The Complete.Net.Handbook Version 1.0 May, 1993 Editor: Joe Delisle Welcome to the first release of the Complete.Net.Handbook! It's taken a while to get everything put together, but I think you'll be happy with the effort. I first started the CNH when I noticed that there were a lot of net.books available: mage spells, cleric spells, plots, etc, but none that specifically addressed kits or classes. Having made up several kits, I decided to create my own net.book. Rather than limit it just kits and classes, the CNH is the collection of everything that doesn't have a collection. I'm starting the CNH small, including only new character classes, house rules, kits, and races. But with the first release done, I'm willing to add on more things that need a collection. If you have something you want included in the next release, regardless of whether or not it fits into one of the categories covered by this edition, send me e-mail to one of the addresses below. I'm especially looking for more information on monks (for second edition), and new non-magical weapons; there wasn't enough information to put them in this edition. I would like to thank Dana Carrol, who sent me an excellent mapper program. It's available on the greyhawk.stanford.edu FTP site, in the /D_D/incoming directory. Finally, I'd like to thank all the contributors to the handbook. Without their wonderful material, this book would be much smaller, and much less enjoyable. Specifically, they are: Tim Larson (TEL002@ACAD.DRAKE.EDU) Ken Jenks (kjenks@gothamcity.jsc.nasa.gov) Aadne Brunborg (brunborg@alkymi.unit.no) Anthony Ross (ross@LCLARK.EDU) MNP@ALPHA.SUNQUEST.COM Steven R. Hamby (ZA9ZA03@UK.AC.MMU.CS.SA) Joe Delisle Send E-mail to: jdelisle@loyola.edu jdelisle@cs.loyola.edu INDEX Section 0: Introduction and Index Section 1: New Character Classes Section 2: New Kits Section 3: Monks (to be included in the next release) Section 4: Non-Standard Races Section 5: House Rules Section 6: New Weapons (to be included in the next release) Section 1: New Character Classes -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Alchemist From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.3) Level Title Gained 0-2,500 1 1 Student Chemist A 2,501-5,000 2 2 Graduate Chemist B 5,001-10,000 3 3 Journeyman Chemist C 10,001-22,500 4 4 Low Chemist D 22,501-40,000 5 5 Chemist E 40,001-60,000 6 6 High Chemist F 60,001-90,000 7 7 Alchemist G 90,001-135,000 8 8 Black Alchemist H 135,001-250,000 9 9 Grey Alchemist I 250,001-375,000 10 10 White Alchemist J 375,001-750,000 11 10+1 Silver Alchemist K 750,001-1,125,000 12 10+2 Gold Alchemist L 1,125,001-1,500,000 13 10+3 High Alchemist M 1,500,001-1,875,000 14 10+4 Eldest Alchemist N 1,875,001-2,250,000 15 10+5 Star Alchemist O + 600,000/level Etc. +1/lvl Etc. - Use no weapons (except for what they make) Wear no armor of any kind Alchemists are believers in magic and technology. This makes them a very special subclass of sages (a sub-category of the "esoteric knowledge" branch). They are well versed in chemical, herbal, and metalurgical lore. They use this knowledge to manufacture their items. Alchemists usually don't go adventuring but can be persuaded (not too often) or go on their own free will if some sort of alchemical relic is involved. They are induced more easily in going adventuring if they are hired for making, figuring out, and/or using their items. Alchemists acquire experience by using the items that they made (less for somebody else's), by figuring out items, and the money they get from services and items sold at a ratio of 10 gold pieces/1 experience point. Acquired Abilities: A. Smoke bombs, low glues, and poison B. Stink bombs, medium glues, alcohol, alloys, and matches C. Poison gas bombs, high glues, acetone, poison antidote, and food preservatives D. Medicinal products and water putrification elements E. Slippery liquids physical, attributes boosters, and flash powder F. Low acid and basic fire retardents G. Medium acid, ultimate fire retardents, and 100% chance to identify poisons H. Gunpowder, chemical welding agents, and 100% chance to identify any basic potion I. "Bombs" and stone disolving agents J. Highly sophisticated poisons and metal burning agents K. Make any potion, cold bombs, and high acid L. Combination bombs, lightning bombs, and stone gas bombs M. Make any potion at double strength and basic electronics N. Dynamite and combination time bombs O. Intermediate electronics and rocket propulsion systems Item Cost Days Required Effects Smoke bomb 5 3 20'+1'/level x 20'+1'/level cloud. Obscures vision up to 3 feet. Low glues 1 1 1/2 Elmer's glue. Poison 7/die 2/die Does 1d8+1/level. Half damage if save vs. poison is made. Stink bomb 11 7 25'+1'/level x 25'+1'/level cloud. Same effect as a stinking cloud. Medium glue 5 3 1/2 Super glue (the cheap stuff). Alcohol 10 3 Burns as oil. Can heal 1-4 points. Alloys Varies Varies Can make a successful combination of any 2 metals. Matches 7 4 100 matches. Poison gas 25/die 2/die 40'+2'/level x 40'+2'/level cloud. bomb Does same damage as poison. High glue 50 15 Tough glue (like on cartoons). Acetone 50 10 Disolves any sticky material. Poison 47 12 As it says. antidote Food pres- 12 6 1/2 Preserves food for up to 30 days. ervatives Medicinal 75 10 Heals 1d.8+1 point/level. Can cure products disease. Water puke* 11 2 1/2 Poisons water or other liquids up to 1,000 cubic feet (*=reverse). Slippery 17 7 As an oil of slipperiness. liquids Attribute 750 21 Can raise strength, constitution, boosters dexterity, or charisma 1 + 1 point/5 levels (lasts 1 turn). Item Cost Days Required Effects Flash 27 9 As the spell fireworks + 1 point powder of damage/level. Low acid 72 12 Does 1-6 damage/round Lasts 1-10 rounds. Basic fire 150 4 Adds a +3 saving throw vs. fire to retardents the item it's applied to. Medium acid 97 23 Does 1-6 damage/round. Lasts 2-20 rounds. Ultra fire 112 14 Makes item 100% fire proof. retardents Gunpowder 202 11 When made into a crude bomb, does 5-50 damage in a 30'x30' area. Chem. weld. 47 19 1/2 Instantly fuses 2 elements. agents "Bombs" 572 29 Does 10-100 damage in a 40'x40' area (anything flammable catches fire if save is failed). Stone dis. 86 10 Instantly disolves 10 cubic feet agents of stone. Highly 20/die 4/die It's up to you (i.e. delayed soph. poisons action, die or take damage, etc.). Metal burn. 279 23 Sets any metal aflame for 1-6 agents rounds. Unstoppable!! Make potions Varies Varies Can make potion of your choice. Cold bomb 623 34 40'x40' area cloud. 11d.8 damage. High acid 520 23 2-8 points/round. Lasts until cleansed or object is eaten away. Comb. bomb Varies Varies Varies Lightning 12,937 50 Black lightning covers victim's bomb body. If save vs. magic is made, all but 1-4 hit points gone, if save is failed, death. Stone gas 729 7 40'x40' area cloud. All in it bomb save vs. stoning at -2. Make 2x Varies Varies As it says. potion Basic elec- see see see tronics techno techno techno Dynamite 1,572 12 45'x45' area blast. 1-100 damage + 10-100 structural damage. Comb. time Varies Varies It's up to you. bomb Intermediate see see see electronics techno techno techno Rocket 2,050 3 Makes a bazooka type of delivery propulsion weapon that can shoot any type of system bomb or potion. Has the range of a heavy crossbow. Add 500 g.p. to the cost of any bomb to be shot. Additional Notes: An alchemist's mobile laboratory will be a large wagon with all his/her materials. This will be paid for by the employer(s). Alchemists can be any alignment. Alchemists can use barbaric weapons (such as swords and the like) but not get any experience for it. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Archer From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.8) Level Title Gained 0-1,100 1 1 Novice A 1,101-2,200 2 2 Bravo - 2,201-4,400 3 3 Bowman B 4,401-10,000 4 4 Quickdraw C 10,001-20,000 5 5 Sureshot D 20,001-40,000 6 6 Deadeye - 40,001-80,000 7 7 Marksman E 80,001-150,000 8 8 Expert - 150,001-300,000 9 9 Archer F 300,001-500,000 10 9+2 Master Archer - 500,001-700,000 11 9+4 Master Archer(11) G 700,001-900,000 12 9+6 Master Archer(12) - 900,001-1,100,000 13 9+8 Master Archer(13) H + 200,000/level Etc. +2/lvl Etc. - Use any pull bow and short swords Wear wear only leather and no shield Archers are users of mainly bows (except short swords as noted) and wear little armor. They increase their number of bow shots (noted below) as they increase in level. They are mostly a subclass of thief but they hit on the fighters' chart. Acquired Abilities: A. +1 shot/round B. +1/2 shot/round C. 1st level thief abilities D. +1/2 shot/round E. +1/2 shot/round F. +1/2 shot/round G. +1/2 shot/round H. +1/2 shot/round Additional notes: Archers may be any alignment but good. When archers get thief abilities they go up at a rate of 1 level of ability per 1 level experience. Archers get their backstabbing ability with bows when they get thief abilities. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Barbarian From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-2,000 1 1 Battler A 2,001-4,000 2 2+1 Warrior - 4,001-8,000 3 3 Madman B 8,001-18,000 4 4 Slayer C 18,001-35,000 5 5 Victor D 35,001-70,000 6 6 Champion E 70,001-125,000 7 7+1 Cutthroat - 125,001-250,000 8 8 Beserker F 250,001-500,000 9 9+1 Death Dealer - 500,001-750,000 10 10 Barbarian G 750,001-1,000,000 11 10+3 Barbarian(11) - + 250,000/level Etc. +3/lvl Etc. - Use any two handed weapon and any bow or crossbow Wear any armor up to chain but no shields Barbarians are uncivilized warrior types that intensely dis- like technology or any weapons more complicated than a crossbow. They love to fight and get a +3 save vs. fear. They have a 50% chance to discard their missile weapons and charge in glee. They can choose at any time in combat to go beserk, adding 4 to their hit probability but -3 to their armor class. Once bes- erk, they will fight blindly for 1 round per level below 20th that they are, even if the enemy is dead. There is a 60% chance for a 1st level barbarian to go beserk uncontrollably. This chance is decreased by 5%/level, with a 13th level barbarian going beserk only by choice. This chance is rolled at the beg- inning of every round until the battle is over or the barbarian goes beserk. Barbarians also have a great fear of undead, which they regard in awe. Use the table below everytime any undead is encountered. 01-60 retreat in an orderly fashion 61-90 stand fast and fight at -1 (cannot go beserk) 91-00 retreat in complete disarray Acquired Abilities: A. Hear as a 1st level thief B. Climb as a 1st level thief C. Move silently as a 1st level thief D. +1 to constitution E. Can "smell" enemies within 25' F. +1 to dexterity G. +1 to strength Additional Notes: Barbarians can only be neutral/neutral or neutral/evil. Barbarians can never learn more than 2 languages. Barbarians cannot start the game with more than 60 g.p. Thief abilities acquired go up at a rate of 1 level/level of experience. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Blademaster From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-3,000 1 1 Veteran - 3,001-6,000 2 2 Contester A 6,001-12,000 3 3 Duelist B 12,001-24,000 4 4 Warrior C 24,001-45,000 5 5 Champion D 45,001-90,000 6 6 Expert E 90,001-140,000 7 7 General Expert F 140,001-200,000 8 8 Master Expert G 200,001-260,000 9 9 Swordsman H 260,001-550,000 10 10 Master Swordsman I 550,001-850,000 11 11 True Swordsman J 850,000 + 12 12 Guildmaster of Swordsmen K Use any kind of sword Wear any kind of armor up to studded leather and shield Blademasters are fighters that use only swords and become extremely profficient with them. As their levels increase, so does bonuses to hit probability and damage. All blademasters belong to the Swordsmen's Guild and must attend a meeting at least once a month. The highest level a blademaster can obtain is 12th. When the blademaster has enough experience to become 12th level he/she must find the nearest Guildmaster of Swords- men and fight to the death, the winner being 12th level. There are 25 such guildmasters existing, each controlling a 200 mile radius area. The guildmaster is in charge of all the guilds in his/her area. Also the guildmaster in charge of paying all fees but gets all the dues. Acquired Abilities: bonus on Hit prob Damage Other A. - +1 B. +1 +1 C. +1 +2 Hits as a +1 magic weapon D. +2 +2 E. +2 +3 F. +3 +3 G. +3 +4 Hits as a +2 magic weapon H. +4 +4 I. +4 +5 J. +5 +5 K. +5 +6 Hits as a +3 magic weapon Additional notes: Blademasters can be any alignment. Blademasters that have reached 12th level can still increase abilities and hit points but by magical means only (not by experience). -------------------------------------------------------------------------- -------------------------------------------------------------------------- CHRONOMANCER---- From: TEL002@ACAD.DRAKE.EDU A chronomancer is a wizard who specializes in the school of chrono- mancy. Chronomancy deals with everything concerning time or one's perception of it. Since space/time is one of the least understood things there is, a character must have an INT of 13 to be a chronomancer. When one lays his hands on space/time, he is tampering with the most powerful forces in nature, so a chronomancer must also have a WIS of 16. The school of chronomancy is most closely linked to alteration, but it also contains divination spells (seeing into different parts of space/time), necromancy spells (death is a significant event in time), and enchantment/charm spells (changing how time is perceived). Spells that make permanent changes are much favored and also included. The school has few spells, but they tend to be fairly powerful at higher levels. The barred schools for a chronomancer are abjuration and conjuration/ summoning. A character must be a human or elf to be a chronomancer, as half-elves do not have the unique sense of time that elves do, and gnomes are not adept enough at magic. They have a +1 to save against spells of this school and others save at -1 against these spells when cast by a chronomancer. Elves can advance to 15th level. At 17th level a chronomancer can withdraw once per day as per the 2nd level priest spell. He can tell you with 95% accuracy what time of day it is. If he fails the check, he is off 5 minutes for every number over 95. Since this ability depends on the positions of the sun, moon, stars, along with the tides and weather patterns, being underground reduces the accuracy. Every day spent underground reduces this chance 10%. Every day spent above ground improves this chance again 15% per day up to 95%. At 20th level he gains an additional +1 to his saves vs. chronomancy. From now on, they do not experience the aging side effects of certain spells. Chronomancers, as a group, tend towards neutrality moreso than any other group of wizards. They know that time is largely unaffected by the actions of the petty doing of mere mortal creatures, so they just sit back and let it roll by. If anything there is a slight tendency towards law and good because they create less disturbance, but most are still at least partially neutral. CHRONOMANCY SPELLS 1st: Cantrip, Lasting Breath, Sleep 2nd: Continual Light, Death Recall, Forget, Past Life 3rd: Delay Death, Haste, Slow 4th: Dimension Door, Extension I, Mordekainen's Celerity, Rary's Mnemonic Enhancer, Replay* 5th: Extension II, Stone Shape, Teleport 6th: Contingency, Death Spell, Extension III, Legend Lore, Mordekainen's Lucubration, Permanent Illusion, Reincarnation 7th: Delayed Blast Fireball, Dramij's Instant Summons, Finger of Death, Limited Wish, Reverse Gravity, Teleport without Error, Vanish 8th: Permanency 9th: Chain Contingency, Temporal Stasis, Time Stop Replay is a new spell of my own for the chronomancy school. Only chronomancers may learn it. Other spells (perhaps adapted from the new priest sphere of Time, but go easy on this) could easily be created for this school. Time is a big subject to deal with. Replay is rather closely related to the wild magic spell Alternate Reality. Replay Range: 0 Components: V,S Duration: Instantaneous CT: 4 AoE: the caster Saving Throw: None This spell has two versions, which I call the combative and investigative versions. In the combative version, the caster causes the events of the last round to come undone for him. He gets to re-do the events of the previous round, re-rolling damage inflicted or saving throws, or anything else that depends on chance. For instance, let's say Rummo the chronomancer just cast a fireball but did miserable damage (hardly fazed his opponent) and later that round got hit by a blindness spell and missed his save. In round two he casts a Replay and can re-roll the damage of his fireball and try again to save versus the blindness. If a successful check is made on d20 against half his intelligence he can even change his actions of the previous round. For example, Rummo realized that casting his fireball at that red dragon wasn't too smart. In round two he casts Replay. If he successfully rolls a d20 under half his intelligence he can decide to cast a cone of cold instead, or some other spell. In the investigative version the caster gets a renewed clarity of the past up to a number of minutes or rounds equal to his level. In essence this allows the DM to remind the chronomancer of pertinent details in recent happenings that have been overlooked. In this reverie he remembers only things that he actually did witness in that time. For example, if Rummo is 10th level the DM can remind him of details that he's seen in the last 10 minutes that he might not have paid attention to, or saw out of the corner of his eye, or heard faintly but ignored. The DM should be careful not to give too much away, however. If the sound was too faint or the object too small to be witnessed normally at that time the chronomancer cannot enhance it through use of this spell. He just remembers more fully and with more clarity. -------------------------------------------------------------------------- -------------------------------------------------------------------------- DEATH MASTER---- From: TEL002@ACAD.DRAKE.EDU Yes, this is a remake of the 1st ed. NPC class (weren't NPC classes just the dumbest idea?) Death masters may start as any alignment but every even-numbered level roll d10. 1 means he moves one step towards chaos, 2-3 means he moves one step towards evil. These alignment changes do not incur XP penalties. If the character commits acts that vary from his alignment in the direction of law or good, the DM can warrant rolling a smaller die, with 1's and 2's having the same effect (penalizing the death master for being too goodie-goodie). This would cause alignment penalties to XP. The character may also of his own volition become more evil or chaotic. This incurs XP penalties also. If, when rolling, the die comes up 1 and the character is already as chaotic as possible, ignore it. Likewise for rolls of 2 and evil. The DM should keep the player informed of his alignment (at least advise him when it's changed) so that he can play the character more efficiently. Death masters must have a 9 STR, 12 DEX, 14 CON, 16 INT, and LESS THAN AN 8 CHA! They must also be human AND MAY NOT EVER DUAL-CLASS! Weapons allowed: knife, dagger/dirk, sickle, scythe, whip, scourge, scimitar. May use any magical version of these except flame-tongue scimitars. When touching aligned weapons treat him as chaotic evil. If he touches some weapon more evil or chaotic than he actually is, he takes no damage and an alignment check (on d10, as above) must be made right then and there. He takes no damage for touching CE weapons. Otherwise he takes 2x the ego damage. Armor allowed: none and no shields. Magic: may learn any of the following wizard spells to be transcribed into his spellbook (must follow the same rules as a mage for learning and casting spells): all Necromancy, as well as low-level (3rd and less) abjuration, invocation/evocation, and conjuration/summoning. Also divination (up to 4th). Can only use rings, rods, staves, wands, and other magic that concerns death, undead, or protection (and absolutely none that concern fire unless it is directly related to one of these--a wand of fireballs is not allowed even though it's probably used to cause death--a wand of corpse cremation would be OK). Spells of Elemental Fire are a no-no, regardless of school. Psionics: they have the following psionic powers (and these only, no extra wild talents): life draining (and 11 PSP's) at 4th level, aging (and 8 PSP's) at 5th level, death field (and 13 PSP's) at 13th level. Beginning at 4th level they gain 3 PSP's per level (they do not get PSP's for the levels they already have). Using these powers does NOT make them more evil--it's natural for a death master to explore these areas. Abilities: can identify a potion of undead control by tasting a single drop--they get twice the effect and duration they can command unintelligent undead (skeletons, zombies) as an evil cleric of equal level (they do not have to be evil) at 4th level they can speak with intelligent undead telepathically at 7th level they may speak with dead as cleric of the same level, with out the spell, once per day at 9th level they are immune to undeads paralysis and holds at 11th level they save vs. death to avoid undeads level draining at 18th level they can command any undead as a cleric of half their level (they do not have to be evil) they learn necromancy spells at +10% chance, other spells at -25% chance they can research necromancy spells as if they were 1 level less difficult for the purposes of time and expense Followers: henchman must be evil and human, hirelings cannot be more good or lawful than the death master currently is If a 13th or greater level death master is killed on Orcus' Feast (Halloween) he is animated by Orcus as undead (because he will eventually come to worship Orcus). Death masters save and fight as wizards, unless noted otherwise. Spells by level Level XP HD (d4) 1 2 3 4 5 6 7 8 9 1 0- 1+1 1 - - - - - - - - 2 1333- 2+1 1 1 - - - - - - - 3 2666- 3+2 2 1 1 - - - - - - 4 5333- 4+2 2 1 1 - - - - - - 5 13333- 5+3 3 2 1 1 - - - - - 6 26667- 6+3 3 2 2 1 - - - - - 7 53333- 7+4 3 3 3 1 1 - - - - 8 113333- 8+4 4 3 3 2 1 - - - - 9 233333- 9+5 4 3 3 2 1 - - - - 10 466667- 10+5 5 4 4 2 1 1 - - - 11 933333- 10+6 5 4 4 3 2 1 - - - 12 1333333- 10+7 6 5 4 3 2 1 - - - 13 1833333- 10+8 6 5 5 3 3 1 1 - - 14 2333333- 10+9 6 5 5 4 3 2 1 - - 15 2833333- 10+10 7 6 5 4 3 2 1 - - 16 3333333- 10+11 7 6 6 4 3 3 2 - - 17 3833333- 10+12 8 7 6 5 4 3 2 1 - 18 4333333- 10+13 8 7 6 5 4 3 2 1 - 19 4833333- 10+14 9 7 7 5 5 3 3 1 - 20 5333333- 10+15 9 8 7 6 5 4 3 2 - 21 5833333- 10+16 9 8 7 6 5 4 3 2 1 +500,000 for every level hereafter at 22nd they get an additional 1, 2, and 3rd level spell at 23rd they get an additional 4 and 5th level spell at 24th they get an additional 6 and 8th level spell at 25th they get an additional 7 and 9th level spell continue this pattern for higher levels -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Demon/Devil/Undead Hunter From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-2,500 1 1 Seeker A 2,501-5,000 2 2 Finder B 5,001-10,000 3 3 Destroyer C 10,001-22,000 4 4 Evil Slayer D 22,001-40,000 5 5 Hunter E 40,001-75,000 6 6 Full Hunter F 75,001-130,000 7 7 Master Hunter G 130,001-250,000 8 8 General Hunter H 250,001-450,000 9 9 Holy Man I 450,001-700,000 10 10 Exorciser J 700,001-1,000,000 11 10+2 Exorciser(11) K 1,000,001-1,300,000 12 10+4 Exorciser(12) L 1,300,001-1,600,000 13 10+6 Exorciser(13) M + 300,000/level Etc. +2/lvl Etc. - Use any kind of weapon Wear any kind of armor Demon/devil/undead hunters, easier known as D/D/U hunters, are mainly a religious class. They show considerable amounts of respect for the gods they choose. Often they will donate large sums of treasure to the temple of their god. This class can show no contempt of evil types, such as demons, devils, and undead as the name states. The D/D/U hunter gets bonuses on the following evil types: demons,devils,undead,evil clerics, and evil magic- users. Until they reach a certain level, D/D/U hunters do not have to save vs. fear except from greater devils,demon princes, gods, etc. They have a 50% base chance to attack evil -5%/ level. They also hate barbarians, but they get no attack bonus. Acquired Abilities: A. Detect demon/devil/undead/evil within 90' and attacks "evil" at +1 B. Detect magic once a day C. Cure light wounds once a day D. Protection from evil 10' radius once a day and attacks "evil" at +2 E. Remove curse once a week (as the spell) F. Totally resistant to all fear G. +3 on all saves vs. evil creatures, +1 vs. magic, and attacks "evil" at +3 H. Bless once a day I. Detect charm or posession 75% chance J. Exorcise once a week K. Save vs. everything at +1 and attacks all "evil" at +4 L. +3 to armor class (blessed by the gods) M. Cure critical once a day and attacks "evil" at +5 Additional notes: D/D/U hunters *MUST* be lawful good. D/D/U hunters will give at least half of all treasure obtained (excluding magic items) to the temple of their god. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Dirksman From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-2,000 1 1 Novice A 2,001-4,000 2 2 Parrier B 4,001-8,000 3 3 Foiler C 8,001-18,000 4 4 Thruster D 18,001-35,000 5 5 Fencer E 35,001-70,000 6 6 Skewerer F 70,001-125,000 7 7 Veteran G 125,001-250,000 8 8 Expert H 250,001-500,000 9 9 Dirksman I 500,001-750,000 10 10 Master Dirksman J 750,001-1,000,000 11 11 Master Dirksman(11) K 1,000,001-1,250,000 12 11+3 Master Dirksman(12) L + 250,000/level Etc. +3/lvl Etc. - Use only rapier, dirk, and composite bow Wear no kind of armor Dirksmen are a combination fighter-thief, mostly fighter, that use rapiers and dirks. Rapiers do 1-8 1-8 damage and hit as a long sword while dirks do 1-3 1-4 damage and hit as a dagger. The amazing thing about these weapons is that they get both dexterity and strength bonuses on them. Dirksman increase their number of swings as they increase in level, not to hit and damage bonuses. Dirksmen wear no armor but their base armor class de- creases as levels increase (dexterity bonuses do count). Acquired Abilities: # of swings/round Rapier Dirk attack parry attack parry Other A. 1/1 1/4 1/4 0/1 base a.c. 10 B. 1/1 1/4 1/3 0/1 C. 1/1 1/3 1/2 1/4 D. 1/1 1/3 1/1 1/4 base a.c. 9 E. 3/2 1/2 1/1 1/3 1st level thief abilities F. 2/1 1/2 1/1 1/3 G. 2/1 1/1 3/2 1/2 H. 2/1 1/1 2/1 1/2 base a.c. 8 I. 5/2 3/2 2/1 1/1 ability to dodge as a monk J. 3/1 3/2 2/1 1/1 K. 3/1 2/1 5/2 1/1 L. 3/1 2/1 3/1 1/1 base a.c. 7 Additional notes: Dirksmen may be any alignment. Dirksmen get backstabbing bonuses with rapier and dirk when thief abilities are gained. Dirksmen do not get the backstabbing bonuses with bows. Thief abilites for a dirksman go up at a rate of 1 level/3 levels of experience. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Expert From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-2,000 1 1 Trump - 2,001-4,000 2 2 Scimp A 4,001-8,000 3 3 Galliard B 8,001-18,000 4 4 Halycion C 18,001-35,000 5 5 Rapscallion D 35,001-70,000 6 6 Harridan E 70,001-125,000 7 7 Puissant F 125,001-250,000 8 8 Rogue G 250,001-500,000 9 9 Expert H 500,001-750,000 10 10 Expert(10) I 750,001-1,000,000 11 11 Expert(11) J + 250,000/level Etc. +2/lvl Etc. - Use any one weapon Wear any kind of armor up to studded leather and shield Experts are fighters that choose one weapon type to use for all time. For example: at the start of the game the expert chooses a 2 handed sword. The only weapon he can use and get experience with is a 2 handed sword (he/she could use a long sword but not get any experience). The expert, however, can use any 2 handed sword with no problem (if a magic one is found). The expert gains to hit and damage bonuses as levels increase. Acquired Abilities: bonus on Hit prob Damage A. +1 - B. +1 +1 C. +2 +1 D. +2 +2 E. +3 +2 F. +3 +3 G. +4 +3 H. +4 +4 I. +5 +4 J. +5 +5 Additional notes: Experts can be any alignment. Experts do not get more natural bonuses after 11th level. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Healer From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.8) Level Title Gained 0-2,000 1 1 Galmant A 2,001-4,000 2 2 Farrier - 4,001-8,000 3 3 Consultant B 8,001-18,000 4 4 Dresser - 18,001-35,000 5 5 Medico C 35,001-70,000 6 6 Reviver - 70,001-125,000 7 7 Affecter D 125,001-250,000 8 8 Paralogist - 250,001-500,000 9 9 Pundit E 500,001-750,000 10 10 Chiurgeon - 750,001-1,000,000 11 10+2 Chiurgeon(11) F + 250,000/level Etc. +2/lvl Etc. - Use any kind of weapon Wear no armor of any kind Healers are mostly clerical in nature. Their weapon use, armor use, and some of the spells are a noticable difference. They can also fight on the fighter's table when a certain level is obtained. Acquired Abilities: A. Detect magic 75% base chance + 5%/level B. +1 to constitution C. Now fights as a fighter and not as a cleric D. +1 to wisdom E. Read magic at will F. Identify magic (as the spell) Spell Table: Spell Level 1 2 3 4 5 6 7 1 2 - - - - - - 2 2 1 - - - - - 3 2 2 - - - - - 4 3 2 1 - - - - 5 4 2 2 - - - - 6 4 3 2 - - - - 7 4 3 2 1 - - - 8 4 4 3 1 - - - 9 4 4 3 2 - - - 10 5 4 3 2 1 - - 11 5 4 3 3 2 - - 12 5 5 3 3 2 1 - 13 5 5 4 4 3 2 1 14 6 5 5 5 4 3 2 15 6 6 6 6 5 4 3 1st level spells 2nd level spells 3rd level spells Bless Augury Animate dead Command Detect charm Continual light Cure light wounds Detect illusion Create food & Detect evil* Find traps water Protection/evil* Hypnotism Cure blindness* Purify food & water Know alignment Dispell magic Remove fear* Resist fire Feign death Resist cold Silence 15' radius Locate object Sanctuary Slow poison Remove curse* Snake charm Sleep Speak with animals Speak with the dead Strength* Water breathe 4th level spells 5th level spells 6th level spells Cure serious wounds* Cure critical wounds* Animate object Confusion* Dispell evil Emotion* Detect lies Dispell illusion Find the path Divination Flame strike Heal* Exorcise Feeblemind* Part water Lower water Insect plague Stone tell Neutralize poison* Quest Restore life level* Protection/evil* Raise dead* Speak with plants Stone to flesh* Sticks to snakes True seeing Tounges 7th level spells Control weather Earthquake Finger of death Gate Regenerate* Resurrection* Restoration* Symbol Temporal stasis Wind walk Additional notes: Healers cannot be evil. Healers do get wisdom bonuses on the spell table. -------------------------------------------------------------------------- -------------------------------------------------------------------------- HEALER----- From: TEL002@ACAD.DRAKE.EDU A healer must have at least a 9 CON, 14 INT, and 13 WIS. Prime req's are INT and WIS; a 16 or better in these two areas gains 10% bonus exp. A healer must be smart enough to know certain doctoring skills, wise enough to make tough judgment decisions related to his duties, and tough enough to stand the conditions he will be subjected to. Character race may be dwarf, elf, gnome, halfling, or human (half-elves have problems with their weird anatomy). Multi-classing is not possible, although dual-classing always is. Healers may not be of any evil alignment. Healers may not use any edged or pointed weapons other than knives, daggers, and dirks. They have taken up this profession because they highly respect life; taking it for no purpose sickens them. Only in extreme circum- stances will a healer take an intelligent life, although he will defend himself and his compatriots. They realize the necessity of hunting, and killing animals for human use raises no qualms with them. They always make weapon attacks last unless hasted (or the enemy is slowed) when they may roll initiative normally. Healers may never wear armor that is entirely metal (any chain but elven, any plate, scale, etc) for this hampers their ability to rush to the aid of comrades or others that need attention. Shields are allowed. They may use any magical armor of a type allowed them as well as any magical defensive items. When healers do enter melee they get a +2 to damage simply because they know where to hit. Healers advance in the following fashion (with a few exceptions): a healer is equivalent to a priest 2/3 his level, rounded normally; he is equivalent to a wizard of half his level, rounded down; he is equivalent to a psionicist of half his level, rounded down. For example, Marcus the halfling is a 7th level healer. He has spells like a 5th level priest, a 3rd level wizard and PSP's like a 3rd level psionicist. For the most part, healers are restricted to healing and protective powers. They must follow the normal rules for acquiring spells and powers (praying, studying from spell books, etc). They are hesitant about using powerful magicks obviously contrary to their alignment (animate dead, destruction, etc). Healers may use rod/staves/wands or healing or protection, or any other that may not be used offensively. Healers can use scrolls and other miscellaneous magic allowed to either priests or wizards. Healers do not need a holy symbol to cast priest spells. If some magical effect affects mages and priests differently, the effects should be merged into something between the two to be applied to healers. Since healers do not have to meet all the ability requirements for being psionicists use the following table (an extension of Table 5 in The Complete Psionics Handbook) for PSP's: Ability Score Base Score Ability Modifier 13 13 0 14 17 0 Healers have healing proficiency as a bonus. This should be allowed them even if the proficiency rules aren't used. They must also choose herbalism by 3rd level. A person under the care of a healer heals at 3 times the normal rate, 2 times if engaged in nonstrenuous activity or traveling (4 times and 3 times if he also has herbalism, see below). If nonweapon proficiencies are used, characters under the care of a healer have a +3 to their save vs. poison (see healing proficiency, 2nd Ed. AD&D Players' Handbook). They can turn undead as a cleric of 1/3 their level, rounded down. This is because even though they are not clerics, healing deities show special favor on them (doctors should be fairly spiritual people, after all that's how they're getting their spells in this system). At 10th level level-draining attacks do not affect healers beyond normal hit point damage, if they successfully save vs. death magic. Healers are NOT clerics of a healing deity. Clerics of a healing deity are out to serve their god, and they do it by healing people. Healers are out to heal people, and they do it by praying to get spells (and some other stuff, too). They are people concerned with the physical welfare of others. They will study and use any method that can possibly help them do better in their chosen role. Healers may find a deity of healing such as Apollo appropriate to be worshipped, however, and they must worship some deity to turn undead. At 3rd level they can detect slimes, molds, jellies, and fungi (not type, just presence) at a distance of 40' by concentrating one round (can scan one quadrant per round--scanning 360 degrees takes 4 rounds). At 8th level the healer can brew non-magical healing potions that cure 1d(die closest to healer's level, but not more than 12) per flask drunk. Brewing is slow, no more than 1 flask per week can be brewed. At 14th level their desire to help life is strong enough that they can survive on the Pos. Mat. Plane without being consumed by the life-giving forces there. At 17th level their ties to the Pos. Mat. Plane are strong enough that they can survive on the Neg. Mat. Plane. If survival from elemental forces is taken care of, these powers allow existance on the Pos. and Neg. quasi-planes, also. Healers have a base 10% chance to read languages that increases by 5% per level to a maximum of 95%. Healers get 1 XP for every hit point healed by proficiency or spell use. They get XP equal to twice the max hps of any character they raise from death in any manner. Healers make saves on the priest's scale with a +3 vs. paral/pois/d. magic. Dwarves are restricted to 11th level and cannot learn wizard spells of greater than 1st level strength (stopping wizard advancement at healer level 5). This is due to their nonmagical nature. Halflings can advance to 12th level, with the same wizard spell restrictions as dwarves. Gnomes can get to 14th level and 2nd level wizard ability, stopping wizard advancement at healer level 9. Elves can work up to 17th level, but cannot advance in psychic powers past healer level 6. At tenth level healers attract 1d6 first level healers as understudies, provided that he's built some kind of clinic. He may build the clinic before 10th level but doesn't get followers for it then. They also attact 1d3 mage/ thieves of 1st level ability in each class. Dwarves has a 75% chance to attract psionicist/thieves instead of mage/thieves. 50% of the time these followers are of the same race as the healer. A healer's primary reason for adventuring will probably be to look for new treatment methods and rare herbs, tending the unfortunate sick along the way. And treasure troves are good for financing clinics and finding old tomes with healing recipes. It was mentioned before that healers cannot be evil. If one does change to an evil alignment (intentionally or not) he loses all ability to affect undead, all saving throw bonuses for being a healer (except vs. poison), but they gain a +2 to save vs. acid. They can brew poison instead of healing potion. They gain Neg. Mat. Plane survival at 13th level but never get Pos. Mat. Plane protection. Normal alignment change penalties apply, of course. All healers start as non-evil. Evil healers are called leeches (since they like to use them more than healers) and may use polearms and scythes. Remember, this is just a guide. Extraordinary circumstances may dictate atypical behavior, as may historical events in the character's life. The key to having fun with any character is the quality of the role-playing, which may be tough with a class like this. (Who said being a doctor was easy?) Priest spells learnable, by sphere: Major to All, Healing, Necromantic. Minor to Protection. Total INT, WIS, and CON of 44 or better, 30 of which must be INT and WIS, gains first level access to 2 of the following (one PC choice, one DM choice): Divination, Plant, Elemental, Sun. Healers can learn 6th and 7th level spells from the Healing sphere regardless of WIS. Wizard spells learnable, by school: Lesser Divination, Necromancy, 1st-4th level Abjuration, 1st level Invocation/Evocation. Psionicist disciplines learnable: Psychometabolism, and the defense modes. ***Wizard specialization and WIS spell bonuses are not applicable.*** Experience Level XP HD (d4) 1 0- 3 2 2250- 4 3 4750- 5 Proficiency Slots 4 10000- 6 WP Penalty NWP 5 22500- 7 Init #Lev Init #Lev 6 47500- 8 0 5 -5 5 3 7 97500- 9 from General, Wizard, and 8 200000- 10 and Priest groups--may not take 9 350000- 11 any that pertain directly to a 10 500000- 11+2 combat skill 11 750000- 11+3 12 1000000- 11+5 THAC0 is as psionicist, but can 13 1250000- 11+6 never get better than 10 14 1750000- 11+8 15 2250000- 11+9 starting money as wizard 16 2750000- 11+11 17 3250000- 11+12 18 4000000- 11+14 19 4500000- 11+15 20 5000000- 11+17 every additional, 350,000 XP Level Priest Wizard Psionic Priest Equiv. Spell Spell Power Wizard Equiv. Prog. Prog. Prog. Psi Equiv. 1 2 3 4 5 6 7 1 2 3 4 5 Sc Dv DefM 1 1 - - 1 - - - - - - - - - - - - - - 2 1 1 1 1 - - - - - - 1 - - - - 1 3 1 3 2 1 1 2 - - - - - - 1 - - - - 1 3 1 4 3 2 2 2 1 - - - - - 2 - - - - 1 5 1 5 3 2 2 2 1 - - - - - 2 - - - - 1 5 1 6 4 3 3 3 2 - - - - - 2 1 - - - 2 7 2 7 5 3 3 3 3 1 - - - - 2 1 - - - 2 7 2 8 5 4 4 3 3 1 - - - - 3 2 - - - 2 9 2 9 6 4 4 3 3 2 - - - - 3 2 - - - 2 9 2 10 7 5 5 3 3 2 1 - - - 4 2 1 - - 3 10 3 11 7 5 5 3 3 2 1 - - - 4 2 1 - - 3 10 3 12 8 6 6 3 3 3 2 - - - 4 2 2 - - 3 11 3 13 9 6 6 4 4 3 2 1 - - 4 2 2 - - 3 11 3 14 9 7 7 4 4 3 2 1 - - 4 3 2 1 - 4 12 4 15 10 7 7 4 4 3 3 2 - - 4 3 2 1 - 4 12 4 16 11 8 8 5 4 4 3 2 1 - 4 3 3 2 - 4 13 4 17 11 8 8 5 4 4 3 2 1 - 4 3 3 2 - 4 13 4 18 12 9 9 6 5 5 3 3 2 - 4 3 3 2 1 5 14 5 19 13 9 9 6 6 6 4 2 2 1 4 3 3 2 1 5 14 5 20 13 10 10 6 6 6 4 2 2 1 4 4 3 2 2 5 15 5 -------------------------------------------------------------------------- -------------------------------------------------------------------------- HOLY FIGHTER From: brunborg@alkymi.unit.no Ability Requirements: Strength 17 (before racial adjustments) Constitution 14 Wisdom 14 Prime requisite: Strength Wisdom Races allowed: All (Optional: only demihumans) The Holy Fighter is a warrior, much like a paladin, under direct command of the church. He is not bound to LG alignment, but must have the same alignment as his deity. He uses the XP progression of paladins. He may use all types of armor, but is restricted in his choice of weapons. A Holy Fighter may only be multi- or dulaclassed if that is for the good of the church (a Holy Fighter/Speciality Priest combination should not normally be allowed). The Holy Fighter is as strongly bound to his church as the paladin. The Holy Fighter must always seek to further the belief of his deity. A CE Holy Fighter of grief and pain must always cause as much pain and grief as possible, and a CN Holy Fighter of thievery may very well be a multi- or dual class thief. A N Holy Fighter must fight to keep the balance, etc... Use the guidelines for the Speciality Priests when deciding this. If the Holy Fighter ever comits an act knowingly against the interests of his deity, he loses all powers _and_ one level of experience. This level may not be restored by a "Restoration" spell, but may be regained in the normal fashion. The lost powers may only be regained if the deity wants, and that is concidered very unlikely, as the character has shown himself unworthy. If he comits such an act unknowingly and/or unwillingly, he must seek a priest of the same deity as soon as possible and atone. The Holy Fighter has the following benefits: May specialise as a normal fighter in his god's preferred weapon(s). (A Holy Fighter of Thor is probably specialised in warhammer.) Upon reaching 4th level, he may call upon the power of his deity to aid him in combat. The Fighter may only do this once per day, and may not do anything else the round he calls for this aid. The call is not disturbed if the Fighter recieves damage. The Aid starts at the very start of the next round. The power manifests itself as a "Prayer"-spell, with the duration of 2 rounds per level of the Fighter. For every 4th level attained, the Holy Fighter must attain a quest to prove himself worthy. The first quest, at 4th level, will, if successful, grant him a Special Mount (as for Paladin). The second quest, at 8th level, will give him a +2 weapon, with the alignment of his Deity and 1d3+3 curing spells of level 1-2. The third quest, at 12th level, will give him a +4 weapon, with the alignment of his Deity and 1d6+4 curing spells of level 2-3. The 4th quest, at 16th level, will grant him a Holy Avenger-type weapon of uniqe design. The spells of the first two weapons may be recharged by a Speciality Priest of 12th level or greater. These weapons are not given to the Fighter from the Church, but placed at the end of the adventure by one minion of the deity (at 8th and 12th level) or by the deity himself (the Holy Weapon). The spell functions of the weapons work only when the Holy Fighter is using the weapon. Furthermore, if the weapons are used by any other character, they lose one "plus" (the two first) or is a +2 weapon (the Holy Weapon) If the Holy fighter fails in one of these quests, he may try again after advancing at least one level. These quests should be modified by the DM to fit the level of magic in his campaign. The exact powers mentioned here are mere suggestions. If he feels that the Holy Fighter should not get these weapons at these specific levels, or get them at all, he may modify the levels and/or the wereabouts of these weapons. The Holy Fighter is immune to all diseases upon reaching 5th level. Holy "Preferred Weapon" gives basically the same benefits as Holy Sword for paladin, but the powers that depends on alignment (protection, +10 damage, etc.) works only vs. Holy Fighters, paladins or priests of an enemy deity (Ex: Holy Fighter of Thor vs. a Frost or Fire Giant Shaman). The DM in encouraged to design new Holy Weapons for these fighters. A "Hammer of Thunderbolts" would be a nice base for "Holy Hammer of Thor", and to balance it all perhaps lower the MR rate. Cast priest spells from the war and combat spheres upon reaching 9th level (use spell progression for paladins, no bonus spells for high wisdom). He attracts a body of fanatic elite soldiers upon reaching 9th level. (If he has a stronghold, that is.) To decide what units he attracts, use the "Elite Units"-table on pg. 27 of the PH, or design your own. Upon reaching 9th level, he recieves a power called "Enhance Weapon". This power adds +1 one weapon of the Fighter's choice. The weapon may only be used by the fighter. If anybody else use it while this power is in operation, the duration expires. This power have a duration of 2 rounds/level, and may be used only once per day. The Holy Fighter has the following restrictions: May only be proficent in his deity's preferred weapon(s). May not posses more than 8 magical items, any items exeding this must be given to the church. He must give all his incoming money, gems and art (exept maximum 20 gp of cash per level) to the church, who will pay for his equipment. He may borrow money from the church to pay for expences on missions that further the belief and attitudes of his deity. Abuse of this confidence will cause loss of all XP for the adventure. The churh will help him build a stronghold when they feel the time for that has come. May only employ NPC's of same alignment and, as far as possible, of the same faith. I would like to thank Ronald E. Kijewski (kijewskir@pgate.boeing.com) for helping me tuning the Fighter in. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Knight From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-2,000 1 1 Novice A 2,001-4,000 2 2 Servant - 4,001-8,000 3 3 Believer B 8,001-18,000 4 4 Gallant - 18,001-35,000 5 5 Hero C 35,001-70,000 6 6 Watcher - 70,001-125,000 7 7 Protector D 125,001-250,000 8 8 Keeper E 250,001-500,000 9 9 Saviour F 500,001-750,000 10 9+2 Knight G 750,001-1,000,000 11 9+4 Sir Knight H 1,000,001-1,250,000 12 9+6 Lord Knight I 1,250,001-1,500,000 13 9+8 King J + 250,000/level Etc. +2/lvl Etc. - Use any kind of weapon Wear any kind of armor Knights, for the most part, are minor paladins. They need less to change levels, but do not get as many abilities. Their nature is the same being do-gooders and helping out people at almost every opportunity. The notes above say that knights can use any weapon and wear any armor but favor plate armor and 2 handed swords (the reason being is that they get +1 a.c. and +1 on to hit and damage respectively). Acquired Abilities: A. Make all saves at +1 B. Cure light wounds once a day C. Track as a ranger at 50% base chance + 3%/level D. Make all saves at +2 E. Detect enemies within 60' F. Cure light wounds twice a day G. Detect magic at 20% base chance + 5%/level H. +1 hit prob., damage, and parry on any one weapons (+2 on 2 handed swords) I. Detect illusions at 20% base chance + 2%/level J. Cure light wounds thrice a day, and receive a kingdom (must first fulfill a quest to the king that originally knighted the character). Additional notes: Knights, of course, must be lawful good. Knights strongly worship their gods and the same evil actions taken by a knight is subject to the same discrediting as a paladin. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Magus From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.4) Level Title Gained 0-3,000 1 2 Page - 3,001-6,000 2 3 Prentice - 6,001-12,000 3 4 Seer A 12,001-24,000 4 5 Sage - 24,001-47,000 5 6 Namer B 47,001-96,000 6 7 Changer C 96,001-190,000 7 8 Summoner D 190,001-380,000 8 9 Enchanter E 380,001-725,000 9 10 Sorcerer - 725,001-1,050,000 10 11 Mage - 1,050,001-1,400,000 11 12 Arch Mage F 1,400,001-1,750,000 12 12+1 Lord Wizard G 1,750,001-2,100,000 13 12+2 Lord Wizard(13) H + 350,000/level Etc. +1/lvl Etc. - Use any kind of weapon Wear no armor of any kind Magi (maguses) are a combination magic-user, illusionist, and fighter in that order. Magi are a class that can cast both magic-user and illusionist spells at the rate they're limited to. On the spell table below, the number given is the number of either magic-user or illusionist spells that can be told. The fighter part stands out is there because the magus can use and weapon and hits on the clerics' table. Acquired Abilities: A. Gain the ability to use rings. B. Detect magic 25% base chance +5%/level and gains the name of a demon/devil at 1/2 levels here after C. Detect poison 10% base chance + 5%/level D. +1 to dexterity E. Casts any charm spells at -3 on saving throws F. +1 to intelligence G. Gain the ability to use potions, cast polymorph spells at -2 on saving throws H. +1 to strength, and gains a familiar (it's possible to have 2) Spell Table: Spell Level 1 2 3 4 5 6 7 8 9 1 1 - - - - - - - - 2 2 - - - - - - - - 3 2 1 - - - - - - - 4 3 2 - - - - - - - 5 4 2 1 - - - - - - 6 4 3 1 - - - - - - 7 4 3 2 - - - - - - 8 4 3 2 1 - - - - - 9 5 3 3 2 - - - - - 10 5 4 3 2 1 - - - - 11 5 4 3 3 2 - - - - 12 5 5 4 3 2 1 - - - 13 5 5 4 3 2 2 - - - 14 5 5 4 3 2 2 1 - - 15 5 5 4 4 2 2 2 - - 16 5 5 5 4 3 2 2 1 - 17 5 5 5 4 3 3 2 2 - 18 5 5 5 4 4 3 3 2 1 Additional Notes: Magi can be any alignment. Magi can use cleric scrolls. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Ninja From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.6) Level Title Gained 0-3,200 1 1 Disciple A 3,201-6,400 2 2 Brother B 6,401-15,000 3 3 Master C 15,001-30,000 4 4 Genin D 30,001-60,000 5 5 Dragon Genin E 60,001-120,000 6 6 Master Genin F 120,001-240,000 7 7 Chunin G 240,001-480,000 8 8 Dragon Chunin H 480,001-750,000 9 9 Master Chunin I 750,001-1,000,000 10 10 Jonin J 1,000,001-1,375,000 11 10+2 Dragon Jonin K 1,375,001-1,750,000 12 10+4 Master Jonin L 1,750,001-2,125,000 13 10+6 Ninja M 2,125,001-2,750,000 14 10+8 Dragon Ninja N 2,750,001+ 15 10+10 Master Ninja O Use any kind of weapon but prefer light weapons Wear only heavy cloth (+1) Ninjas are the oldest order of spies. They are profficient in the ways of disguise, espionage, concealment, assassination, and very profficient in martial arts. Ninjas gain special abil- ities that pertain to the 4 elements; earth, wind, water, and flame, plus ninjas believe in a fifth element, ku, which they consider to be what binds all the other elements together (per- haps this could be considered the ethereal plane). They are al- so very similar to monks because of their knowledge in the mar- tial arts. Acquired Abilities: base # o.h. a.c. move attacks damage misc. A. 9 17 1 1-4 way of the earth I and misc. B. 8 18 1 1-6 way of the wind I C. 7 19 1 2-7 way of the water I D. 6 20 3/2 2-8 way of the flame I E. 5 21 3/2 3-9 way of the earth II F. 4 22 3/2 2-12 way of the wind II G. 3 23 2 3-12 way of the water II H. 2 24 2 3-13 way of the flame II I. 1 25 2 4-13 way of the earth III J. 0 26 5/2 4-16 way of the wind III K. -1 27 5/2 6-17 way of the water III L. -2 28 5/2 5-20 way of the flame III M. -3 29 3 6-24 way of the mind I N. -4 30 4 5-30 way of the mind II O. -5 33 5 8-32 way of the mind III Explanation of Abilities: Miscellaneous (gets all at start of game) I...has all assassin abilities at equal level II..has all thief abilities at -1 level III.can be profficient with 6 weapons + 1 weapon/2 levels IV..has saving throws, dodging ability, and hits as a monk The way of the earth: I...can in effect cast a tree spell (as a druid) at will II..transfer 1 hit point/level in damage to the earth III.can jump 30' in any direction and 15' high The way of the wind: I...can go without breathing for 5 rounds + const. bonus II..can in effect cast an invisibility spell III.the ability to wind walk once/week (as the cleric spell) The way of the water: I...ability to swim at same speed as ground movement II..water breathe 1 level/round III.can move and fight underwater as per ring of free-action The way of the flame: I...can alter body temperature +-5 degrees/level II..locate and identify anybody in a 20' radius III.ability to create fire seeds 1 seed/level/week The way of the mind: I...gets one of the selected abilities from the list below II..gets one additional ability (total of 2) III.gets one additional ability (total of 3) Selected abilities: 1. body equilibrium as per psionic ability 2. cell adjustment as per psionic ability (on self only) 3. domination as per psionic ability 4. hypnotism as per psionic ability 5. mind over body as per psionic ability 6. body control as per psionic ability 7. mind bar as per psionic ability 8. E.S.P. as per magic-user spell 9. telempathic emotion as per psionic ability 10. ku, which is the special ninja ability to place his/her mind and body in ku. What happens is their body molecules break their bonds but retain their respective positions, making the ninja a "spirit". In this state nothing may con- tact the ninja and visa-versa. Finally the ninja can move only at half speed. This ability can be used once/week and lasts for 5 + 1 round/level for 5 rounds minimum. Additional notes: Ninjas must be lawful and cannot be good. Ninjas will not tell their occupation but only to their best friends. Ninjas will not go back on their word. Ninjas in effect get 10 psionic points/level when ways of the mind are achieved to determine duration and other factors. Ninjas may use poison. There are only a limited number of ninjas starting at 10th level. There are 9 at 10th and from then on there's 5 at 11th, 4 at 12th, etc. up to 1 at 15th. Like monks, the character must fight the ninja (or any one of the ninjas) that already occupy that level. This fight is performed honorably (no dirty stuff) and will be decided by the challenged ninja whether it will be fought by hand or with weapons. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Outlaw From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.6) Level Title Gained 0-2,000 1 1 Clod - 2,001-4,000 2 2 Chump A 4,001-8,000 3 3 Creep - 8,001-18,000 4 4 Punk - 18,001-35,000 5 5 Crumb B 35,001-70,000 6 6 Hood - 70,001-125,000 7 7 Crook - 125,001-250,000 8 8 Bastard C 250,001-450,000 9 9 Convict D 450,001-650,000 10 9+2 Outlaw E 650,001-850,000 11 9+4 Master Outlaw F 850,001-1,050,000 12 9+6 Master Outlaw(12) G + 200,000/level Etc. +2/lvl Etc. - Use only thief weapons Wear only thief armor Outlaws are a thief subclass. As noted above, they use thief weapons and armor bur they get some special abilities that thieves do not get. The character choosing this class is not necessarily a breaker of the law initially but must become one to achieve 10th level. One problem with this class is that the law is always giving outlaw types a hassle. Even if the outlaw isn't doing anything wrong, they can still get arrested and have very bad times in court (usually winding up guilty even if totally innocent). Outlaws get normal thief abilities also. Acquired Abilities: A Evade at 25% base chance +5%/level and 50% base chance of getting true or near true rumors every hour B. Add 2 languages learned and track as a ranger at -2 levels C. Gain the ability to use any weapon D. Detect poison 50% base chance + 5%/level E. Gain the ability to use magic-user scrolls with 15% chance of backfire F. +1 to strength and +1 to dexterity G. Add 2 languages learned Additional notes: Outlaws can be neutral at best. Outlaws cannot use holy water. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Psychic From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.3) Level Title Gained 0-2,500 1 1 Beginner A 2,501-5,000 2 2 Trainer B 5,001-10,000 3 3 Intuitor C 10,001-22,500 4 4 Tracker D 22,501-40,000 5 5 Discoverer E 40,001-60,000 6 6 Projector F 60,001-90,000 7 7 Master G 90,001-135,000 8 8 Mental Expert H 135,001-250,000 9 9 Brain Crusher I 250,001-375,000 10 9+1 Death Projector J 375,001-750,000 11 9+2 Psychic K 750,001-1,125,000 12 9+3 Black Psychic L 1,125,001-1,500,000 13 9+4 Gray Psychic M 1,500,001-1,875,000 14 9+5 White Psychic N 1,875,001-2,250,000 15 9+6 High Psychic O + 375,000/level Etc. +1/lvl Etc. - Use only staves and daggers Wear no armor of any kind Psychics are naturally psychic beings. Being of this nature, they get a 20% bonus when rolling for psionics at the start of the game. If they don't get psionics at the start, they roll once per increase in level (normal roll) until they do get it. Psychics tend to be "out of it", thus acting dreamily, but still semi-aware of what's happening. Even if psychics do not have regular psionics they still acquire minor and major devotions. The psychic gets psionic points to work these devotions depend- ing on the intelligence and the level of the character: Int. Pts./level 16 4 17 5 18 6 19 7 20 8 Should the psychic have normal psionics, he/she still receives points in the above manner as a bonus. These bonus points are divided by 2 and added on to attack and defense strengths. Psychics are not very good fighters. They hit on the magic-users' table but at -2 to hit. Acquired Abilities: # of Minor Dev. Major Dev. Other A. 1 - Intuit traps and secret doors B. 2 - Intuit poison and evil C. 2 1 Unlock chests and doors D. 3 1 Mental confusion E. 4 1 Tracking ability and intuit magic F. 4 2 Psychic chains and locate objects G. 5 2 Mental scream and mental fist H. 6 2 True seeing and nightmare I. 6 3 Telekinesis and suggestion J. 7 3 Yogi and self-healing K. 8 3 Astral projection L. 8 4 Project insanity M. 9 4 Teleportation N. 10 4 Death projection O. 10 5 +1 to intelligence Explanation of Abilities: Intuits(all)....begin at 50% base chance + 2%/level Unlock..........25% base chance + 5%/level Confusion.......as the spell Tracking........25% base chance + 2%/level Chains..........holds up to 5+1 h.d. + 1 die/level Locate..........as the spell Scream..........stun up to 12 h.d. + 1 die/level for 1-4 rounds Fist............2-16 points damage + 1-4/level True seeing.....as the spell Nightmare.......a phantasmal killer (once every other day) Telekinesis.....as the spell Suggestion......as the spell Yogi............gives back 6 hits/hour, takes total concentration Self-healing....restores 5 hits/round, lasts 1 round/2 levels Astral..........as the spell Insanity........as the spell Teleportation...as the spell Death...........kills instantly 12 hit dice + 1 die/7 levels worth of non-psionic creatures (once every other day) Additional Notes: Psychics can be any alignment. Psychics use their abilities once a day unless otherwise noted. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Rune Weaver From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.4) Level Title Gained 0-3,000 1 1 Initiate A 3,001-6,000 2 2 Novice - 6,001-12,000 3 3 Spell Spinner - 12,001-24,500 4 4 Spell Weaver - 24,501-47,000 5 5 Runeling - 47,001-96,000 6 6 Rune Weaver - 96,001-190,000 7 7 Master Rune Weaver - 190,001-380,000 8 8 High Rune Weaver - 380,001-725,000 9 9 Red Rune Weaver B 725,001-1,050,000 10 9+1 White Rune Weaver - 1,050,001-1,400,000 11 9+2 Gray Rune Weaver - 1,400,001-1,750,000 12 9+3 Black Rune Weaver - 1,750,001-2,100,000 13 9+4 Silver Rune Weaver - 2,100,001-2,450,000 14 9+5 Gold Rune Weaver - 2,450,001-2,800,000 15 9+6 Death Weaver C 2,800,001-3,150,000 16 9+7 Moon Weaver - 3,150,001-3,500,000 17 9+8 Star Weaver D + 350,000/level Etc. +1/lvl Etc. - Use only staves and daggers Wear no armor of any kind Rune weavers were the original magic-users, learning their craft from the reptilian races of eld. Their magic, however, is lengthy in its conjuration (taking 50% longer rounded up). Rune weavers may cast spells higher than they currently have. When trying to cast a spell 1 level higher than normal there is a 30% chance of failure. When trying 2 levels above normal there is a 90% chance of failure. If failure occurs use the following chart: 01-50 nothing happens 51-85 goes off in random direction at partial strength 86-99 boomerangs back onto spell caster 00 spell goes off as planned Acquired Abilities: A. 100% chance of dispell magic (takes 1 round/level of magic) B. 100% chance to fully identify any magic item (20 rounds) C. can transport rune weaver and up to 4 people to any plane of existance D. can banish any creature to its original plane of its existance (creature cannot return to plane banished from for 1 year) Additional Notes: Rune weavers can be any alignment. Rune weavers can use their special abilities only once a day unless otherwise noted. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Sage From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.4) Level Title Gained 0-2,500 1 1 Novice - 2,501-5,000 2 2 Student - 5,001-10,000 3 3 Bookworm A 10,001-22,500 4 4 Memorizer B 22,501-40,000 5 5 Learner - 40,001-60,000 6 6 Reader - 60,001-90,000 7 7 Translator C 90,001-135,000 8 8 Researcher - 135,001-250,000 9 9 Scholar D 250,001-500,000 10 9+1 Professor - 500,001-875,000 11 9+2 Sage - 875,001-1,250,000 12 9+3 Sage(12) E + 375,000/level Etc. +1/lvl Etc. - Use only staves and daggers Wear no armor of any kind Sages are characters devoted to learning. They are well versed in history, natural sciences, and languages. They are intermediately acquainted with all aspects of books, scrolls, and manuscripts. As they increase in level, they increase their limits in the fields that they choose to work with. Sages also seek out all things that they might feel would increase their knowledge in such fields, thus being easily persuaded into going adventuring. Sages, like alchemists, are hired for their knowledge and abilities to find out and get information on certain things. Thus, sages get 1 experience point/10 gold pieces made. As the sage increases in levels, he/she chooses the categor- ies that is wanted and the amount of knowledge the sage wishes to have devoted to such fields chosen. The sage gets to start out with 3 categories and 30 percent points to divide up among these categories. Then, at every increase in level, the sage can choose 1 more category and gets 20 more percent points to divide among the rest of the categories. Acquired Abilities: A. Sage receives set of books from teacher to add to knowledge of categories (determined by D.M.) B. Sage can add to abilities by means other than reading (i.e. talking, witnessing, etc.) C. Can instantly tell what form of language is being spoken, is written, etc. D. Sage receives second set of books from teacher (as above) E. Can obtain information from local sage at either discount or can trade information for information Fields of Study: I. History II. Languages III. Natural IV. Worship A. General A. Humankind A. Druidism A. General Events B. Demihumans B. Biology B. True Names B. Geography C. Special C. Fauna C. Clericism C. Theology & Types D. Flora (Spells) Myths D. Runes & D. Summonings D. Laws & Symbols Customs E. Legend Lore V. Magic VI. Alchemy VII. Phys. Sci. VIII. Misc. A. General A. General A. Architecture A. Guilds/ B. Abjuration B. Elements B. Electronics Groups C. Alteration C. Compounds C. Physics B. Planes D. Conjuration/ D. States of D. Geology/ (Inner) Summoning Matter Minerology C. Planes E. Divination E. Chemical E. Meteorology (Outer) F. Enchantment/ Construction D. Planes Charm (Spec.) G. Evocation H. Illusion/ Phantasm I. Necromatic J. Posession -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Shaman From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.6) Level Title Gained 0-2,250 1 1 Acolyte A 2,251-4,500 2 2 Acolothist B 4,501-9,000 3 3 Healer C 9,001-20,000 4 4 Curer D 20,001-40,000 5 5 Lama E 40,001-80,000 6 6 Priest F 80,001-135,000 7 7 High Priest G 135,001-250,000 8 8 Priest-Wizard H 250,001-500,000 9 8+3 Miracle Man I 500,001-775,000 10 8+6 Shaman J 775,001-1,200,000 11 8+9 Shaman (11) K + 300,000/level Etc. +3/lvl Etc. - Use only daggers and staves Wear no kind of armor Shamans are a cleric sub-class, thus using the clerics' hit- ting table. Shamans cast mostly cleric spells but they also have some magic-user spells. They have the natural ability to raise the dead, with only one chance of raising the intended victim. This class does not have a large number of spells in each book, but only the most necessary are chosen. Shamans use daggers at a bonus of +1 to hit. Acquired Abilities: A. 1% chance/level of experience of raising the dead B. Make poisons at 1 die/level C. Tracking as a ranger at 30% base chance + 2%/level D. Natural cure light wounds once a day E. Sense undead within 60' F. Detect magic 50% base chance + 1%/level G. Detect poison 70% base chance + 1%/level H. Natural cure serious wounds once a day I. Natural cure disease once a week J. Natural cure serious wounds twice a day K. Natural speak to the dead once a week Spell Table: Spell Level 1 2 3 4 5 6 7 1 2 - - - - - - 2 2 1 - - - - - 3 3 2 1 - - - - 4 4 2 2 - - - - 5 4 3 2 - - - - 6 4 3 2 1 - - - 7 4 4 3 1 - - - 8 4 4 3 2 - - - 9 5 4 3 2 1 - - 10 5 4 3 3 2 - - 11 5 5 3 3 2 1 - 12 5 5 4 4 3 2 1 13 6 5 5 5 4 3 2 14 6 6 6 6 5 4 3 1st level spells 2nd level spells 3rd level spells Detect evil* Augury Animate dead Detect magic Charm person Dispell magic Light Command Enfeeblement Magic missile Cure light wounds* Read magic Resist cold Hold person Resist fire Shocking grasp Knock Strength Sleep Shield Trip Slow poison Water breathe Web 4th level spells 5th level spells 6th level spells Cure serious wounds* Darkness Cone of cold Feeblemind Ice storm Cure critical Haste Invisibility wounds* Lightning bolt Neutralize poison* Polymorph others Locate object Remove curse* Rock to mud Phantasmal force Suggestion Stone to flesh* Slow Tounges 7th level spells Heal Legend lore Maze Passwall Permanent curse Polymorph self Regenerate Teleport Additional notes: Shamans cannot be evil. Shamans do get wisdom bonuses. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Techno From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.4) Level Title Gained 0-2,500 1 1 Probationer A 2,501-5,000 2 2 Student - 5,001-10,000 3 3 Student Tinkerer B 10,001-22,500 4 4 Tinkerer's Assistant - 22,501-40,000 5 5 Tinkerer C 40,001-75,000 6 6 Master Tinkerer - 75,001-130,000 7 7 Techno Apprentice D 130,001-250,000 8 8 Techno 3rd class - 250,001-450,000 9 9 Techno 2nd class E 450,001-700,000 10 9+1 Techno 1st class - 700,001-1,000,000 11 9+2 Techno F 1,000,001-1,300,000 12 9+3 Master Techno - 1,300,001-1,600,000 13 9+4 Laboratory Assistant G 1,600,001-1,900,000 14 9+5 Assistant Scientist - 1,900,001-2,200,000 15 9+6 Scientist H 2,200,001-2,500,000 16 9+7 Research Scientist - 2,500,001-2,800,000 17 9+8 Inventor I 2,800,001-3,100,000 18 9+9 Master Inventor - 3,100,001-3,400,000 19 9+10 Master Manufacturer J + 300,000/level Etc. +1/lvl Etc. - Use bows and crossbows (also what they make) Wear no armor (except special armor they make) Technos are specialists that initially disbelieve in magic 100% and work from a strictly scientific point of view. They are constantly dismembering dragons to see where the flamethrower was hidden. They initially don't trust magic-users and grudg- ingly tolerate clerics. Since technos' views and equipment is so much different than that of everybody else's, they are often ridiculed or held in belief as being something "evil". Acquired Abilities: A. 75% base chance + 5%/level of figuring out mechanisms (clocks, crossbows, mechanical traps, etc.) B. 25% base chance + 5%/level of detecting mechanical traps, ability to build better bows, and beginning architecture C. ability to build even better bows, build better armor, and 25% base chance + 5%/level of detecting structual weak points D. intermediate architecture, beginning chemistry, build best bows, beginning biology, and build even better armor E. advanced architecture, intermediate chemistry, build best armor, intermediate biology, and beginning electronics F. advanced chemistry, advanced biology, intermediate electron- ics, simple costruction, and beginning physics G. advanced electronics, intermediate construction, and inter- mediate physics H. advanced construction and advanced physics I. +3 to intelligence, +2 to wisdom, ability to believe and start to understand the qualities of magic and magic-use, and believes in the existance of divine beings J. can continue to keep advancing in any of the previous fields mentioned (biology, chemistry, etc.) Explanation of Abilities: figuring.......as it states detecting......as it states better bows....adds + 1/2 point/level of damage to any bow beginning arch.understanding how buildings are made, what mat- erials are used, and price estimation even bet.bows..adds +1 point/level of damage (must build bow) better armor...makes any armor or shield +1 detecting w.p..as it states int.arch.......ability to build or supervise the construction of edifices beg.chemistry..understanding what elements and compounds are best bows......same as above but adds 1 shot/4 rounds/level beg.biology....understanding what living things are and what they are composed of even bet.armor.make any armor or shield +2 adv.arch.......can build or have built edifices structually sound using lighter and less inexpensive materials int.chemistry..ability to concoct simple solutions; alcohol, low acid, etc. (see alchemist) best armor.....same as above but +1 to initiative and can build flack jacket (a.c.6, init. adj. -1) int.biology....understanding how life evolved, the effects of certain conditions on any given species, and the scientific characteristics of any given species beg.elect......understanding the concept of positive and nega- tive, what materials will conduct electricity, and +2 on all electrical saves and -1/die of damage adv.chemistry..ability to concoct complex solutions; medium acid, physical attribute boosters, gunpowder, etc. (see alchemist) adv.biology....ability to understand basic biochemistry thus giving the ability to bind wounds on anyone (or thing) for 2d.8 + 1 point/level, cure natural diseases, and +2,+3 on all attacks (knows how ner- vous systems are arranged, where vital organs are, etc. giving knowledge of weak spots) int.elect......ability to construct crude power cells (batteries) and crude electromagnets simp.constr....ability to make crude bombs and alloys (see alchemist) beg.physics....understanding the concepts of potential and kin- etic energies and simple motion concepts adv.elect......ability to construct simple electronic parts,sim- ple circuits, good power cells, and good electro- magnets int.constr.....hand grenades (4-48 damage goes off in 1-4 rounds, 2" rad.) and dynamite (see alchemist) int.physics....understanding the properties of light, sound, and gravity (magnetism) adv.constr.....bazookas, fireworks, sterno, gasoline, flash- lights (along with light bulbs), and magnets adv.physics....understanding the qualities of light, sound, and gravity (magnetism) cont.fields....the techno can pursue knowledge in any of the fields available but must tell the D.M. what aspect of what field he/she attempts to pursue and what the techno expects to gain from such knowledge Additional Notes: Technos may be any alignment. Any kind of cure or heal done on a techno has a 50% chance of not working due to the disbelief the techno has concerning divine beings (this changes in time). -------------------------------------------------------------------------- -------------------------------------------------------------------------- TECHNOLOGIST---- From: TEL002@ACAD.DRAKE.EDU Master of technology, such as it is. Dwarves are the true builders and craftsman, advancing to 13th. Gnomes, however, like to tinker (no, I made this up before I ever heard of Krynn) and putter around, advancing to 14th. Elves think it's interesting but don't take it very seriously (10th). Must have a 14 INT and 13 WIS. High DEX and STR are also useful. They are allowed weapons that have some degree of complexity in their use or manufacture: arquebus, battle axe, bow (any), crossbow (any), dagger, hand axe, mancatcher, sickle, sword (any). They can use any armor of a type that they have proficiently made (in the time of the campaign, things made before don't count) because they've spent enough time with that type to know it fairly well. To use an 'across-the-board' magical protective device such as bracers or a cloak they must roll successful WIS *and* INT checks, or they are never allowed to use that type of device. A generous DM may allow new checks for times when the character's INT or WIS is boosted. They may specialize in one weapon of a type they have proficiently made and get the bonuses with that type of weapon. However they do not get the attack/round bonus that all warriors get without having to specialize. A technologist will, of course, try to do a service to everyone by attempting to get them to use his devices more often. However, most people will be distrustful of this technology, and won't use it. You should not allow the technologist character to totally reshape the world! Only in extreme circumstances should his devices be accepted and used for any length of time (even the scientist gets to save the day!). An example of this would be where he saves a starving village by inventing a steel-bottom plow and new irrigation procedures, that when combined with his new pumping system, saves the people from slow, painful death. They have the ability to open locks and remove (not find) traps like a thief. Their base chance is like a thief's base chance, modified for race and DEX and armor. These abilities increase 5% per level to a maximum of 95%. Technologists cannot multi-class with priests or wizards. Starting funds are (2d4+1)x10 gp. Saving Throws: Level Para/Pois/DMagic R/S/W Petr/Poly Breath Spell 1-4 15 13 17 18 19 5-8 13 11 14 15 18 9-12 12 9 12 13 17 13-16 10 7 9 10 15 17-20 9 5 8 8 13 21+ 7 4 6 5 10 Proficiencies: TECHNOLOGIST NWP GROUP Weapon Penalty Nonweapon appraising 1 int/0 Initial #Levels Initial #Levels armorer 2 int/-1 2 5 -4 5 2 artistic ability 1 wis/0 Advancement: blacksmithing 1 str/+1 Level XP HD (d4) THAC0 bowyer/fletcher 1 dex/0 1 0- 2 20 brewing 1 int/+1 2 2500- 3 20 carpentry 1 str/+1 3 5000- 4 20 cobbling 1 dex/+1 4 9000- 5 19 gem cutting 2 dex/-1 5 18000- 6 19 leatherworking 1 int/+1 6 32000- 7 19 mining 2 wis/-2 7 64000- 8 18 pottery 1 dex/-1 8 100000- 9 18 reading/writing 1 int/+1 9 200000- 10 18 seamstress/tailor 1 dex/0 10 400000- 11 17 stonemasonry 1 str/-1 11 600000- 11+1 17 weaponsmithing 2 int/-4 12 800000- 11+2 17 weaving 1 int/0 13 1250000- 11+3 16 14 1500000- 11+4 16 BONUS: engineering na int/-3 15 2100000- 11+5 16 some of the listed modifiers are 16 2400000- 11+6 15 different than the ones listed in the 17 2700000- 11+7 15 PH--only Technologists get THESE values 18 3000000- 11+8 15 19 3300000- 11+9 14 Of course, they may also take NWP from 20 3600000- 11+10 14 the General group. +1 +300000 +1 hp One of my favorite ideas for a technological weapon (easy to make, besides) is a Leyden jar charged full of static electricity. You throw it and it breaks (it's glass) on contact, doing 1d3+(his level) damage to everyone within 5 feet. A friend I mentioned this class to said, "Awesome! I'm gonna build a tank or maybe a mech-suit!" DM's, DO NOT ALLOW THIS! A fully hydraulic suit of mechanized battle armor that is mobile and still agile enough to fight in, that protects you besides, is much too powerful for a mere PC to make. *Perhaps* some 2,000th level NPC genius, but not a PC. If he tries he's gonna have to restructure the world's economy by introducing assembly lines and precision made parts, and remember these didn't even come about in our world until around 1900. That's at least 350 years of development our world had between the era AD&D is played in and "the present". I doubt one man should be allowed to make that sort of jump. -------------------------------------------------------------------------- -------------------------------------------------------------------------- The Trader From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.6) Level Title Gained 0-2,500 1 1 Learner - 2,501-5,000 2 2 Farer A 5,001-10,000 3 3 Traveller B 10,001-22,500 4 4 Pioneer C 22,501-45,000 5 5 Accessor D 45,001-90,000 6 6 Trader of Experience E 90,001-145,000 7 7 Master F 145,001-265,000 8 8 Jack of all Trades G 265,001-400,000 9 9 Trader H 400,001-850,000 10 9+1 Leader of Traders I 850,001-1,500,000 11 9+2 Master of Traders J 1,500,001-1,950,000 12 9+3 Guildmaster of Traders K + 450,000/level Etc. Etc. Etc. - Use any non-missile or non-pole arm weapon Wear only leather and shield Traders are an unusual class. They seem to have bits of all characters in them. They can bargain for reduced prices of many things, sell for commission hard to find items, and gain many abilities from other classes. This class hits on the clerics' table and can use any magic item of any other class if the trader has gained any abilities from that class. The traders get an am- azing ability to start talking fast and babble. The other person will either: 1) help you, 2) be so confused as not to hinder you, or 3) flee in confused agitation. Acquired Abilities: A. Bargaining and appraising abilities B. Directional and 1st level thief abilities C. Read magic ability and add 2 languages learned D. Equivocate ability and add 1 to intelligence E. May use crossbows and add 5 languages learned F. 1st level monk abilities and 3rd mate seafarer abilities G. Bribery ability and 1st level assassin abilities H. May use any missile or pole arm weapon I. Add 7 languages learned J. 1st level illusionist abilities K. Detect magic ability and automatic guildmaster Explanation of Abilities: Bargaining.....base 5% discount + 2%/level (50% maximum) Appraising.....50% base accuracy + 2%/level Directional....35% base chance + 1%/level Read magic.....20% base chance + 1%/level Equivocate.....15% base chance + 2%/level (50% maximum) Bribery........30% base chance + 2%/level Guildmaster....500 g.p./month kickbacks, maintains a residence in a city Detect magic...10% chance base + 1%/level Additional Notes: Traders can be any alignment. Traders that are guildmasters gain 1,000 g.p./month in wages in a large city. The True Weaponsmaster From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d. 10) Level Title Gained 0-3,200 1 1 Rogue - 3,201-6,400 2 2 Contemplator A 6,401-15,000 3 3 Veteran B 15,001-30,000 4 4 Puissant C 30,001-60,000 5 5 Armipotence D 60,001-120,000 6 6 Expert E 120,001-240,000 7 7 Tactical Warrior F 240,001-480,000 8 8 Master G 480,001-750,000 9 9 Weaponsmaster H 750,001-1,000,000 10 10 True Weaponsmaster I 1,000,001-1,250,000 11 10+3 True Weaponsmaster(11) J 1,250,001-1,500,000 12 10+6 True Weaponsmaster(12) K 1,500,001-1,750,000 13 10+9 True Weaponsmaster(13) L 1,750,001-2,000,000 14 10+12 True Weaponsmaster(14) M + 250,000/level Etc. +3/lvl Etc. - Use any kind of weapon Wear any kind of armor up to studded leather and shield True weaponsmasters are a class that actually can obtain the full potential of any weapon. Unlike other fighter types that choose a certain weapon type, this class gets its bonuses on all weapons. This class gets to hit/damage and parry bonuses of all weapons and also increases the # of swings a round. The character can also hit as plus weapons (on monsters that need +1 or better to hit, for example). Acquired Abilities: bonus on Hit prob Damage Parry Swings/rnd Other A. - +1 +1 1/1 B. +1 +1 +1 5/4 C. +1 +2 +1 5/4 D. +2 +2 +2 4/3 Hits as +1 E. +2 +3 +2 4/3 F. +3 +3 +2 3/2 G. +3 +4 +3 3/2 H. +4 +4 +3 3/2 Hits as +2 I. +4 +5 +3 2/1 J. +5 +5 +3 2/1 K. +5 +6 +4 2/1 L. +6 +6 +4 2/1 Hits as +3 M. +6 +7 +4 5/2 Additional notes: True weaponsmasters can be any alignment. True weaponsmasters get no additional bonuses after 15th level. The Witch From: MNP@ALPHA.SUNQUEST.COM Hit Die Abilities Exp. Points Level (d.4) Level Title Gained 0-2,500 1 1 Medium A 2,501-5,000 2 2 Soothsayer B 5,001-10,000 3 3 Sibyl C 10,001-22,500 4 4 Mystic D 22,501-40,000 5 5 Oracle E 40,001-60,000 6 6 Siren F 60,001-90,000 7 7 Enchantress G 90,001-135,000 8 8 Sorceress H 135,001-250,000 9 9 Witch I 250,001-500,000 10 9+1 Amethyst Witch J 500,001-875,000 11 9+2 Topaz Witch K 875,001-1,250,000 12 9+3 Sapphire Witch L 1,250,001-1,625,000 13 9+4 Ruby Witch M 1,625,001-2,000,000 14 9+5 Emerald Witch N 2,000,001-2,375,000 15 9+6 Diamond Witch O 2,375,001-2,750,000 16 9+7 Crystal Witch P 2,750,001-2,125,000 17 9+8 Eternal Witch Q 3,125,001-3,500,000 18 9+9 Demonette R + 375,000/level Etc. +1/lvl Etc. - Use only staves and daggers Wear no armor of any kind Witches are pretty self-explanatory. This class does most of the things witches are fabled to. They can make certain potions, learn languages, enchant, and make magic items. This class uses a combination of clerics' and magic-users' spells. As the name implies, this class can only be occupied by females. Acquired Abilities: A. Brew poisons, narcotics, and hallucinogens B. Make a bag of holding C. Brew love potions D. +1 to charisma E. Dance of seduction F. Brew truth drugs G. Read and use magic-user, druid, and illusionist scrolls H. Gain familiar I. Add 5 languages learned J. Disguise K. Brew control potions L. Brew other potions M. Brew acids N. Gain the voice O. +1 to charisma P. Transfer hit points Q. Enchant items R. +1 to charisma Explanation of Abilities: Brew poisons,etc......for each level the witch is, she can brew 1 d.8 strength poison, narcotics are sleep drugs, hallucinogens cause confusion Bag of holding........there may be only 1 bag of holding for each witch, if lost or destroyed it takes 1 month to make a new one Love potions..........they act as a rod of beguiling, if the ratio of brew points (1d.8/lvl) is 1 or more than the victims, the effect last 1 week (15% chance/day of wearing off) Dance.................all humanoids are susceptible, it takes 1 turn to perform, victims are entranced as long as the witch is present unless at- tacked, there's a 10% chance/lvl that it's successful -10%/level over 5th of victim(s) Truth drugs...........save vs. poison or answer accurately a # of questions = to the witch's level, then a deep sleep sets in Familiar..............the witch automatically gains a familiar as the spell (it's possible to have 2) Disguise..............as an assassin Brew acid.............as an alchemist's low acid Voice.................a witch may shout a command no more than 10 words long (count them out beforehand) and those failing to save vs. magic at -2 will obey the command for 1-4 rounds, the voice cannot be used more than 1/3 rounds on the same person Transfer hit points...a witch may permanently transfer her hit points to anyone else, if done within 1 turn of death it will revive that person giving them that many hit points, char- acteristics of others may also be raised at a cost of 4/1 up to 13, 6 for 13 to 14, 7 for 14 to 15, 8 from 15 to 16, 9 from 16 to 17, 10 from 17 to 18, and 12 from 18 to 19 (loss of hit points is permanent) Spell Table: Spell Level 1 2 3 4 5 6 7 8 9 1 1 - - - - - - - - 2 2 - - - - - - - - 3 2 1 - - - - - - - 4 3 2 - - - - - - - 5 4 2 1 - - - - - - 6 4 3 1 - - - - - - 7 4 3 2 - - - - - - 8 4 3 2 1 - - - - - 9 5 3 3 2 - - - - - 10 5 4 3 2 1 - - - - 11 5 4 3 3 2 - - - - 12 5 5 4 3 2 1 - - - 13 5 5 4 3 2 2 - - - 14 5 5 4 3 2 2 1 - - 15 5 5 4 4 2 2 2 - - 16 5 5 5 4 3 2 2 1 - 17 5 5 5 4 3 3 2 2 - 18 5 5 5 4 4 3 3 2 1 1st level spells 2nd level spells 3rd level spells Cure light wounds* Charm person Clairavoyance Dancing lights Detect invisible Color spray Detect evil* ESP Cure disease* Detect illusion Locate object Hold person Detect magic Purify wine & water Invisibility Detect poison Read languages Magic missile Faerie fire Sleep Phantasmal force Shocking grasp Speak in tounges Fly 4th level spells 5th level spells 6th level spells Cure serious wounds* Animate dead Control plants Fear Anti-magic shell Cure critical Hallucinatory terrain Plant growth wounds* Infravision Lightning bolt Destroy life Neutralize poison Produce flame level* Polymorph self Protection from evil* Flesh to stone* Remove curse* Ray of enfeeblement Hypnosis Summon elemental Vision 7th level spells 8th level spells 9th level spells Astral projection Antipathy/sympathy Control weather Dispell illusion Blindness Dispell magic Earthquake Death spell Fireball Improved invisibility Feeblemind Gate Polymorph others Heal* Monster summoning Quest Maze V Spirit wrack Passwall Otto's irresist- True sight Permanent curse able dance Reincarnation Prismatic sphere Shape change Prismatic spray Shades Wish Additional Notes: Witches can be neutral at best. Witches do not get a wisdom bonus on spells for they are more magic-user than cleric. Section 2: New Kits Warrior Kits -------------------------------------------------------------------------- -------------------------------------------------------------------------- Backbiter (fighter kit) jdelisle@loyola.edu Description: Backbiters are a type of fighter who has joined a thief guild, and accompanies the thieves out on "jobs" not as an extra sword, but as an expert swordsman. Backbiters are often used as guards when on an assignment, since they can most effectively fight the city watch with the greatest chance of success (and survival). Backbiters must have a minimum Dexterity of 10, Intelligence of 8, and Strength _two_ points greater than Dexterity. What's the point of being a fighter if a character is more agile than strong? Backbiters suffer a 10% penalty to experience point totals, since they are performing activities better suited to thieves. A Backbiter _never_ gains experience for using his thief-like abilities. To earn a 10% experience point bonus, the Backbiter must have a Strength of 16 or more, and his/her Dexterity must be four or more points less than strength. The kit can be abandoned, but all thief abilities are halved and can never again be improved. In addition, all armor penalties (including shield restrictions) are kept, and the fighter still cannot specialize in a weapon, but he/she can learn formerly prohibited weapons. Role: The Backbiter is almost always the best fighter in the guild, even at low levels, and is considered the "anchor" on an assignment. A mage's spells may not work, or a psionicist's powers might fail, but a good fighter is always a good fighter, and can be depended on to help pull the thieves' fat out of the fire. When a doorway needs to be defended, it is the Backbiter who is entrusted with the task, simply because he/she is the best at physical combat. There are as many reasons for becoming a Backbiter as there are Backbiters. Unlike Sneakspells, who must go through years of apprenticeship to gain magical abilities, Backbiters need only minor training to become fighters. As a result, a large guild may have over a dozen Backbiters, but only one or two Sneakspells. Unlike Sneakspells, Backbiters must be first or second level when this kit is picked up, and can be played any way the player chooses. Secondary Skills: Usually none, since the Backbiter is a professional thief, but any warrior or rogue skill can be chosen. Weapon Proficiencies: Backbiters can use almost any weapon. Polearms are prohibited (due to their size, and inability to easily conceal them in nearby surroundings). Likewise, any missile weapon with a firing rate under 1 (heavy crossbow, arquebus, etc) are prohibited, since the don't offer enough firepower. One of the first weapon proficiencies must be spent on the dagger and a sword of any type. Armor Allowed: Only leather armor is allowed, and a shield can never be used. A Backbiter can wear heavier armor, but loses all thief abilities since he/she is untrained to deal with heavy armor. Also, the heavier armor is treated as being one armor class worse than it usually is, due to the fighter not being used to wearing it. A Backbiter could wear chainmail, but he would be AC 6, and would not be able to use any of his special skills. If the Backbiter goes without armor, his ability scores improve the same way a thief's would. Non Weapon Proficiencies: Backbiters can use any NWPs in the general and warrior categories. Rogue NWPs can be used, provided they give the Backbiter some direct, physical advantage; tumbling and disguise would be acceptable, while appraising, forgery, and gaming do not. Equipment: Backbiters can buy any equipment he/she likes, but will not normally buy a shield, armor heavier than leather, or weapons that cannot be used. Backbiters will _never_ carry thieves' tools (like lockpicks, crowbar, etc); if caught by local authorities, a Backbiter would rather be assumed to be a ruffian than a thief (especially in areas with harsh penalties against thieving). Also, Backbiters like magical weapons and defensive devices, like swords, axes, bracers, and rings, and make every attempt to get such items if found. (The argument "How am I supposed to defend you guys if I don't have the best sword?" works quite well.) Special Bonuses: Backbiters get several thief abilities as part of their training. Their abilities are inferior to those of bards, but superior to Sneakspells by far. Starting Scores: Move Silently: 15% Hide in Shadows: 15% Climb Walls: 40% Backstab: 10% All of these abilities work the same as they would for a thief, except for the backstab ability, for which the kit is named. When a Backbiter wants to backstab an opponent, he/she _must_ be behind the opponent, have surprise, and make a successful backstab roll. If the roll is successful, the damage is doubled, but if the backstab roll fails, only normal damage is done. It's important to note that without the ability to successfully move silently and hide in shadows, the character can't gain surprise, and can't backstab effectively. When this kit is first assumed, the Backbiter gains 20% to add as seen fit. For every level a Backbiter gains after picking up this kit, he/she gains 5% to add to any ability score. These gains are only received if a thief is available to train the Backbiter. Special Hindrances: The most obvious hindrance is the inability to wear non-leather armor and use a shield. The other serious threat is that Backbiters cannot use polearms, which are among the cheapest and deadliest weapons available, because they can't be hidden on one's body (like a dagger), or hidden in an alley or cart (like a sword). A third type of weapon that cannot be used are the higher damage missile weapons, like heavy crossbows, arquebuses, and other firearms. ******************************************************* JUGGERNAUT TEL002@ACAD.DRAKE.EDU Juggernaut is a fighter kit. Juggernauts are very intimidating, so a 16 STR and 16 CON is required. They epitomize everything big, dumb, ugly, and menacing. The character desiring to be a juggernaut must also be in the top quarter of the possible height and weight for his race. The sum of INT and WIS cannot be more that 15 to qualify for this kit, and neither can be more than 10. Halfling and gnome fighters cannot take this kit, for reasons that should be obvious. If your campaign allows non-standard races, half-ogres would be great. Juggernauts are the masters of hack-and-slash. Once they get started, nothing can stop them. They prefer to use the largest weapons possible, so large they have to be wielded two-handed. Size S weapons are forbidden, as juggernauts associate them with thieves, who are always hiding them and using stealth. That is not the way of the juggernaut. Straight-forward attack is. Furthermore, missile weapons that are not cast directly from the hand are forbidden. Therefore, slings, bows, and crossbows are forbidden, but javelins and spears are not. Juggernauts do not like to stand off at a distance to kill enemies, they'd rather have the gore squelch beneath their blades. For the same reason, the longer polearms will not be used by juggernauts (limiting them to very few pole weapons at all). One initial WP slot must be spent on two-handed sword (for size M creatures, a size L weapon) or on a bastard sword (for size S creatures, a size M weapon). As for armor, they must take the most expensive they can afford that gives the most protection. This, of course, makes them look even more intimidating. The quality of impressiveness is more important to them than protection. In fact, they will use normal bronze plate armor with a normal shield rather than elfin chain +5 because plate looks better (DM's enforce this, this is their big penalty). They will also spend extra money to have sinister designs scrolled or inlaid into the armor. Deaths' heads, horned and spiked helms, anything to intimidate. The unstoppable slaughterhouse called a juggernaut is allowed to keep on fighting pas 0 hps. As long as his hit point total is above -10 the juggernaut keeps right on going. If he drops below -10 he dies instantly and the opponents killing him get a +1 to morale. A juggernaut killed this way can only be resurrected/raised by a cleric of at least half again his level. If the juggernaut stops fighting between 0 and -10 hps, he instantly falls into the coma-like state described in the Player's Handbook under the optional Hovering on Death's Door rules. However, he loses 3 hit points every 2 rounds instead of 1 per 1. If nonweapon proficiencies are used juggernauts must chose Intimidation (from the Complete Thief Handbook) at first level (it costs them only one slot). They dislike all magic intensely, figuring brawn is better than brain. They have only a half normal chance for a wild psionic talent. They save against all magic that allows saves at a -2 (death magic, r/s/w, spells). Even if the juggernaut is the willing receipient of the spell he must still save with a +2 (successfully saving means the spell DOES affect him). In addition, magical items other than weapons must be successfully saved against vs. spell to be used (with a +2) success meaning useable. The juggernaut's primary bonus is the use of d12 hit dice. ******************************************************* MOUNTAIN RANGER TEL002@ACAD.DRAKE.EDU The mountain ranger is a hunter and mountain man who lives not only by his sword, but by his wits. Mountain rangers may be of any good alignment. A mountain ranger with STR, CON, and WIS scores of 16 or better earns 10% bonus experience. They have the typical ranger two-weapon fighting ability when wearing studded leather or lighter armour. This type of ranger is not so much a woodsman as a mountain man. Even if the optional proficiency rules are not used the mountain ranger gets mountaineering proficiency. This skill improves like the ranger's tracking proficiency. When wearing studded leather or lighter armor a mountain ranger can try to move silently, hide in shadows, or detect noise. The chance to succeed in natural surroundings is given below; in unnatural surroundings the chance is halved. They select a species enemy as do normal rangers. They have the same ability with animals as do normal rangers. Mountain rangers can learn priest spells, but only of the animal and elemental (earth and air) spheres, when he reaches 8th level. Mountain rangers naturally have more affinity for stone than plants. The elven races seem at home in the woods; likewise a dwarf is at home in the hills. He follows the ranger rules for using his priest spells. In all other respects they are identical to rangers. Mountain rangers must have a 13 STR, 12 DEX, 15 CON, and 14 WIS. They may be dwarvish or human. Their prime requisites are STR, CON, and WIS. Level Hide Shadow Move Casting Spell Levels Mt. Ranger's Followers Detect Noise SilentlyLevel 1 2 3 01-10 Bear, black 1 5% 15% - - - - 11-20 Bear, brown 2 7% 21% - - - - 21 Bear, cave* 3 10% 27% - - - - 22-26 Cleric (dwarf) 4 12% 33% - - - - 27-38 Dog/Wolf 5 15% 40% - - - - 39-40 Dwarnoi 6 18 47 - - - - 41-50 Falcon 7 21 55 - - - - 51-53 Fighter (dwarf) 8 24 62 1 1 - - 54-55 Figther (gnome) 9 28 70 2 2 - - 56-57 Ftr (halfling) 10 31 78 3 2 1 - 58-65 Fighter (human) 11 35 86 4 2 2 - 66 Ftr/mage (h-elf) 12 38 94 5 2 2 1 67-72 Great cat* 13 42 99 6 3 2 1 73 Hippogriff* 14 46 99 7 3 2 2 74 Mountain lion* 15 49 99 8 3 3 2 75 Pixie* 16 53 99 9 3 3 3 76-80 Mt Rngr (dwarf) 17 57 99 9 3 3 3 81-90 Mt Rngr (human) 18 61 99 9 3 3 3 91-94 Raven 19 65 99 9 3 3 3 95 Ranger (human) 20 70 99 9 3 3 3 96 Thief (gnome) 97 Thief (human) 98 Earth elemental# 99 Werebear* * If ranger already has a follower of this type 00 Other wilder- ignore and roll again. ness creature (up to DM) # The earth elemental has minimum hit dice. The ranger may only have one of these. ******************************************************* SQUIRE TEL002@ACAD.DRAKE.EDU Squire is the demi-human version of the paladin. As they are not allowed to be true paladins (that is the humans' bonus) the truly devout fighters must settle for this. It requires at least an 11 STR, 9 CON, 11 WIS, and 13 CHA. A squire cannot be evil or chaotic. If a squire commits a chaotic act, he must go to a lawful good cleric, confess his error, atone, and do penance, just as a paladin. However, the penance is likely to be less. If he does an evil act while under enchantment he loses his status and powers; until he can atone he is a fighter. If he willingly and knowingly commits an evil act he is permanently a fighter of equal level (dropping experience above that required to be a figher of equal level) ever after. Squires may detect evil within 30' if concentrating. They are allowed a saving throw vs. breath to avoid catching a disease. They can heal 2 hp per level by laying on of hands once per week. They have a limited ability to turn undead. At eighth level they gain a limited ability to cast spells from the priest spheres of combat and protection. They may not have more than 10 magic items including not more than 1 suit of armor, 1 shield, and 4 weapons. They must tithe to an NPC institution of choice and retain only enough wealth to live modestly. They attract the same type of followers as fighters but in lesser numbers. Roll as you would for a fighter, then divide the number by 3. Hirelings must be non-chaotic, non-evil; lawful good preferred. A human squire may, at any time up to tenth level, choose to change alignment to lawful good and become a true paladin (if his abilities are high enough). He does not suffer alignment change penalties because of this (since it's actually a step up for him) except that he no longer feels the need for followers and he releases any he has from service. He is not dual- classed, he is now simply a paladin and not a squire. Dwarves may advance to 14th, elves to 13th, gnomes to 11th, half-elves to 15th, and halflings to 10th. Humans, of course, are unlimited. LEVEL HD (d10)XP Casting Spell Progression Turning Undead Level 1 2 3 4 1 Z 2 4 5 G 6 7 8 9 1 1 0- - - - - - - - - - - - - - - - 2 2 2250- - - - - - - - - - - - - - - - 3 3 4500- - - - - - 1920- - - - - - - - 4 4 9000- - - - - - 13161920- - - - - - 5 5 18000- - - - - - 1013161920- - - - - 6 6 36000- - - - - - 7 1013161920- - - - 7 7 75000- - - - - - 7 1013161920- - - - 8 8 150000- 1 1 - - - 4 7 1013161920- - - 9 9 300000- 1 2 - - - 4 7 1013161920- - - 10 9+3 600000- 2 2 1 - - 4 7 1013161920- - - 11 9+6 900000- 2 2 2 - - t 4 7 1013161920- - 12 9+9 1210000- 3 2 2 1 - t 4 7 1013161920- - 13 9+12 1375000- 3 3 2 1 - t 4 7 1013161920- - 14 9+15 1650000- 4 3 2 2 - t 4 7 1013161920- - 15 9+18 1925000- 5 3 3 2 1 t t 4 7 1013161920- 16 9+21 2200000- 6 3 3 3 1 t t 4 7 1013161920- 17 9+24 2475000- 6 3 3 3 1 t t 4 7 1013161920- 18 9+27 2750000- 6 3 3 3 1 t t 4 7 1013161920- 19 9+30 2925000- 6 3 3 3 1 t t 4 7 1013161920- 20 9+33 3300000- 6 3 3 3 1* d t t 4 7 1013161920* *Best possible turning and casting. Mage Kits -------------------------------------------------------------------------- -------------------------------------------------------------------------- POWERMAGE TEL002@ACAD.DRAKE.EDU Powermages must have a 9 INT and 15 STR. Being physically mighty themselves they like spells that are magical representations of sheer force and physical power. They tend to be a bit brash and arrogant, knowing they are powerful and liking it. Some like it too much and start to dip into evil. Others use their power to help others. Still other powermages don't care for anything except the magicks of power themselves. Thus powermages are probably the most diverse in alignment of any wizard group. Half-elves and humans may become powermages. They learn power spells at +10% and other spells at -10%. They have a +1 to their saves vs. power spells and inflict a -1 to other people's saves when they cast power spells. They can memorize an extra spell of each spell level they know every day if it is a power spell. At 17th level they gain an additional +1 to their saves vs. power spells. At 20th level they gain the ability to dispel power spells once per day. All 1st, 2nd, & 3rd level power spells in a 10' path are dispelled up to a 90' range. Spells in the school of power (another lousy name) are similar to those of invocation/evocation. They create force from nothing. A powermage's oppositional schools are enchantment/charm and illusion/phantasm. (They don't like those so-called "weak" magicks.) I think that's all that needs to be said. Now for their spell list, which at low levels isn't too good (you can't have big massive force spells at low levels). 1st: Cantrip, Hold Portal, Shield, Tenser's Floating Disk 2nd: Choke, Ray of Enfeeblement, Strength 3rd: Hold Person, Wind Wall 4th: Leomund's Secure Shelter, Minor Globe of Invulnerability, Otiluke's Resilient Sphere, Shout, Solid Fog, Wind Breath 5th: Avoidance, Bigby's Interposing Hand, Dismissal, Von Gasik's Refusal, Wall of Force 6th: Bigby's Forceful Hand, Globe of Invulnerability, Repulsion 7th: Bigby's Grasping Hand, Forcecage, Mordekainen's Sword, Reverse Gravity 8th: Bigby's Clenched Fist, Binding, Otiluke's Telekinetic Sphere 9th: Bigby's Crushing Hand *************************************************************** Sneakspell (wizard kit) jdelisle@loyola.edu Description: The Sneakspell is a mage who has some thief training, and is almost always a member of a thieves' guild. Sneakspells became mages because they had more brains than agility, but ended up joining the guild for one reason or another. Guildmasters give Sneakspells a greater share of loot, since they possess different skills from the other guild members, and tend to contribute more to an assignment. Once the mage's apprenticeship for magic is done, he/she joins a guild (or is drafted into one) and begins an apprenticeship to learn some stealth skills. Sneakspells must have a Dexterity of 10 or more, Strength of 8 or more, and Intelligence that is _three_ points higher than dexterity. Sneakspells suffer a 10% penalty to experience point totals, since they are performing activities better suited to thieves. A Sneakspell _never_ gains experience for using his thief-like abilities. To earn a 10% experience bonus, not only must the Sneakspell's Intelligence be greater than 16, it must be 5 or more points higher than the Dexterity score. This is due to the fact that characters with higher dexterity will either favor their thieving abilities, or will become thieves outright instead of mages. After all, wouldn't you rather learn by doing than spend 2-3 years looking at books? This kit can be abandoned, but all thief abilities are halved, all penalties are kept, and thief abilities can no longer be improved. A mage can become a Sneakspell at any time, but all special abilities are considered to start at first level. Preferred Magical Schools: Sneakspells usually carry spells hand-picked for an "job" (like Knock, Invisibility, Detect Magic, etc), or a random assortment of spells. Sneakspells of any decent level will always carry one offensive and one defensive spell, regardless of the situation. Barred Magical Schools: No schools are barred for the Sneakspell, but many spells in certain kits are discouraged. The spells least desired are those that have no purpose while on a job, like many of the Abjuration, Divination, and Necromancy schools. These spells are only carried if they will have special uses while on a job, like Detect Disease, Protection from Evil, and Hold Undead. Specialists, whether from one