dar Origo Liber

dar vach'Glaur

Being an Essay regarding Player Character Races and Classes

Considerations for Standard PC Races

The folk of the Verméan continent are compromised of all those listed in the PHB and also the OSRIC SRD. This section details how each of the basic races are treated and regarded in the lands of the Usherwood Adventurescampaign setting. Additionally, a three new character races and two new character classes are introduced later in this section.

DwarfDwarves

Dwarves are one of the races of non-magical Yyrch. Dwarves are hardy souls who thrive on struggle, hardship, and battle.

Player character dwarves may come in any of the sub-races as prescribed in the PHB or OSRIC SRD, or as defined by the GM in any individual campaign.

Racial affinities; follow those prescribed in the PHB and OSRIC SRD. Additionally, dwarves hold a strong hatred for any bloodstrain of Dragon Hordling. Dragon Hordlings who worship Avitori may be tolerated in rare individuals.

Character classes; the dwarf character may be of any class prescribed within the PHB and OSRIC SRD. Additionally, dwarves may also perform as four of the Verméan Bard sub-classes (described hereaafter); Racaraide Bard (8th level max.), Lorist Priest (6th level max.), Lyrist Veteran (10th level max.), or Jongleur Magsman (10th level max.).

Geographic occurrences; dwarves occur in several large clans throughout the tallest mountain ranges, south of the Mines of Echteleone and north Crandall Peak. A reclusive clan is rumored to maintain an enormous secret complex of caves within the north arm of the Lysianassa Mountain Range, from which they hold a vigil over the activities of Khizha Peak. A small clan populates the dominant mountain of the Usher Arm Peninsula, beneath Arnegelius Peak.

ElfElves

Elves are an offshoot of the first race of Man from the days before the Coming of the Nine. Humans would say that elves—also called Il'cris—are the second race of Besh. Elves claim they are the 'improved' original race, and that humankind is the castoff lesser strain of their common bloodline.

The truth of the matter is, the elven races share common physiological and ancestral roots with humans, only their histories differ by virtue of their historical divine patronage. As a result of this common bloodline, only humans may interbreed with elves to produce half-elves.

Elven sub-races fall along the lines of those prescribed within the MM[1], and the MMII; aquatic (en'wameryn), gray (il'cris), high (en'cris), wild (en'delfth), wood (il'beren), valley (en'maren). Each of these sub-races retains unique characteristics that GM's and players alike are encouraged to carry forward into the game;

  • Aquatic (en'wameryn); the origins of the en'wameryn place the race of the aquatic elf being driven from mortals lands during the Third Dragon war. The largest community of aquatic elves exists in the deep waters of the Sea dar de Imperium, southeast of the Usher Arm Peninsula, though smaller communities can be located all around the coastline of the continent, save those in the colder regions of the Northern Territories. PC aquatic elves will have great difficulty if separated from salt waters for too long. Though they are perfectly capable of breathing above water, their skin will dry out from the lack of moisture, salt, and other marine-based minerals. But the obvious advantage for the PC is their ability to maneuver and breathe under water.
  • Dark (ir'thelar); the ir'thelar are a mean, spiteful race of evil elf. These thoroughly hateful creatures were driven from the sunlit surface world many hundreds of years ago. Even their continued existance is the stuff of legend. No known communities are recorded in any contemporary census. Elves of this blood-line cannot be player characters, unless otherwise allowed by individual GM's.
  • Gray (il'cris); the gray elf is a direct descendent of the original sibling race of Man, known as the il'cris. These peoples are regal and majestic, and harbour a great love of artistry in all things they create. Full-blooded gray elves retain the true gift of immortality. Though gray elves will succumb to disease and injury, they will not die as a result of old age. However, as a result of this longevity, il'cris reach a point in their lifetime where they feel the 'sea-longing', which is a irresistible desire to return across the sea. Their destination is ultimately unknown, though rumor among the mortal races is that they return to their legendary homeland; the kingdom of Kahl'vaed on Parad'yse Isle. The gray elf is very aware of their own superiority over other elven races, and will pointedly remind others of their higher standing. Gray elves do not as a rule get along well with wild elves, whom they regard as dangerously unpredictable, and offensively uncouth.
  • High (en'cris); the high elf is a generic conceptualization of all the elven races (excluding the aquatic elf). These are the most commonly encountered elven sub-races when used as a PC.
  • Wild (en'delft); the en'delft are cousins with the il'beren; the wood elves. This strain of the elven races is the most chaotic, bordering on chaotic neutral alignments. Many of the en'delft, in fact, pay hommage to Bolc; patron deity of chaotic neutral beings.
  • Wood (il'beren); il'beren are only slightly more civilized than are the en'delft. The wood elves regard trees as the supreme beings upon the mortal world, and their entire civilization revolves around this belief.
  • Valley (en'maren); the en'maren valley elves are closely related to the high elven blood line. The principal differences between the valley and the high elves is in their attitude towards the other races; the en'maren get along better with halflings than do high elves, but not as well with humans.
Wild elves, also known as en'delft, are based on the grugach elf found in the MMII.

Racial affinities; follow those prescribed in the PHB and OSRIC SRD, with the exception that all elves view halflings with goodwill. Additionally, elves hold a strong antipathy for any bloodstrain of Dragon Hordling. Dragon Hordlings who worship Orvvite are greeted with tolerance.

Character classes; the elf character may be of any class prescribed within the PHB and OSRIC SRD. Additionally, elves may also perform as five of the Verméan Bard sub-classes; Racaraide Bard (unlimited), Lorist Priest (5th level max.), Lyrist Veteran (unlimited), Sonneteer Magician (8th level max.), or Jongleur Magsman (unlimited).

Geographic occurrences; small populations of elves can be found throughout the continent, generally located within expansive groves of dense woodland. The larger communities are known to occur on the Usher Arm Peninsula, within the Thaelmarthir Wood; in the Central Continent within the Khizha Plateau and the Greylo Plateau; and on the Isle dar de Xerksis within the Caracatus Forest. An enormous city-state of elves is said to exist on Logh Ghug Island within the Alvitimos Isles.

GnomeGnomes

Gnomish history begins in the era shortly following the creation of the dwarves by Verda'an. The gnomish peoples relate how their demigod — Durl Bomboff — created the first gnome-man and first gnome-woman from two gem stones; the gnome-man from an emerald, the gnome-woman from a ruby. To this day, gnomish peoples prize these stones above all others.

Player character gnomes may come in any of the sub-races as prescribed in the PHB or OSRIC SRD, or as prescribed by the GM in any individual campaign.

Racial affinities; follow those prescribed in the PHB and OSRIC SRD. Additionally, gnomes hold a strong hatred for any chromatic bloodstrain of Dragon Hordling, and semi-sympathetic antipathy for any metallic bloodstrain of Dragon Hordling. However, Dragon Hordlings of any bloodline who worship Avitori are greeted with tolerance.

Character classes; the gnome character may be of any class prescribed with the PHB and OSRIC SRD. Additionally, gnomes may also perform as five of the Verméan Bard sub-classes; Racaraide Bard (unlimited), Lorist Priest (6th level max.), Lyrist Veteran (10th level), Sonneteer Trickster (8th level max.), or Jongleur Magsman (unlimited).

Geographic occurrences; gnomes are probably the rarest of the major demihuman civilizations. There are only three known major communities of gnomes known to exist on the continent; Fioonghula on the Usher Arm Peninsula, Speo on the Isle dar de Xerksis, and Everbung in Angel Pass below Crandall Keep. Smaller communities are thought to exist throughout the Central Continent hidden deep in dense woodlands, though none have ever been found.

HalflingHalflings

Halflings come in three sub-races; harfoots, stouts, and tallfellows. Save their physical differences, the three strains of halflings are generally similar, and for the most part, get along very well with one another.

Harfoots are the shortest of three races of halfling, standing at just 3 ft-tall in the average individual. Being small and nimble, the harfoots make excellent thieves (or, 'borrowers of lost items' as they prefer to justify it).

Stouts are of middling stature, topping out near 3-1/2 ft-tall, but never growing beyond 4' tall. The stout folk are frequently found as bards, playing the more folksie inns and taverns throughout the Northern Territories and northern regions of the Central Continent.

Tallfellows are easily distinguished from the harfoots and stouts as they stand on average at 4-1/2 ft-tall, with rare individuals nearing 5 ft, and are generally slimmer than either the harfoots or the stouts. In such individuals, if it were not for their large hairy feet, they would very nearly pass for very short humans. These halflings are more likely to engage in adventurous journeys than would either the harfoots or the stouts. They perform well as fighters, and sometimes can even ride horses in very unique individuals.

It is recorded that all three strains of halfling share an unknown common ancestral race.

Racial affinities; follow those prescribed in the PHB and OSRIC SRD. Additionally, halflings view any chromatic bloodstrain of Dragon Hordling with antipathy, and sympathetic tolerance for any metallic bloodstrain of Dragon Hordling. However, Dragon Hordlings of any bloodline who worship Avitori are greeted with goodwill.

Character classes; the halfling character may be of any class prescribed within the PHB and OSRIC SRD. Additionally, halflings may also perform as four of the Verméan Bard sub-classes; Racaraide Bard (unlimited), Lorist Ovate (6th level max.), Lyrist Veteran (8th level), or Jongleur Magsman (unlimited).

Geographic occurrences; halflings are found living in small communities generally within several days' ride from major human settlements of goodly alignments. This is due to the fact that halflings will do much trading and commerce with humans. Halfling communities will always be located within rich farm lands, where thinly forested woodlands are nearby. The largest and best known halfling settlement is North Ridge located on the Usher Arm Peninsula.

Half ElfHalf Elves

Half-elves are the inter-breeding of human (including all detailed sub-races), and an allowed player character race of the elven people. Therefore, it is possible to have nubian-sylvan half-elf, oriental-grey half-elf, european-high half-elf combinations. However, the traits and skills of all half-elven individuals remain identical. Half-elf combinations should not occur with sea elves and dark (drow) elves (unless your individual campaign rules allow such to happen).

Due to genetic incompatibilities between elves and other demihuman races, off-spring of non-human races (such as orc, dwarf, etc.) do not survive more than a few years, and so player-characters of such bondings will never occur. However, some very rare individuals may occur as NPC's.

Half-elves across the continent are generally seen as low-class bastard children within both elven and human communities as a rule. Regarded as flighty by their human kin, and uncouth and unsophisticated by their elven relations, half-elves generally have a hard time fitting in with either society for long periods of time. For this reason, half-elves, over the long period of their extended lives, tend to migrate into informal nomadic tribes. These tribes develop strong familial bonds, and unless a high crime is committed, once a half-elf is admitted into any particular tribe, they become a welcome member for the remainder of their days. Occasionally, a human or full-blooded elf may be invited to become adopted by a tribe of half-elves. Such an honor is rare, but to be greatly prized, for the half-elves are among the most loyal companions once a bond has been established.

Joining a half-elf tribe, first requires a member of the tribe (usually this would be an elder member, though in most tribes, any individual able to speak on the candidate's behalf would suffice) presenting you to the tribal elders as a candidate. Further, admission always requires a ritual, and sometimes a non-lethal (yet still challenging) task to be performed by the candidate.

The more well-known tribes are;

  • Northern Territories; Yggdrasil, Stargazer, Goldenrod, Rosenmadder, Naughtenborne
  • Central Continent; Cannabau'djal, Cano'ba,
  • Southern Continent; Ran'hsar, Jadmar, Desertflower
  • Omanthrid Guilds; Correlthian, Brightsail, Seapeony

This represents only a partial listing of the tribes that exist. The aforementioned are simply the most active, (in)famous, or largest of the known tribes.

Racial affinities; follow those prescribed in the PHB. Additionally, half-elves view any chromatic bloodstrain of Dragon Hordling with hatred, and tolerance for any metallic bloodstrain of Dragon Hordling.

Character classes; the half-elf character may be of any class prescribed within the PHB and OSRIC SRD. Additionally, half-elves may also perform as six of the Verméan Bard sub-classes; Racaraide Bard (unlimited), Lorist Priest (5th level), Lorist Ovate (unlimited), Lyrist Veteran (unlimited), Sonneteer Magician (6th level), or Jongleur Magsman (unlimited).

Geographic occurrences; being nomadic, half-elves are found everywhere except in the coldest regions of the Northern Territories.

Half-orcs

Refer to the section under New PC Races hereafter.

Humans

Humans are the only race to populate the whole of the continent. Humans also come in many sub-races, and may be compared to european (common; occurring throughout the continent), american indian (very rare; occurring only on the arid plains of the southwest), middle eastern (uncommon; may occur anywhere, but is most common in the Southern Continent), far eastern (very rare; occurs only in small communities in the southwest continent), nubian (common; occurring throughout the continent), and latin (rare; occurs only in the Southern Continent, and in small pockets of the Omanthrid Guilds).

The word human comes from the original Sarngoch term—hhu'mahni—which means 'the Forsaken Man'.

Racial affinities; follow those prescribed in the PHB. Additionally, humans greet the blood strains of the Dragon Hordlings with suspicious tolerance. Humans sharing a common alignment with a Dragon Hordling individual my create a strong friendship. Mating between humans and Dragon Hordlings, while not a common occurrence, is not unheard of, but would, by physical necessity, be restricted to one-quarter hordlings and humans.

New PC Races

Half OrcHalf Orcs

As with half-elves, half-orcs do not fully fit in with either of its parent races. They are the result of inter-breeding human (including all detailed sub-races), and orcs. Therefore, it is possible to have a nubian-orc, oriental-orc, european-orc, etc., combinations. Individuals will have varying traits dependant on their orcish parentage (refer to the New Creatures section for details on the orc parent races).

Due to genetic incompatibilities between orcs and other demihuman races, off-spring of non-human races (such as elf, dwarf, etc.) do not survive more than a few years, and so player-characters of such a bonding will never occur. However, some very rare individuals may occur as NPC's.

Goblinesque half-orcs are short of stature, topping out at a maximum of 5 ft-tall (considered 'giants' among their kind). This strain of half-orc will have a STR of not less than 5 and not more than 16, an INT of not less than 3 and not more than 18, a WIS of not less than 3 and not more than 17, a DEX of not less than 5 and not more than 18, a CON of not less than 9 and not more than 18, and a CHA of not less than 3 and not more than 12.

The breeding of the goblinesque half-orcs with humankind is generally the result of a male goblinesque orc raping a female human. A goblinesque half-orc child is generally ridiculed as a hated parasite by the human community, though sometimes individuals with a higher Charisma attribute (i.e., a score of 6 or more) could be looked upon with pity by folk of the human races. But within a tribe of goblinesque orcs, the half-orc would quickly gain stature and respect in the community due to its higher strength, intellect, wisdom, and charisma that would invariably have over others in the community.

Goblinesque half-orcs (even those with a high CHA attribute) will have a far more difficult time disguising their orcish parentage, than would a standard half-orc. They tend to be warty, covered in patches of bristly hair, have chronic skin disorders such as lupus and psoriasis (as well they are prone to developing skin cancers at early ages—this is denoted in individuals with lower Charisma attributes), and are frequently stoop-shouldered and club footed (denoted in those individuals with lower DEX attributes).

Due to their somewhat higher intellect (on average) than standard half-orcs, goblinesque half-orcs may achieve higher levels in the cleric class, and some rare individuals have even become magic-users of small repute. Goblinesque half-orcs may become clerics (maximum 6th level), fighters (maximum of 6th level), magic-user (maximum 4th level) thief (maximum of 10th level), or assassin (maximum of 10th level). They may become a multi-classed cleric/fighter, cleric/thief, cleric/assassin, fighter/magic-user, fighter/thief, fighter/assassin, or magic-user/thief.

Goblinesque Half-Orc Age and Aging

 

ClassStarting Age

MaturityAge Range
Cleric20 + 1d4Young Adult14-17

Fighter15 + 1d4Mature18-25
Magic-User40 + 1d8Middle Aged26-40
Thief20 + 1d4Old41-60
Assassin25 + 1d4Venerable61-90
Verméan Bard30 +1d6Ancient91-115

Orgre half-orcs are tall, standing at a minimum of 6 ft-tall and topping out at a maximum of 7-1/2 ft-tall. This strain of half-orc will have a STR not less than 12 and not more than 18/00, an INT of not less than 3 and not more than 12, a WIS of not less than 3 and not more than 12, a DEX of not less than 3 and not more than 14, a CON of not less than 14 and not more than 19, and a CHA of not less than 3 and not more than 10.

The breeding of the orgre half-orcs with humankind is always the result of a male orgre raping a female human. A orgre half-orc child is generally subject to one of two fates; either they are ridiculed as a hated parasite by the human community, or, they are slain and consumed by the orgre community. Therefore, any non-evil orgre half-orc is a rare thing as a result of this hellish upbringing.

Also, as a result of this tormented youth, orgre half-orcs behave much like human berserkers, and have a serious inability to control their rage. This trait is especially beneficial in combat where the orgre half-orc player character may opt for either a +2 TH attack, or, two attacks per round. Against other orcs (of any breed), it is 65% likely that the orgre half-orc character will be unable to control their rage (at the start of a given encounter), and charge into melee at first sight of the enemy, shouting at the top of its lungs in a battle rage. Against non-orc creatures, the opportunity for this battle rage drops to 45%. The battle rage will last 2d4 rounds, during which time the character will attack anything within range, even going so far as to attack allies if no enemy is within sight. During the period of the battle rage, the player character attacks with an additional +1 TH and +1 DAM on all rolls. Therefore, a battle raging orgre half-orc could strike an enemy once at +3 TH and +1 to DAM, or it may strike twice at +1 TH and +1 to DAM. This is in addition to other combat modifiers.

But the orgre half-orc may conduct a save against this rage (in effect, the creature comes to its senses, and represses the desire to kill the object of its rage). The save required is a roll of 3d6 versus the Wisdom attribute, adjusted by the player character's level. Therefore, a 5th level orgre half-orc fighter with a Wisdom score of 10 encounters a common orc. It flies into a battle rage (throwing under 65% against its battle rage occurrence probability). However, as the rage comes over the fighter's mind, 3d6 are rolled with a result of 5, adjusted upwards by 5 due to the character's experience level, for an end result of 10. As the save equates (or is less than) the character's Wisdom attribute, they overcome their desire to kill the object of their hatred in favor of a more thoughtful strategy.

The fighting style of the orgre half-orc is more based on brute strength and mindless physicality than it is based upon any intellectual thought process of strategy. However, due to their inability to study even the most rudimentary of teachings (as a rule), orgre half-orcs may only become fighters (maximum of 8th level), thieves (maximum of 8th level), or assassins (maximum of 5th level). They may become a multi-classed fighter/thief or fighter/assassin.

Orgre half-orcs are incapable of learning any languages other than orcish and the common speech of man, irregardless of INT attribute scores.

Orgre Half-Orc Age and Aging

 

ClassStarting Age

MaturityAge Range
Thief13 + 1d4Mature18-23
Assassin16 + 1d4Middle Aged24-30
  Old31-40
  Venerable41-50
  Ancient51-60

Standard half-orcs are of the sort more commonly described in the PHB and OSRIC SRD. They will be subject to all the racial limitations and abilities listed therein.

Racial affinities; follow those prescribed in the PHB. Additionally, half-orcs view any bloodstrain of Dragon Hordling with hatred. Orgre half-orcs also view other breeds of orcs with hatred.

Character classes; in addition to the class allowances mentioned previously, goblinesque half-orcs may also perform as four of the Verméan Bard sub-classes; Lorist Priest (4th level), Lyrist Veteran (6th level), Sonneteer Magician (4th level), or Jongleur Magsman (10th level). Orgre half-orcs are limited to those classes mention previously in the race description. The standard half-orc character may be of any class prescribed with the PHB and OSRIC SRD. Additionally, standard half-orcs may also perform as two of the Verméan Bard sub-classes; Lyrist Veteran (6th level), or Jongleur Magsman (8th level).

Geographic occurrences; as with half-elves, half-orcs can be found anywhere on the continent in small numbers. They are typically located in human communities where unique individuals might blend in with the general populace. They can be found in the greatest numbers within the large cities of the Southern Continent.

Dragon HordlingDragon (Half) Hordling

Dragon Hordlings are extremely rare. They were originally created by magics employed by evil dragons during the Kahl'drago Karg (or, First Dragon Wars as they are named in the common tongue) as slave labor and shock-troops. Through the use of enchanted medallions, the dragon lords transformed humans and demihumans alike into horrific crosses between human-like creatures, and dragon-kind.

Following the First Dragon Wars, the medallions were lost in the dragons' flight from mortal lands. Their masters lost or forgotten, the folk affected by the dragon masters became somewhat freed from the medallions' influence.

During the Drago'nith Karg (or, Second Dragon Wars as they are named in the common tongue), the generals of the brass and copper dragon contingents lobbied Jasal'aran to create hordling armies of their own to combat the ranks of the chromatic dragons. But the god of the metallic dragons refused the request, and the leaders of the gold, bronze, and silver dragons refused to back-up the request of the brass and copper dragons. But in secret, the brass and copper dragons created their own armies of hordlings. And it was these hordlings that ultimately turned the tide against the evil hordlings. But Jasal'aran saw the creation of the hordlings of the brass and coppers as a traitorous act nonetheless, and forced the release of those hordlings with the destruction of the brass and copper medallions which created them.

Dragon Hordlings come in all the varieties of evil dragon-kind; black, blue, green, red, and white, as well as brass and copper individuals (though these latter two are extraordinarily rare, and their inclusion in the campaign world as PC's should be monitored very closely by the GM), and each has unique powers and personalities according to the originating dragon species.

Full-blooded hordlings are not playable as player characters, as they are considered to be completely under the influence of the dragon who created them, and are thus treated as monsters. Though they may be playable as NPC's. All hordling PC's will be half-blooded individuals (as with half-elves, and half-orcs).

Hordlings have infravision capabilities to 60', so they can see up to 60 ft in the dark, noting varying degrees of heat radiation.

The PC will have a minimum STR of 12, a maximum INT of 13, a maximum WIS of 16, a minimum DEX of 10, a minimum CON of 12, and a maximum CHA of 14 (brass and white hordlings may have a maximum CHA score of maximum 16). They typically live to around 250 years of age.

Hordling Flight

All hordlings are capable of flight at 90 ft per turn, in flight class 'B', for a maximum of 3 turns before requiring rest for an additional 6 turns. Hordlings wearing armor of any sort (excluding the use of rings, bracers, capes, and similar devices) may not engage in flight. Similarly, a hordling carrying more than 25% of its body weight in equipment may not engage in flight. Land-based movement is identical to that of humans.

Hordling Classes

Hordlings of any stripe may be the following classes; cleric, fighter, magic-user, thief, assassin, and monk (blue and green hordlings only). They may also become multi-classed cleric/fighter, cleric/thief, cleric/assassin, fighter/magic-user, and fighter/thief.

Hordling Alignment

Hordlings of all species may be of any alignment, except where alignments are diametrically opposed to the originating dragon species (i.e., a black dragon hordling may not be of lawful good alignment, a blue dragon hordling may not be of chaotic good alignment, etc.)

All hordlings are able to speak the common tongue of man, their alignment language, and the language of their dragon ancestry. They may learn a maximum of 5 additional languages.

Description: Hordlings have partially-developed wings and a short 1 ft tail . Their nails have grown into shiny talons, approximately 1/2 ft-long, and their bodies (including the face) will be 60% covered in scales the color of their dragon species. They will be unable to fly while wearing armor of any type (both of which may not be disguised under any clothing, though special armor may be constructed for them — add 75% to the cost of normal 'human' armor). Their eyes will take the coloration of the hereditary dragon species with cat-like pupils.

Hordling Sub-races

Originally, the dragons were able to convert any human, or demihuman race (elf, dwarf, halfling, gnome, orc, et. al.) into full hordlings. However, only the human strains were able to reproduce successfully, and thus perpetuate the 'species'.

Black Hordlings; these creatures prefer to scratch out a living in areas which lie near swamps, marshes, and brackish waters. For this reason, they are typically found living in and near cities and villages which lie at the confluence of rivers and streams, or such waters that empty into salt water seas and oceans. They detest dry climates, and therefore will only travel to desert and tundra climates under great threat by a more powerful being, or where great reward is expected.

Black Dragon Hordlings, in addition to weapons, may attack with a claw/claw/bite routine, inflicting 1-3/1-3/1d4 DAM. In addition, the black hordling may also attack by use of a minor breath weapon. This breath weapon is a stream of acid 3/4 ft-wide and extending 5 ft in a straight line, and inflicts 1d8 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the black hordling provides the PC with an unarmored AC of 6. This protection is not in addition to protections provided by the wearing of armor. For example, a black hordling wearing scale mail and using a shield, is still at AC 5.

Black hordlings have an innate resistance to acid-based attacks, making their required saving throws at +1.

Blue Hordlings; these creatures prefer dry and arid climes, and will not reside for long periods of time in regions that receive more than 8 inches of precipitation annually. They do not like traveling by boat, and will avoid swimming whenever possible.

Blue hordlings, in addition to weapons, may attack with a claw/claw/bite routine which inflicts 1-3/1-3/1d6 DAM. In addition, the blue hordling may attack by use of a minor breath weapon. This breath weapon is a bolt of electricity (lightning) 3/4 ft-wide and extending 5 ft in a straight line, and scores 1d8 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the black hordling provides the PC with an unarmored AC of 5. This protection is not in addition to protections provided by the wearing of armor. For example, a black hordling wearing chain mail and using a shield, is still at AC 4.

Blue hordlings have an innate resistance to electrical-based attacks, making their required saving throws at +1.

Brass Hordlings; these creatures crave hot dry regions, and cannot abide cold or wet conditions. They will not travel into areas with mean temperatures less than 60˚ fahrenheit for long periods of time. They tend to be boarish, officious, and talkative, instilling their opinion, asked for or not, in all situations, and among any company. Save for their brass-like metallic skin, a brass hordling with a CHA of 15 or higher can nearly pass themselves off as an elf (25% of the time), or a half-elf (45% of the time), and thusly, may mix quite easily with general populations.

Brass hordlings, in addition to weapons, may attack with a claw/claw/bite routine, which inflicts 1-2/1-2/1d6 DAM. In addition, the brass hordling may attack by a minor breath weapon. This breath weapon is a cloud of sleeping gas 3/4 ft-wide at its terminus and extending 5 ft in a straight line, and inflicts 1d6 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the brass hordling provides the PC with an unarmored AC of 5. This protection is not in addition to protections provided by the wearing of armor. For example, a brass hordling wearing chain mail and using a shield, is still at AC 4.

Brass hordlings have an innate resistance to sleep- and fear-based attacks, making their required saving throws at +1.

Copper Hordlings; these are the rarest variety of hordling. They crave warm rocky regions, and generally live lonely solitary lives. They can be selfish, thinking about what serves themselves and their cause (if they have one) before all other considerations.

Copper hordlings, in addition to weapons, may attack with a claw/claw/bite routine which inflicts 1-2/1-2/1d6 DAM. In addition, the copper hordling may attack by a minor breath weapon. This breath weapon is a bolt of electricity (lightning) 3/4 ft-wide and extending 5 ft in a straight line, and scores 1d8 if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the copper hordling provides the PC with an unarmored AC of 5. This protection is not in addition to protections provided by the wearing of armor. For example, a copper hordling wearing chain mail and using a shield, is still at AC 4.

Copper hordlings have an innate resistance to electrical- and slow-based attacks, making their required saving throws at +1.

Green Hordlings; these creatures favor forested areas, or regions near densely wooded lands. They tend have quick tempers, and can have great difficulty controlling it.

Green hordlings, in addition to weapons, may attack with a claw/claw/bite routine, which inflicts 1-2/1-2/1d6 DAM. In addition, the green hordling may also attack by use of a minor breath weapon. This breath weapon is a cloud of chlorine gas 5 ft-long, 3/4 ft-wide, 3/4 ft-high in a straight line, and scores 1d6 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the green hordling provides the PC with an unarmored AC of 6. This protection is not in addition to protections provided by the wearing of armor. For example, a green hordling wearing scale mail and using a shield, is still at AC 5.

Green hordlings have an innate resistance to poison, making their required saving throws at +1.

Red Hordlings; these are the most numerous of the rare blood-line of hordlings. They prefer to dwell in hilly and mountainous regions overlooking large established cities. They are the most prone to flaunt their powers, and will always (save in very unique individuals) quickly establish their own superiority above lesser hordlings and other demihumans. They tend to be mean and vicious to all other life forms (save in very rare individuals). However, they will bow to superior human strength when it is presented forcefully.

Red hordlings, in addition to weapons, may attack with a claw/claw/bite routine, which inflicts 1-3/1-3/1d8 DAM. In addition, the red hordling may also attack by use of a minor breath weapon. This breath weapon is a cone of fire, 10 ft-long, and 3/4 ft-wide in a straight line, and scores 1d8 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the red hordling provides the PC with an unarmored AC of 3. This protection is not in addition to protections provided by the wearing of armor. For example, a red hordling wearing plate mail and using a shield, is still at AC 2.

Red Dragon Hordlings have an innate resistance to fire-based attacks, making their required saving throws at +1.

White Hordlings; the weakest of the hordlings, white hordlings can nonetheless quite dangerous. They prefer living in cold, arid regions, and cannot tolerate warmer lands (with temperatures exceeding 80˚ fahrenheit) for more than a few weeks at a time. Save for their nearly pure white skin, a white hordling with a CHA of 15 or higher can nearly pass themselves off as an elf (25% of the time), or a half-elf (45% of the time), and thusly, may mix quite easily with the general populations.

White hordlings, in addition to weapons, may attack with a claw/claw/bite routine, which inflicts 1-2/1-2/1d4 DAM. In addition, the white hordling may also attack by a minor breath weapon. This breath weapon is a cone of cold, 10 ft-long, and 3/4 ft-wide in a straight line, and scores 1d4 damage if the victim fails a saving throw. A successful saving throw halves the DAM inflicted. This breath weapon may be used but twice per day.

The scaled hide of the black hordling provides the PC with an unarmored AC of 7. This protection is not in addition to protections provided by the wearing of armor. For example, a white hordling wearing studded leather armor and using a shield, is still at AC 6.

White hordlings have an innate resistance to cold-based attacks, making their required saving throws at +1.

Half Hordling Starting Age and Aging

 

ClassStarting Age

MaturityAge Range
Cleric50 + 2d8Young Adult51-100
Fighter30 + 2d4Mature101-140
Thief40 + 2d4Middle Aged141-180
Assassin45 + 2d8Old181-210
  Venerable211-250
  Ancient251-275

SarngochSarngoch

One of the first races, the Sarngoch are the imaginings of the nine gods. Gifted in the magics of the Gift of Making by virtue of their race, the Sarngoch are imbued with a magical essence from the day of their birth. Each individual is unique in the nature of their magic, and the magic's relative strength. Due to the magic inherent to the race, Sarngoch magic-users should not be permitted as PC's. Such magical strength would cause the game to become unbalanced. However, GM's may opt to allow such personalities as NPC's.

The Sarngoch PC will have a STR of not less than 3 and not more than 17, an INT of not less than 9 and not more than 18, a WIS of not less than 9 and not more than 18, a DEX of not less than 5 and not more than 18, a CON of not less than 3 and not more than 18, and a CHA of not less than 10 and not more than 19.

Sarngoch appear as nothing more than tall european-type humans (averaging 6 ft to 7 ft-tall in adults — roll 1d12, and add the result to a 6 ft basis, i.e., 6 ft + 1 on d12 equals 6 ft 1 in, 2 on d12 equals 6 ft 2 in, etc.), and they are generally more attractive than humans. Sarngoch also tend to live longer (see the table hereafter);

Sarngoch Starting Age and Aging

 

ClassStarting Age

MaturityAge Range
Cleric30 + 2d4Young Adult18-30
Fighter20 + 2d4Mature31-80
Thief25 + 2d4Middle Aged81-130
  Old131-170
  Venerable171-200
  Ancient201-250

Sarngoch PC's may be of the cleric class (limited to 8th level), and also in both fighter and thief classes (no level limitations). Sarngoch may also be multi-classed cleric/fighters, fighter/thieves, and cleric/thieves.

Due to their connection with the teachings of Tau, Sarngoch must always be lawfully aligned, though they may be good, neutral, or evil.

Due to their connection to the Gift of Making, much as a dwarf has a magical resistance due to their non-magical nature, the Sarngoch is extraordinarily sensitive to magic, and harbors within them an innate ability to cast minor spells or illusions. There are two types Sarngoch magic; magic-user and illusionist. The player must select the caste of magic their PC will draw upon. Characters selecting the magic-user caste are know as Sarngoch'cris. Those selecting the illusionist caste are known as Sarngoch'arnon. The power of the character's innate magic is dependant on their combined INT and CON ability scores.

All Sarngoch are able to cast two cantrips of their selected caste per day. This ability is adjusted per combined INT and CON abilities as follows;

If your campaign will not be using cantrips, substitute 1 first level spell for every four cantrips.

Spell selection may not be changed once determined. GM's may choose to determine the spell selection randomly. Each spell may be cast 2x per day, or the PC may choose to cast the spell once per day and double either the duration, the range, or the area of effect.
    combined INT and CON attributes below 30; 2 cantrips per day of selected caste
  • ...30-32; 4 cantrips per day
  • ...33-34; 4 cantrips per day, plus one first-level spell
  • ...35-36; 4 cantrips per day, plus two first-level spells and 2 cantrips from the other caste

As these spells are innate talents, the spells need not be memorized, and do not require a spell book. However, the character must meditate on the principals underlying the casting of the magic, and devote them to short-term memory during a full period of rest, just as magic-users must study their spells. Further, the Sarngoch do not require material components, but they will require all verbal and somatic components.

However, the Sarngoch's sensitivity to the magic inherent within the Gift of Making is a double-edged sword. Being at-one with the magic that surrounds them, at a molecular level, their biology also absorbs the damaging effects of magical attacks launched against them. All Sarngoch suffer a base -1 save versus all necromantic (i.e., magic-user and illusionist) spell attacks. As with their innate powers, the detrimental effects of magic against a Sarngoch are elevated depending upon the combined INT and CON attribute scores as follows;

    combined INT and CON attributes below 30; -1 save vs. necromantic magic
  • ...30-32; -1 save vs. necromantic magic and -1 save vs. rod/staff/wand
  • ...33-34; -2 save vs. necromantic magic and -1 save vs. rod/staff/wand
  • ...35-36; -2 save vs. necromantic magic and -2 save vs. rod/staff/wand

Saving bonuses due to a high WIS attribute (if applicable) will apply.

New Races: Ability Score Minimums and Maximums

 

 
Attribute
 Goblinesque
Half-Orc
Orgre
Half-Orc
HordlingSarngoch
StrengthM/FM/FM/FM/F
Minimum5/512/1212/123/3
Maximum16/1518.00/1718/1717/16
Intelligence    
Minimum3/33/33/39/11
Maximum18/1812/1213/1318/18
Wisdom    
Minimum3/33/33/39/9
Maximum17/1712/1216/1618/18
Dexterity    
Minimum5/53/310/105/5
Maximum18/1814/1418/1818/18
Constitution    
Minimum9/914/1412/123/3
Maximum18/1719/1818/1818/18
Charisma    
Minimum3/33/33/310/10
Maximum12/1210/1014/1419/19

Standard PC Classes

Considerations for Standard Character Classes

Over the long course of Beshian and Verméan history, the standard character classes have developed their own unique quirks and role-playing opportunities that players may wish to consider as they develop their character's attitudes, morals, and interactions with other characters and non-player personalities alike.

ClericThe Cleric

Clerics can be found most anywhere upon the continent and the surrounding islands where the Nine Gods and their courts are worshipped. Clerics will receive bonuses in combat when wielding the weapon of the deity and demigod (see the section on Verméan Pantheons). As a result of this weapon specialization, some clerics may even be allowed use of edged and bladed weapons (at the discretion of the GM).

The Druid

DruidThe ranks of druids are organized into five Orders. Each Order controls and protects a territory of the Verméan continent;

  • Canutulahina; in shear numbers, this order of the Central Continent makes up nearly 50% of all druids encountered throughout the entire Verméan continent.
  • Domanus Imperium; this order governs the Isle dar de Xerksis. The smallest of the five Orders, the Domanus Imperium nevertheless wields great power in its struggles against the sprawling city-states of Merthyr and the Imperium Vallis.
  • Eddarrnonn it'an Tudur; this order tends the hot deserts in the Southern Continent. They are experts in extracting water from the dry regions, and their talents at locating and purifying water are greatly sought, and highly prized.
  • Edith Duer; the druids of this order tend the delicate ecosystems of the Omanthrid Archipelago. Often confused with the pirates and thieves of the island chain, druids in this order resort to pirate-like tactics in protecting the waters and tropical desert islands of the region.
  • Noes'Cennaleph; this order covers all the lands of the Northern Territories. Geographically, it covers the largest land mass, and so its druids are kept very busy throughout the region, and their numbers, while large, are spread thin across the land. Being the home of the traditional home of the Great Druid (located in the village of Usherwood), it also wields the greatest power.

The Druid School at Usherwood; Within the Druidic school at Usherwood (famous throughout the continent among druids and rangers alike), there are nine Initiates of the 8th Circle (10th level), who are the teachers at the school; three Initiates of the 9th Circle (11th level) who serve as Masters; and one Druid (12th level) who serves as the Head Master at the Druid School at Usherwood.

Druids (12th level druid); of the remaining eight druids of this experience level; one commands each of the Orders of Domanus Imperium, Edith Duer, and Noes'Cennaleph; two command the Order of Eddarrnonn it'an Tudur; and three command the Order of Canutulahina.

Archdruids (13th level druid); of the Archdruids; one resides in a dense copse of woods within the Chandril Forest; one directs efforts against the Imperium Vallis and Merthyr from a secret mountaintop retreat on Imperium Mons; one holds an oasis which wanders the shifting sands of the Tarl'a Desert.

The Great Druid (14th level druid); whence resides the one Great Druid is ever a secret, and made known only to the three Archdruids. Rumors say that the Great Druid is naught but a legend, invented to inspire the ranks of the druid followers. Others say the Great Druid is moved to Parad'yse Isle, in order to protect this highest of nature defenders. Still others claim that the Great Druid resides on lands yet unknown. Very few claim that the Great Druid wanders the continent under mortal skies as a simple man or woman of modest needs in order that they may witness the doings of the lesser druids without prejudice.

FighterThe Fighter

Fighters are found in all societies; great and small, human and demihuman. The ordinary fighter is akin to a mercenary, and hires out his skills for the right price. But even these 'lesser' skilled force of arms may have skills and abilities not accounted to the Paladin, or to the Ranger.

Fighters who declare a deity, or religious following, will benefit by the use of her deity's chosen weapon (see the section on Verméan Pantheons). Such fighters are considered knights of their religion, and have a somewhat higher respect by fellow members of their religious sect, and receive additional assistance when visiting temples dedicated to their god.

The Paladin

PaladinIt is from among the nobility in the city-state of Bodibeve that most paladins originate. And within Bodibeve, it is only the males who may apply to the state of paladinhood. Women may be considered for knighthood (see Fighter above), but may not apply for the House of Paladins (this restriction only applies to paladin candidates from Bodibeve). There are 23 noble families with the city (not including the ruling family). They are, in order of wealth (and thus, importance); Druisten, Tamia, Urcind, Urfeth, Alauna, Brude, Udrost, Wurgest, Giron, Gartnait, Budros, Decantae, Leo, Garthnach, Galanan, Tourlaine, Briduo, Uuradech, Volas, Bliesblituth, Garnard, Talorc, Gadbre. Of these families, Druisten, Brude, and Budros tend to be the most virulently open about their racist attitudes (see notes on Bodibeve in the Five Kingdoms section). And of the other families, Alauna, Giron, and Tourlaine tend to be the most accepting of other races. Though, these are rules of thumb. There are always exceptions within individual houses.

The paladin should always originate from a city large enough to support a sophisticated and well-provisioned training school for candidates, and a large Avitorian temple to promote the ideals that drive the paladin. Therefore, while it is noted here that most paladins will come from Bodibeve (also, due to its large lawful good population), paladins may come from any large city (with populations of 12,000 or greater) which has a substantial lawful good populace, and a noble class sufficient to propagate new candidates.

Paladin's warhorses; candidates seeking their warhorse must follow a strict regimen of prayer and ritual. To execute this edification, the candidate paladin must visit the tomb of Peter the equestrian (see the Legion of Purity in the Verméan Pantheons), which is hidden on the eastward-facing slopes of the Galan Heights, and meditate for at least 2 days undisturbed, during which time Peter the Equestrian will show the paladin where his warhorse can be found. However, they will not be shown what task must be overcome in order to retrieve the horse. During this period of meditation, the paladin will not eat, and will drink a mere eight ounces of water per day in ritual purification.

RangerThe Ranger

Rangers are frequently found in close alliance one of the 5 druid orders (see the section on Druids above). As with druids, rangers may select an Order with which to be associated (though this is not a requirement for rangers). Where a ranger has declared an alliance, she may call upon druid members of her Order for favors. Irregardless of alignment and deity, the base-chance that a ranger would successfully be able to convince a druid of her Order to perform a favor is 9% plus 5% per point of CHA. Therefore, a ranger with a CHA of 12 is 69% likely to successfully call a favor from a druid of his Order.

However, this is double-edged sword, as rangers may be (and frequently are) required to repay the favor in kind. Failure to comply would result in the banishment of the ranger from the Order, and place a bounty of his head.

It is not required that Rangers declare an alliance to an Order. Where a ranger maintains no such alliance, they are seen as a rogue, and regarded as reckless by their brethren rangers, and also by any druids they may chance across. Such relationships may be strained, and the ranger would be viewed as having a CHA 2 points lower than the actual attribute score.

Magic UserThe Magic User

Magic-Users tend to be solitary figures throughout the continent, and are regarded with suspicion and trepidation in most circumstances. However, in larger civilizations — the Imperium Vallis in particular — magic use and research is a highly regarded skill, and it is to these communities that most human magic-using apprentices will come, seeking sponsorship into one of the various colleges of magic. All colleges require an official invitation by a member magic-user in order to be interviewed for possible acceptance into its ranks. In all colleges, acceptance is dependent upon the successful completion of a series of tests to determine the candidate's worthiness.

For the purposes of establishing player character status as a magic-user, it may be assumed that a first-level character has passed the aforementioned interview and testings appropriately. However, GM's may wish to devise actual tests of their own for the testing of new members. Where this is the case, consult the following list of colleges to determine an appropriate regimen.

Magic-users and illusionists may of course buy or 'discover' new spells for the spell books through methods acceptable to the GM. But where the character has travelled to their college, the acquisition of such magics might be provided free of charge to the petitioner. A rule of thumb might be 1 spell level per level of the character, per game month.

Player character magic-users may declare a college with which to be associated. It is through this relationship that the magic-user generally acquires new spells to add to their spell books. Further, members of colleges may expect a better than average opportunity of gaining assistance when required from fellow collegiates. However, they may also expect prejudice from rival collegiates (this rivalry is more pronounced between certain colleges, which will be described hereafter). Though membership in a college is not required, it does provide the spell-casting character certain advantages (and disadvantages) according to the particular college selected.

It should here be noted that Sonneteer Magicians and Sonneteer Tricksters (see the section on Verméan Bards later in this section) are generally not accepted into any of the colleges (except where noted below), as they are seen as flighty and lacking the discipline and serious-mindedness required for magic study by true magic-users and illusionists.

Similarly, multi-classed magic-users and illusionists of any stripe are unlikely to be granted access to any of the colleges. Such individuals are usually educated by individual spell casters as apprentices, which in part serves to explain their interests and training in arts outside those of an arcane nature. This is to include Rangers, who may cast magic-user spells at higher levels of experience.

Rumor states that a small but highly skilled (and thereby dangerous) college exists in the Omanthrid Guilds, secreted away on small rocky island. This college, so it is said, is comprised of multi-classed thieves and assassins who dabble in the necromantic arts. Reports have it that a high level Jongleur Magsman is their guildmaster.

The colleges represented here are simply the largest and most famous. Many smaller colleges exist throughout the continent, those these are often of middling to insignificant power.

  • Charn'Xaas; the state-sponsored college of the Imperium Vallis, the most difficult to get into, and the most politically powerful. The college occupies a block of buildings that surround the Mage Council grand hall in the Imperium Vallis. It is reported that late at night strange visions, explosions, and noises surround the building complex. The alleys about the college are avoided by any who know of its reputation.
  • Entry into the Charn'Xaas is closely monitored, and generally limited to human members (though rarely an elf or half-elf is granted membership), though gnomish illusionists are not uncommon within this college's halls. The tests for entry into the Charn'Xaas are rumored to be deadly, since no 'rejected' member has ever been heard from to relate tales of the tests within.
    This college has members of both magic-user and illusionist classes. As such, it does not support a specific sphere of magic as do some of the other colleges. However, the Charn'Xass' power comes from its belief of its own superiority, not just over the other colleges of magic, but over all the inhabitants of the Verméan continent. Evil characters would see their position within the college as granting them their right to rule and dominate others (autocratically) through their magic, while goodly characters might see their position within the college as dictating their duty to rule others (benignly, perhaps) through their magic.
    Where a Charn'Xaas spell-caster is encountered, and their college made known, they will likely be seen as a domineering imperialist, irregardless of their stated purpose. However, they will also be regarded as highly intelligent (irregardless of an actual INT attribute).
    Political intrigue and jockeying for power amongst their ranks are the only things keeping this college from achieving their goals of actually controlling all the lands of Vermé.
    Members may be of any alignment.
  • Flosshilde College; a college of Bodibeve that is situated inside a great open hall. This college is closely associate with the House of Paladins. As such, most members of this college are lawfully good aligned, but members may also be lawful neutral, true neutral, and neutral good. However, only lawful good alignments will ever attain a position of leadership within the school.
  • Membership is always limited to only human candidates, however, this does not preclude human members to take demihuman apprentices. Therefore, while rare, it is not unheard of to see demihuman races (even the odd goblinesque half-orc) about the college's halls performing some errand for one of the college's members.
    Tests for membership into the Flosshilde College will always begin with vow of allegiance to the College, and its membership, irregardless of test outcome. This is executed with a devise which determines the candidate's honesty in taking the vow. Anyone determined to less than earnest in their vow, will be expelled from the college, and their continued citizenship in Bodibeve placed into doubt, as the Deans of the college report the individual to the House of Paladins.
    The tests themselves most typically center on the candidate's ability at casting protection spells, as magic-users from this college are typically used in support of paladin and knightly troops of the city-state.
    Only magic-users will ever be admitted into the Flosshilde College, as feats of illusion are seen either deceitful, or else viewed as parlour tricks for the amusement of lower-classes.
  • Nectonius Taixali; a powerful college located within Maglocvani. Second in power and influence only to the Charn'Xaas. It is rumored that even be allowed onto the grounds of the college (let alone, actually entering the buildings themselves) requires approval from the Dean Wizard, as well as from the Grand Visir of Maglocvani. To do so without such permission is to sign one's own death warrant.
It is reported that once, a young child wandered into the courtyard of the Nectonius Taixali searching for a lost toy. That evening, the entire family was placed into the city's dungeons in order protect any college secrets the child may have inadvertently seen.
    Any race capable of magic-use is allowed to petition for membership, and the college's ranks are open to both magic-users and illusionists. However, failure of the college's admissions tests leaves the candidate subject to possible public execution. This is done to protect the college's secrets. Upon failure of the tests, the candidate is allowed to make a plea for clemency to his sponsor and the college's regents. The plea must be approved by a two-thirds majority of the regents and the sponsor. If the plea is approved, the candidate becomes the bonded servant of the sponsor for a minimum of 20 years, the death of sponsor, or the death of the candidate (whichever occurs first).
    Should it pass that sponsor approves a failed candidate's plea, but the regents reject the plea, the failed candidate is put to death, and the sponsor has his membership in the college revoked, and they are banished from the territories of Maglocvani. Should a banished member reveal any secrets of the college, they will have a sizable bounty placed on their head.
    Membership of the Nectonius Taixali can be of any alignment with the exception of lawful good and lawful neutral. Candidates thusly aligned will never find a sponsor to represent them to the college's regents.
  • Nuir Lechrolk; a modest college (in power and prestige) of the Northern Territories, located in a remote citadel on Stacius Island. It is known for being the most open to non-spell casting folk. In fact, the Nui Lechrolk even has what might be termed "open house" days, during which those seeking entry may come to openly petition for a sponsor among the college's membership. Consequently, the Nuir Lechrolk has the largest membership body of any of the colleges.
  • A result of the college's open-door policy, is that it also supports the widest range of races and alignment classifications. It also allows both magic-users and illusionists with equal status.
    Among non-spell casting populations, members of the Nuir Lechrolk are likely to be welcomed with respect until their actions prove otherwise. Members of this college frequently are seen as the stereotypical wizard, wandering countryside, doing good deeds and entertaining folk with their minor spells of necromancy.
    However, because of this desire to make magic more 'mainstream', members of the Nuir Lechrolk are also seen as 'lesser' wizards by other colleges. Even colleges much smaller in size and esteem would regard the Nuir Lechrolk as the equivalent of trade school for common-place magicians.
    But, nothing could be further from the truth. The fact is that because of their openness, the Nuir Lechrolk have come into far greater spell crafts and necromantic powers than any of the other colleges could possibly imagine. The difference is, the Nuir Lechrolk use these greater powers rarely, preferring to keep such powerful magics under tight restraint, lest they get out of control.
    The test of the Nuir Lechrolk pertain mostly to an individual's ability to control magic, and their desire for study, more than the acquisition of power. Even-temperedness and an ability to reason are the hallmark of the Nuir Lechrolk magician. For this reason, mages of this college are very likely to have higher than average WIS attribute scores than might be seen in other individuals (though this certainly is no requirement).
  • Shakila Laksha; a minor college of the Omanthrid Archipelago, headquartered on Vipoig Island.
  • Shakila Lakshan philosophy instructs its members in the teachings of illusion (to disguise one's true intent). Therefore, illusionists make up most of its membership, however, the odd magic-user is known to contribute to its membership roster.
    Humans predominate in this college. However, gnomes have been known to rise to very high ranks, despite any human prejudices which may (and do) exist within the college.
    The tests of the Shakila Lakshan, as can be assumed, rely greatly on the candidate's ability to weave tapestries of illusion. Generally, the tests will include several displays of various feats of minor illusion, and in identifying illusory elements among a collection of actual objects.
    Members may be of any alignment, though most typically, the membership at large is some variation of neutral.
    Magic-Users and Illusionists manipulate science to produce their spells' effects. As such, magic-users need not declare a deity if one is not desired.

IllusionistThe Illusionist

In addition to suffering the optional requirements for the Magic Colleges described in the previous section, Illusionists are masters in the art of disguise and camouflage. This ability makes them highly desired by play productions as make-up artists. This ability allows the Illusionist to alter his appearance (or the appearance of others) to change sex, height (+/- 3 inches from the actual height), weight (-15 pounds, or +40 pounds from the actual weight), race (as long as it does not exceed height and weight restrictions), hair color, etc. The chance of success of pulling off a successful disguise is a base chance 20% + 6% per level, less the viewer's INT attribute (as a percentage), with a maximum chance for success of 90%. Therefore, a 5th level Illusionist donning a disguise to get past a palace guard who has a 12 INT, has a 38% chance of pulling the disguise off successfully (i.e., 20% + 30% (6% multiplied by his experience level) - 12% (the guard's INT) = 38%).

Styg'oran QuestorThe Lost Styg'oran and the Styg'oran Questors

Magic Users and Illusionists who do not declare membership in any of the above mentioned colleges are refered to as one of the Lost Styg'oran; those who practice wild and unpredictable magics. And, irregardless of their alignment, past deeds, or associations, the Lost Styg'oran spell caster will be hunted by any college aware of their existance. In this task, the colleges employ bounty hunters known as the Styg'oran Questors to hunt down and capture — with 'dead or alive' orders — any Lost Styg'oran spell caster. Each Styg'oran Questor will always be on the hunt for a specific spell caster when encountered outside their associated college. The Styg'oran Questor will always be a fighter (of at least the 10th level of experience) or assassin (of at least 8th level of experience). A Styg'oran confronted by a Questor will always be given one chance to submit themselves to the laws of the Questor's college before 'elimination' is mandated. The JoAT Styg'oran (see the section on the Jack-of-All-Trades character class below) will always be destroyed on sight.

ThiefThieves and Assassins

Thieves and assassins are generally typical of those described elsewhere. The primary point to highlight here, is that it should be the professional goal of every thief and every assassin to travel one day to the Omanthrid Guilds, and there, become a member in good standing of one of the powerful guilds there, many of which are continental powers with branches in several cities and villages (refer to the section describing the Omanthrid Guilds for more information).

The Monk

MonkAll monks must declare a monastic following of one of the deities of his alignment (see the section on Verméan Pantheons). Due to a monk's training in both spiritual and physical combat disciplines, the monk must adhere to his monastic's rituals and practices as described in his deity's summary. Monks making a declaration of a religious following gain certain benefits to their class skills, as described within the deity's or religion's summary.

The Artbeau Cinites; There exits, however, a rogue monastic following. These monks do not celebrate a particular deity, but only the tenants of a lawful life. This sect is called the Artbeau Cini.

Members of this following are not tied a specific religious order, and answer only to the laws guiding the sect's beliefs. The monks undergo rigorous physical training, and specialize in open-hand combat. As such, a member of the Artbeau Cini sect will never employ a weapon in combat, but will instead rely solely on her body as a weapon. Due to this emphasis on physical discipline, the Artbeau Cinite monk adds 2 points DAM to her open-hand attack on a successful hit. Further, the effective armor of the Artbeau Cini monk is adjusted by +1 at each level due to her advanced training.

Artbeau Cini monks may utilize improvised weapons (i.e., sticks, clubs, rocks, etc.) when circumstances provide opportunity. Other weapons may be used which are normally available to monks, however, they will always use such weapons suffering normal non-profficiency penalties. They may use thrown weapons (daggers, darts, etc.) without a non-profficiency penalty.

Rival schools will frequently have potentially violent confrontations where interests are in competition with other schools.

The Artbeau Cini itself is a collection of smaller regional schools. Each specializing in a singular form of physical combat, dress, and meditation practices. Each school will have its own name (individual GM's should monitor these as best suits their campaigns). Therefore, an Artbeau Cini monk is just as likely be of any lawful alignment as are other characters who follow specific deities.

The Bard

Ever since the Drago'nith Karg — the Second Dragon War — the bard has played a significant role in the recording of Verméan history. For this reason, bards have evolved into many specialized functions, as well as the standard First Edition bard character class.

Where First Edition bards are restricted to only neutral alignments, the Verméan Bards may be of any alignment with the exception of the Lorist Ovate who must be true (absolute) neutral, and the Jongleur Magsmen who are restricted to non-lawful alignments.

New PC Classes

Verméan BardsThe Verméan Bard

The Verméan Bard character class is unique to this part of the world. While standard bardic classes do exist as defined in the Players Handbook, the Verméan Bard is a specialized subset of those skills required to be a bard. Essentially, the Verméan Bard is treated as a series of 'Prestige' classes, but do not require prerequisites as they would normally. These bardic specializations include; the Racaraide Bard, the Lorist Priest and Lorist Ovate, the Lyrist Veteran, the Sonneteer Magician and Sonneteer Trickster, and the Jongleur Magsman. Each of these having a highly specialized skill set unique unto themselves.

  • Racaraide Bard; or 'True Bard' as they would have themselves called. The Racaraide Bard is a true minstrel, travelling the countryside and plying his trade at any inn, tavern, or festival that would pay for the privilege. They do not set out on their to find adventure, adventure finds them.
  • Lorist Priest; these bards are devoted to a religious cause, sect, or deity. While not as skilled in the bardic arts as are the Racaraide Bards, their skills combined with those of the spell-casting and undead turning of a cleric can be a potent force to be reckoned with.
  • A sub-class of the Lyrist Priest combines the skills of the Racaraide Bard with some skills from the druid class, and is called the Lorist Ovate.
  • Lyrist Veteran; most fighting force of arms has a few unique individuals among their ranks who spend their time while not on duty entertaining their fellows. These armed minstrels can at times become the Lyrist Veteran, a deadly combination of fighter and bard.
  • Sonneteer Magician; this bardic class is typically found as court jesters where their ability to compose music and poetry, singing, and talented slight-of-hand tricks and minor cantrips are appreciated by court nobles, and rich merchants alike.
  • A sub-class of the Sonneteer Magician combines the skills of the Racaraide Bard with some skills from the illusionist class, and is called the Sonneteer Trickster.
  • Jongleur Magsman; this class of bard is often found entertaining in seedier inns and taverns in large cities. It is here that they can be compensated both through pay at the end of a hard evening, and also by picking the pockets of her audience through clever thiefly skills.

Shared skills of the Verméan Bards

Though each variation of the Verméan Bard has its own unique skills, all share the following abilities; Charm, Friendship, Decipher Legend, Know Item, Decipher Writings, Boost Morale, Inspire Greatness.

  • Charm; the ability to cast Charm spells upon people and monsters alike. In order to employ this ability, the bard must be able to play their musical instrument and sing loud enough to be heard by the intended victim. The maximum range for this effect is 40 feet plus 10 feet per level of the bard to a maximum of a 100 foot diameter centered on the bard. A successful Charm lasts only so long as the bard remains playing and singing. Upon a successful Charm, the bard may then insert simple suggestions to the affected individuals. Example commands might be; "leave room", "sit down", "open door", etc. The victim may only execute one such command at a time. Complex commands will cause the individual to become confused, and their actions will become unpredictable. The victim will not execute commands which would be opposed to their normal actions. For instance, a paladin will not perform an act of chaos nor of evil. Such a command would dispel the enchantment, and release the victim from the bard's Charm. A command to die would cause the victim to faint unconscious for 1d4 turns. Creatures and persons of less than Low Intelligence will be unable to follow any commands, but will simply regard the bard as friendly. The Charm will not affect any creature of less than Low Intelligence.
  • Charm will affect 1 health die of creatures per level of the bard within the area of effect (therefore, a 5th level bard may attempt to Charm five 1 HD creatures, or the bard may target a single 5 HD creature). Saving throws are not applicable if a bard successfully rolls his Charm percentage. If each creature in a group is successfully charmed, all those affected will follow the same command offered through the song. So, in large groups, care must be taken. Commanding 12 individuals to "open door" may have effects such as creating a battle between all the affected victims as they fight to be the first to execute the command.
    In order to give commands during the Charm, the bard must be singing in a language the victim can understand. Otherwise, the bard is seen as merely being friendly to the victim.
    Charmed creatures are released as soon as the bard ends his song. Further, any successful attacks against a charmed victim will immediately release the victim as well.
    During the period while the bard is singing and playing, she is defenceless against physical attacks. Therefore, any adjustment to her armor gained through a high Dexterity attribute is negated. Further, any successful attack against the bard immediately dispels the effects.
    The Charm ability takes 2 full rounds of singing and playing to take affect.
    A high CHA attribute can make this ability more effective. A CHA of 16 adds 5%. A CHA of 17 adds 10%. A CHA of 18 adds 15%, and reduces the amount of time required for the Charm to take effect to 1 round.
  • Friendship; all bards are experts at influencing people through song and poem, and this skill reflects that ability. Similar in function to Charm, Friendship allows the bard to effectively influence an entire crowd of people or intelligent creatures that are within the effective range to regard the bard as friendly to them. In order to employ this ability, the bard must be able to play their musical instrument and sing loud enough to be heard by the intended victims. The maximum range for this effect is a 40 foot radius, plus 10 feet per level of the bard to a maximum of a 100 foot radius centered on the bard. Successful Friendship lasts only so long as the bard remains playing and singing. Within 1 round of ceasing his song, the bard's influence over the crowd ends.
  • Upon successfully casting Friendship, the bard will affect all creatures within the area of effect. Saving throws are not applicable if a bard successfully rolls his Friendship percentage. Success indicates that the assembled crowd regards the bard with rapt attention, and they will be held in amazement at his playing and singing. While the bard cannot command the crowd to take any action as in Charm, they will follow him, and seek to be as close to his presence as possible. This cannot be used, for example, to cause a crowd to walk off a cliff, or into a pool of flame (for to do so would surely cause the individuals in the crowd to harm themselves). But the crowd might climb (where they are capable and not afraid of heights), or they might walk into a river (where they are capable and can swim), etc. However, any attack against, or movement upon, an affected individual will dispel the effects of the Friendship on that creature.
    But the bard must be aware that use of Friendship can be a double-edged sword. Should they fail in their attempt, all creatures within the area of effect (including those ordinarily friendly with the bard) will instead view the bard as irritating, and will be at great unease in the bard's presence. This effect will last 2d4 turns.
    During the period while the bard is singing and playing, she is defenceless against physical attacks. Therefore, any adjustment to her armor gained through a high Dexterity attribute is negated. Further, any successful attack against the bard immediately dispels the effects.
    The Friendship ability takes 2 full rounds of singing and playing to take affect.
    A high CHA attribute can make this ability more effective. A CHA of 16 adds 5%. A CHA of 17 adds 10%. A CHA of 18 adds 15%, and reduces the amount of time required for the Friendship to take effect to 1 round.
  • Decipher Legend; indicates a bard's ability to determine an object's history. The bard must be able to hold the object to be deciphered in his or her hands in order to perform this ability. The ability may not be applied any living thing, or object greater than 10'x10'x10' in size. A successful application of the ability will reveal purported properties of the item, but not reveal actual properties. So, while a bard employing a successful Decipher Legend might be able to say that a sword is said to have "enormous fighting prowess," it will not reveal it's specific combat properties.
  • If a bard fails in his attempt to Decipher Legend on any particular item, he may wait a period of time and attempt to perform Decipher Legend upon it again. Each subsequent attempt lowers the probability of successfully executing this ability. After a failed attempt, the bard must wait a minimum of 6 turns before attempting to Decipher Legend again. Each failed attempt will lower the chance of success by for subsequent attempts -10%.
    A high WIS attribute can make this ability more effective. A WIS of 16 adds 5%. A WIS of 17 adds 10%. A WIS of 18 adds 15%.
  • Know Item; this ability allows a bard to determine an item's specific properties. The bard must be able to hold the object to be deciphered in his or her hands in order to perform this ability. The ability may not be applied any living thing, or object greater than 10'x10'x10' in size.
  • If a bard fails in her attempt to Know Item on any particular object, she may wait a period of time and attempt to perform Know Item upon it again. Each subsequent attempt lowers the probability of successfully executing this ability. After a failed attempt, the bard must wait a minimum of 6 turns before attempting to Know Item again. Each failed attempt will lower the chance of success by for subsequent attempts -10%.
    A high INT attribute can make this ability more effective. An INT of 17 adds 5%. An INT of 18 adds 10%.
  • Decipher Writings; books and tomes of knowledge are a bard's bread and butter, as well as their passion. As such, all bard's have the ability to interpret written mortal languages (but this does not extend to magical runes). Even little known or undiscovered writings may release their codes to the bard's intellect.
  • If a bard fails in her attempt to Decipher Writings on any particular manuscript, the language will become more and more difficult to decipher with subsequent failings. For example, a bard discovers a tome in one room of a dungeon, and fails in her attempt to read it. If other manuscripts are found in the same language elsewhere, subsequent attempts to Decipher Writings will be made at a -5% penalty for each failed attempt.
    A bard may attempt to decipher a particular writing but once per day.
    A high INT attribute can make this ability more effective. An INT of 16 adds 5%. An INT of 17 adds 10%. An INT of 18 adds 15%.
    • Concentrated Study; the bard may improve his chances of successfully Deciphering Writings through concentrated study of the tome in question. To do this, the bard must engage in uninterrupted study of the manuscript. The amount of time spent studying directly impacts the bard's ability to unlock the writing's secrets. For each hour of study, the bard will raise his chances to Decipher Writings by +2% (to a maximum bonus of +20%). During this period, the bard can engage in no other activity save eating, drinking, or to relieve himself. Any other activity (sleep included) will conclude the bard's period of study immediately, and he will only benefit by the bonus gained up until the point at which concentrated study ceased. Concentrated study may be attempted again following a 24 hour period of rest.
Audial-based attacks against a bard also have a chance to disrupt the bard's singing and playing-based abilities.

If the attack is initiated before the bard begins playing, then the bard makes any saving throws which are applicable. A successful save allows the bard to begin his singing and playing ability. An unsuccessful save subjects the bard to the appropriate affects, and negates his own singing and playing abilities.

If the bard is already engaged in singing and playing when the attack is initiated, the bard's successful ability is determined first, and then the bard must make any applicable saving throws. A failed saving throw disrupts the bard's singing and playing.
  • Boost Morale; at 4th level the bard gains the ability through his singing and music playing to boost the morale of his direct acquaintances. While the bard sings and plays, those friendly to her gain a +1 TH bonus in combat. But Boost Morale also impacts unfriendlies in that they receive a -1 TH penalty in combat during the bard's song. The maximum range for this effect is 40 feet plus 10 feet per level to a maximum of 100 feet. A successful Boost Morale lasts only so long as the bard remains playing and singing.
  • Further, this playing and singing disrupts the effects of audial-based attacks (i.e., harpies, banshees, etc.) on an unsuccessful save vs. spell, and any enemy spell-casters attempting to cast a spell with a verbal component must save vs. spell, or have their own spell attempt ruined before it can be cast if they are within hearing range of the bard.
    During the period while the bard is singing and playing, she is defenceless against physical attacks. Therefore, any adjustment to her armor gained through a high DEX attribute is negated. Further, any successful attack against the bard immediately dispels the effects.
    The Boost Morale ability takes 2 full rounds of singing and playing to take affect. A CHA of 18 reduces the amount of time required for the Boost Morale to take effect to 1 round.
  • Inspire Greatness; at 6th level, a bard may use his poetics to inspire a number of creatures equal to his own health die to greater ability. As the bard gains levels, so too does the number of creatures he can so effect. Therefore, a 10th level bard my inspire a single 10 health die creature, or 10 one health die creatures. The creatures to be inspired must be within 60 feet of the bard, must be able to hear the bard clearly, and must be able to understand the language the bard is speaking. It takes one full round for the bard's poetics to take effect, and any disruption of the bard during this time ruins the attempt. The duration of the Inspire Greatness is twice the length of time the bard recites his poetry.
  • Those inspired to greatness will benefit from any one of the following effects, as determined by the bard;
    • Raise attribute; the bard may raise one attribute of the individual or selected group of creatures by 1d4 (even should it exceed racial maximums) for the duration of the poem's effects
    • Increase armor; the bard may improve the armor rating of the individual or selected group of creatures by 1d4 points for the duration of the poem's effects
    • Battle prowess; the bard may improve the chances of success in battle of the individual or selected group of creatures by increasing the amount of DAM the recipient will inflict by 1d4 at each strike for the duration of the poem's effects
    • Professional mastery; the bard may raise the individual's or selected group of creatures' experience level abilities to the next higher level for the duration of the poem's effects.
All four of the Inspire Greatness effects are reversible (i.e., Insinuate the Mundane) at the bard's request (i.e., Lower attribute, Decrease armor, Battle weakness, Professional ineptitude). However, targets of reversed effects are allowed a saving throw versus spell. Targets will be unaware of the poetics effects, and may even mistake them for the Inspire Greatness effects.
    The Inspire Greatness ability takes 2 full rounds of singing and playing to take affect. A CHA of 18 reduces the amount of time required for the Inspire Greatness to take effect to 1 round. The bard may effect only one of the Inspire Greatness abilities upon an individual at a time.

Bards' Instruments

As with standard First Edition bards, Verméan Bards must always carry with them the instrument of their specialization with which they may play their music, and weave their enchantments. This instrument may be any deemed appropriate by the individual game master. Some suggestions might be; harp, lute, cittern, bandore, mandolin, and lyre. The game master should feel free to allow whatever instruments they deem appropriate.

Whatever the instrument chosen, it must be small enough for the Bard to be able to carry it on his or her person. Further, the Bard may only learn and master a single instrument for every three levels of experience. For example; a first level Bard declares a harp for his instrument. He may play only this instrument while using his bardic skills until such a time as he gains the fourth level of experience. At such point, he may specify an additional instrument. However, he may only carry one instrument on his person at any one time.

Verméan Bards may attempt using an instrument not of her specialization. However, to do so will cause all attempts at using skills requiring use of an instrument to be made at a -20% penalty.

Verméan Bards of all specializations are loners, and will not attract a body of followers. However, once attaining 10th level, they may build a stronghold. This stronghold will always have an auditorium or open-air amphitheater. Such a stronghold will always be located in or near a village or city large enough to support it. (In the case of the Lorist Ovate, the stronghold will be located within a grove, and will be small, supporting an audience of no more than 100 persons.) The Verméan Bard will attract a body of 3d6 peasants/servants who are the equivalent of '0' level humans who will serve the bard as housekeepers, butlers, drivers, stage crew, and backup performers so long as the bard is able to pay them on a regular basis. Such pay will be the equivalent 3% of the bard's income from performances (to a minimum pay of 5 g.p. each per month). The race of each servant attracted by a 10th level bard will vary depending on the race of the bard;

  • Dwarf; dwarven 01-75, elven 76-78, gnomish 79-82, halfling 83-90, half-elven 91-94, human 95-00
  • Elf; dwarven 01-03, elven 04-50, gnomish 51-53, halfling 54-56, half-elven 57-70, human 71-00
  • Gnome; dwarven 01-03, elven 04-06, gnomish 07-70, halfling 71-80, half-elven 81-83, human 84-00
  • Halfling; dwarven 01-03, elven 04-06, gnomish 07-15, halfling 16-80, half-elven 81-83, human 84-00
  • Half-elf; dwarven 01-03, elven 04-17, gnomish 18-20, halfling 21-24, half-elven 25-70, human 71-00
  • Human; dwarven 01-03, elven 04-15, gnomish 16-20, halfling 21-30, half-elven 31-40, half-orc 41, human 42-95, dragon hordling 96-00
  • Dragon Hordling; human 01-30, dragon hordling 31-00

No bards of any stripe will ever operate in any party when another bard is present. Such are their abilities that their playing and singing would cancel each other's actions. Not to mention the ego that goes along with their chosen profession.

Racaraide Bard

The Racaraide Bard concentrates his studies wholly on his bardic pursuits. As such, a Racaraide Bard must have a minimum STR of 12, a minimum INT of 12, a minimum WIS of 12, a minimum DEX of 12, and a minimum CHA of 15.

This variant of bardic study regards itself as the one 'True Bard' profession. The men and women and who follow this path in life are poets, playwrights, singers, and dancers, and engage in all forms of public entertainment. They are frequently artistic and engage in painting, drawing, and sculpture during their free time. They see beauty in everything around them. They are typically employed as jesters, balladeers, court entertainers, and personal poets and artists to those who can afford their talents.

Because they specialize in singing, music, and poetry, the Racaraide Bard does not cast spells, and is not a specialist in combat (as such, the Racaraide Bard will use the combat table for Thieves and Assassins). In combat, they may use any sword or sword-like weapon which may be wielded with one hand. They may also use clubs or club-like weapons, light crossbows, short bows, short composite bows, slings, and darts. Racaraide Bard may not use shields of any type, and are limited to using padded armor, leather armor, studded leather armor, and ring mail armor. They may use any magic items usable by fighters and thieves.

Race limitations: dwarf (8th level), elf (unrestricted), gnome (unrestricted), half-elf (unrestricted), halfling (unrestricted), human (unrestricted).

Racaraide Bard Experience and Abilities

 

ExperienceLeveld4 HDCharmFriendshipDecipher
Legend
Know
Item
Decipher Writings
0 - 1,500128%10%6%2%
1,501 - 3,0002310%13%8%2%4%
3,001 - 6,0003413%18%10%4%6%
6,001 - 13,0004518%23%13%6%8%
13,001 - 27,5005623%28%18%8%10%
27,501 - 55,0006728%33%23%10%13%
55,001 - 110,0007833%38%28%13%18%
110,001 - 225,0008938%43%33%18%23%
225,001 - 450,00091043%48%38%23%28%
450,001 - 675,000101148%53%43%28%33%
675,001 - 900,0001111+153%58%48%33%38%
900,001 - 1,125,0001211+258%63%53%38%43%
1,125,001 - 1,350,0001311+363%68%58%43%48%
1,350,001 - 2,575,0001411+468%73%63%48%53%
2,575,001 - 2,800,0001511+573%78%68%53%58%
2,800,001 - 3,025,0001611+678%83%73%58%63%
3,025,001 - 3,250,0001711+783%88%78%63%68%
3,250,001 - 3,475,0001811+888%93%83%68%73%
3,475,001 - 3,700,0001911+993%98%88%73%78%
3,700,001 - and up2011+1098%99%93%78%83%

Lorist Priest

The Lorist Priest combines the skills of Cleric and of a Racaraide Bard. As such, a Lorist Priest must have a minimum STR of 9, a minimum INT of 12, a minimum WIS of 15, a minimum DEX of 9, and a minimum CHA of 12.

The Lorist Priest is the product of time spent in temples and monasteries. Typically, this character is employed by a specific temple or monastery, and during their period of musical training, they have also been trained in the clerical arts. They will frequently be found in the chorus and otherwise providing music and singing arrangements within the temple.

They are as devoted to their chosen deity as is any paladin. So much so, that this devotion works in conjunction with their singing, playing, and poetry. This works to enhance their bardic abilities as follows;

  • Boost Morale; companions who share the same alignment or deity with the Lorist Priest will receive a +1 DAM bonus to all successful TH rolls while the bard is performing this ability.
  • Inspire Greatness; companions who share the same alignment or deity with the Lorist Priest will receive an additional HD (full hit point value) while the Lorist Priest is performing this ability (does not extend to class abilities).

As the Lorist Priest wields abilities similar to that of a cleric, they will engage in combat using the combat tables for clerics and druids. In combat, they are limited to all the same weapon types and armors which are prescribed for clerics in the PHB, and also detailed in the Verméan Pantheons section hereafter. They may use any magic items usable by clerics.

Through their clerical training, the Lorist Priest is also able to cast limited cleric spells (refer to the table hereafter), and also through their playing and singing to turn undead as a cleric two levels below the Lorist Priest's level (i.e., a third-level Lorist Priest would be able to turn undead through playing and singing as would a first-level cleric). However, first- and second-level Lorist Priests' would still be capable of turning undead as a first-level cleric, but at a -2 penalty.

Spell-casting by the Lorist Priest will always require singing and playing (on those spells with a verbal component), or poetry reciting (on those spells without a verbal component). However, because a Lorist Priest is summoning her divine spell through song and poem, no material component will be required in the casting of the spell. Lorist Priest spells are selected from the cleric's spell lists.

Race limitations: dwarf (6th level), elf (5th level), gnome (6th level), half-elf (5th level), human (unrestricted), goblinesque half-orc (4th level).

Lorist Ovate

The Lorist Ovate combines some of the skills of Druid and of Racaraide Bard. As such, a Lorist Ovate must have a minimum STR of 9, a minimum INT of 12, a minimum WIS of 15, a minimum DEX of 9, and a minimum CHA of 15.

The Lorist Ovate is as attuned to nature as are their druid and ranger cousins. They have been raised among the peoples who pay homage to the land around them, and their music and singing reflect this upbringing.

Because of their training and focus on nature, the Lorist Ovate does not have the same bardic advantages as do Lorist Priests in regards to the Boost Morale and Inspire Greatness skills. However, in addition to limited druidical spell-casting (see below), the Lorist Ovate has the following skills;

  • Animal cant (at 1st level); using her poetics, a Lorist Ovate is able to communicate with any warm-blooded, non-fantastic animal of at least animal-intelligence. She can ask questions and receive answers, and be on generally amicable terms with the animal.
  • Animal friend (at 3rd level); by use of this ability, through his song the Lorist Ovate is able to summon any warm-blooded, non-fantastic animal of at least animal-intelligence to his side. The summoned animal (randomly determined by the GM) can be up to 2 HD per level of the Lorist Ovate, to a maximum of 6 HD, and receives a saving throw vs. spell. A successful save releases the animal from the Lorist Ovate's song. Success means the Lorist Ovate is regarded as being friendly to the summoned animal. The Lorist Ovate cannot speak with the animal, but can teach the animal 3 simple tricks (these tricks may be combined into a single complex command, so long as there are no more than 3 instructions within the command). Each trick requires one week to train the animal.
  • The animal will remain a devoted companion, and will come to the Lorist Ovate's defence when required, even so far to sacrifice itself if need be.
    The term of service of the animal ends in 3 months following the original summons + 1 month per level of the Lorist Ovate. At this time, the Lorist Ovate may attempt to cast Animal friend again, at which time the animal is entitled a saving throw made at -5 penalty. A successful save means that particular animal will never again be summoned by the Lorist Ovate.
    The Lorist Ovate may only ever have one animal so summoned. Attempting to summon a second animal immediately releases any current animal friend, which will turn and attack the Lorist Ovate.
  • Entanglement (at 5th level); by singing and playing, the Lorist Ovate is able to cause plants to reach out and grasp the arms, legs, tails, etc. of a single victim. The victim receives a saving throw vs. spell. A successful save slows the victim's movement by 50%, and lasts for 2d4 rounds + 1 round per level of the Lorist Ovate. A failed save renders the victim immobile for 2d4 rounds + 1 round per level of the Lorist Ovate. This ability may be used but once per day.

As the Lorist Priest wields abilities similar to that of a druid, they will engage in combat using the combat tables for clerics and druids. In combat, they are limited to all the same weapon types and armors which are prescribed for druids in the PHB. They may use any magic items usable by druids.

Through their druids' training, the Lorist Ovate is also able to cast limited druid spells (refer to the table hereafter).

As with druids, the Lorist Ovate must be true (absolute) neutral.

As with the Lorist Priest, spell-casting by the Lorist Ovate will always require singing and playing (on those spells with a verbal component), or poetry reciting (on those spells without a verbal component). However, because a Lorist Ovate is summoning her divine spell through song and poem, no material component will be required in the casting of the spell, and so they do have the requirement to maintain holly, oak leaves, or mistletoe in their supplies. Lorist Ovate spells are selected from the druid's spell lists.

Race limitations: half-elf (unrestricted), halfling (6th level), human (unrestricted).

Lorist Priest/Ovate Experience and Abilities

 

ExperienceLeveld8 HDCharmFriendshipDecipher
Legend
Know
Item
Decipher Writings
0 - 2,250115%6%6%2%
2,251 - 4,750226%7%8%2%3%
4,751 - 10,000337%8%10%4%4%
10,001 - 22,500448%9%13%6%5%
22,501 - 47,500559%10%18%8%6%
47,501 - 98,0006610%13%23%10%7%
98,001 - 200,0007713%18%28%13%8%
200,001 - 350,0008818%23%33%18%9%
350,001 - 500,0009923%28%38%23%10%
500,001 - 700,000101028%33%43%28%13%
700,001 - 950,0001110+133%38%48%33%18%
950,001 - 1,250,0001210+238%43%53%38%23%
1,250,001 - 1,750,0001310+343%48%58%43%28%
1,750,001 - 2,250,0001410+448%53%63%48%33%
2,250,001 - 2,750,0001510+553%58%68%53%38%
2,750,001 - 3,250,0001610+658%63%73%58%43%
3,250,001 - 3,750,0001710+763%68%78%63%48%
3,750,001 - 4,250,0001810+8>68%73%83%68%53%
4,250,001 - 4,750,0001910+973%78%>88%73%58%
4,750,001 - and up2010+1078%83%93%78%63%

Spells Usable by the Lorist Priest/Ovate

 

Cleric/Druid Spell Level
Lorist Priest/Ovate Level1234
11
22
321
422
5221
6321
73211
83311
93321
103331
11 and up3332

Lyrist Veteran

The Lyrist Veteran combines the skills of Fighter and of a Racaraide Bard. As such, a Lyrist Veteran must have a minimum STR of 15, a minimum INT of 12, a minimum WIS of 12, a minimum DEX of 9, and a minimum CHA of 12.

The Lyrist Veteran is a man of arms who exists in the ranks of his fellow soldiers and has become a man skilled in raising the morale of his brothers in arms. Generally highly regarded by his contemporaries, the Lyrist Veteran is unparalleled when it comes to encouraging fighting men and women to ever greater deeds;

  • Boost Morale; where all other Verméan Bards gain this ability at 4th level, the Lyrist Veteran begins his career at the first level with this skill. Further, in addition to the +1 TH bonus in combat, friendly troops to the Lyrist Veteran also gain a +1 DAM bonus on all successful hits. What's more, once attaining the 4th level of experience, the Lyrist Veteran may direct through her playing and singing how the two bonuses will be applied throughout the group within range (i.e., he may place both bonuses TH, or place both bonuses to DAM, or separate them as prescribed above). Once the Lyrist Veteran reaches 6th level, they may allocate an additional +1 bonus (either TH or in DAM) for each level above the 5th. Therefore, an 8th level Lyrist Veteran has 5 bonus points he may assign as TH or in DAM in any combination he desires. But this combination affects all friendly forces equally. These bonus points may not be assigned as an enemy penalty.
  • Inspire Greatness; the Lyrist Veteran is also a master in encouraging her companions to greater military deeds. She may Increase armor at 1d4 + 1, and she may inspire Battle prowess by increasing the DAM inflicted to 2d4 per successful strike.

Due to their studies of military history, the Lyrist Veteran is also an expert in arms. They engage in battle using the combat table for fighters. They may use any weapon or armor usable by fighters. And they advance in their attacks per melee round as do fighters. Lyrist Veterans may use any magic item usable by fighters.

Race limitations: dwarf (10th level), elf (unrestricted), gnome (10th level), half-elf (unrestricted), halfling (8th level), human (unrestricted), standard half-orc (6th level), goblinesque half-orc (6th level).

Lyrist Veteran Experience and Abilities

 

ExperienceLeveld10 HDCharmFriendshipDecipher
Legend
Know
Item
Decipher Writings
0 - 2,250115%6%4%2%
2,251 - 4,750226%7%5%2%3%
4,751 - 10,000337%8%6%3%4%
10,001 - 22,500448%9%7%4%5%
22,501 - 47,500559%10%8%5%6%
47,501 - 98,0006610%13%9%6%7%
98,001 - 200,0007713%18%10%7%8%
200,001 - 350,0008818%23%13%8%9%
350,001 - 500,0009923%28%18%9%10%
500,001 - 700,000101028%33%23%11%13%
700,001 - 950,0001110+133%38%28%13%18%
950,001 - 1,250,0001210+238%43%33%18%23%
1,250,001 - 1,750,0001310+343%48%38%23%28%
1,750,001 - 2,250,0001410+448%53%43%28%33%
2,250,001 - 2,750,0001510+553%58%48%33%38%
2,750,001 - 3,250,0001610+658%63%53%38%43%
3,250,001 - 3,750,0001710+763%68%58%43%48%
3,750,001 - 4,250,0001810+868%73%63%48%53%
4,250,001 - 4,750,0001910+973%78%68%53%58%
4,750,001 - and up2010+1078%83%73%58%63%

Sonneteer Magician

The Sonneteer Magician combines the skills of Magic-User and of Racaraide Bard. As such, a Sonneteer Magician must have a minimum STR of 9, a minimum INT of 15, a minimum WIS of 12, a minimum DEX of 9, and a minimum CHA of 12.

The Sonneteer Magician is not only adept in the performing arts, but also in performing some limited spell-casting.

Like magic-users, the Sonneteer Magician must always carry a spell-book and memorize their daily selection of spells. And like the Lorist Priest, a Sonneteer Magician's spells must always be accompanied by singing and playing (where a verbal component is required), or accompanied with the reciting of poetry (where no verbal component is required for the magic-user equivalent). However, because a Sonneteer Magician is summoning his magic through song and poem, no material component will be required in the casting of any listed spell. Sonneteer Magician spells are selected from the magic-user's spell lists.

Due to the Sonneteer Magician's advanced intellect, they also have a heightened ability to Inspire greatness in their companions;

  • Inspire Greatness; the Sonneteer Magician may enhance thier ability to promote Professional mastery by increasing the individual or selected group of creatures two levels above their current level.

Sonneteer Magicians use the same combat and saving throw tables as do magic-users. However, Sonneteer Magicians may use padded or leather armor, though they may not use shields. In combat, they may use those weapons allowed by magic-users, additionally, they may use short swords, hand axes, and scimitars. They may use those magic items usable by magic-users.

Race limitations: elf (8th level), half-elf (6th level), human (unrestricted), goblinesque half-orc (4th level).

Sonneteer Trickster

The Sonneteer Trickster combines the skills of Illusionist and of Racaraide Bard. As such, a Sonneteer Trickster must have a minimum STR of 9, a minimum INT of 15, a minimum WIS of 12, a minimum DEX of 15, and a minimum CHA of 12.

As with the Sonneteer Magician, a Sonneteer Trickster's magic flows from her instrument. However, she must carry with her and study each day from her spell book for the spells to be used the following day. As with other spell-casting bards, a verbal component in a spell indicates the Sonneteer Trickster must sing and play to cast the spell, while a spell indicating no verbal component requires the reciting of poetry. Song and poetry eliminates the need to carry any material component for their spell casting. Sonneteer Trickster spells are selected from the illusionist's spell lists.

In addition to their spell casting, Sonneteer Tricksters are masters in the art of disguise and camouflage. This ability makes them highly desired by play productions as make-up artists. This ability allows the Sonneteer Trickster to alter his appearance (or the appearance of others) to change sex, height (+/- 3 inches from the actual height), weight (-15 pounds, or +40 pounds from the actual weight), race (as long as it does not exceed height and weight restrictions), hair color, etc. The chance of success of pulling off a successful disguise is a base chance 20% + 6% per level less the viewer's Intelligence attribute (as a percentage), with a maximum chance for success of 90%. Therefore, a 5th level Sonneteer Trickster donning a disguise to get past a palace guard who has a 12 Intelligence, has a 38% chance of pulling the disguise off successfully (i.e., 20% + 30% - 12% = 38%).

Sonneteer Tricksters use the same combat and saving throw tables as do illusionists. However, Sonneteer Magicians may use padded, leather, or studded leather armor, though they may not use shields. In combat, they may use those weapons allowed by illusionists, additionally, they may use short swords, hand axes, and scimitars. They may use those magic items usable by illusionists.

Composition books

Sonneteer magicians and tricksters do not maintain spell books as do magic-users and illusionists. However, as the sonneteer's magic is derived from song, they must maintain composition books. These books read very much like the music sheets of composers, but the magical threads embedded therein will not be apparent to any person not of the sonneteer's class. Just as magic-users and illusionists must study their spells each day during a period of rest in order memorize the spell requirements, so too must the sonneteer study his music sheets to relearn the spell compositions. To do so, the sonneteer's preferred instrument must be available to them in order to practice the chords required.

Race limitations: gnome (8th level), human (unrestricted).

Sonneteer Magician/Trickster Experience and Abilities

 

ExperienceLeveld6 HDCharmFriendshipDecipher
Legend
Know
Item
Decipher Writings
0 - 2,250128%10%4%8%
2,251 - 4,7502310%13%5%2%10%
4,751 - 10,0003413%18%6%3%13%
10,001 - 22,5004>518%23%7%4%18%
22,501 - 47,5005623%28%8%5%23%
47,501 - 98,0006728%33%9%6%28%
98,001 - 200,0007833%38%10%7%33%
200,001 - 350,0008938%43%13%8%38%
350,001 - 500,00091043%48%18%9%43%
500,001 - 700,000101148%53%23%10%48%
700,001 - 950,0001111+153%58%28%13%53%
950,001 - 1,250,0001211+258%63%33%18%58%
1,250,001 - 1,750,0001311+363%68%38%23%63%
1,750,001 - 2,250,0001411+468%73%43%28%68%
2,250,001 - 2,750,0001511+573%78%48%33%73%
2,750,001 - 3,250,0001611+678%83%53%38%78%
3,250,001 - 3,750,0001711+783%88%58%43%83%
3,750,001 - 4,250,0001811+8>88%93%63%48%88%
4,250,001 - 4,750,0001911+993%98%68%53%93%
4,750,001 - and up2011+1098%99%73%58%98%

Spells Usable by the Sonneteer Magician/Trickster

 

Magic-User/Illusionist Spell Level
Sonneteer Magician/Illusionist Level1234
11
22
321
422
5221
6321
73211
83311
93321
103331
11 and up3332
Although Sonneteer Magicians and Tricksters may use magic items usable by illusionists. Scrolls are a different matter. Because the Sonneteer derives his magic through music and song, the scroll itself must be composed in the style of a song, with the magic embedded in the lyrics and chords. As such, a scroll written for music may only be used by the Sonneteer class. A Sonneteer Trickster may attempt to use a normal scroll intended for Illusionists, but they will do so with a 50% probability of failure, adjusted down by 5% per level of the Sonneteer above the 3rd level of experience, to a minimum probability of failure of 10%.

Jongleur Magsman

The Jongleur Magsman combines the skills of Thief and of Racaraide Bard. As such, a Jongleur Magsman must have a minimum STR of 9, a minimum INT of 12, a minimum WIS of 12, a minimum DEX of 15, and a minimum CHA of 12.

The Jongleur Magsman is a mischievous combination of skills. They are most typically encountered as street performers and in gypsy caravans. Aside from their bardic abilities, the Jongleur Magsman also engages effectively as a thief, performing all thiefly functions at two levels below their actual level. However, first- and second-level Jongleur Magsmen will always perform as first-level thieves. Thief abilities do not include the ability to inflict extra DAM for a successful back stab as do ordinary thieves. Jongleur Magsman use the same combat and saving throw tables as do thieves. They may use those weapons, armors, and magic items usable by thieves.

The Jongleur Magsman is restricted to any non-lawful alignment.

Race limitations: dwarf (10th level), elf (unrestricted), gnome (unrestricted), half-elf (unrestricted), halfling (unrestricted), human (unrestricted), standard half-orc (8th level), goblinesque half-orc (10th level).

Jongleur Magsman Experience and Abilities

 

ExperienceLeveld8 HDCharmFriendshipDecipher
Legend
Know
Item
Decipher Writings
0 - 2,250118%10%4%2%
2,251 - 4,7502210%13%5%2%3%
4,751 - 10,0003313%18%6%3%4%
10,001 - 22,5004418%23%7%4%5%
22,501 - 47,5005523%28%8%5%6%
47,501 - 98,0006628%33%9%6%7%
98,001 - 200,0007733%38%10%7%8%
200,001 - 350,0008838%43%13%8%9%
350,001 - 500,0009943%48%18%9%10%
500,001 - 700,000101048%53%23%10%13%
700,001 - 950,0001110+153%58%28%13%18%
950,001 - 1,250,0001210+258%63%33%18%23%
1,250,001 - 1,750,0001310+363%68%38%23%28%
1,750,001 - 2,250,0001410+468%73%43%28%33%
2,250,001 - 2,750,0001510+573%78%48%33%38%
2,750,001 - 3,250,0001610+678%83%53%38%43%
3,250,001 - 3,750,0001710+783%88%58%43%48%
3,750,001 - 4,250,0001810+888%93%63%48%53%
4,250,001 - 4,750,0001910+993%98%68%53%58%
4,750,001 - and up2010+1098%99%73%58%63%

Classes: Class Level Limitations

 

ClassDwarfElfGnomeHalf-ElfHalflingHumanHalf-OrcHalf-Orc
(goblinesque)
Half-Orc
(orgre)
Dragon
Hordling
Sarngoch
Cleric- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -6no58
Druid- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -nononono
Fighter- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -689U
Paladin- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -nononono
Ranger- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -nononono
Magic-User- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -4nonono
Illusionist- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -nononono
Thief- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -1089U
Assassin- - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - -1055no
Monk- - - - - - - - - - - - - - - - - - - - - - - - - - - - (see PHB) - - - - - - - - - - - - - - - - - - - - - - - - - - - - -nonono [1]no
Bard- - - - - - - - - - - - - - - - - - - - - - - - - - - - (see PHB) - - - - - - - - - - - - - - - - - - - - - - - - - - - - -nononono
Racaraide Bard8UUUUUnonononono
Lorist Priest6565noUno4nonono
Lorist OvatenononoU6Unonononono
Lyrist Veteran10U10U8U66nonono
Sonneteer Magicianno8no6noUno4nonono
Sonneteer Tricksternono8nonoUnonononono
Jongleur Magsman10UUUUU810nonono

[1] Only blue and green dragon hordlings may become monks, and are limited to 8th level.

Jack of All Trades

Throughout the history of fantasy roleplaying games, there have existed the archetypical characters classes. Most familiarly, these have been the cleric, druid, fighter, paladin, ranger, magic-user, illusionist, thief, assassin, monk, and the occasional bard. While this author fully supports the clear delineation of these archetypes within the constructs of game mechanics, I sympathize with those who desire to develop a sophisticated character. A personality unique among the "ordinary" mortals that make up the population of the adventuring world. Characters whose skill set is as unique as their persona, and just as carefully nurtured by the player over the course of a lifetime — both in-game and out-of-game.

MonkThis type of individual prides herself on her insatiable thirst for knowledge in all aspects of her life. It is this ceaseless quest for knowledge, unending curiosity, and questioning of the status-quo that motivates her. Altruistic missions for the better good of society play a secondary role to that of the exploration of the world about her.

To qualify, the character must have the minimum attribute scores to meet each of the classes desired to be within the individual's expansive skill set (refered to as his portfolio). When the character begins his career as a Jack of All Trades (JoAT), he must declare a minimum of three professions within the portfolio. Professions may be added to the portfolio at any time, however, the character must always begin a new profession at the first level of experience according to the tables located here. All alignment restrictions stipulated in class descriptions as set forth in the PHB or OSRIC SRD apply to the JoAT's portfolio. For example, a character who has declared paladin as one of the classes within his portfolio, cannot include druid, thief, or assassin as the alignment requirements for these classes will act in opposition to the tenants of the lawful good alignment required of the paladin class. Therefore, the following class combination restrictions must apply at all times;

 

Feat ClassMay not include Feats from... [1]
DruidPaladin
PaladinDruid, Thief, Assassin
RangerAssassin
ThiefPaladin
AssassinPaladin, Ranger

[1] Due to the highly specialized education, devotion, and training in other classes, the JoAT portfolio may not include any feats for all types of bard PC classes.

The JoAT quite literally offers the player to develop a character with the option to include the skills and special talents from each of the following classes; cleric, druid, fighter, paladin, ranger, magic-user, illusionist, thief, assassin, monk, and racaraide bard (new class introduced earlier in this section).

Conceptually, the 'class' of the JoAT provides the character the opportunity to quite literally hand-pick those skills attributed to each of the standard character classes as they advance through the JoAT Experience table.

The JoAT character does not attract a body of followers. However, upon attaining the 9th level of experience, the JoAT character will attract a single apprentice. This NPC can be of any single class appearing within the character's portfolio (excluding; druid, paladin, monk, any type of Verméan Bard, or JoAT), any alignment excluding opposite alignments, and must always be human. The sidekick will be a minimum of 3rd level of experience, plus 1d4. This apprentice will be supremely dedicated to the JoAT, and will serve for life, even without compensation. However, any act of betrayal — real or perceived — will cause the apprentice to leave the JoAT's employ, and the JoAT will never again attract another.

Race limitations: the Jack of All Trades character must be human. This is due to a human's unique desire for expansive knowledge, as well as a general inability to focus his attentions on a single passion or interest over the course of a lifetime.

Jack of All Trades Experience and Feat Point Awards

Experience [1]Leveld8 HD [2]Feat Points (FP) [3]
0 - 2,50011+110 + 1 FP for every 6 points of combined INT and WIS
2,501 - 6,00022+12 + 1 FP for every 6 points of combined INT and WIS
6,001 - 13,00033+12 + 1 FP for every 6 points of combined INT and WIS
13,001 - 24,50044+14 + 1 FP for every 9 points of combined INT and WIS
24,501 - 50,00055+14 + 1 FP for every 9 points of combined INT and WIS
50,001 - 100,00066+14 + 1 FP for every 9 points of combined INT and WIS
100,001 - 230,00077+16 + 1 FP for every 12 points of combined INT and WIS
230,001 - 400,00088+16 + 1 FP for every 12 points of combined INT and WIS
400,001 - 585,00098+56 + 1 FP for every 12 points of combined INT and WIS
585,001 - 800,000108+98 + 1 FP for every 15 points of combined INT and WIS
800,001 - 1,100,000118+138 + 1 FP for every 15 points of combined INT and WIS
1,100,001 - 2,500,000128+178 + 1 FP for every 15 points of combined INT and WIS
2,500,001 - +138+2110 + 1 FP for every 18 points of combined INT and WIS

[1] 1,500,000 experience points for each level advancement above 13th level. Due the phenominal power a JoAT can acquire over long illustrious career, note that her progression through the experience table takes quit a bit longer than other character classes.

[2] add 4 HP per level of experience above 8.

[3] add 10 FP for each level of experience above 10.

Distributing feats across the portfolio

Experience awarded to the JoAT character is converted to Feat Points (FP) as indicated on the JoAT Experience table above. Players will then use his FP to acquire skills in each of the character's portfolio classes. The character need not develop each class equally, as is required within multi-classed PC's. Nor must the character forgo training in one discipline, while training in a second or third, as with humans who have more than one class. All skills and abilities acquired by the JoAT must be selected from the tables below, including weapon proficiency, magic item use, combat table, saving throw table, etc.

When starting out, the JoAT PC must select the desired weapons, armor, and magic item feats. The character's combat and saving throw feats, if left unselected, will be considered as a '0 level human'.

Spell use

When spell use is selected as part of the portfolio, the JoAT PC is bound by the same requirements as would normal single-classed spell-casters (i.e., cleric, druid, illusionist, magic user). Therefore, daily prayer for divine spells, and nightly study for necromantic spells. The alternative spell rules located in section on magic use may also be applied where desired.

If the DM is incorporating the Colleges of Magic (see the section on Magic Users above) into their game, the JoAT who includes Magic User and Illusionist spells into their portfolio will be considered one of the Lost Styg'oran (refer to the section on the Magic User above), since no college would ever knowingly admit such a personality into the college. Such characters will be hunted by the Styg'oran Questors as appropriate.

Combat Feats

Use to determine which combat table the character will use in combat (hand-to-hand or missile) situations. Multiple combat table feats may not be selected. The combat feat may be upgraded (i.e., from Thief to Cleric) once every 3 levels of experience (i.e., 3, 6, 9, etc.). When upgrading the feat, the character must pay the total FP required for the new class.


Feat
FPDescription
Cleric3refer to DMG or OSRIC SRD
Fighter4refer to DMG or OSRIC SRD
Magic User1refer to DMG or OSRIC SRD
Thief2refer to DMG or OSRIC SRD

Weapons Feats

Use to determine what weapon types are allowed to the character. Multiple weapon feats may not be selected. The weapons feat may be upgraded (i.e., from Cleric to Fighter) once every 2 levels of experience (i.e., 2, 4, 6, etc.). When upgrading the feat, the character must pay the total FP required for the new class.


Feat
FPDescription
Cleric3refer to PHB or OSRIC SRD
  Druid4refer to PHB or OSRIC SRD
Fighter [1]5refer to PHB or OSRIC SRD
Magic User [2]1refer to PHB or OSRIC SRD
Thief2refer to PHB or OSRIC SRD
  Assassin5refer to PHB or OSRIC SRD

[1] Includes Paladin and Ranger classes.

[2] Includes the Illusionist class.

Armor Feats

Use to determine what armor types the character may use. Multiple armor feats may not be selected. The armor feat may be upgraded (i.e., from Magic User to Thief) once every 2 levels of experience (i.e., 2, 4, 6, etc.). When upgrading the feat, the character must pay the total FP required for the new class.


Feat
FPDescription
Cleric3refer to PHB or OSRIC SRD
  Druid2refer to PHB or OSRIC SRD
Fighter [1]4refer to PHB or OSRIC SRD
Magic User [2]1refer to PHB or OSRIC SRD
Thief [3]2refer to PHB or OSRIC SRD

[1] Includes Paladin and Ranger classes.

[2] Includes the Illusionist class.

[3] Includes the Assassin class.

Magic Item Feats

Use to determine which magic items may be used, if specific to a given class. Multiple magic item feats may be selected. Upgrading or adding the magic item feat (i.e., from Fighter to Cleric) is allowed once every 5 levels of experience (i.e., 5, 10, 15, etc.). When upgrading the feat, the character must pay the total FP required for the new class.


Feat
FPDescription
Cleric4refer to DMG or OSRIC SRD
Fighter2refer to DMG or OSRIC SRD
Magic User8refer to DMG or OSRIC SRD
Thief1refer to DMG or OSRIC SRD

Saving Throw Feats

Use to determine which Saving Throw chart the character will use. Multiple saving throw table feats may not be selected. The saving throw feat may be upgraded (i.e., from Cleric to Magic User) is allowed once every 5 levels of experience (i.e., 5, 10, 15, etc.). When upgrading the feat, the character must pay the total FP required for the new class.


Feat
FPDescription
Cleric3refer to DMG or OSRIC SRD
Fighter2refer to DMG or OSRIC SRD
Magic User4refer to DMG or OSRIC SRD
Thief1refer to DMG or OSRIC SRD


Cleric Feats

FeatFPPrerequisiteDescription
Level 1 spell use [1], [2]1noneselect 1 first level cleric spell
Level 2 spell use [1], [2]12 first level spellsselect 1 second level cleric spell
Level 3 spell use [1], [2]23 second level spellsselect 1 third level cleric spell
Level 4 spell use [1], [2]22 third level spells and WIS of 17 or greaterselect 1 fourth level cleric spell
Level 5 spell use [2]32 fourth level spells and WIS of 18 or greaterselect 1 fifth level cleric spell
Turn Skeleton1WIS of 9 or greaterrefer to DMG or OSRIC SRD
Turn Zombie1Turn Skeletonrefer to DMG or OSRIC SRD
Turn Ghoul2Turn Zombierefer to DMG or OSRIC SRD
Turn Shadow2Turn Ghoulrefer to DMG or OSRIC SRD
Turn Wight3Turn Shadowrefer to DMG or OSRIC SRD
Turn Ghast3Turn Wightrefer to DMG or OSRIC SRD
Turn Wraith4Turn Ghast and WIS of 17 or greaterrefer to DMG or OSRIC SRD
Turn Mummy4Turn Wraith and WIS of 18 or greaterrefer to DMG or OSRIC SRD
Turn Spectre5Turn Mummyrefer to DMG or OSRIC SRD

[1] Wisdom bonuses for extra spells do not apply to the JoAT character.

[2] The number of spells acquired in any given spell level may never exceed that awarded to single-classed clerics.

Druid Feats

FeatFPPrerequisiteDescription 
Level 1 spell use [1], [2]1noneselect 1 first level druid spell 
Level 2 spell use [1], [2]12 first level spellsselect 1 second level druid spell 
Level 3 spell use [1], [2]23 second level spellsselect 1 third level druid spell 
Level 4 spell use [1], [2]22 third level spells and WIS of 17 or greaterselect 1 fourth level druid spell 
Level 5 spell use [2]32 fourth level spells and WIS of 18 or greaterselect 1 fifth level druid spell 
Identification of plant type1noneidentify non-fantastic plants, and reputed properties 
Identification of animal type1noneidentification of non-fantastic animal, and behaviors 
Identify pure water2nonedetermine purity of water
Pass without trace2identification of plant typepass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate
Charm immunity3WIS of 17 or greaterimmunity from charm spells cast by any woodland creature, i.e. dryads, nixies, sylphs, etc.
Greater charm immunity4Charm immunity, and WIS of 18 or greaterimmunity from charm spells cast by any source
Shape change5Identification of animal typechange form up to three times per day, becoming, in all respects save the mind, a reptile, bird or mammal. [3]
Druid language2INT of 16 or greaterability to communicate in the druidic secret language
Language expert1Druid language and INT of 17 or greateradd one additional language of the player's choice

[1] Wisdom bonuses for extra spells do not apply to the JoAT character.

[2] The number of spells acquired in any given spell level may never exceed that awarded to single-classed druids.

[3] Each type of creature form can be assumed but once per day. The size of creature form assumed can vary from as small as a bullfrog, blue jay or bat to as large as a large snake, an eagle, or a black bear (about double the weight of the JoAT). Each assumption of a new form removes from 10% to 60% (d6, multiply by 10) of the HP of DAM, if any, the JoAT has sustained prior to changing form.

Fighter Feats

FeatFPPrerequisiteDescription 
Master of weapons1noneadd one weapon proficiency 
Multiple-weapon specialist2Master of weapons, and DEX of 15 or greaterattack with two weapons without incurring off-hand penalty [1] 
Greater multiple-weapon specialist2Multiple weapon specialist, and DEX of 17 or greaterexpanded off-hand weapon choices [2] 
Multiple-attack specialist3Master of weapons3 attacks every 2 rounds [3] 
Improved multiple-attack specialist4Multiple-attack specialist, and DEX of 16 or greater2 attacks every round 
Greater multiple-attack specialist5Improved multiple-attack specialist, and DEX of 18 or greater5 attacks every 2 rounds [4] 

[1] Off-hand weapon must be dagger or hand axe.

[2] Off-hand weapon may be any melee weapon with an over-all length of 36" or shorter.

[3] Third attack comes on the second round.

[4] Fifth attack comes on the second round.

Paladin Feats

FeatFPPrerequisiteDescription 
Detect evil1

Any good alignmentdetect evil as often as desired up to 60' distant when the JoAT is concentrating and focus on the right general direction. 
+2 saving throws2Lawful Good alignmentmake all saving throws at +2 
Lay-hands3noneheal 2 HP DAM on self or others for each level of experience, once per day 
Cure disease4Disease immunitycure disease of any sort once per week 
Protection from evil5Detect evilcontinuous emanation of protection from evil in a 10' radius 

Ranger Feats

FeatFPPrerequisiteDescription 
Giant-class combat specialist1noneadd +1 DAM vs. giant class1; bug bears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, trolls [1] 
Surprise opponents1nonesurprise opponents 50% of the time (1-3 on d6) and is surprised 162/3% of the time (1 on d6) 
Tracking2WIS of 15 or greateras Ranger class 
Non-written magic-use5use of 2 second level magic-user spells, and INT of 15 or greateremploy use of all non-written magical devices that use clairaudience, clairvoyance, ESP, and telepathy 

[1] +1 DAM per feat acquisition. Maximum DAM bonus is +6.

Magic-User Feats

FeatFPPrerequisiteDescription 
Level 1 spell use [1]1noneselect 1 first level magic-user spell 
Level 2 spell use [1]12 first level spellsselect 1 second level magic-user spell 
Level 3 spell use [1]23 second level spellsselect 1 third level magic-user spell 
Level 4 spell use [1]23 third level spellsselect 1 fourth level magic-user spell 
Level 5 spell use [1]33 fourth level spellsselect 1 fifth level magic-user spell 
Level 6 spell use [1]43 fifth level spells, and INT of 17 or greaterselect 1 sixth level magic-user spell 
Level 7 spell use [1]53 sixth level spells, and INT of 18 or greaterselect 1 seventh level magic-user spell 

[1] The number of spells acquired in any given spell level may never exceed that awarded to single-classed magic-user.

Illusionist Feats

FeatFPPrerequisiteDescription 
Level 1 spell use [1]1noneselect 1 first level magic-user spell 
Level 2 spell use [1]12 first level spellsselect 1 second level magic-user spell 
Level 3 spell use [1]23 second level spellsselect 1 third level magic-user spell 
Level 4 spell use [1]23 third level spellsselect 1 fourth level magic-user spell 
Level 5 spell use [1]33 fourth level spellsselect 1 fifth level magic-user spell 
Level 6 spell use [1]43 fifth level spells, and INT of 17 or greaterselect 1 sixth level magic-user spell 
Level 7 spell use [1]53 sixth level spells, and INT of 18 or greaterselect 1 seventh level magic-user spell 
Master of disguise [2]2noneadd 1 level of the illusionist's ability to donn disguises 

[1] The number of spells acquired in any given spell level may never exceed that awarded to single-classed magic-user.

[2] To a maximum of the equivalent of an 8th level illusionist. See the notes on Illusionist described previously.

Thief Feats

FeatFPPrerequisiteDescription 
Thieve's cant1INT of 9 or greaterability to communicate using thieve's cant 
Move silently [1]1noneas Thief class 
Hide in shadows [1]1Move silentlyas Thief class 
Pick pockets [1]1noneas Thief class 
Open locks [1]1noneas Thief class 
Find/Remove traps [1]1Open Locksas Thief class 
Hear noise2noneas Thief class 
Backstab multiplier [1]3May not be of Lawful Good or Lawful Neutral alignmentfirst feat acquisition doubles damage inflicted with successful backstab attack, second is triple, third is quadruple and the maximum allowed 
Climb walls [1]4STR of 9 or greater, and DEX of 12 or greateras Thief class 
Read languages [1]4INT of 12 or greateras Thief class 

[1] Skills acquired may not exceed more than a single level of advancement on thieve's skills table at any one time. DEX bonuses may be included where applicable. Where a prerequisite feat is listed, advancement to the next level in the prequisite must be obtained before advancement in the second feat can occur. Leveling up on the Thieves' Table requires additional feat acquisitions per level. Only one level at a time may be acquired.

Assassin Feats

FeatFPPrerequisiteDescription 
Learn 1 alignment language [1]1INT of 15 or greateras Assassin class 
Disguise3noneas Assassin class 
Assassination [2]4Cannot be of lawful good alignmentas Assassin class 

[1] Language feats my only be earned one at a time.

[2] Leveling up on the Assassination Feats table requires additional feat acquisitions per level. Only one level at a time may be acquired.

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