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Thief

“The cavern bridge was guarded by the largest orc I


had ever seen. My companions and I sat huddled in the
dark, pondering what course to take. We had not heard
anything but looked up from our position to see Tar’a
climbing up from the shadows under the bridge. For
a moment we froze, slack in our jaws as we watched
fearfully. In a blur of steel, the creature’s throat burst
open... unable to scream. Before the great orc could
turn, its hamstrings were slashed, and he tumbled
backward, silently into the dark pit below”. – Skara Bor,

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Librarian of Hdathem
Masters of concealment and subterfuge, thieves make
their living in the shadows. Thieves are often sought to
acquire rare or closely guarded items, and they employ

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a wide range of skills to achieve their goals.
Because they tend to lead lives which make them
many enemies, thieves are often capable of handling
themselves in a fight. However, they are most
dangerous when they have the element of stealth and
surprise.

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Chapter Four: Classes 27


Warrior
“Every
“EEve eryy ttown,
ow
o wn, vvalley,
alle
allle
ey,y, village
villa
ililla
age
g and and tribe
tri
ribe
bee has
has
as men
menen and
and d
women
wo ome
men
en whow o take
wh taake e up up arms.
am
ar mss. You Yo
ou lotlo
ot are
arre diff
a diiffe
d er
erent.
rent.
en
nt.
t Y
Youo
ou
will
willl not
not plow ow the
plo th
th
he e fifiel
elds
el
e ds until
lds ntilill necessity
unt neccessi ty requires
essssiity req
equi res you
uire
res yoou toto
lift
ft a ssword.
liift wo d. Your
ord Your
Yo ur life
ur liffe is your our training,
your
ou trrai
aini ng, and
ning an
a nd your
yyo ur training
our train
ra
aiin
nin
ing
ng
ensures
ensu
en ress peace
sure acce in
peac
peea in the
thhee empire.
emmp pir
pir e. Should
ire.
e. Shohou ulld I order
o de
or er you
y u to die
yo die
e
today,
toda
to dayy,, yyouu will
ou wililll obey
obbeyy without
witittho
hoout ut question.
queuest
eststio
ionn.. For
Foorr Hdathem
Hdda
atth
hem m has
hass
given
give
gi v n youyou an
yo an honorable
ho onnororab
rable
able
ab e life,
life,e, and
ifife, and d that
hat is
tha is more
mor o e than
than
th a youyou u
deserve!
dese
de serv e ” – Brakkas
rvve!
rve! Bra k ass Hathorn
rakk
kk Ha atth
ho n Commander,
orn Coommm ma annd er, 1st
der,
er 1 t Legion
1s Le
L eggiion
n
of
of tthehe
eH Hdathi
dath
da thii Regulars
th Regu
Re gula
gu lars
la rs
rs
Warriors
Wa
W arr i rs are
rrio
io r the
are the individuals
in
nddivviddua alss from
om all
fro all societies
al so
soci
occiiet iess who
etie
etie who

e
dedicate
dedi
de
dedid cacate e their
te the
heirirr lives
i es to
liv to thehe pursuit
tth p rssui
pu u t of
o armed
r ed combat,
arm commba
bat,t
t,
either
therr for
e th
ei ther o defense
for def
efen
ense
en s of
se of the
he realm
th rre
eaallm or
o conquest.
con nqu
uesst. t They
Theey
are
are
ar e thehe soldiers
tth so
sold
oldie
ld i rss and
die anndd heroes
her
eroeoes whowh
w ho live
livee and
andd die e on
diie on the
tth
he
battlefi
ba
b atttle eld.
efifiel
el
e ld.
d

fil
The
Th warrior
he wa arr ior can
rrio
ior caan come
co me from
ome r m any
fro any society
an sooci
ciet ty and
ety annd has
has access
ha acce
ac ess
ss
to
to tthe
h m
he mostosst ex
o extensive
xte n ivve weapon
tens
ens we
w eappon and anndd armormorr training
arrm tra
raiin
ningng of
in of
any
any class.
an clas
cl ass. s. Warriors
War
a riiorrs practice
rior prrac
p ce their
a titice the ir craft
eir afftt daily
crra aiilyy as
da as anyany
an
other
otth
o heer trade.
ttrra
ad e Their
de. heirr role
The rol
olee iss strictly
strictltltlyy the
tric
ic he aspect
th asp
as peecctt of
of fifigh
ghting
g
ghhtit ng
g
and
an
a nd defending,
defe
de fend
ndin
ing,
in g and
g, and theyheyy are
the are some
some e times
tim
imes
meses conscripted
con
onsc
nscri
script
sc rip
ri pttedd
into
intto
in o armies
arm mie ies or
or serve
ser ve as
erve as mercenaries.
merc
me rccen nar
arieie
ess..

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28 Chapter Four: Classes


Wizard
“I spent years with the sages of Ishtar. I have plundered
the libraries of Hdathem, even spent an unknowable
amount of time atop Batul’Kar with the seers. It was
finally in a cave north of Eiralon that I discovered the
fragment of a scroll explaining the true nature of things.
The scroll must have been centuries old and decaying
in that sealed chamber. Though badly fragmented and
falling apart, I began to understand what I must do.
You see every wizard has a unique mark, which only
they can imprint. Near the bottom of the scroll, I could

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see plainly that this scroll was inked in my own hand.”
– Legato the Ancient
Wizards are erudite scholars and seekers of ancient
magical knowledge. They harness power from the

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arcane and are ever in pursuit of its understanding.
While wizards may have a natural gift, they have to
work and study very hard to perfect their abilities.
Through this, they have become adept scribes and will
almost always prize their written works and any other
ancient tomes, even above gold.
Some wizards are benevolent and others go mad with
a lust for power. All wizards have an eerie quality to
them, able to effect the nature of things in our world in

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a way that at times seems unnatural.
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Chapter Four: Classes 29


CHAPTER FIVE: CHARACTER CREATION
The Character Sheet
A character sheet is the document which tracks all of a PC's relevant statistics and progress. You can find a
premade character sheet at the back of this book which can be duplicated. You will note that the character sheet
consists of two pages, a statistics page containing relevant numbers and a details page containing equipment
and other details. This chapter will walk you through the process of creating a character and filling out the
character sheet.

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30 Chapter Five: Character Creation


Step One: Character Description Liz is creating her first character. She
Player Name: Fill out your name. enjoys playing someone who can hide but is
also generally useful, clever and can be good
Character Name: Pick a name for your character. in a fight.

Class: Choose a class from the available archetypes: Looking over the class descriptions, she decides
that the thief is well suited to that and
Barbarian, Berserker, Druid, Hunter, Priest, Seer, writes that on her character sheet. Before
Shaman, Thief, Warrior, or Wizard. choosing a name, she looks over the different
race options for a thief on Table 5.1 and sees
Race: Choose a race for your character that is that thieves can be any race. She likes the
available to your chosen class on Table 5.1. idea of a half elven thief who plunders lost
cities in search of lore and ancient treasures.

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Table 5.1 Class/Race Playable Classes
Dwarf Half Elf Human Wild Elf She decides that ‘Tar’a’ will be a good name
Barbarian Yes - Yes Yes for a half elven thief.
Berserker Yes - Yes Yes The GM has declared that for this adventure
Druid - Yes Yes Yes the characters will begin at level 1, so she

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Hunter Yes Yes Yes Yes records ‘1’ under the level slot, leaving
Priest Yes Yes Yes - experience empty, and moves on to Step Two:
Statistics.
Seer Yes Yes Yes Yes
Shaman Yes - Yes Yes
Thief Yes Yes Yes Yes
Warrior Yes Yes Yes Yes
Wizard Yes Yes Yes -
Level: Typically, you will begin at level 1 but ask the
GM what level the party will be starting at. This is
important, because your statistics and skills will change

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based on your level. If your PC starts at level 2 or
higher, consult Chapter Six.
Experience (XP): As your character advances, you will
record your experience on the XP slot. When starting at
level 1, you will leave this empty.
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Tara’s Character Description : Statistics Page
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Chapter
Ch
hapter FFive:
ive: CCharacter
haracteer Creation
Creaatioon 31
Step Two: Statistics Liz rolls six separate 10 sided die. The
Every character will have six primary statistics that totals displayed are 1, 7, 1, 7, 3, 7. She
adds them up for a total of 26 and writes
determine the physical and mental capabilities of the this down on scratch paper. She repeats
character. this process five more times to record five
more totals of 25, 40, 24, 32, and 39. She
Primary Statistics include: records each of these on scratch paper.
• Agility
• Charisma Next, she consults Table 5.2 to reference the
favored statistics for thief. In order, they
• Dexterity are: agility, dexterity and intellect. She decides
• Intellect that she wants her thief to be slightly more
• Stamina mechanically inclined, and she assigns the

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• Strength highest value of 40 to her dexterity statistic.
She assigns the next highest value of 39
To determine primary stats, you will roll 6d10 and to her agility, so that her thief will be good
total the number displayed on the dice. Now, do this at scaling walls and other physical activity.
She decides to assign the score of 32 to her
five more times, once for each primary stat. Once intellect, which helps her with intellect skills

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completed, you will want to assign each of the values and grants her additional advancement points
rolled to a specific primary statistic. later on!
Each class has favored statistics found in Table 5.2, as She then distributes the remaining three
classes will benefit more from specific statistics. They values to charisma, stamina, and strength.
are numbered in order of priority. Note: While no added Tar’a will be a half elf, so Liz consults
bonuses are given for this, it is a good guideline to new Table 5.3 and adds the values next to the
players to understand which statistics enhance game appropriate statistic to her dice totals.
Starting with agility, she adds the racial
play. modifier of 30 to her previous recorded value
Now add the racial bonuses found on Table 5.3 to your of 39 for a total of 69. Liz then repeats

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base stat values to get the total stat scores. You will
record this total value in the primary statistic boxes on
the statistics page of the character sheet.
Note: The GM may allow for 7d10 to be rolled. In this
the process for the five remaining statistics.

Tar’a’s primary statistics are now complete.


Liz reviews and enters the following values on
her character sheet.
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case, the lowest die roll is always dropped from the Agility 69
total so that 6d10 are still added. This is usually done Charisma 50
when the GM wishes to enhance the chances for Dexterity 70
higher starting statistics. Intellect 72
Stamina 41
Temporary “temp” boxes next to each stat exist to Strength 39
record a temporary stat change that may happen
during game play.
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Tara’s Primary Statistics : Statistics Page


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32 Chapter Five: Character Creation


Table 5.2 Favored Class Statistics Table 5.3 Starting Racial Statistics
AGI CHA DEX INT STA STR Dwarf Half Elf Human Wild Elf
Barbarian 3 - - - 2 1 Agility 10 30 25 30
Berserker - - - - 1 2 Charisma 20 25 25 20
Druid 2 - - 1 - - Dexterity 25 30 35 25
Hunter 1 - - 3 - 2 Intellect 25 40 25 15
Priest 2 - - 1 - - Stamina 40 15 20 35
Seer 1 - - 2 3 - Strength 35 15 25 30
Shaman - 1 - - 3 2
Thief 1 - 2 3 - -
Warrior 3 2 1

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Wizard
W
Wiiza
zza
ard 3 - - 1 2 -

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Chapter Five: Character Creation 33


In addition to primary statistics, every character also Initiative Initiative score is next. Liz
has derivative ‘secondary statistics’ that provide details Initiative is determined simply adds her intellect (72)
regarding more specific actions. by adding intellect and and her agility (69) then
agility then dividing divides them by 10. (72 + 69)
Secondary Statistics include: / 10 = 14.1. Initiative is always
by 10 (rounding up).
• Health Pool rounded up, so Liz bumps the
Record the value in total to 15 and records it as
• Initiative
the initiative box on the the initiative score.
• Attacks/Turn and Offhand
character sheet.
• Defense Total
• Walking/Running
Attacks Per Turn (Attacks/Turn) and Offhand
Health Pool
This will reflect how many main hand attacks the PC

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Health pool is determined by rolling the health die
may make in a single
indicated for the character’s class in Table 5.4 and then
turn. At level 1, this will Tar’a’s attacks per turn
adding the bonus from their stamina found on Table
always be 1, but it may is pretty straight forward,
5.5. Once you have the totaled value, place the number since she has no ability at level
increase later as you
in the health pool box on the character sheet. 1 to grant her an additional

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invest in more abilities. attack, Liz simply records 1 in
Record this value in the this slot.
attacks/turn box on
Table 5.4 Class Health Die your character sheet.
Class Health Die
Barbarian 6d6 Note: There is a secondary box indicating offhand
Berserker, Hunter, Warrior 5d6 attack. You may check this box, if your character
Seer, Shaman 4d6 equips two one-handed weapons and has adequate
Druid, Priest, Thief 3d6 agility to make offhand attacks. The agility modifier for
Wizard 2d6 offhand attack is on Table 5.7.

Stamina
1-9
10-19
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Table 5.5 Stamina Bonus to Health/Level
Bonus Health/lvl

1
0
Unarmored (Defense)
The unarmored box next to defense total accounts for
the character’s defense before applying armor. This is
determined by adding the class specific defense bonus
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to the character’s base defense (BD).
20-29 2
30-39 3 Defense bonus Defense is next, and Liz
40-49 4 is determined by makes a note of her unarmored
50-59 5 referencing the class to defense. She consults Table 5.6
60-69 6 Table 5.6. This bonus and sees that a thief gains
70-79 7 is applied every time +3 defense every level. She
80-89 8 consults base defense (BD)
the character increases found on Table 5.7. Tara’s
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90-99 9 in level. 69 agility will afford her 14


100+ 10 base defense, so she adds
BD is determined this to her class bonus (14 +
by referencing the 3 = 17) and writes down 17
character’s agility to on the unarmored box of her
Table 5.7. character sheet’.
Health pool is next. Liz consults Table 5.4
to determine the number of die to roll for Defense Bonus + BD = U
Unarmored
na
arm
rmor d Defense
ored
ored Def
efen
ense
ense
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her health for each level. Since Tar’a is a


thief, Liz must roll 3d6. After rolling, the dice
display 5, 4 and 6 for a total of 15!
Liz is excited to have so much health for
her character, but she is not done yet. She
references Table 5.5 to determine her health
bonus per level. Her stamina is 41, so she gets
a 4 point bonus. She totals this and records a
19 under health pool.

34 Chapter Five: Character Creation


Defense Total
Tara’s Secondary Statistics : Statistics Page
Defense total is the total defense of the character after
armor worn is applied. After you purchase armor in
Step Four: Equipment Areas, you will want to total up
the defense value (DV) of all armor and shields worn.
You will then add the totalled DV to the unarmored
defense. This will be entered in the defense total box
on the statistics page. In the case of seers, they will
gain an ‘unarmored’ bonus that can be added instead,
if they choose not to wear armor.

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DV + Unarmored Defense = Defense Total

Table 5.6 Defense Bonus


Class Bonus/lvl

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Priest 0
Wizard 1
Berserker, Druid, Hunter, Shaman 2
Barbarian, Thief 3
Warrior 4
Seer 5

Walking/Running Looking at Table 5.7, Liz sees


Walking and running that movement for walking/
are based on agility.
On the character
sheet, you will notice
that the walking box
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running are listed next to
agility, and she records those
values on her character sheet.
Tar’a will be able to walk 25’
and run 125’ every turn.
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shares a smaller box It looks like all of her
with running. These secondary stats except for
stats can be found by defense (which will depend
referencing your agility upon armor) are completed. On
to Step Three: Customizing Your
statistic on Table 5.7. Character.
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Table 5.7 AAgility Modifiers


Agility Walking/Turn Running/Turn BD Offhand
1-10 5' 25' 2 -
11-20 10' 50' 4 -1
18
-18
21-30 10' 50' 6 -16
31-40 15' 75' 8 -14
-1
-14
40-50 15' 75' 10 -12
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51-60 20' 100' 12 -10


-10
61-70 25' 125' 14 -8
71-80 25' 125' 16 -6
81-90 30' 150' 18 -4
91-100 30' 150 20 -2
101+ 35' 175' 22 0

Chapter Five: Character Creation 35

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