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dar Origo Liber Being an Essay regarding Player Character Races and Classes Considerations for Standard PC RacesThe 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.
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| Class | Starting Age | Maturity | Age Range |
| Cleric | 20 + 1d4 | Young Adult | 14-17 |
| Fighter | 15 + 1d4 | Mature | 18-25 |
| Magic-User | 40 + 1d8 | Middle Aged | 26-40 |
| Thief | 20 + 1d4 | Old | 41-60 |
| Assassin | 25 + 1d4 | Venerable | 61-90 |
| Verméan Bard | 30 +1d6 | Ancient | 91-115 |
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.
| Class | Starting Age | Maturity | Age Range |
| Thief | 13 + 1d4 | Mature | 18-23 |
| Assassin | 16 + 1d4 | Middle Aged | 24-30 |
| Old | 31-40 | ||
| Venerable | 41-50 | ||
| Ancient | 51-60 |
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 (Half) HordlingDragon 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.
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.
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.
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.
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.
| Class | Starting Age | Maturity | Age Range |
| Cleric | 50 + 2d8 | Young Adult | 51-100 |
| Fighter | 30 + 2d4 | Mature | 101-140 |
| Thief | 40 + 2d4 | Middle Aged | 141-180 |
| Assassin | 45 + 2d8 | Old | 181-210 |
| Venerable | 211-250 | ||
| Ancient | 251-275 |
SarngochOne 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);
| Class | Starting Age | Maturity | Age Range |
| Cleric | 30 + 2d4 | Young Adult | 18-30 |
| Fighter | 20 + 2d4 | Mature | 31-80 |
| Thief | 25 + 2d4 | Middle Aged | 81-130 |
| Old | 131-170 | ||
| Venerable | 171-200 | ||
| Ancient | 201-250 |
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;
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;
Saving bonuses due to a high WIS attribute (if applicable) will apply.
| Goblinesque Half-Orc | Orgre Half-Orc | Hordling | Sarngoch | ||
| Strength | M/F | M/F | M/F | M/F | |
| Minimum | 5/5 | 12/12 | 12/12 | 3/3 | |
| Maximum | 16/15 | 18.00/17 | 18/17 | 17/16 | |
| Intelligence | |||||
| Minimum | 3/3 | 3/3 | 3/3 | 9/11 | |
| Maximum | 18/18 | 12/12 | 13/13 | 18/18 | |
| Wisdom | |||||
| Minimum | 3/3 | 3/3 | 3/3 | 9/9 | |
| Maximum | 17/17 | 12/12 | 16/16 | 18/18 | |
| Dexterity | |||||
| Minimum | 5/5 | 3/3 | 10/10 | 5/5 | |
| Maximum | 18/18 | 14/14 | 18/18 | 18/18 | |
| Constitution | |||||
| Minimum | 9/9 | 14/14 | 12/12 | 3/3 | |
| Maximum | 18/17 | 19/18 | 18/18 | 18/18 | |
| Charisma | |||||
| Minimum | 3/3 | 3/3 | 3/3 | 10/10 | |
| Maximum | 12/12 | 10/10 | 14/14 | 19/19 | |
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.
The ClericClerics 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 ranks of druids are organized into five Orders. Each Order controls and protects a territory of the Verméan continent;
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.
The FighterFighters 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.
It 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.
The RangerRangers 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.
The Magic UserMagic-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.
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.
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.
The IllusionistIn 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%).
The Lost Styg'oran and the Styg'oran Questors
Thieves and AssassinsThieves 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).
All 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.
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.
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.
The Verméan BardThe 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.
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.
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;
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.
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).
| Experience | Level | d4 HD | Charm | Friendship | Decipher Legend | Know Item | Decipher Writings |
| 0 - 1,500 | 1 | 2 | 8% | 10% | 6% | — | 2% |
| 1,501 - 3,000 | 2 | 3 | 10% | 13% | 8% | 2% | 4% |
| 3,001 - 6,000 | 3 | 4 | 13% | 18% | 10% | 4% | 6% |
| 6,001 - 13,000 | 4 | 5 | 18% | 23% | 13% | 6% | 8% |
| 13,001 - 27,500 | 5 | 6 | 23% | 28% | 18% | 8% | 10% |
| 27,501 - 55,000 | 6 | 7 | 28% | 33% | 23% | 10% | 13% |
| 55,001 - 110,000 | 7 | 8 | 33% | 38% | 28% | 13% | 18% |
| 110,001 - 225,000 | 8 | 9 | 38% | 43% | 33% | 18% | 23% |
| 225,001 - 450,000 | 9 | 10 | 43% | 48% | 38% | 23% | 28% |
| 450,001 - 675,000 | 10 | 11 | 48% | 53% | 43% | 28% | 33% |
| 675,001 - 900,000 | 11 | 11+1 | 53% | 58% | 48% | 33% | 38% |
| 900,001 - 1,125,000 | 12 | 11+2 | 58% | 63% | 53% | 38% | 43% |
| 1,125,001 - 1,350,000 | 13 | 11+3 | 63% | 68% | 58% | 43% | 48% |
| 1,350,001 - 2,575,000 | 14 | 11+4 | 68% | 73% | 63% | 48% | 53% |
| 2,575,001 - 2,800,000 | 15 | 11+5 | 73% | 78% | 68% | 53% | 58% |
| 2,800,001 - 3,025,000 | 16 | 11+6 | 78% | 83% | 73% | 58% | 63% |
| 3,025,001 - 3,250,000 | 17 | 11+7 | 83% | 88% | 78% | 63% | 68% |
| 3,250,001 - 3,475,000 | 18 | 11+8 | 88% | 93% | 83% | 68% | 73% |
| 3,475,001 - 3,700,000 | 19 | 11+9 | 93% | 98% | 88% | 73% | 78% |
| 3,700,001 - and up | 20 | 11+10 | 98% | 99% | 93% | 78% | 83% |
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;
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).
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;
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).
| Experience | Level | d8 HD | Charm | Friendship | Decipher Legend | Know Item | Decipher Writings |
| 0 - 2,250 | 1 | 1 | 5% | 6% | 6% | — | 2% |
| 2,251 - 4,750 | 2 | 2 | 6% | 7% | 8% | 2% | 3% |
| 4,751 - 10,000 | 3 | 3 | 7% | 8% | 10% | 4% | 4% |
| 10,001 - 22,500 | 4 | 4 | 8% | 9% | 13% | 6% | 5% |
| 22,501 - 47,500 | 5 | 5 | 9% | 10% | 18% | 8% | 6% |
| 47,501 - 98,000 | 6 | 6 | 10% | 13% | 23% | 10% | 7% |
| 98,001 - 200,000 | 7 | 7 | 13% | 18% | 28% | 13% | 8% |
| 200,001 - 350,000 | 8 | 8 | 18% | 23% | 33% | 18% | 9% |
| 350,001 - 500,000 | 9 | 9 | 23% | 28% | 38% | 23% | 10% |
| 500,001 - 700,000 | 10 | 10 | 28% | 33% | 43% | 28% | 13% |
| 700,001 - 950,000 | 11 | 10+1 | 33% | 38% | 48% | 33% | 18% |
| 950,001 - 1,250,000 | 12 | 10+2 | 38% | 43% | 53% | 38% | 23% |
| 1,250,001 - 1,750,000 | 13 | 10+3 | 43% | 48% | 58% | 43% | 28% |
| 1,750,001 - 2,250,000 | 14 | 10+4 | 48% | 53% | 63% | 48% | 33% |
| 2,250,001 - 2,750,000 | 15 | 10+5 | 53% | 58% | 68% | 53% | 38% |
| 2,750,001 - 3,250,000 | 16 | 10+6 | 58% | 63% | 73% | 58% | 43% |
| 3,250,001 - 3,750,000 | 17 | 10+7 | 63% | 68% | 78% | 63% | 48% |
| 3,750,001 - 4,250,000 | 18 | 10+8 | >68% | 73% | 83% | 68% | 53% |
| 4,250,001 - 4,750,000 | 19 | 10+9 | 73% | 78% | >88% | 73% | 58% |
| 4,750,001 - and up | 20 | 10+10 | 78% | 83% | 93% | 78% | 63% |
| Lorist Priest/Ovate Level | 1 | 2 | 3 | 4 |
| 1 | 1 | — | — | — |
| 2 | 2 | — | — | — |
| 3 | 2 | 1 | — | — |
| 4 | 2 | 2 | — | — |
| 5 | 2 | 2 | 1 | — |
| 6 | 3 | 2 | 1 | — |
| 7 | 3 | 2 | 1 | 1 |
| 8 | 3 | 3 | 1 | 1 |
| 9 | 3 | 3 | 2 | 1 |
| 10 | 3 | 3 | 3 | 1 |
| 11 and up | 3 | 3 | 3 | 2 |
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;
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).
| Experience | Level | d10 HD | Charm | Friendship | Decipher Legend | Know Item | Decipher Writings |
| 0 - 2,250 | 1 | 1 | 5% | 6% | 4% | — | 2% |
| 2,251 - 4,750 | 2 | 2 | 6% | 7% | 5% | 2% | 3% |
| 4,751 - 10,000 | 3 | 3 | 7% | 8% | 6% | 3% | 4% |
| 10,001 - 22,500 | 4 | 4 | 8% | 9% | 7% | 4% | 5% |
| 22,501 - 47,500 | 5 | 5 | 9% | 10% | 8% | 5% | 6% |
| 47,501 - 98,000 | 6 | 6 | 10% | 13% | 9% | 6% | 7% |
| 98,001 - 200,000 | 7 | 7 | 13% | 18% | 10% | 7% | 8% |
| 200,001 - 350,000 | 8 | 8 | 18% | 23% | 13% | 8% | 9% |
| 350,001 - 500,000 | 9 | 9 | 23% | 28% | 18% | 9% | 10% |
| 500,001 - 700,000 | 10 | 10 | 28% | 33% | 23% | 11% | 13% |
| 700,001 - 950,000 | 11 | 10+1 | 33% | 38% | 28% | 13% | 18% |
| 950,001 - 1,250,000 | 12 | 10+2 | 38% | 43% | 33% | 18% | 23% |
| 1,250,001 - 1,750,000 | 13 | 10+3 | 43% | 48% | 38% | 23% | 28% |
| 1,750,001 - 2,250,000 | 14 | 10+4 | 48% | 53% | 43% | 28% | 33% |
| 2,250,001 - 2,750,000 | 15 | 10+5 | 53% | 58% | 48% | 33% | 38% |
| 2,750,001 - 3,250,000 | 16 | 10+6 | 58% | 63% | 53% | 38% | 43% |
| 3,250,001 - 3,750,000 | 17 | 10+7 | 63% | 68% | 58% | 43% | 48% |
| 3,750,001 - 4,250,000 | 18 | 10+8 | 68% | 73% | 63% | 48% | 53% |
| 4,250,001 - 4,750,000 | 19 | 10+9 | 73% | 78% | 68% | 53% | 58% |
| 4,750,001 - and up | 20 | 10+10 | 78% | 83% | 73% | 58% | 63% |
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;
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).
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.
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).
| Experience | Level | d6 HD | Charm | Friendship | Decipher Legend | Know Item | Decipher Writings |
| 0 - 2,250 | 1 | 2 | 8% | 10% | 4% | — | 8% |
| 2,251 - 4,750 | 2 | 3 | 10% | 13% | 5% | 2% | 10% |
| 4,751 - 10,000 | 3 | 4 | 13% | 18% | 6% | 3% | 13% |
| 10,001 - 22,500 | 4 | >5 | 18% | 23% | 7% | 4% | 18% |
| 22,501 - 47,500 | 5 | 6 | 23% | 28% | 8% | 5% | 23% |
| 47,501 - 98,000 | 6 | 7 | 28% | 33% | 9% | 6% | 28% |
| 98,001 - 200,000 | 7 | 8 | 33% | 38% | 10% | 7% | 33% |
| 200,001 - 350,000 | 8 | 9 | 38% | 43% | 13% | 8% | 38% |
| 350,001 - 500,000 | 9 | 10 | 43% | 48% | 18% | 9% | 43% |
| 500,001 - 700,000 | 10 | 11 | 48% | 53% | 23% | 10% | 48% |
| 700,001 - 950,000 | 11 | 11+1 | 53% | 58% | 28% | 13% | 53% |
| 950,001 - 1,250,000 | 12 | 11+2 | 58% | 63% | 33% | 18% | 58% |
| 1,250,001 - 1,750,000 | 13 | 11+3 | 63% | 68% | 38% | 23% | 63% |
| 1,750,001 - 2,250,000 | 14 | 11+4 | 68% | 73% | 43% | 28% | 68% |
| 2,250,001 - 2,750,000 | 15 | 11+5 | 73% | 78% | 48% | 33% | 73% |
| 2,750,001 - 3,250,000 | 16 | 11+6 | 78% | 83% | 53% | 38% | 78% |
| 3,250,001 - 3,750,000 | 17 | 11+7 | 83% | 88% | 58% | 43% | 83% |
| 3,750,001 - 4,250,000 | 18 | 11+8 | >88% | 93% | 63% | 48% | 88% |
| 4,250,001 - 4,750,000 | 19 | 11+9 | 93% | 98% | 68% | 53% | 93% |
| 4,750,001 - and up | 20 | 11+10 | 98% | 99% | 73% | 58% | 98% |
| Sonneteer Magician/Illusionist Level | 1 | 2 | 3 | 4 |
| 1 | 1 | — | — | — |
| 2 | 2 | — | — | — |
| 3 | 2 | 1 | — | — |
| 4 | 2 | 2 | — | — |
| 5 | 2 | 2 | 1 | — |
| 6 | 3 | 2 | 1 | — |
| 7 | 3 | 2 | 1 | 1 |
| 8 | 3 | 3 | 1 | 1 |
| 9 | 3 | 3 | 2 | 1 |
| 10 | 3 | 3 | 3 | 1 |
| 11 and up | 3 | 3 | 3 | 2 |
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).
| Experience | Level | d8 HD | Charm | Friendship | Decipher Legend | Know Item | Decipher Writings |
| 0 - 2,250 | 1 | 1 | 8% | 10% | 4% | — | 2% |
| 2,251 - 4,750 | 2 | 2 | 10% | 13% | 5% | 2% | 3% |
| 4,751 - 10,000 | 3 | 3 | 13% | 18% | 6% | 3% | 4% |
| 10,001 - 22,500 | 4 | 4 | 18% | 23% | 7% | 4% | 5% |
| 22,501 - 47,500 | 5 | 5 | 23% | 28% | 8% | 5% | 6% |
| 47,501 - 98,000 | 6 | 6 | 28% | 33% | 9% | 6% | 7% |
| 98,001 - 200,000 | 7 | 7 | 33% | 38% | 10% | 7% | 8% |
| 200,001 - 350,000 | 8 | 8 | 38% | 43% | 13% | 8% | 9% |
| 350,001 - 500,000 | 9 | 9 | 43% | 48% | 18% | 9% | 10% |
| 500,001 - 700,000 | 10 | 10 | 48% | 53% | 23% | 10% | 13% |
| 700,001 - 950,000 | 11 | 10+1 | 53% | 58% | 28% | 13% | 18% |
| 950,001 - 1,250,000 | 12 | 10+2 | 58% | 63% | 33% | 18% | 23% |
| 1,250,001 - 1,750,000 | 13 | 10+3 | 63% | 68% | 38% | 23% | 28% |
| 1,750,001 - 2,250,000 | 14 | 10+4 | 68% | 73% | 43% | 28% | 33% |
| 2,250,001 - 2,750,000 | 15 | 10+5 | 73% | 78% | 48% | 33% | 38% |
| 2,750,001 - 3,250,000 | 16 | 10+6 | 78% | 83% | 53% | 38% | 43% |
| 3,250,001 - 3,750,000 | 17 | 10+7 | 83% | 88% | 58% | 43% | 48% |
| 3,750,001 - 4,250,000 | 18 | 10+8 | 88% | 93% | 63% | 48% | 53% |
| 4,250,001 - 4,750,000 | 19 | 10+9 | 93% | 98% | 68% | 53% | 58% |
| 4,750,001 - and up | 20 | 10+10 | 98% | 99% | 73% | 58% | 63% |
| Class | Dwarf | Elf | Gnome | Half-Elf | Halfling | Human | Half-Orc | Half-Orc (goblinesque) | Half-Orc (orgre) | Dragon Hordling | Sarngoch |
| Cleric | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | 6 | no | 5 | 8 | ||||||
| Druid | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | no | no | no | no | ||||||
| Fighter | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | 6 | 8 | 9 | U | ||||||
| Paladin | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | no | no | no | no | ||||||
| Ranger | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | no | no | no | no | ||||||
| Magic-User | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | 4 | no | no | no | ||||||
| Illusionist | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | no | no | no | no | ||||||
| Thief | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | 10 | 8 | 9 | U | ||||||
| Assassin | - - - - - - - - - - - - - - - - - - - - - (see PHB and OSRIC SRD) - - - - - - - - - - - - - - - - - - - - - | 10 | 5 | 5 | no | ||||||
| Monk | - - - - - - - - - - - - - - - - - - - - - - - - - - - - (see PHB) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | no | no | no [1] | no | ||||||
| Bard | - - - - - - - - - - - - - - - - - - - - - - - - - - - - (see PHB) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | no | no | no | no | ||||||
| Racaraide Bard | 8 | U | U | U | U | U | no | no | no | no | no |
| Lorist Priest | 6 | 5 | 6 | 5 | no | U | no | 4 | no | no | no |
| Lorist Ovate | no | no | no | U | 6 | U | no | no | no | no | no |
| Lyrist Veteran | 10 | U | 10 | U | 8 | U | 6 | 6 | no | no | no |
| Sonneteer Magician | no | 8 | no | 6 | no | U | no | 4 | no | no | no |
| Sonneteer Trickster | no | no | 8 | no | no | U | no | no | no | no | no |
| Jongleur Magsman | 10 | U | U | U | U | U | 8 | 10 | no | no | no |
[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.
This 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 Class May not include Feats from... [1] Druid Paladin Paladin Druid, Thief, Assassin Ranger Assassin Thief Paladin Assassin Paladin, 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] Level d8 HD [2] Feat Points (FP) [3] 0 - 2,500 1 1+1 10 + 1 FP for every 6 points of combined INT and WIS 2,501 - 6,000 2 2+1 2 + 1 FP for every 6 points of combined INT and WIS 6,001 - 13,000 3 3+1 2 + 1 FP for every 6 points of combined INT and WIS 13,001 - 24,500 4 4+1 4 + 1 FP for every 9 points of combined INT and WIS 24,501 - 50,000 5 5+1 4 + 1 FP for every 9 points of combined INT and WIS 50,001 - 100,000 6 6+1 4 + 1 FP for every 9 points of combined INT and WIS 100,001 - 230,000 7 7+1 6 + 1 FP for every 12 points of combined INT and WIS 230,001 - 400,000 8 8+1 6 + 1 FP for every 12 points of combined INT and WIS 400,001 - 585,000 9 8+5 6 + 1 FP for every 12 points of combined INT and WIS 585,001 - 800,000 10 8+9 8 + 1 FP for every 15 points of combined INT and WIS 800,001 - 1,100,000 11 8+13 8 + 1 FP for every 15 points of combined INT and WIS 1,100,001 - 2,500,000 12 8+17 8 + 1 FP for every 15 points of combined INT and WIS 2,500,001 - + 13 8+21 10 + 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.
FeatFP Description Cleric 3 refer to DMG or OSRIC SRD Fighter 4 refer to DMG or OSRIC SRD Magic User 1 refer to DMG or OSRIC SRD Thief 2 refer 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.
FeatFP Description Cleric 3 refer to PHB or OSRIC SRD Druid 4 refer to PHB or OSRIC SRD Fighter [1] 5 refer to PHB or OSRIC SRD Magic User [2] 1 refer to PHB or OSRIC SRD Thief 2 refer to PHB or OSRIC SRD Assassin 5 refer 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.
FeatFP Description Cleric 3 refer to PHB or OSRIC SRD Druid 2 refer to PHB or OSRIC SRD Fighter [1] 4 refer to PHB or OSRIC SRD Magic User [2] 1 refer to PHB or OSRIC SRD Thief [3] 2 refer 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.
FeatFP Description Cleric 4 refer to DMG or OSRIC SRD Fighter 2 refer to DMG or OSRIC SRD Magic User 8 refer to DMG or OSRIC SRD Thief 1 refer 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.
FeatFP Description Cleric 3 refer to DMG or OSRIC SRD Fighter 2 refer to DMG or OSRIC SRD Magic User 4 refer to DMG or OSRIC SRD Thief 1 refer to DMG or OSRIC SRD
Cleric Feats
Feat FP Prerequisite Description Level 1 spell use [1], [2] 1 none select 1 first level cleric spell Level 2 spell use [1], [2] 1 2 first level spells select 1 second level cleric spell Level 3 spell use [1], [2] 2 3 second level spells select 1 third level cleric spell Level 4 spell use [1], [2] 2 2 third level spells and WIS of 17 or greater select 1 fourth level cleric spell Level 5 spell use [2] 3 2 fourth level spells and WIS of 18 or greater select 1 fifth level cleric spell Turn Skeleton 1 WIS of 9 or greater refer to DMG or OSRIC SRD Turn Zombie 1 Turn Skeleton refer to DMG or OSRIC SRD Turn Ghoul 2 Turn Zombie refer to DMG or OSRIC SRD Turn Shadow 2 Turn Ghoul refer to DMG or OSRIC SRD Turn Wight 3 Turn Shadow refer to DMG or OSRIC SRD Turn Ghast 3 Turn Wight refer to DMG or OSRIC SRD Turn Wraith 4 Turn Ghast and WIS of 17 or greater refer to DMG or OSRIC SRD Turn Mummy 4 Turn Wraith and WIS of 18 or greater refer to DMG or OSRIC SRD Turn Spectre 5 Turn Mummy refer 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
Feat FP Prerequisite Description Level 1 spell use [1], [2] 1 none select 1 first level druid spell Level 2 spell use [1], [2] 1 2 first level spells select 1 second level druid spell Level 3 spell use [1], [2] 2 3 second level spells select 1 third level druid spell Level 4 spell use [1], [2] 2 2 third level spells and WIS of 17 or greater select 1 fourth level druid spell Level 5 spell use [2] 3 2 fourth level spells and WIS of 18 or greater select 1 fifth level druid spell Identification of plant type 1 none identify non-fantastic plants, and reputed properties Identification of animal type 1 none identification of non-fantastic animal, and behaviors Identify pure water 2 none determine purity of water Pass without trace 2 identification of plant type pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate Charm immunity 3 WIS of 17 or greater immunity from charm spells cast by any woodland creature, i.e. dryads, nixies, sylphs, etc. Greater charm immunity 4 Charm immunity, and WIS of 18 or greater immunity from charm spells cast by any source Shape change 5 Identification of animal type change form up to three times per day, becoming, in all respects save the mind, a reptile, bird or mammal. [3] Druid language 2 INT of 16 or greater ability to communicate in the druidic secret language Language expert 1 Druid language and INT of 17 or greater add 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
Feat FP Prerequisite Description Master of weapons 1 none add one weapon proficiency Multiple-weapon specialist 2 Master of weapons, and DEX of 15 or greater attack with two weapons without incurring off-hand penalty [1] Greater multiple-weapon specialist 2 Multiple weapon specialist, and DEX of 17 or greater expanded off-hand weapon choices [2] Multiple-attack specialist 3 Master of weapons 3 attacks every 2 rounds [3] Improved multiple-attack specialist 4 Multiple-attack specialist, and DEX of 16 or greater 2 attacks every round Greater multiple-attack specialist 5 Improved multiple-attack specialist, and DEX of 18 or greater 5 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
Feat FP Prerequisite Description Detect evil 1 Any good alignment detect evil as often as desired up to 60' distant when the JoAT is concentrating and focus on the right general direction. +2 saving throws 2 Lawful Good alignment make all saving throws at +2 Lay-hands 3 none heal 2 HP DAM on self or others for each level of experience, once per day Cure disease 4 Disease immunity cure disease of any sort once per week Protection from evil 5 Detect evil continuous emanation of protection from evil in a 10' radius Ranger Feats
Feat FP Prerequisite Description Giant-class combat specialist 1 none add +1 DAM vs. giant class1; bug bears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, trolls [1] Surprise opponents 1 none surprise opponents 50% of the time (1-3 on d6) and is surprised 162/3% of the time (1 on d6) Tracking 2 WIS of 15 or greater as Ranger class Non-written magic-use 5 use of 2 second level magic-user spells, and INT of 15 or greater employ 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
Feat FP Prerequisite Description Level 1 spell use [1] 1 none select 1 first level magic-user spell Level 2 spell use [1] 1 2 first level spells select 1 second level magic-user spell Level 3 spell use [1] 2 3 second level spells select 1 third level magic-user spell Level 4 spell use [1] 2 3 third level spells select 1 fourth level magic-user spell Level 5 spell use [1] 3 3 fourth level spells select 1 fifth level magic-user spell Level 6 spell use [1] 4 3 fifth level spells, and INT of 17 or greater select 1 sixth level magic-user spell Level 7 spell use [1] 5 3 sixth level spells, and INT of 18 or greater select 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
Feat FP Prerequisite Description Level 1 spell use [1] 1 none select 1 first level magic-user spell Level 2 spell use [1] 1 2 first level spells select 1 second level magic-user spell Level 3 spell use [1] 2 3 second level spells select 1 third level magic-user spell Level 4 spell use [1] 2 3 third level spells select 1 fourth level magic-user spell Level 5 spell use [1] 3 3 fourth level spells select 1 fifth level magic-user spell Level 6 spell use [1] 4 3 fifth level spells, and INT of 17 or greater select 1 sixth level magic-user spell Level 7 spell use [1] 5 3 sixth level spells, and INT of 18 or greater select 1 seventh level magic-user spell Master of disguise [2] 2 none add 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
Feat FP Prerequisite Description Thieve's cant 1 INT of 9 or greater ability to communicate using thieve's cant Move silently [1] 1 none as Thief class Hide in shadows [1] 1 Move silently as Thief class Pick pockets [1] 1 none as Thief class Open locks [1] 1 none as Thief class Find/Remove traps [1] 1 Open Locks as Thief class Hear noise 2 none as Thief class Backstab multiplier [1] 3 May not be of Lawful Good or Lawful Neutral alignment first feat acquisition doubles damage inflicted with successful backstab attack, second is triple, third is quadruple and the maximum allowed Climb walls [1] 4 STR of 9 or greater, and DEX of 12 or greater as Thief class Read languages [1] 4 INT of 12 or greater as 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
Feat FP Prerequisite Description Learn 1 alignment language [1] 1 INT of 15 or greater as Assassin class Disguise 3 none as Assassin class Assassination [2] 4 Cannot be of lawful good alignment as 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.