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Adventurers of Panzoasia 4: Halfling Rover has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
26 Monday Jul 2021
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Adventurers of Panzoasia 4: Halfling Rover has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
22 Thursday Jul 2021
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B/X, BECMI, BX, Character Class, Classic Fantasy, Old-School, OSR, PC, Player Characters

Adventurers of Panzoasia 4: Halfling Rover is the fourth in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play a Halfling Rover character:
Also available:
Adventurers of Panzoasia 1: Dwarven Dungeoneer
15 Thursday Jul 2021
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B/X, BECMI, BX, Classic Fantasy, Old-School, OSR, Player Characters

Available now on DriveThruRPG, the third in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play a Gnomish Tinkerer character:
Also available:
10 Saturday Jul 2021
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Adventurers of Panzoasia 2: Elven Warrior Wizard has been featured on the Splinterverse YouTube Channel:
Thank you Splinterverse!
08 Thursday Jul 2021
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B/X, BECMI, BX, Classic Fantasy, Elf, Elves, Ols-School, OSR, Player Character Classes, Player Character Races
Now on DriveThruRPG, the second in a series of modular supplements presenting re-imagined Character Classes, variant rules, and setting information for Classic-style fantasy adventure games.
Includes everything you need to play an Elven Warrior-Wizard character:
Also Available:
27 Thursday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, RC, Romantic Fantasy, Weird Fantasy

The Orcs of Panzoasia’s Ultimate West are best known for their obsession with mass production, and flagrant wastefulness. Their culture places no value on workmanship or artistry, valuing quantity over quality. Orcs go into battle with wagons filled with large quantities of cheap iron throwing axes, and other disposable weapons. Orcish clothing is mass-produced, and poorly made – but the average Orc has piles of it. Orcs live in (and underneath) stark, boxlike factory-forts of plain brick (which are usually in disrepair), surrounded by enormous mounds of garbage – and thick clouds of smoke. Sometimes the garbage mounds around a factory-fort become so large that they become essentially defensive walls – complete with gates. Above all, Orcs never repair what they can just replace. When an environment gets too polluted even for them, they simply move on to a new one.
A typical male Orc resembles a human in overall body shape, but with a boar’s head, and skin covered in bristly, dark hair everywhere except the belly (which can be quite pronounced in older and high-status Orcs). Female Orcs, on the other hand, are nearly hairless, with sow-like heads, and bodies that are otherwise practically identical to Human women in every respect.
Basic clothing for a male Orc consists of a leather bib apron with pockets, and leather pants (preferably Human hide). Orcish females, on the other hand, wear sleeveless smock dresses of printed cloth. Orcish women are not allowed to wear footwear of any kind when indoors. All Orcish clothing and armor noticeably features the sign of the factory-fort where it was produced. As with everything else they own, Orcs never clean or repair their clothing, but throw it on the garbage pile when it becomes unwearable.
Orcish females are expected to wear heavy facial makeup that looks quite garish to Human eyes, and as much cheap, showy jewelry as they possibly can. The mates of high-status Orcs may actually wear real gold and jewels stolen from the Five Peoples (or purchased from the Hobgoblins), but lower status Orcish women usually just have mass-produced items of ceramic or lead, painted gold or silver, and accented by glass “gems”.
Male Orcs are socially expected to wear as many weapons as they can carry – most of which are purely for show, or so cheaply made as to almost useless. Their leather boots tend to fall apart quickly – like everything else that comes out of Orcish factories.
Every Orc has several brands on their body. Soon after their birth, an Orc is branded with the sign of their clan, the sign of their factory-fortress, and sign designating their social class. Once they reach adulthood, male Orcs are branded with the sign of their profession. Female Orcs are further branded with the sign of their father, and later, the sign of their mate.
Orcs conduct constant raids for raw materials, and to waste weapons and armor (so more will have to be made). Most of all, the Orcs wage war to take slaves. Halfling slaves are particularly desired for their nimble fingers. Orcish practice is to work their factory slaves until they die, and replace them with new ones. Orcs also operate mines – particularly coal and iron – for which they also prefer to use bound labor. The garbage dumps around the Orcish fortress-factories are another source of slaves, since Halflings (and also Kobolds) find them irresistibly rich sources of repurposable objects.
Orcish society is extremely patriarchal and hierarchical. Orcish women are regarded as the property of males, and any male feels free to treat his “sows” in any manner he pleases. Naturally, Orcish males practice polygyny, and will purchase as many wives as they can afford. While Orcish mothers sometimes show real love for their children, their mates believe that the more whippings an “orclet’ suffers, the better adult they’ll make. Lower class Orcs are routinely abused by their “Bosses”, who are in turn subservient to the “Barons” and “Captains” who own the factory-forts. The Orcish Engineers who know how to build and maintain the factory machinery form a separate, hereditary caste.
All male Orcs are considered employees of their factory-fort, and are paid in worthless wooden tokens that can only be spent at the factory store. Theoretically, an Orc could redeem their tokens for actual coins from the treasury, but in practice any Orc that tries to do so will be taken behind the factory-fort and beaten by the owner’s personal bodyguard of goons. The only actual coins a low-status Orc will own is what they have stolen in raids, and managed to keep hidden from their Boss. The economic ideal of Orcs is Autarky, where every factory-fort is completely self-sufficient (one day making ceramic pots, another other forging axes), and Orcs have no trade outside their strictly-controlled borders.
Orcish dwellings are extremely cluttered inside, crammed with factory-made objects, and some better-quality items stolen in raids. Unlike Dragons, however, Orcs do not attach any real sentimental value to these objects, and regularly dispose of them to make room for new ones. Art objects made by other races are hoarded by high-status Orcs, but are regarded purely as status symbols.
Until they reach the age of maturity at nine, an Orc’s name is just a number designating their birth order and father’s name. For example, a young Orc might be named “Seventh of Skullhammer”. An adult Orc uses a name conferred on them by the owner of their factory-fort. Orcs of high-status or well-like fathers may be given names like “Brightsteel” or “Wolfblood”. The children of low-status or disliked fathers will be saddled with names like “Scumbucket” or “Rottenmouth”. Rebel Orcs who have fled the factory-forts, on the other hand, often eschew speaking Orcish, and might adopt new names in Western Common.
Orcish cuisine consist of two dishes – Slop and Barbeque. Orcish Slop, which is always prepared by females, consist of all the flesh, bones, entrails, vegetables, and seasonings on hand, hacked up, thrown into a big iron pot, and boiled. Orcish Barbeque, always cooked (and only consumed) by males, consists of whatever animals or people the Orcs captured on a raid, slow cooked (possibly alive) by a smokey fire. They especially love to roast Human babies on spits.
Orcs have a single sport – Faceball. Every factory-fort also has a Faceball team. A Faceball field is one hundred paces in length, and at either end is a prisoner tied to a post. A ball made from a skinned and stuffed Human, Elven, or Dwarven head is place in the middle of the field. Each team of nine Orcs runs from their own end of the field to acquire the ball. The goal is to hit the other team’s prisoner in the face with the ball (which scores 3 points), or else hit their body (scoring one point). The ball can be kicked, thrown, or carried. Any and all means, short of murder, may be used to acquire the ball from the opposing team. Once a goal is scored, the ball is placed again the center of the field, and the process is repeated twenty or more times until one team is the clear winner. Disputes about scoring are settled by each team appointing a “Puncher”. The two Punchers trade blows to the face, and the decision goes to the team whose Puncher endures the longest. Faceball games regularly devolve into deadly brawls involving both players and spectators,
Dead Orcs are disposed of in whatever way is convenient at the time. Often, they are simply thrown into one of the piles of garbage around the factory-fort (where all other kinds of waste are also flung). Eating the dead is not out of the question, particularly during hard times.
Contrary to popular stories, Orc males find the thought of touching a “flat-faced”, non-Orcish woman disgusting. Female Orcs, on the other hand, are often attracted to sufficiently strong and hairsute men of Human and Dwarven descent.
Many young Orcs rebel against their brutal society, and Orcish females in particular resent the abuse they suffer from their mates. There are said to be entire settlements of these runaway and rebel Orcs, who have acclimated themselves to the bright light of day. Rumors persist that the women in these settlements have somehow acquired potions allowing them to assume Human form, and have children by Human or Dwarven fathers. It is further said that many of rebel Orcs have even embraced the Chaotic and Good Alignments, and plan to one day reform all of Orcish society along egalitarian lines.
Typical Orcish armor consist of a battle apron of leather riveted with metal plates, studded leather gauntlets, and stiff leather boots. They use square shields of metal-bound wood, that frequently splinter and break. Leaders will occasionally have better armor of Hobgoblin make. Orcs generally prefer hacking weapons, such as axes, falchions, and bardiches, or else two-handed mauls resembling sledgehammers. Their favorite weapon of all is a large cleaver similar to a carcass splitter.
Orcs tend to attack in massive frontal assaults intended to overwhelm enemies with relentless brutality.
Orcs employ Giant Boars as battle steeds, and are the only race that manage them. They also raise slobbering, pug-faced Orcdogs for use in war, and as guards. Other animals are raised (under inhumane, factory-like conditions) by the Orcs’ slaves. Orcs may also hoard animals that other races consider valuable. Orcs often purchase the services of Ogre and Troll guards, and the factory owners sometimes bring in Hobgoblins as military trainers (despite the fact that Hobgoblins despise Orcs). Orcs sometimes ally with Devil Swine, and the most brutal Wereboars. Boreynes often choose to dwell near Orcs, and may run along with them on raids. The Boreynes may even decide to attack invaders obviously intended to harm “their” Orcs.
Orcish is an extremely vulgar language, and Orcs speaking other languages will always pepper their speech with obscenities. There is actually no way to be polite in Orcish – the only tones possible are groveling submission or contemptuous disregard. Orcish is written with exactly the same Runes used for Dwarven. Dwarves tend to get offended and very angry when confronted with this fact.
The Gnomish sages claim that in the days when the Wasteland was still green, Orcs were predominantly Neutral worshipers of Life and fertility who lived in forest caves. Then, their culture became increasingly Lawful, as they discovered mass-production. In fact, many Orcs are actually still Lawful, and only support their twisted culture because it is “The Traditional Orcish Way” (even though it wasn’t always). Evil, however, has infected every aspect of modern Orcish life. The average Orc will usually repay mercy with brutality, and kindness with sadistic cruelty. There may still be some hope for Orcish society, it is distant and faint.
Like most Bogeymen, “pure” Orcs cannot cast Spells, or perform Miracles. However, every Orcish factory-fort includes a chapel to the powers of Darkness, staffed by one or more Human (or Half-Orc) Depradators. Keeping the Orcs devoted to Evil is said to be a top priority for the Antichurch of Darkness, and having served in a mission among the Orcs is fast-track to the upper echelons of leadership among the Clerics of Evil. Besides worshiping the Lord and Lady of Darkness, Orcs often pay homage to the Evil Immortal Ishannakael, who led them into the lands of modern Maeland during the Reign of the Monsters.
The Half-Orcs sometimes born to Orcish mothers resemble either thickly built Humans with narrow eyes and large mouths, or else tall Dwarves. Males will have prolific body hair. Their skin color is the same as their Human or Dwarven father. They usually have a “piggish” noses, large teeth, and slightly pointed ears, although about 1 in 10 could pass for a “pure” Human or Dwarf upon casual observation.
Half Orcs can follow the same Character Classes as Humans or Dwarves. If they follow a Human Class, one of their Class’s Special Abilities will be replaced by “Infravision”. As mentioned above, they often become Depradator priests and priestesses. They are also sometimes found among the ranks of Thieves in the largest cities. If they are not Evil, they tend to be Chaotic – since the Friends of Chance are the only other religious community that freely welcomes them.
The most well-known Half-Orc of all was Strax Meat, the famous Beserker who was actually son of a Human Ranger and the runaway daughter of an Orcish Captain. While feared for his incredible strength, and the ruthless skill with which he wielded his famous cleaver, he also had a playful side – and was also known for his kindness towards children.
10 Monday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
Here’s a concisely-presented version of the revised Cleric Class I posted last week. This presentation eliminates much of the flavor text specific to the Panzoasia setting (especially the 9th and 14th Level Destinies). This entire block of characteristics could be printed on the flip side of a character sheet for easy reference.
A militant religious warrior granted special abilities by the Divine Powers.
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Ability Rolls: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6 |
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Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter. |
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To-Hit-AC 0 [Attack Bonus]: 19 [+0] Improves by 1 point at 2nd, 4th 6th, 8th, 10th, 12th, and 14th Level. |
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Saving Throws: Death-13 | Wands-14 | Paralysis-15 | Breath Weapon-16 | Spells-12. Target numbers decrease by 1 point at 2nd, 4th 6th, 8th, 10th, 12, and 14th Level. |
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Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. |
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Starting Age: 20+d4 |
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Starting Language(s): Western Common. (+Alignment Language if used) |
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Armor and Weapon Familiarity: Cleric can identify all common arms and weapons, and can discern quality and materials with an Intelligence Check. Can use any armor, and any weapons not prohibited according to Alignment. (See Prohibited Weapons below). |
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Heal an Ally: Cleric can restore Hit Points equal to own Experience Level. Usable a number of times per day equal to the Cleric’s Experience Level.
Recipient must have have lost Hit Points fighting by by Cleric’s side. |
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Perform Miracles: Total Levels worth per day equal to Cleric’s Experience Level minus 1.
Maximum Level of Miracle allowed is equal to half Experience Level of Cleric.
Cleric can perform any Miracle on the list of Clerical Miracles (up to maximum Level allowed) without prior preparation, but cannot perform the same Miracle more than once per day. Cleric must be at be at least 2nd Experience Level to Perform Miracles. |
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Religious Knowledge: Cleric automatically recalls facts regarding own Alignment and religion (including Planar Spirits of own Alignment). Can make Intelligence Check to recall similar knowledge relating to other Alignments, religions, and their Planar Spirits. |
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Turn Undead: Wisdom Check to overcome 2HD worth of Undead per Cleric’s Experience Level.
Lawful Clerics make Undead cower, Chaotic Clerics make them confused, Good Clerics make them flee, and Evil Clerics can command them. Effect lasts 1 Round per Cleric’s Experience Level. Undead with 4 or less HD than Cleric must Save versus Spells or be destroyed. At 10th Level, Cleric can affect Planar Spirits of other Alignments. |
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Prohibited Weapons: If Lawful, cannot use missile weapons or poison. If Chaotic, all weapons must be based on tools with other uses (spiked clubs, hammers, etc). If Good, cannot use edged weapons or poison. If Evil, cannot use blunt weapons. |
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Spiritual Obligations: Must always zealously follow own Alignment, fight the opposite Alignment, seek to convert others, and obey superiors in Clerical organization. |
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Experience Point Requirements per Level (or Minimum Hours Played): |
05 Wednesday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
This version of the B/X Cleric Class emphasizes the difference between ordinary priests and priestesses, who generally cannot perform miracles, and the kind of militant zealots who adventure and fight monsters. Like the other “Panzoasian” classes I’ve posted recently, this one is built on a framework of “Five Special Abilities + Two Restrictions/Weaknesses”.
Notable difference from the standard B/X Cleric include:
Abilities: Str: 1d10+8 | Int: 3d6 | Wis: 1d8+10 | Dex: 3d6 | Con: 3d6 | Cha: 3d6
Special Abilities: Armor and Weapon Familiarity, Heal an Ally, Perform Miracles, Religious Knowledge, Turn Undead.
Restrictions and Weaknesses: Prohibited Weapons, Spiritual Obligations.
Hit Dice: d8 per Level, until 9th. Add 3 Hit Points per Level thereafter.
Alignment: Lawful, Chaotic, or Good. Player Character Clerics may not be Evil. There are no Neutral Clerics – Druids are the equivalent of Clerics for the Congregation of Life.
Starting Age: 20+d4
Starting Language(s): Western Common.
Typical Starting Equipment:
Your character is one of the adventuring Human clergy who has taken up arms to advance and defend their beliefs. Although they are also a fully ordained official of their religion, your Cleric’s martial training distinguishes them from the mass of non-adventuring Priests and Priestesses who generally officiate over worship in villages, towns, and cities. Generally, only Humans are so fanatically devoted that they become militant, adventuring Clerics.
Even adventurers who are not of your character’s Alignment will welcome their assistance – especially their supernatural ability to heal allies. Additionally, your character is prepared like no other person to face the horrors of the Undead that lurk in the dark places of Panzoasia. As they gain experience, your character also becomes capable of performing wondrous miracles. On top of that, they are a capable warrior – albeit not quite as skilled as a dedicated Fighter.
When you choose your Cleric’s Alignment you are also choosing the religion they serve. The details of each religion’s terminology, iconography and worship vary somewhat across the four great Regions of Panzoasia (Ultimate West, Ultimate North, Ultimate South, and Ultimate East), but their philosophical orientations and essential moral teachings are consistent everywhere. Your character should always be preaching the truth of your Alignment and religion, and seeking new converts. (See below for an overview of the five Religions of the Ultimate West.)
In the Ultimate West, the Lawful-Aligned Clerics of Destiny and the Good-Aligned Clerics of Light have long been allied, but that alliance is now beginning to fray. Many Good Clerics believe the Assembly of Destiny has come under the influence of Evil – either unwittingly, or in a secret compact to impose absolute order on Panzoasia. Conversely, many Lawful Clerics see the Church of Light as disturbingly tolerant of the Chaotic-Aligned Friends of Chance, and much too sympathetic to Chaotic ideas about social equality and reform. That split is becoming especially pronounced in the Republic of Bythebia, where half the Senate of Gold Dragons has proclaimed its unwavering support for the Church of Light, and the other half has declared the Assembly of Destiny to be the one true way.
Armor and Weapon Familiarity: Not only does your character know how to properly employ most common types of armor and weapons (excluding those Prohibited to them on account of their Alignment), but you can also roll an Intelligence Check for them to:
Heal an Ally: Your character can heal the wounds of those who have fought by their side.
Perform Miracles: Once your character achieves 2nd Level the Divine Powers they serve will grant them the ability to Perform Miracles beyond simply healing their allies.
Religious Knowledge: Your character is completely familiar with the doctrines, symbolism, and practices of their own Alignment and religion, and can recall them without the need for any Ability Check.
Turn Undead: Whenever your character encounters one or more Undead, you can roll a Wisdom Check. Success means that one or more of the creatures will succumb to the power of your character’s Faith, with effects varying by the Cleric’s Alignment and Level.
Prohibited Weapons: Depending on their Alignment, your character is prohibited from using certain kinds of weapons.
Spiritual Obligations: Your character has obligations both to the Divine Powers they serve, and to their Clerical Order.
Your character may petition their Clerical Order (or Brethren, if they are Chaotic) to help them build a stronghold. If the Order agrees, they will pay half the cost of construction, and send 20+d20 1st Level Clerics to garrison it.
The current Patriarch or Matriarch of your character’s Clerical Order (or Brethren, if they are Chaotic) will die, be slain, or set out to attain Immortality shortly after your character achieves 14th Level. The remaining Superiors will then ask your character to become the new leader.
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Exp. Points (Hours played) |
Exp. Level |
Hit Points |
Level Title |
THAC0 [Attack Roll Bonus] |
Max. Level of Miracle |
Total Levels of Miracles per Day |
Undead Turned per Attempt |
|
0 |
1 |
1d8 |
Missionary |
19 [0] |
– |
– |
2 HD |
|
2,250 (12 hours) |
2 |
2d8 |
Militant |
18 [+1 ] |
1st |
1 |
4 HD |
|
5,000 (24 hours) |
3 |
3d8 |
Zealot |
18 [+1] |
1st |
2 |
6 HD |
|
9,000 (36 hours) |
4 |
4d8 |
Holy Warrior (or Unholy Warrior) |
17 [+2] |
2nd |
3 |
8 HD |
|
16,000 (48 hours) |
5 |
5d8 |
Evangel (or Dark Evangel) |
17 [+2] |
2nd |
4 |
10 HD |
|
30,000 (60 hours) |
6 |
6d8 |
Partisan |
16 [+3] |
3rd |
5 |
12 HD |
|
60,000 (72 hours) |
7 |
7d8 |
Defender (or Dark Avenger) |
16 [+3] |
3rd |
6 |
14 HD |
|
120,000 (84 hours) |
8 |
8d8 |
Apostle |
15 [+4] |
4th |
7 |
16 HD |
|
220,000 (96 hours) |
9 |
9d8 |
Father Superior / Mother Superior |
15 [+4] |
4th |
8 |
18 HD |
|
300,000 (108 hours) |
10 |
9d8+2 |
Father Superior / Mother Superior |
14 [+5] |
5th |
9 |
20 HD |
|
420,000 (120 hours) |
11 |
9d8+4 |
Father Superior / Mother Superior |
14 [+5] |
5th |
10 |
22 HD |
|
540,000 (132 hours) |
12 |
9d8+6 |
Father Superior / Mother Superior |
13 [+6] |
6th |
11 |
24 HD |
|
660,000 (144 hours) |
13 |
9d8+8 |
Father Superior / Mother Superior |
13 [+6] |
6th |
12 |
26 HD |
|
780,000 (156 hours) |
14 |
9d8+10 |
Patriarch / Matriarch |
12 [+7] |
7th |
13 |
28 HD |
|
Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
|
1 |
13 |
14 |
15 |
16 |
12 |
|
2 – 3 |
12 |
13 |
14 |
15 |
11 |
|
4 – 5 |
11 |
12 |
13 |
14 |
10 |
|
6 – 7 |
10 |
11 |
12 |
13 |
9 |
|
8 – 9 |
9 |
10 |
11 |
12 |
8 |
|
10 –11 |
8 |
9 |
10 |
11 |
7 |
|
12 – 13 |
7 |
8 |
9 |
10 |
6 |
|
14 |
6 |
7 |
8 |
9 |
5 |
Divine Patrons: The Lord and Lady of Destiny.
Holy Symbol: The Wheel of Law.
Sacred Colors: Dark Blue, Gray, Violet.
Most Sacred Place: The Grand Temple of Destiny, located in the city of Caestus in Bythebia.
In the Ultimate West, the religion of Law is the Assembly of Destiny, which also runs most schools. It’s adventuring Clerics are called Ordained Judges, and their battles against the forces of Chaos have brought them both fame and infamy. They bring final justice to lawbreakers, oppose the unregulated use of magic (especially Illusionism), and kill Monsters they believe to be abominations contrary to the Natural Order. Non-adventuring Priests and Priestesss of Destiny, on the other hand, conduct numerous and intricate rites at their local Temple, educate children, and are often formally empowered to judge civil and criminal cases in their locality. Along with the (Good-aligned) Church of Light, the Assembly of Destiny enjoys much state patronage.
Divine Patrons: The Lord and Lady of Chance.
Holy Symbol: The Swirling Star.
Sacred Colors: Motley and Mixed Colors.
Most Sacred Place: The Citadel of Chaos, completely encompassing an island in the Gulf of Maeland.
The religion of Chaos in the Ultimate West is called the Friends of Chance, whose members also refer to themselves as The Free Brethren. The adventuring Clerics of Chaos are called Chaotes, and they tirelessly oppose every kind of restriction on personal freedom – even those imposed with benevolent intentions. The Chaotes have a very loose structure, and wear no special clothing. The Friends of Chance come together informally, either in hidden Safe Houses, or secluded areas outdoors. Worship begins with the consumption of intoxicants and playing of improvised music. Every ordinary devotee (or “Fellow Traveler”) present is free to dress as they will, and to dance, sing, or speak their mind as the spirit moves them. One or more Chaotes may, or may not, be present.
Chaotes tend to be especially fervent against the demonic cult of Evil Chaos, which they regard as a vile perversion that turns the message of freedom into a means of enslavement.
Divine Patrons: The Lord and Lady of Light.
Holy Symbol: The Anchor of Hope.
Sacred Colors: White, Saffron, Green.
Most Sacred Place: The Holy Mountain on the Isle of Albelon.
In the Ultimate West, the religion of Good is called the Church of Light, and its militant human Clerics (and Paladins) roam far and wide in their battles against Evil. Every adventuring cleric of Good belongs to an Order named after one of the Immortal Heroes or Heroines of Panzoasia. A male adventuring Cleric of the Church of Light is called a Warrior Monk or Canon, and puts the title “Brother” before his name. A female Cleric who adventures is called a Warrior Nun or Canoness, and puts “Sister” before her name. The non-adventuring Priest and Priestess who conduct worship in a local Church, on the other hand, are addressed as “Father” and “Mother”. Adventuring Clerics of Light may not marry (but are not necessarily expected to remain chaste). Non-adventuring Priests and Priestesses may marry – but not each other. The Church of Light enjoys the official patronage of most governments.
Divine Patrons: The Lord and Lady of Darkness.
Unholy Symbol: The Inverted Pentagram.
Unholy Colors: Black, Deep Purple, Crimson Red.
Most Unholy Place: The Basilica of Eternal Darkness, on the Cursed Island of Nerolan.
The religion of Evil in the Ultimate West is the Antichurch of Darkness, whose militant Human Clerics are the Depradators. Ideally, the vile rites at an Antichurch are performed by a Depradator Priest and Depradator Priestess together. However, since the clergy of Darkness have a pronounced tendency to assassinate each other, it is not unusual for only one or the other to be officiate alone! The Depradators were actually the first militant Clerics – Lawful, Chaotic, and Good Clerics arose to fight them during the Reign of the Monsters. The ceremonies of Darkness include admonitions to spite the other four Alignments by deliberately breaking laws, enslaving others, harming the innocent, and despoiling nature. Often, worship will be directed not towards the Lord and Lady of Darkness directly, but rather at some other Infernal power or Evil Immortal .
Divine Patrons: The Lord and Lady of Life.
Holy Symbol: The many-branched Tree of Life.
Sacred Colors: Green, Red, Brown, and undyed cloth.
Most Sacred Place: The Isle of Testing, off the coast of Maeland.
The Congregation of Life is the religion of Neutral-aligned Westerners. Once the predominant faith of Humans, it has receded in importance since the Reign of the Monsters, as the more extreme Alignments gain adherents. The worship of Life is conducted either at the remaining Stone Circles, around sacred trees (which may also be within rings of stones), atop verdant hills, or at the centers of holy Labyrinths. The regular, non-adventuring Priests and Priestesses of Life are usually married couples (or at least lovers), who regularly perform the Great Rite together to ensure the fertility of the crops. Services for the mass of worshipers are usually joyous and festive, involving much costumed dancing, singing, and feasting – but also the sacrifice of food and animals (which are always eaten afterward). Lawful clergy often condemn the religious rites of Life as “primitive” and “immoral”, and are known to use coercive tactics to convert Neutrals. The Neutral Alignment has no militant Clerics of its own, but rather the ancient order of Druids serves as its protectors and champions.
03 Monday May 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, Cleric, Divine Magic, Magic, old school, old school renaissance, old school revival, Panzoasia, Priest, Priestess, Romantic Fantasy, spell list, Spells
This variant list of Clerical Miracles expands the “Spells” available to B/X clerics across seven Levels. and includes some effects from my “Ghastly Affair” RPG. Each Miracle is defined as concisely as possible, for speedy adjudication during play.
As with the list of Magic User and Elven Warrior-Wizard Spells, each Level of Miracles has an even number of entries, to facilitate randomly-determined effects. Note that “Spells” such as “Light” and “Darkness” are here considered separate, and not reversible forms of each other (as in the standard B/X rules). One important aspect of the Panzoasia setting is that the ordinary priests and priestesses that conduct most religious ceremonies cannot effect Miracles under ordinary circumstances. Only Lawful, Chaotic, Good, and Evil Human militants that have Levels in the Cleric Class are so gifted by the Divine Powers. (It’s a major theme of the setting that fanatical devotion to one’s Alignment is the path to Immortality and power – and that the perpetual conflicts perpetuated by Immortality-seeking Paragons of Law, Chaos, Good, and Evil may ultimately bring the world to ruin.
Except where otherwise indicated, each Miracle is assumed to take 1 Round to create, during which the caster can do nothing else.
Where necessary, the description of each Miracle is followed by one, two, or two additional terms defining the affected area of the spell, it’s duration, and how the Spell if affected by a successful Saving Throw.
|
1 |
Banish Vermin: All vermin (rats, roaches, bedbugs, flies, worms, ticks, etc.) of normal size within a 25′ foot radius are forced to flee. {Until dawn} |
|
2 |
Cause Fear: One Victim within 50’ is overwhelmed with Fear, and will seek to flee anyone who is aggressive towards them. {1 Turn} *Save negates |
|
3 |
Cause Light Wounds: Cleric inflicts 1 point of Damage per Level or HD (if a creature) of the Victim. For example: A 3rd Level target loses 3 Hit Points. [1 touched victim] There is no Saving throw. |
|
4 |
Cure Light Wounds: Recipient is cured of 1 point of Damage per own Character Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points. [1 touched Recipient other than the Cleric] |
|
5 |
Darkness: All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds even normal Infravision. Only Infravision allows sight. Darkness dispels Light. {1 Hour} |
|
6 |
Detect Evil: Cleric can detect the presence and location of Evil creatures and objects within a 25′ foot radius. {1 hour} *Intelligent beings with Levels in a PC Class can save to avoid detection. |
|
7 |
Detect Magic: Cleric will know if any aspect of their immediate environment is magical. [50’ radius] {Until Cleric moves from Affected Area} |
|
8 |
Detect Poison: Cleric can detect the presence and location of poison within a 25′ foot radius. {1 hour} |
|
9 |
Detect Snares & Pits: Cleric is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area} |
|
10 |
Detect Undead: Cleric can detect the presence and number of any Undead creatures in visual range – even if hidden, Invisible, or Ethereal. {1 hour} |
|
11 |
Discover Dead: The Cleric can sense all dead bodies with 50’, even if hidden or buried. Corporeal Undead (such as Ghouls) are detected, but not incorporeal one (like Wraiths). {1 hour} |
|
12 |
Light: Either a touched object, or the air itself, sheds light that brightly illuminates a 50′ radius. Light dispels Darkness. {1 Hour} |
|
13 |
Protection From Evil: Cleric or Recipient gains +2 to AC and Saves against Evil, Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour} |
|
14 |
Protection From Serpents: Snakes of any size are unable to touch or attack the Cleric, or a touched Recipient. {1 hour} |
|
15 |
Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 Human meal’s worth per Cleric’s Level] |
|
16 |
Putrefy Food and Drink: Wholesome or nutritious food and drink become rotten, wormy and disgusting. [1 Human meal’s worth per Cleric’s Level] |
|
17 |
Remove Fear: All Fear effects, mundane or magical, are removed from the Recipient. [1 person] |
|
18 |
Resist Cold: Recipient can ignore HP damage from cold equal to 2 x Cleric’s Experience Level. {1 hour} |
|
19 |
Resist Fire: Recipient can ignore HP damage from fire equal to 2 x Cleric’s Experience Level. {1 hour} |
|
20 |
Sanctuary: Anyone attempting to target the User (or the specified Recipient) with an attack or Spell must Save to continue. [1 Turn] |
|
1 |
Attract Lover: The Recipient will meet a temporarily devoted lover of the desired gender, at the next possible opportunity. The lover will leave at the next full moon, no matter how the Recipient pleads. |
|
2 |
Augury: If they make a successful Wisdom Check, Cleric knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question. |
|
3 |
Barrenness: Victim becomes completely unable to produce offspring. {Permanent} * Save negates if undesired. |
|
4 |
Consecrate Object: An object or substance becomes sacred to the Cleric’s Alignment. Planar Spirits and Undead of the Alignment opposite to the Cleric’s can be struck by a Consecrated Object as with a regularly enchanted Magic Weapon, and boldly presenting one causes them to check Morale. Consecrated (Holy) water or oil inflicts 1d8 damage on opposite-Alignment Spirits or Undead. {Until desecrated} |
|
5 |
Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient] |
|
6 |
Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Cleric’s Level} |
|
7 |
Fertility: The next time the touched Recipient can possibly conceive offspring (or impregnate another), it will happen. [1 person] *Save negates, if undesired. |
|
8 |
Know Alignment: Cleric learns a target’s actual Alignment. [1 Recipient in visual range] *Save negates. |
|
9 |
Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient] |
|
10 |
Speak With Animals: Cleric can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies (such as Owlbears) are excluded. [1 hour] |
|
1 |
Blind/Deafen: Cleric makes the Victim either blind or deaf, with all appropriate Penalties. [1 Recipient within 50’] {Until next new moon} |
|
2 |
Cause Serious Wounds: Cleric inflicts 1d4 points of Damage per Exp. Level or HD (if a creature) of the Victim. For example: A 5th Level target loses 5d4 Hit Points. [1 touched victim]. *Save negates. |
|
3 |
Cure Blindness/Deafness: Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient other than the Cleric] |
|
4 |
Cure Disease: Recipient is cured of all physical diseases and parasitic infections. [1 Recipient not the Cleric] |
|
5 |
Cure Serious Wounds: Recipient is cured of 1d4 points of Damage per their own Exp. Level or Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [1 touched Recipient other than the Cleric] |
|
6 |
Curse: Cleric inflicts a negative magical condition upon the Victim. Typical Curses include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Cleric Level} *Save negates. |
|
7 |
Hold Person: Cleric paralyzes a humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates. |
|
8 |
Inflict Disease: Cleric inflicts a mundane disease of some some kind upon a visible Victim. {Until cured} *Save negates, and forces Cleric to Save or contract the disease! |
|
9 |
Locate Object: Cleric knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Cleric is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be). |
|
10 |
Monstrous Offspring: The Cleric curses the next child of the Victim (male or female) to be born a Monster (with no more HD than the Cleric has Levels). Monster is born with 1 HD, and gains an additional HD every month until it reaches its final amount. *Save negates. |
|
11 |
Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description. [1 Recipient other than the Cleric] |
|
12 |
Speak With Dead: Cleric can gain knowledge from an inanimate corpse, including anything it knew while alive. 1 question can be asked for every 2 Levels of the Cleric. Answers will be as curt as possible. This spell only be cast once per corpse. [1 corpse] {1 hour} |
|
1 |
Animate Dead: Cleric transforms corpses into controlled Skeletons or Zombies with total HD equal to the Cleric’s. The Undead created will obey every command in the most literal manner possible. The Cleric can only maintain as many HD of Skeletons or Zombies as their own Level. {Permanent} |
|
2 |
Consecrate Location: A location becomes specially consecrated to the Cleric’s Alignment. Planar Spirits of the opposite Alignment cannot enter the Consecrated location at all. Undead not of the Cleric’s alignment must make a Morale check every Round to stay within. Locations can be desecrated by another Cleric deliberating performing acts of the opposite Alignment in them. [1 building or plot of land no bigger than a an acre] {Permanent until desecrated} |
|
3 |
Create Food and Water: Bland but nourishing food suddenly appears, along with drinkable water. [1 meal per Level of Cleric] {Until food rots naturally} |
|
4 |
Create Water: Drinkable water is created inside a non-living container, or on a non-living object. Water cannot be made to manifest inside a living being. [1 gallon per Cleric Level] |
|
5 |
Curse of Lycanthropy: Cleric curses the Victim to become a Lycanthrope, starting on the next Full Moon. The Cleric specifies the type of Lycanthrope. [1 victim within 25’] {Permanent until curse is lifted} |
|
6 |
Curse of Undeath: Cleric curses the Victim to rise again as an Undead Monster after their death, of a type with the same HD as their Experience Level before they died. The Monster is not controlled by the Cleric. [1 victim within 25’] {Permanent until curse is lifted} |
|
7 |
Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail). |
|
8 |
Magic Circle: Cleric physically marks out a magical boundary that cannot be crossed, touched, or affected in any way by Planar Spirits or Undead. All within enjoy Protection from Evil (as the 1st level spell). [1 circle or polygon up to 10’ in diameter]{Until effaced, crossed, or dispelled by Cleric} |
|
9 |
Neutralize Poison: All poisons and toxins affecting the Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [1 Recipient other than the Paladin]{1 Turn per Cleric’s Level} |
|
10 |
Rain of Frogs: A large quantity of real, living frogs fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling frogs. [150’ radius around Cleric] {1 Minute} |
|
11 |
Speak With Plants: Cleric can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. [1 Hour] |
|
12 |
Walk On Water: Cleric or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour] |
|
1 |
Blacken Sky: The sky for a ½ mile radius overhead turns as black as a starless night. Creatures damaged or deterred by sunlight can function normally under a Blackened Sky. {1 hour} |
|
2 |
Cause Critical Wounds: Cleric inflicts 1d6 points of Damage per Experience Level or Hit Dice (if a creature) of the Victim. For example: A 9th Level target loses 9d6 Hit Points. [1 touched victim] *Save negates. |
|
3 |
Commune With Spirit (Divination): Caster mentally contacts a Planar Spirit (Angel, Demon, Devil, Fairy, Archon, Daimon, Elemental, or Genie) or incorporeal Undead of their own Alignment, and asks it one question about a topic within its area of expertise. If a Reaction Roll indicates the Spirit likes the Caster, (or they are already friends) it will answer truthfully (to the best of its knowledge). {1 question} |
|
4 |
Cure Critical Wounds: Recipient is cured of 1d6 points of Damage per own Experience Level or Hit Dice. For example: A 9th Level Recipient regains 9d6 lost Hit Points. [1 touched Recipient other than the Cleric] |
|
5 |
Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Cleric, or 1 touched Recipient] {Until dawn} |
|
6 |
Exorcism: All supernatural creatures must flee, and all Spells from Evil sources immediately end. Any Planar Spirits or incorporeal Undead inhabiting living creatures are forced out and Banished to their home Plane (or Plane of final rest). [A 25’ radius] *Save negates |
|
7 |
Flame Strike: A roaring column of flame descends and inflicts 8d6 points of fire damage to everything in a targeted area. [A 25’ radius within visual range] *Save halves damage. |
|
8 |
Infest Wounds: Cleric causes horrible worms and crawling insects to erupt from the Victim’s wounds for days. Victim must already be wounded, and will suffer as follows for the duration:
Effect is ended by magically healing victim’s wounds, or by Remove Curse, Cure Disease, or Dispel Magic. [1 previously wounded Victim within visual range] {1 day per Cleric’s Level} *Save negates. |
|
9 |
Insect Plague: Cleric summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour} |
|
10 |
Rain of Blood: A large quantity of real blood falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All movement is reduced by half, and those attempting to move in the affected area must make a Dexterity Check or fall down. Predatory monsters are attracted to the blood. Vampires receive +1 hp per HD. [150’ radius around Cleric] {1 minute} |
|
11 |
Rain of Flesh: A large quantity of raw, bloody meat falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All in the affected area (except Cleric) take 1 hp damage per Round from falling meat. Predatory monsters with 1 mile are attracted. Non-intelligent carnivores will stop any other actions to consume the meat. [150’ radius around caster] {1 minute} |
|
12 |
Raise Dead: Cleric restores life to a creature of their own Alignment who has been dead no more than 3 days. *Save negates, if creature does not wish to return. |
|
1 |
Animate Objects: The Cleric brings to apparent life up to 4 small objects (the size of stools or figurines), 2 medium-sized objects (the size of chairs or human-sized statues), or 1 large object (the size of a clothes press, or equestrian statue).
{1 hour} |
|
2 |
Barrier: Caster creates a wall of whirling metal balls (or slashing blades) anywhere within 50’. Anyone contacting the Barrier takes 11d6 damage. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour} No Save. |
|
3 |
Call Animal Allies: Cleric summons endemic animals totaling no more than 10 HD, which will willingly perform one simple service lasting no more than an hour. |
|
4 |
Conjure Aerial Servant: The Cleric summons an Aerial Servant and commands it to retrieve one object or creature weighing up to 500lbs from a specified location. If the Aerial Servant cannot complete its task in its allotted time, it will return and attack the Cleric. {1 Day per Cleric Level or until target is retrieved} |
|
5 |
Dismissal (Evocation): Cleric forces a single Planar Spirit to return to its place of origin. [1 Spirit with no more HD than the Cleric] {Until next New Moon} *Save negates |
|
6 |
Find the Path: For the next hour the Cleric knows exactly how to get to one desired location, including how to bypass any secret door, traps, or other hazards along the way. The Cleric is completely unable to communicate knowledge of the correct path (except to lead and let others follow), and can only explain how to bypass dangers as they are encountered (but before anyone would be hurt). {1 hour}. |
|
7 |
Part Water: A body of water up to 1000’ long and 100’ deep is parted down to its bed. The parting is 10’ wide, and bounded by vertical walls of water. [1 hour, but can be ended by Cleric before] |
|
8 |
Quest: Cleric forces the Victim to perform a task or mission, which can be dangerous, but not suicidal. This miracle can also be used to undo a Quest imposed by another Cleric. {1 task or mission lasting no more a year}. *Save negates. |
|
9 |
True Seeing (Divination): Cleric sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour} |
|
10 |
Word of Recall: The Cleric, and one additional Recipient per Level, are brought back to a predetermined temple or holy place of the Cleric’s religion. If no such place has been designated, they are transported to the nearest one. |
|
1 |
Complete Healing: The Recipient is healed of all lost Hit Points. [1 touched Recipient other than the Cleric] |
|
2 |
Earthquake: The Cleric cause severe tremors to strike the land in a 200’ foot radius around them. The spot where the Cleric stands is safe, but everywhere else in that area small buildings and defensive walls will be leveled, and larger buildings will be made uninhabitable. 1 in 6 creatures must Save versus Death or be crushed to death inside one of the rifts that open in the ground . {1 Turn} *Save prevents crushing death. |
|
3 |
Holy Word: All beings of the Alignment opposite to the Cleric’s within 50’ are affected as follows:
[50’ radius, ignoring solid barriers] There is no Saving Throw against any of the effects. |
|
4 |
Raise or Calm Storm: The Cleric either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn} |
|
5 |
Regeneration: The Recipient regrows all lost or mangled body parts or organs – including severed limbs, lost eyes, lost teeth, and any other member that has been cut off or permanently damaged. All scars and bodily mutilations are erased. [1 touched Recipient other than the Cleric] |
|
6 |
Restoration: All Experience Point loss and Ability Damage suffered by the Recipient for any reason will be restored. [1 touched Recipient other than the Cleric] |
|
7 |
Resurrection: The Cleric can restore any creature of any Alignment to full life, as long as a single bone remains intact. If the Resurrected being is intelligent, but not already of the Cleric’s Alignment, they must agree to convert on the spot or fall down dead again. |
|
8 |
Summon Spirit Ally (Evocation): Cleric causes the appearance of a Spirit of their own Alignment (Lawful Archon, Chaotic Daimon, Good Angel, Evil Devil or Demon, or a noncorporeal Undead), with no more Hit Dice than their own. The Ally will willingly fight the Cleric’s current opponents until either they are all dead, have all surrendered, or the Spirit’s material form is destroyed. The Cleric must specify the type of being they desire. A specific Spirit can be Summoned, if the Cleric knows their name. The Ally may afterward impose a task or quest upon the Cleric in payment. |
|
9 |
Supreme Miracle: Cleric implore the Divine Powers to grant them a miracle of supreme power which can: (A) mimic any other Spell from any Class’s list, (B) undo the effects of any other Spell, (C) bestow a Soul upon a soulless being, (D) create any Monster, (E) change a creature’s Alignment, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Cleric’s knowledge intact. Every time a Cleric receives a Supreme Miracle, they are required to sacrifice a quarter of their wealth and treasure to the Divine Powers they serve. *Save as mimicked spell. Save negates Alignment change. |
|
10 |
Travel the Spiritual Worlds: The Cleric (and 1 companion per Level) travel(s) physically to one of the Supernal Worlds (Heaven, the Celestial Spheres, or the Empyrean) or one of the Infernal Worlds (Limbo, Hell, or The Outer Darkness). The Miracle must performed again to return home. {1 trip per use} |
15 Thursday Apr 2021
Tags
B/X, BECMI, BX, Classic Fantasy, Classic Rules, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy
The classic Thief of the B/X (and BECMI) rules has always been a character class with problems – starting with the fact that B/X Thieves aren’t actually very good at stealing things or being stealthy until they reach high levels. So, here is my personal “fix” for the Class. Like the other B/X Character Classes I’ve posted here recently, this one is built on a “five Special Abilities + two Restrictions/Weaknesses” framework, assumes the use of a “five-point” Alignment system, and has flavor text that integrates it into my “Panzoasia” setting.
Abilities: Str: 3d6 | Int: 1d12+6 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 1d12+6
Special Abilities: Appraise, Backstab, Cant, Climb, Thieving Ability.
Restrictions and Weaknesses: Criminal Entanglements, Weapon Restrictions.
Hit Dice: d4 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any except Lawful.
Starting Age: 12+d12
Starting Language(s): Western Common, Thieves’ Cant.
Typical Starting Equipment:
Your character lives outside the law, stealing as a way of life. Perhaps they were born to a wealthy family, but craved a life of excitement without limits. Maybe they were orphaned as a child, and made to steal coins for their foster parents. They might have first resorted to thievery to care for a sick parent, sibling, or child. Or perhaps they were simply tired of playing by the rules that kept them and their family poor. However they came to thievery, your character has learned to sneak, to creep, and to bypass security. They can tell choice jewelry from worthless junk. And whatever your fellow adventurers think of their morality, your Thief will quickly learn that the others need them to scout for danger, disarm traps, and open locked portals.
The Thieves the Ultimate West are bound together in a common organization. This “Thieves Guild” originated during the Reign of the Monsters as a gang of Humans and Halflings led by the Immortal Heroine known as “The Clever Lady”. Originally, the Thieves Guild was simply dedicated to stealing back the treasures looted by the Monsters and Depradators, and restoring them to the Five Peoples. Now the Thieves Guild is an international secret society that both profits from, and regulates, criminal activity of all kinds. Among the common folk, the Thieves Guild still has a reputation for dispensing justice when the regular authorities can’t – or won’t. Indeed, many Good-Aligned Thieves endeavor to emulate the example of The Clever Lady – stealing only from the Evil and over-privileged, and distributing charity to the poor. Most other Thieves, however, are only in it for themselves.
The main enemies of the Thieves Guild in the Ultimate West are the Clerics of Destiny (Law). Whereas most other people at least accept the existence of the Guild, the Lawful clergy are relentless in their condemnation and persecution of it. This puts the Clerics of Destiny in conflict not only with the Clerics of Chance (Chaos) who are allied with the Thieves Guild, but also the Clerics of Light (Good) – who fear that the Guild (undoubtedly corrupt and problematic in its current form) might be replaced by a far more malevolent group.
Appraise: You can roll an Intelligence Check for your Thief to accurately estimate the total number of coins in a pile (or container) without actually taking time to count them individually; or to know the real value of gems, jewelry, art objects, and commodities.
Backstab: When your characters attacks someone who is unaware of their presence, you make the Attack Roll with a +4 Bonus, and double the damage done on a successful attack.
Cant: In addition to speaking the Common tongue, your character can communicate in a unique mixture of slang, metaphors, foreign words, postures, gestures, and innuendos called Thieves’ Cant.
Climb: You can make a Dexterity Check for your Thief to Climb difficult and sheer surfaces impossible for other people to scale.
Thieving Ability: Your character has a seventh Ability score, called “Thieving Ability”. Roll your character’s Thieving Ability or less on a d20 to do such things as:
Your character’s base Thieving Ability begins at 7, and increases by 1 each Level (as shown on Human Thief Advancement Table). Your character’s Dexterity Modifier is added to their Thieving Ability.
At the GM’s discretion, Thieving Ability might be useful in other circumstances requiring stealth, agility, and/or manual skill beyond what an ordinary person would possess.
Your character cannot use their Thieving Ability while wearing any armor heavier than Leather, or bearing a two-handed melee weapon.
Criminal Entanglements: If your Thief lives in a town, they must become a member of the local Thieves’ Guild. Besides the benefits it provides, membership in the Guild also creates a number of complications for your character:
If your character steals from townsfolk without being a member of the Thieves Guild, they will be approached by another Thief who will demand they join, and retroactively pay the 10% Guild fee. If your character do not join the Guild (or steals after being expelled), they will be put under sentence of death.
Weapon and Armor Restrictions:
Your character may either open a new branch of the Thieves Guild (in an area where it never existed, or had been destroyed), or attempt to usurp control of your local Thieves Guild.
Your character may attempt to impose their authority over all the local Thieves’ Guilds in the Ultimate West.
|
Exp. Points (Hours played) |
Exp. Level |
Level Title |
Hit Points |
THAC0 [Attack Roll Bonus] |
Thieving Ability (roll equal or under on d20.) |
|
0 |
1 |
Finagler |
1d4 |
19 0 |
7 + Dex. modifier |
|
1,500 (8 hours) |
2 |
Robber |
2d4 |
18 [+1] |
8 + Dex. modifier |
|
4,000 (24 hours) |
3 |
Filcher |
3d4 |
18 [+1] |
9 + Dex. modifier |
|
7,000 (36 hours) |
4 |
Prowler |
4d4 |
18 [+1] |
10 + Dex. modifier |
|
13,000 (48 hours) |
5 |
Burglar |
5d4 |
17 [+2] |
11 + Dex. modifier |
|
25,000 (60 hours) |
6 |
Housebreaker |
6d4 |
17 [+2] |
12 + Dex. modifier |
|
50,000 (72 hours) |
7 |
Master Thief |
7d4 |
17 [+2] |
13 + Dex. modifier |
|
100,000 (84 hours) |
8 |
Ringleader |
8d4 |
16 [+3] |
14 + Dex. modifier |
|
180,000 (96 hours) |
9 |
Upright Man / Upright Woman |
9d4 |
16 [+3] |
15 + Dex. modifier |
|
300,000 (108 hours) |
10 |
Upright Man / Upright Woman |
9d4+2 |
16 [+3] |
16 + Dex. modifier |
|
420,000 (120 hours) |
11 |
Upright Man / Upright Woman |
9d4+4 |
15 [+4] |
17 + Dex. modifier |
|
540,000 (132 hours) |
12 |
Upright Man / Upright Woman |
9d4+6 |
15 [+4] |
18 + Dex. modifier |
|
660,000 (144 hours) |
13 |
Upright Man / Upright Woman |
9d4+8 |
15 [+4] |
19 + Dex. modifier |
|
780,000 (156 hours) |
14 |
King of Thieves / Queen of Thieves |
9d4+10 |
14 [+5] |
20 + Dex. modifier |
|
Level |
Poison / Death Ray / Disease |
Wands / Psionics |
Paralysis / Petrification |
Dragon Breath / Explosives / Firearms |
Spell /Staff / Rod |
|
1 |
13 |
14 |
15 |
12 |
16 |
|
2 – 3 |
12 |
13 |
14 |
11 |
15 |
|
4 – 5 |
11 |
12 |
13 |
10 |
14 |
|
6 – 7 |
10 |
11 |
12 |
9 |
13 |
|
8 – 9 |
9 |
10 |
11 |
8 |
12 |
|
10 –11 |
8 |
9 |
10 |
7 |
11 |
|
12 – 13 |
7 |
8 |
9 |
6 |
10 |
|
14 |
6 |
7 |
8 |
5 |
9 |
HALFLING BURGLAR
The Halflings of the Thieves Guild are particularly valued for their ability to function in low-light conditions, and elude guards. They are notorious for often not discriminating between junk and treasure, however!