Copyright: AD&&D° - Copyright 1998 TSR, Inc.
Citation: Copyright 1998 TSR, Inc.


Know Course

(clairsentient science)

MAC:	7

PSP Cost:	4/hour/2

Range:	0

Area of Effect:	personal

Prerequisites: 	none

This power allows the psionicist to hold an accurate course without deviation. To use this devotion, the psionicist must know where he is going. This can be any place he has been before or can reference to a place he has been. For example, if he knows that the village of Kled is 35 miles northeast of Tyr, he can use this power to get to Kled even though he had only been to Tyr before.

The character must also know his current location. Once initiated, the character gets a strong feeling of which way to go. ("Tyr is that way...") The character's direction bump continually updates as long as he maintains this power, so he is certain to arrive at his destination eventually.


See Ethereal

(clairsentient science)

MAC:	7

PSP Cost:	3/1

Range:	special

Area of Effect:	personal

Prerequisites: 	none

By using this power, the character extends his vision to the Border Ethereal with a range of 120 feet. He is able to detect any ethereal characters, objects, or monsters. When the power is in use, the character sees both the Ethereal Plane and the Prime Material Plane simultaneously.

In addition to ethereal creatures, the psionicist can see phased or displaced creatures. Dimension walkers are revealed, and dimensional doors show as bright threads linking two portals. This power is useful when fighting ethereal or phased monsters such as ghosts and phase spiders.


See Magic

(clairsentient science)

MAC:	9

PSP Cost:	6/2

Range:	20 feet

Area of Effect:	personal

Prerequisites: 	none

The psionicist can use this power to perceive wizardly magic, including magical items, effects, and potential. Any enchanted items, scrolls, spellbook, or potions glow faintly in the psionicist's vision. He can see continuing spell effects such as a fire trap, wall of stone, or even a character under the influence of a charm person spell. See magic does not give the user the ability to determine what kind of magic is being used; all he would know is that the item or person radiates magical energy.

If the psionicist passes his power check with a roll of 10 or better, he also can see the spell potential of a magic-using character. A high-level wizard who has used up all of his spells would not have much potential, but one who had not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind.


Environment

(clairsentient science)

MAC:	7

PSP Cost:	5/3

Range:	unlimited

Area of Effect:	na

Prerequisite:	none

This power lets the psionicist get a sensory image of the present surroundings of a particular unliving item. The psionicist need not have any idea where the object is when the power is used, but he must concentrate on a specific, familiar item. For instance, "my friend's metal dagger" is fine, but "the nearest metal dagger" is not.

The psionicist receives an all-round sensory "snapshot" from the item's surroundings: visual, olfactory, aural, and temperature signals. The power itself gives no notion of direction or distance to the item in question, though the character can often deduce its location from the sensory signals.

If the item has been destroyed before the power is used, the check automatically fails. A concealed item (for example, in a pocket) gives a black visual image and insignificant olfactory, aural, and temperature signals.


Feel Moisture

(clairsentient science)

MAC:	9

PSP Cost:	3/1

Range: 	0

Area of Effect: 	90-yard sphere

Prerequisite:	none

As its name implies, with this power the psionicist can feel the presence of water within the area of effect. The power indicates all characters, creatures, and plants in the area as having moisture, plus any concentration of one gallon or more. The psionicist can feel the rough nature of the water, plus its direction and distance. The amount and its accessibility depends on the terrain and what the DM knows about the local water supply.


Retrospection

(clairsentient science)

MAC:	8 (base)

PSP Cost:	120/40

Range	0

Area of Effect	personal

Prerequisites	convergence, 7th level

Retrospection is a kind of psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power. He—or one of the other participants in the convergence—then poses a question regarding a specific event in the past. To find the answer, the psionicist must make a successful power check.

When retrospection succeeds, the characters tap into a universal, pervasive memory. They have access to any information that ever existed in anyone's memory regarding the incident they are investigating. The amount of detail that comes to mind depends on power check results:

1	extremely vague and fragmentary

2	vague or incomplete

3-5	complete but not very specific

6 +	reasonably complete and specific

Memories bear the mark of the personalities who created them. The DM should role-play the memories accordingly, not just recite information. If the psionicists' alignments differ significantly from the memories' alignments, reaction rolls are in order. Memories can be polite and helpful, or they can be cantankerous and downright rude. Memories which have lain undisturbed for centuries may be angered by the intrusion, or they may be delighted for the chance to air themselves out and bring the truth to light.


Create Sound

(psychokinetic devotion)

MAC:	7

PSP Cost:	5/2

Range	100 yards

Area of Effect	na

Prerequisites	telekinesis, control sound

Unlike the control sound devotion, this power allows a psionicist to create sound from silence. That means the psionicist can choose the source or location of the sound. For example, he can make rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as several people shouting in unison. Once the sound is created, the psionicist can control it without expending additional PSPs (other than normal maintenance).

If the die roll for the character's power check is a 1, the sound is not quite true and may arouse suspicion in listeners. If a specific human voice is being mimicked, this happens on a roll of l or 2.

Created sounds cannot have any magical effect. The psionicist might duplicate a banshee's wail, for example, but it cannot harm anyone.


Barrel

A vessel made of staves and bound with hoops. A small barrel weighs 30 lbs. A large barrel weighs 80 lbs.


Magic resistance

The character is magic resistant. Giff have a flat 10% magic resistance, while githzerai have a magic resistance of 5% per level—for example, a 6th-level githzerai has a magic resistance of 30%.


Acrobat

  An acrobat is a general term for performers of amazing physical feats. These include jugglers, tumblers, jesters, and tightrope-walkers. Whatever their specialty, these characters make a living by entertaining others. Acrobats often travel in groups or with circuses or carnivals. These shows wander from town to town and castle to castle. All levels of society wish to be entertained. As such, successful acrobats find themselves in much demand.

A life on the road is not an easy one, however, and many acrobats often turn to other avenues to make money. Their dexterous skills make them valuable adventurers, especially if some larceny or petty theft is involved.

Social ranks: Acrobats most often occupy the middle tier of a society. Most lower-ranked members of a society have not the time to develop skills, like those of the acrobat. They must concentrate on putting food on the table. Roll 2d6 to determine an acrobat’s social rank at the campaign’s beginning.

2d6 roll	Social rank

2–8	Lower Middle Class

9–12	Upper Middle Class

Requirements: To take this kit, a character must have a minimum Dexterity/Balance of 14 and a minimum Strength/Stamina of 12. The acrobat kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three).

Weapon proficiencies: Small, light weapons are preferred by acrobats, as bulky or heavy ones would hinder their agile maneuvers. Suggested weapons include the knife, dagger, short sword, club, and hand axe. Thrown weapons and those with long hafts or handles also are common choices among acrobats, as the weapons can be used to juggle or pole-vault. These weapons include: quarterstaff, dart, javelin, and spear.

Recommended nonweapon proficiencies: Disguise, juggling, jumping, musical instrument, tightrope-walking, and tumbling.

Equipment: Acrobats prefer to be lightly armed and armored to allow for the fullest range of movement.

Recommended traits: Ambidexterity, double-jointed, glibness.

Benefits: If unarmored, acrobats receive a +2 bonus to tumbling, tightrope-walking, and jumping proficiency checks. In addition, they gain a +2 bonus to Armor Class versus hurled missile weapons—provided they have room to dodge the attack and are not otherwise prevented from moving freely.

Hindrances: Any acrobat who wears armor heavier than studded leather (AC 7) suffers a –1 penalty to tumbling, tightrope-walking, and jumping proficiency checks per point of armor class better than AC 7. For example, an acrobat wearing chain mail—AC5—suffers a –2 penalty. Note that Dexterity or magical bonuses to Armor Class do not increase this penalty. An acrobat wearing studded leather armor, a ring of protection +2, and having a 15 Dexterity would incur no penalty despite his AC 4 rating.

Wealth: Acrobats receive the normal amount of starting cash appropriate to their class.


Amazon

  In Amazon cultures, the women are the leaders, rulers, generals, and warriors, while the men are the cooks, cleaners, homemakers, and simple laborers—if not the outright slaves or property of the women. Such matriarchal societies may be large or small, savage or friendly. Amazon women can be seen as brusque, rude, haughty, or domineering by those from male-dominated cultures. The Amazons of legend were fierce combatants and famous riders and breeders of magnificent horses. As such, many Amazons prefer light armor, weapons, and equipment.

Social ranks: Amazon women can come from any economic background. Roll 2d6 to determine the rank of an Amazon female. Males are considered lower class.

2d6 roll	Social rank

2	Lower class

3–5	Lower middle class

6–10	Upper middle class

11–12	Upper class

Requirements: Female characters of any demihuman or humanoid race can choose this kit.

Weapon proficiencies: Amazons can choose from: battle axe, bow (any), club, dagger, hand or throwing axe, javelin, knife, lance, spear, staff, sword (any). Men are allowed only one initial weapon proficiency, and it must be from the above list.

Recommended nonweapon proficiencies: Riding (land-based), rope use, engineering, navigation, endurance, animal training, animal handling, armorer, bowyer/fletcher, hunting, running, set snares, survival, tracking.

Equipment: Amazons can begin with only the following types of armor: shield, leather, padded, studded leather, scale mail, hide, banded mail, or bronze plate mail. Better armor can be had once a character has ventured to other cities.

Recommended traits: Allure, animal empathy, keen senses, obscure knowledge.

Benefits: Amazons are fierce, eager competitors. Many male opponents underestimate them. As a result, in any melee combat where an Amazon is fighting a male opponent, the Amazon gains a +2 bonus to her first attack and damage roll. Thereafter combat is run normally.

Hindrances: Amazons suffer a –2 reaction roll penalty from NPCs of male-dominated societies. Over time, this penalty should be reduced or eliminated if the NPCs become accustomed to the strong-willed ways of the Amazon.

Wealth: Amazons begin the game with the amount of money appropriate to their classes.


Animal Master

Animal masters have an affinity with nature’s creatures. They can be trainers, keepers, or guardians of animals. Good-aligned animal masters protect and care for animals, evil ones use simple creatures to their own advantage. Many animal masters spend much of their time outside with their furred, feathered, or scaled friends. Animal masters could include rangers, huntsmen, falconers, and druids.

Social ranks: Animal masters tend to be earthy folks from the lower echelons of a community. Roll 2d6 to determine an animal master’s rank.

2d6 roll	Social rank

2–5	Lower Class

6–11	Lower Middle Class

12	Upper Middle Class

Requirements: To take this kit, a character must have a minimum Constitution/Fitness of 10 and a minimum Wisdom/Intuition of 12. This kit is open to all player character races.

Weapon proficiencies: Animal masters can use any weapon appropriate to their class.

Recommended nonweapon proficiencies: Animal lore, survival, agriculture, animal training, animal handling, fire-building, fishing, herbalism, hunting, mountaineering, riding (any), swimming, set snares, tracking.

Equipment: Standard for the character’s class.

Recommended traits: Animal empathy, empathy, climate sense.

Benefits: When this kit is chosen, the player and DM must determine a suitable animal companion for the character. There are several factors to consider: 1) the climate and terrain of the animal master’s homeland, where he acquired the companion; 2) the character’s alignment, as companions are attracted only to animal masters of like demeanor; 3) the character’s race (dwarves and gnomes might attract burrowing or underground creatures, while elves would attract forest creatures) and; 4) the availability of compatible creatures. All animal companions should be size S (small). An animal companion is similar to a wizard’s familiar in that it has a bond with the animal master. The master can issue it simple verbal commands, and the animal can convey its needs and emotions.

After making a list of available and compatible creatures, the player should choose one creature as a companion. DMs might prefer the animal to be selected randomly. If this is the case, roll 1d20 and consult the chart below.

Table 42: Animal Companions

Roll	Companion	Roll	Companion

1	Badger	11	Raccoon

2	Dog	12	Opossum

3	Wolf	13	Fox

4	Snake	14	Skunk

5	Brush rat	15	Cat

6	Owl	16	Falcon

7	Ferret	17	Monkey

8	Raven	18	Squirrel

9	Otter	19	Hawk

10	Pig	20	Woodchuck

Hindrances: The animal master must protect his companion, not send it into dangerous areas to spring hidden traps. Should an animal master lose his companion through carelessness or by capriciously placing the animal in danger, he loses 10% of his current experience point total, and he loses his affinity to that species. No other creature of that type will serve as a companion for that animal master. No penalties are assessed if the animal dies through natural causes, accidentally, or while following orders of a reasonable nature. (However, it’s reasonable for animals with combat skills to defend their masters.)

Wealth: Standard as per the character’s class.


Assassin

 This kit is intended for evil aligned characters, as the act of killing for pay cannot be justified as a good act. In any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer, caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears.

Social ranks: Assassins tend to be well-off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. Roll 2d6 to determine an assassin’s rank.

2d6 roll	Rank

2–3	Lower Class

4–6	Lower Middle Class

7–11	Upper Middle Class

12	Upper Class

Requirements: To take this kit, a character must have a minimum Intelligence/Reason of 10 and a minimum Wisdom/Willpower of 12. The assassin kit is barred to paladins, rangers, and druids. This kit is open to all player character races. The character must have evil alignment.

Weapon proficiencies: An assassin can use any weapon allowed to his class. However, many assassins have one weapon with which they prefer to perform their acts of murder. As he grows more notorious, evidence of a particular weapon becomes the assassin’s calling card.

Recommended nonweapon proficiencies: Etiquette, riding (any), healing, disguise, forgery, modern languages, tracking, reading lips. If the DM allows poison, the assassin must have the herbalism proficiency to use various toxins. Herbalism gives the character the knowledge to use natural plants and herbs to produce a variety of poultices, salves, and toxic compounds. Poison strengths and rules are listed in the Dungeon Master Guide.

Equipment: An assassin must be able to move quickly and quietly, and travel as lightly as possible. Light armor and small, easily concealed weapons are common accouterments.

Recommended traits: Alertness, ambidexterity, glibness, precise memory.

Benefits: The assassin’s knowledge of poisons allows him a 5% chance per level to identify toxic substances. If the assassin has the herbalism proficiency, a +10% bonus is added to the final number. The means of identifying poisons include sight, smell, taste, or by a victim’s symptoms. An assassin with the healing proficiency can treat poison victims with a +1 bonus to his proficiency check.

Hindrances: Assassins suffer a –4 reaction roll penalty whenever they encounter someone who knows their profession.

Wealth: Assassins receive 150% of the amount listed for their chosen class.


Barbarian

 The barbarian is perhaps the most common fantasy-fiction archetype. Powerfully built, immensely strong, and clad in furs and skins, the barbarian often is seen as a muscle-bound bully. However, barbarians are more than that. They arrive in the campaign’s setting from some distant, primitive land where people must still fight the environment at every turn just to survive. Playing a barbarian is all about working the mystique of a primitive culture into a more “civilized” world.

Social ranks: Barbarians might be wealthy in their own villages, but they won’t be high on the social or economical ladder of the civilized community they are now a part of. Roll 2d6 to determine the barbarian’s rank.

2d6 roll	Rank

2–8	Lower Class

9–12	Lower Middle Class

Requirements: Barbarians must have minimum Strength/Stamina and Constitution/Health scores of 13. The barbarian kit is barred to paladins, clerics, and bards. This kit is open to all player character races.

Weapon proficiencies: Barbarians prefer simple, large, and dependable weapons. Suggested weapons include: axe (all), sword (all), club, dagger, knife, war hammer, mace, sling, spear, javelin, long bow, and quarterstaff. The following weapons are likely inappropriate for barbarians—at least until they are immersed in a new culture—crossbow (all), polearms (all), flail (all), lances (all).

Recommended nonweapon proficiencies: Endurance, animal handling, animal training, bowyer/fletcher, fire-building, fishing, riding (land-based), hunting, mountaineering, running, survival, tracking.

Equipment: A barbarian cannot initially purchase armor heavier than splint mail, banded mail, or bronze plate mail. Of course, once exposed to superior forms of armor in the campaign, the barbarian may choose to purchase other armor types.

Recommended traits: Alertness, direction sense, immunities, keen senses, light sleeper, weather sense.

Benefits/Hindrances: Barbarians are intense, and NPCs tend to have very strong reactions to them. People either are drawn by the barbarian’s animal magnetism or repulsed by his primitive qualities. This effect comes into play when NPCs meet barbarians for the first time. If the NPC’s reaction roll result is 8 or less, an additional –2 bonus is applied to the result. For example, if the character is acting indifferently toward a shopkeeper and the shopkeeper’s reaction result is a 7, the shopkeeper is indifferent. However, since the character is a barbarian, the –2 bonus applies, lowering the shopkeeper’s result to a 5—a friendly response. The shopkeeper has been won over by the barbarian’s presence. However, if the shopkeeper’s reaction roll was a 14 or higher, the modifier becomes a +2 penalty, resulting in a 16—threatening—score. For more information on reaction results, see the Dungeon Master Guide.

Wealth: A barbarian begins with the standard amount of money for his class, but all of it must be spent before play begins. The DM might allow the Barbarian to retain a few silver pieces or a handful of coppers, but not much more.


Beggar

 Beggars earn a living off the generosity of others. They are a raggedy lot who make others pity them or who deceive others into giving them money. A beggar might dress in rags and huddle on a street corner, calling out to strangers for coppers so he can buy food. Perhaps he pretends to be maimed, old, or senile, and begs coins from those more fortunate. Some beggars might actually be down on their luck and in need of a generous handout. But most of them are capable of working. A few have begging perfected to a fine art. These are swindlers who create elaborate schemes to separate the wealthy from their money. Swindlers might coerce businessmen to invest in a nonexistent company, con lords and ladies into betting on imaginary horse races, and romance people into marriages that leaves the marks copperless and abandoned. Beggars adventure to get out of town if city guards are giving them too much trouble or if they want to score treasure

Social ranks: Beggars usually occupy the lower tier of society. Roll 2d6 to determine his social rank at the beginning of the campaign.

2d6 roll	Social rank

2–7	Lower Class

8–12	Lower Middle Class

Requirements: Beggars must be chaotic in alignment and have a Charisma/Leadership score of at least 10. This kit is barred to all optional races except kobolds, goblins, and mongrelmen, as well as paladins, rangers, druids, and wizards of all types.

Weapon proficiencies: Beggars prefer small weapons that can be concealed. That way they look defenseless. These weapons include daggers, knives, saps, and slings. However, when adventuring they use any weapons allowed their character class.

Recommended nonweapon proficiencies: Disguise, forgery, gaming, ventriloquism, seamstress/tailor.

Equipment: While begging, these characters dress in rags or whatever other clothing is appropriate to their scam. However, when adventuring they don the best armor and weapons they own.

Recommended traits: Glibness, impersonation, inherent immunity to cold, inherent immunity to heat.

Benefits: Beggars receive one free nonweapon proficiency at the time of character creation—if the proficiency comes from the above recommended list.

Hindrances: These characters are not accepted into upper middle class and upper class social circles—at least in the community in which the beggar is plying his trade. This equates to a –4 reaction roll penalty if the beggar is trying to socialize with the upper crust.

Wealth: Beggars begin with the normal starting gold for their character class.


Cavalier

 This kit is appropriate only for good-aligned characters, as cavaliers are of brave heart and honorable bearing. They are the devoted heroes of the realm. Warriors, wizards, and clerics who love their country, their sovereign, and their people can be cavaliers. Cavaliers are the noblest of nobles, but they do not use their positions in society simply to further their own ends. They strive to aid the less fortunate, protect their ruler, and save their country—whenever the need arises. Cavaliers can be independent, or they might be employed as agents of the state, perhaps taking orders from the king or queen.

Social ranks: Though anyone with the right intentions and determination can be a cavalier, it is more likely these individuals come from the higher echelons of a community. Roll 2d6 to determine a cavalier’s rank.

2d6 roll	Rank

2	Lower Class

3	Lower Middle Class

4–7	Upper Middle Class

8–12	Upper Class

Requirements: Cavaliers must have a minimum score of 13 in their class’s prime requisite. Also, all cavaliers must a minimum Charisma/Leadership of 14. Cavaliers can be humans, elves, half-elves, or dwarves; this kit is barred to rangers, thieves, druids, and bards.

Weapon proficiencies: Cavaliers can choose any weapons allowable by their class. Swords and lances are especially appropriate for warrior cavaliers, as they are suitably noble weapons for cavaliers to carry.

Recommended nonweapon proficiencies: Etiquette, riding (any), heraldry, history (local or ancient), languages (modern or ancient), animal handling, dancing, reading/writing, artistic ability, and gaming.

Equipment: Cavaliers can equip themselves how they choose. However, a cavalier must purchase a mount as soon as he can afford one. Not only does a handsome mount increase the cavalier’s noble bearing, one will likely come in very handy on his many travels.

Recommended traits: Allure, artistic ability, glibness, lucky, music/singing, or music/instrument.

Benefits: So good-hearted and strong-willed is the cavalier that he gains a +2 saving throw bonus against all mind-affecting magics. Such magics include, but are not necessarily limited to: charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, fear, confusion, geas, command, enthrall, cloak of bravery, and symbol.

Hindrances: Most cavaliers have a strong sense of honor, meaning they will only fight fairly and chivalrously. For example, during a combat on a high cliff-top, the cavalier’s foe might slip over the edge and manage to catch onto a handhold. The cavalier could not leave the miscreant to that fate, nor would he loosen his foe’s grip on the cliff. Rather, the cavalier would help the foe up, and then continue the combat. Neither would a cavalier kill any enemy no longer capable of self defense or one who had surrendered in good faith. Because of this code, a cavalier can be difficult to play properly.

Wealth: Unless the cavalier comes from the lower class, he begins with 150% of the starting cash for his profession. If he comes from the lower class, he begins with the normal starting cash.


Diplomat

 In any campaign that involves government and politics, diplomats and other courtiers are bound to appear. Diplomats can bring important messages to neighboring countries. They might—as adventurers—explore uncharted regions and act as emissaries. Or they could be attached to a foreign court as their lord’s representative, advising the foreign ruler of the attitudes and policies of the diplomat’s homeland. Diplomats also act as their rulers’ eyes and ears in a distant court.

Social ranks: Diplomats are groomed from the higher stations in society. Roll 2d6 to determine their rank.

2d6 roll	Rank

2–6	Upper Middle Class

7–12	Upper Class

Requirements: A diplomat must have a minimum Intelligence/Knowledge score of 10 and minimum Wisdom/Intuition and Charisma/Appearance scores of 12. The diplomat kit is barred to half-orcs, half-ogres, and any of the optional races except centaurs, githzerai, satyrs, and swanmays.

Weapon proficiencies: A diplomat can wield any weapons that fit his character class. However, since a diplomat is usually a peaceful individual, if he wears heavy armor and carries lots of weapons he might be viewed suspiciously. Diplomats are at their best appearing inoffensive.

Recommended nonweapon proficiencies: Dancing, etiquette, heraldry, history (any), languages (any, numerous preferred), reading lips, and riding (any).

Equipment: A diplomat can equip himself however he desires. However, his possessions should be of superior quality and appearance.

Recommended traits: Allure, alertness, artistic ability, glibness, music (any), obscure knowledge, and precise memory.

Benefits: Since the diplomat’s nature is to put others at ease, he receives a +2 bonus to all reaction rolls.

Hindrances: Diplomats are often far from home, essentially at the mercy of a foreign ruler. If the diplomat delivers a message that the ruler doesn’t appreciate, the ruler may take out his anger on the messenger. During wartime, diplomats live especially dangerous lives, as they frequently must travel across enemy lines and battlefields to perform their duties.

Wealth: Diplomats begin with double the amount of gold allotted to their class.


Explorer

 Explorers live to see what’s over the next mountain or to sail beyond the countries at the edge of a map. They yearn to discover new places, people, and wonders. And their wanderlust drives them ever on. They make perfect adventurers, never staying in one town for more than a few days or weeks. And they are always eager to explore ruins, abandoned temples, and cave complexes. Many explorers are demihumans who, not fitting into human-dominated towns, turned to traveling. Others are half-breeds, such as half-elves, half-orcs, and half-ogres, who found more acceptance in the wilderness than in either of their parent’s communities. Of course, there are human explorers, too, these leaving their homes simply because they had to know what’s out there.

Social ranks: Explorers come from all walks of life. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll	Social rank

2–3	Lower Class

4–6	Lower Middle Class

7–10	Upper Middle Class

11–12	Upper Class

Requirements: Explorers must have a minimum of 12 for Wisdom/ Willpower and Intelligence/Knowledge scores. This kit is open to all player character races and classes.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Direction sense, fire-building, fishing, survival, weather sense, seamanship, local history, ancient history, reading/writing.

Equipment: Explorers are practical and try to carry all of their arms, armor, and belongings with them. They prize extra-dimensional spaces and magical carts and boxes such as: bags of holding, Heward’s handy haversacks, quivers of Ehlonna, portable holes, mouse carts, flatboxes, and more.

Recommended traits: Internal compass, inherent immunity to cold, inherent immunity to heat, keen eyesight, keen hearing, precise memory.

Benefits: Explorers gain the survival nonweapon proficiency at no cost, and they can choose any two terrain types to apply it to. Possible terrains are: arctic, woodland, desert, steppe, mountain, and tropical.

Hindrances: These characters cannot stay in one place too long, calling no place home unless “home” is a ship or a covered wagon. Therefore, explorers cannot spend more than a few weeks at best in any given city or keep.

Wealth: Explorers begin with the maximum amount of gold allowed their character class.


Gladiator

  Gladiators are trained to fight people and creatures for others’ entertainment. Most are flashy, outlandish showmen whose battle tactics often cater to the crowd first, their survival second. Gladiators can be slaves who are forced to fight, or they can be free men who choose to make a living this way. If this kit is used in a campaign, there must either be a culture that publicly allows this activity, or else the fights might be illegal—held in secret places and backed by society’s shady element. Legal or not, the gladiator definitely makes his living in an urban setting. If the campaign doesn’t revolve around, or at least contain, a sizable city, this kit could be inappropriate.

Social ranks: Gladiators can come from almost any economic background, though it is more likely they come from the lower rungs of the community. Roll 2d6 to determine the rank of a gladiator.

2d6 roll	Rank

2–6	Lower Class

7–10	Lower Middle Class

11–12	Upper Middle Class

Requirements: A gladiator must have Strength/Muscle and Constitution/Fitness scores of 13 or greater. This kit is barred to satyrs and swanmays. In addition, paladins, rangers, wizards, thieves, and bards may not choose this kit.

Weapon proficiencies: Only melee and hurled missile weapons—no bows, slings, etc.—can be used by such a character, as gladiatorial combats are not about firing arrows at one another. A gladiator who kills an opponent without endangering his own life in mortal combat is not much of a showman. Possible gladiator weapons include: daggers, swords (all, but short swords are most common), scimitars, spears, tridents, polearms (all), war hammers, maces (all), scourges, nets, and whips.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, tumbling, armorer, weaponsmithing, healing, and rope use.

Equipment: Gladiators can have whatever weapons fit their classes. However, they are initially limited in armor types. Gladiators cannot begin with anything greater than studded leather.

Recommended traits: Fast healer, immunities, keen senses, light sleeper, lucky.

Benefits: Gladiators enjoy a +1 bonus on attack rolls with one particular melee weapon. For example, a gladiator could choose a +1 attack bonus with the short sword.

Hindrances: As gladiators are trained to make combats last a long while and to play to any crowd, they suffer a +1 penalty to their initiative rolls. They take this time to show off, display their weapon prowess, or bait their opponent.

Wealth: Standard as per the character’s class.


Jester

 Comedians, clowns, jokesters, and tricksters—these make up the jester kit, and those individuals who fit this kit live to make others laugh. Jesters strive to perfect their humor—whether it be slapstick, dark comedy, or simple ribald jokes. Some dress in gaudy costumes and adorn themselves with bells and shiny buttons. Others dress like the common man and blend in with the crowd. They spend their nights in kings’ courts, at nobles’ parties, or in crowded taverns, and they tailor their humor to their audience. They adventure to gain wealth and friends—and to acquire material for their next performances. The most noted jesters are gnomes because of their exaggerated visages.

Social ranks: Jesters are found at every level in society, though the majority of them come from the middle class. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll	Social rank

2	Lower Class

3–7	Lower Middle Class

8–11	Upper Middle Class

12	Upper Class

Requirements: Jesters must have a minimum Intelligence/Reason of 12 and a minimum Charisma/Leadership of 13. Dwarves, elves, and any of the optional PC races except for kobolds or goblins may not choose this kit. Only bards and thieves may choose this kit.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Singing, etiquette, modern languages, reading/writing, ventriloquism, juggling, disguise, jumping.

Equipment: While adventuring, jesters outfit themselves with weapons and armor allowed their character class. However, they are ever on the lookout for unusual clothes, props, noise-makers, and accouterments that can be used in their act.

Recommended traits: Precise memory, obscure knowledge, lucky, keen hearing, empathy.

Benefits: Jesters enjoy a +1 bonus to Charisma when they are working an audience.

Hindrances: Jesters are often not taken seriously. When trying to conduct business deals or when socializing, NPCs have a –1 reaction roll penalty toward them.

Wealth: Jesters begin with the normal amount of gold allowed their character class.


Mariner

  Mariners are devoted to the sea. They may be young, old, poor or wealthy enough to own the ship they sail. They travel the world’s oceans because they love it. They live for trading, exploring, and discovering new lands.

Social ranks: Mariners tend to be educated individuals from families with a reasonable amount of gold. Roll 2d6 to determine the rank of a mariner.

2d6 roll	Rank

2–6	Lower Middle Class

7–10	Upper Middle Class

11–12	Upper Class

Requirements: A mariner must have a minimum Intelligence/Knowledge score of 9. The mariner kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, mongrelmen, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics.

Weapon proficiencies: Mariners can be versed in any weapons applicable to their classes. However, weapons such as spears, pole-arms, and nets are practical.

Recommended nonweapon proficiencies: Weather sense, navigation, fishing, seamanship, swimming, rope use.

Equipment: Mariners can carry whatever equipment they desire, however much of it should be useful in their trade. Further, these individuals tend to wear little or no armor, as heavy armor is not practical on a ship. They prize rings of protection and bracers of defense.

Recommended traits: Keen senses, light sleeper, lucky.

Benefits: Mariners enjoy a +2 bonus on reaction rolls from sailors, ship captains, and aquatic races. And they gain a +1 to hit bonus with nets.

Hindrances: Because mariners are so at home on the sea, they are often uncomfortable on land. When there is no water in sight, they are out of their element, and they suffer a –2 reaction roll penalty.

Wealth: Standard for the character’s class.


Merchant

  Merchants are vital to any civilization, for they buy, sell, or barter the goods and services that a society demands. Merchants include local fish-mongers, street vendors, shop keepers, caravan owners, and more. Some have permanent stores established in a thriving business district. Others travel to distant lands to bring back rare treasures. Adventurers are natural merchants, as they often visit many strange and exotic places and acquire unusual and valuable goods. Merchant adventurers have an outlet to sell many of the material treasures such as tapestries, statuary, gems, and jewelry they often accumulate.

Social ranks: Merchants come from many walks of life. Roll 2d6 to determine the rank of a merchant. Optionally, grant that merchant the appropriate business and income.

2d6 roll	Rank	Business

2–3	Lower Class	Works for someone else

4–7	Lower Middle Class	Owns a stall or rents a storefront

8–10	Upper Middle Class	Owns a storefront

11–12	Upper Class	Owns a large storefront

Requirements: A merchant must have minimum Intelligence/Knowledge and Charisma/Appearance scores of 9. This kit is closed to paladins, rangers, druids and all charcters of the following races: alaghi, minotaur, mongrelman, ogre, satyr, swanmay, thri-kreen, and wemic.

Weapon proficiencies: Merchants can wield any weapons appropriate to their classes. However, a merchant who wears heavy armor and carries several large weapons might make their customers nervous—unless the merchant is in the business of selling arms and armor.

Recommended nonweapon proficiencies: Appraising, carpentry, cobbling, etiquette, reading/writing, modern languages, local history, forgery, tailoring, weaving.

Equipment: Merchants can carry whatever equipment they desire, however much of it should be useful in their trade. Many merchants make sure they have plenty of leather sacks and other containers to store goods they might acquire. They prize bags of holding and flatboxes.

Recommended traits: Glibness, keen senses, precise memory, alertness, obscure knowledge.

Benefits: Because they are often welcomed into communities, merchants receive a +1 reaction roll bonus in city settings. In addition, merchants with the appraising proficiency gain a permanent +2 bonus to that skill.

Hindrances: While they are initially welcomed for the goods and services they bring, not all merchants are forthright in their business dealings. Any merchant who is publicly accused of cheating his customers (whether the accusation is true), loses the reaction bonus above. Further, he suffers a –2 penalty to all reaction rolls until his innocence is proven.

Wealth: A merchant begins with the maximum amount of gold allotted to his class.


Mystic

 Thoughtful and introspective, the mystic seeks to find the answers to the mysteries of the universe by traveling across the globe. Nonviolent by nature, the inquisitive mystic seeks only truth, and he avoids confrontations when possible. However, if the mystic must battle his way to enlightenment, he will do so. Mystics are usually found among cultures that place a high value on art, philosophy, and scholarship. As seekers of knowledge, mystics often become adventurers while they search for the answers they seek.

Social ranks: Mystics tend to be well-educated, coming from the more affluent segments of society. Roll 2d6 to determine the rank of a mystic.

2d6 roll	Rank

2–7	Upper Middle Class

8–12	Upper Class

Requirements: A mystic must have a minimum Wisdom/Intuition score of 13. This kit is closed to thieves and bards. Only characters of the following races can choose this kit: human, elf, half-elf, gnome, halfling, aarakocra, alaghi, centaur, githzerai, swanmay, and wemic.

Weapon proficiencies: Mystics can wield any weapons appropriate to their classes. However, most prefer lighter weapons which do not weigh them down.

Recommended nonweapon proficiencies: Astrology, astronomy, religion, etiquette, languages (modern or ancient), history, (local or ancient), reading/writing, heraldry, riding (any), herbalism, healing, gem cutting, musical instrument, navigation.

Equipment: Mystics can select whatever equipment they desire and can afford. However, these characters are known to travel unencumbered, so care should be taken in what they purchase and acquire.

Recommended traits: Artistic ability, empathy, obscure knowledge, ancient history, precise memory.

Benefits: A mystic can temporarily boost one of his 12 subability scores by +2. If the mystic is a ranger with a 16 Balance score, by meditating the score can be temporarily increased to an 18. If the mystic is a warrior trying to boost a Muscle score of 18/30, the bonus counts as 20% rather than 2 points—each point equates to 10%. The mystic warrior’s Muscle is temporarily increased to 18/50. To gain this subability bonus, the mystic must meditate, building up his body and mind for this feat. The subability score remains boosted for one-third of the mystic’s meditation time. If the Mystic mediated for three uninterrupted hours, he could boost a subability score for one hour.

Hindrances: The process of meditation requires effort. While a mystic could meditate in the cabin of a ship, he could not do so if that ship were in the midst of a terrible storm. Attacks or very loud noises also disrupt meditation. The time spent in meditation does not alleviate the mystic’s need for food and sleep. So it is unlikely that a mystic could spend three days in meditation in preparation for an adventure. Further, a mystic cannot gain multiple meditation bonuses at one time.

Wealth: A mystic is interested in knowledge, not material items. As such, he cannot own more than he can carry. A mount is an exception, as such a beast is useful in taking the mystic to new places.


Noble

  Nobles are those born to the highest ranks of society. They are rich, dress well, and they usually spend money frivolously. They are the privileged few the common people idolize. And they are the symbols of what others often consider the best in the world.

This leads many nobles to believe they are better than everyone around them—not just in wealth or social standing, but in manner and abilities. This sense of superiority can manifest itself as overwhelming pride, arrogance, and condescending snobbery. These nobles use their wealth, standing, and power to take what they want from those weaker than themselves. They can be as brutal, savage, and unthinking as the horrific monsters they slay.

Not all nobles are like this, however. Some feel a certain sense of stewardship for the unwashed hordes. These nobles consider it their duty to do all in their power to better the world—as long as their lifestyles are not jeopardized. They can be chivalrous toward members of the opposite sex, and they might occasionally stop to chat with peasants. These nobles mean well, but they may be out of touch with what is important in the lives of the common people.

Nobles need not be played as brutal tyrants or out-of-touch fops and dandies, but there are plenty of wealthy individuals who fit those two archetypes.

Social ranks: Nobles are only found in the upper echelons of society. Roll 2d6 to determine the rank of a noble.

2d6 roll	Rank

2–4	Upper Middle Class

5–12	Upper Class

Requirements: Nobles need only meet the requirements of their adventuring class. This kit is open to all classes and races except mongrelmen.

Weapon proficiencies: Any allowed by their adventuring class.

Recommended nonweapon proficiencies: Etiquette, heraldry, riding (any), dancing, languages (ancient or modern), history, (local or ancient), reading/writing, religion, gambling, musical instrument, animal handling, hunting, and gaming.

Equipment: Regardless of his class, he must purchase a mount and tack, as no self-respecting noble would allow himself to be seen on foot when out and about. Further, all armor, weapons, clothes and accouterments must be of the finest quality.

Recommended traits: Allure, artistic ability, glibness, lucky, music (any).

Benefits: Because of his superior manner of dress, speech, and decorum, NPC nobles will recognize the player character’s status and accord him the proper respect. Player character nobles receive a +2 reaction roll bonus when interacting with individuals from the upper class and upper middle class.

Hindrances: Because the noble demands the finest things in life, he pays more money for meals, board, equipment, etc. In addition, many vendors recognize the noble as being wealthy and raise their prices accordingly. A noble must add 25% to the price of any item or service he wishes to purchase.

Wealth: Nobles begin with twice the normal starting gold of their class to reflect their higher level of resources.


Outlaw

These characters spit in the face of authority and scoff at the mention of “the law.” They are men and women wanted by the campaign’s government officials and law-enforcement authorities.

Some outlaws are the heroic Robin Hood type. They become outlaws because they oppose an evil, corrupt, or tyrannical regime. These outlaws are more concerned with justice than the strict letter of the law. And while they willingly break laws, they do it for the common good—robbing from the rich to give to the poor, smiting the minions of the vile administration, and generally making life as uncomfortable as possible for those who’ve turned the law to their own wicked ends.

Other outlaws are bandits and highwaymen who inhabit the fringes of many civilizations hoping to rob innocent passersby of their hard-earned valuables. These despicable louts truly give the term “outlaw” a bad name.

Social ranks: Outlaws typically come from the poorer segments of society. Roll 2d6 to determine an outlaw’s social rank.

2d6 roll	Rank

2–7	Lower Class

8–12	Lower Middle Class

Requirements: As many Outlaws must leave the comforts of civilization behind to avoid capture, they must be hardy souls. All outlaws must have minimum Strength/Stamina and Constitution/Health scores of 12. This kit is open to all races and classes, but paladin outlaws require special approval from the DM.

Weapon proficiencies: Outlaws can wield whatever weapons are allowed by their class. However, they tend to favor missile weapons because they like to strike at the forces of the law from a safe distance.

Recommended nonweapon proficiencies: Rope use, set snares, survival tracking, fire-building, riding (any), animal lore, bowyer/fletcher, hunting, running, local history, disguise, tumbling.

Equipment: Characters who are on the run, such as outlaws, are apt to be lightly equipped to allow for quick, quiet movements.

Recommended traits: Alertness, internal compass, glibness, impersonation, keen senses, light sleeper, lucky.

Benefits: Outlaws have a designated hideaway, a place where they can feel safe. Possible locations include a grove in the local forest, a hidden valley, the city’s sewer system, or a nearby dungeon. The DM and player should work out the specifics.

Hindrances: Outlaws always have someone out to get them—usually the collective force of the campaign’s law enforcers. They might have some player characters after them, too, if the bounty on their head becomes tempting enough.

Wealth: Standard for the character’s class.


Peasant Hero

A Peasant hero is the “local kid done good.” Whatever his class, whatever his ambitions, this character always remembers that his roots are in the soil of his home—be it a bustling village, a quiet hamlet, or a lone farm miles from the nearest neighbors. He might leave his home and become a great general, a mighty wizard, a noble priest, or a master thief—but his home will always be foremost in his heart. A peasant hero might fight against tyrannical nobles who are oppressing the common people, or he could simply yearn for the wealth of the nobles—so he can return to his village and build homes, temples, schools, and more.

Social ranks: Peasant heroes come from the poorest of families. Roll 2d6 to determine the hero’s social rank.

2d6 roll	Rank

2–9	Lower Class

10–12	Lower Middle Class

Requirements: This kit is open to all classes and races. There are no abilty score requirements.

Weapon proficiencies: Although a peasant hero can wield any weapon allowed by his adventuring class, favored weapons include: dagger, short sword, quarterstaff, spear, short bow, club, hand axe, knife, sickle, sling, and staff sling.

Recommended nonweapon proficiencies: Agriculture, fishing, animal handling, animal lore, blacksmithing, carpentry, cooking, cobbling, fire-building, pottery, stonemasonry, weaving.

Equipment: See “Wealth” below.

Traits: Animal empathy, empathy, immunities, climate sense.

Benefits: The disadvantaged often make it through the rough times by helping each other. Therefore, in his homeland, a peasant hero always will be given shelter and any other help his fellows can give. They will hide him and his friends from an evil ruler’s troops, heal his wounds, and feed and clothe him. Of course, this is conditional—if the peasant hero has given up his down-to-earth ways or mistreats his former friends, he’ll find all doors in the village closed to him.

Hindrances: As he is viewed as something of a hero, a peasant hero will find the people of his homeland coming to him for assistance. If livestock are disappearing from the pens, or the village elder has been jailed for speaking against the nobles, or if another peasant is accused of crime he didn’t commit, the peasant hero will be called upon to help.

Wealth: Peasant heroes begin with half the starting maximum gold allowed for their adventuring class.


Pirate

Like mariners, pirates love the ocean. However, pirates also love wealth. Evil pirates are the scum of the seas. They’ll attack a ship and kill the crew to a man—unless there is a nobleman or wealthy heiress on board they can hold for ransom. These buccaneers have no lofty goals and fight for no cause other than to net the next ship full of booty.

Privateers are neutral- or good-aligned pirates who are usually commissioned by a government to prey on the shipping of that government’s enemy. Privateers are often granted Letters of Marque that state they are in the employ of their king or queen. As representatives of a nation, privateers are expected to behave with a code of honor. They accept surrenders, treat prisoners well, and are always deferential to any noble captives—especially those of the opposite sex.

Social ranks: Pirates usually come from the middle rungs of the social ladder. Roll 2d6 to determine the rank of a pirate.

2d6 roll	Rank

2–7	Lower Middle Class

8–12	Upper Middle Class

Requirements: A life on the sea is rigorous and demanding. Pirates must have minimum Constitution/Health and Dexterity/Balance scores of 12. The pirate kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics. This kit is open to all classes.

Weapon proficiencies: Pirates can be versed in any weapons applicable to their classes. However, rapiers and cutlasses are suggested for swashbuckling characters.

Recommended nonweapon proficiencies: Navigation, fishing, seamanship, rope use, gambling, tightrope walking, direction sense, swimming, weather sense.

Equipment: Pirates tend to avoid large weapons and heavy armor. Characters who are weighted down have a hard time climbing around in the ship’s rigging and are likely to drown if they are pitched overboard during a storm or a fierce battle.

Recommended traits: Alertness, glibness, light sleeper.

Benefits: Pirates are accustomed to the pitch and roll of a ship and have an advantage when engaged in melee on deck. They gain a +1 bonus to their attack rolls while fighting at sea. Pirates also have a designated hideaway. Such locations include deserted isles, hidden anchorages, a sea-cave complex beneath the port city, etc.

Hindrances: Pirates suffer a –2 penalty on reaction rolls when they enter a port. If a pirate behaves in a manner appropriate to the setting, this penalty may be reduced and then eliminated upon subsequent visits. Pirates often make a lot of enemies. Hence, pirates are sometimes hunted by those they plundered. Pirate characters should never get too complacent—there’s always somebody not too far away who wants the character’s loot or head to show that this sea wolf will prowl the oceans no more.

Wealth: Standard for the character’s class.


Pugilist

 Pugilists are characters who prefer to fight with their bare hands. They might make a living by fighting in a ring. Or perhaps they specialize in martial arts. They are strong, tough, and fit into any society that allows professional or street fights. Pugilists make excellent adventurers, as they have quick reflexes and are good in a brawl with monsters. Adventuring gives them an additional outlet for their physical side, and it affords them opportunities to travel to new communities and find new fights. Players might want to consult the Combat and Tactics book for information on unarmed combat and martial arts.

Social ranks: Most pugilists come from poorer families in bad parts of town where people learned to fight to get what or simply to defend themselves. Roll 2d6 to determine a pugilist’s social rank at the beginning of the campaign.

2d6 roll	Social rank

2–10	Lower Class

11–12	Lower Middle Class

Requirements: Pugilists must have minimum Strength/Muscle and Dexterity/Balance scores of 14. This kit is barred to the following races: aarakocra, alaghi, bullywug, centaur, lizard man, minotaur, swanway, thri-kreen, and wemic. The kit is open to all classes except wizards.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes. However, they prefer to fight with their hands. Proficiency and specialization in any form of unarmed combat (punching, wrestling, or martial arts) is recommended for the pugilist.

Recommended nonweapon proficiencies: Blind-fighting, endurance, running.

Equipment: Pugilists prefer to fight in loose-fitting street clothes and unencumbered. They seek magical bracers and rings to make themselves more difficult to be struck. They will wear armor while adventuring—if their character class allows it.

Recommended traits: Keen eyesight, keen hearing, keen sense of touch, light sleeper, ambidexterity.

Benefits: Normally, when a character makes an unarmed attack against an armed opponent or a monster with natural attacks, his foe gains an immediate attack of opportunity with a +4 bonus to his attack roll. This makes it very dangerous for unarmed heroes to attack most enemies. However, pugilists are skilled at fighting armed opponents and monsters with their bare hands; they are treated as if they were armed when making unarmed attacks.

Hindrances: Pugilists are admired when they are in a ring and the crowd is cheering them on. However, people from the middle and upper class prefer not to associate with the ruffians. A pugilist’s Charisma is effectively lowered by 1 when dealing with those from the middle class and by 2 when speaking to people from the upper class.

Wealth: Pugilists begin with the normal amount of gold allowed their character class.


Rider

A rider is a character who has developed a bond with his mount. When the character was younger, he became friends with this animal, and the rider and his mount grew up together and grew close. They are now all but inseparable. In fact, they share such a bond they can sense each other’s location and general health. Perhaps the rider is an elf who was born in the deep wilderness and who rides into the campaign’s city on a giant boar. Maybe the rider is a halfling lass who—with her giant lizard mount—leaves her village behind in pursuit of adventure.

Social Ranks: Riders can come from most walks of life. Roll 2d6 to determine the rider’s social rank.

2d6 roll	Rank

2–4	Lower Class

5–10	Lower Middle Class

11–12	Upper Middle Class

Requirements: Riders must have a minimum Charisma/Leadership of 13. This kit is open to the standard player character races, and to flinds, githzerai, goblins, kobolds, orcs, and swanmays. The kit is open to all classes.

Weapon proficiencies: Riders can select any weapons that fit with their adventuring professions. Weapons designed to be used while mounted are ideal. These include: lances, bow (any), horseman’s flail, horseman’s mace, horseman’s pick, spear, bastard sword, long sword, scimitar, morning star.

Recommended nonweapon proficiencies: Animal lore, animal training, animal handling, riding (any), rope use, charioteering, heraldry, bowyer/fletcher.

Equipment: Riders can select any weapons, armor, and other equipment that fits their adventuring class.

Recommended traits: Animal empathy, empathy, alertness, keen hearing.

Benefits: When this kit is chosen, the player and DM must determine a suitable mount for the character. There are several factors to consider: 1) the climate and terrain of the character’s homeland, where he acquired the mount; 2) the character’s race (halflings would have a difficult time riding elephants, while half-ogres would be too big for a pony) and; 3) the availability of the mount. A rider’s mount is similar to a wizard’s familiar in that the pair have a bond. Each will know the general state of health of the other, the direction the other is in, and the distance by which they are separated. Depending on its degree of intelligence, the mount might be able to understand if its friend is in danger. Many a rider has escaped certain death on the back of a mount that risked its own life to save him.

After making a list of possible mounts, the player should select one. DMs might prefer the mount to be selected randomly. If this is the case, use the following method.

Roll 1d6. A result of 1–3 indicates the player should roll on the natural creatures table; 4, flying creatures; 5, giant land creatures, and; 6, underwater creatures. Then roll 1d8 on the appropriate mount table.

Table 43: Mounts

Natural Creatures	Flying Creatures

1	Horse/pony	1	Griffon

2	Bull	2	Huge raven

3	Camel	3	Hippogriff

4	Buffalo	4	Huge bat

5	Mule	5	Giant owl

6	Cave bear	6	Pegasus

7	Stag	7	Giant wasp

8	Elephant	8	Giant eagle

Giant Land Creatures	Underwater Creatures

1	Giant beetle	1	Hippocampus

2	Giant lizard	2	Giant crab

3	Giant boar	3	Sea horse

4	Giant weasel	4	Dolphin

5	Giant frog	5	Killer whale

6	Giant badger	6	Sea lion

7	Giant goat	7	Giant otter

8	Giant skunk	8	Giant ray

Hindrances: If a rider neglects or mistreats his mount, the DM might declare that the mount flees—bolts during the night, kicks its way out of a stable, flies away, etc. If this occurs, the rider can never again experience an empathic rapport with a animal. Further, when the rider’s mount dies, the rider immediately suffers 2d6 points of damage, due to the emotional loss resulting from the death of a close friend. This damage can be healed. However, if the mount’s death occurred as a result of the rider’s negligence, aside from suffering the physical damage, the rider must attempt a saving throw vs. spells. Failure means the rider operates as if he were under a feeblemind spell for the next 2d6 hours.

Wealth: A rider begins with the amount of money allowed his adventuring class. He must purchase tack and animal feed with this before using what is left to purchase weapons, armor, and equipment.


Savage

  Savages are characters from primitive societies, individuals who lived on their own or in extended families. They differ from barbarians in that they have no established villages or communities. They live off the land by hunting and foraging. They do not herd animals or establish farms. Savages find their way into adventuring groups simply by crossing paths with player character heroes. They are quick to become a part of an adventuring family, and they are comfortable traveling and exploring. However, savages are uncomfortable in towns, and they are suspicious of civilized trappings.

Social ranks: Since savages do not come from a society, their starting social rank is essentially lower class.

2d6 roll	Social rank

2–11	Lower Class

12	Lower Middle Class

Requirements: Savages must have a minimum Constitution/Fitness score of 13. This kit is open to all races except githzerai and swanmays, and to all classes except paladins.

Weapon proficiencies: At the time of character creation, a savage must choose from the following wooden weapons: quarterstaff, spear, bow, and club. As the character gains in levels and adventures with others, he can pick up more civilized weapons, such as maces, swords, and daggers.

Recommended nonweapon proficiencies: Animal lore, hunting, running, set snares, survival, tracking, fishing, swimming.

Equipment: Savages begin without any metal equipment. Their weapons are limited to those listed above, and they can wear nothing greater than hide armor. All of their possessions must come from nature, such: as deerskin sacks, buffalo hide blankets, vine rope, woven baskets, clay jugs, stone arrowheads, etc.

Recommended traits: Keen eyesight, keen hearing, keen sense of touch, keen sense of taste, light sleeper, ambidexterity.

Benefits: Savages gain +1 to any three nonweapon proficiencies scores, provided they are selected from the recommended list above.

Hindrances: Player characters with this kit are uneasy in cities. They suffer a –2 initiative penalty when traveling within the confines of a town or keep.

Wealth: Savages are allowed to spend up to the normal wealth allowed their character class on the weapons, hide armor, and equipment mentioned in this kit. However, whatever is not spent vanishes. Savages begin play with no money.


Scholar

 A scholar is driven by his incessant drive for knowledge about a particular topic or family of topics. Adventuring scholars might want to study underground ruins, abandoned temples, mythical beasts, giant insects, haunted woods, or monsters. When not traveling (and taking copious notes at every opportunity), he’s likely to be found poring over books, maps, scrolls, and clay tablets. Scholars choose to adventure because they know they can learn more by studying something up close than by reading about it in musty libraries.

Social ranks: Scholars are well-educated and come from rather affluent families. Roll 2d6 to determine a scholar’s social rank.

2d6 roll	Rank

2–6	Upper Middle Class

7–12	Upper Class

Requirements: A scholar must have a minimum Intelligence/Knowledge of 13. This kit is open to all standard player chacter races and to: centaurs, githzerai, and swanmays. Fighters may not be scholars.

Weapon proficiencies: Those that fit with the scholar’s adventuring class.

Recommended nonweapon proficiencies: Reading/writing, history (any), languages (any), heraldry, astrology, astronomy, herbalism, engineering, gem cutting, religion, spellcraft, brewing, etiquette, musical instrument.

Equipment: Scholars always must be prepared to record some interesting new bit of knowledge. Therefore, all scholars must carry quills, ink, scrolls, and a journal or diary with which to write down any intriguing new facts or theories.

Recommended traits: Artistic ability, keen eyesight, keen hearing, precise memory, obscure knowledge.

Benefits: Scholars gain a +1 bonus either to Intelligence or Wisdom checks (player’s choice)—including proficiency checks based on Intelligence or Wisdom.

Hindrances: Since scholars spend so much time reading, theorizing, and studying, they suffer when it comes to physical combat. All scholars suffer a –1 penalty on their initiative rolls when fighting.

Wealth: Standard for the character’s class.


Scout

  Scouts are those characters who are most at home in the wilderness. They can be hunters, loggers, trappers or furriers. Or they might be employed by the campaign’s military forces to patrol the country’s borders and keep a furtive eye on the nation’s enemies. As a rule, they are brave—even daring. Few others would voluntarily cross into enemy territory to ascertain troop movements or the locations of the monsters’ stronghold. Wilderness is not limited to forests. Any geographic region that is untouched by civilization qualifies. Such areas can include the desert, arctic tundra, tropical rain forests, mountain valleys, or even natural cave complexes—perhaps leading to the Underdark.

Social ranks: Scouts come from the lower tiers of society. Roll 2d6 to determine a scout’s social rank.

2d6 roll	Rank

2–5	Lower Class

6–12	Lower Middle Class

Requirements: Scouts must be able to discern a dangerous situation from a lethal one. All scouts need a minimum Wisdom/Intuition score of 12. This kit is open to all races and classes.

Weapon proficiencies: Scouts can be proficient in any weapons that fit with their adventuring class. Since they are frequently outnumbered by foes, most scouts select missile weapons to help them even the odds.

Recommended nonweapon proficiencies: Tracking, survival, fire-building, hunting, mountaineering, rope use, set snares, swimming, carpentry, direction sense, weather sense.

Equipment: Scouts do not enter the wilderness unprepared. Scouts must purchase adequate clothing for the season, rations and water, flint and steel, rope, bedroll, a small hammer, and pitons. They can purchase any weapons, armor, and other equipment with any gold they have remaining.

Recommended traits: Alertness, fast healer, impersonation, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Scouts gain a +1 bonus to all nonweapon proficiency checks while in the wilderness or natural cave settings.

Hindrances: Scouts are ill at ease in urban or dungeon settings. They suffer a –1 penalty on all nonweapon proficiency checks when in such locales.

Wealth: Standard for the character’s class.


Sharpshooter

  Sharpshooters devote their time and effort to becoming extremely proficient with missile weapons. They might be experts with thrown weapons such as the dagger or hand axe. Some make their living as trick-shot artists in carnivals and circuses. Sharpshooters may be military specialists assigned to attack and dispose of enemy officers, wizards, airborne foes, or even enemy sharpshooters. Others might be classic archers, able to split an opponent’s arrow in a target or knock a foe’s weapon from his hand.

Social Ranks: Sharpshooters usually come from middle-classed families who have money to spend on weapons and lessons. Roll 2d6 to determine the social rank.

2d6 roll	Rank

2–6	Lower Middle Class

7–12	Upper Middle Class

Requirements: A sharpshooter must have a minimum Dexterity/Aim of 13. Bugbears, lizard men, minotaurs, ogres, and wemics cannot become sharpshooters. This kit is barred to wizards and priests (although the DM may allow some specialty priests, such as druids, to become sharpshooters).

Weapon proficiencies: More than half of a sharpshooter’s initial weapon proficiencies (or at least six character points) must be allocated on missile weapons. Expenditures for missile weapon specialization or style specializations involving missile weapons count toward the requirements.

Nonweapon proficiencies: Bowyer/fletcher, hunting, heraldry, riding, weaponsmithing.

Equipment: A sharpshooter’s first concern is making sure he has enough arrows or other missile weapons. After that, he can purchase whatever armor and equipment is appropriate to his adventuring class.

Traits: Ambidexterity, keen eyesight, keen hearing, lucky.

Benefits: Sharpshooters gain a +1 bonus to attack and damage rolls with one particular missile weapon. The weapon must be chosen at the time of the character’s creation. This bonus does not apply to a hurled missile weapon when it is used in melee combat. For example, if a sharpshooter threw a spear at an oncoming hobgoblin, he could apply the bonus. If he waited until the hobgoblin closed to melee range, the bonus is no longer applicable.

Hindrances: Because a sharpshooter concentrates on missile weapons, he suffers a –1 penalty on initiative rolls for melee combat.

Wealth: Standard for the character’s class.


Smuggler

 Characters who earn a living by fencing questionable goods and moving material about behind the backs of government officials are considered smugglers. They are opportunists who have the right connections to guide stolen or suspicious property about from place to place—at a considerable profit to themselves. Smugglers rarely steal things themselves. They consider that much more risky than transporting the goods and feigning ignorance about the goods’ origins. And they rarely keep materials they believe stolen—better to move the objects on to another city. A few smugglers work as fences on the side. Smugglers love the adventuring life because it gives them the opportunity to travel and the chance to move goods. A smuggler might jump at the opportunity to delve into a dungeon when the authorities are on the lookout for a matched set of emeralds he has in his belt pouch.

Social ranks: Most smugglers come from the middle class. Roll 2d6 to determine their rank.

2d6 roll	Social rank

2–8	Lower Middle Class

9–12	Upper Middle Class

Requirements: Smugglers must have a minimum Wisdom/Willpower score of 12, as they must have enough common sense to help them stay ahead of the law. This kit is open to all races and classes, but paladin smugglers require special approval from the DM.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Appraising, forgery, gem cutting, ancient history, artistic ability, etiquette, pottery, ancient languages, reading/writing.

Equipment: Smugglers seek magical bracers and rings to make themselves more difficult to be struck or seen. They will wear armor while adventuring—if their character class allows it. However, they prefer to travel in loose-fitting street clothes and unencumbered.

Recommended traits: Keen sense of touch, glibness, impersonation, lucky, obscure knowledge, precise memory.

Benefits: If a smuggler chooses the appraising nonweapon proficiency, he gains a +2 bonus to that proficiency score.

Hindrances: Smugglers on occasion run afoul of the law—or of individuals who try to pass goods via the character. When this happens, a smuggler might have to rely on his fellow adventurers for protection.

Wealth: Smugglers begin with the maximum amount of gold allotted to their character class to reflect the money they earn from their shady dealings.


Soldier

  A Soldier is a professional warrior. He might be a field officer, a career sergeant, or a sellsword. Any character class can be a soldier. Warriors and clerics can lead troops into battle; wizards can decimate enemy armies with their powerful, offensive spells; and rogues can infiltrate enemy-occupied positions and gain valuable intelligence. If a player is interested in this kit, he should discuss with the DM whether the soldier is a member of a standing military organization or is a mercenary. If the character is a member of a military force, his military rank also must be decided.

Social ranks: Soldiers come from all walks of life. However, those from more influential families tend to rise higher in the military career ladder. If the soldier is part of an organized unit, roll 2d6 to determine his social and military rank.

2d6 roll	Rank	Military Title

2–5	Lower Class	Man-at-arms/foot soldier

6–9	Lower Middle Class	Sergeant/horse soldier

10–11	Upper Middle Class	Lieutenant

12	Upper Class	Captain/commander

Requirements: Soldiers must have a minimum Constitution/Fitness score of 12, as military life is not easy. This kit is open to any player character race except; aarakockra, alaghi. githzerai, minotaur, mongrelman, satyr, swanmay, thri-kreen, and wemic. The kit is open to all classes.

Weapon proficiencies: Soldiers can be proficient in weapons that fit their adventuring class.

Recommended nonweapon proficiencies: History (ancient or local, emphasis on military events), fire-building, direction sense, animal handling, cooking, heraldry, riding (land-based), seamanship, swimming, disguise, armorer, blind-fighting, bowyer/fletcher, charioteering, endurance, navigation, survival, weaponsmithing, reading/writing.

Equipment: Soldiers must spend more than half of their starting wealth on weapons and armor. They can wear any armor and use any weapons allowed their adventuring profession.

Recommended traits: Keen eyesight, keen hearing, light sleeper.

Benefits: At the time of character creation, the soldier gains one free nonweapon proficiency, provided it is selected from the recommended list above. In addition, a soldier acquires one weapon at no cost—a gift of the military.

Hindrances: A soldier can purchase only those weapons, armor, and other pieces of equipment that can be carried on his back or on his mount.

Wealth: Standard for the character’s class.


Spy

In any campaign there is bound to be intrigue, conspiracies, and insidious plots. Uncovering these secrets is the job of the spy. As the scout crosses enemy lines and infiltrates dangerous wilderness areas to learn vital information, so does the spy wend his way through all levels of society. He attends parties or sits in smoky taverns, drinking, dancing, or gambling—all the while noting who is speaking to whom, what is being discussed, (and what isn’t being discussed), who’s present and who’s absent, and what are the latest rumors and gossip. Spies often choose to become adventurers, as that profession is the perfect cover. Few think twice when a new group of heroes comes into town. In most campaigns, adventurers are just accepted—if not granted a few favors in case their unique talents are ever needed. This allows spies to go almost anywhere without arising suspicion.

If this kit is chosen, the player should discuss with the DM exactly who the spy is supposed to be spying on, and who the spy’s employer is. It is possible that the spy is between missions, or is seeking additional income as an adventurer. Spies tend to be educated and versatile. Roll 2d6 to determine the social rank of a spy character.

2d6 roll	Rank

2–4	Lower Middle Class

5–12	Upper Middle Class

Requirements: Spies must be able to think on their feet and smoothly talk their way out of situations in which their cover may be blown. Therefore, all spies must have minimum Intelligence/Reason and Charisma/Appearance scores of 13. The spy kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three), and thri-kreen. The kit is open to all classes.

Weapon proficiencies: Spies are only limited in weapon choice by their adventuring class. However, depending on their cover identity, spies may be limited in the weapons they carry. For example, a spy impersonating a wizard cannot bring his favorite bastard sword along as part of the disguise. Many spies prefer small, easily concealed, or easily disguised weapons (a walking cane can double as a club or hide a thin blade). This lets spies defend themselves if they are discovered. Such weapons include: club, dagger, knife, and darts. If the campaign involves much courtly intrigue, “ceremonial” weapons such as various swords also qualify.

Recommended nonweapon proficiencies: Disguise, forgery, dancing, etiquette, heraldry, riding, local history, modern languages, herbalism, reading/writing, appraising, gaming, musical instrument, reading lips, spellcraft.

Equipment: The spy’s cover identity may dictate what equipment he can carry without appearing incongruous.

Recommended traits: Alertness, empathy, glibness, impersonation, light sleeper, lucky, music (any), precise memory.

Benefits: Because of the spy’s suave charm, he receives a +2 bonus for all NPCs’ reaction rolls.

Hindrances: The foremost problem with being a spy is that if his cover identity is blown and he is captured, the penalty is often death. It is also possible that old foes may later determine the spy’s true identity and seek revenge against him.

Wealth: Standard for the character’s class.


Swashbuckler

 A swashbuckler is the lightly armed and armored hero with a flashing blade and rapier wit. Most at home in a city-based campaign (dungeons tend to ruin their expensive, foppish attire), the swashbuckler seems to have stepped right out of Dumas’ The Three Musketeers. Swashbucklers may be dull bureaucrats, wheezing aristocrats, or meek scribes during the day—but at night they don their fanciest clothes, gird on their blades, and venture out into the darkening city for an evening of raucous revelry, flippant conversation, and a helping of derring-do. Despite a generally flippant (some might say arrogantly sarcastic) attitude, most swashbucklers have a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member of the opposite sex may well find a blade at his throat.

Social ranks: Swashbucklers are more affluent than common fighters. Roll 2d6 to determine a social rank.

2d6 roll	Rank

2–7	Upper Middle Class

8–12	Upper Class

Requirements: Swashbucklers should be witty, and they should be light on their feet for those occasions when their wit goes unappreciated. As such, all swashbucklers need minimum Dexterity/Balance and Intelligence/Reason scores of 12. This kit is closed to the optional player character races, and to rangers and druids.

Recommended weapon proficiencies: Swords are the traditional weapons of most swashbucklers, especially rapiers and sabres. However, they can use any weapons that fit their adventuring professions.

Recommended Nonweapon proficiencies: Tumbling, etiquette, dancing, riding, blind-fighting, musical instrument, appraising, gaming, tightrope walking, jumping.

Equipment: A swashbuckler can wear any armor and weapons allowed to his class, though they should be flashy and of good quality.

Recommended traits: Ambidexterity, artistic ability, glibness, music, lucky.

Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.) Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.

Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, and the DM, should conspire to make reality interesting for the character. For example, if a swashbuckler is fleeing the outraged sibling of one of his paramours, his flight might carry him across the path of a defenseless peasant who is being harassed by a gang of ruffians. Or, if a swashbuckler leaps overboard to escape the buccaneers who shanghaied him, he discovers that the waters are infested with sahuagin riding sharks.

Wealth: Standard for the character’s class, plus 20% to reflect his affluent background.


Thug

  This kit is recommended only for non good-aligned characters. As the outlaw makes his home and living on the fringes of civilization, the thug makes his way in cities. A thug knows the streets and alleys, and he knows the shadowy places best. In the darkest parts of town he lies in wait for unsuspecting prey—such as travelers new to the city, those who become lost in the maze of streets and alleys, and those on their way home after having a bit too much to drink. Thugs might be street ruffians, members of press gangs, gang enforcers, or barroom rowdies. In any case, they tend to be loud, obnoxious, and prone to violence.

Social ranks: Most thugs come from low-income families, and it is this background that leads them to their questionable lifestyle. Roll 2d6 to determine a thug’s social rank.

2d6 roll	Rank

2–8	Lower Class

9–12	Lower Middle Class

Recommendations: Thugs must have minimum Strength/Muscle and Charisma/Appearance scores of 10. This is barred to aarakocra, kobolds, satyrs, and swanmays. Only fighters and thieves may select this kit.

Weapon proficiencies: Small or easily concealed weapons are the thug’s favorites, as they can be carried most anywhere. These include: daggers, dirks, hand axes, knives, blowguns, and slings. However, thugs can carry any weapon that is allowed by their adventuring class.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, rope use, running.

Equipment: Most thugs like to wear as little armor and carry as few pieces of equipment as possible—as they like to move about unencumbered. However, some thugs prefer wearing bulky armor and carrying big weapons to intimidate others.

Recommended traits: Fast healer, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.

Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary—or the thug’s next victim.

Wealth: Standard for the character’s class.


Weapon Master

A weapon master is a character who, regardless of class, has chosen to devote most of his combat training to a single weapon. A weapon master’s goal is to blend weapon and self into one whirling, deadly union—one lethal entity. Weapon masters might display their prowess as part of a circus or carnival show—knocking lit cigars out of unsuspecting peoples’ mouths—or juggling three short swords while blind-folded. Or, weapon masters might have inherited the family heirloom weapon, and mastering it is a family tradition that the character feels he must live up to.

Social ranks: Weapon masters come from families that can afford weapon instructors. Roll 2d6 to determine a weapon master’s social rank.

2d6 roll	Rank

2–4	Lower Middle Class

5–9	Upper Middle Class

10–12	Upper Class

Requirements: Only fighters, priests, and thieves can become weapon masters. Further, they must have minimum Strength/Stamina and Dexterity/Aim scores of 13. The kit is open to all races.

Weapon proficiencies: Weapon masters always choose a melee weapon to study and excel in. The character must begin play with expertise or specialization in at least one melee weapon.

Recommended nonweapon proficiencies: Blind-fighting, juggling, weaponsmithing, bowyer/fletcher, endurance.

Equipment: A weapon master cannot wear any armor heavier than chain mail. The weapon master begins play with one weapon ot the type he has mastered at no cost.

Recommended traits: Ambidexterity, double-jointed, keen eyesight, keen hearing, lucky.

Benefits: A weapon master is so skilled with one melee weapon that he can, as he enters combat, display his amazing level of skill. This causes all opponents who see the display to suffer a –2 initiative penalty for the first two rounds of combat.

Hindrances: So total is the weapon master’s devotion to his weapon that he cannot become proficient with weapons of another type. For example, if the character’s choice weapon is a mace, he can only gain proficiencies in bludgeoning weapons. If the chosen weapon is a sword, he can only wield slashing weapons without suffering penalties to hit.

Wealth: Standard for the character’s class.


Brownie

Brownie	Killmoulis

CLIMATE/TERRAIN:	Temperate rural	Human areas

FREQUENCY:	Rare	Uncommon

ORGANIZATION:	Tribal	Solitary

ACTIVITY CYCLE:	Night	Nocturnal

DIET:	Vegetarian	Omnivore, scavenger

INTELLIGENCE:	High (13-14)	Average (8-10)

TREASURE:	O, P, Q	K

ALIGNMENT:	Lawful good	Neutral (chaotic good)

NO. APPEARING:	4-16	1-3

ARMOR CLASS:	3	6

MOVEMENT:	12	15

HIT DICE:	½	½

THAC0:	20	20

NO. OF ATTACKS:	1	Nil

DAMAGE/ATTACK:	1-2 (weapon)	Nil

SPECIAL ATTACKS:	Spells	See below

SPECIAL DEFENSES:	Save as	See below

9th-level cleric

MAGIC RESISTANCE:	Nil	20%

SIZE:	Tiny (2' tall)	Tiny (under 1' tall)

MORALE:	Steady (11-12)	Average (8-10)

XP VALUE:	175	35

Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food.

Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.

Brownies speak their own language and those of elves, pixies, sprites, and halflings, as well as common.

Combat: Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic.

Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.

Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion, and dimension door. If cornered and unable to employ any spells, brownies attack with short swords.

Habitat/Society: Brownies live in rural areas, making their homes in small burrows or abandoned buildings. They often live close to or on farms, as they are fascinated by farm life.

Brownies live by harvesting wild fruits and gleaning grain from a farmer's field. Being honest to the core, a brownie always performs some service in exchange for what is taken. One might milk a farmer's cows and take only a small amount.

Some brownies go so far as to become house brownies. They observe the families in a given area, and if one meets their high moral standards, these brownies secretly enter the household. At night, while the residents are asleep, they perform a variety of helpful tasks; spinning, baking bread, repairing farm implements, keeping foxes out of the hen house, mending clothes, and performing other household tasks. If a thief creeps silently into the house, they will make enough noise to awaken the residents. Watchdogs and domestic animals consider brownies friendly and never attack or even bark at them.

All brownies ask in exchange for their labor is a little milk, some bread, and an occasional bit of fruit. Etiquette demands that no notice be taken of them. If the residents boast about the presence of a brownie, the brownie vanishes.

Brownies are not greedy, but they do have small hoards of treasure which they have taken from evil monsters or received as gifts from humans. A brownie sometimes leaves his treasure in a location where a good person in need is bound to find it.

Strangers and outsiders are constantly watched by the brownies of the community until their motives are established. If the brownies decide that a stranger is harmless, he is left in peace. If not, the brownies unite and drive the intruder out.

Brownies know every nook and cranny of the areas where they live, and thus make excellent guides. If asked politely, there is a 50% chance that a brownie will agree to act as a guide.

Ecology: Brownies are basically vegetarians who live very comfortably on the gleanings of agricultural life. They make efficient use of leftovers that are too small for humans to notice. When brownies glean from fields, they do so after harvest, gathering grains and fruits which might otherwise be wasted.

Killmoulis: The killmoulis is a distant relative of the brownie, standing under 1-foot in height but with a disproportionately large head and a prodigious nose. Killmoulis are able to blend into surroundings and are therefore 10% detectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the floors, and in the walls and crawlspaces.


 Brownie, Quickling

CLIMATE/TERRAIN:	Temperate Forests

FREQUENCY:	Very rare

ORGANIZATION:	Clan

ACTIVITY CYCLE:	Night

DIET:	Omnivore

INTELLIGENCE:	High to genius (13-18)

TREASURE:	O, P, Q, X

ALIGNMENT:	Chaotic evil (neutral)

NO. APPEARING:	4-16

ARMOR CLASS:	-3

MOVEMENT:	96

HIT DICE:	1 HD + 1d4 hp (common: leaders 3HD; elders 4 HD)

THAC0:	19 (common; leaders/elders 17)

NO. OF ATTACKS:	3

DAMAGE/ATTACK:	By weapons (S/M 1-3; L 1-2)

SPECIAL ATTACKS:	Spells; poison (leaders only)

SPECIAL DEFENSES:	Invisibility; save as Pr19

MAGICAL RESISTANCE:	Nil

SIZE:	T (2’ tall)

MORALE:	Elite (13-14)

XP VALUE:	Normal: 2,000

Leaders: 3,000

Elders: 4,000

Although they were once like any other race of brownie, quicklings sought out dark and dangerous magical powers. It may be that they intended to do good with their powers at one time, but the evil magic was too strong for them and they were corrupted.

Quicklings are small and slender beings, looking much like miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Quickling eyes are cold and cruel with a tiny spark of yellow light. Their skin is a pale blue to blue-white and their hair is often silver or snowy white.

Quicklings dress in fine clothes of bright colors. They are fond of silver and black, often selecting fabrics and metals in these colors. Quickling never wear any form of armor or cumbersome clothes.

Quicklings speak a tongue very similar to that of brownies and buckawns, but they speak very quickly. To those unfamiliar with it, their speech is nothing but a meaningless stream of noise with individual sounds and words passing so quickly that no human can follow it. If quicklings wish to communicate with other beings, they must take care to speak  very slowly. Many quicklings can speak either Common, pixie, or halfling, while most of them (85%) can speak true brownie.

Combat: Quicklings are 100% invisible when not moving; when moving they are 90% invisible. In areas where they can move rapidly from cover to cover, like a forest or boulder-strewn field, they can use their speed to make their chance of invisibility 100%.

Quicklings are far more dangerous in combat then their minute size would lead opponents to believe. This is due primarily to the great speed at which they travel and their tremendous agility. In combat, a quickling can dart about so rapidly that it attacks three times in a single round. In addition, they are visible only as blurs when moving, giving them an excellent Armor Class. Quicklings required to roll a saving throw to avoid damage due to a hostile action do so as if they were 19th-level priests.

In combat, quicklings employ their sleek, needle-like daggers to cause 1d3 points of damage to man-sized and smaller foes and 1d2 to larger ones. Quickling leaders are 75% likely to employ poisoned  blades that cause unconsciousness if the victim fails a saving throw vs. poison (must be rolled after each hit).

Quicklings have certain inherent magical powers they can employ at will. Only one power can be active at any given time. Once per day they may invoke the following powers: ventriloquism, forget, levitate, shatter, dig, and fire charm.

Habitat/Society: When the ancestors of the quickling began to experiment with the dark forces that eventually corrupted them, they had no idea what the effects would be. Where once they were a gentle race of woodland beings, quickling are now savage hunters and cruel killers. They regard all other humanoids as enemies to be hunted down and killed.

Quickling live in extended family units, in the same way as buckawns. Each group of quickling is led by an individual of 3 Hit Dice. Clans with more than ten members have two such leaders, as well as an elder with 4 Hit Dice.

 Quicklings dwell in places that are dark and evil. Adventurers have reported encountering them in groves of twisted and wicked-looking trees, near poisoned or cursed springs, and in overgrown areas once ruled by powerful chaotic beings.

As a rule, quicklings avoid contact with the outside world except when it promotes their own evil ends.  In some cases, they have been known to deal with other evil races of  magical nature (like imps and quasits) or powerful evil wizards and priests. On these occasions, the combination of such forces is a great danger to all good being in the area.

Ecology:  Because of their greatly accelerated metabolism, quicklings are the shortest lived of any sylvan race. They mature less than one year after birth and are fully adult by the age of two. Old age sets in at ten years and they often die before they turn 12. No known quickling has ever lived beyond 15 without the aid of powerful magic.


Bugbear

CLIMATE/TERRAIN:	Any subterranean

FREQUENCY:	Uncommon

ORGANIZATION:	Tribal

ACTIVITY CYCLE:	Any

DIET:	Carnivorous

INTELLIGENCE:	Low to average (5-10)

TREASURE:	Individual: J, K, L, M, (B)

ALIGNMENT:	Chaotic evil

NO. APPEARING:	2-8 (2d4)

ARMOR CLASS:	5 (10)

MOVEMENT:	9

HIT DICE:	3+1

THAC0:	17

NO. OF ATTACKS:	1

DAMAGE/ATTACK:	2-8 (2d4) or by weapon

SPECIAL ATTACKS:	Surprise, +2 to damage

SPECIAL DEFENSES:	Nil

MAGIC RESISTANCE:	Nil

SIZE:	L (7' tall)

MORALE:	Steady to Elite (11-13)

XP VALUE:	120

Bugbear leader: 175

Bugbear chief: 175

Bugbear shaman: 175

Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives.

Bugbears are large and very muscular, standing 7' tall. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear's mouth is full of long sharp fangs.

Bugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more dexterous.

The typical bugbear's sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet.

The bugbear language is a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.

Combat: Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others' surprise rolls.

If a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.

Habitat/Society: Bugbears prefer to live in caves and in underground locations. A lair may consist of one large cavern or a group of caverns. They are well-adapted to this life, since they operate equally well in daylight and darkness.

If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage inflicted in melee combat.

If 24 or more bugbears are encountered, they will have a chief in addition to their leaders. Chiefs have between 28 and 30 hit points, an Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will also have a sub-chief who is identical to the leaders described above.

In a lair, half of the bugbears will be females and young who will not fight except in a life or death situation. If they are forced into combat, the females attack as hobgoblins and the young as kobolds.

The species survives primarily by hunting. They have no compunctions about eating anything they can kill, including humans, goblins, and any monsters smaller than themselves. They are also fond of wine and strong ale, often drinking to excess.

Bugbears are territorial, and the size of the domains vary with the size of the group and its location. It may be several square miles in the wilderness, or a narrow, more restricted area in an underground region.

Intruders are considered a valuable source of food and treasure, and bugbears rarely negotiate. On occasion, they will parley if they think they can gain something exceptional by it. Bugbears sometimes take prisoners to use as slaves.

Extremely greedy, bugbears love glittery, shiny objects and weapons. They are always on the lookout to increase their hoards of coins, gems, and weapons through plunder and ambush.

Ecology: Bugbears have two main goals in life: survival and treasure. They are superb carnivores, winnowing out the weak and careless adventurer, monster and animal. Goblins are always on their toes when bugbears are present, for the weak or stupid quickly end up in the stewpot.


Background Events

This is a list of possible events that might turn a character into an adventurer. Click on an item to select it or press the Select Randomly button to have the program pick one for you.


Browse

Press this button to locate a portrait on your computer that is not included in the above sequence.


Add

To add an item to the treasure bundle, select that item in the right list box and then select the Add arrow.

Note: You must first select a treasure type by clicking on the arrow in the box above the right list box and highlighting one of the options. This will fill the box with appropriate items.


Remove

To remove an item from the treasure bundle, select that item in the left list box and then select the Remove arrow.


Edit

Press this button to edit the treasure bundle.


Select Core Rules (Player’s Handbook) or Player’s Option (Skills & Powers)

You may create and maintain characters in accordance with either the Player’s Handbook rules or the Skills & Powers rules.

To use the Player’s Handbook rules, left click on the Core Rules button.

To use the Skills & Powers rules, left click on the Player’s Option button.

You may create or enter and update characters either per the Core Rules or Player’s Option, but the program will not allow you to switch between the two rule sets.


Molecular Rearrangement

(Psychokinetic science)

MAC:	6

PSP Cost:	12/hour/6

Range	2 yards

Preparation Time	2 hours

Area of Effect	one item

Prerequisites	telekinesis, molecular manipulation

Molecular rearrangement is the psionic equivalent of alchemy. By toying with an object's molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a material's state from liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations—neutralizing a poison, for example.

   Converting one element to another is usually a simple operation, in which one ounce of material can be changed each hour. Typical conversions of this type include steel to lead, or any metal to gold. More complex rearrangement, like changing a metal to glass or changing a wooden goblet to a ruby goblet, takes four times longer.

   The creation of gold coins from other metals is possible, but it's no way to get rich quick. At the rate of one ounce per hour, it would take 16 hours—about two work days—to change 10 copper pieces into 10 gold pieces, for a net profit of 9 gold pieces.

   Molecular rearrangement is often used to create superior weapons. A psionically tempered weapon may receive a +1 on damage rolls (see "Weapon Quality" in Chapter 6 of the DMG). The process is time-consuming, however. For example, a typical short sword takes at least 40 hours to temper psionically. (The average short sword weighs 3 pounds, or 48 ounces, most of which is the blade.) A psionically tempered weapon does not automatically offer a +1 attack-roll bonus. In order to receive that bonus, the psionicist must 1) have the weaponsmithing proficiency and 2) make a successful proficiency check when he fashions the weapon.

   The psionicist makes his power check when the process is complete. If it fails, he did not waste all his effort. The difference between the character's die roll and his power score, multiplied by 10, equals the percentage of work which must be redone. If the roll is 1, the item seems perfect but contains a hidden flaw which will cause it to break, or fail, or simply look wrong when it is put to use (the ruby goblet might leak, for example, or the sword might contain a soft portion which causes it to bend).

   This power has no effect against living creatures weighing more than one ounce. Creatures weighing one ounce or less are killed if their molecules are rearranged.


Telekinetic Barrier

(Psychokinetic science)

MAC:	6

PSP Cost:	12/15

Range	20 yards

Preparation Time	0

Area of Effect	special

Prerequisites	telekinesis, inertial barrier

The telekinetic barrier is an immobile field of mental force that resembles the wizard spell wall of force. The psionicist creates an invisible barrier of force up to 60 feet in lenth and 10 feet in height (or any other vertical surface of 600 square feet or less) at a range of up to 20 yards. The psionicist may instead crate a dome of force with a 10-foot radius, centered on himself.

No physical object or any form of energy can penetrate the barrier, although it is possible to circumvent the barrier by using abilities such as teleport or dimensional door. Magical or psionic disintegration destroys the telkinetic barrier, but the power or spell is canceled in the process.

The telekinetic barrier is immobile once created. If the psionicist moves more that 20 yards from the barrier (outside that power’s range), it collapses.


Tekinetic Flight

(Psychokinetic science)

MAC:	8

PSP Cost:	7/3

Range	0

Preparation Time	0

Area of Effect	personal

Prerequisites	telekinesis, levitation

By using this power, the psionicist can use her abilities of levitation to fly at a movement rate of 18. She can maneuver horizontally or vertically in any fashion desired, with a maneuverability class of B. Using telekinetic flight requires as much concentration as walking, so the psionicist can initiate other powers while flying and she can even attempt physical attacks.

When the psionicist fails to maintain the power or runs out of PSPs, she drops like a rock. She would be wise to land before this occurs.


Probability Manipulation

(Clairsentient Devotion)

MAC:	6

PSP Cost:	10/5

Range	special

Preparation Time	0

Area of Effect	personal

Prerequisites	4th level

By initiating this power, the psionicist attempts to tamper with the laws of chance to affect a specific action. If the psionicist succeeds, he gains a bonus of +4(d20) or +20% (1d100). This can be applied to saving throws, attack rolls, ability checks, thief skills, or spell failure checks. It cannot be used to affect the initiation of a psionic power. If the psionicist makes no rolls within one turn of initiating the power, he loses his chance.

Luck can be fickle. If a psionicist manipulates probabilities more than once in a day, there is a 50% chance that he suffers a penalty equal to the bonus he was trying to achiever.


Predestination

(Clairsentient Devotion)

MAC:	9

PSP Cost:	9/year/4

Range	Touch

Preparation Time	1 hours

Area of Effect	1 creature

Prerequisites	precognition

This power lets the psionicist predict the general destiny of a single creature. That destiny is based on the current situation only-future actions may change the target’s predicted destiny.

Before making the power check, the psionicist must spend a full hour alone with the subject (or isolated if he is using the power on himself). The two converse about the past and present, and the subject makes known his plans for at least the immediate future. If the subject is not completely honest with the psionicist, the power check automatically fails.

The DM makes the power check secretly. If successful, the psionist gains a broad understanding of the target creature’s prospects for one year in the future. The DM evaluates the target and gives a general statement of one or two words. “Favorable” or “great riches” are appropriate responses, as are “little change” or even “possible death”. The power gives no greater detail.

Spending additional power points gives a greater time span, though accuracy is still vague. Each five additional PSPs extends the prediction rage by one year.

When the DM does not clearly understand the target’s future, broader statements must be applied. The subject creature and the psionicist are both aware that these predictions are subject to change. The psionicist’s impressions are based solely on “plot inertia” generated by past and present events.


Shadow Mage

The places where light and darkness meet have long symbolized opposition and balance, the clash of good and evil, even of chaos and law. The School of Shadow teaches mages to use these contrasts to reach the secret source and union of all shadow and harness its power. Shadow mages tend to be grim sentinels who have exchanged the bright spark of a normal existence for the power of twilight and darkness. Very few shadow mages are of good alignment; a great number are neutral, and some have embraced the darkness completely and turned to ways of evil.


Song Wizard

The power of music and words has long been acknowledged as an important source of inspiration and amusement. The School of Song concentrates on spoken spells, using the wizard’s skill at weaving melody, lyrics, and rhythm to create enchantments of great power. Elves and great bards have tapped into this source of magic for countless years, but now more wizards are investigating the intriguing possibilities of this school of magic. Musical proficiency or knowledge is not a strict requirement for this school, but most song wizards are also virtuoso vocalists—the subtleties of pitch and expression can have tremendous effect in the casting of the spell.


Monster Attacks

Use this window to define the monster’s attacks.

Attacks:

This list displays the attacks from the Possible list which have been assigned to this monster. To assign an attack, select it in the Possible list and select the <- Add button.

Possible

This list contains the attacks which have not been assigned to this monster. To return an attack, select it in the Attacks: list and select the Remove button.

No. of Attacks:

Enter the number of attacks the monster gets a round in this box.

Damage/Attack

Enter the damage range for each attack in this box.  Where the monster has more than one attack, the damage for each should be separated by a slash (/).

Special Attacks:

If the monster has special attacks, not otherwise covered or explained by the options on this screen, enter that information in this box.

Special Defenses:

If the monster has special defenses which are not adequately covered by the Special Defenses window accessed by the Special Defenses button on the previous window, enter that information here.

OK

Select this button to save your work and return to the previous window.

Cancel

Select this button to return to the previous window without saving your work.


Bead of Atonement

A special bead that may be part of a necklace of prayer beads. Functions as the 5th-level spell of the same name.


Bead of Blessing

A special bead that may be part of a necklace of prayer beads. Functions as the 1st-level spell of the same name.


Bead of Curing

A special bead that may be part of a necklace of prayer beads. Cures blindness, disease, or serious wounds (as the appropriate spells).


Bead of Karma

A special bead that may be part of a necklace of prayer beads. Allows the priest to cast his spells as if he were four levels higher (with respect to range, duration, etc.)


Bead of Summons

A special bead that may be part of a necklace of prayer beads. Calls the priest's deity (90% probability) to come to him in material form (but it had better be for a good reason!)


Bead of Wind Walking

A special bead that may be part of a necklace of prayer beads. Functions as the 7th-level spell of the same name.


Bean

Bags of Beans generally hold 3d4 beans, only 1 or 2 of which will be beneficial, the others sprouting monsters or useless things.


Charge

Rods and wands can be powered by charges, each use costing one or more charges (depending on the item).


Dose

Flasks or other containers of potions generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion.


Fireball Fire Opal

Found on a Helm of Brilliance. It functions as the 3rd-level wizard spell.


Globe (2d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (3d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (4d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (5d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (6d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (7d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (8d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (9d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (10d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Globe (11d6 Fireball)

Sphere that may be found on a Necklace of Missiles.


Light Opal

Found on a Helm of Brilliance. It functions as the 1st-level priest spell.


Ounce

Liquid measurement. Used for such  items as Sovereign Glue or Universal Solvent.


Packet

Container used to carry powders and dust. Possibly for Dust of Appearance.


Patch: Dagger

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a dagger.


Patch: Lantern

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a lantern.


Patch: Large Mirror

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a large mirror.


Patch: 10 foot Pole

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a 10 foot pole.


Patch: 50 foot Rope

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a 50 foot rope.


Patch: Large Sack

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a large sack.


Patch: Bag of 100 gp

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a bag of 100 gp.


Patch: Silver Coffer (500gp)

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a silver coffer (550gp).


Patch: Iron Door

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes an iron door.


Patch: 10 x 100 gp Gems

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes 10 gems of 100 gp value each.


Patch: 24 foot Wooden Ladder

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a 24 foot wooden ladder.


Patch: Mule with saddle bags

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a mule with saddle bags.


Patch: Open Pit

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes an open pit.


Patch: Potion of Extra Healing

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a Potion of Extra Healing.


Patch: Rowboat

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes 12 foot long rowboat.


Patch: Random spell scroll

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a scroll of one randomly determined spell.


Patch: Pair of  War Dogs

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a pair of war dogs.


Patch: Window

A piece of cloth found on a Robe of useful items. When the patch is detached it becomes a window (2 feet by 4 feet—up to 2 feet deep).


Pinch

A measurement of dust or powder.


Prismatic Spray Diamond

Found on a Helm of Brilliance. It functions as the 7th-level wizard spell.


Wall of Fire Ruby

Found on a Helm of Brilliance. It functions as the 5th-level priest spell.


Wishes

Used for rings, weapons and other magic items.


The Five Psionic Attacks

 The five psionic attack forms are ego whip, id insinuation, mind thrust, psionic blast, and psychic crush. Psionicists have access to all five forms (depending on their levels), whereas wild talents can never have more than three of the five. The psionic attacks are described below.


Ego Whip (EW)

This attack assaults a target’s self-esteem and individuality. It strikes like a glowing whip, its crack slicing open the wells of inferiority and worthlessness buried deep behind the target’s defenses. For every 4 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d6 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 2 PSPs.

Ego whip has three ranges: short (40 yards), medium (80 yards), and long (120 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, ego whip leaves the target dazed for 1d4 rounds, costing the attacker 4 PSPs. Though no psionic defenses remain, the attacker must roll the defender’s MAC to successfully hit (this attack receives a +2 bonus). While dazed, all of a character’s die rolls (attacks rolls, saving throws, etc.) receive a –5 penalty, and the character can’t cast spells above 3rd level.


Id Insinuation (II)

This attack assaults a target’s subconscious, like a mental battering ram tearing through the walls that separate primitive needs from social constraints. For every 6 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d8 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 3 PSPs.

Id insinuation has three ranges: short (60 yards), medium (120 yards), and long (180 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, id insinuation leaves its victim confused and powerless to act for 1d4 rounds. While no psionic defenses remain, the attacker must roll the defender’s MAC to successfully hit (the attack roll receives a +2 bonus). This use of the attack costs 6 PSPs.


Mind Thrust (MT)

This attack stabs the mind of the defender, piercing thoughts and memories. For every 2 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d4 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 1 PSP.

Mind thrust has three ranges: short (30 yards), medium (60 yards), and long (90 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, mind thrust causes the target to lose the use of one psionic power (chosen randomly) for 1d6 days. While no psionic defenses remain, the attacker must still roll the defender’s MAC to successfully hit (with a +2 bonus to the attack roll). This use of the attack costs 2 PSPs. Beyond opening a closed mind, mind thrust has no effect on nonpsionic minds.


Psionic Blast (PB)

This attack takes the form of a wave of mental force that jolts a defender’s mind. For every 10 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d12 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 5 PSPs.

Psionic blast has three ranges: short (20 yards), medium (40 yards), and long (60 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.

If used against an open mind, psionic blast causes 1d8 points of physical damage (hit point loss) for every 10 PSPs put into the attack. While no psionic defenses remain, the attacker must still roll the defender’s MAC to successfully hit (with a +2 bonus to the attack roll).


Psychic Crush (PsC)

Like a terrible mental weight, this attack seeks to crush a defender’s mind. For every 8 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d10 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 4 PSPs. Psychic crush has a range of 50 yards.

If used against an open mind, psychic crush causes 1d6 points of physical damage (hit point loss) for every 8 PSPs put into the attack. Although no psionic defenses remain, the attacker must roll the defender’s MAC to successfully hit (with a +2 bonus to the attack roll).


The Five Psionic Defenses

Both psionicists and wild talents develop psionic defenses naturally when they progress in experience, as detailed on the Psionic Progression chart. Psionic defenses are gained without using up any proficiency slots. As with psionic attacks, wild talents may never have more than three of the five psionic defenses.

A character activates a psionic defense at the beginning of a combat round. This defense protects against all psionic attacks launched at the character in that round. The PSP cost is only paid once per round, no matter how many attacks it defends against in that round.

Some psionic attacks are more effective against certain psionic defenses. The reverse is also true. This is represented by modifiers that apply to the attacker’s MTHAC0. See the Psionic Attacks vs. Psionic Defenses, below, for a cross-referenced list of penalties and bonuses.

When a psionic attack clashes with a psionic defense, cross-index the attack with the defense on Table 76. The resulting modifier is applied to the attacker’s MTHAC0. Thus, positive modifiers are bonuses and negative modifiers are penalties.

Combat cards that list psionic attacks and defenses are strongly recommended. Use 3¥5 cards; one for each attack or defense that a character has. During a round of psionic combat, each player puts an attack and a defense in front of him, face down, to lock in his action. After all declarations have been made, cards are turned over and combat commences.

There are five psionic defenses. They are intellect fortress, mental barrier, mind blank, thought shield, and tower of iron will. These are described below.


Intellect Fortress (IF)

This defense encases the mind in a powerful keep of mental energy to protect it from psionic attack. Intellect fortress provides the best protection against ego whip, but it’s extremely vulnerable to psionic blast. The cost is 4 PSPs per round to use this defense.


Mental Barrier (MB)

This defense throws up a wall of thought to protect against psionic attack. A mental barrier is extremely effective against a psionic blast, but vulnerable to a psychic crush attack. It costs 5 PSPs to use this defense in a round.


Mind Blank (MBk)

This defense hides the mind from psionic attack, forming a vast, featureless area that makes it harder to target the closed mind. Mind blank protects best against id insinuation, while mind thrust easily slices through the defensive fog. It costs 3 PSPs per round to use this defense.


Thought Shield (TS)

This defense forms a glowing shield to turn away a psionic attack. Thought shield defends most effectively against psychic crush but is vulnerable to ego whip. The cost is 2 PSPs per round to use this defense.


Tower of Iron Will (TW)

This defense builds an unassailable haven for the mind. Mind thrust has a difficult time penetrating this defense, while id insinuation can breach its protection. The defense costs 6 PSPs per round.


Table 76: Psionic Attacks vs. Psionic Defenses

Mind	Thought	Mental	Intellect	Tower of

blank	shield	barrier	fortress	iron will

Mind thrust	–5	–3	+2	+3	+5

Ego whip	–3	–4	–2	+4	+3

Id insinuation	+5	+3	+1	–2	–5

Psychic crush	–1	+4	–4	+1	+2

Psionic blast	+3	–2	+5	–4	–3


Gunpowder

Gunpowder is a mixture of saltpeter, sulfur, and charcoal. Generally, it is available only in low-magic campaigns. If gunpowder is widely available in a given setting, firearms will naturally be more common. If the DM rules that gunpowder works in his campaign, it can be purchased at the listed cost. In a realistic setting, gunpowder is cheap and easy to obtain.


Psionic Attack and Defense bonus proficiencies

To select psionic attack and defense proficiencies for a character, left click on the desired proficiency in the left list boxes and then left click on the right-pointing arrow.

These attack and defense proficiencies are used in psionic combat. Right click on a proficiency to get more information about it.

First and second level psionicists are allowed one attack and one defense proficiency. Third and fourth level psionicists are allowed two attack and two defense proficiencies. Fifth and sixth level psionicists are allowed three attack and three defense proficiencies. Seventh and eighth are allowed four attack and four defense proficiencies. Ninth and higher level psionicists are allowed five attack and five defense proficiencies.

Player’s Option psionicists can get defense proficiencies as if they were two levels higher by purchasing Mental Defense (class ability) for 10 points.

Player’s Option psionicists must have Contact (class ability) in order to select attack proficiencies (Core Rules psionicists receive contact as a free proficiency). PO psionicists can get attack proficiencies as if they are two levels higher by purchasing Contact for 10 points.


Psionic Attacks and Defenses

Press this button to select psionic attack and defense bonus proficiencies for this character.


Attacks Taken

These are the psionic attack bonus proficiencies that have been selected for this character. To remove an attack mode, left click on the mode in this list box and then left click on the left-pointing arrow.


Attacks

To select psionic attack bonus proficiencies for a character, left click on the desired modes in the left list box and then left click on the right-pointing arrow.


Defenses Taken

These are the psionic defense bonus proficiencies that have been selected for this character. To remove a defense mode, left click on the mode in this list box and then left click on the left-pointing arrow.


Defenses

To select psionic defense bonus proficiencies for a character, left click on the desired modes in the left list box and then left click on the right-pointing arrow.


Close

Press this button to return to the previous screen.


Import

This screen allows you to import custom files (.xpt) which have been exported by the program (normally someone else’s program). You should first select these import files by using the browser provided on the previous screen.

The list of possible items to be imported is displayed in the top right list box. To import a selected item, left click on it and then left click on the Import Item button. To import all items in the list box, left click on the Import All button.

If you are importing an item with a name already in the database, that item will be displayed in the Replace these items list box. Importing the new item will replace the existing one.


Parts

This window permits you to create custom armor, weapons, and other items and equipment. It also permits you to edit information for these custom items.

The drop down list box at the center top of the window allows you to filter the displayed information.  The All selection displays everything in the database.  The two other selections are Standard (shows only the information shipped with the product) and Custom (shows only the information added to the database).

As a further filter, if the Magic Only box is checked (bottom of popup), only magic items are displayed.

Select the Type:

This list box shows the different custom parts categories.  When one of these is selected (left click), the individual items in that category are shown in the List of Parts list box.

Note: Select Weapons in Select the Type to create new weapon proficiencies.

List of Parts:

When a custom item is selected in the List of Parts, all buttons to the right of that box (New…, Edit…, Copy, and Delete) are active.  If a standard item is selected in the List of Parts, only the New and Copy buttons are active. If no item is selected, only the New… button is active.

New

When this button is selected, a popup menu appears that allows you to create a new item for the selected category in the Select the Type list box.

Edit…

This button is only active when a Custom item is selected in the List of Parts list box. Clicking this button allows you to edit the information for the selected custom item. Standard items cannot be edited.

Copy

Clicking this button provides a copy of the information for the item selected in the List of Parts list box, excluding the name. You may use this option to quickly create similar items.  You may also use this option to modify a Standard item, provided you save the modified information under a different name.

Delete

Clicking this button will delete the custom item selected in the List of Parts list box from the database. Standard items may not be deleted.

Close

Clicking this button closes the Parts window and returns you to the Custom Database screen.


Edit Treasure Tables

Clicking this button brings up a window that allows you to change the treasure tables. These tables determine what treasure is generated when treasure is rolled up.


Racial weapon of focus

This character race allows you to choose a weapon during character creation that will provide a +1 bonus to attack rolls. Select a weapon from the list on the left of the screen and then click on the Add-> button.


Unarmed Combat Specialization

Specialists in unarmed combat receive a +1 bonus on attack rolls and a +2 on damage rolls. In addition, they receive the same number of extra attacks any other specialist receives—typically one extra attack every two rounds.