TEXT:  
   
  By John Stater 
  Blood & Treasure 
  New races, classes, spells and notions for Old School games 
  
   
  Introduction 
  1 
  Races 
  2 
  Classes 
  24 
  Gear 
  103 
  Spells 
  112 
  Optional Rules 
  144 
      Proficiency System 
  144 
      Psionic Powers 
  147 
      Zero-level Characters 
  156 
  Magic Items 
  164 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blood & Treasure – Esoterica Exhumed is Copyright 2017 John M. Stater 
  Some artwork copyright William McAusland, used with permission 
  Some artwork © 2017 Eric Lofgren, used with permission. All rights reserved. 
  Some art by Denis McCarthy 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  WRITTEN AND EDITED BY 
  John M. Stater 
  COVER ILLUSTRATION 
  Eric Quigley 
  INTERIOR ILLUSTRATIONS BY 
   
  Scott Ackerman 
  Hannes Bok 
  David Jernigan 
  David Lewis Johnson 
  Jon Kaufman 
  Eric Lofgren 
  William McAusland 
  Denis McCarthy 
  Cedric Plante 
  Jeff Preston 
  Arthur Rackham 
  Mike Raston 
  JEShields 
  Andrew Walter 
  James V. West 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Blood & Treasure 
  New races, classes, spells and notions for Old School games 
  
   
  
   
  1 
   
  Introduction 
  Elves, dwarves, fighting-men, magic missiles and orcs 
  – all the standards of fantasy gaming. If you have just 
  discovered roleplaying games, these things are new 
  and exciting to you. If you have been playing for five, 
  or ten or even fifty years, the bloom just may be off of 
  that rose. It is not that there is anything wrong with 
  those things, but sometimes the mind craves some-
  thing new and different. 
  In Blood & Treasure – the rulebook and the monster 
  book, we did our best to give you plenty of options. 
  Most of these races, classes, spells, etc. are rooted in 
  the fantasy genre, or fantasy gaming in particular. 
  Some hail from the dawn of fantasy gaming in the 
  1970’s, while others were born in the early 2000’s.  
  That being said, those options still left much a tre-
  mendous amount of room for additions – archetypes 
  left unexplored or off-the-wall ideas that could keep 
  even the most jaded players guessing. Thus the book 
  you are reading now, Esoterica Exhumed. 
   
   
   
  In this volume, you will find game materials that both 
  fill niches in fantasy gaming as yet unfilled, and that 
  defy the very idea of standard gaming. Players will 
  discover a trove of new classes, races and magic spells 
  with which to design characters the likes of which 
  they have never played. Treasure Keepers will like-
  wise find new spells and magic items, and a few op-
  tional rules to liven up an old campaign, or with which 
  to invent radically different campaigns. 
  The point of the thing is to keep gaming fresh and 
  surprising for the old hands, and to allow new players 
  ample opportunity to design just the gaming experi-
  ence they are looking for. I sincerely hope that people 
  will find the book useful not only as a game aid, but 
  also as a source of inspiration to invent their own 
  oddball additions to the world of fantasy gaming. 
  Cheers – and have fun in the dungeon! 
   
  JMS 
   
  
   
  2 
   
  Races 
  Blood & Treasure provides rules for the fantasy races that 
  have become standard in gaming – dwarves, elves, 
  gnomes, halflings, half-elves, half-orcs and humans, as 
  well as rules in the monster book for using many other 
  creatures as playable races.  
  Over the years, many additional races have appeared in 
  issues of NOD and other gaming products, and those new 
  races, along with some twists on the old favorites, are 
  included here. 
  Centaurs and Mechanical Men 
  NOD began as a home campaign. Among the materials I 
  designed for that campaign were house rules that eventu-
  ally turned into Blood & Treasure. Among the house rules 
  were the centaur and mechanical man as playable races. 
  Each race appeared in early issues of NOD (as do other 
  elements of those house rules), and rules for using them as 
  playable races can be found in the Blood & Treasure Mon-
  sters book, but I thought I would reprint them here as they 
  appeared in my house rules. 
  Centaur 
  A centaur is a creature with the head, arms and torso of a 
  human or elf and the lower body of an equine or goat. 
  They dwell in meadows and glades surrounded by wood-
  lands. Centaurs are known for their lack of restraint and 
  their fondness for war, song and sex. 
  Centaurs usually stand 8′ to 9′ tall from hoof to head. 
  Even though their equine bodies are smaller than normal 
  horses, they are still quite heavy and find it difficult to 
  scale sheer surfaces without help. A centaur’s equine 
  body may have any pattern common to normal horses, 
  and the hair on their heads often follows suit.  
  Centaurs average 84″ in height. They have a movement 
  rate of 40′ per round. Centaurs can live to be 135 years 
  old. They start the game speaking Common and Centaur 
  plus bonus languages for high intelligence. Centaurs can 
  see in the dark up to 60′. 
  At character creation, centaurs add +1 to their strength 
  score (max. 19) and constitution score (max. 18) and 
  subtract 2 from their wisdom score (min. of 3). 
   
  Centaurs can carry 150% more weight than most charac-
  ters. Because they are quadrupeds, a centaur’s AC vs. 
  grapple and overbearing attacks is increased by +2. Cen-
  taur armor costs twice as much as normal humanoid 
  armor due to the centaur’s size and shape. 
  A centaur’s unarmed strikes deal 1d4 damage. 
  Because of their body shape, centaurs suffer a -4 penalty 
  to climb walls checks.  
  Centaur fighters may multiclass as clerics or druids. 
  Mechanical Man 
  Mechanical men are intelligent, artificial lifeforms creat-
  ed by ancient peoples, wizards or even Vulcan, god of the 
  forge – it all depends on how you design your campaign.  
  Mechanical men are as sentient as any flesh-and-blood 
  creature and they procreate by building children and 
  endowing them with a portion of their own electric soul. 
  
   
  3 
   
   
  Mechanical men are humanoid creatures composed of 
  tin, wood, bronze, porcelain, ivory, steel or other non-
  living materials. The actual form of a mechanical man is 
  highly variable. Mechanical fighting-men often have suits 
  of armor bolted to their bodies, while mechanical thieves 
  streamline their bodies and paint them dark colors to 
  improve their chances of sneaking around. 
  Mechanical men average 72″ tall. They have a movement 
  rate of 30′ per round. Mechanical men “live” to be 50 
  years old. They start the game speaking Common and the 
  language of their creators plus bonus languages for high 
  intelligence. 
  Mechanical men are immune to poison and disease. They 
  do not need to eat or breathe, although they do benefit 
  from imbibing a magical potion. Spells that heal damage 
  to living bodies are only half as effective on them. 
  Mechanical men suffer 50% damage from electricity at-
  tacks and are +2 to save vs. electricity effects. 
  A mechanical man has a natural Armor Class of 12. His 
  unarmed strikes do 1d3 points of damage. 
  Twists on the Classics 
  Even in campaigns dominated by the traditional fantasy 
  races there is room for some variation - something dif-
  ferent to preserve the player’s sense of wonder, be it 
  volcanic gnomes or savannah dwarves. 
  Aquons 
  Aquatic Humans 
  Aquons look like tall humans with pale skin and platinum 
  blond hair. Their warriors dress in shirts of bronze scales 
  and shagreen trousers and arm themselves with spears, 
  tridents and daggers. The aquons live off of the sea, but 
  also hunt on land, mostly to take blood from deer which 
  they need for religious rituals and to flavor their wine. 
  Aquons average 72″ tall. They have a movement rate of 
  20′ per round. Aquons live to be 120 years old. They start 
  the game speaking Common and Aquon plus bonus lan-
  guages for high intelligence. Aquons can communicate 
  with aquatic animals as a gnome with burrowing mam-
  mals. Aquons can see in the dark up to 60′. 
  Aquons can breathe air and water without difficulty. 
  They do not have trouble existing outside of water, but 
  they do prefer water to air. 
  At character creation, aquon males add +3 to their 
  strength score (max. 20) and subtract 1 point from wis-
  dom, intelligence and charisma (min. of 3). Aquon males 
  can charm aquatic animals three times per day. 
  Aquon females add +1 to their wisdom score and cha-
  risma score (max. 18) and subtract 1 from their intelli-
  gence score and constitution score (min. 3). They can 
  cast control water once per day. 
  Fire Gnomes 
  Elemental Gnomes 
  Fire gnomes are relatives of common gnomes who dwell 
  in stone cities carved into the sides of caverns beneath 
  volcanoes. They have red skin and blazing yellow hair 
  and are notably more cruel and tricky than their kin. 
  Fire gnomes hunt burrowing animals and insects, turn-
  ing them into tasty meat pies and thick soups. They are 
  known for their fire wine, which they brew from the 
  
   
  4 
   
  blood of fire trolls. The fire gnomes trade with folk from 
  the underworld when they get the chance, but they have 
  little contact with the surface. 
  Fire gnomes average 24″ tall. They have a movement 
  rate of 20′ per round. Fire gnomes live to be 250 years 
  old. They start the game speaking Gnome and Fire Ele-
  mental plus bonus languages for high intelligence. Fire 
  gnomes can see in the dark up to 120′. 
  At character creation, fire gnomes add +1 to intelligence 
  (max. of 18) and subtract 1 from strength (min. of 3). 
  Fire gnomes enjoy a +2 bonus on saving throws against 
  fire. They also only suffer half damage from fire.  
  Fire gnomes are +1 to hit giant insects and magmin and 
  they have a +2 bonus to AC against giants. 
  A fire gnome with a charisma score of 9 or higher can 
  cast color spray and fool’s gold, each once per day.  
  Fire gnome illusionists can multi-class as thieves or 
  fighters, or as illusionist/fighter/thieves. 
   
   
   
  Gullinbursti 
  Elf/Orc Hybrids 
  Gullinbursti are half-orcs with elf blood in their veins, so 
  it is no surprise that they are outcasts and loners among 
  both of their parent peoples. They have the faces of re-
  fined orcs with long, golden hair on their heads. 
  Gullinburstis have a more intelligent look in their eyes 
  than most half-orcs. 
  Gullinburstis average 66″ tall. They have a movement 
  rate of 30′ per round. Gullinburstis live to be 150 years 
  old. They start the game speaking Common, Elf and Orc 
  plus bonus languages for high intelligence. Gullinburstis 
  can see in the dark up to 60′. 
  They inherit an orc’s strength, but though they are more 
  urbane than the average orc, their upturned noses still 
  make them less than lovely. At character creation, 
  gullinburstis add +1 to strength (max. 18) and subtract 1 
  from charisma (min. 3).  
  Gullinburstis have 30% magic resistance to sleep and 
  enchantment spells, and they are immune to the paralyz-
  ing touch of ghouls. 
  Gullinbursti fighters can multi-class as clerics, magic-
  users or thieves. 
  
   
  5 
   
   
  Hobs 
  Halfling/Orc Hybrids 
  Hobs are halfling/orc crossbreeds. They look like large, 
  ugly halflings with black, bristly hair on their heads, feet 
  and hands. Hobs have lanky legs and arms and big hands 
  and feet. They are pig-headed bullies who love a good 
  fight, but not a fair fight. 
  Hobs average 54″ tall. They have a movement rate of 20′ 
  per round due to their bow legs. Hobs live to be 120 
  years old. They start the game speaking Common and 
  Halfling and Orc plus bonus languages for high intelli-
  gence. Hobs can see in the dark up to 120′. 
  At character creation, hobs add +1 to constitution (max. 
  18) and subtract 1 from wisdom (min. 3). They are tough 
  as nails and rarely succumb to pain, but they are pig-
  headed and rarely think things through. 
  Hobs are +2 to move silently, for they prefer ambushing 
  foes and striking them from behind. Their large hands 
  grant them a +1 bonus on grapple attacks. 
  Hob assassins can multi-class as clerics, fighters or mag-
  ic-users. 
   
   
  Peri 
  Persian Elves 
  The peris are elfin folk with very pale skin, hair the color 
  of a desert sunset and eyes like drops of dew. They are 
  dashing, graceful folk, and are usually garbed in silks and 
  satins – loose robes for times of relaxation and pleasure 
  and baggy breeches, well-fitted shirts and cloaks when 
  they are out in the field fighting, hunting or adventuring. 
  Males and females wear silk turbans and decorate them-
  selves with beads, bangles and tinkling bells. 
  Peris average 50″ tall. They have a movement rate of 40′ 
  per round. Peris live to be 200 years old. They start the 
  game speaking Common and Elf plus bonus languages for 
  high intelligence. Peris can see in the dark up to 60′. 
  At character creation, peris add +1 to their charisma and 
  dexterity scores (max. 18). They subtract 1 from their 
  strength and constitution scores (min. 3).  
   
  
   
  6 
   
   
  Like elves, peris are immune to the paralysis touch of 
  ghouls. They surprise foes on a roll of 1-3 on 1d6, and 
  due to their keen senses they are only surprised on a roll 
  of 1 on 1d6.  
  A peri with a Charisma score of 11 or higher can cast 
  dancing lights and phantasmal force each once per day.  
  Peri sorcerers can multi-class as duelists or thieves. 
  Utu 
  Savannah Dwarves 
  The utu are distantly related to the dwarves. They have 
  pitch-black skin and eyes, and small beards of wiry, black 
  hair. Like other dwarfs, they dwell underground. 
  Utu eschew clothing when they can, though in very cold 
  weather they submit to large cloaks and wrap bandages 
  around their feet. Warriors wear whatever armor they 
  can find, though they utu of the savannah rarely wear 
  more than leather and carry bucklers. Utu prefer to fight 
  with heavy maces and other bludgeoning weapons. 
  The utu worship Khnum, the divine potter, who they 
  believe is the creator of the universe. Khnum’s clerics are 
  curious about the universe and spend most of their time 
  recording their observations on clay tablets. Where other 
  dwarfs are experts at the forge, the utu are experts at 
  working with wood and clay and they are learned in the 
  art of conjuring spirits.  
  Utu average 48″ tall. They have a movement rate of 20′ 
  per round. Utu live to be 450 years old. They start the 
  game speaking Common and Dwarf plus bonus languages 
  for high intelligence. Utu can see through darkness as 
  easily as most folk see in the light. They are, however, 
  limited to seeing 60′ in the light. 
  At character creation, utu add +1 to constitution (max. 
  18) and subtract 1 from intelligence (min. 3). 
  Utu have a natural Armor Class of 14.  
  Utu clerics can multi-class as fighters, magic-users or 
  thieves. Whatever class they take, utu dwarves are lim-
  ited to a maximum of 8th level. 
  Weird Races 
  Over the years, many new races have appeared in arti-
  cles published in NOD, usually within the framework of a 
  theme. These races stray from what most people would 
  consider “traditional fantasy” and therefore can only be 
  played with the Treasure Keeper’s permission. Most are 
  designed to expand campaign play into new areas, such 
  as the Underworld, other dimensions or worlds domi-
  nated by something other than humanity. 
  Apes 
  Intelligent apes that adventure like men?! In NOD 22 I 
  presented some rules to run a “Dungeon of the Apes” 
  campaign, including three ape races to use in fantasy 
  games; gorillas, chimpanzees and orangutans. I added a 
  fourth, the bekantan, later on my blog. 
  Bekantan 
  The life of a bekantan is normally pretty boring. They 
  dwell in the treetops, grazing on leaves, letting life pass 
  them by. Because the leaves contain toxins, they only eat 
  young leaves and they only eat a few from each tree, to 
  avoid too big a build-up of that tree’s particular toxins in 
  their system. Tree to tree, leaf to leaf. Boring. 
  
   
  7 
   
  A rare bekantan, however, is born a little smarter than its 
  kin and wants a little more out of life. These bekantan 
  become adventurers. 
  Bekantans have reddish-orange fur and pink-orange fac-
  es. They are notable for their large noses (especially on 
  the males) and pot bellies. 
  Bekantans average 30″ tall. They have a movement rate 
  of 30′ per round. Bekantans live to be 30 years old. They 
  start the game speaking Common and Ape plus bonus 
  languages for high intelligence. Bekantans can see in the 
  dark up to 30′. 
  At character creation, bekantans add +2 to dexterity 
  (max. 19) and +1 to wisdom (max. 18). They subtract 1 
  from strength (min. 3) and 2 from intelligence (min. 3). 
  Bekantans have a +2 bonus to climb walls checks and a 
  climb speed of 20′ per round. They can jump twice as far 
  as their strength score should allow. 
  Bekantans have a +2 bonus to save vs. poison.  
  A bekantan’s unarmed strikes deal 1d2+2 damage. 
  Bekantan thieves can multi-class as fighters, magic-users 
  or clerics if they can meet the requirements. 
  Chimpanzees 
  The chimps are the scholars of the ape people, always 
  curious and often chattering away on one subject or an-
  other while gorillas snort in derision and orangutans just 
  sigh and roll their eyes. 
  Chimpanzees average 45″ tall. They have a movement 
  rate of 20′ per round. Chimps live to be 60 years old. 
  They start the game speaking Common and Ape plus bo-
  nus languages for high intelligence. Chimpanzees can see 
  in the dark up to 30′. 
  At character creation, chimpanzees add +2 to strength 
  (max. 20) and +1 to intelligence (max. 18). They subtract 
  2 points from wisdom (min. 3). 
  
   
  8 
   
  Chimps have a +2 bonus to climb walls and a climb speed 
  of 20′. When in a woodland, they can move via branches 
  and trees at a speed of 20′ per round. 
  A chimp’s unarmed strikes deal 1d2+1 damage. 
  Chimpanzees can advance as far as 9th level, except as 
  magic‐users, as which they can advance to 11th level. 
  Gorillas 
  Gorillas are the warriors of the apes. They are burly and 
  brash and easily annoyed, especially by humans.  
  Gorillas average 68″ tall. They have a movement rate of 
  20′ per round. Gorillas live to be 40 years old. They start 
  the game speaking Common and Ape plus bonus lan-
  guages for high intelligence. Gorillas can see in the dark 
  up to 30′. 
  At character creation, gorillas add +6 to strength (max. 
  24) and +1 to constitution (max. 18). They subtract 2 
  points from intelligence and wisdom (min. 3). 
  A gorilla’s unarmed strikes deal 1d2+2 damage. 
  Gorillas are capable of launching into a menacing display 
  of power that forces creatures with less than half of the 
  gorilla's hit dice to pass a saving throw or become fright-
  ened for 1d4 rounds. 
  Gorilla characters can advance as far as 7th level, except 
  as fighters, as which they can advance to 9th level. 
  Orangutans 
  Orangutans are the "wise old men" of the ape communi-
  ty, serving as bureaucrats, clergymen and village leaders. 
  For this reason, they often assume that they are in com-
  mand in any situation, and thus can be very overbearing. 
  Orangutans average 52″ tall. They have a movement rate 
  of 20′ per round. Orangutans live to be 45 years old. They 
  start the game speaking Common and Ape plus bonus 
  languages for high intelligence. Orangutans can see in the 
  dark up to 30′. 
  At character creation, orangutans add +4 to strength 
  (max. 22) and +1 to wisdom (max. 18). They subtract 2 
  from charisma (min. 3). 
  Orangutans add +2 to climb walls checks. When in trees, 
  they can move using branches and vines at a speed of 20′ 
  per round. 
  An orangutan’s unarmed strikes deal 1d2+2 damage. 
  Orangutan characters can advance to 8th level, except as 
  clerics, as which they can advance to 10th level. 
  Little Pigs 
  The little pig was introduced in Bloody Basic Mother 
  Goose Edition as a PC class. In fact, it was the little pigs 
  running around in the Laurel & Hardy version of Babes in 
  Toyland that inspired me to write that book. 
  Little pigs are intelligent swine capable of walking on 
  their hind legs and manipulating objects with their fore-
  hooves. They often (though not always) wear clothing. 
  Little pigs are known for their fearlessness.  
  Little pigs average 35″ tall. They have a movement rate 
  of 20′ per round. Little pigs live to be 45 years old. They 
  start the game speaking Common plus bonus languages 
  for high intelligence. They can also communicate with all 
  natural and supernatural swine. Little pigs can see in the 
  dark up to 30′. 
  At character creation, little pigs add +1 to dexterity (max. 
  18) and subtract 1 from strength (min. 3). 
  Little pigs enjoy a +2 bonus to save vs. fear … though 
  their fearlessness sometimes gets them into trouble. 
   
  
   
  9 
   
  Little pigs are weak and many larger animals find them 
  tasty, which means they have to use their wits to survive. 
  To this end, little pigs have a +2 bonus to move silently 
  and a +2 bonus to remove and set traps. 
  Little pigs can multi-class as fighter/thieves. 
  Macabres 
  Once upon a time, stories say, the fey were forced to re-
  treat into the realm of Fairy due to the unstoppable 
  spread of humanity. This is utter rot. Oh, the elves some-
  times slip between the dimensions and travel through 
  time as their magic allows, but most of the fey stayed put, 
  learning to blend in and live among humans.  
  The more powerful of the fey intermarried with humans 
  and in time produced a new race called the macabre. The 
  macabre are humanoids (mostly) who are, to a man and 
  woman, unwholesome or odd in appearance. They are 
  also possessed of a dark humor that is sometimes deadly.  
  Encountered outside their close knit clans, the macabre 
  refer to themselves as uncle, aunt, cousin or even 
  grandmother or grandfather, indicating their race’s kin-
  ship to mankind. They give themselves names profane, 
  morbid or unsettling. 
  All macabre heal at double the normal human rate (i.e. 2 
  hit points per level per day of rest, or 2 ability points per 
  day of rest). Macabres can see in the dark up to 120′. 
   
  Each macabre is possessed of a random extraordinary 
  power rolled on the table below.  
  D20 
  Extraordinary Power 
  1 
  Can boost strength once per day per the strength spell 
  2 
  Resistance to fire 
  3 
  Resistance to acid 
  4  
  Resistance to electricity 
  5  
  +3 bonus to save vs. poison 
  6  
  +3 bonus to save vs. disease 
  7  
  Commands a swarm of spiders, a giant rat or a vulture 
  8  
  Cast prestidigitation three times per day 
  9  
  Has an assassin vine (2 HD) in a pot as a boon companion 
  10  
  Has a crawling claw as a boon companion 
  11  
  +1 to hit with swords and +1 AC while fighting with a sword 
  12  
  Can mix and set off alchemist’s fire 
  13  
  Inhumanly tall (‐1 to dexterity, +2 to strength) 
  14  
  Inhumanly short (‐3 to movement, +2 to strength) 
  15  
  Inhumanly fat (‐3 to movement, +2 to constitution) 
  16  
  Inhumanly thin (‐1 to constitution, +2 to dexterity) 
  17  
  Raucous cackle; once per day, all within earshot must save vs. 
  fear or be frightened for 1d6 rounds 
  18  
  Regenerate 1 hit point per round up to half normal hit points un-
  less reduced to 0 hit points 
  19  
  Covered in thick hair (+2 to Armor Class) 
  20  
  Has a burrowing speed of 6 
   
  Macabre assassins can multi-class as fighters, clerics or 
  magic‐users. 
  Olympioids 
  The Olympioids are a quartet of mythic races based on 
  the Greek gods and goddesses. All of the Olympioids are 
  mechanical creatures, perhaps fashioned by Hephaestus. 
  As a form of mechanical life, Olympioids are immune to 
  poison and disease. They do not need to eat or breathe, 
  although they do benefit from imbibing a magical potion. 
  Spells that heal damage to living bodies are only half as 
  effective on them. 
  Athenae 
  Athenae are warriors born, statuesque fem‐bots with 
  steel skin and tactical minds. They do not look for battle, 
  but never shy from it. They enjoy taking the lead in any 
  situation, but tend to think things through before acting, 
  unlike the herakleons (q.v). Athenae are never Chaotic in 
  alignment unless they have been twisted by foul magic. 
  Athenae average 72″ tall. They have a movement rate of 
  30′ per round. Athenae function for 80 years. They start 
  
   
  10 
   
  the game speaking Common and Olympioid plus bonus 
  languages for high intelligence. Athenae can see in the 
  dark up to 60′. 
  At character creation, athenae add +1 to wisdom and 
  constitution (max. 18). They subtract 1 from dexterity 
  and charisma (min. 3).  
  An athenae’s metallic skin gives her a natural AC of 12. 
  Their construction makes it impossible for them to wear 
  platemail and plate armor. 
  Athenae have a natural affinity for divine magic. Athenae 
  with a wisdom score of 10 or higher can cast the follow-
  ing spells, each once per day: Bless weapon, detect evil 
  and shield of faith. 
  Athenae are +2 to save vs. anti-cleric spells.  
  Athenae fighters can multi‐class as clerics. 
   
  Heliads 
  Heliads look like peerless sculptures of male humans. 
  Their skin is made of gilded steel and dazzles the eyes 
  when struck by light. Beautiful and conscious of their 
  beauty, heliads have a penchant for waxing poetic and 
  commanding the stage. 
  Heliads average 72″ tall. They have a movement rate of 
  30′ per round. Heliads function for 80 years. They start 
  the game speaking Common and Olympioid plus bonus 
  languages for high intelligence. Heliads can see in the 
  dark up to 120′. 
  At character creation, heliads add +1 to dexterity and 
  charisma (max. 18). They subtract 1 from wisdom and 
  constitution (min. 3).  
  A heliad’s metal skin gives him a natural AC of 12. Their 
  construction makes it impossible for them to wear 
  platemail and plate armor. 
  A heliad’s honeyed words give them a +1 bonus to reac-
  
   
  11 
   
  tion rolls with all creatures but those that hate the Sun. 
  Heliades receive a +1 bonus to attack with all bows. 
  Heliads can shed light (per the light spell) for up to 10 
  minutes per day. These minutes need not be consecutive. 
  Once per day they can cast daylight.  
  Heliad bards may multi‐class as clerics or fighters. 
  Herakleons 
  Herakleons are large, robust mechanical men with 
  bronze skin. They were built for strength and battle, 
  primarily in arenas, and relish taking on huge monsters 
  in front of cheering crowds. 
  Herakleons like to stay well‐oiled and polished. They 
  tend to be arrogant and brash, but more often than not 
  they can back up their bravado with their deeds. 
  Herakleons average 84″ tall. They have a movement rate 
  of 30′ per round. Herakleons function for 80 years. They 
  start the game speaking Common and Olympioid plus 
  bonus languages for high intelligence. They can see in the 
  dark up to 60′. 
  At character creation, herakleons add +2 to strength 
  (max. 19). They subtract 2 from intelligence (min. 3).  
  A herakleon’s metallic skin gives him a natural AC of 12. 
  Their construction makes it impossible for them to wear 
  platemail and plate armor. 
  When a herakleon’s ire is raised (or when they just want 
  to show off), they can “flex their muscles”, increasing 
  their size to Large and gaining the bonuses and penalties 
  associated with creatures of Large size.  
  A herakleon’s braggadocio makes him a stubborn foe. He 
  enjoys a +2 bonus to save vs. fear and fatigue. Unfortu-
  nately they are easily goaded into fights, requiring a suc-
  cessful saving throw to avoid falling for taunts. 
  Herakleons are +1 to attack huge monsters. They in-
  crease their AC by +2 against dragons and hydras. 
  Stygiae 
  Stygiae are grim mechanical men with skin of orichalcum 
  (i.e. black bronze). Chthonic folk, they take to darkness 
  and dim deeds like a fish takes to water. The stygiae fa-
  vor gravity, brevity and dignity; they are not popular at 
  parties. Stygiae are never Lawful in alignment. 
  Stygiae average 78″ tall. They have a movement rate of 
  30′ per round. Stygiae function for 80 years. They start 
  the game speaking Common and Olympioid plus bonus 
  languages for high intelligence. Stygiae can see in the 
  dark up to 120′. 
  At character creation, stygiae add +1 to intelligence and 
  wisdom (max. 18). They subtract 2 from their charisma 
  score (min. 3).  
  A stygiaes’ metal skin gives him a natural AC of 12. Their 
  construction makes it impossible for them to wear 
  platemail and plate armor. 
  As creatures of the underworld, stygiae can detect pre-
  cious metals and gemstones worth at least 20 gp as 
  though detecting evil or magic (as the spells).  
  A stygiae with a wisdom score of 10 or higher can cast 
  the following spells, each once per day: Deathwatch, de-
  tect undead and detect poison.  
  Stygiae thieves can multi‐class as clerics, fighters or mag-
  ic‐users. 
  Primordials 
  The Primordials are an ancient collection of dinosaur-
  like mythic races native to jungles. 
  Coyols 
  The coyols are fearsome and frightening Primordials. 
  They have the appearance of velociraptors with milky 
  white scales and pitch black feathers on their arms and 
  tails. Coyols have toothy grins and unwavering eyes that 
  can bore a hole through a person’s skull (not really). 
  Coyols average 40″ tall. They have a movement rate of 
  40′ per round. Coyols live to be 80 years old. They start 
  the game speaking Common and Lizardman plus bonus 
  languages for high intelligence. Coyols can see in the dark 
  up to 120′. 
  At character creation, coyols add +1 to charisma (max. 
  18). They subtract 1 from wisdom (min. 3).  
  Coyols can opt to make a bite attack for 1d4 points of 
  damage instead of making a weapon attack. 
  
   
  12 
   
  Coyols have magic in their blood, though this magic 
  changes with the phases of the moon. When the moon is 
  waxing and when it is full, a coyol with a charisma of 10 
  or higher can cast the following spells, each once per day: 
  Daze, light and hypnotism. When the moon is waning or 
  new, they can cast darkness once per day. 
  Coyol sorcerers can multi-class as druids, fighters or 
  thieves. 
  Quetzals 
  The quetzals are high-flying, arrogant pteranodons who 
  consider themselves the natural ruling class of the Pri-
  mordials. The others do not share this belief, but they are 
  often content to ignore the quetzals rather than argue 
  the point. Quetzals have rainbow plumage. They have 
  thin, long faces and rather impressive azure eyes. 
  Quetzals average 72″ tall. Because their bones are hol-
  low, they count as small creatures in combat. 
  Quetzals have a movement rate of 30′ per round on land 
  and when flying. Quetzals live to be 80 years old. They 
  start the game speaking Common and Lizardman plus 
  bonus languages for high intelligence. Quetzals can see in 
  the dark up to 60′. 
  At character creation, quetzals add +1 to intelligence and 
  wisdom (max. 18). They subtract 2 from their constitu-
  tion score (min. 3).  
  A quetzal with an intelligence of 10 or higher can cast the 
  following spells, each once per day: Dancing lights, flare 
  and color spray. 
  Quetzal clerics can multi-class as fighters, sorcerers or 
  thieves. 
  Tezcats 
  Tezcats are large Primordials with scaly skin that forms a 
  sort of armor plating on their backs, chests, faces and 
  arms. They have squat legs and armored tails and are 
  almost as wide as they are tall. Their scales are turquoise 
  in color and their faces have the appearance of turquoise 
  skulls. Tezcats relish taking the front line in any fight. 
  
   
  13 
   
  Tezcats average 80″ tall. They have a movement rate of 
  20′ per round. Tezcats live to be 65 years old. They start 
  the game speaking Common and Lizardman plus bonus 
  languages for high intelligence. Tezcats can see in the 
  dark up to 60′. 
  At character creation, tezcats add +1 to strength (max. 
  18). They subtract 1 from intelligence (min. 3).  
  A tezcat can make a tail attack against foes behind them 
  for 1d4 points of damage in addition to making a weapon 
  attack. Their armor plating gives them a natural AC of 12. 
  Once per day, a tezcat can unleash a deep, long bellow 
  that acts as a gust of wind spell. 
  Tezcat fighters may multi-class as clerics, sorcerers or 
  thieves. 
  Tlalocs 
  Tlalocs look like humanoid toads with bright green hides 
  and needle-like spikes running up their arms and down 
  their backs. They have large, golden eyes that show in-
  credible cunning when their owner wishes them to, but 
  otherwise look blank and inscrutable. Two long fangs jut 
  out from their thin, crooked lips. Tlalocs stand about as 
  tall as dwarves, though this is partially because of their 
  hunched postures. 
  Tlalocs average 40″ tall. They have a movement rate of 
  30′ per round on land and 20′ per round when swim-
  ming. Tlalocs live to be 65 years old. They start the game 
  speaking Common and Lizardman plus bonus languages 
  for high intelligence. Tlalocs can see in the dark up to 60′. 
  At character creation, tlalocs add +1 to dexterity (max. 
  18). They subtract 1 from charisma (min. 3).  
  A tlaloc can jump twice as far as their strength score in-
  dicates. They can hold their breath for a full minute be-
  fore needing to breath.  
  A tlaloc can make a bite attack in combat for 1d4 points 
  of damage in place of making a weapon attack. 
  Tlalocs have a natural affinity for and control over water. 
  A tlaloc with a wisdom score of 10 or higher can cast the 
  following spells, each once per day: Acid splash, ray of 
  frost and obscuring mist. 
  Tlaloc thieves may multi-class as druids, fighters or sor-
  cerers. 
  Underworlders 
  These Underworld races first appeared in NOD during 
  the issues that covered the “Hell Crawl”. Each of these 
  races was connected to one of the Seven Deadly Sins. 
  You will note some differences between the racial abili-
  ties here and those in Blood & Treasure: Monsters. 
  Bugbears 
  Bugbears are sneaky, cunning goblins with a penchant 
  for terrorizing weaker creatures. They are large and 
  hairy, with shaggy fur that ranges from brown to crimson 
  and skin that ranges from light yellow to orange. They 
  have broad heads and wide mouths filled with fangs. 
  Bugbears are thieves at heart. “Why produce,” they ask, 
  “when you can just take from the productive?” Being 
  stronger than most other creatures, bugbears tend to be 
  bullies who force weaker creatures to do their work for 
  them. They enjoy throwing their weight around, bearing 
  their fangs and frightening smaller folk. A bugbear rarely 
  volunteers for anything unless they expect a big payoff or 
  dire consequences for inaction. 
  Bugbears average 84″ tall. They have a movement rate of 
  20′ per round. Bugbears can live to be 100 years old. 
  They start the game speaking Goblin plus bonus lan-
  guages for high intelligence. Bugbears can see in the dark 
  up to 60′. 
  At character creation, bugbears add +1 to strength (max. 
  18) and dexterity (max. 19). They subtract 1 from intelli-
  gence and charisma (min. 3). 
  Bugbears have a +3 bonus to move silently checks. Their 
  thick skin gives them a natural AC of 11. Their large size 
  gives them one additional hit point at first level. 
  Bugbear thieves can multi-class as fighters. 
  Drow 
  The drow are prideful, lustful elves cursed by their gods 
  to a life away from the sun. Even after many millennia 
  under the earth, they remain as sensuous, prideful and 
  lustful as they ever were on the surface. Though a shad-
  ow of their former selves, both in raw power and in 
  number, they remain a potent force in the underworld 
  and are not to be trifled with. 
  Drow find it difficult to view others as anything other 
  than either slave labor or sex objects. Their inability to 
  
   
  14 
   
  tell themselves “no” makes them a disruption in any 
  group, but their intelligence, cunning and dedication to 
  having their way also makes them powerful allies, as-
  suming their goals and the party’s goals are in accord. 
  White is the most common hair color among drow, but 
  almost any pale shade is possible. Drow tend to be small-
  er and thinner than other sorts of elves, and their eyes 
  are often a vivid red. 
  Drow average 62″ tall. They have a movement rate of 40′ 
  per round. Drow can live to be 900 years old. They start 
  the game speaking Common, Drow and Elven plus bonus 
  languages for high intelligence. Drow can see in the dark 
  up to 120′. 
  At character creation, drow add +1 to dexterity (max. 
  18). They subtract 1 from constitution (min. 3). 
  Drow are +2 to save vs. magic, have magic resistance 
  90% against sleep and 
  charm and they are im-
  mune to the paralyzing 
  touch of ghouls.  
  Drow enjoy a +2 bonus to task checks to move silently 
  and find secret doors on a roll of 1-2 on 1d6. Drow re-
  duce the penalties for fighting with two weapons by 1. 
  When forced to endure sunlight, drow suffer a ‐4 penalty 
  on attack rolls and saving throws. 
  Male drow magic-users can multi-class as clerics, fighters 
  or thieves, and truly extraordinary ones can multi-class 
  as fighter/magic-user/thieves. 
  Female drow clerics can multi-class as fighters, magic-
  users or thieves, and truly extraordinary ones can multi-
  class as cleric/fighter/magic-users. 
  Drow divide their earned experience points by two. 
  Duergar 
  Duergar adventurers strike out for riches and they do 
  not care how they get them. They are rapacious and 
  greedy, and would gladly see a comrade die to retain a 
  copper coin for themselves. All power in duergar society 
  is a function of wealth, and power over their kith and kin 
  is all a duergar seeks. In their mad search for power and 
  wealthy, the duergar have lost the ability to be happy. Joy 
  and pleasure are almost alien concepts to them. They are, 
  to a man, woman and child, dour and unforgiving folk. 
  Duergar average 46″ tall. They have a movement rate of 
  20′ per round. Duergar can live to be 400 years old. They 
  start the game speaking Common and Dwarf plus bonus 
  languages for high intelligence. Duergar can see in the 
  dark up to 120′. 
  At character creation, duergar add +1 to constitution 
  (max. 18). They subtract 1 from charisma (min. 3). 
  When underground, duergar note slanting and sloping 
  passages, shifting walls, new construction and depth un-
  derground on a roll of 1-2 on 1d6. 
  Duergar are +1 to attack goblins, hobgoblins and orcs, 
  and have a +4 bonus to Armor Class against giants.  
  Duergar are +4 to save vs. illusions and poison. 
  Duergar are blinded in bright light and sunshine 
  (‐2 to hit and to saving throws).  
  Duergar thieves enjoy a +10% bonus to moving 
  silently, and non-thieves can move silently, as a 
  thief, on a roll of 1‐2 on 1d6. 
  
   
  15 
   
  Duergar thieves can multi-class as clerics and fighters, 
  and duergar clerics can multi-class as fighters.  
  Duergar divide their earned experience points by two. 
  Hobgoblins 
  Hobgoblins are large cousins of goblins with hair color 
  ranging from dark reddish-brown to dark gray and skin 
  color ranging from dark yellow to red-orange. Large 
  males have blue or red noses. Hobgoblins’ eyes are yel-
  lowish or dark brown, while their teeth are yellow. Their 
  garments tend to be brightly colored, often blood red 
  with black-tinted leather. 
  Hobgoblins are militant and warlike, seeing every crea-
  ture as a potential enemy and every action as a threat. 
  They naturally think themselves the most fit to command 
  any expedition, but once they have fought it out and lost 
  they can accept their position as a subordinate if they 
  must (at least, until an opportunity arrives to unseat 
  their leader). Hobgoblins have a devil of time giving up 
  without a fight, and they have very little control over 
  their tendency towards violence. 
  Hobgoblins average 78″ tall. They have a movement rate 
  of 30′ per round. Hobgoblins can live to be 80 years old. 
  They start the game speaking Common and Goblin plus 
  bonus languages for high intelligence. Hobgoblins can 
  see in the dark up to 60′. 
  At character creation, hobgoblins add +1 to constitution 
  (max. 18) and subtract 1 from charisma (min. 3). 
  A hobgoblin’s thick skin gives them a natural AC of 11. 
  Their large frames give them +1 hit point at first level. 
  When underground, hobgoblins note slanting and slop-
  ing passages, shifting walls, new construction and depth 
  underground on a roll of 1-2 on 1d6. 
  Hobgoblins can use worgs and dire wolves as mounts as 
  easily as humans us horses. 
  Hobgoblins train as warriors almost from infancy, and 
  thus gain 1 extra hit point per hit dice. 
  Hobgoblin fighters can multi-class as clerics. 
  Kobolds 
  Kobolds are scaled humanoids that look like a cross be-
  tween lizards and dogs. A kobold’s scaly skin ranges 
  from dark rust to black and they have glowing red eyes. 
  Kobolds envy other races their height, their possessions, 
  their skills, etc. Their own prowess at mining gives them 
  plenty to trade, but their inability to trust a deal – to be-
  lieve the person they are trading with is not getting the 
  best of them – makes it impossible for them to do much 
  but hoard their wealth. Kobolds are not cowardly, but 
  they prefer to attack from ambush and in superior num-
  bers – why stick your neck out when some bigger, 
  stronger creature can take the risk for you? 
  Kobolds average 30″ tall. They have a movement rate of 
  20′ per round. Kobolds can live to be 200 years old. They 
  start the game speaking Common and Kobold plus bonus 
  languages for high intelligence. Kobolds can see in the 
  dark up to 120′. 
  At character creation, hobgoblins add +1 to dexterity 
  (max. 18) and subtract 1 from strength (min. 3). 
  When underground, kobolds note sloping passages, un-
  safe construction, approximate depth underground and 
  direction of travel on a roll of 1-2 on 1d6. 
  Kobold clerics can multi-class as magic-users or thieves. 
  Notac-Ichat 
  The notac‐ichat are underworld dwellers that look like 
  humanoid insects with blue chitin covered in bristly “fur” 
  not unlike the furry protrusions on some types of crabs. 
  They have long, bony, five‐knuckled fingers that create 
  audible vibrations when rubbed against their chitin. 
  The sin of the notac‐ichat is apathy and inaction. A no-
  tac‐ichat simply does not care about anything but itself. 
  What is good for a notac-ichat, personally, is by defini-
  tion to them good. What is not good for them is not good. 
  Nothing else enters the equation. It is this apathy that 
  keeps them in check, for they produce enough young 
  each year to otherwise overrun the underworld. Most of 
  the young end up as food or cannon fodder and those 
  that do survive have little impetus to help their fellows. 
  Notac-ichat average 76″ tall. They have a movement rate 
  of 20′ per round. Notac-ichat can live to be 50 years old. 
  They start the game speaking Common and Notac-Ichat 
  plus bonus languages for high intelligence. Notac-ichat 
  can see in the dark up to 120′. 
  Notac‐ichat can, in place of moving or attacking, rub their 
  fingers against their chitin, creating vibrations that force 
  creatures within 20′ to pass a saving throw or be fa-
  tigued. The notac-ichat can keep this up for as long as 
  
   
  16 
   
  they like, but the victim gets a new saving throw 
  each round to throw off the effect. 
  Notac‐ichat never wear armor, but their chitin pro-
  vides AC 14. The traditional weapons of the no-
  tac‐ichat are a barbed whip and dagger. 
  Notac-ichat thieves may multi-class as clerics, fighters or 
  magic-users.  
  They divide their earned experience points by two. 
  Orcs 
  Orcs are large, hunched goblins with jade green 
  to dark green skin and lank black hair. They 
  have pig‐like faces and tusks. Orcs are crude, pig-
  headed humanoids related to goblins. They prefer 
  wearing vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow-
  green, and deep purple. 
  Orcs are always hungry. This defines their culture and 
  their personality. They have metabolisms as fast as those 
  of halflings, and make terrible pigs of themselves when 
  food presents itself, happily eating meat raw off the bone. 
  Parties traveling with orcs know well that they must hide 
  their food if they want to keep it. 
  Orcs average 72″ tall. They have a movement rate of 30′ 
  per round. Orcs can live to be 50 years old. They start the 
  game speaking Common and Orc plus bonus languages 
  for high intelligence. Orcs can see in the dark up to 60′. 
  At character creation, orcs add +1 to constitution (max. 
  18) and subtract 1 from charisma (min. 3). 
  When underground, orcs note slanting and sloping pas-
  sages, shifting walls, new construction and depth under-
  ground on a roll of 1-2 on 1d6. 
  An orc’s iron stomach affords it a +1 bonus to save vs. 
  ingested poisons and disease. 
  Orc fighters can multi-class as thieves. 
  Vasir 
  The Vasir are a quartet of mythic races inspired by four 
  of the most famous Norse deities, Thor, Frey, Odin and 
  good old mischievious Loki. It should go without saying 
  that all Vasir speak in faux-Shakespearean English. 
   
  Freylings 
  Freylings are 
  lithe, comely folk 
  with large, violet 
  eyes, alabaster 
  skin and hair of 
  copper, silver or 
  gold. Freylings stand about 4′ to 5′ tall, and their narrow 
  frames make them look very fragile. They delight in the 
  sensuous and have a bad habit of charming people of the 
  opposite sex just for the fun of it; the feelings of others 
  rarely enter into their calculations. 
  Freylings average 54″ tall. They have a movement rate of 
  30′ per round. Freylings can live to be 120 years old. 
  They start the game speaking Common and Vasir plus 
  bonus languages for high intelligence. They can see in the 
  dark up to 120′. 
  At character creation, freylings add +1 to charisma (max. 
  18). They subtract 1 from strength (min. 3).  
  Freylings can make their bodies glow (as the light spell) 
  for a total of 10 minutes per day. In addition, once per 
  day they can assume the shape of a falcon, cat or boar for 
  1 minute. When in animal form they retain their attack 
  bonus and mental ability scores and abilities, but use the 
  
   
  17 
   
  attack forms and damage of their animal shape, as well 
  as any special physical abilities of their animal shape. 
  Freyling bards may multi-class as druids and fighters. 
  Lokai 
  Lokais are nimble little bastards, thoroughly untrustwor-
  thy and always scheming. They have swarthy skin, eyes 
  that burn like hot coals (usually red, but intensifying to 
  white and blue when the lokai is scheming something) 
  and their hair is actually a flickering flame as bright as a 
  lantern, though they can dim it to a murky grey. 
  Lokais average 66″ tall. They have a movement rate of 
  40′ per round. Lokais can live to be 120 years old. They 
  start the game speaking Common and Vasir plus bonus 
  languages for high intelligence. Lokais can see in the dark 
  up to 120′. 
  At character creation, lokais add +1 to dexterity and cha-
  risma (max. 18). They subtract 2 from strength (min. 3).  
  Lokais have a +2 bonus to pick pockets. They enjoy a +3 
  bonus to save vs. fire and a +2 bonus to save vs. magic. 
  Lokais can see magical auras (per detect magic) at will. 
  They are +1 to hit with daggers and darts. 
  Lokai thieves can multi-class as fighters and magic-users. 
  Thunors 
  Thunors are tall humanoids with ruddy skin, copious 
  manes of hair in various shades of red or very rarely 
  blond, and eyes that range from blue to grey. They are 
  usually quite strong, with large, meaty hands and faces 
  that suggest a perturbed Neanderthal. Thunors are good-
  hearted souls who hate bullies, but they are also boister-
  ous, assertive, aggressive, stubborn, and prone to solving 
  problems with brute force (i.e. bullies). 
  
   
  18 
   
  Thunors average 84″ tall. They have a movement rate of 
  30′ per round. Thunors can live to be 120 years old. They 
  start the game speaking Common and Vasir plus bonus 
  languages for high intelligence. They can see in the dark 
  up to 60′. 
  At character creation, thunors add +1 to strength and 
  constitution (max. 18). They subtract 1 from intelligence 
  and wisdom (min. 3). Thunors are built like oxen, but are 
  not known for their brain power or self-control. 
  Thunors are +to save vs. electricity and sonic attacks, 
  and +3 to save against magic unless they themselves are 
  spellcasters, in which case they lose this bonus. 
  Thunors have a mystic connection to both the earth and 
  sky. They are capable of treating half of the damage from 
  their melee attacks with metal weapons as electricity or 
  sonic damage. This is useful for overcoming some crea-
  tures’ resistance to weapon damage. When a thunor 
  scores electricity damage his weapon is surrounded in 
  crackling electricity and when he scores sonic damage 
  his hits are accompanied by a thunderous boom. 
  Thunors are +1 to hit giants, ettins and ogres in combat. 
  While they do not care much for spells or magic items 
  other than magic weapons and armor, they will deign to 
  use gauntlets of ogre strength and belts of giant strength. 
  Thunor are also capable of using dwarven throwers. 
  Thunor fighters can multi-class as druids and thieves. 
  Wotani 
  The wotani are a strange, reclusive race of humanoids. 
  They have a slightly simian appearance, their bodies 
  covered with taupe colored hair which turns white as 
  they age. Only the burgundy colored skin of their faces, 
  palms and the bottom of their feet shows through the 
  hair. Wotani walk with a hunch. They have one golden 
  eye and one eye that is black as pitch. 
  Wotani average 48″ tall. They have a movement rate of 
  20′ per round. They can live to be 200 years old. Wotani 
  start the game speaking Common and Vasir plus bonus 
  languages for high intelligence. They can see in the dark 
  up to 60′. 
  At character creation, wotani add +1 to wisdom (max. 
  18). They subtract 1 from charisma (min. 3). The wotani 
  are wise souls, but their propensity to speak in riddles 
  and manipulate people makes them unpopular. 
  Wotani have a +2 bonus to find secret doors and other 
  concealed things, including emotions. 
  Wotani have a natural affinity for divination spells. A 
  wotani with a wisdom score of 10 or higher can cast the 
  following spells, each once per day: Augury, detect evil 
  and detect magic. Wotani receive a +2 bonus on saving 
  throws against divination spells. 
  Wotani diviners may multi-class as clerics, fighters and 
  thieves. The diviner is a specialist type of magic-user. 
  Vedans 
  The Vedans are a group of mythic races based on the 
  myths of India. While they share many traits, the most 
  important is the unique way that they multi‐class. All 
  Vedans are capable of advancing in three classes simul-
  taneously. Unlike most races that can multiclass, they 
  only operate under the rules of a single class at a time. A 
  fighter/magic‐user/thief, for example, can choose to be a 
  fighter one day, a magic‐user the next, and a thief on an-
  other day. The choice must be made the night before the 
  Vedan goes to sleep, and it is the Vedan’s dreams that 
  night that align their thinking that they may be re‐born 
  the next morning in their chosen class. Because they act 
  in only one class at a time, they advance using the XP 
  chart of their most “expensive” class. 
  Agniri 
  Agniri are born of flame and are possessed of deep pas-
  sions and a preternatural ability to communicate with 
  others. They are bright and engaging folk, rarely materi-
  alistic, who enjoy visiting and experiencing exotic cul-
  tures. Despite their propensity for travel, agniri seem to 
  be at home wherever they are, and they have a knack for 
  making others feel at home as well. 
  Agniri average 72″ tall. They have a movement rate of 
  30′ per round. Agniri can live to be 125 years old. They 
  start the game speaking Common and Vedan plus bonus 
  languages for high intelligence. Agniri can see in the dark 
  up to 60′. 
  Agniri have bright red skin, two heads and four arms. 
  Because of their strange anatomy, armor costs are 50% 
  greater for agniri than for other humanoids. Due to their 
  four arms, they can wield up to four weapons or buck-
  lers, with the normal rules for applied wielding more 
  than one weapon in combat. 
  
   
  19 
   
  Agniri enjoy a +2 bonus to save vs. fire. They can com-
  municate in very simple terms in languages they do not 
  already know by rolling 1d20 under their Charisma. 
  Agniri may multi‐class as bard/magic‐user/fighters us-
  ing the rules above. Agniri that multi‐class using the spe-
  cial rules gain the following benefits:  
  In bard form, an agniri’s fascinate ability works on sen-
  tient and non-sentient creatures, regardless of the lan-
  guage that they speak.  
  In fighter form, the agniri deals +1 point of fire damage 
  with their melee attacks and +2 points of fire damage 
  with their unarmed attacks.  
  In magic‐user form, the agniri deals one extra point of 
  damage per dice of fire damage dealt with his spells.  
  Rudrana 
  The rudrana are Vedans of the mountains, storm chasers 
  who thrill to the crack of thunder and flash of lightning. 
  They are outdoorsmen with fiery tempers and an enor-
  mous thirst for life. The rudrana bore easily, and they 
  delight in every new fad and fashion and in explorations 
  into the unknown. 
  Rudrana average 76″ tall. They have a movement rate of 
  30′ per round. Rudrana can live to be 125 years old. They 
  start the game speaking Common and Vedan plus bonus 
  languages for high intelligence. Rudrana can see in the 
  dark up to 60′. 
  Rudrana have ruddy skin, three heads and four arms. 
  Because of their strange anatomies, armor costs are 50% 
  greater for rudrana than for other humanoids. Due to 
  their four arms, they can wield up to four weapons or 
  bucklers, with the normal rules applied for fighting with 
  multiple weapons. 
  Rudrana are so attuned to lightning that they enjoy a +2 
  bonus to save vs. electricity damage. Once per day, they 
  can use the shout spell.  
  Because of their multiple heads, rudrana are only sur-
  prised on a roll of 1 on 1d6. Unfortunately, three minds 
  can be distracting, and rudrana suffer a ‐1 penalty to ini-
  tiative rolls. 
  
   
  20 
   
  Rudrana may multi‐class as druid/ranger/magic‐users, 
  using the rules above. Rudrana that choose to multi‐class 
  in this way get the following bonuses:  
  As druids, rudrana suffer half damage from electricity.  
  As magic‐users they inflict one extra point of damage per 
  dice of electricity damage they inflict with their spells.  
  As rangers they deal an additional 1d6 points of electrici-
  ty damage with non‐magical arrows and bolts. 
  Vishnaru 
  Vishnaru are the holy Vedans, wise and philosophical 
  preservers of cosmic order. They are intellectual and 
  tend to be very beautiful. Vishnaru are usually Lawful, 
  but they are never Chaotic. 
  Vishnaru average 74″ tall. They have a movement rate of 
  30′ per round. Vishnaru can live to be 125 years old. 
  They start the game speaking Common and Vedan plus 
  bonus languages for high intelligence. Vishnaru can see 
  in the dark up to 60′. 
  Vishnaru have light blue skin and four arms. Because of 
  their strange anatomies, armor costs are 50% greater for 
  vishnaru than for other humanoids. Due to their four 
  arms, they can wield up to four weapons or bucklers, 
  with the normal rules applied for multiple weapons. 
  All Vishnaru are surrounded by a halo of light as bright 
  as a torch. They can suppress this halo at will.  
  Vishnaru may multi‐class as cleric/magic‐user/fighters, 
  using the rules above. Vishnaru that multi‐class gain the 
  following benefits:  
  In cleric form, a vishnaru’s halo acts as a paladin’s protec-
  tion from evil aura.  
  In fighter form, the vishnaru’s halo grants him ex-
  tra‐sensory powers, denying his opponent’s any bonuses 
  from outnumbering him or attacking from behind.  
  In magic‐user form, the vishnaru’s halo grants him a +1 
  bonus to saving throws vs. magic. 
  Yamaran 
  Yamarans are green‐skinned humanoids associated by 
  the other Vedans with death. While they have their mor-
  bid sides, most cultivate an image of decadent lethargy, 
  lounging about, taking everything in and only acting 
  when it is most advantageous to do so. Yamarans have 
  grim senses of humor, and some hide rather potent tem-
  pers beneath their disinterested facades. Yamarans are 
  never Lawful, but they need not be Chaotic. 
  Yamarans average 60″ tall. They have a movement rate 
  of 30′ per round. Yamarans can live to be 125 years old. 
  They start the game speaking Common and Vedan plus 
  bonus languages for high intelligence. Yamarans can see 
  in the dark up to 60′. 
  Other than their green skin and oversized canine teeth, 
  they look like human beings except that their arms fork 
  at the elbow into two separate forearms – they have four 
  hands, but only two arms emerging from their shoulders. 
  Because of this anatomical oddity, armor costs are 10% 
  greater for yamarans than for other humanoids. Because 
  of their multiple hands, they can wield two bucklers in 
  addition to wielding one or two weapons. Their multiple 
  hands are too close together to allow them to wield more 
  than two weapons at a time effectively. 
  Yamarans may multi‐class as assassin/barbarian/clerics 
  using the rules mentioned above. Yamarans that so mul-
  ti‐class gain the following benefits:  
  In assassin form their skin turns midnight blue, giving 
  them a +2 bonus to hide in shadows.  
  In barbarian form their skin becomes blood red and their 
  lower canines grow into tusks, giving them an extra bite 
  attack that deals 1d3 points of damage.  
  In cleric form they retain their green skin and gain the 
  ability to cast deathwatch once per day as a bonus spell. 
  Racial Class Variants 
  Class variants were introduced in the main rules to show 
  how a Treasure Keeper can make small modifications to 
  existing classes to create something new or fill a special 
  niche in her campaign. The variants below are all open 
  only to a single race.  
  Dwarf Prospector 
  Variant Thief 
  As adventurous as dwarves are, their first loves are al-
  ways gold, gems and silver. Many dwarves get their first 
  taste of adventure as prospectors, heading into the hills 
  or depths in search of metals or gems to mine. 
  
   
  21 
   
  Dwarf prospectors have the following skills, as thieves: 
  Climb walls, find and remove traps, hide in shadows, 
  listen at doors, move silently and open locks. 
  When underground, dwarf prospectors note slanting and 
  sloping passages, shifting walls, new construction and 
  depth underground on a roll of 1-4 on 1d6. 
  Dwarf prospectors can wield picks and hammers in addi-
  tion to the normal weapons allowed to thieves. 
  Elf Gallant 
  Variant Paladin 
  Gallants are elven paladins as dedicated to romance and 
  the wooing of lovers as they are to righting wrongs and 
  protecting the weak. While most paladins are a bit 
  stodgy, elven gallants are dashing and devil-may-care. 
  Gallants must be Lawful, but need not be Lawful Good.  
  Gallant Spells 
  1—Alarm, charm person, comprehend languages, cure 
  light wounds, detect magic, feather fall, know direction, 
  light, magic aura, mending, message, open/close, read 
  magic, remove fear, resistance, sleep 
  2—Animal messenger, calm emotions, delay poison, E.S.P., 
  glitterdust, hold person, locate object, silence, suggestion, 
  tongues 
  3—Charm monster, clairsentience, cure serious wounds, 
  dispel magic, light II, phantom steed, remove curse, sleep 
  II, see invisibility, speak with animals 
  4—Break enchantment, cure critical wounds, dominate 
  person, freedom of movement, hold monster, legend lore, 
  locate creature, neutralize poison, secure shelter, speak 
  with plants 
  Gnome Prankster 
  Variant Thief 
  Gnomes are innately magical folk and some learn from 
  an early age to tailor their magical abilities to the profes-
  sion of thievery. These gnomes are noted for their en-
  joyment of taunting their victims with pranks and rid-
  dles, leaving calling cards and boasting of their thefts 
  before they happen. 
  Pranksters have the normal thief abilities. In place of a 
  gnome’s normal innate spells, a prankster can cast mage 
  hand, open/close and ventriloquism. They can pick pock-
  ets and open locks while using the mage hand spell. 
  Half-Orc Thug 
  Variant Barbarian 
  Half-orcs often grow up on the mean streets, learning to 
  excel not as trained fighters but as street brawlers. These 
  half-orc thugs advance as barbarians, except as follows:  
  They may only use leather armors and bucklers and they 
  have the following skills: Climb Walls, Hide in Shadows, 
  Move Silently and Pick Pockets. Thugs can also carouse, 
  per the bard skill. 
  When presented with humanoids with Hit Dice equal to 
  half the thug’s level or less, the thug can force all within 
  sight to pass a saving throw vs. fear or be stunned for 1 
  round + 1 round per point of the thug’s Strength bonus. 
  For every five targets of this intimidation, all targets re-
  ceive a +1 bonus to their saving throw (i.e. courage in 
  numbers). If the targets are led by a person with more 
  Hit Dice than they, they add that person’s Hit Dice to 
  their saving throw as well. 
  Halfling Vagabond 
  Variant Thief 
  Some halflings clans are composed of wanderers who 
  travel in brightly painted, colorful wagons. They make a 
  living telling fortunes, performing tricks, picking pockets, 
  stealing pies and bilking naïve yokels. 
  Vagabonds have the abilities of thieves, except they re-
  place backstab with the bard’s fascinate ability.  
  Their skills are as follows: Acrobatics (as monk), Carouse 
  (as bard), Climb Walls, Escape Bonds, Hide in Shadows, 
  Move Silently, Open Locks and Pick Pockets. 
   
   
   
   
   
   
    
  
   
  22 
   
  Random Fantasy Race 
  The following tables can be of assistance when rolling up 
  a randomly encountered NPC. Begin on Table I. 
  Table I 
  D10 
  Table 
  1-5 
  Table II: Traditional 
  6 
  Table III: Variations 
  7 
  Table IV: Apes 
  8 
  Table V: Underworld 
  9 
  Table VI: Mythic 
  10 
  Table VII: Monster 
   
  Table II: Traditional 
  D20 
  Traditional Race 
  1-12 
  Human 
  13 
  Centaur 
  14 
  Dwarf (see Table II A) 
  15 
  Elf (see Table II B) 
  16 
  Gnome (see Table II C) 
  17 
  Halfling (see Table II D) 
  18 
  Half-Elf 
  19 
  Half-Orc 
  20 
  Mechanical Man 
   
  Table II A: Dwarf Subraces 
  D4 
  Dwarf Subrace 
  1 
  Deep Dwarf (Red Dwarf) 
  2 
  Duergar (Grey Dwarf) 
  3 
  Hill Dwarf 
  4 
  Mountain Dwarf 
   
  Table II B: Elf Subraces 
  D10 
  Elf Subrace 
  1-2 
  Aquatic Elf 
  3-4 
  Dark Elf (Drow) 
  5-6 
  Gray Elf 
  7-8 
  Wild Elf 
  9-10 
  Wood Elf 
   
  Table II C: Gnome Subraces 
  D6 
  Gnome Subrace 
  1-2 
  Gnome 
  3-4 
  Svirfneblin 
  5-6 
  Wood Gnome 
   
  Table II D: Halfling Subraces 
  D6 
  Halfling Subrace 
  1-2 
  Halfling 
  3-4 
  Deep Halfling 
  5-6 
  Tallfellow Halfling 
   
  Table III: Variations 
  D8 
  Variation 
  1 
  Aquon 
  2 
  Fire Gnome 
  3 
  Gullinbursti 
  4 
  Hob 
  5 
  Little Pig 
  6 
  Macabre 
  7 
  Peri 
  8 
  Utu 
   
  Table IV: Apes 
  D4 
  Ape 
  1 
  Bekantan 
  2 
  Chimpanzee 
  3 
  Gorilla 
  4 
  Orangutan 
   
  Table V: Underworld 
  D6 
  Underworld 
  1 
  Bugbear 
  2 
  Goblin 
  3 
  Hobgoblin 
  4 
  Kobold 
  5 
  Notac-Ichat 
  6 
  Orc 
   
  Table VI: Mythic 
  D% 
  Variation 
  01-07 
  Agniri 
  08-13 
  Athenaen 
  14-19 
  Coyol 
  20-25 
  Freyling 
  26-31 
  Heliad 
  32-38 
  Herakleon 
  39-44 
  Lokai 
  45-51 
  Quetzal 
  52-57 
  Rudrana 
  58-63 
  Stygian 
  64-69 
  Tezcat 
  70-76 
  Thunor 
  77-82 
  Tlaloc 
  83-88 
  Vishnaru 
  89-94 
  Wotani 
  95-00 
  Yamaran 
   
   
   
   
   
   
  
   
  23 
   
  Table VII: Monster 
  D% 
  Variation 
  01-05 
  Aasimar 
  06-07 
  Azer 
  08-12 
  Crabman 
  13-14 
  Crystal Man 
  15-19 
  Cyclopean 
  20 
  Doppelganger 
  21-25 
  Dromite 
  26-27 
  Elan 
  28-32 
  Gnoll 
  33-34 
  Grimlock 
  35-39 
  Half-Ogre 
  40-41 
  Hengeyokai 
  42 
  Janni 
  43-44 
  Juggernaut 
  45-47 
  Lizardman 
  48 
  Locathah 
  49 
  Minotaur 
  50-52 
  Mugwump 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  53-57 
  Neanderthal 
  58-60 
  Ogre 
  61-63 
  Pixie 
  64-68 
  Ratling 
  69-71 
  Satyr 
  72-76 
  Stalker 
  77-81 
  Tiefling 
  82-86 
  Tortoise Man 
  87 
  Troglodyte 
  88 
  Troll 
  89-90 
  Unbodied 
  91-95 
  Xeph 
  96-00 
  Zwunker 
   
   
   
   
  
   
  24 
   
  Classes 
  I admit that I have a character class addiction. I know 
  you don’t really need more than the basic classes, but on 
  the other hand, why not invent dozens of new classes 
  with all sorts of cool level titles just for the fun of it.  
  You might think that I have a process that I use to create 
  these classes. Well, I do. 
  1) I read something and think that a particular fictional 
  character would make a good class. I usually look for 
  something from classic fantasy literature, folklore or 
  fairy tales, and a character type which spans a few differ-
  ent sources, even though one in particular might be the 
  original or best known. 
  It's quite fun and “old school” to base a character class on 
  a particular character from fantasy, including adding in 
  quirks about that character. These specific in-jokes add a 
  bit of flavor to the class. 
  2) I come up with level titles. It may seem weird to do 
  this before creating the class’s special abilities, but if I 
  cannot come up with eight or nine synonyms for the 
  class, it probably isn't based on a broad enough concept 
  to make it playable. 
  3) I think up one or two specific abilities that not only fit 
  the character, but which set it apart from existing classes. 
  I try not to just make a new class with a mix of abilities 
  from older classes, though sometimes an existing ability 
  from another class is appropriate. 
  4) I next look for a similar existing class and use it as my 
  base in terms of attack bonus, saving throws, etc. I throw 
  in the special abilities and then try to figure out how 
  comparable it is to the existing class in terms of power to 
  help me decide which XP chart the class should use. 
  5) This is maybe the most important step. I try to make 
  sure that the new class is appropriate for the dungeon. If 
  the class really does not look as though it will fit in with 
  the fighters, thieves and magic-users tromping around a 
  dungeon, I scrap it and move on. 
  And that's basically it. I try to keep in mind that I'm in-
  venting some make believe nonsense for a game, not a 
  scholarly dissertation on a way of life. Have fun. Be silly. 
   
  The Anarchist 
  There are anarchists, the garden variety of folks who talk 
  about toppling governments in the name of anarchy, and 
  back it up with a bomb or two, and then there are the 
  true anarchists, who look to a higher form of anarchy 
  that cannot exist within the ordered realty of the Materi-
  al Plane. These fellows seek not the toppling of govern-
  ments, but the toppling of reality itself. 
  As this would be an unpopular tack to take among the 
  living, the true anarchists face a great deal of opposition 
  and therefore must organize themselves ruthlessly and 
  efficiently to achieve their goals. To this end, there exists 
  an organization of anarchists governed by a council of 
  seven, each member of this inner council being named 
  for a day of the week. All anarchists seek to rise to this 
  council, but they must first start on the ground floor, ad-
  vancing the byzantine aims of the central council in the 
  world. Just as the forces of Law delve underground in 
  search of treasure and magic to fuel their fight against 
  chaos, so the forces of chaos must delve to match them. 
  The anarchist class is inspired by G. K. Chesterton’s book 
  The Man Who Was Thursday. 
  
   
  25 
   
  Requirements & Restrictions 
  An anarchist must have the following minimum ability 
  scores: Intelligence 11, Charisma 11. They must be Cha-
  otic Neutral in alignment. 
  Beastmasters can use padded armor. They are permitted 
  the use of daggers, hand crossbows, pistols and rapiers 
  (or sword-canes) in combat. 
  Anarchist Skills 
  Anarchists add their level to the following task checks: 
  Hear Noise—Anarchists can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Anarchists can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Anarchists can walk slowly without 
  making a sound if they are not in metal armor. 
  Anarchist Abilities 
  Anarchists bring many special abilities to the table in 
  their fight against the forces of Law, but among the most 
  important is their ability to concoct explosives. 
  Level 
  Bomb 
  Cost 
  1  
  Grenade: 1d6 damage 
  10 gp 
  3  
  Smoke Grenade: Per fog cloud spell 
  200 gp 
  5  
  Grenade: 2d6 damage 
  50 gp 
  7  
  Gas Grenade: Per stinking cloud spell  
  300 gp 
  9  
  Grenade: 3d6 damage 
  100 gp 
  11  
  Death Grenade: Per the cloudkill spell 
  500 gp 
  13  
  Grenade: 4d6 damage 
  200 gp 
  15  
  Incendiary Grenade: Per incendiary cloud spell 
  800 gp 
   
  All of these bombs have a blast radius of 5′. An anarchist 
  of higher than 1st level can choose to sacrifice one dice of 
  damage to increase the blast radius by 10′. 
  Anarchists have their own secret language in the manner 
  of the thieves’ cant. Called the “black tongue”, it is pure 
  gobbledygook, composed of obscure quotations and dia-
  lectics from Chaotic Neutral philosophers. 
  With their bombs and their secret tongue, anarchists are 
  sent into the world to work the will of their shadowy 
  masters, the Council of Seven. To this end, they are given 
  instructions that must be carried out – instructions they 
  rarely understand, so dark and brilliant are the workings 
  of their leaders.  
  Before each adventure begins, an anarchist receives a 
  random instruction. If it is carried out, the anarchist 
  earns an additional +10% XP for the adventure. If the 
  anarchist fails at his secret mission, he loses 10% of his 
  earned XP for the adventure. 
  D6 
  Mission 
  1  
  Must befriend and protect the first, second or third (roll 1d3) NPC 
  he meets during the adventure 
  2  
  Must kill the first to third (1d3) NPC he meets 
  3  
  Must claim the first to third (1d3) magic item he encounters, 
  whether he can use it or not 
  4  
  Must dispose of the first to third (1d3) magic item he encounters 
  (i.e. get rid of it) 
  5  
  Must betray (at all costs) a random comrade 
  6  
  Must support (at all costs) a random comrade 
   
  A 3rd level anarchist can unleash a raging oratory that 
  works in some ways as a bard’s ability to fascinate with 
  his music. Those within the sound of the anarchist’s 
  voice must pass a saving throw or suffer under the ef-
  fects of the rage spell (Blood & Treasure Rulebook pg. 
  131) and vent their spleen upon the nearest symbols and 
  agents of authority. Lawful (LG, LN, LE) creatures have a 
  +3 bonus to save against this effect, while Chaotic (CE, 
  CN, CG) creatures suffer a -3 penalty to save against it. 
  A 5th level anarchist possesses a madman’s sense of 
  purpose and certainty. By taking a swig from their ever-
  present flask of brandy, they become immune to fear and 
  magical persuasion for 1 round per level. 
  Anarchist Hideouts 
  A 9th level anarchist may build a hideout beneath the 
  streets of a major city, hiding within it a vast armory of 
  weapons and bombs. Assume that there is one anarchist 
  in the city per 1,000 citizens. Half are rogues (Rulebook, 
  pg. 60) and half are members of the anarchist class. 
  Of the members of the anarchist class, one half are 1st 
  level anarchists, half of the remainder are 2nd level anar-
  chists, half of the remainder are 3rd level anarchists, and 
  so on. None of them are higher than 5th level.  
  All of these rogues and anarchists are Chaotic Neutral in 
  alignment, which makes them only mildly loyal to their 
  new boss. To get them to obey commands, the anarchist 
  must roll 1d20+the number of people being commanded 
  under his Charisma score. 
  Once an anarchist has a hideout, he or she is eligible to 
  be elected to the Central Council. Each time they gain a 
  
   
  26 
   
  level there is a percentage chance equal to the anarchist’s 
  level of being named to the council.  
  If the anarchist is named to the council, he gains a ran-
  dom name from Monday to Saturday (roll 1d6). When he 
  rolls to command other anarchists, treat his Charisma 
  score as though it was 5 points higher. 
  A similar chance exists for anarchists already on the 
  council to assume the presidency and take on the vaunt-
  ed title of Sunday. When he rolls to command other an-
  archists, he adds +10 to his charisma score. 
  Anarchist Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  TITLE 
  1 
  0 
  1d6 
  +0 
  16 
  Intellectual 
  2 
  1,400 
  2d6 
  +1 
  16 
  Provocateur 
  3 
  2,800 
  3d6 
  +1 
  15 
  Rabble Rouser 
  4 
  5,600 
  4d6 
  +2 
  15 
  Agitator 
  5 
  11,200 
  5d6 
  +2 
  15 
  Mad Bomber 
  6 
  22,400 
  6d6 
  +3 
  15 
  Terrorist 
  7 
  44,800 
  7d6 
  +4 
  14 
  Conspirator 
  8 
  80,000 
  8d6 
  +4 
  14 
  Nihilist 
  9 
  160,000 
  9d6 
  +5 
  14 
  Anarchist 
  10 
  240,000 
  10d6 
  +5 
  14 
  Anarchist 
  11 
  320,000 
  +2 hp 
  +6 
  14 
  Anarchist 
  12 
  400,000 
  +2 hp 
  +7 
  13 
  Anarchist 
  13 
  480,000 
  +2 hp 
  +7 
  13 
  Anarchist 
  14 
  560,000 
  +2 hp 
  +8 
  13 
  Anarchist 
  15 
  640,000 
  +2 hp 
  +8 
  13 
  Anarchist 
  16 
  720,000 
  +2 hp 
  +9 
  12 
  Anarchist 
  17 
  800,000 
  +2 hp 
  +10 
  12 
  Anarchist 
  18 
  880,000 
  +2 hp 
  +10 
  12 
  Anarchist 
  19 
  960,000 
  +2 hp 
  +11 
  12 
  Anarchist 
  20 
  1,040,000 
  +2 hp 
  +11 
  12 
  Anarchist 
   
  The Animorph 
  Animorphs are people with the ability to turn themselves 
  into animals. This is not due to the curse of lycanthropy, 
  for an animorph has control over their transformations 
  and does not pass the ability along with a bite. Instead, it 
  is a mystic skill originally learned from the fey and 
  passed down from master to apprentice. 
  Requirements & Restrictions 
  An animorph must have the following minimum ability 
  scores: Wisdom 11, Charisma 11.  
   
  Animorphs can use all leather armors. They are permit-
  ted the use of light and ranged weapons in combat. 
  Animorph Skills 
  Animorphs add their level to the following task checks: 
  Handle Animal—Animorphs can calm frightened and 
  hostile animals and tame wild animals. They can teach 
  tame animals simple tricks. 
  Riding—Animorphs are capable of attacking from horse-
  back at no penalty and can attempt task checks to remain 
  in the saddle when suffering damage and for performing 
  dangerous riding stunts. They do not require equipment 
  like saddles, bits and bridles to ride horses. 
  Animorph Abilities 
  Animorphs gain a +4 bonus to save vs. transmutation 
  spells. They are immune to lycanthropy. 
  An animorph can shift shape once per day per level. 
  “Shifting shape” means changing from one form to an-
  other, such as from human to hawk. Changing back to 
  human form from a hawk would require another use of 
  the ability. Animorphs can only take the form of natural, 
  
   
  27 
   
  real world animals, and they cannot take an animal form 
  with more Hit Dice than they have levels.  
  While in animal form, an animorph retains its own mind 
  (though not the ability to speak) and current hit points, 
  but make attacks as though they were that animal. Their 
  attack bonus is the same as the animal’s Hit Dice with no 
  bonuses or penalties for strength or dexterity. If the ani-
  mal gets multiple attacks, the animorph get multiple at-
  tacks. Likewise, if the animal has a special attack, the 
  animorph has it while in that animal’s form. 
  Animorphs can deal damage to monsters only hit by sil-
  ver or magic weapons as long as they have more levels 
  than the monster has Hit Dice. 
  3rd level animorphs can speak to animals. This works as 
  the spell of the same name, but it not a magical ability.  
  6th level animorphs gain the ability to take the shape of 
  giant insects and arachnids, provided those creatures do 
  not normally have greater than animal intelligence. 
  Animal Friends 
  Animorphs are wanderers. They cannot construct a 
  stronghold of their own. They can reside for up to a 
  month at the stronghold of an ally or in a village, but 
  never in a town or city. Instead of building a stronghold 
  and attracting followers, at 9th level an animorph begins 
  to attract animal friends.  
  Animorph Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  AC 
  TITLE 
  1 
  0 
  1d6 
  +0 
  16 
  +0 
  Creature 
  2 
  1,400 
  2d6 
  +1 
  15 
  +1 
  Brute 
  3 
  2,800 
  3d6 
  +1 
  15 
  +1 
  Beast 
  4 
  5,600 
  4d6 
  +2 
  14 
  +2 
  Mutator 
  5 
  11,200 
  5d5 
  +3 
  14 
  +2 
  Metamorph 
  6 
  22,400 
  6d6 
  +3 
  13 
  +3 
  Shifter 
  7 
  44,800 
  7d6 
  +4 
  13 
  +3 
  Warper 
  8 
  90,000 
  8d6 
  +5 
  13 
  +4 
  Transformer 
  9 
  180,000 
  9d6 
  +6 
  12 
  +4 
  Animorph 
  10 
  270,000 
  10d6 
  +6 
  12 
  +5 
  Animorph 
  11 
  360,000 
  +2 hp 
  +7 
  11 
  +5 
  Animorph 
  12 
  450,000 
  +2 hp 
  +8 
  11 
  +6 
  Animorph 
  13 
  540,000 
  +2 hp 
  +8 
  10 
  +6 
  Animorph 
  14 
  630,000 
  +2 hp 
  +9 
  10 
  +7 
  Animorph 
  15 
  720,000 
  +2 hp 
  +10 
  0 
  +7 
  Animorph 
  16 
  810,000 
  +2 hp 
  +10 
  9 
  +8 
  Animorph 
  17 
  900,000 
  +2 hp 
  +11 
  9 
  +8 
  Animorph 
  18 
  990,000 
  +2 hp 
  +12 
  8 
  +9 
  Animorph 
  19 
  1,080,000 
  +2 hp 
  +12 
  8 
  +9 
  Animorph 
  20 
  1,170,000 
  +2 hp 
  +13 
  7 
  +10 
  Animorph 
  At each level from 9th to 12th level, an animorph attracts 
  1d6 HD worth of animals (not monsters). The animals 
  should come from the local environment. These animals 
  serve faithfully, but are not replaced if they are killed. 
  The animorph must take care of these animals, making 
  sure they have enough to eat and drink and healing them 
  when they are injured or sick. 
  The Beastmaster 
  A beastmaster is a human or humanoid raised in the wil-
  derness by animals. Perhaps the first beastmaster in lit-
  erature was Enkidu, the wild man encountered by the 
  mythic hero Gilgamesh. Romulus and Remus, the legend-
  ary brothers responsible for founding the city of Rome, 
  were raised by a she-wolf, though they apparently ac-
  quired no extraordinary abilities from the experience. 
  The first beastmaster in modern literature was Mowgli, 
  the jungle boy of Rudyard Kipling’s Jungle Book, first ap-
  pearing in the story “In the Rukh” in 1893. Mowgli was 
  raised by wolves after becoming lost in the jungle as an 
  infant. Because of this upbringing, Mowgli learned the 
  language of animals. Mowgli also had a loyal animal 
  friend, Bagheera the panther. 
  A female beastmaster appeared in 1904 in the form of 
  Rima the Bird Girl in W. H. Hudson’s novel Green Man-
  sions: A Romance of the Tropical Forest. Rima lived in 
  South America and was feared by the natives for her 
  “magical” powers which included talking to the birds, 
  befriending animals and plucking poisoned darts from 
  mid-air. Unfortunately, Rima’s story ended in tragedy, as 
  she was burned alive by the native tribesmen.  
  In 1912, Edgar Rice Burroughs created the most famous 
  beastmaster in literature, Tarzan of the Apes. Tarzan was 
  a child raised in the African jungles by intelligent great 
  apes called Mangani. In the wake of Tarzan’s popularity 
  came a wave of books, comic books, movies, radio shows 
  and television shows starring the “Lord of the Apes”. This 
  lead to dozens of imitators. 
  From Mowgli, Rima, Tarzan and their many imitators, we 
  can sketch out the special abilities of the beastmaster 
  archetype. He or she must be a person raised since infan-
  cy or childhood by animals in the wilderness. The beast-
  master’s feral childhood gives them a number of special 
  abilities, but also makes them an outsider in the society 
  of human beings. 
   
  
   
  28 
   
  Requirements & Restrictions 
  A beastmaster must have the following minimum ability 
  scores: Dexterity 13, Constitution 15 and Wisdom 11.  
  Beastmasters can use bucklers and shields. They are 
  permitted the use of all weapons in combat. 
  Beastmaster Skills 
  Beastmaster’s add their level to the following checks: 
  Acrobatics—Beastmasters can walk narrow branches, 
  tumble past opponents and swing from vines. 
  Climb Walls—Beastmasters can climb walls and scale 
  cliffs without climbing gear at a rate of 10′ per round. 
  Handle Animal—Animorphs can calm frightened and 
  hostile animals and tame wild animals. They can teach 
  tame animals simple tricks. 
  Hear Noise—Beastmasters can hear incredibly quiet 
  noises through doors or from far away. 
  Hide in Shadows—Beastmasters can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Beastmasters can walk slowly without 
  making a sound if they are not in metal armor. 
  Survival—Beastmasters have the same ability to survive 
  in the wilderness as a ranger. 
  Tracking—Beastmasters can track in the wilderness, 
  but not dungeons, as a ranger. 
  Beastmaster Abilities 
  Beastmasters cannot speak anything but the language of 
  animals at 1st level (a non-magical effect). They pick up a 
  few words of common by 2nd level and speak that lan-
  guage competently, though haltingly, by 3rd level.  
  The beastmaster can move as silently as a panther in the 
  wilderness, and thus surprises opponents on a roll of 1-3 
  on 1d6 when acting alone or with other beastmasters. 
  Her own senses, made keen by a life in the wild, mean 
  she is only surprised on a roll of 1 on 1d6. 
  The beastmaster is as swift as the animals that raised 
  her. She increases her speed as she advances in level (see 
  the beastmaster advancement chart below).  
   
  Since they are used to fighting without the benefit of ar-
  mor, beastmasters improve their Armor Class in the 
  same manner as monks. 
  Beastmasters can banish or control animals (but not 
  monsters or vermin) in the same way an anti-cleric re-
  bukes or commands the undead. The beastmaster rolls 
  on the Turn Undead table to do this. 
  A 1st level beastmaster can choose to have one animal 
  with no more than 1 HD be her loyal companion. The 
  beastmaster’s animal friend remains with the beast-
  master if it is treated like a friend and ally, not a pet or 
  cannon fodder. More powerful animal friends can be ac-
  quired at higher levels. An animal of 2 to 5 Hit Dice can 
  be chosen at 6th level and an animal of 6 to 10 Hit Dice 
  can be chosen at 12th level. 
  Warriors 
  A 9th level beastmaster who constructs a fortification, 
  such as a treehouse or palisaded village, attracts a body 
  of 3d4x10 tribesmen and becomes a chief. 
  These warriors are initially armed with shields, spears, 
  daggers and short bows. One of every 10 is a 2 HD sub-
  chief. The warriors are led by a 4th to 7th level fighter. 
  The tribesmen have noncombatants (their families) 
  equaling 200% of the warriors.  
   
  
   
  29 
   
  The Blackheart 
  Steeped in elder magic and practiced with a sword, the 
  blackheart is a demon-haunted engine of destruction. 
  The source of the blackheart’s power is their black, de-
  mon-bound sword. With that sword, they steal souls to 
  fuel their magical powers. 
  Requirements & Restrictions 
  A blackheart must have the following minimum ability 
  scores: Strength 13, Intelligence 13 and Constitution 11. 
  They must be Chaotic in alignment. 
  Blackhearts can use all leather and mail armors and all 
  shields. They are permitted the use of all weapons. 
  Blackheart Skills 
  The blackheart adds his level to the following checks: 
  Alchemy—A blackheart is skilled in the laboratory, and 
  can identify chemicals and alchemical paraphernalia. 
  Lore—Blackhearts can recall lore about ancient civiliza-
  tions, magic items and monsters. A successful check re-
  veals an item’s powers and gives a clue to its command 
  word, or reveals a monster’s vulnerabilities. 
   
  Blackheart Abilities 
  Blackhearts can brew poisons as an assassin of equal 
  level (see Blood & Treasure Rulebook) 
  The main tool of the blackheart is his sword. The sword 
  is bound with a minor demon, making the steel black and 
  giving the ability to damage monsters only harmed by 
  magic weapons, though without the sword actually hav-
  ing a magic bonus to attack or damage. 
  The blackheart’s sword powers his spellcasting. It does 
  this by absorbing the souls of the creatures it kills. This 
  soul energy is then used by the blackheart to cast spells. 
  Each creature killed by the sword energizes it with one 
  spell point per Hit Dice of the monster. To absorb a soul 
  the sword must inflict at least half of the damage suf-
  fered by the monster and it must land the killing blow. 
  Because the sword and blackheart are Chaotic, they get 
  double the spell points for slaying a Lawful creature. 
  The demon in the sword gives it a mind of its own, a 
  mind dedicated to evil. Whenever the blackheart enters 
  combat with the sword, there is a percentage chance 
  equal to the spell points stored in the sword that it forces 
  the blackheart to go berserk, striking at whatever target 
  is closest and attacking twice per round until the black-
  Beastmaster Class Table 
  Level 
  Experience Points 
  Hit Dice 
  Attack Bonus 
  Saving Throw 
  Title 
  AC Bonus 
  Movement Rate 
  1 
  0 
  1d8 
  +1 
  16 
  Jungle boy/girl 
  +0 
  +0 ft. 
  2 
  2,200 
  2d8 
  +2 
  15 
  Beast friend 
  +1 
  +5 ft. 
  3 
  4,400 
  3d8 
  +3 
  15 
  Stalker 
  +1 
  +5 ft. 
  4 
  8,800 
  4d8 
  +3 
  14 
  Beast brother 
  +2 
  +10 ft. 
  5 
  17,600 
  5d8 
  +4 
  14 
  Hunter 
  +2 
  +10 ft. 
  6 
  35,200 
  6d8 
  +5 
  13 
  Bwana 
  +3 
  +15 ft. 
  7 
  70,400 
  7d8 
  +6 
  13 
  Great hunter 
  +3 
  +15 ft. 
  8 
  140,000 
  8d8 
  +6 
  12 
  Beastmaster 
  +4 
  +20 ft. 
  9 
  280,000 
  9d8 
  +7 
  12 
  Beast lord 
  +4 
  +20 ft. 
  10 
  420,000 
  10d8 
  +8 
  11 
  Beast lord 
  +5 
  +25 ft. 
  11 
  560,000 
  +3 hp 
  +9 
  11 
  Beast lord 
  +5 
  +30 ft. 
  12 
  700,000 
  +3 hp 
  +9 
  10 
  Beast lord 
  +6 
  +35 ft. 
  13 
  840,000 
  +3 hp 
  +10 
  10 
  Beast lord 
  +6 
  +40 ft. 
  14 
  980,000 
  +3 hp 
  +11 
  9 
  Beast lord 
  +7 
  +45 ft. 
  15 
  1,120,000 
  +3 hp 
  +12 
  9 
  Beast lord 
  +7 
  +50 ft. 
  16 
  1,260,000 
  +3 hp 
  +12 
  8 
  Beast lord 
  +8 
  +55 ft. 
  17 
  1,400,000 
  +3 hp 
  +13 
  8 
  Beast lord 
  +8 
  +60 ft. 
  18 
  1,540,000 
  +3 hp 
  +14 
  7 
  Beast lord 
  +9 
  +65 ft. 
  19 
  1,680,000 
  +3 hp 
  +15 
  7 
  Beast lord 
  +9 
  +70 ft. 
  20 
  1,820,000 
  +3 hp 
  +15 
  7 
  Beast lord 
  +10 
  +80 ft. 
  
   
  30 
   
  heart can roll 1d20 under his Wisdom score. The black-
  heart can attempt this roll once per round. 
  As a blackheart advanced in level, his sword becomes 
  more powerful. It picks up a +1 enchantment at 3rd level, 
  +2 at 6th level, +3 at 9th level and +4 at 12th level. 
  A 6th level blackheart can also absorb the special abili-
  ties of monsters it has slain. These must be supernatural 
  abilities, not special abilities derived solely from the 
  monster’s physical form, such as an eagle’s ability to fly, 
  and not the ability to cast spells. When the blackheart 
  absorbs powers, he retains them for 1 hour and does not 
  get any spell points for slaying the monster. 
  A blackheart can cast any spell on his list from a level to 
  which he has access without preparing it in advance. The 
  spells cost spell points, as shown on the table below. To 
  cast a spell, the blackheart must be holding his sword. 
  Spell Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  Spell Points 
  1 
  3 
  5 
  7 
  9 
  11 
   
  Blackheart Spells 
  1—Bane, cause fear, change self, command I, detect good, 
  detect magic, detect poison, detect secret doors, detect 
  undead, doom, identify, inflict light wounds, magic weap-
  on, mount, obscuring mist, protection from good, summon 
  monster I 
  2—Augury, darkness, death knell, desecrate, detect invisi-
  bility, E.S.P., fog cloud, hold person, hypnotic pattern, lo-
  cate object, summon monster II 
  3—Bestow curse, cause disease, charm monster, clairsen-
  tience, darkness II, dispel magic, lightning bolt, protection 
  from evil II, speak with dead, summon monster III 
  4—Armor of darkness, black tentacles, detect lie, dimen-
  sion door, dismissal, inflict critical wounds, locate crea-
  ture, negative energy protection, planar ally I, poison, 
  summon monster IV, wizard eye 
  5—Break enchantment, command II, contact other plane, 
  dispel good, hold monster, nightmare, planar binding I, 
  plane shift, summon monster V, teleport, unhallow 
  6—Analyze dweomer, antilife shell, banishment, chain 
  lightning, death fog, forbiddance, geas, harm, legend lore, 
  planar ally II, planar binding II, summon monster VI 
   
  Blackheart Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Spells 
  Title 
  1 
  0 
  1d6 
  +1 
  15 
  1st 
  Blackblade 
  2 
  2,200 
  2d6 
  +2 
  14 
  2nd 
  Wyrdling 
  3 
  4,400 
  3d6 
  +3 
  14 
  - 
  Fiendfriend 
  4 
  8,800 
  4d6 
  +4 
  14 
  3rd 
  Eldritch 
  5 
  17,600 
  5d6 
  +5 
  13 
  - 
  Spellbinder 
  6 
  35,200 
  6d6 
  +5 
  13 
  - 
  Blackheart 
  7 
  70,400 
  7d6 
  +6 
  12 
  4th 
  Fellreaver 
  8 
  140,000 
  8d6 
  +7 
  12 
  - 
  Soultaker 
  9 
  280,000 
  9d6 
  +8 
  12 
  - 
  War-wizard 
  10 
  420,000 
  10d6 
  +9 
  11 
  5th 
  War-wizard 
  11 
  560,000 
  +3 hp 
  +10 
  11 
  - 
  War-wizard 
  12 
  700,000 
  +3 hp 
  +10 
  11 
  - 
  War-wizard 
  13 
  840,000 
  +3 hp 
  +11 
  10 
  6th 
  War-wizard 
  14 
  980,000 
  +3 hp 
  +12 
  10 
  - 
  War-wizard 
  15 
  1,120,000 
  +3 hp 
  +13 
  10 
  - 
  War-wizard 
  16 
  1,260,000 
  +3 hp 
  +14 
  9 
  - 
  War-wizard 
  17 
  1,400,000 
  +3 hp 
  +15 
  9 
  - 
  War-wizard 
  18 
  1,540,000 
  +3 hp 
  +15 
  9 
  - 
  War-wizard 
  19 
  1,680,000 
  +3 hp 
  +16 
  8 
  - 
  War-wizard 
  20 
  1,000,000 
  +3 hp 
  +17 
  8 
  - 
  War-wizard 
  
   
  31 
   
  The Canting Crew 
  A canting crew is a very odd class to play, for it is not a 
  single character, but rather a gang of characters united in 
  the purpose of robbery. As the canting crew adds levels, 
  it adds members to the crew. 
  Requirements & Restrictions 
  A canting crew must have the following minimum ability 
  scores: Dexterity 9, Charisma 11. They cannot be Lawful. 
  The members are always gnomes, halflings or little pigs. 
  A canting crew can use padded or leather armor and 
  bucklers. They are permitted the use of clubs, daggers, 
  darts, hammers, knives and slings in combat. 
  Canting Crew Skills 
  The crew adds their level to the following task checks: 
  Hear Noise—The crew can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—The crew can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—The crew can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Canting Crew Abilities 
  A canting crew starts out as a single rogue, “the boss”. At 
  each new level the canting crew gains a new member. 
  Each new member represents one new hit dice/level of 
  the crew. Each time a new member is added to the crew, 
  that member should be named and a dice should be 
  rolled on the following table to get an idea of what that 
  new member brings to the crew. 
  d20 
  Member 
  Skill/Ability Gained 
  1 
  Fence 
  Appraise Value skill 
  2 
  Juggler 
  Acrobatic skill 
  3 
  Rustler 
  Survival skill 
  4 
  Burglar 
  Climb Walls 
  5 
  Mumpsimus 
  Read Languages skill 
  6 
  Palliard 
  Disguise skill; comes with disguise kit 
  7 
  Hell-driver 
  Animal Handling skill 
  8 
  Escapologist 
  Escape Bonds skill; comes with skeleton key 
  9 
  Grave robber 
  Find/Remove Traps skill 
  10 
  Gossip 
  Carouse skill 
  11 
  Eves dropper 
  Listen at Doors skill 
  12 
  Cracksman 
  Open Locks skill 
  13 
  Cutpurse 
  Pick Pockets skill 
  14 
  Rum padder 
  Riding skill; comes with pony and pistol 
  15 
  Flash-man 
  +1 to reaction checks; wears fancy clothes 
  16 
  Patrico 
  Can cast one 1st level cleric spell 
  17 
  Faytor 
  Can cast one 1st level magic-user 
  18 
  Swaddler 
  Stunning fist (as monk) once per day; comes 
  with knuckledusters 
  19 
  Picaroon 
  +1 to AC; comes with smallsword and cloak 
  20 
  Bravo 
  Backstab +2d6; comes with dagger 
   
  The new crew member’s special ability belongs to them; 
  if they are not present, the rest of the crew cannot use it. 
  In combat, the canting crew attacks as a swarm. Attacks 
  against the crew deal damage to the crew’s collective hit 
  points. The crew can split up to make attacks or even 
  choose not to throw all their weight against a single op-
  ponent. For the number of crew members attacking a 
  
   
  32 
   
  single foe (usually no more than eight against a medium-
  sized creature), treat the attacks as coming from a cant-
  ing crew of that level. Thus, three crew members attack-
  ing a creature attack as a 3rd level canting crew.  
  No matter how the crew is split up, they use the saving 
  throw value of their crew’s full level. 
  When a crew’s hit points are reduced to 0, it is assumed 
  that all of the members have been killed, the boss being 
  the last member to fall. The damage and exhaustion of 
  combat is spread evenly among the members. 
  If the crew suffers energy drain, and thus “loses a level”, 
  then a random crew member is left incapacitated and 
  near death until the level is regained. If the level loss is 
  permanent, the crew member dies. 
  Canting crews are composed of multiple individuals, and 
  each crewman requires his or her own equipment and 
  rations. This makes running a canting crew expensive, so 
  don’t pass up a chance for treasure or theft! 
  A 3rd level canting crew learns how to cover one anoth-
  er’s retreats. Members of the crew can retreat at a full 
  run without drawing an attack from an enemy. 
  Canting Crew Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Boss’ Title 
  1 
  0 
  1d6 
  +0 
  16 
  Rogue 
  2 
  1,600 
  2d6 
  +1 
  16 
  Dimber Damber 
  3 
  3,200 
  3d6 
  +1 
  15 
  Upright-man 
  4 
  6,400 
  4d6 
  +2 
  15 
  Heady Cully 
  5 
  12,800 
  5d6 
  +2 
  15 
  Ringleader 
  6 
  25,600 
  6d6 
  +3 
  15 
  Top-thief 
  7 
  51,200 
  7d6 
  +4 
  14 
  Judge 
  8 
  100,000 
  8d6 
  +4 
  14 
  Prince Prig 
  9 
  200,000 
  9d6 
  +5 
  14 
  Arch-rogue 
  10 
  300,000 
  10d6 
  +5 
  14 
  Arch-rogue 
  11 
  400,000 
  +2 hp 
  +6 
  14 
  Arch-rogue 
  12 
  500,000 
  +2 hp 
  +7 
  13 
  Arch-rogue 
  13 
  600,000 
  +2 hp 
  +7 
  13 
  Arch-rogue 
  14 
  700,000 
  +2 hp 
  +8 
  13 
  Arch-rogue 
  15 
  800,000 
  +2 hp 
  +8 
  13 
  Arch-rogue 
  16 
  900,000 
  +2 hp 
  +9 
  12 
  Arch-rogue 
  17 
  1,000,000 
  +2 hp 
  +10 
  12 
  Arch-rogue 
  18 
  1,100,000 
  +2 hp 
  +10 
  12 
  Arch-rogue 
  19 
  1,200,000 
  +2 hp 
  +11 
  12 
  Arch-rogue 
  20 
  1,300,000 
  +2 hp 
  +11 
  12 
  Arch-rogue 
   
   
   
  A 5th level crew’s chattering and dodging about can con-
  fuse opponents. Each round a crew capers instead of 
  attacks, their foe must pass a saving throw or be stunned 
  for that round. At least three members of the crew must 
  be engaged in combat with an opponent to confuse them. 
  A 7th level canting crew learns how to look out for one 
  another. They are only surprised on a roll of 1 on 1d6. 
  Hideout 
  A 9th level canting crew can establish a hideout, per the 
  thief class. The canting crew does not attract a lieutenant, 
  but they do attract a number of lesser rogues and 
  thieves, with the members of the canting crew each tak-
  ing on a small gang of their own to tutor and control. 
  The Centurion 
  Most adventuring fighters avoid the chaos of the battle-
  field for the relative simplicity of bashing heads in a dun-
  geon. After all, who wants to be cut down by a flight of 
  arrows for a meagre salary? 
  Centurions, on the other hand, are born and bred for 
  mass combat in the name of king or emperor. They glory 
  in wading into an enemy host with their comrades. When 
  they delve into the lightless depths, they bring friends 
  and know how to make the most of them. 
  Requirements & Restrictions 
  A centurion must have the following minimum ability 
  scores: Strength 9, Charisma 11. They cannot be Chaotic 
  Good, Chaotic Neutral or Chaotic Evil in alignment. 
  A centurion can use anything from padded armor to 
  banded mail and all shields. They are permitted the use 
  of crossbows, daggers, hand axes, javelins, swords, 
  spears and pole arms in combat. 
  Centurion Skills 
  Centurions add their level to the following task checks: 
  Hear Noise—As trained sentinels, centurion can hear 
  incredibly quiet noises through doors or from far away. 
  Rally Troops—Even after warriors have failed a morale 
  check, broken ranks and run away, the centurion can 
  attempt a new morale check for them each round as long 
  as he remains within 30′ of them and they are in sight of 
  the battle. 
  
   
  33 
   
   
  Centurion Abilities 
  Centurions are only surprised on a roll of 1 on 1d6. They 
  can sense the presence of invisible (though not ethereal) 
  creatures by rolling 1d20 under their wisdom. 
  Centurions can command double the normal henchmen 
  normally permitted by their Charisma score, provided 
  those henchmen are men-at-arms that are armed and 
  armored in the same way as the centurion. If the centuri-
  on is armed with magic armor or weapons, the hench-
  men need only be equipped with mundane versions of 
  the arms and armor. 
  Men-at-arms under the command of a centurion gain a 
  +1 bonus to attack and to saving throws. 
  When in battle, centurions can lock shields with other 
  centurions, warrior-types (i.e. fighters, paladins, rangers) 
  and their own men-at-arms. This increases the AC of all 
  involved in the shield wall by +1. While in the shield wall, 
  the warriors can still attack with spears or pikes. Warri-
  ors in a shield wall also gain a +2 bonus to saving throws 
  against special maneuvers that are used against them. 
  When a centurion is locked in melee with opponents, he 
  can keep them from moving out of that combat. A centu-
  rion’s melee foes must make a special maneuver against 
  the centurion to retreat. The centurion can lock a num-
  ber of melee opponents equal to his level divided by four, 
  thus 1 from level 1 to 4, two from level 5 to 6, etc. 
  A 3rd level centurion can bestow their shield AC bonus 
  on one ally within 5′ and still make an attack that round.  
  At 6th level, they learn to operating siege weapons and 
  build fortifications. 
  Centurion Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  17 
  Miles 
  2 
  2,100 
  2d8 
  +2 
  16 
  Duplicarius 
  3 
  4,200 
  3d8 
  +3 
  16 
  Decanus 
  4 
  8,400 
  4d8 
  +4 
  15 
  Cornicularius 
  5 
  16,800 
  5d8 
  +5 
  15 
  Optio 
  6 
  33,600 
  6d8 
  +5 
  14 
  Centurion 
  7 
  67,200 
  7d8 
  +6 
  14 
  Praefectus 
  8 
  135,000 
  8d8 
  +7 
  13 
  Tribunus 
  9 
  270,000 
  9d8 
  +8 
  13 
  Legatus 
  10 
  405,000 
  10d8 
  +9 
  12 
  Legatus 
  11 
  540,000 
  +3 hp 
  +10 
  12 
  Legatus 
  12 
  675,000 
  +3 hp 
  +10 
  11 
  Legatus 
  13 
  810,000 
  +3 hp 
  +11 
  11 
  Legatus 
  14 
  945,000 
  +3 hp 
  +12 
  10 
  Legatus 
  15 
  1,080,000 
  +3 hp 
  +13 
  10 
  Legatus 
  16 
  1,215,000 
  +3 hp 
  +14 
  9 
  Legatus 
  17 
  1,350,000 
  +3 hp 
  +15 
  9 
  Legatus 
  18 
  1,485,000 
  +3 hp 
  +15 
  8 
  Legatus 
  19 
  1,620,000 
  +3 hp 
  +16 
  8 
  Legatus 
  20 
  1,755,000 
  +3 hp 
  +17 
  7 
  Legatus 
  The Castra 
  At 9th level, a centurion can establish a castra (fort) in 
  the wilderness and take the title of dux. The centurion 
  remains in the service of his king or emperor, ruling on 
  his or her behalf. When a centurion becomes a dux he 
  attracts 3d4x10 men-at-arms. Most squadrons (10 war-
  riors in each) wear chainmail and carry a shield, spear, 
  javelin and short sword. One squadron replaces the 
  spear and javelin with a composite bow to provide mis-
  sile support. All other squadrons have a 5% chance to be 
  a special unit rolled on the following table (roll d10): 
   
  
   
  34 
   
  1 
  Halfling Funditores—Padded, sling, dagger 
  2 
  Exploratores—Composite bow, hand axe 
  3 
  Denudo—Composite bow, javelin (5), short sword 
  4 
  Peltasts—Scale mail, shield, spear, javelins (3) 
  5 
  Elven Sagittarii—Buckler, composite bow, short sword 
  6 
  Equites—Scale, shield, lance, longsword, light horse 
  7 
  Equites rorarii—Buckler, javelins (3), short sword 
  8 
  Equites sagittarii—Composite bow, buckler, longsword 
  9 
  Equites scutarii—“Shieldbearers”; Scale mail, shield, light lance, 
  horseman’s mace, light warhorse 
  10 
  Equites cataphractarii—“Cataphracts”; Chainmail, shield, heavy 
  lance, longsword, barded heavy warhorse 
   
  These men-at-arms are soldiers of the centurion’s liege. 
  The centurion must keep them fed, clothed and 
  equipped, but he does not have to pay them a salary. The 
  payroll arrives once per month, with a 1% chance per 
  month of a heist. If the soldiers are not paid, they mutiny 
  after 1 day per point of their leader’s Charisma. 
  One man in each squadron is a 2 HD sergeant. The dux is 
  assisted by a centurion of level 4 to 7.  
  The new dux also attracts 1d10 x 40 peasants, artisans 
  and laborers to his new castra. These are ex-soldiers of 
  the king or emperor, and can be impressed into military 
  service without trouble as necessary. They are armed 
  with spears and shields when called to battle. 
  The Charlatan 
  Charlatans are tricksters with a set of skills not unlike 
  those of a thief combined with limited magical ability, 
  primarily in the form of enchantments and illusions. 
  Requirements & Restrictions 
  A charlatan must have the following minimum ability 
  scores: Intelligence 13 and Charisma 13. They may only 
  be Chaotic or Neutral in alignment. 
  A charlatan can only use padded armor. They are only 
  permitted the use of clubs, daggers, darts and staves. 
  Charlatan Skills 
  Charlatans add their level to the following task checks: 
  Disguise—Charlatans must often don a disguise to get 
  away from their marks. They suffer a -1 penalty to their 
  task check if they are disguised as the opposite sex, or as 
  creature of a different size (such as a halfling or gnome 
  disguised as a human). 
  Hear Noise—Charlatans can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Charlatans can disappear into the 
  shadows and remain unseen, even while moving. A thief 
  can backstab from the shadows. 
  Move Silently—Charlatans can walk slowly without 
  making a sound if they are not wearing metal armor. 
  Pick Pockets—Charlatans can pick pockets and perform 
  small acts of legerdemain. 
  Read Languages—Charlatans can decipher languages. 
  After 9th level, a charlatan can use this ability to read 
  magic-user scrolls and cast the spells therein. 
  Charlatan Abilities 
  A charlatan casts spells from the charlatan spell list. A 
  charlatan can cast only a certain number of spells of each 
  spell level per day (given on the table below). 
   
  
   
  35 
   
  There is no limit to the number of spells a charlatan can 
  know. He must choose and prepare the spells he is going 
  to cast ahead each morning by spending one hour study-
  ing his spellbook. While studying, the charlatan decides 
  which spells to prepare. He cannot prepare any spell not 
  recorded in his spellbook. 
  A charlatan begins play with a spellbook containing four 
  1st level spells. A charlatan learns one new spell at each 
  level. He also can learn spells found in other charlatan 
  spellbooks or on scrolls to his spellbook, and he can con-
  duct research to learn or invent new spells. 
  Charlatans have a chance to learn spells from magic-user 
  spellbooks that are on the charlatan spell list equal to 
  their charlatan level x 10%. 
  A charlatan has sharp senses and an innate ability to per-
  ceive the real from the unreal. This gives him a +2 bonus 
  to all saving throws against illusions. 
  A 5th level charlatan can imbue false properties in pow-
  ders, elixirs, tinctures, unguents and salves. These pow-
  ers are illusory and can be “disbelieved” by those who 
  use them just as they can disbelieve illusions. The follow-
  ing false powers can be imbued: Love philtres, cure-alls, 
  potions to restore hair or bodily vigor, potions to make 
  one smarter or to help one study for exams, etc. 
  Traveling Shows 
  A 9th level charlatan can establish a medicine show that 
  travels from settlement to settlement through the wil-
  derness, entertaining folks and selling them the tinc-
  tures, nostrums and potions brewed up by the charlatan. 
  A charlatan who runs a show gains 4d4 followers, rolled 
  on the following table. Followers lost are not regained. 
  D% 
  Follower 
  01-02 
  Acrobat 
  03-04 
  Dancer 
  05-06 
  Muscleman (Roll 1d3 for level) 
  07-12 
  Rogue with one skill 
  13-16 
  Bard—harlequin (Roll 1d3 for level) 
  17-46 
  Charlatan—toady (Roll 1d3 for level) 
  47-56 
  Duelist (Roll 1d3 for level) 
  57-81 
  Fighter/magic-user (1st level) 
  82-84 
  Fighter/thief (1st level) 
  85-87 
  Marksman (variant duelist; roll 1d2 for level) 
  88-92 
  Sorcerer (roll 1d2 for level) 
  93-00 
  Thief (Roll 1d3 for level) 
   
  Charlatan Spells 
  1—Alter voice*, babble*, change self, darkness, detect hy-
  pochondriac fancy*, invisibility, fog cloud, fool’s gold, hyp-
  notism, juggle*, light, phantasmal force, phantom foley*, 
  Charlatan Class Table 
   
  Experience 
  Hit 
  Attack 
  Saving 
   
  Spells per Day per Level 
  Level 
  Points 
  Dice 
  Bonus 
  Throw 
  Title 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  1 
  0 
  1d4 
  +0 
  15 
  Quacksalver 
  2 
  - 
  - 
  - 
  - 
  2 
  1,700 
  2d4 
  +1 
  14 
  Humbug 
  3 
  - 
  - 
  - 
  - 
  3 
  3,400 
  3d4 
  +1 
  14 
  Prankster 
  4 
  1 
  - 
  - 
  - 
  4 
  6,800 
  4d4 
  +2 
  14 
  Swindler 
  4 
  2 
  - 
  - 
  - 
  5 
  13,600 
  5d4 
  +2 
  13 
  Mountebank 
  5 
  2 
  1 
  - 
  - 
  6 
  27,200 
  6d4 
  +3 
  13 
  Pharisee 
  5 
  3 
  2 
  - 
  - 
  7 
  54,400 
  7d4 
  +4 
  12 
  Tregatour 
  5 
  3 
  2 
  1 
  - 
  8 
  100,000 
  8d4 
  +4 
  12 
  Trickster 
  5 
  4 
  3 
  2 
  - 
  9 
  200,000 
  9d4 
  +5 
  12 
  Charlatan 
  5 
  4 
  3 
  2 
  1 
  10 
  300,000 
  10d4 
  +5 
  11 
  Charlatan 
  5 
  5 
  4 
  3 
  2 
  11 
  400,000 
  +1 hp 
  +6 
  11 
  Charlatan 
  5 
  5 
  4 
  3 
  2 
  12 
  500,000 
  +1 hp 
  +7 
  11 
  Charlatan 
  5 
  5 
  4 
  4 
  3 
  13 
  600,000 
  +1 hp 
  +7 
  10 
  Charlatan 
  5 
  5 
  4 
  4 
  3 
  14 
  700,000 
  +1 hp 
  +8 
  10 
  Charlatan 
  5 
  5 
  4 
  4 
  4 
  15 
  800,000 
  +1 hp 
  +8 
  10 
  Charlatan 
  5 
  5 
  4 
  4 
  4 
  16 
  900,000 
  +1 hp 
  +9 
  9 
  Charlatan 
  5 
  5 
  5 
  4 
  4 
  17 
  1,000,000 
  +1 hp 
  +10 
  9 
  Charlatan 
  5 
  5 
  5 
  4 
  4 
  18 
  1,100,000 
  +1 hp 
  +10 
  9 
  Charlatan 
  5 
  5 
  5 
  4 
  4 
  19 
  1,200,000 
  +1 hp 
  +11 
  8 
  Charlatan 
  5 
  5 
  5 
  4 
  4 
  20 
  1,300,000 
  +1 hp 
  +11 
  8 
  Charlatan 
  5 
  5 
  5 
  4 
  4 
   
   
   
   
   
   
   
   
   
   
   
  
   
  36 
   
  prank*, prestidigitation, read magic, reflect gaze, rumor*, 
  shadow’s helper*, supernumerary*, ventriloquism  
  2—Alibi*, blindness/deafness, booming voice*, compel*, 
  compel parley*, detect illusion*, detect magic, foreboding*, 
  hypnotic pattern, invisibility, misdirection, phantasmal 
  force II, phantom trap, pocket full of rye* 
  3—Cause fear, continual light, darkness II, garble*, glad 
  hand*, hallucinatory terrain, invisibility sphere, loose lips*, 
  nondetection, spectral force 
  4—Confusion, creation I, crushing despair, dolorous 
  touch*, echoes of the past*, false forest, fumble*, hideous 
  cackle*, invisibility II, rage, shadow conjuration, shadow 
  evocation, wind tunnel* 
  5—Bedlam, creation II, déjà vu*, friendship*, musical in-
  terlude*, projected image, shadow conjuration II, shadow 
  evocation II 
  * Denotes a new spell explained in this book 
  The Chevalier 
  Whether they are knights in shining armor or devious 
  blackguards, chevaliers are the mailed fist of the feudal 
  order, serving their suzerain in war and peace.  
  The source of a chevalier’s pride (or arrogance), is his 
  coat of arms, a symbol of his puissance at arms and place 
  in the great chain of being. The chevalier gains special 
  abilities from the invocation of his coat of arms, in par-
  ticular from the tincture of the field (or main tincture of 
  the field, since some are divided) and from the charge. 
  Requirements & Restrictions 
  A chevalier must have the following minimum ability 
  scores: Strength 9 and Charisma 13. A character without 
  a Charisma of 13 or higher can enter the class as a 0-level 
  squire (see below). 
  A chevalier can use all armor except leather armors. 
  They are permitted the use of all weapons. 
  Chevalier Skills 
  Chevaliers add their level to the following task checks: 
  Riding—Chevaliers are capable of attacking from horse-
  back at no penalty, and can attempt task checks to re-
  main in the saddle when suffering damage and for per-
  forming dangerous riding stunts. 
   
  Chevalier Abilities 
  Before we cover the special abilities of a chevalier, we 
  must address the concept of a 0-level chevalier, the 
  squire. Some men are not born as wealthy or well-
  connected as others, yet they still have the drive to be-
  come knights. These poor souls can still enter the service 
  of a suzerain, holding the rank of “squire”. 
  A squire earns experience points just as any other char-
  acter, but can only spend them to increase his or her cha-
  risma. One point of charisma can be purchased by the 
  squire for 200 XP. When the squire achieves a charisma 
  of 13, he or she becomes a 1st level chevalier and their 
  experience points are reset to 0. 
  The first step to becoming a chevalier is to draw up a 
  coat of arms. A perusal of the internet can assist in this, 
  and your Treasure Keeper can make sure you haven’t 
  copied the arms of an existing NPC or PC in the game 
  world. The tincture and charge of a chevalier’s arms de-
  termine their special abilities, so read the entire descrip-
  tion of the class before designing your arms. 
   
  
   
  37 
   
  A 1st level chevalier can invoke their tincture once per 
  day. The special ability associated with the tincture lasts 
  for one hour. If a chevalier has more than one tincture on 
  his arms (e.g. divisions), they must choose which tincture 
  is their “main tincture” at 1st level. At 5th level, the 
  chevalier can invoke their tincture three times per day. 
  Tincture 
  Color 
  Benefit 
  Argent  
  Silver 
  Increase base movement by 5′ 
  Azure  
  Blue 
  Exchange +1 to attack for +1 to AC 
  Ermine/Vair 
  Furs 
  Surprised on roll of 1 on 1d6 
  Gules 
  Red 
  Exchange +1 to attack for +1 to damage 
  Or 
  Gold 
  +2 to save vs. magic 
  Purpure 
  Purple 
  +2 to save vs. disease and poison 
  Sable 
  Black 
  +1 to reaction checks 
  Vert 
  Green 
  Track as a ranger 
   
  A 3rd level chevalier can invoke the charge on his coat of 
  arms to gain a special attack or defense. A 3rd to 5th lev-
  el chevalier can invoke his charge once per day, a 6th to 
  8th level chevalier twice per day and a 9th level or higher 
  chevalier three times per day. 
  Charge 
  Benefit 
  Angel 
  Cure serious wounds (as the spell) 
  Arm 
  Strength (as the spell) 
  Bear 
  Grapple with +2 to attack and deal 1d8 damage 
  Bee 
  Summon a giant bee for 10 minutes to serve as mount 
  Boar 
  Continue to fight for 6 rounds after reaching 0 hit points 
  Bull 
  Forceful hand (as the spell, attack bonus +8) 
  Castle 
  Stoneskin (as the spell) 
  Cross 
  Holy smite (as the spell) 
  Deer 
  Haste (as the spell) 
  Devil 
  Inflict serious wounds (as the spell) 
  Dolphin 
  Swim at a speed of 80′ even when armored 
  Dragon 
  Releases a breath weapon (15′ cone, 3d6 damage) 
  Eagle 
  Fly (as the spell) 
  Fleur-de-lis 
  Magic vestment (as the spell) 
  Fox 
  Charm monster (as the spell) 
  Griffin 
  Protection from evil II (as the spell) 
  Harp 
  Fascinate as a bard of the chevalier’s level 
  Harpy 
  Captivate per the special attack of the harpy 
  Heart 
  Immune to fear 
  Leopard 
  Invisibility (as the spell) 
  Lion 
  Heroism (as the spell) 
  Mermaid 
  Water breathing (as the spell) 
  Owl 
  Dispel magic (as the spell) 
  Phoenix 
  Continual flame (as the spell) 
  Raven 
  Deeper darkness (as the spell) 
  Rose 
  Suggestion (as the spell) 
  Salamander 
  Protection from energy (fire) (as the spell) 
  Serpent 
  Sticks to snakes (as the spell) 
  Sphinx 
  Confusion (as the spell) 
  Spur 
  Phantom steed (as the spell) 
  Star 
  Psionic blast (as the spell) 
  Sun 
  Searing light (as the spell) 
  Tree 
  Barkskin (as the spell) 
  Weapon 
  +2 to attack and damage with the weapon of the same 
  general type as the charge 
  Wolf 
  Summon 1d4 wolves for 10 minutes 
  Wyvern 
  Poison (as the spell) 
   
  A 4th level chevalier can inspire courage in his followers, 
  giving them a +2 bonus to save vs. fear effects as long as 
  they are within the sound of his voice. 
  Castle 
  An 8th level chevalier earns the right to build a castle 
  and either start an order of chivalry, becoming a “knight 
  commander”, or swear fealty to a royal personage, be-
  coming a “baronet”.  
  The chevalier attracts 3d4 x 10 men-at-arms. Visit page 
  53 in Blood & Treasure Second Edition Rules to determine 
  the type of men-at-arms, rolling once for every 20 warri-
  ors. One of every 10 men-at-arms is a sergeant. The men-
  at-arms are led by a 4th to 7th level fighter. These men-
  at-arms are mercenaries who must be paid (see Hench-
  men under Equipment for the going rate for sell-swords). 
  Chevalier Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  0 
  - 
  1d6 
  +1 
  16 
  Squire 
  1 
  0 
  1d8 
  +1 
  16 
  Armiger 
  2 
  2,100 
  2d8 
  +2 
  15 
  Scutifer 
  3 
  4,200 
  3d8 
  +3 
  14 
  Cavalier 
  4 
  8,400 
  4d8 
  +3 
  14 
  Knight Errant 
  5 
  16,800 
  5d8 
  +4 
  13 
  Lionheart 
  6 
  33,600 
  6d8 
  +5 
  13 
  Knight Bachelor 
  7 
  67,200 
  7d8 
  +6 
  12 
  Knight Banneret 
  8 
  130,000 
  8d8 
  +6 
  12 
  Worthy 
  9 
  260,000 
  9d8 
  +7 
  12 
  Worthy 
  10 
  390,000 
  10d8 
  +8 
  11 
  Worthy 
  11 
  520,000 
  +3 hp 
  +9 
  11 
  Worthy 
  12 
  650,000 
  +3 hp 
  +9 
  10 
  Worthy 
  13 
  780,000 
  +3 hp 
  +10 
  10 
  Worthy 
  14 
  910,000 
  +3 hp 
  +11 
  9 
  Worthy 
  15 
  1,040,000 
  +3 hp 
  +12 
  9 
  Worthy 
  16 
  1,170,000 
  +3 hp 
  +12 
  9 
  Worthy 
  17 
  1,300,000 
  +3 hp 
  +13 
  8 
  Worthy 
  18 
  1,430,000 
  +3 hp 
  +14 
  8 
  Worthy 
  19 
  1,560,000 
  +3 hp 
  +15 
  7 
  Worthy 
  20 
  1,690,000 
  +3 hp 
  +15 
  7 
  Worthy 
   
  
   
  38 
   
   
  The chevalier also attracts 1d10 x 40 peasants, artisans 
  and laborers to his new barony. These people are yeo-
  men who expect to be treated as free people. 
  The Curmudgeon 
  Not every adventuring warrior is a young pup, fresh from 
  learning the ropes as a caravan guard. A few of those 
  men-at-arms stay on the job until they become ser-
  geants-at-arms and then stay on a bit longer until, old 
  and grey, they finally decide to go out with a bang. Thus, 
  the curmudgeon.  
  Curmudgeons are a bit different than most starting PC’s. 
  They begin the game in their old age and therefore suf-
  fering the problems of old age. They’re not any more 
  experienced as adventurers than young folks, but they 
  are more experienced than them in other ways. 
  Requirements & Restrictions 
  A curmudgeon must have the following minimum ability 
  scores: Strength 9, Wisdom 11. They must also be “old”. 
  A curmudgeon suffers no restrictions in the use of armor 
  or weapons. 
   
   
  Curmudgeon Skills 
  Lore—Curmudgeons know all sorts of stories about 
  kingdoms, magic and monsters. A successful check re-
  veals an item’s powers and gives a clue to its command 
  word, or reveals a monster’s vulnerabilities. 
  Curmudgeon Abilities 
  Curmudgeons are people who have put in many years of 
  service as men-at-arms, caravan guards, town guards, 
  etc. As such, they aren’t as green as the average 1st level 
  character, and begin the game with 2 HD. 
  Curmudgeons are more observant than most. They note 
  concealed and secret doors on a roll of 1-2 on 1d6 (or on 
  a roll of 1-3 on 1d6 if an elf). 
  Curmudgeons tend to be grumpy, and thus suffer a -1 
  penalty on reaction checks. They don’t scare easily, and 
  enjoy a +1 bonus on saves vs. fear. 
  Curmudgeons can fight for 3 rounds after they reach 0 
  hit points, provided they have something worth fighting 
  for. Once per day, they can boost their strength bonus by 
  +1 for one round per level. 
  When adventuring with characters of 1st to 3rd level, 
  curmudgeons can, once per day, lend one of them a bo-
  nus equal to their Wisdom bonus on an attack or save. 
  Curmudgeon Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  2d6 
  +1 
  16 
  Old Soldier 
  2 
  2,000 
  3d6 
  +2 
  15 
  Grizzled Veteran 
  3 
  4,000 
  4d6 
  +3 
  15 
  Grumbler 
  4 
  8,000 
  5d6 
  +3 
  14 
  Greybeard/Greyhair 
  5 
  16,000 
  6d6 
  +4 
  14 
  Crosspatch 
  6 
  32,000 
  7d6 
  +5 
  13 
  Curmudgeon 
  7 
  64,000 
  8d6 
  +6 
  13 
  Gaffer/Gammer 
  8 
  125,000 
  9d6 
  +6 
  12 
  Senex 
  9 
  250,000 
  10d6 
  +7 
  12 
  Methuselah 
  10 
  375,000 
  +2 hp 
  +8 
  11 
  Methuselah 
  11 
  500,000 
  +2 hp 
  +9 
  11 
  Methuselah 
  12 
  625,000 
  +2 hp 
  +9 
  10 
  Methuselah 
  13 
  750,000 
  +2 hp 
  +10 
  10 
  Methuselah 
  14 
  875,000 
  +2 hp 
  +11 
  9 
  Methuselah 
  15 
  1,000,000 
  +2 hp 
  +12 
  9 
  Methuselah 
  16 
  1,125,000 
  +2 hp 
  +12 
  8 
  Methuselah 
  17 
  1,250,000 
  +2 hp 
  +13 
  8 
  Methuselah 
  18 
  1,375,000 
  +2 hp 
  +14 
  7 
  Methuselah 
  19 
  1,500,000 
  +2 hp 
  +15 
  7 
  Methuselah 
  20 
  1,625,000 
  +2 hp 
  +15 
  7 
  Methuselah 
  
   
  39 
   
  Retirement 
  At 9th level, a curmudgeon can retire to a favorite tavern, 
  attracting a retinue of 1d4 men-at-arms per level as 
  flunkies and admirers. The curmudgeon gets free room 
  and board at the tavern and receives 1d3 free rumors 
  each month concerning possible adventures. 
  The Demigod 
  It would be hard to tell who the first adventurer in litera-
  ture ever was, but I suppose Gilgamesh might fit the bill. 
  Gilgamesh is the son a human king and the goddess Nin-
  sun, making him a “demi-god” – i.e. half-god. In being a 
  demi-god, Gilgamesh had good company, including Hera-
  cles, Achilles, Cuchulainn, Hanuman, Māui, Orion, Per-
  seus, Romulus and Remus and Theseus. 
  Demigod characters in Blood & Treasure are more human 
  than those of mythology. Like other adventurers they 
  become more powerful as they advance in level. Demi-
  gods are roughly on par with other character classes, so 
  do not expect them to eclipse the magic-users, thieves 
  and fighters in the party. 
  Requirements & Restrictions 
  A demigod must have the all of their ability scores of 9 or 
  higher, and one ability score must be 15 or higher. 
  A demigod can use all leather armors and all shields. He 
  can use all weapons in combat. 
  Demigod Abilities 
  At 1st level, a demigod’s player must choose their divine 
  ancestry. Whether god or goddess, they must choose one 
  of the following domains for their character’s divine par-
  ent based on their character’s highest ability score. 
  Ability 
  Domains 
  Strength 
  Destruction, Strength, War, Water 
  Intelligence 
  Knowledge, Magic 
  Wisdom 
  Death, Healing, Sun 
  Dexterity 
  Air, Fire, Travel 
  Constitution 
  Animal, Earth, Plant, Protection 
  Charisma 
  Love, Luck 
   
  The demigod gains one power from their divine parent: 
   
  
   
  40 
   
  Domain 
  Special Ability 
  Air 
  Resistance to electricity 
  Animal 
  Cast speak with animals 3/day, charm animal 1/day 
  Death 
  Cast speak with dead 3/day, command undead 1/day 
  Destruction 
  +1 to melee damage per four levels 
  Earth 
  Resistance to acid 
  Fire 
  Resistance to fire 
  Healing 
  Laying on of hands (as the paladin class) 
  Knowledge 
  Lore ability (as the bard class) 
  Love 
  Cast charm person once per day, 3/day at 4th level 
  Luck 
  +1 to saving throws per four levels 
  Magic 
  Cast spells as 1st level sorcerer 
  Plant 
  Cast Speak with plants 3/day, command plants 1/day 
  Protection 
  Increase AC by +1 per four levels 
  Strength 
  Can wield large weapons one-handed 
  Sun 
  Cast light 3/day, light II 1/day 
  Travel 
  +10 to movement rate, cast haste 1/day 
  War 
  +1 to attack per four levels 
  Water 
  Resistance to cold 
   
  Demigods are supernaturally tough and so their Armor 
  Class increases as they advance in level. 
  Demigods are expected to do great things. A 1st level 
  demigod is given an ordained labor by his divine parent. 
  This works as a geas, and requires the demigod to do one 
  of the following by the time he or she reaches 4th level. 
  1) Capture a monster with 3 more HD than the demigod 
  2) Complete a very difficult task determined by the TK 
  3) Slay a monster with 2 more HD than the demigod 
  4) Steal an item worth as many gold pieces as the demi-
  god has experience points (minimum 1,000 gp) 
  Until the task is completed, the demigod cannot advance 
  beyond 4th level. A new labor is ordained when the hero 
  reaches 5th level, and must be completed by the time the 
  demigod reaches 8th level. Additional labors must be 
  completed by 12th and 16th level. 
  The first labor completed earns the demigod a one-time 
  use of the restoration spell. 
  The second labor completed earns the demigod a one-
  time use of the raise dead spell. 
  The third labor completed earns the demigod a one-time 
  use of the resurrection spell. 
  The fourth labor completed earns the demigod the right 
  to ascend to a higher (or descend to a lower) plane when 
  they die as a true demigod. 
  Demigods are renowned for one of their physical or men-
  tal abilities, and this ability grows as their fame grows. A 
  demigod increases his or her highest ability score by +1 
  at 2nd, 4th, 6th, 8th and 10th level. 
  A 3rd level demigod can make pleas for assistance to his 
  divine parent. Demigods can appeal for 1st to 2nd level 
  spells by rolling 1d20 under their Charisma score minus 
  the level of the spell. At 7th level, the demigod can begin 
  appealing for 3rd to 4th level spells. At 11th level, the 
  demigod can begin appealing for 5th to 6th level spells. 
  Each time an appeal is answered, the demigod must 
  pledge 10% of their earned treasure to the cult of their 
  divine parent (a minimum of 50 gp per spell level).  
  A 5th level demigod gains magic resistance equal to 1% 
  per level, to a maximum of 10% at 10th level. 
  Hero Cult 
  A 9th level demigod can establish a hero cult. The demi-
  god must construct, with his own hands, a temple in his 
  and his divine parent’s honor. The demigod then attracts 
  3d6 x3 men-at-arms, 1d6 first level clerics or druids and 
  a 4th level cleric or druid to serve as his high priest. 
  Demigod Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  AC 
  Title 
  1 
  0 
  1d12 
  +0 
  15 
  +0 
  Scion 
  2 
  2,700 
  2d12 
  +1 
  14 
  +1 
  Exemplar 
  3 
  5,400 
  3d12 
  +2 
  14 
  +1 
  Champion 
  4 
  10,800 
  4d12 
  +3 
  13 
  +2 
  Hero 
  5 
  21,600 
  5d12 
  +3 
  13 
  +2 
  Cynosure 
  6 
  43,200 
  6d12 
  +4 
  12 
  +3 
  Archon 
  7 
  86,400 
  7d12 
  +5 
  12 
  +3 
  Paragon 
  8 
  170,000 
  8d12 
  +6 
  11 
  +4 
  Superhero 
  9 
  340,000 
  9d12 
  +6 
  11 
  +4 
  Demigod 
  10 
  510,000 
  10d12 
  +7 
  10 
  +5 
  Demigod 
  11 
  680,000 
  +3 hp 
  +8 
  10 
  +5 
  Demigod 
  12 
  850,000 
  +3 hp 
  +9 
  9 
  +6 
  Demigod 
  13 
  1,020,000 
  +3 hp 
  +9 
  9 
  +6 
  Demigod 
  14 
  1,190,000 
  +3 hp 
  +10 
  8 
  +7 
  Demigod 
  15 
  1,360,000 
  +3 hp 
  +11 
  8 
  +7 
  Demigod 
  16 
  1,530,000 
  +3 hp 
  +12 
  7 
  +8 
  Demigod 
  17 
  1,700,000 
  +3 hp 
  +12 
  7 
  +8 
  Demigod 
  18 
  1,870,000 
  +3 hp 
  +13 
  6 
  +9 
  Demigod 
  19 
  2,040,000 
  +3 hp 
  +14 
  6 
  +9 
  Demigod 
  20 
  2,210,000 
  +3 hp 
  +15 
  6 
  +10 
  Demigod 
   
  
   
  41 
   
   
   
  The Demoniac 
  The process of summoning a demon is wracked with 
  peril, and many a summoner finds himself hard-pressed 
  to control his demon. When this happens, more than a 
  few apprentices have found themselves the target of a 
  binding, their souls merged with the demon. This ritual 
  results in a more manageable demon and one more open 
  to suggestion by a powerful mage.  Despite this bonding, 
  some demons leave their masters (dead, if possible) and 
  venture out into the world as adventurers. 
  Demoniacs appear as humanoids with savage features – 
  red-rimmed eyes, tangled hair, pointed ears, prominent, 
  sharp teeth, etc. They are adept warriors, though their 
  true value in combat lies in savagery rather than skill. 
  Requirements & Restrictions 
  A demoniac must have the following minimum ability 
  scores: Strength 13, Intelligence 9 and Constitution 13. 
  They must be Neutral (N, CN) or Chaotic (NE, CE). 
  A demoniac can use all leather and mail armors. They do 
  not use shields of any kind. They can use all weapons. 
  Demoniac Abilities 
  Demoniacs are nihilists at heart and the possibility of a 
  fight raises a bloodlust in them that can shock even a 
  barbarian. Demons always fight with two weapons or a 
  large weapon when possible. They suffer no penalty for 
  fighting with two weapons, provided that both weapons 
  are small or one is small and the other medium. 
  A demoniac’s unarmed strikes inflict +1 point of damage 
  thanks to their sharp teeth and claws. 
  A demoniac enjoys a +4 bonus to save vs. poison. 
  Once per day, a demoniac can frenzy. They attack twice 
  per round, and if in any round they make two successful 
  attacks, they increase this to three attacks per round. The 
  frenzy lasts for 13 rounds, and cannot be stopped. If the 
  demoniac runs out of foes to attack, they attack friends, 
  though they may attempt to roll 1d20 under their Wis-
  dom score to avoid doing this and end their frenzy. 
  Demoniacs are capable of communicating telepathically 
  with sentient creatures, usually to say hateful things (be-
  cause that’s what demons are into). The range is equal to 
  10′ per level, to a maximum of 100′. 
  At 4th level, demoniacs suffer half normal damage from 
  electricity damage. 
  At 8th level, a demoniac can, once per day, attempt to 
  summon a demon from the abyss to assist him in his 
  shenanigans. The type of demon and the chance to suc-
  cessfully summon it depends on the demoniac’s level.  
  Level 
  Demon 
  Chance to Summon 
  8-9 
  Succubus 
  70% 
  10-11 
  Marilith (Type V) 
  60% 
  12-13 
  Vrock (Type I) 
  50% 
  14-15 
  Hezrou (Type II) 
  40% 
  16-17 
  Glabrezu (Type III) 
  30% 
  18-19 
  Nalfeshnee (Type IV) 
  20% 
  20 
  Balor 
  10% 
   
  The summoned demon is happy to fight for the demoniac 
  and remains on the Material Plane for 1 minute. If the 
  demoniac wants them to do something other than fight, 
  there is a percentage chance equal to the demoniac’s 
  charisma score that they acquiesce. 
  Demon Lords 
  At 9th level, a demoniac takes on the title of demon lord 
  and may construct an evil-looking fortress. She must 
  construct at least three chapels to demon princes in the 
  
   
  42 
   
  stronghold and staff them, at her own expense, with anti-
  clerics of at least 3rd level. If she does so, she attracts 
  1d6x10 men‐at‐arms of an evil disposition and a body-
  guard of 1d6 3rd level Chaotic fighters in spiky black 
  platemail or 1d6 Chaotic barbarians and a servitor qua-
  sit. If the quasit is killed, the demoniac loses one level 
  and does not receive a new quasit until she completes a 
  quest on behalf of a demon prince. While the quasit 
  serves her, she gains a +2 bonus to reaction rolls. 
  Demoniac Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Malignancy 
  2 
  2,200 
  2d8 
  +2 
  15 
  Brute 
  3 
  4,400 
  3d8 
  +3 
  15 
  Beast 
  4 
  8,800 
  4d8 
  +3 
  14 
  Degenerate 
  5 
  17,600 
  5d8 
  +4 
  14 
  Fiend 
  6 
  35,200 
  6d8 
  +5 
  13 
  Dastard 
  7 
  70,400 
  7d8 
  +6 
  13 
  Slaughterer 
  8 
  140,000 
  8d8 
  +6 
  12 
  Archfiend 
  9 
  280,000 
  9d8 
  +7 
  12 
  Demon Lord 
  10 
  420,000 
  10d8 
  +8 
  11 
  Demon Lord 
  11 
  560,000 
  +3 hp 
  +9 
  11 
  Demon Lord 
  12 
  700,000 
  +3 hp 
  +9 
  10 
  Demon Lord 
  13 
  840,000 
  +3 hp 
  +10 
  10 
  Demon Lord 
  14 
  980,000 
  +3 hp 
  +11 
  9 
  Demon Lord 
  15 
  1,120,000 
  +3 hp 
  +12 
  9 
  Demon Lord 
  16 
  1,260,000 
  +3 hp 
  +12 
  8 
  Demon Lord 
  17 
  1,400,000 
  +3 hp 
  +13 
  8 
  Demon Lord 
  18 
  1,540,000 
  +3 hp 
  +14 
  7 
  Demon Lord 
  19 
  1,680,000 
  +3 hp 
  +15 
  7 
  Demon Lord 
  20 
  1,820,000 
  +3 hp 
  +15 
  6 
  Demon Lord 
   
   
   
   
  The Demonologist 
  The demonologist is a close cousin of the elementalist 
  (q.v.), but dabbles with far more dangerous things than 
  the elements. Demonologists collect the ritual names and 
  seals needed to summon and command demons and dev-
  ils so that they may access their knowledge and powers. 
  They do this with three forms of demonic ritual: Conjura-
  tion, evocation and invocation. 
  Conjuration creates a connection to a demon’s psyche, 
  which appears in a mirror or crystal ball. This allows the 
  demonologist to question the demon to learn vital infor-
  mation about the past, present and future. Conjuration is 
  the easiest, safest practice of demonology. 
  Evocation calls forth the demon in spirit to bestow pow-
  erful spells on the demonologist. Evocation requires bar-
  gaining and actually brings forth the demon in ethereal 
  form within a magic circle. If the magic circle is broken, 
  the demon can unleash his minions upon the demon-
  ologist and his allies. If the bargain is not lived up to, the 
  demonologist must pay the price. 
  Invocation is the most dangerous ritual of all, for it calls 
  forth the spirit of a demon to possess the demonologist 
  and lend him his special abilities and powers for a time. 
  The demonologist and demon become dual beings, and 
  there is always a terrible price to be paid for this min-
  gling of soul and damned spirit. 
  Requirements & Restrictions 
  A demonologist must have the following minimum ability 
  scores: Intelligence 9 and Charisma 13. They cannot be 
  lawful or good in alignment. 
   
   
   
  Demonologist Level 
  Rank 
  Title (CL) 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 
  14-18 
  19+ 
  I 
  Greater* 
  55% 
  70% 
  85% 
  95% 
  96% 
  97% 
  98% 
  99% 
  99% 
  99% 
  99% 
  II 
  Knight (CL 13-16) 
  25% 
  40% 
  55% 
  70% 
  85% 
  95% 
  96% 
  97% 
  98% 
  99% 
  99% 
  III 
  President (CL 17-20) 
  - 
  5% 
  25% 
  40% 
  55% 
  70% 
  85% 
  94% 
  96% 
  98% 
  99% 
  IV 
  Count (CL 21-24) 
  - 
  - 
  5% 
  25% 
  40% 
  55% 
  70% 
  85% 
  95% 
  97% 
  98% 
  V 
  Marquis (CL 25-28) 
  - 
  - 
  - 
  5% 
  10% 
  25% 
  40% 
  55% 
  70% 
  95% 
  97% 
  VI 
  Duke (CL 29-32) 
  - 
  - 
  - 
  - 
  5% 
  10% 
  25% 
  40% 
  55% 
  85% 
  90% 
  VII 
  Prince (CL 33-36) 
  - 
  - 
  - 
  - 
  - 
  5% 
  10% 
  25% 
  40% 
  55% 
  85% 
  VIII 
  King (CL 36-39) 
  - 
  - 
  - 
  - 
  - 
  - 
  5% 
  10% 
  25% 
  55% 
  70% 
  IX 
  Emperor (CL 40) 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5% 
  10% 
  40% 
  55% 
   
  * Greater demons include the type I, II, III, IV and V demons, succubi and pit fiends. 
  
   
  43 
   
  A demonologist cannot use armor or shields. He can use 
  clubs, daggers, darts, hand crossbows, light crossbows 
  and staves in combat. 
  Demonologist Skills 
  Hide in Shadows—Demonologists can disappear into 
  the shadows and remain unseen, even while moving. 
  Move Silently—Demonologists can walk slowly without 
  making a sound if they are not in metal armor. 
  Read Languages—Demonologists can decipher languages 
  that are unknown to them. After 3rd level, a demonologist 
  can use this ability to cast spells from a magic-user scroll. 
  Demonologist Abilities 
  In dealing with demons and devils, demonologists are 
  embarking on an activity more foolhardy than dragon-
  slaying. For this reason, they are immune to fear. 
  Their countless hours of study on the topic of fiends and 
  their practice in dealing with these entities grants them a 
  +2 bonus on saving throws against the special attacks 
  and spells of demons and devils. 
  Demonologists can turn undead and Chaotic outsiders as 
  a cleric of the same level. They cannot use this power to 
  command or destroy demons, but the “D” result on the 
  turn chart does force an outsider to quit the material 
  plane and return to their home dimension. 
  Demonologist’s Tower 
  An 11th level demonologist can choose to establish a 
  tower in the wilderness and gain followers. A demon-
  ologist who does this attracts 1d6 x 8 bandits and 1d6 x 
  2 berserkers to defend their tower. These Chaotics pri-
  marily want the demonologist’s protection from their 
  enemies, and do not serve out of loyalty. The demon-
  ologist also attracts 1d4+1 first level apprentices who 
  wish to train under them and one 3rd level demonologist 
  to serve as their major domo. 
  Demonology 
  The true power of the demonologist is in drawing magi-
  cal abilities from the denizens of Hell. This is expressed 
  in three abilities: Conjurare, evocatio and invocare. I 
  used Latin terms because that makes the powers sound 
  official and spooky. All of these abilities require the de-
  monologist to roll on the following table based on the 
  rank of the demon or devil he is summoning.  
   
  Conjurare 
  This is the ability to conjure the psyche of a demon, along 
  with an image of its choosing, into a mirror or crystal 
  sphere in order to ask it questions. This works like the 
  spell legend lore. The demonologist must roll on the table 
  on the preceding page to conjure the wicked spirit. De-
  mons always have a 5% chance of answering the ques-
  tion dishonestly. The more powerful conjured demons 
  have access to more powerful divinations: 
  Augury—Auguries (as the spell augury) can be granted 
  by the presidents and counts of Hell.  
  Divination—Divinations (as the spell divination) can be 
  granted by a marquis or duke of Hell.  
  Vision—Visions (as the spell vision) can be granted by a 
  prince, king or emperor of Hell.  
  Evocatio 
  With evocation, a demonologist evokes a demon to lend 
  him his magical knowledge. The demonologist gains the 
  ability to cast the spells that the demon can cast, casting 
  spells of first and second level three times per day and 
  more powerful spells once per day. 
  
   
  44 
   
  To seal this deal, the demonologist traces the demon’s 
  seal on his palm and channels the spells through that 
  seal. A demonologist can evoke as many demons as it has 
  palms, though the more demons one attempts to evoke, 
  the more difficult it is to succeed. An evocatio check suf-
  fers a -10% chance of success on the table above, with an 
  extra -4% for each demon beyond the first to be evoked 
  simultaneously.  
  A demonologist can improve his chances by promising the 
  demon a soul (i.e. a life), gaining a +3% bonus to his roll 
  per Hit Dice of the victim. This bonus is doubled for Lawful 
  or innocent creatures. The soul must be delivered within 
  one day of the evocation or the demonologist suffers a 
  consequence based on the HD of the promised soul. 
  HD 
  Consequence of Failure 
  1-2 
  Suffers -2 penalty to all saving throws for the next 24 hours 
  3-4 
  As above, plus a -2 penalty to Armor Class and attack rolls 
  5-6 
  As above, plus the demonologist is always surprised 
  7-8 
  Fatigued for the next 24 hours 
  9-10 
  Blinded for the next 24 hours 
  11-13 
  1d3 points of ability damage to a random physical ability score 
  14-16 
  As above, but a mental score is damaged 
  17-19 
  Suffers 1 level of energy damage 
  20+ 
  Suffers 1 level of energy drain 
  Invocare 
  The power of invocation is the most fearsome in the de-
  monologist’s repertoire, for with it the demonologist 
  invites a wicked spirit to partially possess his mind and 
  body. By so doing, the demonologist gains the following 
  powers of the demon invoked: Immunities and re-
  sistances, a bonus to save vs. magic equal to the demon’s 
  magic resistance divided by 5 (rounding down), special 
  attacks that do not require bits of anatomy the demon-
  ologist does not have (for example, a stinging tail), the 
  ability to see in darkness and the use of telepathy.  
  The demon can only possess the demonologist for 1d6 
  turns, and during each turn demon and demonologist are 
  pitted in a contest of wills for control of the vessel (i.e. 
  the demonologist’s body). Each turn, the demonologist 
  must roll 1d20 under a number equal to his Charisma 
  score minus the demon’s rank. Each time the demon-
  ologist fails this roll, the demon gets to call the shots for 
  that turn and it deals one level of energy damage.  
  A demonologist that loses all of his levels during an invo-
  cation dies and is dragged to Hell by the invoked fiend.  
  An invocation is made using the same rules as an evoca-
  tion except the penalty is -20%. Only one demon can be 
  invoked at a time. 
  Demonologist Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d4 
  +0 
  15 
  Occultist 
  2 
  1,800 
  2d4 
  +0 
  14 
  Medium 
  3 
  3,600 
  3d4 
  +1 
  14 
  Augur 
  4 
  7,200 
  4d4 
  +1 
  14 
  Necrologist 
  5 
  14,400 
  5d4 
  +1 
  13 
  Warlock 
  6 
  28,800 
  6d4 
  +2 
  13 
  Sorcerer 
  7 
  57,600 
  7d4 
  +2 
  12 
  Thaumaturge 
  8 
  110,000 
  8d4 
  +3 
  12 
  Diabolist 
  9 
  220,000 
  9d4 
  +3 
  12 
  Demonologist 
  10 
  335,000 
  10d4 
  +3 
  11 
  Demonologist 
  11 
  440,000 
  +1 hp 
  +4 
  11 
  Demonologist 
  12 
  550,000 
  +1 hp 
  +4 
  11 
  Demonologist 
  13 
  660,000 
  +1 hp 
  +5 
  10 
  Demonologist 
  14 
  770,000 
  +1 hp 
  +5 
  10 
  Demonologist 
  15 
  880,000 
  +1 hp 
  +5 
  10 
  Demonologist 
  16 
  990,000 
  +1 hp 
  +6 
  9 
  Demonologist 
  17 
  1,100,000 
  +1 hp 
  +6 
  9 
  Demonologist 
  18 
  1,210,000 
  +1 hp 
  +7 
  9 
  Demonologist 
  19 
  1,320,000 
  +1 hp 
  +7 
  8 
  Demonologist 
  20 
  1,430,000 
  +1 hp 
  +7 
  8 
  Demonologist 
  The Dervish 
  Dervishes are the sword-monks of a Lawful religious 
  order that has ceased to exist. Abandoned by the old 
  gods, they wander the world selling their swords as anti-
  heroes – still driven to do the right thing, but not always 
  in the most lawful manner possible. Dervishes are known 
  for their black robes, keen swords and terrific guile. 
  Requirements & Restrictions 
  A dervish must have the following minimum ability 
  scores: Strength 13, Wisdom 9, Dexterity 13, Charisma 9.  
  A dervish cannot use armor or shields. He can use all 
  weapons in combat. 
  Dervish Skills 
  Dervishes add their level to the following task checks: 
  Acrobatics—Dervishes can walk tightropes, tumble past 
  opponents and swing from chandeliers. 
  
   
  45 
   
  Climb Walls—Dervishes can climb walls without climb-
  ing gear at a rate of 10′ per round. If a dervish falls, they 
  suffer damage as though the fall were 20′ shorter. 
  Guile—Dervishes are good at worming their way into 
  the confidence of Chaotic creatures. If a dervish has time 
  to speak, Chaotic creatures roll their reaction checks 
  against them as though they were Neutral in alignment. 
  Moreover, a successful guile task check can improve the 
  rolled reaction by one category. 
  Hear Noise—Dervishes can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Dervishes can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Dervishes can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Dervish Abilities 
  As the dervish advances in level, he improves his AC, 
  number of unarmed attacks per round, unarmed damage 
  and movement rate (see table above). They also inflict +1 
  point of damage per two levels with melee weapons. 
  When a dervish beats a target’s Armor Class with his 
  attack roll by 4 or more, that target must succeed at a 
  saving throw or be stunned for 1d6 rounds or knocked 
  backwards 6′ - dervish’s choice. Oozes, plants, constructs, 
  undead and elementals cannot be stunned. When the 
  dervish reaches 12th level, they can make this a death-
  stroke once per day. In this case, the victim must be at 
  least 4 levels (or Hit Dice) lower than the dervish, and 
  they may attempt a saving throw to avoid instant death. 
  A 2nd level dervish learns to deflect arrows and other 
  small missiles with his hands. The dervish can attempt, 
  once per round, to deflect a missile that would otherwise 
  hit him by making a saving throw. 
  A 3rd level dervish can intimidate with his steely gaze. 
  When faced by humanoids with HD equal to half the der-
  vish’s level or less, the dervish can force them to pass a 
  save vs. fear or be stunned for 3 rounds + 1 round per 
  point of the dervish’s charisma bonus. For every five tar-
  gets, they receive a +1 bonus to their saving throw (i.e. 
  courage in numbers). If the targets are led by a person 
  with more Hit Dice than they, they add that person’s Hit 
  Dice to their saving throw as well. 
  A 4th level dervish can damage monsters only damaged 
  by silver or +1 magic weapons. At 10th level they can 
  damage monsters only harmed by +2 weapons. At 16th 
  level they can damage monsters only harmed by +3 
  weapons or better. 
  Dervish Class Table 
  Level 
  Experience 
  Points 
  Hit 
  Dice 
  Attack 
  Bonus 
  Saving 
  Throw 
  Title 
  AC 
  Bonus 
  Unarmed 
  Attacks 
  Unarmed 
  Damage 
  Movement 
  Rate 
  1 
  0 
  1d8 
  +0 
  15 
  Wayfarer 
  +0 
  1 
  1d4 
  +0 ft. 
  2 
  2,300 
  2d8 
  +1 
  14 
  Mendicant 
  +1 
  1 
  1d4 
  +5 ft. 
  3 
  4,600 
  3d8 
  +1 
  14 
  Kahin 
  +1 
  1 
  1d6 
  +5 ft. 
  4 
  9,200 
  4d8 
  +2 
  13 
  Swordsman 
  +2 
  1 
  1d6 
  +10 ft. 
  5 
  18,400 
  5d8 
  +3 
  13 
  Anti-hero 
  +2 
  2 
  1d6 
  +10 ft. 
  6 
  36,800 
  6d8 
  +3 
  12 
  Kazasker 
  +3 
  2 
  1d8 
  +15 ft. 
  7 
  73,600 
  7d8 
  +4 
  12 
  Prowler 
  +3 
  2 
  1d8 
  +15 ft. 
  8 
  140,000 
  8d8 
  +5 
  12 
  Doomsayer 
  +4 
  2 
  1d8 
  +20 ft. 
  9 
  280,000 
  9d8 
  +6 
  11 
  Lone Wolf 
  +4 
  3 
  1d10 
  +20 ft. 
  10 
  420,000 
  10d8 
  +6 
  11 
  Lone Wolf 
  +5 
  3 
  1d10 
  +25 ft. 
  11 
  560,000 
  +3 hp 
  +7 
  10 
  Lone Wolf 
  +5 
  3 
  1d10 
  +30 ft. 
  12 
  700,000 
  +3 hp 
  +8 
  10 
  Lone Wolf 
  +6 
  3 
  1d10 
  +35 ft. 
  13 
  840,000 
  +3 hp 
  +8 
  9 
  Lone Wolf 
  +6 
  4 
  1d12 
  +40 ft. 
  14 
  980,000 
  +3 hp 
  +9 
  9 
  Lone Wolf 
  +7 
  4 
  1d12 
  +45 ft. 
  15 
  1,120,000 
  +3 hp 
  +10 
  9 
  Lone Wolf 
  +7 
  4 
  1d12 
  +50 ft. 
  16 
  1,260,000 
  +3 hp 
  +10 
  8 
  Lone Wolf 
  +8 
  4 
  1d12 
  +55 ft. 
  17 
  1,400,000 
  +3 hp 
  +11 
  8 
  Lone Wolf 
  +8 
  5 
  1d20 
  +60 ft. 
  18 
  1,540,000 
  +3 hp 
  +12 
  7 
  Lone Wolf 
  +9 
  5 
  1d20 
  +65 ft. 
  19 
  1,680,000 
  +3 hp 
  +12 
  7 
  Lone Wolf 
  +9 
  5 
  1d20 
  +70 ft. 
  20 
  1,820,000 
  +3 hp 
  +13 
  6 
  Lone Wolf 
  +10 
  5 
  1d20 
  +80 ft. 
  
   
  46 
   
   
  5th level dervishes can feign death, slowing their breath-
  ing and heartbeat to appear dead for up to 1 hour. 
  A 7th level dervish can heal his own wounds using medi-
  tation. He can heal a number of hit points of damage 
  equal to her level each day, and can use this healing at 
  once or spread this healing out among several uses. 
  Companion 
  Wandering dervishes do not establish strongholds. At 
  9th level they attract an allied priest or priestess (always 
  the opposite sex to the dervish) of their old order. This 
  priest or priestess is a cleric of 5th level. This companion 
  advances in level once every three dervish levels. 
  The Diablo 
  Devils of a very minor sort are sometimes sent as emis-
  saries to the Material Plane so that they may tempt mor-
  tals into wickedness, sow the seeds of mayhem and gen-
  erally make a nuisance of themselves on behalf of their 
  masters. When they are on the Material Plane, these dia-
  blos appear as handsome men or beautiful women, with 
  angular, graceful faces and bodies, swarthy skin and 
  black hair, with a prominent widow’s peak and arched 
  eyebrows. Their ears are sometimes pointed. 
  Requirements & Restrictions 
  A diablo must have the following minimum ability 
  scores: Intelligence 9, Dexterity 13 and Charisma 13. 
  They must be Chaotic in alignment. 
  A diablo can use all leather armors. He can use light and 
  ranged weapons in combat. 
  Diablo Skills 
  Diablos add their level to the following task checks: 
  Appraise Value—Diablos can guess the value of an item. 
  Disguise—Diablos are masters of disguise. They suffer a 
  -1 penalty to their task check if they are disguised as the 
  opposite sex, or as creature of a different size (such as a 
  halfling or gnome disguised as a human). 
  Hear Noise—Diablos can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Diablos can disappear into the shad-
  ows and remain unseen, even while moving. A diablo can 
  backstab from the shadows. 
  Move Silently—Diablos can walk slowly without making 
  a sound if they are not in metal armor. 
  Pick Pockets—Diablos can pick pockets and perform 
  small acts of legerdemain. 
  Diablo Abilities 
  Diablos are natural tricksters, akin to bards in a way, but 
  not as skilled with magic and their antics are rarely 
  harmless. They enjoy a +2 bonus to saves vs. poison and 
  illusions, and are only surprised on a roll of 1 on 1d6.  
  Diablos are capable of detecting Lawful creatures at will. 
  Detect lie spells only work on a diablo 50% of the time, 
  even when the diablo fails a saving throw. 
  Diablos can backstab as thieves, as follows: +1d6 damage 
  from first to fifth level, +2d6 damage from sixth to tenth 
  level, +3d6 damage from eleventh to fifteenth level and 
  +4d6 damage from sixteenth to twentieth level. 
  Diablos have the ability to cast spells using the cleric 
  spellcasting rules. 
  
   
  47 
   
  Arch-Devil 
  At 9th level, a diablo takes the title arch-devil and earns 
  the right to construct a fortress in the wilderness or a 
  fortified manse in town. If he does so, he attracts 3d6 
  rogues, a bodyguard of 1d6 1st level Chaotic fighters and 
  a servitor imp. If the imp is killed, the diablo loses one 
  level and does not receive a new imp until he completes 
  a quest on behalf of a major power of Hell. 
  Diablo Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Creep 
  2 
  1,800 
  2d6 
  +1 
  16 
  Evildoer 
  3 
  3,600 
  3d6 
  +1 
  15 
  Miscreant 
  4 
  7,200 
  4d6 
  +2 
  15 
  Profligate 
  5 
  14,400 
  5d6 
  +2 
  15 
  Cad 
  6 
  28,800 
  6d6 
  +3 
  15 
  Inveigler 
  7 
  57,600 
  7d6 
  +4 
  14 
  Hellion 
  8 
  110,000 
  8d6 
  +4 
  14 
  Villain 
  9 
  220,000 
  9d6 
  +5 
  14 
  Archdevil 
  10 
  330,000 
  10d6 
  +5 
  14 
  Archdevil 
  11 
  440,000 
  +2 hp 
  +6 
  14 
  Archdevil 
  12 
  550,000 
  +2 hp 
  +7 
  13 
  Archdevil 
  13 
  660,000 
  +2 hp 
  +7 
  13 
  Archdevil 
  14 
  770,000 
  +2 hp 
  +8 
  13 
  Archdevil 
  15 
  880,000 
  +2 hp 
  +8 
  13 
  Archdevil 
  16 
  990,000 
  +2 hp 
  +9 
  12 
  Archdevil 
  17 
  1,100,000 
  +2 hp 
  +10 
  12 
  Archdevil 
  18 
  1,210,000 
  +2 hp 
  +10 
  12 
  Archdevil 
  19 
  1,320,000 
  +2 hp 
  +11 
  12 
  Archdevil 
  20 
  1,430,000 
  +2 hp 
  +11 
  12 
  Archdevil 
   
  Diablo Spells per Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  1 
  1 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  3 
  1 
  - 
  - 
  - 
  4 
  1 
  1 
  - 
  - 
  5 
  1 
  1 
  - 
  - 
  6 
  2 
  1 
  - 
  - 
  7 
  2 
  1 
  1 
  - 
  8 
  2 
  1 
  1 
  - 
  9 
  2 
  2 
  1 
  - 
  10 
  2 
  2 
  1 
  1 
  11 
  3 
  2 
  1 
  1 
  12 
  3 
  2 
  2 
  1 
  13 
  3 
  2 
  2 
  1 
  14 
  3 
  3 
  2 
  1 
  15 
  3 
  3 
  2 
  2 
  16 
  4 
  3 
  2 
  2 
  17 
  4 
  3 
  3 
  2 
  18 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  3 
  3 
   
   
  Diablo Spells 
  1—Cause fear, change self, charm person, command I, 
  detect magic, energy missile, phantasmal force, protection 
  from good, sleep, smoke image 
  2—Darkness, detect good, enthrall, E.S.P., invisibility, 
  phantasmal force II, pyrotechnics, scorching ray 
  3—Bestow curse, charm monster, darkness II, dispel mag-
  ic, protection from good II, suggestion 
  4—Dimension door, invisibility II, tongues, wall of fire 
  The Elementalist 
  Of the great magicians of history, one in particular gets 
  ignored in this day and age, Solomon, third king of the 
  united monarchy of Israel. While his wisdom is re-
  nowned and his fabulous temple is remembered, his 
  connection to magic is less well known.  
  Solomon’s apparent command over spirits became the 
  basis for much of the magic practiced during the Middle 
  Ages by way of such grimoires as the Key of Solomon and 
  Lesser Key of Solomon. This version of magic involved the 
  command of genies and demons by the knowledge of 
  their true names and the use of magic seals. A story in 
  the One Thousand and One Nights relays the tale of Solo-
  mon capturing a genie in a copper bottle and, having 
  made the spirit helpless by means of his seal, throwing it 
  into the sea. Solomon also used his magic ring, some-
  times called the Ring of Aandaleeb, to capture Asmodeus, 
  the king of demons. 
  
   
  48 
   
  The elementalist is an attempt to depict this form of mag-
  ic, in which one commands spirits to perform supernatu-
  ral tasks. In the case of the elementalist, the command of 
  spirits is limited to elemental spirits, including the ele-
  mentals of fire, earth, water and air as well as djinn and 
  efreet. The concept can be expanded to all manner of 
  spirits and thus the list of possible spell effects expanded 
  as well, though an almost limitless command of effects 
  could make such a magician overly powerful within the 
  scope of the game. 
  Requirements & Restrictions 
  An elementalist must have the following minimum ability 
  scores: Wisdom 13 and Charisma 13. 
  An elementalist cannot use armor or shields. She can use 
  clubs, daggers, darts and staves in combat. 
  Elementalist Skills 
  Elementalists add their level to the following skill checks: 
  Find Secret Doors—Elementalists note the presence of 
  secret doors on a roll of 1-3 on 1d6 when searching, and 
  on a roll of 1-2 on 1d6 when merely passing by them. 
  Read Languages—Elementalists can decipher languages 
  that are unknown to them. After 3rd level, they can use 
  this ability to cast spells from a magic-user scroll. 
   
   
  Elementalist Abilities 
  Elementalists produce magical effects by commanding 
  elemental spirits. Mechanically, they command these 
  spirits by rolling on the cleric’s “Turn Undead” table, 
  substituting the level of the magical effect (or spell) for 
  the Hit Dice of the undead. 
  An elementalist can attempt to command spirits three 
  times per day at 1st level, and increases this by three 
  attempts at every odd level thereafter. 
  To command the spirits, elementalists must own and 
  carry a grimoire containing all of the true names of spir-
  its that they know. As an elementalist rises in level, she 
  adds names to this book, though this is not something 
  that the player or TK must track. It is enough to assume 
  the elementalist’s knowledge is growing and to require 
  that they possess their grimoire. 
  An elementalist is a ritual caster. Each day, she chooses 
  to focus on a particular element, air, earth, fire or water. 
  She must wear an appropriately colored robe and carry a 
  ritual tool (see below). Without the robe and the tool, she 
  cannot command elemental spirits, and thus may not use 
  her class abilities. 
  Element 
  Color 
  Tool 
  Opposition 
  Air 
  White 
  Wand 
  Earth 
  Earth 
  Yellow 
  Pentacle 
  Air 
  Fire 
  Red 
  Arthame 
  Water 
  Water 
  Blue 
  Chalice 
  Fire 
   
  Elementalists cannot command spirits opposed to their 
  chosen element for the day, but they can command all 
  spirits that are not opposed to them. When commanding 
  elemental spirits of their focus, they receive a +1 bonus 
  to their command checks. 
  Command checks are the equivalent of a cleric’s Turn 
  Undead checks and use the same table. The elementalist 
  substitutes the level of the spell she is trying to cast for 
  the Hit Dice the cleric would be trying to turn. 
  Elementalists can also turn elementals opposed to his 
  daily focus and command elementals favorable to him, 
  again, in the same manner that a cleric turns or com-
  mands the undead.  
  
   
  49 
   
   
  Elementalist Spells 
  LVL 
  Air 
  Earth 
  Fire 
  Water 
  Universal** 
  1 
  Endure Elements 
  Feather Fall 
  Shocking Grasp 
  Acid Grasp* 
  Acid Splash 
  Fool’s Gold 
  Magic Stone 
  Mending 
  Burning Hands 
  Flare 
  Produce Flame 
  Smoke Image 
  Create Water 
  Obscuring Mist 
  Purify Food & Drink 
  Ray of Frost 
  Repel Water* 
  Seavision* 
  Elemental Weapon 
  Energy Missile 
  2 
  Fog Cloud 
  Gust of Wind 
  Levitate 
  Prot. from N Missiles 
  Shocking Lantern* 
  Thin Air* 
  Whispering Wind 
  Acid Arrow 
  Hands of Lava* 
  Shatter 
  Soften Earth & Stone 
  Stomp 
  Continual Flame 
  Fire Trap 
  Flame Blade 
  Flaming Sphere 
  Heat Metal 
  Pyrotechnics 
  Scorching Ray 
  Chill Metal 
  Fog Cloud 
  Freeze Ray* 
  Warp Wood 
   
  Pass Through Element 
  Resist Energy 
  3 
  Call Lightning 
  Sleet Storm 
  Stinking Cloud 
  Wind Wall 
  Keen Edge 
  Meld Into Stone 
  Raise Pillar* 
  Stone Shape 
  Explosive Runes 
  Fireball 
  Fireflux* 
  Flame Arrow 
  Quench 
  Sleet Storm 
  Water Breathing 
  Awaken Element* 
  Energy Web* 
  4 
  Air Walk 
  Solid Fog 
  Wind Tunnel* 
  Chasm* 
  Creation I 
  Spike Stones 
  Stoneskin 
  Wall of Crystal* 
  Fire Shield 
  Fire Trap 
  Flame Strike 
  Wall of Fire 
  Blight 
  Control Water 
  Ice Storm 
  Rusting Grasp 
  Solid Fog 
  Wall of Ice 
   
  5 
  Call Lightning Storm 
  Cloudkill 
  Control Winds 
  Overland Flight 
  Magma Pit* 
  Passwall 
  Transmute Mud to Rock 
  Transmute Rock to Mud 
  Wall of Stone 
  Magma Pit* 
  Wildfire* 
  Cone of Cold 
  Transmute Water to 
  Slime* 
  Protect. from Energy II 
  6 
  Invisible Stalker 
  Find the Path 
  Move Earth 
  Stone Telll 
  Stone to Flesh 
  Transmute Water to 
  Crystal* 
  Fiery Constrictor* 
  Fire Whip* 
  Transmute Water to 
  Crystal* 
   
  7 
  Aerial Servant 
  Control Weather 
  Wind Walk 
  Earthquake 
  Reverse Gravity 
  Delayed Blast Fireball 
  Firestorm 
  - 
   
  8 
  Incendiary Cloud 
  Whirlwind 
  Acid Geysers* 
  Lava Worm* 
  Repel Metal or Stone 
  Body of Fire* 
  Incendiary Cloud 
  Lava Worm* 
  - 
   
  9 
  - 
  Imprisonment 
  Meteor Swarm 
  Meteor Swarm 
  - 
  Elemental Swarm 
  Immunity to Energy 
   
  * Indicates a new spell described in this book 
   
  ** For elemental spells, the element in question corresponds with the elementalist’s chosen element for the day; the energy spells, the correspond-
  ence is as follows: Energies: Air = Electricity; Earth = Acid; Fire = Fire; Water = Cold 
   
   
  
   
  50 
   
  Elemental Temple 
  An 11th level elementalist can choose to establish a tem-
  ple in the manner of Solomon in the wilderness and gain 
  followers. An elementalist who becomes a lord or lady 
  attracts 1d6 men-at-arms per level, 1d6 first level ele-
  mentalists who wish to train under them and one 3rd 
  level elementalist as their lieutenant. 
  Elementalist Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d4 
  +0 
  15 
  Abcedarian 
  2 
  1,800 
  2d4 
  +0 
  14 
  Grammarian 
  3 
  3,600 
  3d4 
  +1 
  14 
  Reciter 
  4 
  7,200 
  4d4 
  +1 
  14 
  Incantator 
  5 
  14,400 
  5d4 
  +1 
  13 
  Lector 
  6 
  28,800 
  6d4 
  +2 
  13 
  Dracunulus 
  7 
  57,600 
  7d4 
  +2 
  12 
  Elementalist 
  8 
  110,000 
  8d4 
  +3 
  12 
  Pentalpha 
  9 
  220,000 
  9d4 
  +3 
  12 
  Solomon 
  10 
  330,000 
  10d4 
  +3 
  11 
  Solomon 
  11 
  440,000 
  +1 hp 
  +4 
  11 
  Solomon 
  12 
  550,000 
  +1 hp 
  +4 
  11 
  Solomon 
  13 
  660,000 
  +1 hp 
  +5 
  10 
  Solomon 
  14 
  770,000 
  +1 hp 
  +5 
  10 
  Solomon 
  15 
  880,000 
  +1 hp 
  +5 
  10 
  Solomon 
  16 
  990,000 
  +1 hp 
  +6 
  9 
  Solomon 
  17 
  1,100,000 
  +1 hp 
  +6 
  9 
  Solomon 
  18 
  1,210,000 
  +1 hp 
  +7 
  9 
  Solomon 
  19 
  1,320,000 
  +1 hp 
  +7 
  8 
  Solomon 
  20 
  1,430,000 
  +1 hp 
  +7 
  8 
  Solomon 
   
  The Gourmand 
  World traveler, bon vivant, explorer; the gourmand is all 
  of these things, traipsing across the globe to experience 
  everything edible (or purportedly edible) it has to offer. 
  Even dungeons cannot escape the curiosity of the gour-
  mand. After all, how are you to know what fresh shrieker 
  or violet fungus tastes like if you don’t crawl into the 
  underworld and harvest it yourself! 
  While I generally like my new classes to fit some sort of 
  archetype, there are times when something weird pops 
  into my head and, pondering it for a few days, I actually 
  come up with game rules that I think could make it work. 
  The gourmand is just such a class. 
   
   
  Requirements & Restrictions 
  A gourmand must have the following minimum ability 
  scores: Constitution 15. 
  A gourmand can use all leather and mail armors and all 
  shields. He can use all weapons in combat. 
  Gourmand Skills 
  Gourmands add their level to the following checks: 
  Carouse—Gourmands can carouse in taverns to learn 
  valuable information. With a successful task check, a 
  gourmand learns 1d6 rumors about the settlement and 
  its surrounding region. If the task check fails, check on 
  the table below: 
  Fails by … 
  Consequence 
  1 
  Fatigued 
  2-3 
  Fatigued, plus robbed of possessions 
  4 
  Fatigued, robbed of possessions, and 1d6+1 damage 
  5-9 
  Wakes up with a stranger (15% chance married) 
  10-14 
  Made a powerful local enemy 
  15+ 
  Wakes up in stocks (1d6 days) 
  Gourmand Abilities 
  Gourmands specialize in eating. Their goal is to taste 
  everything that is edible and non‐poisonous in the cos-
  mos at least once. Gourmands are neither fools nor can-
  nibals; they are not going to nibble on a zombie or give 
  green slime a try. They are intrigued by owlbear steaks 
  or a tossed salad of assassin vine leaves and treant nuts 
  (they’re flora, not fauna; get your mind out of the gutter).  
  To survive at this quest, a gourmand must have an iron 
  stomach. Their training grants them a +4 bonus on sav-
  ing throws against poison. Their enhanced search for 
  caloric satisfaction, however, requires them to consume 
  double the normal amount of food for their species. 
  Gourmands are driven to try exotic foods. They must 
  consume something new (a new spice, a new meat, a new 
  fruit, etc.) once per week, or suffer a ‐5% penalty to 
  earned XP until they have. This penalty is cumulative to a 
  maximum ‐20%. Each new food that a gourmand con-
  sumes is worth a 100 XP bonus to the gourmand. 
  Where magic‐users keep spellbooks and leech’s keep 
  leechbooks, gourmands keep cookbooks, collecting and 
  inventing all manner of recipes and recording their culi-
  nary experiences. These books must be kept, but they do 
  not offer a gourmand any special abilities or impose on 
  them any special restrictions if lost. 
  
   
  51 
   
  Gourmands are, of course, expert chefs. They can cook 
  almost anything and make it palatable to others, and can 
  take quality ingredients and make dishes so exquisite 
  that they act as a balm to body, mind and spirit. A gour-
  mand with a pound of grain (processed, preferably), a 
  pound of meat, a pound of fruit or ounce of sweetener 
  (honey, for example), a bottle of spirits (or beer, wine, 
  etc.) and a pinch of salt or spice, can prepare a meal with 
  healing qualities for up to six people. The gourmand 
  must decide how magnificent (i.e. powerful) his dish will 
  be and then make a percentile roll to see if he succeeds. 
  Failure means he concocts something with no benefit 
  other than food in the belly. 
  Restore Vigor—Restores 1d6 hp +1 hp per level. 
  Cure What Ails You—Removes any disease afflicting the 
  eater, but does not remove damage already done. 
  Soothe Mind—Frees the eater’s mind from any curse or 
  enchantment. 
  Revitalize—Restores 3d6 hp +1 hp per gourmand level 
  and removes all ability score damage. 
  Restore Spirit—Restores all hit point damage, ability 
  score damage and one lost level. 
   
  Level 
  Restore 
  Vigor 
  Cure 
  What 
  Ails Ya' 
  Soothe 
  Mind 
  Revitalize 
  Restore 
  Spirit 
  1 
  65% 
  50% 
  - 
  - 
  - 
  2 
  70% 
  54% 
  - 
  - 
  - 
  3 
  75% 
  58% 
  50% 
  - 
  - 
  4 
  80% 
  62% 
  53% 
  - 
  - 
  5 
  85% 
  66% 
  56% 
  50% 
  - 
  6 
  90% 
  70% 
  59% 
  52% 
  - 
  7 
  95% 
  74% 
  62% 
  54% 
  50% 
  8 
  96% 
  78% 
  65% 
  56% 
  51% 
  9 
  97% 
  82% 
  68% 
  58% 
  52% 
  10 
  98% 
  86% 
  71% 
  60% 
  53% 
  11 
  99% 
  90% 
  74% 
  62% 
  54% 
  12 
  100% 
  94% 
  77% 
  64% 
  55% 
  13 
  100% 
  95% 
  80% 
  66% 
  56% 
  14 
  100% 
  96% 
  83% 
  68% 
  57% 
  15 
  100% 
  97% 
  86% 
  70% 
  58% 
  16 
  100% 
  98% 
  89% 
  72% 
  59% 
  17 
  100% 
  99% 
  92% 
  74% 
  60% 
  18 
  100% 
  100% 
  95% 
  76% 
  62% 
  19 
  100% 
  100% 
  96% 
  78% 
  63% 
  20 
  100% 
  100% 
  97% 
  80% 
  64% 
   
  This meal can be stretched to more than six people by 
  imposing a ‐5% penalty to the gourmand’s roll per extra 
  person. Each exotic ingredient added (i.e. owlbear in 
  place of beef) gives the gourmand a +10% to his roll.  
  A gourmand’s fame often precedes him, and can be a 
  curse as well as a blessing. Gourmands of 1st to 4th level 
  never have trouble finding an invitation to dinner in 
  their home town and have a 10% chance of an invitation 
  
   
  52 
   
  by a local aristocrat. Gourmands of 5th to 8th level enjoy 
  such invitations within their home kingdom or country, 
  gourmands from 9th to 10th level in their home region 
  and gourmands of 11th to 12th level throughout the 
  world and gourmands of 13th level or higher anywhere 
  in the cosmos.  
  These invitations come at a price, of course, for the host 
  expects to impress the gourmand and receive a hearty 
  endorsement of their table. The gourmand, however, 
  becomes increasingly picky as he grows older, and his 
  dedication to his art and philosophy requires him to ren-
  der an honest verdict of the sampled fare. 
  A gourmand that has dined by invitation must roll 1d20 
  and roll higher than his own level to find the meal satis-
  fying. Every 100 gp spent on the feast by the host grants 
  a +1 bonus to the roll, up to a maximum bonus of +5. 
  However it goes, the gourmand must give a monologue 
  on the quality and creativity of the prepared feast and 
  then suffer a reaction roll from his host. If he praises the 
  feast, the reaction roll is made at a +3 bonus. If he de-
  rides it, the reaction roll is made at a ‐3 penalty. Natural-
  ly, the companions of a gourmand are also invited to 
  these repasts, and they must suffer the same conse-
  quences as the gourmand. 
  Gourmand Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  15 
  Nibbler 
  2 
  1,800 
  2d6 
  +1 
  14 
  Cook 
  3 
  3,600 
  3d6 
  +1 
  14 
  Bon Vivant 
  4 
  7,200 
  4d6 
  +2 
  14 
  Gastronome 
  5 
  14,400 
  5d6 
  +2 
  13 
  Chef 
  6 
  28,800 
  6d6 
  +3 
  13 
  Connoisseur 
  7 
  57,600 
  7d6 
  +4 
  12 
  Gourmet 
  8 
  110,000 
  8d6 
  +4 
  12 
  Epicurean 
  9 
  220,000 
  9d6 
  +5 
  12 
  Gourmand 
  10 
  330,000 
  10d6 
  +5 
  11 
  Gourmand 
  11 
  440,000 
  +2 hp 
  +6 
  11 
  Gourmand 
  12 
  550,000 
  +2 hp 
  +7 
  11 
  Gourmand 
  13 
  660,000 
  +2 hp 
  +7 
  10 
  Gourmand 
  14 
  770,000 
  +2 hp 
  +8 
  10 
  Gourmand 
  15 
  880,000 
  +2 hp 
  +8 
  10 
  Gourmand 
  16 
  990,000 
  +2 hp 
  +9 
  9 
  Gourmand 
  17 
  1,100,000 
  +2 hp 
  +10 
  9 
  Gourmand 
  18 
  1,210,000 
  +2 hp 
  +10 
  9 
  Gourmand 
  19 
  1,320,000 
  +2 hp 
  +11 
  8 
  Gourmand 
  20 
  1,430,000 
  +2 hp 
  +11 
  8 
  Gourmand 
   
   
  The final challenge of the gourmand is weight. Each week 
  the gourmand does not spend in vigorous exercise (i.e. 
  fighting monsters or at least running away from them) 
  results in a gain of one pound. Pounds gained in excess of 
  what would be considered “standard” or “average” for 
  the gourmand’s species, are treated as extra encum-
  brance, which can slow them down. 
  Restauranteur 
  At 9th level, a gourmand can choose to establish a res-
  taurant in a town and gain followers. A gourmand with a 
  restaurant attracts 1d6 0-level students per gourmand 
  level, 1d6 first level gourmands who wish to train under 
  him and one 5th level gourmand protégé. 
  The Jack-of-All-Trades 
  The jack-of-all-trades (and yes, there are female jacks – 
  just adjust the verbiage as you see fit, perhaps a “jill-of-
  all-trades”) is a wandering scamp and ne’er-do-well that 
  has seen it all and done it all, or at least that’s the way he 
  tells it. In truth, he is an observant fellow always on the 
  lookout for an opportunity, and that includes a bit of 
  tomb robbing and dungeon delving when the pickings 
  have been slim. 
  The jack-of-all-trades can imitate other classes. Although 
  they do their best work at emulating the thief, in a sticky 
  situation a jack might recall the way that wizard once 
  levitated himself out of a pit – he said something like 
  
   
  53 
   
  “Abra Kadabra” and then stuck a feather on his head – or 
  maybe when presented by a clutch of angry kobolds, he 
  recalls the way that fighting-man held off a whole gang 
  by himself using only the pieces of a broken chair. 
  Requirements & Restrictions 
  A jack-of-all-trades must have Strength, Intelligence, 
  Wisdom and Dexterity scores of at least 9 each. 
  A jack can use all leather armors and all shields. He can 
  use all weapons in combat. 
  Jack-of-All Trades Abilities 
  Most jacks can play an instrument, dance, sing, tell sto-
  ries and do minor tricks. They receive a +1 bonus on re-
  action checks (+2 with dragons) and always leave a tav-
  ern having learned at least one rumor. 
  Even a 1st level jack-of-all-trades has a bit of history un-
  der his belt. Choose one of the following backgrounds: 
  Acolyte—He was thrown out of the seminary or temple 
  school for unworthy behavior, possibly for consorting 
  women of ill repute or for drinking the holy water. He 
  has a +5% chance to emulate cleric abilities. 
  Apprentice—He was dropped by his eldritch master for 
  something referred to only as “the incident” – brooms 
  and water might have been involved. He has a +5% 
  chance to emulate magic-users. 
  Soldier—He deserted from the army on the eve of a ma-
  jor battle, possibly with his comrades’ pay. He has a +5% 
  chance to emulate fighter abilities and can wear mail 
  armors, though doing so spoils his use of magic-user and 
  thief abilities. 
  The jack-of-all-trades wanders widely and rubs elbows 
  with a diverse crowd. As he walks through life, he learns 
  bits and pieces from others and he is always observing 
  and making notes. This gives the jack-of-all-trades a per-
  centage chance to use the abilities of the other classes 
  (see advancement table below). 
  Cleric abilities usable by the jack-of-all-trades include 
  turning undead, casting cleric spells and using cleric 
  scrolls. When attempting to cast a cleric spell, divide the 
  jack-of-all-trade’s percentage chance of success by the 
  level of the spell. 
   
  Fighter abilities include making multiple attacks against 
  creatures with less than 1 Hit Dice (the jack need only 
  check once per fight) and using magic items normally 
  only usable by fighters. 
  Magic-User abilities include casting magic-user spells 
  and the use of staves, wands and magic-user scrolls. As 
  with casting cleric spells, you must divide the jack’s 
  chance of success by the level of the magic-user spell he 
  is attempting. Fouling up a magical ability carries with it 
  a 1% chance of ill consequences (roll on the table below). 
  D6 
  Consequences 
  1 
  Spell triggers on yourself 
  2-3 
  Spell triggers on a random person in range of the spell 
  4-5 
  Spell triggers on everyone in range of the spell 
  6 
  Spell has the opposite desired effect (if applicable) or the jack-of-
  all-trades suffers from a disability (see below). 
   
  D6 
  Disability 
  1-3 
  Forced into gaseous form (as spell) for 1 hour 
  4-5 
  Feebleminded (as spell) for 1 day 
  6 
  Polymorphed into frog for 1 hour 
   
  Thief abilities include back stabbing and adding half 
  their level to task checks involving the thief’s skills. 
  Jack-of-all-Trades Class Emulation 
  Level 
  Cleric 
  Fighter 
  Magic-User 
  Thief 
  1 
  1% 
  25% 
  5% 
  25% 
  2 
  2% 
  30% 
  7% 
  32% 
  3 
  3% 
  35% 
  9% 
  39% 
  4 
  4% 
  40% 
  11% 
  46% 
  5 
  5% 
  45% 
  13% 
  53% 
  6 
  6% 
  50% 
  15% 
  60% 
  7 
  7% 
  55% 
  17% 
  67% 
  8 
  8% 
  60% 
  19% 
  74% 
  9 
  9% 
  65% 
  21% 
  81% 
  10 
  10% 
  70% 
  23% 
  88% 
  11 
  11% 
  75% 
  25% 
  90% 
  12 
  12% 
  80% 
  27% 
  91% 
  13 
  13% 
  85% 
  29% 
  92% 
  14 
  14% 
  90% 
  31% 
  93% 
  15 
  15% 
  91% 
  33% 
  94% 
  16 
  16% 
  92% 
  35% 
  95% 
  17 
  17% 
  93% 
  37% 
  96% 
  18 
  18% 
  94% 
  39% 
  97% 
  19 
  19% 
  95% 
  41% 
  98% 
  20 
  20% 
  96% 
  43% 
  99% 
   
   
   
   
  
   
  54 
   
  Jack-of-all-Trades Class Tables 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Gamin 
  2 
  1,500 
  2d6 
  +1 
  15 
  Punk 
  3 
  3,000 
  3d6 
  +1 
  15 
  Buck 
  4 
  6,000 
  4d6 
  +2 
  14 
  Lad 
  5 
  12,000 
  5d6 
  +3 
  14 
  Sonny Jim 
  6 
  24,000 
  6d6 
  +3 
  13 
  Bloke 
  7 
  48,000 
  7d6 
  +4 
  13 
  Chap 
  8 
  100,000 
  8d6 
  +5 
  13 
  Gent 
  9 
  200,000 
  9d6 
  +5 
  12 
  Cracker Jack 
  10 
  300,000 
  10d6 
  +6 
  12 
  Cracker Jack 
  11 
  400,000 
  +2 hp 
  +7 
  11 
  Cracker Jack 
  12 
  500,000 
  +2 hp 
  +7 
  11 
  Cracker Jack 
  13 
  600,000 
  +2 hp 
  +8 
  10 
  Cracker Jack 
  14 
  700,000 
  +2 hp 
  +9 
  10 
  Cracker Jack 
  15 
  800,000 
  +2 hp 
  +9 
  10 
  Cracker Jack 
  16 
  900,000 
  +2 hp 
  +10 
  9 
  Cracker Jack 
  17 
  1,000,000 
  +2 hp 
  +11 
  9 
  Cracker Jack 
  18 
  1,100,000 
  +2 hp 
  +11 
  8 
  Cracker Jack 
  19 
  1,200,000 
  +2 hp 
  +12 
  8 
  Cracker Jack 
  20 
  1,300,000 
  +2 hp 
  +13 
  7 
  Cracker Jack 
   
   
   
   
  The Juggernaut 
  Fantasy worlds are loaded with alchemists who seem to 
  spend most of their time assisting magic-users making 
  magic items. Presumably, they also spend some time 
  brewing up headache powders and distilling spirits, be-
  cause that’s where the gold pieces are. 
  A few of these young geniuses, however are bound to 
  walk down the path of the infamous Dr. Jekyll and one or 
  two of them might suffer the same fate and then run 
  around sacking dungeons. Well, it could happen. 
  Requirements & Restrictions 
  A juggernaut must have the following minimum ability 
  scores: Intelligence 13, Constitution 11. They can have a 
  maximum Strength score of 8. A juggernaut cannot use 
  armor. He can use clubs, daggers, darts and staves in 
  alchemist form, or all weapons in juggernaut form. 
  
   
  55 
   
  Juggernaut Skills 
  Juggernauts add their level to the following skill checks: 
  Find Secret Doors—Juggernauts note the presence of 
  secret doors on a roll of 1-3 on 1d6 when searching, and 
  on a roll of 1-2 on 1d6 when merely passing by them. 
  Hear Noise—Juggernauts can hear incredibly quiet 
  noises through doors or from far away. 
  Identify Magic—In alchemist form, a juggernaut can 
  easily identify potions, and can make a task check to 
  identify magic items. A second check must be made to 
  figure out an item’s command word (if applicable). 
  Read Languages—In alchemist form, a juggernaut can 
  decipher languages that are unknown to them. After 9th 
  level, a juggernaut can use this ability to read magic-user 
  scrolls and cast the spells therein. 
  Juggernaut Abilities 
  Juggernauts spend most of their time in human form as 
  90-pound weaklings in the garb of alchemists. In alche-
  mist form, they have the following abilities: 
  Alchemists can brew potions as magic-users. They begin 
  the game knowing the formulas for 1d4 + their intelli-
  gence bonus in 1st level magic-user spells. They can 
  learn additional formulas by recovering magic-user spell 
  books and scrolls and researching them (per the rules for 
  magic-users researching spells).  
  Once an alchemist knows a potion’s formula, he or she 
  can brew the potion using the normal magic item rules. 
  Transformation 
  When angry, frightened or after suffering at least 6 
  points of damage from a single blow, the alchemist 
  makes a startling transformation, becoming a juggernaut.  
  Juggernauts re-roll their hit points using d12 in place of 
  their normal d4 and add +5 hit points per level beyond 
  10th. The juggernaut’s Armor Class and strength in-
  crease based on their level. When the juggernaut returns 
  to normal, they regain their original stats. 
  Level 
  AC 
  Strength 
  Modifier 
  1-3 
  +1 
  18 (Ogre strength) 
  +3 
  4-6 
  +2 
  19 (Hill giant strength) 
  +4 
  7-9 
  +3 
  20 (Stone giant strength) 
  +5 
  10-12 
  +4 
  21 (Fire giant strength) 
  +6 
  13-15 
  +5 
  22 (Frost giant strength) 
  +7 
  16+ 
  +6 
  23 (Storm giant strength) 
  +8 
   
  The juggernaut remains transformed for 1d6 turns. 
  While transformed, they are stubborn, blustering and 
  violent. This can be a real problem when trying to sneak 
  around or solve puzzles. 
  While they are transformed, juggernauts have the follow-
  ing special attacks: 
  When a 4th level juggernaut inflicts damage with a melee 
  attack, the victim must pass a saving throw or be 
  knocked backwards 6′. 
  The 7th level juggernaut can stomp on the ground, creat-
  ing a minor earth tremor. All creatures within 10′ must 
  pass a saving throw or be knocked prone. 
  At 10th level juggernaut can clap its meaty hands togeth-
  er and create a shockwave in a cone 30′ long and 30′ 
  wide at the base. All creatures within the cone must pass 
  a saving throw or be deafened for 1 turn and suffer 1d6 
  points of sonic damage (or 2d6 if tiny sized); creatures 
  within 10′ must pass a saving throw or be knocked 
  prone. Open flames within the cone are snuffed out and 
  gases are blown out of the area of effect. 
  Juggernaut Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d4 
  +0 
  15 
  Brute 
  2 
  1,600 
  2d4 
  +0 
  15 
  Bully 
  3 
  3,200 
  3d4 
  +1 
  14 
  Monstrosity 
  4 
  6,400 
  4d4 
  +1 
  14 
  Blockbuster 
  5 
  12,800 
  5d4 
  +2 
  13 
  Goliath 
  6 
  25,600 
  6d4 
  +2 
  13 
  Polypheme 
  7 
  51,200 
  7d4 
  +3 
  13 
  Colossus 
  8 
  100,000 
  8d4 
  +3 
  12 
  Behemoth  
  9 
  200,000 
  9d4 
  +3 
  12 
  Titan 
  10 
  300,000 
  10d4 
  +4 
  12 
  Juggernaut 
  11 
  400,000 
  +1 hp 
  +4 
  11 
  Juggernaut 
  12 
  500,000 
  +1 hp 
  +5 
  11 
  Juggernaut 
  13 
  600,000 
  +1 hp 
  +5 
  11 
  Juggernaut 
  14 
  700,000 
  +1 hp 
  +6 
  10 
  Juggernaut 
  15 
  800,000 
  +1 hp 
  +6 
  10 
  Juggernaut 
  16 
  900,000 
  +1 hp 
  +6 
  10 
  Juggernaut 
  17 
  1,000,000 
  +1 hp 
  +7 
  9 
  Juggernaut 
  18 
  1,100,000 
  +1 hp 
  +7 
  9 
  Juggernaut 
  19 
  1,200,000 
  +1 hp 
  +8 
  9 
  Juggernaut 
  20 
  1,300,000 
  +1 hp 
  +8 
  8 
  Juggernaut 
   
   
   
   
   
  
   
  56 
   
   
  The Knight of Flowers 
  A knight of flowers is a holy warrior of the druids and 
  fey, akin to the paladin and anti-paladin. They are bold 
  warriors who are dedicated to fighting against the evils 
  of civilization more than the evils within civilization. 
  Requirements & Restrictions 
  A knight of flowers must have the following minimum 
  ability scores: Strength 11, Wisdom 11 and Charisma 13. 
  A knight of flowers must be Lawful (see below) and must 
  be an elf, gnome, halfling or half-elf. A knight of flowers 
  can use all forms of armor and all weapons. 
  Knight of Flowers Skills 
  Knights add their level to the following skill checks: 
  Riding—Knights of flowers are capable of fighting while 
  mounted at no penalty, and they can use this task for 
  performing dangerous stunts while mounted. 
  Survival—Knights of flowers are skilled at woodland 
  survival. In woodlands, the knight can find shelter, build 
  a fire and find enough food and water for a 1d6 + his lev-
  el people per day, with a only a 10% chance of failure. In 
  other environments, roll a task check. 
  Knight of Flower Abilities 
  Knights of flowers must be Lawful in alignment. They can 
  be Lawful Good (the Rose Order), Neutral Good (the Lily 
  Order) or Chaotic Good (the Daffodil Order). 
  A knight of flowers can detect poison within 60′ as long 
  as he is concentrating. They are immune to poison, and 
  can neutralize poison once per week. 
  A knight of flowers gains the ability to turn plant crea-
  tures as a cleric can turn undead creatures.  
  A 6th level knight of flowers learns to cast basic druid 
  spells as a druid five levels lower. 
  A knight of flowers draws special abilities from a wreath 
  or badge of flowers and leaves woven by maidens, dry-
  ads or nymphs. The magical potency of a wreath lasts for 
  one adventure. The knight can only wear one badge or 
  wreath at a time, but a 6th level knight can wear a badge 
  or wreath composed of two flowers, a 12th level knight a 
  badge or wreath composed of three flowers, and a 16th 
  level or higher knight one composed of four flowers. 
  If a badge or wreath is destroyed (it saves as a magic 
  item), the special abilities are lost. The badge/wreath 
  must be worn in plain sight in order to function. 
  Flower 
  Power 
  Asphodel 
  Cast speak with dead three times per day 
  Baby’s Breath 
  Cast protection from evil three times per day 
  Balm 
  Cast tongues three times per day 
  Begonia 
  Immune to surprise 
  Buttercup 
  Cast fool’s gold three times per day 
  Carnation 
  Cast charm person three times per day 
  Chestnut 
  +1 bonus to attack Chaotic creatures 
  Cypress 
  Cast disrupt undead three times per day 
  Dahlia, plum 
  Cast bless three times per day 
  Daisy 
  Cast augury three times per day 
  Daffodil 
  Increase land movement by 10 feet per round 
  Dandelion 
  Re-roll Charisma checks three times per day 
  Peony 
  Cast good hope three times per day 
  Gardenia 
  Re-roll one failed d20 roll per day 
  Heather 
  Cast protection from normal missiles 3 times per day 
  Heliotrope 
  Cast command once per day 
  Honeysuckle 
  Cast charm person three times per day 
  Hydrangea 
  Cast ray of frost three times per day 
  Iris 
  Cast color spray three times per day 
  
   
  57 
   
  Ivy and lily 
  +3 bonus to save vs. disease 
  Jasmine 
  Cast suggestion once per day 
  Laurel 
  Re-roll Strength checks three times per day 
  Lilac, pansy 
  Re-roll Intelligence checks three times per day 
  Lobelia 
  Cast bane three times per day 
  Lotus 
  Cast cure light wounds three times per day 
  Magnolia 
  Cast animal friendship three times per day 
  Marigold 
  Cast inflict light wounds once per day 
  Mistletoe 
  Cast hold person once per day 
  Oak 
  +1 bonus to melee damage 
  Olive 
  Cast calm emotions three times per day 
  Orchid 
  Cast charm monster once per day 
  Poppy 
  Cast sleep three times per day 
  Snapdragon 
  +3 bonus to save vs. magic 
  Sunflower 
  Cast light three times per day 
  Witch-Hazel 
  Cast detect magic three times per day 
  Wormwood 
  Cast daze three times per day 
  Rose, Red 
  Cast magic weapon three times per day 
  Rose, White 
  Cast silence three times per day 
  Rose, Yellow 
  Cast crushing despair three times per day 
  Thistle 
  +3 bonus to save vs. fear 
  Knightly Bands 
  A 10th level knight of flowers attracts a band of 2d12 
  followers. These followers are very loyal to the knight, 
  and will not leave his service unless he ceases being a 
  knight. Members of a band that die are not replaced.  
  For each follower who joins the band, roll d% to deter-
  mine what they are. 
  D% 
  Follower 
  01-05 
  1d4+1 halfling slingers 
  06-11 
  1d4+1 gnome swordsmen 
  12-16 
  1d3+1 elven archers 
  17-26 
  Bard (roll 1d4+1 for level) 
  27-31 
  Druid (roll 1d4+1 for level) 
  32-61 
  Fighter (roll 1d4+1 for level) 
  62-64 
  Magic-user (roll 1d4+1 for level) 
  65-94 
  Ranger (roll 1d4+1 for level) 
  95-99 
  Thief (roll 1d4+1 for level) 
  00 
  Extraordinary follower (roll on table below) 
   
  d20 
  Extraordinary Follower 
  d20 
  Extraordinary Follower 
  1-3 
  Badger, giant 
  13 
  Leprechaun 
  4-6 
  Bear, black 
  14 
  Owl, giant 
  7 
  Brownie 
  15 
  Owlbear 
  8 
  Centaur 
  16 
  Pegasus 
  9 
  Eagle, giant 
  17 
  Pixie 
  10 
  Grig 
  18 
  Satyr 
  11 
  Lynx, giant 
  19 
  Sprite 
  12 
  Hippogriff 
  20 
  Werebear 
   
  Knight of Flowers Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +0 
  16 
  Yswain 
  2 
  2,500 
  2d8 
  +1 
  15 
  Marchog 
  3 
  5,000 
  3d8 
  +1 
  15 
  Filwr 
  4 
  10,000 
  4d8 
  +2 
  14 
  Ryfelwr 
  5 
  20,000 
  5d8 
  +3 
  14 
  Galon 
  6 
  40,000 
  6d8 
  +3 
  13 
  Gwrda 
  7 
  80,000 
  7d8 
  +4 
  13 
  Marchogion 
  8 
  160,000 
  8d8 
  +5 
  13 
  Campwyr 
  9 
  320,000 
  9d8 
  +5 
  12 
  Pendragon 
  10 
  480,000 
  10d8 
  +6 
  12 
  Pendragon 
  11 
  640,000 
  +2 hp 
  +7 
  11 
  Pendragon 
  12 
  800,000 
  +2 hp 
  +7 
  11 
  Pendragon 
  13 
  960,000 
  +2 hp 
  +8 
  10 
  Pendragon 
  14 
  1,120,000 
  +2 hp 
  +9 
  10 
  Pendragon 
  15 
  1,280,000 
  +2 hp 
  +9 
  10 
  Pendragon 
  16 
  1,440,000 
  +2 hp 
  +10 
  9 
  Pendragon 
  17 
  1,600,000 
  +2 hp 
  +11 
  9 
  Pendragon 
  18 
  1,760,000 
  +2 hp 
  +11 
  8 
  Pendragon 
  19 
  1,920,000 
  +2 hp 
  +12 
  8 
  Pendragon 
  20 
  2,080,000 
  +2 hp 
  +13 
  7 
  Pendragon 
   
  The Landsknecht 
  The landsknechts, roughly translated as “lowland vas-
  sals”, were the preeminent mercenaries of Europe in the 
  16th century, surpassing the famous Swiss pikemen 
  when they defeated them at the Battles of Bicocca and 
  Marignano. The landsknechts were first formed in 1487 
  by Maximilian I, the Holy Roman Emperor, as an imita-
  tion of the Swiss pikemen. Like the Swiss, they relied 
  primarily on the pike with support from crossbowmen, 
  harquebusiers, halberdiers and swordsmen. The lands-
  knechts reached the height of their power and influence 
  during the Thirty Years War. 
  What roll could a landsknecht play in dungeon explora-
  tion? The landsknecht is a master of soldiers, a captain in 
  the field. A landsknecht may not be as powerful a front-
  line warrior as a fighter, but he brings friends and knows 
  how to use them. 
  Requirements & Restrictions 
  A landsknecht must have the following minimum ability 
  scores: Strength 9 and Charisma 13. A landsknecht can 
  use all leather and mail armors, breastplates and buck-
  lers. They can use all weapons. 
  
   
  58 
   
   
  Landsknecht Skills 
  Landsknechts add their level to the following checks: 
  Forage—Landsknechts are masters of scrounging suste-
  nance in settled areas. In all honesty, this is a polite way 
  of saying “stealing” – landsknechts can use this skill to 
  find farms, sneak in, and escape with 1d6 meals worth of 
  food – eggs, turnips, a chicken, etc. 
  Riding—Landsknechts can fight while mounted at no 
  penalty, and they can use this task for performing dan-
  gerous stunts while mounted. 
  Landsknecht Abilities 
  A landsknecht is not trained to fight solo, like a fighter, 
  but rather in a company of warriors. When he starts his 
  career, he is a slightly less powerful fighter, though he 
  receives a +1 bonus to hit with spears, pikes and other 
  polearms due to long training with these weapons. 
  As the landsknecht advances in level, he adds men-at-
  arms to his company. At each level beyond 1st, the 
  landsknecht recruits one man-at-arms. The man-at-arm’s 
  equipment is rolled on the table below: 
   
  D10 
  Equipment 
  1-5 
  Pike (or spear), leather armor, dagger 
  6-8 
  Arquebus (or heavy crossbow), leather armor, scimitar 
  9 
  Halberd, leather armor, dagger 
  10 
  Greatsword, leather armor, dagger 
   
  These men-at-arms are the landsknecht’s personal 
  guards and do not count as his retainers. Retainers can 
  still be hired separately by the landsknecht, and are 
  commanded by him, but they do not benefit from his 
  special abilities as his personal guard does. 
  A 3rd level landsknecht adds a trabant to his personal 
  guard. The trabant is a 2 HD warrior armed with a 
  greatsword and dagger and wearing ringmail. 
  A 5th level landsknecht adds a kaplan (chaplain) to his 
  personal guard. The kaplan has the same alignment and 
  patron deity as the landsknecht. He fights as a 2 HD war-
  rior and casts spells as a 1st level cleric. The kaplan is 
  armed with a light mace, buckler and chainmail shirt. 
  Once per day, a 6th level landsknecht can inspire his per-
  sonal guard to amazing levels of courage. As long as he is 
  within 10′ of them, they enjoy a +1 bonus to save vs 
  charm and fear effects, and a +1 bonus to hit and damage 
  for one battle per day. 
  A 7th level landsknecht adds a führer (guide) to his per-
  sonal guard. The guide fights as a 2 HD warrior and has 
  the skills of a 2nd level ranger. 
  Once per day, an 8th level landsknecht can inspire his 
  personal guard to greatness. All troops within 30′ of the 
  landsknecht gain a +1 bonus to attack, damage and save 
  for the duration of one battle. 
  Regiment 
  A 9th level landsknecht adds a standard bearer (and per-
  sonal standard) to his personal guard at 9th level. The 
  standard increases the fighting ability of his special 
  troops (trabant, kaplan, führer) by one hit dice, and 
  grants his entire personal guard a +1 bonus to save vs. 
  fear and magic spells. The standard bearer fights as a 3 
  HD warrior, using his standard as a quarterstaff. He also 
  carries a dagger and wears a breastplate. 
  It is not uncommon for a landsknecht to lose troops, of 
  course. Any troops lost from his personal guard can be 
  purchased in a settlement (town-sized or larger) at a cost 
  of 10 gp per soldier plus equipment costs. Special troops 
  can be purchased for 100 gp plus equipment costs. 
  
   
  59 
   
  Landsknecht Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  17 
  Doppelsöldner 
  2 
  2,200 
  2d8 
  +2 
  16 
  Feldwebel 
  3 
  4,400 
  3d8 
  +3 
  16 
  Leutnant 
  4 
  8,800 
  4d8 
  +3 
  15 
  Fähnrich 
  5 
  17,600 
  5d8 
  +4 
  15 
  Feldhauptman 
  6 
  35,200 
  6d8 
  +5 
  14 
  Major 
  7 
  70,400 
  7d8 
  +6 
  14 
  Oberst 
  8 
  140,000 
  8d8 
  +6 
  13 
  Feldhauptleute 
  9 
  280,000 
  9d8 
  +7 
  13 
  Feldmarschall 
  10 
  420,000 
  10d8 
  +8 
  12 
  Feldmarschall 
  11 
  560,000 
  +3 hp 
  +9 
  12 
  Feldmarschall 
  12 
  700,000 
  +3 hp 
  +9 
  11 
  Feldmarschall 
  13 
  840,000 
  +3 hp 
  +10 
  11 
  Feldmarschall 
  14 
  980,000 
  +3 hp 
  +11 
  10 
  Feldmarschall 
  15 
  1,120,000 
  +3 hp 
  +12 
  10 
  Feldmarschall 
  16 
  1,260,000 
  +3 hp 
  +12 
  9 
  Feldmarschall 
  17 
  1,400,000 
  +3 hp 
  +13 
  9 
  Feldmarschall 
  18 
  1,540,000 
  +3 hp 
  +14 
  8 
  Feldmarschall 
  19 
  1,680,000 
  +3 hp 
  +15 
  8 
  Feldmarschall 
  20 
  1,820,000 
  +3 hp 
  +15 
  7 
  Feldmarschall 
   
  The Laser Mage 
  Laser mages are washouts from arcane universities or 
  wizened mentors. They never got the hang of magic in 
  general, but showed a weird interest in and ability with 
  the light spell. Light is to the laser mage what read magic 
  is to normal magic-users – the key spell without which 
  they cannot function. In fact, they know light so well they 
  can cast it from memory and at will. 
  To produce multiple effects with this spell, the laser 
  mage needs a light projector. The projector looks like a 
  rod or thick wand. It is a hollow metal tube about 1′ long 
  and tipped with a faceted rock crystal. The crystal is cut 
  by the laser mage and, as they progress in level, their 
  skill as a lapidary increases through practice. They also 
  learn how to use other translucent gemstones, faceted or 
  curved, to increase the effectiveness of their spell, or 
  produce additional effects. 
  Requirements & Restrictions 
  A laser mage must have the following minimum ability 
  scores: Intelligence 9 and Dexterity 11. A laser mage can 
  use padded armor and leather armor. They can fight us-
  ing clubs, daggers, darts and staves. 
   
  Laser Mage Skills 
  Laser mage’s add their level to the following skill checks: 
  Analyze Materials—Laser mages can use his light pro-
  jector to analyze liquids, solids and gasses, discovering 
  their composition and the presence of poison or magic. 
  Jeweler—Laser mages can appraise the value of gem-
  stones to within 10% of their real value. They can also 
  cut gems. They can divide a large gem into 20 medium 
  gems and a medium gem into five small gems. 
  Laser Mage Abilities 
  A 1st level laser mage can cast the light spell at will. 
  The next thing a laser mage learns to do is project rays of 
  light through the crystal at the end of his light projector. 
  These rays have a range of 60′ and require a ranged at-
  tack roll to hit. The ray’s effect depends on the laser 
  mage’s level and how intense they want the ray to be. 
  Level 
  Ray Effect 
  1st 
  Dazzle (1 turn per level) or blind (1 round per level) 
  2nd 
  1d6 damage 
  4th 
  2d6 damage or divide against up to two targets, dealing 1d6 
  damage to each 
  6th 
  3d6 damage or divide against up to three targets, dealing 1d6 
  damage to each, or can be used to weld metal 
  8th 
  4d6 damage, or can be used to deal 2d6 cold damage 
  10th 
  5d6 damage, or can be used to produce a blade barrier effect 
  with a radius of 10’ for up to 3 rounds 
  12th 
  6d6 damage, or can be used to make ranged sunder attacks 
  against items 
   
  These improved rays, and the other special light effects 
  gained by the laser mage are dependent on the laser 
  mage improving the main gemstone in his light projector. 
  This must be done at the following levels, with a gem of 
  the stated value (or higher): 4th level, 100 gp, 6th level 
  500 gp, 8th level 1,000 gp, 10th level 2,500 gp and 12th 
  level, 5,000 gp. The gem must be polished and cut by the 
  laser mage himself, requiring a gem cutting task check. 
  By adding additional colored gemstones to the light pro-
  jector, the laser mage can project 30′ cones that influence 
  emotions (save to resist), as follows: Red gems cause 
  rage or dispel fear, blue gems calm emotions or dispel 
  enchantment effects, yellow gems cause crushing despair 
  or grant a +1 bonus to reaction checks, and green gems 
  cause fatigue (for 1 turn) or inspire good hope. 
  At 3rd, 5th, 7th, and 9th level, the laser mage can im-
  prove the function of his light projector with a gemstone 
  worth at least 50 gp. The laser mage determines the im-
  
   
  60 
   
  provement at each level. Only one improvement can be 
  applied to any given effect. Possible improvements are: 
  Double range, double duration, impose a -2 penalty to 
  saving throws against laser mage effects and add +1 bo-
  nus to hit on ray attacks. 
  Laser mage’s can create the following additional effect 
  with their light projectors, provided they have added the 
  indicated gemstone’s to their light projector: 
  Level 
  Effect 
  Requires 
  1st 
  Color spray 
  Rock crystal prism 
  2nd 
  Phantasmal force 
  Celestine lens 
  3rd 
  Hypnotic pattern  
  Topaz lens 
  4th 
  Mirror image 
  Moonstone lens 
  5th 
  Invisibility 
  Zircon prism 
  6th 
  Daylight  
  Chrysoberyl lens 
  7th 
  Displacement 
  Amethyst prism 
  8th 
  Rainbow pattern 
  Diamond prism 
  9th 
  Scintillating pattern 
  Ruby, emerald or sapphire cluster 
  Entourage 
  Laser mages attract random followers beginning at 6th 
  level and gain one follower per level until 12th level. Fol-
  lowers that are lost are not regained. 
  d% 
  Follower 
  01-12 
  3 crossbowmen (studded leather, lt. crossbow, dagger) 
  13-16 
  3 swordsmen (warriors, leather, buckler, rapier, dagger) 
  17-46 
  Laser mage (roll 1d3 for level) 
  47-56 
  Master gem-cutter (50% gnome, 25% dwarf) 
  57-81 
  Fighter (1st level) 
  82-84 
  Zodiac (1st level) 
  85-87 
  Fighter/thief (1st level) 
  88-92 
  Illusionist (1st level) 
  93-99 
  Thief (1st level) 
  00 
  Extraordinary follower 
   
  d% 
  Extraordinary Follower 
  01-30 
  Crystal person 
  31-38 
  Sprite 
  39-48 
  Living crystal statue 
  49-73 
  Laserhawk (see Monsters II) 
  74-79 
  Gnome illusionist (1d3 for level) 
  80-85 
  Aasimar zodiac (1d3 for level) 
  86-00 
  Crysmal 
   
   
   
   
  Laser Mage Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Light bearer 
  2 
  1,400 
  2d6 
  +1 
  15 
  Illuminator 
  3 
  2,800 
  3d6 
  +1 
  15 
  Dazzler 
  4 
  5,600 
  4d6 
  +2 
  14 
  Irradiator 
  5 
  11,200 
  5d6 
  +3 
  14 
  Light bender 
  6 
  22,400 
  6d6 
  +3 
  13 
  Incandescent 
  7 
  44,800 
  7d6 
  +4 
  13 
  Coruscate 
  8 
  90,000 
  8d6 
  +5 
  12 
  Scintillator 
  9 
  180,000 
  9d6 
  +5 
  12 
  Photonic Master 
  10 
  270,000 
  +2 hp 
  +6 
  11 
  Photonic Master 
  11 
  360,000 
  +2 hp 
  +7 
  11 
  Photonic Master 
  12 
  450,000 
  +2 hp 
  +7 
  10 
  Photonic Master 
  13 
  540,000 
  +2 hp 
  +8 
  10 
  Photonic Master 
  14 
  630,000 
  +2 hp 
  +9 
  9 
  Photonic Master 
  15 
  720,000 
  +2 hp 
  +9 
  9 
  Photonic Master 
  16 
  810,000 
  +2 hp 
  +10 
  8 
  Photonic Master 
  17 
  900,000 
  +2 hp 
  +11 
  8 
  Photonic Master 
  18 
  990,000 
  +2 hp 
  +11 
  7 
  Photonic Master 
  19 
  1,080,000 
  +2 hp 
  +12 
  7 
  Photonic Master 
  20 
  1,170,000 
  +2 hp 
  +13 
  6 
  Photonic Master 
   
  The Leech 
  Steeped as it is in the magical arts, a fantasy world need 
  not be a stranger to science. Just as the astronomer 
  tracks the movement of heavenly bodies around Nod in 
  their crystal spheres, the physician plumbs the depths of 
  the inner universe of the human body, always in search 
  of more effective treatments to the aches, pains, disor-
  ders and illnesses that befall mankind. Clerics, after all, 
  are expensive, dogmatic and generally ill-disposed to-
  ward wasting their god given gifts on folks without influ-
  ence or who do not fit into the category of charity cases 
  (i.e. the poor). This would leave the artisan and burgher 
  out in the cold if not for the leech.  
  In the never-ending search for medical knowledge, it is 
  the magnificent leech that shines above all others. The 
  leech is a class of physician that heads into the field to 
  gather specimens and hone their healing arts on those 
  folk who need them most (or most often) – adventurers. 
  The leech is an adventuring physician, getting its cadav-
  ers the old-fashioned way.  
  Leeches are few and far between, but form a strange and 
  informal brotherhood of like-minded souls. When these 
  brothers meet, they often swap their leechbooks that 
  both may advance their learning, and when they enter a 
  civilized country they have much knowledge to trade 
  with local physicians and healers. But the successful 
  leech must beware, for clerics often view healing as a 
  
   
  61 
   
  monopoly of the gods, and seek petty vengeances upon 
  their less-than-holy competition. 
  Leeches are close kin to scientists (q.v.), and the two 
  classes should get along well enough. Most leeches, as 
  students, did their turn at grave robbing, so they share a 
  bit in common with thieves – though a leech cleanses his 
  conscience with the notion that he did his robbing for the 
  betterment of mankind (those gold fillings were just ic-
  ing on the cake). Fighters and warriors produce much for 
  leeches to study, but the two professions are ultimately 
  at odds with their ultimate goals. Venturers and leeches 
  both share a love for exploration.  
  It is with clerics that leeches run into trouble, for clerics 
  (and to a lesser extend druids) feel they are horning in 
  on their territory – the healing of wounds and ills. Leech-
  es often remind those clerics that they would not be able 
  to horn in on anything if the priestly set was doing an 
  adequate job of healing. 
  Requirements & Restrictions 
  A leech must have the following minimum ability scores: 
  Intelligence 13. A leech can use all leather armors and 
  bucklers. They can use clubs, daggers, darts and staves. 
  Leech Skills 
  Leech’s add their level to the following skill checks: 
  Identify Specimen—Leeches can identify animal and 
  vegetable life. Identifying strange or magical specimens 
  might require a task check. 
  Read Languages—Leeches can decipher languages that 
  are unknown to them. 
  Leech Abilities 
  Every leech gets into his profession from one of four 
  backgrounds, chosen for the character at first level. 
  Apothecary’s Apprentice—The apothecary apprentice 
  gains experience compounding elixirs and tonics, and 
  thus grants his patients an additional +1 bonus to saving 
  throws versus disease and poison when providing care. 
  Barber’s Apprentice—A barber’s apprentice is +2 to 
  gather rumors (and can cut hair). 
  Herbalist’s Apprentice—The herbalist’s apprentice is 
  +2 to identify specimens (see above).  
   
  Medical Student—The medical student learns to rob 
  graves and dissect corpses to learn of their anatomy. 
  They are +2 to hide in shadows and move silently. 
  The leech’s primary utility is healing. To this end, he 
  needs a healing kit that includes bandages and a few un-
  guents, tinctures and tonics. These kits cost 15 gp per 
  adventure. He also needs a set of leech’s tools (30 gp). 
  Characters adventuring with a leech enjoy a +1 bonus to 
  save vs. poisons and disease due to his care, and heal 1 
  additional hit point during each night of rest. 
  After a battle, the leech can attempt to heal hit point 
  damage. The leech must decide what whether he wants 
  to focus on using simple leechcraft (bandages, splints 
  and medicines) or chirurgy (cutting into people). Chirur-
  gy is divided into minor and major categories. Each 
  method heals a different amount of damage, just as cler-
  ics have different cure wounds spells. The more damage 
  is to be healed, the more difficult the method.  
  The leech’s chance of success can be found on the table 
  below: 
   
  
   
  62 
   
  Level 
  Leechcraft 
  Minor Chirurgy 
  Major Chirurgy 
  1 
  63% 
  50% 
  25% 
  2-3 
  71% 
  60% 
  30% 
  4 
  75% 
  65% 
  30% 
  5-6 
  83% 
  70% 
  35% 
  7 
  87% 
  75% 
  35% 
  8-9 
  95% 
  80% 
  40% 
  10 
  99% 
  83% 
  40% 
  11-12 
  105% 
  86% 
  45% 
  13 
  108% 
  89% 
  45% 
  14-15 
  112% 
  92% 
  50% 
  16 
  114% 
  95% 
  50% 
  17-18 
  116% 
  97% 
  55% 
  19 
  118% 
  98% 
  55% 
  20 
  120% 
  99% 
  60% 
   
  Each use of an ability imposes a cumulative 5% penalty 
  on all further uses of the ability until the leech gets a full 
  night’s rest. 
  Leechcraft—With a successful check, the leech heals 
  1d6 hp + 1 hp/level. This ability can be used after each 
  battle, but only once per patient. Leechcraft takes 10 
  minutes and requires a use of the leech’s healing kit. 
  Minor Chirurgy—With a successful check, the leech 
  heals 3d6 hp + 1 hp/level. This cannot be done more 
  than once per day per patient. Takes 10 minutes and 
  requires 3 uses of the leech’s kit and chirurgeon’s tools. 
  The patient must roll 1d20 under his constitution score 
  or be fatigued for 24 hours afterwards. 
  Major Chirurgy—With a successful roll, the leech heals 
  5d6 hp + 1 hp/level. This cannot be done more than once 
  per week per patient. Takes 1 hour and requires 5 uses 
  of the leech’s kit and chirurgeon’s tools. The patient must 
  roll d% under his constitution score or be fatigued for 48 
  hours afterwards. If the leech’s roll is unsuccessful, the 
  patient suffers 1d6 points of damage and is fatigued for 1 
  week afterwards. 
  A leech armed with a dagger or sharp knife can make 
  precise strikes against an opponent. A precise strike 
  deals +1d6 damage. This damage increases as the leech 
  advances in level, to +2d6 from 6th to 10th and to +3d6 
  from 11th to 20th. 
  A leech keeps a leechbook, where he records his observa-
  tions on medicinal herbs, diseases, poisons, animal and 
  weapon wounds and anatomy. A leechbook is as vital to a 
  leech as a spellbook is to a magic-user. Without his 
  leechbook, a leech can only use his background abilities 
  and the leechcraft ability. The book is usually a leather-
  bound volume with a common lock and 100 pages to be 
  filled with notes, articles and dissertations. 
  At each level a leech must fill one page per level of his 
  leechbook with notes. A 1st level leech begins his career 
  with one page of notes. When he reaches 2nd level, he 
  will have filled another two pages, for a total of three, etc. 
  A leech can further improve his skills by writing scholar-
  ly articles and dissertations. Writing one of these pieces 
  requires the leech to make a scholarship check. A schol-
  arship roll is a percentile roll, with the chances depend-
  ing on what kind of article the leech is writing.  
  Scholarly Article—A scholarly article takes one week of 
  work and fills five pages of a leechbook. A scholarly tract 
  covers a general type of ailment from the following list: 
  Diseases, poisons, wounds from animals, wounds from 
  monsters and wounds from weapons.  
  The percentile chance to write an insightful article is 
  equal to five times the leech’s level (maximum 95%). If 
  successful, the leech gains a +10% bonus on chirurgy 
  checks to treat wounds of the appropriate type or his 
  patients get a +2 bonus to save vs. poisons or diseases. If 
  unsuccessful, the leech suffers the opposite until he gains 
  an additional level, at which time he can tear up his old 
  article and, at some point, attempt to write a new one.  
  Dissertation—A dissertation fills 15 pages and requires 
  one month of work. Where an article covers a whole 
  range of ailment, a dissertation is more specific. For ex-
  ample, a scholarly article might cover diseases in general, 
  while a dissertation covers mummy rot in particular, or 
  axe wounds, the wound patterns of an owlbear, the poi-
  son of a wyvern or the leech can write about a specific 
  piece of anatomy such as the human eye or ear. For a 
  leech to write a dissertation, it must have encountered 
  and studied his subject first hand.  
  The percentile chance to write a successful dissertation 
  is equal to the leech’s level. If successful, the leech gains a 
  +25% bonus to treat the condition covered by the disser-
  tation. If unsuccessful, he suffers the opposite until he 
  gains an additional level, at which time he can tear up his 
  old dissertation and attempt to write a new one. 
  Hospital 
  At 9th level, a leech can choose to establish a hospital in a 
  town and gain followers. A leech with a hospice attracts 
  10d6 zero-level students, 1d4+1 1st level leeches as lec-
  turers and attendants and a 5th level protégé. 
  
   
  63 
   
  Leech Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Hospitaler 
  2 
  1,400 
  2d6 
  +1 
  16 
  Sawbones 
  3 
  2,800 
  3d6 
  +1 
  15 
  Healer 
  4 
  5,600 
  4d6 
  +2 
  15 
  Medicus 
  5 
  11,200 
  5d6 
  +2 
  15 
  Chirurgeon 
  6 
  22,400 
  6d6 
  +3 
  15 
  Archiater 
  7 
  44,800 
  7d6 
  +4 
  14 
  Physicus 
  8 
  90,000 
  8d6 
  +4 
  14 
  Doctor 
  9 
  180,000 
  9d6 
  +5 
  14 
  Royal Physician 
  10 
  270,000 
  10d6 
  +5 
  14 
  Royal Physician 
  11 
  360,000 
  +2 hp 
  +6 
  14 
  Royal Physician 
  12 
  450,000 
  +2 hp 
  +7 
  13 
  Royal Physician 
  13 
  540,000 
  +2 hp 
  +7 
  13 
  Royal Physician 
  14 
  630,000 
  +2 hp 
  +8 
  13 
  Royal Physician 
  15 
  720,000 
  +2 hp 
  +8 
  13 
  Royal Physician 
  16 
  810,000 
  +2 hp 
  +9 
  12 
  Royal Physician 
  17 
  900,000 
  +2 hp 
  +10 
  12 
  Royal Physician 
  18 
  990,000 
  +2 hp 
  +10 
  12 
  Royal Physician 
  19 
  1,080,000 
  +2 hp 
  +11 
  12 
  Royal Physician 
  20 
  1,170,000 
  +2 hp 
  +11 
  12 
  Royal Physician 
   
   
   
   
  The Lucky Bastard 
  There are two ways to survive as an adventurer – you 
  can be good, or you can be lucky. The lucky bastard uses 
  the latter approach. For him, the luck comes naturally – 
  he’s always had it, and he hopes he always will. 
  Requirements & Restrictions 
  A lucky bastard must have the following minimum ability 
  scores: Charisma 13. A leech can use leather armors and 
  bucklers. They can use clubs, daggers, darts and staves. 
  Lucky Bastard Skills 
  Lucky bastards add their level to the following checks: 
  Find Secret Doors—Lucky bastards note the presence 
  of secret doors on a roll of 1-3 on 1d6 when searching, 
  and on a roll of 1-2 on 1d6 when merely passing by them. 
  Lucky Bastard Abilities 
  Whenever an event in a game targets a random adven-
  turer, a random determination of the lucky bastard is re-
  rolled. If the second roll targets the lucky bastard, then 
  he is the target of the event. 
  Each game session, a lucky bastard starts with a luck 
  score of 4. He can increase this by +1 if he holds a lucky 
  rabbit's foot, +1 if he holds a lucky horseshoe and +1 if he 
  happens upon a loose copper piece (only one) in a dun-
  geon and repeats the magic phrase "Find a copper, pick it 
  up, all day long you'll have good luck". 
  Note: A rabbit's foot and horseshoe are made lucky when 
  they are blessed by a Lawful cleric of at least 6th level. 
  The luck score can be used for two things. First, it can be 
  used as a bonus to any sort of d20 roll. Second, it can be 
  used to negate damage. To negate damage, the lucky bas-
  tard must roll below his luck score on 1d6. If successful, 
  hit point damage sustained from that attack is negated. 
  Whenever a lucky bastard uses his luck score (success-
  fully or not), the score is reduced by 1. 
  Once per game, a 3rd level lucky bastard can share his 
  luck with another creature within 30 feet of him. This 
  means he lends his luck score to another creature for one 
  round. When the luck score is shared and used, it is re-
  duced by 2 points instead of just 1 point. 
   
  
   
  64 
   
  Lucky Bastard Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  14 
  Lucky Dog 
  2 
  1,300 
  2d6 
  +1 
  14 
  Blessed 
  3 
  2,600 
  3d6 
  +1 
  14 
  Jammy 
  4 
  5,200 
  4d6 
  +2 
  12 
  Lucky Duck 
  5 
  10,400 
  5d6 
  +3 
  12 
  Fortunado 
  6 
  20,800 
  6d6 
  +3 
  12 
  Veinard 
  7 
  41,600 
  7d6 
  +4 
  10 
  Golden Boy/Girl 
  8 
  80,000 
  8d6 
  +5 
  10 
  Lucky Devil 
  9 
  160,000 
  9d6 
  +5 
  10 
  Lucky Bastard 
  10 
  240,000 
  10d6 
  +6 
  8 
  Lucky Bastard 
  11 
  320,000 
  +2 hp 
  +7 
  8 
  Lucky Bastard 
  12 
  400,000 
  +2 hp 
  +7 
  8 
  Lucky Bastard 
  13 
  480,000 
  +2 hp 
  +8 
  6 
  Lucky Bastard 
  14 
  560,000 
  +2 hp 
  +9 
  6 
  Lucky Bastard 
  15 
  640,000 
  +2 hp 
  +9 
  6 
  Lucky Bastard 
  16 
  720,000 
  +2 hp 
  +10 
  6 
  Lucky Bastard 
  17 
  800,000 
  +2 hp 
  +11 
  6 
  Lucky Bastard 
  18 
  880,000 
  +2 hp 
  +11 
  6 
  Lucky Bastard 
  19 
  960,000 
  +2 hp 
  +12 
  6 
  Lucky Bastard 
  20 
  1,040,000 
  +2 hp 
  +13 
  6 
  Lucky Bastard 
   
  A lucky bastard can re-roll one failed d20 roll per game 
  session for every four levels he has attained (thus once at 
  4th level, twice at 8th level, thrice at 12th level, etc.). 
  Once per day, a 6th level lucky bastard can steal an op-
  ponent’s luck. When an opponent rolls 1d20, the lucky 
  bastard can, once he knows the result of the roll, take it 
  for his own. The opponent must re-roll his dice and the 
  lucky bastard can use his opponent’s initial roll as his 
  own next 1d20 roll. 
  Lady Luck has smiled on the lucky bastard … but for how 
  long? For every session a lucky bastard is played there is 
  a cumulative 1% chance that Lady Luck turns her back 
  on him. If this happens, the lucky bastard loses all special 
  abilities for that session and the cumulative 1% chance 
  resets itself for the next session. 
  Lucky Bastard’s Place 
  A 9th level lucky bastard can build and operate a tav-
  ern/inn in a settlement, attracting 1d6 servers (one is an 
  ex-thief, level 1d4), a bartender (ex-fighter, level 1d4), a 
  groom and 1d10 regular customers (roll their identities 
  as though they were henchmen). The tavern is, of course, 
  very successful. For every regular customer the lucky 
  bastard has, he earns 1 gp per month. The tavern earns 
  an additional 1d10 gp per month beyond the regulars. 
  The lucky bastard can call on one favor per month from 
  his regular customers, including using them as hench-
  men on his continuing adventures. If a regular customer 
  is killed on an adventure, the lucky bastard must pay a 
  100 gp fee and lose all favors for 1d6 months. 
  The Manhunter 
  Manhunters are people of fortune, unattached warriors 
  taking on dangerous, often unseemly jobs to keep their 
  heads above water. Most often, they make their money as 
  bounty hunters, working for whoever has the gold. For 
  many adventurers, who make a living despoiling old 
  tombs and knocking off evil wizards and high priests, 
  manhunters are considered to be base villains. 
  Requirements & Restrictions 
  A manhunter must have the following minimum ability 
  scores: Strength 11 and Dexterity 13. They can use all 
  leather armors, bucklers and shields and all weapons. 
   
   
  
   
  65 
   
  Manhunter Skills 
  Manhunters add their level to the following task checks: 
  Carouse—Manhunters can carouse in taverns to learn 
  valuable information. With a successful task check, they 
  learn 1d6 rumors about the settlement and/or region. If 
  the task check fails, check on the table below: 
  Fails by … 
  Consequence 
  1 
  Fatigued 
  2-3 
  Fatigued, plus robbed of possessions 
  4 
  Fatigued, robbed of possessions, and 1d6+1 damage 
  5-9 
  Wakes up with a stranger (15% chance married) 
  10-14 
  Made a powerful local enemy 
  15+ 
  Wakes up in stocks (1d6 days) 
   
  Disguise—Manhunters must often don a disguise to get 
  close to their marks. They suffer a -1 penalty to their task 
  check if they are disguised as the opposite sex or as crea-
  ture of a different size (such as a halfling or gnome dis-
  guised as a human). 
  Escape Bonds—Manhunters can make a task check to 
  slip out of ropes and chains (-4 to the check for chains) 
  and to find weak spots in prison cells and cages. 
  Handle Animal—Manhunters can calm frightened and 
  hostile animals and tame wild animals. They can teach 
  tame animals simple tricks. 
  Hear Noise—Manhunters can hear incredibly quiet 
  noises through doors or from far away. 
  Hide in Shadows—Manhunters can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Manhunters can walk slowly without 
  making a sound if they are not in metal armor. 
  Sense Motive—Manhunters can try to determine anoth-
  er creature’s motives toward them. They can only do this 
  after observing the person for an hour or speaking with 
  them for at least 10 minutes. 
  Track—Manhunters can track creatures through the 
  wilderness and discern their location in a settlement. 
  Manhunter Abilities 
  Manhunters are expert at subduing humanoids. They 
  enjoy a +2 bonus to make grapple attacks and deal +1 
  points of damage per level to humanoids in a grapple. 
  When they reduce a humanoid to 0 hit points they can 
  kill them or knock them unconscious for 10 minutes. 
  Manhunter Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Runner 
  2 
  2,200 
  2d8 
  +2 
  15 
  Bondsman 
  3 
  4,400 
  3d8 
  +3 
  15 
  Shadower 
  4 
  8,800 
  4d8 
  +3 
  14 
  Tracker 
  5 
  17,600 
  5d8 
  +4 
  14 
  Bloodhound 
  6 
  35,200 
  6d8 
  +5 
  13 
  Bounty Hunter 
  7 
  70,400 
  7d8 
  +6 
  13 
  Thief-taker 
  8 
  140,000 
  8d8 
  +6 
  12 
  Bounty Killer 
  9 
  280,000 
  9d8 
  +7 
  12 
  Manhunter 
  10 
  420,000 
  10d8 
  +8 
  11 
  Manhunter 
  11 
  560,000 
  +3 hp 
  +9 
  11 
  Manhunter 
  12 
  700,000 
  +3 hp 
  +9 
  10 
  Manhunter 
  13 
  840,000 
  +3 hp 
  +10 
  10 
  Manhunter 
  14 
  980,000 
  +3 hp 
  +11 
  9 
  Manhunter 
  15 
  1,120,000 
  +3 hp 
  +12 
  9 
  Manhunter 
  16 
  1,260,000 
  +3 hp 
  +12 
  8 
  Manhunter 
  17 
  1,400,000 
  +3 hp 
  +13 
  8 
  Manhunter 
  18 
  1,540,000 
  +3 hp 
  +14 
  7 
  Manhunter 
  19 
  1,680,000 
  +3 hp 
  +15 
  7 
  Manhunter 
  20 
  1,820,000 
  +3 hp 
  +15 
  6 
  Manhunter 
   
  Manhunters are only surprised on a roll of 1 on 1d6. 
  Besides grappling, manhunters know every dirty trick in 
  the book. This gives them a +1 bonus to attack when us-
  ing all other combat maneuvers. 
  When a manhunter has a particular declared humanoid 
  target (i.e. a unique individual), she enjoys a +2 bonus on 
  task checks against that person, and an extra +1 bonus to 
  attack them in combat (so total +3 to grapple them or +2 
  to use other special maneuvers against them). 
  The Muscleman 
  In 1957, the world was changed forever when an obscure 
  sub-genre of action/adventure films in Italy called “Pep-
  lum” burst onto the American scene. A bodybuilder, for-
  mer Mr. America, and budding actor named Steve Reeves 
  journeyed to Italy and starred in Pietro Francisci’s low-
  budget masterpiece Hercules. The film did big money in 
  the United States, and that meant more of the same! 
  Soon, dozens of films with Reeves and other body build-
  ers, dubbed “sword and sandal” in the United States, 
  were being released, and a generation learned to thrill to 
  the exploits of oiled, half-naked musclemen wrestling 
  lions and beating the crap out of Greco-Roman warriors. 
  
   
  66 
   
  We have lots of interesting characters running around 
  fantasy roleplaying games, and plenty have strength 
  scores of 18, but none of them are true musclemen.  
  Until now … 
  Requirements & Restrictions 
  A muscleman must have a Strength score of 15 or higher. 
  They must be at least 6′ tall. They can use hide armor (i.e. 
  padded), bucklers and shields, and all weapons. 
  Muscleman Skills 
  Musclemen add their level to the following skill checks: 
  Climb Walls—Musclemen can climb walls without using 
  climbing gear at a rate of 10′ per round. 
  Class Abilities 
  Musclemen are capable of using their muscles to influ-
  ence reactions either through charm and awe or sheer 
  intimidation. Musclemen can modify reaction checks 
  with their Strength score rather than Charisma score if 
  the TK deems the situation appropriate. 
  Every three levels, a muscleman can 
  willingly lower one ability score by one 
  point to increase their strength score by 
  one point. A muscleman’s maximum 
  strength is 20. 
  Musclemen add an additional +1 bonus 
  to attack and damage when they are 
  armed with large weapons. 
  Musclemen treat creatures as one size 
  category smaller for the purpose of 
  grapple and bull rush attacks. 
  Once per day, a muscleman can call on 
  an adrenaline rush and either re-roll a 
  failed strength check with a +2 bonus, or 
  double their strength bonus on a single 
  melee attack and damage. They can also 
  make sundering attacks with their bare 
  hands. 
  A muscleman spends a great deal of time 
  in training. Every four levels, beginning 
  with fourth level, they can deduct one 
  point from Intelligence, Wisdom or Cha-
  risma and add it to their Strength score. 
  Musclemen gain additional abilities as they advance in 
  level if their strength score is high enough. 
  A 3rd level muscleman with a strength of 16 or higher 
  can burst chains and iron bands simply by flexing their 
  chest muscles or biceps. The object is allowed an item 
  saving throw, but suffers a penalty to the roll equal to the 
  muscleman’s strength score minus 14. 
  A 5th level musclemen can toss gnomes (requires 
  strength of 17+), halflings (requires strength of 19+) and 
  dwarfs (requires strength of 21+) at opponents. This is a 
  ranged attack with a maximum range of 10′. If the mus-
  cleman’s attack roll fails, the tossed character does not 
  get to attack that round and suffers 1d4 points of damage 
  when they land. If the muscleman’s attack is successful, 
  the tossed character makes an attack with a +2 bonus to 
  hit and they add the muscleman’s strength bonus as well 
  as their own to their damage roll. 
  A 7th level muscleman with a strength score of 18 or 
  higher can hammer nails into wood with his fists. 
  A 9th level muscleman with a strength score of 20 or 
  higher can bite through relatively thin (¼″ or less) bits of 
  
   
  67 
   
  metal, such as chains and nails. In addition, he adds an 
  additional +1 to unarmed damage. 
  An 11th level musclemen with a strength of 22 or higher 
  can try to catch boulders. A muscleman with this ability 
  can attempt to catch a shot thrown from a catapult (but 
  NOT a bolt from a ballista) or a boulder thrown by a gi-
  ant. The muscleman can catch an object weighing up to 
  50 pounds, but must pass a saving throw to do so. If the 
  roll fails, he suffers damage from being hit by the stone. 
  Stronghold 
  A 9th level muscleman attracts a band of 2d12 followers. 
  These followers are very loyal to the muscleman and will 
  not leave his service unless he betrays them. Members of 
  a band that die are not replaced. For each follower, roll 
  d% to determine what they are. 
  d% 
  Follower 
  01-16 
  1d4+1 men-at-arms (breastplate, shield, spear, sling) 
  17-26 
  Barbarian (roll 1d4+1 for level) 
  27-31 
  Bard (roll 1d4+1 for level) 
  32-61 
  Fighter (roll 1d4+1 for level) 
  62-64 
  Muscleman (roll 1d4+1 for level) 
  65-94 
  Sorcerer (roll 1d4+1 for level) 
  95-99 
  Thief (roll 1d4+1 for level) 
  00 
  Extraordinary follower (roll on table below) 
   
  d20 
  Extraordinary Follower 
  1 
  Amazons, green (1d4) 
  2 
  Centaur 
  3 
  Centurion (1d4+1 level) 
  4 
  Charlatan (1d4+1 level) 
  5-7 
  Dog, war 
  8 
  Eagle, giant 
  9 
  Halfling jester (1d4+1 level) 
  10 
  Juggernaut barbarian (1d4+1 level) 
  11 
  Lion 
  12 
  Monk (1d4+1 level) 
  13 
  Nymph 
  14 
  Owl 
  15 
  She-devil (1d4+1 level) 
  16 
  Satyr 
  17 
  Valkyrie (1d4+1 level) 
  18-20 
  Warhorse, heavy 
   
   
   
   
   
  Muscleman Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d10 
  +1 
  17 
  Brute 
  2 
  2,400 
  2d10 
  +2 
  16 
  Strongman 
  3 
  4,800 
  3d10 
  +3 
  16 
  Steamroller 
  4 
  9,600 
  4d10 
  +3 
  15 
  Juggernaut 
  5 
  19,200 
  5d10 
  +4 
  15 
  Muscleman 
  6 
  38,400 
  6d10 
  +5 
  14 
  Man-Mountain 
  7 
  76,800 
  7d10 
  +6 
  14 
  Colossus 
  8 
  150,000 
  8d10 
  +6 
  13 
  Behemoth 
  9 
  300,000 
  9d10 
  +7 
  13 
  Son of Hercules 
  10 
  450,000 
  10d10 
  +8 
  12 
  Son of Hercules 
  11 
  600,000 
  +4 hp 
  +9 
  12 
  Son of Hercules 
  12 
  750,000 
  +4 hp 
  +9 
  11 
  Son of Hercules 
  13 
  900,000 
  +4 hp 
  +10 
  11 
  Son of Hercules 
  14 
  1,050,000 
  +4 hp 
  +11 
  10 
  Son of Hercules 
  15 
  1,200,000 
  +4 hp 
  +12 
  10 
  Son of Hercules 
  16 
  1,350,000 
  +4 hp 
  +12 
  9 
  Son of Hercules 
  17 
  1,500,000 
  +4 hp 
  +13 
  9 
  Son of Hercules 
  18 
  1,650,000 
  +4 hp 
  +14 
  8 
  Son of Hercules 
  19 
  1,800,000 
  +4 hp 
  +15 
  8 
  Son of Hercules 
  20 
  1,950,000 
  +4 hp 
  +15 
  7 
  Son of Hercules 
   
  The Phoenix 
  Some humanoids are born with an especially powerful 
  spark of life. These are warrior souls caught up in the 
  great circle of life. When a phoenix dies, he reincarnates 
  as a new creature with the same memories and his per-
  sonality mostly intact. The phoenix can do this many 
  times, though each time stresses their constitution to the 
  limit. Each time a phoenix dies, it may be their last. Of 
  course, it isn’t really the end of the phoenix’s soul – it 
  merely transmigrates elsewhere in the cosmos (i.e. time 
  for the player to roll up a new character) and fights on! 
  Restrictions & Requirements 
  The phoenix has no requirements or restrictions. 
  Phoenix Abilities 
  The main ability of a phoenix is his ability to reincarnate 
  upon death, as per the druid spell of the same name. 
  When a phoenix is reduced to zero hit points, its body 
  immediately bursts into a 10′ radius of fire which deals 
  1d6 points of damage per four levels of the phoenix. If a 
  phoenix can pass a saving throw, they can direct this fire 
  up to a range of 10′ per four levels at a single target who 
  suffers all the damage. 
  
   
  68 
   
  Once the fireworks are over, the phoenix emerges from 
  the fire and smoke in a new body. The race and sex of 
  this new body is rolled randomly on the table below. 
  d% 
  Reincarnated as ... 
  01 
  Aasimar 
  02 
  Azer 
  03 
  Blink Dog 
  04-07 
  Bugbear 
  08 
  Centaur 
  09 
  Crabman 
  10 
  Doppelganger 
  11-13 
  Dromite 
  14-19 
  Dwarf (10% chance of duergar) 
  20-25 
  Elf (10% chance of drow) 
  26-29 
  Gnoll 
  30-35 
  Gnome (10% chance of svirfneblin) 
  36-39 
  Goblin (10% chance of gremlin) 
  40 
  Grimlock 
  41-46 
  Half-elf 
  47-52 
  Half-orc 
  53 
  Harpy 
  54 
  Hengeyokai 
  55-58 
  Hobgoblin 
  59-64 
  Human 
  65 
  Janni 
  66-67 
  Juggernaut 
  68-71 
  Kobold 
  72-76 
  Lizard man 
  77 
  Minotaur 
  78-82 
  Neanderthal 
  83-85 
  Notac-ichat 
  86 
  Ogre 
  87-90 
  Orc 
  91 
  Satyr 
  92-93 
  Tiefling 
  94 
  Troglodyte 
  95 
  Unbodied 
  96-97 
  Utu 
  98-00 
  Xeph 
   
  Roll randomly for the sex of the new body. 
  The phoenix gains all the abilities inherent to his new 
  body, although not any special equipment (like a satyr’s 
  pipes) associated with the monster. He retains his nor-
  mal hit points (adjusted for losing a level, see below), 
  saving throws, attack bonus, ability scores and ability to 
  speak. The phoenix’s personality remains largely the 
  same, but is nudged a bit in the direction of its new form. 
  The rebirth is not without a price. The phoenix loses one 
  level when he reincarnates and his experience points are 
  reduced to the minimum number for his new level.  
   
  When a 1st level phoenix reincarnates, he remains 1st 
  level, his XP are reduced to 0 and he automatically loses 
  one point of constitution. Higher level phoenixes must 
  pass a saving throw when they reincarnate or perma-
  nently lose 1 point of constitution. 
  Once the phoenix’s transformation is complete, he must 
  adjust to his new body. Each round, the phoenix must try 
  to roll 1d20 under their Wisdom score. Once they suc-
  ceed at a roll, they gain control over their faculties and 
  can act normally. Until then, they are stunned. 
  A 3rd level phoenix gains a limited form of regeneration. 
  His natural healing is doubled (i.e. 2 hit points per level 
  per night of rest) and he enjoys a +2 bonus to saving 
  throws vs. poison and disease. 
  A 6th level phoenix gains access to his soul’s distant 
  memories. By meditating for one hour, the phoenix gains 
  the use of one special ability of another class for 10 
  minutes. The phoenix can only access memories in this 
  way once per day. The class ability must correspond with 
  a character of the phoenix’s level or lower. 
   
  
   
  69 
   
  Fire Temple 
  A 9th level phoenix can build a fire temple dedicated to 
  the Phoenix. The phoenix attracts a body of 1d12+9 men-
  at-arms, heavy infantry, to serve as his personal body-
  guard. In addition, a young 1st level phoenix seeks him 
  out as a master (likely a sidekick from a former life). 
  Phoenix Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  1 
  0 
  1d8 
  +0 
  16 
  2 
  2,000 
  2d8 
  +1 
  15 
  3 
  4,000 
  3d8 
  +1 
  15 
  4 
  8,000 
  4d8 
  +2 
  14 
  5 
  16,000 
  5d8 
  +3 
  14 
  6 
  32,000 
  6d8 
  +3 
  13 
  7 
  64,000 
  7d8 
  +4 
  13 
  8 
  120,000 
  9d8 
  +5 
  12 
  9 
  240,000 
  10d8 
  +5 
  12 
  10 
  360,000 
  +3 hp 
  +6 
  11 
  11 
  480,000 
  +3 hp 
  +7 
  11 
  12 
  600,000 
  +3 hp 
  +7 
  10 
  13 
  720,000 
  +3 hp 
  +8 
  10 
  14 
  840,000 
  +3 hp 
  +9 
  9 
  15 
  960,000 
  +3 hp 
  +9 
  9 
  16 
  1,080,000 
  +3 hp 
  +10 
  8 
  17 
  1,200,000 
  +3 hp 
  +11 
  8 
  18 
  1,320,000 
  +3 hp 
  +11 
  7 
  19 
  1,440,000 
  +3 hp 
  +12 
  7 
  20 
  1,560,000 
  +3 hp 
  +13 
  6 
  The Poltroon 
  Poltroons are people unburdened by great intellect (or 
  mediocre intellect for that matter). They seem to coast 
  through life, blissful in their ignorance and always com-
  ing through in the end. How do they do it? Nobody 
  knows, but they do say that fortune favors the foolish. 
  Restrictions & Requirements 
  A poltroon must have the following minimum ability 
  scores: Constitution 15. They cannot have an intelligence 
  score higher than 7, and their combined Intelligence, 
  Wisdom and Charisma scores cannot be higher than 30. 
  They can use all armor and weapons. 
  Poltroon Abilities 
  Poltroons can't do much right, but they can sure take a 
  punch. A poltroon ignores one point of damage every 
  time he or she takes damage. This increases to 2 points at 
  4th level, 3 points at 8th level and tops out at 4 points at 
  12th level. When a blow should kill a poltroon they may 
  attempt a saving throw vs. poison. If they succeed, they 
  are only knocked for a loop (i.e. stunned) for 1d4 rounds 
  and retain their last hit point. 
  Spellcasters that attempt to read a poltroon’s mind must 
  pass a saving throw or be stunned for 1d4 rounds. 
  A poltroon can fascinate people with his antics, whether 
  he is tangling with another poltroon or with a stubborn 
  inanimate object, just as a bard of an equal level to the 
  poltroon. They can make suggestions to fascinated crea-
  tures, but they only last for one round. 
  Poltroons are masters of unorthodox unarmed combat. 
  Their unarmed strikes inflict 1d4 points of damage at 1st 
  level, 2d4 points of damage at 5th level and 3d4 points of 
  damage at 10th level.  
  Once per day per three levels a poltroon can attempt a 
  stunning slap. If successful, the victim must pass a saving 
  throw or be stunned for 1d4+1 rounds.  
  If a poltroon is facing three adjacent opponents they can 
  use a triple slap against them. The poltroon rolls one 
  attack roll and applies it to all three targets. Unfortunate-
  ly, whenever a poltroon and two friends are adjacent to 
  an enemy, that enemy gains the same ability to make a 
  triple slap against them. 
  When the going gets tough, the poltroon gets going. Once 
  per day, they can act as though under the effects of the 
  expeditious retreat spell. 
  Poltroon Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +0 
  15 
  Jerk 
  2 
  2,200 
  2d8 
  +1 
  15 
  Dope 
  3 
  4,400 
  3d8 
  +1 
  15 
  Simpleton 
  4 
  8,800 
  4d8 
  +2 
  13 
  Idiot 
  5 
  17,600 
  5d8 
  +3 
  13 
  Moron 
  6 
  35,200 
  6d8 
  +3 
  13 
  Imbecile 
  7 
  70,400 
  7d8 
  +4 
  11 
  Fool 
  8 
  130,000 
  8d8 
  +5 
  11 
  Stooge 
  9 
  260,000 
  9d8 
  +6 
  11 
  Poltroon 
  10 
  390,000 
  10d8 
  +6 
  9 
  Poltroon 
  11 
  520,000 
  +3 hp 
  +7 
  9 
  Poltroon 
  12 
  650,000 
  +3 hp 
  +8 
  9 
  Poltroon 
  13 
  780,000 
  +3 hp 
  +9 
  7 
  Poltroon 
  14 
  910,000 
  +3 hp 
  +9 
  7 
  Poltroon 
  15 
  1,040,000 
  +3 hp 
  +10 
  7 
  Poltroon 
  16 
  1,170,000 
  +3 hp 
  +11 
  6 
  Poltroon 
  17 
  1,300,000 
  +3 hp 
  +12 
  6 
  Poltroon 
  18 
  1,430,000 
  +3 hp 
  +12 
  6 
  Poltroon 
  19 
  1,560,000 
  +3 hp 
  +13 
  6 
  Poltroon 
  20 
  1,690,000 
  +3 hp 
  +14 
  6 
  Poltroon 
  
   
  70 
   
   
  The Prophet 
  The prophet is a person destined to be a religious leader 
  of a people … if they can live long enough. Starting out in 
  life, they are touched by a deity and tasked with leading 
  their chosen people, or converting their chosen people, 
  to the deity’s worship. They must eventually lead these 
  people into the wilderness to found a new kingdom. The 
  deity they worship should be one that is, as yet, minor in 
  stature, or a major deity that has largely been forgotten. 
  Requirements & Restrictions 
  A prophet must have the following minimum ability 
  scores: Wisdom 13, Charisma 9. They can use all leather 
  armors and all bludgeoning weapons. 
  Prophet Abilities 
  A prophet does not cast spells, but instead prays for mir-
  acles. A prophet is allowed a limited number of miracles 
  of each level per day. He does not need to prepare mira-
  cles in advance. As long as he has access to a level of mir-
  acles, he can ask for any of them. The prophets’ miracles 
  are listed at the end of this article. 
  Besides adventuring to earn money and power, a proph-
  et’s most important job is to amass followers. To this 
  end, a prophet must preach before multitudes, attempt-
  ing to either convert them to his new faith, or reawaken 
  them to an old faith. 
  The prophet can attempt to convert groups of 0 to 1 HD 
  creatures, or individuals with more than 1 HD. With 
  groups, the prophet rolls 1d20 under his Charisma score. 
  If successful, he converts a number of people equal to 
  1d4 plus his level. The prophet’s effective Charisma is 
  lowered by the following factors: 
  Factor 
  Penalty 
  Difference in alignment (1 step) 
  -1 
  Difference in alignment (2 steps) 
  -3 
  Dedicated to a different faith 
  -2 
   
  The process is the same for individuals, with an addi-
  tional penalty equal to number of levels the target is 
  higher than the prophet. 
  Converts join the prophet’s cult. When high level indi-
  viduals join the cult, you should determine some details 
  about them (name, class if any, etc.). 
  There is a 1 in 6 chance per person that they are zealots 
  wholly dedicated to their new faith. Zealots need never 
  check their morale. Others may lose faith in the face of 
  hardships (as determined by the TK). When this hap-
  pens, the prophet must make a new conversion check for 
  each individual. If he fails, they decide to return to their 
  homes and their old way of life. 
  A prophet must take care of his followers. He must pro-
  vide food and water for them, protect them, provide 
  some manner of shelter (tents at a minimum), and heal 
  them when they are wounded or sick. 
  For one battle per day, the prophet can grant a benefice 
  to his warriors in battle. As the prophet’s level increases, 
  he gains additional benefices he can grant. Each benefice 
  can be granted to one battle per day, and only one bene-
  fice can be granted per battle. 
  Level 
  Benefice 
  1-3 
  +1 to saves and morale checks 
  4-6 
  +1 to saves, morale checks and attack 
  7-12 
  +1 to saves, morale checks, attacks and damage 
  13+ 
  +2 to saves, morale checks, attacks and damage 
   
  At 6th level, one of the prophet’s existing followers can 
  become his acolyte. The prophet’s acolyte becomes a 
  lesser divine servant of the prophet’s deity, gaining abili-
  ties as the prophet gains abilities. 
  
   
  71 
   
  Level 
  Acolyte Title 
  Abilities 
  6 
  Convert 
  +1 Hit Dice 
  7 
  Believer 
  +1 Hit Dice, spells as 1st level prophet 
  8 
  Devotee 
  +1 Hit Dice 
  9 
  Cohort 
  +1 Hit Dice, immune to fear 
  10 
  Companion 
  +1 Hit Dice 
  11 
  Proselyte 
  +1 Hit Dice, spells as 2nd level prophet 
  12 
  Sectary 
  +1 Hit Dice 
  13 
  Votary 
  +1 Hit Dice, spells as 3rd level prophet 
  14 
  Disciple 
  +1 Hit Dice 
   
  A prophet with fewer than 10 followers by 6th level must 
  perform a quest or lose his ability to request miracles. 
  Likewise, a prophet with fewer than 25 followers at 7th 
  level, fewer than 50 followers at 8th level and fewer than 
  100 followers at 9th level and each level beyond 9th. 
  A prophet that dies might enjoy an apotheosis upon 
  death. There is a 5% chance per level of the prophet of 
  this happening. When an apotheosis occurs, the prophet 
  transforms into an outsider of the same alignment with 
  roughly as many Hit Dice as the prophet. In this form, the 
  prophet remains in the material plane for one minute per 
  level. Thereafter, he is called to his home plane and dis-
  appears forever unless resurrected. If resurrected, the 
  prophet returns in his original body, not as an outsider. 
  Prophet Miracles 
  1—Aid, bless, comprehend languages, cure light wounds, 
  multiply food & water*, protection from evil, summon na-
  ture’s ally I, sustenance*, turn undead* 
  2—Augury, buoyancy*, calm emotions, consecrate, cure 
  moderate wounds, E.S.P., gentle repose, levitate, remove 
  paralysis, speak with animals, summon nature’s ally II, 
  summon swarm 
  3—Cause disease, create food & water, cure blindness/ 
  deafness, cure disease, cure serious wounds, fly, hold per-
  son, protection from evil II, remove curse, summon na-
  ture’s ally III, tongues, water walk 
  4—Blight, charm monster, control water, cure critical 
  wounds, divination, flame strike, holy smite, restoration, 
  sticks to snakes 
  5—Awaken, bilocation*, commune, contact other plane, 
  healing circle, hold monster, insect plague, raise dead 
  6—Banishment, geas, move earth, wind walk 
  7—Astral projection, control weather, create clay golem*, 
  earthquake, holy aura, transmute matter* 
  Prophet Class Table 
   
  Experience 
  Hit 
  Attack 
  Saving 
   
  Miracles per Level per Day 
  Level 
  Points 
  Dice 
  Bonus 
  Throw 
  Title 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  0 
  1d6 
  +1 
  16 
  Advocate 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2,000 
  2d6 
  +1 
  15 
  Speaker 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  4,000 
  3d6 
  +2 
  15 
  Visionary 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  8,000 
  4d6 
  +2 
  14 
  Preacher 
  4 
  1 
  - 
  - 
  - 
  - 
  - 
  5 
  16,000 
  5d6 
  +2 
  14 
  Teacher 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  6 
  32,000 
  6d6 
  +3 
  13 
  Lawgiver 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  7 
  64,000 
  7d6 
  +3 
  13 
  Seer 
  5 
  2 
  1 
  - 
  - 
  - 
  - 
  8 
  130,000 
  8d6 
  +4 
  13 
  Deliverer 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  9 
  260,000 
  9d6 
  +4 
  12 
  Prophet 
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  10 
  390,000 
  10d6 
  +4 
  12 
  Prophet 
  5 
  4 
  2 
  1 
  - 
  - 
  - 
  11 
  520,000 
  +2 hp 
  +5 
  11 
  Prophet 
  6 
  4 
  3 
  2 
  - 
  - 
  - 
  12 
  650,000 
  +2 hp 
  +5 
  11 
  Prophet 
  6 
  4 
  3 
  2 
  - 
  - 
  - 
  13 
  780,000 
  +2 hp 
  +6 
  10 
  Prophet 
  6 
  4 
  4 
  2 
  1 
  - 
  - 
  14 
  910,000 
  +2 hp 
  +6 
  10 
  Prophet 
  6 
  5 
  4 
  3 
  2 
  - 
  - 
  15 
  1,040,000 
  +2 hp 
  +6 
  10 
  Prophet 
  6 
  5 
  4 
  3 
  2 
  - 
  - 
  16 
  1,170,000 
  +2 hp 
  +7 
  9 
  Prophet 
  6 
  5 
  4 
  4 
  2 
  1 
  - 
  17 
  1,300,000 
  +2 hp 
  +7 
  9 
  Prophet 
  6 
  5 
  5 
  4 
  3 
  2 
  - 
  18 
  1,430,000 
  +2 hp 
  +8 
  8 
  Prophet 
  6 
  5 
  5 
  4 
  3 
  2 
  - 
  19 
  1,560,000 
  +2 hp 
  +8 
  8 
  Prophet 
  6 
  5 
  5 
  4 
  4 
  3 
  1 
  20 
  1,690,000 
  +2 hp 
  +8 
  7 
  Prophet 
  6 
  5 
  5 
  5 
  4 
  4 
  2 
   
  
   
  72 
   
  The Psychic 
  Psychics are men and women with an inborn ability to 
  impose their will on reality using only their mind. This is 
  similar to the inborn ability of a sorcerer to use magic. 
  The psychic learns from an early age, often taught by a 
  hermit-like mentor or in a monastery of other psychics, 
  to focus her innate mental powers to manifest astound-
  ing psychic phenomena. They must go through a difficult 
  training regimen to train their minds, not unlike the one 
  that monks use to train their bodies. 
  Requirements & Restrictions 
  A psychic must have Intelligence, Wisdom and Charisma 
  scores that total 35 or higher. Psychics can use all leather 
  armors, bucklers and shields. They can use clubs, dag-
  gers, darts, hand axes, hand and light crossbows, quar-
  terstaves, short bows, slings and spears. 
  Psychic Abilities 
  The most basic ability of a psychic is her sixth sense, 
  which warns her of danger and helps her find that which 
  is hidden. Because of her sixth sense, a psychic is only 
  surprised on a roll of 1 on 1d6. A psychic can make a 
  sixth sense check to note the presence of concealed and 
  secret doors and other objects. 
   
  Psychics have a +2 bonus to save versus mental magic 
  and psychic powers. 
  Psychic powers are divided into two categories: Psi-
  gamma and psi-kappa. Psi-gamma powers involve telep-
  athy, and are mostly associated with knowledge and the 
  senses. Psi-kappa powers are telekinetic and have an 
  impact on the physical world. 
  Psychic Advancement Table 
   
  Experience 
  Hit 
  Attack 
  Saving 
  Activate Power 
   
  Level 
  Points 
  Dice 
  Bonus 
  Throw 
  Minor 
  Inter. 
  Major 
  Title 
  1 
  0 
  1d6 
  +0 
  15 
  60% 
  38% 
  16% 
  Disciple 
  2 
  1,900 
  2d6 
  +1 
  14 
  64% 
  41% 
  18% 
  Mentalist 
  3 
  3,800 
  3d6 
  +2 
  14 
  68% 
  44% 
  20% 
  Sensitive 
  4 
  7,600 
  4d6 
  +2 
  14 
  72% 
  47% 
  22% 
  Channeler 
  5 
  15,200 
  5d6 
  +3 
  13 
  76% 
  50% 
  24% 
  Esper 
  6 
  30,400 
  6d6 
  +4 
  13 
  80% 
  53% 
  26% 
  Savant 
  7 
  60,800 
  7d6 
  +4 
  12 
  84% 
  56% 
  28% 
  Yogi 
  8 
  120,000 
  8d6 
  +5 
  12 
  88% 
  59% 
  30% 
  Guru 
  9 
  240,000 
  9d6 
  +6 
  12 
  89% 
  60% 
  31% 
  Psi-Lord 
  10 
  360,000 
  10d6 
  +6 
  11 
  90% 
  61% 
  32% 
  Psi-Lord 
  11 
  480,000 
  +2 hp 
  +7 
  11 
  91% 
  62% 
  33% 
  Psi-Lord 
  12 
  600,000 
  +2 hp 
  +8 
  11 
  92% 
  63% 
  34% 
  Psi-Lord 
  13 
  720,000 
  +2 hp 
  +8 
  10 
  93% 
  64% 
  35% 
  Psi-Lord 
  14 
  840,000 
  +2 hp 
  +9 
  10 
  94% 
  65% 
  36% 
  Psi-Lord 
  15 
  960,000 
  +2 hp 
  +10 
  10 
  95% 
  66% 
  37% 
  Psi-Lord 
  16 
  1,080,000 
  +2 hp 
  +10 
  9 
  96% 
  67% 
  38% 
  Psi-Lord 
  17 
  1,200,000 
  +2 hp 
  +11 
  9 
  97% 
  68% 
  39% 
  Psi-Lord 
  18 
  1,320,000 
  +2 hp 
  +12 
  9 
  98% 
  69% 
  40% 
  Psi-Lord 
  19 
  1,440,000 
  +2 hp 
  +12 
  8 
  99% 
  70% 
  41% 
  Psi-Lord 
  20 
  1,560,000 
  +2 hp 
  +13 
  8 
  99% 
  71% 
  42% 
  Psi-Lord 
  
   
  73 
   
  At each level, the psychic opens the door to a new psionic 
  power. The psychic can choose to open any power from 
  the psi-kappa or psi-gamma list, but they can only have 
  one intermediate power for every two minor powers in a 
  category, and only one major power for every two inter-
  mediate powers in a category. A psychic with six minor 
  psi-kappa powers, for example, may know three inter-
  mediate psi-kappa powers and one major power. 
  A psychic activates their powers with a d% roll. The 
  chances depend on the psychic’s level and the level of the 
  power. If a psychic fails a roll to activate a psychic power, 
  it closes that power to her for 24 hours and until she 
  spends one hour in meditation the next day at dawn. 
  Disciples 
  Psychics attract random followers beginning at 6th level 
  and gain one follower per level until 12th level. Follow-
  ers that are lost are not regained. 
  d% 
  Follower 
  01-12 
  3 bowmen (studded leather, short bow, dagger) 
  13-16 
  3 stick fighters (warriors, leather, quarterstaff, dagger) 
  17-56 
  Psychic (roll 1d3 for level) 
  57-81 
  Fighter (1st level) 
  82-84 
  Soulknife (1st level) 
  85-87 
  Monk (1st level) 
  88-92 
  Diviner (1st level) 
  93-99 
  Thief (1st level) 
  00 
  Extraordinary follower 
   
  d% 
  Extraordinary Follower 
  01-16 
  Xeph monk (1d3 for level) 
  17-32 
  Giant lynx 
  33-48 
  Juggernaut (monster) fighter (1d3 for level) 
  49-53 
  Cat with psychic creature template 
  54-69 
  Elan psychic (1d3 for level) 
  70-85 
  Elan soulknife (1d3 for level) 
  86-00 
  Kith-yin or kith-zan (depending on psychic’s alignment) 
   
  Minor Psychic Powers 
  Psi-Gamma 
  Psi-Kappa 
  Clairsentience 
  Biofeedback  
  Cloud Minds 
  Body Adaptation 
  Dowsing 
  Body Adjustment 
  Empathic Projection 
  Choke 
  E.S.P. 
  Dimension Door 
  Id Insinuation 
  Ego Whip 
  Illusion 
  Inertial Barrier 
  Mental Barrier 
  Intellect Fortress 
  Mindlink 
  Matter Agitation 
  Mind Thrust 
  Metamorphosis 
  Psi-Gamma 
  Psi-Kappa 
  Precognition 
  Psionic Blast 
  Sustenance 
  Schism 
  Thought Shield 
  Telekinesis 
  Ubiquitous Vision 
  Transvection 
   
  Intermediate Psychic Powers 
  Psi-Gamma 
  Psi-Kappa 
  Aura Sight 
  Atomize 
  Catapsi 
  Ectoplasm 
  Dominate 
  Energy Adaptation 
  Mesmerism 
  Energy Construct 
  Psychic Crush 
  Mind Switch 
  Psychometry 
  Plane Shift 
  Telepathy 
  Psychofeedback 
  Tower of Iron Will 
  Suspend Life 
  True Seeing 
  Temporal Acceleration 
   
  Major Psychic Powers 
  Psi-Gamma 
  Psi-Kappa 
  Apopsi 
  Etherealness 
  Astral Projection 
  Matter Manipulation 
  Channeling 
  Psychic Surgery 
  Reddopsi 
  Teleportation 
   
  Descriptions of these powers can be found in Chapter 6 
  under the section on psionic powers. 
  The Puritan 
  Historically, the puritans were an English religious sect 
  that operated in the 16th and 17th centuries. The terms 
  “puritan” and “preciseman” were coined as insults; the 
  people called themselves “the godly”. The puritans, by 
  and large, were interested in returning Christian worship 
  to what they believed was a purer form. In general, this 
  involved problems they had with the trappings and ritu-
  als of the Catholic Church and its progeny, the Anglican 
  Church. In England and the United States, puritans are 
  often associated with strict moral guidelines, religious 
  zealotry and witch hunts. 
  Religious reformers offer little grist for the mill when 
  creating a new character class, unless Robert E. Howard 
  enters the picture. In 1928, Howard introduced a very 
  famous puritan adventurer in the story “Red Shadows”. It 
  is from this character that we draw inspiration. 
  Requirements & Restrictions 
  A puritan must have the following minimum scores: 
  Strength 11, Wisdom 13, Dexterity 11. Puritans must be 
  
   
  74 
   
  Lawful Good in alignment. They can use all leather ar-
  mors, breastplates and bucklers. They can use all weap-
  ons in combat. 
  Puritan Skills 
  Puritans add their level to the following task checks: 
  Convert—Puritans are fiery, persuasive proponents of 
  their alignment philosophy. If they can engage a sentient 
  creature in conversation, they can attempt to convert 
  them to their alignment.  
  After one hour, the puritan makes a task check (with a -5 
  penalty if the target’s alignment is the opposite of the 
  puritan’s). If the task check is successful, the target’s 
  alignment changes to the puritan’s alignment. 
  Conversions last for a number of hours equal to the puri-
  tan’s level minus the target’s Hit Dice (minimum 1 hour). 
  After this period, there is a 90% chance that the target’s 
  alignment returns to normal. 
  Outsiders like demons, devils and angels cannot be 
  swayed from their alignment by conversion. 
  Read Languages—Puritans can read and understand 
  languages unknown to them. After 6th level, a puritan 
  can use this ability to cast a spell from a cleric scroll. 
   
  Puritan Abilities 
  A puritan’s powerful faith makes him immune to fear, so 
  sure is he that his deity is protecting him. Their single-
  minded devotion to their deity gives them a +2 bonus to 
  save vs. mind control and alignment change. Puritans 
  also enjoy a +2 bonus on saving throws made against the 
  spells and magical effects of Chaotic creatures.  
  A puritan’s zealous fervor for destroying the greater 
  powers of wickedness lets them to score +1d6 points of 
  damage against creatures of Chaos with more Hit Dice 
  than the puritan has levels. This damage is holy damage, 
  and thus can harm creatures only struck by magical 
  weapons. A melee weapon wielded by a puritan is always 
  capable of damaging creatures normally only harmed by 
  silver weapons. A 3rd level puritan’s melee weapon can 
  harm creatures only hit by +1 or better weapons. This 
  improves to +2 or better weapons at 5th level and +3 or 
  better weapons at 8th level. 
  When a puritan turns his gaze on a creature for at least 
  one minute, he can determine that creature’s alignment. 
  This cold stare is unnerving to those of a Chaotic disposi-
  tion, forcing them to succeed at a saving throw or hurry 
  away. Even if a creature does not turn and flee, they find 
  it impossible to lie in the puritan’s presence. 
  At 2nd level, a puritan’s devotion to godliness gives him 
  the ability to turn undead and Chaotic outsiders as 
  though he were a cleric one level lower.  
  A puritan can call down one minor miracle (i.e. a 1st level 
  cleric spell) each day by grasping a holy symbol or pray-
  er book and invoking the name of his Creator. The puri-
  tan does not have to memorize or prepare this spell in 
  advance. At every odd level, the puritan gains the ability 
  to call down one additional 1st level cleric spell per day, 
  thus two cleric spells at 3rd level, three at 5th level, four 
  at 7th level, and so on. 
  Meeting House 
  A 9th level puritan can establish a meeting house and 
  palisaded village, attracting a population of dour pilgrim 
  farmers, 40 men-at-arms and 1d6 firebrand preachers 
  (i.e. first level clerics), as well as a 3rd level puritan to 
  train as his successor. The men-at-arms are divided as 
  follows: 10 arquebusiers or crossbowmen in ring mail, 
  10 horsemen in breastplate with shield, lance, saber and 
  pistol and 20 footmen in breastplate with halberd. The 
  puritan and clerics should be generated as characters 
  under the control of the puritan’s player. 
  
   
  75 
   
  Puritan Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d10 
  +1 
  16 
  Confessor 
  2 
  2,400 
  2d10 
  +2 
  15 
  Penitent 
  3 
  4,800 
  3d10 
  +3 
  15 
  Pilgrim 
  4 
  9,600 
  4d10 
  +3 
  14 
  Preciseman 
  5 
  19,200 
  5d10 
  +4 
  14 
  Firebrand 
  6 
  38,400 
  6d10 
  +5 
  13 
  Hexenhammer 
  7 
  76,800 
  7d10 
  +6 
  13 
  Shepherd 
  8 
  150,000 
  8d10 
  +6 
  12 
  Zealot 
  9 
  300,000 
  9d10 
  +7 
  12 
  Puritan 
  10 
  450,000 
  10d10 
  +8 
  11 
  Puritan 
  11 
  600,000 
  +4 hp 
  +9 
  11 
  Puritan 
  12 
  750,000 
  +4 hp 
  +9 
  10 
  Puritan 
  13 
  900,000 
  +4 hp 
  +10 
  10 
  Puritan 
  14 
  1,050,000 
  +4 hp 
  +11 
  9 
  Puritan 
  15 
  1,200,000 
  +4 hp 
  +12 
  9 
  Puritan 
  16 
  1,350,000 
  +4 hp 
  +12 
  8 
  Puritan 
  17 
  1,500,000 
  +4 hp 
  +13 
  8 
  Puritan 
  18 
  1,650,000 
  +4 hp 
  +14 
  7 
  Puritan 
  19 
  1,800,000 
  +4 hp 
  +15 
  7 
  Puritan 
  20 
  1,950,000 
  +4 hp 
  +15 
  6 
  Puritan 
   
  The Saboteur 
  A saboteur is an engineer or tinker who has honed his 
  skills to the highest level and turned them loose on a 
  dungeon. He has never met a trap or lock that he couldn’t 
  disable, and while a saboteur may be a little fonder of 
  explosions and destruction than his companions might 
  like – he sure gets the job done! 
  Requirements & Restrictions 
  A saboteur must have the following minimum scores: 
  Intelligence 11 and Dexterity 9. They can use all leather 
  armors and daggers, flails, clubs, maces, morningstars, 
  crossbows and all firearms 
  Saboteur Skills 
  Saboteurs add their level to the following task checks. 
  Many of them require saboteurs’ tools. 
  Climb Walls—Saboteurs can climb walls without using 
  climbing gear at a rate of 10′ per round. 
  Find/Remove Trap—Saboteurs find traps automatic-
  ally when they examine an object or room. This takes 10 
  minutes. Once a trap is found a saboteur can remove it 
  with a task check. If this roll fails, the trap is set off. 
   
  Hide in Shadows—Saboteurs can disappear into shad-
  ows and remain unseen, even while moving. 
  Move Silently—Saboteurs can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Open Locks—Saboteurs can use their tools to pick locks. 
  Operate Siege Engine—Saboteurs can aim and operate 
  siege engines such as ballistae and catapults. 
  Sabotage—Saboteurs can break or hinder the operation 
  of mechanical devices with a task check. 
  Use Magic Items—Saboteurs can use magic items nor-
  mally barred to their class with a task check. A task check 
  must be made each time the item is used, and a roll of “1” 
  indicates the item does something awful to the saboteur. 
  Saboteur Abilities 
  At 1st level, saboteurs can concoct black powder explo-
  sives that deal 1d6 points of damage per pound. They can 
  attach fuses that take from 1 round to 1 minute to deto-
  nate. One pound of powder requires 1 day and 10 gp for 
  the saboteur to create. 
  At 6th level, the saboteur can spend an extra day and an 
  extra 25 gp to make a more refined and powerful explo-
  sive that deals 1d10 points of damage per pound. 
  When a 3rd level saboteur strikes a foe that is wearing 
  armor, he can forgo dealing damage and instead lower 
  their effective Armor Class by 1 per 3 saboteur levels.  
  The effective AC of the armor remains lowered after the 
  combat until it is repaired by an armorer. 
  
   
  76 
   
  Saboteurs deal extra damage equal to their level with 
  weapons and explosives against constructs and non-
  sentient mechanical devices. This includes magical con-
  structs. A 6th level saboteur can damage golems even 
  without magic weapons. Moreover, when he successfully 
  strikes a golem by rolling a natural '20', the golem loses 
  its magic immunity for 1 round. 
  9th level saboteurs can damage magic items to the extent 
  that they lose their powers for up to 1 day per the sabo-
  teur's intelligence bonus (if she has an intelligence bo-
  nus). The saboteur must be able to handle the item, and 
  must employ lodestones, lead wire and a silver hammer 
  to temporarily cancel the magic item's properties. 
  Wrecking Crew 
  Saboteurs do not build strongholds, but they do gain fol-
  lowers. Starting at 7th level, a saboteur attracts one fol-
  lower per level until they reach 11th level. Followers 
  who die are not replaced. Roll these followers randomly 
  on the following chart: 
  D6 
  Follower 
  1 
  1d4 gnome tinkerers (0-level) 
  2 
  1d3 rogues (0-level - see henchmen section to determine abilities) 
  3 
  1d2 men-at-arms (leather armor, short sword, light crossbow) 
  4 
  Assassin (roll 1d2 for level)* 
  5 
  Thief (roll 1d3 for level)* 
  6 
  Saboteur apprentice (roll 1d4 for level)* 
   
  Saboteur Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Defacer 
  2 
  1,700 
  2d6 
  +1 
  15 
  Ransacker 
  3 
  3,400 
  3d6 
  +1 
  15 
  Ravager 
  4 
  6,800 
  4d6 
  +2 
  14 
  Wrecker 
  5 
  13,600 
  5d6 
  +3 
  14 
  Demolisher 
  6 
  27,200 
  6d6 
  +3 
  13 
  Destroyer 
  7 
  54,400 
  7d6 
  +4 
  13 
  Vandal 
  8 
  110,000 
  8d6 
  +5 
  12 
  Saboteur 
  9 
  220,000 
  9d6 
  +5 
  12 
  Master of Disaster 
  10 
  330,000 
  10d6 
  +6 
  11 
  Master of Disaster 
  11 
  440,000 
  +2 hp 
  +7 
  11 
  Master of Disaster 
  12 
  550,000 
  +2 hp 
  +7 
  10 
  Master of Disaster 
  13 
  660,000 
  +2 hp 
  +8 
  10 
  Master of Disaster 
  14 
  770,000 
  +2 hp 
  +9 
  9 
  Master of Disaster 
  15 
  880,000 
  +2 hp 
  +9 
  9 
  Master of Disaster 
  16 
  990,000 
  +2 hp 
  +10 
  8 
  Master of Disaster 
  17 
  1,100,000 
  +2 hp 
  +11 
  8 
  Master of Disaster 
  18 
  1,210,000 
  +2 hp 
  +11 
  7 
  Master of Disaster 
  19 
  1,320,000 
  +2 hp 
  +12 
  7 
  Master of Disaster 
  20 
  1,430,000 
  +2 hp 
  +13 
  6 
  Master of Disaster 
  The Scientist 
  The scientist is a character dedicated to understanding 
  the fantasy world and its bizarre, supernatural physics 
  and applying this knowledge to the discovery and crea-
  tion of new inventions. In laymen’s terms, what the mag-
  ic-user does with spells, the scientist does with gadgets, 
  gizmos and chemical formulas. 
  Scientists have been a staple of pulp fiction for a century, 
  though they are most often encountered in sword & 
  planet and “scientifiction”. The archetypal scientist is an 
  older man with a brilliant mind and a collection of fan-
  tastic inventions that help the hero of the story overcome 
  obstacles. Just as wizards often play the role of villain in 
  sword & sorcery stories, the mad scientist is often the 
  antagonist to the swordsman’s protagonist. 
  No person better exemplifies the class we are seeking to 
  create than Leonardo Da Vinci. Had he only lived in a 
  fictional, fantastic world, Da Vinci might have invented 
  any number of wonderful mechanical contrivances. 
  Benjamin Franklin is another inspiration for our scien-
  tific adventurer, not the least of which because he “dis-
  covered” electricity (or “electrical fluid” as it was called 
  in the 18th century) and invented and named the battery 
  which serves as the foundation for our scientist class’s 
  make-believe inventions. 
  The original mad scientist in literature was Victor Frank-
  enstein from Mary Shelley’s 1818 novel Frankenstein; or, 
  The Modern Prometheus. Victor Frankenstein discovers 
  the ability to return life to dead tissue and in the process 
  creates the first “flesh golem”. 
  Requirements & Restrictions 
  A scientist must have the following minimum scores: 
  Intelligence 11. They cannot use armor. They can use 
  clubs, daggers, darts, hand crossbows, light crossbows, 
  staves in combat. 
  Scientist Skills 
  Scientists add their level to the following checks: 
  Communicate—Scientists can communicate with crea-
  tures that speak languages they do not understand by the 
  use of logic and miming. 
  Find/Remove Traps—Scientists find traps automatic-
  ally when they examine an object or room. This takes 10 
  
   
  77 
   
  minutes. Once a trap is found a scientist can remove it 
  with a task check. If this roll fails, the trap is set off. 
  Identify Specimen—Scientists can identify animals, 
  vegetables, minerals and gases. Identifying strange or 
  magical specimens might require a task check. 
  Lore—Scientists can recall lore about ancient civiliza-
  tions, magic items and monsters. A successful check re-
  veals an item’s powers and gives a clue to its command 
  word, or reveals a monster’s vulnerabilities. 
  Open Locks—Scientists can use tools to open locks. 
  Read Languages—Scientists can read and understand 
  languages unknown to them, as well as decipher codes. 
  Scientist Abilities 
  Scientists begin play with one small invention or three 
  formulas (see below) and 1d6 x 10 gp to spend on 
  equipment. They must own a journal, their equivalent of 
  the magic-user's spell book. 
   
  Scientists are capable of building machines and brewing 
  chemical formulas that duplicate the effect of magic-user 
  spells. Formulas work like potions, while inventions 
  work something like wands. Inventions are powered by 
  Leyden jars. Each jar weighs 8 oz. and holds 10 charges. 
  Multiple jars form a battery. A jar can be fully charged 
  with static electricity in 1 hour. 
  An invention uses one charge per level of the spell it du-
  plicates each time it is used. Thus, an invention duplicat-
  ing a 5th level spell uses 5 charges each time it is used. 
  Before a scientist can brew a formula or build an inven-
  tion, he must discover how to do so. Research requires 
  one week per level of the spell to be duplicated. This pro-
  cess of discovery costs 100 gp per spell level. 
  The base chance of success is 10% + 1% per level of the 
  scientist + 1% per point of intelligence minus 2% per 
  level of spell to be duplicated. If the scientist is aided by a 
  sage, their chance is improved by +3%. The maximum 
  chance of success is 95%. When a scientist discovers a 
  new invention or formula, they should shout “Eureka!” 
  Inventions and formulas must be discovered separately, 
  even if they have the same spell effect. 
  Inventions come in three sizes: Small, Medium and Large. 
  Small inventions can be held in one hand and weigh 10 
  lb. Medium inventions can be moved about clumsily by 
  man-sized creatures using both their hands, and weigh 
  50 lb. A large invention fits inside a 10′ x 10′ room and 
  weighs 500 lb. A medium invention costs 10 times as 
  much to build as a small invention, and a large invention 
  costs 10 times as much to build as a medium one. Formu-
  las count as small inventions. 
  The level of spell a scientist can "fit" into an invention of 
  a given size is as follows: 
  Scientist 
  Spell Level 
  Level 
  Small 
  Medium 
  Large 
  1-3 
  1st 
  2nd 
  3rd 
  4-6 
  1st – 2nd 
  3rd 
  4th 
  7-9 
  1st – 3rd 
  4th 
  5th 
  10-12 
  1st – 4th 
  5th 
  6th 
   
  Brewing a formula costs 25 gp times the spell level times 
  the level of the scientist. A 1st level formula brewed by a 
  3rd three scientist, for example, costs 25 x 1 x 3 gp, or 75 
  gp, to concoct. A 4th level formula brewed by a 9th level 
  scientist costs 25 x 4 x 9 gp, or 900 gp, to concoct. 
  
   
  78 
   
  Inventions cost 500 gp per spell level to create and their 
  manufacture requires 5 days plus 2 days per spell level. 
  Thus, an invention that duplicates the 2nd level spell acid 
  arrow costs 1,000 gp and requires 9 days of work. 
  Players and TKs should come up with fantastic, quasi-
  scientific names for a scientist’s inventions, whether they 
  are inspired by the natural philosophers of the Renais-
  sance or the mad scientists from pulp fiction. 
  Laboratory 
  When a scientist reaches 9th level, he can build a labora-
  tory overlooking a city or town. If he does so, he attracts 
  1d4 men-at-arms per level, 1d6 first level scientists who 
  wish to train under him, and one third level scientist to 
  act as his lab assistant. These scientists should be rolled 
  up as characters under the control of the scientist PC. 
  Scientist Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d4 
  +0 
  15 
  Tinkerer 
  2 
  1,500 
  2d4 
  +0 
  14 
  Chemist 
  3 
  3,000 
  3d4 
  +1 
  14 
  Scholar 
  4 
  6,000 
  4d4 
  +1 
  14 
  Philosopher 
  5 
  12,000 
  5d4 
  +1 
  13 
  Sage 
  6 
  24,000 
  6d4 
  +2 
  13 
  Professor 
  7 
  48,000 
  7d4 
  +2 
  12 
  Polymath 
  8 
  100,000 
  8d4 
  +3 
  12 
  Doctor 
  9 
  200,000 
  9d4 
  +3 
  12 
  Genius 
  10 
  300,000 
  10d4 
  +3 
  11 
  Genius 
  11 
  400,000 
  +1 hp 
  +4 
  11 
  Genius 
  12 
  500,000 
  +1 hp 
  +4 
  11 
  Genius 
  13 
  600,000 
  +1 hp 
  +5 
  10 
  Genius 
  14 
  700,000 
  +1 hp 
  +5 
  10 
  Genius 
  15 
  800,000 
  +1 hp 
  +5 
  10 
  Genius 
  16 
  900,000 
  +1 hp 
  +6 
  9 
  Genius 
  17 
  1,000,000 
  +1 hp 
  +6 
  9 
  Genius 
  18 
  1,100,000 
  +1 hp 
  +7 
  9 
  Genius 
  19 
  1,200,000 
  +1 hp 
  +7 
  8 
  Genius 
  20 
  1,300,000 
  +1 hp 
  +7 
  8 
  Super-Genius 
  The Shadowdancer 
  Shadowdancers are characters akin to thieves and assas-
  sins, with mystic powers related to the mysterious Shad-
  ow Plane. As children, shadowdancers have an unhealthy 
  fascination with the dark, peering for hours on end into 
  the shadows and claiming to see things moving and liv-
  ing there. These tales they tell, of course, are true, for 
  these children have a strange link to the Plane of Shad-
  ows, a link they learn to harness as they grow older. 
  Requirements & Restrictions 
  A shadowdancer must have the following minimum 
  scores: Dexterity 13, Charisma 13. They can use all leath-
  er armors and bucklers. They can use clubs, crossbows 
  (any), daggers, darts, morningstars, rapiers, saps, short 
  bows, short swords, staves in combat. 
  Shadowdancer Skills 
  Shadowdancers add their level to the following checks: 
  Acrobatics—Shadowdancers can walk tightropes, tum-
  ble past opponents and swing from chandeliers. 
  Escape Bonds—Shadowdancers can make a task check 
  to slip out of ropes and chains (-4 to check if chains) and 
  to find weak spots in prison cells and cages. 
  Hear Noise—Shadowdancers can hear incredibly quiet 
  noises through doors or from far away. 
  Hide in Shadows—Shadowdancers can disappear into 
  the shadows and remain unseen, even while moving. 
  Move Silently—Shadowdancers can walk slowly with-
  out making a sound if they are not in metal armor. 
  Pick Pockets—Shadowdancers can pick pockets and 
  perform small acts of legerdemain. 
   
  
   
  79 
   
  Shadowdancer Class Table 
  Level 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Penumbra 
  2 
  1,600 
  2d6 
  +1 
  16 
  Duskwalker 
  3 
  3,200 
  3d6 
  +1 
  15 
  Umbra 
  4 
  6,400 
  4d6 
  +2 
  15 
  Gloomwalker 
  5 
  12,800 
  5d6 
  +2 
  15 
  Phantom 
  6 
  25,600 
  6d6 
  +3 
  15 
  Shadowwalker 
  7 
  51,200 
  7d6 
  +4 
  14 
  Shadowdancer 
  8 
  100,000 
  8d6 
  +4 
  14 
  Shadowbender 
  9 
  200,000 
  9d6 
  +5 
  14 
  Shadowmaster 
  10 
  300,000 
  10d6 
  +5 
  14 
  Shadowlord 
  11 
  400,000 
  +2 hp 
  +6 
  14 
  Shadowlord 
  12 
  500,000 
  +2 hp 
  +7 
  13 
  Shadowlord 
  13 
  600,000 
  +2 hp 
  +7 
  13 
  Shadowlord 
  14 
  700,000 
  +2 hp 
  +8 
  13 
  Shadowlord 
  15 
  800,000 
  +2 hp 
  +8 
  13 
  Shadowlord 
  16 
  900,000 
  +2 hp 
  +9 
  12 
  Shadowlord 
  17 
  1,000,000 
  +2 hp 
  +10 
  12 
  Shadowlord 
  18 
  1,100,000 
  +2 hp 
  +10 
  12 
  Shadowlord 
  19 
  1,200,000 
  +2 hp 
  +11 
  12 
  Shadowlord 
  20 
  1,300,000 
  +2 hp 
  +11 
  12 
  Shadowlord 
  Shadowdancer Abilities 
  Shadowdancers are so at home in the darkness that they 
  have darkvision to a range of 60′ or increase the range of 
  their darkvision by 30′ if they have it as a racial ability.  
  As long as there are shadows within 10′ a shadowdancer 
  gains a +5 bonus to all hide attempts as the shadows 
  seem to flow over their bodies.  
  A shadowdancer can cast darkness II three times per day. 
  At 2nd level, a shadowdancer can create visual illusions 
  (i.e. phantasmal force) once per day, but only in shadows. 
  At 3rd level a shadowdancer learns to separate her 
  shadow into an independent entity. Unlike the shadow in 
  the monster book, this shadow’s alignment matches that 
  of the shadowdancer and the creature cannot create 
  spawn. The summoned shadow cannot be turned, re-
  buked, or commanded by any third party.  
  This shadow serves as a companion to the shadowdancer 
  and can communicate intelligibly with her. Every third 
  level gained by the shadowdancer adds +2 HD to her 
  shadow companion. If a shadow companion is destroyed 
  the shadowdancer loses 200 XP per shadowdancer level. 
  The shadowdancer’s XP total can never go below 0 as the 
  result of a shadow’s destruction. A destroyed shadow 
  companion cannot be replaced for 30 days. 
  At 4th level, a shadowdancer gains the ability to travel 
  between shadows as if by means of a dimension door 
  spell. The limitation is that the magical transport must 
  begin and end in an area with at least some shadow. A 
  shadowdancer can jump up to a total of 20′ each day in 
  this way; this may be a single jump of 20′ or two jumps of 
  10′ each, etc. Every two levels higher than 4th, the dis-
  tance a shadowdancer can jump each day doubles. 
  Starting at 6th level, once per day when a shadowdancer 
  would be reduced to 0 hit points or less by damage in 
  combat (from a weapon or other blow, not a spell or spe-
  cial ability), she can attempt to roll with the damage. She 
  makes a save and, if successful, takes only half damage 
  from the blow. She must be aware of the attack and able 
  to react to it in order to execute her defensive roll. 
  At 8th level, the shadowdancer can cast the blacklight 
  spell once per day. 
  At 10th level, the shadowdancer can cast the shadow 
  conjuration spell once per day. Their use of the blacklight 
  spell increases to three per day, and they can use dark-
  ness II and phantasmal force five times per day. 
  At 12th level, the shadowdancer can cast the shadow 
  evocation spell once per day. Their use of shadow conjur-
  ation increases to three times per day, they can use 
  blacklight and phantasmal force five times per day and 
  cast darkness II at will. 
  Shadow Troupe 
  Shadowdancers attract random followers beginning at 
  6th level and gain one follower per level until 12th level. 
  Followers that die are not regained. 
  d% 
  Follower 
  01-12 
  3 goblins (chainmail, short bow, dagger) 
  13-16 
  3 thugs (warriors, leather, light mace, dagger) 
  17-56 
  Shadowdancer (roll 1d3 for level) 
  57-81 
  Fighter (1st level) 
  82-84 
  Assassin (1st level) 
  85-87 
  Monk (1st level) 
  88-92 
  Illusionist (1st level) 
  93-99 
  Thief (1st level) 
  00 
  Extraordinary follower 
   
   
   
   
  
   
  80 
   
  d% 
  Extraordinary Follower 
  01-20 
  Dwarf fighter (1d3 for level) 
  21-40 
  Drow (maybe an exiled aristocrat) 
  41-60 
  Ravens (1d4) 
  61-80 
  Elf Illusionist (1d3 for level) 
  81-00 
  Tiefling shadowdancer (1d3 for level) 
  The She-Devil 
  She-devils are women possessed not only of a righteous 
  rage towards oppressors, but also the gift of puissance at 
  arms granted by a goddess of war. Although she-devils 
  often look the part of barbarians for their lack of armor, 
  they should not be confused with simple berserkers, for 
  they are peerless swordswomen. 
  Requirements & Restrictions 
  A she-devil must have the following minimum scores: 
  Strength 11, Dexterity 13 and Wisdom 11. They can use 
  all leather and mail armors and shields and bucklers. 
  She-devils can use all weapons. 
  She-Devil Skills 
  She-devils add their level to the following task checks: 
  Riding—She-devils can attack from horseback at no 
  penalty, and can attempt task checks to remain in the 
  saddle when suffering damage and performing stunts. 
  Survival—She-devils are skilled at survival. A 1st level 
  she-devil should select a home environment. In this envi-
  ronment she can find shelter, build a fire and find enough 
  food and water for a 1d6 + her level people per day, with 
  a only a 10% chance of failure. In unfamiliar environ-
  ments, she must roll a task check. 
  She-Devil Abilities 
  She-devils must make a vow of chastity that can only be 
  broken for a lover who has first defeated them in combat. 
  If this vow is not upheld, the she-devil loses her special 
  abilities and her attack bonuses are reduced to that of a 
  thief of the same level. She must atone to regain her abili-
  ties, killing the person for whom she broke her vow. In 
  addition, she may not hire male henchmen, though they 
  may hire male hirelings and may adventure with men. 
  A she-devil enjoys a +2 bonus to Armor Class due to her 
  fluid fighting style and the blessings of her goddess. 
  When armed with a medium or larger weapon she can 
  deflect missiles as a monk of the same level. 
   
  Although they balk at intimate male contact, a she-devil 
  has a powerful ability to affect the emotions of men. Once 
  per day per level, a she-devil can exude an aura 30′ in 
  radius that affects men as either crushing despair or 
  cause fear. They can also use this aura to inspire women 
  as though using either a good hope or rage spell. 
  A she-devil can fly into a righteous rage under the follow-
  ing conditions: If she sees the weak being threatened or 
  harmed by the powerful, if she sees a female humanoid 
  being threatened or harmed, or if she is reduced to less 
  than half her normal hit point total by a male humanoid 
  (or monstrous humanoid).  
  A raging she-devil enjoys a bonus to all saving throws, 
  Armor Class and attack rolls equal to her Wisdom modi-
  fier. This rage lasts for 6 rounds. When it is over, the she-
  devil is fatigued (see conditions) for 1 hour. A she-devil 
  can fly into this rage no more than three times per day. 
   
   
   
  
   
  81 
   
  She-Devil Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Amazon 
  2 
  2,100 
  2d8 
  +2 
  15 
  Hell-Cat 
  3 
  4,200 
  3d8 
  +3 
  15 
  Virago 
  4 
  8,400 
  4d8 
  +3 
  14 
  Fury 
  5 
  16,800 
  5d8 
  +4 
  14 
  Termagant 
  6 
  33,600 
  6d8 
  +5 
  13 
  Hellion 
  7 
  67,200 
  7d8 
  +6 
  13 
  Tigress 
  8 
  130,000 
  8d8 
  +6 
  12 
  Harridan 
  9 
  260,000 
  9d8 
  +7 
  12 
  She-Devil 
  10 
  390,000 
  10d8 
  +8 
  11 
  She-Devil 
  11 
  520,000 
  +3 hp 
  +9 
  11 
  She-Devil 
  12 
  650,000 
  +3 hp 
  +9 
  10 
  She-Devil 
  13 
  780,000 
  +3 hp 
  +10 
  10 
  She-Devil 
  14 
  910,000 
  +3 hp 
  +11 
  9 
  She-Devil 
  15 
  1,040,000 
  +3 hp 
  +12 
  9 
  She-Devil 
  16 
  1,170,000 
  +3 hp 
  +12 
  8 
  She-Devil 
  17 
  1,300,000 
  +3 hp 
  +13 
  8 
  She-Devil 
  18 
  1,430,000 
  +3 hp 
  +14 
  7 
  She-Devil 
  19 
  1,560,000 
  +3 hp 
  +15 
  7 
  She-Devil 
  20 
  1,690,000 
  +3 hp 
  +15 
  6 
  She-Devil 
   
  A 12th level she-devil may invoke her righteous rage 
  against masculine outsiders. In addition, the she-devil 
  generates an effect equivalent to the protection from evil 
  spell against these outsiders. 
  Sisterhood 
  A 9th level she-devil attracts a band of 2d12 followers. 
  These followers are very loyal to the she-devil and will 
  not leave her service unless she ceases being a she-devil. 
  Members of a band that die are not replaced.  
  For each follower who joins the she-devil’s band, roll d% 
  to determine what they are. 
  d% 
  Follower 
  01-16 
  1d4+1 women-at-arms 
  17-26 
  Barbarian (roll 1d4+1 for level) 
  27-31 
  Druid (roll 1d4+1 for level) 
  32-61 
  Duelist (roll 1d4+1 for level) 
  62-64 
  Fighter (roll 1d4+1 for level) 
  65-94 
  Sorcerer (roll 1d4+1 for level) 
  95-99 
  Valkyrie (roll 1d4+1 for level) 
  00 
  Extraordinary follower (roll on table below) 
   
   
   
   
   
  d20 
  Extraordinary Follower 
  d20 
  Extraordinary Follower 
  1-3 
  Bear, black 
  14 
  Red amazons (1d4) 
  4-6 
  Hawk 
  15 
  Owl, giant 
  7-9 
  Warhorse, light 
  16 
  Owlbear 
  10 
  Eagle, giant 
  17 
  Pegasus 
  11 
  Leopard 
  18 
  Unicorn 
  12 
  Blue amazons (1d4) 
  19 
  Vampyre (1d3 for level) 
  13 
  Green amazons (1d4) 
  20 
  Werebear 
  The Slave Girl 
  “No longer was she merely the dancing-girl who extorts a cry 
  of lust and concupiscence from an old man by the lascivious 
  contortions of her body; who breaks the will, masters the 
  mind of a King by the spectacle of her quivering bosoms, heav-
  ing belly and tossing thighs; she was now revealed in a sense 
  as the symbolic incarnation of world-old Vice, the goddess of 
  immortal Hysteria, the Curse of Beauty supreme above all 
  other beauties by the cataleptic spasm that stirs her flesh and 
  steels her muscles, – a monstrous Beast of the Apocalypse, 
  indifferent, irresponsible, insensible, poisoning.”  
  – Joris-Karl Huysmans, Sisters of Salome 
  We’ve all seen them in fantasy art – the damsel in dis-
  tress, clinging to a heroic warrior. Are they helpless 
  women depending on men, or very shrewd women who 
  have wrapped gullible or chivalrous men around their 
  little finger? Not every woman can be a wise cleric, bril-
  liant magic-user or doughty warrior, after all, but lacking 
  those skills doesn’t mean that woman doesn’t have the 
  same desire for respect and power. The slave girl uses 
  her charisma-derived skills and abilities to get what she 
  wants. All slave girls are accompanied by a protector, 
  who, motivated by a desire to protect the weak or to woo 
  the lovely, is willing to lay down his life for her. 
  Requirements & Restrictions 
  Slave girls must have the following minimum ability 
  scores: Int 11, Cha 13. They must be Neutral or Chaotic in 
  alignment. Slave girls cannot use armor and can only 
  fight with daggers and darts. 
  Slave Girl Skills 
  Slave girls add their level to the following skill checks: 
  Communicate—Slave girls can communicate with sen-
  tient creatures with whom they do not share a common 
  language. Communication of this sort must be short and 
  simple – no deep philosophical discussions are possible. 
  
   
  82 
   
   
  Find Secret Doors—Slave girls note the presence of 
  secret doors on a roll of 1-3 on 1d6 when searching, and 
  on a roll of 1-2 on 1d6 when merely passing by them. 
  Hear Noise—Slave girls can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Slave girls can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Slave girls can walk slowly without 
  making a sound if they are not in metal armor. 
  Pick Pockets—Slave girls can pick pockets and perform 
  small acts of legerdemain. 
  Slave Girl Abilities 
  Behind that pretty face and those soft eyes, a slave girl 
  has a shrewd mind and a fantastic amount of moxie. She 
  enjoys a +3 bonus to save vs. enchantments and fear. 
  Every slave girl has a defender, a man or woman who 
  loves (or thinks he or she loves) her and wants more 
  than anything else to protect her. The motivations of the 
  defender vary and are a matter for the Treasure Keeper 
  and player to work out. Whatever their motivation, the 
  defender is a constant companion to the slave girl and is 
  willing to fight to the death for her. Because the slave girl 
  relies on her seeming helplessness to attract these de-
  fenders, she cannot hire henchmen (though she can ad-
  venture with other people’s henchmen). 
  The type of a slave girl’s defender should be determined 
  by rolling 1d6. All are considered to be NPC’s under the 
  control of the player of the slave girl. 
   
   
   
  D6 
  Defender 
  1 
  Barbarian Warrior (HD 1+1) 
  The stereotypical barbarian with bulging muscles, a mail shirt (AC 
  14), loin cloth, horned helmet and two-handed sword. Barbarian 
  warriors can go berserk (as a berserker). Barbarian warriors are 
  usually Neutral. Their motivation for protecting the slave girl is a 
  combination of lust and a primitive sense of duty. 
  2 
  Dashing Swashbuckler (HD 1) 
  These dashing rogues wear leather armor (AC 13) and swirling 
  capes and wield rapier and dagger. They are skilled at balancing, 
  jumping, swinging on ropes and chandeliers and trickery. They are 
  usually Neutral, and are primarily motivated by lust. 
  3 
  Handsome Prince (HD 1) 
  Handsome princes or princesses are young aristocrats. They are 
  crusaders for truth and beauty, are immune to fear and able to 
  smite evil as a paladin. Princes wear plate mail and carry long-
  swords. They are motivated by chivalrous love for the slave girl and 
  a desire to protect the weak and innocent. 
  4 
  Wizened Sage (HD 1-1) 
  The wizened sage is a doddering old fool who perhaps thinks he 
  has a shot at the beautiful young lady or maybe sees her as a 
  daughter he or she never had. Either way, they are dedicated to 
  her. Wizened sages have the normal sage abilities and can cast 
  one spell per day of a spell level (maximum) equal to their own Hit 
  Dice divided by two. Wizened sages wear robes (or some other 
  form of nerdy clothing) and carry daggers and darts. 
  5 
  Bewitched Minstrel (HD 1-1) 
  The slave girl is the minstrel’s muse and inspiration, their reason 
  for life, the source of their art. Yeah, they’re a bit dramatic. Min-
  strels wear ring mail  (AC 13) and carry a short sword, short bow, 
  and musical instrument. They can fascinate like a bard. 
  6 
  Knight Errant (HD 1) 
  The errant knight fights for love, lust and the chance to show off. 
  They wear chainmail and carry longsword and shield. Knights 
  errant can make two attacks per round in combat. 
   
  Besides the abilities noted above, the defender can 
  choose to absorb 1d6 points of damage suffered by the 
  slave girl per round, so long as they are within 3′ of her. 
  A 1st level slave girl’s defender can use his special ability 
  one time per day. As the slave girl advances in level, her 
  defender becomes more powerful or she attracts more 
  powerful defenders.  
  Level 
  Bonus Hit Dice 
  Uses of Special Ability 
  1st-2nd 
  +0 
  1/day 
  3rd-5th 
  +2 
  2/day 
  6th-8th 
  +4 
  3/day 
  9th-11th 
  +6 
  4/day 
  12th-14th 
  +8 
  5/day 
  15th-17th 
  +10 
  6/day 
  18th-20th 
  +12 
  7/day 
   
  If or when a defender dies, the slave girl attracts a new 
  defender on her next visit to a settlement of at least vil-
  lage size. To do this, she must spend time away from the 
  other adventurers (not far away, mind you) in a tavern, 
  looking vulnerable. It will take her at least one day to 
  
   
  83 
   
  wrap the new defender around her finger, after which 
  they become her official defender until death. 
  A 1st level slave girl, upon touching a target, forces them 
  to pass a saving throw or be affected as though by the 
  slow spell for 1 round per 4 levels of the slave girl. The 
  slave girl can use this ability once per day at 1st level and 
  three times per day at 4th-20th level. 
  A 3rd level slave girl’s seductive smile enamors a single 
  target, who receives a saving throw to resist the effect. 
  The target suffers a -2 penalty to attacks, damage and 
  saving throws while enamored. Against the slave girl, 
  this worsens to a -4 penalty. If the target finds the slave 
  girl attractive, its attacks against her are always non-
  lethal. The effect lasts indefinitely unless the slave girl is 
  killed, becomes invisible or is otherwise imperceptible to 
  the target. The slave girl can use her seductive smile once 
  per day at 3rd level, and three times per day at 6th-20th. 
  With a kiss, the 5th level slave girl places a charm person 
  effect on the target, who receives a saving throw to resist 
  the kiss. The duration is 24 hours, but can be extended 
  an additional 24 hours each day by the slave girl rolling 
  1d20 under her Charisma score. The slave girl can use 
  this ability once per day at 5th level, and three times per 
  day at 8th-20th level. 
  The 7th level slave girl’s piercing gaze deals psychic 
  damage to a target as she forces conflicting urges and 
  emotions on it. The target must meet her gaze for this to 
  have an effect; if this happens the target suffers 5d4 
  points of damage (non-lethal if the slave girl wishes). A 
  saving throw is permitted to cut the damage in half. The 
  slave girl can use this gaze once per day at 7th level, and 
  three times per day at 10th level and higher. 
  Mistress of the Manor 
  A 9th level slave girl that has amassed enough treasure 
  can establish a tavern, inn or road house of her own. 
  Once she establishes herself as a landlady, she attracts a 
  staff, one 1st level fighter per level to serve as guards and 
  a plucky 3rd level slave girl with her own defender to 
  serve as her apprentice. From here, the former slave girl 
  can weave her webs among aristocrats and other high-
  level adventurers in a bid to enter the aristocracy and 
  complete her “rags to riches” story. 
   
   
   
  Slave Girl Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d4 
  +0 
  15 
  Slave Girl 
  2 
  1,300 
  2d4 
  +1 
  14 
  Ingénue 
  3 
  2,600 
  3d4 
  +1 
  14 
  Damsel-in-distress 
  4 
  5,200 
  4d4 
  +2 
  13 
  Nymph 
  5 
  10,400 
  5d4 
  +2 
  13 
  Houri 
  6 
  20,800 
  6d4 
  +3 
  12 
  Lamia 
  7 
  41,600 
  7d4 
  +4 
  12 
  Vamp 
  8 
  80,000 
  8d4 
  +4 
  12 
  Femme fatale 
  9 
  160,000 
  9d4 
  +5 
  11 
  Belle dame sans merci 
  10 
  240,000 
  10d4 
  +5 
  11 
  Belle dame sans merci 
  11 
  320,000 
  +1 hp 
  +6 
  10 
  Belle dame sans merci 
  12 
  400,000 
  +1 hp 
  +7 
  10 
  Belle dame sans merci 
  13 
  480,000 
  +1 hp 
  +7 
  9 
  Belle dame sans merci 
  14 
  560,000 
  +1 hp 
  +8 
  9 
  Belle dame sans merci 
  15 
  640,000 
  +1 hp 
  +8 
  9 
  Belle dame sans merci 
  16 
  720,000 
  +1 hp 
  +9 
  8 
  Belle dame sans merci 
  17 
  800,000 
  +1 hp 
  +10 
  8 
  Belle dame sans merci 
  18 
  880,000 
  +1 hp 
  +10 
  7 
  Belle dame sans merci 
  19 
  960,000 
  +1 hp 
  +11 
  7 
  Belle dame sans merci 
  20 
  1,040,000 
  +1 hp 
  +11 
  6 
  Belle dame sans merci 
   
  The Soulknife 
  Soulknives are men and women with a natural surplus of 
  psychic energy but no ability to manifest it in the form of 
  psychic powers. Instead, they learn through rigorous 
  training and meditation to unlock their chakras and fo-
  cus their psychic energy into a blade-shaped construct 
  called a mind weapon.  
  Soulknives follow a strict warrior code called the Kshat-
  riya Dharma. This code states, “Stand straight and never 
  bow down, for this alone is manliness. Rather break at 
  the knots than bend!” 
  Requirements & Restrictions 
  Soulknives must have the following minimum ability 
  scores: Dexterity 13 and Wisdom 13. They can use all 
  leather and mail armors and shields and bucklers. Soul-
  knives can use all weapons in combat. 
  Soulknife Skills 
  Soulknife’s add their level to the following task checks: 
  Riding—Soulknives are capable of attacking from a 
  mount at no penalty, and can attempt task checks to re-
  main in the saddle when suffering damage and for per-
  forming dangerous riding stunts. 
  
   
  84 
   
  Soulknife Abilities 
  Soulknives are born with psychic potential, but that po-
  tential must be cultivated and trained. There are four 
  soulknife traditions that operate mind temples in which 
  new soulknives are trained. These traditions are Solar, 
  Lunar, Fire and Serpent. A soulknife character must 
  choose a tradition at 1st level. 
  A soulknife can create a weapon composed of psychic 
  energy. The mind weapon works like a normal version of 
  the weapon, though it looks like a construct of solid light. 
  A mind weapon can be sundered, though instead of the 
  weapon making a saving throw to avoid being sundered, 
  the soulknife makes the saving throw. Even if the mind 
  weapon is broken, the soulknife can create another on 
  his next turn. A mind weapon dissipates if a soulknife 
  relinquishes his grip on it. A mind weapon is considered 
  a magic weapon for the purpose of damaging monsters. 
  A 1st level soulknife can manifest any light melee weap-
  on as a mind weapon. At 3rd level, a soulknife can mani-
  fest medium melee weapons and missile weapons that 
  do not use gunpowder. At 5th level, a soulknife can mani-
  fest heavy melee weapons as mind weapons, or he can 
  manifest his mind weapon as two light weapons, wield-
  ing them using the normal rules for two weapon combat. 
  A soulknife of 3rd level or higher can spend one round of 
  combat imbuing his mind blade with destructive psychic 
  energy. This effect deals an extra 1d6 points of damage 
  to the next living, non-mindless target he successfully 
  attacks with his mind blade. Creatures immune to mind 
  effects are immune to this damage. 
  A mind blade deals this extra damage only once when 
  this ability is called upon, but a soulknife can imbue his 
  mind weapon with psychic energy again by spending 
  another round to concentrate. 
  Once a soulknife has imbued his weapon for a psychic 
  strike it holds the extra energy until it is used. Even if he 
  drops the mind blade (or it otherwise dissipates, such as 
  when it is thrown and misses), it is still imbued with psy-
  chic energy when the soulknife next materializes it. 
  At 7th, 11th, 15th, and 19th level, the extra damage from 
  a soulknife’s psychic strike increases by +1d6. When a 
  13th level soulknife executes a psychic strike he can 
  choose to damage his target’s intelligence, wisdom or 
  charisma at the rate of 1 point of ability damage per dice 
  of hit point damage (thus 3d6 points of normal damage 
  becomes 3 points of ability damage). 
   
  A 5th level soulknife can manifest a mind weapon with 
  the abilities of a magic item. This special ability is tied to 
  the tradition in which the soulknife trained. 
  Tradition 
  Magic Item 
  Solar 
  as +1 sword, sun blade 
  Lunar 
  as +1 sword of wounding 
  Fire 
  as +1 longsword, flame tongue 
  Serpent 
  as dagger of venom 
   
  At 6th level, a soulknife gains the ability to manifest his 
  psychic energy as a mount. This mount looks like a nor-
  mal animal of its type and has the same combat statistics 
  of its normal type, but it is composed of the same glow-
  ing, translucent solidified light as his mind weapon. This 
  mind beast dissipates if the soul knife does not remain 
  mounted on it. A mind beast can be manifested once per 
  day per six soulknife levels. 
  A 6th level soulknife can manifest a mind tiger large 
  enough to be used as a mount. The mind tiger adds the 
  soulknife’s Charisma bonus to damage rolls (max. +3). 
  A 9th level soulknife can manifest a mind rhinoceros. The 
  mind rhino adds the soulknife’s Intelligence bonus (if he 
  has one) to damage rolls, to a maximum bonus of +3. 
  A 12th level soulknife can manifest a mind elephant. The 
  mind elephant adds the soulknife’s Wisdom bonus (if he 
  has one) to damage rolls, to a maximum bonus of +3. 
   
  
   
  85 
   
  Soulknife Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Naya 
  2 
  2,100 
  2d8 
  +2 
  15 
  Yod’dha 
  3 
  4,200 
  3d8 
  +3 
  15 
  Bagha 
  4 
  8,400 
  4d8 
  +3 
  14 
  Senapti 
  5 
  16,800 
  5d8 
  +4 
  14 
  Bhalu 
  6 
  33,600 
  6d8 
  +5 
  13 
  Raksaka 
  7 
  67,200 
  7d8 
  +6 
  13 
  Shere 
  8 
  135,000 
  8d8 
  +6 
  12 
  Nayaka 
  9 
  270,000 
  9d8 
  +7 
  12 
  Maha 
  10 
  405,000 
  10d8 
  +8 
  11 
  Kshatriya 
  11 
  540,000 
  +3 hp 
  +9 
  11 
  Kshatriya 
  12 
  675,000 
  +3 hp 
  +9 
  10 
  Kshatriya 
  13 
  810,000 
  +3 hp 
  +10 
  10 
  Kshatriya 
  14 
  945,000 
  +3 hp 
  +11 
  9 
  Kshatriya 
  15 
  1,080,000 
  +3 hp 
  +12 
  9 
  Kshatriya 
  16 
  1,215,000 
  +3 hp 
  +12 
  8 
  Kshatriya 
  17 
  1,350,000 
  +3 hp 
  +13 
  8 
  Kshatriya 
  18 
  1,485,000 
  +3 hp 
  +14 
  7 
  Kshatriya 
  19 
  1,620,000 
  +3 hp 
  +15 
  7 
  Kshatriya 
  20 
  1,755,000 
  +3 hp 
  +15 
  6 
  Kshatriya 
   
  At 15th level, a soulknife can manifest this beast with a 
  template based on the soulknife’s tradition. Solars mani-
  fest celestial beasts, lunars psionic beasts, fires elemental 
  (fire) beasts and serpents draconic beasts. 
  Mandalee 
  A mandalee is a war band gathered by the soulknife to 
  promote his tradition and alignment. Soulknives gain 
  2d12 random followers at 9th level. Followers that are 
  lost are not regained. These followers remain loyal to the 
  soulknife so long as he remains loyal to them. 
  d% 
  Follower 
  01-22 
  3 hawk men (longbow, short sword) 
  23-36 
  3 humans (warriors, leather, buckler, rapier, dagger) 
  37-46 
  Assassin (1d4+1 level) 
  47-56 
  Bard (1d4+1 level) 
  57-81 
  Fighter (1d4+1 level) 
  82-84 
  Soulknife (1d4+1 for level, same tradition) 
  85-87 
  Monk (1d4+1 level) 
  88-92 
  Psychic (1d4+1 level) 
  93-99 
  Thief (1d4+1 level) 
  00 
  Extraordinary follower 
   
   
   
   
   
  d% 
  Extraordinary Follower 
  01-30 
  Black bear 
  31-38 
  Wolf 
  39-48 
  Constrictor snake 
  49-73 
  Monkey (small) 
  74-79 
  Dromite psychic (1d4+1 for level) 
  80-85 
  Xeph psychic (1d4+1 for level) 
  86-00 
  Crystal person 
  00 
  Guardian or dark naga * 
   
  * The naga will perform three favors for the soulknife over the course of his 
  or her life; not every request will necessarily be fulfilled 
  The Tomb Raider 
  Tomb raiders distinguish themselves from common 
  thieves and plunderers by their mental faculties and 
  their “noble” motivations. In many ways, they are sages 
  who have abandoned the staid and safe halls of learning 
  for the field, venturing into the wilderness to discover 
  firsthand the secrets of the ancients. 
  Requirements & Restrictions 
  Tomb raiders must have the following minimum ability 
  scores: Dex 13 and Int 13. They can use all leather ar-
  mors and may use clubs, hand and light crossbows, dag-
  gers, darts, picks, pistols, staves, short swords and whips. 
  Tomb Raider Skills 
  Tomb raiders add their level to the following checks: 
  Climb Walls—Tomb raiders can climb walls without 
  using climbing gear at a rate of 10′ per round. 
  Escape Bonds—Tomb raiders can make a task check to 
  slip out of ropes and chains (-4 to check if chains) and to 
  find weak spots in prison cells and cages. 
  Find/Remove Traps—Tomb raiders find traps auto-
  matically when they examine an object or room. This 
  takes 10 minutes. Once a trap is found, they can remove 
  it with a task check. If this roll fails, the trap is set off. 
  Find Secret Doors—Tomb raiders note the presence of 
  secret doors on a roll of 1-3 on 1d6 when searching, and 
  on a roll of 1-2 on 1d6 when merely passing by them. 
  Lore—Tomb raiders can recall lore about magic items 
  and monsters. A successful check reveals an item’s pow-
  ers and gives a clue to its command word, or reveals a 
  monster’s vulnerabilities. 
  
   
  86 
   
  Note Unusual Stonework—Tomb raiders note unusual 
  stonework, including secret and concealed doors and 
  traps constructed mainly of stonework.  
  Open Locks—Tomb raiders can use tools to open locks. 
  Read Languages—Tomb raiders can decipher languages 
  that are unknown to them. After 3rd level, they can use 
  this ability to cast spells from a magic-user scroll. 
  Use Magic—Tomb raiders can attempt to activate magic 
  items, including scrolls, wands and staffs, not normally 
  open to their class. This involves a penalty equal to the 
  level of the spell being activated, a -4 penalty for other 
  magic items, or a -8 penalty for artifacts and relics.  
  Tomb Raider Abilities 
  Although they are not as practiced as thieves at robbing 
  the living, tomb raiders are incredible at avoiding traps 
  left to guard the dead, and so enjoy a +2 bonus to save 
  against the effects of traps, mundane and magical. 
  Tomb raiders have learned from experience the value of 
  two tools of their chosen profession, the whip and the 
  quarterstaff. When employing these weapons, a tomb 
  raider enjoys not only a +1 bonus to attack, but also a +3 
  bonus on task checks using these weapons, such as at-
  tempting to vault over a chasm using a quarterstaff or 
  slam a door closed using a whip to grab the handle. 
  Tomb raiders have to finance their activities, but they 
  shy away from selling objects of historical value. Such 
  items, they believe, belong in libraries, museums or uni-
  versities. A tomb raider that allows such an important 
  item to be sold or kept for private use is immediately 
  struck by a quest spell to retrieve that item and see it 
  placed in the hands of the proper academic authorities. 
  Tomb Raider Class Advancement 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  15 
  Digger 
  2 
  1,600 
  2d6 
  +1 
  14 
  Excavator 
  3 
  3,200 
  3d6 
  +1 
  14 
  Delver 
  4 
  6,400 
  4d6 
  +2 
  13 
  Tomb Robber 
  5 
  12,800 
  5d6 
  +2 
  13 
  Historian 
  6 
  25,600 
  6d6 
  +3 
  12 
  Antiquarian 
  7 
  51,200 
  7d6 
  +4 
  12 
  Archaeologist 
  8 
  100,000 
  8d6 
  +4 
  12 
  Relic Hunter 
  9 
  200,000 
  9d6 
  +5 
  11 
  Tomb Raider 
  10 
  300,000 
  10d6 
  +5 
  11 
  Tomb Raider 
  11 
  400,000 
  +2 hp 
  +6 
  10 
  Tomb Raider 
  12 
  500,000 
  +2 hp 
  +7 
  10 
  Tomb Raider 
  13 
  600,000 
  +2 hp 
  +7 
  9 
  Tomb Raider 
  14 
  700,000 
  +2 hp 
  +8 
  9 
  Tomb Raider 
  15 
  800,000 
  +2 hp 
  +8 
  9 
  Tomb Raider 
  16 
  900,000 
  +2 hp 
  +9 
  8 
  Tomb Raider 
  17 
  1,000,000 
  +2 hp 
  +10 
  8 
  Tomb Raider 
  18 
  1,100,000 
  +2 hp 
  +10 
  7 
  Tomb Raider 
  19 
  1,200,000 
  +2 hp 
  +11 
  7 
  Tomb Raider 
  20 
  1,300,000 
  +2 hp 
  +11 
  6 
  Tomb Raider 
   
  The Traveler 
  An astounding array of creatures passes 
  through a fantasy world, from elves and 
  humans to ambulatory fungi and float-
  ing brains. But among the more inter-
  esting are the travelers. Travelers are 
  human beings from our own world who 
  navigate weird realms using the power 
  of their dreaming mind. Although they 
  are seemingly awake and conscious, all 
  travelers actually exist in a state of 
  semi-consciousness, living out their 
  dreams thanks to the shaky reality that 
  makes up most fantasy worlds.  
  Travelers are adventurers first and 
  foremost, with a thirst for new and 
  strange vistas. Travelers are imagina-
  tive and creative and often impulsive, 
  for they are used to reality shifting to 
  
   
  87 
   
  please them and sometimes taken back when events do 
  not comply with their wishes. 
  Requirements & Restrictions 
  Travelers must have the following minimum ability 
  scores: Cha 13, Wis 13. They can use leather and mail 
  armors and bucklers. They can use all weapons. 
  Traveler Skills 
  Travelers add their level to the following tasks: 
  Communicate—Travelers can communicate with crea-
  tures that speak languages they do not understand by the 
  use of logic and miming. 
  Find/Remove Traps—Travelers find traps automatic-
  ally when they examine an object or room. This takes 10 
  minutes. Once a trap is found a scientist can remove it 
  with a task check. If this roll fails, the trap is set off. 
  Find Secret Doors—Travelers note the presence of se-
  cret doors on a roll of 1-3 on 1d6 when searching, and on 
  a roll of 1-2 on 1d6 when merely passing by them. 
  Hear Noise—Travelers can hear incredibly quiet noises 
  through doors or from far away. 
  Identify Specimen—Travelers can identify animals, 
  vegetables and minerals. Identifying strange or magical 
  specimens might require a task check. 
   
  Lore—Travelers can recall lore about ancient civiliza-
  tions, magic items and monsters. A successful check re-
  veals an item’s powers and gives a clue to its command 
  word, or reveals a monster’s vulnerabilities. 
  Open Locks—Travelers can use tools to open locks. 
  Read Languages—Travelers can read and understand 
  languages unknown to them, as well as decipher codes. 
  Traveler Abilities 
  To use his special abilities, a traveler must possess a fo-
  cus object and must be holding it in his hand. To use his 
  abilities, the traveler must activate them with a success-
  ful saving throw. He must then remain in a somewhat 
  calm reverie; emotional and physical disruptions can 
  stop the traveler in his tracks and necessitate further 
  saving throws to maintain the reverie. 
  From 1st to 4th level, a traveler can impose his will upon 
  his immediate surroundings. To use these abilities, he 
  must be grasping a walking stick with a silver tip. Such a 
  stick costs 30 gp and can also be wielded as a club. 
  From 5th to 8th level, a traveler can use his powers to 
  explore on a global scale. To use abilities gained from 4th 
  to 6th level, the traveler must possess a golden compass. 
  Such a compass can be constructed by an expert jeweler 
  at a cost of 500 gp. 
  From 9th level on, the traveler learns to pierce the veil of 
  time itself. In order to use his new abilities, he must pos-
  sess a pocket watch made of gold and studded with dia-
  monds. Such a device can be constructed by an expert 
  jeweler at a cost of 3,000 gp. 
  Creatures wishing to accompany the traveler on his ex-
  tra-dimensional trips must take care. The traveler can 
  travel with one person per two levels. These hangers-on 
  must keep their eyes closed tight while traveling or go 
  mad. Even with their eyes closed, they are ripped from 
  their own sense of dimension and time, and thus must 
  pass a saving throw or become nauseous for 1d4 rounds 
  after they finish their trip. 
  Although not immune to sleep, travelers enjoy a +5 bo-
  nus to save against sleep spells and effects. Strangely, 
  when knocked into unconsciousness by a sleep spell a 
  traveler still perceives the world around him and can act 
  on it by animating inanimate objects. The traveler can 
  animate one small object at 1st level, one man-sized ob-
  ject at 4th level and one large object at 7th level. If the 
  object is destroyed in combat, the traveler loses 1d6 hit 
  
   
  88 
   
  points for a small object, 2d6 for a man-sized object and 
  3d6 for a large object. 
  The traveler’s ability to perceive the spaces between 
  dimensions gives them a slightly alien mindset that re-
  veals itself in their eccentricities. At each level beyond 
  1st, a traveler must roll on the following table. The term 
  “unnerved” indicates that the traveler suffers a -1 penal-
  ty to all d20 rolls while in the presence of the thing that 
  unnerves him. Rolling an eccentricity a second time 
  makes it more intense, thus a -2 penalty. 
  D20 
  Eccentricity 
  1 
  Unnerved by a certain color 
  2 
  Unnerved by small animals or children 
  3 
  Must stand next to the tallest or shortest or fattest or thinnest 
  person in a room 
  4 
  Frightened by gourds and melons 
  5 
  Can only eat or never eat with his fingers 
  6 
  Accidentally reverses the meanings of words 
  7 
  Becomes unnerved, morose, angry or giddy when traveling in one 
  of the cardinal directions 
  8 
  Suffers from agoraphobia 
  9 
  Stares at people and takes long pauses before he speaks 
  10 
  Will not drink water, only wine 
  11 
  Unnerved by sea creatures and seafood 
  12 
  Laughs at inappropriate moments 
  13 
  Unnerved by an innocuous word or phrase 
  14 
  Never calls people by their names, only nicknames that change 
  from day to day 
  15 
  Only walks backwards across bridges or under arches 
  16 
  Feels the need to touch people while talking to them 
  17 
  Unnatural fear of cabbages and other leafy vegetables – this 
  becomes panic at the sight of leafy plant monsters 
  18 
  Will not willingly get on a boat – mumbles something about the 
  stars when asked to 
  19 
  Talks to himself, often in the middle of the night, increasing the 
  chance of wandering monsters by 1 
  20 
  Super fastidious and clean 
   
  A 1st level traveler perceives that the shortest route be-
  tween two points is a non-Euclidian curve and increases 
  his movement rate by 10′ per round.  
  For exactly one minute per day a 2nd level traveler can 
  operate under the effects of a haste spell. The traveler 
  must take care not to exceed one minute of hasted 
  movement, for beyond this he begins aging 1 year for 
  every minute of hasted activity. 
  A 3rd level traveler can slide between dimensions, dupli-
  cating the effects of a dimension door spell. He can do this 
  once per day without incident, but additional uses carry 
  with them an increasing chance of attracting an extra-
  dimensional being such as a demon, night hag or ethereal 
  marauder. The second time in a day that a traveler uses 
  dimension door carries a 1 in 6 chance of a weird encoun-
  ter. Each additional use of this special ability increases 
  the chances of an encounter by 1 in 6. 
  Traveler Class Advancement 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  15 
  Rover 
  2 
  2,200 
  2d6 
  +1 
  14 
  Wanderer 
  3 
  4,400 
  3d6 
  +1 
  14 
  Vagabond 
  4 
  8,800 
  4d6 
  +2 
  13 
  Navigator 
  5 
  17,600 
  5d6 
  +3 
  13 
  Explorer 
  6 
  35,200 
  6d6 
  +3 
  12 
  Discoverer 
  7 
  70,400 
  7d6 
  +4 
  12 
  Psychopomp 
  8 
  130,000 
  8d6 
  +5 
  12 
  Imaginant 
  9 
  260,000 
  9d6 
  +5 
  11 
  Traveler 
  10 
  390,000 
  10d6 
  +6 
  11 
  Traveler 
  11 
  520,000 
  +2 hp 
  +7 
  10 
  Traveler 
  12 
  650,000 
  +2 hp 
  +7 
  10 
  Traveler 
  13 
  780,000 
  +2 hp 
  +8 
  9 
  Traveler 
  14 
  910,000 
  +2 hp 
  +9 
  9 
  Traveler 
  15 
  1,040,000 
  +2 hp 
  +9 
  9 
  Traveler 
  16 
  1,170,000 
  +2 hp 
  +10 
  8 
  Traveler 
  17 
  1,300,000 
  +2 hp 
  +11 
  8 
  Traveler 
  18 
  1,430,000 
  +2 hp 
  +11 
  7 
  Traveler 
  19 
  1,560,000 
  +2 hp 
  +12 
  7 
  Traveler 
  20 
  1,690,000 
  +2 hp 
  +13 
  6 
  Time Lord 
   
  A 4th level traveler always knows which direction is 
  north and can duplicate the effects of a find the path spell 
  by making a successful saving throw. A failed saving 
  throw gives the traveler false information, usually send-
  ing him in the opposite direction that he desired. 
  A 6th level traveler learns the true nature of shadows 
  and gains the ability to step into a shadow and emerge 
  many miles away as though using the teleport spell. The 
  journey through the shadows seems to take a normal 
  amount of time to the traveler (i.e. covering 6 miles on 
  foot in 8 hours of travel), but in fact takes only 1 minute 
  per mile traveled. The traveler suffers the same possibil-
  ity of error while navigating the shadow realm, but does 
  not run the risk of teleporting low or high, though their 
  soul can be lost in the spaces between realities. 
  An 8th level traveler can fall into a deep trance and travel 
  in astral form, per astral projection. If awakened while 
  travelling, the shock of returning to his senses robs the 
  traveler of half his current hit points (they will heal natu-
  rally) and his scream may attract monsters. 
  
   
  89 
   
  The 10th level traveler can use his ability to slide be-
  tween dimensions to visit other planes and realities. 
  Traveling to another reality does not necessarily mean 
  the traveler has the ability to survive in that reality, so 
  care must be taken not to visit a place hostile to life. 
  The 12th level traveler reaches the pinnacle of his art 
  and learns to move frictionless between the falling sands 
  of time, effectively stopping time around him, per the 
  spell time stop. 
  The Valkyrie 
  The Valkyries are Odin’s and Freya’s choosers of the 
  slain, who visit battlefields on winged steeds to escort 
  the souls of the dead to the afterlife. Before they get their 
  jobs working for the All-Father and the Lady, they begin 
  life as warrior-priests in service to those deities. While 
  the class is explicitly modeled on Norse mythology, a 
  canny Treasure Keeper should be able to make cosmetic 
  changes to the class to make it work for adherents of 
  other pantheons. 
  Requirements & Restrictions 
  Valkyries must have the following minimum ability 
  scores: Strength 13 and Charisma 13. They may not be 
  Chaotic. They can use all armor, shields and weapons. 
  Valkyrie Skills 
  Valkyries add their level to the following task checks: 
  Riding—Valkyries are capable of attacking from horse-
  back at no penalty, and can attempt task checks to re-
  main in the saddle when suffering damage and for per-
  forming dangerous riding stunts. 
  Valkyrie Abilities 
  Being servants of a psychopomp, Valkyries are intimately 
  attuned to death, and possess the ability to see a dark 
  halo around the heads of those who are about to die. A 
  Valkyrie can use the deathwatch spell at will.  
  In addition to its normal effects, a deathwatch spell that 
  is used by a Valkyrie also communicates to them when a 
  creature has less than half its normal total of hit points. 
  A Valkyrie has a slaying strike. Three times per day, she 
  can invoke this ability against an opponent who has al-
  ready lost half its starting hit points. The Valkyrie may 
  attempt to smite this weakened foe with one normal me-
  lee attack. If successful, the attack deals +1d6 damage. 
  Valkyrie Class Table 
   
  Experience 
  Hit 
  Attack 
  Saving 
   
  Spells per Day per Spell Level 
  LVL 
  Points 
  Dice 
  Bonus 
  Throw 
  Title 
  1st 
  2nd 
  3rd 
  4th 
  1 
  0 
  1d8 
  +1 
  16 
  Shieldmaiden 
  - 
  - 
  - 
  - 
  2 
  2,500 
  2d8 
  +2 
  15 
  Wish Maiden 
  - 
  - 
  - 
  - 
  3 
  5,000 
  3d8 
  +3 
  15 
  Od’s-Maiden 
  - 
  - 
  - 
  - 
  4 
  10,000 
  4d8 
  +3 
  14 
  Warmaiden 
  - 
  - 
  - 
  - 
  5 
  20,000 
  5d8 
  +4 
  14 
  Spearwoman 
  - 
  - 
  - 
  - 
  6 
  40,000 
  6d8 
  +5 
  13 
  Swanmay 
  1 
  - 
  - 
  - 
  7 
  80,000 
  7d8 
  +6 
  13 
  Norn 
  1 
  - 
  - 
  - 
  8 
  150,000 
  8d8 
  +6 
  12 
  Valravn 
  1 
  - 
  - 
  - 
  9 
  300,000 
  9d8 
  +7 
  12 
  Valkyrie 
  1 
  - 
  - 
  - 
  10 
  450,000 
  10d8 
  +8 
  11 
  Valkyrie 
  1 
  1 
  - 
  - 
  11 
  600,000 
  +3 hp 
  +9 
  11 
  Valkyrie 
  1 
  1 
  - 
  - 
  12 
  750,000 
  +3 hp 
  +9 
  10 
  Valkyrie 
  1 
  1 
  1 
  - 
  13 
  900,000 
  +3 hp 
  +10 
  10 
  Valkyrie 
  1 
  1 
  1 
  - 
  14 
  1,050,000 
  +3 hp 
  +11 
  9 
  Valkyrie 
  2 
  1 
  1 
  - 
  15 
  1,200,000 
  +3 hp 
  +12 
  9 
  Valkyrie 
  2 
  2 
  1 
  1 
  16 
  1,350,000 
  +3 hp 
  +12 
  8 
  Valkyrie 
  2 
  2 
  2 
  1 
  17 
  1,500,000 
  +3 hp 
  +13 
  8 
  Valkyrie 
  2 
  2 
  2 
  1 
  18 
  1,650,000 
  +3 hp 
  +14 
  7 
  Valkyrie 
  3 
  2 
  2 
  1 
  19 
  1,800,000 
  +3 hp 
  +15 
  7 
  Valkyrie 
  3 
  3 
  3 
  2 
  20 
  1,950,000 
  +3 hp 
  +15 
  6 
  Valkyrie 
  3 
  3 
  3 
  3 
   
  
   
  90 
   
    
  A 2nd level Valkyrie can heal wounds by touch. This is 
  called the “laying on of hands”. Each day she can heal a 
  total number of hit points of damage equal to her Valkyr-
  ie level. A Valkyrie may choose to divide her healing 
  among multiple recipients and she does not have to use 
  it all at once.  
  A 3rd level Valkyrie is immune to fear. Each ally within 
  10′ of her gains a +2 bonus on saving throws against fear. 
  In addition, the Valkyrie gains immunity to all diseases, 
  including supernatural and magical diseases. 
  A 4th level Valkyrie gains the ability to turn undead as a 
  cleric three levels lower. In addition, she can, once per 
  day, summon a flock of ravens. These ravens can be used 
  to attack enemies (the equivalent of the summon swarm 
  spell) or as spies, for the Valkyrie can communicate with 
  them telepathically (range 10’). The ravens serve her for 
  one hour and then depart. 
  A 6th level Valkyrie can cast divine spells using the same 
  rules as the cleric. These spells are on the spell list below. 
  A 7th level Valkyrie can undertake a quest, guided by an 
  odic vision, to find and gain the service of a pegasus. If 
  the Valkyrie’s dies, she must atone with a dangerous 
  quest and then wait until gaining another level of Valkyr-
  ie to undertake the quest again. 
   
   
  Wild Hunt 
  A 9th level Valkyrie attracts a band of 2d12 followers, all 
  female. These followers are very loyal to the Valkyrie and 
  will not leave her service unless she ceases being a Val-
  kyrie. Members of a hunt that die are not replaced.  
  For each follower who joins the Valkyrie’s band, roll d% 
  to determine what they are. 
  d% 
  Follower 
  01-16 
  1d4+1 women-at-arms (ringmail, spear, short bow) 
  17-26 
  Barbarian (roll 1d4+1 for level) 
  27-31 
  Druid (roll 1d4+1 for level) 
  32-61 
  Fighter (roll 1d4+1 for level) 
  62-64 
  Ranger (roll 1d4+1 for level) 
  65-94 
  Sorcerer (roll 1d4+1 for level) 
  95-99 
  Valkyrie (roll 1d4+1 for level) 
  00 
  Extraordinary follower (roll on table below) 
   
  d20 
  Extraordinary Follower 
  d20 
  Extraordinary Follower 
  1-2 
  Bear, black 
  12 
  Green amazons (1d4) 
  3 
  Beastmaster (1d4 level) 
  13 
  Muscleman (1d4 level) 
  4-5 
  Berserkers (1d4) 
  14-15 
  Raven * 
  6 
  Blue amazons (1d4) 
  16 
  She-devil (1d4 level) 
  7-8 
  Dwarf warriors (1d4) 
  17 
  Troll ** 
  9-10 
  Elf warriors (1d4 
  18 
  Werebear 
  11 
  Giant eagle 
  19-20 
  Wolf (1d6) 
   
  * The raven can be used as a wizard eye by the valkyrie once per day 
  ** The troll is difficult to control and treacherous 
  Valkyrie Spells 
  1—Bless, calm animals, charm person, detect poison, de-
  tect undead, divine favor, endure elements, foretelling, 
  magic weapon, protection from evil, resistance, shield of 
  faith, true strike 
  2—Augury, chant, charisma, command undead, heroism, 
  resist energy, shield other, strength, undetectable align-
  ment, wisdom 
  3—Daylight, dispel magic, hold person, prayer, protection 
  from evil II, remove curse, sleet storm, slow 
  4—Air walk, break enchantment, charm monster, dispel 
  evil, divination, free action, negative energy protection, 
  scrying, shout, wind walk 
   
   
   
  
   
  91 
   
  The Vampyre 
  Vampires are consummate hunters who on occasion 
  leave behind a spawn with a mind of its own. These 
  vampyres do not serve their creators, but rather serve 
  themselves, hunting mortals and collecting treasures 
  that might allow them to found strongholds. 
  Vampyre characters are different than vampire mon-
  sters. Characters do not gain the ability to regenerate, 
  nor the security of a coffin (such a thing would be a bit 
  inconvenient for a player character). A vampyre charac-
  ter exposed to the sun is disoriented, and can only take a 
  move or attack action each round. In addition, they suffer 
  1 point of constitution damage per round in sunlight, 
  turning to ash when their constitution drops to zero. 
  When a vampyre character is reduced to 0 hit points, 
  they are destroyed and stay destroyed; one need not 
  drive a stake through their heart or cut off their head 
  (though they may, if that sort of thing turns them on). 
  Vampyre characters can cross running water, but they 
  still need permission to cross a threshold into a private 
  residence or chamber. They do recoil from the smell of 
  garlic, and they can be turned, though not instantly de-
  stroyed, by a Lawful cleric. They can be controlled by 
  Chaotic anti-clerics, but receive a saving throw each 
  round to throw off the control. 
  Requirements & Restrictions 
  Vampyres must have the following minimum ability 
  scores: Dex 9, Cha 13. They may not be Lawful. They can 
  use all armor and all weapons. 
  Vampyre Skills 
  Vampyres add their level to the following task checks: 
  Climb Walls—Vampyres climb walls and other sheer 
  surfaces without climbing gear at a rate of 10′ per round. 
  Hide in Shadows—Vampyres can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Vampyres can walk slowly without 
  making a sound if they are not in metal armor. 
  Vampyre Abilities 
  Vampyres are capable of sucking blood. They must first 
  make a successful grapple attack against a living crea-
  ture. If they remain in the grapple the next round, they 
  may make a bite attack. If successful, this deals 1d4 
  points of hit point damage. Each round that the grapple is 
  maintained, the victim suffers additional damage.  
  At 4th level, a vampyre gains resistance to cold damage. 
  At 7th level, a vampyre can assume gaseous form (as the 
  spell) once per day. 
  At 8th level, a vampyre gains the ability to crush a vic-
  tim’s will by gazing into their eyes. This gaze attack has a 
  range of 30′ and works as the dominate person spell. The 
  8th level vampyre also gains resistance to electricity. 
  At 10th level, a vampyre’s touch can be used to drain one 
  level/hit dice from an enemy. 
   
   
  
   
  92 
   
  Vampyre Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d10 
  +1 
  16 
  Bloodsucker 
  2 
  2,400 
  2d10 
  +2 
  15 
  Sanguisage 
  3 
  4,800 
  3d10 
  +3 
  15 
  Revenant 
  4 
  9,600 
  4d10 
  +3 
  14 
  Moroi 
  5 
  19,200 
  5d10 
  +4 
  14 
  Varkolak 
  6 
  38,400 
  6d10 
  +5 
  13 
  Strigoi 
  7 
  76,800 
  7d10 
  +6 
  13 
  Nosferatu 
  8 
  150,000 
  8d10 
  +6 
  12 
  Dracula 
  9 
  300,000 
  9d10 
  +7 
  12 
  Vampyre Count 
  10 
  450,000 
  10d10 
  +8 
  11 
  Vampyre Count 
  11 
  600,000 
  +4 hp 
  +9 
  11 
  Vampyre Count 
  12 
  750,000 
  +4 hp 
  +9 
  10 
  Vampyre Count 
  13 
  900,000 
  +4 hp 
  +10 
  10 
  Vampyre Count 
  14 
  1,050,000 
  +4 hp 
  +11 
  9 
  Vampyre Count 
  15 
  1,200,000 
  +4 hp 
  +12 
  9 
  Vampyre Count 
  16 
  1,350,000 
  +4 hp 
  +12 
  8 
  Vampyre Count 
  17 
  1,500,000 
  +4 hp 
  +13 
  8 
  Vampyre Count 
  18 
  1,650,000 
  +4 hp 
  +14 
  7 
  Vampyre Count 
  19 
  1,800,000 
  +4 hp 
  +15 
  7 
  Vampyre Count 
  20 
  1,950,000 
  +4 hp 
  +15 
  7 
  Vampyre Count 
   
  Castle Vampyre 
  A 9th level vampyre takes on the title of vampyre count, 
  and earns the right to build a stronghold (a creepy one, 
  of course). The vampyre count attracts a corps of follow-
  ers by rolling 4 times on the following table. 
  D6  
  Minions 
  1  
  1d8 skeletons 
  2  
  1d6 zombies 
  3  
  1d4 ghouls 
  4  
  1d2 ghasts 
  5  
  1 wight 
  6  
  1 vampyre consort (a vampyre of 4th level) 
  The Venturer 
  Many of the real adventurers of the Middle Ages and Age 
  of Discovery were merchant-adventurers, with Marco 
  Polo being perhaps the most famous of them. The ven-
  turer is a roguish explorer intent not on broadening his 
  horizons as much as increasing the weight of his purse. 
  Naturally, this makes the venturer an apt fellow to have 
  along when traversing the wilderness or venturing into a 
  strange city, but consider also his value in the under-
  world – not just dusty tombs full of plunder, but the un-
  explored vaults deep beneath the earth, peopled by the 
  Vril-ya or lost worlds of dinosaurs, and possessing won-
  ders for which the surface world would pay dearly. 
  Requirements & Restrictions 
  Venturers must have a minimum Charisma score of 9. 
  They can use all leather and mail armors and bucklers 
  and shields. They can use all light and medium weapons, 
  and all ranged weapons. 
  Venturer Skills 
  Venturers add their level to the following class skills: 
  Appraise Value—Venturers can guess the value of an 
  item of treasure by examining it. 
  Communicate—Venturers can communicate with sen-
  tient creatures with whom they do not share a common 
  language. Communication of this sort must be short and 
  simple – no deep philosophical discussions are possible. 
  Find/Remove Traps—Venturers find traps automatical-
  ly when they examine an object or room. This takes 10 
  minutes. Once a trap is found a venturer can remove it 
  with a task check. If this roll fails, the trap is set off. 
  Gather Rumors—Venturers can chat with the locals to 
  learn valuable information. With a successful task check, 
  a venturer learns 1d6 rumors about the settlement and 
  its surrounding region. 
  Hear Noise—Venturers can hear incredibly quiet noises 
  through doors or from far away. 
  Move Silently—Venturers can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Open Locks—Venturers can use tools to open locks. 
  Pick Pockets—Venturers can pick pockets and perform 
  small acts of legerdemain. 
  Read Languages—Venturers can decipher languages that 
  are unknown to them. 
  Venturer Abilities 
  Venturers roll 4d6 x 10 to determine starting gold, but 
  may not use their haggling ability (see below) when buy-
  ing their starting equipment. 
  As venturers advance in level, they must show their 
  wealth by retaining or purchasing at least 100 gp worth 
  of jewelry or finery per level. A venturer only wearing 
  
   
  93 
   
  enough wealth to qualify for a lower level is treated as 
  though he was that level. 
  In addition, a venturer must maintain at least one 
  henchman for every three levels she achieves. A venturer 
  who is not allowed to take on an additional henchman 
  due to her charisma score cannot continue to advance in 
  levels as a venturer. 
  Any sly operator knows to keep an eye out for trouble, 
  and venturers always try to stay one step ahead of their 
  competition. Venturers are only surprised on a roll of 1 
  on 1d6 and they enjoy a +1 bonus to save vs. traps.  
  When a venturer is being lied to, the TK can make a se-
  cret roll on her behalf to discover whether she catches 
  on. The TK must roll 1d20 under the venturer’s Wisdom 
  score to catch on. 
  Venturers are expert hagglers. Whenever a venturer is 
  making a purchase she can choose to haggle. If she rolls 
  1d20 under her Charisma score she gets a 25% discount 
  on the sale price. If she fails, she pays a 25% premium. If 
  the venturer is haggling against another venturer, both 
  make the roll, and the one who rolls the lowest wins. 
  Venturers are natural leaders and their gregarious man-
  ner goes over well with most strangers. They enjoy a +1 
  bonus to reaction rolls and can employ one henchman 
  more than their charisma score would normally allow. 
   
   
  Whenever visiting a town or city and in need of assis-
  tance, there is a chance equal to the venturer’s level x 5% 
  that they have a contact in that place that might prove 
  useful. The contact does not exist solely for the purpose 
  of solving the venturer’s problems, but rather should be 
  a fully realized NPC with his or her own agenda that is 
  willing to render assistance for a price. 
  For example, a venturer who finds himself in need of 
  horses might remember that his friend the horse trader 
  lives in the town he is visiting. A venturer who runs into 
  trouble with the watch might remember his old school 
  chum, who became a lawyer. This ability should be used 
  to move events forward and lend a minor helping hand, 
  not to resolve events with the mere roll of the dice. 
  While every venturer wants to make an honest living, 
  there are times when unreasonable authorities make this 
  impossible. Venturers are capable of hiding small items 
  on their person by rolling 1d20 under their dexterity. 
  Merchant Prince 
  A 9th level venturer can choose to establish a caravan or 
  buy a ship. A venturer who does so attracts 1d6 first lev-
  el venturers as apprentices and a 3rd level venturer to 
  serve as her protégé, and must hire horses, camels, driv-
  ers, sailors, etc. as necessary. These venturers should be 
  generated as characters under control of the PC venturer. 
  Venturer Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d6 
  +0 
  16 
  Higgler 
  2 
  2,000 
  2d6 
  +1 
  16 
  Monger 
  3 
  4,000 
  3d6 
  +1 
  15 
  Cadger 
  4 
  8,000 
  4d6 
  +2 
  15 
  Peddler 
  5 
  16,000 
  5d6 
  +3 
  15 
  Chapman 
  6 
  32,000 
  6d6 
  +3 
  15 
  Burgher 
  7 
  64,000 
  7d6 
  +4 
  14 
  Factor 
  8 
  120,000 
  8d6 
  +5 
  14 
  Merchant 
  9 
  240,000 
  9d6 
  +5 
  14 
  Merchant Prince 
  10 
  360,000 
  10d6 
  +6 
  14 
  Merchant Prince 
  11 
  480,000 
  +2 hp 
  +7 
  14 
  Merchant Prince 
  12 
  600,000 
  +2 hp 
  +7 
  13 
  Merchant Prince 
  13 
  720,000 
  +2 hp 
  +8 
  13 
  Merchant Prince 
  14 
  840,000 
  +2 hp 
  +9 
  13 
  Merchant Prince 
  15 
  960,000 
  +2 hp 
  +9 
  13 
  Merchant Prince 
  16 
  1080,000 
  +2 hp 
  +10 
  12 
  Merchant Prince 
  17 
  1200,000 
  +2 hp 
  +11 
  12 
  Merchant Prince 
  18 
  1320,000 
  +2 hp 
  +11 
  12 
  Merchant Prince 
  19 
  1440,000 
  +2 hp 
  +12 
  12 
  Merchant Prince 
  20 
  1560,000 
  +2 hp 
  +13 
  12 
  Merchant Prince 
  
   
  94 
   
  The Vigilante 
  The war on chaos cannot be won in the streets alone, for 
  beneath those streets, in hidden places, the lords of cha-
  os lurk and plot the destruction of all that is lawful and 
  good. The vigilante is a warrior against chaos who isn’t 
  afraid to get his hands dirty. He’s not a shining knight, 
  like the paladin, or a beacon of hope like the cleric, but 
  rather a rugged street warrior on par with the thief, but 
  playing for the other side. 
  The vigilante really doesn’t belong in medieval European 
  fantasy. He is a creature of the lurid “penny dreadfuls”, 
  dime novels and pulp magazines of the late 19th and 
  early 20th centuries. The Shadow is one of the more fa-
  mous of these dark avengers, but he is not alone and the 
  stock type survives to this day.  
  Vigilantes are expected to be resourceful, cunning, handy 
  with their fists (and whatever else they can find to bash 
  in their opponent’s head) and sneaky. They employ many 
  of the techniques and skills of their less exotic foes, 
  thieves and assassins, and thus also dress and arm them-
  selves much like these rogues. 
  Requirements & Restrictions 
  Vigilantes must have the following minimum ability 
  scores: Str 13, Int 13, Dex 13. They must be Lawful. They 
  can use all leather armors, shields and bucklers. They can 
  use all weapons in combat. 
  Vigilante Skills 
  Vigilantes add their level to the following task checks: 
  Acrobatics—Vigilantes can walk tightropes, tumble past 
  opponents and swing from chandeliers. 
  Climb Walls—Vigilantes climb walls and other sheer 
  surfaces without climbing gear at a rate of 10′ per round. 
  Escape Bonds—Vigilantes can make a task check to slip 
  out of ropes and chains (-4 to check if chains) and to find 
  weak spots in prison cells and cages. 
  Hear Noise—Vigilantes can hear incredibly quiet noises 
  through doors or from far away. 
  Hide in Shadows—Vigilantes can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Vigilantes can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Open Locks—Vigilantes can use tools to open locks. 
   
  Tracking—Vigilantes can follow tracks. In cities, towns 
  and villages, he adds +10 to his task check. Penalties can 
  be assessed for the passage of time or the action of the 
  elements. Vigilantes can leave no tracks when operating 
  alone by making a task check. 
  Vigilante Abilities 
  Vigilantes must hide their true identity, lest their value 
  as a crime fighter be negatively impacted. While wearing 
  their mask, the vigilante enjoys a +2 bonus to save vs. 
  fear and other mind affects, including mind control. In 
  addition, they can attempt to cause fear (per the spell) in 
  humanoid creatures with no more than half the vigilan-
  te’s hit dice. Thus, a 1st level vigilante can cause fear in 
  1/2 hit dice creatures, while a 10th level vigilante can 
  cause fear in creatures with up to 5 hit dice. If unmasked, 
  the vigilante loses these bonuses and abilities. 
  Vigilantes have the same need to disable foes quickly 
  that thieves and assassins have, but are often bound by 
  their code of conduct not to kill their victims. A vigilante 
  has the same skill at backstabs as thieves, but any time 
  they would normally kill their target and are employing a 
  
   
  95 
   
  bludgeoning weapon, they can instead choose to knock 
  them unconscious for 1d6 turns. The victim can attempt 
  a saving throw to cut this time in half, but make sure the 
  vigilante is unaware of whether this saving throw is suc-
  cessful or unsuccessful. 
  Vigilantes are known for their resourcefulness, often 
  having just the piece of equipment they need to meet any 
  challenge. As long as a vigilante has at least ten pockets, 
  pouches or sacks (or their equivalent) on their person, 
  they can spend 50 gp to fill them with “miscellaneous 
  gear”. When, during an adventure, a vigilante suddenly 
  needs something that is not on their equipment list other 
  than a weapon, armor, money or magic item, they have a 
  percentage chance (see below) to find that item in one of 
  their pouches.  
   
   
  Item Value 
   
  Level 
  Up to 25 gp 
  26 to 50 gp 
  51 to 100 gp 
  1-3 
  30% 
  15% 
  5% 
  4-6 
  40% 
  20% 
  10% 
  7-9 
  50% 
  25% 
  15% 
  10-12 
  60% 
  30% 
  20% 
  13+ 
  70% 
  35% 
  25% 
   
  If the roll is successful, the contents of one pouch are 
  now known (i.e. the vigilante can only do this as many 
  times as they have pouches or sacks) and the item is 
  added to the vigilante’s equipment list. 
  At 6th level, a vigilante can choose an arch-nemesis for 
  himself. If this is a unique creature (i.e. Gork, the 
  Guildmaster of Assassins in the city of Yorok), the vigi-
  lante enjoys a +2 bonus to hit and damage them, a +2 
  bonus on task checks made to find or defeat them and a 
  +2 bonus to save vs. their special abilities. Once this arch-
  nemesis is defeated the vigilante may choose a new one. 
  Instead of choosing a unique arch-nemesis the vigilante 
  can choose a class of creatures as his arch-enemies, such 
  as goblins, thieves, chaotic magic-users, green dragons or 
  devils. Against his arch-enemies, the vigilante enjoys a +1 
  bonus to hit and damage, a +1 bonus on task checks 
  made to find or defeat them, and a +1 bonus to save vs. 
  their special abilities. 
  Hideout 
  A 9th level vigilante can establish a hideout to serve as 
  his secret base of operations within a settlement or in 
  the wilderness near a settlement. This signifies that the 
  settlement is under the vigilante’s protection. The vigi-
  lante attracts a 3rd level vigilante to serve as his sidekick 
  and apprentice, and earns one contact per level within 
  the city-state. Use the following table to determine the 
  general occupation of these contacts. 
  D% 
  Contact 
  01-15 
  Artisan 
  16-30 
  Laborer 
  31-45 
  Man-at-Arms 
  46-50 
  Sergeant of the city guard. 
  51-52 
  Captain of the city guard. 
  53-62 
  Priest of a Lawful temple 
  63-64 
  Cleric (1st level) of a Lawful temple 
  65-74 
  Aristocrat 
  75-76 
  Courtier  
  77-86 
  Sage 
  87-96 
  Rogue, associate of the local thieves’ guild 
  97-98 
  Thief (1st level) of the local thieves’ guild 
  99-100 
  Assassin (1st level) of the local assassin’s guild 
   
  Contacts are a source of information and adventures, and 
  have varying amounts of loyalty to the vigilante they 
  serve based on their alignment. Lawful contacts are loyal 
  90% of the time, Neutrals 60% and Chaotics 30%. This 
  loyalty is the percentage chance they will cooperate with 
  the vigilante and do special (though not overtly danger-
  ous favors) for the vigilante. Dangerous favors or endur-
  ing pain to protect the vigilante are made at half loyalty. 
  Vigilante Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Mystery Man 
  2 
  2,050 
  2d8 
  +2 
  15 
  Crimefighter 
  3 
  4,400 
  3d8 
  +3 
  15 
  Manhunter 
  4 
  8,800 
  4d8 
  +3 
  14 
  Marvel 
  5 
  17,600 
  5d8 
  +4 
  14 
  Justicar 
  6 
  35,200 
  6d8 
  +5 
  13 
  Sentinel 
  7 
  70,400 
  7d8 
  +6 
  13 
  Avenger 
  8 
  140,000 
  8d8 
  +6 
  12 
  Crusader 
  9 
  280,000 
  9d8 
  +7 
  12 
  Vigilante 
  10 
  420,000 
  10d8 
  +8 
  11 
  Vigilante 
  11 
  560,000 
  +3 hp 
  +9 
  11 
  Vigilante 
  12 
  700,000 
  +3 hp 
  +9 
  10 
  Vigilante 
  13 
  840,000 
  +3 hp 
  +10 
  10 
  Vigilante 
  14 
  980,000 
  +3 hp 
  +11 
  9 
  Vigilante 
  15 
  1,120,000 
  +3 hp 
  +12 
  9 
  Vigilante 
  16 
  1,260,000 
  +3 hp 
  +12 
  8 
  Vigilante 
  17 
  1,400,000 
  +3 hp 
  +13 
  8 
  Vigilante 
  18 
  1,540,000 
  +3 hp 
  +14 
  7 
  Vigilante 
  19 
  1,680,000 
  +3 hp 
  +15 
  7 
  Vigilante 
  20 
  1,820,000 
  +3 hp 
  +15 
  7 
  Vigilante 
   
  
   
  96 
   
   
  The Woodsman 
  The woodsman is a dweller of the greenwood as an out-
  law. He learns to live off the land, hunting and gathering, 
  and only visiting civilization when absolutely necessary. 
  Woodsmen are warriors, but unlike rangers they do not 
  have a mystic bent. They are especially skilled with the 
  longbow and quarterstaff. 
  In your campaign, woodsmen might work as a non-
  magical alternative to the ranger class. 
  Requirements & Restrictions 
  Woodsmen must have the following minimum ability 
  scores: Str 10, Dex 10, Wis 12. They can use all leather 
  and mail armors, shields and bucklers. They can use all 
  weapons in combat. 
  Woodsman Skills 
  Woodsmen add their level to the following task checks: 
  Climb Walls—Woodsmen climb walls and other sheer 
  surfaces without climbing gear at a rate of 10′ per round. 
  They climb trees at a rate of 20′ per round. 
  Disguise—A useful skill when the outlaw woodsman 
  must venture into civilization for supplies or to visit his 
  lady love. Woodsmen suffer a -1 penalty to their task 
  check if they are disguised as the opposite sex, or as crea-
  ture of a different size. 
  Hear Noise—Woodsmen can hear incredibly quiet nois-
  es through doors or from far away. 
  Hide in Shadows—Woodsmen can disappear into the 
  shadows and remain unseen, even while moving. 
  Move Silently—Woodsmen can walk slowly without 
  making a sound if they are not in metal armor. 
  Survival—Woodsmen have the same ability to survive in 
  the wilderness as a ranger. 
  Tracking—Woodsmen can track in the wilderness, but 
  not dungeons, as a ranger. 
  Woodsman Abilities 
  Woodsmen are champions of the common man and must 
  donate 10% of their treasure to village churches. 
  Woodsmen are well practiced at archery. A woodsman 
  can fire into melee without any danger of hitting his 
  comrades. They can attack twice per round with a bow 
  from 3rd to 6th level and three times per round at 7th 
  level and above at no penalty. 
  When fighting with a quarterstaff, a woodsman can 
  choose one of three fighting styles to employ each round, 
  or they can simply attack as normal. The three advanced 
  styles are dodge, parry and thrust. 
  Dodge—While dodging, a woodsman increases his Ar-
  mor Class by +2. During each round in which his oppo-
  nent misses him in combat, his opponent loses 1 hit 
  point. This represents exhaustion and cannot reduce the 
  opponent’s hit points to less than 1. 
  Parry—While parrying, the woodsman rolls d20 + his 
  strength + his attack bonus. This counts as the woods-
  man’s Armor Class for that round against melee attacks. 
  If a melee attack against the woodsman fails, he scores 
  1d4 points of damage to the attacker. 
  Thrust—This is the opposite of dodging. While thrust-
  ing, a woodsman increases his attack roll by +2, but dur-
  ing each round in which he misses his opponent in com-
  bat, he loses 1 hit point. This represents exhaustion and 
  cannot reduce the woodsman’s hit points below 1. 
   
   
   
  
   
  97 
   
  Woodsman Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  1 
  0 
  1d8 
  +1 
  16 
  Hunter 
  2 
  2,100 
  2d8 
  +2 
  15 
  Venator 
  3 
  4,200 
  3d8 
  +3 
  15 
  Forester 
  4 
  8,400 
  4d8 
  +3 
  14 
  Wolfs-head 
  5 
  16,800 
  5d8 
  +4 
  14 
  Merrie 
  6 
  33,600 
  6d8 
  +5 
  13 
  Hood 
  7 
  67,200 
  7d8 
  +6 
  13 
  Marksman 
  8 
  130,000 
  8d8 
  +6 
  12 
  Woodsman 
  9 
  260,000 
  9d8 
  +7 
  12 
  Wood Lord 
  10 
  390,000 
  10d8 
  +8 
  11 
  Wood Lord 
  11 
  520,000 
  +3 hp 
  +9 
  11 
  Wood Lord 
  12 
  650,000 
  +3 hp 
  +9 
  10 
  Wood Lord 
  13 
  780,000 
  +3 hp 
  +10 
  10 
  Wood Lord 
  14 
  910,000 
  +3 hp 
  +11 
  9 
  Wood Lord 
  15 
  1,040,000 
  +3 hp 
  +12 
  9 
  Wood Lord 
  16 
  1,170,000 
  +3 hp 
  +12 
  8 
  Wood Lord 
  17 
  1,300,000 
  +3 hp 
  +13 
  8 
  Wood Lord 
  18 
  1,430,000 
  +3 hp 
  +14 
  7 
  Wood Lord 
  19 
  1,560,000 
  +3 hp 
  +15 
  7 
  Wood Lord 
  20 
  1,690,000 
  +3 hp 
  +15 
  7 
  Wood Lord 
   
  The Wushen 
  The wushen is an elemental priest based on the Taoist 
  monks of Chinese legend. They are exorcists (pitting 
  their kung‐fu against hopping vampires and evil spirits), 
  diviners and spell casters commanding elemental forces. 
  The greatest of the wushen strive to reach immortality 
  and take their place among the gods.  
  The wushen is a fighting priest, not unlike a cleric, but 
  they worship elemental deities and spirits, including 
  dragons and the fey, rather than the philosophic deities 
  of clerics, making them more akin to druids. They use no 
  armor, relying on their fists, quick reflexes and wits. 
  Wushen believe in living in harmony with “the way”. To 
  the wushen, the way is both the source of all that exists, 
  and the vital force that keeps things alive and moving. In 
  most things, the wushen believes in passive resistance, 
  simplicity, moderation, humility and compassion. When 
  necessary, though, they can really kick some ass! 
  Requirements & Restrictions 
  Wushen must have the following minimum ability 
  scores: Con 13, Wis 13. They must be Neutral. They can-
  not use armor, and can use all weapons. 
   
  Wushen Skills 
  Wushens add their level to the following task checks: 
  Acrobatics—Wushen can walk tightropes, tumble past 
  opponents and swing from chandeliers. 
  Climb Walls—Wushen climb walls and other sheer sur-
  faces without climbing gear at a rate of 10′ per round. 
  Hear Noise—Wushen can hear incredibly quiet noises 
  through doors or from far away. 
  Move Silently—Wushen can walk slowly without mak-
  ing a sound if they are not in metal armor. 
  Wushen Abilities 
  As the wushen advances in levels, they improve their 
  Armor Class, number of attacks per round, unarmed 
  damage and speed (see class advancement below). 
  Wushen cast spells from the druid’s spell list. Wushen 
  follow the druid’s rules for casting spells. 
  A wushen can turn elementals and the undead as a cleric 
  of half their wushen level. 
  
   
  98 
   
  A 9th level wushen takes the title Celestial Master and is 
  capable of drawing elemental spirits into his body. Once 
  per day for four rounds a Celestial Master can imbue 
  himself with the powers of an air, earth, fire or water 
  elemental. The Celestial Master still looks like a human-
  oid, but his outer appearance (skin, hair, eye color) 
  changes to reflect the elemental spirit within. The Celes-
  tial Master gains the special abilities of the elemental, 
  including movement, but not its Hit Dice, Armor Class, 
  Saving Throws or Attacks and Damage.  
  Pagoda 
  A 9th level wushen can establish a pagoda in the wilder-
  ness. A wushen who becomes the master of a pagoda 
  attracts 6d6 men-at-arms under the command of a 2 HD 
  sergeant, 3d6 monks (1st level) under the command of a 
  3rd level monk and 2d6 wushen (1st level) under the 
  celestial master’s own command. 
  The Zodiac 
  The zodiac is a mystic character class that can make the 
  power of the stars incarnate on and within her person. 
  These stellar incarnations appear in many shapes, but 
  are always composed of light of a different color, based 
  upon the star sign being invoked. 
  Zodiacs train in much the same way as monks, psychics, 
  and soulknives. They operate in training houses as tight-
  knit brotherhoods under the tutelage of a master. 
  In your campaign, zodiacs might be the equivalent of 
  magicians or psychics who specialize in star magic, or 
  they might even have the blood of star gods and god-
  desses (the Pleiades) running through their veins. 
  Requirements & Restrictions 
  Zodiacs must have the following minimum ability scores: 
  Wis 15, Cha 15. They can use all leather armors and 
  bucklers. They may only fight using clubs, daggers, darts, 
  hand and light crossbows, all maces, short swords, staves 
  and quarterstaves. 
  Zodiac Skills 
  Zodiacs add their level to the following task checks: 
  Navigate—Zodiacs can navigate by the stars. This ex-
  tends onto the Astral Plane, where they have an innate 
  sense of direction. 
   
  Wushen Class Table 
   
   
   
   
   
   
  Armor 
  Unarm. 
  Unarm. 
  Base 
  Spells Per Day Per Level 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  Class 
  Attacks 
  Damage 
  Speed 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1 
  0 
  2d6 
  +0 
  16 
  Daoshi 
  10 
  1 
  1d4 
  +0′ 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  2,400 
  3d6 
  +1 
  15 
  Youxia 
  11 
  1 
  1d4 
  +10′ 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  4,800 
  4d6 
  +1 
  15 
  Vampire Hunter 
  11 
  1 
  1d4 
  +10′ 
  3 
  - 
  - 
  - 
  - 
  - 
  4 
  9,600 
  5d6 
  +2 
  14 
  Air Master 
  12 
  1 
  1d6 
  +10′ 
  4 
  1 
  - 
  - 
  - 
  - 
  5 
  19,200 
  6d6 
  +3 
  14 
  Water Master 
  12 
  1 
  1d6 
  +10′ 
  4 
  2 
  - 
  - 
  - 
  - 
  6 
  38,400 
  7d6 
  +3 
  13 
  Earth Master 
  13 
  1 
  1d6 
  +20′ 
  4 
  3 
  1 
  - 
  - 
  - 
  7 
  76,800 
  8d6 
  +4 
  13 
  Fire Master 
  13 
  1 
  2d4 
  +20′ 
  4 
  3 
  2 
  - 
  - 
  - 
  8 
  150,000 
  9d6 
  +5 
  13 
  Wuxian 
  14 
  1 
  2d4 
  +20′ 
  4 
  3 
  2 
  - 
  - 
  - 
  9 
  300,000 
  10d6 
  +5 
  12 
  Celestial Master 
  14 
  2 
  2d4 
  +20′ 
  4 
  3 
  3 
  1 
  - 
  - 
  10 
  450,000 
  +2hp 
  +6 
  12 
  Celestial Master 
  15 
  2 
  2d4 
  +30′ 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  600,000 
  +2hp 
  +7 
  11 
  Celestial Master 
  15 
  2 
  3d4 
  +30′ 
  4 
  3 
  3 
  2 
  - 
  - 
  12 
  750,000 
  +2hp 
  +7 
  11 
  Celestial Master 
  16 
  2 
  3d4 
  +30′ 
  4 
  3 
  3 
  3 
  1 
  - 
  13 
  900,000 
  +2hp 
  +8 
  10 
  Celestial Master 
  16 
  2 
  3d4 
  +30′ 
  4 
  3 
  3 
  3 
  2 
  - 
  14 
  1,050,000 
  +2hp 
  +9 
  10 
  Celestial Master 
  17 
  2 
  3d4 
  +40′ 
  4 
  3 
  3 
  3 
  2 
  - 
  15 
  1,200,000 
  +2hp 
  +9 
  10 
  Celestial Master 
  17 
  2 
  4d4 
  +40′ 
  5 
  3 
  3 
  3 
  3 
  1 
  16 
  1,350,000 
  +2hp 
  +10 
  9 
  Celestial Master 
  18 
  2 
  4d4 
  +40′ 
  5 
  4 
  3 
  3 
  3 
  2 
  17 
  1,500,000 
  +2hp 
  +11 
  9 
  Celestial Master 
  18 
  3 
  4d4 
  +40′ 
  5 
  4 
  4 
  3 
  3 
  3 
  18 
  1,650,000 
  +2hp 
  +11 
  8 
  Celestial Master 
  19 
  3 
  4d4 
  +50′ 
  5 
  4 
  4 
  4 
  3 
  3 
  19 
  1,800,000 
  +2hp 
  +12 
  8 
  Celestial Master 
  19 
  3 
  5d4 
  +50′ 
  5 
  4 
  4 
  4 
  4 
  3 
  20 
  1,950,000 
  +2hp 
  +13 
  7 
  Celestial Master 
  20 
  3 
  5d4 
  +50′ 
  5 
  4 
  4 
  4 
  4 
  4 
   
  
   
  99 
   
  Read Languages—Zodiacs can decipher languages that 
  are unknown to them. After 3rd level, they can use this 
  ability to cast spells from magic-user scrolls. 
  Zodiac Abilities 
  Zodiacs can draw astrological charts. The action takes 
  one hour, and not only reveals a person's star sign, but 
  also acts as an augury spell for the person in question. 
  Zodiacs call upon the mystic power of the stars, in the 
  form of the twelve signs of the zodiac. Different fantasy 
  worlds might have different star signs, but the rules here 
  use the traditional zodiac. 
  Because a zodiac calls upon the signs of the zodiac, they 
  must first have their own star sign rolled randomly. Roll 
  1d12 and consult the following table.  
  D12 
  Sign 
  Element 
  Opposition 
  1 
  Aries 
  Fire 
  Libra 
  2 
  Taurus 
  Earth 
  Scorpio 
  3 
  Gemini 
  Air 
  Sagittarius 
  4 
  Cancer 
  Water 
  Capricorn 
  5 
  Leo 
  Fire 
  Aquarius 
  6 
  Virgo 
  Earth 
  Pisces 
  7 
  Libra 
  Air 
  Aries 
  8 
  Scorpio 
  Water 
  Taurus 
  9 
  Sagittarius 
  Fire 
  Gemini 
  10 
  Capricorn 
  Earth 
  Cancer 
  11 
  Aquarius 
  Air 
  Leo 
  12 
  Pisces 
  Water 
  Virgo 
   
  To manifest an incarnation, a zodiac must make an in-
  carnation check with d%. The chance of their success can 
  be found on their class table below. Their chances are 
  improved by +10% if manifesting from their own star 
  sign. Their chances are reduced by 10% if manifesting 
  from an element other than their own, and by 20% if 
  manifesting from their opposing element (air vs. earth, 
  fire vs. water). It is impossible for a zodiac to manifest 
  from her opposing sign. 
  These are the incarnations a zodiac can manifest: 
  Artifacts are objects of solidified starlight. They last for 
  one hour before they must be manifested again. 
  Constructs are creatures composed of solidified star-
  light. A construct reduces the chances of manifestation 
  by the monster’s Hit Dice x 5%. The construct has the 
  abilities of a normal monster of its kind. They last for one 
  round per zodiac level. 
  Aspects are body modifications. An aspect reduces the 
  chances of manifestation by 10%. They last for one 
  round + one round per zodiac level. 
  A zodiac can attempt a set number of manifestations per 
  day (see table below). These numbers represent at-
  tempts, not successes. It's possible for a zodiac to fail on 
  all their attempted manifestations during a day. A zodiac 
  can attempt the same manifestation multiple times per 
  day if they choose. 
  Zodiacs with fire signs produce red light, earth signs 
  produce green light, air signs produce white light and 
  water signs produce blue light. 
  If a zodiac is manifesting three incarnations from the 
  same element, he gains resistance to that element’s re-
  lated energy (acid, electricity, fire or cold) while the in-
  carnations are manifested. 
   
   
   
   
  
   
  100 
   
  The artifacts, constructs and aspects associated with the 
  signs are as follows: 
  Sign 
  Artifact 
  Construct 
  Aspect 
  Aries 
  Warhammer 
  Giant ram 
  Horns 
  Taurus 
  Footman’s mace 
  Minotaur 
  Horns 
  Gemini 
  Twin daggers 
  Twin pixies 
  Split 
  Cancer 
  Banded mail 
  Giant crab 
  Pincers 
  Leo 
  Battleaxe 
  Lion or dragonne 
  Mighty roar 
  Virgo 
  Shield 
  Astral deva 
  Magic circle 
  Libra 
  Scales 
  Nymph 
  Blinding beauty 
  Scorpio 
  Whip 
  Giant scorpion 
  Scorpion tail 
  Sagittarius 
  Longbow 
  Centaur 
  Centaur body 
  Capricorn 
  Short sword 
  Giant goat 
  Horns 
  Aquarius 
  Potion bottle 
  Water elemental 
  Steam body 
  Pisces 
  Scale mail 
  Shark or orca 
  Scales and gills 
   
  Armor—Zodiac armor acts as +1 magic armor of its type. 
  A 6th level zodiac’s armor also provides resistance 
  against the appropriate energy (fire damage for fire 
  signs, acid damage for earth signs, electricity damage for 
  air signs and cold damage for water signs). 
  Blinding Beauty—This works as the nymph ability. It 
  causes the zodiac’s body to glow with white light. 
  Centaur Body—The zodiac manifests a centaur like 
  horse body of red light. He gains the movement rate and 
  natural hoof attacks of a centaur. 
  Magic Circle—This works as the protection from evil II 
  or protection from good II spell. The effect appears as a 
  glowing green aura around the zodiac’s body. 
  Mighty Roar—The mighty roar forces all creatures with-
  in 30′ of the zodiac to save vs. fear. While manifesting the 
  mighty roar, the zodiac’s eyes glow red and a mane of 
  reddish light sprouts from his or her head. 
  Monsters—Monsters are energy constructs that fight as 
  their normal type, but enjoy resistance to the energy 
  associated with their sign. 
  Potion Bottle—The potion bottle of Aquarius contains a 
  potion that duplicates a single spell as follows: 
  Zodiac Level 
  Spell Levels 
  1-4 
  1st 
  5-8 
  1st to 2nd 
  9-12 
  1st to 3rd 
  13-16 
  1st to 4th 
  17-20 
  1st to 5th 
   
  Zodiac Class Table 
  LVL 
  XP 
  HD 
  ATK 
  SV 
  Title 
  Incarnate 
  Artifacts 
  Summonings 
  Aspects 
  1 
  0 
  1d8 
  +0 
  16 
  Star Child 
  45% 
  1 
  - 
  - 
  2 
  1,800 
  2d8 
  +1 
  15 
  Lanthorn 
  50% 
  1 
  - 
  - 
  3 
  3,600 
  3d8 
  +1 
  15 
  Illuminator 
  55% 
  2 
  1 
  - 
  4 
  7,200 
  4d8 
  +2 
  14 
  Incarnator 
  60% 
  2 
  1 
  - 
  5 
  14,400 
  5d8 
  +3 
  14 
  Visionary 
  65% 
  3 
  1 
  1 
  6 
  28,800 
  6d8 
  +3 
  13 
  Star Warrior 
  70% 
  3 
  2 
  1 
  7 
  57,600 
  7d8 
  +4 
  13 
  Star Knight 
  73% 
  4 
  2 
  1 
  8 
  110,000 
  8d8 
  +5 
  13 
  Star Master 
  76% 
  4 
  2 
  1 
  9 
  220,000 
  9d8 
  +5 
  12 
  Star Lord 
  79% 
  5 
  3 
  2 
  10 
  330,000 
  10d8 
  +6 
  12 
  Star Lord 
  82% 
  5 
  3 
  2 
  11 
  440,000 
  +3 hp 
  +7 
  11 
  Star Lord 
  85% 
  6 
  3 
  2 
  12 
  550,000 
  +3 hp 
  +7 
  11 
  Star Lord 
  87% 
  6 
  4 
  2 
  13 
  660,000 
  +3 hp 
  +8 
  10 
  Star Lord 
  89% 
  6 
  4 
  3 
  14 
  770,000 
  +3 hp 
  +9 
  10 
  Star Lord 
  91% 
  6 
  4 
  3 
  15 
  880,000 
  +3 hp 
  +9 
  10 
  Star Lord 
  93% 
  6 
  5 
  3 
  16 
  990,000 
  +3 hp 
  +10 
  9 
  Star Lord 
  95% 
  6 
  5 
  3 
  17 
  1,100,000 
  +3 hp 
  +11 
  9 
  Star Lord 
  96% 
  6 
  5 
  4 
  18 
  1,210,000 
  +3 hp 
  +11 
  8 
  Star Lord 
  97% 
  6 
  6 
  4 
  19 
  1,320,000 
  +3 hp 
  +12 
  8 
  Star Lord 
  98% 
  6 
  6 
  4 
  20 
  1,430,000 
  +3 hp 
  +13 
  7 
  Star Lord 
  99% 
  6 
  6 
  4 
  
   
  101 
   
  Scales—The Scales of Libra take the measure of a crea-
  ture, revealing their alignment to the zodiac. They can 
  also use the scales to determine the wisdom of an action 
  per the augury spell. 
  Scales and Gills—This manifestation gives a zodiac a 
  swim speed of 60 feet and the ability to breathe water. 
  Split—When a zodiac splits, they become two zodiacs of 
  half their normal level with half their current hit points 
  each. If one is killed while split, the zodiac absorbs his 
  former half, but suffers one level of energy damage. 
  Steam Body—As the gaseous form spell, but the zodiac 
  can choose to expand into the equivalent of a fog cloud. 
  Weapons—Weapons (including natural weapons) ap-
  pear as solidified light of the appropriate color. They act 
  as a +1 magic weapon. A 6th level zodiac’s weapons also 
  deal +1d6 points of energy damage based upon its ele-
  ment (i.e. Aries is a fire sign, so a warhammer of Aries 
  deals +1d6 fire damage). A 12th level zodiac's weapon 
  acts as a sun blade of its type. 
  Random Class List 
  The following table contains all of the classes published 
  in the main rulebook and in this volume. It can be used to 
  roll random NPC classes. Begin on Table I, and then work 
  your way through the sub-tables as necessary. 
  Table I: Main Class Table 
  D% 
  Class 
  01-15 
  Cleric 
  16-20 
  Cleric subclass, specialty or variant (Table II) 
  21-45 
  Fighter 
  46-50 
  Fighter subclass or variant (Table III) 
  51-65 
  Magic-user 
  66-70 
  Magic-user subclass, specialty or variant (Table IV) 
  71-95 
  Thief 
  96-00 
  Thief subclass or variant (Table V) 
   
  Table II: Cleric Subclasses 
  D% 
  Subclass 
  01-07 
  Animorph 
  08-28 
  Druid 
  29-35 
  Shaman (variant druid) 
  36-56 
  Monk 
  57-63 
  Monk variant (Table II.A) 
  64-70 
  Phoenix 
  71-77 
  Prophet 
  78-00 
  Specialty Clerics (Table II.B) 
   
  Table II.A: Monk Subclasses 
  D4 
  Subclass 
  1 
  Dervish 
  2 
  Ninja (variant monk) 
  3 
  Ronin (variant monk) 
  4 
  Wushen 
   
  Table II.B: Specialty Clerics 
  D8 
  Specialty 
  1 
  Creation Priest 
  2 
  Death Priest 
  3 
  Fighting Priest 
  4 
  Guardian Priest 
  5 
  Scholar Priest (Cloistered Cleric) 
  6 
  Travel Priest 
  7 
  Trickster Priest 
  8 
  Weird Priest 
   
  Table III: Fighter Subclasses 
  D% 
  Subclass 
  01-11 
  Barbarian 
  12-15 
  Barbarian subclass (Table III.A) 
  16-19 
  Cavalier (variant fighter) 
  20-23 
  Centurion 
  24-27 
  Curmudgeon 
  28-31 
  Defender (variant fighter) 
  32-35 
  Demigod 
  36-39 
  Demoniac 
  40-50 
  Duelist 
  51-54 
  Duelist variant (Table III.B) 
  55-58 
  Landsknecht 
  59-62 
  Manhunter 
  63-73 
  Paladin 
  74-77 
  Paladin subclass or variant (Table III.C) 
  78-88 
  Ranger 
  89-92 
  Ranger subclass or variant (Table III.D) 
  93-96 
  Sentinel (variant fighter) 
  97-00 
  Vampyre 
   
  Table III.A: Barbarian Subclasses 
  D6 
  Subclass 
  1-2 
  Half-orc thug (variant barbarian) 
  3-4 
  Muscleman 
  5-6 
  She-Devil 
   
  Table III.B: Duelist Subclasses 
  D6 
  Subclass 
  1-3 
  Marksman (variant duelist) 
  4-6 
  Sea Dog (variant duelist) 
   
   
   
   
   
  
   
  102 
   
  Table III.C: Paladin Subclasses 
  D10 
  Subclass 
  1-2 
  Anti-Paladin (variant paladin) 
  3 
  Blackheart 
  4 
  Chevalier 
  5 
  Elf gallant (variant paladin) 
  6 
  Knight of Flowers 
  7 
  Puritan 
  8 
  Soulknife 
  9 
  Valkyrie 
  10 
  Zodiac 
   
  Table III.D: Ranger Subclasses 
  D4 
  Subclass 
  1 
  Beastmaster 
  2 
  Mariner (variant ranger) 
  3 
  Wizard-Hunter (variant ranger) 
  4 
  Woodsman 
   
  Table IV: Magic-user Subclasses 
  D% 
  Subclass 
  01-06 
  Charlatan 
  07-12 
  Demonologist 
  13-18 
  Elementalist  
  19-24 
  Juggernaut 
  25-30 
  Laser Mage 
  31-36 
  Psychic 
  37-42 
  Scientist 
  43-66 
  Sorcerer 
  67-74 
  Sorcerer variant (Table IV.A) 
  75-00 
  Specialty Magic-Users (Table IV.B) 
   
  Table IV.A: Sorcerer Variants 
  D6 
  Variant 
  1-3 
  Chaos Mage (variant sorcerer) 
  4-6 
  Warlock (variant sorcerer) 
   
  Table IV.B: Specialist Magic-Users 
  D8 
  Specialist 
  1 
  Abjurer 
  2 
  Conjurer 
  3 
  Diviner 
  4 
  Enchanter 
  5 
  Evoker 
  6 
  Illusionist 
  7 
  Necromancer 
  8 
  Transmuter 
   
   
   
   
   
   
   
   
  Table V: Thief Subclasses 
  D% 
  Subclass 
  01-04 
  Acrobat (variant thief) 
  05-07 
  Anarchist 
  08-21 
  Assassin  
  22-24 
  Bounty Hunter (variant assassin) 
  25-38 
  Bard  
  39-41 
  Canting Crew 
  42-44 
  Diablo 
  45-47 
  Dwarf Prospector (variant thief) 
  48-50 
  Gnome Prankster (variant thief) 
  51-53 
  Gourmand 
  54-56 
  Halfling Vagabond (variant thief) 
  57-59 
  Jack-of-all-Trades 
  60-62 
  Jester (variant bard) 
  63-65 
  Leech 
  66-69 
  Lucky Bastard 
  70-72 
  Poltroon 
  73-76 
  Saboteur 
  77-80 
  Scout (variant thief) 
  81-83 
  Shadowdancer 
  84-86 
  Slave Girl 
  87-90 
  Tomb Raider 
  91-93 
  Traveler 
  94-97 
  Venturer 
  98-00 
  Vigilante 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  103 
   
  Equipment 
  Blood & Treasure offers a robust set of weapons and 
  armor with which players can equip their characters, but 
  no list is exhaustive. 
  This section presents some new weapons and armor for 
  your game, as well as some additional henchmen to hire. 
  Melee Weapons 
  Light Weapons 
  Cost 
  Damage 
  Range 
  Long 
  Weight 
  Ankus † 
  3 gp 
  1d4+1 
  — 
  15″ 
  1 lb 
  Axe 
   
   
   
   
   
     Axe, flint 
  2 gp 
  1d6 
  — 
  8″ 
  2 lb 
     Bhuj 
  2 gp 
  1d4+1 
  — 
  18″ 
  2 lb 
     Tomahawk 
  2 gp 
  1d4 
  10/20 
  20″ 
  1 lb 
  Cestus 
  4 sp 
  1d2+1 
  — 
  1″ 
  ½ lb 
     Myrmex  
  1 gp 
  1d4+1 
  — 
  1″ 
  1 lb 
     Studded 
  7 sp 
  1d3+1 
  — 
  1″ 
  1 lb 
  Dagger/knife 
   
   
   
   
   
     Baselard 
  1 gp 
  1d3 
  — 
  11″ 
  1 lb 
     Bichawa 
  2 gp 
  1d4 
  — 
  12″ 
  1 lb 
     Dirk 
  2 gp 
  1d4 
  — 
  15″ 
  1 lb 
     Jambiya 
  2 gp 
  1d4 
  — 
  11″ 
  1 lb 
     Khanjar 
  2 gp 
  1d4 
  — 
  15″ 
  1 lb 
     Knife, flint 
  4 sp 
  1d2+1 
  — 
  4″ 
  ½ lb 
     Kris 
  5 gp 
  1d4+1 
  — 
  25″ 
  1 lb 
     Malappuran kathi 
  2 gp 
  1d3+1 
  — 
  22″ 
  2 lb 
     Misericorde ‡ 
  2 gp 
  1d3 
  — 
  16″ 
  1 lb 
     Parazonium 
  2 gp 
  1d4 
  — 
  17″ 
  1 lb 
     Poniard ‡ 
  5 gp 
  1d4+1 
  — 
  21″ 
  1 lb 
     Seax 
  2 gp 
  1d4 
  — 
  19″ 
  1 lb 
     Tantō 
  2 gp 
  1d4 
  — 
  12″ 
  1 lb 
     Trident dagger * 
  3 gp 
  1d4 
  — 
  18″ 
  1 lb 
  Knuckle dusters 
  2 sp 
  +1 
  — 
  1″ 
  ½ lb 
  Machete 
  2 gp 
  1d4 
  — 
  18″ 
  1 lb 
  Martial Arts @ 
   
   
   
   
   
     Butterfly sword 
  3 gp 
  1d4+1 
  — 
  20″ 
  2 lb 
     Deer horn knife * 
  1 gp 
  1d3 
  — 
  8″ 
  1 lb 
     Emeici 
  2 gp 
  1d3 
  — 
  27″ 
  ½ lb 
     Kau-sin-ke & 
  6 gp 
  1d4 
  — 
  55″ 
  2 lb 
     Maduvu $ * 
  2 gp 
  1d3 
  — 
  19″ 
  ½ lb 
     Tekko 
  8 sp 
  1d3 
  — 
  2″ 
  ½ lb 
     Tessen $ 
  2 gp 
  1d3 
  10/20 
  12″ 
  1 lb 
     Tiger claws * 
  6 sp 
  1d2+1 
  — 
  2″ 
  ½ lb 
  Pata, short @ 
  2 gp 
  1d3 
  — 
  14″ 
  ½ lb 
  Spear 
   
   
   
   
   
     Short 
  10 gp 
  1d6 
  — 
  50″ 
  3 lb 
  Sword 
   
   
   
   
   
     Akrafena 
  8 gp 
  1d6+1 
  — 
  28″ 
  2 lb 
     Bilbo @ 
  5 gp 
  1d6 
  — 
  20″ 
  2 lb 
     Colichimarde @ 
  6 gp 
  1d6 
  — 
  32″ 
  2 lb 
     Craquemarte @ 
  8 gp 
  1d6+1 
  — 
  28″ 
  3 lb 
     Dusack @ 
  6 gp 
  1d6+1 
  — 
  18″ 
  2 lb 
     Falcata @ 
  6 gp 
  1d6+1 
  — 
  20″ 
  3 lb 
     Flamberge 
  5 gp 
  1d4+2 
  — 
  25″ 
  2 lb 
     Gladius 
  6 gp 
  1d6 
  — 
  26″ 
  2 lb 
     Hook sword † 
  3 gp 
  1d4 
  — 
  18″ 
  2 lb 
     Ida 
  3 gp 
  1d4+1 
  — 
  16″ 
  1 lb 
     Khopesh * 
  5 gp 
  1d6+1 
  — 
  22″ 
  3 lb 
     Moplah 
  5 gp 
  1d6 
  — 
  20″ 
  2 lb 
     Ninjatō 
  3 gp 
  1d4 
  — 
  19″ 
  1 lb 
     Parang latok 
  6 gp 
  1d6 
  — 
  26″ 
  2 lb 
     Shamshir 
  8 gp 
  1d6 
  — 
  35″ 
  2 lb 
     Smallsword @ 
  5 gp 
  1d4+1 
  — 
  35″ 
  1 lb 
     Spadroon @ 
  6 gp 
  1d6 
  — 
  32″ 
  2 lb 
     Wakizashi 
  2 gp 
  1d4 
  — 
  21″ 
  1 lb 
     Yataghan 
  6 gp 
  1d6 
  — 
  27″ 
  2 lb 
  Swordstick (cane) 
  5 gp 
  1d4 
  — 
  26″ 
  1 lb 
   
   
   
   
   
   
  Medium Weapons 
  Cost 
  Damage 
  Range 
  Long 
  Weight 
  Aruval * 
  9 gp 
  1d4+1 
  — 
  60″ 
  2 lb 
  Axe 
   
   
   
   
   
     Epsilon axe 
  8 gp 
  1d8 
  — 
  32″ 
  4 lb 
     Kharga 
  8 gp 
  1d8 
  — 
  32″ 
  4 lb 
     Labrys 
  9 gp 
  2d4 
  — 
  32″ 
  5 lb 
     Maquahuilt 
  8 gp 
  1d8 
  — 
  32″ 
  3 lb 
     Tabar 
  6 gp 
  1d6+1 
  — 
  28″ 
  3 lb 
     War axe 
  8 gp 
  1d6+1 
  — 
  24″ 
  3 lb 
  Club 
   
   
   
   
   
     Bird’s head club 
  8 gp 
  1d6+1 
  — 
  39″ 
  3 lb 
     Lathi 
  5 gp 
  1d4+1 
  — 
  36″ 
  5 lb 
  Fire lance 
  15 gp 
  1d8+1 
  — 
  60″ 
  6 lb 
  Knout 
  8 gp 
  1d4 
  — 
  72″ 
  3 lb 
  Kusarigama % 
  8 gp 
  1d6+1 
  10/30 
  18″ 
  3 lb 
  Mace 
   
   
   
   
   
     Plançon ‡ 
  8 gp 
  1d4 
  — 
  60″ 
  3 lb 
  Naginata * 
  11 gp 
  1d6+1 
  — 
  41″ 
  2 lb 
  Pata, long @ 
  8 gp 
  1d6 
  — 
  44″ 
  2 lb 
  Pick 
   
   
   
   
   
     Lohar 
  6 gp 
  1d8 
  — 
  16″ 
  4 lb 
  Scissor 
  8 gp 
  2d4 
  — 
  8″ 
  5 lb 
  Spear 
   
   
   
   
   
     Assegai 
  14 gp 
  1d6+1 
  70/100 
  73″ 
  3 lb 
     Spear, flint 
  5 gp 
  1d4 
  — 
  50″ 
  2 lb 
     Tepoztopilli ^ 
  11 gp 
  1d4+1 
  — 
  72″ 
  5 lb 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  104 
   
  Sword 
   
   
   
   
   
     Ayudha katti 
  7 gp 
  1d6+1 
  — 
  23″ 
  3 lb 
     Badelaire @ 
  8 gp 
  1d6+1 
  — 
  20″ 
  3 lb 
     Dao 
  8 gp 
  1d6+1 
  — 
  29″ 
  2 lb 
     Firangi @ 
  14 gp 
  1d8 
  — 
  48″ 
  5 lb 
     Kaskara 
  6 gp 
  1d6 
  — 
  35″ 
  2 lb 
     Katana 
  9 gp 
  1d6+1 
  — 
  42″ 
  3 lb 
     Khanda @ 
  11 gp 
  1d6+2 
  — 
  35″ 
  4 lb 
     Sauschwerter 
  11 gp 
  1d8 
  — 
  43″ 
  4 lb 
     Schiavona @ 
  12 gp 
  1d6+1 
  — 
  38″ 
  3 lb 
     Spatha 
  9 gp 
  1d8 
  — 
  35″ 
  2 lb 
     Shotel 
  9 gp 
  1d6+1 
  — 
  40″ 
  3 lb 
  Urumi & 
  11 gp 
  1d6+1 
  — 
  56″ 
  6 lb 
   
   
   
   
   
  Heavy Weapons 
  Cost 
  Damage 
  Range 
  Long 
  Weight 
  Blood dripper 
  15 gp 
  2d4+1 
  10/20 
  48″ 
  6 lb 
  Greatsword 
   
   
   
   
   
     Bearing sword 
  20 gp 
  2d4+1 
  — 
  89″ 
  14 lb 
     Changdao 
  18 gp 
  1d10 
  — 
  77″ 
  8 lb 
     Claymore 
  15 gp 
  2d4 
  — 
  60″ 
  6 lb 
     Flambard 
  15 gp 
  2d4 
  — 
  63″ 
  6 lb 
     Zulfiqar 
  12 gp 
  1d8+1 
  — 
  40″ 
  7 lb 
  Mace, heavy 
   
   
   
   
   
     Gada 
  6 gp 
  1d4+2 
  — 
  44″ 
  9 lb 
     Goedendag ‡ 
  14 gp 
  1d6+1 
  — 
  79″ 
  5 lb 
  Pole Arm 
   
   
   
   
   
     Chacing staff 
  20 gp 
  2d4 
  — 
  148″ 
  7 lb 
     Falx † 
  15 gp 
  1d8 
  — 
  72″ 
  8 lb 
     Fuscina * 
  15 gp 
  1d8 
  — 
  83″ 
  4 lb 
     Man catcher *** 
  8 gp 
  1d3 
  — 
  72″ 
  2 lb 
     Rhomphaia 
  11 gp 
  1d8 
  — 
  51″ 
  4 lb 
     Sasumata *** 
  12 gp 
  1d6 
  — 
  72″ 
  9 lb 
     Sparth 
  14 gp 
  1d8 
  — 
  76″ 
  4 lb 
     Tsukubō † ** 
  14 gp 
  1d6 
  — 
  78″ 
  9 lb 
  Spear 
   
   
   
   
   
     Boar spear ^ 
  14 gp 
  1d8 
  — 
  68″ 
  4 lb 
     Dory ^ 
  20 gp 
  1d8 
  — 
  120″ 
  4 lb 
     Hasta ^ 
  18 gp 
  1d10 
  — 
  78″ 
  11 lb 
     Kontos ^ 
  18 gp 
  2d4 
  — 
  91″ 
  5 lb 
     Langdebeve ^ 
  14 gp 
  1d6+1 
  — 
  83″ 
  3 lb 
     Sarissa ^ 
  26 gp 
  1d10 
  — 
  216″ 
  15 lb 
   
  * +1 to disarm attacks 
  ** +1 to bull rush attacks 
  *** Entangle 
  † +1 to trip attacks 
  ‡ +1 to attack vs, all armor 
  @ +1 to save vs, disarm attacks 
  # +1d6 damage on charges 
  $ Can use as a buckler 
  % Ignores bucklers 
  ^ +1 dice of damage vs. a charge 
  & Ignores bucklers and shields 
  Thrown Weapons 
  Weapon 
  Cost 
  Damage 
  Range 
  Weight 
  Boomerang 
  2 gp 
  1d3 
  10/30 
  ½ lb 
  Grenade 
  8 gp 
  1d6 
  30 
  1 lb 
  Hunga munga 
  8 gp 
  1d6+1 
  30/50 
  3 lb 
  Lasso 
  8 sp 
  * 
  15/30 
  2 lb 
  Pilum 
  6 gp 
  1d6+1 
  15/30 
  2 lb 
  Vel 
  14 gp 
  1d6 
  40/80 
  3 lb 
  Gunpowder Weapons 
  Weapon 
  Cost 
  Damage 
  Range 
  Weight 
  Axe Pistol 
  200 gp 
  1d6 
  30/60 
  3 lb 
     In Melee 
  - 
  1d4+1 
  - 
  - 
  Blunderbuss 
  300 gp 
  1d8 
  * 
  10 lb 
  Falconet 
  500 gp 
  3d6+1 
  50/150 
  40 lb 
  Hackbut 
  350 gp 
  2d6+1 
  200/600 
  25 lb 
  Hand mortar 
  200 gp 
  * 
  30/60 
  8 lb 
  Pepperbox 
  300 gp 
  1d6 
  30/60 
  5 lb 
   
  Weapon Descriptions 
  Akrafena: The akrafena is a sword of the Akan people of 
  West Africa. It has ritual importance for the Akan people, 
  but is also a weapon of war. It is a short sword with a 
  broad blade that is wider at the point than the hilt. 
  Aruval: The aruval is an Indian machete-like weapon, 
  not unlike the billhook. The top section is curved and 
  comes to a point, and gives wielders a +1 bonus to grap-
  ple attacks. The base is often kept razor sharp so it can 
  be used for slashing. 
  Axe Pistol: An axe pistol is essentially a long pistol with 
  a light axe head attached to the barrel. Variations include 
  mace-pistols, morningstar-pistols and sword-pistols, all 
  of which have the same basic statistics as the axe pistol. 
  Bhuj: The bhuj (or gandasa, axe-dagger or elephant 
  knife) is a dagger blade affixed to an axe-like haft. The 
  blade is short and broad, with a gentle curve. The haft is 
  usually hollow and hides another slim, stiletto-like blade. 
  Bichawa: The bichawa or scorpion knife is a loop-hilted 
  dagger with a narrow, undulating blade. Based on the 
  maru, or horn dagger, of southern India, it is often used 
  as an ornamental weapon. The loop hilt sometimes 
  serves as a knuckle-guard. 
  Bilbo: The bilbo is a small rapier, meant for cut-and-
  thrust. The name is probably derived from Bilbao, a 
  Spanish city where many of these weapons were forged. 
  
   
  105 
   
   
  Blood Dripper: Also called a flying guillotine, this is a 
  legendary weapon from China. The weapon consists of a 
  bladed ring attached to a 10′ long chain. The blade is 
  hurled and then pulled back with the chain. Characters 
  with an attack bonus lower than +5 who attempt to use 
  this weapon must pass a saving throw with each attack 
  to avoid damaging themselves. 
  Blunderbuss: The blunderbuss is a firearm with a trum-
  pet-like barrel. It is loaded with grape shot, which gives it 
  a +1 bonus to hit. 
  Boar Spear: Boar spears were designed for hunting 
  boars, which were reputed when impaled on a spear to 
  continue impaling themselves until they could reach and 
  gore the spear’s wielder. The boar spear looks like a 
  normal spear with two lugs or wings on the socket be-
  hind the blade, which were designed to stop the progress 
  of the boar. A longer variant called the chiavarina was 
  used in warfare. 
  Butterfly Sword: These single-edged blades are usually 
  used in concert by monks. They are easily concealed and 
  have cross guards that grant the user a +1 bonus to save 
  vs. disarm attacks. 
  Cestus: The cestus is a sort of ancient boxing glove. It 
  consists of leather strips wound around the forearm and 
  hand. Some are studded or lined with metal plates, while 
  the Roman myrmex and Greek sphaerae were fitted with 
  cutting blades. A character cannot wield a weapon or 
  shield in a hand holding a cestus. 
  Changdao: The changdao is an anti-cavalry sword used 
  during the Ming Dynasty in China. The Japanese ōdachi is 
  a very similar sword, and both might have been devel-
  oped from the Chinese “horse-slayer” zhanmadāo. What-
  ever the precise form, the sword was intended to slice 
  the legs out from under a horse. 
  Claymore: Claymores are the celebrated Scottish 
  greatswords that had forward-sloping quillons. 
  Deer Horn Knife: The deer horn knife is a martial arts 
  weapon from China. It consists of two crossed crescent 
  blades. One of the blades is wrapped in leather, allowing 
  it to be held. Normally used in pairs, the weapon’s four 
  curved, claw-like points are used in combat. 
  Dirk: The dirk is a long, thrusting dagger from Scotland. 
  Emeici: Emeici are a pair of arrow-shaped metal rods. 
  They are usually attached to a central ring, allowing 
  them to be spun that they may distract an opponent. 
  They are easy to conceal. 
  Falcata: Falcatas were short, sickle-shaped swords 
  common to the pre-Roman Iberian Peninsula. 
  Falx: Also called the falx supina, this two-handed weap-
  on is a large sickle invented in Dacia. The weapon con-
  sists of a 3′ long wooden pole with a long, curved iron 
  blade attached. They can be used to pull away shields or 
  smash through them. The weapon’s bonus to disarm at-
  tacks only counts against shields. 
  Falconet: The falconet is an oversized musket with a 4′ 
  long barrel. It was typically mounted on a swivel, either 
  on a wall, a ship or even on a camel or elephant. Large 
  creatures can use the falconet as a musket. 
  Firangi: The firangi is a long, straight-bladed sword im-
  ported into India from Portugal. The blades were manu-
  factured in Europe, and the name of the sword is derived 
  from the Arabic term for Europeans, al-faranji (i.e. 
  Frank). Blades were usually 3′ long, and either of the 
  broadsword (double-edge) or backsword (single-edge) 
  variety. Firangi had basket-hilts that provide the wielder 
  a +1 bonus to save vs. disarm attacks. Because of its 
  length, it was traditionally used as a cavalry weapon. 
  Fire Lance: Fire lances were early gunpowder weapons 
  developed in China. They are spears with hollow tubes 
  near the tip containing gunpowder and projectiles like 
  poisoned darts that could be fired at range.  
  Flambard: The flambard, or flame-bladed sword, was a 
  variation on the European greatsword. Parrying with 
  these weapons causes unpleasant vibrations in the op-
  
   
  106 
   
  ponent’s blade. The unusual cross-section of the flam-
  bard is said to have also caused wider and thus more 
  damaging wounds. 
  Flamberge: The flamberge is a wavy-bladed rapier that 
  provides the same benefits as a flambard. 
  Gada: The gada is a heavy mace that originated in India. 
  It has a large metal head in the shape of a ball on a thick, 
  short shaft. It is often used for physical training, and 
  Hanuman favored it as a weapon. Because of the thick-
  ness of the shaft it must be wielded with two hands un-
  less the wielder has a Strength score of 16 or higher. 
  Gladius: The gladius is the classic short thrusting sword 
  of the Roman legions. These weapons had a 2′ long blade 
  and almost no guard to protect a soldier’s hand. Wielders 
  suffer a -1 penalty to save against disarm attacks. 
  Grenade: Grenades are small iron spheres packed with 
  gunpowder and tipped with a fuse. They must be lit be-
  fore they are thrown. A grenade is usually thrown at a 
  place rather than a creature, so attacks are made against 
  an AC 10. A failed attack roll indicates that the grenade 
  landed 10′ away in a random direction. The grenade then 
  explodes, inflicting damage on all creatures within 10′. A 
  saving throw is permitted by each target to halve the 
  damage. If grenades aren’t awesome enough for you, the 
  Chinese originally called them “sky-shaking thunder” and 
  “flying-cloud thunderclap cannon”. 
  Hackbut: Also called wall guns, hackbuts were heavy 
  smooth-bore muskets used to break enemy formations. 
  They were balanced on walls or specially designed poles. 
  Hand Mortar: Hand mortars are firearms used to throw 
  grenades. In a fantasy setting, they can also throw holy 
  water or flaming oil. The damage caused by the weapon 
  depends on the projectile thrown. 
  Hasta: The hasta was a Roman spear, the original arma-
  ment of its fighting legions. Unlike the pilum, the hasta 
  was not meant for throwing, only thrusting. 
  Hook Sword: Hook swords are usually wielded in pairs. 
  As the name suggests, they have hooked tips which grant 
  the user a +1 bonus to trip attacks. The prominent hand 
  guards give one a +1 bonus to save vs. disarm attacks. 
  Hunga Munga: These African throwing irons have many 
  different names, but hunga munga is the most fun! They 
  are essentially curved, multi-pronged throwing axes. 
  Ida: This sword of the Yoruba people is wider at the tip 
  than at the base, and is usually double-edged. 
  Khanda: The khanda is a broad, straight-bladed sword 
  with very little point. A spike projects from the hilt. The 
  khanda is not used for thrusting, but for hacking and 
  slashing, somewhat like an axe. 
  Khopesh: The khopesh is an Egyptian sickle-sword de-
  rived from the battleaxe and thus used as a slashing and 
  chopping weapon. The weapon is especially useful at 
  hooking an opponent’s shield to disarm him of it. The 
  shotel is a similar curved sword from Abyssinia. 
  Knout: The knout is a whip-like weapon made of a bunch 
  of rawhide thongs attached to a long handle. The knout 
  consists of a 16″ lash of rawhide attached to a wooden 
  handle and ending in a metal ring. A second 16″ lash is 
  attached to this ring, which also ends in a ring. A few 
  inches of hard leather ending in a hook or several loose 
  wired ends are attached to this second ring. Knouts are 
  used for corporal punishment. 
  Knuckle Dusters: Also known as brass knuckles. 
  Kris: The kris is a wavy-bladed dagger used throughout 
  Indonesia, Malaysia, Thailand and Brunei. 
  Kusarigama: The “chain-sickle” is a Japanese weapon 
  consisting of a kama attached to a heavy iron rod by a 
  chain. A warrior uses the weighted rod and chain to en-
  tangle an opponent’s weapon and then charge forward to 
  finish them off with the kama. 
  Labrys: The labrys is a double-headed axe from the Mi-
  noan civilization that served as a symbol of female divini-
  ties as well as such sky gods as Hurrian and Teshub. 
  Lasso: The lasso is a length of rope formed into a loop 
  that can be thrown over a target and pulled tight. Lassos 
  do not inflict damage, but instead entangle targets with 
  ranged grapple attacks. 
  Lathi: The lathi is a long bamboo staff 6′ to 8′ in length 
  and bound at short intervals with iron rings to make it 
  heavier. The lathi is a weapon of Indian monks. 
  Lick It and Stick It 
  If an archer willingly gives up her initiative and 
  spends a round to lick the fletching on her arrow, she 
  gains a +1 bonus to attack or to damage (choose one). 
  
   
  107 
   
  Machete: Machetes (or matchets) are heavy, cleaver-like 
  blades useful in agriculture and war. There are many 
  variants from around the world, including the tapanga of 
  Africa, the Filipino bolo and the Malaysian parang. 
  Maduvu: The maduvu is a unique Indian weapon used 
  by martial artists (i.e. monks). Made from deer horns, it 
  is treated as a double-bladed dagger. Monks using a ma-
  duvu keep a low profile and use it more for defense than 
  offense. Monks armed with maduvu can treat it as a 
  buckler rather than a weapon during a round of combat. 
  Malappuram Kathi: The malappuram kathi was an an-
  cient form of dagger used in Kerala. The blade is about 2′ 
  long and thicker at the top than at the base. The hilt was 
  made from deer horn. It is said that wounds from a mal-
  appuram kathi were difficult to heal and often became 
  infected. This was owed either to the unique construc-
  tion of the weapon or the metals used by the few Keralan 
  blacksmiths who knew the secret of forging the weapon. 
  Man Catcher: Also called catchpoles, these weapons 
  were designed with two semi-circular, spring-loaded 
  prongs that would snap closed around a foe. 
  Misericorde: These long, narrow knives were known for 
  delivering the death stroke, or “mercy-stroke” to serious-
  ly wounded foes. The blade is thin enough to strike 
  through gaps in armor. In close combat, misericordes 
  have a +1 bonus to hit armored opponents. 
  Moplah: Moplah are very short swords with wide blades 
  that are wider at the tip than the base. Moplah were 
  worn on the back, using special belts. 
  Pata: The pata is a unique Indian straight-bladed sword 
  that incorporates a gauntlet as the hand guard. The 
  wielder places his hand in the gauntlet and the sword is 
  held rigid pointing straight out from the wielder's lower 
  arm. Pata were most often wielded one in each hand, or a 
  pata was wielded in one hand and a javelin, whip or axe 
  in the other. Pata could be from 1′ to 4′ in length, so we 
  can assume that dual-wielders probably used one long 
  pata and one short pata. 
  Pepperbox: A pepperbox is a rather unwieldy-looking 
  pistol with six barrels. The barrels rotate, allowing the 
  wielder to fire six times before reloading. 
  Sasumata: The sasumata, or spear-fork, is a Japanese 
  pole arm used by the police to aid in the capture of crim-
  inals. The weapon has a forked head that can be used to 
  catch a suspect by the neck, arms, legs or joints and hold 
  him (i.e. grapple attacks). In this regard, it is a sort of 
  non-mechanical man-catcher. It is 5′ to 6′ long.  
  Scissor: Yes, you can run with this weapon. The scissor 
  is a “maybe” weapon, about which very little is known. It 
  might have consisted of a hollow, metal tube that was 
  worn over the arm. The tube closes over the fist, and 
  projected from this there is a semicircular blade. There 
  was probably a crossbar in the end to assist in a gladiator 
  controlling the weapon. The tube makes it useful as both 
  a buckler and as a weapon. 
  Shotel: These Abyssinian swords are curved like sickles. 
  Smallsword: Smallswords are small rapiers. 
  Spadroon: Spadroons were light, single-edged rapiers of 
  the cut-and-thrust variety favored by naval officers. Hilts 
  were often of the five-ball type with a stirrup guard. 
  Spatha: The spatha was the Roman long sword, from 
  which the medieval European longsword was developed. 
  Measuring about 3′ in length, it was used in war and 
  gladiatorial fights in first millennium A.D. Europe. Used 
  primarily by the Germans, it replaced the gladius as the 
  primary Roman infantry weapon. Like the gladius, the 
  spatha has no hand guard, so wielders of the spatha suf-
  fer a -1 penalty to save against disarm attacks. 
  Tekko: The tekko is a fist weapon consisting of a small 
  wooden rod which is held in one’s fist and a curved blade 
  that encloses the knuckles. One might consider it a blad-
  ed knuckleduster. 
   
  Tepoztopilli: The tepoztopilli is an Aztec weapon re-
  sembling a spear. They are about 5′ long and end in a 
  very broad head lined with obsidian blades. 
  Tessen: The tessen is a Japanese ‘war fan’. Often used as 
  a signaling device, they have outer spokes made of iron, 
  allowing them to be used as clubbing weapons. With 
  training, they could also fend off arrows and darts and 
  Back Biting 
  Chaotic assassins who are bastards enough to poison 
  a companion’s arrow fletchings get double XP when 
  the archer keels over dead in the middle of combat. 
  
   
  108 
   
  could be thrown. Monks using these weapons can deflect 
  one additional missile per round. 
  Tiger Claws: India’s famous tiger claws, or bagh nakh, 
  consist of four or five short, curved, claw-like blades af-
  fixed to a metal cross-bar or a glove. Bagh nakh grant the 
  user a +1 bonus to Climb Walls task checks. 
  Trident Dagger: The trident dagger looks like a slim-
  bladed dagger. When a catch is depressed, the sides of 
  the blade spring out to form trapping blades that aid in 
  sundering weapons and disarming opponents. 
  Tsukubō: The tsukubō is a Japanese pole arm used by 
  their police to capture criminals. The weapon is a 5′ long 
  wooden pole with a T-shaped head reinforced with metal 
  and with metal teeth. The weapon was used to push, pull 
  and trip victims. 
  Urumi: The urumi is a long sword with a flexible blade. 
  The blade is sturdy enough to slice through flesh, but 
  flexible enough to be rolled into a coil. The urumi is al-
  most as dangerous to the wielder as it is to the target, 
  and any time an urumi-wielder rolls an attack roll that is 
  a natural 15 or less, he suffers 1d3 points of damage. 
  Wielders with an attack bonus of at least +3 can choose 
  to brandish the weapon, swinging it back and forth be-
  fore them in arcs. When doing so, any creature attacking 
  them in melee combat with a weapon less than 4′ long 
  suffers 1 points of damage per round. 
  Vel: The vel is a broad-bladed spear used primarily by 
  the Tamils. The weapon's name is derived from the di-
  vine weapon of the Hindu deity Murugan. 
   
  War Axe: More properly the Angolan war axe, this axe 
  has a unique design that makes it not only a potent melee 
  weapon, but also a throwing axe. 
  Zulfiqar: A two-handed version of the scimitar. 
   
   
  Additional Armor 
  Armor 
  Cost 
  Base AC 
  Weight 
  Buff coat 
  5 gp 
  11 
  10 lb 
  Linothorax 
  5 gp 
  11 
  10 lb 
  Shagreen 
  15 gp 
  12 
  15 lb 
  Jack-of-plate 
  25 gp 
  13 
  15 lb 
  Dō-maru 
  30 gp 
  13 
  25 lb 
  Lorica plumata 
  200 gp 
  13 
  25 lb 
  Shellycoat 
  60 gp 
  13 
  25 lb 
  Heroic cuirass 
  300 gp 
  15 
  35 lb 
  Half armor 
  300 gp 
  16 
  25 lb 
  Mirror armor 
  250 gp 
  16 
  40 lb 
  Three-quarter armor 
  450 gp 
  17 
  40 lb 
  Kastenbrust 
  1,500 gp 
  18 
  60 lb 
  Maximilian armor 
  3,000 gp 
  19 
  65 lb 
   
  Leather Armors 
  Buff Coat: Named for their yellowish color, buff coats are 
  long leather coats usually worn under a breastplate, half 
  armor or three-quarter armor. 
  Linothorax: Linothorax armor was a stiff linen breast-
  plate used by the ancient Greeks. 
  Shagreen: Shagreen is armor made of specially treated 
  shark skin and is used underwater. 
  Mail Armors 
  Jack of Plates: A jack of plates consists of small iron 
  plates sewn between layers of cloth or leather. 
  Lorica Plumata: An impressive piece of armor manufac-
  tured by the Romans and worn by military leaders, the 
  lorica plumata is ring mail armor with metal scales at-
  tached to the rings. Like the heroic cuirass, it is intended 
  to impress, and permits a +1 bonus to reaction checks 
  when worn by a warrior. 
  Shellycoat: Shellycoat is a special variety of scale mail 
  created by aquatic creatures using shells. 
  Plate Armors 
  Dō-maru: The dō-maru is a form of armor worn by the 
  samurai. The dō-maru is splint armor that wraps around 
  the chest. Laced on the right side, it is distinguished in 
  this respect from the haramaki-dō, which is laced on the 
  back. For our purpose, both forms of armor provide the 
  same amount of protection. Dō-maru is made of leather 
  or metal scales laced into plates with cord and lacquered. 
  
   
  109 
   
  These plates are then laced together to form the armor. 
  To save on weight, metal is used only in the most vital 
  parts of the armor. 
  Half Armor: Half armor consists of a breastplate, back-
  plate and tassets to cover the upper thighs. 
  Heroic Cuirass: A heroic cuirass is a cuirass molded to 
  depict powerful musculature. It provides a +1 bonus to 
  reaction checks when worn by a warrior. 
  Kastenbrust: Kastenbrust armor was a style of Gothic 
  plate armor with a bascinet helm, box-shaped cuirass, 
  gauntlets and a long, metal skirt. 
  Maximilian Armor: This armor is named for Emperor 
  Maximilian I. It is full plate armor decorated with flutings 
  to deflect the points of blades and arrows. 
  Mirror Armor: Also referred to as disc armor, or Cha-
  har-Ainé, was used in Asia and Europe. The armor con-
  sists of four rectangular or oblong plates riveted together 
  to form a box around the wearer’s torso. To this mirror 
  cuirass is added helmet, greaves, bracers and a mail coat. 
  Discs could be added to provide additional protection. 
  Three-Quarters Armor: Three-quarter armor is a suit 
  of half armor that also covers the legs to the knees. 
  Piecemeal Armor 
  In order to mix and match armor, you can use the follow-
  ing quick and easy system. Treat the humanoid body as 
  having three parts, head, torso and extremities. Armor 
  provides a bonus for each part it covers, as follows: 
  Armor Type 
  AC Bonus 
  Head Wt. 
  Torso Wt. 
  Ext. Wt. 
  Padded 
  1  
  1 lb 
  5 lb 
  4 lb 
  Leather 
  2 
  1 lb 
  8 lb 
  6 lb 
  Studded 
  2 
  2 lb 
  10 lb 
  8 lb 
  Ring 
  3  
  2 lb 
  13 lb 
  10 lb 
  Scale 
  3 
  3 lb 
  15 lb 
  12 lb 
  Chainmail 
  4 
  4 lb 
  20 lb 
  16 lb 
  Splint 
  5  
  4 lb 
  23 lb 
  19 lb 
  Banded 
  5 
  3 lb 
  18 lb 
  15 lb 
  Plate 
  6 
  5 lb 
  25 lb 
  20 lb 
   
  If a helm does not cover the entire head, give it half the 
  bonus on the table above. Add the AC bonuses together 
  and divide the total by 2 (rounding down). This is the 
  character’s AC bonus; add it to 10 to get their AC. 
  Shields have the same AC bonus as they always do. 
   
  Used Armor 
  The difference between life and death for a low level 
  warrior can turn out to be the difference between 
  chainmail and platemail. The problem for the novice ad-
  venturer is a lack of funds. Platemail is expensive. In or-
  der to earn enough coin to buy it, a warrior has to stick 
  his neck out enough that he might lose it. 
  Another option for the novice warrior is used armor. The 
  downside is the flaws one might find in a used suit. The 
  following tables are a way to determine just what is 
  wrong with that cheap suit of armor a character just 
  bought. Every used suit of armor comes with 1d3 defects.  
  In this system, a used suit of armor sells for a base 10% 
  discount +10% per defect. This represents the lowest 
  price the salesman will accept. Naturally, the salesman is 
  going to try to get more than that for the armor. 
   
   
  
   
  110 
   
  Leather Armors 
  D8 
  Armor Flaw 
  1 
  Studs, bolts, rivets or scales on the armor are loose; every hit you 
  suffer in combat has a 1 in 6 chance of reducing the armor bonus by 
  1 as several pieces fall off. 
  2 
  The armor rides down with wear, imposing a -1 penalty to agility-
  oriented saves and reducing movement by 5′ 
  3 
  AC bonus is one lower than normal due to poor workmanship 
  4 
  Armor squeaks in a cool environment (like most dungeons), impos-
  ing a -2 penalty to move silently checks 
  5 
  The armor just doesn’t smell right, especially once it’s been on for a 
  while and warmed up  imposes a 1 point penalty to surprise foes (or 
  a 2 point penalty if those foes have sensitive noses) 
  6 
  The more you wear it, the more it chafes, imposing a -1 penalty to 
  hit in combat and reducing movement by 5′ 
  7 
  Every time you’re in a fight there is a 1 in 6 chance per round that 
  the buckle breaks, imposing a -1 penalty to the armor’s armor class 
  bonus and a -1 penalty to hit 
  8 
  Suit is actually -1 cursed armor 
   
  Mail Armors 
  D8 
  Armor Flaw 
  1 
  Armor jingles and rattles, imposing a -2 penalty to move silently 
  checks 
  2 
  The armor rides down with wear, imposing a -1 penalty to saves and 
  reducing movement rate by 5′ 
  3 
  Every hit you suffer in combat has a 1 in 6 chance of reducing the 
  armor bonus by 1 due to loose rivets 
  4 
  AC bonus is one lower than normal due to poor workmanship 
  5 
  The armor just doesn’t let you breath, imposing a -1 penalty to hit in 
  combat and reducing movement rate by 5′ 
  6 
  Any hit with a weapon that deals more than 3 points of damage 
  causes links to break and stick in your flesh, causing you to lose 5′ 
  of movement until removed 
  7 
  Every time you’re in a fight there is a 1 in 6 chance per round that it 
  falls apart, imposing a -1 penalty to the armor’s armor class bonus 
  and a -1 penalty to hit 
  8 
  Suit is actually -1 cursed armor 
   
  Plate Armors 
  D8 
  Armor Flaw 
  1 
  Armor creaks and groans, imposing -2 penalty to move silently 
  2 
  The armor rides down with wear, imposing a -1 penalty to dexterity-
  oriented saves and reducing movement rate by 5′ 
  3 
  Every hit you suffer in combat has a 1 in 6 chance of reducing the 
  AC bonus by 1 as several bits of metal are dislodged from the suit 
  4 
  AC bonus is one lower than normal due to poor workmanship 
  5 
  The armor does not let you breath, imposing a -1 penalty to attack 
  and reducing movement rate by 5′ 
  6 
  Every time you’re in a fight there is a 1 in 6 chance per round that it 
  falls apart, imposing a -1 penalty to the armor’s armor class bonus 
  and a -1 penalty to hit 
  7 
  The visor on the helm has a tendency to slam shut. Whenever you 
  attempt a task check or saving throw outside of combat there is a 1 
  in 6 chance that this happens, imposing a -1 penalty to the roll 
  8 
  The suit is actually -1 cursed armor 
  Henchmen and Hirelings 
  Here are a few additional hirelings to make life easier for 
  adventurers: 
  Acrobat: Most acrobats are itinerants in need of a job. 
  An acrobat is unlikely to delve into a dungeon without a 
  serious financial consideration, but they may do work of 
  an unethical nature in towns and cities. An acrobat has a 
  knack for balancing, climbing sheer surfaces and jump-
  ing, not to mention other acrobatic activities. Hiring an 
  acrobat for a mission costs 25 gp. 
  Apothecarist/Herbalist: An apothecarist or herbalist 
  has knowledge of plants (5 in 6 chance of answering 
  questions) and how to compound them into medicines. A 
  character under the treatment of an apothecarist gets a 
  +2 bonus to save against the effects of disease and poison 
  and heals at double the normal rate. 
  Architect: Stronghold construction is covered in the 
  Blood & Treasure Rulebook, and architects are required 
  to design these structures and guide the work of con-
  struction crews. An architect and his construction crew 
  are paid 50 gp per month. 
  Barrister: Barristers and lawyers are knowledgeable 
  about the law and can always answer questions regard-
  ing the law and the rules of noble and royal courts. 
  Dragoman: A dragoman knows the Common tongue and 
  1d6 additional random languages (or non-random, if the 
  TK chooses). In addition they have a knack for communi-
  cation. Interpreters demand 1 sp per day in town, 1 gp 
  per day for entering the wilderness and 10 gp per delve 
  into a dungeon. They fight as 0 HD humans. 
  Fortune Teller: Fortune tellers use cards, entrails, tea 
  leaves and a variety of other methods to tell the future 
  for their clients. Most are charlatans with no special abil-
  ities, but one in six is an adept with a limited spell list: 
  1st—Detect evil/good, detect magic, detect secret doors, de-
  tect undead, foretelling, know direction, read magic 
  2nd—Augury, detect invisibility, find traps, know alignment 
  3rd—Clairsentience, scrying, speak with dead 
  4th—Detect scrying, divination, locate creature 
  Graverobber: These unsavory folk are not much more 
  skilled than bearers, but they are bold rascals. Most have 
  a knack at identifying the undead from their habits and 
  abilities, and are happy to advise adventurers in need of 
  
   
  111 
   
  such information for the consideration of a gold coin. 
  They are equipped with shovels and daggers. 
  Guide: A guide has knowledge of the wilderness be-
  tween two settlements or in a 20 mile radius around a 
  settlement. Guides have a knack at survival and tracking. 
  They expect 1 sp per day plus expenses. 
  Herald: A herald can be hired to draw and record the 
  adventurer’s coat of arms (although he or she must first 
  be granted the right to have arms) and announce his or 
  her coming and tell of his or her deeds. A herald grants 
  an adventurer a +2 bonus to reaction checks at court. 
  Heralds expect 1 sp per day and a suit of fine clothes in 
  their master’s colors. 
  Jester: Jesters enjoy the special privilege of speaking 
  their mind, even when what they have to say is insulting 
  to royalty. Jesters are hired by adventurers to enhance 
  their prestige, and grant them a +1 bonus to reaction 
  checks at court. Jesters expect 1 sp per day. 
  Locksmith: Locksmiths are artisans who specialize in 
  crafting locks and keys. As a result, they have a 25% 
  chance to open locks. Locksmiths are paid 1 sp per day, 
  or 5 gp to open locks when they believe doing so might 
  get them in trouble with the law. 
  Miner: A miner notes slanting and sloping passages, 
  shifting walls, new construction and depth underground 
  on a roll of 1-3 on 1d6, and they sense the presence of 
  precious metals and stones in their raw form within 60′ 
  on a roll of 1 on 1d6. Miners are rough sorts (1 HD) 
  armed with light picks. They are so used to operating 
  underground that they have darkvision to a range of 30′. 
  Miners can be hired for 1 sp per day and might be in-
  duced to venture into dungeons for 1 gp per day, with 
  one week’s salary paid in advance to their families. 
  Minstrel: Minstrels can be hired by an adventurer to 
  enhance their prestige at court or to pass coded messag-
  es in song to compatriots. Minstrels carry some form of 
  portable instrument. As part of a retinue, they grant their 
  employers a +1 bonus to reaction checks when attending 
  court. Minstrels expect 1 sp per day. 
  Rat Catcher: Rat catchers are men and women who have 
  their work cut out for them in pre-modern settings. Heck, 
  let’s be honest – they are pretty busy in modern times. 
  Rat catchers are skilled at tracking and trapping rats, 
  including giant rats. Rat catchers have 1 Hit Dice and 
  enjoy a +1 bonus to hit and damage rats, giant rats and 
  even wererats in hybrid and rat form (assuming they 
  have a weapon that can harm the wererat). Rat catchers 
  carry clubs, daggers, rat traps and a bag of cheese for 
  bait. They are assisted by a small (but vicious) dog. 
  Sailor: Sailors are fighting-men (1 HD) trained to serve 
  aboard ships. They can climb (90%), tie knots (95%), 
  predicting weather (65%), communicating with foreign-
  ers (35%) and navigating by the stars (95%).  
  Scribe: Scribes are literate men and women, a rarity in 
  days of yore and worth paying for. Scribes work for 1 sp 
  per day (8 hours) of reading or copying. They cannot 
  copy spells into a magic-user’s spellbook. 
  Shipwright: Shipwrights are men or women skilled at 
  designing and overseeing the construction of ships of all 
  sizes. It takes a shipwright one month per 100 gp of the 
  price of a ship to build it (assuming he is managing a 
  normally sized crew). A shipwright and his crew are paid 
  50 gp per month. 
  Spy: Spies are a specific brand of rogue hired to discover 
  secrets and communicate them to their masters through 
  codes. Spies are among the most skilled of all rogues, 
  possessing the following skills: Escape bonds (35%), find 
  secret doors (35%), hide in shadows (45%), move silent-
  ly (45%), open locks (40%) and read languages (25%). 
  Spies can use poison without endangering themselves. 
  Spies charge a base of 20 gp/mission to snoop, 50 
  gp/mission to steal and 100 gp/mission to kill. Multiply 
  this value by the level of the target (see table below). 
  While it is generally preferable to play out spy missions, 
  there may come times when a TK or player wishes to 
  gloss over these activities. In these cases, the following 
  table can be used to determine success or failure: 
  Target Rank 
  Target Level 
  Snoop 
  Steal 
  Murder 
  Peasant 
  0-2 
  80% 
  70% 
  60% 
  Burgher 
  3-4 
  70% 
  60% 
  30% 
  Aristocrat 
  5-7 
  60% 
  50% 
  15% 
  Noble 
  8-9 
  50% 
  40% 
  7% 
  Royal 
  10-12 
  40% 
  30% 
  3% 
  Imperial 
  13+ 
  30% 
  20% 
  1% 
   
  Consider guild masters and merchant princes to be aris-
  tocrats. Most priests are burghers, high priests are aris-
  tocrats, bishops are nobility and popes are royalty. 
  When a spy’s mission fails, there is a 50% chance that the 
  spy is captured and a 10% chance they are killed. 
   
  
   
  112 
   
  Spells 
  The following new spells appear on the spell lists for the 
  new classes in this volume, or stand as additions to the 
  spells in the main rules. All of these spells should be con-
  sidered “advanced” for the purpose of clerics, druids and 
  magic-users using them. 
  New Cleric Spells 
  1st Level 
   
  Asperges 
  Bleat and Bray 
  Blinding Light I 
  Delay Harm 
  Footfalls 
  Inner Beauty 
  Mere Humanity 
  Odor of Sanctity 
  Repel Water 
  Road to Salvation* 
  Water to Wine 
   
   
  2nd Level 
   
  Blinding Light II 
  Compel Parley 
  Golden Torch 
  Sea Vision 
  Transmute Food to Ash 
  Transmute Water to Poison 
  Weakness 
  Zounds 
   
  3rd Level 
   
  Black Sun 
  Eye for an Eye 
  Firebrand 
  Fool’s Paradise 
  Fools Rush In 
  Giant Strength 
  Loose Lips 
  Sun Shower 
  Unspeakable Conjuration 
   
   
  4th Level 
   
  Come to Judgment 
  Curse of Angels 
  Curse of Devils 
   
   
  5th Level 
   
  Wind Tunnel 
   
   
  6th Level 
   
  Mass Strength 
   
   
  8th Level 
  Animate Room 
   
   
  New Druid Spells 
  1st Level 
  Bleat and Bray 
  Blinding Light I 
  Sea Vision 
  Sense Tremors 
  Venom Sacs 
   
   
   
  2nd Level 
  Bite of the Wolf 
  Blinding Light II 
  Coils of Constrictor 
  Delay Harm 
  Hands of Lava 
  Spikes 
  Transmute Food to Ash 
  Transmute Water to Poison 
  Weakness 
  Whitefoot 
   
  3rd Level 
  Awaken Element 
  Energy Web 
  Fangs of the Viper 
  Giant Strength 
  Horn of the Rhino 
  Hug of the Bear 
  Quills of the Porcupine 
  Raise Pillar 
   
  4th Level 
  Blaze Trail 
  Chasm 
  Jack-o’-Lantern 
  Wind Tunnel 
   
  5th Level 
  Battle Beast 
  Green Colossus 
  Past Life 
  Wall of Crystal 
   
  6th Level 
  Mass Strength 
   
   
  7th Level 
  Maddening Woods 
   
   
  8th Level 
  Amber Ray 
  Body of Fire 
   
  New Magic-User Spells 
  1st Level 
  Accursed Archer 
  Acid Grasp 
  Alter Voice 
  Bewitch 
  Bleat and Bray 
  Blinding Light I 
  Comfortable Temperature 
  Dizzying Intellect 
  Double Vision 
  Dwarfblood 
  Electric Brain 
  Enchant Instrument 
  Energize Metal 
  Eye in the Sky 
  Flashing Blade 
  Homing Spell 
  Hypochondriac Fancy 
  Light Step 
  Lizard Lips 
  Mere Humanity 
  Optogram 
  Orbiting Orbs of Orvos 
  Prank 
  Presto Change-O 
  Repel Water 
  Rumor 
  Sense Tremors 
  Shadow’s Helper 
  Sheen 
  Silky Smooth 
  Skyrocket 
  Stun Ray 
  Supernumerary 
  Throes of Pain 
  Ultravision 
  Unseen Clerk 
   
   
  
   
  113 
   
  2nd Level 
  Alibi 
  Animate Hair 
  Babble 
  Blasphemous Shield 
  Blinding Light II 
  Booming Voice 
  Brain Drain 
  Burning Ears 
  Cocoon 
  Compel 
  Compel Parley 
  Delay Harm 
  Detect Illusion 
  Elfblood 
  Footfalls 
  Foreboding 
  Glad-hand 
  Gnomeblood 
  Golden Torch 
  Grimace 
  Heat-Seeking Missile 
  Incantation of Hatefulness 
  Juggle 
  Mindspy 
  Phantom Banker 
  Pocket Full of Rye 
  Potent Potables 
  Purple Haze 
  Rain of Frogs 
  Ricochet 
  Rival 
  Sea Vision 
  Shaggy 
  Shocking Lantern 
  Sinister Suspicion 
  Slide 
  Spikes 
  Sticky Fingers 
  Telecommunication 
  Terrible Obsession 
  Transmute Arms to Tentacles 
  Transmute Food to Ash 
  Transmute Iron to Lead 
  Transmute Water to Poison 
  Unwitting Ally 
  Weakness 
  Wormtongue 
   
   
  3rd Level 
  Belch Bile 
  Black Sun 
  Body of Rubber 
  Bone to Steel 
  Cosmic Comets 
  Drip-Drip-Drip 
  Duomorph 
  Energy Web 
  Eye of the Tiger 
  Fall-Staff 
  Fell the Mighty 
  Fireflux 
  Freeze Ray 
  Garble 
  Ghost Ray 
  Giant Strength 
  Hands of Lava 
  Ipecac 
  Jelly Arms 
  Light Bridge 
  Light Fantastic 
  Loose Lips 
  Mighty Mite 
  Monstrous Mein 
  Passdoor 
  Polymath I 
  Prism 
  Rant and Rave 
  Recharge 
  Sleeve of Holding 
  Spiraling Failure 
  Star-crossed 
  Stimulate Gland 
  Thin Air 
  Unspeakable Conjuration 
  Vermiform 
  Whirlwind Attack 
  X-Ray Vision 
  Yawning Gulf 
  Zeta-Ray 
   
  4th Level 
  Clarion’s Magic Closet 
  Dolorous Touch 
  Echoes of the Past 
  Fumble 
  Hex of Diminution 
  Hideous Cackle 
  Horseless Carriage 
  Incredible Strength 
  Lifting Hand 
  Methuselah Syndrome 
  Mutation Ray 
  Mystic Fire of Phango 
  Pearls into Swine 
  Prismatic Eye 
  Raise Pillar 
  Revolve 
  Rewind I 
  Ruinous Rain 
  Saldali’s Melting Time 
  Scramble Mind 
  Solicit Ride 
  Supercharge 
  Transmute Flesh to Rubber 
  Transmute Sound to Light 
  Wall of Crystal 
  Wall of Jelly I 
   
  5th Level 
  Aedmone’s Aqueous Orb 
  Alter Gaze 
  Chasm 
  Destroy Memory 
  Dream Thief 
  Freak Out 
  Hot Hail 
  Invocation of Righteous Anger 
  Magma Pit 
  Musical Interlude 
  Past Life 
  Polymath II 
  Pussycat! 
  Sepulchral Power 
  Time Trip 
  Transmute Water to Slime 
  Wildfire 
  Wind Tunnel 
   
  6th Level 
  Battle Beast 
  Curse of Cannibal Hunger 
  Fire Whip 
  Friendship 
  Incantation of the Yellow Doors 
  Mass Strength 
  Merlyn’s Gaseous Monster 
  Quid Pro Quo 
  Rewind II 
  Temporal Disjunction 
  Transmute Flesh to Robot 
  Transmute Water to Crystal 
  Transplant 
   
   
  7th Level 
  Déjà Vu 
  Recurring Image 
  Transmute Skin to Tongue 
  Wall of Jelly II 
   
  8th Level 
  Basilisk’s Gaze 
  Body of Fire 
  Lava Worm 
  Melt 
  Rewind III 
   
   
  9th Level 
  Amber Ray 
  Egg of Wonder 
  Fantastic Transformation 
   
  
   
  114 
   
   
  Spell Descriptions  
  Accursed Archer (Transmutation) 
  Level: Magic-User 1 
  Range: 150′ 
  Duration: Concentration + 1 round 
  This spell forces a single opponent within range that is 
  shooting or throwing missiles to target one of his allies. If 
  he has no allies, the spell applies a -2 penalty to his at-
  tacks on enemies. 
  Acid Geysers (Evocation) 
  Level: Elementalist 8 
  Range: 150′ 
  Duration: 6 rounds 
  When the spell is cast, you select a number of targets 
  equal to your level that are within the spell’s range. Any 
  targeted creature that fails its saving throw suffers 4d8 
  points of acid damage from a geyser of acid that explodes 
  from the ground beneath his feet. The target’s armor 
  must pass an item save or be ruined. The caster may 
  choose new targets each round while the spell lasts. No 
  one can be targeted by this spell in consecutive rounds. 
  Component: A diamond vial (800 gp) filled with acid 
  Acid Grasp (Evocation) 
  Level: Elementalist 1, Magic-User 1 
  Range: Personal 
  Duration: 1 minute 
  The spell caster’s hands deal 1d6 points of acid damage 
  with a successful attack (no save). Items grasped in the 
  caster’s hands must pass a saving throw or be ruined. 
  Aedmone’s Aqueous Orb (Conjuration) 
  Level: Magic-User 5 
  Range: Personal 
  Duration: 24 hours 
  This spell conjures an orb of water 8′ in diameter. The 
  water is either fresh or salt, determined by the caster. 
  The orb can fly at a speed of 60′ per round. 
  Alibi (Enchantment) 
  Level: Charlatan 2, Magic-User 2 
  Range: 30′ 
  Duration: 1 day per level 
  Those affected by this spell believe that you were in their 
  company for a number of hours equal to your level (or 
  less). These vague memories of your presence last for a 
  number of days equal to your level. 
  Alter Gaze (Abjuration) 
  Level: Magic-User 5 
  Range: Personal or touch 
  Duration: 2 hours 
  The beneficiary of this spell does not suffer from gaze 
  attacks as normal. If the gaze normally causes fear or 
  blindness, it instead reduces the victim's Wisdom by half. 
  If the gaze normally causes petrification, it instead re-
  duces the victim's Dexterity by half. Other effects can be 
  determined by the TK as necessary. The effects of the 
  gaze attack last for 3 hours. 
  Alter Voice (Illusion) 
  Level: Charlatan 1, Magic-User 1 
  Range: Personal 
  Duration: 1 hour 
  This spell permits you to alter your voice, perfectly mim-
  icking another voice you have heard. It does not enable 
  you to speak another language. The spell also alters your 
  inner voice, permitting you to fool creatures through the 
  medium of telepathy. 
  Amber Ray (Transmutation) 
  Level: Druid 8, Magic-User 9 
  Range: 30′ 
  Duration: Permanent (see below) 
  This spell takes the form of a ray of amber light. Any ob-
  ject that is struck by the ray must pass an item saving 
  
   
  115 
   
  throw or become as weak as crystal. After 10 minutes the 
  item can attempt a second item saving throw using its 
  old hardness to regain its former strength. If this save 
  fails, it becomes permanently brittle. 
  Animate Hair (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 2 minutes 
  The spell caster’s hair grows long (facial hair and eye-
  brows too) and can be used to make attacks or grab and 
  manipulate items. The spellcaster can make a number of 
  attacks equal to their Intelligence bonus plus one. The 
  hair can be used to grapple (dealing 1d3 grapple dam-
  age), trip and disarm. It can also be used to hold objects 
  up to 5 pounds in weight. The hair has a range of 6′. 
  Animate Room (Evocation) 
  Level: Cleric 8 
  Range: Immediate area 
  Duration: 1 hour 
  This spell works as animate object, except that it ani-
  mates an entire room as a single monster. The room has 
  the statistics of a huge animated object, and can use the 
  objects within it as weapons to attack. 
   
   
  Asperges (Conjuration) 
  Level: Cleric 1 
  Range: 10′ 
  Duration: Instantaneous 
  The cleric conjures a splash of holy water from his hand 
  and directs it at a single foe within range. Undead and 
  chaotic outsiders suffer 1d6 points of damage. 
  Awaken Element (Evocation) 
  Level: Druid 3, Elementalist 3 
  Range: 30′ 
  Duration: 5 minutes 
  You give an element human sentience. You affect a vol-
  ume of air, earth, fire or water no larger than 1 cubic foot 
  per level. It has all the statistics of a small elemental of its 
  type except that it has average intelligence and can speak 
  the common tongue. The element is friendly towards 
  you. A sentient element knows what happened around it 
  for one week per caster level before it was awakened and 
  can answer questions about it. 
  Babble (Illusion) 
  Level: Charlatan 1, Magic-User 2 
  Range: 30′ 
  Duration: 10 minutes 
  This spell causes one victim to speak unintelligibly. They 
  understand other people perfectly well and think they 
  are forming normal sentences when they speak, and thus 
  do not realize that are speaking gibberish until it is 
  pointed out to them. Spell casters can attempt a saving 
  throw to utter a spell properly, with a penalty equal to 
  the level of the spell. If a spell is uttered as gibberish, it 
  has no effect, but is still considered "used" for that day. 
  Basilisk’s Gaze (Transmutation) 
  Level: Magic-User 8 
  Range: 30′ 
  Duration: 1 minute 
  This spells works as the flesh to stone spell, but is deliv-
  ered via a gaze attack by the magic-user. The spell re-
  quires the possession of a dried basilisk’s eye harvested 
  by the magic-user that is casting the spell. The spell lin-
  gers on the magic-user’s left eye for 1 round. 
  
   
  116 
   
   
  Battle Beast (Evocation) 
  Level: Druid 5, Magic-User 6 
  Range: 30′ 
  Duration: 10 rounds 
  One animal targeted by this spell becomes a battle beast, 
  doubling its size and Hit Dice and increasing its damage 
  rolls by +2 points for the duration of the spell. While un-
  der the effects of the spell the animal is treated as a mon-
  ster rather than animal and its coloration changes to 
  something weird and unearthly. The animal gains low 
  intelligence in battle beast form. 
  Belch Bile (Conjuration) 
  Level: Magic-User 3 
  Range: 20′ cone 
  Duration: Instantaneous 
  The magician conjures acid from their guts, belching it in 
  a cone 20′ long and 10′ wide. All in the path of the acid 
  suffer 1d4 points of damage per magic-user level (save 
  for half damage). The magic-user loses their voice for one 
  hour after casting the spell due to throat burn. 
  Bewitch (Enchantment) 
  Level: Magic-User 1 
  Range: 30′ 
  Duration: 24 hours 
  You bewitch one target, creating in their mind an obses-
  sion with you, but at the same time a fear of speaking to 
  you. The target follows you around for 24 hours ignoring 
  everything but personal peril (which breaks the spell) 
  and discomfort (which permits a new saving throw), but 
  they will neither approach closer than 20′ nor speak to 
  you. If you suddenly confront them, they become fright-
  ened and run away. This ends the spell. 
  Bilocation (Conjuration) 
  Level: Prophet 5 
  Range: Personal 
  Duration: 1 minute 
  For one minute, the prophet can be in two places at once. 
  Each version of the prophet can carry out movement and 
  actions as normal. The second version can appear within 
  1 mile per prophet level of the original. When the second 
  version disappears, any damage or other effects he sus-
  tained, or any items he took possession of, return to the 
  original. 
  Bite of the Wolf (Transmutation) 
  Level: Druid 2 
  Range: Personal 
  Duration: 1 hour 
  The druid's mouth becomes a wolf's muzzle. The druid 
  gains a bite attack that deals 1d4 points of damage. Vic-
  tims of the attack must pass a save or be tripped and 
  knocked prone. 
  Black Sun (Necromancy) 
  Level: Anti-Cleric 3, Magic-User 3 
  Area of Effect: 120′ radius 
  Duration: 1 minute per level 
  For one minute, sunlight in an area 120′ in radius around 
  the spell caster becomes gray and wan, and does not 
  harm creatures normally harmed by sunlight. 
  Blasphemous Shield (Conjuration) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 minute 
  This spell conjures a shield in front of the spellcaster. 
  The shield bears an image blasphemous to a single cho-
  sen cleric or anti-cleric within sight of the magic-user. 
  The offended cleric must pass a saving throw each round 
  to resist attacking the magic-user. The shield bearer en-
  joys AC 18 against the cleric’s attacks and a +2 bonus to 
  Too Many Spells? 
  Spells are fun to invent, but magic-users have some 
  limits on how many that can know. That encourages 
  players to focus on the most useful, and usually clas-
  sic, spells, to the detriment of the new stuff. 
  One way to get past this is to permit magic-users to 
  use spells that are not in their spellbook as follows: 
  A magic-user can prepare a spell that is not in her 
  spellbook by meditating on it for one hour. If she 
  wishes to do this with multiple spells, the meditation 
  takes one hour per spell. 
  A given spell can only be prepared this way once in a 
  magic-user’s life. After this, the magic-user must add 
  the spell to her spellbook in the normal way to be 
  able to prepare it again. 
  You can permit sorcerers to do this as well, but they 
  must assign one of their spells per day to the specific 
  spell they wish to cast. 
  
   
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  saving throws against the cleric’s spells. Spells that are 
  saved against have a 25% chance of turning back on the 
  spellcasting cleric. 
  Blaze Trail (Evocation) 
  Level: Druid 4 
  Range: 500′ 
  Duration: Instantaneous 
  This spell functions like locate object or locate creature, 
  but also blazes a trail to that thing that is sought. Rank 
  vegetation is parted to allow easy movement to the goal. 
  The vegetation closes back in behind the druid and her 
  comrades as they move. If the group pauses for more 
  than 8 hours, this aspect of the spell ceases. 
  Bleat and Bray (Transmutation) 
  Level: Anti-Cleric 1, Druid 1, Magic-User 1 
  Range: 60′ 
  Duration: 1 hour 
  This spell changes a single target’s voice to the bleating 
  and braying of a goat for one hour. This makes spellcast-
  ing impossible for the target. Any other creature that 
  hears this noise and laughs (roll 1d20 under Wisdom 
  score to avoid laughing) suffers the same effect. 
  Blinding Light I (Evocation/Illusion) 
  Level: Cleric 1, Druid 1, Magic-User 1 
  Range: 5′ 
  Duration: 1d6+1 rounds 
  One creature immediately in front of you is dazzled by 
  intense light that flashes from your eyes. The victim is 
  blinded for 1 round and then dazzled for 1d6 rounds. A 
  dazzled creature suffers a -1 penalty to attack rolls and 
  to all task checks involving sight. 
  Blinding Light II (Evocation/Illusion) 
  Level: Cleric 2, Druid 2, Magic-User 2 
  Range: 20′ cone 
  Duration: 1d6 rounds 
  This spell causes those caught in the area of effect who 
  fail a saving throw to be dazzled, suffering a -1 penalty to 
  attack rolls and all task checks involving sight. 
   
   
   
   
  Body of Fire (Transmutation) 
  Level: Druid 8, Elementalist 8, Magic-User 8 
  Range: Personal 
  Duration: 10 minutes 
  You transform your body into elemental fire. You gain a 
  fire elemental’s immunities, as well as vulnerability to 
  cold. Your touch deals 2d6 points of fire damage.  
  Body of Rubber (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour 
  The spell caster’s flesh becomes as rubber. They are im-
  mune to falling damage and bounce back half as high as 
  they fell with no effort, or as high as they fell with some 
  effort. Bludgeoning weapons do no damage to them, and 
  their AC against all other attacks is increased by +2. 
  Bone to Steel (Transmutation) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 1 hour 
  This spell turns bone into steel. Only dead bones (i.e. not 
  part of a living creature) are affected. Bones like femurs 
  are turned into the equivalent of light maces. Animated 
  skeletons gain AC 17. 
  Booming Voice (Enchantment) 
  Level: Charlatan 2, Magic-User 2 
  Range: 120′ 
  Duration: 1 hour + 1 hour per caster level 
  This spell affects up to 10 targets within 120′. The tar-
  gets cannot help but speak as loudly as possible. These 
  booming voices have the normal chance for attracting 
  wandering monsters, and might cause other calamities 
  like avalanches (per the TK's discretion). 
  Brain Drain (Necromancy) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: See below 
  This curse causes the victim to lose intelligence points 
  when they use their mind, i.e. when they cast magic-user 
  (or similar) spells and perform intelligence-based tasks. 
  Each time the victim uses her brain and fails a saving 
  throw her intelligence is reduced as follows: 
   
  
   
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  Starting Intelligence 
  Drops to 
  Max. Spell Level 
  1-2 
  1 
  - 
  3 
  2 
  - 
  4-5 
  3 
  - 
  6-8 
  4 
  - 
  9-11 
  6 
  1st 
  12 
  6 
  2nd 
  13 
  9 
  3rd 
  14 
  9 
  4th 
  15 
  9 
  5th 
  16 
  13 
  6th 
  17 
  13 
  7th 
  18 
  16 
  8th 
  19 
  18 
  9th 
  20+ 
  19 
  9th 
   
  As the curse robs magic-users of intelligence, they also 
  lose the ability to cast spells above a level indicated in 
  the table above. These spells are not removed from 
  memory, they just cannot be cast. 
  Lost points of intelligence return at the rate of 1 point 
  per hour. Rest is not required to regain intelligence. 
  Buoyancy (Transmutation) 
  Level: Prophet 2 
  Range: 30′ 
  Duration: 1 minute 
  One object within 30′ designated by the caster becomes 
  buoyant in water, and floats to the surface. 
  Burning Ears (Divination) 
  Level: Magic-User 2 
  Range: Plane of existence 
  Duration: 6 hours 
  For the duration of this spell, you are aware when any 
  creatures on the same plane of existence plot against 
  you. You literally feel your ears become warm. If you roll 
  d% below your Wisdom score, you also learn who is plot-
  ting against you. 
  Chasm (Conjuration) 
  Level: Druid 4, Elementalist 4, Magic-User 5 
  Range: 60′ 
  Duration: 10 minutes 
  You can cause the ground to suddenly disappear, shifting 
  it briefly into the elemental plane of earth. The resulting 
  chasm has the following dimensions: Width is equal to 5′ 
  plus 2′ per level; length is equal to 1′ per level and depth 
  is equal to 2′ per level. After 10 minutes, the earth shifts 
  back into position from the elemental plane, burying 
  anything that was in the chasm or displacing gases and 
  liquids (such as water or an obscuring mist spell) that 
  might have been in the chasm to the surface. 
  Clarion’s Magic Closet (Conjuration) 
  Level: Magic-User 4 
  Range: 10′ 
  Duration: Instant (see below) 
  This spell creates an extra-dimensional space within 10′ 
  of the spell caster. The space is behind a door that magi-
  cally appears on a nearby wall (manufactured or natu-
  ral). Within this space is a closet filled with all sorts of 
  clothes, though no official uniforms of any kind. The 
  clothes, once removed from the closet, last for 1 day. 
  They are in all other ways normal clothes. 
  Cocoon (Abjuration) 
  Level: Magic-User 2 
  Range: Touch 
  Duration: 1 hour 
  The target’s cloak becomes a steel cocoon. The cocoon 
  holds enough air to allow the protected individual to 
  breathe comfortably for the duration of the spell. The 
  steel is 1″ thick and weighs approximately 1,400 lb. 
  Cosmic Comets (Conjuration) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour 
  You conjure three miniature comets which orbit you at a 
  radius of up to 10′. While orbiting, they provide a +1 bo-
  nus to Armor Class. Melee attackers that miss their at-
  tack roll against you by only 1 point are struck by a com-
  et for 1d6 damage + 1d6 fire damage. You can also send 
  these comets streaking out at a single target, who can 
  avoid it with a saving throw. Targets that are hit suffer 
  2d6 damage + 1d6 fire damage. 
  Create Clay Golem (Evocation) 
  Level: Prophet 7 
  Range: Touch 
  Duration: 10 minutes per level 
  By fashioning a roughly human-sized and shaped object 
  out of clay and inscribing a magic sigil on its head, the 
  prophet can cause it to become a clay golem for 10 
  minutes per prophet level. 
  
   
  119 
   
   
  Coils of the Constrictor (Transmutation) 
  Level: Druid 2 
  Range: Personal 
  Duration: 1 hour 
  The druid's body becomes sinuous and flexible. On a suc-
  cessful grapple attack, the druid deals 1d4 points of 
  damage and constricts his opponent for 1d4 points of 
  damage per round until the grapple is broken. 
  Come to Judgment (Conjuration) 
  Level: Cleric 4 
  Range: See below 
  Duration: Instantaneous 
  The cleric summons a creature that has committed a hos-
  tile act against him within the past 24 hours. The crea-
  ture gets a saving throw to resist the summons. If the 
  creature is more than 20 miles away, the cleric must be 
  at least 9th level to summon them. If they are on another 
  plane, the cleric must be at least 12th level. 
   
   
  Comfortable Temperature (Evocation) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 12 hours 
  This spell keeps the magic-user feeling comfortable in 
  any natural temperature, but not extraordinary tempera-
  tures as might be found on the Elemental Plane of Fire. 
  Compel (Enchantment) 
  Level: Charlatan 2, Magic-User 2 
  Range: Personal 
  Duration: 30 minutes 
  The caster compels his fellow party members to think his 
  or her latest plan is excellent and should be enacted im-
  mediately with no further discussion. Those who pass a 
  saving throw are not compelled to agree. Those affected 
  by the spell will not become violent in their support for 
  the plan, but they may be willing to leave others behind if 
  they cannot be convinced to agree. The somatic compo-
  nent is a snap of the fingers, which the magic-user can 
  use to simulate having just had a brainstorm. 
  Compel Parley (Enchantment) 
  Level: Charlatan 2, Cleric 2, Magic-User 2 
  Range: 30′ 
  Duration: 1 hour 
  This spell compels those affected to bring the caster and 
  up to six companions to the target’s leader. The targets 
  may take whatever precautions they like for the meeting. 
  Curse of Angels (Transmutation) 
  Level: Anti-Cleric 4 
  Range: 30′ 
  Duration: 1 week 
  With every Lawful act performed by the subject over a 1 
  week period, their weight is halved, as they become airy 
  and enlightened. This loss of body imposes a -1 penalty 
  to hit and damage and -1 hit point per Hit Dice/level for 
  each Lawful act. This enlightening can only be removed 
  by performing Chaotic acts, each such act doubling one’s 
  weight and removing a -1 penalty to hit and damage and 
  restoring 1 hit point per Hit Dice/level. Clerics and pala-
  dins enjoy a +4 bonus to save vs. this curse. 
  Curse of Devils (Transmutation) 
  Level: Cleric 4 
  Range: 30′ 
  Duration: 1 week 
  
   
  120 
   
  With every Chaotic act performed by the subject over a 1 
  week period, their weight is doubled. Extra weight acts 
  as added encumbrance, and imposes a -1 penalty to at-
  tack and to Armor Class for each Chaotic act. One can 
  hear chains as the cursed Chaotic moves about. These 
  moral chains can only be removed by performing Lawful 
  acts, each such act halving one’s weight and removing a   
  -1 penalty to attack and restoring one point of Armor 
  Class. Anti-clerics and antipaladins enjoy a +4 bonus to 
  saving throws against this curse. 
  Curse of Cannibal Hunger (Necromancy) 
  Level: Magic-User 6 
  Range: Touch 
  Duration: Permanent 
  The target of this spell loses 1 point of constitution each 
  day unless he consumes triple normal rations. If the ac-
  cursed consumes the flesh of a sentient humanoid, the 
  curse is lifted. This spell can be ended with a miracle, 
  limited wish or break enchantment spell. 
  Déjà Vu (Evocation) 
  Level: Charlatan 7, Magic-User 7 
  Range: 30′ 
  Duration: Instantaneous 
  The subject of this spell suffers the hit point damage he 
  or she took the previous round over again.  
  Delay Harm (Necromancy) 
  Level: Cleric 1, Druid 2, Magic-User 2 
  Range: Touch 
  Duration: 5 rounds 
  The subject of this spell delays damage sustained while 
  the spell is active for one hour after the spell ends. When 
  the damage is finally sustained, it is doubled. 
  Destroy Memory (Enchantment) 
  Level: Magic-User 5 
  Range: See text 
  Duration: Permanent 
  This spell permanently erases one memory from the vic-
  tim’s mind. The spell can erase the memory of one event, 
  person, object or idea. The spell caster must know of the 
  memory to be erased. It can be cast on any being that is 
  on the same plane of existence as the spell caster. 
   
   
  Detect Illusion (Divination) 
  Level: Charlatan 2, Magic-User 2 
  Range: 60′ 
  Duration: 20 minutes 
  As detect magic, but only detects illusions.  
  Dizzying Intellect (Evocation) 
  Level: Magic-User 1 
  Range: 10′ 
  Duration: 24 hours 
  The victim of this curse must pass a saving throw or fall 
  prone each time he or she performs a task that involves 
  intelligence (i.e. that is modified by the intelligence modi-
  fier) or casts a spell from a spell list associated with the 
  intelligence score (e.g. magic-users). 
  Dolorous Touch (Enchantment) 
  Level: Charlatan 4, Magic-User 4 
  Range: Touch 
  Duration: 6 hours 
  The target touched falls asleep. In addition, any person 
  that touches the sleeping victim while the spell is in ef-
  fect must also pass a save or fall asleep and so on. 
  Double Vision (Illusion) 
  Level: Magic-User 1 
  Range: 30′ 
  Duration: 1 minute 
  The target of this spell sees everything in doubles. This 
  imposes a -3 penalty to attack rolls and task checks. 
  Dream Thief (Enchantment) 
  Level: Magic-User 5 
  Range: 150′ 
  Duration: 1 week 
  So long as the subject is affected by this spell, it does not 
  gain the benefits of a good night’s sleep. The subject does 
  not regain hit points or heal ability damage, does not 
  prepare new spells and functions as if fatigued.  
  Drip-Drip-Drip (Evocation) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 24 hours 
  This tortuous curse is targeted at a single enemy. The 
  target begins feeling water drip on his forehead. The wa-
  ter appears from nowhere and cannot be escaped with-
  out submerging oneself in water. This dripping begins to 
  
   
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  wear on one’s nerves. Each hour, they must pass a saving 
  throw or suffer one point of wisdom damage. 
  If a creature’s wisdom score is reduced by half (or after 5 
  failed saves for a monster), they begin to go crazy, mut-
  tering to themselves and reacting violently to arguments 
  and frustrations.  
  If wisdom is reduced to below 3 (or after 8 failed saves 
  for a monster), the creature goes completely insane and 
  can only be cured with a restoration spell. 
  Dwarfblood (Transmutation) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 1 hour 
  For one hour, the spell caster gains the special racial abil-
  ities of a dwarf. 
  Duomorph (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour (max.) 
  You make yourself a hybrid creature, combining yourself 
  with a creature with no more than Hit Dice than you 
  have. The TK will use the hybrid monster rules in Blood 
  & Treasure Monsters to decide on your stats. You cannot 
  cast spells while in hybrid form. 
  Echoes of the Past (Illusion) 
  Level: Charlatan 4, Magic-User 4 
  Range: Personal 
  Duration: 10 minutes 
  You create a spectral image (q.v.) which re-enacts events 
  of the recent past (up to one hour per level).  
  Egg of Wonder (Universal) 
  Level: Magic-User 9 
  Range: Personal 
  Duration: Instantaneous 
  Upon completing this spell, the magic-user becomes 
  sickened for one round, after which he pulls an egg from 
  his mouth. When cracked, the egg produces a random 
  effect per the wand of wonder magic item. The egg can be 
  thrown up to 30′. 
  Electric Brain (Evocation) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 10 minutes 
   
  Electricity damage increases the magic-user’s intelli-
  gence (assuming they survive being electrocuted) to the 
  tune of +1 point of intelligence per 5 points of damage. 
  The increased intelligence persists for 6 hours. 
  Elfblood (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 hour 
  For one hour, the spell caster gains the special racial abil-
  ities of an elf. 
  Enchant Instrument (Conjuration) 
  Level: Magic-User 1 
  Range: 30′ 
  Duration: 1 hour 
  You enchant one musical instrument per level to play 
  music on its own for up to one hour. 
   
   
  Witch War! 
  At the start of every game session, roll d%. 
  On a roll of “66”, a Witch War has been declared! 
  Spellcaster factions are now at war. You can divide 
  factions by alignment, sex, color of clothes, presence 
  of facial hair, whatever – spellcasters are all about 
  symbolism, so no matter how petty a difference may 
  seem, it’s huge to spellcasters during a Witch War. 
  All spell casters, including magic-using monsters, in 
  different factions are now enemy combatants. Fortu-
  nately, as a result of Cosmic Resolution 144, Witch 
  War is not so much violent as it is passive aggressive. 
  Combatants have to snipe at each other, make snide 
  comments about one another, and are permitted to 
  use low-level, non-damaging spells to mess with one 
  another. The Witch War lasts the entire session. 
  If more than one player is involved in the Witch War, 
  the other players can vote on who was the most pas-
  sive-aggressive; that faction wins. The winner (or 
  winners) gets to steal 10% of the loser's XP from the 
  session. A spellcaster who went above and beyond 
  may be awarded a gold star with mandrake clusters 
  (worth 1 gp) to pin on their robe or hat. 
  
   
  122 
   
  Energize Metal (Transmutation) 
  Level: Magic-User 1 
  Range: Touch 
  Duration: 10 minutes 
  You make a single metal item stronger than adamantine. 
  Energy Web (Evocation) 
  Level: Druid 3, Elementalist 3, Magic-User 3 
  Range: 10′ 
  Duration: 1 hour 
  You weave a web of energy that is 10′ square. It can be 
  used to block a corridor or as a trap behind a door, or 
  whatever else a clever spellcaster can think up.  
  The energy web is invisible two rounds after casting it. A 
  creature running into the web is entangled if they fail a 
  saving throw. An entangled creature suffers 1d6 points 
  of electricity or fire damage each round (chosen by the 
  spellcaster when the spell is cast). 
  Eye in the Sky (Transmutation) 
  Level: Magic-User 1 
  Range: See below 
  Duration:  1 hour 
  When the final word of this spell is uttered, the spell 
  caster plucks out her eye and tosses it into the sky. The 
  eye flies straight up until it is high enough to allow the 
  spell caster to view a 6-mile radius area. The eye is high 
  enough that it can only make out large features – wood-
  lands, rivers, large settlements, etc. The spell caster must 
  keep her other eye closed while viewing the landscape.  
  If the spell caster concentrates for a full hour, she has a 1 
  in 6 chance to note a concealed or hard-to-see feature 
  like a cave mouth or a ruin overgrown by jungle foliage. 
  At the end of the spell, the eye falls back into the spell 
  caster’s open palm and can be returned to the eye socket. 
  Eye for an Eye (Necromancy) 
  Level: Cleric 3 
  Range: Personal 
  Duration: 1 minute 
  For one minute, all creatures that deal damage to the 
  cleric have that same damage delivered unto them. Nor-
  mal immunities and resistances apply. 
  Eye of the Tiger (Necromancy) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 10 minutes 
  When this spell is cast, the magic-user's eyes become cat-
  like, giving them darkvision to a range of 60′. Any feline 
  they look upon within 60′ must pass a saving throw or 
  the magic-user turns into a vapor and inhabits the fe-
  line’s body. The magic-user retains her intellect, but 
  gains the fighting ability of the feline. The magic-user can 
  leave the feline’s body at any time, but if they are still 
  inside the cat when it is killed, they die along with it. 
  Fall-Staff (Evocation) 
  Level: Magic-User 3 
  Range: 60′ 
  Duration: Instantaneous 
  By tapping your staff on the ground, you cause all within 
  60′ who are carrying staves (magical or otherwise) and 
  quarterstaffs drop them. Holders of magic staves may 
  attempt a saving throw at -3 to retain their staff. 
  Fangs of the Viper (Transmutation) 
  Level: Druid 3 
  Range: Personal 
  Duration: 1 hour 
  The druid's mouth becomes fanged. The druid gains a 
  bite attack that deals 1d3 points of damage and injects 
  type III poison into the victim. 
  Fantastic Transformation (Transmutation) 
  Level: Magic-User 9 
  Range: Touch 
  Duration: 10 minutes 
  This spell requires three subjects plus the caster. All four 
  must be holding hands. Upon casting the spell, a bolt of 
  cosmic energy erupts from the spell caster’s hands and 
  travels through the subjects, transforming them.  
  The subject with the highest strength score gains the 
  benefit of the stoneskin spell. The subject with the high-
  est dexterity score gains the benefit of the fire shield 
  spell. The subject with the highest wisdom gains the 
  benefits of the improved invisibility spell. The subject 
  with the highest intelligence score gains the benefits of 
  the rubber body spell. If one subject qualifies for more 
  than one of these transformations, they choose which 
  one they want, and the runner-up then takes on one of 
  the other transformations. All transformations last for 1 
  hour and then cease. 
   
   
  
   
  123 
   
  Fell the Mighty (Transmutation) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 1 turn 
  If the target of this spell normally has a strength bonus, it 
  is turned into a strength penalty. A +1 strength bonus 
  would therefore become a -1 strength penalty. 
  For monsters, apply a -2 penalty to attack and damage 
  for large monsters, and a -4 penalty to attack and dam-
  age for huge monsters affected by this spell. 
  Firebrand (Evocation) 
  Level: Cleric 3 
  Range: Touch 
  Duration: 10 minutes 
  Any weapon in your hand bursts into divine fire. The 
  weapon has the following qualities: It can strike demons, 
  devils and other Chaotic outsiders only harmed by +1 or 
  better weapons and it deals +1d6 points of damage when 
  it strikes in combat, or +2d6 against Chaotic creatures or 
  +3d6 against Chaotic outsiders. 
  Fireflux (Evocation) 
  Level: Elementalist 3, Magic-User 3 
  Range: 10′ 
  Duration: 1d4+1 rounds 
  This spell creates a roiling flame that curls around the 
  spell caster’s feet. The flame expands and contracts at 
  random, staying a minimum of 2′ away from the magic-
  user and roiling out 1d8′ further away in all directions. 
  Attackers within the flames’ range during a round suffer 
  1d4 points of fire damage per level of the spellcaster. 
  Fire Whip (Evocation) 
  Level: Elementalist 6, Magic-User 6 
  Range: 30′ 
  Duration: 10 rounds 
  You create a 20′-long whip of flame from an existing fire. 
  It lashes out at any foe that you designate, attacking with 
  your attack bonus. The whip deals 3d6 points of fire 
  damage and the victim must pass a saving throw or be 
  constricted, suffering damage each round. The whip has 
  an AC of 20 [Silver] and has 9d6 hit points. 
  Flashing Blade (Transmutation) 
  Level: Magic-User 1 
  Range: Touch 
  Duration: 1 hour  
  This spell can be cast on one blade. For one hour, the 
  blade shines with a blinding light. When the blade is used 
  for an unsuccessful attack, the target of the attack must 
  pass a save or be blinded until the end of the next round.  
  Fool’s Paradise (Enchantment) 
  Level: Cleric 3 
  Range: 30′ 
  Duration: 10 minutes 
  All foes within range of the cleric that fail a saving throw 
  spend 10 minutes completely blissed out, believing they 
  have entered their personal version of paradise. The 
  spell ends instantly if the affected creatures are attacked. 
  This also sends them into a berserk rage, allowing them 
  one additional attack per round. 
  Fools Rush In (Enchantment) 
  Level: Cleric 3 
  Range: 30′ 
  Duration: Instantaneous 
  All foes within 30′ of the cleric must roll 1d20 under 
  their Intelligence score or charge immediately into com-
  bat. For monsters, their chance of attacking is as follows: 
  Animal 90%, low 70%, average 50%, high 30% and su-
  per 10%. This is especially useful against foes making 
  ranged attacks from cover. 
  Footfalls (Divination) 
  Level: Cleric 1, Magic-User 2 
  Range: 300′ 
  Duration: 1 round per level 
  This spell permits the caster to hear all movement on the 
  ground within 300′, even if they are separated from the 
  source of the noise by thick walls or other obstacles. The 
  caster knows the general direction of the footfalls, the 
  size of what is moving and the general number present. 
  Foreboding (Illusion) 
  Level: Charlatan 2, Magic-User 2 
  Range: 30′ 
  Duration: 6 hours  
  The target of this spell has terrible feeling of foreboding. 
  While under the effects of the spell, she believes every 
  remove trap check fails and all hear noise checks result 
  in threatening noises on the other side of the door.  
   
   
  
   
  124 
   
  Freak Out (Illusion) 
  Level: Magic-User 5 
  Range: 30′ 
  Duration: See text 
  You can target all creatures within 30′ of you with waves 
  of psychedelic weirdness. Creatures with 0 to 4 HD are 
  confused for 1 minute. Creatures with 5 to 9 HD dance 
  around like crazy beatniks for 4 rounds and are then 
  fatigued for 10 minutes. Creatures with 10 or more HD 
  are stunned for 1 round while they ponder the cosmos, 
  man (and engines that run on water, man - water!), and 
  are then fatigued for 1 minute from the heavy thinking. 
  Freeze Ray (Evocation) 
  Level: Elementalist 2, Magic-User 3 
  Range: 120′ 
  Duration: Instantaneous 
  The target of this ray suffers 1d6 points of cold damage 
  per level and must pass a saving throw or be paralyzed 
  for 1d4 rounds. 
  Friendship (Enchantment) 
  Level: Charlatan 6, Magic-User 6 
  Range: Touch 
  Duration: Instantaneous 
  This spell makes the friendship effect of a charm person 
  or charm monster spell permanent and non-magical, 
  though still subject to the caster’s own actions.  
  Fumble (Enchantment) 
  Level: Charlatan 4, Magic-User 4 
  Range: Touch 
  Duration: 1 minute 
  The target of this spell becomes so clumsy that it suffers 
  a -5 penalty on all attack rolls and all dexterity checks. 
  Whenever it fails an attack or task check while holding 
  something, it must pass a saving throw or drop that ob-
  ject. The victim can move at only up to half its normal 
  speed. They must make a save to draw a weapon, pick up 
  a dropped item, retrieve a stored item, etc. If the save 
  fails, the creature drops the item at its feet. 
  Garble (Illusion) 
  Level: Charlatan 3, Magic-User 3 
  Range: 30′ 
  Duration: 3 hours 
  As babble (q.v.), but garble affects one enemy per level of 
  the spell caster and lasts for 3 hours. 
   
  Ghost Ray (Evocation) 
  Level: Magic-User 3 
  Range: 60′ 
  Duration: Instant 
  A misty gray ray springs from your extended pinky finger 
  towards a target. If the target fails a save, they and all of 
  their equipment become incorporeal for 1d6 rounds. 
  Giant Strength (Transmutation) 
  Level: Cleric 3, Druid 3, Magic-User 3 
  Range: Touch 
  Duration: 1 hour 
  As strength, except it grants a strength score of 22. 
  Glad-Hand (Enchantment) 
  Level: Charlatan 3, Magic-User 2 
  Range: Touch 
  Duration: 1 week 
  You shake a non-Chaotic stranger’s hand and say a single 
  word (a common everyday word). If that person fails a 
  saving throw, they develop a friendly attitude towards 
  you. Moreover, to each person with whom they speak 
  that week they repeat the word and pass on the spell’s 
  effect. These secondary targets do not pass on the spell 
  effect. The TK must judge which people in an area are 
  affected by the spell and which are not. 
  Gnomeblood (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 hour 
  For one hour, the spell caster gains the special racial abil-
  ities of a gnome. 
   
  Yes or No? 
  When adventurers are trying to convince an NPC of 
  something – going along with a plan, selling some-
  thing cheap, not pressing charges – roll 3d6 to see 
  how their argument goes over. Add to the roll the 
  Charisma modifier of the character talking. 
  3D6 
  Answer 
  3-5 
  No 
  6-9 
  No, but ... 
  10-15 
  Yes, but ... 
  16-18 
  Yes 
  
   
  125 
   
  Godly Visage (Transmutation) 
  Level: Cleric 6 
  Range: Personal 
  Duration: 1 minute 
  The cleric takes on the physical form of his or her patron 
  deity for one minute. Their equipment might change its 
  form, but not its properties, magical or mundane (i.e. 
  chainmail may look like +3 platemail, but it still acts like 
  normal chainmail). Followers and enemies of the god or 
  goddess must pass a saving throw or be stunned. This 
  state lasts until the "deity" is hit in combat and damaged, 
  or the "deity" or any of the "deity's" allies attack the 
  stunned creatures. 
  In addition to looking like their deity, the cleric gains the 
  following special abilities: Suffer half damage from non-
  magical weapons and attacks, 10% magic resistance, and 
  gains one special attack associated with their deity. This 
  special attack should be no more powerful than a 3rd 
  level spell, and can be used once. 
  Golden Torch (Conjuration) 
  Level: Cleric 2, Magic-User 2 
  Range: See below 
  Duration: 1 hour 
  A golden torch appears in the magician’s right hand (al-
  ways the right hand, and there it must stay). It emits a 
  golden glow with double the illumination of a normal 
  torch, and emits positive energy in a 30′ radius. This pos-
  itive energy doubles the normal healing rate of living 
  creatures and grants them a +1 bonus to save vs. poison, 
  disease and death effects, forces undead creatures to 
  pass a saving throw to enter the positive energy zone 
  and imposes a -2 penalty to the undeads’ saving throws. 
  Green Colossus (Evocation) 
  Level: Druid 5 
  Range: Personal 
  Duration: 1 minute 
  This spell draws the fertility of the land into you. Your 
  height doubles (per enlarge person), you gain a +2 bonus 
  to your AC and can only be hit by magic weapons. This 
  spell cannot be cast in wastelands; there must be green-
  ery covering at least a square mile to power this spell.  
  Grimace (Necromancy) 
  Level: Magic-User 2 
  Range: Touch 
  Duration: 24 hours 
  The victim’s face is twisted into a terrible grimace, reduc-
  ing their Charisma to 3 for the duration of the spell. 
  Hands of Lava (Transmutation) 
  Level: Druid 2, Elementalist 2, Magic-User 3 
  Range: Personal 
  Duration: 1 minute 
  This spell transforms the spell caster’s hands into living 
  lava. Their touch deals 1d6 points of damage and sets 
  inflammable objects ablaze. The hands can also be used 
  to throw lava balls (10’ range) that deal 1d4 fire damage. 
  Heat-Seeking Missile (Evocation) 
  Level: Magic-User 2 
  Range: 120′ 
  Duration: Instantaneous 
  As magic missile, but can target invisible creatures as 
  long as they give off some amount of body heat. 
  Hex of Diminution (Transmutation) 
  Level: Magic-User 4 
  Range: Touch 
  Duration: Instantaneous 
  This spell slowly shrinks a creature down to tiny size. 
  Each hour, the creature’s size category is reduced by one. 
  The spell is permanent, though it can be reversed with 
  one or several permanent enlarge person spells, dispel 
  magic or wish. The creature’s equipment does not shrink 
  with him or her. 
  Hideous Cackle (Enchantment) 
  Level: Charlatan 4, Magic-User 4 
  Range: 30′ 
  Duration: 10 minutes 
  This spells works like the spell hideous laughter, with the 
  following differences: The victim is not completely help-
  less - they can move and even attack, but cannot stop 
  cackling. Any strenuous activity causes fatigue for 10 
  minutes. Also, the cackling forces those who hear it to 
  save vs. fear or be affected as per the cause fear spell. 
  Homing Spell (Divination) 
  Level: Magic-User 1 
  Range: Touch 
  Duration: Permanent 
  Once a magic-user has placed this spell on a nonliving 
  item, she can, with mild concentration and while rubbing 
  the temples, discern its location relative to her in terms 
  of direction and approximate distance. This homing bea-
  
   
  126 
   
  con is permanent, but can be removed with dispel magic 
  or suppressed while in possession of a creature with 
  magic resistance (dice to determine). 
  Horn of the Rhino (Transmutation) 
  Level: Druid 3 
  Range: Personal 
  Duration: 1 hour 
  The druid's nose and forehead broaden and grow a fierce 
  horn. The druid gains a gore attack that deals 1d8 points 
  of damage. Every gore attack is also a bull rush attack.  
  Horseless Carriage (Conjuration) 
  Level: Magic-User 4 
  Range: Touch 
  Duration: 1 hour 
  You imbue a wagon or similar wheeled conveyance with 
  the ability to move on its own. The wagon moves by your 
  command and in much the same way as if pulled by a 
  horse. For every three levels you possess, the wagon is 
  pulled by the equivalent of one horse. 
  Hot Hail (Evocation) 
  Level: Magic-User 5 
  Range: 500′ 
  Duration: 1 round 
  Hail falls from the sky in a 20′ radius area, and it burns! 
  The hail deals 3d6 points of damage plus 2d6 points of 
  fire damage to everyone in the area of effect (saving 
  throw for half). Those without helmets have a 5% chance 
  of being knocked unconscious by the hail stones. 
  Hug of the Bear (Transmutation) 
  Level: Druid 3 
  Range: Personal 
  Duration: 1 hour 
  The druid's arms become large, furry and tipped with 
  claws. The druid gains two claw attack each round that 
  deals 1d6 points of damage. If both claw attacks hit a foe, 
  they are automatically grappled. There is a 1 in 10,000 
  chance that the druid accidentally casts “Huggy Bear”, in 
  which case their clothes become colorful and a feather 
  sprouts from any headgear they are wearing. 
  Hypochondriac Fancy (Illusion) 
  Level: Charlatan 1, Magic-User 1 
  Range: 30′ 
  Duration: 3 hours 
  The victim of this spell believes they have contracted a 
  disease if they fail their saving throw. While “under the 
  weather”, they suffer the effects of fatigue, but believe 
  they have worse symptoms (roll on the disease table as 
  though the spellcaster actually gave them a disease). 
  While under the effect of this spell, the victim must also 
  pass a save vs. fear anytime they are presented with a 
  situation or creature that could reasonably get them sick. 
  Incantation of Hatefulness (Enchantment) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: 1 minute 
  This spell enflames the existing antipathies of sentient 
  creatures within 30′ of the spellcaster, causing them to 
  attack one another unless they pass a saving throw. Law-
  ful creatures enjoy a +1 bonus to their saving throw, 
  while Chaotic creatures suffer a -1 penalty to their saves. 
  Incantation of the Yellow Doors (Conjuration) 
  Level: Magic-User 6 
  Range: Personal 
  Duration: See below 
  Often used as a last ditch effort to escape certain doom, 
  the incantation is a dangerous spell. When cast, the mag-
  ic-user is surrounded by walls of negative energy holding 
  four yellow portals placed to the north, south, east and 
  west. The black walls form a circle with a 20′ diameter 
  and rise 20′ before terminating in a domed ceiling. 
  Touching the walls causes 1d6 points of energy drain. 
  Each round, the walls and ceiling contract, moving in-
  ward by 5′ (the movement is actually fluid, not all at 
  once). If they close in on a creature, it is killed unless it is 
  immune to energy drain, in which case it left unharmed. 
  The walls can be avoided by entering one of the yellow 
  portals. Each portal leads to a random plane. The magic-
  user has no control over where the doors lead, nor has 
  he any knowledge of where they lead. Once a door is 
  touched, a person is transported to that plane. There is a 
  5% chance that the door deposits the person before a 
  powerful denizen of that plane. 
  Incredible Strength (Transmutation) 
  Level: Magic-User 4 
  Range: Touch 
  Duration: 10 minutes 
  
   
  127 
   
  The subject of this spell increases his or her strength when 
  they suffer damage in combat. For every 4 points of damage 
  they suffer, their strength modifier increases by +1. 
  Inner Beauty (Enchantment) 
  Level: Cleric 1 
  Range: Personal 
  Duration: 6 hours 
  You bring forth your inner beauty, treating your Wisdom 
  score as your Charisma score for the duration of the 
  spell. If you are Lawful, add 1 to your charisma. If you are 
  Chaotic, subtract 1 from your charisma. 
  Ipecac (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: Instant 
  You swallow a dose of fatal poison and, if you pass a sav-
  ing throw vs. poison, convert it into a powerful acid in 
  your stomach, regurgitating it as a 30′ long cone of acid 
  that deals 1d10 points of damage per level. If you fail the 
  saving throw, you die instantly (yes, before the cleric can 
  cast neutralize poison on you). 
  Invocation of Righteous Anger (Transmutation) 
  Level: Magic-User 5 
  Range: Personal 
  Duration: 1 minute 
  This spells works like the cleric spell righteous might, 
  except that the magic-user is unable to cast spells while 
  she is under the effects of the spell. 
  Jack-o’-Lantern (Evocation) 
  Level: Druid 4 
  Range: See below 
  Duration: See below 
  To cast this spell, a druid carves a jack-o'-lantern from a 
  pumpkin or similar gourd and places a candle inside it. 
  The light emanating from the jack-o'-lantern's face has a 
  magical effect, as follows: 
  If the face is frightening, creatures caught in the light 
  (including allies) are subject to the effects of a cause fear 
  spell. If the face is amusing, creatures caught in the light 
  are subject to the calm emotions spell. 
  The light from the jack-o'-lantern also negates magical 
  invisibility, and causes magic items to glow orange. 
   
  The magic lasts as long as the candle lasts (probably 1 
  hour), and the range is as a normal lantern. 
  Jelly Arms (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 minute 
  This spell transmutes the spellcaster’s arms into ooze—
  specifically black pudding, grey ooze or ochre jelly. The 
  spellcaster’s hands deal 2d6 points of acid damage with 
  each hit, and the acid dissolves substances per the rules 
  for the ooze of which they are composed. 
  The caster’s arms can be severed with a successful sun-
  der attack that deals at least 7 points of damage. The arm 
  takes 3 rounds to grow back. If the spell runs out before 
  then, the arm remains a stump. 
  The jelly arms cannot be used to cast other spells, or to 
  wield weapons, hold shields or manipulate objects. 
   
   
  
   
  128 
   
  Juggle (Transmutation) 
  Level: Charlatan 1, Magic-User 2 
  Range: Personal 
  Duration: 1 minute 
  For the duration of this spell, objects thrown, shot or 
  otherwise cast at you are automatically caught and jug-
  gled in the least damaging way possible. You can juggle a 
  number of objects equal to 2 plus your level, and can 
  only juggle objects you are strong enough to lift. 
  Lava Worm (Evocation) 
  Level: Elementalist 8, Magic-User 8 
  Range: 500′ 
  Duration: Up to one round per level while concentrating 
  This spell creates a serpentine flow of lava emerging 
  from the earth at a spot designated by the caster. The 
  worm is 20′ long with a flexible body. As a move, you 
  may direct the worm to move up to 30′ per round. If any 
  portion of the worm passes within 5′ of a creature they 
  suffer 10d6 points of fire damage (save for half). 
  Components: Three small rubies strung on a golden wire  
  Lifting Hand (Evocation) 
  Level: Magic-User 4 
  Range: See below 
  Duration: 1 minute 
  An invisible hand of force appears beneath the spell cast-
  er and comrades within 5′ of him and lifts them up or 
  down up to 20′ per spell caster level. The hand can move 
  laterally no more than 2′ per spell caster level. If the 
  magic-user and friends are still on the hand when the 
  spell’s duration runs out, it disappears and they fall. 
  Light Bridge (Evocation) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 1 hour 
  With a gesture, a beam of solid light streaks from the 
  sorceress' outstretched hand to span a distance 20′ per 
  level. This bridge can be level or ascend or descend. It 
  provides good traction - though if it is steep it will still be 
  difficult to climb. The bridge can hold up to 6,000 lb. 
  Light Fantastic (Evocation) 
  Level: Magic-User 3 
  Range: See text 
  Duration: 1 hour 
  A beam of light departs the magic-user’s fingertip and 
  proceeds in a direction chosen, bouncing off of solid ob-
  jects as it goes generally in the direction determined by 
  the caster. The light beam extends for a maximum of 90′ 
  and lasts for one hour, suspended in the area cast. Any 
  creature stepping through this beam of light must pass a 
  saving throw or fall prone on the floor, having tripped 
  (over) the light fantastic. 
  Light Step (Transmutation) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 1 hour 
  The spell caster walks 3″ above the ground. They move 
  in complete silence and do not trip pressure plates or 
  possibly trip wires, depending on their height. The user 
  of light step can still fall off of things. 
  Lizard Lips (Divination) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 1 hour 
  While under the effects of this spell, the caster can com-
  municate with reptiles of all kinds including dragons, and 
  they grok the really dry reptilian sense of humor. 
  Loose Lips (Enchantment) 
  Level: Charlatan 3, Cleric 3, Magic-User 3 
  Range: 30′ 
  Duration: 1 minute 
  This spell causes a single target to divulge any secrets 
  she is keeping for one minute. They usually start with 
  their most pressing, timely secrets (like a plan for assas-
  sinating the king and queen with an exploding hedge-
  hog), and work their way towards long held secrets from 
  childhood (like stealing some tarts from the castle kitch-
  en when she was 9). 
  Maddening Woods (Illusion) 
  Level: Druid 7 
  Area of Effect: One 6-mile hex of woodland/druid level 
  Duration: One season 
  The druid enchants a forest with terrible phantasms. 
  When one approaches the woods proper, the trees loom 
  over them and seem to animate, with grotesque faces 
  and bony claws. Creatures with fewer than 3 HD must 
  pass a saving throw vs. fear or be frightened away. Those 
  who pass their saving throw may plunge into the woods, 
  but things get worse before they get better.  
  
   
  129 
   
  With each step, a save is required for creatures one addi-
  tional HD higher (i.e. one step in and creatures with 4 HD 
  must save, the next requires creatures with 5 HD to save, 
  and so on). If a creature becomes frightened, all other 
  creatures with fewer HD must save again. As one moves 
  deeper into the woods, the wind whips up, the owls hoot, 
  the foliage closes in and becomes more noisome ... until 
  one has gone 10 paces in, when the illusory magic ceases 
  and the woods become normal once again. 
  Magma Pit (Evocation) 
  Level: Elementalist 5, Magic-User 5 
  Range: 500′ 
  Duration: 10 rounds 
  The earth is transformed into seething magma. Creatures 
  in the area of effect (30′ radius) suffer 9d6 points of fire 
  damage (save for half), move at half speed and may not 
  run as their lower legs become mired in magma. Huge 
  creatures are unaffected by the speed reduction and the 
  prohibition against running. 
  Component: A chunk of igneous rock rolled in ruby dust. 
  Mass Strength (Transmutation) 
  Level: Cleric 6, Druid 6, Magic-User 6 
  Range: 30′ 
  Duration: 10 minutes 
  As the strength spell, except it affects 10 creatures. 
  Melt (Transmutation)  
  Level: Magic-User 8 
  Range: 90′ 
  Duration: 10 minutes 
  For ten minutes, the landscape and all inanimate objects 
  around you seem to melt and bend. They become porous 
  and strange. Walls can be walked through with a d20 roll 
  under a character’s Wisdom score, and creatures can 
  walk on walls and ceilings as though they were the floor. 
  Weapons deal only 1 point of damage (plus strength 
  modifier), and rigid objects become flexible. Everything 
  in the landscape changes color into a brilliant, psychedel-
  ic pallet, including living creatures. After the spell ends, 
  all sentient creatures must pass a saving throw or be 
  sickened for 1d6 rounds. Creatures who are sickened 
  must also pass a saving throw or suffer 1d6 points of 
  Wisdom damage.  
   
   
  Mere Humanity (Necromancy)  
  Level: Cleric 1, Magic-User 1 
  Range: 30′ 
  Duration: 1 hour 
  When cast against a humanoid creature, they lose the use 
  of all special racial or monster abilities that are not de-
  rived from their class or their physical form (such as hav-
  ing multiple arms). In effect, they become merely human 
  for one hour. The humanoid’s physical form is not 
  changed, only their access to special abilities such as the 
  ability to see in darkness or note secret doors. 
  Merlyn's Gaseous Monster (Transmutation) 
  Level: Magic-User 6 
  Range: 30′ 
  Duration: See below 
  This spell transforms a monster into vapor and then 
  sucks them into an air-tight container, where they are 
  trapped until the bottle is broken, uncorked, or after 1 
  day per magic-user level minus monster Hit Dice. Thus, 
  an 11th level magic-user could keep an orc trapped in a 
  bottle for 10 days, but could not keep a 12 HD monster in 
  the bottle at all. 
  Focus: Bottle with cork 
  Methuselah Syndrome (Necromancy) 
  Level: Magic-User 4 
  Range: Touch or 30′ 
  Duration: See below 
  A selected target must pass a saving throw or suffer from 
  the old age. The condition lasts for 1 day if the target is 
  touched, or for 1 minute if they are merely within 30′ of 
  the spell caster. 
  Mighty Mite (Transmutation) 
  Level: Magic-User 3 
  Range: Touch 
  Duration: 10 minutes 
  The subject is reduced in stature, per the reduce person 
  spell, but their muscle density increases, granting them a 
  +2 bonus to attack and damage. 
  Mindspy (Divination) 
  Level: Magic-User 2 
  Range: 90′ 
  Duration: 1 hour 
  Your mind picks up on all telepathic communication that 
  occurs within 90′ of you for 1 hour. The communicators 
  
   
  130 
   
  are not aware of your spying unless they have innate 
  magic resistance and roll d% below it. 
  Monstrous Mein (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour 
  The spell caster’s creature type changes to “monster”. 
  They gain darkvision to a range of 60′, are no longer af-
  fected by spells that only affect humanoids (such as 
  charm person) and gain a +2 bonus on saving throws 
  involving dodging, ducking and moving. In addition, their 
  visage becomes monstrous and normal humans and 
  men-at-arms must pass a saving throw upon seeing them 
  or become frightened. 
  Multiply Food & Water (Evocation) 
  Level: Prophet 1 
  Range: Touch 
  Duration: Instantaneous 
  This miracle multiplies existing food and water, creating 
  one extra portion per prophet level. 
  Musical Interlude (Enchantment) 
  Level: Charlatan 5, Magic-User 5 
  Range: 30′ 
  Duration: 1 minute 
  This spell causes all creatures within 30′ to break into a 
  song and dance number, as though they were in an old 
  musical film. Bards suffer a -2 penalty to save against this 
  spell. The song lasts for 1 minute and leaves the partici-
  pants fatigued. Any player whose character is drawn into 
  the song and dance who actually sings a bit of the song is 
  awarded 100 XP. 
  Mutation Ray (Transmutation) 
  Level: Magic-User 4 
  Range: 60′ 
  Duration: 1 hour 
  A glowing green ray erupts from the palm of the magic-
  user’s left hand. A creature struck suffers a random mu-
  tation (see mutagen capsule in Blood & Treasure Rule-
  book for a list of random mutations). There is a percent-
  age chance equal to 20 minus the target’s constitution 
  score (or 10 minus their Hit Dice for monsters) that the 
  mutation is permanent. Constructs, oozes, outsiders and 
  elementals are unaffected by the ray and fey creatures 
  receive a +2 bonus to save against it. 
  Mystic Fire of Phango (Evocation) 
  Level: Magic-User 4 
  Range: 30′ 
  Duration: Instantaneous 
  Mystic fire reaches out from the spell caster’s fingertips 
  like hands of liquid white flame to caress the skull of the 
  target. The spell erases from the target’s mind their three 
  highest level spells. If the target’s highest level spells 
  number more than three, then each spell is nominated by 
  the target in turn and the spell caster decides if they wish 
  to erase it. The target can choose to retain the spell and 
  instead suffer 1d4 points of damage per level of the spell. 
  Odor of Sanctity (Conjuration) 
  Level: Cleric 1 
  Range: Personal 
  Duration: 1 minute 
  The spellcaster surrounds him or herself with a cloud of 
  sacred odor 30′ in diameter that forces creatures of the 
  opposite alignment to pass a saving throw or become 
  sickened for 1 minute. 
  Optogram (Divination) 
  Level: Magic-User 1 
  Duration: Instantaneous 
  By placing a corpse’s eye in a vial of chemicals (worth 5 
  gp) and shining a bullseye lantern on the vial, the last 
  image the corpse saw is projected on a wall. 
  Orbiting Orbs of Orvos (Abjuration) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 2 turns 
  You materialize a dozen adamantine orbs that revolve 
  around your body in varying orbits at high speed. These 
  orbs block attacks, giving you AC 13 against missile at-
  tacks and AC 15 against melee attacks. In addition, melee 
  attacks that fail their attack roll by 3 or more force the 
  attacker to pass a saving throw or be disarmed. 
  If your Armor Class is already better than the spell would 
  grant, the spell has no effect in terms of Armor Class, but 
  the orbs can still disarm opponents. 
  Passdoor (Transmutation) 
  Level: Magic-User 3 
  Range: Touch 
  Duration: 6 hours 
  
   
  131 
   
  This spell causes a door or gate to become ethereal. The 
  spell works on wood doors for 5th level casters, wood 
  and stone doors for 6th level casters and wood, stone 
  and metal doors for 7th level casters. The spell affects up 
  to 12″ (thickness) of material for 6 hours. 
  Past Life (Transmutation, Temporal) 
  Level: Druid 5, Magic-User 5 
  Range: Personal 
  Duration: 1 hour 
  You call up a past life, gaining its skills, special abilities 
  and personality for one hour. Roll on the table below, 
  once for each column, to discover which life you call up.  
  D20 
  Race 
  Class 
  Level 
  1-6 
  Human 
  Fighter 
  3 
  7-9 
  Human 
  Thief 
  4 
  10-12 
  Human 
  Cleric 
  5 
  13 
  Human 
  Assassin 
  6 
  14 
  Human 
  Barbarian 
  7 
  15 
  Elf 
  Bard 
  8 
  16 
  Dwarf 
  Druid 
  9 
  17 
  Halfling 
  Duelist 
  10 
  18 
  Gnome 
  Monk 
  11 
  19 
  Half-Elf 
  Paladin 
  12 
  20 
  Half-Orc 
  Ranger 
  13 
   
  Another player, chosen at random, gets to choose the 
  past life’s name and minor details of its life. 
  Pearls into Swine (Conjuration) 
  Level: Magic-User 4 
  Range: 10′ 
  Duration: 1 minute 
  Scattering pearls on the ground in front of her, a magic-
  user transforms them into orc warriors with this spell. 
  The magic-user can create one orc per level. The orcs 
  obey her commands. When the spell ends, any orcs left 
  alive turn back into pearls. Dead orcs just disappear. 
  Component: Pearl 
  Phantom Banker (Transmutation) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: Permanent 
  You change one form of currency into the next higher 
  form of currency, thus copper pieces into silver pieces, 
  silver pieces into gold pieces, or gold pieces into plati-
  num pieces. The total value of the coins does not change, 
  so 100 cp is changed into 10 sp. A second use of the spell 
  could then turn those 10 sp into 1 gp. 
  Phantom Foley (Illusion) 
  Level: Charlatan 1 
  Range: Personal 
  Duration: 1 hour 
  This spell creates comical sound effects based on the 
  charlatan's movements. Falling on his butt might pro-
  duce a loud honking sound, melee attacks might make 
  the sound of a hollow clunk of a coconut, etc. 
  When the charlatan hits in combat, falls down or fails a 
  saving throw, there is a 1% chance that any sentient 
  creature present falls into a fit of laughter for 1 round. 
  While laughing, they are unable to do anything but de-
  fend themselves in combat, and even then suffer a -1 AC. 
  Pocket Full of Rye (Transmutation) 
  Level: Charlatan 2, Magic-User 2 
  Range: 30′ 
  Duration: 1 hour 
  For one hour, all of the money in the possession of a sin-
  gle target changes to an equal mass of grain. If the grain 
  is eaten and changes back to metal while in somebody’s 
  stomach, it could be fatal. 
  Polymath I (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour per level 
  For the duration of this spell the magic-user becomes a 
  cleric, fighter or thief of her same level. The magic-user 
  loses all magic-user abilities and restrictions for the du-
  ration of the spell, and for this reason they cannot end 
  the spell early. The spell’s duration must be set when the 
  spell is cast, and can be up to one hour per level. While in 
  their new class, the magic-user gains its Hit Dice (and 
  thus re-rolls hit points), saving throws, armor and weap-
  on restrictions, special abilities, etc. 
  Polymath II (Transmutation) 
  Level: Magic-User 5 
  Range: Personal 
  Duration: 1 hour per level 
  As polymath I, except that the magic-user can become a 
  multi-classed cleric/magic-user, fighter/magic-user or 
  thief/ magic-user of one level lower than their magic-
  user level (follow all normal multi-classing rules), or they 
  
   
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  can become a bard, ranger, barbarian, druid, assassin, 
  etc. of one level lower than their magic-user level. 
  Potent Potables (Transmutation) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: 1 hour 
  All liquids within range of the magic-user take on the 
  properties of alcohol for one hour. The liquids still taste 
  the same, and potions still work as advertised, but the 
  imbiber must pass a saving throw vs. poison or become 
  drunk (treat as fatigued, but the player also has to slur 
  their words when the speak and give out a loud, fake 
  hiccup every so often - it's called verisimilitude!) 
  Prank (Illusion) 
  Level: Charlatan 1, Magic-User 1 
  Range: 30′ (50′ for gnomes) 
  Duration: See below 
  The prank spell permits the spell caster to carry out one 
  of several classic pranks, as follows. 
  Blacken—Causes a black ring to appear around a per-
  son's eye when using a spyglass. 
  Blat—Causes a roar of flatulence to blast out when 
  somebody within range sits down. 
  Burn—Causes a bite of food to become extremely spicy; 
  the victim must pass a saving throw or spit the food out, 
  drink lots of water and generally carry on for a round. 
  Dribble—Causes liquid to dribble from a vessel onto a 
  person's clothes. 
  Kick—Causes an illusory "kick me" sign to appear on the 
  person's back; the first person other than the spellcaster 
  who sees it must pass a save to resist the temptation. 
  Mark—Causes an illusory mustache and goatee (and 
  perhaps blackens a tooth) on the target. 
   
  Slip—Causes a banana to appear under a person's feet. 
  They must pass a saving throw or fall prone. 
  Sneeze—Causes the victim to break into a sneezing fit for 
  one round if they fail a saving throw. 
  Squirt—Permits any flower within range to squirt a per-
  son in the face with water 
  Tinkle—Causes a sensation of warm water on a sleeping 
  person's hand; they must pass a save or have an accident 
  Some effects are instantaneous. Otherwise, the prank 
  lasts for 1 minute per caster level. Once the spell is cast, 
  the illusionist has 10 minutes to activate the effect. Only 
  one effect can be created with each casting of the spell. 
  Presto Change-O (Conjuration) 
  Level: Magic-User 1 
  Range: 30′ 
  Duration: Instantaneous 
  You can swap one item in a creature’s hand for another 
  item held on their person. For example, a creature hold-
  ing a sword could have it instantly swapped for potion 
  that they have in their backpack. 
  Prism (Transmutation) 
  Level: Magic-User 3 
  Range: Personal (30′ radius) 
  Duration: 1 minute 
  This spell creates an area 30′ in radius around the spell 
  caster that separates light into its constituent colors. This 
  has the following strange effects: Prismatic spells do not 
  function properly, creating nothing more than non-
  harmful (to most creatures) light. Light spells still work, 
  but the light is in multiple colors and only half normal 
  strength. Light rays are split into seven rays (red, orange, 
  yellow, green, blue, indigo and violet) which strike ran-
  domly and which deal one-seventh normal damage. 
  Prismatic Eye (Transmutation) 
  Level: Magic-User 4 
  Range: 30′ cone 
  Duration: Instantaneous 
  Upon casting this spell the magic-user’s third eye opens 
  and emits a cone (30′ long, 10′ wide) of undulating colors 
  that tears through the minds of all targets within the area 
  of effect. All affected creatures suffer damage equal to 
  1d6 + the spell caster’s Intelligence bonus, as the pris-
  matic eye sends their synapses firing and minds reeling 
  The Fabric of Magic 
  For spellcasters like the sorcerer who do not use 
  spellbooks, each new spell level they gain is tied to a 
  garment, charm or fetish. They must possess this 
  item to cast their spells from that level.  
  Over time, the device has a 1% chance per level of 
  turning into a minor magic item. 
  
   
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  through a series of powerful emotions. No saving throw 
  is permitted to avoid this damage. 
  All who are affected must also pass a saving throw or 
  become fixated on one of the following mental states for 
  one minute (roll d10): 
  1. Fear (as the frightened condition) 
  2-3. Apathy (as the stunned condition) 
  4-5. Anger (as rage spell, directed at an ally) 
  6-7. Sorrow (as crushing despair spell) 
  8-9. Joy (as good hope spell) 
  10. Love (as charm person spell; the object of their affec-
  tion is the spell caster) 
  Purple Haze (Conjuration) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 minute 
  A purple haze surrounds you and is stationary once cre-
  ated. It obscures all sight, including darkvision, beyond 
  5′. A creature up to 5′ away is -4 to be attacked. Crea-
  tures farther away are -10 to be attacked. In addition, 
  everyone within the haze must pass a saving throw or 
  fall asleep. This spell does not function underwater. 
  Material Component: Silver pipe worth 10 gp 
  Pussycat! (Transmutation) 
  Level: Magic-User 5 
  Range: 30′ 
  Duration: 1 minute 
  When the magic-user yells "Pussycat!", the most power-
  ful creature (by Hit Dice) within range is polymorphed 
  into a normal cat for one minute. It must pass a saving 
  throw or be frightened for the duration of the spell. 
  Quid Pro Quo (Abjuration) 
  Level: Magic-User 6 
  Range: Personal 
  Duration: 24 hours 
  A magic-user declares a spell of her own that is triggered 
  when another spell is cast in her presence, though not by 
  her. For example, she might denote that her shield spell is 
  triggered when magic missile is cast in her presence. The 
  triggered spell’s effects occur just before those of the 
  spell that triggered it. 
  Quills of the Porcupine (Transmutation) 
  Level: Druid 3 
  Range: Personal 
  Duration: 1 hour 
  The druid grows quills from his body. When they make a 
  successful bull rush attack, the quills deal an additional 
  1d6 points of damage. Creatures that miss them in melee 
  combat by more than 4 points suffer 1 point of damage. 
  The druid's clothing is ruined by this spell, and she can-
  not cast it while wearing armor. 
  Rain of Frogs (Conjuration) 
  Level: Magic-User 2 
  Range: 60′ 
  Duration: 1 minute 
  For one minute frogs drop from the sky in an area 30′ in 
  radius centered on a point chosen by the magic-user 
  within 60′. The frogs are not harmful, but the situation is 
  confusing. Creatures attempting to perform tasks within 
  the rain do so at a -4 penalty to their task checks. Crea-
  tures attempting to cast spells must roll 1d20 beneath 
  their Wisdom score to do so. Note also that druids, who 
  
   
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  may not step on the frogs, must move through the area at 
  no more than 10′ per round. 
  Raise Pillar (Evocation) 
  Level: Druid 3, Elementalist 3, Magic-User 4 
  Range: 30′ 
  Duration: 1 hour 
  With the lifting of your arms, a pillar of solid rock rises 
  from the ground. The pillar rises 5′ plus 1′ per level and 
  is roughly 4′ in diameter. The pillar can be raised under a 
  creature’s feet, in which case they must pass a saving 
  throw to avoid being lifted. If they fail this saving throw, 
  they are carried upwards and could potentially be 
  crushed if the pillar’s height would force them to violent-
  ly contact the ceiling of a chamber or cavern. If they are 
  crushed, they suffer 3d6 points of damage. After one 
  hour, the pillar slides back into the ground. 
  Rant & Rave (Enchantment) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: Instantaneous 
  This spell causes one creature to begin ranting and rav-
  ing about another creature, listing everything about that 
  creature that annoys or frustrates them. The rant should 
  last one minute, but no more. The somatic component is 
  the magic-user folding his arms and looking slyly away. 
  Recurring Image (Illusion) 
  Level: Magic-User 7 
  Range: 500′ 
  Duration: Permanent 
  This spell works as the programmed image spell except it 
  follows a predetermined script decided upon by the cast-
  er. The illusion follows that script without the caster hav-
  ing to concentrate on it and repeats it after a predeter-
  mined amount of time of up to 10 minutes per level or 
  upon a triggering condition. The illusion created can in-
  clude intelligible speech if the character wishes. 
  Repel Water (Evocation) 
  Level: Cleric 1, Elementalist 1, Magic-User 1 
  Range: Touch 
  Duration: 10 minutes 
  You keep up to twelve subjects dry when they are im-
  mersed in water. This spell does not allow creatures to 
  breath water, it only keeps them dry.  
   
  Recharge (Evocation) 
  Level: Magic-User 3 
  Range: Touch 
  Duration: Instantaneous 
  The magician uses her own body as a battery to recharge 
  a wand or staff. For each point of Constitution damage, or 
  for every 1d6 points of hit point damage she is willing to 
  accept, she adds one charge to a wand or staff. 
  Rewind I (Evocation) 
  Level: Magic-User 4 
  Range: 30′ radius 
  Duration: Instant 
  When this spell is cast, the very next round of activity can 
  be rewound and played over again. Make sure you note 
  all activity and character record sheet changes on a sepa-
  rate piece of paper in case the magic-user decides to 
  erase the round’s activities. 
  Component: Gem worth 100 gp 
  Rewind II (Evocation) 
  Level: Magic-User 6 
  Range: 30′ radius 
  Duration: Instant 
  When this spell is cast, the next minute (6 rounds) of 
  activity can be rewound and played over again. Make 
  sure you note all activity and character record sheet 
  changes on a separate piece of paper, in case the magic-
  user decides to erase the minute’s activities. 
  Component: Gem worth 500 gp 
  Rewind III (Evocation) 
  Level: Magic-User 8 
  Range: 30′ radius 
  Duration: Instant 
  When this spell is cast, the next turn (60 rounds) of activ-
  ity can be rewound and played over again. Make sure you 
  note all activity and character record sheet changes on a 
  separate piece of paper. 
  Component: Gem worth 5,000 gp 
  Nyarlathotep 
  1% of encounters with NPC magic-users and their ilk 
  (sages, alchemists, madmen) are actually with Nyar-
  lathotep in one of his many guises. Tread carefully. 
  
   
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  Revolve (Conjuration) 
  Level: Magic-User 4 
  Range: 10′ radius 
  Duration: Instantaneous 
  This spell shuffles the position of all enemy creatures 
  within range. They are moved clockwise (or left to right). 
  Ricochet (School) 
  Level: Magic-User 2 
  Range: Touch 
  Duration: 1 minute 
  A sword blade touched by the magic-user gains the abil-
  ity to block unerringly rays and magic missiles. 
  Rival (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 3 rounds 
  While under the effect of this spell, the spell caster has 
  the same attack bonus and size as whatever creature he 
  is fighting in melee. For each size category increase, add 
  +1 to the spell caster’s melee damage, and for every de-
  crease subtract -1. The magic-user gains no other special 
  abilities from this spell (such as improved saves). 
  Road to Salvation/Road to Damnation (Divination) 
  Level: Cleric 1/Anti-Cleric 1 
  This spell shows the spell caster the way to the nearest 
  temple, monastery, abbey or shrine dedicated to their 
  alignment. While they remain on this path, they move at 
  twice the normal overland rate. 
  Ruinous Rain (Evocation) 
  Level: Magic-User 4 
  Range: 60′ 
  Duration: 1 minute 
  Drops of black rain fall from the sky or ceiling in a 20′ 
  radius centered on a point of the magician’s choosing 
  within the range of the spell. All non-magical equipment 
  touched by the rain must pass an item saving throw or be 
  ruined and made useless. 
  Rumor (Enchantment) 
  Level: Charlatan 1, Magic-User 1 
  Range: 1 mile 
  Duration: Instant 
  This spell implants one rumor in the mind of the biggest 
  gossip in a settlement. 
  Saldali's Melting Time (Conjuration, Temporal) 
  Level: Magic-User 4 
  Range: Personal 
  Duration: See below 
  This spell stops time for one round in a 60′ radius, during 
  which time the magic-user can relax, drink a potion or do 
  anything else that only affects himself. After that round, 
  time begins slowly - all others within range are slowed 
  for two rounds. Then time returns to normal. 
  Scramble Mind (Enchantment) 
  Level: Magic-User 4 
  Range: 60′ 
  Duration: 1 minute 
  This spell targets a single magic-user, scrambling their 
  mind. When they attempt to cast a spell, the TK deter-
  mines the spell in their memory that they really cast by a 
  random roll. The spell they actually cast, not the one they 
  meant to cast, is removed from their memory. 
  Sea Vision (Transmutation) 
  Level: Cleric 2, Druid 1, Elementalist 1, Magic-User 2 
  Range: Touch 
  Duration: 1 hour 
  Any subject you touch has their vision completely unaf-
  fected by being underwater.  
  Sense Tremors (Divination) 
  Level: Druid 1, Magic-User 1 
  Range: Personal 
  Duration: 10 minutes 
  You sense the location of anything that is in contact with 
  the ground and moving within 120′, or moving through 
  water in which you are completely submerged. 
  Sepulchral Power (Transmutation) 
  Level: Magic-User 5 
  Range: Personal 
  Duration: 10 minutes 
  The caster's type changes to “undead”. They gain 
  darkvision to a range of 60′, are no longer affected by 
  spells that only affect humanoids (such as charm person), 
  and are immune to illusions and mind-affecting effects, 
  poison, sleep effects, paralysis, disease and stunning at-
  tacks. They are still affected by death effects, but are now 
  healed by negative energy and damaged by positive en-
  ergy. Their appearance becomes gray and decayed, and 
  normal humans and men-at-arms must pass a saving 
  
   
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  throw upon seeing them or become frightened for 1d6 
  rounds. As undead, they are liable to be turned or re-
  buked (and thus destroyed or controlled). 
  Shadow’s Helper (Illusion) 
  Level: Charlatan 1, Magic-User 1 
  Range: Personal 
  Duration: See below 
  When you follow a creature, your appearance changes 
  each time it spots you. This functions as follows: Any 
  time you fail a task check like move silently while shad-
  owing a creature and you are spotted, your appearance 
  magically changes. This works a number of times equal 
  to your level. After that, your appearance changes back 
  to normal when you are spotted. 
  Shaggy (Transmutation) 
  Level: Magic-User 2 
  Range: 20′ 
  Duration: 1 minute 
  You cause the hair of one target per caster level to be-
  come instantly incredibly long. For medium-sized crea-
  tures, this hair blocks their vision, giving them a -2 pen-
  alty to hit in combat. For small and tiny creatures with 
  beards, and any creature with hair covering their bodies, 
  this hair gets underfoot. Each time they move at more 
  than a rate of 5′ they must roll 1d20 under their dexteri-
  ty score or trip and fall prone. At the end of the spell’s 
  duration, the affected creatures’ hair falls completely out. 
  Dwarves get an additional saving throw against losing 
  their beard. Dwarves who lose their beards in this man-
  ner have an effective -3 penalty to charisma when deal-
  ing with other (unaffected) dwarves. 
  Sheen (Illusion) 
  Level: Magic-User 1 
  Range: Touch 
  Duration: 1 minute 
  One shield or suit of platemail touched by the spell caster 
  takes on a mirror-like sheen and can be used to reflect 
  gaze attacks for the duration of the spell. 
  Shocking Lantern (Transmutation) 
  Level: Elementalist 2, Magic-User 2 
  Range: See below 
  Duration: 1 minute 
  This spell transforms a normal lantern. The flame is re-
  placed by a coruscating spark of energy that emits light 
  equal to a torch. Anyone but the spell’s caster touching 
  the lantern receives a shock. In addition, all vermin with-
  in 10′ of the lantern are struck once per round by an arc 
  of electricity that deals 1d4 points of damage. 
  Silky Smooth (Necromancy) 
  Level: Magic-User 1 
  Range: Touch 
  Duration: See below 
  At the magician’s touch, the victim loses all of their hair 
  or fur, being left with silky smooth skin. Creatures with-
  out hair are unaffected. High level NPC’s affected by this 
  spell have a 1% chance of treating the spell caster as 
  their arch-enemy. 
  Sinister Suspicion (Illusion) 
  Level: Magic-User 2 
  Range: 120′ 
  Duration: 24 hours 
  The target of this spell scans as evil to detect evil spells 
  and similar effects for 24 hours. 
  Skyrocket (Illusion) 
  Level: Magic-User 1 
  Range: 250′ 
  Duration: Instantaneous 
  This spell creates the illusion of a skyrocket which 
  launches from the ground, flies up 250′ and then ex-
  plodes in a bright white light. The resulting light can be 
  seen for 6 miles. The spell is an illusion, so it cannot 
  harm anyone but may blind them if they are in the midst 
  of the brilliant flash. If used in a confined area the rocket 
  appears to fly through the ceiling. 
  Sleeve of Holding (Conjuration) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 8 hours 
  The magic-user can stuff 100 pounds per level of non-
  magical, non-living goods up his left sleeve. After 8 hours, 
  the magic-user must dump the goods out of his sleeve or 
  they disappear into dimensions unknown. 
  Slide (Evocation) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: Instantaneous 
  The magic-user selects two points within 30′ of him. The 
  points must be on the ground and must not have a hard 
  obstacle between them. The next creature that steps on 
  
   
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  one of those points (assess a 1 in 6 chance during a me-
  lee of each creature involved in the melee stepping on 
  the right spot) is whisked from one spot to the other at a 
  speed of 60′ per round. The person being whisked can do 
  nothing to stop it. If they move within 5′ of a creature 
  that has not yet attacked during the round, they can be 
  attacked by that creature at a +2 bonus to attack. 
  Solicit Ride (Transmutation) 
  Level: Magic-User 4 
  Range: Special 
  Duration: Special 
  The magic-user sends a signal out into the ether asking 
  for a ride by tying a gold thread around his extended 
  thumb. The magic-user gets a response in 1d4 turns, 
  with a janni on a flying carpet arrives to give him and up 
  to 5 others a lift. The ride is not free, of course - the janni 
  expects 10 gp per mile flown (100 gp minimum). There is 
  a 1% chance that the summons is instead answered by a 
  monster of foul repute, such as a night hag. 
  Spikes (Transmutation) 
  Level: Druid 2, Magic-User 2 
  Range: Touch 
  Duration: 1 hour 
  Armor touched by the spellcaster gains armor spikes, per 
  the normal rules for armor spikes. Druids can only cast 
  this spell on leather armor. 
  Spiraling Failure (Enchantment) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 24 hours 
  The magic-user curses one dice-rolling aspect of her tar-
  get such as attack rolls, saving throws against a general 
  class of threat, a particular task check, etc. For 24 hours, 
  every time the target fails one of those dice rolls, they 
  suffer a cumulative -1 penalty on later rolls of that type. 
  Star-Crossed (Divination) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: Permanent until removed 
  The magic-user causes two creatures to have their fates 
  exchanged. The two creatures must be friends or allies. 
  The spell exchanges the ability score modifiers, attack 
  bonus and saving throw values between the two. The 
  spell lasts until the two creatures make contact with one 
  another while remove curse is cast on them. 
  Sticky Fingers (Conjuration) 
  Level: Magic-User 2 
  Range: 60′ 
  Duration: Instant 
  This spell teleports one object (up to 1 pound in weight) 
  from the pocket, pouch or pack of one creature (indicat-
  ed by the spell caster) into the pocket, pouch or pack of 
  another (also indicated by the caster). The victim gets a 
  normal saving throw to resist. 
  Stimulate Gland (Necromancy) 
  Level: Magic-User 3 
  Range: Touch 
  Duration: 1 hour 
  With a touch, you can stimulate a gland in a humanoid 
  creature with the following effect: 
  Pineal—Target must pass a saving throw or fall asleep. If 
  this is done in a brightly lit area, the target gains a +2 
  bonus to this saving throw. 
  Adrenal—Target gets one additional attack per round. 
  Pituitary—Target gains a +1 bonus to attack and damage. 
  Thyroid—Target gains +1 hit point per Hit Dice and any 
  fatigue they feel is dispelled. 
  Thymus—Target enjoys a +2 bonus on saving throws 
  against disease while the spell is in effect. 
  For every five levels the magic-user has attained, they 
  may stimulate one gland. At the end of the spell’s dura-
  tion, the target is fatigued. 
  Stun Ray (Necromancy) 
  Level: Magic-User 1 
  Range: 30′ 
  Duration: Instantaneous 
  Upon casting this spell, the magic-user projects a white 
  ray from his hand at a target, who can avoid the ray with 
  a successful saving throw. If the target is hit, they are 
  stunned for 1 round + 1 round for every level (or Hit 
  Dice) the magic-user has more than them. 
  Sun Shower (Evocation) 
  Level: Cleric 3 
  Range: 240′ 
  Duration: 1 round 
  
   
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  Particles of light shower down on an area 40′ long x 40′ 
  wide x 40′ high. Creatures harmed by sunlight suffer 
  3d10 points of damage (no save) in the affected area. 
  Supercharge (Evocation) 
  Level: Magic-User 4 
  Range: Touch 
  Duration: Instantaneous 
  The magician supercharges a wand. On its next use (and 
  only its next use), the wand can expend two charges to 
  cast its spell at either double the range, double the dura-
  tion or double the damage. 
  Supernumerary (Divination) 
  Level: Charlatan 1, Magic-User 1 
  Range: 30′ 
  Duration: Instant 
  The magic-user instantly ascertains the quantity of one 
  type of item within range, for example all the gold coins 
  or spears within 30′. 
  Sustenance (Abjuration) 
  Level: Prophet 1 
  Range: Personal 
  Duration: Instantaneous 
  The prophet can go without food, drink and sleep for one 
  day, but must sacrifice one point of constitution to do so. 
  This constitution point cannot be healed while any cast-
  ing of this spell is in effect. A prophet could, therefore, 
  use sustenance for seven days straight, but would be 
  without seven points of constitution on the seventh day 
  and would suffer the normal effects of a lower constitu-
  tion. Constitution points sacrificed for this spell return at 
  the rate of one per day of rest. 
  Telecommunication (Transmutation) 
  Level: Magic-User 2 
  Range: Touch 
  Duration: 1 hour 
  The magic-user turns two cans, glasses or jars touched 
  into a telephone. The objects are connected by an ethe-
  real "wire" up to one mile long, and they work as though 
  they were two tin cans connected by a string. There is 
  some danger connected with this spell. When people 
  communicate through it, they send out vibrations into 
  the ethereal plane, and there is a 5% chance per conver-
  sation of attracting the attention of a wandering ethereal 
  filcher and a 1% chance of attracting the attention of a 
  wandering ethereal marauder. 
  Temporal Disjunction (Illusion) 
  Level: Magic-User 6 
  Range: 30′ 
  Duration: Permanent 
  The perceptions of this spell’s subject lag just behind 
  actual events. The creature suffers a -2 penalty to AC, 
  attack rolls and saving throws. Targeted spells he or she 
  casts suffer a 50% chance of failure but area effect spells 
  can be cast normally. The spell is permanent until re-
  moved with dispel magic or remove curse. 
  Terrible Obsession (Enchantment) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: 10 minutes 
  The magic-user holds up an object and focuses on a sin-
  gle victim. If the victim fails a saving throw, they become 
  obsessed with possessing the object for 10 minutes to 
  the exclusion of all other goals. When they get the object, 
  they crouch on the floor, petting it and proclaiming it 
  their "precious". 
  Thin Air (Transmutation) 
  Level: Elementalist 2, Magic-User 3 
  Area: 1,000 cubic feet 
  Duration: 1 minute 
  You rob the air within the area of effect of oxygen. You 
  can move the area of effect while the spell lasts by con-
  centrating on it, and this concentration precludes other 
  actions. Creatures within the thin air that engage in 
  strenuous activity (running, climbing, fighting, etc.) must 
  pass a saving throw each round or become fatigued. A 
  fatigued creature must continue to attempt saving 
  throws to avoid becoming dazed. Dazed creatures must 
  continue to attempt saving throws to avoid falling un-
  conscious. Unconsciousness lasts for as long as the crea-
  ture remains in the thin air, and 1 minute after. 
  Throes of Pain (Necromancy) 
  Level: Magic-User 1 
  Range: 120′ 
  Duration: Concentration 
  You inflict pain in a single creature. This paroxysm forces 
  a saving throw each round. In each round after the first, 
  this saving throw suffers a cumulative -1 penalty per 
  round (thus no penalty in round 1, a -1 penalty in round 
  2, a -2 penalty in round 3, and so on). Each failure impos-
  es a -1 penalty on attack rolls, task checks and saving 
  
   
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  throws and every 3 failures inflicts a single point of dam-
  age on the target. 
  Time Trip (Evocation, Temporal) 
  Level: Magic-User 5 
  Range: 30’ radius 
  Duration: Special 
  You cause time to split in a small area around you. Events 
  during the next round are played twice, and you can 
  choose which version of events become reality. For ex-
  ample, you could play out a full round of combat twice, 
  and the spell caster chooses which of those rounds will 
  officially have happened. 
  Focus: Gold watch set with diamonds (5,000 gp) 
  Transmute Arms to Tentacles (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 minute 
  The spellcaster’s arms become tentacles. She can climb 
  walls at a speed of 10′ per round without fail. The tenta-
  cles can be used to make one grapple attack per round 
  that deals 1d6 points of damage. These grapple attacks 
  are made at a +3 bonus to attack. 
  Transmute Flesh to Robot (Transmutation) 
  Level: Magic-User 6 
  Range: 30′ 
  Duration: 10 minutes 
  The target of this spell has their flesh and innards 
  changed to metal and mechanisms for 10 minutes. This 
  gives them the abilities of a construct and a natural AC of 
  15, but removes their emotions (and alignment becomes 
  true neutral). 
  Transmute Flesh to Rubber (Transmutation) 
  Level: Magic-User 4 
  Range: Personal 
  Duration: 1 hour 
  The magic-user’s flesh becomes like rubber. His AC im-
  proves by 3 points and he cannot be harmed by bludg-
  eoning attacks, though he does bounce off of them. When 
  a bludgeoning attack roll misses the magic-user by 3 or 
  fewer points, roll damage and knock the magic-user back 
  a number of feet equal to the damage roll. The magic-
  user always travels the entire distance rolls, even if some 
  of that distance is after rebounding off of a solid surface. 
  The magic-user also doubles his normal jump distance 
  while under the effect of this spell. 
  Transmute Food to Ash (Necromancy) 
  Level: Anti-Cleric 2, Druid 2, Magic-User 2 
  Range: 10′ 
  Duration: Instantaneous 
  Up to 1 lb of food per level within view and no more than 
  10 feet away is turned to ashes. 
  Transmute Iron to Lead (Transmutation) 
  Level: Magic-User 2 
  Range: 30′ 
  Duration: 1 minute 
  You transmute one iron or steel object (weapon, armor, 
  etc.) into lead. This multiplies the weight of the object by 
  1.5, reduces the object’s armor bonus to +1 (i.e. AC 11), 
  permits bucklers and shields to deflect one attack and 
  then become useless and weapons deal 1d4 points of 
  damage and can deal damage once before becoming use-
  less. Undamaged items are still usable when they turn 
  back to iron/steel. 
  Transmute Matter (Transmutation) 
  Level: Prophet 7 
  Range: Touch 
  Duration: 24 hours 
  The prophet can transmute matter from one form to an-
  other, thus lead to gold or steel to adamantine. At the end 
  of this time, the object must pass an item saving throw 
  (as its original form) or disintegrate. 
  Transmute Skin to Tongue (Necromancy) 
  Level: Magic-User 7 
  Range: 30′ 
  Duration: 1 hour 
  This bizarre curse changes a creature’s skin to the tex-
  ture, color and properties of a tongue. Their skin now 
  tastes whatever it touches, a highly disconcerting sensa-
  tion that requires a saving throw each turn to avoid be-
  coming sickened (for sentient creatures) or frightened 
  (for non-sentient creatures). Creatures without a skin 
  (oozes, energy creatures) are unaffected. The affected 
  creature’s appearance is likewise disconcerting to others, 
  who must pass a save to avoid reacting with revulsion. 
   
   
  
   
  140 
   
  Transmute Sound to Light (Illusion) 
  Level: Magic-User 4 
  Area of Effect: 30′ radius 
  Duration: 1 minute 
  This spell converts all sound in the area of effect into 
  light. The form of the light depends on the sound; sing-
  ing, for example, might produce a lovely light show, 
  while arguing would cast a harsh red light on the area. 
  Battles in particular create a vivid, violent strobe effect, 
  with each clash of arms producing a flash of light. The 
  effect is disorienting, and each creature in the area must 
  pass a saving throw to avoid becoming dizzy (-1 to AC, -1 
  to hit, each miss in combat by 4 or more points resulting 
  in the attacker falling prone). The dizziness ends when 
  one leaves the area, for outside the area one hears the 
  sounds and does not see the lights. 
  Transmute Water to Crystal (Transmutation) 
  Level: Elementalist 6, Magic-User 6 
  Range: 30′ 
  Duration: 10 minutes 
  Up to 100 cubic feet of water is transformed into smooth, 
  clear solid crystal. 
  Transmute Water to Poison (Necromancy) 
  Level: Anti-Cleric 2, Druid 2, Magic-User 2 
  Range: Touch 
  Duration: Permanent 
  The magic-user transmutes up to one gallon of water per 
  level into Poison I or one quart of water per level to Poi-
  son II, one pint of water per level to Poison III and fluid 
  ounce of water per level to Poison IV. If the magic-user 
  attempts to transmute a larger portion of water than 
  allowed by their level, the spell fails. The reverse of this 
  spell changes poisons (in like quantities to above) to 
  pure water. 
  Transmute Water to Slime (Transmutation) 
  Level: Elementalist 5, Magic-User 5 
  Range: 30′ 
  Duration: See below 
  This spell transmutes up to one ounce of water into 
  green slime. The alteration is permanent unless dispelled 
  within 10 minutes of the spell’s casting. 
   
   
  Transplant (Necromancy) 
  Level: Magic-User 6 
  Range: 30′ 
  Duration: 1 hour (permanent thereafter) 
  If during the duration of this spell the magic-user is 
  killed, his or her head immediately teleports to and is 
  transplanted on the nearest humanoid creature within 
  30′. The target’s head remains on the body as well. 
  The magic-user and his subject are dazed for 1 minute 
  afterwards, and the magic-user is unable to cast spells 
  until he takes control over the victim's body.  
  Each day, the magic-user can attempt a contest of wills 
  against the victim. Each rolls a saving throw. If the magic-
  user succeeds at his save and succeeds by more than the 
  victim, he gains control of one arm. Another success wins 
  him the other arm, and a third the legs. A failure over the 
  same period loses him an arm or the legs. When the mag-
  ic-user has control of the arms, he can cast magic spells 
  again as normal. 
  Turn Undead (Abjuration) 
  Level: Prophet 1 
  Range: See below 
  Duration: Instantaneous 
  This prophet miracle works as the cleric special ability. 
  The prophet turns undead as a cleric of the same level. 
  Ultravision (Transmutation) 
  Level: Magic-User 1 
  Range: Personal 
  Duration: 1 hour 
  For one hour you can sense ultraviolet light with your 
  eyes, permitting you to see perfectly well outside in 
  darkness. 
  Unseen Clerk (Conjuration) 
  Level: Magic-User 1 
  Range: N/A 
  Duration: 1 hour 
  This spell creates something akin to an unseen servant. 
  The unseen clerk does nothing but transcribe the activi-
  ties of the magic-user and her associates for 1 hour, in-
  cluding drawing a map of where they have explored in a 
  dungeon and taking down all conversations within 60′ of 
  the clerk. The magic-user can cause the clerk to strike 
  things from the record as she desires. The magic-user 
  must provide a pen and paper for the unseen clerk. 
  
   
  141 
   
  Unspeakable Conjuration (Conjuration) 
  Level: Anti-Cleric 3, Magic-User 3 
  Range: 30′ 
  Duration: Permanent until dispelled 
  The unspeakable conjuration takes 10 minutes of chant-
  ing and gesticulating to cast, and puts the spell caster and 
  his allies in terrible danger. The spell requires a human 
  (not humanoid or demi-human) sacrifice, about 20 gp 
  worth of precious stones, and a magic circle drawn on 
  the floor in human blood. 
  Once these preparations are completed, and the spell 
  cast, a single devil or demon that the spellcaster must 
  know by name, is summoned into the magic circle. There, 
  it engages in a battle of wills with the spellcaster. Each 
  round, the spellcaster and the devil or demon must make 
  a saving throw. If passed, calculate by how many points 
  the roll was successful and keep a running total. The first 
  combatant to reach 25 points wins. Any distraction, 
  physical or mental, means defeat for the distracted. 
  If the spellcaster wins, the demon or devil is subdued and 
  in his service for 666 days. During this time, the fiend 
  may be released from the magic circle, and may not do 
  anything to harm its master, or go beyond bounds set by 
  the master. The fiend cannot summon other outsiders, 
  nor can it teleport away, etc.  
  If the fiend wins, the summoner loses one level, 1d6 
  points of Wisdom and the fiend can choose to possess the 
  summoner, sending its own body back to the plane from 
  whence it was summoned and allowing its mind to take 
  up residence in the summoner for 666 days. The fiend 
  retains any spellcasting ability it had before, but other-
  wise is physically the same as the body it is possessing. 
  The fiend can also simply choose to go back home and 
  leave the summoner be. 
  Unwitting Ally (Enchantment) 
  Level: Magic-User 2 
  Range: 10′ radius 
  Duration: 1 minute 
  When this spell is cast, one enemy within 10′ chosen at 
  random must pass a saving throw or become your unwit-
  ting, unwilling ally. Every move the creature makes has 
  the possibility of helping you. For each action, roll 1d6. 
  D6 
  Effect 
  1-2 
  The creature's action proceeds as normal. 
  3-5 
  The creature's action proceeds as normal, but has a side effect 
  useful to you. 
  6 
  The creature's action is twisted to your purpose entirely. 
   
  What qualifies as help in this case is up to the TK, but 
  could include things like the monster accidentally trip-
  ping or running into one his allies, the monster making a 
  wild attack that accidentally targets an ally as well, etc. 
  Venom Sacs (Transmutation) 
  Level: Druid 1 
  Range: Personal 
  Duration: See below 
  When this spell is cast, any poison or venom injected into 
  the druid within one hour is stored in venom sacs that 
  form on the sides of her throat. This venom/poison has 
  no ill effect on the druid, who can within one hour after 
  the sacs form spit the venom up to 10′ at an opponent. 
  This requires a ranged attack roll at a -4 penalty. If it 
  succeeds, the victim must pass a save vs. poison or suffer 
  the venom’s effects. 
  Vermiform (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 hour 
  When the last syllable of this spell leaves the spell cast-
  er’s lips, his body turns into something resembling a 
  worm with a mottled magenta hide with the spell cast-
  er’s face. In this form, the spell caster can burrow 
  through solid stone (and looser stuff) at a rate of 20′ per 
  round. When the spell’s duration ends, the caster bursts 
  out of the worm body as though it was a cocoon, having 
  had regenerated 1d6 hit points while transformed. 
  Wall of Crystal (Conjuration) 
  Level: Druid 5, Elementalist 4, Magic-User 4 
  Range: 120′ 
  Duration: 1 hour 
  The wall of crystal conjured by this spell is 1′ thick, with 
  a surface area of up to 800 square feet. The crystal is 
  faceted, making it difficult to see through. Sonic attacks 
  and the shatter spell have a percentile chance to destroy 
  the wall equal to the spellcaster’s level x 5%. Magic rays 
  are diffused by the wall and made useless. 
  Wall of Jelly I (Conjuration) 
  Level: Magic-User 4 
  Range: 60′ 
  Duration: 10 minutes 
  The spell caster creates a wall of a jelly-like substance. 
  The wall is 10′ tall, 3′ thick and has a length of 10′ per 
  
   
  142 
   
  spell caster level. The jelly blocks normal sized missiles, 
  including from firearms. Bludgeoning attacks bounce off 
  the jelly, making it jiggle harmlessly. Slashing and pierc-
  ing attacks affect the jelly, but quickly close up. 
  To get through the jelly, one must get a running start and 
  roll 1d20 under their strength score. If successful, they 
  push their way through the jelly, emerging on the other 
  side. If they roll a “20”, they become lodged in the jelly 
  and may suffocate. Once inside the jelly, they cannot 
  move without rolling 1d20 under their strength, and 
  even then may only move 1′ per round. 
  Wall of Jelly II (Conjuration) 
  Level: Magic-User 7 
  Range: 60′ 
  Duration: 10 minutes 
  As wall of jelly I, except the jelly has the effect of a gelati-
  nous cube on those who pass through it or who are 
  lodged within it. The wall of jelly cannot move. 
  Water to Wine (Transmutation) 
  Level: Cleric 1 
  Range: 30′ 
  Duration: Instant 
  This spell turns water into wine. Holy/unholy water is 
  only affected 10% of the time. If the water is diseased, 
  the wine it turns into is not. If the water is poisoned, the 
  wine it is turned into remains poisoned. 
  Weakness (Transmutation) 
  Level: Cleric 2, Druid 2, Magic-User 2 
  Range: Touch 
  Duration: 1 hour 
  This spell reduces a creature’s strength to 3. 
  Whirlwind Attack (Transmutation) 
  Level: Magic-User 3 
  Range: 30′ 
  Duration: 1 round 
  You enable the target to attack every creature within 
  reach of the target’s melee weapon. Each creature re-
  quires a separate attack roll, and those attack rolls are 
  made at a penalty equal to the number of creatures being 
  attacked. A creature whirlwind attacking five orcs, for 
  example, would need to make five melee attacks, each at 
  a penalty of -5. 
   
  Whitefoot (Conjuration) 
  Level: Druid 2 
  Range: 30′ 
  Duration: 1 hour 
  One creature within range leaves white tracks, as though 
  it stepped in white paint, wherever it goes for one hour. 
  This makes tracking very easy under most conditions. 
  Wildfire (Conjuration) 
  Level: Elementalist 5, Magic-User 5 
  Range: 30′ 
  Duration: See below 
  This spell turns a fire or portion of a fire (campfire size 
  minimum) into a swarm of tiny fire elementals that run 
  wild and cause as much havoc as they can before they're 
  destroyed. The swarm has the following statistics: 
  Fire Swarm, Tiny Elemental (Fire): HD 1+1; AC 17 [+1]; 
  ATK swarm (1d3 fire); MV 20′; SV 16; XP/CL 500/3; SP—
  Immune to fire, vulnerable to cold. 
  The swarm moves and attacks as a single creature. It 
  covers a 10′ x 10′ area, with all creatures in that area 
  suffering an attack from the creature, and all inflamma-
  ble items in the area are forced to make an item saving 
  throw or catch fire. 
  Wind Tunnel (Evocation) 
  Level: Cleric 5, Druid 4, Elementalist 4, Magic-User 5 
  Range: See text 
  Duration: 1 minute 
  This spell creates a tunnel of powerful winds extending 
  10′ per level ahead and behind the spell caster. The tun-
  nel is large enough for the spell caster to walk through 
  normally, though it obviously cannot be larger than the 
  chamber or passage which the spellcaster currently oc-
  cupies. Missile weapons, gases and breath weapons are 
  deflected by the wind tunnel. Creatures outside the tun-
  nel trying to force their way through suffer the effects of 
  entering a huge air elemental's whirlwind.  
  The spell caster can decide if creatures grabbed by the 
  wind tunnel are carried forward or backward and then 
  deposited prone on the ground at the tunnel’s end. If the 
  tunnel is not created on solid ground, the spell caster's 
  comrades (though not the spell caster, on whom the spell 
  is centered) might fall into the winds themselves. In oth-
  er words, the spell cannot be used to create a bridge 
  across a chasm unless the spell caster's comrades want 
  to ride the winds across and suffer the consequences. 
  
   
  143 
   
  Wormtongue (Transmutation) 
  Level: Magic-User 2 
  Range: Personal 
  Duration: 1 minute 
  You turn your tongue into a miniature purple worm that 
  attacks each round at your attack bonus for 2d6 points of 
  damage. While your tongue is so transformed, you can-
  not speak well enough to cast other spells. 
  Focus: Purple worm tooth 
  X-Ray Vision (Transmutation) 
  Level: Magic-User 3 
  Range: Personal 
  Duration: 1 minute 
  This spell gives you the ability to see into and 
  through solid matter. Vision range is 20′, with 
  the viewer seeing as if she were looking at 
  something in normal light even if there is no 
  illumination. X-ray vision can penetrate 1′ of 
  stone, 1″ of common metal or up to 3′ of 
  wood or dirt. A thin sheet of lead blocks 
  the vision 
  Yawning Gulf (Illusion) 
  Level: Magic-User 3 
  Range: 120′ 
  Duration: 10 minutes 
  This spell can target one creature per 
  level of the caster. Creatures and objects 
  seem to be further away than they really 
  are, imposing a -4 penalty to attack them. 
  Other effects of the spell must be adjudicat-
  ed by the TK on the fly. 
  Zeta-Ray (Conjuration) 
  Level: Magic-User 3 
  Range: 90′ 
  Duration: Instantaneous 
  You launch golden rays from your eyes at a sin-
  gle target. When they strike, you exchange 
  places with the target. 
   
   
   
  Zounds (Necromancy) 
  Level: Cleric 2 
  Range: 30′ 
  Duration: 1 minute 
  One target has terrible wounds opened up on its palms 
  and feet. The pain is terrible, leaving the creature crip-
  pled (see Conditions) and imposing a -3 penalty to attack 
  and perform tasks involving holding tools or using their 
  hands (pick pocket, open lock, etc.). 
   
   
   
  
   
  144 
   
  Optional Rules 
  This section of the book includes a few optional rules you 
  may wish to include in your campaigns. 
  The first is a proficiency system that applies to weapons, 
  tasks and spells, allowing characters to spend proficiency 
  points to become better at these things as they advance 
  in level. 
  The second is rules for psionic powers that apply to 
  characters other than psychics. With these rules, any 
  character has a chance to possess psychic abilities, mak-
  ing it a useful addition to campaigns in which psionics 
  are meant to play a major role. 
  The fourth section covers the idea of playing 0-level 
  characters in Blood & Treasure. These characters begin 
  the game as fairly normal people with very limited abili-
  ties, but the ability to become first level characters in one 
  of the established classes. 
  Proficiency System 
  The proficiency system is an optional way to simulate a 
  character’s skill at fighting with weapons, performing 
  tasks and casting spells. It is designed to replace the 
  normal task system, some weapon feats and to enhance 
  the existing spell casting system.  
  If you use feats, you will want to remove a few of the 
  feats normally available in the game to use this system. 
  Proficiency Points 
  In this system characters spend proficiency points (PP) 
  to improve at tasks, fighting and casting spells. Charac-
  ters begin at first level with 10 PP and gain 10 additional 
  PP at each odd level (3rd, 5th, 7th, etc.). 
  Under the proficiency system, one advances through four 
  levels of proficiency, Novice, Adept, Expert and Master, in 
  a given weapon, task or spell. The PP cost to advance 
  through these levels of proficiency differs depending on 
  whether one is advancing in a weapon, task or spell. 
  Weapon Proficiency 
  To advance in weapon proficiency, a character spends 
  proficiency points as follows: 
   
  Rank 
  Cost 
  Benefit 
  Novice 
  1 pp 
  No penalty to fight with the weapon 
  Adept 
  3 pp 
  +1 to attack with the weapon 
  Expert 
  6 pp 
  +1 to damage with the weapon 
  Master 
  10 pp 
  Damage + special effect 
   
  One cannot advance through more than one proficiency 
  level with a weapon per level, thus a 1st level character 
  could spend her 10 PP to become a novice with 10 differ-
  ent weapons, but could not spend all 10 PP to become 
  first a novice, then an adept and finally an expert with a 
  single weapon (1 PP + 3 PP + 6 PP = 10 PP). The charac-
  ter would have to wait until 3rd level to spend points to 
  become an adept with a weapon they were already a 
  novice in, and then 5th level to become an expert with a 
  weapon they are already adept with, and 7th level to 
  finally become a master with a weapon they are already 
  an expert with. 
  Characters that are not proficient with a weapon suffer a 
  -2 penalty to attack with that weapon. If using this sys-
  tem, one needs to remove the following feats from play: 
  Improved Critical, Weapon Focus, Weapon Proficiency 
  and Weapon Specialization. 
  Characters can gain proficiency in any weapon on their 
  class’s allowed weapons list. To gain proficiency with a 
  weapon that is not on their list costs 1 additional PP. 
  The benefits of weapon mastery depend upon the type of 
  weapon with which they have gained mastery. Each 
  weapon has one or more special effects attached to it 
  based on the weapon’s type, as follows: 
  Bludgeoning—Weapons without edges or points, such 
  as clubs, maces and mauls. 
  Chopping—Weapons with a cutting edge that are used 
  to hack or chop an opponent, such as axes and falchions. 
  Piercing—Weapons with a sharp point that are used to 
  stab foes, such as spears and most swords. 
  Slashing—Weapons with a long edge that is used to cut 
  and slash, such as glaives and many swords. 
  As suggested above, some weapons count as more than 
  one weapon type. While rapiers, for example, are pierc-
  ing weapons, longswords are both piercing and slashing 
  weapons. Halberds have an axe head and a spear point, 
  so they are both chopping and piercing weapons.  
  When a master scores a hit on a natural ‘20’, the weapon 
  also scores a special effect. If the weapon counts as two 
  
   
  145 
   
  or more weapon types, the master can choose which type 
  it counts as for this attack. 
  Roll 1d6 to determine the special effect: 
   
  Bludgeoning 
   
  Chopping 
  1 
  Crush Armor 
  1 
  Bloody 
  2 
  Knock Back 
  2 
  Knock Prone 
  3 
  Knock Prone 
  3 
  Pierce Armor 
  4 
  Stagger 
  4 
  Stagger 
  5 
  Stun 
  5 
  Stun 
  6 
  Unbalance 
  6 
  Unbalance 
   
   
   
   
   
  Piercing 
   
  Slashing 
  1 
  Bloody 
  1 
  Arrest Weapon 
  2 
  Embed 
  2 
  Bloody 
  3 
  Hold at Bay 
  3 
  Feint 
  4 
  Pierce Armor 
  4 
  Slash Armor 
  5 
  Riposte 
  5 
  Stagger 
  6 
  Stagger 
  6 
  Unbalance 
   
  Arrest Weapon—A skillful parry leaves the defender’s 
  weapon (including natural weapons) unusable during 
  the next round. The defender can attack, but must use a 
  different weapon already in their hand. 
  Bloody—The defender is slashed and begins bleeding. 
  They suffer 1 point of damage per round until their 
  wounds are bound or magically healed. 
  Crush Armor—The defender’s armor is crushed or 
  smashed. The opponent can choose to allow her shield (if 
  she is wielding one) to be destroyed by the blow, leaving 
  their armor undamaged. Padded and leather armor can-
  not be crushed. All other forms of armor lose one point of 
  their armor bonus each time they are crushed. A charac-
  ter wearing crushed armor suffers a 5′ penalty to their 
  speed. Armor that is reduced to an armor bonus of 0 is 
  destroyed. An unarmored foe is instead staggered. 
  Embed—The attacker’s weapon is embedded in the foe 
  or their armor. Against armor, this special effect is per 
  the Pierce Armor effect, save that the attacker’s weapon 
  cannot be removed with a Strength check. Against a crea-
  ture, the effect is as the bloody effect and the weapon is 
  likewise stuck in the creature. A creature with a weapon 
  embedded in them loses 5′ from their movement rate 
  until it is removed. 
  Feint—A skillful feint with the weapon forces the de-
  fender to roll a saving throw. If unsuccessful, the attacker 
  can immediately make another attack against them. 
  Hold at Bay—The defender must leap back 5′ from the 
  attacker’s weapon and cannot approach within melee 
  range again until they pass a saving throw or sunder the 
  weapon. The saving throw can be attempted on the de-
  fender’s move, while the sunder attempt can be attempt-
  ed on the defender’s attack. Against a missile weapon, 
  the defender is still forced to leap back 5′, but obviously 
  has no particular problem closing for melee. 
  Knock Back—The defender is knocked back a number 
  of feet equal to 3 plus the damage inflicted by the attack. 
  If the defender is knocked 6 or more feet back, they must 
  pass a saving throw or be knocked prone. 
  Knock Prone—The force of the attack, or an attack 
  against the defender’s legs, knocks them prone. 
  Pierce Armor—The defender’s armor is pierced by the 
  weapon. The opponent can choose to allow her shield (if 
  she is wielding one) to be destroyed by the blow, leaving 
  their armor undamaged. If armor is damaged, it loses one 
  point of its armor bonus each time it is pierced. Armor 
  that is reduced to an armor bonus of 0 is destroyed. An 
  unarmored foe is instead bloodied. 
  Riposte—The next time the defender misses an attack 
  against the attacker, the attacker can make a free attack 
  against them. 
  Smash Armor—The defender’s armor is crushed or 
  smashed. The opponent can choose to allow her shield to 
  be destroyed by the blow, leaving her armor undamaged. 
  Padded and leather armors lose one point of their armor 
  bonus each time they are slashed. Chainmail and Gothic 
  plate armor is unaffected by slashes. Other forms of ar-
  mor have a 1 in 6 chance of having their leather straps 
  slashed and thus lose one point of armor bonus. Armor 
  that is reduced to an armor bonus of 0 is destroyed. An 
  unarmored foe is instead bloodied (see above). 
  Stagger—A crushing blow leaves the defender staggered 
  for one round. The defender can either move or attack on 
  their next turn, but not both. 
  Stun—A shot to the head or stomach leaves the defender 
  stunned for one round. 
  Unbalance—The defender must duck or leap to avoid a 
  blow. During their next round, attackers enjoy a +2 bo-
  nus to attack against the defender. 
   
  
   
  146 
   
  Task Proficiency 
  To advance in task proficiency, a character spends profi-
  ciency points as follows: 
  Rank 
  Cost 
  Benefit 
  Novice 
  1 pp 
  Succeed on task check on roll of 15 or higher 
  Adept 
  2 pp 
  Succeed on task check on roll of 12 or higher 
  Expert 
  4 pp 
  Succeed on task check on roll of 9 or higher, and 
  used improvised tools without a penalty 
  Master 
  8 pp 
  Succeed on task check on roll of 6 or higher, and 
  mitigate failures (see below) 
   
  When a master fails a task check by no more than one 
  point, they can mitigate the failure. In play, this means 
  that the task is considered a success, but the Treasure 
  Keeper is permitted to impose some form of problem 
  with the success. If a master at moving silently, for ex-
  ample, rolls a “5” on his task check, he manages to move 
  silently, but the TK rules that in the process he steps on 
  something sharp and ends up with the crippled condition 
  until he can spend a round to remove it from his foot. 
  Spell Proficiency 
  Spell proficiency works a little differently than weapon 
  and task proficiency. Any spell caster who can cast a spell 
  (i.e. a spell known for a sorcerer, a spell in a magic-user’s 
  or bard’s spell book, or a spell from a level a cleric, druid, 
  paladin or ranger can cast) is considered a novice with 
  that spell without having to pay any Proficiency Points. 
  To advance in spell proficiency, a character spends profi-
  ciency points as follows: 
  Rank 
  Cost 
  Benefit 
  Adept 
  3 pp 
  Apply one modification to the spell, or inflict +1 
  point of damage per dice of damage; magic-users 
  and bards can prepare the spell without studying 
  their spell book 
  Expert 
  6 pp 
  Apply two modification to the spell or impose a -1 
  penalty to save against the spell 
  Master 
  10 pp 
  Apply three modifications to the spell or ignore the 
  target’s magic resistance 
   
  The following modifications can be made to a spell: 
  Empower—All of the spell’s variables are doubled. This 
  modification counts as two modifications and can only be 
  used by a spell caster twice per day. 
  Enlarge—Double the spell’s range. 
  Extend—Double the spell’s duration. 
  Focus—Targets suffer -1 penalty to saving throws 
  against the spell. 
  Heighten—Treat caster level of spell as one level higher. 
  Linger—An instantaneous spell’s effects linger for one 
  round after the spell is cast. 
  Maximize—The spell’s variables are maximized. This 
  actually counts as three modifications, and this modifica-
  tion can only be used by a spell caster once per day. 
  Persistent—Creatures must make two saving throws to 
  avoid the effects of the spell. 
  Selective—You can excuse individual targets from a 
  spell’s area of effect, for example leaving allies in the area 
  of effect of a fireball spell unharmed by the blast. 
  Silence—Cast the spell without vocalizing it. 
  Still—Cast the spell without moving. 
  Widen—Double the spell’s area of effect. 
  Training under a Master 
  If an adventurer can find a master in a task, weapon or 
  spell with which he wants to become more proficient, he 
  can reduce the cost to become an adept, expert or master 
  by 1 PP. Before the master will train the student, though, 
  the student must pay cold, hard coin equal to 100 gp 
  times the PP normally required to advance, and they 
  must perform a quest for the master, the details of which 
  are determined by the Treasure Keeper. 
   
   
  
   
  147 
   
  Psionic Powers 
  This book introduces the psychic as a playable class in 
  Blood & Treasure. Some players and Treasure Keepers 
  may enjoy playing in a campaign that is much more fo-
  cused on psychic powers and makes them more widely 
  available to characters. The following scheme is present-
  ed as an optional rule for the game. 
  Psionic Potential 
  In this scheme, all player characters and non-player 
  characters have the potential to possess psionic powers. 
  To determine the chance that a character has psionic 
  powers, add together their Intelligence, Wisdom and 
  Charisma and subtract 30. This equals the percentile 
  chance the character is a psionic. 
  Example: Gorvax is a fighter with Intelligence 9, Wisdom 
  12 and Charisma 14. This totals 35. By subtracting 30, we 
  see that Gorvax has a 5% chance of having powers. 
  Psionic Strength 
  Once it has been determined that a character has psionic 
  powers, it must be determined how many psionic pow-
  ers they can unlock. The character rolls D% and adds as a 
  bonus their “chance of being psionic” to the roll, consult-
  ing the table below. 
  D% 
  Minor Powers 
  Intermediate Power 
  Major Powers 
  01-75 
  1 
  - 
  - 
  76-85 
  2 
  - 
  - 
  86-90 
  2 
  1 
  - 
  91-95 
  3 
  1 
  - 
  96-99 
  3 
  2 
  1 
  100 + 
  4 
  2 
  1 
   
  The character unlocks one minor power at 1st level, and 
  an additional power at every odd level thereafter. When 
  a character has unlocked all of her minor powers, she 
  begins unlocking her intermediate powers. When all in-
  termediate powers are unlocked, she begins unlocking 
  major powers. Each power should be rolled as it is un-
  locked, with duplicates re-rolled. 
  Psionic powers are divided into minor, intermediate and 
  major powers. A character’s psionic powers are rolled 
  randomly using the tables below. 
   
   
  D% 
  Minor Power 
  PP 
  01-04 
  Biofeedback 
  3 
  05-06 
  Body Adaptation 
  5 
  07-08 
  Body Adjustment 
  5 
  09-12 
  Choke 
  3 
  13-14 
  Clairsentience 
  5 
  15-18 
  Cloud Minds 
  4 
  19 
  Dimension Door 
  5 
  20-27 
  Dowsing 
  1 
  28-31 
  Ego Whip 
  3 
  32-39 
  Empathic Projection 
  1 
  40-43 
  ESP 
  3 
  44-47 
  Id Insinuation 
  3 
  48 
  Illusion 
  5 
  49 
  Inertial Barrier 
  5 
  50 
  Intellect Fortress 
  5 
  51-58 
  Matter Agitation 
  1 
  59-60 
  Mental Barrier 
  5 
  61 
  Metamorphosis 
  5 
  62-69 
  Mindlink 
  1 
  70-77 
  Mind Thrust 
  1 
  78-85 
  Precognition 
  1 
  86-87 
  Psionic Blast 
  5 
  88 
  Schism 
  5 
  89-90 
  Telekinesis 
  5 
  91-94 
  Thought Shield 
  3 
  95-98 
  Transvection 
  3 
  99-00 
  Ubiquitous Vision 
  5 
   
  D% 
  Intermediate Power 
  PP 
  01-10 
  Aura Sight 
  7 
  11-15 
  Atomize 
  9 
  16-20 
  Catapsi 
  9 
  21-29 
  Dominate 
  7 
  30-38 
  Ectoplasm 
  7 
  39-48 
  Energy Adaptation 
  7 
  49-53 
  Energy Construct 
  9 
  54-62 
  Mesmerism 
  7 
  63-64 
  Mind Switch 
  11 
  65-69 
  Plane Shift 
  9 
  70-74 
  Psychic Crush 
  9 
  75-79 
  Psychofeedback 
  9 
  80-81 
  Psychometry 
  11 
  82-83 
  Suspend Life 
  11 
  84-88 
  Telepathy 
  9 
  89-90 
  Temporal Acceleration 
  11 
  91-95 
  Tower of Iron Will 
  9 
  96-00 
  True Seeing 
  9 
   
   
  
   
  148 
   
   
  D% 
  Major Power 
  PP 
  01-06 
  Apopsi 
  17 
  07-12 
  Astral Projection 
  17 
  13-38 
  Channeling 
  13 
  39-44 
  Etherealness 
  17 
  45-56 
  Matter Manipulation 
  15 
  57-62 
  Psychic Surgery 
  17 
  63-88 
  Reddopsi 
  13 
  89-00 
  Telportation 
  15 
   
  Each psionic character has a number of power points 
  (PP) equal to the sum of their Intelligence, Wisdom and 
  Charisma scores minus 30. Power points are spent by a 
  psionic character to manifest their psionic powers. Each 
  day, after a psionic character has had a full night’s sleep 
  (8 hours), they regain a number of power points equal to 
  their character level times three. 
  You can find a description of the psionic powers under 
  the psychic class description in this book. 
   
   
  Psionic Dangers 
  Psionics is not a free ride. Whenever a character (not 
  including psychics) manifests a psionic power, there is a 
  percentage chance equal to the number of Power Points 
  spent that a psionic entity feels the vibrations on the As-
  tral Plane and journeys to their location to attack them. 
  Psionics are primarily the domain of aberrations and 
  outsiders, and they guard access to these powers very 
  jealously. If a psionic encounter is indicated, roll on the 
  following table to discover what opponent shows up. 
  D% 
  Monster 
  D% 
  Monster 
  01-17 
  Brain Mole 
  63 
  Mind Blaster 
  18 
  Couatl 
  64 
  Neh-Thalggu 
  19-20 
  Crysmal 
  65 
  Neothelid 
  21-23 
  Demon, Shadow 
  66-67 
  Nightmare 
  24 
  Deva, Astral 
  68-70 
  Phase Spider 
  25 
  Dragon, Force 
  71-75 
  Shadow 
  26-27 
  Dragon Horse 
  76-80 
  Shadow Mastiff 
  28-30 
  Ethereal Filcher 
  81 
  Shedu 
  31-46 
  Ethereal Marauder 
  82-90 
  Thought Eater 
  47-55 
  Folugub 
  91-95 
  Unbodied 
  56-57 
  Intellect Devourer 
  96-97 
  Xaoc, Cerulean 
  58-62 
  Kith-Yin 
  98-100 
  Xill 
  Psionic Duels 
  Both psionic characters and psionic monsters are capa-
  ble of engaging in psionic duels. Psionic duels can be ex-
  tremely dangerous. At a minimum, one loses power 
  points in one of these duels, but they might also lose 
  their powers or minds. 
  During each round of a psionic duel, the attacker and 
  defender each choose an attack and defense. The attacks 
  and defenses are based upon the three psychic apparatus 
  of the mind, those being the Id, Ego and Super Ego. 
  To attack or defend with one’s Id costs 1 power point. 
  Attacking and defending with one’s Ego costs 3 power 
  points. Attacking and defending with one’s Super Ego 
  costs 5 power points. 
  To resolve a round of psychic combat, find the number of 
  power points possessed by the attacker (before paying 
  for his attack mode), and then his mode of attack. Follow 
  along to the current number of power points possessed 
  by the defender (before paying for his defense mode) 
  and defender’s mode of defense. 
  
   
  149 
   
  If a number is indicated, it represents the number of 
  power points of damage sustained by the defender. A 
  letter represents one of the following conditions: 
  C = Confused; defender is confused for 1d6 minutes, per 
  the magic-user spell confusion. 
  S = Comatose; defender is struck comatose for 1d6 hours, 
  per the comatose condition. In addition, he suffers 1d4 
  points of Charisma damage. 
  M = Madness; defender’s is struck mad for 1d6 days, per 
  the madness condition. In addition, he suffers 1d4 points 
  of Wisdom damage. 
  P = Power Loss; one random power of the defender is 
  unavailable to them until they are restored to their full 
  PP. He also suffers 1d4 points of Intelligence damage. 
  Psionic Powers 
  Apopsi (Psi-Gamma) 
  Rank: Major 
  Range: 30′ 
  Duration: 24 hours 
  This power closes 1d4 psionic powers of a single oppo-
  nent, who receives a saving throw for each of these pow-
  ers to resist. The powers suppressed are chosen by the 
  user of apopsi, who also learns what powers his target 
  knows. The powers are closed for 24 hours. 
  Astral Projection (Psi-Gamma) 
  Rank: Major 
  Range: Personal 
  Duration: 6 hours 
  You can enter a trance and project your astral spirit from 
  your physical body. This astral spirit is incorporeal and 
  unable to interact with the physical world. Astral spirits 
  can only communicate using the power of telepathy. An 
  astral spirit can travel freely over the physical world, and 
  can enter the ethereal and astral planes at will. The astral 
  spirit can interact with objects and creatures on the 
  ethereal and astral planes, and can communicate normal-
  ly therein. If a psychic’s spirit is killed, his physical body 
  dies as well. 
  Atomize (Psi-Kappa) 
  Rank: Intermediate 
  Range: 60′ 
  Duration: Instantaneous 
  DEFENDER > 
   
   
   
  ATTACKER 
  0-5 PP 
    ID 
    EGO 
    SUPEREGO 
  6-10 PP 
    ID 
    EGO 
    SUPEREGO 
  11-15 PP 
    ID 
    EGO 
    SUPEREGO 
  16-20 PP 
    ID 
    EGO 
    SUPEREGO 
  20-30 PP 
    ID 
    EGO 
    SUPEREGO 
  0-5 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    ID 
   
  1 
  7 
  3 
   
  - 
  3 
  1 
   
  - 
  1 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
    EGO 
   
  3 
  1 
  1 
   
  1 
  - 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
    SUPER EGO 
   
  3 
  3 
  1 
   
  1 
  1 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
  6-10 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    ID 
   
  3 
  C 
  7 
   
  1 
  7 
  3 
   
  - 
  3 
  1 
   
  - 
  1 
  - 
   
  - 
  - 
  - 
    EGO 
   
  7 
  3 
  3 
   
  3 
  1 
  1 
   
  1 
  - 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
    SUPER EGO 
   
  7 
  7 
  3 
   
  3 
  3 
  1 
   
  1 
  1 
  - 
   
  - 
  - 
  - 
   
  - 
  - 
  - 
  11-15 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    ID 
   
  7 
  S 
  C 
   
  3 
  C 
  7 
   
  1 
  7 
  3 
   
  - 
  3 
  1 
   
  - 
  1 
  - 
    EGO 
   
  C 
  7 
  7 
   
  7 
  3 
  3 
   
  3 
  1 
  1 
   
  1 
  - 
  - 
   
  - 
  - 
  - 
    SUPER EGO 
   
  C 
  C 
  7 
   
  7 
  7 
  3 
   
  3 
  3 
  1 
   
  1 
  1 
  - 
   
  - 
  - 
  - 
  16-20 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    ID 
   
  C 
  M 
  S 
   
  7 
  S 
  C 
   
  3 
  C 
  7 
   
  1 
  7 
  3 
   
  - 
  3 
  1 
    EGO 
   
  S 
  C 
  C 
   
  C 
  7 
  7 
   
  7 
  3 
  3 
   
  3 
  1 
  1 
   
  1 
  - 
  - 
    SUPER EGO 
   
  S 
  S 
  C 
   
  C 
  C 
  7 
   
  7 
  7 
  3 
   
  3 
  3 
  1 
   
  1 
  1 
  - 
  20-30 PP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    ID 
   
  S 
  P 
  M 
   
  C 
  M 
  S 
   
  7 
  S 
  C 
   
  3 
  C 
  7 
   
  1 
  7 
  3 
    EGO 
   
  M 
  S 
  S 
   
  S 
  C 
  C 
   
  C 
  7 
  7 
   
  7 
  3 
  3 
   
  3 
  1 
  1 
    SUPER EGO 
   
  M 
  M 
  S 
   
  S 
  S 
  C 
   
  C 
  C 
  7 
   
  7 
  7 
  3 
   
  3 
  3 
  1 
  
   
  150 
   
  You emit a thin green ray from your forehead which re-
  quires a missile attack to hit a target. The target, if hit, 
  suffers 1d6 points of damage per psychic level. If they are 
  reduced to 0 hit points or below, their atoms are scat-
  tered (i.e. they are disintegrated). 
  Aura Sight (Psi-Gamma) 
  Rank: Intermediate 
  Range: 60′ 
  Duration: 10 minutes 
  You can discern auras. Auras are invisible to the naked 
  eye, but to a psychic viewer manifesting this power they 
  appear as glowing halos or envelopes of colored light 
  that surround all objects. The color of each aura reveals 
  information to the psychic. The amount of information 
  revealed depends on how long you study a particular 
  area. In the first round, you discern auras of Law and 
  Chaos, even if the owner of the aura is invisible. In the 
  second round, you discern the presence of magic. In the 
  third round, you discern the target’s Hit Dice or level, and 
  whether or not they are near death (less than 10% of 
  their hit points remaining). 
  Biofeedback (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: 10 minutes 
  You toughen your body and ignore pain, reducing physi-
  cal damage by 2 points per successful attack against you. 
  Body Adaptation (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: 12 hours 
  Your body adapts to hostile environments, such as un-
  derwater, extreme heat or cold, and airless environ-
  ments. You can survive as if you were a creature native 
  to that environment. You can breathe and move, though 
  environmental penalties to movement and attacks still 
  apply, and you take no damage simply from being in that 
  environment. You need not specify what environment 
  you are adapting to when you manifest this power. Ex-
  treme environments, such as acid, lava, fire and electrici-
  ty, can be adapted to just enough to cut damage from 
  them in half. 
  Body Adjustment (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: Instantaneous 
  You adjust your body at the cellular level, healing your-
  self of 1d6+1 points of damage. 
  Catapsi (Psi-Gamma) 
  Rank: Intermediate 
  Range: 20′ radius 
  Duration: 10 minutes 
  By activating this power you generate psychic static that 
  interferes with the ability of other psionic characters to 
  activate their powers. Psychic activation rolls within a 
  20′ radius centered on you suffer a -15% penalty.  
  Channeling (Psi-Gamma) 
  Rank: Major 
  Range: Personal 
  Duration: 1 minute 
  By opening her mind to the cosmos, the psychic com-
  munes with a higher plane (as with the spell contact oth-
  er plane). A failure to activate this power results in the 
  psychic’s personality (or alignment) changing in a way 
  determined by the Treasure Keeper for 1d6 days. 
  Choke (Psi-Kappa) 
  Rank: Minor 
  Range: 30′ 
  Duration: 10 rounds 
  You cause the victim’s throat to tighten until he begins to 
  choke. The victim must make an immediate saving throw 
  in order to hold his breath. The save must be repeated 
  each round, with the difficulty increasing by 1 for each 
  previous success. When the character fails one of these 
  saves, he begins to choke. A choking victim is stunned 
  and suffers 1d3 points of damage per round. 
  Clairsentience (Psi-Gamma) 
  Rank: Minor 
  Range: See below 
  Duration: 10 minutes 
  You can see or hear things happening in a distant place, 
  located anywhere on the same plane of existence as you. 
  If you have never been in the place, or do not know 
  somebody present in the place, your roll to activate this 
  power is made at a ‐20% penalty. 
  Cloud Minds (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: Until dispelled or attack is made 
  
   
  151 
   
  With this ability, a psychic clouds people’s minds, making 
  her invisible to them. Just as with the spell invisibility, an 
  attack by the psychic spoils the effect. If used on multiple 
  subjects, the psychic suffers a ‐5% penalty to her activa-
  tion roll for each subject beyond the first. 
  Dimension Door (Psi-Kappa) 
  Rank: Minor 
  Range: 240′ 
  Duration: Until dispelled or attack is made 
  Dimension door is a weak form of teleportation. Using 
  this power, the psychic may teleport himself, an object or 
  another person with perfect accuracy to the stated loca-
  tion as long as it is within 240′. 
  Dominate (Psi-Gamma) 
  Rank: Intermediate 
  Range: 240′ 
  Duration: See below 
  With this power you control the actions of a humanoid 
  creature through a telepathic link that you establish with 
  them. Once you have given a dominated creature a com-
  mand, it continues to attempt to carry out that command 
  to the exclusion of all other activities except those neces-
  sary for day-to-day survival. Subjects resist this control 
  with a saving throw. Any subject forced to take actions 
  against its nature receives a new saving throw with a +2 
  bonus. Self-destructive orders are not carried out. Once 
  control is established, the range at which it can be exer-
  cised is unlimited, as long as you and the subject are on 
  the same plane. Dominating non-humanoids is done at a 
  20% penalty to the psychic’s activation roll. 
  Dowsing (Psi-Gamma) 
  Rank: Minor 
  Range: 6′ 
  Duration: 1 hour 
  Using a dowsing rod, the psychic can find the nearest 
  source of fresh water. He can also use this power to dis-
  cover the location of precious metals and gems, but suf-
  fers a ‐20% penalty to his activation roll to do so. 
  Ectoplasm (Psi-Kappa) 
  Rank: Intermediate 
  Range: 10′ 
  Duration: 10 minutes 
  You solidify spirit stuff from the Ethereal Plane to create 
  a protective wall 10′ tall and 10′ wide per psychic level, 
  or a protective sphere with a radius of 1′ per psychic 
  level. Spells, powers, breath weapons and ethereal crea-
  tures cannot pass through the wall. 
  Ego Whip (Psi-Kappa) 
  Rank: Minor 
  Range: 120′ 
  Duration: Instantaneous 
  You stun a sentient creature by causing terrible pain and 
  trauma in their mind. A stunned creature remains 
  stunned for a number of rounds equal to the psychic’s 
  level. An ego whip can only be used on a single target. 
  Empathic Projection (Psi-Gamma) 
  Rank: Minor 
  Range: 120′ 
  Duration: 1 minute 
  This is the ability to project powerful emotions into the 
  mind of a subject. It is up to the TK to determine the ef-
  fects these emotions might have on a situation. A psychic 
  who fails his activation roll must make a saving throw or 
  be affected by the emotions herself. 
  Energy Adaptation (Psi-Kappa) 
  Rank: Intermediate 
  Range: 60′ radius 
  Duration: 1 hour 
  The psychic converts up to one point of electricity 
  and/or fire damage per psychic level into harmless light. 
  This power can be activated when it is not the psychic’s 
  turn, but is then treated as a major power. 
  Energy Construct (Psi-Kappa) 
  Rank: Intermediate 
  Range: 10′ 
  Duration: 1 hour 
  You create a solid object composed of emerald-colored 
  energy that replicates objects of stone, metal or wood. 
  The object can have moving parts if the psychic would 
  reasonably be able to make the object themselves. If 
  you’re not sure, the psychic must roll 1d20 under their 
  intelligence score to make the item. 
  E.S.P. (Psi-Gamma) 
  Rank: Minor 
  Range: 60′ 
  Duration: 2 hours 
  You can read a subject’s mind, but only current, surface 
  thoughts. Probing into a person’s memories or deeper 
  secrets imposes a 25% penalty to your activation roll. 
  
   
  152 
   
  Etherealness (Psi-Kappa) 
  Rank: Major 
  Range: Personal 
  Duration: 10 minutes 
  This power functions like the spell ethereal jaunt, except 
  that you and other willing creatures that are joined by 
  linked hands become ethereal. Besides yourself, you can 
  bring one creature per three levels to the Ethereal Plane. 
  Once ethereal, the subjects need not stay together. When 
  the power expires, all affected creatures on the Ethereal 
  Plane return to their material existence.  
  Id Insinuation (Psi-Gamma) 
  Rank: Minor 
  Range: 120′ 
  Duration: 2 hours 
  By insinuating his own thoughts and memories in an 
  opponent’s mind, the psychic causes either confusion (as 
  the spell of the same name) or insanity (as the spell of the 
  same name). If the psychic is attempting to cause insani-
  ty, treat this as a major power. A failure to activate this 
  power forces the psychic to pass a saving throw or suffer 
  from insanity himself. 
  Illusion (Psi-Gamma) 
  Rank: Minor 
  Range: 240′ 
  Duration: Concentration 
  The psychic can use this ability to plant powerful illu-
  sions inside a person’s mind. In general, these illusions 
  correspond to the following magic-user spells: Phantas-
  mal force, spectral force, and improved phantasmal force. 
  Activation rolls for this power suffer a penalty equal to 
  the corresponding spell’s level x 5%. 
  Inertial Barrier (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 hour 
  You create a skin-tight psychokinetic barrier around 
  yourself that resists blows, cuts, stabs, and slashes. You 
  gain a +5 bonus to AC and suffer half damage from falls. 
  Intellect Fortress (Psi-Kappa) 
  Rank: Minor 
  Range: 20′ radius centered on psychic 
  Duration: 1 round 
  You encase yourself and your allies in a shimmering for-
  tress of telekinetic force. All damage from mind-affecting 
  effects, including those that deal charisma, intelligence or 
  wisdom damage, is halved. You can activate this power 
  when it is not your turn with a single thought, including 
  just before an opponent attacks. 
  Matter Agitation (Psi-Kappa) 
  Rank: Minor 
  Range: 20′ radius centered on psychic 
  Duration: 1 round 
  The psychic causes an inflammable object to burst into 
  flames. The ability inflicts 1d4 points of fire damage per 
  psychic level. Activating the power requires a full round 
  of concentration on the part of the psychic. Failure to 
  activate this power requires the psychic to make an addi-
  tional saving throw to avoid being damaged himself. 
  Matter Manipulation (Psi-Kappa) 
  Rank: Major 
  Range: 30′ 
  Duration: 1 round 
  With this power you weaken or strengthen the substance 
  of an object or structure. You can affect both mundane 
  and magical inanimate material. Weakening an object’s 
  substance gives it a penalty of -3 on any item saving 
  throw it is forced to make. The opposite is true if you 
  fortify the object. 
  Mental Barrier (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 round 
  A mental barrier is a field of improbability that sur-
  rounds the psychic, creating a protective shell that in-
  creases your Armor Class by +4. You can use this power 
  even when it’s not your turn, but you must manifest it 
  prior to an opponent’s attack roll in order to gain the 
  power’s benefits against that attack. 
  Mesmerism (Psi-Gamma) 
  Rank: Intermediate 
  Range: 30′ 
  Duration: 1 week 
  This is the ability to put others into a trance, thus gaining 
  the ability to question them truthfully or implant sugges-
  tions in their mind. Implanting a suggestion works as 
  with the suggestion spell of the same name and imposes 
  a ‐25% penalty on the activation roll. 
  
   
  153 
   
  Metamorphosis (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 hour 
  You assume the form of a creature of the same type as 
  your normal form, or any other type except construct, 
  elemental, outsider, and undead or a form that is incor-
  poreal or gaseous. You can also use this power to assume 
  the form of an inanimate object, though not a complex 
  mechanism unless you understand how such a mecha-
  nism functions. While in the form of an object, you retain 
  your normal senses and your ability to speak, and can 
  only activate other powers by accepting a -20% penalty 
  on those rolls. Damage sustained while in object form is 
  also sustained by your body. 
  Mindlink (Psi-Gamma) 
  Rank: Minor 
  Range: Touch 
  Duration: See below 
  You forge a telepathic mind link with a chosen target. 
  This bond functions over any distance. 
  Mind Switch (Psi-Kappa) 
  Rank: Intermediate 
  Range: 10′ 
  Duration: 8 hours 
  You can attempt to take control of a nearby living crea-
  ture, forcing your mind and soul into its body, and its 
  mind and soul into your body. You can target any crea-
  ture whose Hit Dice are equal to or less than your level. If 
  the target fails a saving throw, you possess their body, 
  replacing its mentality (and mental ability scores) with 
  your own, including your psionic powers. Its mind and 
  mental ability scores are shifted to your body. This state 
  lasts for one hour. While in the other body, you retain 
  your own hit points, saves, skills and feats, and vice ver-
  sa. If you fail an activation roll to use this power you are 
  stunned for 10 minutes. 
  Mind Thrust (Psi-Gamma) 
  Rank: Minor 
  Range: 30′ 
  Duration: Instantaneous 
  With a sharp thrust of your mental powers into the mind 
  of one sentient opponent, you inflict 1d6 points of dam-
  age plus one point of damage for every point difference 
  between your own and your target’s intelligence scores. 
  If the target’s intelligence score is unknown, assume that 
  it is a 10. For sentient monsters, use the following: 
  Monster Intelligence Level 
  Intelligence Score 
  Low 
  5 
  Average 
  10 
  High 
  15 
  Super 
  20 
   
  Plane Shift (Psi-Kappa) 
  Rank: Intermediate 
  Range: Touch 
  Duration: Instantaneous 
  You move yourself or some other creature to another 
  plane of existence or alternate dimension. If several will-
  ing persons link hands in a circle, as many as eight can be 
  affected by the plane shift at the same time. Precise accu-
  racy as to a particular arrival location on the intended 
  plane is nigh impossible. From the Material Plane, you 
  can reach any other plane, though you appear 5d20 x 5 
  miles from your intended destination. 
  Precognition (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 hour 
  Precognition allows the psychic to glimpse fragments of 
  potential future events. What they see will probably 
  happen if nobody takes action to change it, but the vision 
  is incomplete and it makes no sense until the actual 
  events glimpsed begin to unfold. In practice, activating 
  this power grants a “precognitive edge” for one hour. 
  During this period, you can apply a +1 bonus to any one 
  attack roll, damage roll or saving throw. You can elect to 
  apply the bonus to the roll after you determine that your 
  roll is lower than desired. 
  Psionic Blast (Psi-Kappa) 
  Rank: Minor 
  Range: 30′ cone 
  Duration: Instantaneous 
  A psionic blast works like an ego whip, but instead stuns 
  creatures in cone emanating from the psychic’s forehead. 
  Psychic Crush (Psi-Gamma) 
  Rank: Intermediate 
  Range: 30′ 
  Duration: Instantaneous 
  
   
  154 
   
  Your will abruptly and brutally crushes the mental es-
  sence of any one creature, debilitating its acumen. The 
  target must make a saving throw with a +4 bonus or col-
  lapse unconscious at 0 hit points. If the target succeeds 
  on the save, it takes 3d6 damage. 
  Psychic Surgery (Psi-Kappa) 
  Rank: Major 
  Range: Touch 
  Duration: Instantaneous 
  Psychic surgery can be used to double a creature’s natu-
  ral healing rate or to grant a subject a +1 bonus to save 
  against diseases. It can also be used to cure/cause 1d6 
  points of damage. At 5th level, the psychic can 
  cure/cause 2d6 damage and at 10th level, 3d6 damage. 
  Psychofeedback (Psi-Kappa) 
  Rank: Intermediate 
  Range: Personal 
  Duration: 1 minute 
  You can readjust your body to boost one physical ability 
  score at the expense of one or more other scores. Select 
  one ability score you would like to boost, and increase it 
  by the same amount that you decrease one or more other 
  scores. This boost lasts for one minute, but the lowered 
  ability scores only regenerate at the natural rate of heal-
  ing; i.e. one point per day. 
  Psychometry (Psi-Gamma) 
  Rank: Intermediate 
  Range: Personal 
  Duration: Instantaneous 
  This is the psychic’s ability to read the vibrations given 
  off by an object or place, allowing him to learn elements 
  of its history such as who last held the object, how it is 
  used or traumatic events that took place there. In effect, 
  it works like the spell legend lore. The TK might impose 
  penalties on the psychic’s activation roll depending on 
  the age and provenance of the object or place being read. 
  Reddopsi (Psi-Gamma) 
  Rank: Major 
  Range: Personal 
  Duration: Instantaneous 
  Psychic powers and mind-affecting spells used against 
  you rebound on the activator if they fail a saving throw. 
   
   
  Schism (Psi-Kappa) 
  Rank: Major 
  Range: Personal 
  Duration: 1 hour 
  Your mind splits into two independent minds. Each mind 
  functions in complete autonomy, like two characters in 
  one body. Your new “second mind” does not control your 
  body physically but is free to take one action in each 
  round if the action is purely mental, such as activating a 
  power. Your second mind does not gain any advantages 
  if you are subject to a haste effect, although you gain the 
  overall standard benefits. 
  Suspend Life (Psi-Kappa) 
  Rank: Intermediate 
  Range: Personal 
  Duration: 1 year 
  You can place yourself into a trance so deep that you are 
  almost in suspended animation. Even powers that detect 
  life or thought are incapable of determining that you are 
  alive. You can suspend life for up to one year. Regardless 
  of how long you use this power, it feels like a short nap. 
  Sustenance (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: 24 hours 
  The psychic can go without food and water for one day 
  without suffering the consequences. This power can only 
  be used for 7 days straight at the most, after which the 
  psychic must eat and drink normally for two weeks be-
  fore they can again use the power. 
  Telekinesis (Psi-Kappa) 
  Rank: Minor 
  Range: 30′ 
  Duration: Concentration 
  This is the ability to move small objects with one’s mind. 
  For precise telekinetic control of a small object, a ‐20% 
  penalty is imposed on the activation roll. Otherwise, im-
  pose a penalty of ‐10% per full 20 pounds of the object 
  being moved. 
  Telepathy (Psi-Gamma) 
  Rank: Intermediate 
  Range: 120′ 
  Duration: Concentration 
  
   
  155 
   
  With this ability the psychic can project his thoughts into 
  the minds of other creatures. Penalties may be applied to 
  this ability based on the distance of the psychic’s target 
  or when he tries to communicate with several people at 
  once. If communicating with non-sentient creatures or 
  alien minds, you suffer a -20% activation penalty. 
  Teleport (Psi-Kappa) 
  Rank: Major 
  Range: Personal and touch 
  Duration: Instantaneous 
  This power allows a psychic to teleport (as the mag-
  ic‐user spell) objects (no activation penalty) or creatures 
  (-20% activation penalty). Teleporting multiple objects 
  or creatures imposes a ‐10% penalty to his activation roll 
  per creature or object beyond the first. 
  Temporal Acceleration (Psi-Kappa) 
  Rank: Intermediate 
  Range: Personal 
  Duration: Instantaneous 
  You enter another time frame, speeding up so greatly 
  that all other creatures seem frozen even though they are 
  actually still moving at normal speed. You are free to act 
  for one free round of apparent time.  
  While you are temporally accelerated, other creatures 
  are invulnerable to your attacks, powers and spells. This 
  means that you cannot target a creature with any attack, 
  spell or power. However, a power you activate that af-
  fects an area and has a duration longer than the remain-
  ing duration of your temporal acceleration has its normal 
  effect on creatures in the area once this power ends.  
  While accelerated, you can affect an unattended object 
  but not an object that is held, carried, or worn.  
  Thought Shield (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 round 
  You gain 25% magic resistance against spells and abili-
  ties that affect the mind. You can activate this power 
  when it is not your turn, including just before an oppo-
  nent attacks you, by activating it as a major power. 
  Tower of Iron Will (Psi-Gamma) 
  Rank: Intermediate 
  Range: 10′ radius centered on psychic 
  Duration: 1 round 
  You generate a bastion of thought so strong that it offers 
  protection to you and everyone around you, improving 
  the self-control of all. You and all creatures in the spell’s 
  area gain magic resistance 45% against all mind-
  affecting spells and special abilities. You can activate this 
  power when it is not your turn, including just before an 
  opponent attacks you, by activating it as a major power. 
  Transvection (Psi-Kappa) 
  Rank: Minor 
  Range: Personal 
  Duration: 1d6 rounds plus 1 turn per level 
  A psychic can use transvection to levitate (as the spell), or 
  to fly (as the spell) as an intermediate power. 
  True Seeing (Psi-Gamma) 
  Rank: Intermediate 
  Range: Touch 
  Duration: 1 minute per level 
  You gain the ability to see all things as they actually are, 
  seeing through normal and magical darkness, noticing 
  secret doors hidden by magic, seeing the exact locations 
  of creatures or objects under blur or displacement effects, 
  seeing invisible creatures or objects normally, seeing 
  through illusions, and seeing the true form of polymor-
  phed, changed, or transmuted things. You can focus your 
  vision to see into the Ethereal Plane, but not into extra-
  dimensional spaces. 
  Ubiquitous Vision (Psi-Gamma) 
  Rank: Minor 
  Range: Personal 
  Duration: 1 hour 
  You have “eyes in the back of your head” while using this 
  power. This power gives you have a 360-degree sphere 
  of vision and cannot be back stabbed. You cannot be sur-
  prised, but you take a -2 penalty on saving throws 
  against gaze attacks during the power’s duration. 
   
   
   
   
   
   
  
   
  156 
   
  Zero-Level Characters 
  Every adventurer has to start out somewhere. Most play-
  er characters seem to enter the scene pre-trained and 
  ready to delve into the unknown. Some Treasure Keepers 
  and players, though, might want to try something differ-
  ent. The following rules guide the advancement of nor-
  mal humans, so-called 0-level humans, from their nonde-
  script lives to the lives of adventurers.  
  Be forewarned – if you do not allow players to arrange 
  their ability scores as they like and if you force them to 
  roll randomly for their starting occupation, you take way 
  virtually all their control over what kind of character 
  they create, and may force them into taking a non-
  optimal class for their ability scores. For some folks, this 
  kind of mystery and challenge fun, while for others it is 
  the most despicable tyranny. Get player buy-in before 
  you begin a 0-level campaign! 
  Character Creation 
  Creating a 0-level character is not terribly different from 
  creating any other character. First, ability scores are 
  rolled using whatever method the TK prefers. 
  Based on the character’s highest ability score, the player 
  can either roll for a random occupation or choose one 
  from the lists below. 
   
  Strength 
   
  Intelligence 
   
  Wisdom 
  1 
  Brawler 
  1 
  Apothecarist 
  1 
  Acolyte 
  2 
  Brigand 
  2 
  Apprentice 
  2 
  Aspirant 
  3 
  Executioner 
  3 
  Barber 
  3 
  Fortune Teller 
  4 
  Man-at-Arms 
  4 
  Dragoman 
  4 
  Initiate 
  5 
  Page 
  5 
  Engineer 
  5 
  Pilgrim 
  6 
  Thug 
  6 
  Nimgimmer 
  6 
  Seer 
  7 
  Watchman 
  7 
  Scribe 
   
   
  8 
  Woodsman 
  8 
  Student 
   
   
   
   
   
   
   
   
   
  Dexterity 
   
  Constitution 
   
  Charisma 
  1 
  Acrobat 
  1 
  Farmer 
  1 
  Aristocrat 
  2 
  Footpad 
  2 
  Flunkey 
  2 
  Exciseman 
  3 
  Hunter 
  3 
  Graverobber 
  3 
  Herald 
  4 
  Locksmith 
  4 
  Laborer 
  4 
  Minstrel 
  5 
  Rake 
  5 
  Miner 
  5 
  Pauper 
  6 
  Rat Catcher 
  6 
  Sailor 
  6 
  Peddler 
  7 
  Smuggler 
  7 
  Toad-Eater 
  7 
  Thespian 
  8 
  Urchin 
  8 
  Roll Again 
   
   
   
  Based on the character’s occupation, they roll 1d6 to 
  determine their starting hit points. When (or if) the 
  character achieves 1st level and enters a class, they re-
  roll their hit points with their new hit dice. If this roll is 
  higher than their existing hit points, they retain the new 
  roll. If not, they retain their hit points from level 0. 
  While the character is too new to his occupation to have 
  developed any true skills, they do gain a bonus to all task 
  checks associated with a particular ability score. The 
  occupation either grants a +2 bonus to tasks associated 
  with one ability score, or a +1 bonus to tasks associated 
  with two ability scores. 
  Each occupation also gives the character one “trump” 
  they can use once per session. The trumps are the equiv-
  alent of the 1st level abilities of many normal classes or 
  an automatic success at one task check. Once a trump is 
  used during a gaming session, the character cannot use 
  another trump until their next gaming session. 
  Zero-level characters begin the game with several pieces 
  of equipment based on their occupation, and 2d6 gold 
  pieces to spend on additional equipment. 
  Zero-level characters begin with negative 1,000 XP. 
  When they have earned enough XP to break even, they 
  may enter a normal character class as a 1st level charac-
  ter. Their occupation determines which classes they may 
  choose from, though a TK may wish to offer some lati-
  tude on this matter. Naturally, the character must still be 
  able to qualify for the class before he or she can enter it. 
  Acolyte 
  Acolytes are young initiates into clerical churches. 
  Bright-eyed and eager to get along, many sneak out to 
  have adventures in hopes of leading more interesting 
  lives than they can expect as boring old temple priests. 
  Skills—Wisdom +1, Charisma +1 
  Trump—Cast a 1st level cleric spell or turn undead 
  Gear—Club, buckler, robes, wooden holy symbol 
  Exits—Cleric, Dervish or Prophet 
  Acrobat 
  Acrobats are entertainers, juggling, flipping and walking 
  on their hands to delight crowds in inns and noble 
  courts. Their abilities, however, lend themselves to 
  greater things, and many get the courage to leave the 
  stage to hit it big in the dungeon. 
  
   
  157 
   
  Skills—Dexterity +2 
  Trump—Acrobatics task or move silently task 
  Gear—Staff, colorful costume, leather balls 
  Exits—Assassin, Monk, Thief 
  Apothecarist 
  Where’s the joy in spending all day cramped up in a 
  small room over bubbling cauldrons filled with bitter 
  herbs and counseling peasants and aristocrats on their 
  complaints and diseases only to be ignored? Better to 
  head to the dungeon and strike it rich. 
  Skills—Intelligence +2 
  Trump—Chirurgy as a leech or poison as an assassin 
  Gear—Mortar and pestle, 3 glass vials, sickle 
  Exits—Assassin, Leech, Magic-User 
  Apprentice 
  While many occupations have apprentices, it is the mag-
  ic-user’s apprentice we are referencing here. Every such 
  apprentice is on his or her way to greater things if they 
  study hard enough, but many grow impatient and strike 
  out before they have completed their training. 
  Skills—Intelligence +2 
  Trump—Cast a 1st level magic-user spell 
  Gear—Leather pouch, dagger, quill and ink 
  Exits—Demonologist, Elementalist, Magic-User 
  Aristocrat 
  The aristocrat represents the son or daughter of a 
  wealthy family with a hankering for adventure. They 
  have to sneak out of their comfortable manor and oper-
  ate incognito to quench their thirst.  
  Skills—Dexterity +1, Charisma +1 
  Trump—Fascinate as a bard or riding task 
  Gear—Leather doublet (AC 11), buckler, rapier, dagger 
  Exits—Chevalier, Duelist, Fighter 
   
  Aspirant 
  Aspirants are men and women just embarking on the 
  path that leads to being a druid. Being naturally inquisi-
  tive and daring, many strike out to explore on their own. 
  Skills—Wisdom +2 
  Trump—Cast one 1st level druid spell 
  Gear—Robes, sickle, sling 
  Exits—Bard, Cleric, Druid 
  Barber 
  Trained to style the hair of clerics, nobles and the well-
  to-do, as well as work on teeth and cut out the odd tu-
  mor, barbers see enough blood in their daily work that a 
  few buckets full in a dungeon in exchange for a chest of 
  gold sounds like a good deal. 
  
   
  158 
   
  Skills—Charisma +2 
  Trump—Chirurgy as leech or backstab (+1d6) as thief 
  Gear—Shears, razor, needle and thread, pliers 
  Exits—Bard, Leech, Thief 
  Brawler 
  Brawlers come from all walks of life, large folk who know 
  how to throw their weight around to get what they want 
  and who always seem ready for a scrap.  
  Skills—Strength +2 
  Trump—Rage as a barbarian or stunning fist as monk 
  Gear—Knuckle-dusters, leather haubergeon (AC 11) 
  Exits—Barbarian, Fighter, Monk 
  Brigand 
  Most brigands are former men-at-arms or mercenaries 
  cut loose by their employers and now doing their best to 
  make a dishonest living by stealing from peasants. 
  Skills—Dexterity +2 
  Trump—Backstab (+1d6) as thief or move silently task 
  Gear—Studded leather haubergeon (AC 12), light cross-
  bow, 5 bolts, short sword, mask or hood 
  Exits—Fighter, Thief, Woodsman 
  Dragoman 
  Dragomen work as interpreters and arrangers in towns 
  and cities, being paid by visitors to help them navigate 
  the cityscape. Dragomen have plenty of contact with ad-
  venturers, traders and pilgrims, and many can’t help but 
  desire to see the wider world. 
  Skills—Charisma +2 
  Trump—Haggle as venturer or +2 to reaction roll 
  Gear—Dagger 
  Exits—Charlatan, Thief, Venturer 
  Engineer 
  Medieval technicians, engineers invented, operated and 
  repaired machines of all sorts, including siege engines. 
  This makes them handy in a trap-filled dungeon, leading 
  a few to take that plunge into the adventuring life. 
  Skills—Intelligence +2 
  Trump—Maximum damage against a construct, machine 
  or other non-living item or find/remove traps task 
  Gear—Leather haubergeon (AC 11), tools, tool bag, 
  hammer, 5 iron spikes, 50′ of rope, hand axe 
  Exits—Saboteur, Scientist, Thief 
  Exciseman 
  Excisemen are in charge of collecting excise and prevent-
  ing smuggling. As agents of the government and tax col-
  lectors, they live the lives of the despised, so it’s no won-
  der they would like to find another way to get on in the 
  world. Just wait until they bring their first big haul back 
  to town and meet the new exciseman. 
  Skills—Charisma +2 
  Trump—Surprise (4 in 6) or backstab (+1d6) as thief 
  Gear—Leather haubergeon (AC 11), dagger, writing kit, 
  abacus, coin sack 
  Exits—Fighter, Manhunter, Thief 
   
   
   
  
   
  159 
   
  Executioner 
  Also known as hangmen and headsmen, executioners 
  work for the state carrying out sentences of death on 
  those convicted of high crimes. Most work a circuit of 
  towns and villages, so they spend enough time on the 
  road to get to know adventurers and maybe pick up a 
  desire to leave their rather infamous profession. 
  Skills—Strength +2 
  Trump—Backstab (+1d6) as thief 
  Gear—Hood or mask, battleaxe, leather haubergeon (AC 
  11), 50′ of rope 
  Exits—Assassin, Fighter, Vigilante 
  Farmer 
  Farmers work all day and make little money. Many of 
  their sons and daughters watch their parents slowly be-
  ing broken by the land and decide to pursue a better life. 
  Skills—Strength +2 
  Trump—Common Sense (see below) 
  Gear—Pitchfork (1d4 damage), straw hat 
  Exits—Centurion, Fighter, Lucky Bastard 
   
  Flunkey 
  Flunkeys are professional servants, grooms, valets, foot-
  men, forced to suffer every indignity by their masters, 
  including running alongside carriages and doting on pre-
  cious pets. It’s no wonder they would find delving into a 
  monster-filled dungeon a step up in the world. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Move silently task or hear noise task 
  Gear—Noble’s livery, dagger 
  Exits—Jack-of-all-Trades, Lucky Bastard, Thief 
  Footpad 
  Footpads are sneak thieves, often serving as the foot sol-
  diers of thieves’ guilds, doing small jobs and working as 
  lookouts and fences for the guild. 
  Skills—Dexterity +2 
  Trump—Open locks task or hide in shadows task 
  Gear—Lock picks, soft shoes, dagger, sap, mask 
  Exits—Assassin, Canting Crew, Thief 
  Fortune Teller 
  Fortune tellers are just as likely to be frauds as they are 
  to be the genuine article in a fantasy world, and many of 
  the latter mix in a bit of the former. 
  Skills—Wisdom +2 
  Trump—Cast one 1st level sorcerer spell 
  Gear—Tarot cards, dice, crystal pendant, dagger 
  Exits—Charlatan, Psychic, Sorcerer 
  Grave Robber 
  There are so many good reasons to rob a grave in a fan-
  tasy world; profit, specimens for inquisitive leeches, 
  spare parts for necromancers. While a profitable career, 
  it is also frowned upon and dangerous when you factor 
  in the presence of the undead, so many grave robbers 
  attempt to break into a new line of work. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Turn undead as cleric or hide in shadows task 
  Gear—Shovel, large sack, wooden holy symbol 
  Exits—Anti-Cleric, Leech, Thief 
  Herald 
  Heralds are educated men and women who work for the 
  nobility, keeping catalogues of coat-of-arms and tracking 
  family lineages. Spending as much time as they do 
  around the wealthy, they might get the idea to go out and 
  strike it rich themselves. 
  Skills—Charisma +2 
  Trump—Fascinate or legend lore as a bard 
  Gear—Brightly-colored tabard, brass horn, dagger 
  Exits—Bard, Duelist, Fighter 
  Hermit 
  
   
  160 
   
  Hermits are men and women who end their association 
  with the rest of humanity, if only for a while. Many are 
  either of a religious bent or seek solitude to develop or 
  hide the powers that come to them naturally but might 
  offend or frighten their fellow man. A few, when they 
  have finished with their solitude and meditations strike 
  out as adventurers. 
  Skills—Wisdom +2 
  Trump—Cast one 1st level cleric or druid spell or sur-
  vival task 
  Gear—Tattered robes, staff, wooden holy symbol 
  Exits—Cleric, Druid, Monk 
  Hunter 
  Hunters and trappers work in the wilderness and trade 
  in towns, villages and sometimes cities. While they may 
  not appreciate civilized company, they do appreciate 
  some of the comforts of civilization, and might take to 
  hunting monsters or men to earn more money to afford 
  those comforts. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Surprise (4 in 6) or tracking task 
  Gear—Shortbow, 6 arrows, hunting knife, leather hau-
  bergeon (AC 11) 
  Exits—Fighter, Ranger, Woodsman 
  Initiate 
  Initiates are young men and women that have been ac-
  cepted into a monastery, to begin training as a monk. 
  They usually have their heads shorn and wear simple 
  robes. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Stunning attack as monk or acrobatics task 
  Gear—Simple robes, begging bowl, quarterstaff 
  Exits—Dervish, Fighter, Monk 
   
  Laborer 
  At the base of society are the laborers, generally un-
  skilled folk who are paid for their muscle power, toting 
  barges and lifting bales and whatnot.  
  Skills—Strength +2 
  Trump—Stunning attack as monk 
  Gear—Club, leather satchel 
  Exits—Fighter, Muscleman, Thief 
  Locksmith 
  Locksmiths are really a cross between the higher forms 
  of smith and the engineer. After installing and opening 
  enough locks, a few of them get the idea that there is 
  more money to be made by opening the doors and chests 
  in dungeons. 
  Skills—Dexterity +2 
  Trump—Find/remove traps task or open locks task 
  Gear—Lock picks, dagger, 3 locks 
  Exits—Saboteur, Thief, Tomb Robber 
  Man-At-Arms 
  The good old man-at-arms. Stalwart retainers of adven-
  turers and guardians of city-bound treasures, men-at-
  arms are naturals for going into the adventurer business. 
   
  
   
  161 
   
  Skills—Strength +2 
  Trump—Extra attack vs. ½ HD monster or riding task 
  Gear—Leather armor (AC 12), shield, spear, light cross-
  bow, 5 bolts 
  Exits—Curmudgeon, Fighter, Landsknecht 
  Miner 
  Miners in fantasy worlds have way more to worry about 
  than poisonous gasses and cave-ins. Since they’re already 
  spending so much time escaping death underground, 
  they might as well do it for treasure. 
  Skills—Strength +1, Wisdom +1 
  Trump—Climb walls task or appraise value task 
  Gear—Pick, hammer, lantern, 5 iron spikes, 50′ rope 
  Exits—Druid, Thief, Venturer 
  Minstrel 
  Minstrels are wandering musicians and singers, enter-
  taining in taverns or at private residences, spending their 
  off hours serenading lovelies and getting into trouble. 
  Skills—Charisma +2 
  Trump—Fascinate as bard or carouse task 
  Gear—Brightly-colored clothes, feathered hat, musical 
  instrument 
  Exits—Bard, Charlatan, Thief 
  Nimgimmer 
  Nimgimmers are physicians. Spending as much time as 
  they do patching up adventurers, a few might get it in 
  their heads to do their work in the dungeon and earn 
  some treasure. 
  Skills—Dexterity +1, Intelligence +1 
  Trump—Chirurgy as leech or backstab (+1d6) as thief 
  Gear—Dagger, jar of leeches, medical tools in satchel 
  Exits—Juggernaut, Leech, Magic-User 
   
  Page 
  Before a warrior can become a knight he must serve as a 
  page. Pages are glorified servants, working with their 
  master’s horses and doing whatever odd jobs they re-
  quire, and also learning a bit about armor and weapons. 
  They live lives of drudgery, and might prefer adventure. 
  Skills—Dexterity +1, Charisma +1 
  Trump— Extra attack against a ½ HD monster as fighter 
  or smite Chaotic creature (+1d6 damage) as paladin 
  Gear—Ring mail (AC 13), buckler, short sword, dagger 
  Exits—Chevalier, Fighter, Paladin 
  Pauper 
  Paupers and beggars have little to look forward to in life. 
  With nothing to lose, many latch on to bands of adven-
  turers as torch bearers and perhaps become adventurers 
  themselves. 
  Skills—Dexterity +1, Charisma +1 
  Trump—Backstab (1d6) as thief or pick pockets task 
  Gear—Begging bowl, club, tattered clothes 
  Exits—Assassin, Lucky Bastard, Thief 
  Peddler 
  Peddlers are a fixture of every civilization, selling all 
  sorts of little items or foodstuffs from trays. The ped-
  dler’s life is a hard one, and a few begin to believe the life 
  of an adventurer might not be so bad after seeing them 
  spending gold in taverns. 
  Skills—Intelligence +1, Charisma +1 
  Trump—Haggle as venturer or backstab (+1d6) as thief 
  Gear—Sack of goods containing 6 items, each worth less 
  than 1 sp, hooded lantern, club 
  Exits—Canting Crew, Thief, Venturer 
  Pilgrim 
  Pilgrims are men and women from all walks of life who 
  embark on a journey to visit sacred sites in hopes of en-
  lightenment and healing. In essence, they’re the tourists 
  of the Middle Ages. Some are so touched by faith that 
  they go on to become adventurers. 
  
   
  162 
   
   
  Skills—Wisdom +2 
  Trump—Cast one 1st level cleric spell or turn undead 
  Gear—Rough clothing, quarterstaff, wooden holy symbol 
  Exits—Cleric, Paladin, Puritan 
  Rake 
  Rakes are libertines, men and women who think only of 
  their own pleasures. Chaotic or neutral, there is every 
  chance they will give up their dissolute ways and become 
  lawful adventurers one day, but don’t count on it. 
  Skills—Dexterity +1, Charisma +1 
  Trump—Spring into combat as duelist or carouse task 
  Gear—Rapier, dagger, cloak, feathered hat 
  Exits—Assassin, Duelist, Fighter 
  Rat Catcher 
  Rat catchers are employed to control rats and mice. Since 
  they spend a lots of time crawling around in dark places, 
  the leap into dungeon crawling is a small one. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Tracking task or +1 to attack and damage vs. 
  rats and rat-like monsters 
  Gear—Rat traps (3), staff, small dog (0 HD) 
  Exits—Shadowdancer, Thief, Tomb Robber 
  Sailor 
  Sailors are the lifeblood of ports and the first line of de-
  fense for many cities, moving goods across the globe and 
  striking out in their galleons and caravels to do battle. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Navigate task or climb walls task 
  Gear—Cutlass, bottle of rum, 50’ rope, 25% chance of a 
  pet parrot or monkey sitting on their shoulder 
  Exits—Barbarian, Duelist, Thief 
  Scribe 
  Sitting hunched over a desk all day copying papers or 
  taking dictation is no life for a man or woman of action. 
  Scribes are educated folks who either develop a severe 
  hunch and bad eyesight or throw down their pens and 
  take up the life of adventuring heroes. 
  Skills—Intelligence +2 
  Trump—Legend lore as bard or cast one 1st level magic-
  user spell 
  Gear—Papers, quill and ink, dagger 
  Exits—Elementalist, Magic-User, Scientist 
  Smuggler 
  Smugglers grease the wheels of illegal commerce, being a 
  conduit between thieves and their customers. Smugglers 
  may deal in all manner of illegal goods, and a life in the 
  shadows often leads them to a life of adventure. 
  Skills—Dexterity +2 
  Trump—Hide in shadows or pick pockets task 
  Gear—Cloak with secret pockets, sack, dagger 
  Exits—Canting Crew, Thief, Venturer 
  Student 
  Officially, students are young men and women sent off to 
  university at age thirteen to learn the seven liberal arts 
  and the three philosophies (physics, metaphysics and 
  moral philosophy). Unofficially, a bunch of teenagers far 
  away from home do very little studying, and a great deal 
  of drinking in taverns and getting into fights.  
  
   
  163 
   
  Skills—Intelligence +2 
  Trump—Legend lore as bard or rage as barbarian 
  Gear—Rapier, dagger, bottle of beer, cape 
  Exits—Duelist, Magic-User, Scientist 
  Thespian 
  Thespians sometimes tire of a life on the stage, a life of 
  make-believe that often proves ultimately unsatisfying. A 
  few, having learned a little about fencing and a great deal 
  about trickery, become full-fledged adventurers, living 
  out the lives they once portrayed on stage. 
  Skills—Charisma +2 
  Trump—Fascinate as bard or disguise task 
  Gear—Disguise kit, cloak, well-worn script 
  Exits—Bard, Charlatan, Thief 
  Thug 
  Thugs are killers, murdering for coin or for religious 
  zealotry. Whatever their motivation, they hold human 
  life cheap and thus are Chaotic in alignment. 
  Skills—Dexterity +1, Strength +1 
  Trump—Backstab (+1d6) as thief or stunning attack as monk 
  Gear—Sap, dagger, mask or hood 
  Exits—Anti-Cleric, Assassin, Thief 
  Toad-Eater 
  Toad-eaters, better known as toadies, are the erstwhile 
  assistants of charlatans. They pose as members of the 
  crowd to come forth and be amazed at the efficacy of 
  their powders, potions and elixirs. It’s not a wonderful 
  life, and just about every toad-eater looks forward to 
  striking off on his or her own to find their fortune. 
  Skills—Dexterity +1, Charisma +1 
  Trump—Fascinate as bard or automatic save vs. poison 
  Gear—Club, hood 
  Exits—Bard, Charlatan, Thief 
   
  Urchin 
  Urchins are young men and women who have been 
  forced, for one reason or another, to live a life on the 
  streets. Urchins make their way as petty thieves. 
  Skills—Dexterity +2 
  Trump—Move silently task or pick pockets task 
  Gear—Club, soiled clothes 
  Exits—Canting Crew, Jack-of-all-Trades, Thief 
  Watchman 
  The night watchmen (or tap-staffs) are integral to the 
  maintenance of order and safety in a community, provid-
  ed they aren’t taking bribes or shaking down drunks on 
  their way home from the tavern. 
  Skills—Wisdom +2 
  Trump—Hear noise task or surprised (1 in 6) 
  Gear—Lantern on a pole, footman’s mace, leather armor 
  (AC 12), small horn to sound alarm 
  Exits—Curmudgeon, Fighter, Vigilante 
  Woodcutter 
  Woodcutters work outside of villages and towns, cutting 
  down trees and sending them downstream or on wagons 
  into town to be processed in mills. A life in the great out-
  doors prepares them for the rigors of dungeon explora-
  tion and monster hunting. 
  Skills—Dexterity +1, Wisdom +1 
  Trump—Cleave (as feat) or survival task 
  Gear—Woodsman’s axe (1d6 damage) 
  Exits—Barbarian, Fighter, Ranger 
  Special Ability Descriptions 
  Common Sense—Rustic folks have an amazing ability to 
  cut through the nonsense and see things logically. The 
  common sense ability allows them to solve riddles and 
  puzzles with a saving throw, after studying on the prob-
  lem for at least ten minutes while rubbing their chin. If 
  they have been watching other people argue over the 
  solution, they receive a +2 bonus to their save. 
  
   
  164 
   
  Magic Items 
  The following are new magic items that can be added to 
  your game, either in the hands of NPCs, or as treasure. 
  Magic Weapons 
  Blade of Avarice: This +1 dagger, when balanced on the 
  left pointer finger (roll 4d6 under Dexterity score), 
  points to the largest mass of gold within 500′. 
  Crusader's Blade: This +2 dagger practically leaps from 
  one's hands in the presence of Chaotic creatures, it is so 
  eager to attack them. The holder, if he or she does not 
  wish to attack, must pass a saving throw each round to 
  avoid giving into the dagger's wishes. If the dagger does 
  kill a Chaotic creature, the creature is immediately resur-
  rected with a Lawful alignment. Neutrals just stay dead. 
  Lawful creatures killed by the dagger are not reborn, but 
  the dagger's owner's alignment immediately changes to 
  Chaotic (CE) and the dagger teleports away. The owner 
  can only be changed back to their original alignment if 
  they are slain by a crusader's blade. 
  Handaxe of Blustery Breezes: This +1 handaxe can be 
  swung around by a leather tong attached to the handle to 
  create a wall of wind (as the spell). When it is thrown, it 
  is accompanied by a gust of wind (as the spell). 
  Knife of the Mason: This +2 dagger deals +1d6 points of 
  damage against stone, whether it is ordinary or animated 
  stone (such as a stone golem). Against flesh, wood or 
  metal, it deals normal damage. 
  Resurrection Blade: When this +1 dagger kills a hu-
  manoid with a back attack, the humanoid is immediately 
  animated as a zombie under the control of the dagger’s 
  owner. The dagger can only control one zombie at a time, 
  and the animation lasts for only 24 hours. 
  Sapphire Net: This +1 net can be used to entrap air ele-
  mentals and gaseous creatures. 
  White Javelin: When this +2 javelin strikes an undead 
  creature, it absorbs their negative energy (up to 6 HD 
  worth), turning the javelin black. The black javelin then 
  absorbs the levels or HD of living creatures until it has 
  enough to negate the absorbed negative energy and can 
  turn back into a white javelin. While black, it can only be 
  touched safely with a mithral gauntlet. 
   
  Magic Armor 
  +1 Banded Mail of Heat Resistance: This banded mail 
  allows you to stay comfortable in hot weather by sum-
  moning cool winds from the elemental plane of air. The 
  wearer of the armor suffers 1 less point of damage from 
  each dice of fire damage she sustains. 
  Beetle Helm: This knightly helm has two large metal 
  mandibles flanking the face plate. Once per day, it can be 
  animated with a command word to attack in melee com-
  bat for rounds. The helm has a +6 attack bonus and deals 
  1d6+2 points of damage. 
  Gemini Helms: Gemini helms are a pair of identical mag-
  ic helms. When activated, they allow the two wearers to 
  swap their abilities. One category of ability can be 
  swapped at a time for up to 1 hour in a 24 hour period. 
  These categories are as follows: attack bonus, strength, 
  intelligence, wisdom, constitution, dexterity, charisma, 
  hit points, saving throws, prepared spells and spell cast-
  ing ability and special class abilities. 
  Each time a pair of people uses the helms, there is a cu-
  mulative 1% chance of a feedback, up to a maximum 
  chance of 12%. If feedback occurs, roll 1d10 and consult 
  the following table: 
  D10 
  Effect 
  1-6 
  Memory Swap: Particular memories swap between the people - 
  perhaps memories of their parents. 
  7-9 
  Personality Swap: This could also count as an alignment swap. 
  10 
  Combination: The pair average all of their ability scores and lose 
  half of their class levels (-1), gaining half of their comrade's class 
  levels +1. In other words, a 6th level fighter and 8th level com-
  bined would turn into two 4th/5th level fighter/thieves. 
   
  Hauberk of Revealing: Magical light reflected from this 
  +1 chainmail dispels illusions and reveals hidden and 
  secret things within a 30′ radius. 
  Haunted Tower Shield: Once per day, this +1 tower 
  shield can become a portal into the negative energy 
  plane, releasing a single incorporeal spirit (HD no higher 
  than users) to attack a foe. 
  
   
  165 
   
  Helm of the Black Swan: A character wearing this hel-
  met can one time turn a natural roll “1” into a natural 
  “20”. When this is done, the helm of the black swan van-
  ishes from their head. 
  Helms of Summoning: This magic item consists of two 
  helmets. The wearer of one helm can remove it, strike it 
  with a small platinum rod, say "Come Hither!" and their 
  comrade appears beneath the helm (and no, not if you're 
  holding it over the edge of a cliff or underwater). The 
  other helm appears on the summoner's head when his 
  comrade appears. These helms can be used once per day, 
  but with each use there is a cumulative 1% chance that 
  the summoned comrade is actually their double from 
  another reality. This chance re-sets at the next full moon. 
  If an alternate comrade appears, use the following table 
  to determine what shows up: 
  D6 
  Effect 
  1 
  Zombie 
  Retains a feral intellect, but thoroughly Chaotic. Fights with as 
  many Hit Dice as the person had levels, but loses any special 
  abilities. Those who lose more than half their hit points to the zom-
  bie's attacks must pass a saving throw or become a zombie them-
  selves. Remove disease cures the condition. 
  2 
  Demonic 
  Has the abilities of the person summoned (or the reverse, if they 
  were a cleric or paladin), but with a demonic cast and a Chaotic 
  alignment. The summoned person is immune to fire and mind 
  reading and has bat wings with a flight speed of 30′ per round. 
  3 
  Hulk 
  Summoned person is much larger than normal, with double the 
  strength bonus and an intelligence score of 1d4+2. They might 
  start calling the summoner "George" and develop an obsession 
  with petting small mammals (including gnomes and halflings). 
  4 
  Reversed Sex 
  Summoned person is of the opposite sex. All abilities stay the 
  same, but their personality might be altered. 
  5 
  Evil Twin 
  Appears to be the person summoned, but is secretly Chaotic and 
  smart enough to realize the situation and use it to their advantage. 
  If the summoned person was chaotic, the evil twin attempts to kill 
  and replace them. If they are male, they begin growing a goatee. 
  6 
  Lycanthrope 
  Summoned person is a lycanthrope (TK's choice). 
   
  Puppet Helms: Each of these helms acts as a helm of 
  telepathy. They also give the wearers the ability to im-
  pose their will on the wearer of the other puppet helm. 
  When this battle of wills occurs, both players roll 1d20 
  and add their charisma score. Whoever rolls highest 
  wins the battle and can force their companion to do or 
  say one thing that takes no more than 10 minutes. The 
  winner of the contest also suffers 1d3 Charisma damage. 
   
  Potions 
  Amazon’s Pill: As the heroism spell, but it only works on 
  females. The pill is bright red. 
  Elixir of Blood Control: This elixir allows you to 
  staunch bleeding wounds with your touch. This does not 
  heal damage, but stops continued damage from bleeding. 
  Ethereal Brew: When this pale brew is poured from a 
  container, it creates a whirlwind (as the air elemental 
  effect) on the Ethereal Plane for 10 minutes. 
  Salve of Gold: This salve works like a fool’s gold spell. 
  The tin holds enough for coating ten tiny items or five 
  small items or two medium items or one large item. 
  Magic Rings 
  Ring of Knocking: This brass ring acts as the knock spell 
  when the hand wearing it knocks on a door. The ring can 
  be used three times per day. 
  Rings of Elemental Earth: This pair of magic rings is 
  carved from citrines and is worth 500 gp each as jewelry. 
  If one is worn on each hand and slammed together while 
  chanting "Res orbis operor vestri res", the wearer be-
  comes a medium earth elemental for 10 minutes. This 
  can be done once per day. 
   
   
   
  
   
  166 
   
  Rods, Staves and Wands 
  Staff of Shaping: The staff of shaping is composed of 
  brass and topped with an omega shape. It allows use of 
  the following spells: 
  Spell 
  Charges 
  Fabricate 
  2 
  Polymorph other 
  2 
  Polymorph self 
  2 
  Polymorph any object 
  2 
   
  Staff of Slime Absorption: This magic staff can absorb 
  up to 12 HD worth of oozes. When the staff is broken or 
  the oozes are purposely released, all of the oozes appear 
  adjacent to the staff. The oozes can also be transmuted 
  and ejected as a 30′ cone of acid dealing damage equal to 
  one dice per HD of oozes that were absorbed. 
  Titan’s Wand: This wand can cast one 3rd level magic-
  user spell per day, but it is so large (50 lb.) it requires 
  two magic-users to swoosh it. 
  Traveler’s Stick: This walking stick increases the user’s 
  land movement rate by 10′ per round. The user can also 
  walk twice as far as usual without becoming fatigued. 
   
  Wondrous Items 
  Armlets of Devolution: These armlets, when placed 
  around the biceps, hold tight and cannot be removed. 
  The armlets act as a ring of protection +1. Each week, the 
  wearer must pass a saving throw or their body and mind 
  “devolves”. Elves devolve initially into half-elves and 
  then humans. Other demi-humans devolve into humans 
  (of the same general height as their original race). Once 
  human, or if they began as humans, they devolve into a 
  Neanderthal and then into a carnivorous ape. Once the 
  person has been changed into an ape, the armlets release 
  from them. Changing back requires a wish or miracle. 
  Bag of Gravel: This leather bag of gravel looks at first 
  blush to be completely useless. However, it releases a 
  slow stream of pebbles as the bearer walks, leaving a 
  trail to allow them to find their way out of whatever non-
  sense they have walked into. Of course, it also leaves a 
  trail for others to follow. 
  Barrel of Monkeys: This barrel, which would be large 
  enough to be worn by a man who has lost all of his 
  clothes in a crooked poker game, can summon 3d4 mon-
  keys, once per week, with a command word. 
  Beadle’s Belt: This wide leather girdle is studded with 
  4” diameter medallions depicting in relief the faces of 
  seven saints, spaced evenly around the belt. On a Neutral 
  character, it provides a constant protection from evil ef-
  fect, but also utters constant corrections for sinful behav-
  ior. On a Chaotic character, the belt constricts for 1d4 
  points of damage per round until it is removed, all while 
  the faces issue forth howls of rage, potentially attracting 
  wandering monsters. On a Lawful character, the belt acts 
  as it does around the waist of a neutral, plus the faces 
  chant (per the spell) during combat once per day. 
  Beggar’s Sandals: The wearer of these sandals does not 
  suffer from pangs of hunger or thirst as long as they eat 
  and drink once per week. 
  Bento’s Beneficent Box: This item appears as a simple 
  wooden box 6″ long, 4″ wide and 3″ tall. Each time it is 
  opened, it is filled with one meal's worth of food. The 
  exact contents are random: 
  D6 
  Meal 
  1 
  Human: Hard tack and salt pork 
  2 
  Dwarf: Gruel that tastes of dark, bitter ale and salty crackers 
  3 
  Elf: Thin wafers that taste of vanilla and a light salad 
  4 
  Halfling: Meat pie and honey cakes 
  5 
  Gnome: Mushroom stew and nutty cheese balls 
  6 
  Orc: Live grubs in bacon grease and pork rinds 
   
  The food is healthful and free of disease, but those who 
  partake of it must pass a saving throw vs. poison or suf-
  fer the following side effects for 24 hours: 
  Human Meal—+1 bonus to saving throws and an inabil-
  ity to run away from a challenge. 
  Dwarf Meal—Note odd stonework (35%) and become 
  irascible and ill-tempered. 
  Elf Meals—Find secret doors (35%) and become intoler-
  ably arrogant and snobby. 
  Halfling Meal—Moving silently (35%) and consume dou-
  ble rations. 
  Gnome Meal—Gain the ability to speak with burrowing 
  mammals and become an annoying practical joker. 
  
   
  167 
   
  Orc Meal—Survive outdoors (35%) and become incredi-
  bly reckless and stubborn. 
  Bodacious Bowler: This bowler, when set atop the head, 
  casts an illusion over the wearer that makes them look 
  like everything they have ever wanted to be. In return, 
  the person loses their voice while they wear the hat. 
  Bracelets of Missile Deflection: These thick brass 
  bracelets, when clasped around the wrists, grant a +2 
  bonus to Armor Class against missile attacks. Moreover, 
  when the wearer is attacked by magic missiles, they can 
  make a saving throw to avoid the attack and deflect those 
  missiles back at their caster. 
  Bracelet of Reaching: This single bracelet is made of 
  bronze and engraved with a triangle pattern. It is nor-
  mally kept off of one’s wrist, for when it is put on the 
  wearer’s hand disappears and can be projected from any 
  similarly sized hole within their range of vision. This hole 
  could be the top of a vase, another bracelet, a large key 
  ring, a mouse hole, etc. The bracelet can be pushed up to 
  the shoulder if the wearer wishes, with their projected 
  hand (which is part of their body and can still be dam-
  aged normally) extending to the same length. 
  Bracers of Magnetism: These iron bracelets are set with 
  large hematite stones. When clanged together, they can 
  pull any small item composed of iron or steel to the 
  wearer. If the item in question is held by somebody, the 
  holder can roll 1d20 under their Strength score (or 1d10 
  under their Hit Dice) to retain possession of the item. If a 
  sharp item is pulled to the wearer, they must roll 1d20 
  under their dexterity score to avoid being hit by it. 
  Cadogan of Holding: This wig is grandiose and ridicu-
  lous, woven from two different colors of hair and quite 
  tall. The wearer can reach into the wig and pull out vari-
  ous items he has stored there, per a bag of holding I. 
  Candle of Thought: This item appears as a normal can-
  dle. When lit and held in one's hand it casts a soft, steady 
  white light, never flickering, even in a breeze (although a 
  strong wind will extinguish it.)  
  When the melting wax from the candle hits a creature's 
  flesh (a painful experience), forgotten events in that per-
  son's past appear projected on the wall or floor within 
  the area of the candle's light. The person holding the 
  candle can summon up these memories if he is concen-
  trating on them, otherwise they are random. The candle 
  burns for one hour before it is used up, with each 
  memory extraction taking 1 minute. 
  Cat’s Cradle: This is a magic string with an amethyst 
  gleam that can be turned into a cat’s cradle by one deft 
  with his hands. While held before a person, it catches any 
  spell thrown at the person (force effects included, but 
  not physical effects like fire or stones). The magical ener-
  gies are held in the thread and can then be flung back at 
  the caster (and only the caster) the next round. If these 
  energies are not thrown back within 3 rounds, they ig-
  nite the string, which deals 1d4 points of the damage to 
  the holder of the cat’s cradle per spell level held. 
  Celestial Cube: When subjected to magic light, this cube 
  produces a prismatic or rainbow spell of the same or 
  lower level that is aimed by the holder of the cube. 
  Level 
  Spell 
  1-3 
  Color spray 
  4-6 
  Rainbow pattern 
  7 
  Prismatic spray 
  8 
  Prismatic wall 
  9 
  Prismatic sphere 
   
  Coat of Sludge Repulsion: The wearer of this oiled coat 
  cannot be engulfed by oozes. 
  Coat of Slyness: The wearer of this leather coat gains a 
  +2 bonus to pick pockets, and can hide stolen goods (and 
  only stolen goods) in the pockets of the coat as though it 
  were a bag of holding I. 
  Concubine's Wig: This Egyptian-style wig of perfumed 
  black hair allows wearers to cast charm person three 
  times per day and charm monster once per day. Charmed 
  people must make additional saves each hour or be over-
  come by their passions. 
  Compacted Cubits: A compacted cubit is one ton (2,000 
  lb) of silver dust stuffed into an extra-dimensional space 
  sealed inside a tiny coin-shaped cylinder of force. A com-
  pacted cubit looks like a grainy silver coin but feels per-
  fectly smooth, and it appears to weigh as much as a nor-
  mal silver coin. It would be a terrible thing to have one or 
  more of these few of these in your backpack when some-
  body casts dispel magic. Depending on how you value 
  coinage, a compacted cubit is worth 60,000 sp. Note: A 
  cubit isn't a measure of weight, but it was the name of a 
  denomination of money on a popular sci-fi show which 
  the writer loved as a child. 
  Corn Belt: This belt consists of hundreds of colorful 
  dried kernels of corn attached like beads to a leather 
  belt. The wearer of the belt becomes as strong as an ox 
  (i.e. Str 18), but also as intelligent as an ox (Int 3). 
  
   
  168 
   
  Corpse Coin: If one of these copper pieces is placed on 
  the eye of a corpse, the corpse does not decay. If held 
  over a single eye of a living creature, it makes them invis-
  ible to corporeal undead. 
  Crystal of Earth Elemental Detection: This 4″ long 
  copper-colored crystal vibrates in the presence of earth 
  elemental creatures. The vibrations begin when you are 
  within 100′ x the Hit Dice of the creature and they inten-
  sify as you get closer. If you are within 1′ x the Hit Dice of 
  the creature, the crystal explodes, sending shards in a 10′ 
  radius and inflicting 1 point of damage per person minus 
  their armor bonus. 
  Crystal of Intellect: This 1″ blue gemstone, when affixed 
  to a person’s head, exudes a soft glow in a 10′ radius and 
  increases the subject's intelligence by 1 point. It also 
  drains the wearer of 1d3 points of constitution. One 
  might stud their head with these strange gems, gaining 
  even godlike intelligence at the cost of their health or life. 
  Once affixed, the crystal cannot be removed without bur-
  rowing into the person's skull. 
  Devious Daisy Chain: This item appears as a daisy chain 
  that has been magically preserved. It is impossible to 
  unravel the chain, and saves vs. damage as an adaman-
  tine item. The wearer of the daisy chain (helmets must 
  be removed) gains magic resistance 5%, can discern 
  creatures that have changed shape or that are capable of 
  changing shape (such as lycanthropes or doppelgangers) 
  and leaves no tracks in the wilderness.  
  If the wearer of the devious daisy chain engages in battle 
  with animals, plant monsters or fey, the daisy chain ani-
  mates and attacks the wearer. If fighting animals, the 
  daisy chain becomes a constrictor snake. If fighting 
  plants it becomes an assassin vine, and if fighting fey it 
  becomes animated chains (as a medium animated ob-
  ject). In all cases, the monster gains a free attack due to 
  surprise (unless this has happened before, of course) and 
  attacks with a +2 bonus to hit in the first round of com-
  bat. After the monster has been defeated, or after it has 
  killed its wearer, it turns back into a daisy chain. 
  Diadem Wig: This wig of tightly curled blond hair gives 
  the wearer the ability to cast command three times per 
  day, and improves their charisma by +2 while worn. 
  Dragon Bracers: These bracers are made from the hide 
  of a blue dragon. Once per day, the bracers can cover the 
  wearer’s body with +1 leather armor and grants them 
  resistance to electricity. The armor lasts for 10 rounds, 
  but if they suffer electricity damage the armor immedi-
  ately retracts into the bracers. 
  Earrings of Dancer’s Grace: These large gold earrings 
  grant +1 to Armor Class and +1 to saving throws involv-
  ing graceful movement. The wearer can also dance once 
  per day and fascinate as a bard. 
  Elemental Gauntlet: This gauntlet can, once per day, 
  turn into one of the following forms: (1) An elemental 
  earth gauntlet that smashes stone (+2d6 damage to stone 
  creatures or force an item saving throw) and grants a +5 
  bonus to saving throws vs. acid; (2) A white hot gauntlet 
  of metal that deals +1d6 fire damage (even through 
  hand-held metal weapons) and grants a +5 bonus to sav-
  ing throws vs. fire; (3) A gauntlet of ice that deals +1d6 
  cold damage (even through hand-held metal weapons) 
  and grants a +5 bonus to saving throws vs. cold; (4) A 
  sphere of swirling air that grants +2 AC vs. missile at-
  tacks and a +5 bonus to save vs. electricity. The gauntlet 
  remains in this form for 10 minutes. 
  Evil Drum: Goblinoids (goblins, hobgoblins, bugbears, 
  orcs, etc.) gain a +1 bonus to attack and +1 bonus to mo-
  rale checks when they hear the beating of this drum. 
  Feathered Cap: This tricorne of weathered blue-black 
  velvet is elegant despite its age, but it lacks a jaunty 
  feather. When a feather is inserted into the cap, it gives 
  the wearer powers corresponding to the bird to which 
  the feather belonged. An ostrich feather might increase 
  one's running speed and kicking damage, a cockatrice 
  feather might grant them the ability to turn people to 
  stone with their bite, and a roc feather - well, that would 
  probably just give them lots of shade and a stiff neck. The 
  hat can be activated once per day for 10 minutes. 
  Flute of Ooze Alteration: The sound of this flute forces 
  an ooze to pass a saving throw or begin vibrating, shift-
  ing around and, essentially, dancing. Bards can control 
  the actions of oozes within range of the music. 
  Force Pebble: This pebble looks like a tiny river stone. 
  When it is tossed into a room, it creates a bubble of force 
  that shoves people and objects in the room violently 
  against the walls (1d6 points of damage). The force is 
  probably only enough to destroy fragile materials and 
  objects. If a person holding the pebble is knocked around 
  a bit, or falls to the ground, there is a 3 in 6 chance the 
  pebble inadvertently "goes off". 
  Fork of Time: When banged against metal, this fork 
  forces all time displaced creatures within 100′ to shift 
  
   
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  into the present. Struck against adamantine or mithral, it 
  shifts the adventurers ahead 1 hour in time. 
  Frost Belt: This belt is composed of interlocking hexa-
  gons of silver. When worn, the wearer emits a cone of 
  cold (10′ long by 5′ wide at base) each time they open 
  their mouth. Potential damage from the cone of cold ac-
  crues at the rate of 1d4 points of damage per day so long 
  as the person keeps their mouth closed, to a maximum of 
  10d4 points of damage. As soon as they open it, the cone 
  of cold bursts from their mouth, whether they want it to 
  or not, and the potential damage resets to 1d4. 
  Gold Spiral: This gold coin bears a spiral design. It can 
  absorb one lightning bolt (no save needed) and then dis-
  charge it one hour later. While the coin holds a charge, 
  the holder is immune to electricity. 
  Hammer of Mining: This small hammer is highly prized 
  by dwarves. Lost for several millennia, it has the ability 
  to create a vein of metal of the user's choice when tapped 
  against stone. The vein runs for 1 mile and must be re-
  fined to be of any use. The vein creates a triple strength 
  earthquake on either end when created. 
   
  Hat of Many Surprises: This hat changes shape once per 
  turn. The person wearing it does not realize this and 
  cannot be made to believe it even if they are presented 
  with a mirror, assuming instead that it takes the shape of 
  their favorite style of hat. When removed, the hat as-
  sumes the wearer’s preferred form and keeps it until it is 
  worn by someone else. Aside from this quirk, the hat 
  grants the wearer protection from evil.  
  Roll on the following table to determine the hat's current 
  shape. The TK should make these rolls and everybody 
  but the wearer of the hat should be told the result. 
  D30 
  Form 
  1 
  Viking helmet, wearer goes berserk in combat 
  2 
  Bicorn, bonus on finding direction using the stars and immune to 
  sea sickness 
  3 
  Phrygian cap, freedom of movement 
  4 
  Busby, +2 damage on charge attacks 
  5 
  Propeller beanie, intelligence score cut in half 
  6 
  Stovepipe hat, cannot lie and can discern lies, but suffers +2 
  damage from back attacks 
  7 
  Bascinet, +1 to AC, surprise on roll of 1-4 on 1d6 
  8 
  Scottish bonnet, must pass a saving throw or begin dancing in the 
  presence of drawn swords 
  9 
  Wool cap, head stays warm in cold weather 
  10 
  Dunce cap, struck with confusion when asked a question 
  11 
  Wizard's hat, cast spells as 1st level magic-user (roll the prepared 
  spells randomly) 
  12 
  Jingasa, +1 to Armor Class, immune to surprise 
  13 
  Bearskin, immune to fear 
  14 
  Beret, acerbic personality, strong desire for a cigarette 
  15 
  Cowboy hat, +1 bonus to missile attacks 
  16 
  Cordobes, +1 bonus to attack with sword 
  17 
  British constable's hat, can summon 1d6 bobbies 
  18 
  Deerstalker, find secret doors as an elf, note odd stonework as a 
  dwarf 
  19 
  Fedora, infravision 6′ 
  20 
  Fez, you get to wear a fez - what more do you want? 
  21 
  Ghutrah, immune to the effects of heat and flame 
  22 
  Montera, +1 to attack and damage bulls and gorgons 
  23 
  Mortarboard, cast legend lore once during the turn 
  24 
  Panama hat, unaffected by hot weather 
  25 
  Pith helmet, can cast locate object once during the turn 
  26 
  Santa Claus hat, can command gnomes and elves 
  27 
  Sombrero, throw hat on ground to cast irresistible dance 
  28 
  Toque, immune to poison 
  29 
  Trucker hat, +1 to attack and damage unarmed 
  30 
  Turban, can charm snakes 
   
  Infernal Sitar: Playing this sitar causes the listeners 
  shoes to heat up (as the heat metal). 
  Inky Balaclava: This black balaclava, when wrapped 
  around the face, causes one's skin to take on an inky ap-
  pearance giving them a +5 bonus to hide in shadows. 
  Each turn spent this way drains the person of 1 point of 
  constitution. These lost points of constitution can be re-
  stored only by eating, with one day's worth of rations or 
  food required to restore one point of constitution. The 
  lost constitution corresponds to lost body weight (i.e. 
  losing 50% of one's constitution would correspond to 
  losing 50% of one's body weight). A person that loses all 
  of their constitution rises as a ghoul. 
  Instant Wall: This piece of masonry looks like a dull red 
  brick. When tapped forcefully against the floor, it multi-
  plies into a brick wall up to 30′ long and high. The wall 
  lasts for 1 hour (no more, no less) and is in all respects is 
  
   
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  a normal brick wall. Consider it to be half as strong as a 
  wall of stone. 
  Jar of Thought Absorption: One can hold a thought in 
  this jar by putting it against the ear and thinking. The 
  thought cannot be accessed by E.S.P. Magic-users can do 
  this with spells. One can return the thought into their 
  head in the same way. Others can try to steal another’s 
  thought, but must pass a saving throw or suffer 1d6 
  points of intelligence damage. 
  Jewel of Olfactory Excellence: This tiny jewel is bright 
  green in color and seems to give off an electric charge 
  when touched. If stuck in one's nose, it gives them the 
  olfactory senses of a wolf. If placed in the ear, it gives one 
  of the auditory abilities of an elf. If placed in the eye, it 
  hurts. If swallowed, it takes about one week to move 
  through the digestive system.  
  The jewel is actually an alien artifact that was miniatur-
  ized when it passed into our dimension. If the jewel is 
  ever in the presence of an enlargement spell, it returns to 
  its normal size as a geodesic domed vessel 40′ in diame-
  ter carrying a crew of 10 star warriors, hairless human-
  oids with translucent, sapphire-colored skin and sap-
  phire eyes. The star warriors are captained by a suave 
  gentleman called Ufixya who fights as a 7th level fighter. 
  Star Warrior: HD 5, AC 15, ATK 2 warhammers (1d4+1), MV 30, SV 
  14, XP 500, Special—Immune to cold, spells (dimension door 1/day, 
  ESP 3/day) 
  Kazoo of Power: This silver kazoo, when blown, pro-
  duces no noise but causes all strings on bows or musical 
  instruments to begin vibrating. This vibration renders an 
  item useless for its owner, and also sets up a throbbing 
  harmonic that causes 1 point of sonic damage per round 
  (cumulative) to anyone within 10′ of the item. Magic 
  items get an item saving throw to resist the effect. 
  Lousy Wig: This wig of chestnut hair is crawling with 
  nits and lice. Once per day, by shaking it vigorously, the 
  wearer can summon an insect plague (as the spell), 
  which arises from the wig. 
  Master's Hat: This top hat of felted beaver fur with a red 
  satin lining gives the wearer the ability to speak with 
  animals. Three times per day, the wearer can control one 
  of the following animals: Elephant, lion, gorilla, black 
  bear or dog. Once per day, the wearer can polymorph a 
  person into one of the aforementioned animals. 
   
  Medallion of Heroism: This large medallion is made of a 
  silvery metal as strong as steel. It is stamped with a sym-
  bol of four interlocking circles. When worn, it gives the 
  wearer the abilities of six warriors (i.e. the abilities of a 
  6th level fighter), but only while rescuing an innocent. 
  Memory Thread: Memory thread is saffron-colored 
  string. When it is tied to one’s finger, it permits them to 
  remember one thing perfectly without fail. Magic-users 
  can use memory string to remember a single spell of up 
  to 2nd level, essentially gaining an extra spell slot. If the 
  string is removed, the memory (or spell) is lost. 
  Pendant of Magma: This pendant allows one to walk 
  across magma and lava without sinking and without suf-
  fering any damage. 
  Pennywise: This copper coin bears the image of an owl. 
  It increases one's Wisdom score by +3 (maximum 18), 
  but makes that person terribly cheap. 
  Periwig of the Rake: This wig is highly valued by du-
  elists. Examples are either stark white and tied in pony-
  tails or composed of a heap of black curls. The wig grants 
  the wearer a +2 bonus to use special maneuvers, grants 
  non-duelists the ability to riposte as a 1st level duelist 
  and grants duelists a +2 bonus to attack and damage 
  when they are riposting. 
  Puffer Cloak: This cloak is made of mottled grey and 
  brown leather and covered in tiny spines. It provides a 
  +1 AC bonus to the wearer. When a monster attempts to 
  swallow the wearer whole, the cloak expands like a puff-
  
   
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  er fish, making the wearer impossible to swallow and 
  dealing 1d4 points of damage to the monster. 
  Quantum Lens: A quantum lens looks like a monocle 
  with a silvery sheen. When placed over the eye, it allows 
  one to glimpse quantum strings that crisscross reality. 
  The lens also allows one to pluck these strings to cause 
  changes in the environment around them.  
  One must roll 1d20 under their intelligence score to 
  pluck a string successfully. Different quantum effects 
  carry with them different penalties to this intelligence 
  check (see below). Only one event can be produced per 
  day without attracting the attention of an astral deva, 
  who materializes and attempts to seize the quantum lens 
  from the character (with extreme prejudice). 
  Effect 
  Penalty to Intelligence 
  Call lightning 
  2 
  Control weather  
  8 
  Control winds  
  6 
  Earthquake  
  10 
  Firestorm  
  10 
  Fog cloud 
  0 
  Gust of wind 
  0 
  Ice storm  
  4 
  Planeshift  
  6 
  Reverse gravity  
  10 
  Sleet storm  
  2 
  Whirlwind  
  10 
   
  Rust Belt: This belt consists of multiple disks of rusted 
  iron connected by a rusted chain. The character wearing 
  the belt gains the special attack of a rust monster, a pow-
  er they cannot turn off. In addition, the belt puts out sub-
  harmonic vibrations that serve as a mating call to rust 
  monsters, increasing the likelihood of encountering them 
  when underground. 
  Ruby Goblet of Abjuration: Drinking liquid from this 
  goblet adds one abjuration spell to a magic-user’s 
  memory. The level of the spell depends on the liquid in 
  the goblet: Water adds a 1st level spell, wine 2nd and a 
  potion 3rd level spell (plus the benefits of the potion). 
  The goblet is usable once per day and the spell remains 
  in memory for 1 day or until cast. 
  Scarlet Capotain: This scarlet capotain (i.e. pilgrim's 
  hat) with a gold buckle makes you look like whomever 
  you are facing, assuming you are facing a human, demi-
  human or humanoid of roughly the same size. In addition 
  to gaining the person's appearance, you gain some aspect 
  of their knowledge (i.e. a random skill, class ability, spell 
  or memory), retaining it for 6 hours. 
  Silver Scissors: This is a pair of scissors made from al-
  chemical silver and engraved with glyphs and words of 
  power. Silver scissors can be used to cut astral threads, 
  those threads that connect a person on one plane with 
  his material self on another after he has traveled through 
  the Astral Plane. Astral creatures can also be affected by 
  the scissors. Cutting their thread forces them back to the 
  Astral Plane for 24 hours. 
  Finding a thread is the hard part, of course. Threads usu-
  ally connect to a creature’s back and random attacks at a 
  person’s back can be made with the scissors as though 
  attacking Armor Class 22. If one can discern astral 
  threads in some manner, they may attack them as though 
  attacking Armor Class 12. Damage need not be rolled; a 
  successful attack with the scissors cuts the thread. 
  Silver Sylph: This is a silver coin with a hole in the cen-
  ter. If one blows through the hole, the coin produces 
  bubbles of perfume (99% of the time) or a sylph (1% 
  chance). You have no special control over the sylph. 
  Soultaker: This items appears to be a smooth gold coin. 
  When pressed on the forehead of a recently deceased 
  body, it absorbs the person's soul and their image ap-
  pears on the coin. 
  Sphere of Ursus: This item is a metal sphere embossed 
  with a copper, silver and gold bear. Touching the copper 
  bear summons a black bear, the silver a brown bear and 
  the gold a polar bear. One bear can be summoned per 
  week from a ray that fires from the sphere up to 30′ 
  away. The bear remains for 1 minute and is under the 
  control of the sphere’s user. Destroying the orb sum-
  mons a cave bear. The cave bear does not disappear after 
  one minute, and is not under the sphere user’s control. 
  Spool of Recording: This is a well-worn mahogany 
  spool without any thread wrapped around it. When held 
  before a person and the command word (“Victrola”) is 
  uttered, it causes anything said in front of it to take the 
  form of a silver thread which is pulled from their mouth 
  and reeled onto the spool. The sound of what the person 
  said is converted into the silver string, so no actual sound 
  is heard while they speak. Spells uttered in this way are 
  disrupted. 
  If this string is pulled through the eye of a crystal needle, 
  the sound can be replayed. This can only be done once. If 
  the sound is a spell, there is a chance it will go off based 
  on the level of the spell, with the target chosen by the 
  holder of the spool. 
  
   
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  Spell Level 
  Chance of Casting 
  1 
  90% 
  2 
  80% 
  3 
  70% 
  4 
  60% 
  5 
  50% 
  6 
  40% 
  7 
  30% 
  8 
  20% 
  9 
  10% 
   
  Stone Cloak: This gray cloak, when thrown over the 
  head of a crouching person, not only makes them look 
  like a boulder, but is also as strong as stone. 
  String Snapper: A string snapper is a magical amulet of 
  bronze embossed with the image of scissors. By rubbing 
  the amulet and then snapping their fingers, the owner 
  can cause all strings on non-magical objects within 30′ to 
  snap. This includes the strings of instruments, bow-
  strings and other taught strings. Each time the amulet is 
  used there is a 1 in 6 chance that it dissipates into yellow 
  smoke that smells of sulfur. 
  Sun Belt: The sun belt is a wide belt of polished brass. 
  The surface of the belt writhes with red whorls like the 
  Sun’s surface. It grants the wearer immunity to fire and 
  creates around them a zone of withering heat (5′ radius) 
  that inflicts 1d4 points of damage to plant and cold crea-
  tures and makes others uncomfortable (-1 penalty to hit 
  and to AC). During combat, the surface of the belt roils 
  and there is a 1 in 6 chance each round that it emits a 
  solar flare in a 10′ diameter arc in a random direction: 1) 
  Front; 2) Back; 3) Left; 4) Right. The flare inflicts 3d6 
  points of damage to all creatures touched by it (saving 
  throw negates damage). After the belt flares, it goes 
  dormant for 1d6 hours, during which none of its powers 
  are operative. 
  Swallow-Tail Cap: This long silk cap has two 3′ long 
  tails. The right tail is colored deep maroon while the oth-
  er is beige. The embroidery on them seems to writhe and 
  dance if one stares at it for a few moments (pass a saving 
  throw or suffer from minor headache and the feeling of 
  spiders running up and down your spine). The wearer of 
  the cap can use it to jump between dimensions. Alone, he 
  can use the equivalent of the dimension door spell a 
  number of times per day equal to his charisma bonus 
  (minimum once per day). With one person holding onto 
  the cap, he may teleport once per day. With two people 
  holding onto the cap, he can plane shift once per day. 
  Thread of Fate: This special thread is made from en-
  twining gold and silver thread with a hair plucked from 
  the head of a hag. When sewn into clothing using a gold 
  needle, the thread permits the wearer of the garment to 
  escape death. When faced with any event that would 
  cause their death (hit point damage, a failed saving 
  throw, etc.), the adventurer can ignore the event – i.e. the 
  attack somehow misses, the saving throw is a success, 
  etc. Once death has been escaped, the thread loses its 
  magic unless the garment is subsequently washed in a 
  potion of restoration. 
  Thread of Guiding: This magic thread, when its spool is 
  dropped to the ground, traces the path of the person who 
  dropped it, rolling along until it reaches its maximum 
  distance of 300′. It can be re-rolled onto its spool while 
  one follows it, but does not magically re-roll itself. 
  Token of Friendship: This tarnished brass coin creates 
  a vague emotional connection between you and the per-
  son who presented it to you. You know when they are 
  frightened, happy, etc. The coin can summon the person 
  bodily to you if you call out their name while holding it. 
  This ability of the token works three times; on the third 
  use the token of friendship disappears. 
  Wig of Decay: This full, curled wig of auburn hair is 
  cursed, making the wearer break out in sores and reduc-
  ing their charisma to 3. While it is worn, the wearer also 
  suffers a -2 penalty to saving throws vs. disease. 
  Wig of Glowering: This powdered magistrate's wig al-
  lows the wearer to cause fear once per day by scowling. 
  Wig of Insect Repulsion: These powdered wigs, when 
  fluffed or shifted vigorously, produce a 15′ radius cloud 
  of white powder that forces vermin to save vs. poison to 
  enter the cloud, and even then they suffer 1d4 points of 
  damage each round they are in the cloud. The cloud per-
  sists for 1 minute, and can be created once per day. 
  Wig of the Medusa: This wig has long, red locks that 
  hang down to the hips. They can be animated by the wig 
  wearer, per the spell animate hair (q.v.). 
  Wig of Sneezing: Once per day this powdered wig can 
  create a cloud of powder of sneezing. 
   
   
   
  
   
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  Artifacts 
  The Abacus of St. John the Enumerator: This abacus is 
  a simple instrument with an oak frame, copper shafts 
  and glass beads. In the moonlight, a careful observer can 
  make out tiny motes of dancing light within the beads. 
  Each bead holds the soul of a young priest, an innocent 
  true believer murdered by St. John's own hand. 
  The abacus has 10 rows divided into two sections. The 
  larger section holds five beads on each row, the smaller 
  section holds two beads in each row. 
  The abacus projects a protection from evil II effect that is 
  ineffective against Chaotic creatures summoned by or 
  connected to the abacus. It also creates a sanctuary effect 
  in whatever building it is placed, an effect which is also 
  ineffective against Chaotic creatures summoned by or 
  connected with the abacus. Because of these effects, the 
  abacus is believed to be a holy rather than unholy relic. 
  By touching a bead in the larger section and focusing on 
  a person, their current whereabouts appear in the touch-
  er's mind, per a crystal ball. If the person harbors ill feel-
  ings toward the person they are viewing, one of the fol-
  lowing effects occurs, even if the user of the abacus does 
  not knowingly wish it to occur.  
  Hate—The target is struck with mummy rot. As they 
  slowly rot and die, the toucher suffers a discoloration of 
  the skin, which first turns yellowish, then mottled black 
  and purple and finally deathly white. When the target 
  finally dies, the toucher returns to normal, but loses the 
  ability to love or be loved. 
  Jealousy—The target's ability score most tied to the rea-
  son for jealousy is lowered by 1d4 points and those 
  points are transferred to the toucher of the abacus. The 
  feelings of jealousy are now transferred to the target in 
  relation to the toucher. 
  Lust—The target is struck as though by a suggestion 
  spell. They feel the same lust towards the toucher of the 
  abacus and must go to them immediately to consummate 
  their feelings. Once the act is consummated, this lust 
  turns to repulsion. 
  The toucher of the abacus must then make their own 
  saving throw or one of the following effects occurs: 
   
   
  D6 
  Effect 
  1 
  Lose one level or hit dice 
  2 
  Lose 1d4 points of charisma due to disfigurement 
  3 
  Lose 1d4 points of wisdom from madness 
  4 
  Lose 1d4 points of constitution from wasting away 
  5 
  The remains of the victim whose soul is encased in the bead is 
  animated as a spectre and seeks the toucher out to destroy them. 
  6 
  The toucher is affected by the bead's curse instead of the target 
   
  If any of these effects kill the toucher, a pit fiend appears 
  in a cloud of sulfur and blue fire and collects their soul. 
  The beads can also be used in another way. Touching a 
  bead casts an anti-cleric spell of a level equal to the row 
  number. In other words, beads in row one can be used to 
  cast 1st level spells while beads in row 9 can be used to 
  cast 9th level spells. Beads in row 10 can be used to cast 
  1st level magic-user spells.  
  When a bead is used to cast a cleric spell, the bead crum-
  bles into dust and the soul imprisoned within it is re-
  leased with a terrible shriek. The soul then returns to its 
  remains and animates them as a spectre to hunt down 
  the toucher of the bead. 
  A Lawful cleric using the abacus cannot remain Lawful. 
  With the first use of the abacus, they become Neutral and 
  with their second use Chaotic. A third use consigns their 
  soul to Mammon, the arch-devil patron who helped St. 
  John keep his church afloat all those years. 
  Bangles of Bakram: These two bangles are carved from 
  wood and each has a small hole in it. The bangles were 
  originally worn as earrings by Bakram, a highly skilled 
  and deadly monk who weighed in the neighborhood of 
  350 lb. If worn as earrings again, these items grant the 
  wearer the abilities of a monk five levels higher, or, if you 
  have no levels as a monk, a 5th level monk.  
  Most folk make the mistake of wearing them as bracelets. 
  When put on the wrists, the bangles grant the same abil-
  ity, but also grant the wearer Bakram’s weight. Balloon-
  ing to 350 pounds, the person suffers a -2 penalty to 
  their constitution score and is treated as though they are 
  carrying their extra weight as added encumbrance. 
   
   
   
  
   
  174 
   
  Hungry Blade of Inzo-Khan: This +3 dagger can absorb 
  one spell of up to 6th level cast in its presence. When the 
  dagger absorbs a spell, the pommel glows tepid pink as 
  bright as a candle at first, and then 10 minutes later rosy 
  red as bright as a torch, then an hour later brilliant yel-
  low as bright as a lantern. The spell energy must be dis-
  charged from the blade to make the glow stop. The ener-
  gy can either be channeled into a free spell (level one to 
  three) if the dagger is wielded by a magic-user or sorcer-
  er, or by making a successful attack with dagger.  After 
  12 hours of glowing yellow, the dagger leaps from the 
  wielder's hands and attacks them (attack bonus equal to 
  5 + the level of the absorbed spell) for 10 rounds. 
  Koroth's Crippling Blade: This +3 dagger, when a natu-
  ral ‘20’ is rolled to attack, buries itself in the victim's 
  body. The dagger continues to deal 1 point of damage 
  each round and the victim is crippled. The dagger can 
  only be removed by its owner after a remove curse or 
  dispel magic spell is cast, or by rolling 1d20 under their 
  strength score. If the dagger is pulled out, it deals anoth-
  er 1d4 points of damage on the way out. 
  Thirteen Keys of Gallumar: These magic keys a work in 
  essentially the same way. Each one looks like simple key 
  composed of an interesting material. The key can open 
  extra-dimensional doors. To work, the key’s holder must 
  close their eyes, hold their breath, push the key into a 
  particular substance or situation (see below) and then 
  turn it slowly. This causes an extra-dimensional door to 
  appear and open on one of the following (roll 1d10): 
  D10 
  Destination 
  1-3 
  An ornate room with furnishings and decorations dependent on 
  the material in which the door was situated, and attended by 
  like creatures. Thus, a black key opening a room into shadows 
  will open into a room of black marble with gauzy black curtains 
  and thicker, black velvet curtains and dark wood furniture with 
  cushions in shades of grey attended by shadows. The room is 
  safe, and can be stayed in for 1 hour before it fades back into 
  the plan of which it is composed and sends the occupants back 
  from whence they came. 
  4-7 
  A long tunnel that leads to a second door which opens back 
  into the material world. This second door appears in the same 
  material as the first, so a door opened through fire can only 
  lead to a second door situated in fire. 
  8 
  A long stair leading deep down into the plane (or a demi-plane) 
  appropriate to the key that opened the door, thus opening a 
  door in stone will lead to the elemental earth plane. 
  9 
  The door leads to the key-holder's childhood home, wherever it 
  was (even if it is now a ruin, or just an open field). 
  10 
  A tunnel that leads back to the same door, but 1d6 hours later 
  or 1d6 hours earlier. This means there are now two versions of 
  the character, and if they meet only one may leave alive. 
   
   
   
  The material or situation of the key governs what they 
  key will work on, as follows: 
  Gold 
  Natural stone 
  Amber 
  Trees, hedge rows, brambles and thickets 
  Meteoric Iron 
  Shadows and the night air 
  Copper 
  Fire 
  Smoky Glass 
  Smoke 
  Silver 
  Water, fog and mist 
  Greenwood 
  Spring breezes 
  Bone 
  Mausoleums and tombstones 
  Tin 
  Laughter and thunderous applause 
  Porcelain 
  Weeping and wailing 
  Folded 
  Riotous anger and yelling 
  Tarnished brass 
  Hillsides 
  Twisted wood 
  Sand dunes 
   
  Ruby Ring: The ruby ring is made of adamantine and set 
  with a highly polished ruby lens. It was forged as a 
  weapon against Chaos and can only be used by benevo-
  lent creatures. The ring must be re-charged once every 
  24 hours at the altar of a benevolent deity.  
  When fully charged, the ring allows the caster to produce 
  several spell-like effects by rolling 1d20 under their 
  Wisdom score, for use of the ring requires an act of su-
  preme will. The wisdom check must be made every 
  round in combat or every ten minutes outside of combat 
  to maintain willpower. Multiple effects can be manifested 
  simultaneously, but the required wisdom checks are 
  made at a -2 penalty for every effect beyond the first.  
  The ring can duplicate the following spells: Crushing 
  hand, fly, forcecage, forceful hand, grasping hand, inter-
  posing hand, magic missile (1 missile), shadow conjura-
  tion, shield and wall of force. All spell effects manifest as a 
  ruby-colored construction of pure force. If the ring bear-
  er dies, the ring teleports to the nearest person that is 
  worthy of wearing it. 
  Sugegasa of Fujin: This wide, conical straw hat creates 
  cool, refreshing breezes for the person who wears it, 
  allowing them to ignore heat up to 130-degrees Fahren-
  heit. If the wearer grasps the hat with both hands and 
  whistles, the hat lifts off, giving them the ability to fly 
  clumsily (as the spell) for 1 hour per day. 
  Zarmon’s Hammer: Zarmon was a great smith, maybe 
  the greatest in the world. This is a point of dispute 
  among sages and was a point of honor to Zarmon while 
  yet he still drew breath. One winter, in the depths of the 
  twilit season and in the throes of a pernicious melan-
  choly, Zarmon resolved to seal his fame and forge a mag-
  ical sword. As a master smith in great demand, he had 
  
   
  175 
   
  many opportunities to consult with wizards, and he pep-
  pered each one who walked into his workshop with 
  questions about the forging of magical things. While most 
  had not the skill or knowledge to help him, a few advised 
  him that his endeavor must end in failure, for he had no 
  command over arcane forces.  
  Finally, one wizard (possibly the magnificent Baloc) told 
  him that an enchanted weapon 
  was not beyond his abilities if 
  he was completely dedicated to 
  the task. He would have to 
  forge the weapon in the presence 
  of raw elemental power and min-
  gle his own blood, his own soul, with 
  the weapon. 
  Following Baloc’s instructions, Zar-
  mon moved his factory and household 
  to the southern island of Taprobane, to 
  a place where hot magma flowed into the 
  pounding surf. There, on a windswept 
  ridge, he constructed a forge and began 
  working on his sword. For a year and a 
  day he worked at refining the steel and 
  folding it, pounding it every day 
  with his trusty hammer, firing it 
  in the flowing magma, quench-
  ing it in the pounding surf and 
  anointing it with his very life-
  blood. For a year and a day he poured his 
  every waking moment into the sword, the 
  greatest sword forged by mortal man, and on the 
  final day of his task, at the completion of his work, 
  he laid his hammer on his anvil and held aloft the 
  unadorned blade and watched it cut the wind and 
  throw the sunlight off its back. Then, a tremor shook 
  Zarmon. He dropped to his knees, gasped a final 
  breath, and toppled with his masterpiece into 
  the flowing magma and smith and sword 
  ceased to be. All that was left of Zarmon 
  the Smith was his old, trusty hammer, 
  with which he had forged a thousand 
  swords and known a thousand joys 
  and sorrows and built for him a repu-
  tation as a worker of wonders. 
  Zarmon the Smith did not leave 
  behind an enchanted sword 
  for the ages, but he 
  did leave an 
  enchanted 
  hammer that passed into the hands of his sons and made 
  them almost as great as their father, and then passed into 
  the mists of time when their workshop on the shores of 
  Taprobane was sacked by pirates. The hammer exists to 
  this day, looking like nothing but an old smith’s hammer 
  and still working wonders in steel. 
   
  
   
  Designation of Product Identity: The following items are hereby 
  designated as Product Identity in accordance with Section 1(e) of the 
  Open Game License, version 1.0a: Any and all logos and identifying 
  marks and trade press, such as all John M. Stater product and product 
  line names including but not limited to 1800 – American EmpiresTM, 
  Action XTM, Blood & TreasureTM, Bloody BasicTM, Mystery Men!, NODTM, 
  LAND OF NODTM, PARS FORTUNATM, Queen & KaiserTM, Quick and 
  Easy,Space PrincessTM, Target 10TM; any specific characters and places; 
  capitalized names and original names of places, artifacts, characters, 
  races, countries, geographic locations, gods, historic events, and 
  organizations; any and all stories, storylines, histories, plots, thematic 
  elements, and dialogue; and all artwork, symbols, designs, depictions, 
  illustrations, maps, and cartography, likenesses, poses, logos, or graphic 
  designs, except such items that are in the public domain or used via a 
  Creative Commons license (and edition). The above Product Identity is 
  not Open Game Content. 
  Designation of Open Game Content: Subject to the Product Identity 
  designation above, all portions of Blood & Treasure – Esoterica Exhumed 
  are designated as Open Game Content. 
  OPEN GAME LICENSE Version 1.0 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved. 
  Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. 
  (e) "Product Identity" means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
  The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the 
  copyright holder's name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte 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. 
  Blood & Treasure – Esoterica Exhumed. Copyright 2017, John M. 
  Stater. Author: John M. Stater. 
  Blood & Treasure Second Edition Rulebook, Copyright 2016, John M. 
  Stater. Author: John M. Stater. 
  Land of Nod, Copyright 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 
  John M. Stater; Author John M. Stater 
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-
  2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel 
  Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike 
  Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, 
  Charles R. Wenzler Jr, John Fraser. 
  END OF LICENSE 
  
   
  
   
  
   
   
  Official 
  ESOTERICA EXHUMED 
  Expand your gaming horizons with 
  new and innovative character classes, 
  magic both weird and practical and 
  optional rules for psionics, zero-level 
  characters and proficiencies.  
  Find something new and surprising to 
  spice up fantasy gaming for players 
  and Treasure Keepers alike in … 
  ESOTERICA EXHUMED 
  www.lulu.com/spotlight/jmstater 
  www.rpgnow.com/browse/pub/5747/John-M-Stater 
  landofnod.blog 
  
SOURCE: textdata/thevault/Blood & Treasure (osr)/Blood & Treasure Esoterica Exhumed.pdf