C&C Advantages Expanded
C&C Advantages Expanded
Advantages are an additional rules option for the Advanced Castles & DWARVEN HERITAGE ADVANTAGES
Crusades game. Advantages function much like talents, but are
named differently because they come from the official Castles &
EXPERT MINER
Crusades Castle Keeper’s Guide. Advantages, unlike talents, are
Some dwarves are exceptionally gifted with the use of stone and in
broken down into various categories, most of which have a requirement
mining. Dwarves who select this advantage gain an additional +2 to
before they can be selected.
wisdom checks for their stonecraft racial ability.
Prerequisite: Dwarf.
When a character gains a talent as described in the Advanced
Castles & Crusades rules documents they may usually choose a
talent or an advantage from this list instead. For the purposes of game GIANT FIGHTER
mechanics, talents and advantages are one in the same. A character Dwarves who select this advantage gain an additional +2 bonus to AC
selecting an advantage must qualify for the category which the when fighting giants and giant-kin creatures. However, their tactics do
advantage belongs to in order to select it. This is a distinct difference not lend themselves well to fighting multiple opponents of medium or
from the general talent rules where there are no specific categories of small size category and suffer a -1 penalty to-hit when doing so.
talents. Qualifying for a category of advantages prior to selecting one Prerequisite: Dwarf, base to-hit +1.
is a rule that should be strictly adhered to. In certain circumstances
advantages can also be gained as part of a character’s level GOBLIN SLAYER
advancement progression. If the advantage is specifically listed with a A dwarf who selects this advantage gains +1d4 points of damage with
class, race, or other level advancement rule, the character simply gains each successful attack when fighting goblinoid creatures (goblins,
the advantage listed regardless of any prerequisites. If any advantage hobgoblins, bugbears, etc.). However, they cannot easily hide their
can be selected as part of a level-based advancement or progression, eagerness to kill those of goblin descent and suffer a -2 on all reaction
the character must qualify for any prerequisite listed with the checks to them.
advantage. Whenever a class, race, or other rules document Prerequisite: Dwarf, base to-hit +1.
specifically states that an advantage can be selected, only an Special: Dwarves can select this advantage multiple times. Each time
advantage can be selected (not a talent) in this case. it is selected the damage die improves by one category (+1d6 the
second time it is taken, +1d8 the third time, etc.). Each time this
Each advantage listed here can only be selected once unless stated advantage is selected the penalty to reactions with goblinoid creatures
otherwise in the description of the advantage. is further penalized by an additional 2.
STALWART COURAGE
Dwarves who select this advantage display courage beyond measure
HERITAGE ADVANTAGES and gain an additional +2 to saving throws versus fear.
Prerequisite: Dwarf.
The following heritage advantages possess a racial requirement in
addition to any standard ability or class prerequisites. All prerequisites STEADFAST & SURE
must be met before the advantage can be selected and added to a A dwarf that selects this advantage is sure on their feet and gain a
character’s roster of abilities. bonus of +3 AC versus overbearing and trip attacks.
Prerequisite: Dwarf.
TUNNEL VISION
Some dwarves have grown accustomed to being underground and in
the darkness. Dwarves who select this advantage double the range of
their deepvision to 240 feet. However, they are unused to direct
daylight and the range of their normal, daylight vision is only 30 feet.
Prerequisite: Dwarf.
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
ELVEN HERITAGE ADVANTAGES description). However, this extra training with one particular weapon
leaves them less adept with others and they suffer a -1 penalty to hit
with all other weapons.
AFFINITY TO NATURE
Prerequisite: Elf, base to-hit +1.
Some elves are so attuned to the open, outdoor natural surroundings
that they can sense something is wrong or out of place, or the
WISDOM OF THE AGES
presence of danger. Elves who select this advantage gain a +1 bonus
Due to the long-lived nature of the elven race, they tend to treasure
on checks to avoid surprise, to detect hidden foes, and to initiative
learning and often know at least a small amount about the most
when in natural, outdoor surroundings. However, when in cities,
obscure subjects. An elf that selects this advantage gains a +2 on all
dungeons, or in areas that are not natural, the elf suffers a -1 penalty to
intelligence checks (not intelligence saving throws) to determine if they
avoid surprise, detect hidden foes, and to initiative.
have knowledge of some topic.
Prerequisite: Elf.
Prerequisite: Elf.
ARCANE POTENTCY
Some elves have a natural potency to the magic they cast and spend
extraordinary amounts of time trying to master the practice of arcane GNOMISH HERITAGE ADVANTAGES
magic. Elves who choose this advantage add 1 to the challenge level
of saves versus their arcane spells. Due to the aptitude and training in ANIMAL SPEAKER
arcane spellwork, the elf suffers a penalty of -2 on all attack rolls with Some gnomes have spent so much time in the company of animals
any melee weapon. that they have honed their empathic link with them. Gnomes who
Prerequisite: Elf, able to cast arcane spells. choose this advantage can converse empathically with burrowing type
animals to a range of 30 feet. These gnomes tend not to associate
ORC HUNTER with others well and suffer a penalty of -1 to reaction rolls with anybody
Years of skirmishing against orcs gain the elf that selects this who is not a gnome or animal.
advantage a bonus of +1d4 damage with each successful attack when Prerequisite: Gnome.
fighting orcs. However, they cannot hide their eagerness to kill orcs
and suffer a -2 on all reaction checks to them. IMPROVISOR
Prerequisite: Elf, base to-hit +1. Some gnomes can be very inventive and improvisational and can
Special: Elves can select this advantage multiple times. Each time it cobble together implements when needed. Gnomes who select this
is selected the damage die improves by one category (+1d6 the advantage can use materials at hand to create improvised and
second time it is taken, +1d8 the third time etc.). Each time this completely functional tools with a successful wisdom check. To create
advantage is selected the penalty to reactions of orcs is further these tools usually takes no longer than 1d3 minutes for the most basic
penalized by an additional -2. of tools and 1d3 hours for more complex tools. The CK can and should
limit the complexity of the tools to which a gnome with this advantage
SILENT STALKER can create.
Some elves have adapted their skill at moving silently to environments Prerequisite: Gnome.
other than their traditional outdoor, natural surroundings. An elf that
selects this advantage can attempt to move silently in all environments KOBOLD HUNTER
(wilderness, dungeons, cities, etc.) not exclusively outdoor wilderness Years of skirmishing with kobolds have yielded effective tactics to best
areas. them. The gnome that selects this advantage gains a bonus of +1d4
Prerequisite: Elf. damage with each successful attack when fighting kobolds and their
slaves. However, they cannot hide their eagerness to kill kobolds and
WEAPON MASTER suffer a -2 on all reaction checks to them.
Some elves receive advanced training in the ways of combat, Prerequisite: Gnome, base to-hit +1.
exceeding the skill that most elves achieve with their weapon of choice. Special: Gnomes can select this advantage multiple times. Each time
Elves who select this advantage gain an additional +2 to hit with the it is selected the damage die improves by one category (+1d6 the
weapon they selected for their weapon training ability (see Elf racial second time it is taken, +1d8 the third time etc.). Each time this
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
advantage is selected the penalty to reactions of kobolds and their EXTRA PRIME
slaves are further penalized by an additional -2. Some half-elves favor their human lineage and more closely resemble
humans than their own race. Half-elves with human lineage that select
MAGICAL AFFINITY this advantage treat the selected attribute from the attribute check
Some gnomes have a greater natural aptitude for magic than others of modification (see half-elf racial description in the C&C Player’s
their kind. The gnome who selects this advantage can cast their innate Handbook) as a full, third prime attribute (CB12).
spells (dancing lights, ghost sound, and prestidigitation) 3 times per Prerequisite: Half-elf with human lineage.
day each, instead of once. Special: The third prime chosen must match the attribute that was
Prerequisite: Gnome. selected in the half-elf racial description to receive the +2 bonus from
the attribute check modification special ability. Once selected, the +2
SCENT bonus received from that racial ability is lost and only the benefits of
For some gnomes, their large bulbous nose is not just a simple racial the full prime attribute of this advantage apply.
characteristic. The gnome that selects this advantage can make a
wisdom check to detect the scent and presence of hidden creatures, or KEEN SENSES
to track creatures. Gnomes with this advantage can add their full level Some half elves have senses that are outside of the ordinary. The
to any wisdom check made to detect or track in this way. However, half-elf with elven lineage who selects this advantage adds their full
this keen sense of smell also makes them susceptible to noxious level to all checks to notice something visually (hidden doors, and traps
smells and gases that sicken or poison by imparting a -2 penalty to the for example) or to hear (listen) something.
saving throw. Prerequisite: Half-elf with elven lineage.
Prerequisite: Gnome.
STEALTHY SCOUT
TRICKSTER The half-elf’s natural ability to move silently allows them to move
Some gnomes have a natural affinity for magical deceptions and tricks. undetected in all types of environments. The half-elf that selects this
Gnomes who possess this advantage gain a +1 to the challenge level advantage can use their racial move silently ability in any environment,
of their illusion spells when determining saving throws. However, they not just in the wilderness.
suffer a -1 penalty on their own saving throws versus all forms of magic Prerequisite: Half-elf.
other than illusion magic.
Prerequisite: Gnome, 1st level illusionist or 1st level wizard. WEAPON TRAINING
Half elves raised with their elven brethren train with the traditional
weapons of their people. Half elves with elven lineage who select this
HALF-ELVEN HERITAGE ADVANTAGES advantage receive an additional +1 bonus to hit with one of the
following weapons: composite longbow, composite shortbow, elven
bow (any), longbow, shortbow, elven longsword, longsword, or short
ENHANCED EMPATHY
sword.
The half-elf’s natural empathy allows them to gain an edge when
Prerequisite: Half-elf with elven lineage.
interacting with others. Half-elves who select this advantage gain an
additional +2 to charisma and reaction checks when interacting with
others in non-combat situations.
Prerequisite: Half-elf, charisma 9+.
Special: The reaction penalties for this and other advantages will character can select the foe to have the +1 to AC applied against at the
combine together if multiple advantages result in negative reaction beginning of each round of combat before initiative is determined. The
modifiers. character must be aware of the enemy’s presence for this bonus to AC
to apply.
ROCK-GUT Prerequisite: None.
Many half-orcs have to scrounge and forage to survive while growing
up and are able to stomach fare that would leave others sick and ELUSIVE GRAPPLER
heaving. Half-orcs who select this advantage gain a bonus of +2 to all The combatant is a clever wrestler and adept at slipping free from
constitution saving throws versus poisons and to avoid illness caused attempts to hold and pin them in place. When this advantage is
by spoiled foods and tainted liquids. selected the character gains a +3 AC bonus versus grappling attacks.
Prerequisite: Half-orc. Prerequisite: Dexterity attribute must be a prime attribute.
MYRMIDON’S SHEILD
Professional warriors know the quality of a good, sturdy shield. The
character that selects this advantage is allowed to apply their shield
COMBAT ADVANTAGES bonus to AC against one additional opponent per round. For example,
a character using a buckler (small) shield can apply the shield bonus
Combat advantages are divided into defensive, melee, and ranged AC against 2 opponents in a round instead of 1.
combat advantages categories. Prerequisite: Armor proficiency with any shield.
ARMORED HERO
When taking this advantage, the character must also select a single
MELEE COMBAT ADVANTAGES
type of armor that they are proficient with. When wearing the selected Characters that select these advantages are able to make quick
armor the character adds +1 to their armor class with that armor. decisions while engaged in melee combat in an effort to weigh the
Prerequisite: Armor proficiency with any armor. benefit firmly on their side of the battle.
Special: This advantage may be selected multiple times if desired.
Each time it is selected the character must select a different type of ACROBATIC TACTIC
armor that they are proficient with and that armor will gain a bonus of With a gymnastic maneuver during melee combat, the character can
+1 to AC when worn by the character. position themselves against the enemy at any angle. To do so, the
character must not have moved any distance in the round in which they
ARTFUL DODGER are going to perform this maneuver. They must also be within their
The awareness of the character leads to a more engaged defensive own melee weapon’s reach of the target. With a successful dexterity
stance. Selecting this advantage allows a character to add +1 to their check against a CL equal to the level or HD of the highest level enemy
AC against a single foe during any given round of melee combat. The they are engaged in melee combat with, the character will move and
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
take their choice of location in the rear or flanking positions of the the charisma bonus (to a minimum of 1 round) of the character who
chosen enemy. The facing direction of that enemy doesn’t change. If struck them.
the dexterity check fails, no movement is possible in the current round, Prerequisite: Base to-hit +3.
and all of the character’s attack rolls are at -2 until the beginning of the
next initiative round. RUN-BY ATTACK
Prerequisite: Dexterity 15+, base to-hit +2. The character with this advantage can make a single melee attack
against an opponent as they run past them. When attempting a run-by
CROSS BLOCK attack, the running character’s AC is reduced by 3 until the beginning
Combatants that focus on using two-handed weapons in combat use of the next initiative round. As long as the character runs (usually x4
every part of their weapon to engage the enemy and defend movement), and moves in a straight line they can attempt a to-hit roll
themselves from counter-attacks. While fighting with a two-handed against that opponent and may keep running to the extent of their full
weapon (the staff and the two-handed bastard sword both count as a running movement rate. If the attack roll is successful, they deal
two-handed weapon for the purposes of this advantage) the character damage normally and may continue moving. If the attack roll is
gains a +1 AC bonus versus a single opponent whom they are in melee unsuccessful the character trips up, or otherwise stops running in the
combat with. At the beginning of each round the character is still in space where the attack was attempted. No further actions for the
melee combat, they may designate this +1 AC bonus against a remainder of the round are allowed by the character that attempted the
different opponent the character is facing. unsuccessful run-by attack
Prerequisite: None. Prerequisite: Base to-hit +1.
INTIMIDATING STRIKE
When a natural 20 is rolled in melee combat the character delivers a
blow so fearsome that it may drive the foe from the battlefield. The
opponent who is struck must make a charisma saving throw with a CL
equal to the character’s level (or HD) or flee from combat on their next
initiative action. The opponent will flee for a number of rounds equal to
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
HEROIC THROW
The character must select a single type of thrown weapon. The
character can throw the selected weapon with legendary force and
accuracy. The character gains an additional +2 to-hit with the thrown
weapon and it causes double its normal damage dice if it hits. The
character may not move any distance in a round in which they use this
advantage, and cannot use this advantage more than once per round.
Prerequisite: Strength 15+, strength prime, base to-hit +9.
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
JUGGLING TOSS resistances of the target are only applied once to the damage the
The character can juggle multiple small objects and throw them at target receives.
nearby targets. The number of thrown attacks possible with this Prerequisite: Dexterity 12+, base to-hit +1.
advantage is equal to 2+ the character’s dexterity modifier (to a
minimum of 2). The small objects are considered traditional thrown POWERFUL HURL
weapons for the purposes of this advantage, but each attack is still The thrower sacrifices accuracy for power attempting to impale
made with a -3 penalty to the to-hit roll. The thrown items have a range opponents with a single blow. With this advantage the character may
of 10 feet, but cannot be thrown at any range greater than 30 feet. subtract up to 3 points from their to-hit roll with a thrown weapon, and
Additional common range penalties will still apply (-2/-6). The objects add the subtracted number to the damage caused should the attack be
juggled must be small enough to be manipulated with a single hand. A successful. This bonus to damage can only be applied to one thrown
dagger, hand axe, or hatchet is the largest sized object that can be weapon per round.
used with this advantage. Prerequisite: None.
Prerequisite: Dexterity 12+, dexterity prime, base to-hit +2.
Normal: In most standard situations, a character can only shoot or SHARPSHOOTER
throw one ranged weapon per round of combat. Non-traditional thrown When firing propelled weapons (bows, crossbows, slings, etc.) at close
objects usually incur a penalty of -4 to-hit when thrown. range, the character is adept in hitting the vital areas of their opponents
causing +1 to the damage per hit. This bonus to damage does not
LONGHUNTER apply to any range greater than close for the propelled weapon being
The character may increase the base range of all propelled weapons fired. In addition, a character with this advantage will never hit allies
(bows, crossbows, slings, etc.) they are proficient with by 50%. When when firing into melee combat or at allies in a line passed a missed
using this advantage the character may not move any distance in a target, even if beyond close range.
round in which they are increasing the propelled weapon’s range. Prerequisite: Dexterity 12+.
Prerequisite: None. Normal: No bonus to damage is usually awarded to character
successfully making a ranged to-hit roll in close range. When shooting
MULTI-SHOT an arrow, bolt, bullet, stone, or throwing a weapon into a crowded
When armed with a bow weapon (short or long bow, mighty bow, melee combat, the attacker may strike a friendly combatant. If the
composite bow, elf bow, etc.) the archer can fire a hail of arrows with a attacker’s to-hit roll is a natural 1-3 on the to-hit roll (even if a natural 2
single pull of the bow string, and thus a solitary attack roll to hit the or 3 on the die roll would normally result in successful attack, 1 is
target. The archer is able to move half of their movement distance in usually an automatic miss), the attack misses the intended target and
the round in which they use this talent to attack, but must forego any there is a chance it will strike a friendly combatant instead. A second
additional attack actions they may have in the same round. The archer roll to-hit is made against the AC of one randomly selected (or as
can fire two arrows at the same time with a -3 penalty to the attack roll, determined by the CK) friendly combatant. If this attack roll is
or up to three arrows with a -6 penalty. This multi-shot attack roll is successful then roll for damage as normal and apply it to the friendly
considered a single attack regardless of the number of arrows fired, combatant instead.
and can only be used against a target within a bow’s short range
increment. The type of arrow ammunition fired with this shot must all SKIRMISHER
be of the same type, with the same bonuses, or the arrows will scatter Adept thrown and propelled weapon specialists can fire on the move
and the attack will fail. If the attack roll is successful, each arrow will hit allowing for a single propelled weapon shot or single thrown weapon
and do its base damage. Additional damage for this ranged strike from attack even if the character moved more than half of their movement
precision-based bonuses such as critical hits, a ranger’s combat distance (but no more than a jog) in a round in which they can attack.
marauder class ability, sneak attack, and others from ranged weapon Prerequisite: Dexterity 12+.
skills, talents, and weapon mastery only apply only once for this attack.
Likewise, damage bonuses from a bow’s pull weight, special material
of the ammunition or bow, and magic bonuses also only apply once
regardless of the number of arrows fired. Because multi-shot is
considered a single ranged attack, damage reduction and special
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
HEIRARCICAL INFLUENCE
GENERAL ADVANTAGES Characters with hierarchical influence are masterfully adept at using
their practiced charisma to manipulate their social status by either
CHARMED EXISTANCE finding ways to hobnob with the elite and royalty, or taking great care to
The character seems to lead a charmed life, and has a knack for hide their existence from such personalities. If the campaign is using
eluding certain complications and dangers. With this advantage social rank and hierarchy game effects, a character that chooses this
choose one attribute. All saving throws (and only saving throws) with advantage can gain or reduce their status by 1 hierarchy rank. Once
the selected attribute receive a +2 bonus to the roll. This advantage this bonus or penalty has been selected, it cannot be changed. A
may be taken multiple times. Each time it is selected the character hierarchy score can never fall below a rating of 0. This advantage can
must choose a different attribute to apply the +2 bonus to saving be selected multiple times if desired. Be sure to check with the CK if
they are using social rank and hierarchical game effects in the
throws to.
campaign as they may have strong consequences during play.
Prerequisite: None.
Prerequisite: Hierarchy score of 0 or more, 1 year of in-game time,
charisma 12+.
DASHING WIT
Normal: If the CK is using hierarchy as a means to influence social
The character’s razor sharp wit and cutting barbs can distract foes in
rank, it is important to note that a score can never go below 0, and that
combat that are within 30 feet. For this advantage to be of use, the
most characters start a campaign with a hierarchy score of 1.
opponent to be distracted must be able to see, hear, and understand
the character’s provocative jibes. A charisma check is made with a CL
equal to the opponent’s level or HD. If successful, the character’s next
KNACK
This character has always had a natural aptitude or special training
attack against that opponent provides a +2 bonus to-hit. The bonus for
with a general type of activity. Pick one of the Activity Knacks from the
this next attack must be used before the end of the following round or it
list below. When making a general check or skill check for this type of
will be wasted. The character can use this advantage in the same
activity, the ability check for the activity is considered a primary
round in which they attack, but no movement will be possible in the
attribute (CB 12). Saving throws are not modified by this advantage.
round if done so. Most enemies can only be provoked in this manner
for so long, before it will no longer be effective. As a guideline, the
number of times an enemy can be distracted with the use of this ►Agility (balance, dancing, tumbling)
advantage is determined by the user’s charisma modifier (to a ►Athletics (climbing, jumping, swimming)
minimum of 1 use).
Prerequisite: Charisma 9+. ►Lore (astrology, arcana, history)
be selected multiple times if desired. Each time it is selected, the MAGICAL APPTITUDE
number of spells the caster can empower increases by 2. Selecting Some wizards have a natural affinity towards certain types of magical
this advantage more than once does not allow for the effects of a spell spells. When a wizard casts the indicated type of spell, it will act as if it
to be denied more than once per spell casting. were 1 level higher with respect to saving throws, duration, as well as
Prerequisite: Intelligence 12+ and wisdom 12+, ability to cast 3rd level determining any random effects against these types of spells. When
arcane or divine spells. selecting this advantage the wizard must select one of the Magical
Affinities listed below:
GREAT PROTECTOR
An intense focus on protective spells has increased the spell caster’s ►Battle Mage: When casting spells that deal direct hit point damage
ability to use protective magic in an effective and long-lasting manner. to a target or targets, the wizard’s level is considered 1 higher.
While casting protective spells that target allies the spell is treated as if
►Conjurer’s Call: When casting spells that summon or bring forth a
2 levels higher than the caster’s actual level. This advantage does not
creature or being from another place or plane of existence, the wizard’s
affect protective spells that target the caster only, or non-allies such as
level is considered 1 higher.
water, food objects, and the like. This advantage will not affect allies
summoned by magic or spells. ►Death Touch: When casting spells that sap ability scores, outright
Prerequisite: Ability to cast arcane or divine spells. kill, or deal with the undead, the wizard’s level is considered 1 higher.
►Elemental Affinity: When casting spells that involve one of the 5
HARDY CASTER
elements (air, earth, fire, void, water), the wizard’s level is considered 1
The spell caster has great concentration, even under duress. The
higher.
character is difficult to distract when casting or maintaining
concentration on spell magic. They receive a +3 bonus on all ►Enthralling Countenance: When casting spells that charm,
concentration checks to avoid spell disruption from damage, enchant, or affect a target’s mind, the wizard’s level is considered 1
environmental conditions, and the like. higher.
Prerequisite: The ability to cast arcane or divine spells.
►Eyes of the Seer: When casting detection spells, and spells that
reveal information to them, the wizard’s level is considered 1 higher.
HOLY AURA
Through deep prayer and devotion the character enhances their divine ►Warder: When casting protection spells, spells that provide extra hit
connection to their deity. The character permanently trades in their points, or spells that grant a higher AC, the wizard’s level is considered
ability to turn undead for the alternate ability to invoke a holy aura 1 higher.
around one’s self. When the cleric holds forth their holy symbol and
concentrates on chanting for at least one full round, their deity will then Prerequisite: Wizard class, ability to cast arcane spells, intelligence
cloak them in a faintly glowing aura that demonstrates both their power 15+.
and grace. All enemies of the cleric within 30 feet suffer a -1 penalty to
their attack rolls and a -1 penalty to saving throws. As the cleric MAGICAL ENGINEER
advances in experience, the penalty to attack and saving throws When creating magic weapons and unusual magic items, the
increases by 1 for every 6 levels of cleric experience (-2 at 6th level, -3 experience point cost or the gold piece cost (but not both) are reduced
at 12th level, -4 at 18th level, -5 at 24th level). This aura cannot be by 15%. When crafting such an item, the character with the magical
negated by dispelling magic, or other normal mortal means. engineer advantage can choose at the beginning of the magic item
Maintaining the holy aura requires constant prayer and concentration crafting process which cost to reduce. If the gold piece cost is being
which prevents the cleric from performing any other activities such as reduced, it is important to note that the material cost for a magic-user’s
movement, spell casting, attacking, etc. The holy aura does not laboratory as well as any additional material cost from the base item
prevent the cleric from defending themselves (no penalty to AC). If the (armor, dragon’s heart, mithril, expert quality items, branch from treant,
cleric takes any type of damage, is targeted by an opponent’s spells, or etc.), is not reduced by this advantage, only the calculated magic item
is otherwise distracted, the cleric must make a concentration check to creation cost. This advantage does not reduce any costs involved in
maintain the holy aura. creating magical potions or spell scrolls.
Prerequisite: Cleric class, ability to turn undead. Prerequisite: 9th level of experience for wizards and illusionists, 12th
level of experience for clerics and druids.
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
Normal: The creation of magic items is discussed in full within the Prerequisite: The ability to cast 4th level illusionist spells, knowledge
Castles & Crusades Monsters & Treasure and the Crusader’s Guide to of the Shadow Conjuration spell.
Spellcraft and Sorcery supplements.
QUICKCAST
MASTER OF LIGHT & SOUND The spell caster’s intense knowledge of their spell-casting capability
With single-minded determination, the character that selects this allows them to cast their spells more quickly. The spell caster must
advantage has mastered the ability to shape light and sound to create declare before the initiative order is determined in a round that they
particularly convincing illusions. This mastery in the illusionary forces intend to use this advantage with casting a spell. The spell caster
grant them the ability to cast illusion-type spells as if they were 1 level cannot change their mind once the initiative order has been
higher with respect to saving throws, strength, and duration. Not all of determined. They do not have to declare which spell they are casting
the spells on the illusionist’s spell list are considered illusions for the before the initiative order has been determined, only that they will be
purposes of this advantage. Illusionary type spells use light and sound casting a spell. The spell caster gains a bonus of +2 to the initiative roll
to create false images with depth and shadow that trick the mind. The to determine the order of action. When the spell caster’s initiative
time required to master these forces is to the detriment of the other comes up, they must cast a spell. If the circumstances change, or the
spells the illusionist can cast however. All of the other spells types the spell caster changes their mind and they do not cast a spell, their
illusionist knows are treated as if they were cast at 1 level lower (to a action in initiative order is wasted and they cannot perform any other
minimum of a 1st level illusionist caster). This advantage does not alter actions that round. If the spell caster declares the use of this
the number of spells the illusionist can prepare or cast, only how advantage, and they take damage or otherwise must make a
effective they are when successfully brought into existence. concentration check, the CL of the concentration check to avoid spell
Prerequisite: Illusionist class, ability to cast 3rd level illusionist spells. disruption is increased by +2.
Prerequisite: Ability to cast 2nd level arcane or divine spells.
MASTER OF MINOR SPELLS
The spell caster has mastered their ability to cast lesser invocations. POTION PRODIGY
As an arcane caster of cantrip spells select 3 more 0-level spells to add A character that selects this advantage can reduce the costs for
to the spell caster’s repertoire of known spells. In addition they gain 3 creating a magic potion by 15%. This reduction not only affects the
more 0-level arcane spell slots. As a divine caster of orison spells, the gold piece cost to create the potion, but component items needed for
spell caster gains 3 more 0-level divine spell slots. the potion-making process (powdered gemstones, witch’s blood, etc.).
Prerequisite: Cleric class, druid class, illusionist class, or wizard In addition, the overall length of time required to create the magical
class. Ability to cast 0-level cantrips or orisons. potion is reduced by 15%. Characters making magical potions usually
require a special potion-brewing laboratory. Any costs for obtaining
MASTER OF SHADOWS this kind of laboratory are not reduced or changed by this advantage.
Furthermore, by selecting this advantage a member of the illusionist or
The character who selects this advantage has focused their studies on
wizard classes can create magical potions at the 6th experience level.
light and darkness and in particular the shadows that exist between
Prerequisite: 6th level of experience for illusionists and wizards, 9th
these two forces. The character controls the link between light and
level of experience for clerics and druids.
dark, shaping and fusing shadows into semi-real illusions that are more
Normal: The creation of magical potions is an ability of most spell
difficult to discern from reality. When the illusionist casts either the
casting classes at the 7th level of experience for illusionists and
spell shadow conjuration or shadow evocation (if known), their spells
wizards, or the 9th level of experience for the cleric and druid. The
do 30% damage to those that disbelieve them. These spells are cast
creation of magical potions is discussed in full within the Castles &
as if the illusionist was 1 level higher than his actual casting level in
Crusades Monsters & Treasure supplement.
respect to damage, strength, duration, and overall CL. An illusionist
who brings forth the shadow-like illusionary creatures of a shadow
conjuration spell have 90% of their normal hit points (see the monster
entry for shadow in the Castles & Crusades Monsters & Treasure
supplement for more information). If the shadow conjuration is
“disbelieved” the shade-like creatures will have 90% of the AC,
strength, damage, and abilities of their normal counterparts.
ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPER’S GUIDE
By the Castle Keeper’s Guide Writing Team, with modifications by Derrick “Omote” Landwehr
SIGNATURE SPELL
Some spells are so familiar to the caster, that they can cast them
without normal preparation. An arcane or divine spell caster that
selects this advantage may also select a single spell from each spell
level they are able to cast. The selected spell can be cast in place of
other spells of the same spell level (and only the same level) that they
have prepared or memorized that day. For example, a cleric that
chooses cure light wounds as their signature spell for 1st level may cast
cure light wounds instead of another 1st level cleric spell already
prepared for that day. As a spell caster advances in experience, for
each new spell level they are able to cast, the spell caster can add one
new signature spell to this advantage for the newly gained spell level.
Prerequisite: Ability to cast arcane or divine spells, intelligence 12+
and wisdom 12+.
Normal: All spell casters must memorize or pray for their specific
selected spells regularly. The ability to swap one spell for another that
has not been memorized or prayed for is not allowable outside of this
advantage. See the preparing spells section of the Castles &
Crusades Player’s Handbook for rules regarding spell preparation and C&C Advantages – Release 12, 190331
casting.