TEXT: New Class Options
  for
  Swords & Wizardry© Core
  Johua De Santo
  
  NEW CLASS OPTIONS
  For
  Swords & Wizardry© Core
  Design and Writing
  Johua De Santo
  Art
  Kaitlynn Peavler
  Nacho Penguin
  Peter Speckler
  Hannamina
  Winblade
  Toby Gregory
  Maciej Zagorski
  Jacob Blackmon
  Special Thanks to
  Mark Chance
  Robert Quintero
  Cameron DuBeer
  James Spahn
  New Class Options Copyright 2015 Johua De Santo & Genius Loci Games
  Swords & Wizardry, S&W and Mythmere Games are the trademarks of Matthew J. Finch. Genius
  Loci Games is not affiliated with Matthew J. Finch or Mythmere Games™. This product is compatible
  with the rules of Swords & Wizardry: Core. 
  Genius Loci Games
  
  The Blood Witch
  The Blood Witch is a figure feared and whispered of in the rural countryside  It is not uncommon in some wilder places of 
  the world to find that a Blood Witch has been put to the fire or burned alive due to their “unnatural” connection to the 
  arcane.  To other Magic-Users the Blood Witch is a figure that goes against all that they have learned and know, a figure to 
  them that must have made some arcane pact with the Outside or some other intelligent source.
       Unlike the Magic-User who learns of the arcane of the energies of the world through study and training, the Blood Witch
  comes to it by instinct and personal sacrifice. To the Blood Witch the magic sings inside of her, tells her secrets, and 
  whispers of the glories of the universe.  To a Blood Witch the Magic-User seems like a child grasping at air and dead 
  things.. 
       Unfortunately the Blood Witch’s connection to the arcane comes at a grave price for anyone who pursues the path of the 
  Blood Witch soon gets lost in the song of magic and may not see the world for how it is. Furthermore the Blood Witch must 
  use her own body to focus her spellcasting and it has not been unheard of for a Blood Witch to kill herself in the midst of 
  her spells.
  Prime Attribute: Constitution 13+ (5% experience bonus
  Hit Dice: 1d6
  Weapons permitted: Dagger, staff, short sword
  Armor Permitted: None
  Tough: Constitution scores over 16 grant an additional +1 to HP per level
  Shattered Soul: Every day the Blood Witch has a 60% chance of losing herself in the song of magic. If this occurs the Witch
  will be able to cast 1 level above her level, however, she cannot know what is real or delusion.
  Blood Witch Abilities
  Spell Casting – Unlike the Cleric who must pray to his god for his power and a Magic-User who must study from a book, a 
  Blood Witch can cast her spells spontaneously. However, to cast her spells the Blood Witch must make a sacrifice of herself 
  to free the magic. This means that essentially the Blood Witch must injury herself to cast a spell. As such, every spell cast by
  the Blood Witch is dependent on two factors. 
       The first is that the Blood Witch must roll her constitution score + the spell level or higher in order to cast her spells. If 
  the Blood Witch fails her spell roll the spell is swept away in the song of the magic and will not return to her for a day. The 
  second is that for every spell cast the Blood Witch must sacrifice 1 + spell level of her health in order for the spell to be 
  effective. If the Blood Witch refuses to make the sacrifice the spell and 1d4 other spells will be swept away in the song of 
  magic for a two day period.
       A Beginning Blood Witch has access to all first level arcane spells. With every level after first the Blood Witch rolls 1d8, 
  the result is the number of spells of the next highest level that the blood witch can learn and cast.
  Saving Throw Bonus – Blood Witches receive a bonus of +2 on saving throws versus magic.
  Table 1 – Blood Witch Advancement Table
  Level
  EXP
  HD (d6)
  Saving Throw
  1
  0
  1
  16
  2
  3,000
  2
  15
  3
  6,000
  3
  14
  4
  12,000
  4
  13
  5
  24,000
  5
  12
  6
  48,000
  6
  11
  7
  96,000
  7
  10
  8
  192,000
  8
  9
  9
  384,000
  9
  8
  10
  450,000
  10
  7
  11+
  +66,000
  +2
  6
  
  Table 2: Blood Witch Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1-3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  4-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6-7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  8-9
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  10
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  11-12
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  13-15
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  16-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  The Chesh
  The Chesh are a race of human-looking fae with cat-like ears and tails. Chesh are born with a natural curiosity to explore, 
  discover and fully enjoy their lives. As a people the Chesh have no specific homeland and live in and amongst the other 
  mortal races. They are known for their musical skills and are highly sought by princes and adventurers alike. 
  Prime Attributes: Dexterity, 13+ or Charisma 13+ (5%  experience Bonus)
  Hit Dice: 1d4
  Movement: 30 feet
  Armor/shield permitted: Leather, No Shield
  Weapons permitted: Bow, Cross Bow, Daggers, Short & Long Swords
  Cat-Form: Twice per day a Chesh can take the form of a large cat. While in this form they can see all magical 
  enchantments, have darkvision up to 60 feet. In Cat-form the Chesh loses all AC[AAC] bonuses due to armor, cannot use 
  magic or magical devices, and is limited to a claw and bite attack.  While in this form the Chesh can still talk as if in their 
  normal form.
  Low-light Vision: Chesh in their normal form have  darkvision up to 30'
  Uncanny Balance: The Cath-Sith receives an extra 1d4 on all saving throws or checks that involve dexterity.
  Referee Options: Limited Cat-Form
  The Referee may choose to make the Chesh's Cat-Form ability limited to nine transformations for the life of the character.
  If this option is chosen, once the Chesh changes for the ninth and final time they will be stuck in their cat-form for the 
  duration of their life.
       Alternatively the Referee may also offer the option of the Chesh player character being able to return to their human 
  form after their ninth transformation only to lose all Chesh special abilities - but not classes - once the final 
  transformation occurs.
  Chesh Abilities
  Fili – Starting at 1st Level the Chesh's music begins to affect those around her, granting all targeted allies or enemies 
  bonuses or complications as stated below. By fifth level the Chesh may sing up to 5 songs of any known song.
  Lorest – Starting at 5th Level the Chesh receives a +2 to all Saving Throws or Checks related to history, folklore, or music. 
  At 10th Level this bonus increases to +3
  Star – Starting at 8th Level any time the Chesh plays her music for a crowd she has a 25% chance of affecting those who 
  listen with a “Charm” spell-like effect.
  Table 1: Fili Abilities 
  Level
  Abilities
  Times /day*
  1
  Song of Strength
  1
  2
  Song of Glory
  2
  3
  Song of Peace
  3
  4
  Song of Hope
  4
  5
  Song of the Magi
  5
  *Total amount of abilities uses per day.
  Song of Strength:  When sung all friendly beings within  90 feet of the Fili gain a +1  bonus to their to-hit rolls for as long as
  the Fili sings and they are within range.
  Song of Glory:  When sung all friendly beings within 90 feet of the Fili gain a +1 bonus to their non-magical damage rolls 
  as long as the Fili sings and they are within range.
  Song of Peace: When sung all non-friendly beings within 90 feet of the Fili have a 75% chance to stop fighting and simply 
  walk away from the battle. All affected beings will not fight (unless in self-defense) for 1d4 hours after hearing the Fili's 
  song.
  Song of Hope: When sung all friendly beings within 90 feet of the Fili have a 75% chance to regain 1d4 hit points (but 
  cannot exceed their maximum health ).
  Song of the Magi: When sung all friendly beings within 90 feet of the Fili gain a +1 bonus to the magic damage rolls as long
  as the Fili sings and they are within range. 
  
  Table 2: Chesh Advancement
  Level
  EXP
  Hit Dice (d4)
  Saving Throw
  1
  1
  14
  2
  1,500
  2
  13
  3
  3,000
  3
  12
  4
  6,000
  4
  11
  5
  12,000
  5
  10
  6
  24,000
  6
  09
  7
  48,000
  7
  08
  8
  96,000
  8
  07
  9
  192,000
  9
  06
  10
  384,000
  +2
  05
  11+
  + 116.000
  +2
  04
  Table 3: Chesh Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  3-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  7-10
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  11
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  12-15
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  16-19
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  20
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  
  The Forester
  The forester makes her living from the land, always taking just enough to sustain herself without hurting the natural world. 
  A gifted archer, tracker and guide the Forester can be a valuable asset to any group adventuring out into the wilderness 
  beyond the walls of towns and the civilized lands of farms and dales.
  Prime Attribute: Wisdom, 13+ (5% experience bonus
  Hit Dice: 1d6
  Weapons permitted:  Staffs, axes, bows
  Armor Permitted: Leather
  Forester Abilities
  Companion – at 3rd level can befriend an animal from the forest. Despite their individual appearance the Companion of the 
  Forester are manifestations of a benevolent Genius Locus (see Boggarts in The Cartographers Guide to the Creatures of 
  Eira) who bound with the Forester. All Companions have Hit Points equal to 1d4 (per level) and attack for 1d6 + 2. 
  Companions share the Forester's Saving Throw and Experience values.
  If the Forester should ever turn against the land they're Companion will leave them.
  Table 1 - Companions
  Roll (1d6)
  Companion
  1
  Raven
  2
  Boar
  3
  Wolf
  4
  Dog
  5
  Bear
  6
  Great Cat
  Favored enemy – Starting at 6th level the forester may pick one type of monster as a foe that they have an uncanny 
  knowledge and hatred of. In all combat situations with this enemy the Forester receives a +2 to all To-hit rolls against that 
  enemy.
  Sure-Footed – The Forester knows how to walk on uneven and dangerous ground and doesn’t suffer any penalty for walking
  on such and can move at normal speed..
  Survival – Foresters receive a +2 bonus to all saving throws for foraging, gathering and knowing eatable from uneatable 
  plants as well as potable water.
  Tracking – Receives a bonus equal to half her level on all saving throw to track. 
  Table 2 – Forester Advancement Table
  Level
  Experience
  Hit Dice (d6)
  Saving Throw
  1
  2,500
  1
  15
  2
  5,000
  2
  14
  3
  10,000
  3
  13
  4
  20,000
  4
  12
  5
  40,000
  5
  11
  6
  80,000
  6
  10
  7
  160,000
  7
  9
  8
  320,000
  8
  8
  9
  500,000
  9
  7
  10
  700,000
  +3hp
  6
  11+
  +200,000
  +3hp/lvl
  5
  
  Table 3: Forester Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1-3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  7
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  8-10
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  11-15
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  16-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  The Highlander
  Highlanders are warriors, lovers, and slayers. Men and women of the high north, among the mountains and valleys. They 
  are nomads and reavers of a harsh cold land soaked in the blood of eternal clan war.
  Many Highlands rarely leave their homelands except on raids to the lowlands. Those that do, do so for many reasons. A 
  search for adventure, exile from their people, or maybe they seek to become kings in their own right.
  Prime Attribute: Constitution& Dexterity 13+ (5% experience bonus)
  Hit Dice: 1d10
  Weapons permitted: Any
  Armor/Shield Permitted: none
  Races: Dwarf, Human
  Battle born:  Add Strength, Constitution and Dexterity modifiers to AC score
  Tough: Constitution scores over 15 grant an additional +2 to HP per level
  Highlander Class Abilities
  Dexterity Bonus - Unlike other character classes and the Fighter Strength Bonus, Highlanders with a high Dexterity can 
  have bonuses to hit and to damage.
  Fury - When a Highlander kills a target he may attack another target that is up to 12 feet away in the same turn.
  Oncoming Storm - The Highlander has a 60% chance of dealing double damage when he rushes a target.
  Uncanny Dodge - See table below.
  Establish a Clan (9th Level) - At ninth level a Highlander may make the choice to return to his homeland and establish a 
  Clan to attract a body of Thanes who will swear loyalty to the character. 
  Table 1: Highlander Uncanny Dodge Ability
  Dexterity Score
  Enemy Attack Penalty
  12
  -0
  13
  -1
  14
  -2
  15
  -3
  16
  -4
  Table 2: Highlander Advancement Table
  Level
  EXP
  HD (d10)
  Saving Throw
  1
  0
  1
  14
  2
  2,500
  2
  13
  3
  5,000
  3
  12
  4
  10,000
  4
  11
  5
  20,000
  5
  10
  6
  40,000
  6
  09
  7
  80,000
  7
  08
  8
  160,000
  8
  07
  9
  320,000
  9
  06
  10
  420,000
  10
  05
  11+
  +100,000
  +2/lvl
  04
  
  Table 3: Highlander Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-3
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  4
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  5-6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  7
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  8-9
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  10
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  11-12
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  13
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  14
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  15-16
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  17
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18-19
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  20
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  
  The Mermaid of the In-Land Sea
  Mermaids of the In-Land Sea are an ancient race that until recently have remained unknown to the surface races of the 
  world. This was mainly due to a policy of killing anyone who discovered the existence of a mermaid as well as the mermaid
  who was discovered. 
       A proud people, the Mermaids of the In-Land have a long tradition of questing and gaining fame through the noble quest 
  and acquiring wealth.  
  Attribute Prerequisites: Dexterity 12, Charisma 17 
  Prime Attribute: Dexterity +13 (5% experience bonus)
  Hit Dice: 1d4
  Weapons Permitted: Daggers, Short Swords, Spears
  Armor Permitted: Leather
  Move: 6[30’]/12[60’] Swimming
  Mermaid of the In-Land Sea Abilities
  Mermaid Form – Whenever the Mermaid comes in contact with salt water she will revert back to her mermaid form. While 
  in this form the mermaid can breathe normally in salt water and swim up to twice her normal speed.
  Mermaid’s Charm – At 5th level the mermaid can use her voice as a charm spell once a day that will affect anyone within a 
  60’ radius of the mermaid. At 10th level she can use her voice in such a way twice a day. 
  Dark Vision – Mermaids can see up to 60’ away in complete darkness and up to 120’ away in low light conditions. However,
  certain magic can block this ability.
  Glamor – At 7th Level the Mermaid can cast an illusionary form on herself for 1d6 rounds that makes her appear as the lost 
  or unrequited love of the target. This Glamor, however, does not affect the Mermaid's voice and can easily be negated with a
  successful Saving Throw.
  Sonic Scream – Mermaids have a natural vocal range that can increase to levels that are harmful to other beings. One such 
  ability is the sonic scream with causes 1d4+level damage to anyone or thing within a 90’ foot cone of the mermaid. At 1st 
  level the Mermaid can use this skill once a day. This increases to twice a day at 4th level and continues to increase by one 
  use every four levels after.
  Table 1: Mermaid of the In-Land Sea Advancement Table
  Level
  Experience
  Hit dice (d4)
  Saving Throw
  1
  2,000
  1
  16
  2
  4,000
  2
  15
  3
  8,000
  3
  14
  4
  16,000
  4
  13
  5
  32,000
  5
  12
  6
  64,000
  6
  11
  7
  128,000
  7
  10
  8
  256,000
  8
  9
  9
  400,000
  9
  8
  10
  540,000
  10
  7
  11+
  +180,000
  1HP/LVL
  6
  
  Table 2: Mermaid of the In-Land Sea Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  6-9
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  10
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  11-14
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  15
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  16-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  The Mythwood Elf
  Little is known of the Mythwood Forest. Some say that the forest itself is hidden in a space between the Mortal Realm and 
  the Immortal Realm of the gods.  It is said that the Mythwood is a forest of eternal spring and a place where magic touches 
  everything. Here all animals have some form of sentience, all trees live and feel. The Elves of the Mythwood consider 
  themselves the protectors and cartakers of this realm, and do their best to keep it safe from those of both the Mortal and 
  Immortal Realms.
       Unfortunately, eternal spring, eternal life, and eternal peace comes at a great price.  Over time, the Mythwood Elves have
  lost touch with the needs of a race, and now very few among them are less than a thousand years old. Those young, 
  however, squirm under the stagnating nature of the Mythwood, and seek to experience every emotion, every joy and pain of 
  life. While very few in number, the young of the Mythwood Elves have begun to leave their home realms through gates into
  the forests of the Mortal Realm.
  Prime Attribute: Charisma 13+ (5% experience bonus)
  Hit Dice: 1d4
  Weapons permitted: Short Swords, Long Swords, Rapier, Short Bow, Long Bow
  Armor/Shield Permitted: Leather, Ring
  Immortal:  Mythwood Elves are effectively immortal and do not age past the fullness of puberty. However, they can still be
  killed in battle or if successfully poisoned (+2 on all poison and disease Saving Throws).
  Fury Bond: Mythwood Elves have a special connection with the natural spirits of the world. As the Elf grows in power she 
  can request aid from stronger and greater spirits.
  Mythwood Elf Abilities
  Alertness – Mythwood Elves are rarely surprised as the spirits of nature will routinely aid them in such things, meaning a 
  Mythwood Elf will only have a 1 in 6 chance of being surprised.
  Uncanny Balance – Mythwood Elves have an uncanny knack for making it across dangerously narrow paths, tree limbs, and
  the like with ease. A Mythwood Elf has only a 2 in 6 chance of falling from any narrow place she happens to be walking on,
  perched on and the like.
  Leap – Starting at 6th level the Mthwood Elf can call upon the nature spirits of Wind to help her aloft without expending a 
  daily use to allow her to leap up to thirty feet in the air once a day. At 12th level this increases to twice.
  Fury Bond
  All Mythwood Elves are born with a connection to the natural spirits of the world. These spirits can be beseeched into 
  aiding the Mythwood Elf at her time of need. These natural spirits can be summed up as spirits of Earth, Wind, Flame, and 
  Water. As the Elf grows in power she can beseech stronger spirits and do so more times a day before she becomes too 
  fatigued to continue using the power of the spirits.
  Table 1: Mythwood Elf Advancement
  Level
  Exp
  HD (d6)
  Saving Throw
  Lesser
  Average
  Greater
  1
  0
  1
  12
  1
  -
  -
  2
  2,500
  2
  11
  2
  -
  -
  3
  5,000
  3
  10
  2
  1
  -
  4
  10,000
  4
  09
  3
  1
  -
  5
  20,000
  5
  08
  3
  2
  -
  6
  60,000
  6
  07
  4
  2
  1
  7
  120,000
  7
  06
  4
  3
  1
  8
  240,000
  8
  05
  5
  3
  2
  9
  480,000
  9
  04
  5
  4
  2
  10
  580,000
  +2
  03
  6
  4
  3
  11+
  +100,000
  +2/level
  02
  6
  5
  3
  Lesser Spirits
  Earth Spirit – Tending Hands – Summons the Spirits of Earth to make paths clearer for those the deemed a friend.
  Earth Spirit – Spirits of Alarm – The Mythwood Elf summons nearby Earth Spirits and bides them to alert her to any 
  unfriendly movement within one-hundred yards of her position. 
  
  Earth Spirit – Spirits of Mirth – Summons a group of joyous Earth Spirits who cause the ground in a ten foot radius to shake
  for a mere moment, causing anyone within that ten feet to fall if they do not succeed a Saving Throw.
  Wind Spirit – Word Carriers – Summons spirits of the Wind to overhear conversations up to fifty yards away.
  Wind Spirit – Spirit of Searing Wind – Summons Wind Spirits who have an 80% chance of knocking any incoming missile 
  attacks askew for 1 turn. 
  Wind Spirit – Spirits of Sight – The summoned Wind Spirit bends the light around the Elf's eyes, allowing her to see twice 
  her normal distance for 10 minutes.
  Flame Spirit – Spirit of Light – Summons a number of Flame Spirits who dance around the target offering her the same 
  amount of light as a torch for 1d6 hours.
  Flame Spirit – Fire Motes -  Summons minor Flame Spirits who dart at their intended target dealing 1+level up to 5th.
  Flame Spirit – Spirits of Hearth – Summons a minor Flame spirit who will instantly light any camp or hearth fire and keep 
  it from burning out for 1d6 hours.
  Water Spirit – Spirit of Healing – Summons minor Water Spirits who will help to close and sooth minor wounds, healing a 
  target for 1d4 hp.
  Water Spirit -  Spirits of Heart – Summons a minor Water Spirit who grants the Elf a +2 on all checks to determine a target's
  truthfulness. 
  Average Spirits
  Earth Spirit – Spirits of Growth – The Summoned Spirits can coax any living plant life into growing at a speed a hundred 
  times faster and greater than its normal growth.
  Earth Spirit -  Spirits of Tangle – The summoned Spirits causes roots, and brambles to move and writhe about creating 
  terrain that can easily trip up anyone caught in it. 
  Wind Spirit – Spirits of Speed – The summoned Spirits allow the Elf to move at double her speed for five minutes, and 
  grants her a +2 bonus on all Dexterity related saving throws.
  Wind Spirit – Spirits of Whispers – Summoned Spirits allows two-way communication between up to three targets for 5 
  minutes.
  Flame Spirit – Aura Spirits – The Summoned Spirits latch onto the target's natural aura bringing it forth for all to see and 
  granting a +2 to all attacks against that creature for 5 turns.
  Flame Spirit -  Greater Motes – As Fire Motes but increases damage to 1d10 + the Elf's level up to seventh.
  Water Spirit – Spirit of higher Healing – Summons a Water Spirit to mend wounds and lighten the heart of the target, 
  allowing him to feel rested. Heals 1d6 HP.
  Greater Spirits
  Earth Spirit – Thunder of The Earth – The Summoned Spirits shake the ground around the target, tearing it asunder and 
  causing the target to fall on an unsuccessful Saving Throw as well as dealing 1d8 damage from rocky shrapnel.
  Wind Spirit – Spirits of Sightless – Summoned Spirits bend the air and light around the Elf in such away to make her 
  invisible to all but the keenest checks for 1d4 hours or until she does more than walk, sit, or jog.
  Flame Spirit – Spirits of Vulcan – The Summoned Fire Spirits ripe the primal fires of creation out of the world itself in a 
  pillar of volcanic flame dealing 2d10 damage to Anyone within a ten-foot radius of the eruption. 
  Water Spirit – High Healing – Summons a Water Spirit who  heals 1d10 health, and cleans the body of poisons and disease. 
  
  Table 2: Mythwood Elf Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  7-10
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  11
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  12-15
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  16
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  17-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  The Pixie
  The Pixie is a mischievous little fae, who works best when they are pulling pranks on others. Lost your coin purse? Did 
  your pants suddenly fall down? did you find yourself unable to let go of that barmaid's rear-end? Most likely a Pixie fault.
  Prime Attribute: Dexterity, 13+ (5% experience bonus)
  Hit Dice: 1d6
  Weapons permitted:  Staff, Dagger
  Armor Permitted: Leather
  Small: Pixies stand at 18 inches in hight, and receive a -1[+1] bonus to AC[AAC] against Large enemies
  Idiot Savant: The Prodigal casts spells accidentally and is unable to learn or read magical languages, thus cannot use scrolls
  or spell books.  
  Pixie Abilities
  Fly: At First Level the Pixie can fly 60' per round for up to 3 rounds. At 5th level this increases to 6 rounds. A Pixie cannot 
  fly higher than 120' from ground level as the winds are too strong for their delicate wings.
  Glow: Pixies natural admit a faint glowing light that cycles through the color spectrum based on their emotions. At 1st level 
  this natural ability works in the same way as a torch, at 7th level the range of this ability doubles.
  Mimic: At 3rd level a Pixie can mimic any voice or sound for 2 minutes on a successful roll.
  Stick: At 5th level a Pixie can, 3 times a day, make an object of her choice stick to any surface for 5 minutes out-of-combat 
  and 5 rounds in combat on a successful roll.
  Table 1: Pixie Special Abilities (1d6)
  Level
  Open Locks
  Pick-Pocket
  Mimic
  Stick
  Hide
  1
  1-2
  1-3
  1-2
  1-2
  1
  2
  1-3
  1-3
  1-3
  1-3
  1
  3
  1-3
  1-4
  1-3
  1-3
  1-2
  4
  1-4
  1-4
  1-4
  1-4
  1-3
  5
  1-4
  1-4
  1-4
  1-4
  1-3
  Table 2: Pixie Advancement
  Level
  Exp
  HD (d6)
  Saving Throw
  1
  0
  1
  12
  2
  2,500
  2
  11
  3
  5,000
  3
  10
  4
  10,000
  4
  09
  5
  20,000
  5
  08
  6
  60,000
  6
  07
  7
  120,000
  7
  06
  8
  240,000
  8
  05
  9
  480,000
  9
  04
  10
  580,000
  +2
  03
  11+
  +100,000
  +2/level
  02
  
  Table 4: Pixies Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  7-10
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  11
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  12-15
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  16
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  17-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  The Prodigal   
  The allure of the road is like a song to the Prodigal. She wishes for nothing more than the sky above her, the earth beneath 
  her and the road before her. Most Prodigals travel and wander for the pure sake of the activity and are typically overtaken by
  a sense of wanderlust that never allows them to stay in a place for too long.  Having no need for wealth or money, aside of 
  what food and supplies the Prodigal needs, she typically spend whatever funds they acquire on parties and feasts for 
  whatever friends or companions they gather during their travels. 
       In many ways the Prodigal is a jack-of-all-trades, knowing a little of everything from her years on the road and through 
  divine proxy or pure accident has even learned how to focus and control the powers arcane.
  Prime Attribute: Charisma, 13+ (5% experience bonus)
  Hit Dice: 1d8
  Races Permitted: All
  Weapons permitted:  Staff, Dagger
  Armor Permitted: Leather
  Cantrips: Has access to three spell-like abilities (listed below) that she can use without a Wisdom Saving Throw
   Idiot Savant: The Prodigal casts spells accidentally and is unable to learn or read magical languages, thus cannot use 
  scrolls or spell books.  
  Prodigal Abilities
  Cantrips – Through years of travel, exploration and the wisdom that such things bring, the Prodigal has gained the ability to 
  cast simple “trick” magics that are harmless to her mind.
  Acid Splash – Causes 1d3 damage to any creature hit by it.
  Daze – Causes 4 HD creatures who fail their save to become dazed and lose one action for 1d3 rounds. While 
  dazed all To-hit rolls suffer a -1 modifier.
  Ghost Whisper – Creates illusionary sounds up to 120 yards away from the caster.
  Companion – At the sixth level the Prodigal may gain an animal companion to accompany her on the roads and trails of the 
  world. This companion is a friend and fellow traveler, not a beast of war and while it will help its master it is not very 
  effective in combat.
  Table 1 - Companions
  Roll
  Companion*
  1
  Raven
  2-3
  Dog
  4-5
  Owl
  6
  Ferret
  *All companions do 1d4 damage when they attack and have no bonuses to their to-hit rolls.
  Idiot Savant – While most spellcasters need to spend long hours studying and reflecting on the Powers Arcana in order to 
  use magic, Prodigals can just do it without knowing the how or the why behind the magic they use. As such, the Prodigal 
  does not need to spend time memorizing or praying for their spells and awake each day with a full allotment of magic at 
  their finger tips. However, there is a price for such unfettered use of the Powers Arcana. Before any non-cantrip is cast the 
  Prodigal must succeed a Saving Throws with a negative modifier equal tot he spell level. If this Save is failed the spell fails 
  and the Prodigal loses all access to her magic for 24 hours.
  Parrying – Prodigals with a high dexterity score and who are using a staff may fight on the defensive and cause the attacker 
  to take a negative to his To-hit roll.
  Table 2 – Parrying Ability
  Dexterity Score
  Attack Penalty
  15
  -1
  16-17
  -2
  18
  -3
  
  Scoundrel – The Prodigal’s life is not always one that exists in the realms of black and white, good and evil. Sometimes, 
  they cannot simple travel on their winding path through life, but must sneak in the shadows and unbar ways that have been 
  locked to them. As such on a roll of 1 to 2 a Prodigal may pick any mundane lock and on a roll of 1 to 3 may move 
  stealthily. 
  Spellcasting – Starting at the second level the Prodigal begins to be able to cast spells outside of their Cantrip ability. At the 
  beginning of every level the Prodigal must choose their new spells that they have gained. Unlike the Caster and the Blood 
  Witch who can continually change which spells they know (as long as they discovered new magic or the Magic has sung 
  them respectively), the Prodigal is forever locked to the spells that she initially chooses and can never change them.
  Table 3 – Prodigal Advancement
  Spells by Level
  LVL
  EXP
  HD (d8) ST
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  2,000
  1
  16
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  4,000
  2
  15
  1
  -
  -
  -
  -
  -
  -
  -
  -
  3
  8,000
  3
  14
  1
  -
  -
  -
  -
  -
  -
  -
  -
  4
  16,000
  4
  13
  2
  1
  -
  -
  -
  -
  -
  -
  -
  5
  32,000
  5
  12
  2
  1
  -
  -
  -
  -
  -
  -
  -
  6
  64,000
  6
  11
  3
  2
  1
  -
  -
  -
  -
  -
  -
  7
  128,000
  7
  10
  3
  2
  1
  -
  -
  -
  -
  -
  -
  8
  150,000
  8
  09
  4
  3
  2
  -
  -
  -
  -
  -
  -
  9
  250,000
  9
  08
  4
  3
  2
  -
  -
  -
  -
  -
  -
  10
  350,000
  10
  07
  4
  3
  2
  1
  -
  -
  -
  -
  -
  11
  +100,000
  11
  06
  5
  4
  3
  2
  -
  -
  -
  -
  -
  12
  +100,000
  +2hp
  06
  5
  4
  3
  2
  -
  -
  -
  -
  -
  13
  +100,000
  +2hp
  06
  5
  4
  3
  3
  1
  -
  -
  -
  -
  14
  +100,000
  +2hp
  06
  5
  4
  3
  3
  1
  -
  -
  -
  -
  15
  +100,000
  +2hp
  06
  5
  5
  4
  3
  2
  -
  -
  -
  -
  16
  +100,000
  +2hp
  06
  6
  5
  4
  3
  2
  -
  -
  -
  -
  17
  +100,000
  +2hp
  06
  6
  5
  5
  4
  3
  1
  -
  -
  -
  18
  +100,000
  +2hp
  06
  6
  5
  5
  4
  3
  1
  -
  -
  -
  19
  +100,000
  +2hp
  06
  6
  5
  5
  5
  4
  2
  -
  -
  -
  20
  +100,000
  +2hp
  06
  6
  5
  5
  5
  4
  2
  -
  -
  -
  21+
  +100,000
  +2hp
  06
  6
  5
  5
  5
  5
  3
  1
  -
  -
  Table 4: Prodigal Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  6-7
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  8
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  9
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  10-11
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  12
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  13-15
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  16
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  17-19
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  20
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  
  The Ruca
  Ruca are short humanoid creatures descended from the God of Dogs. Typically standing between three-and a-half to four-
  feet tall, there is little to distinguish a Ruca from a Halfling except for the short dog-like ears that poke out from their hair 
  and a long, furry tail. Like Chesh, the Ruca do not have a homeland of their own and have integrated in most human cities 
  as merchants, farmers, and general laborers.  Rucas are naturally friendly, and many of the other race, especially humans, 
  find it hard to dislike or hurt a Ruca. As such Rucas typically find themselves as mediators in treaty conflicts, working as 
  bouncers at taverns, and so on. Add to their natural friendliness a fierce loyalty to their friends and families and the Ruca 
  have become the most integrated of the demi-human races.
  Prime Attribute: Charisma, 13+ (5% experience bonus)
  Hit Dice: 1d6
  Weapons permitted:  All but Magical
  Armor Permitted: Chain, Leather, Shield
  Alignment Restrictions: All Ruca must be Lawful. If you use a nine point alignment chart then Good and Neutral are also 
  allowed as long as part of the Lawful spectrum. No Ruca can be Chaotic or Evil.
  Ruca Abilities
  Bite - Rucas can attack with their sharp teeth for 1d4 damage. At 5th level the damage increases to 1d4+2. There is a 40% 
  chance that a Ruca Bite Attack will result in a Grapple attempt (Save negates).
  Heavy Lifter - Rucas can carry twice the amount of weight as a human with the same Strength Score and suffer no 
  movement penalties.
  Keen Senses - Rucas  gain a +2 bonus on Saving Throws where their keen sense of smell could logically be of use.
  Pack Mentality - At 4th Level the Ruca gains a +1 bonus to all to-hit and damage roll when protecting a fallen ally. This 
  increases to +2 at 8th level and +3 at 12th.
  Bark - At 6th level the Ruca can let out a resounding bark once a day that draws on the Power of their progenitor. Every 
  creature in a 60’ cone before the Ruca must succeed a Saving Throw or be affected as with a Fear Spell. At the 8th level this 
  ability can be used twice a day.
  Referee Options: Howl over Bark
  The Referee may choose to replace the Ruca's Bark ability with another ability known as Howl. Unlike the Bark's 
  offensive nature, the Howl works to illicit within the Ruca's team-mates the primal nature of the pack and granting them a
  +1 bonus to all actions for a duration of turns equal to half the Ruca's level rounded down. The Howl ability is gained in 
  the 6th level and can be used once a day. At the 8th level the ability can be used twice.
  Table 1: Ruca Advancement
  Level
  Exp
  HD (d6)
  Saving Throw
  1
  0
  1
  17
  2
  2,000
  2
  16
  3
  4,000
  3
  15
  4
  8,000
  4
  14
  5
  16,000
  5
  13
  6
  32,000
  6
  12
  7
  64,000
  7
  11
  8
  128,000
  8
  10
  9
  170,000
  9
  9
  10
  300,000
  +2
  8
  11+
  +130,000
  +2/level
  7
  
  Table 2: Ruca Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  2-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  7-10
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  11
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  12-15
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  16
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  17-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  Advance Class Options
  The Draken-Knight
  As a Draken-Knight you are a warrior of divine resolve, courage and cunning. You have fought against the tide of chaos and
  darkness that constantly vies for control of the land.  Far to the north your name has been heard in tales of great deeds, and a
  summons has been issued to you to come and take the next-step in your journey as the sword-arm of the Gods of Order.
       Draken-Knights are an ancient Order created to ensure the will of the Gods of Order is seen throughout the world. Once 
  a generation the elders of the Order summon the brightest lights of the world to take the challenge of the Draken Pits and 
  emerge as a new Brother Knight. Once a new Brother (or Sister) Knight has been ordain he is quested with assuring the will
  of the Gods of Order until he is once more summoned to take his place as one of the Elders of the Order.
  Prime Attribute: Strength 13+ (+5% experience bonus)
  Hit Dice: 1d8/Level
  Armor/Shield Permitted: Any
  Weapons Permitted: Halberds, Pole-arms, Long-swords
  Races Permitted: Humans
  Class Permitted: Fighters  level 5+ 
  Special Restrictions: Can no longer take levels of Fighter, Can only advance to the 5th level of Drake-Knight
  About Draken-Knights
  Alignment: Draken-Knights mus be of Lawful alignment or they will revert to the abilities of a normal Fighter and their 
  Drake may eat them.
  Magic Items: Draken-Knights are bound by the same restrictions as a Fighter for the use and ownership of magical items.
  Alliances: Draken-Knights are bound by the same restrictions as a Fighter.
  Drakes: Draken-Knights are psychically bonded to their drake and cannot replace or ride another drake should their’s have 
  died or be unavailable.
  Fighter Abilities: The Draken-Knight retains all of the abilities, experience, and Hit-Dice he had as a Fighter.
  Draken-Knight Class Abilities
  Drake: At first level, the character becomes bounded to a new-born drake which will serve as the Draken-Knight’s steed 
  and companion until the death of itself and the Draken-Knight. Should the Drake die before the Knight the knight must 
  succeed a saving-throw or follow the drake into death because of their empathic connection.
  Spell-Casting (2nd): Starting at 2nd Level the Draken-Knights gains the ability to summon and use divine magics.
  Protection from Evil (3rd): Starting at third level the Draken-Knight can cast protection from evil as per the Clerical Spell
  Empathic Connection(4th): Starting at fourth level the Draken-Knight’s empathic connection has increased with his drake 
  to the point that he can begin to sense the emotions and motivations of others. This gives the character a +2 to all saves 
  against mental effects and a +1 to parries, dodges and to-hit rolls.
  Elder Rank (5th): When the Draken-Knight reaches the 5th Level he will be summoned once more to the headquarters of the
  Order and promoted to the rank of Elder. From that point on he is given control of a clutch of Drake eggs to watch over until
  the next challenge is issued.
  Table 1 – Draken-Knight Advancement
  Spells by Level
  LVL
  EXP
  HD (d8)
  ST
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  48,000
  1
  10
  -
  -
  -
  -
  -
  -
  -
  -
  -
  2
  96,000
  2
  9
  1
  -
  -
  -
  -
  -
  -
  -
  -
  3
  192,000
  3
  8
  2
  1
  -
  -
  -
  -
  -
  -
  -
  4
  384,000
  4
  7
  3
  2
  1
  -
  -
  -
  -
  -
  -
  5
  650,000
  5
  6
  3
  3
  1
  -
  -
  -
  -
  -
  -
  
  Table 4: Draken-Knight Attack Table
  Target AC Value
  9
  [10]
  8
  [11]
  7
  [12]
  6
  [13]
  5
  [14]
  4
  [15]
  3
  [16]
  2
  [17]
  1
  [18]
  0
  [19]
  -1
  [20]
  -2
  [21]
  -3
  [22]
  -4
  [23]
  -5
  [24]
  -6
  [25]
  -7
  [26]
  -8
  [27]
  -9
  [28]
  Level
  1
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  2
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  3-4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  5
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  Drakes
  Drakes are the younger cousins of the Dragons. Afforded with a grand intelligence the Drakes are child-like in their 
  curiosity and need to experience and explore. Many Draken-Knights have compared their Drakes with kittens in regards to 
  their playfulness, exuberance, and the like. All Drake posses the telekinetic ability to speak with their rider as well as to 
  share abstract ideas in non spoken ways. 
  Prime Attribute: Strength 13+ (+5% experience bonus)
  Hit Dice: 1d10/Level
  AC: 3 [16]
  Attacks:  Bite (2d4+lvl), Breath Weapon – Fire (see dragon), Claw (4d6+level)
  Save: 14 (-1 per level)
  Move: 12/60 flying
  Special: Empathic Link, Flying, Breath Weapon
  Drakes increase level with their riders. Bonuses apply to Attacks and save up to the fifth level. After the fifth level Drakes 
  receive +3 hit points per level.
  
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  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 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Fifth Edition Fantasy #1: Glitterdoom, copyright © 2014 Goodman Games, all rights reserved,
  visit www.goodman-games.com or contact info@goodman-games.com. SECOND PRINTING, OCTOBER 2014.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Monstrosities, Copyright 2012, Matthew J. Finch
  New Class Options, copyright ©2015 Genius Loci Games, all rights reserved, visit www.geniuslocigames.blogspot.com
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Classes & Characters/New Class Options for SW Core.pdf