TEXT: 1
  
  White Box Compendium
  Player & Referee Options
  for use with 
  Swords & Wizardry WhiteBox
  Written by
  James M. Spahn
  Art by
  Luigi Castellani
  Jeff Freels
  William McAusland
  Bradley K. McDevitt
  Published by
  Swords  &  Wizardry,  S&W,  WhiteBox,  and  Mythmere  Games  are  the 
  trademarks of Matthew J. Finch. Barrel Rider Games is not affiliated with 
  Matthew J. Finch or Mythmere Games™. This product is compatible with the 
  rules of Swords & Wizardry: WhiteBox.
  2
  
  Introduction
  When I first started writing supplements for  Swords & Wizardry 
  WhiteBox, I did so on a lark. Here was a game that seemed to have fallen into 
  obscurity in the OSR community. So I figured I'd compile my ideas and 
  release a few supplements. Little did I suspect the success that came with 
  the White Box Omnibus. That's one of the beautiful things about Swords & 
  Wizardry WhiteBox – its full of surprises if you take the tools given in Matt 
  Finch's brilliant product and run with it.
  White Box Compendium is a book full of surprises. While that might 
  seem like a disingenuous claim given that the  Compendium  is primarily a 
  compilation, the rules, options and adventures you'll find in these pages 
  were certainly a surprise for me when I wrote them. A tweak here, an idea 
  idea there and viola something new was born! 
  But these new creations often found their basis in long-standing 
  fantasy gaming traditions that had been absent from the original Swords & 
  Wizardry WhiteBox  rules.  Fresh, yet familiar.  Simple, yet  stylish.  That's 
  always my aim when I sit down to write something for the White Box line of 
  products. 
  I sincerely hope that the White Box Compendium continues to bring 
  familiar surprises to your gaming table for years to come. Thanks for all the 
  love and affection you've shown both Swords & Wizardry WhiteBox and the 
  Barrel Rider Games White Box line of products.
  -James M. Spahn
  Barrel Rider Games
  3
  
  Table of Contents
  Section I: Class Options
   5
  Section II: Psychic Talents
  26
  Section III: Accolades & Chivalry 
  34
  Section IV: Concerning Smoke-Leaf 
  45
  OGL
  49
  Special Thanks:  Tim Brannan,  Matt Finch, Vincent  Florio, Zach Glazar, 
  Glenn Hallstrom, Matt Jackson, Dyson Logos, Jason Paul McCartan, Adam 
  Muszkiewicz, Pete Spahn, Elizabeth Stewart, Mike Stewart,  Harley Stroh, 
  Erik Tenkar, Jim Wampler, and to everyone on the Swords & Wizardry 
  Discussion and OSR Google Plus communities.  
  4
  
  Section I
  Class Options
  5
  
  New Classes
  Acrobat
  Whether  daredevils,  thrill-seekers,  or  physical  performers,  the 
  acrobat is able to accomplish physical tasks that are unbelievable for other 
  humans.  Acrobats  are  agile,  strong  and  have  honed  their  bodies  to 
  accomplish amazing things. They are capable of walking the width of a rope, 
  tumbling  from  high  buildings  without  injuring  themselves  and  leaping 
  distances that most would believe impossible.
  Acrobats take up the call to adventure in order to test their skills and 
  hone their bodies. They often desire both fame and fortune, which can be 
  found in a life of exploring the forgotten places of the world. The risks 
  associated with exploring dark, forgotten places of the world are not so 
  terrifying to a man who can leap from the apex of a castle tower and 
  disappear into the night without tools, noise or injury to himself.
  Acrobats may advance to 10th level.
  Table 1-1: Acrobat Advancement
  Level
  XP
  HD
  BHB
  ST
  Acrobatics
  1
  0
  1
  +0
  14
  1
  2
  1,250
  1+1
  +0
  13
  1
  3
  2,500
  2
  +0
  12
  2
  4
  5,000
  2+1
  +1
  11
  2
  5
  10,000
  3
  +1
  10
  3
  6
  20,000
  3+1
  +2
  9
  3
  7
  40,000
  4
  +2
  8
  4
  8
  80,000
  4+1
  +3
  7
  4
  9
  160,000
  5
  +4
  6
  5
  10
  320,000
  5+1
  +5
  5
  5
  Weapon/Armor Restrictions: Acrobats are agile, traveling lightly. They 
  prefer to avoid combat. They may use the club, dagger, quarterstaff, short 
  bow, shot sword, and sling and may wear leather armor. They do not use 
  shields.
  Acrobatics: Acrobats are capable of amazing physical feats. When using this 
  ability they roll 1d6. If the roll is equal to or below their rating in Acrobatics 
  6
  
  they are successful. This ability can be used to make a standing jump at a 
  distance or height of five feet, plus their level or a running jump twice that 
  distance. When using a ten foot pole to assist in these jumps they add an 
  additional ten feet to distance. This ability also allows them to walk along 
  narrow ledges or tightropes when used successfully, as well as scale sheer 
  surfaces without the aid of tools. Finally a successful Acrobatics roll allows 
  them to reduce damage from a fall of up to 50 feet to a mere 1d6 points.
   
  Saving Throw: Acrobats receive a +2 bonus to any saving throw made to 
  reduce or avoid the effects of any trap, magical or mundane.
  XP Bonus for Dexterity: This class bonus is due to a high dexterity.
  House Rule: Thief-Acrobat
  With the referee's permission, acrobats may also be skilled thieves 
  and may use their Acrobatics skill to accomplish any number of clandestine 
  or stealth-based actions. From picking pockets or locks, discovering and 
  disarming traps, remaining silent and hidden – these talents are reflected in 
  the ability of Acrobatics. The referee has the final say as to whether an action 
  falls under the purview of acrobatics or not. Acrobats are not often aware of 
  when their attempts to remain stealthy fail, and the Acrobat always believes 
  he is successful. When an Acrobat fails using this ability while free-climbing 
  a wall or disarming a trap, they can endanger themselves with either a great 
  fall or by being in the path of a poisonous dart or concealed trap.
  Barbarian
  Barbarians are savage warriors who have not been softened by the 
  civilized world. They are fearsome warriors with a particular distrust of 
  magic and those who wield it. They know no fear in battle, cleaving enemies 
  in two with their swords and axes, leaving woe and carnage in their wake.
  A barbarian serves as a front line combatant in an adventuring party, 
  forgoing any attempts at subtlety – the only solution they see lay on the 
  sharpened edge of their axe. They typically shun villages and hate urban 
  cities and formal religious temples, instead longing to dwell in the wild 
  places of the world where they have only the strength of the arm and the 
  mettle of their mind to tame the land.
  Barbarians may advance to 10th level.
  7
  
  Table 1-2: Barbarian Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  15
  2
  2,500
  2+1
  +1
  14
  3
  5,000
  3+1
  +2
  13
  4
  10,000
  4+1
  +2
  12
  5
  20,000
  5+1
  +3
  11
  6
  40,000
  6+1
  +4
  10
  7
  80,000
  7+1
  +4
  9
  8
  160,000
  8+1
  +5
  8
  9
  320,000
  9+1
  +6
  7
  10
  640,000
  10+1
  +6
  6
  Weapon/Armor Restrictions: Barbarians shun the use of ranged weapons, 
  seeing them as coward's tools. They can wield any melee weapon but may 
  only wear leather armor. They can use shields.
  Keen Instincts:  Barbarians can detect and concealed doors easier than 
  other humans. They are able to discover secret and hidden doors on a 1-4 on 
  1d6 and may even notice such a door simply by passing near it if they roll 1-
  2 on 1d6. They cannot be surprised.
  Savage Blows:  Barbarians receive +2 to all damage rolls made in melee 
  combat.
  Swift Runner:  Barbarians move quicker than other humans and have a 
  movement rate of 15 instead of the standard 12.
  Wilderness Survival: Barbarians are adept at surviving in the wild places of 
  the world and are always able to find food and water to sustain themselves 
  when in the wilderness.
  Saving Throws: Barbarians receive a +2 bonus to all saving throws made to 
  resist spells and magical effects.
  8
  
  XP Bonus for Constitution: Barbarians with a Constitution of 15 or higher 
  receive a +5% bonus on all earned Experience Points..
  House Rule: Defiler of Magic
  Barbarians have a natural distrust or even hatred of magic items. At 
  the referee's discretion, whenever a Barbarian encounters a magic item 
  while adventuring he has a natural urge to destroy it and must make a 
  saving throw to resist this urge. 
  Black Widow Elf
  It is said that long ago there was a group of elves who turned away 
  from the light of the sun and the beauty of the forest to worship death and 
  darkness. They fled all that was good upon the earth and lived instead in the 
  deepest places beneath the world where they built great and terrible cities.
  Worshiping foul gods and goddesses, they gained dark power and 
  sought to use these terrible gifts against their ancient kin. They are the Black 
  Widow Elves and they combine martial prowess and unholy magic with 
  deadly efficiency.
  Black Widow Elves may advance to 8th level.
  Table 1-3: Black Widow Elf Advancement
  Level
  XP
  HD
  BHB
  ST
  1st 
  Level 
  Spells
  2nd 
  Level 
  Spell
  3rd 
  Level 
  Spells
  1
  0
  1
  +0
  12
  –
  –
  –
  2
  3,000
  1+1
  +1
  11
  1
  –
  –
  3
  6,000
  2
  +2
  10
  2
  –
  –
  4
  12,000
  2+1
  +3
  9
  2
  1
  –
  5
  24,000
  3
  +3
  8
  2
  2
  –
  6
  48,000
  3+1
  +4
  7
  2
  2
  1
  7
  96,000
  4
  +4
  6
  2
  2
  2
  8
  192000
  4+1
  +5
  5
  3
  2
  2
  Weapon/Armor Restrictions:  Black Widow Elves relish in warfare and 
  slaughter. They are not prohibited in their choice of weapons or armor. They 
  can wield any melee weapon or ranged weapon. They can also wear any 
  armor or use any shield without inhibiting their spell casting abilities.
  9
  
  Spell Casting (2nd): Beginning at 2nd level Black Widow Elves cast divine 
  spells from a specific spell list per the Table 1-3: Black Widow Elf Class & 
  Spell Advancement table. Each night, the Black Widow Elf prays for a certain 
  set of spells from the standard Cleric list. Black Widow Elves of specific gods 
  may have entirely different sets of spells as designated by the Referee, but 
  the standard Black Widow Elf uses the standard Cleric spell list.
  Hereditary  Foes:  Black  Widow  Elves  gain an extra  +1  “to-hit”  and  to 
  damage when fighting against elves who are native to the surface world.
  Keen  Detection:  Black  Widow  Elves  are  good  at  spotting  hidden  and 
  concealed doors (1-4 on 1d6 when searching, 1-2 on 1d6 if just passing by).
  Saving Throw: Black Widow Elves suffer a -2 penalty to all saving throws 
  when exposed to natural sunlight.
  Languages: For campaigns that give each race its own dialect, Black Widow 
  Elves should be able to speak with dwarves, giants, goblins, and orcs.
  Cavalier
  Cavaliers are knights in shining armor. Astride great chargers with 
  their banners caught high in the morning breeze, they are the incarnation of 
  chivalry in the world. They are masters of mounted and personal combat, 
  usually serving a liege lord and seeking to bring justice and valor to the 
  world.
  When part of an adventuring company Cavaliers serve as front-line 
  warrior, diplomat and moral compass. They are bound by a code of fealty 
  and honor, expecting no less from those who fight beside them.
  Cavaliers may advance to 10th level.
  10
  
  Table 1-4: Cavalier Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  15
  2
  2,500
  2
  +1
  14
  3
  5,000
  3
  +2
  13
  4
  10,000
  4
  +2
  12
  5
  20,000
  5
  +3
  11
  6
  40,000
  6
  +4
  10
  7
  80,000
  7
  +4
  9
  8
  160,000
  8
  +5
  8
  9
  320,000
  9
  +6
  7
  10
  640,000
  10
  +6
  6
  Weapon/Armor Restrictions:  Cavaliers are trained in all weapons and 
  armor – as well as shields. They have no restriction in what weapons they 
  may wield in combat, though they do not regularly use ranged weapons.
  Hospitality:  When a Cavalier travels to the realm of  another lord and 
  announces themselves it is expected that they will be granted hospitality. 
  This includes a place to rest in the local lord's hall or castle, as well as 
  attending  meals  and  feasts.  He  can  also  expect  that  his  horse  will  be 
  attended and that basic accomidations will be provided to those in the 
  Cavalier's retinue.
  Tournament Fighter: Cavaliers are masters in all forms of tournament 
  combat. They receive a +1 bonus to all “to-hit” rolls when wielding a mace, 
  sword, or lance. When fighting with a lance from horseback, they receive +2 
  to damage rolls. A lance has all the qualities of a spear, except that it cannot 
  be used as a ranged weapon.
  Squire (4th): Beginning at 4th level, the Cavalier attracts the service of a st 
  level  fighter  to  serve  as  his  squire.  The  squire  will  tend  to  his  steed, 
  weapons, and armor, as well as prepare his meals. 
  Saving Throws: Cavaliers receive a +2 bonus to all saving throws made to 
  resist fear.
  11
  
  XP Bonus for Charisma: Cavaliers with a Charisma of 15 or higher receive a 
  +5% bonus on all earned Experience Points.
  House Rule: Fealty
  At the referee's discretion, a Cavalier must swear fealty to a noble 
  lord who holds a castle and large tract of land. The Cavalier is expected to 
  follow the command of his liege lord and if he breaks his vow of service, he 
  cannot make use of his Hospitality ability.
  House Rule: Arms & Equipment
  With the referee's permission Cavaliers may begin play with the 
  following equipment for free: chain mail, dagger, mace, riding horse, and a 
  long sword. These are either gifts from his liege lord or prizes won in a 
  previous tournament. They are never magical.
  Dagonite
  It is said there is a great and terrible empire beneath the sea. One 
  where a nameless god is worshiped in a court of madness. Deep beneath the 
  waves,  these  aquatic  abominations  engage  in  secret  rites  and  rituals, 
  believing they shall one day rise from the waters and reclaim whole of the 
  world. Some men are said to be carry the taint of these creatures in their 
  blood. Their eyes bulge slightly. Their skin has a sickly pallor to it and 
  glistens with a thin wetness. They feel unnatural and their presence sends a 
  shudder up the spine of goodly folk. They are the dagonites, reviled and 
  forced to wander for the legacy of their blood.
  Dagonites may progress to up to 7th level.
  Table 1-5: Dagonite Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  14
  2
  2,000
  2
  +1
  13
  3
  4,000
  3
  +2
  12
  4
  8,000
  4
  +3
  11
  5
  16,000
  5
  +3
  10
  6
  32,000
  6
  +4
  9
  7
  64,000
  7
  +5
  8
  12
  
  Weapon/Armor Restrictions: Dagonites can wield any weapon and wear 
  any armor, as well as make use of shields.
  Aquatic Vision: Dagonites can see as clearly underwater a normal human 
  can see on the surface.
  Breathe Water: Dagonites can breathe water as easily as air.
  Keen Detection: Dagonites are good at spotting hidden and concealed doors 
  (1-4 on 1d6 when searching, 1-2 on 1d6 if just passing by).
  Saving Throw: Dagonites are naturally resilient and receive a +2 bonus on 
  saving throws to resist disease and poison.
  Languages: For campaigns that give each race its own dialect, Dagonites 
  should be able to speak with lizard men and water elementals.
  Deepstone Dwaves
  This obscure sub-race of dwarves dwell in mines deep and dark. 
  Most Deepstone Dwarves never see the surface world and in their culture it 
  is regarded by some as a mere myth. They are smaller and slighter in size 
  than  normal  dwarves,  though  still  doughty.  Unlike  Black  Widow  Elves, 
  Deepstone Dwarves are not malicious, but they are very xenophobic and 
  rarely  interact  with  other  races  –  even  other  dwarves.  Living  in their 
  winding subterranean cities, they seek to commune with earth and stone. 
  Unlike other dwarves they are not combative by nature, but instead use 
  stealth and innate magic as they dig deeper and deeper into bowels of the 
  earth in search of precious jewels and veins of ore.
  Deepstone Dwarves may advance to 5th level.
  Table 1-6: Deepstone Dwarf Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  14
  2
  2,000
  2
  +1
  13
  3
  4,000
  3
  +2
  12
  4
  8,000
  4
  +3
  11
  5
  16,000
  5
  +3
  10
  13
  
  Weapon/Armor  Restrictions: Like  other  dwarves,  Deepstone  Dwarves 
  have no restriction on what weapons or armor they may use.
  Dark Vision: Deepstone Dwarves can see in total darkness at a range of 40 
  feet.
  Keen Detection:  Deepstone Dwarves are good at spotting traps, slanting 
  passages, and construction while underground.
  Saving Throw:  Deepstone Dwarves do not use magic, are are some what 
  resistant to it. They receive a +2 bonus on saving throws vs. magic.
  Underground Invisibility: When Deepstone Dwarves are underground and 
  not engaged in combat they can be quite stealthy, making themselves hard 
  to spot and moving in almost total silence.
  Languages:  For campaigns that give each race its own dialect, Deepstone 
  Dwarves should be able to speak with gnomes, goblins, orcs and kobolds.
  Duelist
  Armed with only a sword and wearing the lightest of armor, a Duelist 
  relies on lightning reflexes and skill to bring him victory in battle. Duelists 
  are master swordsmen who forgo the use of armor or ranged weapons and 
  instead choose to master a single weapon. They are often arrogant, though 
  possesses the skill to back up their bravado. With only a sword in their hand 
  they are as deadly as any warrior in heavy armor wielding a battle axe or 
  polearm – and often twice as fast.
  Duelists serve a similar purpose as a fighter in most adventuring 
  parties, literally living and dying by their sword. Their focused training 
  grants them unmatched ability with a blade, but can leave them unable to 
  defend themselves if they find themselves without a sword.
  A duelist may advance to 10th level.
  14
  
  Table 1-7: Duelist Advancement
  Level
  XP
  HD
  BHB
  ST
  AC
  1
  0
  1+1
  +0
  15
  0
  2
  2,500
  2
  +1
  14
  1
  3
  5,000
  3
  +2
  13
  1
  4
  10,000
  4
  +2
  12
  2
  5
  20,000
  5
  +3
  11
  2
  6
  40,000
  6
  +4
  10
  3
  7
  80,000
  7
  +4
  9
  3
  8
  160,000
  8
  +5
  8
  4
  9
  320,000
  9
  +6
  7
  4
  10
  640,000
  10
  +6
  6
  5
  Weapon/Armor Restrictions: Duelists are very narrowly trained when it 
  comes to weaponry and armor. They are only able to wield clubs, daggers, 
  long swords and short swords in combat and may only wear leather armor. 
  They do not use shields.
  Armor Class Bonus: Duelists are agile and light-footed, receiving a bonus to 
  their armor class based on their level as denoted on Table IV: Duelist 
  Advancement.
  Lightning Reflexes: Duelists are only surprised on a roll of 1 on 1d6 when 
  rolling for surprise at the beginning of combat.
  Master Swordsman: Duelists receive +2 to their “to-hit” and damage rolls 
  when wielding a long sword or short sword.
  Saving Throw:  Duelists receive a +2 bonus to any saving throw made to 
  reduce or avoid the effects of any trap, magical or mundane.
  XP Bonus for Dexterity: Duelists with a Dexterity of 15 or higher receive a 
  +5% bonus on all earned Experience Points.
  15
  
  House Rule: Florentine Fighter
  With the referee's permission, a Duelist may fight with short sword 
  or dagger in their off hand. This grants him a second attack each combat 
  round, with the damage inflicted determined by the weapon wielded.
  Goblin
  Goblins are small creatures who stand between three and three and 
  a half feet tall. They have beady eyes of red and yellow that allow them to 
  peer deep into the darkness and wicked snaggle-toothed grins. Their skin 
  ranges in color from yellow, brown, or even deep red. They of wear dark 
  clothing or poorly tanned animal hides that are drab and stained with blood. 
  Their weapons are equally poor in quality and they favor wielding curved, 
  notched swords of dubious craftsmanship.
  Goblins may advance to 4th level.
  Table 1-8: Goblin Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1
  +0
  15
  2
  1,250
  2
  +1
  14
  3
  2,500
  3
  +2
  13
  4
  5,000
  3+1
  +2
  12
  Weapon/Armor Restrictions: Goblins have a love of warfare and carnage 
  and do not limit themselves in their choice of weapons or armor.
  Coward's  Advantage: Goblins  inflict  double  damage  when  attacking  a 
  surprised foe, a target who is unaware of the attack, or a victim who is 
  unable to defend themselves (such as being bound or restrained).
  Play Dead: Any time a goblin is suffers damage in battle they can choose to 
  fall over and pretend to be slain. Anyone observing the must make a saving 
  throw or they will believe the goblin is dead until he moves or takes action.
  Sharp-Eyed: Goblins see easily in low light and can even see to a distance of 
  40 feet in total darkness. However, when exposed to sunlight they suffer a -1 
  penalty to all “to-hit” rolls.
  Saving Throw: Goblins receive a +2 bonus to all saving throws made to 
  avoid traps.
  16
  
  Languages: For campaigns  that give each race its own dialect, Goblins 
  should be able to speak with giants, goblins, orcs and hobgoblins.
  Greenleaf Elves
  Greenleaf Elves are a type of elf who lives in the deepest parts of the 
  forest. They build no cities, but instead live in harmony with nature. Ever-
  wandering tribes of them move with the seasons, live by the land, and are 
  masters of woodland stealth and archery. They are less magical than other 
  elves, instead focused on hunting and maintaining a deep connection with 
  the forests they love so deeply.
  Greenleaf Elves may advance to 8th level.
  Table 1-9: Greenleaf Elf Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  14
  2
  2,500
  2
  +1
  13
  3
  5,000
  3
  +2
  12
  4
  10,000
  4
  +2
  11
  5
  20,000
  5
  +3
  10
  6
  40,000
  6
  +4
  9
  7
  80,000
  7
  +4
  8
  8
  160,000
  8
  +5
  7
  Weapon/Armor Restrictions: Greenleaf Elves are capable of wielding any 
  weapon in combat, though they favor short and long bows. Because they 
  travel lightly they only wear leather armor, though are able to use shields.
  Animal Harmony: Natural animals are not hostile towards a Greenleaf Elf 
  and will not act aggressive towards them or attack unless provoked.
  Camouflage: As long as Greenleaf Elves are not engaged in combat they are 
  very difficult to spot and almost impossible to hear while in an above ground 
  wilderness environment.
  Forage: Greenleaf Elves are always able to find food, water and shelter in 
  any above ground wilderness area.
  17
  
  Master Archer: Greenleaf Elves receive a +2 “to hit” when firing missile 
  weapons in combat.
  Keen Detection: Greenleaf Elves are good at spotting hidden and concealed 
  doors (1-4 on 1d6 when searching, 1-2 on 1d6 when just passing by).
  Languages: For campaigns that give each race its own dialect, Greenleaf 
  Elves should be able to speak with gnolls, goblins, orcs and hobgoblins.
  Jester
  Call them fools, call them pranksters, call them buffoons – the jester 
  is most often found in the courts of kings to serve as entertainment. But 
  their unique skill set can be put to unique use and more than one jester has 
  found himself in an adventuring party after making a particularly sharp jape 
  at a noble who will suffer no fools in their presence.
  Jesters are often regarded as a nuisance or liability to an adventuring 
  party, but their ability to enrage and distract foes can turn the title of battle 
  and they are welcomed by downtrodden peasants who are long overdue for 
  a bit of mirth and merriment.
  A jester may advance to 10th level.
  Table 1-10: Jester Advancement
  Level
  XP
  HD
  BHB
  ST
  1st Level 
  Spells
  2nd Level 
  Spells 
  3rd Level 
  Spells
  Foolery
  1
  0
  1
  +0
  13
  -
  -
  -
  1
  2
  2,000
  1+1
  +0
  12
  1
  -
  -
  1
  3
  4,000
  2
  +0
  11
  2
  -
  -
  2
  4
  8,000
  2+1
  +1
  10
  2
  1
  -
  2
  5
  16,000
  3
  +1
  9
  2
  2
  -
  3
  6
  32,000
  3+1
  +2
  8
  2
  2
  1
  3
  7
  64,000
  4
  +2
  7
  2
  2
  2
  4
  8
  128,000 4+1
  +3
  6
  3
  2
  2
  4
  9
  256,000
  5
  +3
  5
  3
  3
  2
  5
  10
  512,000 5+1
  +4
  4
  3
  3
  3
  5
  18
  
  Weapon/Armor Restrictions: Jesters are not suited for combat. They may 
  use clubs, daggers, light crossbows, slings, and short swords in combat. They 
  may wear leather armor but do not use shields.
  Foolery: Jesters are trained physical performers. They may use their foolery 
  ability to perform acts of sleight of hand (such as palming a small object and 
  picking pockets), climbing sheer surfaces without tools, tumbling, and even 
  catching or juggling objects which are thrown at them (like daggers or hand 
  axes). When a Jester uses this ability he rolls 1d6 and if the result is equal to 
  or lower than his Foolery rating, he is successful.
  Lucky: Jesters have an uncanny luck. They are only surprised on a 1 on 1d6 
  when rolling for surprise at the beginning of combat and receive a  -1 [+1] 
  bonus to their Armor Class at all times.
  Spells: Jesters are able to cast spells in a manner similar to a magic-user. 
  They own a book of spells which does not necessarily contain all of the spells 
  on the magic-user spell list. Reading from this book, the Jester presses select 
  spell  formula  into  his  mind,  effectively  “preparing”  it  to  cast.  Once  a 
  prepared spell is cast, the spell formulae disappears from the Jester's mind, 
  and must be prepared again before another attempt can be made to cast it. 
  However, it is possible to prepare a spell multiple times using the available 
  “slots”  in the  Jester's  memory.  If  a  Jester  finds  spell  scrolls  during  an 
  adventure he can copy them into his spell book.
  Taunt: A Jester can taunt his opponents. When a Jester uses this ability, all 
  enemies within 60' of the Jester who can understand what he is saying 
  become so infuriated that they suffer a -2 penalty on all “to-hit” rolls for the 
  remainder of combat unless they make a successful saving throw. If the 
  Jester is slain during that combat, this effect ends.
  Saving Throws:  Jesters receive a +2 bonus to all saving throws made to 
  resist mind-affecting spells like Charm Person or Confusion.
  XP Bonus for Charisma: Jesters with an Charisma of 15 or higher receive a 
  +5% bonus on all earned Experience Points.
  House Rule: Mind of Madness
  With  the  referee's  permission,  it  may  be  ruled  that  Jesters  are 
  immune to any spells or effects that would cause insanity due to their 
  already slightly fractured minds.
   
  19
  
  River Halfling
  While most halflings live in small communities nestled in rolling 
  fields and little streams, there are a small number of the small folk who leave 
  beneath deep woodland canopies and along the banks of roaring rivers. 
  Living as fishermen who build their in both the great roots and bows of the 
  forest, they are shy of outsiders – even other halflings. As such they are 
  rarely encountered, though some take up the life of adventure if they are 
  particularly bold or curious.
  River Halflings may advance to 4th level.
  Table 1-11: River Halfling Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  13
  2
  2,000
  2
  +1
  12
  3
  4,000
  3
  +2
  11
  4
  8,000
  4
  +3
  10
  Weapon/Armor Restrictions: River Halflings are able to wield any weapon 
  they choose, as well as use any armor or shield.
  Fighting Giants: Giants, ogres and similar giant-type creatures such as trolls 
  are not good at fighting small creatures like halflings and inflict only half the 
  normal damage against them.
  Deadly Accuracy with Spears: River Halflings are skilled at spear fishing 
  and have spent years training with the weapon. They receive a +2 “to-hit” 
  (whether attacking in melee or at range) and +2 to damage when attacking 
  with a spear.
  Near Invisibility: When not engaged in combat, River Halflings can be quite 
  stealthy, making themselves hard to spot and moving in almost total silence.
  Skilled  Swimmer: River  Halflings  live  on  the  river  and  are  excellent 
  swimmers.  They  only  run  risk  of  drowning  in  the  absolutely  worst 
  conditions and are able to swim 50% faster than other halflings. They can 
  also hold their breath for twice as long as other halflings.
  Saving Throw: River Halflings are resistant to magic and receive a +2 bonus 
  to saving throws vs. magic.
  20
  
  Languages: For  campaigns  that  give  each  race  its  own  dialect,  River 
  Halflings should speak with creatures that fit with the style of the referee's 
  campaign
  Sidhe
  Sidhe, also known as True Fey, are creatures of immortal beauty and 
  inhuman grace. They range between six and six-and-a-half feet tall with fair 
  skin, hair and eyes. They have pointed ears and almond eyes, similar to an 
  elf – but their features are even more refined and chiseled. They are proud, 
  cold, and detached from the affairs of the world – which they consider to be 
  beneath them. It is said they cme from a land beyond the horizon called 
  Avalon where they are kings and queens, lords and ladies, knights and 
  nobles – and that this realm is one of eternal beauty. The Sidhe never reveal 
  the location of their beloved Avalon and most who take up the call to 
  adventure claim that they do so in an effort to understand what they call 
  “the imperfect world,” where other creatures live.
  Sidhe may advance to 8th level.
  Table 1-13: Sidhe Advancement
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  14
  2
  3,000
  2
  +1
  13
  3
  6,000
  3
  +2
  12
  4
  12,000
  4
  +2
  11
  5
  24,000
  5
  +3
  10
  6
  48,000
  6
  +4
  9
  7
  96,000
  7
  +4
  8
  8
  192,000
  8
  +5
  7
  Weapon/Armor Restrictions: Sidhe have are able to wield any weapon 
  (ranged or melee) in combat, and may make use of any armor or shields.
  Detect Magic: Because of their natural connection to the arcane, all Sidhe 
  are able to cast Detect Magic at will.
  21
  
  Glamour (2nd): Beginning at 2nd level, the Sidhe are able to weave some 
  minor enchantments and illusions. They may cast each of the following 
  spells once per day: Charm Person, Invisibility and Phantasmal Force.
  Inspiring Presence: Witnessing a Sidhe in battle is a like watching a legend 
  unfold before one's eyes. Allies are heartened and rallied by their majesty, 
  while enemies cower in fear. While a Sidhe is in combat all his allies receive 
  a +1 bonus to all “to-hit” rolls and all enemies suffer a -1 penalty to their 
  saving throws.
  Keen Detection: Sidhe are good at spotting hidden and concealed doors (1-
  4 on 1d6 when searching, 1-2 on 1d6 when just passing by).
  Saving Throw: The Sidhe receive a +2 bonus to all saving throws made to 
  resist magic.
  Languages: For campaigns that give each race its own dialect, Sidhe should 
  be able to speak with elves.
  Sprite
  These tiny fairies stand between twelve and eighteen inches tall, 
  with glittering gossamer wings and elfin features. In most cases, they go 
  about their own business deep in the wild places of the world and are 
  content to ignore the outside world. They wear clothing crafted from leaves 
  and spider-silk. Sprites are merry pranksters, often seeking adventure for its 
  own sake and using their plethora of tricks and fey magic for acts of jest and 
  mockery.
  Sprites may advance up to 4th level.
  Table 1-14: Sprite Advancement
  Level
  XP
  HD
  BHB
  ST
  1st Level Spells
  2nd Level Spells 
  1
  0
  1
  +0
  12
  1
  -
  2
  2,000
  1+1
  +1
  11
  2
  -
  3
  4,000
  2
  +2
  10
  2
  1
  4
  8,000
  2+1
  +2
  9
  2
  2
  22
  
  Weapon/Armor Restrictions: Sprites are not martial by nature and their 
  tiny size prohibits them from using any weapon, except for daggers and 
  their own unique bows – known as elf-shot bows. They may not wear armor 
  or use shields.
  Elf-Shot Bow: Sprites who spend a day foraging in a forest can gather the 
  necessary materials to craft a tiny bow suited to their size and 20 arrows.
  Table 1-15: Elf-Shot Bow
  Weapon
  Damage
  Rate of Fire
  Range
  Weight
  Cost
  Elf-Shot Bow
  1d6-2
  2
  30 ft.
  1
  15 gp
  Flight: Sprites can both fly at a base speed of 12 and walk at a base speed of 
  9. They cannot, however, carry more than 10 lbs of equipment and fly.
  Near  Invisibility: When  not  engaged  in  combat,  sprites  can  be  quite 
  stealthy, making themselves hard to spot and moving in almost total silence.
  Spell Casting: Sprites own a tiny book of spells of woven leaves and threads 
  of twig – which does not necessarily include all of the spells on the Magic-
  User Spell List. Reading from this book, the Sprite presses a select spell 
  formula into their mind, effectively “preparing” it to be cast. Once a spell is 
  cast, the spell formula disappears from the Sprite's mind, and it must be 
  prepared again before another attempt can be made to cast it. However, it is 
  possible to prepare multiple a spell multiple times using the available “slots” 
  in the Sprite's memory. If the Sprite finds spell scrolls during an adventure, 
  they can copy them into their tiny spell book.
  Languages:  For  campaigns  that  give  each  race  its  own  dialect,  Sprites 
  should be able to speak with elves.
  Tomb Robber
  While many would-be heroes venture into the dark and dangerous 
  places of the world in an effort to protect civilization from the dangers that 
  lurk in the deep places of the world, the Tomb Robber chooses to risk life 
  and limb for little more than fortune and glory. While some are honorable 
  explorers hoping to discover relics of the past, most are more interested in 
  finding  long  forgotten  riches.  Using  a  unique  combination  of  scholarly 
  knowledge  and  lightning  reflexes,  they  face  traps,  monsters  and  the 
  monsters that dwell in the shadows to unveil the mysteries of the past.
  A Tomb Robber may advance to 10th level.
  23
  
  Table 1-16: Tomb Robber Advancement
  Level
  XP
  HD
  BHB
  ST
  Academia Decipher Device
  1
  0
  1
  +0
  15
  1
  –
  2
  1,500
  2
  +0
  14
  1
  1
  3
  3,000
  3
  +0
  13
  2
  1
  4
  6,000
  3+1
  +1
  12
  2
  2
  5
  12,000
  4
  +1
  11
  3
  2
  6
  24,000
  5
  +2
  10
  3
  3
  7
  48,000
  6
  +2
  9
  4
  3
  8
  96.000
  6+1
  +3
  8
  4
  4
  9
  192,000
  7
  +4
  7
  5
  4
  10
  384,000
  8
  +5
  6
  5
  5
  Weapon/Armor Restrictions: Tomb Robbers can use any melee or missile 
  weapon, but only wear leather armor for protection. They may use shields.
  Academia: Tomb Robbers are often well versed in matters of history and 
  lore, including extensive linguistic knowledge. Academia can be used to 
  translate texts, decipher writing or reveal the meaning of heroglyphics that 
  are often found in dungeons and abandoned ruins.  When the Tomb Robber 
  attempts to use this ability they referee rolls 1d6. If the result of the roll is 
  equal to or lower than their rating in the Academia ability, the Tomb Robber 
  is successful in their attempt. Whether they glean the general meaning of the 
  text or decipher it whole cloth is up to the referee. If the Tomb Robber fails 
  in their attempt to use this ability, they must wait until they gain one level of 
  experience before attempting to decipher that specific document or writing 
  again.
  Decipher Device (2nd): Tomb Robbers of second level or higher may use 
  this ability to examine mechanical devices often used to protect tombs and 
  dungeons.  Decipher  Device  is  used  to  understand  and  disarm  traps, 
  architectural puzzles, and mechanical devices, as well as to pick locks. The 
  Tomb Robber must be aware of the presence of such a device to use this 
  ability.  When the Tomb Robber attempts to use this ability they referee rolls 
  1d6. If the result of the roll is equal to or lower than their rating in the 
  Decipher Device ability, the thief  is successful in their attempt. Failure 
  24
  
  means they are unable to understand the device they are examining and 
  may, at the referee's discretion, potentially activate a deadly trap.
  Saving Throw: Tomb Robbers receive a +2 bonus to any saving throw made 
  to reduce or avoid the effects of any trap, magical or mundane.
  XP Bonus for High Intelligence: Tomb Robbers with an Intelligence of 15 
  or higher receive a +5% bonus on all earned Experience Points.
  House Rule: Arcane Academia
  At the referee's discretion the Tomb Robber's Academia ability can 
  be used to identify magical items and cast spells written on scrolls normally 
  restricted Clerics and Magic-Users. If the Tomb Robber fails to identify a 
  magical item, they may not attempt to identify the same item again until 
  they have gained one level of experience. 
  If the Tomb Robber is unsuccessful in their attempt to cast a spell 
  written on a scroll, the scroll's magic is expended and the spell is lost. The 
  referee  is  also  encouraged  to  come  up  with  magical  backlash  or 
  complications as a result of the botched casting.
  25
  
  Section II
  Psychic talents
  26
  
  Psychic Talents
  Many classic fantasy settings feature characters with extraordinary 
  mental powers.  Wild Minds introduces new rules usable with Swords & 
  Wizardry: WhiteBox,  or any other classic fantasy role playing game which 
  allow characters to mimic these types of characters in their own campaigns. 
  These abilities, called Psychic Talents are not magical in nature and do not 
  detect as such. Instead they are come from a unique mental focus that the 
  character has either harnessed through training or somehow mastered as an 
  exceptionally rare mental gift.
  If the referee is using the rules presented in this supplement a player 
  may choose to determine if their character possesses a psychic talent – 
  though they can automatically decide that their character has no such gift. 
  The  presence  of  a  psychic  talent  can  only  be  determined  at  character 
  creation – either a character is born with this gift or they are not.
  All  characters  have  a  1%  chance  of  possessing  a  psychic  gift. 
  Characters  with  high  Intelligence,  Wisdom,  and  Charisma  may  have  an 
  increased chance of having a psychic gift, as shown on Table 2-1: Psychic 
  Potential.  A  character  only  receives  one  modifier  per  attribute  when 
  determining the presence of psychic talents. This means that a character 
  with an Intelligence of 17 receives a +2% bonus to their roll, not +1% for an 
  Intelligence between 13 and 15 and another +2% for their Intelligence of 17. 
  Dwarves, elves and halflings actually have a reduced chance of having a 
  psychic talent, though this likelihood can never be reduced below 1%
  Once a character's psychic potential has been determined the player 
  rolls 1d100 (d%). If the result is equal to or below their psychic potential, 
  they then roll 1d20 and consult the Table 2-2: Psychic Talents to determine 
  what psychic talent they possess. This must always be determined randomly 
  and should not simply be selected on player preference.
  Whenever a character with a psychic talent attempts to use their 
  ability they must roll a saving throw. If that saving throw is successful, the 
  character is able to use their psychic talent. Psychic talents grant bonuses or 
  special abilities in specific situations and have a specific duration which are 
  listed in each individual description. Attempting to activate a psychic talent 
  is considered an action, whether successful or not, if done during combat – 
  though it cannot be interrupted. If a character fails in their attempt to use a 
  psychic talent they cannot attempt to use it again for twenty four hours. A 
  character may also not have more than one psychic talent active at any given 
  time.
  27
  
  House Rule: Saving Throw Matrix
  For Swords & Wizardry games using the saving throw matrix rules, 
  all saving throws made regarding psychic talents are considered to be saving 
  throws vs. spells and staffs. This includes activating and resisting psychic 
  talents, where applicable.
  Table 2-1: Psychic Potential 
  Base Potential
  1%
  Intelligence 13 – 15
  +1%
  Intelligence 16 – 17
  +2%
  Intelligence 18+
  +3%
  Wisdom 13 – 15
  +1%
  Wisdom 16 – 17
  +2%
  Wisdom 18+
  +3%
  Charisma 13 – 15
  +1%
  Charisma 16 – 17
  +2%
  Charisma 18+
  +3%
  Dwarf
  -3%
  Elf
  -5%
  Halfling
  -2%
  28
  
  Chart 2-2: Psychic Talents
  Roll (1d20)
  Psychic Talent
  1
  Accelerate Healing
  2
  Amplify Hearing
  3
  Calm Animal
  4
  Charming Aura
  5
  Danger Sense
  6
  Dark Vision
  7
  Detect Deception
  8
  Direction Sense
  9
  Project Thoughts
  10
  Read Thoughts
  11
  Regulate Metabolism
  12
  Regulate Breathing
  13
  Sense Evil
  14
  Sense Extraplanar Being
  15
  Sense Life
  16
  Sharpen Vision
  17
  Stasis
  18
  Strengthen Resolve
  19
  Unnerve Target
  20
  Roll twice
  29
  
  Psychic Talents
  Accelerate Healing
  Duration: 24 hours
   
  The character gains no additional benefit from magical healing, but 
  instead character's natural healing rate is doubled for the next twenty-four 
  hours.
  Amplify Hearing
  Duration: 1 Hour
  The character is able to hear even faint noises with particular clarity. 
  Characters who have a “Hear Noise” or similar ability may roll twice when 
  using this ability and take the more favorable of the two rolls. Characters 
  who do not have the “Hear Noise” ability are instead able to hear faint noises 
  on a 1-3 on 1d6.
   
  Calm Animal
  Duration: Ten Minutes
  Whenever the character encounters a natural beast that is hostile 
  they may active this ability in an attempt to calm the creature, though it may 
  only be used to target a single creature. The target must make a saving 
  throw vs. spells or immediately cease being hostile towards the character. 
  While not friendly, it regards them with a benign disinterest for the duration 
  of this psychic talent.
  Charming Aura
  Duration: 1 Hour
   
  The character is able to project an aura of charm and amiability if 
  they successfully activate this ability. Once activated, the character using this 
  ability  receives  a  +2  bonus  to  all  reaction  or  social  rolls  made  when 
  interacting  with  NPCs  who  speak  a  shared  language  and  are  able  to 
  communicate with the character. This is not a  Charm Person or magical 
  effect  and  if  the  character  is  caught  acting  in  an  obviously  hostile  or 
  antagonistic manner the benefits of this talent immediately end.
  Danger Sense
  Duration: 1 Hour
  The character has a kind of sixth sense making them aware of danger 
  a split second before it strikes. When this ability is active the character can 
  only be surprised on a 1 on 1d6, regardless of any stealth measures taken by 
  an opponent. This ability only applies to danger to the individual character, 
  and not to his allies or those nearby.
  30
  
  Dark Vision
  Duration: 1 Hour
  Once active, the character can see perfectly, even in pitch darkness. 
  They  can,  however,  still  be  blinded  and  suffer  the  normal  penalties 
  associated with that condition if they are rendered blind.
   
  Detect Deception
  Duration: Ten Minutes
  This ability allows the character to sense when an individual is 
  knowingly deceiving them. Once active, the character has a 1-4 on 1d6 
  chance of detecting when anyone within 60' of them is attempting to lie to or 
  deceive them.
   Direction Sense
  Duration: Instant
  The character who successfully activates this talent can immediately 
  sense which direction is North as well as sense their distance from the 
  ground, whether above or below it.
   
  Project Thoughts
  Duration: 1 Round
   
  A character who successfully activates this ability may send a brief 
  mental message to the mind of any intelligent creature within 360 feet. They 
  do not need to see the target to use this ability, though they do need to have 
  a general sense of their location. This message cannot be more than one 
  sentence and comes into the target's mind as the character's voice speaking 
  to them.
  Read Thoughts
  Duration: 1 Round
   The character is able to read the surface thoughts of a single target 
  within 60 feet if they successfully use this ability. They must be able to see 
  the target. If the character and the target do not speak the same language 
  then the character only gets a vague sense of the target's mental state and 
  intentions.
  Regulate Metabolism
  Duration: 24 Hours
   
  The character is able to regulate their body to such a degree that 
  while this ability is active they suffer no penalties from lack of food or water. 
  They also receive a +1 to all saving throws made to resist poison while 
  Regulate Metabolism is active. Once this ability wears off, the character 
  31
  
  immediately suffers all the effects that would be applicable from a lack of 
  food and water. A character who would die from such things immediately 
  drops dead when they reach that point, even if this talent is active.
  Regulate Breathing
  Duration: 1 Hour
   
  Once activated the character can hold his breath for the duration of 
  this ability. This means they do not risk drowning, nor can they be effected 
  by gas, odors, or poisons which must be inhaled to be effective.
  Sense Evil
  Duration: Instant
  When activated the character is able to detect the presence of any 
  evil characters or items which are enchanted through evil sorcery within 
  120 feet. They do not know the nature of the evil detected, only that it is 
  present and mildly unnerving. 
  Sense Extraplanar Being
  Duration: Instant
   
  When activated the character is able to detect the presence of any 
  extraplanar beings within 120 feet. This includes any such beings which are 
  masquerading in other forms or concealed. They do not know the nature of 
  these creatures, nor to what plane they are aligned – only that they are 
  present.
  Sense Life
  Duration: Instant
  The character is able to detect the presence of any living creature 
  within 120 feet. This does not include plant life and only detects mundane 
  insects when they are present in vast quantities.  
  Sharpen Vision
  Duration: 1 Hour
   
  When active, the character is able to see twice as far as normal. In 
  addition, they receive +1 to all “to hit” rolls with ranged weapons.
  Stasis
  Duration: 1 Week
  The character enters a deep meditative state when this talent is 
  activated. To the casual observer they will appear dead in this coma-like 
  condition. However, while in stasis they do not need food  or water to 
  survive, though as soon as they exit the condition they immediately need to 
  32
  
  consume a day's worth of food and water. A character who suffers damage 
  while in stasis is immediately awakened, though he is not otherwise aware 
  of his surroundings.
   
  Strengthen Resolve
  Duration: 1 Hour
  The character steals his mind against fear and doubt. Once this talent 
  is active, the character receives a +4 bonus to resist all mind-influencing 
  spells, such as Confusion or Feeblemind.
   
  Unnerve Target
  Duration: 5 Rounds
  By projecting an aura of menace, the character is able to sow fear 
  and doubt in a single target's mind. The target of this ability suffers a -1 
  penalty to all attacks against the character and a -1 penalty to all saving 
  throws made to resist spells cast by the character as terror gnaws at them 
  from their subconscious mind.
   
  Psychically Attuned Items
  Items that effect psychic talents are exceedingly rare, though the 
  referee is encouraged to use the following examples to develop other items 
  to suit their individual campaigns.
  Amulet of the Focused Mind
  This item only functions for characters who have psychic talents. 
  Such a character may attempt to use their psychic talent twice per day in the 
  event that they fail their saving throw when attempting to active their 
  psychic talent. Usable by: All classes.
  Headband of the Iron Mind
  The wearer of the iron circlet is immune to all psychic talents used 
  against  him. They simply  do not  function and the character cannot  be 
  targeted. Usable by: All classes.
  Psychic Stone
  This oddly colored stone radiates no magic, but a character carrying 
  one is considered to possess one additional psychic talent, even if they do 
  not already have one. Usable by: All classes.
  33
  
  Section III
  Accolade & Chivalry
  34
  
  Knighthood
  The iconic image of the knight in shining armor astride his powerful 
  steed has permeated our society for centuries. From Arthurian myth to pop 
  culture, these noble warriors are ever-present in our consciousness and 
  have been a part of fantasy gaming from the beginning. In traditional fantasy 
  role-playing games this role was reserved for fighters,, but  this chapter 
  presents rules which allow any character, regardless of race or class, to 
  become a knight and earn this noble title by drawing upon the historic basis 
  of knighthood.
  Knights are loyal servants and vassals of a noble lord who are called 
  to their lord's banner in times of war and strife. They serve in whatever 
  capacity they were able – whether by providing gold, resources or soldiers. 
  These rules allow PCs to earn knighthood by performing great deeds for a 
  noble  lord  –  in return they  receive  training,  resources  and  soldiers to 
  command. But should they betray their lord, they will find all of that and 
  more taken away and be left as paupers and exiles – if they're lucky.
  Earning Knighthood
  Any character, regardless of their class, can be knighted. Normally 
  knighthood is inherited from father to son, but it is possible for a player 
  character to earn such a status. This is most often done as reward for a great 
  deed done in service of a noble lord - or in some cases to a holy order with 
  significant political influence. When a character receives their accolades and 
  is knighted, they are expected to provide loyal service to their lord and in 
  return they are given food, lodging and the protection of their newly sworn 
  liege. In many cases they are also provided a small fiefdom and keep to 
  defend these lands and the peasants who work it.
  When a player character has performed a great service for a noble 
  lord or church official, there is a chance that the character will be offered a 
  knighthood  by  that  noble.  Typically,  such  deeds  include  defending  and 
  protecting  a  lord's  land  or  family  from  great  threats.  In  rare  cases 
  knighthood can be granted at a lord's whim for political reasons. Knighthood 
  is rarely granted to peasants or serfs, except in circumstances where such a 
  low-born character's service is both particularly heroic or public.
  To determine whether or not a noble lord will offer a character 
  knighthood,  the  referee  should  roll  1d20  after  a  player  character  has 
  committed a great act in service of a noble lord. This is often known as a the 
  Deed of Service. The total rolled is the character's  Accolade Rating. The 
  potential  knight  may  add  their  level  to  this  roll  and  apply  any  of  the 
  appropriate modifiers shown on Table 3-1: Accolade Modifier. The modifiers 
  are then added up. If, after applied modifiers, the Accolade Rating is 20 or 
  35
  
  higher – then the character is offered a knighthood. If a natural, unmodified 
  20 is rolled then the character is offered a knighthood regardless of other 
  modifiers. The player should make note of the character's Accolade Rating, 
  as it will be important in regards to both what the character is provided and 
  how they are regarded by their liege lord and those under their protection.
  Table 3-1: Accolade Modifier
  Character Race
  Modifier
  Character is a Human
  +0
  Character is an Elf
  -2
  Character is a Dwarf
  -3
  Character is a Halfling
  -4
  Character Alignment
  Modifier
  Character is Lawful
  +2
  Character is Chaotic
  -2
  Character Social Class
  Modifier
  Character is a Peasant or Serf 
  -5
  Character Class
  Modifier
  Character is a Cleric
  +1
  Character is a Fighter
  +2
  Character is a Magic-User 
  -4
  Character is a Thief
  -6
  Deed Performed
  Modifier
  Deed of Service was Witnessed by Many
  +2
  Deed of Service was Particularly Heroic
  +2
  Deed of Service Won a Great Battle
  +2
  Deed of Service Saved the Lord's Life
  +4
  Character Reputation
  Modifier
  Character is Known as Heroic & Honorable
  +2
  Character is Known as Dishonorable
  -4
  36
  
  Accepting Knighthood
  When  a  character  accepts  knighthood  their  Accolade  Rating 
  determines what benefits they are initially provided by their new liege lord. 
  Regardless of modifiers, no character may start with an Accolade Rating of 
  higher than 41. See Table 3-2: Gifts of Service for these benefits. 
  Table 3-2: Gifts of Service
  Accolade Rating
  Benefits
  20-25
  Chain  mail  armor,  shield,  spear  (or 
  lance), sword, mace, riding horse.
  26-30
  Plate mail armor, shield, spear (or lance), 
  sword, mace, riding horse, horse barding, 
  0th level Squire, 100 gold pieces.
  31-35
  Plate mail armor, shield, spear (or lance), 
  sword, mace, warhorse, horse barding, 1st 
  level Fighter squire, 500 gold pieces.
  36-40
  Plate mail armor, shield, spear (or lance), 
  sword, mace, warhorse, horse barding, 1st 
  level Fighter squire, a small keep (with 
  staff), 1000 gold pieces.
  41+
  Plate mail armor, shield, spear (or lance), 
  sword,  mace,  warhorse,  horse  barding, 
  4th level  Fighter  squire,  a  small  keep 
  (with staff), 5000 gold pieces.
  Refusing Knighthood
  If a player character is offered a knighthood and refuses it, such an 
  act is considered a great insult. The character will likely be told to leave the 
  Lord's domains and be considered to have a Charisma of 3 when interacting 
  with them in the future.
  Becoming a Knight
  Once a character has been knighted and received their accolades, 
  they will be expected to train in the arts of warfare, horsemanship, courtly 
  etiquette and heraldry. 
  All knights are expected to be able to wield the following weapons in 
  combat:  sword  (or  long  sword),  mace,  lance,  and  spear  (or  lance).  In 
  addition, they must be able to wear both chain and plate armor in battle as 
  37
  
  well as wield a shield and ride a horse. Some classes (such as fighters) might 
  already be skilled with these weapons, but this is the rare opportunity for 
  classes such as magic-users to gain proficiency in the tools of warfare. 
  Smaller species, such as halflings and dwarves who are incapable of wielding 
  long spears or lances have no obligation to wield such weapons – but they 
  are rarely knighted. Clerics are not expected to violate their holy vows 
  against using bladed weapons.
  In addition to being skilled warriors, knights are expected to know 
  how to interact with other nobles when at court, learn basic military tactics, 
  and recognize the banners of other noble houses. These will aid them in 
  matters  of  diplomacy  and  large  scale  warfare.  It  is  assumed  that  no 
  character class or race is assumed to have extensive knowledge in these 
  areas and must train.
  A  newly  knighted  character  is  expected  to  invest  25%  of  all 
  experience points earned in learning these new abilities – no more, no less. 
  These experience points are then invested in one of the areas of training 
  listed on Table 3-3: Knightly Training. This invested experience is not added 
  to a character's experience points for purposes of gaining experience levels. 
  Once that area of training is completed, the character receives the benefit 
  listed. Classes that are already able to wield the weapons  or wear the 
  protective items  listed in the training are not  required to spend these 
  experience points. After a character completes all required areas of training 
  they may increase their Accolade Rating by one point.
  38
  
  Table 3-3: Knightly Training
  Training
  XP Cost
  Benefit
  Sword Training
  750
  Character can wield swords 
  without penalty
  Mace Training 
  500
  Character can wield a mace 
  without penalty
  Spear/Lance Training 
  500
  Character can wield a 
  spear/lance without penalty
  Chain Mail Training 
  750
  Character can wear chain mail 
  armor*
  Plate Mail Training 
  1000
  Character can wear plate mail 
  armor*
  Shield Training 
  500
  Character can make use of a 
  shield*
  Courtly Etiquette 
  1000
  Character receives a +2 to all 
  Reaction Rolls at Court
  Heraldry 
  250
  Character recognizes all regional 
  coats of arms on sight
  Military Tactics
  1000
  All hirelings, retainers and 
  squires receive a +1 to all “to-hit” 
  rolls.
     *Magic-users cannot cast spells when wearing chain mail, plate mail or using shields.
  39
  
  Knightly Style
  After completing their training as a Knight, a character can choose to 
  focus their knightly activity and take a Knightly Style – though a character 
  can only have one Knightly Style and once it is chosen it cannot be changed.. 
  They simply declare to the referee that they are beginning their training. 
  They then invest 25% of their earned XP into their Knightly Style and may 
  earn  up  to  three  benefits  as  listed  below.  Some  Knightly  Styles  have 
  requirements.
  Blackguard
  You are a dark warrior who uses fear and intimidation as your weapons of 
  choice. You follow a twisted code of honor, if any at all.
  Requirements: Must be of Chaotic alignment.
  1000 XP: Character no longer has a minimum Accolade Rating to retain 
  knighthood.
  2500 XP: Cast Remove Fear (reversed only), once per day.
  5000 XP: +1 to damage when making a melee attack.
  House Knight
  You are more at home at court than on the battlefield, enjoying the poison of 
  politics and the dance of thrones and clash of crowns.
  Requirements: None.
  1000 XP: +1 Loyalty to all allies at court
  2500 XP: Cast Charm Person, once per day – but the duration is only 1 hour.
  5000 XP: Permanently increase your Charisma by 1 point. It cannot be 
  increased above 18.
  Low Templar
  You are a simple mercenary who earned his knighthood with coin and blood. 
  Though you now serve a liege lord, gold and glory are your true cause.
  Requirements: You may not be Lawful alignment.
  1000 XP: You may fight dishonorably without losing Accolade Points.
  2500 XP: You pay Hirelings, Henchmen and Retainers at 1/2 the normal cost.
  5000 XP: You inflict double damage when attacking a surprised foe in melee.
  Knight Errant (Free-Rider)
  You hold no lands, and serve your liege lord by traveling across the width 
  and length of his land to protect his subjects.
  Requirements: You may not own a keep.
  1000 XP: When traveling in your land of service, you never get lost.
  2500 XP: Any steed you ride receives a -3 [+3] bonus to its armor class.
  5000 XP: Any steed you ride receives a +3 bonus to its Movement.
  40
  
  Knight Protector
  You have sworn to protect those you serve, whether king, lord or ward. You 
  have shield and sacrifice over the sword and the lance.
  Requirements: Must be of Lawful alignment.
  1000 XP: You receive a -1 [+1] bonus to your Armor Class when wearing 
  Plate Mail and using a Shield
  2500 XP: Cast Cure Light Wounds once per day.
  5000 XP: Once per day, grant one adjacent ally a -2 [+2] bonus to Armor 
  Class for five rounds.
  Peasant Knight
  You rose up from the dirt and salt of the earth to become a noble knight – 
  but you have not forgotten your roots and still hold a great love for the 
  downtrodden of the world.
  Requirements: Must have been a commoner before being knighted.
  1000  XP: +2  to  the  Loyalty  of  all  commoner  and  peasant  Hirelings, 
  Henchmen and Retainers you keep in your service.
  2500 XP: You are able to find basic food and shelter in any village you visit.
  5000 XP: Commoners and peasants you keep as Henchmen, Hirelings and 
  Retainers receive a +1 bonus to all attack rolls rolls.
  Tournament Knight
  You are the legendary knight in shining armor. You travel from festival to 
  festival, jousting tournament to jousting tournament to show off your skills 
  as a jouster and swordsman.
  Requirements: None.
  1000 XP: +1 to all “to-hit” rolls with swords, spears and lances.
  2500 XP: Any horse you ride receives a -2 [+2] bonus to its Armor Class
  5000  XP: If  you  successfully  perform  a  charge  attack  your  target  is 
  automatically knocked prone.
  41
  
  Accolade Rating
  A character must maintain at least a 20 to maintain their knighthood, 
  with the exception of the Blackguard. The deeds and actions of a character 
  can  increase  or  decrease  their  Accolade  Rating,  but  only  if  there  are 
  witnesses.  An  Accolade  Rating  is  not  an  abstract  representation  of  a 
  character's honor. It is a measure of the character's reputation with the liege 
  lord who knighted them. 
  That being said, acting in an honorable fashion does often lead to an 
  increase in the character's Accolade Rating, simply by the fact these types of 
  actions reflect well on a knight's liege lord. These actions must often be seen 
  by the vassals and subjects of the liege lord. Actions, regardless of how 
  honorable  or  dishonorable,  must  be  witnessed  or  proven  to  affect  a 
  character's Accolade Rating.
  Should a knight's Accolade Rating drop too low, he  could be of his 
  knighthood and branded a traitor and criminal to his liege lord. As a knight's 
  Accolade Rating increases, they receive additional rewards and gifts for their 
  loyal service as shown on the table below.
  If a character's Accolade Rating drops below 20 their liege lord 
  revokes their  land  and holdings  and  orders  a new  noble  be placed  in 
  command of these resources. In addition, it is likely that the liege lord will 
  (at the very least) exile the former knight from their realm, if not call for the 
  dishonored warrior's head be brought before them. The former knight does 
  not  lose any of the training they previously received, only the tangible 
  resources and servants provided to them by their ex-liege lord. 
  Blackguards who have invested at least 1000 XP in their Knightly 
  Style do not lose their knighthood status shoulder their Accolade Rating 
  drop below 20. 
  When rolling to determine an increase or decrease in a knight's 
  Accolade Rating, the results cannot be less than 1. A knight always either 
  gains or loses at least one point of Accolade Rating for their deeds, both loyal 
  and traitorous.
  42
  
  Table 3-4: Accolade Bonus
  Deed
  Accolade 
  Bonus
  Petty Crimes Against the Liege Lord's Vassals 
  (minor theft, etc)
  -1
  Major Crimes Against the Liege Lord's Vassals 
  (destruction of property, etc)
  -1d6-3
  Cruelty, Brutality and Murder of the Liege Lord's 
  Vassals
  -1d6-2
  Cowardice in Battle
  -1d6-4
  Speaking Ill of a Noble Loyal to the Liege Lord 
  -1
  Speaking Ill of the Knight's Liege Lord
  -1d6-3
  Unduly Striking a Noble or Lady
  -1
  Bravery in Battle 
  +1
  Protecting the Liege Lord's Vassals from a Minor 
  Threat (bandits, etc)
  +1d6-4
  Protecting the Liege Lord's Vassals from a Major 
  Threat (Monstrous Horde, etc)
  +1d6-3
  Protecting the Liege Lord's Vassals from a Deadly 
  Threat (Dragon, invading army, etc)
  +1d6-2
  Leading a Successful Military Campaign Against 
  an Enemy Nation
  +1d6
  Tithing Revenue to the Liege Lord (typically per 
  1000 gold pieces)
  +1
  Protecting or Defending the Assets of a Noble 
  loyal to the Liege Lord
  +1d6-3
  Protecting or Defending the Assets of the Liege 
  Lord
  +1d6-2
  Knights and “Name  Level” Characters:  Characters who have reached 
  fulfilled the necessary requires of their class to attract followers still attract 
  them in addition to any benefits they have received from their knighthood. 
  These followers are expected to be incorporated into their existing holdings 
  and duties required by their knighthood.
  43
  
  Accolade Rewards
  As the character's Accolade Rating increases, they gain new rewards and 
  benefits from their liege lord determined by Table 3-5: Accolade Rewards. 
  These rewards are cumulative.
  Table 3-5: Accolade Rewards
  Accolade 
  Rating
  Reward
  26-30
  Plate armor, barding a 0th level Squire and 100 
  gold pieces.
  31-35
  Warhorse, Squire is trained into a 1st level 
  fighter or a new 1st level fighter is provided as 
  a squire, 400 gold pieces.
  36-40
  A small keep (with staff), 500 gold pieces.
  41-45
  Squire is trained into a 4th level fighter or a 
  new 4th level fighter is provided as a squire, 
  4000 gold pieces.
  46-50
  A 3rd level Cleric or 3rd level Magic-User is 
  provided to serve as an adviser at the small 
  keep the knight now maintains.
  51-55
  The liege lord commissions carpenters and 
  masons to upgrade the knight's keep into a full 
  blown castle along with the staff to maintain it.
  56-60
  The liege lord sends a contingent of 20 – 120 
  (2d6x10) Human Soldiers (armed with short 
  swords, spears, leather armor, and shields), 10 
  – 60 (1d6x10) Human Soldiers (armed with 
  spears, leather armor, short bow, and dagger), 
  and 10 - 60 (1d6 x10) Human Sergeant-at-
  Arms horsemen (armed with long sword, 
  spear, chain mail, shield, riding horse) to aid 
  the knight in protecting his realm.
  61+
  The liege lord bestows upon the knight at 
  magical weapon of significant power. The exact 
  details of this weapon should be defined by the 
  referee and should be considered a great boon 
  to suit the knight's abilities.
  44
  
  Section IV
  Concerning smoke leaf
  -
  45
  
  Smoke-Leaf
  Halflings are known far and wide for their love of smoking tobacco, 
  which they call smoke-leaf. The crafting of wooden pipes used to smoke this 
  leaf is considered an art among them and many halflings have spent long 
  hours of free time carving beautiful wooden pipes with ornate designs and 
  detailed carvings.
  Pipes carved by famous and skilled halflings are often of particular 
  value among the small folk. A halfling of at least 4th level may craft one 
  Halfling's Pipe every three months. It costs the halfling one thousand gold 
  pieces in fine wood and precise tools to create the pipe. At the end of this 
  three month period the halfling has a 15% chance of failing to craft the item 
  and wasting the resources. Once completed, the pipe may be used by anyone 
  who enjoys fine smoke-leaf.
  However, halflings and magic-users may use a Halfling's Pipe in 
  combination with Enchanted Smoke-Leaf to mimic the effects listed below. 
  Elves do not partake of smoke-leaf and therefore may not use Enchanted 
  Smoke-Leaf.
  Enchanted Smoke-Leaf
  Halflings (and often magic-users) grow many exotic fields of tobacco 
  and smoke-leaf, weaving enchantments into the soil to produce magical 
  effects from these plants when they are dried and smoked. A halfling or 
  magic-user who has established a stronghold may dedicate a part of their 
  lands to growing enchanted smoke-leaf, if this land is suitable for farming. 
  Only one crop of enchanted smoke-leaf may be grown in a single year, 
  yielding one of the effects detailed below. Each crop of enchanted smoke-leaf 
  must be tended to carefully and only yields 25 doses of enchanted smoke-
  leaf.
  The cost of planting, harvesting and curing the smoke-leaf is 5000 
  gold pieces and there is a 1 in 1d6 chance the crop will fail and the resources 
  are lost without any results. (These results may be modified by the referee, 
  based on weather conditions or other circumstances).
  In order for enchanted smoke-leaf to be effective, it must be smoked 
  from a Halfling's Pipe by a halfling or magic-user, though the level of the 
  halfling or magic user does not matter. It takes one turn (10 rounds) of 
  uninterrupted smoking to generate enough smoke to gain the effects listed 
  below. If this time is disturbed by combat, the effect is lost and the dose of 
  smoke-leaf  is  wasted.  Otherwise  these  magical  clouds  and  their  effects 
  disperse after one hour.
  46
  
  Enchanted Smoke-Leaf: Charm Person
  Often called “Sweet Hills”, this fragrant pipe tobacco makes a single target 
  more amiable to the smoker. They are affected by a Charm Person spell as if 
  it were cast by the pipe-smoker and must make a saving throw to resist the 
  effects. 
  Enchanted Smoke-Leaf: Levitate
  Known as “Valley Fog”, this pipe tobacco generates a large, dense cloud of 
  smoke that pools at the pipe-smoker's feet and can lift him into the air as a 
  Levitate spell.
  Enchanted Smoke-Leaf: Phantasmal Force
  Called “Enchanter's Mist” by most halflings, this smoke-leaf generates a large 
  multicolored smoke that can be willed into very detailed shapes and forms 
  by the smoker just as a if the smoker were casting a Phantasmal Force spell.
  Enchanted Smoke-Leaf: Protection from Chaos, 10 ft. Radius
  Known as “Halfling's Luck”, this smoke-leaf creates a large cloud of thin, airy 
  smoke centered around the smoker. This cloud of smoke acts as a Protection 
  from Chaos 10 ft. Radius cast by the pipe-smoker.
  Enchanted Smoke-Leaf: Sleep
  This blend is simply called by most “After Dinner.” The smoker blows the 
  heady, heavy smoke into the air towards their targets just as if they were 
  casting a Sleep spell.
  The Wizard's Pipe
  Halflings are not the only people of the world to appreciate the fine 
  art of smoking a pipe. Magic-Users also have taken up the past time of 
  smoking because they find it clears their mind and makes their studies more 
  fruitful. Some wizards have even taken to crafting their own pipes and 
  placing enchantments upon them to improve their studies.
  A magic-user who smokes a Wizard's Pipe while memorizing their 
  spells  each  day  may,  depending  on  the  enchantment  on  the  pipe,  can 
  memorize one additional spell each day. Each individual Wizard's Pipe is 
  designed to benefit with a specific spell level and may not be used to
  memorize any other spell level than that listed below. A Wizard's Pipe of any 
  level may be used by a magic-user to partake of enchanted smoke-leaf, 
  however a magic-user may not use more than one Wizard's Pipe per day.
  Magic-Users of at least 9th level may craft a Wizard's Pipe. Crafting 
  takes one month per level of bonus spell granted by the Wizard's Pipe and a 
  47
  
  magic-user may not craft a Wizard's Pipe to gain a bonus spell level that he 
  is not already able to cast. So, for example, a 9th level magic-user cannot 
  craft a Wizard's Pipe that would grant them a bonus 6th level spell because 
  they are have not yet learned to cast that level spell. Due to the complex 
  nature of the crafting and enchantment there is an increased chance of the 
  crafting attempt resulting in a failure, thus wasting the components and 
  time.
  Table 4-1: Crafting a Wizard's Pipe
  Level of Bonus 
  Spell Granted
  Crafting 
  Cost
  Chance of 
  Crafting Failure
  1st
  1000gp
  None
  2nd
  2500gp
  1 on 1d6
  3rd
  5000gp
  1-2 on 1d6
  4th
  10,000gp
  1-3 on 1d6
  5th
  20,000gp
  1-4 on 1d6
  6th
  40,000gp
  1-5 on 1d6
  48
  
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  Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
  Some art is copyright 2008, Jeff Freels Some art is copyright 2006,William McAusland.Some art is copyright 2006, Bradley K. McDevitt. Some art 
  is copyright 2014,Luigi Castellani. Used with permission. Some maps are copyright Matt Jackson 2014 ©, used with permission. Used with 
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  12. 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. 
  13. 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. 
  14. 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. 
  15. 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.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch.
  White Box Compendium by James Spahn, copyright 2016.
  49
  
  50
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Supplemental/White Box Compendium Player & Referee Options.pdf