Behold: the Ramanan Sivaranjan Awards for Excellence in Gaming, 2014 edition. These awards are nourishment for thoughtful old-school gamers of refined taste, such as yourself (I hope!), but are like poison for the mindless hordes of adolescent EN World gamers and their ilk.
(The sad thing is, this post came off as sarcasm, but it is actually sincere, despite the obvious hyperbolic puffery. Kudos to Sivaranjan for his initiative.)
Thursday, July 30, 2015
Wednesday, July 29, 2015
Untimely Reviews: Forgotten Realms Boxed Set (AD&D 2nd Edition)
It's a bit of an ugly duckling, but don't judge a boxed set by its cover alone.
This post is based on some comments I left on YouTube after watching Abraham Zetina's detailed video review of the AD&D 2nd edition Forgotten Realms boxed set (of all things):
I found this review of Zetina's after reading Joseph Bloch of BRW games' blog post about a more recent review by Zetina of Bloch's own Adventures Dark & Deep series of books.
Watching Zetina's detailed video review got me thinking about this particular version of the Forgotten Realms campaign, and how it compared to a lot of other gaming products on the 1980s and 1990s put out by TSR. I am not really a fan of the Realms, for many of the reasons that are commonly cited (too generic, too many uber-powerful NPCs, too many intrusive and implausible meta-plots, etc.), but this Forgotten Realms campaign set is probably the best one TSR / Wizards has produced, in part because of the breadth and depth of the information presented, as noted by Zetina in his review.
In particular, this boxed set provides detailed information about Shadowdale and its surrounds, including descriptions of the buildings and NPCs of Shadowdale, and a nearby dungeon and associated "adventure". There is enough information in the boxed set to start a campaign set in Shadowdale, without requiring much additional work or design by the referee. This may not seem very impressive, especially in the light of the much earlier Judges Guild products which accomplished a similar feat with respect to the City State of the Invincible Overlord and the Wilderlands of High Fantasy, but in fact, as many in the OSR have pointed out over the years, hardly any of the old TSR campaign settings included the real nuts and bolts of a D&D campaign--one or more dungeons, a wilderness, and a home base. All of this work was generally left to the poor, put-upon referee.
This is true, for example, of both the better-known "Grey Box" 1st edition AD&D Forgotten Realms boxed set, and for that matter of the 3rd edition D&D Forgotten Realms campaign book. It is also true of all of the old AD&D campaign settings that I can think of--Greyhawk, Dragonlance, Time of the Dragon, Dark Sun, Planescape, even Lankhmar to a certain extent--and of many or most of Wizards of the Coast's campaign settings for 3rd and 4th edition D&D. These all provided "big picture" guides to their respective setting, but giving barely any practical advice or info for actually starting a campaign--a local wilderness map with keyed encounters, a local dungeon or two with maps and keys, a local town or neighborhood with a detailed map and key, etc.
Of course, there are many limitations to the AD&D 2nd edition Forgotten Realms campaign setting, including the often awkwardly execrable illustration (discussed, with examples, by Zetina), and the lack of coherence and distinctiveness of the Realms themselves as a campaign setting. But, pound for pound and dollar for dollar, I think this boxed set provides more actual game-able content than most of the other official TSR or WotC campaign settings, and it has many other nice details, such as: illustrations of the symbols and heraldry for gods, towns, kingdoms, adventuring groups, etc.; the old alphabets for the Espruar (Elvish) and Dethek (Dwarfish); illustrations of the various orders of priests in the Realms; and detailed maps of the major cities of the Realms. In some respects, then, it is an overlooked gem (or at least a semiprecious stone :) ) of old-school AD&D, and more useful as a campaign setting than its more famous and beloved 1st edition counterpart (which, admittedly, does have much better art, or perhaps I should say, much less awful art, and in general a whole lot of charm, as the Gentleman Gamer pointed out in his video review of the same).
This is what old-school charm looks like. (It is a very evocative painting, by the inimitable, late, lamented Keith Parkinson, who did a lot of great work for the 1st edition Realms.)
Wednesday, July 22, 2015
The Twilight Empire
Conspectus
The Twilight Empire is a
large feudal kingdom in a demon-haunted world, full of infernal spirits,
undead, monsters, witches, and sorcerers. In
a former aeon, the world was peaceful and prosperous, united under the wise
rule of the arch-magi and techno-wizards of the Pantarchy. A rogue arch-mage’s
attempt to summon and bind gods of the primordial chaos led to the collapse of
that peaceable civilization. Hordes of demons and monsters were released from
magical captivity, and the few human survivors reverted to barbarism.
Centuries later,
civilization has been re-established, but is plagued by evil men and creatures
of darkness. Defending humanity are knights, Templars, wardens, and witch
hunters, but these groups have their own rivalries, fighting one other as often
as they do battle against demons and monsters. Everywhere men are divided by
faction, class, sect, and kingdom, and moreover doomed to destruction by their
insatiable lusts for wealth, pleasure, and power.
The Fall of the Pantarchy
In
ancient times, the Pantarchy ruled the world of Telleth-Rumi, and worlds
beyond. The Pantarchs followed the Cosmic Balance, worshipping an array of celestial,
elemental, and infernal spirits. They summoned creatures from other worlds,
built inter-dimensional gates, and grew etheric ships from living crystal, which
they used to sail the black seas of space.
The
Peace of the Pantarchs prevailed for thousands of years, until it was broken by
the arch-mage Obduras. Obduras abandoned the Cosmic Balance, and sought to
become sole ruler of the multiverse. He summoned elder gods from the great Abyss
beyond space and time—Tiamat, Abzu, Mummu, and others—their names still echo as
curses down through the many centuries. These gods of primeval chaos proved to
be Obduras’ undoing, for they overpowered his mystic wards and sigils, sending waves
of chaotic energy into the worlds of the Pantarchy. The gates of the Pantarchs collapsed,
their bound spirits ran free, and the cities of men were engulfed in surges of
formless energy.
The
Pantarchy fell, but not before its remaining arch-magi performed the Great
Panspace Banishing. This powerful enchantment hurled the elder gods back to their
native realm. The few human survivors swiftly reverted to barbarism, and were
preyed upon by rogue spirits and monstrous aberrations spawned from the chaotic
wastelands.
After
several centuries had passed, the survivors began to till the soil, build
villages and towns, and rediscover the lost lore of their ancestors. Among them
were the Val, nomads who wandered the Endless Plain with herds of horses and
cattle. The Val were among the first to domesticate horses after the Fall of
the Pantarchs, and they invented the chariot, which gave them an advantage in
warfare. They spread to the east, west, and south, settling in much of the
northern continent of Septentrion, including the land now known as the Twilight
Empire.
The Val were never politically united; each of their kings ruled over a small domain, no larger than a duchy in size. The ancient kingdom of Greymouth was one such royal domain, which gradually grew in wealth and power, due to its control of the mouth of the great Grey River. The kings of Greymouth expanded their territory, conquering other small kingdoms and city states which lay along the Grey River and on the western coast of the continent.
The Val were never politically united; each of their kings ruled over a small domain, no larger than a duchy in size. The ancient kingdom of Greymouth was one such royal domain, which gradually grew in wealth and power, due to its control of the mouth of the great Grey River. The kings of Greymouth expanded their territory, conquering other small kingdoms and city states which lay along the Grey River and on the western coast of the continent.
Knowledge
of human history is based primarily upon the
Chronicle of Tetractys, which divides human history into seven aeons. Tetractys was the last Scholarch of the Pantarchs, and it is from his records that knowledge of the past has been preserved. The
current, seventh aeon is dated from the Fall of Pantarchy, which occurred a
little over two thousand years ago. The preceding six aeons are dated
from other important events in the history of human civilization.
The Aeons of Man Table
Aeon
|
Designation
|
Description
|
Duration
|
1st
|
Genesis
|
Origin of humanity
|
c. 200,000y
|
2nd
|
Exodus
|
Space exploration
|
c. 50,000y
|
3rd
|
Judges
|
Galactic republic
|
c. 100,000y
|
4th
|
Kings
|
Galactic empire; contact with demons
|
c. 100,000y
|
5th
|
Diaspora
|
Dark age after chaos invasions
|
c. 50,000y
|
6th
|
Pax Pantarchiana
|
Peace of the Pantarchs
|
c. 100,000y
|
7th
|
Post Pantarchiam
|
After the fall of the Pantarchs
|
2,279y
|
Fighters in the Twilight Empire
Designer's Notes
The fighter abilities are inspired by the "warrior skills" in Empire of the Petal Throne (p. 18). These are a little more potent than weapon proficiencies from 1st and 2nd edition AD&D, but a little less potent than feats from the 3rd and later editions of D&D. Enough to provide some background and flavor to individual fighters, but not enough to change the underlying power dynamics of the game (or so I hope--these have yet to be playtested in their current version). The fighter abilities also help provide differentiation to fighters wielding different weapons, since weapons in OD&D are mechanically similar. This is especially true if using only the original 3 LBB's and not the Greyhawk supplement, since all attacks inflict 1d6 damage regardless of weapon type.
The barbarian and cavalier training packages are inspired by the fighter sub-classes of the same names from the 1st edition AD&D Unearthed Arcana. However, the barbarian training package is intended to reflect the various "primitive" agriculturalists and pastoralists on the fringes of Europe in antiquity and after (Huns, ancient Germans, Avars, Bulgars, Magyars, Saami, Prus, etc.), rather than pulp fantasy barbarians such as Conan or his many lesser successors. (Although in truth Conan was closer in skills and equipage to his ancient forebears than were the many forgettable sword and sorcery barbarians who followed him.) Barbarians who can afford it are happy to wear mail and other forms of heavy armor; what makes them distinctive is their stereotypical "toughness" and their non-combat skill set. Currently, the barbarian "toughness" is represented by a +2 to the character's constitution ability score; this could change if I think of something better.
Cavaliers receive a bonus when making attacks while mounted and charging. This replaces all of the fiddly abilities and chivalric who-ha from the Unearthed Arcana cavalier. However, cavaliers are required to have the noble background if they're human, and their skills include courtesy (how to behave at court or when among the aristocracy). Cavaliers also have the tracking skill, because of all of the time they spend hunting (their chief sport when not killing people).
Scouts are intended to include both mounted and non-mounted skirmishers of various kinds. What unites them is their maneuverability and their skill in harassing slower-moving troops with missile attacks. The latter is represented by the split-move and fire power, the name for which is of course cribbed from OD&D's miniature wargame precursor Chainmail, where it is a special ability of elvish troops. Speaking of not-so subtle OD&D references, scouts also have "outdoor survival" as a bonus skill, a nod to the Avalon Hill board game which was recommended for use with OD&D, since its game board could be used for wilderness adventures.
Soldiers are the most generic of the fighter training packages, covering the various sorts of mercenaries and regular troops that could be found in the armies of antiquity, the Middle Ages, and the Renaissance. Their power is weapon specialization, similar to its incarnation in the 1st and later editions of D&D, but here giving a simple +1 on attack and damage rolls with the weapon of choice.
Fighters
Prime Requisite: strength
Hit Dice: 1d8
Base Attack Bonus: +1 per
level
Armor Proficiency: all
Weapon Proficiency: all
Class Powers: fighter abilities
Fighter Experience Table
XP
Level
|
HD
|
BAB
|
Fighter Abilities
|
1
|
1d8
|
+1
|
1
|
2
|
2d8
|
+2
|
1
|
3
|
3d8
|
+3
|
1
|
4
|
4d8
|
+4
|
1
|
5
|
5d8
|
+5
|
2
|
6
|
6d8
|
+6
|
2
|
7
|
7d8
|
+7
|
2
|
8
|
8d8
|
+8
|
2
|
9
|
9d8
|
+9
|
3
|
Fighter Description
Fighters are experts in the art of war. Examples include
bandits, knights, mercenaries, marines, pirates, and woodsmen.
Fighter Powers
Fighter Abilities
A 1st level fighter has one fighter ability of the player’s choice.
Additional abilities are gained at the rate of one every four levels (second
skill at 5th level, third skill at 9th level, etc.).
#
|
Fighter Ability
|
1
|
Artillery
|
2
|
Boxing
|
3
|
Dual Wielding
|
4
|
Fencing
|
5
|
Grappling
|
6
|
Jousting
|
7
|
Mounted Archery
|
8
|
Pike Drill
|
9
|
Quick Draw
|
10
|
Two Handed Sword
|
Artillery: The fighter can operate and make basic
repairs on fixed artillery pieces, such as ballistae, catapults, and cannon.
Boxing: The fighter gains a +1 bonus on attack and
damage rolls when fighting unarmed.
Dual Wielding: The fighter may use a second weapon in place
of a shield, which provides a +1 bonus to his attack rolls. If an attack hits,
there is a 10% chance it is with the off-hand weapon.
Fencing: The fighter is skilled at defending when
wielding a rapier, and receives a -1 bonus to his armor class.
Grappling: The fighter gains a +2 bonus on grappling
attack rolls.
Jousting: The fighter can attack with a lance while
mounted and charging, in order to receive the lance’s double damage bonus.
Mounted Archery: The fighter can fire a short bow while
mounted and moving.
Pike Drill: The fighter can attack with a pike while in
formation, and can train others to do the same (given sufficient time). The
fighter can also set a pike against a charging combatant. A set pike scores
double damage on a successful attack.
A unit of combatants with the pike drill ability can fight in
formation, which enables multiple ranks of combatants to attack the same target
simultaneously. A group of pikemen in formation can also force charging
combatants to make a morale roll in order to continue the charge.
Quick Draw: The fighter can draw or ready a weapon
without having to spend an action or receive a penalty to his initiative score.
Two Handed Sword: The fighter can disable an opponent’s
polearm (halberd or pike), spear, or lance with a successful attack roll.
Fighter Training Packages
Fighter Training Packages Table
#
|
Training Package
|
Skills
|
Powers
|
Races
|
BP
|
AL
|
1
|
Barbarian
|
hide in wilderness
outdoor survival
tracking
|
constitution bonus
|
any
|
any but scholar
|
any
|
2
|
Cavalier
|
courtesy
riding
tracking
|
mounted charge bonus
|
cambion
elfborn
human
|
noble
|
any
|
3
|
Scout
|
outdoor survival
riding
tracking
|
split-move and fire
|
any
|
any but scholar
|
any
|
4
|
Soldier
|
appraisal
riding
teamster
|
weapon specialist
|
any
|
any but scholar
|
any
|
Barbarian
Items: chainmail
armor; hand axe; helmet; shield; spear
Skills: hide in
wilderness; outdoor survival; tracking
Powers: constitution
bonus
Races: any
Backgrounds: any except scholar
Alignment: any
Description: A barbarian is a warrior from an uncivilized
society. Uncivilized societies include hunter-gatherers, pastoralists, fishermen,
and farmers. They are “uncivilized” in that they don’t build cities or towns. The
political structures of barbarian societies tend to be smaller in scale than
those of civilized societies, but can include short-lived empires created by
the conquests of a charismatic leader.
Constitution Bonus: A barbarian receives a +2 bonus to his
constitution score. A barbarian character can have a constitution score higher
than 18.
Cavalier
Items: chainmail armor;
helmet; lance; sword; shield; warhorse, charger
Skills: courtesy;
riding; tracking
Powers: mounted
charge bonus
Races: cambion;
elfborn; human
Backgrounds: noble
Alignment: any
Description: A cavalier is a fighter of noble birth
trained to fight while mounted. Their favored tactic is attacking with a lance
while mounted and charging. As such, a cavalier is required to take jousting as
his first fighter skill.
Cavaliers generally also have considerable experience hunting various
kinds of game, which is the basis for their skill in tracking.
A cavalier must take jousting as his first fighter ability.
Mounted Charge Bonus: When a cavalier makes a melee attack at the
end of a mounted charge, he receives a +2 bonus to attack and damage rolls. If
attacking with a lance, this bonus is in addition to the lance’s double damage
bonus.
Scout
Items: helmet; 6
javelins or short bow, 20 arrows, and
quiver; sword; quilted armor; shield;
warhorse, charger
Skills: outdoor
survival; riding; tracking
Powers: split-move
and fire
Races: any
Backgrounds: all except scholar
Alignment: any
Description: A scout is a warrior who specializes in
tracking enemy movements, harassing enemy units with ranged or hit-and-run
attacks, and out-maneuvering enemy formations.
Split-Move and Fire: A scout is able to make a half-move, then make
a missile attack, and then make another half-move, all in the same combat round.
Soldier
Items: brigandine; helmet;
quilted armor; shield; weapon of specialization (varies)
Skills: appraisal; riding;
teamster
Powers: weapon
specialist
Races: any
Backgrounds: all except scholar
Alignment: any
Description: A soldier is a professional warrior who
fights with a regular army or mercenary band. Soldiers are generally of common
birth, but can otherwise come from a variety of backgrounds.
Weapon Specialist: A soldier specializes in a particular kind
of weapon. The character receives a +1 bonus on attack rolls and damage rolls
when making an attack with a weapon of the relevant kind. The character also
receives the weapon as a bonus item, together with any associated ammunition or
pertinences, such as a scabbard, quiver, bolt case, or powder horn.
Tuesday, July 21, 2015
Clerics in the Twilight Empire
Designer's Notes
As mentioned in the last post, clerics in Twilight Empire are not assumed to be members of militant orders unless they have the Templar training package. As such, their fighting capability and weapon and armor proficiency is the same as that of mages. To compensate for this, clerics gain spells more rapidly than in standard OD&D, and they can lay on hands a number of times per day equal to their level. The lay on hands power also makes clerics more flexible in their choice of spells, by reducing the incentive to only prepare healing spells.
Apart from the Templar, which is differentiated mainly in terms of military training, the remaining cleric training packages are differentiated mainly in terms of alignment. In Twilight Empire, alignment represents allegiance to a group of gods and spirits: lawful characters revere God and the angels, neutral characters revere pagan gods and elemental spirits, and chaotic characters revere demon lords and chaos gods (called "titans" or "elder gods").
In the previous version of cleric training packages posted on this blog, the neutral cleric training package was called a druid; this has been renamed "pagan priest" and its abilities changed, and druids in Twilight Empire are now treated as multi-classed cleric/mages (as in their original appearance as monsters in the OD&D Supplement I: Greyhawk).
Another change from the previous version of clerics posted on this blog is the move away from spell points and back to the standard OD&D "fire and forget" or Vancian magic system. While spell points fit the world of the Twilight Empire just fine, such a radical change to the game would likely have repercussions for game balance that I would rather not deal with right now as a referee. Note however that the spell progression has been "rationalized" compared to the irregular cleric spell table in the OD&D Men & Magic booklet. My hope is that a more regular spell progression will be easier to memorize and thus apply in play, especially for referees who have to juggle one or more spell-casting NPCs in addition to the usual monsters, traps, specials, and other who-ha.
A canon's sense chaos power is similar to the OD&D detect evil spell, but it detects whether a creature or item is aligned with the gods and spirits of chaos, rather than if a person has evil intent.
The cultist's evil eye power is basically a low-powered curse, which will be detailed in a future post on cleric spells. I'm actually playing around with different versions of the evil eye spell, any number of which might be acceptable: perhaps the spell causes a small amount of damage (as with a standard attack in OD&D--1d6 damage) through an invisible force, like a gaze attack; perhaps the curse inflicts a -1 penalty on rolls of relevant kinds for a day.
Clerics
Prime Requisite: wisdom
Hit Dice: 1d4
Base Attack Bonus: +1 per 3
levels
Armor Proficiency: none
Weapon Proficiency: club (or
staff), dagger, mace
Class Powers: cast cleric
spells, lay on hands, spirit ward
Cleric Experience Level Table
XP
Level
|
HD
|
BAB
|
SL
1
|
SL
2
|
SL
3
|
SL
4
|
SL
5
|
1
|
1d4
|
0
|
1
|
-
|
-
|
-
|
-
|
2
|
2d4
|
0
|
2
|
-
|
-
|
-
|
-
|
3
|
3d4
|
+1
|
2
|
1
|
-
|
-
|
-
|
4
|
4d4
|
+1
|
3
|
2
|
-
|
-
|
-
|
5
|
5d4
|
+1
|
3
|
2
|
1
|
-
|
-
|
6
|
6d4
|
+2
|
3
|
3
|
2
|
-
|
-
|
7
|
7d4
|
+2
|
4
|
3
|
2
|
1
|
-
|
8
|
8d4
|
+2
|
4
|
3
|
3
|
2
|
-
|
9
|
9d4
|
+3
|
4
|
4
|
3
|
2
|
1
|
Cleric Description
A cleric is a devoted worshiper of a god or spirit. Some clerics are
hermits or wanderers, but most are leaders of religious communities.
The type of divine being served by a cleric depends on his alignment.
Lawful clerics are monotheists who worship El (God), the saints, and angels.
Neutral clerics are pagans who worship one or more of the elemental lords.
Chaotic clerics are cultists who worship demon lords or elder gods. In addition
to a general religious affiliation, every cleric has a specific divine patron
of his player’s choosing.
Cleric Powers
Cast Cleric Spells
A cleric can learn to cast any spell from the cleric spell list. The maximum level of spell a cleric can learn is equal to his experience
level divided by two. A cleric is required to learn spells individually, either
by reading about the spell in a book or scroll, or by being taught the spell by
another cleric who already knows it.
In order to learn a new spell, a cleric must spend one week in prayer
and study per level of the spell, and he must make a successful wisdom roll at
the end of the time spent. Failure means that the cleric must spend one more
week in prayer and study before being allowed to make another wisdom roll.
The maximum number of spells of each spell level which a cleric can
cast in a single day is determined by his experience level (see Cleric
Experience Level Table, above).
Lay on Hands
A cleric can heal 1d6 lost hit points by laying hands on a damaged
character or creature and uttering a short prayer. The power is usable a number
of times per day equal to the cleric’s experience level. The cleric can combine
multiple uses as a single action.
Spirit Ward
A cleric can attempt to ward off designated spirits within a 12”
radius.
To determine the success of an attempted spirit ward, consult the
following table, and cross-index the cleric’s experience level with the
spirit’s number of hit dice.
Spirit Ward Table
Cleric
Level
|
|||||||||
Spirit
HD
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
1
|
7
|
W
|
W
|
D
|
D
|
D
|
D
|
D
|
D
|
2
|
9
|
7
|
W
|
W
|
D
|
D
|
D
|
D
|
D
|
3
|
11
|
9
|
7
|
W
|
W
|
D
|
D
|
D
|
D
|
4
|
-
|
11
|
9
|
7
|
W
|
W
|
D
|
D
|
D
|
5
|
-
|
-
|
11
|
9
|
7
|
W
|
W
|
D
|
D
|
6
|
-
|
-
|
-
|
11
|
9
|
7
|
W
|
W
|
D
|
7
|
-
|
-
|
-
|
-
|
11
|
9
|
7
|
W
|
W
|
8
|
-
|
-
|
-
|
-
|
-
|
11
|
9
|
7
|
W
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
11
|
9
|
7
|
A number indicates the minimum result on a 2d6 roll which the cleric
needs to successfully ward off the spirits. This Spirit Ward roll is modified
by the cleric’s wisdom. If spirits of more than hit die score are designated by
the cleric as targets, the same roll is used to determine the success of the
ward against the various types of spirits.
A result of “W” indicates that the spirit is automatically warded.
A result of “D” indicates that the spirit is automatically dispelled to
its realm of origin.
Up to 2d6 spirits are affected by a single spirit ward. If multiple
types of spirits are designated by the cleric, spirits with lower hit die
scores are counted as affected before spirits with higher hit dice.
A warded spirit is unable to attack, cast spells, or use powers which directly
affect the cleric or his designated allies within the area of effect. A warded spirit
is not forced to flee. A spirit ward lasts up to 2d6 turns.
A dispelled spirit is unable to return to the cleric’s realm unless it
is magically summoned by another character or creature.
Cleric Training Packages
Cleric Training Packages Table
#
|
Training Package
|
Skills
|
Powers
|
Races
|
BP
|
AL
|
1
|
Canon
|
divinity
scholarship
scribe
|
sense chaos
|
human
|
any
|
lawful
|
2
|
Cultist
|
hide in shadows
move silently
occult lore
|
the evil eye
|
any
|
any
|
chaotic
|
3
|
Pagan Priest
|
herb lore
occult lore
scholarship
|
legend lore
|
any
|
any
|
neutral
|
4
|
Templar
|
divinity
riding
scholarship
|
improved AP
improved BAB
improved HD
improved WP
|
human
|
any
|
lawful
|
Items: clerical
vestment (10 g); healing poultice; holy water; silver cross (holy item)
Skills: divinity;
scholarship; scribe
Powers: sense
chaos
Races: human
Backgrounds: all
Alignment: lawful
Description: A canon (short for ‘canon regular’) is a
clergyman in an organized church of lawful alignment. Examples of canons
include parish priests, monks, nuns, and friars. Canons are trained as
community leaders, scholars, healers, and exorcists.
Sense Chaos: A canon can detect chaotically aligned
creatures, objects, or enchantments within 30’ with a successful wisdom roll.
Items: dark cloak
(10 g); fine black robe (10 g); flask of poison; ritual dagger (unholy item)
Skills: hide in
shadows; move silently; occult lore
Powers: the
evil eye
Races: any
Backgrounds: all
Alignment: chaotic
Description: A cultist is a follower of a demon lord, chaos
god, or other being of chaotic alignment. Cultists must generally operate in
secret, since worship of chaotic beings is forbidden in human lands.
The Evil Eye: A cultist can cast the spell the evil eye a number of times per day
equal to his experience level, in addition to his normal daily spell allotment.
Items: fine white robe (10 g); gnarled staff (1 g); holy item
Skills: herb lore;
occult lore; scholarship
Powers: legend
lore
Races: any
Backgrounds: all
Alignment: neutral
Description: A pagan priest worships one (or more) of the
elemental lords, or other neutrally aligned gods or spirits, such as the plant
and animal lords. They are masters of the traditional lore of their
people, including astrology, grammar, history, laws, myths, rhetoric, and rituals.
Pagan priests are generally highly respected by their society, and act as
counselors, judges, and negotiators.
Legend Lore: A pagan priest has extensive knowledge of
myths and legends. He can identify the magical properties of an item and
interpret other magical effects with a successful wisdom roll.
Templar
Items: chainmail
armor; helmet; holy item; shield; sword; warhorse, charger
Skills: divinity;
riding; scholarship
Powers: improved
armor proficiency, improved base attack bonus, improved hit dice, improved
weapon proficiency
Weaknesses: reduced spell
progression, restricted magic weapon use
Races: human
Backgrounds: all
Alignment: lawful
Description: A Templar is a member of a militant
religious order dedicated to defending his church and spreading the faith,
through violent conquest if need be. Members of Templar orders are trained for
war, but are fully ordained clergymen, who take sacred vows such as poverty,
chastity, and obedience. Templars often dwell in borderlands or other areas
troubled by monsters, witches, cultists, or heretics.
Members of Templar orders are
divided into knights and sergeants. Knights are of noble birth, and occupy most
of the leadership positions in a Templar order, while sergeants are of common
birth, and always rank beneath sergeants (no matter their experience level).
Templar orders also include canons,
who serve as preachers, confessors, and administrators, but who do not
themselves take part in battle (except under duress).
Templars usually live together in
commanderies, which are similar to abbeys, but more heavily fortified.
Commanderies are found both in towns and in the countryside. Occasionally, a
lone or small group of Templars will be stationed in a location which lacks a
commandery. There are also itinerant Templars who patrol remote regions and
borderlands.
Improved Armor Proficiency: A Templar is proficient with all forms of
armor.
Improved Base Attack Bonus: A Templar has a BAB of +1 per 2 levels.
Improved Hit Dice: A Templar uses d6’s as hit dice.
Improved Weapon Proficiency: A Templar is proficient with all kinds of
weapons.
Reduced Spell Progression: A Templar gains the ability to cast spells
at a slower rate than other clerics.
XP
Level
|
SL
1
|
SL
2
|
SL
3
|
SL
4
|
1
|
-
|
-
|
-
|
-
|
2
|
1
|
-
|
-
|
-
|
3
|
2
|
-
|
-
|
-
|
4
|
2
|
1
|
-
|
-
|
5
|
3
|
2
|
-
|
-
|
6
|
3
|
2
|
1
|
-
|
7
|
3
|
3
|
2
|
-
|
8
|
4
|
3
|
2
|
1
|
9
|
4
|
3
|
3
|
2
|