Beruflich Dokumente
Kultur Dokumente
Races
+10 LOG +10 STR +10 DEX +10 WIL
Darkvision 12 spaces Infravision 12 spaces Reroll 1 failed check per encounter 1 additional descriptor
Cast spells in any armor +10 resist poison and magic +10 any check to hide or sneak +10 all resistance checks
+10 resist charm spells Move 6 spaces Move 7 spaces Move 8 spaces
Move 9 spaces Speak dwarfish and tradespeak Speak Halfling and tradespeak Speak anglish and tradespeak
Speak elven and tradespeak
Skills
Score: WIL/2 + 10 x Level Score: LOG/2 + 10 x Level Score: WIL/2 + 10 x Level (cannot be used unskilled)
(cannot be used unskilled) (cannot be used unskilled) Battle Commander - used prior to initiative, select any following
Blessings - marriages, last rites, Alchemy - create potions, effect, doesnt count as an action:
turn water holy, etc. requires alchemist kit. Tactics (allies get +1 INIT)
Detect Aura - moral auras. Enchantment - create magic Assault (find weakness)
Miracles - choose one spell per items of a temporary or Inspire (+5 to hit and damage to adjacent allies)
level from following: aid, permanent nature. Guardian - take damage for adjacent ally, no skill check needed.
cleanse, dispel, heal, Familiar - summon small Leader - attract willing followers for missions.
protection, repel. Cast as animal with stats like normal Warlord - choose an effect, lasts until turn ends, counts as action:
spellcaster of same level, animal but whose 4 abilities are Rallying Cry - +10 to hit and damage to you and chosen allies if give
requires holy symbol. +5 per enchanter level. Speaks up -20 to all resistance checks.
Smite choose one weapon telepathically with enchanter. Courageous Word - +20 to LOG or WIL resistance check against
favored by deity, may use cleric Runecraft - create magic runes dark powers, magic, fear, etc.
score instead of warrior score containing spells, activated by Tactical Strike you or ally make 2 attacks against foe you
to determine weapon score. specified trigger. outnumber 2:1 in melee. Chose which attack to keep. Foe
knocked prone in addition to normal damage.
Scholar Scout
Score: LOG/2 + 10 x Level (cannot be Score: LOG/2 + 10 x Level Spellcaster
used unskilled) Animal Handling - befriend, calm,
Score: LOG/2 + 10 x Level (cannot be used unskilled)
Diplomat - +5 per scholar level to agitate, or train normal animals.
High Wizardry - learn one spell per spellcaster level (or two per
diplomacy, persuasion, etc. Each level Navigation - determine which way is
level if spellcaster is primary skill). All spells are available for
learn 1 additional language. north, find location on unknown
learning (see spell list on reverse side of reference sheet).
High Scholar - each even scholar level maps, decipher directions or maps,
Low Wizardry - can perform any of following:
choose a career path, +10 to checks create maps, etc.
Create 5-space globe of light
involving that path. Examples: jeweler, Survival - craft objects from nature,
Create audible illusion
trader, administrator, etc. find shelter, build fires, identify
Create small obviously magical illusory visual effect
Historian - recall legend or fact about drinkable water and edible food,
famous people, places, or things. identify and disarm natural Cause small objects to perform their tasks (brooms, etc.)
Signs & Portents - Ask GM 1 yes/no traps/hazards. Increase volume/impressiveness of voice of willing target
question per session, he must answer. Tracking - detect traps, learn info Mend small rips/tears in common items
from them, trailblazing. Wizard Eye - detect magic, read magical writings.
Thief Wizard Hand - move small objects or scribe magical writings.
Score: DEX/2 + 10 x Level Warrior
Deception - lie, forge, disguise, Score: This skill has two scores.
impersonate, etc. Melee: STR/2 + 10 x Level Character Creation Summary
Security Systems - identify or disarm Ranged: DEX/2 + 10 x Level 1. Roll ability scores - 5D+30 for STR, DEX, LOG, WIL
traps, pick locks, perform mechanical Marksman - projected weapons 2. Select race - Elf, Dwarf, Halfling, Human
repairs, etc. Requires thieves tools. such as bows, crossbows, slings, etc. 3. Select skills
Sleight of Hand - pick pockets, palm Melee Weapons - use of swords, Select one as Primary - note +20 in the P/S column
objects, etc. clubs, daggers, maces, etc. Select one as Secondary - note +10 in the P/S column
Stealth - remain unseen and unheard. If Thrown Weapons - hurled knives, Select one skill and begin at level 1
attack from stealth +5 per thief level to spears, etc. 4. Calculate skill scores
hit and damage. Unarmed Combat - punch, kick, etc. 5. Specify Descriptors - two, unless human
6. Define moral code
7. Equipment & Coins select any 6 items, none may be above
DP Spending Summary 100gp in value. Ranged weapons include 20 ammo for free.
Abilities: Each 1DP increases an ability score by +1. No upper limit. Riding animal includes saddle, tack, and harness. Begin with
Skills: A level costs 3DP times desired skill level. Cannot skip levels. Highest skill coin purse of 2D gp.
level is 6. 8. Final Details ask your GM
Languages: spend 1 DP to learn new language and +1 DP to sound like a native.
Spells
Equipment
Aid boost one of targets four abilities. pg13
Weapons #Hands Damage Range STR** Cost
Charm target becomes friendly, flees, sleeps, etc. pg13
Battleaxe 1 2D+2 -- 50 10gp
Cleanse remove poison, disease, blindness, etc. pg13
Club 1 1D+1 -- -- 1gp
Control Weather cause desired weather effects. pg13
Crossbow* 2 2D+2 80 50 15gp
Dispel reverse or interrupt/nullify another spell. pg14
Dagger 1 1D 10 -- 2gp
Flail 1 2D+1 -- 50 2gp Divination send senses away to sense remote place. pg14
Glaive 2 2D+3 -- 55 2gp Entangle fill area with entangling obstacles. pg14
Greataxe 2 3D -- 70 40gp Heal heal damage sustained by target. pg14
Halberd 2 2D+3 -- 60 12gp Hinder lower one of targets four abilities. pg15
Hand crossbow* 1 1D+1 30 -- 10gp Illusion create powerful believable illusions. pg15
Handaxe 1 1D+2 15 -- 2gp Offensive Strike cause magical damage to target(s). pg15
Javelin 1 1D+2 30 45 2gp Protection boost targets resistances against harm. pg15
Longbow* 2 2D+3 100 60 35gp Repel force certain types of foe to turn away & flee. pg16
Longsword 1 2D+1 -- 50 15gp Summon conjure or summon creatures. pg16
Mace 1 1D+3 -- 45 8gp Telekinesis move large objects magically. pg16
Maul 2 2D+2 -- 50 10gp Transform reshape target into another shape. pg17
Morningstar 1 2D+2 -- 50 8gp Transport cause target to move in magical ways. pg17
Quarterstaff 2 1D+3 -- -- 4gp
Scimitar 1 2D -- 50 12gp
Shortbow* 2 2D+1 60 50 12gp
Shortsword 1 1D+3 -- -- 8gp Survival Pack
Sling* 2 1D+1 40 -- 2gp Mentioned in general equipment, below. Contains:
Spear 1 2D+2 20 50 10gp
Trident 2 2D 20 50 10gp Backpack Bedroll
Two-handed sword 2 2D+4 -- 65 40gp Candles Flint & steel
Unarmed 1 1D/2 -- -- -- 10 days rations Rope
Warhammer 1 2D+3 -- 60 8gp 6 torches Waterskin.
Whip 1 1D+2 -- -- 3gp
* 20 ammo included during character creation only, otherwise 20 ammo costs 1gp
** Damage reduced -1D if minimum STR not met