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This document provides information on new character backgrounds, traits, and rules for several roleplaying game classes and races. It introduces new races like the Dirdraug, a canine humanoid race, and the Eru'el, a desert-dwelling elf subrace adapted to arid climates. It also outlines advancement paths for character classes beyond 12th level and includes an appendix on using third-party adventure modules with the game system.

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0% found this document useful (0 votes)
22 views46 pages

Optional

This document provides information on new character backgrounds, traits, and rules for several roleplaying game classes and races. It introduces new races like the Dirdraug, a canine humanoid race, and the Eru'el, a desert-dwelling elf subrace adapted to arid climates. It also outlines advancement paths for character classes beyond 12th level and includes an appendix on using third-party adventure modules with the game system.

Uploaded by

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

2
Character Traits............................................................................................................................... 4
New Rules................................................................................................................................... 5
Animal Handling..................................................................................................................... 5
Fatigue and Exhaustion........................................................................................................... 7
Fighting Defensively............................................................................................................... 7
Literacy ................................................................................................................................... 7
Reputation ............................................................................................................................... 7
Trait Descriptions........................................................................................................................ 8
Fate Points in the SIEGE Engine.................................................................................................. 15
Manna Channeling........................................................................................................................ 17
High Level Characters: Advancement After 12th Level .............................................................. 21
Fighter ....................................................................................................................................... 21
Ranger ....................................................................................................................................... 21
Rogue ........................................................................................................................................ 21
Assassin..................................................................................................................................... 22
Barbarian................................................................................................................................... 22
Monk ......................................................................................................................................... 23
Wizard....................................................................................................................................... 23
Illusionist................................................................................................................................... 24
Cleric......................................................................................................................................... 24
Druid ......................................................................................................................................... 24
Knight ....................................................................................................................................... 25
Paladin....................................................................................................................................... 25
Bard........................................................................................................................................... 25
Appendix: Using OGL d20 Scenarios with C&C………………………………………………..26

1
&
In addition to the standard races from the Player’s Handbook, the following new races are available in Domaria.

The Dirdraug are a canine race, standing anywhere from four to seven feet
in height, and with fur in shades of black, red, silver, or brown. Like more
common canines, the Dirdraug have a pack mentality and thrive on the
hunt, if not necessarily the kill. They are fiercely loyal to their pack, be it
the pack they grew up with, or an adopted “pack” of friends, and casting
out a Dirdraug from a social group is a sure way to destroy the creature’s
self-esteem. Their society resembles the society of wolves, a tribal hunter-
gatherer structure, led by the Alpha male who is advised by a council of
mostly female advisors. The Alpha reigns until overthrown by another
male in trial by combat. Rumors persist of “enlightened” tribes of
Dirdraug who have thrown off their primitive ways in favor of more
democratic means of governance, in which even female members of the
race can rise to leadership positions, but these rumors are as yet
unconfirmed.

Enhanced Senses: Dirdraug have exceedingly good hearing. They gain a +2 bonus to all checks involving this sense.
Great Fortitude: Dirdraug are hardy creatures, and gain a +2 to all constitution-related saving throws. This bonus stacks
with any class abilities.
Twilight vision: a dirdraug can see exceedingly well even in torchlight, candle light, moonlight, and other areas of low
illumination. They retain the ability to distinguish color and detail under these circumstances.
+1 natural armor bonus.
Languages: Dirdraug, Draconic, Elven, Goblin, Orc, Tradespeak.
Size: Medium
Movement: 30 feet.
Typical Classes: Barbarian, Bounty Hunter, Druidic Avenger, Ranger
Attribute Modifiers: Constitution +1, Wisdom –1
Druidic Avenger Modifier: +2 Nature Lore, +1 Resist Elements (Stacks with standard bonuses)
Ranger Modifier: +2 Track, +2 Survival.

" ' (
" )*
When the Scourge swept over the world, the Celbeneru Mountains sprang up,
destroying the forests of the area and creating a vast, arid bowl region known
as the Celbeneru Desert. A kingdom of elves that lived in these forests were
cut off from the rest of the world and nearly perished in the disaster; however,
the creation of the desert also spared them from the Tainted energies that
created the Morellon. Those elves that survived the creation of the desert
region adapted to the changes in their environment, and now, 1000 years later,
they are the Eru’el.

While Eru’el are mostly found in the Celbeneru Desert, some of a more
adventurous bent have left the deserts and crossed the oceans to explore the
lands of the north and seek out their more common cousins. Many of these
find the moist, temperate climates to be ill-suited to their tastes and seek out
other arid climes to explore. Thus, while the majority of the race remains in
Celbeneru, there are small tribes of desert elves roaming the sands of Khem as
well.

In the desert, elves follow nomadic lifestyles. They herd horses, cattle, and
goats across the sands, sleeping during the day and working or traveling at
night. Their wandering takes them many places and puts them in contact with
many cultures. As a result, they are welcome everywhere for the news and

12
exotic trade goods they carry. Eru’el tend to have darkly tanned skin, black or brown hair, and brown, or black eyes.
They stand roughly 6.5 feet in height and weigh around 200 pounds.

Eru’El have all the racial traits of standard Elves, except as follows:

Heat Endurance: Eru’el gain a +4 racial bonus on Constitution Saves made to resist the effects of non-magical heat.

Dowsing (Wisdom): By making a Wisdom check, an Eru’el can sense the distance and location of a supply of water. CC
for this check is equal to 5 per mile of distance from the water supply the Eru’el is. There is no guarantee that the water
will be unpolluted and drinkable when found. Outside of a desert environment, the Eru’el suffers a -4 circumstance
penalty to this check due to the fact that there is more water in the air in areas with higher precipitation.

Horsemanship: Desert elves are saddleborn, having an innate attachment to the mounts of the desert, these being horses
and camels. Thus, they gain Horsemanship, identical to the Knight class ability, except as follows. For purposes of
Horsemanship checks, Eru’el always treat their Dexterity as though it were a favored attribute, even if it was not.
However, they do not add their class level to this check unless they have levels in the Knight class.

No Secret Doors: Eru’el do not gain the standard elf ability to notice secret and hidden compartments.

Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Tradespeak


Size: Medium
Movement: 30 feet
Typical Classes: Barbarian, Fighter, Ranger (Desert terrain)
Attribute Modifiers: -1 Strength, +1 Constitution. These replace the standard Elf modifiers.
Barbarian Modifiers: +2 to Primal Force rolls (stacks with normal bonuses)
Ranger Modifiers: +2 racial bonus on Handle Animal checks (see PHB Addendum PDF), +1 to Combat Marauder
bonuses (stacks with normal bonuses), does not gain Scale ability.

" ' (
+ *
Legend has it a group of elves were responsible for the magical Scourge
that reshaped the world over 1000 years ago. Due to this great sin, these
elves have become a shadow of the noble faerie race they once were, the
Morellon. They are now feared and known far and wide as assassins and
necromancers (a largely undeserved reputation). They are now possessed
of bluish or purplish skin, pale green eyes, and blue-black hair. They still
are of the same height and stature as their desert-dwelling cousins,
however, standing 6.5 feet in height and weighing around 200 pounds.
Though good Morellon exist, most now tend towards chaos and neutrality
in their outlook. They are xenophobic by nature and most stay secluded in
their forest kingdom. Still, they have no particular enmity towards other
races, and maintain slightly strained trade relations with the human
kingdom of Lightwolfe.

Morellon gain all the standard Elf abilities except as follows:

Additional Spell Resistance: In addition to the elven immunity to sleep


spells, Morellon gain a +1 racial saving throw bonus against illusion
spells or effects. This bonus stacks with any class abilities that impart
similar bonuses. In exchange, Morellon lose the standard elven +1 to
resist charm spells.

Animosity (Dwarves): Due to the ancient grudge that resulted in their


cursing, Morellon consider dwarves to be disloyal and untrustworthy
partners in war or trade. As a result, Morellon suffer a -2 penalty to charisma checks when dealing with dwarves to
whom they are not closely associated.

13
Illusion Mastery: Morellon are masters at illusions. As such, all illusion spells cast by a Morellon inflict a -1 penalty to
saving throws against these illusions. In addition, should a Morellon need to overcome spell resistance with an illusion
spell, he gains +2 to his roll against the spell resistance.

Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Tradespeak.


Size: Medium
Movement: 30 feet
Typical Classes: Druidic Avenger, Cleric, or Illusionist
Attribute Bonuses: +1 Dexterity, +1 Wisdom, -1 Constitution, -1 Charisma. These bonuses replace the standard elf
bonuses.
Illusionist Bonus: +1 Sharp Senses, +2 disguise
Cleric Bonus: +2 Turn or Control Undead, may always use elven weapons per the Weapon Training elf racial ability.

Legend has it that the Gnomes were the only race that had
no part in the events leading up to the Scourge that took
place so long ago. Thus, as a blessing and a curse, the gods
have deemed them the keepers of all the lore and knowledge
that has been lost. The day will come, they believe that this
knowledge will again be needed, and on that day the
Gnomes will come forth and share the fruits of that wisdom
with the world. Until then, Gnomes suffer a terrible curse:
any Gnome that tries to share forbidden knowledge with any
non-Gnome immediately turns to stone and can never be
turned back to flesh except by deific intervention. Gnomes
always know when a bit of knowledge they have is
forbidden (the GM should always inform Gnome characters
when they have access to forbidden knowledge). Gnomes
generally despise goblins, which legend holds were once an
offshoot of the gnomish line that became Tainted due to
some past sin. Gnomes stand 3 to 3-1/2 feet tall and weigh
40 to 45 pounds. Their skin color ranges from dark tan to
woody brown, their hair is fair, and their eyes can be any
shade of blue. Gnome males prefer short, carefully trimmed
beards. Gnomes generally wear leather or earth tones,
though they decorate their clothes with intricate stitching or
fine jewelry. Gnomes reach adulthood at about age 40, and
they live about 350 years, though some can live almost 500
years.

Gnomes in Domaria share all the standard gnome racial


traits, but gain an addition bonus if they take levels in the
Bard character class.

Bard Bonus: +2 to all Legend Lore checks.

Legend has it that goblins were once gnomes, who turned to darkness and in so doing, became tainted and corrupted.
Thus, these creatures that were once respected and adored by the other races became sniveling, feral creatures who sulk
in the shadows and beg for coins in slums. Still, there are those goblins who have sought to return to a civilized way of
life, and heroes among the race are not unheard of. Many an adventuring party has considered themselves lucky to have
one of these natural rogues along during delves into unknown ruins. A goblin stands 3 to 3-1/2 feet tall and weigh 40 to
45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from
yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins
wear clothing of dark leather, tending toward drab, soiled-looking colors.

14
Darkvision: As nocturnal creatures, goblins can see in absolute
darkness out to 60 feet. Darkvision produces images that are in shades
of gray, but otherwise is like normal sight. Bright lights such as lantern
or other light sources spoil darkvision. A creature requires one turn to
shift from “normal” vision to darkvision, and vice-versa.
Enhanced Senses: Goblins have sharp eyes and ears. They gain a +2
racial bonus on all attribute checks related to vision or listening.
Hide (Dexterity): Goblins are practiced at avoiding the prying eyes of
others. A successful check hides the goblin in most settings, making
him or her almost invisible. If a goblin decides to move while
attempting to remain concealed, he can still hide, but suffers a penalty
to his check. If moving up to one-half normal movement rate, the
goblin suffers a -5 to the check. If moving one-half to full movement
rate the goblin suffers a -10 to this check. If the goblin is being
observed, even casually, he cannot hide. If observers are momentarily
distracted, however, the goblin can attempt to hide, but at a -10 penalty
because he must do so quickly.
Scrapper: As small creatures, goblins have learned to adapt to
scrounging and living in the shadows. They gain an additional +1
bonus to Armor Class, and +1 bonus on attack rolls, against characters
of medium size or larger.
Languages: Goblin, Draconic, Elven, Giant, Gnoll, Orc, Tradespeak
Size: Small
Movement: 20 feet
Attribute Bonuses: –1 Strength, +2 Dexterity, -1 Constitution, –1 Charisma.
Typical Class: Assassin, Bounty Hunter, Rogue
Bounty Hunter Bonuses: +2 climb, face in the crowd, urban tracking
Rogue Bonuses: +2 climb, traps, move silently.

,
Orcs were once the bane of the civilized races; barbaric creatures who
lived in caves and swarmed from their hideaways to sack villages, rape
and plunder. Since the Scourge, however, this has changed. While Orcs
are still crass and generally unpleasant creatures, they have recognized
the value of cohabitation with other races, and in the Coastland
Collective, a number of civilized orcish settlements have popped up,
which engage in trade relations with the human settlements thereabouts.
Most inhabitants of these civilized orc villages are orc paragons, and
their services as mercenaries and soldiers are in high demand. An orc’s
hair usually is black. It has lupine ears and reddish eyes. Orcs prefer
wearing vivid colors that many humans would consider unpleasant, such
as blood red, mustard yellow, yellow-green, and deep purple. Their
equipment is dirty and unkempt. An adult male orc is a little over 6 feet
tall and weighs about 210 pounds. Females are slightly smaller.

Darkvision: Orcs can see in absolute darkness out to 60 feet.


Darkvision produces images that are in shades of gray, but otherwise is
like normal sight. Bright lights such as lantern or other light sources
spoil darkvision. A creature requires one turn to shift from “normal”
vision to darkvision, and vice-versa.
Orcish Toughness: Orc characters gain +3 hit points at first level, and
gain a +2 to all constitution-related saving throws. In addition, Orc characters gain Constitution or Strength (choose one)
as a bonus Prime Attribute, giving them a total of three Primes.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell, suffering a -2 to all actions
so long as the remain in the lit area.
Languages: Orc, Dwarven, Giant, Gnoll, Goblin, Tradespeak, Undercommon.
Size: Medium

15
Movement: 30 feet
Attribute Bonuses: +1 Strength, +1 Constitution, –1 Intelligence, –1 Wisdom, –2 Charisma.
Typical Classes: Barbarian, Bounty Hunter, Fighter
Bounty Hunter Bonuses: +2 climb, urban tracking
Fighter Bonuses: +1 Weapon Specialization

-
Rawdîr are a feline race that ranges from 4 feet (1.2m) to 7
feet (2.1m) in height and are covered with thick fur, which
appears in an infinite variety of patterns and color
combinations, made up from many of the same colors as
human hair. Rawdîr fur ranges from short to long, and some
males sport manes of soft hair. Rawdîr society is hedonistic
and sensual; the Rawdîr love art, music, and games of love.
They consider themselves an enlightened species, and many
come to feel that they are superior to all other races in this
respect.

.
Seduction (Charisma): Rawdîr are an extremely sensual
and attractive race. Thus, they can make a charisma roll to
attempt to seduce or convince another creature to do
something they want. This is not a magical effect, and thus
the creature will never do something against its nature, but
will behave as though charmed by the Rawdîr. Unwilling
targets of this ability resist with a Wisdom check (assume
difference of success to compare results).
Natural Weapons: At level two, Rawdîr characters gain
access to their race’s natural weapons, acquiring a claw
attack dealing 1d6 damage.
Twilight Vision: A Rawdîr has exceptional vision and can
see up to a mile in starlight, moonlight, torchlight, and
similar conditions of poor illumination. She retains the
ability to distinguish color and detail under these conditions.
Languages: Elven, Rawdîr, Dirdraug, Tradespeak
Size: Medium
Movement: 30 feet
Attribute Bonuses: +1 Dexterity, +1 Charisma, -1 Strength, -1 Wisdom
Typical Classes: Assassin, Bard, Monk, Rogue
Assassin/Rogue Bonuses: +2 climb, hide and move silently
Monk Bonuses: +1 mind over body, +1 unarmored defense, using claws with unarmed attack adds +2 to damage
starting at second level.

%
Saurians are an amphibious reptilian race said to be descended from the dragons of old. They are warlike and violent, but
loyal allies to those who gain their trust. Saurians are looked upon with disdain by many of the civilized races, as they
have in the past swept over the known world like a tempest, seeking to carve out a vast empire for the lizard men. A
Saurian’s entire life tends to be devoted to their war god Chango, though more recently it is rumored that an offshoot sect
of Saurians worshipping the Archon Adoneus begins to grow and fester in the shadows, and that they will overrun the
world in a night of shadow and fire. Saurians are usually 6 to 7 feet tall with green, gray, or brown scales. Their tail is
used for balance and is 3 to 4 feet long. A Saurian can weigh from 200 to 250 pounds.

Balance (Dexterity): Saurians have impeccable balance and can walk on precarious surfaces. A successful check lets the
Saurian move at half its speed along the surface for 1 round. Moving faster, up to the saurian’s full speed, imposes a –5
penalty to the check. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall.
The CC for this check is equal to 2 per 2 inches below ten inches wide the surface being walked along is. Thus, a six-

16
inch surface, which is four inches shy of ten, would have a CC of 4. In addition, obstructions or conditions increase the
difficulty as well, by two for an inclined surface, a surface with light obstructions or a lightly slippery surface, or by five
for heavy obstructions or a severely slippery surface.

If attacked while balancing, the Saurian can’t easily move to


avoid a blow, and thus loses his Dexterity bonus to AC (if any).
At fifth level, this penalty goes away, and the Saurian maintains
his Dexterity bonus to AC while balancing. If the character takes
damage while balancing, he or she must make another Balance
check against the same DC to remain standing.
Hold breath: A Saurian can hold its breath for a number of
rounds equal to four times its Constitution score before it risks
drowning. This is an extraordinary ability.
Leap (Strength): Saurians are renowned for their ability to leap
great distances from a standing position. Using their tails to boost
their leap, they can make a Strength check to jump farther than
one might expect. The CC of this check depends upon the
distance of the long jump. For a long jump, the CC is equal to 5
per five feet of distance over ten. Thus, a fifteen-foot long jump
has a CC of 5. Distance moved by jumping is counted against the
saurian’s normal maximum movement in a round. If the saurian
succeeds on a Jump check, he or she lands on their feet (when
appropriate). At the midpoint of the jump, the saurian attains a
vertical height equal to one-quarter of the horizontal distance. If
the character fails the check by less than 5, he or she doesn’t clear
the distance, but you make a Dexterity save to grab the far edge
of the gap, ending movement grasping the far edge. If that leaves
the character dangling over a chasm or gap, getting up requires a
Climb check.

A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. In this case, the CC is
equal to the distance to be cleared. If the character jumps up to grab something, a successful check indicates that he or
she reaches the desired height. Climbing up requires a successful Climb check. If the Jump check fails, the character
does not reach the height, and lands on his or her feet in the same spot from which he or she jumped.

If the character intentionally jumps down from a height, he takes less damage than if he just fell. The CC to jump down
from a height is 5. If the check succeeds, falling damage is determined as if the drop was 10 fewer feet than its actual
distance.
Languages: Draconic, Aquan, Goblin, Gnoll, Orc, Tradespeak
Size: Medium
Movement: 30 feet
Attribute Bonuses: +1 Strength, +1 Constitution, +1 Dexterity, –1 Intelligence, -1 Wisdom, -1 Charisma.
Typical Classes: Fighter, Monk, Ranger, Rogue
Monk Bonuses: +1 unarmed defense, unarmed attack: at ninth level, saurians gain a third unarmed attack (tail swipe)
dealing 1d4 damage. All other unarmed attack restrictions apply as standard.
Ranger Bonuses: +1 favored enemy bonuses, +1 survival, +1 scale

17
Adapted by Jason Vey
Table: Defense Bonus bonus applies to Armor Class. The defense
Level A1 B2 C3 D4 bonus does not stack with other bonuses to AC,
Use column A for monk, illusionist, rogue in such as armor bonus, shield bonus, natural armor
armor, or wizard. bonus, and so forth. If wearing armor, the
Use column B for assassin, bard, ranger or character gains either the AC from the armor, or
unarmored rogue. his natural Defense Bonus, not both. The sole
Use column C for barbarian or druid. exception to this is the Rogue, who may stack
Use column D for cleric, knight, fighter or paladin. his Defense bonus with armor bonus, provided
he is wearing light armor. If wearing armor, the
Rogue uses Column A to determine Defense
1st +0 +1 +2 +4 Bonus. If unarmored, the Rogue uses Column B
2nd +0 +1 +2 +4 (see Table: Defense Bonus).
3rd +1 +2 +3 +5
4th +1 +2 +3 +5 Unlike an armor bonus, a defense bonus does
5th +1 +2 +3 +5 improve a character’s AC against touch attacks.
6th +2 +3 +4 +6
A character’s defense bonus is derived from his
7th +2 +3 +4 +6
character level and class, as shown on Table:
8th +2 +3 +4 +6 Defense Bonus. For a multiclass character, use
9th +3 +4 +5 +7 the highest defense bonus of those offered by the
10th +3 +4 +5 +7 character’s classes. For example, a 2nd-level
11th +3 +4 +5 +7 barbarian has a defense bonus of +4. If the
character gains a level of cleric (becoming a
12th +4 +5 +6 +8
2nd-level barbarian/1st-level cleric), her defense
bonus increases to +7, because the cleric’s +7 at
In the standard rules, a character’s skill at
3rd character level is better than the barbarian’s
attacking gets better as he goes up in level—but
+5 at 3rd character level.
not so his skill at avoiding attacks. Characters
rely on armor and an ever-growing collection of
magic items to protect them in combat. But what
Table: Defense Bonus For Other Classes
about campaigns in which it’s not common or
appropriate for characters to go everywhere in Armor Proficiency Defense Progression
full plate? None Column A
Light Column B
This variant system is particularly appropriate Light and medium Column C
for swashbuckling or stealth-based campaigns, All Column D
for settings in which firearms are common, for
seafaring campaigns (in which the characters For classes not mentioned here, determine a
would rather not wear armor for fear of character’s class defense bonus based on the
drowning), or any other setting in which armor armor proficiency granted by the class (and only
is not worn on a day-to-day basis—even by
Table: Creature Defense Bonuses
adventurers.
Armor Proficiency Defense Bonus
None +0
Light +1
In this variant, every character has a defense
bonus based on his character level. The defense Light and medium +2
Light, medium and heavy +4
that gained from the class—you can’t take an defense bonus the creature may have from armor
Armor Proficiency feat to improve your defense proficiency.
bonus). Consult Table: Defense Bonus For Other
Classes; the defense bonus progression refers to For instance, giants are considered proficient
the indicated column on Table: Defense Bonus. with whatever type of armor (light, medium
or heavy) they are described as wearing. Hill
giants, described as wearing hide armor,
Monsters do not have inherent defense bonuses therefore have a +2 defense bonus (hide
unless they also have levels in a class or are armor is medium armor). Since this is lower
normally proficient with armor. When than the +3 bonus of hide armor, the typical
calculating a monster’s defense bonus to AC, do hill giant probably prefers to wear his armor.
not include the monster’s base HD or level A 1st-level hill giant barbarian, however,
adjustment (if any).
would have a defense bonus of +4, and
would benefit from discarding his hide
For example, a typical green dragon, gargoyle or
black pudding has no class levels and is not
armor (though he’d gain a higher armor
proficient with any armor. Such creatures do not bonus by putting on chainmail or a
get a defense bonus. breastplate).

If a creature is proficient with one or more types


of armor, however, it gains a defense bonus. See
Table: Creature Defense Bonuses.

If a creature has levels in a class, it gains a


defense bonus just like any other character with
a class. This bonus does not stack with any

Behind The Curtain: Class Defense

Using the defense bonus variant in your game means that sometimes, at least, characters won’t want to wear
armor—their defense bonus provides them with free protection that’s just as good as armor. Funds that
would otherwise be spent improving a character’s armor can instead be spent on other gear, which means
the characters’ power level will increase slightly.

Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be
prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires.

Clearly, the class defense system is best for characters who must choose between going unarmored and
risking arcane spell failure—sorcerers and wizards in particular.

Spells that affect metal are less useful under this system, since metal armor is less common.

Touch attacks are less effective under this system, since most characters’ touch ACs are significantly higher
than in a standard game.
By Jason Vey

The bounty hunter is a specialist in tracking down


and capturing fugitives from the law. Part rogue, part
ranger, the bounty hunter is as attuned to the alleys
and shadows of the streets as the ranger is to the
wilds. Most bounty hunters tend to be lawful in
alignment, seeking to bring fugitives and anarchists
to justice. There are a few, however, who are neutral
or even chaotic, serving whoever pays the most and
just as easily being bought off by those they seek to
bring in as those who hire them to hunt criminals. For
this reason, and the fact that they often succeed
where the local law enforcement does not, these
freebooters are often looked upon with disdain and
sometimes outright contempt by legitimate legal
authorities.

Even still, the services of bounty hunters are in great


demand, for the lawless are few and rarely bound by
the restrictions that hamper legitimate authority.
Thus, someone who is able to work for the law, but
outside it, is often the only solution. In the end, if you
want someone found, nobody has the skills to help
like a bounty hunter. Just make sure you’re okay with
the prey being delivered dead or alive.

Adversary: At sixth level, the bounty hunter has unusually angled natural or man-made slope or
become famous (or infamous) enough to have drawn incline that others might find it difficult or impossible
the ire of a specific organization whose members or to climb. When doing so, the bounty hunter moves at
affiliates he has plagued once too often. However, one half the character’s normal speed. A failed check
this can work to the bounty hunter’s advantage, as he means the bounty hunter makes no progress this
becomes intimately familiar with the signs, tactics, round. A check that fails by 5 or more means that the
and operations of this organization. When combating character falls and takes full falling damage. Nothing
or dealing with members of this organization, the can be carried in the hands while climbing. Unlike a
bounty hunter gains a +2 bonus to hit and to AC in rogue, the bounty hunter must make climb checks
combat. Further, all attribute checks related to even when climbing typical natural slopes and man-
dealings with this organization are made at a +2 made inclines.
bonus. This includes all bounty hunter class abilities.
The organization should be specific, but need not be Combat Marauder: Bounty Hunters possess an
world-spanning or infamous. For example, a bounty extraordinary ability to combat their most common
hunter could have “the thieves’ guild in the small foes, humanoids and criminals, due to intense
town of lakeview,” just as easily as he has “the black training and study of the enemy’s fighting
wizards of the International Shadow Guild.” Castle techniques. When fighting humanoids, rogues, or
Keepers should monitor this choice to ensure that the assassins, a bounty hunter inflicts extra damage. This
Adversary is appropriate to both the character and the damage bonus is +1 at first level, with an additional
campaign. +1 gained at every level beyond first. For example, a
fifth level bounty hunter would inflict an additional
Climb (Dexterity): This ability allows a bounty 5hp of damage for each successful hit against
hunter to climb up, down, or across a slope, wall, humanoids, rogues, or assassins.
steep incline (even a ceiling with handholds) or

1
Delay/Neutralize Poison (Wisdom): Bounty hunters stalk prey without being noticed, or other similar
often pursue prey that does not wish to be captured, effects. Impersonating specific individuals is not
sometimes to the point of committing suicide rather possible with this ability, though affecting a change
than being brought in for questioning. For this in gender, race, or even social class is possible. This
reason, bounty hunters find it useful to have a effort requires 1d4 rounds to complete and can
working and thorough knowledge of toxins and how include an apparent change of height or weight no
to slow or stop their effects. Unlike rangers, bounty more than one-tenth the original (generally through
hunters undergo years of study and training to learn standing straighter or on tip-toes, or slouching). The
the signs, symptoms, and makeup of poisons used the Castle Keeper makes the character’s check secretly
world over, and so may actually have knowledge of a so that the character is not sure if it is successful. The
poison he has never seen before. following modifiers are applied to a disguise check
when appropriate.
Using this ability requires two Wisdom checks. The Sex difference -2
first check lets the bounty hunter divine what kind of Race difference -2
poison has been used. The CC of this check can Age difference -2 per 10 years
increase depending on how rare or foreign the Social class difference -2 to -10 (CK’s
substance in question is, at the discretion of the CK. (higher) discretion)
The second check is to actually delay or neutralize
Social class difference +2 (it’s easier to be a
the toxin. The bounty hunter can, on a successful
(lower) pauper than a prince)
delay poison roll, temporarily halt the effect of
poisons. This ability allows the bounty hunter to stop
Success indicates a disguise good enough to fool
the poison from working for one hour per level of the
normal observers, though those actively looking for
bounty hunter. It does not cure any damage the
such a disguise are entitled to an opposed Intelligence
poison has already caused. The process takes one
check to spot the bounty hunter. As such, this ability
round, and the bounty hunter must have an
is generally used to remain discreet and
appropriate first-aid kit and the proper herbs and
inconspicuous, rather than for any sort of actual
medicines to succeed at the attempt, which can be
impersonation.
made only once per individual.
Hide (Dexterity): bounty hunters can conceal
If the delay poison roll exceeds the total needed for
themselves extremely well in urban environments.
success by 6 or more, the bounty hunter has
With a successful dexterity check, bounty hunters can
successfully neutralized the poison. The afflicted
conceal themselves so well as to be unnoticeable by
creature suffers no additional damage or effect from
most passers-by. They cannot move and hide at the
the poison, and any temporary effects end, but
same time.
damage or effects that have already occurred are not
reversed.
Bounty hunters cannot hide themselves if being
observed, even casually, before the attempt is made.
Dexterous Fighting: In order to combat their
If the observer is momentarily distracted, he can
deadliest foes, rogues and assassins, bounty hunters
attempt to use this ability. While the observer looks
have developed a technique of “finesse fighting” that
away, the bounty hunter can attempt to get to a hiding
allows them to fend off some of the more deadly
place of some kind. The attribute check, however, is
attacks by the criminals they hunt. When using
at a -10 penalty because the bounty hunter has mere
knives, daggers, hand axes, cat-o-nine-tails, spiked
seconds to find a suitable hiding spot.
gauntlets, light hammers, sickles, short swords,
rapiers, or similar one-handed, light melee weapons,
Move Silently (Dexterity): The bounty hunter is able
bounty hunters may substitute their dexterity bonus
to move silently in urban areas with a successful
for their strength bonus when determining if a to hit
dexterity check. The bounty hunter can move up to
roll in combat is successful. The bounty hunter’s
one-half the character’s normal speed at no penalty.
strength still determines the character’s bonus to
At more than one-half and up to the character’s full
damage, however.
speed, the character suffers a -5 penalty. It’s
practically impossible (-20 penalty) to move silently
Face in the Crowd (Charisma): Through quick
while running or charging. Bounty hunters may
changes of clothing and posture, the bounty hunter
attempt to use this ability in wilderness environs, but
can disguise or impersonate to blend into a crowd.
at a -10 penalty.
This disguise is not nearly as complete as that of an
assassin or an illusionist; it is used to throw off a tail,

2
Urban Tracking (Wisdom): The bounty hunter can Per 24 hours prey has been +1
track down the location of missing persons or wanted missing
individuals within a given community, or trail a mark Prey laying low +4
through a city. A successful urban tracking check Community friendly towards prey +3
allows the bounty hunter to pick up a trail and follow or prey’s race, class, or affiliation
it for one hour through a combination of physical
evidence and asking the right questions of the right Community hostile towards prey -2
people. The CC of this check generally depends upon or prey’s race, class, or affiliation
the size of the community in which the bounty hunter
is searching, and its disposition towards the missing At sixth level, the bounty hunter becomes adept
or wanted individual. enough at his tracking abilities that each check
requires only a half hour’s time, and at twelfth level,
The size of the community in which the bounty each check requires only fifteen minutes.
hunter seeks the prey also determines the number of Prime Attribute: Dexterity
checks required to track down his quarry. A small Alignment: Any
village or thorp requires 1-2 checks. A small or large Hit Dice: d8
town requires 1d4+1 checks before the bounty hunter Weapons: Any
reaches the end of his search. A small or large city Armor: Leather, leather coat, studded leather, hide,
increases the number of checks required to 2d4, and a padded, chain shirt
metropolis requires 2d6 checks. Even then, “coming Abilities: Adversary, climb, combat marauder,
to the end of his search,” does not necessarily mean delay/neutralize poison, dexterous fighting, face in
that the bounty hunter has captured his prey. It could the crowd, hide, move silently, urban tracking
possibly mean that the prey has fled to another
community, though following a lead to its logical Level HD BtH EPP
conclusion will always yield the most likely 1 d8 +0 0
community to which the prey has fled, thus initiating 2 d8 +1 2251
a new round of checks when the bounty hunter 3 d8 +2 4501
reaches the new area. 4 d8 +3 9001
Condition CC 5 d8 +4 18001
modifier 6 d8 +5 40001
Small village or thorp +0 7 d8 +6 75001
Small or large town +2 8 d8 +7 150001
9 d8 +8 250001
Small or large city +4
10 d8 +9 500001
Metropolis +6 11 +3 +10 725001
Per three creatures in group -1 12 +3 +11 950001
sought

In the world of Domaria, nature has been savaged by Avengers never automatically succeed on a Nature
the Scourge, and many druids no longer live in peace Lore check.
and harmony with the land as they once did. Rather,
they have become a far more martial force, taking a
proactive stance against those who would intrude
Bonus Languages: Druids have a secret language
upon their realms. Many Twilight Elves are of this
used for communicating with one another. They are
mindset and become druidic avengers.
forbidden from teaching this language to any but
another druid. Additionally, if a druid has a high
The druidic avenger channels her inner fury to wreak enough Intelligence to learn an additional language,
vengeance upon those who injure the natural world. the following languages are available: aquan, auran,
This comes at a price, however, since the druids have elf, fey, giant, gnome, sylvan, terran, goblin, or orc.
given up some of her own sensitivity to nature. Druids find it useful to learn the languages of
Unlike standard druids, for example, Druidic enemies of the forest as well as allies.

3
This identification allows the druid to determine the
species of plant or animal and the special qualities or
abilities of the species. The druid can also determine
whether water is safe to drink or dangerous, and find
shelter and food in the wild. Gathering enough food
for 2-8 people for 1-2 days, requires 5-8 hours of
hunting and gathering. This time doubles for a larger
group of up to 16 people. Druids can only forage for
a total of 12 hours per day.

Resist Elements: At 2nd level, druidic avengers gain


a +2 bonus to saving throws against fire, earth, air,
cold, and lightning attacks. This bonus increases to
+3 at 6th level, and +4 at 12th level.

Spells: Druids cast divine spells. The spells available


and spells per day are as listed in the Player’s
Handbook for standard druids and clerics, except that
druidic avengers gain one less spell per day of each
level than do standard druids, and do not gain bonus
spells for high attributes.

Totem Shape: At 6th level, druids gain the spell-like


ability to assume the shape of a small or medium-size
animal and back again once per day. This ability
operates like Polymorph Self. Upon attaining this
ability, a druid must choose a totem shape. The
selection is permanent, and cannot be changed. Each
time a druid uses this ability, he regains 1d4 hit
points.

At 7th and 8th levels, the druidic avenger gains a new


totem shape. Each shape can be assumed once per
day. At 12th level, the druidic avenger gains the
ability to take the shape of a large version of one of
Combat Marauder: Druidic Avengers gain the the previously chosen totem forms. This large form
combat marauder class ability, as Rangers (Player’s can be assumed once per day and the druid can
Handbook, p. 11) decide between the three forms each time the ability
is used. When assuming the large version of a totem
Conceal (Dexterity): Druidic avengers gain the form, the druid heals 5d8 hit points.
conceal class ability, as Rangers (Player’s Handbook,
p. 11) Level HD BtH EPP
1 d8 +0 0
Fast Movement: A druidic avenger' s base land speed 2 d8 +1 2251
is faster than the norm for her race by 10 feet. 3 d8 +2 5001
4 d8 +3 9001
Nature Lore (Wisdom): Druids are connected to the 5 d8 +4 18001
forces of nature. They mystically coexist with their 6 d8 +5 35001
environment, gradually becoming a larger part of it. 7 d8 +6 70001
This imparts a specialized knowledge of the wilds to 8 d8 +7 140001
them. A druid can identify plants and animals with 9 d8 +8 300001
perfect accuracy. To use this ability, the druid must 10 d8 +9 425001
succeed at a wisdom check. 11 +3 +10 650001
12 +3 +11 900001

4
Prime Attribute: Wisdom Armor: Padded, Leather, Hide, or Studded Leather
Hit Dice: d8 Special: bonus languages, combat marauder,
Alignment: Any concealment, fast movement, nature lore, resist
Weapons: Club, dagger, dart, hand axe, hammer, elements, spells, totem shape
scimitar, sling, sickle, spear, sword, staff.

A swashbuckling fighter, a man whose wit is as quick


as the flash of his razor-sharp blade, the duelist is
somewhere between a rogue and a fighter.
Concentrating mostly on dexterity, the Duelist is a
master of the Florentine style of fighting, which is the
use of two blades simultaneously. Beyond that, the
Duelist is able to use his own sharp wit as a weapon.
They have a talent for getting their comrades into
trouble with their sharp tongue and reckless nature,
but are often just as good at getting their friends out
of trouble.

Typically, the duelist wields a rapier and long


parrying dagger called a poniard (in game terms, a
short sword). But there have been instances in fiction
and history of duelists using long swords and short
swords, paired small axes, paired short swords, even
sets of daisho (matched katana and wakizashi).

Combat Expertise: The duelist is an expert at At twelfth level, the ability can be used against up to
fighting defensively. Beginning at sixth level, he eight enemies, or against up to four, inflicting a “to
may choose to suffer a penalty of up to his BtH bonus hit” penalty of -4 against each.
to his attack rolls, and gain an equal bonus to his AC.
Tumbling (Dex): At ninth level, the Duelist can use
Taunt (Cha): The duelist can use his razor wit and acrobatic maneuvers to confuse his enemies and
words to enrage an enemy. At first level, through make him harder to hit. By suffering a -4 penalty to
jibes and insults, the duelist can cause enemies to all his attacks in a given round, the Duelist can
focus their attacks upon him, ignoring all other replace his standard AC with a Dexterity check
potential threats. To accomplish this, the duelist (armor and two weapon bonuses still apply). For
insults his foe and makes a Charisma check, opposed example, Leon the Swift decides to suffer -4 to his
by his victim’s Wisdom save. If the duelist wins, the attack roll for a round and makes a Dexterity check.
enemy must attack the duelist exclusively for a The result of the check comes up 18; adding his +3
number of rounds equal to the Duelist’s BtH bonus. bonus for studded leather armor and his +1 for Two
Using this ability requires an action. Weapon Fighting (see below), his AC becomes 22 for
that round.
At first level, this ability can be used against one foe.
Furthermore, the Duelist can use this ability to reduce
At fourth level, the ability can be used against two the damage from falls. By making a Dexterity check
enemies, or against one, and inflict a penalty of -2 to with a CC equal to 1 per 10 feet of falling distance,
hit against a single enemy attacking the duelist. the Duelist suffers only half damage from a fall.

At eighth level, the ability can be used against four Two Weapon Defense: At third level, the Duelist,
enemies, or against up to two enemies inflicting a when fighting with two weapons, gains a +1 to AC
penalty of -3 to hit the duelist against each. due to his improving ability to coordinate the
weapons in a defensive manner. This bonus

5
increases to +2 at seventh level, +3 at tenth level, and Weapons: One-handed melee weapons, light
increases by +1 for every three levels thereafter. crossbows
Two Weapon Fighting: At first level, the duelist Armor: Padded, leather, hide, or studded leather
gains an improved ability to fight with two weapons. armor.
This ability reduces the penalties for fighting with Special: Combat Expertise, Taunt, Tumbling, Two-
two weapons (PHB, page. 119) by two each, allowing Weapon Defense, Two-Weapon Fighting
the Duelist to fight at penalties of -1/-3. Dexterity
bonus can also offset these penalties, but does not Level Hd BtH EPP
result in bonuses (penalties can only be reduced to 1 d6 0 0
zero). In order to use this ability, the Duelist must be 2 d6 +1 1501
wearing padded, leather, studded leather, or no armor 3 d6 +1 3001
at all. Any other armor negates the ability. Also, the 4 d6 +1 6001
weapon in the duelist’s off-hand must be light and 5 d6 +1 12,001
both weapons must be able to be wielded one- 6 d6 +2 24,001
handed. 7 d6 +2 48,001
8 d6 +2 96,001
At eleventh level, the Duelist gains an additional
9 d6 +3 192,001
(third) attack with his off-hand weapon, albeit at a -5
10 d6 +3 288,001
penalty.
11 +2 +3 480,001
Prime Attribute: Dexterity 12 +2 +4 768,001
Hit Dice: d6 +1 +2 *+1/3 +500,000
Alignment: Any *Continue BtH progression

Not all mystical power arises from the gods or from the
arcane energies that permeate the lands. Some men and
women have the ability to call upon special inner
reserves of strength and ability, reserves that manifest
as a power commonly known as psionics.
With a colorful assortment of psychic abilities at his
disposal, the psychic leads the way in matters of the
occult, but this power comes with an exacting toll.
Mainstream magicians, both arcane and divine, distance
themselves from the psionicist, as they fear and mistrust
a type of power they neither have nor can understand.
Many psionicists revel in this image, using it to
reinforce their own mystique, while others seek to
break down these barriers and gain acceptance amongst
mainstream society. It is difficult, however; few are
likely to trust someone who can read your feelings or
thoughts, or even control the same.
Because of the fear and mistrust associated with their
abilities, and because of the more focused nature of
their power, psychic adventurers must learn certain
combat skills to survive in the wilds and dungeons of
the world. Thus, they gain better weapons than other
magic-using classes, and higher hit dice and a better
BtH progression than do wizards.

6
have been committed, etc. In practice, this ability
functions much like a magic user’s various “Detect”
Meditation (Wis): Psychics can, with a successful spells, though not as specific. Rather than knowing
Wisdom check, enter a trancelike state that cleanses an item is magic, or that a person has malicious
the mind and rests the body. Entering this trance intent, for example, the CK might inform the psychic
requires 1d12 minutes, and the trance can be that she has an odd feeling about this place, person,
maintained by a number of hours equal to the or thing. Psychic Senses can also lead a character to
character’s level plus her wisdom bonus. One hour of discover clues or important items; with a successful
uninterrupted meditation is as good as two hours of Wisdom Check, this ability functions exactly like an
sleep. Also, while meditating, the character does not Elf’s ability to spot secret or hidden doors, but grants
feel the effects of hunger, thirst, or discomfort, a +2 bonus on any active search or perception-related
though he still suffers any damage resulting from task attempted by the psychic. Lastly, a psychic
these conditions. While meditating, the character’s character always gets to make a Wisdom check to
natural rate of healing doubles. avoid surprise.
Mental Resistance: At level five, psychics gain an Level HD BtH EPP
extraordinary mental and emotional resilience. All 1 d6 +0 0
saving throws based on Intelligence, Wisdom, and 2 d6 +1 2251
Charisma gain a +2 bonus. At level eight, this bonus 3 d6 +1 5001
increases to +3, and at level twelve, to +4. Beyond 4 d6 +2 9001
level twelve it increases by +1 per four levels of
5 d6 +2 18001
experience.
6 d6 +3 35001
Psionic Powers: At levels one, three, five, and seven, 7 d6 +3 70001
the character may choose one new psychic power 8 d6 +4 140001
from the “basic” list. Beginning at level nine, the 9 d6 +4 300001
character may choose new powers from either the 10 d6 +5 425001
“basic,” or “advanced” powers lists. Advanced 11 +3 +5 650001
powers have prerequisites that must be met before 12 +3 +6 900001
they can be chosen. After Level 12, psionicists may 13+ +3 * +250,000
continue to select new powers at every odd level.
Descriptions of psionic powers can be found in a * Continue BtH Progression
different file. Prime Attribute: Wisdom
Psychic Senses (Wis): Psychic senses are also Hit Dice: d6
known as “sixth sense” and “ESP.” They represent Alignment: Any
the psychic’s ability to perceive the world around Weapons: club, dagger, dart, hand axe, hammer,
him in ways different than others. He can sense a scimitar, short bow, sling, sickle, spear, sword, staff.
few seconds into the future, thereby detecting Armor: Cloth, padded, leather, Cuir Bouille, studded
potential dangers before they happen, can feel the leather, chain shirt
presence of other psychically or magically active Special: Meditation, Psionic Powers, Psychic Senses
people, can sense taint in a place where atrocities

A Monk Variant entertainment of the locals, in small towns and villages


Tavern brawlers are those rough-and-tumble men and throughout the world.
women who love to mix it up in bar fights. They
eventually become so adept at fisticuffs and hand-to- The tavern brawler uses the monk advancement table
hand fighting that they naturally develop many of the and gets all monk abilities, except as follows:
monk’s fighting abilities, though stylized somewhat
differently. While a monk may rely upon lightning-fast, Down and Dirty: The Tavern Brawler likes to get in
graceful movements, the tavern brawler is all about close, grab and pin. Thus, at level two he starts to
“grab them, slam them down, and don’t let them get become quite adept at the process. At level 2, the tavern
back up.” Many tavern brawlers work as bouncers in brawler gains a +1 on all attempts to initiate or break
local bars, and even hold wrestling matches for the free from a grapple, as well as all opposed strength and

7
efforts (if an ally spends an entire round shaking,
slapping or otherwise stimulating the unconscious
character, allow a base Constitution Save to awaken) or
taking damage.

Death Choke: At level 12, the Tavern Brawler gains


the most fearsome ability in his repertoire. If he
succeeds in performing a successful choke hold on an
opponent (rendering his victim unconscious), the tavern
brawler can attempt to quite literally choke the life from
his victim. Starting on the third round after the victim
falls unconscious, and for each additional round that the
tavern brawler maintains the hold after that, the victim
must make an additional Constitution save with a CC
equal to ½ the tavern brawler’s level or die from
suffocation or a broken neck. Each Constitution save
after the first suffers a cumulative -1 penalty.

In exchange for these new abilities, the Tavern Brawler


loses the standard Monk abilities of Stunning Attack,
Still Mind, and Quivering Palm.

Rather than making an attack against an AC 15 plus


modifiers, the grapple check is an opposed check
between the attacker’s Strength and the victim’s
dexterity checks. This bonus improves to +2 at level 5, Strength or Dexterity (the victim may choose which
to +3 at level 8, and to +4 at level 11. attribute to use to resist the grapple). When making a
grappling check, if the attacker’s prime attribute is
Choke Hold: Starting at level six, the tavern brawler Strength, he gains an automatic +6 to the check. When
can place a choke hold on an opponent, rendering them resisting a grapple, if the defender has Strength or
unconscious. If the character is able to grapple the Dexterity as a Prime, he gains an automatic +6 to the
opponent and maintain the hold for at least one round, check when using the Prime attribute.
the opponent must make a Constitution Save each
round after the first (assuming he is unable to break
free) at a CL equal to the brawler’s grapple check.
Failure means the opponent is rendered unconscious for Monks and variants are added to the list of classes
1d4 rounds. This unconsciousness is normal, though allowed to perform the Disarm combat maneuver.
deep, and the opponent can be roused by vigorous

A barbarian variant addition, the Prime Attribute for totem warriors varies
In the less-civilized lands of the world, nomadic tribes based on totem, rather than all having the standard
of warriors roam free over the plains and through the Barbarian Prime of Constitution. In all cases, these
forests. In such tribes, each warrior dedicates himself to variants use the Hit Die, BtH, and EPP progression of
a different totem creature, such as the bear or the standard barbarians.
jaguar. The choice of a totem must be taken at 1st level,
and cannot be changed later except under extreme The list of totems discussed here is by no means
circumstances, and always at the discretion of the CK. exhaustive. If you prefer to use other totems, you can
either substitute the totem name for that of a similar
As a totem warrior, the barbarian loses one or more of creature (such as changing the Lion Totem to the Tiger
the standard barbarian class features. In place of these Totem) or create a new set of totem abilities, using the
abilities, the barbarian gains class features determined information here as a guide.
by his totem. All totems do not necessarily grant
abilities at the same levels, nor do they all grant the
same number of abilities. These class features are
extraordinary abilities unless otherwise indicated. In
8
!
A barbarian dedicated to the ape totem does not gain
the standard Combat Sense, Primal Force, and Primal
Will barbarian class features, and instead gains the
following abilities.

Prime Attribute: Strength

Brachiation: At 1st level, an ape-totem warrior gains a


climb speed equal to one-half his base land speed
(round down to the nearest 5-foot interval). For
instance, a human, elf, half-elf, or half-orc ape-totem
warrior has a climb speed of 15 feet, while a dwarf,
gnome, or halfling ape-totem warrior has a climb speed
of 10 feet. At fifth level, the Totem Warrior’s climb
speed equals his base land speed.

Intimidation: With a successful Will Attribute Check,


an ape-totem warrior may attempt to use his presence to
weaken an opponent’s resolve in combat. This check is
resisted by the opponent’s Will check. If the Ape Totem
Warrior wins, the target takes a -2 morale-based penalty
on attack rolls, ability checks, and saving throws for
one round. The Totem Warrior can intimidate only an
opponent that he threatens in melee combat and that can
see him. At fourth level, the Barbarian gains a +2 bonus
on Intimidate checks. At eighth level, this bonus
increases to +3, and at twelfth level the bonus increases
to +4

Primal Attack: A 3rd level ape-totem warrior may


voluntarily take a penalty on his attack rolls up to his Bear’s Fortitude: A bear-totem warrior gains +1 to all
maximum BtH bonus, and add this same amount as a Constitution-based Saving Throws to resist disease,
bonus to damage. Thus, at third level the Totem poison, and fatigue. This bonus increases to +2 at level
Warrior may choose to take up to -2 to hit and apply it four, to +3 at level eight, and to +4 at level twelve.
as a +2 to damage. A seventh-level Totem Warrior, by
comparison, could take up to -6 to hit and apply it as +6 Fast Healing: Bear is a healing totem as well as a
to damage. Or he could take a -4 and gain a +4, or a -2 warrior, and as such, beginning at 5th level, a bear-
to gain +2, etc. totem warrior’s body heals faster than normal. Each
day, the bear-totem warrior heals 1d4+1 hit points per
level as long as rest or sleep is possible. The bear-totem
! warrior requires at least 12 hours of undisturbed rest or
A barbarian dedicated to the bear totem does not gain sleep for this ability to function. At level 12, the Bear
the standard Combat Sense, Primal Force, and Pirmal Totem can impart this ability to others, but if he does
Will barbarian class features, and instead gains the so, he loses its benefits so long as another enjoys them.
following abilities.

Prime Attribute: Constitution


!
A barbarian dedicated to the boar totem does not gain
the standard Combat Sense, Primal Might, and Primal
Bear Hug: A bear-totem warrior gains +2 to all Force barbarian class features, and instead gains the
attempts to grapple an opponent, or maintain a pre- following abilities.
existing grapple. This bonus increases to +3 at level
four, to +4 at level eight, and to +5 at level 12. So long
as the bear-totem warrior has an opponent grappled, he Prime Attribute: Strength
may automatically deal 1d6 damage, plus his strength
bonus, each round as he squeezes the opponent. Diehard: A boar-totem warrior’s Primal Might
increases as the warrior does. At level eight, the boar-
totem warrior may continue to fight up to -8 hit points.
9
At level twelve, he may continue to fight up to -10 hit
points or to a negative total equal to his constitution
score, whichever is greater. However, once he reaches
this level of damage, he dies immediately and
automatically.

Extended Fury: At 4th level and higher, a boar-totem


warrior's Primal Fury lasts for 2 rounds longer than
normal.

Tenacious Will: Beginning at 8th level, a boar-totem


warrior' s damage reduction is 1 point higher than the
normal value for the standard Primal Will Barbarian
ability. Thus, at 8th level, a boar-totem warrior' s
damage reduction is 2, and it rises by 1 point every four
levels thereafter.

!
A barbarian dedicated to the dragon totem does not gain
the standard Primal Force, Primal Fury, or Primal
Might class abilities, and instead gains the following
abilities.

Prime Attribute: Wisdom

Eyes of the Dragon: A dragon-totem warrior gains


Twilight Vision, even if his race does not normally
have this ability. If he already has Twilight Vision or
better, his vision increases by one step (from Twilight
to Dark, from Dark to Deep). At Sixth level the totem
warrior’s vision increases by one step if possible, and at
twelfth level again increases one step, if possible.
Regardless, by twelfth level, all dragon-totem warriors
possess Deepvision.

Draconic Force: The dragon-totem warrior’s Primal " !


Force ability bonuses are 1 point higher than for a A barbarian dedicated to the eagle totem does not gain
normal barbarian. the standard Primal Force and Primal Might barbarian
class features, and instead gains the following abilities.
Frightful Presence: This special quality makes a
creature’s very presence unsettling to foes. It takes Prime Attribute: Dexterity
effect automatically when the totem warrior performs
some sort of dramatic action (such as charging, Eyes of the Eagle: An eagle-totem warrior' s keen
attacking, or snarling). Opponents within range who vision grants him dusk vision if he does not already
witness the action may become frightened, and must have it, and a +2 bonus on all attribute checks related to
flee if possible. If fleeing is not possible, the opponent sight. This bonus increases to +3 at fourth level, to +4
suffers -2 to all actions while in the presence of the at eighth level, and +5 at twelfth level.
totem warrior. This ability functions with a range of 30
feet, and the duration is equal to 1d6 rounds, plus the
Grace of the Eagle: An eagle-totem warrior gains +1
totem warrior’s barbarian class levels. This ability
to initiative and to all Dexterity-based saves. This
affects only opponents with fewer Hit Dice or levels
bonus increases to +2 at third level, +3 at sixth level,
than the creature has. An affected opponent can resist
and +4 at tenth level.
the effects with a successful Wisdom check (CC = ½
the totem warrior’s level). An opponent that succeeds
on the saving throw is immune to that same totem
warrior’s frightful presence for 24 hours.

10
Lightning Strike: At 3rd-level, the jaguar-totem
warrior gains a +2 bonus on damage rolls whenever he
charges. This bonus increases to +3 at seventh level,
and +4 at eleventh level.

$ !
A barbarian dedicated to the lion totem represents the
"standard" barbarian and gains the standard barbarian
class features.

% !
A barbarian dedicated to the serpent totem does not
gain the standard Primal Force, Primal Might, or Primal
Will barbarian class features, and instead gains the
following abilities.

Prime Attribute: Dexterity

Poison Affinity: A serpent-totem warrior gains a +2


bonus on Constitution saves against poison. This bonus
increases to +3 at level 4, +4 at level eight, and +5 at
! level 12.
A barbarian dedicated to the horse totem does not gain
the standard Primal Force, Primal Fury, and Primal Will Stealth of the Serpent: At 2nd-level a serpent-totem
barbarian class features, and instead gains the following warrior gains the ability to Hide and Move Silently as a
abilities. Rogue.

Prime Attribute: Constitution Serpent Strike: At 4th level, a serpent-totem warrior


gains an additional +4 to Initiative rolls, and +2 to
Speed of the Horse: A horse-totem warrior’s base strike and damage on the first attack of any battle,
speed increases by 10ft. provided that he has initiative over his opponent and is
using a light, bladed weapon such as a knife, dagger,
Natural Horseman (Dexterity): A horse-totem warrior poniard, or short sword. This bonus to strike and
has a natural affinity with horses and may perform damage increases to +3 at eighth level, and +4 at
Horsemanship abilities equal to those of the Knight twelfth level.
class, but only when riding bareback (no saddle).
& !
Endurance: A horse-totem warrior gains an additional A barbarian dedicated to the wolf totem does not gain
+1 to all Constitution-based attribute checks. This the standard Primal Fury and Primal Will barbarian
bonus increases to +2 at third level, +3 at sixth level, class features, and instead gains the following abilities.
and +4 at tenth level.
Prime Attribute: Strength
# !
A barbarian dedicated to the jaguar totem does not gain Track (Wisdom): The wolf-totem warrior gains the
the standard fast movement, uncanny dodge, and Track ability, as a Ranger.
improved uncanny dodge barbarian class features, and
instead gains the following abilities. Pack Tactics: At fourth level, the wolf-totem warrior
Speed of the Jaguar: At 1st level, a jaguar-totem gains an additional attack per round whenever he and
warrior’s base speed increases by 10ft. an ally are fighting a single opponent together. The
wolf-totem warrior gains an additional attack in these
Stealth of the Jaguar: At 2nd-level, the jaguar-totem situations every four levels after fourth. So, at 8th level,
warrior gains the ability to Hide and Move Silently, as a the totem warrior is allowed a total of three attacks, and
Rogue of the same level. at twelfth, four attacks.

11
Alternately, for those who dislike random
determination of character backgrounds, each
Castles and Crusades is a marvelous
player can script out his character’s back story as
implementation of the d20-based open game rules
he likes, and then work with the CK to choose
set. It is streamlined, fast-playing, and simple to
appropriate backgrounds from the list below.
learn. The rules fade into the background,
CK’s should be careful to adjudicate this more
allowing story and character to take precedence
freeform method closely, to maintain balance in
over strategy and tactics. And yet, with the
Primes system in place, characters are still as the game, and in no case should a player ever
varied in concept and ability as they are in more have more than 4 backgrounds.
detailed skill- and feat-based iterations of the
system. Table: Character Backgrounds
D20 roll Background
Unfortunately, the drawback to a lack of a 1 Blacksmith
concrete skills system is twofold. First, characters 2 Carpenter
can attempt to do things that they by rights 3 Mason
shouldn’t be able to do (how does a fighter 4 Cobbler
spawned from a peasant farming community 5 Tailor
know how to perform surgery, for example). 6 Tanner
Second, characters gain no bonuses to actions 7 Weaver
based on a creatively constructed or well-detailed 8 Merchant
background. 9 Fisherman
10 Farmer
Both of these issues can easily be solved through 11 Miller
the introduction of a basic backgrounds system. 12 Brewer
In this article, we will explore a simple means to 13 Healer
create a background for characters that allows for 14 Noble
greater character customization and is completely 15 Huntsman/Trapper
modular with the Primes system already in place. 16 Soldier
17 Stable Hand
18 Rat Catcher
To determine background randomly, all players 19 Innkeeper/Cook
should roll 1D4 at character creation. The result 20 Thatcher
determines the number of medieval professions to
which the character was exposed before Note that these professions do not necessarily
beginning his life as an adventurer. Then, the represent a station the character was born to; but
player rolls on the table below for each one he was exposed to enough to understand on
profession. If a given profession comes up twice, some level. A character with the Noble
the player can re-roll or choose to have that background, for example, understands the
profession at an improved level (see “Using workings of castle and noble life, but this could
Backgrounds,” below). be from being a servant in a castle and not
necessarily a born noble. Under no circumstances

2
should these backgrounds replace any class that his background could play an important role
ability; the rules for mimicking cross-class in an Attribute Check, he works off of the base
abilities still apply. Thus, a fighter with the CC of 12 and, if the Attribute in question is
Hunter/Trapper background may attempt to track already Prime, gains +2 to his check.
using his attribute as though it was Prime, but
still does not add his level as a bonus to the roll, Likewise, the character' s background serves as an
since Tracking is a Ranger class ability. (albeit minor) restriction on his abilities. Some
characters, for example, cannot perform surgery
no matter how high their Intelligence score is. If
These 1 to 4 professions represent a character' s an attempt is antithetical to a character' s
previous occupations or apprenticeships, those background, the attempt probably shouldn' t be
careers the character tried or held before taking allowed, though as always this is at the discretion
up a life of adventuring. In these areas, the of the CK.
character has had special training or experience
that provides bonuses in certain situations. Any
time a character is able to call upon his life' s Every 4 levels, a character can improve a single
training or experience, he gains the same benefit background, which then sees its bonus increase
as though he was using a Prime Attribute, even if by +1. Likewise, characters who roll redundant
the attribute related is not normally Prime. If the results on their initial background selection can
attribute related to the check is normally a Prime, opt rather than re-rolling to increase the bonus to
the character gains a +2 to the associated check. the redundant result in this manner. For example,
Situations in which these life paths are Joe gets 2 rolls on the background table; both
appropriate to use are at the discretion of the CK, come up “Noble.” He can choose to re-roll the
though players are encouraged to be creative in second result in hopes of getting a different
suggesting the use of such abilities background, or may improve his Noble
background, granting +1 to Noble-related Checks
For example: a group comes to a market place in addition to using all attributes as though they
needing to acquire new weapons and/or repair were Prime when accessing his knowledge of the
their armor. As they approach the blacksmith' s ways of the nobility. This +1 bonus would also
shop, several backgrounds could be appropriate stack when using attributes with his Noble
for use in haggling with the artisan. Blacksmith, background that are already Prime, granting a +3
obviously, is appropriate here. Also possible bonus, rather than the standard +2.
would be merchant, since these men and women
are experts at haggling for prices, or Noble, for
whom negotiation is of major importance. Any
time a player can justify to the CK's satisfaction

3
Table: Character Traits Traits are aspects of a character' s personality, background, or
% Trait physique that make him better at some activities and worse at others.
01-03 Abrasive In many ways, traits resemble feats: A character can have only a
04-06 Absent-minded limited number of traits, and each trait provides some benefit. Unlike
07-09 Aggressive feats, however, traits always carry a corresponding drawback. In
10-11 Brawler1 addition to their game effects, traits suggest characteristics about the
12-13 Cautious1 character' s personality that might lead to interesting roleplaying
14-16 Detached opportunities. Together with a character' s class and feat selection,
17-19 Dishonest traits offer a way for game mechanics to encourage deeper character
20-21 Distinctive1 backgrounds and consistent roleplaying.
22-24 Easygoing
25-27 Farsighted Traits serve as an interesting starting point for roleplaying, reminding
28-30 Focused players of their characters'most prominent strengths and weaknesses.
31-33 Hard of Hearing However, roleplaying a certain aspect of a character' s personality
34-36 Hardy does not require possessing the trait. For example, a paladin can be
37-39 Honest honest and forthright without the Honest trait. The player should
40-41 Illiterate) roleplay the character consistently even though the character' s
42-43 Inattentive1 honesty has no effect on his skill checks.
44-46 Musclebound A character can begin play with up to two traits, chosen by the player
47-49 Nearsighted at the time of character creation. Alternatively, the CK can require
50-51 Nightsighted1 players to roll on Table: Character Traits to determine the traits
52-54 Passionate possessed by their characters.
55-57 Plucky
58-60 Polite As characters advance in level and ability, they might want to get rid
61-62 Quick1 of the traits that they chose at the beginning of play. This is not easy;
63-65 Reckless changing one’s personality requires a lot of work and discipline. This
66-68 Relentless costs a character experience points. Buying off a Trait with XP costs
69-70 Saddleborn 2,000 XP per level of the character (the older you are, the harder it
71-73 Skinny becomes to effect change in your life). For example, an abrasive
74-76 Slippery character can work on becoming more personable by spending XP to
77-78 Slow1 buy off the Abrasive Trait; at first level, the cost to do this is 2,000
79-81 Specialized XP. At fourth level, the cost to buy off this Trait would be 8,000 XP.
82-84 Spellgifted This represents the character shifting focus from advancing in her
85-87 Stout chosen career to making a change in the core of who she is.
88-90 Suspicious If the CK allows it, players may add traits to their characters after 1st
91-93 Torpid level. The CK might allow a player to assign a trait to her character
94-96 Uncivilized after she has roleplayed the character in a manner consistent with the
97-100 Roll again twice2 trait in question, or after a traumatic or life changing experience (after
1. Trait has special restrictions (see dying, a character might develop the Cautious trait or the Aggressive
the text). If you don't qualify, roll trait). If the CK includes this option, a character should gain a new
again. trait no more frequently than once every five levels. Since traits add
both bonuses and penalties, there is no cost for the acquisition of a
2. No starting character may have new trait, other than the permission of the CK.
more than two traits. If a player rolls
this result two or more times, the
player may choose which two traits
to keep.

4
commonly attempted ability check or skill check
while the corresponding penalty applies to a rarely
used or never used aspect of play. For example, a
If a player creates a character with one or more of trait that gave a bonus to Armor Class and a penalty
the traits described here, she has three basic choices on attack rolls would be poor design because
for how that trait affects the character'
s personality. spellcasters make very few attack rolls (making the
penalty far less severe) yet continuously gain the
First, the character might view the trait as a benefit-of the increased Armor Class.
weakness. A character with this view might try to
hide the trait or make excuses for his behavior. On As long as the CK and player talk about a new trait
the other hand, he might seek out others with the ahead of time and view it in light of what skills and
trait to feel better about his own idiosyncrasy. abilities the character uses most often, this potential
pitfall is easy to avoid.
Second, the character might view the trait as a
strength. A character might call attention to the trait,
encourage others to act in ways that mimic the trait, !
or simply assume that those without the trait are less Several of the Traits on the following pages depend
worthy than those who possess it. upon the addition of a few new (but still very
simple) rules systems. These are described below,
Finally, the character might not acknowledge the and as with most rules in C&C, should be
trait at all. A character might adopt this attitude considered optional. Castle Keepers should feel free
toward a trait for several reasons, each suggesting to disallow Traits that rely upon these rules, or
something different about the character'
s background modify them to fit their own games.
and personality.

• The character might not be aware of the


" #
trait; for example, a nearsighted character Animal Handling is added to the list of basic class
might not realize that others see better at a abilities for both Rangers and Druids, and both
distance because his impairment is mild and classes gain it at first level. It allows the character to
the onset was so gradual that he never get an animal to perform various tasks with a
noticed the change. Charisma Attribute Check. The CL for this check
• The character might be aware of the trait but depends on what you are trying to do.
not want to admit that he possesses it. For
example, an abrasive character might realize Task CL
that his mannerisms affect others, yet find Handle an animal 1
more solace in putting the blame on those “Push” an animal 5
whom he offends rather than on himself. Teach an animal a 2 to 51
trick
• The character might know but simply not
Train an animal for a 3 to 101
care.
general purpose
Rear a wild animal 5 + animal’s HD
1
See the specific trick or purpose below.

Although this section provides a large number of Handle an Animal: This task involves commanding
character traits, a player who wants to create a an animal to perform a task or trick that it knows. If
character with a distinctive personality may ask the the animal is wounded or has taken any nonlethal
CK to design a new trait. If that happens, the CK damage or ability score damage, the CL increases by
should keep in mind that the traits variant is only 2. If your check succeeds, the animal performs the
effective if the benefits and the drawbacks of the task or trick on its next action.
traits are related. If the drawback and benefit of a
trait apply to disparate or unrelated aspects of the “Push” an Animal: To push an animal means to get
game, it becomes too easy for a player to choose a it to perform a task or trick that it doesn’t know but
trait for her character that provides a bonus on a is physically capable of performing. This category

5
also covers making an animal perform a forced • Seek (CL 2): The animal moves into an area
march or forcing it to hustle for more than 1 hour and looks around for anything that is
between sleep cycles. If the animal is wounded or obviously alive or animate.
has taken any nonlethal damage or ability score • Stay (CL 2): The animal stays in place,
damage, the CL increases by 2. If your check waiting for you to return. It does not
succeeds, the animal performs the task or trick on its challenge other creatures that come by,
next action. • though it still defends itself if it needs to.
• Track (CL 5): The animal tracks the scent
Teach an Animal a Trick: You can teach an animal presented to it. (This requires the animal to
a specific trick with one week of work and a have the scent ability)
successful Handle Animal check against the • Work (CL 2): The animal pulls or pushes a
indicated CL. An animal with an Intelligence score medium or heavy load.
of 1 can learn a maximum of three tricks, while an
animal with an Intelligence score of 2 can learn a Train an Animal for a Purpose: Rather than
maximum of six tricks. Possible tricks (and their teaching an animal individual tricks, you can simply
associated CLs) include, but are not necessarily train it for a general purpose. Essentially, an
limited to, the following. animal’s purpose represents a preselected set of
known tricks that fit into a common scheme, such as
• Attack (CL 5): The animal attacks apparent guarding or heavy labor. The animal must meet all
enemies. You may point to a particular the normal prerequisites for all tricks included in the
creature that you wish the animal to attack, training package. If the package includes more than
and it will comply if able. Normally, an three tricks, the animal must have an Intelligence
animal will attack only humanoids, score of 2.
monstrous humanoids, giants, or other
animals. Teaching an animal to attack all An animal can be trained for only one general
creatures (including such unnatural creatures purpose, though if the creature is capable of learning
as undead and aberrations) counts as two additional tricks (above and beyond those included
tricks. in its general purpose), it may do so. Training an
• Come (CL 2): The animal comes to you, animal for a purpose requires fewer checks than
even if it normally would not do so. teaching individual tricks does, but no less time.
• Defend (CL 5): The animal defends you (or
is ready to defend you if no threat is • Combat Riding (CL 10): An animal trained
present), even without any command being to bear a rider into combat knows the tricks
given. Alternatively, you can command the attack, come, defend, down, guard, and heel.
animal to defend a specific other character. Training an animal for combat riding takes
• Down (CL 2): The animal breaks off from six weeks. You may also “upgrade” an
combat or otherwise backs down. An animal animal trained for riding to one trained for
that doesn’t know this trick continues to combat riding by spending three weeks and
fight until it must flee (due to injury, a fear making a successful CL 5 Handle Animal
effect, or the like) or its opponent is check. The new general purpose and tricks
defeated. completely replace the animal’s previous
• Fetch (CL 2): The animal goes and gets purpose and any tricks it once knew.
something. If you do not point out a specific Warhorses and riding dogs are already
item, the animal fetches some random trained to bear riders into combat, and they
object. don’t require any additional training for this
• Guard (CL 5): The animal stays in place and purpose.
prevents others from approaching. • Fighting (CL 5): An animal trained to
• Heel (CL 2): The animal follows you engage in combat knows the tricks attack,
closely, even to places where it normally down, and stay. Training an animal for
wouldn’t go. fighting takes three weeks.
• Perform (CL 2): The animal performs a • Guarding (CL 10): An animal trained to
variety of simple tricks, such as sitting up, guard knows the tricks attack, defend, down,
rolling over, roaring or barking, and so on.

6
and guard. Training an animal for guarding limits. Many diseases (CK’s discretion) and all
takes four weeks. Energy Drain attacks result in fatigue. The exact
• Heavy Labor (CL 3): An animal trained for effects of fatigue and exhaustion are explained
heavy labor knows the tricks come and below.
work. Training an animal for heavy labor
takes two weeks. Exhausted
• Hunting (CL 10): An animal trained for An exhausted character moves at half speed and
hunting knows the tricks attack, down, fetch, takes a -4 penalty to Strength and Dexterity, and
heel, seek, and track. Training an animal for must make a Constitution check at the end of each
hunting takes six weeks. round in which any sort of strenuous activity occurs,
• Performance (CL 5): An animal trained for with a cumulative penalty of -1 per consecutive
performance knows the tricks come, fetch, round of strenuous activity. Failure means the
heel, perform, and stay. Training an animal character passes out. After 1 hour of complete rest,
for performance takes five weeks. an exhausted character becomes fatigued. A fatigued
• Riding (CL 5): An animal trained to bear a character becomes exhausted by doing something
rider knows the tricks come, heel, and stay. else that would normally cause fatigue.
Training an animal for riding takes three
weeks. Fatigued
A fatigued character can neither run nor charge (can
Rear a Wild Animal: To rear an animal means to only move up to his base movement rate) and takes a
raise a wild creature from infancy so that it becomes -2 penalty to Strength and Dexterity. Doing anything
domesticated. A handler can rear as many as three that would normally result in fatigue causes the
creatures of the same kind at once. fatigued character to become exhausted. After 8
hours of complete rest, fatigued characters are no
A successfully domesticated animal can be taught longer fatigued. The only exception to this is in the
tricks at the same time it’s being raised, or it can be case of diseases that cause fatigue. In such cases,
taught as a domesticated animal later. diseased characters generally remain fatigued until
the disease is treated or cured.
Taming an Animal: A Ranger or Druid can
attempt, with a Charisma check, to calm or tame a $
wild animal so that it can be handled, or so that it
does not feel threatened (i.e. stop it from attacking). Fighting Defensively is a new combat maneuver that
The CL for this check is dependent upon the beast’s allows a character to remain cautious while in
attitude when encountered. The CL listed is for a combat, keeping his guard up and taking only the
check to improve the animal’s attitude by one step; most well-considered attempts to injure his
multiple Checks are allowed, but a failure opponent. Fighting Defensively normally provides
downgrades the animal’s attitude by two steps. An +2 to the AC of the character, while inflicting a -4
animal downgraded beyond Hostile immediately penalty to attacks the defensive character makes that
attacks and no further checks are allowed. round.

Initial Attitude CL '


Friendly CL 1
These rules assume that most player characters in a
Indifferent CL 2
campaign are assumed to be literate. If this is the
Suspicious CL 5 case, characters of the Barbarian class should be
Antagonistic CL 7 assumed to be illiterate, a drawback that can be
Hostile, Cornered, or Afraid CL 10 gotten rid of by multiclassing with any other class.

$ %&
In general, a character becomes fatigued if he suffers As characters increase in level, their deeds tend to
75% of his current hit points (round down) in precede them as storytellers and bards spread tales of
damage, or if he fails a Constitution check for any their exploits. Any time there is a chance of a
reason related to pushing the body beyond its normal character being recognized, the CK makes a

7
Reputation Check using the Intelligence bonus of the
NPC, plus the level of the character being
recognized. A separate check should be made for Each trait in this section includes a benefit, a
each character, unless the party is more important drawback, any special limitations regarding its
(i.e. a legendary group such as the Knights of the selection by a character, and roleplaying ideas for
Round Table). In the case of a party Reputation how to incorporate it into your character' s
Check, use the average level of all characters in the personality.
party, +1 per party member present.

Table: CL Modifiers for Reputation


"
Circumstance CL Mod. You are difficult and demanding in conversation,
Less than a mile from normal -5 which tends to oppress those around you.
base of operations Benefit
Less than 10 miles from normal -2 You gain a +1 bonus on Charisma checks to
base of operations intimidate others.
10-15 miles away from normal +1 Drawback
base of operations You take a -1 penalty on Charisma checks to be
16-30 miles away from normal +2
diplomatic or bluff another.
base of operations
31-50 miles away from normal +3
Roleplaying Ideas
base of operations Characters with this trait might be loud and abrupt or
50-100 miles away from normal +5 quiet and sinister, but either way, most find them
base of operations disconcerting or irritating.
Over 100 miles away from +10
normal base of operations
Over 500 miles away from +20
" (
normal base of operations You are fascinated by knowledge and learning and
Over 1000 miles away from +30 are capable of pursuing complex trains of thought
normal base of operations quite quickly. However, your preoccupation with
Characters are trying to remain +1 to +5* such thoughts makes you a little less aware of your
discreet
surroundings.
Characters are actively calling -1 to -10*
attention to themselves
Benefit
*depends on exactly what the characters are doing, at the CK’s You gain a +1 bonus on Intelligence checks to recall
discretion. information about a subject, area, person, culture,
etc. This bonus stacks with the Bard class’s Bardic
This Reputation check has a CL based on how far Lore ability.
from their usual base of operations the party is, and Drawback
whether or not the character(s) are actively trying to You take a -1 penalty on Wisdom checks to spot or
remain discreet. If the check succeeds, the listen. This penalty applies even to the Rogue and
character(s) is recognized, providing a +2 to efforts Assassin Listen class ability, and to the Assassin
to be diplomatic, intimidating, or social, or in the Case Target ability.
cases of infamy, may result in the immediate Roleplaying Ideas
notification of the proper authorities, or may cause Characters with this trait might flit from idea to idea,
all manner of other troubles for the group, at the trailing off in mid-sentence or mumbling their way
CK’s discretion. through complex ideas. Conversely, characters with
this trait might be extremely articulate but still allow
Castle Keepers may also assign bonuses to their thoughts to move faster than the pace of a
reputation checks for characters who perform great conversation.
or evil deeds. Players who receive these bonuses
should note them on their character sheet, keeping
track of bonuses for fame and bonuses for infamy. "
You are quick to initiate combat, and you tend to
press the attack once battle is joined. Your
enthusiasm makes you a dangerous foe, but you

8
sometimes leave yourself open to blows that a more You take a -1 penalty on saving throws made to
cautious warrior would avoid. resist fear effects.
Benefit Special
You gain a +2 bonus on initiative checks. You cannot select this trait if you have immunity to
fear or fear effects. If you later gain immunity to
Drawback fear, you lose the benefit of this trait. This is an
You take a -1 penalty to Armor Class. exception to the rule regarding the use of XP to buy
Roleplaying Ideas off traits (p. 1).
Characters with this trait are often hotheaded and Roleplaying Ideas
quick to anger, or simply think that the best defense Characters with this trait might consistently urge
is a quick offense. talking rather than fighting, or they might do little to
encourage that their companions avoid combat and
simply remain as far away from foes as possible,
! using ranged weapons or spells.
You naturally move close to your opponents when
fighting, instinctively grabbing and punching rather
than striking with weapons.
Benefit You maintain a distance from events that keeps you
You gain a +1 bonus on unarmed attack rolls and grounded but limits your reaction speed.
grapple checks, and may inflict normal damage Benefit
(1d4) with unarmed attacks. You gain a +1 bonus on Wisdom checks.
Drawback Drawback
You take a -2 penalty on all other attack rolls. You take a -1 penalty on Dexterity checks.
Special Roleplaying Ideas
The bonus from this trait doesn' t apply to natural Characters with this trait are likely to be quiet and
weapons and does not stack with Monk class restrained, but they might be vocal when others
abilities. Monks are already natural brawlers. If a falter in their beliefs.
character with this Trait gains a level in the Monk
character class, he loses this trait. This is an
exception to the rule regarding the use of experience
points to buy off Traits (see p. 1). You are naturally deceitful and insincere with others.
Roleplaying Ideas You have a talent for lying, but have difficulty
Characters with this trait often disdain the use of convincing others when you do speak truthfully.
weapons entirely, and some eventually learn more Benefit
refined martial arts based on their instinctive You gain a +1 bonus on Charisma checks to bluff
fighting techniques. Many brawlers might not even another.
be consciously aware that they fight differently from Drawback
other characters; they simply know that the best way You take a -2 penalty on Charisma checks to be
to take someone out of a fight is to grab him or diplomatic.
punch him in the face. Roleplaying Ideas
Characters with this trait might be portrayed as
crafty liars, or lying might simply be second nature
to them, making actually telling the truth a difficult
You are cautious in combat, even a bit cowardly, chore.
and you take more care to defend yourself than
others. However, this caution renders you
susceptible to fear effects.
You have some distinctive physical feature such as a
Benefit scar, a prominent nose, a limp, or some similar
You gain an additional +1 dodge bonus to Armor characteristic that is hard to disguise or conceal.
Class whenever you use the Dodge or Evade Combat Benefit
Maneuver, or when fighting defensively (see p. 4). You gain a +1 bonus on Reputation checks. For
Drawback information on Reputation, see page 4-5.

9
Drawback You gain a +1 bonus on Attribute checks involving
You take a -1 penalty on Disguise checks. concentration. Situations where this applies are at
Roleplaying Ideas the CK’s discretion.
Characters with this trait might be sensitive about it, Drawback
or they might play up its presence to gather You take a -1 penalty on Wisdom checks to spot
attention, sympathy, or notoriety. something hidden or out of place, or to hear unusual
sounds unless you are concentrating on the task of
listening or searching a specific area.
% Roleplaying Ideas
You are naturally friendly and trusting. Others feel Characters with this trait often seem single-minded
comfortable around you, but this trait also makes it or even obsessive in their focus on a specific task.
more difficult for you to be pushy or suspicious.
Benefit
You gain a +1 bonus on Charisma checks to be
# #
friendly, diplomatic, or gain information. You have a slight hearing impairment, and to
Drawback compensate, you have become more in tune with
You take a -1 penalty on Charisma checks to your other senses.
Intimidate another, and on Wisdom checks to detect Benefit
falsehoods, lies, or ulterior motives. You gain a +1 bonus on Attribute checks involving
Roleplaying Ideas sight.
Characters with this trait might be more easily Drawback
manipulated in interactions with NPCs, or they You take a -2 penalty on Attribute checks involving
might simply prefer not to argue and instead use hearing.
their natural talent to learn more about the world Roleplaying Ideas
around them. Characters with this trait might be sensitive about it,
or they might simply be oblivious to its presence,
having never known any different way of
$ experiencing the world.
You have difficulty focusing on nearby objects, but
your distance vision is more keen than normal.
Benefit
#
You gain a +1 bonus on Wisdom checks related to You are made of tougher stuff than the average
spotting things in the distance, or on the fly. This person, but you' re not quite as quick to react to
bonus stacks with class or racial abilities to notice dangerous effects.
secret compartments, unusual stonework, or Benefit
anything hidden. You gain a +1 bonus on Constitution-based saves.
Drawback Drawback
You have a -2 penalty on Wisdom checks to search You take a -1 penalty on Dexterity-based saves.
areas up close. This penalty also affects to class or Roleplaying Ideas
racial abilities to search for traps, secret Characters with this trait might see their physical
compartments, or anything hidden. prowess as normal and look down on less hardy
Roleplaying Ideas individuals, or they might see it as their duty to play
Characters with this trait might be sensitive about it, the role of protector and help those less able to
or they might simply be oblivious to its presence, endure physical hardship.
having never known any different way of
experiencing the world.
#
You are naturally straightforward and sincere. This
$ quality helps you persuade people to your viewpoint,
You can keep your attention on a task despite many but you have difficulty telling lies and seeing
distractions; however, events in the background pass deception in others.
you by.
Benefit Benefit

10
You gain a +1 bonus on Charisma checks to be in most situations but leave most of their long-term
diplomatic or make the truth work to your projects perpetually unfinished.
advantage.
Drawback
You take a -1 penalty on Wisdom checks to be (
dishonest or to sense dishonesty in others. You are good at almost everything that requires
Roleplaying Ideas strength, but less adept than most at tasks that
Characters with this trait might be naive and too require coordination.
unsophisticated to lie, or they might be aware of Benefit
worldly matters and simply choose to take a higher You gain a +1 bonus on Strength-based Attribute
ground. checks.
Drawback
You take a -2 penalty on Dexterity-based Attribute
checks.
You cannot read, but you have devoted yourself to Roleplaying Ideas
learning other skills. Characters with this trait are likely to solve problems
Benefit with physical strength rather than through trickery or
Choose any one attribute that is designated Prime for finesse.
your character. You gain a +1 bonus on checks using
that Attribute.
Drawback
You are illiterate. You have difficulty focusing on distant objects, but
Special your eye for detail is more keen than normal.
Unlike with the barbarian, you cannot become Benefit
literate by taking a level in any class other than You gain a +1 bonus on Wisdom checks to search
barbarian. areas up close. This bonus stacks with class or racial
You can' t select this trait if your character is already abilities to search for traps, secret compartments, or
illiterate because of race, class, or any other reason. anything hidden.
Roleplaying Ideas Drawback
Characters with this trait might be sensitive about You have a -2 penalty on Wisdom checks related to
not being able to read, or they might not value "book spotting things in the distance, or on the fly. This
learnin' ." penalty also applies to class or racial abilities to
notice secret compartments, unusual stonework, or
anything hidden.
Roleplaying Ideas
You are alert and skilled at finishing simple tasks Characters with this trait might be sensitive about it,
quickly, but you have a difficult time dealing with or they might simply be oblivious to its presence,
longer, more complex tasks. having never known any different way of
Benefit experiencing the world.
You gain a +1 bonus on Wisdom checks to spot
something hidden or out of place, or to hear unusual
sounds unless the listening or searching requires
patience and concentration. You also gain a +1 Your eyes are particularly well suited to using some
bonus to all Attribute checks involving tasks that can form of night vision, but they are less well adapted
be completed quickly (excluding combat). to what others consider normal light.
Drawback Benefit
You take a -1 penalty on Attribute checks involving Increase your night vision by one level. If you don’t
concentration or focus for more than a few moments, normally have it, you gain Duskvision. Duskvision,
or on ongoing tasks. Situations where this applies in turn, becomes Twilightvision. Twilightvision
are at the CK’s discretion. becomes Darkvision, and Darkvision becomes
Roleplaying Ideas Deepvision.
Characters with this trait might flit from subject to Drawback
subject in conversation, or they might seem typical

11
You take a -1 penalty on all Attribute checks and Benefit
combat rolls when in areas of bright light. Your base movement rate increases by 10 feet, and
Roleplaying Ideas you gain +1 to initiative.
This trait might not affect a character'
s personality at Drawback
all, but it might make the character prefer going on Subtract 1 from your hit points gained at each level,
underground or nighttime adventures. including 1st (a result of 0 is possible).
Roleplaying Ideas
Characters with this trait typically try to stay away
) from physical combat, but a rare few might relish it,
You are made of tougher stuff than the average striving to see if their superior speed is enough to
person, but you are highly suggestible. best hardier warriors.
Benefit
You gain a +1 bonus on Constitution-based saves.
Drawback
You take a -1 penalty on Wisdom-based saves. You naturally sacrifice accuracy to put more power
Roleplaying Ideas behind your blows.
Characters with this trait might be gruff and place Benefit
extreme value on overcoming physical obstacles, or You gain a +1 bonus on damage rolls after
conversely, their weakness against magical successful melee attacks.
enchantments might leave them fascinated and Drawback
fearful of such things. You take a -1 penalty on melee attack rolls.
Roleplaying Ideas
Characters with this trait might be loudly passionate
) about entering combat and overcoming foes through
You have a strength of will not reflected in your strength of arms, or they might be quiet and so
limited physical gifts. desperate to avoid confrontation that they put extra
Benefit effort into every blow in an attempt to end the
You gain a +1 bonus on Wisdom-based saves. encounter more quickly.
Drawback
You take a -1 penalty on Constitution-based saves.
Roleplaying Ideas
Characters with this trait might be annoyingly You don' t know the meaning of the word "tired."
positive-minded, or they might only show their You go all out until you simply can't continue.
mental resilience in times of dire need. Benefit
You gain a +2 bonus on Constitution checks and
similar checks made to continue tiring activities or to
) resist fatigue. In cases of Level Drain, you are
You are courteous and well spoken. entitled to a separate Constitution check to avoid
Benefit becoming fatigued from the level drain. The CL of
You gain a +1 bonus on Charisma checks made to this check is equal to the HD of the creature
be diplomatic. inflicting the level drain.
Drawback Drawback
You take a -2 penalty on Charisma checks when Any effect or condition that would normally cause
attempting to intimidate another. you to become fatigued instead causes you to
Roleplaying Ideas become exhausted. See p. 4 for information
Characters with this trait might be honestly polite regarding Fatigue and Exhaustion.
and kind, or they might simply be adept at Roleplaying Ideas
mimicking social conventions to get what they want. Characters with this trait may see others as soft or
weak, especially anyone who complains about being
tired or fatigued. They might openly scoff at others'
* weaknesses or might quietly encourage them to
You are fast, but less sturdy than average members "tough it out."
of your race.

12
!
You are a natural in the saddle, but you have little You are slow, but sturdier than average members of
patience for handling animals when not riding them. your race.
Benefit Benefit
You gain a +1 bonus on Dexterity checks to ride Add +2 to your hit points gained at each level.
animals, including animals not normally thought of Drawback
as mounts. Your base movement is halved (round down to the
Drawback nearest 5-foot interval).
You take a -1 penalty on Attribute checks to handle, Special
train, or otherwise care for animals. See pp. 2-3 for You must have a base land speed of at least 20 feet
rules for handling animals. to select this trait.
Roleplaying Ideas Roleplaying Ideas
Characters with this trait rarely bother to consider Characters with this trait tend to be relatively
animals as good for anything other than mounts, but immobile in combat. They typically prefer to wear
they are extremely confident about their riding strong armor (or other protective devices), since it'
s
abilities. hard for them to flee a fight.

+
You are very slender for your race. You have a knack for one kind of work or study, but
Benefit other tasks are harder for you to accomplish.
You gain a +1 bonus on Attribute checks made to Benefit
escape from bonds such as rope or shackles. You Choose one specific Background or Secondary Skill.
also use your Dexterity rather than your Strength to You gain a +2 bonus on checks using the specified
attempt to escape from bonds. This trait stacks with Background or skill.
appropriate class abilities. Drawback
Drawback You take a -2 penalty on checks using all other
You take a -2 penalty on Strength checks to avoid Backgrounds or Secondary Skills.
overbearing. Special
Roleplaying Ideas This Trait is only available in campaigns using
Skinny characters tend to be pushed around by Backgrounds or Secondary Skills.
tougher types, so those with this trait might be shy, Roleplaying Ideas
or they might be very defensive when faced with Characters with this trait often see themselves as
such situations. elite artists or experts rather than mere professionals,
and they might regard their chosen vocation or study
as more useful or interesting than other tasks.

You are less adept at grappling and wrestling than


others of your size and strength, but you are adept at
slipping out of another's hold. You have a gift for casting spells of certain type.
Benefit Although your spells in this area are more potent
You gain a +1 bonus on checks to escape a grapple than those of other casters, you are not as effective at
or avoid being grappled. casting spells from other schools.
Drawback Benefit
You take a -1 penalty to attempt to grapple another. Choose a type of magic from the following list:
Roleplaying Ideas Conjuring/Summoning, Defensive, Divination,
Characters with this trait might fear close combat, Elemental (choose an element), Enchantments/
knowing they are less adept grapplers than most Charms, Illusion, Necromancy/Healing, Offensive
opponents. On the other hand, good escape artists (spells that cause direct damage), Transmutation/
with this trait might enjoy baiting larger foes into Alteration. Add 1 to your caster level when casting
grappling them, knowing they can easily slip out of spells of this type. Some spells may be at the CK’s
the grasp of most foes. discretion for the category under which they fall.

13
Drawback Benefit
Reduce your caster level by 1 whenever you cast a You gain a +1 bonus on Wisdom checks to detect
spell that is not from your chosen school. lies, falsehoods, or ulterior motives in others.
Special Drawback
Not all spells on the Illusionist’s spell list are You take a -1 penalty on Charisma checks to be
considered Illusion spells. Color Spray, for example, diplomatic or intimidate others.
is an Offensive spell, Fog Cloud could be Defensive Roleplaying Ideas
or Conjuring/Summoning, and Light could be This trait might express itself as comic levels of
Enchant, Transmutation, or Conjuring, at the CK’s paranoia, or it might make the character quietly
discretion. The CK always has final ruling on what cautious about others.
school a spell falls under.
Roleplaying Ideas
Characters with this trait might be loudly vocal
about the merits of the school of magic that they You are sluggish and slow to react to danger, but
understand most readily, or they might feel awkward also resistant to others'commands.
and out of place around "normal" spellcasters as a Benefit
result of their unusual aptitude. You gain a +1 bonus on saves against enchantment
(compulsion) effects.
Drawback
You take a -2 penalty on initiative checks.
You are heavy for your race. Roleplaying Ideas
Benefit Torpid characters may be seen as lazy, or as
You gain a +2 bonus on Strength checks to avoid methodical and measured in their actions.
being bull rushed or overrun.
Drawback
You take a -1 penalty on Escape Artist checks. +
Roleplaying Ideas You relate better to animals than you do to people.
Overweight characters are often bullied, so those Benefit
with this trait might be shy, or they might be very You gain a +1 bonus on Charisma checks to handle
defensive when faced with such situations. Some animals. See pp. 2-3 for rules for animal handling.
turn to humor to defuse such situations, while others Drawback
become bitter. You take a -1 penalty on Charisma checks to bluff,
gather information, or be diplomatic.
Roleplaying Ideas
Characters with this trait are likely to feel
You are naturally suspicious of everyone and awkward in many social situations; that might
everything. While this trait makes you hard to fool, be expressed as shyness and quiet behavior, or it
it makes others slightly less likely to agree with you might be expressed through an overly exuberant
or find you threatening. need to participate in conversations.

14
$ ) %,%%

Natural 20 on his attack roll; it automatically


hits the opponent. Also, the attack does double
Fate Points are a mechanic that provides
the maximum possible damage for the attack.
characters with the means to affect game play in
However, the character must then make a
small, but significant ways. They represent the
second, unmodified d20 roll; a result of 1-10 on
actions of cinematic heroes, who always seem to
the d20 means that the weapon shatters as a
make those dramatic comebacks, have sudden
result of the mighty blow. Magic weapons gain
flashes of insight just in time, or call upon inner
reserves of strength to fell the villain just when a bonus to this roll equal to +1 per point of the
things look grim. weapon’s bonus (so a +3 sword gains a +3 to
this roll) plus an additional +1 for each special
ability the weapon possesses. This ability is
$ ) useful only in melee combat, and extra damage
A character always has a limited amount of Fate from special attacks such as sneak attacks does
Points, and while the character replenishes this not double. A Fate Point can be used to achieve
supply with every new level he or she attains, this effect only once per game session.
the rate of attrition can far outstrip the rate of
gain. As such, players must use them wisely. A Sound the Charge!: A character can spend a
character can spend Fate Points to do any of Fate Point to double their allotted movement for
these things: a single round. This includes the ability to move
full movement and still attack, rather than half,
• Fortune’s Favor: alter a single d20 roll as in the Castles and Crusades Player’s
used to make an attack, attribute check, Handbook, page 115.
level check, or a saving throw.
• Mighty Blow: make a single, earth- Unlike a normal Charge maneuver, characters
shattering attack which also stands a spending a Fate Point can move up to their full
chance of smashing the character’s base movement and attack, but do not gain a
weapon. bonus to damage or penalty to Armor Class.
• Sound the Charge!: Double the However, spending a Fate Point to Sound the
character’s movement for the round. Charge effectively doubles the distance a
• Down But Not Out: avoid death when character can cover to take a charge maneuver
reduced to below -10 Hit Points in order to gain this bonus and suffer this
• Providence Smiles: gain a Plot Break penalty (see Charge, C&C PHB p. 116). In
effect, this maneuver allows a character to move
Fortune’s Favor: When a character spends 1 up to their full base movement and make a
Fate Point to improve a d20 roll, add 1d8 to the normal attack, or to double the distance up to
d20 roll to help meet or exceed the target which they may make a charge maneuver.
number. A character can declare the use of 1
Fate Point to alter a d20 roll after the roll is Down But Not Out: When a character falls to
made—but only before the GM reveals the at least -10 Hit Points or below, he is normally
result of that roll (whether the attack or check or considered dead. Not so, if he has Fate Points to
saving throw succeeded or failed). spend. Down But Not Out costs three Fate
Points, and results in the character being
Mighty Blow: When a character spends 1 Fate reduced to exactly -10 Hit Points, and stabilized.
Point to make a single, earth-shattering attack, The character must have three Fate Points to
the attack is treated as though the player rolled a spend to use this ability, and may only call upon
15
it once per character level, and if he doesn’t use
it, it doesn’t carry over. So a character who Depending on the hero’s character level (see the
never has to use Down But Not Out at second table below), the die type increases when
level doesn’t have two uses of it waiting when spending 1 Fate Point to add to a roll. If the
he gets to third. character does so, apply the highest result and
disregard the other rolls.
Providence Smiles: By spending a Fate Point, a
character can gain a small plot break that helps Character Fate Point
him in some minor way. He gains an important Level Dice Rolled
clue that he overlooked, just happens to be 1st–10th 1d8
talking to the right person to get the information 10th–14th 1d10
he needs, or has the cavalry come over the hill 15th–20th 1d12
while he’s in a hopeless situation. The player
must describe exactly what the plot break is that , $ )
his character gains, and the CK always has the The number of Fate Points granted to characters
right to overrule this use if he deems it is deliberately kept low, as the use of Fate
improper, or if he has a good reason for the Points creates an extremely heroic (bordering on
character to be in such a tight spot. If the plot legendary and mythic) game, and too many can
break is overruled, the Fate Point is not spent. result in very over-the-top play, rather than the
Characters can spend a point for Providence cinematic bennies that they are intended to
Smiles once per game session. represent. Characters begin the game with 1-5
Fate Points (d4+1). Each level thereafter, the
A character can only spend Fate Points once per character gains one new Fate Point. In addition,
round. If a character spends a point to strike a at levels 5, 10, 15, and 20, the character gains a
mighty blow, he or she can’t spend another one bonus of 1d4 Fate Points in addition to the
in the same round to improve a die roll, and vice normal one per level.
versa.

16
(
") -

( % )
This spell system presents a different feel and style All magic using characters, divine or arcane,
of magic for an ongoing fantasy campaign. It starts have a pool of Manna Energy Points (MEP) from
off magic users with a great deal more power than which they draw the energy to cast spells. Every
they get in standard games, and balances off as the time a magical character casts a spell, subtract the
characters grow in level. The end intent is that appropriate number of points from the character’s
magic users at lower levels are more survivable, MEP pool; casters can continue to cast spells
while at higher levels they remain at similar levels until their MEP reaches zero, at which point they
of power. are fatigued and cannot under normal
circumstances perform any further magical feats.
These rules assume the use of the High-Level In addition, any character with an MEP of zero or
characters rules elsewhere on this website. below (see emergency spells, later) is considered
Those not using those rules can simply fatigued, and suffers a -2 to Strength and
ignore references to Bard and Ranger spell Dexterity as per the standard rules, until his MEP
casters. They also assume the use of fatigue again reaches 1 or better. All spells are still
and exhaustion, as explained in the Traits pdf subject to the listed casting times and
elsewhere on this website. CK’s are components.
encouraged to at least adopt these rules, for
spell casters whose MEP drops below zero, if ( %)
for no one else. MEP is regained through meditation or
(preferably) sleep. Each hour of meditation
restores MEP at the rate of the caster’s level plus
( % his primary attribute bonus. Wizards, for
Manna is the mystic energy that all spell casters example, regain MEP at the rate of level + Int
draw upon to create magical effects. It is a natural bonus per hour of sleep; clerics regain MEP at
force that permeates the world, created by living level + Wis bonus per hour. Meditation restores
things, and by the world itself. Manna circles the half this amount, and each hour of meditation
world in dragon lines, or lines of magical power. requires a successful Concentration (DC 15)
At places where dragon lines intersect, there are check. If there are no outside distractions, it is
nexus points possessed of vast mystical energy. possible to take 20 on this check. Mild
Effects of dragon line nexus points will be distractions, such as setting up camp, quiet
discussed later. conversation, etc., allow taking 10 but not 20.
Attempting to meditate in an area of high
Divine Energy is that which Clerics, Paladins, and distraction such as a crowded tavern room
other such characters use for casting spells. It is requires a roll for every half hour, and taking 10
energy granted by the gods themselves, but is still or 20 is not possible.
Manna. Since their power comes from a different
source, however, divine casters are not affected by Creatures that do not sleep, such as Elves, regain
dragon lines or nexus points, and do not have the MEP through meditation as others do through
innate ability to channel Manna as do arcane sleep, as Elves require a meditation cycle in place
casters. Instead, divine casters gain the ability to of normal sleep.
heal, affect undead, and perform spell effects that
most arcane casters do not have access to. This process is the same for arcane or divine
casters, as during these quiet periods, the body
17
gradually opens itself back up to the return of studying their spell book, according to the
magical energies. standard table for their character class. This leads
to greater flexibility among Wizard characters,
( %) who no longer need to prepare Magic Missile, for
example, multiple times if they feel they might
Each spell casting class starts play with MEP as
need more than one instance of the spell. Rather,
follows:
the first level Wizard character can now prepare
four completely different zero level spells, and
Wizards, Illusionists: Int bonus + Con bonus + d4 two first level spells, and may cast among those
Clerics, Druids: Wis bonus + Con bonus + d4 spells with impunity.
Bards: Cha bonus
Rangers: Wis bonus Likewise, Clerics and Druids must pray daily for
Others: As appropriate to campaign. their spells, preparing spells as per the “Spells per
Suggest Prime attribute + Con bonus for primary day” entry on their class table.
casters, Prime attribute for secondary casters.
( %) -' "
( %) Spell-like abilities, spells granted as “per day”
Characters cannot gain additional MEP until they class features, and similar magical effects are not
achieve second level of spell casting ability. All governed by MEP and function exactly as
other spell casting classes gain additional MEP outlined for a given class or item. Paladins, for
starting at second level. Multiclass characters gain example, can still use detect evil at will, and do
MEP as per the class they are currently advancing. not need to spend MEP to do so. Paladins of sixth
level can still use remove disease once per week,
At each additional class level, a character in a spell and the Paladin’s MEP pool is not affected by
casting class gains additional MEP by the roll of a this ability in any way.
die, just like characters gain hit dice as they
increase in level. MEP dice are as follows:
Under the Channeling rules, any time a character
Wizards, Illusionists, Clerics, Druids: d12 would receive bonus spells for high attributes, he
Bards, Rangers: d6 receives extra spells on his daily list, as well as
Generic Class: d8 or d10, as appropriate to the bonus MEP equal to that needed to cast each
campaign. extra spell one time. This bonus MEP is gained at
the level in which the character gains the bonus
spell.
Spells are organized into levels based upon their For Example: A Wizard with an Intelligence of
basic power. All spells of a given level are 18 receives a bonus spell to his daily list, plus 2
considered and assumed to be of equal power to all MEP at first level. He then receives a second
other spells of that same level. Thus, each spell of level spell plus 3 MEP at third level, and an extra
a given level costs the same number of MEP to third level spell plus 4 MEP at fifth level. By fifth
cast. Spells cost a number of MEP equal to the level, he has received a total of 9 bonus MEP, as
spell’s level + 1. 0-level spells cost 1 MEP, 1st well as three extra spells per day (one first, one
level spells cost 2, etc. second, and one third level).
There is no limit to how many times a magic using Bonus MEP is added to the character’s base just
character can cast a given spell on his or her list, as though he had gained MEP through a normal
so long as she has enough Manna Energy Points level advancement. This bonus MEP may be used
left in her pool to cast the spell. However, Wizard
characters must still prepare spells each day by
18
to cast any spell in the character’s repertoire; it is
not restricted to the casting of bonus spells.
In this system it is also possible for a spellcaster
to interfere with another spellcaster of a similar
% type (arcane or divine) by channeling personal
Sometimes things get desperate. You’re up against MEP. The process for this is simple: the caster
the wall, and the dragon is closing in. Your attempting to interfere first makes a Spellcraft
fighters are down, your cleric is running check (DC 15+ the level of spell being cast). If
dangerously low on healing. You’ve got a Teleport successful, he may devote a number of MEP up
spell, but damn it all, you’re out of MEP and to his primary attribute bonus + class level in any
fatigued. Maybe, just maybe, if you put enough one spell casting class to interfering with the
willpower and faith into the casting, you can spell, making it more taxing on the caster.
still…
What this means in game terms is that the caster
Emergency spells are for just these kinds of must make a Primary Spellcasting Attribute
instances. When a spell caster is at zero MEP, check (CC = ½ the MEP spent to interfere,
sometimes it’s possible to channel his very life rounded down) to successfully cast the spell. If
energy into the casting of one last spell, to he is unable or unwilling to make the check, his
(hopefully) save the day. Casting an emergency spell simply fails.
spell is only possible in the most dire of
circumstances, and results in severe and permanent For example: Martin, a wizard, finds himself and
consequences to the caster. To cast an emergency his comrades in battle with a horde of orcs led by
spell, the caster must first make a Wisdom check an evil human necromancer. The necromancer
with a CC equal to the level of the spell being begins to cast a spell, and Martin makes a
attempted. If this check is successful, he may use spellcraft check. The GM secretly sets the CL at
his own life energy to cast the spell. The caster 17 (the necromancer is casting a 5th-level spell),
takes temporary Constitution damage equal to half and Martin rolls a 22. The GM says, “the evil
the MEP cost of the spell being cast; this energy wizard is casting a 5th-level spell.”
replaces MEP in the cost of casting the spell (each Martin, being an eighth-level wizard with a
point of Constitution spent is equal to 2 MEP), and Charisma score of 18, can devote up to 11 MEP
the spell goes off as normal. This ability damage to interfere with this spell. Since MEP
returns as normal at the rate of 1 point per day. interference is rounded down, spending 11 is
pointless; Martin decides to spend 10. The
However, the end result of this casting is that the necromancer is caught off guard by Martin’s
caster suffers 1d4 points of permanent ability loss expenditure of power; his Intelligence check is
divided as the player chooses between Constitution only a 16, and he needed a 17. His spell fails, but
and the primary spellcasting attribute of his class. Martin is now down 10 MEP for his trouble.
Also, the moment the spell goes off, the character Combat continues…
is reduced to -1 hit points and is unconscious (but
automatically stabilizes). If the spell requires the '
caster to remain conscious for the duration, Magic energy is created by everything in the
unconsciousness sets in immediately after the spell world, from the smallest blade of grass to a rock
has completed its intended function. The to a human being. It is a cosmic force generated
experience is quite harrowing for the caster, and is by all matter. Dragon Lines are lines of mystic
not something to be undertaken lightly. Still, there energy that crisscross the world. It is from these
are times when it can save the day. lines of magical energy that arcane casters draw
their power. Dragon lines are invisible to the
naked eye, and can only be detected by arcane
spell casters who pass an Intelligence check with
19
a CL of 15. While standing directly on a Dragon Sites of Power are considered neutral ground,
Line, an arcane spell caster sees the MEP cost of where spellcasters can meet without fear of
all spells reduced by one. Some of the more violence, and often times are the subject of
powerful Dragon Lines may even reduce the cost permanent Sanctuary spells, to ensure that no
of spell casting by two, though these are rare violence occurs within. All arcane or natural
indeed. Regardless, however, the cost of casting a magicians resting at a Site of Power regain MEP
spell can never be reduced below one point by a at double their normal rate, and it is only at a Site
Dragon Line. It should be noted that Dragon Lines of Power that permanent ability loss from the
only exist in areas where the mystical energy of casting of emergency spells can be healed (at a
the world is particularly strong, and they are not rate of one point per day, as though it were ability
incredibly common. They are like eddies and damage).
currents, streams or rivers of magical energy.
Direct encounters with Dragon Lines are always at . -
the discretion of the GM. It is also possible to combine the standard
Channeling rules with a “Spellcraft” check, to
Where Dragon Lines intersect, places of magical
represent the caster’s skill at crafting his magic.
power, much revered to sorcerous types, exist.
If using this option, in addition to spending the
These places are commonly known as Sites of
MEP for a spell, the caster must also make a
Power, or Nexus Points. Places such as this are
Primary Casting Attribute check (Int for Wizards
rare indeed, with perhaps five on the continent,
and Illusionists, Wis for Druids and Clerics) with
and an estimated twenty to thirty existing a CC equal to the level of the spell being cast. If
throughout the entire world. Nexus Points are the check is successful, the MEP is spent and the
sanctuaries for arcane and natural magic users of spell goes off. The result of the Spellcraft check,
all types, and provide a number of tangible in this case, is also the CL of any saving throws
benefits. First, when at a nexus, spell casters may allowed by the spell.
cast zero level spells without expending any magic
energy whatsoever. Spells of first level and up see For Example: A fifth-level Wizard casts
their costs reduced by a full five MEP, to a Fireball, a third-level spell. This requires the
minimum of one, always see all variable, numeric expenditure of four MEP, and a Spellcraft check
effects increased by ½, and are cast as though the at a CL of 15 (12 for Prime Attiribute +3 for the
caster were two levels higher. These effects are at spell level CC). The wizard rolls and gets a 20 on
no additional MEP cost, and since the effects are his Spellcraft check. The spell goes off, and
constant, magi must be extremely careful about Dexterity saves for half damage are rolling
casting spells on nexus points. With such power at
against a CL of 20.
their disposal, magic users have gone to open war
over control of a nexus point, until finally at a If the check fails, on the other hand, the spell
Grand Conclave of magic users, it was decreed fails. The MEP is still lost, and the caster suffers
that no arcane or natural user of magic would be spell burn for his troubles. Spell burn is equal to
allowed to create a domicile or exercise sole 1d4 points of subdual damage per level of the
control over one of these sites. Rather, it fell to the
spell that was attempted and failed.
druids to maintain groves near (but not on) Sites of
Power and protect them from interlopers.
Spell burn can also be applied to casters who fail
spellcasting based on interference from another
caster (see Spell Interference, page 3).

20
# ' " " /0 '
As characters advance past level 12, they gain Combat Dominance is usable against creatures
new class abilities and/or old class abilities with up to 8 hit dice, and at level 20, Combat
continue to improve. In most cases, such abilities Dominance is usable against creatures with up to
or improvements are gained at levels 15, 18, and 10 hit dice.
20, though there are exceptions. These abilities
are automatically gained, just like all other class
abilities for characters, and nothing special need
be done to gain the abilities, outside of normal Note that the Ranger’s Combat Marauder ability
training for level increase. continues to advance with each level beyond 12.

Favored Enemy: At level 15, the Ranger gains a


$ second Favored Enemy. At level 18, the bonus for
Note that a Fighter’s Combat Dominance the Ranger’s original Favored Enemy increases to
continues to advance after 12th level, granting an +3. At level 20, the ranger may choose to increase
additional attack at levels 16 and 20 against the bonus for the first Favored Enemy to +4, to
creatures with a single hit die of d6 or smaller. increase the bonus for the second Favored Enemy
to +3, or to gain a third Favored Enemy.
Weapon Specialization: A Fighter’s Weapon
Specialization bonus increases to +3 at level 15, Improved Survival and Tracking: At levels 15,
and to +4 at level 20. 18, and 20, the Ranger gains an additional,
cumulative +1 to Wisdom checks made to use his
Cleave: At level 15, a Fighter gains the ability to Survival and Tracking class abilities. This bonus
cleave through his foes in combat. When fighting stacks with normal Wisdom and level bonuses.
with a melee weapon, if the fighter deals a
creature enough damage to make it drop (typically Spell Casting (Wisdom): Beginning at level 15,
by dropping it to below 0 hit points or killing it), the Ranger becomes attuned to the natural world
he gets an immediate, extra melee attack against enough that she gains the ability to cast spells as
another creature within reach. The fighter cannot though she were a druid. This spell casting ability
move before making this extra attack. The extra begins as though the Ranger were a first level
attack is with the same weapon and at the same druid, and increases with each level appropriately.
bonus as the attack that dropped the previous Thus, a 15th level Ranger casts as a first level
creature. The fighter can use this ability once per druid, and a 20th level ranger casts as a sixth-level
round, but it does stack with Extra Attack druid. The Challenge Level of saving throws
(meaning the fighter can cleave, then still take a against spells cast by rangers is determined by
second attack using his Extra Attack ability). At adding the spell’s level to the ranger’s Wisdom
level 18, the Cleave ability is useable more than modifier.
once per round. Every time the fighter kills a
creature, he may immediately attack another
within reach.
Improved Stealth and Awareness: At levels 15,
Improved Combat Dominance: At levels higher 18, and 20, the Rogue gains an additional,
than 12, the Fighter may use his Combat cumulative +1 to Attribute checks to use all
Dominance ability is usable against creatures with Rogue class abilities except her Sneak Attack
a hit die of d8 or smaller. Also, at level 15, the ability.
Fighter’s Combat Dominance is usable against
creatures with up to 5 hit dice. At level 18, the

21
Improved Sneak Attack: At level 15, the Attack damage triples instead of doubling as per a
Rogue’s damage bonus for a Sneak Attack normal Back Attack.
increases from +4 to +6. At level 20, the Sneak
Attack damage triples instead of doubling as per a
normal Back Attack.
Primal Force: The Barbarian’s Primal Force
Use Magical Device (Wisdom): At level 15, the ability increases to +5 at 15th level, +6 at 18th
Rogue gains the ability to use magical devices level, and +7 at 20th level.
that are meant for other classes. Where Decipher
Script allows a rogue to read a scroll to determine Primal Fury: At 15th level, the Barbarian may
what spell it contains, this ability allows the rogue attempt to prematurely end a Primal Fury by
to cast the spell contained on the scroll. With a making a Wisdom check. The CL for this check is
successful Wisdom check, the Rogue can freely equal to the number of rounds the Barbarian has
use a magical item she normally wouldn’t be able already been enraged (the longer he continues to
to, such as a wand or scroll. The Challenge Level rage, the harder it is to snap out of it). At 18th
of this check is equal to the level of the spell level, the Barbarian may use Primal Fury three
being emulated for scrolls, and double this for times per day, and at 20th level, the Barbarian
wands or other multiple use items. Thus, gains a +4 to his check to prematurely end a
activating a wand containing the fireball spell and Primal Fury.
intended for wizards would be a Challenge Level
6 check, since fireball is a third-level spell. If the Primal Might: At 18th level, the Barbarian may
spell were being used from a scroll, however, the make a Constitution check to remain conscious
Challenge Level would be 3, since a scroll is a upon reaching -7 hp. This check suffers a penalty
single-use item. equal to the number of hit points below zero the
Barbarian is. If he succeeds at this Constitution
check, he may remain conscious and continue to
" act normally, making a new Constitution check
Improved Death Attack: At level 15, the every time he suffers damage. Failing any
Assassin need only study her victim for 2 rounds Constitution check after the Barbarian reaches a
in order to perform this class ability. At level 18, number of hit points equal to negative his
she need only spend a single round studying her Constitution score or -10 (whichever is greater),
victim, and at level 20 her knowledge of tactics he immediately dies.
and anatomy is so complete that she can instantly
perform a Death Attack, without the need for Primal Will: At 15th level, damage reduction
studying her opponent. However, in this case the from this ability rises to 2 points, at 18th to 3
opponent gains +4 to his Constitution save against points, and at 20th level to 4 points.
the assault. The Assassin can still spend a single
round at level 20 to study her opponent and negate Smite Mage: At 20th level, the barbarian’s
this +4 bonus. distrust of arcane magic users is so focused that he
can call upon his primal rage once per day to
Improved Competence: At levels 15, 18, and 20, attempt to smite an arcane magic user. In all
the Assassin gains an additional cumulative +1 to respects, this functions exactly like the Paladin’s
any checks made for the purpose of using any Smite Evil ability, but adds the barbarian’s
class abilities except Sneak Attack and Death Wisdom modifier (if positive) instead of
Attack. Charisma.

Improved Sneak Attack: At level 15, the


Assassin’s damage bonus for a Sneak Attack
increases from +4 to +6. At level 20, the Sneak

22
( Eschew Components Path: At level 15, a wizard
can cast any spell she knows without needing to
Mind Over Body: The Monk’s saving throw use material components, so long as the material
bonuses for Mind Over Body increase by +1 at component of the spell is under 100 gp in value.
levels 15, 18, and 20, becoming +5, +6, and +7 At level 18, the wizard can cast any spell she
respectively. knows without needing to use somatic
components. This requires the wizard to prepare
Ki Strike: The Monk’s Ki Strike ability improves the spell as though it were one level higher than
to +5 at 15th level, +6 at 18th, and +7 at 20th level. the actual spell’s level. Thus, if a wizard wishes to
have magic missile prepared without needing
Fast Healing: At level 15, the Monk’s Fast gestures, she prepares it in her daily study as
Healing ability increases to 1d6+1 hit points though it were a second level spell, rather than a
healed per level per day. first. Finally, at level 20, the wizard gains the
ability to eschew verbal components by preparing
Catch Missiles: At level 15, when using the the spell as though it were of a higher level than it
Deflect Missiles ability, the monk may choose to actually is. If eschewing either verbal or somatic
catch the weapon instead of just deflecting it. components, or two spell levels higher if
Such weapons can be thrown back at the original eschewing both. Thus, if she chooses to cast a
attacker or kept for later use. The monk must have spell without needing any components
at least one hand free (holding nothing) to use this whatsoever, the spell counts as though it were two
ability. At level 18, the Monk can immediately levels higher. Spells that don’t require
hurl caught weapons back at the original attacker, components must be prepared in advance as
even if it is not his turn. This attack does not higher level spells, just as though they were
count against the Monk’s normal actions for a normally of that level.
turn.
Enhance Spell Path: At level 15, the wizard
Martial Arts Weapons: At level 15, the monk following this path gains the ability to extend the
may use lightweight, martial-arts-style weapons duration of her spells. Any spell that has duration
such as chains, flails, short swords, staves, and longer than instant sees this duration increased by
spears, and gains an off-hand attack with such one half. This requires her to prepare the spell as
weapons at no penalty. Even when using two- though it were one level higher than its actual
handed weapons such as spears and staves, the level. At level 18, the wizard gains the ability to
monk gains this second attack, though it is with increase the damage dealt by her spells. Any spell
the same weapon (the monk may not attack, say, that deals damage sees that damage increased by
with a spear and a sword). one half. This requires her to prepare the spell as
though it were two levels higher than its actual
Unarmored Defense: This ability continues to level. It can stack with extended duration if
increase as the monk goes up in level. At level 15, appropriate, but this requires preparing the spell
the Unarmored AC becomes 16; at level 18, it as though it were three levels higher than actual.
becomes 17; and at level 20 it becomes 18. Finally, at level 20, the wizard can maximize the
effect of any spell she casts, causing the spell to
1 + last for its maximum duration and deal maximum
damage automatically. This requires preparing
Increased Spell Proficiency: As Wizards gain
the spell as though it were three levels higher than
levels above 12, they gain the ability to affect
its actual level.
their spells in specific ways. The wizard must
choose the Eschew Components path, or the
Spell-Like Ability: At level 20, the wizard may
Enhance Spell path.
choose any one first-level spell in her spellbook.
She becomes so familiar with that spell that she

23
can cast it 4 times per day without needing to ability. At level 18, she can use the ability twice
prepare it as a standard spell, exactly as though it per day, and at level 20, she can use this power
were a spell-like ability. three times per day.

Celestial Fire: At level 20, the Cleric’s


attunement to the divine realms is so powerful
Sharp Senses: The illusionist’s sharp senses that she gains the ability to wield celestial fire.
ability increases to +5 at 15th level, and +6 at 20th This can manifest in one of two ways (Cleric’s
level. choice per each use). First, she can emit a ray of
fire that deals 1d6 damage per two levels of the
Detect Illusion: At level 18, the Illusionist gains Cleric to all who are of opposed alignments
the ability Detect Illusion at will. This is similar to (Good clerics affect evil, evil clerics affect good,
the 0-level spell, but unlike the spell, she can use and neutral clerics affect law or chaos, as
the ability only upon herself (cannot grant others appropriate. True neutral clerics must choose
the ability to detect illusions in this manner.) good, evil, law, or chaos to affect). Using this ray
requires a ranged attack roll, with the cleric’s full
Enhanced Illusions: At level 15, the Illusionist ranged attack bonuses. Second, the cleric can
gains the ability to impose a -2 penalty to any choose to manifest a sword of fire which deals
checks to resist or disbelieve her illusions. In 4d6 damage, plus the cleric’s Wisdom bonus, and
addition the duration of her illusions is increased lasts for 2d4 rounds. The Cleric wields this
by one half. At level 18, this imposed penalty weapon just as though it were a normal sword, but
increases to -3, and at level 20 to -4. In addition, is always considered proficient with it, and does
at level 20, any illusion of fifth level or lower not suffer damage from touching the flame.
automatically lasts for its maximum duration. Celestial fire can be called upon once per day.
Damage dealt by celestial fire is ½ divine and ½
Shapeshifting: At level 15, the Illusionist gains fire.
the ability to use Prestidigitation as a spell-like
ability a number of times per day equal to her
Intelligence modifier. At level 18, she gains the
ability to use Change Self as a spell-like ability, Improved Resist Elements: At level 15, the
once per day. At level 20, she gains the ability to Druid’s Resist Elements ability doubles to +4. At
use Alter Self as a spell-like ability, once per day. level 18 it increases to +5, and at level 20
becomes +6.

Improved Totem Shape: At level 15, the Druid


Communion (Wisdom): At level 18, with a gains a new totem shape, just as at levels 7 and 8;
successful Wisdom check, unmodified by the however, if she so chooses, this totem shape may
Cleric’s level, the Cleric can enter a deep be of a large size animal. At level 18, she may use
meditation once per month and commune directly her Totem Shape ability twice per day, and at
with an avatar of her deity. During this level 20 she may use her Totem Shape ability
meditation, she may directly ask the deity any three times per day.
question or request any favor she desires. The
deity is by no means required to grant this request, Totem Casting: At level 20, the druid gains the
and if a cleric is too arrogant in her dealings with incredible ability to use her spells while in animal
the deity, she may find herself well chastised. The shape. She can cast any spell she knows while in
CK will play the deity as he sees fit. her animal form, at no penalty.

Divine Blessing: At level 15, the Cleric gains the


ability to cast Bless once per day as a spell-like

24
2 the ability is usable three times per day, and at
level 20 the paladin may use this power four times
Defensive Horsemanship (Dexterity): At level per day.
15, whenever the knight’s mount is hit in combat,
he may attempt a Dexterity check (as a reaction) Smite Evil: At level 18, the Paladin may attempt
to negate the hit. The hit is negated if the knight’s to Smite Evil twice per day. At level 20, she may
Dexterity check result is greater than the use this ability three times per day.
opponent’s attack roll. (Essentially, the check
result becomes the mount’s Armor Class if it’s
higher than the mount’s regular AC.) This ability
stacks with the bonuses provided through the use Legend Lore: At level 15, the bard can attempt to
of the knight’s standard Deflect ability. divine the properties of a non-artifact magic item
through calling upon her vast worldly knowledge of
Demoralize: At level 18, the knight can use myth and lore. This check is always performed at a
Demoralize twice per day, and at level 20, up to CL equal to the total plusses on the item, plus two
three times per day. per special ability the item possesses.

Embolden: At level 15, the knight’s embolden Song of Passion (Charisma): At 15th level the bard
ability provides a +2 bonus to strength, can use music or poetics to create an effect
constitution, dexterity, and intelligence saving equivalent to the Emotion spell (caster level equals
throws, and +3 to wisdom and charisma saving the character's bard level). Using this ability requires
throws, for all allies within 30 feet. At level 18, 1 minute of uninterrupted concentration and music,
and it functions on a single target within 30 feet. A
this ability can be used twice per day, and at level
bard can't use song of passion on himself.
20, the ability is continuously in effect so long as
allies remain within 30 feet of the knight. This Inspire Heroics (Charisma): At 18th level the bard
continuous effect does not affect the knight’s can use music or poetics to inspire tremendous
ability to use Inspire or Demoralize. heroism in himself or a single willing ally within 30
feet. For every three bard levels the character attains
Inspire: At level 15, the knight can use Inspire beyond 15th, he can inspire heroics in one
twice per day, and at level 18, can use Inspire up additional creature. To inspire heroics, a bard must
to three times per day. sing and an ally must hear the bard sing for a full
round. A creature so inspired gains a +4 bonus to all
) to hit rolls, a +4 morale bonus on saving throws and
a +4 bonus to AC. The effect lasts for as long as the
Divine Horsemanship (Dexterity): At level 15, ally hears the bard sing and for up to 5 rounds
the Paladin gains all of the Horsemanship abilities
possessed by a first level Knight. She may only Spell Casting (Charisma): Starting at level 15, the
use these abilities, however, while on her own bard may cast spells as though she were a first-level
divine mount; the Paladin’s horsemanship is illusionist. This spell casting ability increases as the
unusable on any normal animal. bard increases in level. Thus, the 15th level bard
casts as a first level illusionist, while a 20th level
Cure Disease: At level 15, the Paladin may use bard casts as a sixth-level illusionist. Bards need not
Cure Disease four times per week. At level 18, keep or maintain a spell book; their spells come to
she may use Cure Disease five times per week. At them naturally, but always have musical or poetic
level 20 the Paladin may use Cure Disease once verbal components and performance-related (dance,
per day. tumbling, or musical instrument playing) somatic
components. The Challenge Level of saving throws
Lay on Hands: At level 15, the Paladin may use against spells cast by Bards is determined by adding
Lay On Hands twice per day, and may divide the the spell’s level to the Bard’s Charisma modifier.
healing up amongst multiple targets. At level 18,
25
Guidelines by Jason Vey

balance with C&C, do not change or add Prime


Attributes to the monster. This means that using
There are a wealth of fantasy role playing
some of its class abilities may have to be done
scenarios online for free, laying around for any
with a secondary attribute.
enterprising GM (or CK) to pick up and run.
And what games master doesn’t love a session
Using the hobgoblin example above, let’s say
that requires very little prep time.
the OGL source has a hobgoblin with 3 levels of
fighter. That creature’s stat block would look
Discussions of how to use old Advanced
like this:
Dungeons and Dragons modules with Castles
and Crusades are rampant on the net. The
Hobgoblin Fighter 3 (his vital stats are HD
general consensus is that they’re a natural fit,
1d10+3d10, Hit Points 34, AC 15, lawful evil.
and this author does not disagree. However,
His primary attribute is physical. He attacks by
what of all the 3.0 and 3.5 OGL modules
weapon. He carries chain mail armor, great axe,
around? The general consensus is that these are
1d8 gp, 2d6 sp and 3d6 cp. He possesses all
a bit more difficult, and on that, the author very
class abilities of a third level fighter.)
much disagrees. Converting these adventures is
relatively easy and takes only a few minutes of
Were this same Hobgoblin to possess levels in
time; I’d estimate a half hour at most for a
Druid (unlikely, but bear with me for this
simple one-night scenario like those found at:
example), his stat block would look something
http://www.wizards.com/default.asp?x=dnd/oa/
like this:
20030530b. Note that these guidelines assume
the CK has access to the Castles and Crusades
Hobgoblin Druid 3 (his vital stats are HD
Player’s Handbook and Monsters and Treasure
1d10+3d8, Hit Points 24, AC 13, lawful evil.
books.
His primary attribute is physical. He attacks by
weapon. He carries leather armor, scimitar, 1d4
gp, 2d4 sp and 1d6 cp. He possesses all class
For monsters, simply use the appropriate critter abilities of a third level druid, including
from Monsters and Treasure. This is a no- spellcasting.)
brainer. If an adventure has hobgoblins in it,
simply use hobgoblins as they appear in This particular hobgoblin is going to be a weak
Monsters and Treasure. Now some (in fact, druid, since he doesn’t get the druid’s prime
many) monsters in the other d20 OGL-based attribute of wisdom, and so must make base
games have class levels added on to them. This checks with a CL of 18 + CC to use all
makes it slightly trickier, but not much, in the Wisdom-based abilities. His AC has also been
end. The simplest way to adapt such creatures to reduced from that of a basic Monsters and
C&C is to add extra hit dice. For martial- Treasure hobgoblin because the book states that
oriented monsters, this version should work hobgoblins tend to sheathe themselves in heavy
okay. armor such as chain mail; this particular
creature wears only leather.
Another solution, however, is to do the same in
C&C. In this method, add the basic class Monsters with class levels are equal to PC’s
abilities of the class in question, and a number with a level equaling the monster’s regular hit
of appropriate hit dice to the class equal to the dice plus hit dice gained from its character
creature’s level. However, to maintain typical levels. The hobgoblins above would then be

26
roughly equivalent to a fourth level player best answer, and the simplest, is simply don’t
character (Hobgoblins have 1d10 hit die by convert them. Feats and skills don’t exist in
default, plus 3 more for fighter or druid levels). C&C, so there’s no reason to force new special
abilities into the game that might upset balance.
! Drop them and don’t even bother.
NPC’s are easy. Look at what class the NPC is,
then whip up a stat block (we all know how fast
that is in C&C) using the pre-existing attributes Converting the scenario is largely free of work.
of the NPC and whatever class seems most All that really needs be done is to convert skill
appropriate from C&C. Sorcerers should checks, such as Spot, Listen, Search, etc. Some
convert as Wizards or Illusionists (whichever skill checks convert as Class Abilities. Such
seems more accurate for the class). The CK cases will be self-explanatory. Hide, Move
could choose to convert knightly NPC’s as C&C Silently, Listen, these are all Rogue abilities in
characters of the Knight class, rather than the C&C. Other skills simply convert as basic
likely OGL solution of fighter. Use common Attribute checks, using whatever attribute would
sense when making such conversions. be the associated ability score in other d20 OGL
Characters will not convert exactly (C&C Bards games. To figure out the CC of these checks,
and Rangers, for example, do not have spell assume that the base OGL DC is figured off of a
casting abilities) but will convert precisely Prime attribute. That is, simply subtract 12 from
enough for the needs of a Castles and Crusades the DC to get the CC of the Attribute check.
game, and multiclassing is always an option if
the CK really needs a Ranger who can cast There you have it! The guidelines above should
spells, for example. help you convert any existing d20-based OGL
fantasy scenario to Castles and Crusades with
What about the question of feats and skills? minimal effort and expenditure of time. Enjoy!
People seem to make a big deal of how to go
about converting these features to C&C. The

27

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