Alignment Allowed: No Structured (neutral and chaotic alignments only)
Requirements: Endurance 12
A Barbarian is a warrior of the clans. Various clans (primitive societal and familial organizations) exist on Gaianar's West Point. These groups of extended families are much like the clans of ancient Scotland. To date, there are eight known major clans on Gaianar. As in Scotland's past, some clans are allied, some share bitter enmity.
Barbarian fighters tend to despise the cities of Gaianar. They view city life as something unnatural and binding. They also blame the fall of the old civilizations on the "city folks'" idolatrous embrace of technology. Perhaps this is why Barbarians and Rangers have had good relations in the past. The Barbarians are a superstitious lot. In the Clan mindset, the boundary between what is natural and what is supernatural in not as simple as black and white. They hold that there is a smooth and graceful transition between the mundane and the enhanced.
Each clan has one chief Shaman and several Shamans of lesser level. These practitioners functions as the spiritual leader of the Barbarian clans. Barbarians view with suspicion the spiritual leaders of other clans while having the utmost reverence for their own shamans.This unique outlook of the Barbarians gives them interesting abilities and hindrances. The supernatural powers listed below are described fully in the Book of Spiritual Powers.
Detecting Spiritual Forces: A Barbarian has a 3% chance per level of detecting supernatural forces at work within a 50' radius. Using this ability takes one full round of uninterrupted concentration. Spiritual forces include non-corporeal entities such as ghosts, and include active magic, witchcraft, illusions, active spiritual powers, and spiritually enhanced items. This power does not cost any spiritual points and is usable any number of times per day. It does not enable the Barbarian to qualify the presence (i.e. it cannot determine the difference between an angel and a demon.)
The Rage: A Barbarian may fight much more fiercely than would normally be possible because of his supernatural rage. This is called "The Rage", and it lasts two rounds per level of the Barbarian and consumes two points of Body-Mind-Spirit. The Barbarian may use this ability only once per encounter and only once per day starting at level 1, and then one more additional time per day for every 4 levels of experience. So, a 4th level Barbarian could Rage twice a day, an 8h level Barbarian can rage three times a day, and so on up to 20th level, where the Barbarian can rage 6 times a day. While a Barbarian is under the influence of the Rage, he loses his parries, but gains 1 extra attack (not attack sequence) and his blows do 50% extra damage per hit (rounded up). Because an enraged Barbarian is not delayed by employing any parrying techniques, all of his attacks have a +4 bonus to initiative and are at +2 to hit. Note that in almost all cases, a Barbarian will use a melee weapon while in the Rage.
In addition to the combat increase, a Barbarian under the effects of Rage will automatically succeed on his or her save versus sleep/charm. Additionally, empathic contact with an enraged Barbarian is impossible. It should be noted that the Rage is not a safe thing for a Barbarian. While a Barbarian gains two temporary hit points per level at the beginning of the Rage, he is unable to stop fighting until either the Rage ends or all his foes are dead. This leaves open the possibility of a Barbarian mindlessly fighting until he drops dead from injuries. Finally, when the Rage is over, the exertion exacts a toll of one hit point per level. Thus, a 12th level Barbarian with one hit point remaining could drop over dead at the end of the rage.
Heightened Awareness: When in natural surroundings, a Barbarian gains a +2 on all Perception Checks. However, the Barbarian must accept an equal penalty when traveling in an urban setting, where the filth, noise, and mobs of people are greatly distracting.
Too Stubborn to Die: For each level (up to ninth), a Barbarian can continue to function at -1 HP. Thus a fifth level Barbarian can function at -5 hit points. However, a Barbarian so wounded can no longer attack at full power. If the Barbarian has a 3/2 attack routine or higher, the Barbarian's attacks are reduced to 1/1. If a Barbarian (presumably low level) only has one attack per round, then the attack routine is reduced to 1/2. The Barbarian's parries are unaffected, but his/her movement speed is also halved.
Field Medicine: Like a Shaman, the Barbarian begins his/her career with knowledge of Field Medicine. The Barbarian's starting values are: Treat Injury (15%); Identify/Treat Poison (10%); Identify/Treat Disease (5%) . From that point on, he would gain points (Knowledge + Current Level) to distribute with each increase in level. Through the training of a Shaman, a Barbarian may gain a one-time bonus of 20 points to his/her skills in field medicine to divide amongst the three skills as desired. This option costs 2,000 experience points (if this option is taken at 1st level, the Barbarian can start the game at -2000 XP). The Game Master may require a bit of role-playing to achieve this bonus, such as studying under a Shaman for a year and a day.
Treat Wounds stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) Inflicts 1d4 damage on the recipient. .
Identify and Treat Poison is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicated that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Barbarian effecting treatment has caught the disease he had hoped to cure.
A Barbarian fighter may become a clan leader: At eighth level, a Barbarian fighter has the ability to become leader of his clan. Challenging the current clan leader to combat does this. While the combat is not to the death, it does last until at least one competitor is at negative hit points. If the challenger is successful, he becomes the new clan leader. If the challenger fails, he must wait at least one year before he can challenge again.
However, an eighth level Barbarian fighter has the option to start his own sub-clan. While this lesser clan must still swear loyalty to the parent clan, it does otherwise have autonomy. If the Barbarian chooses this route, the new clan attracts 4d10 people from the parent clan and 5d10 from other sources. Additionally, he gains 1d4 Barbarians (5th level) of henchmen status and one Shaman (6th level) who also ranks as a henchman. These individuals will be loyal to the Barbarian even unto death.
Activation and Use of Spiritual Powers: A Barbarian has access to all of his Spiritual Powers at first level unless otherwise specified in the Book of Spiritual Powers. Barbarian Spiritual Powers are fueled by Spiritual Points and require a successful Faith check to invoke. They also require Sigils and material components as detailed in the Book of Spiritual Powers.
The Cavalier is a special kind of warrior. Where there are feudal kingdoms with kings and chivalry, there will be Cavaliers who serve as the military and guardians of royalty and nobility.
Cavaliers are heralded knights in shining armor. These warriors are brave and bold, always combating the fiercest opponent in battle. In any melee, a Cavalier is honor bound to fight the most dangerous creature first and be the last to retreat. And simple combat is not enough, for they fight in a flamboyant, direct style, shrugging off entirely the concept of stealth, which they view as fit for cowards and the dishonorable. Even if losing, they may gloat at or insult their foes with stinging taunts. In keeping with the rest of their personality, Cavaliers like to fight with blazing swords, axes and maces, which they often give special names. They sneer at missile weapons, as they view bows and guns as weapons for the fearful and the craven.
Fearlessness: A Cavalier can resist fear causing, charm-related supernatural powers (essentially any power that would ordinarily require a sleep/charm saving throw.) and Empathic Manipulation. Additionally, a Cavalier's aura extends to his companions within a 10' radius. This power is fully detailed in the Book of Spiritual Powers.
A Cavalier can Affect the Undead: Cavaliers are honorable and true warriors, and can thus have some affect upon the Undead with their powers. Full details are given in the Book of Spiritual Powers.
Activation and Use of Spiritual Powers: A Cavalier's sword, shield, and armor -- all of which must be made of the finest metal -- are his pride and joy. It is possibly for this reason that a Cavalier's sword, armor, and shield exhibit some unusual properties in combat. Some have said that a righteous Cavalier's sword can glow with silver fire, while other's have seen an evil Cavalier's shield cast all in a shroud of darkness. These special powers are explained further in the Book of Spiritual Powers. A Cavalier’s powers are fueled by Spiritual Points and require a successful Faith check to invoke.
Followers: Like the Warrior, a Cavalier gains followers as he ascends in level. At fifth level, a Cavalier gains the services of a Squire (Cavalier, 1st level). This Squire is of henchman status, and will serve the Cavalier so long as he remains a Cavalier. At eighth level, the Cavalier may be of high enough standing with his lord that he can petition for the right to build a castle. If granted, and the castle is successfully constructed, the Cavalier attracts 1d4 henchmen (Cavalier, 5th level), 4d6 followers (Cavalier, 3rd level) and 4d10 guards (Cavalier, 1st level).
It should be noted that until a Cavalier reaches eighth level, he or she must obey the commands of a liege if one is present -- presumably a king or duke, or perhaps even a high level Cavalier. Upon reaching ninth level, however, a Cavalier is free -- if he or she so chooses -- so long as he at least maintains loyalty to his liege.
Cannot be of Neutral Alignment: One noteworthy comment about Cavaliers -- they tend to view the world in black and white. To a Cavalier, someone is either good or evil, an act is either honorable or shameful. Even evil Cavaliers have their own twisted code of honor by which they live. Once a Cavalier has chosen his path, whether it is a path of light or darkness, he may never change alignment with respect to morals without being stripped of all powers and becoming henceforth just a warrior (intentional lowercase). A Cavalier who has turned warrior because of alignment change will never gain any of the added hit points or special abilities customary to the Warrior class.
A Cavalier must fight with honor: A Cavalier does not stab his foes in the back, nor does he use missile weapons unless there is no other option. A Cavalier will always try to defeat the most powerful enemy first and will be the last to retreat from battle.
Experience Modifiers: A Cavalier gains a 5% experience bonus if his or her Endurance is 16 or 17. For Endurance 18, he gains a 10% bonus. Likewise, if the Cavalier is in a fallen state (stripped of rank and title), he forever after suffers a 5% penalty. If both Endurance and Influence are at least 16, the Cavalier gains a 10% bonus. But in no case can the experience bonus exceed 10%.
The Gunslinger is practitioner of honor and armed combat. Their lives are rigidly self-disciplined. Many tend to be solitary, having few companions as they travel on their quests bring order to lands of chaos, and purpose to those without one. Others, on the other hand, are hard-core law enforcers within the cities, frequently employed as Sheriffs, Bondsmen, or Inquisitors. Once a quasi-knightly, quasi-religious order, the Gunslinger order no longer exists as it once had. They no longer operate temples or sanctuaries, but instead the Gunslingers themselves have become living temples to order, justice, and absolute universal law. The best way understand the Gunslinger is as a hybrid of a Buddhist monk and an Old West lawman.
The followers of this class are usually apprenticed by an older Gunslinger before they start off on their own. The emphasis of such teachings are always on marksmanship, philosophy, law, honor to self, honor to family, honor to the universe. The worst rebuke a Gunslinger can receive is "You have forgotten the way of truth."
In game terms, a Gunslinger must always be self-disciplined. While most Gunslingers are Ordered, a Gunslinger of Saintly or Despotic alignments are not unheard of. There are no penalties for a Gunslinger being Despotic or Saintly, so long as he remains strongly disciplined.
A Gunslinger has several spiritual powers that aid him in his or her quest for truth and law. While explained fully in the Book of Supernatural Powers, the powers of the Gunslinger are also described briefly below.
A Gunslinger can detect spiritual forces. A Gunslinger can be aware of spiritual forces within a 30' radius. The base chance for magical detection is 16% + 4% per level. Thus a first level Gunslinger would have a 20% chance of detecting the presence of unnatural powers.
A Gunslinger projects a Ring of Law. Random-aligned characters or monsters within 10' of the Gunslinger have a -1 penalty to attack rolls, while Structure-aligned allies of the Gunslinger gain +1 on attacks and saving throws. This power is similar to, and cumulative with, the Paladin's aura of holy protection.
A Gunslinger may succeed in aiming impossible shots. As often as a Gunslinger's spiritual strength allows, the Gunslinger can succeed in a hit that the attack roll would have indicated otherwise as a miss. This is possible because the Gunslinger is able to align her will with the unseen structure of the universe. The "truth" of the shot always manifests as a maximum damage hit.
A Gunslinger can resist spiritual forces. A Gunslinger gains an increasing resistance to spiritual forces that affect the mind. This includes empathic manipulation (the type of manipulation for which Changelings are most notorious.) This resistance is also proof versus sleep/charm related powers.
A Gunslinger can initiate Spirit Combat. A Gunslinger can battle spiritual entities such as ghosts or spirits and dispel summoned creatures (like the kind Scaxathrom Priests can call upon), and deanimate Undead by willpower alone. In this way, too, a Gunslinger can attempt to exorcise a possessed person, or dispel a summoned demon.
A Gunslinger can reload and shoot quickly. A Gunslinger using a revolver is able to reload his gun in only 3 segments. Additionally, a Gunslinger has a weapon speed of 2 when using handguns.
Castles and Fortifications. A Gunslinger generally builds only a modest dwelling for himself. At 10th level, however, the Gunslinger may open a place of higher learning that can be as grand and large as the Gunslinger desires. The college must be dedicated to gun crafting, marksmanship, philosophy, and honor. Magic and other dark arts may not be taught at such schools, and potential students of Random alignments are barred from entry.
Activation and Use of Spiritual Powers: A Gunslinger has two tiers of Spiritual Powers as specified in the Book of Spiritual Powers. Gunslinger Spiritual Powers are fueled by Spiritual Points and require a successful Willpower check to invoke.
A Gunslinger may not wear Medium or Heavy armor. Like the Protector class, wearing heavy armor would severely impair a Gunslinger's coordination and reaction speed and is thus prohibited.
A Gunslinger never gains a vast number of followers. At 8th level, the Gunslinger attracts 1d4 disciples of Structured alignment who will serve faithfully for three years as long as the Gunslinger teaches and remains disciplined. At the end of three years, the disciples become level-one Gunslingers and depart on their own quests for truth. A period of 4d6 month pass before the Gunslinger attracts any new disciples.
A Gunslinger has limits on paid assistants. A Gunslinger may never employ more than 10 persons of non-henchman status. Like the Ranger, a Gunslinger tends to be solitary and self-reliant, and thus never desires the company of a vast entourage. This restriction is waived in the event that the Gunslinger is employed by a law enforcement organization.
A Gunslinger can employ only a limited number of weapons. A Gunslinger may use only small handheld weapons, like daggers, and firearms of any sort. Gunslingers tend to prefer large caliber revolvers (known as "Gunslinger Guns") due to their efficacy and reliability. Rifles are also acceptable. Gunslingers are loathe to use machine guns because they are wasteful and inaccurate.
A Gunslinger must maintain discipline. If a Gunslinger's alignment ever changes from Ordered, he loses all the abilities of this class and is reduced to warrior status until he can attain forgiveness from a Gunslinger of at least two levels higher. For significantly chaotic acts that do not merit an alignment change, a Gunslinger simply loses all special abilities for 2d4 days.
Experience Modifiers: A Gunslinger with Willpower 16 or 17 gains a 5% bonus to earned experience, while a Gunslinger with Willpower 18 gains a bonus of 10%. Alternatively, if Willpower and Skill are both 16 and higher, a 10% bonus still applies. While in a "fallen" condition, a Gunslinger suffers a 10% penalty.
Races Allowed: Any Alignments: Any Requirements: Skill (11)
Unlike the highly rare Gunslinger, Investigators are the basic unit of law enforcement in the urban regions of Gaianar. Because most communities don't take kindly to the presence of Thieves, there are those whom would use their skills to stop these scoundrels from preying on the public at large. These people are known as Investigators. While they have skills in common with Thieves, they use their powers of manual dexterity and stealth to capture and neutralize these criminals. A typical Investigator often chooses occupations such bounty hunting, city patrolman, and law enforcer, or detective. In many ways, Investigators are to the cities what Rangers are to the woodlands.
A Jack is a character that doesn't fit neatly into any other category. Often taking careers as merchants, spies, locksmiths, and troubleshooters, these people carve out a niche in society by attempting to learn at least something of just about everything. Jacks are quick with their hands, adept at repairing things, and can at least attempt to do just about any job.
There are, of course, the Thieves. Like in the modern communities today, there are those who would rather not work for a living. There are many kinds of Thieves in the world -- from illiterate muggers, to the most powerful leaders of crime networks. Thieves are masters of the criminal arts, from pick pocketing to burglary. To them, a dollar stolen is a dollar earned.
Finally, the Speaker for the Dead is a special type of Investigator that primarily investigates homicides. Whereas the other three subclasses frequently conceal their profession, a Speaker typically wears gray clothing or gray armor, and wears a badge of authority that all can easily see. A Speaker often carries a gray octagonal staff, which is also a symbol of the office. They work well with other Investigators and Gunslingers. The Speaker-for-the-Dead has one special power the other three subclasses do not: They can affect a single Undead creature as if by a Protector of equal level. Unlike Protectors, who can affect many creatures at once, a Speaker can hold but one Undead creature at bay. Using this power costs a point of Body-Mind-Spirit.
For a classic 1980s television comparison of character classes, Thomas Magnum would be an Investigator, MacGyver would be a Jack, and Quincy would a Speaker for the Dead. Speakers often have wide ranging police powers, but with that authority comes vast and grim responsibility.
Special Skills. The Investigator (and related subclasses) gain a set of skills that other character classes do not. Members of this class can pick locks, pick pockets, use concealment to their advantage, scale walls, and walk tightropes. The full list of special skills a member of this group learn all depends on which subtype chosen. The base percentages are shown in this window that pops up (Click here). At each level (including level 1), the character gains a number of points to spend among these abilities equal to: the character’s Skill + 15.
Henchmen. An Investigator gains a moderate number of Henchmen. At eighth level, Investigators (and their related subclasses) will gain 1d6 Henchmen and 3d4 Followers. These Henchmen and Followers will not necessarily all be of the Investigator professions, but will serve to further the aims and goals of the character. Those attracted to service are usually 1st or 2nd level.
Activation and Use of Spiritual Powers. Members of these character classes do not have any Spiritual Powers aside from their innate ability, for they rely upon their wit in the skills listed above to survive. Faith is of little use to them.
When the technology of Gaianar came to an end, a dedicated core of scientists formed a secret society to preserve the books of knowledge, theory, and craft in the hopes that someday such knowledge would be usable again. Over time, this secret cadre became known as the Mathematicians. They were sages, decipherers of languages, fixers of ancient devices; veritable shaman of machines. And more, during the Wrath of Scaxathrom, they discovered two new forms of mathematics: Geometric Modeling, and Applied Calculus.
During the time of ultimate evil, these scholars used their newfound powers to help others in need. With the calculation of certain mathematical formulas, they found that it was possible to create simple and temporary structures -- like a bridge to get across a creek; a roof to last one night, simple tools, and other mundane things. But the Viper Lord and his minions soon found out about these benevolent teachers and hunted them to near extinction.
Now, centuries later, most Mathematicians keep their skills secret and practice in hidden libraries and laboratories. It is only the rare adventurer that dares use his powers openly.
Mathematicians have the knowing of a lot of things; but weapons skills are not with them. They are the poorest of fighters, fighting on the same combat matrix as Wishsingers. Their obsession with reading and studying has sharpened their minds, but their low hit point potentials speak of an otherwise sedentary life.
Mathematicians do not rely on Faith in the supernatural. Unlike other character classes, the power of a Mathematician is derived from her own mind's potential energy, and channeled through the physical conduit of her body. Thus instead of spiritual points, her powers expend Body-Mind-Spirit.
Mathematicians can detect illusions and Stillpoints. Because a Mathematician is so precise in her thoughts, she can more readily detect distortions in local reality such as illusions (distortion in perception) or Stillpoints (distortions in actual physics.) Mathematicians that are more powerful can even resist illusions. As outlined under "weather anomalies", Stillpoints are very dangerous manifestations and should be avoided at all costs. The rate of increase in these powers is shown in the Book of Spiritual Powers.
Henchmen. A Mathematician gains a small number of Henchmen since few have the focus and strength of will needed to make a commitment to this character class. At eighth level, Mathematicians will gain 1 first-level Henchmen and 1d4 Followers who act as lab assistants or “mathematicians in training.”
Activation and Use of Spiritual Powers: Mathematicians have five tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Mathematicians’ powers are fueled by Body-Mind-Spirit and require a successful Knowledge Check to invoke. A first-level Mathematician starts the game knowing any 4 First Tier Mathematician Formulas and at each level of experience gained, the Mathematician gains an additional Formula of a Tier to which he must have access. Mathematician’s Formulas often require a tablet of pure glass for proper invocation.
Class Armor/Weapon Restrictions: None. There are no significant restrictions upon the Mathematician character class.
Experience Modifiers. A Mathematician with 16 Knowledge of higher earns a 5% bonus to experience. If her Body-Mind-Spirit is also 16 or higher, the bonus increases to 10%
Races Allowed: Human, Dwarf, Fey (Green and Amber), and Werite
Alignments: Any (although good is very rare)
Requirements: Knowledge (12), B-M-S (9)
Masters of the darkest secrets and most frightening powers, Necromancers are a silent yet ever present force in Gaianar, and their influence is vast – even beyond the veil of Death itself. Necromancers delight in the knowledge of Life and Death, and they gain their strength from intensive study of the very power of Life and the spirit itself. However, their profession is often misunderstood – many assume that all Necromancers are fiends who raise Undead legions and terrorize the lands. This is an unfair statement, but it is true that neutral-aligned Necromancers must avoid the temptations of terrible and ghastly power as they walk where most mortals fear to tread.
Necromancers may learn their skills in reclusive schools or from fanatical cults, but they always study in small numbers and far from the watchful eyes of zealots who would seek to destroy them. In most civilized realms, Necromancy is discouraged, despite the fact that the knowledge that comes with the profession is not inherently evil. Unfortunately, some Necromancers turn to darkness as their power grows, and thus the ignorant and fearful are inclined to judge them all by the actions of the minority.
Most Necromancers are at home with nature and share somewhat of a kinship with Rangers; they both avoid civilization, though for different reasons. Additionally, Death is merely a part of Life, and thus a young Necromancer must first understand Life before venturing beyond its boundaries. While learning their skills, many Necromancers will travel with Barbarians, Rangers or other wilderness folk, and it is common for Necromancers to gain their first understanding of supernatural forces by watching a tribal Shaman perform his ceremonies. Despite this, Necromancers have very little faith as a group, since their routine studies of Life and Death make any god or afterlife irrelevant.
Once they have gained greater skills, many Necromancers will still avoid civilization for fear of the locals – clergy are a particular menace since most Priests of good faiths will condemn all Necromancers outright. Some do gain employment as healers or guards in more understanding towns, while most spend their lives seeking out greater knowledge and power. As such, Necromancers are more common among wandering tribes and adventuring parties then they are amid towns and villages.
Necromancers do not rely upon Faith or the supernatural. Since Necromancers routinely deal with Life, Death, and states in between, the concept of worshiping gods and awaiting an afterlife rapidly loses meaning to them. Death is merely another state of being, and gods – if they exist – are models of power and wisdom to be emulated, not worshiped. Thus, instead of Spiritual Points, Necromancers use Body-Mind-Spirit points when using their powers.
Necromancers can detect the Undead. Necromancers have a base percentile chance of detecting Undead forces in the local area equal to their B-M-S score. This chance of detection increases an additional 2% for every level the Necromancer gains. Thus, a level 7 Necromancer with a B-M-S of 12 would have a 26% chance of detecting Undead forces. This power gives the Necromancer the general direction and distance of the Undead, as well as a sense of how powerful and numerous they are. The range of this power is 6// plus 1// per two levels of experience. The use of this power costs ¼ point of Body-Mind-Spirit.
Necromancers have resistance to Death Magic. Necromancers have a 10% resistance to all Death Magic effects. This resistance increases at a rate of 1% for every level the Necromancer gains. Thus, a level 7 Necromancer has a 17% chance of resisting – and thus ignoring – Death Magic.
Necromancers have a resistance to Disease: Because of the gruesome and often biologically hazardous nature of their work, all Necromancers have a 20% chance to resist any disease. In truth, the Necromancers who were unable to develop this natural resistance didn't last very long in the profession.
Necromancers can Affect Undead. Because of their knowledge of the foul Undead, Necromancers can affect these creatures with the same level of potency as a Priest of the same level. (Use the Priest turning tables.) However, since they are not true Priests, the quantity of Undead they can affect is sharply reduced. They can affect but one creature per three levels of experience
Henchmen. Necromancers may take on a single first-level Henchman at 8th level, though most Necromancers prefer to keep their craft secret from the living.
Activation and Use of Spiritual Powers. Necromancers have seven tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Necromancers’ powers are fueled by Body-Mind-Spirit and require a successful Knowledge Check to invoke. A first-level Necromancer starts the game knowing any 4 First Tier Necromancer spells and at each level of experience gained, the Necromancer gains an additional spell of a Tier to which he must have access. Necromancer’s powers often require a dark relic or symbol for proper invocation.
Class Restrictions. Necromancers have limits on armor and weapons. Like Rangers, Necromancers prefer to wear armor that is mostly composed of organic material. Thus, the heaviest normal armor a Necromancer will usually wear is studded leather. Similarly, Necromancers will not use heavy metal shields. Restrictions upon weapons are lighter, though Necromancer’s, unlike Rangers, avoid melee combat. A Necromancer will have no problem using common swords, maces, bows, and so on, but a two-handed sword or halberd is impractical, though many Necromancers will carry a Scythe to symbolize Death.
Experience Modifiers. A Necromancer with 16 Knowledge or greater earns a 5% bonus to experience. If his Body-Mind-Spirit is also 16 or higher, the bonus is increased to 10%.
Races Allowed: Human, Fey, Dwarf, Changeling, Living Construct (as secondary character class only)
Requirements: Endurance (10), Willpower (13)
A Paladin is probably one of the most faithful and true of all warriors. Paladins are those who have dedicated themselves toward fighting for the side of Light. It is their fondest wish that the world be someday rid of evil so they can at last put their sword to rest.
Paladins do good deeds not for any kind of extrinsic reward, but simply out of the desire to do what is right. In many ways, they consider themselves the living manifestation of the True One’s weapons.
Because Paladins are faithful followers of the Light, they have strange and mystical powers that ordinary Warriors do not. Written below is a summary of the powers found in the Book of Spiritual Powers.
Deity protects the Paladin. Evil creatures approaching within a 10' radius of a Paladin suffers a -1 penalty to attack rolls and parry rolls. Additionally, any ally to the Paladin within 10' gains a +1 on all parry rolls that defend against beings of evil. This aura is cumulative in the presence of other Paladins and Gunslingers
A Paladin can affect Undead. The Light imbues a Paladin with the ability to harm Undead -- beings of anti-life created by the practitioners of dark powers. This power, though limited at first, grows quite formidable as the Paladin ascends in level. Full details are given in the Book of Spiritual Powers.
A Paladin has Resistance to Disease. The Light strengthens a Paladin, granting him a disease resistance bonus of 50% against natural diseases and 25% against supernatural diseases, such as those created by Undead or curses.
A Paladin is given a sense of another's spirit. This allows him to detect the forces of evil within 50', as well as the presence of evil-aligned beings. Such divination is not without its cost, however. For a Paladin is so imbued with goodness that he stands out as a beacon to the followers of dark powers when using this ability.
A Paladin is blessed with a holy weapon. When unsheathed and drawn in battle, a Paladin's holy weapon allows him to rebuke Undead as if he were one level higher. Additionally, the weapon projects a holy circle, 3// in diameter, penalizing all attacks by evil creatures at -2 to hit and -1 to damage. In addition, Undead who transgress the circle lose one point of Willpower per round exposed if their Willpower is less than the Paladin's. Finally, the weapon can be commanded once per day to produce a silver glow that heals one point of damage to all good aligned creatures within the holy circle while causing equal damage to all evil creatures within that same radius.
Followers: Paladins are called to their duty by a higher power, and thus there is no assurance that any given Paladin will have another Paladin serving under him. However, it is said that those Paladins who best embody their beliefs will be the first to gain followers. A Paladin can have no more than 1 first-level “Paladin in training” at any given time. These cannot be gained until 8th level.
Activation and Use of Spiritual Powers: Paladins have access to most of their Spiritual powers at first level as detailed in the Book of Spiritual Powers. The Paladin’s powers are fueled by Spiritual Points and require a successful Faith Check to invoke.
A Paladin must always be good and true. If a Paladin ever willingly commits an evil act, all power as a Paladin is lost for a complete level of advancement. If a Paladin willingly commits a Random-aligned act, he or she loses all of the class-related abilities for 1d4 days. To have a Paladin reinstated, he or she must atone for his sin. If the sin was particularly egregious, the Paladin may also be required to complete a dangerous mission for the Church*.
A Paladin must be charitable. A Paladin must give 10% of his income to the Church. He must also give to any in genuine need, who ask, up to 40% of his income. This does not mean the Paladin is to be robbed by every street beggar asking for just a "bit o' spare change, guvnah!" For those who will not work should not eat. But the Paladin must help those whose needs are true and whose circumstances are dire.
A Paladin must pray. Beginning at first level, a Paladin must pray for ½ hour each day. As his relationship to the Light deepens, he must pray for an hour per day by third level.
Experience Modifiers. A Paladin with Willpower 16 gains a 5% bonus to experience, while a Paladin with Endurance 16 and Willpower 16 gains a 10% bonus to experience. If a Paladin is in a "fallen" condition, he receives a -10% penalty to experience.
* "Church" is a placeholder word for the religious organization or deity that the Paladin serves. Many Paladins serve the True One, but a Paladin can serve any non-Evil deity.
A Priest is the spiritual leader of the community. It is the job of the Priest to bring healing to the injured and sick, comfort to those in pain, counsel to the distraught. He brings a spiritual knowledge to those who hear his voice. He is an enlightener of the community.
Those of the Priesthood have a firm moral grounding and have a strong calling to glorify the True One with good deeds and service. They know that a generally unbelieving public scrutinizes their actions; for perhaps this reason, a Priest attempts to have his or her actions always reflect the trust and faith in the Creator. Priests are generally humble, although there have been notorious exceptions.
Priests also live to combat evil. Like their brethren the Paladin, the Priest takes to task those who practice a life of evil. But while the Paladin "corrects" with a sword, the tools of the Priest are strong will and strong prayers.
A Priest can affect Undead. There exists on Gaianar creatures of nonlife, mockeries of the creations of the Light. These walking dead haunt Gaianar's land, as an insult created by Dark Powers. As a Priest increases in level, the Light grants him an increased ability to destroy these creatures of evil. Of all the character classes, the Priest is imbued with the greatest ability to rebuke Undead.
A Priest has increased resistance to disease. A Priest who follows the Light has a 40% resistance to mundane diseases and a 20% resistance to supernatural diseases. This better enables him to carry out missionary work.
A Priest is given a sense of another's spirit. This allows him to determine the alignment of an awake and visible target with 5// of the Priest. The Priest has a 10% chance per round of determining the target’s alignment, though the target may use empathic resistance to attempt to stop the Priest’s power. If a critical fumble is rolled while using this power, it alerts the target to the Priest’s scrying attempts.
The Light protects the Priest from some physical damage. A permanent Shield of Faith protects a Priest. In this way, a Priest is always shielded from the first point of damage from any attack. Although it is not automatic, once it is invoked, it will remain until the Priest next sleeps. It is a good habituation of prayer. Trivial damage of one point would actually be reduced to zero.
Followers: Priests are called to their duty by a higher power, and thus there is no assurance that any given Priest will have another Priest serving under him. However, it is said that those Priests who best embody their beliefs will be the first to gain followers. A Priest can have no more than 1 first-level “Priest in training” at any given time. These cannot be gained until 8th level.
Activation and Use of Spiritual Powers: Priests have seven tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Priests’ powers are fueled by Spiritual Points and require a successful Faith Check to invoke. Priests’ powers require a Holy Symbol for proper invocation.
A Priest must deconsecrate artifacts of evil. A Priest must ritually deconsecrate (or even destroy) any item that has been consecrated to Dark Powers. This holds true even if the item has high aesthetic, historical, or monetary value. If the Priest cannot destroy an evil item or artifact, then he must take custody of it until he can find a higher-level Priest who can destroy the item. If that option is not possible (for example, an evil artifact that is bolted to a stone wall inside a heavy-duty steel grid), the Priest must at least bring to his/her superiors all the information that can be reasonably gleaned about the artifact in question.
A Priest has a limited selection of weapons. Because Priests of ways of good loath shedding blood, they are allowed to use only blunt, bruising weapons. Thus, staves, clubs and maces are appropriate weapons for a Priest, daggers and swords are not. There are exceptions to this rule, but they are rare. It should be made clear that a Priest will only kill as an absolute last resort.
A Priest must pray. To maintain a strong bond with the True One, a Priest must pray for one hour per day. Any lack of prayer will result in a lessened spiritual link between the Priest and his deity. In game terms, a Priest who has been less than faithful in his prayers should not be surprised to find his expended spiritual points return either more slowly or less fully.
A Priest must be good. Like the Paladin, any Priest who knowingly commits an evil act must atone for that transgression. Typically, this manifests as a reduction or loss of all powers for one level. (Note: if using the optional Priests of specific religions, neutral Priests are possible. However, evil Priests do not exist since evil clerics in Gaianar have a completely different set of abilities from the good ones.)
Experience Modifiers. A Priest with Willpower 16 or 17 is entitled to a 5% bonus to experience; A Priest with Willpower 18 earns a 10% experience. A Priest in a "fallen" state incurs a –10% penalty to experience.
There is no such thing as a selfish Protector. Members of this class concern themselves with the safety and security of the Priests, Deacons, and Bishops whom they protect. The role of Protector is an ordained office of the Church, much as the other clergy. When a Protector is ordained, he gives up his last name and swears an oath to protect all servants of the Light, including the Priests, Deacons, children, and even lay members if the situation arises. A Protector will die before allowing his Protectorate to die.
Members of this class not only serve as physical bodyguards for Priests, but as spiritual guards as well. A Protector can lend his will to a Priest during spirit combat. They are also required to have a firm knowledge of the faith so as to help keep their charges grounded in the truth.
A Protector has many supernatural abilities, which are outlined below and explained fully in the Book of Spiritual Powers. These powers are granted as a result of the Protectors vast Faith and dedication to the True One, the Lord of Light.
A Protector can take damage for his protectorate. At the beginning of any battle, a Protector may designate up to one person per three levels as a protectorate. If any of the protectorates are injured in any way that affects hit points, the Protector -- not the protectorate -- takes the damage. This ability works only if the protectorate is within 6// of the Protector.
A Protector may erect an Emergency Sanctuary. Even when low on Spiritual Points, A Protector may implement a type of spiritual shield that deflects most mundane weapons. This protection is equal to the Sanctuary prayer invoked by a priest of equal level. A Protector may use this ability only on himself and his protectorate.
A Protector can see in darkness. A Protector is endowed with the ability to see in the complete absence of light. The ability to see in the absence of light is not the same as Infravision, which depends on heat emanations. It is actually seeing in the absence of Light. In this way, the Protector suffers no penalties for fighting in poorly lit conditions. A Protector is still vulnerable to supernatural powers that cause darkness, but his saving throw is modified by +4.
A Protector Regenerates. A Protector regains lost hit points at a rate of one per hour. Additionally, his body regenerates severed or maimed limbs after a period of 2d6 months. He can recover from the effects of physically caused paralysis (i.e. broken neck) after a period of 2d8 days. In essence, as long as the Protector does not die from his injuries, he will make a full recovery given enough time.
A Protector may hold Undead at bay. This defensive ability is similar to the Paladin's ability rebuke Undead. With the Protector's ability is invoked, Undead are forced back to a distance 9// away from the Protector. Affected Undead are held at bay until the Protector's concentration is broken or until his spiritual strength is exhausted. By holding Undead at bay, the Protector's charges are allowed to escape danger while the only the Protector remains at risk.
A Protector has superior parries. Of the fighter types, the Protector has the best defensive capabilities, as outlined below. A Protector, being a master of defensive combat, is able to parry blows better than members of other classes. A Protector gains a bonus of +4 to all parrying maneuvers.
A Protector may parry for his protectorate. A Protector must be within 5' of his protectorate in order to parry. Like in the description above, the Protector is enabled to make a parrying roll to deflect an attacker's blow. However, even if the parrying roll fails and the attack is successful, the Protector can still chose to take the damage aimed at his protectorate.
Severing Ties to a Protectorate: There are cruel people of power who would abuse a Protector perhaps by seeing them as merely disposable cannon fodder for their own power or by simply taking unnecessary risks because the Protector will bear the brunt of the consequences. If a Protector is ill treated by the one he has sworn to protect, he may sever his ties with that person. This is a grave decision to make and does not come lightly for a Protector. Note that a Protector must have a good reason to leave the one he has sworn to protect and he cannot leave before having tried to convince his Protectorate of the error of his ways. But sometimes there is no other choice. If this occurs, the Protector must purge himself of the evil and selfish ways of his former master - he can then chose a new Protectorate after 1 month has passed. (Note: The purge requirement is not a reflection of the Protector's moral character, but instead is done to prepare the Protector's mind for the job of protecting someone new).
Activation and Use of Spiritual Powers: Protectors have access to most of their Spiritual Powers at first level as detailed in the Book of Spiritual Powers. Protectors’ powers are fueled by Spiritual Points and require a successful Faith Check to invoke.
A Protector must not be evil. In specific, a Protector must always remain Ordered, Saintly, or Benevolent in alignment. While a Protector does not incur penalties for committing chaotic acts, he must not allow his alignment to change to one of the Random modes (Heroic, Chaotic, or Satanic). In the protection of his charges, the Protector can even commit an occasional act of evil, so long as it directly benefits the safety of his charge. However, his overall alignment must not turn to evil. If transition to evil (Despotic, Malevolent, or Satanic) occurs, all of the Protector's abilities are lost until he or she is able to somehow atone.
A Protector may never wear metal armor. Because armor as bulky as chain and plate would interfere with the Protector's agility, these types of armor are never used. A Protector may wear any form of Light armor, but nothing heavier.
A Protector must defend his charges unto death. A Protector will defend the lives of his protectorates at all costs -- even if it means death for the Protector. Abandoning a protectorate for any reason (aside from Protectorate misconduct as explained earlier) will cause a Protector to lose his abilities until a successful atone and a quest is fulfilled. However, if an abandoned protectorate dies, the unfaithful Protector loses his status and abilities forever.
A Protector must have poverty. A Protector lives solely to defend those he has sworn to protect. Vast wealth and materialism is a distraction to this single-minded duty. A Protector only keeps the necessary wealth to maintain a minimalist lifestyle. This is not to say that a Protector will turn down useful tools for his job, such as a fine sword or shield, but he will not horde wealth, build monuments to his own glory, or keep a vast collection of similar fine swords to lord over his comrades. In most regions, the Church pays for his housing, food, clothing, and weapons: in other cases, his Protectorate will provide for him. Therefore, a Protector needs little else.
A Protector never gains a large following. At 8th level, he gains the services of two apprentices who, over a two-year term are trained up to level one by the Protector.
A Protector must pray. Like Priests and Paladins, a Protector must pray for at least one hour per day.
Experience Modifiers. A Protector with Willpower 16 or 17 gains a 5% bonus to experience. If a Protector has Willpower 18, or an Endurance and Willpower 16 or higher, he or she gains 10% on all earned experience. Like other church-based professions, the Protector suffers a 10% penalty during periods in which he is "fallen".
Rangers are solitary warriors of the woods. They tend to be burly, crude, and rough, but kind at heart. They feel a strong connection with nature and have chosen a career that allows them to defend those who choose the forest as their home. While they hate the crowds and filth of the cities, they usually feel pity for city folk who Rangers view trapped by their own devices. Perhaps it is for this reason that Rangers will aid the occasional urban denizen who unwisely ventures into the woodlands.
Many Rangers are hermits and naturalists. They have a fondness for studying the life cycle of plants and animals (Gregor Mendel exemplified this). While Rangers also understand that man, too is part of nature, they will strenuously defend their demesne against poachers and those who would misuse the land.
Rangers are good at tracking and moving without being seen. Upon advancing to a new level, a Ranger may distribute 20 points among the three special skills. The percentages shown are base chances at first level.
Stealth (initially 15%)allows the Ranger to move without being detected. If a Stealth check is made, a Ranger can travel at half normal movement without being heard or seen, so long as he is farther than 10 feet from a searching party. This skill is cumulative with the Elven ability to move without being seen.
Tracking (initially 20%) is a skill that enables the Ranger to identify the tracks of a creature and follow at half normal movement. This skill also works for the purposes of tracking humans and humanoid creatures.
Hear Noise (initially 15%) permits the Ranger to identify the range and direction of sounds. If a conversation is overheard, then a successful Hear Noise roll will enable the Ranger to perceive the words spoken, provided that the Ranger is conversant with the language heard.
A Ranger can empathically control animals. Another part of being a Ranger is having an affinity with plants and animals and understanding workings of the natural environment. Perhaps lifelong closeness with nature is why Rangers have somehow gained an empathic rapport with higher animals. In any given situation, a Ranger has a 20% chance, plus 2% per level, of establishing an empathic link with an animal of intelligence 1 or more. Through this link, a Ranger can sense the basic drives of an animal -- hunger, fear, pain, and thirst. To accomplish this feat, the target animal must be within 50' and the Ranger must concentrate for a full round. In the case of a Changeling Ranger, one half of the Changeling's empathic link percentage can be added to the animal empathy roll.
At third level, the Ranger using his empathic abilities gains the ability to control animals as well as just sense their emotions. An animal under the control of a Ranger will obey the Ranger's mental commands to the best of its ability. For example, an animal of intelligence 5 will understand a wider variety of commands than an animal of intelligence 1. A controlled animal will fight for the Ranger, but not unto death; If an animal is used in such, the empathic link is severed once the animal has lost more than half its hit points.
Field Medicine: Like a Shaman, the Ranger begins his/her career with knowledge of Field Medicine. The Ranger's starting values are: Treat Injury (15%); Identify/Treat Poison (10%); Identify/Treat Disease (5%) . From that point on, he/she would gain points (Knowledge + Current Level) to distribute with each increase in level. Through the training of a Shaman, a Ranger may gain a one-time bonus of 20 points to his/her skills in field medicine to divide amongst the three skills as desired. This option costs 2,000 experience points (if this option is taken at 1st level, the Ranger can start the game at -2000 XP). The Game Master may require a bit of role-playing to achieve this bonus, such as studying under a Shaman for a year and a day.
Treat Wounds (initially 15%) stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) Inflicts 1d4 damage on the recipient. .
Identify and Treat Poison (initially 10%) is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicated that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease (initially 5%) works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Ranger effecting treatment has caught the disease he had hoped to cure.
A Ranger gains animal henchmen. At the 5th and 10th levels of experience, a Ranger gains the services of 1d4 + 1 animal henchmen. He is linked empathically to these animals at all times, as long as they remain within a mile per level of the Ranger. These animals can be of any type -- bear, owl, mouse, fox, etc. They will obey the Ranger's mental commands so long as their lives are not unreasonably threatened by the Ranger's requests. For example, a wolf that is linked to the Ranger can be asked to attack a crazed black bear while a field mouse linked to the Ranger cannot.
If an animal companion dies or is otherwise unable to continue to perform its duty, the Ranger may gain a new replacement animal companion 1 month after releasing the previous animal companion from its services. Note that most Rangers hold a deep love of their animal companions and will not risk their lives needlessly. For that reason, most high-level Rangers will gain a variety of companions that can serve as scouts or warriors if the need arises, but they do not use their companions as cannon-fonder.
Activation and Use of Spiritual Powers: Rangers have three tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Rangers’ powers are fueled by Spiritual Points and require a successful Faith Check to invoke.
A Ranger cannot be evil: It should be noted that a Ranger deviating into the ways of Evil lose many abilities related to this class. Minor misdeeds will not cause a loss of abilities, but a consistent behavioral change, or a deed of abomination, will. When this happens, a Ranger immediately loses his empathic ability with animals and loses all animal henchmen, if any. A Ranger's ability to cure plant and animal diseases is also lost. The ex-Ranger's skills at moving stealthily, tracking, and hearing noise remain intact, but do not progress further with level advancement, for the Ranger has now become a warrior. A Ranger turned warrior (intentional lowercase) due to misdeeds does not gain the extra hit points and better fighting ability afforded to true Warriors.
A Ranger gains no humanoid henchmen. Members of the Ranger class are the only ones who never gain human or humanoid henchmen or followers. This, among other things, adds to the solitary and sometimes lonely nature of the Ranger's life.
A Ranger may not wear metal armor. Because a Ranger creates what he or she needs from their natural surroundings, they tend to wear armor made from leather and hide – typically, this means studded leather is the heaviest armor a Ranger will wear.
Experience Modifiers. A Ranger with a Perception of 16 or higher gains a 5% bonus to experience while a Perception and Willpower of 16 or higher earns 10% extra experience.
Races Allowed: Human, Fey, Changeling, and Werite, Elf
Alignments: Any non-Structured
Requirements: Endurance (9), Willpower (13)
The Shaman is the spiritual leader, judge, and arbiter of disputes for the Barbarian clans, though some Shaman, such as those among the Elves, live solitary lives of contemplation amid Nature. A Shaman is a fighter in his own right as well, having the highest combat potential of the non-fighter types. The Shaman can bestow curses as well as boons. They are mystic, highly learned, and deep thinking.
Like the Barbarian, the Shaman has a disparaging view of the cities of Gaianar. They view these places as putrid centers where disease breeds and plague threatens. They are places for shiftless hooligans and thieves.
Within the clan, the use of supernatural powers is highly encouraged. In the Shamanic frame of reference, there is no true boundary between what is natural and what is supernatural. One blends easily into the next.
Each clan has one chief Shaman and perhaps two to four Shaman of lesser level. It takes at least ten years of study to even become a first level Shaman. Thus Shaman adventurers are often older than their traveling companions.
The unique outlook of the Shaman yields interesting abilities and hindrances. The supernatural powers listed below are described fully in the Book of Spiritual Powers.
Detection of Spiritual Forces: A Shaman has a 4% chance per level of detecting supernatural forces at work within a 50' radius. Using this ability takes one full round of uninterrupted concentration. Spiritual forces include non-corporeal entities such as ghosts, and include active witchcraft, illusions, active spiritual powers, and spiritually enhanced items. This power does not cost any spiritual points and is usable any number of times per day.
Heightened Perception: When in natural surroundings, a Shaman gains a +1 on all perception checks. A Shaman will gain a +2 on perception checks and has a +2 bonus to their defensive rolls in spirit combat.
A Shaman can Affect the Undead: Because of their close ties to Nature, a Shaman can harm the Undead since they are abominations and an insult to Nature.
Field Medicine: At each level, a Shaman gains discretionary points to spread among the three skills based on the following formula: Increase = Knowledge*2 + Current Level. If the Shaman is of at least 8th level, he can teach field medicine to a Barbarian or Shaman understudy. This takes a year and a day and costs 2,000 experience points for the student. Likewise, the Shaman receives 2,000 experience per student if he/she successfully teaches Field Medicine for a year and a day.
Treat Wounds stops all bleeding and returns 1d6+1 hit points to the recipient. If this ability is used in combination with the Healing proficiency (discussed in the section on proficiencies), Treat Wounds will confer 1d12+1 points of healing. However, this ability can be used only once per combat encounter per person. A fumbled roll (96 - 00) inflicts 1d4 damage on the recipient. .
Identify and Treat Poison is a two-step procedure. First, the type of poison must be identified. If an identification roll is successful, then a roll must be made to determine the outcome of the treatment. If both rolls are successful, then the recipient takes only one-quarter normal damage. Poisons rated as "instant death" leave the recipient with one hit point. A fumbled roll (96 - 00) indicates that the wrong antidote was administered, causing additional 1d12 damage to the recipient.
Identify and Treat Disease works in a similar manner as Identify and Treat poison. Two successful rolls are required to effect treatment -- one for identification of the disease, one for its treatment. Successfully treated diseases drop one level of severity and last only half normal duration. In addition, chronic diseases can be sent into remission with proper treatment. This ability has no effect on supernaturally caused diseases. A fumbled roll (96 - 00) indicates that the Shaman effecting treatment has caught the disease he had hoped to cure.
Henchmen: A Shaman may gain a single henchman - a “Shaman in training” of second level upon reaching 8th level. Usually, a Shaman gain followers by becoming the leader of a Barbarian tribe or a group of less-power Shaman.
Activation and Use of Spiritual Powers: Shamans have five tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Shamans’ powers are fueled by Spiritual Points and require a successful Faith Check to invoke. Shaman Sigils also require a material component for proper invocation (by "proper" the spells can be cast without the material components, but the chance of failure is higher).
A Shaman may not wear metal armor. Because a Shaman creates what he or she needs from their natural surroundings, they tend to wear armor made from leather and hide. Such armor is always decorated with clan insignias or perhaps shamanic sigils.
Experience Modifiers. For a Shaman, a Willpower score of 16 entitles the character to a 5% bonus, while possessing Willpower 16 and Endurance 16 will earn the Shaman 10% additional experience.
Members of this profession concern themselves with the art of combat. Warriors are the backbone of any military, being specialized in the ways of strategy and killing. Members of this class are usually the first line of defense of any city when the threat of invaders loom. Warriors can be solitary fighters, but more often than not organize themselves into armies, naval units, guardsmen, or militia.
A Warrior has formidable combat skills. A Warrior has the best combat modifier and has the greatest ability to acquire new weapon skills. Unlike members of other classes, those of the Warrior class enjoy a completely unrestricted weapon selection. A Warrior is permitted to learn any weapon style -- both melee and missile, and any of the known martial arts.
The Chosen Weapon: At the beginning of a Warrior's career, he may select a chosen weapon type with which to fight. It is with this chosen weapon that a warrior prefers to fight. This weapon may be anything -- a sword, an ax, a club, even a dagger. But because of this preference, a Warrior fighting with his chosen weapon has a +2 chance to hit, +1 to damage. Moreover, if maximum damage is rolled, the Warrior can add an extra die of damage to his attack. Thus if a Warrior rolls a 4 on a dagger, his damage will actually be 4+1d4. It should also be noted that only members the Warrior class have a completely unlimited privilege to wear any kind of armor -- from bare skin to the toughest plate mail armor without any restriction to their abilities.
Re-roll if Minimum Damage: If a Warrior rolls a 1 when dealing damage, he gets to reroll the result. This represents the respectable combat training that Warriors have - even a glancing blow from them is dangerous.
A Warrior has the greatest number of followers. As a warrior achieves higher rank, he gains henchmen and followers of similar alignment. At sixth level, a Warrior gains 1d2 henchmen of second level. These henchmen are very loyal to the warrior, even unto death. Additionally, the Warrior gains the services of 1d4 followers of first level.
At eighth level, a Warrior's reputation is such that he gains the services of 1d4+1 henchmen of sixth level, 3d10 followers of fourth level, and 4d20 soldiers of second level. Obviously, the henchmen are more loyal than the followers, who are, in turn, more loyal that the soldiers. It expected that a Warrior of this level have built a castle, fortification, or military base in which to house his newfound army.
A Warrior has the highest hit points. A Warrior has the best chance of surviving massive damage due the 1d12+1 accumulation of hit points per level. Warriors are the easiest to split-class. The Warrior classification can be easily combined with many other character classes, such as Investigator, Wishsinger, and Priest. Thus if the Player can be satisfied with a slower level advancement, the resultant Warrior-hybrid can be the most versatile of the character classes.
Hard to Kill. Like a Barbarian, a Warrior has the ability to remain functional at negative hit points. A Warrior can remain fully functional at -1 hit point per level of experience. Thus a level 15 Warrior could keep fighting at -15 hit points (this would kill members of any other character class). However, when the current battle is over, a Warrior in the -1 to -10 hit point range will fall into a comatose state (presumably because the adrenaline wears off). A Warrior at -11 hit points or worse will need immediate medical attention within 1d4 rounds or die from his/her injuries.
Activation and Use of Spiritual Powers: Unlike other classes who have the power to work miracles through prayer or warp reality through song, a Warrior must rely on his wit and his weapons to achieve victory in battle. However, the Warrior does have access to a few supernatural powers that relate exclusively to combat and warfare and the effects focus primarily on his or her chosen weapon. A full description of the Warrior's spiritual powers can be found in the Book of Spiritual Powers. A Warrior's supernatural powers are an extension of his/her discipline and will, and thus a Warrior's powers use Body-Mind-Spirit and not Spiritual Points.
None: There are no significant restrictions upon the Warrior character class.
Experience Modifiers. An Endurance of 16 or 17 earns the Warrior a 5% experience bonus. Warriors with an Endurance rating of 18 or higher gain a 10% bonus on earned experience.
Races Allowed: Human, Elf, Changeling, Fey, and Werite
Alignments: Any Good or Any Evil
Requirements: Endurance (10)
Wishsingers are perhaps one of the strangest and most misunderstood of the character classes. Through song, a Wishsinger is somehow able to manipulate spiritual forces within a localized area. How this is accomplished with sung words and musical instruments is not entirely understood. The Church, however, has had limited experimentation with employing Wishsingers as choirmasters and psalmists. Wishsingers also exist outside of the Church in remote towns - these “song-mages” are held in deep respect or fear by the commoners depending upon the alignment and actions of the Wishsinger in question.
Wishsingers range the gamut from scholarly music professors to bar room performers. What is common among them is the desire to change the world with song. Whether the change is for the better or worse all depends on the Wishsinger's alignment, or course.
Members of this class are most powerful in groups. They can combine their musical energies to accomplish feats a sole Wishsinger could not do alone.
Wishsingers do not depend upon Spiritual Points: While Wishsinger do gain Spiritual Points at a decent rate, they do not need to use them to invoke their powers. Many believe that the fact that they gain Spiritual Points even when they do not use them represents the deep spiritual nature of the powerful songs Wishsingers wield. In practical terms, this peculiar trait provides Wishsingers with an easy way to split-class into character classes that can make use of the many Spiritual Points they have already gained.
Wishsingers gain Stealth abilities. Because Wishsingers are highly attuned to sound vibrations, a Wishsinger has a percentage chance to move with stealth and detect noise. At each level, a Wishsinger gains 10 discretionary points to divide amongst Stealth and Hear Noise.
Hear Noise (initially 20%) functions in the same manner as the Investigator skill of the same name. Whereas a simple Perception check might alert a character to a specific noise, a Hear Noise roll allows the character to pick out a single instrument in a symphony or a single conversation in a crowded room. One way to understand the difference between an ordinary Perception check and a Hear Noise roll. A character listening at a closed door might be able to detect that two people are whispering to each on the other side of the door. A Hear Noise roll, by comparison, allows the Investigator to understand some (or maybe even all) of the words spoken. A Perception check might allow a character to hear the sounds of footsteps coming down the hallway. Hear Noise might allow an Investigator to know that there are two guards wearing heavy boots.
Move Stealthily (initially 10%) functions in identical manner to the Investigator ability of the same name. It allows for characters to walk so quietly as to be unnoticed by the casual observer. This score may be modified downward in the event that the “casual observer” is actively seeking out the character. A good way to understand the difference between a Skill check and a Move Stealthily check is this: a character with a Skill check might be able to keep a low profile and maybe not get noticed. A Wishsinger with Move Stealthily knows how to use shadows, terrain, and clothing to greatly reduce the chance of being seen and noticed.
Wishsingers can resist one another. A Wishsinger can attempt to override the song of another Wishsinger. To accomplish this, the resister must make an Override check, which is composed of a percentile roll on the General Matrix. The check is calculated at the Wishsinger's level plus current B-M-S versus the attacker's level + current B-M-S. If the check is successful, the attacking Wishsinger’s song will not affect the resisting Wishsinger. This does not cancel the attacker's power, thus an area effect song could still harm individuals other than the resisting Wishsinger.
A Wishsinger gains henchmen. At sixth level, a Wishsinger gains the services of one first level Wishsinger of similar alignment. Like all henchmen, this one is loyal even unto death. At eighth level, a Wishsinger gains 1d3+1 Wishsingers of Henchman status (level 5), 2d4 Wishsingers of Follower status (level two), and 3d6 persons of varying classes (level two) of soldier status.
At eighth level, a Wishsinger may open (if he or she has the resources) a University or school that will attract students wishing to study music theory, music history, and music practice. A small percentage of these students will graduate with the abilities of a 1st level Wishsinger.
Activation and Use of Spiritual Powers: Wishsingers have eight tiers of Spiritual Powers as detailed in the Book of Spiritual Powers. Wishsingers’ powers are not limited by Spiritual Points, but by rather by the number of songs invoked per day - they all require a successful Instrumental and/or Singing check to sing the song properly so that its power is invoked. A first-level Wishsinger starts the game knowing any 4 First Tier Wishsinger songs and at each level of experience gained, the Wishsinger gains an additional song of a Tier to which he must have access. Wishsingers all carry musical instruments with them to allow them to invoke many of their songs.
A Wishsinger must maintain a songbook. For a Wishsinger to sing the songs of power, he must have periodic access to the printed music and lyrics. Without access to his songbook, a Wishsinger is unable to rehearse spell songs. While there is nothing supernatural about this book itself, a Wishsinger must have it in order to remember the exact intonations and notes of the complex songs they sing. Obviously, it behooves the Wishsinger to make more than one copy of his personal hymnal. Should a Wishsinger lose his songbook, he can attempt to rewrite each song at a knowledge penalty of -4. The rewrite takes one day per song.
A Wishsinger can spend a proficiency slot to memorize a specific spell song. Such a spell song will be accessible, provided a successful Knowledge check is made, even if the Wishsinger's songbook is lost.
Armor Limitations: A Wishsinger may wear metal armor -- up to and including all Medium Armor - without any drawbacks. In addition, a Wishsinger can, of course, employ leather and other nonmetal armors. Heavier armors are forbidden, as they restrict the ability to sing (ever see an opera singer in full plate? Didn't think so!)
Weapon Limitations: A Wishsinger can use any type of melee or projectile weapon except firearms or other explosives because they are very loud when used and would thus impair the Wishsinger’s abilities.
A Wishsinger cannot sing if deafened or silenced. There are powers that practitioners of various faiths can wield that can deafen people or shroud them in supernatural silence. Under such conditions, a Wishsinger absolutely cannot sing. None of the Wishsingers class-related supernatural abilities will function while deafened or silenced.
A Wishsinger cannot be Neutral: It is thought that Wishsingers of Good are given their special abilities by the power of the Light, while Wishsingers of Evil draw upon darker forces to power their songs. Hence, there are no neutral Wishsingers, for their songs would have no power behind them. If a Wishsinger is the process of an alignment change from Good to Evil or from Evil to Good, he is unable to advance as a Wishsinger or use any of the class-related abilities (most notably the Songs) while Neutral. For this reason, most Wishsingers are not easily swayed from their current alignment.
Experience Modifiers. A Wishsinger with a B-M-S score of 15 or 16 earns a 5% bonus to experience, while a Wishsinger with a Body Mind Spirit rating of 17 or higher earns 10% additional experience.