TEXT: JASON PAUL McCARTAN
  
  COMING SOON!
  
  WORDS AND DESIGN
  Jason Paul McCartan
  COVER ARTWORK
  Fotokvadrat
  INTERNAL ARTWORK 
  William McAusland
  IBP 2054
  Some artwork copyright William McAusland, used with permission. 
  This is a Digital+ title. 
  Buying it in print gets 
  you a digital copy too.
  See our website 
  for details.
  © Copyright 2018 InfiniBadger Press
  Version 1.0 August 2018
  INFINIBADGER.COM
  Swords & Wizardry, S&W, and Mythmere Games™ are trademarks of Matthew J. Finch
  InfiniBadger Press is not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.
  ISBN-10: 1-945826-17-7      ISBN-13: 978-1-945826-17-7
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  Contents
  THE CLASSES ......................... 6
  BARBARIAN..........................................................6
  About Barbarians ..................................................7
  Barbarian Class Abilities .......................................7
  Barbarian Advancement Table ........................10
  NAVIGATOR ......................................................11
  About Navigators................................................12
  Navigator Class Abilities .....................................12
  Navigator Advancement Table ........................15
  NINJA .................................................................16
  About Ninjas ........................................................17
  Ninja Class Abilities ..............................................17
  Ninja Advancement Table ................................20
  RUNECASTER ......................................................21
  About Runecasters .............................................21
  Runecaster Class Abilities ...................................22
  Runecaster Advancement Table .....................24
  Runecaster Runes ...............................................25
  SCHOLAR ...........................................................35
  About Scholars ....................................................35
  Scholar Class Abilities .........................................36
  Scholar Advancement Table ............................37
  SUMMONER .......................................................38
  About Summoners ..............................................38
  Summoner Class Abilities ....................................38
  Summoner Advancement Table.......................39
  Summoner Spell Lists ...........................................40
  VANGUARD .......................................................41
  About Vanguards................................................41
  Vanguard Class Abilities .....................................42
  Vanguard Advancement Table ........................43
  WARMONGER ....................................................44
  About Warmongers ............................................44
  Warmonger Class Abilities ..................................45
  Warmonger Advancement Table.....................46
  THE RACES ........................... 47
  BROKKAN...........................................................47
  GNOME ..............................................................49
  Gnome Variations ...............................................50
  Fey Gnomes ........................................................50
  Urban Gnomes ....................................................50
  HALF-ORC ..........................................................51
  Half-Orc Variations ..............................................51
  Half-Orc Traits ......................................................52
  Half-Orc Physical Features .................................53
  MINOTAUR .........................................................54
  Minotaur Variations .............................................55
  SKYLING .............................................................57
  
  GReetInGs!
  Welcome to the second volume of The Little Book of Adventuring 
  Classes books – a series of minimalist design, small page-count books 
  offering big play options for your gaming table.
  Will you play the mysterious and deadly Ninja, or fight with words and 
  knowledge as a Scholar? Will you command others as a Warmonger, or 
  make sure the way is safe as a Vanguard. Will you allow others to travel 
  other paths as a Navigator, or grow your own Barbarian clan and tribe? 
  Will you master magical runes as a Runecaster or be a Summoner that 
  can call beasts and creatures magical and non-magical from other 
  planes? All these options stand before you.
  Choose new races including the badger-like Brokkan or the winged 
  Skylings who dwell in their floating aeries. Are you a Half-Orc struggling 
  to find acceptance, or a Minotaur born of chaos? Or are you a gnome, 
  fey magic user or technical genius?
  This supplement for the Swords & Wizardry roleplaying game works best 
  with the Complete version of the game, but can easily be converted to 
  work with the other older versions. The content within can also be readily 
  used with other roleplaying game systems if you have an alternative 
  favorite rule set.
  
  6
  tHe CLAsses
  BARBARIAn
  Prime Attribute: STR 13+ (+5%) Experience Bonus
  Hit Dice: 1d10 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Any
  Attack Table: Fighter
  “You may think me uncivilized, but I am not. I am merely a product of a 
  different way of life, a better way of living and being. I am closer to the 
  world and its inhabitants than you are, with your cities of towering spires 
  and your inhumanity to other’s needs. My clan is strong, our way of life 
  strong, and our resources abundant. But do not think we are beneath 
  you. In truth, it is truly the other way around. And do not test my mettle or 
  resolve, for you will not find it wanting. You have been warned.”
  Often seen with prejudice as “uncivilized brutish others”, Barbarians are 
  anything but. While their ways may seem different from much of the rest 
  of the world or hew to old ideas of community and prestige, they still have 
  advanced knowledge in many areas including warfare, construction, 
  healing, magic, and lore. They believe in the oral traditional, with each 
  Barbarian having a love of their own tribe’s history as well as their own 
  family, and they can recount generations of history and tradition that 
  has been passed to them. Tribes are made up of a large number of 
  
  7
  interrelated or independent clans that swear allegiance to each other. 
  Many clans are made up of different races and species; allegiance to 
  the clan is more important than anything else.
  Barbarians can be feral and enter a killing rage, and when working 
  with other Barbarians become even more deadly. Most have an 
  animal companion related to a totem spirit, and the bond between 
  the companion and Barbarian stays until one or the other dies.  
  ABout BARBARIAns
  ALIGNMENT: Barbarians have a strong self of honor and follow a code 
  of conduct relating to their tribe. They are usually lawful, although those 
  who have been exiled may become chaotic and seek to avenge 
  themselves against their tribe.
  STRANGER TO URBANIZATION: Barbarians are not comfortable in 
  urban environments, and they have a -2 saving throw modifier in any 
  settlement larger than a village that is not a barbarian settlement.
  TITLE: A Barbarian that reaches 7th level gains the title of Chieftain. 
  At 10th level, they gain the title of Chieftain Lord, and a place at the 
  Chieftain’s Council, a special conclave open to all Chieftain Lords or 
  more powerful. At 12th level they gain the title of Chieftain King and 
  the right to sit at the King’s Council with other Chieftain Kings. The most 
  powerful Chieftain King is known as the High King.
  BARBARIAn CLAss ABILItIes
  WEAPON SPECIALIZATION (1st):  Barbarians can choose to specialize in 
  using a particular weapon at any time between character levels 1-3 
  Doing so allows them to gain a +1 bonus to attack with that weapon, 
  while suffering a -1 bonus to attack with all other weapons. If a Barbarian 
  chooses not to specialize before becoming character level 3, they 
  cannot specialize in this way. At level 5, 10, 15, and 20, the bonus and 
  penalty increases by an additional +1/-1.
  
  8
  BARBARIAN RAGE (1st): Barbarians can enter into a fighting rage that 
  turns them into powerful combatants. While in this rage, the Barbarian 
  gains a bonus to attack and damage (see Advancement Table below) 
  as well as a +2 [-2] Armor Class modifier. The number of rages they can 
  invoke daily depends on their character level (see Advancement Table 
  below). A single rage lasts a number of rounds equal to 2 + their CON 
  modifier. A Barbarian can end their rage early without any penalty. 
  TOUGH AS NAILS (1st): Each day, a Barbarian gains a number of 
  temporary hit points equal to their current character level. These 
  temporary hit points are used to help absorb damage taken in any 
  way, such as in combat or falling. Any unused temporary hit points not 
  used at the end of a day are lost, and the temporary hit points are 
  refreshed after a long rest.
  STRONGWILLED (1st): Barbarians gain a +2 to saving throws involving 
  their sense of self or purpose. This saving throw bonus is not available 
  while they are in a rage.
  SWIFTFOOTED (1st): A Barbarian wearing medium, light, or no armor, and 
  who is not overly encumbered can move faster, gaining an additional 
  +2 to their Movement.
  ENDURING STRENGTH (1st): A Barbarian is accustomed to carrying gear 
  and equipment as they travel. They may ignore up to 5x their current 
  character level in pounds of carried weight.
  ANIMAL COMPANION (3rd): The Barbarian gains an animal companion 
  that travels with them. The animal companion may be up to a 2 hit 
  dice creature. The Barbarian may only have one animal companion 
  at a time. If the animal companion dies, the Barbarian may gain a 
  replacement animal companion of the same or a different type after 
  1d10 days have elapsed. When the Barbarian reaches 5th level, the 
  animal companion may be a creature with up to 4 hit dice.  At 10th 
  level, the animal companion may have up to 8 hit dice.
  
  9
  STRENGTH IN NUMBERS (3rd): Every Barbarian in a party that remains 
  conscious and engaged in combat gains a +1 to attack or damage 
  to opponents, up to a maximum bonus of +5. The bonus can be split 
  between attack or damage each round as desired, but the split must 
  be declared before an attack roll is made.
  COMPANION TACTICS (5th): The Barbarian and their companion animal 
  can work together to harry their opponents. Both the Barbarian and 
  animal companion gain a +1 bonus to attack rolls on the same target. 
  When attacking, due to the distracting nature of their joint attack, the 
  second attacker gains an additional +1 bonus to attack.
  ESTABLISH CLAN (7th): The Barbarian may form their own clan, complete 
  with their own unique clan name. They may draw other Barbarian 
  families to their clan, even those in another clan. As the clan grows 
  in size, so does a Barbarians reputation, and they gain bonuses when 
  interacting within their own clans and with other clans.
  CLAN SIZE
  BONUS WITHIN 
  CLAN
  BONUS OUTSIDE 
  OF CLAN
  2-25
  +0
  +0
  26-75
  +1
  +1
  76-150
  +2
  +1
  151-300
  +3
  +2
  301-600
  +4
  +2
  600-1000
  +5
  +3
  1000+
  +6
  +4
  Barbarians recruit others into their clans by asking for an oath of fealty. 
  In return, they will provide clan members with resources and support.
  ESTABLISH STRONGHOLD (12th):  The Barbarian can now establish a 
  stronghold settlement that their clan makes their home. The majority of 
  clan members will reside here, while others adventure. 
  
  10
  BARBARIAn AdvAnCement tABLe
  LEVEL
  EXPERIENCE 
  PTS
  RAGES 
  PER 
  DAY
  RAGE 
  ATTACK/
  DAMAGE
  BONUS
  HIT DICE 
  (d10)
  SAVING 
  THROW
  1
  0
  1
  +2
  1
  14
  2
  2,250
  1
  +2
  2
  13
  3
  4,500
  1
  +2
  3
  12
  4
  9,000
  2
  +2
  4
  11
  5
  18,000
  2
  +3
  5
  10
  6
  36,000
  2
  +3
  6
  9
  7
  72,000
  3
  +3
  7
  8
  8
  144,000
  3
  +4
  8
  7
  9
  288,000
  3
  +4
  9
  6
  10
  388,000
  4
  +5
  10
  5
  11
  488,000
  4
  +6
  11
  4
  12
  588,000
  4
  +7
  12
  4
  13
  738,000
  5
  +8
  12+ 1 hp
  4
  14
  888,000
  5
  +9
  12+ 2 hp
  4
  15
  1,038,000
  5
  +10
  12+ 3 hp
  4
  16
  1,158,000
  6
  +11
  12+ 4 hp
  4
  17
  + 200,000
  7
  +12
  + 1 hp/
  level
  4
  
  11
  nAvIGAtoR
  Prime Attribute: WIS 13+ and INT 13+ (+5%) Experience Bonus
  Hit Dice: 1d6 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Any
  Attack Table: Magic-User
  “You have been wise in choosing to use the services of a Navigator, for 
  we can get you to where you need to go, safely and efficiently, unless 
  it is one of the forbidden destinations. As long as you have the coin and 
  you agree with this contract, I will transport you wherever you wish to go.  
  What happens after that is up to you...”
  Navigators travel throughout the known world, offering their services to 
  those who wish to move quickly and safely between different physical 
  locations. They do this through Waygates, permanent structures or 
  temporarily summoned portals that connect with each other in a 
  complex matrix across the world, passing through a realm that exists 
  outside of normal space and time. Travel between these Waygates can 
  be dangerous, and only a true Navigator can help keep those walking 
  the Manifold Paths safe.
  Almost all Navigators are members of the Navigator’s Guild and follow 
  the creed of the Guild: Keep safe those who choose to walk the 
  Manifold Paths. Guild membership allows Navigators a central location 
  to associate with other Navigators, to offer their services to private 
  patrons (and sometimes the public), and to recharge, repair, or replace 
  their Lodestones. On those occasions where there is need,  Navigators 
  may offer their services to armies, working together to help field large 
  numbers over vast distances.
  A small number of Navigators turn rogue, abandoning the Guild. Over 
  time as the power of their Lodestone fades they find alternative ways 
  to charge it, often drawing on dark and mysterious magics that corrupt 
  them, and they become known as The Lost.
   
  
  12
  ABout nAvIGAtoRs
  ALIGNMENT: Navigators are of lawful alignment.
  LODESTONES Navigators gain their extraordinary powers by being 
  attuned to their Lodestones. If a Navigator loses a Lodestone or it is 
  removed from their body, they are unable to use any of their Class 
  abilities until they have another embedded either at a Navigator 
  Guildhall, by crafting one themselves, or through some other magical 
  means. 
  WAYGATES Waygate connections remain intact until the establishing 
  Navigator disconnects the link between both Waygates. A Navigator on 
  a path between two Waygates can close the Waygate nearest to them 
  so that others cannot access the Waygate – it becomes ‘engaged’ until 
  the other Waygate connection is dismissed. Waygates may only have 
  one connection established to any other Waygate (even a summoned 
  one) at a time. While there is a connection established to a gate, other 
  incoming connections are resolved based on a first-in-line-approach.
  nAvIGAtoR CLAss ABILItIes
  LODESTONE (1st): The Navigator has a Lodestone, a magical gemstone 
  that links them to the Manifold Paths. Through this lodestone, they can 
  sense the magical energies of Waygates, and can stay within the safe 
  path between two Waygates. The color of the gemstone used for the 
  Lodestone affects the color of the Waygate portal.
  As the Navigator rises in power, they can use their Lodestone more 
  efficiently. Lodestones are charged with energy, and as Navigators 
  become more powerful, their Lodestones can hold more charges. A 
  charge is used upon entering a Waygate, but not exiting it. Lodestones 
  can be recharged at a Navigator Guildhall (each charge takes an 
  hour and requires the Navigator staying within 10 feet of a Master 
  Lodestone), or by the Navigator themselves using Waygates if they are 
  of a higher level.
  
  13
  The Lodestone counts as a magic item and can be detected as such, 
  except when a Navigator uses their Cloak Lodestone ability.
  KNOW THE WAY (1st): When standing within 10 feet of an open Waygate, 
  the Navigator can determine the linked Waygate’s location.
  MARKER (1st): The Navigator can place a marker in the world that lasts 
  for 1d8+2 days. They can sense these markers up to 1000 feet for each 
  character level they have.
  TRAVERSE THE PATH: (1st): The Navigator can use Waygates to travel 
  between two points, and allow others to travel with them. The Waygates 
  must already be opened to the Navigator, and be within a range that 
  the Navigator can traverse (see Advancement Table below). When 
  entering the Waygate, the Navigator must roll a d100. If the result is 
  equal to their Waygate Travel skill (see Advancement Table below), 
  then the connection between the Waygates is strong and secure. If the 
  result is higher then roll another d100. That determines as a percentage 
  along the pathway between Waygates where the Path is weakened. 
  Navigator
  The amount of time taken to travel depends on the Navigator’s 
  character level. For each hour that it would take to normally travel the 
  distance, divide it by 1 +the Navigator’s character level. That is the true 
  travel time.
  Once inside a Waygate, a Navigator can close it behind them to restrict 
  access to it. This does not disrupt the path they are currently on.
  WAYGATE COMMUNICATION (2nd):  The Navigator can speak through 
  their Lodestones while standing within 10 feet of an open Waygate 
  to another Navigator at the opposing Waygate, or to any Navigator 
  currently traveling between the two Waygates.
  LOCATE NAVIGATOR (2nd): The Navigator can locate other Navigators 
  over distance and know where they are in a general sense. This uses up 
  a charge in their Lodestone. The range is determined by the Navigator’s 
  character level (see Advancement Table below).
  
  14
  LOCATE WAYGATE (3rd): The Navigator can locate Waygates and their 
  state (open or closed) over distance. 
  CHARGE LODESTONE (4th): The Navigator can now recharge their 
  Lodestone by remaining close to a Waygate. For each day they stay 
  near a Waygate, they regain one charge in their Lodestone.
  CLOAK LODESTONE (5th): The Navigator can hide the magical energy 
  of their Lodestone from prying eyes by using up a charge. It is no longer 
  detectable as a magic item for a number of hours equal to their current 
  character level. This may be performed multiple times in a day.
  SUMMON WAYGATE (7th): The Navigator can summon an emergency 
  Waygate, linking it to any other permanent existing Waygate that is not 
  currently in use and that they know about. This summoning uses two 
  charges from their Lodestone.  These Waygates are more difficult to 
  traverse than normal and the Navigator suffers a -40% penalty in their 
  Waygate Travel skill while they Traverse The Path.
  LOCATE SPECIFIC NAVIGATOR (6th): The Navigator can locate a 
  specific Navigator they have previously met in person over distance. 
  This uses up a charge in their Lodestone. The range is determined by the 
  Navigator’s character level (see Advancement Table below).
  CRAFT LODESTONE (10th): The Navigator can create a new Lodestone, 
  either for their own use or for another Navigator. This requires a 
  flawless gemstone of any type being given a single charge at a 
  Master Lodestone, a Waygate, or transferring a charge from another 
  Navigator’s Lodestone.
  
  15
  nAvIGAtoR AdvAnCement tABLe
  LEVEL
  EXPERIENCE 
  PTS
  LODESTONE 
  CHARGES
  WAYGATE 
  TRAVEL
  RANGE 
  (MILES)
  HIT DICE 
  (d6)
  SAVING 
  THROW
  1
  0
  1
  50%
  50
  1
  15
  2
  2,000
  1
  55%
  100
  2
  14
  3
  4,000
  1
  60%
  200
  3
  13
  4
  8,000
  1
  65%
  400
  4
  12
  5
  16,000
  2
  75%
  800
  5
  11
  6
  32,000
  2
  80%
  1,600
  6
  10
  7
  64,000
  2
  90%
  3,200
  7
  9
  8
  128,000
  3
  95%
  6,400
  8
  8
  9
  256,000
  3
  96%
  12,800
  9
  7
  10
  350,000
  4
  97%
  25,600
  10
  6
  11
  450,000
  5
  98%
  50,000
  10+ 1 hp
  5
  12
  550,000
  6
  99%
  75,000
  10+ 2 hp
  4
  13
  650,000
  6
  99%
  100,000
  10+ 3 hp
  4
  14
  750,000
  6
  99%
  100,000
  10+ 4 hp
  4
  15
  850,000
  6
  99%
  100,000
  10+ 5 hp
  4
  16
  950,000
  6
  99%
  100,000
  10+ 6 hp
  4
  17
  1,100,000
  6
  99%
  100,000
  10+ 1 hp
  4
  18
  1,350,000
  6
  99%
  100,000
  10+ 1 hp
  4
  19 +
  + 150,000
  6
  99%
  100,000
  + 1 hp/
  level
  4
  
  16
  nInJA
  Prime Attribute: DEX 13+ and WIS 13+ (+5%) Experience Bonus
  Hit Dice: 1d6 per level
  Armor/Shield Permitted: Cloth and light armor only
  Weapons Permitted: Any
  Races Allowed: Human, Elf, Half-Elf
  Attack Table: Fighter
  “You may have heard of the Ninja, mysterious masters of the martial 
  art known as ninjitsu. What you know is only half-truths and the terrified 
  ramblings of madmen who claim to have survived meeting one – if they 
  were truly visited by a Ninja they would not be here to tell the tale. The 
  true Ninja is a master of disguise and stealth and will never allow others 
  to expose them for what they are: spies, thieves, and killers who will work 
  for pay without questioning the morality involved in what they do. They 
  provide a service and let others worry about the ramifications of that 
  service. They are something this world desperately needs. Now, what is it 
  you wish of this Ninja?”
  Ninja are covert agents skilled in the martial arts as well as infiltration, 
  espionage, sabotage, and assassination. While sharing many skills as 
  samurai, they are seen to be without honor because of their tactics 
  and they way they operate; while the samurai commits their service to 
  a lord or lady, a Ninja takes pay from whoever needs their clandestine 
  services. Ninja are slight in build and nimble with wiry musculature, all 
  the better for them to be able to go places where few others can travel, 
  such as on top of a building or in the spaces between walls where they 
  can eavesdrop. They are masters of disguise and mimicry and can 
  blend into society so well that no-one would suspect their true origin. 
  Every Ninja belongs to a clan and an expulsion from the clan (which 
  rarely happens, but can) is effectively a death warrant to be served by 
  any other clan member. Each clan has its own rules, but all Ninja follow 
  the same central Code: never betray the clan, never divulge secrets to 
  
  17
  non-Ninjas, complete the assignment at all costs, and if caught escape 
  as soon as you can or give up your life. 
  ABout nInJAs
  ALIGNMENT: Contrary to popular belief, Ninja are not chaotic. They 
  believe strongly in order – just a very specific kind. Ninjas are lawful even 
  if they perform acts that may be viewed by others as unlawful and 
  breaking actual legal laws.
  THE NINJA CODE: The Ninja follows a strict code of honor that directs 
  how they will use their skills and abilities. They will continue to attempt 
  to complete any mission they have been given, even at the risk of their 
  own death.
  NINJA ATTIRE: Ninjas blend into the general population most of the time, 
  dressing in their traditional costume only when needed, which is usually 
  when carrying out an assignment.
  nInJA CLAss ABILItIes
  STEALTHY (1st): The Ninja gains all of the Thief Thieving Skills class ability 
  at two levels higher than their current character level. Racial bonuses 
  apply.
  ALERTNESS (1st): The Ninja is rarely surprised. Any party containing a 
  Ninja is surprised only on a roll of 1 on a 1d6. They can also surprise others 
  on a roll of 1-3 on a 1d6.
  DEFLECT MISSILES (1st): The Ninja can deflect arrows, bolts and thrown 
  weapons with a successful saving throw. At 4th level, they can catch 
  them.
  MARTIAL MASTER (1st): The Ninja gains the Monk’s Weaponless Damage 
  for all unarmed attacks.
  
  18
  FAST MOVEMENT (1st): The Ninja can change to their base Movement 
  speed in the same way that Monks do.
  SAVING THROWS (1st): The Ninja gains a +2 bonus to all saves involving 
  acrobatics, agility, or dexterity, and on those relating to poisons.
  AGILE DEFENSE (1st): When wearing no armor at and remaining 
  unencumbered, the Ninja gains a -2 [+2] Armor Class bonus. At 5th level 
  and every 5 levels after that, it increases by -1 [+1].
  WEAPON SPECIALIZATION (1st): The Ninja chooses a melee weapon 
  specialization and a missile weapon that they excel at using. They gain 
  +1 to attack and damage with these weapons. At 4th level, they may 
  choose another specialization for both melee and missile, as well as at 
  8th level and 12th level.
  MELEE
  MISSILE
  Short and long sword 
  (Daisho)
  Shortbow or longbow
  Flails 
  (Kasurigama and Manriki-Gusari)
  Spears
  Claw gloves (Tekko-Kagi) and 
  knuckle dusters (Tekken)
  Shuriken
  Polearms
  Throwing knives or blades 
  (shuriken)
  Non-weapons (Kunai)
  Darts 
  (thrown or blowgun)
  KAKUTE (1st): The Ninja has a ring with one or more horns in it that can 
  be worn on a finger. Grabbing an opponent’s limb or body with the 
  horns facing inward caused 1 hit point of damage and requires the 
  opponent to pass a saving throw or miss their next action as the Ninja 
  flees or performs another attack. The horn may be coated with poison 
  that is injected when pressed against unarmored flesh.
  POISON MASTERY (1st): The Ninja gains the Assassin’s Poisons class ability. 
  They have enough knowledge to create their own poisons, as long as 
  they have ingredients and pass a Poison Creation roll (see Advancement 
  
  19
  Table below). A fail uses up all of the ingredients gathered, whilst a 
  success creates 1d6 doses of the desired poison.
  SPECIAL MOVES (1st): The Ninja gains the ability to use a special combat 
  move every third level after the first from those listed below (see Ninja 
  Advancement Table below):
  SPECIAL MOVE
  EFFECT
   Silent Strike
  Attacks unnoticed from behind or the flank 
  are at +4 and do double damage.  At four 
  levels higher than originally selected, damage 
  becomes tripled. At eight levels higher than 
  when originally selected, it quadruples.
   Eye/Throat 
  Strike
  The opponent must make a saving throw. If 
  they fail for an eye strike, they are blinded for 
  d6 rounds. If they fail a throat strike, they are 
  stunned for d4 rounds as they try to catch their 
  breath. Can be used once per encounter. 
   Ki Strike
  A focused unarmed attack does 1d6 damage 
  and the target must make a saving throw or be 
  thrown backwards and onto the ground 2d10 
  feet away. Can be used once per encounter.
   Ki Dodge
  For the remainder of and encounter, the Ninja gains 
  an effective Armor Class bonus of -4 [+4]. This can 
  be used once per day.
   Speed Climb
  The Ninjas land movement speed becomes their 
  climbing speed. Can be used once per day.
  Leaping
  The Ninja can leap and jump 25% further than 
  normal, and gains a +2 bonus to saving throws 
  for leaping. At 4 levels above the character level 
  this is gained at, it increases to 50%, and at 9 
  levels above it becomes 100%.
  Smoke Bomb
  The Ninja can use smoke bombs to help escape 
  or blind/confuse an opponent. The smoke bomb 
  must be dropped directly in front of the target 
  who must then make a saving throw. If they fail, 
  they are blinded for 1d4 rounds. The Ninja can 
  have that a maximum of 6 smoke bombs at any 
  time. It takes an hour and the correct ingredients 
  to make a new smoke bomb.
  DISGUISE (3rd): The Ninja gains the Assassin Disguise class ability.
  
  20
  TWIN WEAPON FIGHTING (4th): The Ninja can make two attacks each 
  round with their melee special attack weapons at the same target with 
  both at -2 to attack. At 6th level, this becomes a  -1 and each attack 
  can be directed against a different opponent. At 9th level the penalty 
  is removed completely. 
  MULTIPLE ATTACKS (6th): The Ninja can make two attacks per round (on 
  top of Twin Weapon Fighting), one each against two close combat 
  opponents that are at least two levels lower than the Ninja.
  NINJA CLAN (10th): The Ninja may form a clan under their own banner, 
  recruiting less powerful Ninja to their cause. The clan will have an 
  established hidden base of operations.
  nInJA AdvAnCement tABLe
  LEVEL
  EXPERIENCE 
  PTS
  POISON 
  CREATION
  KNOWN 
  SPECIAL 
  MOVES
  HIT DICE 
  (d6)
  SAVING 
  THROW
  1
  0
  25%
  1
  1
  14
  2
  1,750
  30%
  1
  2
  13
  3
  3,500
  35%
  2
  3
  12
  4
  7,000
  45%
  2
  4
  11
  5
  14,000
  50%
  2
  5
  10
  6
  28,000
  55%
  2
  6
  9
  7
  56,000
  60%
  3
  7
  8
  8
  112,000
  65%
  3
  8
  7
  9
  224,000
  70%
  3
  9
  6
  10
  424,000
  75%
  4
  10
  5
  11
  624,000
  80%
  4
  10+ 1 hp
  4
  12
  724,000
  85%
  4
  10+ 2 hp
  4
  13
  824,000
  90%
  5
  10+ 3 hp
  4
  14
  924,000
  95%
  5
  10+ 4 hp
  4
  15
  1,024,000
  99%
  5
  10+ 5 hp
  4
  16
  1,224,000
  99%
  6
  10+ 6 hp
  4
  17
  1,424,000
  99%
  6
  10+ 7 hp
  4
  18
  1,624,000
  99%
  6
  10+ 8 hp
  4
  19 +
  + 200,000
  99%
  7
  + 1 hp/level
  4
  
  21
  RuneCAsteR
  Prime Attribute: WIS 13+ (+5%) Experience Bonus
  Hit Dice: 1d4 per level
  Armor/Shield Permitted: Any light or medium
  Weapons Permitted: Any small weapons
  Races Allowed: Any
  Attack Table: Cleric
  “With this rune, I empower thee. With this rune, I change thee. With this 
  rune, I become thee. Learn these words well, and keep them to heart. The 
  Runecaster’s way is not for everyone. It is a powerful form of magic that 
  is different from other types, and only those that are truly touched by the 
  gods can wield runes.” 
  Runecasters are a specialist magic caster that draw and etch magic 
  runes into the air and onto objects.  Each rune has different effects, 
  and more complicated and powerful versions of each rune have more 
  powerful effects. More powerful Runecasters can embed magic deeply 
  into objects, creating temporary and permanent magic items powered 
  by the runes bound to them. As long as a Runecaster has a free hand, 
  they can create and activate runes.
  ABout RuneCAsteRs
  RUNES: There are three forms of runes, that a Runecaster may cast: 
  Lesser, Greater, and Ultimate. Greater runes cannot be cast until the 
  Lesser version of it has been cast and the Runecaster has reached a 
  certain character level. Ultimate runes cannot be cast until the Greater 
  form of a rune is learned, and the character has reached a certain 
  level (see Advancement Table below). Runecasters must learn new 
  runes from other Runecasters, and always only learn the Lesser version; 
  more powerful versions become learned by experimenting and using 
  the runes.
  
  22
  Casting runes costs a number of Rune Points, depending upon the type 
  of rune. A Runecaster’s Rune Points are equal to their character level. 
  They replenish after a long rest, typically 8 hours of uninterrupted sleep. 
  RUNE FORM
  RUNE POINT COST
  Lesser
  1
  Greater
  2
  Legendary
  4
  When runes are cast or activated, they expel bright radiant electric 
  light in various hues of the rainbows; runes do not otherwise indicate 
  that they are magical. Shielded runes, even in items, do not give off this 
  light. 
  RUNES AND MAGIC ITEMS: Items that are magically enchanted may 
  have runes cast upon them, but if the magic item loses its magic, for 
  example if the item is disenchanted, then all runes on the item are also 
  removed. 
  TITLE: Runecasters have no title until they can cast more complicated 
  runes. At 6th level they become known as Runemasters. At 12th level 
  they are known as Runelords. Once a Runecaster has mastered all 
  Lesser runes they are known as a High Runelord; there have only ever 
  been a handful of these throughout history.
  RuneCAsteR CLAss ABILItIes
  RUNECASTER (1st): Runecasters are able to invoke runes, drawing them 
  as glowing rune forms that hang in the air. Runecasters start knowing 
  3 lesser rune forms, and learn a new Lesser rune form each level they 
  advance according to the Runecaster Advancement Table. The 
  Runecaster can cast a number of runes of any type known each day as 
  long as they have enough Rune Points. The Runecaster Advancement 
  Table shows the number of Rune Points they have each character level. 
  Casting a rune takes at least one action.
  
  23
  RUNEBINDER (4th): The Runecaster can cast a known rune onto a 
  physical item or location or another person. This requires paying the Rune 
  Point cost for it. It can be immediately active or have a trigger placed 
  into to it that causes activation. The rune remains active until it is either 
  removed by the Runecaster who cast it, it is dispelled, or it is activated. 
  Bound runes can be detected as magic, and any Runecaster of any 
  level will be able to see them unless the rune is shielded. The number 
  of runes that an individual item may contain is equal to the 1/5 of the 
  Runecaster’s character level rounded up.
  RUNEMASTER (6th): A Runecaster can now learn Greater forms of a rune. 
  They can learn one each character level, as long as they know the 
  Lesser version of it. Lesser rune forms can now also be cast as shielded, 
  hiding them from magical detection as well as from other Runecasters. 
  RUNESMITH (8th): The Runecaster can now bind known runes 
  permanently into physical items such as weapons and armor, turning 
  them into magical items. The rune is made active as soon as it is bound 
  to the item. A rune item may contain up to 1/5 of the Runecaster’s 
  character level rounded up. Any rune in a rune item can be replaced 
  by another rune that the Runecaster knows and casts, spending the 
  appropriate Rune Points.
  Anyone may wield the rune item and use its bound rune abilities once 
  per day without requiring Rune Points. A Runecaster can choose to 
  spend additional Rune Points for additional activations – this allows 
  Runecasters to use rune items they do not know the rune form for.
  Runes can only be removed by their creator or by another Runecaster 
  of higher character level that can separate the rune from the object or 
  replace it. A Runecaster of a higher level can extract the rune from a 
  rune item and learn its Lesser form. Some magic items, spells, or rituals 
  can also remove runes.
  
  24
  RUNELORD (12th):  The Runecaster may now cast Ultimate versions of 
  rune forms as long as they know the Greater form of the rune, and learn 
  one Ultimate form each character level going forward. At 15th level, 
  Ultimate rune forms can now be cast as shielded, hiding them from 
  magical detection as well as from other Runecaster. 
  RuneCAsteR AdvAnCement tABLe
  LEVEL
  EXPERI-
  ENCE PTS
  RUNE 
  POINTS
  RUNES KNOWN
  HIT DICE 
  (d4)
  SAVING 
  THROW
  LESSER
  GREATER
  LEGENDARY
  1
  0
  1
  3
  -
  -
  1
  15
  2
  1,500
  2
  4
  -
  -
  2
  14
  3
  3,000
  3
  5
  -
  -
  3
  13
  4
  6,000
  4
  6
  -
  -
  4
  12
  5
  12,000
  5
  7
  -
  -
  5
  11
  6
  24,000
  6
  8
  1
  -
  6
  10
  7
  48,000
  7
  9
  2
  -
  7
  9
  8
  100,000
  8
  10
  3
  -
  8
  8
  9
  200,000
  9
  11
  4
  -
  9
  7
  10
  300,000
  10
  12
  5
  -
  10
  6
  11
  400,000
  11
  13
  6
  -
  10+ 1 hp
  5
  12
  500,000
  12
  14
  7
  1
  10+ 2 hp
  4
  13
  600,000
  13
  15
  8
  2
  10+ 3 hp
  4
  14
  700,000
  14
  16
  9
  3
  10+ 4 hp
  4
  15
  800,000
  15
  17
  10
  4
  10+ 5 hp
  4
  16
  900,000
  16
  18
  11
  5
  10+ 6 hp
  4
  17
  1,000,000
  17
  19
  12
  6
  10+ 7 hp
  4
  18
  1,200,000
  18
  20
  13
  7
  10+ 8 hp
  4
  19
  1,400,000
  19
  21
  14
  8
  10+ 9 hp
  4
  20
  1,600,000
  20
  21
  15
  9
  10 + 10 
  hp/level
  4
  21 +
  + 200,000
  21
  21
  +1 
  per 
  level
  +1 per 
  level
  + 1 hp/
  level
  4
  
  25
  RuneCAsteR Runes
  Each rune form has three levels that can be learned: Lesser, Greater, 
  and Legendary. The previous level of a rune form must be learned 
  before the next level can be learned. Some effects for a rune are 
  included, extended, or changed for certain forms. See individual rune 
  descriptions for specific details.
  AIR
  RUNE FORM
  EFFECT
  LESSER
  Generates a blast of air with range of 60 feet. 
  Target must make a saving throw or be knocked 
  onto their backs.
  GREATER
  Generates a cone of air with range of 120 feet 
  and width of up to 60 feet. All targets in the 
  contact area must make a saving throw or be 
  knocked back 2d10 feet and onto their backs. 
  They also take d6 damage, no matter if the 
  saving throw is made or not.
  LEGENDARY
  Generates a wave of air with a range of 180 
  feet and a width of 60 feet. All targets within the 
  contact area must make a saving throw or be 
  thrown backwards 120 feet and up to 30 feet into 
  the air. They also take 2d6 damage from the initial 
  strike, and any other falling or other damage 
  incurred.
  ConCeALInG
  RUNE FORM
  EFFECT
  LESSER
  Become invisible to all non-magical senses for 1 
  turn, even in combat.
  GREATER
  Become invisible to all non-magical senses for 1d6 
  turns, even in combat.
  LEGENDARY
  Become invisible to all non-magical senses for 2d6 
  turns, even in combat.
  
  26
  CRAFtInG
  RUNE FORM
  EFFECT
  LESSER
  The amount of time spent crafting a non-magical 
  item is counted as 2x the real amount of time.
  GREATER
  The amount of time spent crafting a non-magical 
  item is counted as 5x the real amount of time. 
  Magical items are affected as the Lesser version.
  LEGENDARY
  The amount of time spent crafting a non-magical 
  item is counted as 10x the real amount of time. 
  Magical items are affected as the Greater 
  version.
  deteCtIon
  RUNE FORM
  EFFECT
  LESSER
  One type of broad detection (magic, life, evil 
  etc.) can be performed up to 20 feet away. 
  The exact details are not know, only the rough 
  position. This lasts for 1 turn.
  GREATER
  One type of broad detection (as above) can be 
  performed up to 100 feet away. Minor details are 
  known about those detected. This lasts for 1d6 
  turns.
  LEGENDARY
  One type of broad detection (as above) can be 
  performed up to 200 feet away. Major details are 
  known about those detected. This lasts for 2d6 
  turns.
  eXtendInG
  RUNE FORM
  EFFECT
  LESSER
  Extends the length and duration by 2x of other 
  cast runes from the initial casting. Can be applied 
  multiple times to the same rune, as well as be 
  bound multiple times in the same item. If bound 
  into an item, it can affect the runes in the item, or 
  other runes that the Runecaster casts.
  GREATER
  The length and duration is now up to 5x normal.
  LEGENDARY
  The length and duration is now up to 10x normal.
  
  27
  FIRe
  RUNE FORM
  EFFECT
  LESSER
  A small bolt of fire launches from the caster’s 
  hand or item and strikes a target within 120 feet, 
  doing d4 damage for each character level of the 
  caster, and setting flammable objects on fire.
  GREATER
  The range of the bolt is increased to 240 feet, 
  growing in size into a large 2 foot diameter ball 
  that explodes as it strikes its target. It does full 
  damage the target and anything else within 10 
  feet, and half damage up to 20 feet. Damage is 
  d6 per character level of the caster.
  LEGENDARY
  The ball now becomes a stream of fire that can 
  be aimed and sustained up to 240 feet and 
  sustained by the caster as long as there are rune 
  points to spend. Damage is d8 per character level 
  of the caster, and it does full damage within 20 
  feet of where the fire lands.
  ICe
  RUNE FORM
  EFFECT
  LESSER
  A small bolt of ice launches from the casters hand 
  or item, striking a target within 120 feet. It does d4 
  damage for each character level of the caster. If 
  the target is a living being, it must make a saving 
  throw, or be slowed for 1d4 rounds. Slowing 
  reduces initiative and attack rolls by a -2 penalty.
  GREATER
  The bolt becomes a ball has a range of 240 
  feet and that explodes as it strikes the target. It 
  does d6 damage to everything 10 feet and half 
  damage up to 20 feet. Living creatures in the 
  blast area must make saving throw of become 
  slowed for 1d6 rounds as per the Lesser rune.
  LEGENDARY
  The ice bolt becomes an icy spray that can 
  be aimed and sustained up to 240 feet by the 
  Runecaster as long as there are rune points to 
  spend. Damage is d8 within 20 feet of the end 
  of the spray, and all living characters must make 
  saving throw or be slowed as per the Lesser rune.
  
  28
  ILLusIon
  RUNE FORM
  EFFECT
  LESSER
  Creates an illusion that lasts as long as the invoker 
  can maintain concentration. The illusion may be 
  up to 240 feet away, but is relatively minor, though 
  those who see it believe it to be real unless they 
  pass a saving throw. The illusion warps reality 
  where it occurs. Those who do no pass the saving 
  throw can be harmed by the illusion, which may 
  be up to 10 square feet in size, with different 
  width, height, and depth. If the illusion is bound 
  into an item it cannot be adapted while active.
  GREATER
  The illusion may now be up to 20 square feet in 
  size.
  LEGENDARY
  The illusion may now be up to 30 square feet in 
  size.
  LIFe
  RUNE FORM
  EFFECT
  LESSER
  Heals a target within 10 feet for d4 hit points. 
  Does not heal temporary hit points. Undead take 
  damage instead of recovering hit points.
  GREATER
  Heals friendly targets within a 20-foot radius zone 
  for d6 hit points.
  LEGENDARY
  Heals all friendly targets within a 50-foot radius 
  zone for d8 hit points.
  
  29
  nAtuRe
  RUNE FORM
  EFFECT
  LESSER
  Gain a +2 to all saving throws relating to nature, 
  as well as the ability to move 50% quieter through 
  forests and woodland.
  GREATER
  Gain a +4 bonus to all saving throws relating to 
  nature. Move 75% quieter through forests and 
  woodlands. Additionally, the caster can breath 
  underwater for 1 turn.
  LEGENDARY
  Gain a +6 bonus to all saving throws related to 
  nature. Move through forests and woodlands 
  without making any noise. The caster can also 
  breath underwater for 1 hour.
  PRoteCtIon
  RUNE FORM
  EFFECT
  LESSER
  Gain protection against one type of elemental 
  type (fire, electricity etc.) Gain a +2 bonus to the 
  saving throw, and any damage taken is halved. 
  This protection lasts 1 turn and can only affect 
  one target.
  GREATER
  All targets within a 10-feet radius can receive the 
  same protection, which now lasts 1d6+1 turns.
  LEGENDARY
  All targets within a 25-feet radius may now 
  receive protection lasting 1d8+2 turns.
  sensInG
  RUNE FORM
  EFFECT
  LESSER
  Senses, such as hearing, vision, or smell are 
  improved to 2x the current range. Surprise only 
  occurs on a roll of a 1 on a 1d6 while the rune is 
  active. This lasts for 1d6 turns.
  GREATER
  Senses are improved to 5x the normal range. 
  Not surprised unless magic means are used for 
  concealment. Lasts for 2d6 turns.
  LEGENDARY
  Senses are improved to 10x the normal range. 
  Never suffer from surprise. Lasts for 3d6 turns.
  
  30
  sHoCK
  RUNE FORM
  EFFECT
  LESSER
  A small bolt of lightning launches from the caster’s 
  hand, striking a target within 120 feet. It does d4 
  damage for each character level of the caster. 
  The electricity damage is doubled if wearing 
  metal armor. If the target does not pass a saving 
  throw they find themselves unable to move for 1 
  round.
  GREATER
  An arcing bolt of lightning shoots from the caster’s 
  hand to strike a single target up to 120 feet away, 
  as well as any other characters within a 10-feet 
  radius of the target. It does d6 damage for each 
  character level of the caster. The electricity 
  damage is doubled if wearing metal armor. If 
  the target does not pass a saving throw they find 
  themselves unable to move for 1d6 rounds.
  LEGENDARY
  The electricity arc intensifies and can reach up to 
  240 feet, and affects other characters within a 20-
  feet radius of the target. It does d8 damage for 
  each character level of the caster. The electricity 
  damage is doubled if wearing metal armor. If 
  the target does not pass a saving throw they find 
  themselves unable to move for 2d6 rounds.
  
  31
  sHIFtInG
  RUNE FORM
  EFFECT
  LESSER
  Gain the ability to change into any non-magical 
  creature medium-sized or smaller that has 
  previously been encountered by the caster. Gain 
  the creature’s STR, CON, DEX while retaining the 
  character’s INT, WIS, CHA. Also gain any special 
  attacks or abilities the target creature has, such 
  as flying or swimming. This lasts for 1 turn, but can 
  be deactivated at will by the caster. While shifted, 
  all non-worn equipment including weapons 
  and other equipment are dropped. Each full 
  day spent beyond the first in continuous shifting 
  requires the caster to make a saving throw or 
  remain in the shifted form permanently.
  GREATER
  The caster can now transform into a large 
  creature, and the shifting lasts for 1 hour. Small 
  non-worn items that are carried are pulled into 
  the shifting and are returned as they were when 
  the shifting ends. Each full day spent beyond the 
  first in continuous shifting requires the caster to 
  make a saving throw or remain in the shifted form 
  permanently.
  LEGENDARY
  The caster can now transform into an extra-large 
  creature, and the shifting lasts for 1 day. All items 
  the caster carries are taken into the shifting with 
  them, and are returned when the shifting ends. 
  Each full day spent beyond the first in continuous 
  shifting requires the caster to make a saving throw 
  or remain in the shifted form permanently.
  
  32
  sPeed
  RUNE FORM
  EFFECT
  LESSER
  The target gains +2 to initiative and +2 to all 
  attacks for the next 1d4 rounds. They also gain +2 
  to Movement.
  GREATER
  The target gains +4 to initiative and +4 to all 
  attacks for the next 1d6 rounds. They also gain +4 
  to Movement.
  LEGENDARY
  The target gains +6 to initiative and +6 to all 
  attacks for the next 1d8 rounds. They also gain +6 
  to Movement.
  steALtH
  RUNE FORM
  EFFECT
  LESSER
  Softens all noise and light created by a single 
  target for 1 turn, making them 25% harder to see 
  and hear.
  GREATER
  Softens all noise and light for all targets within a 
  10-feet radius for 1 hour, making them 50% harder 
  to see and hear.
  LEGENDARY
  Softens all noise and light for all targets within 
  a 20-feet radius for 6 hours, making them 75% 
  harder to see and hear.
  stRenGtH
  RUNE FORM
  EFFECT
  LESSER
  The target’s STR is increased to 18 for 1 turn, 
  gaining the benefit of all bonuses at that level. 
  GREATER
  The target’s STR is increased to 18 for 1 hour, 
  gaining the benefits of all bonuses at that level.
  LEGENDARY
  The target’ss STR is increased to 18 for 6 hours, 
  gaining the benefits of all bonuses at that level.
  
  33
  summonInG
  RUNE FORM
  EFFECT
  LESSER
  The caster may summon a small non-magical 
  creature to do their bidding. The creature and 
  caster can communicate telepathically, and the 
  summoned creature will attempt to do what the 
  caster desires. The summoned creature remains 
  for 1 turn.
  GREATER
  The caster may now summon a medium non-
  magical creature, which remains with the caster 
  for 1 hour.
  LEGENDARY
  The caster may now summon a large non-
  magical creature, which remains with the caster 
  for 1 day.
  sustenAnCe
  RUNE FORM
  EFFECT
  LESSER
  The target’s need for food and water is removed 
  and they find themselves no longer hungry or 
  thirsty. 
  GREATER
  All targets within a 10-foot radius are fed and 
  watered, and find that they are no longer hungry 
  or thirsty. 
  LEGENDARY
  All targets within a 100-foot radius are fed and 
  watered, and are no longer hungry or thirsty. 
  
  34
  tRAveL
  RUNE FORM
  EFFECT
  LESSER
  The Movement of a single target is doubled for 1 
  turn.
  GREATER
  The Movement of all targets within 10-feet is now 
  5x for 1d6 turns.
  LEGENDARY
  The Movement of all targets within 20-feet is now 
  10x for 1d6 hours.
  WARdInG
  RUNE FORM
  EFFECT
  LESSER
  Gain protection against one type of effect (fear, 
  death, magic spells etc.) Gain a +2 bonus to the 
  saving throw, and any damage taken is halved. 
  This protection lasts 1 turn and can only affect 
  one target.
  GREATER
  All targets within a 10-feet radius can receive the 
  same protection, which now lasts 1d6+1 turns.
  LEGENDARY
  All targets within a 25-feet radius may now 
  receive protection lasting 1d8+2 turns.
  
  35
  sCHoLAR
  Prime Attribute: INT 13+ and WIS 13+ (+5%) Experience Bonus
  Hit Dice: 1d4 per level
  Armor/Shield Permitted: Light armor only
  Weapons Permitted: Small weapons only, slings, light crossbow, staffs
  Races Allowed: Any
  Attack Table: Magic-User
  “Let me see if there’s any record of this in the books I have here. Doesn’t 
  look like it. That’s okay. There’s plenty more places to look. Follow me. 
  You may want to make sure you have something to eat and drink. This 
  may take a while.”
  The scholar is a rare breed, a person devoted to knowledge and 
  bettering society that is not afraid to go into the field to find answer. The 
  skills they bring are many and varied, and while they may not be able 
  to wield weapons, they can tell others the best way to do so, according 
  to any number of texts. They are masters of knowledge and are highly 
  intuitive when it comes to reading and understanding the unusual. Their 
  knowledge and insight can be a great boon when adventuring. 
  ABout sCHoLARs
  ALIGNMENT: Scholars are generally lawful.
  PROTECTOR OF WORDS: Books and texts are sacred to scholars and 
  they will go out of their way to protect them from being damaged or 
  destroyed.
  MAGIC THROUGH EXPOSURE:  Due to their exposure to magic and how 
  it works, scholars can eventually start to cast spells like a Magic-User.
  
  36
  sCHoLAR CLAss ABILItIes
  LITERATE (1st): The scholar is literate in all the languages they currently 
  know, and can easily read and write them if they have a written form.
  LIBRARIAN (1st): The scholar has experience of how libraries work and 
  can source information quickly at any public or private library. Roll 
  a d10+d10. This is the percentage of time it takes the scholar to find 
  something that would take longer. E.g. If it takes 60 minutes to find 
  information, the scholar who rolls 15% finds it in 9 minutes.
  LORE (1st): The scholar may have encountered information about things 
  not generally known through previous studying. The scholar makes 
  a saving throw adding their INT bonus to the roll; if they succeed the 
  Referee provides them with some useful information they can use.
  INSIGHT (2nd): The scholar can take general situations and draw from 
  their knowledge and experience to share an insight they have into it, 
  including current situations. To do so they must pass a saving throw with 
  their WIS bonus added to the die roll. Only one saving throw is allowed 
  per situation.
  NEW LANGUAGE (2nd): The scholar learns how to read and write a 
  new language. It must be a language that they have encountered in 
  written form and have dedicated study time to for a number of hours 
  equal to 42 less their current character level. If the language is similar to 
  an existing language they know, the time required to learn it is halved. 
  The scholar learns another new language can be learned every third 
  level thereafter.
  SPECIALIZATION (3rd): The scholar chooses to specialize in an area of 
  knowledge that the Referee approves. This provides a +2 bonus to all 
  Lore checks that the scholar makes relating to this specialized area.
  TEAMWORKER (3rd): When one or more scholars are performing research 
  together, for each scholar beyond the first they may decrease research time 
  needed by 50%, or improve their chances of what they’re looking for by +5%.
  
  CARTOGRAPHER (4th): The scholar has learned how to read and draw 
  maps. When examining a map not of their own making, they make a 
  saving throw. If they pass it, they can tell if the map is authentic as well 
  as details that do not make sense (allowing them to perhaps identify 
  secret doors or special locations on the map).
  LORE MASTER (6th): The scholar has now mastered enough knowledge 
  that once per day when they attempt to use Lore or Insight, they do not 
  need to pass a saving throw and instead succeed automatically.
  LESSER MAGIC-USER (8th): The scholar has learned enough about magic 
  to be able to cast Magic-User spells. They start with 2 spells of 1st level 
  known, and cast spells as a Magic-User 7 levels lower.
  sCHoLAR AdvAnCement tABLe
  LEVEL
  EXPERI-
  ENCE PTS
  NEW 
  LAN-
  GUAGE
  MAGIC-
  USER
  LEVEL
  HIT DICE 
  (d4)
  SAVING 
  THROW
  1
  0
  -
  1
  15
  2
  1,500
  Yes
  -
  2
  14
  3
  3,000
  -
  3
  13
  4
  6,000
  -
  4
  12
  5
  12,000
  Yes
  -
  5
  11
  6
  24,000
  -
  6
  10
  7
  48,000
  -
  7
  9
  8
  100,000
  Yes
  1
  8
  8
  9
  200,000
  2
  9
  7
  10
  300,000
  3
  10
  6
  11
  400,000
  Yes
  4
  11
  5
  12
  500,000
  5
  12
  4
  13
  600,000
  6
  12+ 1 hp
  4
  14
  700,000
  Yes
  7
  12+ 2 hp
  4
  15
  800,000
  8
  12+ 3 hp
  4
  16
  900,000
  9
  12+ 4 hp
  4
  17
  1,000,000
  Yes
  10
  12+ 5 hp
  4
  18
  1,200,000
  11
  12+ 6 hp
  4
  19 +
  + 200,000
  +1
  + 1 hp/level
  4
  
  38
  summoneR
  Prime Attribute: INT 13+ (+5%) Experience Bonus
  Hit Dice: 1d4 per level
  Armor/Shield Permitted: None
  Weapons Permitted: Staffs, clubs, bows, and small blades
  Races Allowed: Any
  Attack Table: Magic-User
  “Ladies and gentlemen, have you ever seen a creature from the fifth 
  plane? No? Well, let me introduce you to one of the denizens of that 
  plane, which I will now bring here and bind to my will.”
  Summoners are a specialized type of Magic-User that focuses on 
  summoning all types of creatures, monsters, and demons. While all 
  that cast magic can eventually summon a small range of creatures, 
  Summoners can summon across all realms of magic, allowing them to 
  summon the natural and the unnatural.
  ABout summoneRs
  RELATIONSHIPS WITH OTHER SUMMONERS: Summoners are highly 
  competitive with other Summoners, gaining notoriety and fame for the 
  types and size of creatures they are able to summon.
  summoneR CLAss ABILItIes
  SUMMONER SPECIALIZATION (1st): The Summoner learns spells related 
  to summoning earlier than most Magic-Users. This restricts the types 
  of other spells they learn initially. They start with 2 spells known from 
  the dedicated spell lists below. The Summoner uses the Magic-User 
  Advancement Table for spells known.
  
  39
  LESSER MAGIC-USER (4th): The Summoner can learn other Magic-
  User spells not listed in their spell lists (see below), but the spell level 
  is effectively higher by 3 levels (e.g. a first-level Magic-User spell is a 
  fourth-level spell for a Summoner).
  TARGETED SUMMONER (3rd): The Summoner can choose what monsters 
  are summoned, instead of it being random, but only for summon spells 
  one level lower than they can currently cast (e.g. if they known Summon 
  Monster IV, all monsters from that are random but those from Summon 
  Monster I-III can be selected from the available selection).
  summoneR AdvAnCement tABLe
  LEVEL
  EXPERIENCE PTS
  HIT DICE (d4)
  SAVING THROW
  1
  0
  1
  15
  2
  1,500
  2
  14
  3
  3,000
  3
  13
  4
  6,000
  4
  12
  5
  12,000
  5
  11
  6
  24,000
  6
  10
  7
  48,000
  7
  9
  8
  100,000
  8
  8
  9
  200,000
  9
  7
  10
  300,000
  10
  6
  11
  400,000
  11
  5
  12
  500,000
  12
  4
  13
  600,000
  12+ 1 hp
  4
  14
  700,000
  12+ 2 hp
  4
  15
  800,000
  12+ 3 hp
  4
  16
  900,000
  12+ 4 hp
  4
  17
  1,000,000
  12+ 5 hp
  4
  18
  1,200,000
  12+ 6 hp
  4
  19 +
  + 200,000
  + 1 hp/level
  4
  
  40
  summoneR sPeLL LIsts
  Level 1
  Detect Magic
  Locate Animals
  Monster Summoning I
  Speak With Animals
  Sleep
  Snake Charm
  Suggestion
  Level 2
  Charm Person
  Darkvision
  Extension I
  Monster Summoning II
  Level 3
  Charm Monster
  Extension II
  Hold Monster
  Monster Summoning III
  Polymorph Other
  Polymorph Self
  Level 4
  Animal Growth
  Anti-Animal Ward
  Creeping Doom
  Conjuration of Fire Elementals
  Conjuration of Earth Elementals
  Extension III
  Monster Summoning IV
  Slow
  Level 5
  Conjuration of Demons
  Monster Summoning V
  Level 6
  Monster Summoning VI
  Polymorph Object
  Level 7
  Maze
  Monster Summoning VII
  Shape Change
  
  41
  vAnGuARd
  Prime Attribute: DSTR 13+ and CON 13+(+5%) Experience Bonus
  Hit Dice: 1d10 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Any
  Attack Tables: Fighter
  “We are the ones who go first, the ones who clear the way. We stand 
  between danger and safety. We fight alone or with others, for the things 
  we believe in. We are no warriors for hire, no common mercenary. 
  We serve noble causes and put our lives on the line so that others can 
  realize the dreams we believe in. We are the first and the last. We are the 
  Vanguard.”
  There are scouts, there are rangers, and then there is the Vanguard. 
  More deeply trained in combat, Vanguard are expert soldiers trained 
  to fulfill the role of advance scout and interdictor. Most often working 
  alone, but sometimes in small groups, they are sent beyond enemy lines 
  to skirmish with them or clear a path for those that follow. They believe 
  in a cause, a leader, something higher than themselves, and they will 
  use sword, shield, and bow to help protect that. Many Vanguard see 
  themselves just as noble as knights and paladins, even if they carry no 
  noble blood or are sworn to a particular religion. Many have chosen to 
  step between a Vanguard and their objective; few remain standing to 
  tell of it.
  ABout vAnGuARds
  TITLE: When a Vanguard establishes a company at 7th level, they gain 
  the title of Vanguard Captain. This title applies only to their Vanguard 
  company and may be in addition to any other and different military 
  titles they may own. When the Vanguard establishes a Vanguard station, 
  they gain the title of Vanguard Knights. 
  
  42
  PRINCIPLED: Vanguard follow a code of honor similar to those that 
  knights and paladins do. They defend the weak and uphold justice 
  when they can, especially when they find themselves in hostile territory.
  RELATIONSHIPS WITH OTHER VANGUARD: Vanguards respect other 
  Vanguards and tend to operate independently of each other, expect 
  in special cases. Until a Vanguard becomes a Vanguard Captain, they 
  will not associate long-term with other Vanguards in the same party.
  vAnGuARd CLAss ABILItIes
  VANGUARD ALERTNESS (1st): Any party containing a Vanguard will be 
  surprised only on a result of 1 on a d6 roll. At 5th level, the die used 
  changes to a d8. At 10th level it changes to a d10. At 15th level it 
  changes to a d12.
  MELEE OR MISSILE SPECIALIST (1st): Specialized training allows a Vanguard 
  gains either a +1 to all melee attacks or +1 to all missile attacks. 
  FORAGING (1st): The Vanguard can live off the land. Each day, they 
  can forage enough food for two meals, and can choose to keep one 
  for 1d4 days; after that time the foraged food spoils.
  TRACKING (1st): The Vanguard gains the Ranger Tracking class ability.
  SAVING THROW (1st): The Vanguard gains +2 to all saving throws related 
  to moving stealthily through hostile territory.
  VANGUARD COMPANY (7th): The Vanguard can recruit other Vanguards 
  to join their company: 1d6 1st level Vanguards will join the company, 
  along with a higher level Vanguard as second-in-command, who 
  takes charge when the Vanguard is not with the company. There is 
  a 50% chance that this Vanguard will be 3rd level, otherwise they will 
  be 2nd level. The company can operate as a mercenary group either 
  with or without the Vanguard leading them. The company operates a 
  mobile camp that acts as their base of operations. This mobile camp 
  
  43
  has hirelings that maintain it. The company also gains heraldry that 
  can distinguish it from other companies. At 10th level and every level 
  thereafter, the Vanguard can form an additional Vanguard company 
  that is attached to a Vanguard station.
  VANGUARD STATION (10th): The Vanguard’s companies can now 
  operate out of permanent settlement, as well as with one or more 
  mobile camps. The station may operate as its own settlement or it may 
  be part of a town or city. The Vanguard station gains a number followers 
  responsible for maintaining the camp in the company’s absence, 
  including service staff such as cooks.  At 13th level and every third level 
  thereafter, a Vanguard can establish a new Vanguard station in a new 
  location.
  vAnGuARd AdvAnCement tABLe
  LEVEL
  EXPERIENCE PTS
  HIT DICE (d10)
  SAVING THROW
  1
  0
  1
  14
  2
  2,250
  2
  13
  3
  4,500
  3
  12
  4
  9,000
  4
  11
  5
  18,000
  5
  10
  6
  36,000
  6
  9
  7
  72,0000
  7
  8
  8
  144,000
  8
  7
  9
  288,000
  9
  6
  10
  576,000
  10
  5
  11
  400000
  10 +1 hp
  4
  12
  500,000
  10 +2 hp
  4
  13
  600,000
  10 +3 hp
  4
  14
  700,000
  10 +4 hp
  4
  15
  800,000
  10 +5 hp
  4
  16
  900,000
  10 +6 hp
  4
  17
  1,000,000
  10 +7 hp
  4
  18
  1,200,000
  10 +8 hp
  4
  19 +
  + 200,000
  + 1 hp/level
  4
  
  44
  WARmonGeR
  Prime Attribute: STR 13+ and CHA 13+ (+5%) Experience Bonus
  Hit Dice: 1d8 per level
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Races Allowed: Any
  Attack Table: Fighter
  “Some people are simply born to war, born with it in their heart and soul. 
  Put them on a battlefield, with or without a weapon, and they’ll be the 
  last one standing. While others become mere soldiers, those born to war 
  – the Warmongers – become the captains and the generals. They are 
  masters of strategy and tactics and get soldiers to lay down their lives 
  for a cause with a few well-chosen words. Fear these men and women, 
  even if they’re on your side, as Death follows them gleefully.”
  Warmongers are born, not made, for war. While others earn respect 
  and obedience, to others it comes naturally. Whether warmongers are 
  the scions of the gods of war, or fate has chosen them to play certain 
  roles in the armed conflicts across the world, what is certain is that they 
  are more than mere soldiers. On or off the battlefield they command 
  obedience, and they can rally the forces under their command like 
  no other. When two warmongers meet on opposing sides, only one will 
  remain standing – the stronger one, the better one, the one that writes 
  their own legend.
  ABout WARmonGeRs
  ALIGNMENT: Warmongers may be of any alignment, though most 
  tend towards either lawful or chaotic alignments. Lawful Warmongers 
  enforce a strict hierarchy that relies on honor, merit, and following 
  protocol. Chaotic Warmongers use fear and terror and control those 
  they command.
  
  45
  RELATIONSHIP WITH OTHER WARMONGERS: Most Warmongers will respect 
  or fear other Warmongers of the same alignment. They tend to despise 
  those of opposing alignments, seeing them as enemies to be destroyed.
  WARmonGeR CLAss ABILItIes
  COMMAND (1st): The Warmonger can issue commands with authority 
  to non-player characters. Non-player characters that are given a 
  command must make a saving throw, with it being modified by the 
  Command Bonus (see Advancement Table below). If they fail to pass 
  it, they will do as the Warmonger command. Some situations adjust the 
  saving throw, as shown below:
  COMMAND
  SAVING THROW MODIFIER
  Something they agree with
  +2
  Allied with person giving 
  command
  +2
  Command goes against their 
  nature
  -5
  Command could lead to 
  being hurt*
  -10
  Command may lead to 
  certain death*
  -15
    * Choose only one of these.
  For groups of NPCs being influenced in this way, use the highest saving 
  throw value of all characters as the base.
  BOOST MORALE (1st): Having a Warmonger in a party gives each party 
  member a +2 bonus to all fear-based attack saving throws.
  FEARFUL PRESENCE (1st): Once a day at the start of a combat encounter, 
  a Warmonger may instill fear into their opponents. If the Warmonger 
  passes a saving throw, they intimidate a single opponent for 1d4 rounds, 
  causing them to have a penalty of -2 on initiative, and a 10% chance of 
  fleeing the battle, which increases every two levels (see Advancement 
  Table below). Opponents affected by fear will disengage and attempt 
  to escape from the encounter, but will not drop any weapons or items.
  
  TAUNT (2nd): Once per encounter, the Warmonger can taunt an 
  opponent they are directly engaging with. The opponent must make 
  a saving throw, modified by the Warmonger’s Command Bonus. If the 
  opponent fails the saving throw they are shaken for 1d4 rounds – all of 
  their attacks and damage are at -2 and their Armor Class is at +2 [-2]. 
  WEAPON SPECIALIST (3rd): The Warmonger chooses a weapon to 
  specialize in, gaining +2 to all attacks for that weapon. 
  WARCRY (3rd): Once per day the warlord can release a warcry. All 
  allies within hearing distance of the warcry gain bonuses to attack and 
  damage as detailed on the Warmonger Advancement Table below. 
  The bonus is also added to Armor Class (with a +1 being a -1 [+1] AC 
  bonus etc). This lasts as long as 2 rounds + the Warcry Bonus.
  WARmonGeR AdvAnCement tABLe
  LEVEL
  EXPERIENCE 
  PTS
  COMMAND 
  BONUS
  WARCRY 
  BONUS
  FEARFUL
  PRESENCE
  HIT DICE 
  (d8)
  SAVING 
  THROW
  1
  0
  +1
  -
  10%
  1
  15
  2
  2,500
  +1
  -
  15%
  2
  14
  3
  5,000
  +1
  +1
  20%
  3
  13
  4
  10,000
  +2
  +1
  25%
  4
  12
  5
  20,000
  +2
  +1
  30%
  5
  11
  6
  40,000
  +3
  +2
  35%
  6
  10
  7
  80,000
  +4
  +2
  40%
  7
  9
  8
  160,000
  +5
  +2
  45%
  8
  8
  9
  320,000
  +6
  +3
  50%
  9
  7
  10
  520,000
  +7
  +3
  55%
  10
  6
  11
  720,000
  +8
  +3
  60%
  11
  5
  12
  920,000
  +9
  +4
  65%
  12
  4
  13
  1,070,000
  +10
  +4
  70%
  12+ 1 hp
  4
  14
  1,220,000
  +11
  +4
  75%
  12+ 2 hp
  4
  15
  1,370,000
  +12
  +5
  80%
  12+ 3 hp
  4
  16
  1,520,000
  +13
  +5
  85%
  12+ 4 hp
  4
  17
  1,670,000
  +14
  +5
  90%
  12+ 5 hp
  4
  18
  1,820,000
  +15
  +6
  95%
  12+ 6 hp
  4
  19 +
  + 200,000
  +1
  +6
  99%
  + 1 hp/
  level
  4
  
  47
  tHe RACes
  BRoKKAn
  Brokkans are small stout hairy humanoids that resemble badgers. 
  Although they have short legs and arms, they suffer no difficulty moving 
  either above ground nor below ground, and can use their clawed 
  hands to not only dig through the earth but also as weapons. A proud 
  people who believe deeply in the power of nature and the spirits of the 
  earth, Brokkans often take on the role of protector among the weak or 
  oppressed and those who cannot defend themselves.
  The smallest group a Brokkan operates in is a cete, often made up 
  of immediate family members and their closest friends and allies. A 
  cete can vary in size from 2-20 members. These cetes ally through a 
  close-knit clan system (made up of multiple cetes) that support and 
  protect each other physically, geographically and politically. Once 
  a Brokkan accepts someone into a cete, loyalty exists until death or 
  betrayal. Loyalty within Brokkan society can be complex and relies on 
  the relationships between different cetes and the clans themselves. 
  Brokkans can be outcast from cetes and clans.
  Brokkans typically live underground in setts, which are huge underground 
  burrows often made up of six or more smaller cete communities linked 
  together by a series of complex tunnel linkages. Larger setts may often 
  contain an entire clan, and it is very rare for more than one clan to live 
  in the same sett. The leader of a cete is called a head, whilst the leader 
  of a clan is called a chief, and can be male or female.
  
  48
  Brokkans may be Druids, Fighters, Monks, Navigators, Paladins, Rangers, 
  Thief, or Vanguards. Brokkan paladins summon giant stags instead of 
  horses. Brokkans may choose to multi-class as Druid/Fighters, Druid/
  Paladins or Druid/Rangers. Brokkans may not be Assassins, Clerics, or 
  Magic-Users.
  Because of their affinity with nature, Brokkans gain +2 against nature-
  based or earth elemental attacks. Brokkans can see in the dark up to 
  60 feet. When underground in natural tunnels, Brokkans can quickly 
  understand and navigate, never becoming lost in them and being 
  able to map them with uncanny ability. They also suffer no movement 
  penalties when moving through these tunnels. Additionally, they can 
  also take note of the slope and integrity of the tunnels and know how 
  best to bolster or weaken them at key points.
  When able to use a normal attack, a Brokkan may substitute a bite or 
  claw attack in place of that attack, even for multiple attacks. For non-
  monks, the base damage is 1d6 for a bite and 1d3 for a claw at 1st 
  level. Every 3 levels after that gains a bonus at of +1 for each of those. 
  For monks, bonuses start at +1 for at 1st level for each and increase 
  every 3 levels thereafter, and are added to weaponless damage. 
  Brokkans can use their claws to dig through earth. They can move at 
  20% of their normal speed through lightly packed earth, and 10% of 
  their move speed through densely packed earth. They cannot move 
  through solid rock. 
  When first wounded, a Brokkan may enter a berserker combat rage 
  if they fail a saving throw. If they do, then they must continue to fight 
  until all of the perceived enemies are downed, unless they can perform 
  another successful saving throw. If they fail the saving throw to end the 
  rage they will turn upon allies. Brokkans can also choose to voluntarily 
  enter this rage, but must always roll a saving throw to leave it.  During 
  this rage, they receive only half damage for any attacks that occur 
  against them, and a +2 bonus to attacks. While raging however, all 
  saving throw rolls are at -2 for classes that a Brokkan is allowed or -4 for 
  all other classes.
  
  49
  Gnome
  Gnomes are small fey creatures that stand between 3-4 feet in height 
  and who are somewhat bipolar in nature; they are either incredibly 
  serious, or constant jokers who play practical jokes on each others as 
  well as on others that they encounter. They have wild and unruly hair that 
  comes in as many shades and colors as their skin color does. All gnomes 
  dress garishly and in bright colors and most have an affectation for hats 
  (while some go to extreme lengths to collect and curate the strangest 
  and most exotics hats they can find), and sometimes it is difficult to tell 
  where the clothing ends and the gnome begins. Bright, vibrant colors 
  are the constant of the day for gnomes.
  They also have an overbearing fondness for mustaches, taking great 
  pleasure in developing the wildest and most dashing facial hair they 
  can, creating complex artistic constructions that they proudly wear in 
  public and often a competitions held at gnome celebrations called 
  moots. Gnomes are particular about their facial hair and a slight 
  against it tends to find the offender suffering from a practical joke – if 
  not directly from the gnome that is offended then from perhaps a close 
  relation or friend. They will also strike up a conversation with anyone 
  presenting a mustache, or beard, worthy of their attention, such as 
  dwarves. Of course, often the recipient of the attention finds gnomes 
  somewhat overbearing.
  Most gnomes tend to live in their own settlements, although in larger 
  towns and cities there are enclaves. Living in close proximity to one 
  another allows them to maintain their connection to the fey realms. 
  Those that live around non-gnomes in any large number, such as in a 
  city of other humanoids, become partially disconnected from their fey 
  heritage. However, they find that they develop an aptitude for working 
  with technology. Scholars and magic users have debated for centuries 
  the reason for this, but have yet to find a real theory behind it. 
  
  Gnomes, being small in stature, tend to use only smaller weapons. Many 
  are accomplished spearmen and bowmen, but the sling is a favored 
  weapon. Gnomes get a +1 to attack when using slings.
  Gnome vARIAtIons
  Gnomes are either Fey Gnomes or Urban Gnomes. Over time they may 
  transition between being one to becoming the other, but that depends 
  on the amount of exposure or non-exposure to other large numbers of 
  gnomes. Should this transition happen, their ability to use magic slowly 
  disappears over time, which is a strong indicator to a gnome that they’re 
  spending too much time around non-gnomes. Regular interaction with 
  large numbers of other gnomes, such as at a Gnome Moot keeps this 
  effect at bay. 
  Fey Gnomes
  Fey gnomes tend to be magic users. They have a natural affinity for 
  magic, and automatically learn and casts spells at one level higher 
  than their character level if they are some form of arcane caster. If not, 
  they still gain the ability to learn and cast spells as a 1st-level Magic-
  User. They start with two 1st-level spells known. They have a +4 to saving 
  throws relating to magic. Some gnomes choose to become Thieves or 
  Grifters (see Volume 1). 
  uRBAn Gnomes
  Urban gnomes are highly skilled in working with devices and technology. 
  They make excellent Thieves, gaining Thief Thieving Skills at two levels 
  higher than their current character level, as well as a +4 saving throw 
  bonus instead of the +2 Thieves normally get. Being mechanically 
  minded, they are more at home with crossbows than bows, and they 
  are excellent trapsmiths and locksmiths, gaining an additional +10 to 
  Delicate Tasks and Traps as well as Open Locks.
  
  51
  HALF-oRC
  Half-orcs are created when an orc breeds with humans, passing on one 
  or more traits or physical features of orcs. Some half-orcs look like full 
  orcs while others are indistinguishable from their other parent race. Until 
  a half-orc reaches puberty, they seem to be a perfectly normal non-
  goblinoid. Every year thereafter they start to display their orcish heritage 
  one trait at a time until they are all revealed. 
  Most half-orcs find difficulty being accepted within human culture 
  due to the prevailing attitudes towards orcs. They are often treated 
  as second-class citizens, being neither fully one race or another. Some 
  human settlements place bounties on half-orcs. This often leads to them 
  joining the military to gain acceptance, or they become adventurers 
  or outlaws.  Others yet return to their orcish heritage, hoping to find 
  a place there; this is rarely the case and they are seen as weak and 
  distilled versions of pure orc stock. Some half-orcs do overcome the 
  stigma of their mixed heritage to become great chieftains and warlords 
  within orcish civilization.
  HALF-oRC vARIAtIons
  Roll a d10 and consult the table below using the result to determine 
  how many traits and physical features the half-orc has. Adult half-orcs 
  express all of their traits and physical features, while those who are non-
  adults express one new trait and physical feature every year of puberty, 
  up to the number assigned.
  d10 roll
  Number of Traits and  
  Physical Features
  1-4
  1
  5-7
  2
  8-9
  3
  10
  4
  
  52
  HALF-oRC tRAIts
  Choose from the following list. Each trait may be selected only once.
  •	
  BERSERKER: Once per combat encounter, the half-orc can 
  invoke a berserker rage that provides +2 to attack and damage 
  that lasts for the remainder of the encounter. While berserking 
  the half-orc also has a penalty of +2 [-2] AC.
  •	
  DARKVISION: The half-orc can see up to 60 feet in complete 
  darkness.
  •	
  IMPROVED HEARING: The character has improved hearing up to 
  100 feet. They are surprised on a roll of a 1 on a 1d6 only.
  •	
  INCREASED CONSTITUTION: The half-orc gains +2 to CON.
  •	
  INCREASED DEXTERITY: the half-orc gains +2 to DEX.
  • 
  INCREASED STRENGTH: The half-orc gains +2 to STR.
  •	
  INTIMIDATING: Half-orcs gain a +2 bonus to attempts to 
  intimidate.
  •	
  ORC BLOOD: The half-orc is seen to be more of an orc than of 
  the other parent race, and is accepted as one by orcs that are 
  met.
  •	
  TOUGHNESS: Once daily, if during combat the half-orc is reduced 
  to below 0 hit points, they can roll a saving throw. A success has 
  them have 1 hit point instead.
  •	
  WEAPON SPECIALIST: Half-orcs gain a +1 to attacks and damage 
  using larger weapons, and any weapons specifically made for 
  use by orcs.
  
  53
  HALF-oRC PHysICAL FeAtuRes
  The more half-orc traits a character has, the more they physically 
  resemble orcs. Select a number of physical features equal to the 
  number of Traits that the half-orc character has.
  •	
  BROAD FACE: The half-orc’s face has the pronounced bestial 
  shape of an orc’s.
  •	
  EARS: The half-orc’s ears are elongated and shaped like an 
  orc’s. 
  •	
  HULKING FRAME:  The half-orc has the large physical frame that 
  all orcs have.
  •	
  TUSKS: The half-orc’s lower incisors are tusk-like and protrude 
  from the mouth.
  •	
  SKIN COLOR: The half-orc has an orcish skin-color, tending 
  towards green and grey rather than the color of their other 
  parent race.
  
  54
  mInotAuR
  The results of a mad mage’s experiments to create the ultimate 
  subservient race, minotaurs are creatures with the bodies of humanoids 
  but the heads of animals, usually that of a bull, although not always. 
  Minotaur society is very accepting of all of its members, but those 
  born with non-bull heads and/or those with changes to their body are 
  especially welcomed and revered and given great status among their 
  people. They are a tribal people that keep themselves to themselves 
  mostly, though many do feel the call of adventure. 
  The typical minotaur has the face of a bull, ranging in skin color from 
  white to browns and blacks. They have two large horns on their heads 
  with which they can do a goring attack that does 1d8 damage upon 
  a successful strike. All minotaur are strong and tough, gaining +2 STR 
  and +2 CON, and they are typically taller than most humanoids, being 
  at least 6 feet tall. They also have low-light vision up to 60 feet. All 
  minotaurs have the ability to recall a path they have travelled on a 
  successful saving throw, and rarely become lost. Every minotaur has 
  a bellow attack that they can use once per combat round to stun 
  an opponent; if the opponent fails a saving throw, they lose their next 
  attack. They may use any weapons or armor, though they prefer to use 
  spears and bows. They may not wear any helmet unless it is custom-
  crafted for them.
  Due to the vagaries of their genesis, no minotaur can cast any 
  other magic apart from arcane magic. Spellcasting minotaurs are 
  exceedingly rare, with only 1% of minotaurs being magically inclined. 
  Most minotaurs tend to be Fighters and Rangers or other Classes that 
  are more physically focused. Minotaurs gain +2 to all interactions with 
  other minotaurs because of their close-knit and accepting society, but 
  suffer a -2 penalty to all non-humanoid interactions.
  
  55
  mInotAuR vARIAtIons
  When a minotaur is born there is a 5% chance that they have a non-
  bull head. Roll on the table below to determine what animal head and 
  abilities they have, replacing the normal minotaur head features and 
  abilities. They also gain an additional +1 to all interactions with all other 
  minotaurs.
  d6 roll
  Head
  Features
  1
  Elephant
  Instead of horns, the minotaur has horns 
  that can inflict d10 damage. Their large 
  ears also allow them to hear up to 100 feet 
  and they are only surprised on a roll of 1-2 
  on a d6.
  2
  Large cat
  The minotaur has no horns but gains a bite 
  attack that does 1d8 damage. Improved 
  hearing allows them to hear up to 100 feet 
  and they are only surprised on a roll of 
  1-2 on a d6. The minotaur bellow attack 
  becomes a roar.
  3
  Snake
  The minotaur has a venomous attack in its 
  bite. The bite does 1d4 damage, and the 
  venom does an additional 1d6 damage. 
  Rolling a successful save reduces the 
  venom damage by half. The venom may 
  be spat by the minotaur up to 20 feet. They 
  lose the minotaur bellow attack.
  4
  Bear
  Instead of horns the minotaur has a bite 
  attack that can do 1d10 damage.
  5
  Bird of 
  prey
  The minotaur gains a bite attack that 
  does d6 damage. Additionally their low-
  light vision range is increased to 240 feet. 
  The minotaur bellow attack becomes a 
  screech.
  6
  Ant
  The minotaur gains a bit attack that does 
  1d4 damage. Each bit may also include 
  an acid attack that does 1d4 damage. 
  This acid is highly corrosive and can do 
  damage to not only flesh but wood and 
  metal also. The minotaur can also spit the 
  acid up to 20 feet. They lose the minotaur 
  bellow attack.
  
  56
  Additionally there is another 5% chance that their humanoid body has 
  some sort of chaotic change to it. Roll on the table below to determine 
  what animal head and abilities they have, replacing the normal 
  minotaur head features and abilities. They also gain an additional +1 to 
  all interactions with all other minotaurs.
  d6 roll
  Effect
  Features
  1
  Height 
  changes
  Roll a die. If it rolls even, the minotaur is 4d6 
  inches taller, and if it is odd the minotaur 
  is 4d6 inches shorter than most other 
  minotaurs.
  2
  Skin 
  changes 
  The minotaur’s body takes on the same 
  animal features as its head. Roll a d6. On 
  a 1-2 their arms are affected. On a 3-4 it is 
  their legs. On a 5 it is their abdomen. On a 
  6, roll twice again.
  3
  Additional 
  arms
   The minotaur gains an additional pair or 
  arms under their normal pair. They have full 
  use of these arms and they can be used to 
  wield weapons and shields.
  4
  Dexterous
  Instead of gaining the +2 to STR like other 
  minotaur, the minotaur gains +2 to DEX 
  instead.
  5
  Hardy
  The minotaur gains an additional +2 to 
  CON.
  6
  Armored 
  skin
  The minotaur gains toughened skin, which 
  provides AC -5 [14]. They may still wear 
  additional armor on top of this.
  
  sKyLInG
  High above the land, among their floating aeries, are the Skylings, 
  known also as the Winged People. Many consider them an offshoot 
  of the early elven races, or an wizard’s experiment on birds gone 
  wrong. The skyfolk’s rich oral histories tells of a goddess of great beauty 
  and grace that blessed the early skyfolk with wings, allowing them 
  to soar above the world until they found a land they could call their 
  own. Decades passed as they skyfolk searched, until they found an 
  archipelago of strange floating islands; these islands they claimed for 
  themselves, calling the largest Aerie’s Pride. Over centuries the skyfolk 
  transformed the islands into giant floating cities, sourcing materials such 
  as rock and wood from the lands below. It is rumored that the skyfolk 
  have the ability to move their aerie islands in the air as desired, but no-
  one has ever witnessed that, instead only seeing the islands float slowly 
  across the lands. It is a rare honor to be invited to visit a skyling aerie.
  Standing over 6 foot tall, every skyling has a pair of wings extending 
  from their shoulders that they can use to fly or glide with, with the wings 
  extending up to 10 feet. Skylings may look frail, but have surprising 
  strength, with all skylings gaining a +2 to STR and DEX. They gain a 
  movment speed of 24 when flying or gliding. They can perform a swoop 
  attack that adds an additional +1 damage for each 25 feet they cover 
  in the attack, to a maximum bonus of +4. Skylings take reduced damage 
  from falls, taking 1d6 damage from every 20 feet fallen, instead of 
  the normal 10 feet. Skylings can wear most armor types and use most 
  weapons, though they are fans of ranged weapons as well as of nets.
  All skylings have aerie sense, which allows them to not only locate the 
  nearest aerie to them but also find the optimal path to it, airborne or 
  not. They have an innate connection with their home aerie and always 
  know where it is. They rarely become lost when outdoors but enclosed 
  spaces such as dungeons, caves, or being underground terrifies them; 
  they must pass a saving throw to enter these places or suffer from 
  crippling fear that reduces all saving throws, attack, and damage by a 
  -2 penalty until they return to the open air.
  Most skylings are Fighters, but most other Classes are well represented in 
  skyling society, including Clerics, Magic-Users, and Thieves. A few famous 
  skyling have been Navigators, and they also make excellent Vanguards.
  
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  System Reference Document Copyright 2000-2003, Wiz-
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  Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, 
  based on original material by E. Gary Gygax and Dave 
  Arneson.
  Swords & Wizardry Core Rules, Copyright 2008. Author 
  Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010. 
  Author Matthew J. Finch
  Monstrosities, Copyright 2012. Author Matthew J. Finch.
  Modern System Reference Document Copyright 2002-
  2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
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  Golden.
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  based on original material by Gary Gygax.
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  Necromancer Games, Inc.; Author Scott Greene, based 
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  Necromancer Games, Inc.; Authors Scott Greene and 
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  on original material by Nick Louth.
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  romancer Games, Inc.; Authors Scott Greene and Clark 
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  Denison. Authors Daniel Proctor and Ryan Denison.
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  Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary 
  Gygax.
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  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
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  2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax.
  Beetle, Giant Rhinoceros from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, copyright 2002, Nec-
  romancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax.
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  2002, Necromancer Games,
  Inc.; author Scott Greene, based on original material by 
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  Demon: Juiblex „The Faceless Lord‰ (Demon Lord) 
  from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax.
  Demon: Orcus (Demon Prince of Undead) from the 
  Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; authors Scott Greene and Clark Peterson, based on 
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  Devil: Amon (Duke of Hell) from the Tome of Horrors, 
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  2002, Necromancer Games, Inc.; author Scott Greene, 
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  Frog, Monstrous Killer from the Tome of Horrors, copyright 
  2002, Necromancer Games, Inc.; authors Scott Greene 
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  copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material 
  by Gary Gygax.
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  romancer Games, Inc.; author Scott Greene, based on 
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  on original material by Gary Gygax.
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  romancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax.
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  2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax,
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  Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax.
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  right 2002, Necromancer Games, Inc.; author Scott 
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  mancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax.
  Advanced Edition Companion, Copyright 2009-2010, 
  Daniel Proctor. Author Daniel Proctor.
  The Little Book Of Adventuring Classes vol. 2, Copyright 
  2018. InfiniBadger Press. Author Jason Paul McCartan.
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  Looking For New Options 
  For Your Old School RPG?
  8 NEW CLASSES!
  •	 BARBARIAN
  •	 NAVIGATOR
  •	 NINJA
  •	 RUNECASTER
  •	 SCHOLAR
  •	 SUMMONER
  •	 VANGUARD
  •	 WARMONGER
  5 NEW RACES!
  •	 BROKKAN
  •	 GNOME
  •	 HALF-ORC
  •	 MINOTAUR
  •	 SKYLING
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Classes & Characters/The Little Book of Adventuring Classes Vol. 2 [v1.0 2018] (SW).pdf