FH&W - Summary and Index
FH&W - Summary and Index
FH&W - Summary and Index
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[i]
Table of Contents
[ ii ]
Defense – Dodge 90 6-HAZARDS AND INJURIES 111
Defense – Evade 90 Health and Hit-Points 111
Defense – Parry 90 Character’s Hit-points 111
Dirty Trick 90 Wound and Vitality Hit-points 111
Disarm 90 Temporary Hit-points 112
Fighting Offensively 90 Damage and Death’s Door 112
Hold Initiative 90 Massive Damage 112
Melee Frenzy 91 Disabled 112
Off-Hand Weapon Fighting 91 Dying 112
Put a Blade Against the Throat 91 Dead 112
Set Weapon Against Charge 91 Subdual Damage 113
Strangulation 91 Dealing Subdual Damage 113
Subdual Attack 91 Staggered and Unconscious 113
Touch Attack 91
Healing 113
Two Weapons Fighting 91
Natural and Magical Healing 113
Unarmed Combat 91
Stable Characters and Recovery 113
Withdrawal / Disengaging 91 Healing Subdual Damage 113
Called Shots 92 Healing Ability Damage 113
Arm/Leg/Head/Eye 92 Raising the Dead 113
Worn Object 92 Threats and Hazards 114
Shoot in Melee 92
Shoot Object 92 Afflictions: Mental and Physical 114
Blindness 114
Morale Checks 92 Deafness 114
Vehicles’ Combat 94 Disease 114
Turn-Rebuke Undead 95 Drunkenness 114
Exhaustion 115
Psionic Combat 96 Fatigue 115
Making a Psionic Attack 96 Fear 115
Using a Psionic Defense 97 Incapacitated / Unconscious 115
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Spells Providing Defense 97 Nausea 115
Psionic Creatures 97 Paralysis 115
Duels of Rhetoric 97 Poison 115
Severed Appendage or Decapitation 116
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[ iii ]
Boiling Water 123 Healing Deity 153
Cold Water 123 Hunting Deity 153
Depth Effects 123 Justice, Revenge Deity 153
Drowning 123 Magic and Knowledge Deity 153
Weather 124 Moon Goddess 154
Fog 124 Peace and Mercy Deity 154
Precipitation 124 Racial Deity 154
Winds 124 Sea Deity 154
Sites Deities 154
7-MONSTERS AND NPCS 127 Strength God 155
Creatures and Monsters (BtH and saving throws) 127 Sun God 155
Thieves Deity 155
Encounter Reactions 128
Travel Deity 155
Commoners (zero-level characters) 129 War-God 156
NPC Character Classes 129 Wisdom Deity 156
Fighting-man 130 Law and Chaos 156
Clergyman 130 Alignments 156
Cultist 131 Character Class: The Agent of Law/Chaos 157
Professional 131 Character Class: The Guardian of Neutrality 158
Thug 131
The Immortal Soul 160
Magic-user 131
The Nature of the Soul 160
Non-Player Characters Appearance and Personality 132 The Soul is Indestructible 160
NPC Levels and Populations Spread 132 The Soul in the Afterlife: Petitioners 161
Servants and Partisans 133 Undead and Soul 162
Hirelings, Henchmen, Followers and Cohorts 133 Creatures Without a Soul 162
Attracting Followers 133 Cosmology: The Planes 162
Hiring People for Short Term Tasks 135 The Different Types of Planes 162
Time and Cost Requirements to Manufacture Items 135 Planar Characteristics 163
Hiring spellcasters 136 Material/Energy Planes Descriptions 164
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Typical Non-Player Characters 136 —The Ethereal Plane 164
Barbarians 136 —The Elemental Planes 166
Criminals 136 —The Negative Energy Plane 167
Destitute 137 —The Positive Energy Plane 168
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Priesthood 140
Spellcasters for Hire 141 —The Upper Outer Planes 171
—The Seven Courts of the Afterlife 171
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[ iv ]
Enchantment/Charm 179 Appendix 8: Sanity-Insanity 376
Evocation 179 Minor Insanity 376
Illusion 179 Major Insanity 376
Necromancy 180 Appendix 9: Skills 377
Transmutation 180 Acrobatics 378
Character Class: The Mage-Specialist 180 Alchemy 378
The Abjurer 180 Animal Handling 378
The Conjurer 180 Arcane Lore 378
The Diviner 181 Artistic Capacity 379
The Enchanter 181 Astronomy / Astrology 379
The Evoker 181 Athletics 379
The Illusionist 181 Climb 379
The Necromancer 181 Deception 380
The Transmuter 182 Detection 380
Character Class: The War-Mage 182 Engineering 381
Escape Bonds 381
Craft and Magic 184
Gaining Information 381
Pentagrams and Magic Circles 184 Gambling 381
Creating a Magical Diagram 184 Healing 382
Effects of a Magical Diagram 184 Knowledge 382
Breaking a Magical Diagram 184 Legerdemain 382
Creating Magical Items 184 Linguistics 382
Scribe Scrolls 185 Navigate 383
Magical Talismans 185 Open Locks 383
Eldritch Craft 185 Persuasion 383
Pilot 383
Severe Sorcery (Optional) 185
Poisons 384
Danger of Preparing Spells 185
Practical Abilities 384
The Rule of Obsession 185
Riding 384
True Names 186
Ley Lines and Power Nexuses 186
file Stealth 385
Survival 385
Bloody Sacrifices 186
Tech-use 385
Spell Lists by Classes 187 Tracking 385
Psychic Powers 187 Traps 386
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[v]
General Index (spells not included)
Appearance and personality of NPCs 132 Casting spells in combat 173 / 183 / 387 Crusader (class) 148
Arcane Lore (skill) 378 Catching on fire 121 Crushing blow 85
Arcane magic specialties 178 Chaos and Law 156 Cultist (NPC class) 131
Archery (fighting style) 388 Character races (Fantasy) 10 Cutting torch (equipment) 80
Aristocrat (background) 22 Character races (Weird Tales) 16
Armor class (AC) 88 Charge 90 —D—
Armor proficiency 26 / 386 Charisma 10 / 363 Dagger (weapon) 66 / 67
Armors (different types) 64 Chases 106 Damage and death’s door 112
Arrows (weapon) 67 Chases: clear, flat ground 106 Damage – subdual 113
Artistic Capacity (skill) 379 Chases: dungeons / city streets 108 Danger of preparing spells 185
Assassin (class) 35 Chases: sea 107 Dark Elves (race) 15
Astronomy/Astrology (skill) 379 Chases: wilderness 107 Darkness 100
Athletics (skill) 379 Clansdwarf (class) 40 Dart (weapon) 66 / 67
Attack and damage rolls 88 Classes – additional 393 Dead 112
Attack Mode (Psionic) 54 / 96 Classes – alignments’ champions 157 Deafness 114
A. Psionic Blast 96 Classes – alternate priests 147 Dealing subdual damage 113
B. Mind Thrust 96 Classes levels by race 11 / 16 / 393 Decay – time decay 85
C. Ego Whip 96 Classes – core fantasy 27 Deception (skill) 380
D. Id Insinuation 96 Classes – racial 40 Defense Mode (Psionic) 54 / 97
E. Psychic Crush 96 Classes – weird tales 51 F. Empty Mind 97
Attacking without killing (subdual) 91 Cleave (Ruthless talent) 388 G. Thought Shield 97
Attacking with two weapons 91 Clergyman (NPC class) 130 H. Mental Barrier 97
Attracting followers 133 Climb (skill) 379 I. Intellect Fortress 97
Attribute scores comparisons 364 Climbing gear (equipment) 80 J. Tower of Iron Will 97
Attributes (Str, Dex, Wis, etc.) 09 / 362 Clothing (equipment) 73 Destitute (NPC stats) 137
Automatic hit and miss (Critical) 89 Clubs (weapon) 66 / 67 Detection (skill) 380
Automatic or instant spell learning 175 Cohorts 133 Dexterity 10 / 362
Avalanche 122 Coin weight (equipment) 63 Divination (magic) 179
Axes (weapon) 66 / 67 Cold effects 120 Diviner (class) 181
[ vi ]
Dirty trick 90 Food, drink and lodging 74 Healing salve (equipment) 72
Disabled 112 Forced march 103 Hear Noise – Detection (skill) 380
Disarm 90 Forester (background) 22 Heat effects 120
Disbelieving illusions 179 / 181 Forestal (class) 44 Height and weight by race 366
Disease 114 Free action 89 Henchmen 133
Disengaging from melee combat 91 Freezing (instant freezing) 122 Hide in Shadows – Stealth (skill) 385
Dodge (combat defense mode) 90 Friar (class) 30 Highlander (background) 22
Domain spells 408 Hirelings 133
Drowning 123 —G— Hiring people for short term tasks 135
Drunkenness 114 Gaining Information (skill) 381 Hiring spellcasters 136
Duels of rhetoric 97 Gambling (skill) 381 Hit body part (see Arm/Leg/Head/Eye) 92
Dwarves (race) 12 Gauntlets (weapon) 66 / 68 Hit-dice 11 / 25 / 60
Dying 112 Generating ability scores 363 Hit-points 60 / 111
Dying Earth (sci-fantasy) 75 Glaciers 122 Hit-points (rolling methods) 375
Glossary 03 Hit worn object 92
—E— Gnomes (race) 13 Hold initiative 90
Ecclesiastic (background) 22 Gods and Goddesses – examples 149 Holding one’s breath 119
Eldritch-Archer (class) 42 Ancestors Worship 149 Holster (equipment) 80 / 81
Eldritch craft 185 Animal Deity, Beast Lord 149 Holy water 72
Elves (race) 12 Blacksmith God 150 Humans – Fantasy (race) 14
Enchanter (class) 181 Community Deity 150 Humans – Sci-fan (race) 16
Enchantment/Charm (magic) 179 Darkness, Fear and Evil 150 Humans – Tainted (race) 17
Encounter reactions 128 Death, Guardian of the Dead 150
Encumbrance by armor 101 Death and Undeath Deity 150
—I—
Encumbrance by weight 101 / 361 Elemental Air 151 Ice 122
Encumbrance for domestic animals 102 Elemental Earth 151 Illusion (magic) 179
Encumbrance with cart/wagon 102 Elemental Fire 151 Illusionist (class) 181
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Energy cell (equipment) 80 Elemental Water 152 Illusionist – Gnome (class) 46
Energy drain 117 Fertility Deity 152 Incantations 176
Engineering (skill) 381 Fortune – Luck Deity 152 Incapacitated / unconscious 115
Epic levels 402 Good and Protection Deity 152 Infravision 12 to 21 / 100
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Equipment (starting) 63 / 374 Justice, Revenge Deity 153 Inquisitor (class) 148
Escape Bonds (skill) 381 Magic and Knowledge Deity 153 Insanity-sanity 376
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[ vii ]
Listening – Detection (skill) 380 Oil and fire 71 Retreat 91
Liturgy (incantation) 177 Open doors (see Athletics) 379 Revenants (race) 19
Lock (equipment) 71 Open Locks (skill) 383 Riding (skill) 384
Lost (becoming lost) 105 Opposed checks (with skill checks) 61 Rifleman (class) 55
Lycanthropy 117 Outlaw (background) 22 Rope 72 / 85
Round 99
—M— —P—
—S—
Maces (weapon) 66 / 68 Paladin (class) 29
Mage-Specialist (class) 180 Paralysis 115 Sanity-insanity 376
Abjurer (class) 180 Parry (combat defense mode) 90 Savant (class) 56
Conjurer (class) 180 Peasant (background) 22 Saving throws 25 / 60 / 405
Diviner (class) 181 Peasants (NPC stats) 140 Saving throws – items 84
Enchanter (class) 181 Pentacles / pentagrams 184 Scary Monk (class) 396
Evoker (class) 181 Personality descriptors 366 Scribe magic scrolls 185
Illusionist (class) 181 Persuasion (skill) 383 Sea-dog (class) 398
Necromancer (class) 181 Petitioners 161 Sea-witch (class) 400
Transmuter (class) 182 Petrification 117 Shock (from falling) 122
Magical Forest (incantation) 177 Pick-pockets – Legerdemain (skill) 382 Scholar (background) 22
Magic circles / diagrams 184 Pilot (skill) 383 Scoundrel (background) 23
Magic is more art than science 174 Planar characteristics 163 Scout (class) 49
Magic resistance – Resisting spells 174 Planes descriptions 164 Seafarer (background) 23
Magic-user (NPC class) 131 Astral Plane 169 Seaworthiness 105
Manacles (equipment) 71 Elemental Planes 166 Secondary action 89
Martial Arts (fighting style) 390 Ethereal Plane 164 Segment 87 / 99
Massive damage 112 Lower Outer Planes 170 Selling equipment 63
Material’s hardness and hit-points 84 Negative Energy Plane 167 Set weapon against charge 91
Maximum level 26 / 402 Plane of Shadows 168 Severe sorcery 185
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Melee frenzy 91 Positive Energy Plane 168 Severed appendage or decapitation 116
Military (NPC stats) 139 Seven Courts of the Afterlife 171 Shock-field glove (weapon) 77 / 79
Militia (NPC stats) 139 Upper Outer Planes 171 Shoot in melee 92
Shoot object 92
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[ viii ]
Sky-Lord (class) 57 Surprise 87 Turn (10 minutes) 99
Sleeping in armor 64 Survival (skill) 385 Turn-Rebuke undead 95
Slings (weapon) 66 / 68 Swords (weapon) 66 / 69 Two-Hander (fighting style) 390
Smoke and toxic air 119 Swords and Planets (sci-fantasy) 75 Two weapons fighting 91
Snow 122 Types of magic 174
Social classes / origin 374 —T— Types of priests 147
Soldier (background) 23 Types of religions and deities 145
Talents 386
Soul and afterlife: petitioners 161 Typical NPCs 136
1. Weapon Proficiency 386
Souls of characters and creatures 160 Barbarians 136
2. Skill Acquisition 386
Space suit (equipment) 80 / 82 Criminals 136
3. Armor Proficiency 386
Spears (weapon) 66 / 69 Destitute 137
4. Attribute Increase 387
Special substances (equipment) 72 Military 139
5. Battle Magic 387
Speed factor 66 / 67 / 87 Militia 139
6. Bravery 387
Spellbook – blank (equipment) 73 Peasants 140
7. Campaigner 387
Spell schools 179 Priesthood 140
8. Carouse 387
Spell selection 173 Spellcasters for hire 141
9. Caving 387
Spell index next pages, or –4 to –1 Townspeople (commoners) 142
10. Collegiate Wizardry 387
Spell lists by classes 187 Townspeople (rulers) 142
11. Combat Reflexes 387
Black Magic spells 190 Tradesmen 143
12. Combatant Mage 387
Delusion spells 193
13. Contacts 387
Gray Magic spells 188
14. Dabbler in Sorcery 387
—U—
Nature spells 192
15. Deep Breath 387 Unarmed combat 91
Psychic powers 187
16. Diehard 387 Undead and soul 162
White Magic spells 191
17. Dweomercraft 387 Underwater depth effects 123
Spellcasters for hire (NPC stats) 141
18. Intimidation 387 Using a mirror in combat 100
Spells providing psionic defense 97
19. Land Surveying 387
Spell resistance – Resisting spells 174
20. Mimicry
file 387 —V—
Spheres of spells 408
21. Prophecy 387 Vagabond (background) 23
Sphere for All Priests 408
22. Puritanism 387 Vehicles’ combat and stats 94
Sphere of Abundance 408
23. Quiet Magic 388 Vile powers 39
Sphere of Air 408
24. Raider’s Greed 388
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[ ix ]
Spell Index
[x]
Dark One’s Luck 234 Emotion 248 Forcecage 264
Death Blossoms 235 Empathy 248 Forget Memories 264
Death Dismissal 235 Enchant an Item 248 Foul Resurrection 264
Death Fumes 235 Enchant Arms & Armors 249 Free Movements 265
Death Knell 235 Endure Cold / Endure Heat 249 Freedom (#340 reverse) 280
Death Sorcery 236 Energy Drain 249 Freezing Sphere 265
Decompose 236 Enervation 249 Friendship Aura 265
Deep Pouches & Pockets 236 Enlarge 250 Fumbling Injunctions 265
Delayed Blast Fireball 236 Enrage Animal 250
Delude 237 Ensnare Outsider 250 —G—
Demand 237 Entangle 251
Demonbane 237 Gate 265
Enthrall 251
Demonic Steed 237 Gaze Resistance 266
Entropic Downpour (#92 reverse) 217
Demon’s Strength 238 Geas 266
Erase 251
Demoralize 238 Genesis 266
Espouse Mind Reading 252
Desecrate (#131 reverse) 227 Gentle Repose 267
Etherealness 252
Destroy Water (#151 reverse) 232 Ghoulish Curse 267
Exacting Pact 252
Destruction (#508 reverse) 322 Ghoul Touch 267
Exorcism 253
Detect Aberration 238 Giant Insect 267
Explosive Runes 253
Detect Ascendancy 238 Gills 268
Extra-Duration 1 254
Detect Chaos / Evil 239 Glass-Brittle 268
Extra-Duration 2 254
Detect Illusory Effects 239 Glass-Transparency 268
Extra-Duration 3 254
Detect Interdimensional Passage 239 Glass-to-Steel 268
Eyebite 254
Detect Invisibility 239 Glitterdust 268
Detect Law / Good (#179 reverse) 239 Globe of Invulnerability (minor) 269
Detect Lie 240
—F— Globe of Invulnerability (major) 269
Detect Living Creatures 240 Glyph of Warding 269
Fabricate 254
Golem Enchantment 269
Detect Magic 240
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Faerie Fire 255
Detect Poison 240 Goodberry 270
False Gold 255
Detect Secret Doors 240 Grafted Identity 270
False Life 255
Detect Snares & Pits 241 Grease 270
False Sensory Input 255
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Disintegrate 242
Feeblemind 257
Dismiss Blasphemous Creature (lesser) 227
Feign to be Dead 257 Hallow 272
Dismiss Blasphemous Creature (greater) 227
Fiendish Familiar 257 Hallucinatory Forest 272
Dismiss Blasphemous God 227
Fiendish Possession (lesser) 257 Hallucinatory Image 1 272
Dismiss Creature of Earth (#127 reverse) 225
Fiendish Possession (greater) 258 Hallucinatory Image 2 273
Dismiss Creature of Fire (#128 reverse) 225
Fiendish Regeneration 258 Hallucinatory Image 3 273
Dismissal 242
Find Familiar 259 Hallucinatory Terrain 273
Dispel Evil / Chaos 243
Find the Path 259 Halt Undead 273
Dispel Harm 243
Dispel Good / Law (#196 reverse) 243 Find Traps 259 Hammer of Witches 273
Dispel Illusory Effects 243 Finger of Death 260 Harm (#315 reverse) 274
Dispel Magic 243 Fireball 260 Haste 274
Distances Alteration 244 Fire Enchantment 260 Healing Rest 274
Disturbing Visions 244 Fire Quench (#208 reverse) 261 Heal 274
Divination 244 Fire Seeds 260 Heat Metal 274
Divine Lantern 245 Fire Shield 260 Hellish Weapon 275
Dolor’s Thrall 245 Fire Storm 261 Helping Emissary 275
Domination 245 Fire Trap 261 Hemorrhage 276
Doorway to Hell 245 Fire-With-Water 261 Heroes’ Feast 276
Dowsing 246 Flame Arrow 261 Hold Animal 276
Dream 246 Flame Blade 262 Hold Monster 276
Dream Travel 246 Flame Strike 262 Hold Person 276
Duo-Dimensional 247 Flame Walking 262 Hold Plant 277
Dust Whirlwind 247 Flaming Sphere 262 Hold Portal 277
Flesh Combustion 263 Holy Mist (#619 reverse) 348
Flesh to Stone (#573 reverse) 336 Holy Item 277
—E— Floating Disk 263 Holy Word 277
Earthquake 247 Fly 263 Horrendous Wizard Possession 277
Ectoplasm 248 Fog Cloud 263 Horrid Wilting 278
Elixir of Void Travel 248 Forbiddance 263 Horrifying Aspect 278
[ xi ]
Hungry Shadow 278 Magic Circle Against Good / Law (rev.) 292 Penetrate Deception 305
Hypercognition 278 Magic Jar 292 Penetrating Weapon 305
Hypnotic Pattern 279 Magic Missile 292 Permanency 305
Hypnotism 279 Magic Mouth 293 Permanent Hallucinatory Image 305
Hysteria 279 Magic Scrying Pool 293 Phantasmal Displacement 306
Magic Scrying Mirror 293 Phantasmal Illusion 306
—I— Magic Stone 294 Phantasmal Illusion - Improved 307
Major Creation 294 Phantasmal Killer 307
Ice Storm 279
Mantle of Secrecy 294 Phantom Knight 307
Identify 280
Manuscript Replication 294 Phantom Steed 307
Illusory Script 280
Manuscript Preservation 294 Phantom Whirlwind 308
Illusory Wall 280
Mass Charm 295 Phase Door 308
Imprisonment 280
Mass Invisibility 295 Plane Shift 308
Imbue with Spell Ability 281
Mass Morpho-Illusion 295 Plant Growth 309
Implore Extra-planar Ally (lesser) 281
Mass Suggestion 295 Plant Stride 309
Implore Extra-planar Ally (greater) 281
Materialize Matter 295 Poison Touch (#428 reverse) 302
Improbable Creation 281
Maze 295 Polymorph Any Object 309
Incapacitation 282
Meld Into Stone 296 Polymorph Curse 309
Incendiary Cloud 282
Melt Ice 296 Polymorph Others 310
Infernal Linguist 282
Mending 296 Polymorph Self 310
Infravision 282
Merciful Presence 296 Portent of Future 310
Insect Plague 282
Merciless Presence (reverse) 296 Power Word - Blind 311
Intangible Cloak of Shadows 283
Message 297 Power Word - Kill 311
Invisibility 283
Meteor Swarm 297 Power Word - Stun 311
Invisibility 10 ft. Radius 283
Mind Blank 297 Prayer of Hope 311
Invisibility - Improved 284
Mind Probe 297 Precipitate Rain 311
Invisible Stalker 284
Minor Creation 298 Precognition 311
Invisible to Animals 284
Invisible to Undead 284
Minute Meteorites
file 298 Predict Climatic Effects 312
Miracle 298 Prepare Corpse 312
Irritate Skin 284
Mirage Arcana 298 Preservation 312
Item Instant Summon 284
Mirror Image 299 Prismatic Sphere 312
Item Shrinking 285
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[ xii ]
Reflecting Waters 318 Speak with Monstrous Beings 332 —U—
Regenerate 318 Speak with Plants 332
Reincarnate Soul 318 Spectral Illusion 332 Ultra-Seeing 348
Reincarnation 319 Spectral Hand 332 Uncontrollable Hideous Laughter 348
Remote Viewing 319 Spell Immunity 332 Undead Ward 348
Remove Curse 320 Spell Turning 333 Undetectable Allegiance (#362 reverse) 285
Remove Fear 320 Spider Climb 333 Undetectable Magic Aura 348
Remove Paralysis 320 Spike Growth 333 Unholy Blight 348
Repel Vermin 320 Spike Stones 333 Unholy Word (#327 reverse) 277
Repulsion 320 Spiritual Weapon 334 Unseen Servant 349
Resilient Sphere 321 Spirit Wrecking 334
Resistance to Cold 321 Spooky Mask 334 —V—
Resistance to Fire 321 Star Beacon 334
Vacant Area 349
Restoration (lesser) 321 Statue 335
Vampiric Touch 349
Restoration (greater) 321 Sticks into Snakes 335
Vanish 349
Resurrection 322 Stinking Cloud 335
Veil 350
Reverse Gravity 322 Stone Shape 335
Ventriloquism 350
Rope Trick 322 Stoneskin 336
Vigilance 350
Running Faster 322 Stone Tell 336
Vigor 350
Rusting Grasp 322 Stone to Flesh 336
Vision 350
Strength 336
—S— Succor 336
Vocalization 350
[ xiii ]
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Introduction
I
n memory to GARY GYGAX (1938-2008) and DAVE ARNESON For more information visit www.pigames.net”); STEVE ROBERTSON
(1947-2009), the original creators of the most widely known role- (“Some artwork © Steve robertson, used with permission.”); and Dover
playing game, to which this one pays homage. Clipart Series. Public domain art: some illustrations come from long
dead artists (Albrecht Dürer, Hans Holbein, etc.) whose works now re-
CREDITS side in the public domain.
Game rules: First of all, much thanks to Wizards of the Coast, Inc.,
who gave us an OGL that made it possible to create clones and simu-
PEN AND PAPER ROLE-PLAYING GAMES
lacrums of the game. Then, thanks to: Chris Gonnerman for BFRPG; It is assumed that readers of this book already know what a role-playing-
Stuart Marshall for OSRIC; Daniel Proctor for LABYRINTH LORD; file game is, and furthermore are acquainted with a few, or all editions of
Daniel Proctor and Ryan Denison for MUTANT FUTURE; and several the game that was originally created by Gary Gygax.
others, such as N. Wright for AREMORICAN ADDENDUM for example,
plus all the third party publishers who created Open Gaming Content If you don’t, lets say that a role-playing-game is a pastime of “pretend
back in the days. Also, many thanks to the Dragonsfoot community for and make believe.” It vaguely resembles a theater’s play where the
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their invaluable contributions that often made their way into FANTAS- participants are both actors and spectators. They sit around a table,
TIC HEROES & WITCHERY. This game is the sum of many influen- with dice and gaming material. Players have a sheet of paper recording
ces and inspirations, to which I added my own ideas. Lastly, thanks to all the information about the characters they play, so they know their
abilities and limits, which are often resolved with dice rolls and verbal
m
Crouzet), GLAD (Brian Thomas) and JIM HOLLOWAY. Stock art by: any case, the players decide and describe the actions their characters
JASON WALTON from Images Portfolios by Louis Porter, Jr. Design; undertake, and the game master referees it all, using this book and any
WILLIAM MCAUSLAND from Outlands Art (“Some artwork copyright
other appropriate rules supplement. A typical session of role-playing-
William McAusland, used with permission”); MACIEJ ZAGORSKI from
game generally runs as follows:
The Forge studios; BRADLEY K MCDEVITT from Postmortem Studios;
JOSEPH WIGFIELD (“Some artwork in this book is ©2007 Reality De- The GM has designed a set of caverns filled with traps, monsters, and
viant Publications, used with permission”); RICK HERSHEY (“Some treasures that the players’ characters will explore, probably killing its
artwork taken from the Publisher’s Assistant™ Clip Art Series by Po- evil denizen and taking their treasures along the way. Looking at his
litically Incorrect Games. ©2006 Rick Hershey, used with permission. notes the GM thus tells the players:
-1-
GM: “Not far from the river, you (i.e. the players’ characters in the sion; simple and streamlined rules mostly based on the original game’s
fictional game world) notice a flight of stairs reaching a cavern’s mechanics; but also some different character classes, and many new
entrance. What do you do?” spells. Overall, FANTASTIC HEROES & WITCHERY remains the same
Player 1: “Well, before approaching, we look carefully all around, ancient game, but with slightly modernized rules, plus a few options
to see if there would be some hidden guards.” and additions. Here is a digest of the game mechanics:
GM: “There is obviously no guard nor creature, and everything 1) Ability Scores: The six traditional attributes (Str, Int, Wis, Dex,
seems quiet.” Con, and Cha) remain, but all use the same modifiers (as in Basic inspi-
Player 1: “I nonetheless draw my sword just in case. I don’t want red simulacrum games for example).
to be taken by surprise.” 2) Races: The seven PC races (Dwarf, Elf, Gnome, Halfling, Half-elf,
Player 2: “Mmmmh… I have heard bad things about places like Half-orc, and Human) are much similar to their models, though they
this, and I prefer to cast a divination spell before we enter into this also have been streamlined and simplified. Then, other races have been
cavern.” added to play in different genres of fantasy.
GM: “Okay, what spell do you cast?”
3) Classes: More than 30 classes are proposed, in two groups: Firstly,
Player 2: “Well, I am suspicious of an open entrance like this one, 24 traditional fantasy classes that include the well known archetypes
without door nor guards. There is maybe an invisible demon guar- (fighter, thief, wizard, etc.) based on earlier versions, and several new
ding it. After all, this is supposed to be the evil temple we have been classes such as the friar. Then, a group of 7 classes that were designed
told about. So I cast Detect Invisibility.” for different campaigns such as based on Swords & Planets or dark
GM: “As you cast the spell, you see appear strange runes carved fantasy (of the Cthulhu-like genre).
into the stone all around the doorway. They were indeed hidden by
4) Skills: As in old-school games, characters primarily describe what
some magical invisibility.”
their characters do, hence verbal interactions replace skill checks whe-
Player 2: “Really?! Can I identify them? After all, I am a mage...” rever applicable. Yet, a simple skill system also exists, to be used when
GM: “Sure. Make an Arcane Lore skill check at DC 20…” verbal descriptions alone cannot determine the success of an action.
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Skill checks use the same system as combat, where you roll a d20 +
Etc.
bonuses vs. a target number reflecting the difficulty of the action or task
attempted. This target number “DC” (i.e. difficulty class) is similar to
the “AC” (i.e. armor class).
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a d20 and beat the AC. Then, despite ascending AC (the higher, the
better) is the norm, both ascending or descending AC values can be
used almost interchangeably. There is no need for conversions, though
As with all other versions of the game, FANTASTIC HEROES & WIT- converting descending AC into ascending AC is very simple.
CHERY requires some character sheets (see book’s last page) where to
6) Initiative and Surprise: Both use the d6 in the spirit and flavor
inscribe the characters’ statistics, plus a set of polyhedral dice (d4, d6,
of older editions. For initiative players roll a d6 and add the relevant
d8, d10, d12 and d20) to play the game. A majority of gamers also use
modifiers (speed factors, casting times, etc.); then, the lower result acts
miniatures and a board (where to draw the dungeons). Lastly, for those
first. For surprise, a modified roll of 1 or 2 on the d6, means that a
who really like dice, there is a bunch of cool fancy dice (such as d12 for
creature (or group of creatures) is surprised by its potential opponents.
body localization, or d8 for compass directions) that could find some
Many circumstantial factors can help the GM determine whether sur-
use during play. I got most of mine on the Internet.
prise should be rolled or not.
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RULES SHOULD HELP, NOT HINDER
Glossary
FANTASTIC HEROES & WITCHERY is a game book with a lot of op-
tions. Some readers may be daunted by the number of pages to read.
Too many rules may quickly bloat a game and slow down its pace to
a crawl. There is more fun and adventure when the action runs fast.
Fortunately, the basic game mechanics are very simple. All the detailed
descriptions are not to be read and memorized extensively; they should
T
be used only when truly necessary.
his glossary not only explains the terms pertaining to this RPG,
A good example is combat. If you look at the combat chapter, all the but also to earlier versions of the game it is based upon, so
options, bonuses and penalties according to situations, special maneu- players know how these terms relate to FANTASTIC HEROES
vers, and so on: it may appear overwhelming! However, GM and players & WITCHERY.
may begin simple (normal roll to hit against AC), and read options la-
1e: Designates the first advanced edition of the original game.
ter, when they want more game mechanics. Until then, the GM may
just improvise on the fly, with bonuses ranging from –4 to +4. Once 2e: Designates the second advanced edition of the original game.
again, it’s not important if you don’t play exactly by the book, so long
as everyone has fun. Only read through all the combat chapter when 3e: Designates the third edition of the original game, from which came
you really need it. It becomes useful when straight to-hit rolls become the OGL/OGC that made it possible to create all of these retro-clones
boring, and players want more. Until then, all these rules are no requi- and simulacrums.
rement if they would bog down the game. Ability Check: A 1d20 roll adding the character’s ability score’s mo-
difier. A result that is equal to or more than the DC (set by the rules or
FANTASY AND SCIENCE-FANTASY the GM) indicates that the attempted action succeeds.
FANTASTIC HEROES & WITCHERY is before all a fantasy RPG game, Ability Score: The six physical and mental attributes by which the
file
mostly of the Sword & Sorcery type. However, you will discover that basic traits of characters and creatures are defined. They are: strength
several chapters include additional rules for science-fiction races, clas- (Str), dexterity (Dex), constitution (Con), intelligence (Int), wisdom
ses, skills, etc. Yet, they are not intended for running real science-fiction (Wis) and charisma (Cha). For PC races, ability scores normally range
adventures (such as emulating films like Alien, Blade Runner or Star from 3 to 18, though the norm is 9 to 11.
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Trek), but for games of the Dying Earth, Post Apocalyptic, or Sword & AC: Abbreviation for “Armor Class”.
Planets genres.
Action: In game terms, actions are strictly defined, such as moving,
m
Attack Roll: A d20 roll (to which is added the BtH and various rele-
vant modifiers) to determine if an attack is successful and thus deals
damage (that is rolled separately).
-3-
Attribute: Another term for “Ability Score”. Charisma (Cha): The ability score representing a character’s strength
of personality, willpower and ability to influence and lead others. Con-
BAB: Abbreviation for “Base Attack Bonus”.
trary to the general misconception, it doesn’t represent a character’s
Base Attack Bonus: Another term for Bonus To Hit; it was used in 3e, beauty or ugliness.
but not in FANTASTIC HEROES & WITCHERY.
Check: A die roll to determine if an action succeeds or not.
Base Speed: Expressed in feet per round.
CL: abbreviation for “Challenge Level”.
Bonus: A number that is added to a die roll, generally a to-hit roll or
Class: Abbreviation for “Character Class”.
skill check, to reflect some assistance the character gains.
Class Level: A measure of the characters’ expertise in their profession
Bonus Spells: Extra spells gained for having a high relevant ability
(character class). The more levels characters have, the better they are
score (usually Intelligence).
at what they do, and the tougher they are against adversity.
Bonus To Hit (BtH): The number added to the d20 roll to determine
Clone: Where game mechanics are concerned, a clone is an OGL
if a physical attack is successful.
game that reproduces almost exactly some older edition of “the game.”
Breath Weapon: A creature’s supernatural attack that involves spit- OSRIC and Swords & Wizardry are two examples of clone rpgs. There
ting out a substance such as fire or poisonous gas. The archetypal breath is also a spell called Clone.
weapon is that of a dragon blowing out fire on victims around.
Cohort: A creature or character with class and levels under control of
BtH: Abbreviation for “Bonus To Hit”. the player, who is a trusted servant and loyal friend of the PC.
Campaign: Designates the adventures that occur in the GM’s fantasy Common: The universal language all intelligent humanoid species are
world, itself termed as the “campaign world” or “campaign setting”. supposed to speak. It’s up to the GM to decide if such a language exists
in the campaign world, and how much refined and widespread it is.
Cantrip: A word to designate zero-level arcane spells. These are not
used in FANTASTIC HEROES & WITCHERY. Con: Abbreviation for “Constitution”.
file
Casting Time: The time necessary to cast a spell. It is generally ex- Constitution (Con): Ability score that represents a character’s gene-
pressed in segments , that is a number added to the d6 initiative roll to ral physique, hardiness, and state of health.
determine when a spell’s effect occurs during a combat round.
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Critical Hit: A natural to-hit roll of 20 on the d20, indicating the best
Cha: Abbreviation for “Charisma”. hit possible against the target. The consequences of a critical hit is nor-
mally to inflict more damage than normal.
Challenge Level (CL): A modifier used to determine the difficulty
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level of a task or action to be performed. FANTASTIC HEROES & WIT- Critical Miss (or Fumble): A natural to-hit roll of 1 on the d20, indi-
CHERY instead uses DC ratings, based on the 3e rules. Nonetheless, cating the worst hit possible against the target. The consequences of a
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when encountering CB or CL in a module, just use it as a modifier critical miss / fumble are normally detrimental to the attacker.
added (or subtracted) to 15, to determine the action’s DC.
d (d4, d6, d8, etc.): Abbreviation for “die” or “dice”, always printed
Chance of Spell Failure: In “Vancian” spellcasting, casting a prepa- in conjunction with a subsequent number indicating the number of si-
red spell is automatically successful. However, in some cases the GM des (hence, a traditional cube-shaped die with six sides is called a d6).
may declare there is a chance of spell failure, which is determined with A number appearing before the “d” indicates how many dice are to be
a die roll (i.e. either a percentage roll, or a d20 vs. DC). rolled (and if there is no number, it should be assumed to be 1); hence,
“3d8” means “roll three eight-sided dice and sum the total.” The spe-
Chance to Know Spell: In older editions of the game, magic-users
cial notation “d%” means “roll 2d10 and treat the first number as tens
trying to learn a new spell had to roll a percentage chance to determine
and the second number as units”, thus generating a random number
if they would succeed. In FANTASTIC HEROES & WITCHERY mages
from 1 to 100.
must succeed at an Arcane Lore skill check at DC = 10 + spell’s level. If
they don’t have this skill, they simply make an Intelligence check. d6 Roll: In older editions of the game, success or failure was often
determined in rolling a d6. Conversion to a d20 roll is as follows: 1 on
Character: A character is an individual featuring in the game. Each
a d6 chances of success becomes a d20 roll vs DC18 ; 1-2/d6 becomes
player controls one character (PC), save the GM, who controls all the
d20 vs DC15 ; 1-3/d6 becomes d20 vs DC11 ; and 1-4/d6 becomes d20
characters not controlled by a player (NPCs).
vs DC8.
Character Class: A profession that provides a character with special
d20 Mechanic: FANTASTIC HEROES & WITCHERY adopts a stan-
skills and talents, combat abilities, and hit-points. As the characters
dardized use of the d20 to determine the success or failure of most
gain levels in their classes, they get more abilities and augment their
tasks, rather than multiple game mechanics. The method is to roll 1d20
efficacy in combat and skills.
+ Modifiers vs. Target Number (DC). The Modifiers and Target Number
Character Level: Another term for “Class Level.” Yet, when charac- are determined by the type of task. If the result of the d20 roll + the
ters have more than one class, their character level represents all of Modifiers equals or exceeds the Target Number, the test is successful.
their levels added together. As such, a Fighter3-Wizard2 has five cha- Any other result is a failure. A “natural 20” on the die roll is generally
racter levels, but only three class levels in the fighter class. considered an automatic success. A “natural 1” on the die roll is gene-
rally considered an automatic failure.
Character Race: This refers to a character’s species. RPG fantasy
worlds feature a wide variety of non-human races, some of which (such Damage (dmg): Physical harm resulting from combat, burning, falling
as elves or gnomes) can be PCs, but the majority of which (such as into a pit, etc., is expressed with a number of hit-points subtracted from
goblins or ogres) are restricted to NPCs only. the character’s current total.
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Darkvision: The ability of certain character races (such as dwarves) Followers: NPC commoners under control of both the player and the
or other creatures to see in complete (non-magical) darkness. Darkvi- GM, who work for a character not just for money, but also for admiring
sion has a limited range (usually 60 feet), and does not let distinguish the PC. Followers are gained only when the PC becomes seasoned and
colors and details. renown at higher levels.
Demi-human: Demi-humans are human-like creatures generally of Fortitude (For): A category of saving throws in 3e. In FANTASTIC
good alignment or well-disposed toward humankind. They include el- HEROES & WITCHERY it would be replaced by either a Strength or
ves, dwarves, gnomes, halflings, and other similar creatures. Constitution save.
Dex: Abbreviation for “Dexterity.” Fumble: Another term for Critical Miss.
Dexterity (Dex): The ability score representing a character’s agility, Gaze Attack: A creature’s supernatural attack that produces magical
reflexes, hand-eye coordination, and the like. effects when making eye contact with the victim. The archetypal gaze
attack is that of a medusa turning its victims to stone.
Dice: Most actions in the game that cannot be role-played, are resol-
ved with rolling dice. The game requires d4, d6, d8, d10, d12 and d20 Game Master (GM): The person responsible for running the game.
to play. The GM describes the world and stories in which the players take part
with their PCs. The GM controls all monsters and NPCs and determines
Difficulty Class (DC): A number representing the level of difficulty the outcome of events and actions according to the rules. In those cases
of successfully performing some action. When the GM deems an action where the rules are unclear or non-existent, the GM has the final say on
requires a die roll (+ bonuses if any) to succeed, he/she sets a DC. This what happens or not.
is the number that the die roll must equal or exceed to determine if the
character is successful. The default DC = 15. GM: Abbreviation for “Game Master.”
Divine Magic: The spells and magical abilities of clerics, druids, sha- gp: Abbreviation for gold piece, a popular form of currency in most
file
mans, etc., in other editions of the game. campaign settings.
Dual-class Character: In other editions, a character who first gained Henchman: NPC with class and levels under control of the GM, who
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levels in a single class, then abandoned it and began from 1st level accompanies the PC on adventures for a share of the treasures found.
again in another class; upon exceeding the level of the former class with Hireling: NPC commoner under control of the GM, who works for a
the second class, the character could finally use the abilities of both character just for money. Hirelings will rarely, if ever, accompany a PC
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classes. FANTASTIC HEROES & WITCHERY doesn’t allow dual-class on adventuring, for which they normally have very little skills.
characters, though it allows “split-classed” characters based on the 3e
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version of multiclassing. Hit-Die (HD): This determines a creature’s number of hit-points, but
also represents a rough measure of a creature’s toughness and power,
Encumbrance: The burden imposed on PCs by all the equipment and or at least its size (in case of giant animals for example): the more HD a
treasure they are carrying, which can affect their movement rate and creature has, the more powerful it is.
skill checks when there is too much of it.
Hit-Points (hp): A measure of health and toughness (and according
Energy Drain: A creature’s supernatural attack that drains a victim’s to some interpretations: also the ability to reduce the gravity of attacks
life energy in the form of ability scores’ points or level loss. The archety- in combat), hp represent the amount of damage a creature can withs-
pal energy draining is that of undead making their victim lose expe- tand. The number and type of HD (or levels) a creature gets, determi-
rience levels when hitting them. nes the number of hit-points. For each HD or level, a creature rolls a d4,
d6, d8, d10 or d12 according to his creature type or character class.
Ethereal: Pertains to the ethereal plane.
Holy Symbol: An item of religious significance, such as a crucifix, that
Experience Level: Another term for “Class Level”.
represents a particular deity or religion. A priest (friar, mystic and may-
Experience Points (XP): A number of points earned through adven- be others as well) normally carries a holy symbol at all times. It often
turing, to reflect the characters gaining experience, which enables them serves as the priest’s divine focus (see Focus) to get prayers answered.
to gain levels. Experience points are commonly gained when slaying
hp: Abbreviation for “Hit-Point.”
monsters, but GMs may award XP in many other ways (succeeding ad-
ventures, good role-playing, etc.). Humanoid: Humanoids are human-like creatures. In some older edi-
tion of the game, “humanoid” specifically refers to evil or ill-disposed
F: Abbreviation for “Focus.”
human-shaped races such as orcs, goblins or hobgoblins.
Fatigue: FANTASTIC HEROES & WITCHERY rarely takes into account
Infravision: Another term for “Darkvision” (the term infravision was
the effects of fatigue. Nonetheless, a few rules indicate that in some ca-
used in older editions of the game).
ses characters will suffer hindrances and penalties for being fatigued.
Initiative: A d6 roll + relevant modifiers to determine who will act
Feat: A special kind of abilities that characters may gain in 3e. FAN-
first in a round.
TASTIC HEROES & WITCHERY doesn’t have feats, but suggests to re-
place them with talents if the GM allows them. Int: Abbreviation for “Intelligence.”
Focus (F): An item which is necessary to cast a spell, but that is not Intelligence (Int): The ability score representing a character’s intel-
consumed by the casting of the spell and could be re-used. lectual capacities, such as memory, reasoning, and learning.
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Level: A term that has different meanings in different contexts. It can PC: Abbreviation for “Player Character.”
refer to a character’s experience (see Character Level), to a monster’s
Penalty: A number that is subtracted to a die roll, generally a to-hit
power relative to character level, to the relative power of a spell, or to a
roll, saving throw or skill check, to reflect some hindrance the character
particular depth into a dungeon.
suffers.
Magic Resistance (MR): The ability of a creature to completely
Percentage Chance: A number between 1 and 100 used to represent
ignore magic. A successful Magic Resistance check will totally insulate
the probability of something happening. If a character is given an X per-
a creature from magical effects, except those natural effects resulting
centage chance of an event occurring, the player rolls percentile dice.
from the magic. For example, a creature standing on a bridge is the
target of a huge Fireball spell: the MR may shield it from the spell’s da- Plane: Refers to one of the universes in which the campaign takes
mage, but if the bridge is destroyed, the MR won’t prevent the creature place. The prime material plane is the normal physical world where
to fall into the chasm below. MR is expressed by a percentage number: the PCs were born and live. Then, there are many other planes: the
if the creature rolls equal or lower than this number, the check is suc- elemental planes of Air/Earth/Fire/Water; the Ethereal plane that links
cessful. the material plane with the elemental planes; the outer planes of Hell,
Heavens, etc.; the Astral plane that links the prime material plane to
Melee: Pertains to hand-to-hand weapons and combat with opponents the outer planes; etc.
in direct contact with claws, swords, daggers, etc.
Player and Non-Player Character (PC, NPC): PCs refer to those
Memorized Spell: Another term for Prepared Spell. characters controlled by the players. NPCs refer to characters controlled
Missile: Pertains to thrown (daggers, spears, etc.) and missile (bows/ by the GM; that is, the characters with whom the PCs will interact. The
arrows, guns/bullets, etc.) weapons and combat, such as with oppo- peasant in his farm, the bandit on the road, the noble in his castle, the
nents who shoot arrows at their enemies from a distance. helpful priest and the villainous cultists run by the GM are all NPCs.
Monster: A generic word often used to describe the hostile creatures Prepared Spell: With the traditional “Vancian” method, spellcasters
must prepare their spells in advance. This is normally done in the mor-
the PCs will encounter during their adventures, and will probably have
ning, when they pre-cast their spells, and thereafter will just need a few
to fight.
file
words and gestures to complete the casting and release their effects.
Movement Rate (Mvt): Another term for “Base Speed.” This is the same thing as “memorizing a spell” (though with a different
explanation) that is found in other iterations of the game.
MR: Abbreviation for “Magic Resistance.”
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Usually, characters who use a weapon in which they are not proficient
Natural 1: A d20 roll resulting in the number 1 on the die. A natural 1 suffer a –2 or –4 penalty to their attack roll.
generally indicates automatic failure, and sometimes additional detri-
r: Abbreviation for “Round.”
mental effects as well.
Random Encounter: Characters and creatures the PCs will meet
Natural 20: A d20 roll resulting in the number 20 on the die. A natu- during their adventures, as determined by a die roll the GM makes on
ral 20 generally indicates automatic success, and sometimes additional some relevant table.
special benefits as well.
Rate of Fire (ROF): The number of times per round, a missile wea-
Non Weapon Proficiency (NWP): In older editions of the game, pon such as a bow or crossbow can fire missiles. FANTASTIC HEROES
NWP encompassed what would later become skills and feats. They are & WITCHERY doesn’t use this mechanic.
not used in FANTASTIC HEROES & WITCHERY, but may be replaced
by Talents. Ref: Abbreviation for “Reflex.”
NPC: Abbreviation for “Non-Player Character.” Referee: Another word for “Game Master.”
NWP: Abbreviation for “Non Weapon Proficiency.” Reflex (Ref): A category of saving throws in 3e. In FANTASTIC HE-
ROES & WITCHERY it would be replaced by a Dexterity save.
Old School: A term to designate RPGs, adventures and play that emu-
late the way the game was supposedly played back in the days. In those RPG: Abbreviation for “Role Playing Game.”
times the rules were simpler, and the game was more about verbal in- Resistance: A creature’s ability to take less damage or suffer less hin-
teraction and improvisation on the fly, than rolling dice. Likewise, old drances from some kind of attack, threat, etc. There are many kinds of
school art is typically black and white line art as found in this book. resistance: to fire, poison, spells, fear, etc. A resistance could add a bo-
nus to certain saving throws, may render the creature totally immune
Old School Renaissance: A term to designate all the clones and si-
to something, etc.
mulacrums, and adventure modules that go with them, that have been
released these last years. FANTASTIC HEROES & WITCHERY belongs Reversible: A spell for which exists a variant that produces the exact
to this trend. opposite effects. When a spell is indicated as “reversible”, its descrip-
tion indicates how the opposite variant works.
Orison: A word to designate zero-level divine spells. FANTASTIC HE-
ROES & WITCHERY doesn’t make use of orisons Rnd: Abbreviation for “Round.”
OSR: Abbreviation for “Old School Renaissance.” ROF: Abbreviation for “Rate of Fire.”
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Round (Rnd): An abstract measure of time mostly used to resolve combatant is surprised and may not act during the surprise round.
combat. By default a round is approximately equal to 10 seconds in FANTASTIC HEROES & WITCHERY uses a d6 for surprise rolls.
combat situations, and 1 minute in non-combat situations. However,
System Shock: A die roll to determine if a character will instantly
in combat a character can only perform one or two actions (moving
die from a traumatic event, regardless of the amount of damage points
and attacking, readying an item or casting a spell) rather than trying to
the event would make lose or not. This normally uses a percentage roll
guess what one could possibly do during 10 seconds.
which chances of success depend on the character’s Constitution score
Save: Abbreviation for “Saving-Throw.” not the class level (see p.362).
Saving Throw (Save): A die roll to determine if a character resists TAAC0: Abbreviation for “To Attack Armor Class Zero”. This is how
an attack (natural, magical, physical, etc.) that is not resolved with an attack rolls were resolved in the older system; FANTASTIC HEROES &
attack roll against the character’s AC. FANTASTIC HEROES & WIT- WITCHERY replaced it with the “BtH” (Bonus to Hit). As such, to con-
CHERY uses a system inspired from earlier editions of the game. vert a TAAC0 to a BtH, subtract the TAAC0 value to 20. For example, a
TAAC0 of 18 is a BtH of +2, obtained as follows: 20 – 18 = 2.
Simulacrum: Where game mechanics are concerned, an OGL game
that resembles some older editions of the game, but has its own variant Talent: Designates many different special abilities that characters
rules. There is also a spell called Simulacrum. could get in addition to their normal class abilities. Talents, in FANTAS-
TIC HEROES & WITCHERY, replace proficiencies (both WP and NWP)
School of Magic: All spells belong to one of eight categories called
and feats from earlier editions.
“Schools of Magic”: Abjuration, Alteration, Conjuration/Summoning,
Divination, Enchantment/Charm, Evocation, Illusion and Necromancy. Target: Designates the creature or item a spell or attack will affect.
Skill: An ability that requires training and learning, which improves The Game: As used in this book, “the game” basically designates the
with level, and requires a check to see if it fails or succeeds. Characters popular role-playing game upon which FANTASTIC HEROES & WIT-
can attempt to do anything they want, but having a skill greatly aug- CHERY is based, without referring to a specific implementation (i.e.
ments the chances of success and what can be actually achieved. clone or simulacrum) or edition.
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Skill Bonus: Characters usually add a bonus equal to their class level To-Hit Roll: Another term for “Attack Roll.”
when making skill checks with class skills. Some races or backgrounds
will likewise provide a bonus to some skill checks. Touch: Designates the need to make contact, usually by hand, with
the target to deliver the spell effect.
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Skill Check: A d20 roll + skill bonus vs a DC. See Ability Check.
Turn: In older editions of the game, a turn is a measure of time equal
Spell: A one time magical effect produced by a magic-user through a to 10 minutes.
combination of mystical words, strange gestures, and exotic material
m
components. The ability to cast spells is restricted to a few character Turn Undead: The ability of some character classes to repel undead
classes. There exists many different spells, divided into levels of power, away, or even destroy them if they are powerful enough. This is a divine
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and requiring to be of the appropriate class and level to cast. ability granted by the gods, ancestors’ spirits, etc., and requiring a di-
vine focus (generally the priest’s holy symbol) to use.
Spell-like Effect: A creature’s innate magical ability that otherwise
duplicates a spell effect. Creatures use their spell-like abilities on a thou- Untrained: Pertains to skills. A character can attempt to perform a
ght, and do not require the spellcasting procedures of magic-users. task even if untrained in the relevant skill, but won’t be able to achieve
the same kind of results (if successful) as a trained character would.
Spell Resistance (SR): Another term for “Magic Resistance”. SR is
expressed with a number normally ranging from 1 to 20. If the caster Vancian Spellcasting Method: This term refers to the way spells
of a spell rolls equal or higher than this number, with 1d20 + his own are cast in older editions of the game. That is, by having to memorize a
level, he/she beats the creature’s SR. It should be noted that SR and spell in advance, before being able to cast it. This term was coined from
MR are two different game mechanics for a creature’s immunity against Jack Vance, the author of the Dying Earth novels that were the source
magic. The GM must choose either one or the other in the campaign. of inspiration for the game’s spellcasting method.
Split-classed character: A character who improves in two or more Weapon Proficiency (WP): In older editions of the game, WP meant
classes, advancing in each class separately. being proficient in the use of a particular weapon. In FANTASTIC HE-
ROES & WITCHERY, all characters begin play being proficient in a
SR: Abbreviation for “Spell Resistance.” number of weapons as relevant to their class. Then, later, if Talents are
Stack (to stack): Determines if various modifiers can or cannot be allowed, they might gain proficiencies in additional weapons.
added together. For example, if the +2 AC bonus provided by an armor
Will: A category of saving throws in 3e. In FANTASTIC HEROES &
spell stacks with a ring of protection +1, it means that both bonuses
WITCHERY it would be replaced by either a Wisdom or Charisma
can be cumulated so the character gets a +3 bonus to AC. Conversely,
save.
if the bonuses do not stack, only the higher of the two will apply.
Wis: Abbreviation for “Wisdom.”
Str: Abbreviation for “Strength.”
Wisdom (Wis): The ability score representing a character’s percep-
Strength (Str): The ability score representing the characters’ muscle
tion and intuition, as well as the ability to perceive the world for what it
power, that dictates if they can deal more weapon damage and carry
is, hence providing the character with common sense.
heavier weights.
WP: Abbreviation for “Weapon Proficiency.”
Surprise Roll: A die roll made by combatants who might be surprised
at the start of combat. Success indicates that the combatant may act XP: Abbreviation for “Experience Points.”
normally during the surprise round, while failure indicates that the
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© Jim Holloway
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Chapter 1 -
- Creating a Character
T
he first thing players need to do before beginning the game, FANTASTIC HEROES & WITCHERY uses the same modifiers and
is to create a character. This is done in three steps. The first numerical values for all ability scores. Then, though the table below
step, which concerns this chapter, is to determine the basic provides the base modifiers, more variables have been provided in the
characteristics of the character. Then, the second chapter deals with Appendix chapter for use by the GMs whenever they see fit.
the character’s class, and the third chapter is about the character’s
equipment.
Table 1.1: Ability Scores Modifiers
Characters are first defined by their six ability scores: Strength, Dexteri- Score Character is Human comparisons Modifier
ty, Constitution, Intelligence, Wisdom, and Charisma. Then, the player
1 Disabled baby –4
chooses a race (among those allowed by the GM, with the default cha-
racter race being humans), and after that a personal background (what
file 2-3 Impaired young child –3
the character’s experience was before becoming an adventurer, that is, 4-5 Pathetic older kid –2
before taking a character class). Note that players may further define
6-8 Inferior elderly person –1
their character by determining its age, height and weight, personality,
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alignment, social origin and motivations for adventuring. These secon- 9-12 Average average adult 0
dary aspects may just be hand-waved or overlooked, yet for those wan- 13-15 Superior trained or gifted person +1
ting guidelines, the Appendix chapter provides several optional rules
16-17 Exceptional athlete or erudite +2
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to that end.
18 Extraordinary champion or genius +3
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Scores Score
1-10
Max spell lvl.
None None
Bonus spells per day
11 1st None
A
12 2nd None
character’s basic attributes are represented in the game by
six ability scores: Strength (Str), Dexterity (Dex), Constitution 13 3rd One 1st
(Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). 14 4th Two 1st
Each of them is expressed by a number ranging from 3 to 18, the higher 15 5th Three 1st
the better. The typical scores of an average human range from 9 to 11
16 6th Three 1st, one 2nd
however. A score of 15 should be considered that of a truly gifted indi-
vidual, while a score of 18 will represent an abnormally strong, agile, 17 7th Three 1st, two 2nd
wise, etc., character very rarely encountered. Then, the game sets the 18 8th Three 1st, two 2nd, one 3rd
maximum limit for an ability score at 25 (and 19 for PCs, without ma-
19 9th Three 1st, two 2nd, one 3rd, one 4th
gic). Note otherwise that, as with earlier editions of the game, these nu-
merical values don’t represent a linear progression, but are more of an
abstract indication. For example, if a very strong human has a strength Each of the 6 attributes represents a different physical or mental aspect
of 15, a creature twice as strong won’t have a score of 30, but merely of of the character. The character attributes, the abbreviation for each,
18 (i.e. 18 is the strength score of an ogre, 19 of a hill giant). and the definitions of each are:
The procedure to determine ability scores usually vary from one group 1. STRENGTH (Str): Measures a character’s muscles and physical
of players to the next. The basic method is to roll 3d6 for each attribute might, including the ability to lift or move heavy objects and make
in order. A popular method is to roll 4d6 and discard the lower die, six powerful attacks.
times, then distribute over the six attributes as the player wants. Ano- Modifier: Melee attack and damage rolls; Physical skill checks such as
ther method where players choose a pre-determined set of scores to jumping, running, swimming, etc.; Saving throws against constricting
distribute as they want, is provided in the Appendix chapter. or impeding effects by external forces and obstacles.
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2. DEXTERITY (Dex): Represents a character’s reflexes, manual 6. CHARISMA (Cha): Represents a character’s force of will and per-
dexterity and hand-eye coordination, including the ability to dodge and sonality, persuasiveness and personal magnetism, including the ability
defend against attacks. to lead and influence others.
Modifier: Armor class; Range attack rolls (but not damage); Agility Modifier: Creatures’ loyalty toward the character; Communication
skill checks such as acrobatics, opening locks, pick-pocketing, sneaking skill checks such as bluffing, bargaining, intimidating, diplomacy, ga-
(hiding, moving silently), riding, etc.; Saving throws against any effect thering information, handling animals, disguise, etc.; Saving throws
that can be dodged aside such as a dragon’s breath weapon, or a trap. against mind-affecting spells and effects that subjugate and dominate,
as well as fear effects.
3. CONSTITUTION (Con): Reflects a character’s overall health and
vitality, including the ability to withstand pain, suffer physical damage,
avoid fatigue and fight off sickness or poison.
Modifier: Added or subtracted number of hit-points per hit-die; Saving
throws against effects that affect health and body, such as poison, poly-
morphing, necromancy and energy draining. Character
4. INTELLIGENCE (Int): Reflects a character’s mental aptitude, in-
cluding the ability to recall facts, analyze information and handle abs-
Races
tract concepts.
Modifier: Knowledge skill checks, and all wizardry related checks (re-
A
searching, learning or casting new spells, creating or identifying magi-
fter determining its ability scores, the player chooses a
cal items, etc.); Saving throws against illusions and politicians’ lies.
race for his character. In most fantasy games, player cha-
Spellcasting: All magic-users use their Intelligence score to determine racters need not be humans. One may opt to incarnate
if they can prepare and cast more spells per day, and what maximum other humanoid races such as dwarves, elves or halflings. Each
level of spell may be available to them. race has some special abilities, and sometimes hindrances as
file
5. WISDOM (Wis): Measures a character’s perceptions and intui- well, that make it different to play from the others.
tions, including the ability to relate to them and make well-considered FANTASTIC HEROES & WITCHERY first proposes the seven player
decisions or judgments. character races standard to the game: Dwarves, Elves, Half-elves, Gno-
ple
Modifier: Turn Undead attempts; Perception skill checks, such as no- mes, Halflings, Half-orcs, and Humans. The background descriptions
ticing things (by taste, smell, view, sound), searching, orienteering, em- remain general; players and GMs should not feel bound by the assump-
pathy, sensing others’ motives, etc.; Saving throws against effects that tions given in a race’s description (reasons for which a few alternatives
m
mislead and disorient. and variants are sometimes suggested). Then, a set of new character
Sa
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Table 1.3: Minimum and Maximum of Ability Scores by Race (Traditional Fantasy)
Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Dwarf 8/18 3/17 11/18 3/18 3/18 3/17
Elf 3/17 11/18 3/17 9/18 6/18 9/18
Half-elf 3/18 6/18 3/18 6/18 3/18 6/18
Gnome 3/11 3/18 6/18 7/18 3/18 3/18
Halfling 3/11 7/18 8/18 3/18 3/17 3/18
Half-orc 9/18 3/17 11/18 3/12 3/17 3/14
Human 3/18 3/18 3/18 3/18 3/18 3/18
Warden — U 6 — — — —
Illusionist — — — U — — — Racial Hit-Die: Each character has two
Trickster — — — U — — — sorts of hit-points: first, the hit-points due
Folk champion — — — — U — — to their racial hit-die, that are considered
Scout — — — — U — — wound hit-points; and then the hit-points
due to their class level, that are conside-
(“U” means unlimited in level. The Appendix chapter provides rules for gaining levels past the 13th.)
red vitality hit-points. This line indicates
the racial HD; all character races have
races are also proposed for different fantasy genres such as grim sword but 1 hit-die, and then will get hit-points
and sorcery, cosmic horror, or swords and planets. Check with the GM from levels.
which of those races are available in his campaign setting.
Lifespan: This line indicates the average number of years a character
Note otherwise that the standard races have been streamlined and sim-
of a given race will live before dying of old age.
plified. They only get a few basic racial traits, and will have to select
racial classes (inspired by a former concept of “races-as-classes”) to Size: All character races are either of small or medium size. A small
acquire such cultural traits as a +1 bonus to hit with swords and bows, race means that an adult is more or less of a human child’s size; and
or the ability to discern many aspects of underground rocky environ- medium is similar to human adult size (except for dwarves who are
ments. short but squat).
Base Requirements: All non-human or demi-human races have abi- Base speed: To help compatibility with various editions of the game,
lity score requirements and maximum limits. In order for a character two systems have been kept. As such, the base movement rate / base
to qualify for the race they must meet the base requirement on their speed of each race is expressed both in 1e/2e and 3e format. That is, for
most character races it is indicated as: 12” (30 feet).
ability score rolls. If the base score is below or above the requirement,
the character does not qualify for the race. Attribute Adjust.: Once players have determined their character’s
attributes, they must then apply the racial adjustment. For example,
Classes and Levels Limitations: Only when choosing their own ra-
if the character has 14 both in Strength and Intelligence, and the race
cial classes, the non-humans PCs are unlimited in level advancement.
chosen indicates “+1 Str, –1 Int”, the character will then have 15 in
Otherwise, as inspired by earlier versions of the game, non-humans are
Strength and 13 in Intelligence.
generally limited to a maximum level they can attain in a given class,
when the class is allowed to them at all. Then, contrary to former ver- Special: Lists and describes the special abilities and weaknesses (if
sions of the game, these are absolute limits that cannot be exceeded by any) shared by all members of that race.
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ELVES
Traditional Fantasy Races Elves are elegant and graceful with delicate features. They are smaller
and leaner than humans, but also less robust. They have a fair skin and
always appear smooth shaven, for elves do not grow beards or body
hair. They nonetheless have long and fine flowing
hair, ranging from gold to black in color. They are
otherwise renown for their pointed ears. Elves
are extremely long-lived, being able to live seve-
ral centuries, and thus appear almost immortal
to humans.
Dwarves are short (usually 4 to 5 feet tall) but with stocky features. Infravision: Elves can see in complete darkness up to 60 feet, and
Their body has thick muscles and heavy bones, so dwarves tend to be outdoors slightly illuminated by the stars and the moon, up to 120
of the same weight and strength as humans. This makes them much feet. Infravision is as per dwarves.
resistant, but also less agile than other races. Dwarves are otherwise
Elven Resistance: Elves are immune to Charm Person and Sleep
often renown for their long hair and thick beards.
spells, and to the Paralysis touch of ghouls and other undead.
Archetypal dwarves tend to carve kingdoms under the mountains, and Keen Perceptions: Elves get a +2 bonus on all Detection checks
have a love and affinity for everything mineral (stone and metals, espe- (e.g. searching for secret doors, noticing far away things, etc.).
cially gold). However, different dwarven cultures may exist, including
communities of dwarves living among humans in cities. Likewise, their
name of “dwarf” is but a nickname given to them by humans and elves,
not the way they call themselves. Dwarves as a race should rather be
called Durin, Dvergar, Kuzgar, Modsogner, etc.
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HALF-ELVES Small Size: Gnomes get a +4 bonus to Stealth checks, then a
+2 bonus to AC when fighting large humanoids such as ogres and
Half-elves are crossbreeds between elves and humans, sharing the fea- trolls, and a +4 bonus when fighting giants.
tures of the two races. They might look more human or more elvish,
Small weapons: Due to their small size and short arms gnomes
depending on the circumstances, but will always have some feature
can only use small-sized weapons such as daggers, short-sword,
betraying their mixed origin (such as having a small beard and slightly
short-bow, hand axe, etc. A battle-axe, longsword or similar wea-
pointed ears).
pon would have to be used two handed; and larger weapons such
Archetypal half-elves tend to be loners really at home in neither the el- as two-handed swords cannot be used.
ven or human communities. Superstitious humans might believe them
to be characters who were touched by the fey at birth, with all the
consequences that may entail in particular cultures (especially those
HALFLINGS
that fear the supernatural). Then, some elves consider human/elf inter- Halflings resemble humans of child size,
breeding as a sin of sort, and are thus prejudiced against half-elves. No- with round features and large hairy feet.
netheless, though half-elves generally come as lone individuals, there Their small size makes them physically
may exist entire communities of half-elves, like wandering fellowships feeble compared to other races, and
much similar to gypsies for example. they likewise must use smaller, less
effective weapons. However, hal-
Racial Hit-Die: 1d8 (wound hit-points)
flings tend to be cheerful and easy-
Lifespan: 180 years going, leading simple lives, being
Size: medium generally sympathetic and seemin-
gly posing no threat. As such hal-
Base speed: 12” (30 feet).
flings tend to be well accepted in
Attribute Adjust.: +1 Dex (Wood elf), or +1 Int (High elf) most places, even if some rumors
Infravision: As per elves, but at half range (i.e. 30 feet in darkness; depict them as thieves.
file
60 feet outdoors).
Archetypal halflings tend to live in
Keen Perceptions: Half-elves get a +1 bonus on all Detection quiet rural environments, where
checks.
they dig houses in the hills. They
ple
Gnomes are in fact a cousin race of the mally prefer the comforts of home to adventuring, so halfling adven-
dwarves, probably an offshoot that got turers are an oddity among their kin. They’re not cowardly, but they
Sa
some fey blood in a distant past. As such, would sooner avoid a fight than engage in one.
gnomes resemble smaller dwarves with Racial Hit-Die: 1d6 (wound hit-points)
bigger noses and pointed ears, and have
Lifespan: 110 years
a habit of wearing funny and colorful clo-
thing. However, the main difference with Size: small
their dwarven cousins, is that gnomes can Base speed: 8” (20 feet).
use magic (even though it is normally res-
Attribute Adjust.: +1 Dex, –1 Str.
tricted to illusion spells).
Lucky: Halflings seem to be favored by a good fortune. They get
There mostly exist two sub-races of gno- a +1 bonus to all saving throws because of this luck, that will also
mes: woodland gnomes and deep gno- manifest against detrimental events once per day. For example, if
mes. The woodland gnomes tend to live in they were brought below zero hit-points by a single attack, they
rolling and well wooded hills, where they would miraculously survive at but 1 hp remaining; if some horren-
usually build underground villages, or live dous foe would have to choose between them or a companion for a
in large, hollow trees. They often live in meal, the foe would choose the companion; etc. This is left at GM’s
good company with fey creatures such determination, but if dice rolls are to be involved, halflings should
as pixies, unicorns, dryads, etc. Then, roll twice and choose the best result.
deep gnomes live in remote caverns deep
Small Size: As per the gnome race’s ability.
underground in a manner much similar to dwarves.
Small weapons: As per the gnome race’s ability.
Racial Hit-Die: 1d6 (wound hit-points)
Lifespan: 220 years
Size: small
Base speed: 8” (20 feet).
Attribute Adjust.: +1 Cha, –1 Str.
Infravision: Gnomes can see in complete darkness up to 60 feet.
Infravision is as per dwarves.
Gnome Resistance: Gnomes get a +2 bonus to their saving
throws vs magic and poison (including alcohol and drugs).
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HALF-ORCS Racial Hit-Die: 1d8 (wound hit-points)
Lifespan: 90 years
Half-orcs are crossbreeds between orcs and hu-
mans, sharing the features of the two races. Size: medium
Or alternately, if the GM prefers, this race Base speed: 12” (30 feet).
could represent some Neanderthal primitives, Attribute Adjust.: +1 bonus to a single, chosen ability score.
or a sub-race of more civilized and evolved
Experience Bonus: If having a score of 15+ in the requirements
orcs (rather than half-breeds). In
of their class (e.g. Strength for fighters) humans get a +20% bonus
any case, half-orcs appear as ugly
to their earned experience points (e.g. if a character earned 1000
and bestial humans with thick
XP at the end of the adventure, the player records +1200 XP on the
jaws, short necks and powerful
character sheet).
bodies. They are stronger and less
intelligent than humans, and tend
to have bad tempers.
TIEFLINGS
As half-breeds, half-orcs either
Tieflings are members of various races who can trace their bloodline
belong to their human or orc pa-
back to a fiend (e.g. a demon such as a succubus). The effects of having
rent’s culture, and so act and be-
a supernatural being in one’s heritage last for many generations. Al-
have as a human or orc would.
though not as dramatically altered as half-demons, tieflings still retain
Nonetheless, half-orcs generally
a few special qualities and a usually bad personality. As such, tieflings
endure lasting rejection, thus tend
resemble the specie of their humanoid parents (and thus could look as
to become asocial, if not violent
a dwarf, elf, human, etc.), but with unpleasant features that betray their
characters. Half-orcs are seldom
dark origin. Hence, a gnome with red eyes, clawed hands and pointed
accepted in any human commu-
teeth, who stares at you with a creepy smile, is probably a tiefling. In
nities, and thus have not much choice but live the life of a brigand,
mercenary or adventurer. In orc tribes, half-orcs usually die quickly un-
file
any case, no two tieflings are the same.
less they prove to be stronger and smarter, and succeed in gaining a Due to their tainted heritage and their being often rejected from society,
position of power above the others. tieflings tend to be criminals, when they aren’t evil sorcerers. They
don’t fit in any culture except the most corrupt ones. Tieflings are li-
ple
Base speed: 12” (30 feet). are also tieflings who don’t conform to this cliché. Some tieflings have
been obsessed with cleansing themselves from the taint, while others
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