Greetings and salutations

This is a compiled listing of character points from many sources (the complete listing is on the last page of document). It is to be used as a reference sheet. I purposefully left out some details (but gave reference to where the facts can be found) because this is a reprint or TSR material. All of this is probably copyrighted by TSR, so DO NOT GO SELLING THIS. I wanted a complete listing myself because of the numerous sources available for character point abilities. I hope people enjoy this document. If there are any errors, please e-mail me at tarcil@email.com. I will not entertain e-mail about changing the point values of things that I used my discretion with. That is your job, for your campaign. The character point system is supposed to be a cooperative work between the DM and his players so things do not get out of hand. If they do, I would like to quote the Spells and Magic book, pg. 41: "The DM should carefully review any character assembled under these rules and make special note of weaknesses or blind spots. Even a minor role-playing disadvantage can go a long ways towards discouraging an unbalanced design if the DM is a little creative." And I would add malicious. So enjoy.

 

Edward Pokorski

tarcil@email.com

Character Races:

Race

Character

Points

Racial Ability

Adjustments

Strength

Min/Max

Dexterity

Min/Max

Constitution

Min/Max

Intelligence

Min/Max

Wisdom

Min/Max

Charisma

Min/Max

Aarakocra

0

+1 Dex; -1 Str & Con

4/17

7/18

6/18

3/18

3/17

3/18

Aasimar

40

+1 Wis & +1 Str or Cha; -2 Con

8/18

5/18

5/18

11/18

11/18

13/18

Alaghi

0

+2 Str; -2 Int

10/17

3/17

12/18

5/16

3/16

3/16

Bariaur, Female

30

+1 Int & Wis; -1 Str & Dex

3/18

3/17

5/18

9/18

11/18

3/18

Bariaur, Male

30

+1 Str & Con; -1 Dex & Wis

10/18

3/18

11/18

3/18

3/17

3/18

Bugbear

0

+1 Str; -1 Int & Cha

7/18

8/17

8/18

4/17

3/18

4/15

Bullywug

0

+1 Dex; -1 Int & Cha

6/18

4/18

6/18

4/17

6/16

4/15

Centaur

0

+1 Con & Wis; -2 Dex

11/18

5/18

10/18

3/16

3/17

3/18

Dwarf

45

+1 Con; -1 Cha

8/18

3/17

11/18

3/18

3/18

3/17

Elf

45

+1 Dex; -1 Con

3/18

6/18

7/18

8/18

3/18

8/18

Flind

0

+1 Str; -1 Cha

7/18

6/18

6/18

3/16

3/16

4/17

Genasi, Air

25

+1 Dex & Int; -1 Wis & Cha

3/18

9/18

3/18

5/18

3/18

3/18

Genasi, Earth

25

+1 Str & Con; -1 Wis & Cha

9/18

3/18

9/18

3/18

3/18

3/18

Genasi, Fire

25

+1 Int; -1 Cha

3/18

5/18

3/18

5/18

3/18

3/18

Genasi, Water

25

+1 Con; -1 Cha

5/18

5/18

5/18

5/18

3/18

3/18

Giff

0

+2 Str; -1 Dex & Int

14/18

3/15

10/18

3/15

3/16

3/17

Githzerai

30

+1 Dex & Int; -1 Str & Wis

3/18

7/18

3/18

9/18

3/18

3/18

Gnoll

0

+1 Str; -1 Int & Cha

5/17

5/18

5/18

4/15

3/16

4/15

Gnome

45

+1 Int; -1 Wis

6/18

3/18

8/18

6/18

3/18

3/18

Goblin

0

-1 Str & Cha

5/16

4/17

5/16

3/18

3/18

4/13

Half-Elf

25

None

3/18

6/18

6/18

4/18

3/18

3/18

Halfling

35

+1 Dex; -1 Str

7/18

7/18

10/18

6/18

3/17

3/18

Half-Ogre

15

+1 Str & Con; -1 Int & Cha

14/18

3/12

14/18

3/12

3/12

3/8

Half-Orc

15

+1 Str & Con; -2 Cha

6/18

3/17

8/18

3/17

3/14

3/12

Hobgoblin

0

-1 Cha

6/18

6/18

5/18

3/18

3/18

4/14

Human

10

None

3/18

3/18

3/18

3/18

3/18

3/18

Kobold

0

-1 Str & Con

4/15

4/18

5/16

3/17

3/18

3/14

Lizard Man

0

None

8/18

3/18

6/18

3/17

3/18

3/16

Minotaur

0

+2 Str & Con; -2 Wis & Cha

12/18

5/14

10/18

5/14

5/16

5/16

Modron, Rogue

40

+1 Con & Int; -1 Dex & Cha

9/18

3/18

7/18

3/18

3/18

3/17

Mongrelman

0

+1 Str or Dex or Con or Wis;-1 Int & Cha

6/17

6/18

8/18

4/17

3/18

3/9

Ogre

0

+2 Str & Con; -2 Int & Cha

14/18

3/8

12/18

4/10

3/9

4/10

Orc

0

+1 Str; -2 Cha

5/17

3/17

8/18

3/16

3/16

5/14

Satyr

0

+1 Dex & Con; -1 Int & Cha

6/18

8/18

7/17

4/18

3/18

3/17

Swanmay

0

+1 Dex & Wis

13/18

12/18

14/18

9/18

13/18

9/18

Thri-kreen

0

+1 Dex & Wis; -1 Int & Cha

8/18

12/18

5/18

5/18

5/18

3/15

Tiefling

40

+1 Int & Cha; -1 Str & Wis

3/18

7/18

3/18

9/18

3/18

9/18

Wemic

0

+1 Str; -1 Dex

10/18

7/17

11/18

3/18

3/18

3/18

 

Any race abilities:

Any race ability

Character Points

Source

Alignment affinity: The PC is instantly aware of any beings within 20’ who possess the same alignment as himself. For example, a paladin knows when a lawful good aasimar has just stepped behind him, but does not learn the alignment of the lawful neutral good Deva crossing in front of him unless he employs some other means of divination.

5

#235

Magical perception: Regardless of whether the PC is a spellcaster, he understands how the unique nature of his home plane affects magic. This includes which schools of magic are affected, how it is affected, and why ("You’re on Mechanus berk - wild magic is useless here and against the law."). This ability does not provide other magical insight, such as spell keys.

10

#235

Planar recognition: Upon sight, the PC instantly recognizes any beings that originate from his home plane as a fellow native. Only true natives of the PC’s plane can be discerned. This ability does not grant the ability to recognize those who migrated to the PC’s home plane from another plane. The PC does not gain any other information about the beings that he encounters.

5

#235

Planar resistance: The PC receives a +3 bonus to all saves vs. any naturally occurring phenomena on his home plane (plane of birth).

5

#235

Wild psionic talent: A character can purchase this and not need to roll for a wild talent check. The character does need to roll randomly to see which wild talent the character has.

15

DA97

Aasimar abilities:

Aasimar ability

Character Points

Source

Aasimon bloodline - major I: The PC is immune to all forms of gas attacks.

10

#235

Aasimon bloodline - major II: The PC is immune to poison.

15

#235

Aasimon power – vestigial I: Once per week, the PC can cast Protection from Normal Missiles (W3: PH).

5

WOH*

Aasimon power – vestigial II: Twice per day, the PC can cast Read Magic (W1: PH).

5

WOH*

Aasimon power – vestigial III: Once per day, the PC can cast Strength (W2: PH).

5

WOH*

Aasimon powers - major: Once a week, the PC can cast Heal (P6: PH), Holy Word (P7: PH), or Spell Turning (W7: PH). At 9th level, the PC can cast all these abilities once a week.

15

#235

Aasimon powers - minor: Once a day, the PC can cast Cure Light Wounds (P1: PH), Dispel Magic (P3: PH), or Protection from Normal Missiles (W3: PH). At 7th level, the PC can cast all these abilities once per day.

10

#235

Animal calming: The aura of good causes ease in all normal animals. Reaction checks with normal animals are made at a +4 bonus.

5

WH*

Archon power – vestigial I: Once per day, the PC can cast Enthrall (P2: PH).

5

WH*

Armor bonus: The PC gains an additional +1 AC bonus when wearing any metal armor.

5

#235

Aura of calm: The PC’s heritage of a celestial brings ease to those of good nature. All good-aligned creatures within 30’ receive a +2 bonus to morale checks.

5

WH*

Celestial aura: The PC has emits an aura of the Upper Planes. Fiends find a small taste of fear when attacking the Aasimar, and those of non-evil bent hesitate to strike one who is apparently so pure and good. All enemies of the Aasimar attack at a –2 penalty.

10

WH*

Celestial skin: The PC can only be hit by magical weapons.

15

#235

Cold resistance: The PC suffers half damage from all cold attacks for 5 CPs. For 15 points, the PC suffers half damage from cold until 9th level, when the PC becomes completely immune to the cold.

5/15

#235

Cold save bonus: The PC gains a +2 to all saves vs. cold.

5

WH*

Confer: With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed; at which time he regains the ability. The PC cannot cannel this conferral once it has taken place. This sacrifice is not taken lightly.

10

#235

Detect evil: The PC can cast Detect Evil (P1: PH) once per day.

5

WH*

Detect lie: The PC may cast Detect Lie (P4: PH) once a day.

5

#235

Detect magic: The PC can cast Detect Magic (M1: PH) once per day.

5

WH*

Eladrin bloodline - major: The PC is immune to Magic Missiles and similar spells.

10

#235

Eladrin power – vestigial I: Once a day, the PC can cast Alter Self (W2: PH).

5

WH*

Eladrin power – vestigial II: Once a week, the PC can cast Augury (P2: PH).

5

WH*

Eladrin power – vestigial III: Once a day, the PC can cast Comprehend Languages (W1: PH).

5

WH*

Eladrin power – vestigial IV: Once a day, the PC can cast Shield (W1: PH).

5

WH*

Eladrin powers - major: Once a week, the aasimar may cast Minor Globe of Invulnerability (W4: PH), Polymorph Self (W4: PH), or Wall of Force (W5: PH). At 9th level, the PC can cast all these spells once a week.

15

#235

Eladrin powers - minor: Once a day, the PC may cast Alter Self (W2: PH), Comprehend Languages (W1: PH), or Slow Poison (P2: PH). At 7th level, the PC can cast all of these abilities once a day.

10

#235

Electricity save bonus: The PC gains a +2 to all saves vs. electricity.

5

WH*

Enhanced telepathy: The PC has an innate ability to speak telepathically with any creature in close proximity. The PC can communicate telepathically with any intelligent (5 or greater) within a mile radius.

10

WH*

Fast healer: The gift of having a celestial background allows the PC to heal their wounds twice as fast.

5

WH*

Fire resistance: The PC suffers half damage from all fire attacks.

5

#235

Fire save bonus: The PC gains a +2 to all saves vs. fire.

5

WH*

Free spirit: The celestial blood that runs through the PC prevent anything from stopping their movement. The PC acts and moves as if under a permanent Free Action (P4: PH).

15

WH*

Guardinal bloodline - major: The PC is immune to all electrical attacks.

15

#235

Guardinal bloodline – minor: The PC suffers only half damage from all electrical attacks.

10

WH*

Guardinal power – vestigial I: The PC can cast Light (P1: PH) once per day.

5

WH*

Guardinal power – vestigial II: The PC can cast Protection from Evil, 10’ Radius (P3: PH) once per day.

5

WH*

Guardinal power – vestigial III: The PC can cast Water Breathing (W3: PH) once per week.

5

WH*

Guardinal powers - major: Once a week, the PC can cast Hold Monster (W5: PH), Lightning Bolt (W3: PH), or Wall of Ice (W4: PH). At 9th level, the PC can cast all of these abilities once a week.

15

#235

Guardinal powers - minor: Once a day, the PC can cast Light (P1: PH), Magic Missile (W1: PH), or Protection from Evil, 10’ Radius (P3: PH). At 7th level, the PC can cast all these abilities once a day.

10

#235

Holy regeneration: While on any of the Upper Planes of Good (Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Arborea, and Ysgard), the PC regenerates hit points at the rate of 1 hp/round.

10

#235

Infravision: Aasimar have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

5

#235

Intuition bonus: The PC raises his Wisdom/Intuition sub-ability by +1.

10

#235

Know alignment: The PC may cast Know Alignment (W2: PH) once a day.

5

#235

Leaper: The PC has been given the gift of quick bursts of leg strength. The PC can leap up to 15’ vertically, or 30’ horizontally.

10

WH*

Lightform: Once a day, the PC may assume a Lightform similar in function to the wizard spell Wraithform (W3: PH) (except this ability accesses an extra-dimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light Aasimon (PMC1). At 5th level, the PC can assume a Lightform twice a day.

10

#235

Magic resistance: The PC has 10% magic resistance.

10

#235

Mental fortitude: +2 to saving throws against Charm, Fear, Emotion, and Domination type spells.

5

#235

Muscle bonus: The PC raises his Strength/Muscle sub-ability by +1.

10

#235

Odd skin composition: Due to the PC’s heritage, the skin composition provides the PC with a random amount of protection. The base AC is 1d6+3. This is rolled at the time this ability is taken, and only rolled once.

5

WH*

Petrification, polymorph, and paralysis save bonus: The PC gains a +2 to all saves vs. petrification, polymorph, and paralysis.

5

WH*

Poison save bonus: The PC gains a +2 to all saves vs. poison.

5

WH*

Power of life: As a direct descendent of the forces of life and goodness, the aasimar is immune to Death Magic, and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a Haste (W3: PH) spell.

20

#235

Rilmani bloodline - minor: The PC suffers half damage from acid attacks.

10

#235

Rilmani power – vestigial I: Once a day, the PC can cast Blur (W2: PH).

5

WH*

Rilmani power – vestigial II: The PC can cast Feather Fall (W1: PH) once per day.

5

WH*

Rilmani power – vestigial III: The PC can cast Mirror Image (W2: PH) once per day.

5

WH*

Rilmani powers - major: Once a week, the PC can cast Advanced Illusion (W5: PH), Improved Invisibility (W4: PH), or Solid Fog (W4: PH). At 9th level, the PC can cast all of these abilities once a week.

15

#235

Rilmani powers - minor: Once a day, the PC can cast Blur (W2: PH), Fly (W3: PH), or Mirror Image (W2: PH). At 7th level, the PC can cast all these spells once a day.

10

#235

Rod, staff, and wand save bonus: The PC gains a +2 to all saves vs. rods, staves, and wands.

5

WH*

Spell save bonus: The PC gains a +2 to all saves vs. spells.

5

WH*

Stamina bonus: The PC raises his Strength/Stamina sub-ability by +1.

10

#235

Surprise bonus: The PC’s unnatural hearing and other-planar alertness grants a +1 to all surprise checks.

5

#235

Sword bonus: The PC gains a +1 to hit with any sword.

5

#235

Telepathy: At will, the PC can communicate telepathically with any Aasimon, Eladrin, Guardinal, Rilmani, or other intelligent being of the same alignment within a 20’ radius.

5

#235

Tongues: The PC can communicate with anyone at any time. The celestial bloodline provides the PC with permanent Tongues (W3: PH).

10

WH*

True sight: The heritage from the PC’s celestial background allows them to see everything as is, for good or evil. The PC has the power of True Seeing (P5: PH) all of the time.

15

WH*

Willpower bonus: The PC raises his Wisdom/Willpower sub-ability by +1.

10

#235

Wings: The PC has a fully functioning set of wings. While they are typically feathered, they need not be. The wings are an integral part of the anatomy of the Aasimar, so armor and clothing must be modified to accommodate them (usually an increase in cost from two to five times the normal cost). The wings allow the PC to have a movement of 18, MC D.

10

WH*

Aasimar weaknesses:

Aasimar weakness

Bonus Character Points

Source

Iron weakness: The PC suffers double damage from any iron weapon.

5

#235

Lower planar disorientation: The good nature of the PC comes into severe conflict with the overwhelming evil of the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium). On any lower plane, the aasimar becomes extremely uncomfortable and nauseous suffering a -4 to THAC0 and AC, as well as a -4 to all surprise checks.

5

#235

Susceptibility to fiendish magic: The PC is more susceptible to the foul, unwholesome magics cast by fiends. The PC receives a -1 to all saves vs. magic used by fiends and also suffers an extra point of damage per die rolled from offensive spells employed by fiends.

5

#235

Susceptible to cold: The PC’s celestial heritage has made freezing temperatures an anathema to his existence. Cold causes +1 damage per die suffered.

5

WH*

Susceptible to evil priests: Due to the strength of the celestial heritage in the PC’s blood, evil priests may attempt to turn the PC.

5

WH*

Susceptible to fire: The PC’s celestial heritage has made fire an anathema to his existence. Fire causes +1 damage per die suffered.

5

WH*

Unholy water vulnerability: The PC suffers 2d4 hp damage from a direct hit of unholy water. A splash of unholy water inflicts 1d4 hp damage.

5

#235

 

Bariaur abilities:

Bariaur ability

Character Points

Source

Back kick: The PC can kick an opponent to his rear with his hind legs for 3d6 damage and no penalty to THAC0.

5

#235

Charge: The PC (if he/she has horns) may cause triple damage with a head butt by charging an opponent. The PC needs at least 30’ running distance to perform this attack successfully

10

#235

Club bonus: Any club the PC wields in both hands has the speed factor and damage of a 2-handed sword.

5

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Head butt: The PC (if he/she has horns) may attack with his horns for 1d8 hp damage plus strength bonus. Should the PC also select the Hoof Attack ability, then he receives at least 3 attacks per round (one for head butt, two for hoof attacks, and any weapon attacks that are possible.)

5

#235

Health bonus: The PC raises their Constitution/Health sub-ability by +1.

10

#235

Hoof attack: The PC can attack with booth hooves in one combat round causing 1d6 points of damage per hoof.

10

#235

Improved movement rate: This PC is one of the fastest of the race possessing a base movement rate of 21.

5

#235

Infravision: Bariaur have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

#235

Intuition bonus: The PC gains a +1 to their Wisdom/Intuition sub-ability.

10

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Lawbreaker: The wildly chaotic nature of the Bariaurs makes them naturally resistant to the influences of law. The PC receives a +1 bonus to all save vs. spells against magic from the priestly sphere of law or magic that are cast by lawful creatures.

5

#235

Magic resistance: The PC has 10% magic resistance.

10

#235

Muscle bonus: The PC gains a +1 to their Strength/Muscle sub-ability.

10

#235

Poison save bonus: Because of their hearty constitutions, the Bariaur PC receives a +2 to all poison saves.

5

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

Spear bonus: The PC gains a +1 to attacks with any spear.

5

#235

Spell resistance: The PC gains a +3 to all saving throws vs. spells.

10

#235

Stamina bonus: The PC gains a +1 to their Strength/Stamina sub-ability.

10

#235

Surprise bonus: The PC gains a +2 on all surprise checks.

5

#235

Tough hide: The PC’s thick skin and fur give him a tough hide granting a natural AC of 8.

10

#235

Trample: On a successful attack with both hooves, the Bariaur has knocked down his opponent and automatically tramples him also. A trampled victim suffers an additional 2d6 hp damage, has a -2 penalty to his AC, and must spend the remainder of the round getting back up on his feet. This attack affects only humanoids of M size or smaller. The PC must first select the Hoof Attacks ability to be able to choose this option.

10

#235

Willpower bonus: The PC gains a +1 to their Wisdom/Willpower sub-ability.

10

#235

 

Dwarven abilities:

Dwarven ability

Character Points

Source

Axe bonus: +1 to attack rolls with hand or battle axes.

5

S&P

Better Balance: +1 to the Balance sub-ability score.

10

S&P

Brewing: The dwarf receives a +2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.

5

S&P

Close to Earth: Dwarves with this ability heal faster in subterranean setting. When this character is underground, he heals 2 points of damage overnight rather than the 1 point normally healed by other races. This bonus does not apply if the character is above ground

5

S&P

Constitution/Health bonus: A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.

10

S&P

Crossbow bonus: Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood, which are not readily accessible.

5

S&P

Dense skin: If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.

10

S&P

Detect poison: By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1-4 on 1d6.

5

S&P

Determine age: By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1-5 on 1d6.

5

S&P

Determine stability: The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall, or slide when the character enters an area. The chance of success is 1-4 on a 1d6.

5

S&P

Enlarge/reduce: The PC can Enlarge (W1: PH) or Reduce (W1: PH) himself as the wizard spell once per day.

5

#235

Evaluate gems: A dwarf with this ability can determine within 10% the value of any given gem.

5

S&P

Expert Haggler: This dwarf drives a hard bargain. Anything he purchases cost 10% less than the listed price.

5

S&P

Hit point bonus: The dwarf gains an additional hit point each time that the character attains a new level.

10

S&P

Illusion resistant: These dwarves gain a +2 bonus on attempts to disbelieve illusions.

5

S&P

Improved stamina: +1 to the Stamina sub-ability score

10

S&P

Infravision: Dwarves have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark - depending on their sub-race. Consult the following chart:

Sub-race Infravision

Deep 90’

Gray 120’

Hill 60’

Mountain 60’

10

S&P and Sage Advice #223

Lower resistance: The non-magical nature of planar dwarves can be harnessed to adversely affect other being. At 5th level, the PC can cause one being to be affected by Lower Resistance (W5: ToM) once a day.

10

#235

Mace bonus: +1 to attack rolls with the footman’s mace.

5

S&P

Meld with stone: Once a day a dwarf with this ability can Meld into Stone (P3: PH) as a priest of the same level.

10

S&P

Melee combat: Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.

10

S&P

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1-3 on 1d6.

Detect any sliding or shifting walls or rooms, 1-4 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.

Detect stonework traps, pits, and deadfalls, 1-3 on 1d6.

Detect new construction in stonework, 1-5 on 1d6.

10

S&P

More muscles: +1 to the Muscle sub-ability score.

10

S&P

Pebble to boulder: At 5th level, the dwarf may cast Turn Pebble to Boulder (W4: ToM) once a day.

5

#235

Pick bonus: +1 to attack rolls with military picks,

5

S&P

Planar sense: Being creatures of the earth, dwarves are naturally attuned to the lands they travel upon. At will, the PC can determine which outer plane he is on as well as how many layers beneath the first layer of the plane he is. The PC does not gain any other knowledge of the plane (i.e. planar ruler, local inhabitants, etc.).

5

#235

Rockform: Once a day, the PC can assume the form of a large rock or small boulder the same size as the dwarf. The dwarf may retain in rock form for 1 hour per level of the PC. When the PC reverts back to his normal dwarf form, he is healed 2d8+6 hp damage. While in rock form, the dwarf is virtually immune to standard weapon attacks but may be harmed by other means such as mining equipment or being thrown by a giant. Stone-affecting spells cast on a dwarf in Rockform affect the dwarf in the same manner such spells affect a being under the effects of a Meld with Stone (P3: PH) spells.

10

#235

Saving throw bonuses: Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, staves, wands, and spells based on their Constitution/Health scores. Determine the dwarf’s Constitution/Health score and consult the chart below:

Score Bonus

4-6 +1

7-10 +2

11-13 +3

14-17 +4

18-20 +5

10

S&P

Short sword bonus: +1 to attack rolls with a short sword.

5

S&P

Stealth: If the dwarf is not in metal armor, a -2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise and receives a +2 bonus to his surprise rolls.

10

S&P

Stone tell: Once a day a dwarf with this ability can use the Stone Tell (P6: PH) spell, as a priest of the same level.

10

S&P

Warhammer bonus: +1 to attack rolls with the warhammer.

5

S&P

 

Elven abilities:

Elven ability

Character Points

Source

Aim bonus: +1 to the Aim sub-ability.

10

S&P

Animal/plant form: Closer to nature than perhaps any other PC race, the elf developed the ability to cast Polymorph Self (W4: PH) (natural animals only) or Tree (P3: PH) once a day.

10

#235

Balance bonus: +1 to the character’s Balance sub-ability.

10

S&P

Bow bonus: +1 on attacks with long or short bows.

5

S&P

Cold resistance: +1 bonus on saving throws vs. cold and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.

5

S&P

Companion: The elf gains the companionship of a Cooshee or Elven cat. See the Animal Master kit (in S&P) for more specifics on companion animals.

10

S&P

Confer water breathing: Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability.

10

S&P

Dagger bonus: +1 attack roll bonus with daggers.

5

S&P

Detect undead: As champion of life, most elves despise undead as an unnatural abomination and seek to destroy them where possible. The PC can Detect Undead (W1: PH) as per the spell once a day for every three levels possessed.

5

#235

Heat resistance: +1 bonus on saving throws vs. heat and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.

5

S&P

Infravision: The elf gains the ability to see heat patterns given off by living warm-blooded creatures in the dark. The distance the elf can see with his infravision depends on the sub-race of the elf. Consult the following chart:

Sub-race Infravision

Aquatic 120’

Dark 120’

Gray 60’

High 60’

Sylvan 60’

10

S&P and Sage Advice #223

Invoke wild surge: Elves, being magical and mostly chaotic race, can combine these two traits to cause spectacular results. Once a day for every five levels the PC possesses, the PC can cause a wild surge to happen to a spellcaster in the process of casting a spell within 20’. This power cannot affect innate abilities.

5

#235

Javelin bonus: +1 attack roll bonus when using a javelin.

5

S&P

Less sleep: The elf only requires four hours of sleep to be rested. This is especially valuable to spellcasters.

5

S&P

Magic identification: a 5% chance per experience level of identifying the general purpose and function of any magic item, reflecting their interest in the arcane. This is as per the bard ability - see the Player’s Handbook for more information.

10

S&P

Magic resistance: The PC possesses 10% magic resistance. This option may not be taken with the Resistance ability.

10

#235

Power of life: The PC is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a Haste (W3: PH) spell.

20

#235

Reason bonus: +1 to the Reason sub-ability, due to the elves’ devotion to developing their intellects.

10

S&P

Resistance: 90% resistance to Sleep and Charm-related spells.

10

S&P

Secret doors: Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10’ of a concealed door allows an elf a 1 on 1d6 chance to notice it. If actively searching, an elf’s chances improve to a 1-2 on 1d6 chance to find secret doors and a 1-3 on 1d6 chance to notice a concealed door.

5

S&P

Speak with plants: Once a day, the elf can use the Speak with Plants (P4: PH) spell, as a priest of the same level.

10

S&P

Spear bonus: +1 attack roll bonus with using a spear.

5

S&P

Spell abilities: Once a day, the elf can cast Faerie Fire (P1: PH), Dancing Lights (W1: PH), and Darkness (P1: PH) as a priest or wizard of the same level. When the character reaches 4th level, he can add Levitate (W2: PH), Detect Magic (P1: PH), and Know Alignment (W2: PH).

15

S&P

Stealth: When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.

10

S&P

Sword bonus: +1 on attack rolls when using a short sword or a long sword.

5

S&P

Trident bonus: +1 on attack rolls when using a trident.

5

S&P

Withdraw: The long-lived elf approaches each situation with tact and caution making the best possible use of time. Once a day, the PC can cast Withdraw (P2: PH) as a priest of the PC’s level.

5

#235

Genasi, any abilities:

Genasi, any ability

Character Points

Source

Elemental empowerment: Elemental spells of abilities employed by the PC are treated as if he were one experience level higher. This option may be taken multiple times for increased effect.

5

#235

Elemental form: Once a day, the PC can Polymorph Self (W4: PH) into an elemental of the PC’s element.

10

#235

Elemental regeneration: When the PC rests immersed in his element as it occurs naturally, he regenerates at a rate of 1 hp/turn.

10

#235

Elemental resistance: The PC gains a 30% resistance vs. all attacks against his element. For 15 points, the PC is completely immune to his element. This option cannot be taken with Magic Resistance.

5/15

#235

Etherealness: Once a day, the PC can enter the ethereal plane from any of the inner planes or prime material plane or if already within the Border Ethereal, the PC can enter an inner plane or prime material world.

10

#235

Ignore element: Genasi can ignore his element (magical and non-magical) for a number of rounds equal to his experience level once a day.

5

#235

Infravision: Genasi have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

5

#235

Magic resistance: The PC possesses a 10% resistance to all magic.

10

#235

Para-elemental resistance: The PC receives a +2 to all saving throws from any para-elemental attacks associated with the PC’s element (e.g., fire genasi would receive this bonus against ash and magma attacks).

5

#235

Quasi-elemental resistance: The PC receives a +2 to all saving throws from any quasi-elemental attacks associated with the PC’s element (e.g. water genasi would receive this bonus against steam and salt attacks).

5

#235

Saving throw bonus: The PC receives a +1 bonus to all saving throws vs. spells and magic of his own element for every five experience levels.

5

#235

Genasi, air abilities:

Genasi, air ability

Character Points

Source

Aim bonus: The PC gains a +1 to their Dexterity/Aim sub-ability.

10

#235

Air boat: At 9th level, the PC can call down an Air Boat (W8: ToM) once a week.

10

#235

Balance bonus: The PC gains a +1 to their Dexterity/Balance sub-ability.

10

#235

Elemental powers - minor: Once a day, the PC can cast Fly (W3: PH), Stinking Cloud (W2: PH), or Wind Wall (W3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental, powers - major: Once a week, the PC can cast Air Walk (P5: PH), Solid Fog (W4: PH), or Suffocate (W7: ToM). At 9th level, the PC can use all of these abilities once a week.

15

#235

Feather fall: The PC can cast Feather Fall (W1: PH) once a day for every three experience levels possessed.

5

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Levitate: Air genasi can Levitate (W2: PH) once a day as a 5th level wizard.

5

#235

Non-respiration: The PC need no longer breathe.

10

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

 

Genasi, earth abilities:

Genasi, earth ability

Character Points

Source

Elemental powers - minor: Once a day, the PC can cast Fist of Stone (W1: ToM), Maximilian’s Stony Grasp (W3: ToM), or Meld into Stone (P3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental powers - major: Once a week, the earth genasi can cast Move Earth (W6: PH), Stone Shape (P3: PH), or Wall of Stone (W5: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Health bonus: The PC gains a +1 to their Constitution/Health sub-ability.

10

#235

Muscle bonus: The PC gains a +1 to their Strength/Muscle sub-ability.

10

#235

Pass without trace: The PC can cast Pass without Trace (P1: PH) once per day as a 5th level priest.

5

#235

Passwall: Once a day, at 5th level, the PC can cast a Passwall (W5: PH), except that his ability affects only stone or earth.

10

#235

Reverse gravity: At 9th level, the PC can Reverse Gravity (W7: PH) once a week.

10

#235

Stamina bonus: The PC gains a +1 to their Strength/Stamina sub-ability.

10

#235

Stony skin: The PC has a naturally rock hard skin, giving him an AC of 8.

10

#235

Genasi, fire abilities:

Genasi, fire ability

Character Points

Source

Affect fire: The PC can Affect Normal Fires (W1: PH) once a day as a 5th level wizard.

5

#235

Elemental powers - minor: Once a day, the PC can cast Flame Arrow (W3: PH), Flame Walk (P3: PH), or Heat Metal (P2: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental powers - major: Once a week, the PC can cast Fire Shield (W4: PH), Malecketh’s Flame Fist (W7: ToM), or Wall of Fire (W4: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fire immunity: The PC is immune to normal, non-magical fire.

5

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Produce flame: The PC can Produce Flame (P2: PH) once a day for every three experience levels.

5

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

Surprise fireball: At 7th level, the PC can cast a Delayed Blast Fireball (W7: PH) once a week.

10

#235

Genasi, water abilities:

Genasi, water ability

Character Points

Source

Acid storm: At 7th level, the PC can create an Acid Storm (W7: PH) once a week.

10

#235

Bestow water breathing: Once a day for every three experience levels, the PC can bestow Water Breathing (W3: PH) (or its reverse) on any creature other than himself.

10

#235

Create water: The water genasi can Create Water (P1: PH) once a day as a 5th level priest. For 10 points, the PC can cast Improved Create Water (W6: PH) (reverse of Transmute Water to Dust (P6: PH)) at a 5th level priest.

5/10

#235

Elemental powers - minor: The PC possesses the innate ability to cast Lower/Raise Water (P4: PH), Insatiable Thirst (W2: ToM), or Water Double (W3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental power - major: Once a week, the PC can cast Abi-dalzim’s Horrid Wilting (W8: ToM), Part Water (W6: PH), or Wall of Ice (W4: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Health bonus: The PC gains a +1 to their Constitution/Health sub-ability.

10

#235

Water breathing: The PC breathes water easily as air.

10

#235

Genasi, any weaknesses:

Genasi, any weakness

Bonus Character Points

Source

Elemental damage: The PC suffers additional damage from elemental attacks not of his own element. For 5 points, the PC suffers a +1 to damage per die rolled. For 10 points, the PC suffers +2 damage per die.

5/10

#235

Elemental hatred: The PC despises his opposition element and always seeks to destroy without question or hesitation anyone strongly associated with the opposition element (such as natives of that elemental plane, specialist wizards, and specialty priests of the opposing element, etc.).

5

#235

Elemental vulnerability: The PC suffers a -1 penalty to all saves from elemental attacks not of his own element.

5

#235

 

Githzerai abilities:

Githzerai ability

Character Points

Source

Aim bonus: The PC gains +1 to their Dexterity/Aim sub-ability.

10

#235

Balance bonus: The PC gains +1 to their Dexterity/Balance sub-ability.

10

#235

ESP: The PC can cast ESP (W2: PH) once a day. At 9th level, the PC can cast ESP twice a day.

10

#235

Infravision: Githzerai have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

#235

Knowledge bonus: The PC gains +1 to their Intelligence/Knowledge sub-ability.

10

#235

Lesser magic resistance: The PC possesses magic resistance equal to 2%/level. This option cannot be taken with the magic resistance option.

10

#235

Limbo powers: As a native of Limbo, the PC gains a movement rate of 96 while in Limbo and also suffers no ill effects from the rolling, primal matter of that chaotic plane.

5

#235

Lower resistance: Once a day, the PC can attempt to lower his magic resistance by effecting Lower Resistance (W5: ToM) on himself only.

10

#235

Magic resistance: The PC receives magic resistance equal to 5%/level.

15

#235

Mental assault: The PC can cast Feeblemind (W5: PH) once a week for every five experience levels.

10

#235

Mental shielding: Once a week, the githzerai PC can cast Mind Blank (W8: PH).

10

#235

Mind guard: The PC gains +1 to all saves vs. mind affecting spells and psionics.

5

#235

Plane shift: Once a day, the PC can Plane Shift (P5: PH) (himself alone) to any other plane he has previously visited. This ability takes one full round to activate. If the PC is interrupted during activation of this power, the power fails.

10

#235

Reason bonus: The PC gains +1 to their Intelligence/Reason sub-ability.

10

#235

Renegade: The PC has secretly decided to advance in level beyond the artificial limits set by the githzerai wizard-king (i.e. the PC has no level limits in any chosen class). Once a renegade Githzerai’s decision becomes know, he rarely survives for long, as any such blasphemous githzerai are quickly hunted down by the wizard-king’s forces.

5

#235

Rrakkma hunter: The PC gains +2 to hit against the despised Gith slave masters of ages past - the mind flayers.

5

#235

Silver sword: At 5th level, the PC, if in good standing with his people, is rewarded with a special two-handed silver sword +3. If used on the Astral Plane, the silver sword has a 5% chance of cutting an opponent’s silver cord upon scoring a hit. These weapons have a significant religious value to the githzerai, who would never willingly let them fall into the hands of outsiders.

5

#235

Sword bonus: The PC gains +1 to hit with any sword of githzerai make.

5

#235

Xenophobe: Fearful and hateful of nearly all sentient creatures not of his own race, the PC is always on the alert for outside treachery and attack. The PC receives a +3 to all surprise checks. Note that while a xenophobic githzerai may be able to suppress displays of his xenophobic nature most of the time, such strong emotions are ever present under the surface, just waiting for a chance to be expressed.

5

#235

Zerth bonus: The PC is a Zerth, part of a religious sect who worships the memory of the legendary githzerai hero, Zerthimon. The PC gains a 5% bonus to all XP when actively worshipping as a Zerth and also receives a +4 reaction modifier when dealing with any githzerai (all githzerai value such worship in other githzerai). DMs may decide on the form that such hero worship takes, such as joining Rrakkma bands, spreading the word of Zerthimon, or hunting Githyanki on a regular basis.

5

#235

 

Gnomish abilities:

Gnomish ability

Character Points

Source

Animal friendship: Once a day, the gnome gains an Animal Friendship (P1: PH) spell ability, as the priest spell, with respect to burrowing animals.

10

S&P

Dagger bonus: +1 to attacks rolls with daggers.

5

S&P

Dart bonus: +1 to attack rolls with darts, the gnome’s preferred missile weapon.

5

S&P

Defensive bonus: +1 to Armor Class when in their native underground environment.

5

S&P

Dreamweaver: Once a day, the PC can cast Phantasmal Force (W1: PH). At 3rd level, this power improves as the gnome’s understanding of illusions become greater allowing the PC to now cast Spectral Force (W3: PH) once a day. At 9th level, this ability becomes even more enhanced allowing the gnome to cast Advanced Illusion (W5: PH), Programmed Illusion (W6: PH), or Mirage Arcane (W6: PH) once a day.

10

#235

Engineering bonus: If the gnome has the engineering proficiency, he gains a +2 bonus to the proficiency score.

5

S&P

Etherealness: From any prime material world, inner plane, or demi-plane, the PC may enter the Border Ethereal of the Ethereal Plane at will twice a day. Likewise, a gnome in the Border Ethereal can enter any bordering plane twice a day.

10

#235

Forest movement: The ability to Pass Without Trace through their native woodland as the druidic ability. See the Player’s Handbook for further details.

10

S&P

Freeze: The ability to "freeze" in place in their underground environment. This will give them a 60% chance not to be noticed by a passerby.

10

S&P

Hide: The ability to Hide in Woods with a chance equal to a thief of the same level’s Hide in Shadows ability. Consult the Dungeon Master’s Guide for the appropriate chart.

10

S&P

Illusion resistance: The PC receives 30% resistance to illusion/phantasm magic, for 5 points. For 20 points, the gnome is immune to all illusion/phantasm magic.

5 / 20

#235

Infravision: Gnomes have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark - depending on their sub-race. Consult the following chart:

Sub-race Infravision

Deep 120’

Forest nil

Rock 60’

10

S&P and Sage Advice #223

Magic resistance: The gnome starts off with 20% magic resistance that improves by 5% for every level after 3rd. This cannot be combined with Illusion resistance.

20

#235

Melee combat bonus: +1 bonus on their attack rolls vs. kobolds and goblins - the gnome’s traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 penalty on their attack rolls vs. gnomes.

10

S&P

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1-4 on 1d6.

Determine the approximate direction underground, 1-3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.

Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.

10

S&P

Non-detection: The PC is permanently protected by Non-detection (W3: PH).

15

#235

Potion identification: A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent.

5

S&P

Reason bonus: +1 bonus to the Reason sub-ability.

10

S&P

Saving throw bonuses: Like dwarves, gnomes are resistant to most magic. This grants them bonuses to all saving throws vs. magical rods, staves, wands, and spells. This bonus is determined by the character’s Constitution/Health score. For every 3½ points of Constitution/Health, the gnome receives a +1 bonus. The bonuses are summarized on the chart below:

Score Bonus

4-6 +1

7-10 +2

11-13 +3

14-17 +4

18-20 +5

5

S&P

Shadow wielder: At 5th level, the gnome can cast Shadow Magic (W5: PH) or Shadow Monsters (W4: PH) once a day. At 9th level, this ability is enhanced via the gnome’s greater understanding of illusionary magics, and the PC can cast either Demi-shadow Magic (W6: PH) or Demi-shadow Monsters (W5: PH) once a day.

15

#235

Short sword bonus: +1 to attack rolls with short swords.

5

S&P

Summon earth elemental: At 6th level, once a day, the PC can summon an earth elemental as the Conjure Earth Elemental (P7: PH) priest spell with no chance of the gnome losing control of the elemental.

15

#235

Halfling abilities:

Halfling ability

Character Points

Source

Aim bonus: +1 to the halfling’s Aim sub-ability score.

10

S&P

Alter self: Once a day, the PC can Alter Self (W2: PH). For 10 points, the PC can Polymorph Self (W4: PH) once a day.

5/10

#235

Alternate reality: The PC can cast the wild magic spell, Alternate Reality (W3: ToM), once a day.

15

#235

Attack bonus: +1 attack bonus with hurled weapons and slings

5

S&P

Balance bonus: +1 to the Balance sub-ability.

10

S&P

Chaos shaper: The PC receives the chaos shaping proficiency (PoC or PWHB). All attempts to shape land in Limbo automatically succeed, and the halfling can shape double the amount of land normally allowed.

5

#235

Detect evil: Halflings are very perceptive. Once a day, a halfling with this ability can Detect Evil (W2: PH) in creatures or individuals. This ability does not function on items or locations.

5

S&P

Detect secret doors: Halflings can spot concealed doors and hidden entranceways. Merely passing within 10’ of a concealed door allows an elf a 1 on 1d6 chance to notice it. If actively searching, an elf’s chances improve to a 1-2 on 1d6 chance to find secret doors and a 1-3 on 1d6 chance to notice a concealed door.

5

S&P

Hide: The ability to Hide in Woods with a chance equal to a thief of the same level’s Hide in Shadows ability. Consult the Dungeon Master’s Guide for the appropriate chart.

10

S&P

Infravision: Some halflings have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark - depending on their sub-race. Consult the following chart:

Sub-race Infravision

Hairfoot nil

Stout 60’

Tallfellow nil

10

S&P and Sage Advice #223

Limbo friend: The PC is recognized as a native of Limbo and looked upon as a fellow chaos supporter by other natives (i.e. Slaadi, githzerai, etc.) receiving +4 to all reaction modifiers should those natives care at all to parley with the halfling.

5

#235

Magic resistance: The PC has 10% magic resistance (this option cannot be combined with the wild magic resistance option).

10

#235

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate direction underground, 1-3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-3 on 1d4.

5

S&P

Reaction bonus: +1 to reaction rolls due to other races’ acceptance of halflings.

5

S&P

Saving throw bonuses: Halflings have a high resistance to magical spells and poison. This natural block grants halfling characters a bonus to all saving throws vs. rods, staves, wands, and spells, and applies vs. any poisonous or toxic substances. This bonus is determined by the character’s Constitution/Health scores. For every 3½ points of Health, the character receives a +1 bonus. These bonuses are summarized below. Halflings - unlike dwarves and gnomes - are not hindered when using magic items.

Score Bonus

4-6 +1

7-10 +2

11-13 +3

14-17 +4

18-20 +5

10

S&P

Stealth: Like elves, halflings gain a bonus to surprise opponents, but only if the halfling is not wearing metal armor. The halfling can move so quietly that opponents suffer a -4 penalty to their surprise rolls. If the halfling must open a door or move aside some other obstruction, this penalty is reduced to -2.

10

S&P

Taunt: Once a day, the halfling can Taunt (W1: PH) someone.

5

S&P

Wall of fog: Once a day, the PC can use his smoking pipe to create a Wall of Fog (W1: PH). For 10 points, the halfling still uses his pipe to produce a Wall of Fog but upon reaching 8th level can produce Solid Fog (W4: PH) once a day.

5/10

#235

Wild resistance: The PC possesses 30% magic resistance to wild magic spells, the effects of wild surges, and priest spells from the sphere of chaos.

5

#235

Half-elf abilities:

Half-elf ability

Character Points

Source

Ancestor ability: The PC can select any one ability from either the elf or human list of options, but must pay an additional 5 points in addition to the original cost of the option. This option may be only taken once.

5+

#235

Appeasement: The PC deeply respects and defers to both human and elven society, gaining a +4 modifier to all reactions with these two races.

5

#235

Bow Bonus: +1 to attack rolls with any bow other than crossbows.

5

S&P

Cold resistance: +1 bonus on saving throws vs. cold and ice-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.

5

S&P

Detect secret doors: Because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10’ of a concealed door allows a half-elf a 1 on 1d6 chance to notice it. If actively searching, a half-elf’s chances improve to a 1-2 on 1d6 chance to find secret doors, and a 1-3 on 1d6 chance to notice a concealed door.

5

S&P

Health bonus: +1 to the character’s Health sub-ability score.

10

S&P

Heat resistance: +1 bonus on saving throws vs. heat and fire-based attacks, as the half-elf’s body is less susceptible to extreme temperatures.

5

S&P

Infravision: Half-elves have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

S&P

Life protection bonus: The PC gains a +1 to all saves vs. death magic and life-draining attacks.

5

#235

Racial appearance: The PC appears for all intents and purposes as a member of one of his parent’s race (either human or elf). The PC will never be mistaken for a half-elf or as a member of the other parent’s race.

5

#235

Resistance: 30% resistance to Sleep and Charm-related spells.

5

S&P

Stealth: When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the half-elf has to open a door.

10

S&P

Survivor: Not fully accepted by either human or elven society, the solitary PC learned to rely mainly on himself and has thus developed unusual survival abilities. Once a day, the PC can cast Know Alignment (W2: PH), Invisibility (W2: PH), or Silence, 15’ Radius (P2: PH). At 9th level, the half-elf can cast all these abilities once a day.

10

#235

Sword bonus: +1 to attack rolls with long swords or short swords.

5

S&P

Urban sense: The PC is a tough urban survivor having had to hone his skills to find out pertinent information fast. The PC has a base 40% + 5% chance per level to knowing the answer to any general question concerning Sigil, any of the gate towns, or other towns (portals, local law, ruler, etc.). Of course, many burgs have secrets that no berk will ever get the dark on.

5

#235

Half-orc abilities:

Half-orc ability

Character Points

Source

Active sense of smell: The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.

5

S&P

Acute taste: The character’s sense of taste is so sensitive that he gains a +2 bonus to saving throws vs. imbibed poisons.

5

S&P

Attack bonus: +1 attack bonus with one weapon of the player’s choice.

5

S&P

Battlerager of Acheron: Once a week, the PC may choose to enter a battle-rage whereby during a battle, a PC fights to -15 hps or until all foes in sight are slain. After either condition is met, the half-orc is rendered unconscious but is also instantly healed to 1 hp if 0 hp or less. Once unconscious, the PC cannot be revived by any means but eventually will awaken in 1d4 turns. Some sages attribute this ability to a bizarre influence emanating from Acheron targeting those of orcish descent.

10

#235

Chaos foe: The PC gains a +1 to all saves from spells cast by chaotic beings, spells having chaos as an end result such as confusion and chaos, or priest spells from the chaos sphere.

5

#235

Damage bonus: +1 damage bonus with one weapon of the player’s choice.

5

S&P

Eye of Gruumsh: At 2nd level, once a day, the PC can Know Alignment (W2: PH), Detect Lie (P4: PH), and Detect Magic (P1: PH). At 8th level, the PC can enact each ability once a day.

10

#235

Fitness bonus: +1 bonus to the character’s Fitness sub-ability score, due to his hardy heritage.

10

S&P

Gruumsh’s speedy blessing: Once a day in battle only, the PC can move as if Hasted (W3: PH) for as many rounds as levels possessed. The half-orc does not suffer any aging from this power.

10

#235

Infravision: Half-orcs have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

S&P

Law warrior: Once a day, the half-orc can cast one priest spell from the combat, war, or law spheres. The PC can only cast a spell that is normally available to a priest of the same level. For example, a 5th level half-orc fighter could cast one priest spell up to 3rd level but no higher. When he reached 7th level, the half-orc could then cast one spell up to 4th level.

10

#235

Magic resistance: The PC receives 10% magic resistance.

10

#235

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Detect any grade or slope in the passage they are passing through, 1 on 1d4.

Detect new construction in stonework, 1-2 on 1d6.

5

S&P

Revitalized slayer: The PC is invigorated with every kill in battle. For every being slain by the half-orc, the PC is healed of 2 hp of damage (but cannot exceed PC’s maximum total). This is a reward from Acheron for the half-orc’s proven battle prowess.

5

#235

Stamina bonus: +1 bonus to the character’s Stamina sub-ability score.

10

S&P

 

Half-ogre abilities:

Half-ogre ability

Character Points

Source

Alteration resistance: The PC is 30% resistant to magic from the school of alteration.

5

#235

Attack bonus: +1 attack bonus with one melee weapon.

5

S&P

Club bonus: A half-ogre who is proficient with a club inflicts double damage on a successful attack that exceeds the to hit roll by more than 4.

5

#235

Damage bonus: +1 to damage rolls with one melee weapon.

5

S&P

Fitness bonus: +1 bonus to the character’s Fitness sub-ability score.

10

S&P

Hit point bonus: One additional hit point is added whenever new hit points (for advancing to a new level) are rolled.

10

S&P

Humans not so bad: The PC has learned enough of his human parent’s customs to gain a general acceptance with humans. The PC gains a +4 reaction modifier when dealing with humans.

5

#235

Infravision: Half-ogres have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 30’.

5

S&P

Muscle bonus: +1 bonus to the character’s Muscle sub-ability score, due to his great size.

10

S&P

Necromantic resistance: The PC receives 30% resistance to necromantic magic.

5

#235

Ogres good, humans bad: The PC has honed his fighting skills against those particularly troublesome humans, elves, half-elves, aasimar, and tieflings. The PC gains a +2 to hit and damage when fighting any of these ‘annoying’ races.

10

#235

Poison resistance: +1 to saving throws versus poison.

5

S&P

Super hit points: The robust PC receives a bonus 2 hit points at every level advance.

15

#235

Tough hide: Half-ogres have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add +1 bonus to his Armor Class.

5

S&P

Human abilities:

Human ability

Character Points

Source

Astral walker: Once a day, the PC and up to 1 companion per level can enter the astral plane from the first layer of any outer plane (excluding Sigil). This ability takes one round to enact but works only on the outer planes.

10

#235

Attack bonus: +1 to attack with any weapon of the human’s choice.

5

S&P

Balance bonus: +1 bonus to the character’s Balance sub-ability score.

10

S&P

Detect fiend: Some stalwart humans are always on guard against the seemingly ever-present fiends. At will, the PC can detect all fiends within a 30’ X 10’ path in front of him even if the fiend has assumed a different form. This power takes one round to scan a direction, and the PC cannot engage in any other behavior.

5

#235

Detect scrying: Some humans are very sensitive to divination magics directed at them. Once a day, the PC can Detect Scrying (W4: PH).

5

#235

Evocation resistance: The PC has 30% magic resistance to invocation/evocation magic.

5

#235

Experience bonus: +5% experience point bonus. This is cumulative if the human meets the class requirements to gain a 10% experience point bonus.

10

S&P

Free actor: Once a day, the human can cast Free Action (P4: PH) on himself.

10

#235

Health bonus: +1 bonus to the character’s Health sub-ability score.

10

S&P

Hit point bonus: One additional hit point is added whenever new hit points (for advancing to a new level) are rolled.

10

S&P

Magic resistance: The human receives 2% magic resistance for every level possessed. For 10 points, the PC receives a 3% magic resistance per level. This cannot be combined with evocation resistance.

5/10

#235

Plane lover: The PC is enamored of a handful of native races living on the outer planes. The PC gains a +4 modifier to all reactions when dealing with good celestials, evil fiends, or the neutral beings (modrons, Slaadi, and Rilmani). The player chooses one group only. Such infatuations sometimes lead to the births of aasimar, alu-fiends, cambions, and tieflings.

5

#235

Secret doors: A human with a trace to elven blood may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10’ of a concealed door allows a half-elf a 1 on 1d6 chance to notice it. If actively searching, a half-elf’s chances improve to a 1-2 on 1d6 chance to find secret doors, and a 1-3 on 1d6 chance to notice a concealed door.

10

S&P

Tough hide: A few rare human characters have a natural armor class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his armor class.

10

S&P

True seer: The human has been gifted with a precious enhanced vision. The PC can cast True Seeing (P5: PH) once a day.

10

#235

 

Modron, rogue abilities:

Modron, rogue ability

Character Points

Source

Armor: The PC possesses a tough, semi-metallic skin allowing a natural AC of 8. For 15 points, the rogue modron has enhanced armor granting an AC of 6

10/15

#235

Detect doors: The PC has a 2-in-6 chance of discovering secret doors and a 3-in-6 chance of detecting concealed doors.

5

#235

Detect lie: The PC has Detect Lie (P4: PH) once a day.

5

#235

Fitness bonus: The PC gains +1 to their Constitution/Fitness sub-ability.

10

#235

Four arms: The PC possesses an extra pair of mechanical arms that can be used to wield another weapon and carry a shield.

10

#235

Health bonus: The PC gains +1 to their Constitution/Health sub-ability.

10

#235

Infravision: Modrons have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 120’.

5

#235

Knowledge bonus: The PC gains +1 to their Intelligence/Knowledge sub-ability.

10

#235

Magic resistance: The PC receives magic resistance equal to 2% per experience level.

10

#235

Modron powers - major: Once a week, the PC can use it’s innate abilities to cast Dimension Door (W4: PH), Teleport without Error (W7: PH), or Wall of Force (W5: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Modron powers - minor: Once a day, the PC can cast Clairaudience (W3: PH), Clairvoyance (W3: PH), or Command (P1: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Reason bonus: The PC gains +1 to their Intelligence/Reason sub-ability.

10

#235

Resist chaos: The PC receives a +1 to all saves vs. wild magic, spells cast by chaotic individuals, and spells from the priest sphere of chaos.

5

#235

Resist unlawful influences: The PC has a 30% resistance to illusions, energy drains, charm, sleep, fear, domination, and other mind-affecting spells.

10

#235

Saving throw bonus: The PC possesses the modronic resistance to fire, cold, and acid gaining a +1 to all saving throws vs. any such attacks.

5

#235

Sense modron: Ever alert to the fact that it may be captured by a modron patrol and returned for judgment on Mechanus, the PC can detect at will all modrons within 60 yards. Detection requires the modron’s full concentration for each round to be maintained.

5

#235

Superior sight: The PC’s vision is double the normal range of sight.

5

#235

Telepathy: At will, the PC can converse telepathically with any creature of lawful alignment.

5

#235

Winged modron: The PC possesses a pair of wings allowing flight (MV 15, MC D).

10

#235

Tiefling abilities:

Tiefling ability

Character Points

Source

Acid resistance: The PC suffers half damage from acid attacks.

10

PW*

Acid save bonus: The PC gains a +2 bonus to all saves vs. acid.

5

PW*

Ambidextrous: The PC is ambidextrous and can fight equally well with two weapons with no attack penalty as ranger. Tieflings must use weapons he is proficient in.

5

#235

Appearance bonus: The PC gains +1 to their Charisma/Appearance sub-ability.

10

#235

Baatorian bloodline: Somewhere in the past, one of the PC’s human ancestors became romantically involved with a resident of Baator - most likely an erinyes. This diabolical blood tie has given the tiefling completely immunity to fire.

15

#235

Baatorian powers - major: Once a week, the PC can cast Fear (W4: PH), Improved Invisibility (W4: PH), or Wall of Fire (W4: PH). At 9th level, the tiefling can enact all of these abilities once a week.

15

#235

Baatorian powers - minor: Once a day, the PC can cast Command (P1: PH), Fireball (W3: PH), or Know Alignment (W2: PH). At 7th level, the tiefling can enact all these abilities once a day.

10

#235

Bladeling flesh: The PC is granted a metallic natural AC 5 inherited from his Bladeling ancestry. An unfortunate side-effect from this option is that the tiefling suffers double damage from any Heat Metal (P2: PH) spells, rust dragon breath attacks, and other rusting-type attacks.

10

#235

Blur: Once a day, the PC can cast Blur (W2: PH).

5

PW*

Charm: Once a day, the PC can cast Charm Person (W1: PH).

5

PW*

Chill touch: Once a day, the PC can cast Chill Touch (W1: PH).

5

PW*

Choice weapon: The PC gains +1 to hit when using any one of the following weapons: long sword, stiletto, throwing dagger, long spear, ranseur, hand crossbow, scimitar, or punch dagger.

5

#235

Claws: The PC’s fingers are treated as claws (Weapon speed 2; damage 1d4 S/M, 1d3 L).

10

PW*

Cold damage: The PC’s touch inflicts 1 point of cold damage due to cold body temperature.

5

PW*

Cold resistance: The PC suffers half damage from cold attacks.

10

#235

Cold save bonus: The PC gains a +2 bonus to all saves vs. cold.

5

PW*

Comprehend languages: The PC can cast Comprehend Languages (W1: PH) once a day.

5

PW*

Darkform: Once a day, the tiefling may assume a Darkform similar in function to the wizard spell Wraithform (W3: PH) (except this ability accesses an extra-dimensional space, not the ethereal plane). Once activated, the tiefling appears as a shadowy humanoid shape filled with dark, rolling clouds. At 5th level, the PC can activate this power twice a day.

10

#235

Darkness: Once a day, the PC can cast Darkness, 15’ Radius (W2: PH).

5

#235

Detect good or evil: The PC can Detect Evil/Good (P1: PH) twice a day.

5

PW*

Detect magic: The PC can cast Detect Magic (W1: PH) three times a day.

10

PW*

Electricity resistance: The PC suffers half damage from electricity attacks.

10

PW*

Electricity save bonus: The PC gains +2 bonus to all saves vs. electrical attacks.

5

#235

ESP: The PC can cast ESP (W2: PH) once a day.

5

PW*

Fiendish hide: The PC can only be hit by weapons enchanted to +1 or better.

15

#235

Fiendish wings: The PC sports a large pair of leathery, fiendish-looking wings from his back that allows flight (MV 15, MC C).

10

#235

Fire resistance: The PC suffers half damage from fire attacks.

10

PW*

Fire save bonus: The PC gains a +2 bonus to all saves vs. fire.

5

#235

Gas resistance: The PC suffers half damage from gas attacks.

10

#235

Heat damage: The PC’s touch inflicts 1 point of damage due to high body heat.

5

PW*

Hellraiser: The PC is invigorated when on any of the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium), providing a temporary boost to his prime attribute (1d4 points added to his prime attribute ability score). A PC with more than one prime attribute, such as a multi-classed PC, has only one attribute, determined randomly, raised in this way. This boost cannot be made permanent and ends once the PC leaves the lower planes.

10

#235

Hordling bloodline: The PC’s Hordling ancestry has granted the PC an unpredictable magic resistance. Every 24 hours, the PC rolls a 1d6 to determine his magic resistance for the day (1=1%; 2=5%; 3=10%; 4=15%; 5=30%; 6=60%).

10

#235

Howl from pandemonium: Once a day, starting at 5th level, the tiefling can emit a mind-jarring howl that affects all beings within 30’ of the PC as if targeted by a Chaos (W5: PH) spell.

10

#235

Infravision: Tieflings have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’. For 10 points, the range is 120’.

5/10

#235 & PW*

Invisibility: The PC can cast Invisibility (W2: PH) twice a week.

5

PW*

Knowledge bonus: The PC gains +1 to their Intelligence/Knowledge sub-ability.

10

#235

Lower planar regeneration: While on any of the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium), the PC regenerates 1hp/round.

10

#235

Mirror image: The PC can cast Mirror Image (W2: PH) once a day.

5

PW*

Odd skin composition: Due to the PC’s heritage, the skin composition provides the PC with a random amount of protection. For 5 points, the PC has a base AC of 1d4+5. For 10 points, the base AC is 1d4+3. This is rolled at the time this ability is taken, and only rolled once.

5/10

PW*

Petrifaction, paralysis, and polymorphing save bonus: The PC gains a +2 bonus all saves vs. petrifaction, paralyzing, and polymorphing effects.

5

PW*

Poison save bonus: The PC gains a +2 to all saves vs. poison.

5

#235

Pyrotechnics: The PC can cast Pyrotechnics (W2: PH) three times per week.

5

PW*

Reason bonus: The PC raises their Intelligence/Reason sub-ability by +1.

10

#235

Rod, staff, and wand save bonus: The PC gains a +2 bonus to all saves vs. rods, staves, and wand effects.

5

PW*

Spell save bonus: The PC gains a +2 bonus to all saves vs. spells.

5

PW*

Styx resistance: The PC, like many denizens of the lower planes, is immune to the memory-sapping waters of the River Styx.

10

#235

Suggestion: Once a week, the tiefling can cast Suggestion (W3: PH).

5

PW*

Summon swarm: Once a week, the tiefling can cast Summon Swarm (W2: PH).

5

PW*

Tanar’ric bloodline: The PC is immune to all forms of electricity.

15

#235

Tanar’ric powers - major: Once a week, the tiefling can employ Telekinesis (W5: PH), True Seeing (W6: PH), or Vampiric Touch (W3: PH). At 9th level, the tiefling can enact all these abilities once a week.

15

#235

Tanar’ric powers - minor: Once a day, the tiefling can employ Heat Metal (P2: PH), Scare (W2: PH), or Suggestion (W3: PH). At 7th level, the tiefling can enact all these abilities once a day.

10

#235

Telepathy: At will, within a 20’ radius, the PC can communicate telepathically with any fiend or being possessing the tiefling’s alignment.

5

#235

Teleport without error: At 7th level, the PC can Teleport without Error (W7: PH) once a day. This ability takes one full turn to activate and is ruined for that day if the tiefling is disrupted in any way.

15

#235

Undetectable lie: Once a day, the PC can speak an Undetectable Lie (P4: PH).

5

#235

Vampiric touch: The tiefling can cast Vampiric Touch (W3: PH) once a week.

5

PW*

Whispering wind: The tiefling can cast Whispering Wind (W2: PH) once a day.

5

PW*

Yugoloth bloodline: A bizarre cross breeding between one of the tiefling’s human progenitors and a Yugoloth resulted in the PC being immune to acid.

15

#235

Yugoloth powers - major: Once a week, the PC can Polymorph Self (W4: PH), Warp Wood (P2: PH), or Wind Walk (P7: PH). At 9th level, the PC can enact all these abilities once a week.

15

#235

Yugoloth powers - minor: Once a day, the tiefling can employ Alter Self (W2: PH), Charm Person (W1: PH), or Spectral Force (W3: PH). At 7th level, the PC can enact all these abilities once a day.

10

#235

Tiefling weaknesses:

Tiefling weakness

Bonus Character Points

Source

Ashy odor: An ashy odor surrounds the PC, who receives -2 on all reaction checks.

5

PW*

Baatezu heritage: The PC’s heritage is Baatezu, and it shows through. Tanar’ri react to the PC as though he is a Baatezu. This cannot be taken if any Tanar’ric or Yugoloth abilities have been taken.

5

PW*

Fiendish weakness: The PC suffers double damage from any cold attacks. This cannot be taken if any cold related ability is taken.

5

#235

Holy water vulnerability: The tiefling’s fiendish ancestry makes him especially vulnerable to holy water. A direct hit causes 2d4 hp damage, while a splash does 1d4.

5

#235

No holy ground: The PC cannot enter "holy" areas. "Holy" areas are those areas sanctified to Deities of good.

5

PW*

Rotting odor: A rotting odor surrounds the PC, who receives a -2 on all reaction checks.

5

PW*

Silver vulnerability: The PC suffers double damage from all silver weapons.

5

#235

Sulfurous odor: A sulfurous odor surrounds the PC, who receives a -2 on all reaction checks.

5

PW*

Sunlight harmful: The PC is very susceptible to sunlight. The PC takes 1 point of damage per round of exposure to sunlight. Spells that cause damage from sunlight cause the PC to suffer a -4 on saves.

10

PW*

Susceptible to soul magic: The tiefling has a stronger tie to his fiendish heritage than most. He is susceptible to spells such as Spirit Wrack (W6: PWHB) and Cacofiend (W7: PWHB).

5

PW*

Tanar’ri heritage: The PC’s heritage is Tanar’ric and it shows to other fiends. Baatezu react to the PC as though his is a Tanar’ri. This cannot be taken if any Baatorian or Yugoloth abilities have been taken.

5

PW*

Unease: The PC’s fiendish is impossible to hide. All NPCs suffer a -4 to any reaction checks. Note: there is no way to hide this except for very powerful spells, such as Wish (W9: PH).

10

PW*

Upper planar disorientation: The tiefling’s fiendish nature is at odds with the pure goodness found in the Upper Planes (Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Arborea, and Ysgard). On the Upper Planes of Good, the tiefling is sickened and weakened suffering a -4 to THAC0 and AC, as well as a -4 to all surprise checks.

5

#235

Withering touch: The PC’s touch withers plants. The PC must hold the plant part for two rounds, and the PC cannot inflict damage on plant monsters with this ability. This weakness tends to draw the ire of druids quickly.

5

PW*

Character Classes:

Character Class: Warrior

  1. Fighter
  2. Paladin
  3. Ranger

Character Points

  1. 15
  2. 75
  3. 75
 

Character Class: Wizard

Character points: 40

         

Character Class: Rogue

  1. Thief
  2. Bard

Character Points

  1. 80
  2. 70
 

Character Class: Priest

Character Points: 120

         
     

Character Class: Psionicist

Character Points: 35

Warrior, fighter abilities:

Warrior, fighter ability

Character Points

Source

1d12 for hit points: The PC rolls d12 for hit points when advancing a level.

10

S&P

Anomalous intuition: The fighter has the uncanny ability to detect things that are normally beyond the range of mortal perception. By simply passing within a few feet of a secret door, the character has a 1-in-6 chance of sensing its existence, of a 1-in-3 chance if the fighter is an elf. Furthermore, the fighter’s hunches guide him when danger is afoot. The fighter possesses the equivalent of the Trouble Sense proficiency.

10

#257

Athleticism: As a result of the fighter’s strength and agility, the fighter receives a +2/+10% bonus to all checks involving running, jumping, throwing, and climbing. Furthermore, the fighter can purchase the Endurance proficiency for half the standard cost.

10

#257

Blood oath: This option allows the fighter to select a certain type of creature as a blood enemy. Whenever the fighter is faced with this chosen foe, the warrior enjoys a +2 bonus to attack and damage rolls. However, this hatred toward this enemy is so great that it requires an enormous effort of willpower to resist an opportunity to combat this foe. If the fighter wishes to avoid a confrontation, the fighter must make a Wisdom/Willpower check to see if the fighter has the force of will to turn around and walk away. If the fighter fails this check, the fighter’s Blood Oath gets the best of him, and the fighter charges forward, teeth bared and weapons flashing.

5

#257

Blood warrior: The PC believe that the true path to becoming a warrior lies in pitting his skills against the eternally warring fiends, especially fighting them where they war the most - in the Blood War. When fighting fiends anywhere, the PC becomes an awesome fighting machine as he revels in his true element. The PC gains a +2 to hit and damage against all fiends, and receives a +2 bonus to his AC.

10

#235

Building: The PC knows how to construct heavy war machines, siege engines, and siege towers.

5

S&P

Combat sense: By selecting this skill, the fighter enjoys an innate kinship with the pulse of battle, enabling the fighter to act with more precision and accuracy that others who are less comfortable in melee situations. The fighter receives a +1 bonus in three different combat situations:

  • Fighter in the dark
  • Attacking opponents who are partially or wholly concealed
  • Surprise

10

#257

Comitatus: By purchasing this option, the fighter is essentially entering into a feudal contract. The exact interpretation of this pact is the domain of the DM, but the Comitatus generally entitles the fighter to special favor or privilege from his liege lord or other powerful NPC. For example, in return for protecting the region from local brigands, the fighter can expect food and lodging from the baron of the land. On a greater scale, a fighter in command of a castle may be responsible for the housing and upkeep of several platoons of the king’s army. In exchange, the fighter is granted legal protection and various privileges normally reserved exclusively for nobility.

Comitatus was the old Danish practice of swearing brotherhood between a thane and his vassals. Certain duties were expected of the vassal, but in return for the fighter’s loyalty, the fighter could expect an occasional flavor from his lord. The fighter is encouraged to development a story behind this relationship and should manipulate the Comitatus to be consistent with the campaign. Comitatus is not restricted to a lord and a vassal; the fighter is free to form the Comitatus with any appropriate NPC: guildmaster, sage, city alderman, etc. As long at the fighter is faithful to the relationship, the fighter can expect an occasional petty favor from his benefactor, as governed by the DM.

5

#257

Concentrated strength: Though the fighter might not be capable of sudden burst of intense power, the fighter choosing this option can apply a great deal of muscle to a single task requiring concentration and will. By opting for this ability, the character doubles his normal chances of Bending Bars and Lifting Gates.

5

#257

Coup de Gras: The Coup de Gras is the fighter’s signature strike, the stroke of grace that ends combat with a single blow and inspires bards to compose epic poetry, romanticizing the battle. If the critical hit rules from Combat & Tactics are in use, the Coup de Gras translates into a considerable bonus to the fighter who succeeds in scoring a critical strike. Before rolling for the severity of the blow, the fighter makes a Strength/Muscle check. If successful, the fighter’s weapon is considered to be one size larger than usual.

If the critical hit tables are not in effect, the fighter with the Coup de Gras power is still entitled to additional damage whenever the attack roll is 18, 19, or 20 and is at least five points above the required roll to hit. In these cases, the fighter inflicts double damage.

10

#257

Defense bonus: +2 bonus to AC if unencumbered and unarmored. For 15 points, the AC bonus is +3.

10/15

#235

Followers: A fighter can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. For 10 points, the fighter can attract followers whenever he builds a stronghold, regardless of level. Refer to the warrior/fighter section of the Player’s Handbook for more details.

5/10

S&P

Heroic boast: A fighter with this option has the ability to rouse the morale of his comrades. By uttering a brief, passionate oration on his prowess in battle and the glory to be won, a fighter can inspire friendly NPC’s, granting them a +2 to morale for the duration of the upcoming struggle, so long as the fighter is leading them. This skill should be role-played by the player to be effective.

5

#257

Iaijutsu: This ability allows the fighter to unsheathe his weapon with startling speed. A successful Dexterity/Balance check means that the fighter suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard.

5

#257

Improved THAC0: The PC begins life better suited to fight than most by having an improved THAC0. The PC starts with a THAC0 of 18 at 1st level that improves by 1 for every level advancement.

10

#235

Increase movement: The PC adds a +3 to their base movement rate.

5

#235

Leadership: The fighter is able to take charge of up to 100 soldiers per level of the fighter. The fighter knows how to use messengers and signals, is familiar with military technology, and understands the mechanics of moving a large number of soldiers.

5

S&P

Magic resistance: The fighter gains 2% magic resistance per level.

10

S&P

Mettle: The fighter with this natural gift possesses a nearly indestructible frame; indeed, the fighter seems to be cast of iron. With bones that are inherently resilient, allowing him to resist the punishment of bludgeoning weapons and falling damage. Any damage from these attack forms is halved if the fighter makes a successful Constitution/Fitness check.

10

#257

Move silently: A fighter gains the ability to move silently like a thief. The base chance is the fighter’s Dexterity score plus their level. Use the thief’s armor penalty tables to adjust for the fighter’s armor worn.

10

S&P

Multiple specialization: The fighter can specialize in any number of weapons. The character must also pay the cost to specialize in each particular weapon.

10

S&P

Mythic lore: The fighter has a 5% chance per level of knowing the history of any magical or legendary weapon or piece of armor, as well as facts concerning the known owners of those items.

10

#257

Planetouched: The PC’s body is charged with a curios planar energy that temporarily renders non-magical weapons the fighters wields into a magical weapon (so long as the fighter maintains physical contact with the weapon). For every 4 levels of the fighter, the non-magical weapon gains a +1 bonus to hit and damage (i.e. +1 at 1st level, +2 at 5th, etc. to a maximum of +5).

10

#235

Poison resistance: The fighter gains a +1 bonus to all saving throws vs. poison.

5

S&P

Proficiency ease: By spending 5 CPs now, the fighter can cut the cost of all weapon proficiency cost in the future (including all forms of mastery) by 50%.

5

#235

Spell resistance: The fighter gains a +1 bonus to all saving throws vs. spells.

5

S&P

Supervisor: The PC has the authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden stone barricades. With time permitting, the fighter can also supervise the building of semi-permanent fortifications.

5

S&P

War cry: By uttering a withering battle cry seconds before striking, a fighter with this skill receives a +1 bonus to damage rolls for a single strike. This strike must always be the fighter’s first in any combat situation, used as the fighter engages an enemy for the first time. This skill may be used a number of times per day equal to the character’s level, but never more than once in any battle.

5

#257

War machines: The fighter has the knowledge to operate heavy war machines and siege engines, such as ballistae, catapults, rams, bores, and siege towers.

5

S&P

Weapon specialization: The fighter has the ability to specialize in one particular weapon. The PC must also pay the cost for specializing in that particular weapon.

5

S&P

 

Warrior, fighter restrictions:

Warrior, fighter restriction

Bonus

Character Points

Source

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Dependent: The fighter in limited in actions by a young child or elderly relative who depends upon the PC for at least a portion of their livelihood. These limitations placed upon a PC by such a dependent are obvious. Perhaps the fighter must support the dependent financially (anywhere from 10 to 100 gold pieces per month), or the fighter has an obligation to stay close to home in case needed. In the worst-case scenario, the dependent could become the victim of one of the fighter’s enemies.

5

#257

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if the fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Fragility: The fighter’s bone structure is unnaturally weak. This character suffers double damage from all bludgeoning attacks, as well as from falls from any height.

10

#257

Glass jaw: The fighter has an increased susceptibility to bludgeoning damage. Prone to blackouts, a character with this restriction is twice as likely to be knocked unconscious as the result of an unarmed combat attack. Furthermore, any severe head trauma also carries a greater risk of unconsciousness. A fall from any height greater than 10 feet results in a 25% chance that the character is struck unconscious; any critical hit to the head knock the fighter out for 1d6 rounds.

5

#257

Limited armor: A fighter with this restriction is limited in his selection of armor. For 5 points, the character is limited to chain mail or worse protection. For 10 points, the character is limited to studded leather or worse protection. For 15 points, the character cannot wear any armor at all. This does not include use of a shield, which is allowed at all times.

5/10/15

S&P

Limited magic item use: A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P

Limited weapon selection: A fighter with this restriction is limited in his choice of weapons. He can choose: only melee weapons (no missile or thrown weapons); priest’s standard weapon selection (bludgeoning weapons only); rogue’s standard weapon selection (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).

5

S&P

Night blindness: This restriction increases the penalties when fighting in the near-dark or lightless environments. The character suffers a –4 attack penalty in twilight conditions and a –8 in total darkness

5

#257

No retreat: A character with this restriction can never run from combat, regardless of the odds. Driven by an unremitting sense of honor, the character must always fighter as long as someone challenges him. Retreat is tantamount to death.

10

#257

Qualm: Though the character may be a fearless combatant, there is one thing that invariably causes the fighter to hesitate. Due to some emotional unrest or moral code, the warrior sometimes refuses to act, in even in their own best interest. A list of potential qualms includes the following:

    • Refuses to strike a woman
    • Cannot attack an enemy from behind
    • Will not fight an unarmed opponent
    • Believes it is a disgrace to travel in disguise

Only in the most extreme circumstances could a fighter overcome a particular Qualm, such as in a situation where inaction would result in the certain death of a friend. Even then, a successful Wisdom/Willpower check is required to surmount the Qualm.

5

#257

Short-winded: Whenever a Constitution/Fitness check is required, the player suffers a –4 penalty to the roll. If the fatigue rules from Combat & Tactics are in effect, the player receives only half of their standard amount of fatigue points. This restriction also prohibits the character from purchasing the Endurance proficiency.

5

#257

Weakness: Finding himself irresistibly drawn to a petty vice, the fighter must make a successful Wisdom/Willpower check to avoid succumbing to his instinctual urges whenever tempted by a particular weakness. Typical weaknesses include gold, alcohol, gambling, and member of the opposite sex.

5

#257

Warrior, paladin abilities:

Warrior, paladin ability

Character Points

Source

1d12 for hit points: The PC rolls d12 for hit points when advancing a level.

10

#235

Alternate sphere access: The paladin’s standard sphere access is to combat, divination, healing, and protection. These tally upto 20 character points, using the Priest’s Access to Sphere’s table (under priest’s abilities). For 5 character points, the character may pick minor alternative spheres which tally upto 20 character points, or for the listed cost in the priest’s table, the PC can purchase access to additional spheres.

3+

S&M

Circle of power: If the paladin has a Holy Sword, the PC can project a circle of power, 10’ in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin.

5

S&P

Combat and proficiency bonuses: When airborne, all non-missile attacks made by either the bonded mount or the paladin receive a +1 modifier to hit. This includes attacks made against ground or airborne targets, along with all situations covered in the Aerial Combat rules in Chapter 9 of the DMG. For missile combat, use the modifiers in following table.

Mount's Current Movement Modifier

Hovering, less than 1/2 normal rate +1

1/2 to 3/4 normal rate 0

Greater than 3/4 normal rate –2

Additionally, the paladin receives a +2 bonus to Airborne Riding proficiency checks for feats involving his bonded mount.

5

#257

Curative: Once a week for every three experience levels, the PC can cure diseases of all types. This ability is ineffective against lycanthropy and mummy rot (which are curses, not diseases).

10

S&P

Damage bonus: When a paladin makes a successful weapon attack against one type of evil dragon, the paladin receives a damage bonus equal to his level. For example, if a 6th-level paladin hits the chosen type of evil dragon with a long sword, the foe suffers 1d12+6 points of damage. If a paladin makes a successful attack against an evil dragon other than his principal foe, he receives a +1 damage bonus. A bonded mount inflicts double damage against the paladin's principal foe and receives a +1 damage bonus against evil dragons other than the principal foe.

5

#257

Defense bonus: +2 bonus to AC if unencumbered and unarmored.

10

TSRPE

Detect evil magic: A paladin can detect magic radiating from any being, object, or location enchanted by an evil being. This ability functions at will, subject to the same limitations and restrictions as his ability to Detect Evil. He may also perceive the intensity of the magic (faint, moderate, strong, and overwhelming). A protective spell cast by an evil necromancer upon himself could be detected in this manner, as could a magical trap set by an evil priest.

5

#257

Detect evil: The PC can detect monsters and beings up to 60’ away simply by concentrating for one round. The PC can perform this ability an unlimited number of times.

5

S&P

Dispel evil: At 5th level, a paladin acquires the innate ability to cast Dispel Evil (P5: PH) once per day. The spell requires no components, but otherwise operates the same as the 5th-level priest spell of that name. The number of times the paladin can cast this spell per day increases as he advances in level.

Level Dispel Evil

1-4 -

5-9 1

10-14 2

15-19 3

20+ 4

5

#257

Dispel evil: At 7th level, the PC can cast Dispel Evil (P5: PH) once per day.

10

#235

Dragon languages: A paladin can speak and understand the languages of all evil dragons.

5

#257

Faithful mount: At 4th level, the PC can summon/quest for a steed. For more details, consult the Player’s Handbook.

5

S&P

Faster training: The paladin can teach his bonded mount a trick in 2-5 (1d4+1) days, a task in 1-2 weeks. Like other bonded mounts, the paladin's mount can learn 9-20 tricks and tasks, in any combination.

5

#257

Fear immunity: A paladin is immune to the fear aura of one type of evil dragon. He gains a +4 bonus to his saving throws to avoid the effects of fear from all other species of evil dragons. His bonded mount shares this immunity, but normal mounts do not.

5

#257

Fiend slayer: The PC is a sworn enemy of all vile fiends and gains a +3 to hit and damage against any fiend.

10

#235

Gift of the Archons: The PC has been honored by the archons and rewarded with a wondrous gift. The PC grows a large pair of feathered wings from his back that allows fight (MV 18, MC B). Note that any armor the PC owns must be altered to accommodate these celestial wings.

15

#235

Healing: Once a day, the paladin can heal himself or another by laying on of hands restoring 2 hp per level of the PC. For 10 points, the paladin can heal 4 hp per level.

5/10

#235

Health: The PC is immune to all forms of disease. This does not include lycanthropy and mummy rot (which are curses, not diseases).

5

S&P

High wisdom bonus: If the PC has the Priests Spells option, the paladin receives bonus spells (or spell points) based on his wisdom identical to the way priests do.

5

#235

Holy assistance: Once a week, the PC can gate in 1 Lantern Archon per experience level as long as the archons are employed solely in the fighter against evil. The gated Lanterns remain for 1 turn plus 1 round per the paladin’s level. The ability does not work in Sigil.

10

#235

Holy defender: When on the plane of the PC’s power, the PC becomes a near invincible defender. All magic resistance and saving throw bonuses are doubled, and the paladin’s AC is improved by 4.

10

#235

Holy sword availability: The paladin's deity might give the paladin an opportunity to acquire a Sword +3 Purifier (see Chapter 6 in The Complete Paladin’s Handbook) at some point before he reaches 6th level. The DM determines the circumstances; remember that availability does not guarantee acquisition.

5

#257

Immunity to illusions: The paladin has an 80% plus 1%/level immunity to illusion spells of all levels. This immunity has a limit of 95%.

10

#257

Immunity to mental control: A paladin with this ability has a 90% immunity to all mental-control spells, including Charm (various), Domination (W5: PH), Hold Person (W3: PH), Hypnotism (W1: PH), Magic Jar (W5: PH), and Suggestion (W3: PH).

5

#257

Immunity to Possessions: A paladin with this ability has a 90% immunity to all possessions.

5

#257

Improved ability to turn undead: A paladin turns undead as a cleric of the same level, instead of two levels lower. This ability is useless unless the paladin has already purchased the power to turn undead.

10

#257

Increased spell progression: A paladin with this power gains his spell ability earlier than 9th level. For 10 points, the PC begins to gain spells at 7th level. For 15 points, the PC gains spells at 4th level. In all other aspects, his spell powers are unchanged, and he simple starts using the standard spell acquisition table (in the Player’s Handbook) for paladins at the given level. The basic priest spells ability must be purchased to be able to purchase this ability.

10/15

S&M

Increases spell power: A paladin with this power cast spells with an effective casting level only four levels less than his true level (minimum 1st level) and has no maximum casting level. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability. This ability only functions if the character has the priest’s spell ability.

7

S&M

Lawful order: The PC can cast Dictate (P3: S&M) once a day for every four levels of experience.

5

#235

Longer relationship: Under normal conditions, a bonded mount remains with its paladin for 15 years.

5

#257

Lower planar vanquisher: The PC has steeled himself for taking the good fight where the fiends live and breed. The paladin receives a +4 to all saves vs. any naturally occurring phenomena on any of the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium).

10

#235

Paralysis immunity: The paladin has a 95% immunity to paralysis caused by undead. Additionally, the paladin has the innate ability to cast Remove Paralysis (P3: PH). The spell requires no components, but is otherwise identical to the 3rd-level priest spell of the same name. The number of times the paladin can cast this spell per day increases as he advances in level.

Level Remove Paralysis

1-4 3

5-9 4

10-14 5

15-19 6

20+ 7

5

#257

Poison resistance: The paladin gains a +1 to all saves vs. poison.

10

S&P

Priest spells: At 9th level, the PC can cast priest spells from the following spheres: combat, divination, healing, and protection. For 15 points, the paladin can start casting spells at 4th level. See spell progression charts below:

Paladin’s Casting Spell Level Paladin’s Casting Spell Level

Level Level 1 2 3 4 Level Level 1 2 3 4

9 1 1 4 1 1

10 2 2 5 1 1

11 3 2 1 6 2 2

12 4 2 2 7 2 2 1

13 5 2 2 1 8 3 2 1

14 6 3 2 1 9 4 2 2

15 7 3 2 1 1 10 4 2 2 1

16 8 3 3 2 1 11 4 2 2 2

17 9* 3 3 3 1 12 5 3 2 2

18 9* 3 3 3 1 13 5 3 2 2

19 9* 3 3 3 2 14 6 3 2 2 1

20 9* 3 3 3 3 15 7 3 3 2 1

16 8 3 3 3 1

17 9* 3 3 3 1

18 9* 3 3 3 2

19 9* 3 3 3 3

20 9* 3 3 3 3

10/20

Mod. and #235 and Sage Advice #223

Protection from evil: The paladin has a natural aura with a 10’ radius. Within this aura, summoned or evil creatures suffer a -1 penalty to all attack rolls. Creatures affected by this aura know that the paladin is the source of their discomfort.

5

S&P

Resist charm: The PC gains a +2 bonus to saving throws vs. charm-like spells and effects. For 15 points, the paladin’s saving throw bonus vs. charm magic is +4, if the charm is cast by any evil being from the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium).

10/15

#235

Resist fiendish magic: The paladin gains 2%/experience level magic resistance against any spells employed by fiends. This resistance can be added to any other magic resistance the paladin possesses.

10

#235

Saving throw bonus: The PC gains a +2 bonus to all saving throws.

10

S&P

Special reward: If the paladin is primarily responsible for killing, banishing, or otherwise eliminating of Wyrm or Greater Wyrm level of a chosen type of evil dragon, the paladin’s deity arranges for him to receive a special reward. The DM determines if the paladin is eligible for the reward; for instance, the paladin may earn the reward if he inflicted most of the damage leading to the foe's death, or if he tricked the foe into entering another plane of existence from which return is impossible. Typical rewards:

  1. A grant of land large enough for a stronghold.
  2. Donation of all labor and materials to build a stronghold.
  3. Revelation of the principal foe's secret treasure horde, containing a fortune in gold and gems (which, of course, the paladin donates to a charitable institution).
  4. A magical gift, such as:
    • Immunity to the spells of his principal foe. If the paladin makes a successful saving throw, he suffers no damage from these spells. If he fails his throw, he suffers half damage.
    • Transformation of a normal sword into a holy sword.
    • Permanent access to an extra priest spell sphere. The paladin picks the sphere of his choice, or the DM provides options. The extra access doesn't affect the number or level of spells the paladin can learn.
    • Permanent transformation of the bonded mount into a young silver dragon (or any lawful good dragon of the DM's choice; the DM may also determine the dragon's age). The silver dragon serves out the rest of the mount's term; if the original mount had served seven years, the dragon will serve three more. The dragon follows all the rules for bonded mounts. However, it's not necessary to train the dragon, as it carries out instructions with the same facility as any loyal, intelligent follower.

10

#257

Telepathic communication: When the paladin reaches 12th level, he gains the ability to communicate telepathically with his bonded mount, sending and receiving mental messages at will. This ability's range is 10 times the paladin's level, in feet.

10

#257

Turn undead: When the paladin attains 3rd level, he can turn undead. This ability functions as if the paladin was a cleric two levels lower than his current experience level. See the Player’s Handbook for more information on turning undead.

10

S&P

Weapon specialization: The fighter has the ability to specialize in one particular weapon. The PC must also pay the cost for specializing in that particular weapon.

10

S&P

Warrior, paladin restrictions:

Warrior, paladin restriction

Bonus

Character Points

Source

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Dependent: The paladin in limited in actions by a young child or elderly relative who depends upon the PC for at least a portion of their livelihood. These limitations placed upon a PC by such a dependent are obvious. Perhaps the paladin must support the dependent financially (anywhere from 10 to 100 gold pieces per month), or the paladin has an obligation to stay close to home in case needed. In the worst-case scenario, the dependent could become the victim of one of the paladin’s enemies.

5

#257

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if a fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Fragility: The paladin’s bone structure is unnaturally weak. This character suffers double damage from all bludgeoning attacks, as well as from falls from any height.

10

#257

Glass jaw: The paladin has an increased susceptibility to bludgeoning damage. Prone to blackouts, a character with this restriction is twice as likely to be knocked unconscious as the result of an unarmed combat attack. Furthermore, any severe head trauma also carries a greater risk of unconsciousness. A fall from any height greater than 10 feet results in a 25% chance that the character is struck unconscious; any critical hit to the head knock the paladin out for 1d6 rounds.

5

#257

Limited armor: A paladin with this restriction is limited in his selection of armor. For 5 points, the character is limited to chain mail or worse protection. For 10 points, the character is limited to studded leather or worse protection. For 15 points, the character cannot wear any armor at all. This does not include use of a shield, which is allowed at all times.

5/10/15

S&P

Limited magic item use: A paladin with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P

Night blindness: This restriction increases the penalties when fighting in the near-dark or lightless environments. The character suffers a –4 attack penalty in twilight conditions and a –8 in total darkness

5

#257

No retreat: A character with this restriction can never run from combat, regardless of the odds. Driven by an unremitting sense of honor, the character must always paladin as long as someone challenges him. Retreat is tantamount to death.

10

#257

Qualm: Though the character may be a fearless combatant, there is one thing that invariably causes the paladin to hesitate. Due to some emotional unrest or moral code, the warrior sometimes refuses to act, in even in their own best interest. A list of potential qualms includes the following:

    • Refuses to strike a woman
    • Cannot attack an enemy from behind
    • Will not fight an unarmed opponent
    • Believes it is a disgrace to travel in disguise

Only in the most extreme circumstances could a paladin overcome a particular Qualm, such as in a situation where inaction would result in the certain death of a friend. Even then, a successful Wisdom/Willpower check is required to surmount the Qualm.

5

#257

Short-winded: Whenever a Constitution/Fitness check is required, the player suffers a –4 penalty to the roll. If the fatigue rules from Combat & Tactics are in effect, the player receives only half of their standard amount of fatigue points. This restriction also prohibits the character from purchasing the Endurance proficiency.

5

#257

Weakness: Finding himself irresistibly drawn to a petty vice, the paladin must make a successful Wisdom/Willpower check to avoid succumbing to his instinctual urges whenever tempted by a particular weakness. Typical weaknesses include gold, alcohol, gambling, and member of the opposite sex.

5

#257

Warrior, ranger abilities:

Warrior, ranger ability

Character Points

Source

1d12 for hit points: The PC rolls d12 for hit points when advancing a level.

10

#235

Alternate sphere access: The ranger’s standard sphere access is to animal and plant. These tally upto 10 character points, using the Priest’s Access to Sphere’s table (under priest’s abilities). For 5 character points, the character may pick minor alternative spheres which tally upto 10 character points, or for the listed cost in the priest’s table, the PC can purchase access to additional spheres.

3+

S&M

 

 

Animal bonding: The ranger forms a mental bond with any animal he recruits as a henchman. There is no distance limit, but this ability does not cross-planar boundaries. This bond has the following effects:

  • The ranger can communicate directly with any animal henchman to which he has a bond. This gives him the ability to directly explain tricks or tasks he wishes the animal to attempt, or to communicate needs and desires. Conversely, the animal can also communicate its needs and desires to him.
  • He can see through the eyes of the animal by concentrating on the mental link. He can see through the eyes of one creature in a round (himself included).
  • He has the animal lore proficiency with respect to the bonded animal. Furthermore, if he is mentally linked to the animal, success with the proficiency is automatic.
  • Every time the ranger gains a level, all of his current animal henchmen gain an additional hit point.

5

#257

Animal henchmen: The ranger receives no special followers at high level, but he can acquire normal or giant animals as henchmen. He may acquire them at any level, and their number depends on his Charisma. If these animals are slain or driven away, they can be replaced by new animals without penalty (though this may take some time). A ranger with this ability cannot have the Attract Followers ability.

10

#257

Animal horde: At 9th level, the ranger can summon a horde of wild animals to fight for him. They must come from a land that he controls, and it takes one week to gather them.

5

#257

Animal master: At 5th level, the PC has learned how to control the natural fauna around him. Once a week, the range may cast Animal Growth (P5: PH), Anti-Animal Shell (P6: PH), Conjure Animals (P6: PH), or Hold Animal (P3: PH). At 9th level, the ranger can enact each of these powers once a week.

15

#235

Animal telepathy: The ranger can establish telepathic communication with any normal or giant animal within 30', if he does nothing else in the round. The animal must have a minimum Intelligence of 1. This has the following benefits:

  • The ranger can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.
  • The ranger can recruit an animal he has befriended as a henchman if he is not at his limit and if the creature fails a saving throw vs. rods. The saving throw is penalized by -1 for every three levels of experience the ranger has earned. At the DM's option, animals may present themselves for recruitment in the same way that followers appear to other rangers.

5

#257

Aquatic combat: A Ranger suffers no penalties to his attack rolls when in water; otherwise he follows the standard rules for underwater combat given in Chapter 9 of the DUNGEON MASTER Guide.

5

#257

Attract followers: At 10th level, the PC attracts followers as per the Player’s Handbook.

10

S&P

Bow bonus: The ranger gains a +1 attacks bonus with any bow.

5

S&P

Call of the wild: When in his primary terrain, the Ranger may attempt to summon familial species animals by howling at the top of his lungs for 1-6 rounds. The DM then secretly rolls percentile dice. If the result is less than or equal to the Ranger's Wisdom score plus his level (a 5th level Ranger with Wisdom 15 has a base chance of 20%), 1-4 familial animals show up within the next hour. Once they arrive, these animals act as followers for the next 1-4 hours. During this time, the Ranger may command them with his Speak With Animals ability. At the end of the 1-4 hour period, the summoned animals disappear into the wilderness. A Ranger can attempt call of the wild once per day.

5

#257

Climbing: The PC can climb trees, cliffs, and other natural formations. The rangers climbing score is equal to his Dexterity/Balance score plus the hide in shadows percentage for a ranger of his level.

10

S&P

Climbing: The Ranger has a base climbing success rate of 60%. This allows tree climbing at the Ranger's normal movement rate (cliff climbing instead if the primary terrain is Arctic, Desert or Mountain). This ability is much more limited than the thief ability to climb walls. The climbing modifiers discussed in Chapter 14 of the Player's Handbook apply in all situations other than those given.

5

#257

Defense bonus: +2 bonus to AC if unencumbered and unarmored.

10

TSRPE

Detect noise: Similar to the thief ability, but the ranger uses his Wisdom/Intuition score plus the hide in shadows percentage for a ranger of his level.

10

S&P

Disguise: The Ranger can take the Disguise proficiency for one proficiency slot.

5

#257

Empathy with animals: The ranger can approach and befriend an animal as stated in the Player’s Handbook.

10

S&P

Familial rapport: The familial followers (a single chosen species of animals) of a Ranger will generally do what they're asked, assuming they're physically capable of doing so, when the Ranger speaks to them in their own language.

5

#257

Feral rage: During melee combat, the initial wounding of an opponent may impel the Ranger into a frenzy of blood lust, increasing his fighting effectiveness. A Ranger can make one attempt to become enraged at any particular opponent. After the first round in which a Ranger inflicts damage on an opponent, the Ranger has the option of making a saving throw vs. death magic. If the roll succeeds, the Ranger goes into a feral rage for the next 2d6 rounds. During that time, the rage gives the Ranger a +2 bonus to all attack and damage rolls, and his base Armor Class improves by 2 (an unarmored Ranger's AC is temporarily raised to 8). However, all attacks must be made against the designated opponent and the Ranger must attack in every round he's able; he can't voluntarily break off an attack, or choose to attack a different opponent.

   An enraged Ranger must continue to attack the designated opponent until the feral rage wears off, or the opponent dies or escapes. If the rage wears off, the Ranger may continue to attack normally, or take any other action; however, the Ranger can't attempt to become enraged again against the same opponent. If the opponent dies, the feral rage automatically ends. If the opponent flees, the Ranger will pursue for the duration of the rage.

5

#257

Find and remove wilderness traps: Ability functions similar to the thief’s ability, but the chances are the ranger’s percentage to move silently for his level.

10

S&P

Hide in shadows: Wearing studded leather or lighter armor, the ranger can hide in shadows. See the Player’s Handbook for more information.

5

S&P

High wisdom bonus: If the PC has the Priests Spells option, the ranger receives bonus spells (or spell points) based on his wisdom identical to the way priests do.

5

#235

Improved stealth: The ranger has a +5% chance to hide in natural surroundings and a +5% chance to move silently.

5

#257

Increased spell progression: A ranger with this power gains his spell ability earlier than 8th level. For 7 points, the PC begins to gain spells at 6th level. For 12 points, the PC gains spells at 4th level. In all other aspects, his spell powers are unchanged, and he simple starts using the standard spell acquisition table (in the Player’s Handbook) for paladins at the given level. The basic priest spells ability must be purchased to be able to purchase this ability.

7/12

S&M

Increases spell power: A ranger with this power cast spells with an effective casting level only four levels less than his true level (minimum 1st level) and has no maximum casting level. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability. This ability only functions if the character has the priest’s spell ability.

7

S&M

 

Inspire: Once per day, prior to making an attack, a Ranger may spend 2-5 (1d4+1) rounds boosting the morale of his companions with flattering words and expressions of confidence. He can influence a number of companions equal to his level. If the Ranger makes a successful Charisma check afterwards, the companions enjoy a +2 bonus to their morale for the next 3-12 (3d4) rounds. Each companion also receives a +1 bonus to his first attack roll. The inspiring speech doesn't affect animals, other Rangers, or himself. The Ranger can't attempt to inspire his companions in the midst of battle or while they're occupied in any other activity.

10

#257

Land scent: When at sea, the Ranger can smell the presence of land (including islands) within 50 miles. Further, if the Ranger has ever been to that land before, he has a 10% chance per level of identifying it precisely.

5

#257

Move silently: Wearing studded leather or lighter armor, the ranger can move silently. See the Player’s Handbook for more information.

5

S&P

Parliament of fishes: When a Ranger reaches 12th level, he may attempt to call a parliament of fishes. He may use this ability once per week. If successful, the Ranger can demand a service of the school. Typical services include the location or recovery of small items, the provision of edible water plants, information about local monsters or conditions, and perhaps transport across a small body of water if the parliament members are large enough. Once a month this can be the equivalent of a commune with nature spell.

   To call a parliament of fishes, the Ranger locates a pond, lake, or any other body of water containing aquatic life. Sometime between sunset and dawn, he kneels beside the body of water and concentrates for a full turn. An attack or interruption in any other way during this time will break his concentration, and he can't attempt to call a parliament of fishes until the following week.

   Otherwise, at the end of 10 rounds, 10-100 (10d10) fish or other aquatic creatures (as appropriate to the body of water) surface and stare expectantly at the Ranger. The Ranger must then toss an offering into the water; the gift may be food, a coin, or any other object of the ranger's choice.

   The DM then rolls 1d10 and consults the following table. If the offer was reasonably generous, increase the result by +1. If the offering was exceptionally valuable, increase the result by +2. If the offering was meager (a copper piece or a chunk of bread), decrease the result by -1. If the offering was essentially worthless (a bone or a chunk of rock), decrease the result by -2. The result can't be decreased below 1 or raised above 10.

D10 Roll Results

1-2 The fish immediately submerge; the offer is rejected. From dawn to sunrise the following day,

the ranger suffers a -1 penalty to all attack rolls and ability checks.

3-7 The fish swim listlessly in circles for a few moments, then submerge; the offer is neither rejected nor accepted.

The ranger is unaffected.

8-10 The fish dive and splash excitedly for a few moments, then submerge; the offer is accepted.

The parliament grants the ranger a boon within their power.

10

#257

Pass without trace: At 3rd level, a ranger moving at his normal movement rate can Pass Without Trace (P1: PH) at will as per the spell.

10

S&P

Planar attunement: A ranger can attune herself to the plane he is on and become vividly aware of naturally occurring phenomena of the plane such as the will-sapping entropy of the Gray Waste. This ability takes one complete turn of uninterrupted concentration per phenomena to be discerned.

5

#235

Planar defender: The ranger gains a +2 bonus to hit, to damage, and initiative as well as a +1 bonus to AC when fighting on his home plane against non-natives of the plane.

10

#235

Plant master: At 3rd level, the ranger has learned how to effectively manipulate surrounding flora and may, once a week, cast Anti-Plant Shell (P5: PH), Hold Plant (P4: PH), Plant Growth (P3: PH), or Wall of Thorns (P6: PH). At 8th level, the ranger can enact each ability once a week.

15

#235

Polymorph self: At 5th level, the ranger can Polymorph Self (W4: PH) once a day into any natural animal native to his plane of origin. For 10 points, a character can polymorph into any creature he desires, within the spell’s limitations.

5/10

#235

Priest spells: At 8th level, the ranger can cast priest spells precisely as described in the Player’s Handbook.

10

S&P

Reaction bonus: In his homeland or any region where his reputation precedes him, a Ranger can count on food and shelter at no charge for himself and his companions from supportive commoners. A Ranger also receives a +1 reaction modifier from peasants of good or neutral alignment of all cultures.

5

#257

Savage ranger: The unions of planar energies and the ranger’s relationship with nature have combined to make the PC a savage fighter. Once a day, the ranger can cast Tenser’s Transformation (W6: PH) on himself with the following differences: the ranger uses his own THAC0 and may fight with any weapon which he chooses.

10

#235

Sea legs: The Ranger has a fine sense of balance, which comes into play when he must fight on a narrow beam (such as a yardarm or boarding plank) or a pitching deck. Not only is he sure-footed under such conditions (avoiding any attack penalties for them), but any saving throws or Dexterity checks made to maintain his balance are made at a +2 bonus.

5

#257

Sea tracking: Because of his knowledge of prevailing winds, currents, and other general aquatic conditions, the Ranger can effectively track waterborne craft and aquatic creatures. This is not so much a reading of physical signs as an instinctive deduction of the probable course and destination of the quarry. For purposes of general play, the Ranger uses the normal Tracking proficiency check rules.

5

#257

Sneak attack: A ranger who successfully hides in shadows and moves silently can backstab an opponent as per the thief ability. The backstab is +4 to hit and causes extra damage as per a thief of the same level as the PC.

10

S&P

Speak with animals: Once a day, the PC can cast Speak With Animals (P2: PH). For 10 points, the ranger can employ this ability once a day for every three experience levels possessed.

5/10

#235

Speak with animals: The Ranger can use this ability at will with animals from one animal species. The ability is similar to the 2nd level priest spell Speak With Animals, but requires no components or casting time.

5

#257

Special enemy: The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy. This ability is fully described in the Player’s Handbook.

10

S&P

Superior stealth: The ranger receives a +10% chance to hide in natural surroundings and a +10% chance to move silently.

10

#257

Tracking ability: The PC receives the tracking proficiency with automatically improves by +1 for every three levels of experience.

5

S&P

Two-weapon style: The ranger can fight with two weapons and suffer no penalties to his attack rolls. No shield can be used with this attack style. Also, if the ranger wears armor heavy than studded leather, the standard penalties apply (but can be removed by getting the appropriate weapon proficiencies).

5

S&P

Weapon specialization: The ranger has the ability to specialize in one particular weapon. The PC must also pay the cost for specializing in that particular weapon.

10

S&P

 

 

Warrior, ranger restrictions:

Warrior, ranger restriction

Bonus

Character Points

Source

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Dependent: The ranger in limited in actions by a young child or elderly relative who depends upon the PC for at least a portion of their livelihood. These limitations placed upon a PC by such a dependent are obvious. Perhaps the ranger must support the dependent financially (anywhere from 10 to 100 gold pieces per month), or the ranger has an obligation to stay close to home in case needed. In the worst-case scenario, the dependent could become the victim of one of the ranger’s enemies.

5

#257

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if a fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Fragility: The ranger’s bone structure is unnaturally weak. This character suffers double damage from all bludgeoning attacks, as well as from falls from any height.

10

#257

Glass jaw: The ranger has an increased susceptibility to bludgeoning damage. Prone to blackouts, a character with this restriction is twice as likely to be knocked unconscious as the result of an unarmed combat attack. Furthermore, any severe head trauma also carries a greater risk of unconsciousness. A fall from any height greater than 10 feet results in a 25% chance that the character is struck unconscious; any critical hit to the head knock the ranger out for 1d6 rounds.

5

#257

Limited armor: A ranger with this restriction is limited in his selection of armor. For 5 points, the character is limited to chain mail or worse protection. For 10 points, the character is limited to studded leather or worse protection. For 15 points, the character cannot wear any armor at all. This does not include use of a shield, which is allowed at all times.

5/10/15

S&P

Limited magic item use: A ranger with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P

Night blindness: This restriction increases the penalties when fighting in the near-dark or lightless environments. The character suffers a –4 attack penalty in twilight conditions and a –8 in total darkness

5

#257

No retreat: A character with this restriction can never run from combat, regardless of the odds. Driven by an unremitting sense of honor, the character must always ranger as long as someone challenges him. Retreat is tantamount to death.

10

#257

Qualm: Though the character may be a fearless combatant, there is one thing that invariably causes the ranger to hesitate. Due to some emotional unrest or moral code, the warrior sometimes refuses to act, in even in their own best interest. A list of potential qualms includes the following:

    • Refuses to strike a woman
    • Cannot attack an enemy from behind
    • Will not fight an unarmed opponent
    • Believes it is a disgrace to travel in disguise

Only in the most extreme circumstances could a ranger overcome a particular Qualm, such as in a situation where inaction would result in the certain death of a friend. Even then, a successful Wisdom/Willpower check is required to surmount the Qualm.

5

#257

Short-winded: Whenever a Constitution/Fitness check is required, the player suffers a –4 penalty to the roll. If the fatigue rules from Combat & Tactics are in effect, the player receives only half of their standard amount of fatigue points. This restriction also prohibits the character from purchasing the Endurance proficiency.

5

#257

Weakness: Finding himself irresistibly drawn to a petty vice, the ranger must make a successful Wisdom/Willpower check to avoid succumbing to his instinctual urges whenever tempted by a particular weakness. Typical weaknesses include gold, alcohol, gambling, and member of the opposite sex.

5

#257

 

Rogue, thief abilities:

Rogue, thief ability

Character Points

Source

Animal companion: The thief has a trained animal that accompanies him on scouting missions. The uses for the animal depends on the kind of animal selected. The best choices include a dog or falcon, although the DM may allow more esoteric choices. The animal has been trained to obey several verbal commands. It is exceptionally clever but does not possess magical abilities or above animal intelligence. There is no mystical bond between animal and master. The animal attacks on command, especially if its master is threatened. If the animal is killed or lost, the thief can replace it within three or four weeks for 200-300 gp. If the thief has the animal training NWP, the thief can train another animal companion on his own in the same amount of time, at half the cost.

5

#256

Appearance bonus: The character gains +1 bonus to the Charisma/Appearance score. The character’s Appearance score can be up to five points higher than his Charisma/Leadership score. The ability may not exceed 18 with this bonus.

7

#256

Audible glamer: The PC can cast Audible Glamer (W1: PH) once per day.

5

#235

Backstab bonus: A thief who has chosen the backstab ability attacks with a +6 to all backstab attacks, instead of the usual +4.

5

#235

Backstab: The PC can attack an opponent with a vicious backstab, if the opportunity presents itself. If the thief strikes a target from behind with surprise, the thief gains a +4 bonus to his/her attack roll, and the blow does additional damage. The follow chart defines the extra damage:

Thief’s Level Damage Multiplier

1-4 x2

5-8 x3

9-12 x4

13+ x5

10

S&P

Bow bonus: A thief with this ability gains +1 bonus to hit when using a bow of any type. For 10 CPs, the bonus is increased to +2.

5/10

#256

Bribe: A thief can bribe an official with gifts of money or merchandise. Only one bribe can be attempted per target. If the attempt fails, the DM should make a reaction roll for the target to determine how he counters the bribe.

5

S&P

Call shot bonus: The thief gains a +2 bonus on all called shots.

5

#256

Catlike grace: Because of the thief’s exceptional agility, the character gains an additional +5% to all thief skills affected by dexterity: Pick Pockets, Open Locks, Find/Remove Traps, Climb Walls, Hide in Shadows, Move Silently, Tunneling, and Escape Bonds.

10

#256

Charm resistance: Thieves with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.

2/5

#256

Climb walls: This skill lets thieves climb smooth or vertical surfaces.

5

S&P

Combat bonus: For 10 points, the thief's THAC0 advances at the priest rate of 2 per 3 levels instead of the normal thief rate of 1 per 2 levels, except at 3rd where the thief's THAC0 becomes 19. For 20 points, this ability allows a thief to advance at the warrior rate of 1 per level.

10/20

#256

Comprehend languages: Once a day, the PC can cast Tongues (W3: PH).

5

#235

Criminal connection: The character is familiar with several established criminals in the region. These criminals know the character and have some respect for him. They might be willing to provide minor information or assistance, as long as the character does not ask too much and pays for what is received. Criminal connections are limited to a small area, such as a city or a large town. This advantage is lost if the character angers his connections. The DM and the player must work out the specifics of the criminal connections so that the character knows what to expect. These connections might ask the character for information and assistance in return for their help. If the character failed to meet his end of the bargain, his connections refuse to help ever again.

10

#256

Curse detection: If the character comes within 10 feet of a cursed item, location, or person, there is a 10% chance per level of sensing the baneful magic. For every point of Wisdom/Intuition over 13, the character adds +2% to the chance. The character does not know the detail of a detected curse; the character is only aware of its presence.

10

#256

Defensive bonus: +2 bonus to AC if unencumbered and unarmored. For 15 points, the AC bonus is +3.

10/15

#235

Detect illusion: Thieves can detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.

10

S&P

Detect magic: Thieves can spot magical radiation with their line of sight, up to 60 feet away. They can determine the intensity of the magic - dim, faint, moderate, strong, and overwhelming.

10

S&P

Detect noise: This is the ability to hear sounds others usually can’t.

5

S&P

Dimension door: Once a week, the PC can employ a Dimension Door (W4: PH). At 9th level, the PC can enact this ability once a day.

10

#235

Escape bonds: The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes 5 rounds to use. A thief might hurry his efforts, but he suffers a -5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.

10

S&P

Evasion: With this skill, the thief is adept at dodging attacks aimed at him. When purchased, this skill begins at a base score of 10%, modified by Dexterity/Balance. It can be improved though skill points, exactly like other thief skills, but only by five points per level. The evasion skill can never exceed 60%, modified by Dexterity/Balance. The thief receives a +2% bonus to his evasion score for every point of Dexterity/Balance over 14. Elves, gnomes, and halflings receive a +5% racial bonus.

Evasion allows to thief to avoid one melee attack or one small area of effect attack per round. For evasion to work, the thief cannot be surprised and must be aware of the incoming attack. To use this skill, the thief chooses which attack he is attempting to avoid. A thief using the evasion skill is unable to take any action other than movement that round. Before any evasion rolls, the BM makes the necessary attack roll. If the attack misses, the thief does not roll for evasion. If, however, the attack would normally hit, the player must roll his evasion score or less on percentile dice. If the roll fails, the attack hits the thief and normal damage applies. If the roll succeeds, however, the thief has dodged out of harm’s way and avoids the attack. Larger area effect spells, such as Fireball (W3: PH) cannot be avoided. Likewise, evasion does not protect against non-damaging, area of effect spells, such as Sleep (W1: PH).

10

#256

Favors: For 5 CPs, a minor noble, warlord, thieves’ guild member, or city official owes the character a large favor. For 10 CPs, two different NPCs each owes the character a large favor. As long as the character maintains good relations with this person and does not abuse the relations with this person and does not abuse the relationship, the character has his favor in reserve and can ask for small favors once in a while. The NPC fulfills reasonable requests. The favor may involve a loan, an audience with a local ruler, a short-term bodyguard, a small tract of land, rescue, revenge, etc. The DM and the player must work out the specifics of the favor and what might reasonably be granted. The favor is gone once used. If the person owing the favor dies, the advantage is lost. No one likes a large favor held over them for a long time, so the character should not wait too long before cashing in the favor.

5/10

#256

Find/remove traps: This is the skill thieves have developed to find and disarm traps.

10

S&P

Followers: The 5 point option allows the PC to attract followers at 9th level as per the Player’s Handbook. For 10 points, the thief can attract followers whenever he establishes a stronghold, regardless of level.

5/10

S&P

Hide in shadows: A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.

5

S&P

History: In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area’s local history (gains the proficiencies in reading/writing of his native language and local history). In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.

10

#256

Inconspicuous: The thief has a face and voice that are almost immediately forgettable, and has a personality to match. When in a crowd, the thief blends in and is ignored. People often walk by without noticing him. People who talk to the thief find it difficult to remember any details of the encounter. Anyone trying to recall details about the thief must make an Intelligence/Knowledge check at –4 penalty, with an additional –1 penalty for every day that has passed since the encounter. This special power is useful for spies and infiltrators, allowing them to move freely without attracting attention or being remembered afterward. Unfortunately, the thief cannot turn this power on and off at will: the thief is always inconspicuous and easily ignored, which can be a disadvantage itself. Obviously, this is a poor choice for a bard.

5

#256

Increased hit dice: A thief with this ability uses a d8 for his Hit Die instead of a d6, for 10 points. For 20 points, a thief uses a d10.

10/20

#257

Increased skill progression: Thieves with this ability do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 90 points to distribute amongst their skills and an additional 45 points per level. The standard thief restrictions for the distribution of points remain unchanged.

15

T&BE

Know faction: The thief can cast Know Faction (W1: PWHB) once a day.

5

#235

Magic thief: At 7th level, the thief can cast Steal Enchantment (W7: ToM) once a day.

10

#235

 

Mentor: The character has an old friend, trainer, or teacher with whom he maintains a string relationship. When the character needs further training, advice, or just someone to talk to, he can approach his old friend. The mentor may also be willing to lend money, provide room and board, or even help fight against a truly terrible foe. The relationship should be respectful and courteous to his mentor, repaying the favors he receives in short order. The character should not become a nuisance or ask for help so often the mentor becomes a crutch. If the character abuses the relationship, betrays his mentor, steals from him, or breaks any ethical codes the mentor follows, the character loses the benefits of the relationship. The DM should design the mentor, providing both game statistics and personality. When the character has gained a few experience levels, the mentor may ask the character for help, providing for further adventures. The mentor does not before a full-time adventuring partner, but he might be willing to help against a foe that threatens the region. The mentor can be of any level the DM desires, but 5th level is the minimum recommended. The mentor may be retired, or may gain experience as his former pupil does, at the DM’s option.

10

#256

Move silently: This is the ability to move without making noise. The movement rate of a thief attempting this skill is reduced to 1/3 his normal rate.

5

S&P

Night vision: The thief has excellent night vision, allowing him to operate in darkness with reduced penalties. With this ability, the thief suffers no penalties in moonlight conditions. In starlight or similar lighting, the thief suffers a –1 to saving throws, -1 to attack rolls, and –1 to armor class. Under conditions near total darkness, the thief suffers only –2 penalties to saving throws, combat rolls, and armor class. Night vision applies to both combat and non-combat conditions. Night vision provides no benefits if there is no light present.

5

#256

Noble title: A character with this advantage has a minor title of nobility, as does his immediate family. Most of these titles are nearly worthless but can still be used to an advantage. The noble patent grants the characters an extra 2d3 x 10 gp of starting wealth during character creation. The character may be able to get a minor government job if needed, and other lesser nobles are likely to accept the character as a social equal. Unfortunately, the character might start the campaign with enemies among the nobles or peasants in the region who may be envious of the character’s family. Nobles from other regions are unlikely to respect or acknowledge the character’s ‘noble’ birth and patent: many nobles consider the idea a crude joke at best. The title of ‘Lord’ is the most common, holding little significance but nonetheless giving an air of authority.

5

#256

Open locks: A thief can try to pick all types of locks using skill, tools, finesse, and luck. If a thief fails to open a lock, he cannot attempt to open that lock again until advancing a level.

10

S&P

Pick pockets: A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if the thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed.

10

S&P

Poison resistance: The character has a natural resistance to nonmagical poisons. For 2 CPs, the character receives a +1 bonus to saving throws vs. nonmagical poisons. For 5 points, the character receives a +2 bonus.

2/5

#256

Portal lock: Once a day, the thief can temporarily shut down a portal by casting Surelock (P4: PWHB).

5

#235

Proficiency group crossovers: Normally, thieves may learn non-weapon proficiencies from the rogue and general lists at no extra cost. Each additional crossover groups costs 5 CPs and allows the thief to learn non-weapon proficiencies from another character group's list with no penalty.

5+

T&BE

Protective wards: The thief has knowledge of a minor protective ward, one of several that thieves use in their line of work. A protective ward is a combination of special words, phrases, and hand signals that have a slight magical power. A ward can be used as often as possible and has an initiative factor of +3 (Fast). Use of a ward requires the thief to have both hands and mouth free. One ward costs 10 CP, while each additional ward costs 5 CP. Two examples follow:

  • Ill luck ward: Thieves use this ward just before they attempt something monumentally stupid or dangerous. First, the thief announces that he is attempting an action and performs the action and performs the Ill luck ward. The DM must decide how harmful it would be if the thief were to fail. If failure would cause grievous injury or death, the DM can allow the player to reroll the action.
  • Guardian ward: If a thief comes across someone’s guardian beast or spirit, this ward gives him a chance to escape his fate. When the thief encounters such a guardian, the thief makes a quick hand gesture and utters a phrase. The creature or spirit must make a saving throw vs. petrifaction. If the save succeeds, the creature ignores the puny ward and can attack the thief. If the creature fails its save, the guardian stands motionless for 1 full round, unable to pursue the thief. During that round, the thief can either run or attack without interference from the warded creature. The ward functions against creatures ranging from mundane animals to magical creatures such as golems or ghosts.

10/+5

#256

Read languages: A thief needs every edge he can get, and the ability to read languages can help. The amount of the language read is equal to the percentage of the skill.

5

S&P

Scroll use: For 5 points, at 10th level, a thief can use magical spell scrolls, with a 75% accuracy. By purchasing this skill as a 10 point ability, the thief has a chance to read scrolls at any level. If a thief fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult the following table for the thief’s chance to read a scroll:

Thief’s Level % Chance

1-2 10%

3-4 20%

5-6 30%

7 40%

8 50%

9 60%

10 70%

11+ 80%

5/10

S&P

Scrounge: The thief has an uncanny knack for finding just what is needed, when needed. Given time, the thief can scrounge food, clothing, rope, spell components, or makeshift weapons in almost any setting. When the thief scrounges for items of use, the DM decides if the item can be found in the area. If such an item is potentially available, the DM makes a Wisdom/Intuition check for the thief. If the check fails, the thief has spent a turn scrounging without result, although the thief may make one more attempt in that same area. If either the first or second Intuition check succeeds, the thief has found what is needed. If both rolls fail, the thief has spent 2 turns and found nothing of use. The thief may make further attempts in a different area as needed. The DM may apply modifiers of anywhere from +2 to –2 based on the terrain and other factors; a crowed city (+2) is more likely to have items of interest than a barren desert (-2).

5

#256

Sense portal: Always looking for a means to escape should the need arise, the thief can cast Warp Sense (W2: PWHB) once a day.

10

#235

Silence: Once a day, the thief can render himself silent as the spell Silence, 15’ Radius (P2: PH), except only the thief is affected.

5

#235

Thieves’ cant: This allows them converse about such dealings in the open without others knowing what they are talking about.

5

S&P

 

Tunneling: A thief might need to dig a tunnel to get a cache of riches, or attempt to escape from a simple holding cell. His success at tunneling depends on several factors. The tunneling table below shows the time required to dig through 10 feet of earth with adequate tools. For every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.

Type of Earth Modifier Time

Sand/loose earth -10% 5 hours

Packed earth +0% 10 hours

Rock +10% 30 hours

10

S&P

Unusual luck: For 10 CPs, the thief may make one reroll per game day. Only die rolls that directly affect the thief may be rerolled. Thus saving throws, proficiency checks, and attack rolls can all be rerolled, but group initiative checks cannot. Use the best of the two die rolls.

10

#256

Warrior ability bonus: For 15 points, the thief may roll an exceptional Strength score of up to 18/50 if he has a Strength of 18.

15

T&BE

Warrior hit point bonus: The thief receives the benefits of a high Constitution score as if the character were a fighter, gaining bonus hit points for an ability score above 16.

5

#256

Weapon selection: For 5 CPs, the thief is allowed to include one weapon from the warrior list. For 10 CPs, the thief is completely unrestricted in his choice of weapons any may gain proficiency in any weapon he spends a slot on.

5/10

T&BE

Weapon specialization: The thief has the ability to specialize in one particular weapon. The PC must also pay the cost for specializing in that particular weapon.

15

S&P

Rogue, thief restrictions:

Rogue, thief restriction

Bonus

Character Points

Source

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if a fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Limited magic item use: A bard does not use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P and Mod.

Reduce skill progression: Thieves with this limitation do not gain the initial 60 points to distribute amongst their thieving skills, nor do they gain the additional 30 points per level. Instead, they gain an initial 30 points to distribute amongst their skills and 15 additional points per level.

15

T&BE

Reduced hit points: For a 10 point restriction, thieves with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a thief uses a d3. In addition the thief is limited to a Constitution bonus of +1 per die.

10/15

T&BE

Weapons restriction: For a 10 point restriction, thieves with this limitation may never have proficiency in any weapon. As a 15 point restriction, the thief is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon. Doing so renders all the thieving skills unusable for at least one full week.

10/15

T&BE

Rogue, bard abilities:

Rogue, bard ability

Character Points

Source

Accelerated spell progression: The bard uses the spell progression charts is if he were 1 level higher. For example, a 4th level bard can cast spells like a 5th level bard, in both amount and spell level.

15

S&M

Alter moods: When performing in front of a non-hostile group, the bard can alter the group’s mood. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses, apply a -1 modifier to the roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard. See the reactions section in the Dungeon Master’s Guide for more details.

5

Mod. and S&P

Animal companion: The bard has a trained animal that accompanies him on scouting missions. The uses for the animal depends on the kind of animal selected. The best choices include a dog or falcon, although the DM may allow more esoteric choices. The animal has been trained to obey several verbal commands. It is exceptionally clever but does not possess magical abilities or above animal intelligence. There is no mystical bond between animal and master. The animal attacks on command, especially if its master is threatened. If the animal is killed or lost, the bard can replace it within three or four weeks for 200-300 gp. If the bard has the animal training NWP, the bard can train another animal companion on his own in the same amount of time, at half the cost.

5

#256

Animal friendship: Once a day, the bard can cast the equivalent of an Animal Friendship (P1: PH) spell by singing a soothing song.

10

S&P

Appearance bonus: The character gains +1 bonus to the Charisma/Appearance score. The character’s Appearance score can be up to five points higher than his Charisma/Leadership score. The ability may not exceed 18 with this bonus.

7

#256

Armor and spell use: Normally, a bard cannot wear armor and cast spells. For 5 points, the bard may wear studded leather or lighter armor and still cast spells. For 10 points, the bard may wear chain mail or lighter armor and still cast spells.

5/10

S&M

Bonus proficiencies: The bard begins with two bonus proficiencies: Singing and Musical Instrument (one of the player’s choosing).

0

S&P

Bow bonus: A bard with this ability gains +1 bonus to hit when using a bow of any type. For 10 CPs, the bonus is increased to +2.

5/10

#256

Call shot bonus: The bard gains a +2 bonus on all called shots.

5

#256

Catlike grace: Because of the bard’s exceptional agility, the character gains an additional +5% to all bard skills affected by dexterity: Pick Pockets, Open Locks, Find/Remove Traps, Climb Walls, Hide in Shadows, Move Silently, Tunneling, and Escape Bonds.

10

#256

Charm person: Once a day, the PC can cast a Charm Person (W1: PH) by singing the spell. At 9th level, the PC can cast Charm Monster (W4: PH) instead.

10

#235

Charm resistance: Bards with this ability gain a +1 bonus to all saving throws vs. charm-like spells and effects for 5 points. For 10 points, the bonus is +2.

2/5

#257

Climb walls: This skill lets bards climb smooth or vertical surfaces.

5

S&P

Combat bonus: For 10 points, the bard's THAC0 advances at the priest rate of 2 per 3 levels instead of the normal bard rate of 1 per 2 levels, except at 3rd where the bard's THAC0 becomes 19. For 20 points, this ability allows a bard to advance at the warrior rate of 1 per level.

10/20

#256

Counter effects: Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30’ of the bard are immune to such attacks. The bard can perform no other actions other than a slow walk while countering the magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends. More details of this power can be found in the Player’s Handbook.

10

S&P

Criminal connection: The character is familiar with several established criminals in the region. These criminals know the character and have some respect for him. They might be willing to provide minor information or assistance, as long as the character does not ask too much and pays for what is received. Criminal connections are limited to a small area, such as a city or a large town. This advantage is lost if the character angers his connections. The DM and the player must work out the specifics of the criminal connections so that the character knows what to expect. These connections might ask the character for information and assistance in return for their help. If the character failed to meet his end of the bargain, his connections refuse to help ever again.

10

#256

Curse detection: If the character comes within 10 feet of a cursed item, location, or person, there is a 10% chance per level of sensing the baneful magic. For every point of Wisdom/Intuition over 13, the character adds +2% to the chance. The character does not know the detail of a detected curse; the character is only aware of its presence.

10

#256

Defense bonus: +2 bonus to AC if unencumbered and unarmored.

10

TSRPE

Detect lie: A bard learns to study people and is an excellent observer of the habits and nuances of body language and what they signify. The bard is adept at telling when someone is lying or being evasive. The bard does not know the specifics of any falsehoods, only knowing if the speaker is lying or not. If the speaker is an exceptionally good liar or actor, the DM my secretly roll a Wisdom/Intuition check for the bard. If the check fails, the bard does not detect a lie or an evasion in a statement or answer. If, however, the check succeeds, the bard can sense the speaker is lying. The DM may penalize the check if the speaker is another rogue, unusually eloquent, or wary of what he says to the bard.

10

#256

Detect magic: Bards can spot magical radiation with their line of sight, up to 60 feet away. They can determine the intensity of the magic - dim, faint, moderate, strong, and overwhelming.

10

S&P

Detect noise: This is the ability to hear sounds others usually can’t.

5

S&P

Evasion: With this skill, the bard is adept at dodging attacks aimed at him. When purchased, this skill begins at a base score of 10%, modified by Dexterity/Balance. It can be improved though skill points, exactly like other bard skills, but only by five points per level. The evasion skill can never exceed 60%, modified by Dexterity/Balance. The bard receives a +2% bonus to his evasion score for every point of Dexterity/Balance over 14. Elves, gnomes, and halflings receive a +5% racial bonus.

Evasion allows to bard to avoid one melee attack or one small area of effect attack per round. For evasion to work, the bard cannot be surprised and must be aware of the incoming attack. To use this skill, the bard chooses which attack he is attempting to avoid. A bard using the evasion skill is unable to take any action other than movement that round. Before any evasion rolls, the BM makes the necessary attack roll. If the attack misses, the bard does not roll for evasion. If, however, the attack would normally hit, the player must roll his evasion score or less on percentile dice. If the roll fails, the attack hits the bard and normal damage applies. If the roll succeeds, however, the bard has dodged out of harm’s way and avoids the attack. Larger area effect spells, such as Fireball (W3: PH) cannot be avoided. Likewise, evasion does not protect against non-damaging, area of effect spells, such as Sleep (W1: PH).

10

#256

Fascinate: When talking to a group of people, the bard receives a –1 bonus to his reaction rolls, in addition to any other bonuses he might have. When talking to one or two people, the bard receives a –2 bonus to reaction rolls. Furthermore, if the reaction of the listeners is "Friendly", they act as if under the influence of a Suggestion (W3: PH) spell for the next round. They do their best to do what the bard asks, freely answering all his questions. As long as the bard does not abuse his influence or ask for anything out of character from the listeners, they do not feel manipulated or tricked. Creatures of less than 5 intelligence, undead and animated or summoned monsters are immune to this power.

5

#256

Favors: For 5 CPs, a minor noble, warlord, thieves’ guild member, or city official owes the character a large favor. For 10 CPs, two different NPCs each owes the character a large favor. As long as the character maintains good relations with this person and does not abuse the relations with this person and does not abuse the relationship, the character has his favor in reserve and can ask for small favors once in a while. The NPC fulfills reasonable requests. The favor may involve a loan, an audience with a local ruler, a short-term bodyguard, a small tract of land, rescue, revenge, etc. The DM and the player must work out the specifics of the favor and what might reasonably be granted. The favor is gone once used. If the person owing the favor dies, the advantage is lost. No one likes a large favor held over them for a long time, so the character should not wait too long before cashing in the favor.

5/10

#256

Followers: The 5 point option allows the PC to attract followers at 9th level as per the Player’s Handbook. For 10 points, the bard can attract followers whenever he establishes a stronghold, regardless of level.

5/10

#235

Good reputation: The bard has a popular reputation in the area, and people are familiar with his talents. The bard’s name has become common knowledge and his abilities are in demand. With his reputation, the bard can travel from place to place, living off the goodwill his name generates. He can acquire free room and board, free drinks, and the occasional small gift. In game terms, the bard receives a –2 bonus to reaction rolls after he mentions his name in conversation. If the reaction is favorable, the bard can ask for free lodging, information or food and expect to receive it. If the reaction is unfavorable, the bard first must prove his namesake by entertaining the disbelivers. After that, the bard may make another reaction check with a –4 bonus. Failure for a second time indicates the bard’s name is unfamiliar to the listeners of that they just aren’t impressed. In exchange for the goodwill and gifts, people expect the bards to entertain them whenever he goes, often for hours at a time. If the bard refuses, it damages his reputation. If the bard continually turns down requests to entertain, his reputation suffers permanent harm.

5

#256

History: In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area’s local history (gains the proficiencies in reading/writing of his native language and local history). In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.

10

S&P

Inconspicuous: The bard has a face and voice that are almost immediately forgettable, and has a personality to match. When in a crowd, the bard blends in and is ignored. People often walk by without noticing him. People who talk to the bard find it difficult to remember any details of the encounter. Anyone trying to recall details about the bard must make an Intelligence/Knowledge check at –4 penalty, with an additional –1 penalty for every day that has passed since the encounter. This special power is useful for spies and infiltrators, allowing them to move freely without attracting attention or being remembered afterward. Unfortunately, the bard cannot turn this power on and off at will: the bard is always inconspicuous and easily ignored, which can be a disadvantage itself. Obviously, this is a poor choice for a bard.

5

#256

Increased hit dice: A bard with this ability uses a d8 for his Hit Die instead of a d6, for 10 points. For 20 points, a bard uses a d10.

10/20

#257

Increased skill progression: Bards with this ability do not gain the initial 20 points to distribute amongst their thieving skills, nor do they gain the additional 15 points per level. Instead, they gain an initial 50 points to distribute amongst their skills and an additional 30 points per level. The standard thief restrictions for the distribution of points are now followed.

15

T&BE

Instrumental spell casting: The PC has learned how to enhance his spells by casting them through a musical instrument with which he is proficient. All spells cast through the instrument are treated as if two levels higher with regard to effect, range, etc., and with no need for material components. Casting spells in this manner increases casting time by 1 per level of the spell.

10

#235

Learning bonus: The bard is adept at learning new things. This bonus allows the bard to purchase all NWPs at 1 point under the normal cost (minimum cost of 1 point). When learning languages, the bard pays the full normal NWP cost, but receives two languages instead of one.

5

#256

Mentor: The character has an old friend, trainer, or teacher with whom he maintains a string relationship. When the character needs further training, advice, or just someone to talk to, he can approach his old friend. The mentor may also be willing to lend money, provide room and board, or even help fight against a truly terrible foe. The relationship should be respectful and courteous to his mentor, repaying the favors he receives in short order. The character should not become a nuisance or ask for help so often the mentor becomes a crutch. If the character abuses the relationship, betrays his mentor, steals from him, or breaks any ethical codes the mentor follows, the character loses the benefits of the relationship. The DM should design the mentor, providing both game statistics and personality. When the character has gained a few experience levels, the mentor may ask the character for help, providing for further adventures. The mentor does not before a full-time adventuring partner, but he might be willing to help against a foe that threatens the region. The mentor can be of any level the DM desires, but 5th level is the minimum recommended. The mentor may be retired, or may gain experience as his former pupil does, at the DM’s option.

10

#256

Missile catch: With this ability, the bard can attempt to catch missiles thrown or fired at him. The base chance of success is equal to the bard’s Dexterity/Aim score x 1%, plus an additional +2% per level of the bard. To use this skill, the bard must be aware of the incoming attack and have at least one hand free. Missile catching counts as an action but does no require an initiative check. If the bard is free to use this skill, the bard makes a percentile roll against any incoming missile attack. If the bard fails, the missile might hit him (a regular to-hit). If the bard succeeds, the hard has caught the missile in his hand, sustaining no damage. This skill does not work against large missile, nor does it work against missiles created by spells.

10

#256

Night vision: The bard has excellent night vision, allowing him to operate in darkness with reduced penalties. With this ability, the bard suffers no penalties in moonlight conditions. In starlight or similar lighting, the bard suffers a –1 to saving throws, -1 to attack rolls, and –1 to armor class. Under conditions near total darkness, the bard suffers only –2 penalties to saving throws, combat rolls, and armor class. Night vision applies to both combat and non-combat conditions. Night vision provides no benefits if there is no light present.

5

#256

Noble title: A character with this advantage has a minor title of nobility, as does his immediate family. Most of these titles are nearly worthless but can still be used to an advantage. The noble patent grants the characters an extra 2d3 x 10 gp of starting wealth during character creation. The character may be able to get a minor government job if needed, and other lesser nobles are likely to accept the character as a social equal. Unfortunately, the character might start the campaign with enemies among the nobles or peasants in the region who may be envious of the character’s family. Nobles from other regions are unlikely to respect or acknowledge the character’s ‘noble’ birth and patent: many nobles consider the idea a crude joke at best. The title of ‘Lord’ is the most common, holding little significance but nonetheless giving an air of authority.

5

#256

Patron: The bard has a wealthy noble or merchant patron to support his creativity. The patron provides room and board and a small monthly stipend (10 gp a month) to the bard as needed. The patron may also be willing to help defray other expenses, such as instrument repair or travel accommodations. In return for this generosity, the patron expects the bard to entertain for him on a regular basis. The patron is quick to boast about "his" bard to others, who also want to see the bard perform. The DM should create the NPC patron, including any subplots that may affect the bard during the campaign. If the bard fails to please his patron, the patron cuts off all support. A vindictive patron may tarnish the bard’s reputation every chance he gets.

7

#256

Pick pockets: A bard uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the bard did not come away with an item, but it does not indicate the bard was caught in the act. To determine if the bard’s attempt was noticed, subtract three times the victim’s experience level from 100. If the bard’s roll was equal to or higher than this number, the attempt was noticed.

10

S&P

Poison resistance: The character has a natural resistance to nonmagical poisons. For 2 CPs, the character receives a +1 bonus to saving throws vs. nonmagical poisons. For 5 points, the character receives a +2 bonus.

2/5

#256

Priestly magic: The bard gains minor access to one sphere of priestly magic. The ability Wizard Spells must be taken first. Additional spheres may be purchased as many times as desired.

5+

#235

Protective wards: The bard has knowledge of a minor protective ward, one of several that rogues use in their line of work. A protective ward is a combination of special words, phrases, and hand signals that have a slight magical power. A ward can be used as often as possible and has an initiative factor of +3 (Fast). Use of a ward requires the bard to have both hands and mouth free. One ward costs 10 CP, while each additional ward costs 5 CP. Two examples follow:

  • Ill luck ward: Thieves use this ward just before they attempt something monumentally stupid or dangerous. First, the bard announces that he is attempting an action and performs the action and performs the Ill luck ward. The DM must decide how harmful it would be if the bard were to fail. If failure would cause grievous injury or death, the DM can allow the player to reroll the action.
  • Guardian ward: If a bard comes across someone’s guardian beast or spirit, this ward gives him a chance to escape his fate. When the bard encounters such a guardian, the bard makes a quick hand gesture and utters a phrase. The creature or spirit must make a saving throw vs. petrifaction. If the save succeeds, the creature ignores the puny ward and can attack the bard. If the creature fails its save, the guardian stands motionless for 1 full round, unable to pursue the bard. During that round, the bard can either run or attack without interference from the warded creature. The ward functions against creatures ranging from mundane animals to magical creatures such as golems or ghosts.

10/+5

#256

Rally friends: The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following: +1 on attack rolls, +1 to saving throws, or +2 bonus on Morale rolls during the upcoming battle. The range is 10’ per level of the bard, and the duration is 1 round per level of the bard.

5

S&P

Read languages: A bard needs every edge he can get, and the ability to read languages can help. The amount of the language read is equal to the percentage of the skill.

5

S&P

School specialization: A bard with this power may select a school of magic in which to specialize. He may choose enchantment/charm, illusion, or song magic as his specialty. Bard specialists gain all the normal benefits and restrictions associated with school specialization, including opposition schools, penalties to learning spells outside their chosen school, and bonus spells. However, the bard may not engage in spell research.

10

S&M

 

Scroll use: For 5 points, at 10th level, a bard can use magical spell scrolls, with a 85% accuracy. By purchasing this skill as a 10 point ability, the bard has a chance to read scrolls at any level. If a bard fails to accurately read the scroll, usually something detrimental occurs, such as the spell backfiring. Consult the following table for the bard’s chance to read a scroll:

Bard’s Level % Chance

1 10%

2 20%

3 30%

4 40%

5 50%

6 60%

7 70%

8 80%

9 90%

10+ 95%

5/10

S&P

Scrounge: The bard has an uncanny knack for finding just what is needed, when needed. Given time, the bard can scrounge food, clothing, rope, spell components, or makeshift weapons in almost any setting. When the bard scrounges for items of use, the DM decides if the item can be found in the area. If such an item is potentially available, the DM makes a Wisdom/Intuition check for the bard. If the check fails, the bard has spent a turn scrounging without result, although the bard may make one more attempt in that same area. If either the first or second Intuition check succeeds, the bard has found what is needed. If both rolls fail, the bard has spent 2 turns and found nothing of use. The bard may make further attempts in a different area as needed. The DM may apply modifiers of anywhere from +2 to –2 based on the terrain and other factors; a crowed city (+2) is more likely to have items of interest than a barren desert (-2).

5

#256

Secret identity: The bard has an alter ego that he maintains on a regular basis. The alter ego is likely to be quite different from the bard’s true personality; the alter ego is probably so different that no one would ever suspect they were the same person. The player decides the details of the secret identity, including race, gender, age, appearance, profession, and reputation. When the bard spends the 5 CPs, it is assumed the alter ego has already been established in the area and is well known by several people. A good secret identity usually involves a favorite place (or two) where the bard puts in a regular appearance.

5

#256

Song of combat: Once a day, the bard can play a song of combat which has the same effect as Unearthly Choir (P3: ToM) as if he were a trio of priests. At 6th level, the bard can sing as if he were a quartet. At 9th level, the bard sings as if he were a quintet. At 12th level, the bard sings as if he were an ensemble of six priests. At 16th level, the bard sings as if he were a choir of eleven priests.

10

#235

Song of discordance: Once a day, a non-lawful bard can play a song of discordance on his instrument which has the same effect as Chaotic Combat (P4: ToM), except that all warriors within 10’ of the bard are affected.

10

#235

Song of harmony: Once a day, a non-chaotic bard can play a song of harmony on his instrument which has the same effect as Defensive Harmony (P4: ToM).

10

#235

Sound resistance: Bards gain a +2 bonus to saving throws vs. sound-based magical attacks such as: a harpy’s song, a dragonne’s roar, a sphinx’s roar, the Shout (W4: PH) spell, a yeth hound’s howl, a siren’s song, etc.

5

S&P

Spell bonus: The bard gains an extra spell per spell level possessed. The bard must also take the ability Wizard Spells.

10

#235

Unusual luck: For 10 CPs, the bard may make one reroll per game day. Only die rolls that directly affect the bard may be rerolled. Thus saving throws, proficiency checks, and attack rolls can all be rerolled, but group initiative checks cannot. Use the best of the two die rolls.

10

#256

Warrior ability bonus: For 15 points, the bard may roll an exceptional Strength score of up to 18/50 if he has a Strength of 18.

15

T&BE

Weapon specialization: The bard has the ability to specialize in one particular weapon. The PC must also pay the cost for specializing in that particular weapon.

10

S&P

Wizard magic item use: A bard with this ability may make use of magical items normally reserved for use by wizards, including wands, rings, and miscellaneous magic items, but not rods and staves.

10

S&M

Wizard spells: Once a bard reaches 2nd level, he may start to cast spells. The bard also obtains a spell book with 1 to 4 spells. A bard’s spell-casting level is equal to their actual experience level. For spell progression, use the charts in either the Player’s Handbook or Player’s Options: Spells and Magic.

10

S&P

 

Rogue, bard restrictions:

Rogue, bard restriction

Bonus

Character Points

Source

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if a fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Limited magic item use: A bard does not use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P and Mod.

Reduced hit points: For a 10 point restriction, bards with this limitation use a d4 for their Hit Die instead of a d6. As a 15 point restriction, a bard uses a d3. In addition the bard is limited to a Constitution bonus of +1 per die.

10/15

T&BE

Weapons restriction: With a 5 point restriction, the bard can only become proficient in a small selection of weapons, such as weapons allowable for a thief or a druid. For a 10 point restriction, bards with this limitation may never have proficiency in any weapon. As a 15 point restriction, the bard is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon. Doing so renders all the bards skills unusable for at least one full week.

5/10/15

T&BE

Awkward casting method: The bard’s spells require either loud singing or the strong playing of an instrument of some kind, making it impossible to cast spells discretely or quietly. He will almost never be able to cast spells with revealing a place of concealment or tipping off an ambush.

5

S&M

Opposition schools: The bard may not make use of spells from a philosophical school of magic or make use of magical items that duplicate that school’s effects. For each opposing school of philosophy, the character gains 5 points. The bard cannot take this bonus for schools already listed as opposition schools if the bard took the ability School Specialization, but the bard may add more opposition schools for bonus points.

5+

S&M

Reduced spell power: Since the bard is not a true wizard, the bard’s spells are of less power than a wizard’s is. For purposes of all level-based characteristics (range, duration, area of effect, damage, etc.), a bard of 2nd-5th level effective casting level is one level lower, a 6th-9th level bard’s effective casting level is two levels lower, and a bard of 10th level or higher cast spells as if he were three levels lower.

10

S&M

Reduced spell progression: The bard can cast one less spell of each spell level than normal. For example, a 4th level bard may normally cast 2 1st level spells and 1 2nd level spell. With this restriction, this bard can only cast 1 1st level spell.

15

S&M

Unreliable spell casting method: The bard’s unorthodox approach to magic results in occasional failures, with spells just fizzling instead of taking effect. The chance for this is 10% per spell level minus 2% per experience level of the bard. For example, a 6th level bard casting a 2nd level spell would have an 8% chance (20% - 12%) of failure.

5

S&M

 

Wizard abilities:

Wizard ability

Character Points

Source

Access to schools: A wizard pays 5 points for each individual school they may learn and cast spells from. Customized wizards may choose to have access to the various schools of Philosophy [Abjuration, Alteration, Conjuration/summoning, Divination, Enchantment/charm, Illusion, Invocation/evocation, Necromancy], the various schools of Effect [Dimension, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Force, Mentalism, Shadow], or the various schools of Thaumaturgy [Alchemy, Artifice, Geometry, Song, Wild Magic].

5 per school chosen

S&M

Armor: With this ability, a wizard may ignore the normal restriction against using armor. As a 5-point ability, the wizard may wear padded armor. For 10 points, the wizard may also wear leather, studded leather, hide, and brigandine armor. For 15 points, the wizard may wear any armor he chooses. Note: a wizard may not use a shield of any sort.

5/10/15

S&M

Automatic spell acquisition: The wizard may add a new spell of his choice to his/her spell book every time he gains a level, with having to pass a learn spells check. The wizard need not have a copy of the spell but must have seen the spell used at least once. As a 2 point ability, the wizard can acquire spells from one school only; as a 5 point ability, the wizard can choose from any school he has access to. The wizard must also be able to cast the spell chosen.

2/5

S&M

Bonus spells: A wizard with this ability increases the number of spells of each level that he can memorize by one. For 10 points, the wizard may select spells of only one school as bonus spells; for 15 points, the bonus spell can be any the wizard can cast.

10/15

S&M

Casting time reduction: Spells cast by the wizard are unusually swift and have a casting time of 1 less than normal. For 2 points, the wizard may accelerate spells of only one school. For 5 points, all spells are faster. Spells with a casting time of one round or more are unaffected.

2/5

S&M

Combat bonus: A wizard with this class ability is much better in combat than normal wizard. For 8 CPs, the wizard’s THAC0 advances as if he were a rogue of equal level. For 10 CPs, the wizard’s THAC0 advances as a priest’s.

8/10

S&M

Constitution adjustment: The wizard may use the Constitution-based hit point bonus of warriors, gaining up to +3 or +4 hp per die with a Constitution of 17 or 18 instead of the maximum of +2 hp per die.

5

S&M

Detect magic: A wizard with this power may use Detect Magic (W1: PH) once per day per two levels. The wizard doesn’t need to memorize the spell, but in all other respects the power operates as if it were actually cast by the wizard.

10

S&M

Dispel: The power allows a wizard to Dispel one kind of effect or spell once per day for 10 CPs, or three times per day for 15 CPs. The range of this power is 30 yards, and it requires nothing more than one round of concentration. The base chance is 50%, ±5% for level difference between the dispeller and the creator of the effect to be dispelled. The type of effect that may be dispelled must be a group of linked spells in the same school; for example, Charm spells, Polymorph spells, or Shadow Magic and Monsters are good examples.

10/15

S&M

Enhanced casting level: A wizard with this ability may cast spells of one school as if he were 1d4 levels higher than his actual level (roll each time used). All level-based effects of the spells are altered, including damage, range, duration, and area of effect. This power may only be invoked once per day.

10

S&M

Ethos focus: The wizard’s spells are more effective against creatures of a specific ethos, which suffer a -2 to saving throws vs. the wizard’s spells. Only creatures whose alignment falls into one of the following groups are affected: lawful, chaotic, or neutral good/evil. The wizard must choose one ethos.

10

#235

Extended spell duration: Non-instantaneous spells cast by the wizard last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell - if the duration is noted in hours, a 5th level wizard’s bonus would be three extra hours. As a 10 point ability, extended duration applies to spells of one school. For 15 points, it applies to all spells cast by the wizard.

10/15

S&M

Extra bonus spell: The wizard receives a second bonus spell per spell level. The spell can be from only one school of magic, and this ability can only be taken if the Bonus Spells ability is also taken.

10

#235

Focused magic: The wizard has enhanced his spellcasting of one school of magic to attempt to overcome magic resistance. Once a day, any being targeted by a spell cast from the chosen school of magic is first treated as if affected by Lower Resistance (W5: ToM) for that spell only.

10

#235

Focused magic resistance: 10% magic resistance is against one school of the wizard’s choice. This magic resistance may be added to any other magic resistance possessed.

10

#235

Followers: Normally, wizards do not attract loyal followers at high levels like other characters do. A wizard who selects this ability automatically attracts 20 to 200 0-level men-at-arms at 8th level if he establishes a castle, keep, tower, or other place of strength. In addition, 1d6 low-level wizards (1st to 3rd level) will also appear and request permission to study beneath the PC wizard. These loyal apprentices can undertake minor errands or research on the wizard’s behalf, as long as they are treated well.

10

S&M

Immunity: A wizard this power gains complete immunity to one particular spell, at a cost of 10 CP plus 1 CP per spell level. The wizard ignores the effects of the spells and cannot be directly damaged or harmed by the spell, although he could be indirectly harmed - a wizard immune to Charm Person (W1: PH) could be beaten senseless by a charmed fighter for example. The character may gain immunity to a group of related spells by spending CPs to become immune to the highest level spell in that group, so a wizard who wanted immunity to Mass Charm (W8: PH) would also be immune to Charm Person (W1: PH) and Charm Monster (W4: PH) as they are included with immunity to Mass Charm. The DM may disallow any immunity that he feels is too powerful.

10+

S&M

Improved hit dice: For 10 CP, the wizard uses a d6 for a hit die instead of a d4. For 20 points, the wizard uses a d8.

10/20

S&M

Learning bonus: For 5 points, the wizard gains a +15% to his chance to learn spells of one school; for seven points, this increases to +25%. The wizard may apply the bonus to learning spells of all the school the wizard knows by doubling the point cost.

5/7+

S&M

No components: With this talent, a wizard may designate once spell of each spell level as a spell that requires no material components. For 5 points, the wizard may select spells of one school only; for 8 points, the wizard may select spells from any school they know. The wizard may not choose spells from the schools of alchemy or artifice for this advantage.

5/8

S&M

Persistent spell effect: The wizard may select one spell that he knows (and can cast) to have a persistent, permanent effect. He must give up one spell slot of the appropriate level, so a wizard who wants to have ESP (W2: PH) as a persistent power must leave one 2nd level spell slot empty. Only spells with non-instantaneous, non-special durations may be selected as persistent power, and the spell must be one that affects the caster. By concentrating, the wizard may invoke the power and maintain it for as long as the wizard continues to concentrate. Changing the persistent spell requires a full week of uninterrupted work. If the wizard is struck by a Dispel Magic (M3 or P3: PH), the persistent effect fails. First level spells that are appropriate for persistent effects include Change Self (W1: PH), Chill Touch (W1: PH), Detect Undead (W1: PH), Feather Fall (W1: PH), Gaze Reflection (W1: PH), Jump (W1: PH), Protection From Evil (W1: PH), Shield (W1: PH), Spider Climb (W1: PH), and Ventriloquism (W1: PH).

15 + 2/spell level

S&M

Planar safeguard: The wizard has developed a magical resistance (2%/level) against spells cast by all beings originating from one plane of existence as chosen by the player. This resistance can be added to any magic resistance the PC already possesses.

10

#235

Planar strength: On his homeplane, spells from one chosen school cast by the wizard may have their effects (damage, area of effect, range, etc.) doubled.

10

#235

Planar sympathy: The wizard is attuned to those outer planes with the same ethos as his own (either law, chaos, or non-lawful/non-chaotic neutrality). All spells cast by the wizard are treated as if two levels higher when cast on an outer plane of the same ethos as the wizard.

10

#235

Priestly wizard: A wizard with this talent may select one minor sphere of access for 10 points or one major sphere for 15 points. The wizard must still use wizard spell slots to memorize these spells; in effect, they’re translations or adaptations or priest spells the wizard knows through special training. Priest spells must be learned normally and count against the wizard’s maximum number of spells per level.

10+

S&M

Proficiency group crossovers: Normally, a wizard may select proficiencies from the wizard and general groups, and must pay a penalty in character points or proficiency slots for choosing proficiencies outside of these groups. At a cost of 5 CPs each, the wizard may select another character group for a NWP crossover.

5+

S&M

Range increase: All ranged spells from one school known to the wizard have their range increased by 25% for 5 CPs or 50% for 7 CPs. The wizard can gain this bonus to all ranged spells regardless of school by doubling the CP cost.

5/7+

S&M

Read magic: This power allows the wizard to use Read Magic (W1: PH) once per day per two levels. The wizard doesn’t need to memorize the spell, but in all other respects the power operates as if it were a Read Magic actually cast by the wizard.

5

S&M

Research bonus: When the wizard is performing spell research, spells of one school are treated as if they are one level lower, just like the standard specialist wizard ability. If a wizard doubles the cost to 10 CP, the wizard may apply this bonus to all schools.

5/10

S&M

Resistance to sleep and charm: This wizard gains a +1 bonus to all saving throws vs. sleep and charm spells, if the spell or effect allows a saving throw.

5

S&P

School knowledge: This is a standard benefit for a specialist wizard. Due to the wizard’s extensive knowledge of one school of magic, he gains a +1 bonus to saving throws versus spells of that school, and inflicts a -1 penalty to the saving throws of his opponents when casting spells of the school. For 8 CPs, the saving throw modifiers increase to +2 and -2, respectively.

5/8

S&M

Specialty sense: The wizard is very much in tune with one school of magic and instinctively knows how the physical conditions on any plane will affect spells from the wizards chosen school. This knowledge comes to the wizard 1d3 turns upon arrival on a plane.

5

#235

Stay enchantment: Weapons use by the wizard do not suffer a magical plus loss when brought to other planes as the wizard is able to sustain the weapon’s magical enchantment. A weapon not in the wizard’s grasp is unaffected.

5

#235

Thief ability: A wizard with this talent possesses once thief ability of his choice. For every 5 additional points the wizard spends, the wizard may choose another thief ability. (Note: backstab is included as a thief ability.) The wizard’s percentage scores increase as noted in the DMG on Table 19 (Thief Average Ability Table). Modifiers for race, armor worn, and exceptional Dexterity all apply.

10+

S&M

Weapon selection: For 10 CPs, the wizard may expand his selection of weapons to either the cleric or thief lists (the player’s choice). For 15 points, the wizard is completely unrestricted in his choice or weapons and may gain proficiency in any weapon the wizard spends a slot or character points to learn.

10/15

S&M

Weapon specialization: With this power, the wizard gains the ability to specialize in a weapon. Choosing this ability doesn’t confer specialization - it merely makes it available for the wizard, who still required to spend the necessary CPs or proficiency slots to actually specialize.

15

S&M

 

Wizard restrictions:

Wizard restriction

Bonus

Character Points

Source

Awkward casting method: The wizard’s spells must be cast in an extremely obvious fashion, alerting anyone within earshot that the wizard is using magic. The wizard might be surrounded by brilliant dancing motes of light, or the wizard might have to shout his verbal spell component at the top of his lungs, or people nearby might feel waves of chilling cold wash over them - however it works, the wizard’s spellcasting activity is immediately noticed. Casting spells from ambush is nearly impossible, and casting spells discretely is right out, so a quiet ESP (W2: PH) in a tavern will never be available to the wizard.

5

S&M

Behavior/taboo: The wizard has a strong set of beliefs that require him to act strangely. For example, he may have to dress in certain colors, avoids certain foods, and so on. The behavior chosen is well-known by most NPCs as the behavior of a wizard, so it becomes difficult for the wizard to conceal his profession. The wizard’s actions may also make it easier for enemies to find or harass him by exploiting his taboos. Most importantly, a wizard who violates his beliefs loses all spells he currently has memorized; he believes that he can’t cast spells until he behaves in the required manner again.

2

S&M

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Difficult memorization: A wizard with this limitation can study and memorize spells only in very specific circumstances. For example, the wizard must be in his lab to memorize spells, or he must be in a temple of the god of magic, or he must perform a rite lasting one full day and using materials at least 250 gp per level of the wizard in order to prepare himself to memorize spells.

5

S&M

Environmental conditions: The wizard requires certain conditions for spells to be effective; for example, a wizard may only be able to cast spells by day, or while in contact with a favored element, or as long as no priests are nearby. The DM should evaluate the proposed restriction to determine if it applies in everyday circumstances (20 points), common circumstances (15 points), rare circumstances (10 points), or only under very specific circumstances (5 points).

5+

S&M

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if the fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Hazardous spells: A wizard with this limitation pays the price for his magic. Each time the wizard casts a spell, he must attempt a saving throw vs. breath weapon or suffer 1 point of damage per level of the spell. Alternatively, the wizard has a 1% chance per spell level, cumulative, of going insane. The madness lasts 3d4 days, during which the wizard may be catatonic, psychotic, paranoid, or generally disturbed in whatever fashion the DM deems appropriate, before the character can recover and reset the chance of madness to 0% again.

10

S&M

Learning penalty: The wizard may learn spells of one school without penalty; for all other schools, he suffers a -15% penalty or a -25% penalty for 8 CPs.

5/8

S&M

Limited magic item use: A wizard with this restriction views magical items as a crutch for the weak and refuses to use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor]. Another way for this restriction to operate is by barring all magical items that simulate spells of a certain school. This is a 5 point restriction for each barred school.

5 per category chosen

S&P

Reduced hit points: Wizards with this limitation use a d3 for their Hit Die instead of d4. In addition, the wizard is limited to a Constitution hit point bonus of +1 per die.

10

S&M

Reduced spell knowledge: The maximum number of spells each level that the wizard may know is reduced to ½ normal, or 10 if his Intelligence is high enough to allow him to know all the available spells.

7

S&M

Reduced spell progression: A wizard with this restriction can memorize one less spell than normal at each spell level, so a 1st level wizard is reduced from 1 1st level spell to none at all.

15

S&M

Slower casting time: Spells cast by the wizard are usually complicated and require more time than normal to cast. All spell casting times increase by 3, for 2 CPs. For 5 CPs, the wizard’s spells automatically increase to the next greater time unit. This means spells with casting time of 1 to 9 increase to one full round. Spells with casting times in rounds require a similar number of turns, turns go to hours, and hours go to days.

2/5

S&M

Supernatural constraints: The process by which the wizard gained access to his magical powers transformed him into a supernatural creature with unusual vulnerabilities. Unlike a belief or taboo, these constraints cannot be violated by the wizard by any means. Some examples: the wizard can’t cross running water; the wizard can’t enter a home or community without an invitation; the wizard can’t set foot on hallowed ground; the wizard automatically becomes lost at crossroads; the wizard leaves footprints that can always be tracked; normal animals are terrified of the wizard and won’t let him near; and any number of other constraints. These constraints can be used by clever enemies to render the wizard powerless or severely restrict his movements. The DM should evaluate the proposed constraint and assign a limitation of 5 to 15 points depending on how often it comes into play and how much it interferes with the character on a daily basis.

5+

S&M

Talisman: The wizard’s magical power is inextricably linked with a single object or talisman. He must have this object on his person in order to cast spells. Typically, a talisman might be a crystal, a staff, an amulet, a ring, or some similar item. If the wizard’s talisman is destroyed, he can create a new one with 1d4 weeks of work in his laboratory or home base.

8

S&M

Weapons restriction: As a 3 point restriction, the wizard may never have proficiency in any weapon. As a 5 point restriction, the wizard is not allowed to wield a weapon at all and may never try to injure another creature with a weapon. This does not include spells that create weapons. Using a non-spell created weapon renders all spell use impossible for the character for at least one full game month.

3/5

S&M

Priest abilities:

Priest ability

Character Points

Source

Access to spheres: The priest must purchase each sphere access with character points. He may cast spells only from spheres he has access to and may only cast spells of 4th level or higher if he has major access to a sphere.

Sphere Minor Major Sphere Minor Major

All 3 5 Healing 5 10

Animal 5 10 Law 5 8

Astral 3 5 Necromantic 5 10

Chaos 5 8 Numbers 5 10

Charm 5 10 Plant 5 10

Combat 5 10 Protection 5 10

Creation 5 10 Summoning 5 10

Divination 5 10 Sun 5 5

Elemental (All) 8 20 Thought 5 10

Elemental Air 2 5 Time 5 10

Elemental Earth 3 8 Travelers 3 5

Elemental Fire 3 8 War 3 5

Elemental Water 2 5 Wards 5 10

Guardian 3 5 Weather 5 10

Varies

S&M

Alignment change: Once a day, the priest can temporary neutralize one being by changing its alignment to the least extreme alignment - true neutral. On a failed saving throw vs. spells, the being so affected has its alignment changed to true neutral for the next 2d6 hours and acts accordingly. This change can severely complicate the lives of ‘extremists’, such as paladins and fiends.

10

#235

Alter beasts: Once a day, a 7th level priest can Polymorph Other (W4: PH) another being into a woodland creature. The targeted being receives its resistance to magic and saving throw vs. polymorph.

10

#235

Analyze balance: The priest can cast Analyze Balance (P1: ToM) at will.

15

Mod. & #235

Anchor of stability: The PC’s strong devotion to his power acts as an anchor for that ground and thus prevents its movement. No planar land slips within 10’ of the priest unless that land is shifting to the plane of the priest’s power. In this case, the land slips normally.

5

#235

Animal empathy: This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or non-hostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest’s overtures. The priest imposes a saving throw penalty of -1 per three experience levels. If the animal fails it save, its reaction is shifted once category as the priest chooses - for example, from hostile to threatening, or neutral to friendly.

10

S&M

Animal friendship: Once per day, the priest can cast Animal Friendship (P1: PH).

5

#235

Armor class improvement: The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level to a maximum AC 2. However, this ability is useless if the priest wears any form of armor or magical devices that replace armor like Bracers of Defense.

15

S&M

Battle rage: A priest with this ability can grant a +2 to hit and damage to all allies in a 60’ radius. The priest may perform no other action during this time, and the ability takes one full round to invoke. The bonus lasts for two rounds per level of the priest and can be used once per day. Note, this bonus is not cumulative with the Bless (P1: PH), Chant (P2: PH), or Prayer (P3: PH) spells.

15

#236

Calming aura: Priests with this ability can Remove Fear (P1: PH) with their touch as per the spell. By their mere presence, there priests can alter the moods of those around them, causing all hostile creatures within 15’ of the priest to make a successful saving throw vs. spells each round or become non-hostile. The Undead are immune to this effect. This power does not function if the priest himself is performing hostile actions. Both aspects of this power function continuously, as long as the priest is conscious.

20

#236

Casting time reduction: The casting time of the priest’s spells is reduced by 1, to a minimum of 1.

5

S&M

Cold resistance: The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws vs. these effects. Ice-based attacks or effects are included in the priest’s resistance.

5

S&M

Cold resistance: The priest gains a +2 to saving throws vs. all cold and ice-based attacks, non-magical and magical.

5

#235

Combat bonus: The priest’s THAC0 advances as the warrior rate or 1 point per level instead of the normal priest rate of 2 per 3 levels.

20

S&M

Communication: A priest with this ability learns one language per level from a related groups of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a good of the sea might learn the languages of aquatic races, while a Dwarven priest could lean the languages of mountain races or creatures of stone.

10

S&M

Cure/cause disease: This is identical to the paladin’s ability and may be performed once a week per five levels. Evil priests can use the reverse of this ability.

15

#236

Dead magic zone/wild magic zone immunity: The priest’s spells can never go wild nor be affected by dead magic zones. This power does not allow a priest to cast spells if he is somehow cut off from his deity, however.

15

#236

Detect good/evil: This power allows the priest to use Detect Evil (P1: PH), if good or neutrally aligned, or Detect Good (P1: PH), if evilly aligned, once per day per two levels. The priest must stand still and concentrate for one round; in all other respects, the ability operates just the a Detect Evil spell cast by the priest.

10

S&M and #235

Detect undead: A priest with this ability may use Detect Undead (W1: PH) once per day per two levels. The priest need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a Detect Undead spell cast by a wizard of the same level as the priest.

10

S&M

Divine recognition: A priest with this power can identify the name and history of an object, person, or event relevant to the priest’s power’s portfolio. For every level upto 5th, the priest’s chances are 10% per level. From 6th level to 10th level, an additional 5% per level is added, and from 11th level on, an extra 3% per level is added. This power may be used as often as the priest wishes, but it requires a full round. Only one attempt may be made per target, however. Once the priest gains a level, he may make another attempt on a target if he failed the first time.

15

#236

Elemental immunity: The power enables a priest to be unaffected by natural forms of a certain elemental for one round per level of the priest per day. Such elements could be fire, lightning, cold, or acid. This ability also grants automatic saves against the magical versions of these elements. If no save is allowed against these magical versions, this ability has no effect.

20

#236

Elemental sphere bonus: Elemental spells cast by this priest are treated as if the PC were one level higher. For 20 CPs, the priest’s own body serves as an all-purpose elemental power key, enabling all elemental spells cast by the priest to reach their fullest potential anywhere in the planes.

5/20

#235

Expert healer: A priest with this power gains one additional Cure light Wounds (P1: PH) per day in addition to any the priest chooses to pray for. For 15 points, the priest may cast Cure Light Wounds (P1: PH) once a day for every three levels of experience.

10/15

S&M and #235

Extended spell duration: The duration of any non-instantaneous spell cast by the priest is increased by one time unit per two levels. The unit of time varies, depending on how the spell’s duration is normally measured: rounds, turns, hours, etc. For 10 points, this applies to spells of one sphere, and for 15 points, all spells of a priest are affected.

10/15

S&M

Faithful fanatic: All spells cast by this priest function as if the PC were one level higher, as a reward of his devotion to the priest’s power.

10

#235

Fire/electrical resistance: The priest gains a +2 to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.

7

S&M

Followers: For 5 points, the priest gains followers as described in the Player’s Handbook for the standard cleric. If the priest spends 10 character points, the character gains these followers whenever a suitable stronghold is established, regardless of level.

5/10

S&M

Gift of life: At 5th level, the priest with this power may Resurrect (P7: PH) an individual who has died not later than a round ago. The Resurrection attempt, if successfully survived, bestows full hit points, and the revived character does not lose a point of Constitution. The resurrection still counts against the number of times the character may be resurrected. Such a gift is not without its price: The priest permanently loses one hit point each time the power is used, regardless of the success of the resurrection results.

25

#236

Hit point bonus: A priest with this ability uses a d10 for his Hit Die instead of a d8. For 15 points, the priest uses a d12 for Hit Die.

10/15

S&M and #235

Identify plants and animals: At 3rd level, the character gains the ability to identify natural plants and animals. The priest may also identify pure water. For 8 character points, the priest has this ability at 1st level. For 10 points, the priest can accurately identify plants, animals, and clean water from other planes than the priest’s native plane. Because of the priest’s unfamiliarity with flora and fauna from other planes, there is a chance of failure at proper identification. Chance of success equals 40% + 5%/level of the priest.

5/8/10

S&M and #235

Immunity to charm: At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level. Each class of monsters or races the priest is immune to, beyond the first one, costs an additional 5 CPs each.

5+

S&M

Immunity to magic: The priest enjoys partial immunity to one type of magic - alterations, invocations, necromancy, etc. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal non-penalized saving throws against spells that do not normally allow a save.

15

S&M

Immunity to natural disease: The priest is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot can still affect him. This is similar to the paladin’s ability to resist disease.

10

S&M

Inspire fear: For every two levels, a priest can cast the Fear (W4: PH) spell once per day.

10

#236

Inspire/enrage allies: Through the priest’s prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the priest are affected. As a 10 point power, the priest’s allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power.

5/10

S&M

Keeper of the balance: When fighting against creatures of extreme alignments (LG, CG, LE, CE), the priest gains a +2 bonus to hit, damage, and initiative as well as receiving a +2 to all saves from spell attacks by those beings.

10

#235

Know alignment: Once per day per two levels, the priest may make use of Know Alignment (W2: PH). The spell functions exactly as if it was cast by a wizard of the same level as the priest.

15

S&M

Languages: The ability allows a priest to gain one additional proficiency in a language each level after 3rd level. The priest still must take the time to learn the languages.

10

#236

Lay on hands: The priest can the power to lay on hands once per day, curing up to 2 points of damage per experience level. This is identical to the paladin character class ability. Evil priests may choose to cause damage instead of curing damage. There is no save versus the damaging effect.

10

S&M and #236

Nearer my power to thee: An extremely strong link between the priest and his power exists, lessening by one the levels a priest’s spell casting will drop when not on the plane or adjacent plane of the priest’s power.

10

#235

Outlandish defender: On the Outlands, the priest becomes an awesome defender receiving a +4 bonus to armor class and doubling all magic resistance and saving throw bonuses.

10

#235

Pass without trace: at 3rd level, the priest gains the ability to Pass Without Trace (P1: PH), as per the spell, at his normal movement rate. For 7 CPs, the character can use this ability at 1st level.

5/7

S&M

Path of the proxy: Once a day, the priest can cast Call Upon Faith (P1: ToM) or Draw Upon Holy Might (P2: ToM).

5

#235

Planar native: The powerful option allows a PC to attune his body to any outer plane the priest is on, providing the priest with special benefits. The PC’s alignment is masked, and for purposes of divination spells, the priest’s alignment appears to be the alignment of the plane the priest is on. The PC also does not drop in level if his power in on another plane. The PC gains a +1 to all saves vs. natural phenomena of the plane the priest is on.

10

#235

Plane truth: The priest is granted the purest vision from his deity. The priest can cast True Seeing (P5: PH) once a week. At 7th level, the priest can use this ability once per day.

15

#235

Proficiency group crossovers: Additional crossover non-weapon proficiency groups cost 5 CPs each, and allows the priest to learn non-weapon proficiencies from these groups at no penalty.

5+

S&M

Purify water: Once per day, the priest may make use of a Purify Food and Drink (P1: PH) spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect.

5

S&M

Resist energy drain: Priests with this ability gains a +1 to saving throws versus the Energy Drain (W9: PH) spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a Negative Plane Protection (P3: PH) spell. For 15 CPs, this ability allows a priest to attempt a saving throw vs. spell with a -4 penalty to avoid a level-draining attack that normally allows no saving throw.

5/15

S&M

Resist temptation: The priest’s zeal and devotion to his power lessens the chance that other can sway or influence the PC. The priest gains a +2 to all saves which might influence the PCs mind such as enchantment/charm spells and psionics.

10

#235

Secret language: Priests with this ability share a secret form of communication that only they understand. The permits secure conversation in almost any setting.

5

S&M

Sense plane slippage: While on any of the Outer Planes, the priest becomes instantly aware of any large scale plant slippage from one plane to another as it occurs (large-scale being about the size of a gate town). The priest learns where the slipping begins and where the land is headed. Additionally, the priest instantly becomes aware of when the priest steps on any land that has slipped if the slippage occurred within the past 100 years. The priest also learns where the slipped land originated.

5

#235

Shapechange: This is the druid’s normal shapechange power. Beginning at 7th level, the character may change into a mammal, reptile, or bird three times per day, but each form may only be used once. Each transformation heals 10%-60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level.

15+

S&M

Spell duration increase: The duration of all non-instantaneous spells cast by the PC increase for 1 round for every 2 experience levels of the priest.

10

#235

Spell-like granted power: Unlike spells, these granted powers require no memorization or material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:

1 CP/spell level for priest spells

2 CPs/spell level for wizard spells

5 CPs for a once per day use, instead of the once per week

1 CP/spell level for each additional daily use

10 CPs for a continuous or persistent power (Note: spells that have a duration of 0 or instantaneous cannot be made continuous)

Regardless of the amount of points paid, a priest may not have a spell-like power of a 6th level spell or higher and is limited to no more than one granted power per two levels. The DM should carefully review any proposed granted powers. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if the priest had actually cast the spell.

10+

S&M

Sphere bonus: The priest can purchase either major or minor access to one, and only one, sphere of priest spells that normally lies outside his power’s portfolio. The cost for this access is twice the listed amount.

4+

#235

Sphere focus: Any spells in one sphere of the cleric’s choice are cast as if the PC were two levels higher. This ability may be combined with the Faithful Fanatic ability.

10

#235

Spire sense: On the Outlands, the priest is instantly aware of when he/she crosses any of the nine rings surrounding the spire that restrict and limit magic use.

5

#235

Spirit powers: A priest with this ability commands spirit power, as described for the shaman in the Player’s Option: Spells and Magic. For 30 CPs, the priest may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers.

30+

S&M

Thief ability: For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priests to select an additional ability (backstab and thieves’ cant may be selected as abilities). The priest’s percentile score is based on the Thief’s Average Ability Table in the DMG. Modifiers for race, armor worn, and Dexterity still apply.

10+

S&M

Turn lycanthrope: Few priests are granted this ability. It allows a priest to turn any werebeast, whether natural or cursed, if they are in their non-human form at the beast’s hit dice. For the result, the werecreature is knocked unconscious for 1d6 turns. Like turning undead, this power is less effective in Ravenloft ™ settings.

10

#236

Turn undead/command undead: A priest with this power may turn undead, using the Turning Undead table in either the Player’s Handbook or DMG. Priests of certain deities may allow the commanding of undead, instead or in addition to turning undead. For 20 points, the priest has a greater understanding of undead, and may turn/command at three levels higher.

15/20

S&M and #236 (Mod.)

Ultravision: This special sight allows the priest to see in darkness as if it were day. Note: unlike ultra violet vision, ultravision allows sight deep underground, but this power does not penetrate magical darkness.

10

#236

Unarmed combat skills: The priest is a specialist in unarmed combat, as described in the monk entry in the Player’s Option: Spells and Magic. At 1st level, the character is a specialist. At 5th level, a master. At 9th level, a high master. And at 13th level, a grand master of unarmed combat.

15

S&M

Warrior ability bonuses: If the priest has a Constitution score (or Constitution/Fitness score) of 17 or 18, the character gains the additional +3 or +4 hit point adjustment allowed for warriors instead of the normal +2. For 20 CPs, the priest may roll an exceptional Strength score of up to 18/50 if already possessing an 18 Strength.

15/20

S&M

Weapon selection: For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead, the priest may have access to a list of tribal or special weapons approved by the DM - for example, druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to. The priest still has to pay the proficiency slots or character point cost to become proficient in the weapon’s use.

5/10

S&M

Weapon specialization: This ability allows a pries to specialize in one weapon using the normal specialization rules. Note: the priest must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in the weapon of choice.

25

S&M

Wizardly priest: A priest with this ability may treat one school of wizard spells as another sphere of major access. Spells memorized from this school count against the priest’s memorization limits, just as if they were additional priest spells.

25

S&M

Wondrous healer: All cure wounds spells cast by the priest heal to their maximum potential.

15

#235

 

 

Priest restrictions:

Priest restriction

Bonus

Character Points

Source

Armor restriction: As a 5 CP limitation, the priest is restricted to chainmail or lighter armor; For 10 CPs, the priest is limited to studded leather or lighter armor; And for 15 CPs, the priest may not wear any armor at all.

5/10/15

S&M

Awkward spell casting method: Spells cast by the priest are usually obvious - the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spell casting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.

5

S&M

Behavior/taboo: The priest’s religion has an unusual code of behavior or conduct that may hinder the priest in certain situations. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing, usually given to the player by the DM.

2

S&M

Ceremony/observance: The priest’s faith demands the observance of a special event or ceremony every day. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until the priest finds a way to atone, usually set by the DM.

5

S&M

Code(s) of ethics: Some gods impose certain restrictions upon their followers. Some restrictions may include not being able to marry, not being allowed to fight members of the opposite sex (this one, and similar ones, may not be taken if the character already has taken the Pacifist restriction), not being able to consume certain common foods or drinks (like alcohol in any form), having to wear certain strange dress, or not being able to speak after sundown, except to cast spells. Upto 4 codes may be taken, but they are subject to the approval of the DM.

5+

#236

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Difficult spell acquisition: The priest’s deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. In general, this limitation should make it hard, but not impossible, for the priest to gain spells while traveling or adventuring.

5

S&M

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if the fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Fanaticism: A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power the priest represents and suffers a -4 reaction adjustment with any NPCs not of his faith. - The priest cannot hide his contempt for non-believers.

5

S&M

Hazardous spells: Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, -2% per character level, minimum 1%) of losing all spells in memory and being Feebleminded (W5: PH) for 1d3 days. Other options can be created, with DM’s approval.

10

S&M

Limited magic item use: A priest does not use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P

Limited spell selection: The prayers required to petition the priest’s deity for spells are extremely complex. In fact, they are as complex as a wizard’s spells, and as a result, the priest is required to build a ‘spell book’ of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.

5

S&M

Pacifist: A pacifist may never strike a blow against any intelligent creature or risk angering the deity. Such a priest is not always against others who use violence, he simply chooses not to take that route himself.

15

#236

Reduced hit points: For 10 points, the priest uses a d6 for hit points. For 20 points, the priest uses a d4 for hit points.

10/20

S&M

Reduced spell progression: A priest with this restriction memorizes one less spell of each spell level than normal. If the priest’s spell allocation for any given spell level is reduced to 0, the priest gains NO bonus spells for an exceptional wisdom score for that character level.

15

S&M

Self-reliant: Some deities favor reliance among their worshippers. Such deities grant their priests only half the normal amount of spells, rounding up.

20

#236

Slower casting times: The priest’s spells are usually long-winded; all casting times are increased by 3. A casting time of one round or more is simply doubled.

5

S&M

Talisman/symbol: The priest’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, the priest is incapable of casting spells. If the talisman is destroyed or stolen with no hope of recovery, the priest may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.

8

S&M

Vow of poverty: The priest must only possess what money that he needs to survive. Such priests may never own magical items unless they are plain looking, and they must donate all treasure and excess wealth to a worthy non-player character cause.

10

#236

Weapon restriction: A priest with this limitation, for 5 points, is restricted to the staff, club, war hammer, horseman’s mace, and horseman’s flail. For 15 points, the priest is not allowed to gain proficiency in any weapon.

5/15

S&M

 

Psionicist abilities:

Psionicist ability

Character Points

Source

Armor Use: The psionicist can employ small shields and padded, leather, studded leather, or hide armor. As a 10-point ability, the psionicist can use small or medium shields, any of the armor types listed above, plus brigandine, chain mail, ring mail, scale mail, or metal lamellar armor. If the psionicist does not take this ability, he can wear no armor and cannot employ shields.

5/10

DA97

Attack mode of choice: The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.

10

#231

Bonus Psionic Attack: The psionicist has one more psionic attack (of the player’s choice) than his level more normally allow. This does not grant the PC any extra attacks in a combat round, nor does it allow the PC any extra psionic defenses or powers. This power is useless without the Contact power.

10

DA97

Bonus Psionic Defense: The psionicist has one more psionic defense (of the player’s choice) than his level more normally allow. This does not grant the PC any extra psionic attacks or powers. This power is useless without the Contact power.

10

DA97

Combat bonus: The psionicist uses the priest THAC0 chart.

10

DA97

Contact: This ability costs 5 points for a psionicist and 10 points for a wild-talent character. The character with this ability receives the contact non-weapon proficiency and gains psionic attacks and defenses as in the Player’s Option: Skills and Powers. This ability can be purchased at any point in the PC’s career when sufficient character points are available. Note that wild-talent characters can never possess more than 3 psionic attacks and three psionic defenses whereas full psionicists can gain all five of each.

A psionic character without this ability cannot engage in psionic combat as the PC has no means to contact other minds and no other way to defend himself from outside psionic attack. Therefore, the character is considered to be a close, non-psionic mind for purposes of psionic combat. In other words, a single psionic attack roll (i.e. defeating the characters MAC) opens the PC’s mind to further invasion by any psionic attacker.

In addition, a psionic character without this ability can use only those psionic powers (devotions and sciences) that affect the character himself or inanimate objects. As the character does not possess the ability to touch another living mind, no psionic power that affects another living being can be used by the character.

5/10

DA97

Detect psionics: This ability costs 5 points for full psionicists and 10 points for wild-talent characters. The character can detect psionics in use and/or creatures actively using psionic abilities within 90’ and in line-of-sight when the character spends a full round concentrating.

5/10

DA97

Decreased PSP costs: The psionicist’s mind is very efficient, allowing the PC to use PSPs more economically. For 5 points, the cost to use or maintain all psionic devotions in the PC’s primary discipline(s) is decreased by one. For 10 points, this decrease also extends to all sciences in the psionicist’s primary discipline(s). This ability decreases the PSP cost regardless of success or failure of the powers attempted use, but in no case can the cost for attempting a power be decreased to less than 1 PSP. This ability has no effect on psionic combat.

5/10

DA97

Followers: For 5 points, the psionicist become a contemplative master at 9th level. A 1st-level psionicist arrives each month to study with the master. Students serve without pay (but must be fed and boarded) if they receive at least 10 hours of training each week. Any students who receive less that 10 hours a week in training leave to seek new masters and spread the word of the master’s apathy, forever ending the stream of students to the master. The maximum number of students the master attracts is equal to one half the masters Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.

5/10

DA97

Guarded mind: The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-pointability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.

5/10

DA97

Hit point bonus: Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.

10

DA97

Penetrating mind: The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicists clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.

10

DA97

Psionic attack of choice: The psionicist devotes extra time to or possesses superior natural ability with one of the five psionic attacks. The psionicist gains a +1 bonus to mental attack and damage rolls when using that psionic attack. The psionicist’s player chooses the particular attack. This ability is useless without the Contact ability.

10

DA97

Psionicist defense of choice: The psionicist has exceptional talent with or has developed a stronger version of one of the five psionic defenses. This ability grants the psionicist a +2 bonus to the PC’s MAC when using that defense, which is chosen by the player. This ability is useless without the Contact ability.

10

DA97

PSP bonus: For 10 CPs, the psionicist rolls eight-sided dice for psionic strength points instead of six-sided dice. For 15 CPs, the psionicist rolls ten-sided dice for psionic strength points The psionicist still gains only three extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

10/15

DA97

Psychic adept: The psionicist receives extra powers according to the table below instead of the Psionic Progression table in the Skills & Powers book. The two disciplines the psionicist chooses at first level count as primary disciplines (see Skills & Powers, page 154).

Psychic Adept Power Progression

Exp. Total Total Total

Level Disciplines Sciences Devotions

1 2 2 4

2 3 2 6

3 3 3 8

4 3 3 10

5 3 4 11

6 4 4 12

7 4 5 13

8 4 5 14

9 4 6 15

10 5 6 16

11 5 7 17

12 5 7 18

13 5 8 19

14 5 8 20

15 5 9 21

16 5 9 22

17 5 10 23

18 5 10 24

19 5 11 25

20 5 11 26

10

#231

Range boost: The ranges of all powers within the psionicists primary discipline(s) increase by 25%. All powers with ranges of 0, self, or touch remain unaffected by this ability. This ability is useless without the Contact ability.

10

DA97

Unarmed combat specialization: This ability is available only to those psionicists who choose to take neither of the Weapon use abilities. These psionicists may specialize in on of the unarmed combat methods: punching (pummeling in the Player’s Option: Combat and Tactics), wrestling, or martial arts. This specialization grants a +1 bonus to attack rolls and a +2 bonus to damage rolls when the psionicist makes an appropriate unarmed attack.

Note that the psionicist also must purchase proficiency in the unarmed combat style normally to specialize. This ability does not grant the PC a cheap specialization, but only allows the player to spend the CPs on a specialization that would not normally be allowed to the psionicist PC.

5

DA97

Warrior constitution bonus: The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.

5

DA97

Weapon specialization: The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist specializes in a martial art or non-lethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.

15

#231

Weapon use: The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff, sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his body and mental powers in combat.

5/10

DA97

Psionicist restrictions:

Psionicist restriction

Bonus

Character Points

Source

"No armor" restriction: Psionicists with this restriction refuse to wear any armor, choosing to employ psionic powers to augment their natural defensive abilities.

15

DA96

"No weapons" restriction: PCs disdain the use of any unnatural weapons, preferring their natural weapons and psionic abilities. A psionicist with this restriction will never use an unnatural weapon. (I.e. only natural attacks).

15

DA96

Delayed ability: By delaying an ability, the character point cost is reduced. If option is only available is the ability is normally obtained at 1st level. By delaying an ability till 3rd level, the cost is reduced by 1 character point. Delaying an ability till 5th level reduces the cost by 2 character points. Delaying till 7th level reduces the cost by 3 character points. Delaying an ability till 9th level reduces the cost by 4 points. Delaying an ability till 11th level reduces the cost by 5 points. If the cost of an ability, after being reduced by delaying the level obtained, is 0 or less, the cost is 1 character point.

Varies

Mod. And S&M

Experience point penalty: For every character point spent that is either not covered by the original allotment of points or restrictions, the character loses 30% + 1% per character point not accounted for experience points. For example, if the fighter chooses 1d12 hit points and Multiple Specialization, this would cost 20 character points. A fighter only has 15 points to spend normally. Either a 5 point restriction must be taken, or the experience point penalty is 35% (30% base + 5% not covered by the fighter’s base character point allotment).

Varies

Mod. And S&M

Limited magic item use: A priest does not use certain categories of magical items. For each category that is barred from the PC, the character gains 5 CPs. The categories are [potions, oils, and scrolls]; [rods, staves, wands, and miscellaneous magic items]; [magic weapons]; [magic armor].

5 per category chosen

S&P

 

 

 

Key:

#231: Dragon magazine #231, "Sage Advice" (This is reproduced on the TSR Home Page at http://www.tsrinc.com)

#235: Dragon magazine #235, "Planar Heroes"

#236: Dragon magazine #236, "Heroes of Faith"

#256: Dragon magazine #256, "Rogue Heroes"

#257: Dragon magazine #257, "Fighting with Flair"

DA96: Dragon magazine, Annual 1996, "Heroes of Athas"

DA97: Dragon magazine, Annual 1997, "Mindscapes of Athas and Beyond"

Mod: Modified ability by Edward Pokorski so as to fit the character point system

P#: Priest spell of #Th level

PH: Player’s Handbook book

PoC: Planes of Chaos boxed set

PWHB: The Planewalker’s Handbook

PW*: The Planewalker’s Handbook, pg. 80, adapted by Edward Pokorski

S&P: Player’s Options: Skills and Powers book

T&BE: Thief’s and bard’s errata from http://www-leland.stanford.edu/~marl/snperrata.html.

ToM: Tome of Magic book

TSRPE: TSR’s official Psionic Errata for Skills and Powers

WOH*: Warriors of Heaven, pg. 88 adapted by Edward Pokorski

W#: Wizard spell of #Th level

* * * * * * *

PLANESCAPE is a trademark owned by TSR, Inc.

All of the published Planescape characters, character names, symbols and distinctive likeness thereof are trademarks owned by TSR, Inc. Mention of these trademarked words, characters or concepts of TSR is not intended as a challenge of their ownership.

This material is intended to add to the printed material of the Planescape line, not alter or replace it, and is not endorsed by TSR.

This material is for personal use only and may not be published, altered, re-distributed or posted on News Groups, Mailing Lists, Web pages, FTP Sites or Bulletin Boards without the permission of the author.

Edward Pokorski

* * * * * * *