
‭limbs‬‭bound‬‭with‬‭vines,‬‭eyes‬‭and‬‭ears‬‭covered‬‭with‬‭bark,‬‭to‬‭enhance‬‭the‬‭character’s‬‭sensitivity‬‭to‬‭the‬‭natural‬‭world.‬
‭Duels‬‭with‬‭wild‬‭animals‬‭sharpen‬‭combat‬‭skills.‬‭Sips‬‭of‬‭herbal‬‭brews‬‭induce‬‭violent‬‭nightmares‬‭that‬‭harden‬‭resistance‬
‭to‬‭fear.‬‭With‬‭training‬‭completed,‬‭they‬‭begin‬‭an‬‭apprenticeship‬‭in‬‭the‬‭outworld,‬‭sharing‬‭their‬‭gifts‬‭with‬‭the‬
‭unenlightened‬‭until‬‭the‬‭elders‬‭call‬‭the‬‭Seer‬‭home.‬

‭ ole‬‭:‬‭Proud‬‭and‬‭arrogant,‬‭Seers‬‭interpret‬‭signs‬‭and‬‭offer‬‭prophecies‬‭to‬‭help‬‭the‬‭party‬‭achieve‬‭their‬‭goals.‬‭Often‬
R
‭expecting‬‭to‬‭be‬‭pampered,‬‭they‬‭can‬‭become‬‭indignant‬‭if‬‭their‬‭companions‬‭show‬‭insufficient‬‭sympathy‬‭when‬‭they‬
‭break‬‭a‬‭favorite‬‭weapon‬‭or‬‭fall‬‭ill.‬‭They‬‭tend‬‭to‬‭socialize‬‭with‬‭the‬‭higher-status‬‭members‬‭of‬‭the‬‭party‬‭(those‬‭of‬‭equal‬
‭or‬‭higher‬‭level)‬‭and‬‭ignore‬‭the‬‭others.‬‭Seers‬‭may‬‭make‬‭little‬‭effort‬‭to‬‭conceal‬‭their‬‭contempt‬‭for‬‭the‬‭outworld.‬
‭The‬‭Seer‬‭attacks‬‭without‬‭hesitation‬‭on‬‭the‬‭battlefield,‬‭certain‬‭that‬‭their‬‭deity‬‭will‬‭provide‬‭protection‬‭from‬
‭serious‬‭harm.‬‭Wounds‬‭make‬‭a‬‭Seer‬‭angry,‬‭increasing‬‭the‬‭character’s‬‭determination‬‭to‬‭destroy‬‭any‬‭opponent‬‭who‬‭had‬
‭the‬‭audacity‬‭to‬‭damage‬‭an‬‭agent‬‭of‬‭the‬‭gods.‬

‭Weapon‬‭Proficiencies‬
‭Any,‬‭but‬‭melee‬‭weapons‬‭such‬‭as‬‭clubs,‬‭knives,‬‭and‬‭axes‬‭are‬‭preferred.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Required:‬‭Soothsaying.‬‭Recommended:‬‭Blind-fighting,‬‭Won‬‭Sense,‬‭Leadership,‬‭Religion.‬

‭Equipment‬
‭Seers‬‭begin‬‭play‬‭with‬‭bone‬‭armor.‬‭They‬‭also‬‭begin‬‭with‬‭a‬‭set‬‭of‬‭fetich‬‭sticks.‬‭These‬‭are‬‭13‬‭small‬‭rods‬‭of‬
‭wood‬‭bearing‬‭carvings‬‭of‬‭human‬‭faces,‬‭given‬‭to‬‭the‬‭character‬‭by‬‭his‬‭other‬‭elders.‬‭The‬‭fetich‬‭sticks‬‭are‬‭wrapped‬‭in‬
‭lizard‬‭skin,‬‭the‬‭package‬‭tucked‬‭inside‬‭a‬‭leather‬‭strap‬‭the‬‭Seer‬‭wears‬‭around‬‭the‬‭waist‬‭or‬‭over‬‭a‬‭shoulder.‬‭If‬‭the‬‭Seer‬
‭snaps‬‭one‬‭of‬‭the‬‭fetich‬‭sticks‬‭at‬‭dawn,‬‭the‬‭character‬‭may‬‭increase‬‭resistance‬‭to‬‭damage.‬‭Roll‬‭1d20;‬‭on‬‭a‬‭roll‬‭of‬‭1-19,‬
‭the‬‭character‬‭suffers‬‭only‬‭half‬‭damage‬‭from‬‭all‬‭forms‬‭of‬‭attack-including,‬‭weapons,‬‭poison,‬‭disease,‬‭natural‬‭disasters,‬
‭and‬‭magic-for‬‭the‬‭next‬‭2‬‭hours.‬‭On‬‭a‬‭roll‬‭of‬‭20,‬‭the‬‭character‬‭suffers‬‭double‬‭damage‬‭from‬‭all‬‭attack‬‭forms‬‭for‬‭the‬
‭next‬‭6‬‭hours.‬‭There‬‭is‬‭a‬‭delay‬‭of‬‭1d2‬‭rounds‬‭before‬‭the‬‭benefits‬‭or‬‭detriments‬‭are‬‭realized.‬‭A‬‭Seer‬‭can‬‭use‬‭only‬‭one‬
‭fetich‬‭stick‬‭per‬‭day.‬‭No‬‭one‬‭but‬‭the‬‭Seer‬‭may‬‭use‬‭a‬‭fetich‬‭stick.‬‭The‬‭fetich‬‭stick‬‭set‬‭is‬‭intended‬‭as‬‭a‬‭one-time‬‭gift.‬
‭Should‬‭a‬‭Seer‬‭desire‬‭another‬‭set,‬‭they‬‭may‬‭return‬‭to‬‭their‬‭homeland‬‭and‬‭petition‬‭the‬‭elders.‬‭If‬‭they‬‭approve,‬‭they‬‭will‬
‭give‬‭out‬‭another‬‭set‬‭of‬‭13‬‭sticks.‬‭However,‬‭enchanting‬‭a‬‭replacement‬‭set‬‭requires‬‭an‬‭infusion‬‭of‬‭energy‬‭from‬‭the‬‭Seer.‬
‭One‬‭magical‬‭item‬‭must‬‭be‬‭sacrificed‬‭and‬‭spell‬‭levels‬‭equal‬‭to‬‭the‬‭Seer’s‬‭level‬‭must‬‭be‬‭cast‬‭to‬‭enchant‬‭the‬
‭fetich‬‭sticks.‬‭The‬‭Seer‬‭may‬‭keep‬‭acquiring‬‭new‬‭sets‬‭as‬‭long‬‭as‬‭the‬‭elders‬‭approve.‬‭They‬‭may‬‭never‬‭receive‬‭a‬
‭replacement‬‭until‬‭all‬‭of‬‭the‬‭sticks‬‭in‬‭the‬‭old‬‭set‬‭have‬‭been‬‭used‬‭or‬‭lost.‬‭At‬‭the‬‭DMs‬‭option,‬‭the‬‭Seer’s‬‭elders‬‭may‬‭first‬

‭87‬
r‭ equire‬‭the‬‭character‬‭to‬‭perform‬‭a‬‭heroic‬‭deed‬‭that‬‭shows‬‭their‬‭intimate‬‭relationship‬‭with‬‭the‬‭gods.‬‭The‬‭fetich‬‭sticks‬
‭serve‬‭as‬‭the‬‭reward‬‭for‬‭this‬‭deed.‬

‭Special‬‭Benefits‬
‭Cast‬‭cleric‬‭spells:‬‭A‬‭seer‬‭casts‬‭spells‬‭from‬‭spheres‬‭as‬‭clerics‬‭based‬‭on‬‭the‬‭god‬‭they‬‭decide‬‭to‬‭worship.‬‭Seers‬
‭can‬‭worship‬‭Lirovka,‬‭Belinik,‬‭or‬‭Kreisha.‬
‭Identification:‬‭Once‬‭per‬‭day,‬‭a‬‭Seer‬‭can‬‭attempt‬‭to‬‭identify‬‭the‬‭remains‬‭of‬‭any‬‭creature‬‭or‬‭character.‬‭The‬
‭remains‬‭may‬‭be‬‭an‬‭entire‬‭corpse‬‭or‬‭just‬‭a‬‭body‬‭part‬‭(bone,‬‭hair,‬‭skin,‬‭or‬‭blood);‬‭the‬‭age‬‭of‬‭the‬‭remains‬‭is‬‭irrelevant.‬
‭Alternatively,‬‭he‬‭or‬‭she‬‭may‬‭attempt‬‭to‬‭determine‬‭ownership‬‭of‬‭any‬‭weapon‬‭or‬‭object;‬‭the‬‭Seer‬‭will‬‭identify‬‭the‬‭last‬
‭creature‬‭or‬‭character‬‭who‬‭possessed‬‭the‬‭item‬‭for‬‭at‬‭least‬‭a‬‭day.‬
‭To‬‭use‬‭this‬‭ability,‬‭the‬‭Seer‬‭touches‬‭the‬‭remains‬‭or‬‭item,‬‭concentrates‬‭for‬‭one‬‭round,‬‭then‬‭makes‬‭a‬‭Wisdom‬
‭check.‬‭If‬‭the‬‭check‬‭fails,‬‭so‬‭does‬‭the‬‭identification‬‭attempt;‬‭the‬‭Seer‬‭learns‬‭nothing.‬‭If‬‭the‬‭check‬‭succeeds,‬‭the‬‭Seer‬
‭sees‬‭an‬‭image‬‭of‬‭the‬‭character‬‭or‬‭creature‬‭in‬‭his‬‭or‬‭her‬ ‭mind.‬‭The‬‭image‬‭lingers‬‭for‬‭one‬‭round.‬‭If‬‭the‬‭Seer‬‭is‬
‭unfamiliar‬‭with‬‭the‬‭character‬‭or‬‭creature,‬‭companions‬‭may‬‭be‬‭able‬‭to‬‭provide‬‭details‬‭from‬‭the‬‭Seer’s‬‭description.‬
‭Know‬‭Motivation:‬‭To‬‭use‬‭this‬‭ability,‬‭the‬‭Seer‬‭points‬‭at‬‭the‬‭subject‬‭and‬‭makes‬‭a‬‭Wisdom‬‭check.‬‭If‬‭the‬‭check‬
‭succeeds,‬‭the‬‭Seer‬‭instantly‬‭knows‬‭the‬‭fundamental‬‭motivation‬‭of‬‭the‬‭subject;‬‭typical‬‭motivations‬‭include‬‭hunger,‬
‭fear,‬‭greed,‬‭affection,‬‭and‬‭anger.‬‭The‬‭ability‬‭reveals‬‭the‬‭motivation‬‭in‬‭general‬‭terms‬‭only;‬‭the‬‭Seer‬‭may‬‭learn‬‭that‬‭a‬
‭dragon‬‭is‬‭hungry,‬‭but‬‭not‬‭what‬‭it‬‭wants‬‭to‬‭eat.‬‭They‬‭may‬‭learn‬‭that‬‭a‬‭stranger‬‭is‬‭afraid,‬‭but‬‭not‬‭what‬‭the‬‭stranger‬
‭fears.‬‭This‬‭ability‬‭won’t‬‭work‬‭on‬‭those‬‭whose‬‭minds‬‭are‬‭protected‬‭from‬‭detection‬‭by‬‭means‬‭of‬‭spells,‬‭magical‬‭items,‬
‭or‬‭psionic‬‭powers.‬‭Nor‬‭will‬‭it‬‭work‬‭on‬‭mindless‬‭creatures‬‭(unthinking‬‭undead,‬‭slimes,‬‭most‬‭plants).‬‭A‬‭Seer‬‭can‬‭use‬
‭this‬‭ability‬‭once‬‭per‬‭day.‬
‭Fear‬‭Immunity:‬‭The‬‭Seer‬‭is‬‭immune‬‭to‬‭all‬‭forms‬‭of‬‭fear.‬

‭Special‬‭Hindrances‬
‭Victory‬‭Ritual:‬‭Whenever‬‭a‬‭Seer‬‭completes‬‭a‬‭successful‬‭combat‬‭encounter,‬‭that‬‭is,‬‭an‬‭encounter‬‭in‬‭which‬
‭their‬‭enemies‬‭have‬‭been‬‭killed,‬‭captured,‬‭or‬‭chased‬‭away,‬‭the‬‭player‬‭must‬‭execute‬‭a‬‭victory‬‭ritual‬‭to‬‭express‬
‭appreciation‬‭to‬‭their‬‭god.‬‭The‬‭DM‬‭determines‬‭when‬‭a‬‭ritual‬‭is‬‭appropriate.‬‭Normally,‬‭hunting‬‭and‬‭fishing‬‭encounters‬
‭don't‬‭require‬‭victory‬‭rituals,‬‭nor‬‭do‬‭recreational‬‭matches‬‭or‬‭battles‬‭with‬‭mixed‬‭results.‬
‭Seers‬‭select‬‭a‬‭specific‬‭ritual‬‭at‬‭the‬‭beginning‬‭of‬‭their‬‭careers‬‭from‬‭the‬‭following‬‭list.‬‭The‬‭DM‬‭may‬‭suggest‬‭a‬
‭different‬‭ritual‬‭or‬‭allow‬‭the‬‭player‬‭to‬‭design‬‭one.‬‭Once‬‭the‬‭ritual‬‭is‬‭chosen,‬‭it‬‭never‬‭changes.‬
‭-‬‭The‬‭Seer‬‭takes‬‭a‬‭lock‬‭of‬‭hair,‬‭a‬‭tooth,‬‭a‬‭scrap‬‭of‬‭cloth,‬‭or‬‭other‬‭souvenir‬‭from‬‭at‬‭least‬‭one‬‭of‬‭the‬‭opponents‬
‭who‬‭didn't‬‭escape‬‭or‬‭retreat.‬‭He‬‭or‬‭she‬‭displays‬‭these‬‭souvenirs‬‭on‬‭a‬‭shield,‬‭belt,‬‭or‬‭necklace‬‭for‬‭at‬‭least‬‭a‬
‭day.‬‭(If‬‭all‬‭of‬‭the‬‭opponents‬‭were‬‭chased‬‭away,‬‭the‬‭Seer‬‭is‬‭excused‬‭from‬‭performing‬‭this‬‭ritual.)‬
‭-‬‭The‬‭character‬‭marks‬‭the‬‭area‬‭where‬‭the‬‭battle‬‭occurred‬‭with‬‭a‬‭special‬‭tribal‬‭symbol,‬‭carved‬‭in‬‭a‬‭tree,‬
‭chiseled‬‭in‬‭a‬‭boulder,‬‭or‬‭cut‬‭in‬‭the‬‭ground.‬
‭-‬‭The‬‭Priest‬‭"purifies"‬‭the‬‭area‬‭where‬‭the‬‭battle‬‭occurred‬‭by‬‭sprinkling‬‭it‬‭with‬‭water‬‭or‬‭flower‬‭petals.‬
‭-‬‭The‬‭character‬‭silently‬‭gives‬‭thanks‬‭to‬‭their‬‭god‬‭for‬‭being‬‭a‬‭guiding‬‭hand‬‭and‬‭giving‬‭them‬‭courage,‬‭a‬‭process‬
‭taking‬‭at‬‭least‬‭10‬‭rounds.‬
‭The‬‭Seer‬‭must‬‭perform‬‭this‬‭victory‬‭ritual‬‭within‬‭an‬‭hour‬‭after‬‭the‬‭combat‬‭encounter‬‭ends.‬‭If‬‭the‬‭character‬
‭fails‬‭to‬‭do‬‭so,‬‭the‬‭Seer‬‭may‬‭not‬‭use‬‭any‬‭class‬‭special‬‭benefits‬‭or‬‭cast‬‭spells‬‭for‬‭the‬‭next‬‭24‬‭hours.‬

‭Spiritist‬‭(Cleric)‬

‭The‬‭Spiritist‬‭believes‬‭in‬‭the‬‭omnipresence‬‭of‬‭spirits‬‭and‬‭worships‬‭them‬‭instead‬‭of‬‭the‬‭gods.‬‭They‬‭believe‬
s‭ pirits‬‭inhabit‬‭people,‬‭animals,‬‭inanimate‬‭objects‬‭(trees,‬‭stones,‬‭the‬‭moon),‬‭and‬‭forces‬‭of‬‭nature‬‭(wind,‬‭thunder,‬
‭death),‬‭and‬‭have‬‭profound‬‭effects‬‭on‬‭the‬‭physical‬‭world.‬‭According‬‭to‬‭the‬‭Spiritist,‬‭all‬‭spirits‬‭exude‬‭a‬‭mystical‬‭force‬
‭called‬‭wakan.‬‭Wakan‬‭fastens‬‭itself‬‭to‬‭humans‬‭in‬‭touch‬‭with‬‭the‬‭spirit‬‭world‬‭and‬‭grants‬‭them‬‭special‬‭powers.‬
‭Spiritists‬‭must‬‭be‬‭Lawful‬‭in‬‭alignment.‬

‭ ole‬‭:‬‭The‬‭Spiritist‬‭sees‬‭most‬‭worldly‬‭events‬‭as‬‭consequences‬‭of‬‭spirit‬‭activity.‬‭A‬‭volcanic‬‭eruption‬‭is‬‭the‬‭result‬‭of‬‭an‬
R
‭angry‬‭mountain‬‭spirit.‬‭Rain‬‭falls‬‭when‬‭cloud‬‭spirits‬‭are‬‭unhappy.‬‭Recovery‬‭from‬‭disease‬‭means‬‭that‬‭the‬‭death‬‭spirit‬
‭was‬‭asleep‬‭or‬‭preoccupied.‬
‭A‬‭Spiritist‬‭compulsively‬‭shares‬‭such‬‭interpretations‬‭with‬‭companions.‬‭A‬‭Spiritist‬‭performs‬‭a‬‭variety‬‭of‬
‭improvised‬‭rituals‬‭intended‬‭to‬‭curry‬‭favor‬‭with‬‭Good‬‭spirits‬‭and‬‭keep‬‭Evil‬‭ones‬‭away.‬‭They‬‭may‬‭fast‬‭for‬‭a‬‭week,‬
‭insist‬‭on‬‭sleeping‬‭10‬‭feet‬‭away‬‭from‬‭companions,‬‭or‬‭wake‬‭up‬‭one‬‭morning‬‭and‬‭decide‬‭to‬‭cut‬‭off‬‭their‬‭beard.‬‭They‬
‭may‬‭address‬‭trees‬‭by‬‭name,‬‭weep‬‭when‬‭an‬‭axe‬‭shatters,‬‭and‬‭fall‬‭on‬‭their‬‭knees‬‭and‬‭beg‬‭for‬‭mercy‬‭during‬‭a‬‭hailstorm.‬
‭These‬‭actions‬‭defy‬‭logic,‬‭vary‬‭from‬‭week‬‭to‬‭week,‬‭and‬‭produce‬‭no‬‭obvious‬‭results.‬‭Spiritists‬‭persist‬‭in‬‭acting‬‭on‬‭their‬
‭whims,‬‭convinced‬‭that‬‭this‬‭behavior‬‭will‬‭be‬‭rewarded‬‭in‬‭the‬‭afterlife.‬
‭Eccentricities‬‭aside,‬‭the‬‭Spiritist‬‭makes‬‭loyal‬‭friends‬‭and‬‭courageous‬‭fighters.‬‭They‬‭respect‬‭the‬‭natural‬‭world,‬
‭afraid‬‭that‬‭killing‬‭for‬‭sport‬‭or‬‭throwing‬‭refuse‬‭in‬‭a‬‭stream‬‭will‬‭anger‬‭the‬‭spirits.‬‭Though‬‭even-tempered,‬‭they‬‭are‬
‭easily‬‭frightened.‬‭A‬‭sudden‬‭wind‬‭might‬‭be‬‭an‬‭Evil‬‭spirit‬‭passing‬‭by,‬‭a‬‭hooting‬‭owl‬‭might‬‭be‬‭the‬‭cry‬‭of‬‭an‬‭ancestor.‬

‭88‬
‭Weapon‬‭Proficiencies‬
‭Any‬‭barbarian‬‭weapon‬‭of‬‭their‬‭culture.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Alertness,‬‭Artistic‬‭Ability,‬‭Dancing,‬‭Hiding,‬‭Soothsaying.‬‭Barred‬‭Horde‬‭Summoning.‬

‭Equipment‬
‭Spiritists‬‭prefer‬‭not‬‭to‬‭wear‬‭armor,‬‭believing‬‭it‬‭offensive‬‭to‬‭the‬‭spirits‬‭of‬‭animals.‬‭They‬‭will,‬‭however,‬‭wear‬
‭simple‬‭animal‬‭skin‬‭smocks‬‭and‬‭loincloths‬‭to‬‭keep‬‭warm.‬‭They‬‭will‬‭also‬‭carry‬‭a‬‭shield.‬‭The‬‭character‬‭avoids‬‭bone‬
‭weapons,‬‭again‬‭so‬‭as‬‭not‬‭to‬‭offend‬‭animal‬‭spirits.‬
‭At‬‭1st‬‭level,‬‭a‬‭Spiritist‬‭receives‬‭a‬‭totem‬‭bone‬‭made‬‭from‬‭a‬‭foot-long‬‭shaft‬‭of‬‭bone‬‭from‬‭an‬‭animal‬‭that‬‭died‬
‭of‬‭natural‬‭causes.‬‭The‬‭totem‬‭bone‬‭is‬‭engraved‬‭with‬‭various‬‭symbols‬‭representing‬‭at‬‭least‬‭four‬‭key‬‭spirits‬‭held‬‭sacred‬
‭in‬‭the‬‭character’s‬‭home‬‭land‬‭(the‬‭DM‬‭determines‬‭the‬‭symbols;‬‭a‬‭typical‬‭selection‬‭might‬‭include‬‭a‬‭lightning‬‭bolt,‬‭a‬
‭sun,‬‭a‬‭bear,‬‭and‬‭a‬‭tree).‬‭Without‬‭this‬‭totem‬‭bone,‬‭a‬‭Spiritist‬‭can’t‬‭use‬‭any‬‭of‬‭their‬‭special‬‭benefits,‬‭nor‬‭can‬‭the‬
‭character‬‭cast‬‭3rd-level‬‭or‬‭higher‬‭spells.‬
‭To‬‭replace‬‭a‬‭lost‬‭or‬‭damaged‬‭totem‬‭bone,‬‭Spiritists‬‭must‬‭locate‬‭a‬‭suitably‬‭sized‬‭animal‬‭bone‬‭in‬‭their‬
‭homeland‬‭terrain,‬‭then‬‭engrave‬‭it‬‭with‬‭spirit‬‭symbols,‬‭a‬‭process‬‭requiring‬‭about‬‭a‬‭day’s‬‭work.‬‭If‬‭a‬‭Wisdom‬‭check‬
‭fails,‬‭the‬‭bone‬‭won’t‬‭function.The‬‭character‬‭can‬‭try‬‭again‬‭with‬‭a‬‭new‬‭bone.‬‭If‬‭the‬‭check‬‭succeeds,‬‭1,000‬‭of‬‭the‬
‭character’s‬ ‭earned‬‭experience‬‭points‬‭are‬‭lost‬‭(subtracting‬‭them‬‭from‬‭his‬‭current‬‭total),‬‭and‬‭the‬‭totem‬‭bone‬‭functions‬
‭normally.‬

‭Special‬‭Benefits‬
‭Spiritists‬‭have‬‭major‬‭access‬‭to‬‭the‬‭clerical‬‭spheres‬‭of‬‭All,‬‭Astral,‬‭Charm,‬‭Combat,‬‭Creation,‬‭Divination,‬
‭Guardian,‬‭Healing,‬‭Necromantic,‬‭Protection,‬‭Summoning,‬‭Sun.‬‭They‬‭have‬‭minor‬‭access‬‭to‬‭the‬‭elemental‬‭sphere.‬
‭Spirit‬‭Armor‬‭:‬‭Protective‬‭spirits‬‭constantly‬‭hover‬‭around‬‭Spiritists,‬‭protecting‬‭them‬‭from‬‭danger.‬‭In‬‭complete‬
‭darkness,‬‭these‬‭spirits‬‭are‬‭visible‬‭as‬‭a‬‭hazy‬‭blue‬‭aura‬‭composed‬‭of‬‭swirling‬‭humanoid‬‭figures.‬‭The‬‭spirit‬‭armor‬
‭provides‬‭the‬‭character‬‭with‬‭an‬‭Armor‬‭Class‬‭boost‬‭of‬‭3‬‭(to‬‭a‬‭maximum‬‭of‬‭AC‬‭0).‬‭Additionally,‬‭the‬‭Spiritist‬‭suffers‬
‭only‬‭half‬‭damage‬‭from‬‭all‬‭attacks‬‭from‬‭undead.‬‭Level-draining‬‭undead‬‭only‬‭drain‬‭half‬‭of‬‭their‬‭usual‬‭amount‬‭of‬
‭levels,‬‭subject‬‭to‬‭a‬‭minimum‬‭level‬‭drain‬‭of‬‭one.‬
‭If‬‭affected‬‭by‬‭dispel‬‭magic‬‭(cast‬‭against‬‭the‬‭Spiritist’s‬‭level)‬‭or‬‭a‬‭similar‬‭spell,‬‭the‬‭spirit‬‭armor‬‭disappears‬‭for‬
‭24‬‭hours‬‭(no‬‭saving‬‭throw).‬‭Likewise,‬‭an‬‭Evil‬‭Priest‬‭can‬‭turn‬‭the‬‭spirit‬‭armor‬‭as‬‭a‬‭ghost.‬‭If‬‭turned,‬‭the‬‭spirit‬‭armor‬
‭vanishes‬‭for‬‭a‬‭full‬‭day.‬
‭Spirit‬‭Horde:‬‭Once‬‭per‬‭day,‬‭the‬‭Spiritist‬‭may‬‭attempt‬‭to‬‭summon‬‭a‬‭horde‬‭of‬‭sympathetic‬‭spirits‬‭to‬‭annoy‬
‭opponents‬‭and‬‭reduce‬‭their‬‭combat‬‭effectiveness.‬‭If‬‭the‬‭Spiritist‬‭makes‬‭a‬‭successful‬‭Wisdom‬‭check,‬‭the‬‭horde‬
‭appears‬‭in‬‭one‬‭round,‬‭then‬‭harasses‬‭the‬‭indicated‬‭opponents‬‭by‬‭fluttering‬‭around‬‭their‬‭heads,‬‭shrieking‬‭in‬‭their‬‭ears,‬
‭and‬‭tickling‬‭their‬‭skin.‬
‭The‬‭horde‬‭will‬‭harass‬‭a‬‭number‬‭of‬‭opponents‬‭whose‬‭total‬‭hit‬‭dice‬‭or‬‭levels‬‭are‬‭less‬‭than‬‭or‬‭equal‬‭to‬‭the‬
‭Spiritist‘s‬‭level.‬‭For‬‭example,‬‭a‬‭4th-level‬‭Spiritist‬‭could‬‭harass‬‭a‬‭4‬‭HD‬‭monster‬‭or‬‭two‬‭2nd-level‬‭Warriors.‬‭While‬
‭harassed,‬‭the‬‭opponents‬‭suffer‬‭a‬‭penalty‬‭of‬‭1‬‭to‬‭Armor‬‭Class,‬‭attack‬‭rolls,‬‭and‬‭damage‬‭rolls.‬‭The‬‭harassment‬‭lasts‬‭for‬
‭a‬‭number‬‭of‬‭rounds‬‭equal‬‭to‬‭the‬‭Spiritist‘s‬‭level,‬‭then‬‭the‬‭horde‬‭disappears.‬‭The‬‭horde‬‭can‬‭be‬‭repelled‬‭by‬‭protection‬
‭from‬‭evil‬‭or‬‭similar‬‭magic‬‭that‬‭shields‬‭the‬‭victim‬‭from‬‭conjured‬‭and‬‭summoned‬‭matures.‬
‭Speak‬‭with‬‭Spirits:‬‭By‬‭closing‬‭their‬‭eyes,‬‭concentrating‬‭for‬‭one‬‭round,‬‭and‬‭making‬‭a‬‭successful‬‭Wisdom‬
‭check,‬‭a‬‭Spiritist‬‭can‬‭summon‬‭and‬‭speak‬‭with‬‭the‬‭spirit‬‭of‬‭any‬‭dead‬‭creature‬‭or‬‭character‬‭they‬‭knew‬‭in‬‭life.‬‭The‬
‭departed‬‭being‬‭must‬‭have‬‭the‬‭same‬‭alignment‬‭as‬‭the‬‭Spiritist.‬‭Otherwise,‬‭this‬‭ability‬‭functions‬‭identically‬‭to‬‭the‬
‭3rd-level‬‭speak‬‭with‬‭dead‬‭Priest‬‭spell.‬‭Casting‬‭times‬‭and‬‭components‬‭aren’t‬‭needed.‬‭As‬‭with‬‭the‬‭Speak‬‭With‬‭Dead‬
‭spell,‬‭the‬‭Spiritist’s‬‭level‬‭determines‬‭which‬‭creatures‬‭can‬‭be‬‭summoned,‬‭how‬‭long‬‭they‬‭can‬‭be‬‭questioned,‬‭and‬‭how‬
‭many‬‭questions‬‭can‬‭be‬‭asked.‬‭The‬‭ability‬‭may‬‭be‬‭used‬‭once‬‭per‬‭day.‬

‭Special‬‭Hindrances‬
‭No‬‭Special‬‭Physical‬‭Skills:‬‭A‬‭Spiritist‬‭lacks‬‭the‬‭standard‬‭barbarian’s‬‭expertise‬‭in‬‭leaping,‬‭springing,‬‭back‬
‭protection,‬‭and‬‭climbing.‬
‭Spirit‬‭War:‬‭As‬‭compensation‬‭for‬‭use‬‭of‬‭their‬‭wakan,‬‭spirits‬‭may‬‭occasionally‬‭call‬‭on‬‭the‬‭Spiritist‬‭to‬‭aid‬‭them‬
‭in‬‭their‬‭battles.‬‭Whenever‬‭the‬‭Spiritist‬‭rolls‬‭a‬‭natural‬‭20‬‭when‬‭using‬‭speak‬‭with‬‭spirits‬‭or‬‭spirit‬‭horde,‬‭their‬‭spirit‬‭has‬
‭been‬‭conscripted‬‭to‬‭participate‬‭in‬‭an‬‭otherworldly‬‭war.‬‭The‬‭Spiritist‬‭has‬‭no‬‭choice‬‭in‬‭the‬‭matter.‬‭The‬‭participation‬
‭occurs‬‭the‬‭next‬‭time‬‭the‬‭Spiritist‬‭falls‬‭asleep‬‭and‬‭lasts‬‭only‬‭a‬‭few‬‭moments.‬‭When‬‭awakened,‬‭the‬‭Spiritist‬‭remembers‬
‭nothing‬‭about‬‭the‬‭battle,‬‭but‬‭damage‬‭incurred‬‭by‬‭their‬‭spirit‬‭may‬‭affect‬‭the‬‭character’s‬‭physical‬‭body.‬
‭Occasionally,‬‭the‬‭spirits‬‭may‬‭reward‬‭the‬‭character‬‭instead.‬‭The‬‭DM‬‭rolls‬‭1d20.‬‭The‬‭effects‬‭begin‬‭as‬‭soon‬‭as‬
‭the‬‭character‬‭wakes‬‭up.‬

‭89‬
‭ 20‬
D ‭ oll‬‭Effect‬
R
‭1-10‬ ‭No‬‭effect‬
‭11-13‬ ‭2d4‬‭hp‬‭damage‬
‭14-16‬ ‭Suffers‬‭the‬‭effects‬‭of‬‭a‬‭curse‬‭for‬‭the‬‭next‬‭24‬‭hours‬‭(-1‬‭to‬‭morale‬‭and‬‭attack‬‭rolls)‬
‭17-18‬ ‭No‬‭spirit‬‭armor‬‭for‬‭the‬‭next‬‭24‬‭hours‬
‭19‬‭20‬ ‭Spirit‬‭armor‬‭increased‬‭to‬‭+4‬‭for‬‭the‬‭next‬‭24‬‭hours‬‭Any‬‭one‬‭of‬‭the‬‭Spiritists‬‭weapons‬
‭(DMs‬‭choice)‬‭functions‬‭as‬‭a‬‭+2‬‭magical‬‭weapon‬‭for‬‭the‬‭next‬‭24‬‭hours‬

‭Amazon‬‭Sorceress‬‭(Wizard)‬

‭Amazons‬‭belong‬‭to‬‭matriarchal‬‭societies‬‭that‬‭thrive‬‭in‬‭a‬‭world‬‭otherwise‬‭dominated‬‭by‬‭males.‬‭Women‬
‭occupy‬‭all‬‭significant‬‭positions‬‭in‬‭Amazon‬‭societies.‬‭They‬‭are‬‭the‬‭rulers,‬‭artisans,‬‭soldiers,‬‭and‬‭scholars.‬
‭Most‬‭Amazon‬‭societies‬‭have‬‭existed‬‭unchanged‬‭for‬‭thousands‬‭of‬‭years,‬‭living‬‭in‬‭relative‬‭isolation‬‭from‬‭the‬
‭rest‬‭of‬‭the‬‭world,‬‭but‬‭others‬‭have‬‭more‬‭recent‬‭origins.‬‭Some‬‭were‬‭established‬‭by‬‭disgruntled‬‭women‬‭who‬‭tired‬‭of‬
‭their‬‭subservient‬‭roles‬‭in‬‭male-dominated‬‭cultures‬‭and‬‭decided‬‭to‬‭rule‬‭themselves,‬‭while‬‭others‬‭were‬‭created‬‭before‬
‭history‬‭was‬‭recorded.‬
‭Men‬‭are‬‭second-class‬‭citizens‬‭in‬‭Amazon‬‭cultures,‬‭occupying‬‭positions‬‭of‬‭menial‬‭servitude‬‭to‬‭their‬‭female‬
‭superiors.‬‭In‬‭some‬‭societies,‬‭men‬‭are‬‭kept‬‭as‬‭slaves,‬‭treated‬‭only‬‭marginally‬‭better‬‭than‬‭domestic‬‭animals.‬‭Some‬‭have‬
‭eliminated‬‭men‬‭entirely.‬
‭Amazons‬‭from‬‭totally‬‭male-free‬‭societies‬‭make‬‭occasional‬‭forays‬‭into‬‭neighboring‬‭communities‬‭to‬‭fraternize‬
‭with‬‭men.‬‭Others‬‭perpetuate‬‭their‬‭civilization‬‭by‬‭being‬‭extremely‬‭friendly‬‭with‬‭male‬‭adventurers‬‭passing‬‭through‬
‭their‬‭territory.‬‭When‬‭the‬‭Amazons‬‭tire‬‭of‬‭their‬‭company,‬‭the‬‭adventurers‬‭are‬‭sent‬‭on‬‭their‬‭way‬‭or‬‭killed.‬
‭An‬‭Amazon‬‭society‬‭may‬‭be‬‭as‬‭small‬‭as‬‭a‬‭single‬‭village‬‭or‬‭large‬‭enough‬‭to‬‭fill‬‭an‬‭entire‬‭realm.‬‭Because‬‭they‬
‭are‬‭continually‬‭under‬‭siege‬‭from‬‭male-dominated‬‭civilizations,‬‭the‬‭Amazons‬‭have‬‭mastered‬‭the‬‭art‬‭of‬‭war.‬
‭Traditionally,‬‭Amazons‬‭are‬‭superior‬‭horse‬‭breeders‬‭and‬‭riders,‬‭excelling‬‭with‬‭spears,‬‭bows,‬‭and‬‭other‬‭weapons‬‭that‬
‭can‬‭be‬‭wielded‬‭from‬‭horseback.‬
‭A‬‭character‬‭must‬‭be‬‭female‬‭to‬‭be‬‭an‬‭Amazon.‬‭There‬‭are‬‭no‬‭other‬‭requirements.‬

‭ ole‬‭:‬‭Most‬‭Amazon‬‭Wizards‬‭are‬‭held‬‭in‬‭high‬‭regard‬‭in‬‭Amazonia.‬‭Amazon‬‭Sorceresses‬‭typically‬‭serve‬‭as‬‭seers,‬
R
‭advisors,‬‭counselors,‬‭and‬‭administrators.‬‭As‬‭keepers‬‭of‬‭“The‬‭Sacred‬‭Knowledge",‬‭these‬‭spellcasters‬‭also‬‭bring‬
‭extensive‬‭technical‬‭knowledge‬‭with‬‭them‬‭and‬‭they‬‭can‬‭build‬‭tribes‬‭into‬‭towns,‬‭the‬‭towns‬‭into‬‭cities,‬‭and‬‭the‬‭cities‬
‭into‬‭Nation‬‭states.‬‭They‬‭typically‬‭maintain‬‭an‬‭information‬‭network‬‭and‬‭work‬‭with‬‭other‬‭Vos‬‭Amazon‬‭Sorceresses‬‭in‬
‭the‬‭advancement‬‭and‬‭promotion‬‭of‬‭Amazonia‬‭in‬‭the‬‭world.‬
‭Because‬‭of‬‭their‬‭formidable‬‭power,‬‭Amazon‬‭Sorceresses-especially‬‭invokers‬‭and‬‭conjurers-are‬‭always‬
‭welcome‬‭on‬‭the‬‭battlefield.‬
‭In‬‭male-dominated‬‭cultures,‬‭the‬‭Amazon‬‭is‬‭regarded‬‭as‬‭a‬‭curiosity‬‭at‬‭most.‬‭She‬‭is‬‭stared‬‭at,‬‭whispered‬‭about,‬
‭and‬‭sometimes‬‭openly‬‭ridiculed.‬‭Well-meaning‬‭women‬‭who‬‭have‬‭accepted‬‭subservience‬‭as‬‭a‬‭cultural‬‭norm‬‭may‬‭try‬
‭to‬‭convince‬‭the‬‭Amazon‬‭to‬‭change‬‭her‬‭unnatural‬‭ways.‬‭Chauvinistic‬‭men,‬‭seeing‬‭her‬‭as‬‭a‬‭threat‬‭to‬‭their‬‭masculinity,‬
‭may‬‭feel‬‭compelled‬‭to‬‭dominate‬‭her‬‭in‬‭any‬‭number‬‭of‬‭ways.‬‭Even‬‭open-minded‬‭citizens‬‭will‬‭likely‬‭be‬‭suspicious‬‭of‬‭a‬
‭woman‬‭with‬‭such‬‭unusual‬‭attitudes.‬
‭Among‬‭her‬‭peers‬‭in‬‭an‬‭adventuring‬‭party,‬‭the‬‭Amazon‬‭Sorceress‬‭can‬‭be‬‭a‬‭capable‬‭spell‬‭caster.‬‭Although‬‭the‬
‭other‬‭player‬‭characters‬‭may‬‭harbor‬‭some‬‭prejudices‬‭of‬‭their‬‭own‬‭about‬‭the‬‭role‬‭of‬‭females,‬‭once‬‭she‬‭has‬‭proven‬
‭herself‬‭in‬‭tough‬‭situations,‬‭the‬‭Amazon‬‭could‬‭be‬‭accepted‬‭as‬‭an‬‭equal‬‭in‬‭all‬‭regards.‬

‭Weapon‬‭Proficiencies‬
‭Required:‬‭None.‬
‭Recommended:‬‭Dagger,‬‭spear‬‭or‬‭shortbow.‬‭Some‬‭of‬‭these‬‭are‬‭contrary‬‭to‬‭the‬‭weapons‬‭usually‬‭allowed‬‭to‬
‭Wizards,‬‭but‬‭are‬‭typical‬‭for‬‭Amazon‬‭cultures.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Riding‬‭(Land-based),‬‭Animal‬‭Training.‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling;‬‭(Warrior)‬‭Animal‬‭Lore,‬‭Armorer,‬‭Bowyer/Fletcher,‬‭Hunting,‬
‭Running,‬‭Survival,‬‭Tracking.‬

‭Equipment‬
‭When‬‭an‬‭Amazon‬‭character‬‭is‬‭first‬‭created,‬‭she‬‭must‬‭select‬‭her‬‭weapons‬‭from‬‭among‬‭the‬‭following‬‭choices‬
‭only:‬‭bow‬‭(any‬‭type),‬‭dagger,‬‭dirk,‬‭javelin,‬‭knife,‬‭spear.‬‭When‬‭the‬‭character‬‭adventures‬‭elsewhere‬‭she‬‭may‬‭purchase‬
‭other‬‭types‬‭of‬‭weapons.‬

‭Special‬‭Benefits‬
‭An‬‭Amazon‬‭Sorceress‬‭may‬‭also‬‭select‬‭non-weapon‬‭proficiencies‬‭from‬‭the‬‭standard‬‭Wizard‬‭category.‬

‭90‬
‭Male‬‭opponents‬‭who‬‭have‬‭never‬‭encountered‬‭formidable‬‭Amazon‬‭women‬‭tend‬‭to‬‭underestimate‬‭them.‬
‭ herefore,‬‭the‬‭first‬‭time‬‭such‬‭a‬‭male‬‭encounters‬‭an‬‭Amazon‬‭in‬‭combat,‬‭the‬‭Amazon‬‭receives‬‭a‬‭+3‬‭bonus‬‭to‬‭hit‬‭and‬‭+3‬
T
‭to‬‭damage‬‭on‬‭her‬‭first‬‭blow‬‭only.‬‭These‬‭bonuses‬‭reflect‬‭the‬‭fact‬‭that‬‭the‬‭opponent‬‭is‬‭taken‬‭off‬‭guard‬‭by‬‭such‬‭a‬‭skilled‬
‭female‬‭combatant.‬
‭This‬‭bonus‬‭is‬‭not‬‭applicable‬‭in‬‭every‬‭situation.‬‭The‬‭DM‬‭should‬‭consider‬‭the‬‭following‬‭guidelines‬‭when‬
‭ruling‬‭on‬‭the‬‭Amazon‬‭Sorceress's‬‭bonus.‬‭The‬‭bonus‬‭does‬‭not‬‭apply‬‭to‬‭opponents‬‭of‬‭5th‬‭level‬‭or‬‭higher.‬‭Such‬
‭opponents‬‭are‬‭too‬‭seasoned‬‭to‬‭be‬‭surprised‬‭in‬‭this‬‭manner.‬‭The‬‭bonus‬‭does‬‭not‬‭apply‬‭to‬‭opponents‬‭from‬‭cultures‬
‭where‬‭females‬‭are‬‭accepted‬‭as‬‭equals‬‭and‬‭female‬‭warriors‬‭are‬‭common.‬‭The‬‭bonus‬‭does‬‭not‬‭pertain‬‭to‬‭opponents‬
‭who‬‭have‬‭warrior‬‭females‬‭as‬‭comrades,‬‭nor‬‭to‬‭those‬‭who‬‭have‬‭faced‬‭fighting‬‭women‬‭before,‬‭or‬‭who‬‭have‬‭seen‬‭an‬
‭Amazon‬‭use‬‭her‬‭bonus‬‭on‬‭someone‬‭else.‬
‭The‬‭bonus‬‭does‬‭not‬‭always‬‭apply‬‭to‬‭player‬‭characters.‬‭The‬‭DM‬‭might‬‭ask‬‭a‬‭quick,‬‭guarded‬‭question‬‭of‬‭the‬
‭player‬‭to‬‭learn‬‭whether‬‭their‬‭character‬‭would‬‭underestimate‬‭a‬‭female‬‭opponent.‬‭Regardless‬‭of‬‭whether‬‭the‬‭Amazon's‬
‭first‬‭blow‬‭hits‬‭or‬‭misses‬‭her‬‭intended‬‭victim,‬‭the‬‭victim‬‭will‬‭never‬‭be‬‭subject‬‭to‬‭the‬‭bonus‬‭again.‬

‭Special‬‭Hindrances‬
‭The‬‭Amazon‬‭suffers‬‭a‬‭-3‬‭reaction‬‭roll‬‭adjustment‬‭from‬‭NPC’s‬‭from‬‭male‬‭dominated‬‭societies.‬‭This‬‭reaction‬
‭adjustment‬‭can‬‭be‬‭negated‬‭once‬‭other‬‭characters‬‭come‬‭to‬‭know‬‭and‬‭respect‬‭her.‬‭Likewise,‬‭player‬‭characters‬‭need‬‭not‬
‭respond‬‭with‬‭hostility‬‭toward‬‭their‬‭Amazon‬‭companion,‬‭unless‬‭they‬‭want‬‭to‬‭do‬‭so‬‭for‬‭role-playing‬‭purposes.‬

‭Savage‬‭Wizard‬‭(Wizard)‬

‭The‬‭Savage‬‭Wizard‬‭is‬‭the‬‭spell‬‭caster‬‭of‬‭a‬‭remote‬‭Vos‬‭barbarian‬‭tribe,‬‭culturally‬‭and‬‭technologically‬
‭ rimitive‬‭by‬‭the‬‭standards‬‭of‬‭the‬‭rest‬‭of‬‭the‬‭world.‬‭Their‬‭tribes‬‭range‬‭from‬‭pacifistic‬‭societies‬‭of‬‭farmers‬‭and‬‭herders‬
p
‭to‬‭bloodthirsty‬‭headhunters.‬‭All,‬‭however,‬‭are‬‭sharply‬‭attuned‬‭to‬‭the‬‭natural‬‭world,‬‭sharing‬‭a‬‭deep‬‭respect‬‭for‬‭animal‬
‭and‬‭plant‬‭life‬‭and‬‭an‬‭innate‬‭understanding‬‭of‬‭the‬‭mysteries‬‭of‬‭nature.‬
‭To‬‭be‬‭a‬‭Savage‬‭Wizard,‬‭a‬‭character‬‭must‬‭have‬‭a‬‭minimum‬‭Strength‬‭score‬‭of‬‭11‬‭and‬‭a‬‭minimum‬‭Constitution‬
‭score‬‭of‬‭13.‬

‭ ole‬‭:‬‭Most‬‭Vos‬‭barbarians‬‭are‬‭terrified‬‭by‬‭magic,‬‭so‬‭the‬‭Savage‬‭Wizard‬‭typically‬‭holds‬‭a‬‭position‬‭of‬‭great‬‭power‬‭in‬
R
‭the‬‭tribe.‬‭If‬‭not‬‭the‬‭actual‬‭ruler,‬‭the‬‭Savage‬‭Wizard‬‭is‬‭a‬‭respected‬‭and‬‭feared‬‭tribal‬‭counselor.‬
‭A‬‭Savage‬‭Wizard’s‬‭power‬‭can‬‭sometimes‬‭work‬‭against‬‭their‬‭interests,‬‭particularly‬‭if‬‭their‬‭tribe‬‭is‬
‭exceptionally‬‭superstitious‬‭or‬‭if‬‭an‬‭ambitious‬‭tribesman‬‭schemes‬‭to‬‭usurp‬‭the‬‭Wizard’s‬‭leadership‬‭role.‬‭If‬‭the‬‭tribe‬
‭becomes‬‭convinced‬‭that‬‭the‬‭Wizard‬‭is‬‭consorting‬‭with‬‭demons‬‭or‬‭otherwise‬‭stirring‬‭up‬‭dark‬‭forces‬‭better‬‭left‬‭alone,‬
‭they‬‭may‬‭expel‬‭the‬‭Wizard‬‭from‬‭the‬‭tribe‬‭or‬‭just‬‭decide‬‭to‬‭solve‬‭the‬‭situation‬‭with‬‭an‬‭execution.‬
‭In‬‭a‬‭campaign,‬‭the‬‭Savage‬‭Wizard‬‭takes‬‭the‬‭role‬‭of‬‭an‬‭outsider,‬‭baffled‬‭and‬‭intimidated‬‭by‬‭the‬‭mysteries‬‭of‬
‭the‬‭“civilized”‬‭world.‬‭The‬‭character‬‭finds‬‭products‬‭of‬‭technology,‬‭such‬‭as‬‭oil‬‭lanterns‬‭and‬‭crossbows,‬‭to‬‭be‬‭both‬
‭fascinating‬‭and‬‭frightening.‬‭While‬‭at‬‭home‬‭in‬‭the‬‭darkest‬‭forests‬‭or‬‭most‬‭treacherous‬‭mountains,‬‭the‬‭character‬‭is‬
‭extremely‬‭uncomfortable‬‭in‬‭cities‬‭and‬‭towns.‬‭If‬‭the‬‭Savage‬‭Wizard‬‭is‬‭from‬‭a‬‭relatively‬‭pacifistic‬‭tribe,‬‭they‬‭might‬
‭serve‬‭as‬‭the‬‭conscience‬‭of‬‭the‬‭party,‬‭questioning‬‭their‬‭eagerness‬‭to‬‭kill,‬‭their‬‭obsession‬‭with‬‭wealth,‬‭their‬‭selfishness,‬
‭and‬‭their‬‭inequitable‬‭system‬‭of‬‭justice.‬

‭Weapon‬‭Proficiency‬
‭Required‬‭(one‬‭of‬‭the‬‭following,‬‭representing‬‭their‬‭tribe’s‬‭weapon‬‭of‬‭choice):‬‭spear,‬‭blowgun,‬‭dagger,‬‭knife,‬
‭or‬‭sling.‬‭Regardless‬‭of‬‭whether‬‭a‬‭Savage‬‭Wizard‬‭eventually‬‭becomes‬‭familiar‬‭with‬‭new‬‭weapons,‬‭they‬‭are‬‭likely‬‭to‬
‭prefer‬‭their‬‭tribal‬‭weapon‬‭throughout‬‭their‬‭adventuring‬‭career.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Direction‬‭Sense‬‭or‬‭Weather‬‭Sense‬‭(player‬‭choice);‬‭(Warrior)‬‭Endurance‬‭or‬‭Survival‬‭(player‬‭choice).‬
‭Recommended:‬‭(General)‬‭Animal‬‭Handling,‬‭Animal‬‭Training,‬‭FireBuilding,‬‭Fishing,‬‭Riding,‬‭Land-‬‭based,‬
‭Rope‬‭Use,‬‭Swimming;‬‭(Warrior,‬‭double‬‭slots)‬‭Animal‬‭Lore,‬‭Bowyer/Fletcher,‬‭Hunting,‬‭Mountaineering,‬‭Running,‬
‭Set‬‭Snares,‬‭Tracking;‬‭(Priest,‬‭double‬‭slots)‬‭Healing,‬‭Local‬‭History;‬‭(Rogue,‬‭double‬‭slots)‬‭Jumping,‬‭Tightrope‬
‭Walking,‬‭Tumbling;‬‭(Wizard)‬‭Herbalism,‬‭Religion.‬‭A‬‭Savage‬‭Wizard‬‭cannot‬‭take‬‭Etiquette‬‭or‬‭Heraldry‬‭when‬‭first‬
‭created.‬

‭Equipment‬
‭The‬‭only‬‭weapon‬‭the‬‭Savage‬‭Wizard‬‭can‬‭purchase‬‭initially‬‭is‬‭a‬‭tribal‬‭weapon‬‭(see‬‭Weapon‬‭Proficiency).‬‭All‬
‭of‬‭their‬‭remaining‬‭gold‬‭must‬‭be‬‭spent‬‭when‬‭the‬‭character‬‭is‬‭created.‬‭They‬‭may‬‭not‬‭keep‬‭any‬‭unspent‬‭gold.‬
‭The‬‭character‬‭can‬‭purchase‬‭only‬‭equipment‬‭that‬‭would‬‭normally‬‭be‬‭available‬‭to‬‭their‬‭tribe.‬

‭Special‬‭Benefits‬
‭The‬‭Savage‬‭Wizard‬‭receives‬‭one‬‭of‬‭the‬‭following‬‭special‬‭abilities‬‭from‬‭the‬‭list‬‭below.‬‭The‬‭special‬‭ability‬‭is‬
‭chosen‬‭when‬‭the‬‭character‬‭is‬‭first‬‭created‬‭and‬‭can‬‭never‬‭be‬‭changed.‬
‭91‬
‭1.‬‭The‬‭Savage‬‭Wizard‬‭can‬‭manufacture‬‭a‬‭protective‬‭talisman‬‭once‬‭per‬‭week.‬‭The‬‭talisman‬‭is‬‭a‬‭small‬‭pouch‬
‭ f‬‭herbs‬‭hung‬‭on‬‭a‬‭leather‬‭cord‬‭which‬‭is‬‭worn‬‭around‬‭the‬‭subject’s‬‭neck.‬‭The‬‭talisman‬‭gives‬‭protection‬‭from‬‭evil‬‭to‬
o
‭the‬‭wearer,‬‭identical‬‭to‬‭the‬‭effects‬‭of‬‭the‬‭1st-level‬‭Wizard‬‭spell.‬‭The‬‭talisman‬‭offers‬‭continual‬‭protection‬‭for‬‭a‬‭full‬
‭day,‬‭after‬‭which‬‭time‬‭the‬‭herbs‬‭disintegrate.‬‭Dispel‬‭magic‬‭or‬‭a‬‭similar‬‭spell‬‭permanently‬‭cancels‬‭the‬‭magic‬‭of‬‭that‬
‭particular‬‭talisman.‬‭The‬‭Savage‬‭Wizard‬‭requires‬‭no‬‭less‬‭than‬‭one‬‭hour‬‭to‬‭manufacture‬‭a‬‭talisman.‬
‭2.‬‭Once‬‭per‬‭week,‬‭the‬‭Savage‬‭Wizard‬‭can‬‭construct‬‭a‬‭small‬‭replicant‬‭of‬‭any‬‭single‬‭victim‬‭of‬‭their‬‭choice.‬‭The‬
‭replicant‬‭is‬‭about‬‭6‬‭inches‬‭tall,‬‭made‬‭of‬‭clay,‬‭and‬‭crudely‬‭resembles‬‭the‬‭form‬‭of‬‭the‬‭victim.‬‭It‬‭must‬‭also‬‭contain‬‭a‬‭lock‬
‭of‬‭hair,‬‭a‬‭fingernail,‬‭or‬‭other‬‭small‬‭piece‬‭of‬‭organic‬‭material‬‭from‬‭the‬‭victim.‬‭A‬‭Savage‬‭Wizard‬‭requires‬‭one‬‭hour‬‭to‬
‭manufacture‬‭a‬‭replicant.‬
‭Whenever‬‭the‬‭Savage‬‭Wizard‬‭cuts‬‭a‬‭piece‬‭from‬‭the‬‭replicant,‬‭sticks‬‭a‬‭pin‬‭in‬‭it,‬‭or‬‭otherwise‬‭“attacks”‬‭it,‬‭the‬
‭replicant‬‭suffers‬‭1-4‬‭hit‬‭points‬‭of‬‭damage.‬‭The‬‭victim‬‭who‬‭is‬‭represented‬‭by‬‭the‬‭replicant‬‭suffers‬‭an‬‭identical‬‭amount‬
‭of‬‭damage,‬‭regardless‬‭of‬‭the‬‭distance‬‭between‬‭the‬‭replicant‬‭and‬‭the‬‭victim‬‭(however,‬‭the‬‭victim‬‭must‬‭be‬‭on‬‭the‬‭same‬
‭plane‬‭of‬‭existence‬‭as‬‭the‬‭replicant).‬‭Every‬‭type‬‭of‬‭damage‬‭on‬‭the‬‭replicant‬‭inflicts‬‭1-4‬‭hit‬‭points‬‭of‬‭damage;‬
‭therefore,‬‭the‬‭Savage‬‭Wizard‬‭must‬‭take‬‭care‬‭not‬‭to‬‭destroy‬‭the‬‭replicant,‬‭for‬‭burning,‬‭crushing,‬‭or‬‭throwing‬‭the‬
‭replicant‬‭into‬‭a‬‭pool‬‭of‬‭quicksand‬‭still‬‭inflicts‬‭only‬‭1-4‬‭hit‬‭points‬‭of‬‭damage.‬‭The‬‭replicant‬‭disintegrates‬‭when‬‭any‬‭of‬
‭the‬‭following‬‭conditions‬‭are‬‭met:‬
‭-‬‭The‬‭replicant‬‭has‬‭suffered‬‭10‬‭hit‬‭points‬‭(or‬‭more)‬‭of‬‭damage.‬
‭-‬‭Dispel‬‭magic‬‭or‬‭a‬‭similar‬‭spell‬‭is‬‭cast‬‭on‬‭the‬‭replicant.‬
‭-‬‭A‬‭week‬‭has‬‭passed‬‭since‬‭the‬‭replicant’s‬‭creation.‬
‭3.‬‭Once‬‭per‬‭week,‬‭the‬‭Savage‬‭Wizard‬‭is‬‭able‬‭to‬‭forecast‬‭the‬‭general‬‭fortunes‬‭of‬‭some‬‭major‬‭undertaking‬‭by‬
‭interpreting‬‭an‬‭omen‬‭from‬‭observing‬‭natural‬‭conditions.‬‭To‬‭be‬‭receptive‬‭to‬‭an‬‭omen,‬‭the‬‭Wizard‬‭must‬‭do‬‭nothing‬‭but‬
‭concentrate‬‭for‬‭one‬‭uninterrupted‬‭turn.‬‭If‬‭this‬‭concentration‬‭is‬‭broken,‬‭the‬‭character‬‭cannot‬‭attempt‬‭to‬‭interpret‬‭an‬
‭omen‬‭for‬‭another‬‭week.‬‭After‬‭the‬‭turn‬‭of‬‭concentration,‬‭and‬‭study‬‭of‬‭the‬‭surroundings‬‭for‬‭an‬‭omen,‬‭a‬‭rippling‬‭pond,‬‭a‬
‭gathering‬‭of‬‭clouds,‬‭a‬‭swarm‬‭of‬‭insects,‬‭or‬‭the‬‭veins‬‭in‬‭a‬‭leaf‬‭are‬‭all‬‭possible‬‭sources‬‭of‬‭omens.‬
‭A‬‭Wizard‬‭usually‬‭consults‬‭an‬‭omen‬‭before‬‭starting‬‭a‬‭journey,‬‭engaging‬‭in‬‭a‬‭major‬‭battle,‬‭or‬‭embarking‬‭on‬
‭some‬‭other‬‭significant‬‭task.‬‭If‬‭the‬‭DM‬‭has‬‭knowledge‬‭about‬‭the‬‭proposed‬‭action,‬‭the‬‭omen‬‭should‬‭reveal‬‭the‬
‭appropriate‬‭information.‬‭In‬‭situations‬‭where‬‭the‬‭DM‬‭has‬‭no‬‭information‬‭on‬‭which‬‭to‬‭base‬‭their‬‭judgement,‬‭roll‬‭1d10‬
‭and‬‭consult‬‭the‬‭table‬‭below.‬

‭ 10‬‭Roll‬
d ‭ esult‬
R
‭1-2‬ ‭Ill‬‭Omen:‬‭The‬‭party‬‭should‬‭not‬‭undertake‬‭the‬‭task‬‭on‬‭this‬‭day.‬‭If‬‭they‬‭ignore‬‭the‬‭omen,‬‭all‬‭party‬
‭members‬‭will‬‭suffer‬‭a‬‭-1‬‭penalty‬‭on‬‭“to‬‭hit”‬‭and‬‭saving‬‭throw‬‭rolls‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭day,‬‭their‬
‭chance‬‭for‬‭encounters‬‭will‬‭be‬‭doubled,‬‭and‬‭a‬‭-3‬‭reaction‬‭modifier‬‭will‬‭be‬‭applied‬‭to‬‭all‬‭encounters‬
‭3-4‬ ‭Great‬‭Danger‬‭Exists:‬‭If‬‭the‬‭party‬‭proceeds,‬‭their‬‭chance‬‭for‬‭encounters‬‭is‬‭doubled‬‭for‬‭the‬‭rest‬‭of‬‭the‬
‭day‬‭and‬‭a‬‭–3‬‭reaction‬‭modifier‬‭applies‬‭to‬‭all‬‭encounters.‬‭Opponents‬‭have‬‭a‬‭+1‬‭applied‬‭to‬‭their‬‭chance‬
‭to‬‭hit‬
‭ -7‬
5 ‭Neutral‬‭Omen:‬‭The‬‭information‬‭is‬‭vague.‬‭No‬‭special‬‭modifiers‬‭apply‬
‭8-9‬ ‭Favorable‬‭Omen:‬‭The‬‭party‬‭members’‬‭movement‬‭rate‬‭is‬‭increased‬‭by‬‭50%‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭day,‬
‭and‬‭opponents‬‭have‬‭a‬‭-1‬‭applied‬‭to‬‭their‬‭chance‬‭to‬‭hit‬
‭10‬ ‭Auspicious‬‭Omen:‬‭All‬‭effects‬‭of‬‭a‬‭Favorable‬‭Omen‬‭apply;‬‭additionally,‬‭all‬‭party‬‭members‬‭gain‬‭a‬‭+1‬
‭on‬‭all‬‭saving‬‭throws‬‭made‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭day‬

‭Special‬‭Hindrances‬
‭Savage‬‭Wizards‬‭strange‬‭appearance‬‭and‬‭manners‬‭make‬‭strangers‬‭wary.‬‭Therefore,‬‭they‬‭suffer‬‭a‬‭-2‬‭reaction‬
‭adjustment‬‭from‬‭all‬‭NPCs‬‭not‬‭from‬‭their‬‭own‬‭tribe.‬

‭Rjurik‬‭Kits‬

‭The‬‭following‬‭kits‬‭are‬‭only‬‭available‬‭to‬‭Rjurik‬‭characters.‬

‭Seeker‬‭(Ranger)‬

‭Devoted‬‭to‬‭spiritual‬‭awareness‬‭and‬‭self-enlightenment,‬‭Seekers'‬‭deep‬‭beliefs‬‭affect‬‭themselves‬‭more‬‭than‬‭any‬
‭ ther‬‭element‬‭of‬‭their‬‭lives.‬‭The‬‭Seeker‬‭seeks‬‭fulfillment‬‭by‬‭following‬‭the‬‭tenets‬‭of‬‭a‬‭personal‬‭faith‬‭and‬‭striving‬‭to‬
o
‭understand‬‭the‬‭relationship‬‭between‬‭themselves‬‭and‬‭the‬‭natural‬‭world.‬‭The‬‭character‬‭views‬‭animal‬‭followers‬‭as‬
‭fellow‬‭travelers‬‭on‬‭a‬‭spiritual‬‭journey.‬
‭Seekers‬‭can‬‭come‬‭from‬‭any‬‭culture,‬‭but‬‭typically‬‭originate‬‭from‬‭societies‬‭placing‬‭a‬‭premium‬‭on‬‭religion‬‭and‬
‭scholarship.‬‭Many‬‭Seekers‬‭begin‬‭their‬‭spiritual‬‭quests‬‭as‬‭students‬‭of‬‭Priests.‬‭Others‬‭are‬‭self-taught‬‭philosophers‬‭or‬
‭restless‬‭academicians‬‭hungry‬‭for‬‭knowledge‬‭that‬‭can't‬‭be‬‭learned‬‭from‬‭books.‬‭Eventually‬‭they‬‭find‬‭or‬‭are‬‭found‬‭by‬‭a‬
‭Seeker‬‭who‬‭teaches‬‭them‬‭and‬‭brings‬‭them‬‭into‬‭the‬‭Ranger‬‭fold.‬‭Regardless‬‭of‬‭their‬‭background,‬‭all‬‭Seekers‬‭have‬‭felt‬
‭compelled‬‭to‬‭embark‬‭on‬‭a‬‭wilderness‬‭pilgrimage‬‭that‬‭may‬‭last‬‭the‬‭rest‬‭of‬‭their‬‭lives.‬
‭92‬
‭Seekers‬‭worship‬‭the‬‭god‬‭Erik,‬‭while‬‭venerating‬‭nature‬‭itself‬‭as‬‭an‬‭unknowable‬‭but‬‭all-encompassing‬‭force.‬
‭ eekers‬‭share‬‭a‬‭reverence‬‭for‬‭life‬‭and‬‭a‬‭philosophy‬‭that‬‭embodies‬‭discipline,‬‭personal‬‭responsibility,‬‭and‬
S
‭self-sacrifice.‬‭A‬‭Seeker‬‭must‬‭have‬‭a‬‭Wisdom‬‭score‬‭of‬‭15‬‭or‬‭more.‬

‭ ole‬‭:‬‭Good‬‭people‬‭tend‬‭to‬‭look‬‭favorably‬‭on‬‭Seekers.‬‭At‬‭worst,‬‭Seekers‬‭are‬‭dismissed‬‭as‬‭useless‬‭but‬‭harmless‬
R
‭eccentrics.‬‭More‬‭often,‬‭they're‬‭regarded‬‭as‬‭sensitive‬‭seekers‬‭of‬‭truth,‬‭admired‬‭and‬‭respected‬‭for‬‭their‬‭devotion.‬‭Priests‬
‭of‬‭compatible‬‭alignment‬‭are‬‭especially‬‭deferential‬‭to‬‭Seekers.‬‭They‬‭recognize‬‭that‬‭the‬‭Seeker‬‭shares‬‭their‬‭veneration‬
‭of‬‭the‬‭higher‬‭power‬‭of‬‭those‬‭sharing‬‭the‬‭Good‬‭alignment.‬
‭Though‬‭Seekers‬‭generally‬‭prefer‬‭solitude,‬‭they‬‭constantly‬‭seek‬‭opportunities‬‭to‬‭broaden‬‭their‬‭outlook‬‭and‬
‭stimulate‬‭spiritual‬‭insight.‬‭For‬‭these‬‭reasons,‬‭they‬‭may‬‭join‬‭adventuring‬‭parties‬‭solely‬‭for‬‭the‬‭promise‬‭of‬‭new‬
‭experiences.‬‭Moral‬‭considerations‬‭also‬‭motivate‬‭Seekers;‬‭parties‬‭can‬‭sometimes‬‭recruit‬‭Seekers‬‭by‬‭appealing‬‭to‬‭their‬
‭sense‬‭of‬‭justice.‬
‭Typically,‬‭the‬‭companions‬‭of‬‭a‬‭Seeker‬‭will‬‭find‬‭them‬‭amiable,‬‭thoughtful,‬‭and‬‭comforting.‬‭Seekers‬‭aren't‬
‭proselytizers.‬‭Rarely‬‭are‬‭they‬‭interested‬‭in‬‭converting‬‭others‬‭to‬‭their‬‭beliefs,‬‭but‬‭they‬‭enjoy‬‭nothing‬‭more‬‭than‬
‭debating‬‭philosophical‬‭issues.‬‭Companions‬‭who‬‭engage‬‭a‬‭Seeker‬‭in‬‭such‬‭a‬‭discussion‬‭may‬‭find‬‭themselves‬‭listening‬
‭to‬‭a‬‭detailed,‬‭scholarly‬‭discourse‬‭that‬‭may‬‭last‬‭the‬‭better‬‭part‬‭of‬‭the‬‭day.‬‭Though‬‭Seekers‬‭usually‬‭decline‬‭to‬‭make‬
‭decisions‬‭for‬‭the‬‭party,‬‭they‬‭often‬‭serve‬‭as‬‭counselors‬‭and‬‭advisors‬‭to‬‭the‬‭leaders.‬
‭Non-aggressive‬‭by‬‭nature,‬‭Seekers‬‭avoid‬‭combat‬‭whenever‬‭possible,‬‭but‬‭fight‬‭fearlessly‬‭to‬‭thwart‬‭attacks‬
‭against‬‭their‬‭followers‬‭or‬‭comrades.‬‭Seekers‬‭are‬‭reluctant‬‭to‬‭take‬‭the‬‭life‬‭of‬‭another‬‭creature‬‭except‬‭to‬‭protect‬‭a‬
‭companion,‬‭a‬‭follower,‬‭or‬‭themselves,‬‭or‬‭to‬‭destroy‬‭their‬‭species'‬‭enemy.‬

‭Primary‬‭Terrain‬‭:‬‭Any‬

‭ pecies‬‭Enemy‬‭:‬‭The‬‭species‬‭enemy‬‭must‬‭be‬‭Evil.‬‭Alternatively,‬‭a‬‭specific‬‭Evil‬‭aligned‬‭religious‬‭group‬‭or‬‭cult‬‭may‬‭be‬
S
‭taken,‬‭in‬‭which‬‭case‬‭members‬‭and‬‭minions‬‭of‬‭the‬‭group‬‭are‬‭considered‬‭the‬‭species‬‭enemy.‬‭Other‬‭common‬‭species‬
‭enemies‬‭include‬‭ghouls‬‭(and‬‭other‬‭undead),‬‭Evil‬‭dragons,‬‭death‬‭dogs,‬‭evil‬‭humanoids,‬‭etc.‬

‭ ollowers‬‭:‬‭All‬‭creatures‬‭are‬‭eligible‬‭as‬‭followers,‬‭except‬‭the‬‭species‬‭designated‬‭as‬‭a‬‭sacred‬‭animal‬‭(see‬‭the‬‭Special‬
F
‭Hindrances‬‭section).‬

‭Weapon‬‭Proficiencies‬
‭A‬‭Seeker‬‭receives‬‭only‬‭a‬‭single‬‭weapon‬‭proficiency‬‭at‬‭first‬‭level.‬‭This‬‭proficiency‬‭must‬‭be‬‭spent‬‭on‬‭one‬‭of‬
‭the‬‭following‬‭weapons:‬‭club,‬‭light‬‭crossbow,‬‭dagger,‬‭dart,‬‭knife,‬‭quarterstaff,‬‭or‬‭sickle,‬‭sling.‬‭The‬‭character‬‭cannot‬
‭ever‬‭use‬‭a‬‭sword‬‭of‬‭any‬‭type.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Religion.‬
‭Recommended:‬‭Agriculture,‬‭Ancient‬‭History,‬‭Artistic‬‭Ability,‬‭Astrology,‬‭Carpentry,‬‭Cobbling,‬‭Etiquette,‬
‭Languages‬‭(Ancient),‬‭Pottery,‬‭Reading/Writing,‬‭Spellcraft,‬‭Veterinary‬‭Healing,‬‭and‬‭Weaving.‬‭The‬‭Seeker‬‭can‬‭take‬
‭Cleric‬‭proficiencies‬‭at‬‭the‬‭listed‬‭costs‬‭with‬‭no‬‭crossover‬‭penalty.‬

‭Equipment‬
‭In‬‭most‬‭cases,‬‭Seekers‬‭have‬‭no‬‭special‬‭equipment‬‭restrictions‬‭beyond‬‭those‬‭normally‬‭associated‬‭with‬
‭Rangers.‬‭However,‬‭Seekers‬‭will‬‭equip‬‭themselves‬‭with‬‭weapons‬‭and‬‭armor‬‭matching‬‭Druids‬‭of‬‭Erik.‬
‭Seekers‬‭have‬‭little‬‭interest‬‭in‬‭material‬‭possessions.‬‭After‬‭keeping‬‭enough‬‭money‬‭to‬‭meet‬‭their‬‭basic‬‭needs,‬
‭they‬‭typically‬‭give‬‭away‬‭the‬‭rest‬‭of‬‭their‬‭gold‬‭and‬‭treasure‬‭to‬‭the‬‭poor.‬

‭Special‬‭Benefits‬
‭The‬‭Seeker‬‭can‬‭use‬‭any‬‭magical‬‭staff‬‭that‬‭can‬‭be‬‭used‬‭by‬‭a‬‭Druid‬‭of‬‭Erik.‬
‭Unlike‬‭other‬‭Rangers,‬‭the‬‭Seeker‬‭acquires‬‭spells‬‭when‬‭reaching‬‭6th‬‭level.‬‭They‬‭can‬‭also‬‭cast‬‭4th‬‭level‬‭spells.‬
‭The‬‭table‬‭below‬‭shows‬‭the‬‭Seeker's‬‭spell‬‭progression.‬‭The‬‭Seeker‬‭has‬‭access‬‭to‬‭spells‬‭from‬‭an‬‭extra‬‭sphere‬‭in‬
‭addition‬‭to‬‭those‬‭of‬‭plant‬‭and‬‭animal.‬‭When‬‭reaching‬‭6th‬‭level,‬‭the‬‭player‬‭chooses‬‭an‬‭extra‬‭sphere‬‭from‬‭the‬‭following‬
‭options:‬‭divination,‬‭healing,‬‭protection,‬‭weather.‬‭This‬‭extra‬‭sphere‬‭remains‬‭the‬‭same‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭character’s‬
‭career.‬
‭Priest‬‭Spell‬‭Levels‬
‭Seeker‬‭Level‬ ‭Casting‬‭Level‬ ‭1‬ ‭2‬ ‭3‬ ‭4‬
‭1-5‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬ ‭-‬
‭6‬ ‭1‬ ‭1‬ ‭-‬ ‭-‬ ‭-‬
‭7‬ ‭2‬ ‭2‬ ‭-‬ ‭-‬ ‭-‬
‭8‬ ‭3‬ ‭2‬ ‭1‬ ‭-‬ ‭-‬
‭9‬ ‭4‬ ‭2‬ ‭2‬ ‭-‬ ‭-‬
‭10‬ ‭5‬ ‭2‬ ‭2‬ ‭1‬ ‭-‬
‭93‬
‭ riest‬‭Spell‬‭Levels‬
P ‭(continued)‬
‭ eeker‬‭Level‬
S ‭ asting‬‭Level‬
C ‭1‬ ‭2‬ ‭3‬ ‭‬
4
‭11‬ ‭6‬ ‭3‬ ‭2‬ ‭1‬ ‭-‬
‭12‬ ‭7‬ ‭3‬ ‭2‬ ‭2‬ ‭-‬
‭13‬ ‭8‬ ‭3‬ ‭3‬ ‭2‬ ‭1‬
‭14‬ ‭9‬ ‭3‬ ‭3‬ ‭3‬ ‭1‬
‭15‬ ‭10‬ ‭4‬ ‭4‬ ‭3‬ ‭1‬
‭16+‬ ‭11‬ ‭4‬ ‭4‬ ‭3‬ ‭2‬

‭Special‬‭Hindrances‬
‭Mediation:‬‭A‬‭Seeker‬‭must‬‭spend‬‭a‬‭full‬‭hour‬‭each‬‭day‬‭in‬‭silent‬‭meditation.‬‭This‬‭hour‬‭must‬‭always‬‭occur‬‭at‬
‭the‬‭same‬‭time‬‭of‬‭day,‬‭such‬‭as‬‭the‬‭first‬‭hour‬‭of‬‭dawn‬‭or‬‭at‬‭high‬‭noon;‬‭once‬‭decided,‬‭it‬‭can‬‭never‬‭be‬‭changed.‬‭If‬‭a‬
‭Seeker‬‭neglects‬‭to‬‭mediate,‬‭or‬‭is‬‭interrupted‬‭more‬‭than‬‭once‬‭for‬‭more‬‭than‬‭a‬‭total‬‭of‬‭two‬‭rounds,‬‭the‬‭player‬‭suffers‬‭a‬
‭-1‬‭penalty‬‭on‬‭all‬‭ability‬‭checks‬‭and‬‭attack‬‭rolls‬‭the‬‭following‬‭day.‬
‭Sacred‬‭Animal:‬‭Every‬‭Seeker‬‭has‬‭a‬‭sacred‬‭animal‬‭that‬‭symbolizes‬‭their‬‭ideals.‬‭A‬‭Seeker's‬‭sacred‬‭animal‬‭is‬
‭determined‬‭at‬‭the‬‭same‬‭time‬‭as‬‭the‬‭species'‬‭enemy.‬‭The‬‭player‬‭selects‬‭the‬‭sacred‬‭animal‬‭from‬‭the‬‭options‬‭listed‬‭in‬‭the‬
‭table‬‭below,‬‭subject‬‭to‬‭the‬‭DM's‬‭approval;‬‭for‬‭example,‬‭if‬‭the‬‭Seeker's‬‭primary‬‭terrain‬‭is‬‭Arctic,‬‭the‬‭sacred‬‭animal‬
‭might‬‭be‬‭the‬‭polar‬‭bear,‬‭the‬‭snow‬‭leopard,‬‭or‬‭the‬‭seal.‬
‭A‬‭Seeker‬‭retains‬‭the‬‭same‬‭sacred‬‭animal‬‭throughout‬‭their‬‭career.‬‭They‬‭cannot‬‭acquire‬‭a‬‭follower‬‭of‬‭the‬‭same‬
‭species‬‭as‬‭this‬‭sacred‬‭animal.‬‭The‬‭player‬‭may‬‭choose‬‭a‬‭sacred‬‭animal‬‭other‬‭than‬‭those‬‭listed‬‭in‬‭the‬‭table,‬‭so‬‭long‬‭as‬
‭it's‬‭different‬‭from‬‭the‬‭Seeker's‬‭species‬‭enemy.‬

‭ rimaryTerrain‬
P ‭ pecies‬
S
‭Aquatic‬ ‭Dolphin,‬‭whale,‬‭or‬‭giant‬‭turtle‬
‭Arctic‬ ‭Polar‬‭bear,‬‭snow‬‭leopard,‬‭or‬‭seal‬
‭Desert‬ ‭Camel,‬‭owl,‬‭or‬‭hawk‬
‭Forest‬ ‭Bear,‬‭wolf,‬‭or‬‭small‬‭mammal‬
‭Hills‬ ‭Bear,‬‭elk,‬‭or‬‭wolf‬
‭Jungle‬ ‭Elephant,‬‭lion,‬‭or‬‭chimpanzee‬
‭Mountains‬ ‭Wild‬‭eagle,‬‭giant‬‭eagle,‬‭or‬‭bear‬
‭Plains‬ ‭Falcon,‬‭horse,‬‭or‬‭raven‬
‭Swamp‬ ‭Owl,‬‭raven,‬‭or‬‭small‬‭mammal‬

‭In‬‭compliance‬‭with‬‭their‬‭personal‬‭religious‬‭principles,‬‭Seekers‬‭vow‬‭to‬‭protect‬‭this‬‭sacred‬‭animal‬‭in‬‭the‬
‭following‬‭ways:‬
‭-‬‭Being‬‭forbidden‬‭from‬‭intentionally‬‭or‬‭unintentionally‬‭inflicting‬‭harm‬‭on‬‭the‬‭sacred‬‭animal,‬‭or‬‭standing‬‭by‬
‭while‬‭others‬‭do.‬
‭-‬‭Being‬‭required‬‭to‬‭care‬‭for‬‭injured‬‭or‬‭ailing‬‭sacred‬‭animals.‬
‭-‬‭The‬‭player‬‭must‬‭liberate‬‭captive‬‭sacred‬‭animals‬‭held‬‭against‬‭their‬‭will.‬‭This‬‭requirement‬‭excludes‬‭followers‬
‭of‬‭other‬‭rangers,‬‭or‬‭domesticated‬‭animals‬‭serving‬‭as‬‭pets‬‭or‬‭mounts.‬‭However,‬‭it‬‭includes‬‭farm‬‭animals‬‭that‬‭are‬‭being‬
‭raised‬‭for‬‭consumption.‬
‭-‬‭They‬‭must‬‭protect‬‭this‬‭sacred‬‭animal‬‭from‬‭hunters,‬‭trappers,‬‭and‬‭predators.‬
‭If‬‭the‬‭Seeker‬‭violates‬‭any‬‭of‬‭these‬‭requirements,‬‭as‬‭determined‬‭by‬‭the‬‭DM,‬‭they‬‭are‬‭consumed‬‭with‬‭guilt‬‭and‬
‭remorse.‬‭This‬‭prevents‬‭them‬‭from‬‭casting‬‭spells‬‭of‬‭any‬‭kind‬‭for‬‭the‬‭next‬‭week.‬
‭If‬‭the‬‭player’s‬‭action‬‭or‬‭inaction‬‭directly‬‭results‬‭in‬‭the‬‭death‬‭of‬‭a‬‭sacred‬‭animal,‬‭the‬‭player‬‭is‬‭unable‬‭to‬‭cast‬
‭spells‬‭for‬‭a‬‭full‬‭month.‬‭If‬‭the‬‭character‬‭benefits‬‭from‬‭an‬‭atonement‬‭spell‬‭cast‬‭by‬‭a‬‭sympathetic‬‭Priest,‬‭the‬‭one-week‬
‭suspension‬‭is‬‭reduced‬‭to‬‭four‬‭days,‬‭while‬‭the‬‭one-month‬‭suspension‬‭is‬‭reduced‬‭to‬‭two‬‭weeks.‬

‭Meistersinger‬‭(Bard)‬

‭Meistersingers‬‭wander‬‭the‬‭woodlands,‬‭mountains,‬‭and‬‭deserts,‬‭seeking‬‭out‬‭those‬‭who‬‭will‬‭listen‬‭to‬‭their‬
s‭ ongs.‬‭Unlike‬‭other‬‭Bards,‬‭Meistersingers‬‭rarely‬‭perform‬‭for‬‭humankind.‬‭They‬‭tailor‬‭their‬‭music‬‭to‬‭the‬‭tunes‬‭of‬
‭nature.‬‭Their‬‭audiences‬‭are‬‭the‬‭birds,‬‭the‬‭bees,‬‭and‬‭the‬‭behemoths.‬
‭Meistersingers‬‭have‬‭wandered‬‭unsettled‬‭lands‬‭since‬‭the‬‭dawn‬‭of‬‭humankind.‬‭Loremasters‬‭tell‬‭tales‬‭about‬
‭how‬‭ancient‬‭dryads‬‭and‬‭nymphs‬‭would‬‭find‬‭lost‬‭human‬‭children‬‭and‬‭teach‬‭them‬‭the‬‭ways‬‭of‬‭the‬‭forest.‬
‭Others‬‭were‬‭taken‬‭in‬‭by‬‭the‬‭Druids.‬‭Over‬‭the‬‭years,‬‭these‬‭children‬‭of‬‭nature‬‭have‬‭evolved‬‭into‬‭a‬‭definable‬
‭class‬‭of‬‭character,‬‭the‬‭Meistersinger.‬‭Whether‬‭these‬‭tales‬‭are‬‭true‬‭or‬‭not,‬‭Meistersingers‬‭do‬‭exist.‬
‭The‬‭concerns‬‭of‬‭Meistersingers‬‭center‬‭on‬‭nature,‬‭especially‬‭animals.‬‭Lawful‬‭neutral,‬‭true‬‭neutral,‬‭and‬‭chaotic‬
‭neutral‬‭Meistersingers‬‭see‬‭themselves‬‭as‬‭one‬‭with‬‭nature‬‭(although‬‭each‬‭views‬‭the‬‭structure‬‭of‬‭nature‬‭differently).‬
‭They‬‭protect‬‭animals‬‭as‬‭humans‬‭protect‬‭those‬‭in‬‭their‬‭society.‬
‭Neutral‬‭good‬‭Meistersingers‬‭look‬‭upon‬‭animals‬‭as‬‭innocent‬‭children‬‭who‬‭should‬‭be‬‭isolated‬‭and‬‭protected‬
‭from‬‭the‬‭harsh‬‭and‬‭uncaring‬‭realms‬‭of‬‭civilization.‬
‭94‬
‭Neutral‬‭evil‬‭Meistersingers‬‭see‬‭animals‬‭as‬‭subjects‬‭to‬‭be‬‭controlled‬‭and‬‭exploited.‬‭They‬‭use‬‭animals‬‭as‬‭some‬
‭lords‬‭use‬‭slaves.‬
‭True‬‭Neutral‬‭Meistersingers‬‭are‬‭closest‬‭to‬‭Druids‬‭in‬‭the‬‭way‬‭they‬‭look‬‭at‬‭animals.‬

‭ ole‬‭:‬‭Meistersingers‬‭are‬‭the‬‭mortal‬‭enemies‬‭of‬‭ruthless‬‭and‬‭profiteering‬‭hunters,‬‭trappers,‬‭and‬‭fishermen.‬‭They‬
R
‭believe‬‭such‬‭activities‬‭should‬‭occur‬‭only‬‭when‬‭the‬‭game‬‭is‬‭needed‬‭for‬‭survival‬‭and‬‭no‬‭part‬‭of‬‭the‬‭animal‬‭is‬‭wasted.‬
‭Forests,‬‭deserts,‬‭and‬‭mountains‬‭are‬‭the‬‭typical‬‭arena‬‭for‬‭the‬‭adventuring‬‭Meistersinger.‬‭Rarely‬‭does‬‭a‬‭Meistersinger‬
‭attempt‬‭adventuring‬‭anywhere‬‭unless‬‭animals‬‭are‬‭somehow‬‭involved,‬‭as‬‭mounts,‬‭as‬‭companions,‬‭or‬‭perhaps‬‭as‬
‭captives‬‭who‬‭need‬‭to‬‭be‬‭set‬‭free.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭following‬‭weapons‬‭are‬‭forbidden‬‭to‬‭the‬‭Meistersinger:‬‭harpoon,‬‭lances,‬‭mancatcher,‬‭polearms,‬‭and‬
‭trident.‬‭As‬‭a‬‭hunter‬‭and‬‭being‬‭skilled‬‭in‬‭the‬‭woods,‬‭a‬‭Meistersinger‬‭must‬‭maintain‬‭a‬‭variety‬‭of‬‭weapons:‬‭those‬‭that‬
‭are‬‭purely‬‭for‬‭melee,‬‭those‬‭that‬‭are‬‭purely‬‭missile‬‭weapons,‬‭and‬‭those‬‭that‬‭can‬‭be‬‭used‬‭in‬‭both‬‭melee‬‭and‬‭missile‬
‭combat‬‭(hurled‬‭weapons).‬
‭At‬‭1st‬‭level,‬‭a‬‭Meistersinger‬‭must‬‭select‬‭one‬‭melee‬‭and‬‭one‬‭missile‬‭weapon.‬‭Each‬‭additional‬‭weapon‬
‭proficiency‬‭slot‬‭gained‬‭when‬‭leveling‬‭must‬‭be‬‭spent‬‭in‬‭the‬‭following‬‭repetitive‬‭sequence:‬‭hurled,‬‭melee,‬‭missile.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonuses:‬‭Animal‬‭Lore,‬‭Musical‬‭Instrument,‬‭Singing,‬‭Survival.‬
‭Recommended:‬‭Agriculture,‬‭Animal‬‭Training,‬‭Blacksmithing,‬‭Craft‬‭Instrument,‬‭Dancing,‬‭Direction‬‭Sense,‬
‭Fire-Building,‬‭Fishing,‬‭Herbalism,‬‭Hunting,‬‭Mountaineering,‬‭Riding‬‭(airborne),‬‭Riding‬‭(land-based),‬‭Rope‬‭Use,‬‭Set‬
‭Snares,‬‭Swimming,‬‭Tracking,‬‭Weather‬‭Sense.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭Song‬‭of‬‭Companionship:‬‭At‬‭1st,‬‭5th,‬‭and‬‭10th‬‭levels,‬‭a‬‭Meistersinger‬‭can‬‭play‬‭the‬‭Song‬‭of‬‭Companionship,‬
‭which‬‭lasts‬‭for‬‭2d12‬‭hours.‬
‭The‬‭DM‬‭and‬‭player‬‭should‬‭select‬‭six‬‭naturally‬‭occurring‬‭wild‬‭animals‬‭(not‬‭domesticated‬‭or‬‭fantasy-based)‬
‭appropriate‬‭to‬‭the‬‭current‬‭terrain.‬‭A‬‭d6‬‭is‬‭rolled,‬‭and‬‭the‬‭selected‬‭animal‬‭emerges‬‭from‬‭the‬‭nearby‬‭woods‬‭or‬‭over‬‭the‬
‭next‬‭hill.‬‭The‬‭animal‬‭is‬‭a‬‭faithful‬‭companion‬‭to‬‭the‬‭Meistersinger‬‭from‬‭that‬‭day‬‭onwards.‬
‭A‬‭Meistersinger‬‭and‬‭an‬‭animal‬‭are‬‭able‬‭to‬‭communicate‬‭simple‬‭thoughts‬‭and‬‭desires.‬‭Such‬‭communication‬
‭must‬‭be‬‭in‬‭the‬‭form‬‭of‬‭music‬‭or‬‭song‬‭by‬‭the‬‭Meistersinger,‬‭and‬‭a‬‭growl,‬‭caw,‬‭hiss,‬‭or‬‭some‬‭other‬‭appropriate‬‭sound‬
‭by‬‭the‬‭animal.‬‭Others‬‭cannot‬‭understand‬‭the‬‭communication.‬‭The‬‭companion‬‭has‬‭hit‬‭points‬‭equal‬‭to‬‭those‬‭of‬‭the‬
‭Meistersinger‬‭at‬‭the‬‭character’s‬‭current‬‭level.‬‭The‬‭companion's‬‭hit‬‭points‬‭do‬‭not‬‭increase‬‭as‬‭the‬‭Meistersinger‬‭rises‬‭in‬
‭level.‬
‭The‬‭companion‬‭gained‬‭at‬‭the‬‭first‬‭level‬‭should‬‭be‬‭tiny‬‭or‬‭small.‬‭The‬‭animal‬‭transfers‬‭its‬‭primary‬‭sensory‬
‭power‬‭onto‬‭the‬‭Meistersinger.‬‭This‬‭is‬‭similar‬‭to‬‭the‬‭find‬‭familiar‬‭spell,‬‭but‬‭it‬‭is‬‭not‬‭identical‬‭and‬‭does‬‭not‬‭take‬‭the‬
‭place‬‭of‬‭that‬‭spell.‬
‭The‬‭5th-level‬‭companion‬‭should‬‭be‬‭small‬‭or‬‭medium‬‭in‬‭size.‬‭The‬‭Meistersinger‬‭gains‬‭the‬‭ability‬‭to‬
‭polymorph‬‭their‬‭arms‬‭and‬‭head‬‭into‬‭those‬‭of‬‭this‬‭companion,‬‭for‬‭purposes‬‭of‬‭unarmed‬‭combat.‬‭Attacks‬‭are‬‭made‬
‭using‬‭the‬‭Meistersingers‬‭THACO,‬‭but‬‭successful‬‭attacks‬‭cause‬‭damage‬‭equal‬‭to‬‭that‬‭of‬‭the‬‭animal’s‬‭natural‬
‭weaponry.‬‭If‬‭the‬‭animal‬‭is‬‭entitled‬‭to‬‭multiple‬‭attacks,‬‭the‬‭Meistersinger‬‭receives‬‭them‬‭as‬‭well.‬
‭The‬‭10th-level‬‭companion‬‭should‬‭be‬‭medium‬‭or‬‭large.‬‭The‬‭Meistersinger‬‭gains‬‭the‬‭ability‬‭to‬‭shape‬‭change‬
‭(as‬‭the‬‭9th-level‬‭Wizard‬‭spell)‬‭into‬‭this‬‭companion's‬‭form‬‭once‬‭per‬‭day.‬
‭Meistersinger's‬‭companions‬‭are‬‭considered‬‭to‬‭be‬‭best‬‭friends.‬‭If‬‭one‬‭is‬‭slain,‬‭the‬‭mental‬‭strain‬‭of‬‭the‬‭loss‬
‭forces‬‭the‬‭Meistersinger‬‭to‬‭roll‬‭a‬‭successful‬‭system‬‭shock‬‭check‬‭or‬‭die.‬‭(Likewise,‬‭if‬‭the‬‭Meistersinger‬‭is‬‭slain,‬‭the‬
‭companion‬‭animals‬‭must‬‭roll‬‭system‬‭shock‬‭checks,‬‭at‬‭80%‬‭+‬‭1%‬‭per‬‭hit‬‭die.)‬‭If‬‭the‬‭check‬‭is‬‭successful,‬‭the‬
‭Meistersinger‬‭enters‬‭deep‬‭mourning‬‭for‬‭101‬‭days,‬‭during‬‭which‬‭the‬‭player‬‭does‬‭not‬‭adventure.‬‭A‬‭Meistersinger‬‭can‬
‭call‬‭for‬‭one‬‭replacement‬‭companion‬‭each‬‭time‬‭when‬‭advancing‬‭in‬‭level,‬‭but‬‭is‬‭not‬‭required‬‭to‬‭call‬‭for‬‭a‬‭replacement.‬
‭The‬‭replacement‬‭is‬‭the‬‭same‬‭size‬‭as‬‭the‬‭lost‬‭companion‬‭and‬‭confers‬‭the‬‭same‬‭abilities‬‭upon‬‭the‬‭Meistersinger.‬
‭Song‬‭of‬‭Sanction‬‭:‬‭This‬‭song‬‭envelops‬‭the‬‭Meistersinger,‬‭creating‬‭a‬‭protective‬‭barrier‬‭of‬‭good‬‭will‬‭around‬‭the‬
‭player.‬‭Any‬‭attacking‬‭animal‬‭or‬‭monster‬‭must‬‭roll‬‭a‬‭saving‬‭throw‬‭vs.‬‭paralyzation‬‭with‬‭a‬‭-1‬‭penalty‬‭per‬‭three‬‭levels‬
‭of‬‭the‬‭Meistersinger‬‭or‬‭ignore‬‭the‬‭Meistersinger‬‭and‬‭those‬‭within‬‭one‬‭foot‬‭per‬‭level‬‭of‬‭the‬‭character‬‭for‬‭as‬‭long‬‭as‬‭the‬
‭song‬‭is‬‭played.‬‭The‬‭effect‬‭of‬‭the‬‭song‬‭is‬‭ended‬‭if‬‭the‬‭Meistersinger‬‭attempts‬‭to‬‭move‬‭or‬‭if‬‭anyone‬‭in‬‭the‬‭protected‬
‭area‬‭attacks‬‭(including‬‭offensive‬‭spell‬‭use).‬
‭Animal‬‭Charm:‬‭Meistersingers‬‭know‬‭a‬‭number‬‭of‬‭songs‬‭that‬‭have‬‭special‬‭charm-like‬‭effects‬‭upon‬‭animals‬
‭(including‬‭giant‬‭animals).‬
‭If‬‭the‬‭Meistersinger‬‭concentrates,‬‭the‬‭player‬‭can‬‭attempt‬‭to‬‭charm‬‭one‬‭animal‬‭within‬‭view‬‭by‬‭singing.‬‭Only‬
‭an‬‭animal‬‭with‬‭Hit‬‭Dice‬‭equal‬‭to‬‭or‬‭less‬‭than‬‭the‬‭Meistersingers‬‭level‬‭can‬‭be‬‭affected.‬‭Furthermore,‬‭the‬‭total‬‭Hit‬‭Dice‬
‭95‬
‭ f‬‭all‬‭such‬‭charmed‬‭animals‬‭accompanying‬‭the‬‭Meistersinger‬‭cannot‬‭exceed‬‭twice‬‭the‬‭Meistersingers‬‭level.‬‭The‬‭song‬
o
‭takes‬‭1d10‬‭rounds,‬‭but‬‭the‬‭animal‬‭remains‬‭spellbound‬‭during‬‭the‬‭performance.‬‭This‬‭is‬‭as‬‭long‬‭as‬‭no‬‭hostile‬‭advances‬
‭are‬‭made‬‭upon‬‭it‬‭by‬‭the‬‭Meistersinger‬‭or‬‭any‬‭allies.‬
‭After‬‭1d10‬‭rounds,‬‭the‬‭monster‬‭rolls‬‭a‬‭saving‬‭throw‬‭vs.‬‭paralyzation‬‭with‬‭a‬‭-1‬‭penalty‬‭per‬‭three‬‭levels‬‭of‬‭the‬
‭Meistersinger.‬‭If‬‭it‬‭fails,‬‭it‬‭is‬‭under‬‭the‬‭effects‬‭of‬‭a‬‭charm‬‭spell.‬‭If‬‭it‬‭succeeds,‬‭it‬‭is‬‭unaffected‬‭and‬‭acts‬‭normally.‬‭If‬‭the‬
‭roll‬‭was‬‭a‬‭natural‬‭20,‬‭the‬‭animal‬‭is‬‭enraged‬‭and‬‭immediately‬‭attacks‬‭the‬‭Meistersinger.‬
‭Influence‬‭Reactions:‬‭Meistersingers‬‭can‬‭attempt‬‭to‬‭influence‬‭the‬‭reactions‬‭of‬‭animals‬‭that‬‭aren’t‬‭attacking‬
‭and‬‭that‬‭allow‬‭the‬‭Meistersinger‬‭to‬‭play‬‭for‬‭them.‬‭This‬‭ability‬‭is‬‭handled‬‭exactly‬‭as‬‭the‬‭True‬‭Bard‘s‬‭influence‬
‭reactions‬‭ability‬‭on‬‭page‬‭52‬‭of‬‭this‬‭book‬‭(except‬‭that‬‭it‬‭affects‬‭only‬‭animals).‬

‭Special‬‭Hindrances‬
‭Meistersingers‬‭do‬‭not‬‭gain‬‭followers,‬‭nor‬‭do‬‭they‬‭build‬‭typical‬‭strongholds.‬‭Their‬‭animal‬‭companions‬‭serve‬
‭as‬‭their‬‭followers,‬‭and‬‭they‬‭tend‬‭to‬‭build‬‭several‬‭small‬‭cottages‬‭or‬‭huts‬‭throughout‬‭the‬‭lands‬‭they‬‭patrol.‬

‭Skald‬‭(Bard)‬

‭Skalds‬‭are‬‭honored‬‭and‬‭respected‬‭members‬‭of‬‭their‬‭clans.‬‭These‬‭talented‬‭poets‬‭memorize‬‭the‬‭feats‬‭of‬‭each‬
r‭ aid‬‭and‬‭battle,‬‭capturing‬‭them‬‭in‬‭poetry.‬‭Every‬‭war‬‭party‬‭loves‬‭having‬‭a‬‭Skald‬‭in‬‭its‬‭midst.‬‭This‬‭assures‬‭that‬‭their‬
‭heroic‬‭deeds‬‭and‬‭mighty‬‭skills‬‭will‬‭be‬‭honored‬‭in‬‭the‬‭Skalds’‬‭next‬‭recital,‬‭and‬‭thereafter‬‭immortalized‬‭for‬‭all‬‭time.‬
‭Members‬‭of‬‭most‬‭bands‬‭treat‬‭Skalds‬‭with‬‭the‬‭utmost‬‭respect‬‭and‬‭courtesy.‬‭It‬‭is‬‭well‬‭known‬‭that‬‭the‬‭foolish‬‭Warrior‬
‭who‬‭maligns‬‭a‬‭Skald‬‭will‬‭soon‬‭hear‬‭his‬‭name‬‭slandered‬‭in‬‭innumerable‬‭ballads‬‭across‬‭the‬‭land.‬
‭Poems‬‭are‬‭the‬‭form‬‭in‬‭which‬‭Skalds‬‭honor‬‭others‬‭and‬‭themselves.‬‭Poems‬‭are‬‭also‬‭used‬‭to‬‭convey‬‭the‬‭oral‬
‭history‬‭of‬‭the‬‭clan.‬‭Significant‬‭ballads‬‭are‬‭passed‬‭down‬‭from‬‭one‬‭generation‬‭to‬‭another‬‭via‬‭the‬‭Skalds’‬‭talents.‬‭In‬‭this‬
‭way,‬‭the‬‭lessons‬‭and‬‭deeds‬‭of‬‭the‬‭past‬‭are‬‭related‬‭to‬‭those‬‭of‬‭the‬‭present‬‭so‬‭they‬‭can‬‭be‬‭passed‬‭on‬‭into‬‭the‬‭future.‬

‭ ole‬‭:‬‭Skalds‬‭are‬‭often‬‭supported‬‭and‬‭protected‬‭by‬‭clan‬‭chiefs‬‭and‬‭nobles‬‭who‬‭love‬‭to‬‭hear‬‭of‬‭epic‬‭duels‬‭and‬‭mighty‬
R
‭wars.‬‭When‬‭events‬‭unfold‬‭in‬‭the‬‭form‬‭of‬‭poetry,‬‭it‬‭makes‬‭the‬‭telling‬‭all‬‭the‬‭more‬‭inspiring.‬‭Such‬‭people‬‭would‬‭hear‬
‭Skalds‬‭relate‬‭tales‬‭of‬‭their‬‭family’s‬‭glory‬‭to‬‭visitors.‬‭Skalds‬‭rarely‬‭perform‬‭together‬‭unless‬‭they‬‭have‬‭entered‬‭into‬‭a‬
‭poetic‬‭duel.‬‭The‬‭Rjuven‬‭call‬‭all‬‭bards‬‭Skalds,‬‭probably‬‭since‬‭most‬‭Bard‬‭they‬‭encounter‬‭are‬‭Skalds.‬
‭Adventuring‬‭Skalds‬‭are‬‭common.‬‭Every‬‭Skald‬‭is‬‭easily‬‭caught‬‭up‬‭in‬‭the‬‭fervor‬‭and‬‭excitement‬‭of‬‭adventure,‬
‭danger,‬‭and‬‭combat.‬‭Their‬‭quests‬‭also‬‭serve‬‭as‬‭source‬‭material‬‭for‬‭their‬‭ballads‬‭and‬‭poems.‬

‭Weapon‬‭Proficiencies‬
‭An‬‭initial‬‭proficiency‬‭slot‬‭must‬‭be‬‭spent‬‭on‬‭either‬‭the‬‭broad‬‭sword,‬‭hand‬‭axe,‬‭battle‬‭axe,‬‭or‬‭spear.‬‭At‬‭least‬
‭half‬‭of‬‭the‬‭Skalds‬‭weapon‬‭proficiencies‬‭must‬‭be‬‭spent‬‭on‬‭these‬‭weapons‬‭(until‬‭they‬‭are‬‭all‬‭selected).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonuses:‬‭Ancient‬‭History,‬‭Local‬‭History,‬‭Poetry,‬‭Singing.‬
‭Suggested:‬‭Armorer,‬‭Blacksmithing,‬‭Blind‬‭Fighting,‬‭Bowyer/Fletcher,‬‭Crowd‬‭Working,‬‭Etiquette,‬‭Hunting,‬
‭Leatherworking,‬‭Musical‬‭Instrument,‬‭Weaponsmithing.‬‭See‬‭"Special‬‭Hindrances'‬‭concerning‬‭the‬‭reading/writing‬
‭proficiency.‬

‭Equipment‬
‭Skalds‬‭lean‬‭toward‬‭Warrior‬‭skills‬‭more‬‭than‬‭most‬‭Bards.‬‭Because‬‭of‬‭this,‬‭they‬‭can‬‭wear‬‭any‬‭form‬‭of‬‭armor‬
‭up‬‭to‬‭improved‬‭mail,‬‭and‬‭they‬‭can‬‭even‬‭use‬‭shields.‬

‭Special‬‭Benefits‬
‭War‬‭Chant:‬‭By‬‭chanting‬‭a‬‭war‬‭song,‬‭a‬‭Skald‬‭can‬‭inspire‬‭allies‬‭as‬‭they‬‭go‬‭forward‬‭into‬‭combat.‬‭For‬‭the‬‭chant‬
‭to‬‭have‬‭an‬‭effect,‬‭the‬‭Skald‬‭must‬‭begin‬‭chanting‬‭at‬‭least‬‭three‬‭rounds‬‭before‬‭combat‬‭begins.‬‭This‬‭is‬‭because‬‭the‬
‭character's‬‭allies‬‭are‬‭too‬‭caught‬‭up‬‭in‬‭the‬‭events‬‭around‬‭them‬‭to‬‭benefit‬‭from‬‭this‬‭ability.‬
‭Such‬‭chanting‬‭has‬‭an‬‭effective‬‭range‬‭of‬‭ten‬‭feet‬‭per‬‭level‬‭of‬‭the‬‭Skald.‬‭The‬‭effects‬‭end‬‭as‬‭soon‬‭as‬‭the‬‭Skald‬‭is‬
‭wounded.‬‭If‬‭the‬‭Skald‬‭does‬‭not‬‭enter‬‭the‬‭fray‬‭and‬‭avoids‬‭being‬‭wounded,‬‭the‬‭effects‬‭end‬‭in‬‭a‬‭number‬‭of‬‭rounds‬‭equal‬
‭to‬‭the‬‭Skald's‬‭level.‬
‭At‬‭1st‬‭level,‬‭the‬‭Skald‬‭can‬‭choose‬‭only‬‭one‬‭of‬‭the‬‭following‬‭six‬‭effects‬‭per‬‭battle;‬‭at‬‭3‭r‬d‬ ‭level‬‭another‬‭is‬
‭selected,‬‭a‬‭third‬‭at‬‭6‭t‬h‬‭,‬‭a‬‭fourth‬‭at‬‭9‬‭th‬‭,‬‭etc.‬‭The‬‭Skald‬‭player‬‭chooses‬‭the‬‭effects,‬‭and‬‭can‬‭change‬‭them‬‭from‬‭one‬‭battle‬
‭to‬‭the‬‭next.‬
‭Chanting‬‭can‬‭elevate‬‭spirits,‬‭remove‬‭concerns‬‭about‬‭danger,‬‭keep‬‭men's‬‭minds‬‭focused‬‭on‬‭combat,‬‭and‬‭fill‬
‭friendly‬‭forces‬‭with‬‭a‬‭sense‬‭of‬‭being‬‭larger‬‭than‬‭life.‬‭Translated‬‭into‬‭game‬‭terms,‬‭chanting‬‭results‬‭in‬‭the‬‭following‬‭six‬
‭possible‬‭effects‬‭for‬‭the‬‭members‬‭of‬‭the‬‭Skalds‬‭party:‬

‭ .‬‭Bonus‬‭hit‬‭points‬‭equal‬‭to‬‭the‬‭Skald’s‬‭Hit‬‭Dice.‬
1
‭2.‬‭A‬‭morale‬‭bonus‬‭of‬‭1‬‭for‬‭every‬‭six‬‭levels‬‭of‬‭the‬‭Skald‬‭(rounded‬‭up).‬
‭96‬
‭ .‬‭A‬‭+1‬‭bonus‬‭to‬‭all‬‭attack‬‭rolls.‬
3 ‭(continued)‬
‭4.‬‭A‬‭+1‬‭bonus‬‭to‬‭all‬‭damage‬‭rolls.‬
‭5.‬‭A‬‭+1‬‭bonus‬‭to‬‭all‬‭saving‬‭throws.‬
‭6.‬‭A‬‭-1‬‭bonus‬‭to‬‭everyone's‬‭Armor‬‭Class.‬

‭Influence‬‭Reactions‬‭:‬‭If‬‭a‬‭Skald‬‭spends‬‭1d10‬‭rounds‬‭singing‬‭ballads,‬‭the‬‭player‬‭can‬‭attempt‬‭to‬‭improve‬‭the‬
r‭ eactions‬‭of‬‭an‬‭audience.‬‭Everyone‬‭able‬‭to‬‭clearly‬‭hear‬‭and‬‭understand‬‭the‬‭Skald‬‭must‬‭make‬‭a‬‭saving‬‭throw‬‭vs.‬
‭paralyzation‬‭with‬‭a‬‭-1‬‭penalty‬‭per‬‭three‬‭levels‬‭of‬‭the‬‭Skald.‬‭Those‬‭who‬‭fail‬‭have‬‭their‬‭reactions‬‭to‬‭the‬‭Skald‬
‭improved‬‭by‬‭one‬‭level.‬
‭Those‬‭who‬‭succeed‬‭do‬‭not‬‭find‬‭the‬‭Skalds‬‭ballad‬‭to‬‭be‬‭particularly‬‭moving.‬‭The‬‭reaction‬‭of‬‭those‬‭who‬
‭succeed‬‭with‬‭a‬‭natural‬‭20‬‭is‬‭one‬‭category‬‭worse‬‭because‬‭the‬‭song‬‭is‬‭offensive‬‭to‬‭them.‬
‭Battle‬‭Chant:‬‭Skalds‬‭are‬‭a‬‭bit‬‭more‬‭combative‬‭than‬‭other‬‭bards.‬‭This‬‭provides‬‭them‬‭with‬‭certain‬‭combat‬
‭advantages.‬‭Skalds‬‭fight‬‭with‬‭a‬‭+1‬‭attack‬‭roll‬‭bonus‬‭any‬‭time‬‭they‬‭sing‬‭or‬‭chant‬‭during‬‭combat,‬‭even‬‭a‬‭soft‬‭chant‬
‭under‬‭their‬‭breath.‬‭In‬‭addition,‬‭the‬‭Skald‬‭gains‬‭a‬‭+1‬‭damage‬‭bonus‬‭when‬‭using‬‭a‬‭broadsword,‬‭any‬‭axe,‬‭or‬‭spear‬‭while‬
‭chanting,‬‭provided‬‭they‬‭have‬‭proficiency‬‭with‬‭the‬‭weapon.‬‭These‬‭bonuses‬‭almost‬‭always‬‭apply,‬‭unless‬‭the‬‭bard‬‭is‬
‭silenced,‬‭underwater,‬‭etc.‬
‭Legend‬‭Lore:‬‭Skalds‬‭love‬‭legends‬‭about‬‭war‬‭and‬‭combat.‬‭Legend‬‭lore‬‭works‬‭the‬‭same‬‭for‬‭Skalds‬‭as‬‭it‬‭does‬
‭for‬‭Bards,‬‭except‬‭that‬‭Skalds‬‭can‬‭perform‬‭legend‬‭lore‬‭only‬‭on‬‭magical‬‭items‬‭having‬‭to‬‭do‬‭with‬‭war‬‭or‬‭combat‬‭(e.g.,‬
‭weapons,‬‭armor,‬‭strength‬‭potions,‬‭etc.).‬

‭Special‬‭Hindrances‬
‭Skalds‬‭do‬‭not‬‭use‬‭written‬‭language.‬‭Due‬‭to‬‭this,‬‭Skalds‬‭cannot‬‭select‬‭reading/writing‬‭proficiency‬‭when‬‭they‬
‭are‬‭created.‬‭Furthermore,‬‭they‬‭do‬‭not‬‭get‬‭the‬‭ability‬‭to‬‭read‬‭languages‬‭at‬‭3rd‬‭level‬‭if‬‭they‬‭stay‬‭in‬‭their‬‭home‬‭society.‬
‭However,‬‭both‬‭of‬‭these‬‭limits‬‭are‬‭lifted‬‭once‬‭the‬‭Skald‬‭comes‬‭into‬‭contact‬‭with‬‭a‬‭culture‬‭that‬‭reads‬‭and‬‭writes.‬‭Then‬
‭the‬‭player‬‭can‬‭pick‬‭up‬‭reading/writing‬‭proficiency‬‭at‬‭twice‬‭the‬‭normal‬‭cost‬‭and‬‭gains‬‭the‬‭ability‬‭to‬‭read‬‭languages‬‭at‬
‭0%‬‭base.‬‭A‬‭player‬‭will‬‭have‬‭zero‬‭chance‬‭of‬‭success‬‭if‬‭they‬‭do‬‭not‬‭put‬‭points‬‭into‬‭the‬‭skill.‬‭Skalds‬‭do‬‭not‬‭gain‬‭the‬‭use‬
‭of‬‭the‬‭written‬‭magical‬‭item‬‭ability‬‭at‬‭10th‬‭level.‬
‭Spellcasters‬‭are‬‭viewed‬‭with‬‭suspicion‬‭in‬‭Skald's‬‭society.‬‭Thus,‬‭Skalds‬‭cannot‬‭learn‬‭any‬‭spells‬‭until‬‭they‬
‭learn‬‭them‬‭from‬‭a‬‭teacher‬‭while‬‭adventuring.‬

‭Dwarf‬‭Kits‬

‭ hese‬‭kits‬‭are‬‭only‬‭usable‬‭by‬‭Dwarf‬‭Characters.‬‭Unless‬‭otherwise‬‭noted,‬‭attribute‬‭requirements‬‭are‬‭the‬‭same‬
T
‭as‬‭for‬‭the‬‭class‬‭the‬‭kit‬‭can‬‭be‬‭used‬‭with.‬

‭Axe‬‭For‬‭Hire‬‭(Fighter)‬

‭Axes‬‭For‬‭Hire‬‭are‬‭mercenaries‬‭who‬‭are‬‭willing‬‭to‬‭sell‬‭their‬‭services‬‭to‬‭the‬‭highest‬‭bidder.‬‭Usually‬‭an‬
a‭ ll-round‬‭Fighter,‬‭capable‬‭of‬‭engaging‬‭in‬‭hand-to-hand‬‭combat,‬‭they‬‭are‬‭able‬‭to‬‭use‬‭a‬‭crossbow‬‭and‬‭other‬‭missile‬
‭weapons.‬

‭ ole‬‭:‬‭Usually,‬‭these‬‭are‬‭dwarfs‬‭with‬‭a‬‭severe‬‭case‬‭of‬‭wanderlust‬‭and‬‭a‬‭strong‬‭desire‬‭to‬‭venture‬‭beyond‬‭a‬‭home‬
R
‭stronghold.‬‭The‬‭most‬‭effective‬‭way‬‭to‬‭accomplish‬‭this‬‭is‬‭to‬‭hire‬‭out‬‭as‬‭a‬‭guard‬‭or‬‭a‬‭mercenary.‬‭They‬‭may‬‭find‬
‭employment‬‭with‬‭a‬‭merchant‬‭who‬‭is‬‭setting‬‭out‬‭on‬‭an‬‭expedition‬‭deeper‬‭underground,‬‭or‬‭planning‬‭to‬‭travel‬‭above.‬
‭They‬‭may‬‭be‬‭working‬‭for‬‭a‬‭dwarf‬‭noble‬‭who‬‭is‬‭visiting‬‭relatives‬‭in‬‭other‬‭lands,‬‭or‬‭trying‬‭to‬‭recapture‬‭a‬‭mine‬‭from‬
‭orcs‬‭or‬‭a‬‭dragon.‬‭Perhaps‬‭they‬‭traveled‬‭to‬‭help‬‭a‬‭stronghold‬‭that‬‭was‬‭attacked‬‭by‬‭monsters.‬‭They‬‭may‬‭accept‬
‭employment‬‭with‬‭another‬‭race,‬‭provided‬‭the‬‭money‬‭is‬‭good‬‭enough.‬‭The‬‭character‬‭wants‬‭to‬‭be‬‭paid‬‭to‬‭fight.‬

‭Weapon‬‭Proficiencies‬
‭They‬‭may‬‭choose‬‭any‬‭weapons‬‭they‬‭like.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Local‬‭Dwarf‬‭History,‬‭Local‬‭History,‬‭and‬‭Underground‬‭Navigation.‬
‭Recommended:‬‭Armorer,‬‭Bowyer/Fletcher,‬‭Direction‬‭Sense,‬‭Fire-building,‬‭Dwarf‬‭Runes,‬‭Survival,‬
‭Weaponsmith.‬

‭Equipment‬
‭An‬‭Axe‬‭for‬‭Hire‬‭may‬‭spend‬‭their‬‭starting‬‭money‬‭on‬‭whatever‬‭arms,‬‭armor,‬‭and‬‭equipment‬‭that‬‭can‬‭be‬
‭afforded.‬‭When‬‭the‬‭character‬‭is‬‭created,‬‭if‬‭it‬‭is‬‭agreed‬‭that‬‭the‬‭character‬‭is‬‭part‬‭of‬‭a‬‭military‬‭force‬‭with‬‭specific‬
‭equipment‬‭requirements,‬‭the‬‭player‬‭is‬‭required‬‭to‬‭buy‬‭that‬‭equipment,‬‭but‬‭at‬‭half‬‭the‬‭price.‬‭These‬‭are‬‭the‬‭most‬
‭individualistic‬‭of‬‭dwarfs‬‭and‬‭do‬‭not‬‭conform‬‭to‬‭any‬‭single‬‭standard‬‭of‬‭appearance.‬

‭97‬
‭Special‬‭Benefits‬
‭These‬‭Fighters‬‭receive‬‭one‬‭free‬‭weapon‬‭specialization‬‭(a‬‭melee‬‭or‬‭missile‬‭weapon).‬‭It‬‭must‬‭be‬‭one‬
‭commonly‬‭associated‬‭with‬‭dwarfs.‬‭An‬‭Axe‬‭For‬‭Hire‬‭may‬‭have‬‭a‬‭second‬‭weapon‬‭specialisation.‬‭When‬‭employed,‬‭the‬
‭player‬‭never‬‭pays‬‭for‬‭their‬‭own‬‭upkeep.‬‭Lodging,‬‭food‬‭and‬‭drink‬‭are‬‭all‬‭supplied‬‭by‬‭the‬‭employer.‬

‭Special‬‭Hindrances‬
‭Dwarfs‬‭are‬‭clannish‬‭folk‬‭who‬‭distrust‬‭anyone‬‭with‬‭an‬‭independent‬‭attitude.‬‭When‬‭reacting‬‭with‬‭other‬‭dwarfs‬
‭in‬‭any‬‭situation‬‭other‬‭than‬‭military,‬‭an‬‭Axe‬‭For‬‭Hire‬‭suffers‬‭a‬‭-3‬‭reaction‬‭penalty.‬
‭In‬‭addition,‬‭an‬‭Axe‬‭For‬‭Hire‬‭who‬‭is‬‭part‬‭of‬‭a‬‭military‬‭force‬‭is‬‭subject‬‭to‬‭the‬‭discipline‬‭and‬‭dictates‬‭of‬‭its‬
‭commander.‬‭They‬‭are‬‭no‬‭longer‬‭free‬‭to‬‭come‬‭and‬‭go‬‭as‬‭they‬‭please.‬‭They‬‭are‬‭further‬‭restricted‬‭by‬‭the‬‭contract‬‭signed‬
‭with‬‭their‬‭employer.‬‭Many‬‭of‬‭these‬‭are‬‭for‬‭a‬‭fixed‬‭duration,‬‭and‬‭require‬‭the‬‭character‬‭to‬‭be‬‭available‬‭throughout‬‭the‬
‭term.‬‭Disappearing‬‭before‬‭the‬‭end‬‭of‬‭the‬‭contract‬‭is‬‭likely‬‭to‬‭give‬‭an‬‭Axe‬‭For‬‭Hire‬‭a‬‭poor‬‭reputation‬‭as‬‭a‬‭mercenary.‬
‭There‬‭is‬‭always‬‭a‬‭fear‬‭that‬‭the‬‭character‬‭has‬‭been‬‭hired‬‭to‬‭undertake‬‭a‬‭suicidal‬‭mission.‬‭Often,‬‭this‬‭is‬‭to‬‭act‬‭as‬
‭a‬‭decoy‬‭or‬‭sacrifice‬‭while‬‭others‬‭have‬‭more‬‭significant‬‭and‬‭safer‬‭duties.‬

‭Battlerager‬‭(Fighter)‬

‭The‬‭Battlerager‬‭fills‬‭a‬‭particular‬‭niche‬‭in‬‭dwarf‬‭society‬‭and‬‭culture.‬‭Fearless‬‭Warriors‬‭who‬‭are‬‭able‬‭to‬‭create‬
a‭ n‬‭insane‬‭rage‬‭within‬‭themselves‬‭which‬‭increases‬‭fighting‬‭ability‬‭and‬‭distorts‬‭their‬‭physical‬‭features.‬‭While‬‭enraged,‬
‭a‬‭Battlerager's‬‭face‬‭becomes‬‭twisted‬‭and‬‭their‬‭teeth‬‭grind‬‭together.‬‭Spittle‬‭flies‬‭from‬‭their‬‭mouths‬‭and‬‭dribbles‬‭down‬
‭their‬‭beards.‬‭Their‬‭eyes‬‭enlarge,‬‭bulge,‬‭and‬‭become‬‭bloodshot.‬‭Size‬‭increases‬‭(height‬‭by‬‭an‬‭inch‬‭or‬‭more)‬‭as‬‭the‬
‭muscles‬‭swell‬‭and‬‭the‬‭body‬‭expands.‬
‭Their‬‭fighting‬‭ability‬‭becomes‬‭awesome,‬‭allowing‬‭them‬‭to‬‭fight‬‭longer‬‭and‬‭more‬‭aggressively‬‭than‬‭any‬‭other‬
‭dwarf.‬‭When‬‭they‬‭are‬‭enraged,‬‭they‬‭are‬‭almost‬‭unstoppable.‬‭A‬‭dangerous‬‭enemy,‬‭and‬‭a‬‭menace‬‭to‬‭friend‬‭and‬‭foe‬
‭alike.‬
‭A‬‭Battlerager‬‭must‬‭have‬‭a‬‭minimum‬‭Strength‬‭of‬‭15‬‭and‬‭Intelligence‬‭and‬‭Wisdom‬‭scores‬‭no‬‭higher‬‭than‬‭10.‬

‭ ole‬‭:‬‭Believed‬‭to‬‭have‬‭been‬‭touched‬‭by‬‭a‬‭dwarf‬‭deity,‬‭and‬‭held‬‭in‬‭reverence‬‭and‬‭fear‬‭by‬‭their‬‭kin,‬‭madness‬‭and‬
R
‭irrational‬‭behavior‬‭are‬‭commonly‬‭associated‬‭with‬‭Battleragers.‬‭Many‬‭believe‬‭that,‬‭if‬‭killed‬‭in‬‭battle,‬‭Battleragers‬
‭return‬‭to‬‭the‬‭earth,‬‭to‬‭be‬‭reborn‬‭with‬‭more‬‭power.‬‭Therefore‬‭they‬‭have‬‭no‬‭fear‬‭of‬‭death.‬
‭While‬‭there‬‭is‬‭no‬‭Battlerager‬‭Guild,‬‭they‬‭tend‬‭to‬‭band‬‭together‬‭and‬‭occupy‬‭outlying‬‭sections‬‭of‬‭strongholds.‬
‭They‬‭are‬‭accustomed‬‭to‬‭drinking,‬‭rowdy‬‭and‬‭boisterous‬‭singing,‬‭and‬‭drunken‬‭dancing.‬‭Others‬‭prefer‬‭not‬‭to‬‭socialize‬
‭with‬‭Battleragers‬‭if‬‭possible.‬‭They‬‭are‬‭quick‬‭to‬‭anger‬‭and‬‭will‬‭avenge‬‭any‬‭imagined‬‭insult‬‭with‬‭a‬‭battle‬‭axe.‬
‭In‬‭war,‬‭Battleragers‬‭come‬‭into‬‭their‬‭own.‬‭Groups,‬‭and‬‭even‬‭individuals,‬‭will‬‭charge‬‭ahead‬‭of‬‭the‬‭military‬‭to‬
‭attack‬‭the‬‭enemy‬‭with‬‭no‬‭regard‬‭for‬‭their‬‭own‬‭safety.‬‭In‬‭a‬‭campaign,‬‭Battleragers‬‭are‬‭dangerous‬‭not‬‭only‬‭to‬‭others‬‭but‬
‭to‬‭themselves.‬‭Battleragers‬‭are‬‭reckless,‬‭never‬‭weighing‬‭the‬‭odds‬‭before‬‭a‬‭fight.‬‭They‬‭are‬‭argumentative,‬‭coarse,‬‭and‬
‭definitely‬‭not‬‭diplomats!‬‭"If‬‭it‬‭moves,‬‭kill‬‭it!"‬‭is‬‭the‬‭likely‬‭response‬‭of‬‭a‬‭Battlerager.‬‭Most‬‭of‬‭them‬‭live‬‭short,‬‭often‬
‭glorious,‬‭lives.‬
‭.‬
‭Weapon‬‭Proficiencies‬
‭Battleragers‬‭must‬‭specialize‬‭in‬‭the‬‭battle‬‭axe‬‭(single‬‭or‬‭two-handed)‬‭and‬‭warhammer.‬‭Warhammers‬‭are‬
‭thrown‬‭at‬‭enemies‬‭while‬‭charging,‬‭usually‬‭accompanied‬‭by‬‭a‬‭battle‬‭cry‬‭such‬‭as‬‭"Stitch‬‭that,‬‭Orog!"‬‭They‬‭cannot‬‭start‬
‭with‬‭any‬‭other‬‭ranged‬‭weapon‬‭proficiency,‬‭and‬‭it‬‭is‬‭forbidden‬‭to‬‭learn‬‭or‬‭use‬‭a‬‭ranged‬‭weapon.‬‭(Unthinkable!‬‭Missile‬
‭weapons‬‭are‬‭a‬‭coward's‬‭toy!)‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Intimidation,‬‭Singing.‬
‭Recommended‬‭Non‬‭Weapon‬‭Proficiencies:‬‭Appraising,‬‭Armorer,‬‭Blind-fighting,‬‭Dancing,‬‭Direction‬‭Sense,‬
‭Sound‬‭Analysis,‬‭Underground‬‭Navigation,‬‭Underground‬‭Survival.‬

‭Equipment‬
‭Battleragers‬‭must‬‭start‬‭playing‬‭with‬‭a‬‭battle‬‭axe‬‭and‬‭a‬‭warhammer.‬‭They‬‭may‬‭wear‬‭any‬‭type‬‭of‬‭armor,‬‭but‬‭it‬
‭must‬‭be‬‭slightly‬‭larger‬‭than‬‭required‬‭to‬‭accommodate‬‭the‬‭increased‬‭size‬‭when‬‭in‬‭battle‬‭rage.‬‭They‬‭usually‬‭carry‬
‭wineskins‬‭containing‬‭a‬‭vile‬‭concoction‬‭of‬‭fermented‬‭goat's‬‭milk‬‭and‬‭herbs‬‭known‬‭as‬‭"gutshaker".‬‭They‬‭are‬‭the‬‭only‬
‭creatures‬‭known‬‭to‬‭drink‬‭gutshaker‬‭without‬‭becoming‬‭violently‬‭ill.‬
‭Battleragers‬‭are‬‭the‬‭most‬‭distinctive‬‭of‬‭Warriors.‬‭With‬‭rings‬‭through‬‭their‬‭noses,‬‭ears,‬‭and‬‭sometimes‬‭lips,‬
‭they‬‭dye‬‭their‬‭hair‬‭and‬‭beards‬‭vivid‬‭colors.‬‭They‬‭often‬‭shave‬‭their‬‭faces‬‭and‬‭heads,‬‭sometimes‬‭leaving‬‭long‬‭tufts‬‭of‬
‭hair‬‭that‬‭are‬‭stiffened‬‭with‬‭lime‬‭or‬‭thick‬‭grease.‬‭Tattoos‬‭on‬‭the‬‭face‬‭and‬‭body‬‭in‬‭the‬‭form‬‭of‬‭spirals‬‭and‬‭abstract‬
‭designs‬‭are‬‭a‬‭source‬‭of‬‭intense‬‭pride‬‭for‬‭all‬‭Battleragers.‬

‭98‬
‭Special‬‭Benefits‬
‭They‬‭excel‬‭at‬‭fighting.‬‭Not‬‭only‬‭are‬‭they‬‭specialists‬‭with‬‭battle‬‭axes‬‭and‬‭warhammers,‬‭they‬‭are‬‭able‬‭to‬‭enter‬
‭a‬‭furious‬‭killing‬‭rage‬‭that‬‭endangers‬‭friend‬‭and‬‭foe‬‭alike.‬‭They‬‭have‬‭almost‬‭no‬‭control‬‭over‬‭it.‬‭Any‬‭time‬‭one‬‭feels‬
‭insulted,‬‭threatened,‬‭or‬‭when‬‭in‬‭combat,‬‭they‬‭will‬‭yell‬‭a‬‭battle‬‭song‬‭at‬‭the‬‭top‬‭of‬‭their‬‭lungs.‬
‭After‬‭five‬‭rounds,‬‭during‬‭which‬‭time‬‭they‬‭can‬‭fight‬‭or‬‭perform‬‭other‬‭activities,‬‭they‬‭enter‬‭a‬‭rage.‬‭This‬‭lasts‬
‭until‬‭there‬‭are‬‭no‬‭enemies‬‭left‬‭to‬‭slay.‬‭Whether‬‭enemies‬‭are‬‭standing‬‭to‬‭fight‬‭or‬‭lying‬‭wounded‬‭on‬‭the‬‭ground,‬‭the‬
‭Battlerager‬‭will‬‭hack‬‭them‬‭apart,‬‭and‬‭will‬‭then‬‭turn‬‭on‬‭anyone‬‭left‬‭alive,‬‭even‬‭friends.‬
‭During‬‭the‬‭rage,‬‭Battleragers‬‭continue‬‭to‬‭sing,‬‭pausing‬‭only‬‭to‬‭scream‬‭insults‬‭at‬‭foes.‬
‭At‬‭the‬‭start‬‭of‬‭each‬‭round,‬‭a‬‭Battlerager‬‭can‬‭try‬‭to‬‭come‬‭out‬‭of‬‭rage‬‭by‬‭making‬‭a‬‭Wisdom‬‭check.‬‭If‬
‭successful,‬‭the‬‭rage‬‭ends‬‭and‬‭the‬‭player‬‭suffers‬‭the‬‭effects‬‭below.‬‭If‬‭not,‬‭the‬‭character‬‭remains‬‭enraged.‬‭The‬‭player‬
‭may‬‭attempt‬‭withdrawal‬‭each‬‭round,‬‭until‬‭success‬‭is‬‭achieved.‬‭The‬‭player‬‭may‬‭attempt‬‭to‬‭prevent‬‭a‬‭killing‬‭rage‬‭by‬
‭making‬‭a‬‭successful‬‭Wisdom‬‭check.‬‭If‬‭successful,‬‭they‬‭can‬‭control‬‭themselves‬‭for‬‭the‬‭rest‬‭of‬‭the‬‭encounter.‬‭During‬
‭the‬‭next‬‭five‬‭rounds,‬‭the‬‭character‬‭will‬‭gnaw‬‭ferociously‬‭on‬‭their‬‭shield‬‭rim‬‭or‬‭grind‬‭their‬‭teeth‬‭together‬‭in‬‭an‬‭effort‬
‭to‬‭gain‬‭self‬‭control.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭character‬‭erupts‬‭in‬‭rage.‬
‭A‬‭silence‬‭spell‬‭will‬‭prevent‬‭the‬‭character‬‭from‬‭entering‬‭a‬‭rage,‬‭but‬‭the‬‭player‬‭will‬‭attack‬‭the‬‭character‬‭who‬
‭cast‬‭the‬‭spell,‬‭if‬‭they‬‭can‬‭tell‬‭who‬‭it‬‭was.‬‭If‬‭not,‬‭the‬‭player‬‭will‬‭attack‬‭all‬‭who‬‭get‬‭in‬‭the‬‭way.‬
‭The‬‭Killing‬‭Rage:‬‭While‬‭in‬‭a‬‭killing‬‭rage,‬‭the‬‭Battlerager‬‭receives‬‭the‬‭following‬‭special‬‭benefits:‬
‭-‬‭They‬‭gain‬‭+1‬‭to‬‭attack,‬‭+3‬‭to‬‭damage,‬‭+10‬‭hp,‬‭and‬‭-1‬‭bonus‬‭to‬‭AC‬‭(e.g.,‬‭AC‬‭4‬‭drops‬‭to‬‭AC‬‭3).‬
‭-‬‭In‬‭addition,‬‭the‬‭player‬‭has‬‭immunity‬‭to‬‭the‬‭following‬‭Wizard‬‭spells‬‭(no‬‭saving‬‭throws‬‭required):‬‭charm‬
‭person,‬‭emotion,‬‭fear,‬‭friends,‬‭hypnotism,‬‭sleep,‬‭irritation,‬‭ray‬‭of‬‭enfeeblement,‬‭scare,‬‭geas;‬‭and‬‭the‬‭following‬‭Cleric‬
‭spells:‬‭command,‬‭charm‬‭person‬‭or‬‭mammal,‬‭enthrall,‬‭cloak‬‭of‬‭bravery,‬‭remove‬‭fear,‬‭symbol.‬
‭-‬‭A‬‭+4‬‭saving‬‭throw‬‭bonus‬‭against‬‭these‬‭Wizard‬‭spells:‬‭blindness,‬‭Tasha's‬‭uncontrollable‬‭hideous‬‭laughter,‬
‭hold‬‭person,‬‭charm‬‭monster,‬‭confusion;‬‭and‬‭against‬‭these‬‭Cleric‬‭spells:‬‭hold‬‭person,‬‭hold‬‭animal.‬
‭-‬‭The‬‭finger‬‭of‬‭death‬‭spell‬‭kills‬‭a‬‭Battlerager‬‭instantly,‬‭if‬‭the‬‭player‬‭fails‬‭to‬‭make‬‭a‬‭saving‬‭throw.‬‭If‬‭the‬‭player‬
‭makes‬‭the‬‭save,‬‭they‬‭don't‬‭suffer‬‭2d8+1‬‭points‬‭of‬‭damage‬‭until‬‭the‬‭killing‬‭rage‬‭ends.‬
‭-‬‭While‬‭in‬‭rage,‬‭the‬‭player‬‭is‬‭immune‬‭to‬‭KO‬‭results‬‭from‬‭the‬‭Punching‬‭and‬‭Wrestling‬‭rules‬‭and‬‭takes‬‭only‬
‭half‬‭damage‬‭from‬‭pummeling,‬‭wrestling,‬‭and‬‭overbearing‬‭attacks.‬

‭Killing‬‭Rage‬‭Disadvantages‬
‭A‬‭Battlerager‬‭suffers‬‭the‬‭following‬‭disadvantages‬‭while‬‭enraged:‬
‭-‬‭They‬‭are‬‭oblivious‬‭to‬‭pain.‬‭The‬‭DM‬‭takes‬‭note‬‭of‬‭the‬‭Battlerager's‬‭current‬‭hit‬‭points‬‭when‬‭the‬‭character‬
‭first‬‭enters‬‭the‬‭killing‬‭rage,‬‭reducing‬‭them‬‭as‬‭the‬‭player‬‭takes‬‭damage.‬‭The‬‭player‬‭is‬‭not‬‭told‬‭how‬‭many‬‭points‬‭of‬
‭damage‬‭are‬‭taken‬‭from‬‭enemy‬‭attacks,‬‭or‬‭how‬‭many‬‭they‬‭have‬‭left.‬‭The‬‭character‬‭is‬‭only‬‭aware‬‭of‬‭how‬‭much‬‭they‬
‭are‬‭enjoying‬‭themselves.‬‭As‬‭the‬‭character‬‭falls‬‭over‬‭dead‬‭or‬‭the‬‭rage‬‭ends,‬‭the‬‭player‬‭is‬‭informed‬‭of‬‭how‬‭much‬
‭damage‬‭the‬‭character‬‭has‬‭suffered.‬
‭-‬‭The‬‭player‬‭must‬‭continue‬‭to‬‭fight‬‭each‬‭melee‬‭round‬‭until‬‭all‬‭opponents‬‭have‬‭been‬‭killed.‬‭They‬‭may‬‭attack‬
‭any‬‭enemy‬‭within‬‭range‬‭of‬‭their‬‭weapon.‬‭If‬‭none‬‭are‬‭in‬‭range,‬‭or‬‭once‬‭an‬‭opponent‬‭is‬‭killed,‬‭the‬‭player‬‭must‬‭attack‬
‭the‬‭nearest‬‭enemy.‬
‭-‬‭They‬‭cannot‬‭take‬‭cover‬‭from‬‭missile‬‭attacks.‬
‭-‬‭If‬‭another‬‭character‬‭does‬‭something‬‭that‬‭the‬‭battlerager‬‭interprets‬‭as‬‭an‬‭attack,‬‭such‬‭as‬‭hitting‬‭the‬‭character‬
‭to‬‭move‬‭them‬‭out‬‭of‬‭the‬‭way,‬‭the‬‭player‬‭must‬‭roll‬‭an‬‭Intelligence‬‭check.‬‭If‬‭successful,‬‭the‬‭Battlerager‬‭may‬‭ignore‬‭the‬
‭friend.‬‭If‬‭the‬‭check‬‭fails,‬‭the‬‭friend‬‭becomes‬‭an‬‭enemy,‬‭and‬‭is‬‭treated‬‭as‬‭an‬‭enemy‬‭until‬‭the‬‭fight‬‭is‬‭over‬‭and‬‭the‬‭rage‬
‭has‬‭passed.‬
‭-‬‭The‬‭character‬‭is‬‭temporarily‬‭unaffected‬‭by‬‭the‬‭clerical‬‭spells‬‭bless,‬‭cure‬‭light‬‭wounds,‬‭aid,‬‭and‬‭other‬‭cure‬
‭spells.‬

‭Clansdwarf‬‭(Fighter)‬

‭The‬‭Clansdwarf‬‭is‬‭what‬‭most‬‭people‬‭think‬‭of‬‭whenever‬‭dwarfs‬‭are‬‭mentioned.‬‭They‬‭are‬‭the‬‭majority‬‭in‬
‭dwarf‬‭society,‬‭its‬‭craftsmen‬‭and‬‭militia.‬‭They‬‭are‬‭skilled‬‭at‬‭a‬‭craft‬‭and‬‭receive‬‭military‬‭training‬‭from‬‭adolescence.‬

‭ ole‬‭:‬‭Clansdwarfs‬‭are‬‭usually‬‭closely‬‭bound‬‭to‬‭their‬‭stronghold‬‭and‬‭only‬‭leave‬‭to‬‭conduct‬‭their‬‭craft‬‭somewhere‬‭else‬
R
‭(at‬‭a‬‭location‬‭that‬‭is‬‭usually‬‭turned‬‭into‬‭another‬‭stronghold).‬‭They‬‭give‬‭dwarf‬‭society‬‭its‬‭particular‬‭qualities‬‭of‬
‭kinship‬‭and‬‭careful‬‭optimism.‬
‭They‬‭are‬‭not‬‭restricted‬‭to‬‭strongholds‬‭and‬‭may‬‭be‬‭found‬‭living‬‭in‬‭ghettos‬‭or‬‭on‬‭the‬‭edges‬‭of‬‭the‬‭towns‬‭and‬
‭cities‬‭of‬‭another‬‭race.‬‭They‬‭make‬‭a‬‭living‬‭selling‬‭their‬‭services.‬
‭While‬‭Clansdwarfs‬‭are‬‭craftsmen,‬‭all‬‭dwarf‬‭settlements‬‭pride‬‭themselves‬‭on‬‭their‬‭militia.‬‭They‬‭are‬‭armed‬
‭and‬‭equipped‬‭with‬‭items‬‭of‬‭their‬‭own‬‭manufacture,‬‭and‬‭train‬‭regularly‬‭in‬‭small‬‭unit‬‭and‬‭large‬‭scale‬‭tactics.‬‭Many‬
‭Clansdwarfs‬‭are‬‭justifiably‬‭proud‬‭of‬‭being‬‭expert‬‭Fighters‬‭as‬‭well‬‭as‬‭superb‬‭craftsmen.‬

‭99‬
‭Weapon‬‭Proficiencies‬
‭Clansdwarfs‬‭may‬‭be‬‭proficient‬‭with:‬‭axe,‬‭hammer,‬‭light‬‭or‬‭heavy‬‭crossbow,‬‭mace,‬‭pick,‬‭polearm,‬‭short‬
‭sword,‬‭and‬‭spear.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭These‬‭dwarfs‬‭are‬‭known‬‭for‬‭their‬‭devotion‬‭to‬‭their‬‭“first‬‭craft”.‬‭Clansdwarfs‬‭begin‬‭play‬‭with‬‭an‬‭additional‬
‭bonus‬‭craft‬‭proficiency‬‭slot‬‭that‬‭is‬‭added‬‭to‬‭their‬‭free‬‭Craft‬‭NWP‬‭selection.‬
‭Recommended:‬‭Appraising,‬‭Artistic‬‭Ability,‬‭and‬‭any‬‭related‬‭to‬‭their‬‭“first”‬‭craft.‬

‭Equipment‬
‭Clansdwarfs‬‭may‬‭buy‬‭any‬‭equipment‬‭they‬‭like.‬‭The‬‭craft‬‭of‬‭a‬‭Clansdwarf‬‭is‬‭readily‬‭apparent‬‭from‬‭their‬
‭clothing.‬‭Each‬‭clan‬‭has‬‭a‬‭unique‬‭emblem‬‭or‬‭cut‬‭of‬‭cloth‬‭that‬‭distinguishes‬‭them‬‭from‬‭all‬‭other‬‭clans.‬‭This‬‭may‬‭be‬‭as‬
‭obvious‬‭as‬‭a‬‭leather-working‬‭apron‬‭or‬‭as‬‭discreet‬‭as‬‭a‬‭small‬‭anvil‬‭badge.‬

‭Special‬‭Benefits‬
‭Clansdwarfs‬‭gain‬‭a‬‭+3‬‭reaction‬‭bonus‬‭when‬‭dealing‬‭with‬‭others‬‭of‬‭their‬‭clan.‬‭They‬‭gain‬‭a‬‭+2‬‭reaction‬‭bonus‬
‭when‬‭dealing‬‭with‬‭dwarfs‬‭of‬‭other‬‭clans‬‭engaged‬‭in‬‭the‬‭same‬‭craft.‬‭Clansdwarfs‬‭are‬‭always‬‭sheltered‬‭and‬‭supported‬
‭within‬‭their‬‭own‬‭clan.‬‭Unless‬‭one‬‭has‬‭injured‬‭members‬‭of‬‭their‬‭own‬‭clan,‬‭players‬‭will‬‭be‬‭fed‬‭and‬‭housed.‬

‭Special‬‭Hindrances‬
‭A‬‭Clansdwarf‬‭is‬‭part‬‭of‬‭a‬‭tightly-knit‬‭society‬‭that‬‭never‬‭forgets‬‭either‬‭a‬‭misdemeanor‬‭or‬‭shoddy‬
‭workmanship.‬‭The‬‭player‬‭is‬‭expected‬‭to‬‭be‬‭scrupulously‬‭honest‬‭and‬‭professional‬‭in‬‭dealings‬‭with‬‭others.‬‭Any‬‭dwarf‬
‭who‬‭violates‬‭that‬‭trust‬‭becomes‬‭an‬‭outcast,‬‭no‬‭longer‬‭welcome‬‭at‬‭the‬‭hearth‬‭of‬‭their‬‭clan.‬‭When‬‭other‬‭dwarfs‬‭hear‬
‭about‬‭a‬‭character's‬‭unacceptable‬‭behavior,‬‭they‬‭will‬‭react‬‭with‬‭a‬‭-3‬‭penalty.‬
‭A‬‭Clansdwarf‬‭who‬‭becomes‬‭an‬‭outcast‬‭can‬‭be‬‭re-accepted‬‭by‬‭their‬‭kin,‬‭but‬‭the‬‭process‬‭takes‬‭years.‬‭It‬‭is‬
‭better‬‭to‬‭keep‬‭one's‬‭nose‬‭clean‬‭and‬‭do‬‭the‬‭job‬‭than‬‭to‬‭provoke‬‭trouble.‬

‭Highborn‬‭(Fighter)‬

‭Highborns‬‭are‬‭members‬‭of‬‭families‬‭who‬‭hold‬‭political‬‭power‬‭within‬‭a‬‭clan.‬‭A‬‭Highborn‬‭dwarf‬‭may‬‭belong‬‭to‬
t‭he‬‭ruling‬‭family‬‭of‬‭a‬‭stronghold.‬‭They‬‭are‬‭able‬‭to‬‭trace‬‭their‬‭lineage‬‭back‬‭to‬‭the‬‭beginning‬‭of‬‭time.‬‭Highborn‬
‭ancestors‬‭include‬‭the‬‭mighty‬‭Warriors‬‭and‬‭craftworkers‬‭of‬‭legend.‬‭They‬‭tend‬‭to‬‭behave‬‭in‬‭an‬‭arrogant‬‭manner‬
‭towards‬‭other‬‭dwarfs,‬‭believing‬‭their‬‭lineage‬‭makes‬‭them‬‭superior.‬‭They‬‭consider‬‭themselves‬‭the‬‭epitome‬‭of‬‭dwarf‬
‭culture,‬‭the‬‭finest‬‭members‬‭of‬‭their‬‭race.‬

‭ ole‬‭:‬‭Highborn‬‭dwarves‬‭are‬‭the‬‭law‬‭enforcers‬‭of‬‭a‬‭stronghold.‬‭They‬‭uphold‬‭the‬‭law,‬‭ensuring‬‭that‬‭they‬‭continue‬‭to‬
R
‭benefit‬‭from‬‭the‬‭order‬‭of‬‭dwarf‬‭society.‬‭They‬‭expect‬‭to‬‭be‬‭admired‬‭and‬‭treated‬‭well,‬‭if‬‭not‬‭subservience.‬
‭Highborns‬‭believe‬‭that‬‭the‬‭survival‬‭of‬‭dwarf‬‭society‬‭rests‬‭firmly‬‭on‬‭their‬‭shoulders.‬‭It‬‭is‬‭their‬‭responsibility‬
‭to‬‭ensure‬‭that‬‭life‬‭continues‬‭in‬‭a‬‭regular,‬‭orderly‬‭manner,‬‭so‬‭that‬‭Clansdwarves‬‭may‬‭ply‬‭their‬‭crafts‬‭in‬‭peace‬‭and‬
‭security.‬
‭Highborn‬‭dwarf‬‭adventurers‬‭are‬‭the‬‭younger‬‭sons‬‭or‬‭daughters‬‭of‬‭a‬‭wealthy‬‭family.‬‭As‬‭part‬‭of‬‭their‬‭education‬
‭they‬‭are‬‭expected‬‭to‬‭travel‬‭in‬‭order‬‭to‬‭learn‬‭how‬‭other‬‭dwarf‬‭strongholds‬‭are‬‭managed.‬‭In‬‭addition,‬‭they‬‭are‬‭expected‬
‭to‬‭experience‬‭firsthand‬‭the‬‭way‬‭other‬‭races‬‭organize‬‭themselves.‬‭Usually,‬‭this‬‭simply‬‭increases‬‭the‬‭Highborn's‬‭sense‬
‭of‬‭their‬‭own‬‭and‬‭their‬‭race's‬‭importance,‬‭as‬‭they‬‭constantly‬‭compare‬‭the‬‭shortcomings‬‭of‬‭others‬‭to‬‭their‬‭own‬‭inflated‬
‭opinions.‬

‭Weapon‬‭Proficiencies‬
‭During‬‭character‬‭creation‬‭Highborn‬‭dwarfs‬‭must‬‭learn‬‭the‬‭sword,‬‭the‬‭hammer,‬‭and‬‭the‬‭light‬‭crossbow.‬‭The‬
‭last‬‭proficiency‬‭may‬‭be‬‭used‬‭for‬‭a‬‭weapon‬‭of‬‭their‬‭choice,‬‭or‬‭to‬‭specialize‬‭in‬‭one‬‭of‬‭the‬‭required‬‭choices.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Etiquette,‬‭Heraldry,‬‭Local‬‭Dwarf‬‭History.‬
‭Recommended:‬‭Appraising,‬‭Artistic‬‭Ability,‬‭Blind-fighting,‬‭Hunting,‬‭Modern‬‭Languages,‬‭Mountaineering,‬
‭Survival‬‭(any).‬

‭Equipment‬
‭During‬‭character‬‭creation‬‭Highborn‬‭dwarfs‬‭must‬‭learn‬‭the‬‭sword,‬‭the‬‭hammer,‬‭and‬‭the‬‭light‬‭crossbow.‬‭The‬
‭last‬‭proficiency‬‭may‬‭be‬‭used‬‭for‬‭a‬‭weapon‬‭of‬‭their‬‭choice,‬‭or‬‭to‬‭specialize‬‭in‬‭one‬‭of‬‭the‬‭required‬‭choices.‬

‭Special‬‭Benefits‬
‭Highborn‬‭dwarfs‬‭start‬‭with‬‭400‬‭gp,‬‭plus‬‭the‬‭standard‬‭5d4x10‬‭gp.‬

‭100‬
‭Dwarves‬‭of‬‭Lawful‬‭alignment‬‭respect‬‭Highborn‬‭dwarfs‬‭and‬‭react‬‭to‬‭them‬‭with‬‭a‬‭+3‬‭bonus.‬‭A‬‭Highborn‬‭may‬
a‭ lso‬‭demand‬‭food‬‭and‬‭shelter‬‭from‬‭other‬‭dwarfs,‬‭and‬‭this‬‭is‬‭willingly‬‭provided‬‭for‬‭them‬‭and‬‭their‬‭retinue.‬‭The‬
‭Highborns‬‭administer‬‭justice‬‭among‬‭members‬‭of‬‭their‬‭clan.‬‭In‬‭matters‬‭involving‬‭two‬‭clans,‬‭only‬‭the‬‭ruling‬‭family‬‭of‬
‭the‬‭stronghold‬‭can‬‭make‬‭binding‬‭decisions.‬

‭Special‬‭Hindrances‬
‭A‬‭Highborn‬‭dwarf‬‭may‬‭administer‬‭justice,‬‭but‬‭these‬‭decisions‬‭may‬‭ultimately‬‭be‬‭overruled‬‭by‬‭a‬‭Highborn‬
‭clansman‬‭of‬‭superior‬‭status.‬
‭Highborns‬‭need‬‭to‬‭maintain‬‭their‬‭status‬‭by‬‭finding‬‭and‬‭purchasing‬‭the‬‭highest‬‭quality‬‭goods‬‭available.‬‭This‬
‭means‬‭that‬‭they‬‭always‬‭spend‬‭an‬‭additional‬‭10%‬‭to‬‭25%‬‭on‬‭goods‬‭and‬‭services.‬‭If‬‭a‬‭Highborn‬‭fails‬‭to‬‭do‬‭so,‬‭their‬
‭reaction‬‭bonus‬‭drops‬‭by‬‭-1‬‭each‬‭occurrence,‬‭until‬‭it‬‭reaches‬‭0.‬‭During‬‭character‬‭creation‬‭Highborns‬‭may‬‭purchase‬
‭high‬‭quality‬‭equipment‬‭at‬‭standard‬‭prices.‬
‭The‬‭player‬‭may‬‭only‬‭increase‬‭this‬‭reaction‬‭to‬‭its‬‭former‬‭level‬‭by‬‭engaging‬‭in‬‭conspicuous‬‭consumption.‬‭This‬
‭means‬‭a‬‭brand-new‬‭suit‬‭of‬‭clothes‬‭and‬‭all-new‬‭equipment‬‭for‬‭themselves‬‭and‬‭their‬‭retainers,‬‭all‬‭purchased‬‭at‬‭25%‬
‭above‬‭the‬‭usual‬‭price.‬‭The‬‭character‬‭must‬‭throw‬‭a‬‭banquet‬‭for‬‭the‬‭entire‬‭clan‬‭(costing‬‭1,000‬‭to‬‭5,000‬‭gp),‬‭giving‬‭gifts‬
‭to‬‭show‬‭that‬‭the‬‭character‬‭deserves‬‭the‬‭respect‬‭offered‬‭by‬‭those‬‭of‬‭lower‬‭status.‬‭These‬‭gifts‬‭are‬‭usually‬‭craft‬‭related,‬
‭such‬‭as‬‭a‬‭fine‬‭set‬‭of‬‭tools,‬‭an‬‭anvil,‬‭or‬‭a‬‭loom.‬
‭Non-lawfully‬‭aligned‬‭dwarfs‬‭tend‬‭to‬‭be‬‭irritated‬‭by‬‭Highborn‬‭dwarfs'‬‭superiority‬‭and‬‭react‬‭to‬‭them‬‭at‬‭-3.‬
‭Highborn‬‭dwarfs‬‭are‬‭too‬‭proud‬‭for‬‭their‬‭own‬‭good,‬‭seeing‬‭themselves‬‭and‬‭their‬‭race‬‭as‬‭superior‬‭to‬‭all‬‭others.‬‭This‬
‭attitude‬‭causes‬‭other‬‭races‬‭to‬‭react‬‭to‬‭Highborn‬‭dwarfs‬‭with‬‭a‬‭-2‬‭penalty.‬

‭Sharpshooter‬‭(Fighter)‬

‭A‬‭Sharpshooter‬‭is‬‭highly‬‭skilled‬‭with‬‭either‬‭the‬‭light‬‭or‬‭heavy‬‭crossbow.‬‭The‬‭character‬‭has‬‭spent‬‭the‬‭majority‬
‭ f‬‭their‬‭youth‬‭training‬‭as‬‭a‬‭Bowyer/Fletcher,‬‭and‬‭has‬‭had‬‭regular‬‭practice‬‭with‬‭their‬‭crossbow.‬‭They‬‭are‬‭skilled‬‭at‬
o
‭rapid‬‭loading‬‭and‬‭expert‬‭at‬‭inflicting‬‭the‬‭most‬‭damage‬‭possible‬‭with‬‭their‬‭weapon.‬‭Exuding‬‭confidence‬‭in‬‭their‬
‭abilities,‬‭they‬‭tend‬‭to‬‭disdain‬‭those‬‭who‬‭resort‬‭to‬‭hand-to-hand‬‭combat.‬

‭ ole‬‭:‬‭Sharpshooters‬‭are‬‭either‬‭part‬‭of‬‭a‬‭crossbow‬‭unit‬‭or‬‭make‬‭their‬‭living‬‭shooting‬‭for‬‭prize‬‭money‬‭at‬‭fairs.‬‭When‬‭in‬
R
‭battle,‬‭a‬‭Sharpshooter's‬‭targets‬‭are‬‭enemy‬‭officers,‬‭Wizards,‬‭and‬‭Clerics,‬‭to‬‭prevent‬‭them‬‭from‬‭coordinating‬‭attacks‬‭or‬
‭casting‬‭spells.‬

‭Weapon‬‭Proficiencies‬
‭A‬‭Sharpshooter‬‭must‬‭be‬‭a‬‭specialist‬‭with‬‭either‬‭a‬‭light‬‭or‬‭heavy‬‭crossbow‬‭and‬‭must‬‭be‬‭a‬‭Fighter‬‭or‬‭a‬
‭Crusader.‬‭They‬‭may‬‭not‬‭begin‬‭play‬‭with‬‭any‬‭melee‬‭weapon‬‭specializations,‬‭but‬‭may‬‭learn‬‭them‬‭later‬‭in‬‭their‬‭career.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Artistic‬‭Ability,‬‭Bowyer/Fletcher.‬
‭Recommended:‬‭Appraising,‬‭Direction‬‭Sense,‬‭Rope‬‭Use,‬‭Sign‬‭Language,‬‭Signaling.‬

‭Equipment‬
‭Sharpshooters‬‭start‬‭with‬‭the‬‭crossbow‬‭of‬‭their‬‭choice,‬‭at‬‭no‬‭cost.‬‭They‬‭are‬‭set‬‭apart‬‭from‬‭other‬‭dwarfs‬‭by‬‭the‬
‭care‬‭they‬‭lavish‬‭on‬‭their‬‭crossbows‬‭and‬‭bolts.‬‭The‬‭crossbow‬‭is‬‭made‬‭of‬‭the‬‭finest‬‭materials‬‭and‬‭the‬‭butt‬‭is‬‭often‬‭inlaid‬
‭with‬‭intricate‬‭patterns.‬‭Only‬‭the‬‭finest‬‭bolts‬‭are‬‭used,‬‭and‬‭they‬‭burnish‬‭the‬‭points‬‭to‬‭a‬‭fine,‬‭razor‬‭sharp‬‭finish.‬

‭Special‬‭Benefits‬
‭In‬‭addition‬‭to‬‭the‬‭crossbow‬‭specialization,‬‭they‬‭gain‬‭a‬‭further‬‭+1‬‭on‬‭attack‬‭rolls.‬‭They‬‭fire‬‭faster‬‭than‬‭other‬
‭specialists‬‭as‬‭shown‬‭in‬‭the‬‭Sharpshooter‬‭attacks‬‭table‬‭below.‬

‭ evel‬
L ‭ ight‬‭Crossbow‬
L ‭ eavy‬‭Crossbow‬
H
‭1-6‬ ‭3/2‬ ‭1/1‬
‭7-12‬ ‭2/1‬ ‭3/2‬
‭13+‬ ‭5/2‬ ‭2/1‬

‭This‬‭increased‬‭rate‬‭of‬‭fire‬‭assumes‬‭that‬‭the‬‭Sharpshooter‬‭has‬‭time‬‭to‬‭lay‬‭out‬‭bolts‬‭within‬‭easy‬‭reach,‬
‭ inimizing‬‭the‬‭time‬‭required‬‭to‬‭knock‬‭a‬‭bolt.‬‭These‬‭advantages‬‭are‬‭gained‬‭only‬‭with‬‭the‬‭type‬‭of‬‭crossbow‬‭in‬‭which‬
m
‭the‬‭character‬‭has‬‭specialized.‬
‭When‬‭using‬‭their‬‭personal‬‭weapon‬‭and‬‭sharpened‬‭bolts,‬‭a‬‭Sharpshooter‬‭can‬‭inflict‬‭extra‬‭damage.‬‭In‬‭the‬
‭player's‬‭hands,‬‭the‬‭chosen‬‭crossbow‬‭provides‬‭an‬‭extra‬‭+1‬‭to‬‭damage‬‭rolls.‬‭They‬‭only‬‭gain‬‭these‬‭bonuses‬‭when‬‭they‬
‭use‬‭their‬‭own‬‭personally‬‭built‬‭and‬‭maintained‬‭crossbow‬‭and‬‭their‬‭own‬‭sharpened‬‭bolts.‬

‭101‬
‭Special‬‭Hindrances‬
‭Sharpshooters‬‭may‬‭not‬‭start‬‭with‬‭any‬‭hand‬‭weapon‬‭specialization,‬‭and‬‭are‬‭limited‬‭to‬‭short‬‭weapons,‬‭daggers,‬
‭and‬‭hand‬‭axes.‬
‭If‬‭a‬‭Sharpshooter‬‭loses‬‭their‬‭custom-built‬‭crossbow‬‭or‬‭has‬‭no‬‭time‬‭to‬‭sharpen‬‭their‬‭bolts,‬‭they‬‭lose‬‭the‬‭ability‬
‭to‬‭increase‬‭damage.‬‭The‬‭player‬‭cannot‬‭just‬‭pull‬‭out‬‭another‬‭crossbow‬‭previously‬‭built;‬‭it‬‭must‬‭first‬‭be‬‭used‬‭for‬‭1d4‬
‭weeks‬‭to‬‭"break‬‭it‬‭in."‬‭In‬‭addition,‬‭it‬‭takes‬‭one‬‭hour‬‭to‬‭sharpen‬‭each‬‭bolt‬‭and‬‭they‬‭must‬‭be‬‭carefully‬‭stowed,‬‭if‬‭they‬
‭are‬‭not‬‭to‬‭become‬‭dulled.‬

‭Crafts‬‭Priest‬‭(Priest)‬

‭Crafts‬‭Priests‬‭are‬‭those‬‭who‬‭are‬‭dedicated‬‭to‬‭the‬‭patron‬‭deities‬‭of‬‭one‬‭of‬‭the‬‭dwarf‬‭crafts.‬‭Although‬‭they‬
‭ ften‬‭have‬‭a‬‭temple‬‭in‬‭a‬‭stronghold,‬‭they‬‭usually‬‭preside‬‭over‬‭a‬‭shrine‬‭or‬‭chapel‬‭in‬‭the‬‭workshops‬‭where‬‭their‬‭craft‬‭is‬
o
‭practiced.‬‭They‬‭are‬‭usually‬‭members‬‭of‬‭that‬‭craft's‬‭clan.‬
‭Crafts‬‭Priests‬‭usually‬‭worship‬‭the‬‭god‬‭of‬‭crafts,‬‭but‬‭they‬‭may‬‭belong‬‭to‬‭most‬‭other‬‭religions.‬‭In‬‭such‬‭cases,‬
‭they‬‭are‬‭the‬‭Priests‬‭who‬‭prepare‬‭ceremonial‬‭and‬‭sacrificial‬‭items.‬‭Priests‬‭of‬‭the‬‭following‬‭Dwarven‬‭gods‬‭may‬‭not‬‭be‬
‭Crafts‬‭Priests:‬‭Muamman‬‭Duathal,‬‭Vergadain,‬‭and‬‭Abbathor.‬

‭ ole‬‭:‬‭Crafts‬‭Priests‬‭are‬‭more‬‭concerned‬‭with‬‭their‬‭crafts‬‭than‬‭with‬‭the‬‭welfare‬‭of‬‭their‬‭fellow‬‭dwarfs.‬‭They‬‭seek‬‭out‬
R
‭the‬‭finest‬‭raw‬‭materials‬‭and‬‭are‬‭often‬‭engaged‬‭in‬‭expeditions‬‭to‬‭discover‬‭new‬‭mines‬‭or‬‭find‬‭new‬‭strongholds.‬‭Their‬
‭expertise‬‭in‬‭these‬‭matters‬‭is‬‭highly‬‭sought‬‭after.‬‭Rarely‬‭tied‬‭to‬‭a‬‭central‬‭temple,‬‭they‬‭are‬‭free‬‭to‬‭wander‬‭where‬‭they‬
‭please.‬

‭Weapon‬‭Proficiencies‬
‭Crafts‬‭Priests‬‭may‬‭be‬‭proficient‬‭with‬‭any‬‭of‬‭these‬‭weapons:‬‭axe,‬‭hammer,‬‭light‬‭or‬‭heavy‬‭crossbow,‬‭mace,‬
‭pick,‬‭polearm,‬‭short‬‭sword,‬‭spear.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Artistic‬‭Ability,‬‭Religion‬‭and‬‭a‬‭bonus‬‭slot‬‭to‬‭add‬‭to‬‭the‬‭free‬‭Craft‬‭NWP‬‭selection.‬
‭Recommended:‬‭Appraising,‬‭Etiquette,‬‭Local‬‭Dwarf‬‭History,‬‭Underground‬‭Navigation.‬

‭Equipment‬
‭Crafts‬‭Priests‬‭must‬‭have‬‭access‬‭to‬‭the‬‭tools‬‭required‬‭for‬‭their‬‭craft.‬‭If‬‭these‬‭are‬‭large,‬‭such‬‭as‬‭a‬‭forge,‬‭the‬
‭Priest‬‭is‬‭not‬‭required‬‭to‬‭own‬‭one.‬‭However,‬‭the‬‭DM‬‭should‬‭inform‬‭the‬‭player‬‭where‬‭they‬‭can‬‭find‬‭one‬‭to‬‭use.‬‭Apart‬
‭from‬‭that,‬‭Crafts‬‭Priests‬‭may‬‭use‬‭any‬‭kind‬‭of‬‭equipment,‬‭and‬‭dress‬‭according‬‭to‬‭their‬‭religion.‬

‭Special‬‭Benefits‬
‭A‬‭Crafts‬‭Priest‬‭gains‬‭a‬‭+3‬‭reaction‬‭bonus‬‭when‬‭dealing‬‭with‬‭dwarfs‬‭of‬‭their‬‭own‬‭clan.‬‭In‬‭contrast,‬‭the‬
‭character‬‭also‬‭gains‬‭a‬‭+2‬‭reaction‬‭bonus‬‭with‬‭dwarfs‬‭from‬‭other‬‭clans‬‭engaged‬‭in‬‭the‬‭same‬‭craft.‬
‭Unless‬‭a‬‭Crafts‬‭Priest‬‭has‬‭injured‬‭members‬‭of‬‭their‬‭own‬‭clan,‬‭the‬‭player‬‭will‬‭gladly‬‭be‬‭given‬‭food‬‭and‬‭shelter‬
‭by‬‭their‬‭clansmen.‬

‭Special‬‭Hindrances‬
‭Crafts‬‭Priests‬‭have‬‭no‬‭special‬‭hindrances.‬

‭Grandee‬‭(Priest)‬

‭A‬‭Grandee‬‭is‬‭a‬‭Priest‬‭of‬‭a‬‭Highborn‬‭clan.‬‭They‬‭often‬‭act‬‭as‬‭the‬‭voice‬‭of‬‭their‬‭family‬‭in‬‭religious‬‭matters‬‭and‬
s‭ ee‬‭to‬‭their‬‭spiritual‬‭welfare.‬‭The‬‭Priestly‬‭equivalent‬‭of‬‭the‬‭Highborn‬‭Warrior,‬‭the‬‭character‬‭traces‬‭their‬‭lineage‬‭to‬‭the‬
‭very‬‭beginning‬‭of‬‭time.‬
‭Because‬‭of‬‭their‬‭backgrounds,‬‭Grandees‬‭often‬‭rise‬‭quickly‬‭in‬‭the‬‭hierarchy‬‭until‬‭they‬‭gain‬‭a‬‭position‬
‭commensurate‬‭with‬‭the‬‭political‬‭clout‬‭of‬‭their‬‭families.‬‭They‬‭have‬‭little‬‭to‬‭do‬‭with‬‭everyday‬‭religion‬‭and‬‭have‬‭little‬
‭contact‬‭with‬‭the‬‭mass‬‭of‬‭dwarfs.‬‭With‬‭the‬‭exception‬‭of‬‭other‬‭Highborns,‬‭Grandees‬‭are‬‭frequently‬‭arrogant‬‭and‬
‭patronizing‬‭toward‬‭others.‬
‭Grandees‬‭are‬‭not‬‭barred‬‭from‬‭being‬‭a‬‭member‬‭of‬‭any‬‭religion.‬‭However,‬‭they‬‭will‬‭not‬‭join‬‭a‬‭religion‬‭that‬
‭calls‬‭upon‬‭them‬‭to‬‭give‬‭money‬‭away‬‭or‬‭to‬‭dress‬‭in‬‭a‬‭common‬‭fashion.‬

‭ ole‬‭:‬‭Grandees‬‭can‬‭be‬‭aggravating‬‭to‬‭those‬‭who‬‭shirk‬‭religious‬‭duties.‬‭They‬‭expect‬‭and‬‭demand‬‭respect,‬‭if‬‭not‬
R
‭subservience.‬‭Their‬‭patronizing‬‭manner‬‭can‬‭be‬‭fun‬‭to‬‭play‬‭with,‬‭but‬‭should‬‭be‬‭tempered‬‭with‬‭a‬‭willingness‬‭to‬‭heal‬‭or‬
‭to‬‭aid‬‭others‬‭in‬‭times‬‭of‬‭need.‬

‭102‬
‭Weapon‬‭Proficiencies‬
‭Grandees‬‭may‬‭choose‬‭any‬‭weapon‬‭permitted‬‭by‬‭their‬‭religion.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Etiquette,‬‭Local‬‭Dwarf‬‭History,‬‭Religion.‬
‭Recommended:‬‭Appraising,‬‭Artistic‬‭Ability,‬‭Blind-fighting,‬‭Herbalism,‬‭Hunting,‬‭Modern‬‭Languages,‬
‭Mountaineering,‬‭Reading/Writing,‬‭Survival‬‭(any).‬

‭Equipment‬
‭Grandees‬‭must‬‭dress‬‭according‬‭to‬‭their‬‭station‬‭and‬‭start‬‭play‬‭with‬‭at‬‭least‬‭plate‬‭and‬‭mail‬‭armor,‬‭improved‬
‭chainmail,‬‭or‬‭splint‬‭mail.‬‭The‬‭standard‬‭prices‬‭are‬‭paid‬‭when‬‭buying‬‭starting‬‭equipment‬‭during‬‭character‬‭creation.‬
‭After‬‭that,‬‭better‬‭armor,‬‭fine‬‭weapons,‬‭and‬‭high‬‭quality‬‭equipment‬‭cost‬‭10%‬‭to‬‭25%‬‭more‬‭than‬‭usual.‬‭In‬‭addition,‬
‭they‬‭will‬‭only‬‭hire‬‭the‬‭finest‬‭services‬‭costing‬‭10%‬‭to‬‭25%‬‭more,‬‭as‬‭well.‬
‭Distinctive‬‭Appearance‬‭:‬‭They‬‭are‬‭clothed‬‭in‬‭the‬‭finest‬‭regalia‬‭of‬‭their‬‭religion,‬‭even‬‭when‬‭performing‬
‭mundane‬‭tasks.‬

‭Special‬‭Benefits‬
‭Grandees‬‭begin‬‭play‬‭with‬‭350‬‭GP‬‭plus‬‭3d6x10‬‭GP.‬
‭Dwarves‬‭of‬‭Lawful‬‭alignments‬‭respect‬‭Grandees‬‭and‬‭react‬‭to‬‭them‬‭with‬‭a‬‭+3‬‭bonus.‬‭Other‬‭dwarves‬‭willingly‬
‭provide‬‭food‬‭and‬‭shelter‬‭for‬‭Grandees.‬

‭Special‬‭Hindrances‬
‭Although‬‭Grandees‬‭are‬‭primarily‬‭political‬‭appointees,‬‭they‬‭are‬‭sometimes‬‭asked‬‭by‬‭the‬‭High‬‭Priest‬‭of‬‭their‬
‭religion‬‭to‬‭undertake‬‭dangerous‬‭missions.‬‭Grandees‬‭are‬‭expected‬‭to‬‭organize‬‭and‬‭equip‬‭a‬‭party‬‭of‬‭dwarfs‬‭out‬‭of‬‭their‬
‭own‬‭funds.‬
‭As‬‭Highborns,‬‭they‬‭are‬‭expected‬‭to‬‭keep‬‭up‬‭appearances,‬‭buying‬‭only‬‭the‬‭finest‬‭equipment‬‭for‬‭the‬‭party‬‭and‬
‭spending‬‭10%‬‭to‬‭25%‬‭more‬‭on‬‭equipment‬‭and‬‭services.‬‭During‬‭character‬‭creation‬‭these‬‭high‬‭quality‬‭items‬‭can‬‭be‬
‭purchased‬‭for‬‭the‬‭regular‬‭price.‬‭If‬‭a‬‭Grandee‬‭fails‬‭to‬‭maintain‬‭the‬‭required‬‭level‬‭of‬‭quality‬‭in‬‭purchasing‬‭items‬‭and‬
‭services,‬‭their‬‭reaction‬‭bonus‬‭drops‬‭by‬‭-1‬‭for‬‭each‬‭dwarf‬‭that‬‭they‬‭fail‬‭to‬‭adequately‬‭equip‬‭until‬‭it‬‭reaches‬‭0.‬‭The‬
‭player‬‭may‬‭increase‬‭the‬‭reaction‬‭bonus‬‭to‬‭its‬‭former‬‭level‬‭by‬‭donating‬‭large‬‭amounts‬‭of‬‭money‬‭to‬‭their‬‭religion‬‭and‬
‭by‬‭undertaking‬‭some‬‭hazardous‬‭missions.‬
‭Non-Lawfully‬‭aligned‬‭dwarfs‬‭are‬‭irritated‬‭by‬‭the‬‭Grandee’s‬‭superior‬‭airs‬‭and‬‭react‬‭to‬‭the‬‭character‬‭at‬‭a‬‭-3‬
‭penalty.‬

‭Champion‬‭(Fighter/Priest)‬

‭A‬‭Champion‬‭is‬‭a‬‭member‬‭of‬‭a‬‭religion‬‭who‬‭has‬‭been‬‭selected‬‭to‬‭undergo‬‭intensive‬‭training‬‭as‬‭a‬‭Warrior.‬
‭ hey‬‭are‬‭expected‬‭to‬‭defend‬‭their‬‭beliefs‬‭at‬‭all‬‭times.‬‭They‬‭may‬‭be‬‭called‬‭upon‬‭to‬‭do‬‭so‬‭in‬‭single‬‭combat‬‭against‬‭an‬
T
‭evil‬‭monster‬‭or‬‭members‬‭of‬‭an‬‭enemy‬‭religion.‬
‭A‬‭Champion‬‭cannot‬‭belong‬‭to‬‭a‬‭religion‬‭that‬‭has‬‭restrictions‬‭against‬‭violent‬‭behavior.‬
‭A‬‭Champion‬‭must‬‭have‬‭Strength‬‭and‬‭Wisdom‬‭scores‬‭of‬‭at‬‭least‬‭15‬‭and‬‭a‬‭Charisma‬‭score‬‭of‬‭at‬‭least‬‭14.‬

‭ ole‬‭:‬‭The‬‭role‬‭of‬‭a‬‭Champion‬‭is‬‭to‬‭defend‬‭their‬‭religion‬‭with‬‭their‬‭lives‬‭and‬‭superior‬‭fighting‬‭skills,‬‭while‬‭also‬
R
‭keeping‬‭a‬‭clear‬‭head‬‭to‬‭promote‬‭it.‬‭As‬‭a‬‭defender‬‭of‬‭their‬‭creed,‬‭they‬‭must‬‭always‬‭act‬‭in‬‭its‬‭highest‬‭interest,‬‭even‬‭if‬
‭doing‬‭so‬‭causes‬‭character‬‭distress‬‭or‬‭physical‬‭harm.‬

‭Weapon‬‭Proficiencies‬
‭They‬‭may‬‭be‬‭proficient‬‭with‬‭any‬‭weapon.‬‭The‬‭character‬‭may‬‭specialize‬‭in‬‭one‬‭weapon‬‭for‬‭free.‬‭This‬‭weapon‬
‭must‬‭be‬‭chosen‬‭when‬‭the‬‭kit‬‭is‬‭taken‬‭and‬‭cannot‬‭be‬‭changed.‬‭They‬‭may‬‭never‬‭specialize‬‭in‬‭any‬‭other‬‭weapon.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Blind-fighting,‬‭Intimidation,‬‭Religion.‬
‭Recommended:‬‭Ancient‬‭History,‬‭Hunting,‬‭Local‬‭Dwarf‬‭History,‬‭Musical‬‭Instrument,‬‭Singing.‬

‭Equipment‬
‭A‬‭champion‬‭begins‬‭play‬‭with‬‭their‬‭unique‬‭weapon‬‭they‬‭have‬‭specialized‬‭in.‬
‭Distinctive‬‭Appearance‬‭:‬‭Champions‬‭are‬‭marked‬‭by‬‭their‬‭role‬‭and‬‭have‬‭an‬‭air‬‭of‬‭superiority.‬‭They‬‭usually‬
‭dress‬‭in‬‭fine‬‭clothes,‬‭unless‬‭specifically‬‭forbidden‬‭to‬‭do‬‭so‬‭by‬‭their‬‭religion.‬

‭103‬
‭Special‬‭Benefits‬
‭A‬‭Champion‬‭is‬‭allowed‬‭one‬‭unique‬‭weapon‬‭specialization.‬‭The‬‭player‬‭also‬‭receives‬‭a‬‭uniquely‬‭blessed‬‭+1‬
‭weapon.‬‭This‬‭weapon‬‭is‬‭a‬‭magical‬‭weapon‬‭that‬‭can‬‭harm‬‭monsters‬‭that‬‭can‬‭only‬‭be‬‭hit‬‭by‬‭magical‬‭weapons.‬‭The‬
‭weapon,‬‭with‬‭the‬‭necessary‬‭wealth‬‭and‬‭materials,‬‭may‬‭be‬‭upgraded‬‭by‬‭high-level‬‭Priests‬‭to‬‭+2‬‭or‬‭higher,‬‭to‬‭a‬
‭maximum‬‭of‬‭+4.‬‭In‬‭addition,‬‭the‬‭weapon‬‭may‬‭have‬‭added‬‭bonuses‬‭when‬‭used‬‭to‬‭attack‬‭certain‬‭types‬‭of‬‭monsters,‬
‭such‬‭as‬‭the‬‭undead.‬‭The‬‭special‬‭monster‬‭add‬‭on‬‭can‬‭be‬‭increased‬‭to‬‭a‬‭maximum‬‭of‬‭+10.‬‭The‬‭cost‬‭and‬‭time‬‭for‬‭any‬‭of‬
‭the‬‭upgrades‬‭is‬‭1000‬‭gold‬‭pieces‬‭and‬‭one‬‭week‬‭multiplied‬‭by‬‭the‬‭upgraded‬‭bonus.‬‭For‬‭example‬‭upgrading‬‭the‬
‭weapon‬‭to‬‭+2‬‭would‬‭cost‬‭2000‬‭gold‬‭pieces‬‭and‬‭take‬‭two‬‭weeds,‬‭while‬‭raising‬‭a‬‭bonus‬‭vs‬‭undead‬‭to‬‭+5‬‭would‬‭cost‬
‭5000‬‭gold‬‭pieces‬‭and‬‭require‬‭5‬‭weeks.‬
‭The‬‭blessed‬‭weapon‬‭belongs‬‭to‬‭the‬‭player's‬‭church‬‭and‬‭the‬‭player‬‭is‬‭charged‬‭with‬‭its‬‭care.‬‭It‬‭may‬‭never‬‭be‬
‭lent,‬‭and‬‭in‬‭the‬‭event‬‭of‬‭its‬‭loss,‬‭regaining‬‭it‬‭becomes‬‭a‬‭paramount‬‭duty.‬
‭A‬‭Champion‬‭starts‬‭play‬‭with‬‭6d4x10‬‭gp‬

‭Special‬‭Hindrances‬
‭A‬‭Champion‬‭who‬‭finds‬‭a‬‭superior‬‭weapon‬‭and‬‭decides‬‭to‬‭keep‬‭it‬‭must‬‭return‬‭the‬‭blessed‬‭weapon‬‭to‬‭the‬‭main‬
‭temple‬‭of‬‭his‬‭religion‬‭as‬‭soon‬‭as‬‭possible.‬
‭They‬‭may‬‭never‬‭refuse‬‭a‬‭fight‬‭related‬‭to‬‭their‬‭religion.‬‭It‬‭must‬‭be‬‭defended‬‭at‬‭all‬‭times.‬‭They‬‭may‬‭be‬
‭requested‬‭to‬‭perform‬‭tasks‬‭set‬‭by‬‭their‬‭superiors.‬‭If‬‭they‬‭refuse‬‭to‬‭accept‬‭a‬‭challenge‬‭or‬‭a‬‭quest,‬‭the‬‭player‬‭loses‬‭the‬
‭free‬‭unique‬‭weapon‬‭specialization‬‭bonus.‬‭The‬‭character’s‬‭god‬‭will‬‭send‬‭another‬‭Champion‬‭of‬‭the‬‭character’s‬‭religion‬
‭to‬‭reclaim‬‭the‬‭blessed‬‭weapon.‬

‭Locksmith‬‭(Thief)‬

‭Locksmiths‬‭are‬‭masters‬‭at‬‭building‬‭and‬‭taking‬‭apart‬‭locks.‬‭These‬‭craft‬‭workers‬‭are‬‭well‬‭respected‬‭in‬‭dwarf‬
s‭ ociety.‬‭In‬‭many‬‭ways‬‭they‬‭are‬‭the‬‭true‬‭Thief's‬‭number‬‭one‬‭enemy,‬‭as‬‭Locksmiths‬‭make‬‭it‬‭difficult‬‭for‬‭a‬‭Thief‬‭to‬
‭perform‬‭their‬‭trade.‬

‭ ole‬‭:‬‭They‬‭are‬‭experts‬‭at‬‭making‬‭and‬‭opening‬‭locks.‬‭They‬‭are‬‭also‬‭experts‬‭at‬‭finding‬‭and‬‭disarming‬‭traps.‬‭Their‬‭craft‬
R
‭safeguards‬‭homes‬‭and‬‭builds‬‭strong‬‭locks‬‭for‬‭the‬‭gates‬‭of‬‭dwarf‬‭strongholds.‬
‭For‬‭adventurers,‬‭there‬‭are‬‭many‬‭benefits‬‭to‬‭having‬‭a‬‭Locksmith‬‭along.‬‭They‬‭can‬‭find‬‭and‬‭remove‬‭traps,‬‭open‬
‭locks,‬‭and‬‭have‬‭all‬‭of‬‭the‬‭other‬‭skills‬‭of‬‭Thieves.‬

‭Weapon‬‭Proficiencies‬
‭They‬‭usually‬‭carry‬‭axes‬‭and‬‭hammers.‬‭Practical‬‭dwarfs,‬‭they‬‭know‬‭that‬‭not‬‭all‬‭locks‬‭can‬‭be‬‭picked.‬
‭Sometimes‬‭it‬‭is‬‭necessary‬‭to‬‭break‬‭down‬‭a‬‭door‬‭instead.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Carpentry,‬‭Locksmithing.‬
‭Recommended:‬‭Engineering,‬‭Stonemasonry.‬

‭Equipment‬
‭Locksmiths‬‭should‬‭have‬‭one‬‭set‬‭each‬‭of‬‭lock‬‭making‬‭and‬‭lock‬‭picking‬‭tools.‬‭They‬‭have‬‭nothing‬‭distinctive‬
‭about‬‭their‬‭appearance‬‭or‬‭how‬‭they‬‭dress.‬

‭Special‬‭Benefits‬
‭Locksmiths‬‭begin‬‭with‬‭4d4x10‬‭gp.‬
‭They‬‭gain‬‭a‬‭+10%‬‭modifier‬‭to‬‭their‬‭Open‬‭Locks‬‭ability‬‭in‬‭addition‬‭to‬‭that‬‭provided‬‭by‬‭the‬‭Lockpicking‬
‭proficiency,‬‭and‬‭a‬‭+10%‬‭bonus‬‭to‬‭their‬‭Find/Remove‬‭Traps‬‭ability.‬

‭Special‬‭Hindrances‬
‭Locksmiths‬‭have‬‭a‬‭-10%‬‭penalty‬‭to‬‭their‬‭Climb‬‭Walls‬‭ability‬‭and‬‭a‬‭-5%‬‭penalty‬‭to‬‭their‬‭Pickpockets‬‭ability.‬

‭Merchant‬‭(Fighter/Thief)‬

‭Dwarf‬‭Merchants‬‭who‬‭trade‬‭mainly‬‭with‬‭other‬‭races‬‭seek‬‭to‬‭drive‬‭the‬‭hardest‬‭bargain‬‭they‬‭can.‬‭They‬‭usually‬
‭ eal‬‭in‬‭dwarf‬‭weapons,‬‭armor,‬‭and‬‭other‬‭metal‬‭goods,‬‭but‬‭will‬‭trade‬‭in‬‭uncut‬‭gems,‬‭iron,‬‭or‬‭other‬‭ores‬‭when‬‭there‬‭is‬‭a‬
d
‭glut‬‭of‬‭them.‬
‭Merchants‬‭transport‬‭their‬‭wares‬‭on‬‭mules‬‭or‬‭ponies,‬‭taking‬‭their‬‭goods‬‭to‬‭human‬‭and‬‭elven‬‭towns‬‭or‬‭cities‬
‭where‬‭they‬‭sell‬‭them‬‭to‬‭local‬‭merchants.‬‭Some‬‭traders‬‭have‬‭established‬‭their‬‭own‬‭shops‬‭in‬‭such‬‭places,‬‭eliminating‬
‭the‬‭middleman.‬

‭104‬
‭ ole‬‭:‬‭They‬‭are‬‭often‬‭willing‬‭to‬‭travel‬‭vast‬‭distances‬‭in‬‭search‬‭of‬‭bargains.‬‭Some‬‭deal‬‭with‬‭the‬‭races‬‭of‬‭the‬‭Underdark,‬
R
‭others‬‭act‬‭as‬‭the‬‭only‬‭contact‬‭some‬‭mountain‬‭dwarf‬‭strongholds‬‭have‬‭with‬‭the‬‭outside‬‭world.‬‭Merchants‬‭are‬‭vital‬‭to‬
‭the‬‭strongholds,‬‭bringing‬‭in‬‭goods‬‭that‬‭local‬‭dwarfs‬‭are‬‭unable‬‭to‬‭manufacture‬‭or‬‭produce‬‭themselves.‬
‭Merchants‬‭are‬‭adventurous‬‭by‬‭nature‬‭and‬‭are‬‭always‬‭looking‬‭for‬‭a‬‭good‬‭deal.‬‭Entire‬‭campaigns‬‭may‬‭be‬‭based‬
‭around‬‭the‬‭activities‬‭of‬‭a‬‭Merchant‬‭and‬‭his‬‭or‬‭her‬‭companions,‬‭transporting‬‭goods‬‭through‬‭hostile‬‭lands‬‭or‬‭in‬‭search‬
‭of‬‭lost‬‭treasure.‬

‭Weapon‬‭Proficiencies‬
‭Merchants‬‭should‬‭be‬‭proficient‬‭in‬‭light‬‭crossbows‬‭and‬‭a‬‭concealable‬‭hand‬‭weapon‬‭such‬‭as‬‭a‬‭dagger,‬‭knife,‬‭or‬
‭hand‬‭axe.‬‭Otherwise,‬‭they‬‭may‬‭be‬‭proficient‬‭with‬‭any‬‭weapon‬‭they‬‭choose.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Appraising,‬‭Navigation.‬
‭Recommended:‬‭Animal‬‭Handling,‬‭Direction‬‭Sense,‬‭Hunting,‬‭Local‬‭Dwarf‬‭History,‬‭Local‬‭History,‬‭Riding‬
‭(Land‬‭Based),‬‭Survival‬‭(as‬‭appropriate),‬‭Underground‬‭Navigation.‬

‭Equipment‬
‭Merchants‬‭start‬‭their‬‭career‬‭with‬‭a‬‭mule‬‭and‬‭packs‬‭and‬‭panniers‬‭for‬‭carrying‬‭goods‬‭and‬‭equipment.‬
‭Merchants‬‭do‬‭not‬‭have‬‭to‬‭belong‬‭to‬‭a‬‭guild‬‭and‬‭have‬‭no‬‭standard‬‭appearance.‬

‭Special‬‭Benefits‬
‭Merchants‬‭gain‬‭a‬‭+1‬‭on‬‭attack‬‭and‬‭damage‬‭while‬‭protecting‬‭their‬‭goods‬‭or‬‭animals.‬‭A‬‭Merchant‬‭also‬‭gains‬‭a‬
‭+1‬‭reaction‬‭bonus‬‭from‬‭other‬‭Merchants.‬‭This‬‭bonus‬‭is‬‭based‬‭on‬‭the‬‭character's‬‭reputation‬‭as‬‭a‬‭fair‬‭and‬‭honest‬‭trader.‬
‭If‬‭the‬‭player‬‭cheats‬‭on‬‭a‬‭deal‬‭and‬‭is‬‭later‬‭discovered,‬‭the‬‭bonus‬‭changes‬‭to‬‭a‬‭-2‬‭penalty.‬

‭Special‬‭Hindrances‬
‭A‬‭Merchant‬‭character‬‭starts‬‭with‬‭4d4x10‬‭gp.‬

‭Elf‬‭Kits‬

‭These‬‭kits‬‭are‬‭only‬‭usable‬‭by‬‭elf‬‭characters.‬

‭Bowmaster‬‭(Fighter)‬

‭The‬‭Bowmaster‬‭is‬‭the‬‭epitome‬‭of‬‭elven‬‭skill‬‭with‬‭the‬‭bow.‬‭If‬‭there‬‭is‬‭a‬‭difficult‬‭shot‬‭to‬‭make,‬‭the‬‭character‬
‭ ill‬‭make‬‭it.‬‭Whether‬‭the‬‭target‬‭can‬‭only‬‭be‬‭reached‬‭by‬‭firing‬‭through‬‭high‬‭winds‬‭or‬‭is‬‭totally‬‭concealed,‬‭the‬
w
‭Bowmaster‬‭is‬‭confident‬‭of‬‭their‬‭ability‬‭to‬‭execute‬‭the‬‭shot.‬

‭ ole‬‭:‬‭Bowmasters‬‭easily‬‭fit‬‭in‬‭as‬‭a‬‭border‬‭guard‬‭for‬‭elf‬‭towns.‬‭They‬‭are‬‭also‬‭excellent‬‭at‬‭making‬‭their‬‭own‬‭way‬‭as‬‭an‬
R
‭adventurer.‬‭The‬‭player’s‬‭skill‬‭with‬‭a‬‭bow‬‭is‬‭highly‬‭prized‬‭anywhere.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Two‬‭proficiency‬‭slots‬‭with‬‭any‬‭bow.‬
‭Recommended:‬‭Continued‬‭specialization‬‭with‬‭weapon‬‭proficiency‬‭with‬‭another‬‭type‬‭of‬‭bow.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Bowyer/Fletcher,‬‭Hunting.‬
‭Recommended:‬‭Animal‬‭Lore,‬‭Endurance,‬‭Fire-Building,‬‭Jumping,‬‭Running,‬‭Survival,‬‭Tracking.‬

‭Equipment‬
‭The‬‭Bowmaster‬‭carries‬‭whatever‬‭other‬‭equipment‬‭is‬‭deemed‬‭necessary.‬‭Bowmasters‬‭have‬‭no‬‭distinctive‬
‭appearance,‬‭aside‬‭from‬‭their‬‭trademark‬‭bows,‬‭which‬‭gleam‬‭with‬‭polish‬‭and‬‭loving‬‭care.‬

‭Special‬‭Benefits‬
‭The‬‭Bowmaster‬‭is‬‭an‬‭expert‬‭in‬‭their‬‭style‬‭of‬‭bow.‬‭In‬‭combat,‬‭Bowmasters‬‭may‬‭elect‬‭to‬‭do‬‭one‬‭of‬‭two‬‭things.‬
‭They‬‭may‬‭either‬‭fire‬‭faster‬‭than‬‭most‬‭are‬‭able‬‭to,‬‭or‬‭they‬‭may‬‭use‬‭a‬‭bonus‬‭on‬‭trick‬‭shots.‬
‭If‬‭the‬‭player‬‭elects‬‭to‬‭fire‬‭faster,‬‭they‬‭may‬‭take‬‭an‬‭extra‬‭shot‬‭every‬‭two‬‭rounds.‬‭That‬‭means‬‭the‬‭rate‬‭of‬‭fire‬
‭becomes‬‭5/2,‬‭rather‬‭than‬‭the‬‭usual‬‭2/1.‬‭This‬‭still‬‭includes‬‭movement.‬
‭If‬‭the‬‭player‬‭chooses‬‭to‬‭stand‬‭still‬‭and‬‭fire,‬‭they‬‭may‬‭increase‬‭their‬‭rate‬‭of‬‭fire‬‭to‬‭3/l.‬
‭If‬‭the‬‭player‬‭elects‬‭to‬‭proceed‬‭with‬‭trick‬‭shots,‬‭they‬‭not‬‭only‬‭gain‬‭the‬‭usual‬‭bonus‬‭for‬‭specialization‬‭and‬‭high‬
‭Dexterity,‬‭they‬‭also‬‭gain‬‭a‬‭+1‬‭to‬‭each‬‭shot‬‭for‬‭every‬‭four‬‭experience‬‭levels.‬
‭105‬
‭If‬‭the‬‭Bowmaster‬‭keeps‬‭and‬‭cares‬‭for‬‭a‬‭bow‬‭for‬‭more‬‭than‬‭a‬‭month‬‭and‬‭keeps‬‭their‬‭arrows‬‭sharpened‬‭to‬‭a‬
‭keen‬‭edge,‬‭the‬‭character‬‭may‬‭cause‬‭1‬‭hp‬‭of‬‭additional‬‭damage‬‭when‬‭using‬‭these‬‭items.‬
‭If‬‭using‬‭a‬‭different‬‭bow‬‭or‬‭newly-made‬‭arrows,‬‭the‬‭player‬‭does‬‭not‬‭gain‬‭the‬‭bonus.‬‭It‬‭can‬‭only‬‭be‬‭used‬‭with‬
‭familiar,‬‭well-kept‬‭equipment.‬

‭Special‬‭Hindrances‬
‭The‬‭Bowmaster‬‭must‬‭buy‬‭a‬‭bow‬‭at‬‭150%‬‭of‬‭the‬‭normal‬‭cost.‬‭This‬‭reflects‬‭the‬‭high‬‭quality‬‭and‬‭workmanship‬
‭of‬‭the‬‭bow.‬
‭Bowmasters‬‭are‬‭limited‬‭in‬‭their‬‭choice‬‭of‬‭melee‬‭weapons,‬‭since‬‭the‬‭character‬‭disdains‬‭them‬‭so‬‭much.‬‭They‬
‭may‬‭choose‬‭only‬‭a‬‭longsword,‬‭short‬‭sword,‬‭and‬‭dagger.‬‭Even‬‭then,‬‭the‬‭Bowmaster‬‭has‬‭a‬‭-1‬‭penalty‬‭to‬‭hit‬‭when‬‭using‬
‭these‬‭weapons‬‭because‬‭they‬‭are‬‭not‬‭familiar‬‭with‬‭anything‬‭but‬‭the‬‭flight‬‭of‬‭an‬‭arrow.‬
‭Later‬‭weapon‬‭proficiencies‬‭may‬‭be‬‭devoted‬‭to‬‭other‬‭weapons,‬‭but‬‭the‬‭Bowmaster‬‭will‬‭never‬‭gain‬‭a‬‭bonus‬‭to‬
‭hit‬‭with‬‭these‬‭weapons,‬‭despite‬‭any‬‭Strength‬‭or‬‭proficiency‬‭bonus.‬‭The‬‭bowmaster‬‭must‬‭always‬‭be‬‭concerned‬‭about‬
‭the‬‭quality‬‭of‬‭their‬‭bow‬‭and‬‭arrows.‬‭If‬‭any‬‭are‬‭faulty,‬‭the‬‭player‬‭must‬‭repair‬‭them‬‭or‬‭replace‬‭them‬‭with‬‭equipment‬‭of‬
‭higher‬‭quality.‬‭They‬‭can‬‭never‬‭use‬‭missile‬‭equipment‬‭of‬‭inferior‬‭quality,‬‭except‬‭when‬‭in‬‭mortal‬‭danger‬‭or‬‭when‬
‭necessary‬‭for‬‭the‬‭success‬‭of‬‭a‬‭mission.‬

‭Guardian‬‭(Ranger)‬

‭The‬‭Guardian‬‭is‬‭a‬‭self-appointed‬‭protector‬‭of‬‭the‬‭wilderness.‬‭Compelled‬‭by‬‭a‬‭strong‬‭sense‬‭of‬‭duty,‬‭the‬
c‭ haracter‬‭has‬‭assumed‬‭responsibility‬‭for‬‭a‬‭tract‬‭of‬‭forested‬‭land.‬‭They‬‭have‬‭done‬‭their‬‭utmost‬‭to‬‭maintain‬‭it‬‭in‬‭its‬
‭natural‬‭state‬‭and‬‭protect‬‭its‬‭occupants.‬
‭Though‬‭they‬‭feel‬‭kindly‬‭towards‬‭woodsmen,‬‭elves,‬‭and‬‭others‬‭who‬‭share‬‭the‬‭players'‬‭respect‬‭for‬‭nature,‬‭they‬
‭have‬‭scant‬‭patience‬‭for‬‭those‬‭who‬‭would‬‭exploit‬‭the‬‭wilderness‬‭for‬‭gain‬‭or‬‭spite.‬‭A‬‭Guardian‬‭constantly‬‭monitors‬‭the‬
‭region‬‭they‬‭have‬‭sworn‬‭to‬‭protect.‬‭The‬‭player‬‭scrutinizes‬‭the‬‭activity‬‭of‬‭strangers,‬‭advises‬‭travelers,‬‭and‬‭intercepts‬
‭careless‬‭hunters.‬‭They‬‭keep‬‭an‬‭eye‬‭out‬‭for‬‭fires,‬‭floods,‬‭and‬‭other‬‭natural‬‭disasters,‬‭and‬‭do‬‭what‬‭they‬‭can‬‭to‬‭comfort‬
‭animals‬‭in‬‭times‬‭of‬‭crisis.‬
‭All‬‭Guardians‬‭have‬‭a‬‭specific‬‭region‬‭that‬‭they‬‭protect.‬‭The‬‭DM‬‭should‬‭establish‬‭the‬‭boundaries‬‭of‬‭a‬
‭Guardian's‬‭domain‬‭at‬‭the‬‭beginning‬‭of‬‭their‬‭career.‬‭There‬‭are‬‭no‬‭fixed‬‭rules‬‭for‬‭assigning‬‭domains,‬‭but‬‭in‬‭general,‬‭a‬
‭1st‬‭level‬‭Guardian's‬‭domain‬‭shouldn't‬‭exceed‬‭a‬‭few‬‭square‬‭miles.‬‭The‬‭domain‬‭expands‬‭by‬‭several‬‭square‬‭miles‬‭each‬
‭time‬‭the‬‭Guardian‬‭increases‬‭in‬‭level.‬‭At‬‭5th‬‭level,‬‭a‬‭Guardian's‬‭domain‬‭might‬‭encompass‬‭a‬‭region‬‭about‬‭20-25‬‭miles‬
‭across.‬‭At‬‭15th‬‭level‬‭or‬‭higher,‬‭the‬‭domain‬‭might‬‭encompass‬‭an‬‭area‬‭the‬‭size‬‭of‬‭a‬‭small‬‭country.‬
‭A‬‭Guardian's‬‭domain‬‭should‬‭correspond‬‭to‬‭their‬‭primary‬‭terrain.‬‭The‬‭domain‬‭is‬‭typically‬‭located‬‭in‬‭an‬
‭uncivilized‬‭part‬‭of‬‭the‬‭world,‬‭such‬‭as‬‭a‬‭remote‬‭mountain‬‭range‬‭or‬‭unexplored‬‭jungle.‬‭Two‬‭or‬‭more‬‭Guardians‬‭may‬
‭share‬‭an‬‭especially‬‭large‬‭domain,‬‭but‬‭such‬‭cases‬‭are‬‭rare.‬

‭ ole‬‭:‬‭Guardians‬‭operate‬‭of‬‭their‬‭own‬‭volition,‬‭without‬‭official‬‭sanction‬‭or‬‭title.‬‭They‬‭carry‬‭out‬‭their‬‭custodial‬‭duties‬
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‭as‬‭they‬‭see‬‭fit,‬‭taking‬‭whatever‬‭steps‬‭are‬‭deemed‬‭necessary‬‭to‬‭protect‬‭their‬‭domain.‬‭Despite‬‭their‬‭independence,‬‭they‬
‭usually‬‭maintain‬‭positive‬‭working‬‭relationships‬‭with‬‭officials‬‭of‬‭bordering‬‭nations.‬‭The‬‭relationship‬‭benefits‬‭both‬
‭parties.‬‭The‬‭Guardian‬‭notifies‬‭the‬‭officials‬‭of‬‭approaching‬‭armies‬‭or‬‭other‬‭potential‬‭threats,‬‭while‬‭the‬‭officials‬‭may‬
‭provide‬‭help‬‭for‬‭problems‬‭the‬‭Guardian‬‭can't‬‭handle‬‭alone.‬
‭Though‬‭many‬‭governments‬‭would‬‭jump‬‭at‬‭the‬‭chance‬‭to‬‭have‬‭such‬‭able‬‭Warriors‬‭in‬‭their‬‭employ,‬‭Guardians‬
‭resist‬‭all‬‭such‬‭offers,‬‭and‬‭steadfastly‬‭maintain‬‭their‬‭autonomy.‬‭An‬‭adventuring‬‭party‬‭entering‬‭a‬‭Guardian's‬‭domain‬
‭has‬‭a‬‭fairly‬‭high‬‭chance‬‭of‬‭encountering‬‭a‬‭Guardian.‬‭A‬‭Guardian‬‭will‬‭usually‬‭agree‬‭to‬‭guide‬‭a‬‭party‬‭through‬‭their‬
‭domain‬‭and,‬‭presuming‬‭the‬‭party's‬‭intentions‬‭are‬‭compatible‬‭with‬‭the‬‭Guardian's‬‭philosophy,‬‭assist‬‭them‬‭in‬‭their‬
‭efforts.‬
‭Though‬‭Guardians‬‭are‬‭reluctant‬‭to‬‭leave‬‭their‬‭domain,‬‭they‬‭may‬‭do‬‭so‬‭if‬‭presented‬‭with‬‭a‬‭compelling‬‭reason.‬
‭This‬‭may‬‭be‬‭the‬‭destruction‬‭of‬‭pristine‬‭wilderness‬‭or‬‭a‬‭threat‬‭to‬‭the‬‭ecology‬‭of‬‭another‬‭land.‬‭Guardians‬‭tend‬‭to‬‭be‬
‭self-sufficient,‬‭clear-headed,‬‭and‬‭conscientious.‬‭They‬‭make‬‭excellent‬‭leaders.‬‭Though‬‭Guardians‬‭may‬‭develop‬‭deep‬
‭friendships‬‭with‬‭other‬‭party‬‭members,‬‭they‬‭always‬‭part‬‭company‬‭at‬‭the‬‭end‬‭of‬‭an‬‭adventure,‬‭returning‬‭to‬‭their‬
‭domain‬‭as‬‭soon‬‭as‬‭they‬‭can.‬

‭Primary‬‭Terrain‬‭:‬‭Forest,‬‭Hill,‬‭Jungle,‬‭Mountain,‬‭or‬‭Plains.‬

‭Species‬‭Enemy‬‭:‬‭Any.‬

‭ ollowers‬‭:‬‭Guardians‬‭acquire‬‭at‬‭least‬‭one‬‭human‬‭or‬‭demihuman‬‭follower‬‭at‬‭some‬‭point‬‭in‬‭their‬‭careers.‬‭There‬‭are‬‭no‬
F
‭other‬‭restrictions‬‭or‬‭recommendations.‬

‭Weapon‬‭Proficiencies‬
‭Recommended:‬‭Bow‬‭(any)‬‭or‬‭crossbow‬‭(any),‬‭dagger,‬‭javelin,‬‭knife,‬‭quarterstaff,‬‭sling,‬‭spear,‬‭staff‬‭sling.‬

‭106‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Hunting‬‭or‬‭Fishing.‬
‭Recommended:‬‭Agriculture,‬‭Bowyer/Fletcher,‬‭Fire-building,‬‭Fishing,‬‭Foraging,‬‭Herbalism,‬‭Hunting,‬‭Riding‬
‭(Landbased),‬‭Rope‬‭Use,‬‭Set‬‭Snares,‬‭Swimming,‬‭Veterinary‬‭Healing,‬‭Weather‬‭Sense.‬

‭Equipment‬
‭Standard.‬

‭Special‬‭Benefits‬
‭The‬‭Guardian‬‭has‬‭minor‬‭access‬‭to‬‭the‬‭Protection‬‭sphere.‬‭In‬‭addition,‬‭a‬‭Guardian‬‭can‬‭cast‬‭certain‬‭spells‬
‭within‬‭the‬‭boundaries‬‭of‬‭their‬‭domain.‬‭They‬‭can‬‭use‬‭Detect‬‭Evil‬‭three‬‭times‬‭a‬‭day,‬‭Bless‬‭and‬‭Commune‬‭With‬‭Nature,‬
‭each‬‭once‬‭a‬‭week.‬
‭Revive‬‭Plants:‬‭This‬‭ability‬‭enables‬‭the‬‭Guardian‬‭to‬‭revitalize‬‭any‬‭type‬‭of‬‭natural‬‭plant‬‭life‬‭suffering‬‭from‬
‭drought,‬‭disease,‬‭insect‬‭infestation,‬‭or‬‭other‬‭forms‬‭of‬‭non-magical‬‭trauma.‬‭Dead‬‭plants‬‭can't‬‭be‬‭affected,‬‭nor‬‭can‬‭the‬
‭Guardian‬‭invigorate‬‭plants‬‭beyond‬‭their‬‭normal‬‭limits‬‭(for‬‭instance,‬‭a‬‭Guardian‬‭can't‬‭cause‬‭an‬‭apple‬‭tree‬‭to‬‭blossom‬
‭in‬‭the‬‭winter).‬‭The‬‭process‬‭requires‬‭8‬‭hours‬‭and‬‭can‬‭affect‬‭a‬‭square‬‭area‬‭whose‬‭sides‬‭are‬‭10‬‭yards‬‭times‬‭the‬
‭Guardian's‬‭level‬‭(a‬‭5th‬‭level‬‭Guardian‬‭can‬‭revive‬‭all‬‭of‬‭the‬‭plant‬‭life‬‭within‬‭a‬‭50‬‭yd.‬‭x‬‭50‬‭yd.‬‭square).‬‭The‬‭Guardian‬
‭can‬‭use‬‭this‬‭ability‬‭once‬‭per‬‭month.‬

‭Special‬‭Hindrances‬
‭If‬‭a‬‭Guardian‬‭leaves‬‭their‬‭domain‬‭for‬‭any‬‭length‬‭of‬‭time,‬‭they‬‭must‬‭make‬‭arrangements‬‭for‬‭someone‬‭else‬‭to‬
‭assume‬‭their‬‭duties.‬‭They‬‭may‬‭hire‬‭a‬‭caretaker,‬‭or‬‭assign‬‭temporary‬‭custody‬‭of‬‭the‬‭domain‬‭to‬‭a‬‭human‬‭or‬‭demihuman‬
‭follower.‬‭There‬‭are‬‭no‬‭fixed‬‭penalties‬‭for‬‭a‬‭Guardian‬‭who‬‭fails‬‭to‬‭do‬‭this.‬‭However,‬‭should‬‭a‬‭Guardian‬‭neglect‬‭their‬
‭responsibilities‬‭for‬‭more‬‭than‬‭a‬‭few‬‭days,‬‭the‬‭gods‬‭may‬‭deny‬‭the‬‭use‬‭of‬‭the‬‭special‬‭benefits‬‭associated‬‭with‬‭this‬‭kit.‬‭If‬
‭absent‬‭for‬‭longer‬‭periods,‬‭say,‬‭a‬‭few‬‭weeks,‬‭the‬‭gods‬‭may‬‭also‬‭deny‬‭the‬‭use‬‭of‬‭all‬‭spells.‬‭The‬‭Guardian‬‭recovers‬‭the‬
‭use‬‭of‬‭these‬‭special‬‭benefits‬‭and‬‭spells‬‭as‬‭soon‬‭as‬‭they‬‭return‬‭to‬‭their‬‭domain.‬

‭Hunter‬‭(Fighter/Thief)‬

‭Although‬‭some‬‭call‬‭them‬‭bounty‬‭hunters,‬‭the‬‭Hunters‬‭know‬‭better.‬‭Their‬‭chief‬‭joy‬‭in‬‭life‬‭is‬‭the‬‭hunt,‬‭and‬‭they‬
‭have‬‭trained‬‭themselves‬‭in‬‭the‬‭ways‬‭of‬‭life,‬‭fighting‬‭and‬‭stealth.‬

‭ ole‬‭:‬‭A‬‭Hunter‬‭is‬‭at‬‭home‬‭in‬‭both‬‭the‬‭city‬‭and‬‭the‬‭wilderness.‬‭Their‬‭job‬‭is‬‭to‬‭track‬‭down‬‭errant‬‭wrongdoers‬‭and‬‭bring‬
R
‭them‬‭to‬‭justice.‬‭They‬‭can‬‭be‬‭Good,‬‭Neutral,‬‭or‬‭Evil‬‭in‬‭alignment.‬‭Criminals‬‭may‬‭be‬‭brought‬‭to‬‭justice‬‭ethically‬‭or‬
‭hunted‬‭just‬‭for‬‭money.‬‭Morally‬‭right‬‭or‬‭not,‬‭the‬‭motivation‬‭is‬‭more‬‭about‬‭the‬‭thrill‬‭of‬‭the‬‭hunt‬‭than‬‭material‬‭gain.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Net‬
‭Recommended:‬‭Blowgun,‬‭Longbow,‬‭Lasso,‬‭Longsword.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Hunting,‬‭Tracking‬
‭Recommended:‬‭Blind‬‭Fighting,‬‭Disguise,‬‭Endurance,‬‭Intimidation,‬‭Juggling,‬‭Jumping,‬‭Running,‬‭Set‬‭Snares,‬
‭Tumbling.‬

‭Equipment‬
‭Hunters,‬‭like‬‭Rangers,‬‭do‬‭not‬‭like‬‭being‬‭heavily‬‭encumbered.‬‭They‬‭carry‬‭only‬‭those‬‭things‬‭that‬‭cannot‬‭be‬
‭quickly‬‭and‬‭cheaply‬‭replaced,‬‭and‬‭are‬‭usually‬‭prepared‬‭to‬‭make‬‭the‬‭things‬‭that‬‭cannot‬‭be‬‭easily‬‭replaced.‬‭Their‬‭most‬
‭valuable‬‭piece‬‭of‬‭equipment‬‭is‬‭their‬‭mind.‬

‭Special‬‭Benefits‬
‭The‬‭Hunter‬‭gains‬‭+10%‬‭for‬‭both‬‭the‬‭Move‬‭Silently‬‭and‬‭Hide‬‭in‬‭Shadows‬‭skills.‬‭This‬‭applies‬‭to‬‭both‬‭city‬‭and‬
‭wilderness‬‭settings.‬‭Because‬‭the‬‭character‬‭has‬‭spent‬‭so‬‭much‬‭time‬‭learning‬‭stealth,‬‭this‬‭is‬‭in‬‭addition‬‭to‬‭regular‬
‭modifiers‬‭for‬‭high‬‭Dexterity‬‭and‬‭race.‬‭The‬‭Hunter‬‭also‬‭has‬‭only‬‭half‬‭the‬‭penalty‬‭to‬‭Tracking‬‭proficiency‬‭that‬‭other‬
‭non-rangers‬‭suffer‬‭(-3).‬‭The‬‭character's‬‭life‬‭has‬‭been‬‭spent‬‭on‬‭the‬‭hunt,‬‭and‬‭therefore‬‭the‬‭character‬‭is‬‭more‬‭familiar‬
‭with‬‭the‬‭signs‬‭of‬‭the‬‭forest‬‭than‬‭many‬‭others.‬

‭Special‬‭Hindrances‬
‭Although‬‭Hunters‬‭fetch‬‭those‬‭who‬‭need‬‭fetching,‬‭they‬‭are‬‭not‬‭regarded‬‭well.‬‭They‬‭trade‬‭in‬‭flesh,‬‭and‬‭people‬
‭dislike‬‭their‬‭company.‬‭The‬‭player‬‭receives‬‭a‬‭-2‬‭reaction‬‭penalty‬‭when‬‭dealing‬‭with‬‭Good-aligned‬‭people.‬
‭In‬‭an‬‭Evil‬‭society,‬‭they‬‭hate‬‭the‬‭player,‬‭even‬‭if‬‭Evil,‬‭because‬‭the‬‭player‬‭and‬‭other‬‭Hunters‬‭are‬‭responsible‬‭for‬
‭the‬‭capture‬‭of‬‭friends‬‭and‬‭allies.‬‭They‬‭receive‬‭a‬‭-2‬‭penalty‬‭for‬‭reactions‬‭there‬‭as‬‭well.‬‭The‬‭Hunter‬‭may‬‭never‬‭be‬‭able‬
‭107‬
t‭o‬‭read‬‭languages,‬‭a‬‭skill‬‭available‬‭to‬‭most‬‭Thieves.‬‭Their‬‭style‬‭of‬‭life‬‭does‬‭not‬‭require‬‭learning‬‭new‬‭languages‬‭and‬
‭forces‬‭them‬‭to‬‭be‬‭constantly‬‭on‬‭the‬‭move.‬‭They‬‭do‬‭not‬‭have‬‭the‬‭time.‬
‭Hunters‬‭begin‬‭play‬‭with‬‭30‬‭to‬‭180‬‭(3d6‬‭X‬‭10)‬‭gp.‬

‭Elven‬‭Minstrel‬‭(Wizard/Thief)‬

‭Of‬‭all‬‭musicians‬‭in‬‭the‬‭world,‬‭none‬‭can‬‭play‬‭as‬‭purely‬‭as‬‭an‬‭elf.‬‭Minstrels‬‭spend‬‭their‬‭entire‬‭lives‬‭seeking‬
‭ usical‬‭perfection.‬‭Of‬‭course,‬‭the‬‭definition‬‭of‬‭perfection‬‭differs‬‭from‬‭one‬‭culture‬‭to‬‭the‬‭next.‬‭Elves‬‭believe‬‭that‬
m
‭music‬‭should‬‭be‬‭simple,‬‭pure,‬‭beautiful,‬‭and‬‭natural.‬‭Furthermore,‬‭those‬‭who‬‭listen‬‭should‬‭become‬‭lost‬‭in‬‭the‬‭music,‬
‭and‬‭their‬‭spirits‬‭should‬‭transcend‬‭their‬‭bodies‬‭to‬‭ride‬‭upon‬‭the‬‭sweet‬‭flow‬‭of‬‭glittering‬‭notes.‬‭Elves‬‭are‬‭a‬‭very‬‭magical‬
‭race,‬‭and‬‭this‬‭is‬‭especially‬‭true‬‭of‬‭their‬‭elite‬‭musicians,‬‭the‬‭Minstrels.‬

‭ ole‬‭:‬‭Within‬‭elven‬‭society,‬‭Minstrels‬‭are‬‭regarded‬‭as‬‭nobles.‬‭Minstrel‬‭groups‬‭perform‬‭during‬‭annual‬‭festivals‬‭for‬‭the‬
R
‭enjoyment‬‭of‬‭all,‬‭and‬‭Regents‬‭invite‬‭them‬‭to‬‭dine‬‭in‬‭exchange‬‭for‬‭an‬‭evening's‬‭song.‬‭Traditionalists‬‭elves‬‭view‬
‭minstrels‬‭as‬‭the‬‭only‬‭true‬‭elven‬‭Bards..‬
‭Elven‬‭Minstrels‬‭occasionally‬‭adventure‬‭out‬‭into‬‭the‬‭world.‬‭Some‬‭seek‬‭life‬‭experiences‬‭to‬‭enhance‬‭the‬‭quality‬
‭of‬‭their‬‭music.‬‭Others‬‭simply‬‭wander,‬‭relishing‬‭the‬‭sensation‬‭of‬‭freedom‬‭that‬‭inspires‬‭their‬‭songs.‬‭A‬‭few‬‭Minstrels‬
‭may‬‭seek‬‭to‬‭purge‬‭themselves‬‭of‬‭some‬‭impure‬‭act‬‭or‬‭event.‬

‭Weapon‬‭Proficiencies‬
‭Elven‬‭Minstrels‬‭are‬‭limited‬‭to‬‭the‬‭following‬‭weapon‬‭proficiencies:‬‭bow‬‭(any),‬‭dagger,‬‭dart,‬‭hand‬‭axe,‬‭javelin,‬
‭knife,‬‭quarterstaff,‬‭sling,‬‭spear,‬‭staff‬‭sling,‬‭long‬‭and‬‭short‬‭swords.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonuses:‬‭Musical‬‭Instrument,‬‭Reading/Writing,‬‭Singing,‬‭Spellcraft.‬
‭Recommended:‬‭Ancient‬‭History,‬‭Artistic‬‭Ability,‬‭Craft‬‭Instrument,‬‭Etiquette,‬‭Heraldry,‬‭Local‬‭History,‬‭and‬
‭Poetry.‬

‭Equipment‬
‭Minstrels‬‭can‬‭only‬‭choose‬‭between‬‭leather‬‭armor,‬‭padded‬‭armor,‬‭or‬‭elven‬‭chain‬‭mail.‬‭Even‬‭studded‬‭leather‬‭is‬
‭considered‬‭too‬‭harsh‬‭for‬‭a‬‭Minstrel‬‭to‬‭wear.‬

‭Special‬‭Benefits‬
‭The‬‭Minstrel‬‭has‬‭30‬‭to‬‭180‬‭(3d6x10)‬‭gp‬‭to‬‭begin‬‭with‬‭during‬‭character‬‭creation.‬
‭Special‬‭Resistance:‬‭Elven‬‭Minstrels‬‭gain‬‭a‬‭+2‬‭saving‬‭throw‬‭bonus‬‭against‬‭all‬‭magical‬‭effects‬‭based‬‭on‬‭music.‬
‭If‬‭the‬‭attack‬‭does‬‭not‬‭allow‬‭a‬‭saving‬‭throw,‬‭they‬‭still‬‭receive‬‭a‬‭normal‬‭saving‬‭throw.‬
‭Influence‬‭Reactions:‬‭This‬‭ability‬‭works‬‭just‬‭like‬‭the‬‭Bard's‬‭ability‬‭of‬‭the‬‭same‬‭name.‬‭However,‬‭a‬‭Minstrel‬
‭can‬‭sing‬‭or‬‭play‬‭an‬‭instrument‬‭in‬‭an‬‭attempt‬‭to‬‭influence‬‭reactions.‬‭And,‬‭if‬‭the‬‭Minstrel‬‭does‬‭both,‬‭the‬‭player‬‭can‬
‭adjust‬‭the‬‭reactions‬‭by‬‭two‬‭levels‬‭instead‬‭of‬‭the‬‭typical‬‭one.‬
‭Counter‬‭Song:‬‭The‬‭last‬‭special‬‭benefit‬‭of‬‭the‬‭Minstrel‬‭is‬‭identical‬‭to‬‭the‬‭Bard's‬‭counter‬‭song‬‭ability‬‭in‬‭every‬
‭way.‬

‭Special‬‭Hindrances‬
‭None.‬

‭War‬‭Wizard‬‭(Fighter/Mage)‬

‭Although‬‭elves‬‭do‬‭not‬‭desire‬‭war,‬‭preferring‬‭instead‬‭to‬‭live‬‭their‬‭lives‬‭in‬‭peace‬‭and‬‭idyllic‬‭happiness,‬‭they‬
r‭ ecognize‬‭that‬‭the‬‭world‬‭is‬‭full‬‭of‬‭races‬‭hostile‬‭to‬‭elves.‬‭These‬‭races‬‭would‬‭love‬‭to‬‭see‬‭them‬‭driven‬‭into‬‭the‬‭dirt.‬‭A‬
‭War‬‭Wizard‬‭is‬‭one‬‭who‬‭has‬‭devoted‬‭their‬‭life‬‭to‬‭defending‬‭against‬‭such‬‭attacks.‬

‭ ole‬‭:‬‭The‬‭War‬‭Wizard‬‭is‬‭usually‬‭the‬‭person‬‭in‬‭charge‬‭of‬‭defense‬‭for‬‭any‬‭given‬‭elf‬‭town.‬‭When‬‭there‬‭is‬‭a‬‭problem‬
R
‭with‬‭an‬‭enemy,‬‭the‬‭War‬‭Wizard‬‭is‬‭the‬‭one‬‭to‬‭call.‬‭Even‬‭if‬‭not‬‭associated‬‭with‬‭a‬‭town,‬‭the‬‭War‬‭Wizard‬‭is‬‭an‬‭invaluable‬
‭asset‬‭to‬‭any‬‭group‬‭that‬‭expects‬‭to‬‭face‬‭trouble.‬‭Simple‬‭strategic‬‭knowledge‬‭is‬‭their‬‭bread‬‭and‬‭butter,‬‭but‬‭their‬
‭expertise‬‭does‬‭not‬‭end‬‭there.‬‭They‬‭can‬‭work‬‭offensive‬‭marvels‬‭physically,‬‭and‬‭their‬‭spellcasting‬‭skills‬‭are‬‭excellent.‬

‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Any‬‭2‬‭weapons.‬
‭Recommended:‬‭Short‬‭sword,‬‭weapon‬‭specialization‬‭and‬‭style‬‭specialization.‬

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‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Spellcraft,‬‭plus‬‭Engineering‬‭or‬‭Survival.‬
‭Recommended:‬‭Blind-Fighting,‬‭Heraldry,‬‭Land-Based‬‭Riding,‬‭Languages‬‭(Ancient‬‭or‬‭Modern),‬‭Set‬‭Snares,‬
‭Weather‬‭Sense.‬

‭Equipment‬
‭War‬‭Wizards‬‭can‬‭carry‬‭whatever‬‭equipment‬‭they‬‭like.‬‭When‬‭in‬‭a‬‭military‬‭capacity,‬‭they‬‭must‬‭wear‬‭a‬
‭uniform.‬

‭Special‬‭Benefits‬
‭War‬‭Wizards,‬‭because‬‭of‬‭their‬‭knowledge‬‭of‬‭strategy,‬‭can‬‭enable‬‭their‬‭side‬‭to‬‭add‬‭+1‬‭to‬‭attack‬‭rolls‬‭for‬‭the‬
‭duration‬‭of‬‭a‬‭battle.‬‭This‬‭bonus‬‭applies‬‭only‬‭if‬‭all‬‭the‬‭following‬‭conditions‬‭are‬‭met:‬
‭1)‬‭The‬‭War‬‭Wizard‬‭has‬‭had‬‭a‬‭chance‬‭to‬‭survey‬‭the‬‭area‬‭and‬‭map‬‭it.‬
‭2)‬‭The‬‭War‬‭Wizard‬‭holds‬‭a‬‭strategy‬‭meeting‬‭with‬‭all‬‭who‬‭gain‬‭the‬‭+1‬‭bonus.‬
‭3)‬‭All‬‭members‬‭of‬‭the‬‭War‬‭Wizards‬‭side‬‭who‬‭are‬‭to‬‭receive‬‭the‬‭bonus‬‭must‬‭successfully‬‭make‬‭an‬‭Intelligence‬‭check‬
‭that‬‭has‬‭been‬‭modified‬‭by‬‭the‬‭difficulty‬‭of‬‭the‬‭instructions‬‭and‬‭changes‬‭in‬‭the‬‭terrain.‬‭Those‬‭who‬‭fail‬‭do‬‭not‬‭gain‬‭the‬
‭bonus,‬‭and‬‭they‬‭run‬‭the‬‭risk‬‭of‬‭destroying‬‭another‬‭team‬‭member's‬‭bonus‬‭during‬‭battle.‬‭If‬‭these‬‭conditions‬‭are‬‭met,‬‭the‬
‭War‬‭Wizard's‬‭side‬‭gains‬‭the‬‭bonus.‬‭If‬‭any‬‭part‬‭is‬‭left‬‭out‬‭or‬‭ignored,‬‭the‬‭bonus‬‭is‬‭negated.‬
‭The‬‭War‬‭Wizard‬‭is‬‭allowed‬‭a‬‭weapon‬‭of‬‭choice,‬‭gaining‬‭a‬‭+1‬‭to‬‭attack‬‭rolls‬‭with‬‭this‬‭weapon,‬‭cumulative‬
‭with‬‭all‬‭other‬‭applicable‬‭bonuses.‬
‭Once‬‭every‬‭four‬‭levels,‬‭the‬‭player‬‭also‬‭gains‬‭a‬‭"spell‬‭of‬‭choice".‬‭This‬‭spell‬‭is‬‭usually‬‭a‬‭large-scale‬‭offensive‬
‭spell‬‭or‬‭it‬‭may‬‭be‬‭a‬‭handy‬‭defensive‬‭spell.‬‭Only‬‭rarely‬‭are‬‭they‬‭personal‬‭in‬‭scope‬‭and,‬‭even‬‭then,‬‭they‬‭must‬‭have‬
‭some‬‭applicability‬‭to‬‭a‬‭larger‬‭party.‬‭The‬‭spell‬‭can‬‭be‬‭of‬‭any‬‭level‬‭the‬‭War‬‭Wizard‬‭can‬‭cast‬‭at‬‭the‬‭time‬‭they‬‭choose‬‭the‬
‭spell.‬‭Thus,‬‭at‬‭4th‬‭level,‬‭a‬‭War‬‭Wizard‬‭can‬‭use‬‭spells‬‭of‬‭1st‬‭or‬‭2nd‬‭level.‬‭At‬‭8th‬‭level,‬‭they‬‭can‬‭select‬‭spells‬‭up‬‭to‬‭4th‬
‭level.‬
‭The‬‭chosen‬‭spell‬‭is‬‭not‬‭a‬‭bonus‬‭spell‬‭for‬‭the‬‭War‬‭Wizard.‬‭It‬‭must‬‭still‬‭be‬‭memorized‬‭just‬‭like‬‭a‬‭normal‬‭spell.‬
‭However,‬‭the‬‭spell‬‭can‬‭either‬‭be‬‭cast‬‭more‬‭quickly,‬‭moving‬‭the‬‭spell‬‭being‬‭cast‬‭up‬‭a‬‭phase‬‭in‬‭initiative‬‭(not‬‭into‬‭the‬
‭very‬‭phase)‬‭or‬‭the‬‭War‬‭Wizard‬‭can‬‭force‬‭the‬‭opponent‬‭to‬‭take‬‭a‬‭–1‬‭on‬‭their‬‭save.‬‭Once‬‭chosen‬‭for‬‭a‬‭particular‬‭spell,‬
‭these‬‭bonuses‬‭are‬‭permanent.‬

‭Special‬‭Hindrances‬
‭The‬‭War‬‭Wizard‬‭starts‬‭off‬‭with‬‭30‬‭to‬‭180‬‭(3d6x10)‬‭gp‬‭during‬‭character‬‭creation.‬
‭War‬‭Wizards‬‭are‬‭limited‬‭in‬‭their‬‭choice‬‭of‬‭weapons.‬‭Any‬‭of‬‭the‬‭normal‬‭Wizard's‬‭weapons,‬‭any‬‭sword,‬‭any‬
‭bow,‬‭or‬‭a‬‭lance‬‭may‬‭be‬‭chosen.‬‭The‬‭selection‬‭cannot‬‭extend‬‭beyond‬‭these,‬‭however.‬
‭War‬‭Wizards‬‭guarding‬‭the‬‭Elven‬‭realms‬‭swear‬‭an‬‭oath‬‭when‬‭joining,‬‭to‬‭follow‬‭a‬‭code‬‭of‬‭conduct‬‭that‬‭they‬
‭must‬‭abide‬‭by‬‭at‬‭all‬‭times.‬‭Even‬‭when‬‭they‬‭are‬‭apart‬‭from‬‭their‬‭units,‬‭the‬‭code‬‭may‬‭never‬‭be‬‭broken.‬‭An‬‭employer‬
‭may‬‭require‬‭a‬‭sworn‬‭oath‬‭to‬‭adhere‬‭to‬‭a‬‭code‬‭of‬‭conduct.‬
‭If‬‭the‬‭player‬‭violates‬‭the‬‭oath‬‭and‬‭it‬‭is‬‭discovered,‬‭they‬‭will‬‭be‬‭expelled‬‭from‬‭the‬‭unit.‬‭It‬‭is‬‭up‬‭to‬‭the‬‭DM‬‭and‬
‭the‬‭player‬‭to‬‭determine‬‭what‬‭the‬‭code‬‭is‬‭for‬‭each‬‭unit,‬‭but‬‭it‬‭should‬‭be‬‭fierce,‬‭demanding,‬‭and‬‭restrictive.‬‭A‬‭character‬
‭who‬‭is‬‭aware‬‭of‬‭the‬‭code‬‭violation‬‭will‬‭react‬‭in‬‭the‬‭hostile‬‭category‬‭on‬‭the‬‭reaction‬‭table‬‭on‬‭page‬‭125‬‭of‬‭the‬
‭Birthright‬‭Dungeon‬‭Master’s‬‭Guide.‬
‭Lastly,‬‭the‬‭unit‬‭will‬‭place‬‭demands‬‭on‬‭the‬‭War‬‭Wizard.‬‭The‬‭kit‬‭benefits‬‭will‬‭be‬‭removed‬‭if‬‭the‬‭player‬‭does‬
‭not‬‭comply‬‭with‬‭these‬‭demands.‬‭The‬‭unit‬‭will‬‭typically‬‭take‬‭up‬‭about‬‭one‬‭month‬‭per‬‭year‬‭of‬‭the‬‭War‬‭Wizard's‬‭time.‬

‭Halfling‬‭Kits‬

‭Halflings‬‭do‬‭not‬‭typically‬‭seek‬‭the‬‭adventuring‬‭lifestyle.‬‭The‬‭Halfling‬‭Kits‬‭are‬‭only‬‭used‬‭by‬‭Halflings.‬‭They‬
‭ ave‬‭a‬‭section,‬‭“Roads‬‭to‬‭Adventure”,‬‭outlining‬‭some‬‭of‬‭the‬‭possible‬‭reasons‬‭the‬‭halfling‬‭would‬‭leave‬‭the‬‭comforts‬
h
‭of‬‭home‬‭for‬‭the‬‭dangers‬‭of‬‭adventuring.‬

‭The‬‭Archer/Slinger‬‭(Fighter)‬

‭Archers/Slingers‬‭are‬‭halfling‬‭Warriors‬‭who‬‭devote‬‭nearly‬‭all‬‭their‬‭time‬‭and‬‭energy‬‭to‬‭the‬‭development‬‭of‬
s‭ kill‬‭with‬‭a‬‭missile‬‭weapon.‬‭"Archer"‬‭is‬‭the‬‭generic‬‭name‬‭for‬‭this‬‭kit.‬‭A‬‭"Slinger"‬‭version‬‭of‬‭the‬‭kit‬‭also‬‭exists‬‭and‬‭is‬
‭nearly‬‭as‬‭popular‬‭as‬‭the‬‭Archer‬‭itself.‬
‭An‬‭Archer/Slinger‬‭must‬‭have‬‭a‬‭Dexterity‬‭score‬‭of‬‭at‬‭least‬‭15.‬‭Often‬‭an‬‭Archer/Slinger‬‭comes‬‭from‬‭a‬
‭background‬‭as‬‭a‬‭hunter,‬‭though‬‭membership‬‭in‬‭the‬‭local‬‭militia‬‭is‬‭another‬‭possible‬‭avenue‬‭into‬‭the‬‭kit.‬

‭ ole‬‭:‬ ‭The‬‭Archer/Slinger‬‭is‬‭a‬‭respected‬‭figure‬‭in‬‭a‬‭race‬‭where‬‭missile‬‭skill‬‭is‬‭the‬‭norm.‬‭They‬‭are‬‭the‬‭best‬‭of‬‭the‬‭best.‬
R
‭In‬‭a‬‭small‬‭village‬‭the‬‭character‬‭will‬‭be‬‭one‬‭of‬‭the‬‭primary‬‭hunters.‬‭Archers/slingers‬‭work‬‭well‬‭with‬‭forestwalkers.‬‭It‬
‭is‬‭often‬‭the‬‭archer/slinger’s‬‭task‬‭to‬‭bring‬‭down‬‭the‬‭game‬‭the‬‭forestwalker‬‭has‬‭tracked.‬
‭109‬
‭Additionally,‬‭they‬‭serve‬‭as‬‭a‬‭staunch‬‭pillar‬‭of‬‭the‬‭community‬‭defense‬‭force.‬‭Often,‬‭a‬‭skilled‬‭Archer/Slinger‬
‭will‬‭be‬‭placed‬‭in‬‭command‬‭of‬‭a‬‭company‬‭of‬‭halfling‬‭bowmen‬‭or‬‭slingers.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭Archer/Slingers‬‭are‬‭likely‬‭to‬‭be‬‭drawn‬‭into‬‭adventure‬‭for‬‭several‬‭reasons.‬‭The‬‭challenge‬‭of‬
R
‭competition‬‭is‬‭strong.‬‭The‬‭most‬‭talented‬‭archers‬‭in‬‭the‬‭community‬‭will‬‭naturally‬‭be‬‭tempted‬‭to‬‭test‬‭their‬‭skill‬‭against‬
‭small‬‭folk,‬‭other‬‭demihumans,‬‭and‬‭human‬‭archers.‬‭Because‬‭their‬‭skill‬‭is‬‭so‬‭easily‬‭measurable,‬‭halfling‬‭archers‬‭are‬
‭particularly‬‭susceptible‬‭to‬‭this‬‭urge‬‭to‬‭go‬‭out‬‭and‬‭test‬‭their‬‭abilities‬‭against‬‭the‬‭toughest‬‭competition‬‭they‬‭can‬‭find.‬
‭Alternatively,‬‭a‬‭halfling‬‭Archer/Slingers‬‭may‬‭be‬‭vigorously‬‭recruited‬‭by‬‭other‬‭adventurers‬‭who‬‭recognize‬‭the‬
‭value‬‭of‬‭a‬‭skilled‬‭Bowman‬‭or‬‭Slinger.‬
‭Also,‬‭the‬‭Archer/Slinger’s‬‭skill‬‭helps‬‭to‬‭make‬‭them‬‭an‬‭accomplished‬‭hunter,‬‭and‬‭many‬‭an‬‭adventure‬‭can‬
‭begin‬‭during‬‭a‬‭long‬‭stalk‬‭through‬‭the‬‭trackless‬‭forest.‬‭At‬‭the‬‭same‬‭time,‬‭the‬‭player’s‬‭likely‬‭status‬‭as‬‭a‬‭prominent‬
‭member‬‭of‬‭the‬‭village's‬‭defense‬‭militia‬‭makes‬‭the‬‭archer‬‭a‬‭likely‬‭candidate‬‭for‬‭any‬‭rescue‬‭party‬‭or‬‭guard‬‭duty‬‭that‬
‭might‬‭develop.‬

‭Weapon‬‭Proficiencies‬
‭Three‬‭of‬‭the‬‭Archer/Slinger’s‬‭initial‬‭weapons‬‭proficiency‬‭slots‬‭must‬‭be‬‭used‬‭for‬‭missile‬‭weapons.‬‭Weapon‬
‭Proficiencies,‬‭weapon‬‭specializations,‬‭and‬‭missile‬‭style‬‭specialization‬‭can‬‭be‬‭used‬‭for‬‭the‬‭three‬‭slots‬‭required‬‭for‬‭the‬
‭kit.‬

‭Non-Weapon‬‭Proficiencies‬
‭Bonus:‬‭Archers‬‭receive‬‭a‬‭Bowyer/Fletcher‬‭proficiency.‬‭Slingers‬‭receive‬‭one‬‭of‬‭the‬‭recommended‬
‭Non-Weapon‬‭Proficiencies‬‭for‬‭free.‬
‭Recommended:‬‭The‬‭character‬‭should‬‭consider‬‭taking‬‭Hunting,‬‭Firebuilding,‬‭Tracking,‬‭and‬‭Weather‬‭Sense.‬

‭Equipment‬
‭The‬‭Archers/Slinger’s‬‭most‬‭essential‬‭piece‬‭of‬‭equipment‬‭is‬‭their‬‭bow‬‭or‬‭sling.‬‭At‬‭the‬‭start‬‭of‬‭their‬‭career‬‭this‬
‭is‬‭likely‬‭to‬‭be‬‭a‬‭non-magical‬‭(although‬‭well-made)‬‭weapon,‬‭but‬‭throughout‬‭their‬‭adventures‬‭the‬‭character‬‭will‬
‭continually‬‭search‬‭for‬‭the‬‭most‬‭suitable‬‭bow‬‭or‬‭sling.‬‭All‬‭Archers/Slingers‬‭carry‬‭a‬‭plentiful‬‭supply‬‭of‬‭ammunition,‬
‭usually‬‭at‬‭least‬‭twice‬‭the‬‭usual‬‭quiver‬‭full‬‭of‬‭arrows,‬‭or‬‭number‬‭of‬‭bullets.‬
‭As‬‭often‬‭as‬‭not,‬‭halflings‬‭with‬‭this‬‭kit‬‭will‬‭collect‬‭a‬‭variety‬‭of‬‭unique‬‭missile‬‭types‬‭for‬‭use‬‭in‬‭special‬
‭situations.‬‭For‬‭example,‬‭an‬‭Archer‬‭might‬‭have‬‭a‬‭few‬‭blunt-headed‬‭arrows‬‭(for‬‭stunning,‬‭rather‬‭than‬‭killing,‬‭targets),‬
‭barbed‬‭arrows‬‭with‬‭thin‬‭lines‬‭attached‬‭(enabling‬‭them‬‭to‬‭retrieve‬‭small‬‭game‬‭simply‬‭by‬‭reeling‬‭in‬‭the‬‭string‬‭after‬‭a‬
‭hit)‬‭and‬‭fire‬‭arrows‬‭(extra-long‬‭arrows‬‭with‬‭rags‬‭wrapped‬‭around‬‭their‬‭heads;‬‭when‬‭soaked‬‭with‬‭oil‬‭and‬‭ignited,‬‭these‬
‭missiles‬‭fly‬‭half‬‭the‬‭distance‬‭of‬‭regular‬‭arrows‬‭but‬‭have‬‭an‬‭excellent‬‭chance‬‭to‬‭ignite‬‭any‬‭flammable‬‭substance‬‭that‬
‭they‬‭strike).‬‭A‬‭Slinger‬‭will‬‭likewise‬‭have‬‭a‬‭selection‬‭of‬‭special‬‭sling‬‭bullets,‬‭some‬‭spiked,‬‭others‬‭hollow‬‭and‬‭filled‬
‭with‬‭skunk‬‭oil,‬‭sleeping‬‭gas,‬‭or‬‭a‬‭number‬‭of‬‭other‬‭noxious‬‭substances.‬

‭Special‬‭Benefits‬
‭Archers/Slingers‬‭can‬‭choose‬‭to‬‭make‬‭a‬‭called‬‭shot,‬‭earning‬‭additional‬‭bonuses‬‭on‬‭their‬‭missile‬‭attacks‬‭in‬
‭certain‬‭circumstances.‬‭By‬‭electing‬‭to‬‭take‬‭careful‬‭aim,‬‭they‬‭gain‬‭an‬‭extra‬‭+2‬‭in‬‭addition‬‭to‬‭the‬‭+2‬‭bonus‬‭for‬‭covering‬
‭on‬‭their‬‭attack‬‭roll‬‭for‬‭a‬‭cover‬‭shot.‬‭This‬‭requires‬‭that‬‭they‬‭forgo‬‭1‬‭missile‬‭attack‬‭to‬‭set‬‭up‬‭the‬‭cover‬‭shot.‬
‭Any‬‭successful‬‭attack‬‭against‬‭the‬‭Archer/Slinger‬‭will‬‭naturally‬‭break‬‭their‬‭concentration‬‭and‬‭cause‬‭the‬‭cover‬
‭benefits‬‭to‬‭be‬‭lost.‬‭However,‬‭in‬‭this‬‭case‬‭the‬‭shot‬‭can‬‭still‬‭be‬‭made‬‭and‬‭has‬‭a‬‭normal‬‭chance‬‭to‬‭hit.‬
‭The‬‭+2‬‭bonus‬‭is‬‭in‬‭addition‬‭to‬‭any‬‭other‬‭attack‬‭bonuses‬‭the‬‭character‬‭might‬‭have‬‭due‬‭to‬‭dexterity,‬‭weapon‬
‭specialization,‬‭bless‬‭spells,‬‭magical‬‭weaponry,‬‭or‬‭from‬‭the‬‭cover‬‭shot‬‭bonus‬‭itself.‬
‭In‬‭outdoor‬‭melee,‬‭the‬‭same‬‭procedure‬‭can‬‭be‬‭used‬‭to‬‭increase‬‭the‬‭range‬‭of‬‭the‬‭shot‬‭instead‬‭of‬‭gaining‬‭the‬
‭attack‬‭bonus‬‭(i.e.,‬‭the‬‭Archer/Slinger‬‭can‬‭choose‬‭to‬‭make‬‭a‬‭called‬‭shot‬‭with‬‭increased‬‭accuracy‬‭or‬‭extended‬‭range,‬
‭but‬‭not‬‭both‬‭at‬‭the‬‭same‬‭time).‬‭The‬‭extra‬‭range‬‭is‬‭equal‬‭to‬‭the‬‭weapon's‬‭medium‬‭range‬‭added‬‭to‬‭the‬‭long‬‭range;‬‭the‬
‭attack‬‭is‬‭modified‬‭with‬‭the‬‭-5‬‭long‬‭range‬‭penalty‬‭to‬‭hit.‬

‭Special‬‭Hindrances‬
‭The‬‭Archer/Slinger‬‭can‬‭gain‬‭normal‬‭proficiency‬‭with‬‭one‬‭melee‬‭weapon.‬‭They‬‭can‬‭spend‬‭proficiency‬‭slots‬
‭on‬‭others‬‭but‬‭will‬‭always‬‭wield‬‭them‬‭with‬‭a‬‭-1‬‭penalty‬‭on‬‭all‬‭attack‬‭rolls.‬‭For‬‭example,‬‭suppose‬‭Willem‬‭the‬‭character‬
‭learns‬‭to‬‭use‬‭a‬‭short‬‭sword‬‭as‬‭well‬‭as‬‭a‬‭bow,‬‭sling,‬‭and‬‭throwing‬‭knives.‬‭If‬‭the‬‭player‬‭later‬‭decides‬‭to‬‭use‬‭a‬
‭proficiency‬‭for‬‭hand-to-hand‬‭knife-fighting,‬‭they‬‭can‬‭do‬‭so‬‭(assuming‬‭he‬‭has‬‭the‬‭proficiency‬‭slot‬‭to‬‭spare)‬‭but‬‭will‬
‭suffer‬‭a‬‭-1‬‭penalty‬‭on‬‭his‬‭melee‬‭attack‬‭rolls‬‭with‬‭the‬‭knife.‬

‭110‬
‭Forestwalker‬‭(Fighter)‬

‭ he‬‭Forestwalker‬‭is‬‭the‬‭halfling‬‭version‬‭of‬‭the‬‭scout,‬‭adept‬‭at‬‭moving‬‭through‬‭the‬‭woodlands,‬‭tracking‬‭prey‬
T
‭and‬‭trespassers.‬‭Forestwalkers‬‭are‬‭very‬‭protective‬‭of‬‭their‬‭woods‬‭and‬‭tend‬‭to‬‭be‬‭loners,‬‭although‬‭they‬‭are‬‭not‬‭hermits.‬
‭Indeed,‬‭a‬‭Forestwalker‬‭is‬‭happy‬‭to‬‭share‬‭a‬‭campfire‬‭with‬‭guests‬‭and‬‭will‬‭often‬‭come‬‭to‬‭the‬‭aid‬‭of‬‭travelers‬‭who‬‭treat‬
‭the‬‭woods‬‭with‬‭due‬‭respect.‬‭Many‬‭are‬‭the‬‭tales‬‭of‬‭adventuring‬‭parties‬‭lost‬‭in‬‭the‬‭woods‬‭and‬‭rescued‬‭by‬‭a‬‭friendly‬
‭Forestwalker.‬
‭While‬‭most‬‭halflings‬‭consider‬‭a‬‭single‬‭burrow‬‭or‬‭building‬‭their‬‭home,‬‭for‬‭the‬‭Forestwalker‬‭the‬‭whole‬‭forest‬
‭in‬‭which‬‭they‬‭live‬‭is‬‭"home."‬‭The‬‭Forestwalker‬‭is‬‭likely‬‭to‬‭maintain‬‭several‬‭shelters‬‭in‬‭the‬‭particular‬‭woods‬‭they‬
‭have‬‭claimed‬‭for‬‭their‬‭own.‬‭These‬‭might‬‭range‬‭from‬‭cramped‬‭niches‬‭in‬‭hollow‬‭tree‬‭stumps,‬‭providing‬‭little‬‭more‬‭than‬
‭bare‬‭shelter‬‭from‬‭the‬‭elements.‬‭They‬‭might‬‭also‬‭include‬‭elaborate‬‭burrows‬‭in‬‭small‬‭caves‬‭or‬‭earthen‬‭holes‬‭excavated‬
‭beneath‬‭a‬‭sheltered‬‭bank.‬‭Though‬‭the‬‭halfling‬‭cannot‬‭be‬‭said‬‭to‬‭live‬‭in‬‭any‬‭single‬‭one‬‭of‬‭these,‬‭the‬‭character‬‭is‬‭likely‬
‭to‬‭keep‬‭them‬‭all‬‭well-stocked‬‭with‬‭food,‬‭fuel,‬‭candles,‬‭blankets‬‭or‬‭furs,‬‭and‬‭perhaps‬‭a‬‭jug‬‭or‬‭two.‬‭If‬‭at‬‭all‬‭possible,‬
‭each‬‭shelter‬‭will‬‭have‬‭some‬‭kind‬‭of‬‭fireplace.‬‭In‬‭some‬‭cases,‬‭a‬‭simple‬‭circle‬‭of‬‭stones,‬‭in‬‭others,‬‭a‬‭well-built‬‭hearth‬
‭complete‬‭with‬‭chimney‬‭or‬‭vent‬‭to‬‭carry‬‭the‬‭smoke‬‭away.‬‭Where‬‭no‬‭fireplace‬‭is‬‭possible,‬‭the‬‭Forestwalker‬‭will‬‭seek‬
‭consolation‬‭in‬‭a‬‭pipe‬‭of‬‭tobacco.‬
‭The‬‭Forestwalker‬‭must‬‭have‬‭a‬‭Wisdom‬‭score‬‭of‬‭at‬‭least‬‭13.‬

‭ ole‬‭:‬‭The‬‭Forestwalker‬‭is‬‭the‬‭protector‬‭of‬‭the‬‭woods:‬‭the‬‭guardian‬‭of‬‭game,‬‭fire‬‭marshal,‬‭and‬‭an‬‭effective‬‭scout‬
R
‭against‬‭enemy‬‭incursion‬‭into‬‭a‬‭halfling‬‭realm.‬‭The‬‭player‬‭is‬‭a‬‭respected‬‭figure‬‭in‬‭the‬‭village‬‭and‬‭is‬‭more‬‭likely‬‭than‬
‭not‬‭to‬‭have‬‭a‬‭family‬‭and‬‭a‬‭comfortable‬‭burrow‬‭amid‬‭the‬‭dwellings‬‭of‬‭their‬‭neighbors.‬‭However,‬‭between‬‭a‬‭sense‬‭of‬
‭duty‬‭and‬‭sheer‬‭wanderlust,‬‭a‬‭typical‬‭Forestwalker‬‭will‬‭rarely‬‭spend‬‭more‬‭than‬‭one‬‭day‬‭in‬‭ten‬‭with‬‭their‬‭spouse‬‭and‬
‭offspring.‬‭This‬‭is‬‭a‬‭situation‬‭the‬‭character’s‬‭family‬‭respects‬‭and‬‭accepts.‬
‭The‬‭Forestwalker‬‭is‬‭also‬‭considered‬‭to‬‭be‬‭one‬‭of‬‭the‬‭more‬‭skilled‬‭hunters‬‭in‬‭the‬‭halfling‬‭community.‬‭Thus,‬
‭when‬‭they‬‭come‬‭into‬‭town,‬‭it‬‭is‬‭often‬‭with‬‭a‬‭large‬‭cache‬‭of‬‭fresh‬‭meat--a‬‭trait‬‭that‬‭further‬‭endears‬‭the‬‭character‬‭to‬
‭these‬‭feast-loving‬‭folk.‬‭Often‬‭the‬‭Forestwalker‬‭can‬‭barter‬‭for‬‭all‬‭the‬‭other‬‭essentials‬‭of‬‭life,‬‭simply‬‭by‬‭knowing‬‭how‬
‭to‬‭gain‬‭the‬‭bounty‬‭of‬‭the‬‭woods.‬
‭Besides‬‭hunting,‬‭Forestwalkers‬‭are‬‭also‬‭adept‬‭at‬‭finding‬‭nuts,‬‭edible‬‭berries‬‭and‬‭other‬‭fruits,‬‭herbs,‬‭roots,‬
‭and,‬‭perhaps‬‭most‬‭of‬‭all‬‭from‬‭a‬‭halfling's‬‭point‬‭of‬‭view,‬‭mushrooms.‬‭Many‬‭are‬‭fine‬‭cooks,‬‭able‬‭to‬‭serve‬‭up‬‭savory‬
‭soups‬‭and‬‭rich‬‭stews‬‭that‬‭would‬‭be‬‭the‬‭envy‬‭of‬‭any‬‭fine‬‭restaurant.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭The‬‭Forestwalker‬‭is‬‭extremely‬‭protective‬‭of‬‭their‬‭woods‬‭and‬‭will‬‭seek‬‭retribution‬‭against‬‭any‬
R
‭force‬‭that‬‭hurts‬‭the‬‭forest.‬‭They‬‭will‬‭be‬‭willing‬‭to‬‭"go‬‭to‬‭any‬‭lengths"‬‭(and‬‭travel‬‭significant‬‭distances)‬‭to‬‭see‬‭justice‬
‭done‬‭in‬‭such‬‭a‬‭case.‬‭This‬‭retribution‬‭might‬‭be‬‭seen‬‭as‬‭exceeding‬‭the‬‭typical‬‭halfling‬‭nonchalance‬‭regarding‬‭revenge.‬
‭It's‬‭not,‬‭though.‬‭The‬‭Forestwalker‬‭thinks‬‭of‬‭their‬‭wood‬‭as‬‭a‬‭living‬‭being,‬‭not‬‭a‬‭thing.‬‭Consequently,‬‭any‬‭affront‬
‭against‬‭the‬‭forest‬‭is‬‭treated‬‭like‬‭an‬‭attack‬‭on‬‭a‬‭friend,‬‭not‬‭like‬‭the‬‭theft‬‭of‬‭a‬‭possession.‬
‭The‬‭curiosity‬‭that‬‭lies‬‭latent‬‭in‬‭so‬‭many‬‭halflings‬‭bubbles‬‭near‬‭the‬‭surface‬‭of‬‭the‬‭Forestwalker.‬‭A‬‭simple‬‭love‬
‭of‬‭exploring‬‭often‬‭draws‬‭them‬‭away‬‭on‬‭long‬‭expeditions.‬‭They‬‭delight‬‭in‬‭following‬‭the‬‭course‬‭of‬‭streams‬‭and‬‭rivers‬
‭and‬‭in‬‭analyzing‬‭the‬‭various‬‭drainage‬‭patterns‬‭in‬‭a‬‭watershed.‬‭The‬‭opportunity‬‭to‬‭encounter‬‭new‬‭types‬‭of‬‭trees‬‭and‬
‭map‬‭out‬‭hitherto‬‭unknown‬‭regions‬‭of‬‭forest‬‭and‬‭woodland‬‭is‬‭often‬‭enough‬‭to‬‭tempt‬‭a‬‭Forestwalker‬‭into‬‭joining‬‭an‬
‭adventuring‬‭party‬‭on‬‭a‬‭short-term‬‭basis,‬‭but‬‭they‬‭will‬‭always‬‭return‬‭to‬‭their‬‭home‬‭forest‬‭eventually.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Forestwalker‬‭must‬‭spend‬‭an‬‭initial‬‭proficiency‬‭slot‬‭on‬‭a‬‭missile‬‭weapon.‬‭In‬‭addition,‬‭the‬‭player‬‭must‬
‭spend‬‭another‬‭on‬‭a‬‭weapon‬‭that‬‭can‬‭be‬‭made‬‭from‬‭wood,‬‭such‬‭as‬‭a‬‭club‬‭or‬‭a‬‭small‬‭quarterstaff.‬

‭Non-Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Forestwalker‬‭gains‬‭Survival‬‭(Woodland)‬‭and‬‭Tracking‬‭NWPs‬‭(the‬‭latter‬‭with‬‭a‬‭+2‬‭to‬‭all‬
‭proficiency‬‭checks‬‭made‬‭in‬‭woodland‬‭settings),‬‭plus‬‭any‬‭one‬‭of‬‭the‬‭following‬‭(player's‬‭choice):‬‭Firebuilding,‬
‭Fishing,‬‭and‬‭Hunting.‬
‭Recommended:‬‭Any‬‭of‬‭the‬‭above‬‭that‬‭are‬‭not‬‭taken‬‭as‬‭bonus‬‭proficiencies‬‭are‬‭recommended‬‭as‬‭well‬‭as‬
‭Animal‬‭Lore,‬‭Set‬‭Snares,‬‭and‬‭Bowyer/Fletcher.‬‭Artistic‬‭ability‬‭is‬‭also‬‭popular,‬‭as‬‭whittling‬‭and‬‭woodcarving‬‭are‬
‭common‬‭pastimes‬‭among‬‭Forestwalkers.‬

‭Equipment‬
‭In‬‭addition‬‭to‬‭weapons,‬‭the‬‭Forestwalker‬‭will‬‭rarely‬‭be‬‭found‬‭without‬‭flint‬‭and‬‭tinder‬‭for‬‭firemaking,‬‭a‬‭large‬
‭waterskin,‬‭and‬‭a‬‭heavy‬‭cloak‬‭or‬‭blanket‬‭that‬‭can‬‭double‬‭as‬‭a‬‭bedroll.‬‭The‬‭character‬‭will‬‭always‬‭have‬‭a‬‭knife,‬‭even‬‭if‬
‭it‬‭is‬‭too‬‭small‬‭to‬‭properly‬‭be‬‭considered‬‭a‬‭weapon,‬‭for‬‭marking‬‭trails,‬‭skinning‬‭small‬‭game,‬‭and‬‭whittling.‬

‭111‬
‭Special‬‭Benefits‬
‭In‬‭addition‬‭to‬‭the‬‭normal‬‭halfling‬‭benefit‬‭of‬‭being‬‭difficult‬‭to‬‭spot‬‭in‬‭natural‬‭terrain,‬‭the‬‭Forestwalker‬‭can‬
‭move‬‭through‬‭tangled‬‭undergrowth‬‭at‬‭normal‬‭speed.‬‭If‬‭the‬‭player‬‭chooses‬‭to‬‭slow‬‭down‬‭to‬‭the‬‭standard‬‭forest‬
‭movement‬‭rate‬‭with‬‭terrain‬‭modifiers,‬‭the‬‭player‬‭can‬‭move‬‭silently‬‭through‬‭such‬‭terrain.‬‭(no‬‭ability‬‭check‬‭necessary).‬
‭Forestwalkers‬‭are‬‭also‬‭adept‬‭at‬‭hiding‬‭tracks.‬‭By‬‭slowing‬‭their‬‭movement‬‭rate‬‭to‬‭half‬‭that‬‭allowed‬‭for‬‭the‬
‭terrain‬‭type,‬‭a‬‭Forestwalker‬‭can‬‭conceal‬‭all‬‭traces‬‭of‬‭passage‬‭and‬‭if‬‭walking‬‭in‬‭the‬‭rear‬‭of‬‭a‬‭party,‬‭conceal‬‭a‬‭number‬
‭of‬‭companions'‬‭tracks‬‭as‬‭well.‬‭To‬‭determine‬‭if‬‭the‬‭trail‬‭of‬‭a‬‭large‬‭party‬‭is‬‭effectively‬‭hidden,‬‭the‬‭player‬‭must‬‭make‬‭a‬
‭successful‬‭Tracking‬‭proficiency‬‭check‬‭with‬‭a‬‭-1‬‭penalty‬‭for‬‭each‬‭non-Forestwalker‬‭in‬‭the‬‭party‬‭(-2‬‭for‬‭each‬‭horse,‬
‭mule,‬‭or‬‭other‬‭four-footed‬‭animal‬‭accompanying‬‭the‬‭party).‬‭If‬‭the‬‭proficiency‬‭check‬‭is‬‭successful,‬‭the‬‭track‬‭will‬‭be‬
‭invisible‬‭even‬‭to‬‭a‬‭skilled‬‭tracker.‬‭If‬‭the‬‭check‬‭fails‬‭another‬‭check‬‭cannot‬‭be‬‭made‬‭to‬‭cover‬‭the‬‭tracks.‬
‭Note‬‭that‬‭even‬‭though‬‭some‬‭characters‬‭may‬‭be‬‭riding‬‭instead‬‭of‬‭walking,‬‭this‬‭does‬‭not‬‭improve‬‭the‬
‭Forestwalker's‬‭chances‬‭of‬‭covering‬‭their‬‭tracks.‬‭This‬‭is‬‭because‬‭the‬‭added‬‭weight‬‭makes‬‭the‬‭mount's‬‭trail‬‭more‬
‭difficult‬‭to‬‭conceal.‬‭Halflings‬‭will‬‭know‬‭whether‬‭or‬‭not‬‭their‬‭efforts‬‭have‬‭been‬‭successful.‬

‭Special‬‭Hindrances‬
‭Forestwalkers‬‭may‬‭only‬‭wear‬‭leather‬‭armor,‬‭and‬‭many‬‭eschew‬‭armor‬‭altogether.‬‭Since‬‭metal‬‭makes‬‭so‬‭much‬
‭noise‬‭in‬‭the‬‭woods,‬‭they‬‭avoid‬‭carrying‬‭much‬‭of‬‭it‬‭on‬‭their‬‭person.‬‭In‬‭addition,‬‭they‬‭will‬‭not‬‭use‬‭any‬‭metal‬‭weapon‬
‭larger‬‭than‬‭an‬‭arrowhead,‬‭hatchet,‬‭or‬‭knife.‬
‭The‬‭Forestwalker‬‭is‬‭a‬‭bit‬‭of‬‭a‬‭loner‬‭and,‬‭therefore,‬‭might‬‭be‬‭a‬‭bit‬‭slow‬‭to‬‭learn‬‭of‬‭big‬‭news‬‭that‬‭sweeps‬
‭through‬‭the‬‭community‬‭and‬‭the‬‭realm.‬‭Also,‬‭Forestwalkers‬‭tend‬‭not‬‭to‬‭be‬‭terribly‬‭skilled‬‭in‬‭the‬‭social‬‭graces‬‭and‬
‭suffer‬‭a‬‭-2‬‭penalty‬‭to‬‭NPC‬‭Reaction‬‭rolls‬‭from‬‭non-halflings‬‭(-4‬‭when‬‭the‬‭setting‬‭calls‬‭for‬‭proper‬‭manners‬‭and/or‬
‭elegant‬‭dress).‬

‭Homesteader‬‭(Fighter)‬

‭This‬‭is‬‭a‬‭doughty‬‭brand‬‭of‬‭halfling‬‭that,‬‭by‬‭its‬‭very‬‭nature,‬‭represents‬‭a‬‭departure‬‭from‬‭the‬‭halfling‬‭norm.‬
‭ ften‬‭a‬‭young‬‭and‬‭unattached‬‭individual,‬‭either‬‭male‬‭or‬‭female,‬‭the‬‭Homesteader‬‭is‬‭a‬‭halfling‬‭who‬‭sets‬‭out‬‭to‬‭create‬
O
‭a‬‭brand-new‬‭farmstead‬‭in‬‭a‬‭region‬‭of‬‭wilderness‬‭or‬‭abandoned‬‭land.‬‭Another‬‭common‬‭homesteading‬‭situation‬
‭involves‬‭a‬‭young‬‭couple,‬‭recently‬‭married‬‭and‬‭previously‬‭living‬‭in‬‭a‬‭very‬‭crowded‬‭burrow.‬‭Such‬‭small‬‭folk,‬‭if‬
‭adventurous‬‭enough‬‭in‬‭spirit,‬‭can‬‭find‬‭immediate‬‭rewards‬‭in‬‭homesteading.‬
‭Rarely‬‭will‬‭a‬‭Homesteader‬‭challenge‬‭an‬‭established‬‭authority‬‭over‬‭an‬‭area.‬‭If‬‭humans‬‭or‬‭orcs‬‭have‬‭laid‬‭claim‬
‭to‬‭a‬‭fertile‬‭valley,‬‭for‬‭example,‬‭the‬‭Homesteader‬‭will‬‭probably‬‭look‬‭elsewhere‬‭for‬‭a‬‭plot‬‭of‬‭land.‬
‭Many‬‭halfling‬‭villages‬‭have‬‭grown‬‭around‬‭the‬‭individual‬‭plot‬‭of‬‭a‬‭brave‬‭Homesteader--and‬‭indeed,‬‭unlike‬
‭many‬‭human‬‭frontiersmen,‬‭the‬‭halfling‬‭Homesteader‬‭welcomes‬‭the‬‭company‬‭of‬‭their‬‭fellows‬‭and‬‭will‬‭actively‬‭recruit‬
‭other‬‭halflings‬‭to‬‭live‬‭nearby.‬
‭The‬‭Homesteader‬‭is‬‭a‬‭hardy‬‭halfling,‬‭willing‬‭to‬‭work‬‭harder‬‭than‬‭the‬‭average‬‭farmer‬‭and‬‭to‬‭accept‬‭a‬‭certain‬
‭reduction‬‭in‬‭the‬‭comforts‬‭of‬‭life--at‬‭least,‬‭temporarily.‬‭Their‬‭ideal,‬‭however,‬‭is‬‭to‬‭have‬‭a‬‭comfortable‬‭burrow‬‭and‬‭a‬
‭cheerful‬‭batch‬‭of‬‭neighbors‬‭when‬‭they‬‭reach‬‭old‬‭age.‬
‭The‬‭Homesteader‬‭must‬‭have‬‭a‬‭Strength‬‭of‬‭at‬‭least‬‭12‬‭and‬‭an‬‭Intelligence‬‭or‬‭Wisdom‬‭of‬‭at‬‭least‬‭12.‬

‭ ole‬‭:‬‭Homesteaders‬‭are‬‭responsible‬‭for‬‭much‬‭of‬‭the‬‭expansion‬‭of‬‭halflings‬‭across‬‭the‬‭known‬‭world.‬‭Most‬‭halfling‬
R
‭settlements‬‭can‬‭trace‬‭their‬‭history‬‭back‬‭to‬‭a‬‭hardy‬‭homesteader‬‭couple,‬‭and‬‭these‬‭individuals‬‭tend‬‭to‬‭be‬‭revered‬‭by‬
‭the‬‭generations‬‭who‬‭have‬‭followed‬‭in‬‭their‬‭footsteps.‬‭This‬‭matriarch‬‭or‬‭patriarch‬‭will‬‭be‬‭honored‬‭and‬‭feted‬‭in‬‭their‬
‭old‬‭age‬‭and‬‭regarded‬‭as‬‭a‬‭prime‬‭source‬‭of‬‭interesting‬‭stories.‬‭This‬‭is‬‭regarded‬‭as‬‭nothing‬‭less‬‭than‬‭a‬‭just‬‭reward‬‭for‬
‭one‬‭who‬‭took‬‭such‬‭risks‬‭and‬‭endured‬‭such‬‭hardships‬‭in‬‭order‬‭to‬‭bring‬‭another‬‭halfling‬‭community‬‭into‬‭being.‬
‭Commonly,‬‭a‬‭halfling‬‭that‬‭sets‬‭out‬‭on‬‭a‬‭homesteading‬‭adventure‬‭will‬‭take‬‭at‬‭least‬‭one‬‭stone‬‭from‬‭their‬‭family‬
‭fireplace‬‭along‬‭on‬‭the‬‭journey.‬‭When‬‭they‬‭finally‬‭build‬‭their‬‭own‬‭home,‬‭this‬‭stone‬‭will‬‭be‬‭used‬‭as‬‭a‬‭key‬‭part‬‭of‬‭the‬
‭newly‬‭built‬‭hearth.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭The‬‭Homesteader's‬‭most‬‭common‬‭route‬‭to‬‭adventure‬‭is‬‭in‬‭the‬‭pursuit‬‭of‬‭a‬‭goal:‬‭seeking‬‭out‬‭free‬
R
‭land,‬‭clearing‬‭it,‬‭and‬‭defending‬‭it‬‭against‬‭anyone‬‭who‬‭might‬‭care‬‭to‬‭take‬‭it‬‭away.‬‭However,‬‭once‬‭the‬‭farm‬‭is‬
‭established,‬‭the‬‭Homesteader‬‭is‬‭likely‬‭to‬‭embark‬‭on‬‭a‬‭long‬‭journey.‬‭They‬‭will‬‭visit‬‭many‬‭far-flung‬‭halfling‬
‭communities‬‭in‬‭an‬‭attempt‬‭to‬‭recruit‬‭other‬‭settlers‬‭to‬‭come‬‭and‬‭join‬‭the‬‭community.‬‭Indeed,‬‭this‬‭journey‬‭can‬‭involve‬
‭several‬‭years‬‭of‬‭travel‬‭and‬‭often‬‭forms‬‭the‬‭seeds‬‭of‬‭an‬‭epic‬‭tale‬‭that‬‭becomes‬‭the‬‭cornerstone‬‭of‬‭the‬‭community's‬
‭history--if‬‭the‬‭community‬‭survives,‬‭that‬‭is.‬
‭Also,‬‭the‬‭trek‬‭to‬‭find‬‭the‬‭homestead‬‭can‬‭be‬‭a‬‭grand‬‭adventure‬‭for‬‭halflings‬‭looking‬‭for‬‭uncharted‬‭territory.‬‭By‬
‭nature‬‭curious,‬‭Homesteaders‬‭are‬‭curious‬‭by‬‭nature,‬‭so‬‭they‬‭might‬‭travel‬‭to‬‭numerous‬‭different‬‭locations‬‭in‬‭search‬‭of‬
‭the‬‭perfect‬‭stedding.‬‭The‬‭adventures‬‭and‬‭obstacles‬‭of‬‭such‬‭an‬‭epic‬‭journey‬‭can‬‭easily‬‭create‬‭the‬‭foundation‬‭of‬‭a‬
‭memorable‬‭character‬‭history.‬

‭112‬
‭Weapon‬‭Proficiencies‬
‭The‬‭Homesteader‬‭should‬‭be‬‭proficient‬‭in‬‭either‬‭the‬‭short‬‭bow‬‭or‬‭the‬‭sling‬‭and‬‭should‬‭also‬‭have‬‭melee‬
‭weapon‬‭proficiency‬‭with‬‭the‬‭knife‬‭or‬‭short‬‭sword.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Agriculture‬‭or‬‭Animal‬‭Handling‬‭is‬‭a‬‭bonus‬‭proficiency‬‭for‬‭all‬‭characters‬‭who‬‭select‬‭the‬‭Homesteader‬
‭kit.‬‭In‬‭addition,‬‭the‬‭character‬‭can‬‭select‬‭either‬‭Hunting‬‭or‬‭Fishing‬‭as‬‭an‬‭additional‬‭bonus‬‭proficiency.‬
‭Recommended:‬‭This‬‭character‬‭needs‬‭a‬‭wide‬‭variety‬‭of‬‭skills;‬‭some‬‭of‬‭the‬‭more‬‭useful‬‭include‬‭Carpentry,‬
‭Rope‬‭Use,‬‭Weather‬‭Sense,‬‭and‬‭Survival.‬‭Others‬‭can‬‭be‬‭tied‬‭to‬‭the‬‭type‬‭of‬‭farming‬‭the‬‭Homesteader‬‭intends‬‭to‬‭do.‬‭A‬
‭shepherd‬‭can‬‭benefit‬‭from‬‭weaving,‬‭a‬‭dairyman‬‭from‬‭cheesemaking,‬‭any‬‭herdsman‬‭has‬‭a‬‭use‬‭for‬‭leatherworking,‬‭and‬
‭a‬‭grain-grower‬‭can‬‭profit‬‭from‬‭a‬‭knowledge‬‭of‬‭baking‬‭or‬‭brewing,‬‭for‬‭example.‬

‭Equipment‬
‭There‬‭is‬‭no‬‭specific‬‭item‬‭of‬‭equipment‬‭required‬‭for‬‭halfling‬‭homesteaders.‬‭Many‬‭of‬‭them‬‭will‬‭have‬‭a‬
‭handcart‬‭or‬‭small‬‭wagon,‬‭however,‬‭to‬‭carry‬‭their‬‭belongings‬‭on‬‭the‬‭quest‬‭for‬‭the‬‭perfect‬‭plot‬‭of‬‭land.‬‭Additionally,‬‭a‬
‭beast‬‭of‬‭burden‬‭such‬‭as‬‭a‬‭pony‬‭or‬‭mule‬‭or‬‭animals‬‭that‬‭produce‬‭something‬‭useful‬‭(a‬‭few‬‭ducks,‬‭chickens,‬‭geese,‬‭a‬
‭dairy‬‭cow‬‭or‬‭goat,‬‭a‬‭few‬‭sheep)‬‭can‬‭be‬‭worth‬‭their‬‭weight‬‭in‬‭gold.‬‭Animals‬‭large‬‭and‬‭sturdy‬‭enough‬‭to‬‭pull‬‭the‬‭cart‬
‭can‬‭prove‬‭of‬‭double‬‭value‬‭when‬‭the‬‭homestead‬‭is‬‭finally‬‭reached.‬

‭Special‬‭Benefits‬
‭The‬‭Homesteader‬‭who‬‭carefully‬‭selects‬‭their‬‭land,‬‭works‬‭hard‬‭at‬‭tending‬‭it,‬‭and‬‭then‬‭travels‬‭far‬‭and‬‭wide‬‭to‬
‭recruit‬‭settlers‬‭is‬‭likely‬‭to‬‭end‬‭up‬‭a‬‭very‬‭wealthy‬‭halfling,‬‭having‬‭earned‬‭the‬‭respect‬‭of‬‭the‬‭newly‬‭formed‬‭community‬
‭and‬‭a‬‭place‬‭in‬‭local‬‭history.‬‭In‬‭effect,‬‭the‬‭character‬‭exchanges‬‭struggle,‬‭toil‬‭and‬‭difficulties‬‭at‬‭a‬‭young‬‭age‬‭for‬‭the‬
‭chance‬‭to‬‭be‬‭treated‬‭very‬‭well‬‭when‬‭they‬‭grow‬‭old.‬‭Other‬‭intangible‬‭benefits‬‭can‬‭include‬‭such‬‭grandiose‬‭attainments‬
‭as‬‭having‬‭a‬‭town‬‭named‬‭after‬‭you,‬‭or‬‭the‬‭simple‬‭satisfaction‬‭of‬‭seeing‬‭well-plowed‬‭fields‬‭and‬‭a‬‭thriving‬‭village‬
‭where‬‭there‬‭was‬‭none‬‭before.‬

‭Special‬‭Hindrances‬
‭The‬‭primary‬‭hindrance‬‭to‬‭the‬‭hardy‬‭Homesteader‬‭is‬‭that‬‭they‬‭have‬‭to‬‭do‬‭just‬‭about‬‭everything‬‭on‬‭their‬‭own.‬
‭They‬‭do‬‭not‬‭have‬‭a‬‭community‬‭of‬‭skilled‬‭neighbors‬‭to‬‭draw‬‭upon‬‭for‬‭help,‬‭barter,‬‭and‬‭advice.‬

‭Mercenary‬‭(Fighter)‬

‭The‬‭halfling‬‭Mercenary‬‭is‬‭a‬‭bit‬‭of‬‭a‬‭rare‬‭bird.‬‭They‬‭are‬‭one‬‭of‬‭the‬‭small‬‭folk‬‭who‬‭are‬‭proficient‬‭enough‬‭as‬‭a‬
‭ ighter‬‭to‬‭earn‬‭a‬‭place‬‭alongside‬‭Warriors‬‭of‬‭larger‬‭and‬‭more‬‭aggressive‬‭races.‬‭This‬‭is‬‭one‬‭who‬‭doesn't‬‭mind‬‭the‬
F
‭difficulties‬‭of‬‭campaign‬‭life‬‭or‬‭the‬‭terror‬‭and‬‭confusion‬‭of‬‭battle.‬‭Note‬‭that‬‭this‬‭is‬‭not‬‭the‬‭same‬‭as‬‭saying:‬‭"A‬
‭mercenary‬‭loves‬‭to‬‭fight‬‭and‬‭kill."‬
‭A‬‭halfling‬‭Mercenary‬‭must‬‭have‬‭ability‬‭scores‬‭of‬‭at‬‭least‬‭13‬‭in‬‭two‬‭of‬‭these‬‭categories:‬‭Strength,‬‭Dexterity,‬
‭and‬‭Constitution.‬

‭ ole‬‭:‬‭The‬‭Mercenary‬‭is‬‭an‬‭outcast‬‭from‬‭halfling‬‭society‬‭who‬‭is‬‭forced‬‭to‬‭mingle‬‭with‬‭humans,‬‭elves,‬‭dwarfs,‬‭even‬
R
‭goblinoids.‬‭Therefore,‬‭over‬‭time‬‭the‬‭character‬‭will‬‭begin‬‭to‬‭acquire‬‭some‬‭of‬‭the‬‭characteristics‬‭of‬‭those‬‭races.‬‭Now‬
‭and‬‭then‬‭in‬‭their‬‭wanderings,‬‭a‬‭Mercenary‬‭might‬‭enjoy‬‭an‬‭opportunity‬‭to‬‭visit‬‭a‬‭friendly‬‭burrow‬‭and‬‭sit‬‭by‬‭the‬‭hearth‬
‭of‬‭a‬‭fellow‬‭halfling‬‭for‬‭a‬‭night‬‭or‬‭two,‬‭but‬‭soon‬‭they‬‭will‬‭be‬‭wanting‬‭to‬‭move‬‭on,‬‭perhaps‬‭propelled‬‭by‬‭the‬‭frowning‬
‭looks‬‭of‬‭neighbors‬‭less‬‭open-minded‬‭than‬‭their‬‭host.‬
‭.‬
‭Roads‬‭to‬‭Adventure‬‭:‬‭It‬‭would‬‭be‬‭a‬‭rare‬‭halfling‬‭who‬‭would‬‭adopt‬‭the‬‭Mercenary‬‭lifestyle‬‭by‬‭choice.‬‭Mercenaries‬‭are‬
‭almost‬‭always‬‭outcasts‬‭who‬‭for‬‭some‬‭reason‬‭or‬‭another‬‭have‬‭been‬‭disowned‬‭by‬‭their‬‭families‬‭and‬‭driven‬‭from‬‭their‬
‭villages.‬‭This‬‭forced‬‭them‬‭into‬‭a‬‭life‬‭of‬‭violence‬‭and‬‭danger.‬‭Many‬‭of‬‭them‬‭are,‬‭not‬‭surprisingly,‬‭quite‬‭bitter‬‭about‬
‭this‬‭involuntary‬‭exile.‬‭Whether‬‭or‬‭not‬‭the‬‭individual‬‭was‬‭actually‬‭guilty‬‭of‬‭the‬‭crime‬‭for‬‭which‬‭they‬‭are‬‭accused‬‭is‬
‭irrelevant.‬‭The‬‭effect‬‭is‬‭the‬‭same‬‭in‬‭either‬‭case.‬‭Whatever‬‭misdeed‬‭or‬‭misfortune‬‭drove‬‭the‬‭halfling‬‭to‬‭become‬‭a‬
‭mercenary,‬‭it‬‭tends‬‭to‬‭be‬‭a‬‭private‬‭matter,‬‭jealously‬‭guarded.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭halfling‬‭Mercenary‬‭must‬‭be‬‭proficient‬‭with‬‭at‬‭least‬‭one‬‭melee‬‭and‬‭one‬‭missile‬‭weapon.‬‭If‬‭the‬‭optional‬
‭weapon‬‭specialization‬‭rules‬‭are‬‭used,‬‭the‬‭character‬‭must‬‭have‬‭a‬‭weapon‬‭specialization‬‭by‬‭the‬‭time‬‭they‬‭reach‬‭the‬
‭second‬‭level‬‭of‬‭ability‬‭(see‬‭Special‬‭Benefits,‬‭below).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭None.‬
‭Recommended:‬‭Halfling‬‭Mercenaries‬‭have‬‭been‬‭known‬‭to‬‭find‬‭the‬‭following‬‭proficiencies‬‭useful:‬‭Carpentry,‬
‭Riding,‬‭Armorer,‬‭Blind‬‭Fighting,‬‭Bowyer/‬‭Fletcher,‬‭Tracking,‬‭and‬‭Weaponsmithing.‬
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‭Equipment‬
‭The‬‭Mercenary‬‭will‬‭typically‬‭be‬‭offered‬‭decent‬‭weapons‬‭and‬‭armor‬‭by‬‭their‬‭employer.‬‭Nothing‬‭special,‬‭but‬
‭equal‬‭to‬‭the‬‭equipment‬‭of‬‭the‬‭rest‬‭of‬‭the‬‭company.‬‭Anything‬‭superior‬‭to‬‭this‬‭has‬‭to‬‭be‬‭provided‬‭by‬‭the‬‭Mercenary.‬

‭Special‬‭Benefits‬
‭Due‬‭to‬‭continual‬‭exposure‬‭to‬‭Warriors,‬‭and‬‭typical‬‭Small‬‭Folk‬‭quick-wittedness,‬‭the‬‭halfling‬‭Mercenary‬
‭receives‬‭two‬‭extra‬‭weapon‬‭proficiency‬‭slots‬‭upon‬‭reaching‬‭second‬‭level.‬‭The‬‭slots‬‭must‬‭be‬‭used‬‭to‬‭purchase‬‭a‬
‭weapon‬‭specialization,‬‭if‬‭the‬‭character‬‭does‬‭not‬‭already‬‭have‬‭one.‬

‭Special‬‭Hindrances‬
‭This‬‭is‬‭not‬‭generally‬‭considered‬‭a‬‭socially‬‭acceptable‬‭career‬‭for‬‭a‬‭halfling.‬‭Thus,‬‭a‬‭halfling‬‭Mercenary‬‭is‬
‭likely‬‭to‬‭be‬‭given‬‭quite‬‭the‬‭hairy‬‭eyeball‬‭by‬‭others‬‭of‬‭their‬‭race.‬‭This‬‭is‬‭because‬‭they‬‭know‬‭what‬‭the‬‭character‬‭does‬
‭for‬‭a‬‭living.‬‭This‬‭translates‬‭into‬‭a‬‭-2‬‭penalty‬‭on‬‭reaction‬‭rolls.‬

‭Squire‬‭(Fighter)‬

‭Halfling‬‭Fighters‬‭have‬‭been‬‭known‬‭to‬‭form‬‭strong‬‭friendships‬‭with‬‭Fighters,‬‭Rangers,‬‭and‬‭Paladins‬‭of‬‭other‬
r‭ aces--most‬‭notably‬‭human,‬‭but‬‭not‬‭disallowing‬‭dwarven,‬‭elven,‬‭and‬‭other‬‭more‬‭exotic‬‭folk‬‭(one‬‭Chaotic‬‭Evil‬
‭halfling‬‭is‬‭said‬‭to‬‭have‬‭formed‬‭a‬‭partnership‬‭with‬‭a‬‭dragon!).‬‭Since‬‭such‬‭adventuring‬‭pairs‬‭typically‬‭encounter‬‭most‬
‭of‬‭their‬‭excitement‬‭in‬‭non-halfling‬‭societies,‬‭the‬‭halfling‬‭partner‬‭is‬‭often‬‭regarded‬‭by‬‭the‬‭members‬‭of‬‭that‬‭other‬
‭society‬‭as‬‭an‬‭apprentice,‬‭squire,‬‭or‬‭sidekick‬‭to‬‭the‬‭Warrior‬‭of‬‭local‬‭origin.‬‭An‬‭assumption‬‭like‬‭that‬‭would‬‭be‬‭far‬‭from‬
‭the‬‭truth,‬‭as‬‭the‬‭two‬‭are‬‭in‬‭fact‬‭full‬‭partners.‬
‭However,‬‭the‬‭halfling‬‭Warrior‬‭does‬‭serve‬‭a‬‭number‬‭of‬‭useful‬‭functions‬‭that‬‭would‬‭prove‬‭difficult‬‭for‬‭the‬
‭larger‬‭partner‬‭to‬‭accomplish‬‭on‬‭their‬‭own.‬‭Squires‬‭make‬‭marvelous‬‭scouts‬‭and‬‭spies,‬‭since‬‭they‬‭specialize‬‭in‬‭acting‬
‭dumb‬‭and‬‭nonthreatening.‬
‭The‬‭size‬‭of‬‭the‬‭halfling,‬‭together‬‭with‬‭the‬‭ability‬‭to‬‭hide‬‭in‬‭bushes‬‭and‬‭undergrowth,‬‭makes‬‭the‬‭character‬‭an‬
‭exceptionally‬‭valuable‬‭companion‬‭when‬‭it‬‭comes‬‭to‬‭gathering‬‭information.‬‭It's‬‭even‬‭possible‬‭for‬‭a‬‭Squire‬‭to‬‭be‬
‭disguised‬‭as‬‭a‬‭human‬‭child‬‭to‬‭gain‬‭access‬‭to‬‭places‬‭where‬‭adult‬‭adventurers‬‭fear‬‭to‬‭tread.‬
‭The‬‭Squire‬‭needs‬‭two‬‭minimum‬‭attribute‬‭scores:‬‭a‬‭10‬‭for‬‭Strength‬‭and‬‭a‬‭12‬‭for‬‭Charisma.‬

‭ ole‬‭:‬‭When‬‭among‬‭strangers,‬‭the‬‭halfling‬‭squire‬‭often‬‭plays‬‭the‬‭role‬‭of‬‭simple-minded‬‭servant.‬‭This‬‭increases‬‭the‬
R
‭chances‬‭of‬‭eavesdropping‬‭and‬‭usually‬‭causes‬‭potential‬‭enemies‬‭to‬‭underestimate‬‭the‬‭danger‬‭the‬‭character‬‭poses.‬‭All‬
‭Squires‬‭are‬‭adept‬‭at‬‭observing‬‭nearly‬‭everything‬‭that‬‭happens‬‭around‬‭them.‬‭They‬‭often‬‭act‬‭as‬‭ambassadors‬‭to‬‭other‬
‭races,‬‭particularly‬‭those‬‭who‬‭might‬‭be‬‭hostile‬‭to‬‭the‬‭Squire's‬‭partner.‬
‭It‬‭is‬‭pertinent‬‭to‬‭realize‬‭that,‬‭in‬‭reality,‬‭the‬‭Squire‬‭and‬‭his‬‭partner‬‭are‬‭on‬‭equal‬‭footing.‬‭The‬‭halfling‬‭is‬‭not‬‭a‬
‭squire‬‭in‬‭the‬‭traditional‬‭sense‬‭of‬‭apprentice‬‭or‬‭servant.‬‭The‬‭Squire‬‭and‬‭his‬‭partner‬‭remain‬‭together‬‭even‬‭if‬‭they‬‭have‬
‭to‬‭act‬‭out‬‭a‬‭fake‬‭relationship‬‭for‬‭appearances'‬‭sake.‬‭There‬‭is‬‭no‬‭room‬‭for‬‭one‬‭or‬‭the‬‭other‬‭to‬‭be‬‭the‬‭boss.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭For‬‭the‬‭Squire,‬‭friendship‬‭is‬‭a‬‭strong‬‭enough‬‭inducement‬‭to‬‭draw‬‭them‬‭away‬‭from‬‭the‬‭typical‬
R
‭halfling‬‭comforts.‬‭In‬‭this‬‭case,‬‭anything‬‭that‬‭entices‬‭the‬‭first‬‭member‬‭of‬‭the‬‭pair‬‭will‬‭draw‬‭the‬‭halfling‬‭along‬‭with‬‭it.‬
‭The‬‭Squire‬‭is‬‭often‬‭motivated‬‭by‬‭genuine‬‭friendship‬‭for‬‭their‬‭partner,‬‭sometimes‬‭coupled‬‭with‬‭a‬‭sense‬‭of‬
‭gratitude‬‭for‬‭something‬‭that‬‭has‬‭happened‬‭in‬‭the‬‭past,‬‭or‬‭a‬‭mutual‬‭goal‬‭(perhaps‬‭even‬‭a‬‭quest)‬‭that‬‭the‬‭pair‬‭have‬
‭embarked‬‭upon‬‭together.‬

‭Weapon‬‭Proficiencies‬
‭This‬‭character‬‭should‬‭have‬‭proficiency‬‭in‬‭at‬‭least‬‭one‬‭melee‬‭and‬‭one‬‭missile‬‭weapon.‬‭A‬‭proficiency‬‭that‬
‭matches‬‭their‬‭partner's‬‭can‬‭provide‬‭extra‬‭benefits‬‭(see‬‭Special‬‭Benefits,‬‭below).‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Squire‬‭character‬‭receives‬‭either‬‭the‬‭Animal‬‭Handling‬‭or‬‭the‬‭Riding‬‭(Land‬‭Based)‬‭proficiency‬‭as‬
‭a‬‭bonus.‬‭In‬‭addition,‬‭the‬‭halfling‬‭can‬‭gain‬‭proficiencies‬‭known‬‭to‬‭their‬‭partners,‬‭simply‬‭through‬‭the‬‭progress‬‭of‬‭their‬
‭cooperative‬‭adventures,‬‭as‬‭follows:‬‭When‬‭the‬‭halfling‬‭levels‬‭up‬‭and‬‭at‬‭least‬‭half‬‭the‬‭necessary‬‭experience‬‭points‬‭to‬
‭gain‬‭the‬‭new‬‭level‬‭were‬‭earned‬‭from‬‭tasks‬‭that‬‭the‬‭Squire‬‭performed‬‭with‬‭his‬‭or‬‭her‬‭partner,‬‭the‬‭halfling‬‭can‬‭add‬‭one‬
‭proficiency‬‭slot,‬‭filling‬‭it‬‭with‬‭a‬‭proficiency‬‭that‬‭the‬‭Squire’s‬‭partner‬‭holds‬‭and‬‭used‬‭during‬‭the‬‭course‬‭of‬‭the‬‭previous‬
‭adventures.‬
‭Recommended:‬‭Heraldry‬‭and‬‭foreign‬‭languages‬‭are‬‭proficiencies‬‭that‬‭often‬‭prove‬‭useful‬‭to‬‭a‬‭Squire;‬‭also,‬‭the‬
‭Armorer,‬‭Bowyer/Fletcher,‬‭and‬‭Weaponsmithing‬‭skills‬‭can‬‭be‬‭helpful.‬

‭Equipment‬
‭A‬‭Squire's‬‭companion‬‭will‬‭try‬‭to‬‭provide‬‭a‬‭suitable‬‭steed‬‭for‬‭their‬‭partner.‬‭In‬‭addition,‬‭the‬‭companion‬‭will‬
‭supply‬‭weapons‬‭and‬‭armor‬‭for‬‭the‬‭halfling,‬‭if‬‭the‬‭companion‬‭has‬‭the‬‭means.‬

‭114‬
‭Special‬‭Benefits‬
‭The‬‭Squire‬‭becomes‬‭very‬‭familiar‬‭with‬‭the‬‭habits‬‭and‬‭characteristics‬‭of‬‭a‬‭partner's‬‭race.‬‭Thus,‬‭the‬‭player‬
‭gains‬‭a‬‭+2‬‭bonus‬‭to‬‭NPC‬‭reaction‬‭rolls‬‭made‬‭for‬‭members‬‭of‬‭that‬‭race.‬
‭In‬‭addition,‬‭the‬‭Squire‬‭can‬‭advance‬‭to‬‭slightly‬‭higher‬‭levels‬‭than‬‭most‬‭halfling‬‭Warriors.‬‭The‬‭Squire‬‭can‬
‭reach‬‭a‬‭total‬‭of‬‭two‬‭levels‬‭higher‬‭than‬‭would‬‭otherwise‬‭be‬‭allowed.‬‭However,‬‭the‬‭halfling‬‭cannot‬‭pass‬‭the‬‭level‬‭of‬
‭their‬‭partner‬‭by‬‭this‬‭means.‬

‭Special‬‭Hindrances‬
‭The‬‭loss‬‭is‬‭mostly‬‭intangible,‬‭but‬‭the‬‭halfling‬‭Squire‬‭is‬‭forced‬‭to‬‭do‬‭without‬‭the‬‭comforts‬‭of‬‭hearth‬‭and‬
‭burrow‬‭that‬‭are‬‭so‬‭fundamental‬‭to‬‭halflings.‬‭In‬‭effect,‬‭the‬‭character‬‭chooses‬‭to‬‭replace‬‭his‬‭or‬‭her‬‭family‬‭with‬‭the‬
‭partner;‬‭a‬‭Squire‬‭who‬‭loses‬‭that‬‭partner‬‭to‬‭death‬‭or‬‭other‬‭mischance‬‭is‬‭a‬‭lonely‬‭halfling‬‭indeed.‬

‭Bandit‬‭(Thief)‬

‭ alfling‬‭Bandits‬‭are‬‭a‬‭far‬‭cry‬‭from‬‭human‬‭Brigands.‬‭While‬‭the‬‭basic‬‭approach‬‭to‬‭thievery‬‭is‬‭the‬‭same,‬
H
‭halfling‬‭Bandits‬‭pull‬‭off‬‭robberies‬‭with‬‭more‬‭panache.‬‭In‬‭both‬‭cases,‬‭the‬‭target‬‭is‬‭confronted‬‭with‬‭a‬‭choice:‬‭hand‬‭over‬
‭your‬‭goods‬‭or‬‭suffer‬‭bodily‬‭harm.‬‭Yet‬‭the‬‭halfling‬‭Bandits‬‭always‬‭retain‬‭a‬‭certain‬‭amount‬‭of‬‭sympathy‬‭for‬‭their‬
‭victims‬‭and‬‭will‬‭never‬‭bully‬‭someone‬‭simply‬‭for‬‭the‬‭pleasure‬‭of‬‭it.‬
‭Bandits‬‭tend‬‭to‬‭work‬‭in‬‭small‬‭groups,‬‭though‬‭not‬‭all‬‭Thieves‬‭in‬‭the‬‭band‬‭need‬‭to‬‭be‬‭members‬‭of‬‭this‬‭kit,‬‭or‬
‭even‬‭be‬‭halflings.‬‭They‬‭will‬‭have‬‭a‬‭headquarters‬‭in‬‭some‬‭remote‬‭location,‬‭almost‬‭always‬‭protected‬‭by‬‭forest‬
‭(including‬‭forested‬‭swampland).‬‭Trails‬‭to‬‭the‬‭lair‬‭are‬‭well‬‭hidden,‬‭and‬‭if‬‭the‬‭entire‬‭band‬‭is‬‭composed‬‭of‬‭halflings‬‭it's‬
‭likely‬‭that‬‭in‬‭many‬‭places‬‭these‬‭access‬‭paths‬‭will‬‭pass‬‭under‬‭low-hanging‬‭branches,‬‭through‬‭close‬‭and‬‭thorny‬
‭thickets,‬‭and‬‭even‬‭under‬‭stone‬‭arches‬‭only‬‭2'‬‭to‬‭3'‬‭tall.‬‭Depending‬‭on‬‭the‬‭size‬‭of‬‭the‬‭Bandit‬‭band,‬‭one‬‭or‬‭two‬‭lookouts‬
‭will‬‭probably‬‭be‬‭on‬‭duty‬‭at‬‭all‬‭times‬‭along‬‭the‬‭most-traveled‬‭of‬‭these‬‭obscure‬‭paths.‬
‭A‬‭Bandit‬‭PC‬‭should‬‭have‬‭a‬‭Charisma‬‭of‬‭at‬‭least‬‭12‬‭and‬‭a‬‭Strength‬‭or‬‭Constitution‬‭of‬‭at‬‭least‬‭13.‬

‭ ole‬‭:‬‭Bandits‬‭consider‬‭themselves‬‭equalizers‬‭of‬‭wealth.‬‭After‬‭all,‬‭a‬‭quick‬‭look‬‭around‬‭will‬‭show‬‭that‬‭some‬‭folks‬
R
‭have‬‭just‬‭too‬‭much‬‭money,‬‭and‬‭the‬‭Bandit‬‭takes‬‭it‬‭upon‬‭themselves‬‭to‬‭correct‬‭this‬‭inequity.‬
‭Halfling‬‭Bandits‬‭will‬‭avoid‬‭violence,‬‭insofar‬‭as‬‭they‬‭can‬‭while‬‭still‬‭accomplishing‬‭their‬‭objectives.‬‭They‬‭will‬
‭not‬‭use‬‭a‬‭violent‬‭ambush,‬‭such‬‭as‬‭an‬‭arrow‬‭barrage,‬‭to‬‭halt‬‭a‬‭merchant‬‭party,‬‭for‬‭example--though‬‭nets‬‭and‬‭pit‬‭traps‬
‭are‬‭popular‬‭tactics.‬‭Utilizing‬‭the‬‭halfling's‬‭ability‬‭to‬‭conceal‬‭themselves‬‭in‬‭the‬‭underbrush,‬‭Bandits‬‭delight‬‭in‬
‭suddenly‬‭appearing‬‭around‬‭a‬‭daydreaming‬‭trader‬‭and‬‭their‬‭bodyguards.‬‭By‬‭the‬‭time‬‭the‬‭victims‬‭react,‬‭it's‬‭usually‬‭too‬
‭late.‬
‭Often,‬‭one‬‭or‬‭more‬‭halflings‬‭skilled‬‭in‬‭rope‬‭use‬‭will‬‭lurk‬‭ahead‬‭and‬‭behind‬‭the‬‭ambush.‬‭They‬‭will‬‭be‬‭ready‬‭to‬
‭lasso‬‭any‬‭of‬‭the‬‭intended‬‭victims‬‭who‬‭might‬‭make‬‭an‬‭aggressive‬‭move‬‭or‬‭a‬‭break‬‭for‬‭freedom.‬‭Those‬‭victims‬‭who‬
‭have‬‭the‬‭good‬‭sense‬‭to‬‭quietly‬‭surrender‬‭will‬‭be‬‭politely‬‭relieved‬‭of‬‭the‬‭better‬‭part‬‭of‬‭their‬‭wealth‬‭and‬‭allowed‬‭to‬‭go‬
‭their‬‭way.‬‭Those‬‭who‬‭put‬‭up‬‭a‬‭fight‬‭will‬‭be‬‭subjected‬‭to‬‭a‬‭certain‬‭amount‬‭of‬‭indignity--the‬‭better‬‭to‬‭teach‬‭them‬‭how‬
‭to‬‭behave‬‭next‬‭time,‬‭according‬‭to‬‭the‬‭Bandit's‬‭admittedly‬‭convoluted‬‭version‬‭of‬‭justice.‬‭For‬‭example,‬‭Bandits‬
‭traditionally‬‭leave‬‭a‬‭victim‬‭with‬‭their‬‭horses‬‭and‬‭wagons‬‭(if‬‭any)‬‭and‬‭enough‬‭of‬‭their‬‭goods‬‭or‬‭money‬‭to‬‭begin‬‭again‬
‭in‬‭the‬‭next‬‭town.‬‭Indeed,‬‭a‬‭very‬‭believable‬‭tale‬‭of‬‭hardship‬‭may‬‭persuade‬‭the‬‭Bandit‬‭to‬‭let‬‭the‬‭poor‬‭unfortunate(s)‬
‭pass‬‭unmolested.‬
‭However,‬‭a‬‭target‬‭who‬‭chooses‬‭to‬‭be‬‭"difficult"‬‭and‬‭is‬‭nonetheless‬‭captured‬‭will‬‭be‬‭treated‬‭much‬‭more‬
‭severely.‬‭Their‬‭mount‬‭will‬‭be‬‭taken,‬‭along‬‭with‬‭all‬‭of‬‭their‬‭goods.‬‭The‬‭unfortunate‬‭victim‬‭will‬‭be‬‭left‬‭to‬‭make‬‭their‬
‭way‬‭back‬‭to‬‭town‬‭on‬‭foot,‬‭probably‬‭having‬‭been‬‭relieved‬‭of‬‭even‬‭their‬‭outer‬‭garments!‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭Some‬‭halflings‬‭become‬‭Bandits‬‭because‬‭they‬‭want‬‭to‬‭put‬‭a‬‭healthy‬‭distance‬‭between‬‭themselves‬
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‭and‬‭the‬‭nearest‬‭authorities;‬‭others‬‭choose‬‭this‬‭profession‬‭for‬‭the‬‭fun‬‭of‬‭the‬‭chase.‬‭For‬‭example,‬‭a‬‭halfling‬‭who‬‭stands‬
‭up‬‭to‬‭a‬‭local‬‭duke's‬‭rapacious‬‭tax‬‭collectors‬‭and‬‭drives‬‭them‬‭out‬‭of‬‭the‬‭village‬‭will‬‭probably‬‭want‬‭to‬‭consider‬‭a‬‭very‬
‭long‬‭vacation‬‭as‬‭soon‬‭as‬‭the‬‭player‬‭calms‬‭down.‬‭Once‬‭the‬‭character‬‭has‬‭fled‬‭to‬‭the‬‭woods,‬‭established‬‭a‬‭hideout,‬‭and‬
‭established‬‭a‬‭reputation‬‭by‬‭harassing‬‭more‬‭of‬‭the‬‭human‬‭lord's‬‭agents,‬‭other‬‭halflings‬‭may‬‭flock‬‭to‬‭the‬‭player's‬
‭banner.‬‭Some‬‭because‬‭they‬‭believe‬‭in‬‭the‬‭cause,‬‭some‬‭because‬‭the‬‭lifestyle‬‭appeals‬‭to‬‭them.‬
‭The‬‭Bandit‬‭has‬‭a‬‭curious‬‭standing‬‭in‬‭halfling‬‭society.‬‭Officially‬‭they‬‭are‬‭disapproved‬‭of,‬‭and‬‭the‬‭local‬‭Sheriff‬
‭will‬‭often‬‭send‬‭the‬‭area's‬‭ruler‬‭long‬‭reports‬‭lamenting‬‭the‬‭authority’s‬‭inability‬‭to‬‭stop‬‭the‬‭holdups.‬‭Privately,‬‭the‬‭same‬
‭Sheriff‬‭might‬‭be‬‭a‬‭friend‬‭of‬‭the‬‭Bandit‬‭leader,‬‭may‬‭have‬‭relatives‬‭belonging‬‭to‬‭the‬‭band,‬‭and‬‭will‬‭remain‬‭content‬‭to‬
‭leave‬‭them‬‭alone.‬‭This‬‭may‬‭be‬‭so‬‭long‬‭as‬‭they‬‭avoid‬‭violence‬‭and‬‭don't‬‭rob‬‭members‬‭of‬‭their‬‭own‬‭race.‬‭Most‬‭of‬‭their‬
‭fellow‬‭halflings‬‭will‬‭regard‬‭them‬‭with‬‭amused‬‭tolerance,‬‭shading‬‭to‬‭frank‬‭envy‬‭and‬‭hero-worship‬‭by‬‭the‬‭young‬‭and‬
‭young-at-heart.‬
‭A‬‭local‬‭Bandit‬‭gang‬‭might‬‭do‬‭business‬‭with‬‭halfling‬‭villagers‬‭in‬‭the‬‭surrounding‬‭area.‬‭In‬‭this‬‭way,‬‭the‬
‭Bandits‬‭can‬‭maintain‬‭most‬‭of‬‭the‬‭comforts‬‭of‬‭the‬‭hearth‬‭and‬‭burrow.‬‭In‬‭addition,‬‭they‬‭have‬‭the‬‭benefit‬‭of‬‭a‬‭job‬‭where‬
‭they‬‭don't‬‭have‬‭to‬‭work‬‭too‬‭hard.‬
‭Consequently,‬‭young‬‭halflings‬‭from‬‭these‬‭neighboring‬‭villages‬‭become‬‭acquainted‬‭with‬‭the‬‭Bandits.‬‭At‬‭least‬
‭a‬‭few‬‭of‬‭them‬‭are‬‭drawn‬‭to‬‭that‬‭apparently‬‭idyllic‬‭forest‬‭life,‬‭and‬‭thus‬‭the‬‭ranks‬‭of‬‭the‬‭band‬‭are‬‭replenished.‬‭Others‬
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‭ ho‬‭have‬‭become‬‭fugitives‬‭through‬‭the‬‭same‬‭causes‬‭as‬‭the‬‭original‬‭Bandits‬‭can‬‭find‬‭safe‬‭haven‬‭and‬‭join‬‭the‬‭cause.‬
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‭Many‬‭of‬‭them‬‭may‬‭choose‬‭to‬‭remain‬‭even‬‭after‬‭the‬‭original‬‭injustice‬‭is‬‭eventually‬‭rectified.‬
‭Sometimes‬‭an‬‭entire‬‭halfling‬‭community‬‭is‬‭driven‬‭to‬‭banditry,‬‭as‬‭when‬‭a‬‭human‬‭lord‬‭forces‬‭halflings‬‭from‬
‭their‬‭homes‬‭to‬‭make‬‭way‬‭for‬‭human‬‭setters.‬‭This‬‭is‬‭also‬‭the‬‭case‬‭when‬‭wars‬‭and‬‭invasions‬‭sweep‬‭across‬‭the‬‭land.‬‭In‬
‭such‬‭cases,‬‭Bandits‬‭have‬‭been‬‭known‬‭to‬‭become‬‭the‬‭backbone‬‭of‬‭the‬‭halfling‬‭defense,‬‭harassing‬‭enemies‬‭and‬
‭supporting‬‭friends‬‭until‬‭the‬‭crisis‬‭passes.‬‭It's‬‭memories‬‭of‬‭times‬‭like‬‭these‬‭that‬‭explain‬‭the‬‭forgiving‬‭attitude‬‭of‬‭the‬
‭typical‬‭halfling‬‭toward‬‭these‬‭carefree‬‭Rogues.‬

‭Weapon‬‭Proficiencies:‬
‭The‬‭Bandit‬‭should‬‭be‬‭proficient‬‭in‬‭the‬‭short‬‭bow‬‭or‬‭hand‬‭crossbow,‬‭as‬‭well‬‭as‬‭at‬‭least‬‭one‬‭melee‬‭weapon.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Bandit‬‭can‬‭claim‬‭one‬‭of‬‭the‬‭following‬‭as‬‭a‬‭bonus‬‭non‬‭weapon‬‭proficiency:‬‭Direction‬‭Sense,‬
‭Fishing,‬‭Rope‬‭Use,‬‭or‬‭Disguise.‬
‭Recommended:‬‭In‬‭addition‬‭to‬‭those‬‭listed‬‭above,‬‭Swimming,‬‭Weather‬‭Sense,‬‭Forgery,‬‭Set‬‭Snares,‬‭and‬
‭Tightrope‬‭Walking‬‭can‬‭all‬‭prove‬‭useful‬‭to‬‭a‬‭Bandit.‬

‭Equipment‬
‭Bandits‬‭can‬‭equip‬‭themselves‬‭in‬‭whatever‬‭fashion‬‭they‬‭choose.‬

‭Special‬‭Benefits‬
‭The‬‭Bandit‬‭usually‬‭enjoys‬‭a‬‭considerable‬‭amount‬‭of‬‭support‬‭from‬‭the‬‭halflings‬‭in‬‭the‬‭local‬‭population‬
‭("local"‬‭being‬‭within‬‭about‬‭three‬‭or‬‭four‬‭days'‬‭travel‬‭of‬‭the‬‭Bandit's‬‭lair).‬‭This‬‭typically‬‭translates‬‭into‬‭advance‬
‭warning‬‭of‬‭any‬‭attempt‬‭to‬‭seek‬‭out‬‭and‬‭destroy‬‭the‬‭lair‬‭by‬‭militia,‬‭men-at-arms,‬‭or‬‭hired‬‭parties‬‭of‬‭adventurers.‬

‭Special‬‭Hindrances‬
‭There's‬‭always‬‭the‬‭chance‬‭that‬‭the‬‭Bandits‬‭will‬‭pick‬‭on‬‭the‬‭wrong‬‭victim--a‬‭powerful‬‭Wizard‬‭who‬‭only‬‭looks‬
‭like‬‭a‬‭plump‬‭merchant,‬‭or‬‭an‬‭arrogant‬‭young‬‭lord‬‭or‬‭lady‬‭who‬‭is‬‭determined‬‭to‬‭have‬‭revenge‬‭at‬‭all‬‭costs.‬‭In‬‭the‬‭latter‬
‭case,‬‭the‬‭full‬‭weight‬‭of‬‭the‬‭local‬‭ruler,‬‭whether‬‭Regent,‬‭duchess,‬‭or‬‭baron,‬‭could‬‭well‬‭be‬‭thrown‬‭into‬‭an‬‭effort‬‭to‬‭root‬
‭out‬‭the‬‭Bandit‬‭lair.‬

‭Burglar‬‭(Thief)‬

‭The‬‭halfling‬‭Burglar‬‭is‬‭a‬‭benign‬‭specialist‬‭at‬‭retrieving‬‭objects‬‭of‬‭value‬‭from‬‭those‬‭who‬‭have‬‭come‬‭by‬‭them‬
‭ rongly--at‬‭least,‬‭that's‬‭the‬‭way‬‭the‬‭Burglar‬‭sees‬‭it.‬‭The‬‭one‬‭who‬‭has‬‭been‬‭burgled‬‭tends‬‭to‬‭disagree.‬‭Adept‬‭at‬
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‭stealthy‬‭movement,‬‭lock‬‭picking,‬‭recognizing‬‭traps,‬‭and‬‭removing‬‭them,‬‭Burglars‬‭aspire‬‭to‬‭a‬‭life‬‭of‬‭comfort‬‭simply‬
‭by‬‭virtue‬‭of‬‭their‬‭talents--the‬‭ultimate‬‭in‬‭halfling‬‭accomplishment.‬
‭A‬‭Burglar‬‭must‬‭have‬‭a‬‭Dexterity‬‭score‬‭of‬‭at‬‭least‬‭15.‬

‭ ole‬‭:‬‭The‬‭Burglar‬‭is‬‭the‬‭master‬‭of‬‭several‬‭Thiefly‬‭arts,‬‭most‬‭notably‬‭Move‬‭Silently‬‭and‬‭Open‬‭Locks,‬‭though‬‭skill‬‭at‬
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‭finding‬‭and‬‭removing‬‭traps‬‭can‬‭be‬‭another‬‭lifesaving‬‭talent.‬‭Burglars‬‭can‬‭be‬‭found‬‭in‬‭all‬‭areas‬‭of‬‭halfling‬‭society,‬
‭including‬‭the‬‭comfortably‬‭wealthy‬‭as‬‭well‬‭as‬‭the‬‭most‬‭destitute.‬
‭Most‬‭Burglars‬‭congregate‬‭in‬‭areas‬‭of‬‭larger‬‭communities,‬‭where‬‭they‬‭can‬‭mingle‬‭with‬‭members‬‭of‬‭other‬
‭races.‬‭Like‬‭most‬‭halfling‬‭Thieves,‬‭the‬‭Burglar‬‭tends‬‭to‬‭avoid‬‭halfling‬‭victims,‬‭preferring‬‭the‬‭treasures‬‭of‬‭humanoid‬
‭monsters‬‭and‬‭humans‬‭above‬‭all‬‭others.‬‭Occasionally‬‭a‬‭Burglar‬‭will‬‭choose‬‭to‬‭use‬‭their‬‭skills‬‭to‬‭aid‬‭fellow‬‭halflings‬
‭who‬‭have‬‭suffered‬‭injustices;‬‭such‬‭Burglars‬‭can‬‭rise‬‭to‬‭the‬‭status‬‭of‬‭folk‬‭hero.‬

‭ oads‬‭To‬‭Adventure‬‭:‬‭Burglary‬‭involves‬‭skills‬‭that‬‭most‬‭halflings‬‭learn‬‭at‬‭a‬‭young‬‭age.‬‭Children‬‭are‬‭forever‬‭sneaking‬
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‭into‬‭each‬‭other's‬‭rooms,‬‭borrowing‬‭each‬‭other's‬‭toys,‬‭and‬‭spying‬‭on‬‭their‬‭siblings.‬‭As‬‭youngsters‬‭mature,‬‭a‬‭few‬‭of‬
‭them‬‭begin‬‭to‬‭consider‬‭the‬‭potential‬‭profitability‬‭of‬‭their‬‭skills,‬‭turning‬‭their‬‭attention‬‭toward‬‭more‬‭lucrative‬‭and‬
‭dangerous‬‭targets.‬‭As‬‭with‬‭many‬‭kinds‬‭of‬‭thievery,‬‭burglary‬‭has‬‭a‬‭built-in‬‭incentive‬‭to‬‭travel.‬‭If‬‭the‬‭local‬‭authorities‬
‭become‬‭suspicious,‬‭the‬‭life‬‭of‬‭a‬‭simple‬‭Burglar‬‭can‬‭become‬‭very‬‭complicated‬‭indeed.‬
‭Other‬‭motivations‬‭can‬‭include‬‭the‬‭recovery‬‭of‬‭property‬‭that‬‭has‬‭been‬‭wrongfully‬‭taken‬‭by‬‭the‬‭Burglar‬‭or‬‭the‬
‭character's‬‭friends.‬‭Naturally,‬‭the‬‭Burglar‬‭won't‬‭face‬‭certain‬‭death‬‭simply‬‭to‬‭recover‬‭stolen‬‭goods.‬‭However,‬‭if‬‭the‬
‭character‬‭thinks‬‭they‬‭can‬‭get‬‭away‬‭with‬‭it,‬‭they‬‭might‬‭derive‬‭a‬‭certain‬‭amount‬‭of‬‭satisfaction‬‭from‬‭setting‬‭matters‬
‭right.‬‭Sometimes‬‭the‬‭simple‬‭challenge‬‭of‬‭slipping‬‭into‬‭a‬‭guarded‬‭fortress‬‭or‬‭burglarizing‬‭a‬‭well-defended‬‭treasure‬‭is‬
‭enough‬‭to‬‭draw‬‭a‬‭Burglar's‬‭interest--not‬‭so‬‭much‬‭for‬‭the‬‭value‬‭of‬‭the‬‭goods‬‭as‬‭for‬‭the‬‭test‬‭of‬‭skills‬‭involved.‬
‭Like‬‭the‬‭Archer,‬‭the‬‭Burglar‬‭is‬‭the‬‭best‬‭of‬‭the‬‭best,‬‭a‬‭halfling‬‭who‬‭has‬‭mastered‬‭the‬‭skills‬‭all‬‭halflings‬‭possess‬
‭to‬‭some‬‭degree--stealth,‬‭nimbleness,‬‭and‬‭unobtrusive‬‭movement.‬‭As‬‭such,‬‭the‬‭character‬‭is‬‭highly‬‭respected‬‭by‬‭the‬
‭halfling‬‭community‬‭for‬‭their‬‭expertise.‬‭While‬‭an‬‭accomplished‬‭human‬‭Thief‬‭usually‬‭tries‬‭to‬‭hide‬‭their‬‭profession,‬‭a‬
‭Burglar's‬‭trade‬‭will‬‭be‬‭well-known‬‭by‬‭halfling‬‭neighbors‬‭and‬‭their‬‭accomplishments‬‭highly-regarded--indeed,‬‭it‬‭is‬‭a‬
‭source‬‭of‬‭civic‬‭pride‬‭for‬‭a‬‭village‬‭to‬‭be‬‭home‬‭to‬‭a‬‭really‬‭first-class‬‭Burglar,‬‭something‬‭for‬‭the‬‭town‬‭as‬‭a‬‭whole‬‭to‬
‭116‬
‭ oast‬‭about.‬‭This‬‭acceptance‬‭works‬‭to‬‭the‬‭community's‬‭benefit,‬‭since‬‭most‬‭Burglars‬‭will‬‭be‬‭willing‬‭to‬‭help‬‭out‬‭in‬
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‭times‬‭of‬‭crisis‬‭by‬‭using‬‭their‬‭talents‬‭for‬‭spying‬‭or‬‭gathering‬‭information.‬‭This‬‭might‬‭prove‬‭useful‬‭for‬‭the‬‭village‬‭as‬‭a‬
‭whole.‬

‭Weapon‬‭Proficiencies:‬
‭Burglars‬‭prefer‬‭weapons‬‭that‬‭can‬‭be‬‭wielded‬‭quickly‬‭and‬‭in‬‭relative‬‭silence.‬‭Daggers‬‭and‬‭short‬‭swords‬‭are‬
‭preferred‬‭for‬‭melee,‬‭though‬‭some‬‭specialize‬‭in‬‭other‬‭weapons.‬‭The‬‭sling‬‭is‬‭a‬‭popular‬‭missile‬‭weapon‬‭for‬‭a‬‭Burglar,‬‭as‬
‭are‬‭darts‬‭and,‬‭in‬‭areas‬‭where‬‭they‬‭are‬‭known‬‭or‬‭used,‬‭the‬‭blowgun‬‭and‬‭hand‬‭crossbow.‬

‭Non‬‭Weapon‬‭Proficiencies:‬
‭Bonus:‬‭Appraisal.‬
‭Recommended:‬‭Rope‬‭Use,‬‭Disguise,‬‭and‬‭Tightrope‬‭Walking‬‭are‬‭all‬‭useful‬‭to‬‭a‬‭Burglar.‬

‭Equipment‬
‭A‬‭rope‬‭and‬‭a‬‭set‬‭of‬‭lockpicks‬‭are‬‭the‬‭standard‬‭tools‬‭of‬‭the‬‭Burglar.‬‭They‬‭will‬‭often‬‭scorn‬‭the‬‭use‬‭of‬‭armor‬
‭altogether,‬‭and‬‭in‬‭any‬‭case‬‭will‬‭wear‬‭nothing‬‭heavier‬‭than‬‭leather,‬‭delighting‬‭in‬‭dark,‬‭silent‬‭clothing.‬

‭Special‬‭Benefits‬
‭At‬‭first‬‭level‬‭the‬‭Burglar‬‭gains‬‭an‬‭additional‬‭10%‬‭to‬‭either‬‭open‬‭locks‬‭or‬‭move‬‭silently.‬‭Each‬‭time‬‭the‬
‭character‬‭gains‬‭a‬‭new‬‭level,‬‭the‬‭Burglar‬‭receives‬‭a‬‭+5%‬‭bonus‬‭that‬‭can‬‭be‬‭applied‬‭to‬‭either‬‭of‬‭the‬‭above‬‭two‬‭talents‬‭or‬
‭to‬‭find‬‭and‬‭remove‬‭traps.‬

‭Special‬‭Hindrances‬
‭The‬‭Burglar‬‭devotes‬‭so‬‭much‬‭of‬‭their‬‭time‬‭to‬‭developing‬‭the‬‭skills‬‭of‬‭stealth‬‭that‬‭they‬‭are‬‭at‬‭something‬‭of‬‭a‬
‭disadvantage‬‭in‬‭face-to-face‬‭combat,‬‭suffering‬‭a‬‭-1‬‭penalty‬‭on‬‭all‬‭attack‬‭rolls‬‭in‬‭melee.‬‭However,‬‭attacks‬‭made‬‭as‬‭a‬
‭backstab‬‭are‬‭not‬‭affected‬‭by‬‭this‬‭penalty.‬

‭Runner‬‭(Thief)‬

‭Runners‬‭are‬‭halfling‬‭Thieves‬‭who‬‭give‬‭every‬‭appearance‬‭of‬‭being‬‭an‬‭honest‬‭trader.‬‭Generally‬‭speaking,‬‭the‬
c‭ haracter‬‭would‬‭prefer‬‭to‬‭be‬‭a‬‭straight-forward‬‭and‬‭upright‬‭merchant,‬‭but‬‭the‬‭impossible‬‭situation‬‭created‬‭by‬‭the‬
‭taxes‬‭and‬‭tolls‬‭of‬‭intrusive‬‭humans,‬‭dwarfs,‬‭and‬‭elves‬‭drives‬‭them‬‭to‬‭more‬‭underhanded‬‭means‬‭of‬‭dealing.‬‭Thus,‬‭they‬
‭import‬‭and‬‭export‬‭many‬‭things‬‭from‬‭many‬‭places--most‬‭of‬‭which‬‭are‬‭not‬‭supposed‬‭to‬‭be‬‭leaving‬‭or‬‭arriving‬‭at‬‭these‬
‭specific‬‭locations.‬
‭The‬‭reasons‬‭for‬‭smuggling‬‭differ‬‭greatly.‬‭The‬‭following‬‭are‬‭the‬‭most‬‭common‬‭among‬‭them:‬
‭Excessive‬‭Taxation.‬‭A‬‭local‬‭government‬‭may‬‭wish‬‭to‬‭retain‬‭a‬‭monopoly‬‭on‬‭a‬‭local‬‭product‬‭(wine‬‭from‬‭the‬
‭duke's‬‭vineyard,‬‭for‬‭example)‬‭and‬‭so‬‭levies‬‭a‬‭high‬‭tariff‬‭on‬‭any‬‭competing‬‭goods‬‭brought‬‭into‬‭the‬‭duchy.‬
‭Belligerent‬‭Status.‬‭Two‬‭rival‬‭states‬‭involved‬‭in‬‭a‬‭border‬‭dispute‬‭often‬‭prohibit‬‭trade‬‭with‬‭the‬‭enemy.‬‭Local‬
‭farmers‬‭and‬‭tradesmen,‬‭however,‬‭don't‬‭always‬‭grasp‬‭the‬‭wisdom‬‭of‬‭a‬‭policy‬‭that‬‭cuts‬‭them‬‭off‬‭from‬‭their‬
‭customers--thus,‬‭the‬‭aid‬‭of‬‭a‬‭runner‬‭can‬‭keep‬‭the‬‭economy‬‭alive.‬
‭Contraband.‬‭A‬‭particular‬‭commodity‬‭might‬‭be‬‭banned‬‭outright,‬‭with‬‭penalties‬‭of‬‭varying‬‭severity‬‭for‬‭those‬
‭who‬‭violate‬‭the‬‭prohibition.‬‭If‬‭a‬‭rival‬‭religious‬‭sect,‬‭for‬‭example,‬‭values‬‭bloodstones‬‭in‬‭its‬‭rituals,‬‭the‬‭entrenched‬
‭state‬‭religion‬‭might‬‭bar‬‭that‬‭stone‬‭from‬‭the‬‭realm.‬‭There‬‭could‬‭be‬‭a‬‭decree‬‭that‬‭anyone‬‭caught‬‭with‬‭a‬‭bloodstone‬‭be‬
‭put‬‭to‬‭death.‬‭Whatever‬‭the‬‭nature‬‭of‬‭the‬‭contraband,‬‭chances‬‭are‬‭that‬‭it‬‭is‬‭very‬‭valuable‬‭to‬‭someone--and‬
‭consequently,‬‭there's‬‭a‬‭great‬‭deal‬‭of‬‭profit‬‭incentive‬‭for‬‭the‬‭bold‬‭runner.‬
‭A‬‭Runner‬‭must‬‭have‬‭a‬‭Charisma‬‭or‬‭Intelligence‬‭score‬‭of‬‭at‬‭least‬‭13.‬

‭ ole‬‭:‬‭The‬‭Runner‬‭is‬‭a‬‭vital‬‭cog‬‭in‬‭the‬‭unofficial‬‭economy‬‭of‬‭virtually‬‭any‬‭region‬‭in‬‭a‬‭civilized‬‭world--for‬‭without‬
R
‭them,‬‭a‬‭far‬‭more‬‭significant‬‭proportion‬‭of‬‭the‬‭wealth‬‭would‬‭remain‬‭in‬‭the‬‭hands‬‭of‬‭those‬‭who‬‭hold‬‭the‬‭reins‬‭of‬‭power.‬
‭Many‬‭goods‬‭that‬‭would‬‭otherwise‬‭have‬‭no‬‭outlet‬‭find‬‭their‬‭way‬‭to‬‭customers‬‭thanks‬‭to‬‭the‬‭intrepid‬‭Runner.‬‭Whether‬
‭carting‬‭it‬‭down‬‭rural‬‭highways‬‭or‬‭barging‬‭it‬‭along‬‭placid‬‭streams,‬‭the‬‭Runner‬‭ensures,‬‭quietly‬‭and‬‭reliably,‬‭that‬‭the‬
‭cargo‬‭reaches‬‭its‬‭destination.‬
‭Runners‬‭build‬‭a‬‭network‬‭of‬‭loyal‬‭friends‬‭and‬‭companions‬‭(which‬‭is‬‭why‬‭high‬‭charisma‬‭is‬‭such‬‭an‬‭asset)‬‭and‬
‭treat‬‭these‬‭accomplices‬‭well‬‭in‬‭return‬‭for‬‭protection‬‭and‬‭help.‬
‭The‬‭value‬‭of‬‭the‬‭goods‬‭smuggled‬‭is‬‭dependent‬‭on‬‭two‬‭factors:‬‭the‬‭market‬‭for‬‭those‬‭goods‬‭at‬‭their‬‭destination‬
‭(supply‬‭and‬‭demand)‬‭and‬‭the‬‭difficulties‬‭and‬‭dangers‬‭endured‬‭by‬‭the‬‭runner‬‭in‬‭transporting‬‭them.‬‭Something‬‭that‬‭is‬
‭valuable‬‭to‬‭begin‬‭with‬‭usually‬‭carries‬‭the‬‭threat‬‭of‬‭death,‬‭and‬‭will‬‭bring‬‭many‬‭times‬‭its‬‭normal‬‭worth‬‭to‬‭the‬‭Runner.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭Runners‬‭almost‬‭always‬‭begin‬‭as‬‭traders,‬‭transporting‬‭goods‬‭from‬‭one‬‭location‬‭to‬‭another,‬
R
‭turning‬‭a‬‭small‬‭profit,‬‭and‬‭bringing‬‭something‬‭of‬‭value‬‭back‬‭to‬‭the‬‭point‬‭of‬‭origin.‬‭Sooner‬‭or‬‭later,‬‭as‬‭they‬‭expand‬
‭their‬‭routes‬‭and‬‭the‬‭world‬‭changes,‬‭such‬‭a‬‭trader‬‭runs‬‭afoul‬‭of‬‭one‬‭of‬‭the‬‭above‬‭prohibitions.‬‭The‬‭pragmatic‬‭halfling‬

‭117‬
‭ oesn't‬‭see‬‭why‬‭such‬‭a‬‭minor‬‭detail‬‭should‬‭change‬‭the‬‭way‬‭one‬‭conducts‬‭business.‬‭Thus,‬‭a‬‭merchant‬‭continues‬‭to‬‭do‬
d
‭what‬‭they‬‭have‬‭always‬‭done--but‬‭with‬‭a‬‭bit‬‭more‬‭risk,‬‭and‬‭a‬‭bit‬‭more‬‭profit.‬
‭Tied‬‭into‬‭the‬‭Runner's‬‭normal‬‭way‬‭of‬‭life‬‭can‬‭be‬‭any‬‭number‬‭of‬‭special‬‭missions--tasks‬‭that‬‭allow‬‭the‬‭Runner‬
‭to‬‭employ‬‭their‬‭skills‬‭in‬‭the‬‭name‬‭of‬‭a‬‭higher‬‭cause.‬‭Rescue‬‭of‬‭a‬‭prisoner‬‭is‬‭one,‬‭or‬‭the‬‭delivery‬‭of‬‭a‬‭message‬‭or‬‭item‬
‭of‬‭significant‬‭importance‬‭is‬‭another.‬‭A‬‭Runner‬‭can‬‭function‬‭as‬‭a‬‭very‬‭effective‬‭spy,‬‭reporting‬‭back‬‭on‬‭the‬‭mood‬‭of‬‭the‬
‭local‬‭people.‬‭Furthermore,‬‭they‬‭can‬‭provide‬‭more‬‭typical‬‭information‬‭on‬‭land‬‭features‬‭and‬‭defensive‬‭preparations.‬

‭Weapon‬‭Proficiencies:‬
‭Any.‬

‭Non‬‭Weapon‬‭Proficiencies:‬
‭Bonus:‬‭All‬‭Runners‬‭gain‬‭the‬‭Local‬‭History‬‭proficiency‬‭for‬‭areas‬‭on‬‭their‬‭regular‬‭routes.‬‭Also,‬‭Runners‬‭pick‬
‭up‬‭languages‬‭during‬‭their‬‭travels,‬‭gaining‬‭the‬‭ability‬‭to‬‭speak‬‭and‬‭understand‬‭an‬‭additional‬‭language‬‭every‬‭other‬
‭level,‬‭starting‬‭at‬‭second‬‭level.‬‭The‬‭new‬‭language‬‭must‬‭be‬‭one‬‭the‬‭character‬‭has‬‭had‬‭contact‬‭with‬‭during‬‭the‬‭course‬‭of‬
‭the‬‭previous‬‭two‬‭levels‬‭of‬‭experience.‬‭The‬‭maximum‬‭number‬‭of‬‭languages‬‭is‬‭restricted‬‭by‬‭the‬‭characters’‬
‭Intelligence.‬
‭Recommended:‬‭Riding,‬‭Appraising,‬‭Disguise,‬‭and‬‭Forgery‬‭can‬‭all‬‭help‬‭runners‬‭in‬‭their‬‭work.‬

‭Equipment‬
‭Unless‬‭transporting‬‭very‬‭small‬‭quantities,‬‭the‬‭Runner‬‭needs‬‭some‬‭way‬‭to‬‭haul‬‭cargo.‬‭Wagons‬‭and‬‭carts‬‭are‬
‭easy‬‭to‬‭follow,‬‭so‬‭Runners‬‭prefer‬‭either‬‭some‬‭form‬‭of‬‭boat‬‭(e.g.,‬‭canoe,‬‭river‬‭raft,‬‭or‬‭small‬‭sailboat)‬‭or‬‭a‬‭pack‬‭animal‬
‭(such‬‭as‬‭a‬‭mule,‬‭pony,‬‭donkey,‬‭or‬‭large‬‭hound).‬‭In‬‭general,‬‭Runners‬‭will‬‭only‬‭use‬‭a‬‭wheeled‬‭vehicle‬‭when‬‭they‬‭have‬‭a‬
‭safe‬‭road‬‭to‬‭follow‬‭and‬‭are‬‭certain‬‭their‬‭smuggling‬‭activities‬‭have‬‭continued‬‭unsuspectedly.‬

‭Special‬‭Benefits‬
‭A‬‭Runner‬‭who‬‭possesses‬‭the‬‭Local‬‭History‬‭proficiency‬‭for‬‭an‬‭area‬‭gains‬‭a‬‭+4‬‭bonus‬‭to‬‭NPC‬‭reaction‬‭checks‬
‭in‬‭that‬‭area.‬‭They‬‭will‬‭also‬‭have‬‭full‬‭knowledge‬‭of‬‭any‬‭hidden‬‭pathways‬‭or‬‭secret‬‭trails‬‭along‬‭their‬‭regular‬‭route.‬

‭Special‬‭Hindrances‬
‭The‬‭inherent‬‭risks‬‭of‬‭challenging‬‭authority,‬‭including‬‭the‬‭threat‬‭of‬‭imprisonment‬‭or‬‭even‬‭death,‬‭are‬‭the‬
‭primary‬‭drawbacks‬‭to‬‭a‬‭Runner's‬‭career.‬

‭Trader‬‭(Fighter/Thief)‬

‭Halfling‬‭Traders‬‭are‬‭a‬‭legitimate‬‭version‬‭of‬‭the‬‭smuggler--honest‬‭merchants‬‭who‬‭spend‬‭more‬‭time‬‭in‬‭legal‬
a‭ ctivities‬‭and‬‭have‬‭a‬‭tad‬‭more‬‭fighting‬‭ability‬‭with‬‭which‬‭to‬‭protect‬‭cargo‬‭(and,‬‭incidentally,‬‭themselves‬‭as‬‭well).‬
‭Traders‬‭generally‬‭stake‬‭out‬‭a‬‭territory‬‭and‬‭a‬‭regular‬‭route‬‭and‬‭don't‬‭venture‬‭too‬‭far‬‭afield.‬‭Only‬‭a‬‭chance‬‭to‬
‭dramatically‬‭increase‬‭profits‬‭will‬‭tempt‬‭a‬‭typical‬‭trader‬‭into‬‭deviating‬‭from‬‭his‬‭established‬‭routine.‬‭A‬‭Trader‬‭is‬‭very‬
‭likely‬‭to‬‭have‬‭a‬‭burrow‬‭in‬‭a‬‭local‬‭community.‬‭Though‬‭they‬‭may‬‭be‬‭absent‬‭for‬‭several‬‭days‬‭at‬‭a‬‭time‬‭they‬‭are‬‭always‬
‭glad‬‭to‬‭return‬‭home‬‭again.‬
‭A‬‭Trader‬‭must‬‭have‬‭a‬‭Charisma‬‭score‬‭of‬‭at‬‭least‬‭11.‬

‭ ole‬‭:‬‭Trading‬‭among‬‭halflings‬‭begins‬‭as‬‭a‬‭very‬‭simple,‬‭need-based‬‭process.‬‭The‬‭Trader‬‭finds‬‭some‬‭high‬‭quality‬
R
‭commodity,‬‭usually‬‭from‬‭their‬‭own‬‭village,‬‭which‬‭is‬‭in‬‭large‬‭supply.‬‭Typical‬‭goods,‬‭especially‬‭for‬‭new‬‭Traders,‬
‭include‬‭cheese,‬‭produce,‬‭wine‬‭and‬‭beer,‬‭pottery‬‭or‬‭cloth,‬‭shellwork,‬‭unique‬‭spices‬‭or‬‭flavorings,‬‭and‬‭wood‬‭carvings.‬
‭Often,‬‭in‬‭fact,‬‭the‬‭local‬‭source‬‭of‬‭these‬‭goods‬‭will‬‭'front'‬‭the‬‭Trader‬‭for‬‭the‬‭character’s‬‭first‬‭cargo,‬‭in‬‭anticipation‬‭of‬
‭much‬‭increased‬‭business.‬‭This‬‭is‬‭only‬‭done,‬‭however,‬‭if‬‭the‬‭young‬‭trader‬‭is‬‭a‬‭local‬‭halfling‬‭known‬‭to‬‭be‬‭a‬‭sober‬‭and‬
‭responsible‬‭individual.‬
‭Next‬‭the‬‭Trader‬‭determines‬‭another‬‭area,‬‭where‬‭it‬‭is‬‭anticipated‬‭there‬‭will‬‭be‬‭a‬‭demand‬‭for‬‭those‬‭goods‬‭and‬
‭decides‬‭what‬‭to‬‭trade‬‭for‬‭in‬‭return.‬‭Traders‬‭typically‬‭start‬‭small,‬‭with‬‭a‬‭limited‬‭and‬‭regular‬‭route‬‭upon‬‭which‬‭they‬‭try‬
‭to‬‭establish‬‭a‬‭professional‬‭reputation.‬‭If‬‭the‬‭enterprise‬‭prospers,‬‭the‬‭character‬‭might‬‭show‬‭a‬‭(generally‬‭conservative)‬
‭tendency‬‭to‬‭expand‬‭business;‬‭since‬‭they‬‭are‬‭traveling‬‭halflings,‬‭any‬‭new‬‭stops‬‭along‬‭the‬‭route‬‭usually‬‭mean‬‭the‬
‭Trader‬‭will‬‭be‬‭making‬‭new‬‭friends‬‭there‬‭as‬‭well.‬

‭ oad‬‭to‬‭Adventure‬‭:‬‭Traders‬‭are‬‭a‬‭natural‬‭target‬‭for‬‭Thieves;‬‭fortunately,‬‭their‬‭combination‬‭of‬‭character‬‭classes‬‭makes‬
R
‭this‬‭hard-working‬‭halfling‬‭merchant‬‭well‬‭equipped‬‭to‬‭vigorously‬‭defend‬‭their‬‭cargo.‬
‭By‬‭the‬‭nature‬‭of‬‭their‬‭business,‬‭Traders‬‭have‬‭the‬‭chance‬‭to‬‭make‬‭many‬‭friends‬‭and‬‭become‬‭acquainted‬‭with‬
‭problems‬‭in‬‭many‬‭different‬‭areas.‬‭Motivated‬‭by‬‭a‬‭strong‬‭sense‬‭of‬‭right‬‭and‬‭wrong,‬‭together‬‭with‬‭the‬‭strength‬‭of‬‭their‬
‭influence,‬‭Traders‬‭will‬‭often‬‭take‬‭a‬‭leadership‬‭role‬‭in‬‭situations‬‭that‬‭call‬‭for‬‭dramatic‬‭and‬‭decisive‬‭action.‬

‭Weapon‬‭Proficiencies‬
‭Any.‬
‭118‬
‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Trader‬‭can‬‭select‬‭either‬‭appraising‬‭or‬‭local‬‭history‬‭at‬‭the‬‭onset‬‭of‬‭their‬‭career.‬
‭Recommended:‬‭Direction‬‭Sense,‬‭Animal‬‭Handling,‬‭and‬‭Weather‬‭Sense‬‭are‬‭all‬‭useful‬‭non‬‭weapon‬
‭proficiencies‬‭for‬‭anyone‬‭who‬‭spends‬‭a‬‭lot‬‭of‬‭time‬‭on‬‭the‬‭road.‬

‭Equipment‬
‭The‬‭Trader‬‭will‬‭typically‬‭have‬‭a‬‭cart‬‭or‬‭wagon‬‭to‬‭haul‬‭goods‬‭or‬‭some‬‭beast‬‭of‬‭burden--a‬‭pony,‬‭donkey,‬‭draft‬
‭horse,‬‭or‬‭ox.‬‭River‬‭traders‬‭will‬‭have‬‭a‬‭small,‬‭easily-managed‬‭boat‬‭with‬‭plenty‬‭of‬‭cargo‬‭space.‬‭Unlike‬‭smugglers,‬
‭Traders‬‭keep‬‭to‬‭well-traveled‬‭(and‬‭well-guarded)‬‭highways‬‭and‬‭hence‬‭prefer‬‭wagons‬‭over‬‭pack‬‭animals‬‭for‬‭transport.‬

‭Special‬‭Benefits‬
‭The‬‭Trader‬‭is‬‭a‬‭well-known‬‭and‬‭popular‬‭character,‬‭privy‬‭to‬‭the‬‭local‬‭news‬‭all‬‭along‬‭their‬‭trade‬‭routes,‬‭often‬
‭the‬‭first‬‭to‬‭bring‬‭news‬‭and‬‭gossip‬‭from‬‭village‬‭to‬‭village.‬‭They‬‭are‬‭quick‬‭to‬‭learn‬‭of‬‭new‬‭and‬‭interesting‬‭discoveries‬
‭and‬‭to‬‭determine‬‭what‬‭goods‬‭and‬‭commodities‬‭are‬‭in‬‭demand‬‭in‬‭various‬‭locales.‬‭Additionally,‬‭they‬‭have‬‭a‬‭lot‬‭of‬
‭opportunities‬‭to‬‭get‬‭rich.‬‭Traders‬‭begin‬‭play‬‭with‬‭60‬‭to‬‭240‬‭(6d4x10)‬‭gp.‬

‭Special‬‭Hindrances‬
‭In‬‭a‬‭word,‬‭Thieves.‬

‭Traveler‬‭(Fighter/Thief)‬

‭This‬‭popular‬‭character‬‭is‬‭the‬‭halfling‬‭equivalent‬‭of‬‭the‬‭Bard,‬‭a‬‭musician‬‭and‬‭storyteller‬‭traveling‬‭out‬‭of‬
c‭ uriosity‬‭and‬‭a‬‭general‬‭love‬‭of‬‭life.‬‭The‬‭Traveler’s‬‭wanderings‬‭give‬‭the‬‭character‬‭grist‬‭for‬‭the‬‭tales‬‭and‬‭legends‬‭by‬
‭which‬‭they‬‭earn‬‭a‬‭living.‬‭The‬‭character‬‭is‬‭curious‬‭about‬‭the‬‭wide‬‭world,‬‭but‬‭it‬‭is‬‭people,‬‭not‬‭places,‬‭that‬‭draw‬‭a‬
‭Traveler's‬‭attention.‬‭Nothing‬‭makes‬‭a‬‭Traveler‬‭happier‬‭than‬‭meeting‬‭people‬‭from‬‭a‬‭wide‬‭variety‬‭of‬‭cultures,‬‭and‬‭this‬
‭enthusiasm‬‭translates‬‭into‬‭a‬‭remarkable‬‭ability‬‭to‬‭understand‬‭and‬‭adapt‬‭to‬‭local‬‭customs.‬
‭A‬‭Traveler‬‭must‬‭have‬‭a‬‭Charisma‬‭score‬‭of‬‭at‬‭least‬‭15.‬

‭ ole‬‭:‬‭Travelers‬‭do‬‭much‬‭the‬‭same‬‭work‬‭as‬‭bards‬‭but‬‭take‬‭themselves‬‭far‬‭less‬‭seriously.‬‭They‬‭are‬‭accomplished‬
R
‭wordsmiths,‬‭capable‬‭of‬‭spinning‬‭a‬‭yarn‬‭on‬‭the‬‭spur‬‭of‬‭the‬‭moment‬‭that‬‭can‬‭reduce‬‭an‬‭audience‬‭to‬‭tears‬‭or‬‭helpless‬
‭laughter.‬‭All‬‭Travelers‬‭play‬‭a‬‭musical‬‭instrument,‬‭but‬‭it‬‭will‬‭always‬‭be‬‭a‬‭simple,‬‭homey‬‭instrument‬‭like‬‭a‬‭banjo,‬
‭harmonica,‬‭or‬‭fiddle.‬‭This‬‭is‬‭in‬‭contrast‬‭to‬‭one‬‭of‬‭the‬‭more‬‭sophisticated‬‭instruments‬‭favored‬‭by‬‭Bards.‬‭Travelers‬‭are‬
‭also‬‭fond‬‭of‬‭entertaining‬‭children‬‭with‬‭simple‬‭sleight-of-hand‬‭tricks,‬‭and‬‭one‬‭will‬‭often‬‭put‬‭on‬‭a‬‭special‬‭show‬‭just‬‭for‬
‭children‬‭when‬‭the‬‭player‬‭comes‬‭to‬‭town.‬
‭A‬‭Traveler's‬‭performances‬‭are‬‭almost‬‭always‬‭informal,‬‭homespun‬‭affairs--swapping‬‭stories‬‭and‬‭sharing‬‭a‬‭jug‬
‭with‬‭the‬‭old‬‭folks‬‭around‬‭a‬‭hearthfire,‬‭playing‬‭the‬‭fiddler‬‭and‬‭being‬‭the‬‭caller‬‭for‬‭courting‬‭couples‬‭at‬‭the‬‭local‬
‭hoedown‬‭and‬‭square‬‭dance,‬‭thrilling‬‭youngsters‬‭with‬‭monster‬‭stories‬‭enlivened‬‭by‬‭special‬‭sound‬‭effects.‬‭Travelers‬
‭are‬‭masters‬‭of‬‭the‬‭Question‬‭Game‬‭and‬‭enjoy‬‭matching‬‭their‬‭skill‬‭against‬‭that‬‭of‬‭the‬‭local‬‭champs.‬‭Because‬‭of‬‭their‬
‭genuine‬‭enjoyment‬‭of‬‭people,‬‭Travelers‬‭are‬‭quick‬‭to‬‭make‬‭friends.‬‭As‬‭a‬‭rule,‬‭they‬‭are‬‭welcomed‬‭nearly‬‭everywhere‬
‭they‬‭travel‬‭and‬‭remembered‬‭fondly‬‭when‬‭they‬‭depart.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭The‬‭Traveler‬‭is‬‭another‬‭of‬‭those‬‭rare‬‭(some‬‭would‬‭say‬‭'mad')‬‭halflings‬‭for‬‭whom‬‭the‬‭comforts‬‭of‬
R
‭hearth‬‭and‬‭burrow‬‭are‬‭simply‬‭not‬‭enough.‬‭It‬‭begins‬‭almost‬‭always‬‭in‬‭childhood‬‭with‬‭the‬‭feeling‬‭that‬‭the‬‭fair‬‭in‬‭the‬
‭next‬‭village‬‭must‬‭be‬‭just‬‭a‬‭touch‬‭grander‬‭than‬‭the‬‭one‬‭at‬‭home.‬‭Accomplished‬‭travelers‬‭can‬‭become‬‭the‬‭confidants‬‭of‬
‭kings‬‭and‬‭queens,‬‭the‬‭emissaries‬‭of‬‭earls,‬‭the‬‭entertainers‬‭of‬‭nobles‬‭and‬‭sages.‬

‭Weapon‬‭Proficiencies‬
‭The‬‭Traveler‬‭can‬‭use‬‭any‬‭weapon;‬‭usually‬‭they‬‭will‬‭try‬‭to‬‭select‬‭something‬‭unique.‬‭Travelers‬‭are‬‭particularly‬
‭fond‬‭of‬‭weapons‬‭that‬‭don't‬‭look‬‭like‬‭weapons--for‬‭example,‬‭a‬‭walking‬‭stick‬‭which‬‭is‬‭actually‬‭a‬‭sword‬‭stick,‬‭or‬
‭wooden‬‭juggling‬‭balls‬‭that‬‭can‬‭be‬‭used‬‭as‬‭missile‬‭weapons.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Musical‬‭Instrument.‬
‭Recommended:‬‭Dance,‬‭Disguise,‬‭Etiquette,‬‭Juggling,‬‭Tumbling,‬‭and‬‭Ventriloquism‬‭are‬‭all‬‭useful‬
‭proficiencies‬‭for‬‭a‬‭Traveler.‬

‭Equipment‬
‭Aside‬‭from‬‭a‬‭musical‬‭instrument,‬‭weapons,‬‭and‬‭the‬‭clothes‬‭they‬‭wear,‬‭Travelers‬‭will‬‭have‬‭few‬‭possessions,‬
‭no‬‭more‬‭than‬‭they‬‭can‬‭easily‬‭carry.‬‭Gold‬‭has‬‭a‬‭tendency‬‭to‬‭tie‬‭a‬‭body‬‭down,‬‭in‬‭their‬‭opinion,‬‭and‬‭the‬‭character‬‭is‬
‭likely‬‭to‬‭leave‬‭any‬‭excess‬‭wealth‬‭that‬‭comes‬‭their‬‭way‬‭on‬‭the‬‭door‬‭of‬‭some‬‭worthy‬‭widow‬‭or‬‭orphan‬‭as‬‭they‬‭leave‬
‭town,‬‭light‬‭of‬‭heart‬‭and‬‭empty‬‭of‬‭pocket.‬

‭119‬
‭Special‬‭Benefits‬
‭Travelers‬‭have‬‭several‬‭bard-like‬‭abilities:‬‭they‬‭receive‬‭a‬‭+2‬‭to‬‭all‬‭reaction‬‭rolls‬‭due‬‭to‬‭the‬‭character's‬‭innate‬
‭goodwill‬‭to‬‭all‬‭and‬‭friendly‬‭demeanor.‬‭A‬‭Traveler‬‭who‬‭has‬‭time‬‭to‬‭tell‬‭friends‬‭and‬‭allies‬‭an‬‭inspiring‬‭story‬‭before‬
‭they‬‭enter‬‭combat‬‭gives‬‭them‬‭the‬‭same‬‭attack‬‭and‬‭saving‬‭throw‬‭bonuses‬‭as‬‭a‬‭bless‬‭spell.‬‭Finally,‬‭the‬‭Traveler's‬‭music‬
‭offers‬‭immunity‬‭to‬‭song-based‬‭charm‬‭attacks‬‭(for‬‭example,‬‭a‬‭harpy's‬‭singing)‬‭to‬‭all‬‭within‬‭earshot,‬‭but‬‭only‬‭so‬‭long‬
‭as‬‭the‬‭Traveler‬‭can‬‭keep‬‭playing‬‭non-stop.‬

‭Special‬‭Hindrances‬
‭Travelers‬‭begin‬‭with‬‭40‬‭to‬‭160‬‭(4d4‬‭X‬‭10)‬‭gp.‬
‭As‬‭noted‬‭above,‬‭all‬‭Travelers‬‭are‬‭poor,‬‭by‬‭choice.‬‭It‬‭has‬‭been‬‭said‬‭that‬‭a‬‭Traveler‬‭has‬‭a‬‭million‬‭friends‬‭and‬‭no‬
‭home,‬‭and‬‭this‬‭is‬‭true.‬‭While‬‭the‬‭character’s‬‭folksy‬‭manner‬‭and‬‭homespun‬‭ways‬‭win‬‭the‬‭character‬‭a‬‭welcome‬
‭everywhere‬‭the‬‭player‬‭goes,‬‭the‬‭character‬‭has‬‭no‬‭family‬‭or‬‭burrow‬‭to‬‭return‬‭to.‬‭Travelers‬‭are‬‭essentially‬‭sociable‬
‭loners‬‭who‬‭dread‬‭the‬‭day‬‭when‬‭old‬‭age‬‭will‬‭force‬‭them‬‭to‬‭stop‬‭their‬‭wandering‬‭at‬‭last.‬

‭Healer‬‭(Priest)‬

‭The‬‭Healer‬‭is‬‭the‬‭community‬‭physician,‬‭counselor,‬‭and‬‭spiritual‬‭adviser‬‭for‬‭fellow‬‭halflings,‬‭though‬‭not‬
e‭ very‬‭village‬‭or‬‭town‬‭is‬‭fortunate‬‭enough‬‭to‬‭have‬‭one.‬‭Healers‬‭must‬‭have‬‭a‬‭moral‬‭alignment‬‭of‬‭Good‬‭or‬‭Neutral‬‭and‬
‭specialize‬‭in‬‭the‬‭benign‬‭arts‬‭of‬‭tending‬‭injuries,‬‭curing‬‭diseases,‬‭midwifery,‬‭and‬‭general‬‭public‬‭health.‬
‭The‬‭Healer‬‭must‬‭have‬‭a‬‭Wisdom‬‭score‬‭of‬‭at‬‭least‬‭12.‬

‭ ole‬‭:‬‭The‬‭Healer‬‭is‬‭fond‬‭of‬‭reminding‬‭companions‬‭that‬‭they‬‭are‬‭"just‬‭a‬‭simple‬‭country‬‭doctor,"‬‭a‬‭phrase‬‭that‬‭rarely‬
R
‭does‬‭this‬‭highly‬‭competent‬‭Cleric‬‭justice.‬‭The‬‭character‬‭has‬‭scant‬‭aptitude‬‭for‬‭combat,‬‭preferring‬‭instead‬‭to‬‭let‬‭more‬
‭vigorous‬‭allies‬‭handle‬‭the‬‭tasks‬‭of‬‭violence.‬‭Naturally‬‭enough,‬‭the‬‭Healer‬‭specialises‬‭in‬‭repairing‬‭the‬‭damage‬
‭inflicted‬‭by‬‭such‬‭battles‬‭after‬‭they‬‭are‬‭over,‬‭or‬‭sometimes‬‭while‬‭they‬‭rage.‬
‭Healers‬‭also‬‭often‬‭function‬‭as‬‭"the‬‭voice‬‭of‬‭reason"‬‭in‬‭a‬‭party;‬‭they‬‭give‬‭advice‬‭freely,‬‭whether‬‭it‬‭is‬‭asked‬‭for‬
‭or‬‭not,‬‭and‬‭are‬‭not‬‭afraid‬‭of‬‭speaking‬‭their‬‭minds--whether‬‭to‬‭defend‬‭an‬‭underdog,‬‭praise‬‭an‬‭unpopular‬‭decision,‬‭or‬
‭criticise‬‭an‬‭Evil‬‭warlord‬‭to‬‭their‬‭face.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭Typically,‬‭the‬‭Healer‬‭gets‬‭drawn‬‭into‬‭adventure‬‭not‬‭because‬‭of‬‭any‬‭all-consuming‬‭drive‬‭to‬‭see‬
R
‭the‬‭world‬‭or‬‭to‬‭gain‬‭fame‬‭and‬‭fortune,‬‭but‬‭because‬‭the‬‭character‬‭feels‬‭that‬‭they‬‭will‬‭genuinely‬‭be‬‭able‬‭to‬‭help‬‭their‬
‭friends--who‬‭for‬‭some‬‭reason‬‭the‬‭Healer‬‭cannot‬‭fathom‬‭are‬‭seeking‬‭fame,‬‭fortune,‬‭and‬‭excitement.‬
‭Healers‬‭are‬‭very‬‭confident‬‭in‬‭their‬‭abilities‬‭and‬‭those‬‭of‬‭their‬‭friends‬‭and‬‭are‬‭thus‬‭comforting‬‭to‬‭have‬‭around.‬
‭They‬‭tend‬‭to‬‭be‬‭righteous,‬‭even‬‭a‬‭tad‬‭stodgy,‬‭in‬‭their‬‭beliefs,‬‭but‬‭loyal‬‭to‬‭a‬‭fault‬‭(even‬‭to‬‭those‬‭who‬‭might‬‭not‬‭feel‬‭a‬
‭similar‬‭loyalty‬‭in‬‭return)‬‭and‬‭very‬‭determined‬‭when‬‭in‬‭pursuit‬‭of‬‭a‬‭worthy‬‭goal.‬

‭Weapon‬‭Proficiencies‬
‭During‬‭character‬‭creation,‬‭the‬‭Healer‬‭may‬‭only‬‭use‬‭one‬‭weapon‬‭proficiency‬‭slot‬‭for‬‭anything‬‭related‬‭to‬
‭weapons.‬‭The‬‭remaining‬‭weapon‬‭proficiency‬‭slot‬‭may‬‭be‬‭saved,‬‭or‬‭it‬‭may‬‭be‬‭used‬‭to‬‭acquire‬‭a‬‭Trait‬‭or‬‭a‬‭Talent.‬‭The‬
‭player‬‭can‬‭select‬‭any‬‭weapon‬‭eligible‬‭for‬‭use‬‭by‬‭a‬‭Priest‬‭of‬‭the‬‭Cleric’s‬‭faith.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭The‬‭Healer‬‭automatically‬‭receives‬‭the‬‭Healing‬‭proficiency,‬‭without‬‭any‬‭penalty‬‭to‬‭proficiency‬
‭checks.‬
‭Recommended:‬‭The‬‭Healer‬‭can‬‭benefit‬‭from‬‭a‬‭knowledge‬‭of‬‭Agriculture,‬‭Herbalism,‬‭and‬‭Reading/Writing.‬

‭Equipment‬
‭A‬‭Healer‬‭will‬‭never‬‭be‬‭without‬‭a‬‭healer's‬‭bag,‬‭which‬‭contains‬‭scalpels,‬‭bandages,‬‭ah-sticks,‬‭and‬‭various‬
‭herbs,‬‭barks,‬‭and‬‭roots‬‭useful‬‭in‬‭the‬‭event‬‭they‬‭are‬‭needed‬‭to‬‭whip‬‭up‬‭a‬‭quick‬‭poultice‬‭or‬‭ointment.‬

‭Special‬‭Benefits‬
‭Healers‬‭gain‬‭a‬‭+1‬‭hit‬‭point‬‭bonus‬‭per‬‭die‬‭rolled‬‭to‬‭all‬‭cure‬‭wounds‬‭spells‬‭they‬‭cast.‬

‭Special‬‭Hindrances‬
‭Healers‬‭refuse‬‭to‬‭wear‬‭armour‬‭in‬‭all‬‭but‬‭the‬‭most‬‭dire‬‭circumstances.‬‭A‬‭Healer's‬‭famed‬‭lack‬‭of‬‭tact‬‭can‬‭also‬
‭cause‬‭problems‬‭in‬‭some‬‭situations.‬

‭120‬
‭Lightbringer‬‭(Ranger/Cleric)‬

‭ here‬‭is‬‭an‬‭order‬‭among‬‭Halflings‬‭so‬‭secretive,‬‭even‬‭halflings‬‭debate‬‭its‬‭existence,‬‭while‬‭most‬‭other‬‭races‬
T
‭view‬‭the‬‭account‬‭as‬‭a‬‭ridiculous‬‭fairy‬‭tale.‬‭The‬‭ancient‬‭order‬‭fights‬‭directly‬‭against‬‭the‬‭shadow,‬‭not‬‭in‬‭battle,‬‭but‬‭by‬
‭restoring‬‭health‬‭and‬‭preserving‬‭life‬‭for‬‭those‬‭“fighting‬‭the‬‭good‬‭fight”.‬
‭Upon‬‭becoming‬‭a‬‭Lightbringer‬‭a‬‭special‬‭oath‬‭of‬‭secrecy‬‭is‬‭taken‬‭swearing‬‭the‬‭character‬‭will‬‭never‬‭speak‬‭of‬
‭the‬‭order.‬‭That‬‭is,‬‭only‬‭in‬‭privacy‬‭may‬‭it‬‭be‬‭discussed‬‭and‬‭only‬‭with‬‭other‬‭lightkeepers.‬‭This‬‭is‬‭mostly‬‭done‬‭during‬
‭the‬‭initiation‬‭of‬‭new‬‭Lightbringers,‬‭or‬‭during‬‭the‬‭annual‬‭study‬‭time‬‭with‬‭other‬‭Lightbringers.‬
‭The‬‭Lightbringer‬‭seeks‬‭to‬‭treat‬‭the‬‭sick,‬‭alleviate‬‭suffering,‬‭and‬‭save‬‭lives.‬‭Much‬‭of‬‭their‬‭training‬‭has‬‭been‬
‭devoted‬‭to‬‭the‬‭medical‬‭arts,‬‭and‬‭they‬‭promote‬‭healing‬‭and‬‭compassion.‬‭On‬‭the‬‭battlefield,‬‭a‬‭Lightbringer‬‭is‬‭as‬‭likely‬
‭to‬‭be‬‭found‬‭comforting‬‭a‬‭wounded‬‭comrade‬‭as‬‭engaging‬‭an‬‭enemy.‬‭Though‬‭as‬‭much‬‭an‬‭enemy‬‭of‬‭Evil‬‭as‬‭any‬‭Ranger,‬
‭the‬‭Lightbringer‬‭has‬‭decided‬‭that‬‭the‬‭most‬‭appropriate‬‭way‬‭to‬‭uphold‬‭the‬‭core‬‭principles‬‭of‬‭the‬‭class‬‭is‬‭by‬‭fighting‬
‭injury‬‭and‬‭disease.‬
‭A‬‭Lightbringer‬‭candidate‬‭undergoes‬‭rigorous‬‭training‬‭in‬‭a‬‭variety‬‭of‬‭demanding‬‭courses,‬‭including‬
‭herbalism,‬‭anatomy,‬‭and‬‭diagnostics.‬‭After‬‭completing‬‭their‬‭academic‬‭studies,‬‭they‬‭must‬‭spend‬‭at‬‭least‬‭a‬‭year‬‭as‬‭an‬
‭apprentice‬‭to‬‭an‬‭experienced‬‭Lightbringer.‬‭Because‬‭of‬‭the‬‭length‬‭of‬‭the‬‭training,‬‭a‬‭candidate‬‭rarely‬‭becomes‬‭a‬
‭1st-level‬‭Lightbringer‬‭before‬‭reaching‬‭their‬‭early-to-mid‬‭twenties.‬
‭The‬‭Lightbringer‬‭must‬‭have‬‭an‬‭Intelligence‬‭score‬‭of‬‭at‬‭least‬‭10,‬‭as‬‭well‬‭as‬‭meeting‬‭the‬‭requirements‬‭for‬‭a‬
‭Ranger.‬

‭ ole‬‭:‬‭A‬‭Lightbringer‬‭assumes‬‭the‬‭role‬‭of‬‭healer‬‭whether‬‭at‬‭home‬‭or‬‭in‬‭the‬‭field‬‭with‬‭an‬‭adventuring‬‭party.‬‭Very‬
R
‭similar‬‭to‬‭the‬‭Healer‬‭kit,‬‭they‬‭brew‬‭antidotes‬‭for‬‭poisons,‬‭set‬‭broken‬‭bones,‬‭and‬‭apply‬‭poultices‬‭to‬‭festering‬‭wounds.‬
‭In‬‭their‬‭free‬‭time,‬‭Lightbringers‬‭experiment‬‭with‬‭cutting-edge‬‭treatments,‬‭develop‬‭breakthrough‬‭diagnostic‬
‭techniques,‬‭and‬‭compile‬‭notes‬‭of‬‭past‬‭cases‬‭to‬‭share‬‭with‬‭other‬‭healers.‬
‭A‬‭Lightbringer‬‭will‬‭never‬‭abandon‬‭or‬‭neglect‬‭wounded,‬‭diseased,‬‭or‬‭suffering‬‭characters‬‭of‬‭Good‬‭alignment‬
‭(or‬‭creatures).‬‭In‬‭the‬‭absence‬‭of‬‭Good‬‭aligned‬‭patients,‬‭most‬‭Lightbringers‬‭will‬‭focus‬‭their‬‭skills‬‭on‬‭Neutral‬
‭characters‬‭and‬‭creatures.‬‭However,‬‭only‬‭in‬‭extraordinary‬‭circumstances‬‭will‬‭a‬‭Lightbringer‬‭knowingly‬‭treat‬‭an‬‭Evil‬
‭character‬‭or‬‭creature.‬
‭The‬‭Lightbringers‬‭are‬‭capable‬‭Warriors‬‭who‬‭can‬‭make‬‭use‬‭of‬‭their‬‭Ranger‬‭abilities‬‭to‬‭assist‬‭their‬‭party‬
‭succeed,‬‭even‬‭in‬‭combat.‬

‭ oads‬‭to‬‭Adventure‬‭:‬‭Sallying‬‭forth‬‭is‬‭a‬‭part‬‭of‬‭the‬‭Lightbringer‬‭tradition‬‭dating‬‭back‬‭to‬‭before‬‭the‬‭flight‬‭from‬‭the‬
R
‭shadow.‬‭The‬‭Lightbringer‬‭will‬‭work‬‭through‬‭their‬‭church‬‭or‬‭a‬‭network‬‭of‬‭Rangers‬‭to‬‭find‬‭adventurers‬‭worthy‬‭of‬‭their‬
‭assistance‬‭in‬‭the‬‭field.‬‭It‬‭is‬‭a‬‭sacred‬‭purpose‬‭they‬‭will‬‭never‬‭abandon.‬
‭Lightbringers‬‭also‬‭share‬‭information‬‭with‬‭each‬‭other‬‭during‬‭their‬‭annual‬‭studies.‬‭It‬‭is‬‭during‬‭these‬‭seminars‬
‭that‬‭plans‬‭are‬‭formulated‬‭on‬‭how‬‭to‬‭most‬‭effectively‬‭assist‬‭the‬‭forces‬‭of‬‭light‬‭against‬‭those‬‭of‬‭darkness.‬‭These‬‭can‬
‭lead‬‭to‬‭missions,‬‭quests‬‭and‬‭adventures.‬

‭Weapon‬‭Proficiencies‬
‭Lightbringers‬‭spend‬‭so‬‭much‬‭time‬‭studying‬‭that‬‭their‬‭combat‬‭skills‬‭suffer.‬‭Therefore,‬‭the‬‭Lightbringer‬‭may‬
‭only‬‭use‬‭one‬‭weapon‬‭proficiency‬‭for‬‭weapons‬‭at‬‭1st‬‭level.‬‭They‬‭can‬‭purchase‬‭more‬‭weapon‬‭proficiencies‬‭when‬‭they‬
‭receive‬‭weapon‬‭proficiency‬‭points‬‭at‬‭3rd‬‭level‬‭and‬‭at‬‭6th‬‭level.‬‭The‬‭player‬‭may‬‭choose‬‭any‬‭weapon‬‭proficiency,‬‭or‬
‭any‬‭specialisation‬‭to‬‭fill‬‭these‬‭slots.‬‭Leftover‬‭points‬‭during‬‭character‬‭creation‬‭may‬‭be‬‭spent‬‭on‬‭traits‬‭and‬‭talents.‬

‭Non‬‭Weapon‬‭Proficiencies‬
‭Bonus:‬‭Anatomy,‬‭Diagnostics,‬‭Healing,‬‭Herbalism.‬‭Limit:‬‭Lightbringers‬‭may‬‭never‬‭acquire‬‭more‬‭than‬‭three‬
‭proficiencies‬‭beyond‬‭their‬‭bonuses.‬‭They‬‭may‬‭select‬‭a‬‭single‬‭Non‬‭weapon‬‭proficiency‬‭at‬‭1st‬‭level,‬‭another‬‭at‬‭3rd‬
‭level,‬‭and‬‭at‬‭6th‬‭level.‬‭During‬‭character‬‭creation,‬‭left‬‭over‬‭points‬‭may‬‭be‬‭spent‬‭on‬‭traits‬‭and‬‭talents.‬
‭Recommended:‬‭Ancient‬‭History,‬‭Animal‬‭Handling,‬‭Animal‬‭Lore,‬‭Animal‬‭Training,‬‭Heraldry,‬‭Herbalism,‬
‭Languages‬‭(Ancient‬‭or‬‭Modern),‬‭Reading/Writing,‬‭Religion,‬‭Riding‬‭(airborne‬‭or‬‭land-based).‬‭Forbidden:‬
‭Blind-fighting,‬‭Bowyer/Fletcher,‬‭Weaponsmithing.‬

‭Equipment‬
‭In‬‭addition‬‭to‬‭standard‬‭equipment,‬‭the‬‭Lightbringer‬‭must‬‭purchase‬‭and‬‭maintain‬‭a‬‭set‬‭of‬‭healing‬‭equipment.‬
‭A‬‭typical‬‭set‬‭includes‬‭needles‬‭for‬‭stitching‬‭wounds,‬‭cloth‬‭bandages,‬‭tourniquets,‬‭splints,‬‭sterilizing‬‭ointments,‬‭and‬‭a‬
‭selection‬‭of‬‭non-magical‬‭potions‬‭and‬‭herbs‬‭(for‬‭soothing‬‭headaches,‬‭settling‬‭stomachs,‬‭and‬‭reducing‬‭fevers;‬‭these‬
‭items‬‭don't‬‭heal‬‭damage).‬‭The‬‭initial‬‭cost‬‭of‬‭a‬‭kit‬‭is‬‭50‬‭gp.‬
‭At‬‭least‬‭once‬‭a‬‭month,‬‭the‬‭Lightbringer‬‭must‬‭replenish‬‭the‬‭kit‬‭either‬‭by‬‭buying‬‭new‬‭supplies‬‭(1-4‬‭gp)‬‭or‬
‭scavenging‬‭them‬‭(which‬‭takes‬‭1-4‬‭days).‬‭Until‬‭the‬‭Lightbringer‬‭replenishes‬‭the‬‭kit,‬‭the‬‭player‬‭can't‬‭take‬‭advantage‬‭of‬
‭any‬‭of‬‭the‬‭proficiency‬‭bonuses‬‭listed‬‭in‬‭the‬‭special‬‭benefits‬‭section.‬‭The‬‭kit‬‭weighs‬‭1‬‭lb.‬

‭121‬
‭Special‬‭Benefits‬
‭A‬‭Lightbringer‬‭has‬‭all‬‭of‬‭the‬‭following‬‭bonuses:‬
‭•‬‭Lightbringers‬‭have‬‭an‬‭ability‬‭that‬‭acts‬‭as‬‭a‬‭free‬‭Sanctuary‬‭spell.‬‭This‬‭functions‬‭as‬‭the‬‭1st‬‭level‬‭Cleric‬‭spell.‬‭After‬‭a‬
‭full‬‭night‬‭of‬‭rest‬‭the‬‭sanctuary‬‭effect‬‭activates.‬‭If‬‭magically‬‭dispelled,‬‭or‬‭the‬‭Lightbringer‬‭attacks‬‭someone,‬‭the‬‭effect‬
‭is‬‭negated,‬‭and‬‭can‬‭be‬‭used‬‭again‬‭after‬‭the‬‭next‬‭full‬‭night‬‭of‬‭rest.‬
‭•‬‭A‬‭+1‬‭bonus‬‭to‬‭all‬‭Diagnostics‬‭proficiency‬‭checks.‬‭(With‬‭the‬‭Healing‬‭proficiency,‬‭the‬‭character‬‭has‬‭an‬‭additional‬‭+1‬
‭bonus;‬‭this‬‭brings‬‭the‬‭total‬‭Diagnostics‬‭bonus‬‭to‬‭+2.)‬
‭•‬‭A‬‭+1‬‭bonus‬‭for‬‭all‬‭Healing‬‭proficiency‬‭checks.‬‭A‬‭successful‬‭check‬‭enables‬‭the‬‭Lightbringer‬‭to‬‭restore‬‭1d4‬‭points‬‭of‬
‭damage‬‭if‬‭applied‬‭within‬‭three‬‭rounds‬‭of‬‭wounding‬‭(instead‬‭of‬‭1-3‬‭points‬‭within‬‭one‬‭round).‬
‭•‬‭If‬‭under‬‭the‬‭care‬‭of‬‭a‬‭Lightbringer,‬‭a‬‭patient‬‭recovers‬‭adds‬‭1‬‭additional‬‭hit‬‭point‬‭per‬‭day‬‭(so,‬‭2‬‭points‬‭per‬‭day‬‭if‬‭the‬
‭patient‬‭travels,‬‭and‬‭4‬‭hit‬‭points‬‭per‬‭day‬‭if‬‭the‬‭patient‬‭rests).‬
‭•‬‭If‬‭a‬‭Lightbringer‬‭spends‬‭five‬‭consecutive‬‭rounds‬‭caring‬‭for‬‭a‬‭poisoned‬‭patient,‬‭the‬‭patient‬‭receives‬‭a‬‭+4‬‭bonus‬‭to‬‭the‬
‭poison‬‭saving‬‭throw‬‭(made‬‭at‬‭the‬‭end‬‭of‬‭five‬‭rounds).‬‭If‬‭care‬‭is‬‭interrupted,‬‭the‬‭patient‬‭saves‬‭normally.‬

‭Special‬‭Hindrances‬
‭Lightbringers‬‭do‬‭not‬‭gain‬‭the‬‭Ranger‬‭dual‬‭weapon‬‭ability,‬‭nor‬‭do‬‭they‬‭gain‬‭Ranger‬‭or‬‭Clerical‬‭followers.‬
‭Once‬‭per‬‭year,‬‭a‬‭Lightbringer‬‭must‬‭suspend‬‭all‬‭normal‬‭activities‬‭and‬‭spend‬‭2-5‬‭(1d4+1)‬‭consecutive‬‭weeks‬
‭meeting‬‭with‬‭other‬‭Lightbringers‬‭at‬‭a‬‭university,‬‭hospital,‬‭monastery,‬‭or‬‭any‬‭other‬‭suitable‬‭institution‬‭that‬‭offers‬‭both‬
‭religious‬‭and‬‭medical‬‭training.‬‭During‬‭this‬‭period,‬‭the‬‭Lightbringers‬‭refresh‬‭their‬‭skills‬‭through‬‭prayer‬‭and‬‭study.‬
‭Failure‬‭to‬‭comply‬‭results‬‭in‬‭the‬‭loss‬‭of‬‭all‬‭proficiency‬‭bonuses‬‭listed‬‭in‬‭the‬‭Special‬‭Benefits‬‭section.‬‭As‬‭a‬
‭punishment‬‭from‬‭their‬‭deity,‬‭the‬‭Lightbringer‬‭also‬‭loses‬‭their‬‭sanctuary‬‭ability.‬‭The‬‭player‬‭regains‬‭all‬‭benefits‬‭and‬
‭special‬‭abilities‬‭upon‬‭completing‬‭a‬‭2-5‬‭week‬‭study‬‭period.‬

‭Humanoid‬‭Kits‬‭For‬‭The‬‭DM‬

‭ age‬‭87‬‭of‬‭The‬‭Birthright‬‭Battle‬‭Book‬‭lists‬‭details‬‭for‬‭the‬‭creation‬‭of‬‭levelled‬‭Humanoid‬‭Non‬‭Player‬
P
‭Characters.‬‭The‬‭descriptions‬‭for‬‭each‬‭kit‬‭list‬‭any‬‭restrictions‬‭for‬‭the‬‭3‬‭humanoid‬‭races‬‭of‬‭Cerilia,‬‭which‬‭are‬‭Goblins,‬
‭Orogs,‬‭and‬‭Gnolls.‬‭The‬‭Kits‬‭are‬‭from‬‭The‬‭Complete‬‭Book‬‭of‬‭Humanoids‬‭.‬

‭Tribal‬‭Defender‬‭(Fighter)‬

‭ ribal‬‭Defenders‬‭are‬‭the‬‭most‬‭common‬‭humanoid‬‭Warriors.‬‭Every‬‭humanoid‬‭tribe,‬‭settlement,‬‭clan,‬‭and‬
T
‭family‬‭group‬‭must‬‭be‬‭protected‬‭from‬‭the‬‭dangers‬‭of‬‭the‬‭world,‬‭and‬‭these‬‭proud‬‭Warriors‬‭are‬‭the‬‭backbone‬‭of‬‭every‬
‭tribe's‬‭defense.‬‭Some‬‭humanoid‬‭races‬‭organize‬‭true‬‭armies‬‭or‬‭militias,‬‭but‬‭most‬‭simply‬‭place‬‭their‬‭safety‬‭in‬‭the‬‭hands‬
‭of‬‭the‬‭strongest‬‭and‬‭most‬‭able-bodied‬‭tribe‬‭members.‬‭Females‬‭would‬‭not‬‭be‬‭Tribal‬‭Defenders,‬‭as‬‭they‬‭do‬‭not‬‭fight‬
‭unless‬‭absolutely‬‭necessary.‬‭All‬‭humanoid‬‭races‬‭have‬‭Tribal‬‭Defenders.‬‭These‬‭can‬‭be‬‭of‬‭any‬‭alignment.‬

‭ ole‬‭:‬‭Tribal‬‭Defenders‬‭are‬‭humanoids‬‭with‬‭fighting‬‭skills.‬‭All‬‭tribe‬‭members‬‭who‬‭are‬‭not‬‭restricted‬‭or‬‭relegated‬‭to‬
R
‭other‬‭tasks‬‭(because‬‭of‬‭abilities‬‭or‬‭circumstances)‬‭are‬‭taught‬‭to‬‭fight‬‭for‬‭the‬‭tribe.‬
‭Tribal‬‭Defenders‬‭are‬‭rarely‬‭thinkers.‬‭Some‬‭are‬‭full-time‬‭soldiers‬‭who‬‭protect‬‭the‬‭tribe‬‭and‬‭territory.‬‭Others‬
‭are‬‭part-time‬‭Warriors‬‭who‬‭take‬‭up‬‭a‬‭club‬‭and‬‭spear‬‭when‬‭danger‬‭threatens.‬‭The‬‭more‬‭organized‬‭the‬‭race,‬‭the‬‭better‬
‭trained‬‭the‬‭Defender‬‭is.‬‭A‬‭rare‬‭few‬‭develop‬‭heroic‬‭abilities‬‭after‬‭long‬‭years‬‭of‬‭warfare‬‭or‬‭constant‬‭training,‬‭as‬
‭dictated‬‭by‬‭the‬‭character's‬‭background‬‭and‬‭history.‬‭In‬‭most‬‭humanoid‬‭tribes,‬‭Tribal‬‭Defenders‬‭can‬‭eventually‬‭rise‬‭to‬
‭positions‬‭of‬‭power‬‭and‬‭leadership,‬‭since‬‭many‬‭races‬‭have‬‭a‬‭high‬‭regard‬‭for‬‭martial‬‭prowess.‬
‭Most‬‭tribes‬‭do‬‭not‬‭grant‬‭special‬‭privileges‬‭to‬‭Tribal‬‭Defenders.‬‭These‬‭Fighters‬‭are‬‭only‬‭doing‬‭their‬‭part‬‭for‬
‭the‬‭survival‬‭of‬‭the‬‭tribe.‬‭However,‬‭defenders‬‭who‬‭leave‬‭their‬‭tribes‬‭to‬‭chase‬‭some‬‭crazy‬‭dream‬‭or‬‭quest‬‭or‬‭to‬‭escape‬
‭their‬‭lot‬‭in‬‭life,‬‭are‬‭often‬‭considered‬‭cowards,‬‭traitors,‬‭and‬‭outcasts.‬‭They‬‭are‬‭hated,‬‭sometimes‬‭hunted,‬‭and‬‭always‬
‭shunned.‬
‭Other‬‭races‬‭are‬‭most‬‭familiar‬‭with‬‭humanoid‬‭Tribal‬‭Defenders‬‭over‬‭other‬‭humanoid‬‭kits,‬‭for‬‭these‬‭are‬‭the‬
‭Warriors‬‭they‬‭most‬‭often‬‭find‬‭themselves‬‭competing‬‭with.‬‭Reactions‬‭to‬‭Tribal‬‭Defenders‬‭depend‬‭upon‬‭the‬‭humanoid‬
‭race‬‭in‬‭question‬‭and‬‭the‬‭race‬‭of‬‭those‬‭they‬‭meet.‬‭Most‬‭are‬‭hated,‬‭especially‬‭by‬‭those‬‭races‬‭usually‬‭at‬‭odds‬‭with‬‭them.‬

‭Weapon‬‭Proficiencies‬
‭Members‬‭of‬‭this‬‭kit‬‭must‬‭spend‬‭all‬‭of‬‭their‬‭initial‬‭weapon‬‭proficiency‬‭slots‬‭on‬‭weapons‬‭available‬‭to‬‭their‬
‭race.‬

‭Non-Weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Hunting‬‭or‬‭Agriculture.‬
‭Recommended,‬‭General:‬‭Animal‬‭Noise,‬‭Animal‬‭Training‬‭(tribal‬‭guard‬‭animal),‬‭Blacksmithing,‬‭Direction‬
‭Sense,‬‭Fire-Building,‬‭Fishing,‬‭Leatherworking,‬‭Mining,‬‭Observation,‬
‭Recommended,‬‭Warrior:‬‭Bowyer/Fletcher,‬‭Endurance,‬‭Gaming,‬‭Intimidation,‬‭Natural‬‭Fighting,‬‭Set‬‭Snares,‬
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‭Weaponsmithing.‬
‭Recommended,‬‭Rogue:‬‭Information‬‭gathering,‬‭Local‬‭History‬‭(tribal).‬
‭Forbidden:‬‭Wild‬‭fighting.‬

‭Equipment‬
‭Tribal‬‭Defenders‬‭should‬‭choose‬‭weapons‬‭and‬‭armor‬‭typical‬‭of‬‭their‬‭culture.‬‭Use‬‭common‬‭sense‬‭to‬‭decide‬
‭what‬‭would‬‭be‬‭usable‬‭and‬‭available‬‭to‬‭adventuring‬‭Tribal‬‭Defenders.‬

‭Special‬‭Benefits‬
‭After‬‭long‬‭years‬‭of‬‭defending‬‭a‬‭particular‬‭territory,‬‭the‬‭character‬‭is‬‭intimately‬‭familiar‬‭with‬‭it.‬‭The‬‭player‬‭and‬
‭the‬‭DM‬‭should‬‭determine‬‭where‬‭the‬‭humanoid's‬‭original‬‭territory‬‭is‬‭located.‬‭Any‬‭proficiency‬‭checks‬‭made‬‭in‬‭the‬‭area‬
‭in‬‭regards‬‭to‬‭interacting‬‭with‬‭the‬‭area‬‭and‬‭its‬‭inhabitants‬‭receive‬‭a‬‭+2‬‭bonus.‬

‭Special‬‭Hindrances‬
‭On‬‭the‬‭other‬‭hand,‬‭departed‬‭Tribal‬‭Defenders‬‭are‬‭no‬‭longer‬‭welcomed‬‭in‬‭their‬‭original‬‭territory.‬

‭Mine‬‭Rowdy‬‭(Fighter)‬

‭Mine‬‭Rowdies‬‭are‬‭Fighters‬‭trained‬‭to‬‭keep‬‭order‬‭and‬‭defend‬‭mines‬‭and‬‭other‬‭underground‬‭work‬‭areas.‬‭They‬
a‭ re‬‭tough,‬‭intimidating‬‭overseers‬‭who‬‭are‬‭fast‬‭to‬‭squelch‬‭fights,‬‭quick‬‭to‬‭give‬‭orders,‬‭and‬‭ready‬‭to‬‭wade‬‭into‬‭any‬
‭danger‬‭to‬‭carry‬‭out‬‭the‬‭job‬‭that‬‭has‬‭been‬‭given‬‭them.‬‭These‬‭roughnecks‬‭keep‬‭mine‬‭workers‬‭productive‬‭and‬‭focused,‬
‭whether‬‭those‬‭workers‬‭are‬‭members‬‭of‬‭the‬‭tribe‬‭or‬‭slaves‬‭in‬‭the‬‭tribe's‬‭thrall.‬‭Every‬‭Mine‬‭Rowdy‬‭is‬‭responsible‬‭for‬
‭overseeing‬‭and‬‭protecting‬‭that‬‭portion‬‭of‬‭a‬‭mine‬‭placed‬‭in‬‭his‬‭care.‬‭Any‬‭failure‬‭can‬‭lead‬‭to‬‭banishment,‬‭hard‬‭labor,‬‭or‬
‭even‬‭death.‬
‭Non-player‬‭character‬‭Mine‬‭Rowdies‬‭have‬‭usually‬‭left‬‭their‬‭lairs‬‭in‬‭order‬‭to‬‭escape‬‭punishment‬‭due‬‭to‬‭some‬
‭failure‬‭on‬‭their‬‭part.‬‭Perhaps‬‭a‬‭rowdy‬‭is‬‭the‬‭only‬‭survivor‬‭of‬‭a‬‭collapsed‬‭mine‬‭or‬‭a‬‭mine‬‭that‬‭was‬‭overrun‬‭by‬‭hostile‬
‭forces.‬‭Maybe‬‭productivity‬‭dropped‬‭sharply‬‭and‬‭the‬‭rowdy‬‭was‬‭stripped‬‭of‬‭his‬‭position.‬‭Maybe‬‭the‬‭slaves‬‭and‬
‭workers‬‭in‬‭his‬‭charge‬‭rebelled,‬‭and‬‭the‬‭Rowdy‬‭had‬‭to‬‭flee‬‭in‬‭order‬‭to‬‭escape‬‭their‬‭wrath‬‭or‬‭the‬‭wrath‬‭of‬‭the‬‭tribe's‬
‭leaders.‬‭Or‬‭perhaps‬‭a‬‭Rowdy,‬‭tired‬‭of‬‭being‬‭cruel‬‭and‬‭overbearing,‬‭showed‬‭compassion‬‭to‬‭those‬‭laboring‬‭for‬‭him‬‭or‬
‭even‬‭set‬‭some‬‭slaves‬‭free.‬‭This‬‭simple‬‭act‬‭made‬‭him‬‭a‬‭traitor‬‭and‬‭an‬‭outcast‬‭among‬‭his‬‭own‬‭kind.‬
‭Mine‬‭Rowdies‬‭must‬‭come‬‭from‬‭races‬‭that‬‭labor‬‭beneath‬‭the‬‭ground‬‭or‬‭keep‬‭slaves‬‭that‬‭do.‬‭Mine‬‭Rowdies‬
‭must‬‭have‬‭a‬‭minimum‬‭Strength‬‭of‬‭15‬‭and‬‭can‬‭be‬‭of‬‭any‬‭alignment.‬

‭ ole‬‭:‬‭Among‬‭those‬‭humanoids‬‭who‬‭make‬‭lairs‬‭or‬‭labor‬‭beneath‬‭the‬‭earth,‬‭the‬‭role‬‭of‬‭Mine‬‭Rowdy‬‭is‬‭well‬‭known.‬‭It‬
R
‭takes‬‭vast‬‭numbers‬‭of‬‭workers‬‭and‬‭slaves‬‭to‬‭mine‬‭ore‬‭and‬‭dig‬‭tunnels‬‭and‬‭lairs.‬‭Someone‬‭must‬‭supervise‬‭these‬
‭workers,‬‭keep‬‭them‬‭motivated,‬‭and‬‭make‬‭sure‬‭nothing‬‭delays‬‭productivity.‬‭That's‬‭where‬‭Mine‬‭Rowdies‬‭come‬‭in.‬
‭Rowdies‬‭are‬‭strong,‬‭cruel,‬‭and‬‭demanding‬‭taskmasters.‬‭A‬‭Rowdy‬‭has‬‭been‬‭given‬‭a‬‭sacred‬‭duty‬‭by‬‭his‬‭chief‬
‭or‬‭shaman,‬‭and‬‭that‬‭duty‬‭is‬‭never‬‭taken‬‭lightly.‬‭When‬‭slaves‬‭refuse‬‭to‬‭work‬‭or‬‭threaten‬‭to‬‭revolt,‬‭the‬‭Mine‬‭Rowdy‬
‭appears‬‭to‬‭put‬‭them‬‭back‬‭in‬‭their‬‭place.‬‭When‬‭tribal‬‭laborers‬‭become‬‭lazy,‬‭the‬‭Mine‬‭Rowdy‬‭uses‬‭muscle‬‭and‬
‭intimidation‬‭to‬‭motivate‬‭them.‬‭When‬‭subterranean‬‭dangers‬‭invade‬‭the‬‭work‬‭areas,‬‭the‬‭Rowdy‬‭leaps‬‭to‬‭protect‬‭the‬
‭area,‬‭taking‬‭his‬‭place‬‭at‬‭the‬‭forefront‬‭of‬‭any‬‭defenders‬‭under‬‭his‬‭command.‬
‭Members‬‭of‬‭this‬‭kit‬‭are‬‭tough,‬‭brave,‬‭forceful,‬‭and‬‭quick‬‭to‬‭action.‬‭They‬‭are‬‭used‬‭to‬‭being‬‭in‬‭command,‬‭and‬
‭often‬‭throw‬‭their‬‭weight‬‭around‬‭even‬‭among‬‭their‬‭adventuring‬‭companions.‬‭If‬‭a‬‭job‬‭has‬‭to‬‭be‬‭done,‬‭they‬‭take‬‭it‬‭upon‬
‭themselves‬‭to‬‭make‬‭sure‬‭the‬‭work‬‭proceeds.‬‭They‬‭have‬‭extremely‬‭developed‬‭work‬‭ethics.‬

‭Weapon‬‭Proficiencies‬
‭Mine‬‭Rowdies‬‭must‬‭take‬‭one‬‭bludgeoning‬‭weapon‬‭and‬‭one‬‭piercing‬‭weapon‬‭as‬‭part‬‭of‬‭their‬‭initial‬‭weapon‬
‭proficiencies.‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Intimidation.‬
‭Recommended,‬‭General:‬‭Chanting,‬‭Danger‬‭Sense,‬‭Direction‬‭Sense‬‭(underground),‬‭Mining.‬
‭Note:‬‭The‬‭following‬‭Recommended‬‭proficiencies‬‭are‬‭forbidden‬‭initially,‬‭but‬‭may‬‭be‬‭learned‬‭by‬‭the‬‭mine‬
‭rowdy,‬‭should‬‭the‬‭opportunities‬‭for‬‭learning‬‭these‬‭proficiencies‬‭arise:‬
‭Recommended,‬‭Warrior:‬‭Close-Quarter‬‭Fighting,‬‭Endurance,‬‭Gaming,‬‭Survival‬‭(underground),‬‭Wild‬
‭Fighting.‬
‭Recommended,‬‭Priest:‬‭Engineering,‬
‭Recommended‬‭Rogue:‬‭Appraising‬‭(ore/gems‬‭only),‬‭Gem‬‭Cutting‬
‭Forbidden:‬‭Agriculture,‬‭Hiding,‬‭Survival‬‭(any‬‭except‬‭underground),‬‭Weather‬‭Sense.‬

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‭Equipment‬
‭Mine‬‭Rowdies‬‭cannot‬‭begin‬‭play‬‭with‬‭armor‬‭heavier‬‭than‬‭chain‬‭mail‬‭(AC‬‭5).‬‭They‬‭own‬‭a‬‭footman's‬‭pick‬
‭initially,‬‭the‬‭symbol‬‭of‬‭their‬‭position‬‭in‬‭their‬‭tribe.‬

‭Special‬‭Benefits‬
‭Mine‬‭Rowdies‬‭receive‬‭a‬‭+1‬‭bonus‬‭to‬‭all‬‭die‬‭rolls‬‭when‬‭brawling‬‭(punching,‬‭wrestling,‬‭or‬‭overbearing).‬

‭Special‬‭Hindrances‬
‭Because‬‭of‬‭all‬‭the‬‭time‬‭spent‬‭underground,‬‭Mine‬‭Rowdies‬‭have‬‭problems‬‭in‬‭wide‬‭open‬‭spaces,‬‭such‬‭as‬‭under‬
‭an‬‭open‬‭sky.‬‭They‬‭suffer‬‭a‬‭-1‬‭attack‬‭penalty‬‭when‬‭forced‬‭to‬‭fight‬‭in‬‭such‬‭locations.‬‭When‬‭not‬‭in‬‭an‬‭underground‬‭or‬
‭enclosed‬‭area,‬‭they‬‭make‬‭all‬‭proficiency‬‭checks‬‭at‬‭-1.‬

‭Sellsword‬‭(Fighter)‬

‭ ellswords‬‭are‬‭the‬‭professional‬‭Warriors‬‭of‬‭the‬‭humanoid‬‭races.‬‭They‬‭do‬‭not‬‭fight‬‭out‬‭of‬‭loyalty,‬‭or‬‭duty,‬‭or‬
S
‭even‬‭to‬‭defend‬‭their‬‭tribe.‬‭They‬‭fight‬‭for‬‭money,‬‭pure‬‭and‬‭simple.‬‭And‬‭the‬‭more‬‭money‬‭involved,‬‭the‬‭harder‬‭they‬
‭fight.‬‭For‬‭most‬‭of‬‭these‬‭humanoids,‬‭it‬‭isn't‬‭might‬‭that‬‭makes‬‭right‬‭—‬‭it's‬‭the‬‭weight‬‭of‬‭their‬‭employer's‬‭purse.‬
‭Sellswords‬‭who‬‭join‬‭a‬‭party‬‭with‬‭player‬‭characters‬‭lose‬‭little‬‭of‬‭their‬‭mercenary‬‭tendencies.‬‭They‬‭still‬‭look‬
‭for‬‭monetary‬‭compensation‬‭for‬‭their‬‭skills,‬‭and‬‭some‬‭even‬‭consider‬‭themselves‬‭hired‬‭Warriors‬‭attached‬‭to‬‭the‬
‭adventuring‬‭party,‬‭instead‬‭of‬‭a‬‭full-share‬‭member‬‭of‬‭the‬‭group.‬
‭Sellswords‬‭must‬‭have‬‭a‬‭minimum‬‭Constitution‬‭of‬‭12.‬‭A‬‭Sellsword‬‭must‬‭have‬‭at‬‭least‬‭a‬‭partially‬‭Neutral‬
‭alignment.‬

‭ ole‬‭:‬‭Humanoid‬‭Sellswords‬‭leave‬‭their‬‭lairs‬‭to‬‭fight‬‭for‬‭others‬‭in‬‭exchange‬‭for‬‭money‬‭or‬‭other‬‭compensation.‬‭Some‬
R
‭may‬‭take‬‭up‬‭the‬‭role‬‭to‬‭escape‬‭their‬‭former‬‭lives.‬‭Others‬‭may‬‭have‬‭done‬‭so‬‭because‬‭their‬‭tribes‬‭have‬‭turned‬‭to‬‭less‬
‭violent‬‭pursuits‬‭and‬‭the‬‭call‬‭of‬‭battle‬‭still‬‭rings‬‭in‬‭their‬‭blood.‬‭Now‬‭they‬‭fight‬‭for‬‭cash.‬‭Many‬‭tribes‬‭consider‬
‭Sellswords‬‭to‬‭be‬‭traitors‬‭to‬‭their‬‭own‬‭kind.‬‭This‬‭is‬‭because‬‭they‬‭have‬‭decided‬‭to‬‭use‬‭their‬‭abilities‬‭not‬‭in‬‭service‬‭to‬
‭the‬‭tribe‬‭but‬‭to‬‭fill‬‭their‬‭own‬‭purses.‬
‭Some‬‭Sellswords‬‭hire‬‭themselves‬‭out‬‭into‬‭mercenary‬‭forces‬‭and‬‭are‬‭assigned‬‭to‬‭defend‬‭specific‬‭areas‬‭or‬
‭wage‬‭war‬‭in‬‭the‬‭name‬‭of‬‭their‬‭employers.‬‭Others‬‭take‬‭on‬‭more‬‭personal‬‭jobs‬‭as‬‭bodyguards,‬‭enforcers,‬‭or‬‭"extra‬
‭muscle".‬‭In‬‭all‬‭cases,‬‭Sellswords‬‭consider‬‭themselves‬‭professional‬‭soldiers‬‭—‬‭not‬‭assassins‬‭or‬‭hired‬‭killers.‬
‭Sellswords‬‭might‬‭be‬‭hired‬‭by‬‭villages‬‭to‬‭clear‬‭out‬‭marauding‬‭monsters,‬‭or‬‭by‬‭towns‬‭and‬‭cities‬‭to‬‭guard‬‭trade‬
‭routes,‬‭but‬‭they‬‭are‬‭never‬‭really‬‭accepted‬‭in‬‭these‬‭places.‬‭Instead,‬‭they‬‭are‬‭feared,‬‭avoided,‬‭and‬‭relegated‬‭to‬‭specific‬
‭areas‬‭as‬‭part‬‭of‬‭the‬‭terms‬‭of‬‭their‬‭employment.‬‭Most‬‭people‬‭consider‬‭humanoid‬‭Sellswords‬‭to‬‭be‬‭a‬‭necessary‬‭Evil.‬
‭They‬‭may‬‭buy‬‭their‬‭loyalty,‬‭but‬‭they‬‭never‬‭trust‬‭them‬‭completely,‬‭keeping‬‭one‬‭eye‬‭on‬‭them‬‭and‬‭one‬‭hand‬‭on‬‭their‬
‭own‬‭swords.‬‭Wizards‬‭hire‬‭Sellswords‬‭for‬‭a‬‭variety‬‭of‬‭functions,‬‭and‬‭many‬‭Evil‬‭groups‬‭will‬‭employ‬‭them‬‭as‬‭low-level‬
‭leaders,‬‭thugs,‬‭and‬‭added‬‭muscle.‬
‭However,‬‭every‬‭Sellsword‬‭has‬‭their‬‭own‬‭scruples,‬‭with‬‭set‬‭lines‬‭they‬‭will‬‭not‬‭cross‬‭no‬‭matter‬‭how‬‭much‬
‭money‬‭is‬‭involved.‬‭Some‬‭will‬‭only‬‭fight‬‭for‬‭just‬‭causes‬‭or‬‭against‬‭equals,‬‭others‬‭will‬‭not‬‭attack‬‭innocents,‬‭and‬‭a‬‭few‬
‭will‬‭not‬‭battle‬‭members‬‭of‬‭their‬‭own‬‭race.‬‭While‬‭some‬‭sages‬‭claim‬‭every‬‭Sellsword‬‭has‬‭a‬‭price,‬‭most‬‭of‬‭these‬
‭humanoids‬‭in‬‭fact‬‭display‬‭specific‬‭traits‬‭(though‬‭they‬‭may‬‭seem‬‭strange‬‭and‬‭alien‬‭to‬‭non-humanoid‬‭minds).‬
‭A‬‭humanoid‬‭Sellsword‬‭might‬‭join‬‭an‬‭adventuring‬‭party‬‭for‬‭any‬‭number‬‭of‬‭reasons,‬‭but‬‭the‬‭bottom‬‭line‬‭(at‬
‭least‬‭at‬‭first)‬‭will‬‭be‬‭"what's‬‭in‬‭it‬‭for‬‭the‬‭Sellsword."‬

‭Weapon‬‭Proficiencies‬
‭All‬‭Sellswords‬‭must‬‭start‬‭with‬‭the‬‭short‬‭sword‬‭or‬‭spear,‬‭as‬‭these‬‭weapons‬‭are‬‭common‬‭and‬‭easy‬‭to‬‭acquire‬
‭even‬‭in‬‭the‬‭most‬‭desperate‬‭of‬‭times.‬‭Another‬‭slot‬‭is‬‭taken‬‭up‬‭by‬‭a‬‭character's‬‭weapon‬‭of‬‭choice‬‭(from‬‭those‬‭listed‬‭in‬
‭the‬‭race's‬‭initial‬‭proficiencies).‬‭The‬‭fourth‬‭slot‬‭can‬‭be‬‭any‬‭generally‬‭available‬‭weapon‬‭(it‬‭is‬‭assumed‬‭the‬‭humanoid‬
‭has‬‭learned‬‭to‬‭use‬‭the‬‭weapon‬‭in‬‭the‬‭service‬‭of‬‭others‬‭after‬‭leaving‬‭its‬‭tribe).‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Survival‬‭(same‬‭as‬‭humanoid's‬‭homeland).‬
‭Recommended,‬‭General:‬‭Animal‬‭handling,‬‭cooking,‬‭fire-building,‬‭riding‬‭(land-based),‬‭weather‬‭sense.‬
‭Recommended,‬‭Warrior:‬‭Bowyer/fletcher,‬‭hunting,‬‭gaming,‬‭looting,‬‭running.‬
‭Recommended,‬‭Priest:‬‭Reading/writing.‬
‭Forbidden:‬‭Etiquette,‬‭fortune‬‭telling,‬‭heraldry‬‭(other‬‭than‬‭their‬‭own).‬‭Sellswords‬‭may‬‭acquire‬‭these‬
‭proficiencies‬‭at‬‭a‬‭later‬‭time.‬

‭Equipment‬
‭When‬‭first‬‭starting,‬‭Sellswords‬‭may‬‭purchase‬‭only‬‭one‬‭of‬‭these‬‭armor‬‭types:‬‭hide,‬‭padded,‬‭or‬‭scale.‬‭After‬
‭their‬‭first‬‭adventure,‬‭they‬‭may‬‭buy‬‭any‬‭available‬‭armor‬‭type.‬

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‭Special‬‭Benefits‬
‭Sellswords‬‭have‬‭the‬‭ability‬‭to‬‭earn‬‭money‬‭by‬‭selling‬‭their‬‭services.‬‭In‬‭any‬‭situation‬‭in‬‭which‬‭Fighters‬‭are‬
‭being‬‭hired,‬‭the‬‭reaction‬‭roll‬‭of‬‭the‬‭potential‬‭employer‬‭is‬‭adjusted‬‭by‬‭+2‬‭in‬‭the‬‭Sellsword's‬‭favor.‬‭Naturally,‬
‭employment‬‭will‬‭not‬‭be‬‭available‬‭all‬‭the‬‭time,‬‭and‬‭some‬‭jobs‬‭will‬‭conflict‬‭with‬‭the‬‭current‬‭goals‬‭of‬‭the‬‭Sellsword's‬
‭party.‬

‭Special‬‭Hindrances‬
‭Sellswords‬‭suffer‬‭a‬‭reaction‬‭penalty‬‭of‬‭-2‬‭whenever‬‭common‬‭people‬‭encounter‬‭them;‬‭few‬‭trust‬‭them‬‭and‬
‭most‬‭fear‬‭them.‬‭Any‬‭party‬‭with‬‭a‬‭Sellsword‬‭as‬‭a‬‭member‬‭has‬‭a‬‭penalty‬‭of‬‭-1.‬‭Wealth‬‭Options:‬‭Sellswords‬‭begin‬‭with‬
‭5d4‬‭x‬‭5‬‭gp.‬‭This‬‭sum‬‭represents‬‭what‬‭remains‬‭of‬‭the‬‭Sellsword's‬‭last‬‭pay.‬

‭Humanoid‬‭Scholar‬‭(Wizard)‬

‭Humanoid‬‭Scholars‬‭travel‬‭the‬‭world‬‭to‬‭study‬‭and‬‭learn‬‭everything‬‭they‬‭can‬‭about‬‭magic,‬‭though‬‭some‬
‭ umanoids‬‭have‬‭additional‬‭areas‬‭of‬‭scholarly‬‭interest.‬‭This‬‭has‬‭given‬‭them‬‭spellcasting‬‭skills,‬‭which‬‭they‬‭use‬‭to‬
h
‭continue‬‭their‬‭studies.‬‭While‬‭Humanoid‬‭Scholars‬‭do‬‭not‬‭have‬‭to‬‭be‬‭at‬‭odds‬‭with‬‭their‬‭tribes,‬‭the‬‭nature‬‭of‬‭their‬
‭lifestyle‬‭takes‬‭them‬‭out‬‭into‬‭the‬‭world‬‭at‬‭large.‬
‭This‬‭kit‬‭is‬‭open‬‭to‬‭all‬‭alignments,‬‭but‬‭the‬‭Scholar‬‭must‬‭have‬‭a‬‭wisdom‬‭of‬‭11‬‭or‬‭better.‬‭Only‬‭goblins‬‭can‬‭have‬
‭this‬‭kit.‬

‭ ole‬‭:‬‭Humanoid‬‭Scholars‬‭love‬‭searching‬‭through‬‭ruins,‬‭dungeons,‬‭and‬‭dusty‬‭libraries.‬‭They‬‭spend‬‭large‬‭amounts‬‭of‬
R
‭time‬‭examining‬‭books,‬‭scrolls‬‭and‬‭other‬‭writings‬‭in‬‭order‬‭to‬‭add‬‭to‬‭the‬‭wealth‬‭of‬‭knowledge‬‭already‬‭filling‬‭their‬
‭heads.‬‭While‬‭Humanoid‬‭Scholars‬‭may‬‭eventually‬‭become‬‭effective‬‭teachers,‬‭they‬‭spend‬‭their‬‭early‬‭years‬‭too‬‭busy‬
‭gathering‬‭information‬‭to‬‭pass‬‭along‬‭what‬‭they‬‭have‬‭learned.‬
‭Humanoid‬‭Scholars‬‭are‬‭rare‬‭among‬‭their‬‭own‬‭kind,‬‭for‬‭few‬‭humanoids‬‭have‬‭the‬‭patience‬‭or‬‭desire‬‭to‬‭master‬
‭more‬‭than‬‭they‬‭need‬‭to‬‭know‬‭to‬‭survive.‬‭Members‬‭of‬‭this‬‭kit‬‭are‬‭motivated‬‭to‬‭learn‬‭more‬‭and‬‭more‬‭about‬‭the‬‭world,‬
‭specific‬‭subjects,‬‭and‬‭magic‬‭in‬‭general.‬‭They‬‭practice‬‭what‬‭they‬‭learn‬‭about‬‭spellcraft‬‭by‬‭becoming‬‭adept‬
‭spellcasters.‬
‭Some‬‭Humanoid‬‭Scholars‬‭even‬‭decide‬‭to‬‭become‬‭historians,‬‭recording‬‭the‬‭chronicles‬‭of‬‭their‬‭own‬‭lives‬‭and‬
‭the‬‭lives‬‭of‬‭the‬‭adventurers‬‭they‬‭work‬‭with.‬‭In‬‭fact,‬‭some‬‭of‬‭these‬‭humanoids‬‭join‬‭an‬‭adventuring‬‭party‬‭just‬‭so‬‭they‬
‭can‬‭write‬‭down‬‭the‬‭events‬‭that‬‭occur‬‭around‬‭them.‬‭Others‬‭become‬‭adventurers‬‭to‬‭seek‬‭out‬‭old‬‭books‬‭and‬‭dusty‬
‭scrolls,‬‭to‬‭explore‬‭lost‬‭sites,‬‭and‬‭to‬‭meet‬‭ancient‬‭beings‬‭and‬‭forgotten‬‭cultures.‬‭These‬‭people‬‭can‬‭add‬‭to‬‭their‬
‭knowledge‬‭base.‬
‭Humanoid‬‭Scholars‬‭are‬‭usually‬‭not‬‭violent,‬‭and‬‭few‬‭show‬‭many‬‭passions‬‭that‬‭are‬‭not‬‭related‬‭to‬‭their‬‭pursuit‬
‭of‬‭knowledge‬‭and‬‭magic.‬‭Most‬‭are‬‭seen‬‭as‬‭unimposing‬‭and‬‭quiet‬‭—‬‭at‬‭least‬‭until‬‭the‬‭first‬‭artifact‬‭or‬‭ancient‬‭tome‬‭is‬
‭uncovered.‬‭Then‬‭they‬‭become‬‭animated,‬‭taking‬‭charge‬‭of‬‭the‬‭situation‬‭so‬‭that‬‭the‬‭knowledge‬‭in‬‭question‬‭falls‬‭into‬
‭their‬‭care.‬

‭Weapon‬‭Proficiencies‬
‭Any‬‭weapon‬‭normally‬‭available‬‭to‬‭Wizards.‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Reading/Writing‬‭(common),‬‭two‬‭other‬‭(see‬‭benefits),‬‭Ancient‬‭History‬‭or‬‭Local‬‭History‬
‭Recommended:‬‭General:‬‭Heraldry,‬‭Language‬‭(Modern),‬‭Looting‬‭(knowledge‬‭only),‬‭Poetry,‬‭Reading/Writing.‬
‭Recommended:‬‭Wizard:‬‭Ancient‬‭history,‬‭Languages‬‭(Ancient),‬‭Local‬‭History,‬‭Religion,‬‭Spellcraft.‬
‭Forbidden:‬‭Blind-Fighting,‬‭Close-Quarter‬‭fighting,‬‭Running,‬‭Wild‬‭Fighting.‬

‭Equipment‬
‭Humanoid‬‭Scholars‬‭use‬‭any‬‭weapons‬‭normally‬‭available‬‭to‬‭Wizards.‬

‭Special‬‭Benefits‬
‭Humanoid‬‭Scholars‬‭receive‬‭two‬‭free‬‭non-weapon‬‭proficiencies.‬‭These‬‭must‬‭be‬‭chosen‬‭from‬‭the‬
‭recommended‬‭proficiencies.‬

‭Special‬‭Hindrances‬
‭Except‬‭for‬‭one‬‭proficiency,‬‭all‬‭of‬‭the‬‭scholar's‬‭initial‬‭proficiencies‬‭must‬‭be‬‭spent‬‭on‬‭skills‬‭related‬‭to‬‭the‬
‭pursuit‬‭of‬‭knowledge.‬

‭125‬
‭Shaman‬‭(Priest)‬

‭ s‬‭the‬‭equivalent‬‭of‬‭Priests‬‭in‬‭their‬‭mostly‬‭primitive‬‭cultures,‬‭Shamans‬‭are‬‭mediators‬‭between‬‭the‬‭powers‬
A
‭and‬‭spirits‬‭outside‬‭the‬‭tribe‬‭and‬‭the‬‭tribe‬‭members.‬‭They‬‭are‬‭not‬‭as‬‭formal‬‭or‬‭regimented‬‭as‬‭other‬‭Priests,‬‭and‬‭have‬‭a‬
‭far‬‭more‬‭practical,‬‭down-to-earth‬‭manner.‬‭While‬‭Priests‬‭are‬‭most‬‭often‬‭identified‬‭with‬‭the‬‭god‬‭they‬‭follow,‬‭Shamans‬
‭are‬‭most‬‭often‬‭identified‬‭with‬‭their‬‭tribe.‬‭A‬‭Shaman‬‭can‬‭be‬‭of‬‭any‬‭alignment‬‭that‬‭matches‬‭their‬‭tribe‬‭or‬‭god.‬

‭ ole‬‭:‬‭The‬‭well-being‬‭of‬‭the‬‭community‬‭is‬‭the‬‭most‬‭critical‬‭thing‬‭to‬‭the‬‭Shaman,‬‭for‬‭they‬‭are‬‭the‬‭repository‬‭of‬‭the‬‭lore‬
R
‭and‬‭wisdom‬‭of‬‭the‬‭tribe.‬‭No‬‭problem‬‭is‬‭too‬‭trivial‬‭for‬‭a‬‭Shaman‬‭to‬‭care‬‭about.‬‭They‬‭provide‬‭divination,‬‭though‬‭the‬
‭form‬‭is‬‭often‬‭improvised‬‭and‬‭the‬‭source‬‭of‬‭information‬‭is‬‭usually‬‭dubious.‬‭They‬‭give‬‭sympathy‬‭and‬‭moral‬‭support,‬
‭healing‬‭through‬‭skills‬‭and‬‭folk‬‭remedies‬‭more‬‭often‬‭than‬‭they‬‭will‬‭with‬‭spells.‬‭They‬‭also‬‭teach‬‭the‬‭young‬‭what‬‭they‬
‭will‬‭need‬‭in‬‭the‬‭community.‬
‭Shamans‬‭must‬‭undergo‬‭arduous‬‭rituals‬‭before‬‭taking‬‭their‬‭posts,‬‭as‬‭well‬‭as‬‭serving‬‭as‬‭an‬‭apprentice‬‭to‬‭the‬
‭previous‬‭Shaman.‬‭These‬‭include‬‭long‬‭periods‬‭of‬‭fasting,‬‭initiation‬‭ceremonies‬‭that‬‭require‬‭some‬‭amount‬‭of‬‭pain‬‭and‬
‭suffering,‬‭and‬‭even‬‭trials‬‭of‬‭danger.‬

‭Weapon‬‭Proficiencies‬
‭Shamans‬‭have‬‭access‬‭to‬‭the‬‭weapons‬‭available‬‭to‬‭standard‬‭Priests,‬‭and‬‭they‬‭can‬‭also‬‭choose‬‭tribal‬‭weapons.‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Local‬‭history.‬
‭Recommended‬‭General:‬‭Agriculture,‬‭Animal‬‭Training,‬‭Fire-Building,‬‭Fishing,‬‭Fortune‬‭Telling,‬‭Rope‬‭Use,‬
‭Weather‬‭Sense,‬‭Weaving,‬‭Winemaking.‬
‭Recommended,‬‭Warrior:‬‭Animal‬‭Lore,‬‭Mountaineering,‬‭Set‬‭Snares.‬
‭Recommended,‬‭Priest:‬‭Healing,‬‭Herbalism,‬‭Religion,‬‭Spellcraft.‬
‭Forbidden:‬‭Etiquette,‬‭Heraldry,‬‭Reading/Writing.‬‭These‬‭proficiencies‬‭may‬‭be‬‭learned‬‭during‬‭the‬‭course‬‭of‬‭a‬
‭campaign.‬

‭Equipment‬
‭Shamans‬‭use‬‭weapons‬‭and‬‭armor‬‭typical‬‭for‬‭their‬‭tribe‬‭and‬‭the‬‭powers‬‭served.‬‭They‬‭can‬‭use‬‭any‬‭Clerical‬
‭magical‬‭items,‬‭save‬‭scrolls.‬

‭Special‬‭Benefits‬
‭Shamans‬‭can‬‭learn‬‭Healing‬‭and‬‭Herbalism‬‭proficiencies‬‭at‬‭the‬‭cost‬‭of‬‭one‬‭proficiency‬‭slot‬‭each.‬‭At‬‭9th‬‭level,‬
‭Shamans‬‭can‬‭cast‬‭the‬‭Reincarnation‬‭spell‬‭as‬‭a‬‭5th‬‭level‬‭spell.‬

‭Special‬‭Hindrances‬
‭Shamans‬‭use‬‭six-sided‬‭dice‬‭(d6)‬‭when‬‭determining‬‭their‬‭hit‬‭points,‬‭not‬‭eight-sided‬‭dice.‬‭Shamans‬‭cannot‬‭turn‬
‭or‬‭control‬‭undead.‬‭Shamans‬‭never‬‭receive‬‭direct‬‭access‬‭to‬‭the‬‭Raise‬‭dead‬‭or‬‭Resurrection‬‭spells.‬
‭Shamans‬‭may‬‭only‬‭choose‬‭spells‬‭from‬‭up‬‭to‬‭three‬‭different‬‭spheres‬‭from‬‭the‬‭list‬‭given‬‭for‬‭their‬‭religion.‬
‭These‬‭spheres‬‭are‬‭chosen‬‭during‬‭character‬‭creation‬‭and‬‭will‬‭never‬‭change.‬

‭War‬‭Priest‬‭(Priest)‬

‭War‬‭Priests‬‭are‬‭Clerics‬‭of‬‭battle.‬‭These‬‭humanoids‬‭preach‬‭a‬‭doctrine‬‭of‬‭might‬‭as‬‭right,‬‭administering‬‭to‬‭the‬
‭ ody‬‭as‬‭much‬‭as‬‭to‬‭the‬‭soul.‬‭When‬‭they‬‭march‬‭to‬‭war,‬‭they‬‭not‬‭only‬‭bring‬‭faith‬‭to‬‭the‬‭Warrior‬‭classes,‬‭they‬‭also‬‭fight‬
b
‭alongside‬‭them.‬‭War‬‭Priests‬‭are‬‭Clerics‬‭with‬‭better‬‭than‬‭average‬‭combat‬‭skills.‬‭In‬‭harmony‬‭with‬‭the‬‭faith‬‭they‬‭believe‬
‭in,‬‭they‬‭wield‬‭weapons‬‭and‬‭holy‬‭symbols‬‭to‬‭the‬‭indignation‬‭of‬‭their‬‭violent‬‭gods.‬
‭These‬‭Priests‬‭follow‬‭war‬‭gods‬‭and‬‭only‬‭war‬‭gods.‬‭War‬‭Priests‬‭can‬‭be‬‭male‬‭or‬‭female,‬‭and‬‭they‬‭can‬‭be‬‭of‬‭any‬
‭alignment.‬‭The‬‭minimum‬‭Strength‬‭score‬‭required‬‭for‬‭members‬‭of‬‭this‬‭kit‬‭is‬‭12.‬

‭ ole‬‭:‬‭War‬‭Priests‬‭lead‬‭the‬‭faithful‬‭to‬‭battle,‬‭bringing‬‭Cleric‬‭spells‬‭to‬‭the‬‭battlefield‬‭along‬‭with‬‭their‬‭weapons‬‭of‬
R
‭choice.‬‭They‬‭are‬‭respected‬‭among‬‭those‬‭races‬‭that‬‭engage‬‭in‬‭war‬‭as‬‭a‬‭way‬‭of‬‭life,‬‭and‬‭feared‬‭among‬‭those‬‭races‬‭that‬
‭prefer‬‭more‬‭peaceful‬‭solutions.‬
‭War‬‭Priests‬‭usually‬‭attend‬‭to‬‭the‬‭spiritual‬‭needs‬‭of‬‭Warriors,‬‭considering‬‭others‬‭less‬‭worthy‬‭of‬‭their‬‭attention.‬
‭They‬‭foretell‬‭when‬‭the‬‭gods‬‭want‬‭their‬‭followers‬‭to‬‭go‬‭to‬‭war.‬‭They‬‭prepare‬‭the‬‭troops‬‭with‬‭inspirational‬‭sermons‬
‭and‬‭Clerical‬‭blessings.‬‭They‬‭fight‬‭alongside‬‭their‬‭followers,‬‭bringing‬‭the‬‭wrath‬‭of‬‭their‬‭gods‬‭upon‬‭their‬‭enemies.‬
‭War‬‭Priests‬‭often‬‭set‬‭out‬‭on‬‭long‬‭quests‬‭as‬‭part‬‭of‬‭their‬‭normal‬‭duties.‬‭These‬‭War‬‭Priests‬‭may‬‭also‬‭undertake‬
‭holy‬‭quests‬‭alongside‬‭adventurers'‬‭parties.‬

‭126‬
‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Wild‬‭fighting,‬‭Religion.‬
‭Recommended,‬‭General:‬‭Endurance,‬‭Intimidation,‬‭Riding‬‭(Land‬‭Based).‬
‭Recommended,‬‭Warrior:‬‭Armorer,‬‭Blacksmithing,‬‭Blind-Fighting,‬‭Close-Quarter‬‭Fighting,‬‭Weaponsmithing.‬
‭Recommended,‬‭Priest:‬‭Engineering,‬‭Healing,‬‭Spellcraft.‬
‭Forbidden:‬‭None.‬

‭Equipment‬
‭War‬‭Priests‬‭may‬‭purchase‬‭any‬‭equipment‬‭they‬‭choose,‬‭including‬‭any‬‭armor‬‭and‬‭weapons.‬‭They‬‭can‬‭use‬‭any‬
‭magical‬‭items‬‭normally‬‭available‬‭to‬‭Priests.‬

‭Special‬‭Benefits‬
‭War‬‭Priests‬‭can‬‭acquire‬‭Warrior‬‭proficiencies‬‭without‬‭spending‬‭an‬‭extra‬‭slot.‬‭War‬‭Priests‬‭can‬‭turn‬‭or‬‭control‬
‭undead‬‭as‬‭other‬‭Priests.‬

‭Special‬‭Hindrances‬
‭War‬‭Priests‬‭are‬‭limited‬‭to‬‭the‬‭spheres‬‭allowed‬‭by‬‭their‬‭faith‬‭which‬‭are‬‭included‬‭in‬‭the‬‭following‬‭lists.‬
‭Major‬‭Access:‬‭All,‬‭Combat,‬‭Healing,‬‭Protection.‬
‭Minor‬‭Access:‬‭Guardian,‬‭Necromantic,‬‭Divination,‬‭Sun.‬
‭Forbidden‬‭Spheres:‬‭All‬‭others.‬

‭Scavenger‬‭(Thief)‬

‭Scavengers‬‭combine‬‭a‬‭number‬‭of‬‭skills‬‭and‬‭abilities‬‭to‬‭create‬‭a‬‭unique‬‭humanoid‬‭character‬‭kit.‬‭They‬‭are‬
e‭ xpert‬‭hunters‬‭and‬‭searchers,‬‭able‬‭to‬‭locate‬‭salvageable‬‭items‬‭in‬‭all‬‭types‬‭of‬‭wilderness‬‭terrain.‬‭They‬‭are‬‭artists‬‭and‬
‭craftsmen,‬‭able‬‭to‬‭fix‬‭up‬‭what‬‭they‬‭find‬‭(at‬‭least‬‭as‬‭far‬‭as‬‭surface‬‭details‬‭are‬‭concerned)‬‭and‬‭sell‬‭it‬‭at‬‭a‬‭profit.‬‭They‬
‭are‬‭cunning‬‭and‬‭shrewd,‬‭crafty‬‭peddlers‬‭and‬‭traders‬‭who‬‭can‬‭usually‬‭get‬‭the‬‭most‬‭favorable‬‭price‬‭for‬‭their‬‭wares‬‭—‬
‭and‬‭perhaps‬‭a‬‭good‬‭bit‬‭more.‬
‭Nothing‬‭thrills‬‭a‬‭humanoid‬‭Scavenger‬‭more‬‭than‬‭discovering‬‭bright‬‭treasure‬‭beneath‬‭a‬‭mound‬‭of‬‭junk.‬‭Often,‬
‭an‬‭adventuring‬‭Scavenger‬‭joins‬‭forces‬‭with‬‭other‬‭adventurers‬‭to‬‭secure‬‭protection‬‭as‬‭the‬‭hunt‬‭for‬‭salvageable‬‭wares‬
‭continues.‬‭Scavengers‬‭can‬‭be‬‭of‬‭any‬‭alignment.‬

‭ ole‬‭:‬‭Scavengers‬‭fill‬‭a‬‭role‬‭similar‬‭to‬‭that‬‭of‬‭their‬‭animal‬‭counterparts‬‭—‬‭they‬‭live‬‭off‬‭the‬‭remains‬‭of‬‭others.‬‭These‬
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‭remains‬‭can‬‭be‬‭figurative‬‭or‬‭literal,‬‭for‬‭Scavengers‬‭look‬‭for‬‭salvageable‬‭goods‬‭among‬‭discarded‬‭waste‬‭and‬‭on‬‭the‬
‭bodies‬‭of‬‭the‬‭dead.‬
‭Scavengers‬‭rarely‬‭operate‬‭as‬‭members‬‭of‬‭a‬‭humanoid‬‭tribe.‬‭More‬‭often,‬‭they‬‭are‬‭outcasts‬‭who‬‭turn‬‭to‬‭picking‬
‭through‬‭the‬‭garbage‬‭of‬‭others‬‭to‬‭survive.‬‭Some‬‭even‬‭team‬‭up‬‭with‬‭other‬‭outcasts‬‭to‬‭create‬‭Scavenger‬‭gangs,‬‭but‬‭this‬
‭is‬‭rare.‬‭Most‬‭Scavengers‬‭prefer‬‭to‬‭keep‬‭whatever‬‭treasures‬‭they‬‭find‬‭for‬‭themselves.‬
‭Scavengers‬‭often‬‭look‬‭like‬‭garbage‬‭pickers‬‭—‬‭they‬‭are‬‭dirty,‬‭dusty,‬‭grimy,‬‭and‬‭often‬‭have‬‭an‬‭unpleasant‬
‭stench‬‭about‬‭them.‬‭Those‬‭just‬‭back‬‭from‬‭a‬‭Scavenger‬‭hunt‬‭might‬‭also‬‭be‬‭surrounded‬‭by‬‭flies‬‭and‬‭other‬‭insects,‬
‭though‬‭most‬‭other‬‭Scavengers‬‭would‬‭hardly‬‭notice.‬‭Even‬‭when‬‭Scavengers‬‭try‬‭to‬‭make‬‭themself‬‭presentable‬‭before‬
‭approaching‬‭a‬‭village‬‭to‬‭hawk‬‭wares,‬‭the‬‭telltale‬‭signs‬‭of‬‭dirt‬‭and‬‭stench‬‭linger‬‭gently‬‭about‬‭the‬‭character.‬‭Scavengers‬
‭are‬‭marked‬‭for‬‭what‬‭they‬‭are.‬
‭While‬‭a‬‭Scavenger‬‭will‬‭be‬‭proficient‬‭at‬‭normal‬‭Thieving‬‭skills,‬‭these‬‭are‬‭rarely‬‭used‬‭except‬‭in‬‭the‬‭pursuit‬‭of‬
‭salvage.‬‭These‬‭humanoids‬‭do‬‭not‬‭believe‬‭in‬‭stealing‬‭as‬‭such‬‭(except‬‭when‬‭haggling‬‭for‬‭trade,‬‭see‬‭below),‬‭for‬‭they‬‭see‬
‭garbage‬‭and‬‭the‬‭dead‬‭as‬‭prime‬‭treasure‬‭to‬‭be‬‭sought‬‭and‬‭salvaged.‬‭It‬‭is‬‭not‬‭theft‬‭to‬‭take‬‭what‬‭has‬‭been‬‭discarded,‬‭lost,‬
‭or‬‭forgotten.‬‭In‬‭fact,‬‭Scavengers‬‭often‬‭follow‬‭war‬‭parties‬‭to‬‭pick‬‭at‬‭the‬‭remains‬‭of‬‭battle‬‭the‬‭way‬‭vultures‬‭pick‬‭at‬
‭bones.‬
‭For‬‭all‬‭their‬‭disheveled‬‭appearances,‬‭Scavengers‬‭are‬‭shrewd‬‭at‬‭their‬‭trade.‬‭They‬‭repair‬‭and‬‭clean‬‭up‬‭the‬
‭treasures‬‭they‬‭find,‬‭turning‬‭worthless‬‭junk‬‭into‬‭desirable‬‭wares.‬‭When‬‭enough‬‭items‬‭have‬‭accumulated,‬‭it's‬‭time‬‭to‬‭go‬
‭to‬‭a‬‭village‬‭or‬‭town‬‭to‬‭sell‬‭the‬‭wares.‬‭Few‬‭can‬‭get‬‭the‬‭better‬‭of‬‭a‬‭Scavenger‬‭in‬‭a‬‭trade‬‭—‬‭this‬‭is‬‭usually‬‭where‬‭they‬
‭make‬‭most‬‭of‬‭their‬‭wealth.‬‭While‬‭they‬‭will‬‭sell‬‭items‬‭of‬‭true‬‭worth‬‭(if‬‭they‬‭do‬‭not‬‭want‬‭to‬‭keep‬‭them),‬‭more‬‭often‬
‭Scavengers‬‭sell‬‭junk‬‭disguised‬‭as‬‭treasure.‬‭They‬‭can‬‭clean‬‭and‬‭repair‬‭weapons‬‭and‬‭armor‬‭to‬‭make‬‭them‬‭look‬‭like‬
‭new,‬‭but‬‭the‬‭first‬‭real‬‭use‬‭of‬‭these‬‭items‬‭will‬‭reveal‬‭them‬‭as‬‭well-polished‬‭garbage‬‭that‬‭breaks‬‭under‬‭the‬‭least‬‭bit‬‭of‬
‭pressure.‬

‭Weapon‬‭Proficiencies‬
‭Members‬‭of‬‭this‬‭kit‬‭may‬‭select‬‭any‬‭weapons‬‭and‬‭equipment‬‭normally‬‭available‬‭to‬‭Thieves.‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Looting,‬‭Appraising.‬
‭Recommended,‬‭General:‬‭Artistic‬‭Ability,‬‭Blacksmithing,‬‭Carpentry,‬‭Direction‬‭Sense,‬‭Fast‬‭Talking,‬
‭127‬
‭Leatherworking,‬‭Pottery,‬‭Riding‬‭(Land‬‭Based),‬‭Seamstress/Tailor‬‭Weaving.‬
‭Recommended,‬‭Warrior:‬‭Survival‬‭(as‬‭Appropriate),‬‭Tracking,‬‭Weaponsmithing.‬
‭Recommended,‬‭Rogue:‬‭Ancient‬‭History,‬‭Forgery,‬‭Gem‬‭Cutting,‬‭Local‬‭History.‬
‭Forbidden:‬‭Reading/Writing.‬

‭Equipment‬
‭Scavengers‬‭can‬‭purchase‬‭and‬‭use‬‭any‬‭equipment‬‭and‬‭armor‬‭usable‬‭by‬‭Thieves.‬
‭Special‬‭Benefits‬
‭When‬‭meeting‬‭others‬‭in‬‭order‬‭to‬‭peddle‬‭salvaged‬‭wares,‬‭a‬‭Scavenger‬‭receives‬‭a‬‭+2‬‭reaction‬‭bonus.‬

‭Special‬‭Hindrances‬
‭In‬‭all‬‭other‬‭situations,‬‭a‬‭Scavenger's‬‭appearance‬‭(and‬‭stench)‬‭grants‬‭him‬‭a‬‭-2‬‭reaction‬‭penalty‬‭on‬‭reaction‬
‭rolls.‬

‭Shadow‬‭(Thief)‬

‭Shadows‬‭are‬‭humanoid‬‭assassins.‬‭They‬‭have‬‭made‬‭their‬‭way‬‭in‬‭the‬‭world‬‭by‬‭killing‬‭others‬‭for‬‭profit.‬‭While‬
‭ any‬‭have‬‭private‬‭codes,‬‭others‬‭hire‬‭themselves‬‭out‬‭to‬‭the‬‭highest‬‭bidder.‬‭Shadows‬‭have‬‭a‬‭reputation‬‭for‬‭being‬
m
‭competent,‬‭cold-blooded,‬‭and‬‭extremely‬‭efficient.‬‭Thus,‬‭when‬‭they‬‭no‬‭longer‬‭actively‬‭take‬‭commissions,‬‭they‬‭tend‬‭to‬
‭drift‬‭into‬‭related‬‭activities:‬‭spying,‬‭bounty‬‭hunting,‬‭and‬‭the‬‭like.‬
‭They‬‭are‬‭loners‬‭by‬‭nature,‬‭however,‬‭and‬‭seldom‬‭stay‬‭with‬‭a‬‭group‬‭for‬‭long.‬‭Characters‬‭must‬‭have‬‭minimum‬
‭Strength‬‭and‬‭Dexterity‬‭scores‬‭of‬‭12,‬‭and‬‭a‬‭minimum‬‭Intelligence‬‭of‬‭11‬‭to‬‭choose‬‭this‬‭kit.‬‭Shadows‬‭can‬‭be‬‭of‬‭any‬
‭non-Good‬‭alignment.‬

‭ ole‬‭:‬‭Shadows‬‭are‬‭spies,‬‭assassins,‬‭and‬‭enforcers.‬‭Most‬‭leave‬‭their‬‭tribes‬‭to‬‭practice‬‭their‬‭profession‬‭in‬‭the‬‭outside‬
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‭world.‬‭Shadows‬‭earn‬‭their‬‭name‬‭from‬‭the‬‭way‬‭they‬‭live.‬‭Most‬‭are‬‭unseen‬‭until‬‭they‬‭strike,‬‭maintaining‬‭a‬‭low‬‭profile‬
‭even‬‭when‬‭not‬‭on‬‭a‬‭job.‬
‭Most‬‭assassin‬‭guilds‬‭have‬‭at‬‭least‬‭one‬‭humanoid‬‭Shadow‬‭on‬‭their‬‭rolls.‬‭They‬‭are‬‭saved‬‭for‬‭special‬
‭assignments‬‭and‬‭for‬‭specific‬‭clients‬‭who‬‭favor‬‭their‬‭dark‬‭ways.‬‭Shadows‬‭are‬‭proficient‬‭at‬‭stealth‬‭and‬‭killing,‬‭and‬
‭spend‬‭much‬‭of‬‭their‬‭time‬‭honing‬‭their‬‭fighting‬‭skills‬‭to‬‭a‬‭fine‬‭edge‬‭in‬‭anticipation‬‭of‬‭the‬‭next‬‭assignment.‬‭Most‬‭are‬
‭cool,‬‭calculating‬‭killing‬‭machines,‬‭and‬‭display‬‭a‬‭frightening‬‭lack‬‭of‬‭emotion‬‭when‬‭doing‬‭their‬‭jobs.‬

‭Weapon‬‭Proficiencies‬
‭Shadows‬‭may‬‭select‬‭any‬‭one-handed‬‭weapon,‬‭any‬‭weapon‬‭available‬‭to‬‭Thieves,‬‭plus‬‭others‬‭appropriate‬‭to‬
‭their‬‭profession‬‭(e.g.:‬‭blowgun,‬‭etc.).‬

‭Non-weapon‬‭Proficiencies‬
‭Bonus‬‭Proficiencies:‬‭Disguise.‬
‭Recommended,‬‭General:‬‭Acting,‬‭Alertness,‬‭Begging,‬‭Danger‬‭Sense,‬‭Hiding,‬‭Observation,‬‭Voice‬‭Mimicry.‬
‭Recommended,‬‭Warrior:‬‭Hunting,‬‭Intimidation,‬‭Tracking.‬
‭Recommended,‬‭Priest:‬‭Reading/writing.‬
‭Recommended,‬‭Rogue:‬‭Blind-fighting,‬‭Close-Quarter‬‭Fighting,‬‭Information‬‭Gathering,‬‭Jumping,‬‭Tumbling.‬
‭Forbidden:‬‭None.‬

‭Equipment‬
‭Shadows‬‭can‬‭use‬‭all‬‭types‬‭of‬‭deadly‬‭equipment,‬‭but‬‭they‬‭are‬‭limited‬‭to‬‭the‬‭armor‬‭types‬‭available‬‭to‬‭other‬
‭thieves,‬‭plus‬‭shields.‬‭Shadows‬‭do‬‭not‬‭use‬‭poison.‬‭They‬‭prefer‬‭to‬‭eliminate‬‭their‬‭targets‬‭with‬‭weapons‬‭and‬‭combat‬
‭skills.‬

‭Special‬‭Benefits‬
‭When‬‭attacking‬‭with‬‭surprise,‬‭a‬‭Shadow‬‭kills‬‭the‬‭victim‬‭if‬‭a‬‭hit‬‭is‬‭scored‬‭and‬‭the‬‭victim‬‭fails‬‭a‬‭saving‬‭throw‬
‭vs.‬‭death;‬‭provided‬‭the‬‭victim‬‭has‬‭hit‬‭dice‬‭less‬‭than‬‭or‬‭equal‬‭to‬‭the‬‭Shadow's.‬‭Otherwise,‬‭damage‬‭equal‬‭to‬‭a‬‭standard‬
‭Thieves‬‭backstab‬‭is‬‭inflicted.‬

‭Special‬‭Hindrances‬
‭All‬‭Thief‬‭abilities‬‭except‬‭backstabbing‬‭are‬‭rated‬‭two‬‭levels‬‭less‬‭than‬‭those‬‭of‬‭a‬‭Thief‬‭of‬‭equal‬‭level.‬‭This‬
‭means‬‭that‬‭all‬‭initial‬‭thief‬‭abilities‬‭except‬‭hear‬‭noise‬‭have‬‭an‬‭additional‬‭-10%‬‭penalty.‬

‭128‬
‭OPEN‬‭GAME‬‭LICENSE‬‭Version‬‭1.0a‬

‭ he‬‭following‬‭text‬‭is‬‭the‬‭property‬‭of‬‭Wizards‬‭of‬‭the‬‭Coast,‬‭Inc.‬‭and‬‭is‬‭Copyright‬‭2000‬‭Wizards‬‭of‬‭the‬‭Coast,‬‭Inc‬
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‭(“Wizards”).‬‭All‬‭Rights‬‭Reserved.‬

‭ .‬‭Definitions:‬‭(a)”Contributors”‬‭means‬‭the‬‭copyright‬‭and/or‬‭trademark‬‭owners‬‭who‬‭have‬‭contributed‬‭Open‬‭Game‬
1
‭Content;‬‭(b)”Derivative‬‭Material”‬‭means‬‭copyrighted‬‭material‬‭including‬‭derivative‬‭works‬‭and‬‭translations‬‭(including‬
‭into‬‭other‬‭computer‬‭languages),‬‭potation,‬‭modification,‬‭correction,‬‭addition,‬‭extension,‬‭upgrade,‬‭improvement,‬
‭compilation,‬‭abridgment‬‭or‬‭other‬‭form‬‭in‬‭which‬‭an‬‭existing‬‭work‬‭may‬‭be‬‭recast,‬‭transformed‬‭or‬‭adapted;‬‭(c)‬
‭“Distribute”‬‭means‬‭to‬‭reproduce,‬‭license,‬‭rent,‬‭lease,‬‭sell,‬‭broadcast,‬‭publicly‬‭display,‬‭transmit‬‭or‬‭otherwise‬
‭distribute;‬‭(d)”Open‬‭Game‬‭Content”‬‭means‬‭the‬‭game‬‭mechanic‬‭and‬‭includes‬‭the‬‭methods,‬‭procedures,‬‭processes‬‭and‬
‭routines‬‭to‬‭the‬‭extent‬‭such‬‭content‬‭does‬‭not‬‭embody‬‭the‬‭Product‬‭Identity‬‭and‬‭is‬‭an‬‭enhancement‬‭over‬‭the‬‭prior‬‭art‬‭and‬
‭any‬‭additional‬‭content‬‭clearly‬‭identified‬‭as‬‭Open‬‭Game‬‭Content‬‭by‬‭the‬‭Contributor,‬‭and‬‭means‬‭any‬‭work‬‭covered‬‭by‬
‭this‬‭License,‬‭including‬‭translations‬‭and‬‭derivative‬‭works‬‭under‬‭copyright‬‭law,‬‭but‬‭specifically‬‭excludes‬‭Product‬
‭Identity.‬‭(e)‬‭“Product‬‭Identity”‬‭means‬‭product‬‭and‬‭product‬‭line‬‭names,‬‭logos‬‭and‬‭identifying‬‭marks‬‭including‬‭trade‬
‭dress;‬‭artifacts;‬‭creatures‬‭characters;‬‭stories,‬‭storylines,‬‭plots,‬‭thematic‬‭elements,‬‭dialogue,‬‭incidents,‬‭language,‬
‭artwork,‬‭symbols,‬‭designs,‬‭depictions,‬‭likenesses,‬‭formats,‬‭poses,‬‭concepts,‬‭themes‬‭and‬‭graphic,‬‭photographic‬‭and‬
‭other‬‭visual‬‭or‬‭audio‬‭representations;‬‭names‬‭and‬‭descriptions‬‭of‬‭characters,‬‭spells,‬‭enchantments,‬‭personalities,‬
‭teams,‬‭personas,‬‭likenesses‬‭and‬‭special‬‭abilities;‬‭places,‬‭locations,‬‭environments,‬‭creatures,‬‭equipment,‬‭magical‬‭or‬
‭supernatural‬‭abilities‬‭or‬‭effects,‬‭logos,‬‭symbols,‬‭or‬‭graphic‬‭designs;‬‭and‬‭any‬‭other‬‭trademark‬‭or‬‭registered‬‭trademark‬
‭clearly‬‭identified‬‭as‬‭Product‬‭identity‬‭by‬‭the‬‭owner‬‭of‬‭the‬‭Product‬‭Identity,‬‭and‬‭which‬‭specifically‬‭excludes‬‭the‬‭Open‬
‭Game‬‭Content;‬‭(f)‬‭“Trademark”‬‭means‬‭the‬‭logos,‬‭names,‬‭mark,‬‭sign,‬‭motto,‬‭designs‬‭that‬‭are‬‭used‬‭by‬‭a‬‭Contributor‬‭to‬
‭identify‬‭itself‬‭or‬‭its‬‭products‬‭or‬‭the‬‭associated‬‭products‬‭contributed‬‭to‬‭the‬‭Open‬‭Game‬‭License‬‭by‬‭the‬‭Contributor‬‭(g)‬
‭“Use”,‬‭“Used”‬‭or‬‭“Using”‬‭means‬‭to‬‭use,‬‭Distribute,‬‭copy,‬‭edit,‬‭format,‬‭modify,‬‭translate‬‭and‬‭otherwise‬‭create‬
‭Derivative‬‭Material‬‭of‬‭Open‬‭Game‬‭Content.‬‭(h)‬‭“You”‬‭or‬‭“Your”‬‭means‬‭the‬‭licensee‬‭in‬‭terms‬‭of‬‭this‬‭agreement.‬

‭ .‬‭The‬‭License:‬‭This‬‭License‬‭applies‬‭to‬‭any‬‭Open‬‭Game‬‭Content‬‭that‬‭contains‬‭a‬‭notice‬‭indicating‬‭that‬‭the‬‭Open‬
2
‭Game‬‭Content‬‭may‬‭only‬‭be‬‭Used‬‭under‬‭and‬‭in‬‭terms‬‭of‬‭this‬‭License.‬‭You‬‭must‬‭affix‬‭such‬‭a‬‭notice‬‭to‬‭any‬‭Open‬‭Game‬
‭Content‬‭that‬‭you‬‭Use.‬‭No‬‭terms‬‭may‬‭be‬‭added‬‭to‬‭or‬‭subtracted‬‭from‬‭this‬‭License‬‭except‬‭as‬‭described‬‭by‬‭the‬‭License‬
‭itself.‬‭No‬‭other‬‭terms‬‭or‬‭conditions‬‭may‬‭be‬‭applied‬‭to‬‭any‬‭Open‬‭Game‬‭Content‬‭distributed‬‭using‬‭this‬‭License.‬

‭ .Offer‬‭and‬‭Acceptance:‬‭By‬‭Using‬‭the‬‭Open‬‭Game‬‭Content‬‭You‬‭indicate‬‭Your‬‭acceptance‬‭of‬‭the‬‭terms‬‭of‬‭this‬
3
‭License.‬

‭ .‬‭Grant‬‭and‬‭Consideration:‬‭In‬‭consideration‬‭for‬‭agreeing‬‭to‬‭use‬‭this‬‭License,‬‭the‬‭Contributors‬‭grant‬‭You‬‭a‬‭perpetual,‬
4
‭worldwide,‬‭royalty-free,‬‭non-exclusive‬‭license‬‭with‬‭the‬‭exact‬‭terms‬‭of‬‭this‬‭License‬‭to‬‭Use,‬‭the‬‭Open‬‭Game‬‭Content.‬

‭ .Representation‬‭of‬‭Authority‬‭to‬‭Contribute:‬‭If‬‭You‬‭are‬‭contributing‬‭original‬‭material‬‭as‬‭Open‬‭Game‬‭Content,‬‭You‬
5
‭represent‬‭that‬‭Your‬‭Contributions‬‭are‬‭Your‬‭original‬‭creation‬‭and/or‬‭You‬‭have‬‭sufficient‬‭rights‬‭to‬‭grant‬‭the‬‭rights‬
‭conveyed‬‭by‬‭this‬‭License.‬

‭ .Notice‬‭of‬‭License‬‭Copyright:‬‭You‬‭must‬‭update‬‭the‬‭COPYRIGHT‬‭NOTICE‬‭portion‬‭of‬‭this‬‭License‬‭to‬‭include‬‭the‬
6
‭exact‬‭text‬‭of‬‭the‬‭COPYRIGHT‬‭NOTICE‬‭of‬‭any‬‭Open‬‭Game‬‭Content‬‭You‬‭are‬‭copying,‬‭modifying‬‭or‬‭distributing,‬‭and‬
‭You‬‭must‬‭add‬‭the‬‭title,‬‭the‬‭copyright‬‭date,‬‭and‬‭the‬‭copyright‬‭holder’s‬‭name‬‭to‬‭the‬‭COPYRIGHT‬‭NOTICE‬‭of‬‭any‬
‭original‬‭Open‬‭Game‬‭Content‬‭you‬‭Distribute.‬

‭ .‬‭Use‬‭of‬‭Product‬‭Identity:‬‭You‬‭agree‬‭not‬‭to‬‭Use‬‭any‬‭Product‬‭Identity,‬‭including‬‭as‬‭an‬‭indication‬‭as‬‭to‬‭compatibility,‬
7
‭except‬‭as‬‭expressly‬‭licensed‬‭in‬‭another,‬‭independent‬‭Agreement‬‭with‬‭the‬‭owner‬‭of‬‭each‬‭element‬‭of‬‭that‬‭Product‬
‭Identity.‬‭You‬‭agree‬‭not‬‭to‬‭indicate‬‭compatibility‬‭or‬‭co-adaptability‬‭with‬‭any‬‭Trademark‬‭or‬‭Registered‬‭Trademark‬‭in‬
‭conjunction‬‭with‬‭a‬‭work‬‭containing‬‭Open‬‭Game‬‭Content‬‭except‬‭as‬‭expressly‬‭licensed‬‭in‬‭another,‬‭independent‬
‭Agreement‬‭with‬‭the‬‭owner‬‭of‬‭such‬‭Trademark‬‭or‬‭Registered‬‭Trademark.‬‭The‬‭use‬‭of‬‭any‬‭Product‬‭Identity‬‭in‬‭Open‬
‭Game‬‭Content‬‭does‬‭not‬‭constitute‬‭a‬‭challenge‬‭to‬‭the‬‭ownership‬‭of‬‭that‬‭Product‬‭Identity.‬‭The‬‭owner‬‭of‬‭any‬‭Product‬
‭Identity‬‭used‬‭in‬‭Open‬‭Game‬‭Content‬‭shall‬‭retain‬‭all‬‭rights,‬‭title‬‭and‬‭interest‬‭in‬‭and‬‭to‬‭that‬‭Product‬‭Identity.‬

‭ .‬‭Identification:‬‭If‬‭you‬‭distribute‬‭Open‬‭Game‬‭Content‬‭You‬‭must‬‭clearly‬‭indicate‬‭which‬‭portions‬‭of‬‭the‬‭work‬‭that‬‭you‬
8
‭are‬‭distributing‬‭are‬‭Open‬‭Game‬‭Content.‬

‭ .‬‭Updating‬‭the‬‭License:‬‭Wizards‬‭or‬‭its‬‭designated‬‭Agents‬‭may‬‭publish‬‭updated‬‭versions‬‭of‬‭this‬‭License.‬‭You‬‭may‬
9
‭use‬‭any‬‭authorized‬‭version‬‭of‬‭this‬‭License‬‭to‬‭copy,‬‭modify‬‭and‬‭distribute‬‭any‬‭Open‬‭Game‬‭Content‬‭originally‬
‭distributed‬‭under‬‭any‬‭version‬‭of‬‭this‬‭License.‬

‭129‬
‭ 0‬‭Copy‬‭of‬‭this‬‭License:‬‭You‬‭MUST‬‭include‬‭a‬‭copy‬‭of‬‭this‬‭License‬‭with‬‭every‬‭copy‬‭of‬‭the‬‭Open‬‭Game‬‭Content‬‭You‬
1
‭Distribute.‬

‭ 1.‬‭Use‬‭of‬‭Contributor‬‭Credits:‬‭You‬‭may‬‭not‬‭market‬‭or‬‭advertise‬‭the‬‭Open‬‭Game‬‭Content‬‭using‬‭the‬‭name‬‭of‬‭any‬
1
‭Contributor‬‭unless‬‭You‬‭have‬‭written‬‭permission‬‭from‬‭the‬‭Contributor‬‭to‬‭do‬‭so.‬

‭ 2‬‭Inability‬‭to‬‭Comply:‬‭If‬‭it‬‭is‬‭impossible‬‭for‬‭You‬‭to‬‭comply‬‭with‬‭any‬‭of‬‭the‬‭terms‬‭of‬‭this‬‭License‬‭with‬‭respect‬‭to‬
1
‭some‬‭or‬‭all‬‭of‬‭the‬‭Open‬‭Game‬‭Content‬‭due‬‭to‬‭statute,‬‭judicial‬‭order,‬‭or‬‭governmental‬‭regulation‬‭then‬‭You‬‭may‬‭not‬
‭Use‬‭any‬‭Open‬‭Game‬‭Material‬‭so‬‭affected.‬

‭ 3‬‭Termination:‬‭This‬‭License‬‭will‬‭terminate‬‭automatically‬‭if‬‭You‬‭fail‬‭to‬‭comply‬‭with‬‭all‬‭terms‬‭herein‬‭and‬‭fail‬‭to‬‭cure‬
1
‭such‬‭breach‬‭within‬‭30‬‭days‬‭of‬‭becoming‬‭aware‬‭of‬‭the‬‭breach.‬‭All‬‭sublicenses‬‭shall‬‭survive‬‭the‬‭termination‬‭of‬‭this‬
‭License.‬

‭ 4‬‭Reformation:‬‭If‬‭any‬‭provision‬‭of‬‭this‬‭License‬‭is‬‭held‬‭to‬‭be‬‭unenforceable,‬‭such‬‭provision‬‭shall‬‭be‬‭reformed‬‭only‬‭to‬
1
‭the‬‭extent‬‭necessary‬‭to‬‭make‬‭it‬‭enforceable.‬

‭ 5‬‭COPYRIGHT‬‭NOTICE‬‭Open‬‭Game‬‭License‬‭v‬‭1.0‬‭Copyright‬‭2000,‬‭Wizards‬‭of‬‭the‬‭Coast,‬‭Inc.‬
1
‭System‬‭Reference‬‭Document‬‭Copyright‬‭2000,‬‭Wizards‬‭of‬‭the‬‭Coast,‬‭Inc.;‬‭Authors‬‭Jonathan‬‭Tweet,‬‭Monte‬‭Cook,‬
‭Skip‬‭Williams,‬‭based‬‭on‬‭material‬‭by‬‭E‬‭Gary‬‭Gygax‬‭and‬‭Dave‬‭Arneson.‬

‭ esignation‬‭of‬‭Product‬‭Identity:‬‭Product‬‭Identity:‬‭The‬‭following‬‭items‬‭are‬‭hereby‬‭identified‬‭as‬‭Product‬‭Identity,‬
D
‭as‬‭defined‬‭in‬‭the‬‭Open‬‭Game‬‭License‬‭version‬‭1.0a,‬‭Section‬‭1(e),‬‭and‬‭are‬‭not‬‭Open‬‭Content:‬‭All‬‭trademarks,‬
‭registered‬‭trademarks,‬‭proper‬‭names‬‭(characters,‬‭deities,‬‭etc.),‬‭dialogue,‬‭plots,‬‭storylines,‬‭locations,‬‭characters,‬
‭artwork,‬‭and‬‭trade‬‭dress.‬‭(Elements‬‭that‬‭have‬‭previously‬‭been‬‭designated‬‭as‬‭Open‬‭Game‬‭Content‬‭or‬‭are‬‭in‬‭the‬‭public‬
‭domain‬‭are‬‭not‬‭included‬‭in‬‭this‬‭declaration.)‬

‭ pen‬‭Content:‬‭Except‬‭for‬‭material‬‭designated‬‭as‬‭Product‬‭Identity‬‭(see‬‭above),‬‭the‬‭game‬‭mechanics‬‭of‬‭this‬‭game‬
O
‭product‬‭are‬‭Open‬‭Game‬‭Content,‬‭as‬‭defined‬‭in‬‭the‬‭Open‬‭Game‬‭License‬‭version‬‭1.0a‬‭Section‬‭1(d).‬‭No‬‭portion‬‭of‬‭this‬
‭work‬‭other‬‭than‬‭the‬‭material‬‭designated‬‭as‬‭Open‬‭Game‬‭Content‬‭may‬‭be‬‭reproduced‬‭in‬‭any‬‭form‬‭without‬‭written‬
‭permission.‬‭All‬‭Content‬‭is‬‭Copyright‬‭Bryan‬‭Bobbie‬‭2024.‬

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