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Omnibus

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34 views14 pages

Omnibus

Uploaded by

Finn Murphy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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New Classes Bard Traveling minstrels and wandering storytellers, the bard learns a a great many things in his journeys. Bards live on the road, moving from town to town where they sing for both their supper and the delight of peasants and kings alike. They easily take up the call for adventure and will often gladly join a party of adventurers in hopes of witnessing tales of glory first- hand, Bards are not front-line combatants, nor are they masters of the arcane. Instead they touch upon both, and learn a bit of everything but master no single skill. As such, bards are useful to adventuring parties who need a quick and dirty fix to a problem where a more specialized profession is not available. Knowledge and versatility are the stock and trade of the bard, and that makes him invaluable. pell Advancement ret a HD BHB ST Lore Level Level Level CMS es eS to 160,000 320,000 Weapon/Armor Restrictions: Bards have a diverse selection of weapons available to them, they may wield any one-handed melee weapon, any ranged weapon, and the staff. They are able to wear both leather and chain armor, as well as use shields. Lore: Whenever a bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the bard's rating in their Lore ability, the bard can recall some information regarding the item's history or use. This may or may not reveal specific magical properties of that item, at the referee's discretion Spell Casting (2"!): Beginning at 2" level, a bard may cast spells in a fashion exactly like a magic-user. However, unlike the magic-user, the bard does not begin play with the foreknowledge of any spells. They must find magic-users to instruct them or recover spells from scrolls or other sources. Instead they begin play with a blank book in which to inscribe any spells the bard discovers. Reading from the book, the bard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the bard's ability to cast (until it is prepared again). It is possible to prepare a spell multiple times using the available “slots” in a bard's memory/capability. If the bard finds scrolls of spells while adventuring they can copy them into their spell book. Saving Throw: A bard receives a +2 to bonus to any saving throws made vs. magic. XP Bonus for Charisma: This class bonus is due to a high charisma attribute. House Rule: Charmer With the referee's permission, any time the bard casts Charm Person, Charm Monster or Confusion, the target or targets suffer a -2 penalty to their saving throw to resist these effects. House Rule: Inspiring Performer With the referee's permission, the bard may attempt to inspire his allies in battle instead of casting a spell or attacking, The bard must be able to speak, and in most cases makes use of a musical instrument to use this ability. While using this ability, all of the bard's allies within thirty feet of the bard receive a +1 bonus to their Base Hit Bonus and any saving throws they attempt. This bonus remains in effect for as long as the bard is performing. House Rule: Bardic Thievery With the referee's permission, the bard may make use of the Thievery ability in a manner exactly like the thief class. However, all of the 9 bard's uses of the Thief ability function as if the bard were a thief three levels lower than his actual level, to a minimum of one. Thus a 4" level bard would have a Thievery ability of 1, just like a 1" level thief. s serve gods and draw power from their faith, Druids serve the very essence of nature itself. They are as much of the earth as they are upon it. By communing with the natural world they are able to draw power from its agelessness and weave powerful magic. This, combined with their knowledge of the wilderness, gives them a unique skill set. While druids do often wander the world, they rarely do so as part of a group of adventurers. When they do join a party of adventurers, they serve as advisers, healers and guides. They are not particularly combative, though powerful druids are capable of weaving earth-bending magic. Table Il: Druid Class Advancement 96,000 192,000 384,000 10 Table III: Druid Spell Advancement Druid 1“Level 2™Level 3™Level 4Level 5 Level ce So CS CoS Oo OS LS Td 3 2 5 2 6 2 7 2 8 2 9 3 10 3 Weapon/Armor Restrictions: Druids are not combative by nature and limit themselves to simple weapons made primarily of natural substances. They may only wield the following weapons: club, dagger, hand axe, sling, spear, and staff. They may wear leather armor only and do not use shields. Forestry: Druids are most at home in the wilderness, among the flora and fauna of the world. His forestry ability may be used to track both humanoids and animals in natural environments. When in these natural environments, forestry may also be used to remain both unseen and silent. Finally, when a druid encounters a natural wild beast he may utilize this ability in an attempt to sooth and calm such an animal. To use the ability, the referee rolls 1d6. If the number rolled is equal to or below the druids forestry ability, he has succeeded. Saving Throw: Druids receive a +2 bonus to all saving throws made to resist damage from cold, fire and poisons. Spell Casting: The druid gain the ability to cast divine spells from a specific as per Table III: Druid Spell Progression. Each day the druid meditates in a natural location such as a grove, forest or cave for a certain set of spells, choosing any spells from the cleric spell list. Druids who worship specific 11 gods might have entirely different sets of spells as determined by the referee, but the standard druid has the standard cleric spell list. XP Bonus for Wisdom: This class bonus is due to a high wisdom attribute. House Rule: Druid Alignment At the referee's discretion and if alignment is being used, druids may be restricted to the neutral alignment only to reflect their connection and dedication to the forces of nature and the balance of the world. House Rule: Druidic Language With the referee's permission, all druids automatically speak a shared language known simply as Druidic. It is never taught to outsiders and is used by druids to communicate privately on matters that concern only them. House Rule: Druidic Orders At the referee's discretion, when a druid reaches 7" level or higher they must find another druid of the same level and defeat him in single combat - though not necessarily slay him - in order to advance in level. This must be done again for each additional level the druid gains past 7" and reflects the druid proving himself capable and worthy in the great druidic order of the world. Monk Monks are warriors dedicated to physical and mental perfection. They forgo physical trappings in favor of discipline, constantly testing both body and spirit. While most monks spend their lives in hidden monasteries, some choose to wander the world in hopes of finding new challenges to test their training. While a monk is neither as martial as a fighter nor as stealthy as a thief, they are nevertheless welcome in many adventuring companies for their diverse skill set and the the fact that they do not typically rely on a large number of magic items for survival. A monk is concerned, first and foremost, with achieving enlightenment both within and without. 12 Table IV: Monk Class Advancement CS CM CORSO Peters! 128,000 256,000 512,000 Weapon/Armor Restrictions: Monks typically forgo the use of weapons, relying instead on their proficiency in unarmed combat. They will sometimes make use of daggers, darts, a quarterstaff, or a sling, but are otherwise prohibited from using any other weapons. They do not wear armor or use shields. Unarmed Combat: Monks specialize in perfecting their body, including mastery of unarmed combat. When fighting without a weapon they inflict damage based on Table IV: Monk Class Advancement, as shown under the Unarmed Combat listing. Beginning at 4" level, the monk's unarmed attacks are considered to be the equivalent of magical weapons for the purposes of damaging monsters who are immune to mundane attacks. At 9° level their unarmed attacks are considered to be the equivalent of +2 weapons for these purposes. Armor Class Bonus: Monks do not wear armor, but instead train to dodge attacks and roll with otherwise lethal blows. They receive a bonus to their Armor Class equal to their character level. Thus a 3™ level monk receives a +3 bonus to his armor class. Stealth: The monk is quite skilled at remaining both silent and unseen in any environment. To use the ability, the referee rolls 1d6. If the number rolled is 13 equal to or below the monk's stealth ability, he has succeeded and remains both unnoticed and unheard until he takes an action that would reveal him. Meditation (4"): When a monk reaches 4" level he may enter a meditative state once per day in an effort to recover from any one of a number of injuries. This meditation lasts one minute and if it is interrupted the benefits are lost and the monk must wait until tomorrow to try again. When the meditation successfully ends, the monk can choose one of the following benefits to apply to himself only: healing 2d6+2 points of damage, Cure Disease (as the cleric spell), or Neutralized Poison (as the cleric spell), XP Bonus for Wisdom: This class bonus is due to a high wisdom attribute. House Rule: Increased Movement With the referee's permission monks may earn a higher movement rate than other characters as they increase in level, Their movement increases to 15 at 4" level and 18 at 8" level. House Rule: Vow of Poverty At the referee's discretion monks may be limited in the number of magical items and treasure they are allowed to keep. They may only keep 10% of non-magical treasure they discover and may only carry two magical weapons and six other magical items. House Rule: Disciplined Mind At the referee's discretion and if alignment is being used monks may be limited to lawful alignment only. This reflects the strict discipline and dedication needed to achieve their unique abilities. Paladin Paladins are holy warriors. If clerics are the broad shield of the church, then the paladin is the righteous sword. Clad in shining armor and astride a white charger, the paladin is the living embodiment of chivalry and virtue Paladins are extremely skilled warriors and their dedication and piety has granted them a resilience against the forces of darkness and the ability to pray to their god for divine blessings. While they are capable of extraordinary feats of heroism, a paladin typically demands that his adventuring companions strive to maintain the same upright ethics to which he holds. 14 Table V: Paladin Class & Spell Advancement pr Dt be 1D) BHB Py Level Level Level re ems as eS ey 10,000 20,000 40,000 6 4 80,000 7 +4 6 2 6 +6 a 10 }640,000] 10 Weapon/Armor Restrictions: Paladins are highly trained combatants and have no restrictions regarding weapons and armor or shields. Healing Touch: Once per day a paladin may touch a wounded individual and heal them for a number of hit points equal to his current level. Spell Casting (4): When a Paladin reaches fourth level they may cast divine spells from a specific list as per Table IV: Paladin Class & Spell Advancement. Each day the paladin prays for a certain set of spells, choosing any spells from the cleric spell list. Paladins of specific gods might have entirely different sets of spells as determined by the referee, but the standard Paladin has the standard cleric spell list. XP Bonus for Strength: This class bonus is due to a high strength attribute. House Rule: Disease Immunity With the referee's permission, a paladin is immune to all diseases mundane and magical. In addition, the paladin may use his healing touch power to cure an individual afflicted with a disease instead of restoring hit points, 15 House Rule: Paladin Alignment At the referee's discretion and if alignment is being used , a paladin man be restricted to a Good/Law alignment only. Traditionally paladins are holy knights bound by a strict code of piety and honor. If this house rule is used, the referee determines the exact details of the paladin’s code. The referee also determines what penalties the paladin suffers for breaking their code, which can include temporary or even permanent loss of any class abilities. House Rule: Paladin Wealth At the referee's discretion, a paladin may be required to donate up to 90% of their wealth to a charity or church of Good/Law alignment. In addition, the paladin is typically restricted in the number of magical items they are permitted to carry. This normally includes no more than four magical weapons, one set of magical armor, one magical shield and ten other miscellaneous magical items, though the exact details of this restriction are defined by the referee. House Rule: Turning Undead With the referee's permission, a Paladin of third level or higher may turn undead in a manner exactly like a cleric of two levels lower than the paladin’s level. Ranger Rangers are woodsmen, trackers, and hunters who wander the wild places of the world. They have learned to live off the land as well as being trained as skilled warriors. Traveling light, they hunt giants and goblins in the dangerous places of the world ~ slaying them where ever these vile creatures are found. The ranger is a welcome addition to an adventuring party, because in addition to their combat prowess they are skilled when it comes to identifying the dangers of the wilderness as well as tracking down elusive foes. They prefer the life of an adventurer and rarely settle in a single location. The rare ranger who chooses to retire often does so in a wild and secluded area where he can remain far from the reach of the civilized world. 16 Table VI: Ranger Class Advancement ata Weapon/Armor Restrictions: Rangers are nearly as skillful as fighters in battle and equally well trained. They may wield any weapon in combat as well as utilize leather or chain armor and shields to protect themselves. Forestry: Rangers are most at home in the wilderness, among the flora an fauna of the world. His forestry ability may be used to track both humanoids and animals in natural environments. When in these natural environments, forestry may also be used to remain both unseen and silent. Finally, when a ranger encounters a natural wild beast he may utilize this ability in an attempt to sooth and calm such an animal. To use the ability, the referee rolls 1d6. If the number rolled is equal to or below the ranger's forestry ability, he has succeeded. Giant-Slayer: When fighting bugbears, giants, goblins, and hobgoblins, a ranger may add his Base Hit Bonus to his weapon damage in combat. Saving Throw: A ranger receives a +2 to bonus to any saving throws made vs. poison. XP Bonus for Strength: This class bonus is due to a high strength attribute. 17 House Rule: Ranger Alignment At the referee's discretion and if alignment is being used, a ranger may be limited in their alignment selection. In many settings, rangers are servants of the forces of Good/Law, and as such may not be of Evil/Chaos alignment. House Rule: Ranger Wealth At the referee's discretion, a ranger may be limited in the amount of wealth they are allowed to hoard. This reflects the nomadic nature of the ranger. If this rule is used, a ranger may not retain more coins, valuables, or magical items than they are able to carry on their person. House Rule: Spell-Casting Rangers With the referee's permission, a ranger may cast both cleric and magic-user spells when he reaches 5" level, using the chart below. Rangers pray for and cast cleric spells in a manner exactly like a normal cleric. Magic- user spells are learned and cast in a manner exactly like a magic-user and rangers must maintain a spell book from which they memorize their magic- user spells each day. Exactly which spells are in the spell book is determined by the referee. Table Vil: Ranger Spell Advancement ry Pa Pr 1 Pa aT Ranger Level Level Level Level _Level_Level en oo Ce me morc Oo CS 3S SSS tT Td House Rule: Two-Weapon Fighting With the referee's permission, a ranger may fight with a one-handed melee weapon in each hand. This grants him a second attack each combat round, with the damage inflicted determined by the weapon wielded 18 Thief While there are many who wield sword and spell while exploring tombs and dungeons, the thief hopes to recover lost riches through the use of guile and stealth, Though trained in arms, he is not a combatant by trade. Instead he strikes from the shadows and his keen eyes see dangers that his companions do not. Thieves are rarely noble, but are more often pragmatic professionals looking for opportunities to rapidly amass great wealth. Still, their unique skill set makes them very useful to dungeoneers and explorers and there are some among their ilk who hold to a code of “honor among thieves.” Thieves often go equipped with but a few weapons and only light armor, but instead rely on picks and tools for survival. When combat does arise, they fade into the darkness, ready to plunge a dagger into the backs of unsuspecting foes who are otherwise occupied. The rare thief who manages to amass fortune and glory is likely to retire and start a guild of others with similar skills. In return for a cut of their take, he provides security, protection and news of ripe pickings just waiting to be plundered. Weapon/Armor Restrictions: Thieves are agile and skilled in combat. They may wield any weapon, However, the prefer to rely on their reflexes and 19 quickness over heavy armor which impedes their other abilities. They may only wear leather armor. Back Stab: Thieves prefer to catch their foes unaware and strike from positions of advantage. Any time a thief attacks an opponent who is unaware of their presence, the thief receives a +2 bonus to their Base Hit Bonus. If the attack is successful, the thief may roll his weapon damage twice to calculate damage from the back stab. Saving Throw: Thieves receive a +2 bonus to any saving throw made to reduce or avoid the effects of any trap, magical or mundane. Thievery: Thieves are stealthy and light-footed. The thievery ability may be used for any number of clandestine or stealth-based actions. From picking pockets or locks, discovering and disarming traps, remaining silent and hidden while moving or even climbing walls free-handed - these talents are reflected in the ability of thievery. The referee has the final say as to whether an action falls under the purview of thievery or not. When the thief attempts to use this ability they referee rolls 1d6. If the result of the roll is equal to or lower than their rating in the thievery ability, the thief is successful in their attempt. Thieves are not often aware of when their attempts to remain stealthy fail, and the thief always believes he is successful. When a thief fails using this ability while free-climbing a wall or disarming a trap, they can endanger themselves with either a great fall or by being in the path of a poisonous dart or concealed trap. Establish Guild (9"): A thief of ninth or higher level may choose to establish a secret hideout, often in an urban location. He will attract the attention and service of other, lower-leveled, thieves who hope to learn from a master. He is known as a Guild Master, and those who arrive are members of his Thieves Guild. In return for a cut of their earnings, the thief will provide these apprentices with protection from local law enforcement as much as he is able. If the thief is unable to protect these apprentices, they are likely to turn ‘on him in hopes of finding a more capable guild master. XP Bonus for Dexterity: This class bonus is due to a high dexterity attribute. House Rule: Thief's Cant With the referee's permission, a thief may receive a free language: Thief's Cant. This is less a formal language and more a form of lingo and double-speak that is used between thieves to communicate in public places 20 about illegal activities without being understood by outsiders. If this ability is used, its use is automatic. As long as both the speaker and listener are thieves and they are able to hear one another, they can communicate effectively - though only in matters directly related to their profession. House Rule: Decipher Languages With the referee's permission, a thief may use his Thievery ability to decipher maps, scripts and unknown languages. In the case of scripts and languages, the thief is only able to glean the general meaning of the text when he successfully uses this ability. In addition, if the referee allows it, the Decipher Languages ability may be used to read Cleric and Magic-User spells from scrolls in order to cast them. If a thief fails when attempting to cast spells from a scroll, the scroll is wasted, its magic expended, and in all likelihood there is a spectacular magical backlash that will likely endanger the thief or others, The details of this magical backlash are determined by the referee. House Rule: Poison Use With the referee's permission, a thief may be knowledgeable regarding the uses of poison. If he has access to poison he can apply it to his weapons without any fear of accidentally poisoning himself and receives a +2 bonus to any saving throw made to resist the effects of a poison. House Rule: Proficient Climber With the referee's permission, a thief may be more skilled a free- handed climbing than at other uses of the Thievery ability. If this option is used, the thief is considered to be 4 levels higher when Thievery checks are made to climb in this fashion, to a maximum effective level of 10. 21

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