New System Rules posted here

Hautamaki

First Post
Right now I don't have a name for my system, but my campaign is titled 'Chronicles of Zenenthia' if that helps at all.

If you haven't read my introduction, basically this is an entirely new roleplaying system I designed which is only loosely based off of the mechanics and themes of D&D. Undoubtedly there are numerous similarities to various other role-playing systems, but any such similarities are purely coincidental as I have never even looked at a sourcebook for any system but D&D. For a more in depth intro you can check out my intro thread. Also please forgive any formatting burps, this is basically a direct copy-paste from a word document so some things are bound to be a little screwy. Finally, please don't print this off and publish it somewhere as your own. Although I have no current plans to seriously pursue publishing this work, I'd appreciate it if the option were left open to me at some future juncture. Thanks in advance, all criticisms, comments, and questions welcome!

For the curious, this is 134 pages long at 12 pt times new roman. It is by no means complete, though there is more than enough material here to run a low to mid level campaign. Currently required are a few more adventuring rules and a great deal more on my campaign setting. I'm also constantly tweaking rules for balance and adding new feats (particularly for higher level characters). Also you'll note the absence of a monster bestiary. Presently in my own game almost all foes are humans or humanoids so a detailed bestiary isn't needed up front. As I make plans for the players to encounter new types of foes, I basically make them up only one or two sessions in advance. A comprehensive bestiary will certainly be available later. The main reason I don't have one as part of this guide is that I want my players to 'discover' new monsters and NPC enemy classes as they go along. We all agree that this is the most 'fun'. I kind of don't like it when players know more about the monsters they encounter than the DM!


Player Characters

Primary Statistics:

A character’s basic makeup is represented by 5 stat scores, rolled randomly during creation. These scores are Strength, Agility, Perception, Willpower, and Vitality. These scores indicate the basic, inherent abilities of your character, affecting every aspect of what your character attempts to accomplish and determining your character’s ultimate potential. To determine your character’s score for a given ability, roll 2d6 and add a 6. You can roll the 5 scores first and then assign them to stats as you wish. When you are finished, roll a d6 and discard any roll lower than 4, (giving you a 4, 5, or 6) and add those points as you see fit, individually or as a whole if you wish. Note that when using these scores, often times you will be asked to divide them by 3. You should always round down, so 11 / 3 is 3, 14 / 3 is 4, etc. Once you have rolled all of your stats, modify the final scores according to the bonuses inherent in your class selection.

Strength (Str): Strength is a measure of how physically powerful your character is. Strength affects how much damage you deal in melee combat and the likelihood of your character being able to perform a given feat of strength, such as carrying a heavy object, pushing a large boulder, breaking down a door, or any similar activity. Strength is also important for many combat skills, such as grappling. Finally, Strength limits what weapons and armour your character can equip, and how much they can carry. Strength is strongly correlated with Vitality; in other words, the stronger a character is, the more likely he is to also have a good vitality. This is reflected in bonus points for high strength; if a character has a strength over 22, give him a bonus point to vitality as well.

Agility (Agi): Agility is a measure of your character’s coordination, balance, speed, and reflexes. Agility affects a wide variety of things in your character’s day to day life, such as the ability to dodge an attack, hit an opponent, avoid a trap, perform an acrobatic feat, and ride a mount.

Perception (Per): Perception is a measure of your character’s ability to rapidly and accurately receive and assimilate sensory input. Perception is important for such skills as ranged combat, detecting deception, dodging attacks, and searching for and spotting things.

Will Power (Will): Will power measures your character’s mental fortitude and toughness, determination, and single-mindedness. Will power can be used in some cases to overcome deficiencies in strength and vitality over the short term, and is also required for any check against things like fear, pain, or fatigue. Will Power is also useful for magic like abilities for some classes, and the resisting of them.

Vitality (Vit): Vitality is a measure of your character’s physical fortitude and ability to withstand damage. Vitality determines your characters hit points and how badly things like wounds and poisons affect him. It also affects how quickly your character can recover from damage while at rest.


These stats can be improved as you level up. You can add 1 point wherever you wish every second level (3, 5, 7…). Once you have your 5 basic stats, you can use them to begin determining your character’s secondary stats.
Occasionally you will also be asked to roll an opposed check. This check is for when you and something else are in competition and only one of you can succeed. An example would be a Shield Rush, in which you attempt to push an opponent backwards during melee combat. You and your opponent roll opposed strength checks, meaning you both roll 3d6 and add 1/3 your strength to the total. The higher score wins. In some cases you aren’t competing with something, but really just trying to do something difficult. In that case, you have to beat a certain score.


Secondary Statistics:

Hit Points (HP): Your character’s hit points are the numerical representation of how healthy your character currently is, relative to a maximum value determined by your character’s level, vitality, and rolling.
A first level character has d8 plus their vitality for their maximum hit points, and add d8 plus 1/3 their vitality for each level thereafter (note that adjusting vitality does not retroactively affect hit points). After 6th level you get d8 plus 1/6th vitality. After 12th level you get d4 plus 1/6th vitality. After 18th level you get d4 plus 1/9th vitality. After 24th level you get d4 plus 1/12th vitality, and so on (30th 1/15th, 36th 1/18th…).
Any time a character receives physical damage in any form it is given a numerical representation and subtracted from their current hit points. If a character’s hit points fall below 0, they must make a willpower check (with a penalty of 1/3rd of how far below 0 they are) or fall unconscious. They also must make a vitality check or receive an additional 1 damage per ½ their character level each minute (maximum of 6 damage). If a character reaches the opposite of their maximum hit points (-21, if you have 21 max for example) they are dead. A character must make an additional willpower check every time they receive damage when below 0 hit points or fall unconscious. A character must make an additional vitality check each time they receive damage when below 0 hit points or they continue to take additional damage every minute (note that the vitality check applies to the automatic damage as well).
Once a character makes a vitality check they do not need to make one again until they receive further damage (failed vitality check damage counts). Certain curative measures can assist the vitality check, and certain feats can assist the willpower check.
Hit Points can be recovered while you are resting. In a normal 8 hour rest period (equivalent to a common inn), a character recovers 1 hp per level plus 1/3 their vitality. When resting in a luxury inn, double that recovery. When resting in a bargain inn with a bedroll, half it. If forced to rest in the wilderness, characters normally recover no hp. If the character possesses a bedroll, recover 1/6th of a normal nights rest. If the character possesses a bedroll and pitches a tent, recover 1/3rd. Characters with survival skill can also construct a shelter. The shelter adds the survival skill bonus to the hp recovery the character would normally receive.
If a character’s HP falls below 0, there is a strong chance they are wounded. Certain attacks always deal a specific wound, but for a regular attack roll 2d6 and use the following table to determine what wound if any your character receives. Your character is considered recovered from the wound once they go above 0 HP.
Finally, note that if your character falls below 0 hp but succeeds the willpower check to stay conscious, a character can feign unconsciousness. In that case, any enemy seeing your character fall (usually only the enemy(ies) actually currently engaged in melee combat with your character) must succeed a perception check with your Sneaking Skill bonus as a penalty to know you are faking. Any enemy coming across your body must make the same check but with double your Sneaking Skill bonus as a penalty. If you are struck by an enemy checking to see if you are unconscious and succeed your willpower check to remain conscious, you must make a second opposed willpower check (again with 1/3rd the damage below 0 as a penalty) vs their perception to maintain the illusion of unconsciousness.
If you take 50% of your max hp in damage from a single attack, your character may be stunned. Stunned characters miss their next turn, and are sometimes knocked back 5 feet (usually when hit by bludgeoning damage or by a larger enemy). In order to avoid being stunned, a character must roll a basic check of 3d6 (4d6, 5d6…) vs a DC of 9 + the amount of damage over 50%. If you take 75% of your max hp in damage, your character may be knocked down. Knocked down characters are stunned and wind up lying on the ground. Roll to check in the same way (penalty at damage over 75%). If the knocked down check is successful, the character must still roll a second check to avoid being stunned as normal. Helmets and other things may help these checks.

Wound Table:

2 - Head Wound: Your character takes a stunning shot to the skull, or is cut across the face. Due to wooziness or blood in your eyes, or both, your character takes a -5 to perception.
3 - Arm Wound: Your character takes a bad hit to his primary arm. Your character suffers a -5 to strength.
4 – Leg Wound: Your character takes a bad hit to a leg. Your character suffers -5 to agility.
5 – Chest Wound: Your character suffers broken ribs, a punctured lung, a ruptured kidney, or the like. Your character takes a -5 to Vitality. (note that this does not retroactively reduce HP, it only counts for Vitality checks)
6 – Arterial Wound: Your character suffers a cut or rupture to a vital artery, and takes 2 damage per minute rather than 1. An arterial wound cannot be stopped by a vitality check alone; it must have the assistance of some kind of healing to be staunched. An arterial wound has a 4 point penalty to being stopped.
7-12 – No significant wounding occurs.

Damage (Dam): Damage is an amalgam of your character’s strength, weapon, and possibly feats and other enhancements or penalties. It is the numerical representation of your character’s ability to physically cause harm to a given thing. Unarmed damage is d6 / 2 (giving a score of 1, 2, or 3) plus 1/3 your strength score, all divided by 2. A weapon replaces the d6 / 2 damage with its own base damage, plus the damage is not divided. For example, a long sword deals 1d12 damage, plus 1/3 of your strength. Certain skills and feats also affect your damage rolls. Also keep in mind that some special weapons; finesse weapons (such as an epee) and ranged weapons (such as a crossbow) do not receive the strength bonus to damage, but instead receive agility and perception bonuses, respectively. Any damage roll (from attacks to falling to poisons to feats) has no theoretical limit to damage; anytime a damage die is rolled to it’s maximum, it is re-rolled again and that total is added. Note that characters using piercing weapons can elect to use Agility rather than Strength as their base damage bonus. In almost all instances the same rules apply to this Agility bonus as apply to the Strength bonus, but for brevity’s sake usually only Strength is mentioned.

Melee Attack (MAtk): Your character’s Melee Attack score is a measure of how likely they are to land an attack on an opponent in melee combat. It is determined by their agility, Melee Attack Skill, weapon, and possibly feats and other enhancements or penalties. To determine your character’s Melee Attack, simply add up their Melee Attack Skill modifier, Weapon modifier, 1/3 your agility, and any other applicable bonuses and penalties (from feats or circumstances). Characters with very high Weapon Skill may be able to attack more than once. For each attack after your first, your character takes a -4 penalty to their Melee Attack score (-4 for second attack, -8 for third, etc).

Ranged Attack (RAtk): Your character’s Ranged Attack score is exactly the same as their Melee Attack, except that it is used for Ranged weapon’s attacks. Note that Ranged Weapons and Thrown Weapons have different skill scores, so be sure to use the right skill score for your modifier. Also note that Ranged Attack uses perception, rather than agility, as its modifier. Characters with very high Weapon Skill may be able to attack more than once. For each attack after your first, your character takes a -4 penalty to their Ranged Attack score (-4 for second attack, -8 for third, etc).

Defense (Def): Your character’s Defense is a numerical representation of their likelihood of avoiding damage when someone or something is trying to physically attack them. It is an amalgam of a character’s strength, agility, or perception (depending on the situation), Parry Skill, Dodge Skill, equipped Shield (or possibly a weapon), and Armour, and any applicable feats and other miscellaneous modifiers. Base Defense is 5. If it is a melee attack, decide whether you are going to Dodge or Parry the attack (if you can). If you Dodge, add 1/3 your Dodge Skill points and 1/3 your Agility to your defense. If you Parry, add 1/3 your Parry Skill points and 1/3 your Strength. If it is a Ranged Attack, select either Dodge or Parry (if you can) and add 1/3 of your selection plus 1/3 your Perception. When being attacked by more than one enemy at once, or by an enemy with multiple attacks, it becomes more difficult to avoid successive attacks. Each attack after the first gives you a -4 penalty to Defense (second attack -4, third -8, fourth -12…).
Base Defense rises as your character levels up. Every 3 levels starting on the third (3, 6, 9..) your character’s Base Defense goes up by 1.




Skills:

Those 5 stats will be used and changed throughout the game, and should be written down lightly to make them easy to adjust at any time. The next section is for your character’s skills. A skill is basically anything relevant to the game playing experience that your character can improve through practice. Skills allow you a great deal of customization to your character, allowing you to determine where your character excels and what situations they will fare best in.
Every time you gain a level you can improve your character’s skills as you wish, adding d6 + 4 points where you like. Note that you cannot increase your skills by more than 3 points in a single skill per level. (Note that Weapon Skill, Melee Attack Skill, Thrown Attack Skill, and Ranged Attack Skill for separate weapons are counted as separate skills). Also, a character may always assign enough skill points to gain a weapon proficiency even if it requires more than 3 skill points. For example, a Segmented Great Sword is -6 to Weapon Skill, so a player may use 7 points to get the great sword to a +1 and get proficiency with it. A character will also get free bonus skill points in certain skills at certain levels according to his class. Note that the restrictions for point assignment do not apply to these bonus points; so, when Andy the Assassin gets a bonus Sneaking Skill point at level 4, he can still add up to 3 more points to Sneaking Skill. At level 1 a character starts with his class’s base skill points, plus d6 + 9.

Weapon Skill (Wsk): Weapon Skill is a measure of how proficient you are with your preferred weapon. Once you reach 15 points of Weapon Skill for a given weapon, if you roll maximum damage on a die, you can roll the die again and add it to the original total. Note that your Weapon Skill score only applies to 1 weapon type (sword, axe, spear, staff, bow, crossbow, whip, mace/hammer, etc). If your character uses a new weapon type their Weapon Skill with that weapon defaults back to 0. Note also that weapon skill can be applied to unarmed attacks or shields. Unlike weapons, all shields are treated as having the same weapon skill.
Your character may also get to make extra attacks with their weapon. For every 10 points of Weapon Skill, your character can attack once, so once you have 11 points of Weapon Skill, your character attacks twice with that weapon in a given round. Note that your number of discarded dice applies in total, not for each attack, so if you have a score of 15, you can make 2 attacks and discard 3 extra dice. In that case you get 2 discarded dice for the first attack and 1 for the second. If you had a Weapon Skill of 20 you would get 3 attacks, the first with 2 discarded dice and the second and third with 1 each. If you had a Weapon Skill of 25 you would get 3 attacks, the first with 2 discarded dice, the second with 2 discarded dice, and the third with 1. Note that when making more than 1 attack in the same round, you get a compounding penalty of -4. So if your Melee Attack for your first attack is 12, it will be 8 for your second, 4 for your third, 0 for your fourth, and so on.
Finally, weapon skill increases the Critical Threat Range of your weapons by 1 per 12 points of skill.
If you use a weapon you are not proficient with (weapon skill 0) you take a 2 point penalty to your Melee Attack.
You cannot use a Ranged Weapon (except crossbows, in that case count the 2 point penalty against your Ranged Attack) or Throw a weapon at all unless you have at least 1 skill point for it.
Some weapons are extremely difficult to use and have penalties to Weapon Skill. You must spend at least enough points to get +1 to your Weapon Skill in order to be proficient with such a weapon. For example, a Great Sword has a -3 to Weapon Skill. Therefore you must spend 4 points for Weapon Skill to get to +1 in Weapon Skill for that weapon. After that you can gain points normally. Note that weapons which are easy to use, such as using a Bastard Sword with two hands (+3 bonus to weapon skill) must still have at least 1 point spent for them before you are proficient. In other words, count a Bastard Sword as 0 (non-proficient) until you spend at least 1 point (at which point it jumps up to 4).

Melee Attack Skill (Msk): Melee Attack Skill is a measure of how likely you are to successfully hit someone in melee combat. When adding (or subtracting) Melee Attack Skill to your Melee Attack, add 1/3 your Melee Attack Skill. Melee attack skill differs from Weapon Skill in that it is a more general skill consisting mostly in looking for and spotting weaknesses in the opponent’s defense, feinting, timing, and reflexes, rather than the specific mechanics of how to wield the weapon.

Thrown Attack Skill (Tsk): Thrown Attack Skill is a measure of how likely you are to successfully hit someone with a thrown weapon. When adding Thrown Attack Skill to your Ranged Attack, add 1/3 your Thrown Attack Skill. You can throw a weapon 15 feet, plus another 5 feet per 4 points of Thrown Attack Skill points after 2 (6, 10, 14…). Note that while many weapons, such as Javelins, could easily be thrown much further, Thrown Attack Skill is a measure of how likely you are to actually hit something. While any character with 11 strength could easily hurl a fist sized rock 50 feet or more, unless they have enough Thrown Attack Skill with rocks they could only reasonably expect to actually hit what they’re aiming at within 15 feet. Note that a thrown rock, table leg, or any other small object which could reasonably be thrown but is not a regular weapon does damage as an unarmed attack. Most Ranged Weapons cannot be used as Thrown Weapons at all.

Ranged Attack Skill (Rsk): Ranged Attack Skill is a measure of how likely you are to successfully hit someone with a Ranged weapon. When adding Ranged Attack Skill to your Ranged Attack, add 1/3 your Ranged Attack Skill.

Parrying Skill (Psk): Parrying is the act of using your weapons, armour, and shield to deflect incoming attacks against you. When someone attacks you, you may elect to attempt to Parry it, adding your Parrying Skill to your Defense. When adding your Parrying Skill to your defense, add 1/3 your Parrying Skill. Note that your Parrying Skill can only be applied against a single attack each round. You can increase the number of attacks you can deflect by 1 for every 5th skill point (5, 10, 15…). For successive Parries, you halve the bonus to your Defense (rounded up, always get at least 1). For example, if you have a Parry Skill of 15, you add 5 points to Defense on the first attack made against you, 3 to the next, 2 to the third attack, and 1 to the fourth. Finally, for every 12 points of Parry Skill, your Critical Defense modifier goes up by 1 (when parrying).

Dodging Skill (Dsk): Dodging is the act of quickly moving to avoid being hit by incoming attacks against you. When someone attacks you, you may elect to attempt to Dodge it, adding your Dodging Skill to your Defense. When adding your Dodging Skill to your defense, add 1/3 your Dodging Skill. Note that your Dodging Skill can only be applied against a single attack each round. You can increase the number of attacks you can dodge by 1 for every 5th skill point (5, 10, 15…). Just like with Parry Skill, your bonus to Defense is halved with each successive Dodge attempt. Finally, for every 12 points of Dodge Skill, your Critical Defense modifier goes up by 1 (when dodging).

Grappling Skill (Gsk): Grappling is any combat in which you and your opponent are wrestling in close quarters thus unable to use most weapons and regular attacks. Any time you or your opponent initiates a grappling attack, your relative scores plus any applicable strength, agility, or other modifiers determine the likelihood of success and failure.

Mounted Skill (Mtsk): Your Mounted Skill is a measure of how proficient you are at riding a given type of animal (almost always a horse) in difficult circumstances. Things like galloping through darkness, jumping fences, and fighting while mounted all require Mounted Skill checks. You cannot ride a mount unless you have at least 1 skill point.

Healing Skill (Hsk): Your Healing skill is a measure of how effective you are at helping yourself and others stop taking damage while below 0 hp. Your base Healing Skill is 0. So long as you are conscious and not in combat, you can use your healing skill on yourself or anyone else. Your healing skill gives you a bonus of 1 per 3 points of Healing Skill when someone attempts to make a Vitality check against below 0 HP damage. Your Healing Skill can also be used to help someone (including yourself) recover HP faster when at rest. Recover an extra 1 HP per 3 points of Healing Skill during an 8 hour rest period. Multiple Healers cannot stack their healing abilities on the same character. It takes 30 minutes to heal someone in that manner (though the hit points won’t be recovered unless the character rests for the full 8 hours).

Survival Skill (Ssk): Your Survival Skill encompasses all the skills necessary to survive in the wilderness. This includes things like tracking, moving without leaving tracks, herb lore, hunting, trapping, hiding in the wilderness, navigating, and constructing a shelter.

Athletic Skill (Ask): Athletics encompass all of the agility based skills that can be practiced. This includes things like balancing on a tightrope, climbing a wall, swinging from a rope, tumbling, running, and the like. For every 3 points you add to Athletic Skill, you get 5 more feet of movement in combat.

Sneaking Skill (Nsk): Your Sneaking Skill is a measure of your ability to perform any action without someone else being aware of it. This includes things like picking their pockets, moving silently, or lying and bluffing. Sneaking Skill is also used to add power to Sneak Attacks. Finally, your Sneaking Skill is also used to detect others attempting to do something sneaky to you! Even someone as honest, forthright, and upstanding as a Paladin can benefit from Sneaking Skill, just to defend himself from the deception of others.

Advancement:

All characters gain levels according to the following chart:


Level 2: 1000
Level 3: 2000
Level 4: 4000
Level 5: 7000
Level 6: 11000
Level 7: 15000
Level 8: 20000
Level 9: 27000
Level 10: 35000
Level 11: 44000
Level 12: 57000
Level 13: 73000
Level 14: 90000
Level 15: 110000
Level 16: 135000
Level 17: 155000
Level 18: 180000
Level 19: 220000
Level 20: 250000
Level 21: 300000
Level 22: 360000
Level 23: 420000
Level 24: 500000
Level 26: 600000
Level 27: 730000
Level 28: 880000
Level 29: 1000000
Level 30: 1200000
Level 31: 1500000
Level 32: 1750000



Characters gain experience after defeating opponents or otherwise overcoming a challenge. The amount of experience gained depends entirely upon the difficulty of the challenge. Characters also gain experience after successfully completing a quest.

Here is a quick rundown of what to do when gaining a level:

First, if you gained an odd numbered level (3, 5, 7..) you have a bonus primary stat point you can add wherever you wish. Your character also gains 1 base defense point every third level (3, 6, 9…)

Next, add to your character’s max hp. Add d8 plus 1/3 their vitality for levels 2 to 5 (note that adjusting vitality does not retroactively affect hit points). After 6th level you get d4 plus 1/3rd vitality. After 12th level you get d4 plus 1/6th vitality. After 18th level you get d4 plus 1/9th vitality. After 24th level you get d4 plus 1/12th vitality, and so on (30th 1/15th, 36th 1/18th…)

Now, add to your Skill points. You get d6 + 4 skill points to assign wherever you wish. You cannot put more than 3 points into a given single category. Don’t forget to add your character’s bonus class skill points, if any.

When that’s finished, don’t forget to adjust your character’s secondary statistics to reflect their new and improved combat prowess.

Finally, you get to choose a new feat for your character. If it’s an odd numbered level, you must roll a d6 to see if your character learned a new feat. A 4, 5, or 6 is a success. Your character automatically learns a new feat on his even numbered levels. Trained from Birth characters get their level 3 feat automatically.

General Feats:

A Feat is sort of like your character’s special attacks or abilities. For some classes they are magic-like in nature, and for others they merely reflect the special training they have undergone. Feats are broken into 2 categories: general, and class. A general feat is one which any character can learn. A class feat can only be used by a specific class of character. A character starts with any 2 feats of their choice (from the feats available to them) and gain another feat every even numbered level after that. Players can also gain a feat on every odd numbered level starting at 3 with a roll of 4, 5, or 6 on a d6.


Feat List:

Quick Draw
Improved Quick Draw
Melee Throw
Mounted Archery
Improved 2 Weapon Fighting
Masterful 2 Weapon Fighting
Improved Shield Fighting
Masterful Shield Fighting
Counter Attack
Improved Counter Attack
Parry-Thrust
Riposte
Rapid Reload
Power Attack
Tremendous Blow
Precision Attack
Check Swing

Vital Shot
Evasive Grappler
Head Butt
Feint
Tremendous Feint
Kick
Push Kick
Back Attack
Melee Expert
Dueling Expert
Mounted Combat Expert
Improved Trip
Masterful Trip
Tough as Nails
Critical Appraisal
Anticipation
Sweeping Attack
Improved Critical
Weapon Mastery
Armour Mastery

Tumble
War Cry
Intimidating Glare
Inner Strength
Damage Absorption
Disarm
Sunder
Sundering Parry
Highly Skilled
Extra Feat
Wounding Blow
Combo Attack
Improved Combo Attack
Stunning Blow
Ghost Step
Consummate Warrior
Sure Footed
Trainer
Lucky
Favoured Enemy










Quick Draw
Requirements: Agility 16, 4 skill points in Weapon Skill
Effects: Allows you to draw a one handed weapon and attack with it or throw it in the same round or to draw a 2 handed weapon, or 2 one handed weapons, or a 1 handed weapon and a shield without giving up your Dodge and Parry Skills.

Improved Quick Draw
Requirements: Agility 16, Quick Draw
Effects: Allows you to draw and throw up to 3 weapons in a single round, or allows you to draw and both attack and parry/dodge with a 2 handed weapon, or 2 one handed weapons, or a 1 handed weapon and a shield.

Melee Throw
Requirements: Agility 18, 10 points in Throwing Skill, 10 points in Weapon Skill for both the main melee weapon and the thrown weapon, Improved Quick Draw
Effect: Allows you to draw and throw another weapon in melee combat, so long as you have a free hand. This throw must take the place of a normal attack. This throw gets a bonus of 2 to the Melee Attack roll. Alternatively, you can throw the weapon in your hand and draw a new one and continue attacking with it as normal.

Mounted Archery
Requirements: Ride Skill 5, Weapon Skill 5 (ranged weapon)
Effects: Allows you to use Long Bows while riding a horse, and also reduces the penalty for firing from horse back by half, and eliminates the normal speed reload penalty, and reduces the running speed reload penalty to 50% reload rate.

Improved 2 Weapon Fighting
Requirements: Agility 16, Strength 17, 2 One Handed Weapons, minimum 3 skill points in Weapon Skill for both weapons
Effects: Allows you to use your second weapon more effectively. You can use your strength/agility bonus for your off hand weapon and you get a flat +3 to your Parry Skill, and can use the entire parry skill bonus from each weapon.

Masterful 2 Weapon Fighting
Requirements: Improved 2 Weapon Fighting
Effects: If you land hits with both weapons at the same time, you can combine their damage done to check for massive damage (stunned or knocked down).

Improved Shield Fighting
Requirements: Agility 16, Strength 16, a One Handed Weapon and a Shield, Weapon Skill 3, Parry Skill 3
Effects: Improves your use of the shield in combat. You can use a Small Shield as a weapon while still retaining its Defense and Parry bonuses. Shields count as an unarmed attack, but some can deal more damage. You get to make this attack even while (or only while, in the case of Large and Medium Shields) executing a Shield Rush attack (which normally forfeits all attacks). In addition, you get a + 5 to your Parry Skill.

Masterful Shield Fighting
Requirements: Improved Shield Fighting
Effects: If you successfully shield rush an opponent, not only does the shield damage them and push them back, but you can also begin making your normal attacks for that round. Medium Shields can now be used as weapons, as in the Improved Shield Fighting feat. Also get +1 to your Critical Threat Defense.

Counter Attack:
Requirements: Perception 16
Effects: you can only use this attack if the opponent has a longer reach than you, but it allows you to increase the effectiveness of your strike by capitalizing on the opening left by the longer reaching opponent reaching in. Gain a +2 to Melee Attack. This can only be done on the second round of combat or later vs the same opponent, and can only be done once per opponent, and can only be done if the opponent does not succeed in hitting you on his attack.

Improved Counter Attack
Requirements: Counter Attack, Willpower 20, Level 7
Effects: Allows you to capitalize on the opening left by an opponent when they strike you. Gain a single free normal attack against any opponent that strikes you with a melee weapon instantly after you are struck. This attack can interrupt an opponent’s combo attack if successful. Gain 1 free attack per round; in other words, once you elect to counter a blow, you cannot counter again until the next round. This feat can be taken multiple times, allowing you an additional free counter attack per round each time it is taken. If the blow stuns or knocks you down, you cannot get a counter attack.

Parry-Thrust
Requirements: Agility 16, Strength 16, 6 points in Parrying Skill, Counter Attack (must be using 2 weapons or a shield)
Effects: Allows you a free attack against an opponent in melee combat if you successfully parry their attack. The free attack does not get a strength bonus to Damage. Only 1 free attack per round. This feat can be taken multiple times, allowing you additional free attacks for each time it is taken.

Riposte
Requirements: Agility 18, 6 points in Dodging Skill, Counter Attack
Effects: Allows you a free attack against an opponent in melee combat if you successfully dodge their attack. The free attack does not get a strength bonus to Damage. Only 1 free attack per round. This feat can be taken multiple times, allowing you additional free attacks for each time it is taken.

Rapid Reload
Requirements: Agility 16, Ranged Weapon, 6 points in Weapon Skill for that weapon
Effects: Halves the time required to reload a Ranged Weapon. Must specify a specific weapon type for this feat. Can be taken multiple times for different weapons.

Power Attack
Requirements: Strength 18, Two Handed Weapon (at least 5 lbs), 3 points in Melee Attack Skill
Effects: Blows through Parry defenses, allowing you to add your Strength bonus to your Melee Attack when the enemy selects a Parry defense. However, if your enemy selected a Dodge defense you get no bonus and he gets double his regular bonus. You cannot move and Power Attack on the same round. You cannot make any more attacks after a Power Attack. If your character has more than 1 attack in a round, the Power Attack must be the last one (with the penalty for multiple attacks applying normally). On a successful hit, deal double strength damage instead of strength and a half.

Tremendous Blow
Requirements: Power Attack, Melee Skill 15, Weapon Skill 15 in a two handed weapon of at least 5 lbs.
Effects: A Tremendous blow is a massive attack that requires a few seconds to wind up. A character must declare that he is ‘loading’ a tremendous blow 1 round before executing it. A character that is doing this can move and dodge normally but cannot attack or parry. A Tremendous blow works like a Power Attack but gets strength and a half bonus against Parry defense instead of regular strength. A successful hit automatically deals 2x the normally calculated damage for a Power Attack. If the target sees the character loading a Tremendous Blow, they will know it is coming. A Tremendous Blow must always be the first attack in a round.

Precision Attack
Requirements: Perception 18, 3 points in Melee Attack Skill
Effects: Allows you to make a careful, precise melee attack. Precision Attacks gain the character’s Perception bonus to their Melee Attack but get half strength bonus to Damage. Cannot be combined with other attacks.

Check Swing
Requirements: Agility 16, 3 points in Melee Attack Skill
Effects: Allows you to check your swing and wait for the enemy to make the first move. Checked Swings get double agility bonus to Melee Attack vs Dodge Defenses, but Parry defenses get double their bonus.

Vital Shot
Requirements: Perception 18, 3 points in Melee, Thrown, or Ranged Attack Skill
Effects: Allows you to aim at a vital spot on the target, dealing extra damage. Vital Shots get 1 third Perception bonus to Damage, or in the case of Ranged Weapon attacks, double Perception bonus to Damage, but take a negative 3 to melee attack. Full round action

Evasive Grappler
Requirements: Agility 16
Effects: Allows you to add 1/3 your Agility when defending against enemy Grapple attempts.

Head-butt
Requirements: Grapple Skill 10
Effects: Allows you to attempt to head butt an enemy when in the advantage in a grapple or when attempting a grapple take down. If attempted in a grapple take down, the head-butt is resolved before the take down attempt. Head-butts are unarmed attacks resolved with an opposed grapple check. They are done by attacking the enemy’s face with your forehead and normally deal 1d6 + ½ Str bonus bludgeoning damage. If the enemy also has the head-butt feat, whoever loses the check gets head-butted; otherwise there is just no damage done. If the character is not wearing a helmet, the head-butt will do half damage back to him as well. If the character is wearing a metal helmet, the attack deals 1d8 + ½ Str damage. If the enemy is wearing a helmet with a face guard, the helmet will absorb 5 points of damage, and if the head-butting character is not wearing a helmet, the helmet will also automatically deal those 5 points of damage to the character. Head-butt damage counts double for stun-checks. If done when in the advantage in a grapple, you must forfeit your other attacks. If the head-butt reduces the enemy to 0 hp, it automatically causes a head wound.

Feint
Requirements: Perception 16, Sneaking Skill 5
Effects: Make an opposed Sneaking Skill and Agility vs the enemy’s Dodge or Parry Skill (whichever he selected) plus Perception. On a success, the enemy wastes his first Dodge or Parry, allowing you to attack him without the benefit of 1/3 his Dodge or Parry Skill, or, if he has enough Dodge or Parry Skill, at the penalty for his second Dodge or Parry. If you also have Tremendous Blow, you can use this feat to pretend to load a Tremendous Blow, but attack on the same turn instead. This attack gives a flat +2 bonus to the opposed check.

Kick
Requirements: Agility 16, Strength 16, light armour, Weapon Skill (unarmed) 2
Effects: Gives you an additional kick (unarmed) attack each round. The multiple attack penalty applies normally. Applies normally even if the character is using unarmed attacks as their primary attack as well.

Push Kick
Requirements: Kick
Effects: When you land a kick attack, at your option you can elect to try to push the enemy back 5 feet and deal half damage. To do this, make an opposed strength check. If you win, you succeed in pushing the enemy back 5 feet. No matter the result of the check, the kick still deals half damage. This only works on standing opponents. The character should make an agility check with a penalty of how much he lost the strength roll by to avoid tripping over any obstructions on the ground. If the enemy is pushed back into another character, both characters should make an agility check, with the amount that the character lost the opposed strength check as a penalty to avoid becoming tangled up with each other (count as stunned). If either character fails by more than 5 points, count them as knocked down.

Back Attack
Requirements: Perception 14, Sneaking Skill 5, not available to Paladins
Effects: Allows you to turn a regular flanking attack into a more dangerous blow. Add 1/3 sneaking skill to your Melee Attack roll. If you have multiple attacks, only the first counts as a Back Attack, though the others will still be regular flanking attacks.

Melee Expert
Requirements: Perception 16, Agility 16
Effects: Reduces the penalty to your Defense against 2nd, 3rd, 4th, etc attacks against you in the same round by 50% (-2, -4, -6…). Increases your critical threat defense by 1.

Dueling Expert
Requirements: Perception 16, Agility 16
Effects: When fighting a single opponent with no activity around you for 10 feet, you can focus all of your attention on this single opponent. This focus gives you a bonus base defense of 3, but reduces your base defense by 3 against any outside thrown or ranged attacks. This bonus also applies to grappling takedown defenses and decreases that enemy’s critical threat range by 1.

Mounted Combat Expert
Requirements: Mounted Skill 10
Effects: When mounted, your character can add his Ride skill bonus to his defense for Dodge or Parry, and takes no penalty to Dodge. Your character can also add his Ride skill bonus to damage for a melee attack.

Improved Trip
Requirements: Agility 19 or Strength 19, Weapon Skill 10 (tripping weapon)
Effects: Represents improved proficiency at making trip attacks, allowing your character to make a trip attack while charging, or alternatively when making a trip attack as a full round action, to follow up with additional attacks (if he has any) on the downed opponent if successful.

Masterful Trip
Requirements: Agility 20 or Strength 20, Weapon Skill 20 (tripping weapon), Improved Trip
Effects: Allows your character to make an additional free trip attempt against a second opponent if he succeeds in tripping an opponent and the second opponent is within range. If he has attacks remaining he can then strike either downed opponent.

Tough as Nails
Requirements: Willpower or Vitality 19
Effects: Give an automatic bonus of +3 to all Stun Checks and below 0 Willpower and Vitality checks, and gives +4 maximum hit points. Increases your resilience to critical blows by 1.

Critical Appraisal
Requirements: Perception 17, level 3
Effects: Allows you to make as a free action a Perception Check against an enemy’s Willpower. Success on this check allows your character to discern 1 secondary attribute. Recall that secondary attributes are HP, Melee Attack, Ranged Attack, Damage, and Defense. Your character must be able to observe the enemy in combat action, and can discern an attribute only if it was used by the enemy that round. So, a character can only discern HP if the enemy was damaged, Melee Attack if the enemy did a melee attack, Ranged Attack if the enemy did a ranged attack, Damage if the enemy attacked (and in that case only determine damage for the actual attack that the enemy used) and Defense if the enemy was attacked. A character can only make 1 Critical Appraisal per round. A character can take this feat multiple times to increase the amount of Critical Appraisals he can make per round. Alternatively, a character can critically appraise an enemy in a non-combat situation if he can clearly observe him for at least 1 minute. This will allow the player to roughly determine how dangerous said character is, harmless (probably at least 4 levels below the character), dangerous (2 to 3 levels below the character), on par with themselves (1 level below to 2 levels above), and out of their league (more than 3 levels higher). If the other character is attempting to obscure their capabilities, or in disguise, the critical appraiser must succeed on an opposed sneaking skill/perception check vs their sneaking skill and willpower.

Anticipation
Requirements: Critical Appraisal
Effects: Allows you to attempt to anticipate your enemy’s next action an instant before he does it. This could include a specific attacking feat, or the choice between dodging and parrying. The advantage is obvious of course, knowing whether to dodge or parry, or which attacking feat to choose based on your enemy’s choice of defense, can make a huge difference. This feat can be attempted once per opponent per 5 levels. To succeed, make a successful perception vs willpower check.

Sweeping Attack
Requirements: Weapon Skill 6, slashing or bludgeoning weapon
Effects: Allows you to make a huge sweeping attack, having a chance to hit every opponent within melee reach. You can only strike opponents you outrange with a sweeping attack. A sweeping attack is a regular melee attack that threatens to hit every opponent within melee reach, in clockwise or counter clockwise order. Once one opponent has been struck, the sweeping attack is over. This attack cannot be combined with a move, nor can it be done more than once per round (even if your character normally has more than 1 attack). Finally, Sweeping Attacks get a -2 in their Melee Attack and only get half the strength bonus to Damage. Any character threatened by a Sweeping Attack who would normally get a Flanking bonus to attack gets a -1 to his Melee Attack roll (so he gets a +3 instead of a +4).

Improved Critical
Requirements: Perception 18, Feint, Power Attack, Back Attack or Precision Attack
Effects: Increases critical threat range by 2 when executing a Feint, Power Attack, Tremendous Blow, Back Attack, or Precision Attack.

Weapon Mastery
Requirements: Weapon Skill 10, at least 24 hours practice with a weapon
Effects: Choose a particular weapon (not weapon type; a specific weapon). Your character gains mastery over this particular weapon, giving him a bonus of +2 damage, +1 critical threat range, and +1 to all attack rolls using this weapon. Your character can transfer mastery to another weapon once this feat has been taken, but he must use that weapon exclusively (in it’s obvious role; for example, he need not use a bow in melee combat) until he has gained another level. The amount of time spent practicing with that weapon must be at least 24 hours in total, so if a character happens to gain a level immediately after deciding he wants to master a new weapon, he still has to practice with it for 24 hours before the effects take place. Mastering a new weapon removes weapon mastery from the old weapon unless the character decides to take the feat again.

Armour Mastery
Requirements: Dodge or Parry Skill 10, at least 24 hours practice with a suit of armour
Effects: Choose a particular suit of armour (not armour type, a specific suit). Your character gains mastery over this suit of armour, wearing it almost like a second skin in combat. The suit of armour gives the character +1 base defense and +1 base damage absorption for all three categories, and all penalties are reduced by 2. A helmet may be included in this feat, which will reduce any relevant perception penalty by 2 as well. The same rules apply to gaining this feat as to Weapon Mastery.

Tumble
Requirements: Agility 20, Athletic Skill 5
Effects: Allows you to freely move past an enemy, stand up near an enemy, or disengage from an enemy on a successful opposed Agility plus Athletic skill check.

War Cry
Requirements: Willpower 18
Effects: A War Cry is an attack action. Every opponent within 30 feet who hears a War Cry must succeed an opposed Willpower check or be unnerved by the War Cry. A War Cry can also affect an opponent up to 60 feet away if the character makes eye contact. An unnerved character takes a -3 to every Melee, Thrown, or Ranged Attack for the next round. A character can only be affected by a War Cry once per day. War Cries do not stack.

Intimidating Glare
Requirements: Willpower 18, Level 3
Effects: An Intimidating Glare is a free action, but can only be turned on one opponent at a time. An Intimidating Glare must be leveled at a single opponent for about 5 seconds (1 round) continuously before it takes effect (takes effect beginning on the Glarer’s next turn). At that time, the opponent must succeed an opposed Willpower check or take a -3 to Melee, Thrown, Grapple Take-Down Attempts, or Ranged Attacks until the Intimidating Glare is removed or until he succeeds an opposed Willpower check. While Glaring, the Glarer is focused totally on his opponent, thus takes a -9 (-3 bonus) to perception when checking against or adding to anything not pertaining directly to the target of his Glare. Opponents must be within 30 feet of each other for the Glare to take effect. The opponent must be aware of the Intimidating Glare for it to take effect.

Inner Strength
Requirements: Willpower 20
Effects: Allows you to add your Willpower bonus to your Strength bonus for any strength related test, such as Damage, Parry, or even breaking down a door or having an arm wrestling match. The effect is instantaneous, but a character must mentally prepare them self for the effort. Therefore the player must declare ahead of time (ie, a few seconds before the action would actually take place) whether he would like to use his Inner Strength—for example before actually swinging his sword. This feat of strength exceeds the normal limits that your body is capable of; therefore the player takes some fatigue damage when using this feat that increases with each use, until the character has an 8 hour rest period to recover. The damage is as follows: d6, d8, d10, d12, 2d6, 2d8, 3d6, 3d8, 3d10, 3d12.

Damage Absorption
Requirements: level 5, Vitality 20 or Agility 20
Effects: Allows your character to ‘roll with the punches’, in effect allowing him to subconsciously react to damage against their body in such a way as to minimize the damage inflicted. Any time your character receives any physical damage, reduce it by 3 points (note that this only applies to piercing, bludgeoning, and slashing damage, not poisonous, heat, cold, exhaustion, suffocation, hunger, thirst, etc, damage). This feat can be taken again with stacking effects (-6 damage, -9 damage…) but only after another 5 levels has passed. For example, you cannot wait until 20th level then take it three times in rapid succession. If you take Damage Absorption 1 on 20th level, Damage Absorption 2 will not be available until 25th level.

Disarm
Requirements: Agility 19, Strength 14 OR Agility 14, Strength 19; Parry-Thrust, Parry Skill 12
Effects: Gives you a chance of disarming an opponent on a successful Parry. Roll an opposed check of either your Agility or Strength (your choice) vs either their Agility or Strength (their choice). On a success, they are disarmed. This can only be done on the second round or later of combat vs the same opponent. If tried against the same opponent in the same fight again, the opponent gets double his bonus. Note that attempting a Disarm counts as your attack on the next round. A disarmed opponent drops the weapon he used to attack with when the disarm attempt was made and must use his next turn to pick it up or draw a new weapon.

Sunder
Requirements: Agility 18, Strength 18, Melee Attack Skill 12, Weapon Skill 12, Slashing and Bludgeoning weapon of at least 3 lbs.
Effects: Allows you to make an attack specifically against the enemy’s weapon or shield. You must declare your attempt to sunder before the roll is made. You get a +5 to your attack roll but you must attack within the critical threat range. If the attack is successful, roll damage against the enemy’s weapon as normal (50% of the bludgeoning damage or 25% of the slashing damage). Otherwise, no damage.

Sundering Parry
Requirements: Sunder, Parry Skill 14, Perception 18
Effects: When parrying the enemy’s attack, you can attempt to Sunder his weapon. Take a -3 to your defense score, but if you successfully defend him, he must roll a d6 to see if his weapon is damaged, as if he had rolled below the damaged weapon threshold.

Highly Skilled
Requirements: none
Effects: Gives an additional 5 Skill Points to apply on that level up. Can be taken multiple times. The normal restrictions on point distribution apply.

Extra Feat
Requirements: none
Effects: Allows you to select an extra feat for this level (in effect, you can choose 2 more feats in addition to this feat), but you must sacrifice 6 Skill Points to do so.

Wounding Blow
Requirements: none
Effects: Take a -3 penalty to Melee Attack Roll, but if this hit succeeds in reducing the enemy to 0 or less HP, you can choose which wound they receive. The enemy must roll a 6 on a d6 to avoid being wounded.

Combo Attack
Requirements: Weapon Skill 15
Effects: As a regular full round attack, you can attempt a combo attack. A combo attack allows your character to continue striking the opponent as long as he lands on the last hit. The multiple attack penalties will cancel out, but the attacker gets an additional -1 for each consecutive attack. Additional attacks deal half damage. If the enemy defends an attack, the combo is broken. Combo Attacks must be used against the same target.

Improved Combo Attack
Requirements: Combo Attack, Weapon Skill 30
Effects: Allows the character to initiate a regular Combo Attack at the end of his normal round of attacks. In other words, to begin a Combo Attack after executing his other attacks normally. The first attack suffers the normal multiple attack penalty, thereafter it is treated as a normal Combo Attack. This feat also allows the attacker to switch targets if the first target is disabled and another one is available, however doing so may be difficult as the multiple attack rule will apply as normal for the first attack on the new opponent.

Stunning Blow
Requirements: Slashing or Bludgeoning Weapon of at least 3 lbs, Strength 18, Melee Attack 9
Effects: Allows the character to forfeit some damage for an increased chance of stunning the opponent. Must be declared before the attack is made. A Stunning Blow actually deals ½ damage, but for the purposes of a stun check, it deals double damage.

Ghost Step
Requirements: Agility 20, Dodge Skill 12, Sneaking Skill 12
Effects: When fighting an opponent with a 2 handed weapon, this maneuver uses the size of the weapon to slightly obstruct the vision of the opponent while dodging, allowing the character to make a 5 foot step that the opponent is not aware of. You must successfully dodge the opponent’s attack. If the dodge is successful your character can make a free 5 foot move away from or beside the opponent that the opponent is not aware of until your next turn. This allows you to make a free flanking attack or freely disengage from the opponent on that turn. Can only be done once per opponent per battle.

Consummate Warrior
Requirements: Trainer (another character)
Effects: Allows you to give up your feat this level, in exchange for which you will be able to attain a single class feat for which you have all the requirements from a class that is not your own. You can attain this feat the next time you would normally be able to receive a feat. You must be trained by someone else having that feat for at least 8 hours. You can take this feat multiple times, allowing you to gain additional cross-class feats.

Sure-Footed
Requirements: Strength 16, Agility 16
Effects: Gives you a bonus +3 in any roll that might result in your character falling or being knocked down, tripped, etc. This can include defending grappling take down attempts, knocked down due to high damage checks, trip attacks, balance checks, climbing checks, riding checks, and so on. Note that this feat only protects your character from losing their footing, so any other negative effects associated with the check (such as being stunned, as in a high damage check) are not prevented unless the roll would have prevented them even without the +3 bonus. If the bonus allows you to defend a grapple take down attempt, you cannot reverse the grapple unless you beat it by more than 3 points. Grapple attempts that do not necessarily involve a take down (such as a rear naked choke or bear hug) are not affected by the bonus unless the opposing character specifically attempts to take you down. In that case, you may prevent him from taking you down with the grapple attempt, but if you do not beat him by more than 3 points he can still elect to apply the move standing.

Trainer
Requirements: Perception 18
Effects: Allows the character to train others in the use of a feat he has known for at least 3 levels. Such training requires 8 hours of uninterrupted practice for each feat. A character can only gain one additional feat in this way per level, and can only gain feats he has all the pre-requisites for.

Lucky
Requirements: None
Effects: Once per week, a player has a chance to automatically take the highest possible roll on any check—in effect, ‘get lucky’. If a player wants his character to ‘get lucky’, he declares the attempt before the roll is made and rolls a d6 instead. On a 3-6 his character gets lucky and scores the highest possible roll for that check. These checks can include any skill check or attack. Optionally, the player can cause an enemy character attacking their character to ‘get unlucky’ and thus score the lowest possible roll on their attack (probably resulting in damage to their weapon in addition to missing).

Favoured Enemy
Requirements: None
Effects: Your character can choose a type of enemy; against all enemies of this type, your character gains a +1 bonus to Base Defense, Melee Attack, Critical Threat Range and Critical Threat Defense. This feat can be taken multiple times, for the same type of enemy or different types. Possible types of enemies are:
Goblins
Orcs
Large Humanoids: Ogres, Trolls, Giants
Animals: Wolves, Great Cats, Bears, etc
Undead
Two Weapon Fighters: Any human or humanoid that uses 2 weapons
Shield Fighters: Any human or humanoid that uses a shield and a weapon
Two-Handed Weapon Fighters: Any human or humanoid that uses a two-handed weapon
Mounted Fighters: Any mounted human or humanoid
Grapplers*: Any enemy with at least 10 points in grapple skill (or has offensive grappling feats)
*Also get a +2 bonus to Grapple checks

Versatile
Requirements: Melee Skill 15 or Ranged Skill, Weapon Skill 15
Effects: Automatically gives your character proficiency (1 pt) for all melee or ranged weapons which do not have a negative weapon skill modifier (those weapons still must have points added before your character can proficiently wield them). This feat can be taken twice (once for melee and once for ranged weapons).

Quick Study
Requirements: Versatile
Effects: If your character wishes to learn to master a new weapon type, taking this feat will automatically give them 75% of the points they have in their most proficient weapon for the new weapon type. For example, Bob has 20 WSk in swords, but finds a magical axe he wants to learn to use. On his next level up, he can he can take this feat which will give him 15 points in WSk (Axes), and then add 3 more WSk points to give him 18.




Adventuring

Encumbrance

A character can easily carry 5 lbs per point of strength on their person during any activity in an average day. If your character is carrying 5 lbs or less per point of strength, they may undertake any strenuous activity (running, fighting, climbing, etc) for 1 minute per point of vitality before having to make a vitality check to continue (make a vitality check for every minute thereafter, with a penalty of 1 per consecutive minute of the check). If your character is carrying more than 4 lbs per point of strength, they must succeed on a vitality check after 1 minute per 1 half of their vitality, and every minute thereafter. If your character is carrying more than 8 lbs per point of strength, they must make a vitality check every minute to continue. If your character fails a vitality check, they can choose to make a willpower check (same penalties apply) to continue. If they choose to do so, they take d6 points of fatigue damage for every minute that they continue. They must make a willpower check for each minute, with mounting penalties, just as with vitality.

A character may not carry more than 12 lbs per point of strength for more than 1 minute without succeeding on vitality checks. A character so encumbered cannot do more than walk. A character must succeed a strength check to pick up something more than 12 lbs per point of strength. A penalty of 1 point per 10 lbs over his limit applies.

HP Recovery

Hit Points can be recovered while you are resting. In a normal 8 hour rest period (equivalent to a common inn), a character recovers 1 hp per level plus 1/3 their vitality. When resting in a luxury inn, double that recovery. When resting in a bargain inn with a bedroll, half it. If forced to rest in the wilderness, characters normally recover no hp. If the character possesses a sleeping bag, recover 1/4th of a normal nights rest. If the character possesses a sleeping bag and pitches a tent, recover 1/2. Characters with survival skill can also construct a shelter. The shelter adds the survival skill bonus to the hp recovery the character would normally receive. If the weather is poor, the character must possess a tent or construct a shelter to recover anything at all.

Common Actions

Strength: The following are common Strength related actions.

Breaking down a door, into a chest, etc. Some doors and chests are tougher than others, and require more strength to break down. Use of an Axe or Hammer can help out a great deal. Any two handed Axe or Hammer gives a bonus of 1 point per weight in pounds to the strength check. Roll an attack against the door for purposes of determining whether the weapon is damaged. To break open/into something, roll a regular check and add your strength bonus. Also add additional bonus points if an Axe or Hammer is used, and further add any professional skill bonus that may apply, for example, if the player is a carpenter they will get a bonus against wooden things, and if the player is an engineer they will get a bonus against all types of doors and chests. This is largely up to DM discretion. If the roll exceeds the door or chest’s damage reduction, the leftover damage is done to it’s hit points. A player may make a perception check with the relevant professional skill bonuses to check and see if damage is actually being done to a door or chest. If a great deal of damage is done, it will be more obvious, but if 3 or less points of damage are done, it takes a perception check against a difficulty of 18 to see if damage has been done. A perception check against a difficulty of 22 can determine how many hit points remain. A character can attempt to open a door quietly rather than bashing it down. Doing so will reduce the roll by 75%, but the character can also add sneaking skill (after the reduction). In that case, rather than using an Axe or Hammer, a character can get a bonus from a lock picking set, and gain a bonus from that professional skill.

Durability of Doors and Chests:
Durability: HP:
Small wooden door (less than 1 inch thick) 15 5
Medium wooden door (1-2 inches) 20 10
Heavy wooden door (>2 inches) 25 20
Medium Oak door 30 18
Heavy Oak door 35 30
Reinforced Oak door 38 40
Massive Ironbound Oak Door (>4 inches) 40 50
Small Iron Grate 16 3
Medium Iron Grate 22 4
Heavy Iron Grate 30 5
Iron Fence Door 40 10
Iron Bar Door 45 12
Light Iron Portcullis (1 inch) 55 15
Heavy Iron Portcullis ( 2 inches) 70 20

Small wooden chest 20 2
Medium wooden chest 22 5
Small iron bound chest 30 10
Heavy iron bound chest 35 20
Iron box 40 10
Heavy Iron box 50 15

Bursting a Chain, breaking a rope, etc. Bursting ropes and chains is similar to breaking doors and chests. The main difference is in the tools available. A rope can naturally be cut by any slashing weapon quite easily, and you can add the weapon’s slashing damage to the roll against the rope. Chains, on the other hand, can only be affected by special tools such as a hammer and wedge, hacksaw, or bolt cutters.

Durability of Ropes and Chains:
Durability: HP:
Light rope (<1 cm thick) 25 1
Medium rope (1 cm – 1 inch) 35 3
Heavy rope (1 inch – 2 inches) 40 10

Light chain (3 mm links) 36 1
Medium chain (6 mm links) 41 3
Heavy chain (1 cm links) 50 6
Massive chain (2 cm links) 80 12



Agility: The following are common Agility based skills.

Climbing. Climbing can take many forms, from climbing a broken ladder to a tree to a rope to a cliff face to a building wall. In general, a character must have both hands free to climb, and being encumbered will greatly hinder their efforts. A lightly encumbered character suffers a -25% to their result, a moderately encumbered character suffers a -50%, and a heavily encumbered character suffers -75%. An extremely encumbered character cannot climb. Climbing is aided by Athletic Skill, and may also be aided by tools such as climbing boots or climbing claws. In addition, when using a rope to aid a climbing effort, reduce the difficulty by half. To climb a given surface, a character must make checks in 10 foot increments. The character can choose how quickly they wish to attempt the climb as well. Climbing safely takes 1 minute per 10 feet, climbing quickly takes 40 seconds per 10 feet, and climbing recklessly takes 20 seconds per ten feet. Failing a check results in a fall, tying a check results in the character making no progress, and succeeding results in the character moving 10 feet up the wall in the amount of time aimed for. If a character is attacked while climbing up something, add the damage done to the difficulty in not falling. A character climbing a wall has no agility, dodge, or parry bonus to defense. Note that a normal ladder and a steep staircase are meant to be climbed easily, and are included in the chart only for the purposes of not falling off when attacked. The movement speed for ladders and steep stair cases is 15 seconds for carefully, 10 seconds for quickly, and 5 seconds for recklessly. Finally, climbing difficulty is greatly affected by weather. Add points to climbing difficulty for the following weather conditions. Naturally these do not normally apply to indoor climbs.

Weather Conditions:
Difficulty
Windy (20-40 km) +3
Very Windy (40-60 km) +6
Gale force (60-80 km) +9
Hurricane force (80-110 km) +13
Extreme Hurricane (110-150 km) +20
Rain +2
Snow +4
Ice +8
Cold (>5 degrees) +1
Very Cold (>0) +2
Extremely Cold (>5) +3
Numbing Cold (>10) +4
Biting Cold (>15) +5
Frigid Cold (>20) +7
Extreme Cold (>30) +10
Dusk (vision impaired) +5
Dark (no vision) +10

To make a check, roll a normal check and add Agility, Athletic skill, and any other relevant modifiers for professional skills, equipment, weather, etc, reduce the total score by a percentage based on encumbrance, and compare it with the difficulty of the climb.

Difficulty of Climbing various surfaces:
Safely Quickly Recklessly
Tree with many branches 5 10 18
Tree with few branches 10 15 25
Rope (no surface) 11 16 24
Knotted Rope 6 12 20
Large Chain 10 15 23
Fence (with gaps) 8 12 18
Spiked Fence* 8 12 18
Steep Hillside with plants 5 10 15
Steep Hillside barren 10 18 25
Cliff face easy 14 20 30
Cliff face moderate 18 25 40
Cliff face difficult 22 32 50
Cliff face extreme 26 40 65
Rock wall 14 20 30
Masonry wall 18 25 40
Fine Masonry wall 22 32 50
Smooth wall w/ vines 15 22 30
Wooden wall 25 40 60
Broken Ladder 13 18 24
Ladder 3 5 10
Steep Staircase 1 3 5

*A spiked fence requires a climb check to pass over the top of it and avoid damage. Failing the check results in 1d4 piercing damage. Safely takes 10 seconds, quickly takes 5 seconds, and recklessly takes 1 second.



Combat

Combat is broken down into different sections, depending on the situation involved. There is basic melee combat, grappling, thrown weapons, ranged combat, and mounted combat. Combat is broken down into rounds, which last about 6 seconds. After 10 rounds of combat, a minute has passed. All combatants in combat act within the same 6 second rounds more or less simultaneously. If one character is trying to attempt a specific action which may prevent or otherwise affect another character acting during the same round, initiative must be determined. In the case of melee combat, whoever has the longest reach gets to swing first. When 2 opponents have an equal reach, an opposed agility check should be made to determine who gets to swing first, unless one of the combatants willingly foregoes the first blow. In most other cases (such as ranged combat where both opponents are in range) whoever wins an opposed agility check gets to act first.

Melee Combat

During Melee combat, the combatants are within about 5 feet of each other. Once hostile characters move to within 5 feet of each other, all characters are considered to be ‘engaged’ for the purposes of certain checks. While ‘engaged’, characters can make melee attacks against each other, initiate grappling, attempt to disengage, or attempt a non melee combat action (such as drawing a weapon, using a ranged weapon, or moving through the 5 foot area around the enemy). Any time your character attempts a non melee combat action while engaged, the enemy(s) get to make an extra melee attack against you, or at their option they get to also make a non melee combat action.
A character may attempt to disengage at the beginning of their turn, but if they do so they get no attack that round. The enemy gets a free attack against you if you try to disengage. The enemy can also try to pursue you. If he wins in an opposed Agility check, he can remain within range of you and attack you on his next round, assuming that he can physically move as fast as your character. If he fails the opposed Agility check or cannot move as fast as you, you can stay safely out of his range. If he can run faster than you, he can catch up to you and attack you on his next round. You can always disengage from an enemy that has been knocked to the ground for free (meaning he gets no free attack).


Movement and Speed in Melee

The default speed of a normal human is 30 feet. Certain factors can increase or decrease this speed, usually athletic skill/armour. A human can move up to twice their speed, but doing so forfeits all other actions he can make, such as Dodging, or Parrying. A running character CAN attack, but only at the very end of their movement, and it must be a charge attack. However, a character that runs is winded for the next round, and takes a -1 to Defence and any Attack during that round. A human can also move 5 feet as a free action, meaning that they do not give any enemies they are close to a free attack. Note that even if you move 5 feet away from someone you are engaged with, this does not count as a disengagement and the enemy can keep pace with you and attack you as normal if they so choose.

Basic Melee Attack

A basic Melee attack is resolved as follows: The attacking character adds up their Melee Attack score and the defending character decides whether they want to Dodge or Parry the attack. Then the defending character adds up their Defense score. The attacking character rolls 3d6. If that score plus their Melee Attack score exceeds the defending character’s total Defense score, they land a hit. Remember to take into account the modifiers for additional attacks. Every 8th level, add 1 d6 to the attack roll, so an 8th level character rolls 4d6 plus their Melee Attack score, a 16th level character rolls 5d6 plus their Melee Attack score, and so on. When 2 characters engage in melee combat, the character with the longer reach attacks first. When 1 character has a height advantage over his opponent, he gets a +1 to his Melee Attack score. A height advantage can come from standing higher up on stairs, being a Large or Giant creature, riding a horse, standing on a table, standing over an opponent on the ground, etc.

Unarmed Attacks in Melee Combat

You may elect to make an Unarmed or equivalent attack in Melee combat for whatever reason, but if you do so you cannot use the weapon that hand was holding as well as making an unarmed attack with that hand. The Feat Kick allows you to make an Unarmed attack with your leg, so you do not have to forfeit your regular attacks. An attack with a Gauntlet, Spiked Gauntlet, Punching Spikes, Bladed Gauntlet, or similar weapon is equivalent to an unarmed attack for these purposes. If making an unarmed attack without any kind of weapon (ie, you are actually using your bear hands or ordinary boots) you get only 1/6th strength bonus to damage.

Non-Proficient Attacks

If your character does not have at least 1 weapon skill in the weapon he is using (see the weapon skill section for more detail) he is non-proficient with it. When non-proficient with a weapon, you take a -3 to Melee Attack.

Drawing or Recovering a Weapon in Melee Combat

If your character wishes to draw a weapon or shield or pick one up off the ground they cannot attack that round or use the drawn weapon or shield to Parry (and thus take the unarmed penalty to Parry if they have no other weapon or shield readied) . Drawing/picking up a two handed weapon or 2 one handed weapons or both a 1 handed weapon and a shield also requires that your character give up his Dodge and Parry Skills until the next round (so he cannot attempt to Dodge or Parry any attacks made on him that round). If your character wishes to switch weapons, shields, or whatever else might be in his hand, he can drop whatever is in his hand as a free action. If he wishes to throw said item at an enemy, he must make a regular attack and thus cannot draw another weapon on the same round unless he has the quick draw or improved quick draw feat. If the character wishes to sheath his weapon, put his item back in its pouch, or something of that nature, he cannot also draw a different weapon unless, again, he has quick draw or improved quick draw. Note that dropping a strapped on Shield is a full round action in itself, as the straps must be unbuckled.

Non-Lethal Attacks

If you wish, you can deal non-lethal damage to normal living opponents rather than dealing lethal damage. Rather than counting down from your hp, non-lethal damage counts up from 0. If your non-lethal damage count exceeds your current hp, there is a chance your character will be knocked unconscious. Roll to maintain consciousness as per normal. Unlike normal damage, non-lethal damage has no chance to kill a character; therefore there is no need to roll for wounds or stabilization unless the character is also below 0 hp. Non-lethal damage can only be dealt as bludgeoning damage; therefore you must use either an unarmed attack or a bludgeoning weapon to deal non-lethal damage. Furthermore, only blows to the head have a chance to knock someone unconscious, so a character must specifically target the head of his opponent. Doing so gives the opponent a +3 to Defense. If you successfully land a non-lethal blow, divide the damage evenly between normal damage and non-lethal damage.

Flanking

A Flanking Attack occurs whenever one combatant makes an attack against another that the combatant was not aware of, usually because he was behind him. There are other instances which could be considered flanking attacks however, such attacking from above or below unexpectedly, or attacking someone whose vision is for whatever reason impaired. A flanking attack gets a bonus of 4 to its Melee, Thrown, or Ranged Attack.

Sneak Attack

A Sneak Attack is a special Flanking Attack that can only be done in the first round of combat when the enemy is not aware of any danger to himself. A Sneak Attack is even more devastating than a Flanking Attack because not only is the enemy not aware of the attack coming, but he is not even aware he is in danger. A Sneak Attack gets a Flanking Attack bonus plus 1/3 of your character’s Sneaking Skill to both the Melee Attack and the Damage. Only works for short range Thrown or Ranged attacks.

Massive Damage

If you take 50% of your max hp in damage from a single attack, your character may be stunned. Stunned characters miss their next turn, and are sometimes knocked back 5 feet (usually when hit by bludgeoning damage or by a larger enemy). In order to avoid being stunned, a character must roll a basic check of 3d6 (4d6, 5d6…) vs a DC of 9 + the amount of damage over 50%. If you take 75% of your max hp in damage, your character may be knocked down. Knocked down characters are stunned and wind up lying on the ground. Roll to check in the same way (penalty still at damage over 50%). Helmets and other things may help these checks. Stunned characters cannot move or attack on their next turn, and do not get to Dodge or Parry the next attack sent their way. If the next attack misses or does not do enough damage to stun them again, the characters are considered recovered and can Dodge or Parry the next attack normally. If they are not attacked until their next turn, they are also considered recovered.

Helpless Foes

If a character is unconscious or paralyzed, they are considered completely helpless. Such a character has only his armour bonus for defense when struck by a regular attack. However, a character that is helpless is susceptible to a finishing blow. To make a finishing blow, a character must spend a full round action to make the single attack. Such an attack always lands as a critical blow. A character cannot execute a finishing blow while engaged in melee combat.

Falling Damage

Any time a character falls 6 feet or more, they are in danger of receiving Falling Damage. Falling Damage is always treated as Bludgeoning damage. If your character falls between 6-12 feet, they receive 1d6 / 2 damage on a failed Agility plus Athletic Skill Check vs the height in feet fallen. If they fall more than 12 feet they receive 1d6 damage on a failed Check. Refer to following chart for longer falls. From 18-24 feet, even on a successful Check, the character takes half damage.


18-24 feet: 2d6
25-35 feet: 4d6
36-45 feet: 7d6
46-55 feet: 10d6
56-65 feet: 14d6
66-75 feet: 18d6
76-85 feet: 22d6
86-100 feet: 26d6
101-120 feet: 30d6
121-150 feet: 35d6
151-180 feet: 40d6
181-210 feet: 45d6
211-250 feet: 50d6
More than 250 feet: 55d6


After 250 feet a regular human reaches terminal velocity and cannot fall any faster, so 55d6 is the maximum damage one could take. Note that these damages are for free falls. If your character is physically hurled downwards from that height by something with normal human strength, treat the damage as the next height’s increment. Things stronger than humans may be able to cause even more damage.

Critical Attacks

A Critical Attack is an attack which does extraordinary damage, due to being precisely placed, landed with exceptional strength and power, or just plain luck. Your chances of doing this are affected by your weapon, your skill in using the weapon, and your enemy’s defense. In order to threaten to land a critical hit, your attack roll must exceed the enemy’s defense by at least 10 points. So if your enemy has a defense of 15, your attack roll must total 25 to actually land a critical hit. However, many factors can affect your odds. The 10 point spread is called the Critical Threat Range, and can actually be reduced by most weapons, by a high weapon skill, and by some feats. If your character’s Critical Threat Range is 4 for a given attack, it means that you get 4 bonus points to this spread, meaning that if the enemy’s defense is 15, you in fact need only a 21 to threaten to land a critical hit. Defensive factors can also increase the enemy’s resilience to Critical blows, which will work to counter-act your own critical threat range. In order to actually score the critical hit, a second follow up attack roll must also be a successful hit. This second roll is an unmodified roll; you get no bonuses to your attack for flanking, feats, etc, and the opponent also gets no bonuses; only your base attack against his base defense (for that weapon) counts. If the second roll fails to hit, the attack deals normal damage only.

Two Weapon Fighting

When fighting with 2 weapons instead of one, you have some advantages and some penalties to consider. First off, you must divide your weapon skill points between both weapons, even if they are the same weapon. In that case it would be your left handed rapier use and your right handed rapier use. Secondly, your off hand weapon does not get a strength bonus to damage. However, you do get to make an attack with each weapon, and you get 1 half of your off hand weapon’s Parry bonus (round up if it has one, none if there is a penalty).

Fighting with a Shield

When fighting with a shield, you get to use it to your advantage in a couple of ways. First off, you probably get a flat Defense bonus from the shield. Secondly, you also get a bonus to your Parry Skill while using the shield. Finally, you get to use the shield to make a special attack, a shield rush. If you shield rush an opponent, you attempt to push them back rather than attempting to damage them with a regular attack. To determine the outcome of the shield rush, roll opposed strength checks. If the initiator succeeds, the defender is pushed back 5 feet. The initiator can then attempt to push the defender another 5 feet, again by rolling a second opposed strength check. The initiator cannot push the defender more than 10 feet per round. If the defender wishes, he can fall prone to avoid being pushed back any further at any time. Shields are also required to use your Parry Skill to defend against a Ranged Weapon. If your primary weapon has a Parry penalty, medium sized or better Shields negate it.

Two Handed Weapon Fighting

When fighting with a 2 handed weapon, you get to add 50% to your strength bonus when determining damage. Two handed weapons usually have other advantages as well, such as dealing high damage and having long reach. Note that Two Handed Weapons with 2 regular attacks (such as a Quarter Staff) do not get the strength bonus if both attacks are used. Also note that Two Handed Weapons which deal piercing damage get a 50% strength bonus to damage even if the character is electing to use his agility bonus for the base damage.

Trip/Knock over Attack

Certain Melee weapons also allow you to attempt a trip or knock over attack. When attempting a trip or knock over attack, roll as per a normal attack, excepting that the enemy, at their option, gets to add 1/3 their strength to their Defense or gets to double their 1/3 agility bonus to their Defense. If the attack is successful, the attack knocks the enemy to the ground (see fighting from the ground) but only deals ½ damage. When attempting a trip/knock over attack, your character cannot move, and the attack is a full round action.

Bull Rush

A Bull Rush is just like a shield rush, only without the shield. Characters who wish to push their enemies back but have no shield have no choice but to attempt a Bull Rush. Bull Rushes are resolved the same as Shield Rushes, except that when attempting a Bull Rush, your opponent gets a free attack against you first.

Charge Attack

If you are not engaged in melee combat, you can charge an opponent. To charge you must have a straight line of travel between you and your opponent of at least 15 feet. If you successfully hit on a charge attack you double your strength bonus to Damage. After the Charge Attack, whether or not your Character hits, he must keep moving at least 5 feet. Any enemies he runs past get to make a free attack against your character, but if the target was struck it does not get to make the free attack. You can also do a Charging Bull Rush or Shield Rush, in which case you get double your strength bonus on the initial opposed strength check.

Fighting from the Ground

If you are knocked to the ground during combat for whatever reason, you can stand up, attack from the ground, or attempt to trip a nearby opponent. If you elect to stand up, you do not get to attack during that round. If you attack from the ground you do not get your agility bonus to your Melee Attack and you do not get your strength bonus to your Damage. If you make a Ranged Attack, you get no penalty, but you still give a free attack to any engaged opponents. You may attempt to trip as per normal, but you get no agility bonus. When you are attacked on the ground, you may get only ½ your Dodge or Parry bonus.

Fighting Defensively

You can elect to fight defensively, allowing you the best chances of avoiding damage that round. Fighting Defensively requires that your character take a 5 foot step back; if there is no room available to step back, your character cannot get a defensive bonus. In addition, on the next round your character may only make a single normal attack, at a -3 to their Melee Attack roll, or disengage and make a full move. Fighting Defensively gives your character a flat +3 to Defense.

Full Defense

If the character wishes to concentrate completely on defense, they can sacrifice all moves and attacks for a round, in addition to fighting defensively (as above). This will give them double their Dodge or Parry Skill bonus (instead of just +3 to defense). This bonus does not come into effect until the round after they elected to give up their attacks and moves; (in other words, they must decide whether they want to use a Full Defense before they know if the enemies will attack them or not). The character must still make a 5 foot step backwards, as per fighting defensively.

Grappling Attack

When engaged in Melee combat, your character may attempt to grapple with the enemy. If your character elects to do this, the enemy gets to make 1 free regular melee attack on you while you rush in to grab them. If the enemy lands a hit with this attack, he may at his option forego half the damage from that attack and instead apply it to his defensive grappling check. Characters with a higher agility may also at their option apply their agility bonus to grappling when trying to avoid a grappling take down defense.

You cannot attempt a Grapple with a non grappling weapon or any shield in your hands. You can drop that equipment (except for a strapped on shield) to attempt a Grapple as a free action on the same round that you attempt the Grapple. If you are equipped and the enemy grapples you, you get a -2 for each hand holding a non grappling weapon/object. You can drop those things before the roll if you want. In the case of a shield which cannot be dropped… too bad. To determine whether or not you successfully grab hold of the enemy and take them to the ground, roll 3d6 (4d6 for level 8, 5d6 for level 16, etc) and add 1/3 your strength and 1/3 your Grappling Skill. Your enemy does the same thing. If your enemy wins, he may elect either to both break the grapple and return to standard melee combat, or to take you down and grapple you at his advantage. If you win, you take him to the ground and grapple him at your advantage. If your enemy is on the ground already (for example from a trip attack) you get to double your Grappling Skill bonus when attempting to initiate a grapple attack (also the grounded opponent may not elect to stand up for free if he wins, he can merely force the other opponent away from him). More than one character may attempt to grapple someone at the same time. Additional characters attempting to grapple the same target may do so. They roll as normal (1/3 their grappling skill plus 1/3 their strength plus 3/4/5…d6) and add 1/3 of that total to the strongest grappling score. If successful, all of the attacking grapplers wind up on top of their opponent and are considered to be grappling him with their advantage. The other grapplers may stand up on the next round if they wish.

When engaged in a grapple, you cannot dodge or parry incoming attacks, and thus get only your base defense. You also do not get any applicable agility or perception bonuses to your defense. If you have the advantage, you can attack your opponent, either with your bare hands, or with a weapon that can be used while grappling (including gauntlets, daggers, and the like). To land an attack, roll opposed grappling checks as before. If you are successful, you deal damage either unarmed, or as per your grappling weapon. If you are at the disadvantage in a grapple, all you can do is attempt to reverse the disadvantage, again, by rolling an opposed grappling check. If you have the advantage in a grapple you can also attempt to stand up. The other grappler can then make a grapple check against you. If he wins, he can either hold you down, or he can let you stand up and get to his feet as well at the same time. If you win, you can stand up and he remains lying on the ground, until his next turn when he is considered a grounded opponent and may act as normal in that circumstance.

Using Ranged Weapons in Melee Combat

You can use a Ranged Weapon on the first round of melee combat with no penalty, but after that the necessary dodging and parrying of combat, the enemy’s weapons hitting your own, and etc prevents the use of a Ranged Weapon in combat. By the same token, it is impossible to reload a Ranged Weapon while engaged in melee combat.

Using Thrown Weapons in Melee Combat

You can throw any weapon in Melee Combat with no penalty, so long as it is in your hand ready to throw. You can only throw the weapon at an enemy engaged with you in Melee combat. If you attempt to throw a weapon at a different enemy, you take a -6 penalty on your Ranged Attack.

Ranged Combat

Ranged Combat is broken down into 2 parts: Thrown Weapons and Ranged Weapons. Thrown Weapons are regular weapons that happen to be thrown. Some regular weapons are specifically made to be thrown, such as a Francisca, and thus get a bonus. Other regular weapons were not specifically made to be thrown, such as a Longsword, but nevertheless can be thrown quite effectively. Ranged Weapons are weapons that can only be used as a Ranged Weapon, such as bows and crossbows. Making a Ranged Attack requires a clear path to the target. You cannot make a ranged attack through a melee to hit someone on the far side. If you are perpendicular to two engaged opponents and want to hit one of them, you may, but if you miss you must roll a d6. On a 1, your attack has gone astray and threatens the other combatant. If your target has cover or concealment, they get a bonus against ranged attacks. 75% cover is a +9 to Defense, 50% cover is a +6. 75% concealment is a +5 to Defense, and 50% is a + 2. If your opponent knows you are using a Ranged Weapon on him (i.e., can see it coming), he can use his Dodge Skill to add to his Defense. He can use his Parry Skill only if he has a shield. If he can see you using a Thrown Weapon against him, he can use either his Dodge or his Parry Skill to add to his defense. If he cannot see you using a Ranged Attack against him, he gets neither Dodge nor Parry. You cannot make any Ranged Attack unless you have at least 1 skill point in the relevant skill for that weapon. Just like in melee combat, if your character has a height advantage they get a +1 to their Ranged Attack.

Throwing a Weapon

Any weapon can be thrown at any time using your character’s Thrown Attack Skill with that weapon as the bonus for their Ranged Attack. Note that two handed weapons require both hands to throw. You can throw a weapon up to your maximum range. If you throw it to its maximum range you get a -3 on your Ranged Attack. If you throw it more than half its range you get a -2 on your Ranged Attack. If you throw it less than half your maximum range you get a -1. You can only use Weapons as Thrown Weapons if you have at least 1 point in Weapon Skill, otherwise it counts as a regular object. When resolving the outcome of a Thrown attack, the attacker rolls 3d6 (4d6 at 8th level, 5d6 at 16th level…) and adds it to their Ranged Attack (using their Thrown Weapon Skill) and factoring in any appropriate modifiers. The defender adds up their Defense (using perception rather than agility for a bonus). If your score exceeds the opponent’s Defense, you roll damage. Thrown weapons deal the same damage as they would in melee combat and get the same bonuses, penalties, and damage types. Note that you cannot make more than one Throwing Attack per round--even if you have enough Thrown Attack Skill points--unless you have the Quick Draw feat, as it normally takes a round to draw another weapon. If you have a Throwing Weapon in each hand, you can make 2 Thrown Attacks without having to draw another weapon. Very small weapons, such as hand axes, daggers, and the like, can be held 2 in one hand, so you could have 2 daggers in your left hand, 1 in your right hand, and thus be able to make 3 Thrown Attacks before having to draw another weapon. Regular objects, like rocks, when thrown deal 1d3 damage.

Using a Ranged Weapon

Ranged Weapons are weapons that are designed only to be fired upon an opponent from a distance. Ranged Weapons must be loaded before they can be fired, and they cannot be loaded while engaged in melee combat, or while moving more than half speed. Ranged Weapons can be fired up to their maximum range, determined by the weapon. If you fire to a Ranged Weapon’s maximum range, you get a -7 on your Ranged Attack. If you fire to two thirds of its range, you get a -5. If you fire to 1 third of its range, you get -3. If you fire it less than 1 third, you get a -1. If you fire it at point blank range (within 10 feet) there is no penalty. Ranged Weapons get perception bonus to damage. Certain Ranged Weapons can only be fired once per round or once every 2 rounds due to their reload time. Other Ranged Weapons can be fired as many times as you have the Ranged Weapon Skill points for. Determining the outcome of a Ranged Weapon attack is the same as for a Thrown Weapon attack, subject to the changes listed above.

Cover and Concealment

When using cover or concealment, characters get a defense bonus vs all ranged attacks. Consult the following chart:

30% Cover: +3 Concealment: +1
60% Cover: +6 Concealment: +2
90% Cover: +9 Concealment: +3

Mounted Combat

Mounted Combat is much the same as normal combat, but being mounted on a Horse makes you subject to additional bonuses and penalties. When melee attacked while riding a horse, if your character elects to use Dodge he gets a 50% reduction of his Dodge bonus to Defense, but your character can add 1/3 his Mounted Skill points to his Defense. Your character also gets a +1 to all Melee Attacks on small or medium creatures due to his height advantage. If struck by an attack while riding a Mount your character may be in danger of falling off. If the damage dealt by a single attack exceeds your character’s Mounted Skill, roll an Agility check, add 1/3 Mounted Skill, and take a penalty to the roll equal to the amount that the damage exceeded your Mounted Skill. For example, Bob has a Mounted Skill of 11 and is hit by a Halberd for 13 damage. In order to stay mounted, Bob must succeed an Agility check. He rolls 3d6 and adds 2 (13-11) for the penalty, and subtracts 3 for his Mounted Skill. Bob’s Agility is 14 and he rolls a 10, giving him a final score of 9, less than 14, so Bob stays mounted. Mounting and dismounting are full round actions.

Mounted Charge

When you make a Charge attack on a horse, you must have at least 60 feet of clear space between you and your target. If successful, you add your horse’s strength bonus to the Damage as well as your own. A horse cannot stop immediately after a Mounted Charge and must move for at least 30 more feet past its target. If there are additional enemies behind the first and your character has the ability to make additional attacks, you may attack the enemies once each as you pass them by, as a normal melee attack, but if you take the horse’s strength bonus to damage, it cannot stop until 30 feet after the last enemy struck. The enemies also get free attacks against you as you ride through them, of course.


Attacks against the Horse

Enemies may elect to attack your horse instead of you. In that case, use the horse’s Defense, hit points, and etc to determine the outcome of the attack. Any time significant damage (more than 1/5th its HP for non-war trained animals, or 1/3rd for war trained animals) is dealt to your horse on a single attack, you must succeed on an Agility check plus 1/3 your Mounted Skill vs 1/2 the damage done plus 1/3rd the animal’s strength or be thrown from the horse. If the horse reaches 0 hp, you must make the same check to land on your feet away from the collapsing animal. A failure will result in your character landing lying on the ground.

Attacks by the Horse

A trained war horse automatically makes an attack against any enemy within reach during melee combat. To make your horse attack a specific target if more than one presents itself, you must succeed on a Mounted Skill check.

Grapple Attacks against a Rider

Enemies may attempt to Grapple a mounted warrior to attempt to pull them off their horse when engaged in melee combat. In this case the mounted warrior uses his Mounted Skill vs. the enemy’s Grapple Skill to determine the outcome of the attempt. If the Grapple succeeds, the enemy pulls you off the horse and slams you to the ground. Being thrown from that height deals 1d6 damage.

Ranged Attacks while Mounted

A character can only use a short bow, sling, or slingshot among ranged weapons while riding unless he takes the Mounted Archery feat. Light Crossbows can also be used, but not reloaded while riding at more than walking speed. Heavy crossbows can only be fired, not reloaded, as reloading a heavy crossbow requires bracing it against the ground. Any single handed thrown weapon can also be used while riding. Reloading while riding is difficult, and takes the twice the normal amount of time. If the horse is running, it takes 4 times the normal amount of time, and the character must succeed an agility check with his ride skill and weapon skill (with the ranged weapon) as a bonus and the speed of the horse divided by 10 as a penalty to avoid dropping the missile and having to start over. If the horse is standing still, there is no penalty for the shot, but if the horse is moving, there are penalties to the Ranged Attack Roll. See the chart for specifics:

30 feet: -2
40 feet: -3
50 feet: -5
60 feet: -6
70 feet: -8
80 feet: -10
100 feet: -12
120 feet: -14
140 feet: -16
160 feet: -18

These same penalties apply to a stationary character attempting to hit another character while riding or moving, and if both characters are moving, the penalties stack.

Equipment

Equipment is broken into 2 categories: used, and equipped. Equipped items include things like weapons, armour, charms, and the like, while used items are items that can be used one or more times for a certain effect. Weapons have 3 possible damage types: Piercing, Slashing, and Bludgeoning, which influences how effective they are against certain types of foes in different situations. Note that Piercing weapons do not get a strength bonus to damage (with a few special exceptions, listed in the Other field), but get an Agility bonus to damage. Bludgeoning damage reduces any armour bonus by 2 points (does not reduce an armour’s defense below 1 pt though), but gets a -2 to Melee Attack vs Dodge Defenses. Some weapons deal damage with more than one type. In that case, the character using them can choose which damage he would like to inflict, getting whatever penalties and bonuses apply. Ranged Weapons get a Perception bonus to damage even though they are almost always piercing damage, and when thrown all weapons use the agility bonus regardless of damage type. Armour comes in 4 weight classes: none, light, medium, and heavy. None does not necessarily mean no armour; it means that the armour weighs no more than normal clothes. An armour’s weight class basically describes how encumbered your character is by wearing it, affecting your character’s Agility.

Durability

All weapons and armour have a durability score, which reflects how likely they are to wear down and break during usage. Any time an attack is made, there is a chance that a weapon or armour will receive some damage. If a character rolls a 5 or less for his attack roll with 3 dice (or a 6 or less with 4 die, an 8 or less with 5 die, a 10 or less with 6 die, and so on) there is a chance his weapon will be damaged. Roll a d6 and subtract 3 from the result; the weapon takes that much damage to its durability score. Then roll the attack again, and if the player rolls below 5 again, repeat the process. If a weapon is reduced to 50% durability, it is considered chipped or otherwise damaged and deals -1 damage. If it is reduced to 25% durability, it is heavily damaged and does -2 damage. If it is reduced to 0, it is broken and rendered next to useless. If an armour is reduced to 50% durability it is considered damaged and has -1 defense and damage reduction. If it is reduced to 25% durability, it is heavily damaged and has -2 to defense and damage reduction.

Weapons and armour can also be damaged when defending. If an enemy rolls a critical threat against your character, there is a chance he damages your weapon or armour. This should be randomly determined according to a d6 dice roll. Consult the following chart:

1: Shield damaged (only if you attempted to parry; if no shield, count as armour)
2: Armour damaged
3: Helmet damaged (if no helmet, count as armour)
4: Weapon damaged (only if you attempted to parry, otherwise count as armour)
5-6: No damage

Your equipment can only be damaged if the enemy has a hard weapon capable of dealing bludgeoning or slashing damage of at least 3 lbs, and the enemy is using his strength bonus for damage. The attack deals 1/2 of its bludgeoning damage (or ¼ of its slashing damage) to the durability of the equipment it strikes if all those conditions are met. After determining damage to the equipment, complete the critical as normal. Note that only slashing and piercing weapons can damage cloth armours.

Weapons and armour can always be repaired. Broken weapons must be reforged, and cost their original price less materials to fix (about 90% of the cost). Work backwards using percentage of damage with percentage of original price as a ratio to determine the cost.



Weapons

More so than other types of equipment, the availability of weapons can depend heavily on region. Being a presently unwarlike country, Paladaxia has the least selection of weapons. Other countries and nations have their own unique arms and armour. It’s possible to find any weapon in any country, but a weapon from another country is very hard to find, and will usually cost about twice its regular price. A weapon from another continent is even rarer, and costs 3 to 4 times its regular price. The common weapons that follow can be found anywhere.


Weapon List:


Mail Gauntlet
Plate Gauntlet
Punching Spikes
Dagger
Dirk
Club
Spiked Club
Quarter Staff
Bladed Quarter Staff
Spear
Short Sword
Sabre
Long Sword
Broad Sword
Bastard Sword
Great Sword
Hatchet
Hand Axe
Throwing Axe
Battle Axe
Broad Axe
Great Axe
Light Mace
War Hammer
Heavy Mace
Flail
Halberd
Polearm
Lance
Throwing Knife
Slingshot
Sling
Short Bow
Long Bow
Composite Short Bow
Composite Long Bow
Light Crossbow
Heavy Crossbow
Arbalest
Long Axe
Lucerne Hammer
Maul
Francisca
Rapier
Epee
Scimitar
Falchion
Dwarven War Cleaver
Segmented Long Sword
Segmented Great Sword
Tanto
Katana
Naganara
Nilohanese Quarter Staff
Chain Sickle
Trident
Throwing Net
Bladed Gauntlet
Leather Whip
Chain Whip
Steel Whip
Shuriken
Blow Gun
Stacked Crossbow
Hand Crossbow
Boomerang
Javelin
Dirigian Soft Iron Spear
Elven Long Bow
Arquebus



Common Melee Weapons

Unarmed
Cost: free
Weight: none
Reach: 0
Damage: d2 Bludgeoning
Critical: 0 / x2
Parry Skill: -12
Thrown Skill: N/A
Weapon Skill: 0
Melee Attack Skill: -9
Type: Unnarmed
Durability: N/A
Other: These are the base stats of someone with no melee weapon.


Mail Gauntlet
Cost: 30 gp*
Weight: 2 lbs**
Reach: 0
Damage: 1d6 Bludgeoning
Critical: 0 / x2
Parry Skill: -10
Thrown Skill: N/A
Weapon Skill: 0
Melee Attack Skill: -9
Type: Unnarmed
Durability: N/A
Other: Gauntlets are a grappling weapon.
*Mail Gauntlets are included as part of the price of any suit of medium armour. ** The weight of Mail Gauntlets is included in the total weight of any suit which includes them. Gauntlets cannot be used as throwing weapons.

Plate Gauntlet
Cost: 40 gp*
Weight: 2 lbs*
Reach: 0
Damage: 1d6 Bludgeoning
Critical: 0 / x2
Parry Skill: -8
Thrown Skill: N/A
Weapon Skill: 0
Melee Attack Skill: -9
Type: Unnarmed
Durability: N/A
Other: Plate Gauntlets are a grappling weapon. *As per Mail Gauntlets.

Punching Spikes (for a gauntlet or bare hands)
Cost: 2 gp / 10 gp*
Weight: negligible (a sack of 10 weighs about 1 lb)
Reach: 0
Damage: 1d8 Bludgeoning
Critical: 0 / x2
Parry Skill: ***
Thrown Skill: N/A
Weapon Skill: 0
Melee Attack Skill: -8
Type: Unnarmed
Durability: 12
Other: ***Use the Parry Modifier for the base item (Gauntlet or bare hands). Punching Spikes are a grappling weapon. *Cost to add onto existing gauntlets. Spikes may be added to either Mail or Plate Gauntlets, or they may be used with your bare hands. They cannot be used as Thrown weapons.

Dagger
Cost: 5-30 gp
Weight: 1 lb
Reach: 1 foot
Damage: 1d8 Piercing / 1d4 Slashing
Critical: 0 / x2
Parry Skill: -10
Thrown Skill: +3
Weapon Skill: 0
Melee Attack Skill: -3
Minimum Strength: 7
Type: Knife
Durability: 15
Other: can be used as a grappling weapon. Note that when used as a grappling weapon, the strength bonus to Damage applies even when used as a piercing weapon. Daggers can be held 2 in one hand for the purposes of throwing.

Dirk
Cost: 40-60 gp
Weight: 2 lb
Reach: 22 inches (1’10”)
Damage: 1d8 Piercing, 1d6 Slashing
Critical: 1 / x2
Parry Skill: -5
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 7
Type: Knife
Durability: 10
Other: Dirks are often used as second weapons due to their light weight.

Club
Cost: 4-6 sp
Weight: 5 lb
Reach: 18 inches (1’6”)
Damage: 1d8 Bludgeoning
Critical: 0 / x2
Parry Skill: -5
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 10
Type: Hammer/Mace
Durability: 22
Other: Because Clubs are so cheap they are often used by street toughs and muggers. Unlike higher quality bludgeoning weapons, Clubs do not reduce the damage reduction of metal armours.

Spiked Club
Cost: 1 gp
Weight: 5 lb
Reach: 18 inches (1’6”)
Damage: 1d10 Bludgeoning or Slashing
Critical: 0 / x2
Parry Skill: -5
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 10
Type: Hammer/Mace
Durability: 22
Other: A more dangerous version of a Club, Spiked Clubs are adorned with vicious spikes and blades, allowing them to deal slashing damage as well as bludgeoning. Spiked Clubs, like ordinary clubs, do not reduce the armour reduction of metal armours.

Quarter Staff
Cost: 6-8 sp
Weight: 1 lb
Reach: 5 feet / 3 feet
Damage: 1d4 Bludgeoning
Critical: 0 / x2
Parry Skill: +4
Thrown Skill: -9
Weapon Skill: 0
Melee Attack Skill: +3
Minimum Strength: 9
Type: Staff
Durability: 10
Other: A Quarterstaff can be used either as a very long club or with a cross grip, allowing the character to double their regular attacks, but at a range of 3 feet. The Quarter Staff is a 2 handed weapon. + 4 to Parry skill. A character using a Quarter Staff can change grips as a free action. If used cross grip for 2 attacks, do not get strength and a half.

Bladed Quarter Staff
Cost: 15 gp
Weight: 2 lbs
Reach: 5 feet / 3 feet
Damage: 1d8 Piercing, 1d4 Slashing, or 1d4 Bludgeoning
Critical: 1 / x2
Parry Skill: +5
Thrown Skill: -6
Weapon Skill: 0
Melee Attack Skill: +3
Minimum Strength: 8
Type: Staff
Durability: 10
Other: A Bladed Quarter Staff is a Quarter Staff with a 1 foot blade at each end. It may be used as a regular Quarter Staff to bludgeon, or as a Piercing or Slashing weapon. When used as a piercing weapon, get only 1 attack.

Spear
Cost: 8 gp
Weight: 2 lbs
Reach: 4 feet / 6 feet
Damage: 1d8 Piercing
Critical: 0 / x2
Parry Skill: 0 / 4
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 8 (12 for one handed)
Type: Spear
Durability: 8
Other: A typical spear is 7 feet long, with the last 8 inches or so a sharp point. Spears are not weighted to be used as a bludgeoning weapon like a Quarter Staff and have a 50% chance to break if used in that manner (though they will deal 1d4 bludgeoning damage before breaking). A Spear can either be used 1 or 2 handed. If used 1 handed, it is held close to the middle, allowing the weight of the back end of the spear to counter balance the front end. Used as a two handed weapon, the Spear can be held further down its haft, giving a longer reach. A Spear used as a two handed weapon may get a regular Strength bonus (rather than the Agility bonus or +50% strength bonus) if the user wishes. Used as a 1 handed weapon, a Spear gives a +1 to Parry. As a 2 handed weapon a Spear gives a +4 to Parry. Spears are particularly vulnerable to being Sundered, and all Sunder attempts get an additional +2 bonus to their attack roll against all weapons of the Spear type.

Short Sword
Cost: 40-60 gp
Weight: 2 lbs
Reach: 26 inches (2’2”)
Damage: 1d8 Piercing or Slashing
Critical: 0 / x2
Parry Skill: 0
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 8
Type: Sword
Durability: 15
Other: Short Swords are slightly longer and much thicker than Dirks, making them much more effective for parrying than a Dirk.

Sabre
Cost: 90-180 gp
Weight: 2 lbs
Reach: 3 feet
Damage: 1d10 Slashing or Piercing
Parry Skill: 2
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: +2
Critical: 1 / x2
Minimum Strength: 9
Type: Sword
Durability: 14
Other: A Sabre is a long, slim, slightly curved, lightweight sword. Because of their relatively light weight to size ratio, Sabres are difficult to Dodge, so Sabres get a +1 to Melee Attack vs Dodge as well as a general Melee Attack Skill of +2.

Long Sword
Cost: 120-180 gp
Weight: 4 lbs
Reach: 3 feet 3 inches
Damage: 1d12 Piercing or Slashing
Parry Skill: 3
Thrown Skill: -4
Weapon Skill: 0
Melee Attack Skill: +1
Critical: 0 / x2
Minimum Strength: 11
Type: Sword
Durability: 14
Other: A mainstay of the nobility, the Long Sword is a 3 foot 3 inch long, narrow blade. Because of their length and weighting, Long Swords are relatively easy to land a hit with, and get a +1 to Melee Attack Skill.

Broad Sword
Cost: 120-180 gp
Weight: 5 lbs
Reach: 2 feet 8 inches
Damage: 2d6 Slashing, 1d12 Piercing, 1d6 Bludgeoning
Parry Skill: 3
Thrown Skill: -4
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 12
Type: Sword
Durability: 16
Other: Another popular weapon, the Broad Sword is shorter and thicker than the Long Sword, allowing it to deal some Bludgeoning damage.

Bastard Sword
Cost: 160-250 gp
Weight: 6 lbs
Reach: 4 feet
Damage: 2d6/3d4 Slashing, 1d12 Piercing, 1d6 Bludgeoning
Parry Skill: 2 / 6
Thrown Skill: -5
Weapon Skill: -3 / 3
Melee Attack Skill: 0 / +2
Critical: 0 / x2
Minimum Strength: 9 (14 for one handed)
Type: Sword/Large Sword
Durability: 15
Other: Bastard Swords are 2 handed weapons but can be used with 1 hand by a strong enough wielder. They deal damage as a Broad Sword but have a much longer reach. Bastard Swords give +2 to Parry one handed and +5 to Parry two handed. Bastard Swords are also very easy to use 2 handed and give a +3 to Weapon Skill and a +2 to Melee Attack Skill and deal 3d4 rather than 2d6 when used 2 handed, but are very hard to use 1 handed and give a -3 to Weapon Skill when used 1 handed.

Great Sword
Cost: 220-300 gp
Weight: 10 lbs
Reach: 5 feet
Damage: 2d8 Slashing, 1d12 Piercing, 1d10 Bludgeoning
Parry Skill: 3
Thrown Skill: -6
Weapon Skill: -3
Melee Attack Skill: +1
Critical: 0 / x2
Minimum Strength: 14
Type: Large Sword
Durability: 15
Other: Great Swords can only be used two handed. They have long reach, deal a lot of damage, and are easy to hit things with, but their large size and prodigious weight make them awkward weapons for beginners.

Hatchet
Cost: 1 gp
Weight: 1 lb
Reach: 8 inches
Damage: 1d6 Slashing
Parry Skill: -11
Thrown Skill: +3
Weapon Skill: 0
Melee Attack Skill: -2
Critical: 0 / x2
Minimum Strength: 7
Type: Axe
Durability: 12
Other: Hatchets are very small axes more commonly used as a tool than a weapon. They are light enough to be easy to throw and small enough to hold 2 in one hand, but make poor melee weapons.

Hand Axe
Cost: 2 gp
Weight: 1 lb
Reach: 18 inches (1’6”)
Damage: 1d8 Slashing
Parry Skill: -9
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 7
Type: Axe
Durability: 12
Other: Hand Axes are larger than hatchets and used mostly for splitting wood. As a weapon, they are only a little more effective.

Throwing Axe
Cost: 2 gp
Weight: 1 lb
Reach: 1 foot
Damage: 1d6 Slashing
Critical: 0 / x2
Parry Skill: -11
Thrown Skill: +3
Weapon Skill: 0
Melee Attack Skill: -2
Minimum Strength: 7 (10 to throw)
Type: Axe
Durability: 12
Other: Throwing Axes are meant to be thrown and are specially weighted and sharpened as such. Throwing Axes are small and light enough to be carried 2 in one hand.

Battle Axe
Cost: 20-30 gp
Weight: 4 lbs
Reach: 30 inches (2’6”)
Damage: 1d12 Slashing, 1d8 Bludgeoning
Parry Skill: -1
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x3
Minimum Strength: 12
Type: Axe
Durability: 16
Other: Battle Axes are popular among less wealthy professional warriors. Longer and featuring a larger, heavier blade than standard peasant axes, Battle Axes make a far more effective weapon.

Broad Axe
Cost: 40-60 gp
Weight: 5 lbs
Reach: 2 feet 9 inches
Damage: 2d8 Slashing, 1d8 Bludgeoning
Parry Skill: -1
Thrown Skill: -4
Weapon Skill: -2
Melee Attack Skill: -2
Critical: 0 / x3
Minimum Strength: 14
Type: Axe
Durability: 16
Other: A slightly larger version of a Battle Axe, Broad Axes require more strength to use. Like the Battle Axe, a Broad Axe gets a -1 to Parry Defenses. Broad Axes are even harder to throw and get a -4 to Thrown Weapon Skill. Because of their weight, Broad Axes are difficult to block or deflect, and get a +2 in Melee Attack vs Parry defenses, but take the same penalty vs Dodge defenses.

Great Axe
Cost: 100-130 gp
Weight: 10 lbs
Reach: 4 feet
Damage: 4d4 Slashing, 1d12 Bludgeoning
Parry Skill: 0
Thrown Skill: -5
Weapon Skill: -4
Melee Attack Skill: -3
Critical: 1 / x3
Minimum Strength: 14
Type: Large Axe
Durability: 17
Other: Great Axes are two handed weapons with massive blades. Like Broad Axes, Great Axes are far easier to Dodge than to Parry, and get a +3 to Melee Attacks vs Parry and a -3 to Melee Attacks vs Dodge.

Light Mace
Cost: 15-30 gp
Weight: 3 lbs
Reach: 1 foot 6 inches
Damage: 1d10 Bludgeoning
Parry Skill: -6
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x3
Minimum Strength: 10
Type: Hammer/Mace
Durability: 20
Other: Light Maces consist of a weighted iron bludgeoning implement at the end of a foot and a half long handle.

War Hammer
Cost: 50-80 gp
Weight: 5 lbs
Reach: 2 feet 8 inches
Damage: 1d12 Bludgeoning
Parry Skill: -2
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x3
Minimum Strength: 13
Type: Hammer/Mace
Durability: 20
Other: War Hammers are popular among tourney fighters as a backup weapon because of the high bludgeoning damage. War Hammers also make better throwing weapons than their sword and axe equivalents.

Heavy Mace
Cost: 60-100 gp
Weight: 6 lbs
Reach: 3 feet
Damage: 2d6 Bludgeoning
Parry Skill: -1
Thrown Skill: -5
Weapon Skill: -3
Melee Attack Skill: 0
Critical: 0 / x3
Minimum Strength: 15
Type: Hammer/Mace
Durability: 20
Other: Extremely heavy, the Heavy Mace is very hard to use one handed but cannot be used 2 handed. Heavy Maces are also called Morning Stars.

Flail
Cost: 80-120 gp
Weight: 8 lbs
Reach: 3 feet 6 inches
Damage: 2d8 Bludgeoning
Parry Skill: -4
Thrown Skill: 0
Weapon Skill: -4
Melee Attack Skill: 0
Critical: 0 / x4
Minimum Strength: 16
Type: Flail
Durability: 15
Other: Flails consist of a large iron spiked ball attached at the end of a 3 foot chain attached to a foot long handle. They are heavy, awkward, and very difficult to use, but in the hands of a skilled wielder can be deadly effective. Flails can be used as a tripping weapon. Flails can also be used as an effective Thrown Weapon. Flails are two handed weapons. Flails are extremely difficult to Parry and get a +3 to Melee Attack vs Parry defenses (rather than +2 for Bludgeoning).

Halberd
Cost: 15-20 gp
Weight: 12 lbs
Reach: 6 feet
Damage: 1d12 piercing, 1d0 slashing, 1d8 bludgeoning
Parry Skill: +6
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 12
Type: Spear
Durability: 12
Other: Halberds are much like spears, but carry a heavier tip with an axe like end. Halberds are two handed weapons. Halberds are popular choices for Men at Arms because they are simple to use, effective, and inexpensive; though they are quite heavy.

Polearm
Cost: 10-15 gp
Weight: 12 lbs
Reach: 10 feet
Damage: 1d10 piercing, 1d6 slashing, 1d6 bludgeoning
Parry Skill: 0
Thrown Skill: -6
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 11
Type: Spear
Durability: 9
Other: Polearms are like very long spears, with a large blade at one end. Polearms are effective against charges, and, when set, use the bonus strength of the opponent to add to damage just as much as he adds to his own attack. Setting a Polearm is a regular action. Polearms can attack an opponent 10 feet away, so you can attack someone without actually being engaged in melee combat with them. If you successfully hit someone with a Polearm using piercing damage, you can force the opponent away with a successful opposed strength check, keeping them 10 feet from you and preventing them from hitting you. However, if the opponent successfully dodges or parries your attack, they can engage you. Polearms cannot be used when engaged in melee combat. If someone engages you in melee combat, you must disengage and step back to use it, or drop it and draw another weapon.

Lance
Cost: 8-12 gp
Weight: 10 lb
Reach: 9 feet
Damage: 2d8 piercing
Parry Skill: 0
Thrown Skill: n/a
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 2 / x3
Minimum Strength: 12
Type: Spear
Durability: 5
Other: Lances are long spears meant to be used with 1 hand while riding a horse. Lances have a large, round guard just before the handle and a long, heavy counterbalance past the handle to even out the weight. Lances almost always shatter on a successful hit (roll d6, anything but a 5 or 6 and the Lance is broken). Lances cannot be used in any manner other than on horseback in a mounted charge. They provide no bonus or penalty to Parry.

Common Ranged Weapons:

Throwing Knife
Cost: 1-2 gp
Weight: ½ lb
Reach: 3 inches
Damage: 1d6 piercing
Parry Skill: -8
Thrown Skill: +6
Weapon Skill: 0
Melee Attack Skill: -6
Critical: 0 / x2
Minimum Strength: 8
Type: Knife
Durability: 8
Other: Throwing Knives are small, specially weighted knives that are designed to be thrown quickly, easily, and accurately. They can often be found with special grooves to make application of poison easier.

Slingshot
Cost: 1 sp (1 cp per shot)
Weight: 1 lb (+1 lb per 10 shots)
Range: 60 feet /50 feet / 33 feet / 17 feet
Damage: 1d4 Bludgeoning
Critical: 0 / x2
Minimum Strength: 6
Reload time: ½ round
Type: Sling
Durability: 3
Other: Slingshots are small Ranged Weapons that fire iron ball bearings at high speed. Slingshots are fairly easy to use and get a +1 to Ranged Weapon Skill. In melee combat a Slingshot counts the same as unarmed.

Sling
Cost: 3 sp (1 cp per shot)
Weight: 1 lb (+1 lb per 10 shots)
Range: 100 feet / 80 feet / 50 feet / 30 feet
Damage: 1d6 Bludgeoning
Critical: 0 / x2
Minimum Strength: 6
Reload time: 1 round
Type: Sling
Durability: 3
Other: A Sling is a twisted cord with a pouch at one end. Learning to use a Sling is difficult, but it can fire a shot further than a Slingshot. Slings get a -3 to Ranged Weapon Skill, and count as unarmed in melee combat.

Short Bow
Cost: 4-6 gp (5 cp per arrow)
Weight: 1 lb (+1 lb per 12 arrows)
Range: 130 feet / 110 feet / 70 feet / 40 feet
Damage: 1d10 piercing
Critical: 0 / x2
Minimum Strength: 7
Reload time: 1/3 round
Type: Bow
Durability: 9
Other: A Short Bow can be reloaded very quickly by a competent user. Short Bows get a -9 to Parry in melee.

Long Bow
Cost: 10-12 gp (6 cp per arrow)
Weight: 2 lb (+1 lb per 6 arrows)
Range: 350 feet / 300 feet / 200 feet / 100 feet
Damage: 1d12 piercing
Critical: 0 / x2
Minimum Strength: 13
Reload time: ½ round
Type: Bow
Durability: 9
Other: Long Bows fire geometrically further than Short Bows due to their heavier arrows and longer draw. Long Bows get a -7 to Parry in melee.

Composite Short Bow
Cost: 20-30 gp (5 cp per arrow)
Weight: 1 lb (+1 1b per 12 arrows)
Range: 220 feet / 180 feet / 120 feet / 60 feet
Damage: 1d12 piercing
Critical: 0 / x2
Minimum Strength: 11
Reload time: 1/3 round
Type: Bow
Durability: 12
Other: Composite bows are re-curved and reinforced with bone for extra power. Composite Short Bows get a -9 to Parry in melee.

Composite Long Bow
Cost: 50-60 gp (6 cp per arrow)
Weight: 2 lbs (+1 lb per 6 arrows)
Range: 500 feet / 450 feet / 300 feet / 150 feet
Damage: 2d6 piercing
Critical: 0 / x2
Minimum Strength: 14
Reload time: ½ round
Type: Bow
Durability: 12
Other: Composite Long Bows can launch a missile farther than any other Ranged weapon. They get a -7 to Parry in melee. Composite Long Bows are difficult to learn to fire properly and get a -3 to Weapon Skill.

Light Crossbow
Cost: 30-40 gp (3 cp per bolt)
Weight: 2 lbs (+1 lb per 15 bolts)
Range: 140 feet / 120 feet / 80 feet / 40 feet
Damage: 1d10 piercing
Critical: 0 / x2
Minimum Strength: 8
Reload time: 1 round
Type: Crossbow
Durability: 10
Other: Crossbows are far easier to use than regular Bows, and can be fired by anyone (although with a non-proficiency penalty, as per melee weapons). Crossbows get a -8 to Parry in melee and a +3 to Weapon Skill. Light Crossbows can be fired with a single hand (although it takes both to reload, the off hand can still be using a shield).

Heavy Crossbow
Cost: 60-90 gp (4 cp per bolt)
Weight: 4 lbs (+1 lb per 10 bolts)
Range: 160 feet / 140 feet / 90 feet / 50 feet
Damage: 2d6 piercing
Critical: 0 / x2
Minimum Strength: 13
Reload time: 1 round
Type: Crossbow
Durability: 11
Other: Rather than firing much further, the Heavy Crossbow concentrates on firing larger, heavier bolts. Crossbows get a -8 to Parry in melee and a +3 to Ranged Weapon Skill. Heavy Crossbows must be fired with both hands.

Arbalest
Cost: 110-130 gp (5 cp per bolt)
Weight: 6 lbs
Range: 300 feet / 260 feet / 170 feet / 90 feet
Damage: 3d4 piercing
Critical: 0 / x3
Minimum Strength: 14
Reload time: 2 rounds
Type: Crossbow
Durability: 12
Other: the Arbalest is even larger than a heavy crossbow and somewhat more awkward to fire due to the weight, but it can launch the same bolt much further. Arbalests cannot be reloaded by pulling, and instead must be cranked to reload, taking twice as long as a normal crossbow. Arbalests get no bonus to Ranged Weapon Skill, but still count as -8 for Parry. The Arbelest requires both hands to fire.

Exotic Weapons: The following are exotic weapons which can only be easily found in their country of origin. They will cost at least twice as much in another country on the same continent, and over three or four times as much in a country on a different continent. They will also be correspondingly harder to find.

Long Axe
Cost: 180-250 gp
Weight: 14 lbs
Reach: 5 feet
Damage: 4d4 Slashing, 2d6 Bludgeoning
Parry Skill: 0
Thrown Skill: -9
Weapon Skill: -5
Melee Attack Skill: 2
Critical: 1 / x3
Minimum Strength: 18
Type: Large Axe
Durability: 16
Other: One of the largest melee weapons, a Long Axe consists of a 5 and a half foot steel haft with a massive 2 headed axe blade at the end. Long Axes are extremely heavy and difficult to wield. They are two handed weapons, and they can be used to make trip attacks. Long Axes are native to the Baronian heavy foot.

Lucerne Hammer
Cost: 180-250 gp
Weight: 18 lbs
Reach: 5 feet
Damage: 4d4 Bludgeoning
Parry Skill: -2
Thrown Skill: -11
Weapon Skill: -6
Melee Attack Skill: -2
Critical: 1/x4
Minimum Strength: 20
Type: Large Hammer
Durability: 20
Other: Quite possibly the most devastating melee weapon available anywhere, the Lucerne Hammer is a 5 and a half foot steel haft with a massive hammer tip at the end. Lucerne Hammers can be used to make trip attacks. They are used only by the elite Baronian Royal Guard, but can render even the heaviest armour next to useless, and can be a vital part of assaults due to their proficiency in smashing down doors.

Maul
Cost: 10-20 gp
Weight: 13 lbs
Reach: 3 feet 6 inches
Damage: 3d4 Bludgeoning
Parry Skill: -1
Thrown Skill: -6
Weapon Skill: -3
Melee Attack Skill: -2
Critical: 0 / x4
Minimum Strength: 18
Type: Large Hammer/Mace
Durability: 20
Other: Mauls are massive two handed War Hammers. Popular among the biggest and strongest of the Nordumberlund Berserkirs, the Maul can cause devastating critical damage. Mauls are too heavy to throw easily and get a -6 to Thrown Weapon Skill. Mauls are native to Nordumberlund.

Francisca
Cost: 30-50 gp
Weight: 3 lbs
Reach: 3 feet 6 inches
Damage: 1d12 slashing, 1d8 bludgeoning
Parry Skill: -1
Thrown Skill: 3
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 10 (13 to throw)
Type: Axe
Durability: 14
Other: The Francisca is a large throwing axe native to Nordumberlund. Although it is heavy and powerful, the Francisca is perfectly weighted for overhand throws. A proficient user can make a charging Thrown attack with a Francisca, getting the Charge bonus to damage on a Thrown attack, with all normal charging rules applying. The character comes to a stop 10 feet after the point at which he threw the Francisca.

Rapier
Cost: 120-180 gp
Weight: 2 lbs
Reach: 3 feet
Damage: 1d10 piercing, 1d6 slashing
Parry Skill: -1
Thrown Skill: -4
Weapon Skill: 3
Melee Attack Skill: 0
Critical: 1 / x2
Minimum Strength: 6
Type: Light Sword
Durability: 10
Other: Rapiers are long, slim blades designed to be used quickly and accurately. Due to the ease with which one can quickly swing them, Rapiers get a +2 to Melee Attack vs Dodge defenses. Rapiers are made in Calador.

Epee
Cost: 240-300 gp
Weight: 1 lb
Reach: 3 feet
Damage: 1d8 piercing
Parry Skill: -4
Thrown Skill: -6
Weapon Skill: 5
Melee Attack Skill: 3
Critical: 2 / x2
Minimum Strength: 5
Type: Light Sword
Durability: 6
Other: Epees resemble elongated Dirks. An Epee’s blade is actually circular and has no sharp edges, only a razor sharp tip. Epee’s blades are also flexible. Forging an Epee is a very difficult process, lending to their high price, but in the hands of a master an Epee is a truly deadly weapon. Because of their blinding speed, Epee’s are nearly impossible to Dodge and get a +4 to Melee Attack vs Dodge defenses. Like Rapiers, Epees come from Calador.

Scimitar
Cost: 80-100 gp
Weight: 4 lbs
Reach: 2 feet 8 inches
Damage: 1d12 slashing
Parry Skill: 2
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 1
Critical: 1 / x2
Minimum Strength: 9
Type: Sword
Durability: 14
Other: Scimitars are akin to Broad Swords, but have a sharply curving blade. This reduces their reach and parrying effectiveness, but increases their chances of landing a critical hit, and like a Saber, get a bonus to Melee Attack Skill. Scimitars hail from Caramon.

Falchion
Cost: 120-150 gp
Weight: 5 lbs
Reach: 3 feet 6 inches
Damage: 2d6 slashing
Parry Skill: 1
Thrown Skill: -5
Weapon Skill: 0
Melee Attack Skill: 1
Critical: 1 / x2
Minimum Strength: 11
Type: Large Sword
Durability: 16
Other: Among the lighter of the two handed weapons, a Falchion is basically an oversized Scimitar. It measures up to a Great Sword in much the same way that Scimitars measure up to Broad Swords. Like Scimitars, Falchions come from Caramon.

Dwarven War Cleaver
Cost: 90-120 gp
Weight: 6 lbs
Reach: 2 feet 6 inches
Damage: 3d4 slashing, 1d10 bludgeoning
Parry Skill: 0
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x3
Minimum Strength: 15
Type: Axe
Durability: 25
Other: Dwarven War Cleavers somewhat resemble oversized Broad Swords. They are short blades but can be as much as 6 inches thick, with no stabbing point. In use they are more similar to axes than swords. They are found in any Dwarven nation.

Segmented Longsword
Cost: 450-600 gp
Weight: 5 lbs
Reach: 4 feet 2 inches
Damage: 2d6 slashing or 1d10 piercing or 1d4 bludgeoning
Parry Skill: 5
Thrown Skill: -3
Weapon Skill: -4
Melee Attack Skill: 3
Critical: 1 / x3
Minimum Strength: 12
Type: Segmented Sword
Durability: 12
Other: The Segmented Longswords of the Shakahstian Empire are the terrors of their region. Fully retracted, they look like an ordinary Longsword, but upon release of a catch on the hilt, the Longsword breaks into a dozen 4 inch long segments all attached together by a steel cable in the center. When the catch is not released, the cable retracts into a mechanism built into the hilt of the sword and the segments cunningly fit together. The effect of the segments is many fold. Firstly, it can catch unprepared opponents off guard as it extends 25% longer than its initial length. Secondly, the Segments are brutally designed to inflict maximum damage. Third, the weapon can make trip attacks. Ordinarily whip like weapons are very poor for parrying, but the wielder of the sword can retract the segments at will, making it no worse for Parrying than a regular Longsword. Segmented Longswords are extremely costly and difficult to construct, but the rewards are great for those who can afford the price and learn to use them well.

Segmented Great Sword
Cost: 600-900 gp
Weight: 7 lbs
Reach: 6 feet 3 inches
Damage: 4d4 slashing or 1d12 piercing or 1d10 bludgeoning
Parry Skill: 3
Thrown Skill: -6
Weapon Skill: -6
Melee Attack Skill: 4
Critical: 1 / x3
Minimum Strength: 15
Type: Large Segmented Sword
Durability: 12
Other: The Segmented Great Sword is the pinnacle of Shakahstian weaponry. Much like the Segmented Longsword, the Segmented Great Sword appears like a regular Great Sword when fully retracted. Fully extended, it reaches over 6 feet, deals hideous damage, and makes superb trip attacks, getting a +1 to Melee Attack Trip rolls. Segmented Great Swords are prohibitively difficult to learn to use, but the rewards are substantial for those who do.

Tanto
Cost: 50-70 gp
Weight: 1 lb
Reach: 2 feet
Damage: 1d8 slashing or piercing
Parry Skill: 0
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 5
Type: Sword
Durability: 18
Other: A Tanto is a small, slightly curved, single edged sword, resembling a miniature Katana. Tantos are forged on the island of Nilohan.

Katana
Cost: 210-300 gp
Weight: 3 lbs
Reach: 3 feet
Damage: 1d12 slashing or piercing or 1d8 bludgeoning
Parry Skill: 5 / 7
Thrown Skill: -3
Weapon Skill: +1 / +4
Melee Attack Skill: 2
Critical: 1 / x2
Minimum Strength: 11 / 9
Type: Sword
Durability: 16
Other: A Katana can be used one or two handed. Because of their excellent forging, the steel of a Katana is just as strong as a regular sword, but lighter and better balanced, making the wielding that much easier. Katanas are forged only on Nilohan.

Nodachi
Cost: 400-600 gp
Weight: 4 lbs
Reach: 4 feet 2 inches
Damage: 2d6 slashing or piercing or 1d10 bludgeoning
Parry Skill: 4
Thrown Skill: -3
Weapon Skill: 0
Melee Attack Skill: 3
Critical: 1 / x2
Minimum Strength: 11
Type: Large Sword
Durability: 16
Other: A Nodachi resembles a longer, 2 handed, Katana. Because of their long handles and lighter weight, Nodachis are both easier to use than Great Swords and more effective at parrying.

Nilohanese Quarter Staff
Cost: 70-90 gp
Weight: 2 lbs
Reach: 3 feet / 5 feet
Damage: 1d8 Piercing, 1d4 Slashing, or 1d4 Bludgeoning
Parry Skill: +5
Thrown Skill: -6
Weapon Skill: 0
Melee Attack Skill: +3
Critical: 1 / x2
Minimum Strength: 8
Type: Staff
Durability: 7
Other: A Nilohanese Quarter Staff functions exactly like a Bladed Quarter Staff, excepting that it is collapsible into 3 pieces, which are attached together by a retracting thin steel cable, and screwed together when assembled. It takes a regular round of combat to assemble a Nilohanese Quarter Staff (as well as 1 round to draw it), but when disassembled, a Nilohanese Quarter Staff takes up less room than a small quiver of arrows. Characters with at least 6 Weapon Skill with a Nilohanese Quarter Staff can assemble it as a free action.

Chain Sickle
Cost: 40-60 gp
Weight: 3 lbs
Reach: 4 feet 4 inches
Damage: 1d10 Slashing
Parry Skill: -4
Thrown Skill: -6
Weapon Skill: -3
Melee Attack Skill: +2
Critical: 0 / x2
Minimum Strength: 7
Type: Whip
Durability: 10
Other: The Nilohanese Chain Sickle resembles a chain whip, but with a wickedly curved blade at the end. Chain Sickles make excellent tripping weapons. A Chain Sickle gets a +1 on any Trip Attack, but is very difficult to learn to use.

Trident
Cost: 15-20 gp
Weight: 4 lbs
Reach: 4 feet
Damage: 1d8 Piercing / 1d12 Piercing
Parry Skill: +2 / +4
Thrown Skill: 0
Weapon Skill: 0
Melee Attack Skill: +2
Critical: 0 / x2
Minimum Strength: 14/10
Type: Spear
Durability: 10
Other: A Trident is a three tipped spear. Tridents can be used either 1 or 2 handed. Used one handed they must be held further up the haft to counter balance the weight and do damage as a regular spear. Used with 2 hands, it’s possible to drive the Trident with enough strength to hit with a second or even third blade, doing more base damage (in addition to the perception bonus). Tridents are harder to Dodge than a regular weapon and get a +2 in Melee Attacks vs Dodge. Tridents also make decent throwing weapons. They are native to the coliseums of Dirigia.

Throwing Net
Cost: 20-25 gp
Weight: 8 lbs
Reach: 3 feet
Damage: 1d6 / 2* Bludgeoning
Parry Skill: -9
Thrown Skill: -3
Weapon Skill: -3
Melee Attack Skill: 0
Critical: none
Minimum Strength: 14
Type: Net
Durability: 10
Other: Throwing Nets are not meant to deal damage, though they count as a longer reaching unarmed attack in melee combat. Throwing Nets instead are meant to entangle opponents. A Throwing Net makes a trip attack against an opponent, except that the opponent has no option to use his Strength bonus to defend it and must use his Agility. An opponent tripped by a Throwing Net must make an agility check to free themselves. An opponent tangled in a net cannot use either Dodge or Parry or make any attack or move until he frees himself. Throwing Nets are made in Dirigia. Opponents entangled in a net get a -6 to any opposed grapple check. Throwing Nets are made of steel cables and cannot be easily sliced through or broken.

Bladed Gauntlet
Cost: 12-14 gp
Weight: 1 lb
Reach: 4 inches
Damage: 1d8 Piercing
Parry Skill: -3
Thrown Skill: n/a
Weapon Skill: 0
Melee Attack Skill: -3
Critical: 1 / x2
Minimum Strength: 7
Type: Unarmed
Durability: 10
Other: Unlike punching spikes, Blades cannot simply be added to gauntlets. Bladed gauntlets are specially designed and weighted gauntlets. They are found on the hands of gladiators in Dirigia. Bladed Gauntlets cannot be used as thrown weapons. They get a -3 to Parry if they are equipped as the primary weapon. Bladed Gauntlets are grappling weapons. Weapons can be used while wearing Bladed Gauntlets. Although they deal piercing damage, they get a strength bonus to damage when used in a grapple.

Leather Whip
Cost: 1 gp
Weight: ½ lb
Reach: 5 feet
Damage: 1d6 slashing
Parry Skill: -8
Thrown Skill: n/a
Weapon Skill: -1
Melee Attack Skill: +3
Critical: 1 / x2
Minimum Strength: 7
Type: Whip
Durability: 3
Other: Used by the Reptilians of Xal’Alamoth, Leather Whips are very effective tripping weapons, getting a +2 to trip attacks. They are also very difficult to defend against, getting a +3 to Melee Attack Skill, and a bonus of +3 to Melee Attack vs Dodge attempts. However, Leather Whips deal minimal damage and have a 1 in 6 chance of breaking when striking a sharp edge (for example, when parried with a slashing weapon). Like all whips, they cannot be used as a Thrown weapon and have abysmal Parrying ability.

Chain Whip
Cost: 20-30 gp
Weight: 3 lbs
Reach: 5 feet
Damage: 1d8 bludgeoning
Parry Skill: -6
Thrown Skill: n/a
Weapon Skill: -3
Melee Attack Skill: +3
Critical: 1 / x2
Minimum Strength: 12
Type: Whip
Durability: 9
Other: A heavier and more durable whip, Chain Whips deal bludgeoning rather than slashing damage, making them an all around choice for high hit percentage. Like leather whips, they get a +3 to Melee Attack Skill, and get a +2 to Melee Attack vs Dodge defenses. They also get a +2 to trip attempts.

Steel Whip
Cost: 250-300 gp
Weight: 3 lbs
Reach: 5 feet
Damage: 1d12 slashing, 1d6 bludgeoning
Parry Skill: -3
Thrown Skill: n/a
Weapon Skill: -3
Melee Attack Skill: +3
Critical: 2 / x2
Minimum Strength: 12
Type: Whip
Durability: 10
Other: The preferred weapon of the upper caste warriors in Reptilian society, the Steel Whip is made of an underlying steel cable with tiny, bladed segments overtop. Cruelly hooked, the Steel Whip can deal heavy damage and has a high chance to critical. It also has all the advantages inherent to whips: +3 to Melee Attack Skill, +3 to Melee Attack vs Dodge, and +2 to trip attempts.

Exotic Ranged Weapons

Shuriken
Cost: 4 gp
Weight: 6 per 1 lb
Reach: n/a
Damage: 1d4 piercing
Parry Skill: -9
Thrown Skill: +3
Weapon Skill: -3
Ranged Attack Skill: 0
Critical: 2 / x3
Type: Shuriken
Durability: 10
Other: Nilohanese Shurikens are a favourite among their assassins, though they are difficult to learn to use at first. A Shuriken is a very small piece of steel, symmetrically formed into a star, triangle, or square shape with sharpened outer edges and points. Shurikens make excellent throwing weapons not only because you can fit up to 5 in your off hand at once, but because with proper training (or luck) they are capable of heavy damage. Shurikens cannot be used as melee weapons and count as unarmed. Shurikens get a -3 to Weapon Skill. Most assassins coat their Shurikens with poison to augment their damage.

Blow Gun
Cost: 3 gp (6 cp per dart)
Weight: ½ lb (dart weight negligible)
Range: 60 feet / 50 feet / 35 feet / 20 feet
Damage: 1d4 piercing
Parry Skill: -9
Thrown Skill: n/a
Weapon Skill: 0
Ranged Attack Skill: +3
Critical: 0 / x2
Minimum Strength: 3
Reload time: ½ round
Type: Blow Gun
Durability: 1
Other: Blow Guns hail from Xal’Alamoth and are generally frowned upon in all the nations of men, dwarves, and elves. None can deny the effectiveness of the blow gun once poison has been applied to its darts however. Blow Guns are extremely accurate and get a +3 to Ranged Attack Skill. They count as unarmed in melee combat.

Stacked Crossbow
Cost: 140-180 gp (3 cp per bolt)
Weight: 15 lbs
Range: 140 feet / 120 feet / 80 feet / 40 feet
Damage: 1d10 piercing
Parry Skill: -7
Thrown Skill: n/a
Weapon Skill: +3
Ranged Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 8
Reload time: 1 round*
Type: Crossbow
Durability: 10
Other: The Reinmarch Stacked Crossbow is essentially 4 light crossbows stacked one on top of the other. When fully loaded, it can fire 4 bolts consecutively. It can fire all four bolts in a single round even if your character does not have the Weapon Skill to attack that many times. It can only be aimed at 1 opponent per round however, unless your character possesses the weapon skill to attack more than once. It requires 1 round per bolt to reload. Stacked Crossbows are heavier than regular crossbows and thus get no bonus to Weapon Skill. Stacked Crossbows get a -7 to Parry in melee combat.

Hand Crossbow
Cost: 20-30 gp
Weight: 2 lbs
Range: 50 feet / 40 feet / 30 feet / 15 feet
Damage: 1d6 piercing
Parry Skill: -9
Thrown Skill: n/a
Weapon Skill: +3
Ranged Attack Skill: +3
Critical: 0 / x2
Minimum Strength: 3
Reload time: 1 round
Type: Crossbow
Durability: 6
Other: Hand Crossbows are tiny weapons that can easily be fired with one hand. Their small size also makes them somewhat easy to conceal, a good weapon for assassins. They are made in Calador and are usually augmented with poison owing to their light damage. Hand Crossbows are very easy to fire and get a +3 to Weapon Skill and a +3 to Ranged Attack Skill.

Boomerang
Cost: 7 sp
Weight: 1 lb
Reach: 8 inches
Damage: 1d6 slashing / 1d6 bludgeoning
Parry Skill: -7
Thrown Skill: 0
Weapon Skill: -3
Ranged Attack Skill: 0
Critical: 0 / x2
Minimum Strength: 10
Reload time: n/a
Type: Boomerang
Durability: 5
Other: Boomerangs are curved pieces of wood with sharpened steel edges running along the perimeter. They are throwing weapons which have the unique characteristic of reversing direction at the end of their flight and returning to the user. Boomerangs cannot be caught due to their bladed edges, but they will land within 10 feet of where they were thrown if they do not strike anything during their flight when thrown by a competent user. Boomerangs are difficult to learn to throw properly, and take a -3 to Weapon Skill. Boomerangs are made by the bush people of Frenl, past Xal’Alamoth.

Javelin
Cost: 5 sp
Weight: 1 lb
Reach: 3 feet / 5 feet
Damage: 1d10 Piercing
Critical: 0 / x2
Parry Skill: -8 / -5
Thrown Skill: +6
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 7 (10 to throw)
Type: Spear
Durability: 2
Other: A Javelin is a shorter, lighter version of a Spear, specially weighted to arc in mid flight, making it a very effective thrown weapon. Like Spears, Javelins can be used with 1 or 2 hands in melee. Javelins are too light to be used effectively to Parry and will break if struck by most slashing weapons and any bludgeoning weapon. A Javelin used with 1 hand in melee takes a -8 to Parry skill, and a Javelin used with both hands takes a – 5. Javelins are used by the horsemen of the Steppes.

Dirigian Soft Iron Spear
Cost: 4 gp
Weight: 8 lbs
Reach: 3 feet / 6 feet
Damage: 3d4 piercing
Critical: 3 / x3
Parry Skill: 0 / 2
Thrown Skill: +3
Weapon Skill: 0
Melee Attack Skill: 0
Minimum Strength: 10 / 12 / 14 to throw
Type: Spear
Durability: 3
Other: Appearing to the lay person as a regular spear with an abnormally long, barbed tip, the truth is far more sinister. The Dirigian Soft Iron Spear is so named because its long tip is made of soft iron. Once it punctures something, the weight of it causes it to bend. This makes it extremely difficult to remove, and often results in devastating injuries. Even when caught on a shield, it can render the shield useless by throwing 8 lbs of dead weight into it. On a successful Parry defense with a wooden shield, roll a d6. On a 1, 2, or 3 the shield is punctured and ruined. When used as a regular melee weapon, the Soft Iron Spear is less useful, as it will bend as soon as it strikes anything. Any time you either Parry with the spear, the enemy parries the spear or you land a hit with the spear, it bends and is rendered useless. Once the spear is bent, it must be completely reforged before it can be used again. In melee combat it can be held with 1 or 2 hands like a regular spear. If a character is reduced to 0 HP on a hit with a thrown Soft Iron Spear, he rolls only a d6 on the wounding table (a 1 is no wound). Anything but a head wound indicates the character has been pierced by the spear, and thus takes an additional -5 to agility because of the extra weight of the spear until it is removed.

Elven Composite Longbow
Cost: 300-400 gp (6 cp per arrow)
Weight: 1 lb (+1 lb per 6 arrows)
Range: 600 feet / 500 feet / 350 feet / 175 feet
Damage: 3d4 piercing
Critical: 1 / x2
Minimum Strength: 13
Reload time: ½ round
Type: Bow
Durability: 15
Other: Elven Composite Longbows are truly fantastic weapons, found in any Elven nation. Elves never export their Longbows, the result of thousands of years of perfecting upon perfection, but a few still occasionally trickle into the open market at astronomically inflated prices (usually 5-6 times the cost).

Arquebus
Cost: 400-500 gp (1 gp per shot)
Weight: 7 lbs
Range: 120 feet / 90 feet / 60 feet / 30 feet
Damage: 4d6 piercing
Parry Skill: 0
Thrown Skill: 0
Weapon Skill: 0
Ranged Attack Skill: +3
Critical: 1 / x3
Minimum Strength: 5
Reload time: 4 rounds
Type: Arquebus/Club
Durability: 5
Other: Arquebuses are terrifying weapons to those who have never seen them before. Their secrets are known only to the loremasters of Venable who forbid their export or use anywhere but in their private army. Nevertheless, occasionally one finds its way outside their borders and enters the open market. Such weapons are always sold for a hideous price (usually 5-6 times the cost) when they can be found. An Arquebus is a 3 foot long steel tube with some wooden trim. When the user releases a catch on one end, an iron ball bearing is launched at tremendous speed from the opposite end with a terrific noise and smoke. However, only ball bearings fitted with a small leather pouch made only in Venable seem to work. Regular ball bearings placed in the Arquebus don’t seem to do anything. It takes a long time to reload, as after a shot is fired, the Arquebus must first be quenched with water, then swabbed out with a small pole, then another shot must be firmly tamped down inside (1 round per step, for a total of 3 rounds). If this process is not followed, the Arquebus often times (4 out of 6) fires the ball immediately back into the face of the loader! Arquebuses deal heavy damage and get a +3 to Ranged Attack, but can usually be fired only once in a given encounter. Arquebuses can neither be Dodged nor Parried. An Arquebus counts as a club in melee combat. Some Arquebuses come equipped with blades fitted at the firing end and count as spiked clubs in melee combat. Unlike Bows and Crossbows, Arquebuses can be kept loaded without consequence.

Weapon Modifications

Almost all kinds of weapons can be modified in some way. Obviously, not all types of modifications can be applied to all types of weapons. Some modifications can only be added when the weapon is being made, while others can be added on later. Weapons may be modified in more than one way, with stacking effects, unless otherwise noted.

Jagged
Weapon Types: Swords, Large Swords, Segmented Swords, Large Segmented Swords, Daggers, Axes, Spears
Effect: Deals +2 damage on a hit, -1 to wounding table rolls, and +1 to critical threat range. Reduces durability by 25%.
Cost: Typically adds about 50% to the cost of the weapon.

Tempered
Weapon Types: Swords, Large Swords, Segmented Swords, Large Segmented Swords, Daggers, Axes, Spears
Effect: Increases durability by 25% and weapon skill by 1.
Cost: Typically doubles the cost of the weapon.

Keen
Weapon Types: Any slashing or piercing.
Effect: Deals +1 damage on a hit and increases critical threat range by 1, but reduces durability by 25%. Bonus effects only count with slashing attacks.
Cost: Typically doubles the cost of the weapon.

Folded
Weapon Types: Swords, Large Swords, Segmented Swords, Large Segmented Swords, Daggers, Axes, Spears, Light Swords.
Effect: Combines the bonuses of Keen and Tempered, and also cancels the limitations of Keen. Effects do not stack; folding is merely a better method of both tempering and keening a blade.
Cost: Typically costs 4 times as much. Can only be done when making the weapon and can only be done by a master smith.

Custom Weighted
Weapon Types: Any
Effect: Gives a +2 to Weapon Skill and Melee Skill for that weapon for that user.
Cost: Typically costs about half the price of the weapon, and can only be done by master smiths. The bonus only applies to the character for whom it was customized.

Channeled
Weapon Types: Any Piercing
Effect: Causes poisons to deal double initial damage when applied to the weapon.
Cost: Adds 50% to the cost of the weapon, and can only be done during creation.

Mercurial
Weapon Types: Any type of metal weapon for which it is possible to deal bludgeoning damage, not including whips or segmented swords.
Effect: Gives a weapon skill penalty of 4 and a parry skill penalty of 2, and for those weapons with a strength requirement, it increases the minimum strength required by 2. Adds 2 lbs to the weight of the weapon and reduces durability by 25%. It adds d6 damage and increases the critical threat range by 1 and increments the damage multiplier by 1 when used as a slashing or bludgeoning weapon. Cannot be combined with Channeled.
Cost: Adds a base 100 gp + doubles the cost of the weapon. Can only be done during creation and can only be done by a master smith.

Example Weapon: Custom Weighted, Folded, Jagged, Mercurial Naganara
Cost: 400 gp (base) + 200 + 200 + 100 + 1600 + 800 = 3,300 gp.
Weight: 4 lbs + 2 lbs = 6 lbs
Reach: 4 feet 2 inches
Damage: 2d6 slashing or piercing + 2 + 1 + d6 (slashing) = 3d6 + 3
Parry Skill: +7 – 2 = 5
Thrown Skill: -3
Weapon Skill: 0 + 2 – 4 = -2
Melee Attack Skill: 3 + 2 = 5
Critical: 1 / x2 + 3 / x+1 = 4 / x3
Minimum Strength: 11 + 2 = 13
Type: Large Sword
Durability: 16 – 4 + 4 – 4 = 12
Other: Roll a -1 on the wounding table due to the Jagged modification.



Armour

Armour consists of a protective body suit and/or a shield, and/or a helmet. Shields mostly add to parry defenses, and a Large or Medium shield can negate the effects of negative Parry Skill modifier in a weapon, while Small Shields can be used to make attacks with Improved Shield Fighting. Suits of armour can be heavy and restrictive of movement, and the heavier suits give a negative to Agility and Athletic Skill. Suits of armour primarily affect regular Defense. Suits of armour also tend to make some noise, and thus give penalties to Sneaking skill when attempting to do something physically sneaky, like picking a pocket, moving silently, etc, but have no effect on psychological sneaky things. Medium suits get a -2 to such checks, and Heavy suits get a -4. Finally, most suits of armour can reduce damage from most kinds of attacks. This damage reduction of course does not apply to energy based attacks or grappling attacks.

Helmets are like an addition to your regular Defense, but may negatively affect Perception. Helmets also typically add bonuses to your character’s chances to avoid being stunned or knocked out from 50% or 75% damage, and to your character’s critical defense.







Shield List:

Buckler
Spiked Buckler
Small Shield
Spiked Small Shield
Round Shield
Kite Shield
Box Shield
Tower Shield




Armour List:

Clothing
Leather Armour
Light Chain Mail
Ring Mail
Heavy Chain Mail
Scale Mail
Half Plate
Banded Plate
Full Plate



Helmet List:

Leather Cap
Wooden Helmet
Iron Cap
Steel Cap
Full Helm
Slotted Helm
Slitted Helm





Shields:

Buckler
Cost: 3 sp
Weight: 4 lb
Defense: 0
Parry: +3
Size: Small
Minimum Strength: 8
Durability: 6/14
Other: Bucklers are very small shields typically held in the off hand. They are small enough that they do not require wrist straps, and thus can easily be equipped.

Spiked Buckler
Cost: 1 gp
Weight: 5 lb
Defense: 0
Parry: +3
Size: Small
Minimum Strength: 9
Durability: 6/14
Other: Spiked Bucklers can deal 1d4 piercing damage when used as an attack with Improved Shield Fighting.

Small Shield
Cost: 1 gp
Weight: 7 lb
Defense: 1
Parry: +5
Size: Small
Minimum Strength: 9
Durability: 8/15
Other: Small Shields have a wrist strap, and require more time to equip or remove than Bucklers.

Spiked Small Shield
Cost: 10-15 gp
Weight: 8 lb
Defense: 1
Parry: +5
Size: Small
Minimum Strength: 9 (11 to use as a weapon)
Durability: 8/15
Other: Spiked Small Shields function exactly like Small Shields, but can deal 1d6 piercing damage when used as an attack with Improved Shield Fighting.

Round Shield
Cost: 4 gp
Weight: 10 lbs
Defense: 1
Parry: +7
Size: Medium
Minimum Strength: 12
Durability: 8/15
Other: Round Shields are larger than Small Shields, and often used by poorer warriors.

Kite Shield
Cost: 30-50 gp
Weight: 10 lbs
Defense: 2
Parry: +9
Size: Large
Minimum Strength: 12
Durability: 10/20
Other: Kite Shields are heavy, roughly triangular shields, wider at the top and coming to a point at the bottom. This shape allows them to maximize their protection while minimizing the weight and difficulty of use. Being Large, Kite Shields will eliminate any Parry Skill penalty (if one exists) for your primary weapon. Kite Shields are the favoured shields of many knights throughout the kingdoms of men, and are generally richly adorned with crests of arms, adding to their price.

Box Shield
Cost: 20-30 gp
Weight: 13 lbs
Defense: 3
Parry: +6
Size: Large
Minimum Strength: 14
Durability: 15
Other: Box Shields are popular among formations of heavy infantry. They are heavier and more unwieldy than Kite Shields, but their larger size makes up for it.

Tower Shield
Cost: 20-30 gp
Weight: 15 lbs
Defense: 4
Parry: +5
Size: Large
Minimum Strength: 14
Durability: 15
Other: Tower Shields are extremely large, usually almost as tall as their user. Tower Shields are most often employed in Sieges, as they get a +4 to Defense vs Ranged and Thrown attacks. In pitched battles in the open field, their huge size and weight is a liability, as users equipped with Tower Shields cannot ride a mount and take a -3 to their Agility and Athletic Skill.

Note that all shields except for Box and Tower shields can be either wood or metal construction. The first Durability score is for wooden shields, the second for metal. Metal shields cost double the given price.

Armour: Note that unlike weapons and shields, armour must be made especially for each person. Armour can be refitted for a certain character by an armour smith, usually for around 25-50% of the cost of a new suit, depending on how physically different the character is from the original owner.

Clothing:
Cost: any
Weight: 1 lb
Defense: 0
Athletic: +3
Agility: +1
Type: unarmoured
Minimum Strength: 1
Durability: 5
Damage Reduction: 0
Other: Clothing can represent any type of garment, even a simple loincloth. It is the default set of stats to use for an unarmoured person.

Leather Armour
Cost: 10-15 gp
Weight: 7 lbs
Defense: 2
Athletic: 0
Agility: 0
Type: Light
Minimum Strength: 6
Durability: 10
Damage Reduction: 1/p, 1/s, 1/b
Other: Leather Armour is made of stiffened and toughened thick leather plates, sewn together over a padded body suit. Gauntlets are not included.

Light Chain Mail
Cost: 120-150 gp
Weight: 20 lbs
Defense: 5
Athletic: 0
Agility: 0
Type: Light
Minimum Strength: 8
Durability: 15
Damage Reduction: 2/p, 2/s, 1/b
Other: Light Chain Mail is basically Leather Armour with some chain mail added over vital areas.

Ring Mail:
Cost: 30-60 gp
Weight: 25 lbs
Defense: 5
Athletic: -3
Agility: -1
Type: Light
Minimum Strength: 9
Durability: 12
Damage Reduction: 1/p, 1/s, 1/b
Other: Ring Mail is similar to Chain Mail, but consists of several large metal rings sewn into a suit of Leather Armour. It is easier to make, and thus cheaper, but also heavier and a little more unwieldy.

Heavy Chain Mail
Cost: 150-200 gp
Weight: 40 lbs
Defense: 7
Athletic: -5
Agility: -3
Type: Medium
Minimum Strength: 11
Durability: 20
Damage Reduction: 2/p, 3/s, 2/b
Other: Heavy Chain Mail is a complete body suit of Chain Mail which covers a warrior from head to foot. It is reinforced with extra layers over vital areas. Heavy Chain Mail is, naturally, pretty heavy. Chain mail comes with Mail Gauntlets.

Scale Mail:
Cost: 140-180
Weight: 25 lbs
Defense: 6
Athletic: -4
Agility: -2
Type: Medium
Minimum Strength: 10
Durability: 20
Damage Reduction: 2/p, 2/s, 2/b
Other: Scale Mail consists of small metal scales sewn onto a suit of Leather Armour. Scale mail includes Mail Gauntlets.

Half Plate:
Cost: 130-150*
Weight: 7 lbs*
Defense: +3*
Athletic: -2*
Agility: -1
Type: +1*
Minimum Strength: +2*
Durability: +10*
Damage Reduction: +1/p, +3/s, +2/b*
Other: Half Plate applies to a broad range of armour types. It basically consists of a standard light or medium suit of armour with thick steel plates added to the shoulders, upper chest, waist, thighs, and forearms. It also comes with Plate Gauntlets. * The stats shown are the stats to be added on to the base suit of armour. For example, adding Half Plate to a suit of Scale Mail would have the following stats: 140-180 gp + 130-150 gp (270-330 gp), Weight: 25 + 7 (32 lbs), Defense: 4 + 2 (6), Athletic: -3 + -2 (-5), Agility: -2, Type: Heavy, Minimum Strength: 10 + 2 (12), Durability 20 + 10 (30), Damage Reduction 2/p + 1/p 2/s + 3/s 2/b + 2/b = 3/p 5/s 4/b. Half Plate also adds a +3 to Parry Skill. Half Plate cannot be added to heavy armour.

Banded Plate
Cost: 200-230 gp
Weight: 35 lbs
Defense: 8
Athletic: -5
Agility: -3
Type: Heavy
Minimum Strength: 13
Durability: 30
Damage Reduction: 3/p, 5/s, 3/b
Other: Banded Plate consists of a series of thick overlapping strips of metal about the trunk, shoulders, waist, and hips. It also includes greaves, bracers, and gauntlets. Banded Plate also gives a +3 to Parry Skill. Banded Plate includes Plate Gauntlets. Heavy Armours give a -2 to all Grapple checks.

Full Plate
Cost: 400-500 gp
Weight: 45 lbs
Defense: 10
Athletic: -7
Agility: -3
Type: Heavy
Minimum Strength: 15
Durability: 30
Damage Reduction: 5/p, 8/s, 3/b
Other: Full Plate consists of a steel breast plate with more metal plates covering the shoulders and upper arms and waist and thighs, bracers, Plate Gauntlets, and greaves. Basically it covers the entire body in steel plates. Heavy Armours give a -2 to all Grapple checks.

Armour Modifications

Like weapons, most types of armour have some modifications available for them.

Reinforced
Type: Any
Effect: Increases the defense rating by 1, the bludgeoning damage reduction by 1, and the durability by 25%, but adds 10% weight and increases the minimum strength required by 1. Adds -1 to the Athletic and Agility penalties.
Cost: Typically adds 100% to the cost of the armour.

Bladed
Type: Light, Medium, or Heavy; metal
Effect: Automatically deals 1d8 piercing/slashing damage to opponents in a grapple. Damage reduction counts normally against this damage. The blades add 10% to the weight of the armour.
Cost: Typically adds 100% of the cost of the armour.

Fine
Type: Any mail
Effect: Increases the defense rating by 1 and increases piercing damage reduction by 1.
Cost: Typically adds 100% of the cost of the armour.

Masterwork
Type: Any
Effect: Increases the defense rating by 1, increases critical threat defense by 1, reduces the weight by 10%, and reduces any athletic skill penalty by 2, and any agility penalty by 1. Increases Damage Reduction by 1 for all types.
Cost: Typically adds 200% to the cost of the armour, must be done when the armour is being made, and can only be done by a master.

Example Armour: Reinforced Masterwork Full Plate
Cost: 400 + 400 + 800 = 1,600 gp
Weight: 45 lbs
Defense: 10 + 1 + 1 = 12
Athletic: -7 – 1 + 2 = -6
Agility: -3 – 1 + 1 = -3
Type: Heavy
Minimum Strength: 15 + 1 = 16
Durability: 30 + 7 = 37
Damage Reduction: 5/p + 1, 8/s + 1, 3/b+ 2 = 6/p 9/s 5/b
Other: Full Plate consists of a steel breast plate with more metal plates covering the shoulders and upper arms and waist and thighs, bracers, Plate Gauntlets, and greaves. Basically it covers the entire body in steel plates. Heavy Armours give a -2 to all Grapple checks.

Helmets: Like Armour, a Helmet must be specifically made for a person in order to fit properly. A helmet too tight or too loose is worse than useless. Helmets are primarily useful for both adding to your base Defense, and for adding a bonus to Massive Damage checks. They also add to your critical threat defense.

Leather Cap
Cost: 3 sp
Weight: ½ lb
Defense: 0
Athletic: 0
Perception: 0
Stun Check: 1
Critical Defense: 1
Durability: 3
Other: A Leather Cap is a basically a head covering made of stiffened boiled leather that covers the head and back and sides of the neck, leaving the face completely uncovered.

Wooden Helmet
Cost: 1 gp
Weight: 1 lb
Defense: 1
Athletic: 0
Perception: 0
Stun Check: 1
Critical Defense: 1
Durability: 6
Other: A Wooden Helmet is basically a leather cap with hardwood plating augmenting the strength of the boiled leather. The bottom half of the cap typically spreads out in a sort of frill to maintain freedom of movement.

Iron Cap
Cost: 1 gp
Weight: 2 lbs
Defense: 0
Athletic: 0
Perception: 0
Stun Check: 2
Critical Defense: 1
Durability: 12
Other: An Iron Cap is a solid protective helmet covering the top of the head. It has no neck protection to keep weight down and freedom of movement up.

Steel Cap
Cost: 10-15 gp
Weight: 1 lb
Defense: 0
Athletic: 0
Perception: 0
Stun Check: 2
Critical Defense: 1
Durability: 14
Other: Exactly the same as an Iron Cap, but made of lighter, stronger steel.

Full Helm
Cost: 30-50 gp
Weight: 2 lbs
Defense: 3
Athletic: -1
Perception: 0
Stun Check: 3
Critical Defense: 2
Durability: 15
Other: Full Helms cover the head, back and sides of the neck, and sides of the face. They are always of steel construction due to weight considerations.

Slotted Helm
Cost: 60-80 gp
Weight: 2 lbs
Defense: 3
Athletic: -2
Perception: -3
Stun Check: 4
Critical Defense: 2
Durability: 15
Other: Slotted Helms are generally cylindrical, completely covering the head, neck, and face except for a cross shaped slot in the front for breathing and seeing out of. They offer far more protection than an open helm, but at a cost to perception and athletics.

Slitted Helm
Cost: 70-90 gp
Weight: 2 lbs
Defense: 3
Athletic: -2
Perception: -4
Stun Check: 6
Critical Defense: 3
Durability: 15
Other: Slitted Helms completely cover the head, neck, and face. They have only a narrow slit for vision and tiny holes for breathing, offering full protection, but at a high price to Perception.



Mounts

Horses, like people, come in many shapes and sizes. In order to ride any horse (or donkey or mule) you must have at least 1 skill point in Mounted Skill. Mounts can be of great help in a battle, and they can also help your character carry things. Mounts, also like people, can vary greatly. An individual horse may be faster or stronger than a different individual horse. The primary attributes of a Mount are Strength and Speed. Strength matters for damage the animal can do and amount of things it can carry, Speed matters for how far the animal can move on its turn in a combat situation. Any mount can also be trained for war. Such a mount will always cost twice as much as a regular mount, but will gain the ability to make a melee attack against any opponent within reach on its riders turn in melee combat. They can also make a kick attack to their direct rear if an opponent is there. These kick attacks are particularly devastating and deal +2 damage. All mount attacks are always bludgeoning. Mounts do not get to Dodge or Parry as intelligent humanoids can, but they do usually have some natural defense, and it can always be augmented by the purchase of barding. The cost of a mount is assumed to include the necessary equipment for riding (saddle, shoes, bridle, halter, etc) as well as brushes, feed bags, and the like.

Donkey/Mule
Cost: 200-300 gp
Upkeep: 1 sp per day
Strength: 20-26
Speed: 40-50 feet
HP: 40-50
Melee Attack: 0
Damage: d4 + 1/6 strength
Defense: 6
Other: Donkeys and Mules make great pack animals. Although they can be trained to fight, Donkeys and Mules are short enough that a character mounted on one does not get a +1 to Melee Attack as a height advantage.

Light Horse (garron, steppe)
Cost: 500-700 gp
Upkeep: 3 sp per day
Strength: 20-28
Speed: 70-80 feet
HP: 40-50
Melee Attack: 1-3
Damage: d8 + 1/6 strength
Defense: 9
Other: Light Horses are among the fastest animals in the world. They make superb skirmisher mounts and are heavily relied upon by the peoples of the steppes, the Rangers, and scouting formations in regular armies around the world. Light Horses are far more expensive than donkeys and mules, both eating more and requiring more care from grooms.

Medium Horse (courser, charger)
Cost: 800-1000 gp
Upkeep: 5 sp per day
Strength: 24-32
Speed: 60-70 feet
HP: 50-60
Melee Attack: 1-6
Damage: d10 + 1/6 strength
Defense: 8
Other: Medium Horses form the core of the cavalry for many nations around the world. Both fast and strong, the medium horse strikes an excellent balance for the middle nobility or equivalent ranking warriors of armies worldwide.

Heavy Horse (Destrier, Clydesdale)
Cost: 1200-1500 gp
Upkeep: 1 gp per day
Strength: 30-36
Speed: 50-60 feet
HP: 70-82
Melee Attack: 4-9
Damage: d12 + 1/6 strength
Defense: 8
Other: Heavy Horses serve many purposes. Their unparalleled strength makes them excellent work animals for pulling wagons or plows. However for an adventurer, they really shine as war animals. A mounted charge of Destriers is an avalanche—implacable, unstoppable, and terrifying.

Barding: Barding, or horse armour, may only be worn by trained war animals. It functions basically the same as regular armour, excepting that to simplify things barding simply causes a base reduction in movement depending on how restrictive it is. Barding also includes an improved saddle with a harness. Fastening the harness takes an extra turn when mounting, but gives a +6 to all checks against being knocked or pulled from the horse.

Padded Barding
Cost: 40-60 gp
Weight: 30 lbs
Defense: +5
Speed: -5 feet
Minimum Strength: 23
Other: Padded Barding is a thick, quilted cloth that covers the horse head to foot. It is open at the bottom to preserve freedom of movement for the horse. Padded Barding mostly serves to cushion the horse from blunt impacts such as collisions with another horse.

Scale Barding
Cost: 400-500 gp
Weight: 100 lbs
Defense: +8
Speed: -15 feet
Minimum Strength: 28
Other: Scale Barding, like Scale Mail, consists of small metal scales sewn overlapping onto a padded undercover (in this case, padded barding). Scale Barding is extremely heavy and can only be worn by the strongest horses.

Plated Barding
Cost: 300-400 gp
Weight: 60 lbs*
Defense: +4*
Speed: -10 feet*
Minimum Strength: 20 (+5*)
Other: Plated Barding, like Half Plate armour, can be added on to standard barding. It consists of a ‘helmet’ of sorts, a steel covering for the front of the horses head, ribbed steel neck and shoulder guards, a steel ‘breastplate’ covering the front of the animals chest, and a steel plate over the rump covering the back and tops of the hind legs. Plated Barding can be worn overtop of Scale or regular Padded Barding to augment the defenses they provide. The figures given are in addition to the base figures of the armour it is added on to. Treat the base figures as all 0 (except for minimum strength) if Plated Barding is worn without a base barding.

Other Items:

Grappling Hook with rope
Cost: 10 sp
Effect: Grappling Hooks can be used in many circumstances, usually to help someone climb something. Typically the use of a Grappling Hook is resolved using a Thrown Attack. If successful, Grappling Hooks allow a character to climb the rope rather than the cliff itself.

Smoke Bomb
Cost: 1 gp
Effect: Smoke Bombs allow Assassins to hide even when being observed. When used by normal characters, they provide 50% concealment in a 10 foot square area for 2 rounds. Smoke Bombs are exotic items only normally available in Nilohan.

Common Poison
Cost: Variable
Effect: Poisons come in a variety of strengths from 10 and up. Refer to the chart for costs. Poisons come in Flasks. A Flask can be used to poison 1 melee slashing or piercing weapon or 3 small thrown or ranged piercing weapons/missiles. The poison’s damage over time does not stack with additional doses; use the most powerful or the most recently administered dose. Poisons’ instant damages can take affect with each additional administration, but deal 1/3rd damage (0 on a save) if used against the same foe. Once administered to a weapon, a poison remains effective for about 5 minutes. Poisons are usually only available on the black market, and thus are difficult to find and quite expensive.

10: 100 gp
11: 200 gp
12: 400 gp
13: 600 gp
14: 800 gp
15: 1200 gp
16: 1440 gp
17: 1720 gp
18: 2400 gp



19: 3000 gp
20: 3400 gp
21: 4200 gp
22: 4600 gp
23: 5200 gp
24: 6400 gp
25: 7200 gp
26: 8000 gp
27: 10000 gp



28: 11200 gp
29: 12600 gp
30: 14800 gp
31: 16400 gp
32: 18000 gp
33: 22800 gp
34: 24400 gp
35: 26000 gp
36: 30000 gp

In order to resist a poison, a Vitality check vs the poison’s strength must be successful. Do this check upon administering the poison (resisting causes the poison to deal 1/3rd damage), and for every minute thereafter (resisting causes the poison to deal no damage for 5 minutes). Get 1 bonus point per character level for this check. Poisons must be administered either through consumption or through a wound. Poisons deal their strength in damage upon administration, and another 1/3rd of their strength in damage every minute for every point of strength they have. Therefore, a strength 20 poison deals 20 damage when delivered, plus another 6 damage per minute for 20 minutes.

Acid
Cost: Variable
Effect: Acid does the same initial damage as the poison from which it was refined, but does no damage over time. Opponents must succeed an opposed Will Power check vs the Acid’s strength to be able to take any action other than coughing and hacking. If they fail their Will Power check, they will be unable to act for d4 rounds, or until they succeed a Will Power check (check once per turn). Opponents also get a negative to Melee Attack and Defence for 1d4 rounds equal to 1/6th the Acid’s strength (calculate as ½ of the 1/3 damage). Acids come in small glass flasks that break open upon striking a hard surface. Then they take 1 round to fill a 5 foot area. They take the form of a fine mist. Opponents within the 5 foot area may make an agility check against the assassin to escape the damaging effects of the acid. If the flask actually strikes them no save is possible. Acids generally cost only a little more than poisons.


Sleeping Poison
Cost: Variable
Effect: Sleeping Poison does no damage, but has a chance to actually render an opponent unconscious. It must be applied the same way as a standard poison. It takes 1 full round before taking effect. The opponent can make a save against the Sleeping Poison as a regular poison. If he fails, he is rendered unconscious for 1 minute per strength of the poison. Sleeping Poisons have the same cost as Common poisons. Sleeping poisons administered in a commotion, like a general melee, will only actually put the target to sleep if they fail by more than 5 points. Less than that will cause the target to feel intoxicated, as if they drank too much. They suffer a -3 to all checks involving agility or perception, including Dodge defence, attacks, and so on.


Climbing Claws
Cost: 10 gp
Effect: Climbing Claws give a bonus of 5 to Athletic Skill whenever the character attempts to climb something. A character cannot be holding anything else when Climbing Claws are equipped. Climbing Claws when used as a weapon count as unarmed but can do 1d4 slashing or piercing damage. They can be used as a Grappling Weapon.

Soft Leather Boots
Cost: 5-75 gp
Effect: Soft Leather Boots give a bonus of 5 to Sneaking Skill whenever the character is attempting to move silently.

Spiked Boots
Cost: 10-30 gp
Effect: Spiked Boots deal 1d4 piercing damage when used with a Kick.

Healing Potion
Cost: variable
Effect: Healing Potions allow the instant recovery of hit points and wounds. Healing Potions come in tiny 1 dose flasks. They have variable strengths; refer to table below for costs. Drinking a potion is an attack action during combat.
10: 200 gp
20: 450 gp
30: 800 gp
50: 1500 gp
100: 3500 gp



Antidote Potion
Cost: variable
Effect: Antidote Potions counteract poisons. Antidote potions are designed to help people fight off the effects of a poison, and give a bonus equal to their strength when resisting the poison. This bonus lasts until the poison wears off. Antidote Potions come in 5 dose flasks. They are only effective against common poisons. Antidote Potions can be taken in advance if the player suspects he may be going into a situation where he may be poisoned. Taken ahead of time, Antidote potions are effective for 30 minutes.
1: 100 gp
4: 500 gp
8: 1000 gp
12: 2000 gp
16: 3000 gp
20: 5000 gp
25: 7000 gp
30: 10000 gp

Assassin’s Garb
Cost: 100-120 gp
Effect: Assassin’s Garb is very useful for Assassins. It gives a bonus 2 to Defense and a bonus 1 to Agility and 3 to Athletic Skill. It also gives a bonus of 3 to Sneaking Skill for any physical sneaking attempt. Assassin’s Garb cannot be worn with other forms of Armour. Assassin’s Garb is an exotic item available only in Nilohan.

Assassin’s Armour
Cost: 400-500 gp
Effect: Assassin’s Armour functions exactly like Assassin’s Garb but includes leather padding and some reinforcing steel plates, specially designed not to restrict the Assassin’s movement or make noise of any kind. In addition to the effects of Assassin’s Garb, Assassin’s Armour gives a bonus of 4 to defense and also gives 2 points of damage absorption for all three damage types.

Quiver
Cost: 5 sp
Effect: Quivers usually come with Bows and Crossbows. Quivers can hold 30 missiles.

Torch
Cost: 1 sp
Effect: Lights a 20 foot radius for d3 + 3 x 30 minutes. Light goes out to 30 feet at 50% concealment.

Rope
Cost: 1 cp per foot
Effect: ropes things.

Rations
Cost: 5 sp per day
Effect: Provides enough food and sustenance to survive for a day. Keeps for up to a month.

Lamp
Cost: 1 gp/1 sp
Effect: Provides light for a 30 foot radius/60 foot radius. Lasts 1 hour per sp of oil purchased.

Cart
Cost: 15 gp
Effect: Carries up to 1000 lbs of goods.

Wagon
Cost: 50 gp
Effect: Carries up to 4000 lbs. Usually comes with removable canvas cover.

Sleeping Bag
Cost: 5 sp
Weight: 5 lbs
Effect: Allows a person to get an 8 hour rest when in the wilderness, so long as the weather is ideal.

Tent
Cost: 10 gp
Weight: 20 lbs
Effect: Allows a party to get an 8 hour rest even in poor weather. Sleeping bag still required.

Compass
Cost: 5 sp
Effect: Allows a character to know which direction is which.

Sextant
Cost: 50 gp
Effect: Allows a character to get his bearings and pinpoint his location on a map. Requires a point in Survival Skill to operate.

Caltrops
Cost: 1 gp
Effect: Covers a 5 ft square area. Any creature moving through or in this area has a chance to step on the Caltrops. Creatures who are unaware of the caltrops’ presence and fighting in the area step on a caltrop 5 out of 6 times. Creatures aware of the caltrops’ presence and fighting step on a caltrop 3 out of 6 times. Creatures unaware of the caltrops’ presence and walking through the area normally step on a caltrop 3 out of 6 times. Creatures aware of the caltrops’ presence and avoiding them as they walk through the area never step on them. Caltrops deal 2 points of damage if stepped on by a character wearing shoes or nothing, 1 point of damage if stepped on by a character wearing heavy boots, and no damage if stepped on by a character wearing greaves or similarly obviously protected against the effects. If a character falls down in the area, he is hit by d6 caltrops, which deal piercing damage as if he had stepped on them. Characters reduced to 0 hp by stepping on caltrops always take a leg wound.

Flint and Steel
Cost: 1 gp
Effect: Allows user to start a fire. If done during combat, it takes a full round to attempt to start a fire. Requires a highly flammable object like a torch, paper, dry leaves, or wood shavings. Difficulty to start a fire is base 15. Give a penalty of 3 for wind and 5 for rain or snow; and a bonus of 5 for oil. Survival skill applies to this check.

Hacksaw
Cost: 5 sp
Weight: 1 lb
Effect: Can be used to cut through metal. It takes about 2 minutes per cm and makes a lot of noise.

Wedge and Hammer
Cost: 5 sp
Weight: 2 lbs
Effect: Can be used for a variety of purposes, from forcing open doors, chests, chains, and locks, to chipping holes in stone surfaces, to propping open doors or propping up rocks. Add a +5 to the checks for breaking open doors, chests, chains, and locks.

Lockpick
Cost: 1 gp
Weight: n/a
Effect: Gives a +5 to lock picking attempts. Can only be used by a character with the lock picking professional skill.

Masterwork Lockpick
Cost: 10 gp
Weight: n/a
Effect: Gives a +10 to lock picking attempts. Can only be used by a character with the lock picking professional skill.



Services

There are a variety of services that typical adventurers will occasionally have need of. The following are typical prices and descriptions for common required services.

Inn

The Inn will have a tavern as well. Inns are the common meeting and resting point for adventurers. Here you will recover from your journeys and make preparations for the next. Inns vary by price and quality. A bargain Inn will not actually have beds, but instead people simply sleep on the floor of the common room. A poor blanket is provided in cold weather. If the character owns a sleeping bag, Bargain Inns count as ½ a full 8 hour rest. If not, they count for 1/3rd. Bargain Inns serve cheap, barely nourishing food. Common Inns have a bunkhouse adjoining the common room with hammocks, cots, or something of that nature. They serve better meals and qualify for a regular HP recovery. Luxury Inns provide characters with their own clean rooms, a bed, a bath, and nice food. Luxury Inns give double HP healing.

Bargain Inn Cost per night: 2 sp
Common Inn Cost per night: 1 gp
Luxury Inn Cost per night: 5 gp

Stabling

Every day spent in a city with a horse requires it to be stabled. Like Inns, stables vary in quality. Most Inns have a stable, and the stable is almost always the quality of the Inn it is attached to. Bargain stables simply tie a horse up and feed it, and cost the same as the upkeep cost for the animal. Horses get no hp recovery from this. Common Stables will also brush a horse down and give it a nice stall. Horses get regular hp recovery from Common Stables. Cost here is regular upkeep x2. Luxury Stables feature the best grooms, the finest feed, and largest and nicest stalls. Horses staying here get double HP recovery. Cost is regular upkeep x4. Almost all Luxury stables offer a choice between Common and Luxury treatment.

Healing

Every city and culture has their own places to seek healing. Healing Costs vary by seriousness of the wound. Typically, a house of healing gets the job done in a single day. To calculate cost and time of healing, multiply the amount of negative hit points by 10 and the amount of positive hit points by 5 for the gp. Hit points are recovered at a rate equal to 4 times a normal rest period.

Research

Oftentimes larger cities will have a library or sage available to help characters get in depth knowledge about obscure things. These resources are useful for identifying items, getting information on ancient legends, and the like. Cost, availability, and time requirements for this information are at the DM’s discretion.

Training

Large Cities usually have special schools for training people in various skills. Usually these schools require long term enrollment, but many fighting schools offer walk-in one day classes. Typically a 1 day class costs around 50 gold pieces per level of the instructor. If the Instructor’s level is at least 3 higher than the character’s, the character can benefit from training with the instructor. The player can improve any of his skills. It takes a full 8 hour day of training to improve a skill by 1 point. A player can improve a given skill point in this way only once per level. Some trainers also possess the ability to train a feat. Such training is rarer and more expensive, and costs 200 gp per level of the trainer. Like a skill point, only 1 feat can be gained per level in this way.



Classes:

Paladin:

Paladins are sworn to the Paladin’s Conclave, a large multinational organization based out of Paladaxia. They are sworn to combat evil wherever it may be found. The Conclave is a holy order which worships Palas, the King of the Gods of Light. The Conclave is strictly hierarchical, and is at its core a meritocracy. Once sworn to the Conclave, Paladins are members for life, and may take no wives, own no lands, nor swear allegiance to any other King or cause. The Conclave is greatly revered in Paladaxia, and generally well liked by the populaces of almost all the Kingdoms of men. Paladins as a group are generous and kind to the peasantry, respectful to the secular authority of the nations they inhabit, and not overly proselytizing. Though Paladins worship only Palas, they are respectful of the other Gods of Light and their followers. The Conclave takes entrants from all walks of life, and from almost any age, though the minimum age to take the vows of Paladinhood is 15. Boys and girls alike may train to bear the silver arms of the Paladin. The training is very gruelling, however the fellowship that forms during it is such that lowborn cadets who fail (fully two thirds) often choose to remain with the Conclave, as stewards, smiths, cooks, ferriers, fletchers, or any of the other of dozens of professions required to maintain the Conclave. The leadership is drawn completely from within, and no matter how noble the birth of an applicant, cadets always start at the bottom and must earn their way up. The Conclave accepts a set number of cadets each year at its chapterhouses. Almost all of the cadets are lowborn, though often those of noble birth are forced to enter as penance or atonement for some crime and some will occasionally volunteer of their own free will. Prospective cadets are rigorously tested both physically and mentally before being allowed entrance. Using the wine of Palas, the Conclave can determine good from evil, craven from courageous, loyal from treacherous. Those who fail in any way are turned away. The duties of members of the Paladinhood can vary greatly. Low ranking Paladins generally start their duties by manning one of the various Chapterhouses and Keeps the Conclave keeps scattered about the Kingdoms of Men. Those that distinguish themselves may be given specific tasks to further the causes of the Paladinhood. Still others may be given free reign to wander the lands fighting evil and dispensing justice as they see fit. The highest ranking Paladins often hold seats on King’s or powerful Lord’s councils, to represent the voice of the Conclave in all the high seats of authority.

Paladins are mighty warriors in their own right, but their defining aspect is the martial powers granted to them by Palas.

Class Traits: Paladins may not use any ranged weapon, nor any form of spear or polearm. Their vows and honour expressly forbid the slaying of any foe without looking them in the eyes, excepting in a general melee. Paladins must be lawful good or neutral good. Paladins must obey the laws of the land they are in excepting on orders from a superior in the Conclave. Paladins must bear their Sigel and standard in plain sight at all times. Paladins must treat all people with dignity and respect. Paladins must make good on any vow sworn to Palas. If a Paladin is caught breaking any of these rules, they are summarily banished from the Conclave, and may also be executed or turned over to local authorities. Paladins may use any kind of armour, but no form of poison. Paladins are required to protect the innocent, but in the case of a legitimate tyrant lord, this almost always takes the form of reporting to their superiors rather than acting alone. Paladins who discover, liberate, or otherwise gain large amounts of gold or other treasure are expected to donate what they do not need to the Conclave for the good of the Conclave.

Upon graduation from cadet hood, Paladins are given a suit of chain mail, a helmet, and a common weapon of their choice. They are also given a courser with barding, a lance with the standard of the conclave, and such rations and gear as may be required for their first tasks, and usually 50 sp to live on. Finally, they receive a silver chalice, a vital component of some of their abilities. Paladins also get access to their unique class feats.

Attributes: A Paladin gets a +2 to Willpower.

Class Skills: 1 point Weapon Skill (in chosen weapon), 1 point Melee Attack Skill, 1 point Parry Skill, 2 points Healing Skill, 3 points Mounted Skill.

Bonus points: 1 point Melee Attack Skill every 4th level (4, 8, 12…) 1 point Weapon Skill every 4th level (3, 7, 11...) 1 point Healing Skill every 3rd level (3, 6, 9…) 1 point Mounted Skill every 3rd level (2, 5, 8…)

Bonus Points per level: 1.16

Paladin Feats:


Miracle
Water of Palas
Wine of Palas
Courage
Valour
Miraculous Valour
Shield of Palas
Bless
Prayer
Sacrifice
Remove Poison
Holy Smite
Destroy Evil
Silvered Steel
Stunning Presence
Holy Presence
Godly Presence
Radiant Gaze




Miracle
Requirements: Willpower 20
Effect: Allows the Paladin accumulate ‘mana’ through prayer to Palas. Mana is required by the Paladin to execute many of his miraculous feats, and is simply a numerical representation of the holy power bestowed by Palas upon the Paladin. This power manifests itself as a direct conduit from Palas to a mortal being, and therefore should not be considered a ‘gift’ which can be given and taken away, as though Palas was some petty entity, jealous of the amount of power his followers may possess, but rather, due to metaphysical reasons philosophers still grapple with seems to be based upon the limits of the strength of spirit in the possessor of the power. In other words, how much mana a Paladin can wield at a given moment is not based upon how much Palas may wish to grant him, but rather upon the physical limits of what his soul can handle. The Paladin’s maximum mana is equal to his Willpower when the feat is taken. The Paladin can take the feat again, and again add his current Willpower to his mana pool. Regenerating mana requires prayer at an altar of Palas. The Paladin may recover mana equal to his Willpower for each hour of prayer. This time is not considered ordinary rest time, and in fact the process of accumulating mana is as tiring as any ordinary physical activity (such as walking around bearing normal gear). Alternatively, the Paladin automatically recovers Mana equal to his Willpower bonus during a normal 8 hour rest.

Water of Palas
Requirements: Silver Chalice, Miracle, 5 mana
Effect: Can be used to create the Water of Palas, with water in their silver chalice. The Water of Palas has the following effects: When used on a weapon, it gives the weapon the effect of being a good aligned magic weapon for purposes of harming undead (for as long as the weapon remains wet) and deals +2 damage to all evil characters. When drunk by someone of good alignment, it cures d4+3 damage. When drunk by someone of evil alignment, it deals d4 + 3 damage. The Water of Palas smells foul to those of evil alignment, but sweet to those of good alignment. Paladins often use the Water of Palas to detect the alignments of those they deal with. However, a man of strong enough willpower can mask the distaste and damage done to him by the Water of Palas. Treat an attempt to mask the effects as a willpower/sneaking check against perception/sneaking, with the damage done as a penalty. The effects of the Water of Palas wear off within 4 hours if is unused. It takes 5 minutes to transform regular water into the Water of Palas.

Wine of Palas
Requirements: level 5, Water of Palas, Silver Chalice, Miracle, 10 mana
Effect: as the Water of Palas, except that it requires wine instead of water, and also bestows +2 to the attack roll as well as the damage on the affected weapon, and deals/recovers d6+5 damage/hp rather than d4+3. The effects of the Wine of Palas can also be overcome, in the same way. When fighting as companies, Paladins often have a number of men on hand who can create the Wine of Palas, which they use to douse their weapons with just before battle. The Wine of Palas is also served at any Conclave Chapter house. The effects of the Wine of Palas wear off within 4 hours if unused. It takes 5 minutes to transform regular wine into the Wine of Palas.

Courage
Requirements: Miracle, 3 mana
Effect: +3 to willpower checks vs fear for the duration of the encounter. Courage affects all friendly party members within 60 feet of the Paladin. Requires an attack action to activate.

Valour
Requirements: Courage, 8 mana
Effect: as per Courage, but counts for any willpower check.

Miraculous Valour
Requirements: Valour, 16 mana
Effect: as per Valour, but +6.

Shield of Palas
Requirements: Miracle, variable Mana (2 per round)
Effect: +4 Defence to any target character. Duration 2 mana per battle round. Requires an attack action to activate. The Shield of Palas is an invisible shield that is undetectable unless a perception vs willpower check (of the Paladin) is succeeded.

Bless
Requirements: Miracle, 1 mana
Effect: recover 3 hp, +4 to any willpower checks for that round. (For example, may be cast on someone who failed a willpower check, and they will be given another chance to recover using the new modifier). Regular action. Range: 10 feet.

Prayer
Requirements: Bless, Miracle, 5 mana
Effect: Full round action that instantly recovers target hp equal to the paladin’s level plus 1/3 his willpower. Range: touch.

Sacrifice
Requirements: level 7, Prayer, Miracle, 10 mana
Effect: removes half of the Paladin’s HP and bestows them, plus 1/3rd willpower + 1 point per level, on the target character. Full round action. Paladin must be in physical contact with the target.

Remove Poison
Requirements: Prayer
Effect: as per Prayer, except that the Paladin can also cure poison affecting the target. Add the Paladin’s willpower bonus to the target’s attempts to resist the poison, and if successful the poison is cured.

Holy Smite
Requirements: level 5, Miracle, 3 mana
Effect: adds d6 holy damage points to melee attacks and gives +2 to the attack roll, but only works on evil aligned creatures. If a Paladin attempts to use Holy Smite on anything other than an evil creature, his blade will stop an inch from striking as if it hit a wall. Paladins often use Holy Smite to judge the accused. Duration is 1 strike, can be activated as a free action.

Destroy Evil
Requirements: level 10, Holy Smite, Miracle, 8 mana
Effect: as per Holy Smite, but adds 3d4 holy damage points to melee attacks and gives a +4 to the attack roll.

Silvered Steel
Requirements: level 8
Effect: transforms a masterwork weapon into a magical weapon, permanently. It has the following properties: +3 to Weapon skill and Melee Attack Skill, +d8 holy damage vs any evil creatures it hits, can be used to provide light as if it were a torch at will, and when equipped adds +1 to the following Paladin feats: Courage, Valour, Miraculous Valour, Bless, Prayer, Holy Smite, Destroy Evil. Specifically, the feats Courage and Valour add a +4 to the saving throw, Great Valour a +7, Bless will recover 4 hp and bestow a +5, Prayer will recover 1 extra HP, Holy Smite and Destroy Evil will deal 1 extra damage. A Paladin may only use this effect on one weapon, and only he gets the magical effects of the weapon so enchanted. If the Paladin wishes to make a second silvered weapon, the first must be completely destroyed. In the hands of any other user, the Silvered Steel weapon is merely the masterwork weapon it once was. The only change in appearance is that the weapon shines even brighter, sometimes gaining a mirror like sheen, sometimes gaining a faint blue radiance. Silvered Steel weapons can only be found in the hands of the highest ranking members of the Conclave.

Stunning Presence
Requirements: Miracle, variable mana (at least 2)
Effect: Evil creatures must make an opposed willpower check or be stunned as if receiving a powerful blow for 1 round. The paladin may add extra mana points to give a bonus to this roll. Regular Action, range 30 feet.

Holy Presence
Requirements: level 5, Stunning Presence, Miracle, variable mana (at least 4)
Effect: As per Stunning Presence, except that creatures failing the check are physically thrown back 5 feet and knocked to the ground.

Godly Presence
Requirements: level 7, Holy Presence, Miracle, variable mana (at least 8)
Effect: As per Holy Presence except that creatures failing the check are knocked unconscious for a number of rounds equal to the amount they failed the check by. (Creatures immune to unconsciousness are knocked down and frozen in place as if unconscious).

Radiant Gaze
Requirements: level 9, Godly Presence, Silvered weapon, Miracle, variable mana (at least 12)
Effect: Causes the Silvered weapon to flash brighter than the sun for an instant. All those who can see the weapon are affected. Good creatures gain a +1 to any will check for the duration of the battle. Evil creatures are dealt 2d6 damage and must make an opposed willpower check or be affected as per Godly Presence. Regular action.


Ranger:

Rangers are all members of a vast and secretive society known as the Ranger’s Guild. Nobody knows where they are based, but they have cells in and around almost every substantial human (and maybe elf or dwarf too...) settlement. Each cell is an entirely autonomous division having only loose association with other Ranger cells. The cells are led by Captains, and are grouped together loosely based on local political arrangements under a Captain General. For example, all of the Ranger cells in Paladaxia are nominally under the command of a Captain General, whose whereabouts and identity is kept a secret from everyone but the Captains of the Cells who report to him. There is apparently some kind of supreme authority, but whether it is made up of a council of Captains General, an individual, or even some other entity is unknown to all but the Captains General themselves. Where said authority is referred to at all, which is rare indeed, it is known only as ‘Above’ (eg, “We have orders from Above”). The purposes of the Ranger’s Guild are shrouded in mystery to the common folk. In general, Rangers are seen as protectors of the common people, and have been suspected of assassinations of tyrant leaders, serial killers, rapists, murderers, bandits, and any other who seek to prey on the defenceless. While suspected by many of holding to their own dark purposes, a majority of the free folk of the world look up to and respect Rangers and the Ranger’s Guild. Rangers almost never reveal themselves publicly, though intelligent and well informed individuals can usually pick a Ranger out of a crowd—unless that Ranger does not want to be seen of course. Recruitment into the ranks of the Guild is a mysterious process. For many, it is probably hereditary, as the Guild is composed almost equally of members of both sexes. Others may be approached by a particular Captain with an offer to join after conspicuously displaying the traits necessary to be a good Ranger. Expulsion from the ranks of Rangerhood always means death, or lifelong imprisonment where feasible, as the Rangers simply cannot allow untrustworthy former members to go loose. Although on the surface at least the aims of the Rangers appear benevolent, they have no shortage of enemies, and have apparently found that ultimately secrecy best serves their purposes. The Rangers are a highly adaptable organisation made up of highly specialised individuals. An individual Ranger is an unparalleled master of the region that he is chosen to serve in. Whether it is a city, a mountain range, a woodland, a desert, a rural farmland, or any other terrain, the Ranger is completely at home there. For this reason, adventuring Rangers can be somewhat rare, preferring to stick to a single terrain, but certain individuals, termed Wanderers, are equally at home almost anywhere, and serve the Guild as messengers, scouts, and, when necessary, reinforcements. Naturally, only the most trustworthy and dedicated of the Rangers are given this role.

A Ranger is usually provided with 150-250 gold pieces to buy equipment when he achieves full Ranger status. Rangers who win treasure during their missions or journeys are expected to donate what they don’t immediately use back into the Guild, but there are no hard and fast rules for doing so. Generally, a Ranger will donate about 20% of such findings, keeping the rest in hidden caches throughout his region to provide for the needy in times of hardship or to stock up for some large later purchase that may become necessary.

Rangers can fight well enough in a melee, but prefer to attack from afar. They are also among the most useful party members outside of a battle, with their survival and healing abilities.

Class Traits: Rangers are stealthy and secretive. They accomplish their missions without others knowing they are on one. They are also the masters of their chosen terrain, and gain several benefits when in it. In general, Rangers survive and thrive by making the best use of their abilities to move quickly unseen, kill from afar, and disappear when necessary. However, Rangers are also noble at heart, whose mission is to defend and protect the weak from whosoever would seek to harm them. A Ranger may not kill a defenceless creature. A Ranger may choose a terrain type (forest, mountain, plains, urban, underground/dungeon) on his first level and every 6 levels thereafter (7th, 13th, 20th…). In that terrain, the Ranger gets a bonus 3 points to his Survival, Healing, and Sneaking skills.

Attributes: Rangers get a +2 to Perception.

Class Skills: 1 point Weapon Skill (in chosen weapon), 1 point Ranged Attack Skill, 1 point Sneaking Skill, 2 points Survival Skill, 3 points Healing Skill.

Bonus Points: 1 point Ranged Attack Skill every 3 levels starting at 2 (2, 5, 8…) 1 point Sneaking Skill every 4 levels (4, 8, 12…) 1 point Survival Skill every 3 levels (3, 6, 9…) 1 point Healing Skill every 2 levels (2, 4, 6…)

Bonus Points per level: 1.41

Ranger Feats:

Running Shot
Requirements: Weapon Skill 5 with a Ranged Weapon, Agility 20
Effect: The Ranger may fire and load a Ranged Weapon even while running. Stacks with Rapid Reload and Quick Draw. This action slows the movement speed by 10 feet. (So, a Ranger who can normally move 30 feet can run 60 feet, but if he chooses to use Running Shot, he can move 50 feet.)

Point Blank Shot
Requirements: Weapon Skill 15, Ranged Skill 15, Agility 20, Melee Skill 5 (short bow or sling shot)
Effect: Allows the Ranger to reload and fire a ranged weapon even while engaged in melee combat; in effect the Ranger treats his ranged weapon as if it were a regular melee weapon. The Ranger must take a 5 foot step back to do this though; if there is no room available to 5 foot step back, the Feat cannot be used.

Long Shot
Requirements: Ranged Attack Skill 6
Effect: The Ranger may fire at extreme range with a -5 and at long range with -4 as penalties.

Precision Shot
Requirements: Ranged Attack Skill 5, Weapon Skill (ranged weapon) 5
Effect: As a full round action, the Ranger may carefully line up his shot for extra accuracy. A Precision Shot doubles the Ranged Attack Skill bonus for that shot, and increases the critical threat range by 2.

Wounding Shot
Requirements: Ranged Attack Skill 10, Weapon Skill (ranged weapon) 10, Precision Shot
Effect: When taking a Precision Shot, the Ranger can attempt to wound his opponent. Instead of the regular bonuses from using a Precision Shot, the Ranger can choose to attempt to deal a specific wound. The Ranger can choose a wound from the wounding table. To be successful, a wounding Shot must beat double the opponent’s Defence rating. If it does not, it counts as a regular hit. If successful, the opponent suffers the effects of the wound, even if he has not yet been reduced to 0 or fewer hit points. In addition, different wounds have different additional modifications on top of the ones given in the Wounding Table. Head wounds, Chest wounds, and Arterial wounds deal double damage. Head wounds are more difficult to attempt than the other wounds, and give the opponent double their perception bonus to Defence (if applicable) and triple their Helmet’s bonus to defence (if applicable). Iron and Steel caps do not normally offer a defence bonus, but in this case they offer a +2 to defence.

Medicinal Herb
Requirements: Survival Skill 5
Effect: The Ranger may, if they are available, find and prepare Medicinal Herbs. Medicinal Herbs can keep indefinitely and add a +6 to Healing Skill. They can be used only once. It takes 1 hour to find and prepare Medicinal Herbs. A Ranger can prepare 1 Medicinal Herb per 5 points of Survival Skill in an hour. There are a wide variety of Medicinal Herbs available, such that they can be found in any terrain. In fact, a Ranger can even sometimes locate medicinal fungi in a dungeon.

Healing Potion
Requirements: Medicinal Herb, 3 Medicinal Herbs, clean water (boiling)
Effect: The Ranger may condense the healing properties of Medicinal Herbs into a Healing Potion, usable anytime by anyone. A Healing Potion recovers 1 hp per point of Healing Skill of the Ranger who made it. A Healing Potion made with the Water of Palas is twice as strong, while a Healing Potion made with the Wine of Palas is 3 times as strong. Healing Potions require about 10 minutes to prepare.

Concoct Poison
Requirements: Medicinal Herb, Survival Skill 10, Sneaking Skill 10
Effect: The Ranger may create a common poison if the correct ingredients are available. Common poisons are equal in strength to 1d6 plus 1/3 the Ranger’s Sneaking Skill.

Antidote Potion
Requirements: Medicinal Herb, Concoct Poison, Healing Potion
Effect: The Ranger may alter a healing potion to turn it into an Antidote potion if the proper ingredients are available. The Ranger can make a survival check (DC is DM’s discretion) to see if he can locate said ingredients in the wild. Antidote Potions are equal in strength to the Ranger’s Healing Skill.

Instant Curing
Requirements: Medicinal Herb
Effect: The Ranger may dress and clean wounds rapidly enough to help comrades or himself even in the middle of battle. As a full round action, the Ranger can make a healing check to recover hit points to himself or a compatriot as if it were an 8 hour rest. Neither the Ranger nor his target can be engaged while he does this. Healing in this manner consumes a Medicinal Herb and forfeits the +6 to Healing Skill. A Ranger can only make this healing check once per wound per day. A Ranger can only heal himself if it is physically possible for him to do so, at the DM’s discretion. For example, a person would not reasonably be able to clean and dress a wound to his back, since he would be unable to see or reach it.

Lay on Hands
Requirements: Instant Curing
Effect: This almost magical ability allows the Ranger to heal a comrade as per Instant Curing with a Medicinal Herb once per day per 3 levels. Healing with this skill recovers HP equal to the Ranger’s healing skill.

Calm Animal
Requirements: none
Effect: When attacked by an animal, the Ranger may attempt to calm it to avoid battle. Make an opposed Willpower check + Ranger’s survival skill to succeed. This Feat can be used on an enemy’s mount, in which case the opposed Willpower check is against the enemy. The enemy can add 1/3 their Mounted Skill to their check. This counts as an attack. If the animal is already enraged and attacking the players, calming it is far more difficult and the Ranger gets a -5 penalty to the roll. If the animal has any other outside influence working on it, such as a rider, or such as the players entering its lair where it’s young are, the Ranger must succeed another opposed willpower check to keep it calm. The Ranger must be within touching range of the animal to calm it. In order to qualify as an animal that can be calmed, an animal must have a certain amount of intelligence. Non-intelligent things such as plants or extremely limited intelligence things such as single celled organisms, insects and other small bugs, and highly intelligent things such as other sentient beings (goblins, orcs, etc) do not qualify.

Befriend Animal
Requirements: Calm Animal
Effect: A Ranger may attempt to Befriend any Calm Animal with this feat. A Befriended Animal does not know how to obey commands, but will faithfully follow and protect the Ranger. The Ranger must succeed an opposed Willpower + Survival Skill check to Befriend an animal, and must succeed an opposed Willpower check again to send the animal away (otherwise it will continue to follow the Ranger as long as it is physically possible). Befriending an Animal takes a few minutes and may not be used during battle. A Ranger may Befriend only 1 animal per three levels at a time.

Command Animal
Requirements: Befriend Animal
Effect: A Ranger may give a Befriended Animal a simple command. Things like attack, come, stay, speak (make noise) etc are acceptable commands. To get an animal to understand and obey the command, the Ranger must succeed a Willpower + Survival Skill check (difficulty 15 and up depending upon the complexity of the command). Once an animal ‘knows’ a command, the Ranger may command it again to do the same thing freely. If the animal remains with the Ranger for at least one level of the Ranger, it may begin to learn more complex commands, such as ‘guard this area/person’, ‘deliver this message’, ‘find the goblins’ etc.

Simple Command Difficulties:
Command: Difficulty: Description:
Come 15 The animals stops what it’s doing and comes
Stay 15 + 3 per 5 minutes The animal stays in a place for some time
Speak 17 The animal barks, chirps, neighs, etc
Attack 20 The animal attempts to kill something
Non-Lethal 25 The animal attempts to immobilise without killing something
Fetch 15(+10) The animal gets something (+10 for something not thrown by the Ranger)
Follow 20 The animal attempts to follow a trail (probably through scent)
Play dead 15 + 3 per minute The animal lies totally motionless

Level 2 Command Difficulties:
Command: Difficulty: Description:
Guard 20 The animal attacks anyone it doesn’t recognise entering an area
Protect 25 The animal follows another person and acts as a bodyguard
Find 25 The animal attempts to locate a specific thing
Retreat 20 The animal breaks off in battle
Sneak Attack 25 The animal attempts to take an enemy by surprise
Deliver Message 25 The animal locates a specific person and delivers a message using some pre-arranged signal (such as barking 3 times) to communicate a specific message. Animals can be trained with different signals for different messages.


Battle Companion
Requirements: Befriended Animal, Command Animal
Effect: Once a Ranger has befriended the same animal for at least 3 levels, he may begin training that animal as a Battle Companion. A Battle Companion animal acts in battle entirely at the Ranger’s command, almost as an extension of the Ranger’s own will (without having to make Command Animal checks). In addition, Battle Companions begin accumulating experience and gaining levels along with the Ranger. A Ranger may take this feat multiple times to gain additional battle companions, but he may do so only once every 5 levels. A chart at the end of the Ranger section lists some possible battle companions.

Make Trap
Requirements: Survival Skill 5
Effect: When in his own terrain, a Ranger may construct a simple trap. This could consist of a pit trap, a snare, or a trip and release trap.
A Pit Trap is a simple hole in the ground, covered over to conceal it, and filled with sharpened stakes. A Pit Trap can only be constructed in an area where a pit can be made, and the Ranger must be able to find or make sharpened stakes for the trap to deal any damage. It takes 10 minutes to build a simple 1 foot Pit Trap, which is about 2 feet deep and 2 feet square and is designed to impale a persons foot if they step in it. For each combat round that a person spends within the 5 foot area that the trap contains, they must roll a d6. A 1 to 3 indicates stepping into the trap. The trap deals d6 piercing damage if stepped in. If it causes the person to go below 0 hp, they automatically take a Leg Wound. It takes 30 minutes to construct a larger pit trap, 3 feet deep and 3 feet square. Such a trap will always work if someone steps into its square. It deals d6 piercing damage. If the Ranger has 1 hour, he can construct a deep pit trap, 5 feet square and 6 feet deep. Such a trap always works when stepped on. It deals d6 falling damage and 2d6 piercing damage. It may deal any type of wound (roll 1d6 rather than 2d6 for the wounding table—a 1 is no wound). Climbing out of a pit trap for a human sized character requires an Athletic Skill check vs the Ranger’s survival skill. If successful, you can climb out in 1 round, if failed, it takes d4 rounds.
A Snare is a rope tied in a circle and attached to a bent sapling or tree branch. A character who steps in a snare loosens the sapling or branch, pulling the rope taught around their leg and jerking them into mid air. It takes 5 minutes to construct a snare to catch squirrels, rabbits, or other small game. It takes 30 minutes to construct a snare large enough to catch a human sized creature. The Ranger must have access to enough rope and to a sapling or other springing device in order to construct a snare. A snare deals d6 damage and immobilises its target until they can free themselves. Detecting a snare is the same as detecting a pit trap. Freeing yourself from a snare requires an Agility check vs the Ranger’s Survival Skill. On a success, you can free yourself in 1 round. On a failure, it takes d4 rounds. Characters with the Tumble feat can add 1/3 their Acrobatic Skill as well.
A trip and release trap can be built virtually anywhere. It consists of a trip wire or pressure pad attached somehow to some kind of damaging instrument, usually either a large rock or boulder suspended from a height or a crossbow aimed at the trip wire or pressure pad. Detecting a trip and release trap is the same as the other traps. The trip and release trap does damage equivalent to whatever its damaging instrument is. Unless the Ranger specifically has an item, the damaging instrument must be improvised. An improvised damaging instrument will deal xd4 damage where x is 1/3 the Ranger’s Survival skill. The victim of the trap can avoid the damage by rolling 3d6 (4d6, 5d6…) and adding 1/3 his agility and 1/3 his perception. A score higher than twice the Rangers Survival Skill avoids the damage. It takes 1d6x10 minutes to construct a trip and release trap. If 2 Rangers, Berserkirs, or Assassins work together on a trap, they can build it in half the time (even if the other character does not have Make Trap). If any other character aids the trap maker, the time to build it is reduced by 25%. In order to detect any trap, a person must first be aware. When looking for a trap, the character must roll 3d6 (or 4d6 for level 8, 5d6 for level 16, etc), add 1/3 their perception, and that score must be higher than the Ranger’s Survival Skill.

Blend In
Requirements: Sneaking Skill 12
Effect: When in his own terrain, a Ranger can simply blend in with his environment completely. This allows him to be hidden even while moving around. In order to blend in to a forest environment, the Ranger must be moving within and around trees and undergrowth. In order to blend in to a mountain environment, the Ranger must be moving in and around rocks and underbrush. In order to blend into an urban environment, the Ranger must be moving through and around a lot of other people. In order to blend into a plains environment, the ranger must keep his head and body below the height of the grass. The grass must be at least shoulder high. While Blended In, a Ranger may make a Sneak Attack and remain blended in so long as he keeps moving. To spot a Blended in Ranger, a character must succeed an opposed perception/Sneaking Skill check vs the Ranger’s Sneaking Skill. The Ranger takes a 5 point penalty to his roll if he executed a Sneak Attack on any target that round. Blending In is a full round action that can only be done if the intended target(s) are not currently looking at the Ranger.

Tremorsense
Requirements: Perception 20
Effect: When in his own terrain, a Ranger can ‘listen’ to any hard surface in contact with the ground and detect vibrations caused by movement on the same surface or a connected surface. This in effect allows the Ranger to make perception checks to detect the presence, size, and numbers of other creatures which may otherwise be out of sight. A Ranger can detect a few large creatures (10 or more horses/ogres/trolls) or a large number (50+) of medium sized creatures up to 1500 feet, small numbers (30-50) of medium creatures or 5-10 large creatures up to 1000 feet, 10-30 medium creatures or 3-5 large creatures up to 500 feet, 5-10 medium creatures or 1-2 large creatures up to 100 feet, or individual medium creatures up to 30 feet away. If the target of detection is within a closer distance category, the Ranger can determine additional information such as specific numbers, speed and direction, exact location, even race. In order to successfully detect anything a perception check must be made. Factors that influence difficulty include distance, weather, the consistency of the terrain, and the presence of other moving creatures that may confuse the Ranger.


Sample Battle Companions:

Wolf/Large Dog:
Str: 2d6+5
Agi: 2d6+6
Vit: 2d6+6
Will: 2d6+3
Per: 2d6+6
Hp: Vit + d6
Melee Attack: 1 + (agi bonus)
Base Defence: 6 Dodge: 6 + (agi bonus)
Attack: Bite: 1d8 + (str bonus)*
Grapple: 5 + (str bonus)
Base Speed: 60 feet
Notes: Wolves and Large Dogs can gain a free grapple attempt upon every successful bite. Not only do they do the damage as normal, but if they succeed the grapple attempt they wrench the opponent to the ground and claim the advantage in a grapple; they can then continue to attack by biting until the opponent escapes or lies dead. They can also make a charging grapple attempt; if they have at least 15 feet in a straight line to the opponent, they can make a bite attack as normal, and if successful gain double their strength bonus to the grapple check. Canines are also by nature pack animals, and thus once befriended are particularly receptive to training; therefore gain a +3 to all willpower checks to give them commands.
Level Up: Upon levelling, Wolves or Large Dogs gain d6+vit hp (depreciating at 6th level as normal people), +1 point to Melee Attack, 1 point to Dodge, and 1 point to Grapple. They can gain a base stat point every 2 levels and 1 base defence point every 3 levels as normal characters.

War Horse
Str: See above
Agi: 3d4 + 4 (light horse) 3d4 + 3 (medium horse) 2d4 + 4 (heavy horse)
Vit: 2d6 + 9 (light horse) 2d6 + 12 (medium horse) 2d8 + 12 (heavy horse)
Will: 2d6+3
Per: 2d6+4
Hp: See above
Melee Attack: 1 + (agi bonus) (light horse) 2 + (agi bonus) (medium horse) 3 + (agi bonus) (heavy horse)
Base Defence: 4 + (agi bonus)
Attack: See above
Base Speed: See above.
Notes: War horses have poor defence when unarmoured and do not get to dodge or parry, so it is recommended that some kind of barding be purchased for them (even though they do have a lot of hp). War Horses do make particularly good battle companions though, as their ability to work together with the Ranger gives the Ranger some additional advantages when mounted. A battle companion mount allows the Ranger to use any of his archery feats while mounted just as if he were standing on the ground and doubles the effects of the Mounted Archery feat (or if the Ranger does not already have that feat, allows him to act as if he did). Battle Companion mounts also give the Ranger a +2 in Melee combat, rather than the standard +1. Finally, while mounted upon a Battle Companion, Rangers get +3 mounted skill points for each level of the Battle Companion. Like Wolves and Dogs, Horses are intelligent and receptive to training and gain a +3 to command checks once befriended.
Level Up: Upon levelling, War Horses gain d8/d10/d12 + vit hp, depreciating on the 6th level as normal characters, +1 to Melee Attack, and, as noted above, +3 mounted skill points to the Ranger while mounted. War Horses gain a +1 to base defence and a +1 to a primary stat every 2 levels. War Horses gain +5 feet to base speed every 3 levels.

Bear
Str: 3d6 + 18
Agi: 1d8 + 6
Vit: 3d6 + 18
Will: 2d6+6
Per: 2d6+6
Hp: Vit x 2 + d12
Melee Attack: 6 + (agi bonus) (+3 vs parry defence)
Base Defence: 5 + (agi bonus), 2 points damage absorption (all types)
Attack: Swat: 2d6 + (1/6 str) Maul (grapple only) 2d6 + (str bonus)
Grapple: 10 + (str bonus)
Base Speed: 50 feet
Notes: Bears almost always prefer to try to grapple and maul their enemies. They have very poor defence, but enough Hp to absorb a lot of punishment anyways. Bears often begin combat with a charging grapple that gives them double their strength bonus on the first grapple attempt. Bears can also get a free Swat attack on any failed grapple check. Bears can use the Human Missile feat as Berserkirs. Bears are ill-tempered and difficult to train, thus get a -6 to all opposed Willpower checks to befriend and train them, but if your Ranger has the skill, Bears are among the most fearsome Battle Companions in the animal kingdom.
Level Up: Upon levelling, Bears gain d12 + vit hp, depreciating on the 6th level as normal characters, and +1 to Melee Attack and Grapple. Bears gain +1 to defence, damage absorption, and a primary stat every 2 levels.




Sword Master:

Hailing from the southern lands, the Sword Masters are an elite caste of noble born warriors, sworn to their lords for a lifetime of service. Completely loyal, the Sword Masters’ duties are many fold. They represent their Houses in tourneys and lead and train their armies. The Sword Master looks with disdain on any other weapon, and will refuse to use anything but a sword excepting in the direst of circumstances. While they relish the opportunity to defend their honour and the honour of their lord in single combat, they recognise the necessity of learning to fight in general melee as well. A Sword Master, while honourable, is also pragmatic. A Sword Master will seek advantages when he knows he is outmatched, however, a Sword Master hates to flee from battle, and will never do so if the life or honour of his lord is on the line. Sword Masters generally lead lives of privilege, insulated from the common folk, and as such rarely give much thought or notice to those beneath them. When not practicing for combat, Sword Masters lead the lives of courtiers, and are therefore usually quite well spoken, polite, and subtle. Many Sword Masters are accomplished poets or singers. In general, Sword Masters are charming when not on the battle field. Although Sword Masters generally do little to earn the love of the common folk, in the southern lands a skilled Sword Master can gain a lot of fame from tourney victories and the like. Sword Masters usually spend most of their lives living with the lord they serve, but occasionally they will journey out alone to test their skills, increase their fame, or complete some mission for their lord.

Sword Masters are among the finest in the world in single combat or melee, though their 100% focus on fighting leaves them a little 1 dimensional, giving them few skills for surviving in the ‘real world’. Sword Masters from Calador generally wield a light or medium shield with a rapier, epee, or other light sword, and their style is well-rounded with a focus on speed. Sword Masters from Baronia usually prefer a Great Sword or other 2-handed sword. They have a highly aggressive, strength based style. Sword Masters from Reinmarch usually carry a broadsword, sabre, or other chopping blade with a large shield. They favour a more defensive style that serves them well in melee and against ranged foes. Sword Masters from Freemont often use two swords (usually a shorter, lighter blade for the off-hand). Their aggressive, almost reckless style reflects their freedom loving frontier spirit.

Class Traits: A Sword Master may not gain weapon skill with anything but a sword.
Sword Masters are wealthy and can usually afford almost any equipment they desire. A Sword Master has access to Caladorian Epees and Rapiers as well as any common sword and can choose any type of light or medium armour. A Sword Master out on travels generally takes about 100 gp with them.

Attributes: Sword Masters get a +2 to Agility.

Class Skills: 2 points Weapon Skill (sword), 2 points Melee Attack Skill, 2 points Parry Skill, 2 points Dodge Skill.

Bonus Points: 1 point Weapon Skill every 4 levels (2, 6, 10…) 1 point Melee Skill every 4 levels (3, 7, 11…) 1 point Parry Skill every 4 levels (4, 8, 12) 1 point Dodge Skill every 4 levels (5, 9, 13…)

Special: The Swordmaster gets 1 bonus skill point every 5th level (5, 10, 15…) to put into his choice of Weapon Skill, Melee Skill, Parry Skill, or Dodge skill.

Total points per level: 1.2

Class Feats:

Greater Weapon Mastery
Requirements: Weapon Skill 30, Weapon Mastery (sword)
Effects: Doubles the effects of Weapon Mastery, but in order to achieve Greater Weapon Mastery, in addition to taking this feat, the Swordmaster must have had weapon mastery over the weapon for at least 3 levels. In addition to doubling the effects of Weapon Mastery, Greater Weapon Mastery allows you to roughly sense the location of your weapon when it is not in your possession, and allows you to repair the weapon yourself merely by instinct so long as the proper tools and equipment are available; in fact, only the Swordmaster can properly repair his own sword if he has Greater Weapon Mastery over it; if another person repairs it instead, the Sword Master will lose the effects of Greater Weapon Mastery until he repairs it himself. The Swordmaster must name his sword and inscribe its name on the base of its blade before the feat takes effect.

Aggressive Stance
Requirements: Weapon Skill 5, Melee Attack Skill 5
Effect: when in an Aggressive Stance, the Sword Master gains +2 to Melee Attack Rolls. You cannot move when changing to an Aggressive Stance. If you move, your Stance reverts to normal until you change to Aggressive Stance again. Moving 5 feet or less does not count against this.

Boar Charges Through The Rushes
Requirements: Aggressive Stance, Weapon Skill 8
Effect: When in an Aggressive Stance, the Sword Master can make a Charge Attack from a standing start against an opponent he is engaged with. As with a regular Charge Attack, the Sword Master must move at least 10 feet in a straight line and gives a free attack to anyone he runs past. The Sword Master must obviously use this as his last attack if he attacks multiple times that round.

Kingfisher at Dawn
Requirements: Aggressive Stance, Melee Skill 8
Effect: When in an Aggressive Stance, the Sword Master can knock aside an enemy’s parry to drive home the killing blow. Gain a +3 to Melee Attack vs a Parry Defence. If the enemy chose a Dodge defence, the Sword Master is thrown off balance and takes a -3 to Melee Attack. If the Sword Master has more regular attacks, he can still use them, but the Kingfisher at Dawn technique must be the first used. However if the enemy Dodged, the extra attacks are lost as the Sword Master is thrown off balance.

Cobra Takes the Rabbit
Requirements: Aggressive Stance, Melee Skill 8
Effect: When in an Aggressive Stance, the Sword Master lunges forward unpredictably to catch the enemy off guard. Gain a +3 to Melee Attack vs a Dodge Defence. If the enemy chose to Parry, the Sword Master is thrown off balance and takes a -3 to Melee Attack. If the Sword Master has more regular attacks, he can still use them, but the Cobra Takes the Rabbit technique must be the first used. However if the enemy Parried, the extra attacks are lost as the Sword Master is thrown off balance.

Rising Sun
Requirements: Aggressive Stance, Melee Skill 10, Weapon Skill 10, Feint
Effect: When struck while in an Aggressive Stance, the Sword Master may make a devastating counter attack by tricking the enemy by feigning serious injury, as he saves his strength for a massive blow as the enemy approaches. Get a +3 to Melee Attack Roll and double Strength bonus to Damage on a successful hit when executing a Rising Sun attack. Can only be done on the round immediately following taking damage from a hit. The Sword Master can follow up with his additional regular attacks. Can only be done once per melee, hit or miss.

Tsunami
Requirements: Aggressive Stance, Sweeping Attack, Melee Skill 12, Weapon Skill 12
Effect: When in an Aggressive Stance, the Sword Master can make a single attack against every opponent within melee range. A Tsunami attack cannot be combined with a move (even a 5 foot step) or any other attack. The multiple attack penalty does not apply.

Sheathing the Sword
Requirements: Rising Sun, Melee Skill 12, Weapon Skill 12, Willpower 18
Effect: When in an Aggressive Stance, the Sword Master allows his opponent to strike him in order to get an opening to strike a finishing blow. In order to pull this attack off, the Sword Master must succeed a Willpower check with a penalty of 2. When the enemy attacks and the Sword Master succeeds his Willpower check, the enemy automatically lands for full damage (roll anyways to see if the enemy lands a critical). The Sword Master can then counter attack with a +5 to Melee Attack Roll, double strength bonus to Damage on a hit, and a +2 critical threat range. If the Swordmaster is stunned or knocked down, he cannot counter.

Defensive Stance
Requirements: Dodge Skill 5, Parry Skill 5
Effect: When in a Defensive Stance the Sword Master gains +2 to Defence and -2 to Melee Attack Rolls. You cannot move when changing to a Defensive Stance. If you move, your Stance reverts to normal until you change to a Defensive Stance again. Moving less than 5 feet does not count against this. Sword Masters also get a +3 to defending grapple take-down attempts and a +3 to the attack roll on their free attack if grappled (net +1, because of the standard -2).

Heron Takes Flight
Requirements: Dodge Skill 7, Defensive Stance
Effect: When in a Defensive Stance, Heron Takes Flight allows the Sword Master to disengage without offering a free attack to melee opponents he is engaged with.

Butterfly Dances in the Breeze
Requirements: Dodge Skill 8, Defensive Stance, Melee Expert
Effect: When in a Defensive Stance with the Dodge defence the Sword Master cannot be flanked (ie, the enemy does not get a +4 to Melee Attack, though special Flanking attacks such as Back Attack still otherwise operate normally).

Serpent in the Water
Requirements: Parry Skill 10, Defensive Stance, Parry Thrust
Effect: When in a Defensive Stance with the Parry Defence, the Sword Master can make a free attack against every enemy (rather than just the first) he successfully parries. The free attacks do not get a strength bonus to Damage. The multiple attack penalty applies.

Still Wind
Requirements: Parry Skill 7, Dodge Skill 7, Defensive Stance
Effect: When in a Defensive Stance, you can elect to both Dodge and Parry, gaining the positive benefits of both (and none of the drawbacks). However, if you do so you can only make 1 regular attack and you cannot move on your next turn.

Breath of Air
Requirements: Disarm, Parry Skill 20, Defensive Stance
Effects: Allows you to attempt a Disarm as a free action immediately upon parrying any melee attack without sacrificing any other actions. Like Disarm, successive attempts double the difficulty.

Blinding Steel
Requirements: Parry Skill 12, Defensive Stance, Serpent in the Water, Sweeping Attack
Effect: When in a Defensive Stance, you can sacrifice your regular attacks for a dizzying array of manoeuvres designed to keep your foes off balance and unable to effectively strike you. Any foe engaged in melee combat with you when you execute the Blinding Steel technique takes a -3 to his Melee Attack. If he does choose to attack you anyways, you get a free attack against him, but with no strength bonus to damage. You get a free attack for every attack against you, but the multiple attack penalty applies.

Berserkir:

The terrors of the northern lands, the Nordumberlund Berserkirs are an utterly fearless warrior elite. Berserkirs are implacable and terrifying in battle, drawing on reserves of strength and will that few men know exist. Through grievous wound and crushing fatigue they battle on, single-mindedly relentless in their fearsome rage. A Berserkir is fiercely loyal to his clan and king, honourable in his own way, yet also possessed of warrior cunning when necessary. In the open field of battle, a Berserkir is an awesome force, slaying all before him with utter abandon, yet a Berserkir will also lay traps and seek advantage to accomplish their objectives. Berserkirs are born, not made; they can trace their bloodline hundreds of years to great northern champions of times long past. They are raised from birth as the first line of defence for their clan and king, and will willingly fight to the death for either. Berserkirs disdain fear in any form, and are completely fearless themselves. They live their lives only for the wish to crush their enemies and see them driven before them, or die gloriously in battle.

Berserkirs are the toughest and strongest warriors alive, but most have received little if any formal combat training.

Berserkirs may be equipped with any common weapon but a Long Sword, and may also be equipped with a Maul or Francisca.

Attributes: Berserkirs get +2 to Strength, +2 to Vitality, and +2 to Willpower.

Class Traits: A Berserkir may not wear heavy armour.

Class Skills: 1 point Weapon Skill, 1 point Melee Attack Skill, 1 point Survival Skill, 1 point Athletic Skill.

Bonus Points: Berserkirs get 1 point Melee Attack Skill every 3 levels (3, 6, 9...), 1 point Survival Skill every 3 levels (2, 5, 8...), 1 point of Athletic Skill every 5 levels (5, 10, 15…) and 1 point of Willpower every 5 levels (5, 10, 15…). Berserkirs also get 1 additional point to give to a primary stat every 6th level (6, 12, 18…)

Bonus Points per level: .86 (+ .37 primary stats)

Feats:

Rage
Requirements: Willpower 15
Effects: Assuming a Rage is a free action. When in a Rage, a Berserkir enters a state of mind in which the pain and fear he feels is drowned out by his need for battle. Berserkirs get a 3 point bonus to Willpower and +5 feet of movement. A Berserkir may enter a Rage once per day per 3 levels. Raging lasts 1d4 + Berserkir level rounds.

Berserk Rage
Requirements: Rage, Level 3
Effects: The state of mind that Berserkirs are named for, a Berserk Rage is a truly terrifying thing to behold. Berserkirs get a +6 to Willpower, a +10 feet to movement, and get a +3 to Melee Attack Rolls. When in a Berserk Rage, a Berserkir cannot think normally, and can only attack. Furthermore, a Berserkir cannot communicate with others during a Berserk Rage, and only attacks the closest hostile thing rather than being able to form any kind of strategy. Berserkirs can Berserk once per day per 3 levels. Berserking lasts 1d4 + Berserkir level rounds.

Bloodlust
Requirements: Berserk Rage
Effects: While in a Berserk Rage, killing enemies actually enhances the effect of the rage. For every enemy killed, the Berserk Rage is extended by another 2 rounds. In addition, Berserkirs gain +1 damage for every enemy slain which lasts for the duration of the Berserk Rage.

Ancestral Oath
Requirements: Berserk Rage, level 9, Willpower 20
Effects: Reciting the Ancestral Oath requires 2 full rounds, uninterrupted. Once an Ancestral Oath has been made, the Berserkir becomes a nearly invincible whirling vortex of death, aided by the power of his ancestors’ spirits. A Berserkir under the influence of an Ancestral Oath automatically succeeds every Willpower Check, gets a +12 to Willpower (for the purposes of Inner Strength), +20 feet to movement, and +6 to Melee Attack Rolls, and can ignore the effects of poison and Head, Arm, Leg, and Chest wounds. Berserkirs also get a +3 to defence against Critical blows. Ancestral Oaths are made for a specific reason: to defend an area, kill a certain creature, etc. An Ancestral Oath lasts 1d4 + Berserkir level minutes or until the Oath is fulfilled, and during that time the Berserkir will attempt to follow through on his Oath with single-minded determination. If the Oath is not completed at the end of the time period, the Berserkir’s soul is claimed by his ancestors’ spirits and he falls dead instantly. Berserkirs can make an Ancestral Oath at most once a month. A Berserkir may enter a Berserk Rage after making an Ancestral Oath and get stacking bonuses.

Ancestral Song
Requirements: Ancestral Oath, level 16, Willpower 22
Effects: Duplicates the effects of the Ancestral Oath, but takes effect immediately upon beginning the singing of the song, and continues for as long as the song is sung. The Ancestral Song can last as long as an Ancestral Oath would last. It can also fortify all allies who can hear it, giving them the same benefits as a Rage (stacks with their pre-existing Rage if any). The Berserkir must be able to sing uninterrupted for the Ancestral Song to take effect. The Ancestral Song does not result in the death of the Berserkir but its benefits supersede and do not stack with a Berserk Rage. At the close of the Ancestral Song, a Berserkir will fall unconscious for 8 hours. If the Ancestral Song is begun while under the effect of an Ancestral Oath, all effects are doubled. Berserkirs can sing an Ancestral Song at most once per month. If the Berserkir is hit while singing an Ancestral Song, he must succeed a willpower check with 1/3 the damage done as a penalty to maintain the song. If he fails to maintain the song, he falls unconscious immediately.

Raging Shout
Requirements: War Cry, Rage
Effects: Can only be given when in some kind of Rage. A Raging Shout can be given as either an attack or move action. Opponents within 30 feet who hear a Raging Shout must succeed an opposed willpower check or be unnerved and get a -3 to their Defence the next time they are attacked. A Raging shout only works on an opponent once per day.

Stunning Shout
Requirements: Raging Shout, Berserk Rage
Effects: Can only be given in a Berserk Rage. A Stunning Shout is given as an attack action. Opponents within 15 feet who hear a Stunning Shout must succeed an opposed willpower check or become unnerved as if by a raging shout. If they fail the check by more than 3 points, they become stunned and cannot act on the next round as if they had been stunned by a damaging blow. Stunning Shouts can be used once per day per 3 levels of Berserkir. Stunning Shouts only work on an opponent once per day.

Terrifying Shout
Requirements: Raging Shout, Berserk Rage
Effects: Can only be given in a Berserk Rage. A Terrifying Shout is given as an attack action. Opponents within 30 feet who hear a Terrifying Shout must succeed an opposed willpower check or become unnerved as if by a Raging shout. If they fail by more than 4 points, they become so unnerved they flee for 1d4 rounds. Terrifying Shouts can be used once per day per 3 levels of Berserkir. A Terrifying Shout only works on an opponent once per day.

Petrifying Shout
Requirements: Terrifying Shout, Berserk Rage, Level 8
Effects: Can be used as an attack action. Opponents within 10 feet who hear a Petrifying Shout must succeed an opposed willpower check or become unnerved as if by a Raging Shout. If they fail by more than 4 points they become so scared they flee as if by a Terrifying Shout. If they fail by more than 6 points they become so terrified they curl into a ball and cower for 1d4 rounds, then flee for 1d4 rounds after that (or if given any encouragement to do so). Like all shouts, they can be used once per day per 3 Berserkir Levels, and only work on an opponent once per day.

Battle Cry
Requirements: Willpower 13
Effects: A Battle Cry may be given at any time as a free action. Battle Cries fortify all allies who hear it, giving a +1 to Will Power checks. A Berserkir can give 1 Battle Cry per day per 3 levels. The effects of Battle Cries last d4 + Berserkir level rounds.

Battle Roar
Requirements: Battle Cry, Willpower 16, Level 6
Effects: Battle Roars may be given at any time as a free action. Battle Roars offer all allies who hear it some of the benefits of a Rage: they can move an extra 5 feet and get a +2 to Will Power checks. Battle Roars last d4 + Berserkir level rounds and can be used once per day.

Raging Grappler
Requirements: Rage
Effects: When in a Rage or Berserk Rage, gain your willpower bonus to all Grapple checks. This effect can stack with Inner Strength, in effect giving you double your willpower bonus.

Bear Hug
Requirements: Raging Grappler
Effects: When you succeed in a Grapple take down attempt or defence, you may elect to instead Bear Hug the opponent (providing it is smaller than you). Bear Hugs deal 1d6 + strength damage. The opponent must succeed an opposed grappling check on his turn to break free. Bear Hugs deal damage every round that they are applied without a successful opposed grappling check necessary. Bear Hugs are applied standing or on the ground (Berserkir’s choice).

Living Missile
Requirements: Raging Grappler
Effects: When you succeed in a Grapple take down attempt or defence while in a Berserk Rage, you can throw the opponent (providing its weight is within the Berserkir’s ability to lift easily—Inner strength can be used here if you wish) up to 5 feet at another opponent. Doing so deals d6 falling damage to the thrown enemy, results in the thrown enemy being stunned and knocked down, and has a chance to damage, stun, and knock down the target as well. To see if the enemy target is affected, roll an opposed grapple check. If the target is strong enough to easily lift the thrown enemy and succeeds in the grapple check, he can elect to catch the enemy, negating the damage and all ill effects, but he will miss his next turn and must drop whatever is in his hands if he does so. Throwing the enemy against a wall deals 2d6 damage to the enemy, while throwing him against spikes, into lava, off of gorges, etc, can deal significantly more.

Resist Poison
Requirements: Rage
Effects: While under the effects of any Rage, a Berserkir may ignore all poison and similar effects.

Make Trap
Requirements: Survival Skill 8
Effects: This can consist of a pit trap, a snare, or a trip and release trap.
A Pit Trap is a simple hole in the ground, covered over to conceal it, and filled with sharpened stakes. A Pit Trap can only be constructed in an area where a pit can be made, and the Berserkir must be able to find or make sharpened stakes for the trap to deal any damage. It takes 10 minutes to build a simple 1 foot Pit Trap, which is about 2 feet deep and 2 feet square and is designed to impale a persons foot if they step in it. For each combat round that a person spends within the 5 foot area that the trap contains, they must roll a d6. A 1 to 3 indicates stepping into the trap. The trap deals d6 piercing damage if stepped in. If it causes the person to go below 0 hp, they automatically take a Leg Wound. It takes 30 minutes to construct a larger pit trap, 3 feet deep and 3 feet square. Such a trap will always work if someone steps into its square. It deals d6 piercing damage. If the Berserkir has 1 hour, he can construct a deep pit trap, 5 feet square and 6 feet deep. Such a trap always works when stepped on. It deals d6 falling damage and 2d6 piercing damage. It may deal any type of wound (roll 1d6 rather than 2d6 for the wounding table—a 1 is no wound). Climbing out of a pit trap for a human sized character requires an Athletic Skill check vs the Berserkir’s Survival skill. If successful, you can climb out in 1 round, if failed, it takes d4 rounds.
A Snare is a rope tied in a circle and attached to a bent sapling or tree branch. A character who steps in a snare loosens the sapling or branch, pulling the rope taught around their leg and jerking them into mid air. It takes 5 minutes to construct a snare to catch squirrels, rabbits, or other small game. It takes 30 minutes to construct a snare large enough to catch a human sized creature. The Berserkir must have access to enough rope and to a sapling or other springing device in order to construct a snare. A snare deals d6 damage and immobilises its target until they can free themselves. Detecting a snare is the same as detecting a pit trap. Freeing yourself from a snare requires an Agility check vs the Berserkir’s Survival Skill. On a success, you can free yourself in 1 round. On a failure, it takes d4 rounds. Characters with the Tumble feat can add 1/3 their Acrobatic Skill as well.
A trip and release trap can be built virtually anywhere. It consists of a trip wire or pressure pad attached somehow to some kind of damaging instrument, usually either a large rock or boulder suspended from a height or a crossbow aimed at the trip wire or pressure pad. Detecting a trip and release trap is the same as the other traps. The trip and release trap does damage equivalent to whatever its damaging instrument is. Unless the Berserkir specifically has an item, the damaging instrument must be improvised. An improvised damaging instrument will deal xd4 damage where x is 1/3 the Berserkir’s Survival skill. The Trap rolls a regular attack against its victim using the Berserkir’s Survival Skill as its attack bonus. Said victim can use his Dodge skill. It takes 1d6x10 minutes to construct a trip and release trap. If 2 Rangers, Berserkirs, or Assassins work together on a trap, they can build it in half the time (even if the other character does not have Make Trap). If any other character aids the trap maker, the time to build it is reduced by 25%. In order to detect any trap, a person must first be aware. When looking for a trap, the character must roll 3d6 (or 4d6 for level 8, 5d6 for level 16, etc), add 1/3 their perception, and that score must be higher than the Ranger’s Survival Skill.



Gladiator

Trained in the fighting pits and coliseums of Dirigia, Gladiators are known the world over as the most dangerous single combatants around. Gladiators are unhindered by qualms of honour and are trained to viciously and efficiently kill using any methods available. Gladiators come from all walks of life. Some are criminals, forced to fight. Some are destitute and need to make a quick buck. But in the capital and larger cities, the Gladiatorial arenas are dominated by professional warriors, famous the land (and sometimes even the world) over. Veterans of dozens of single combat matches, these true Gladiators fight for money, fame, and sometimes mostly just pride. Although death is frequent, it’s not necessarily a given. A fighter will oftentimes have the option to surrender before death is delivered. Usually only criminals are forced to fight to the death. The best of the professional warriors are rich and equipped with ornate and wonderful weaponry, and are revered all over the land for their fighting prowess. Some Gladiators will occasionally travel to participate in foreign tourneys, such as they are, but throughout all the world there is no greater purse to be won, and no greater crowds to dazzle, than in Dirigia. Travelling Gladiators to foreign lands are often frowned upon when entering their tourneys, as everyone likes to see their hometown hero win, and the chances of that happening drop dramatically when a Gladiator enters the lists.

A Gladiator can defeat anyone in single combat, but is mediocre at best in a general melee and usually has few real world survival skills.

Gladiators also will not normally use ranged weapons (as they are typically forbidden in Gladiatorial matches). Therefore they get a -3 initial weapon skill modifier to all Ranged weapons. Does not apply to Thrown weapons. Gladiators have access to Dirigian exotic weapons.

Attributes: Gladiators get +1 strength and +1 vitality.

Class Traits: Gladiators will not normally turn down any challenge to single combat. Gladiators can get weapon proficiency for free in any 3 weapons which do not have negative weapon skill modifiers.

Class Skills: 2 points Weapon Skill, 2 points Melee Attack Skill, 1 point Dodge Skill, 1 point Parry Skill, 2 points Grappling Skill.

Bonus Points: Gladiators get 1 point Melee Attack Skill every 3 levels (2, 5, 8…), 1 point Weapon Skill every 2 levels (3, 5, 7…), 1 point Grappling Skill every 2 levels (2, 4, 6…)

Bonus Points per level: 1.33

Feats:

Combat Positioning
Requirements: Perception 9
Effects: On a sunny or windy day when fighting a single opponent outside, the Gladiator can position himself so the sun or wind is at his back and in his opponent’s face. This gives the opponent a -1 to his Melee Attack roll. In addition, the Gladiator can make an opposed check with the opponent consisting of his sneaking skill and perception vs the opponent’s athletic skill, and perception or agility (their choice). If the Gladiator wins, he succeeds in subtly guiding his opponent to a small knoll, rock, loose cobblestone, pit, root, branch, bush, curb, patch of ice or similar small obstruction and causes his opponent to trip over it, winding up on the ground. This is all done during a normal round of combat on the Gladiator’s turn, and he still gets every other normal attack he would. This may be attempted only once per fight per opponent. Depending on the terrain this move is attempted on, there is an applicable penalty for the Gladiator.

Terrain: Penalty:
Grassy plain 2
Street 4
Rocky 0
Snowy 2
Forest 1
Sandy 5
Hard Dirt 5
Floor 9


Dirty Fighting
Requirements: Perception 10, Kick
Effects: When there is sand, loose clay, or mud on the ground, the Gladiator can use his Kick attack to kick it into his opponent’s face. Resolve as a normal Kick attack with a -2 penalty. If successful, the opponent gets a -4 to his Melee Attack roll, Defence, and Grappling defence against takedowns for the next round as the enemy’s vision is impaired. If the Gladiator used the kick first, he can also gain the advantage on all his follow-up attacks for that round.

Dueling Mastery
Requirements: Dueling Expert
Effects: As per Dueling Expert, but get a +3 to your Melee attacks as well, and get a +6 to Grapple take-down attempts.

Fast Grappler
Requirements: Evasive Grappler
Effects: Allows the Gladiator to add his Agility to take down attempts as well as defences.

Improved Grapple
Requirements: Fast Grappler, Grapple Skill 20
Effects: Allows the Gladiator to attempt a Grapple take-down attempt after his normal series of attacks; in other words he does not have to sacrifice his melee attacks to attempt a Grapple take-down. The enemy still gets their free attack.

Ground and Pound
Requirements: Fast Grappler, Grapple Skill 10
Effects: Allows the Gladiator to attack two times when in the advantage in a grapple. If the Grappler elects to do this, he cannot attempt a hold as well.

Stunning Ground and Pound
Requirements: Ground and Pound, Grapple Skill 15
Effects: If the Gladiator hits and damages his opponent with both attacks in the Ground and Pound, you can combine the damage done by both attacks to roll for a stun check. A character stunned while in the grapple can only defend, not attempt to reverse, on their next turn. They also have a -3 penalty to this defensive roll.

Devastating Ground and Pound
Requirements: Stunning Ground and Pound, Mount, Grapple Skill 20
Effects: Allows the Gladiator to attack 3 times when in the mounted position. All three scores can be combined to check for stunning.

Improved Head-butt
Requirements: Head-butt, Devastating Ground and Pound, Grapple Skill 25
Effects: When in the advantage in a grapple, allows the Gladiator to attempt a Head-butt whenever one of his normal attacks is successfully defended against. Doing this will sacrifice all remaining attacks. The head-butt damage still counts double for the stun check, and can also be combined with the other damages.

Rapid Transitions
Requirements: Fast Grappler, Grapple Skill 25, Any three submissions
Effects: Allows the Gladiator to transition to a different submission if the first is successfully defended against. The conditions for the submission must be the same; in other words if the opponent successfully defends your Triangle, you can follow up with an Arm Bar or Omoplata (but not Rear-Naked or Knee Bar). This can also be used to get a free submission attempt after making a normal grapple attack (either in the mount or just a normal advantage). If the Gladiator has Ground and Pound (or its improved varieties) he can combine it with this feat to both Ground and Pound and get a free submission attempt. This feat can also be used with Mount.

Shoot
Requirements: Fast Grappler
Effects: Allows the Gladiator to make an opposed Agility check when going for a takedown attempt. Success means the Gladiator shoots in so quickly the enemy does not get their free attack.


Feint Shoot/Strike
Requirements: Shoot, Feint
Effects: Allows the Gladiator to pretend to go for a quick shot, but actually launch a devastating melee attack while the opponent tries to ready themselves for the takedown attempt. Make an opposed sneaking skill and grappling skill vs the enemy’s sneaking skill, grappling skill, and perception; if successful, the enemy is fooled into trying to defend against a grapple and thus does not get to attempt to Dodge or Parry the next attack from the Gladiator. The Gladiator can also use this feat to pretend to launch a devastating blow, but actually go for a shot instead. If he fools the enemy into Dodging or Parrying, the enemy suffers a -3 to his take down defence roll and does not get his free attack at the incoming Gladiator.

Slam
Requirements: Fast Grappler
Effects: Allows the Gladiator to use a slam attack on a successful takedown, dealing 1d6 + strength damage. If the Gladiator has the Head Butt feat, he can also attempt a Head Butt when slamming.

Defensive Slam
Requirements: Slam
Effects: Allows the Gladiator to use his Slam attack defensively. The Gladiator can use his slam on a successful take down defence, arm bar defence, guillotine defence, or neck crank defence, or a successful triangle defence. He can use Head Butt with this feat as per a normal Slam.

Guillotine Choke
Requirements: Evasive Grappler
Effects: On a successful takedown defence, the Gladiator applies a Guillotine Choke. It deals 1d6 + strength damage each turn plus an equal amount of non-lethal damage and requires a successful opposed grappling check to break free of. Guillotines cannot be applied to someone wearing any kind of plate armour and a full helm.

Neck Crank
Requirements: Guillotine Choke
Effects: On a successful takedown defence, the Gladiator applies a neck crank, dealing 1d10 + strength damage each turn. Neck Cranks require a successful opposed grappling check to break free of. Unlike Guillotines, Neck Cranks can be applied to opponents wearing any kind of armour.

Guard
Requirements: Evasive Grappler
Effects: Gives an automatic bonus of +4 to all defensive Grapple checks (grapple checks used to avoid damage or block a submission hold) when at the disadvantage when taken down. Bonus negated if the opponent successfully mounts the Gladiator. A Gladiator that wins an initiating grapple check (and would therefore normally be granted the advantageous position) can elect at his option to pull guard and put himself into the guard position instead of the top position.

Omoplata
Requirements: Guard
Effects: The Omoplata is a defensive move designed to trap an opponent’s arm when in the guard. When in the Guard, the gladiator may attempt an Omoplata instead of a standard reversal. If successful, an Omoplata deals 1d6 plus strength damage each turn, and prevents the enemy from making any attack or doing anything other than attempting to break the hold. If the hold is broken, both opponents end up on the ground, beside each other, and can stand up at the same time. If the opponent is reduced to 0 hit points when in an Omoplata, he has a dislocated shoulder, which has the same effect as a standard arm wound.

Sweep
Requirements: Guard, Mount, Grapple Skill 15
Effects: Allows the Gladiator to attempt a Sweep reversal when in the guard. If successful, the Gladiator ends up in the mount over his opponent. Make an opposed grapple check as normal.

Triangle Choke
Requirements: Guard, Omoplata
Effects: When at a disadvantage in a grapple, the Gladiator may attempt a Triangle Choke instead of a reversal. Roll opposed grapple checks as normal, if the Gladiator wins, a Triangle Choke is applied, dealing 1d8 + strength and a half damage per turn and an equal amount of non-lethal damage. When in a Triangle, the enemy grappler may still make a regular grapple attack or attempt to break the hold on his turn, requiring a successful opposed grapple check. If the hold is broken, the grappler ends standing with the Gladiator still on the ground. If the grappler has the Slam feat, he may attempt to use it to break the hold, dealing Slam damage as well as ending standing on a successful opposed grapple check. Triangle Chokes cannot be applied to people wearing full helms and plated armour.

Mount
Requirements: Fast Grappler
Effects: When at an advantage in a grapple, the Gladiator may attempt to gain an even greater advantage rather than attempting to deal damage. Make opposed grapple checks as normal. If the Gladiator succeeds, he gets a Mount position. When in a Mount, the opponent cannot attempt a Triangle, and takes a -3 to all subsequent opposed grapple checks in that grapple.

Arm Bar
Requirements: Mount
Effects: When in a Mounted position, a Gladiator may attempt an Arm Bar. Arm Bars have a -3 to the opposed Grapple Check when attempted (cancelling out the mounted bonus) but deal 3d4 plus strength and a half damage. If the opponent drops to 0 hp when in an Arm Bar, his arm is broken. A broken arm cannot use a weapon or shield, the opponent loses half his strength bonus to all further checks, and gets a -8 to all Grapple checks in addition to the loss of strength. Once an opponent drops to 0, the Arm Bar no longer does additional damage. Arm Bars cannot be attempted on combatants wearing full plate. Arm Bars deal damage automatically each round unless and until the victim succeeds an opposed grapple check (with a -3 mount penalty and no penalty to the Gladiator) or drops to 0 hp. If the Gladiator releases the hold (because the arm is already broken for example), roll an opposed grapple check as if a takedown attempt had just been made by the Gladiator to see how they wind up. If the Gladiator fails in the initial Arm Bar attempt, the opponent automatically escapes to a standing position.

Improved Arm Bar
Requirements: Arm Bar, Guard, Omoplata
Effects: Allows a Gladiator to attempt an arm bar when in the guard and he can even attempt a Flying Arm Bar when an opponent attempts to initiate a grapple on him. When an opponent makes his opposed grapple check to hurt the Gladiator when the Gladiator is in the guard, or take the Gladiator down, the Gladiator can declare his attempt to Arm Bar the opponent. He then takes a penalty of -3 to this opposed Grapple check, and will take damage or be taken down as normal if the enemy wins. If the Gladiator wins the roll, he must then make a follow-up attempt, at the same -3 penalty (this time, the guard bonus does not apply). If successful again, the Arm Bar is locked until the opponent can free himself. If the second roll fails, the opponent can either freely stand up or maintain the grapple as normal.

Knee Bar
Requirements: Fast Grappler
Effects: When on the advantage in a Grapple, a Gladiator may attempt the risky but devastating Knee Bar. Knee Bars are difficult to pull off, and have a -5 to the opposed Grapple Check. If in a mount, do not count the mounted bonus. In addition, if a Knee Bar is successfully applied, it opens the Gladiator to attack by the opponent, and he is allowed to make an attack as normal with a grapple weapon if he has one, or unarmed if he does not (however if the opponent does so he cannot attempt to break free of the hold on the same round). Knee Bars deal 3d4 plus strength and a half damage each round automatically unless and until the opponent succeeds an opposed Grapple check. There is no penalty to the Gladiator on successive rounds. This move can only drop the opponent to 0 hp, and once the opponent drops to 0 hp it can no longer deal damage. However, if the opponent is dropped to 0 hp, his leg is broken and he cannot stand on it; unassisted a character can move at most 5 feet per round and can carry only his lightest possible load. He also gets double the effect of a leg wound (-10 agility) and gets a -8 on all later Grapple checks until his leg is healed. If the Gladiator releases the hold, roll an opposed Grapple check as if the Gladiator had just attempted a takedown as normal to see how they wind up. If the Gladiator fails in the Knee Bar attempt, the opponent automatically escapes to a standing position.

Ankle Lock
Requirements: Fast Grappler
Effects: An Ankle Lock may be attempted whenever you have the advantage in a grapple. If the enemy also has this feat, he can also attempt to ankle lock you if you attempt to ankle lock him. It’s possible for both characters to have each other in an ankle lock at the same time. To apply an Ankle Lock, make an opposed Grapple check as normal. Ankle Locks automatically deal 1d8 plus strength bonus every turn unless and until the opponent successfully escapes from the hold with an opposed Grapple check. Ankle Locks can not reduce an opponent’s HP below 0. If an opponent’s HP drops to 0 when in an Ankle Lock, his ankle is broken and he automatically suffers a Leg Wound. Escaping an Ankle Lock causes the fight to return to standing.

Rear Naked Choke
Requirements: Fast Grappler
Effects: A Rear Naked Choke may be attempted as a Sneak attack or when in the advantage in a grapple. Make another opposed grapple check. If successful, a Rear Naked Choke is applied, dealing 1d8 plus strength damage each turn, and an equal amount of non-lethal damage. The opponent must make another opposed grapple check to escape this hold. Escaping from a Rear Naked does not give the Gladiator the opportunity to attempt another Rear Naked. Rear Naked Chokes may not be applied to someone wearing plated armour and a full helm. Escaping a Rear Naked Choke causes the fight to return to standing.

Melee Grappler
Requirements: Fast Grappler
Effects: When in the advantage in a grapple and another enemy melee attacks you, you can elect to use your dodge skill and agility in defence.

Expert Melee Grappler
Requirements: Melee Grappler
Effects: When in the advantage in a grapple and another enemy attacks you, if you successfully dodge the attack, it has a 50% chance to hit the grappled opponent instead.

Human Shield
Requirements: Melee Grappler
Effects: When engaged in normal melee combat with 2 or more foes, you can elect to make a grapple check against one of them to use a shield against another. If the grapple check is successful, you are engaged in a standing grapple with him (and may apply a rear naked choke if you have that feat). On the other enemy’s turn, if he attempts to attack you, you can use the first enemy’s body (use your grapple skill and strength to determine your defence; for the purposes of determining bonuses this defence counts as a dodge defence), and if successful, the attack will hit that enemy. He cannot dodge the attack (though he can still parry and gets his base defence, but at a 3 point penalty to the attack roll), and will take full damage if hit. If you wish to use a parry defence instead you can do so at no penalty but must release the grappled opponent. You can only defend against one opponent’s attacks in this way (but you can defend multiple attacks from the same opponent).


Assassin

Originating in Nilohan, the Assassin’s guild has now spread to much of the known world, and clandestine chapterhouses can be found in almost any major city. The Assassin’s guild hires out its highly trained members for missions of all kinds, most famously of course, for assassinations. While their ultimate motives are suspect, most agree that the Assassin’s guild is probably sanctioned by the Nilohanese government and is most likely a major source of income for them.

Assassins are brutally trained from early childhood to carry out their deadly missions to the fatal conclusion without fail. They can be masters of any number of different skills and specialise in a wide variety of different areas, but on the whole, Assassins are generally masters of deception and hidden strikes rather than straight up fighting. Assassins can also attain some very unique, almost magic-like abilities. Assassins are typically emotionless and care little for prestige or payment for their tasks, being conditioned since before they could speak to be killing machines, but occasionally an Assassin will rise above the emotional stunting of his training and use his skills for personal gain or in service of some cause he believes in.

Assassins may choose 1 melee and 1 ranged weapon to start and around 50 gp. Assassins may also choose 3 of the following item sets.
1: 5 Shurikens
2: 3 smoke bombs
3: 50 ft rope with grappling hook and climbing claws
4: flask of Poison, strength 13
5: Assassin’s Garb
6: 3 daggers
7: 4 throwing knives

Attributes: Assassins get +1 Agility and +1 Perception

Class Traits: Assassins may choose some of their initial Class Skill points. Assassins may not equip medium or heavy armour.

Class Skills: 1 point Weapon Skill, 1 point Melee, Thrown, or Ranged Attack Skill, 1 point Dodge Skill, 2 points Athletic Skill, 3 points Sneaking Skill

Bonus Points: Assassins get 1 point Melee Attack Skill every 3 levels (2, 5, 8…), 1 point Dodge Skill every 3 levels (3, 6, 9…), 1 point Athletic Skill every 2 levels (2, 4, 6…) 1 point Sneaking Skill every 2 levels (3, 5, 7…)

Bonus Points per level: 1.66

Feats:

Triple Throw
Requirements: 10 points Weapon Skill Shuriken
Effects: Allows the Assassin to throw 3 Shurikens at once. No penalty applies, however all three Shurikens must be thrown at the same target. When combined with a Quick Draw feat, the Assassin can draw and throw all three at once.

Concoct Smoke Bomb
Requirements: Sneaking Skill 5
Effects: The Assassin may create a Smoke Bomb if the correct ingredients are available. Smoke Bombs allow Assassins to hide even when being observed with the Smoke Screen feat. They also provide 50% concealment in a 10 foot square area for 1d4 rounds (1 round only when used outside) Smoke Bombs are exotic items only normally available in Nilohan.

Concoct Poison
Requirements: Sneaking Skill 10
Effects: The Assassin may create a common poison if the correct ingredients are available. Common poisons are equal in strength to 1d6 plus 1/3 the Assassin’s Sneaking Skill. A poison’s strength determines how hard it is to cure, and how much damage it does. Common poisons deal 1/3 their strength in damage every minute to the afflicted creature, plus instant damage equal to their strength. A Vitality Check vs the strength of the poison can be made to avoid the effects for 5 minutes. Get a bonus of 1 point per character level. However, the poison will not be cured. The effects of a poison last for 1 minute for each point of strength, or until an antidote is administered. The effects of common poisons do stack. Common poisons can be delivered either through ingestion or through an open wound (by splashing or applying it to a slashing or piercing weapon).

Concoct Acid
Requirements: Sneaking Skill 15, Concoct Poison
Effects: The Assassin may refine a poison down to the point of a fine mist which spreads to fill a 5 foot square area when exposed to the open air. The Assassin typically stores said Acid in a breakable flask, then throws it on the ground near the target. The Acid takes a few seconds to fill the area. Opponents succeeding on an opposed Agility check with the Assassin can escape the area before the Acid affects them. The Acid has the same effect as the poison from which it was refined, plus some additional effects. Opponents must succeed an opposed Will Power check vs the Acid’s strength to be able to take any action other than coughing and hacking. If they fail their Will Power check, they will be unable to act for d4 rounds, or until they succeed a Will Power check (check once per turn). Opponents also get a negative to Melee Attack and Defence for 1d4 rounds equal to 1/6th the Acid’s strength (calculate as ½ of the 1/3 damage). If an Assassin takes Weapon Proficiency in flasks, he can actually target an enemy creature. If the Assassin misses, count the flask as exploding 10 feet behind the target. If the Assassin hits however, treat all effects as normal, but do not give the target any chance for an Agility save to avoid the effects, give a -3 penalty to their Will Power check, and modify their Melee Attack and Defence to negative 1/3 strength for d6 rather than d4 rounds.

Smoke Screen
Requirements: Sneaking Skill 8, a smoke bomb
Effects: When 10 feet or less from cover of some kind, an Assassin may throw down a smoke bomb and escape to the cover undetected. Roll an opposed Sneaking Skill check vs the enemy’s Sneaking Skill and Perception. The smoke bomb gives a +5 bonus to this check.

Studied Blow
Requirements: Precision Attack
Effects: After studying an opponent in combat for at least 3 rounds, the Assassin can make a particularly devastating attack. This attack can be melee, ranged, or thrown, but must be within the short range increment for ranged attacks. Get double Perception bonus to the Attack roll and Damage. Can be done once per opponent. Must be within 72 hours of the observation.

Hidden Strike
Requirements: Back Attack
Effects: When executing a Sneak Attack, the Assassin gets double sneaking skill bonus to the Attack roll and Damage. If the Assassin can make this attack without moving and is hidden, he can remain hidden, but takes a -3 penalty to the opposed Perception/Sneaking skill check on the next round.

Silent Strike
Requirements: Hidden Strike
Effects: When executing a Hidden Strike, the Assassin can also attempt to silently dispatch his foe. To execute a Silent Strike, the Assassin must succeed an opposed grapple check. Add double sneaking skill bonus to the grapple. If successful, the Assassin succeeds in covering the mouth of his opponent and muffling any screams or noises he may make. The Assassin deals Hidden Strike damage as normal, but can only do it with a small weapon (reach 2 feet or less). If the Assassin fails to kill or incapacitate the opponent on the first round, he must succeed another grappling check with the same penalties and bonuses on succeeding rounds to maintain the silence.

KO Blow
Requirements: non-lethal weapon, Agility 18
Effects: When dealing non-lethal damage in a sneak attack, the Assassin deals double non-lethal damage.

Critical Shot
Requirements: Hidden Strike
Effects: When executing a Sneak Attack, the Assassin gets double sneaking skill bonus to the Attack roll and Damage plus doubles his critical threat range. The Assassin cannot remain hidden using this attack as per a Hidden Strike.

Blend In
Requirements: Sneaking Skill 15
Effect: An Assassin can simply blend in with his environment completely. This allows him to be hidden even while moving around. In order to blend in to a forest environment, the Assassin must be moving within and around trees and undergrowth. In order to blend in to a mountain environment, the Assassin must be moving in and around rocks and underbrush. In order to blend into an urban environment, the Assassin must be moving through and around a lot of other people. In order to blend into a plains environment, the Assassin must keep his head and body below the height of the grass. The grass must be at least shoulder high. While Blended In, an Assassin may make a Sneak Attack and remain blended in so long as he keeps moving. To spot a Blended In Assassin, a character must succeed an opposed perception/Sneaking Skill check vs the Assassin’s Sneaking Skill. The Assassin takes a 5 point penalty to his roll if he executed a Sneak Attack on any target that round. Blending In is a full round action that can only be done if the intended target(s) are not currently looking at the Ranger.

Meditation
Requirements: Willpower 16, Level 4
Effects: Once he has met a target or studied him from afar for at least 30 minutes, an Assassin can then meditate on the opponent. Such Meditation takes 1 hour and has the following effects: the Assassin gets a +2 to all Attack rolls and gets a +1 to Critical threat range vs that opponent. These effects last for 8 hours per Assassin level.

Chi
Requirements: Willpower 20
Effects: Chi is an innate spiritual force that the strongest willed of Assassins can sometimes learn to tap into. Chi gives the Assassin a variety of useful effects. Assassins start with Chi equal to their Willpower when they take this feat. Other feats allow the Assassin to begin to use this feat. This feat can be taken multiple times to increase the amount of Chi that Assassins can harness. Each time the feat is taken, add the Assassin’s current Willpower. Do not retroactively add points if the Assassin gains more Willpower. Assassins can replenish their Chi by meditating for 15 minutes per 1/3rd their Willpower. Meditating to recover their Chi does not count as a normal rest period.

Chi Strike
Requirements: Chi
Effects: The Assassin can use his Chi to add to the damage of any attack. The Assassin may use any amount of Chi. The Chi adds a flat damage bonus equal to the amount of Chi points he uses. The Assassin may use Chi for any type of attack. The Assassin must declare his use of Chi (and how much he intends to use) before making the attack. From that point on, the Chi is transferred into his weapon, where it will remain until the Assassin strikes something. If the Assassin does not strike anything, the Chi will dissipate after 5 minutes. Note that even if an opponent successfully parries the Assassin, the Chi damage will still affect him, even though the rest of the damage will not. Only a successful dodge can avoid the Chi damage.

Chi Critical
Requirements: Chi Strike
Effects: The Assassin can use his Chi to add to his chances to landing a critical blow. The Assassin may use any amount of Chi. Every 4 Chi Points increases his critical threat range by 1. The Assassin may use his Chi for any type of attack. The Assassin must declare his use of Chi (and how much intends to use) before making the attack.

Chi Defence
Requirements: Chi
Effects: When struck by any kind of physical attack, the Assassin may use any amount of Chi to reduce the damage taken. The Assassin must declare he intends to use his Chi (and how much he intends to use) before being struck (before the opposing Attack roll is made).

Chi Focus
Requirements: Chi
Effects: The Assassin may add his Chi to any kind of mental check or saving throw. This includes almost anything involving Perception or Willpower. Just as some examples the Assassin can use his Chi to make better spot, search, or listen checks, to make a ranged attack roll, to detect motives in another character or hide his own motives, to resist fear or pain, or to stay conscious when below 0 hp. The Assassin must declare he intends to use his Chi (and how much he intends to use) before the roll is made.

Chi Strength
Requirements: Chi Focus
Effects: The Assassin may add his Chi to any kind of physical check or saving throw. This includes almost anything involving Strength, Agility, or Vitality. Just as some examples, the Assassin can use Chi Strength to jump farther, climb a wall better, break down a door, win a grapple check, make a melee attack roll, balance on a tight rope, resist poison, or stabilize when below 0 hp. The Assassin must declare he intends to use his Chi (and how much he intends to use) before the roll is made.

Chi Disruption
Requirements: Chi Strike, Chi Focus
Effects: The Assassin can use his Chi to disrupt his opponents, reducing a critical stat of his choice. The Assassin must choose how to break up his Chi points as well as which stat to reduce. The Assassin can reduce the opponent’s base Attack role (which counts for all melee and ranged attacks), his Defence, his Grapple, or any of his base stats (strength, agility, perception, vitality, or willpower), by an amount equal to his Chi points for a duration of his choice. For example, the Assassin may choose to expend 12 Chi points in a Chi Disruption attack to reduce the opponent’s Defence. He can reduce the opponent’s Defence by 12 for 1 round, by 6 for 2 rounds, by 4 for 3 rounds, by 3 for 4 rounds, by 2 for 6 rounds, or by 1 for 12 rounds. The Assassin must declare he intends to use his Chi (and how much he intends to use) before the roll is made. The Assassin must successfully strike his opponent as in a regular Chi Strike for the effects to work.

Chi Blink
Requirements: Chi Strength, Level 6
Effects: The Assassin can almost instantly move up to 5 feet away. This motion is so fast that the human eye can only see a blur. The Assassin can do this as a defensive action to avoid being struck or grappled; in other words it functions much like a super-charged Dodge. The Assassin can only do this when he would normally be able to Dodge. Chi Blinks give the Assassin’s willpower bonus to the Dodge defence. It consumes 6 Chi points.

Improved Chi Blink
Requirements: Chi Blink, Agility 18, Weapon Skill 25, Melee Attack Skill 25
Effects: Allows the Assassin to get a free attack once immediately after Chi Blinking. If the Assassin blinks to the side or behind his opponent, it gets the regular flanking bonus. Like a normal blink, it consumes 6 Chi points.

Chi Absorb
Requirements: Chi Defence, Chi Strike, Level 8
Effects: When using Chi Defence to block damage, the energy is transferred to the Assassin’s weapon, allowing him to then use that same Chi as a Chi Strike for his next attack. If the Assassin does not attack on the next turn, the energy dissipates.

Improved Chi Absorb
Requirements: Chi Absorb, Level 12
Effects: As per Chi Absorb, but allows the Assassin to utilize those points for any Chi Feat (except Chi Absorb or Improved Chi Absorb) on their next turn only.

Assume Disguise
Requirements: Sneaking Skill 10, Assassin’s Garb
Effects: Allows the Assassin to assume a disguise without actually having the proper disguising equipment available. So long as he is wearing Assassin’s Garb, the Assassin may assume any reasonable disguise. Note that where this would normally require the Assassin to have any equipment, he does not actually receive the equipment; he merely appears to have it to those he is trying to fool. Anything requiring the use of that equipment would break the disguise. It takes an Assassin 1 hour of meditation to assume this magic-like disguise.

Silent Charge
Requirements: Agility 17, Athletic skill 3, Sneaking Skill 3
Effects: Allows the Assassin to charge and still make a sneak attack assuming the circumstances are there, getting the benefits of both. Roll a move silently check vs the enemy’s perception as normally.

Jumping Charge
Requirements: Agility 18, Athletic skill 6, Melee Attack Skill 5, Silent Charge
Effects: Allows the Assassin to get the equivalent of a Silent Charge attack when jumping down and attacking an enemy from a height of at least 4 feet. The Assassin must roll an Agility plus Athletic Skill vs falling damage as normal to avoid damaging himself.

Acrobatic Attack
Requirements: Athletic Skill 10, Assassin’s Garb
Effects: Allows the Assassin to get his Athletic Skill bonus to damage on any Charge attack when wearing Assassin’s Garb.

Acrobatic Defence
Requirements: Assassin’s Garb
Effects: Allows the Assassin to get his Athletic Skill bonus to Base Defence when wearing Assassin’s Garb for armour.

Catlike Reflexes
Requirements: Agility 18, Athletic Skill 12
Effects: Automatically gives the Assassin a +2 bonus to all checks involving reflexes (such as surprise attacks) and falling damage, and increases his Critical Threat defence by 1.




Professional Skills

In addition to the standard adventuring/combat based skills of all characters, many characters may also possess some additional, very specific, professional skills. These professional skills only apply in very limited circumstances, and unlike adventuring and combat skills are not normally practiced by adventuring characters. Thus, the opportunities to improve upon these skills once the characters begin adventuring are extremely limited, and thus gaining additional points in them is left up to the discretion of the DM. However, many characters will have received some training in some of these areas before they decided to become adventurers, and during their adventuring careers begin they may still find some use for these Skills, thus they are included to fully flesh out your character. All checks involve a Base statistic (Strength, Agility, Perception, Vitality, or Willpower) and most also involve a Skill (Melee Attack Skill, Weapon Skill, Athletic Skill, Sneaking Skill, etc). Under very specific circumstances, these checks may also be augmented by a bonus from a Professional Skill. For example, if you wish to find out whether another character is lying to you, you would normally make a Perception and Sneaking Skill check vs his Sneaking Skill. However, if your character was a Courtier, you will also have also have some skill in Sense Motive, and thus get a bonus from that skill in the check as well.

Base Professional Skills:

All Professional Skills have 6 levels of mastery, which give corresponding bonuses to the character in certain specific situations.

Beginner (+1): The character has only a basic, rudimentary knowledge of the skill. A person can become a Beginner in most of the skills in only a few day’s or week’s time.

Novice (+2): The character has advanced his knowledge and practice of the skill somewhat. A person can become a Novice in most skills after a month or two.

Apprentice (+3): An apprentice has had formal training lasting at least 6 months to a year. Depending on a person’s natural gift for the skill, it may take years before they advance beyond Apprentice level.

Journeyman (+5): A Journeyman’s skills represent the completion of his Apprenticeship (or the equivalent). A journeyman will have had years of training and practice and is good enough at his skill that he can easily and reliably make a decent living off of it.

Master (+7): A Master is more than a mere Journeyman, and in fact most Journeymen never truly attain this status. A Master usually possesses either dozens of years of experience, or has an incredible natural gift for his field. There are typically only a few true masters of any given field in even the largest of cities.

Renowned (+10): A Renowned Master is so skilled that he is (or would be) recognized by his peers as truly one of the greatest in the world, or even in history, at his chosen field. Renowned Masters are often famous, consulted by Kings, and rich and powerful in their own right. Only the unbelievably talented could ever become Renowned.

The actual skill list is as follows:

Intimidate: Use whenever trying to scare another sentient creature into doing what you want.

Climb: Use whenever trying to climb over an obstacle or up a wall.

Pickpocket: Use whenever trying to steal something from the body of a sentient creature.

Lockpick/Disarm Trap: Use whenever trying to pick a lock or disarm a trap.

Sense Motive: Use whenever trying to see whether another sentient being is lying to you.

Bluff: Use whenever trying to deceive another sentient being.

Search Room (wood, stone, or cavern): Use whenever trying to search a room for hidden doors, traps, treasure, or the like. Depending on your character’s profession, he may be adept at searching only 1 type of room, either wood, stone, or rough hewn cavern.

Perform (singing, dancing, acrobatics, juggling, poetry, acting, etc): Some professions may involve some kind of performing art. Use this check to see whether or not your performance impresses/convinces your audience, and to what degree.

Torture: Use whenever you want to cause as much pain to a sentient creature as possible without killing it or knocking it unconscious. Paladins never use torture, and Rangers almost never do.

Hide/Move Silently: Use whenever trying to escape physical detection by another creature.

Knowledge: Knowledge can include a great many things. Some relevant ones for characters may include History (of a given country), a Language (in addition to the character’s base language), Monsters, Ecology (of a certain terrain type; this knowledge includes things like Herb lore, animals native to that habitat, and so on, generally providing bonuses to Survival and Healing checks in that terrain), or a Commodity (such as agriculture, currency, or even a specific product set, such as armaments).

Crafting: Crafting also falls under a huge number of things. Craftsmen include shoemakers, candlemakers, cabinetmakers, thatchers, fletchers, blacksmiths, carpenters, engineers, and so on. Crafting abilities that may be more relevant to adventurers can include crafting improvised weapons or armour.

Tracking: Use whenever trying to follow a creature or interpret the meaning of tracks.



Professions

Courtier: A courtier is a person accustomed to life in a court, usually noble or aristocratic, but other forms of governments still have their equivalents. A character that has a background as a Courtier will have the following base adjustments:

Wealth: Courtiers are wealthier than standard citizens. They dress nicely, eat the best food, and often have servants. An adventurer who was once a Courtier will have more wealth available to him at the beginning of his adventuring career than most. Thus, a Courtier gets d3+3x100 gold pieces in addition to any other standard starting gear.

Diplomacy: Courtiers are far more experienced at dealing with ambitious and deceptive people than most. Thus, Courtiers will have a better ability than most when it comes to reading people, detecting lies, and lying to others. Courtiers get d3+3 Professional Skill points to distribute among Bluff, Perform, and Sense Motive, and they may also put points (at double cost) into Intimidate and Knowledge Language or History.

Sheltered: Courtiers live a life of privilege and are sheltered from most of the hardships of life. Thus, they get a -1 to Vitality and a -3 to Survival Skill.


Woodsman: A Woodsman makes his living in the forest, and thus knows a lot more about nature than city life. He is at home dealing with animals and plants, but has little experience in dealing with people.

Hunting: Woodsmen are adept Hunters, and thus get d3+3 points to distribute among the Professional Skills Tracking, Climb, Hide/Move Silently, and may also put points (at double cost) into Knowledge Ecology. Hunters also get a +1 to Weapon Skill (ranged weapon) and a +1 to Ranged Attack Skill.

Wilderness Lore: Woodsmen know how to survive in the woods, and thus get a +3 to Survival Skill and Healing Skill when in the woods. Woodsmen also get a +1 to Perception when in the woods, but a -1 to Perception when in the city.

Naivety: Woodsmen have little experience in dealing with people, and thus get a
-1 to all checks involving the situations covered by Bluff or Sense Motive.


Law Enforcement: Law Enforcement could cover many different areas, from town patrollers, to investigators, or even to jailors. Law Enforcement professionals typically focus on getting to the bottom of things and keeping peace and order. There is a wide range of skills a Law Enforcement professional may possess, depending on his chosen area of specialty.

Investigation: During the course of their duties, Law Enforcement officials may have to implement a variety of different skills, and get d3+3 Professional Skill points to distribute among Intimidate, Sense Motive, Search Room (wood or stone), Tracking, and Torture.

Martial Proficiency: Law Enforcement professionals receive some basic training in combat, and thus get +1 to Weapon Skill and +1 to Melee Attack Skill.

Clerk: Clerks fall under a great many possible professions, including scribes, accountants, librarians, secretaries, and the like. A Clerk always possesses skills in the areas of knowledge and literacy.

Knowledge: Clerks get d3+3 Professional Skill points to distribute among any kind of Knowledge skill.

Literacy: Clerks can read and write in every language they know.

Linguistics: Clerks automatically get knowledge of any Elven or Dwarven language.

Craftsman: Craftsmen can include a great many different professions, including carpenters, engineers, metalsmiths, masons, and the like.

Crafting: Craftsmen can craft a few things related to their professions. For example, a metalsmith can craft almost anything as long as it’s made of metal. A carpenter can likewise craft things out of wood. Get d3+3 Professional Skill points for Crafting.

Knowledge: Engineers and Carpenters also have knowledge which may be useful. Engineers and Carpenters get a +1 bonus to all checks which may be affected by their knowledge of construction and physics. This can include things like searching rooms, breaking open doors and chests, moving heavy things, and so on. This is basically left up to the DM’s discretion.

Work with your hands/eyes: Craftsman who have a physical element to the job, such as metalsmiths or carpenters, get a +1 to strength. Craftsman with a mental element, such as architects or engineers get a +1 to perception.

Thief: Thieves live on the fringes of society, almost always in the big city. They require a variety of skills to survive at their chosen profession. Because of the moral flexibility required for their profession however, Thieves also tend to weaker willed than most people.

Thief Skills: Thieves get d3+3 Professional Skill points to distribute among Bluff, Hide/Move Silently, Search Room (any), Lockpick/Disarm Trap, and Pickpocket.

Sneaky: Thieves get a base +3 to Sneaking Skill but a base -1 to Willpower. Thieves also get a +1 to agility.

Alchemist: Alchemy, the art of mixing chemicals to create useful substances, is a highly specialised but often useful profession. Alchemists must study long and hard to master the formulas they manipulate, but the fruits of their labour can be substantial. Alchemists typically produce 4 kinds of potions: Healing, Poison, Antidote, and Acid.

Craft Potion: Gain the feat for producing either a Healing Potion or Poison, even if the Character lacks the base prerequisites.

Herb Lore: Alchemists are familiar with Medical Herbs and get the Ranger Feat medicinal herb.

Thug: Thugs can have a variety of employers, and thus a variety of titles, from bouncers to bodyguards to simple street toughs, but their skill sets are all very similar. They rely on their size, strength, and intimidating appearance to do their jobs, which mostly involve strong-arming smaller people for their employers.

Unarmed Combat: Thugs mostly deal in non-lethal combat, and thus their most important attributes are their strength and grappling ability. Thugs get a +1 to Strength and a +3 to grappling skill.

Intimidating: Thugs are also adept at avoiding the necessity of actual fighting by other means, and thus get d3+3 Professional Skill points to distribute among Intimidate, or (at double cost) Bluff, Torture, and Sense Motive.

Sailor: Sailors have a variety of useful adventuring skills available to them. Sailors have seen much of the world and thus have a broad base of knowledge of other cultures and languages. Sailors also have rudimentary carpentry skills, and can use the stars to find directions and navigate.

Rough and Ready: Sailors get a +1 to strength.

Experience: Sailors can distribute 1d3+3 Professional Skill points among Carpentry, Knowledge Language skills and Knowledge History skills. Sailors get +3 Survival Skill points when at sea.

Navigation: Sailors can find directions using the stars, and thus as long as they can see the sky, they can always roughly find their position on a map.

Performer: Performers fall under a great number of professions and performing arts, from players to circus performers to jesters. Most performers can actually do a little bit of many kinds of performance arts, rather than specialising in only one. This eclectic approach serves potential adventurers well, giving them a variety of possible skills.

Performing: Performers get 1d3+3 Professional Skill points to distribute among various kinds of Performance skills.

Other Abilities: Depending on what kind of performing arts your character can do, they may also get additional bonuses to other skills. (Gain these bonuses for each point of Professional Skill)
Acting: +1 to Bluff; Acrobatics: +3 to Athletic Skill; Knife Throwing/Juggling (or similar): +3 to Thrown Attack Skill; Poetry/Story Recitation: +1 Knowledge History; Street Magician: +3 Sneaking Skill


Merchant: Merchants require certain skills to run their businesses successfully and profitably, and some of those skills are also useful for adventurers. In particular, a Merchant’s ability to deal with people and money can put his skills in demand for an adventuring party.

Management: Merchants are adept at dealing with people in their businesses. Whether it is negotiating a business deal or just haggling with a customer, Merchants have learned how to get what they want. Merchants must also know everything about the products they deal in to be truly successful. Merchants get d3+3 Professional Skill points to distribute in Bluff, Sense Motive, and Knowledge Commodity.

Good with Money: Merchants also get an additional +1 bonus to all checks involving haggling for money or appraising the value of a product they are familiar with.

Wealth: Merchants represent the non-aristocratic upper class for most societies, making them wealthier than most, and thus start with an additional d3x100 gp.


Squire: Squires are the personal servants of knights or their equivalent in other lands. Squires are trained to serve the knight, and also to, hopefully, later on become a knight in their own right. Squires thus receive a great variety of instruction, but do not specialise in any one area.

Courtier: Part of a Squire’s life is spent in court, and thus they can often gain some of the same talents as a full-time courtier. A squire gets 1d3 Professional Skill points to distribute in Bluff and Sense Motive.

Martial Skills: Another key part of a Squire’s life is training for military combat. Squires are trained to ride on horseback, and get a +3 to Ride skill. Squires also receive some hand to hand combat training and get a +1 to Melee Attack skill and a +1 to Weapon Skill.

Support Skills: If their knight is wounded in battle (a frequent occurrence) a Squire is expected to help return him to health. Squires get a +3 to Healing skill.

Soldier: Soldiers are professionals, hired by lords, kings, cities, or other authorities to defend the general population from neighbouring rivals. Soldiers usually receive some training in basic martial skills.

Martial Skills: Soldiers get +1 to Melee Attack skill, Weapon Skill, Dodge Skill, and Parry Skill, and can choose a free feat from Improved Two Weapon Fighting, Improved Shield Fighting, Power Attack, or Rapid Reload.

Trained from Childhood: Some adventurers had no real profession before they decided to become an adventurer, and were in fact trained from childhood in their chosen class. This is especially typical of Assassins, but all of the Adventuring classes have numerous examples of people who have dedicated their entire lives to that skill set. A Character who trained from childhood has some advantages over another character that picked it up later on in life. Such a character can distribute an additional d3+3 Skill points among his class’s class skills. In addition, a Trained from Childhood character always gets a feat at third level (rather than having to roll for it.)


Nationalities

There are a great variety of different human nations in the world, and people from these different lands tend to share certain traits, as well as a common heritage, culture, and national history. The following is a brief outline of the different human nations, their histories and cultures, and certain attributes common to peoples of those lands.

Paladaxia:

Brief History: Paladaxia was the first true human nation, founded over 3,000 years ago, just after the departure of the Zenenthians across the Zenenthian Ocean. This nation of people was originally formed and governed by Elves, who, distraught at the departure of the Zenenthians, sought to enlighten the emerging human race before the forces of darkness could turn them to evil. The humans multiplied and prospered under the benevolent rule of the Elves, and by 700 AD (After Departure) had become an overwhelming majority. At that time the Elven rulers appointed a human King, while maintaining an advisory staff of Elven councillors. By the 900s AD, this council was little more than a figurehead and the Humans ruled themselves in truth and in name. The Elves of Elthoniel and the Greatwood and Humans of Paladaxia continued to have close relations though. Paladaxia played the pivotal role in the Great War of 1,000 AD, and have, since then, known mostly peace. Other major military actions include the Goblin Wars of 1,500 AD and the Northron Invasion of 2,500 AD. In both actions the Paladaxians were victorious and distinguished themselves with conspicuous valour in battle. The Paladaxians have never waged war on a Human nation, though this may be in part due to their relative isolation. Paladaxia continues to have tense relations with Nordumberlund, but the leadership has always recognized the Nordumberlunders’ right to independence, and though they have a different value system, most do not consider Nordumberlunders ‘evil’.

Culture and Economy: Paladaxia maintains close ties to its Elven neighbours in Elthoniel and the Greatwood, particularly Elthoniel. The Greatwood Elves tend strongly towards isolation and travel into and through their wood is heavily restricted. Trade with the Greatwood elves is minimal, and diplomatic relations are limited to meetings every few years at most. On the other hand, Paladaxia trades heavily with and maintains embassies with the Elves of Elthoniel. The nations consider themselves Sister Countries and permanent allies against darkness. Thus, Paladaxian culture is heavily influenced by the Elves. Much of their art and music tends towards imitation of Elven themes, and the Paladaxian language is, of all human tongues, most similar to Elven. The Humans of Paladaxia also share many of the Elven value systems, including a love of nature and natural things, and a hatred of oppression, evil, tyranny, and the unnatural. Where the Humans of Paladaxia and the Elves of Elthoniel (and especially the Elves of the Greatwood) differ most strongly is in their reaction towards these things. While the Elves tend strongly towards isolationism and withdrawal, the Humans of Paladaxia lean heavily on the side of proselytization and action. Though geographically isolated by the Greatwood, Helm Range, and the North Sea, many of the people in Paladaxia still make a strong effort to influence world affairs towards the side of good. The main international organisation for the force of good, the Paladin Conclave, originated in Paladaxia and still has its main chapterhouse in the capital city of Paladaxia. The shadowy Ranger Guild is also believed to be run out of Paladaxia, and though their motives are less clear, most also see them as a body struggling for the forces of freedom and light. Paladaxia is mostly an agrarian economy, made up primarily of small farmers. The larger cities have some industry, but because of the influence of the Elves, Paladaxia tends against collectivisation and industrialism.

Political Organisation: Politically, Paladaxia uses a modified feudal system, divided into 22 provinces, each run by a Viscount. Each Viscount is free to appoint local magistrates (for small villages) or Barons (for larger cities or areas) within his Province. The Viscounts exercise great independence, but may be checked up on by a Royal Marshall at any time in the case of suspicious activity or simply poor management. To date, there has never been a true civil war or revolution in Paladaxia. Why Paladaxia has been such a success as a stable political body over thousands of years has been a subject of much debate among historians, political scientists, and philosophers, but most agree that the influence of the Elves (a similarly stable people) and the absence of any major succession problems certainly have contributed. Succession is normally passed from father to son or daughter, though there have been a few exceptions in the case of an early death, in which case a regent is appointed. Before a succession is completed, the would be successor is tested with the Wine of Palas for fitness. Kings have also traditionally placed all prospective successors under the care of the Elves of Elthoniel for education and training, usually for at least 5 years. This system seems to have worked flawlessly so far.

Military: Paladaxia’s military organization is mainly feudal, with the King only directly controlling a small military force supported by his own lands and estates around the capital. This force is under the direct command of the Paladaxian Grand Marshall, and is comprised almost exclusively of elite troops with the best equipment available. The majority of the military power in Paladaxia is distributed among the various viscounts who rule the provinces. Officially, the viscounts command all of the military forces within a province, but in reality generally delegate much of this responsibility in turn to their barons. Military strength, readiness, and organization can vary widely by region and province in Paladaxia, with the strongest military force concentrated in the north, due to the threat of danger from barbarians and monstrous armies from out of the Ice Peaks.

In times of great need, the Kings of Paladaxia have always been able to count on the military aid of the Paladins as well, who can field a significant private army of highly trained and capable warriors with short notice.

If an international war were to break out, it could reasonably be estimated that Paladaxia would be able to deploy a decent, trained and equipped fighting force with one month’s notice consisting of at least 50,000 troops, and with the assistance of the Paladins could add another 15,000 elite troops to that number. Given a season to prepare a full scale military campaign this number could easily swell to 200,000 and still leave enough reserves to keep order at home. Paladaxian military strategy could be considered somewhat archaic and out of date compared to more militarily active kingdoms elsewhere in the world. Paladaxia employs the standard mixture of halberdier foot troops, bowmen and crossbowmen and heavy cavalry.

Largest Cities: Paladaxia – Capital. Population: 234,000. Centrally located in the Province of Middenhal, Paladaxia is famous for its annual Tournament, the largest in the Northlands, and for the Fist of Light, the last fortress of light to stand before the armies of darkness in the Great War. Palad – Largest port. Population: 214,000. Located on the western tip of the peninsular province of Weston, Palad is the main link of Paladaxia to the other nations of men. Palador – Northernmost City. Population: 125,000. Located at the northern base of the Highwater Mountains, Palador is seen as the northern bastion of the nation, and maintains a strong military force. Carinth – Trading City. Population: 78,000. Carinth is certainly the fastest growing city in the country, doubling in size over the last 50 years. Its prosperity is due largely to its ideal location, at the mouth of the River Bradwin on the western coast. Previously this area was thought to be untenable for the foundations of a city, but new advances in canal work from Venable over the last 100 years have made construction there possible. It is now heavily competing with Palad over control of North Sea trade. Garam – Mining City. Population: 142,000. Located in the southern Garam Peaks mountain range on Garam Lake on the River Bradwin, Garam represents, along with Palador, Paladaxia’s primary mineral income. Mines in this rich range produce iron ore, copper, silver, and gold. Garam also has a colony of Dwarves 15,000 strong, who work further up in the mountains. Elthonia – Elven City. Population: 85,000 humans (plus 52,000 Elves, total 137,000). Elthonia is located at the juncture of the Bradwin River and one of it’s main tributaries out of Gildathel Lake. This is the main trading center between the Elves of Elthoniel and Paladaxia, and in fact maintains a very large Elven population. For all intents and purposes, this city is more ‘shared’ between Paladaxia and Elthoniel than owned by either nation, and truly represents the brotherhood between those peoples. Dwimodale – Southern City. Population: 96,000. Located in the southern province of Hartwal, Dwimodale is the southernmost city of Paladaxia, and maintains a strong economy from mining, forestry, fishing, and tourism.

Total Population: 12 million.

Attributes: The typical Paladaxian more strongly resembles the Elves than any other race of people. Most Paladaxians proudly believe themselves to be actual descendents of Elves, from the time before the departure of the Zenenthians when Elves and Humans interbred. There is reason to believe that this may be the case. Paladaxian people are taller and leaner than most, with fair hair and eyes. They tend to be friendly and helpful with strangers, and in general charitable and concerned about their fellow man and the state of the world. They rarely rush to judgement and usually think things through before acting. A Paladaxian loves peace and strives to avoid conflict where possible, but as a nation, the people of Paladaxia have proven many times throughout history that when war cannot be avoided, they are ready, willing, and able to fight heroically for what they believe in. Many other nations around the world (and perhaps many people even within Paladaxia) may have forgotten this however, as it has been hundreds of years since the last time Paladaxia has marched its army out for war. Characters coming from Paladaxia get a +1 to Willpower.



Nordumberlund:

Brief History: Nordumberlund is not really a kingdom, but more a large region of shared culture and history to the northeast of Paladaxia. The bloodline origin of most Nordumberlunders seems to be the mountain folk of the Ice Peaks. It is sometimes thought that there could be traces of Ogre blood in the Nordumberlunders, or perhaps some other giant race, now passed from the world. Their height may also be an influence from Paladaxia, though given their copious body hair and girth this seems to be an insufficient explanation. In any case, the actual borders of Nordumberlund are far from defined, nor have they ever been. Nordumberlund is also by nature an open society, with surprisingly high rates of immigration and emigration, considering its geographical location. Tales of Nordumberlund are well known throughout the world, and it is a common destination for those trying to escape a past life. By the same token, tales of the southern world carry a similar mystique in Nordumberlund, and during particularly harsh winters many a daring youth sets out in search of adventure and fortune in the exotic south. Nordumberlunders have generally not been much involved in the great events of the world, owing mainly to their location and inherent lack of coordination, but it should be noted that they have almost single-handedly held back goblin, orc, and ogre invasions on several occasions. Outside of legends and myths, these feats receive little recognition among the southern nations, for whom goblins, orcs, and ogres are little more than myths and legends. Nordumberlund is one of the few sparsely populated, wild regions of the world. Very few Nordumberlunders are literate, and thus specifics of their history are mostly unknown, or at best only hinted at. The only thing carefully recorded is bloodlines and family trees, which are critical to the pride and prestige of a clan or family. Almost every family can trace its blood back to at least one hero of song or legend, though how true their exploits are is a matter of historical debate.

Character Traits: Nordumberlunders are fiercely independent and proud, and the stark conditions of their northern life have forged them into a hardy and stoic people. Nordumberlunders almost never complain about the weather, and in fact often seem bewildered when travelling in other lands and hearing others do so. Nordumberlunders mostly tend to place a relatively high emphasis on physical traits over mental, and take pride in size, strength, and toughness. The Nordumberlunder ideal is tall, broad shouldered, and fearless; an inspiring figure that leaves lesser foes cringing in terror while urging his comrades on to feats of greater daring and awe. Nordumberlunder life is mostly communal, with Nordumberlunder families being large and tending to share large, central living spaces. A great deal of emphasis is placed on the importance of custom and tradition, especially when dealing with guests. Nordumberlunder wealth is generally measured in terms of the main profession of the leader of the household; wealthy soldiers possess a great deal of weapons and trophies, while wealthy farmers will have a large herd or a lot of land. This is one of the very few societies left with a significant hunting population, and, especially to the north, hunting and fishing often provide more food for clans than normal agriculture. Coinage is relatively rare and barter tends to prevail when dealing with strangers. Within a clan, a complex system of obligation is the normal economic system, with possessions tending to be fluid. In general, wealth is far less important than reputation; a well reputed individual will always have access to the clan’s wealth whenever he should want it; but, owing to its lack of importance to reputation, said wealth is generally never expended or consumed except when needed. Nordumberlunders have very few luxuries, and trade with other peoples and societies is almost non-existent. In general, the amount of trade between Nordumberlunders and the outside world is greatly dependent upon the attitude of the current king of Paladaxia. Nordumberlunders are greatly suspicious of Xal’Alamoth and almost never deal with the reptilians directly.

It should be noted that although the warrior tradition is highly valued in their society, the emphasis, in their tales and in their lives, is not on conquest, nor even necessarily on an abstract concept of honour, but rather on protecting the lives of their family and clan. Warfare in and of itself is not glorious to the Nordumberlunder, but rather a brutal and inescapable fact of life. Greatness comes from being able to protect wives and children from warfare; not from prosecuting it on others. Thus, as warlike as they may seem, this is somewhat of an inaccuracy. Rather, the Nordumberlunders could more realistically be described as adapted and accustomed to the realities of their situation, which is in fact oftentimes war with their humanoid rivals; goblins, orcs, and ogres.

Nordumberlunder culture revolves around oral traditions and tales, usually of past kings and heroes. There is a wealth of material to draw upon there, as Nordumberlunder culture in general, and some clans in specific, have survived in relatively unchanged form for hundreds or thousands of years. Nordumberlunders also love riddles, and in fact riddling is one of the only ways for those less physically gifted to gain renown in Nordumberlund. Nordumberlunders are also surprisingly good poets and singers, and their battle chants and laments for the dead never fail to stir the hearts of those present.

Nordumberlund politics are almost always local. In general, the clans of Nordumberlund stay out of each other’s way, and even cooperate in times of hardship. Prolonged feuds are rare; a luxury they simply cannot afford in a land of 9 month winters, vicious monsters, and rival tribes of goblins, orcs, even ogres and trolls. However, Nordumberlunders are also inherently suspicious and distrustful of charismatic leaders who attempt to unite tribes under their banner, and it’s a rare occasion indeed that more than a handful of clans participate in any kind of coordinated military manoeuvres over an extended period of time. Relations between clans are constantly shifting, and unlike the realities of geopolitics that are the norm in other parts of the world, seem to be based mainly on the personality of the leaders involved. Nordumberlunders live in a deeply personal world and place a greater stock in their core moral traits compared to practical considerations than any other culture. This moral character may be what has sustained them through the obvious physical hardships of their lives.

Military: There is no large scale military organization in Nordumberlund, and it is difficult to imagine a situation in which all or even most of the clans would unite to fight a single enemy. Typical military engagements consist of dozens of men to a side, not hundreds or thousands. However, if we could envision some hypothetical situation that would unite the clans of Nordumberlund behind a single campaign, we could suppose that about 10,000 – 15,000 fighting men at the most would be able to join the battle in a good year.

Largest Cities: There are no cities of a greater population than 1,000 in the entire stretch of Nordumberlund. The great majority of population centers are little more than heavily fortified villages, typically surrounded by fenced farmland. However, certain locations serve as great meeting grounds, with temporary communities set up for a summer to engage in trade, festivals, competitions, and the like. These great events can draw participants from all clans in the region for hundreds of miles and thus consist of thousands of people. Stores of food are quickly consumed and by the end of the summer everyone returns to their clan villages to prepare for winter. There are currently 7 such fair, or Moot locations in Nordumberlund, known as Normoot, Icemoot, Ironmoot, Tredmoot, Bankmoot, Southmoot, and Grandmoot. They do not meet every year at every location; rather they tend to meet only following years of good harvest when food supplies can support them; roughly once every 3 years.

Total Population: estimated at roughly 100,000, though this can vary greatly from year to year.

Attributes: Nordumberlunders get +1 to Vitality.

Baronia:

Attributes: Baronians get +1 to Strength.

Caramon:

Attributes: Caramoners get the Sailor Profession for free.

Calador:

Attributes: Caladorians get +1 Perception.

Dirigia:

Attributes: Dirigians get +2 Weapon Skill and +1 Melee Attack Skill.

Venable:

Attributes: Veneblens get the Clerk profession for free.

Reinmarch:

Attributes: Reinmarchers get +2 to Ranged Attack Skill and +1 to Weapon Skill (ranged).

Frenl:

Attributes: Frenlmen get +2 to Survival Skill and +3 Hp.

Shakahstian Empire:

Attributes: Shakahstians get +2 to Melee Attack Skill and full literacy in Shakahstian.

Nilohan:

Attributes: Nilohanese get +1 to Agility.
 

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Tequila Sunrise

Adventurer
Let me be the first to respond to this thread, as I was the last to read your intro thread. First, I'd like to applaud you for revamping d&d; i know how hard it is as I am in the process of doing it myself (you may have noticed a 'Tequila's d&d Revamp thread). Second, there are a lot of points that you make that I disagree with (such as percentile-scaling being the best solution to high level all-or-nothing probabilities) and a lot that I agree with (such as high level characters becoming machines of mass destruction at high levels). As a whole, I will refrain from judging your work as a whole until such a day comes that I might be blessed to play it (though not GM it! looks way too complicated).

-TS
 

Hautamaki

First Post
I kind of have to agree with that sentiment--this system is definately more work for the DM compared to D&D. But because it's extremenly front end, I've found combat actually flows more smoothly than D&D. Creating characters and dungeons is more work, but actually playing the game is less.
 

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