TEXT: ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Written by 
  John C. Walborn 
   
  Cover Art 
  Arthur Dixon 
  John C. Walborn 
  Rick Hershey 
   
  INTERNAL Art 
  V. Shane 
  Arthur Dixon 
  George and Louis Rhead 
  Hans Holbien 
  Lorenzo Lotto 
  John C. Walborn 
  FIELDS RUN RED 
  The following content is hereby designated as Open Gaming Content: 
  •
  All rules, game mechanics, and like material 
  •
  All race and class text and tables as pasted from d20 SRD 
   
  The following content is hereby designated as Product Identity: 
  •
  All product titles and company names 
  •
  All campaign flavor, including history and proper names 
   
  All of the artwork in this product was created by V Shane or Dungeon Dwellers Guild 
  Games or garnered from the public domain. All © images used with permission. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Preface 
   
  Herein lies the tale of a dark world built on 
  treachery, deceit, and blood.  Such is the history of 
  the Fields Run Red setting; dark and sinister with 
  only brief glimmers of hope. 
   
  In this  first section of the Player’s Guide, we’ve 
  provided a basic timeline based on legends, aged 
  transcripts, and bardic tales.  It is not to be taken as 
  immutable truth, but as a best guess… 
   
  First Age of Archi 
   
  If not for the tendency of 
  early scholars also to be 
  priests, we would know very 
  little of this age, for it 
  occurred before mortal time 
  began. Few specific events 
  and even fewer details are 
  known of this era, but those 
  that 
  are 
  documented 
  are 
  listed below: 
   
         (Date Unknown)- The 
  Creator forms his servants 
  from the brightest of stars, 
  shaping 
  the 
  energy 
  into 
  sentient beings for the future 
  purpose of governing the 
  Creation. 
   
         (Date Uknown) - The 
  Creator builds a new plane to 
  host a new world for the first mortal life. This plane 
  would eventually be called The Prime Material in 
  vulgar tongue. Upon this plane, the Creator forms a 
  self sustaining planet from a lifeless mass, onto 
  which he places the seeds of mortality. 
   
         (Date Unknown) - The Creator leaves his 
  immortal servants to govern the new planet and, for 
  the purposes of mortals, ceases to exist. 
   
  Second Age of Bios 
   
  While humans were learning basic survival, elves 
  and dwarves settled quickly into their prefered 
  habitats and began to create their own languages, 
  both spoken and written. With the basic forms of 
  those languages, they began to record the details of 
  the world around them. From those early transcripts, 
  we get the records of the first age of mortal life. 
   
  (SA 0) – The first of mortal kind awoke and rose 
  from the soil to forge a new world for themselves. 
   
  (SA 100) – By this time, most of the mortal races 
  had learned the reality of aging and death. The elves 
  had settled in their forests, the dwarves in their 
  mountains, and the rest filled in the gaps on the 
  plains, hills, and seashores. 
   
  (SA 200) – The first major 
  conflict of men began and 
  ended with over half of the 
  male humans in existence 
  lying dead on the battlefield. 
  During 
  this 
  time, 
  early 
  spears, shields, and slings 
  were invented and refined 
  and the base concepts of 
  military tactics were learned. 
   
  Third Age of Aima 
   
  After war dawned in the 
  Second Age, the third age 
  was 
  cursed 
  to 
  follow 
  a 
  bloody path. With the base 
  concepts of survival learned, 
  the 
  mortal 
  races 
  fell 
  to 
  bickering over who would 
  lead each race and clan. A 
  series of bloody conflicts 
  marked this age as the darkest times man had yet 
  seen, though that would not hold true for long. 
   
  (TA 250) – Military forces, much better in training 
  and equipment now, took to the field to resolve 
  rights of dominance. Clan leaders of all races led 
  their faitful to battle in hopes of obtaining dominion 
  over their race or region. Fifty years of scattered 
  fighting resulted in heavy casualties and, finally, a 
  crude schema of command. 
   
  (TA 350) – The first solid clans were formed with 
  regions defined and simple fortifications built. The 
  dwarves began to make their name and living with 
  the quarrying and forming of stone building blocks, 
  though only the richest kingdoms could afford such 
  CAMPAIGN History 
  1
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  sturdy construction. The elves remained secluded 
  and private, though rumors of their excellence in 
  spirit and song were beginning to spread. 
   
  (TA 500) – Realms expanded in population and 
  influence. A new series of conflicts erupted as 
  governments and power structures were further 
  defined. The first full war on record, between the 
  human kingdoms of Gard and Kale, began and 
  resolved with the Lord of Kale becoming the King of 
  Kaligard. This resulted in a kingdom large and 
  wealthy 
  enough 
  to 
  c o m m i s s i o n  
  t h e 
  construction of the first 
  full scale stone keep, an 
  impenetrable fortress for 
  the weapons of the day. 
   
  (TA 600) – 
  Martial 
  weapons such as swords 
  and 
  flails, 
  developed 
  during the first great war, 
  came into common usage. 
  Several 
  small 
  battles 
  resulted in fewer, larger 
  kingdoms and a defined 
  social structure for almost 
  all 
  of 
  the 
  elven 
  and 
  dwarven clans. This is the 
  first era in which halflings 
  and gnomes achieve much 
  note, but mostly only as 
  wards 
  of 
  the 
  human 
  kingdoms. Certain of the 
  g n o m e  
  c l a n s  
  a r e 
  m e n t i o n e d  
  i n  
  t h e 
  development of the first rudimentary siege engines, 
  but these primitive machines were not thought to 
  have seen much action. 
   
  Fourth Age of Eirini 
   
  Developments in politics and defense outpaced 
  those of war and a period of  brief piece followed. It 
  was also during this age that the gods forged The 
  Collective and began their withdrawal from public 
  influence. 
   
  (FA 650) – The first true royal court was formed 
  in Kaligard, complete with an intricate governmental 
  hierarchy and detailed legal code. During this era, 
  Kaligard  dominated all other mannish kingdoms. 
   
  (FA 675) – The Collective was constructed and 
  given power over all mortality. Over the next 25 
  years, the vast majority of mortal churches lost faith 
  and disbanded as they lost contact with their gods, 
  after which religion became a simple vehicle for 
  wealth and power with the more powerful mortal 
  lords declaring themselves divine. 
   
  (FA 700) – The Lord Kaligard declared it illegal 
  to 
  serve 
  any 
  master, 
  divine or mortal,  other 
  than himself or governors 
  operating in his name. 
  When this did not work to 
  quell the few remaining 
  followers 
  of 
  the 
  “old 
  gods”, he began hiring 
  and training spies and 
  assassins to hunt down, 
  infiltrate, and destroy the 
  faithful. 
   
  (FA 710) – The kingdom of 
  Kaligard began launching 
  attacks 
  on 
  its 
  weaker 
  neighbors, ally and enemy 
  alike, in an attempt to 
  grow its borders and rule 
  all of the settled lands. By 
  the time the 9th century 
  rolled around, after ninety 
  years 
  of 
  bloody 
  war 
  wherein 
  even 
  the 
  reclusive 
  elves 
  and 
  dwarves allied against them, Kaligard accomplished 
  its objective, catapulting its lord, the sixth and 
  darkest hearted of his line,  into the kingship of all 
  humanity. 
   
  Fifth Age of Daimonion 
   
  The Current Era, called the Fifth Age of 
  Daimonion by some scholars, year eight hundred 
  and two. This is the year in which the Fields Run 
  Red campaign begins, in Kaligard’s darkest hour 
  under the iron rule of an evil king. 
   
  The future is yet to be known... 
  CAMPAIGN History 
  2
  The Sixth Lord of Kaligard 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  The Barony of TORREN 
  3
  Map 
  Heraldry 
  Culture 
   
  Torren is peopled primarily with the Gardan. A 
  strong secondary subculture of the brutish Kalish 
  serves primarily as loyalists to the barony. The 
  Highkin and demi-human races are exceedingly rare 
  and, as a rule, come to Torren only to achieve a 
  specific purpose. 
   
  Laws and Enforcement 
   
  The legal code of Torren is arbitrary and nearly 
  impossible to follow. Basically, the baron takes what 
  he wants and manufacturers charges to put those he 
  does not like on the headsman’s block. 
   
  There are a few consistent laws established by 
  the king of Kaligard: 
   
  •
  No subject, excluding those directly in 
  service of the king or one of his lawful 
  governors, shall bear a weapon. Those 
  subjects who bear a weapons license issued 
  from the royal court are allowed to own only 
  the weapon licensed to them. The penalty is 
  swift death. 
  •
  No subject may speak ill of the king or his 
  court. The penalty is loss of tongue. For cases 
  of high treason wherein the subject speaks of, 
  or takes action in support of, supplanting the 
  king or one of his lawful governors, the 
  penalty is swift death and the swift deaths of 
  all immediate family of the accused. 
  •
  No subject may worship any mortal or 
  immortal being, real or imagined, except for 
  the king himself or one of his lawful 
  governors. Those subjects who bear a 
  healer’s license issued by the royal court are 
  permitted only to worship The Collective. 
  Even then, those licensed worshippers are 
  not permitted to allow their worship to 
  interfere with the king’s law or authority. 
  The punishment is swift death. 
  •
  All subjects shall submit to all taxes levied by 
  the king and his lawful governors. The 
  p e n a l t y  
  f o r  
  d i s o b e d i e n c e  
  o r 
  misrepresentation of worth is the immediate 
  removal of all personal property and both 
  hands of the male property owner. 
   
  The baron’s laws are far less consistent, ranging 
  from the mispronunciation of the baron’s name to 
  poaching in local forests, though they seem to exist 
  entirely in rumor given there is no known written 
  record. Likewise, the penalties for breaking the 
  baron’s laws depend heavily on his mood and the 
  station, and wealth, of the accused. 
   
  As for enforcement, the Barony of Torren 
  consists of three major districts, with the baron’s land 
  as the fourth. Each district, save the baron’s, has a 
  local magistrate, a tax collector, a Draggard 
  enforcement squad of four to six, and an outpost of 
  Kalish militia. The Kalish are the king’s men. They 
  serve the king first and the baron second. 
   
  Stationed in the baron’s district but oft roving to 
  the various outer districts on nefarious missions are 
  the main Draggard elite, the most feared fighters in 
  Torren. Initially recruited and trained by the baron to 
  protect his dragon hatchery, the Draggard (shortened 
  from Dragon Guard) serve the baron directly. In 
  recent years, their numbers and duties have 
  expanded. They now serve as the baron’s personal 
  army. 
   
  Geography and Politics 
   
  The Barony of Torren lies on a small island 
  southwest of mainland Kaligard, across the Marier 
  Channel from Arles, a powerful duchy where most 
  The heraldic emblem of Torren is a 
  dragon in flight in honor of the mighty 
  Viderac the Red, an elder of the chro-
  matic dragons and ally of Kaligard. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  The Barony of TORREN 
  4
  of the Kalish military forces are bred and trained. 
   
  Baron Torren Kale IV, an outcast from his 
  highest of families, being Lord Varde Kaligard’s 
  bastard son, rules this island realm with an iron fist 
  in an attempt to impress his father and someday 
  ascend to the throne. He amasses great wealth on the 
  backs of his people, collecting taxes whenever he 
  feels fit and generally taking everything the victim 
  owns, usually including their wives and daughters. 
   
  The baron’s keep sits atop a high hill in the 
  southern portion of the island as marked on the map 
  above.. 
   
   Districts and Governers 
   
  The three districts of Torren share names with 
  their capital cities:  
   
  •
  Quia 
   
  The province of Quia is governed most 
  directly by its magistrate Argentis, an elderly 
  gentleman who earned his station by first 
  serving as a tax collector for forty years. The 
  young tax collector Evid works closely with 
  his master, learning all he can from the 
  shrewdest man in the barony. The captain of 
  the Draggards, the magistrate’s primary 
  enforcer, is named Mertan, a tall and hairy 
  man with a constant scowl and nasty scars 
  where his ears should be. He commands five 
  other Draggard elite who follow Argentis’s 
  orders as if they were the baron’s. 
   
  A substantial Kalish force protects the city’s 
  vaults of iron ore and gemstones mined from 
  the hills and low mountains in the western 
  portion of the province. In those mountains, 
  the barony’s only real presence of dwarves 
  can be found, hiding from the baron in small 
  and mobile colonies. 
   
  All in all, Quia is known most for its mining 
  and frequent trade with the islands directly 
  to its east, where the fishing is good and the 
  baron’s men rarely go. 
   
  •
  Perfont 
   
  The 
  province 
  of 
  Perfont, 
  under 
  the 
  supervision of the baron’s nephew Seng, 
  hosts the island’s only watchtower, staffed 
  by an extra contingent of Kalish warriors in 
  addition to the regular force. Gairre, the tax 
  collector, is a thin, balding man reputed to be 
  the 
  magistrate’s 
  lover. 
  The 
  province’s 
  Draggard elite, six in total, are led by an 
  orcish veteran named Brakkan. 
   
  The docks, overseen by the tower, are strictly 
  off limits to civilians. The large ships moored 
  there are for the baron’s use only, as travel to 
  the mainland is forbidden. They see little 
  significant sea traffic except for the baron’s 
  annual visit to his father to pay his respects 
  and a handsome tribute.  
   
  Perfont is known mostly for the forbidden 
  docks and its farmland, wherein most of the 
  island’s produce is grown. Sea travel to the 
  rocky islands in the channel is scarce. Those 
  few wary nomads who live there have 
  nothing to trade. 
   
  •
  Defois 
   
  Defois is heavily forested over the vast 
  majority of its landmass. The magistrate, 
  Hashad, is one of the few of the Gardan 
  peoples to ascend into the ranks of rulership. 
  Once the head woodsman and task master, 
  he is the most demanding but least purely 
  cruel of the magistrates. His tax collector, 
  Lebor, is a respected scholar and reputed 
  user 
  of 
  magic. 
  His 
  Draggard 
  chief, 
  Menacant, is a skilled warrior and horseman 
  who leads a smaller but more highly trained 
  force of three Draggard elite. Because of his 
  respected position, even the Kalish forces 
  follow Hashad’s command. 
   
  Woodcutters by the score work under the 
  magistrate’s 
  direction, 
  chopping 
  and 
  processing high grade wood for trade with 
  the baron. If rumors are true, Hashad also 
  makes a healthy profit by secretly trading 
  lumber with the mainland. 
   
  All in all, Defois is known for its remote 
  location and high productivity. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  The Barony of TORREN 
  5
  Local Lords and City Detail 
   
  While the magistrates squabble and compete for 
  the Baron’s attention, the wealthy local lords keep the 
  Barony’s cities in line. They hold no true political 
  power except that which comes with wealth, but they 
  are 
  none-the-less 
  the 
  cornerstone 
  of 
  Torren’s 
  survival.  
   
  •
  Defois (See Districts and Governors) 
   
  •
  Marcer 
   
  Supported by Marcei Manor, home of Lord 
  Mand Marcei VI. Lord Marcei is reputed as 
  stern but tolerable, though loyal to the Baron 
  and King at all cost. His men wear a blue and 
  yellow standard picturing a castle on a hill. 
   
  •
  Chenefois 
   
  Chenefois, its name meaning “Oak Forest” is 
  supported by the Vasalle Estate. The Lady 
  Emera Vasalle, in her waning years with no 
  children, has ruled this estate since her 
  husband perished many years ago. Lady 
  Vasalle is mean hearted and nasty. Her men 
  wear the worn and torn standard of her 
  husbandʹs house, the green and white triple 
  chevron. 
   
  •
  Borgant 
   
  Supported by the Borgant Outpost, home of 
  retired General Rogan Borgant. General 
  Borgant is a decorated war hero who has 
  dedicated his estate to the protection and 
  expansion of Kaligard. His men wear black 
  and silver with the image of a coiled dragon 
  and are often seen assisting other forces, both 
  local and baryonic. 
   
  •
  Perfont (See Districts and Governors) 
   
  •
  Fariche 
   
  Its name meaning “concealed wealth”, 
  Fariche is supported by Turton Manor, home 
  of Lord Garis Turton. Lord Turton was once 
  the magistrate of Perfont but retired many 
  years ago. He is reputed as hermitic and 
  mysterious, leaving the command of his men 
  to a disgraced ex-Captain of the Royal 
  Knights, the Protectors of Kaligard, named 
  Dalimor. Dalimor’s men often raid rural 
  encampments for spoils, mostly of the 
  feminine variety, wearing a yellow and black 
  standard bearing the image of crossed 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  The Barony of TORREN 
  6
  swords. 
   
  •
  Gabert 
   
  Gabert is supported by Simitan Manor, home 
  of Smeg’s (the Magistrate of Perfont) lover 
  Simita, a highkin princess of the old line. 
  Simita, being a capable warrior in her own 
  right, commands her men herself, though her 
  interests rarely stray from her own territory. 
  The men wear white and red tabards with 
  the image of an eagle, an old symbol of the 
  highkin royal line. 
   
  •
  Quia (See Districts and Governors) 
   
  •
  Quiroa 
   
  Quiroa is supported by Melgant Keep, home 
  of lord Ianen Melgant, a distant member of 
  the king’s family. Lord Melgant is known as 
  the wealthiest of Torren’s minor lords, 
  having a direct tie to the royal line. Per local 
  legend, he’s often expanding and renovating 
  his already grand keep, built more for beauty 
  than defense. His men, wearing green and 
  gold standards with the image of a 
  crenellated tower, have a reputation for 
  raiding private merchants and angering 
  neighboring lords who would have benefited 
  from the taxes. 
   
  •
  Segot 
   
  Supported by Segot Manor, home of Master 
  Segot the Diviner. Master Segot is one of the 
  few local lords known to be a user of magic. 
  He and his men rarely venture from the 
  borders of the Segot territory and he’s 
  reputed to treat his serfs well enough except 
  for the few he selects during his annual 
  Festival of Pain to provide light to the party 
  as human torches. His men wear all black 
  with no heraldry. 
   
  •
  Minuer 
   
  Minuer is an extension of Quia, ruled by the 
  magistrate Argentis and supported by his 
  personal estate, Quia Manor. His personal 
  men wear a red and black standard bearing 
  the image of a sailing vessel. 
   
  •
  Cota Mer 
   
  Its name meaning simply “sea coast”, Cota 
  Mer is something of a novelty. Originally it 
  was founded by serfs who attempted to 
  escape Quia by raft but washed up on the 
  shores of an uninhabited island. They 
  founded a self-sufficient village there and 
  survived without the influence of the barony 
  for some time. Their existence was eventually 
  discovered, 
  however, 
  and 
  the 
  barony 
  claimed their village for the District of Quia, 
  placing a retired Draggard Captain named 
  Banas there as their lord. He lives simply, 
  among the people, and rules them harshly. 
  His men are extraordinarily well trained for 
  their station and wear the red standard of the 
  Draggards on a silver background. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Gods & Religions 
  7
  The Old Gods 
   
  Though they no longer see much active worship 
  and certainly have nothing to due with the affairs of 
  mortals, a list of the original gods is provided below 
  for purposes of history and flavor. After all, some rare 
  faithful folk still cling to their faith. 
   
  Agroktima (Chaotic Neutral) - Goddess of fertility 
  with responsibility for farms and fields as well as 
  mortal reproduction. Her avatar appears as a topless, 
  rotund humanoid woman with six breasts. Statues in 
  her honor are often carved with legs crossed, holding 
  a bowl in her lap. She is capricious and reckless, 
  causing bouts of feast and famine based entirely upon 
  her mood. Her chosen weapon is the scythe. 
   
  Dynameos (Lawful Neutral) - Goddess of strength 
  and power, arbiter of the Well of Souls from which all 
  arcane magic is drawn. Her avatar appears as a 
  beautiful half-woman / half-lionness with a sword in 
  one hand and staff in the other. Her laws are those of 
  nature – survival of the fittest. Thus, her demeanor is 
  more forceful and aggressive than would normally fit 
  her alignment. The chosen weapon of Dynameos is the 
  greatsword. 
   
  Eleos (Neutral) - God of mercy, compassion, and 
  the guardian of children. His avatar appears as a 
  wooly lamb. He is constantly struggling with the 
  other gods, especially Etos, pleading mercy for 
  mortals and their world. His chosen weapon is the 
  quarterstaff. 
   
  Etos (Neutral) - God of time and space, keeper of 
  the natural laws. His avatar appears as a cloaked 
  humanoid form with a burning censer swiging from 
  an outstretched arm. He is passive yet stern with a 
  keen desire for total justice without mercy or 
  compassion. His chosen weapon is the flail. 
   
  Ilios (Chaotic Neutral) - God of light, fire (both 
  literal and figurative), and the sun, bringing both life 
  and destruction. His avatar appears as a muscular 
  man with pale flesh and the head and wings of a 
  shining 
  golden 
  eagle. 
  He 
  is 
  destructive 
  and 
  unpredictable, unable and unwilling to control his 
  own passions. Iliosʹs chosen weapon is the rapier.  
   
  Thanatos (Lawful Neutral) - God with the power 
  over mortal life and death. His avatar appears as a 
  male humanoid with two “fronts”, meaning he has no 
  back. One visage is stoic and handsome, the other 
  wrinkled and deformed. He is the passive arbiter over 
  mortal life forces with the ability to take or give life at 
  will. He acts rarely and generally only at the behest of 
  other gods. Thanatosʹs chosen weapon is the heavy 
  mace. 
   
  The Collective 
   
  The Collective is a divine “awareness” established 
  to guide mortals and provide the churches with 
  divine power after the true gods withdrew their 
  influence. Some acknowledge The Collective as a 
  genderless god in its own right. They call it Gameo, 
  god of balance and tolerance. For this purpose, its 
  preferred weapon is the longspear and its domains 
  are Protection and Healing, though these domains are 
  more of a tradition than anything else. 
   
  The Collective is the face of the true gods, 
  intercepting all attempts to contact them and 
  providing wise, though generic, advice to those with 
  the power to commune with it. It was designed 
  specifically to be an entity without allegiance or bias 
  and to take no action to directly influence the mortal 
  world. 
   
  Domains 
   
  The gods are not listed with domains for good 
  reason. Because the gods have no active influence and 
  The Collective provides all Divine power, clerics of all 
  religions, even those of Gameo, are permitted to 
  choose any two domains. These are the only 
  restrictions: 
   
  •
  Clerics cannot pick an aligned domain that 
  does not match their alignment. 
  •
  Clerics cannot pick opposed aligned domains. 
  •
  In 
  some 
  circumstances, 
  the 
  political 
  organization of the church the cleric belongs 
  to may restrict which domains they choose. 
   
  King’s Law 
   
  The king’s law prohibits the worship of any 
  being, mortal or immortal, real or imagined, beyond 
  the king himself. Any rare exceptions include only the 
  passive worship of Gameo. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  MORE Campaign Flavor 
  8
  The Churches 
   
  The few public churches, one in every major 
  population center, are populated with licensed priests 
  of Gameo, most of which also directly serve the Kalish 
  militia as healers. These are largely political 
  organizations spreading propaganda for the king and 
  taking advantage of their gullible flock in all ways 
  possible. 
   
  Rare, 
  secret 
  religious 
  societies 
  do 
  exist 
  throughout Kaligard. Some are loyalists, followers of 
  ancient ways, and others are earth lovers who 
  worship such things as the sky, fire, and water. In all 
  cases, these groups are private and wary of strangers, 
  fearing persecution. 
   
  Class Structure 
   
  The class structure of Kaligard is a broad 
  pyramid with eighty percent at the impoverished 
  base, barely able to survive, and only one percent, the 
  ruling class, representing the wealthy, healthy, and 
  happy few. The middle is filled with various artisans 
  and reasonably successful merchants who have either 
  sold out to the establishment or are dealing under the 
  table. 
   
  Citizenship 
   
  The peoples of Kaligard are many and well 
  catalogued. Rightful citizens carry identification 
  papers at all times, color coded for race, bloodline, 
  and political standing. Anyone without the proper 
  papers is considered to be an infiltrator or invader 
  and is either executed or held in prison until they can 
  produce the proper evidence of their citizenship. 
  Average Life 
   
  As it generally does, life goes on in Kaligard. The 
  people survive any way they can and try to avoid 
  oppression and taxation as much as possible. The 
  taverns are busy every night, full of peasants trying to 
  drink their cares away on their last coin. 
   
  Resistance and Opposition 
   
  A great many secret organizations and societies 
  exist under the surface, some inside the towns and 
  some composed of refugees and criminals who hide 
  in small communities in the wild. Few have goals so 
  lofty as overthrowing the Lord Kaligard, but almost 
  all of them despise him. Occasionally such a group 
  will be infiltrated by an informer, rounded up in the 
  middle of the night, and publicly executed en masse, 
  so any who remain take extra steps to remain a secret. 
   
  The dwarven and elven kingdoms, though they 
  keep their distance for the most part, have been 
  known to send spies and highly trained warriors to 
  organize and train resistance factions. Such groups 
  tend to be the best equipped, the best trained, and 
  have the loftiest goals. The ultimate objective, from 
  the perspective of their demihuman supporters, is to 
  continually build a partisan force that will, in time, 
  grow to such as size that Kaligard will fall. 
   
  Basic Themes 
   
  Ultimately, the campaign “flavor” is intended to 
  resemble medieval Europe with equal influences of 
  fantasy and darkness. Ideas along these lines will 
  likely fit well into Fields Run Red. 
  Race 
  Bloodline 
  Standing 
  Color 
  Gardan 
  Common 
  Good 
  Tan / Parchment 
   
   
  Criminal 
  Pink 
   
  Old Nobility 
  Good 
  Brown 
   
   
  Criminal 
  Red 
  Kalish / Half Orc 
  Common 
  Good 
  Light blue 
   
   
  Military 
  Blue 
   
   
  Criminal 
  Pink 
   
  Nobility 
   
  Dark blue 
  Highkin 
  Common 
  Good 
  Green 
   
   
  Criminal 
  Red 
   
  Old Nobility 
  Good 
  Dark Green 
   
   
  Criminal 
  (No citizenship) 
  Gnome 
   
  Good 
  Tan / Parchment 
   
   
  Criminal 
  Pink 
  Halfling 
   
  Good 
  Tan / Parchment 
   
   
  Criminal 
  Pink 
  Dwarf 
   
   
  (No citizenship) 
  Elf / Half Elf 
   
   
  (No citizenship) 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Character Creation 
  9
  Now to the meat you’ve been waiting for, 
  character creation. The specific methods outlined 
  throughout this book are the recommended methods 
  for the campaign, formulated to best fit the feel and 
  intended challenge of Fields Run Red.  
   
  Beginning 
   
  Player characters will begin play in a refugee / 
  resistance camp in the forests of Defois. Their 
  resources are extremely limited, so starting funds 
  and equipment are basically nil. The Game Master 
  will provide more detail. 
   
  As the campaign begins, a resistance leader is 
  selecting a hardy and skilful group to scout the 
  construction of a new 
  wooden fortress not 
  far from Defois city. 
  Per 
  the 
  Game 
  Master’s 
  discretion, 
  this resistance leader 
  will either be an NPC 
  or one of the players. 
  Either 
  way, 
  this 
  leader has final word 
  over the composition 
  of the team. 
   
  It is important to 
  note that the lack of 
  resources changes the 
  focus somewhat. This 
  leader should be seeking team members who can 
  improvise and adapt as well as fight and win. More 
  than most campaign settings, trade skills are critically 
  important. 
   
  Concepts 
   
  Each player should generate four to six character 
  concepts, making them as unique and individual as 
  possible. Concepts should contain a great deal of 
  flavor and only enough game mechanics to get the 
  point across. For example: 
   
  Bob, was born to a poor Gardan family in Quia. After 
  his mother and father’s death of blight, Bob was recruited 
  by agents of Defois to join their wood cutting corps. He 
  abandoned his work shortly thereafter, taking to the woods 
  to find his freedom in solitude. Fate led him to the camp, 
  where he is known as a strong young lad who can swing a 
  woodman’s axe and create crude weapons and armor from 
  wood. 
   
  The character’s race should be mentioned 
  because it is an obvious trait that everyone will 
  notice, unless it is somehow disguised. Keep in mind 
  that non-human characters are bound to draw undue 
  attention. The character’s class, however, is irrelevant 
  as long as the skills mentioned in the concept are 
  represented once the character is built. 
   
  Selection 
   
  Next, the leader selects the concepts that will 
  comprise the team 
  and 
  the 
  players 
  begin to build their 
  characters. If players 
  are unhappy about 
  this 
  system, 
  the 
  Game 
  Master 
  can 
  a l l o w  
  s o m e 
  negotiation. In the 
  end, 
  however, 
  a 
  good group balance 
  that makes sense to 
  the setting should be 
  enforced. 
   
  Building the PCs 
   
  Races, classes, feats, and skills available to the 
  campaign are listed in later sections. These should be 
  reviewed carefully as they can differ somewhat from 
  base d20 rules. 
   
  As mentioned above, discard starting funds and 
  ask the Game Master how characters should be 
  equipped. Some negotiation is appropriate based on 
  the character’s trade skills. For instance, a skilled 
  bowyer may be allowed to start with a simple bow or 
  a trained weaponsmith may own a crude sword. 
   
  Players should at least skim this entire book 
  before completing their character. A good deal of 
  campaign flavor and intent can be lost if the players 
  jump in expecting this to be “just another Fantasy 
  RPG game.” 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Equipment 
  10
  Due to the nature of the campaign, it is 
  appropriate to take a look at a level of equipment and 
  outfitting ignored in most RPG games. In Fields Run 
  Red, as in medieval Europe, most people fortunate 
  enough to own a weapon still could not afford the 
  best. The “average” longsword is actually a fine and 
  expensive piece of craftsmanship. 
   
  This chapter will examine lower end equipment 
  that will be typically available in the beginning stages 
  of the campaign.  
   
  Quality 
   
  Based on d20 standards, the campaign method 
  for 
  defining 
  equipment 
  quality 
  contains 
  five 
  categories, from worst to best: 
   
  1.
  Shoddy 
  2.
  Crude 
  3.
  Fair 
  4.
  Standard 
  5.
  Masterwork 
   
  Shoddy: This equipment is barely held together. 
  Most anyone with any sort of skill with the materials 
  involved (-75% base cost) can create a shoddy item. 
  For weapons, shoddy equipment gives a –2 to attack 
  and damage (minimum of 1). For armor, shoddy 
  equipment reduces the AC benefit by 2, increases 
  Armor Check Penalty by 2, decreases Max Dex Bonus 
  by 1, and increases Arcane Failure by 15%. 
   
  Crude: Crude equipment is fairly typical for 
  brave peasants and low end conscripts. Crude 
  equipment is often the result of hasty craft or a 
  novice creator (-50% base cost). For weapons, crude 
  equipment gives a –1 to attack and –2 damage 
  (minimum of 1). For armor, crude equipment reduces 
  AC benefit by 1, increases Armor Check Penalty by 1, 
  and increases Arcane Failure by 10%. 
   
  Fair: Fair equipment is typical for mass regular 
  infantry and low end mercenaries. Fair equipment is 
  usually the result of an experienced craftsman under 
  great pressure to turn out quality results in too short 
  of a time (-20% base cost). For weapons, fair 
  equipment gives a –1 to attack and damage 
  (minimum of 1). For armor, crude equipment 
  increases Armor Check Penalty by 1 and Arcane 
  Failure by 5%. 
   
  Standard: Standard equipment is the finest 
  available to all but the wealthy. This equipment can 
  be used straight out of the book.  
   
  Masterwork: 
  This 
  describes 
  equipment 
  of 
  exceptional craft, usually created by a master artisan 
  with a great deal of time. Equipment of this nature is 
  almost exclusively custom ordered by the wealthy. 
  See your d20 fantasy system of choice for the effects 
  of masterwork equipment.  
   
  Outfitting 
   
  Following are suggested outfitting packages that 
  the Game Master can assign or leave to the players to 
  pick the most suitable: 
   
  •
  Forward Combat 
   
                Crude Longspear 
                Crude Dagger 
                Fair Studded Leather Armor 
                5 GP worth of misc equipment and food 
   
  •
  Scout 
   
                Standard Quarterstaff or Dagger 
                Standard Sling 
                Crude Leather Armor 
                5 GP worth of misc equipment and food 
   
  •
  Support 
   
                Standard Sling or 3 Fair Daggers 
                Padded Armor 
                10 GP worth of misc equipment and food 
   
  Allow characters to purchase miscellaneous 
  equipment on their own from those listed in the 
  book. Any coin they do not spend, they can keep as 
  starting funds. 
   
  You’ll note that this meager allowance does not 
  allow much for food. It is highly recommended for 
  one of the party members to be able to forage and 
  find food in the wild. Purchasing it can be needlessly 
  expensive and stealing it is far too dangerous. 
   
  Once characters are outfitted, they can begin to 
  build the rest of their character...  
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Races 
  11
  Humans 
   
  Humans make up the vast majority of the 
  populace in the land of Kaligard. The three distinct 
  cultures of humans in the kingdom, the Highkin, 
  Kalish, and Gardan, serve as the backbone of 
  mortality, suffering the brunt of its cruelty. 
   
  The Highkin are said to be distant, mortal 
  descendants of the gods. They have longer life spans 
  than their mannish cousins, living to an average of 
  one hundred and fifty years, and generally put more 
  stock in beauty and art than hard work and industry. 
  Consequently, they tend to be tall and lithe with little 
  desire or ability to get their hands dirty. 
   
  •
   +2 Intelligence, -2 Constitution 
  •
  Medium: As Medium creatures, they have no 
  special bonuses or penalties due to their size.  
  •
  Base land speed is 30 feet. 
  •
  1 extra feat at 1st level. 
  •
  4 extra skill points at 1st level and 1 extra 
  skill point at each additional level. 
  •
  Automatic 
  Language: 
  Common. 
  Bonus 
  Languages: 
  Any 
  (other 
  than 
  secret 
  languages, such as Druidic). See the Speak 
  Language skill. 
  •
  Favored Class: Bard. 
   
  The Kalish (KAY-lish) are a brutish people 
  rumored to have distant orcish blood. They tend to 
  be large and aggressive, preferring to solve their 
  problems with violence. They make excellent 
  warriors when led by those with the power to keep 
  them in line. 
   
  •
  +2 Constitution, -2 Intelligence 
  •
  Medium: As Medium creatures, they have no 
  special bonuses or penalties due to their size.  
  •
  Base land speed is 30 feet. 
  •
   1 extra feat at 1st level. 
  •
  4 extra skill points at 1st level and 1 extra 
  skill point at each additional level. 
  •
  Automatic 
  Language: 
  Common. 
  Bonus 
  Languages: 
  Any 
  (other 
  than 
  secret 
  languages, such as Druidic). See the Speak 
  Language skill.  
  •
  Favored Class: Barbarian. 
   
  Once a proud folk in their own right, the Gardan 
  (GAWR-dan) peoples of recent history are greatly 
  varied, though they tend to be small and relatively 
  simple 
  in 
  appearance. 
  They 
  are 
  common, 
  outnumbering the other two cultures combined, and 
  form the main populace of most cities. The Gardan 
  are most often found in mundane roles as 
  innkeepers, farmers, and the like. 
   
  •
   Medium: As Medium creatures, they have 
  no special bonuses or penalties due to their 
  size.  
  •
  Base land speed is 30 feet. 
  •
  1 extra feat at 1st level. 
  •
  4 extra skill points at 1st level and 1 extra 
  skill point at each additional level. 
  •
  Automatic 
  Language: 
  Common. 
  Bonus 
  Languages: 
  Any 
  (other 
  than 
  secret 
  languages, such as Druidic). See the Speak 
  Language skill. 
  •
  Favored Class: Any. 
   
  Dwarves 
   
  As legends tell, the dwarves of Kaligard live 
  almost exclusively in a mighty fortress called 
  Stonemark with the remains of the old Gardan clans. 
  This fortress, rumored hidden in a mountain range 
  far on the wastern side of the mainland, was one of 
  only two havens to successfully thwart the Kalish 
  A Highkin Warrior 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Races 
  12
  armies in their relentless quest to rule all. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  •
   +2 Constitution, –2 Charisma. 
  •
  Medium: As Medium creatures, dwarves 
  have no special bonuses or penalties due to 
  their size. 
  •
  Dwarf base land speed is 20 feet. However, 
  dwarves can move at this speed even when 
  wearing medium or heavy armor or when 
  carrying a medium or heavy load (unlike 
  other creatures, whose speed is reduced in 
  such situations). 
  •
  Darkvision: Dwarves can see in the dark up 
  to 60 feet. Darkvision is black and white 
  only, but it is otherwise like normal sight, 
  and dwarves can function just fine with no 
  light at all. 
  •
  Stonecunning: This ability grants a dwarf a 
  +2 racial bonus on Search checks to notice 
  unusual stonework, such as sliding walls, 
  stonework traps, new construction (even 
  when built to match the old), unsafe stone 
  surfaces, shaky stone ceilings, and the like. 
  Something that isn’t stone but that is 
  disguised as stone also counts as unusual 
  stonework. A dwarf who merely comes 
  within 10 feet of unusual stonework can 
  make a Search check as if he were actively 
  searching, and a dwarf can use the Search 
  skill to find stonework traps as a rogue can. 
  A dwarf can also intuit depth, sensing his 
  approximate 
  depth 
  underground 
  as 
  naturally as a human can sense which way is 
  up.  
  •
  Weapon Familiarity: Dwarves may treat 
  dwarven waraxes and dwarven urgroshes as 
  martial weapons, rather than exotic weapons. 
  •
  Stability: A dwarf gains a +4 bonus on ability 
  checks made to resist being bull rushed or 
  tripped when standing on the ground (but 
  not 
  when 
  climbing, 
  flying, 
  riding, 
  or 
  otherwise not standing firmly on the 
  ground). 
  •
  +2 racial bonus on saving throws against 
  poison. 
  •
  +2 racial bonus on saving throws against 
  spells and spell-like effects. 
  •
  +1 racial bonus on attack rolls against orcs 
  and goblinoids. 
  •
  +4 dodge bonus to Armor Class against 
  monsters of the giant type. Any time a 
  creature loses its Dexterity bonus (if any) to 
  Armor Class, such as when it’s caught flat-
  footed, it loses its dodge bonus, too. 
  •
  +2 racial bonus on Appraise checks that are 
  related to stone or metal items. 
  •
  +2 racial bonus on Craft checks that are 
  related to stone or metal. 
  •
  Automatic 
  Languages: 
  Common 
  and 
  Dwarven. Bonus Languages: Giant, Gnome, 
  Goblin, Orc, Terran, and Undercommon 
  •
  Favored Class: Fighter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Dwarven Mercenary 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Races 
  13
  Elves 
   
  Reclusive and wary of strangers, the mighty 
  Elves of Cavaleon are a legendary race in their own 
  right. Still, even their support was not enough to 
  defeat the Lord Kaligard, so they withdrew to their 
  forest, where they knew the Kalish warriors would 
  not dare tread. From there, they endlessly fuel and 
  support rebellions all over the kingdom, using skilled 
  spies and assassins to undermine Kaligard’s rule. 
  •
  +2 Dexterity, –2 Constitution. 
  •
  Medium: As Medium creatures, elves have 
  no special bonuses or penalties due to their 
  size. 
  •
  Elf base land speed is 30 feet. 
  •
  Immunity to magic sleep effects, and a +2 
  racial 
  saving 
  throw 
  bonus 
  against 
  enchantment spells or effects. 
  •
  Low-Light Vision: An elf can see twice as far 
  as 
  a 
  human 
  in 
  starlight, 
  moonlight, 
  torchlight, and similar conditions of poor 
  illumination. She retains the ability to 
  distinguish color and detail under these 
  conditions. 
  •
  Weapon 
  Proficiency: 
  Elves 
  receive 
  the 
  Martial Weapon Proficiency feats for the 
  longsword, 
  rapier, 
  longbow 
  (including 
  composite 
  longbow), 
  and 
  shortbow 
  (including composite shortbow) as bonus 
  feats. 
  •
  +2 racial bonus on Listen, Search, and Spot 
  checks. An elf who merely passes within 5 
  feet of a secret or concealed door is entitled 
  to a Search check to notice it as if she were 
  actively looking for it. 
  •
  Automatic Languages: Common and Elven. 
  Bonus Languages: Draconic, Gnoll, Gnome, 
  Goblin, Orc, and Sylvan. 
  •
  Favored Class: Wizard. 
   
  Gnomes 
   
  The few gnomes in Kaligard mingle almost 
  seamlessly within the Gardan populations. They’re 
  often found working in artisan’s shops, where their 
  unparalleled attention to detail comes in quite handy. 
   
  •
  +2 Constitution, –2 Strength. 
  •
  Small: As a Small creature, a gnome gains a 
  +1 size bonus to Armor Class, a +1 size bonus 
  on attack rolls, and a +4 size bonus on Hide 
  checks, but he uses smaller weapons than 
  humans use, and his lifting and carrying 
  limits are three-quarters of those of a 
  Medium character. 
  •
  Gnome base land speed is 20 feet. 
  •
  Low-Light Vision: A gnome can see twice as 
  far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor 
  illumination. He retains the ability to 
  distinguish color and detail under these 
  conditions. 
  •
  Weapon Familiarity: Gnomes may treat 
  gnome hooked hammers as martial weapons 
  rather than exotic weapons. 
  •
  +2 racial bonus on saving throws against 
  illusions. 
  •
  Add +1 to the Difficulty Class for all saving 
  throws against illusion spells cast by gnomes. 
  This adjustment stacks with those from 
  similar effects. 
  •
  +1 racial bonus on attack rolls against 
  kobolds and goblinoids. 
  •
  +4 dodge bonus to Armor Class against 
  monsters of the giant type. Any time a 
  creature loses its Dexterity bonus (if any) to 
  Armor Class, such as when it’s caught flat-
  footed, it loses its dodge bonus, too. 
  •
  +2 racial bonus on Listen checks. 
  An Elven Spy 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Races 
  14
  •
  +2 racial bonus on Craft (alchemy) checks. 
  •
  Automatic Languages: Common and Gnome. 
  Bonus 
  Languages: 
  Draconic, 
  Dwarven, 
  Elven, Giant, Goblin, and Orc. In addition, a 
  gnome can speak with a burrowing mammal 
  (a badger, fox, rabbit, or the like, see below). 
  This ability is innate to gnomes. See the speak 
  with animals spell description. 
  •
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing 
  mammal 
  only, 
  duration 
  1 
  minute). A gnome with a Charisma score of 
  at least 10 also has the following spell-like 
  abilities: 1/day—dancing lights, ghost sound, 
  prestidigitation. Caster level 1st; save DC 10 + 
  gnome’s Cha modifier + spell level. 
  •
  Favored Class: Sorcerer. 
   
  Half-elves 
   
  Half-elves are exceedingly rare in Kaligard. 
  Those that exist are generally the offspring of 
  captured elven priestesses and Kalish militia. Any 
  such children are sent to Kalish training camps 
  where they are raised as skilled and fiercely loyal 
  warriors of Kaligard. 
  •
  Medium: As Medium creatures, half-elves 
  have no special bonuses or penalties due to 
  their size. 
  •
  Half-elf base land speed is 30 feet. 
  •
  Immunity to sleep spells and similar magical 
  effects, and a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
  •
  Low-Light Vision: A half-elf can see twice as 
  far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor 
  illumination. She retains the ability to 
  distinguish color and detail under these 
  conditions. 
  •
  +1 racial bonus on Listen, Search, and Spot 
  checks. 
  •
  +2 racial bonus on Diplomacy and Gather 
  Information checks. 
  •
  Elven Blood: For all effects related to race, a 
  half-elf is considered an elf. 
  •
  Automatic Languages: Common and Elven. 
  Bonus Languages: Any (other than secret 
  languages, such as Druidic). 
  •
  Favored Class: Any. 
   
  Half-orcs 
   
  The breeding and rearing of half-orcs is not only 
  common in Kaligard, it is encouraged and often 
  profitable. The Kalish forces are always looking for 
  more warriors of this race due to their fearless nature 
  and brute strength. 
  Half−Elven Acolyte 
  Half−Orc Draggard Elite 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Races 
  15
  •
  +2 Strength, –2 Intelligence, –2 Charisma. 
  •
  A half-orc’s starting Intelligence score is 
  always at least 3. If this adjustment would 
  lower the character’s score to 1 or 2, his score 
  is nevertheless 3. 
  •
  Medium: As Medium creatures, half-orcs 
  have no special bonuses or penalties due to 
  their size. 
  •
  Half-orc base land speed is 30 feet. 
  •
  Darkvision: Half-orcs (and orcs) can see in 
  the dark up to 60 feet. Darkvision is black 
  and white only, but it is otherwise like 
  normal sight, and half-orcs can function just 
  fine with no light at all. 
  •
  Orc Blood: For all effects related to race, a half-
  orc is considered an orc. 
  •
  Automatic Languages: Common and Orc. 
  Bonus Languages: Draconic, Giant, Gnoll, 
  Goblin, and Abyssal. 
  •
  Favored Class: Barbarian. 
   
  Halflings 
   
  The “hillpeople” of old are all but extinct, 
  surviving only in their distant kin commonly called 
  “halflings”. These peaceful people were chased from 
  their homes and hills at sword point long ago, 
  forcing them to take refuge in human cities or die. 
  Only the oldest halflings have any memory of these 
  “old days”. As a result, modern halflings dwell in  
  human cities, usually in the same neighborhoods as 
  gnomes. They, like gnomes, are often found in 
  artisan’s shops where their tiny, nimble fingers allow 
  them to create intricate work much more easily than 
  their larger masters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  •
  +2 Dexterity, –2 Strength. 
  •
  Small: As a Small creature, a halfling gains a +1 
  size bonus to Armor Class, a +1 size bonus on 
  attack rolls, and a +4 size bonus on Hide checks, 
  but she uses smaller weapons than humans use, 
  and her lifting and carrying limits are three-
  quarters of those of a Medium character. 
  •
  Halfling base land speed is 20 feet. 
  •
  +2 racial bonus on Climb, Jump, and Move 
  Silently checks. 
  •
  +1 racial bonus on all saving throws. 
  •
  +2 morale bonus on saving throws against 
  fear: This bonus stacks with the halfling’s +1 
  bonus on saving throws in general. 
  •
  +1 racial bonus on attack rolls with thrown 
  weapons and slings. 
  •
  +2 racial bonus on Listen checks. 
  •
  Automatic 
  Languages: 
  Common 
  and 
  Halfling. Bonus Languages: Dwarven, Elven, 
  Gnome, Goblin, and Orc. 
  •
  Favored Class: Rogue. 
  Halfling Rogue 
  Whether the final characters are chosen by the Game 
  Master or a fellow player, character race should 
  weigh heavily into the decision. Non-human races, 
  especially those classically shorter than humans, are 
  going to be “marked” from the beginning of the cam-
  paign as enemies of Kaligard. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  16
  Barbarian 
   
  Barbarians are common in Kaligard, especially 
  among the Kalish elite. Almost all races have their 
  own version of the barbaric warrior. 
   
  Alignment: Any nonlawful. 
  Hit Die: d12. 
  Class Skills 
  The barbarian’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Handle 
  A n i m a l  
  ( C h a ) , 
  Intimidate (Cha), Jump 
  (Str), Listen (Wis), Ride 
  (Dex), Survival (Wis), 
  and Swim (Str). 
  Skill Points at 1st 
  Level: (4 + Int modifier) 
  x 4. 
  Skill Points at Each 
  Additional Level: 4 + Int 
  modifier. 
   
  Class Features 
  All of the following 
  are class features of the 
  barbarian. 
   
  Weapon and Armor 
  Proficiency: A barbarian 
  is proficient with all 
  simple 
  and 
  martial 
  weapons, light armor, 
  medium 
  armor, 
  and 
  shields 
  (except 
  tower 
  shields). 
  Fast Movement (Ex): 
  A barbarian’s land speed is faster than the norm for 
  his race by +10 feet. This benefit applies only when he 
  is wearing no armor, light armor, or medium armor 
  and not carrying a heavy load. Apply this bonus 
  before modifying the barbarian’s speed because of 
  any load carried or armor worn. 
  Illiteracy: Barbarians are the only characters who 
  do not automatically know how to read and write. A 
  barbarian may spend 2 skill points to gain the ability 
  to read and write all languages he is able to speak. 
  A barbarian who gains a level in any other class 
  automatically gains literacy. Any other character who 
  gains a barbarian level does not lose the literacy he or 
  she already had. 
  Rage (Ex): A barbarian can fly into a rage a 
  certain number of times per day. In a rage, a 
  barbarian temporarily gains a +4 bonus to Strength, a 
  +4 bonus to Constitution, and a +2 morale bonus on 
  Will saves, but he takes a –2 penalty to Armor Class. 
  The increase in Constitution increases the barbarian’s 
  hit points by 2 points per level, but these hit points 
  go away at the end of the rage when his Constitution 
  score drops back to normal. (These extra hit points 
  are not lost first the way temporary hit points are.) 
  While raging, a barbarian cannot use any Charisma-, 
  D e x t e r i t y - ,  
  o r 
  Intelligence-based skills 
  (except 
  for 
  Balance, 
  E s c a p e  
  A r t i s t , 
  Intimidate, and Ride), 
  the Concentration skill, 
  or any abilities that 
  require 
  patience 
  or 
  concentration, nor can 
  he cast spells or activate 
  magic items that require 
  a command word, a 
  spell trigger (such as a 
  wand), 
  or 
  spell 
  completion (such as a 
  scroll) to function. He 
  can use any feat he has 
  e x c e p t  
  C o m b a t 
  Expertise, item creation 
  feats, and metamagic 
  feats. A fit of rage lasts 
  for a number of rounds 
  equal 
  to 
  3 
  + 
  the 
  character’s 
  (newly 
  improved) Constitution 
  modifier. A barbarian 
  may prematurely end his rage. At the end of the rage, 
  the 
  barbarian 
  loses 
  the 
  rage 
  modifiers 
  and 
  restrictions and becomes fatigued (–2 penalty to 
  Strength, –2 penalty to Dexterity, can’t charge or run) 
  for the duration of the current encounter (unless he is 
  a 17th-level barbarian, at which point this limitation 
  no longer applies; see below). 
  A barbarian can fly into a rage only once per 
  encounter. At 1st level he can use his rage ability 
  once per day. At 4th level and every four levels 
  thereafter, he can use it one additional time per day 
  (to a maximum of six times per day at 20th level). 
  Entering a rage takes no time itself, but a barbarian 
  can do it only during his action, not in response to 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  17
  someone else’s action. 
  Uncanny Dodge (Ex): At 2nd level, a barbarian 
  retains his Dexterity bonus to AC (if any) even if he is 
  caught flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. If a barbarian already has uncanny 
  dodge from a different class, he automatically gains 
  improved uncanny dodge (see below) instead. 
  Trap Sense (Ex): Starting at 3rd level, a barbarian 
  gains a +1 bonus on Reflex saves made to avoid traps 
  and a +1 dodge bonus to AC against attacks made by 
  traps. These bonuses rise by +1 every three barbarian 
  levels thereafter (6th, 9th, 12th, 15th, and 18th level). 
  Trap sense bonuses gained from multiple classes 
  stack. 
  Improved Uncanny Dodge (Ex): At 5th level and 
  higher, a barbarian can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the 
  barbarian by flanking him, unless the attacker has at 
  least four more rogue levels than the target has 
  barbarian levels. If a character already has uncanny 
  dodge (see above) from a second class, the character 
  automatically 
  gains 
  improved 
  uncanny 
  dodge 
  instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum 
  level a rogue must be to flank the character. 
  Damage Reduction (Ex): At 7th level, a barbarian 
  gains Damage Reduction. Subtract 1 from the 
  damage the barbarian takes each time he is dealt 
  damage from a weapon or a natural attack. At 10th 
  level, and every three barbarian levels thereafter 
  (13th, 16th, and 19th level), this damage reduction 
  rises by 1 point. Damage reduction can reduce 
  damage to 0 but not below 0. 
  Greater Rage (Ex): At 11th level, a barbarian’s 
  bonuses to Strength and Constitution during his rage 
  each increase to +6, and his morale bonus on Will 
  saves increases to +3. The penalty to AC remains at –
  2. 
  Indomitable Will (Ex): While in a rage, a barbarian 
  of 14th level or higher gains a +4 bonus on Will saves 
  to resist enchantment spells. This bonus stacks with 
  all other modifiers, including the morale bonus on 
  Will saves he also receives during his rage. 
  Tireless Rage (Ex): At 17th level and higher, a 
  barbarian no longer becomes fatigued at the end of 
  his rage. 
  Mighty Rage (Ex): At 20th level, a barbarian’s 
  bonuses to Strength and Constitution during his rage 
  each increase to +8, and his morale bonus on Will 
  saves increases to +4. The penalty to AC remains at –
  2. 
   
  Ex-Barbarians 
  A barbarian who becomes lawful loses the ability 
  to rage and cannot gain more levels as a barbarian. 
  He retains all the other benefits of the class (damage 
  reduction, fast movement, trap sense, and uncanny 
  dodge). 
  Level  
  Base Attack Bonus  
  Fort Save  
  Ref Save  
  Will Save  
  Special 
  1st  
  +1  
  +2  
  +0  
  +0  
  Fast movement, illiteracy, rage 1/day 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Uncanny dodge 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Trap sense +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Rage 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Improved uncanny dodge 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Trap sense +2 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Damage reduction 1/— 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Rage 3/day 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Trap sense +3 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Damage reduction 2/— 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Greater rage 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Rage 4/day, trap sense +4 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Damage reduction 3/— 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Indomitable will 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Trap sense +5 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Damage reduction 4/—, rage 5/day 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Tireless rage 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Trap sense +6 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Damage reduction 5/— 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Mighty rage, rage 6/day 
  Table: The Barbarian  
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  18
  Bard 
   
  Bards have their own special place in Kaligard. 
  Almost every haven, refugee camp, or resistance 
  group has some kind of bard in their midst to keep 
  the spirits as high as possible. 
   
  Alignment: Any nonlawful. 
  Hit Die: d6. 
  Class Skills 
  The 
  bard’s 
  class 
  skills (and the key ability 
  for 
  each 
  skill) 
  are 
  Appraise (Int), Balance 
  (Dex), Bluff (Cha), Climb 
  (Str), 
  Concentration 
  (Con), 
  Craft 
  (Int), 
  Decipher 
  Script 
  (Int), 
  Diplomacy 
  (Cha), 
  Disguise (Cha), Escape 
  Artist 
  (Dex), 
  Gather 
  Information (Cha), Hide 
  (Dex), 
  Jump 
  (Str), 
  Knowledge (all skills, 
  taken individually) (Int), 
  Listen 
  (Wis), 
  Move 
  Silently (Dex), Perform 
  (Cha), Profession (Wis), 
  Sense 
  Motive 
  (Wis), 
  Sleight of Hand (Dex), 
  Speak Language (n/a), 
  Spellcraft 
  (Int), 
  Swim 
  (Str), Tumble (Dex), and 
  Use Magic Device (Cha). 
  Skill Points at 1st 
  Level: (6 + Int modifier) 
  x4. 
  Skill Points at Each 
  Additional Level: 6 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the bard. 
   
  Weapon and Armor Proficiency: A bard is 
  proficient with all simple weapons, plus the 
  longsword, rapier, sap, short sword, shortbow, and 
  whip. Bards are proficient with light armor and 
  shields (except tower shields). A bard can cast bard 
  spells while wearing light armor without incurring 
  the normal arcane spell failure chance. However, like 
  any other arcane spellcaster, a bard wearing medium 
  or heavy armor or using a shield incurs a chance of 
  arcane spell failure if the spell in question has a 
  somatic component (most do). A multiclass bard still 
  incurs the normal arcane spell failure chance for 
  arcane spells received from other classes. 
  Spells: A bard casts arcane spells, which are 
  drawn from the bard spell list. He can cast any spell 
  he knows without preparing it ahead of time. Every 
  bard spell has a verbal component (singing, reciting, 
  or music). To learn or 
  cast a spell, a bard must 
  have a Charisma score 
  equal to at least 10 + the 
  spell. 
  The 
  Difficulty 
  Class for a saving throw 
  against a bard’s spell is 
  10 + the spell level + the 
  b a r d ’ s  
  C h a r i s m a 
  modifier. 
  Like other spellcasters, a 
  bard can cast only a 
  certain number of spells 
  of each spell level per 
  day. His base daily spell 
  allotment is given on 
  Table: 
  The 
  Bard. 
  In 
  addition, 
  he 
  receives 
  bonus spells per day if he 
  has a high Charisma 
  score. When Table: Bard 
  Spells Known indicates 
  that the bard gets 0 spells 
  per day of a given spell 
  level, he gains only the 
  bonus spells he would be 
  entitled to based on his 
  Charisma score for that 
  spell level. 
  The bard’s selection of 
  spells 
  is 
  extremely 
  limited. A bard begins play knowing four 0-level 
  spells of your choice. At most new bard levels, he 
  gains one or more new spells, as indicated on Table: 
  Bard Spells Known. (Unlike spells per day, the 
  number of spells a bard knows is not affected by his 
  Charisma score; the numbers on Table: Bard Spells 
  Known are fixed.) 
  Upon reaching 5th level, and at every third bard 
  level after that (8th, 11th, and so on), a bard can 
  choose to learn a new spell in place of one he already 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  19
  knows. In effect, the bard “loses” the old spell in 
  exchange for the new one. The new spell’s level must 
  be the same as that of the spell being exchanged, and 
  it must be at least two levels lower than the highest-
  level bard spell the bard can cast. A bard may swap 
  only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same 
  time that he gains new 
  spells known for the level. 
  As noted above, a bard 
  need not prepare his spells 
  in advance. He can cast 
  any spell he knows at any 
  time, assuming he has not 
  yet used up his allotment 
  of spells per day for the 
  spell’s level.  
  Bardic Knowledge: A 
  bard may make a special 
  bardic knowledge check 
  with a bonus equal to his 
  bard 
  level 
  + 
  his 
  Intelligence modifier to see 
  whether he knows some 
  relevant information about 
  local 
  notable 
  people, 
  legendary 
  items, 
  or 
  noteworthy places. (If the 
  bard has 5 or more ranks 
  in Knowledge (history), he 
  gains a +2 bonus on this 
  check.) 
  A 
  successful 
  bardic 
  knowledge check will not 
  reveal the powers of a 
  magic item but may give a hint as to its general 
  function. A bard may not take 10 or take 20 on this 
  check; this sort of knowledge is essentially random.  
  Bardic Music: Once per day per bard level, a 
  bard can use his song or poetics to produce magical 
  effects on those around him (usually including 
  himself, if desired). While these abilities fall under 
  the category of bardic music and the descriptions 
  discuss singing or playing instruments, they can all 
  be activated by reciting poetry, chanting, singing 
  lyrical songs, singing melodies, whistling, playing an 
  instrument, or playing an instrument in combination 
  with some spoken performance. Each ability requires 
  both a minimum bard level and a minimum number 
  of ranks in the Perform skill to qualify; if a bard does 
  not have the required number of ranks in at least one 
  Perform skill, he does 
  not gain the bardic music 
  ability until he acquires 
  the needed ranks. 
  Starting a bardic music 
  effect 
  is 
  a 
  standard 
  action. 
  Some 
  bardic 
  music abilities require 
  concentration, 
  which 
  means the bard must 
  take a standard action 
  each round to maintain 
  the ability. Even while 
  using bardic music that 
  d o e s n ’ t  
  r e q u i r e 
  concentration, 
  a 
  bard 
  cannot 
  cast 
  spells, 
  activate magic items by 
  spell completion (such as 
  scrolls), or activate magic 
  items by magic word 
  (such as wands). Just as 
  for casting a spell with a 
  verbal component, a deaf 
  bard has a 20% chance to 
  fail when attempting to 
  use bardic music. If he 
  fails, the attempt still 
  counts against his daily limit. 
  Countersong (Su): A bard with 3 or more ranks in 
  a Perform skill can use his music or poetics to 
  counter magical effects that depend on sound (but 
  not spells that simply have verbal components). Each 
  round of the countersong, he makes a Perform check. 
  Any creature within 30 feet of the bard (including the 
  bard himself ) that is affected by a sonic or language-
  dependent magical attack may use the bard’s 
  Table: Bard Spells Known  
   
  Level 
  0 
  1st 
  2nd 
  3rd 
  1st 
  4 
  — 
  — 
  — 
  2nd 
  5 
  2* 
  — 
  — 
  3rd 
  6 
  3 
  — 
  — 
  4th 
  6 
  3 
  2* 
  — 
  5th 
  6 
  4 
  3 
  — 
  6th 
  6 
  4 
  3 
  — 
  7th 
  6 
  4 
  4 
  2* 
  8th 
  6 
  4 
  4 
  3 
  9th 
  6 
  4 
  4 
  3 
  10th 
  6 
  4 
  4 
  4 
  11th 
  6 
  4 
  4 
  4 
  12th 
  6 
  4 
  4 
  4 
  13th 
  6 
  4 
  4 
  4 
  14th 
  6 
  4 
  4 
  4 
  15th 
  6 
  4 
  4 
  4 
  16th 
  6 
  5 
  4 
  4 
  17th 
  6 
  5 
  5 
  4 
  18th 
  6 
  5 
  5 
  5 
  19th 
  6 
  5 
  5 
  5 
  20th 
  6 
  5 
  5 
  5 
  * Provided the bard has a high enough Charisma score to have a bo-
  nus spell of this level.  
  ————— Spells Known —————  
  DC 
  Type of Knowledge 
  10 
  Common, known by at least a substantial minority drinking; common legends of the local population. 
  20 
  Uncommon but available, known by only a few people legends. 
  25 
  Obscure, known by few, hard to come by. 
  30 
  Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t un-
  derstand the significance of the knowledge. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  20
  Perform check result in place of its saving throw if, 
  after the saving throw is rolled, the Perform check 
  result proves to be higher. If a creature within range 
  of the countersong is already under the effect of a 
  noninstantaneous 
  sonic 
  or 
  language-dependent 
  magical attack, it gains another saving throw against 
  the effect each round it hears the countersong, but it 
  must use the bard’s Perform check result for the save. 
  Countersong has no effect against effects that don’t 
  allow saves. The bard may keep up the countersong 
  for 10 rounds. 
  Fascinate (Sp): A bard with 3 or more ranks in a 
  Perform skill can use his music or poetics to cause 
  one or more creatures to become fascinated with him. 
  Each creature to be fascinated must be within 90 feet, 
  able to see and hear the bard, and able to pay 
  attention to him. The bard must also be able to see 
  the creature. The distraction of a nearby combat or 
  other dangers prevents the ability from working. For 
  every three levels a bard attains beyond 1st, he can 
  target one additional creature with a single use of 
  this ability. 
  To use the ability, a bard makes a Perform check. 
  His check result is the DC for each affected creature’s 
  Will save against the effect. If a creature’s saving 
  throw succeeds, the bard cannot attempt to fascinate 
  that creature again for 24 hours. If its saving throw 
  fails, the creature sits quietly and listens to the song, 
  taking no other actions, for as long as the bard 
  continues to play and concentrate (up to a maximum 
  of 1 round per bard level). While fascinated, a target 
  takes a –4 penalty on skill checks made as reactions, 
  Table: The Bard  
  ––—— Spells per Day ——–—  
  Level  
  Base Attack Bo-
  nus  
  Fort 
  Save  
  Ref 
  Save  
  Will 
  Save  Special  
  0 
  1st 
  2nd 3rd 4th 
  5th 
  6th 
  1st 
  +0 
  +0 
  +2 
  +2 
  Bardic music, bardic knowledge, 
  countersong, fascinate, inspire cour-
  age +1 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +3 
  +3 
   
  3 
  0 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Inspire competence 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +1 
  +4 
  +4 
   
  3 
  2 
  0 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +1 
  +4 
  +4 
   
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Suggestion 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +2 
  +5 
  +5 
   
  3 
  3 
  2 
  0 
  — 
  — 
  — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Inspire courage +2 
  3 
  3 
  3 
  1 
  — 
  — 
  — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Inspire greatness 
  3 
  3 
  3 
  2 
  — 
  — 
  — 
  10th 
  +7/+2 
  +3 
  +7 
  +7 
   
  3 
  3 
  3 
  2 
  0 
  — 
  — 
  11th 
  +8/+3 
  +3 
  +7 
  +7 
   
  3 
  3 
  3 
  3 
  1 
  — 
  — 
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Song of freedom 
  3 
  3 
  3 
  3 
  2 
  — 
  — 
  13th 
  +9/+4 
  +4 
  +8 
  +8 
   
  3 
  3 
  3 
  3 
  2 
  0 
  — 
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Inspire courage +3 
  4 
  3 
  3 
  3 
  3 
  1 
  — 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Inspire heroics 
  4 
  4 
  3 
  3 
  3 
  2 
  — 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +10 
   
  4 
  4 
  4 
  3 
  3 
  2 
  0 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +10 
   
  4 
  4 
  4 
  4 
  3 
  3 
  1 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +11 
  Mass suggestion 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +12 
  Inspire courage +4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  21
  such as Listen and Spot checks. Any potential threat 
  requires the bard to make another Perform check and 
  allows the creature a new saving throw against a DC 
  equal to the new Perform check result. 
  Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a ranged weapon 
  at the target, automatically breaks the effect. Fascinate 
  is an enchantment (compulsion), mind-affecting 
  ability. 
  Inspire Courage (Su): A bard with 3 or more ranks 
  in a Perform skill can use song or poetics to inspire 
  courage in his allies (including himself ), bolstering 
  them against fear and improving their combat 
  abilities. To be affected, an ally must be able to hear 
  the bard sing. The effect lasts for as long as the ally 
  hears the bard sing and for 5 rounds thereafter. An 
  affected ally receives a +1 morale bonus on saving 
  throws against charm and fear effects and a +1 
  morale bonus on attack and weapon damage rolls. At 
  8th level, and every six bard levels thereafter, this 
  bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 
  20th). Inspire courage is a mind-affecting ability. 
  Inspire Competence (Su): A bard of 3rd level or 
  higher with 6 or more ranks in a Perform skill can 
  use his music or poetics to help an ally succeed at a 
  task. The ally must be within 30 feet and able to see 
  and hear the bard. The bard must also be able to see 
  the ally. 
  The ally gets a +2 competence bonus on skill 
  checks with a particular skill as long as he or she 
  continues to hear the bard’s music. Certain uses of 
  this ability are infeasible. The effect lasts as long as 
  the bard concentrates, up to a maximum of 2 
  minutes. A bard can’t inspire competence in himself. 
  Inspire competence is a mind-affecting ability. 
  Suggestion (Sp): A bard of 6th level or higher with 
  9 or more ranks in a Perform skill can make a 
  suggestion (as the spell) to a creature that he has 
  already fascinated (see above). Using this ability does 
  not break the bard’s concentration on the fascinate 
  effect, nor does it allow a second saving throw 
  against the fascinate effect. 
  Making a suggestion doesn’t count against a 
  bard’s daily limit on bardic music performances. A 
  Will saving throw (DC 10 + 1/2 bard’s level + bard’s 
  Cha modifier) negates the effect. This ability affects 
  only a single creature (but see mass suggestion, 
  below). Suggestion is an enchantment (compulsion), 
  mind-affecting, language dependent ability. 
  Inspire Greatness (Su): A bard of 9th level or 
  higher with 12 or more ranks in a Perform skill can 
  use music or poetics to inspire greatness in himself or 
  a single willing ally within 30 feet, granting him or 
  her extra fighting capability. For every three levels a 
  bard attains beyond 9th, he can target one additional 
  ally with a single use of this ability (two at 12th level, 
  three at 15th, four at 18th). To inspire greatness, a 
  bard must sing and an ally must hear him sing. The 
  effect lasts for as long as the ally hears the bard sing 
  and for 5 rounds thereafter. A creature inspired with 
  greatness gains 2 bonus Hit Dice (d10s), the 
  commensurate number of temporary hit points 
  (apply the target’s Constitution modifier, if any, to 
  these bonus Hit Dice), a +2 competence bonus on 
  attack rolls, and a +1 competence bonus on Fortitude 
  saves. The bonus Hit Dice count as regular Hit Dice 
  for determining the effect of spells that are Hit Dice 
  dependant. Inspire greatness is a mind-affecting 
  ability. 
  Song of Freedom (Sp): A bard of 12th level or 
  higher with 15 or more ranks in a Perform skill can 
  use music or poetics to create an effect equivalent to 
  the break enchantment spell (caster level equals the 
  character’s bard level). Using this ability requires 1 
  minute of uninterrupted concentration and music, 
  and it functions on a single target within 30 feet. A 
  bard can’t use song of freedom on himself. 
  Inspire Heroics (Su): A bard of 15th level or higher 
  with 18 or more ranks in a Perform skill can use 
  music or poetics to inspire tremendous heroism in 
  himself or a single willing ally within 30 feet. For 
  every three bard levels the character attains beyond 
  15th, he can inspire heroics in one additional 
  creature. To inspire heroics, a bard must sing and an 
  ally must hear the bard sing for a full round. A 
  creature so inspired gains a +4 morale bonus on 
  saving throws and a +4 dodge bonus to AC. The 
  effect lasts for as long as the ally hears the bard sing 
  and for up to 5 rounds thereafter. Inspire heroics is a 
  mind-affecting ability. 
  Mass Suggestion (Sp): This ability functions like 
  suggestion, above, except that a bard of 18th level or 
  higher with 21 or more ranks in a Perform skill can 
  make the suggestion simultaneously to any number of 
  creatures that he has already fascinated (see above). 
  Mass suggestion is an enchantment (compulsion), 
  mind-affecting, language-dependent ability. 
   
  Ex-Bards 
  A bard who becomes lawful in alignment cannot 
  progress in levels as a bard, though he retains all his 
  bard abilities. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  22
  Cleric 
   
  With the absence of active gods, clerics in 
  Kaligard are a rare breed. Most are loyalists defying 
  the law to serve the old ways. Some are simple 
  healers drawing their power from The Collective 
  with little or no religious ties at all. Either way, they 
  are vanishing as more and more people turn away 
  from faith and hope entirely. 
   
  Alignment: In the Fields Run Red campaign 
  setting, The Creator’s emphasis on natural balance 
  resulted 
  in 
  a 
  pantheon filled with 
  neutral 
  aligned 
  gods. 
  Loyalist 
  clerics, those who 
  still serve the gods 
  who 
  abandoned 
  them, 
  may 
  only 
  vary one step from 
  their 
  deity 
  in 
  alignment; 
  Thus, 
  they may be good 
  or evil, or they may 
  vary one step to the 
  chaotic 
  or 
  lawful 
  side, but not both. 
  Servants 
  of 
  The 
  Collective may be 
  of any alignment. 
  Hit Die: d8. 
  Class Skills 
  The cleric’s class 
  skills (and the key 
  ability for each skill) 
  are 
  Concentration 
  (Con), Craft (Int), 
  Diplomacy 
  (Cha), 
  Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (religion) (Int), Knowledge 
  (the planes) (Int), Profession (Wis), and Spellcraft 
  (Int).  
  Domains and Class Skills: A cleric who chooses 
  the Animal or Plant domain adds Knowledge 
  (nature) (Int) to the cleric class skills listed above. A 
  cleric who chooses the Knowledge domain adds all 
  Knowledge (Int) skills to the list. A cleric who 
  chooses the Travel domain adds Survival (Wis) to the 
  list. A cleric who chooses the Trickery domain adds 
  Bluff (Cha), Disguise (Cha), and Hide (Dex) to the 
  list. See Deity, Domains, and Domain Spells, below, 
  for more information. 
  Skill Points at 1st Level: (2 + Int modifier) x4. 
  Skill Points at Each Additional Level: 2 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the 
  cleric. 
   
  Weapon and Armor Proficiency: Clerics are 
  proficient with all simple weapons, with all types of 
  a r m o r  
  ( l i g h t , 
  m e d i u m ,  
  a n d 
  heavy), and with 
  shields 
  (except 
  tower shields). 
  A 
  cleric 
  who 
  chooses 
  the 
  War 
  domain receives the 
  Weapon Focus feat 
  related to his deity’s 
  weapon as a bonus 
  feat. 
  He 
  also 
  r e c e i v e s  
  t h e 
  appropriate Martial 
  Weapon Proficiency 
  feat as a bonus feat, 
  if the weapon falls 
  into that category. 
  Aura (Ex): A cleric 
  of a chaotic, evil, 
  good, 
  or 
  lawful 
  d e i ty  
  h a s  
  a 
  p a r t i c u l a r l y 
  powerful 
  aura 
  corresponding 
  to 
  t h e  
  d e i t y ’ s 
  alignment (see the 
  detect evil spell for details). Clerics who don’t worship 
  a specific deity but choose the Chaotic, Evil, Good, or 
  Lawful domain have a similarly powerful aura of the 
  corresponding alignment. 
  Spells: A cleric casts divine spells, which are 
  drawn from the cleric spell list. However, his 
  alignment may restrict him from casting certain 
  spells opposed to his moral or ethical beliefs; see 
  Chaotic, Evil, Good, and Lawful Spells, below. A 
  cleric must choose and prepare his spells in advance 
  (see below). 
  To prepare or cast a spell, a cleric must have a 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  23
  Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  cleric’s spell is 10 + the spell level + the cleric’s 
  Wisdom modifier. 
  Like other spellcasters, a cleric can cast only a 
  certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table: The 
  Cleric. In addition, he receives bonus spells per day if 
  he has a high Wisdom score. A cleric also gets one 
  domain spell of each spell level he can cast, starting 
  at 1st level. When a cleric prepares a spell in a 
  domain spell slot, it must come from one of his two 
  domains (see Deities, Domains, and Domain Spells, 
  below). 
  Clerics meditate or pray for their spells. Each 
  cleric must choose a time at which he must spend 1 
  hour each day in quiet contemplation or supplication 
  to regain his daily allotment of spells. Time spent 
  resting has no effect on whether a cleric can prepare 
  spells. A cleric may prepare and cast any spell on the 
  cleric spell list, provided that he can cast spells of 
  that level, but he must choose which spells to prepare 
  during his daily meditation. 
  Deity, Domains, and Domain Spells: A cleric’s 
  deity influences his alignment, what magic he can 
  perform, his values, and how others see him. A cleric 
  chooses two domains from among those belonging to 
  his deity. A cleric can select an alignment domain 
  (Chaos, Evil, Good, or Law) only if his alignment 
  matches that domain. 
  If a cleric is not devoted to a particular deity, he 
  still selects two domains to represent his spiritual 
  inclinations 
  and 
  abilities. 
  The 
  restriction 
  on 
  alignment domains still applies. 
  Table: The Cleric  
  ———————— Spells per Day1 ——–—————  
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  0 
  1st 
  2nd 3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  +0 
  +2 
  +0 
  +2 
  Turn or rebuke undead 
  3 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +3 
  +0 
  +3 
   
  4 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +3 
  +1 
  +3 
   
  4 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +4 
  +1 
  +4 
   
  5 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +4 
  +1 
  +4 
   
  5 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +5 
  +2 
  +5 
   
  5 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +5 
  +2 
  +5 
   
  6 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
   
  6 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
   
  6 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
   
  6 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
   
  6 
  5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
   
  6 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
   
  6 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
   
  6 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
   
  6 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  — 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  6 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  — 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  6 
  5+1 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
   
  6 
  5+1 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  2+1 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  6 
  5+1 
  5+1 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  3+1 
  3+1 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
   
  6 
  5+1 
  5+1 
  5+1 
  5+1 
  5+1 
  4+1 
  4+1 
  4+1 
  4+1 
  1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting 
  at 1st. 
  The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for hav-
  ing a high Wisdom score.  
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  24
  Each domain gives the cleric access to a domain 
  spell at each spell level he can cast, from 1st on up, as 
  well as a granted power. The cleric gets the granted 
  powers of both the domains selected. 
  With access to two domain spells at a given spell 
  level, a cleric prepares one or the other each day in 
  his domain spell slot. If a domain spell is not on the 
  cleric spell list, a cleric can prepare it only in his 
  domain spell slot. 
  Spontaneous Casting: A good cleric (or a neutral 
  cleric of a good deity) can channel stored spell energy 
  into healing spells that the cleric did not prepare 
  ahead of time. The cleric can “lose” any prepared 
  spell that is not a domain spell in order to cast any 
  cure spell of the same spell level or lower (a cure spell 
  is any spell with “cure” in its name).  
  An evil cleric (or a neutral cleric of an evil deity), 
  can’t convert prepared spells to cure spells but can 
  convert them to inflict spells (an inflict spell is one 
  with “inflict” in its name). 
  A cleric who is neither good nor evil and whose 
  deity is neither good nor evil can convert spells to 
  either cure spells or inflict spells (player’s choice). 
  Once the player makes this choice, it cannot be 
  reversed. This choice also determines whether the 
  cleric turns or commands undead (see below). 
  Chaotic, Evil, Good, and Lawful Spells: A cleric 
  can’t cast spells of an alignment opposed to his own 
  or his deity’s (if he has one). Spells associated with 
  particular alignments are indicated by the chaos, evil, 
  good, and law descriptors in their spell descriptions. 
  Turn or Rebuke Undead (Su): Any cleric, 
  regardless of alignment, has the power to affect 
  undead creatures by channeling the power of his 
  faith through his holy (or unholy) symbol (see Turn 
  or Rebuke Undead). 
  A good cleric (or a neutral cleric who worships a 
  good deity) can turn or destroy undead creatures. An 
  evil cleric (or a neutral cleric who worships an evil 
  deity) instead rebukes or commands such creatures. 
  A neutral cleric of a neutral deity must choose 
  whether his turning ability functions as that of a 
  good cleric or an evil cleric. Once this choice is made, 
  it cannot be reversed. This decision also determines 
  whether the cleric can cast spontaneous cure or inflict 
  spells (see above). 
  A cleric may attempt to turn undead a number of 
  times per day equal to 3 + his Charisma modifier. A 
  cleric with 5 or more ranks in Knowledge (religion) 
  gets a +2 bonus on turning checks against undead. 
  Bonus Languages: A cleric’s bonus language 
  options include Celestial, Abyssal, and Infernal (the 
  languages of good, chaotic evil, and lawful evil 
  outsiders, respectively). These choices are in addition 
  to the bonus languages available to the character 
  because of his race. 
   
  Ex-Clerics 
  A cleric who grossly violates the code of conduct 
  required by his god loses all spells and class features, 
  except for armor and shield proficiencies and 
  proficiency 
  with 
  simple 
  weapons. 
  He 
  cannot 
  thereafter gain levels as a cleric of that god until he 
  atones (see the atonement spell description). 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  25
  Druid 
   
  Druids in Kaligard are, as a rule, displaced 
  wanderers exiled from their woodland habitats by 
  Kalish forces. They are relatively common in refugee 
  camps and resistance groups, especially those in and 
  around towns bordering on forested lands. 
   
  Alignment: 
  Neutral 
  good, 
  lawful 
  neutral, 
  neutral, chaotic neutral, or neutral evil. 
  Hit Die: d8. 
  Class Skills 
  The druid’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy 
  (Cha), 
  Handle Animal (Cha), 
  Heal (Wis), Knowledge 
  (nature) 
  (Int), 
  Listen 
  (Wis), Profession (Wis), 
  Ride (Dex), Spellcraft 
  (Int), 
  Spot 
  (Wis), 
  Survival 
  (Wis), 
  and 
  Swim (Str).  
  Skill Points at 1st 
  Level: (4 + Int modifier) 
  x�4. 
  Skill Points at Each 
  Additional Level: 4 + 
  Int modifier. 
   
  Class Features 
  All of the following 
  are class features of the 
  druid. 
   
  W e a p o n  
  a n d 
  Armor 
  Proficiency: 
  Druids are proficient 
  with the following weapons: club, dagger, dart, 
  quarterstaff, scimitar, sickle, shortspear, sling, and 
  spear. They are also proficient with all natural attacks 
  (claw, bite, and so forth) of any form they assume 
  with wild shape (see below). 
  Druids are proficient with light and medium 
  armor but are prohibited from wearing metal armor; 
  thus, they may wear only padded, leather, or hide 
  armor. (A druid may also wear wooden armor that 
  has been altered by the ironwood spell so that it 
  functions as though it were steel. See the ironwood 
  spell description) Druids are proficient with shields 
  (except tower shields) but must use only wooden 
  ones. 
  A druid who wears prohibited armor or carries a 
  prohibited shield is unable to cast druid spells or use 
  any of her supernatural or spell-like class abilities 
  while doing so and for 24 hours thereafter. 
  Spells: A druid casts divine spells, which are 
  drawn from the druid spell list. Her alignment may 
  restrict her from casting certain spells opposed to her 
  moral or ethical beliefs; see Chaotic, Evil, Good, and 
  Lawful Spells, below. A druid must choose and 
  prepare her spells in advance (see below). 
  To prepare or cast a spell, the druid must have a 
  Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  druid’s spell is 10 + the 
  spell level + the druid’s 
  Wisdom modifier. 
  Like other spellcasters, 
  a druid can cast only a 
  certain 
  number 
  of 
  spells of each spell 
  level per day. Her base 
  daily spell allotment is 
  given on Table: The 
  Druid. In addition, she 
  receives bonus spells 
  per day if she has a 
  high Wisdom score. 
  She 
  does 
  not 
  have 
  access to any domain 
  spells 
  or 
  granted 
  powers, as a cleric 
  does. 
  A druid prepares and 
  casts spells the way a 
  cleric does, though she 
  cannot lose a prepared 
  spell to cast a cure spell 
  in its place (but see Spontaneous Casting, below). A 
  druid may prepare and cast any spell on the druid 
  spell list, provided that she can cast spells of that 
  level, but she must choose which spells to prepare 
  during her daily meditation. 
  Spontaneous Casting: A druid can channel 
  stored spell energy into summoning spells that she 
  hasn’t prepared ahead of time. She can “lose” a 
  prepared spell in order to cast any summon nature’s 
  ally spell of the same level or lower. Chaotic, Evil, 
  Good, and Lawful Spells: A druid can’t cast spells of 
  an alignment opposed to her own or her deity’s (if 
  she has one). Spells associated with particular 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  26
  alignments are indicated by the chaos, evil, good, and 
  law descriptors in their spell descriptions. 
  Bonus Languages: A druid’s bonus language 
  options include Sylvan, the language of woodland 
  creatures. This choice is in addition to the bonus 
  languages available to the character because of her 
  race. 
  A druid also knows Druidic, a secret language 
  known only to druids, which she learns upon 
  becoming a 1st-level druid. Druidic is a free language 
  for a druid; that is, she knows it in addition to her 
  regular allotment of languages and it doesn’t take up 
  a language slot. Druids are forbidden to teach this 
  language to nondruids. 
  Druidic has its own alphabet. 
  Animal Companion (Ex): A druid may begin 
  play with an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, pony, 
  snake (Small or Medium viper), or wolf. If the 
  campaign takes place wholly or partly in an aquatic 
  environment, the following creatures are also 
  available: crocodile, porpoise, Medium shark, and 
  squid. This animal is a loyal companion that 
  accompanies the druid on her adventures as 
  appropriate for its kind. 
  A 1st-level druid’s companion is completely 
  typical for its kind except as noted below. As a druid 
  advances in level, the animal’s power increases as 
  shown on the table. If a druid releases her companion 
  from service, she may gain a new one by performing 
  a ceremony requiring 24 uninterrupted hours of 
  prayer. This ceremony can also replace an animal 
  companion that has perished. 
  A druid of 4th level or higher may select from 
  alternative lists of animals (see below). Should she 
  select an animal companion from one of these 
  alternative lists, the creature gains abilities as if the 
  character’s druid level were lower than it actually is. 
  Subtract the value indicated in the appropriate list 
  header from the character’s druid level and compare 
  the result with the druid level entry on the table to 
  determine the animal companion’s powers. (If this 
  adjustment would reduce the druid’s effective level 
  to 0 or lower, she can’t have that animal as a 
  companion.)  
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Wild Empathy (Ex): A druid can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a 
  person. The druid rolls 1d20 and adds her druid level 
  and her Charisma modifier to determine the wild 
  empathy check result. 
  The typical domestic animal has a starting 
  attitude of indifferent, while wild animals are usually 
  unfriendly. 
  To use wild empathy, the druid and the animal 
  must be able to study each other, which means that 
  they must be within 30 feet of one another under 
  normal conditions. Generally, influencing an animal 
  in this way takes 1 minute but, as with influencing 
  people, it might take more or less time. 
  A druid can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check. 
  Woodland Stride (Ex): Starting at 2nd level, a 
  druid may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without 
  taking damage or suffering any other impairment. 
  However, thorns, briars, and overgrown areas that 
  have been magically manipulated to impede motion 
  still affect her. 
  Trackless Step (Ex): Starting at 3rd level, a druid 
  leaves no trail in natural surroundings and cannot be 
  tracked. She may choose to leave a trail if so desired. 
  Resist Nature’s Lure (Ex): Starting at 4th level, a 
  druid gains a +4 bonus on saving throws against the 
  spell-like abilities of fey. 
  Wild Shape (Su): At 5th level, a druid gains the 
  ability to turn herself into any Small or Medium 
  animal and back again once per day. Her options for 
  new forms include all creatures with the animal type. 
  This ability functions like the polymorph spell, except 
  as noted here. The effect lasts for 1 hour per druid 
  level, or until she changes back. Changing form (to 
  animal or back) is a standard action and doesn’t 
  provoke an attack of opportunity. 
  The form chosen must be that of an animal the 
  druid is familiar with.  
  A druid loses her ability to speak while in animal 
  form because she is limited to the sounds that a 
  normal, untrained animal can make, but she can 
  communicate normally with other animals of the 
  same general grouping as her new form. (The normal 
  sound a wild parrot makes is a squawk, so changing 
  to this form does not permit speech.) 
  A druid can use this ability more times per day at 
  6th, 7th, 10th, 14th, and 18th level, as noted on Table: 
  The Druid. In addition, she gains the ability to take 
  the shape of a Large animal at 8th level, a Tiny 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  27
  animal at 11th level, and a Huge animal at 15th level. 
  The new form’s Hit Dice can’t exceed the 
  character’s druid level. 
  At 12th level, a druid becomes able to use wild 
  shape to change into a plant creature with the same 
  size restrictions as for animal forms. (A druid can’t 
  use this ability to take the form of a plant that isn’t a 
  creature.) 
  At 16th level, a druid becomes able to use wild 
  shape to change into a Small, Medium, or Large 
  elemental (air, earth, fire, or water) once per day. 
  These elemental forms are in addition to her normal 
  wild shape usage. In addition to the normal effects of 
  wild shape, the druid gains all the elemental’s 
  extraordinary, supernatural, and spell-like abilities. 
  She also gains the elemental’s feats for as long as she 
  maintains the wild shape, but she retains her own 
  creature type. 
  At 18th level, a druid becomes able to assume 
  elemental form twice per day, and at 20th level she 
  can do so three times per day. At 20th level, a druid 
  may use this wild shape ability to change into a Huge 
  elemental. 
  Venom Immunity (Ex): At 9th level, a druid 
  gains immunity to all poisons.  
  A Thousand Faces (Su): At 13th level, a druid 
  gains the ability to change her appearance at will, as 
  if using the alter self spell, but only while in her 
  normal form. 
  Timeless Body (Ex): After attaining 15th level, a 
  druid no longer takes ability score penalties for aging 
  and cannot be magically aged. Any penalties she may 
  have already incurred, however, remain in place. 
  Bonuses still accrue, and the druid still dies of 
  old age when her time is up. 
   
  Ex-Druids 
  A druid who ceases to revere nature, changes to 
  a prohibited alignment, or teaches the Druidic 
  language to a nondruid loses all spells and druid 
  abilities (including her animal companion, but not 
  including weapon, armor, and shield proficiencies). 
  She cannot thereafter gain levels as a druid until she 
  atones (see the atonement spell description). 
   
  THE DRUID’S ANIMAL COMPANION 
  A druid’s animal companion is different from a 
  normal animal of its kind in many ways. A druid’s 
  animal companion is superior to a normal animal of 
  its kind and has special powers, as described below. 
   
  Animal Companion Basics: Use the base 
  statistics for a creature of the companion’s kind, but 
  make the following changes. 
  Table: The Druid  
  ———— Spells per Day ————  
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +2 
  +0 
  +2 
  Animal companion, nature sense, wild empa-
  thy 
  3 
  1 
  — 
  — — — — — — — 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Woodland stride 
  4 
  2 
  — 
  — — — — — — — 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Trackless step 
  4 
  2 
  1 
  — — — — — — — 
  4th 
  +3 
  +4 
  +1 
  +4 
  Resist nature’s lure 
  5 
  3 
  2 
  — — — — — — — 
  5th 
  +3 
  +4 
  +1 
  +4 
  Wild shape (1/day) 
  5 
  3 
  2 
  1 
  — — — — — — 
  6th 
  +4 
  +5 
  +2 
  +5 
  Wild shape (2/day) 
  5 
  3 
  3 
  2 
  — — — — — — 
  7th 
  +5 
  +5 
  +2 
  +5 
  Wild shape (3/day) 
  6 
  4 
  3 
  2 
  1 
  — — — — — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Wild shape (Large) 
  6 
  4 
  3 
  3 
  2 
  — — — — — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Venom immunity 
  6 
  4 
  4 
  3 
  2 
  1 
  — — — — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Wild shape (4/day) 
  6 
  4 
  4 
  3 
  3 
  2 
  — — — — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Wild shape (Tiny) 
  6 
  5 
  4 
  4 
  3 
  2 
  1 
  — — — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Wild shape (plant) 
  6 
  5 
  4 
  4 
  3 
  3 
  2 
  — — — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  A thousand faces 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Wild shape (5/day) 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  — — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9  
  Timeless body, wild shape (Huge) 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Wild shape (elemental 1/day) 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Wild shape (6/day, elemental 2/day) 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  Wild shape (elemental 3/day, Huge elemen-
  tal) 
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  28
  Class Level: The character’s druid level. The 
  druid’s class levels stack with levels of any other 
  classes that are entitled to an animal companion for 
  the purpose of determining the companion’s abilities 
  and the alternative lists available to the character. 
  Bonus HD: Extra eight-sided (d8) Hit Dice, each 
  of which gains a Constitution modifier, as normal. 
  Remember that extra Hit Dice improve the animal 
  companion’s base attack and base save bonuses. An 
  animal companion’s base attack bonus is the same as 
  that of a druid of a level equal to the animal’s HD. 
  An animal companion has good Fortitude and Reflex 
  saves (treat it as a character whose level equals the 
  animal’s HD). An animal companion gains additional 
  skill points and feats for bonus HD as normal for 
  advancing a monster’s Hit Dice. 
  Natural Armor Adj.: The number noted here is an 
  improvement to the animal companion’s existing 
  natural armor bonus. 
  Str/Dex 
  Adj.: 
  Add this value to the 
  animal companion’s 
  S t r e n g t h  
  a n d 
  Dexterity scores. 
  Bonus Tricks: The 
  value given in this 
  column is the total 
  number of “bonus” 
  tricks 
  that 
  the 
  animal 
  knows 
  in 
  addition to any that 
  the 
  druid 
  might 
  choose to teach it 
  (see the Handle Animal skill). These bonus tricks 
  don’t require any training time or Handle Animal 
  checks, and they don’t count against the normal limit 
  of tricks known by the animal. The druid selects 
  these bonus tricks, and once selected, they can’t be 
  changed. 
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move 
  action, even if she doesn’t have any ranks in the 
  Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding an animal 
  companion. 
  Share Spells (Ex): At the druid’s option, she may 
  have any spell (but not any spell-like ability) she 
  casts upon herself also affect her animal companion. 
  The animal companion must be within 5 feet of her at 
  the time of casting to receive the benefit. If the spell 
  or effect has a duration other than instantaneous, it 
  stops affecting the animal companion if the 
  companion moves farther than 5 feet away and will 
  not affect the animal again, even if it returns to the 
  druid before the duration expires.  
  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a touch 
  range spell) instead of on herself. A druid and her 
  animal companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
  Evasion (Ex): If an animal companion is subjected 
  to an attack that normally allows a Reflex saving 
  throw for half damage, it takes no damage if it makes 
  a successful saving throw. 
  Devotion (Ex): An animal companion gains a +4 
  morale bonus on Will saves against enchantment 
  spells and effects. 
  Multiattack: 
  An 
  animal 
  companion 
  gains 
  Multiattack 
  as 
  a 
  bonus feat if it has 
  three 
  or 
  more 
  natural attacks and 
  does 
  not 
  already 
  have that feat. If it 
  does not have the 
  requisite three or 
  m o r e  
  n a t u r a l 
  attacks, the animal 
  companion instead 
  gains 
  a 
  second 
  attack 
  with 
  its 
  primary 
  natural 
  weapon, albeit at a –5 penalty. 
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, an animal companion takes no damage 
  if it makes a successful saving throw and only half 
  damage if the saving throw fails. 
  Class 
  Level  
  Bonus 
  HD  
  Natural 
  Armor 
  Adj.  
  Str/Dex 
  Adj. 
  Bonus 
  Tricks  
  Special 
  1st–2nd  
  +0 
  +0 
  +0 
  1 
  Link, share spells 
  3rd–5th  
  +2 
  +2 
  +1 
  2 
  Evasion 
  6th–8th  
  +4 
  +4 
  +2 
  3 
  Devotion 
  9th–11th  +6 
  +6 
  +3 
  4 
  Multiattack 
  12th–14th  +8 
  +8 
  +4 
  5 
   
  15th–17th  +10 
  +10 
  +5 
  6 
  Improved evasion 
  18th–20th  +12 
  +12 
  +6 
  7 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  29
  Fighter 
   
  True fighters are rare in Kaligard and are 
  generally found only among the blue blooded Kalish 
  peoples. Few peasants, even those trained by 
  resistance forces, have undergone the proper training 
  to achieve such a high level of combat prowess. 
   
  Alignment: Any. 
  Hit Die: d10. 
  Class Skills 
  The fighter’s class 
  skills (and the key ability 
  for each skill) are Climb 
  (Str), Craft (Int), Handle 
  A n i m a l  
  ( C h a ) , 
  Intimidate (Cha), Jump 
  (Str), Ride (Dex), and 
  Swim (Str). 
  Skill Points at 1st 
  Level: (2 + Int modifier) 
  x�4. 
  Skill Points at Each 
  Additional Level: 2 + Int 
  modifier. 
   
  Class Features 
   
  All of the following 
  are class features of the fighter. 
  Weapon and Armor Proficiency: A fighter is 
  proficient with all simple and martial weapons and 
  with all armor (heavy, medium, and light) and 
  shields (including tower shields). 
  Bonus Feats: At 1st level, a fighter gets a bonus 
  combat-oriented feat in addition to the feat that any 
  1st-level character gets and the bonus feat granted to 
  a human character. The 
  fighter gains an additional 
  bonus feat at 2nd level and 
  every two fighter levels 
  thereafter (4th, 6th, 8th, 
  10th, 12th, 14th, 16th, 18th, 
  and 20th). These bonus 
  feats must be drawn from 
  the feats noted as fighter 
  bonus feats. A fighter must 
  still meet all prerequisites 
  for a bonus feat, including 
  ability 
  score 
  and 
  base 
  attack bonus minimums. 
  These bonus feats are in 
  addition to the feat that a 
  character of any class gets 
  from advancing levels. A 
  fighter is not limited to the 
  list of fighter bonus feats 
  when choosing these feats. 
  Level  
  Base Attack Bonus  
  Fort Save  
  Ref Save  
  Will Save  
  Special 
  1st  
  +1  
  +2 
  +0 
  +0 
  Bonus feat 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Bonus feat 
  3rd 
  +3 
  +3 
  +1 
  +1 
   
  4th 
  +4 
  +4 
  +1 
  +1 
  Bonus feat 
  5th 
  +5 
  +4 
  +1 
  +1 
   
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Bonus feat 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
   
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Bonus feat 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
   
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Bonus feat 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
   
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Bonus feat 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
   
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Bonus feat 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
   
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Bonus feat 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
   
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Bonus feat 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
   
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Bonus feat 
  Table: The Fighter  
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  30
  Ranger 
   
  Rangers are the second most common class in 
  Kaligard, having representatives among the elves, 
  the Kalish, and especially the resistance forces. With 
  the scarcity of enough food and resources, every 
  successful group has at least one ranger in its midst. 
   
  Alignment: Any. 
  Hit Die: d8. 
  Class Skills 
  The ranger’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), 
  Jump (Str), Knowledge 
  (dungeoneering) 
  (Int), 
  Knowledge (geography) 
  ( I n t ) ,  
  K no w l e d g e 
  (nature) 
  (Int), 
  Listen 
  (Wis), 
  Move 
  Silently 
  (Dex), Profession (Wis), 
  Ride (Dex), Search (Int), 
  Spot 
  (Wis), 
  Survival 
  (Wis), Swim (Str), and 
  Use Rope (Dex). 
  Skill Points at 1st 
  Level: (6 + Int modifier) 
  x4. 
  Skill Points at Each 
  Additional Level: 6 + Int 
  modifier. 
   
  Class Features 
  All of the following 
  are class features of the 
  ranger. 
   
  Weapon and Armor Proficiency: A ranger is 
  proficient with all simple and martial weapons, and 
  with light armor and shields (except tower shields). 
  Favored Enemy (Ex): At 1st level, a ranger may 
  select a type of creature from among those given on 
  Table: Ranger Favored Enemies. The ranger gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  creatures of this type. Likewise, he gets a +2 bonus on 
  weapon damage rolls against such creatures. 
  At 5th level and every five levels thereafter (10th, 
  15th, and 20th level), the ranger may select an 
  additional favored enemy from those given on the 
  table. In addition, at each such interval, the bonus 
  against any one favored enemy (including the one 
  just selected, if so desired) increases by 2.  
  If the ranger chooses humanoids or outsiders as a 
  favored enemy, he must also choose an associated 
  subtype, as indicated on the table. If a specific 
  creature falls into more than one category of favored 
  enemy, the ranger’s bonuses do not stack; he simply 
  uses whichever bonus is higher. 
  Track: A ranger gains Track as a bonus feat. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. 
  The ranger rolls 1d20 and adds his ranger level and 
  his Charisma bonus to determine the wild empathy 
  check result. The typical 
  domestic animal has a 
  starting 
  attitude 
  of 
  indifferent, while wild 
  animals 
  are 
  usually 
  unfriendly. 
  To use wild empathy, 
  the 
  ranger 
  and 
  the 
  animal must be able to 
  study each other, which 
  means that they must 
  be within 30 feet of one 
  another under normal 
  visibility 
  conditions. 
  Generally, 
  influencing 
  an animal in this way 
  takes 1 minute, but, as 
  wi t h 
  i nf lu e nc i ng 
  people, it might take 
  more or less time. 
  The ranger can also use 
  this ability to influence 
  a magical beast with an 
  Intelligence score of 1 or 2, but he takes a –4 penalty 
  on the check. 
  Combat Style (Ex): At 2nd level, a ranger must 
  select one of two combat styles to pursue: archery or 
  two-weapon 
  combat. 
  This 
  choice 
  affects 
  the 
  character’s class features but does not restrict his 
  selection of feats or special abilities in any way. 
  If the ranger selects archery, he is treated as 
  having the Rapid Shot feat, even if he does not have 
  the normal prerequisites for that feat. 
  If the ranger selects two-weapon combat, he is 
  treated as having the Two-Weapon Fighting feat, 
  even if he does not have the normal prerequisites for 
  that feat. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  31
  The benefits of the ranger’s chosen style apply 
  only when he wears light or no armor. He loses all 
  benefits of his combat style when wearing medium 
  or heavy armor. 
  Endurance: A ranger gains Endurance as a bonus 
  feat at 3rd level. 
  Animal Companion (Ex): At 4th level, a ranger 
  gains an animal companion selected from the 
  following list: badger, camel, dire rat, dog, riding 
  dog, eagle, hawk, horse (light or heavy), owl, pony, 
  snake (Small or Medium viper), or wolf. If the 
  campaign 
  takes 
  place 
  wholly or partly in an 
  aquatic environment, the 
  following creatures may 
  be added to the ranger’s 
  list of options: crocodile, 
  porpoise, 
  Medium 
  shark, and squid. This 
  animal 
  is 
  a 
  loyal 
  c o m p a n i o n  
  t h a t 
  accompanies the ranger 
  on his adventures as 
  appropriate for its kind. 
  T h i s  
  a b i l i t y 
  functions like the druid 
  ability of the same name, 
  except that the ranger’s 
  effective druid level is 
  one-half his ranger level. 
  A ranger may select 
  from the alternative lists 
  of animal companions 
  just as a druid can, 
  though 
  again 
  his 
  effective druid level is half his ranger level. Like a 
  druid, a ranger cannot select an alternative animal if 
  the choice would reduce his effective druid level 
  below 1st. 
  Spells: Beginning at 4th level, a ranger gains the 
  ability to cast a small number of divine spells, which 
  are drawn from the ranger spell list. A ranger must 
  choose and prepare his spells in advance (see below). 
  To prepare or cast a spell, a ranger must have a 
  Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  ranger’s spell is 10 + the spell level + the ranger’s 
  Wisdom modifier. 
  Like other spellcasters, a ranger can cast only a 
  certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table: The 
  Ranger. In addition, he receives bonus spells per day 
  if he has a high Wisdom score. When Table: The 
  Ranger indicates that the ranger gets 0 spells per day 
  of a given spell level, he gains only the bonus spells 
  he would be entitled to based on his Wisdom score 
  for that spell level. The ranger does not have access 
  to any domain spells or granted powers, as a cleric 
  does. 
  A ranger prepares and casts spells the way a 
  cleric does, though he cannot lose a prepared spell to 
  cast a cure spell in its place. A ranger may prepare 
  and cast any spell on 
  the ranger spell list, 
  provided that he can 
  cast spells of that level, 
  but he must choose 
  which spells to prepare 
  during 
  his 
  daily 
  meditation. 
  Through 3rd level, a 
  ranger has no caster 
  level. At 4th level and 
  higher, his caster level 
  is one-half his ranger 
  level. 
  Improved 
  Combat 
  Style (Ex): At 6th level, 
  a ranger’s aptitude in 
  his chosen combat style 
  (archery 
  or 
  two-
  w e a p o n 
  c o mb a t ) 
  improves. If he selected 
  archery at 2nd level, he 
  is treated as having the 
  Manyshot feat, even if 
  he does not have the normal prerequisites for that 
  feat. 
  If the ranger selected two-weapon combat at 2nd 
  level, he is treated as having the Improved Two-
  Weapon Fighting feat, even if he does not have the 
  normal prerequisites for that feat. 
  As before, the benefits of the ranger’s chosen 
  style apply only when he wears light or no armor. He 
  loses all benefits of his combat style when wearing 
  medium or heavy armor. 
  Woodland Stride (Ex): Starting at 7th level, a 
  ranger may move through any sort of undergrowth 
  (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at his normal speed and without 
  taking damage or suffering any other impairment. 
  However, thorns, briars, and overgrown areas 
  Type (Subtype) 
  Type (Subtype) 
  Aberration 
  Humanoid (reptilian)  
  Animal 
  Magical beast  
  Construct 
  Monstrous humanoid  
  Dragon  
  Ooze  
  Elemental 
  Outsider (air)  
  Fey 
  Outsider (chaotic)  
  Giant 
  Outsider (earth)  
  Humanoid (aquatic) 
  Outsider (evil)  
  Humanoid (dwarf)  
  Outsider (fire)  
  Humanoid (elf)  
  Outsider (good) 
  Humanoid (goblinoid)  
  Outsider (lawful) 
  Humanoid (gnoll)  
  Outsider (native) 
  Humanoid (gnome) 
  Outsider (water)  
  Humanoid (halfling)  
  Plant  
  Humanoid (human)  
  Undead  
  Humanoid (orc)  
  Vermin  
  Table: Ranger Favored Enemies  
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  32
  that are enchanted or magically manipulated to 
  impede motion still affect him. 
  Swift Tracker (Ex): Beginning at 8th level, a 
  ranger can move at his normal speed while following 
  tracks 
  without 
  taking 
  the 
  normal –5 penalty. He takes only 
  a –10 penalty (instead of the 
  normal –20) when moving at up 
  to twice normal speed while 
  tracking. 
  Evasion (Ex): At 9th level, a 
  ranger can avoid even magical 
  and unusual attacks with great 
  agility. If he makes a successful 
  Reflex saving throw against an 
  attack that normally deals half 
  damage on a successful save, he 
  instead 
  takes 
  no 
  damage. 
  Evasion can be used only if the 
  ranger is wearing light armor or 
  no armor. A helpless ranger does 
  not gain the benefit of evasion. 
  Combat Style Mastery (Ex): 
  At 11th level, a ranger’s aptitude 
  in his chosen combat style (archery or two-weapon 
  combat) improves again. If he selected archery at 2nd 
  level, he is treated as having the Improved Precise 
  Shot feat, even if he does not have the normal 
  prerequisites for that feat. 
  If the ranger selected two-weapon combat at 2nd 
  level, he is treated as having the 
  Greater Two-Weapon Fighting 
  feat, even if he does not have the 
  normal prerequisites for that 
  feat. 
  As before, the benefits of the 
  ranger’s chosen style apply only 
  when he wears light or no 
  armor. He loses all benefits of 
  his combat style when wearing 
  medium or heavy armor. 
  Camouflage (Ex): A ranger of 
  13th level or higher can use the 
  Hide skill in any sort of natural 
  terrain, 
  even 
  if 
  the 
  terrain 
  doesn’t 
  grant 
  cover 
  or 
  concealment. 
  Hide in Plain Sight (Ex): While 
  in any sort of natural terrain, a 
  ranger of 17th level or higher 
  can use the Hide skill even while being observed. 
  Table: The Ranger  
  ———————— Spells per Day1 ——–—————  
  Level Base Attack Bonus Fort Save Ref Save Will Save Special 
  1st 
  2nd 
  3rd 
  4th 
  1st 
  +1 
  +2 
  +2 
  +0 
  1st 
  favored 
  enemy, 
  Track, wild empathy 
  — 
  — 
  — 
  — 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Combat style 
  — 
  — 
  — 
  — 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Endurance 
  — 
  — 
  — 
  — 
  4th 
  +4 
  +4 
  +4 
  +1 
  Animal companion 
  0 
  — 
  — 
  — 
  5th 
  +5 
  +4 
  +4 
  +1 
  2nd favored enemy 
  0 
  — 
  — 
  — 
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Improved combat style 1 
  — 
  — 
  — 
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Woodland stride 
  1 
  — 
  — 
  — 
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Swift tracker 
  1 
  0 
  — 
  — 
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Evasion 
  1 
  0 
  — 
  — 
  10th 
  +10/+5 
  +7 
  +7 
  +3 
  3rd favored enemy 
  1 
  1 
  — 
  — 
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  Combat style mastery 
  1 
  1 
  0 
  — 
  12th 
  +12/+7/+2 
  +8 
  +8 
  +4 
   
  1 
  1 
  1 
  — 
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  Camouflage 
  1 
  1 
  1 
  — 
  14th 
  +14/+9/+4 
  +9 
  +9 
  +4 
   
  2 
  1 
  1 
  0 
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  4th favored enemy 
  2 
  1 
  1 
  1 
  16th 
  +16/+11/+6/+1 
  +10 
  +10 
  +5 
   
  2 
  2 
  1 
  1 
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Hide in plain sight 
  2 
  2 
  2 
  1 
  18th 
  +18/+13/+8/+3 
  +11 
  +11 
  +6 
   
  3 
  2 
  2 
  1 
  19th 
  +19/+14/+9/+4 
  +11 
  +11 
  +6 
   
  3 
  3 
  3 
  2 
  20th 
  +20/+15/+10/+5 
  +12 
  +12 
  +6 
  5th favored enemy 
  3 
  3 
  3 
  3 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  33
  Rogue 
   
  From the cities to the wilds and almost 
  everywhere in between, rogues of one type or 
  another exist and thrive in all aspects of life in 
  Kaligard. 
   
  Alignment: Any. 
  Hit Die: d6. 
  Class Skills 
  The rogue’s class 
  skills 
  (and 
  the 
  key 
  ability for each skill) are 
  Appraise (Int), Balance 
  (Dex), 
  Bluff 
  (Cha), 
  Climb (Str), Craft (Int), 
  Decipher Script (Int), 
  Diplomacy 
  (Cha), 
  Disable 
  Device 
  (Int), 
  Disguise (Cha), Escape 
  Artist (Dex), Forgery 
  ( I n t ) ,  
  G a t h e r 
  Information 
  (Cha), 
  Hide (Dex), Intimidate 
  (Cha), 
  Jump 
  (Str), 
  Knowledge (local) (Int), 
  Listen 
  (Wis), 
  Move 
  Silently 
  (Dex), 
  Open 
  Lock 
  (Dex), 
  Perform 
  (Cha), Profession (Wis), 
  Search 
  (Int), 
  Sense 
  Motive (Wis), Sleight of 
  Hand (Dex), Spot (Wis), 
  Swim 
  (Str), 
  Tumble 
  (Dex), 
  Use 
  Magic 
  Device (Cha), and Use 
  Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) x4. 
  Skill Points at Each Additional Level: 8 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the 
  rogue. 
   
  Weapon and Armor Proficiency: Rogues are 
  proficient with all simple weapons, plus the hand 
  crossbow, rapier, sap, shortbow, and short sword. 
  Rogues are proficient with light armor, but not with 
  shields. 
  Sneak Attack: If a rogue can catch an opponent 
  when he is unable to defend himself effectively from 
  her attack, she can strike a vital spot for extra 
  damage. 
  The rogue’s attack deals extra damage any time 
  her target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the rogue flanks her target. This extra 
  damage is 1d6 at 1st level, and it increases by 1d6 
  every two rogue levels thereafter. Should the rogue 
  score a critical hit with 
  a sneak attack, this 
  extra damage is not 
  multiplied. 
  Ranged 
  attacks 
  can 
  count as sneak attacks 
  only if the target is 
  within 30 feet. 
  With a sap (blackjack) 
  or an unarmed strike, a 
  rogue 
  can 
  make 
  a 
  sneak attack that deals 
  nonlethal 
  damage 
  instead 
  of 
  lethal 
  damage. She cannot 
  use a weapon that 
  deals lethal damage to 
  deal nonlethal damage 
  in a sneak attack, not 
  even with the usual –4 
  penalty. 
  A rogue can sneak 
  attack 
  only 
  living 
  c r e a t u r e s  
  w i t h 
  d i s c e r n i b l e 
  anatomies—undead, 
  constructs, 
  oozes, 
  plants, and incorporeal 
  creatures 
  lack 
  vital 
  areas to attack. Any creature that is immune to 
  critical hits is not vulnerable to sneak attacks. The 
  rogue must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a 
  spot. A rogue cannot sneak attack while striking a 
  creature with concealment or striking the limbs of a 
  creature whose vitals are beyond reach. 
  Trapfinding: Rogues (and only rogues) can use 
  the Search skill to locate traps when the task has a 
  Difficulty Class higher than 20.  
  Finding a nonmagical trap has a DC of at least 20, 
  or higher if it is well hidden. Finding a magic trap 
  has a DC of 25 + the level of the spell used to create it. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  34
  Rogues (and only rogues) can use the Disable 
  Device skill to disarm magic traps. A magic trap 
  generally has a DC of 25 + the level of the spell used 
  to create it. 
  A rogue who beats a trap’s DC by 10 or more 
  with a Disable Device check can study a trap, figure 
  out how it works, and bypass it (with her party) 
  without disarming it. 
  Evasion (Ex): At 2nd level and higher, a rogue 
  can avoid even magical and unusual attacks with 
  great agility. If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise to +2 when the 
  rogue reaches 6th level, to +3 when she reaches 9th 
  level, to +4 when she reaches 12th level, to +5 at 15th, 
  and to +6 at 18th level. 
  Trap sense bonuses gained from multiple classes 
  stack. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed 
  or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  If a rogue already has uncanny dodge from a 
  different class she automatically gains improved 
  uncanny dodge (see below) instead. 
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked. 
  This defense denies another rogue the ability to 
  sneak attack the character by flanking her, unless the 
  attacker has at least four more rogue levels than the 
  target does. 
  If a character already has uncanny dodge (see 
  above) 
  from 
  a 
  second 
  class, 
  the 
  character 
  automatically 
  gains 
  improved 
  uncanny 
  dodge 
  instead, and the levels from the classes that grant 
  uncanny dodge stack to determine the minimum 
  rogue level required to flank the character. 
  Special Abilities: On attaining 10th level, and at 
  every three levels thereafter (13th, 16th, and 19th), a 
  rogue gains a special ability of her choice from 
  among the following options. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  35
  Crippling Strike (Ex): A rogue with this ability can 
  sneak attack opponents with such precision that her 
  blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks also takes 2 
  points of Strength damage. Ability points lost to 
  damage return on their own at the rate of 1 point per 
  day for each damaged ability. 
  Defensive Roll (Ex): The rogue can roll with a 
  potentially lethal blow to take less damage from it 
  than she otherwise would. Once per day, when she 
  would be reduced to 0 or fewer hit points by damage 
  in combat (from a weapon or other blow, not a spell 
  or special ability), the rogue can attempt to roll with 
  the damage. To use this ability, the rogue must 
  attempt a Reflex saving throw (DC = damage dealt). 
  If the save succeeds, she takes only half damage from 
  the blow; if it fails, she takes full damage. She must 
  be aware of the attack and able to react to it in order 
  to execute her defensive roll—if she is denied her 
  Dexterity bonus to AC, she can’t use this ability. 
  Since this effect would not normally allow a 
  character to make a Reflex save for half damage, the 
  rogue’s evasion ability does not apply to the 
  defensive roll. 
  Improved Evasion (Ex): This ability works like 
  evasion, except that while the rogue still takes no 
  damage on a successful Reflex saving throw against 
  attacks henceforth she henceforth takes only half 
  damage on a failed save. A helpless rogue does not 
  gain the benefit of improved evasion. 
  Opportunist (Ex): Once per round, the rogue can 
  make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by 
  another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue 
  with the Combat Reflexes feat can’t use the 
  opportunist ability more than once per round. 
  Skill Mastery: The rogue becomes so certain in the 
  use of certain skills that she can use them reliably 
  even under adverse conditions. 
  Upon gaining this ability, she selects a number of 
  skills equal to 3 + her Intelligence modifier. When 
  making a skill check with one of these skills, she may 
  take 10 even if stress and distractions would 
  normally prevent her from doing so. A rogue may 
  gain this special ability multiple times, selecting 
  additional skills for it to apply to each time. 
  Slippery Mind (Ex): This ability represents the 
  rogue’s ability to wriggle free from magical effects 
  that would otherwise control or compel her. If a 
  rogue with slippery mind is affected by an 
  enchantment spell or effect and fails her saving 
  throw, she can attempt it again 1 round later at the 
  same DC. She gets only this one extra chance to 
  succeed on 
  her saving throw. 
  Feat: A rogue may gain a bonus feat in place of a 
  special ability. 
  Level 
  Base Attack Bonus Fort Save Ref Save Will Save Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Sneak attack +1d6, trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Evasion 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Sneak attack +2d6, trap sense +1 
  4th 
  +3 
  +1 
  +4 
  +1 
  Uncanny dodge 
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak attack +3d6 
  6th 
  +4 
  +2 
  +5 
  +2 
  Trap sense +2 
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Sneak attack +5d6, trap sense +3 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Special ability 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Trap sense +4 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6, special ability 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  — 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Sneak attack +8d6, trap sense +5 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Special ability 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Sneak attack +9d6 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Trap sense +6 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Sneak attack +10d6, special ability 
  20th 
  +15/+10/+5 
  +6 
  +12 
  +6 
  — 
  Table: The Rogue  
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  36
  Sorcerer 
   
  Sorcerers in Kaligard are rare but still more 
  common than their classically trained peers. Small 
  numbers of sorcerers can be found in most areas, as 
  all factions seek out and value wielders of arcane 
  magic. 
   
  Alignment: Any. 
  Hit Die: d4. 
  Class Skills 
  The sorcerer’s class 
  skills (and the key ability 
  for each skill) are Bluff 
  (Cha), 
  Concentration 
  (Con), 
  Craft 
  (Int), 
  Knowledge (arcana) (Int), 
  Profession 
  (Wis), 
  and 
  Spellcraft (Int). 
  Skill Points at 1st 
  Level: (2 + Int modifier) x 
  4. 
  Skill Points at Each 
  Additional Level: 2 + Int 
  modifier. 
   
  Class Features 
  All of the following 
  are class features of the 
  sorcerer. 
   
  Weapon and Armor 
  Proficiency: Sorcerers are 
  proficient with all simple 
  weapons. They are not 
  proficient with any type of armor or shield. Armor of 
  any type interferes with a sorcerer’s gestures, which 
  can cause his spells with somatic components to fail. 
  Spells: A sorcerer casts arcane spells which are 
  drawn primarily from the sorcerer/wizard spell list. 
  He can cast any spell he knows without preparing it 
  ahead of time, the way a wizard or a cleric must (see 
  below). 
  To learn or cast a spell, a sorcerer must have a 
  Charisma score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a 
  sorcerer’s spell is 10 + the spell level + the sorcerer’s 
  Charisma modifier. 
  Like other spellcasters, a sorcerer can cast only a 
  certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table: The 
  Sorcerer. In addition, he receives bonus spells per 
  day if he has a high Charisma score. 
  A sorcerer’s selection of spells is extremely 
  limited. A sorcerer begins play knowing four 0-level 
  spells and two 1st-level spells of your choice. At each 
  new sorcerer level, he gains one or more new spells, 
  as indicated on Table: Sorcerer Spells Known. (Unlike 
  spells per day, the number of spells a sorcerer knows 
  is not affected by his Charisma score; the numbers on 
  Table: Sorcerer Spells Known are fixed.) These new 
  spells can be common 
  spells chosen from the 
  sorcerer/wizard spell list, 
  or they can be unusual 
  spells that the sorcerer has 
  g a i n e d  
  s o m e 
  understanding 
  of 
  by 
  study. The sorcerer can’t 
  use this method of spell 
  acquisition to learn spells 
  at a faster rate, however. 
  Upon reaching 4th level, 
  and 
  at 
  every 
  even-
  numbered sorcerer level 
  after that (6th, 8th, and so 
  on), a sorcerer can choose 
  to learn a new spell in 
  place of one he already 
  knows. 
  In 
  effect, 
  the 
  sorcerer “loses” the old 
  spell in exchange for the 
  new one. The new spell’s 
  level must be the same as 
  that of the spell being 
  exchanged, and it must be 
  at least two levels lower than the highest-level 
  sorcerer spell the sorcerer can cast. A sorcerer may 
  swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same 
  time that he gains new spells known for the level. 
  Unlike a wizard or a cleric, a sorcerer need not 
  prepare his spells in advance. He can cast any spell 
  he knows at any time, assuming he has not yet used 
  up his spells per day for that spell level. He does not 
  have to decide ahead of time which spells he’ll cast. 
  Familiar: A sorcerer can obtain a familiar (see 
  below). Doing so takes 24 hours and uses up magical 
  materials that cost 100 gp. A familiar is a magical 
  beast that resembles a small animal and is unusually 
  tough and intelligent. The creature serves as a 
  companion and servant. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  37
  The sorcerer chooses the kind of 
  familiar he gets. As the sorcerer advances 
  in level, his familiar also increases in 
  power. 
  If the familiar dies or is dismissed by 
  the sorcerer, the sorcerer must attempt a 
  DC 15 Fortitude saving throw. Failure 
  means he loses 200 experience points per 
  sorcerer level; success reduces the loss to 
  one-half 
  that 
  amount. 
  However, 
  a 
  sorcerer’s experience point total can never 
  go below 0 as the result of a familiar’s 
  demise or dismissal. A slain or dismissed 
  familiar cannot be replaced for a year and 
  day. A slain familiar can be raised from 
  the dead just as a character can be, and it 
  does not lose a level or a Constitution 
  point when this happy event occurs. 
  A character with more than one class 
  that grants a familiar may have only one 
  familiar at a time. 
  Table: Sorcerer Spells Known  
   
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  7 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  7 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  8 
  5 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  9th 
  8 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — 
  — 
  — 
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — 
  — 
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
  ———————— Spells Known —–———————  
  Table: The Sorcerer  
  ——––——————Spells per Day————————  
  Level 
  Base Attack Bonus 
  Fort Save 
  Ref Save Will Save 
  Special 
  0 
  1st 
  2nd 3rd 4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Summon  
  familiar 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  6 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
   
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
   
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
   
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
   
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
   
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  38
  Wizard 
   
  Classic arcane training is rare in Kaligard. Thus, 
  true wizards are found almost exclusively among the 
  wealthy and powerful of the Kalish peoples or in the 
  secluded elven forest kingdom. Some resistance 
  factions do train traditional wizards and some have 
  been known to teach themselves, but both scenarios 
  are exceptionally uncommon. 
   
  Alignment: Any. 
  Hit Die: d4. 
  Class Skills 
  The 
  wizard’s 
  class skills (and the 
  key ability for each 
  s k i l l )  
  a r e 
  Concentration (Con), 
  Craft (Int), Decipher 
  S c r i p t  
  ( I n t ) , 
  Knowledge 
  (all 
  s k i l l s ,  
  t a k e n 
  individually) 
  (Int), 
  Profession 
  (Wis), 
  and Spellcraft (Int). 
  See Chapter 4: Skills 
  for skill descriptions. 
  Skill Points at 
  1st Level: (2 + Int 
  modifier) x4. 
  Skill Points at 
  Each 
  Additional 
  Level: 
  2 
  + 
  Int 
  modifier. 
   
  Class Features 
  All 
  of 
  the 
  following are class 
  features 
  of 
  the 
  wizard. 
   
  Weapon and Armor Proficiency: Wizards are 
  proficient with the club, dagger, heavy crossbow, 
  light crossbow, and quarterstaff, but not with any 
  type of armor or shield. Armor of any type interferes 
  with a wizard’s movements, which can cause her 
  spells with somatic components to fail. 
  Spells: A wizard casts arcane spells which are 
  drawn from the sorcerer/ wizard spell list. A wizard 
  must choose and prepare her spells ahead of time 
  (see below). 
  To learn, prepare, or cast a spell, the wizard must 
  have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw 
  against a wizard’s spell is 10 + the spell level + the 
  wizard’s Intelligence modifier. 
  Like other spellcasters, a wizard can cast only a 
  certain number of spells of each spell level per day. 
  Her base daily spell allotment is given on Table: The 
  Wizard. In addition, she receives bonus spells per 
  day if she has a high Intelligence score. 
  Unlike a bard or sorcerer, a wizard may know 
  any number of spells. She must choose and prepare 
  her spells ahead of time by getting a good night’s 
  sleep and spending 
  1 hour studying her 
  spellbook. 
  While 
  s t u d y i n g ,  
  t h e 
  wizard 
  decides 
  which 
  spells 
  to 
  prepare. 
  Bonus 
  Languages: 
  A 
  wizard 
  may 
  substitute Draconic 
  for one of the bonus 
  languages available 
  to 
  the 
  character 
  because of her race. 
  Familiar: A wizard 
  can obtain a familiar 
  in exactly the same 
  manner 
  as 
  a 
  sorcerer can. See the 
  sorcerer description 
  and the information 
  on Familiars below 
  for details. 
  Scribe Scroll: At 1st 
  level, a wizard gains 
  Scribe Scroll as a 
  bonus feat.  
  Bonus Feats: At 5th, 10th, 15th, and 20th level, a 
  wizard gains a bonus feat. At each such opportunity, 
  she can choose a metamagic feat, an item creation 
  feat, or Spell Mastery. The wizard must still meet all 
  prerequisites for a bonus feat, including caster level 
  minimums. 
  These bonus feats are in addition to the feat that 
  a character of any class gets from advancing levels. 
  The wizard is not limited to the categories of item 
  creation feats, metamagic feats, or Spell Mastery 
  when choosing these feats. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  39
  Spellbooks: A wizard must study her spellbook 
  each day to prepare her spells. She cannot prepare 
  any spell not recorded in her spellbook, except for 
  read magic, which all wizards can prepare from 
  memory. 
  A 
  wizard 
  begins 
  play 
  with 
  a 
  spellbook 
  containing all 0-level wizard spells (except those 
  from her prohibited school or schools, if any; see 
  School Specialization, below) plus three 1st-level 
  spells of your choice. For each point of Intelligence 
  bonus the wizard has, the spellbook holds one 
  additional 1st-level spell of your choice. At each new 
  wizard level, she gains two new spells of any spell 
  level or levels that she can cast (based on her new 
  wizard level) for her spellbook. At any time, a wizard 
  can also add spells found in other wizards’ 
  spellbooks to her own. 
   
  SCHOOL SPECIALIZATION 
  A school is one of eight groupings of spells, each 
  defined by a common theme. If desired, a wizard 
  may specialize in one school of magic (see below). 
  Specialization allows a wizard to cast extra spells 
  from her chosen school, but she then never learns to 
  cast spells from some other schools. 
  A specialist wizard can prepare one additional 
  spell of her specialty school per spell level each day. 
  She also gains a +2 bonus on Spellcraft checks to 
  learn the spells of her chosen school. 
  The wizard must choose whether to specialize 
  and, if she does so, choose her specialty at 1st level. 
  At this time, she must also give up two other schools 
  of magic (unless she chooses to specialize in 
  divination; see below), which become her prohibited 
  schools. 
  A wizard can never give up divination to fulfill 
  this requirement. 
  Spells of the prohibited school or schools are not 
  available to the wizard, and she can’t even cast such 
  spells from scrolls or fire them from wands. She may 
  not change either her specialization or her prohibited 
  schools later. 
  The eight schools of arcane magic are abjuration, 
  conjuration, divination, enchantment, evocation, 
  illusion, necromancy, and transmutation. 
  Spells that do not fall into any of these schools 
  are called universal spells. 
  Abjuration: Spells that protect, block, or banish. 
  An abjuration specialist is called an abjurer. 
  Conjuration: Spells that bring creatures or 
  materials to the caster. A conjuration specialist is 
  called a conjurer. 
  Divination: Spells that reveal information. A 
  divination specialist is called a diviner. Unlike the 
  other specialists, a diviner must give up only one 
  other school. 
  Enchantment: Spells that imbue the recipient with 
  some property or grant the caster power over another 
  being. An enchantment specialist is called an 
  enchanter. 
  Evocation: Spells that manipulate energy or create 
  something from nothing. An evocation specialist is 
  called an evoker. 
  Illusion: Spells that alter perception or create false 
  images. An illusion specialist is called an illusionist. 
  Necromancy: Spells that manipulate, create, or 
  destroy life or life force. A necromancy specialist is 
  called a necromancer. 
  Transmutation: Spells that transform the recipient 
  physically or change its properties in a more subtle 
  way. 
  A 
  transmutation 
  specialist 
  is 
  called 
  a 
  transmuter. 
  Universal: Not a school, but a category for spells 
  that all wizards can learn. A wizard cannot select 
  universal as a specialty school or as a prohibited 
  school. Only a limited number of spells fall into this 
  category. 
   
  FAMILIARS 
  Familiar 
  Special 
  Bat  
  Master gains a +3 bonus on Listen checks 
  Cat  
  Master gains a +3 bonus on Move Silently checks 
  Hawk  
  Master gains a +3 bonus on Spot checks in bright light 
  Lizard  
  Master gains a +3 bonus on Climb checks 
  Owl  
  Master gains a +3 bonus on Spot checks in shadows 
  Rat  
  Master gains a +2 bonus on Fortitude saves 
  Raven1  
  Master gains a +3 bonus on Appraise checks 
  Snake2  
  Master gains a +3 bonus on Bluff checks 
  Toad  
  Master gains +3 hit points 
  Weasel  
  Master gains a +2 bonus on Reflex saves 
  1 A raven familiar can speak one language of its master’s choice as 
  a supernatural ability.  
  2 Tiny viper.  
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  40
  A familiar is a normal animal that gains new 
  powers and becomes a magical beast when 
  summoned to service by a sorcerer or wizard. It 
  retains the appearance, Hit Dice, base attack bonus, 
  base save bonuses, skills, and feats of the normal 
  animal it once was, but it is treated as a magical beast 
  instead of an animal for the purpose of any effect that 
  depends on its type. Only a normal, unmodified 
  animal may become a familiar. An animal companion 
  cannot also function as a familiar. 
  A familiar also grants special abilities to its 
  master (a sorcerer or wizard), as given on the table 
  below. These special abilities apply only when the 
  master and familiar are within 1 mile of each other. 
  Levels of different classes that are entitled to 
  familiars stack for the purpose of determining any 
  familiar abilities that depend on the master’s level. 
  Familiar Basics: Use 
  the basic statistics for a 
  creature of the familiar’s 
  kind, 
  but 
  make 
  the 
  following 
  changes: 
  Hit 
  Dice: 
  For 
  the 
  purpose of effects related 
  to number of Hit Dice, use 
  the master’s character level 
  or the familiar’s normal 
  HD total, whichever is 
  higher. 
  Hit Points: The familiar has one-half the master’s 
  total hit points (not including temporary hit points), 
  rounded down, regardless of its actual Hit Dice. 
  Attacks: Use the master’s base attack bonus, as 
  calculated from all his classes. Use the familiar’s 
  Dexterity or Strength modifier, whichever is greater, 
  to get the familiar’s melee attack bonus with natural 
  weapons. 
  Damage equals that of a normal creature of the 
  familiar’s kind. 
  Saving Throws: For each saving throw, use either 
  the familiar’s base save bonus (Fortitude +2, Reflex 
  +2, Will +0) or the master’s (as calculated from all his 
  classes), whichever is better. The familiar uses its 
  own ability modifiers to saves, and it doesn’t share 
  any of the other bonuses that the master might have 
  on saves. 
  Skills: For each skill in which either the master or 
  the familiar has ranks, use either the normal skill 
  ranks for an animal of that type or the master’s skill 
  ranks, whichever are better. In either case, the 
  familiar uses its own ability modifiers. Regardless of 
  a familiar’s total skill modifiers, some skills may 
  remain beyond the familiar’s ability to use. 
  Familiar Ability Descriptions: All familiars have 
  special abilities (or impart abilities to their masters) 
  depending on the master’s combined level in classes 
  that grant familiars, as shown on the table below. The 
  abilities given on the table are cumulative.  
  Natural Armor Adj.: The number noted here is an 
  improvement to the familiar’s existing natural armor 
  bonus. 
  Int: The familiar’s Intelligence score. 
  Alertness (Ex): While a familiar is within arm’s 
  reach, the master gains the Alertness feat. 
  Improved Evasion (Ex): When subjected to an 
  attack that normally allows a Reflex saving throw for 
  half damage, a familiar takes no damage if it makes a 
  successful saving throw 
  and half damage even if 
  the saving throw fails. 
  Share 
  Spells: 
  At 
  the 
  master’s option, he may 
  have any spell (but not 
  any spell-like ability) he 
  casts 
  on 
  himself 
  also 
  affect his familiar. The 
  familiar must be within 5 
  feet at the time of casting 
  to receive the benefit. 
  If the spell or effect has a duration other than 
  instantaneous, it stops affecting the familiar if it 
  moves farther than 5 feet away and will not affect the 
  familiar again even if it returns to the master before 
  the duration expires. Additionally, the master may 
  cast a spell with a target of “You” on his familiar (as 
  a touch range spell) instead of on himself. 
  A master and his familiar can share spells even if 
  the spells normally do not affect creatures of the 
  familiar’s type (magical beast). 
  Empathic Link (Su): The master has an empathic 
  link with his familiar out to a distance of up to 1 mile. 
  The master cannot see through the familiar’s eyes, 
  but they can communicate empathically. Because of 
  the limited nature of the link, only general emotional 
  content can be communicated. 
  Because of this empathic link, the master has the 
  same connection to an item or place that his familiar 
  does. 
  Deliver Touch Spells (Su): If the master is 3rd level 
  or higher, a familiar can deliver touch spells for him. 
  If the master and the familiar are in contact at the 
  Master Lvl Natural Armor Int  Special 
  1st–2nd  
  +1  
  6  
  Alertness, 
  improved 
  evasion, 
  share spells, empathic link 
  3rd–4th  
  +2  
  7  
  Deliver touch spells 
  5th–6th  
  +3  
  8  
  Speak with master 
  7th–8th  
  +4  
  9  
  Speak with animals of its kind 
  9th–10th  
  +5  
  10  — 
  11th–12th  +6  
  11  Spell resistance 
  13th–14th  +7  
  12  Scry on familiar 
  15th–16th  +8  
  13  — 
  17th–18th  +9  
  14  — 
  19th–20th  +10  
  15  — 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  Classes 
  41
  time the master casts a touch spell, he can designate 
  his familiar as the “toucher.” The familiar can then 
  deliver the touch spell just as the master could. As 
  usual, if the master casts another spell before the 
  touch is delivered, the touch spell dissipates. 
  Speak with Master (Ex): If the master is 5th level or 
  higher, a familiar and the master can communicate 
  verbally as if they were using a common language. 
  Other 
  creatures 
  do 
  not 
  understand 
  the 
  communication without magical help. 
  Speak with Animals of Its Kind (Ex): If the master is 
  7th level or higher, a familiar can communicate with 
  animals of approximately the same kind as itself 
  (including dire varieties): bats with bats, rats with 
  rodents, cats with felines, hawks and owls and ravens 
  with birds, lizards and snakes with reptiles, toads 
  with amphibians, weasels with similar creatures 
  (weasels, 
  minks, 
  polecats, 
  ermines, 
  skunks, 
  wolverines, and badgers). Such communication is 
  limited by the intelligence of the conversing creatures. 
  Spell Resistance (Ex): If the master is 11th level or 
  higher, a familiar gains spell resistance equal to the 
  master’s level + 5. To affect the familiar with a spell, 
  another spellcaster must get a result on a caster level 
  check (1d20 + caster level) that equals or exceeds the 
  familiar’s spell resistance. 
  Scry on Familiar (Sp): If the master is 13th level or 
  higher, he may scry on his familiar (as if casting the 
  scrying spell) once per day. 
   
  ARCANE SPELLS AND ARMOR 
  Wizards and sorcerers do not know how to wear 
  armor effectively. 
  If desired, they can wear armor anyway (though 
  they’ll be clumsy in it), or they can gain training in 
  the proper use of armor (with the various Armor 
  Proficiency feats—light, medium, and heavy—and 
  the Shield Proficiency feat), or they can multiclass to 
  add a class that grants them armor proficiency. Even 
  if a wizard or sorcerer is wearing armor with which 
  he or she is proficient, however, it might still interfere 
  with spellcasting. 
  Armor restricts the complicated gestures that a 
  wizards or sorcerer must make while casting any 
  spell that has a somatic component (most do). The 
  armor and shield descriptions list the arcane spell 
  failure chance for different armors and shields. 
  By contrast, bards not only know how to wear 
  light armor effectively, but they can also ignore the 
  arcane spell failure chance for such armor. A bard 
  wearing armor heavier than light or using any type of 
  shield incurs the normal arcane spell failure chance, 
  even if he becomes proficient with that armor. 
  If a spell doesn’t have a somatic component, an 
  arcane spellcaster can cast it with no problem while 
  wearing armor. Such spells can also be cast even if the 
  caster’s hands are bound or if he or she is grappling 
  (although Concentration checks still apply normally). 
  Also, the metamagic feat Still Spell allows a 
  spellcaster to prepare or cast a spell at one spell level 
  higher than normal without the somatic component. 
  This also provides a way to cast a spell while wearing 
  armor without risking arcane spell failure. 
  Table: The Wizard  
  ——–———— Spells per Day ———————  
  Level Base Attack Fort Save Ref Save 
  Will Save Special 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Summon familiar, Scribe Scroll 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — — 
  — 
  2nd +1 
  +0 
  +0 
  +3 
   
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Bonus feat 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
   
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
   
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — — 
  — 
  10th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — — 
  — 
  11th +5 
  +3 
  +3 
  +7 
   
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — — 
  — 
  12th +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — — 
  — 
  13th +6/+1 
  +4 
  +4 
  +8 
   
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th +7/+2 
  +4 
  +4 
  +9 
   
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th +7/+2 
  +5 
  +5 
  +9 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th +8/+3 
  +5 
  +5 
  +10 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th +9/+4 
  +6 
  +6 
  +11 
   
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th +10/+5 
  +6 
  +6 
  +12 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
   
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  MISC: Crafting & Materials 
  42
  Non-Magical Crafting 
   
  For the most part, the rules for crafting non-
  magical equipment  remain the same. However, due 
  to the scarcity and unusual expense of most materials, 
  availability and cost cannot be assumed. The Game 
  Master must be consulted on all efforts to craft non-
  magical items. Materials will often have to be 
  obtained through non-standard means rather than by 
  the simple expenditure of coin. 
   
  As for the crafting process its self, the item’s base 
  cost is still used. Circumstance modifiers may be 
  applied based on equipment and materials. Also, 
  according to the Game Master’s discretion, makeshift 
  materials could result in lower quality equipment, 
  though the crafter should be made aware of that 
  beforehand. 
   
  Masterwork 
   
  It is impossible to craft masterwork components if 
  the base item is made with low quality equipment 
  and materials. Given access to proper facilities and 
  components, however, the rules for masterwork items 
  do not change. 
   
  Magic Items 
   
  All magic items and potions are crafted from 
  “recipes”. These recipes generally require the crafter 
  to be of a certain level, have access to certain spells 
  and feats, and be in possession of certain materials 
  which are usually consumed in the crafting process. 
  Some items require special crafting rites, rituals, or 
  specifications, but most follow the standard crafting 
  rules set forth in your favorite d20 FRPG. 
   
  Scrolls 
   
  As with standard items, the basic components for 
  scrolls must be acquired on a case by case basis. Low 
  quality materials can result in a failure percentage 
  chance, which nullifies the effect and destroys the 
  scroll. 
   
  New Spells 
   
  All spells considered “public knowledge” are 
  contained in the core rules of your favorite d20 FRPG. 
  All other spells from sourcebooks or other sources 
  must be custom crafted by the Player Character. This 
  may require any combination of research, materials, 
  and expenditure at the Game Master’s discretion. 
   
  Standard Materials and Quality 
  Material 
  Class 
  Quality (1-5) 
  Availability (1-5) 
  Tin 
  Metal 
  1 
  3 
  Lead 
  Metal 
  1 
  3 
  Copper 
  Metal 
  2 
  3 
  Gold 
  Metal 
  2 
  1 
  Silver 
  Metal 
  3 
  2 
  Brass 
  Metal 
  3 
  2 
  Bronze 
  Metal 
  4 
  1 
  Rough Iron 
  Metal 
  4 
  1 
  Iron 
  Metal 
  5 
  1 
  Pine 
  Wood 
  1 
  5 
  Cedar 
  Wood 
  2 
  5 
  Birch 
  Wood 
  2 
  5 
  Ebony 
  Wood 
  2 
  2 
  Maple 
  Wood 
  3 
  5 
  Hickory 
  Wood 
  3 
  5 
  Cherry 
  Wood 
  3 
  4 
  Walnut 
  Wood 
  4 
  4 
  Oak 
  Wood 
  5 
  3 
  Shale 
  Stone 
  1 
  4 
  Soapstone 
  Stone 
  2 
  4 
  Sandstone 
  Stone 
  3 
  4 
  Obsidian 
  Stone 
  3 
  1 
  Marble 
  Stone 
  3 
  2 
  Slate 
  Stone 
  4 
  3 
  Granite 
  Stone 
  5 
  3 
  Wool 
  Cloth 
  2 
  5 
  Furs / Hide 
  Cloth 
  2-5 
  3-5 
  Leather 
  Cloth 
  3-5 
  2-4 
  Silk 
  Cloth 
  4-5 
  1 
  Songbird 
  Feathers 
  2 
  5 
  Duck / Goose 
  Feathers 
  3 
  4 
  Falcon / Hawk 
  Feathers 
  4 
  3 
  Eagle 
  Feathers 
  5 
  2 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  MISC: Typical NPC Stats 
  43
  The following templates can be used as examples of 
  the intended power level of the Fields Run Red 
  campaign. A great many more such templates, 
  including all major campaign NPCs, will be found in 
  the Fields Run Red Master Setting when available... 
   
  Kalish Militia (typical Kalish guards) 
   
  Male Human Kalish War1: CR 1; Medium 
  Humanoid ; HD 1d8+1(Warrior) ; hp 9; Init 
  +0; Spd 30; AC:13 (Flatfooted:13 Touch:10); 
  Atk +3 base melee, +1 base ranged; +2 (1d6+1, 
  Mace, light); +1 (1d4+2, Sling); AL NE; SV 
  Fort +3, Ref +0, Will +0; STR 14, DEX 10, CON 
  13, INT 8, WIS 10, CHA 8. 
   
  Skills: Climb +0, Intimidate +0, Jump +0, Ride 
  +0, Swim –1.  
   
  Feats: Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: 
  medium, Point Blank Shot, Quick Draw, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency. 
   
  Possessions:  
  Weapons: Mace, light (fair); Sling. 
  Armor: Leather (fair). 
  Shields: Buckler (fair). 
   
  Conscripts (hired guards of local lords) 
   
  Male 
  Human 
  Com1: 
  CR 
  1; 
  Medium 
  Humanoid ; HD 1d4(Commoner) ; hp 7; Init 
  +0; Spd 30; AC:11 (Flatfooted:11 Touch:10); 
  Atk +1 base melee, +0 base ranged; +1 (1d6+1, 
  Quarterstaff); AL N; SV Fort +0, Ref +0, Will 
  +0; STR 12, DEX 10, CON 11, INT 10, WIS 10, 
  CHA 10. 
   
  Skills: Climb +2, Jump +2, Listen +4, Ride +1, 
  Spot +4, Swim +2.  
   
  Feats: 
  Simple 
  Weapon 
  Proficiency, 
  Toughness. 
   
  Possessions:  
  Weapons: Quarterstaff (standard). 
  Armor: Padded (standard). 
   
  Draggard Elite 
   
  Male 
  Half-Orc 
  Bbn3: 
  CR 
  3; 
  Medium 
  Humanoid (Orc); HD 3d12+6(Barbarian) ; hp 
  29; Init +5; Spd 30; AC:14 (Flatfooted:14 
  Touch:11); Atk +6 base melee, +4 base ranged; 
  +7 (1d10+4, Greatclub); +4 (1d6+3, Javelin); +6 
  (1d3+3, Unarmed strike); SQ: Darkvision (Ex): 
  60 ft.; RF: Orc Blood; AL CE; SV Fort +5, Ref 
  +2, Will +1; STR 16, DEX 12, CON 14, INT 8, 
  WIS 10, CHA 8. 
   
  Skills: Intimidate +5, Jump +2, Listen +2, 
  Survival +6, Swim -1.  
   
  Feats: 
  Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, Improved Initiative, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, Weapon Focus: Greatclub. 
   
  Possessions:  
  Weapons: Greatclub; Javelins (6). 
  Armor: Hide. 
   
  Draggard Officer 
   
  Male Human Kalish Ftr7: CR 7; Medium 
  Humanoid ; HD 7d10+14(Fighter) ; hp 63; Init 
  +5; Spd 30; AC:17 (Flatfooted:16 Touch:11); 
  Atk +10/5 base melee, +8/3 base ranged; +11/6 
  (1d8+3, Longsword); +9/4 (1d6+3, Shortbow, 
  composite ( +3 Str Bonus)); AL LE; SV Fort +7, 
  Ref +3, Will +2; STR 16, DEX 12, CON 14, INT 
  12, WIS 10, CHA 14. 
   
  Skills: Intimidate +12, Listen +7, Ride +11, 
  Spot +7.  
   
  Feats: Alertness, Armor Proficiency: heavy, 
  Armor Proficiency: light, Armor Proficiency: 
  medium, Cleave, Great Cleave, Improved 
  Initiative, Leadership, Power Attack, Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency, 
  Tower Shield Proficiency, Weapon Focus: 
  Longsword, Weapon Focus: Shortbow. 
   
  Possessions:  
  Weapons: Longsword; Shortbow, composite 
  ( +3 Str Bonus); Arrows (50). 
  Armor: Chain shirt. 
  Shields: Shield, heavy steel. 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  
  ©2004 Dungeon Dwellers’ Guild Games, All rights reserved 
  OPEN GAME LICENSE Version 1.0a 
   
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SOURCE: textdata/thevault/Fields Run Red/Fields Run Red Player's Guide.pdf