the
darkhold grimoire
a tutorial and reference
manual
to be used with
the advanced dungeons
& dragons™
role–playing game
a
PhaseOfTheMoon© product
DARKHOLD™ RELEASE X5.0
3 January 1991
Darkhold™ is a trademark of PhaseOfTheMoon Software, Inc.
AD&D™ is a trademark of TSR, Inc.
Dungeons &Dragons™ is a trademark of TSR, Inc.
Advanced Dungeons &Dragons™ is a trademark of TSR, Inc.
the "Player's Handbook" is a publication of TSR, Inc.
the "Unearthed Arcana" is a publication of TSR, Inc.
the "Oriental Adventures" is a publication of TSR, Inc.
the "Dungeon Master's Guide" is a publication of TSR, Inc.
the "Deities & Demigods" is a publication of TSR, Inc.
contents
Introduction.......................................................................................................... 7
miscellaneous notes.................................................................................. 8
cast of characters used in examples.......................................................... 8
Chapter 1 — Creating a Character...................................................................... 9
Guidelines................................................................................................ 9
Rolling up ability scores........................................................................... 9
An example.............................................................................................. 10
Filling out the character............................................................................ 13
Chapter 2 — Character Classes.......................................................................... 28
General Information................................................................................. 28
"Dual Class" characters............................................................................ 29
The Acrobat.............................................................................................. 30
The Assassin............................................................................................ 31
The Barbarian........................................................................................... 32
The Bard.................................................................................................. 33
The Bounty Hunter.................................................................................. 36
The Cavalier............................................................................................. 37
The Cleric................................................................................................. 39
The Druid................................................................................................. 41
The Fighter............................................................................................... 43
The Houri................................................................................................. 44
The Illusionist.......................................................................................... 45
The Magic-User....................................................................................... 46
The Monk................................................................................................ 47
The Paladin.............................................................................................. 51
The Ranger............................................................................................... 52
The Thief.................................................................................................. 53
The Witch................................................................................................ 54
Chapter 3 — Skills............................................................................................. 57
General Discussion.................................................................................. 57
Skills by Class table................................................................................. 59
Skill Descriptions..................................................................................... 65
Acrobatics.................................................................................... 66
Acute Hearing.............................................................................. 67
Alertness...................................................................................... 67
Animal Noise............................................................................... 67
Armory......................................................................................... 68
Art................................................................................................ 68
Barbery........................................................................................ 68
Basketry....................................................................................... 68
Blacksmithery.............................................................................. 68
Boating......................................................................................... 69
Boatwright.................................................................................... 70
Bookkeeping................................................................................ 70
Brewery........................................................................................ 71
Business Sense............................................................................ 71
Calligraphy................................................................................... 71
Carpentry/Woodcrafting.............................................................. 72
Cartography................................................................................. 72
Climbing...................................................................................... 73
Cooking....................................................................................... 73
Coopery....................................................................................... 74
Courtly Graces............................................................................. 74
Disguise....................................................................................... 75
Diving.......................................................................................... 77
Engineering.................................................................................. 77
Expert Horsemanship................................................................... 78
Falconry....................................................................................... 78
Farming........................................................................................ 79
Fire Building................................................................................ 79
First Aid....................................................................................... 79
Fishing......................................................................................... 79
Fletching/Boyery.......................................................................... 80
Foreign Language........................................................................ 80
Forester/Naturalist........................................................................ 80
Forgery........................................................................................ 80
Gaming/Gambling........................................................................ 80
Glassblowing............................................................................... 80
Gold/Silversmithing..................................................................... 80
Heraldry....................................................................................... 81
Horsemanship.............................................................................. 81
Horticulture.................................................................................. 81
Hunting........................................................................................ 81
Husbandry................................................................................... 81
Jewellery/Gemcutting................................................................... 81
Linguistics.................................................................................... 82
Literacy/Cyphering....................................................................... 82
Locksmithing............................................................................... 82
Magistry....................................................................................... 82
Map Reading................................................................................ 82
Master Armory............................................................................. 83
Mechanics.................................................................................... 83
Mining......................................................................................... 83
Mountaineering............................................................................ 83
Navigation.................................................................................... 83
Netting......................................................................................... 83
Perfumery.................................................................................... 83
Piloting......................................................................................... 83
Pottery.......................................................................................... 84
Public Speaking........................................................................... 84
Recognize Value........................................................................... 84
Religious Knowledge................................................................... 84
Rope Use..................................................................................... 84
Running....................................................................................... 85
Sailing.......................................................................................... 85
Scholarship.................................................................................. 85
Seamanship.................................................................................. 85
Service.......................................................................................... 85
Sex Appeal................................................................................... 86
Silent Movement.......................................................................... 86
Sleight of Hand............................................................................ 86
Spell Recognition......................................................................... 86
Spying.......................................................................................... 86
Swimming.................................................................................... 86
Tailoring....................................................................................... 87
Tanning/Leatherworking.............................................................. 87
Teamster....................................................................................... 87
Two Weapons.............................................................................. 87
Ventriloquism............................................................................... 87
Weaponsmith............................................................................... 87
Weather Recognition.................................................................... 88
Chapter 4 — Combat......................................................................................... 91
The Segmental System............................................................................. 91
Hand Weapons........................................................................................ 91
Missile Weapons..................................................................................... 91
Surprise.................................................................................................... 92
Dexterity Effects table.............................................................................. 93
Multiple Attacks....................................................................................... 96
Monk's Attack.......................................................................................... 96
Parry........................................................................................................ 96
Disarming................................................................................................ 97
Entangling................................................................................................ 97
Critical Hits and Fumbles......................................................................... 97
Class Allowance....................................................................................... 98
New Weapons.......................................................................................... 98
Exceptions................................................................................................ 99
Multiple Proficiencies.............................................................................. 99
Weapons.................................................................................................. 101
Weapons Capabilities table.......................................................... 101
Movement................................................................................................ 103
Calculating Movement.................................................................. 103
Chapter 5 — Spell Casting................................................................................. 107
Memorizing Spells................................................................................... 107
Hit Points................................................................................................. 108
Intelligence & Wisdom Immunities......................................................... 108
Illusions causing damage......................................................................... 113
Chapter 6 — Darkhold — the World................................................................. 114
Geography............................................................................................... 114
Religions.................................................................................................. 114
History..................................................................................................... 114
Astronomy............................................................................................... 114
Chapter 7 — Darkhold — the Legends.............................................................. 117
Black Razor.............................................................................................. 117
the Darkhold............................................................................................ 117
Island of the Prince with No Arms........................................................... 117
Isle of the WitchBlade.............................................................................. 118
the Book of Took..................................................................................... 118
the Esper Citadel...................................................................................... 118
the Road of the Dead................................................................................ 118
the Shrinking Disease.............................................................................. 119
the SoulForge........................................................................................... 119
the WitchBlade......................................................................................... 119
Chapter 8 — Darkhold — the People................................................................ 121
countries................................................................................................... 121
Countries & Other Political Entities......................................................... 121
Military Forces......................................................................................... 122
Aeserd, the Grand Jarldom of................................................................... 123
Augustinian Empire, the........................................................................... 124
Blackmoor, the Kingdom of..................................................................... 126
Caprice, the Princedom of........................................................................ 127
Deerhart, the Kingdom of......................................................................... 129
Duland..................................................................................................... 130
Eagle's Nest, the Free City of................................................................... 131
Elfheim, the Kingdom of.......................................................................... 132
En, the Duchy of...................................................................................... 133
Gnollwood, the......................................................................................... 135
Gods' Cup................................................................................................ 136
Greyhawk, the Republic of....................................................................... 137
Iron Hills, the Kingdom of the................................................................. 138
Joe's Place................................................................................................ 139
Katana...................................................................................................... 140
Keeli, the Protectorate of.......................................................................... 141
Kosala...................................................................................................... 142
Leensport, the County of.......................................................................... 143
Mark's Town, the County and City of...................................................... 144
Martine, the Duchy of.............................................................................. 145
Midgard, the Jarldom of........................................................................... 146
Nestle, the Kingdom of............................................................................ 147
Ra, the Theocracy of................................................................................. 148
Saladin, the............................................................................................... 150
Seahawk, the CityState of......................................................................... 151
Stormgate, Citadel of................................................................................ 152
Vanir, the Shining Kingdom of................................................................ 153
White Dragon, the True Province of......................................................... 154
Index.................................................................................................................... 159
INTRODUCTION
WHY THE DARKHOLD GRIMOIRE?
I started playing D&D as a freshman at Northwestern University. It was very relaxing to bash monsters on the weekends as a way to relieve the accumulated tension of having professors bash on me all week. (For those who think Role Playing Games are bad, I could have been doing a lot worse things than saving Fair Maidens from the Evil Hordes.) As I and my fellow gamers got more experience with the game, we tinkered with some rules that didn't seem to make much sense. My sophomore year the AD&D system came out and we tinkered with those rules too. By the time I was ready to graduate, we had a whole system of variant rules for the AD&D game that we spread by word of mouth. It wasn't that the AD&D rules were bad (they must have done something right for me and millions of others to squander our laundry money in favor of buying some very thin books), it's just that we came up with some rules that filled in some gaps, streamlined play in some areas, and expanded on some certain fields.
Now it's over a decade since I learned to play and I (and several others) decided it was time to write down some of our accumulated "wisdom". The DARKHOLD GRIMOIRE reflects the cumulative creativity of quite a few people. The idea of the DG is the same as the idea behind the AD&D system - to play fair and have fun. If you find that the DG helps, that's great. But I won't be too offended if you pick and choose, and modify these rules.
Bobby Mitchell
Author
January 1991
<future rebuttal goes here>
David P. Murphy
Editor
January 1991
miscellaneous notes
1. When used in measurements, the character " will always mean doublemark, never inches. If inches are to be specified, the word "inches" will be used.
2. The notation L indicates level of experience.
3. Items are sometimes grouped into three lists: one for things to ignore completely from TSR books, another for changes to items in TSR books, and a third for brand new additions (mostly darkhold-oriented).
cast of characters used in examples
strength con dexterity intelligence wisdom charisma
Frito the Human Fighter 18 /00 18 17 5 4 10
Guido the Human Cleric 13 17 15 12 18 12
Rocky the HalfElf Ranger 18 /00 18 17 18 18 18
Gimme the Dwarven Assassin 13 18 18 /52 12 7 9
Bimbo the Halfling Thief 10 17 18 /95 12 12 13
GunSight the Grey Elven Magic-User 7 16 15 18 15 12
Flash Bazbo the Psychedelic Dragon 22 18 16 12 9 10
1
creating a character
Guidelines
check the various combinations that race/age/sandbagging could bring. While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier: choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table. Note that the original charisma and comeliness are saved for encounters with other characters of the same race.
WHAT SHOULD A CHARACTER BE LIKE?
As is noted in the various game books, the typical adventurer should be several cuts above the typical peasant. After all, the character is destined to be the subject of folk songs and tall tales. However, a character with all 18's probably would have died in childhood as a result of jealousy. The system detailed below will typically yield at least one 18 and one or two other scores in the 15 and over range without making everyone a SuperDuperMan.
rolling up ability scores
1. Roll 4d6 eight times.
2. Drop the lowest score from each set.
3. Drop the worst set.
4. Roll 1d6 seven times, indicating each time which particular die score you are trying to replace.
5. Assign the seven values to the desired attributes. You will want to consider very strongly at this point the race and class (or classes) you would like to play.
6. Roll percentile for strength and dexterity that are 18.
7. Now check the various combinations that race/age/sandbagging could bring. While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier: choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table. Note that the original charisma and comeliness are saved for encounters with other characters of the same race.
8. Adjust for race - add the values from the chosen category from the "Ability Effects by Race" table. When rising above 18, the rate is 1 line on the strength/dexterity table per point added.
9. Adjust for age - add the values from the chosen category from the "Accumulated Age Ability Effects" table. When rising above 18, the rate is as described for race adjustments.
10. "Sandbag" at the rate of two points for one. No more than four points may be taken off any one characteristic (or else every Fighter would be ugly and graceless). When rising above 18, the rate is .10 per point bought - e.g., if you have an 18/18 strength and trade 4 charisma points for 2 strength, your strength jumps to 18/38 - which means you do not move at all on the strength table and you are uglier to boot. If you sandbag charisma or comeliness, the saved values drop correspondingly. Also, sandbagging can not push a score past 18/51.
11. Calculate whether the character has a special ability: the chance is equal to 1%, plus (the number of points above 16 in all attributes) / 2 percent. Round all fractions up. If the roll is made, assign a small, non-balance threatening, special ability. Examples would be infra- or ultra- vision in a character that would not normally have them, a free weapons proficiency, or something else that is nice to have but definitely minor-league.
an
example
(STEP 1)
"Roll 4d6 eight times." Mike started out ok but plummeted quickly.
6 6 2 2
5 5 3 1
5 1 1 1
4 3 3 3
5 3 3 2
6 3 2 1
3 3 2 1
3 3 2 1
(STEP 2)
"Drop the lowest score from each set."
6 6 2 = 14
5 5 3 = 13
5 1 1 = 7
4 3 3 = 10
5 3 3 = 11
6 3 2 = 11
3 3 2 = 7
3 3 2 = 7
(STEP 3)
"Drop the worst set." Note that Mike cleverly dropped set #8 as opposed to set #3, for although they are apparently similar (both add up to seven), having two "1"s in a single set offset by a high value for the third member (the "5") offers much more room for improvement in the next step.
6 6 2 = 14
5 5 3 = 13
5 1 1 = 7
4 3 3 = 10
5 3 3 = 11
6 3 2 = 11
3 3 2 = 7
(STEP 4)
"Roll 1d6 seven times." Mike got very good rolls here, changing the "2" in set #1 to a "5", the "3" in set #6 to a "4", the "2" in set #6 to a "6", the "2" in set #7 to a 3, and all three scores in set #3 to sixes, the lucky guy.
6 6 5 = 17
5 5 3 = 13
6 6 6 = 18
4 3 3 = 10
5 3 3 = 11
6 4 6 = 16
3 3 3 = 9
(STEP 5)
"Assign the values to the desired attributes." You will want to consider very strongly at this point the race and class you would like to play. Mike had a fighter (no particular race) in mind, so he chose:
strength 18
dexterity 17
constitution 16
wisdom 13
intelligence 11
charisma 10
comeliness 9
(STEP 6)
"Roll percentile for strength and dexterity that are 18." Mike made 23 for his strength roll.
strength 18 /23
dexterity 17
constitution 16
wisdom 13
intelligence 11
charisma 10
comeliness 9
(STEP 7 AND 8)
"Check the race/age/sandbagging combinations." "Adjust for race." After careful deliberation (a 50 cent piece), Mike chose dwarf as his character's race. Racial adjustments for dwarves are +1 constitution and -1 charisma and comeliness. Note that the original charisma and comeliness are saved for encounters with other dwarves.
strength 18 /23
dexterity 17
constitution 17
wisdom 13
intelligence 11
charisma 9 (10)
comeliness 8 (9)
(STEP 9)
"Adjust for age." Mike decided that his character, now named Flint, would be 123 years old, which is "mature" for a dwarf, resulting in age adjustments of
YOUNG ADULT: +1 constitution -1 wisdom
MATURE: +1 strength +1 wisdom
for an actual total of
flint: +1 constitution +1 strength
Note that the +1 for strength bumped him to the very bottom of the next line on the Strength table (not just 10%).
strength 18 /51
dexterity 17
constitution 18
wisdom 13
intelligence 11
charisma 9 (10)
comeliness 8 (9)
(STEP 10)
"Sandbag as desired within the four points per characteristic limit." For the next-to-last step, Mike decided to sandbag one point each from Flint's charisma and intelligence to obtain another point for dexterity. Mike made a 13 on his d20 roll to get the 18/51 dexterity, so he rolled percentile to determine the actual score and got 39. Note that the saved charisma is dropped as well. Note that Mike wisely decided not to drop his comeliness to sandbag another score - you never know when having a pretty face will save you.
strength 18 /51
dexterity 18 /39
constitution 18
wisdom 13
intelligence 10
charisma 9 (10)
comeliness 8 (9)
(STEP 11)
Mike then calculated Flint's chance of having a special ability. In his case it was equal to 1% + (2% + 2% + 2%) /2 = 4%. Mike rolled a 50 on percentile dice and so did not get a special ability. Had Mike made the roll, the DM might have decided that an appropriate ability for Flint would have been double range infravision (120' instead of 60').
Mike had now finished creating Flint's ability scores, and he needs to flesh out the character.
Filling
out the character
STRENGTH
ToHit bonus
Damage bonus
Weight Allowance
Open Doors
Bend Bars/Lift Gates
DEXTERITY
AC adjustment
ToHit bonus
Saving Throw bonus
CONSTITUTION
Hit Points
Resistance to Various Things
System Shock Survival
Resurrection Survival
WISDOM
Wisdom Bonus against mind affecting spells
Number of Extra Spells (clerical)
INTELLIGENCE
Language Bonus
Percentile Chance of Knowing Spells (magic-user)
Easier to learn Skills
CHARISMA
Reaction Adjustment
Loyalty Adjustment
Adjustment to Comeliness score
COMELINESS
Initial Reaction Adjustment
Influence
psionics
travelling name
true name
age
languages known
Common
Alignment
possible Class (Thieves Cant or Druidic)
national (Greek, Norse, Egyptian, etc.)
racial (Elvish, Dwarvish, etc.)
attribute modifications
attribute modifications due to age
ABILITY Young
Adult Mature Middle Aged Old Venerable
(straight)
Strength +1 -1 -2 -1
Dexterity -2 -1
Constitution +1 -1 -1 -1
Wisdom -1 +1 +1 +1 +1
Intelligence +1 +1
Charisma
Comeliness
(accumulated)
Strength 0 +1 0 -2 -3
Dexterity 0 0 0 -2 -3
Constitution +1 +1 0 -1 -2
Wisdom -1 0 +1 +2 +3
Intelligence 0 0 +1 +1 +2
Charisma 0 0 0 0 0
Comeliness 0 0 0 0 0
RACE
age
categories by race
race
Young Adult Mature
Middle Aged Old
Venerable
Dwarf
Grey 35 - 50 51 - 150 151 - 250 251 - 350 351 - 450
Hill 35 - 50 51 - 150 151 - 250 251 - 350 351 - 450
Mountain 40 - 60 61 - 175 176 - 275 276 - 400 401 - 525
Elf
Grey 150 - 250 251 - 650 651 - 1000 1001 - 1500 1501 - 2001
High 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Valley 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Wild 100 - 175 176 - 550 551 - 875 876 - 1200 1201 - 1600
Wood 75 - 150 151 - 500 501 - 800 801 - 1100 1101 - 1350
Drow
Male 50 - 100 101 - 400 401 - 600 601 - 800 801 - 1000
Female 50 - 100 101 - 400 401 - 600 601 - 800 801 - 1000
Gnome 50 - 90 91 - 300 301 - 450 451 - 600 601 - 750
HalfElf 24 - 40 41 - 100 101 - 175 176 - 250 251 - 325
Halfling 22 - 33 34 - 68 69 - 101 102 - 144 145 - 199
HalfOgre 13 - 16 17 - 35 36 - 50 51 - 70 71 - 90
HalfOrc 12 - 15 16 - 30 31 - 45 46 - 60 61 - 80
Human 14 - 20 21 - 40 41 - 60 61 - 90 91 - 120
attribute
modifications due to race
race Strength Dex Con Wisdom Intelligence Charisma Comeliness
Dwarf
Grey +1 -1 -1
Hill +1 -1 -1
Mountain +1 -1 -1
Elf
Grey +1 -1 +1 +2
High +1 -1 +1 +2
Valley +1 -1 +1
Wild +1 -1 +1
Wood +1 -1 +1
Drow
Male +1 -1 +1
Female +1 -1 +1
Gnome -1 +1 +1 -1 -1
HalfElf +1
Halfling -1 +1
HalfOgre +2 +2 -1 -3 -3
HalfOrc +1 +1 -2 -3
Human
miscellaneous
benefits due to race
ConBonus Resist +1 ToHit secret dr mining
Infra- vs. Magic Inherent Charm with bow detect/ detect
race vision and Poison Languages & Sleep and sword Surprise abilities
Dwarf
Grey 60' yes dgkmo no no normal yes
Hill 60' yes dgkmo no no normal yes
Mountain 60' yes dgkmo no no normal yes
Elf
Grey 60' no beghmno 90% yes 33/66 no
High 60' no beghmno 90% yes 33/66 no
Valley 60' no beghmno 90% yes 33/66 no
Wild 60' no beghmno 90% yes 33/66 no
Wood 60' no beghmno 90% yes 33/66 no
Drow
Male 60' no beghmno 90% yes 33/66 no
Female 60' no beghmno 90% yes 33/66 no
Gnome 60' yes dghkm +1 no normal yes
HalfElf 60' no none 30% no 33/norm no
Halfling 30',60' yes deghmo no no norm/66 yes
HalfOgre 60' no or no no normal no
HalfOrc 60' no or no no normal no
Human • • • • • • •
Inherent Language Codes:
(B) HobGoblin
(D) Dwarvish
(E) Elvish
(G) Goblin
(H) Halfling
(K) Kobold
(M) Gnome
(N) Gnoll
(O) Orcish
(R) Ogre
Dwarf
60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
detection:
grade/slope in passage (up or down) = 75%
new construction of passage/tunnel = 75%
sliding/shifting walls/rooms = 66.6%
traps (involving stonework) = 50%
approximate depth while underground = 50%
languages:
Dwarvish Gnome Goblin Kobold Orcish
+1 ToHit vs. Goblin HobGoblin Orc HalfOrc
-4 ToHit by Giant Ogre OgreMagi Titan Troll
Elf
60' infravision
90% resistance to sleep/charm
+1 ToHit with shortbow/longbow/shortsword/longsword
languages:
Elvish Gnoll Gnome Goblin Halfling HobGoblin Orcish
Gnome
60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
detection:
grade/slope in passage (up or down) = 80%
unsafe walls/ceilings/floors = 70%
direction of travel while underground = 60%
approximate depth while underground = 50%
languages:
Dwarvish Gnome Halfling Goblin Kobold (burrow animals)
+1 ToHit vs. Goblin Kobold
-4 ToHit by Bugbear Giant Gnoll Ogre OgreMagi Titan Troll
HalfElf
60' infravision
30% resistance to sleep/charm
HalfOrc
60' infravision
languages:
Orcish, Ogre
HalfOgre
60' infravision
languages:
Orcish, Ogre
Halfling
30' or 60' infravision
+X on saving throw vs. rws/spell/poison due to constitution
languages:
Dwarvish Elvish Gnome Goblin Halfling Orcish
Human
norm
height
weight
eyes
hair
ambidextrous
social standing
percentile roll
alignment
level
class
allowed
alignments by class
(the 95% rule applies)
Lawful Neutral Chaotic
CLASS Good Neutral Evil Good Neutral Evil Good Neutral Evil
Acrobat • • • • • •
Assassin • • • • •
Barbarian • • • • • •
Bard •
Bounty Hunter •
Cavalier • • • • • • • • •
Cleric • • • • • • • • •
Druid • • •
Fighter • • • • • • • • •
Houri • • • • • •
Illusionist • • • • • • • • •
Magic-User • • • • • • • • •
Monk • • •
Paladin • • • • • • • • •
Ranger • • • • • • • • •
Thief • • • • • •
Witch • • • • • • • • •
maximum
level through normal ep rate by race by class
(assumes an 18 in the primary
attribute)
race Ac As B Bd BH Cv C D F H I MU Mk P R T W
Dwarf
Grey — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Hill — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Mountain — 9 9 6 6 11 8 9 1 1 1 5 6 6 — 1
Elf
Grey — 10 8 11 8 10 — 6 11 11 1 8 7 — 9
High — 10 8 11 8 10 — 6 8 10 1 8 7 — 9
Valley — 10 8 11 8 10 — 6 11 11 1 8 7 — 9
Wild — 10 11 11 8 10 — 8 8 5 1 8 7 — 9
Wood — 10 8 11 8 10 — 7 8 9 1 8 7 — 9
Drow
Male — 10 8 11 8 7 8 10 12 12 1 8 7 — 9
Female — 10 8 11 8 — 8 12 6 5 1 8 7 — 9
Gnome — 8 11 8 8 10 8 6 11 5 5 8 8 — 5
HalfElf — 11 8 9 11 8 — 7 8 8 8 8 8 — 8
Halfling — 8 6 11 5 7 11 6 5 5 5 5 5 — 8
HalfOgre 11 11 9 1 1 5 1 11 1 1 1 1 1 1 11 1
HalfOrc 9 — 9 5 7 7 5 11 3 1 1 5 1 1 11 1
Human — — — — — — — — — — — — — — — — —
experience
Point Factor by race by class
race Ac As B Bd BH Cv C D F H I MU Mk P R T W
Dwarf
Grey 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Hill 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Mountain 1.0 2.0 1.5 2.5 2.5 2.5 3.0 1.5 4.0 4.0 3.5 2.5 2.5 1.0 4.0
Elf
Grey 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
High 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Valley 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Wild 1.0 2.0 2.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Wood 1.0 2.0 3.0 2.0 3.0 2.5 1.0 3.0 3.5 3.0 4.0 3.5 3.5 1.0 2.5
Drow
Male 1.0 2.0 3.0 2.0 3.0 3.0 3.0 2.5 3.0 2.5 4.0 3.5 3.5 1.0 2.5
Female 1.0 2.0 3.0 2.0 3.0 1.0 3.0 2.5 4.0 3.5 4.0 3.5 3.5 1.0 2.5
Gnome 1.0 2.0 2.0 3.0 3.0 2.5 3.0 2.0 2.0 3.5 3.5 3.0 3.0 1.0 3.5
HalfElf 1.0 2.0 3.0 1.5 2.0 2.5 1.0 2.0 3.0 3.0 3.0 3.0 3.0 1.0 2.5
Halfling 1.0 3.0 2.5 2.0 3.5 3.0 2.0 2.5 3.5 3.5 3.5 3.5 3.5 1.0 3.0
HalfOgre 2.0 2.0 1.5 4.0 4.0 3.5 4.0 1.5 4.5 4.5 4.5 4.0 4.5 2.0 4.5
HalfOrc 1.5 1.0 1.5 3.5 3.0 3.0 3.5 1.5 4.0 4.0 3.5 4.0 4.0 1.5 4.0
Human 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0
For example, Gunsight (a Grey Elf Magic-User with an 18 Intelligence) can advance to 11th level at the normal rate. However, to reach twelfth level he would need to earn three times the number of experience points as called for: 1,125,000 ep (3 x 375,000).
Other cases can be even worse, not only due to higher multipliers but to the fact that they are applied earlier in the career. Grumpy, the Dwarven Magic-User with an 18 Intelligence, never even sees the normal rate table for M-Us - it will take him 20,000 ep (4 x 5,000) just to get to second level! Hence these characters are a rarity, and those of such type that are high-level are, besides being probably pretty old, highly respected and feared for their heroic masochism.
There has never been, in the history of the multiverse, a high level HalfOgre Monk. HalfOgre Houris above first level exist only in drug-assisted nightmares.
Characteristics the player should calculate for his character:
Acrobat
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Tightrope Walking
Pole Vaulting
High Jumping
Broad Jumping (standing)
Broad Jumping (running)
Falling/Evasion
Assassin
Assassination percentage as a function of level
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Barbarian
Bard
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Bounty Hunter
Cavalier
Cleric
additional spells
Druid
additional spells
Number and Type of Animal, Plant, and Sylvan Languages
Fighter
Houri
Illusionist
familiar
Magic-user
familiar
Monk
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Surprise Percentage
Paladin
Ranger
Tracking Percentage (Indoors and Outdoors)
Bonus Versus Giant Class Creatures
Number and Type of Animal and Plant Languages
Thief
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Witch
additional spells
familiar
PANTHEON and DIETY:
How devout is the character? What is his position within his <church's> ranks? What are his powers and/or responsibilities?
HOMELAND
DATE OF BIRTH
PROFICIENCIES
MOVEMENT
with armor
without armor
HIT POINTS
first level hit points are always maximum. Rangers and Monks, who get two hit dice at first level, get maximum points on both dice automatically.
hit dice by class
DIE
CLASS 4 6 8 10 12
Acrobat 0
Assassin 1
Barbarian 1
Bard 1
Bounty
Hunter 1
Cavalier 1
Cleric 1
Druid 1
Fighter 1
Houri 1
Illusionist 1
Magic-User 1
Monk 2
Paladin 1
Ranger 2
Thief 1
Witch 1
experience points
armor class
beginning gold
magic items
(assumes a start at 5th level; if starting at a different level, add one minor magic item for every two levels. NOTE: starting magic items should be "minor" such as a +1 sword with no special abilities, a potion of extra-healing, etc. Under no circumstances should Holy Avengers, artifacts, or other such magic be given out to players.) For example:
Fighter Types Spell-Casting Type
one Offensive +1/+1 longsword +1/+1 dagger
one Defensive +1 Plate Armor +1/+1 Ring of Protection
one Miscellaneous potion of flying potion of extra healing
HORSE or WAR-HORSE
Type: light, medium, or heavy
Damage
Movement
Hit Points
Armor Class
Hit dice
SKILLS
the Inherent Skills by Race table
RACE INHERENT
SKILLS
Dwarf:
Grey Mining
Hill Mining
Mountain Mining, Mountaineering
Elf:
Grey Fletching/Boyery, Silent Movement
High Fletching/Boyery, Silent Movement
Valley Fletching/Boyery, Silent Movement
Wild Fletching/Boyery, Silent Movement
Wood Fletching/Boyery, Silent Movement, Carpentry/Woodcraft
Dark:
Male Fletching/Boyery, Silent Movement
Female Fletching/Boyery, Silent Movement
Gnome
HalfElf
HalfOrc
HalfOgre
Halfling
Human keep
rolling percentile using the Secondary Skills table on page 12 of DMG
until
an acceptable skill appears
2
character Classes
general
information
1. Characters get a hit die for every level they advance.
2. Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH. These classes are Cleric, Druid, and Monk.
3. All characters will belong to one or more of the 17 classes, which fall into four different categories:
I. mind
Cleric
Druid
Monk (religious) (has some Thief characteristics)
Witch (has some Magic-User characteristics)
II. missile
Acrobat
Assassin
Thief
III. magic
Bard (has some Druid, Thief and Fighter characteristics)
Houri
Illusionist
Magic-user
IV. melee
Barbarian
Bounty Hunter
Cavalier
Fighter
Paladin (has some Clerical characteristics)
Ranger (has some Druid and Magic-User characteristics)
"dual
class" characters
1. Characters get a hit die for every level they advance.
2. Certain classes may now benefit from a high constitution by adding up to +3 per hit die, instead of only +2 as stated at the bottom left corner of page 12 of PH. These classes are Cleric, Druid, and Monk.
3. Players who wish to take a "second
class" will suffer an additional .5 added to their ep factor. Thus, when Ironfist (a human Monk)
becomes a Witch, he will require 1.5 times the normal ep to advance instead of
the normal 1.0 — this penalty reflects the amount of day-to-day time the
character must spend to retain the skills of this original class, and indeed
needs to be included to maintain game balance. Since only humans can take second classes, and the ep factor
for a human for any class is always 1.0, the factor will always be 1.5.
The amount is additive, i.e., if Ironfist switched again to became a Ranger, he
would advance at an ep factor of (1.0 + 0.5 + 0.5) = 2.0, where the 1.0 is
time necessary to learn Ranger craft, the first 0.5 is spent retaining monkish
skills, and the second 0.5 is time used practising witchcraft and remembering
spells. If Ironfist switched again (this is getting ridiculous), the factor would be
2.5.
At his discretion, the DM may adjust the factor due to intangibles, but is
strongly advised to enforce a minimum ep factor of at least 1.5
otherwise everybody and his brother would play human characters and switch
classes every six levels. Do you want to wander around the world, tripping over
Druid/Thief/Illusionist/Paladins and Cleric/Ranger/Assassin/Magic-Users?
How about Druid/Thief/Illusionist/Paladin/Monk/Cleric/Ranger/Magic-Users?
If the character waives all future claims to his original class, this penalty
does not take effect, since he will have no reason to practice skills or
remember spells from that class.
the acrobat
1. The Evasion ability as per UA (pg 24) is not allowed per se. However, if the Acrobat wishes to disengage from a melee situation, there is a chance he can tumble/dodge free so that he will not be liable for "fleeing" back attacks. This chance of evading parting melee attacks is equal to 3% times the level of the character plus 1% for each point of dexterity past 14.
Level Evasion
6 18%
7 21%
8 24%
9 27%
10 30%
etc.
2. Thieving abilities continue to improve at the rate of 1%/L except for "Read Languages" which improves as per the table on page 28 PH.
3. "Read Magic", as per the current Thief ability, is gained at tenth level.
4. Instead of UA's "Falling" system, damage taken by the acrobat is calculated as follows:
Damage = (amount rolled) - (2 * L)
If the Damage amount is less than zero, the result is zero. (If you think that you're going to gain back hit points by falling down . . .)
5. Acrobats have the ability to juggle, using the Thief's chance of climbing walls (including dexterity bonus). As a base, assume three small (orange sized) objects are juggled. This chance is adjusted by the following modifiers:
One object +20%
Two objects +10%
Three objects +0%
Four objects -5%
Each object over four -10% (each)
Each medium size object (e.g., typewriter ) -10% (each)
Each large size object (e.g., chair) -10% (each)
The D.M. should make adjustments according to the situation (unbalanced objects, live objects, sharp objects, etc.)
the assassin
There are currently no modifications for the Assassin class.
the barbarian
There are currently no modifications for the Barbarian class.
the bard
The following table lists the Bard's capabilities.
murphy, here is a note: I want bards to advance on the MU table from the PH.
Druid Illusionist Percentages
Level Experience Points 1 2 3 4 5 6 7 0 1 2 3 4 charm lore read
1 0 - 2,000 1 10 0 0
2 2,001 - 4,000 1 2 15 1 5
3 4,001 - 8,000 2 3 20 2 15
4 8,001 - 16,000 3 3 1 24 5 20
5 16,001 - 33,000 3 1 3 2 28 8 25
6 33,001 - 67,000 3 1 3 2 1 32 11 30
7 67,001 - 135,000 3 2 3 3 1 36 14 35
8 135,001 - 27,0000 3 2 1 3 3 1 40 18 40
9 270,001 - 5,00000 3 3 1 3 3 2 44 22 45
10 500,001 - 75,0000 3 3 2 3 3 2 48 26 50
11 750,001 - 1,000,000 3 3 2 3 3 2 1 52 31 55
12 1,000,001 - 1,300,000 3 3 2 1 3 3 3 1 56 36 60
13 1,300,001 - 1,600,000 3 3 3 1 3 3 3 2 60 41 65
14 1,600,001 - 1,900,000 3 3 3 2 3 3 3 2 1 64 46 70
15 1,900,001 - 2,250,000 3 3 3 2 1 3 3 3 2 1 68 51 75
16 2,250,001 - 2,600,000 3 3 3 2 1 3 3 3 3 1 72 57 80
17 2,600,001 - and up: 3 3 3 3 1 3 3 3 3 1 76 63 85
18 3 3 3 3 1 3 3 3 3 2 80 69 90
19 (310,000 e.p./level) 3 3 3 3 2 3 3 3 3 2 84 75 92
20 3 3 3 3 2 1 3 4 3 3 2 87 81 94
21 4 3 3 3 2 1 3 4 4 3 2 90 87 96
22 4 4 3 3 2 2 3 4 4 3 2 93 93 98
23 4 4 3 3 2 2 1 3 5 4 3 2 98 99 100
Notes for the Bard's Capabilities table:
(A) Bards can employ all Illusionist cantrips, including the standard "four cantrips for one first-level spell" substitution.
(B) Bards use the Fighters attack table.
(C) Bards use the Cleric saving throw tables except for Paralyzation, Poison, & Death Magic, for which they save as Magic-Users.
(D) Bards do not gain a Wisdom bonus for the number of Druidic spells known. They must still observe the Wisdom minimums for the level of spells that are able to be thrown.
(E) Bards can not employ the following Druidic spells:
Level
1:
a- Ceremony
b- Contraception/Fertility
Level
2:
a- Barkskin
b- Combine
c- Fire Trap
Level
3:
a- Dust Devil
b- Leafskin
c- Meld Into Stone
d- Spike Growth
e- Stone Shape
Level
4:
a- Bridge
b- Control Temperature
c- Plant Door
d- Produce Fire
e- Wailing Wheel of Fire
f- Web of Fire
Level
5:
a- Conjure Water Elemental
b- Insect Plague
c-
Marlyn's Mystic Mouse Spell
d- Pass Plant
e- Spike Stones
f- Sticks to Snakes
g- Weeping Stone
Level
6:
a- Conjure Air Elemental
b- Conjure Fire Elemental
c- Huorn
d- Liveoak
e- Roaring Web
f- Transport via Plants
g- Wall of Thorns
h- Wonderful Wind Horse
Level
7:
a- Changestaff
b- Chariot of Sustarre
c- Conjure Earth Elemental
d- Creeping Doom
e- Finger of Death
f- Fire Storm
g- Sunray
(F) Bards can not employ the following Illusionist spells:
Level
1:
a- Chromatic Orb
b- Darkness
c- Hypnotism
d- Olfactory Deprivation
e- Phantom Armor
Level
2:
a- Blindness
b- Hypnotic Pattern
c- Misdirection
d- Spark Shower
e- Tactile Deprivation
Level
3:
a- Continual Darkness
b- Delude
c- Rope Trick
d- Wraithform
Level
4:
a- Gaseous Form
b- Minor Creation
c- Rainbow Pattern
d- Sensory Deprivation
e- Shadow Monsters
the bounty hunter
There are currently no modifications for the Bounty Hunter class.
the cavalier
Ignore the following from Unearthed Arcana regarding Cavaliers:
1. They are not a separate class, nor are Paladins under them! They are a subclass of Fighter.
2. They do not get the whole list of weapons benefits.
3. They do not automatically get all the mount benefits. They do get the Horsemanship skill.
Make the following changes from Unearthed Arcana:
1. Cavaliers may circumvent the nobility restrictions from Unearthed Arcana by serving their religion (possibly becoming a Paladin rather than a Cavalier) or a noble. In any case, they must serve a cause. They must still take and keep Solemn Vows.
2. Cavaliers may be of any alignment from the very start.
3. Cavaliers receive 10 (that's TEN) sided hit dice. This is an official correction from TSR, overriding the 12 sider specified in Unearthed Arcana, first edition.
4. One of the three proficiencies that Cavaliers begin with must be Lance, which receives an automatic +1 ToHit (treat as a double proficiency). No missile weapons may be taken as proficiencies at the beginning.
5. At sixth level, the Cavalier receives an extra proficiency to be used on a currently proficient weapon. This occurs every six levels (12th, 18th, etc.). This may not be used on missile weapons.
6. Cavaliers have a personal immunity to Fear - they receive the saving throw benefits from the book versus mind affecting and illusionary magics in addition to any other benefits that apply, such as wisdom bonuses.
7. Advancement chart beyond seventh level:
8th = 140,001 - 280,000
9th = 280,001 - 600,000
10th = 600,001 - 920,000
11th = 920,001 - 1,220,000
12th = 1,220,001 - 1,540,000 (320,000 ep per level after 11th)
13th = 1,540,001 - 1,860,000
14th = 1,860,001 - 2,180,000
15th = 2,180,001 - 2,500,000
16th = 2,500,001 - 3,140,000
17th = 3,140,001 - 3,460,000
18th = 3,460,001 - 3,780,000
19th = 3,780,001 - 4,100,000
20th = 4,100,001 - 4,420,000
21st = 4,420,001 - 4,840,000
Add the following items:
1. Once a week, a Cavalier may Cure Wounds (1d6 recovered). This is based on a Sunday to Saturday week, not every seven days: he could cure twice within one round if it was midnight between Saturday and Sunday, but he must not have done it for the last seven days, and it would then be a full seven days before he could do it again. This is not a spell. This is due to the Cavalier's devotion to his duty. It cannot be reversed to Cause Wounds. It takes one segment to effect.
2. Any spells which have special effects on Fighters (such as Chaos) have the same special effects on Cavaliers.
the cleric
1. Clerics can use those edged weapons associated with their deity. As an adjunct to this, all clerics may choose dagger to be one of their weapons of proficiency.
2. Clerics are now encouraged to use the weapon of their deity or patron. For example, it is expected that clerics of Sif will learn longsword as their first proficiency. Likewise, clerics of Zeus will be expected to use the javelin.
3. As Clerics progress in level, certain of their spells become easier (read faster) to throw. This effect is called "Divine Inspiration". Spells of a level two levels lower than the highest level spell that the cleric can throw can be cast in half the time (round up). Spells of a level four levels lower can be cast in one quarter of the time (round up). For example, Guido is a ninth level cleric. This means that his fourth and fifth level spells go at the printed times. However, his second and third level spells can be cast in one half the normal time and his first level spells can be cast in one quarter the normal time (round up, minimum of one segment).
4. Players are encouraged to develop "specialty" spells for their Cleric characters. For example, a Cleric of Zeus would be able to cast Call Lightning. For some other examples, see the Norse clerical spells in the Darkhold Spell Addendum.
5. Clerical cures now rise in effectiveness as the Cleric gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Cleric can cast. For example, if Guido (a ninth level cleric) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells. If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points. This rule also holds true for the reverse of the curative spells.
6. Clerics may cast cures on animals with the die roll being adjusted by a -1 penalty per die. Clerics may also cast cures on plants with a -2 modifier per die. It is possible to do zero points of curing on a creature but treat all results of less than zero as being zero.
7. Clerical spells can be reversed at will; that is, the reverse form does not have to be separately memorized. Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer. For example, Raise Dead takes one round to cast. Its reverse, Finger of Death, takes but one segment (in fact it takes as long to cast as to point at the victim and say the word "DIE!"). The moral of this is that it is easier to destroy than to create.
8. Starting at ninth level, the deity may express his satisfaction with the Cleric's worthiness by endowing him with a familiar, if such is within the nature of the deity. The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars! The base probability for this happening is (L-8) * 10%, modified by the Cleric's behavior. (Clerics in good standing who always contribute a large share of treasure might receive bonuses to the roll. Clerics who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.) The Cleric is permitted to refuse the offer of a familiar without any loss of honor or standing.
9. At eleventh level, a Cleric may make his weapon flame or frost (or some other action, if appropriate) once per day as per the particular sword in the DM Guide. This effect will last up to L rounds. This is a sign of "Divine Favor" and can be taken away for less than proper actions on the part of the Cleric.
The druid
1. Druids can use those edged weapons associated with their deity. As an adjunct to this, all druids may choose dagger to be one of their weapons of proficiency.
2. Druids are now encouraged to use the weapon of their deity or patron. For example, it is expected that druids of Skerrit will learn bow or spear as their first proficiency.
3. Players are encouraged to develop "specialty" spells for their Druid characters. For example, a Druid of Lugh would be able to cast Immunity to Petrification (see Deities and Demigods). For some other examples, see the Norse clerical spells in the Darkhold Spell Addendum.
4. Druidical cures now rise in effectiveness as the Druid gains levels - the amount of hit points regained will be rolled as normal, except that the minimum possible, "X", for each die will be equal to the level of spells that the Druid can cast. For example, if Guido's brother, Guano, (a ninth level druid) throws a Cure Light Wounds (a 1d8 effect) it will restore at least 5 hit points, since he can employ fifth level spells. If he throws a Cure Serious Wounds (a 2d8+1 effect) it will restore at least 11 (10+1) hit points. This rule also holds true for the reverse of the curative spells.
5. Druidical spells can be reversed at will; that is, the reverse form does not have to be separately memorized. Also note that while the casting time of the reversed version of the spell is by default the same as the normal version, it is sometimes specified to take longer or shorter (DM's discretion).
6. Starting at ninth level, the deity may express his satisfaction with the Druid's worthiness by endowing him with a familiar, if such is within the nature of the deity. The familiar will always be of a type associated with the deity … this can obviously lead to rather peculiar familiars! The base probability for this happening is (L-8) * 10%, modified by the Druid's behavior. (Druids in good standing who always contribute a large share of treasure might receive bonuses to the roll. Druids who are marginal in their behavior may have no chance at all of getting a familiar no matter if they are very high level.) The Druid is permitted to refuse the offer of a familiar without any loss of honor or standing.
7. Druids may cast any of their curative spells for full effect on plants and animals, unlike Clerics.
8. The majority of Druids are True Neutral in alignment. However, there are known to be exceptions to this rule who are either Neutral Good or Neutral Evil. Player characters may play these alignments at the DM's discretion.
9. Druids now get plant and animal languages as a matter of course. The rate at which these are gained are listed in the following table as well as the number of Sylvan languages (see below) gained per level. These are not spells; they are abilities special to Druids and therefore will not prevent creatures or plants from attacking.
# of # of # of
Animal Plant Sylvan
Level Languages Languages Languages
1 2 1 0
2 4 2 0
3 6 3 1
4 8 4 2
5 all 5 3
6 6 4
7 7 5
8 8 6
9 9 7
10 all 8
11 9
12 10
13 1 / level
Sylvan Languages: Atomie, Brownie, Buckawn, Centaur, Dryad, Elvish (various dialects), Faerie Dragon, Faun, Gnome, Grippli, Harpy, Hybsil, Korred, Leprechaun, Manticore, Merman, Minotaur, Moon Dog, Nereid, Nixie, Nymph, Ogre, Peryton, Pseudo-Dragon, Pixie, Quickling, Sirines, Spriggan, Sprite, Satyr, Sylph, Treantish, Troll, Unicorn, Wemic.
10. Druids now advance on the same table as Clerics.
THE FIGHTER
1. Fighters get a specialization point (similar to the Cavalier modification) every five levels (fifth, tenth, fifteenth, etc.).
2. Fighters now progress in level on the Cleric Advancement table.
the houri
There are currently no modifications for the Houri class.
the illusionist
Illusionists now advance on the MU table from the Player's Handbook.
the magic-user
1. Never play an M-U in Bobby's game.
2. Bobby apologizes. Some of his best friends are M-U's.
the monk
1. Monks gain an additional (L+2)" to the movement rate obtained by using the algorithm used in the MOVEMENT section (q.v.).
2. Save vs. PetPoly to dodge - a save results in no damage taken, a miss means double damage. This must be decided before the ToHit is rolled.
3. Monks now progress in level as a Warrior, save as a Priest, and Attack as a Rogue.
The following table lists the Monk's capabilities:
Surprise/ special abilities
Level AC Open Hand Attack Seq Damage Mind Mask Automatic Chosen
1 10 1 5 9 3 7 1d4 33 A
2 9 1 4 8 2 6 1d4 32 B
3 8 1 4 8 1d4 30 C
4 7 1 4 8 1d5 28 D
5 7 1 4 6 8 1 4 8 1d5 26 E,F
6 6 1 4 6 8 1d5 24 G,H
7 5 1 4 6 8 1d6 22 I (one II)
8 4 1 3 5 7 9 1 4 6 8 1d6 20 (one III)
9 3 1 3 5 7 9 1d6 18 (one III)
10 3 1 2 3 5 7 9 1d7 16 (one III)
11 2 1 2 3 5 7 8 9 1d7 14 (one III)
12 1 1 2 3 5 7 8 9 10 1d7 12 (one IV)
13 0 1 2 3 5 7 8 9 10 1d8 10 (one IV)
14 -1 1 2 3 4 5 7 8 9 10 1d8 8 (one IV)
15 -1 1 2 3 4 5 7 8 9 10 1d9 6 (one IV)
16 -2 1 2 3 4 5 6 7 8 9 10 1d10 4 J (one IV)
17 -2 1 2 3 4 5 6 7 8 9 10 2d6 2 (one V)
18 -3 1 2 3 4 5 6 7 8 9 10 2d6 1 (one V)
19 -3 1 2 3 4 5 6 7 8 9 10 2d8 1 (one V)
20 -4 1 2 3 4 5 6 7 8 9 10 2d8 1 (one V)
21 -5 1 2 3 4 5 6 7 8 9 10 2d10 0 all special abilities
A special ability of a lower group may be substituted if desired. Once an ability is chosen, it may not be changed unless a Limited Wish, Wish, or Quest is cast/performed.
Notes for the Monk's Capabilities table:
Group I:
(A) Feign Death.
(B) Immune to Slow spells.
(C) Immune to Haste spells.
(D) Immune to Diseases.
(E) Self Healing, 1d4+L-4 hit points, once per day.
(F) Body Equilibrium, lasts 1 round/L, once per day.
(G) Mind Over Body, lasts 1 day/L, must recover for an equivalent time to use again.
(H) Open Hand Attack is considered +1 for purposes of CanHit.
(I) Resistant to Energy Drain attacks if blocked with hand or leg: if a hit is scored, the monk is allowed a save versus PetPoly to determine if the hit was on the extremities or against the body; success indicates that the hit was blocked with an arm or leg resulting in no loss of life level but does cause the normal amount damage plus 1d6.
(J) Quivering Palm (as per Player's Handbook page 32).
Group II:
(1) Add two new languages of choice. This ability may be taken more than once.
(2) Open Hand Attack is considered +2 for purposes of CanHit.
(3) MonkSense: cannot be surprised, Direction Sense, Time Sense. unlike MonkSight, all facets of this ability are in continuous operation at the same time. lasts L turns, once/day.
(4) Resist Poison: save at +2 for normal poisons, +1 for magic poisons such as green dragon breath.
Group III:
1. Charm Immunity: the monk has an innate MR against spells marked "M" in the Wisdom Immunities table (page 61) — the probability of avoiding these spells is 50% when the character gains the ability, and increases by 5% for every level gained afterwards.
2. Intellect Fortress, lasts 1 round/L, once per day. This ability may be taken more than once.
3. Invisibility: as per the psionic ability. lasts L turns, once/day.
4. MonkSight: infravision, ultravision, x-ray vision, eagle vision, minute seeing, and sidevision (300 degree span), can switch but not combine, lasts L turns, once/day.
5. Abide Environment: comfortable from -50 degrees to +150. +1 on all saving throws against magical cold/fire. Is permanently in effect, even when asleep or unconscious.
6. Retarded Aging/Resistant to aging-withering attacks: +3 on saving throws, if no save is normally allowed, a save at parity is allowed.
7. Can catch and return missiles if Save versus PetPoly is made. A normal ToHit must be made to return the missile. Certain restrictions may apply.
Group IV:
1. The equivalent of a 36 combined intelligence/wisdom when under a Psionic Blast attack.
2. Object Reading, once per day. This ability may be taken more than once.
3. Immune to Geas.
4. Immune to Quests (Secular Monks only).
5. Resistant to all poisons: +3 on poison saving throws, save means quarter damage, miss means half damage. Missing a save against a death dealing poison loses half of the character's current hit points.
6. Tower of Iron Will, lasts 1 round/L, once per day. This ability may be taken more than once.
7. Detect Lie on one question per day. This ability may be taken more than once.
Group V:
1. Astral Projection, once per week.
2. Dimension Walk, once per day.
3. Immune to Energy Drain attacks without exceptions. Physical damage plus 1d6 is still scored.
4. Mind Bar, 100% success, lasts L hours, once per week.
5. Plane Shift, twice per day.
6. Premonition of serious harm, 1d4 turns before actual event, 90% success.
7. Walk Through Walls, once per day.
MARTIAL ARTS ABILITIES
proficiency ToHit Damage Stun % Kill % SF AC
Cestus +1 +1
Leap / Kick x2 +10 +5 5
IronFist (a) +L +10 +5 7
IronFist (b) max+L +10 +5 10
Concentration +x +x +2x 2+x -(1+x)
"Concentration" works in the following manner:
a) each plus requires an additional segment beyond the minimum of 2 shown
b) AC is lowered by one for each plus in addition to the minimum of 1 shown
(i.e. it is hurt by at least 1)
c) the exact maneuver must be declared in full in the beginning segment
d) the "kill" percentage rises by 2 for each plus
"Concentration" has the following restrictions:
a) the "stun" percentage never rises
b) the "surprise" chance doubles for the duration of the maneuver (minimum of 1% in any case)
c) cannot push ToHit over 19
d) the sum of the ToHit bonus and the Damage bonus cannot exceed (L/2) + 1
The following table lists the Monk's titles.
Level Title
1 Novice
2 Initiate of the Rudiments
3 Initiate of the Principles
4 Brother
5 Disciple
6 Disciple of Secrets
7 Disciple of Mysteries
8 Illuminated
9 Master
At this point the titles break off and branch into three different categories, one for each morality. Most titles begin with "Master of (the) ", resulting in, for example, a 18th level Lawful Neutral monk being known as "Master of Summer".
Master of
Level Lawful Good Lawful Neutral Lawful Evil
10 Light the Dark Punishment
11 Patience the Light Destruction
12 Water First Circle
13 Air Second Circle
14 Earth Third Circle
15 Fire Fourth Circle
16 Winter Fifth Circle
17 Truth Autumn Sixth Circle
18 High Truth Summer Seventh Circle
19 Master Supreme Spring Eighth Circle
20 High Master Supreme Ages Ninth Circle
21 Master of Heaven Master of Law Master of the Pit
the paladin
The idea behind the Paladin character class is for the character to be a Holy (or Unholy, or Completely-LukeWarm-About-the-Whole-Morals-Question) Warrior. Since most religions will have feverent adherents, it makes sense for most religions, regardless of Morals or Ethics, to have their own warrior cadres. Therefore, all alignments can have Paladins. (If you don't like the word Paladin associated with a Chaotic Evil character, call it a Sentinel or whatever else you want.)
The following rules affect all Paladins:
1. Paladins are immune to the effects of Witch (see Dragon #43) specialty spells as long as they retain favor with their patron diety. Paladins who lose their Paladinhood lose this benefit as well.
2. Paladins may use their daily cures piecemeal, i.e. they may split their cures across time and among different recipients. Evil and Neutral Paladins may use their cures as "cause wounds" in the same manner as above; however, they may only cause wounds in a given day, or cure wounds in a given day (not both). Good Paladins cannot "cause wounds".
3. Paladins receive a personal Immunity to Fear.
4. The Paladin's Protection from Evil is personal, as opposed to item #6 on page 22 of the Player's Handbook, which states that it is an area effect. Also note that the paladin's exact protection is going to differ, depending on his alignment:
alignment of paladin is Protected from
Lawful Good Evil
Neutral Good Evil
Chaotic Good Evil
Lawful Neutral Chaos[1]
True Neutral Non-Neutrality[2]
Chaotic Neutral Law[3]
Lawful Evil Good
Neutral Evil Good
Chaotic Evil Good
the ranger
The following table lists the Ranger's capabilities.
# of Animal # of Plant Damage bonus Tracking %
Level Languages Languages vs. Giantkind Underground Outdoors
1 1 0 +1 20 30
2 1 0 +1 23 33
3 2 1 +2 26 36
4 2 1 +2 30 40
5 3 2 +3 34 44
6 4 2 +3 38 48
7 5 3 +4 42 52
8 6 3 +4 47 57
9 all 4 +5 52 62
10 5 +5 58 68
11 6 +5 65 75
12 all +6 73 83
13 +6 82 92
14 +6 90 100
15 +6 99 105
16 +7 (max) 108 +5/L
17 +5/L
Notes for the Ranger's Capabilities table:
(A) Rangers get full "Speak with Animals" ability at Ninth level. This does not grant immunity to attack by the subjects of the ability.
(B) Rangers get full "Speak with Plants" ability at Twelfth level. This does not grant immunity to attack by the subjects of the ability.
(C) Modify "Tracking Underground" as follows:
1. -05% for each door that the target moves through
2. -05% for each set of stairs that the target moves through
3. -10% for each trap door
4. -15% for each concealed door or chimney
5. -20% for each secret door
6. +01% for each point of wisdom above 14
7. +01% for each point of intelligence above 14
(D) Modify "Tracking Outdoors" as follows:
1. -10% for each 24 hour period between the making of the track and the tracking
2. -15% for each body of water moved through
3. -25% for each hour of precipitation
4. +01% for each point of wisdom above 14
5. +01% for each point of intelligence above 14
Rangers with spell ability (Druidical and/or Magic User) throw their spells at an effective level equal to the Ranger level minus four. Thus a 10th level Ranger throws 3 Magic Missiles per MM spell and will do a minimum of four points per Cure Light Wounds spell (as per the modification to Druid spells on page xxx).
the thief
(A) Traps may be set with the same chance of success as removing them, minus 5% - there are modifications for complexity. A bad miss on this roll (25% or more over what is needed) will result in the trap firing on the Thief.
(B) At sixth level, the thief gains all acrobatic abilities as per a sixth level Acrobat (c.f.). These abilities improve at the rate of 1% per level, beginning with the seventh.
the witch
The prime requisite for Witches is Wisdom, although they fight, save, and advance as per a Magic-User. High Secret Order spells can only be gained if the character has a Wisdom of 16 or greater and an Intelligence of 15 or greater. They gain bonus spells based on Wisdom as follows:
cumulative bonus
wisdom specific bonus 1 2 3 4
12 or lower none 0 0 0 0
13 1 first-level spell 1 0 0 0
14 1 first-level spell 2 0 0 0
15 1 first-level spell 3 0 0 0
16 1 second-level spell 3 1 0 0
17 1 third-level spell 3 1 1 0
18 1 fourth-level spell 3 1 1 1
To account for expansions in AD&D, both official and unofficial, the list of creatures immune to witch specialty spells is expanded. Clerics and Paladins are immune to the insidious witch-majiks, as are all Djinnikind — including Efreeti, Daos, Djinns, Genies, Marids, and other closely related creatures.
The following table lists the Witch's capabilities.
Available Spells
Level Experience Points 1 2 3 4 5 6 7 8 H Title Special
1 0 - 2,500 1 Medium
2 2,501 - 5,000 2 Soothsayer
3 5,001 - 10,000 2 1 Sibyl A
4 10,001 - 20,000 3 2 Mystic
5 20,001 - 35,000 4 2 1 Oracle B
6 35,001 - 50,000 4 3 2 Siren C
7 50,001 - 90,000 5 3 2 1 Enchantress D
8 90,001 - 135,000 5 4 3 2 Sorceress E,F,G,H
9 135,001 - 250,000 5 5 3 2 1 Witch I
10 250,001 - 375,000 5 5 4 3 1 1 Crystal Witch J
11 375,001 - 750,000 6 5 4 3 2 2 Amethyst Witch K
12 750,001 - 1,125,000 6 6 5 3 2 1 3 Topaz Witch
13 375000 ep/L 6 6 6 4 3 1 4 Sapphire Witch
14 6 6 6 5 3 2 1 5 Ruby Witch L
15 6 6 6 6 4 3 1 6 Emerald Witch
16 6 6 6 6 5 3 2 1 7 Diamond Witch
17 6 6 6 6 5 4 3 2 8 Witch Mother M
18 6 6 6 6 6 4 3 3 9 Priestess
19 6 6 6 6 6 5 4 4 10 High Priestess
20 7 6 6 6 6 6 6 5 11 Eternal Priestess
21 7 7 7 7 6 6 6 6 12 Princess of Witches N
22 7 7 7 7 7 7 7 7 13 Queen of Witches O
(A) Brew narcotics
(B) Brew truth drug
(C) Brew love potion
(D) Brew poison
(E) Read any Druid scroll, with no chance of failure.
(F) Read any Magic-User scroll, with a 10% chance of failure.
(G) Read any Illusionist scroll, with a 10% chance of failure.
(H) Read Clerical scrolls with no chance of failure. This ability is limited to spells that the Witch can normally employ, i.e., she cannot read a "Raise Dead" scroll at all.
(I) Candle Magic
(J) Acquire Familiar
(K) Brew Flying Ointment
(L) Manufacture Control Doll
(M) Fascinate
(N) Limited Wish (once per month)
(O) Shape Change (once per month)
Modifications:
1. Witches now advance on the MU table.
2. Cures rise in effectiveness as the Witch rises in levels. The Witch will restore/destroy at least as many hit points per die as the level of the highest spell she can throw up to a maximum of six points per die.
3. Witch cures work to full effect on plants and animals.
4. Restrictions in the Good vs. Evil use of spells such as Cure Wounds, Fireball, Darkness, etc., are removed.
5. At Fifth level, the Witch may identify pure water and edible plants as part of her training in the ways of nature.
6. Allowable Witch weapons include bo stick, jo stick, caltrop, dagger, dart, knife, sling, staff, club, garrot, lasso, sap, staff sling, whip, scythe, and boomerang.
3
Skills
General Discussion
A Skill is an inate ability that can be used as often as desired. It does seem somewhat unreasonable that a person with some intelligence, cunning, and/or percerverence could not learn new skills such as swimming, blacksmithery, or the like. Skills have to be learned, of course - the length of time required varies with each skill. Generally, the length of time required is the skill cost points * 4 weeks. For each point of intelligence over that required for the Skill, deduct one day. For each point of intelligence under that required for the Skill, add one to the skill cost points, and then calculate the time required to learn.
The initial aquisition of a skill does not imply mastery or even expert level knowledge of a subject but a usable skill in this area, i.e., you're not great at it, but you are much better than a novice. Many skills can be taken more than one time. As more points are put into a skill, the mastery becomes greater. Some Skills have prerequisites such as a related Skill or an specified attribute (e.g., dexterity) of a certain level - these prerequisites must be enforced!
A character is allowed to trade weapon proficiencies for skill points at a 1 to 2 ratio (i.e. one proficiency may be traded in for two skill points) - skill points cannot be traded for proficiencies!
If the character is multi-class, he receives the skill points of only the most favorable class. If the character is dual-class, he receives skill points in the normal manner.
EXPERIMENTAL RULE: If the person playing the character has a real, recognizable proficiency at one of the skills listed, the DM (at his option) may award a "free" skill point in that particular skill. We are not talking about letting empty boasts earn a free skill; there must be some real talent in the particular area. Completion of high school should be sufficient for the Literacy/Cyphering skill; a college degree in Mechanical Engineering would be sufficient for the Mechanics skill; having a First Aid merit badge would fulfill the requirements for that particular skill. If this optional rule is used, standards must be maintained or else everyone will have every skill (thus rendering the whole idea useless). The DM may wish to put a limit on the number of skills that can be carried over from "Real Life" - say one or two skills - even if the person is a World Expert On Every Subject Known To Man. (The idea behind this use of the skill is to allow people to put a little bit of themselves into their characters.)
skills
by class
Initial Points
CLASS Points Gained Inherent
Skills (prerequisites apply)
Acrobat n/a 1 Acrobatics Acute
Hearing Climbing
Silent
Movement
Assassin 2 1 Disguise Spying
Barbarian 2 1 Fishing Naturalist Hunting
Running
Bard 1 1 Art
(Music) Literacy/Cyphering
Bounty
Hunter 1 1 Acute
Hearing Alertness Silent
Movement
Cavalier 2 1 Courtly
Graces Heraldry Horsemanship
Cleric * 1 First
Aid Literacy/Cyphering Religious
Knowledge
Druid * 1 First
Aid Naturalist Religious
Knowledge
Weather
Recognition
Fighter 4 2 <none>
Houri 1 1 Courtly
Graces Sex
Appeal
Illusionist 0 1 Literacy/Cyphering
Magic-User 0 1 Literacy/Cyphering
Monk * 1 Acrobatics Acute
Hearing Alertness
Running Silent
Movement
Paladin * 1 Courtly
Graces Literacy/Cyphering Religious
Knowledge
Ranger 1 1 Alertness Naturalist
Thief 1 1 Acrobatics Acute
HearingClimbing
Silent
Movement
Witch * 1 Literacy/Cyphering
* 1 or 2 points, to be used for a skill related to their deity - the DM must approve. In these cases, the intelligence requirement may be waived at the DM's discretion.
required skill multiple
Skill Intelligence points points? Prerequisites
and Comments
Basketry 6 1
Diving 6 1 Swimming
Fire
Building 6 1 once
Fishing 6 1
Portering 6 1
Riding 6 1
Running 6 1
Swimming 6 1
Acute
Hearing 7 1 intact
ears
Animal
Noise 7 1
Climbing 7 1
Expert
Horsemanship 7 1 Riding,
Horsemanship
Horsemanship 7 1 Riding
Horticulture 7 1 once
Husbandry 7 1
Netting 7 1
Pottery 7 1
Rope
Use 7 1
Seamanship 7 1
Sex
Appeal 7 1 Charisma
> 8, Comeliness > 8
Teamster 7 1
Alertness 8 2
Barbery 8 1
Blacksmithery 8 2
Brewery 8 1
Carpentry/Woodcrafting 8 2
Cooking 8 1
Coopery 8 1
Dyeing 8 1
Fletching/Boyery 8 1
Hunting 8 1
Literacy/Cyphering 8 1 takes
six months per language to learn
Recognize
Value 8 2
Service 8 1
Tailoring 8 1
Weaving 8 1
Acrobatics 9 2 Dexterity
> 12
Armory 9 2 once
Art 9 1
Boating 9 1
Calligraphy 9 1 Literacy/Cyphering,
Dexterity > 6
Farming 9 2
First
Aid 9 1
Flying 9 1
Glassblowing 9 1
Leatherworking 9 1
Map
Reading 9 1
Mining 9 2
Mountaineering 9 1
Naturalist 9 1
Perfumery 9 1
Silent
Movement 9 1 Alertness
Tanning 9 1
Torture 9 1
Boatwright 10 2 Boating
Skill
Business
Sense 10 2 Recognize
Value
Courtly
Graces 10 1 Charisma
> 6
Falconry 10 1
Gaming/Gambling 10 1
Public
Speaking 10 1 Charisma > 7
Sleight
of Hand 10 1 Dexterity
> 11
Tracking 10 1
Two
Weapons 10 3 once Dexterity
> 9
Weather
Recognition 10 1
Bookkeeping 11 1 Literacy/Cyphering
Gold/Silversmithing 11 2 Blacksmithery
or Jewellery/Gemcutting —
the cost is 1 if both
skills are known
Heraldry 11 1
Jewellery/Gemcutting 11 2
Locksmithing 11 3
Navigation 11 1
Taxidermy 11 1
Disguise 12 2
Foreign
Language 12 1
Forgery 12 2 Literacy/Cyphering
Magistry 12 2
Master
Armory 12 3 once Armory
Religious
Knowledge 12 1
Ventriloquism 12 2
Weaponsmith 12 2
Piloting 13 1 Navigation
Cartography 13 2 Calligraphy,
Map Reading, Navigation
Engineering 13 3 Literacy/Cyphering;
takes 8 months to learn -
the
cost is only 2 if Mechanics is known
Linguistics 13 2 Literacy/Cyphering
Mechanics 13 3 Literacy/Cyphering,
-
the
cost is only 2 if Engineering is known
Spell
Recognition 13 1
Spying 13 1 once Silent
Movement, Alertness, Forgery, Disguise
once again, but alphabetically:
required skill multiple
Skill Intelligence points points? Prerequisites
and Comments
Acrobatics 9 2 Dexterity
> 12
Acute
Hearing 7 1 intact
ears
Alertness 8 2
Animal
Noise 7 1
Armory 9 2 once
Art 9 1
Barbery 8 1
Basketry 6 1
Blacksmithery 8 2
Boating 9 1
Boatwright 10 2 Boating
Skill
Bookkeeping 11 1 Literacy/Cyphering
Brewery 8 1
Business
Sense 10 2 Recognize
Value
Calligraphy 9 1 Literacy/Cyphering,
Dexterity > 6
Carpentry/Woodcrafting 8 2
Cartography 13 2 Calligraphy,
Map Reading, Navigation
Climbing 7 1
Cooking 8 1
Coopery 8 1
Courtly
Graces 10 1 Charisma
> 6
Disguise 12 2
Diving 6 1 Swimming
Dyeing 8 1
Engineering 13 3 Literacy/Cyphering;
takes 8 months to learn -
the
cost is only 2 if Mechanics is known
Expert
Horsemanship 7 1 Riding,
Horsemanship
Falconry 10 1
Farming 9 2
Fire
Building 6 1 once
First
Aid 9 1
Fishing 6 1
Fletching/Boyery 8 1
Flying 9 1
Foreign
Language 12 1
Forgery 12 2 Literacy/Cyphering
Gaming/Gambling 10 1
Glassblowing 9 1
Gold/Silversmithing 11 2 Blacksmithery
or Jewellery/Gemcutting —
the cost is 1 if both
skills are known
Heraldry 11 1
Horsemanship 7 1 Riding
Horticulture 7 1 once
Hunting 8 1
Husbandry 7 1
Jewellery/Gemcutting 11 2
Leatherworking 9 1
Linguistics 13 2 Literacy/Cyphering
Literacy/Cyphering 8 1 takes
six months per language to learn
Locksmithing 11 3
Magistry 12 2
Map
Reading 9 1
Master
Armory 12 3 once Armory
Mechanics 13 3 Literacy/Cyphering
-
the
cost is only 2 if Engineering is known
Mining 9 2
Mountaineering 9 1
Naturalist 9 1
Navigation 11 1
Netting 7 1
Perfumery 9 1
Piloting 13 1 Navigation
Portering 6 1
Pottery 7 1
Public
Speaking 10 1 Charisma > 7
Recognize
Value 8 2
Religious
Knowledge 12 1
Riding 6 1
Rope
Use 7 1
Running 6 1
Seamanship 7 1
Service 8 1
Sex
Appeal 7 1 Charisma
> 8, Comeliness > 8
Silent
Movement 9 1 Alertness
Sleight
of Hand 10 1 Dexterity
> 11
Spell
Recognition 13 1
Spying 13 1 once Silent
Movement, Alertness, Forgery, Disguise
Swimming 6 1
Tailoring 8 1
Tanning 9 1
Taxidermy 11 1
Teamster 7 1
Torture 9 1
Tracking 10 1
Two
Weapons 10 3 once Dexterity
> 9
Ventriloquism 12 2
Weaponsmith 12 2
Weather
Recognition 10 1
Weaving 8 1
skill descriptions
acrobatics (intelligence
9 required — 2 points/skill)
This skill allows some abilities (explained below), including controlling a fall so as to avoid damage, pole vaulting, and tightrope walking.
FALLING
Reduce the amount of damage taken (in terms of hit points) by double the number of points taken in this skill; results of less than zero are treated as zero. Example: Frito the Fighter decides to take the Acrobatics skill. Good thing too, since immediately after the graduation ceremony he trips and falls off the 20' stage. The damage rolled is four points; therefore he takes zero points of damage ((4) - (2 x 2) = 0). If the damage roll had been two points, the damage taken would have been zero; if the damage roll had been five points, Frito would have sustained only one point of damage.
VAULTING
A novice may attempt to vault a barrier of 8' or less by using a springboard, pole, etc., by making their Pet/Poly save with a -6 modifier. A person with the Acrobatics skill may vault a barrier of 9' or less by making their Pet/Poly save. For every 1/2' below the height rating, add 1 to the saving throw; for every 1/2' above the height rating, subtract 2 from the saving throw. Each additional point put into the skill past the two required to buy it will add 1/2' to the base height that can be vaulted.
base
height
# of skill points that
can be vaulted saving
throw
1 8
feet save
vs. PetPoly at -6
2 9
feet save
vs. PetPoly at -4
3 9.5
feet save
vs. PetPoly at -2
4 10
feet save
vs. PetPoly at parity
Each point of dexterity over 14 adds one to the saving throw. Each point of dexterity below 9 subtracts one from the saving throw.
TIGHTROPE WALKING
This assumes a tightrope 60' long and at no more than 45 degrees slant (a little more slant is allowed if you are going down). For each additional 60' segment a new saving throw must be made. Success depends on making the Pet/Poly save. Failure means falling. Novices save at -6; people with the skill save at parity. Each point over the two required to buy the skill will add one to the saving throw. Each point of dexterity over 14 adds one to the save; each point below 9 subtracts one from the saving throw. Other bonuses (such as use of a really good balancing pole) or penalties (such as trying to do the walk in a hurricane) may be added on at the DM's discretion.
acute
hearing (intelligence
7 required — 1 point/skill)
This is somewhat related to the Alertness skill. However, instead of quick reactions, the heightened sensory ability manifests itself as the person being better able to hear things. For example, a normal human has a 5% chance of hearing noises behind closed doors. Beings with this skill have roughly twice the chance of hearing noise -- a 10% chance of hearing noise behind a closed door. (Racial Modifiers are applicable.) This ability to hear faint noises can be applicable to other situations. For example, this skill allows the character to add 1 to his rolls to see if he wakes up due to noise. Additional points may be put into this skill. Each additional point aids the "hearing noise" percentage by 2 percent and adds +1 to "wake up" rolls.
alertness (intelligence
8 required — 2 points/skill)
A person with the Alertness skill gives himself, and possibly his party, an "edge". The character will be surprised only 25% of the time (instead of the normal 33%). This skill also aids in the detection of invisible people. Characters with this skill suffer a -3 ToHit penalty when attacking invisible beings, instead of the normal -4. The character is also allowed to add 5% to his resistance against all pickpocket attempts directed at him, and to add 1 to his rolls to see if he wakes up due to noise. Each additional point will lower the surprise percentage by 3% (to a minimum of 1%), add 3% to pickpocket resistance, and add one to his rolls to wake up. Every two additional points helps the ToHit against invisible beings by one, to a maximum of parity at eight points put into this skill – the benefits are cumulative.
animal
noise (intelligence
7 required — 1 points/skill)
This skill allows the imitation and identification of certain animal noises and calls. The success roll is made by adding the better of the character's Intelligence or Wisdom score together with the number of points put into this skill. This number or lower must be rolled on a d20. If the roll is missed, the character has just made some nonsensical (and possibly embarrasing) noise. If this roll is made, the animal still gets a save (on a d20) versus its Wisdom (if the Wisdom score is unknown, assume it is the same as the creature's Intelligence). If the animal's save is missed, it will believe the character's noises to be legitimate and may act accordingly. If the animal makes its save, it will either ignore the noises entirely or may act in an entirely different manner than what was intended (it could be bad news to have accidentally made a rhino's mating call while in the savanna). Identification of a naturally made learned call/noise is automatic. Faked noises can be identified as such if the character makes his save versus his Wisdom (just as if he were the animal trying to be faked out). Each point put into this skill allows the imitation and identification of ten animal calls and/or noises. (Keep track of which calls/noises are learned with the expenditure of each point.) Additional points in this skill also add to the chances of success with calls learned previously (+1 to the calls/noises in a particular block, this is cumulative). Anyone who does not have this skill (or who has it, but doesn't have the particular creature call) may make an attempt to fake a call by subtracting two from the first roll and adding eight to the creature's saving throw.
armory (intelligence
9 required — 2 point/skill)
This skill allows field repairs and the fashioning of most types of armour. The types of armour that can be fashioned are from padded up to banded mail; the manufacture of plate or better requires the Master Armory skill. Ten working days per AC class are required to build armour. Armour up to (and including) plate mail can be repaired by use of the skill. This generally takes a day for minor repairs, three days for resizing armour or making a moderate repair, and seven or more days to make major repairs to armour.
art (intelligence
9 required — 1 point/skill)
The Arts include a wide variety of pursuits such as Acting, Architecture, Dancing, Limning, Music, Painting, Sculpting, etc. A point is spent to buy a skill in one particular Art. Such skill provides enough ability to make a (very) small living doing whatever Art one has trained for. Multiple points can be put into a particular Art to improve one's skill or can be used to buy an ability in another Art. If you are interested in becoming the "equivalent" of Duncan in Dancing, Picasso in Painting or Mozart in Music, consider spending at least two dozen points in your particular field. Becoming an Art Critic requires no points.
barbery (intelligence
8 required — 1 point/skill)
This skill allows the character to cut hair, trim beards, perform pedicures and manicures and other such things. In addition, the barber can concoct special creams and potions to do such things as dye hair (95% chance of success), remove hair and make it stop growing for a month at a time (85% chance of success), restore hair growth where it is absent (25% chance of success). Barbers also know the proper way to apply leeches so as to remove the visible signs of bruises (50% chance of success) and to possibly remove insinuative poisons (5% chance of success, must be attempted within one turn of poisoning; if it is successful half the hit points lost due to the poison are regained - note that if a person died from the poison, they stay dead). Each extra point spent on this skill adds five percentage points to all success rolls.
basketry (intelligence
6 required — 1 point/skill)
The Basketry skill allows characters to fashion serviceable baskets, mats, etc. from materials at hand (if any). These baskets can hold ~10GP of weight for every 10 minutes(/# of skill points in this area) spent making the basket. Multiple points in this area will make the resultant baskets more esthetic and easier to build
blacksmithery (intelligence
8 required — 2 points/skill)
This skill allows the fashioning of metal implements such as horseshoes, shovels, hoes, etc., out of easy to work hard metals such as bronze, brass, iron, etc. Extra points will allow more intricate items to be made such as pump heads, etc. Also allowed for more points will be the ability to work harder metals such as mithril and adamantium. Note that this skill is not a substitute for the Weaponsmith skill.
boating (intelligence
9 required — 1 point/skill)
This gives the character the ability to "captain" small boats such as rowboats, canoes, rafts, and small sailboats - craft that require only three or fewer people (not counting passengers) to properly sail (contrast this with the Piloting skill). These may only be used on inland waters and very near the shore of seas or oceans. A prime boat type (a "major") must be chosen which will have a skill rating of one, but some ability in all small craft is gained (equivalent to a skill rating of 0). With such a person at the helm, the craft will move at a rate of 10% faster than the normal (printed) speed and will be 2% less likely to capsize if it is a boat in which the character has a major. If the person has the Boating skill and is piloting a craft that is not one of his majors, the speed and chance to capsize are normal. If a party is trying to use a boat without anyone having the Boating skill, the speed of the craft will be reduced by 10% and the chance to capsize will increase by 2%. Multiple points spent in this area can be used to add more majors or to increase the ability with respect to a previously known major; each additional point in a major will increase the boat speed by another 10% and lessen the chance to capsize by 2%. For example: Guido the Cleric likes small sailboats so much that he decides to spend two skill points on learning how to pilot them. When he is at the helm of such a boat, it will move 20% faster than normal and will be 4% less likely to capsize. He can also use other small craft such as canoes at the normal speed and chance to capsize.
boatwright (intelligence
10 required — 2 points/skill)
One point in this skill gives the ability to build canoes, kayaks, and other small boats of average quality. Additional points buy the skill to make other types of bigger and/or more elaborate boats and to make higher quality smaller boats. The prerequisite is knowledge (i.e. the particular skill) of how to use the particular boat/ship to be built.
Boat
Type I Boat
Type II Boat
Type III Boat
Type IV
Canoe, River
Barge, Corvette,
Kayak, Small
Sloop, Sloop,
Frigate, Man
'O War,
# of skill points Small Sailboat Large Sailboat Small Merchantman Large Merchantman
1 cannot cannot cannot cannot
2 5 cannot cannot cannot
3 6 cannot cannot cannot
4 7 5 cannot cannot
5 8 6 cannot cannot
6 9 7 5 cannot
7 10 8 6 cannot
8 11 9 7 5
9 12 10 8 6
The success roll is made by subtracting the Quality Number from 12. Rolling this baseline number or more on 2d6 means you have successfully fashioned an average boat (a 5 on a 1 to 10 scale). For every three points over the baseline number (round down), the quality of the boat is raised by one point. For every two points rolled below the baseline number (round down), the boat quality drops by one. A boat of Quality two is barely seaworthy and may sink. A boat of Quality one will sink within 2d6 days of first being launched.
Example: Guido the Cleric likes boats, knows how to sail all types of boats and ships, and decides to learn to build them. He enthusiasticly puts four skill points into the effort. He builds a Kayak and needs only a 4 (Quality rating of 8 on Type 1 boats - 12-8=4) or better on 2d6 to build at least an average kayak. He rolls a 12! Thus the quality of this Kayak is 2 points better than normal (12 - 4 = 8; there are 2 threes in 8; therefore Quality = 7). This kayak will move faster, more easily, and take more damage before sinking than an average quality one. If Guido had rolled a two, he would have wound up with a Quality 4 kayak - a slower, lumbering, hulk of a kayak. Guido would have had a chance of turning out a TYPE 2 boat (such as a river barge) provided he knew how to sail the type of boat he was trying to build. He would have had to expend more skill points to be able to try to build a Frigate or a Man 'o War.
bookkeeping (intelligence
11 required — 1 point/skill)
This skill gives advanced knowledge, accuracy, and speed in arithmetic. It also gives a basic knowledge of laws and procedures for taxation and tariffs for various areas. A character with this skill who is running a business should be able to make 1d6 * # of skill points more money per year (due to more efficient record keeping, better knowledge of tax loopholes, etc.). Finally, this skill is essential to have a good chance of successfully manipulating the books "creatively".
brewery (intelligence
8 required — 1 point/skill)
By means of this skill, a character may brew simple, potable alcoholic beverages such as beer, ale, and wine. A single point will give the ability to make mediocre beverages as well as the ability to put together simple brewing equipment. Additional points will buy the ability to make finer beers, ales, and wine; these tasting better and being worth more money. Other beverages such as whiskey, brandy, schnapps, etc. will be gained as more points are invested in this skill. One skill point gives an 85% chance (success on a 4 or higher on a d20) of making potable beer, ale, or wine. Each additional point adds 5% to the base chance of success as well as adding an additional category of drink that can be brewed, with a base chance of success of 85%. Some categories are whiskey, brandy, schnapps, vodka, malt liquor, scotch, etc. Keep track of the chance of success for each category. A roll of one on a success roll indicates failure (possibly catastrophic in nature) no matter what adjustments may be applicable. An adjusted roll of over 20 indicates a truly fine batch of liquor. For example, a person with five skill points in this ability might have:
Beverage Type Chance of Success Chance of Fine Vintage
Beer, Ale, or Wine 105% 5%
Whiskey 100% no chance
Vodka 95% no chance
Brandy 90% no chance
Absinthe 85% no chance
In all categories, a roll of one will indicate utter failure no matter what the adjustments.
business
sense (intelligence
10 required — 2 points/skill)
This gives the person a better chance at driving bargains and making shrewd financial decisions. This is accomplished by gaining skill in bargaining techniques and practices (everything from knowing how to give out free samples of roast yak to giving out free samples of gold). It provides skill in elementary business law and bookkeeping. (However, it is not a substitute for either the Magistry or Bookkeeping skills). As a general rule, a character with the Business Sense skill will be able to get a five to ten percent better price for most items (buying or selling). Additional points will provide better knowledge of local trade laws and customs, more discounts, etc.
calligraphy (intelligence
9 required — 1 point/skill)
This skill allows the production of fine manuscripts, posters, notices, etc. with the number of different scripts available being equal to the Calligrapher's intelligence score. This skill also lowers the chance of failure of penning a scroll by 3% (to a minimum of a 1% chance of failure). Each additional point added to this skill will improve the overall performance somewhat (add 5% if you use a die roll to judge the artfulness of the manuscript) and lower the chance of failure of penning a scroll by 1% (once again subject to a minimum of 1% chance of failure). Additional points also add additional scripts -- an additional script per point.
The skill also allows the calligrapher to make usable ink out of a variety of normal materials - black ink from lampblack and lindseed oil, for example.
carpentry/woodcrafting (intelligence
8 required — 2 points/skill)
This allows the making of wooden items from cabinets to houses (the building thereof, not the design). The initial investment in the skill will allow the character to build plain but serviceable furniture, cabinets, and structures of wood. The volume that may be worked is 75 cubic feet per day. The character may provide directions to up to four other people, each of whom will produce (on the average) 75 cubic feet per day. (This means that up to 375 cubic feet of "structure" may be constructed by such a carpenter and his crew.) Each additional point in this skill will increase the complexity of tasks that may be attempted, increase the craftsman's volume by 10 cubic feet per day, add one to the number of helpers that may be directed, and increase the helpers' output by 5 cubic feet per helper per day.
cartography (intelligence
13 required — 2 points/skill)
This allows the making of highly accurate maps from various sources of information. It provides a limited knowledge of art and calligraphy skills that would be essential for the drawing of maps. Perhaps more importantly, a character with the Cartography skill can draw dungeon maps much more quickly and accurately in game terms. (The DM may allow the skilled character to occasionally get an accuraccy check of a particular map - this does not mean that the DM allows the character to take his map.) This would be complimentary with the Navigation skill.
climbing (intelligence
7 required — 1 point/skill)
As opposed to the skill of Mountaineering, Climbing is the skill of scaling man-made and less ambitious natural objects. The base chance of success for this skill is 75% plus whatever modifiers are applicable (such as race, dexterity, armour, etc). This chance must be rolled every 1" of the climb (minimum of at least one roll); if the roll is failed, the character falls and takes appropriate damage.
base percentage racial
adjustment
1st
Level Thief 85% Gnome - 15%
Novice 40% Halfling - 15%
Climbing
Skill 75% Dwarf - 10%
Elf 0%
Human 0%
Half
Elf 0%
Half-Orc + 5%
Half-Ogre + 10%
dexterity adjustment armor
adjustment
3 or less - 35% Plate (or
similar) - 100%
4
or 5 - 30% Chain - 15%
6 - 25% Splint - 15%
7 - 20% Scale - 15%
8
or 9 - 15% Banded - 15%
10 - 10% Studded
Leather - 5%
11 - 5% Leather 0%
12
to 14 0% Cloth + 5%
15
or 16 + 5% none + 10%
17 + 10%
18 + 15%
19 + 20%
Regardless of adjustments, a roll of 01% will always succeed (there is always a chance you will luck out) while a roll of 100% will always fail.
Each additional skill point beyond the first will increase the climbing chance by 1%.
cooking (intelligence
8 required — 1 point/skill)
Most characters can prepare edible meals. This skill will give a character the ability to make good, appetizing meals plus knowledge of proper preparation of the table (somewhat like a limited Courtly Graces ability in setting the table). Additionally, the character with the Cooking skill might know how to properly prepare and dry herbs and preserve foods (if possible). Another benefit of the skill is the recognition of tainted food. Normally characters may detect whether food or drink is tainted by rolling their Wisdom or lower on a d20. Characters with the cooking skill may subtract four from this detection roll. Spoiled food is automatically detected by all but the most stupid creatures (bear in mind that one creature's garbage pile is another's gourmet dinner). Each additional point will add more to the character's ability and subtract 1 from tainted food detection rolls.
coopery (intelligence
8 required — 1 point/skill)
This skill allows the making of barrels, kegs, casks, etc. One point in this skill allows the construction of the equivalent of a 30 gallon drum/keg or smaller with a base chance of success (i.e. it does not leak when liquids are poured in) of 90%. Construction of such a container takes one hour per five gallons of capacity. Doubling the time spent constructing the container will increase the chance of success by 5%, tripling the time will increase the chance of success by 10% and so on. Each additional point added to the skill will allow the construction of larger containers in less time according to the table below.
Largest
container Time
to construct container
# of skill points that
can be constructed (per
unit volume)
1 30
gallons 1hour/5
gallons
2 40
gallons 50
minutes/5 gallons
3 50
gallons 40
minutes/5 gallons
4 60
gallons 30
minutes/5 gallons
The minimum time to construct a container per unit volume is 10 minutes per 5 gallons.
courtly
graces (intelligence
10 required — 1 point/skill)
The correct form of address and proper social manners are learned through this skill. The first point earned will aid the character in becoming couth and preventing awkwardness when appearing in any court. Further points can be applied to a particular court (e.g., Aeserd, Katana, etc.) that will actually make the character smooth and graceful, almost always saying the correct thing, making the proper motions, using the proper etiquette for each level of person addressed, and so on. This "familiarization" point is most helpful, in fact just short of necessary, for any kind of finesse dealing with court intrigue. Of course, it might be difficult to find someone willing to teach you the ins and outs of the desired realm.
disguise (intelligence
12 required — 2 points/skill)
The Disguise skill allows the character to look like someone (or something) else. There is a base chance of 85% that the disguise assumed will work - this assumes that the proper attire and assessories are used. Contrast this with the base 25% chance that a normal character without this skill has. A character with this skill can change their apparent height by up to ±4 inches, change their apparent weight by up to -20%/+200% of their actual weight, change their apparent sex, and change their apparent profession. Trying to look like a different sex, race or character class may entail some penalties; these are detailed below.
Trying to look like a different sex
-2% for either direction (male to female, female to male)
Trying to look like a different race
character tries to disguise himself as
character
is Dwarf
(all) Elf (all) Gnome HalfElf Halfling HalfOgre HalfOrc Human
Dwarf (all) — 10 2 8 6 8 8 4
Elf
(all) 10 — 8 2 6 15 15 4
Gnome 2 10 — 8 4 10 10 4
HalfElf 8 2 6 — 4 8 8 2
Halfling 6 8 6 4 — 15 10 2
HalfOgre 10 15 10 15 10 — 4 6
HalfOrc 6 15 6 10 8 2 — 2
Human 6 4 6 2 4 8 2 —
For example, if Gimme the Dwarf and Rock the HalfOgre try to disguise themselves as each other, the "race penalty" would be 10% for Rock, but only 8% for Gimme. Please note that all numbers in this table are percentages, and are all penalties … the table reads as it does for legibility.
Trying to look like a
different class
character tries to disguise himself as
Acrobat/ Illusionist/
character Assassin/ Cavalier/ Bard/ Magic-User/
is Thief Barbarian Paladin Cleric Druid Fighter Witch Monk Ranger
Acro/Ass/Thief — 6 10 6 4 2 4 4 4
Barbarian 6 — 10 4 2 2 20 15 2
Cav/Pal 20 15 — 5 10 4 15 10 4
Cleric 4 8 2 — 2 2 6 4 2
Druid 4 2 10 2 — 4 6 10 2
Bard/Fighter 2 2 4 4 4 — 10 6 2
Ill/MU/Witch 4 15 10 6 4 8 — 6 6
Monk 2 10 4 6 4 4 4 — 4
Ranger 6 2 4 4 2 2 4 4 —
For example, if Ironfist the Monk and Guido the Cleric try to disguise themselves as each other, the "class penalty" would be 6% for Ironfist, but only 4% for Guido. Please note that, as before, all numbers in this table are percentages, and are all penalties … the table reads as it does for legibility.
All penalties are cumulative. The DM may apply extra penalties or bonuses according to the situation; for example:
Character knows skills related to the disguise[4]: + 4% each.
Character spends time studying his target: + 2% for each day (up to +20%).
Character is improvising on the spur of the moment: -15%.
There is always at least a one percent chance of discovery.
Each additional point spent on the skill increases the chance of success by 2%.
diving (intelligence
6 required — 1 point/skill)
This skill allows the character to dive gracefully and safely into water or any other liquid (although diving into a vat of acid, while winning StylePoints, might cause the DM to require another kind of roll). The impact with the water will be softened so that the damage taken (if any) will be at (-1 for each point acquired in this skill - minimum of zero) on each die. Results of zero or less are treated as zero for the die. If a success roll is required, it will be against Pet/Poly with full dexterity bonuses plus one for each point taken in the skill. For example, GunSight the Mage has taken two points in this skill. He happens to fall off of Flash Bazbo the Psychedelic Dragon at 150 feet over a lake. GunSight executes a triple gainer with a half twist; the DM executes rolling a double handful of dice with the following results:
1 + 2 + 4 + 6 + 5 + 4 + 4 + 2
+ 5 + 3 + 1 + 4 + 2 + 5 + 5 for a
total of 53 points of damage.
The DM rules that this is a routine dive (GunSight is not trying to jump into a 55 gallon drum or something equally as difficult - if he had, he would have been saving versus Pet/Poly with a bonus of +3 {plus one from a 15 dexterity plus two from the number of points put in the skill}) and therefore waives a success roll. The damage roll then becomes:
0 + 0 + 2 + 4 + 3 + 2 + 2 + 0
+ 3 + 1 + 0 + 2 + 0 + 3 + 3 for a
total of 25 points of damage.
The prerequisite for this skill is Swimming.
dyeing (intelligence
8 required — 1 point/skill)
The Dyeing skill allows the character.to manufacture dyes from natural substances and to use these to color cloth and thread of various sorts. The dyes manufactured will be permanent and the result of dyeing will be even. Additional points will allow the character to make dyes that will work on things such as leather.
engineering (intelligence
13 required — 3 points/skill)
This skill is essential for the proper design of large buildings, bridges, and other large structures that must be able to support structural loading. The designs that are developed will be sturdy but plain unless the services of an Architect are employed to add aesthetics to the design. Additional points added beyond those initially required will enable the Engineer to build stronger structures than normal or build normal strength structures with fewer materials.
expert
horsemanship (intelligence
7 required — 1 points/skill)
This skill imparts the following abilities:
1. The character will never lose control of his horse due to natural causes.
2. The character can attempt to vault into the saddle from a running start and begin riding in a single segment. 3d6 are rolled (or more than 3, if the DM determines that the particular attempt is even more difficult, such as from a second-story window) and if the total exceeds (the character's Dexterity + 2), he has missed and possibly taken damage from falling to the ground.
3. The character can urge his mount to unusually great leaps and jumps.
4. The character can urge his mount to greater speeds - an increase of 6" (excluding all other modifiers, magical or otherwise) for up to three turns, after which he must dismount and walk the horse for one turn to cool it down.
5. The character can guide his horse with his knees, allowing both arms free for other maneuvers.
6. The character can hang along the side of his horse to protect himself from attack or conceal himself from viewers, lowering his AC by four. Note that if the character is a worshiper of certain deities who revere horses (Frey, for example) and this maneuver leaves the horse open to damage, the deity might take offense.
7. The character can make a spectacular flying dismount, leaping from the saddle (even at full gallop) to either attack someone or land on his feet, ready for further maneuvers. This saving throw vs. PetPoly is at -4 due to the difficulty, but all normal bonuses such as dexterity are allowed. Blowing the save indicates a clean miss and damage appropriate to the speed at which the character attempted the leap. Three guesses what a critical fumble would do in this situation - while a critical success would not only impress everyone witnessing the event, but might even add to the character's ToHit (either directly or through a reduction in the opponent's AC due to stunned amazement)!
8. The character is granted basic Horsemanship skills when riding mounts other than the chosen type of mount for Expert Horsemanship.
9. The character may add 1" to the base movement of his mount at all times.
10. The mount gains the same Saving Throw as its rider or a +1 on its normal save, whichever is better according to the situation.
falconry (intelligence
10 required — 1 point/skill)
Falconry has always been considered a noble sport, something to be enjoyed by those of the court. Characters with this skill know how to hunt with these birds of prey, while additional points earned will either (at their option) increase their chances of success while hunting or give them the skill to train and handle young falcons. See page 55 of Oriental Adventures for further details on Falconry.
farming (intelligence
9 required — 2 points/skill)
This skill allows the character to maintain large areas of land for raising plants and/or livestock. The amount of land that can be cultivated will vary somewhat according to the crop but will average about 10 acres. In addition, for each farmhand that he has, increase the cultivated acreage by one. For each farmhand that has the Horticulture skill, increase the cultivated acreage by two. The maximum number of farmhands that can be directed is equal to ten times the number of skill points invested in the Farming skill. Each additional skill point invested will increase the amount of land that the farmer can cultivate personally by three acres, increase the number of farmhands that can be supervised by ten, and increase the productivity of each farmhand by 10%.
fire
building (intelligence
6 required — 1 point/skill)
This skill allows the character to start fires with great ease from available flammable materials. It is so useful that there is even a good chance to succeed using nothing but wet wood. The amount of time necessary to start a fire ranges from ~10 segments for good materials and conditions to 3d12 rounds for poor materials and rotten conditions. The only time that a success roll is needed is if the conditions are absolutely atrocious (such as trying to start a fire during a cloudburst with wet wood). In this case, roll a d20; a roll of one indicates utter failure. This failure takes 3 turns to accomplish. Another attempt cannot be made for another hour.
first
aid (intelligence
9 required — 1 point/skill)
This skill teaches how to apply emergency aid or treatment, ranging from a simple attempt to halt bleeding to properly dressing a serious wound. An important result of this skill is knowing not only how to give aid, but what to do - for instance, if someone has broken certain bones, a character with this skill would know that the person should absolutely not be moved. Without any equipment at all, someone with this skill could probably stop a person from losing any additional hit points. In addition, it allows the proper use of natural medicines, plants, etc. that may help ease pain, neutralize poison, and so on: 5% chance of knowing what the cure is for a disease or poison (if there is one) per skill point taken, with a modification of 1% per point of Wisdom and/or Intelligence above 14. Thus, a first level cleric would have a 5% chance plus Wisdom and/or Intelligence bonuses. Note that knowing what is the cure is not the same as having the materials handy and being able to administer them.
fishing (intelligence
6 required — 1 point/skill)
This skill gives the character the knowledge to fashion poles, line, hooks, etc. from natural materials. It also gives knowledge of the best ways to catch fish with such equipment. Such a skill will enable the character to catch 3d6 times the number of skill points spent in this area (with modifiers at the DM's option). Contrast this with the 1d6-2 fish that a person without this skill can catch, provided they have adequate, premade equipment.
fletching/boyery (intelligence
8 required — 1 point/skill)
This enables the fashioning of normal bows, arrows, bolts, etc. Additional points are required to build more complicated weapons such as a crossbow.
flYING (intelligence
9 required — 1 point/skill)
This skill enables the character to make greater use of spells or devices that enable a character to fly. For example, non-proficient characters who try to attack while flying are at -1 to hit and -1 on damage with hand and missile weapons. Their manueverability class is also hurt by one place. Each proficiency point adds one to the "to hit" and every second point adds one to the damage inflicted. The manueverability class is normal with one proficiencey. Additionally, this will aid the character if he polymorphs into a flying form. (Just because you look like a hawk doesn't mean you can fly as well as one - unless you have sufficient proficiencies in the Flying skill.) Non-proficient characters must subtract 10% of the base flying speed of the form that has been taken through a polymorph.
Note that taking this skill does not give the character the ability to fly per se, it just improves their ability when they do it.
foreign
language (intelligence
12 required — 1 point/skill)
This skill enables a character, at a cost of one skill point per language, to learn more languages than his intelligence allows. However, only human/humanoid/demi-human languages can be learned through this Skill. This skill is related to the Linguistics skill.
forgery (intelligence
12 required — 2 points/skill)
By means of this skill the character can fake various documents, writings, and signatures. The chance of success varies according to the difficulty of the feat — faking a simple signature would be far easier than faking an official pass that includes wax seals, emblems, etc. The Calligraphy skill would possibly aid in performing certain types of forgeries. Additionally, the Forgery skill will make the detection of a forgery easier (but not automatic).
gaming/gambling (intelligence
10 required — 1 point/skill)
With this skill, the character will possess detailed knowledge concerning how to play all common games, including those of chance. In addition, he will be able to cheat, although not very successfully, and also spot others cheating. Further points earned in this skill will allow him to either learn other games that are too esoteric to be learned at first, or specialize in one game (greatly increasing both the "cheat" and the "spot cheater" chances).
glassblowing (intelligence
9 required — 1 point/skill)
Allows the manufacture of flasks, beakers, tubing, etc. and appropriate marking and coloration of the same. This skill would be of particular use to someone who deals a lot with liquids and such - like a mage or alchemist. Additionally, panes of glass may be made.
gold/silversmithing (intelligence
11 required — 2 points/skill)
By means of this skill the character can cast and forge various items made of gold, silver, and other soft precious and semi-precious metals. This also allows the assaying and alloying of such metals.
heraldry (intelligence
11 required — 1 point/skill)
The Heraldry skill allows the character to recognize and fashion coats of arms, shield devices, and other heraldric emblems. This can aid in the identification of the person(s) or authorities behind the device.
horsemanship (intelligence
7 required — 1 point/skill)
The Horsemanship skill allows the character to properly care for a chosen type of common mount (horse, elephant, camel, etc.) including attaching a saddle (and minor maintenance of the same), shoeing, etc. This also helps the character's chances of executing difficult maneuvers with his chosen mount. In addition, the rider may add 1" to the base movement of his mount when the character is upon it. A character with the Horsemanship skill can also control a panicked mount (such as a non-warhorse in a pitched battle 80% of the time (16 or lower on a d20). This skill also gives the mount a +1 on all saves while being ridden by the character. Some bit of ability is gained with other common types of mounts (treat as if the character had the Riding skill with these other common mounts). Finally, this improves the character's mounted combat ability (see Mounted Combat section). Additional points in this skill may only buy additional majors; a vast improvement in ability will come only through the Expert Horsemanship skill.
horticulture (intelligence
7 required — 1 point/skill)
By means of this skill, the character may raise a small patch of crops (one acre or less) and/or assist on a farm (where he would be twice as productive as an unskilled farmhand). The exact chances of success vary quite a bit, but the character's intelligence or wisdom (whichever is higher) will come into play. Additional points in this skill will either allow for a higher chance of success or will buy the Farming skill.
hunting (intelligence
8 required — 1 point/skill)
The Hunting skill gives the character a better chance of setting traps and finding various game in the wild. This skill gives the character the knowledge to fashion hunting aids from natural materials. It also gives knowledge of the best ways to catch game with such equipment. Such a skill will enable the character to catch 2d6 animals of various sorts times the number of skill points spent in this area (with modifiers at the DM's option). Contrast this with the 1d4-2 animals that a person without this skill can catch, provided they have adequate, premade equipment.
husbandry (intelligence
7 required — 1 point/skill)
By means of this skill, the character may raise a small herd of animals (up to ten) and/or assist on a farm (where he would be twice as productive as an unskilled farmhand). The exact chances of success vary quite a bit, but the character's intelligence or wisdom (whichever is higher) will come into play. Additional points in this skill will either allow for a higher chance of success or will buy the Farming skill.
jewellery/gemcutting (intelligence
11 required — 2 points/skill)
This skill allows the character to make various items of jewellery such as chains, rings, etc. In addition, this enables the character to identify, cut, and polish gemstones of various types.
leatherworking (intelligence
9 required — 1 point/skill)
The Leatherworking skill allows the character to work various types of hides into useful items such as saddles, shoes, and so forth.. Each point invested in this skill allows the character to either make more items or higher quality items. This skill is complementary with the Tanning skill.
linguistics (intelligence
13 required — 2 points/skill)
While not enabling a character to learn a particular language merely through acquiring this skill, Linguistics will, in most cases, decrease the amount of time it takes the character to become fluent in a language, including non-humanoid languages. Once this skill is learned, each point spent on the Foreign Language skill will give the character three languages instead of one (this applies retroactively to any points already spent on the Foreign Language skill). The amount of time depends upon what language the character is trying to learn and what languages the character already knows; for example, knowing Spanish makes learning Portuguese almost simple, while knowing German counts for very little when trying to learn Mandarin Chinese. The other use of this skill is to recognize, and perhaps even translate successfully, an unknown tongue - whether written or spoken. As before, the languages known are a crucial factor.
By expending an extra point on the skill, non-humanoid languages can be learned at a cost of one skill point per language (the three for one "discount" does not count in this case). Note that only non-humanoid languages of monsters with a "Low" or greater intelligence can be learned through this use. (This skill cannot be used to learn animal or plant languages.)
literacy/cyphering (intelligence
8 required — 1 point/skill)
This skill allows reading/writing at the following levels:
Primary Language ~10th grade
Secondary Language ~7th grade
Tertiary Language ~4th grade
All other Languages known ~1st grade
It also allows basic mathematical skills such as addition and subtraction, multiplication and division, and possibly a little geometry and algebra (depending on the character's intelligence). Additional points add to the number of literate languages and proficiency at them at a rate of two grades per extra point. More points also add to the mathematical ability.
locksmithing (intelligence
11 required — 3 points/skill)
This will allow the fashioning and disarming of locks of various types.
Locks fashioned by a proficient character will have the following characteristics based of a d20 roll:
d20 ROLL LOCK
QUALITY
1 Lock is easier to open by 25%
2-3 Lock is easier to open by 10%
4-18 Lock has the normal chance of being opened
19 Lock is harder to open by 5%
20 Lock is harder to open by 15%
Each additional proficiency over the initial three required will add a 5% benefit to the results. Example: if a character has four proficiency points invested in Locksmithing, a roll of 1 results in the lock being easier to open by 20% (vice 25%) and a roll of 20 gives a lock that is 20% harder than normal to pick (vice 15%).
Normal locks can be picked with a base chance equal to 3% times the number of proficiencies (plus all the various modifiers).
magistry (intelligence
12 required — 2 points/skill)
This skill gives the character a working knowledge of the laws of most lands, thereby possibly avoiding legal trouble or lessening the chance of a bad verdict in court. (If the DM uses a die roll to adjudicate a case, add one for every point taken in this skill to the die roll.) This skill is also a prerequisite for joining the Magistrate's Guild in most areas (sometimes known as the real Thieves' Guild).
map
reading (intelligence
9 required — 1 point/skill)
This grants the ability to accurately read all kinds of maps (the DM will provide assistance if necessary). This also allows simple maps (houses, dungeons, etc.) to be created, and existing ones to be checked for accuracy. Cartography is needed to be assured of accuracy in large scale mapping.
master
armory (intelligence
12 required — 3 points/skill)
The Master Armory skill is a major upgrading from the Armory skill. This enables the fashioning of all types of armor and is essential to building armor that is to be magically enchanted.
mechanics (intelligence
13 required — 3 points/skill)
The mechanics skill is essential in order to be able to build seige engines, plumbing, and the like.
mining (intelligence
9 required — 2 points/skill)
By means of this skill, the character can safely dig tunnels and mines. In addition, this gives some knowledge of how to recognize geological formations that could hold minerals and metals of interest.
mountaineering (intelligence
9 required — 1 point/skill)
This skill is somewhat related to the Climbing skill. However, this involves scaling large geological formations by using various aids. In addition, it provides for recognizing (and possibly avoiding) avalanche conditions, fissures, and other hazards of climbing around mountains, glaciers, and the like.
NATURALIST (intelligence
9 required — 1 point/skill)
This skill enables the character to identify different plant and animal types and to identify potable water and foods in the wild. For example, identifying something as a tree is generally no problem for anyone. Most people even recognize a pine tree as such. The "Forester" Naturalist skill would allow the character to distinguish between different types of pine trees (each of which would have its own characteristics as far as resin, edibility, etc. are concerned). Different variations of woodland creatures would also be recognizable. This skill must be bought for each general type of terrain such as desert, ocean, forest, etc.
The chance of identifying tainted water or food is normally 65% (+ 1% for each point of intelligence and/or wisdom above 12 - note that seeing dead maggots in a rotted corpse ought to add to the identification roll as to whether the body constitutes tainted food). For the naturalist, the chance rises to 85% plus bonuses. Each additional point in the skill (no matter what the "major") will add 5% to the detection roll. This portion of the skill works no matter the terrain.
navigation (intelligence
11 required — 1 point/skill)
This allows the character to use the stars, sun, etc. to chart a course from one place to another with a lower than normal chance to get lost. Lower the chance of getting lost by 10% for each point in this skill. This skill is highly complimentary to the map reading skill; if a map is available, the chance of getting lost is lowered by 10% for each point invested in both Map Reading and Navigation.
netting (intelligence
7 required — 1 point/skill)
This skill allows the character to learn how to construct and maintain nets for either fishing, trapping, or whatever (a major does have to be chosen). In the case of net fishing, the character may catch 2d6 (X number of skill points; other modifiers may be applicable) fish per cast of the net. If military net is chosen for a weapon proficiency, the Netting skill will allow construction of such weapons. Multiple points in this skill will either allow for the choice of another major or add to the skill in a current major. If military net is known, then three skill points in Netting will give the effect of a second proficiency in military net.
perfumery (intelligence
9 required — 1 point/skill)
Perfumery allows the character to use spices, oils, and other sources to make perfumes, scented oils, colognes, soaps, deoderants, and other items dealing with creating (or suppressing).scents. These perfumes, soaps, etc. can be sold for varying amounts of money. More points allow a greater variety (and/or quality) of perfumes to be manufactured.
piloting (intelligence
13 required — 1 point/skill)
The Piloting skill allows the character to pilot a ship under all sorts of circumstances. While almost anyone can guide a ship through the open ocean in calm weather, a pilot can safely guide a ship through treacherous waters in a storm. When a pilot is at the helm of a ship, lower the chances of capsizing or sinking by 5% for each point invested in the skill (i.e., 5% for the initial one skill point required, 15% if there are three skill points invested, and so forth).
pORTERING (intelligence
6 required — 1 point/skill)
Portering is a skill that allows heavier loads to be carried more easily. This is accomplished by very careful packing and distributing of loads. Each point expended on the Portering skill allows the character to increase the amount of material that he can carry without encumberence by 10%. Further, the character can increase the loads of other people and animals by 5% for each proficiency point expended. For example, Gimme the Dwarf decides it would be worthwhile to pick up the Portering skill so he can haul more loot. Gimme's strength is 13, so he can haul 45 pounds without being encumbered. With the Portering skill, he can now haul 50 pounds (45 + 10% * 45 gives 50 - round up to the nearest pound). He can improve the carrying capacity of the others in his party such as Frito the Fighter. Frito's strength is 18/00 and normally he can carry 335 pounds of gear. With Gimme's help (which takes about five minutes), Frito can now carry 352 pounds of gear without being encumbered.
The other categories of encumberence (i.e., light encumberence, maximum carried weight, etc.) are likewise increased by similar amounts.
pottery (intelligence
7 required — 1 point/skill)
This skill allows the character to make pots, dishes, urns, etc. that will hold various substances. The type of pottery that can be made is dependent upon the raw materials available, whether the character has access to a wheel and kiln,.and other factors. In general, the character can work up one large pot or two medium pots or four small pots per day per skill point put into Pottery. (These will need up to a week to air dry or a day in a kiln in order to be usable.)
public
speaking (intelligence
10 required — 1 point/skill)
This will effectively raise the character's charisma by two points per skill point invested when allowed to speak without major interruption, such as during a debate, sermon, or in a court room. The maximum allowable adjusted score is 18, as per the Sex Appeal skill.
recognize
value (intelligence
8 required — 2 points/skill)
This skill allows the character to compare values and relative worths of various goods. The character must spend at least two hours wandering about the area, interacting with natives and observing transactions, in order to get a feel for what the market is like. After this is done, the character will be able to get a very good idea of what certain goods will bring in this area.
religious
knowledge (intelligence
12 required — 1 point/skill)
For each point earned in this skill, the character increases his knowledge of the tenets and teachings of the desired religion/pantheon. This implies that certain rituals may be known, and possibly performed successfully. As in the Courtly Graces skill, the Character will be able to handle himself well, both in ceremonies and in conversation concerning facets of the religion. Also, some artifacts, scriptures, relics, etc. that are unique to the religion may become known, and recognized if seen. Further points will provide more detailed information about a particular religion.
RIDING (intelligence
6 required — 1 point/skill)
This skill gives common, low level knowledge of a particular type of mount (horse, elephant, camel, etc.). This information includes general care and feeding of a mount. It also includes how to saddle or ride the mount under normal conditions (normal includes riding at a fast pace to get to or away from a battle - but not mounted combat). A character with the Riding skill can also control a panicked mount (such as a non-warhorse in a pitched battle 65% of the time (13 or lower on a d20). This skill also improves the character's mounted combat ability (see Mounted Combat section).
rope
use (intelligence
7 required — 1 point/skill)
The Rope Use skill allows the character to tie various sorts of knots for securing an item, be it a ship's rigging or an unfortunate captive. In any case, lower the chance of something bad happening (the rigging giving way or the captive escaping his bonds) by 5% for each point put in the skill. Also, for each point invested in this skill, the character has a 5% better chance of escaping rope based bonds (not metal shackles) than normal.
running (intelligence
6 required — 1 point/skill)
By means of this skill, the character may add 1" to their base movement because of the knowledge of how to run. This skill will also aid in running long distances since the runner will experience less fatigue. Also, if rolls must be made to hurdle low obstacles or avoid small potholes, a bonus is allowed due to the Running skill. Multiple points may be put into this skill with the following benefits:
# OF POINTS SPEED GAIN TOTAL
1 1.0"
2 1.5"
3 2.0"
4 2.5"
5 3.0"
Each additional point in the skill adds 0.5" to the base movement. Any specific rolls made for endurance or dodging gopher holes will be against constitution and/or dexterity with the Running skill acting as a bonus (+1 for each point in the skill).
seamanship (intelligence
7 required — 1 point/skill)
This skill gives the character basic knowledge of acting as an Able Bodied Sailor to help sail a sailing ship, trireme, or other craft. As in the case of Boating, a "major" must be chosen which will have a skill level of 1 (other craft will be treated as having a rating of 0). Other skill points spent in this area will either add majors or add to the rating of a ship type. Any specific rolls made will be against either dexterity, strength and/or intelligence and the skill level.
service (intelligence
8 required — 1 point/skill)
The Service skill allows the character to act as a butler, valet, footman, maid, etc. with perfect grace. A character skilled in Service might be highly prized by a nobleman with a large mansion (and reputation) to maintain.
sex
appeal (intelligence
7 required — 1 point/skill)
This skill teaches the character how to best persuade the opposite sex to do as the character wishes. This will effectively add two points to the character's charisma with respect to the opposite sex and one point to the character's personal appearance with respect to everyone. For every two points added past the first, this will increase the charisma and comeliness an additional point. In no case can either of these scores be modified past sixteen. Such points added in this fashion cannot count toward the charisma requirements to become a paladin, druid, or other such class.
silent
movement (intelligence
9 required — 1 point/skill)
This allows the character to attempt to move as per a first-level thief. All bonuses and penalties (dexterity, armor) will apply. Each additional point in this skill improves the chance of moving silently by 5%.
sleight
of hand (intelligence
10 required — 1 point/skill)
This skill allows the character to seemingly make small objects appear or dissappear from his hand. (They are simply palmed, not magically "dissappeared".) For each point invested in the skill, one small object (up to palm sized) can be prestidigitated per segment.
spell
recognition (intelligence
13 required — 1 point/skill)
The cost of the skill is one skill point per five spells to be recognized, but all five spells must be of similar nature (the learning of which can be spread out over the course of time). The first method is to suffer this spell repeatedly until it you have suffered so often that you can't forget it, the other is to have someone who is skilled in that spell demonstrate it to you until recognition comes easily. The demonstration must be done willingly and repeatedly. Note that some spells cannot be recognized - this could be because there are neither somatic nor material components, or because of the nature of the spell (e.g., Witch High Order spells will be almost impossible due to the scarcity of those that know them and their extreme reluctance to part with secrets of their clan). The advantage of this skill is that knowing what spell is about to be tossed may aid in countering its effects (i.e., it may add one to the saving throw).
spying (intelligence
13 required — 1 point/skill)
This allows the manufacture and reading of secret inks. It also gives a 10% chance of being able to pass a Detect Lie question (±1% for each level above/below the spell caster). This chance of passing a Detect Lie is increased by 5% for each additional skill point invested.
swimming (intelligence
6 required — 1 point/skill)
This skill gives the character the ability to swim at 1/4th their normal (land) base movement in water, provided they are unencumbered. Unencumbered characters have virtually no chance of sinking since they can float for as long as there endurance holds out. Encumberment will slow the character and will give a base 5% chance per five rounds of sinking (the exact penalties will depend on circumstances). Each extra point in this skill will add .25" to base water movement and lower the chances of sinking by 1%, to a minimum of 1%.
tailoring (intelligence
8 required — 1 point/skill)
A character with this skill can make everyday good clothes. Extra points allow greater skill of design and with it, a higher price that can be charged. Additionally, a character with two or more points in Tailoring can make padded armor.
tanning (intelligence
9 required — 1 point/skill)
The Tanning skill allows the character to tan various types of hides so that they can be made into lasting items. This also allows the character to make the chemicals and solutions needed from natural sources. Each point invested in this skill allows the character to tan a hide(s) equivalent in area to one cow each day. This skill is complementary with the Leatherworking skill.
TAXIDERMY (intelligence
11 required — 1 point/skill)
By means of the Taxidermy skill, a character can preserve and mount bodies so as to help prevent decay. The amount of time to fully prepare a carcass is one week. This time is reduced by one day for each point past the first taken in the skill (the absolute minimum time is two days). The base chance of success is 75%. This is increased by 5% for each additional skill point taken in Taxidermy. The time and success are adjustable by the type of carcass, chemicals available, etc. For example, mounting a medium sized fish might take only six days and have a 90% chance of success even though the taxidermist has only one skill point. The same taxidermist trying to preserve a character's mother-in-law might take two weeks and have only a 60% chance of success (...tough luck!). Failure means the carcass could rot and/or not look natural.
Full mummification takes a long time and many skill points.
Note that the taxidermy skill allows one to preserve meat by knowing the proper way to smoke and/or salt the meat. The chance of success is 95% with one skill point, plus 5% for each extra skill point.
teamster (intelligence
7 required — 1 point/skill)
The Teamster skill allows the character to properly handle an animal team and a type of "vehicle" associated with that type of animal. Some skill with just about any other configuration is gained but the best ability is in the chosen major (such as oxcart, horse drawn carriage, chariot, twenty mule team, etc.). Any rolls made will be against this skill and either the character's intelligence, dexterity, or strength and this skill. Multiple points can either buy another major or add to the ability of a previous major.
tORTURE (intelligence
9 required — 1 point/skill)
The Torture skill gives the character the ability to use various impliments to inflict pain without necessarily leaving marks. It also allows the character to gauge the endurance of the victim so that there is a much reduced chance of accidentally causing death or unconsciousness (important if you are trying to extract information).
It is a rare Good aligned character that will learn the Torture skill.
tRACKING (intelligence
10 required — 1 point/skill)
By means of this skill, a character can track in a manner similar to that of a Ranger. At one proficiency, the character gains tracking abilities similar to that of a first level Ranger - 20% chance of following tracks indoors/underground and 30% outdoors. Each proficiency adds 3% to both categories. The following modifications apply:
Modify "Tracking Underground" as follows:
1. -05% for each door that the target moves through
2. -05% for each set of stairs that the target moves through
3. -10% for each trap door
4. -15% for each concealed door or chimney
5. -20% for each secret door
6. +01% for each point of wisdom above 14
7. +01% for each point of intelligence above 14
Modify "Tracking Outdoors" as follows:
1. -10% for each 24 hour period between the making of the track and the tracking
2. -15% for each body of water moved through
3. -25% for each hour of precipitation
4. +01% for each point of wisdom above 14
5. +01% for each point of intelligence above 14
two
weapons (intelligence
10 required — 3 points/skill)
Mastery of this skill lessens the character's ToHit penalties by one level on the "Dexterity Effects - Use of Two Weapons" table. For each additional point put into this skill, the ToHit penalties are lessened by an additional one level (to a minimum allowed penalty of -0/-1). The character must be proficient in both weapons used for this skill to have any effect! Example: Ironfist has an 18/95 dexterity, so if he attacks with a longsword and a short sword he will be at -0/-2. If he then takes the Two Weapons skill he will be at -0/-1.
ventriloquism (intelligence
12 required — 2 points/skill)
This skill allows the character to seemingly "throw" his voice. The success roll is made by adding the better of the character's Intelligence or Wisdom score together with the number of points put into this skill. This number or lower must be rolled on a d20. If the roll is missed, the character has possibly given away his position. If this roll is made, the victim still gets a save (on a d20) versus its Wisdom (if the Wisdom score is unknown, assume it is the same as the creature's Intelligence). If the victim's save is missed, it will believe the character's noises to be coming from where the character wishes (up to two meters per point invested in the skill) and may act accordingly. If the victim makes its save, it will either ignore the noises entirely or may act in an entirely different manner than what was intended (such as pounding the character into jam).
weaponsmith (intelligence
12 required — 2 points/skill)
The Weaponsmith skill allows the character to repair and manufacture weapons of various sorts. The Blacksmithing skill is required as a prerequisite to this skill. Arrowheads are easy to make and two per point in this skill can be made per day. Daggers can be made at the rate of one every two days for each point in this skill. Longswords require two weeks; two handed swords require up to four weeks. Repairs take roughly one fourth the time of making a new weapon (the exact time depend on the severity of the damage). Additional points put in this skill allow weapons to be made (or repaired) either faster or better.
weather
recognition (intelligence
10 required — 1 point/skill)
This skill gives a character a base 70% of correctly predicting the weather in the local area for the next twelve hours following the prediction. The observation time required for a prediction is one hour. For every two hours that the character has been able to witness weather patterns in the area, his chance of success rises 2% and the time covered by the prediction is increased by one hour. Each additional point put into this skill will increase the chance of success by 5% and increase the time covered by the prediction by two hours. Only one prediction attempt by the character is allowed per period to be covered; this does not disallow multiple people with the skill from making multiple predictions and then arguing over the multiple forecasts.
weaving (intelligence
8 required — 1 points/skill)
The Weaving skill allows the manufacture of cloth, tapestries, thread, and the like from natural fibers. For each point put in the skill, a square meter of cloth may be made each day (triple this if the character has access to a loom). Additional points boost the output of the character and/or the quality of the cloth.
4
combat
the segmental system
Under standard rules, combat takes place based on the round (ten segments or one minute). The "Round" system allows a small dagger and a two handed greatsword to have the same number of attacks per round (excluding extra attacks due to level) - i.e. one attack. The segmental system adds some more complexity to combat but gives more "realism" by making real differences in the speed of attacks with different weapons. Light weapons will have more attacks but will do less damage than heavier, slower weapons. This system works best with six or fewer characters and is very difficult (but not impossible) to manage with over ten players.
hand weapons
All weapon combat is by segment. Weapon attacks are allowed once every so many segments, as given by the speed factor for the particular weapon (see the Weapons Capabilities table). This number assumes that the weapon is drawn and ready - to draw and ready a non-missile weapon takes one segment. The time required to normally replace a weapon is the same as that required to draw it; however, weapons may be "dropped" which is considered to expend no time.
Thus a fighter with a longsword (speed factor 5) takes a swing during the melee portion of segment five under normal circumstances and another every five segments throughout the melee. If the character must draw his longsword, the first attack would occur in segment six and one attack every five segments thereafter. Extra attacks occur as noted below.
missile weapons
Missile weapons with launchers (e.g., longbow and arrows) have composite speed factors: the speed factor given with the launcher is the time to ready the weapon for use, while the speed factor given for the missile is the time between shots. For example, a longbow (speed factor 2) and a normal arrow (speed factor 3) are used - it takes two segments to ready the bow for use and three more to pick an arrow, nock it and aim to fire, resulting in the first arrow being fired in segment 5 and another every 3 segments after that (8, 11, 14, etc.). (Of course, a bow can be made ready before opening a door and such actions, but all the time the bow is in use or at the ready, the Armor Class adjustment is in force.) Fully readied missiles under normal circumstances can go in segment 1 and every "speed factor" segments afterwards. The time required to normally replace a weapon is the same as that required to draw it; however, weapons may be "dropped" which is considered to expend no time. Once again, extra attacks occur as noted below.
surprise
Surprise rolls are made on percentile dice (d100). A roll of 33% or less indicates that the side rolling the dice is surprised for at least two segments. For every 5% under the percentage needed to surprise, add one segment to the time spent being surprised. Note that using percentile dice allows one roll to be made for the entire party with possibly different effects for different people. For example, out of a party of six characters, there are four characters with the normal surprise percentage of 33%, a ranger who has a surprise percentage of only 17%, and an eleventh level monk with a surprise percentage of 14%. On a surprise roll of 25%, the four "normal" characters are surprised for three segments (33% - 25% = 8%, more than five percentage points over the roll needed to surprise so one extra segment is added). Note that the monk and ranger are not surprised at all and can react normally. If the roll had been 16%, the "normal" members of the party would have been surprised for five segments (33% - 16% = 17%, so there are three extra surprise segments in addition to the mandatory two), the ranger would have been surprised for two segments (17% - 16% = 1%, not enough for penalty segments), and the monk would not have been surprised at all.
If surprise or some such event is indicated, extend the time until the first attack the appropriate number of segments - if a character with a longsword is surprised for a duration of four segments, his first attack would occur in segment 9 rather than 5, and every five segments thereafter (this usually means one or two "free" attacks for the surpriser).
Monsters' attacks have various speed factors depending on the monster type and the attack mode used. A good guide is that claw attacks take 3 to 4 segments each, bites are speed factor 5 to 7, and so on.
As for magic, the spell's conjuring time acts as the spell's speed factor. Non-offensive spells may be thrown consecutively, but as soon as an offensive spell is cast, the spell caster must pause ten segments before undertaking any other activity except for physically attacking, defending, retreating, or using the spell's effects (such as in the case of a Spiritual Hammer or Bigby's Crushing Hand). (You can experiment with shorter waiting times - these will tend to favor the spell using classes over fighter types. You can even use different waiting times for different classes in order to raise the effectiveness of one type of spell caster versus another - my favorite is to use only five segments waiting time for Clerics and Druids and ten segments waiting time for all other spell casters.) Spell using types may launch offensive "swings" after waiting for the appropriate number of Speed Factor segments.
The following table lists ToHit bonuses and reductions for each possible dexterity, superceding the chart on page 11 of the "Player's Handbook".
ToHit
chancefor
One Weapon
Two Weapons AC
dexterity ambidexterity Hand Missile Primary Secondary adjustment
3 1% -3 -3 not
allowed -4
4 1% -2 -2 not allowed -3
5 1% -1 -3 not allowed -3
6,7 1% 0 -1 not allowed -2
8,9 2% 0 0 not allowed -1
10 through 15 3% 0 0 -6 -8 0
16 4% 0 +1 -5 -7 +1
17 5% +1 +2 -4 -6 +2
18/01-18/50 6% +1 +3 -3 -5 +3
18/51-18/75 7% +2 +3 -2 -4 +3
18/76-18/90 10% +2 +3 -1 -3 +4
18/91-18/99 100% +2 +3 0 -2 +4
18/00 100% +3 +3 0 -1 +4
19 100% +3 +3 0 -1 +4
20 100% +3 +4 0 0 +4
21 100% +4 +4 0 0 +5
22 100% +4 +4 0 0 +5
23 100% +4 +5 0 0 +5
24 100% +5 +5 0 0 +6
25 100% +5 +6 0 0 +6
Notes for the Dexterity Effects table
1. The "Two Weapons" skill allows the character to shift to the next dexterity effects category of the TWO WEAPONS column. Thus a character with a 10 dexterity would normally be -6 to hit with the primary weapon and -8 to hit with the secondary weapon. Desiring to use two weapons in a somewhat more proficient manner, he takes the "Two Weapons" skill. Now the character is at -5 with the primary weapon and -7 with the secondary one.
2. All non-profient penalties are cumulative. If you are a fighter with a ten dexterity and you are using two weapons with which you are non-proficient, your adjustments are -8 with the primary weapon and -10 with the secondary.
3. Using two weapons at a time hurts your AC by one place. This is in addition to any inherent AC drawbacks that the weapon may have.
Example: Frito the Fighter (18/00
strength, 17 dexterity, 5 intelligence, 4 wisdom) finds a +3 mace and, upon
being assured that it is a weapon (he has never seen one before), decides to
swing it as well as his trusty +2 longsword (with which he is singly
proficient), figuring he can't lose, what with all those bonuses. Maybe and maybe not:
frito the fighter
Primary Weapon: Longsword Mace Longsword Mace
Secondary Weapon: <none> <none> Mace Longsword
adjustment sword mace sword mace sword mace sword mace
Strength +3 n/a n/a +3 +3 +3 +3 +3
Dexterity +1 n/a n/a +1 -4 -6 -4 -6
Proficiency 0 n/a n/a -2 0 -2 -2 0
Weapon Magic +2 n/a n/a +3 +2 +3 +2 +3
Total +6 n/a n/a +5 +1 -2 -1 0
Obviously, Frito better have a friend along to advise him to bag the mace and sword tricks for later. Now if Rocky the Ranger picks it up, he will be able to use both weapons effectively, since he is ambidextrous (dexterity of 18/95) and proficient with both longsword and mace, as well as equaling Frito's strength of 18/00. Let's see how he matches up:
Rocky the Ranger
Primary Weapon: Longsword Mace Longsword Mace
Secondary Weapon: <none> <none> Mace Longsword
adjustment sword mace sword mace sword mace sword mace
Strength +3 n/a n/a +3 +3 +3 +3 +3
Dexterity +2 n/a n/a +2 0 -2 -2 0
Proficiency 0 n/a n/a 0 0 0 0 0 Weapon Magic +2 n/a n/a +3 +2 +3 +2 +3
Total +7 n/a n/a +8 +5 +4 +3 +6
SO! Rocky can fight with just one weapon, which would make him either
+7 ToHit with just his longsword
or
+8 ToHit with just the newly-found mace,
or he can fight with two weapons, a choice of either
+5 ToHit with his longsword as primary & +4 with the mace as secondary
or
+6 ToHit with the mace as primary & +3 with his longsword as secondary
Rocky (18 wisdom, 18 intelligence, the apple of his deity's eye) will quickly and expertly sum up the situation, balancing the need for frequent hitting, amount of damage per weapon, appropriate armor class benefits, speed factors adjustments, the approximate ToHit needed against a particular opponent, all kinds of things.
multiple attacks
Any subclass of the Fighter (see Subclasses) uses a percentile system to determine multiple attacks, as opposed to the method in the "Player's Handbook". There is a 5% chance per level (with an additional 5% for true Fighters) of an extra attack in a round, and the player must roll for it at the beginning of the round or he forfeits his chance. If an extra attack is indicated, the player rolls a d10 to determine the segment in which it will occur — it is possible to have the extra attack go in the same segment as a regularly scheduled one.
The segmental system requires a modification for the open hand attack that a monk uses. The frequency of attack is greater, but the damage per hit is less, than in the Player's Handbook. See the Monk's Capabilities table in the Monk section of the CHARACTER chapter.
A slowed character (as in the spell) would have his weapon's speed effectively doubled; a speed factor of 3 becomes 6 for the duration of the effect. Conversely, a hasted character would have his weapon's speed effectively halved (rounded up); a speed factor of 5 becomes 3.
parrying
Parrying lowers the armor class by an amount equal to the number of proficiencies the character has in the weapon plus any ToHit bonuses the weapon may have. Note that you cannot parry with one weapon and attack with another (the exception is parrying weapons used with an attacking weapon, such as main gauche & rapier). However, the character has the speed factor of their next attack increased by 2 (i.e., he delays his next attack and may only defend during that segment) — this delay applies to the use of spells as well since the spellcaster is so busy defending against being splattered that he cannot reach for spell components, make hand passes, etc. Consecutive parries are possible with the delaying time being cumulative to a maximum of 10 segments, and the total delay will actually occur after the last parry. The parry may be used to defend against only one attacker — his armor class is normal against any other attacks (see the Weapons Capabilities table).
Example: Frito the Fighter is in a real pinch. He doesn't have many hit points left and he's facing a Minotaur that can do up to 16 points of damage on a single (normal) hit. Since Frito has a current AC of 0 (zero, and that's including all bonuses), he would feel better if he could improve his AC, so he forgoes attacking the monster (he wasn't accomplishing much anyway) and decides to parry. He has two proficiencies in longsword, and his is a +1/+1 weapon, therefore his new AC is -3: it drops two for the proficiencies and one for the magic ToHit bonus … no adjustment is made for the Damage bonus. The new speed factor is 7 (5 + 2) and is applied after the first parry. If he attacked in segment 2 and parried in segment three, he could not attack again until segment 10, as opposed to segment 7. If he makes a second parry in segment eight, he cannot attack until segment 7 of the next round (SF = 5 + (2*2 segment parry penalty)). If he does not parry again, instead waiting until segment 7 and attacking, his speed factor is back to normal. If he made five consecutive parries, his effective speed factor to attack would be 15 (5 + 5*2); a sixth or seventh parry would also make the speed factor 15.
If there is more than one minotaur, Frito might be guacamole.
disarming
Hits may be directed to disarm . If a character is holding/using a weapon capable of disarming (see the Weapons Capabilities table), and the opponent is holding/using a weapon appropriate to that method of disarming, a "Hit to Disarm" may be declared. The character must first make a hit on AC 0 (dexterity bonus and weapon plusses applies). If this is accomplished, the opponent is allowed a saving throw against petrification (strength, dexterity, and the better of the weapon ToHit or Damage bonuses apply), failure indicating disarmament.
entangling
Certain weapons (as indicated on the Weapons Capabilities table) may be used to entangle. Such weapons, if they hit, will entangle an appropriate portion of the opponent's body unless a saving throw against petrification is made (dexterity bonus applies).
critical hits and fumbles
If the character rolls a natural 20 on its ToHit, there is the chance of a particularly telling blow. This is applicable with either weapon attacks or with spell that simulate weapons and require a ToHit roll (such as a Spiritual Hammer). Roll the d20 again; if it is equal to or less than the average of the character's dexterity and level (in the case of multi-classed characters, use the higher of the levels), it is a critical hit. (In the case of a monster, use the average of its hit dice and dexterity. If the dexterity is not explicitly given, you can assume an average of 11.) If the roll is not critical, figure damage normally.
In the case of a critical hit, roll another d20 and consult the table below.
3rd Roll Damage
1-11 Maximum normal damage
12-15 Double maximum normal damage
16-17 Triple maximum normal damage
18 Quadruple maximum normal damage
19 Quintuple maximum normal damage
20 Use your imagination! (Or consult one of the fine critical tables found in various other games publications.)
Use of the parry option will lower the third roll by three (to a minimum of one). Thus a character who foregoes attacking in favor of the parry option will never suffer a critical hit worse than triple maximum damage (20 - 3 = 17 — triple maximum damage). All parrys must be declared before the ToHit roll is made.
NOTE that additional damage does not apply to multiplying the effects of energy or strength drains or the like. For example, a vampire scores a critical on a character and rolls a 17 on the 3rd roll. The character takes 30 points of damage (triple maximum damage) but loses only two levels, not six.
The idea behind the Critical Hit is to give anyone a chance to do in anyone else if they are lucky enough. Thus, even a Kobold might be able to take out a 20th level Ranger on a good day.
proficiencies
Characters are allowed to develop proficiencies in the use of various weapons. To obtain a proficiency, a character or NPC must be available to teach the person electing to become proficient. This process takes one game month at a cost to be determined by the DM. Otherwise, a character may learn a proficiency by himself over a period of three game months.
A character is allowed to trade proficiencies for skill points at a 1 to 2 ratio — skill points cannot be traded for proficiencies!
The following table lists - by class - the initial number of proficiencies, the rate at which new proficiencies are gained, and the ToHit penalty a character receives for using a weapon with which he is not proficient.
initial
number levels
necessary to gain non-proficiency
class of
proficiencies another
proficiency penalty
Acrobat n/a 4 -4
Assassin 3 3 -3
Barbarian 3 2 -2
Bard 2 5 -4
BountyHunter 3 3 -2
Cavalier 3 3 -3
Cleric 2 4 -3
Druid 2 4 -3
Fighter 4 2 -2
Houri 1 5 -5
Illusionist 1 5 -5
Magic-User 1 5 -5
Monk 2 3 -2
Paladin 3 3 -3
Ranger 3 3 -3
Thief 2 4 -4
Witch 1 5 -5
Note that Fighters get more proficiencies to begin with and gain new ones faster than anyone else, including Rangers, Paladins, and Barbarians. This reflects the fact that Fighters have more combat training time than their specialized counterparts who must study tracking techniques, receive religious training, watch Conan flicks, etc.
If you invent a new type of weapon, you are automatically proficient with it. This does not decrement your allowance, i.e., you get a "free" proficiency. The weapon must truly be a new weapon - a mace with a 4' shaft as opposed to a 3' shaft is not a new weapon!
Certain types of attacks are not considered to be "proficienable" - characters cannot gain a proficiency for weapons in this category, but neither is a non-proficiency penalty assessed. However, dexterity and strength bonuses apply as normal. These types are:
1. Grenade
Often used in battle for attacks, such as throwing bottles of oil to crash and burn or vials of holy water. This action is not held to be a "proficiency" due to normal childhood behavior - throwing rocks at squirrels, skimming stones across ponds, etc. Apply dexterity bonuses/penalties for "missile" weapon.
2. Touch (see the SPELLS chapter)
Go figure. Apply dexterity bonuses/penalties for "hand" weapon.
Multiple proficiencies may be expended on a single weapon, so as to gain favorable advantages when using that weapon. The following table lists ToHit bonuses, Armor Class adjustments, and Speed Factor adjustments.
Number of Months Armor
Class Bonus Speed Factor
Proficiencies to
learn ToHit
Bonus by
weapon, if any Adjustment
0 — depends on class none none
1 1 none allowed none
2 1 +1 allowed none
3 2 +1 allowed -1
4 2 +2 allowed -1
5 3 +2 -1 -1
6 3 +2 -1 -2
7 3 +2 -2 -2
8 4 +3 -2 -2
9 4 +3 -2 -3
10 4 +3 -3 -3
11 4 +4 -3 -3
12 4 +4 -3 -4
1. A non-proficiency (zero) will have no beneficial adjustments as to Armor Class and Speed Factor, and will actually reduce the ToHit (and possibly the AC as well) - see the Proficiency Class Allowance table above.
2. Speed Factors will never fall below 3 for hand weapons and 2 for missile weapons, no matter how proficient a character becomes. If the speed factor would fall below this limit, then the adjustment is added to the amount of damage done.
3. Some weapons will not always be able to apply the Armor Class adjustment due to their nature - the DM will rule for each weapon. This also applies to damage.
4. Some weapons will not always be able to apply the Speed Factor adjustment due to their nature - the DM will rule for each weapon.
5. If a character is using two weapons proficiently, he may gain both weapons' advantages and/or disadvantages - this must be cleared with the DM.
weapons
The following table lists various statistics about most weapons commonly used in A D & D.
Weapons Statistics Table
Size Weight AC Speed Throwing
WEAPON (feet) (gp) adj factor Damage Range Special
Aklys 2 35 5 1d6 -
Arrow,
fowl. 2 2 3 1d2
Arrow,
normal 2 2 3 1d6
Atlatl 3 15 - +1 (V)
Axe,
battle 4 75 7 1d12
Axe,
hand 1.5 50 4 1d6 1/2/3
BaghNank 0.5 20 3 1d4 (B,
H)
Blowgun ~5.5 15 5 1 .5/1/2
Bo
stick 3 15 -1 3 1d3
Bolos 2 25 4 1d4 2/4/8 (R)
Bow,
comp, long 4 70 +2 3 +1 5/10/18
Bow,
comp, short 3 55 +1 3 +1 5/8/15
Bow,
normal, long 4 50 +2 2 - 6/12/18
Bow,
normal, short 3 40 +1 2 - 5/8/12
Bullwhip 1 25 3 (A,
S, U)
Caltrop 0.5 3 - 1d2
Cat
o' nine 1.5 25 5 1d6 (A,
S)
Cestus -25 3 - 1d4 (C,H)
Club 3 30 4 1d4+1 1/2/3
Crossbow,
light 2.5 50 +1 10 - 5/10/16
Crossbow,
heavy 3 70 +1 12 +1 6/14/20
Dagger 1 10 3 1d4 1/2/3
Dart 0.5 5 3 1d3 2/3/4
Dirk 1.5 15 4 1d4+1 (N)
Fist/hand - - - 2 ?
Flail,
foot 4 150 +1 6 1d8+1
Flail,
horse 2 35 5 1d6+1
Fork,
military 7 75 +1 8 1d8
Garotte 1 10 * 1d6+* (W)
Halberd 5 175 +1 9 1d12 0/1/2 (O)
Hammer,
lucern 5 150 +1 8 1d10
Hammer,
war 1.5 50 4 1d4+1 1/2/3
Harpoon 6 125 +1 6 1d6+1 1/2/3
Javelin 4 20 5 1d6 2/4/6
Jo
stick 3 40 -2 4 1d4
Lance,
light 10 100 +3 10 2d8 (D)
Lance,
medium 12 150 +3 12 3d8 (D)
Lance,
heavy 14 200 +3 14 4d8 (D)
Lasso 1 15 5 - (R)
Mace,
foot 3 100 5 2d4
Mace, horse 2 50 4 1d6
Weapons Statistics Table (continued)
Size Weight AC Speed Throwing
WEAPON (feet) (gp) adj factor Damage Range Special
Morningstar 3 125 6 3d3
Net,
military 2 80 10 - (G)
Nunchucku 1.5 25 -2 3 1d4 (L)
Pike,
foot 4 60 7 1d6+1 (J)
Pike,
horse 2 40 6 1d6
Quarrel,
light 2 2 - 1d6
Quarrel,
heavy 2 3 - 1d8
Ranseur 8 50 +1 7 1d6
Rapier 3 40 -2 4 1d6 (E)
Sabre 4 50 -1 4 1d7
Sai 1 20 3 1d3
Scimitar 3.5 50 -1 5 1d7
Sling,
bullet 3 5 4 1d4+1 6/12/18
Sling,
stone 3 5 4 1d5 5/10/15
Spear 5 50-1 6 1d8 1/2/3 (I)
Staff 6 50-1 -1 4 1d4+1
Stars,
throwing 0.5 4 3 1d4 2/3/5
Stiletto 1 10 4 1d5 (N)
Sword,
short 2 35 4 1d6
Sword,
broad 3 75 5 2d4
Sword,
long 4 60 -1 5 1d8
Sword,
bastard 4.5 100 +1 8 2d6+2 1-handed
"
" " 7 3d3 2-handed
Sword,
two-handed 6 250 +1 9 2d6 1-handed
"
" " 3d6 2-handed
Trident 4 50 6 1d6+1
Voulge 8+ 125 +1 9 2d6
Notes for the Weapons Capabilities table:
(A) Can disarm; a failed attempt to disarm does 1d3 damage. (See section on disarming.)
(B) Add 4% to climb percentage for each used.
(C) Add 1% to bend bars/lift gates percentage, 5% if using a pair.
(D) Assumes user is charging. Double damage if opponent is also charging. Use d3 instead of d8 if using as spear.
(E) Breaks if receives a fumble, magical items being allowed a save.
(F) Breaks on a natural 1, magical items being allowed a save.
(H) Cannot be unintentionally dropped.
(I) Double damage if charging.
(J) Double damage if set against a charge.
(K) Double speed factor if charging.
(L) Fumble occurs on a (4 - character's dexterity adjustment)
(M) May be thrown as a dagger.
(N) May be thrown as a dagger at -3.
(O) May be thrown as a spear at -3.
(P) May be used as a spear with +2 damage.
(Q) Speed factor is to nock and fire in a readied weapon.
(R) Entangles for (d4 - opponent's dexterity adjustment) rounds. If result is less than 1, duration will be 5 segments. (See section on Entangling.)
(S) If disarm is made against an edged weapon, opponent may sever character's weapon on better than a (12 - opponent's dexterity adjustment) regardless of the success of the disarm.
(T) Strength bonus rule: Strength can only add ToHit and damage points up to half the maximum damage of the weapon (bonuses, of any sort, do not apply).
(U) Damage is (1d8 + target's AC - 10). Treat results below zero as zero.
(V) Adds 1 to all ranges for spear, javelin, etc., for each proficiency taken.
(W) Can critical, but does not actually damage in itself.
movement
Instead of the Player's Handbook system, where all characters move at 12" with adjustments for encumbrance, a new movement system is substituted. The new system uses a formula based on a character's physical attributes. Thus, each person will have their own movement ability just as they have their own unique attributes. The formula is as follows:
Movement in " = (Strength + Strength + Constitution + Dexterity) / 4
As will be noted, this will indeed be equal to 12" in the case of the normal individual who engages in regular, moderate exercise. Any fraction of an ability is dropped, even at its highest (check Frito's strength in the example below). This base speed represents a fast walk. A slow walk (stroll) will be half of the base, while a dead sprint (charge) is four times faster.
However, races differ. The result of the above formula should be multiplied by the appropriate factor below, and that number will be the one to use.
Doublemark Multiplication
RACE 5 10 15 Factor
Dwarf ¨¨¨¨¨¨¨¨¨ 9" .750
Elf ¨¨¨¨¨¨¨¨¨¨¨¨ 12" 1.000
Gnome ¨¨¨¨¨¨¨¨¨ 9" .750
HalfElf ¨¨¨¨¨¨¨¨¨¨¨¨ 12" 1.000
HalfOrc ¨¨¨¨¨¨¨¨¨¨¨¨¨ 13" 1.083
HalfOgre ¨¨¨¨¨¨¨¨¨¨¨¨¨¨ 14" 1.167
Halfling ¨¨¨¨¨¨¨¨¨ 9" .750
Human ¨¨¨¨¨¨¨¨¨¨¨¨ 12" 1.000
All speeds listed in the various monster manuals are average base speeds. Some individual creatures will be faster or slower depending upon their individual statistics.
Base speeds are also modified according to the type of armor worn. The adjustment for various types of armor is listed below, arranged alphabetically by armor type and then repeated by amount of modification, for easier referencing:
type modifier type modifier
Banded -2.5" Leather no change
Chain -1.5" Padded no change
Chain (Elven) -1.0" Leather (Studded) -0.5"
Leather no change Ring -0.5"
Leather (Studded) -0.5" Chain (Elven) -1.0"
Padded no change Scale -1.0"
Plate -3.5" Chain -1.5"
Plate (Bronze) -3.5" Plate (Field) -1.5"
Plate (Field) -1.5" Plate (Full) -1.5"
Plate (Full) -1.5" Banded -2.5"
Ring -0.5" Splint -2.5"
Scale -1.0" Plate -3.5"
Splint -2.5" Plate (Bronze) -3.5"
Armor modifiers are adjusted upward by 1" for each magical plus of the armor until zero penalty is reached.
Example: Frito has a strength of 18/00, his dexterity is 10, and his constitution is 14. This gives Frito a base movement of (18 + 18 + 10 + 14) / 4 = 15". If he puts on Leather armor, there is no penalty to his base movement. If he decides to use Chain mail, his base movement drops to 13.5". Magic +1 Chain would make his movement 14.5" and +2 Chain would make his movement 15" (as per normal - not 15.5"!). These modifiers to base movement are taken before any modifications for charging, etc., are made. Using the conversion rates of
1" = 0.60 km/hr = 0.37 mi/hr
When he is unarmored, Frito's various speeds are:
Slow Walk (stroll) = 15.0" x 0.5 = 7.50" (4.50 km/hr, 2.75 mi/hr)
Base = 15.0" x 1.0 = 15.00" (9.00 km/hr, 5.55 mi/hr)
Forced March (trot) = 15.0" x 1.5 = 22.50" (13.50 km/hr, 8.30 mi/hr)
Charge = 15.0" x 4.0 = 60.00" (36.00 km/hr, 22.20 mi/hr)
and when he is wearing normal Chain, they are:
Slow Walk (stroll) = 13.5" x 0.5 = 6.75" (4.05 km/hr, 2.50 mi/hr)
Base = 13.5" x 1.0 = 13.50" (8.10 km/hr, 5.00 mi/hr)
Forced March (trot) = 13.5" x 1.5 = 20.25" (12.15 km/hr, 7.50 mi/hr)
Charge = 13.5" x 4.0 = 54.00" (32.40 km/hr, 19.98 mi/hr)
Flight speeds are also modified. The speeds listed in the books are "slow" speeds. Stall speeds are half of base, normal speed is twice, "attack" speed is six, and a power dive is greater by a factor of twelve. Example: Flash Bazbo the Psychedelic Dragon has a book speed of 36". Therefore his speeds are:
Stall = 36.0" x 0.5 = 18.0" (10.80 km/hr, 6.71 mi/hr)
Base (book) = 36.0" x 1.0 = 36.0" (21.60 km/hr, 13.42 mi/hr)
Normal = 36.0" x 2.0 = 72.0" (43.20 km/hr, 26.84 mi/hr)
Attack = 36.0" x 6.0 = 216.0" (129.60 km/hr, 79.06 mi/hr)
Power Dive = 36.0" x 12.0 = 432.0" (259.20 km/hr, 158.11 mi/hr)
5
Spell Casting
Spells that call forth a weapon effect (such as Spiritual Hammer and Mordenkainen's Sword) enable the character to strike with the equivalence of one extra proficiency, regardless of how many (if any) proficiencies the character has with that particular weapon. For example, a cleric of Sif has zero proficiencies in Hammer and throws a Spiritual Hammer; he now has one proficiency with respect to the spell (he cannot suddenly throw an actual war hammer proficiently!). However, if a cleric of Thor, who already has declared a proficiency with the weapon of his deity, threw the same Spiritual Hammer, he will use it as if he had two proficiencies.
Spells that require a touch allow 3 "ToTouch" attempts or 1 turn, whichever occurs first: if three attempts are made and all miss OR an entire turn elapses with discharging the spell, the spell is automatically lost. Touch, like Grenade, is not considered to be "proficienable" (see the Exceptions section of the PROFICIENCIES chapter).
Spellcasters must sleep for a variable amount of time before they can recover their spells. The length of time is determined as follows:
Highest Level Hours of Sleep
Spell Desired Required .
1 4
2 4
3 6
4 6
5 8
6 8
7 10
8 10
9 12
After awakening, spell users can memorize spells at the rate of 1 spell-level every fifteen minutes. A break of up to five minutes is permitted between the time spent sleeping, resting, & meditating and the memorization, but only routine, non-strenuous activity is permitted.
Clerics and Druids are allowed to obtain a spell, and then reverse it at the time of casting. No other class has this ability - if a magic-user wants to throw the reverse of Enlarge, he must declare it as a Reduce at the time he memorizes it.
miscellaneous
Hit points are recovered naturally at the rate of 1 + Constitution bonus + number of days spent resting. After seven days of complete rest, the character is up to full (unless due to special circumstances, such as damage from a sword of wounding). If forced to recover from below zero hit points without some form of magical or "expert" aid, a character must make a system shock roll to survive at zero.
The SPTM (Standard Potion Tasting Method) will usually not cause any ill effects.
Putting on and activating a normal-sized magic ring takes one segment. Doing the same with an abnormal-sized magic ring take three segments, since it has to expand or contract to adjust to fit to the character's finger.
All character classes may use "fist" as a weapon.
intelligence & wisdom immunities
With the numerous rules modifications and new spells, the intelligence and wisdom immunities tables from the Deities and Demigods book were in need of updating. This was done along with a slight modification to the immunity system itself so that immunities would no longer be an all or nothing proposition.
The immunities list from page 7 of Dieties and Demigods for intelligence and wisdom has been updated due to the adoption of various new spells and abilities allowed under the darkhold system.
For intelligence, there is the problem of Illusion/Phantasm immunities. Illusionists get the same spell "Phantasmal Force" as Magic-Users but at a different level - on which should the immunity be based?
The answer is that if there is such an overlap on Illusion/Phantasm spells the immunity is based upon the level of the Illusionist spell (after all, Illusionists should be the best with illusions). For example, in the case of "Phantasmal Force", a Magic-User who throws it as a third level spell would have to contend with it being considered a first level spell for figuring intelligence immunities.
Beings with a supra-normal intelligence are given a save versus Spell at -8 (wisdom modifiers applicable) against spells of the next higher immunity level in regards to Illusion/Phantasm spells, even those with no save. This in some cases may allow the victim two saves: the immunity save and a regular save. In such a case, the immunity save goes first, and if successful, there is absolutely no effect on the target. Also, this particular saving throw cannot be fumbled, merely failed. As an example, a being with 19 intelligence is automatically immune to all first level Illusion/Phantasm spells (and cantrips) and would gain a save versus Spell at -8 against resisting all second level Illusion/Phantasm spells. If such a resistance roll fails, the target gets his normal (if applicable) save.
As for wisdom immunities, it should first be pointed out that the druidic spell "Finger of Death" is the same as the darkhold spell "Slay Living", and as such should be removed from the immunities list. This is a killing spell, not a charm/enchantment/illusion spell as are the others on the list. As in the case of intelligence immunities, a creature with a supra-normal wisdom would gain a save at -4 versus spells of the next higher immunity category and a save at -10 versus spells of a category two levels higher. Wisdom modifiers are not applicable in either case. Neither can this save be fumbled. A complete list of the specific immunities follows. An "X" indicates immunity, an "O" indicates a save at -4, an "•" indicates a save at -10, and a "n" indicates that no modification is allowed.
spell immunity for wisdom
19 20 21 22 23 24 25 Monk Spell
Immunity
X X X X X X X M Cantrips
(all mind affecting/commanding)
X X X X X X X Cause
Fear
X X X X X X X M Charm
Person
X X X X X X X M Charm
Person or Mammal
X X X X X X X Command
X X X X X X X Fascinate
X X X X X X X Fascination
X X X X X X X Friends
X X X X X X X M Hypnotism
X X X X X X X Invisibility
to Undead
X X X X X X X Minor
Quest
X X X X X X X Nightmare
X X X X X X X Sleep
X X X X X X X Spook
X X X X X X X Taunt
-4 X X X X X X Ecstasy
-4 X X X X X X Enchant
Female/Male
-4 X X X X X X Enthrall
-4 X X X X X X Forget
-4 X X X X X X Hold
Person
-4 X X X X X X Impotence
-4 X X X X X X M Influence
-4 X X X X X X Jealousy
-4 X X X X X X Pacify
-4 X X X X X X Ray
of Enfeeblement
-4 X X X X X X Scare
-4 X X X X X X Snake
Charm
-4 X X X X X X Tasha's
Hideous Laughter
-10 -4 X X X X X M Beguiling
-10 -4 X X X X X Calm
-10 -4 X X X X X M Domination
-10 -4 X X X X X Fear
-10 -4 X X X X X Hate
Spell
-10 -4 X X X X X Hold
Animal
-10 -4 X X X X X Kiss
of Slavery
-10 -4 X X X X X Love
Spell
n -10 -4 X X X X M Charm
Monster
n -10 -4 X X X X Cloak
of Fear
n -10 -4 X X X X Confusion
n -10 -4 X X X X Emotion
n -10 -4 X X X X Eyebite
n -10 -4 X X X X Fumble
n -10 -4 X X X X Improved
Hold Person
n -10 -4 X X X X Improved
Sleep
n -10 -4 X X X X Instant
Idleness
n -10 -4 X X X X Lie
n -10 -4 X X X X Lovesickness
n -10 -4 X X X X M Suggestion
n -10 -4 X X X X Telempathic
Projection (psionic)
n n -10 -4 X X X Chaos
n n -10 -4 X X X Control
Lycanthrope
n n -10 -4 X X X Control
Undead
n n -10 -4 X X X Feeblemind
n n -10 -4 X X X Hold
Monster
n n -10 -4 X X X Korgen's
Cloud of Kindness
n n -10 -4 X X X Magic
Jar
n n -10 -4 X X X M Mass
Domination
n n -10 -4 X X X Mental
Block
n n -10 -4 X X X Quest
n n -10 -4 X X X Stop
n n -10 -4 X X X Worship
n n n -10 -4 X X Geas
n n n -10 -4 X X Lose
The Path
n n n -10 -4 X X M Mass
Suggestion
n n n -10 -4 X X M Rulership
n n n n -10 -4 X Antipathy/Sympathy
n n n n -10 -4 X M Mass
Charm
n n n n -10 -4 X Otto's
Irresistible Dance
n n n n -10 -4 X Scry
The data is repeated below, but arranged alphabetically by spell for easier referencing:
19 20 21 22 23 24 25 Monk Spell
Immunity
-4 X X X X X X Ecstasy
-4 X X X X X X Enchant
Female/Male
-4 X X X X X X Enthrall
-4 X X X X X X Forget
-4 X X X X X X Hold
Person
-4 X X X X X X Impotence
-4 X X X X X X Jealousy
-4 X X X X X X M Influence
-4 X X X X X X Pacify
-4 X X X X X X Ray
of Enfeeblement
-4 X X X X X X Scare
-4 X X X X X X Snake
Charm
-4 X X X X X X Tasha's
Hideous Laughter
-10 -4 X X X X X Calm
-10 -4 X X X X X Fear
-10 -4 X X X X X Hate
Spell
-10 -4 X X X X X Hold
Animal
-10 -4 X X X X X Kiss
of Slavery
-10 -4 X X X X X Love
Spell
-10 -4 X X X X X M Beguiling
-10 -4 X X X X X M Domination
n -10 -4 X X X X Cloak
of Fear
n -10 -4 X X X X Confusion
n -10 -4 X X X X Emotion
n -10 -4 X X X X Eyebite
n -10 -4 X X X X Fumble
n -10 -4 X X X X Improved
Hold Person
n -10 -4 X X X X Improved
Sleep
n -10 -4 X X X X Instant
Idleness
n -10 -4 X X X X Lie
n -10 -4 X X X X Lovesickness
n -10 -4 X X X X M Charm
Monster
n -10 -4 X X X X M Suggestion
n -10 -4 X X X X Telempathic
Projection (psionic)
n n -10 -4 X X X Chaos
n n -10 -4 X X X Control
Lycanthrope
n n -10 -4 X X X Control
Undead
n n -10 -4 X X X Feeblemind
n n -10 -4 X X X Hold
Monster
n n -10 -4 X X X Korgen's
Cloud of Kindness
n n -10 -4 X X X M Mass
Domination
n n -10 -4 X X X Magic
Jar
n n -10 -4 X X X Mental
Block
n n -10 -4 X X X Quest
n n -10 -4 X X X Stop
n n -10 -4 X X X Worship
n n n -10 -4 X X Geas
n n n -10 -4 X X Lose
The Path
n n n -10 -4 X X M Mass
Suggestion
n n n -10 -4 X X M Rulership
n n n n -10 -4 X Antipathy/Sympathy
n n n n -10 -4 X M Mass
Charm
n n n n -10 -4 X Otto's
Irresistible Dance
n n n n -10 -4 X Scry
X X X X X X X Cause
Fear
X X X X X X X Command
X X X X X X X Fascinate
X X X X X X X Fascination
X X X X X X X Friends
X X X X X X X Invisibility
to Undead
X X X X X X X M Cantrips
(all mind affecting/commanding)
X X X X X X X M Charm
Person or Mammal
X X X X X X X M Charm
Person
X X X X X X X M Hypnotism
X X X X X X X Minor
Quest
X X X X X X X Nightmare
X X X X X X X Sleep
X X X X X X X Spook
X X X X X X X Taunt
Illusions Causing Damage
The subject of using illusions such as Phantasmal Force to simulate a Fireball or other magical attack has come up often and has led to some confusion. Here is the final word!
As stated before, all M.U. illusionary magic is referenced as its Illusionist counterpart. This means that for figuring immunities, etc., the 3rd level MU spell Phantasmal Force is to be treated as the 1st level Illusionist spell.
The amount of damage done by a Phantasmal Force and its relatives (unless explicitly named as an exception) is based on the spell's level as a dicing function. In all cases, a save versus Rod, Staff, Wand (RSW) is allowed with Wisdom modifiers. The save can be further modified by situation or believability of the illusion. Furthermore, the target(s) must have enough intelligence or experience to know that the illusion of the world blowing up around his/hers/its ears should hurt. (The moral is: "What you don't know can't hurt you.) If the save is made, no damage is taken. Even if the illusion is believed, the lowest hit point total that it can bring a creature down to is -1 (i.e., it normally cannot kill outright).
For example, the Phantasmal Force spell can inflict at most 1 point of damage per level of the caster since this is considered to be a de facto first level spell in all cases. Spectral Force (3rd level Illusionist) can inflict 1d3 of damage per level of the caster if the save versus RSW is missed; if the save is made, no damage is inflicted. The range of the "illusionary fireball" is still dictated by the range of the illusionary spell, not its real-form range.
This ruling still leaves the damage option as a viable one since there is a great deal of flexibility as to the damage mode. It does, however, put definite restraints on its use so as to keep real Fireballs and low level creatures from going extinct.
6
Darkhold: the
World
geography
1. The Blade Mountains
2. Caer Prevdin
3. Island of the Prince with No Arms
religions
1. Christianity
2. Chthulian
3. Egyptian
4. Greek
5. Islam
6. Judaism
7. Norse
8. Slavic
9. Sumerian
10. all the various "racial" pantheons (see Unearthed Arcana)
history
No information is currently available for this topic.
CALENDAR
There are twelve months of twenty-eight days each, plus New Year's Day. The months are named X, X, X, X, X, X, Land's Death, X, X, X, X, and Last Chance.
astronomy
The solar system in which Darkhold is located has a single star, which is a G2V. This system has eight known planets (listed below in order from the sun), of which Darkhold is the only habitable one.
common greek norse egyptian slavic
Hesphestius Hesphestius Loki Thoth name
Aphrodite Aphrodite Sif Isis name
Darkhold Darkhold Darkhold Darkhold Darkhold
Thermthane Narcissus Balder Seker name
Bloodstone Ares Thor Anhur name
Magnus Jove Odin Ra name
Sentry Chronos Tyr Ptah name
Wanderer Persephone Hela Anubis name
The planet Darkhold has two moons. Hare rotates about Darkhold in almost exactly 7 days, defining the week. It has an apparent size approximate to that of Luna (~32') and looks quite similar. However, it does have a very irregular, slow rotation. It also occasionally has red glowing splotches on its surface, which various cultures (particularly the Egyptian, AmerInd, Veddic and Slavic) believe means that Hare is wounded at those times and that Nature is in distress. Tortoise rotates about Darkhold in almost exactly 28 days, defining the month. It has an apparent size a bit larger than Hare (~35'). It is generally green in color with occasional glimpses of black and grey. Various cultures (not necessarily the same ones mentioned above) believe that these glimpses represent great changes in the bountiful fields that form the Tortoise's shell.
New Year's Day brings the Solar and Lunar calendars back in line.
7
Darkhold — the Legends
As in almost every D & D world, Darkhold has its share of artifacts, heroes, mysteries, and legends. Here follows brief descriptions of some of the more well-known stories:
black razor
Black Razor is a bastard sword with an ebony blade and adamantium hilt. The sword has a malevolent and violent ego which has led to reports that the sword, once drawn, will not go back into its scabbard unblooded. It is known to drain levels and/or hit points, absorb electricity, and allow the user to run at a higher rate of speed. It is reported to be near the College of the Wizard Kings, south of Hero's Return.
the darkhold
The Darkhold is thought to control the very nature of reality. Magic, in particular, is affected by changes in the Darkhold; the power and frequency of recovery of spells has changed abruptly four times in the past four centuries (two of the changes having occurred in the last twenty years). It is known to have counterparts on other planes of reality; each "incarnation" having a different form. This plane's Darkhold is known to have the form of a book. Another plane's Darkhold has the form of a sword (which has been wielded by a being known as Modred). The Darkhold is thought to be sentient but apparently has not been known to communicate with anyone.
ISLAND OF THE PRINCE
WITH NO ARMS
This island is known to have an extinct volcano and is thought to be totally desolate. At one time it was a haven for various pirates and other unsavory types, but about 360 years ago, the volcano (known as The Prince) erupted in a massive explosion with little warning, killing all of the island's inhabitants and almost destroying itself.
ISLE OF THE
WITCHBLADE
The island is known to move from place to place — there is apparently no way of predicting where it will be at any particular time. However, most of the sightings of the island have occurred in the Azure Sea. The WitchBlade (c.f.) is thought to be on the island. There are rumors that males who enter some kind of circle are instantly transformed to stone.
THE BOOK OF TOOK
This ancient tome of power was last used fully by the (in)famous Ramanahotep. The book is said to improve the thief's normal abilities and provides him or her with additional powers, whatever they may be. The tome is rumored to have surfaced once again in the world of Darkhold.
THE ESPER CITADEL
Deep in the hills around Stormgate there is rumored to be a citadel of learning and power for the Brotherhood of the Mind. This school of sorts was established by the famous Professor X. How many espers there are or where is the exact location of the citadel no one seems to know -- but men who play with minds can hide anything they want. The Espers have not taken a very active role in the affairs of the world since the disappearance of the Heroes of Darkhold. There are many telepaths in Darkhold's major cities, but those of the Brotherhood have not been seen in any number. The citadel itself is said to float on the clouds, kept there by the minds of the Espers who strive to become full members of the Brotherhood.
It is rumored that the Brotherhood lies in wait for the time when the Drow, Githyanki, and Mind Flayers will try to claim this plane. The Espers are that force for good that evil cannot predict. The question that is on everyone's mind is where are the Espers and when will they come out of seclusion. We must also wonder if we really want them to come into the world of normal men.
The citadel itself is said to have many and varied powers over which the leader of the Brotherhood has control. These powers have their basis in the discipline of the mind and in magic, both clerical and sorcerous. These other powers were endowed in construction with the assistance of The Sinner, Theodosius, and Clint Priestwood. It is thought that the Brotherhood has at least an informal alliance with Stormgate.
THE ROAD OF THE DEAD
Legend has it that those who successfully travel the entire length of the Road of the Dead on foot and arrive at Death's Gate without having died during the journey will be granted a beneficial power, apparently at random. Those who travel only part of the Road due to suffering from the Shrinking Disease (c.f.), but do make it to the end, will be granted a suitably scaled-down power. Many people believe that the Road itself is an ancient, possibly intelligent, artifact. Also, there is a rumor that those who talk too freely about their experiences with the Road are stricken with a curse.
THE SHRINKING DISEASE
This is a temporary, non-fatal condition that affects those beings that are adventurers. No one knows why it preferentially affects those who move from place to place as opposed to those who lead a mostly sedentary existence. Beings affected by the disease have their full armor class (despite not being able to move) and hit points but are about six centimeters tall and immobile, and cannot be attacked psionically.
THE soulforge
This is, according to the dwarves, the actual forge used by Moradin to create the dwarven race. Handed under pressure into Aberroth's hands, it was recently recovered and is now under the care of the Kingdom of the Iron Hills.
THE WITCHBLADE
This weapon has not been seen in at least two centuries. Its last known usage was by Fury Swifthand as she walked the Road of the Dead. Legend has it that upon reaching Death's Gate, she tossed the arcane dagger into the Azure Sea. Some of the reported properties of the blade include "Defender-type" action, and the ability to detect males within a certain radius. There is also some evidence that possession of the WitchBlade will increase a female's Charisma.
flash: rumor just in that a worshipper of Isis now wields the WitchBlade, having obtained it by cunning and boldness from a Set worshipper.
8
Darkhold: the
People
countries
and other political
entities
explanation of the "country"
information
"Ruler" the name of the current leader and his/her full title
"Location" the hex coordinates for the map in this manual
"Military" strength ratings for both land and sea forces … see below
"Major Cities" the names of the cities with over 10,000 inhabitants, along with their hex coordinates — capital cities are so marked
"Population" the total indigenous population, rounded off with percentage of total being demi-human and/or humanoid
"Resources" economically vital products and services for which the area is known
"Major Religions" pantheons that can be legally worshipped, and the typical attitude displayed towards others
"History & Description" a very brief synopsis of major events and noteworthy characteristics
military forces
Each point for "Land Force Size" represents 5000 actual troops (regulars) and reserves) — most countries can raise an additional 50 to 100% in militia, rabble, draftees, etc. Each point for "Sea Force Size" represents 10 ships of the line — again, most countries can convert merchantmen to military service at a lower ship and crew quality rating. "(R)" refers to the quantity of river/lake vessels, at the same scale.
Quality Ratings:
1 = hopeless, a leaderless rabble or barely seaworthy
3 = poor or green
5 = average
7 = good
9 = crack
10 = elite
THE
GRAND JARLDOM OF AESERD
Location K27
Ruler His Vikingness, Fandralsen, the Grand Jarl of Aeserd and Terror of the Northern Wastelands.
Military Army is rated excellent: 56 (Size 8, Quality 7)
Navy is rated supreme: 80 (Size 9, (2), Quality 8)
Major Cities Aeserd (pop. 40,000) (capital)
Thialfi (pop. 21,000)
Population 600,000 (75% human, 10% dwarven, 10% elven, 5% other)
Resources Gems, precious metals, furs, wood, shipbuilding supplies.
Major Religions Nordic Norse, Teutonic Norse, some Celtic. Somewhat tolerant of other religions.
History & The Jarldom of Aeserd is one of the oldest political entities of Darkhold. It
Description has existed in one form or another for several
centuries. Aeserd was formed out
of a confederation of 27 major jarls in order to provide common defense from
frost giants and other assorted humanoids. Thorrsen I, a courageous jarl of many famed combats, was
chosen to lead them all into battle.
After the threat was over, Thorrsen played one faction off another and
established himself as the ruler of the land. Some of the old leaders still exerted some influence over
the throne, however, and in the year 20 P.E. (Present Era - post Drow War Two), five Teutonic jarls in
the interior mountains led a rebellion against the Nordic Grand Jarl and
succeeded in winning their area's independence; this land became known as
Midgard. Relations between the two
countries have improved with time and are now friendly.
Currently,
Aeserd has a large naval force and an extensive merchant fleet that can be
converted to military purposes.
Its land forces are considered to be very good — especially feared
are the berserkers, fighters who wear only light armor (if any at
all) but who are very nimble and swift.
Berserkers fight to the death and do not normally take prisoners. They have been known to catch arrows,
spears, and other projectiles in mid-air and return them accurately at the
enemy.
THE
AUGUSTINIAN EMPIRE
Location LL16
Ruler His Imperial Majesty, Augustus X, Ruler of Centurions, Favored of the Gods.
Military Army is rated good: 42 (Size 7, Quality 6)
Navy is rated average: 8 (Size 1, (2), Quality 5)
Major Cities Augustine (pop. 55,000) (capital)
Hero's Return (pop. 12,000)
Population 750,000 (80% human, 5% dwarven, 5% halfling, 5% gnomish, 5% other)
Resources Agriculture, gems, metals, cloth.
Major Religions Greco-Roman, Christianity, Judaism, Celtic, some demi-human pantheons. Very tolerant of other religions.
History & The Augustinian Empire is a political entity that arose after the Second Drow
Description War.
With the end of that war and the disbanding of the Mortal Heroes,
Augustus the Heartless, as he was then known, left Hero's Return and built a
citadel in the readily defensible foothills southeast of the Dwarven Kingdom of
the Iron Hills. The area at that
time was in a state of political chaos, with no seat of power, and with several
bandit lords vying for control.
With the help of the Mage Lawrence Dreamstalker, Augustus gathered and
trained an army from among the
populace of the region, and defeated many of the bandit lords and drove the
remainder from the region. The
grateful populace of the area, relieved
to be able to lead their lives in relative safety, asked Augustus to become
their king. Augustus agreed,
and Lawrence Dreamstalker became the chief advisor to the Court. Augustus became even more popular with
the people of the area when he chose from among the common people a girl
named Athenia to become his queen.
He ruled wisely and well, and his old name was changed so that he became
known as Augustus the Just, and thereafter the rulers of the country had the
name of Augustus Justinius. For
twenty years he ruled, aging so little during that time that it was rumored
among the people of the country that it seemed the intent of the Gods that
Augustus should rule them for hundreds of years. After twenty years, however, Augustus and Lawrence
disappeared from the court of Augustine.
The people of the country were shocked and upset, but gradually the
feeling became prevalent that Augustus and Lawrence had been called away by the
Gods for some greater purpose, and Queen Athenia became regent for her young
son. She ruled very well as Regent,
giving the throne to her son when he turned eighteen. She never remarried, hoping that Augustus would some
day return to her. Augustus has
not yet returned, but the legend surrounding him says that he will return to
aid Augustine in its hour of greatest need.
Augustine's
most important political alliance, that with Keeli, was founded some one
hundred years after the end of the Drow Wars. At that time, Augustine was making use of the port
facilities in Keeli as its access to the Azure Sea. A few conniving ministers managed to convince Augustus the
Fifth that Augustine was powerful
enough to annex the city state of Keeli. Augustus the Fifth sent messengers to the Ecclesiastical
Council of Keeli with an ultimatum — Keeli would become a part of
Augustine, peacefully or not. The
head of the Ecclesiastical Council, a Jewish Rabbi named Saul, sent back a
messenger with expressions of shock and outrage at Augustine's audacity. Saul conceded that it was possible that
Augustine could conquer Keeli through sheer force, but that the people of Keeli
would see to it that what the Augustinians obtained through conquest would not
be worth having. Saul also hinted
that Keeli would bring the Citadel of Stormgate into the matter. Augustus the Fifth decided to test
Keeli's strength and determination by sending a flotilla of boats down the
Grosser River with a regiment of his best soldiers. Keeli, however, seemed prepared for such a test, because
they intercepted the flotilla two days north of Keeli when the flotilla beached
for the night. The Augustinian
Regiment was captured by Keeli with slight losses on both sides, and was taken
back to Keeli. Saul decided that
rather than punishment, the soldiers would be set free in Keeli. Saul appealed to the soldiers on the
basis of their alignments (all were either good or neutral), to leave the
innocent people of the city in peace.
There was some dissension among the more militant of the troops, but the
regimental commander was a wise man, and he returned to Augustine to confront
the emperor. Much to the
commander's surprise, Augustus the Fifth was completely in agreement that
Augustine should not only leave Keeli to itself, but that Augustine should
cement strong ties with Keeli. It
turned out that Augustus the Fifth had had a dream on the night that the
regiment was captured. In this dream,
Augustus the First conveyed his displeasure with his great-great grandson's
actions, and hinted that further military overtures would cause him (Augustus
the First) to be very, very disappointed in Augustus the Fifth. The outcome of the situations was that
an agreement was reached between Augustine and Keeli that would be of
great benefit to both. Augustine
was granted privileged use of Keeli's port and Keeli would defend the
Augustinian ships, while Augustine would provide military support to Keeli in
times of danger. This agreement
has worked out exceptionally well for both countries, who remain strongly
allied to this day.
Among
its other geographical neighbors Augustine has not fared so well. Augustine and the Iron Hills have
always maintained and neutral and somewhat distrustful opinion of each
other. While neither Augustine nor
the Iron Hills wants the territory that the other occupies, and while both
countries are good aligned, the racial disparity of the two areas has caused
suspicion and mistrust over the years.
Augustine
and Deerhart, on the other hand, have always maintained a state of cold
war. Deerhart is an expansionistic
country, and is always casting covetous eyes at Augustine and the
unclaimed territories to its south.
Augustine does not want Deerhart to move any closer than that country
already is, and Augustinian and Deerhart troops will often clash in
neutral territories. While no
formal declaration of war has been signed, there is little doubt that
sufficient provocation will lead to war.
In the current state of political crisis on Darkhold, Augustine is
suspected to be formulating plans of all out attack against Deerhart should the
opportunity arise.
THE
KINGDOM OF BLACKMOOR
Location J42
Ruler His Extreme and Exalted Majesty, Toreeno II
Military Army is rated average: 25 (Size 5, Quality 5)
Navy is rated excellent: 22 (Size 4, (1), Quality 5)
Major Cities Blackmoor (pop. 24,000) (capital)
Darkhand (pop. 10,000)
Population 350,000 (70% human, 20% orcish, 10% humanoid).
Resources Agriculture, fishing, gems, shipbuilding materials.
Major Religions Melnibonean, Nehwon, Orcish Pantheon, certain other evil and/or chaotic religions. Very intolerant of other religions.
History &
Description
THE
PRINCEDOM OF CAPRICE
Location J36
Ruler Her Serene Majesty, Trinian Moonglow, Flower of the Morning Star
Military Army is rated average: 15 (Size 3, Quality 5)
Navy is rated poor: 2 (Size 0, (1), Quality 4)
Major Cities Caprice (pop. 15,000) (capital)
Population 170,000 (70% elvish, 20% human, 5% halfling, 5% other)
Resources Foodstuffs, high quality leather, spices, rare wood
Major Religions Elvish pantheon, Celtic (Welsh), Halfling pantheon. Very tolerant of other religions.
History & Caprice is an old, but not ancient, land locked principality located in the
Description savannah region north of the mountainous kingdom of
Nestle. Its population consists
mainly of "Elvish" elves who wished to live as close to such forest
as there is in the area but as far from the Mountains of Doom and the Gnoll
Wood as they could. The population
also has a high concentration of humans and half-elves.
Caprice
has changed little in its history, being mostly a peaceful land of people
content to live their lives quietly.
It has, however, been known to have skirmishes with Martine along its
northern border, which caused both countries to lose territory and resources,
neither being a nation possessing incredibly skilled warriors. At the present time, however, a
possible liaison is being negotiated by marriage of the young Princess of
Caprice to the Duke of Martine, thereby consolidating the countries so that
each might complement the strengths of the other. Caprice is rather anxious to obtain use of the port
facilities that Martine possesses, while Martine would like to have at its
disposal the highly skilled elvish archers of Caprice.
Caprice
is located not far from Caer Prevdin, an area known for its wild magical
properties. Caprice keeps a strong
watch on the area, which has been known to spew forth monsters to wreak havoc. It is the threat of Caer Prevdin that
has kept Caprice from extending its borders to the west into the unclaimed but
fertile savannah north of Mark's Town.
The
country is also known to contain most of the population of an unusual humanoid
race that, while human in appearance, are rumored to turn into giant black
leopards when angered. This race
of people are incredibly dexterous, practiced in the use of weapons and the
martial arts, and tend to keep very much to themselves to hide the secret of
who they are to avoid persecution. It is also rumored that these people kill any of their lovers
that are not of their own race.
The traveller is cautioned to be wary of with whom he sleeps when visiting
Caprice.
THE
KINGDOM OF DEERHART
Location AA25
Ruler His Most Exalted Majesty, Boraslav II, Defender of the Reaches and Supreme Judge of the People.
Military Army is rated supreme: 120 (Size 20, Quality 6)
Navy is rated excellent: 24 (Size 5, (2), Quality 4)
Major Cities Deerhart City (pop. 75,000) (capital)
Dare (pop. 20,000)
Raven's Port (pop. 12,000)
Also see entry for Duchy of En.
Population 1,250,000 (80% human, 10% elvish, 5% halfling, 5% other).
Resources Agriculture, cloth, wood, fishing, minerals.
Major Religions Slavic, Norse, Celtic, Elvish pantheon, Christianity, Judaism. Tolerant of other religions.
History &
Description
DULAND
Location A33
Ruler Unknown, although legends indicate that those of Duland are always led by a female.
Military Army is rated unknown: ? (Size ?, Quality ?)
Navy is rated unknown: ? (Size ?, (?), Quality ?)
Major Cities Unknown
Population Unknown; legend indicates either human or elven (?).
Resources (reputed) Rare woods, gems, minerals, metals.
Major Religions Reputed to be a form of animism. Since the Du are very hostile toward any and all outsiders, it is assumed that they are also intolerant of other religions.
History &
Description
THE
FREE CITY OF EAGLE'S NEST
Location O27
Ruler His Excellency, Veronic Skorre, Chief of the Elder Council.
Military Army is rated poor: 7 (Size 1, Quality 7)
Navy is rated good: 16 (Size 2, (0), Quality 8)
Major Cities City of Eagle's Nest (pop. 25,000) (capital)
Population 70,000 (90% human, 10% demi-human).
Resources Fishing, agriculture, shipbuilding materials
Major Religions Finnish, Norse (Nordic). Tolerant of other religions.
History & Eagle's nest is a Free City made up of many merchants and free traders. It
Description is the base of operation for many ships that sail
the Sea of Llyr, who fly the Eagle's Nest flag as a flag of convenience. It is a very defensible location,
having held out against "expansionism" from Aeserd.
Politically
Eagle's Nest remains as neutral as possible, preferring to look out for its own
interests rather than to take sides.
It is, however, a good aligned City State, as is shown in the fact that
the City afforded shelter and haven to the "Council in Exile" of what
was formerly En's Town when that area was taken over by Deerhart. (See entry for En.) A wide variety of
employment is available in the area, from farming and sailing to hiring as
a mercenary or guard on one of the many ships that sail to and from Eagle's
Nest every day. The port
facilities are both large and excellent.
THE KINGDOM OF ELFHIEM
Location N33
Ruler His Most Excellent Draig, Eglouis III, Son of the Blood.
Military Army is rated average: 14 (Size 2, Quality 7)
Navy is rated average: 5 (Size 1, (1), Quality 5)
Major Cities Elfhiem (pop. 26,000) (capital)
Lana (pop. 12,000)
Population 180,000 (85% elvish, 5% halfling, 5% human, 5% sylvan).
Resources Agriculture, cloth, fishing.
Major Religions Elvish pantheon, Celtic (Welsh), Halfling pantheon. Somewhat tolerant of other religions.
History &
Description
DUCHY OF EN
Location T26
Ruler His Eminence and Honor, Sanderval Furdag, Duke of En.
Military Army is rated poor: 3 (Size 1, Quality 3)
Navy is rated poor: 3 (Size 1, (0), Quality 3)
Major Cities En (pop. 27,000) (capital)
Population 60,000 (85% human, 10% elvish, 5% other).
Resources Fishing, agriculture, minerals.
Major Religions Nordic, Finnish, Slavic, Celtic. Tolerant of other religions.
History & The Duchy of En is the newest acquisition of the Kingdom of Deerhart.
Description En's Town, as the Duchy used to be known, had
existed at its current location on the Northern Sea (also known as the Cold
Sea) since before the Second Drow War.
The area was a city-state, and was one of the richest of the fishing and
trading towns on the southern side of the Sea, due to the fact that it was a
natural geologic port. The
government consisted of a Mayor who was elected by the people, and a Council of
twelve members, most of whom were powerful merchants, respected fisherman, or
religious leaders. In the year
358, Deerhart, in one of Boraslov's fits of expansionism, decided that the
Kingdom desperately needed a port on the Nothern Sea. Boraslov offered the Council of En an
almost irresistible deal - Deerhart would pay every citizen of En's town one
year's wages, and would make the mayor the Duke of En, and the council members
would all become barons of Deerhart.
However, Boraslov's conditions were that the Town would become part
of Deerhart peacefully, and that Deerhart would have complete and final word
about which countries would be granted the use of En's port.
Ten
of the twelve Council members, and the Mayor, were avidly opposed to accepting
the offer. They did, however,
realise that there was absolutely no chance that En could beat Deerhart in a
war, and that none of En's allies would be willing to confront mighty Deerhart
and risk attacks upon themselves.
The Mayor, Kelvin Oortson, came up with a plan whereby the city would
capitulate to Deerhart, but Kelvin and the ten councilors who sided with him
would escape with as many of their trusted friends and as much of the city
treasury as they could take. Of
the two councilors who were not part of the plan, Sanderval Furdag was the
most powerful and dangerous, and Kelvin and the other councilors had to meet
secretly and operate quietly in order not to arouse Furdag's suspicions.
Finally,
on the night before the Deerhart troops were to occupy En in earnest, Kelvin
and the others made their daring escape.
Kelvin had managed to convince the naval and marine commanders that his
plan was the best way to deal with Deerhart, and it was the troop of elite marines
who stormed their way to the city treasury and took as much gold and magic as
they could. The councilors
and their families and friends took all the art objects and other valuables
that they could find, and then fled to the harbor where the naval commander had
all of the ships of the En navy ready to sail. There was some resistance put up by the regular city
militia, and by other townspeople who stood to gain a great deal in the
Deerhart takeover, but in all over twenty percent of the city population
managed to escape by land or sea.
There were two Deerhart Naval ships in the En harbor, but one ship was
lightning bolted up through it's hull, and the other sustained heavy archery
and magical fire from the shore.
In all, nine ships left the port of En and began the voyage towards the
Free City of Eagle's Nest. As the
ships left the harbor, an earthquake struck the port, damaging it severely and
wrecking most of the other vessels still anchored there. No one knows who it was who cast the
earthquake, or the lightning bolt who destroyed the first Deerhart ship.
The
ships were very crowded, but only one sustained irrepairable damage; her crew and cargo were transferred to
the other ships, and it was these eight ships that made it to Eagle's Nest.
The
ships were met by the Eagle's Nest navy with a great deal of suspicion. Kelvin, however, managed to convince
the Eagle's Nest Council that they would gain a great deal by accepting the
escapees into their city. Kelvin
arranged a deal whereby his people would be granted citizenship in Eagle's
Nest, and Eagle's nest would gain the use of the eight warships that they came
in, and the naval and marine contingents.
In addition, all the treasure brought from En would be divided evenly
among the people of En, to give them means to live without inundating the
Eagle's Nest economy. Kelvin
became leader of the En's Town Council-in-Exile. It is the dearest wish of this Council that some day they
will gain the strength necessary to drive the Deerhart forces from En and
restore it as a democracy.
THE GNOLLWOOD
Location N22
Ruler His Extreme and Tyrannical Sire, Rowgosrow II.
Military Army is rated average: 25 (Size 5, Quality 5)
Navy is rated none: 0 (Size 0, (0), Quality )
Major Cities Gnollgran (pop. 20,000) (capital)
Nogul's Flail (pop. 10,000)
Gnoll Gate (pop. 10,000)
Population 200,000 (85% gnoll, 5% orcish, 5% humanoid, 5% other).
Resources Wood, furs, minerals, agriculture.
Major Religions Roofdrak, gnollish pantheon, animism, demon worship. Very intolerant of other religions (especially elvish).
History &
Description
GODS' CUP
Location OO32
Ruler Praxis Abanthor, Archcleric of Zeus. Leadership changes often among the heads of the temples.
Military Army is rated poor: 4 (Size 1, Quality 4)
Navy is rated average: 6 (Size 1, (1), Quality 4)
Major Cities Gods' Cup (pop. 35,000) (capital)
Population 75,000 (70% human, 10% elvish, 10% dwarvish, 10% other). Note that there is a fairly large transient population as well.
Resources Metals, minerals, gems, fishing, agriculture, cloth.
Major Religions Almost all religions are represented here. The high tolerance does not prevent intrigues, however.
History &
Description
THE REPUBLIC OF GREYHAWK
Location J35
Ruler His Excellency, Markus Steelhart, Chancellor of the Republic.
Military Army is rated poor: 10 (Size 2, Quality 5)
Navy is rated average: 5 (Size 1, (0), Quality 5)
Major Cities Greyhawk City (pop. 45,000) (capital)
Population 120,000 (65% human, 15% elvish, 15% halfling, 5% other).
Resources Agriculture, fishing, cloth.
Major Religions Christianity, Judaism, Islam, Greco-Roman, Norse, Elvish and Halfling pantheons, Celtic. Very tolerant of other religions.
History &
Description
THE KINGDOM OF THE IRON
HILLS
Location KK12
Ruler His Worthiness, Clangadar Feldspar II, King of the Iron Hills.
Military Army is rated excellent: 56 (Size 8, Quality 7)
Navy is rated poor: 2 (Size 0, (1), Quality 3)
Major Cities StoneHaven (pop. 32,000) (capital)
Cairn (pop. 15,000)
Population 450,000 (75% dwarven, 15% gnomish, 5% halfling, 5% other)
Resources Metals, gems, minerals, agriculture, furs.
Major Religions Dwarven, Gnomish, and Halfling pantheons, Norse. Tolerant of other religions.
History &
Description
JOE'S PLACE
Location FF26
Ruler Clayton Bakerson, Mayor of Joe's Place
Military Army is rated poor: 4 (Size 1, Quality 4)
Navy is rated none: 0 (Size 0, (0), Quality )
Major Cities Joe's Place (pop. 7,000) (capital)
Population 40,000 (75% human, 10% elven, 10% halfling, 5% other).
Resources Agriculture, cloth, wood.
Major Religions Celtic (Welsh), Egyptian pantheon. Very tolerant of other religions.
History & This small city arose around the Trading Post owned by Joe Demigod.
Description This Trading Post had been there, and run by Joe,
since before even the oldest elves in the area can remember. The people of the area consist mostly
of farmers, sheep herders, and wood crafters. Joe's Trading Post is a major stop for adventurers
travelling between Keeli and Augustine.
It is rumored that Joe Demigod will sell anything (excepting wishes) for
a price. There are always people
willing to go on quests for Joe in order to gain some powerful magic item or
lots of treasure.
While
Joe's Place is not formally allied with any other political entity, relations
are closest with Keeli and Augustine; however, it remains an independent
political entity. Not
surprisingly, Joe's reputation (not to mention his last name), has discouraged
even Deerhart from attempting any forays into the city's lands. It is suspected, although not
definitely known, that Joe would defend the city in the event of an
invasion. Supporting this view is
the fact that the Second Drow War is the only time that Joe has ever been seen
in armor or carrying a weapon: his Trading Post had been destroyed by the Drow,
and since then, no Drow have ever been spotted near Joe's Place. The reader is invited to use cause and
effect.
The
people of the area are mostly Celtic and Egyptian, and the majority of
spell-casters in the region are either druids or witches. A very large and powerful clan of
Egyptian witches make their home a few hours ride west of the town itself, and
are known to render aid to the town when needed. In all, the area tends to be very peaceful, the major
excitement coming when large bands of adventurers come through town.
KATANA
Location UU26
Ruler The Emperor, Yamamoto Yashida, The Eleventh of the House of Yoshi.
Military Army is rated excellent: 81 (Size 9, Quality 9)
Navy is rated good: 18 (Size 2, (2), Quality 6)
Major Cities T'shang Tse (pop. 75,000) (capital)
Kirubati (pop. 45,000)
Population 600,000 (80% human, 15% "sylvan", 5% dwarvish).
Resources Metals, agriculture, gems, rare woods, cloth.
Major Religions Chinese, Japanese, Veddic. Intolerant of other religions.
History &
Description
THE PROTECTORATE OF KEELI
Location HH28
Ruler Theodosius Cardinal Justinius, Arch-Cardinal of the Church and Head of the Ecumenical Council.
Military Army is rated good: 28 (Size 4, Quality 7)
Navy is rated excellent: 28 (Size 3, (1), Quality 8)
Major Cities Keeli (pop. 65,000) (capital)
Population 450,000 (85% human, 5% halfling, 10% demi-human).
Resources Fishing, agriculture, ship-building materials, minerals.
Major Religions Christianity, Judaism, Islam. Tolerant of other "good" religions.
History & This city-state grew around the natural port where the Grosser River met the
Description Azure Sea.The geography of the area plus its
abundant natural resources have meant that the area has been continuously
inhabited for centuries. These factors have insured Keeli's place as the major
trading port on the Azure Sea.
For
at least the past five centuries, Keeli has been the center of Christianity,
Judaism, and Islam on Darkhold. There has been some debate among scholars as to
why this has happened. There is some evidence that a number of people were
transplanted from a place called "Earth" approximately five centuries
ago. These people prospered and spread the affor-mentioned religions not only
locally, but across Darkhold. Strangely enough, all three religions still see
the true center of their belief as being on "Earth". At least one of
the drafters of the Concordium of Keeli, Clint Priestwood, was a recent
transplant from Earth.
The
three major religions have not always co-existed and cooperated in peace. In
fact, just before the Second Drow War, the three groups came close to war not
only in Keeli but across Darkhold. When things seemed hopeless, a number of
major leaders of the three religions met in Keeli and drafted the Concordium of
Keeli. This document declared that while the three religions had their
differences, they all worshiped the same God. Further, the differences were
declared "trivial" compared to their differences with the
"pagan" religions. They pledged to rule Keeli as an enlightened
theocracy made up of the major clerics of the three religions. This agreement
has held to this day, making not only Keeli itself prosperous, but also aiding
followers of these religions worldwide.
Keeli
has grown from a small port to a city-state on the verge of becoming a major
country. Keeli's diplomatic reach has also grown, combining elements of
religion and secular diplomacy. Keeli is closely allied with the Augustinian
Empire (see entry on the Augustinian Empire). However, Keeli continues to
diplomatically turn down occasional offers to join the Empire.
KOSALA
Location H48
Ruler The Terror
Military Army is rated excellent: 50 (Size 10, Quality 5)
Navy is rated good: 18 (Size 3, (3), Quality 4)
Major Cities Kasala (pop. ~60,000) (capital)
Population 1,500,000 (est.) (75% human, 25% other).
Resources Mostly unknown, although rare woods, drugs, and other exotic items sometimes are traded.
Major Religions Different forms of demon worship and animism. Very intolerant of other religions.
History & Little is known of Kosala except that mysterious and
terrible things are said to
Description occur
in the jungles of the region. The ruler is said to be a natural polymorph who
may even be a demon. There are ample tales of human (and other) sacrifice and
horrible rituals.
However,
there are treasures that come only from Kosala. These treasures include rare
woods, drugs that can cure (or cause) various ills, and the world's finest
chocolates (which are rumored to keep one healthy and happy). These entice
various adventurers to attempt to find their fortunes in the jungles of Kosala.
COUNTY OF LEENSPORT
Location N42
Ruler DeJarling Dubonnik, Count of Leensport
Military Army is rated average: 15 (Size 3, Quality 5)
Navy is rated excellent: 27 (Size 4, (1), Quality 6)
Major Cities Leensport (pop. 70,000) (capital)
Population 250,000 (80% human, 10% demi-human, 10% humanoid).
Resources Agriculture, fishing, rare woods.
Major Religions Nehwon, Veddic, Melnibonean. Tolerant of other religions.
History &
Description
COUNTY AND CITY OF MARK'S
TOWN
Location G41
Ruler Her Royal Presence, Evangeline II, Princess of the People.
Military Army is rated average: 25 (Size 5, Quality 5)
Navy is rated good: 13 (Size 2, (1), Quality 5)
Major Cities Mark's Town (pop. 45,000) (capital)
Chainmail (pop. 20,000)
Population 800,000 (75% human, 10% halfling, 10% elvish, 5% gnomish).
Resources Agriculture, fishing, wood, ship-building materials, cloth.
Major Religions Christianity, Judaism, Celtic, Islam. Very tolerant of other religions.
History &
Description
THE DUCHY OF MARTINE
Location L35
Ruler The Defender of the People, Augustavius Marti III, Duke of Martine.
Military Army is rated average: 15 (Size 3, Quality 5)
Navy is rated average: 5 (Size 1, (1), Quality 5)
Major Cities Martine City (pop. 25,000) (capital)
Population 400,000 (60% human, 30% elvish, 5% halfling, 5% other).
Resources Agriculture, cloth, fishing.
Major Religions Celtic (Welsh), Elvish pantheon, Christianity, Halfling pantheon.
History &
Description
THE jarldom OF MIDGARD
Location X23
Ruler Lord Sigmund, Grand Jarl of Midgard
Military Army is rated average: 21 (Size 3, Quality 7)
Navy is rated average: 80 (Size 0, (2), Quality 7)
Major Cities Midgard City (pop. 25,000) (capital)
Population 150,000 (90% human, 5% dwarven, 5% other)
Resources Agriculture, mining, fishing.
Major Religions Tuetonic Norse, Celtic (Welsh), Dwarven pantheon.
History &
Description
THE KINGDOM OF NESTLE
Location J38
Ruler His Illustrious Kingship, Benbo Winterbeard.
Military Army is rated good: 30 (Size 5, Quality 6)
Navy is rated poor: 2 (Size 0, (1), Quality 4)
Major Cities Nestle (pop. 26,000) (capital)
Population 350,000 (75% gnomish, 15% dwarven, 5% halfling, 5% other).
Resources Metals, gems, minerals, agriculture, fishing, rare woods.
Major Religions Gnomish pantheon, Dwarven pantheon, Halfling pantheon, Celtic, Norse (Nordic). Tolerant of other religions.
History &
Description
THE THEOCRACY OF RA
Location NN36
Ruler His Glory, Narlohotep I, High Priest of Amen-Ra and Pharaoh of The Celestial Barge.
Military Army is rated excellent: 49 (Size 7, Quality 7)
Navy is rated average: 6 (Size 1, (1), Quality 4)
Major Cities Heliopolis (pop. 35,000) (capital)
Population 500,000 (80% human, 15% dwarvish, 5% other).
Resources Agriculture, minerals, cloth.
Major Religions Egyptian. Very intolerant of other religions.
History & Ra is one of the most recent countries on Darkhold. While the Egyptians
Description had
always existed as a people, they had never possessed enough power to confront
the Moslems and Greeks ruling the desert reaches that contained the great
pyramids built, the Egyptians believed, by Ra himself. A cleric of Ra, Narlohotep, was the one
who finally organized an army of religious warriors to perform raids on the
Greeks in the area south of God's Cup.
In the interest of keeping peace in the region, the Council of God's Cup
intervened and granted to Narlohotep the rights to settle the area to the
south. Narlohotep called for all
Egyptians to come and colonize and region in the year 340. Through hard work the area, which was
fertile, was turned into a large agricultural producer. Narlohotep thought that the best
interest of the Egyptian people would be served by disallowing any other
religions in the area.
The
great city of Heliopolis was completed in the year 350. This city houses the principle temples
of the major Egyptian dieties in the world of Darkhold. The city is built along an east-west
axis so that, on the sunrise of a particular day each year, the sun pours
through the great gate of Ra and strikes the Road of the God, up to the main
temple of Ra in the center of the city.
The city is the cultural center for the nation, and pilgrims come from
the far reaches of the world to worship there. Adventurers, too, come, but to seek the rumored riches
hidden within the sacred pyramids in the desert. Narlohotep does not deem it necessary to guard the pyramids
from intruders, for he believes that Ra will send Anubis to deal with any perpetrators
of such blasphemy.
The
country is very much lawful good in outlook. While there are temples to the evil Egyptian dieties within
the country, none lie within the walls of the capital city. Note, however, that a worshipper of an
evil Egyptian diety is far more tolerated than a worshipper of a good diety of
any other pantheon. The
intolerance, however, extends only towards the building of temples, the buying
of property, and the breaking of religious taboos. Tourists are tolerated and encouraged to spend
extravagantly.
THE SALADIN
Location Z47 (does not appear on map)
Ruler His Eminence, Caliph Akbar ben Daoud, Wielder of the Saladirrhim.
Military Army is rated average: 18 (Size 2, Quality 9)
Navy is rated none: 0 (Size 0, (0), Quality )
Major Cities Saladin (pop. 20,000) (capital)
Population 80,000 (95% human, 5% other).
Resources Water, minerals, metals.
Major Religions Islam, Christianity, Judaism. Intolerant of other religions.
History &
Description
THE CITY-STATE OF SEAHAWK
Location O30
Ruler His Majestic Wealth, Ulrick Ariane, Tyrant of Seahawk and Leader of the Collected Reaches.
Military Army is rated average: 18 (Size 3, Quality 6)
Navy is rated good: 14 (Size 2, (0), Quality 7)
Major Cities Seahawk City (pop. 130,000) (capital)
Population 250,000 (75% human, 15% demi-human, 10% humanoid). Note that there is a large transient population.
Resources Fishing, minerals.
Major Religions Greco-Roman, Nordic, Egyptian, Sumerian, Celtic. Very tolerant of other religions.
History & Seahawk is the largest trading port along the Northern Sea. Its trade,
Description however, is not limited to strictly legal and
mundane types of items. Indeed, it
is rumored that in Seahawk one may obtain anything for a
price. It is even rumored that in
some of Seahawk's many casinos and gambling dens that one can wager levels, and
perhaps one's very soul. With this
type of reputation, tourism has become Seahawk's second largest
industry. Adventurers from all
over Darkhold, and some from places that no one is quite sure of, can be found
in the city. Drug sellers,
slavers, fencers of stolen goods, and killers for hire can be found in the
city's market place next to wool merchants and wine sellers. Seahawk contains something for every
taste from the aesthetic to the most bizarre.
Seahawk
is ruled by a monarchy that is in fact little more than a figurehead for the
real powers in the city - the men who rule the drug and slaving empires. They do, however, make sure that plenty
of legitimate commerce takes place in the city in order to maintain some sort
of respectability.
CITADEL OF STORMGATE
Location TT10 (estimated)
Ruler Garret Cardinal Reposte, Dean of Stormgate Cathedral.
Military Army is rated poor: 5 (Size .6, Quality 9)
Navy is rated unknown: ? (Size ?, (?), Quality ?)
Major Cities Stormgate (pop. ~10,000) (capital)
Population 15,000 (90% human, 10% demi-human).
Resources Metals, gems, minerals, wood, agriculture.
Major Religions Christianity, Judaism, Islam. Somewhat tolerant of other "good" religions.
History &
Description
THE SHINING KINGDOM OF VANIR
Location QQ23
Ruler The Shining Helm of The People, Beogurd Stormson, Chief Jarl of the Vanir.
Military Army is rated good: 35 (Size 7, Quality 5)
Navy is rated average: 5 (Size 0, (2), Quality 5)
Major Cities Vanir (pop. 55,000) (capital)
Balderheim (pop. 22,000)
Population 900,000 (85% elves, 5% halflings, 5% gnomes, 5% other).
Resources Wood (including exotic types), furs, agriculture, fishing, minerals.
Major Religions Norse (Nordic, Teutonic), Celtic, Elvish pantheon. Somewhat tolerant of other religions.
History &
Description
THE TRUE PROVINCE OF WHITE
DRAGON
Location Q52 (south of hand map)
Ruler Lord Agristedes, the Scourge of the Desert
Military Army is rated poor: 5 (Size 1, Quality 5)
Navy is rated none: 0 (Size 0, (0), Quality )
Major Cities White Dragon (pop. 25,000) (capital)
Population 50,000 (90% human, 5% elvish, 5% other).
Resources Water, gems, agriculture.
Major Religions Greco-Roman, Egyptian, Judaism, Islam. Very tolerant of other religions.
History & This was a small trading oasis before Lord George Dragonslayer found the
Description wielder
of the artifact known as the Saladin and took it from him. Lord George's
charisma combined with Benthos Arborean's cunning convinced the people of the
oasis (now known as White Dragon in honor of the helm Lord George wore) to
follow Lord George. The new lord of the desert encouraged people to follow the
Greco-Roman pantheon, and particularly Lord George's patron, Zeus. The area
prospered as Lord George's seat of power.
This
city-state used to be part of a greater desert kingdom that included the
city-state of Saladin. But when one of Lord George's ancestors lost the
artifact known as the Saladin, the people to the west no longer felt compelled
to follow the rule of the eastern capitol. Now relations between the cities are
uneasy.
THE WILD COUNTRY
Location far east
Ruler No one ruler; various petty "noble", chieftans, bandit kings
Military Army is rated NONE: 0 (Size 0, Quality )
Navy is rated none: 0 (Size 0, (0), Quality )
Major Cities None
Population Unknown, but at least 500,000 people of all sorts
Resources Agriculture, gems, trees, metals, "wide open spaces".
Major Religions All sorts including various tribal religions, evils of various sorts, etc.
History & The Wild Country is the eastern part of the continent that is controlled by no
Description country. There are numerous claims to the area
(including a large number of indigenous ones). The Augustinian Empire,
Deerhart, and Katana even have outposts and patrols in the area. But no one
person has yet been able to exert control over the various tribes, bands,
bandit nobles, and other assorted non-conformists that inhabit the vast areas
in the east.
land forces
sea forces
country
Size
Quality Rating
Size (R)
Quality Rating
Aeserd, the Grand Jarldom of 8 7 56 LG 9 (2) 8 80 supreme
Augustinian Empire, the 7 6 42 CG 1 (2) 5 8 average
Blackmoor, the Kingdom of 5 5 25 CE 4 (1) 5 22 excellent
Caprice, the Princedom of 3 5 15 CG 0 (1) 4 2 poor
Deerhart, the Kingdom of 20 6 120 LE/LN 5 (2) 4 24 excellent
Duland ? ? ? N ? (?) ? ? unknown
Eagle's Nest, the Free City of 1 7 7 NG 2 (0) 8 16 good
Elfheim, the Kingdom of 2 7 14 CG 1 (1) 5 5 average
En, Duchy of 1 3 3 ??? 1 (0) 3 3 poor
Gnollwood, the 5 5 25 NE none 0 none
Gods' Cup 1 4 4 N 1 (1) 4 6 average
Greyhawk, the Republic of 2 5 10 LG 1 (0) 5 5 average
Iron Hills, the Kingdom of the 8 7 56 LG 0 (1) 3 2 poor
Joe's Place 1 4 4 NG none 0 none
Katana 9 9 81 LN 2 (2) 6 18 good
Keeli, the Protectorate of 4 7 28 LG 3 (1) 8 28 excellent
Kosala 10 5 50 CE 3 (3) 4 18 good
Leensport 3 5 15 CN 4 (1) 6 27 excellent
Mark's Town 5 5 25 NG 2 (1) 5 13 good
Martine, the Duchy of 3 5 15 CG 1 (1) 5 5 average
Midgard, the Jarldom of 3 7 21 CG 0 (2) 7 7 average
Nestle, the Kingdom of 5 6 30 NG 0 (1) 4 2 poor
Ra, the Theocracy of 7 7 49 LG* 1 (1) 4 6 average
Saladin, the 2 9 18 LG none 0 none
Seahawk, the CityState of 3 6 18 CN 2 (0) 7 14 good
Stormgate, Citadel of 0 .6 9 5 LG ? (?) ? ? unknown
Vanir, the Shining Kingdom of 7 5 35 CG 0 (2) 5 5 average
White Dragon 1 5 5 CG none 0 none
Wild Country 0 0 0 N none 0 none
military strengths, alphabetically by country
land forces
sea forces
country
Size
Quality Rating
Size (R)
Quality Rating
Aeserd, the Grand Jarldom of 8 7 56 excellent 9 (2) 8 80 supreme
Augustinian Empire, the 7 6 42 good 1 (2) 5 8 average
Blackmoor, the Kingdom of 5 5 25 average 4 (1) 5 22 excellent
Caprice, the Princedom of 3 5 15 average 0 (1) 4 2 poor
Deerhart, the Kingdom of 20 6 120 supreme 5 (2) 4 24 excellent
Duland ? ? ? unknown ? (?) ? ? unknown
Eagle's Nest, the Free City of 1 7 7 poor 2 (0) 8 16 good
Elfheim, the Kingdom of 2 7 14 average 1 (1) 5 5 average
En, Duchy of 1 3 3 poor 1 (0) 3 3 poor
Gnollwood, the 5 5 25 average none 0 none
Gods' Cup 1 4 4 poor 1 (1) 4 6 average
Greyhawk, the Republic of 2 5 10 poor 1 (0) 5 5 average
Iron Hills, the Kingdom of the 8 7 56 excellent 0 (1) 3 2 poor
Joe's Place 1 4 4 poor none 0 none
Katana 9 9 81 excellent 2 (2) 6 18 good
Keeli, the Protectorate of 4 7 28 good 3 (1) 8 28 excellent
Kosala 10 5 50 excellent 3 (3) 4 18 good
Leensport 3 5 15 average 4 (1) 6 27 excellent
Mark's Town 5 5 25 average 2 (1) 5 13 good
Martine, the Duchy of 3 5 15 average 1 (1) 5 5 average
Midgard, the Jarldom of 3 7 21 average 0 (2) 7 7 average
Nestle, the Kingdom of 5 6 30 good 0 (1) 4 2 poor
Ra, the Theocracy of 7 7 49 excellent 1 (1) 4 6 average
Saladin, the 2 9 18 average none 0 none
Seahawk, the CityState of 3 6 18 average 2 (0) 7 14 good
Stormgate, Citadel of 0 .6 9 5 poor ? (?) ? ? unknown
Vanir, the Shining Kingdom of 7 5 35 good 0 (2) 5 5 average
White Dragon 1 5 5 poor none 0 none
Wild Country 0 0 0 none none 0 none
military strengths, by land power
land forces
sea
forces
country
Size
Quality Rating
Size (R)
Quality Rating
Duland ? ? ? unknown ? (?) ? ? unknown
Wild Country 0 0 0 none none 0 none
En, Duchy of 1 3 3 poor 1 (0) 3 3 poor
Joe's Place 1 4 4 poor none 0 none
Gods' Cup 1 4 4 poor 1 (1) 4 6 average
White Dragon 1 5 5 poor none 0 none
Stormgate, Citadel of 0 .6 9 5 poor ? (?) ? ? unknown
Eagle's Nest, the Free City of 1 7 7 poor 2 (0) 8 16 good
Greyhawk, the Republic of 2 5 10 poor 1 (0) 5 5 average
Elfheim, the Kingdom of 2 7 14 average 1 (1) 5 5 average
Caprice, the Princedom of 3 5 15 average 0 (1) 4 2 poor
Martine, the Duchy of 3 5 15 average 1 (1) 5 5 average
Leensport 3 5 15 average 4 (1) 6 27 excellent
Seahawk, the CityState of 3 6 18 average 2 (0) 7 14 good
Saladin, the 2 9 18 average none 0 none
Midgard, the Jarldom of 3 7 21 average 0 (2) 7 7 average
Gnollwood, the 5 5 25 average none 0 none
Mark's Town 5 5 25 average 2 (1) 5 13 good
Blackmoor, the Kingdom of 5 5 25 average 4 (1) 5 22 excellent
Keeli, the Protectorate of 4 7 28 good 3 (1) 8 28 excellent
Nestle, the Kingdom of 5 6 30 good 0 (1) 4 2 poor
Vanir, the Shining Kingdom of 7 5 35 good 0 (2) 5 5 average
Augustinian Empire, the 7 6 42 good 1 (2) 5 8 average
Ra, the Theocracy of 7 7 49 excellent 1 (1) 4 6 average
Kosala 10 5 50 excellent 3 (3) 4 18 good
Iron Hills, the Kingdom of the 8 7 56 excellent 0 (1) 3 2 poor
Aeserd, the Grand Jarldom of 8 7 56 excellent 9 (2) 8 80 supreme
Katana 9 9 81 excellent 2 (2) 6 18 good
Deerhart, the Kingdom of 20 6 120 supreme 5 (2) 4 24 excellent
military strengths, by sea power
land forces
sea
forces
country
Size
Quality Rating
Size (R)
Quality Rating
Stormgate, Citadel of 0 .6 9 5 poor ? (?) ? ? unknown
Duland ? ? ? unknown ? (?) ? ? unknown
Wild Country 0 0 0 none none 0 none
Saladin, the 2 9 18 average none 0 none
Gnollwood, the 5 5 25 average none 0 none
Joe's Place 1 4 4 poor none 0 none
White Dragon 1 5 5 poor none 0 none
Iron Hills, the Kingdom of the 8 7 56 excellent 0 (1) 3 2 poor
Caprice, the Princedom of 3 5 15 average 0 (1) 4 2 poor
Nestle, the Kingdom of 5 6 30 good 0 (1) 4 2 poor
En, Duchy of 1 3 3 poor 1 (0) 3 3 poor
Vanir, the Shining Kingdom of 7 5 35 good 0 (2) 5 5 average
Elfheim, the Kingdom of 2 7 14 average 1 (1) 5 5 average
Martine, the Duchy of 3 5 15 average 1 (1) 5 5 average
Greyhawk, the Republic of 2 5 10 poor 1 (0) 5 5 average
Gods' Cup 1 4 4 poor 1 (1) 4 6 average
Ra, the Theocracy of 7 7 49 excellent 1 (1) 4 6 average
Midgard, the Jarldom of 3 7 21 average 0 (2) 7 7 average
Augustinian Empire, the 7 6 42 good 1 (2) 5 8 average
Mark's Town 5 5 25 average 2 (1) 5 13 good
Seahawk, the CityState of 3 6 18 average 2 (0) 7 14 good
Eagle's Nest, the Free City of 1 7 7 poor 2 (0) 8 16 good
Kosala 10 5 50 excellent 3 (3) 4 18 good
Katana 9 9 81 excellent 2 (2) 6 18 good
Blackmoor, the Kingdom of 5 5 25 average 4 (1) 5 22 excellent
Deerhart, the Kingdom of 20 6 120 supreme 5 (2) 4 24 excellent
Leensport 3 5 15 average 4 (1) 6 27 excellent
Keeli, the Protectorate of 4 7 28 good 3 (1) 8 28 excellent
Aeserd, the Grand Jarldom of 8 7 56 excellent 9 (2) 8 80 supreme
Index
Acrobat
Modifications to 30
Acrobatics 66
Acute Hearing 67
Aeserd 123
Alertness 67
Animal Noise 67
Armory 68
Art 68
Assassin
Modifications to 31
Attacks
Multiple attacks 96
Augustinian Empire 124
Barbarian
Modifications to 32
Barbery 68
Bard
Capabilities table 33
Modifications to 33
Basketry 68
Black Razor 117
Blackmoor 126
Blacksmithery 68
Boating 69
Boatwright 70
Book of Took 118
Bookkeeping 70
Bounty Hunter
Modifications to 36
Brewery 71
Business Sense 71
Calligraphy 71
Caprice 127
Carpentry/Woodcrafting 72
Cartography 72
Cavalier
Modifications to 37
Character
Creating 9
An example 10
Example 10
Filling out the character 13
Guidelines 9
Rolling up ability scores 9
Character classes
Acrobat 30
Assassin 31
Barbarian 32
Bard 33
Bounty Hunter 36
Cavalier 37
Cleric 39
Druid 41
Fighter 43
General Information 28
Houri 44
Illusionist 45
Magic-User 46
Monk 47
Paladin 51
Ranger 52
Thief 53
Witch 54
"Dual Class" characters 29
Cleric
Modifications to 39
Climbing 73
Combat 91
Critical Hits and Fumbles 97
Disarming 97
Entangling 97
Hand Weapons 91
Missile Weapons 91
Multiple attacks 96
Parrying 96
Surprise 92
Cooking 73
Coopery 74
Countries 121
Aeserd 123
Augustinian Empire 124
Blackmoor 126
Caprice 127
Deerhart 129
Duchy of En 133
Duland 130
Eagle's Nest 131
Elfhiem 132
Gods' Cup 136
Greyhawk 137
Iron Hills 138
Joe's Place 139
Katana 140
Keeli 141
Kosala 142
Leensport 143
Mark's Town 144
Martine 145
Midgard 146
Nestle 147
Ra 148
Saladin, the 150
Seahawk 151
Stormgate 152
The Gnollwood 135
Vanir 153
White Dragon 154
Courtly Graces 74
Critical Hits and Fumbles 97
Damage
from illusions 113
Darkhold 117
Astronomy 114
Geography 114
History 114
Religions 114
Deerhart 129
Dexterity
Effects table 93
Disarm 97
Disguise 75
Diving 77
Druid
Languages table 41
Modifications to 41
dual class characters 29
Duchy of En 133
Duland 130
Eagle's Nest 131
Elfhiem 132
Engineering 77
Entangling 97
Esper Citadel 118
Expert Horsemanship 78
Falconry 78
Farming 79
Fighter
Modifications to 43
Fire Building 79
First Aid 79
Fishing 79
Fletching/Boyery 80
Flight Speeds 104
Foreign Language 80
Forester/Naturalist 80
Forgery 80
Gaming/Gambling 80
Glassblowing 80
Gods' Cup 136
Gold/Silversmithing 80
Grenade
Proficiency 99
Greyhawk 137
Heraldry 81
Hit Points 108
Horsemanship 81
Horticulture 81
Houri
Modifications to 44
Hunting 81
Husbandry 81
Illusionist
Modifications to 45
Illusions
causing damage 113
Immunities
from illusions 113
Intelligence 108
Wisdom 108
Intelligence
Immunities 108
Iron Hills 138
Island of the Prince with No Arms 117
Isle of the WitchBlade 118
Jewellery/Gemcutting 81
Joe's Place 139
Katana 140
Keeli 141
Kosala 142
Leensport 143
Legends 117
Black Razor 117
Book of Took 118
Darkhold 117
Esper Citadel 118
Island of the Prince with No Arms 117
Isle of the WitchBlade 118
Road of the Dead 118
Shrinking Disease 119
SoulForge 119
WitchBlade 119
Linguistics 82
Literacy/Cyphering 82
Locksmithing 82
Magic-User
Modifications to 46
Magistry 82
Map Reading 82
Mark's Town 144
Martine 145
Master Armory 83
Mechanics 83
Midgard 146
Military Forces 122
Mining 83
Monk
Capabilities table 47
Modifications to 47
OpenHandAttack 96
Titles table 50
Mountaineering 83
Movement 103
for Monks 47
Multiple attacks 96
Navigation 83
Nestle 147
Netting 83
OpenHandAttack 96
Paladin
Modifications to 51
Parry 96
Perfumery 83
Piloting 83
Pottery 84
Proficiencies
Bonuses table 99
Class Allowance table 98
Exceptions 99
New Weapons 98
Public Speaking 84
Ra 148
Ranger
Capabilities table 52
Modifications to 52
Recognize Value 84
Religious Knowledge 84
Road of the Dead 118
Rope Use 84
Running 85
Sailing 85
Saladin, the 150
Scholarship 85
Seahawk 151
Seamanship 85
Service 85
Sex Appeal 86
Shrinking Disease 119
Silent Movement 86
Skills 57
Acrobatics 66
Acute Hearing 67
Alertness 67
Animal Noise 67
Armory 68
Art 68
Barbery 68
Basketry 68
Blacksmithery 68
Boating 69
Boatwright 70
Bookkeeping 70
Brewery 71
Business Sense 71
by Class table 59
Calligraphy 71
Carpentry/Woodcrafting 72
Cartography 72
Climbing 73
Cooking 73
Coopery 74
Courtly Graces 74
Descriptions 65
Disguise 75
Diving 77
Engineering 77
Expert Horsemanship 78
Falconry 78
Farming 79
Fire Building 79
First Aid 79
Fishing 79
Fletching/Boyery 80
Foreign Language 80
Forgery 80
Gaming/Gambling 80
Glassblowing 80
Gold/Silversmithing 80
Heraldry 81
Horsemanship 81
Horticulture 81
Hunting 81
Husbandry 81
Jewellery/Gemcutting 81
Linguistics 82
Literacy/Cyphering 82
Locksmithing 82
Magistry 82
Map Reading 82
Master Armory 83
Mechanics 83
Mining 83
Mountaineering 83
Navigation 83
Netting 83
Perfumery 83
Piloting 83
Pottery 84
Public Speaking 84
Recognize Value 84
Religious Knowledge 84
Rope Use 84
Running 85
Sailing 85
Scholarship 85
Seamanship 85
Service 85
Sex Appeal 86
Silent Movement 86
Sleight of Hand 86
Spell Recognition 86
Spying 86
Swimming 86
Tailoring 87
Tanning/Leatherworking 87
Teamster 87
Two Weapons 87
Ventriloquism 87
Weaponsmith 87
Weather Recognition 88
Sleight of Hand 86
SoulForge 119
Speed Factor 91
Speed, Flight 104
Spell Recognition 86
Spells
Memorization of 107
Spying 86
Stormgate 152
Subclasses, Description of 28
Swimming 86
Tables
Ability Effects by Age 15
Bard Capabilities 33
Dexterity Effects 93
Druid Languages 41
Monk Capabilities 47
Monk Titles 50
Proficiency Bonuses 99
Proficiency by Class 98
Ranger Capabilities 52
Skills by Class 59
Weapons Capabilities 101
Witch Capabilities 54
Tailoring 87
Tanning/Leatherworking 87
Teamster 87
The Gnollwood 135
Thief
Modifications to 53
Touch
Proficiency 99
Tracking
Ranger pluses/minuses 52
Two Weapons 87
Vanir 153
Ventriloquism 87
Weapons 101
Capabilities table 101
Drawing 91
Weaponsmith 87
Weather Recognition 88
White Dragon 154
Wisdom
Immunities 108
Witch
Capabilities table 54
Modifications to 54
WitchBlade 119
[1] this is just like "Protection from Evil" except that it is in regard to Chaotic alignments rather than Evil.
[2] as noted above, except that the paladin is protected from the "extreme" alignments: LG, CG, CE and LE.
[3] this is just like "Protection from Evil" except that it is in regard to Lawful alignments rather than Evil.
[4] i.e., the character knows something related to the character class that he wants to simulate such as someone trying to disguise themselves as a Thief and knowing the Locksmith and Climbing skills.