Thieves' World Players Handbook


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This is another fine piece of work. Let's see if I can recall all the good bits.

No alignments.
All characters have a background, such as Adventurer, Soldier, Brigand, Courtier. This background grants 2 bonus class skills, and one another advantage.
Includes Reputation attribute.
Only the Barbarian, Fighter, and Rogue (Thief) are used from the PH.
New classes are Assassin, Godsworn, Initiate (kinda like a F/M), Mage, Noble, Priest, Ranger, Savant (PC Expert), Survivor (Street Thug/City Rat), and Witch.

* Godsworn is like a paladin, but class features are not hardcoded. Every couple of levels, you can choose abilities like a mount, smite enemy, divine aura, etc.
* Mages, Priests, and Witches get eldritch like abilities every couple of levels, from bonus spells, to magic sight, to familiars, etc.
* Ranger is non magical variety, with expanded combat options - not just TWF or Archery

Over a dozen TW specific PrC
Some TW specific Feats
Uses MDT (CON + Size + Natural Armor)
Critical Hits potentially cause 2 Points of Ability Score damage, that can only be healed by Restoration (Lesser Restoration removed from spell list)
Infection rules
Lots of poisons
Magic <- the best chapter
Spells are broken down into three categories:
* Known = caster so familiar with spell, that he can begin casting immediately. Known spells can be any spell on spell list that is in the "safe zone" Safe zone is 1/2 Caster Level (ie. 5th Level Caster = 3rd Level Spell or lower)
* Familiar = caster must reference scroll or grimoire before casting (x number of actions). Familiar spells can be any spell on spell list whose level is equal to Caster Attribute * 1.5 or safe list. (ie. 18 Int (+4) = 6th level or lower)
* Unknown = Any other spell, even those that aren't on your spell list. Requires far longer review of spell from scroll or grimoire (x number of rounds).

Each caster has one or two spell casting attributes that increase with level like BAB. Base spellcasting, allows normal casting of spells. Ritual casting takes longer, but duration is increased and "The Price" can be spread among contributing spellcasters.

Spellcasters (regardless of type = divine, arcane, witch) draw mana from the surrounding area to cast a spell. A 1st level spell, for example, requires 20 points of mana to cast. Each Casting Time increment (depending on spell's casting time), the sorcerer makes a spellcasting roll d20 + Casting Attribute, adding the results until he exceeds the mana requirement.
"The Price" is a certain amount of nonlethal or lethal damage taken when casting the spell. The severity of the price depends on whether the spell is in your safe casting limit.

Ambient Mana levels determine whether the d20 result is a critical (which allows for additional rolls in the same round) or failure (which depeletes acquired mana, and may cause spell mishap if the caster's total mana is less than 0)

The spell lists have been modified slightly. Priests get the cleric list, Mages get the wizard list, Witches get the druid list.

Edit: Introduction of Foci, which grant bonuses to casting spells (base or ritual), with a promise of a future supplement which details creating foci that grant meta magic (like rods) or other affects (such as energy conversion, and area of effect shaping feats from Tome & Blood)

Obviously, no spells based/affecting/detecting alignment. Cure spells have been replaced with Convert Lethal to Nonlethal healing.

All in all, an excellent product. I think TW should be combined with classes and combat options from BCCS and made into a true OGL Sword & Sorcery Handbook. Great Stuff!
 

I'm slightly disappointed that the Defense attribute was not included (I've since House Ruled it). Swashbuckling melee is very much in keeping with Thieves' World (and Sword & Sorcery)

There are a few clarifications that need to be made, but I've been reading it closely, and have only come up with a couple of issues.

The magic system is absolutely fantastic, but needed a few personal tweaks to account for how I envision magic to work.

The classes seem equivalent if not slightly weaker in some cases to PH classes.
 

sinmissing said:
Known spells can be any spell on spell list that is in the "safe zone" Safe zone is 1/2 Caster Level (ie. 5th Level Caster = 3rd Level Spell or lower)

Sorry to nitpick, but a 5th level Caster can only safe cast 2nd. Lvl. spells.
A 6th Lvl Caster can cast 3rd lvl. Spells.
 


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