Character Creation & House Rules

DexterWard
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DexterWard
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Character Creation & House Rules

#1 Post by DexterWard »

Thank you for joining the party. You will each be starting out as commoners (0-level). The only background element you need to choose for your character is a profession (blacksmith, farmer, sailor, cook, etc.). In that light, you may want to choose a commoner profession that would translate well to the class you think you might choose at 1st level, though it isn't necessary. I am a huge proponent of creative PC's.
If you don't have access to the D&D Whitebox reprints (Books 1, 2, & 3) you can download a copy of the Swords & Wizardry White Box 1st ed here. It is a pretty close match to the original rule set.

CAMPAIGN INFO
  • General Info: This campaign will be a rules lite “Old School” gaming experience. Players will be encouraged to participate in building the world.
  • Campaign World: Generic world with no specific background except as detailed in each module, to be designed as we move forward. Players will influence the level of depth.
  • Background/Setting:A world of the DM's making as a faceless rube exploring for fun and profit” (Paladin).
  • Adventure Modules: Modules will be a combination of homebrew and published OD&D.
  • DM(s): DM’s will trade off running modules (DexterWard, Paladin, etc.) as schedules allow. DM’s will be impartial to players or creatures.
  • Characters start out as commoners (blacksmith, farmer, sailor, cook, etc.) with no backstory (0-level characters).
  • Players will choose a class for their character upon reaching 1st level.
  • Run adventures in the classic 0e Old School fashion (see 0e System Concepts section below).
  • Keep things fast and loose favoring gaming experience over rules.
  • Willing to allow drop-in players for one-shot adventures
  • Alignment will not be used


0e System Basics
Some Basics
  • NPC's have varying skills based on age, profession, experience, personality traits, motives, goals, etc.
  • A 0-Level character is an NPC that has chosen to become and Adventurer.
  • All characters use a single level advancement system.
  • 0e is as much about exploration, searching, and using your brain as it is about combat.
Adjudication, Not Rules
  • We don’t use Rules, the DM makes Rulings.
  • Make observations about the environment, then use description to act.
  • Describe any action you like, seriously, any (use your brain not your character sheet).
  • DM uses common sense and character pathology to adjudicate the action (DM may ask for a check or roll it himself).
Player Skill Vs. Character Ability
  • Tell the DM where you’re looking, what you’re doing, and how you’re going to do it (be specific).
  • There are no rolls to see if an NPC is lying, or to search for traps (use your brain).
  • Try to keep your character and other part members alive.
  • Player skills count as much as character skills (use your brain, not the character sheet).
  • Challenges wont always be tailored to the party’s level (run if you have to).
Heroic Vs. Superhuman
  • 0e begins at a human-sized scale. 0-level characters are barely better than NPC’s.
  • Character’s never become invincible; they gradually become stronger (think Conan, or Batman).
Player Tips
  • Use you Player brain and your Character brain to analyze the environment.
  • Scout, look, listen, and think. Don’t try to kill everything you come across (depletes resources).
  • Don’t assume you can defeat every obstacle/creature.
  • Asking lots of questions helps you make informed decisions (DM should paint a detailed picture of the environment; use it).
  • Protect the weaker members of the party. They have a significant/important role to play. Use them.
  • Hire and use Cannon Fodder.
  • Why is your character with the Party? Why?
Action (Intent) Vs Consequence
Success vs. failure is not always black and white (pass/fail). Sometimes your character must weigh taking a chance over staying safe. Will you need a resource later on, or is right now the time to use it? Every action has a consequence. Sometimes it is phenomenally good and other times it will be devastatingly bad. Your character may eventually get the door open, but is what’s behind that door worth the risk? Did beating the devil out of the door for five rounds warrant the reward? Creating a hellish racket might well result in notifying every dungeon denizen within earshot.

What Do You Do?
Try to imagine your character in a living, breathing world, then describe what actions they will take based on the knowledge at hand. Don’t limit yourself to placing your character’s actions into a “skill” or “feat.” Doing so just turns that living, breathing world into a clunky broken one-armed robot with a personality disorder. Describe the actions your character will take based on what you think they can realistically accomplish (within the bounds of their pathology and the environment) or must take to affect a desired outcome. Describe anything you can think of, seriously, you can attempt anything you think your character can mange to pull off. Sometimes you may even need to take an iffy chance to move toward a goal. Swing from the rafters; jump down on unsuspecting (or even suspecting) creatures; Perform acrobatics, slide between the legs of a giant, leap over desks, slap the guard captain, put on a dress and try to woo the Orc sentry, or throw a piece of furniture at the enemy.
  • What outcome do you hope to accomplish?
  • What are your intentions?
  • What approach will bring your character closer to achieving those intentions (goals)?
  • Is the approach possible (based on pathology and environment)?
Now describe, in as much detail as is needed, your character’s actions. Sometimes more is better, but not always. You want to make sure the DM and the rest of the party understand your intentions. If an approach is even remotely possible, if beating the door senseless for five rounds will open it, then the approach is possible and there is no sense in making a roll. Simply state your intension: “I/we beat the door senseless until it opens”. The DM will adjudicate accordingly.

Consider The Following:
  • ACTIONS VS. OUTCOME: What possible outcomes can your actions produce?
  • APPROACH VS. INTENT: Does your approach move the character or party toward a desired goal?
  • SUCCESS VS. FAILURE VS. CONSEQUENCE: What possible consequences can the success or failure of your character’s actions produce (for themselves and the party)? (This is a tough one, because you don’t know what might be around the next corner, and you don’t know what action right now will hinder or help a subsequent encounter later on; resources are always a premium)
  • BAD, WORSE, & OH CRAP!: You may have to choose between the lesser of three evils, or give up one thing for another—or even worse, choose between what your character would do (pathology/desire) and what they should do (the greater good of the party).
What If An Action Is Borderline Pass/Fail?
If the approach has no hope whatsoever of succeeding, if it is absolutely outside of the realm of possibilities, the DM will most likely suggest you modify your character's actions prior to the summary round (if they’re nice).

If the approach is borderline, if failure will have a significant outcome on the trajectory of the character/party, the DM will ask for a check or roll it for the party. The outcome of the roll will determine the level of success or failure (scaled: 1 very bad, 18 awesome).

Adjudication
The DM will analyze the environment and the character’s pathology to determine if a character's actions are possible. If they are easily or moderately accomplished…Whoohoo! Success! If they straddle the line, the DM will ask for a check (or roll it himself) based on the appropriate attribute. The DM will only ask you to roll if the action has a significant chance of adversely affecting the character or party in some significant way. The degree of success or failure will then be based on a roll of the dice (random, fate, or otherwise). Not all characters have the same chance of succeeding at a particular task (a Halfling has a much better chance of sneaking up and stabbing the guard captain than a Half-Giant).

REFERENCE MATERIALS
A Quick Primer for Old School Gaming (Matthew J. Finch and Mythmere Games)
D&D Whitebox reprints (Books 1, 2, & 3)
Swords & Wizardry White Box 1st ed
Old-School Essentials: Basic Rules
Last edited by DexterWard on Wed Nov 11, 2020 12:36 am, edited 2 times in total.

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DexterWard
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House Rules

#2 Post by DexterWard »

GENERAL INFO
General/Combat Info
  • Ascending AC method (base AC=10)
  • Encumbrance will not be used
  • Class/Race limits will not be used
  • Experience: XP will be awarded for foes defeated, treasure acquired (1xp/gp value), and encounters successfully navigated
  • No level advancement restrictions on any Race or Class
Abilities:
  • STR: Prime req for Fighting-Men, Barbarian
  • INT: Prime req for Magic-Users, Alchemist, Witch
  • DEX: Prime req for Thief, Assassin, Monk
  • WIS: Prime req for Clerics, Druids
  • CON: Influences # hp
  • CON 15>: +1 to each HD
  • DEX: Affects missile ability & speed
  • DEX 12>: +1 to fire any missile
  • CHA: Affects # Hirelings and Loyalty
  • Prime Req. >15: +10% XP
  • Prime Req. 13 or 14: +5% XP
Ability Checks
  • Roll 1D20
  • Result < or equal to Ability = Success
  • DM makes all rolls
  • DM to assign modifiers based on environmental factors
Death & Healing
  • 0 HP = Death
  • Natural Healing = 3 HP per full day of rest
  • Dungeon Healing = 1HP per 8 hrs uninterrupted rest
Languages
  • All characters know Common Tongue
  • Some Monsters know Common Tongue (~20%)
  • Characters above a 10 INT may learn additional languages (+1 per point above 10 INT)
Distances in the Underworld
  • Distances are in feet
  • 1” or 1 square on map = 5’ real world
Weapon Attacks/Damage
  • All weapons do 1d6 of damage
  • Two-handed weapons: 1 Attack roll; Dmg: Roll 2d6, the larger of the two rolls is the damage inflicted
  • Wielding two small weapons - Different types: 2 Attack rolls; Dmg: Roll 2d6, the larger of the two rolls is the damage inflicted.
  • Wielding 2 Common Weapons (knives, hammers, etc.) Must be similar types: 2 Attack rolls; 2 Dmg rolls
Hand-to-Hand Non-Weapon Combat (non-Monk)
Characters can employ basic hand-to-hand combat techniques:
  • Non-lethal attacks will deal cumulative damage to knock out an opponent for 1d6 rounds
  • Damage per Strike: 2D2 + STR modifier
  • Strength Modifiers:
    • 1-7 = -1
    • 8-13 = 0
    • 14-20 = +1
HD per Level
  • At each level consult the HD column in the class tables below.
  • At each new level roll the number of HD (1d6) and add any pluses to the total. If the total amount is greater than your existing HP, then write that down as your new HP total, otherwise keep your existing HP value and add any pluses from the table for that level.
Experience & Advancement
  • XP/HD of Defeated Creature
  • 1XP/GP Value of Treasure
Defeated Creature XP
Creature HD Base XP Spec. Ability Bonus
<1 5 1
1 10 3
1+ 15 4
2 20 5
2+ 25 10
3 35 15
3+ 50 25
4 75 50
4+ 125 75
5 175 125
5+ 225 175
6 275 225

Saving Throw Matrix
Saving Throws
  • Roll 1D20
  • Result > or equal to Saving Throw value = Success
Class Level Death Ray or Poison All Wands Stone Dragon Breath Staves & Spells
Fighting-Men, Barbarian, Alchemist 1-3 12 13 14 15 16
Fighting-Men, Barbarian, Alchemist 4-6 10 11 12 13 14
Fighting-Men, Barbarian, Alchemist 7-9 8 9 10 10 12
Fighting-Men, Barbarian, Alchemist 10-12 6 7 8 8 10
Fighting-Men, Barbarian, Alchemist 13+ 4 5 5 5 8
Magic-User/Thief/Assassin/Witch 1-5 13 14 13 16 15
Magic-User/Thief/Assassin/Witch 6-10 11 12 11 14 12
Magic-User/Thief/Assassin/Witch 11-15 8 9 8 11 8
Magic-User/Thief/Assassin/Witch 16+ 5 6 5 8 3
Cleric/Druid/Monk 1-4 11 12 14 16 15
Cleric/Druid/Monk 5-8 9 10 12 14 12
Cleric/Druid/Monk 9-12 6 7 9 11 9
Cleric/Druid/Monk 13+ 3 5 7 8 7

General Encounter Sequence
  1. DM rolls for surprise
  2. Encounter distance determined by DM (if needed)
  3. Initiative established by DM
  4. Actions are declared
  5. DM Adjudicates actions
Combat Sequence
  1. DM rolls for Surprise <or> Initiative
  2. Intensions are declared (PC’s)
  3. Initiative is established (DM rolls 1d6 for both sides, high roll wins)
  4. Winning Side Acts:
    • Movement (full <or> half + action)
    • Missile attacks
    • Spell casting
    • Melee attacks
  5. Other Side Acts
  6. DM Adjudicates all actions
Burning Oil: How we handle burning oil in this game
  • A flask of oil will create a pool of oil 5-6 feet in diameter that will burn for approximately 1 turn.
  • A thrown flask has a 90% chance of shattering (roll 1d10, with a roll of 1 indicating a failure to shatter)
  • Anyone within 5 ft. of the impact point must save vs. Death Ray or be splashed. An ignited splash does 1-3 points of damage.
  • A direct hit with ignited oil does 1d6 damage for 2 rounds. (This assumes the victim and/or his friends are actively trying to wipe off the oil and douse the flames.)
  • A missed throw will miss by 1-10 feet. The direction of the miss will be determined by rolling 1d8.

    Considerations in the use of flaming oil:
    • Storage (bulk and weight) of multiple flasks
    • Relative fragility of flasks in dungeoneering situations (e.g. falls, et cetera)
    • Time required to retrieve stored flasks
    • Time required to prepare a flask (unstopper, insert a rag, et cetera)
    • Source of ignition
    • Smell/smoke/wandering monsters
    • Enemies who learn and adapt to the PCs tactics
Castles & Strongholds
  • Construction of Castles & Strongholds and hiring of Specialists & Men-at-Arms will be allowed if you so choose.
CHA Hireling Table
CHA Score Max # Hirelings Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3 --
10-12 4 --
13-15 5 +1
16-17 6 +2
18 12 +2

Non-Player Character Reaction Table
Used when attempting to lure a creature into service
Dice Score Reaction
2 Attempts to Attack
3-5 Hostile Reaction
6-8 Uncertain, Open to additional offers
9-11 Accepts Offer
12 Enthusiast, Loyalty +3

Hiring Specialists
  • A number of Specialists are available for hire by those who own Strongholds

    Specialist Costs:
    Specialist Cost
    Alchemist 1,000gp/Month
    Armorer 100gp/Month
    Assassin 2,000gp/Mission
    Animal Trainer 500gp/Month
    Engineer 750gp/Month
    Sage 2,000gp/Month
    Seaman 10gp/Month
    Ship Captain 250gp/Month
    Smith 25gp/Month
    Spy 500gp/Mission

Men-at-Arms
  • Hired fighters can be men, dwarves or elves. Chaotic characters may wish to em- ploy Orcs; Orc support and upkeep is only half that of a man. Men-at-Arms require support and upkeep as follows:

    Monthly Cost in GP
    Classification Man Dwarf Elf Orc
    Non-Fighter 1 -- -- --
    Light Foot 2 -- -- 1
    Heavy Foot 3 4 5 1.5
    Archer 5 -- 10 3
    Crossbowman 4 5 -- --
    Long Bowman 10 -- -- --
    Light Horseman 10 -- -- --
    Medium Horseman 15 -- -- --
    Heavy Horseman 20 -- -- --
Last edited by DexterWard on Mon Jan 11, 2021 3:02 pm, edited 23 times in total.

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DexterWard
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Char Gen

#3 Post by DexterWard »

CHARACTER CREATION
Step 1: Choose a Profession
(list here)
Your profession as a commoner will determine your base skills (generally speaking) up to and after 1st level when you choose a class.

Step 2: Chose a Race
Chose from Human, Dwarf, Elf, Halfling, Gnome.
We will not be using class/race limits for this campaign.

Step 3: Roll Your Stats
Using the Dice Roller, roll 3d6 six times and assign to your stats as you see fit.
A good idea might be to assign your stats according to what class you think you might choose at 1st level. But that isn’t required.

Step 4: Choose one weapon (if you wish)
  • Forest Axe
  • Hand/Throwing Axe
  • Quarterstaff
  • Short Bow + Quiver w/20 Standard Arrows
  • Sling w/20 standard Sling Stones
  • Small Club
  • Smithy/Normal Hammer
  • Whip
Step 5: Choose one type of armor (if you wish)
Armor
  • Light Leather (+1 AC)
  • Padded/Quilted (+1 AC)
Shield
  • Light Wood Shield (+1 AC)
Base AC = 10
Add +1 if you choose one of the armor options above (final AC = 11)

Step 6: Starting Money
You will start with 25 cp.
You will not be required to spend any money on gear or weapons (character creation).

Step 7: Starting Items
Every character will start with the following items. NOTE: You do not have to take all of the items listed if you don’t want to, but there will be no substitutions.
  • Backpack, Medium
  • Bedroll
  • Belt Pouch, Small
  • Blanket, Light
  • 1 Candle
  • 2 Sticks Chalk
  • Flint & Steel
  • Spool of Fishing Line (30 yds/90')
  • Hammer, Common
  • Hemp Rope [25’]
  • Knife, Simple
  • Small Fishing Net
  • 3 Pitons
  • Small Sack
  • Medium Sack
  • Large Sack
  • 3 Torches
  • Waterskin
Step 8: Choose 3 personal items
You may choose up to 3 personal items that match your character’s profession to carry if you wish.

Step 9: Starting HP
Each character shall start with 9 HP

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Race & Class

#4 Post by DexterWard »

RACES
Human
  • Average species with average abilities
  • Hubristic tendencies
  • Speak: Common Tongue
Dwarves
  • Have a high level of magic resistance: +4 levels to Savings Throws
  • Able to wield the +3 War Hammer
  • They note slanting passages, traps, shifting walls and new construction in underground settings
  • Speak: Common Tongue, Dwarf, Gnome, Kobold, Goblin
Elves
  • Can use both Weapons and Spells as Fighting-Men and Magic-Users
  • Able to identify Secret and Hidden doors
  • Speak: Common Tongue, Elvish, Orc, Hobgoblin, Gnoll
Halflings
  • Have a high level of magic resistance: +4 levels to Savings Throws
  • Have deadly accuracy with missiles
  • Speak: Common Tongue, Halfling
Gnomes
  • Have a high level of magic resistance: +3 levels to Savings Throws
  • They note slanting passages, shifting walls, and new construction in underground settings
  • Masters of hiding/camouflage
  • Speak: Common Tongue, Dwarf, Gnome, Kobold, Goblin

CLASSES
  • Fighting-Men
  • Barbarian
  • Alchemist
  • Magic-User
  • Witch
  • Cleric
  • Druid
  • Thief
  • Assassin
  • Monk
Fighting-Men
  • Use of all magic weapons
  • No. of Attacks per round for <1HD creatures (1st – 3rd level)= PC Level (1 attack/creature) up to 9 creatures/rnd
  • No. of Attacks per round for 1HD creatures (4th level >) = 2 (1 attack/creature)
  • No. Attacks per round 1HD> creatures = 1
  • Limited use of non-weapon magic items
  • No spell casting, but can utilize Arcane Incantations with an INT of at least 12
  • Build Castles/Keeps at 5th level
  • Attract Followers at 7th lvl

Table: Fighting-Men
Level XP HD #Att <1HD
1: Veteran 900 1 + 1 1
2: Warrior 2,000 2 2
3: Swordsman 4,000 3 3
4: Mastersword 8,000 4 4
5: Swashbuckler 16,000 5+1 5
6: Myrmidon 32,000 6 6
7: Champion 64,000 7 + 1 7
8: Hero 120,000 8 + 2 8
9: Lord 240,000 9 + 3 9
10: High Lord 360,000 10 + 1 9
11: King 480,000 10 + 2 9
12: Battlemaster 600,000 10 + 3 9
13: Barbarian 720,000 10 + 4 9
14: Slayer 840,000 10 + 5 9
15: Wanderer 960,000 11 + 1 9
16: Usurper 1,080,000 11 + 2 9
17: Conqueror 1,200,000 11 + 3 9
18: Avenger 1,320,000 11 + 4 9
19: Liberator 1,440,000 11 + 5 9
20: Iron Lord 1,560,000 12 + 1 9

Barbarian
  • Ability Score Adjustments: STR (+3), DEX (+1), CON (+2)
  • No magic armor, shields, or weapons
  • Base Movement Rate: 15”
  • Climb Trees & Natural Cliffs as Thief of same level
  • Hide in natural surroundings as Thief (hide in shadows) 3 levels higher (familiar terrain only – must choose upon creation)
  • Hide (other than natural surroundings) same as thief of same level
  • Skills: Survival, First Aid, Outdoor Craft, Tracking, Animal Handling, Horsemanship, Long Distance Signaling, Running, Small Craft (Paddled/Rowed), Sound Imitation, Trap Building (skills to be adjudicated by DM on a case by case basis)
  • Surprise opponents 50% of the time
  • Surprised themselves only 10% of the time (5% in familiar terrain)
  • Back Attack: Detect and counter back attacks (including by thieves/assassins) 5% of the time (attack becomes a normal attack of detected by barbarian)
  • Leaning & Springing:
    • Standing Position: 10’ forward, 3’ backward, 3’ upward from standing position
    • Running Start: 16’-21’ forward, 4.5’-6’ upward
  • Detect Illusion: 5%/level of determining that some sight, sound, or other sense is an illusion/phantasm spell (75% max)
  • Detect Magic: 25% chance to detect any sort of magic (other than Illusion/Phantasm) – Includes items or spell - +5%/lvl (max 90%) – Type of magic is never revealed
  • Rage: Barbarian can summon Rage once per day, +2 Att & Dmg, 1D3 rounds, 1d3 attacks per round (rolled each round)
  • Saving Throw bonuses:
    • Poison (+4)
    • Paralyzation (+3)
    • Death Magic (+3)
    • Petrification (+3)
    • Polymorph (+3)
    • Rod, Staff, Wand (+2)
    • Breath Weapon (+2)
    • Spell (+1)
Table: Barbarian
Level XP HD #Att/Rnd
1: Thug 900 1 1
2: Brute 6,000 2 1
3: Mauler 12,000 3 1
4: Aggressor 24,000 4 1
5: Plunderer 48,000 5 1
6: Bloodrager 80,000 6 1
7: Slaughterer 150,000 7 1
8: Rampager 275,000 8 1
9: Bloodletter 500,000 9 1
10: Destroyer 725,000 10 1
11: Bulwark 950,000 11 2
12: Crusher 1,175,000 12 2
13: Giantslayer 1,400,000 12+1 2
14: Battlerager 1,625,000 12 + 2 2
15: Beastmaster 1,850,000 12 + 3 2
16: Storm Herald 2,075,000 12 + 4 2
17: Guardian 2,300,000 12 + 5 2
18: Slayer 2,525,000 13 + 4 2
19: Titan 2,750,000 13 + 8 2
20: Cimmerian King 2,975,000 13 + 12 3


Alchemist
  • No armor allowed
  • One-handed weapons only (excluding magical swords/knives)
  • Saving throws: +2 Poison & non-magical paralysis
  • Abilities
    • Detect Poison: Allows the Alchemist to tell by explanation whether or not an item or creature is poisonous, or whether a character has been poisoned.
    • Neutralization Poison: This will eliminate the effects of poison up to twice the Alchemist’s own level. This may only be used once per character per time poisoned and will not revive a character killed by poison.
    • Neutralize Paralyzation: This cancels the effects of paralyzation caused by creatures up to twice the Alchemist’s level. It will not work against paralyzation caused by devices (wands, staves, swords, or spells).
    • Identify Potion/Acid: This allows the Alchemist to correctly identify a potion. This may also be used to test for acids or similar compounds.
  • Abilities by Level
    • LEVEL 1: Ability to Read Languages (80% chance, one attempt per week per item); Ability to prepare poisons and drugs; and Ability to prepare a Potion of Delusion
    • LEVEL 3: Ability to prepare potions and acids
    • LEVEL 5: Ability to prepare Blade Venom
    • LEVEL 7: Ability to Read Magic (and hence Scrolls) as Thieves
    • LEVEL 9: Ability to prepare potions from samples
  • Special Abilities
    • Poisons: Alchemists may brew poisons of a strength level equal to their own experience levels. Each strength level costs 50GP.
    • Drugs: As poisons, 100GP. Saving throw vs. Poison at -2. If failed, the victim is unconscious for 4 hours minimum. A successful constitution/resurrection throw is required to wake up (check each hour).
    • Potions: Require 200GP to produce (see list). Research costs are the same as MUs for Spells, but having a sample allows 9th Level Alchemists to produce the potion even if the potion has not been developed. A sample allows an Alchemist able to research a potion, add 40% to his chances of success.
    • Acids: These are produced by the gallon and do 1D6 die damage per level strength. Cost 100GP per level strength. Maximum strength equals Alchemist level. From the 3rd level the Alchemist has a 15% chance of neutralizing half acid damage, providing the victim survives. This chance increases 5% for each additional level.
  • Alchemist Potions
    • Level 1
      • Heroism
      • Giant Strength
      • Animal Control
      • Water breathing
      • Healing
      • Purifications Powder (10)
      • Flash Pellets (5)
      • Dust of Sneezing (10)
      • Oil of Slipperiness
      • Tanglefoot Pills (2)
    • Level 2
      • Speed
      • Levitation
      • Growth
      • Diminution
      • Human Control
      • Plant Control
      • Dust of Appearance (10)
      • Dust of Paralyzation (10)
    • Level 3
      • Superheroism
      • Polymorph**
      • Fire Resistance
      • Extra-Healing
      • Fly
      • Clairvoyance
      • Clairaudience
      • Dust of Sneezing and Choking (15)
    • Level 4
      • Invulnerability
      • Undead Control
      • Giant Control**
      • Immunization from Lycanthropes
      • Invisibility
      • Homunculi Creation
    • Level 5
      • Dragon Control**
      • Gaseous Form
      • Treasure Finding
      • Dust of Disappearance (20)
      • Oil of Etherealness
      • Cloning Culture
    • Level 6
      • Longevity
      • Cure Disease
      • Regeneration
      • Mind Damp
    • Notes:
      • ( ) Number of units produced
      • **The exact type of creature turned into or controlled is specified when the potion is created.
  • Explanations Of New Potions
    • Level 1
      • Dust of Sneezing — Non-fatal variant of Dust of Sneezing and Choking. Saving Throws are at -2. Dust causes a coughing spell lasting 2-8 melee rounds. Makes 10 packets of dust.
      • Flash Pellets — A small pellet which explodes on hard contact with an unyielding substance. If not expecting it, the victims have a 90% chance of being blinded for 2-8 melee rounds. Don’t fall into a pit. Makes 5 pellets.
      • Purification Powder — When sprinkled on bad food or water makes them fit to consume. Will NOT neutralize poison or drugs. Serves 10.
      • Tanglefoot — Small synthetic fungoid which rapidly expands to fill a 10’ X 10’ area with rubbery tentacles. Men require 3 turns to force their way through, a giant takes one. The tendrils dissipate harmlessly in one hour. Makes 2.
    • Level 2
      • Dust of Paralyzation — Similar to the Dust of Sneezing and Choking, but the effects of missing the saving throw are paralyzation for 1 hour. Makes 10.
    • Level 4
      • Immunization from Lycanthropes — Protects user from contracting Lycanthropy for a period of one month. There is a 1% chance of contracting the disease from the serum.
    • Level 6
      • Cure Disease — Act as the Clerical spell
      • Regeneration — Acts as a Ring of Regeneration with a duration of one day, with revitalization ability if the body is fresh (up to three days, with a constitution check needed after the first). If applied over an extended period (at least two weeks) to an inactive character, it can be used to regenerate a lost member of the body.
      • Mind Damp — This potion renders the user immune to psionic location or attack (including Crystal Ball, ESPing, etc.) for a period of one week. The user may not employ psionic powers during this period. It renders psionic devices inoperative for that period also (ESP Medallion, Amulet of Inescapable Locating).
    • Level 6: Greek Fire
    • Level 7: Flesh Golems
    • Level 8: Transmutation
    • Level 9: Gunpowder
    • Level 10: Poison Cloaks
    • Level 11: Hallucinogens

Table: Alchemist
Level XP HD Detect Poison Nuet. Poison Neut. Paralysis Identify Potion Potions, etc./Lvl
1: Student 900 1 20% 10% 15% 5% - - - - - -
2: Cleric 1,500 2 25% 15% 20% 10% 1 - - - - -
3: Scribe 3,000 3 30% 20% 25% 20% 2 - - - - -
4: Pedant 6,000 4 35% 25% 35% 25% 2 1 - - - -
5: Savant 12,000 4 + 1 45% 35% 40% 35% 2 2 - - - -
6: Scholar 25,000 4 + 2 55% 45% 45% 45% 3 2 1 - - -
7: Philosopher 50,000 5 60% 50% 55% 50% 4 2 2 - - -
8: Magnus 100,000 5 + 1 65% 55% 65% 60% 4 3 2 1 - -
9: Alchemist 150,000 5 + 2 75% 65% 75% 70% 5 3 3 2 - -
10: Master Alchemist 300,000 6 85% 75% 85% 80% 5 4 3 2 1 -
11: Chēmeia 450,000 6 + 1 95% 85% 95% 85% 6 4 4 2 2 -
12: Transmutator 600,000 6 + 2 100% 90% 100% 95% 6 5 4 3 2 1
13: Chemist 750,000 7 100% 95% 100% 100% 7 5 5 3 3 1
14: Alces 900,000 7 + 1 100% 100% 100% 100% 7 6 5 4 3 2
15: Enchanter 1,050,000 7 + 2 100% 100% 100% 100% 8 6 6 4 4 2
16: Theurgist 1,200,000 8 100% 100% 100% 100% 8 7 6 5 4 3
17: Augurer 1,350,000 8 + 1 100% 100% 100% 100% 9 7 7 5 5 3
18: Magician 1,500,000 8 + 2 100% 100% 100% 100% 9 8 7 6 5 4
19: Necromancer 1,650,000 9 100% 100% 100% 100% 10 8 8 6 6 4
20: Thaumaturge 1,800,000 9 + 1 100% 100% 100% 100% 10 9 8 7 6 5

Magic-User
  • Use Cantrips (no limit, all known (found while adventuring), one per round)
  • Use Arcane Incantations (no limit, one per round)
  • Read/Write Common at 1st Level
  • Read/Write Arcane at 2nd level
  • All spells (Cantrips, Arcane, Common) must be found via adventures (scrolls, tomes, spell books, etc.)
  • No armor allowed. Some magic armor may be allowed if specifically designed for Magic-Users.
  • Proficient in Daggers and Knives (hunting, etc.)
  • Non-Proficient weapons allowed - Used at -1 to attacks for one full level, afterwards proficient in use:
    • Shortswords
    • Staves
    • Sm/Med Clubs
    • Light Mace
    • Light Hammer (carpenter’s hammer)
  • Create magic items one level below their current (between adventures) 1d3 items per level.
  • Use of all non-weapon magic items, and some magic weapons (see weapons above).
  • Build Wizard’s Tower at 5th level
  • Attract an Apprentice at 7th lvl

Magical Research
  • Both Magic-Users and Clerics can research new spells at 1 level below their current level
  • Research Costs: 2,000gp at 1st, double thereafter (i.e. 2nd lvl: 4,000gp; 3rd lvl: 8,000gp)
  • Note: Can only be performed between adventures


Creation of Magic Items
  • Manufacture of magic items (potions, scrolls, etc.) will be allowed for Magic-Users
  • Magic-Users can manufactures items below their current level
  • Items cannot be made during an adventure

    Example Costs:
    Item Cost
    Scroll of Spells 100gp/Spell/Spell Lvl
    Potion of Healing 250gp
    Potion of Giant Strength 1000gp
    Enchanting 20 Arrows 1000gp
    Enchanting Armor to +1 2000gp
    Wand of Cold 10,000gp
    X-Ray Vision Ring 50,000gp
Spell Books & Scrolls
  • Magic-Users and Clerics are required to keep a Spell Book
  • If Purchased: 2,000gp
  • Magic-Users can transcribe spells (1st Level) (ink, quill, and suitable media required)
  • NOTE: Spells must be found while adventuring
Common Knowledge Spells
  • At 0-level a commoner can use incantations only (must be found while adventuring)
  • At 1st level refer to the Magic-User table for spell advancement/# spells allowed to memorize/cast per day, and can use all Cantrips (must be found while adventuring)
  • At 2nd Level Magic-users know and can use at-will all Cantrips
  • At 2nd Level Magic-Users know and can use at-will the following spells (no memorization required):
    • Detect Magic
    • Read Magic
    • Light
  • At 3rd Level Magic-users know and can cast at will the following spells (no memorization required):
    • Locate Object
    • Detect Evil
    • Continual Light
  • At 4th level Magic-Users know and can cast at will the following spells (no memorization required):
    • Hold Portal
    • Knock
    • Wizard Lock
Archaic Incantations
Incantations are one of the earliest forms of spells which tapped into the Arcane Energy flowing throughout the environment/universe. They were used by ancient Sages before spells were refined, perfected, and stabilized for everyday use. Arcane Incantations can be found primarily in old dusty libraries in the form of old tomes and scrolls. They are typically written in Arcane but can sometimes be found in other languages. 4-12 (4d3) Incantations can typically be found in any one library.

The details for each Incantation are often transcribed into common along with the incantation itself (in Arcane). The incantation must be read aloud in the Arcane tongue. The inciter must understand how to speak the Arcane words properly. Only characters with an INT score of 12 or above can invoke an incantation. Any who try to invoke an incantation with an INT score lover than 12 will most certainly suffer the “Fragmentation” consequences. An incantation can be performed as many times as desired. Unlike scrolls, the scroll or parchment itself is not consumed or used up during the incantation unless otherwise noted. Incantations can be memorized, but the consequences of getting it wrong typically deters many from doing so.

Incantations come in two version: Long and Short. Long incantations typically consist of three to five sentences, while short incantations consist of three to five words. Any interruption during the process will result in one or more adverse effects (Fragmentation). Incantations tap into the raw arcane energy flowing around the inciter in the environment, and therefore are very unstable. Every incantation has one or more possible consequences. Any who choose to perform an incantation, should do so wisely. Every Arcane Incantation is subject to Side Effects, Fragmentation, and Consequences. The Inciter cannot use Arcane Incantations without incurring some effect themselves.

Table: Magic-User
Level XP HD Spells/Lvl
1: Medium 900 1 1 – – – – –
2: Seer 2,500 1 + 1 2 – – – – –
3: Conjurer 5,000 2 3 1 – – – –
4: Theurgist 10,000 2 + 1 4 2 – – – –
5: Thaumaturgist 20,000 3 4 2 1 – – –
6: Magician 35,000 3 + 1 4 2 2 – – –
7: Enchanter 50,000 4 4 3 2 1 – –
8: Warlock 75,000 5 4 3 3 2 – –
9: Sorcerer 100,000 6 + 1 4 3 3 2 1 –
10: Necromancer 200,000 7 4 4 3 3 2 –
11: Wizard 300,000 8 + 1 4 4 4 3 3 –
12: Wizard 420,000 8 + 2 4 4 4 4 4 1
13: Wizard 540,000 8 + 3 5 5 5 4 4 2
14: Wizard 660,000 8 + 4 5 5 5 4 4 3 1
15: Wizard 780,000 9 + 1 5 5 5 4 4 4 2
16: Wizard 900,000 9 + 2 5 5 5 5 5 5 2 1
17: Wizard 1,020,000 9 + 3 6 6 6 5 5 5 2 2
18: Wizard 1,140,000 9 + 4 6 6 6 6 6 6 2 2 1
19: Wizard 1,260,000 10 + 1 7 7 7 6 6 6 3 2 2
20: Wizard 1,380,000 10 + 2 7 7 7 7 7 7 3 3 2

Witch
  • Historically, practitioners of witchery were (and are) both male and female
  • No armor allowed
  • Proficient in Daggers and Knives (hunting, etc.)
  • May use all non-weapon magic items, and some magic weapons (see weapons above)
  • Can craft their own brews (poisons, potions, etc) at 1 level below their own
  • Abilities:
    • LEVEL 1: Brew Poisons, Narcotics, Hallucinogens
    • LEVEL 2: Make a Bag of Holding
    • LEVEL 3: Brew Love Potions
    • LEVEL 4: Dance of Seduction
    • LEVEL 5: Add Plus 1 to Charisma
    • LEVEL 6: Brew Truth Drug
    • LEVEL 7: Read Magic, Druid, Illusion Scrolls
    • LEVEL 8: Candle Magic
    • LEVEL 9: Familiar
    • LEVEL 10: Disguise
    • LEVEL 11: Manufacture Control Potions
    • LEVEL 12: Manufacture other Potions
    • LEVEL 13: Manufacture Acids
    • LEVEL 14: Voice
    • LEVEL 15: Add Plus 1 to Charisma
    • LEVEL 16: Transfer Hit Points
    • LEVEL 17: Enchant Items
  • Spells
    • First Level Spells
      • Faerie Fire
      • Give Wounds*
      • Cure Wounds
      • Control Vapor*
      • Detect Evil
      • Detect Poison*
      • Detect Disease*
      • Detect Illusion*
      • Detect Magic
      • Reflected Image*
    • Second Level Spells
      • Read Languages
      • Speak in Tongues*
      • Locate Object
      • Bless
      • Pacify*
      • Detect Invisible
      • Detect Trap
      • ESP*
      • Purify Wine & Water
    • Third Level Spells
      • Dissipate Vapor*
      • Clairvoyance*
      • Phantom Light*
      • Charm*
      • Phantasmal Forces
      • Wind*
      • Cure Disease*
      • Create Lycanthrope*
    • Fourth Level Spells
      • Neutralize Poison
      • Remove Curse
      • Infravision
      • Sleep*
      • Polymorph Self
      • Hallucinatory Terrain
      • Cure Serious Wound*
      • Give Serious Wound*
      • Effigy Control*
      • Shock*
      • Control Fluid*
    • Fifth Level Spells
      • Produce Flame
      • Anti-Magic Shell
      • Protection v. Evil
      • Summon Elemental
      • Charm Animal*
      • Grow Plant
      • Oracle*
      • Weakness*
      • Create Undead*
      • Immunity*
    • Sixth Level Spells
      • Animate Dead
      • Worship*
      • Control Plant
      • Hypnosis
      • Destroy Life Level*
      • Control Weather
      • Wards of Defense*
      • Evaporate Fluids
      • Vision
    • Seventh Level Spells
      • Firestorm
      • Earthquake
      • Polymorph Others
      • Control Dreams*
      • Poison*
      • Control Lycanthrope*
      • Control Undead*
      • Love*
      • Demonic Possession*
      • Astral Projection
    • Eighth Level Spells
      • Curse*
      • Wither*
      • Youth*
      • Dispel Enchantment*
      • Circle of Disintegration*
      • Temporary Resurrection*
      • Summon Devil*
      • Reincarnation
      • Death*
  • Explanation of Spells
    • Give Wounds/Cure Wounds: The Witch must touch the other person. 1D6
    • Control Vapor: Range of 10’/ level of Witch. Gases are moved 60’/ turn. gas with Intelligence, such as an Air Elemental Saves vs. Magic.
    • Detect Poison/Disease: The Witch must touch the poison or diseased creature.
    • Detect Illusion: The range is whatever distance can be seen.
    • Reflected Image: The Witch may form a picture on any reflecting surface.
    • Speak in Tongues: This must be an actual language of an intelligent entity.
    • Pacify: At a range of 60’ the Witch can make a hostile foe feel friendly, although he will in no way be charmed or subject to her will.
    • ESP: The Witch must be touching the one whose mind she wants to read.
    • Dissipate Vapor: This disperses any gas. Those will Intelligence, such as an Air Elemental, Save vs. Magic.
    • Clairvoyance: This automatically includes Clairaudience.
    • Phantom Light: A mobile Faerie Fire, following or leading up to 120’
    • Wind: A Stiff breeze. Missiles fired against it are at -3.
    • Cure Disease: The Witch must touch the victim.
    • Create Lycanthrope: The victim must have lost at least half his hit points. This is not a permanent spell. The victim is not under control of the Witch but will not attack her.
    • Sleep: The Witch must touch the victim, any level, Save vs. Magic.
    • Give/Cure Serious Wounds: Gives/ cures 1- 12 pts.
    • Effigy Control: Must have some part of the victim, works within eyesight range. Save vs. Magic for victim. (Severe discretion necessary by DM)
    • Shock: A blast, similar to a Fireball, emanating from the Witch (her friends had better be well away), doing 4 dice of damage.
    • Control Fluids: Range 2’/ level of Witch. As for Control Vapors, only the liquid moves 30’/ turn.
    • Charm Animal: The Witch must touch the animal.
    • Oracle: As a Clerical Commune, but only 1 /week and always in obscure words.
    • Weakness: Must touch the victim, halving his Strength. Not permanent.
    • Immunity: Must touch the beneficiary. For the duration of the spell he is immune to diseases, poisons, and regenerates as a Vampire.
    • Create Undead: As the Create Lycanthrope Spell, but the victim must be dead. For the duration of spell he will be 1 hit dice of Undead for each 4 levels of experience of the Witch.
    • Worship: At a range of 120’ the Witch can put a single victim into a trance. Np Saving Throw.
    • Destroy Life Level: The Witch must touch the victim.
    • Wards of Defense: A 20’ radius “forcefield” preventing magic or physical attack. It is not moveable itself.
    • Evaporate Fluids: As for Dissipate Vapor.
    • Vision: The Witch can make any clear or reflecting object into a crystal ball for one looking.
    • Control Dreams: The Witch must see the victim, including by crystal ball.
    • Poison: The Witch must touch the victim, who must Save vs. Poison or die.
    • Control Lycanthrope: Range of 120’ — No Save.
    • Control Undead: Range of 120’ Save. vs. Magic.
    • Love: This acts as a permanent Love Potion if the victim touched fails to Save.
    • Demonic Possession: Anyone touched (Up to 3 dice of human-sized figures) fights as a Berserker for the duration of the spell.
    • Curse: This has a range of 60’. Curses are permanent unless Removed.
    • Wither: Anyone or thing touched ages 100 years. Intelligent entities get a Save vs. Magic.
    • Youth: Anyone or thing touched becomes 10 years younger.
    • Dispel Enchantment: Anyone touched has any magic spell he is under dispelled. Any magical item touched loses its power.
    • Circle of Disintegration: A blast which disintegrates anyone/ thing within a 20’ radius of the Witch. Intelligent entities Save vs. Magic.
    • Temporary Resurrection: A dead character can be immediately brought back to life, with full potential; however, the effect is temporary only.
    • Conjure Devil: Similar to a Conjure Elemental Spell, with the same chance of suffering attack if the Witch loses concentration. A Prot. ca, Evil Spell or appropriate candle must be burned before Conjuring. Arch-Devils cannot be conjured with this Spell. Furthermore, any intelligent devil who performs for the Witch may claim a service from her at any future time (Good opportunity to send players on quests)
    • Death: Similar to the Wizard’s Death Spell. It has a range of 240’, automatically slaying 2-16 victims of less than 8 hit dice of any single victim of 8 or greater hit dice. In the latter case, the victim may Save vs. Magic.
  • Explanation of Inherent Abilities
    • Brew poisons, narcotics, hallucinogens: These cannot be used to coat weapons, the victim must imbibe them — perhaps mixed into his win. For each experience level, a Witch can brew a 1 die draught/day. Poisons do actual damage, a Save vs. Poison giving only half damage. Narcotics are sleep drugs. If the drug ratioed over victim’s hit points is 1 or more, it acts as the Sleep Spell. If less than 1, it is the percentage effect on Dexterity and Movement. Save vs. Poison halves the duration and percentage effect. Hallucinogens cause Confusion, as the Confusion Spell. The percentage chance of Confusion each turn is the ratio of the drug over the victim’s hit points. Save vs. Poison halves time of effect and percentage each turn.
    • Bag of Holding: The Witch puts her essence into this, so there may be only one Bag of Holding per Witch in existence at any one time. It can be used by no other person and if lost or destroyed it takes a month to make another. Note that this is one of the few Miscellaneous Magic Items a Witch can ever make until she reaches 17th Level.
    • Love Potion: For each experience level, the Witch can brew a 1 die draught/week. The victim is not actually Charmed, the potion acting similar to a Rod of Beguiling. If the ratio of points of brew to hit points of the victim is 1 or greater, the effect lasts one week with a 155 chance/day cumulative thereafter of wearing off. Lesser percentage is the chance each day it will wear off, never lasting more than a week in any event. Save vs. Poison negates the potion entirely.
    • Dance of Seduction: By graceful, suggestive movements of her body, the Witch can hold a victim entranced. The Dance takes a full turn to perform, but the victim may not be aware it is taking place as the movements are subtle and pleasant to observe. All humanoids, excepting Undead, are vulnerable. The Witch has a 10% chance per experience level of performing the Dance successfully, subtracting 10% for each level of victim over 4th. Victims will stay entranced as long as the Witch is present, barring outright attack.
    • Brew Truth Drug: For each level of experience the Witch can make a 1 die draught/ week. The ratio of drug to a victim’s hit points is the percent that a question asked will be truthfully answered. The victim is in a stupor, as if under a narcotic, and will remain silent rather than tell a lie. The potion compels a number of answers equal to the level of the Witch, thereafter acting as a narcotic. Save vs. Poison halves percentage, duration, and number of answers.
    • Read Scrolls: Druid scrolls may be read with no chance of failure. Magic or Illusion scrolls have a 10% chance of backfire. Clerical scrolls cannot be utilized, although the Witch can read them.
    • Candle Magic: A Witch may manufacture 1 candle per month, at the rate of 3 days/ turn of burning duration. Each color is gained with subsequent levels, i.e., 8th = red, 9 = Blue, etc. Candles will burn for up to 10 turns, their magic taking effect as soon as the candle is snuffed or burnt up. Candles have the following powers:
      • Red: Burnt in presence of victim, it affects him for 1 day per turn of candle burnt as a fully successful Love Potion. No Save.
      • Blue: One turn of Protection v. Evil for each turn of burning.
      • Yellow: One turn of Telepathy for each turn of burning.
      • Purple: One question may be asked of dead being for each turn of burning.
      • Gold: Cures 1-6 pts. of damage for each turn of burning in presence of victim.
      • Black: One curse placed upon victim for each full candle burnt in his presence. Some curses are: Weakness (Str. = 3); Insanity (Int. & Wis.=3); Clumsiness (Dex.=3); Poverty (All treasure turns to clay), Loneliness (Char.=-3) Exhaustion (Con=3)
    • Familiar: The Witch may designate a Familiar — which can be any animal of less than 1 hit die, such as a cat or bat — to act as a Magic-User’s Homonculous. It has unlimited range, the Witch sees and hears what it hears, and she takes 3-24 points of damage if it is killed. It takes a month to retrain a new one if it is killed.
    • Disguise: As an Assassin.
    • Manufacture Acid: For each experience level, the Witch can manufacture 1 die of acid per month. Types of acids — what they can and cannot dissolve are left to the DM. One suggestion is to have the acids be essence of Gray Ooze, Green Slime, etc.
    • Voice: The Witch may shout out a command, no longer than 7 words (and no counting beforehand). Those failing to save vs. Magic will obey for the next melee round. A command to kill themselves will cause victims to strike themselves with their weapons, at the usual hit probability armour class, doing half damage. The Voice cannot be used more often than once in 3 turns on the same listeners.
    • Transfer Hit Points: A Witch may permanently transfer her own hit points to anyone else. If done within 1 turn of death, it will revive the victim giving them that many hit points. A curse can be lifted for the permanent transfer of 5 hit points with no rise in the hit points of the one saved. Prime attributes of another may be raised at a cost of 5 hig points up to 12, 7 hit points to raise it from 12 to 13, 8 to raise from 13 to 14, 10 to raise from 14 to 15 and 15 to 16, 20 to raise from 16 to 17, 25 from 17 to 18. As can be imagined, players will be wary about giving this favor to others, and NPCs wil almost never do so. Transfer of hit points by a Witch does not lower her level, she just stays at that level with less hit points.
    • Enchant Item: A Witch may permanently transfer hit points into an object for the purpose of enchanting it, at a cost of 1 hit point per 1000 gold pieces it would have cost. This is the only way they can manufacture magic items other than Potions.

    Table: Witch
    Level XP HD Spells/Lvl
    1: Medium 900 1 1 - - - - - - -
    2: Soothsayer 3,000 1 + 1 2 - - - - - - -
    3: Sybil 6,000 2 2 1 - - - - - -
    4: Mystic 12,000 2 + 1 2 2 - - - - - -
    5: Oracle 25,000 3 3 2 - - - - - -
    6: Siren 55,000 3 + 1 3 3 1 - - - - -
    7: Enchanter 80,000 4 3 3 2 - - - - -
    8: Sorcerer 120,000 4 + 1 3 3 3 - - - - -
    9: Witch 200,000 5 4 4 3 1 - - - -
    10: Amethyst 300,000 5 + 1 4 4 4 2 - - - -
    11: Topaz 400,000 6 4 4 4 4 - - - -
    12: Sapphire 525,000 6 + 1 4 4 4 4 1 - - -
    13: Ruby 625,000 7 5 5 4 4 2 - - -
    14: Emerald 800,000 7 + 1 5 5 5 4 3 1 - -
    15: Diamond 900,000 8 5 5 5 5 4 2 - -
    16: Crystal 1,000,000 8 + 1 6 5 5 5 5 2 1 -
    17: Eternal 1,250,000 9 6 6 6 5 5 3 2 -
    18: Demonthrall 1,500,000 9 + 1 6 6 6 6 6 5 3 1
    19: Tormentor 1,750,000 10 6 6 6 6 6 6 5 4
    20: Necromancer 2,000,000 10 + 1 6 6 6 6 6 6 6 5

Cleric
  • Cast spells (from their deity)
  • Use magic armor and non-edged magic weapons
  • Use most non-weapon magic items
  • Build Castles/Strongholds at 5th level
  • Turn Undead
  • No. of Attacks per round for <1HD creatures (1st – 4rd level)= PC Level (1 attack/creature) up to 9 creatures/rnd

Table: Cleric
Level XP HD Spells/Lvl
1: Acolyte 900 1 n/a
2: Adept 1,500 2 1 – – – – –
3: Village Priest 3,000 3 2 – – – – –
4: Vicar 6,000 4 2 1 – – – –
5: Curate 12,000 4+1 2 2 – – – –
6: Bishop 25,000 5 2 2 1 1 – –
7: Lama 50,000 6 2 2 2 1 1 –
8: Patriarch 100,000 7 2 2 2 2 2 –
9: Patriarch, 9th Level 200,000 7 + 1 3 3 3 2 2 –
10: Patriarch 300,000 7 + 2 3 3 3 3 3 –
11: Patriarch 410,000 7 + 3 4 4 4 3 3
12: Patriarch, 10th Level 520,000 7 + 4 4 4 4 4 4 1
13: Patriarch, 10th Level 630,000 8 + 1 5 5 5 4 4 1
14: Patriarch, 10th Level 740,000 8 + 2 5 5 5 5 5 2
15: Patriarch, 10th Level 850,000 8 + 3 6 6 6 5 5 2
16: Patriarch, 10th Level 960,000 8 + 4 6 6 6 6 6 3
17: Patriarch, 10th Level 1,140,000 9 + 1 7 7 7 6 6 3 1
18: Patriarch, 10th Level 1,070,000 9 + 2 7 7 7 7 7 4 1
19: Patriarch, 10th Level 1,180,000 9 + 3 8 8 8 7 7 4 2
20: Patriarch, 10th Level 1,290,000 9 + 4 8 8 8 8 8 5 2


Druid
  • Druidic spells only (fire, natural forces, and living things tend to be their forte)
  • Always Neutral – Tend to protect Plants and Animals
  • Innate Abilities: Identify pure water, identify plants, identify animals, and pass through overgrowth (briars, tangles, etc.) (2nd Lvl)
  • Ability to shape change (6th Lvl) – 3x/day, any reptile/bird/animal, small as a raven to large as a small bear
  • Closely attuned to Nature
  • Not affected by the charm spells of woodland and water creatures such as nixies and dryads
  • Each Lvl above 3rd: Learn one of the additional languages: Pixie, Nixie, Dryad, Elvish, Treant, Hill Giant, Centaur, Manticore or Green Dragon
  • Weapons: Daggers/knives, sickle or crescent-shaped swords, spears, clubs, staves, slings, and oil
  • Armor: Leather and wooden shields. No metallic armor.
  • +2 to all Fire-based Saving Throws

Table: Druid
Level XP HD Spells/Lvl
1: Aspirant 900 1 n/a
2: Initiate 1st Circle 2,000 2 2 – – – – –
3: Initiate 2nd Circle 4,000 2 + 1 2 1 – – – –
4: Initiate 3rd Circle 7,500 3 3 1 – – – –
5: Initiate 4th Circle 12,000 3+1 3 1 – – – –
6: initiate 5th Circle 20,000 4 3 2 1 – – –
7: Initiate 6th Circle 40,000 5 3 2 2 – – –
8: initiate 7th Circle 60,000 5 + 1 2 2 2 2 2 –
9: initiate 8th Circle 90,000 6 4 2 2 1 – –
10: initiate 9th Circle 125,000 6 + 1 4 3 2 1 – –
11: Druid 200,000 7 4 3 3 2 –
12: Archdruid 400,000 7 + 1 5 3 3 2 1 –
13: Great Druid 625,000 8 5 3 3 3 2 1
14: Hierophant 850,000 9 5 4 4 4 3 2 1
15: Numinous Hierophant 1,075,000 9 + 1 6 5 5 4 4 3 2
16: Mystic Hierophant 1,300,000 10 6 5 5 5 4 4 3
17: Arcane Hierophant 1,525,000 11 6 6 5 5 4 4 3
18: Hierophant of the Cabal 1,750,000 11 + 1 6 6 6 5 5 4 4
19: Servant of Gaea 1,975,000 12 6 6 6 5 5 5 4
20: Eorthe Disciple 2,200,000 12 + 1 7 6 6 6 5 5 5

Thief
  • Are always Neutral or Chaotic
  • Use magic daggers & one-handed swords only
  • Leather Armor only (no shield)
  • Use Scrolls at 7th Level
  • Able to read most (80%) languages (3rd Lvl)
  • Thief Skills:
    • Open locks by picking or foiling magical closures
    • Remove small trap devices (such as poisoned needles)
    • Listen for noise behind closed doors
    • Move with great stealth
    • Filch items and pick pockets
    • Hide in shadows
    • Strike silently from behind (+2 Att, x2 Dmg)
    • Climb nearly sheer surfaces, upwards or downwards
Table: Thief
Level XP HD Open Locks/Remove Traps Pickpocket/Move Silently/Hide Shadows Hear Noise
1: Apprentice 900 1 15%/10% 20%/10% 1-2
2: Footpad 1,200 2 20%/15% 25%/15% 1-2
3: Prowler 2,400 3 25%/20% 30%/20% 1-3
4: Robber 4,800 4 35%/30% 35%/25% 1-3
5: Burglar 9,600 5 40%/35% 45%/35% 1-3
6: Cutpurse 20,000 6 45%/40% 55%/45% 1-3
7: Sharper 40,000 7 55%/50% 60%/50% 1-4
8: Pilferer 60,000 8 65%/60% 65%/55% 1-4
9: Swindler 90,000 9 75%/70% 75%/70% 1-4
10: Criminal 125,000 10 85%/80% 85%/75% 1-4
11: Bandit 250,000 10 + 1 95%/90% 95%/85% 1-5
12: Brigand 375,000 10+2 100%/95% 100%/90% 1-5
13: Lurcher 500,000 10+3 100%/100% 100%/95% 1-6
14: Looter 625,000 10 + 4 100%/100% 100%/100% 1-6
15: Raider 750,000 10 + 5 100%/100% 100%/100% 1-6
16: Dacoit 875,000 10 + 6 100%/100% 100%/100% 1-6
17: Villain 1,000,000 10 + 7 100%/100% 100%/100% 1-6
18: Pirate 1,125,000 10 + 8 100%/100% 100%/100% 1-6
19: Thief 1,250,000 10 + 9 100%/100% 100%/100% 1-6
20: Master Thief 1,375,000 11 + 1 100%/100% 100%/100% 1-6

Assassin
  • Are always Neutral
  • Can use any weapon, including the magical variety
  • Can wear Leather Armor only, and Shield
  • Can acquire Followers at Level 14: Guildmaster I
  • Use Scrolls at 9th Level
  • Masters of disguise. Able to assume the dress and manners of other classes, or even pose as someone of the opposite sex. 5% chance of being recognized, 10% if posing as opposite sex.
  • Poison: Can use poisons on weapons and in food and drink. Poisons must be obtained while adventuring (cannot be purchased).
  • Assassin Skills:
    • Open locks by picking or foiling magical closures
    • Listen for noise behind closed doors
    • Move with great stealth
    • Hide in shadows
    • Strike silently from behind (+2 Att, x2 Dmg)
    • Climb nearly sheer surfaces, upwards or downwards
Table: Assassin
Level XP HD % Assass. Lvl 1 Victim % Assass. Lvl 4 Victim % Assass. Lvl 7 Victim Open Locks Move Silently/Hide Shadows Hear Noise
1: Apprentice 900 1 75% 55% 15% n/a n/a n/a
2: Killer 1,500 2 80% 60% 20% n/a n/a n/a
3: Murderer 3,000 3 85% 65% 25% n/a n/a n/a
4: Slayer 6,000 4 90% 70% 30% 15% 20%/10% 1-2
5: Cutthroat 12,000 5 95% 75% 35% 20% 25%/15% 1-2
6: Dacoit 24,000 6 100% 80% 40% 25% 30%/20% 1-3
7: Thug 48,000 7 100% 85% 45% 35% 35%/25% 1-3
8: Executioner 100,000 8 100% 90% 50% 40% 45%/35% 1-3
9: Assassin 175,000 9 100% 95% 55% 45% 55%/45% 1-3
10: Senior Assassin 275,000 10 100% 100% 60% 55% 60%/50% 1-4
11: Expert Assassin 400,000 10 + 1 100% 100% 65% 65% 65%/55% 1-4
12: Chief Assassin 550,000 10 + 2 100% 100% 70% 75% 75%/65% 1-4
13: Prime Assassin 750,000 10 + 3 100% 100% 75% 85% 85%/75% 1-4
14: Guildmaster I 880,000 10 + 4 100% 100% 95% 95% 95%/85% 1-5
15: Guildmaster II 880,000 10 + 5 100% 100% 100% 100% 100%/90% 1-5
16: Guildmaster III 1,010,000 10 + 6 100% 100% 100% 100% 100%/95% 1-6
17: Guildmaster IV 1,140,000 10 + 7 100% 100% 100% 100% 100%/100% 1-6
18: Guildmaster V 1,270,000 10 + 8 100% 100% 100% 100% 100%/100% 1-6
19: Guildmaster VI 1,400,000 10 + 9 100% 100% 100% 100% 100%/100% 1-6
20: Master Assassin 1,530,000 11 + 1 100% 100% 100% 100% 100%/100% 1-6

Monk
  • Typically Lawful
  • Retain only enough wealth/treasure to maintain a minimal lifestyle
  • Can wear NO armor of any kind
  • Can use any weapon
  • Can use magic Rings, Daggers, and Swords
  • Can NEVER obtain Followers
  • Difficult to Surprise: 3rd Lvl (1 in 6), 5th Lvl (1 in 8), 7th Lvl (1 in 10)
  • Listen: Same as Thief
  • Move Silently/Hide in Shadows: Same as Thief
  • Speak with Animals (4th Lvl)
  • Speak with Plants (8th Lvl)
  • Simulate Death (5th Lvl)
  • Heal Damage Once per Day (7th Lvl) 1d6+1
  • Immune to Suggestion & Hypnosis (8th Lvl)
  • No longer subject to normal Quests and Geases (10th Lvl)
  • Quivering Palm – 13th Lvl, Once per Week, Instantly kills opponents of same HD or less than Monk
  • Missile attacks dodged: Save vs. Death Ray or Poison; Magic Missile Save vs. Staves & Spells
Table: Monk
Level XP HD Move AC Att/Rnd Open Hand Dmg
1: Novice 900 1 12” 9 1/1 1D4
2: Initiate 2,500 1 + 1 13” 10 1/1 1D4
3: Disciple 5,000 2 14” 11 1/1 1D5
4: Immaculate 10,000 2 + 1 15” 11 3/2 1D5
5: Master 25,000 3 16” 12 3/2 2D3
6: Grand Master 50,000 3 + 1 17” 12 2/1 2D3
7: G.M. Dragons 100,000 4 18” 13 2/1 3D3
8: G.M. North Wind 200,000 4 + 1 19” 14 2/1 3D3
9: G.M. West Wind 300,000 5 20” 14 5/2 3D3
10: G.M. South Wind 450,000 5 + 1 21” 15 5/2 3D3
11: G.M. South Wind 600,000 6 22” 16 3/1 3D3
12: G.M. Winter 850,000 6 + 1 23” 16 3/1 4D3
13: G.M. Autumn 1,100,000 7 24” 17 3/1 4D3
14: G.M. Spring 1,400,000 7 + 1 26” 18 3/1 4D3
15: G.M. Summer 1,750,000 8 27” 18 3/1 4D3
16: G.M. Flowers 2,050,000 8 + 1 28” 19 3/1 5D3
17: G.M. Stone 2,350,000 9 30” 19 4/1 5D3
18: G.M. Water 2,650,000 9 + 1 31” 20 4/1 5D3
19: G.M. Flesh 2,950,000 10 32’ 20 4/1 5D3
20: Ascetic Master 3,250,000 10 + 1 34” 21 5/1 6D3

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DexterWard
Pathfinder
Pathfinder
Posts: 339
Joined: Wed Jan 28, 2015 5:02 am

Basic Dungeoneering

#5 Post by DexterWard »

Basic Dungeoneering
Time
  • 1 Turn = 10 minutes
  • 1 Round = 10 seconds
  • 60 Rounds/Turn
  • 6 Turns/Hour
Movement
  • Base Movement Rate = 120' (unencumbered)
  • Encounter Movement Rate = 40' (unencumbered)
  • Encounter means anytime the party encounters a monster
  • Characters can move up to 1/3 their Base movement rate during an Encounter
  • Max Duration: 1 Turn
Consumables to be Considered
  • Torch: Casts 30’ radius; Burns 1 Hr (6 Turns)
  • Lantern (hooded): Casts 30’ radius, dimmed 5' radius; 1 Flask burns 4 hrs (24 Turns)
  • Lantern (bullseye): Casts a 60' Cone of light; 1 Flask burns 4 hrs (24 Turns)
  • Candle (open flame): Casts 10' radius; Burns 30 mins
  • Candle (hooded lantern): Casts 15' radius, dimmed 5' radius; Burns 1 Hr (6 Turns)
  • Candle (bullseye lantern): Casts 20' Cone; Burns 1 Hr (6 Turns)
  • Ammunition: Arrows, Sling Stones, etc.
  • Pool of Oil: Covers 6’ diameter; Burns 1 Turn
  • Food/Rations
  • Spell Durations
  • Magical Effects
  • Note: DM will track consumables
Encumbrance
  • Gear Encumbrance:
    • General Gear: will not be tracked (within reason)
    • Weapons: 4 Slots
    • Treasure Encumbrance: Determined by the number of coins, or coin weight value of treasure carried.
    Treasure Encumbrance in Coins
    Treasure Type Weight in Coins
    Coin, Gem, Scroll 1
    Jewelry, Potion, Wand 10
    Rod 20
    Staff 40

    Encumbrance Movement Rates
    Encumbrance Movement Rate – Base (Encounter)
    <400 Coins 120’ (40’) /Turn (Round)
    <600 Coins 90’ (30’) /Turn (Round)
    <800 Coins 60’ (20’) /Turn (Round)
    <1,600 Coins 30’ (10’) /Turn (Round)

    Hazards & Challenges
    Climbing
    • Difficult Surfaces: DEX Check (modifiers assigned by DM) for Lead Climber
    • Sheer Surfaces: Requires specialized equipment
    Falling
    • Hard Surfaces/Shallow Water: 1D6/10’
    • Deep Water: 1D4/10’

    Swimming
    • Movement Rate = Half Normal (see encumbrance table)
    • Assumption: Every character knows how to swim
    • Encumbered: Requires a STR Check (modifiers assigned by DM)
    • Light Encumbrance (light armor & light load) +1
    • Moderate Encumbrance (medium weight armor & moderate load) +3
    • Heavy Encumbrance (heavy armor & heavy load) +5
    Wandering Monsters
    • Frequency: Every 2 Turns
    • Chance: 1 in 6
    • NOTE: Varies depending on circumstances
    • Noise & light may attract Monsters in certain circumstances
    Monster Reaction Table (2D6)
    2d6 Result
    2< Hostile, attacks
    3-5 Unfriendly, may attack
    6-8 Neutral, uncertain
    9-11 Indifferent, uninterested
    12> Friendly, helpful

    Dungeon Considerations
    Doors
    • Secret Door: 1 in 6 (some races/classes have increased skill)
    • Locked Doors: 1 in 6
    • Stuck Doors: 3 in D6 (see Forcing Stuck Doors table)
    • Doors Swing Shut: 5,6 on D6
    • Listening at Doors: 1 in 6
    Forcing Stuck Doors
    STR Open Doors
    3 1 in 6
    4-5 1 in 6
    6-8 1 in 6
    9-12 2 in 6
    13-15 3 in 6
    16-17 4 in 6
    18 5 in 6
    Resting
    • Characters must rest 1 Turn every hour in the dungeon
    • -1 to Hit and Dmg rolls until the party has rested 1 full Turn
    Searching: Secret Doors, Traps, Treasure
    • Each case will depend on how the Character is searching and what resources they are using
    • Duration:
      • 10’ x 10’ area: 1 Turn
      • 20’ x 20’ area: 2 Turns
      • > 20’ Sq area: 3 Turns
    Dungeon Pacing
    General Pacing
    • Fast Pace (300-400’ per min)
      • Passive/Low Perception
      • Moving quickly
      • Maintaining minimal/passive watch for Traps, Monsters, Secret Doors
      • Proceeding Cautiously but swiftly
    • Normal Pace (200’ per min)
      • Stealthy movement, Passive Searching
      • Trying not to be noticed, proceeding cautiously
    • Slow/Searching Pace (30’ per min)
      • High Perception – Searching
      • Actively searching for Secret Doors, Monsters, Traps, etc.
    Searching Rooms
    Fast: Just passin’ through, noting what’s in the room (1 min)
    Normal: Looting the room quickly (5 mins)
    Slow: Stealthy room looting, grabbing the bulk of treasures (10 mins)
    Extremely Slow: Carefully examine every nook and cranny collecting every gold coin (1 hr)

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