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Chapter Three: Spells
Chapter Four: Magic Items
Chapter Five: Monsters
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rer aINTR@DUCTION
Got your harids on the new editio
of the DUNGEONS & DRAGONSE
game? Ready to do battle wit
he minions of Hell? Weleame to
Diario ie, your ticket
to adventure
Our story is based c
selling DiaB.o Il computer game. ses
The archfiend Diablo is again J
ing to take over your home aura
land, Khanduras—and he's got Sa
rid-class help this time. As a
player, you can try to put an end
to his plotting or, as DM, see if your players are up to
the task!
thebes. Gig
This book gives guideline
ping the DiAaio Il chara
for creating and equip-
fs, from lithe amazons
with hunter's hows to enigmatic
necromancer armed with dev
astating seythes Cand enough
monsters and treasures to start
adventuring now)
You'll also find a few new
twists on some traditional char=
acter classes: the Diao Il bar-
boarian and paladin aren't exactly
what. you remember from the
DED Player's Hondbook—and
the sorceress class isn’t just &
female version of the sorcerer
These are new, built specially for the DED version of
Dias Il though they'll also fit pretty well into any
DED campaign setting.
WHAT'S THE STORY?
‘While the Diao setting contains a continent of fan
tasy kingdoms, barbarians and rogues, sorcerers and
‘amancers, and enchanted sreatuces hath wonder-
ful and terrible, the heart of the story is the secret rise
of Hells princes in the Mortal Realm, If they can take
control here, they'll get the upper hand against the
Forces of Light and Order. Already many strongholds
Tong secure against them have fallen, and areas once
sacred to the Light have been corrupted
‘Areas that have fallen under demonic influence must
be freed! Fhe Dungeon Master can use this hook to set
up general adventures of exploration and demon erad-
ication. The companion volume, To Hell and Back,
presents adventure and world details based directly on
the computer game:
Demons and the Prime Evils
Since Time hegan, the forces of Order and Chaos have
fought to decide the fate of Creation. Now, after cen-
tures of battles and defeats, the demon princes think
the Mortal Realm is the key to victory.
However, lo wage alltout war on humanity would
dangerously weaken Hell’ forces and would probably
lead! to direct intervention by divine forces. Thus, the
demon prnees Baal, Mephisto, ard Disblo—a trie
known as the Prime Evils hatches 3 devious plot.
They had themselves cast onto the Prime Plane as i?
exiled from the Infemal regions as the result of a
demonic power struggle, and quietly bean a long and
subtle campaign of corruption,
Baal tricked Tal-Rasha, a supremely powerful wiz~
ad, into imprisoning him in the wizard’s own body for
many years. In tine, Baal utterly corrupted the wizerd
and gained access to the magle lore oF che Horad
humanity's oreatest sorcerous cabal.
Mephisto hes been imprisoned fr many years ina soul
store under the main temple of the Zakarur faith in the
capital of the Eastern Empire, the city of Kurast. Over
time, Mephisto has gained control of the stone andl cor
rupted she priesthood, includiny Que-Heyar Sankekur
the highest mortal authority of the Zakarum faith
Diabio caused a war between the two nations of
Khanduras and Westmarch, resulting ic the first
DiaBic story fsee Woe of the Hero below)
Woe of the Hero: The Diablo Story
Diablo wok control of the small wesiern kingdom of
Kharduras, working deep in ancient catacombs
beneath the town of Tristram. He snared good King
Leonie and many other persons of power At last, a
lone hero plumbed the hellish depths of she labyrinth
and confronted firs
Koowing that the demon pence’: sprit could not be
destrayed, the hero made a nable sacrifice —casting
his soul and sanity aside, he tock the spirit of Diablo
into himself, hoping that his own strength of will could
contain the demon, Unknown co all, this selfless act
not only ensured Diablo's victory, but also damned che
unnamed hero's seul. With his tragic failure, the story
begins anew:Using This Book
This book has two goals. The first is to let
players create their own amazon, barbar-
ian, necromancer, paladin, and sorceress
jaracters, then provide them with
quipment, spells, special abilities
and a desire for fame
and fortune!
The second goal
S$ to give the
Dungeon Master
enough informa:
tion to start the
characters on the
path from fresh-faced
ssbseuricy to the pinnacles af power,
wealth, Look for the
superadvencure Te Hell and Back
Yor a major epic adventure and
even more campaign details.
ia player can’t find every-
hing she needs to create
the character she wants
chances are the informa-
sion she's lacking is
the DED Ployer’
Harulbook. Some
one in the gaming
group should have a
copy—the | Dur
geon Master.
at the very
least
That
book
defines
alotof the words and rule concepts we assume you know
here—consider it highly useful, but you don't absokstely
have to have it as long as someone in your group does.
Ifthe DM needs more information on climate, terrain,
ighling. smoke, and soon, its almost certainly in one of
three places: the D&-D Dunceon MasrER’ Guide, the
Monster Manual, or 014810 Il: Te Hell and Back, the
companion to this volume:
What About All That Other Stuff?
‘You may notice the equipment section has no listing
for food. Is that a problem? After all, the game
designers at Blizzard Ent ‘ent wisely realized
that part of the great pastime of escapism is not worry
ing about such commonplace trifles as eating, drinking,
and paying bills
he beauty of the DIAULO Il setting is that it does
nat focus as much on investigation and interaction as
it does on good old-fashioned door-bashing, skull-
cracking, hearchlooting action. But hey, you paid for
it, it's your game naw, $0 if you want toadd mere lev-
els of complexity, theyre our there for you, in those
other books
The point wee trying to make is that you dant need
them ta enjoy the flavor of the DIABLO Il setting. IF
you've purchased this book, youre probably more inter-
ested in kicking demon butt than keeping track of your
tions, anyway. Right?
£EN@UGH TALK!
What youte still reading the introduction? Get out
your dive, turn the page, and start carving your path to
glory in the world of Diss.o I!CHAPTER I: CHARACTER CLASSES
The next several pages detail
each DIABLO Il character class. feet}
Players unfamiliar with DUNGeOnS o/h
& Dracons class descriptions ear
should refer to the Players Hand
book for information.
Important Note: When
choosing a magic ability, you can
ake oF cup. For
example, you can take a Croup
ability instead ofa Group 2 ability if
you want,
AMAZ@N
This powerfisl woman warrior belongs to one of" the
nomadic bands that. roam the plains near the South Sea.
Their wandering often brings the bands into conflict with
ther peoples, so the amazon s accustomed to fighting in
order to defend her own. This lifestyle has made her
fercely independent andable to weather severe hardship
and travel. While her skill with the baw rivals the rogue's,
the amazon is also adept in the use of spears and other
throwing weapons, as well as in melee combat. ‘The
amazon is much sought after as amerce-
nary, in which service she is loyal as fang,
as her own ends are also served.
Adventures: An amazon wiews
adventuring as a series of skirmishes
with the forces of evil—something to
prepare her for her part n the final bat-
Ue to come, The minions of darkness
she vanguishes now, the amazon rea-
educe the number she must
eventually face—and coincidentally
allow her to improve her combat skils,
Characteristics: The amazon excels
at ranged combat. The spear, jav
and of course, bow and arrows are her
favorite weapons, and the magica
effects she can produce with them far
surpasses what other classes can do
with the same weapons. She fares less
well in melee combat than a barbari
or a paladin, and i
than a necromancer or sorceress.
Background: Amazons see the
destruction of the Prime Evilsas their des-
tiny in the world—part of a step Loward
ess for mortals.
a new era of gre
Dee em et tro
emery
orn)
crue et
eae ad
Their oracles long ago predicted
the events of these times, and the
er amazons have been preparing for
i years to battle the evils that now
plague the land. Though thee teus
ongins lie in the Islands of the
These Sisters wn the Twin Seas
they have ventured into the world
te do ther part
ve
ela):
Game Rule Information
Amarons have the following
game statistics
Abilities: Dexterity is vital ta
the amazon's combat shill, since it modifies her chance
to strike with a ranged weapon, Wisdom allows the
amazon tw be the eyes and ears of any adventunng
narty. Charisma enhances her special class snagical abil
ities, and Intelligence gives her a good selection of skills
Hit Die: dl
Class Skills
The amazon’ class skills (and the key abilicy for each
skill) are Craft, Craft (howyer) (Int), Craft (fletcher)
(Int}, Disable Device (Int), Heal (Wis), Knowledge{religion} (Int), Listen (Wis), Move Silently (Dex),
Search (Inti, Spot (Wis), and Wilderness Lore (Wis),
Skill Points at Ist Level: (2 4 lat modifies) x4
Skill Points at Each Additional Level: 2 + Int
Class Features
The following are all class features of the amazon. The
amazon acquires them at specific umes dunng her
vvarger, as shown on the Amazon table,
Weapon and Armor Proficiency: Amazons are
skilled with all weapons and armoy, including shields.
Note: Each armor skill has a minimum Strength score.
IF your character doesn't meet this seore, don't write
the saill down yet-—her Strength needs to improve
hefore she can use armor of that type.
Amazon Starting Package
Armor Leather +2 AG, armor check penalty 0, speed
30 fi., weight (5 lb
Weapons: Sharthow (Id6, crit x3, range 60 fe, 2 Ib,
Medium-size, Piercing), javelin (Id6, crit »2, range 30
fe, 2b, Medium-size, Piercing).
Table I~
Attack Fort Ref
Level Bonus Save Save
1 ut +2 40
2 2 13 0
3 3 a “
4 4 4 ul
5 as Py “l
é ~t/-1 +3 +2
7 11-2 +3 42
8 8-3 +6 42
3 49/44 +6 3
10 HONS a 3
u Hif6L #1 43
a 12/47/42 43 a4
3 HSA +8 “
4 Hai49t44 3 +4
5 5/10/45 +4 +
16 M/F 61 10 5
7 MTD +10 45
ie NBL Bn8/a8 “i 48
we AID sL4t Dd atl 46
2 4204-415 410/45 +12 +6
a QU see nNeru 2 a7
2 DBT VLBA TAD 3 7
B »23/118/n13A 8/43, 413 47
EI ~PH/ 1941449 46 +14 +8
a 2514201415 /+10/+5 +14 8
Quick Skills: Choose a number of skills equal ro 2 +
la modifier:
Armor
Skill Ranks Ability Penalty
Craft (bowmaking) 4 Ine s
Disable Device 4 Dex or
Heal + Wis ad
Knowledge (religion) 4 Int =
Listen 4 Wis ren
Move Silently 4 Dee 0
Search 4 Int -
Spat 4 Wis —
Wilderness Lore 4 Wis ad
Feat: Point Blank Shot
Magic Ability: Fire Arrow.
Gear: Backpack with waterskin, one day's rations.
blanket, bedroll, flint & steel, | light healing potion, 2
quivers of 20 arrows each
Gold: 10 go.
Amazon Abilities
Amazons have a deep understanding of sertain mysti-
cal processes, such as those that enchant nonmagical
arrows, javelins, and other missiles, Because the warld
Amazon
‘will Ability Magic
Save Feats increas Ability
0 lee = Group}
“0 = cs Group
“ 2rd - Group
WL = Ist
" Grou 2
+2 3rd = Group 2
42 a = Linc
+2 cs re =
43 ath as Group 3
13 x Group 3
ry oa na Group 3
4 5th 3rd
4 = = Group 4
+4 = = Group 4
6 eh = Group ¢
5 = 4th =
33 Group §
+6 Fen Group
“6 = = Group 5
cae les Sih =
#7. eh a Group 6
47 a Ea Group 6
ne Be at Grows 6
+8 tn och
+8 = a iof Khanduras is rich in magic, the amazon tribes make it
2 point to train their members to harness it
A Ist-level amazon starts to learn this knowledge,
taking one ability from the Group | Ability list below.
Another is gained at 2nd level, and one at 3rd,
AcSth through 7th level, the amazon can-choose abil-
ines from the Group 2 list. At 9th through Ith level
Group 3 abilities can be taken. Group 4 abilities can be
taken at 13th through I5th, Group 5 abilities at 17th
throuigh I9th, and Group 6 abiives at ist through 23¢¢
level. (These ehoieas are listed on the Amazon table.)
Some of these choices have prerequisites, abilities that
must be taken first.
Note: Abilities marked with an asterisk (*) are spe-
ial. After using the ability, the amazon must make a
Charisma check (DC 15 + ability-group number). Fail-
ure means the ability cannot be used for the rest of the
day. Mana potions-can restore an ability, counting its
group number as its spell level. A restored ability can be
Used freely until che amazon fails another cheek while
using it
Group | Aswimies
Critical Strike: You gain the feat Improved Critical.
[more the prerequisites of the feat—you need not
hawe chem,
Fire Arrow’s You can take a full-round action 10
enchant and shoot normal arrows as fire arrows. A hit
deals normal arrow damage plus 1d6 points of nonmag-
ical fire damage. You can turn one normal arrow into a
fire arrow for each ranged attack your level allows.
Arrows used in this way cant be recovered,
Inner Sight: You gana ‘2 circumstance bonus to Spot
checks against creatures in darkened areas, You also
have a +2 circumstance bonus to your attacks against
such creatures if you are within 30 feet of them. You
can't be caught flat-footed or sneak attacked by crea
tures you spat using this ability. You don't take any
penalties for darkness that would be negated by low-
light vision’
Jab: If you are using a piercing weapon (type P on the
Weapon table), you can take a full-round action te
make your primary melee attack and two more melee
attacks, yourdo not apply attack or damage bonuses for
Strength. Each attack’s chance to hit suffers a cumula-
ive =2 penalty, and all damage rolls have a -1 penalty
(minimum damage | per attack),
Magic Arrow’: You can take « full-round action to
create and fire magic arrows. These arrows always hit,
and have a | enhancement bonus to damage, You can
turn one nonmagical arrow into a magic arrow for each
ranged attack your level allows. The magic arrows di
appear after they hit.
Grour 2 Asiuimies
Cold Arrow’: You can take a fullround action to
enchant and fire normal arrows as cold arrows. A hit
deals normal arrow damage plus id6 points of cold
damage. A target subject to cold effects must make 3
Fortitude save or be slawed for Id3 rounds (see Chapter
3). You can turn one nonmagic arrow into a cold arrow
for each ranged attack your level allows. Arrows used in
this way can't be recowered,
Dodge Attacks: You can take a full-round action to
become more difficult to hit in melee. IF you de not
attack or move more than 5 feet in yeur turn, you gein
a 14 dodge bonus to your AC against melee attacks.
‘Alo, of you make a successful Reflex save against an
attack that allows a Reflex save for half damage, you
take no damage instead!
Multiple Shot’: You can take a fulleround action to
enchant and fire normal arrows 3s multiple-arnows.
The arrow splits into three arrows in flight, allowing
three attack rails against different foes, You ean athacs
each foe only once this round, and each arrow's chance
te hit suffers @ curnslative ~2 attack penalty, You can
turn one nonmagic arrow into a multiple shot arrow for
each ranged altack your level allows. Arrows used in
this way aan’t be recovered. Prerequisite: Mayie Arrow,
Poison Javelin’: You can cake a full-round action to
enchant and hurl a normal javelin as a poison javelin.
The javelin streaks toward its target, leaving a trail of
green vapor. IVit hits, the javelin deals half damage and
the target creature may be poisoned, ‘The target muss
make a Fortitude save (DC 14+ one-third your level +
your Charisma bonus) or suffer iitial damage of | point
of temporary Constitution, and secondary damage of
Id2 points of senporary Constatution
Breathing ereaturas within 5 fect of the pati of the
javelin are exposed to its gas tral. They must make 2
Fortitude save at DC 15 or take | point of wemperary
Constitution damage.
Lost Constisution is regained at the rate of | point per
day (2 per day if the character only rests). The javelin
cant be recovered
Power Strike: You can take a full-round action to
attack once with a melee weapon. If you hit, you also
discharge an electrical bolt into the foe. The bole deals
Ld8. points of electrical damage for every 5 levels you
have achieved (maximum 5d8). Prerequisite: JabGroup 3 Asuities
Awoid: You gain the feat Deflect Arcows, regardless of
whether you meet the prerequisites. (Reflex save
against DC 20+ any magical attack bonus). Prerequi-
site: Dodge Attacks.
Bolt of Lightning’: You car take a fil-round action to
enchant and hurl a normal javelin as a bale of ligheaing. In
mid fight, the javelin transforms into a bolt of lightning,
dealing 2410 points of electrical damage to whatever it
strikes, with a Reflex save (BC 13 + one third your level
your Charisma bonus) allowed for half damage. The
javelin can't be recovered. Prerequisite: Poison Javelin.
Exploding Arrow’: You can use a ful-round aetiors tes
enchant and fire one norrnal arrow as an exploding arrow.
The arrow is charged with lethal energy that deals dam-
age to all creatures within 15 feet of the creature hit. The
biast deals 1d6 points of damage for every two of your
levels (maximurr 10d6). A creature net hit but in the area.
is allowed a Reflex save (DC 13 + one-third your level 4
your Charisma bonus) for half damage. Misses have no
effect, The arrow cant be recovered, Prerequisite: Fire
Arrow, Multiple Shot.
Impale: You can deal more damage with a melee weapon
at the cost of its Durability. Declare this ability: before
rolling the attack. If you hit, the weapon deals +2d6 points
of damage. Your weapon takes an automatic 2 points of,
Durability damage. plus the normal effect for the damage
you deal as well, Note’ If you are not using the Durabil
ly rules, Use weapon breaks ifit fails a special [d20 check
(DCs hal the damage dealt). Add your weapon's mag
callattack bonus, #Pany, lo your ral. Prerequisite: Jab.
Slow Missiles’: You can use a full-round action to
make all projectile or thrown missiles coming within 30
feet of you until your next turn-—to literally stow in
flight. Those targeted by such missiles gain a +4 docige
bonus to ther AC. Any enchanted missile (including
the anssile spell) must make a successful saving
throw (DC 7 + your level + your Charisma bonus) or
barmiessly destroyed, Prerequiit: Inner Sight.
Group 4 ABILITIES
Charged Strike’: You can take @ full-sound action to
attack once with a melee weapon and discharge an
electrical bolt inte the foe if you hit. In addition te deat
ing normal damage, the weapon is electrically charged,
dealing 2d8 points of electrical damage and releasing a
single charged folt spell (see Chapter Three} trat tar-
gets foes not struck nearest the point of impact. Pre-
Power Strike, Bole of Lightning,
fou can use a full-round action to
enchant and fire a normal arrow that hits the nearest
foe within eange, even turning corners or flying through
an open door. IF twa or more fbes are al equal range
the target is determined randomly. Prerequisite: Cold
Arrow, Multiple Shot.
Ice Arrow": You can use a full-round action to enchant
and fire a normal arrow as an ice arrow, [n addition to its
normal damage, the arrow deals 2d6 points of culd da
age. Further, the foe struck by the arrow must make a
Fortitude seve (DC 14 + one third your level + your
Charisma bonus). Failure leaves the foe frozen in place
andhelpless fer 1d3 rounds. Prerequisite: Cold Arron
Penetrate’: You learn to see the weak points af your
Largets. When using a ranged weapon, you ignore |
point of your tanget's Armor Class for every five lev.
els you have achieved (shields and natural armor are
counted as armor for this purpose), Prerequisi
Critical Strike.
Plague Javelin’: You can enchant and hurl a normal
javelin in the same round. The javelin streaks towaed its
target. leaving a trail of green vapor [Fit hits, the javelin
deals half damage and the target creature may be poi
soned. The creature must make a Fortitude save (DC
Id = one-third your level = your Charisma bonus) or
suffer mitial damage of | point of temporary Constitue
tion and secondary damage of Id4 points of temporary
Constitution. A cloud of noxious gas expands outward
15 Feet from its paint of impact and remains until your
net tur. Creatresin hiserea are expored 9 the po-
son as i struck
Breathing creatures within 5 feet of the path of the
javekn are exposed to its gas trail. They must make a
Fortitude save at DC 15 or take | point of temporary
Constitution damage.
Lost Constitution is regained at the rate of | point per
day (2 per day if the character only rests). The javelin
cant be recovered. Prerequisite: Bolt of Lightning,
Gnour 5 Asmities
Decoy’: You canuse a full-round action to shape magical
energy intoa semisubstantial copy oF yourself The decay
bbehaves like you, but deals no damage with its attacks.
Opponents that fella Wall save (DCIS | one-third your
level + your Charisma bonus) attack or pursue the decoy
in preference to you. The decoy lasts | round per three
levels you have achieved. Prerequisites: Slaw Missile.
Evade: You can become more difficult to hit. IF you do
not attack, you gain a_14dedge honus to your AC: until
yournent turn, Also, if youmakea soccessfit Reflex saveirist an attack that allows a
Reflex save for half damage, you
rake no damage instead. Prerequi-
Fend: You gan the feat Creat
regardless of whether yo
meet the prerequisites. Each time
sou slay a foe, take a free melee
attack against another fee in
range. If y have the feat
Great Cleave, this has no effect,
Prerequisite: Impale.
Immolation Arrow’: You can use 4
4 full-round action to enchant and
fire a normal arrow as an immola-
wr. When the arrow hits, it
ates a fiery explosion. In adel
lion to normal damage, the arrow
deals 4d6 points of fire damage. At
the point of impact, an explosion
deals Id6 points of damage for
each two of your levels to all crea
tures in a Q-foot radius
mum 1046). Nonstruck creatures
are allaweda Reflex save (DC 15 + one-third your level
+ your Charisma bonus) for half damage. The area.con-
tinues to burn for Id4+1 rounds, dealing 2d6 fire dam
age te anyone in the area. The arrow can't be
site: Exploding Aerow.
recovered. Prerequ
Strafe: You can fire a single arrow at each foe at close
range, all in the same round, The first attack is made
normally and each following attack takes a cumulative
=2 penalty to hit. This ability can be used only with
ranged weapons that do not require move-equivalent
actions 10 reload or ready (such as arrows, daggers,
shuriken, and so on). Crossbows cannot be used—
though a repeating crossbow can be employed antl it
needs to be reloaded. Prerequisite: Guided Arrow:
Grour 6 AsiLiTies
Freezing Arrow’: You can use & full-round action to
enchant and fire a normal arrow as a freezing arrow.
The arrow deals normal damage to whatever it strikes,
plus an additional 4u6 cold damage. Further, any crea
ture within 15 feet of the point of impact must make a
Fortitude save (DC 16 + one-third your level = your
Charisma bonus). A creature failing the save is frozenin
place and helpless for Id3 rounds. Each round a frozen
creature must make another Fortitude save or be dealt
an additional 2d6 points of cald damage. Prerequeste:
lee Arrow.
Lightning Fury’: You can use a
partial action to enchantand hurl a
normal javelin. In miceflight, the
javelin transforms into a bolt of
lightning that deals a half-strength
F chain lightning effect. You deal Id
points of electrical damage for
each two of your levels (maximum
lOd6). The bolt ares to other foes
within 30 feet of your foe, up to
one creature for each of your [ev-
els. A secondary are deals half as
many dice damage as the primary
bolt, rounded dewn. Alll foes are
allowed a Reflex save (DC 16 +
one-third your level + yo:
Charisma bonus) for half damave.
Prerequisite: Plague Javelin
Lightning Strike’: You can take
a full-round action to atrack in
melee once with a javelin,
hit, you deal normal damage and
discharge a half-strength ch
nirig effec into your foe. You
deal Ld points of eleetrical dam
age for each two of your levels (maximum 10d6), The
bolt arcs to other foes within 30 feet of your foe, up to
cone creature for each of your levels. A secondary arc
Seals half as many dice damage as the primary bolt
rounded down, alll foes are allowed a Reflex save (DC
16 + one-third your level + your Charisma bonus) for
hralf damage. Prerequisite: Charged Strike.
ome 30 sill that y
the bodies oF oppo
Pierce: Your ranged attacks
can actually drive missiles through
nents, and into opponents behind them, Whenever you
make a ranged attack and there are foes within 24 feet of
a straight line behind the isitial target, you can roll anoth-
er atiack as a free action against the next foe The attack
bonus of the later attacks is equal ts half the attack bonus
ofthe previous attack: thus, itis possble to attack muluple
foes in this fashion, The attacks do not end until the attack
bonus is necuiced below +1, the missile reaches its
mum range, or it strikes solid, nani:
a stone wall-—though it can pass througha
or an obstacle of simular strength). Prerequ
Peretrate.
Valkyrie: Once per day, you can summon a valkyrie, a
oowerful magical being renowned for its battle prowess.
The valiyrie appears in the location of your chotce with-
in 60 fees, It attacks your enemies until ordered to cease,
the duration expires, ox itis slain. The valkyrie is immune
to fear andl mind-affecting effects it never flees combat,IP there are ne immediate foes, you can give the valkyrie
simple commands, meluding “Guard,” “Follow,” “Carry,”
or Scour,” The valkyrie serves for one round per level of
the amazon, then disappears. Prerequisite: Decoy, Evade.
BARBARIAN
The berbarian is a member of any of several tribes on
the Fringes of civilization. Ceaseless clan warfare and
the constant struggle to survive in the hostile wilder
ness give him a sturdy and powerful frame. Though
perhaps lacking the polish of eity folk, the barbarian is
acutely aware of his surroundings. Because of his
shamanistic beefs in the animal powers with which he
identifies, others sometimes associate the barbarian
with stories of lyeanthrony. In fact. he believes he can
zall-upon totemie animal spirits to infuse him with
supernormal strength and abilities, but these only serve
c improve his already superb battle skills
Adventures: The barbarian is keenly aware that evil
is spreading throughout the land, and that he is extraor-
dinarily qualified to combat it. His best chance to tr.
mph, he knows, iste-loeate the relies of bygone battles
against eviland use Une against the enemy. Toco that,
he must wander the land, seeking out items of power
wherever they may be.
Characteristics: The barbarian is a
savage—an animal on wo legs. But
where animals use fangs and claws, the
barbarian takes up a sword or axe ta rend
and tear the flesh of his foes. His fighting
style 1s brutal but effective: hit fast, hard,
and often, and keep deing &t until the enemy
stops getting up.
Background: Barbarians consider their home
lane especially their holy mountain, of
which they have been the custodians since the
beginning of time. They believe that the Prime Evils
wish co ultimately corrupt the mauntain, plunging
the entire world into Hell. Consequently, as befits
their savage warrior cunning, they
leave their lands in the north to carry
the battle to the enemy:
Game Rule Information
Barbarians have the following
game statistics
Abilities: Strength is the best of
the barbarian’s weapons, and those
without high Suength scores tend to
perish quickly. Sirilarty, Constiaution
ensures chat the barbarian is the last
one standing in fight. Dexterity is
usefial for improving the barbarian’s chance to avoid dam-
and Wisdom allows the barbariart to remain alerc to
his surroundings.
Hit Die: dl2.
Class Skills
The barbarians class skills (and the key ability for each
skill} ace Craft (Int), Climb (Stx}, Heal (Wis), Int
Direction (Wis), Knowledge (nature) (Int). Listen
(Wis), Move Silently (Dex), Ride (Dex), Search (Int),
Spot (Wis), and Wilderness Lore (Wis)
it
Skill Points at Ist Level: (4 ~ Int modifier) 4
Skill Points at Each Additional Level: 4 + loc
modifier
Class Features
The following are all class features of the barbarian.
jarbarian acquires them at specific times during his
zer, as shown on the barbarian elass table below.
Weapon and Armor Proficiency: Barbarians are
proficient with all weapons and armor, including
shields. Note that each armor includes prerequisites
for Strength scores, If you character doesn't meet the
prerequisite, don't write the armor down yet; your
character's Strength score needs to improve before he
can use armer of that type.Barbarian Starting Package
Armor: Leather armor 12 AC, armor check penalty 0,
speed 30 Fe., 15 Ib,
Weapons: 2 hand anes (Idd, ovit «2, 4 ib, Medium,
Slashing)
Quick Skills: Choose a number of skills equal to 3+
Int modifier:
Skill Ranks Ability Armor
Heal 4 Wis =
Incuit Direction 4 Wis _
Knowledge (nature) 4 lat =
Listen 4 Wis
Move Silently 4 Dex o
Search 4 Int 2
Spot 4 Wis =
Wilderness Lore 4 Wis es
Feat: Tiwo-Weapon Fighting.
Magic Ability: Howl
Gear: Backpack with waterskin, I day's rations, bedroll
Barbarian Magic
‘As part of their lifelong training, barbarians learn
something about how nature works—ineluding how it
interacts with the unnatural, Ths knowledge trans
lates ta a sort of shamanistic magic, which the bar-
barian puts Lo good use im combat situatiens. Some
choices have prerequisites, abilities chet must be
taken first
Group I AsitiTies
‘Axe Mastery: You gain the feat Weapon Focus with
all Khanduran axes
Bash: You can strike a foe in-such a way as to knock
it away, When you choase co use this ability. roll
normal attack with a~2 penalty. Ifthe attack is suc~
cessful, deal your normal damage and make an
opposed Strenach check, with your oppanent adding
a +4 bonus for each size category above Medium-
size or a —4 penalty for each size category below
Medium-size.
IF you roll higher, the foe is knocked backward § feet
{Wnot possible, the foe is stunned for one round unless
immune}. If the foe beats you, then the bash fails
Table 1-2: Barbarian
fint and sueel, | fight heating powon,
Gold: 10 0.
Actnck Fort. Ref
Level Bonus Save Save
1 Bf 2 a
2 ‘eB ” it
3 3 * 1
4 4 + 1
a a ot i
6 16/4 5 +2
7 ’ er
a é +
9 “6 a3
° a1 3
u at my
2 a “
1B 43 “4
6 S) a4
5 9 18
le 0 13
7 idygalzeetiee 0 8
6 Bilan 81d Hu 6
s 19/14 i a6
20 2013; 2 +6
a S21/41SPIN/26F1 #12 ‘#
Da VDOF Tel DET? +13 7
Hasler, a aw
2H +19FH1 449/14 414 +8.
25/20) 915/=10=5 io +a
wit! Abitity Masi
Save Feats Increase Ability
0 aa Group |
+0 - Group |
1} aa # Grou |
“1 — —
Hh — oS Gaius
2 aed = Group?
“a = Group?
“ Bs 2nd
ae an ~ Se aiersig’
3 — = Grou
“3 - = Group
Sth ao
4 = x Group
4 = Group 4
oh : Grog 4
5 — ah a9
s S = Graus5
~ Th a Geoun 5
aa Grou
16 =
ae an = Groans
v7 - = Siro 6
ea - = Groups
+8 th sh 2
aR = a "
10Find Potion: Whenever you search a freshly vai
quished foe, you are allowed a Search check (DC 20) to
discover the ingredients of a sort of erude healing
potion, which youhave trained your bady to use, Other
characters cannot benefit from these raw ingredients,
Roll ldB: 4 Minor, 5-8 Light, 9-0 Standard. See
Chapter Two for potion effects,
Howl: You can cut loose with a bone-chilling howl as a
full-round action, Opponents that hear this ory must
attempt. Will save (DC: 10 + half your level + Charis-
ma bonus),"Thase that fail flee from you fer 166 rounds,
plus | round for every five full levels you have.
Mace Mastery: You gain the feat Weapon Focus with
all Khanduran maces and clubs.
Pole Arm Mastery: You gain the feat Weapon Focus
with all Khanciuran two-handed melee weapons
excluding axes and spears
Spear Mastery: You gain the feat Weapon Focus with
all types of Khanduren spears
Sword Mastery: You gain the feat Weapon Focus
with all Khanduran swords,
Throwing Mastery: You gain the feat Weapon Focus
with all Khanduran thrown weapons, such as. daggers,
throwing axes, or javelins, You gel the bonus only when
making ranged attacks wilh them,
Group 2 ABILITIES
Double Swing: Asa full-round action, you can strike &
fae simultaneously with a weapon in each hand. Make
ane attack rollaca-2 pennlty. IFyou hit, call damage for
each weapon and add your Strength adjustment once.
Prerequisite: Bash.
Leap: You can perform a bull rush attack (see the Play-
ef Handbook, Chapter 8: Combat) against several foes
by jumping into che midst of them. You must precede
the attack with a jump (2 move equivalent action).
Each foe adjavent to your landing point must make an
opposed Strength check against you or be knocked
backward 5 feet A foe gets a +4 bonus for each size
category it is above Mediumesize or a ~4 penalty for
each size category below Mediumesize. You get a +2
onus for each feet youjumped. A foe rolling equal to
or beiter than you does not move at all
Shout: As apa tial action, you roar with fury, dso
ing foes, All foes within 60 feet mest make a successful
Will check (DC 12 ~ half your level + your Charisma) or
un
take a -2 penalty to their attack rolls for the next 2d4
rounds, A creature cannot be affected by this ability only
onee in an encounter: Prerequisite: Howl.
Taunt: By 2 combination of crude gibes ard! gestures,
you can goad single foe into fighting you exclusive
ly. Asa partial action, you force the fe to attemst a
Will saving throw (DC 20). A foe chat
toward you and attacks for the next 2d4 rounds, The
foe must be able to perceive you to be affected by
this abihly—foes with no Intelligence rating are aot
affected. Prerequisite: Howl
fails moves
Group 3 AsitiTies
Double Throw: As a standard action, you can attack
a foe with a thrown weapon in each hand, Make: one
attack roll at a -2 penalty. If you hit, roll damage for
each weapon and add your Strength adjustment once.
You must have two separate missiles (one far each
hand). Prerequisite: Double Swing.
Find Item: Whenever you search a freshly vanquished
fos, you are allowed a Search check (DC 20). IF sue-
cessful, you will find either a base item (see Chapter
Four) or its value'in gold pieces (DM's choice). This abil-
ity and Find Potion can't be used successfully on the
same body. Prerequisite: Find Potion.
Increased Stamina: You gain the Endurance: feat, a
14 bonus to checks for performing a physical action
that extends aver a peried of time.
Stun: Declare your se of this ability before making your
atcack roll. You strike with enough force: ti tariparariy
daze your foe. If your attack is successf, the foe must
atcerpt a Fortitude saving thw (DC 10 + half yourlevel
1 your Strength modifier), besides taking normal damage,
IPthe save fails, the foe is stunned for | round (uctil your
next action). A stunned ereature cant act, and loses any
positive Dexterity bonus to AC. Attackers gain a +2
bonus to attack rls agamst a stunned opponent. Some
creatures canbe stunned. Prerequisite: Bash,
GROUP 4 ABILITIES
Battlecry: You let loose with a bloodcurdling yell. Qppo-
nents within 30 feet who hear you must make a Will sav-
ing throw (DC 10 + half your level + your Charisma
bonus). Those that fail suffer a-2 AC penalty and a —1
penalty to damage rolls for 24 rouncls. Prerequae’ Taunt.
Concentrate Attack: If you use no other special abil
ites this round, choose a single creature to attack in
melee. You gain a +2 competence bonus to all melee
attacks against this creature, Also, until your next Lorn,you gain a 42 dodge honus against any other creature
Uhat inakes a melee attack against you and take a ~2
dodge penalty against melee attacks by the creature
you are concentrating on. Prerequisite: Stun
Iron Skin: ‘Your fesh literally becomes more dense,
through exercise, diet, and conditioning (excessive battle
scarring). You gaina +2 natural armer bonus wo your AC.
Leap Attack: You jump to an enemy and attack as a
full-round action. This move-and-attack does not draw
fan attack of opportunity, You also gain a +2 charge
bonus for this attack. Prerequisite: Leap.
Grovr 5 Asiuities
Battle Orders: /s a partial action. you can bark out
commands to your allies in combat, advising them on
how to overcome their foes. This gives a +2 attack
bbonus to each melee or ranged attack made by any of,
your allies within 30 feet of you until your next turn.
Prerequisite: Shout.
Prenzy: [P'you hit in melee, you can attack again against
the same foe. The extra attack is made with the sate
weapon, at half the attack bonus of the previous attack.
As long as you hit, you can continue with free attach as
long as your attack honus is +1 or mere. Frenzy can be
triggered only unee per round. Prerequisite: Double Swing.
Grim Ward: You can assemble the bones and viscera
of defeated foes into a macabre warning sign, which you
place in a specific location. Evil creatures can't approach
within 30 feet af the ward unless they make a success-
ful Wal save (DC: 10+ half your level + your Charisma,
bonus}. The ward lasts for | round per barbarian level.
Prerequisite: Find Item
Increased Speed: Your standard speed increases by 10
feet when you are wearing no armor, light armer, of
medium armor. When you are weaning heavier armor,
your sturidard speed increases by 5 feet, Prerequisite
Increased Starnina.
Grour 6 AsiLiTiEs
Battle Command: Asa paral acuon, you can call out
instructions to your allies in combat. advising them on
how Lo overcome their foes. This gives a +4 attack
bonus to every melee or ranged attack made by you or
any of your allies within 30 feet of you until your next
turn. This ability supercedes Battle Orders, Preregui-
sire: Bartle Orders
Berserk: This is like the [5th-level barbarians rage abil-
ity trom page 25 of the Player's Handbook, except
the ability score and save adjustments are increased
(Strength and Constitution =8, Will save +4). You cant
rage only once per encounter, and only six umes per
ay (sever at 24th level). Entering a rage takses na time,
but you can do it only dunng your action. Prerequisite:
Concentrate Attack,
Natural Resistance: Subtract 5 points of damage
from each attack that hits you of the following types:
fire, cold, and electricity, Prerequisite: Iron Skin
Warery: You below forth an ear-shattering yell that
damages and disarients foes within 30 feet of you. The
intensity and volume of the Warery is physically painful
to them. Fach creature in the area of effect takes 206
points of damage. In addition, each mustattempt a For.
titude saving throw (DC 10 + half your level + your
Charisma modifier), or be stunned for | round (unui
your next action), A stunned creature can't act and
loses any positive Dexterity bonus to AC. Attackers
gain a +2 bonus to attack rolls against a stunned oppo
nent, Using this ability requires 2 fullround action. Pre
requisite: Battlecry, Battle Orders.
Whirlwind Attack: You can call on your tatem spirit
in order to make multiple attacks. This feat is defined sn
Chapter Five of the Players Handbook. Prerequisite:
Concentrate Attack, Leap Attack.
NECR@MANCER
From the steamy revesses of the southern swamps
comes a figure cloaked in mystery. The necromancer,
as his name implies, is a wizard who deals with the dead
and with the summoning of various creatures for his
purposes. Though his goals are often aligned with thase
Of the forces of Light, some do not think that these ends
justify his foul means. Long hours of study an dank mau-
soleums have left his skin pale and eorpselike, his figure
skeletal. Mest shun him for his peculiar looks and ways,
but none daubt the power of the necromancer, for it is
the stuff of nightmares.
Adventures: A necromancer finds it somewhat irort-
ie that the forces of darkness favor erypts and tombs
singe thavis where he is at his best, Theueh he res
the meddling of the Prime Evils in the Mortal Worl
finds their choice oPbattlegrounds to his liking.
‘Characteristics: The enigmatic necromancer has
either a peculiar obsession with death, ora morbid serise
of ublity, depending on whem one asks. He uses the
dead as @ craftsman uses wood or metal. Caclavers are
Faw material for his projects and the weapons he wrelds:
his magic and weapons alike dnp with pain, poison, andsuffering. This facility with dark energy is reflected in
his spells. Those unfortunate enough to fall in battle
with firs quickly enter his arsenal
Background: Despite being shunned as evil by many
cultures, necromancers are themselves remarkably free
of corruption. Te them, death is part of the cycle of ie
and the presence of demons—ar any other nan-mortal
agency—interferes with mortal life. They seek to right
that balance, with the best weapons they have.
Game Rule Information
Necromancers have the fallawing game statistics
Abilities: \ necromancer’s Intelligence is his most
dangerous weapon, because it strengthens his spells
and provides the expertise he needs to concoct his foul
potions, Constitute is almost as important—without
full health, the necromancer would eventually suceumb
to the dark energy he wields. Wisdom and Charisma
should not be overlooked, though—the necromancer
uses his wits to understand his environment, and his
presence to command it
Hit Die:
Class Skills
‘The necromancer’ class skills (and the key ability for
each skill) are Alchemy (Int), Concenteation (Con),
Craft (Int), Knowledge (Int), Krowledge {arcana} (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at Ist Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Class Features
The following are all class features of the necro-
mancer. The necromancer acquires them at specifie
times, as shown on the Necromancer table. Some of
these choices have prerequisites, abilities that must
be taken first.
Armor and Weapon Proficiency: At |st level. the
Recromancer is proficient with simple weapons and
Table 1-3: Necromancer
Ateack Fort, Ret,
Level Bonus Save Save
1 a 42 10
2 4 43 +0
3 2 43 al
4 B 4 a
5 8 4
6 + +5 "2
a + 7 +2
a a +4 2
5 “4h +8 8
e W a
i 4F 3
12 48 “4
1B 4978 48 pe
4 10/45 5 +4
15 HILAGr a s
5 HATZ +10 5
iz uzATA2 10 5
18 shysg/+3 +l 16
S14 i +5
15/10 +2 +s
5/10) 5/01 He a
Ho) Is 6F4 3 “7
Ir/sDi Ts 13 WT
RE 83 14 a
HIB e Bad +4 +8
wilt Ability
Save Feats Tnerease Special
2 lt a Skeletor
Mastery
a
a nd
+4 = Ise
44 Se 23 2
+ Sed = =
5 Sey st
+6 es
+6 4h Goiem
Mastery
7 a a gu
i 5th 3rd Be
1B
9 = =
” oth
+10 e ath
+10 ee = Sienmon
Resi
1 th
+12 Sth
#12 Buh a m5
a8 = = ez
Ha th seh =
44Necromancer Spells per Day
5
Spells per Bay—
level 1 2 3 @
1 ge =
3 a ne
4 3 -
5 ae ee
8 rae]
? eo neye te is
8 Ses ar 2 1
6 Seas 1
ence 3
We A 3
ae
ees 5
7 SES Ea
4 6 6 6 8
rc {ROS
20 6 6 6 5
2 Pee oa
2 7 7 6 6
Ri [Race é
2 7 7 7
s EST 7
3
Z:
3
4
4
also with special “bone armor” he can
create with the proper spell, Norm:
or interferes with his arcane yes
ures, and may cause his spells to fail
(see Chapter 7: Equipment in the Play
er Handbook)
Golem Mastery: Golems the necro-
manver summons gain +10 feet to their
weed, and gain +1 hp per Hit Die. Pre
requisite: The clay golem spell
Skeleton Mastery: The necromancer
increases his ability te contral creatures
he has summoned. With this mastery,
the necromanger can control twice as
many skeletons as he sormally would be
able to. Using the vaise skeleton spall for
example, the necromancer raises two
skeletons for every five levels the necro
manver has, not one as given in the spell
Summon Resist: A creature summoned
by the necromancer (a golem or skeleton}
Necromancer Spells Known
—Spells per Day—
2-5 ae
ge a -
550i, ER
2
{223
4 5 oe
ee
Sd al
5 A 2
meio a
RM
6 Aaa 3
ee
See 9
5 eae
Mi
aR
ge ergs 4
See eee
ge deed
RRS ea ane antakes 5 fewer points of damage from fire, cold, and elec-
Wical attacks and effects. Praraquisiter Galem Mastery.
Necromancer Starting Package
Armor: Robe =| AC, armor check penalny
FL, 2 Ib.
Weapons: Shi
0, speed 30
aff of Teeth (Id6, erit x2, 4 Ib
Large, Bludgeoring, cast teeth at will, | charge per use,
30 charges).
Quick Skills: Choose a number of shils equal to 3 4
nt modifier,
Ska Ranks Ability Armor
Alchemy 4 Int xa
Coneeriraties 4 Con ces
Knowledge (arcana) 4 Int
Spellcraft 4 Int
Heal 2 Wis =
Listen 2 Wis —
Move Silendy 2 Dex 0
Search 2 Int
Spoe 2 Wis 5
Feat: Light Armor Proficiency.
Magic Ability: Skeleton Mastery.
Spells: amplify damage, reanir
Gear: Backpack with waterskin, | day’s rations, blan-
ket, flint & steel, Pouch with flensing knife, bone saw,
boiling pot, | ight mana potion.
Gold: 10 gp
PALADIN
The Knights of Westmarch who felled the armies of
moghty Leorie are pure at heart and flew closely the
teachings of Zakarum, the Religion of the Light. battle
ready warrior for whom faith is a shield, he fights &r
‘what he believes to be right. Furthermore, his steadast-
‘ness gives him powers to bring blessings to his friends,
and wreak cruel justics upon his foes, There are those
who call the paladin an overwrought zealnt, bust others
recognize in him the strength and goodness of the Light,
Adventures: A paladia is on arightoous quest k
the world of evil. But he knows that previous paladins
‘on the same quest have met insurmountable odds, and
so he seeks to improve his chances however he can. [a
most cases, this means recovering the arms and armor
of his vanquished brathers. All toa often, these lie in
forgotten crypts, an the very lairs of Evil
Characteristics: The paladin Ives for his beliefs,
and he believes that might serves right. He trains fram
childhood to master the weapons of battle and the
weapons of his faith. His magic is granted by divine
grace, and the paladin carries this sacred burden prou
In battle, the paladin is w
methodical and orderly than most ether warriors, but
every bit as efficient. As a testament to his faith, the
paladin believes that every damned soul he hacks from
its prison of carrupted flesh is then free to go to its fina
comveniently, to stop
threatening the innocent.
ly and with honer
Religion: When the Viziere: maze-
clan's corruption was discovered an
excised, the messengers of Heaven
gave mortals directions for the future.
This included a set of guiding principles
and a spiritual famework, hath aimed
at attaining true righteousness. This
new religion became known as the
Church of Zakacum.
The Order of Paladins began as the
martial branch of the Zakarum Inquisition,
formed to weed out and destroy
remaining, of corruption in the
empire. But over the centuries, the Prime
Evils have worked their dark ways to cum
the Church against itself, especially in the
Inquisition. Now the Church has degener-
ated into little more than a bloodthirsty
death cult-uncer the control of Mephisto.
Seeing the dissolution of the only true
spiritual force in the land, many palacins
Sangluded that the use of sowistanes tobind evil was an utter failure as a tactic, These right
eaus warniors have opted instead to destroy the Evils
outright, taking the direct and brutal approach where
subtlety and mercy had failed
Background: Paladins pursue avery simple and direct
goal: Hunt down Evil and destroy it. Once supported in
this quest by the Church, they have abandoned their
homeland because the Church that once supported
them is gone forever. True tacticians, they prefer not to
engage in endless skiemishes with the fool soldiers of
Hell, but to take the battle directly to the Prime Evil,
and destroy them anee and forall
Game Rule Information
Paladins have the following game statistics.
Abilities: A paladin relies greatly cn his Strength, as
a high score makes the paladin a more effective fighter,
Constinstion keeps the palacin alive that much longer
pethaps long enough to strike a decisive blow, But many
of the paladin’s class skils derive from Wisdom, and a
paladin with a high Charisena seore is that much better
at inspiring others.
Hit Die: cid
Class Skills
The paladins class skills (and the key ability for each
skill) are Craft (Int), Diplomacy (Cha), Handle Animal
(Wis), Heal (Wis), Knowledge (religion) (Int), Profes-
sion (Wis). Ride (Dex).
Skill Points at Ist Leve
Skill Points at Each Adc
modifier,
(2 = Int modifier) x4.
jonal Level: 2 ~ Int
Class Features
The following are all class features of the paladin. The
ladin acquires them at specific times during his
career, as shown on the paladin table,
‘Weapon and Armor Proficiency: Paladins are profi-
cient with all weapons and armer, including shields,
Note that each armor proficiency inciudes prerequi-
site for Strength scores. If you character doesn't rneet
the prerequisite, don't write the armor down yet; your
character's Strength score needs to improve before he
can use armor of that type.
Paladin Starting Package
Armor: | eather armor +2 AC, armor check penalty 0,
speed 30 fe., 15 Ib
Weapons: Short sword (Id6, crit 19-20/x2, 3 Ib.,
Small, Piercing)
Quick Skills Chess
Ine modifier
umber of skills equal to. 3 +
16
Skill Ranks Ability Armor
Heal 4 Wis ate
Knowledge (religion) 4 Int _
Listen 2 Wis
Search 2 tnt a
Spat 2 Wis koh
Feat: Improved Initiative
Magic Ability: Pray
Gear: Backpack with watershin, blanke
rations, flint & steel, holy symbol, | light h
Gold: 10 gp.
Paladin Magic
Paladins operate on faith, and this grants them certain
‘mystical abilities. Because they are warriors, many of
these “miracles” manifest as combat-ariented pow
The Knights of Westmarch encourage the develop
ment of the paladins’ abilities, knowing that each pal-
adin’s faith can mean the difference between life and
death, salvation and damnation,
Paladins begin studying scriptures immediately to
betier comprehend the divine plan for their ives, At Ist
level, by understanding the partof righteousness in per-
forming miracles, the paladin can choose one ability
from the Group | list. He does so again at 2nd level and
at 3edl level
‘At Sth through Tus levels, he can choose from the
Grou 2 kst. At th to Lith level, Ae gains access to Group
3 abilities, Group 4 abilities can be chosen al [3th level,
Group 5 abilities at I7th level, and Group 6 abilities 21st
level. (These choices are listed on the Paladin table.)
Some of these choices have prereauisices, abilities chat
must be taken first
Note: Abilities marked with an asterisk (4) are spe-
ial, After using the ability, the palashn must make a
Charisma check (DC 12 + group number), Failure
means the ability cannot be used for Ue rest of the day.
Mana potions can restore an ability, counting its group
number as its spell level. A restored ability can be used
Freely until the paladin fails another check while using it.
Group I ABILITIES
Might’: You spend a partial action to concentrate. Urtil
your next turn, yau (and all your alles within 10 feet) eas
add |2 enbancement bonus to Strength.
Prayer’: You spend a full-round action to coneentrate.
and cure 2 points of damage to yourself and each ally
within 5 feet,
Resist Fire’: You spend a parcial action to concenteaws,
Until your next surn, you {and all your allies withia 10
feet) each take 5 fewer points af damage per round
from fire based attacks and effectsSacrifice: You can expend some of your own life
energy to deal greater damage to your opponents
(make your choice before the attac# roll). You expend
2 Int points to add Id6 points of damage to your next
melee attack. The additional darnage is included if
you score a critical Int.
Smite: You can use your shield or buckler asa weapon
At your shield as though it were an off hand
weapon. A successtul attack deals 1d6 points of darn
age (22 enlical). You lose the armor bonus of the shield
CF buckle ital your ext turn
Also, make an opposed Strength check against your
foe, whe adds a +4 circumstance bonus for each size
category above Medium-size, or a -4 circumstance
penaley for each size category below Medium size
If yeu win, you knock the foe backward 5 feet
{space permitung). If you don't, the foe does not
move at all
Grour 2 Asiities
Defiance’: You spend a partial action to concentrate,
Untl your next turn, you fand all your allies within 10
Feet) each gama 12 deflection borus to AC
Table I-4:
Fort. Ree,
Level Save Save
1 wz 0
2 3 +0
= 3 it
4 4 HL
5 +
6 #2
i #2
8 42
. 3
10 7 3
n T 3
i +4 +4
ia “ 4
Ig ? “4
15 S15 /H10/5 wv 8
6 lef lage +10 5
7 HIRE TAD #10 5
8 HIRI INRI+3 +l +6
9 HIRE BE +i 46
20 420/415-4105 12 6
ai +226) HiPOs4l 12 “
22. HORE READE FIZ 13 7
2 123 118(418/98/43) +3 aT
24 $24) 719) -14/-9/74 +4 “8
2 $25/220/+15 (410/45 4a oa
‘You spend a standard action to shaot fox
a spelllike belt of divine energy up to 30 feet as a
ranged attack, An undead creature struck by the boll is
dealt ldB points of damage, plus | more point per pal
adi 1d8--5). You can use also use &
holy bolt to heal a living ally. You can fire only one holy
bolt per round:
Holy Bol
Holy Fire’: You spend a partial action to concentrate,
and a burst of divine flame leaps from your body. The
burst automatically ststkes the nearest opp
15 Feet, dealing 2d6 points of fire damage. You can do
this only once per cound. Prerequisite: Might,
Resist Cold’: ‘You spend a partial action to concen
trate. Until your next turn, you (and all your allies withe
in (0 feet) each take 5 fewer points of damage per
round from cold-based attacks and effects.
Thorns’: You spend a partial action to concentrate.
Until your next turn, any fae making a successfial melee
attack against you (or ary of your allies wathin 10 feet)
takes 2 points of damage for every point of melee dam
age il deals. This abiity does not function against
Paladin
will Magic
Save Feats Increase Ability
0 Ist Group t
° Group
a 2nd Crap
+ a = Gia
42 Bd = Creu 2
aa i = Greup2
42 = 2nd
3 th Gourd
3 - - Grup
a = = Groups
“4 Suh Sed
4 a ei ‘Greed
4 Sroupd
5 ch Senn
5 Ash —
45 Ss ae Grays
8 uh = Gia 5
46 = = Group
16 5c
17 ath Grund
17 Groupe
47 = a Gre
3 uh ey 7
ES = eeranged attacks or special damage (including fire, ice,
electricity, and poison)
Gnour 3 Asiriss
Blessed Aim’: You spend a partial action to concen
rate. Until yournext turn, you (and all your allies with-
in 10 feet} each gain a +2 divine attack bonus.
Might
Prarequi
Cleansing’: You spend a partial action to concentrate.
Until your next turn, you (and all your allies within 10
feet) each gaina-+2 bonus to saving throws against poi
son. Also, any pending secondary poison effects are
negated. Prerequisite: Prayer.
Resist Lightning: You spend a partial action to con-
centrate, Until your next turn, you (and all your allies
within 10 feet) each take 5 fewer points of damage per
round from eleciricity-based altacks and effects.
Righteous Charge: This ability combines the Smite
ability wath a charge. You gain a +2 attack bonus, but
‘you lose the benefit of any shield and take an addition-
al -2 AC penalty until your next turn, Unlike an ordi-
ary Srmite, the damage dealt is 246 (<2 critical), and
‘you gain un additional 12 circumstance Lenus to your
opposed Strength check to determine if the foe is
knacked back. Prenequisite: Smite.
Zeal: You take a full attack action to attack each foe
within 5 feet in whatever order you choose. Each
atiack ws at a cumulative -2 penalty. Successful attacks
have # cumulative -1 durnage modifier (-1 to the first
-2 to the second, and so on}. All successful attacks deal
at least | point of damage. /reneguesita: Sacrifice.
Group 4 AsitiTies
Blessed Hammer’: You can take a full attack action to
surimon a spiritual weapon and send it smashing
thraugh your foes in a spiral pattern. Every opponent
within 30 feet takes 1d8 points of damage, plus | point
per five levels you have. Undead creatures take +108
points of damage. Prerequisite: [oly Bolt.
Concentrate Attack: If you use no other special
abilities this round, choose a single creature to attack
in melee, You gain a +2 competence bonus 10 all
melee attacks against this creature, Also, until your
next turn, you gain a 42 dodge bonus against any
ther creature that makes a melee attack against you
and lal a -2 dodge penalty against melee attacks by
the creature you are concentrating on. Prerequisite:
Blessed Aim,
16
Holy Freeze’: You spend a partial action 10 concen
trate, and all your enemies within 30 feet move at only
half speed until your next action. Resistance or immu
rity to cold does not protect against this effect. I'rereq~
uisite: Holy Fire.
Vengeance’: You can take a full attack action to focus
many disparate energies and make a single attack, In
addition to your normal damage, deal 2d6 points each
of cold, fire, and eleesrical damage. Prerequisite: Zeal
Vigor’: You spend a partial action to- concentrate. Your
and all allies within 20 feet have your base speed
increased by 10 feet for 10 munutes, You cannot use this
ability if you are already under its effects. Prerequisite.
Defiance, Cleansing,
2 You take a fullround action te choose
‘one demonic or undead entity within 30 feet, and
call down the glory and beauty of the Light upon it
The chosen foe must make Will save (DC 15 + on
third your level 1 your Charisma bonus), or become
of lawfisl good alignment. Demons and undead so
converted swear allegiance to Heaven, forswearing
Hell. The converted deman or undead will join and
fight for the you for a maximum of | hour, If still alive
at the end of this ume, the converted creature
leaves, seeking surcease from conflict in order 10
come to grips with sts new frame of mind. Prerequi
site: Vengeat
Holy Shield": Your shield becomes doubly effective,
gaining a bonus equal co its normal armor bonus
{inchiding any magic enhancements). Also, the shield
deals an additional die of damage when used as a
‘weapon in combat (suchas with the Smite or Righteous
Charge abilities). Prerequisite: Blessed Hammer,
Charge,
Holy Shook": You spend a partial action to cancen-
trate, and a bolt of civine lightning leaps from your
body, The burst automatically strikes the nearest oppo
within 16 feet, dealing 446 points of electrical
damage. You can do this once per round. Prerequisite:
Holy Freeze.
Meditation: You spend a full-round action to concen
trate. You (and all your alles within 5 feet) each can
make a Charisma check (DC 15) to recover exther one
exhausted ability or a single spell of 4th lewel ar less as
chosen by the affected individual, You san use this abit-
ity only a few times per day (3 - your Charisma bons)
Prerequisites Cleansing,Sanctuary’: You spend a partial action to cor
trate, surrounding yourself with an aura of holy Tight
that repels undead creatures. Undead within 15 feet of”
you must make a Will save (DC 15 | one-third your
level | your Charisma bonus}. Those whe fail imme
isuely flee the affected area, Affected creatures cant
voluntarily re-enter the [5-foot area. If forced to by
1 outside effect (such as you moving claser ta
them), they are allowed another Will save. |
sitet Holy Freeze, Thorns.
Grour 6 ABILITIES
Conviction’: Spend a partial action to concentrate,
All foes within 30 feet take a penalty of -2 to AC and
saving throws, and have all their resistances reduced by
20% for 1d4+1 rounds. Peereguisite: Sanctuary.
Fanaticism’: Spend partial action Lo concentrate
Until your next turn, you (and all your allies within 5
feet at the instant you trigger this ability) can take all
your melee attacks a 4
penalty, Each time a foe is slain, the victor
ic can take a 5-foot step as a free action. Prerequisite
Concentrate Actack.
primary attacks with
Fist of the Heavens’: Spend a standard a
down a ii foie (se¢ Chapter Three). In addition,
it releases one holy halt for every three levels you have
¢ undead (or heal allies) within
fh creature in the
bolt [deter-
are lo
area can receive a maximum of one he
mine which randomly). Any unused bol
Blessed Hammer, Conversion.
Redemption”: The remains of one vanquished undead
‘foe within 5 feet is Redeemed. For every
ice the foe had, the paladin receives: 1d8
points of magical curing and ane sp {as if Mana
jon had been drunk). Any excess curing or spell
restoration over the paladin’s normal maximum is lost,
This ability does net function if used on unique or spe-
ial creatures, Prerequisite: Vigor
Salvation’: Spend a partial action to concentrate, Until
your next tur, you (and all your allies within 5 feet) rake
5 fewer pots of damage from fire-. cold ..and electricity
based attacks and effects. Prerequisite: Stamina
S@RCERESS
One af the rebellious women who have wrested the
secreis of magic use Frorn Lhe male-dominated Mage
Clans of the East, the sorceress is an expert invaker of
mystical ene-gy. Though somewhar lacking in the skils
of hand-to-hand combat, she compensates for this
with fierce comba jc far both
offense and defense. Solitary and
reclusive, the sorceress acts from
motives and ethics inscrutable Lo most.
sometimes seeming capricious and
even spiteful, In reality, she under
stends the struggle between Order and
Chacs all r00 clearly, 2s well as her role
a5 a warrior if this battle.
Adventures: The sorceress know
too well that were the strength of an
enure mage-clan turned to evil, the
whole world would suffer. So each sor
ceress sper ime after her apprene
ticeship to the clan traveling in the
world, being apart from the influence of
er clan while she builds her own per-
she can be called
jeld it against her awn, should
isa
upon te
her clan be corrupted
Characteristies: Sorcery is
longer striedy in the hands of men.
and sorceresses acquit themselves
admirably in its use. Masterit
mental magic, a sorceress wields fireice, and lightning as ably as a warrior wields a sword
and a shveld, Though her motives are known only 60
the sorceress herself. she does not hesitate to bend
her mystical abilities to the service of the weak and
heloless—as though in a display of maternal instinct
Physical prowess is nat her strong point, but sorce
esses oflen feel that’ magic fails them, that death is
an easier fate Lo bess.
Background: Like neccomancers, sorceresses come
from the lands of the East, But they are part of the trax
dition of the mage clans, regaining prominence now
that the Prime Evils threaten re nd the com
mon people turn more and more Lo the old ways. They
have sewed aneint secrets from the pri
dominated clans, and ventured into the
to end the conflict as soon as possible.
rind,
icted lands
Game Rule Information
Sorceresses have the following yame statistics
Abilities; Much of the ssrength behind « sorceress's
spells deraves from her Charisma—her ability to impose
her will. But Intelligence is equally importanc, hecause
it heips her impcave the skills she neeris to control the
wields. Dexterity and Consulutior: enable
mage
the sorceress to evade or survive attacks, and to some-
times ignore them long enough to complete the spell
that ends the battle
Hit Die: 6.
Class Skills
The soreeress’s class skills (andi the: key ability for each
skill) are. Alchemy (Int), Concentration (Con). C:
(Ine), Heal (Wis), (Int), Knowledge
{arcana} (Int), Profession {Wiis}, and Spelleratt (ln).
Knowledge
Skill Points at Ist Level: (2 — Int modifier) 24
nal Level: 2 + [st
Class Features
following ate all class Features of the
The sorceress acquires them ar specific umes during
hown an the Sorceress table,
Armor and Weapon Proficiency: Sorceresses are
proficient. wath all simple weapons. They are not profi-
cient with any type of armor or shield except those cre-
ated by thei ows magic (see the spell bane armor)
Table |-5: Sorceress
Actack Fort. Ree,
Level Bonus Save Save
1 0 +0 +0
2 + " +0
4 4 1 1
4 “4 Il
3 2 +1 si
6 3 fe +2
7 3 2 #
5 ‘ w 1
5 “4 13 3
0 B 3
Hi 3 3
2 a) 4
a a 4
Mi 4 +4
8 3 +8
a 1S 3
IF 6 m8
8 Ms +
19 46 +6
20 6 6
2 at a
a "
23 Ssers 4 7
24 Brin 2 8 +8
25 BIT? +8 Be
wilt Ability
Save Feats Increase Ability
2 Ist Marte Vln
3 en
a 2a Es E a
4 a
4 = om ee
# Bed ea >
+ as
+6 ane Ist Mastery Chicice
16 ah = =
7 = x
97 2g =
8 2 ae =
+ z : ga
0 eh - 2nd Mastery Choice
10 = 4
M0 Bs a a
I Tu os
AL i = Sue
2 Sth BS
ue ath = Sn Mastery Choice
3 = —
+3 = = =
+H ah eth
a4 i me
20Armor tends to interfere with a sorceress’ arcane ges-
lures, possibly causing her spells to fail, (See the Flay-
er’s Handbook for details on spell failure.)
Cold Mastery: The sorceress can magnify the effect
¥y spell that deals cold damage. This ability
allows a second damage roll, and the sorceress takes
the best roll of the two. For example, if 6d6 points of
damage are called for, a sorceress calls 6d6 twice and
takes the highest tatal
Special: The sorceress must be stationary the round
of casting to exert mastery,
e Mastery: The sorceress can magnify the effect of
2 sorcery spell thal deals fire damage. This ability allows
2 second damage roll, and the sorceress takes the best
roll, as detailed above under Cold Mastery:
pecial: The sorceress must be stationary the round
of casting to exert mastery.
Lightning Mastery: The sorceress can magnify the
effect of a sorcery spell that deals electrical damage.
This ability allows a second damage rall, and the sor-
seress take the best roll, as noted above.
Sorceress Spells per Day
—Spells per Day—
Lee 1 2 3 4 5 6
' Poe = SR
2 2 Soa cast ne SSL
3 cS
4 a ry
5 Aa Te
5 4 2 4
z So sesame es BS ER ea
8 5 3 2 P=
2 Te ries
Wo 5 4 3 2 a
ul seociaaaae Naa
12 5 5 4 3 2 1
13 aes nana asia
Ma 5 5S 5 HSS
4 eran iii La LE
le 6 6 5 2A REA
a meee 5 SBE E
cy 6 6 & 5 zt 5
9 Combs 6 5 5
a 6 6 6 6 4 5
2 Faia 6 sete
z 7 O78 6 6 5
Po ee
to o7 fT Pee" 6
7 conpnaciy ? Pee
a1
Special: The sorceress must be stationary the round
‘of casting to exert mastery.
Mental Warmth: By mentally tracing the secret runes
‘of conception, the sorceress can try to replenish her mag:
scal energy (0 continue casting spells beyond her normal
daily total. On the same day a spell has been cast, she car
spend a full-raund action to try to replenish her energy
Doing so requires an Intelligence check with a DC equal
+o 15 plus the spells level. If the check is successful, the
sorceress regains the ability to cast a spell of the chosen
level. (Example: Cela is a Sth-level sorceress, and can
t four Ist-level and three 2nd-level spells each day.
After casting her first 2nd-level spell, she uses Mental
Warmth to try to recover her magical energy. The DCs
IT, and if Celia makes the roll, she can east three more
neLevel spells that dy: IP she fails, she ean only cast two
more) A sorceress cannot take 10 or 20 an this check
Special: The sorceress can attempt this ability once
per day per two levels (round down)
Sorceress Starting Package
‘Armor: Cape +1 AC, armar check penalty 0, speed 30
weight 2 Ib.
Sorceress Spells Known
—Spalla per Day—
Leeelcc! 1 ea tesa pede
1 raat
2 2a
3 3 Bein
4 3 SAL me ee
5 4S sak
6 aria tah eS Soe
z EA Hie,
8 Seth Bis ead 1 =
2 Sidi BRL =
0 Bonide ne FSB Ton es
i 530 UR Ye aa 2a
2 Scala oboe 8 2 1
8 5 a maa Ses ePaeaRy
4 ae Se ee 3. 28
5 Oe nRRR RI ooe: Mi,
ls 82 SPER 4 4 3
i" i | a EELS
18 RGR ae aaa este
9 Pe wee | 4s Bain,
20 Fos eg 403
a Shine aa: Ae
2 Biase Be to 4 44
23 Bike aia i bese
4 5 5 4 4 44
25 Saneyaytiss es. 4 4Weapons: Short Staff af Fire Bolt (Id6, crit x2, 4 tb.
Large, Bludgeoning, cast fire Bolt ax will, 1 charge per
use, 50 charges).
Quick Skills: Choose a number of skills equal to 3 +
Ine modifier
Skill Ranks Ability Armor
Alchemy 4 Int =
Concentration 4 Con —
Heal 4 Wis
Knowled| 4 Int —_
Speileraft. 4 Int i
Listen 2 Wis al
Search 2 Int oe
Spot 2 Int
Feat: Combat Casting (+4 bonus to Concentration
checks)
Magic Ability: Mental Warmsh
Spells: churged bol
Gear: Backpack with watersh
ig
Gol
ations, bed-oil
mane potion,
10 gp.
Classes and Level
Levels: This wanslation of the Di4pLo Il game
allows for classes to advance five levels highec than
the core D&D game. This reflects the structure of
the Diapvo I skill trees. While the upper levels are
intended to work ina Diaale context, they may not
be consistant with future DE-D game developments,
DM's using these levels and mixing the rules into a
DED campaiga should relyon them own judgment to
resolve conflicts,
Spells per Day: These tables have been set up to
accommodate a 6lh- level spell maximum. If you run a
‘variant that allows Tth or higher-level spells, then use
the Sorcerer's Spells per Day table from the Player’
‘Handbook (ar the Wizards chart you are running the
more difficult option)
Quick Skilla: We deliberately shortened the quick skill
tables to focus on the mast common adventuring sills
Any of the skills listed in the Class Skills paragraph can
bbe Laken at Ist level. Skills in the Quick Skill lists with 2
ranks are crossclass skils, which take 2 skill po:nts Lo
advance | rank.
Special Abilities: The magical class ablities are innate
supernatural pawers—the use af one does not by ieself
trigger an attack of opportunity.SKILLS
Skills work like they do in the Duncans & DRacous
rules: Roll 1d20, add your character's ranks in the skill,
add any modifier for your ability score, and see if you
beat the Difficulty Class (DC) assigned to the action by
the Dungeon Master.
If yau need more information, see Chapter 4: Skills in
the Players Hendbook: This tells you just about every-
thing you need to know about skills to play in the
Disko workd—excent for important points such as
"wdluch stalls are lass skills for Diastd I characters?”
and "can my sorceress really make alchemist’s fire?” All
that stuff is explained below:
SKILL DESCRIPTIONS
section details how certain D&D skills work in
IL There's only a few of them, so if youre
familiar with the skills in the Player's Handbook, these
are easy.
Diawi
Alchemy (Int; Trained Only)
Alchemists mix strange ingredients in secret ways to
make magic substances.
Check: You can identity and make alchemical
Craft (Int)
Craft covers a number of separate skills. You are
trained in one craft, trade, or art such as armor:
smithing, bowyer (bowmaking), blacksmithing, car-
pentry, fletching, gemeutting, leatherworking,
locksmithing, trapmaking, weaponsmithing, and 50
forth. For instance, you cauld have the skill Craft
(trapmaking). Your ranks in that skill won't alfect any
checks you make for blacksmithing or leatherwarking,
You can have several Craft skills, each with its own
rank, each purchased as a separate skill.
Repairing Items: In Khanduras, only nan-adventuring
artisans have had the time necessary to learn the
skills required to make items from raw materials. For
adventurers, the Crafl skull is specifically focused on
repairing damaged equipment. Most Crafts require
tools (cost 5 gp)
Cheek: Repairing an item costs an adventurer
nothing, and takes little time. The DC is the nurstser
of Durability points the item has lost from its current
maximum (see Damaging Ikems in Chapter Two:
Equipment).
On a successful check, the item is restored to one
point less than its former maximum Durability. On an
unsuccessful check, the item is restored to Id4+1* Mobily and royalty (lineages, heraldry, customs,
family trees, mottoes, personalities, laws),
* Religion (gods and goddesses, mythic history.
ecclesiastic tendition, holy symbols)
Cheek: Answering a question within your field of
study has a DC of 10 (for really easy questions), 15
{for basic questions), or 20 to 30 (for really tough
questions)
Retry Restrictions: No. The roll represents what
you know, and thinking about a tapic a second time
doesn't let you know something that you never learned
inthe first place.
Special: An untrained Knowledge check is simply an
Isteliggence check, Without actual training, a charac!
aly knows common knowledge.
Profession (Wis; Trained Only;
See Special)
You are Lramed in a livelihood or profes-
sional role, such as apothecary, boater,
bookkeeper, brewer, cook, driver, farmer,
fisher, guide, herbalist, herdsman, innkeeper,
umberjack, miller, miner, porter,
rancher, sullor, scribe, stable~
hand,
Like Craft, Profession is actu-
ally a number of separate skills.
For example, you could have the
skill Profession (ook). Your ranks
in that skill dor’t affect any checks
you happen to make for milling or
iumng. [a feet, you could have
several Profession shills, each
with its own ranks, each pu
chased as a separate shi
While a Craft shill represents
shill in creating or making an
em, a Profession skill repre
sents aptitude in a vocation
requiring a broader range of
Jess spacitic knowledge. To
draw a modern analony, if
ra teaenster
-upation is a service industry, it's probably a Pro:
Fession shill. IFit's in Lhe enanufacturing seetor, it prob
ably a Craft stall
Cheek: You can practice your trade and make a
decent living, earning about half your
chech result in gold nieces per week
of dedicated work, You know how
Louse the tools of your trade, how
to perfarmn the profession's daily
tasks, how to supervise untrained
helpers, and haw bo handle cor
mon problems. For example, a
sailor knows how to te several
basic knots, how to tend ancl
repair sails, and how to scand a
deck watch at sea, The BM sets
DCs for specialized tasks.
Retry Restrictions: An atieraps to
use a Profession skill to earn an inceme
cannot be rewied. You are stuck wich
whatever weellhy wage your check
result brought you. (Another check
canbe made after a week to deter-
mune @ neve income for the next
period of time.) An attempt 10
‘accomplish some specific task can
usually be retried.
Special: Untrained labar-
ers and assistants earn an
average of | gold piece
er day.
FEATS
A feat is a special feature
that grves a character anew power ar
improves one he or she already has
‘The Feats table lists feats available in
the world of Khanduras. This table
replaces Table 5-1 fram the Players Handbook for
Diaatc Il characters. Feat descriptions are found in
Chapter Five of the Player Handbook:
24Skills
st Amazon Barbarian | Necromancer Paladin Sareerest_ Untrained
Alchemy * * e x . No
Arumal Expat * ® * x x
Apo ‘ . . . Yee cs
Bhat . . - . . ies Cha
Chi . . : + : Yes Se
Conemiraion . : . . . Yes Cen
. . . = . hs
* x x x * ku
Z ‘i # a . Che
Disaale Device . . x * . Ine
Dinsise . * . ’ . Cha
Escape rest . . : . . Dex!
Horgery ¥ . . + . nt
Cather lafoemacion . . : : . Cha
Handie Animal . . . . . Cha
Hes . . . * . wis
fie . . . * . Des’
Irwende . . . : . Wes
iirc . : * 7 x chs
Irae Dues + . : . Wis
duce < : . : . Sie
roses (area) x * * . Ne le
nosledae (eligont e : . * . Na le
Knevedge (rature . . . x . No Ine
Knowledge (any? . ° . . . No Ine
Lies . . . . . ve Wis
Move Silently . . . . . Yes Dev
pers Leask . . . . . Na Dex
Pare . . . . . Ye Cha
Price Pocket . . . + : N Dow
Pression . e . « . No Ws
eae Lins « x « x No i
Ride * . s . : Yes Dex
Serv « x : * : Ye nt
Seat . . . . . New Int
Sense Moti : . : : . Yes Ws
Speak Language : # : : . No a
Spellrats « * . * . No nt
. . . . . Yer Wis
. * : ‘ . Yes
. . . ‘ . No
. . . . Yes Dex
Walk Fishbone . . " 2 a a seat
iideorsse Lane . . * : . Yes Wis
Ines gall Crore ski a You cactt buy this si lente Lb exclusive
Untrained: iia: Vive shall ranks in this el ew ca sae sil checks neo~
an be used untried. That is, a character can have 2e-0
nvaly, Nee You eect use che all urless yo have az east I ranks
“Your armor cheek peaatey, ary ala apples.Feats
Feat Prerequisite
Asertness =
Arnbisatrity Dex 15s
‘Arrnar Proficient (gh) Str 10)
Armor Profesioncy (medium) Str 131. Armoc Prefieioney (lithe) sll
‘frmor Proficiency heavy) Sur 1G, Acmar Proficiency (light, medisn) ski,
blind-Fict -
‘Cambax Casting a
Combat Reflexes =
Dex ise ae
Dax 13+, Dodge
Spring Attack Dex 13, Dovige, Mobility ase attacks 4
Endurance —
Exotic Weapon Praficiey™ Raaseatiack +1
Expertise Int 13
Wield Attack Int 13+, Fasartie, Die 13+ Dose, Mati
bse attack #4. Spry Artack
‘Gren Forte
Ireprewed Cricical!
iejmovedl Iiative General
Ipred Unsere Strike General a a
Deflsst Arras General Dax 34, Impeoved Unarmec Striar
Stunning Fist ex 134. Impeoves Unaimes Stoke
ber iN —
Lightning Reflenes
Mactal Weapon Profconey”
Proficient with weapon, base attack ~B
Pose Blank Shoe Be senate
Far Shot Paint Blank Shot
Precise Sho: Fost Blank Shot
anit Shot Point Blank Shot, Dex [3+
‘Shot he a
Power Attach
Pont Blank Shot, Dex I+, Dodge, Mobelcy
Si I=
Clave Str 1, Power Attack
linprowed Bull Rush Str 13>, Power Attack
Sureler Sir 13, Power Attack
Great Cleave General Ser 13+, Power Attack, Cleave, ave aitack +4
‘Quick Draw General Base attack (1 ee
Ree General 25
Shick! Proficiency General 3
Sill Focus General =
Spell Focus! Generst me ee
Toughness” Gesreral =
Twe-Weagon Fighting General = Cae
Impeaved lwe-Weapen Fighting Gervra Two Weapon Fighting, Ambidexcenty, base attack +9
‘Weapon Fineswe” General Proficient with weapon, bese attack 1 ar igher
‘Weapon Fors" General Proficient with sweabun ase aitach || or higher
Bee Poson leer Creation Spellnster rel level +
Scribe Serall Itern Creation Spellsster [at level +
Silent Spell Metamase =
Soil Spel Mecamage =
Spell Mastery? Specal Wirord
‘Weagon Spacinizaton Special Fin dth vel +
"You can zaia this feat multiple times Each time you take the Font. it anplies anew weapon, sehaol of mags, or selection of spel
“You can gaan this feat multnle hones ls effets stack
26CHAPTER TW: EQUIPMENT
Without equipeent—especially weapons and armor—
adventurers in Khanduras aren't going to get very far.
This chapter is all about the items that your charac~
carries, and how long these items can be expect
ed to last
Most equipment of Dist.c Il is identical to the equip-
mint in the DUNGEONS & DRaGens Player’ Handbook,
In some cases, the name of a weapon or a piece of
armor means something different. Use Chapter 7
Equipment of the Player's Hlandhook for buyinig com
mon goods and services. For everything else, keep this
book handy!
Starting Package or Starting Money?
The starting packages in Chapter One do most of the
work for you, including telling you roughly how much
gold youhave left after buying your starting equipment.
Ifyou want ta chonse equipenent, you'll need to know
how much money your character has.
If you don't use your character's Starting Package,
assume you have Id4x10 gp ta buy equipment from the
Players Handbook and the lists below.
DAMAGE T@ EQUIPMENT
Players of the DIABLO computer games may be a bit
pleased so see that DE-D weapons rarely wear out or
hreak—at least, nowhere near as much as they do in
Khanduras. For DiatiO fans who miss that aspect of
lhe game, each of the items on the Weapons table and
Armor table has been assigned a Durability score
(Dur). The first aummbee is the item’s hardness—how
much damage ic ignores when subjected to potential
destruction. The second number is ts Durability points.
When an item takes mare damage than it has points,
it's destroyed. or at least useless
Note: To give the proper weight to DIABLO Il Dura-
bility, multiply D&D item hit points by 3, De not adjust
che hardness ratings.
Weapons: A weapon that deals more damage than
irs own hareness rating is pushed to the limits of its
strength. For every 2 points of damage the weapon
Ueals Over ils hardness, iL loses | point of Durability
(Remember that damage modifiers from Strength apply
toward a weapon's damage )
‘Example: A maul that deals [| points of damage in one
attack has exceeded its hardness rating by 6 points. It
loses: 3 paints from its Durability rating.
Armor: When a weapon deals damage to an
armored character, randomly determine which piece of
armor took the damage (armor, shield, helmet, bel
gloves, boots). For every 2 points of damage the
weapon deals over the armor’s hardness, the armor
loses | paint of Durability:
Example: The same maul, dealing |! points ofdamage,
serikes a character wielding only a kite shield as armor
The damage has exceeded the shield’s hardness of 5 by
6 points, so the shield lases 3 points of Durability.
Effects of Damage: When an item has sustained
more than half its Durability in damage, it begins to be
less effective. At one-quarter Durability, Lhe item is
nearly ineffective, Use the unadjusted damage numbe:
for figuring Durability effects.
Item U2Dur 1/4 Dur, 0 Dur.
Weapon =I Dg. 3 Dmg. Destroyed
Armor’ TAC 3 AC Destroyed
“Armor AC rating does not adjust mt 0
Repairing Damaged Items: A damaged item can
‘be repaired by, anyone with the appropriate Craft
skill. See the Craft skill in Chapter One for mere
information.
Random Item Damage
You can use this table to pick an item to be damaged
(for example, by an acid beast attack). If you roll an
item the character doesn't have, use the item with the
next higher number that the character does have. If
none, no iter is damaged.
Optionally, the DM can decide that a eritical hit dam-
ages an item in addition to dealing damage (use the
DIABLO durability rules)
1d20 Roll Item Affected
2 Boots
3 Primary weapon in hand
45 Sash, Belt, or Girdle
6 Buckler or Shield (or second melee
‘weapon in hand)
78 Gloves, Gauntlets, or Bracers
3 Rags, Cape, Cloak, Robe, Armor, Breast
Plate, Mail, or Plate
10-1 (Cap, Mask, Helmet, or Crown
12-14 Primary weapon in hand
1517 Buckler or Shield (or second melee
‘weapon in hand)
18-20 Rags, Cape, Cloak, Robe, Armor, Breast
Plate, Mail, ar Plate:
a7