The QuestFRP Monstrous Manual

INTRODUCTION TO MONSTER MANUAL

INTRODUCTION


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This manual contains the rules for generating monsters in Quest as well as a large number of pregenerated "monsters". There are many natural creatures represented as well as a large number of humans and humanoid NPC's (Non Player Character). These monsters are good for random encounters and for role-playing the various sorts of people that the Player Characters are likely to encounter wandering in towns and cities and through the countryside. Take these only as an example and feel free to change them as necessary. For the natural creatures a good deal of effort was made to make them as realistic as possible. A grizzly bear can take out a small party of beginning Characters. A lone wolf can savage a lone individual and probably kill him or her if they have no way of defending themselves. The legendary creatures have all been play-tested and many alterations have been made to adjust them to appropriate levels. When designing your own creatures, keep in mind that no design will probably be perfect the first time. Adjust the Skills of the creature, the damage, and/or the Special Abilities as play progresses in order to keep a consistent game balance. Monsters that are too weak will usually not bother a group of Characters, and you may have a difficult time justifying their existence in a natural ecosystem. The opposite is true as well. Monsters that are too powerful will dominate an ecosystem and you may be hard pressed to explain why anything lives in an area where these creatures dwell. Always keep in mind that the object is to challenge and entertain the Players. Surprise them with new monsters but don't overwhelm them

TABLE OF CONTENTS

  Discipline Location
INTRODUCTION TO MONSTER MANUAL[display section]
  INTRODUCTION 1.1
TABLE OF CONTENTS[display section]
MONSTER CREATION[display section]
  DETERMINE GENERAL MONSTER TYPE 10.1
  STASTISTICS OF THE MONSTER 10.2
  SIZE AND HIT POINTS 10.3
  MELEE COMBAT ABILITY 10.4
  PATTERNS OF ATTACK 10.5
  NATURAL WEAPONRY: BITE/CLAW/HORN/KICK 10.6
  LEAP/POUNCE 10.7
  MISSILE COMBAT ABILITY 10.7
  ANIMAL MISSILE ATTACK 10.8
  ARMOR 10.9
  MAGIC ABILITY 10.10
  SPECIAL ABILITIES 10.11
  FITTING THE MONSTERS IN 10.12
DEMONS[display section]
  MINOR 15.1
  MODERATE 15.2
  POWERS 15.3
  PRINCIPALITIES 15.4
  DOMINIONS 15.5
  THRONES 15.6
  CHERUBIM 15.7
  SERAPHIM 15.8
DWARVES[display section]
  DWARVES 20.1
ELEMENTALS[display section]
  AIR ELEMENTALS 22.1
  EARTH ELEMENTALS 22.2
  FIRE ELEMENTALS 22.3
  NATURE SPIRITS 22.4
  WATER ELEMENTALS 22.5
FAIRIE[display section]
  FAIRIE 25.2
GIANTS[display section]
  GIANTS 30.1
HALFLINGS[display section]
  HALFLINGS 35.1
HUMANOID CREATURES[display section]
  HUMANOIDS 40.1
HUMANS[display section]
  HUMANS 45.1
LEGENDARY CREATURES[display section]
  LEGENDARY CREATURES 50.1
LYCANTHROPES[display section]
  LYCANTHROPES 55.1
NATURAL CREATURES[display section]
  AIR 60.1
  LAND 60.2
  WATER 60.3
UNDEAD[display section]
  MINOR 65.1
  MODERATE 65.2
  GREATER 65.3

MONSTER CREATION

DETERMINE GENERAL MONSTER TYPE


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Although a list of "Basic Monsters" is provided later in this book, this section will allow the Game Master to create his or her own tailor-made monsters for the campaign. This allows the Game Master to exactly determine the character of his or her world. All of the "Basic Monsters" can be recreated using these rules. The Game Master should go through the checklist provided below, at least the first few times the GM creates a new monster, until the process becomes second nature. The GM may also want to referee a few games to get the feel of quest before creating any monsters of his or her own.

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Before the Game Master begins the process of creating a new monster, the GM should have a good idea of what the monster is and does, and where it fits into the ecology of the world. The Game Master should not introduce new monsters merely for novelty, although if the Characters in a campaign are getting too strong, a new, savage monster from "out there" can provide a fresh challenge. It should be noted, and is readily apparent from the "Basic Monsters" lists, the toughest monsters are highly experienced group of humanoids.

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The first thing a Game Master must do when creating a new monster is to determine what kind of monster the GM wants to design. There are several broad classifications that monster types may be divided into. These classifications are used to segregate the monsters found in this manual.

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Natural Animals

The first category are Natural Creatures, such as the crocodile, lion, or the grizzly bear. These creatures are usually of low to moderate power, are totally separated from magic, and usually pose only a small threat to adventurers. There are many examples of Natural Creatures in the following section. In some campaigns, especially those based on works of fictions, so-called mythical animals may be considered Natural Creatures. In such cases, the Game Master must decide on a case-by-case basis. The GM may also want to experiment with Natural Creatures from the Earth's past

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Legendary monsters

The second category of monsters are Legendary or mythical beasts. Some examples are unicorns, rocs, dragons, gryphons, mantichores, any giant insects, and pegasi. These creatures are highly magical, and cannot exist without magic. They will tend to be the Game Master's most powerful creatures, and are the stock in trade of most campaigns. It is this class that will allow the Game Masters to exercise his or her imagination the most.

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Enchanted monsters

The third category are the Enchanted Monsters, monsters that are created or summoned by magic. These include Undead, lycanthropes, demons, and Elementals. These creatures tend to have great physical and magical abilities. Note that Characters have access to many of the monsters in the category. Summoning demons is covered in the Player's Handbook, while the details of the various demons are found in this manual. The various types of Undead mentioned in the Player's Handbook are discussed in the Undead section. Various Spells give Characters the power of lycanthropy and the various werecreatures are described in the Lycanthropes Section. Elementals are described in the Player's Handbook.

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Humanoids

The The fourth and last category category of monsters are Humanoids. These monsters include giants, ogres, trolls, pixies, goblins, and lizard/cat/bird/men. These monsters may be organized into coherent societies, or they live in a more feral manner. Humanoids are almost always tool users, and may have access magic. Included in this category, are, of course, humans, dwarves, Fairie, and half-elves. These latter races are of such variety, that the GM is best off designing individuals using the Character generation system found in the Player's Handbook. A selection of common individuals of these "monsters" are found in the last section of this manual.

STASTISTICS OF THE MONSTER


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Once the Game Master has decided what sort of monster he or she wants design, the GM must determine the creature's Statistics. This is the most subjective element of monster creation. Guidelines are given here, but definitive standard are hard to come by.

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PHYSICAL STRENGTH

The Physical Strength of a creature is primarily a function of mass and size. This is not always true and certain creatures will be either stronger or weaker than their size would lead one to believe. A general rule-of-thumb for creature strength is given here. When deciding where a creature falls within a range, remember, carnivores are stronger than herbivores, and warm-blooded animals are stronger than cold-blooded animals.

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MANUAL DEXTERITY

A creature's Manual Dexterity is not just a measure of hand-eye coordination, but also refers to reflexes and surety of movement. As size increases, Manual Dexterity will decrease slightly. Creatures lacking hands will have a second Manual Dexterity score used when they manipulate an object. This second score is typically low. Carnivores generally have a higher Manual Dexterity than herbivores. Creatures that rely on their spatial perception will have a very high Manual Dexterity. Monkeys, birds-of-prey, and squirrels are all examples of the last. A typical Manual Dexterity for a Wolf might be 14/4, a monkey would have a 21/10, and an ox would have a 6/2.

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AGILITY

A creature's Agility corresponds to its nimbleness and fleetness of foot. a deer is much more agile than an elephant. The Game Master must make a subjective judgment on the relative Agility of a creature. A small antelope may have an Agility of 24, while a lion may have an Agility of 18. A tortoise would have an Agility of 4. Scanning the "monster" examples given below may aid the Game Master in deciding upon the Agility of a particular creature.

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CONSTITUTION

Most Creatures have a Constitution of between 12 and 15. Creatures that are especially hardy, such as wolves, may have an 18. Cold-blooded creatures have a higher Constitution than warm bloods. All Undead have Constitutions of 20.

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INTELLECT

Animal Intellect is usually found in the 2 to 5 range, with herbivores being at the low end and carnivores being at the high end. Cold-blooded creatures are usually very stupid, with Intellects in the 1 to 2 range. If a creature has a human or greater Intellect, it is commonly of either humanoid or magical derivation.

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MAGIC TALENT

As with Intellect, the Magic Talent of animals tend to be low, around 4. Creatures that depend on magic for their existence or use magic tend to have high Magic Talents, of 14 or better. Note that, to have a moderate or even a high Magic Talent, the creature does not have to be able to perform magic, it merely has to be magic. Intellect is not necessary for a high Magic Talent.

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FAITH

Faith is the measure of a creature's link with its deity. In Quest, a soulless creature's Faith is always 3. Particularly "faithful" creatures, such as those of the canine family, might have a 5 or higher. Thinking creatures will generally have moderate Faiths, unless they possess Clerical abilities, in which case, a high Faith is indicated.

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WILL

Most creatures have a Will between 8 and 12. Predators will have a higher Will than herbivores and scavengers. Creatures with great mental powers, or who are very tenacious, such as a boar, will have Wills of 15 plus.

SIZE AND HIT POINTS


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Once the monster's Statistics are set, the Game Master must determine the size and weight of the creature. Once the creature's weight is known, its hit points may be calculated. To insure that the creature's size is in keeping with that of other animals, the Game Master should either consult an encyclopedia or find a similar monster in the "Basic Monster" lists.

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Besides determining a creature's hit points, the size and weight of a creature will affect its Base DR. Using humans as a base for creature size, smaller creatures will have a higher DR than that calculated from its Agility and Will, and larger creatures will have lower DRs. It is even possible for a very large creature, such as a dragon or an elephant, to have a negative base DR. The adjustments are found in the table below:

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Modified Hit Point Formula for Large Creatures. A very important consideration when determining a creature's hit points is that those creatures that fall far outside the humanoid norms in terms of weight, use a modified hit point formula. For very small creatures, the hit point formula is changed so that they receive more hit points, while very large creature receive fewer hit points. With creatures that weigh less than 100 pounds, the creature will receive a set number of hit points, unrelated to the creature's Constitution. Creatures that weigh 12 pounds or less do not assign hit points to specific body parts. Rather their Basic Hit Points are pooled and any hits on the creature of full damage shield arm or better are taken against the hit point pool. When the creature takes damage equal to or greater than its hit point pool it is dead.

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When determining the Basic Hit Points for larger-than-human monsters, a sliding factor for determining the weight factor is used. For example, if a creature weighs 1,750 pounds with a 15 Constitution, the creature's Basic Hit Points would be calculated as follows: the weight factor for the first 500 pounds would be 5 (500#/100), the weight factor for the second 500 pounds would be 2.5 (500#/200), and the weight factor for the remaining 750 pounds would be 3 (750#/250). The total weight factor would equal 5+2.5+3, or 10.5. The creature's Basic Hit Points are equal to its Constitution multiplied by its weight factor, 15 * 10.5, or 158 Basic Hit Points. As you can see, this procedure is identical with method used to calculate a Character's Basic Hit Points, save that the creature's weight is not just divided by 100. Rather, a sliding is used for weight, as described below. The greater the weight, the less value the creature gains for additional weight. This system simulates the idea that a creature's vitality and damage-taking potential is not linear with size.

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The last detail in this section is the allocation of Basic Hit Points. Most creatures do not follow the humanoid pattern for allocation of Basic Hit Points. The Game Master should identify the basic type of creature and use of the patterns below.

MELEE COMBAT ABILITY


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Once the Game Master has determined the physical parameters of the new monster, he or she must settle on the abilities of the monster. These abilities should be based on the conception the GM began with. The five general categories of abilities are: melee combat, missile combat, armor, magical, and special abilities. These facets are discussed below.

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This facet of the monster's makeup deals with how well a monster can fight in hand-to-hand combat. A predator will always be tougher in this category than a herbivore, although some herbivores, especially legendary animals, can be very good fighters. The Game Master must determine the attacking weapon(s) used by the monster and how proficient the monster is with the weapon(s). Quite often a monster will have natural weaponry, and this is detailed below. Two new Disciplines are introduced, Leap/Pounce and Bite/Claws/Kicks. The creature's DoM in either or both of these Disciplines will determine how well the creature uses its natural weaponry. If a Character gains the power to assume the shape of animals, these are the lists the Character will have to study to improve his or her combat capability as an animal. These Disciplines are treated as Fighter Disciplines (Natural Weapons) Natural weapons come in four "sizes", depending upon the size of the creature. These are: small (0 to 50 pounds), medium (51 to 300 pounds), large (301 to 1000 pounds), and very large (1001 or more pounds).

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The Bite table should be used as is for carnivores only. Omnivore Bites do damage of one size class smaller, and herbivore Bites do damage two size classes smaller. For example, a horse, a large creature, would do Bite damage as a small creature (d6-2). All creatures add their damage adjustments done with Bites/Claws/Kicks.

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The Leap/Pounce is an attempt to knock over a target and land on the target. Such attacks are executed on the Martial Arts Holds and Throws table. If a Leap/Pounce attack is successful, the target must make a Constitution Saving Throw, subtracting the base armor value of its non-natural torso armor and the bonus from the size of the Leap/Pouncing animal, given in parentheses in the Leap/Pounce base damage table. The animal's damage adjustment is never added to damage done through a Leap/Pounce.

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After the Game Master has set the type of attack(s) the creature may employ and how damage these attacks do, the Game Master must now determine the creature's DoM in either or both Natural Weaponry Discipline(s), which in turn, will determine the attack type(s)' CR, DR, PR, and Blows per Round. Generally, a successful predator will have DoMs 6 to 9 in its attack Discipline(s). Herbivores and scavengers will tend towards DoM 4 to 6.

PATTERNS OF ATTACK


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There are six different patterns of attack types using natural weaponry. These are the canine, the feline, the ursoid, the draconian, the avian, and the herbivore.

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Canine

The Canine is a quadruped that bites, and pounces but does not claw. Examples are wolves, wild dogs, dingoes, foxes, and iguanas. Canines may Bite once per Blow or Leap/Pounce once per Blow.

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Feline

The Feline is a quadruped that bites, pounces, and claws. Examples are lions, tigers, leopards, and komodo dragons. Felines may Bite once and Claw once per Blow, Leap/Pounce once per Blow, or Bite once and Claw twice per Blow after having executed a successful Leap/Pounce on the same target. The last pattern is used only if the target is down on the ground and the attacker is in close combat with the target.

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Ursoid

The Ursoid is a quadruped that may operate bipedally for short periods of time. It bites and claws, but is too chunky to pounce. Examples are bears, great apes, and humans. Ursoids may either Bite once or Claw once per Blow if the attacker remains on all fours. If the attacker stands on its hind legs (i.e. rears), it may Claw twice per Blow. If both Blows hit for full damage on the same target, the ursoid may also execute a free bite attack. This is the pattern Humanoids use, when not using weapons.

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Draconian

The Draconian is a quadruped with a long neck, that bites, and claws, but does not pounce. Examples are dragons and plesiosaurs. Draconians may Bite once and Claw once per Blow while on all fours. If the attacker rears, it may Bite once and claw twice per Blow.

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Avian

The Avian is a winged biped that attacks in the air with beak and claw. Examples are all birds-of-prey. Avians may Bite once and Claw twice per Blow while attacking in the air. If the attacker dives on the target, it may Claw twice with a +2 damage adjustment.

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Herbivore

The Herbivore is a quadruped herd animal that either kicks or gores with horns in self-defense. Examples are cattle (horns), horses (kick), and unicorns (kick or horn). Herbivores may kick or gore once per Blow.

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Humanoid-type monsters should conform to the Disciplines found in the Player's Handbook, unless the monster is of animal Intellect and humanoid form. In this case, the Natural Weaponry rules should be used. However, most humanoid monsters are tool-users and will use weapons.

NATURAL WEAPONRY: BITE/CLAW/HORN/KICK

[Display Tree]


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Special

Creatures armed with horns may charge their opponents just as if the horns were thrusting polearms. All DR bonuses apply in melee only. These DR bonuses will not improve the creature's missile DR.

LEAP/POUNCE

[Display Tree]


MISSILE COMBAT ABILITY


ANIMAL MISSILE ATTACK

[Display Tree]


ARMOR


MAGIC ABILITY


SPECIAL ABILITIES


FITTING THE MONSTERS IN


DEMONS

MINOR


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Imp
PS6 / 6
MD10 / 10
AG13 / 13
CN12 / 12
IT12 / 12
MT12 / 12
FT18 / 18
WL15 / 15
HEIGHT50 cm
WEIGHT7 kg
BHP13
POISON ADJ.3
DODGE3
ST BONUS-d6
ASSESS 3d6+8
EQUIP TIME1
SUMMON MOD.-15%
BODY AND ARMOR
Head2
Chest5
Abdomen4
Groin3
Right Leg3
Left Leg3
Weapon Arm2
Shield Arm2
BloodN/A13
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClaw, Smallblank1d6blank-blank3blank3blank1blank1blank
SPP(M): 30Used:Base Cast Chance: 90
Fatigue: 30Used:Fatigue Modifier: -3
Description: Traditionally, an Evil mage or cleric may have an imp as a familiar.
Special Abilities: The summoner may choose the Elemental spell list of the imp. The Imp comes with a total of 5 DoMs in whichever Elemental spell list the summoner chooses. The familiar will have the Spell Casting ability of the imp and the physical attributes of the possessed animal.
Equipment: To summon a familiar, the Mage or Cleric must have an animal for the imp to possess.
Mage Spells
DoM 1: Find/Employ Ley Line DoM 1: Mind Speak DoM 1: Read Minds
DoM 1: Simple Self-Healing DoM 1: Telepathy DoM 2: Enhanced Perceptions
DoM 3: Mystic Theory III (S)

Fight Skills
DoM 1: HANDHELD WEAPON PR I (S) DoM 3: HANDHELD WEAPON CR III (S)
DoM 3: HANDHELD WEAPON DR III (S)

Mundane Skills
DoM 1: Stealth I DoM 2: Stealth II DoM 3: Stealth III

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


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Succubus/Incubus
PS14 / 14
MD13 / 13
AG13 / 13
CN18 / 18
IT10 / 10
MT15 / 15
FT16 / 16
WL17 / 17
HEIGHT170 cm
WEIGHT68 kg
BHP78
POISON ADJ.16
DODGE3
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-1
SUMMON MOD.-15%
BODY AND ARMOR
Head12
Chest31
Abdomen23
Groin16
Right Leg16
Left Leg16
Weapon Arm12
Shield Arm12
BloodN/A78
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 53Used:Base Cast Chance: 125
Fatigue: 53Used:Fatigue Modifier: -5
Special Abilities: A succubus/incubus may heighten sexual passions and change to any humanoid form.
Mage Spells
DoM 1: Dark DoM 1: Find/Employ Ley Line DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Air Manipulation
DoM 1: Read Minds DoM 1: Telepathy DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Lensing
DoM 2: Mental Shield I DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Truth Read DoM 3: Bindings DoM 3: Hypnotic Pattern
DoM 3: Major Air Manipulation DoM 3: Mental Shield II DoM 3: Suggestion
DoM 4: Body Alter DoM 4: Character Analysis DoM 4: Mental Shield III
DoM 4: Static Light Illusion DoM 5: Flight
DoM 5: Mystic Theory V (S)

Mundane Skills
DoM 1: Botany DoM 2: Botany II DoM 3: Botany III

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


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Demon Warrior
PS18 / 18
MD15 / 15
AG12 / 12
CN20 / 20
IT8 / 8
MT11 / 11
FT17 / 17
WL17 / 17
HEIGHT183 cm
WEIGHT91 kg
BHP103
POISON ADJ.21
DODGE2
ST BONUSd6
ASSESS 3d6+12
EQUIP TIME-2
SUMMON MOD.-40%
BODY AND ARMOR
Head14 / 0
15
Chest14 / 0
41
Abdomen14 / 0
31
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
15
Shield Arm14 / 0
15
BloodN/A103
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLongswordblank3d6blank4d6blank6blank7blank5blank3blank
blankRecurved Bowblankblank3d8blank6blank0blank0blank2blank
Special Abilities: A Demon Warrior may replace any broken weapon or shield immediately. If a broadsword breaks, another appears in its scabbard immediately, which it can draw and used immediately with a successful Manual Dexterity Saving Throw. If a shield breaks or is reaved in battle, the Demon Warrior must expend a Blow to replace the shield, which appears on its back.
Equipment: Normal Demon Warriors wear no armor, but have natural armor. They carry a broadsword, kite shield, and recurved bow.
Fight Skills
DoM 1: BOW WEAPON BLOWS I (S) DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 5: HANDHELD WEAPON PR V (S) DoM 6: BOW WEAPON CR VI (S)
DoM 6: HANDHELD WEAPON CR VI (S) DoM 7: HANDHELD WEAPON DR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


MODERATE


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Demon Knight
PS20 / 20
MD16 / 16
AG14 / 14
CN20 / 20
IT12 / 12
MT15 / 15
FT12 / 12
WL17 / 17
HEIGHT183 cm
WEIGHT91 kg
BHP103
POISON ADJ.21
DODGE3
ST BONUSd8
ASSESS 3d6+8
EQUIP TIME-2
SUMMON MOD.-60%
BODY AND ARMOR
Head14 / 0
15
Chest14 / 0
41
Abdomen14 / 0
31
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
15
Shield Arm14 / 0
15
BloodN/A103
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLongswordblank3d6blank4d6blank8blank8blank8blank4blank
blankRecurved Bowblankblank3d8blank8blank0blank0blank3blank
SPP(M): 60Used:Base Cast Chance: 135
Fatigue: 60Used:Fatigue Modifier: -6
Special Abilities: A Demon Knight may replace any broken weapon or shield immediately. If a broadsword breaks, another appears in its scabbard immediately, which it can draw and use immediately with a successful Manual Dexterity Saving Throw. If a shield breaks or is reaved in battle, the Demon Knight must expend a Blow to replace the shield, which appears on its back.
Equipment: Normal Demon Knights wear no armor, but have natural armor. They carry a broadsword, kite shield, and recurved bow.
Comments: The Summoner may choose the Elemental Magic that her or she desires the Demon Knight(s) to have. The Demon Knight comes with 9 DoMs of whichever Elemental list is chosen.
Mage Spells
DoM 1: Dark DoM 1: Light DoM 1: Mind Speak
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 2: Enhanced Perceptions DoM 2: Lensing DoM 2: Shadow Blur
DoM 3: Hypnotic Pattern DoM 3: Magic Abatement DoM 3: Suggestion
DoM 4: Greater Healing DoM 4: Static Light Illusion
DoM 6: Mystic Theory VI (S)

Fight Skills
DoM 2: BOW WEAPON BLOWS II (S) DoM 3: HANDHELD WEAPON BLOWS III (S)
DoM 8: BOW WEAPON CR VIII (S) DoM 8: HANDHELD WEAPON CR VIII (S) DoM 8: HANDHELD WEAPON DR VIII (S)
DoM 8: HANDHELD WEAPON PR VIII (S)

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant DoM 3: Map Reading
DoM 4: Captain

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


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Hell Hound
PS16 / 16
MD15 / 15
AG14 / 14
CN20 / 20
IT12 / 12
MT15 / 15
FT12 / 12
WL17 / 17
HEIGHT123 cm
WEIGHT91 kg
BHP103
POISON ADJ.21
DODGE3
ST BONUSd4
ASSESS 3d6+8
EQUIP TIME-2
SUMMON MOD.-60%
BODY AND ARMOR
Head15
Chest41
Abdomen31
Groin21
Right Rear Leg10
Left Rear Leg10
Right Foreleg10
Left Foreleg10
BloodN/A103
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Mediumblank3d10blank-blank9blank7blank4blank4blank
blankLeap, Mediumblank2d6blankblank9blank5blank2blank4blank
SPP(M): 45Used:Base Cast Chance: 115
Fatigue: 45Used:Fatigue Modifier: -4
Description: A Hell Hound is a demon wolf. They will often accompany demon knights or named demons as guardians.
Special Abilities: Speed Multiplier: *2
Comments: A Hell Hound enjoys destroying humans. They are intelligent and will often toy with their prey before killing it.
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Fire Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 2: Enhanced Perceptions DoM 2: Fire Shield
DoM 2: Lensing DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Spark DoM 3: Bindings DoM 3: Fire Bolt
DoM 3: Hypnotic Pattern DoM 3: Suggestion DoM 4: Greater Healing
DoM 4: Static Light Illusion
DoM 4: Mystic Theory IV (S)

Fight Skills

Mundane Skills
DoM 1: Stealth I DoM 2: Stealth II DoM 3: Stealth III

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.2.30][Edit location][Edit 7260][Edit XSL]

Nightmare
PS18 / 18
MD9 / 9
AG15 / 15
CN20 / 20
IT8 / 8
MT15 / 15
FT8 / 8
WL15 / 15
HEIGHT152 cm
WEIGHT455 kg
BHP276
POISON ADJ.55
DODGE3
ST BONUSd6
ASSESS 3d6+12
EQUIP TIME3
SUMMON MOD.-40%
BODY AND ARMOR
Head41
Chest110
Abdomen83
Groin55
Right Rear Leg28
Left Rear Leg28
Right Foreleg28
Left Foreleg28
BloodN/A276
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKick, Largeblank2d20blankblank7blank4blank3blank3blank
Description: The nightmare has an ebony coat, with glowing black eyes and silken mane and tail.
Special Abilities: If it is dark, the Nightmare may become insubstantial at will, taking their rider with them. Speed Multiplier: *2.5 (*25 when insubstantial). If the Nightmare takes no other Actions or Blows in a Round, it may project a mind numbing Nightmare. This ability is equivalent to the Chaos spell Brain Freeze and may be used only once in a 24 hour period and will activate on any roll but a 20 on a d20 roll.
Comments: The nightmare is a solitary creature. It is a demonic horse and may be banished as a normal demon. Occasionally, potent figures of evil will ride nightmares
Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 3: HANDHELD WEAPON PR III (S)
DoM 4: HANDHELD WEAPON DR IV (S)
DoM 7: HANDHELD WEAPON CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


POWERS


unedited: [15.3.10][Edit location][Edit 7261][Edit XSL]

Allocen (Arms)
PS22 / 22
MD16 / 16
AG14 / 14
CN25 / 25
IT16 / 16
MT20 / 20
FT13 / 13
WL21 / 21
HEIGHT*
WEIGHT*
BHP117
POISON ADJ.23
DODGE3
ST BONUSd10
ASSESS 3d6+4
EQUIP TIME-2
SUMMON MOD.-45%
BODY AND ARMOR
Head24 / 10
18
Chest26 / 10
47
Abdomen26 / 10
35
Groin26 / 10
23
Right Leg24 / 10
23
Left Leg24 / 10
23
Weapon Arm24 / 10
14 / 0
18
Shield Arm24 / 10
18
BloodN/A117
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10 (-1)blankblank2blank10blank2blank1blankMA, dr:10, MS
blankLongswordblank3d6 (-2)blank4d6 (-2)blank11blank10blank11blank4blankMS;MC;AFT, damage:10
blankRecurved Bowblankblank3d8blank10blank0blank0blank4blank, damage:10
SPP(M): 100Used:Base Cast Chance: 180
Fatigue: 100Used:Fatigue Modifier: -8
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Light
DoM 1: Mind Speak DoM 1: Minor Fire Manipulation DoM 1: Pocket
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Lensing
DoM 2: Shadow Blur DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Hypnotic Pattern DoM 3: Magic Abatement DoM 3: Major Fire Manipulation
DoM 3: Minor Extradimensional Space DoM 3: Shift Self DoM 3: Suggestion
DoM 3: Weapons Holder DoM 4: Body Alter DoM 4: Greater Healing
DoM 4: Integrity DoM 4: Static Light Illusion DoM 5: Major Extradimensional Space
DoM 5: Mirror Image DoM 5: Phase Door DoM 6: Carapace
DoM 6: Mobile Light Illusion DoM 6: Skill Enhancement DoM 6: Thought Implantation
DoM 7: Channeling
DoM 8: Mystic Theory VIII (S)

Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 3: HANDHELD WEAPON BLOWS III (S)
DoM 10: BOW WEAPON CR X (S) DoM 10: HANDHELD WEAPON CR X (S) DoM 10: HANDHELD WEAPON DR X (S)
DoM 10: HANDHELD WEAPON PR X (S)

Mundane Skills
DoM 1: Smith DoM 2: Armorer DoM 3: Precious Metal Smith
DoM 4: Advanced Forging Techniques DoM 5: Master Craftsman DoM 6: Weapons Master
DoM 7: Metallurgy I DoM 8: Master Artisan

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.20][Edit location][Edit 7262][Edit XSL]

Balam (Protector of Hell)
PS17 / 17
MD24 / 24
AG20 / 20
CN21 / 21
IT18 / 18
MT20 / 20
FT13 / 13
WL22 / 22
HEIGHT?
WEIGHT?
BHP107
POISON ADJ.21
DODGE4
ST BONUSd4
ASSESS 3d6+2
EQUIP TIME-10
SUMMON MOD.-45%
BODY AND ARMOR
Head12 / 0
16
Chest12 / 0
43
Abdomen12 / 0
32
Groin12 / 0
21
Right Leg10 / 0
21
Left Leg10 / 0
21
Weapon Arm10 / 0
16
Shield Arm10 / 0
16
BloodN/A107
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankDagger, thrownblank2d6 (-2)blankblank11blank0blank1blank3blankMS;MC;AFT
blankMain Gaucheblank2d6 (-2)blankblank11blank10blank11blank6blankMS;MC;AFT
blankRapierblank4d4 (-2)blankblank11blank10blank11blank6blankMS;MC;AFT
SPP(M): 90Used:Base Cast Chance: 170
Fatigue: 90Used:Fatigue Modifier: -7
Special Abilities: Special Power: Protections DoM 10
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Light
DoM 1: Mind Speak DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Lensing
DoM 2: Shadow Blur DoM 2: Slingshot DoM 3: Casting Endurance
DoM 3: Enhanced Physical Ability DoM 3: Hypnotic Pattern DoM 3: Major Earth Manipulation
DoM 3: Shift Self DoM 3: Stone Bolt DoM 3: Stone Walk
DoM 3: Suggestion DoM 4: Body Alter DoM 4: Greater Healing
DoM 4: Integrity DoM 4: Static Light Illusion DoM 5: Mirror Image
DoM 6: Carapace DoM 6: Mimic DoM 6: Mobile Light Illusion
DoM 6: Thought Implantation DoM 8: Programmable Mobile Light Illusion
DoM 7: Mystic Theory VII (S)

Fight Skills
DoM 2: THROWN WEAPON BLOWS II (S)
DoM 10: THROWN WEAPON CR X (S)

Mundane Skills
DoM 1: Acrobatics I DoM 1: Sleight Of Hand I DoM 1: Stealth I
DoM 2: Acrobatics II DoM 2: Sleight Of Hand II DoM 2: Stealth II
DoM 3: Acrobatics III DoM 3: Sleight Of Hand III DoM 3: Stealth III
DoM 4: Acrobatics IV DoM 4: Sleight Of Hand IV DoM 4: Stealth IV
DoM 5: Acrobatics V DoM 5: Sleight Of Hand V DoM 5: Stealth V
DoM 6: Acrobatics VI DoM 6: Sleight Of Hand VI DoM 6: Stealth VI
DoM 7: Acrobatics VII DoM 7: Sleight Of Hand VII DoM 7: Stealth VII
DoM 8: Acrobatics VIII DoM 8: Sleight Of Hand VIII DoM 8: Stealth VIII

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.30][Edit location][Edit 7293][Edit XSL]

Berith (Supervisor of Hell)
PS16 / 16
MD14 / 14
AG12 / 12
CN18 / 18
IT24 / 24
MT23 / 23
FT17 / 17
WL22 / 22
HEIGHT?
WEIGHT?
BHP98
POISON ADJ.20
DODGE2
ST BONUSd4
ASSESS 3d6+-4
EQUIP TIME-1
BODY AND ARMOR
Head14 / 2
15
Chest14 / 2
39
Abdomen14 / 2
29
Groin14 / 2
20
Right Leg12 / 2
20
Left Leg12 / 2
20
Weapon Arm12 / 2
15
Shield Arm12 / 2
15
BloodN/A98
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankQuarterstaffblankblank2d10blank10blank7blank10blank4blankMA, spp_cost:-60%
SPP(M): 104Used:Base Cast Chance: 185
Fatigue: 104Used:Fatigue Modifier: -7
Special Abilities: As the Supervisor of Hell, Berith may inform the Character of any happenings in Hell and the names of any Witches.
Equipment: Beriths quarterstaff is his Focus that cuts spell cost, for a total of -4/10 SPP cost. In addition, Berith wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Audible Glamour DoM 1: Create Familiar I DoM 1: Dark
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Air Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 2: Air Shield DoM 2: Air Shield - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Lensing
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Spider Climb
DoM 2: Truth Read DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Hypnotic Pattern DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword
DoM 3: Moment of Clumsiness DoM 3: Possess Minor Creature DoM 3: Reduce/Enlarge
DoM 3: Shift Self DoM 3: Stun DoM 3: Stun - powerword
DoM 3: Suggestion DoM 3: Suggestion - powerword DoM 3: Summoning I
DoM 4: Body Alter DoM 4: Deafen DoM 4: Greater Healing
DoM 4: Silence DoM 4: Static Light Illusion DoM 4: Summoning II
DoM 5: Flight DoM 5: Invisibility DoM 5: Mirror Image
DoM 5: Possess Major Creature/Familiar II DoM 5: Summoning III DoM 6: Carapace
DoM 6: Mimic DoM 6: Mobile Light Illusion DoM 7: Possess Inanimate Object
DoM 8: Programmable Mobile Light Illusion
DoM 7: Mystic Theory VII (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 7: HANDHELD WEAPON DR VII (S)
DoM 8: HANDHELD WEAPON CR VIII (S) DoM 8: HANDHELD WEAPON PR VIII (S)

Mundane Skills
DoM 1: Fence I DoM 1: Oratory/Rhetoric DoM 2: Fence II
DoM 2: Teaching DoM 3: Fence III DoM 3: Research
DoM 4: Fence IV DoM 4: Linguistics DoM 5: Bureaucratic
DoM 5: Fence V DoM 6: Fence VI DoM 6: Law
DoM 7: Fence VII DoM 7: Translation DoM 8: Fence VIII

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.40][Edit location][Edit 7388][Edit XSL]

Furfur (Military Science)
PS20 / 20
MD18 / 18
AG15 / 15
CN22 / 22
IT18 / 18
MT18 / 18
FT11 / 11
WL20 / 20
HEIGHT130 cm
WEIGHT78 kg
BHP118
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+0
EQUIP TIME-6
SUMMON MOD.-60%
BODY AND ARMOR
Head12 / 0
18
Chest14 / 0
47
Abdomen14 / 0
35
Groin14 / 0
24
Right Leg12 / 0
24
Left Leg12 / 0
24
Weapon Arm12 / 0
18
Shield Arm12 / 0
12 / 0
18
BloodN/A118
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank10blank10blank10blank5blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank11blank0blank1blank5blankMC
SPP(M): 104Used:Base Cast Chance: 185
Fatigue: 104Used:Fatigue Modifier: -7
Special Abilities: Outdoorsman (in all environments) DoM 7
Comments: Furfur will be found with up to six Hell Hounds who will obey him without question. He will often be found riding a Nightmare in his hunt for prey.
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Evil Eye
DoM 1: Light DoM 1: Mend DoM 1: Mind Speak
DoM 1: Minor Fire Manipulation DoM 1: Pocket DoM 1: Read Minds
DoM 1: Simple Self-Healing DoM 1: Telepathy DoM 2: Curse
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Fire Shield
DoM 2: Lensing DoM 2: Minor Bindings DoM 2: Mystic Shields
DoM 2: Shadow Blur DoM 3: Bindings DoM 3: Casting Endurance
DoM 3: Enhanced Physical Ability DoM 3: Hypnotic Pattern DoM 3: Major Fire Manipulation
DoM 3: Shift Self DoM 3: Suggestion DoM 4: Body Alter
DoM 4: Demoralization DoM 4: Greater Healing DoM 4: Integrity
DoM 4: Static Light Illusion DoM 5: Mirror Image DoM 5: Wall of Fire
DoM 6: Carapace DoM 6: Mobile Light Illusion DoM 6: Thought Implantation
DoM 7: Mystic Theory VII (S)

Fight Skills
DoM 4: BOW WEAPON BLOWS IV (S) DoM 4: HANDHELD WEAPON BLOWS IV (S) DoM 9: HANDHELD WEAPON CR IX (S) DoM 9: HANDHELD WEAPON PR IX (S) DoM 10: BOW WEAPON CR X (S)
DoM 10: HANDHELD WEAPON DR X (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 1: Siege Engineer I DoM 1: Small Unit Tactics
DoM 2: Lieutenant DoM 2: Siege Engineer II DoM 2: Teaching
DoM 3: Map Reading DoM 3: Siege Engineer III DoM 4: Captain
DoM 4: Siege Engineer IV DoM 5: Siege Engineer V DoM 5: Training
DoM 6: Military Law DoM 6: Siege Engineer VI DoM 7: General/Admiral
DoM 7: Siege Engineer VII DoM 8: Strategist

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.50][Edit location][Edit 7400][Edit XSL]

Ipos (Lord of Science)
PS16 / 16
MD19 / 19
AG13 / 13
CN20 / 20
IT23 / 23
MT15 / 15
FT12 / 12
WL20 / 20
HEIGHT**
WEIGHT**
BHP100
POISON ADJ.20
DODGE3
ST BONUSd4
ASSESS 3d6+-3
EQUIP TIME-5
SUMMON MOD.-45%
BODY AND ARMOR
Head12 / 0
15
Chest12 / 0
40
Abdomen12 / 0
30
Groin12 / 0
20
Right Leg10 / 0
20
Left Leg10 / 0
20
Weapon Arm10 / 0
15
Shield Arm10 / 0
15
BloodN/A100
MODIFICATIONS FROM ARMOR
DR-0.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankBolt-action rifleblankblank3d8blank0blank0blank0blank4blank
blankSpearblank2d8 (-3)blank3d6 (-3)blank10blank5blank10blank5blankHCS;MA;AFT
SPP(M): 83Used:Base Cast Chance: 165
Fatigue: 83Used:Fatigue Modifier: -9
Special Abilities: All Technical Disciplines at DoM 8 except Life Sciences.
Equipment: Ipos carries a cartridge rifle and a AFT, Master Artisan, High Carbon Steel spear. He wears plastic plate armor which provides twelve points of protection to the torso and head and ten points of protection to the arms and legs.
Mage Spells
DoM 1: Dark DoM 1: Evil Eye DoM 1: Light
DoM 1: Mend DoM 1: Simple Self-Healing DoM 1: Simple Ward vs Magic
DoM 2: Curse DoM 2: Enhanced Perceptions DoM 2: Feature Alteration
DoM 2: Lensing DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 3: Bindings DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Hypnotic Pattern DoM 3: Magic Abatement DoM 3: Shift Self
DoM 3: Teaching DoM 4: Body Alter DoM 4: Ensnare
DoM 4: Greater Healing DoM 4: Static Light Illusion DoM 6: Mond's Cage
DoM 8: Great Bindings DoM 10: Involuntary Channeling
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 3: MECHANICAL WEAPON BLOWS III (S)
DoM 4: HANDHELD WEAPON BLOWS IV (S) DoM 5: HANDHELD WEAPON DR V (S) DoM 8: HANDHELD WEAPON CR VIII (S)
DoM 8: HANDHELD WEAPON PR VIII (S)

Mundane Skills
DoM 1: Able Seaman DoM 1: Apprentice DoM 1: Chemist I
DoM 1: Discover Electricity DoM 1: Explosives Production DoM 1: Mason
DoM 1: Security Systems I DoM 1: Siege Engineer I DoM 1: Smith
DoM 2: Armorer DoM 2: Captain DoM 2: Chemist II
DoM 2: Demolitions/Bombs DoM 2: Geology I DoM 2: Grind
DoM 2: Metallurgy II DoM 2: Security Systems II DoM 2: Siege Engineer II
DoM 2: Understand Electricity DoM 2: Understand Simple Mechanisms DoM 3: Build Simple Mechanisms
DoM 3: Chemist III DoM 3: Firearms I DoM 3: Geology II
DoM 3: Optics I DoM 3: Precious Metal Smith DoM 3: Security Systems III
DoM 3: Siege Engineer III DoM 3: Teach DoM 3: Understand Simple Electronics
DoM 4: Advanced Forging Techniques DoM 4: Build Simple Electronics DoM 4: Firearms II
DoM 4: Metallurgy I DoM 4: Metallurgy IV DoM 4: Miner
DoM 4: Navigation DoM 4: Scientist DoM 4: Security Systems IV
DoM 4: Siege Engineer IV DoM 4: Understand Moderate Mechanisms DoM 5: Build Moderate Mechanisms
DoM 5: Civil Engineering DoM 5: Firearms III DoM 5: Master Craftsman
DoM 5: Optics II DoM 5: Siege Engineer V DoM 5: Trained Observer
DoM 6: Firearms IV DoM 6: Geology III DoM 6: Ship Design
DoM 6: Siege Engineer VI DoM 6: Trained Mind DoM 6: Weapons Master
DoM 7: Insight DoM 7: Metallurgy I DoM 7: Optics III
DoM 7: Siege Engineer VII DoM 8: Innovative Ship Design DoM 8: Master Artisan
DoM 8: Master Technician DoM 8: Siege Engineer VIII DoM 9: Siege Engineer IX
DoM 10: Siege Engineer X

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.60][Edit location][Edit 7402][Edit XSL]

Ose (Self-Shapings)
PS19 / 19
MD18 / 18
AG15 / 15
CN22 / 22
IT18 / 18
MT18 / 18
FT11 / 11
WL20 / 20
HEIGHT**
WEIGHT**
BHP106
POISON ADJ.21
DODGE3
ST BONUSd6
ASSESS 3d6+2
EQUIP TIME-4
BODY AND ARMOR
Head14 / 0
16
Chest14 / 0
42
Abdomen14 / 0
32
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
16
Shield Arm14 / 0
16
BloodN/A106
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLongswordblank3d6 (-2)blank4d6 (-2)blank7blank6blank7blank4blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank7blank0blank0blank4blank
SPP(M): 99Used:Base Cast Chance: 180
Fatigue: 99Used:Fatigue Modifier: -9
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dimensional Analysis
DoM 1: Insight DoM 1: Jump DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Earth Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 2: Earth Shield DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Gills
DoM 2: Lensing DoM 2: Mental Shield I DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Slingshot DoM 2: Spider Climb
DoM 2: Truth Read DoM 3: Bindings DoM 3: Casting Endurance
DoM 3: Casting Endurance - powerword DoM 3: Enhanced Mental Ability DoM 3: Enhanced Physical Ability
DoM 3: Enhanced Physical Ability - powerword DoM 3: Hypnotic Pattern DoM 3: Layered Earth Shield
DoM 3: Magic Abatement - powerword DoM 3: Major Earth Manipulation DoM 3: Mental Shield II
DoM 3: Mind Detect - powerword DoM 3: Read Group - powerword DoM 3: Reduce/Enlarge
DoM 3: Shift Self DoM 3: Stone Bolt DoM 3: Stone Walk
DoM 3: Suggestion - powerword DoM 4: Body Alter DoM 4: Darkness - powerword
DoM 4: Greater Healing DoM 4: Greater Healing - powerword DoM 4: Integrity
DoM 4: Mental Shield III DoM 4: Static Light Illusion DoM 5: Mental Shield IV
DoM 5: Mirror Image DoM 6: Carapace DoM 6: Carapace - powerword
DoM 6: Mimic DoM 6: Mimic - powerword DoM 6: Mobile Light Illusion
DoM 6: Skill Enhancement DoM 7: Channeling - powerword DoM 8: Polymorph
DoM 8: Programmable Mobile Light Illusion DoM 8: Speed DoM 10: Restore
DoM 10: Restore - powerword DoM 10: Shape Change DoM 10: Shape Change - powerword
DoM 10: Supercharge DoM 10: Supercharge - powerword
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 3: HANDHELD WEAPON BLOWS III (S)
DoM 6: HANDHELD WEAPON CR VI (S) DoM 6: HANDHELD WEAPON DR VI (S) DoM 6: HANDHELD WEAPON PR VI (S)
DoM 7: BOW WEAPON CR VII (S)

Mundane Skills
DoM 1: Botany DoM 1: Zoology DoM 2: Botany II
DoM 2: First Aid DoM 2: Zoology II DoM 3: Botany III
DoM 3: Paramedic DoM 5: Microscopy DoM 6: Zoology III
DoM 7: Doctor

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.70][Edit location][Edit 7403][Edit XSL]

Phoenix (Lord of Fire)
PS18 / 18
MD18 / 18
AG15 / 15
CN22 / 22
IT18 / 18
MT20 / 20
FT11 / 11
WL20 / 20
HEIGHT**
WEIGHT**
BHP106
POISON ADJ.21
DODGE3
ST BONUSd6
ASSESS 3d6+2
EQUIP TIME-4
SUMMON MOD.-45%
BODY AND ARMOR
Head14 / 0
16
Chest14 / 0
42
Abdomen14 / 0
32
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
16
Shield Arm14 / 0
12 / 0
16
BloodN/A106
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank0blank0blank0blank1blank
blankLongswordblank3d6 (-2)blank4d6 (-2)blank7blank6blank7blank5blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank7blank0blank0blank4blank
SPP(M): 90Used:Base Cast Chance: 170
Fatigue: 90Used:Fatigue Modifier: -7
Special Abilities: Elemental Magic-Fire all DoMs
Equipment: Phoenix carries a longsword, kite shield and recurved bow.
Mage Spells
DoM 1: Dark DoM 1: Find/Employ Ley Line DoM 1: Jump
DoM 1: Jump - powerword DoM 1: Light DoM 1: Maintain Spell
DoM 1: Mind Speak DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Simple Self-Healing - powerword DoM 1: Telepathy DoM 1: Terminate Spell
DoM 2: Empathy DoM 2: Enhanced Perceptions DoM 2: Feature Alteration
DoM 2: Gills DoM 2: Gills - powerword DoM 2: Lensing
DoM 2: Shadow Blur DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 2: Truth Read DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Enhanced Physical Ability - powerword DoM 3: Hypnotic Pattern DoM 3: Magic Abatement
DoM 3: Participate in Group Casting DoM 3: Read Group DoM 3: Reduce/Enlarge
DoM 3: Shift Self DoM 3: Suggestion DoM 4: Body Alter
DoM 4: Choose Max Spell Damage DoM 4: Greater Healing DoM 4: Greater Healing - powerword
DoM 4: Integrity DoM 4: Static Light Illusion DoM 5: Mirror Image
DoM 6: Carapace DoM 6: Hold Spell Release DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Skill Enhancement DoM 6: Suggest Group
DoM 6: Thought Implantation DoM 7: Channeling DoM 8: Lead Group Casting
DoM 8: Polymorph
DoM 7: Mystic Theory VII (S) DoM 10: Spell Casting X (S)

Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 4: HANDHELD WEAPON BLOWS IV (S)
DoM 4: MANIPULATION BLOWS IV (S) DoM 6: HANDHELD WEAPON CR VI (S) DoM 6: HANDHELD WEAPON DR VI (S)
DoM 6: HANDHELD WEAPON PR VI (S) DoM 7: BOW WEAPON CR VII (S)
DoM 7: MAGE CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.80][Edit location][Edit 7405][Edit XSL]

Stolus (The Prophet)
PS20 / 20
MD18 / 18
AG15 / 15
CN22 / 22
IT22 / 22
MT20 / 20
FT11 / 11
WL20 / 20
HEIGHT**
WEIGHT**
BHP106
POISON ADJ.21
DODGE3
ST BONUSd8
ASSESS 3d6+-2
EQUIP TIME-4
SUMMON MOD.-45%
BODY AND ARMOR
Head14 / 0
16
Chest14 / 0
42
Abdomen14 / 0
32
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
12 / 0
16
Shield Arm14 / 0
16
BloodN/A106
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank0blank0blank0blank1blank
blankLongswordblank3d6 (-2)blank4d6 (-2)blank8blank6blank7blank5blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank8blank0blank0blank4blank
SPP(M): 90Used:Base Cast Chance: 170
Fatigue: 90Used:Fatigue Modifier: -7
Special Abilities: Detections - All DoMs with Powerword. Naturally cast as if they are boosted to 150% effect.
Equipment: Stolus carries a broadsword, kite shield and recurved bow.
Mage Spells
DoM 1: Battle Time DoM 1: Battle Time - powerword DoM 1: Dark
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Insight
DoM 1: Insight - powerword DoM 1: Light DoM 1: Maintain Spell
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Water Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 2: Curse DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Flash - powerword
DoM 2: Ice Weapon DoM 2: Icicle DoM 2: Lensing
DoM 2: Mental Shield I DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Truth Read DoM 2: Water/Ice Shield DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability DoM 3: Hypnotic Pattern
DoM 3: Layered Water Shield - powerword DoM 3: Magic Abatement - powerword DoM 3: Major Water Manipulation
DoM 3: Mental Shield II DoM 3: Moment of Clumsiness DoM 3: Participate in Group Casting
DoM 3: Shift Self DoM 3: Stun - powerword DoM 3: Suggestion
DoM 3: Swimming/Skating DoM 3: Water/Ice Bolt - powerword DoM 4: Body Alter
DoM 4: Darkness - powerword DoM 4: Demoralization DoM 4: Greater Healing
DoM 4: Integrity DoM 4: Prescience DoM 4: Prescience - powerword
DoM 4: Static Light Illusion DoM 5: Invisibility - powerword DoM 5: Mirror Image
DoM 6: Mobile Light Illusion DoM 6: Pre-Cognition DoM 6: Pre-Cognition - powerword
DoM 4: Spell Casting IV (S) DoM 7: Mystic Theory VII (S)

Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 4: HANDHELD WEAPON BLOWS IV (S) DoM 6: HANDHELD WEAPON DR VI (S)
DoM 6: HANDHELD WEAPON PR VI (S) DoM 7: HANDHELD WEAPON CR VII (S)
DoM 8: BOW WEAPON CR VIII (S)

Mundane Skills
DoM 1: Able Seaman DoM 2: Captain DoM 3: Optics I
DoM 4: Navigation DoM 5: Optics II DoM 6: Ship Design

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.3.90][Edit location][Edit 7410][Edit XSL]

Vine (Patron of Witchcraft)
PS21 / 21
MD18 / 18
AG18 / 18
CN22 / 22
IT18 / 18
MT20 / 20
FT11 / 11
WL20 / 20
HEIGHT**
WEIGHT**
BHP106
POISON ADJ.21
DODGE4
ST BONUSd8
ASSESS 3d6+2
EQUIP TIME-4
SUMMON MOD.-45%
BODY AND ARMOR
Head14 / 0
16
Chest14 / 0
42
Abdomen14 / 0
32
Groin14 / 0
21
Right Leg14 / 0
21
Left Leg14 / 0
21
Weapon Arm14 / 0
16
Shield Arm14 / 0
12 / 0
16
BloodN/A106
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank0blank0blank0blank1blank
blankLongswordblank3d6 (-2)blank4d6 (-2)blank8blank6blank7blank5blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank8blank0blank0blank4blank
SPP(M): 90Used:Base Cast Chance: 170
Fatigue: 90Used:Fatigue Modifier: -7
SPP(C): 17Used:Base Cast Chance: 65
Special Abilities: Darkness(Clerical List) as a Mage List thru DoM 8
Equipment: Vine carries a broadsword, kite shield and recurved bow.
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Evil Eye
DoM 1: Find/Employ Ley Line DoM 1: Light DoM 1: Maintain Spell
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Water Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 1: Terminate Spell DoM 2: Curse
DoM 2: Empathy DoM 2: Enhanced Perceptions DoM 2: Feature Alteration
DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword DoM 2: Icicle
DoM 2: Lensing DoM 2: Mental Shield I DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Truth Read DoM 2: Truth Read - powerword
DoM 3: Bindings DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Hypnotic Pattern DoM 3: Magic Abatement DoM 3: Major Water Manipulation
DoM 3: Major Water Manipulation - powerword DoM 3: Mental Shield II DoM 3: Moment of Clumsiness
DoM 3: Shift Self DoM 3: Stun DoM 3: Stun - powerword
DoM 3: Suggestion DoM 3: Water/Ice Bolt DoM 3: Water/Ice Bolt - powerword
DoM 4: Body Alter DoM 4: Darkness - powerword DoM 4: Demoralization
DoM 4: Greater Healing DoM 4: Greater Healing - powerword DoM 4: Mental Shield III
DoM 4: Static Light Illusion DoM 5: Invisibility DoM 5: Mirror Image
DoM 6: Carapace DoM 6: Mimic DoM 6: Mobile Light Illusion
DoM 7: Channeling
DoM 4: Spell Casting IV (S) DoM 7: Mystic Theory VII (S)

Cleric Spells
DoM 1: Begin the Dark Road DoM 2: Contact Power DoM 3: Blind/Principality
DoM 4: Exorcism/Dominion DoM 5: Attunement/Throne DoM 6: Fear / Cherub
DoM 7: Dark Armor / Seraph DoM 8: Life Drain
DoM 1: Prayer I (S)

Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 4: HANDHELD WEAPON BLOWS IV (S) DoM 6: HANDHELD WEAPON DR VI (S)
DoM 6: HANDHELD WEAPON PR VI (S) DoM 7: HANDHELD WEAPON CR VII (S)
DoM 8: BOW WEAPON CR VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


PRINCIPALITIES


unedited: [15.4.10][Edit location][Edit 7432][Edit XSL]

Amon (Huntsman of Hell)
PS23 / 23
MD20 / 20
AG22 / 22
CN25 / 25
IT20 / 20
MT23 / 23
FT10 / 10
WL22 / 22
HEIGHT**
WEIGHT**
BHP119
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+0
EQUIP TIME-6
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
48
Abdomen14 / 0
36
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A119
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankSpearblank2d8 (-2)blank3d6 (-2)blank15blank8blank14blank1blankMS;MC;AFT
SPP(M): 127Used:Base Cast Chance: 205
Fatigue: 127Used:Fatigue Modifier: -9
Special Abilities: Outdoorsman (in all environments) all DoMs
Comments: Amon will be found with up to six Hell Hounds who will obey him without question. He will often be found riding a Nightmare in his hunt for prey.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Mend
DoM 1: Mind Speak DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 2: Curse DoM 2: Earth Shield DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Slingshot DoM 2: Truth Read
DoM 3: Bindings DoM 3: Enhanced Physical Ability DoM 3: Layered Earth Shield - powerword
DoM 3: Major Earth Manipulation DoM 3: Mental Shield II DoM 3: Moment of Clumsiness
DoM 3: Read Group DoM 3: Reduce/Enlarge DoM 3: Stone Bolt
DoM 3: Stone Walk DoM 3: Stun DoM 3: Suggestion
DoM 4: Body Alter DoM 4: Construction DoM 4: Greater Healing - powerword
DoM 4: Mental Shield III DoM 4: Scry DoM 5: Mental Shield IV
DoM 6: Juggernaut - powerword DoM 6: Neural Disruption - powerword DoM 6: Skill Enhancement - powerword
DoM 6: Suggest Group DoM 6: Thought Implantation DoM 7: Channeling - powerword
DoM 7: Static Mental Illusions - powerword DoM 8: Polymorph DoM 8: Projective Telepathy
DoM 9: Mental Projection
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 8: HANDHELD WEAPON DR VIII (S)
DoM 13: HANDHELD WEAPON PR XIII (S) DoM 14: HANDHELD WEAPON CR XIV (S)

Mundane Skills
DoM 1: Novice DoM 1: Novice DoM 2: Hacker
DoM 2: Scout DoM 3: Courser DoM 3: Courser
DoM 4: Horseman DoM 4: Tracker DoM 5: Expert
DoM 5: Guide DoM 6: Breeder/Trainer DoM 6: Pathfinder
DoM 7: Master DoM 7: Master Pathfinder DoM 8: Expert Master
DoM 9: Genius

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.20][Edit location][Edit 7435][Edit XSL]

Bathsin (Endurance)
PS22 / 22
MD20 / 20
AG20 / 20
CN35 / 35
IT18 / 18
MT20 / 20
FT13 / 13
WL24 / 24
HEIGHT**
WEIGHT**
BHP153
POISON ADJ.31
DODGE4
ST BONUSd10
ASSESS 3d6+2
EQUIP TIME-6
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
23
Chest14 / 0
61
Abdomen14 / 0
46
Groin14 / 0
31
Right Leg14 / 0
31
Left Leg14 / 0
31
Weapon Arm14 / 0
12 / 0
23
Shield Arm14 / 0
23
BloodN/A153
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank15blank12blank15blank4blankMS;MC;AFT
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Bathsin may grant extraordinary endurance to the Mage. The Mage will have to neither eat nor sleep for a 72 hour period.
Equipment: Bathsin carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild Steel.
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dimensional Analysis
DoM 1: Insight DoM 1: Light DoM 1: Mind Speak
DoM 1: Minor Earth Manipulation DoM 1: Pocket DoM 1: Read Minds
DoM 1: Simple Self-Healing DoM 1: Telepathy DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Lensing
DoM 2: Shadow Blur DoM 2: Slingshot DoM 2: Truth Read
DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability DoM 3: Hypnotic Pattern
DoM 3: Magic Abatement - powerword DoM 3: Major Earth Manipulation DoM 3: Participate in Group Casting
DoM 3: Read Group DoM 3: Reduce/Enlarge DoM 3: Shift Self
DoM 3: Stone Bolt DoM 3: Stone Walk DoM 3: Suggestion
DoM 4: Body Alter DoM 4: Construction DoM 4: Greater Healing
DoM 4: Integrity DoM 4: Static Light Illusion DoM 5: Mirror Image
DoM 6: Carapace DoM 6: Juggernaut - powerword DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Suggest Group DoM 6: Suggest Group - powerword
DoM 6: Thought Implantation DoM 7: Channeling - powerword DoM 7: Static Mental Illusions
DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion DoM 8: Projective Telepathy
DoM 8: Speed DoM 10: Restore DoM 10: Shape Change
DoM 10: Supercharge
DoM 5: Spell Casting V (S) DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S) DoM 14: HANDHELD WEAPON CR XIV (S)
DoM 14: HANDHELD WEAPON PR XIV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.30][Edit location][Edit 7437][Edit XSL]

Beleth (Youth)
PS23 / 23
MD21 / 21
AG22 / 22
CN28 / 28
IT17 / 17
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+3
EQUIP TIME-7
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
12 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank16blank12blank16blank4blankMS;MC;AFT
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Beleth may restore the Mage\'s youth (back to an age of 18) without affecting the mentality or memory of the Mage.
Equipment: Beleth carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild Steel.
Mage Spells
DoM 1: Dark DoM 1: Dimensional Analysis DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Fire Manipulation
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Feature Alteration DoM 2: Fire Shield DoM 2: Lensing
DoM 2: Mental Shield I DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Spark DoM 2: Truth Read DoM 3: Bindings
DoM 3: Enhanced Physical Ability DoM 3: Fire Bolt DoM 3: Hypnotic Pattern
DoM 3: Layered Fire Shield - powerword DoM 3: Major Fire Manipulation DoM 3: Major Fire Manipulation - powerword
DoM 3: Mental Shield II DoM 3: Read Group - powerword DoM 3: Reduce/Enlarge
DoM 3: Shift Self DoM 3: Suggestion - powerword DoM 4: Body Alter
DoM 4: Greater Healing - powerword DoM 4: Mental Shield III DoM 4: Static Light Illusion
DoM 5: Invisibility DoM 5: Mirror Image DoM 5: Wall of Fire
DoM 6: Canopy of Fire DoM 6: Incinerate DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Skill Enhancement DoM 7: Channeling
DoM 7: Movable Wall of Fire DoM 8: Polymorph
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 6: Limited Hit Selection DoM 8: Hit Selection
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S) DoM 15: HANDHELD WEAPON CR XV (S) DoM 15: HANDHELD WEAPON PR XV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.40][Edit location][Edit 7439][Edit XSL]

Bootis (Swordsmanship)
PS22 / 22
MD30 / 30
AG22 / 22
CN28 / 28
IT18 / 18
MT20 / 20
FT9 / 9
WL24 / 24
HEIGHT**
WEIGHT**
BHP132
POISON ADJ.26
DODGE4
ST BONUSd10
ASSESS 3d6+2
EQUIP TIME-16
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
20
Chest14 / 0
53
Abdomen14 / 0
40
Groin14 / 0
26
Right Leg14 / 0
26
Left Leg14 / 0
26
Weapon Arm14 / 0
20
Shield Arm14 / 0
20
BloodN/A132
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKatanablank3d6 (-2)blank4d6 (-2)blank17blank10blank13blank6blankMS;MC;AFTEnchant:none:0
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Battle Magics to DoM 10. Bootis is also the Lord of Kamis the oriental spirits of power. Bootis can command any Kami and can grant the Summoner a companion Kami (Spirit). The powers and Statistics of such a companion are left to the discretion of the Game Master.
Mage Spells
DoM 1: Audible Glamour DoM 1: Audible Glamour - powerword DoM 1: Dark
DoM 1: Dark - powerword DoM 1: Dimensional Analysis DoM 1: Evil Eye
DoM 1: Evil Eye - powerword DoM 1: Find/Employ Ley Line DoM 1: Light
DoM 1: Light - powerword DoM 1: Maintain Spell DoM 1: Mend
DoM 1: Mind Speak DoM 1: Mind Speak - powerword DoM 1: Minor Air Manipulation
DoM 1: Minor Air Manipulation - powerword DoM 1: Pocket DoM 1: Read Minds
DoM 1: Read Minds - powerword DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword
DoM 1: Telepathy DoM 1: Telepathy - powerword DoM 1: Terminate Spell
DoM 2: Air Shield DoM 2: Air Shield - powerword DoM 2: Curse
DoM 2: Curse - powerword DoM 2: Empathy DoM 2: Empathy - powerword
DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration
DoM 2: Feature Alteration - powerword DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 2: Speak to the Dead DoM 2: Truth Read DoM 2: Truth Read - powerword
DoM 3: Create Minor Undead DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Hypnotic Pattern DoM 3: Hypnotic Pattern - powerword DoM 3: Magic Abatement
DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword DoM 3: Moment of Weakness
DoM 3: Moment of Weakness - powerword DoM 3: Read Group DoM 3: Read Group - powerword
DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword DoM 3: Shift Self
DoM 3: Shift Self - powerword DoM 3: Suggestion DoM 3: Suggestion - powerword
DoM 3: Teaching DoM 4: Body Alter DoM 4: Deafen
DoM 4: Demoralization DoM 4: Greater Healing DoM 4: Silence
DoM 4: Static Light Illusion DoM 5: Flight DoM 5: Mirror Image
DoM 6: Air Fist DoM 6: Carapace DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Suggest Group DoM 6: Thought Implantation
DoM 7: Channeling DoM 8: Polymorph
DoM 4: Spell Casting IV (S)
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 2: Stop Thrust
DoM 3: Initiative II DoM 5: Initiative III DoM 6: Limited Hit Selection
DoM 8: Hit Selection
DoM 5: HANDHELD WEAPON BLOWS V (S)
DoM 10: HANDHELD WEAPON DR X (S) DoM 12: HANDHELD WEAPON PR XII (S)
DoM 16: HANDHELD WEAPON CR XVI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.50][Edit location][Edit 7441][Edit XSL]

Buer (Healing)
PS23 / 23
MD21 / 21
AG20 / 20
CN30 / 30
IT22 / 22
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP128
POISON ADJ.26
DODGE4
ST BONUSd10
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-65%
BODY AND ARMOR
Head14 / 0
2 / 2
19
Chest14 / 0
2 / 2
51
Abdomen14 / 0
2 / 2
38
Groin14 / 0
2 / 2
26
Right Leg14 / 0
2 / 2
26
Left Leg14 / 0
2 / 2
26
Weapon Arm14 / 0
2 / 2
19
Shield Arm14 / 0
2 / 2
19
BloodN/A128
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Healing (as a Mage Spell list) DoM 10
Equipment: Buer wears robes Enchanted to +4 damage absorption.
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dark - powerword
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Find/Employ Ley Line DoM 1: Insight DoM 1: Jump
DoM 1: Jump - powerword DoM 1: Light DoM 1: Light - powerword
DoM 1: Mend DoM 1: Mind Speak DoM 1: Mind Speak - powerword
DoM 1: Minor Water Manipulation DoM 1: Minor Water Manipulation - powerword DoM 1: Pocket
DoM 1: Read Minds DoM 1: Read Minds - powerword DoM 1: Simple Self-Healing
DoM 1: Simple Self-Healing - powerword DoM 1: Telepathy DoM 1: Telepathy - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Empathy
DoM 2: Empathy - powerword DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword
DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword DoM 2: Freezing Hands
DoM 2: Freezing Hands - powerword DoM 2: Gills DoM 2: Gills - powerword
DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword DoM 2: Icicle
DoM 2: Icicle - powerword DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Mental Shield I DoM 2: Mental Shield I - powerword DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword DoM 2: Spider Climb
DoM 2: Spider Climb - powerword DoM 2: Truth Read DoM 2: Truth Read - powerword
DoM 2: Water/Ice Shield DoM 2: Water/Ice Shield - powerword DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Hypnotic Pattern DoM 3: Hypnotic Pattern - powerword DoM 3: Layered Water Shield
DoM 3: Layered Water Shield - powerword DoM 3: Magic Abatement DoM 3: Major Water Manipulation
DoM 3: Major Water Manipulation - powerword DoM 3: Mental Shield II DoM 3: Mental Shield II - powerword
DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword DoM 3: Read Group
DoM 3: Read Group - powerword DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword
DoM 3: Shift Self DoM 3: Shift Self - powerword DoM 3: Suggestion
DoM 3: Suggestion - powerword DoM 3: Swimming/Skating DoM 3: Swimming/Skating - powerword
DoM 3: Teaching DoM 3: Water/Ice Bolt DoM 3: Water/Ice Bolt - powerword
DoM 4: Body Alter DoM 4: Greater Healing DoM 4: Integrity
DoM 4: Mental Shield III DoM 4: Static Light Illusion DoM 5: Invisibility
DoM 5: Mirror Image DoM 6: Brain Freeze DoM 6: Carapace
DoM 6: Cold Area DoM 6: Maelstrom DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Paralysis DoM 6: Skill Enhancement
DoM 6: Suggest Group DoM 6: Thought Implantation DoM 7: Channeling
DoM 7: Static Mental Illusions DoM 8: Cat Nap DoM 8: Feeble Mind
DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion DoM 8: Projective Telepathy
DoM 8: Sleep DoM 8: Speed DoM 10: Restore
DoM 10: Shape Change DoM 10: Supercharge
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 2: MAGE CR II (S)

Mundane Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.60][Edit location][Edit 7442][Edit XSL]

Halpas (Lord of the Air)
PS20 / 20
MD19 / 19
AG19 / 19
CN25 / 25
IT16 / 16
MT20 / 20
FT9 / 9
WL18 / 18
HEIGHT**
WEIGHT**
BHP111
POISON ADJ.22
DODGE4
ST BONUSd8
ASSESS 3d6+4
EQUIP TIME-5
BODY AND ARMOR
Head14 / 0
17
Chest14 / 0
44
Abdomen14 / 0
33
Groin14 / 0
22
Right Leg14 / 0
22
Left Leg14 / 0
22
Weapon Arm14 / 0
17
Shield Arm14 / 0
17
BloodN/A111
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLongswordblank3d6 (-2)blank4d6 (-2)blank12blank11blank10blank5blankMS;MC;AFTEnchant:none:0
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Elemental Magic-Air All DoMs
Equipment: Halpas carries a broadsword and kite shield, both of which are AFT, Master Craftsman and Mild Steel.
Mage Spells
DoM 1: Dark DoM 1: Evil Eye DoM 1: Light
DoM 1: Maintain Spell DoM 1: Mend DoM 1: Mind Speak
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 1: Terminate Spell DoM 2: Curse DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Flash
DoM 2: Flash - powerword DoM 2: Lensing DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 2: Shield of Light DoM 2: Shield of Light - powerword DoM 2: Truth Read
DoM 3: Bindings DoM 3: Casting Endurance DoM 3: Enhanced Physical Ability
DoM 3: Hypnotic Pattern DoM 3: Light Spear DoM 3: Light Spear - powerword
DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword DoM 3: Mental Shield II
DoM 3: Moment of Clumsiness DoM 3: Participate in Group Casting DoM 3: Read Group
DoM 3: Reduce/Enlarge DoM 3: See in Darkness DoM 3: Shift Self
DoM 3: Stun DoM 3: Suggestion DoM 3: Teaching
DoM 4: Body Alter DoM 4: Choose Max Spell Damage DoM 4: Darkness
DoM 4: Greater Healing DoM 4: Greater Healing - powerword DoM 4: Integrity
DoM 4: Integrity - powerword DoM 4: Mental Shield III DoM 4: Scry
DoM 4: Static Light Illusion DoM 5: Invisibility DoM 5: Invisibility - powerword
DoM 5: Mental Shield IV DoM 5: Mirror Image DoM 6: Carapace
DoM 6: Carapace - powerword DoM 6: Hold Spell Release DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Neural Disruption DoM 6: Skill Enhancement
DoM 6: Suggest Group DoM 6: Thought Implantation DoM 7: Channeling
DoM 8: Lead Group Casting DoM 8: Polymorph
DoM 9: Mystic Theory IX (S)
DoM 10: Spell Casting X (S)

Fight Skills
DoM 6: Limited Hit Selection
DoM 3: MANIPULATION BLOWS III (S)
DoM 4: HANDHELD WEAPON BLOWS IV (S) DoM 7: MAGE CR VII (S) DoM 9: HANDHELD WEAPON PR IX (S) DoM 11: HANDHELD WEAPON CR XI (S) DoM 11: HANDHELD WEAPON DR XI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.70][Edit location][Edit 7444][Edit XSL]

Purson (Intellect)
PS23 / 23
MD21 / 21
AG20 / 20
CN25 / 25
IT29 / 29
MT20 / 20
FT9 / 9
WL22 / 22
HEIGHT**
WEIGHT**
BHP119
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+-9
EQUIP TIME-7
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
48
Abdomen14 / 0
2 / 2
36
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
18
Shield Arm14 / 0
2 / 2
18
BloodN/A119
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Purson may increase the Mage\'s Intellect by +1, once in the Mage\'s lifetime.
Equipment: Purson wears robes Enchanted to +4 damage absorption.
Mage Spells
DoM 1: Dark DoM 1: Dark - powerword DoM 1: Dimensional Analysis
DoM 1: Evil Eye DoM 1: Evil Eye - powerword DoM 1: Find/Employ Ley Line
DoM 1: Jump DoM 1: Jump - powerword DoM 1: Light
DoM 1: Light - powerword DoM 1: Maintain Spell DoM 1: Mend
DoM 1: Mind Speak DoM 1: Mind Speak - powerword DoM 1: Minor Fire Manipulation
DoM 1: Minor Fire Manipulation - powerword DoM 1: Pocket DoM 1: Read Minds
DoM 1: Read Minds - powerword DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword
DoM 1: Telepathy DoM 1: Telepathy - powerword DoM 1: Terminate Spell
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Empathy
DoM 2: Empathy - powerword DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword
DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword DoM 2: Fire Shield
DoM 2: Fire Shield - powerword DoM 2: Fire Weapon DoM 2: Fire Weapon - powerword
DoM 2: Gills DoM 2: Gills - powerword DoM 2: Lensing
DoM 2: Lensing - powerword DoM 2: Mental Shield I DoM 2: Mental Shield I - powerword
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 2: Spark DoM 2: Spark - powerword DoM 2: Speak to the Dead
DoM 2: Speak to the Dead - powerword DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 2: Truth Read DoM 2: Truth Read - powerword DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword DoM 3: Create Minor Undead
DoM 3: Enhanced Mental Ability DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability
DoM 3: Enhanced Physical Ability - powerword DoM 3: Fire Bolt DoM 3: Fire Bolt - powerword
DoM 3: Fumble Fingers DoM 3: Fumble Fingers - powerword DoM 3: Hypnotic Pattern
DoM 3: Hypnotic Pattern - powerword DoM 3: Layered Fire Shield DoM 3: Layered Fire Shield - powerword
DoM 3: Magic Abatement DoM 3: Major Fire Manipulation DoM 3: Major Fire Manipulation - powerword
DoM 3: Mental Shield II DoM 3: Mental Shield II - powerword DoM 3: Moment of Clumsiness
DoM 3: Moment of Clumsiness - powerword DoM 3: Moment of Stupidity DoM 3: Moment of Stupidity - powerword
DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword DoM 3: Read Group
DoM 3: Read Group - powerword DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword
DoM 3: Shift Self DoM 3: Shift Self - powerword DoM 3: Stun
DoM 3: Suggestion DoM 3: Suggestion - powerword DoM 3: Teaching
DoM 4: Body Alter DoM 4: Choose Max Spell Damage DoM 4: Greater Healing
DoM 4: Static Light Illusion DoM 5: Create Moderate Undead DoM 5: Mirror Image
DoM 5: Wall of Fire DoM 6: Brain Freeze DoM 6: Canopy of Fire
DoM 6: Incinerate DoM 6: Mobile Light Illusion DoM 6: Neural Disruption
DoM 6: Paralysis DoM 6: Suggest Group DoM 6: Thought Implantation
DoM 7: Channeling DoM 7: Create Greater Undead DoM 7: Movable Wall of Fire
DoM 8: Cat Nap DoM 8: Feeble Mind DoM 8: Polymorph
DoM 8: Sleep
DoM 5: Spell Casting V (S) DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 2: MANIPULATION BLOWS II (S) DoM 3: MAGE CR III (S)

Mundane Skills
DoM 6: Geology III (S) DoM 7: Translation (S)
DoM 9: Genius (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.80][Edit location][Edit 7445][Edit XSL]

Raum (Venom)
PS19 / 19
MD18 / 18
AG19 / 19
CN23 / 23
IT17 / 17
MT18 / 18
FT9 / 9
WL16 / 16
HEIGHT**
WEIGHT**
BHP101
POISON ADJ.20
DODGE4
ST BONUSd6
ASSESS 3d6+3
EQUIP TIME-4
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
15
Chest14 / 0
40
Abdomen14 / 0
30
Groin14 / 0
20
Right Leg14 / 0
20
Left Leg14 / 0
20
Weapon Arm14 / 0
15
Shield Arm14 / 0
12 / 0
15
BloodN/A101
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankDaggerblank3d4 (-2)blankblank10blank7blank8blank5blankMS;MC;AFTEnchant:none:0
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank11blank10blank10blank5blankMS;MC;AFTEnchant:none:0
SPP(M): 99Used:Base Cast Chance: 180
Fatigue: 99Used:Fatigue Modifier: -9
Special Abilities: Raum may produce 1 dose (2 fluid ounces) of any type of poison the Mage can name.
Equipment: Raum carries a broadsword and a dagger. Both are AFT, Master Craftsman, and Mild Steel. He also carries a Master Craftsman, Mild Steel kite shield.
Mage Spells
DoM 1: Dark DoM 1: Dark - powerword DoM 1: Dimensional Analysis
DoM 1: Evil Eye DoM 1: Feather Fall - powerword DoM 1: Light
DoM 1: Light - powerword DoM 1: Mend DoM 1: Mind Speak
DoM 1: Minor Water Manipulation DoM 1: Pocket DoM 1: Read Minds
DoM 1: Simple Self-Healing DoM 1: Telepathy DoM 2: Curse
DoM 2: Empathy DoM 2: Enhanced Perceptions DoM 2: Feature Alteration
DoM 2: Flash DoM 2: Flash - powerword DoM 2: Freezing Hands
DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword DoM 2: Icicle
DoM 2: Lensing DoM 2: Mental Shield I DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Shield of Light DoM 2: Shield of Light - powerword
DoM 2: Telekinesis I DoM 2: Truth Read DoM 2: Water/Ice Shield
DoM 3: Bindings DoM 3: Casting Endurance DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Hypnotic Pattern DoM 3: Layered Water Shield DoM 3: Layered Water Shield - powerword
DoM 3: Levitate DoM 3: Levitate - powerword DoM 3: Light Spear
DoM 3: Light Spear - powerword DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword
DoM 3: Major Water Manipulation DoM 3: Mental Shield II DoM 3: Mind Detect
DoM 3: Mind Detect - powerword DoM 3: Minor Extradimensional Space DoM 3: Minor Mass Adjustment
DoM 3: Moment of Clumsiness DoM 3: Read Group DoM 3: Reduce/Enlarge
DoM 3: Shift Self DoM 3: Sky Hook DoM 3: Sky Hook - powerword
DoM 3: Stun DoM 3: Suggestion DoM 3: Suggestion - powerword
DoM 3: Swimming/Skating DoM 3: Swimming/Skating - powerword DoM 3: Teaching
DoM 3: Translation DoM 3: Translation - powerword DoM 3: Water/Ice Bolt
DoM 3: Weapons Holder DoM 4: Body Alter DoM 4: Character Analysis
DoM 4: Darkness DoM 4: Greater Healing DoM 4: Integrity
DoM 4: Mental Shield III DoM 4: Plane Scry DoM 4: Scry
DoM 4: Static Light Illusion DoM 5: Invisibility DoM 5: Mental Shield IV
DoM 5: Mirror Image DoM 6: Carapace DoM 6: Cold Area
DoM 6: Maelstrom DoM 6: Mimic DoM 6: Mobile Light Illusion
DoM 6: Neural Disruption DoM 6: Skill Enhancement DoM 6: Suggest Group
DoM 6: Thought Implantation DoM 7: Channeling DoM 8: Polymorph
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 6: Limited Hit Selection

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.4.90][Edit location][Edit 7446][Edit XSL]

Valefor (Patron of Thieves)
PS23 / 23
MD24 / 24
AG20 / 20
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-10
SUMMON MOD.-65
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankDagger, thrownblank2d6 (-2)blankblank17blank0blank1blank4blankMS;MC;AFTEnchant:none:0
blankShortswordblank2d8 (-2)blankblank17blank11blank14blank4blankMS;MC;AFTEnchant:none:0
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Special Abilities: Valefor may permanently give the Summoner +5% to all Thief Discipline Learning Rates and +1 to Thief Skill Rolls.
Equipment: Valefor carries a short sword and six daggers. All are AFT, Master Craftsman, and Mild Steel.
Mage Spells
DoM 1: Dark DoM 1: Dark - powerword DoM 1: Dimensional Analysis
DoM 1: Evil Eye DoM 1: Evil Eye - powerword DoM 1: Find/Employ Ley Line
DoM 1: Light DoM 1: Light - powerword DoM 1: Mend
DoM 1: Mind Speak DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 1: Read Minds DoM 1: Telepathy DoM 1: Telepathy - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Earth Shield
DoM 2: Earth Shield - powerword DoM 2: Empathy DoM 2: Empathy - powerword
DoM 2: Enhanced Perceptions DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 2: Slingshot DoM 2: Slingshot - powerword DoM 2: Telekinesis I
DoM 2: Truth Read DoM 2: Truth Read - powerword DoM 3: Hypnotic Pattern
DoM 3: Hypnotic Pattern - powerword DoM 3: Levitate DoM 3: Magic Abatement
DoM 3: Major Earth Manipulation DoM 3: Major Earth Manipulation - powerword DoM 3: Minor Extradimensional Space
DoM 3: Minor Mass Adjustment DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword
DoM 3: Read Group DoM 3: Read Group - powerword DoM 3: Shift Self
DoM 3: Shift Self - powerword DoM 3: Sky Hook DoM 3: Stone Bolt
DoM 3: Stone Bolt - powerword DoM 3: Stone Walk DoM 3: Stone Walk - powerword
DoM 3: Suggestion DoM 3: Suggestion - powerword DoM 3: Teaching
DoM 3: Weapons Holder DoM 4: Demoralization DoM 4: Static Light Illusion
DoM 5: Mirror Image DoM 6: Fear DoM 6: Juggernaut
DoM 6: Mobile Light Illusion DoM 6: Paralysis DoM 6: Suggest Group
DoM 6: Thought Implantation DoM 7: Channeling DoM 7: Static Mental Illusions
DoM 8: Programmable Mobile Light Illusion DoM 8: Projective Telepathy DoM 10: Cloak
DoM 10: Mobile Mental Illusions
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 3: THROWN WEAPON BLOWS III (S) DoM 11: HANDHELD WEAPON DR XI (S)
DoM 13: HANDHELD WEAPON PR XIII (S) DoM 16: HANDHELD WEAPON CR XVI (S)
DoM 16: THROWN WEAPON CR XVI (S)

Mundane Skills
DoM 8: Acrobatics VIII (S) DoM 8: Danger Sense (S) DoM 8: Fence VIII (S) DoM 8: Security Systems VIII (S)
DoM 8: Sleight Of Hand VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


DOMINIONS


unedited: [15.5.10][Edit location][Edit 7448][Edit XSL]

Abbadon (Lord of Destruction)
PS25 / 25
MD22 / 22
AG22 / 22
CN30 / 30
IT17 / 17
MT24 / 24
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP128
POISON ADJ.26
DODGE4
ST BONUSd10+d4
ASSESS 3d6+3
EQUIP TIME-8
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
19
Chest14 / 0
2 / 2
51
Abdomen14 / 0
2 / 2
38
Groin14 / 0
2 / 2
26
Right Leg14 / 0
2 / 2
26
Left Leg14 / 0
2 / 2
26
Weapon Arm14 / 0
2 / 2
12 / 0
19
Shield Arm14 / 0
2 / 2
19
BloodN/A128
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank15blank12blank15blank4blankMS;MC;AFT
Special Abilities: Abbadon may cast any Spell (Magical or Satanic Clerical) that does physical damage.
Equipment: Abbadon carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +1 damage absorption.
Fight Skills
DoM 2: Parry Thrown Weapons I DoM 4: Parry Thrown Weapons II DoM 6: Limited Hit Selection
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S) DoM 14: HANDHELD WEAPON CR XIV (S)
DoM 14: HANDHELD WEAPON PR XIV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.20][Edit location][Edit 7449][Edit XSL]

Acaos (Luckbringer)
PS24 / 24
MD21 / 21
AG22 / 22
CN28 / 28
IT17 / 17
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10+d4
ASSESS 3d6+3
EQUIP TIME-7
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
49
Abdomen14 / 0
2 / 2
37
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
18
Shield Arm14 / 0
2 / 2
12 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 120Used:Base Cast Chance: 200
Fatigue: 120Used:Fatigue Modifier: -10
Special Abilities: Acaos may increase the Mage\'s luck. Circumstances will tend to favor the Mage.
Equipment: Acaos carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Audible Glamour DoM 1: Audible Glamour - powerword DoM 1: Battle Time
DoM 1: Dark DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Find/Employ Ley Line DoM 1: Insight DoM 1: Jump
DoM 1: Jump - powerword DoM 1: Light DoM 1: Mend
DoM 1: Minor Air Manipulation DoM 1: Minor Air Manipulation - powerword DoM 1: Simple Self-Healing
DoM 1: Simple Self-Healing - powerword DoM 2: Air Shield DoM 2: Air Shield - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Enhanced Perceptions
DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword
DoM 2: Gills DoM 2: Gills - powerword DoM 2: Lensing
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Spider Climb
DoM 2: Spider Climb - powerword DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword
DoM 3: Enhanced Mental Ability DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability
DoM 3: Enhanced Physical Ability - powerword DoM 3: Fumble Fingers DoM 3: Fumble Fingers - powerword
DoM 3: Hypnotic Pattern DoM 3: Magic Abatement DoM 3: Major Air Manipulation
DoM 3: Major Air Manipulation - powerword DoM 3: Moment of Clumsiness DoM 3: Moment of Clumsiness - powerword
DoM 3: Moment of Stupidity DoM 3: Moment of Stupidity - powerword DoM 3: Moment of Weakness
DoM 3: Moment of Weakness - powerword DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword
DoM 3: Shift Self DoM 3: Teaching DoM 4: Body Alter
DoM 4: Body Alter - powerword DoM 4: Demoralization DoM 4: Demoralization - powerword
DoM 4: Greater Healing DoM 4: Greater Healing - powerword DoM 4: Integrity
DoM 4: Integrity - powerword DoM 4: Static Light Illusion DoM 4: Universal Antidote
DoM 4: Universal Antidote - powerword DoM 5: Mirror Image DoM 6: Brain Freeze
DoM 6: Carapace DoM 6: Fear DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Paralysis DoM 6: Skill Enhancement
DoM 7: Greater Air Manipulation DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion
DoM 8: Speed DoM 10: Shape Change DoM 10: Supercharge
DoM 10: Mystic Theory X (S)

Fight Skills
DoM 2: Parry Thrown Weapons I DoM 4: Parry Thrown Weapons II DoM 6: Limited Hit Selection
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S)
DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

Mundane Skills
DoM 8: Fence VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.30][Edit location][Edit 7450][Edit XSL]

Baal (Lord of Soothing Lies)
PS23 / 23
MD21 / 21
AG19 / 19
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
49
Abdomen14 / 0
2 / 2
37
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
12 / 0
18
Shield Arm14 / 0
2 / 2
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 120Used:Base Cast Chance: 200
Fatigue: 120Used:Fatigue Modifier: -10
Special Abilities: Baal may provide a Universal Antidote for any toxin in 10-dose quantities.
Equipment: Baal carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dark - powerword
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Find/Employ Ley Line DoM 1: Insight DoM 1: Jump
DoM 1: Jump - powerword DoM 1: Light DoM 1: Light - powerword
DoM 1: Mend DoM 1: Minor Water Manipulation DoM 1: Minor Water Manipulation - powerword
DoM 1: Pocket DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Enhanced Perceptions
DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword
DoM 2: Freezing Hands DoM 2: Freezing Hands - powerword DoM 2: Gills
DoM 2: Gills - powerword DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword
DoM 2: Icicle DoM 2: Icicle - powerword DoM 2: Lensing
DoM 2: Lensing - powerword DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Shadow Blur - powerword DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 2: Water/Ice Shield DoM 2: Water/Ice Shield - powerword DoM 3: Casting Endurance
DoM 3: Casting Endurance - powerword DoM 3: Enhanced Mental Ability DoM 3: Enhanced Mental Ability - powerword
DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword DoM 3: Fumble Fingers
DoM 3: Fumble Fingers - powerword DoM 3: Hypnotic Pattern DoM 3: Hypnotic Pattern - powerword
DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword DoM 3: Major Water Manipulation
DoM 3: Major Water Manipulation - powerword DoM 3: Moment of Clumsiness DoM 3: Moment of Clumsiness - powerword
DoM 3: Moment of Stupidity DoM 3: Moment of Stupidity - powerword DoM 3: Moment of Weakness
DoM 3: Moment of Weakness - powerword DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword
DoM 3: Shift Self DoM 3: Shift Self - powerword DoM 3: Swimming/Skating
DoM 3: Swimming/Skating - powerword DoM 3: Teaching DoM 3: Water/Ice Bolt
DoM 3: Water/Ice Bolt - powerword DoM 4: Body Alter DoM 4: Body Alter - powerword
DoM 4: Demoralization DoM 4: Demoralization - powerword DoM 4: Greater Healing
DoM 4: Greater Healing - powerword DoM 4: Integrity DoM 4: Integrity - powerword
DoM 4: Static Light Illusion DoM 4: Universal Antidote DoM 5: Mirror Image
DoM 6: Carapace DoM 6: Cold Area DoM 6: Fear
DoM 6: Maelstrom DoM 6: Mimic DoM 6: Mobile Light Illusion
DoM 6: Paralysis DoM 6: Skill Enhancement DoM 7: Greater Water Manipulation
DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion DoM 8: Speed
DoM 10: Restore DoM 10: Shape Change DoM 10: Supercharge
DoM 10: Mystic Theory X (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S)
DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

Mundane Skills
DoM 3: Chemist III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.40][Edit location][Edit 7451][Edit XSL]

Cedon (The Unknowable One)
PS23 / 23
MD20 / 20
AG23 / 23
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE5
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-6
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
49
Abdomen14 / 0
2 / 2
37
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
12 / 0
18
Shield Arm14 / 0
2 / 2
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 120Used:Base Cast Chance: 200
Fatigue: 120Used:Fatigue Modifier: -10
Special Abilities: Cedon may make the Mage immune to any Detection Spell. The protection will last for 1 month.
Equipment: Cedon carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Audible Glamour DoM 1: Audible Glamour - powerword DoM 1: Battle Time
DoM 1: Dark DoM 1: Dark - powerword DoM 1: Dimensional Analysis
DoM 1: Evil Eye DoM 1: Evil Eye - powerword DoM 1: Find/Employ Ley Line
DoM 1: Insight DoM 1: Jump DoM 1: Jump - powerword
DoM 1: Light DoM 1: Light - powerword DoM 1: Mend
DoM 1: Minor Air Manipulation DoM 1: Minor Air Manipulation - powerword DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword DoM 2: Air Shield
DoM 2: Air Shield - powerword DoM 2: Curse DoM 2: Curse - powerword
DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration
DoM 2: Feature Alteration - powerword DoM 2: Flash DoM 2: Flash - powerword
DoM 2: Gills DoM 2: Gills - powerword DoM 2: Lensing
DoM 2: Lensing - powerword DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Shadow Blur - powerword DoM 2: Shield of Light DoM 2: Shield of Light - powerword
DoM 2: Speak to the Dead DoM 2: Speak to the Dead - powerword DoM 2: Spider Climb
DoM 2: Spider Climb - powerword DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword
DoM 3: Create Minor Undead DoM 3: Enhanced Mental Ability DoM 3: Enhanced Mental Ability - powerword
DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword DoM 3: Fumble Fingers
DoM 3: Fumble Fingers - powerword DoM 3: Hypnotic Pattern DoM 3: Hypnotic Pattern - powerword
DoM 3: Layered Air Shield DoM 3: Layered Air Shield - powerword DoM 3: Magic Abatement
DoM 3: Magic Abatement - powerword DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword
DoM 3: Moment of Clumsiness DoM 3: Moment of Clumsiness - powerword DoM 3: Moment of Stupidity
DoM 3: Moment of Stupidity - powerword DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword
DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword DoM 3: See in Darkness
DoM 3: See in Darkness - powerword DoM 3: Shift Self DoM 3: Shift Self - powerword
DoM 3: Teaching DoM 4: Body Alter DoM 4: Body Alter - powerword
DoM 4: Darkness DoM 4: Darkness - powerword DoM 4: Deafen
DoM 4: Deafen - powerword DoM 4: Demoralization DoM 4: Demoralization - powerword
DoM 4: Greater Healing DoM 4: Greater Healing - powerword DoM 4: Integrity
DoM 4: Integrity - powerword DoM 4: Room of Light DoM 4: Room of Light - powerword
DoM 4: Silence DoM 4: Silence - powerword DoM 4: Static Light Illusion
DoM 4: Static Light Illusion - powerword DoM 4: Universal Antidote DoM 4: Universal Antidote - powerword
DoM 5: Create Moderate Undead DoM 5: Flight DoM 5: Mirror Image
DoM 6: Air Fist DoM 6: Brain Freeze DoM 6: Carapace
DoM 6: Fear DoM 6: Mimic DoM 6: Mobile Light Illusion
DoM 6: Paralysis DoM 6: Skill Enhancement DoM 7: Channeling
DoM 7: Greater Air Manipulation DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion
DoM 8: Speed DoM 10: Restore DoM 10: Shape Change
DoM 10: Supercharge DoM 11: Spell Transfer
DoM 10: Mystic Theory X (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S)
DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

Mundane Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.50][Edit location][Edit 7453][Edit XSL]

Essas (Patron of Travel)
PS23 / 23
MD21 / 21
AG25 / 25
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE5
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
49
Abdomen14 / 0
2 / 2
37
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
12 / 0
18
Shield Arm14 / 0
2 / 2
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 120Used:Base Cast Chance: 200
Fatigue: 120Used:Fatigue Modifier: -10
Special Abilities: Essas may make the Mage a tireless traveler on either foot horseback or ship. This power will last for one journey.
Equipment: Essas carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dark - powerword
DoM 1: Dimensional Analysis DoM 1: Dimensional Analysis - powerword DoM 1: Evil Eye
DoM 1: Feather Fall DoM 1: Feather Fall - powerword DoM 1: Find/Employ Ley Line
DoM 1: Insight DoM 1: Jump DoM 1: Jump - powerword
DoM 1: Light DoM 1: Light - powerword DoM 1: Mend
DoM 1: Minor Water Manipulation DoM 1: Minor Water Manipulation - powerword DoM 1: Pocket
DoM 1: Pocket - powerword DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword
DoM 2: Curse DoM 2: Curse - powerword DoM 2: Enhanced Perceptions
DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword
DoM 2: Flash DoM 2: Flash - powerword DoM 2: Freezing Hands
DoM 2: Freezing Hands - powerword DoM 2: Gills DoM 2: Gills - powerword
DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword DoM 2: Icicle
DoM 2: Icicle - powerword DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 2: Shield of Light DoM 2: Shield of Light - powerword DoM 2: Speak to the Dead
DoM 2: Spider Climb DoM 2: Spider Climb - powerword DoM 2: Telekinesis I
DoM 2: Water/Ice Shield DoM 2: Water/Ice Shield - powerword DoM 3: Casting Endurance
DoM 3: Casting Endurance - powerword DoM 3: Create Minor Undead DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Fumble Fingers DoM 3: Fumble Fingers - powerword DoM 3: Hypnotic Pattern
DoM 3: Hypnotic Pattern - powerword DoM 3: Levitate DoM 3: Levitate - powerword
DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword DoM 3: Major Water Manipulation
DoM 3: Major Water Manipulation - powerword DoM 3: Minor Extradimensional Space DoM 3: Minor Extradimensional Space - powerword
DoM 3: Minor Mass Adjustment DoM 3: Minor Mass Adjustment - powerword DoM 3: Moment of Clumsiness
DoM 3: Moment of Clumsiness - powerword DoM 3: Moment of Stupidity DoM 3: Moment of Stupidity - powerword
DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword DoM 3: Reduce/Enlarge
DoM 3: Reduce/Enlarge - powerword DoM 3: See in Darkness DoM 3: See in Darkness - powerword
DoM 3: Shift Self DoM 3: Shift Self - powerword DoM 3: Sky Hook
DoM 3: Sky Hook - powerword DoM 3: Swimming/Skating DoM 3: Swimming/Skating - powerword
DoM 3: Teaching DoM 3: Water/Ice Bolt DoM 3: Water/Ice Bolt - powerword
DoM 3: Weapons Holder DoM 3: Weapons Holder - powerword DoM 4: Body Alter
DoM 4: Body Alter - powerword DoM 4: Darkness DoM 4: Darkness - powerword
DoM 4: Demoralization DoM 4: Demoralization - powerword DoM 4: Greater Healing
DoM 4: Greater Healing - powerword DoM 4: Integrity DoM 4: Integrity - powerword
DoM 4: Plane Scry DoM 4: Plane Scry - powerword DoM 4: Room of Light
DoM 4: Room of Light - powerword DoM 4: Static Light Illusion DoM 4: Universal Antidote
DoM 4: Universal Antidote - powerword DoM 5: Invisibility DoM 5: Major Extradimensional Space
DoM 5: Major Mass Adjustment DoM 5: Mirror Image DoM 5: Phase Door
DoM 6: Brain Freeze DoM 6: Carapace DoM 6: Cold Area
DoM 6: Fear DoM 6: Maelstrom DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Paralysis DoM 6: Skill Enhancement
DoM 7: Great Extradimensional Space DoM 7: Greater Water Manipulation DoM 7: Phase Portal
DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion DoM 8: Speed
DoM 10: Restore DoM 10: Shape Change DoM 10: Supercharge
DoM 10: Mystic Theory X (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S)
DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.60][Edit location][Edit 7454][Edit XSL]

Humost (Patron of Written Knowledge)
PS23 / 23
MD21 / 21
AG19 / 19
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
18
Chest14 / 0
2 / 2
49
Abdomen14 / 0
2 / 2
37
Groin14 / 0
2 / 2
24
Right Leg14 / 0
2 / 2
24
Left Leg14 / 0
2 / 2
24
Weapon Arm14 / 0
2 / 2
12 / 0
18
Shield Arm14 / 0
2 / 2
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 100Used:Base Cast Chance: 180
Fatigue: 100Used:Fatigue Modifier: -8
Special Abilities: Humost can supply the Mage with any one written work.
Equipment: Humost carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Battle Time DoM 1: Dark DoM 1: Dark - powerword
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Insight DoM 1: Jump DoM 1: Jump - powerword
DoM 1: Light DoM 1: Light - powerword DoM 1: Mend
DoM 1: Minor Earth Manipulation DoM 1: Minor Earth Manipulation - powerword DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword DoM 2: Curse
DoM 2: Curse - powerword DoM 2: Earth Shield DoM 2: Earth Shield - powerword
DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration
DoM 2: Feature Alteration - powerword DoM 2: Gills DoM 2: Gills - powerword
DoM 2: Lensing DoM 2: Lensing - powerword DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword DoM 2: Slingshot
DoM 2: Slingshot - powerword DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Fumble Fingers DoM 3: Fumble Fingers - powerword DoM 3: Hypnotic Pattern
DoM 3: Hypnotic Pattern - powerword DoM 3: Major Earth Manipulation DoM 3: Major Earth Manipulation - powerword
DoM 3: Moment of Clumsiness DoM 3: Moment of Clumsiness - powerword DoM 3: Moment of Stupidity
DoM 3: Moment of Stupidity - powerword DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword
DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword DoM 3: Shift Self
DoM 3: Shift Self - powerword DoM 3: Stone Bolt DoM 3: Stone Bolt - powerword
DoM 3: Stone Walk DoM 3: Stone Walk - powerword DoM 4: Body Alter
DoM 4: Body Alter - powerword DoM 4: Construction DoM 4: Construction - powerword
DoM 4: Demoralization DoM 4: Demoralization - powerword DoM 4: Greater Healing
DoM 4: Greater Healing - powerword DoM 4: Integrity DoM 4: Integrity - powerword
DoM 4: Static Light Illusion DoM 4: Static Light Illusion - powerword DoM 4: Universal Antidote
DoM 5: Mirror Image DoM 6: Brain Freeze DoM 6: Carapace
DoM 6: Fear DoM 6: Juggernaut DoM 6: Mimic
DoM 6: Mobile Light Illusion DoM 6: Paralysis DoM 6: Skill Enhancement
DoM 7: Greater Earth Manipulation DoM 8: Polymorph DoM 8: Programmable Mobile Light Illusion
DoM 8: Speed DoM 10: Restore DoM 10: Shape Change
DoM 10: Supercharge
DoM 8: Mystic Theory VIII (S)

Fight Skills
DoM 2: Parry Thrown Weapons I DoM 4: Parry Thrown Weapons II DoM 6: Limited Hit Selection
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 12: HANDHELD WEAPON DR XII (S)
DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 2: Teaching DoM 3: Research
DoM 4: Linguistics DoM 5: Bureaucratic DoM 6: Law
DoM 7: Translation DoM 8: Psychology

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.70][Edit location][Edit 7456][Edit XSL]

Khil (Lord of the Earth)
PS25 / 25
MD20 / 20
AG18 / 18
CN40 / 40
IT14 / 14
MT20 / 20
FT9 / 9
WL22 / 22
HEIGHT**
WEIGHT**
BHP164
POISON ADJ.33
DODGE4
ST BONUSd10+d4
ASSESS 3d6+6
EQUIP TIME-6
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
2 / 2
25
Chest14 / 0
2 / 2
66
Abdomen14 / 0
2 / 2
49
Groin14 / 0
2 / 2
33
Right Leg14 / 0
2 / 2
33
Left Leg14 / 0
2 / 2
33
Weapon Arm14 / 0
2 / 2
12 / 0
25
Shield Arm14 / 0
2 / 2
25
BloodN/A164
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank1blank0blank1blank1blankMC
blankLongswordblank3d6 (-2)blank4d6 (-2)blank14blank12blank14blank4blankMS;MC;AFT
SPP(M): 30Used:Base Cast Chance: 110
Fatigue: 30Used:Fatigue Modifier: -1
Description: Has horns.
Special Abilities: Elemental Magic-Earth: All DoMs
Equipment: Khil carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Jump DoM 1: Jump - powerword DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword DoM 2: Curse
DoM 2: Curse - powerword DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword
DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword DoM 2: Gills
DoM 2: Gills - powerword DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Fumble Fingers DoM 3: Fumble Fingers - powerword DoM 3: Moment of Clumsiness
DoM 3: Moment of Clumsiness - powerword DoM 3: Moment of Stupidity DoM 3: Moment of Stupidity - powerword
DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword DoM 3: Reduce/Enlarge
DoM 3: Reduce/Enlarge - powerword DoM 4: Body Alter DoM 4: Body Alter - powerword
DoM 4: Demoralization DoM 4: Demoralization - powerword DoM 4: Greater Healing
DoM 4: Greater Healing - powerword DoM 4: Integrity DoM 4: Integrity - powerword
DoM 4: Universal Antidote DoM 6: Carapace DoM 6: Mimic
DoM 6: Skill Enhancement
DoM 1: Mystic Theory I (S)

Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 3: MANIPULATION BLOWS III (S)
DoM 7: MAGE CR VII (S) DoM 12: HANDHELD WEAPON DR XII (S) DoM 13: HANDHELD WEAPON CR XIII (S) DoM 13: HANDHELD WEAPON PR XIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.80][Edit location][Edit 7457][Edit XSL]

Morbas (Duelist of Hell)
PS23 / 23
MD21 / 21
AG19 / 19
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: When the Mage is fighting a duel or individual combat Morbas may increase the Mage\'s CR and DR by +3 for that combat.
Equipment: Morbas carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.5.90][Edit location][Edit 7458][Edit XSL]

Procel (Lord of the Water)
PS17 / 17
MD15 / 15
AG21 / 21
CN20 / 20
IT16 / 16
MT20 / 20
FT9 / 9
WL15 / 15
HEIGHT**
WEIGHT**
BHP90
POISON ADJ.18
DODGE4
ST BONUSd4
ASSESS 3d6+4
EQUIP TIME-2
SUMMON MOD.-75
BODY AND ARMOR
Head14 / 0
14
Chest14 / 0
36
Abdomen14 / 0
27
Groin14 / 0
18
Right Leg14 / 0
18
Left Leg14 / 0
18
Weapon Arm14 / 0
14
Shield Arm14 / 0
14
BloodN/A90
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Elemental Magic-Water: All DoMs
Equipment: Procel carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. In addition, he wears robes Enchanted to +2 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


THRONES


unedited: [15.6.10][Edit location][Edit 7459][Edit XSL]

Celsus (The Guide on the Spirit Plane)
PS23 / 23
MD21 / 21
AG19 / 19
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-95
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Celsus may conduct the Mage onto the Spirit Plane.
Equipment: Celsus carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes Enchanted to +4 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.6.20][Edit location][Edit 7461][Edit XSL]

Guland (Master of Energy)
PS23 / 23
MD21 / 21
AG23 / 23
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE5
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-95
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Guland may \"charge\" the Mage with 100 extra SPP. Once used they may not be regained save by summoning Guland.
Equipment: Guland carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes Enchanted to +4 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.6.30][Edit location][Edit 7463][Edit XSL]

Mersilde (Lord of Transport)
PS24 / 24
MD21 / 21
AG20 / 20
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE4
ST BONUSd10+d4
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-95
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Mersilde may transport the Mage and up to 6 others from any one large open space to any other.
Equipment: Mersilde carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes Enchanted to +4 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.6.40][Edit location][Edit 7465][Edit XSL]

Segal (Lord of Illusions)
PS23 / 23
MD21 / 21
AG13 / 13
CN28 / 28
IT19 / 19
MT20 / 20
FT9 / 9
WL19 / 19
HEIGHT**
WEIGHT**
BHP122
POISON ADJ.24
DODGE3
ST BONUSd10
ASSESS 3d6+1
EQUIP TIME-7
SUMMON MOD.-95
BODY AND ARMOR
Head14 / 0
18
Chest14 / 0
49
Abdomen14 / 0
37
Groin14 / 0
24
Right Leg14 / 0
24
Left Leg14 / 0
24
Weapon Arm14 / 0
18
Shield Arm14 / 0
18
BloodN/A122
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: All Illusions at all DoMs.
Equipment: Segal carries a broadsword and kite shield. Both are AFT, Master Craftsman, and Mild Steel. The broadsword is Enchanted to +2 damage while the kite shield is Enchanted to +1 DR. In addition, he wears robes Enchanted to +4 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


CHERUBIM


unedited: [15.7.10][Edit location][Edit 7467][Edit XSL]

Asmodeus (Master of Succubi and Incubi)
PS27 / 27
MD21 / 21
AG23 / 23
CN35 / 35
IT22 / 22
MT30 / 30
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP147
POISON ADJ.29
DODGE5
ST BONUSd10+d6
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-110
BODY AND ARMOR
Head14 / 0
22
Chest14 / 0
59
Abdomen14 / 0
44
Groin14 / 0
29
Right Leg14 / 0
29
Left Leg14 / 0
29
Weapon Arm14 / 0
22
Shield Arm14 / 0
22
BloodN/A147
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Asmodeus may grant the Mage a permanent Succubus/Incubus companion. Use of the Succubus/Incubus\' Specialty will not return the Demon to the Infernal regions.
Equipment: Asmodeus carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +4 damage while the kite shield is Enchanted to +2 DR. He wears robes Enchanted to +6 damage absorption and has a Focus. The Focus is enchanted for +40% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.7.20][Edit location][Edit 7469][Edit XSL]

Bechard (Commander of Weather)
PS27 / 27
MD21 / 21
AG23 / 23
CN35 / 35
IT22 / 22
MT30 / 30
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP147
POISON ADJ.29
DODGE5
ST BONUSd10+d6
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-110
BODY AND ARMOR
Head14 / 0
22
Chest14 / 0
59
Abdomen14 / 0
44
Groin14 / 0
29
Right Leg14 / 0
29
Left Leg14 / 0
29
Weapon Arm14 / 0
22
Shield Arm14 / 0
22
BloodN/A147
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Bechard may change or create weather conditions.
Equipment: Bechard carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +4 damage while the kite shield is Enchanted to +2 DR. He wears robes Enchanted to +6 damage absorption and has a Focus. The Focus is enchanted for +40% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.7.30][Edit location][Edit 7471][Edit XSL]

Clauneck (Patron of Magic)
PS27 / 27
MD21 / 21
AG23 / 23
CN35 / 35
IT22 / 22
MT40 / 40
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP147
POISON ADJ.29
DODGE5
ST BONUSd10+d6
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-110
BODY AND ARMOR
Head14 / 0
22
Chest14 / 0
59
Abdomen14 / 0
44
Groin14 / 0
29
Right Leg14 / 0
29
Left Leg14 / 0
29
Weapon Arm14 / 0
22
Shield Arm14 / 0
22
BloodN/A147
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Clauneck may increase the Mage\'s Magic Talent by +1 once in the Mage\'s lifetime.
Equipment: Clauneck carries a quarterstaff (The quarterstaff is Master Artisan, reinforced and shod with High Carbon Steel) which is Enchanted to +4 damage, which is also his Focus. The Focus is enchanted for +40% SPP. In addition, he wears robes Enchanted to +6 damage absorption.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.7.40][Edit location][Edit 7472][Edit XSL]

Leviathan (Strength Unending)
PS40 / 40
MD17 / 17
AG18 / 18
CN60 / 60
IT14 / 14
MT20 / 20
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP222
POISON ADJ.44
DODGE4
ST BONUS3d10+d4
ASSESS 3d6+6
EQUIP TIME-3
SUMMON MOD.-110
BODY AND ARMOR
Head14 / 0
33
Chest14 / 0
89
Abdomen14 / 0
67
Groin14 / 0
44
Right Leg14 / 0
44
Left Leg14 / 0
44
Weapon Arm14 / 0
33
Shield Arm14 / 0
33
BloodN/A222
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Leviathan may increase the Mage\'s Physical Strength by +2 once in the Mage\'s lifetime.
Equipment: Leviathan carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +4 damage while the kite shield is Enchanted to +2 DR. He wears robes Enchanted to +6 damage absorption and has a Focus. The Focus is enchanted for +40% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


SERAPHIM


unedited: [15.8.10][Edit location][Edit 7474][Edit XSL]

Astaroth (The Thought Master)
PS27 / 27
MD21 / 21
AG22 / 22
CN40 / 40
IT22 / 22
MT35 / 35
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP162
POISON ADJ.32
DODGE4
ST BONUSd10+d6
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-125
BODY AND ARMOR
Head14 / 0
24
Chest14 / 0
65
Abdomen14 / 0
49
Groin14 / 0
32
Right Leg14 / 0
32
Left Leg14 / 0
32
Weapon Arm14 / 0
24
Shield Arm14 / 0
24
BloodN/A162
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Mentalism: All DoMs
Equipment: Astaroth carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +6 damage while the kite shield is Enchanted to +3 DR. He wears robes Enchanted to +10 damage absorption and has a Focus. The Focus is enchanted for +70% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.8.20][Edit location][Edit 7476][Edit XSL]

Beelzebub (Lord of the Undead)
PS27 / 27
MD21 / 21
AG22 / 22
CN40 / 40
IT22 / 22
MT35 / 35
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP162
POISON ADJ.32
DODGE4
ST BONUSd10+d6
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-125
BODY AND ARMOR
Head14 / 0
24
Chest14 / 0
65
Abdomen14 / 0
49
Groin14 / 0
32
Right Leg14 / 0
32
Left Leg14 / 0
32
Weapon Arm14 / 0
24
Shield Arm14 / 0
24
BloodN/A162
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Blight - All DoMs
Equipment: Beelzebub carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +6 damage while the kite shield is Enchanted to +3 DR. He wears robes Enchanted to +10 damage absorption and has a Focus. The Focus is enchanted for +70% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.8.30][Edit location][Edit 7478][Edit XSL]

Belial (Commander of the Hosts of Hell)
PS29 / 29
MD21 / 21
AG22 / 22
CN40 / 40
IT22 / 22
MT35 / 35
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP162
POISON ADJ.32
DODGE4
ST BONUSd10+d8
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-125
BODY AND ARMOR
Head14 / 0
24
Chest14 / 0
65
Abdomen14 / 0
49
Groin14 / 0
32
Right Leg14 / 0
32
Left Leg14 / 0
32
Weapon Arm14 / 0
24
Shield Arm14 / 0
24
BloodN/A162
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Belial may grant the Mage a permanent Demon Knight companion.
Equipment: Belial carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +6 damage while the kite shield is Enchanted to +3 DR. He wears robes Enchanted to +10 damage absorption and has a Great Focus. The Focus is enchanted for +70% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [15.8.40][Edit location][Edit 7480][Edit XSL]

Lucifuge (The Plutarch)
PS28 / 28
MD21 / 21
AG22 / 22
CN40 / 40
IT22 / 22
MT35 / 35
FT9 / 9
WL21 / 21
HEIGHT**
WEIGHT**
BHP162
POISON ADJ.32
DODGE4
ST BONUSd10+d8
ASSESS 3d6+-2
EQUIP TIME-7
SUMMON MOD.-125
BODY AND ARMOR
Head14 / 0
24
Chest14 / 0
65
Abdomen14 / 0
49
Groin14 / 0
32
Right Leg14 / 0
32
Left Leg14 / 0
32
Weapon Arm14 / 0
24
Shield Arm14 / 0
24
BloodN/A162
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Special Abilities: Each time he is summoned Lucifuge will pay 1,000 Platinum to be released.
Equipment: Lucifuge carries a broadsword and kite shield. Both are AFT, Master Artisan, and High Carbon Steel. The broadsword is Enchanted to +6 damage while the kite shield is Enchanted to +3 DR. He wears robes Enchanted to +10 damage absorption and has a Focus. The Focus is enchanted for +70% SPP.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


DWARVES

DWARVES


unedited: [20.1.1][Edit location][Edit 7314][Edit XSL]

Dwarf, Captain
PS18 / 18
MD12 / 12
AG9 / 9
CN18 / 18
IT12 / 12
MT9 / 9
FT5 / 5
WL15 / 15
HEIGHT142 cm
WEIGHT85 kg
BHP89
POISON ADJ.18
DODGE2
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME0
BODY AND ARMOR
Head14 / 0
13
Chest16 / 0
36
Abdomen16 / 0
27
Groin16 / 0
18
Right Leg14 / 0
18
Left Leg14 / 0
18
Weapon Arm14 / 0
10 / 0
13
Shield Arm14 / 0
13
BloodN/A89
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankBattle Axeblank2d10 (-2)blank3d10 (-2)blank8blank3blank7blank3blankMS;MC;AFT
blankRecurved Bowblankblank3d8blank6blank0blank0blank2blank
blankRound Shieldblank1d12blankblank1blank0blank1blank1blankMC
Description: A dwarfish captain is usually outfitted in finer looking accouterments than a normal dwarfish warrior.
Equipment: A dwarfish captain is outfitted in mild steel, heavy chain, with a mild steel battle helm. When using a battle axe one-handed, the captain will have a Master Craftsman, mild steel round shield. For weapons, see above.
Comments: A captain will usually lead a group of ten to forty dwarfish warriors.
Fight Skills
DoM 1: BOW WEAPON BLOWS I (S) DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 3: HANDHELD WEAPON DR III (S)
DoM 6: BOW WEAPON CR VI (S) DoM 6: HANDHELD WEAPON PR VI (S)
DoM 7: HANDHELD WEAPON CR VII (S)

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
20 arrowsblankblankmild steelblankharnessblank

unedited: [20.1.20][Edit location][Edit 7315][Edit XSL]

Dwarf, Great Captain
PS20 / 20
MD14 / 14
AG10 / 10
CN20 / 20
IT13 / 13
MT9 / 9
FT4 / 4
WL17 / 17
HEIGHT143 cm
WEIGHT85 kg
BHP99
POISON ADJ.20
DODGE2
ST BONUSd8
ASSESS 3d6+7
EQUIP TIME-1
BODY AND ARMOR
Head18 / 2
15
Chest20 / 2
40
Abdomen20 / 2
30
Groin20 / 2
20
Right Leg18 / 2
20
Left Leg18 / 2
20
Weapon Arm18 / 2
15
Shield Arm18 / 2
15
BloodN/A99
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankBattle Axeblank2d10 (-3)blank3d10 (-3)blank11blank6blank11blank4blankHCS;MC;AFT, damage:2
blankRecurved Bowblankblank3d8blank9blank0blank0blank4blank
Description: The great captain is outfitted in splendid regalia.
Equipment: A dwarvish great captain wears Master Artisan, high carbon steel, heavy chain, Enchanted to absorb +1 damage. As noted above, he or she wields a potent battle ax. When using a battle axe one-handed, the great captain will have a Master Artisan, high carbon steel round shield.
Comments: Usually a small dwarvish kingdom will boast one great captain, as the top general. A larger enclave will possess more. A great captain will usually lead 200 to 400 warriors and 3 or 4 captains. A Great Captain will almost never be part of a random encounter.
Fight Skills
DoM 1: Initiative I DoM 3: Initiative II DoM 4: Blind Fighting I
DoM 5: Blind Fighting II DoM 5: Initiative III DoM 5: Instinct
DoM 5: Situational Awareness DoM 6: Blind Fighting III DoM 6: Weapons Master
DoM 3: BOW WEAPON BLOWS III (S) DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 6: HANDHELD WEAPON DR VI (S)
DoM 9: BOW WEAPON CR IX (S)
DoM 10: HANDHELD WEAPON CR X (S) DoM 10: HANDHELD WEAPON PR X (S)

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant DoM 3: Map Reading
DoM 4: Captain DoM 5: Training DoM 6: Military Law
DoM 7: General/Admiral

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
20 arrowsblankblankmild steelblankharnessblank

unedited: [20.1.30][Edit location][Edit 7316][Edit XSL]

Dwarf, Mage
PS12 / 12
MD12 / 12
AG9 / 9
CN14 / 14
IT15 / 15
MT17 / 18
FT5 / 5
WL15 / 15
HEIGHT137 cm
WEIGHT76 kg
BHP65
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+5
EQUIP TIME0
BODY AND ARMOR
Head6 / 2
10
Chest6 / 2
26
Abdomen6 / 2
20
Groin6 / 2
13
Right Leg6 / 2
13
Left Leg6 / 2
13
Weapon Arm6 / 2
10
Shield Arm6 / 2
10
BloodN/A65
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankQuarterstaffblankblank2d10blank3blank2blank3blank1blankMC, Storage Gem(Continuous,:,), magic_talent:1, spp_cost:-40%, Focus(Permanent,:,)
SPP(M): 101Used:Base Cast Chance: 150
Fatigue: 72Used:Fatigue Modifier: -6
Description: Dwarven mages wear leather armor. They wear practical clothing in the field and robes when at home.
Equipment: Dwarven mages have leather armor Enchanted to +2 damage absorption. Their Focus is a staff, giving them -4/10 SPP cost, which is further Enchanted to +2 to their Cast chance. When traveling into battle, dwarven mages may be outfitted with better armor, such as phosphor bronze heavy chain.
Comments: Dwarven mages rarely travel, unless as part of a quest or army going to war. They are very well thought of in their home kingdoms. The smallest dwarven enclave will have a mage, and larger kingdoms may have three, four or more.
Mage Spells
DoM 1: Break DoM 1: Break - powerword DoM 1: Dimensional Analysis
DoM 1: Mend DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Simple Ward vs Magic DoM 1: Weapon Energize I
DoM 1: Weapon Energize I - powerword DoM 2: Earth Shield - powerword DoM 2: Enhanced Perceptions
DoM 2: Magic Shield - powerword DoM 2: Minor Bindings DoM 2: Mystic Shields
DoM 2: Slingshot DoM 2: Slingshot - powerword DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Chaos Lock DoM 3: Enhanced Physical Ability
DoM 3: Lightning Bolt DoM 3: Magic Abatement DoM 3: Magic Weapon
DoM 3: Major Earth Manipulation DoM 3: Minor Pattern DoM 3: Stone Bolt
DoM 3: Stone Walk DoM 3: Teaching DoM 4: Ensnare
DoM 4: Integrity DoM 6: Juggernaut DoM 6: Mond's Cage
DoM 3: Spell Casting III (S) DoM 6: Mystic Theory VI (S)

Fight Skills
DoM 2: HANDHELD WEAPON CR II (S) DoM 2: HANDHELD WEAPON DR II (S) DoM 2: HANDHELD WEAPON PR II (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [20.1.40][Edit location][Edit 7318][Edit XSL]

Dwarf, Smith
PS18 / 18
MD15 / 15
AG9 / 9
CN15 / 15
IT16 / 16
MT13 / 13
FT4 / 4
WL14 / 14
HEIGHT135 cm
WEIGHT80 kg
BHP72
POISON ADJ.14
DODGE2
ST BONUSd6
ASSESS 3d6+4
EQUIP TIME-2
BODY AND ARMOR
Head20 / 6
11
Chest22 / 6
29
Abdomen22 / 6
22
Groin22 / 6
14
Right Leg20 / 6
14
Left Leg20 / 6
14
Weapon Arm20 / 6
10 / 0
11
Shield Arm20 / 6
11
BloodN/A72
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankBattle Axeblank2d10 (-2)blank3d10 (-2)blank11blank9blank9blank3blankMS;MA;AFT, damage:6
blankRound Shieldblank1d12blankblank2blank3blank2blank1blankMA, dr:3
SPP(M): 100Used:Base Cast Chance: 155
Fatigue: 72Used:Fatigue Modifier: -9
Description: A dwarven smith has a dark skin, burn marks and callused hands. While he or she may be a good fighter, the Players will usually encounter the smith in a non-melee situation.
Equipment: A dwarven smith wears mild steel heavy chain, Enchanted to +3 damage absorption into combat. In addition to his battle axe, a dwarven smith carries a Master Artisan, mild steel round shield, Enchanted to +3 DR. In the smithy, he or she will have an anvil and a Focus in the form of a hammer that decreases Spell Cost by -4/10. The smith will often inlay the work with mithril or platinum to minimize the number of castings needed to enchant.
Comments: The metal working skills of the dwarves are legendary. The statistics given above are for an \\\"average\\\" master smith. Almost all dwarven smiths can enchant. All master smiths have apprentice smiths working with them, which can help speed up enchantment time by having many of the repetitious spells cast by the apprentices.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Mend DoM 1: Minor Fire Manipulation
DoM 1: Physical Improvement DoM 1: Pocket DoM 1: Rechargeable Light Sphere
DoM 1: Simple Self-Healing DoM 2: Enhanced Perceptions DoM 2: Fire Shield
DoM 2: Mental Improvement DoM 2: Minor Bindings DoM 2: Spark
DoM 2: Spell Effect Improvement DoM 3: Bindings DoM 3: Fire Bolt
DoM 3: Major Fire Manipulation DoM 3: Participate in Group Casting DoM 5: Storage Gem
DoM 5: Wall of Fire DoM 6: Canopy of Fire DoM 6: Incinerate
DoM 6: Re-Open Enchanted Item DoM 7: Channeling DoM 7: Movable Wall of Fire
DoM 8: Token of Power
DoM 5: Spell Casting V (S) DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 7: HANDHELD WEAPON PR VII (S) DoM 9: HANDHELD WEAPON CR IX (S) DoM 9: HANDHELD WEAPON DR IX (S)

Mundane Skills
DoM 1: Chemist I DoM 1: Smith DoM 2: Armorer
DoM 2: Chemist II DoM 3: Chemist III DoM 3: Precious Metal Smith
DoM 4: Advanced Forging Techniques DoM 5: Master Craftsman DoM 6: Weapons Master
DoM 7: Metallurgy I DoM 8: Master Artisan

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
Hammerblankweighs 0.5 kg, Focus(Permanent,:,), spp_cost:-40%, summoning success:-10, summoning success:--10blanknormalblankbackpackblank , -40% spp_cost,

ELEMENTALS

AIR ELEMENTALS


unedited: [22.1.1][Edit location][Edit 7925][Edit XSL]

Minor Air Elemental
PS8 / 8
MD8 / 8
AG8 / 8
CN8 / 8
IT8 / 8
MT8 / 8
FT8 / 8
WL8 / 8
HEIGHT50 cm
WEIGHT10 kg
BHP40
POISON ADJ.8
DODGE2
ST BONUS-d4
ASSESS 3d6+12
EQUIP TIME5
SUMMON MOD.-20
BODY AND ARMOR
Head6
Chest16
Abdomen12
Groin8
Right Leg8
Left Leg8
Weapon Arm6
Shield Arm6
BloodN/A40
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 8Used:Base Cast Chance: 40
Fatigue: 8Used:Fatigue Modifier: 0
Description: The smallest of the air elementals, capable of traveling at 120 kph through the air. A minor air elemental has no offensive abilities, per se, though it does have the ability to manipulate air (as per Minor Air Manipulation, 1 Blow per round). It may carry short verbal messages, which will mimic the Summoner's voice, or carry a small container (less than 2 kg). The exact location of the recipient must be specified. Once the message is delivered, the elemental is free to return to its own plane. If unable to locate the recipient, the Elemental will attempt to return to the summoner, if the time remaining in the summoning permits.
Mage Spells
DoM 1: Audible Glamour DoM 1: Minor Air Manipulation DoM 2: Air Shield
DoM 8: Resist Air

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.1.2][Edit location][Edit 7768][Edit XSL]

Air Elemental of Transportation
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT75 kg
BHP160
POISON ADJ.16
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-30%
BODY AND ARMOR
Head24
Chest64
Abdomen48
Groin32
Right Leg32
Left Leg32
Weapon Arm24
Shield Arm24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: An Elemental of Transportation is a large Elemental, capable of carrying a humanoid and its possessions (up to 150 kg). These Elementals are of moderate Intellect and have no offensive capability, per se, though they can manipulate small masses of air (as per Minor Air Manipulation, 1 Blow per Round). They can travel at great speeds (60 kph) and have the equivalent of both an Air Shield and Resist Air. When transporting passengers, the individual is fully engulfed by the Elemental, allowing no action on the their part while the Elemental is in motion. The passenger will be under the protection of the Elemental's Resist Air Spell. Should the Elemental be attacked, only damage which strikes the torso and penetrates through 1/2 of the torso part, will reach the passenger.
Mage Spells
DoM 1: Audible Glamour DoM 1: Minor Air Manipulation DoM 2: Air Shield
DoM 8: Resist Air

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.1.3][Edit location][Edit 7926][Edit XSL]

Air Elemental of Destruction
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT75 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-45%
BODY AND ARMOR
Head24
Chest64
Abdomen48
Groin32
Right Leg32
Left Leg32
Weapon Arm24
Shield Arm24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: A Destruction Air Elemental has the ability to manipulate large masses of air, capable of harming both creatures and the environment. Destruction elementals have moderate Intelligence and for the purpose of Saving Throws, their Statistics should be treated as 12's. They can travel through the air at 60 kph, and have the equivalent of an Air Shield and Resist Air always in effect. They have the ability to manipulate air (Major Air Manipulation, always on), and offensive abilities, including Air Fist, Deafen and Explosive Decompression. The elemental has the equivalent of 3 Blows per Round with the air manipulation, and may use only one of the other offensive abilities each Round.
Mage Spells
DoM 1: Audible Glamour DoM 1: Minor Air Manipulation DoM 2: Air Shield
DoM 3: Major Air Manipulation DoM 4: Deafen DoM 6: Air Fist
DoM 8: Resist Air DoM 9: Explosive Decompression
DoM 5: Spell Casting V (S)

Fight Skills
DoM 2: MANIPULATION BLOWS II (S) DoM 3: MAGE CR III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.1.4][Edit location][Edit 7927][Edit XSL]

Prime Air Elemental
PS14 / 14
MD3 / 3
AG14 / 14
CN14 / 14
IT14 / 14
MT14 / 14
FT3 / 3
WL14 / 14
HEIGHT400 cm
WEIGHT150 kg
BHP240
POISON ADJ.48
DODGE3
ST BONUS0
ASSESS 3d6+6
EQUIP TIME20
SUMMON MOD.-60%
BODY AND ARMOR
Head36
Chest96
Abdomen72
Groin48
Right Leg48
Left Leg48
Weapon Arm36
Shield Arm36
BloodN/A240
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 14Used:Base Cast Chance: 70
Fatigue: 14Used:Fatigue Modifier: 0
Description: The Prime Elemental is the greatest of the Air Elementals. It is capable of acting as an Elemental of Transportation as well as having tremendous destructive capability. It may carry up to 250 kg of passengers and/or materials, and flies at the 120 kph. It has the ability to manipulate very large masses of air (Greater Air Manipulation, alway on, 4 Blows per Round), and have the equivalent of both an Air Shield and Resist Air. In addition to the normal abilities of destructive elemental, the prime elemental may also cast Air Command once per summoning.
Mage Spells
DoM 1: Audible Glamour DoM 2: Air Shield DoM 4: Deafen
DoM 6: Air Fist DoM 7: Greater Air Manipulation DoM 8: Resist Air
DoM 9: Explosive Decompression DoM 12: Air Command
DoM 8: Spell Casting VIII (S)

Fight Skills
DoM 3: MANIPULATION BLOWS III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


EARTH ELEMENTALS


unedited: [22.2.1][Edit location][Edit 7928][Edit XSL]

Minor Earth Elemental
PS8 / 8
MD8 / 8
AG8 / 8
CN8 / 8
IT8 / 8
MT8 / 8
FT8 / 8
WL8 / 8
HEIGHT50 cm
WEIGHT40 kg
BHP40
POISON ADJ.8
DODGE2
ST BONUS-d4
ASSESS 3d6+12
EQUIP TIME5
SUMMON MOD.-20%
BODY AND ARMOR
Head6 / 0
6
Chest6 / 0
16
Abdomen6 / 0
12
Groin6 / 0
8
Right Leg6 / 0
8
Left Leg6 / 0
8
Weapon Arm6 / 0
6
Shield Arm6 / 0
6
BloodN/A40
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 8Used:Base Cast Chance: 40
Fatigue: 8Used:Fatigue Modifier: 0
Description: The smallest of the earth elementals, capable of traveling at 80 kph through the earth. A minor earth elemental has no offensive abilities, per se, though it does have the ability to manipulate earth and stone (as per Minor Earth Manipulation, 1 Blow per Round). It may also carry short verbal messages, which will mimic the Summoner\'s voice, or carry a small container (less than 2 kg). The exact location of the recipient must be specified. Once the message is delivered, the elemental is free to return to its own plane. If unable to locate the recipient, the Elemental will attempt to return to the summoner, if the time remaining in the summoning permits.
Mage Spells
DoM 1: Minor Earth Manipulation DoM 2: Earth Shield DoM 8: Resist Earth

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.2.2][Edit location][Edit 7929][Edit XSL]

Earth Elemental of Transportation
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT300 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-30%
BODY AND ARMOR
Head6 / 0
24
Chest6 / 0
64
Abdomen6 / 0
48
Groin6 / 0
32
Right Leg6 / 0
32
Left Leg6 / 0
32
Weapon Arm6 / 0
24
Shield Arm6 / 0
24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: An Elemental of Transportation is a large Elemental, capable of carrying a humanoid and its possessions (up to 150 kg). These Elementals are of moderate Intellect and have no offensive capability, per se, though they can manipulate small masses of earth and stone (as per Minor Earth Manipulation, 1 Blow per Round). They can travel at great speeds (40 kph) through earth and stone and have the equivalent of both an Earth Shield and Resist Earth. When transporting passengers, the individual is fully engulfed by the Elemental, allowing no action on the their part while the Elemental is in motion. The passenger will be under the protection of the Elemental\'s Resist Earth Spell. Should the Elemental be attacked, only damage which strikes the torso and penetrates through 1/2 of the torso part, will reach the passenger.
Mage Spells
DoM 1: Minor Earth Manipulation DoM 2: Earth Shield DoM 8: Resist Earth

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.2.3][Edit location][Edit 7930][Edit XSL]

Earth Elemental of Destruction
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT300 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-45%
BODY AND ARMOR
Head6 / 0
24
Chest6 / 0
64
Abdomen6 / 0
48
Groin6 / 0
32
Right Leg6 / 0
32
Left Leg6 / 0
32
Weapon Arm6 / 0
24
Shield Arm6 / 0
24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: A Earth Elemental of Destruction has the ability to manipulate large masses of earth or stone, capable of harming both creatures and the environment. Destruction elementals have moderate Intelligence and for the purpose of Saving Throws, their Statistics should be treated as 12's. They can travel through the earth at 40 kph, and have the equivalent of an Earth Shield and Resist Earth always in effect. They have the ability to manipulate earth or stone (Major Earth Manipulation, always on), and offensive abilities, including Sling Shot, Stone Bolt and Juggernaut. The elemental has the equivalent of 3 Blows per Round with the air manipulation, and may use any of the other offensive abilities at the rate of 3 Blows per Round.
Mage Spells
DoM 1: Minor Earth Manipulation DoM 2: Earth Shield DoM 2: Slingshot
DoM 3: Major Earth Manipulation DoM 3: Stone Bolt DoM 6: Juggernaut
DoM 8: Resist Earth

Fight Skills
DoM 2: MANIPULATION BLOWS II (S) DoM 3: MAGE CR III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.2.4][Edit location][Edit 7931][Edit XSL]

Prime Earth Elemental
PS24 / 24
MD14 / 14
AG14 / 14
CN14 / 14
IT14 / 14
MT14 / 14
FT14 / 14
WL14 / 14
HEIGHT400 cm
WEIGHT600 kg
BHP240
POISON ADJ.48
DODGE3
ST BONUSd10+d4
ASSESS 3d6+6
EQUIP TIME-1
SUMMON MOD.-60%
BODY AND ARMOR
Head6 / 0
36
Chest6 / 0
96
Abdomen6 / 0
72
Groin6 / 0
48
Right Leg6 / 0
48
Left Leg6 / 0
48
Weapon Arm6 / 0
36
Shield Arm6 / 0
36
BloodN/A240
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 14Used:Base Cast Chance: 70
Fatigue: 14Used:Fatigue Modifier: 0
Description: The Prime Elemental is the greatest of the Earth Elementals. It is capable of acting as an Elemental of Transportation as well as having tremendous destructive capability. It may carry up to 400 kg of passengers and/or materials, and moves through the earth at 80 kph. It has the ability to manipulate very large masses of earth (Greater Earth Manipulation, alway on, 4 Blows per Round), and has the equivalent of both an Earth Shield and Resist Earth. In addition to the normal abilities of a destructive elemental, which it may use at the rate of 4 Blows per Round, the prime elemental may also cast Earth Command once per summoning.
Mage Spells
DoM 2: Earth Shield DoM 2: Slingshot DoM 3: Stone Bolt
DoM 6: Juggernaut DoM 7: Greater Earth Manipulation DoM 8: Resist Earth
DoM 12: Earth Command

Fight Skills
DoM 3: MANIPULATION BLOWS III (S) DoM 6: MAGE CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


FIRE ELEMENTALS


unedited: [22.3.1][Edit location][Edit 7934][Edit XSL]

Minor Fire Elemental
PS8 / 8
MD8 / 8
AG8 / 8
CN8 / 8
IT8 / 8
MT8 / 8
FT8 / 8
WL8 / 8
HEIGHT50 cm
WEIGHT10 kg
BHP40
POISON ADJ.8
DODGE2
ST BONUS-d4
ASSESS 3d6+12
EQUIP TIME5
SUMMON MOD.-20%
BODY AND ARMOR
Head6
Chest16
Abdomen12
Groin8
Right Leg8
Left Leg8
Weapon Arm6
Shield Arm6
BloodN/A40
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 8Used:Base Cast Chance: 40
Fatigue: 8Used:Fatigue Modifier: 0
Description: The smallest of the fire elementals, capable of traveling at 120 kph through fire or 80 kph through the air. A minor fire elemental has no offensive abilities, per se, though it does have the ability to manipulate fire (as per Minor Fire Manipulation, 1 Blow per Round). It may also carry short verbal messages, which will mimic the Summoner's voice, or carry a small container (less than 2 kg). The exact location of the recipient must be specified. Once the message is delivered, the elemental is free to return to its own plane. If unable to locate the recipient, the Elemental will attempt to return to the summoner, if the time remaining in the summoning permits.
Mage Spells
DoM 1: Minor Fire Manipulation DoM 2: Fire Shield DoM 8: Resist Fire

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.3.2][Edit location][Edit 7935][Edit XSL]

Fire Elemental of Transportation
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT75 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-30%
BODY AND ARMOR
Head24
Chest64
Abdomen48
Groin32
Right Leg32
Left Leg32
Weapon Arm24
Shield Arm24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: An Elemental of Transportation is a large Elemental, capable of carrying a humanoid and its possessions (up to 150 kg). These Elementals are of moderate Intellect and have no offensive capability, per se, though they can manipulate small amounts of fire (as per Minor Fire Manipulation, 1 Blow per Round). They can travel at great speeds (60 kph) through fire and at slightly slower speeds through the air (40 kph). They have the equivalent of both a Fire Shield and Resist Fire. When transporting passengers, the individual is fully engulfed by the Elemental, allowing no action on the their part while the Elemental is in motion. The passenger will be under the protection of the Elemental\'s Resist Fire Spell. Should the Elemental be attacked, only damage which strikes the torso and penetrates through 1/2 of the torso part, will reach the passenger.
Mage Spells
DoM 1: Minor Fire Manipulation DoM 2: Fire Shield DoM 8: Resist Fire

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.3.3][Edit location][Edit 7936][Edit XSL]

Fire Elemental of Destruction
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT75 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-45%
BODY AND ARMOR
Head24
Chest64
Abdomen48
Groin32
Right Leg32
Left Leg32
Weapon Arm24
Shield Arm24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: A Fire Elemental of Destruction has the ability to manipulate large amounts of fire, capable of harming both creatures and the environment. Destruction elementals have moderate Intelligence and for the purpose of Saving Throws, their Statistics should be treated as 12's. They can travel through fire at 60 kph, and through the air at 40 kph. They have the equivalent of a Fire Shield and Resist Fire always in effect. They have the ability to manipulate fire (Major Fire Manipulation, always on), and offensive abilities, including Spark, Fire Bolt, Incinerate and Wall of Fire. The elemental has the equivalent of 3 Blows per Round with the fire manipulation, and may use Spark, Fire Bolt, or Incinerate at the rate of 3 Blows per Round, or Wall of Fire once per Round.
Mage Spells
DoM 2: Fire Shield DoM 2: Spark DoM 3: Fire Bolt
DoM 3: Major Fire Manipulation DoM 5: Wall of Fire DoM 6: Incinerate
DoM 8: Resist Fire

Fight Skills
DoM 2: MANIPULATION BLOWS II (S) DoM 6: MAGE CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.3.4][Edit location][Edit 7937][Edit XSL]

Prime Fire Elemental
PS14 / 14
MD14 / 14
AG14 / 14
CN14 / 14
IT14 / 14
MT14 / 14
FT14 / 14
WL14 / 14
HEIGHT400 cm
WEIGHT300 kg
BHP240
POISON ADJ.48
DODGE3
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-1
SUMMON MOD.-60%
BODY AND ARMOR
Head36
Chest96
Abdomen72
Groin48
Right Leg48
Left Leg48
Weapon Arm36
Shield Arm36
BloodN/A240
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 14Used:Base Cast Chance: 70
Fatigue: 14Used:Fatigue Modifier: 0
Description: The Prime Elemental is the greatest of the Fire Elementals. It is capable of acting as an Elemental of Transportation as well as having tremendous destructive capability. It may carry up to 400 kg of passengers and/or materials, and moves through fire at 120 kph, or air at 80 kph. It has the ability to manipulate very large masses of fire (Greater Fire Manipulation, alway on, 4 Blows per Round), and has the equivalent of both a Fire Shield and Resist Fire. Like a destruction elemental, it may use Spark, Fire Bolt or Incinerate at the rate of 4 Blows per Round. It may use Wall of Fire, Moving Wall of Fire, or Canopy of Fire once per Round. In addition, the prime elemental may also cast Fire Command once per summoning.
Mage Spells
DoM 2: Fire Shield DoM 2: Spark DoM 3: Fire Bolt
DoM 6: Canopy of Fire DoM 6: Incinerate DoM 7: Greater Fire Manipulation
DoM 7: Movable Wall of Fire DoM 8: Resist Fire DoM 12: Fire Command

Fight Skills
DoM 3: MANIPULATION BLOWS III (S) DoM 8: MAGE CR VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


NATURE SPIRITS


WATER ELEMENTALS


unedited: [22.5.1][Edit location][Edit 7938][Edit XSL]

Minor Water Elemental
PS8 / 8
MD8 / 8
AG8 / 8
CN8 / 8
IT8 / 8
MT8 / 8
FT8 / 8
WL8 / 8
HEIGHT50 cm
WEIGHT20 kg
BHP40
POISON ADJ.8
DODGE2
ST BONUS-d4
ASSESS 3d6+12
EQUIP TIME5
SUMMON MOD.-20%
BODY AND ARMOR
Head6
Chest16
Abdomen12
Groin8
Right Leg8
Left Leg8
Weapon Arm6
Shield Arm6
BloodN/A40
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 8Used:Base Cast Chance: 40
Fatigue: 8Used:Fatigue Modifier: 0
Description: The smallest of the water elementals, capable of traveling at 120 kph through the water, or at 60 kph through ice. A minor water elemental has no offensive abilities, per se, though it does have the ability to manipulate water (as per Minor Water Manipulation, 1 Blow per Round). It has the equivalent of Water Shield and Resist Water always in effect. It may carry short verbal messages, which will mimic the Summoner\'s voice, or carry a small container (less than 2 kg). The exact location of the recipient must be specified. Once the message is delivered, the elemental is free to return to its own plane. If unable to locate the recipient, the Elemental will attempt to return to the summoner, if the time remaining in the summoning permits.
Mage Spells
DoM 1: Minor Water Manipulation DoM 2: Water/Ice Shield DoM 8: Resist Water

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.5.2][Edit location][Edit 7939][Edit XSL]

Water Elemental of Transportation
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT150 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-30%
BODY AND ARMOR
Head4 / 0
24
Chest4 / 0
64
Abdomen4 / 0
48
Groin4 / 0
32
Right Leg4 / 0
32
Left Leg4 / 0
32
Weapon Arm4 / 0
24
Shield Arm4 / 0
24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: An Elemental of Transportation is a large Elemental, capable of carrying a humanoid and its possessions (up to 150 kg). These Elementals are of moderate Intellect and have no offensive capability, per se, though they can manipulate small amounts of water (as per Minor Water Manipulation, 1 Blow per Round). They can travel at great speeds (60 kph) through water and at slightly slower speeds through ice (30 kph). They have the equivalent of both a Water Shield and Resist Water always in effect. When transporting passengers, the individual is fully engulfed by the Elemental, allowing no action on the their part while the Elemental is in motion. The passenger will be under the protection of the Elemental's Resist Water Spell. Should the Elemental be attacked, only damage which strikes the torso and penetrates through 1/2 of the torso part, will reach the passenger.
Mage Spells
DoM 1: Minor Water Manipulation DoM 2: Water/Ice Shield DoM 8: Resist Water

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.5.3][Edit location][Edit 7940][Edit XSL]

Water Elemental of Destruction
PS12 / 12
MD12 / 12
AG12 / 12
CN12 / 12
IT12 / 12
MT12 / 12
FT12 / 12
WL12 / 12
HEIGHT300 cm
WEIGHT150 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.-45%
BODY AND ARMOR
Head24
Chest64
Abdomen48
Groin32
Right Leg32
Left Leg32
Weapon Arm24
Shield Arm24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 12Used:Base Cast Chance: 60
Fatigue: 12Used:Fatigue Modifier: 0
Description: A Water Elemental of Destruction has the ability to manipulate large amounts of water or ice, capable of harming both creatures and the environment. Destruction elementals have moderate Intelligence and for the purpose of Saving Throws, their Statistics should be treated as 12's. They can travel through water at 60 kph, and through ice at 30 kph. They have the equivalent of a Water Shield and Resist Water always in effect. They have the ability to manipulate water and ice (Major Water Manipulation, always on), and offensive abilities, including . The elemental has the equivalent of 3 Blows per Round with the water manipulation, and may use at the rate of 3 Blows per Round, or Wall of Fire once per Round.
Mage Spells
DoM 2: Icicle DoM 2: Water/Ice Shield DoM 3: Major Water Manipulation
DoM 3: Water/Ice Bolt DoM 6: Maelstrom DoM 8: Resist Water

Fight Skills
DoM 2: MANIPULATION BLOWS II (S) DoM 6: MAGE CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [22.5.4][Edit location][Edit 7941][Edit XSL]

Prime Water Elemental
PS14 / 14
MD14 / 14
AG14 / 14
CN14 / 14
IT14 / 14
MT14 / 14
FT14 / 14
WL14 / 14
HEIGHT400 cm
WEIGHT300 kg
BHP240
POISON ADJ.48
DODGE3
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-1
SUMMON MOD.-60%
BODY AND ARMOR
Head36
Chest96
Abdomen72
Groin48
Right Leg48
Left Leg48
Weapon Arm36
Shield Arm36
BloodN/A240
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 14Used:Base Cast Chance: 70
Fatigue: 14Used:Fatigue Modifier: 0
Description: The Prime Elemental is the greatest of the Water Elementals. It is capable of acting as an Elemental of Transportation as well as having tremendous destructive capability. It may carry up to 400 kg of passengers and/or materials, and moves through water at 120 kph, or ice at 60 kph. It has the ability to manipulate very large masses of water or ice (Greater Water Manipulation, alway on, 4 Blows per Round), and has the equivalent of both a Water Shield and Resist Water. Like a destruction elemental, it may use Icicle, Water Bolt or Maelstrom at the rate of 4 Blows per Round. It may use Blizzard once per Round. In addition, the prime elemental may also cast Water Command once per summoning.
Mage Spells
DoM 2: Icicle DoM 2: Water/Ice Shield DoM 3: Water/Ice Bolt
DoM 6: Maelstrom DoM 7: Greater Water Manipulation DoM 8: Resist Water
DoM 9: Blizzard DoM 12: Water Command
DoM 6: Spell Casting VI (S)

Fight Skills
DoM 3: MANIPULATION BLOWS III (S) DoM 8: MAGE CR VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


FAIRIE

FAIRIE


unedited: [25.2.10][Edit location][Edit 7322][Edit XSL]

Baron
PS14 / 14
MD16 / 16
AG15 / 15
CN15 / 15
IT15 / 15
MT20 / 20
FT5 / 5
WL13 / 13
HEIGHT152 cm
WEIGHT68 kg
BHP65
POISON ADJ.13
DODGE3
ST BONUS0
ASSESS 3d6+5
EQUIP TIME-2
BODY AND ARMOR
Head18 / 4
10
Chest20 / 4
26
Abdomen20 / 4
20
Groin20 / 4
13
Right Leg18 / 4
13
Left Leg18 / 4
13
Weapon Arm18 / 4
10
Shield Arm18 / 4
10
BloodN/A65
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankMain Gaucheblank2d6 (-3)blankblank12blank9blank14blank5blankHCS;MA;AFT, damage:4, pr:2
blankRapierblank4d4 (-3)blankblank12blank9blank14blank5blankHCS;MA;AFT, pr:2, damage:4
SPP(M): 100Used:Base Cast Chance: 180
Fatigue: 100Used:Fatigue Modifier: -8
Description: A Fairie baron makes a fine display. His or her raiment is usually gaudy and distinctive.
Equipment: The baron\'s armor is Master Artisan Heavy Chain Hauberk, Enchanted to 4 damage absorption. His or her Focus is usually in the form of a jewel. It is -4/10 SPP cost.
Comments: A Fairie baron is a landed noble who controls a number of knights and their entourages. The are almost never found unaccompanied.
Mage Spells
DoM 1: Break DoM 1: Evil Eye DoM 1: Mend
DoM 1: Mind Speak DoM 1: Minor Air Manipulation DoM 1: Read Minds
DoM 1: Telepathy DoM 1: Weapon Energize I DoM 1: Weapon Energize I - powerword
DoM 2: Curse DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Minor Bindings DoM 2: Mystic Shields - powerword DoM 2: Truth Read
DoM 3: Casting Endurance - powerword DoM 3: Chaos Lock DoM 3: Enhanced Mental Ability - powerword
DoM 3: Enhanced Physical Ability DoM 3: Lightning Bolt DoM 3: Lightning Bolt - powerword
DoM 3: Magic Weapon DoM 3: Major Air Manipulation DoM 3: Minor Pattern
DoM 3: Moment of Clumsiness DoM 3: Read Group DoM 3: Stun
DoM 3: Suggestion DoM 3: Suggestion - powerword DoM 4: Transmute
DoM 5: Flight DoM 5: Patternings DoM 6: Air Fist
DoM 6: Energy Tap DoM 6: Neural Disruption DoM 6: Suggest Group
DoM 6: Thunder Bolt DoM 7: Channeling DoM 9: Explosive Decompression
DoM 8: Mystic Theory VIII (S)

Fight Skills
DoM 1: Initiative I DoM 3: Initiative II DoM 5: Initiative III
DoM 5: Instinct DoM 5: Situational Awareness

Mundane Skills
DoM 1: Novice DoM 1: Oratory/Rhetoric DoM 1: Small Unit Tactics
DoM 2: Hacker DoM 2: Lieutenant DoM 2: Teaching
DoM 3: Courser DoM 3: Map Reading DoM 3: Research
DoM 4: Captain DoM 4: Horseman DoM 4: Linguistics
DoM 5: Bureaucratic DoM 5: Training

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.20][Edit location][Edit 7425][Edit XSL]

Count
PS14 / 14
MD16 / 16
AG15 / 15
CN16 / 16
IT16 / 16
MT20 / 20
FT5 / 5
WL13 / 13
HEIGHT150 cm
WEIGHT70 kg
BHP71
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+4
EQUIP TIME-2
BODY AND ARMOR
Head17 / 3
11
Chest17 / 3
28
Abdomen17 / 3
21
Groin17 / 3
14
Right Leg15 / 3
14
Left Leg15 / 3
14
Weapon Arm15 / 3
11
Shield Arm15 / 3
11
BloodN/A71
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 110Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Description: A Fairie count blazes with colors, precious metals and gems. It is impossible to mistake him or her.
Equipment: The count is armed as stated above. His or her armor is Master Artisan phosphor bronze ringmail, Enchanted to 3 damage absorption. His or her Great Focus is usually in the form of a jewel. It is -7/10 SPP cost.
Comments: A Fairie Count is a great landed noble who controls a number of Fairie barons and their entourages. They are never found unaccompanied.
Mage Spells
DoM 1: Break DoM 1: Dimensional Analysis DoM 1: Evil Eye
DoM 1: Mend DoM 1: Mind Speak DoM 1: Mind Speak - powerword
DoM 1: Minor Earth Manipulation DoM 1: Pocket DoM 1: Read Minds
DoM 1: Read Minds - powerword DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 1: Telepathy - powerword DoM 1: Weapon Energize I DoM 2: Curse
DoM 2: Earth Shield DoM 2: Empathy DoM 2: Empathy - powerword
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Mental Shield I
DoM 2: Mental Shield I - powerword DoM 2: Minor Bindings DoM 2: Slingshot
DoM 2: Truth Read DoM 2: Truth Read - powerword DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Chaos Lock DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Physical Ability DoM 3: Layered Earth Shield DoM 3: Lightning Bolt
DoM 3: Magic Weapon DoM 3: Major Earth Manipulation DoM 3: Mental Shield II - powerword
DoM 3: Mind Detect - powerword DoM 3: Minor Pattern DoM 3: Moment of Clumsiness
DoM 3: Read Group - powerword DoM 3: Stone Bolt DoM 3: Stone Walk
DoM 3: Stun - powerword DoM 4: Body Alter DoM 4: Transmute
DoM 5: Patternings DoM 6: Energy Tap DoM 6: Juggernaut
DoM 6: Skill Enhancement DoM 7: Greater Earth Manipulation DoM 8: Great Bindings
DoM 8: Resist Earth DoM 9: Flechettes DoM 10: Involuntary Channeling
DoM 12: Earth Command DoM 12: Great Pattern
DoM 9: Mystic Theory IX (S)

Fight Skills
DoM 1: Initiative I DoM 2: Side step DoM 3: Armor Expertise
DoM 3: Initiative II DoM 5: Initiative III

Mundane Skills
DoM 1: Novice DoM 1: Oratory/Rhetoric DoM 1: Small Unit Tactics
DoM 2: Hacker DoM 2: Lieutenant DoM 2: Teaching
DoM 3: Courser DoM 3: Map Reading DoM 3: Research
DoM 4: Captain DoM 4: Horseman DoM 4: Linguistics
DoM 5: Bureaucratic DoM 5: Expert DoM 5: Training
DoM 6: Breeder/Trainer DoM 6: Law DoM 6: Military Law

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.30][Edit location][Edit 7429][Edit XSL]

Duke
PS14 / 14
MD17 / 17
AG16 / 16
CN17 / 17
IT15 / 15
MT21 / 21
FT5 / 5
WL15 / 15
HEIGHT152 cm
WEIGHT70 kg
BHP75
POISON ADJ.15
DODGE3
ST BONUS0
ASSESS 3d6+5
EQUIP TIME-3
BODY AND ARMOR
Head22 / 8
11
Chest22 / 8
30
Abdomen22 / 8
23
Groin22 / 8
15
Right Leg20 / 8
15
Left Leg20 / 8
15
Weapon Arm20 / 8
11
Shield Arm20 / 8
11
BloodN/A75
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankMain Gaucheblank2d6 (-1)blankblank17blank12blank20blank5blankMA;AFTEnchant:pr:8
blankRapierblank4d4 (-1)blankblank17blank12blank17blank5blankMA;AFTEnchant:damage:8
SPP(M): 126Used:Base Cast Chance: 205
Fatigue: 126Used:Fatigue Modifier: -10
Description: A Fairie duke will wear only the finest clothing and accessories. Quite frequently they will spend magic to create an aura about themselves.
Special Abilities: Elemental Magic (all Spells in one of the four).
Equipment: The duke is armed as stated above. His or her armor is Master Artisan, Mild Steel Chain Hauberk, Enchanted to plus 8 damage absorption. His or her Focus is usually in the form of a jewel. It is also a -7/10 spell cost cutter.
Comments: A Fairie duke is one of the primary rulers in the Fairie realm. He or she is always scheming to become king or queen. A duke is never unaccompanied.
Mage Spells
DoM 1: Audible Glamour DoM 1: Audible Glamour - powerword DoM 1: Battle Time
DoM 1: Battle Time - powerword DoM 1: Break DoM 1: Break - powerword
DoM 1: Create Simple Familiar DoM 1: Dark DoM 1: Dark - powerword
DoM 1: Detect Movement DoM 1: Detect Movement - powerword DoM 1: Dimensional Analysis
DoM 1: Dimensional Analysis - powerword DoM 1: Evil Eye DoM 1: Evil Eye - powerword
DoM 1: Find/Employ Ley Line DoM 1: Find/Employ Ley Line - powerword DoM 1: Insight
DoM 1: Insight - powerword DoM 1: Invisible Messenger DoM 1: Invisible Messenger - powerword
DoM 1: Jump DoM 1: Jump - powerword DoM 1: Light
DoM 1: Light - powerword DoM 1: Maintain Spell DoM 1: Mend
DoM 1: Mend - powerword DoM 1: Mind Speak DoM 1: Mind Speak - powerword
DoM 1: Minor Air Manipulation DoM 1: Minor Air Manipulation - powerword DoM 1: Pocket
DoM 1: Pocket - powerword DoM 1: Read Minds DoM 1: Read Minds - powerword
DoM 1: Sensitivity DoM 1: Sensitivity - powerword DoM 1: Simple Self-Healing
DoM 1: Simple Self-Healing - powerword DoM 1: Simple Ward vs Magic DoM 1: Simple Ward vs Magic - powerword
DoM 1: Telepathy DoM 1: Telepathy - powerword DoM 1: Terminate Spell
DoM 1: Weapon Energize I DoM 1: Weapon Energize I - powerword DoM 2: Air Shield
DoM 2: Air Shield - powerword DoM 2: Curse DoM 2: Curse - powerword
DoM 2: Empathy DoM 2: Empathy - powerword DoM 2: Enhanced Perceptions
DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration DoM 2: Feature Alteration - powerword
DoM 2: Gills DoM 2: Gills - powerword DoM 2: Hold Attention
DoM 2: Hold Attention - powerword DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Mental Shield I DoM 2: Mental Shield I - powerword DoM 2: Minor Bindings
DoM 2: Minor Bindings - powerword DoM 2: Mystic Shields DoM 2: Mystic Shields - powerword
DoM 2: Platform DoM 2: Platform - powerword DoM 2: Shadow Blur
DoM 2: Shadow Blur - powerword DoM 2: Spider Climb DoM 2: Spider Climb - powerword
DoM 2: Telekinesis I DoM 2: Telekinesis I - powerword DoM 2: Truth Read
DoM 2: Truth Read - powerword DoM 3: Atmospherics DoM 3: Atmospherics - powerword
DoM 3: Bindings DoM 3: Bindings - powerword DoM 3: Call Natural Creatures
DoM 3: Call Natural Creatures - powerword DoM 3: Casting Endurance DoM 3: Casting Endurance - powerword
DoM 3: Chaos Lock DoM 3: Chaos Lock - powerword DoM 3: Detect Light/Dark Illusions
DoM 3: Detect Light/Dark Illusions - powerword DoM 3: Enhanced Mental Ability DoM 3: Enhanced Mental Ability - powerword
DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword DoM 3: Hypnotic Pattern
DoM 3: Hypnotic Pattern - powerword DoM 3: Layered Air Shield DoM 3: Layered Air Shield - powerword
DoM 3: Lightning Bolt DoM 3: Lightning Bolt - powerword DoM 3: Magic Abatement
DoM 3: Magic Abatement - powerword DoM 3: Magic Weapon DoM 3: Magic Weapon - powerword
DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword DoM 3: Mental Shield II
DoM 3: Mental Shield II - powerword DoM 3: Mind Detect DoM 3: Mind Detect - powerword
DoM 3: Minor Pattern DoM 3: Minor Pattern - powerword DoM 3: Moment of Clumsiness
DoM 3: Moment of Clumsiness - powerword DoM 3: Participate in Group Casting DoM 3: Read Group
DoM 3: Read Group - powerword DoM 3: Reduce/Enlarge DoM 3: Reduce/Enlarge - powerword
DoM 3: Replicate DoM 3: Replicate - powerword DoM 3: Stun
DoM 3: Stun - powerword DoM 3: Suggestion DoM 3: Suggestion - powerword
DoM 3: Teaching DoM 3: Teaching - powerword DoM 3: Telekinesis II
DoM 3: Telekinesis II - powerword DoM 3: Translation DoM 3: Translation - powerword
DoM 4: Body Alter DoM 4: Body Alter - powerword DoM 4: Character Analysis
DoM 4: Character Analysis - powerword DoM 4: Choose Max Spell Damage DoM 4: Deafen
DoM 4: Deafen - powerword DoM 4: Detect Life DoM 4: Detect Life - powerword
DoM 4: Ensnare DoM 4: Ensnare - powerword DoM 4: Greater Healing
DoM 4: Greater Healing - powerword DoM 4: Incapacitate DoM 4: Incapacitate - powerword
DoM 4: Integrity DoM 4: Integrity - powerword DoM 4: Mental Shield III
DoM 4: Mental Shield III - powerword DoM 4: Scry DoM 4: Scry - powerword
DoM 4: Silence DoM 4: Silence - powerword DoM 4: Spectral Vision
DoM 4: Spectral Vision - powerword DoM 4: Static Light Illusion DoM 4: Static Light Illusion - powerword
DoM 4: Telekinesis III DoM 4: Telekinesis III - powerword DoM 4: Transmute
DoM 4: Transmute - powerword DoM 5: Chaos Armor DoM 5: Chaos Armor - powerword
DoM 5: Flight DoM 5: Flight - powerword DoM 5: Force Field
DoM 5: Force Field - powerword DoM 5: Locate Object DoM 5: Locate Object - powerword
DoM 5: Magic Analysis DoM 5: Magic Analysis - powerword DoM 5: Mental Shield IV
DoM 5: Mental Shield IV - powerword DoM 5: Patternings DoM 5: Patternings - powerword
DoM 6: Air Fist DoM 6: Air Fist - powerword DoM 6: Carapace
DoM 6: Carapace - powerword DoM 6: Energy Tap DoM 6: Energy Tap - powerword
DoM 6: Magic Bow DoM 6: Magic Bow - powerword DoM 6: Mimic
DoM 6: Mimic - powerword DoM 6: Mond's Cage DoM 6: Mond's Cage - powerword
DoM 6: Neural Disruption DoM 6: Neural Disruption - powerword DoM 6: Skill Enhancement
DoM 6: Skill Enhancement - powerword DoM 6: Spell Unraveller DoM 6: Spell Unraveller - powerword
DoM 6: Suggest Group DoM 6: Suggest Group - powerword DoM 6: Telekinesis IV
DoM 6: Telekinesis IV - powerword DoM 6: Thought Implantation DoM 6: Thought Implantation - powerword
DoM 6: Thunder Bolt DoM 6: Thunder Bolt - powerword DoM 7: Channeling
DoM 7: Channeling - powerword DoM 7: Greater Air Manipulation DoM 7: Greater Air Manipulation - powerword
DoM 7: Static Mental Illusions DoM 7: Static Mental Illusions - powerword DoM 7: Telekinesis V
DoM 7: Telekinesis V - powerword DoM 8: Great Bindings DoM 8: Great Bindings - powerword
DoM 8: Polymorph DoM 8: Polymorph - powerword DoM 8: Projective Telepathy
DoM 8: Projective Telepathy - powerword DoM 8: Resist Air DoM 8: Resist Air - powerword
DoM 8: Speed DoM 8: Speed - powerword DoM 8: True Sight
DoM 8: True Sight - powerword DoM 9: Discover True Name DoM 9: Explosive Decompression
DoM 9: Explosive Decompression - powerword DoM 9: Lightning Storm DoM 9: Lightning Storm - powerword
DoM 9: Mental Projection DoM 9: Psionic Bolt DoM 9: Telekinesis VI
DoM 10: Cloak DoM 10: Involuntary Channeling DoM 10: Maze
DoM 10: Mobile Mental Illusions DoM 10: Restore DoM 10: Shape Change
DoM 10: Supercharge DoM 10: Tornado DoM 10: Tornado - powerword
DoM 11: Spell Transfer DoM 12: Air Command DoM 12: Air Command - powerword
DoM 12: Great Pattern DoM 12: Programmable Mental Illusions DoM 14: Change True Name
DoM 5: Spell Casting V (S) DoM 10: Mystic Theory X (S)

Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 2: Stop Thrust
DoM 3: Armor Expertise DoM 3: Initiative II DoM 3: Sweep Attack
DoM 4: Parry Missile Weapons II DoM 4: Parry Thrown Weapons II DoM 4: Parry-Riposte
DoM 5: Initiative III DoM 5: Precision I DoM 5: Situational Awareness
DoM 6: Disarm DoM 6: Split Parries

Mundane Skills
DoM 7: General/Admiral (S) DoM 8: Expert Master (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Background Skills

Art, Genealogy, Painting, Music,

unedited: [25.2.40][Edit location][Edit 7431][Edit XSL]

Healer
PS10 / 10
MD12 / 12
AG12 / 12
CN18 / 18
IT14 / 14
MT18 / 18
FT5 / 5
WL12 / 12
HEIGHT130 cm
WEIGHT62 kg
BHP78
POISON ADJ.16
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head0 / 0
12
Chest0 / 0
31
Abdomen0 / 0
23
Groin0 / 0
16
Right Leg0 / 0
16
Left Leg0 / 0
16
Weapon Arm0 / 0
12
Shield Arm0 / 0
12
BloodN/A78
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankQuarterstaffblankblank2d10blank0blank0blank0blank1blankEnchant:healing_dice:2, Focus(Always on,:,)
SPP(M): 99Used:Base Cast Chance: 180
Fatigue: 99Used:Fatigue Modifier: -9
SPP(C): 8Used:Base Cast Chance: 35
Description: Fairie healers affect drab robes.
Special Abilities: May cast the Cleric Healing Spell List as a Mage list.
Equipment: Healers carry a staff with a snake carved upon it as their Focus. It is typically +1 to healing dice rolls.
Comments: Every baron has at least one healer in his or her domain.
Mage Spells
DoM 1: Insight DoM 1: Mend DoM 1: Mind Speak
DoM 1: Read Minds DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword
DoM 1: Telepathy DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Mental Shield I DoM 2: Minor Bindings DoM 3: Bindings
DoM 3: Mental Shield II DoM 4: Mental Shield III
DoM 9: Mystic Theory IX (S)

Cleric Spells
DoM 1: Simple Healing DoM 2: Clot DoM 2: Healing Touch
DoM 3: Anti-Shock DoM 3: Cure Disease DoM 3: Detoxify
DoM 4: Bodily Healing I DoM 5: Knit Fracture DoM 6: Bodily Healing II
DoM 6: Limb Restoration DoM 8: Group Health DoM 10: Raise Dead
DoM 1: Prayer I (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.50][Edit location][Edit 7433][Edit XSL]

Heavy Infantry
PS12 / 12
MD14 / 14
AG13 / 13
CN14 / 14
IT10 / 10
MT13 / 13
FT5 / 5
WL11 / 11
HEIGHT140 cm
WEIGHT68 kg
BHP64
POISON ADJ.13
DODGE3
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-1
BODY AND ARMOR
Head12 / 0
10
Chest16 / 0
26
Abdomen16 / 0
19
Groin16 / 0
13
Right Leg10 / 0
13
Left Leg10 / 0
13
Weapon Arm10 / 0
12 / 0
10
Shield Arm10 / 0
10
BloodN/A64
MODIFICATIONS FROM ARMOR
DR-2
Weapon1-hand2-handCRDRPRBlowsNotes
blankHalberdblankblank3d8 (-1)blank5blank0blank4blank2blankAFTEnchant:none:0
blankKite Shieldblank1d10blankblank0blank0blank0blank1blankEnchant:none:0
blankLongswordblank3d6 (-1)blank4d6 (-1)blank5blank4blank5blank2blankAFTEnchant:none:0
Description: The Fairie heavy infantry are very disciplined and fight with both halberd and the broadsword-kite shield combination.
Equipment: Fairie heavy infantry wear halfplate and a battle helm. They carry a broadsword, halberd and a kite shield.
Comments: About one in three Fairie soldiers will be heavy infantry. They will fight bravely and with discipline, although they are not very mobile.
Fight Skills
DoM 4: HANDHELD WEAPON DR IV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.60][Edit location][Edit 7434][Edit XSL]

Heavy Infantry Captain
PS12 / 12
MD14 / 14
AG13 / 13
CN15 / 15
IT12 / 12
MT14 / 14
FT5 / 5
WL12 / 12
HEIGHT140 cm
WEIGHT68 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-1
BODY AND ARMOR
Head10
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm10
Shield Arm10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankHalberdblankblank3d8blank6blank1blank5blank3blankEnchant:none:0
blankLongswordblank3d6blank4d6blank0blank0blank0blank3blank
Description: A captain will wear some badge of rank, usually a surcoat. A captain\'s armor and weapons are better cared for then those of the common trooper.
Equipment: A captain is equipped with bronze half plate and a battle helm, Enchanted to +1 damage absorption.
Comments: A heavy infantry captain will usually command five or ten heavy infantry. Usually a knight will command the services of one heavy infantry captain.
Fight Skills
DoM 1: HANDHELD WEAPON DR I (S) DoM 5: HANDHELD WEAPON PR V (S)
DoM 6: HANDHELD WEAPON CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.70][Edit location][Edit 7436][Edit XSL]

Knight
PS12 / 12
MD14 / 14
AG13 / 13
CN15 / 15
IT12 / 12
MT14 / 14
FT5 / 5
WL12 / 12
HEIGHT152 cm
WEIGHT68 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-1
BODY AND ARMOR
Head15 / 1
10
Chest15 / 1
28
Abdomen15 / 1
21
Groin15 / 1
14
Right Leg13 / 1
14
Left Leg13 / 1
14
Weapon Arm13 / 1
10
Shield Arm13 / 1
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankMain Gaucheblank2d6 (-1)blankblank9blank5blank6blank3blankMA;AFT
blankRapierblank4d4 (-1)blankblank9blank5blank6blank4blankMA;AFTEnchant:damage:2
SPP(M): 21Used:Base Cast Chance: 80
Fatigue: 21Used:Fatigue Modifier: -1
Description: A Fairie knight is usually found in fine-looking armor, but is not nearly as distinctive as the higher nobility. A knight will always have his or her device on his or her shield or surcoat.
Equipment: The knight is armed as stated above. His or her armor is Master Craftsman phosphor bronze ringmail, Enchanted to +1 damage absorption. His or her Focus is usually in the form of a jewel. It is -4/10 SPP cost cutter.
Comments: A Fairie kinght may or may not be a landed noble. He or she is certainly the lowest on the \"nobility\" ladder. If landed, a knight may be able to muster around twenty fighters. A few of these may not be Fairie proper, but an allied species such as trolls, ogres, or even a giant.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Mend
DoM 1: Mend - powerword DoM 1: Mind Speak DoM 1: Minor Air Manipulation
DoM 1: Minor Fire Manipulation DoM 1: Minor Fire Manipulation - powerword DoM 1: Pocket
DoM 1: Read Minds DoM 1: Telepathy DoM 1: Weapon Energize I
DoM 2: Air Shield DoM 2: Air Shield - powerword DoM 2: Chaos Shield
DoM 2: Chaos Shield - powerword DoM 2: Curse DoM 2: Enhanced Perceptions
DoM 2: Fire Shield DoM 2: Fire Shield - powerword DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Minor Bindings - powerword DoM 2: Spark
DoM 2: Spark - powerword DoM 2: Telekinesis I DoM 2: Telekinesis I - powerword
DoM 3: Bindings DoM 3: Chaos Lock DoM 3: Fire Bolt
DoM 3: Lightning Bolt DoM 3: Mental Shield II DoM 3: Moment of Clumsiness
DoM 3: Stun DoM 3: Stun - powerword DoM 4: Mental Shield III
DoM 5: Chaos Armor DoM 5: Wall of Fire DoM 5: Wall of Fire - powerword
DoM 6: Incinerate DoM 6: Thunder Bolt DoM 6: Thunder Bolt - powerword
DoM 1: Mystic Theory I (S)

Fight Skills

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 1: Small Unit Tactics DoM 2: Lieutenant
DoM 3: Map Reading DoM 4: Captain
DoM 1: Fence I (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [25.2.80][Edit location][Edit 7438][Edit XSL]

Light Infantry
PS10 / 10
MD14 / 14
AG16 / 16
CN14 / 14
IT10 / 10
MT13 / 13
FT5 / 5
WL11 / 11
HEIGHT150 cm
WEIGHT63 kg
BHP64
POISON ADJ.13
DODGE3
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-1
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
26
Abdomen4 / 0
19
Groin4 / 0
13
Right Leg4 / 0
13
Left Leg4 / 0
13
Weapon Arm4 / 0
8 / 0
10
Shield Arm4 / 0
10
BloodN/A64
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBucklerblank1d8blankblank0blank0blank0blank1blank
blankShort Bowblankblank2d8blank5blank0blank0blank2blank
blankShortswordblank2d8blankblank5blank5blank5blank2blank
Description: The Fairie light infantry are the scruffiest of the true Fairie troops. They tend to wear greens and browns. The Fairie long bow is their primary weapon.
Equipment: Fairie light infantry wear a leather cuirass and leather limb armor, and carry a long bow, 30 arrows, a short sword and a buckler.
Comments: The Fairie use their light infantry as skirmishers, scouts and ambushers. They sneak through woods and heavy terrain with great facility.
Fight Skills
DoM 1: BOW WEAPON BLOWS I (S) DoM 1: HANDHELD WEAPON BLOWS I (S)
DoM 5: BOW WEAPON CR V (S) DoM 5: HANDHELD WEAPON CR V (S) DoM 5: HANDHELD WEAPON DR V (S)
DoM 5: HANDHELD WEAPON PR V (S)

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant DoM 3: Map Reading
DoM 3: Courser (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
20 arrows (2X)blankblanknormalblankbackpackblank

unedited: [25.2.90][Edit location][Edit 7440][Edit XSL]

Light Infantry Captain
PS11 / 11
MD15 / 15
AG16 / 16
CN15 / 15
IT12 / 12
MT13 / 13
FT5 / 5
WL12 / 12
HEIGHT150 cm
WEIGHT63 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
28
Abdomen4 / 0
21
Groin4 / 0
14
Right Leg4 / 0
14
Left Leg4 / 0
14
Weapon Arm4 / 0
8 / 0
10
Shield Arm4 / 0
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBucklerblank1d8blankblank0blank0blank0blank1blank
blankLong Bowblankblank3d8blank7blank0blank0blank2blank
blankShortswordblank2d8 (-1)blankblank7blank5blank6blank3blankMC;AFT
Description: The light infantry captain is something of a more regular soldier than the normal light infantry. His or her equipment will be better kept up and he or she will respond to orders with more snap.
Equipment: The captain wears a leather cuirass and leather limb armor, and carries a long bow, 30 arrows, a short sword and a buckler.
Comments: The captain is the individual counted on to keep the light infantry steady and in good order. If the light captain is slain, the lights will generally break.
Fight Skills
DoM 1: BOW WEAPON BLOWS I (S) DoM 2: HANDHELD WEAPON BLOWS II (S)
DoM 5: HANDHELD WEAPON DR V (S) DoM 5: HANDHELD WEAPON PR V (S)
DoM 6: HANDHELD WEAPON CR VI (S) DoM 7: BOW WEAPON CR VII (S)

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant DoM 3: Map Reading
DoM 3: Courser (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
20 arrows (2X)blankblanknormalblankbackpackblank

unedited: [25.2.100][Edit location][Edit 7443][Edit XSL]

Master Archer
PS14 / 14
MD19 / 19
AG13 / 13
CN15 / 15
IT14 / 14
MT13 / 13
FT5 / 5
WL14 / 14
HEIGHT160 cm
WEIGHT75 kg
BHP73
POISON ADJ.15
DODGE3
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-5
BODY AND ARMOR
Head14 / 0
11
Chest14 / 0
29
Abdomen14 / 0
22
Groin14 / 0
15
Right Leg12 / 0
15
Left Leg12 / 0
15
Weapon Arm12 / 0
11
Shield Arm12 / 0
11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankLong Bowblankblank3d8blank12blank0blank1blank4blankMC
Description: The typical master archer is an unkempt figure save for his or her bow and arrows, which are spotless.
Equipment: The master archer carries a fine long bow, 30 arrows, and wears Master Craftsman phosphor bronze ringmail. The long bow is a superior bow (+1 damage), Enchanted to +1 CR, and the archer uses AFT, +l CR arrows.
Comments: The master archer is found in odd corners of the Fairie realm. Occasionally a knight or a baron will keep a master archer, suffering the insolence for the greater power gained. All of the dukes have one or more master archers.
Fight Skills
DoM 3: BOW WEAPON BLOWS III (S) DoM 11: BOW WEAPON CR XI (S)

Mundane Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
20 long arrows (3X)blank, MC, damage:2blanknormalblankbackpackblank2 damage,

GIANTS

GIANTS


unedited: [30.1.10][Edit location][Edit 7447][Edit XSL]

Diamond
PS30 / 30
MD8 / 8
AG8 / 8
CN12 / 12
IT8 / 8
MT12 / 12
FT8 / 8
WL12 / 12
HEIGHT610 cm
WEIGHT2495 kg
BHP466
POISON ADJ.93
DODGE2
ST BONUS2d10
ASSESS 3d6+12
EQUIP TIME5
BODY AND ARMOR
Head10 / 0
70
Chest10 / 0
186
Abdomen10 / 0
140
Groin10 / 0
93
Right Leg10 / 0
93
Left Leg10 / 0
93
Weapon Arm10 / 0
70
Shield Arm10 / 0
70
BloodN/A466
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClubblank1d12blank1d20blank7blank0blank4blank3blank
Description: A diamond giant is a huge humanoid, who appear to be covered by crystal. This crystal is not actually diamond.
Special Abilities: Speed Multiplier: *3
Equipment: Nothing but a club and miscellaneous junk.
Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for food and loot.
Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S)
DoM 4: HANDHELD WEAPON PR IV (S)
DoM 7: HANDHELD WEAPON CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [30.1.20][Edit location][Edit 7452][Edit XSL]

Earth
PS26 / 26
MD8 / 8
AG8 / 8
CN12 / 12
IT8 / 8
MT12 / 12
FT8 / 8
WL12 / 12
HEIGHT460 cm
WEIGHT1140 kg
BHP289
POISON ADJ.58
DODGE2
ST BONUSd10+d6
ASSESS 3d6+12
EQUIP TIME5
BODY AND ARMOR
Head6 / 0
43
Chest6 / 0
116
Abdomen6 / 0
87
Groin6 / 0
58
Right Leg6 / 0
58
Left Leg6 / 0
58
Weapon Arm6 / 0
43
Shield Arm6 / 0
43
BloodN/A289
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClubblank1d12blank1d20blank7blank1blank4blank3blank
Description: An earth giant looks like a brutish humanoid covered in dried, cracked earth.
Special Abilities: Speed Multiplier: *2.5
Equipment: Nothing but a club and miscellaneous junk.
Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for food and loot.
Fight Skills
DoM 1: HANDHELD WEAPON DR I (S) DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 4: HANDHELD WEAPON PR IV (S) DoM 7: HANDHELD WEAPON CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [30.1.30][Edit location][Edit 7455][Edit XSL]

Stone
PS28 / 28
MD8 / 8
AG8 / 8
CN12 / 12
IT8 / 8
MT12 / 12
FT8 / 8
WL12 / 12
HEIGHT550 cm
WEIGHT1815 kg
BHP384
POISON ADJ.77
DODGE2
ST BONUSd10+d8
ASSESS 3d6+12
EQUIP TIME5
BODY AND ARMOR
Head8 / 0
58
Chest8 / 0
154
Abdomen8 / 0
115
Groin8 / 0
77
Right Leg8 / 0
77
Left Leg8 / 0
77
Weapon Arm8 / 0
58
Shield Arm8 / 0
58
BloodN/A384
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClubblank1d12blank1d20blank7blank0blank4blank3blank
Description: The stone giant is a large, humanoid figure covered by stone.
Special Abilities: Speed Multiplier: *3
Equipment: Nothing but a club and miscellaneous junk.
Comments: All true giants have an exoskeleton as well as an interior skeleton. The composition of their exoskeleton identifies the giant. All giants are brutish by nature and will generally attack other humanoids for food and loot.
Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S)
DoM 4: HANDHELD WEAPON PR IV (S)
DoM 7: HANDHELD WEAPON CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


HALFLINGS

HALFLINGS


unedited: [35.1.10][Edit location][Edit 7460][Edit XSL]

Archer
PS14 / 14
MD15 / 15
AG12 / 12
CN14 / 14
IT10 / 10
MT12 / 12
FT8 / 8
WL11 / 11
HEIGHT160 cm
WEIGHT70 kg
BHP64
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-2
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
26
Abdomen4 / 0
19
Groin4 / 0
13
Right Leg4 / 0
13
Left Leg4 / 0
13
Weapon Arm4 / 0
8 / 0
10
Shield Arm4 / 0
10
BloodN/A64
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBucklerblank1d8blankblank0blank0blank0blank1blankEnchant:none:0
blankLong Bowblankblank3d8blank5blank0blank0blank1blankEnchant:none:0
blankLongswordblank3d6blank4d6blank5blank3blank2blank1blankEnchant:none:0
Description: The Halfling archer is a regular soldier, unlike the Fairie light infantry.
Equipment: They are equipped with a longbow, 20 arrows, a broadsword, buckler and leather armor.
Comments: The archer is the most common kind of soldier in Halfling realms. They are steady in both melee and skirmish situations.
Fight Skills
DoM 1: Initiative I DoM 2: Stop Thrust
DoM 2: HANDHELD WEAPON PR II (S) DoM 3: HANDHELD WEAPON DR III (S) DoM 5: BOW WEAPON CR V (S) DoM 5: HANDHELD WEAPON CR V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [35.1.20][Edit location][Edit 7462][Edit XSL]

Captain
PS14 / 14
MD15 / 15
AG13 / 13
CN15 / 15
IT12 / 12
MT15 / 15
FT8 / 8
WL12 / 12
HEIGHT162 cm
WEIGHT72 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head10 / 0
10
Chest12 / 0
28
Abdomen12 / 0
21
Groin12 / 0
14
Right Leg10 / 0
14
Left Leg10 / 0
14
Weapon Arm10 / 0
10
Shield Arm10 / 0
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankLong Bowblankblank3d8blank6blank0blank0blank2blankEnchant:none:0
blankLongswordblank3d6 (-2)blank4d6 (-2)blank8blank6blank7blank4blankMS;MC;AFTEnchant:none:0
SPP(M): 53Used:Base Cast Chance: 125
Fatigue: 53Used:Fatigue Modifier: -5
Description: Captains are finely dressed, with badges of rank on his or her surcoat.
Equipment: Captains wear heavy, bronze chain and a bronze battle helm. They carry weapons as stated above, plus 25 arrows and a kite shield. The sword is AFT, Master Craftsman.
Comments: A captain will generally command a group of thirty to forty warriors. This example shows the captain with elemental fire abilities. Captains may have any of the four elemental lists.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Find/Employ Ley Line DoM 1: Maintain Spell
DoM 1: Mend DoM 1: Minor Fire Manipulation DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword DoM 1: Terminate Spell
DoM 1: Weapon Energize I DoM 2: Fire Shield DoM 2: Fire Weapon
DoM 2: Fire Weapon - powerword DoM 2: Minor Bindings DoM 2: Spark
DoM 3: Bindings DoM 3: Chaos Lock DoM 3: Fire Bolt
DoM 3: Layered Fire Shield DoM 3: Lightning Bolt DoM 3: Magic Abatement
DoM 3: Magic Weapon DoM 3: Major Fire Manipulation DoM 3: Participate in Group Casting
DoM 3: Teaching DoM 5: Wall of Fire
DoM 4: Spell Casting IV (S) DoM 5: Mystic Theory V (S)

Fight Skills
DoM 1: Initiative I DoM 3: Initiative II
DoM 1: BOW WEAPON BLOWS I (S)
DoM 3: HANDHELD WEAPON BLOWS III (S)
DoM 6: BOW WEAPON CR VI (S) DoM 6: HANDHELD WEAPON DR VI (S)
DoM 6: HANDHELD WEAPON PR VI (S) DoM 7: HANDHELD WEAPON CR VII (S)

Mundane Skills
DoM 1: Neophyte (S) DoM 1: Novice (S) DoM 3: Map Reading (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [35.1.30][Edit location][Edit 7464][Edit XSL]

Great Captain
PS14 / 14
MD16 / 16
AG14 / 14
CN16 / 16
IT14 / 14
MT18 / 18
FT9 / 9
WL14 / 14
HEIGHT165 cm
WEIGHT72 kg
BHP76
POISON ADJ.15
DODGE3
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-2
BODY AND ARMOR
Head18 / 4
11
Chest20 / 4
30
Abdomen20 / 4
23
Groin20 / 4
15
Right Leg18 / 4
15
Left Leg18 / 4
15
Weapon Arm18 / 4
10 / 0
11
Shield Arm18 / 4
11
BloodN/A76
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankLong Bowblankblank3d8blank11blank0blank2blank4blankMAEnchant:damage:2
blankLongswordblank3d6 (-2)blank4d6 (-2)blank12blank9blank12blank4blankMS;MC;AFTEnchant:damage:6
blankRound Shieldblank1d12blankblank9blank9blank8blank3blankMCEnchant:none:0
SPP(M): 90Used:Base Cast Chance: 170
Fatigue: 90Used:Fatigue Modifier: -8
Description: Great captains are always finely dressed and their accouterments are of the highest quality.
Equipment: They wear Master Craftsman, mild steel, heavy chain, and a mild steel battle helm, both Enchanted to +2 damage absorption. The sword is AFT, mild steel and is also a Focus, Enchanted to a total of +3 damage. The long bow is a +1 damage bow. The arrows are AFT. The shield is Master Craftsman.
Mage Spells
DoM 1: Detect Movement DoM 1: Detect Movement - powerword DoM 1: Detect Rift
DoM 1: Dimensional Analysis DoM 1: Dowsing DoM 1: Evil Eye
DoM 1: Find/Employ Ley Line DoM 1: Find/Employ Ley Line - powerword DoM 1: Jump
DoM 1: Jump - powerword DoM 1: Maintain Spell DoM 1: Mend
DoM 1: Mind Speak DoM 1: Minor Fire Manipulation DoM 1: Minor Fire Manipulation - powerword
DoM 1: Pocket DoM 1: Sensitivity DoM 1: Sensitivity - powerword
DoM 1: Simple Self-Healing DoM 1: Simple Self-Healing - powerword DoM 1: Terminate Spell
DoM 1: Weapon Energize I DoM 1: Weapon Energize I - powerword DoM 2: Curse
DoM 2: Enhanced Perceptions DoM 2: Enhanced Perceptions - powerword DoM 2: Feature Alteration
DoM 2: Fire Shield DoM 2: Fire Weapon DoM 2: Gills
DoM 2: Minor Bindings DoM 2: Spark DoM 2: Spider Climb
DoM 2: Spider Climb - powerword DoM 3: Bindings DoM 3: Casting Endurance
DoM 3: Casting Endurance - powerword DoM 3: Chaos Lock DoM 3: Enhanced Mental Ability
DoM 3: Enhanced Mental Ability - powerword DoM 3: Enhanced Physical Ability DoM 3: Enhanced Physical Ability - powerword
DoM 3: Fire Bolt DoM 3: Fire Bolt - powerword DoM 3: Layered Fire Shield
DoM 3: Layered Fire Shield - powerword DoM 3: Lightning Bolt DoM 3: Lightning Bolt - powerword
DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword DoM 3: Magic Weapon
DoM 3: Magic Weapon - powerword DoM 3: Major Fire Manipulation DoM 3: Major Fire Manipulation - powerword
DoM 3: Moment of Clumsiness DoM 3: Participate in Group Casting DoM 3: Stun
DoM 3: Teaching DoM 4: Body Alter DoM 4: Choose Max Spell Damage
DoM 4: Greater Healing DoM 4: Incapacitate DoM 4: Integrity
DoM 5: Chaos Armor DoM 5: Wall of Fire DoM 6: Canopy of Fire
DoM 6: Carapace DoM 6: Energy Tap DoM 6: Incinerate
DoM 6: Magic Bow DoM 6: Mimic DoM 6: Skill Enhancement
DoM 7: Channeling DoM 7: Channeling - powerword DoM 7: Greater Fire Manipulation
DoM 7: Movable Wall of Fire
DoM 7: Spell Casting VII (S) DoM 8: Mystic Theory VIII (S)

Fight Skills
DoM 6: Limited Hit Selection DoM 8: Hit Selection
DoM 3: BOW WEAPON BLOWS III (S)
DoM 9: BOW WEAPON CR IX (S)

Mundane Skills
DoM 6: Military Law (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [35.1.40][Edit location][Edit 7466][Edit XSL]

Healer
PS10 / 10
MD12 / 12
AG12 / 12
CN15 / 15
IT14 / 14
MT16 / 16
FT16 / 16
WL14 / 14
HEIGHT150 cm
WEIGHT55 kg
BHP73
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head2 / 2
11
Chest2 / 2
29
Abdomen2 / 2
22
Groin2 / 2
15
Right Leg2 / 2
15
Left Leg2 / 2
15
Weapon Arm2 / 2
11
Shield Arm2 / 2
11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 64Used:Base Cast Chance: 140
Fatigue: 64Used:Fatigue Modifier: -6
SPP(C): 64Used:Base Cast Chance: 140
Description: When at home, the healer will wear her ceremonial robes, as befitting her rank. On the road, the healer will dress practically.
Equipment: A healer\'s ceremonial robes are Enchanted to +1 damage absorption. Generally, their Focus is a slender wand, Enchanted to +1 to healing dice rolls.
Comments: Healers are also the priestesses of the Halflings. They are usually women, although there are male healers. They rarely stray far from home.
Mage Spells
DoM 1: Audible Glamour DoM 1: Dark DoM 1: Find/Employ Ley Line
DoM 1: Light DoM 1: Mend DoM 1: Minor Air Manipulation
DoM 2: Air Shield DoM 2: Lensing DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 3: Hypnotic Pattern DoM 3: Layered Air Shield
DoM 3: Magic Abatement DoM 3: Major Air Manipulation DoM 3: Teaching
DoM 4: Deafen DoM 4: Silence DoM 4: Static Light Illusion
DoM 5: Flight DoM 6: Air Fist
DoM 6: Mystic Theory VI (S)

Cleric Spells
DoM 1: Animal Enhancement DoM 1: Attune DoM 1: Predict Weather
DoM 1: Shielding Hand DoM 1: Simple Healing DoM 1: Summon Animal Companion
DoM 2: Clot DoM 2: Cold Resist DoM 2: Healing Touch
DoM 2: Mind Screen DoM 2: Nature's Cloak DoM 2: Nature's Shroud
DoM 2: Nature's Trail DoM 2: Repel Common Creatures DoM 2: Shelter
DoM 2: Summon Common Creatures DoM 3: Anti-Shock DoM 3: Bequest
DoM 3: Cure Disease DoM 3: Detoxify DoM 3: Spirit Trail
DoM 3: Summon Nature Spirit DoM 4: Bodily Healing I DoM 4: Create Clerical Storage Item
DoM 5: Knit Fracture DoM 6: Bodily Healing II DoM 6: Companion Symbol
DoM 6: Greater Bequest DoM 6: Limb Restoration DoM 8: Group Health
DoM 6: Prayer VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [35.1.50][Edit location][Edit 7468][Edit XSL]

Mage
PS8 / 8
MD13 / 13
AG12 / 12
CN13 / 13
IT16 / 16
MT20 / 20
FT11 / 11
WL14 / 14
HEIGHT150 cm
WEIGHT60 kg
BHP67
POISON ADJ.13
DODGE2
ST BONUS-d4
ASSESS 3d6+4
EQUIP TIME-1
BODY AND ARMOR
Head2 / 2
10
Chest2 / 2
27
Abdomen2 / 2
20
Groin2 / 2
13
Right Leg2 / 2
13
Left Leg2 / 2
13
Weapon Arm2 / 2
10
Shield Arm2 / 2
10
BloodN/A67
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankQuarterstaffblankblank2d10blank0blank0blank0blank1blank, Focus(Permanent,:,), spp_cost:-40%
SPP(M): 154Used:Base Cast Chance: 190
Fatigue: 110Used:Fatigue Modifier: -9
Description: Halfling mages almost always affect symbol-laden, many layered robes. They carry staves.
Special Abilities: The mages robes are Enchanted to +1 damage absorption. He or she carries a Focus in the form of a staff which is also a -4/10 SPP cost cutter.
Comments: A Halfling mage or wizard, is a wanderer. They will always come to the aid of any threatened Halfling kingdom. They frequently wander unaccompanied.
Mage Spells
DoM 1: Audible Glamour DoM 1: Audible Glamour - powerword DoM 1: Dark
DoM 1: Dark - powerword DoM 1: Dimensional Analysis DoM 1: Find/Employ Ley Line
DoM 1: Find/Employ Ley Line - powerword DoM 1: Light DoM 1: Light - powerword
DoM 1: Maintain Spell DoM 1: Mend DoM 1: Minor Air Manipulation
DoM 1: Minor Earth Manipulation DoM 1: Minor Fire Manipulation DoM 1: Minor Water Manipulation
DoM 1: Pocket DoM 1: Simple Ward vs Magic DoM 1: Terminate Spell
DoM 1: Weapon Energize I DoM 2: Air Shield DoM 2: Earth Shield
DoM 2: Fire Shield DoM 2: Flash DoM 2: Flash - powerword
DoM 2: Lensing DoM 2: Magic Shield DoM 2: Magic Shield - powerword
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Mystic Shields - powerword
DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword DoM 2: Shield of Light
DoM 2: Water/Ice Shield DoM 3: Bindings DoM 3: Hypnotic Pattern
DoM 3: Layered Air Shield DoM 3: Layered Air Shield - powerword DoM 3: Layered Earth Shield
DoM 3: Layered Fire Shield DoM 3: Layered Water Shield DoM 3: Light Spear
DoM 3: Light Spear - powerword DoM 3: Lightning Bolt DoM 3: Magic Abatement
DoM 3: Magic Abatement - powerword DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword
DoM 3: Major Earth Manipulation DoM 3: Major Fire Manipulation DoM 3: Major Water Manipulation
DoM 3: Participate in Group Casting DoM 3: See in Darkness DoM 3: See in Darkness - powerword
DoM 3: Shift Self DoM 3: Shift Self - powerword DoM 3: Teaching
DoM 4: Darkness DoM 4: Deafen DoM 4: Protection versus Specific Creatures
DoM 4: Room of Light DoM 4: Silence DoM 4: Silence - powerword
DoM 4: Static Light Illusion DoM 4: Static Light Illusion - powerword DoM 4: Ward vs. Enchanted Creatures
DoM 4: Ward vs. Enchanted Creatures - powerword DoM 5: Flight DoM 5: Flight - powerword
DoM 5: Force Field DoM 5: Force Field - powerword DoM 5: Invisibility
DoM 5: Invisibility - powerword DoM 5: Mirror Image DoM 5: Mirror Image - powerword
DoM 5: Protection versus Specific Spell DoM 5: Protection versus Specific Spell - powerword DoM 5: Shield Wall
DoM 5: Shield Wall - powerword DoM 6: Air Fist DoM 6: Kinetic Wall
DoM 6: Minor Globe of Invulnerability DoM 6: Mobile Light Illusion DoM 6: Plasma Bolt
DoM 6: Thunder Bolt DoM 7: Channeling DoM 7: Greater Air Manipulation
DoM 7: Projectile Barrier DoM 7: Wall of Force DoM 8: Elemental Invulnerability
DoM 8: Moving Wall of Force DoM 8: Resist Air DoM 8: Resist Earth
DoM 8: Resist Fire DoM 8: Resist Light/Darkness DoM 8: Resist Water
DoM 8: Shell vs Magic DoM 8: Spell Reflector DoM 8: Sphere of Force
DoM 9: Explosive Decompression DoM 9: Lightning Storm DoM 10: Tornado
DoM 3: Spell Casting III (S) DoM 9: Mystic Theory IX (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
Pitonblankblanknormalblankbackpackblank

unedited: [35.1.60][Edit location][Edit 7470][Edit XSL]

Mystic
PS8 / 8
MD11 / 11
AG10 / 10
CN16 / 16
IT18 / 18
MT20 / 20.5
FT14 / 14
WL16 / 16
HEIGHT162 cm
WEIGHT50 kg
BHP80
POISON ADJ.16
DODGE2
ST BONUS-d4
ASSESS 3d6+2
EQUIP TIME0
BODY AND ARMOR
Head12
Chest32
Abdomen24
Groin16
Right Leg16
Left Leg16
Weapon Arm12
Shield Arm12
BloodN/A80
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 113Used:Base Cast Chance: 202.5
Fatigue: 113Used:Fatigue Modifier: -9
Description: Halfling mystics are always female. They generally affect plain robes.
Equipment: Mystics have a Focus in the form of a crystal bell. It is 1 Magic Talent and Enchanted to a further 2 Cast Chance.
Comments: All Halfling realms have at least one mystic who functions as a court advisor. She will be highly respected.
Mage Spells
DoM 1: Create Familiar I DoM 1: Detect Movement DoM 1: Detect Rift
DoM 1: Dimensional Analysis DoM 1: Dowsing DoM 1: Evil Eye
DoM 1: Find/Employ Ley Line DoM 1: Invisible Messenger DoM 1: Mend
DoM 1: Mind Speak DoM 1: Pentagram/Circle DoM 1: Pocket
DoM 1: Read Minds DoM 1: Sensitivity DoM 1: Telepathy
DoM 2: Compass DoM 2: Create Familiar II DoM 2: Curse
DoM 2: Detect Elevation DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Mask Magic DoM 2: Mental Shield I DoM 2: Minor Bindings
DoM 2: Speak to the Dead DoM 2: Truth Read DoM 3: Atmospherics
DoM 3: Bindings DoM 3: Call Natural Creatures DoM 3: Create Minor Undead
DoM 3: Detect Light/Dark Illusions DoM 3: Magic Abatement DoM 3: Mental Shield II
DoM 3: Mind Detect DoM 3: Moment of Clumsiness DoM 3: Possess Minor Creature
DoM 3: Read Group DoM 3: Stun DoM 3: Suggestion
DoM 3: Summon Minor Demon DoM 3: Summon Minor Spirit DoM 3: Summoning I
DoM 3: Teaching DoM 3: Translation DoM 4: Banish Summoned Creature
DoM 4: Character Analysis DoM 4: Detect Life DoM 4: Mental Shield III
DoM 4: Scry DoM 4: Spectral Vision DoM 4: Summoning II
DoM 5: Call Supernatural Creature DoM 5: Locate Object DoM 5: Location
DoM 5: Magic Analysis DoM 5: Mental Shield IV DoM 5: Possess Major Creature/Create Familiar II
DoM 5: Summon Major Demon DoM 5: Summon Major Spirit DoM 5: Summoning III
DoM 6: Create Familiar III DoM 6: Detect Reference Point DoM 6: Neural Disruption
DoM 6: Suggest Group DoM 6: Thought Implantation DoM 7: Channeling
DoM 7: Static Mental Illusions DoM 8: Make Reference Point DoM 8: Projective Telepathy
DoM 8: True Sight DoM 9: Discover True Name DoM 9: Mental Projection
DoM 9: Psionic Bolt DoM 10: Cloak DoM 10: Maze
DoM 10: Mobile Mental Illusions
DoM 9: Mystic Theory IX (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
Bellblank, Focus(Always On,:,), magic_talent:0.5, cast_chance:10%blanknormalblankbackpackblank , 0.5 magic_talent, 10% cast_chance,

unedited: [35.1.70][Edit location][Edit 7473][Edit XSL]

Ranger
PS14 / 14
MD15 / 15
AG14 / 14
CN18 / 18
IT12 / 12
MT12 / 12
FT15 / 15
WL12 / 12
HEIGHT168 cm
WEIGHT75 kg
BHP78
POISON ADJ.16
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head6 / 0
12
Chest12 / 0
31
Abdomen12 / 0
23
Groin12 / 0
16
Right Leg4 / 0
16
Left Leg4 / 0
16
Weapon Arm6 / 0
12
Shield Arm4 / 0
12
BloodN/A78
MODIFICATIONS FROM ARMOR
DR-0.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankLong Bowblankblank3d8blank7blank0blank0blank3blankEnchant:none:0
blankLongswordblank3d6 (-1)blank4d6 (-1)blank10blank5blank8blank3blankMC;AFTEnchant:none:0
SPP(C): 53Used:Base Cast Chance: 125
Description: Rangers prefer anonymity and frequently go about cloaked. Their equipment, while well cared for, tends to be battered.
Equipment: Rangers wear leather limb armor, studded cap and a chain shirt. They are armed with a longbow, 30 arrows and a broadsword. The sword is AFT, and Master Craftsman.
Comments: Halfling rangers are not soldiers. They are more like the pioneer mountain men. While they may be employed by Halfling authorities, they are very independent. They are frequently found wandering the wilderness alone, or in pairs.
Cleric Spells
DoM 1: Animal Enhancement DoM 1: Attune DoM 1: Direction
DoM 1: Insight DoM 1: Predict Weather DoM 1: Simple Healing
DoM 1: Summon Animal Companion DoM 2: Canter DoM 2: Clot
DoM 2: Healing Touch DoM 2: Nature's Cloak DoM 2: Nature's Shroud
DoM 2: Nature's Trail DoM 2: Repel Common Creatures DoM 2: Shelter
DoM 2: Summon Common Creatures DoM 3: Anti-Shock DoM 3: Bequest
DoM 3: Cure Disease DoM 3: Detoxify DoM 3: Spirit Trail
DoM 3: Summon Nature Spirit DoM 3: Water Walking DoM 4: Bodily Healing I
DoM 4: Create Clerical Storage Item DoM 4: Endurance DoM 4: Entangle
DoM 4: Fog DoM 4: Shape Change DoM 4: Thorns
DoM 4: Thunderclap DoM 5: Become Great Beast DoM 6: Summon Great Beast
DoM 5: Prayer V (S)

Fight Skills
DoM 2: BOW WEAPON BLOWS II (S) DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 5: HANDHELD WEAPON DR V (S)
DoM 7: BOW WEAPON CR VII (S) DoM 7: HANDHELD WEAPON PR VII (S) DoM 9: HANDHELD WEAPON CR IX (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Background Skills

Backpacking, Archery, Camping, Canoeing, Climbing, First Aid, Fishing, Forestry, Nature, Leatherwork, Orienteering, Swimming, Weather, Wilderness Survival,

unedited: [35.1.80][Edit location][Edit 7475][Edit XSL]

Warrior
PS14 / 14
MD13 / 13
AG11 / 11
CN14 / 14
IT10 / 10
MT12 / 12
FT7 / 7
WL10 / 10
HEIGHT165 cm
WEIGHT72 kg
BHP62
POISON ADJ.12
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-1
BODY AND ARMOR
Head12 / 0
9
Chest12 / 0
25
Abdomen12 / 0
19
Groin12 / 0
12
Right Leg10 / 0
12
Left Leg10 / 0
12
Weapon Arm10 / 0
12 / 0
9
Shield Arm10 / 0
9
BloodN/A62
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank0blank0blank0blank1blankEnchant:none:0
blankSpearblank2d8 (-1)blank3d6 (-1)blank5blank4blank2blank1blankAFTEnchant:none:0
Description: The regular heavy infantry of the Halflings, warriors are mailed and surcoated. Their shields displays the device of the kingdoms for which they fight.
Equipment: Warriors wear Norman helms and regular chain. They are armed with a long spear and a kite shield. The spear is AFT.
Comments: The Halfling warrior uses the pole arm charge whenever possible. Most Halfling armies are composed of 50% warriors and 50% archers.
Fight Skills
DoM 2: HANDHELD WEAPON PR II (S)
DoM 4: HANDHELD WEAPON DR IV (S) DoM 5: HANDHELD WEAPON CR V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


HUMANOID CREATURES

HUMANOIDS


unedited: [40.1.10][Edit location][Edit 7542][Edit XSL]

Birdman, Warrior
PS8 / 8
MD17 / 17
AG16 / 16
CN17 / 17
IT11 / 11
MT10 / 10
FT10 / 10
WL11 / 11
HEIGHT145 cm
WEIGHT36 kg
BHP50
POISON ADJ.10
DODGE3
ST BONUS-d4
ASSESS 3d6+9
EQUIP TIME-3
BODY AND ARMOR
Head8
Chest4 / 0
20
Abdomen15
Groin10
Tail10
Right Rear Leg5
Left Rear Leg5
Right Foreleg5
Left Foreleg5
Left Wing10
Right Wing10
BloodN/A50
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankSpearblank2d8blank3d6blank6blank4blank3blank2blankEnchant:none:0
Description: Birdmen are short, fragile humanoids, with great wings growing out of their shoulders. Their chest is covered with feathers, and they have hair-like feathers on top of their heads, rather than hair.
Special Abilities: Fly at 80 kph, Foot Speed Multiplier: *0.8. When a birdman dives\\charges, it does +6 damage
Comments: Birdmen prefer the tops of mountains. The Game Master May have all sorts of birdmen, including birdmen shaman, mages and great warriors.
Fight Skills
DoM 1: HANDHELD WEAPON BLOWS I (S)
DoM 3: HANDHELD WEAPON PR III (S) DoM 4: HANDHELD WEAPON DR IV (S) DoM 6: HANDHELD WEAPON CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.20][Edit location][Edit 7540][Edit XSL]

Catman, Warrior
PS12 / 12
MD18 / 18
AG18 / 18
CN13 / 13
IT10 / 10
MT11 / 11
FT7 / 7
WL14 / 14
HEIGHT152 cm
WEIGHT60 kg
BHP52
POISON ADJ.10
DODGE4
ST BONUS0
ASSESS 3d6+10
EQUIP TIME-4
BODY AND ARMOR
Head2 / 0
8
Chest2 / 0
21
Abdomen2 / 0
16
Groin2 / 0
10
Right Leg2 / 0
10
Left Leg2 / 0
10
Weapon Arm2 / 0
8
Shield Arm2 / 0
8
BloodN/A52
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClaw, Mediumblank2d6blank-blank6blank3blank3blank2blankEnchant:none:0
blankShortswordblank2d8blankblank6blank5blank5blank2blankEnchant:none:0
Description: Catmen are human-sized humanoids, covered in light fur, possessing a long, sinuous tail, and have a cat-like head and face.
Special Abilities: Catmen have superlative senses of smell and hearing.
Equipment: The average Catman warrior has a short sword, buckler, leather armor and a knife.
Comments: Catmen are usually found in remote areas. Catmen are easily aroused slightly provoked. Like Birdmen, Catmen may have all types of Characters if the Game Master chooses.
Fight Skills

Mundane Skills
DoM 3: Stealth III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.30][Edit location][Edit 7546][Edit XSL]

Goblins
PS16 / 16
MD14 / 14
AG11 / 11
CN16 / 16
IT10 / 10
MT10 / 10
FT11 / 11
WL12 / 12
HEIGHT160 cm
WEIGHT86 kg
BHP80
POISON ADJ.16
DODGE2
ST BONUSd4
ASSESS 3d6+10
EQUIP TIME-1
BODY AND ARMOR
Head12 / 0
12
Chest14 / 0
32
Abdomen14 / 0
24
Groin14 / 0
16
Right Leg12 / 0
16
Left Leg12 / 0
16
Weapon Arm12 / 0
12
Shield Arm12 / 0
12
BloodN/A80
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankHeavy Crossbowblankblank4d10blank6blank0blank0blank2blankEnchant:none:0
blankLight Crossbowblankblank3d10blank5blank0blank0blank2blankEnchant:none:0
blankMaceblank2d10blank2d12blank6blank5blank4blank2blankEnchant:none:0
Description: Goblins are squat, muscular humanoids. Their skin is a slate gray color. They have pronounced canines.
Equipment: Goblins wear half plate and carry a heavy mace, a heavy crossbow, a light crossbow, and 30 quarrels.
Comments: Goblins band into social groups, just like kobolds. They are considerably more sophisticated than their cousins.
Fight Skills
DoM 1: HANDHELD WEAPON BLOWS I (S) DoM 4: HANDHELD WEAPON PR IV (S)
DoM 5: HANDHELD WEAPON DR V (S)
DoM 6: HANDHELD WEAPON CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.45][Edit location][Edit 7547][Edit XSL]

Goblin, Shaman
PS14 / 14
MD12 / 12
AG11 / 11
CN16 / 16
IT14 / 14
MT16 / 16
FT16 / 16
WL14 / 14
HEIGHT160 cm
WEIGHT86 kg
BHP80
POISON ADJ.16
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
12
Chest4 / 0
32
Abdomen4 / 0
24
Groin4 / 0
16
Right Leg4 / 0
16
Left Leg4 / 0
16
Weapon Arm4 / 0
12
Shield Arm4 / 0
12
BloodN/A80
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 64Used:Base Cast Chance: 140
Fatigue: 64Used:Fatigue Modifier: -6
SPP(C): 64Used:Base Cast Chance: 140
Description: Goblins are squat, muscular humanoids. Their skin is a slate gray color. They have pronounced canines.
Equipment: Goblin shamans wear leather armor and carry a Focus in the form of an amulet that gives +1 damage absorption.
Comments: The shaman is the leader in group settings. There will be 1 shaman per 10 goblin warriors.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Find/Employ Ley Line DoM 1: Jump
DoM 1: Mend DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 1: Simple Self-Healing DoM 1: Terminate Spell DoM 1: Weapon Energize I
DoM 2: Earth Shield DoM 2: Enhanced Perceptions DoM 2: Minor Bindings
DoM 2: Slingshot DoM 3: Chaos Lock DoM 3: Layered Earth Shield
DoM 3: Lightning Bolt DoM 3: Magic Abatement DoM 3: Magic Weapon
DoM 3: Major Earth Manipulation DoM 3: Stone Bolt DoM 3: Stone Walk
DoM 3: Teaching DoM 4: Construction DoM 6: Juggernaut
DoM 2: Spell Casting II (S) DoM 6: Mystic Theory VI (S)

Cleric Spells
DoM 1: Fortune DoM 1: Guiding Hand DoM 1: Light
DoM 1: Reinforce DoM 1: Simple Healing DoM 2: Clot
DoM 2: Healing Touch DoM 2: Learn Heal DoM 3: Anti-Shock
DoM 3: Bequest DoM 3: Cure Disease DoM 3: Detoxify
DoM 3: Information (sk) DoM 4: Bodily Healing I DoM 4: Create Clerical Storage Item
DoM 4: Curse/Remove Curse DoM 5: Arrows of the Goddess DoM 5: Knit Fracture
DoM 6: Bodily Healing II DoM 6: Companion Symbol DoM 6: Greater Bequest
DoM 6: Limb Restoration
DoM 6: Prayer VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
Amuletblank, Focus(Continuous,:,), armor_value:2blanknormalblankChestblank , 2 armor_value,

unedited: [40.1.50][Edit location][Edit 7544][Edit XSL]

Kobold
PS14 / 14
MD9 / 9
AG10 / 10
CN12 / 12
IT9 / 9
MT8 / 8
FT10 / 10
WL10 / 10
HEIGHT150 cm
WEIGHT68 kg
BHP52
POISON ADJ.10
DODGE2
ST BONUS0
ASSESS 3d6+11
EQUIP TIME3
BODY AND ARMOR
Head4 / 0
8
Chest4 / 0
21
Abdomen4 / 0
16
Groin4 / 0
10
Right Leg4 / 0
10
Left Leg4 / 0
10
Weapon Arm4 / 0
8
Shield Arm4 / 0
8
BloodN/A52
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankRecurved Bowblankblank3d8blank3blank0blank0blank1blankEnchant:none:0
blankSpearblank2d8blank3d6blank3blank2blank2blank1blankEnchant:none:0
Description: Kobolds are scraggly creatures. Their skin is a brownish black. They are pathetic looking specimens.
Equipment: Kobolds wear leather armor and carry 2 spears and a recurved bow, with 20 arrows.
Comments: Kobolds are numerous and quick breeding. They survive in a hostile world by banding together in large tribes. Higher level kobolds are possible as leaders, and magic-using Shamans are found in the tribes (see below).
Fight Skills
DoM 2: HANDHELD WEAPON DR II (S) DoM 2: HANDHELD WEAPON PR II (S) DoM 3: BOW WEAPON CR III (S)
DoM 3: HANDHELD WEAPON CR III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.60][Edit location][Edit 7545][Edit XSL]

Kobold, Shaman
PS14 / 14
MD11 / 11
AG10 / 10
CN12 / 12
IT12 / 12
MT15 / 15
FT15 / 15
WL12 / 12
HEIGHT155 cm
WEIGHT68 kg
BHP52
POISON ADJ.10
DODGE2
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
8
Chest4 / 0
21
Abdomen4 / 0
16
Groin4 / 0
10
Right Leg4 / 0
10
Left Leg4 / 0
10
Weapon Arm4 / 0
8
Shield Arm4 / 0
8
BloodN/A52
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankSpearblank2d8blank3d6blank5blank3blank4blank2blankEnchant:damage:2, Focus(Continuous,:,)
SPP(M): 53Used:Base Cast Chance: 125
Fatigue: 53Used:Fatigue Modifier: -5
SPP(C): 45Used:Base Cast Chance: 115
Description: A kobold shaman is a more impressive figure than a normal kobold troll.
Equipment: The kobold shaman wears leather and carries a spear which is his Focus.
Comments: Every group of 10 kobold will be led by a shaman. They are the traditional leaders. The mud troll religion greatly resembles the ancient black African warrior religions. The totem is a great troll.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Find/Employ Ley Line
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Earth Manipulation
DoM 1: Pocket DoM 1: Weapon Energize I DoM 2: Curse
DoM 2: Earth Shield DoM 2: Enhanced Perceptions DoM 2: Magic Shield
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Slingshot
DoM 3: Layered Earth Shield DoM 3: Magic Abatement DoM 3: Major Earth Manipulation
DoM 3: Moment of Clumsiness DoM 3: Stone Bolt DoM 3: Stone Walk
DoM 3: Stun DoM 3: Teaching DoM 4: Incapacitate
DoM 1: Spell Casting I (S) DoM 5: Mystic Theory V (S)

Cleric Spells
DoM 1: Shielding Hand DoM 1: Simple Healing DoM 1: Switch
DoM 2: Clot DoM 2: Healing Touch DoM 2: Twist
DoM 3: Anti-Shock DoM 3: Bequest DoM 3: Cure Disease
DoM 3: Detoxify DoM 4: Bodily Healing I DoM 4: Create Clerical Storage Item
DoM 5: Knit Fracture
DoM 4: Prayer IV (S)

Fight Skills
DoM 1: HANDHELD WEAPON BLOWS I (S) DoM 3: HANDHELD WEAPON DR III (S) DoM 4: HANDHELD WEAPON PR IV (S)
DoM 5: HANDHELD WEAPON CR V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.70][Edit location][Edit 7541][Edit XSL]

Lizardman, Warrior
PS20 / 20
MD12 / 12
AG8 / 8
CN15 / 15
IT8 / 8
MT8 / 8
FT8 / 8
WL12 / 12
HEIGHT214 cm
WEIGHT114 kg
BHP89
POISON ADJ.18
DODGE2
ST BONUSd8
ASSESS 3d6+12
EQUIP TIME0
BODY AND ARMOR
Head6 / 0
13
Chest6 / 0
36
Abdomen6 / 0
27
Groin6 / 0
18
Right Leg6 / 0
18
Left Leg6 / 0
18
Weapon Arm6 / 0
13
Shield Arm6 / 0
13
BloodN/A89
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Mediumblank3d10blank-blank5blank2blank2blank1blankEnchant:none:0
blankClaw, Mediumblank2d6blank-blank5blank2blank2blank1blankEnchant:none:0
blankClaw, Mediumblank2d6blank-blank5blank2blank2blank1blankEnchant:none:0
blankClub-Swordblank3d6blank4d6blank4blank6blank4blank1blankEnchant:none:0
Description: Lizardmen are reptilian humanoids, covered with green and gray scales.
Special Abilities: Lizardmen can hold their breath for up to 20 minutes and are extremely good swimmers.
Equipment: Lizardmen wear no armor and use a wicker tower shield and their club-sword. The lizardmans club-sword is length of wood with a row of obsidian flakes embedded in the wood.
Comments: Lizardmen are amphibious, and are found in semi-tropical and tropical wetlands. Lizardmen are frequently found in swamps and in the backwaters. They are an aggressive race who will attack any intruders. They may be the degenerate remains of a once advanced race.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [40.1.80][Edit location][Edit 7543][Edit XSL]

Troll, Great
PS24 / 24
MD11 / 11
AG11 / 11
CN20 / 20
IT10 / 10
MT12 / 12
FT5 / 5
WL13 / 13
HEIGHT214 cm
WEIGHT160 kg
BHP146
POISON ADJ.29
DODGE2
ST BONUSd10+d4
ASSESS 3d6+10
EQUIP TIME0
BODY AND ARMOR
Head12 / 0
4 / 0
22
Chest12 / 0
4 / 0
58
Abdomen12 / 0
4 / 0
44
Groin12 / 0
4 / 0
29
Right Leg10 / 0
4 / 0
29
Left Leg10 / 0
4 / 0
29
Weapon Arm10 / 0
4 / 0
22
Shield Arm10 / 0
4 / 0
22
BloodN/A146
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankHalberdblankblank3d8blank8blank4blank5blank4blankEnchant:none:0
Description: Great trolls are large, hideous humanoids, covered with a thick, oily hide.
Special Abilities: Speed Multiplier: *1.1; The great troll will regenerate 8 hit points per round, including severed and broken limbs, and blood. Bleeding wounds will close at the rate of -4 blood loss per Round. Only fire will stop the regenerative process.
Equipment: Great trolls wear chain armor and carry a halberd.
Comments: Great Trolls are solitary creatures, although they may be found in the company of their mate.
Fight Skills
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 4: HANDHELD WEAPON DR IV (S) DoM 5: HANDHELD WEAPON PR V (S) DoM 8: HANDHELD WEAPON CR VIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


HUMANS

HUMANS


unedited: [45.1.10][Edit location][Edit 7477][Edit XSL]

African Shaman
PS10 / 10
MD12 / 12
AG9 / 9
CN16 / 16
IT14 / 14
MT17 / 17
FT16 / 16
WL15 / 15
HEIGHT170 cm
WEIGHT75 kg
BHP78
POISON ADJ.16
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head12
Chest31
Abdomen23
Groin16
Right Leg16
Left Leg16
Weapon Arm12
Shield Arm12
BloodN/A78
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 68Used:Base Cast Chance: 145
Fatigue: 68Used:Fatigue Modifier: -6
SPP(C): 64Used:Base Cast Chance: 140
Description: A shaman tends to be more ornately dressed than his fellows. Feathers, jewelry and animal headdresses all go into the shaman\'s costuming.
Equipment: The shaman will normally possess a Focus in the form of a small bag, holding herbs. It is +2 to Cast Chance.
Comments: Every tribe will have a shaman and few tribes, unless they are split up into clans, will have more than one shaman. They almost never journey alone.
Mage Spells
DoM 1: Dimensional Analysis DoM 1: Evil Eye DoM 1: Mind Speak
DoM 1: Pocket DoM 1: Read Minds DoM 1: Telepathy
DoM 1: Weapon Energize I DoM 2: Curse DoM 2: Enhanced Perceptions
DoM 3: Create Minor Undead DoM 3: Lightning Bolt DoM 6: Thunder Bolt
DoM 6: Thunder Bolt - powerword
DoM 6: Mystic Theory VI (S)

Cleric Spells
DoM 1: Create Holy Water DoM 1: Fortune DoM 1: Guiding Hand
DoM 1: Insight DoM 1: Isolation DoM 1: Mental Focus
DoM 1: Reinforce DoM 1: Shielding Hand DoM 1: Simple Healing
DoM 1: Truth Tell DoM 1: Water DoM 2: Clot
DoM 2: Elemental Appeal DoM 2: Meal DoM 2: Observation
DoM 2: Remove Curse DoM 3: Aid DoM 3: Compel Truth
DoM 3: Defend DoM 3: Fire Spirits DoM 3: Heroic Aura
DoM 3: Teaching DoM 4: Bodily Healing I DoM 4: Holy Aura
DoM 4: Minor Organic Creation DoM 4: Prescience DoM 5: Knit Fracture
DoM 6: Bodily Healing II DoM 6: Consecration DoM 6: Forbiddance
DoM 6: Organic Creation DoM 6: Shimmer
DoM 6: Prayer VI (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 2: Teaching
DoM 3: Courser (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.20][Edit location][Edit 7479][Edit XSL]

Amerindian Shaman
PS12 / 12
MD12 / 12
AG9 / 9
CN16 / 16
IT14 / 14
MT17 / 17
FT16 / 16
WL14 / 14
HEIGHT170 cm
WEIGHT75 kg
BHP76
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head11
Chest30
Abdomen23
Groin15
Right Leg15
Left Leg15
Weapon Arm11
Shield Arm11
BloodN/A76
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 68Used:Base Cast Chance: 145
Fatigue: 68Used:Fatigue Modifier: -6
SPP(C): 64Used:Base Cast Chance: 140
Description: A shaman dresses much like those around him or her, although he or she does possess special ceremonial robes, which include feathers and semi-precious stones.
Equipment: The shaman will normally possess a Focus in the form of a carved stick called a totem. It is +2 to Cast Chance.
Comments: Every tribe will have a shaman and few tribes, unless they are split up into clans, will have more than one shaman. Shamans will be found alone, as they journey upon some spirit or vision quest.
Mage Spells
DoM 1: Dark DoM 1: Light DoM 1: Mind Speak
DoM 1: Read Minds DoM 1: Telepathy DoM 1: Weapon Energize I
DoM 2: Enhanced Perceptions DoM 2: Lensing DoM 2: Shadow Blur
DoM 3: Hypnotic Pattern DoM 3: Lightning Bolt DoM 4: Static Light Illusion
DoM 6: Thunder Bolt DoM 6: Thunder Bolt - powerword
DoM 6: Mystic Theory VI (S)

Cleric Spells
DoM 1: Animal Enhancement DoM 1: Attune DoM 1: Mental Focus
DoM 1: Predict Weather DoM 1: Shielding Hand DoM 1: Simple Healing
DoM 1: Water DoM 2: Clot DoM 2: Nature's Cloak
DoM 2: Nature's Shroud DoM 2: Nature's Trail DoM 2: Observation
DoM 2: Repel Common Creatures DoM 2: Shelter DoM 2: Summon Common Creatures
DoM 3: Aid DoM 3: Defend DoM 3: Spirit Trail
DoM 3: Summon Nature Spirit DoM 4: Bodily Healing I DoM 4: Entangle
DoM 4: Fog DoM 4: Prescience DoM 4: Shape Change
DoM 5: Knit Fracture DoM 6: Bodily Healing II DoM 6: Limb Restoration
DoM 6: Prayer VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.30][Edit location][Edit 7481][Edit XSL]

Archmage
PS10 / 10
MD12 / 12
AG10 / 10
CN12 / 12
IT18 / 18
MT20 / 20
FT12 / 12
WL16 / 16
HEIGHT170 cm
WEIGHT75 kg
BHP68
POISON ADJ.14
DODGE2
ST BONUS0
ASSESS 3d6+2
EQUIP TIME0
BODY AND ARMOR
Head10
Chest27
Abdomen20
Groin14
Right Leg14
Left Leg14
Weapon Arm10
Shield Arm10
BloodN/A68
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 120Used:Base Cast Chance: 200
Fatigue: 120Used:Fatigue Modifier: -10
Description: Most archmages are older, although they have Spells to keep them young. Their manner of dress will vary widely.
Equipment: They will wield a Great Focus in the form of a staff Enchanted to +2 Magic Talent and +3 Cast Chance. They will have Enchanted robes that give them +3 damage absorption and an amulet or ring with the Spell, Force Field (3X/day), inscribed upon it. Some of them will wield a glove that gives them +3 CR.
Comments: Every tribe will have a shaman and few tribes, unless they are split up into clans, will have more than one shaman. Shamans will be found alone, as they journey upon some spirit or vision quest.
Mage Spells
DoM 1: Break DoM 1: Dark DoM 1: Dimensional Analysis
DoM 1: Find/Employ Ley Line DoM 1: Light DoM 1: Maintain Spell
DoM 1: Mend DoM 1: Mind Speak DoM 1: Minor Fire Manipulation
DoM 1: Physical Improvement DoM 1: Pocket DoM 1: Read Minds
DoM 1: Rechargeable Light Sphere DoM 1: Sensitivity DoM 1: Telepathy
DoM 1: Telepathy - powerword DoM 1: Terminate Spell DoM 1: Weapon Energize I
DoM 2: Enhanced Perceptions DoM 2: Fire Shield DoM 2: Fire Shield - powerword
DoM 2: Fire Weapon DoM 2: Fire Weapon - powerword DoM 2: Lensing
DoM 2: Mental Improvement DoM 2: Mental Shield I DoM 2: Minor Bindings
DoM 2: Shadow Blur DoM 2: Spark DoM 2: Spell Effect Improvement
DoM 3: Atmospherics DoM 3: Bindings DoM 3: Chaos Lock
DoM 3: Fire Bolt DoM 3: Fire Bolt - powerword DoM 3: Focus
DoM 3: Hypnotic Pattern DoM 3: Hypnotic Pattern - powerword DoM 3: Layered Fire Shield
DoM 3: Lightning Bolt DoM 3: Magic Abatement DoM 3: Magic Weapon
DoM 3: Major Fire Manipulation DoM 3: Mental Shield II DoM 3: Minor Pattern
DoM 3: Replicate DoM 3: Suggestion DoM 3: Suggestion - powerword
DoM 4: Mental Shield III DoM 4: Scry DoM 4: Static Light Illusion
DoM 4: Transmute DoM 5: Mental Shield IV DoM 5: Patternings
DoM 5: Storage Gem DoM 6: Energy Tap DoM 6: Energy Tap - powerword
DoM 6: Incinerate DoM 6: Incinerate - powerword DoM 6: Re-open Enchanted Item
DoM 6: Thunder Bolt DoM 6: Thunder Bolt - powerword DoM 7: Channeling
DoM 7: Channeling - powerword DoM 7: Greater Fire Manipulation DoM 7: Greater Fire Manipulation - powerword
DoM 8: Resist Fire DoM 8: Token of Power DoM 9: Fireball
DoM 10: Involuntary Channeling DoM 10: Involuntary Channeling - powerword
DoM 6: Spell Casting VI (S)
DoM 10: Mystic Theory X (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.40][Edit location][Edit 7483][Edit XSL]

Bandit
PS14 / 14
MD11 / 11
AG11 / 11
CN14 / 14
IT11 / 11
MT9 / 9
FT9 / 9
WL12 / 12
HEIGHT180 cm
WEIGHT73 kg
BHP66
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+9
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
26
Abdomen4 / 0
20
Groin4 / 0
13
Right Leg4 / 0
13
Left Leg4 / 0
13
Weapon Arm4 / 0
10
Shield Arm4 / 0
10
BloodN/A66
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClubblank1d12blank1d20blank3blank1blank0blank1blank
Description: Bandits are scrufy and dirty looking, their equipment is not well taken care of.
Special Abilities: none
Equipment: Bandits wear worn leather armor and wield clubs, recurve bows, along with a quiver of 20 arrows.
Comments: Bandits are ill disciplined and will not attack an opponent that remotely equals them.
Fight Skills
DoM 1: HANDHELD WEAPON DR I (S)
DoM 3: HANDHELD WEAPON CR III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.50][Edit location][Edit 7501][Edit XSL]

Captain
PS16 / 16
MD12 / 12
AG11 / 11
CN15 / 15
IT12 / 12
MT9 / 9
FT9 / 9
WL12 / 12
HEIGHT170 cm
WEIGHT70 kg
BHP69
POISON ADJ.14
DODGE2
ST BONUSd4
ASSESS 3d6+8
EQUIP TIME0
BODY AND ARMOR
Head12 / 0
10
Chest14 / 0
28
Abdomen14 / 0
21
Groin14 / 0
14
Right Leg12 / 0
14
Left Leg12 / 0
14
Weapon Arm12 / 0
12 / 0
10
Shield Arm12 / 0
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank4blank4blank5blank2blank
blankLance, Heavy (charge)blank4d20blankblank8blank9blank0blank2blank
blankLance, Heavy (charge)blank4d20blankblank8blank9blank0blank2blank
blankLongswordblank3d6blank4d6blank6blank5blank6blank3blank
Description: A captain tends to have better cared-for equipment, and has a badge of rank.
Equipment: A captain wears heavy chain and a battle helm. The sword is AFT, Master Craftsman.
Comments: A captain will usually lead 30 to 50 men. The one presented here is for European cultures. The GM may design Captains for other cultures using this as a guide.
Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 2: Stop Thrust
DoM 3: Armor Expertise DoM 3: Armor Familiarity DoM 3: Initiative II
DoM 3: Sweep Attack DoM 4: Parry Missile Weapons II DoM 4: Parry Thrown Weapons II
DoM 4: Parry-Riposte DoM 4: Special Attack/Trick Shot

Mundane Skills
DoM 1: Small Unit Tactics DoM 2: Lieutenant DoM 3: Map Reading
DoM 4: Captain DoM 5: Military Training
DoM 5: Expert Rider (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.60][Edit location][Edit 7504][Edit XSL]

City Militia/Guard
PS12 / 12
MD10 / 10
AG10 / 10
CN12 / 12
IT10 / 10
MT9 / 9
FT10 / 10
WL10 / 10
HEIGHT170 cm
WEIGHT73 kg
BHP56
POISON ADJ.11
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME1
BODY AND ARMOR
Head4 / 0
8
Chest4 / 0
22
Abdomen4 / 0
17
Groin4 / 0
11
Right Leg4 / 0
11
Left Leg4 / 0
11
Weapon Arm4 / 0
8
Shield Arm4 / 0
8
BloodN/A56
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankShortswordblank2d8blankblank3blank2blank3blank1blank
Description: The city militia or guards are part-time soldiers, who serve in and around their city. Their equipment is shoddy and poorly kept.
Equipment: They are armed with bill hooks and leather armor.
Comments: These troops are used to keep order in the city or during a siege.
Fight Skills
DoM 2: HANDHELD WEAPON DR II (S)
DoM 3: HANDHELD WEAPON CR III (S) DoM 3: HANDHELD WEAPON PR III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.70][Edit location][Edit 7505][Edit XSL]

Fencing Master
PS14 / 14
MD18 / 18
AG16 / 16
CN15 / 15
IT12 / 12
MT9 / 9
FT9 / 9
WL12 / 12
HEIGHT170 cm
WEIGHT70 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-4
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
28
Abdomen4 / 0
21
Groin4 / 0
14
Right Leg4 / 0
14
Left Leg4 / 0
14
Weapon Arm4 / 0
10
Shield Arm4 / 0
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankMain Gaucheblank2d6 (-3)blankblank16blank9blank14blank5blankHCS;MA;AFT
blankRapierblank4d4 (-3)blankblank16blank9blank14blank5blankHCS;MA;AFT
Description: A fencing master is usually an older fighter who is a superlative fencer. He or she earns the bulk of his or her income by instructing others in the art of fencing. The are always well-dressed, so as to impress the clientele. They try to avoid looking foppish.
Equipment: The fencing master wears a Master Artisan leather cuirass and Master Artisan mild steel reinforced leathers on his or her limbs. The rapier is AFT, mild steel, and Master Artisan. The main gauche is AFT, mild steel, and Master Artisan.
Comments: Most fencing masters are ambidextrous. They are usually found in major cities. They will teach almost any one individually for a fee, usually 5 to 10 silver shilling per day.
Fight Skills
DoM 1: Initiative I DoM 3: Initiative II DoM 4: Parry-Riposte
DoM 5: Initiative III DoM 6: Disarm DoM 6: Split Parries

Mundane Skills
DoM 1: Oratory/Rhetoric
DoM 1: Neophyte Businessman (S) DoM 5: Acrobatics V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.80][Edit location][Edit 7507][Edit XSL]

Great Captain
PS18 / 18
MD13 / 13
AG11 / 11
CN16 / 16
IT12 / 12
MT9 / 9
FT10 / 10
WL14 / 14
HEIGHT180 cm
WEIGHT80 kg
BHP76
POISON ADJ.15
DODGE2
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME-1
BODY AND ARMOR
Head18 / 2
11
Chest20 / 2
30
Abdomen20 / 2
23
Groin20 / 2
15
Right Leg18 / 2
15
Left Leg18 / 2
15
Weapon Arm18 / 2
12 / 0
11
Shield Arm18 / 2
11
BloodN/A76
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankKite Shieldblank1d10blankblank8blank9blank8blank3blankMC
blankLance, Heavy (charge)blank4d20 (-1)blankblank10blank5blank1blank4blankMC;AFT
blankLongswordblank3d6 (-3)blank4d6 (-3)blank12blank10blank11blank5blankHCS;MA;AFTEnchant:damage:2
Description: A great captain is usually a knight or great noble, although he or she can be a mercenary captain. His or her clothing and equipment are of the highest quality and perfectly maintained.
Equipment: The great captain is armed as described above. In addition, the great captain wears Master Artisan high carbon steel, heavy chain and battle helm, both Enchanted to +2 damage absorption. He or she will always have a war-horse. The broadsword is AFT, Master Artisan, high carbon steel and Enchanted to +1 damage. The kite shield is Master Craftsman. The lance is AFT, Master Craftsman. It may only be used while charging on horseback.
Comments: A small kingdom will usually have one great captain in its service. Great captains command armies and are never found unattended, although it is possible for a great captain, who is also a knight to be sent upon some quest by his or her liege.
Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 2: Stop Thrust
DoM 3: Armor Expertise DoM 3: Initiative II DoM 4: Blind Fighting I
DoM 4: Parry Missile Weapons II DoM 4: Parry Thrown Weapons II DoM 4: Special Attack/Trick Shot
DoM 5: Initiative III DoM 5: Instinct DoM 5: Precision I
DoM 5: Situational Awareness DoM 6: Disarm DoM 6: Limited Hit Selection
DoM 6: Parry Missile Weapons III DoM 6: Parry Thrown Weapons III DoM 6: Split Parries
DoM 6: Weapons Master DoM 8: Hit Selection

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 1: Small Unit Tactics DoM 2: Lieutenant
DoM 2: Teaching DoM 3: Map Reading DoM 3: Research
DoM 4: Captain DoM 5: Military Training DoM 6: Military Law
DoM 7: General/Admiral
DoM 4: Mastery (S) DoM 8: Expert Master Rider (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.90][Edit location][Edit 7508][Edit XSL]

Healer
PS11 / 11
MD14 / 14
AG9 / 9
CN15 / 15
IT14 / 14
MT16 / 16
FT16 / 16
WL17 / 17
HEIGHT165 cm
WEIGHT65 kg
BHP79
POISON ADJ.16
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-1
BODY AND ARMOR
Head12
Chest32
Abdomen24
Groin16
Right Leg16
Left Leg16
Weapon Arm12
Shield Arm12
BloodN/A79
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 64Used:Base Cast Chance: 140
Fatigue: 64Used:Fatigue Modifier: -6
SPP(C): 56Used:Base Cast Chance: 130
Description: Healers are a members of a non-sectarian religious order, devoted to all of the healing arts. They may charge gold or not, as they see fit. They will generally wear homespun robes, although some will dress normally, or even in fine garb.
Equipment: Healers will carry the tools of their trade everywhere, usually in a small satchel. He or she will carry a Focus in the shape of a staff with carved snakes entwined about the staff, with the extra bonus dedicated to +1 healing dice rolls.
Comments: Although they are Clerics, Healers are not affiliated with any one religion. They respect all deities. Quite often. if someone is too poor to afford the healer\\\'s skills, they may appeal to the healer\\\'s charity.
Mage Spells
DoM 1: Find/Employ Ley Line DoM 1: Maintain Spell DoM 1: Mend
DoM 1: Mind Speak DoM 1: Read Minds DoM 1: Simple Self-Healing
DoM 1: Telepathy DoM 1: Terminate Spell DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Feature Alteration DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Truth Read DoM 3: Bindings
DoM 3: Casting Endurance DoM 3: Enhanced Mental Ability DoM 3: Enhanced Physical Ability
DoM 3: Magic Abatement DoM 3: Magic Abatement - powerword DoM 3: Mental Shield II
DoM 3: Participate in Group Casting DoM 3: Read Group DoM 3: Suggestion
DoM 3: Teaching DoM 3: Translation DoM 4: Body Alter
DoM 4: Character Analysis DoM 4: Greater Healing DoM 4: Integrity
DoM 4: Mental Shield III DoM 5: Mental Shield IV DoM 6: Suggest Group
DoM 8: Lead Group Casting
DoM 6: Mystic Theory VI (S) DoM 6: Spell Casting VI (S)

Cleric Spells
DoM 1: Simple Healing DoM 2: Clot DoM 2: Healing Touch
DoM 3: Anti-Shock DoM 3: Bequest DoM 3: Cure Disease
DoM 3: Detoxify DoM 4: Bodily Healing I DoM 4: Create Clerical Storage Item
DoM 5: Knit Fracture DoM 6: Bodily Healing II DoM 6: Limb Restoration
DoM 5: Prayer V (S)

Mundane Skills
DoM 1: Botany I DoM 1: Zoology I DoM 2: Botany II
DoM 2: First Aid DoM 2: Zoology II DoM 3: Botany III
DoM 3: Paramedic DoM 5: Microscopy DoM 6: Zoology III
DoM 2: Chemist II (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.100][Edit location][Edit 7510][Edit XSL]

Hedge-Wizard
PS10 / 10
MD14 / 14
AG12 / 12
CN12 / 12
IT13 / 13
MT15 / 15
FT10 / 10
WL11 / 11
HEIGHT150 cm
WEIGHT98 kg
BHP58
POISON ADJ.12
DODGE2
ST BONUS0
ASSESS 3d6+7
EQUIP TIME-1
BODY AND ARMOR
Head4 / 0
9
Chest4 / 0
23
Abdomen4 / 0
17
Groin4 / 0
12
Right Leg4 / 0
12
Left Leg4 / 0
12
Weapon Arm4 / 0
9
Shield Arm4 / 0
9
BloodN/A58
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankShortswordblank2d8blankblank4blank2blank4blank1blank
SPP(M): 38Used:Base Cast Chance: 105
Fatigue: 38Used:Fatigue Modifier: -3
Description: A hedge wizard will try to put forward the most impressive front possible. To this end, he or she will dress as ornately s possible, so as to impress the \"natives\".
Equipment: The hedge-wizard will keep a variety of magical-looking paraphernalia around his or her abode, to impress the clients. He or she will wear leather armor, when necessary, and carry a serviceable shortsword.
Comments: A hedge-wizard is part Mage and part con-man. Although he or she has real, if feeble, magical powers, the hedge-wizard magnifies his or her abilities to prospective clients so much that the claims are unreal and unbelievable.
Mage Spells
DoM 1: Break DoM 1: Break - powerword DoM 1: Dark
DoM 1: Dimensional Analysis DoM 1: Find/Employ Ley Line DoM 1: Light
DoM 1: Mend DoM 1: Minor Earth Manipulation DoM 1: Pocket
DoM 2: Earth Shield DoM 2: Flash DoM 2: Flash - powerword
DoM 2: Hold Attention DoM 2: Hold Attention - powerword DoM 2: Lensing
DoM 2: Minor Bindings DoM 2: Platform DoM 2: Shadow Blur
DoM 2: Shield of Light DoM 2: Slingshot DoM 2: Telekinesis I
DoM 3: Hypnotic Pattern DoM 3: See in Darkness DoM 4: Darkness
DoM 3: Mystic Theory III (S)

Fight Skills
DoM 2: HANDHELD WEAPON DR II (S) DoM 4: HANDHELD WEAPON CR IV (S)
DoM 4: HANDHELD WEAPON PR IV (S)

Mundane Skills
DoM 2: Fence II (S) DoM 3: Sleight Of Hand III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.110][Edit location][Edit 7512][Edit XSL]

High Priest, Buddhism
PS12 / 12
MD13 / 13
AG12 / 12
CN16 / 16
IT14 / 14
MT12 / 12
FT17 / 17
WL14 / 14
HEIGHT175 cm
WEIGHT68 kg
BHP76
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME-1
BODY AND ARMOR
Head11
Chest30
Abdomen23
Groin15
Right Leg15
Left Leg15
Weapon Arm11
Shield Arm11
BloodN/A76
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankHoldblank1d8blankblank9blank9blank7blank5blank
blankThrowblank1d6blankblank9blank9blank7blank5blank
SPP(C): 77Used:Base Cast Chance: 155
Description: The outfitting of a Buddhist high priest will vary, depending on the culture. Many dress and live simply.
Equipment: The average Buddhist high priest will carry little about his or her person, save for a begging bowl and a Focus, which is also +1 Faith.
Comments: The usual place to find a Buddhist high priest is within the walls of a Buddhist monastery. The Buddhist high priest is more concerned with spiritual perfection then the ways of the world.
Cleric Spells
DoM 1: Blessing of War DoM 1: Club Fist DoM 1: Combat I
DoM 1: Create Holy Water DoM 1: Fortune DoM 1: Insight
DoM 1: Isolation DoM 1: Mental Focus DoM 1: Shielding Hand
DoM 1: Water DoM 2: Combat II DoM 2: Meal
DoM 2: Mind Screen DoM 2: Observation DoM 2: Protection from Cold
DoM 2: Protection from Heat DoM 2: Remove Curse DoM 3: Aid
DoM 3: Armor of Faith DoM 3: Axe Kick DoM 3: Bequest
DoM 3: Combat III DoM 3: Concentration DoM 3: Defend
DoM 3: Heroic Aura DoM 3: Lion DoM 3: Missile Shield
DoM 3: Protection from Air DoM 3: Protection from Earth DoM 3: Protection from Water
DoM 3: Teaching DoM 4: Combat IV DoM 4: Create Clerical Storage Item
DoM 4: Holy Aura DoM 4: Iron Skin DoM 4: Memorization
DoM 4: Minor Organic Creation DoM 4: Prescience DoM 5: Character Analysis
DoM 5: Clear Sight DoM 5: Combat V DoM 5: Magic Abatement
DoM 5: Recall DoM 6: Banish DoM 6: Companion Symbol
DoM 6: Forbiddance DoM 6: Greater Bequest DoM 6: Magic Analysis
DoM 6: Memory of Former Lives DoM 6: Organic Creation DoM 6: Shimmer
DoM 6: Unveil DoM 8: Post-Cognition
DoM 7: Prayer VII (S)

Fight Skills

Mundane Skills
DoM 2: Journeyman Actor (S)
DoM 4: Intermediate Musician (S) DoM 5: Acrobatics V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.120][Edit location][Edit 7514][Edit XSL]

High Priest (Bishop), Christian
PS12 / 12
MD11 / 11
AG10 / 10
CN12 / 12
IT14 / 14
MT10 / 10
FT17 / 17
WL12 / 12
HEIGHT170 cm
WEIGHT70 kg
BHP60
POISON ADJ.12
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head9
Chest24
Abdomen18
Groin12
Right Leg12
Left Leg12
Weapon Arm9
Shield Arm9
BloodN/A60
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(C): 77Used:Base Cast Chance: 155
Description: The Christian high priest, whose actual title is bishop, is usually dressed in easily recognizable robes. He wears a miter, which is a conical shaped headpiece, and a gold and white mantle.
Equipment: A bishop will usually carry a prayer book, his ring and a Focus (+1 Faith) in the form of a cross.
Comments: A Christian bishop is known as a prince of the Church and like any prince, he is always accompanied by guards, assistants, etc. Bishops may be landed or unlanded.
Cleric Spells
DoM 1: Enhance Magical Learning DoM 1: Insight DoM 1: Isolation
DoM 1: Light DoM 1: Mental Focus DoM 1: Shielding Hand
DoM 1: Simple Healing DoM 1: Truth Tell DoM 2: Clot
DoM 2: Deity's Will DoM 2: Learn Heal DoM 2: Mind Screen
DoM 2: Observation DoM 2: Protection from Cold DoM 2: Protection from Heat
DoM 3: Aid DoM 3: Atmospherics DoM 3: Bequest
DoM 3: Cure Disease DoM 3: Defend DoM 3: Detoxify
DoM 3: Heroic Aura DoM 3: Information (sk) DoM 3: Missile Shield
DoM 3: Protection from Air DoM 3: Protection from Earth DoM 3: Protection from Water
DoM 3: Teaching DoM 4: Bodily Healing I DoM 4: Create Clerical Storage Item
DoM 4: Curse/Remove Curse DoM 4: Defense Against Chaos DoM 4: Defense Against Summoned Creatures
DoM 4: Defense Against Undead DoM 4: Holy Aura DoM 4: Innocence
DoM 4: Magic Weapon DoM 4: Mind Shield DoM 4: Protection from Electricity
DoM 5: Arrows of the Goddess DoM 5: Clear Sight DoM 5: Knit Fracture
DoM 6: Barrier DoM 6: Companion Symbol DoM 6: Greater Bequest
DoM 6: Magic Analysis DoM 6: Shimmer DoM 6: Summon Protector
DoM 6: Unveil DoM 7: Practice DoM 8: Magical Barrier
DoM 7: Prayer VII (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 2: Teaching DoM 3: Research
DoM 4: Linguistics DoM 5: Bureaucratic DoM 6: Law
DoM 3: Master Businessman (S) DoM 5: Advanced Intermediate Musician (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.130][Edit location][Edit 7517][Edit XSL]

High Priest, Confucian
PS10 / 10
MD15 / 15
AG10 / 10
CN13 / 13
IT15 / 15
MT16 / 16
FT16 / 16
WL16 / 16
HEIGHT153 cm
WEIGHT64 kg
BHP71
POISON ADJ.14
DODGE2
ST BONUS0
ASSESS 3d6+5
EQUIP TIME-2
BODY AND ARMOR
Head11
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm11
Shield Arm11
BloodN/A71
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 24Used:Base Cast Chance: 90
Fatigue: 24Used:Fatigue Modifier: -1
SPP(C): 64Used:Base Cast Chance: 140
Description: A Confucian high priest wears rich brocade robes, cut in the Chinese fashion.
Equipment: A Confucian will carry 1 or 2 Alchemical potions, a Focus, and a Spell Cost Cutter (-7/10 SPP), in the form of some jewelry.
Comments: The Confucians have little temporal power. Their high priests are scholars or hermits. They are found alone.
Mage Spells
DoM 1: Dark DoM 1: Dark - powerword DoM 1: Dimensional Analysis
DoM 1: Dimensional Analysis - powerword DoM 1: Light DoM 1: Light - powerword
DoM 1: Maintain Spell DoM 1: Mend DoM 1: Minor Water Manipulation
DoM 1: Minor Water Manipulation - powerword DoM 1: Pocket DoM 1: Pocket - powerword
DoM 1: Simple Ward vs Magic DoM 2: Flash DoM 2: Flash - powerword
DoM 2: Freezing Hands DoM 2: Freezing Hands - powerword DoM 2: Icicle
DoM 2: Icicle - powerword DoM 2: Lensing DoM 2: Lensing - powerword
DoM 2: Minor Bindings DoM 2: Minor Bindings - powerword DoM 2: Mystic Shields
DoM 2: Mystic Shields - powerword DoM 2: Shadow Blur DoM 2: Shadow Blur - powerword
DoM 3: Hypnotic Pattern DoM 3: Major Water Manipulation DoM 3: Shift Self
DoM 3: Water/Ice Bolt DoM 4: Protection versus Specific Creatures DoM 4: Static Light Illusion
DoM 5: Force Field DoM 5: Invisibility DoM 5: Mirror Image
DoM 5: Protection versus Specific Spell DoM 6: Cold Area DoM 6: Kinetic Wall
DoM 6: Maelstrom DoM 6: Minor Globe of Invulnerability DoM 6: Mobile Light Illusion
DoM 7: Greater Water Manipulation
DoM 1: Mystic Theory I (S) DoM 4: Spell Casting IV (S)

Cleric Spells
DoM 1: Attune DoM 1: Begin the Dark Road DoM 1: Blessing of War
DoM 1: Combat I DoM 1: Enhance Magical Learning DoM 1: Evil Eye
DoM 1: Fortune DoM 1: Guide DoM 1: Guiding Hand
DoM 1: Light DoM 1: Mental Focus DoM 1: Pigeon
DoM 1: Reinforce DoM 1: Shielding Hand DoM 1: Simple Healing
DoM 1: Stability DoM 1: Switch DoM 1: Truth Tell
DoM 1: Water DoM 2: Clairaudience DoM 2: Clot
DoM 2: Combat II DoM 2: Contact Minor Demon DoM 2: Gods Arm
DoM 2: Godspeed DoM 2: Lands DoM 2: Learn Heal
DoM 2: Meal DoM 2: Summon Common Creatures DoM 2: Twist
DoM 3: Aid DoM 3: Armor of Faith DoM 3: Atmospherics
DoM 3: Combat III DoM 3: Concentration DoM 3: Contact Demon Knight
DoM 3: Defend DoM 3: Heroic Aura DoM 3: Hold
DoM 3: Indecision DoM 3: Information (sk) DoM 3: Mind Cloud
DoM 3: Missile Shield DoM 3: Protection from Air DoM 3: Protection from Earth
DoM 3: Protection from Water DoM 3: Rosetta Stone DoM 3: Summon Nature Spirit
DoM 4: Bodily Healing I DoM 4: Clairvoyance DoM 4: Combat IV
DoM 4: Contact Power DoM 4: Curse/Remove Curse DoM 4: Holy Aura
DoM 4: Memorization DoM 4: Minor Organic Creation DoM 4: Reverse Spell
DoM 5: Arrows of the Goddess DoM 5: Combat V DoM 5: Contact Principality
DoM 5: Knit Fracture DoM 5: Recall DoM 6: Babel
DoM 6: Barrier DoM 6: Charm DoM 6: Cloak Magic
DoM 6: Combat VI DoM 6: Contact Dominion DoM 6: Flight
DoM 6: Holy Armor DoM 6: Limb Restoration DoM 6: Magic Abatement
DoM 6: Magic Mirror DoM 6: Memory of Former Lives DoM 6: Organic Creation
DoM 6: Shimmer DoM 6: Summon Great Beast DoM 6: Telepathy
DoM 6: Tongues DoM 7: Combat VII DoM 7: Form Change
DoM 8: Archonize DoM 8: Combat VIII DoM 8: Holy Word
DoM 6: Prayer VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.140][Edit location][Edit 7519][Edit XSL]

High Priest, Islamic
PS11 / 11
MD12 / 12
AG14 / 14
CN15 / 15
IT12 / 12
MT10 / 10
FT17 / 17
WL14 / 14
HEIGHT170 cm
WEIGHT70 kg
BHP73
POISON ADJ.15
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME0
BODY AND ARMOR
Head11
Chest29
Abdomen22
Groin15
Right Leg15
Left Leg15
Weapon Arm11
Shield Arm11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(C): 77Used:Base Cast Chance: 155
Description: A Islamic high priest, also known as a dervish, is usually clothed in homespun robes. He or she carries a scimitar and wears a leather cuirass. The male Islamic high priests have long beards.
Equipment: The dervish will have the basic equipment needed to survive in the desert.
Comments: Any Islamic army will be accompanied by several dervishes. A dervish may be found traveling alone, in groups together, or with pilgrims.
Cleric Spells
DoM 1: Fortitude DoM 1: Guide DoM 1: Insight
DoM 1: Isolation DoM 1: Lock DoM 1: Mental Focus
DoM 1: Pest Defense DoM 1: Shielding Hand DoM 1: Simple Healing
DoM 1: Stability DoM 1: Truth Tell DoM 2: Canter
DoM 2: Clot DoM 2: Endurance DoM 2: Healing Touch
DoM 2: Lands DoM 2: Observation DoM 3: Aid
DoM 3: Anti-Shock DoM 3: Bequest DoM 3: Compel Truth
DoM 3: Cure Disease DoM 3: Defend DoM 3: Detoxify
DoM 3: Protection from Air DoM 3: Protection from Earth DoM 3: Protection from Water
DoM 3: Shelter DoM 3: Teaching DoM 4: Bodily Healing I
DoM 4: Create Clerical Storage Item DoM 4: Defense Against Chaos DoM 4: Defense Against Summoned Creatures
DoM 4: Defense Against Undead DoM 4: Protection from Electricity DoM 5: Character Analysis
DoM 5: Clear Sight DoM 5: Knit Fracture DoM 6: Bodily Healing II
DoM 6: Companion Symbol DoM 6: Greater Bequest DoM 6: Limb Restoration
DoM 8: Group Health
DoM 7: Prayer VII (S)

Mundane Skills
DoM 4: Acrobatics IV (S) DoM 4: Intermediate Musician (S)
DoM 5: Expert Rider (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.150][Edit location][Edit 7522][Edit XSL]

High Priest, Jewish
PS10 / 10
MD12 / 12
AG10 / 10
CN13 / 13
IT16 / 16
MT16 / 16
FT16 / 16
WL14 / 14
HEIGHT170 cm
WEIGHT70 kg
BHP67
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+4
EQUIP TIME0
BODY AND ARMOR
Head10
Chest27
Abdomen20
Groin13
Right Leg13
Left Leg13
Weapon Arm10
Shield Arm10
BloodN/A67
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 72Used:Base Cast Chance: 150
Fatigue: 72Used:Fatigue Modifier: -7
SPP(C): 72Used:Base Cast Chance: 150
Description: The attire of a Jewish high priest will vary with circumstance. When in the temple, or synagogue, he or she will wear ornate robes. At other times, the high priest will wear scholar\\\'s robes.
Equipment: The Jewish high pries; will carry a Focus in the form of an amulet which gives +1 Magic Talent. Any other equipment carried will be a function of his or her situation.
Comments: The Jewish high priest is a scholar and a teacher. He or she be found where there is a concentration of Jews. He or she is rarely a traveler.
Mage Spells
DoM 1: Break DoM 1: Break - powerword DoM 1: Create Simple Familiar
DoM 1: Dimensional Analysis DoM 1: Find/Employ Ley Line DoM 1: Mend
DoM 1: Minor Earth Manipulation DoM 1: Pocket DoM 1: Simple Ward vs Magic
DoM 2: Earth Shield DoM 2: Earth Shield - powerword DoM 2: Magic Shield
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Platform
DoM 2: Slingshot DoM 2: Telekinesis I DoM 3: Bindings
DoM 3: Magic Abatement DoM 3: Minor Pattern DoM 3: Replicate
DoM 3: Stone Bolt DoM 3: Stone Bolt - powerword DoM 3: Teaching
DoM 3: Telekinesis II DoM 4: Ensnare DoM 4: Protection versus Specific Creatures
DoM 4: Protection versus Specific Creatures - powerword DoM 4: Telekinesis III DoM 4: Telekinesis III - powerword
DoM 4: Transmute DoM 4: Ward vs. Enchanted Creatures DoM 4: Ward vs. Enchanted Creatures - powerword
DoM 5: Patternings DoM 5: Protection versus Specific Spell DoM 5: Protection versus Specific Spell - powerword
DoM 6: Juggernaut DoM 6: Mond's Cage DoM 6: Mond's Cage - powerword
DoM 6: Telekinesis IV DoM 7: Telekinesis V
DoM 7: Mystic Theory VII (S)

Cleric Spells
DoM 1: Enhance Magical Learning DoM 1: Fortitude DoM 1: Guide
DoM 1: Isolation DoM 1: Mental Focus DoM 1: Simple Healing
DoM 1: Stability DoM 1: Water DoM 2: Clot
DoM 2: Elemental Appeal DoM 2: Endurance DoM 2: Meal
DoM 2: Observation DoM 3: Air Spirits DoM 3: Anti-Shock
DoM 3: Atmospherics DoM 3: Bequest DoM 3: Concentration
DoM 3: Create Simple Being DoM 3: Cure Disease DoM 3: Detoxify
DoM 3: Earth Spirits DoM 3: Fire Spirits DoM 3: Minor Pattern
DoM 3: Teaching DoM 3: Water Spirits DoM 4: Bodily Healing I
DoM 4: Create Clerical Storage Item DoM 4: Memorization DoM 4: Minor Organic Creation
DoM 4: Reverse Spell DoM 5: Knit Fracture DoM 5: Patternings
DoM 5: Poison DoM 6: Bodily Healing II DoM 6: Cloak Magic
DoM 6: Companion Symbol DoM 6: Greater Bequest DoM 6: Limb Restoration
DoM 6: Magic Abatement DoM 6: Organic Creation DoM 7: Elemental Command
DoM 7: Practice DoM 8: Golem DoM 8: Group Health
DoM 9: Full Heal DoM 10: Raise Dead
DoM 7: Prayer VII (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 1: Zoology I DoM 2: Teaching
DoM 2: Zoology II DoM 3: Research DoM 4: Linguistics
DoM 5: Bureaucratic DoM 6: Law DoM 6: Zoology III
DoM 7: Translation
DoM 4: Mastery (S) DoM 5: Advanced Intermediate Musician (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.160][Edit location][Edit 7525][Edit XSL]

High Priest, Norse
PS16 / 16
MD14 / 14
AG10 / 10
CN15 / 15
IT12 / 12
MT11 / 11
FT15 / 15
WL12 / 12
HEIGHT185 cm
WEIGHT85 kg
BHP69
POISON ADJ.14
DODGE2
ST BONUSd4
ASSESS 3d6+8
EQUIP TIME-1
BODY AND ARMOR
Head14 / 2
10
Chest14 / 2
28
Abdomen14 / 2
21
Groin14 / 2
14
Right Leg12 / 2
14
Left Leg12 / 2
14
Weapon Arm12 / 2
10
Shield Arm12 / 2
10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankBattle Axeblank2d10 (-2)blank3d10 (-2)blank11blank5blank8blank4blankMS;MC;AFT
blankHand axe, thrownblank2d8 (-1)blankblank7blank0blank1blank3blankMC;AFT
SPP(C): 68Used:Base Cast Chance: 145
Description: The Norse high priest looks a great deal like any other Norse warrior. He or she may have a jeweled weapon or more ornate armor than is common.
Equipment: The Norse high priest wears Master Craftsman chainmail armor, Enchanted to +2 damage absorption, and a Norman helm with horns on it. He carries the battle axe described above which is his Focus with the extra bonus dedicated to +1 CR. He also carries several hand axes for throwing. Many will also carry an additional -2/10 SPP cost-cutting item, for a total of 1/2 SPP cost.
Comments: The Norse high priest is not a traveler. He or she will usually be found at home, although a few may go viking.
Cleric Spells
DoM 1: Attune DoM 1: Begin the Dark Road DoM 1: Blessing of War
DoM 1: Club Fist DoM 1: Combat I DoM 1: Enhance Magical Learning
DoM 1: Evil Eye DoM 1: Fortitude DoM 1: Fortune
DoM 1: Guide DoM 1: Light DoM 1: Reinforce
DoM 1: Shielding Hand DoM 1: Simple Healing DoM 1: Stability
DoM 1: Switch DoM 2: Bless Weapon DoM 2: Clot
DoM 2: Combat II DoM 2: Contact Minor Demon DoM 2: Dark Armor
DoM 2: Endurance DoM 2: Gods Arm DoM 2: Godspeed
DoM 2: Healing Touch DoM 2: Lands DoM 2: Learn Heal
DoM 2: Minor Curse DoM 2: Nature's Trail DoM 2: Protection from Cold
DoM 2: Summon Common Creatures DoM 2: Twist DoM 3: Aid
DoM 3: Anti-Shock DoM 3: Armor of Faith DoM 3: Atmospherics
DoM 3: Axe Kick DoM 3: Bequest DoM 3: Combat III
DoM 3: Contact Demon Knight DoM 3: Cure Disease DoM 3: Defend
DoM 3: Detoxify DoM 3: Fumble DoM 3: Hold
DoM 3: Information (sk) DoM 3: Lion DoM 3: Missile Shield
DoM 3: Protection from Air DoM 3: Protection from Earth DoM 3: Protection from Water
DoM 3: Sloth DoM 3: Summon Nature Spirit DoM 3: Water
DoM 3: Water Walking DoM 4: Attunement DoM 4: Bodily Healing I
DoM 4: Combat IV DoM 4: Create Clerical Storage Item DoM 4: Curse/Remove Curse
DoM 4: Defense Against Chaos DoM 4: Defense Against Summoned Creatures DoM 4: Defense Against Undead
DoM 4: Iron Skin DoM 4: Magic Weapon DoM 4: Major Curse
DoM 4: Might of War DoM 4: Protection from Electricity DoM 4: Reverse Spell
DoM 5: Arrows of the Goddess DoM 5: Combat V DoM 5: Divine Intervention
DoM 5: Essence of War DoM 6: Combat VI DoM 6: Companion Symbol
DoM 6: Greater Bequest DoM 6: Magic Abatement DoM 7: Form Change
DoM 8: Archonize
DoM 7: Prayer VII (S)

Fight Skills
DoM 2: THROWN WEAPON BLOWS II (S)
DoM 3: HANDHELD WEAPON BLOWS III (S) DoM 5: HANDHELD WEAPON DR V (S)
DoM 6: THROWN WEAPON CR VI (S) DoM 7: HANDHELD WEAPON PR VII (S) DoM 10: HANDHELD WEAPON CR X (S)

Mundane Skills
DoM 1: Astronomy I (S)
DoM 3: Courser (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.170][Edit location][Edit 7528][Edit XSL]

High Priest, Shinto
PS12 / 12
MD14 / 14
AG14 / 14
CN15 / 15
IT12 / 12
MT10 / 10
FT15 / 15
WL12 / 12
HEIGHT155 cm
WEIGHT65 kg
BHP69
POISON ADJ.14
DODGE3
ST BONUS0
ASSESS 3d6+8
EQUIP TIME-1
BODY AND ARMOR
Head10
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm10
Shield Arm10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(C): 75Used:Base Cast Chance: 155
Description: A Shinto high priest is usually an older man. He will generally wear ornate robes in his temple, and ordinary, oriental clothing at other times.
Equipment: The Shinto high priest will carry a Focus (-4/10 SPP cost) in the form of a staff.
Comments: The Shinto high priest is the mediator, judge and teacher for his village or town. He will rarely stray from his temple, as that is his power base.
Cleric Spells
DoM 1: Attune DoM 1: Begin the Dark Road DoM 1: Blessing of War
DoM 1: Combat I DoM 1: Create Holy Water DoM 1: Enhance Magical Learning
DoM 1: Evil Eye DoM 1: Fortune DoM 1: Guide
DoM 1: Insight DoM 1: Mental Focus DoM 1: Pigeon
DoM 1: Shielding Hand DoM 1: Simple Healing DoM 1: Stability
DoM 1: Switch DoM 1: Truth Tell DoM 1: Water
DoM 2: Clairaudience DoM 2: Clot DoM 2: Combat II
DoM 2: Disease DoM 2: Elemental Appeal DoM 2: Lands
DoM 2: Meal DoM 2: Minor Curse DoM 2: Nature's Trail
DoM 2: Observation DoM 2: Remove Curse DoM 2: Summon Common Creatures
DoM 2: Twist DoM 3: Aid DoM 3: Air Spirits
DoM 3: Armor of Faith DoM 3: Atmospherics DoM 3: Blind
DoM 3: Combat III DoM 3: Defend DoM 3: Earth Spirits
DoM 3: Fire Spirits DoM 3: Heroic Aura DoM 3: Indecision
DoM 3: Mind Cloud DoM 3: Missile Shield DoM 3: Protection from Air
DoM 3: Protection from Earth DoM 3: Protection from Water DoM 3: Rosetta Stone
DoM 3: Sloth DoM 3: Summon Nature Spirit DoM 3: Toughen
DoM 3: Water Spirits DoM 4: Bodily Healing I DoM 4: Clairvoyance
DoM 4: Combat IV DoM 4: Entangle DoM 4: Heal / Harm
DoM 4: Holy Aura DoM 4: Influence DoM 4: Minor Organic Creation
DoM 4: Pain DoM 4: Thorns DoM 4: Weakness
DoM 5: Character Analysis DoM 5: Clear Sight DoM 5: Combat V
DoM 5: Divine Intervention DoM 5: Drain Strength DoM 5: Magic Abatement
DoM 6: Babel DoM 6: Banish DoM 6: Barrier
DoM 6: Charm DoM 6: Combat VI DoM 6: Companion Symbol
DoM 6: Consecration DoM 6: Flight DoM 6: Forbiddance
DoM 6: Magic Abatement DoM 6: Magic Analysis DoM 6: Shimmer
DoM 6: Telepathy DoM 6: Tongues DoM 6: Unveil
DoM 7: Combat VII DoM 7: Elemental Command DoM 7: Limit
DoM 7: Practice DoM 8: Astral Body DoM 8: Bleed
DoM 8: Combat VIII DoM 8: Euphoria DoM 8: Golem
DoM 8: Greater Divine Intervention DoM 8: Group Health DoM 8: Holy Word
DoM 8: Life Drain DoM 8: Magical Barrier DoM 9: Combat IX
DoM 9: Discover True Name DoM 9: Invulnerability DoM 9: Wrath of God
DoM 10: Combat X DoM 10: Elemental Shield DoM 10: Exchange Life
DoM 10: Nature's Wrath DoM 10: Raise Dead DoM 10: Refuge
DoM 10: Restore True Name DoM 10: Slay Living
DoM 8: Prayer VIII (S)

Mundane Skills
DoM 1: Botany I DoM 1: General Thief I DoM 2: Botany II
DoM 2: Run Like A Thief DoM 3: Teach Thief Disciplines DoM 4: General Thief IV
DoM 5: General Thief V
DoM 3: Master Businessman (S) DoM 6: Fence VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.180][Edit location][Edit 7530][Edit XSL]

High Priest (Druid), Wiccan
PS12 / 12
MD12 / 12
AG10 / 10
CN15 / 15
IT13 / 13
MT16 / 16
FT16 / 16
WL12 / 12
HEIGHT155 cm
WEIGHT63 kg
BHP69
POISON ADJ.14
DODGE2
ST BONUS0
ASSESS 3d6+7
EQUIP TIME0
BODY AND ARMOR
Head10
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm10
Shield Arm10
BloodN/A69
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: Druids are generally female. The typical Druid usually wears browns and greens, with a large moon pendant between her breasts.
Equipment: The Druid carries a Focus (- 4/10 SPP cost) in the form of a moon pendant.
Comments: The Druid will generally stay within a defined region, although this region may be quite large. The Druid will roam freely within this region and there should be a sacred grove at the approximate center of the region.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.190][Edit location][Edit 7532][Edit XSL]

Kensai
PS18 / 18
MD16 / 16
AG15 / 15
CN16 / 16
IT12 / 12
MT9 / 9
FT11 / 11
WL14 / 14
HEIGHT155 cm
WEIGHT67 kg
BHP76
POISON ADJ.15
DODGE3
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head4 / 0
11
Chest4 / 0
30
Abdomen4 / 0
23
Groin4 / 0
15
Right Leg4 / 0
15
Left Leg4 / 0
15
Weapon Arm4 / 0
11
Shield Arm4 / 0
11
BloodN/A76
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKatanablank3d6 (-2)blank4d6 (-2)blank15blank8blank9blank5blankMS;MA;AFT
Description: Kensai are usually plainly dressed and soft-spoken. His or her sword will be very well cared for.
Equipment: The kensai carries little, save for his or her sword. He or she will wear a plain set of oriental armor including a kabuto, haramaki-do, kote and suneate.
Comments: The kensai are wandering swordsmasters. As a general rule, they will aid the forces of good. A kensai may be found any place in an oriental country.
Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 2: Stop Thrust
DoM 3: Armor Expertise DoM 3: Armor Familiarity DoM 3: Initiative II
DoM 3: Sweep Attack DoM 4: Blind Fighting I DoM 4: Parry Missile Weapons II
DoM 4: Parry Thrown Weapons II DoM 4: Parry-Riposte DoM 4: Special Attack/Trick Shot
DoM 5: Blind Fighting II DoM 5: Initiative III DoM 5: Instinct
DoM 5: Precision I DoM 5: Situational Awareness DoM 6: Blind Fighting III
DoM 6: Disarm DoM 6: Limited Hit Selection DoM 6: Parry Missile Weapons III
DoM 6: Parry Thrown Weapons III DoM 6: Split Parries
DoM 4: HANDHELD WEAPON BLOWS IV (S)
DoM 7: HANDHELD WEAPON PR VII (S) DoM 8: HANDHELD WEAPON DR VIII (S) DoM 13: HANDHELD WEAPON CR XIII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.200][Edit location][Edit 7534][Edit XSL]

Knight
PS14 / 14
MD13 / 13
AG13 / 13
CN15 / 15
IT11 / 11
MT10 / 10
FT9 / 9
WL11 / 11
HEIGHT175 cm
WEIGHT72 kg
BHP67
POISON ADJ.13
DODGE3
ST BONUS0
ASSESS 3d6+9
EQUIP TIME-1
BODY AND ARMOR
Head16 / 0
10
Chest16 / 0
27
Abdomen16 / 0
20
Groin16 / 0
13
Right Leg14 / 0
13
Left Leg14 / 0
13
Weapon Arm14 / 0
10
Shield Arm14 / 0
10
BloodN/A67
MODIFICATIONS FROM ARMOR
DR-2.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankLance, Heavy (charge)blank4d20blankblank5blank2blank0blank4blank
blankLongswordblank3d6 (-1)blank4d6 (-1)blank6blank4blank7blank4blankMC;AFT
Description: When going into battle, the knight will wear ornate plate armor. In a social setting, he or she will wear fine clothing, although some knights are poorer than others.
Equipment: A knight will wear Master Craftsman plate armor and carry a Master Craftsman kite shield. His or her squire may carry an extra lance or two. The knight will always ride a heavy war-horse into combat.
Comments: Since a Knight is member of the nobility, he or she is quite often hard to handle in battle situations. In a small group setting, the knight will naturally assume command.
Fight Skills
DoM 6: HANDHELD WEAPON PR VI (S)

Mundane Skills
DoM 1: Oratory/Rhetoric DoM 2: Teaching
DoM 5: Expert Rider (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.210][Edit location][Edit 7536][Edit XSL]

Magician
PS10 / 10
MD11 / 11
AG9 / 9
CN14 / 14
IT14 / 14
MT16 / 16
FT11 / 11
WL12 / 12
HEIGHT168 cm
WEIGHT75 kg
BHP66
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head10
Chest26
Abdomen20
Groin13
Right Leg13
Left Leg13
Weapon Arm10
Shield Arm10
BloodN/A66
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 56Used:Base Cast Chance: 130
Fatigue: 56Used:Fatigue Modifier: -5
Description: A magician usually wears symbol-covered robes, as a mark of his or her profession.
Equipment: The magician will carry a Focus (+10% CC) in the form of a wand or a staff. The magician will usually carry little money on his or person. Any other equipment will appropriate for the situation the magician may expect to encounter.
Comments: Any good sized town will magician or two, and a city will have many. Magicians may travel and can be found almost anywhere. In a town with more than one magician, there will be little duplication of Spell lists between magicians.
Mage Spells
DoM 1: Audible Glamour DoM 1: Break DoM 1: Break - powerword
DoM 1: Find/Employ Ley Line DoM 1: Mend DoM 1: Minor Air Manipulation
DoM 1: Simple Ward vs Magic DoM 2: Air Shield DoM 2: Air Shield - powerword
DoM 2: Magic Shield DoM 2: Minor Bindings DoM 2: Mystic Shields
DoM 2: Mystic Shields - powerword DoM 2: Telekinesis I DoM 2: Telekinesis I - powerword
DoM 3: Layered Air Shield DoM 3: Major Air Manipulation DoM 3: Major Air Manipulation - powerword
DoM 3: Minor Pattern DoM 3: Teaching DoM 3: Telekinesis II
DoM 3: Telekinesis II - powerword DoM 4: Deafen DoM 4: Protection versus Specific Creatures
DoM 4: Silence DoM 4: Silence - powerword DoM 4: Ward vs. Enchanted Creatures
DoM 5: Flight
DoM 5: Mystic Theory V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.220][Edit location][Edit 7500][Edit XSL]

Man-at-Arms
PS14 / 14
MD11 / 11
AG10 / 10
CN14 / 14
IT10 / 10
MT8 / 8
FT8 / 8
WL11 / 11
HEIGHT168 cm
WEIGHT75 kg
BHP64
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
26
Abdomen4 / 0
19
Groin4 / 0
13
Right Leg4 / 0
13
Left Leg4 / 0
13
Weapon Arm4 / 0
10
Shield Arm4 / 0
10
BloodN/A64
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLight Crossbowblankblank3d10blank4blank0blank0blank2blank
blankLongswordblank3d6blank4d6blank4blank4blank5blank2blank
Description: The average European man-at-arms is an uneducated farmer or poor city dweller, conscripted or forced to enlist in the army because of poverty. They are general unkempt and slovenly, but some turn into good soldiers
Equipment: A European man-at-arms wears leather armor and a studded cap. He or she carries a broadsword, and a kite shield. Some carry a light crossbow in lieu of the kite shield. If a man-at-arms carries a crossbow, he or she will not carry a shield, and his DR will be a 1 when wielding the broadsword
Comments: The European man-at-arms is the standard soldier found in any European, medieval nation. About one in three will carry the crossbow. Other weapons are possible.
Fight Skills
DoM 1: Initiative I DoM 2: Parry Thrown Weapons I DoM 2: Stop Thrust
DoM 1: HANDHELD WEAPON BLOWS I (S) DoM 1: MECHANICAL WEAPON BLOWS I (S) DoM 4: HANDHELD WEAPON CR IV (S)
DoM 4: HANDHELD WEAPON DR IV (S) DoM 4: MECHANICAL WEAPON CR IV (S)
DoM 5: HANDHELD WEAPON PR V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.255][Edit location][Edit 7527][Edit XSL]

Peasant
PS10 / 10
MD10 / 10
AG10 / 10
CN10 / 10
IT10 / 10
MT10 / 10
FT10 / 10
WL10 / 10
HEIGHT173 cm
WEIGHT85 kg
BHP50
POISON ADJ.10
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME1
BODY AND ARMOR
Head8
Chest20
Abdomen15
Groin10
Right Leg10
Left Leg10
Weapon Arm8
Shield Arm8
BloodN/A50
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: Most peasants are dressed in rags, and covered in filth.
Comments: HELP, HELP, I\'M BEING REPRESSED!
Mundane Skills
DoM 1: Oratory/Rhetoric
DoM 1: Novice Outdoorsman (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.

Items
Name Description Material Location Modifies
PitchforkblankblanknormalblankWeapon Armblank

Background Skills

Gardening, Law,

unedited: [45.1.340][Edit location][Edit 7524][Edit XSL]

Ship Captain
PS14 / 14
MD12 / 12
AG12 / 12
CN15 / 15
IT13 / 13
MT8 / 8
FT8 / 8
WL14 / 14
HEIGHT170 cm
WEIGHT76 kg
BHP73
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+7
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
11
Chest4 / 0
29
Abdomen4 / 0
22
Groin4 / 0
15
Right Leg4 / 0
15
Left Leg4 / 0
15
Weapon Arm4 / 0
11
Shield Arm4 / 0
11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankLight Crossbowblankblank3d10blank5blank0blank0blank1blank
blankCutlassblank4d4 (-2)blankblank7blank5blank7blank3blankMS;MC;AFT
Description: A typical ship captain will dress in fine clothing ashore, to impress his or her clients. Aboard ship, the captain will either rough clothing, or a uniform to assert his or her rank.
Equipment: The captain wears leather armor, reinforced with mild steel, and carries a cutlass. He or will keep his or her crossbow handy, in case of trouble. In the captain\'s cabin may be found maps, navigational aids, and books and charts of accounts.
Comments: A ship captain tends to be a martinet on ship, to keep discipline. Their characters will vary widely.
Fight Skills
DoM 1: Initiative I DoM 1: Quick Draw DoM 2: Parry Missile Weapons I
DoM 2: Parry Thrown Weapons I DoM 2: Side step DoM 3: Initiative II
DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 5: HANDHELD WEAPON DR V (S)
DoM 5: MECHANICAL WEAPON CR V (S) DoM 6: HANDHELD WEAPON CR VI (S) DoM 6: HANDHELD WEAPON PR VI (S)

Mundane Skills
DoM 1: Able Seaman DoM 2: Captain
DoM 1: Astronomy I (S) DoM 1: Neophyte Cartographer (S)
DoM 2: Journeyman Businessman (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.350][Edit location][Edit 7526][Edit XSL]

Smith, Average
PS18 / 18
MD16 / 16
AG12 / 12
CN16 / 16
IT12 / 12
MT8 / 8
FT8 / 8
WL11 / 11
HEIGHT173 cm
WEIGHT85 kg
BHP70
POISON ADJ.14
DODGE2
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head11
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm11
Shield Arm11
BloodN/A70
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: Most smiths are burly, with seamed skin and healed burns. they dress as tradesmen of their particular standing.
Equipment: The average smith will own a small smithy in a large town or small city. He or she may have few journeyman smiths in his or her employ.
Comments: Note that the average smith may produce AFT weapons, although he or she does not routinely produce AFT weapons, as they take twice as long to produce.
Mundane Skills
DoM 1: Apprentice Smith DoM 1: Metallurgy I DoM 2: Journeyman Smith
DoM 2: Precious Metal Smith DoM 2: Weapons Smith DoM 3: Advanced Forging Techniques
DoM 3: Armorer DoM 3: Master Smith
DoM 2: Journeyman Businessman (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.370][Edit location][Edit 7529][Edit XSL]

Smith, Genius
PS18 / 18
MD16 / 16
AG12 / 12
CN16 / 16
IT12 / 12
MT8 / 8
FT8 / 8
WL11 / 11
HEIGHT173 cm
WEIGHT85 kg
BHP70
POISON ADJ.14
DODGE2
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME-2
BODY AND ARMOR
Head11
Chest28
Abdomen21
Groin14
Right Leg14
Left Leg14
Weapon Arm11
Shield Arm11
BloodN/A70
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: Most smiths are burly, with seamed skin and healed burns. They dress as tradesmen of their particular standing.
Equipment: The genius smith will frequently be found in out of the way places. He or she will own a small, but exceedingly fine forge, with which he or she plies his or her art. The genius smith will generally have one apprentice
Comments: The Genius smith spends all of his or her time producing marvelous weapons and armor, and teaching his or her apprentice all that the Genius smith knows. The genius smith has become a recluse in order to avoid the bustle of city life.
Mundane Skills
DoM 1: Apprentice Smith DoM 1: Apprentice Technician DoM 1: Metallurgy I
DoM 2: Grind DoM 2: Journeyman Smith DoM 2: Metallurgy II
DoM 2: Precious Metal Smith DoM 2: Understand Simple Mechanisms DoM 2: Weapons Smith
DoM 3: Advanced Forging Techniques DoM 3: Armorer DoM 3: Build Simple Mechanisms
DoM 3: Master Smith DoM 3: Metallurgy III DoM 3: Teach
DoM 4: Master Craftsman Armorer DoM 4: Master Craftsman Weapons Smith DoM 4: Understand Moderate Mechanisms
DoM 5: Build Moderate Mechanisms DoM 6: Master Artisan Armorer DoM 6: Master Artisan Weapons Smith
DoM 4: Expert Businessman (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.380][Edit location][Edit 7531][Edit XSL]

Tower Mage
PS10 / 10
MD15 / 15
AG9 / 9
CN12 / 12
IT16 / 16
MT16 / 16
FT11 / 11
WL12 / 12
HEIGHT163 cm
WEIGHT65 kg
BHP60
POISON ADJ.12
DODGE2
ST BONUS0
ASSESS 3d6+4
EQUIP TIME-2
BODY AND ARMOR
Head9
Chest24
Abdomen18
Groin12
Right Leg12
Left Leg12
Weapon Arm9
Shield Arm9
BloodN/A60
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 72Used:Base Cast Chance: 150
Fatigue: 72Used:Fatigue Modifier: -7
Description: A tower mage is usually an old recluse who has devoted his or her life to the study of Magic. The tower mage will generally dress in unkempt robes, despite his or her wealth.
Equipment: The tower mage will have a variety of magical items about his or her person. These will include a ring of Mystic Shields (Wards and Shields, DoM 2), always on, a ring of +3 armor absorption, several potions and scrolls, and any other invested or Enchanted items the GM may deem useful. His or her Focus aids in Enchantments by reducing Enchantment time (-2/10 time).
Comments: The tower mage is usually found in his or her tower. The GM may use this NPC as a source of commissioned magical items. The tower mage will have various other spell lists for making items, potions and scrolls. These will vary depending on the tower mage and may be chosen by the GM or rolled up randomly.
Mage Spells
DoM 1: Battle Time DoM 1: Break DoM 1: Break - powerword
DoM 1: Create Familiar I DoM 1: Dark DoM 1: Detect Movement
DoM 1: Dimensional Analysis DoM 1: Dowsing DoM 1: Find/Employ Ley Line
DoM 1: Insight DoM 1: Jump DoM 1: Light
DoM 1: Maintain Spell DoM 1: Mend DoM 1: Mend - powerword
DoM 1: Mind Speak DoM 1: Minor Air Manipulation DoM 1: Minor Earth Manipulation
DoM 1: Minor Fire Manipulation DoM 1: Minor Water Manipulation DoM 1: Pentagram/Circle
DoM 1: Physical Improvement DoM 1: Pocket DoM 1: Read Minds
DoM 1: Rechargeable Light Sphere DoM 1: Sensitivity DoM 1: Simple Self-Healing
DoM 1: Simple Ward vs Magic DoM 1: Telepathy DoM 1: Terminate Spell
DoM 2: Compass DoM 2: Detect Elevation DoM 2: Empathy
DoM 2: Enhanced Perceptions DoM 2: Hold Attention DoM 2: Ice Weapon
DoM 2: Lensing DoM 2: Mental Improvement DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Platform
DoM 2: Shadow Blur DoM 2: Spark DoM 2: Spell Effect Improvement
DoM 2: Telekinesis I DoM 2: Truth Read DoM 2: Water/Ice Shield
DoM 3: Atmospherics DoM 3: Bindings DoM 3: Casting Endurance
DoM 3: Double Vision DoM 3: Enhanced Mental Ability DoM 3: Enhanced Physical Ability
DoM 3: Fire Bolt DoM 3: Focus DoM 3: Hypnotic Pattern
DoM 3: Magic Abatement DoM 3: Major Air Manipulation DoM 3: Major Earth Manipulation
DoM 3: Major Water Manipulation DoM 3: Mental Shield II DoM 3: Minor Pattern
DoM 3: Replicate DoM 3: Summoning I DoM 3: Teaching
DoM 3: Telekinesis II DoM 4: Banish Summoned Creature DoM 4: Banish Summoned Creature - powerword
DoM 4: Detect Life DoM 4: Ensnare DoM 4: Ensnare - powerword
DoM 4: Greater Healing DoM 4: Mental Shield III DoM 4: Review
DoM 4: Static Light Illusion DoM 4: Summoning II DoM 4: Telekinesis III
DoM 4: Transmute DoM 4: Ward vs. Enchanted Creatures DoM 5: Flight
DoM 5: Force Field DoM 5: Force Field - potion DoM 5: Force Field - powerword
DoM 5: Invisibility DoM 5: Location DoM 5: Magic Analysis
DoM 5: Mirror Image DoM 5: Patternings DoM 5: Patternings - runics
DoM 5: Storage Gem DoM 5: Summoning III DoM 6: Incinerate
DoM 6: Incinerate - powerword DoM 6: Mobile Light Illusion DoM 6: Post-Cognition
DoM 6: Re-open Enchanted Item DoM 6: Telekinesis IV DoM 6: Telekinesis IV - potion
DoM 6: Telekinesis IV - powerword
DoM 6: Spell Casting VI (S)
DoM 7: Mystic Theory VII (S)

Mundane Skills
DoM 2: Journeyman Businessman (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.390][Edit location][Edit 7533][Edit XSL]

Town Thief
PS10 / 10
MD15 / 15
AG14 / 14
CN11 / 11
IT11 / 11
MT8 / 8
FT8 / 8
WL10 / 10
HEIGHT163 cm
WEIGHT65 kg
BHP53
POISON ADJ.11
DODGE3
ST BONUS0
ASSESS 3d6+9
EQUIP TIME-2
BODY AND ARMOR
Head8
Chest21
Abdomen16
Groin11
Right Leg11
Left Leg11
Weapon Arm8
Shield Arm8
BloodN/A53
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankDaggerblank3d4blankblank2blank1blank0blank1blank
Description: A town thief usually dresses like, and is, one of the urban poor. He or she is usually an adolescent.
Equipment: The town thief carries little to avoid incriminating evidence. A rope, a file, and some long sharp instrument to serve as a lock pick, make up the bulk of his or her equipment.
Comments: The town thief is a pickpocket and a sneak thief. If successful, the Players will never realize they have met a town thief.
Fight Skills
DoM 1: HANDHELD WEAPON DR I (S) DoM 2: HANDHELD WEAPON CR II (S)

Mundane Skills
DoM 1: General Thief I DoM 2: Run Like A Thief
DoM 1: Security Systems I (S) DoM 2: Confidence II (S)
DoM 2: Fence II (S) DoM 2: Stealth II (S)
DoM 3: Sleight Of Hand III (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.400][Edit location][Edit 7535][Edit XSL]

Warrior, African
PS14 / 14
MD12 / 12
AG11 / 11
CN15 / 15
IT10 / 10
MT11 / 11
FT11 / 11
WL10 / 10
HEIGHT168 cm
WEIGHT75 kg
BHP65
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME0
BODY AND ARMOR
Head10
Chest26
Abdomen20
Groin13
Right Leg13
Left Leg13
Weapon Arm8 / 0
10
Shield Arm10
BloodN/A65
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankSpearblank2d8blank3d6blank5blank2blank4blank2blank
blankSpear, thrownblank2d10blankblank4blank0blank0blank2blank
blankTower Shieldblank1d10blankblank0blank2blank2blank2blank
Description: The African warrior does not wear armor, save for a headdress and a wicker tower shield. He or she will wear a loin cloth, adorned with feathers and gold ornaments. Some tribes ritually scar their warriors.
Equipment: The African warrior carries 3 or 4 spears, a wicker tower shield (it adds four to DR, subtracts two from Manual Dexterity, and adds one point of armor absorption) and rations.
Comments: The African warrior is brave, and can be very disciplined, but is more used to low intensity warfare, such as raids.
Fight Skills
DoM 1: Initiative I DoM 2: Parry Thrown Weapons I DoM 3: Initiative II
DoM 1: THROWN WEAPON BLOWS I (S) DoM 4: THROWN WEAPON CR IV (S)
DoM 5: HANDHELD WEAPON CR V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.410][Edit location][Edit 7537][Edit XSL]

Warrior, Amerindian
PS14 / 14
MD12 / 12
AG10 / 10
CN15 / 15
IT10 / 10
MT11 / 11
FT11 / 11
WL10 / 10
HEIGHT168 cm
WEIGHT75 kg
BHP65
POISON ADJ.13
DODGE2
ST BONUS0
ASSESS 3d6+10
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
10
Chest4 / 0
26
Abdomen4 / 0
20
Groin4 / 0
13
Right Leg4 / 0
13
Left Leg4 / 0
13
Weapon Arm4 / 0
8 / 0
10
Shield Arm4 / 0
10
BloodN/A65
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBucklerblank1d8blankblank0blank2blank4blank2blank
blankClubblank1d12blank1d20blank5blank2blank3blank2blank
blankShort Bowblankblank2d8blank3blank0blank0blank4blank
Description: The Amerindian warrior is a hunter, as well as a warrior. He or she is young or middle-aged and very healthy.
Equipment: The Amerindian warrior wears light leather armor buckskins and carries a short bow, 20 arrows, a yahtaghan and a small, hide buckler. The yahtaghan is a club with sharp stone flakes embedded in it. It uses one handed club statistics but is +1 damage because of the flakes.
Comments: The Amerindian warrior is brave and a master of ambush, but the very concept of large formation discipline is foreign to them.
Fight Skills
DoM 1: Initiative I DoM 2: Parry Thrown Weapons I DoM 3: Initiative II
DoM 3: BOW WEAPON BLOWS III (S) DoM 3: BOW WEAPON CR III (S) DoM 5: HANDHELD WEAPON CR V (S)

Mundane Skills
DoM 2: Stealth II (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.420][Edit location][Edit 7538][Edit XSL]

Witch
PS12 / 12
MD12 / 12
AG11 / 11
CN15 / 15
IT14 / 14
MT19 / 19
FT21 / 21
WL14 / 14
HEIGHT157 cm
WEIGHT70 kg
BHP73
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+6
EQUIP TIME0
BODY AND ARMOR
Head4 / 0
11
Chest4 / 0
29
Abdomen4 / 0
22
Groin4 / 0
15
Right Leg4 / 0
15
Left Leg4 / 0
15
Weapon Arm4 / 0
11
Shield Arm4 / 0
11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 57Used:Base Cast Chance: 135
Fatigue: 57Used:Fatigue Modifier: -4
SPP(C): 74Used:Base Cast Chance: 155
Description: A witch is usually an older woman, although some witches are male. She will dress in poor clothing, and frequently lives in out of the way places.
Equipment: The witch will wear light armor, and carry a Focus in the form of a broom, amulet, or wand. She will keep her familiar near her at all times. Without the familiar, the witch\'s MT and FT will decrease by three.
Comments: The witch is often a cleric with Blight, who has grown powerful enough to operate out in the open, although she will still keep a low profile.
Mage Spells
DoM 1: Break DoM 1: Break - powerword DoM 1: Create Familiar I
DoM 1: Detect Movement DoM 1: Dimensional Analysis DoM 1: Evil Eye
DoM 1: Maintain Spell DoM 1: Mend DoM 1: Pentagram/Circle
DoM 1: Pocket DoM 1: Read Minds DoM 1: Simple Ward vs Magic
DoM 1: Terminate Spell DoM 2: Curse DoM 2: Enhanced Perceptions
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Speak to the Dead
DoM 3: Bindings DoM 3: Create Minor Undead DoM 3: Minor Pattern
DoM 3: Moment of Weakness DoM 3: Moment of Weakness - powerword DoM 3: Participate in Group Casting
DoM 3: Summoning I DoM 4: Banish Summoned Creature DoM 4: Banish Summoned Creature - powerword
DoM 4: Demoralization DoM 4: Detect Life DoM 4: Scry
DoM 4: Summoning II DoM 5: Locate Object DoM 5: Summoning III
DoM 4: Mystic Theory IV (S) DoM 4: Spell Casting IV (S)

Cleric Spells
DoM 1: Begin the Dark Road DoM 1: Evil Eye DoM 1: Guide
DoM 1: Insight DoM 1: Mental Focus DoM 1: Stability
DoM 1: Truth Tell DoM 2: Contact Minor Demon DoM 2: Dark Armor
DoM 2: Disease DoM 2: Lands DoM 2: Minor Curse
DoM 3: Bequest DoM 3: Blind DoM 3: Contact Demon Knight
DoM 3: Fumble DoM 3: Indecision DoM 3: Mind Cloud
DoM 3: Sloth DoM 4: Attunement DoM 4: Contact Power
DoM 4: Fear DoM 4: Influence DoM 4: Pain
DoM 4: Weakness DoM 5: Drain Strength DoM 6: Flight
DoM 5: Prayer V (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


unedited: [45.1.430][Edit location][Edit 7539][Edit XSL]

Wizard
PS14 / 14
MD13 / 13
AG12 / 12
CN15 / 15
IT16 / 16
MT16 / 16
FT11 / 11
WL14 / 14
HEIGHT168 cm
WEIGHT75 kg
BHP73
POISON ADJ.15
DODGE2
ST BONUS0
ASSESS 3d6+4
EQUIP TIME-1
BODY AND ARMOR
Head14 / 0
11
Chest14 / 0
29
Abdomen14 / 0
22
Groin14 / 0
15
Right Leg12 / 0
15
Left Leg12 / 0
15
Weapon Arm12 / 0
11
Shield Arm12 / 0
11
BloodN/A73
MODIFICATIONS FROM ARMOR
DR-1.5
Weapon1-hand2-handCRDRPRBlowsNotes
blankQuarterstaffblankblank2d10blank3blank4blank5blank2blankMC
SPP(M): 48Used:Base Cast Chance: 120
Fatigue: 48Used:Fatigue Modifier: -4
Description: A wizard is a sort of mage errant, a person who travels the lands, trying to right wrongs. He or she is close in spirit to adventurers. His or her clothing will be practical for the environment.
Equipment: The wizard wears phosphor bronze chain and a battle helm. He or she carries a Focus in the form of a quarterstaff
Comments: As stated above, the wizard is a traveling do-gooder. He or she will attempt to aid good folks who are in trouble. They can be found anywhere.
Mage Spells
DoM 1: Battle Time DoM 1: Battle Time - powerword DoM 1: Break
DoM 1: Break - powerword DoM 1: Dimensional Analysis DoM 1: Dowsing
DoM 1: Insight DoM 1: Light DoM 1: Mend
DoM 1: Minor Water Manipulation DoM 1: Pocket DoM 1: Sensitivity
DoM 1: Simple Self-Healing DoM 1: Simple Ward vs Magic DoM 1: Weapon Energize I
DoM 1: Weapon Energize I - powerword DoM 2: Enhanced Perceptions DoM 2: Flash
DoM 2: Ice Weapon DoM 2: Ice Weapon - powerword DoM 2: Icicle
DoM 2: Minor Bindings DoM 2: Mystic Shields DoM 2: Water/Ice Shield
DoM 2: Water/Ice Shield - powerword DoM 3: Bindings DoM 3: Casting Endurance
DoM 3: Chaos Lock DoM 3: Enhanced Physical Ability DoM 3: Lightning Bolt
DoM 3: Lightning Bolt - powerword DoM 3: Magic Weapon DoM 3: Major Water Manipulation
DoM 3: Minor Extradimensional Space DoM 3: Minor Pattern DoM 3: Water/Ice Bolt
DoM 3: Water/Ice Bolt - powerword DoM 4: Greater Healing
DoM 1: Spell Casting I (S) DoM 4: Mystic Theory IV (S)

Fight Skills
DoM 1: Initiative I DoM 2: Parry Missile Weapons I DoM 2: Parry Thrown Weapons I
DoM 1: HANDHELD WEAPON BLOWS I (S) DoM 2: HANDHELD WEAPON CR II (S)
DoM 4: HANDHELD WEAPON DR IV (S) DoM 4: HANDHELD WEAPON PR IV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


LEGENDARY CREATURES

LEGENDARY CREATURES


final: [50.1.1][Edit location][Edit 7098][Edit XSL]

Dragon
PS32 / 32
MD14 / 14
AG8 / 8
CN18 / 18
IT16 / 16
MT18 / 18
FT10 / 10
WL14 / 14
HEIGHT110 cm
WEIGHT3000 kg
BHP782
POISON ADJ.156
DODGE2
ST BONUS2d10+d4
ASSESS 3d6+4
EQUIP TIME-1
SUMMON MOD.NA
BODY AND ARMOR
Head14 / 0
117
Chest14 / 0
313
Abdomen6 / 0
235
Groin10 / 0
156
Tail10 / 0
156
Right Rear Leg10 / 0
78
Left Rear Leg10 / 0
78
Right Foreleg10 / 0
78
Left Foreleg10 / 0
78
Left Wing10 / 0
156
Right Wing10 / 0
156
BloodN/A782
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Largeblank4d10blank-blank8blank2blank5blank4blank
blankClaw, Largeblank3d6blank-blank8blank2blank5blank4blank
blankTail, Gargantuanblank3d20blank-blank7blank1blank3blank3blank
SPP(M): 108Used:Base Cast Chance: 190
Fatigue: 108Used:Fatigue Modifier: -10
Description: Dragons are large reptilian predators. They come in a variety of colors, with green being the most common. They have great, scaled wings growing out of their shoulders
Special Abilities: Speed Multiplier: *1.5; The dragon breathes out a cone of flame 15m long and 10m wide. Any Character in the cone will be attacked 3 times on the +5 Attack Number table. Normal armor counts as 1/2 for stopping flame damage. The dragon must make a Constitution Saving Throw, with a -1 per attempt. Any Character standing to the dragon\'s rear may receive a tail attack. It is treated as a Leap/Pounce attack. Flight: 50 kph.
Comments: Dragons are at the top of the food chain. They are rare, but found in all habitats. Dragons are the fiercest non-humanoid monsters a Character can face. They will rarely attack groups, although they do prey upon livestock. Dragons have large amounts of treasure in their lairs. Armor made of dragon leather will absorb 10 points more of damage than normal leather armor. This bonus is not magical. The GM may wish to experiment with different types of dragons. A white dragon, or cold drake, may use Elemental Magic-Water, with the emphasis on ice, as opposed to breathing fire. Another variation could be a storm dragon, a dragon that Breathes lightning and has Elemental Magic-Air.
Mage Spells
DoM 1: Dark DoM 1: Detect Movement DoM 1: Evil Eye
DoM 1: Mend DoM 1: Mind Speak DoM 1: Read Minds
DoM 1: Sensitivity DoM 1: Simple Self-Healing DoM 1: Telepathy
DoM 2: Curse DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Mental Shield I DoM 2: Minor Bindings DoM 2: Shadow Blur
DoM 2: Truth Read DoM 3: Bindings DoM 3: Detect Light/Dark Illusions
DoM 3: Enhanced Physical Ability DoM 3: Magic Abatement - glyph DoM 3: Magic Abatement - powerword
DoM 3: Mental Shield II DoM 3: Moment of Clumsiness DoM 3: Read Group
DoM 3: Reduce/Enlarge DoM 3: See in Darkness DoM 3: Stun
DoM 3: Suggestion DoM 4: Darkness DoM 4: Demoralization - powerword
DoM 4: Demoralization - powerword DoM 4: Detect Life DoM 4: Greater Healing
DoM 4: Mental Shield III DoM 4: Scry DoM 5: Mental Shield IV
DoM 6: Neural Disruption DoM 6: Suggest Group - glyph DoM 6: Suggest Group - powerword
DoM 6: Thought Implantation DoM 6: Thought Implantation - glyph DoM 6: Thought Implantation - powerword
DoM 8: Projective Telepathy DoM 8: Projective Telepathy - powerword DoM 9: Mental Projection
DoM 9: Psionic Bolt DoM 10: Involuntary Channeling
DoM 10: Mystic Theory X (S)

Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.2][Edit location][Edit 7111][Edit XSL]

Great Boar
PS18 / 18
MD12 / 12
AG13 / 13
CN14 / 14
IT12 / 12
MT6 / 6
FT5 / 5
WL20 / 20
HEIGHT122 cm
WEIGHT250 kg
BHP134
POISON ADJ.27
DODGE3
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME0
SUMMON MOD.NA
BODY AND ARMOR
Head4 / 0
20
Chest6 / 0
54
Abdomen6 / 0
40
Groin6 / 0
27
Right Rear Leg4 / 0
13
Left Rear Leg4 / 0
13
Right Foreleg4 / 0
13
Left Foreleg4 / 0
13
BloodN/A134
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Mediumblank3d10blank-blank8blank5blank4blank4blank
blankLeap, Mediumblank2d6blankblank8blank3blank2blank4blank
Description: The Great Boar is a perfect specimen of a wild boar (see Natural Creatures).
Special Abilities: Speed Multiplier: *1.5; A Great Boar may speak. The gore is treated as a bite, save that the boar can only use it when the target is on the ground. The Great Boars Leap/Pounce is a charge. The charge is a rushing, slashing attack with the tusks. On a successful hit the target is knocked to the ground, and subject to the same chances of being stunned or knocked unconscious as with a Leap/Pounce attack. After a successful charge a boar may gore the target on the next blow. Magical Abilities: The Great Boar may activate a Mystic Aura Spell, (Order). It will glow red. This Spell may be activated once every 24 hours instantaneously and requires no roll to activate.
Comments: The Great Boar is found only in large, temperate, virgin forests. The Great Boar is a creature found in many European myths. Hunts for it are conducted regularly. Armor made out of Great Boar leather will absorb 2 points more of damage than normal leather armor. Leather made from a Great Boar will yield, at most, a single suit of armor for a normal size human.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.3][Edit location][Edit 7114][Edit XSL]

Great Lion
PS22 / 22
MD15 / 15
AG14 / 14
CN14 / 14
IT10 / 10
MT10 / 10
FT6 / 6
WL12 / 12
HEIGHT152 cm
WEIGHT310 kg
BHP153
POISON ADJ.31
DODGE3
ST BONUSd10
ASSESS 3d6+10
EQUIP TIME-2
SUMMON MOD.NA
BODY AND ARMOR
Head6 / 0
23
Chest4 / 0
61
Abdomen4 / 0
46
Groin4 / 0
31
Right Rear Leg4 / 0
15
Left Rear Leg4 / 0
15
Right Foreleg4 / 0
15
Left Foreleg4 / 0
15
BloodN/A153
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Largeblank4d10blank-blank8blank5blank5blank4blank
blankClaw, Largeblank3d6blank-blank8blank5blank5blank5blank
blankLeap, Largeblank4d8blankblank8blank3blank2blank4blank
Description: Description hereThe Great Lion is a large, perfect specimen of a black maned lion (see Natural Creatures).
Special Abilities: Speed Multiplier: *3; Magical Abilities: The Great Lion may activate a Mystic Aura spell, (Order). It will glow yellow. This Spell may be activated once every 24 hours instantaneously and requires no roll to activate. The Great Lion may speak. If the Great Lion makes a Constitution Saving Throw, with a -1 per attempt, it may roar so loudly that any Characters within 20m must make a Saving Throw against Constitution or be stunned for 3 Rounds.
Comments: The Great Lion prefers open grassland. Unlike most lions, the Great Lion is a solitary hunter. It has extremely acute senses and a natural stealth of 75. A person eating the heart of a Great Lion will permanently receive +1 Constitution.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.4][Edit location][Edit 7116][Edit XSL]

Great Wolf
PS16 / 16
MD15 / 15
AG14 / 14
CN18 / 18
IT11 / 11
MT10 / 10
FT7 / 7
WL11 / 11
HEIGHT122 cm
WEIGHT91 kg
BHP93
POISON ADJ.19
DODGE3
ST BONUSd4
ASSESS 3d6+9
EQUIP TIME-2
SUMMON MOD.NA
BODY AND ARMOR
Head4 / 0
14
Chest4 / 0
37
Abdomen4 / 0
28
Groin4 / 0
19
Right Rear Leg4 / 0
9
Left Rear Leg4 / 0
9
Right Foreleg4 / 0
9
Left Foreleg4 / 0
9
BloodN/A93
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Mediumblank3d10blank-blank9blank7blank4blank4blank
blankLeap, Mediumblank2d6blankblank9blank5blank2blank4blank
Description: A Great Wolf is a large, perfect specimen of a gray wolf (see Natural Creatures).
Special Abilities: Speed Multiplier: *2; The Great Wolf may activate a Mystic Shield Spell (Order). It will glow gray. This Spell may be activated once every 24 hours instantaneously and requires no roll to activate. A Great Wolf may speak. If the Great Wolf makes a Constitution Saving Throw, with a -1 per attempt, it may howl, so that any who hear it must make a Saving Throw versus Will or be paralyzed with fear for a Round.
Comments: The Great Wolf may be found in any desolate, temperate wilderness area. The Great Wolf enjoys destroying humans. It will lead wolf packs against isolated humans. Eating the heart of a Great Wolf will add +1 Will to the consumer, permanently.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.5][Edit location][Edit 7097][Edit XSL]

Gryphon
PS20 / 20
MD15 / 15
AG11 / 11
CN15 / 15
IT6 / 6
MT12 / 12
FT6 / 6
WL12 / 12
HEIGHT120 cm
WEIGHT118 kg
BHP91
POISON ADJ.18
DODGE2
ST BONUSd8
ASSESS 3d6+14
EQUIP TIME-2
SUMMON MOD.NA
BODY AND ARMOR
Head14
Chest36
Abdomen27
Groin18
Tail18
Right Rear Leg9
Left Rear Leg9
Right Foreleg9
Left Foreleg9
Left Wing18
Right Wing18
BloodN/A91
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: The gryphon has the body of a Great Lion, with feathered wings growing out of its shoulders and an aquiline head. Its forelegs resemble the legs of an eagle.
Special Abilities: Speed Multiplier: *2; 1 Bite and 1 Claw attack per Blow, or 1 Leap/Pounce attack per Blow, or 1 Bite and 2 Claw attacks per Blow after a successful Leap/Pounce. Natural Flight: 60 mph.
Comments: Gryphons prefer rugged mountains, with lush lower valleys. Gryphons are intermediate predators. While not overly fond of humanoid flesh, they treasure any equine, and will attack humanoids for their horses.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.6][Edit location][Edit 7118][Edit XSL]

Kraken
PS30 / 30
MD14 / 14
AG6 / 6
CN18 / 18
IT6 / 6
MT4 / 4
FT3 / 3
WL12 / 12
HEIGHT1220 cm
WEIGHT3600 kg
BHP874
POISON ADJ.175
DODGE1
ST BONUS2d10
ASSESS 3d6+14
EQUIP TIME-1
SUMMON MOD.NA
BODY AND ARMOR
Head8 / 0
437
Chest8 / 0
350
Abdomen8 / 0
262
Tentacle 14 / 0
131
Tentacle 24 / 0
131
Tentacle 34 / 0
131
Tentacle 44 / 0
131
Tentacle 54 / 0
131
Tentacle 64 / 0
131
Tentacle 74 / 0
131
Tentacle 84 / 0
131
Tentacle 94 / 0
131
Tentacle 104 / 0
131
BloodN/A874
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankGreat Hammerblankblank2d20blank6blank0blank3blank3blank
Description: The kraken is a giant squid.
Special Abilities: Speed Multiplier: *3; The kraken has 8 tentacles with which it attacks, each tentacle receiving 3 Blows per Round. Each tentacle may attack independently. Quite often, the sailors being attacked never see the main body. The kraken may release clouds of \\\"ink\\\" in the water, to mask its escape.
Comments: The kraken is found only in deep water. The kraken is one of the most feared sea creatures on the face of the Earth. It will attack large ships, trying to pull its crew to a watery death.
Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 3: HANDHELD WEAPON PR III (S) DoM 6: HANDHELD WEAPON CR VI (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.7][Edit location][Edit 7119][Edit XSL]

Leprechaun
PS6 / 6
MD18 / 18
AG17 / 17
CN12 / 12
IT16 / 16
MT24 / 24
FT14 / 14
WL12 / 12
HEIGHT76 cm
WEIGHT16 kg
BHP22
POISON ADJ.4
DODGE3
ST BONUS-d6
ASSESS 3d6+4
EQUIP TIME-4
SUMMON MOD.NA
BODY AND ARMOR
Head3
Chest9
Abdomen7
Groin4
Right Leg4
Left Leg4
Weapon Arm3
Shield Arm3
BloodN/A22
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
SPP(M): 84Used:Base Cast Chance: 170
Fatigue: 84Used:Fatigue Modifier: -5
Description: Leprechauns are small, wizened male humanoids who like to dress in bright colors. They speak, without exception, in a think Irish brogue.
Special Abilities: Speed Multiplier: *0.33; Leprechauns have a natural powerword ability with all of their Spells. They can teleport up to 100m with a Constitution savings throw. Each attempt at teleportation will give the leprechaun a -1 penalty, whether successful or not.
Equipment: All Leprechauns have a pot of gold from which they derive their special powers. THere are usually 10 to 100 gold pieces in the pot.
Comments: Leprechauns love pranks and practical jokes. They will plague a party with all sorts of misfortune, stopping short of outright harm. They will defend themselves if discovered, especially if their pot of gold is threatened. They are a species associated with the Fairies.
Mage Spells
DoM 1: Break DoM 1: Dark DoM 1: Light
DoM 1: Mend DoM 1: Mind Speak DoM 1: Read Minds
DoM 1: Telepathy DoM 2: Empathy DoM 2: Enhanced Perceptions
DoM 2: Hold Attention DoM 2: Lensing DoM 2: Mental Shield I
DoM 2: Minor Bindings DoM 2: Shadow Blur DoM 2: Telekinesis I
DoM 2: Truth Read DoM 3: Bindings DoM 3: Hypnotic Pattern
DoM 3: Magic Abatement - powerword DoM 3: Mental Shield II DoM 3: Mind Detect
DoM 3: Read Group - powerword DoM 3: Shift Self DoM 3: Shift Self - powerword
DoM 3: Suggestion DoM 3: Telekinesis II - powerword DoM 4: Character Analysis - powerword
DoM 4: Mental Shield III DoM 4: Static Light Illusion DoM 5: Invisibility - powerword
DoM 5: Mirror Image DoM 6: Mobile Light Illusion
DoM 5: Mystic Theory V (S)

Mundane Skills
DoM 1: Smith DoM 1: Stealth I DoM 2: Armorer
DoM 2: Stealth II DoM 3: Precious Metal Smith DoM 3: Stealth III
DoM 4: Advanced Forging Techniques DoM 4: Stealth IV DoM 5: Stealth V
DoM 6: Stealth VI DoM 7: Stealth VII DoM 8: Stealth VIII

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.8][Edit location][Edit 7121][Edit XSL]

Ogre
PS22 / 22
MD10 / 10
AG8 / 8
CN15 / 15
IT8 / 8
MT8 / 8
FT5 / 5
WL10 / 10
HEIGHT230 cm
WEIGHT227 kg
BHP135
POISON ADJ.27
DODGE2
ST BONUSd10
ASSESS 3d6+12
EQUIP TIME1
SUMMON MOD.NA
BODY AND ARMOR
Head4 / 0
20
Chest4 / 0
54
Abdomen4 / 0
41
Groin4 / 0
27
Right Leg4 / 0
27
Left Leg4 / 0
27
Weapon Arm4 / 0
20
Shield Arm4 / 0
20
BloodN/A135
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankClubblank1d12blank1d20blank4blank1blank3blank1blank
Description: Ogres are large, brutish humanoids. They wear no clothing, and have thick leather like skin. They are very hairy and extremely muscular.
Special Abilities: Speed Multiplier: *1.2
Equipment: Ordinary ogres carry a large club.
Comments: Ogres have acute senses and are almost always hungry. They are an allied species of Fairie. Every Fairie Knight (see Fairie Knight elsewhere in this book) has four or five in his or her employ. More dangerous ogres may be found; ogres trained to wear plate mail and use large 2-handed swords can be extremely hazardous.
Fight Skills
DoM 1: HANDHELD WEAPON DR I (S)
DoM 3: HANDHELD WEAPON PR III (S) DoM 4: HANDHELD WEAPON CR IV (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.9][Edit location][Edit 7122][Edit XSL]

Pegasus
PS20 / 20
MD11 / 11
AG16 / 16
CN12 / 12
IT6 / 6
MT12 / 12
FT5 / 5
WL13 / 13
HEIGHT137 cm
WEIGHT320 kg
BHP133
POISON ADJ.27
DODGE3
ST BONUSd8
ASSESS 3d6+14
EQUIP TIME0
SUMMON MOD.NA
BODY AND ARMOR
Head20
Chest53
Abdomen40
Groin27
Right Rear Leg13
Left Rear Leg13
Right Foreleg13
Left Foreleg13
BloodN/A133
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankKick, Largeblank2d20blankblank7blank4blank3blank3blank
Description: Pegasi are small, light light-boned horses that have large, feather-covered wings growing out of their shoulder blades.
Special Abilities: Speed Multiplier: *2.5; Natural Flight: 80 kph
Comments: Pegasi prefer mountainous regions. A Pegasus can carry a normal-sized, unarmored human in flight. However, they are very skittish.
Fight Skills
DoM 2: HANDHELD WEAPON BLOWS II (S) DoM 3: HANDHELD WEAPON PR III (S)
DoM 4: HANDHELD WEAPON DR IV (S)
DoM 7: HANDHELD WEAPON CR VII (S)

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.10][Edit location][Edit 7127][Edit XSL]

Pixie
PS3 / 3
MD16 / 16
AG20 / 20
CN14 / 14
IT12 / 12
MT15 / 15
FT11 / 11
WL11 / 11
HEIGHT15 cm
WEIGHT1 kg
BHP5
POISON ADJ.1
DODGE4
ST BONUS-d10
ASSESS 3d6+8
EQUIP TIME-2
SUMMON MOD.NA
BODY AND ARMOR
Head1
Chest2
Abdomen2
Groin1
Right Leg1
Left Leg1
Weapon Arm1
Shield Arm1
BloodN/A5
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
Description: Pixies look like tiny women with wings. They glow slightly and have high-pitched, bell-like voices.
Special Abilities: Pixies are primal creature of magic. They will always make their Magic Talent Saving Throw, unless they roll a 20. They can do almost anything once per Round on a roll of 15 or less on a d20. On a 16 through 19, they suffer some form of fumble, and on a 20, they lose their special abilities permanently. Of course, another pixie could restore it. Natural Flight = 20 kph.
Comments: The GM can have a lot of fun with pixies, without directly threatening the Characters. Pixies can create inanimate objects and alter the properties of animate and inanimate objects, but they cannot create life or an object they do not understand.
(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.11][Edit location][Edit 7130][Edit XSL]

Unicorn
PS18 / 18
MD13 / 13
AG20 / 20
CN12 / 12
IT12 / 12
MT18 / 18
FT15 / 15
WL12 / 12
HEIGHT122 cm
WEIGHT227 kg
BHP108
POISON ADJ.22
DODGE4
ST BONUSd6
ASSESS 3d6+8
EQUIP TIME-1
SUMMON MOD.NA
BODY AND ARMOR
Head4 / 0
16
Chest43
Abdomen32
Groin22
Right Rear Leg11
Left Rear Leg11
Right Foreleg11
Left Foreleg11
BloodN/A108
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankHornblankblank3d8blank8blank6blank4blank4blank
blankKick, Largeblank2d20blankblank7blank5blank3blank3blank
Description: The unicorn is a small, horse-like creature. It is usually white, with a silver mane and tail. It has a straight, ivory horn growing out of its forehead.
Special Abilities: Speed Multiplier: *4; The unicorn may charge, treating its horn attack as a polearm. The unicorn may heal itself and other creatures with a touch of it horn. It must make a Constitution Saving Throw, with a -1 modifier per attempt. If successful, the touch of the horn is the equivalent of a Body Healing II Spell (Healing). The unicorn may speak.
Comments: The unicorn prefers primeval, temperate woodlands. The unicorn is a highly magical beast. Its horn will continue to heal on command after it is removed from the unicorn. The detached horn will begin with the unicorn\'s Constitution (12). With each healing attempt, a -1 modifier is applied, so the greatest number of times the horn can heal is 12. Unlike the living creature, the horn does not renew itself.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.12][Edit location][Edit 7095][Edit XSL]

Chimera
PS22 / 22
MD14 / 14
AG8 / 8
CN15 / 15
IT7 / 7
MT12 / 12
FT4 / 4
WL11 / 11
HEIGHT160 cm
WEIGHT300 kg
BHP160
POISON ADJ.32
DODGE2
ST BONUSd10
ASSESS 3d6+13
EQUIP TIME-1
SUMMON MOD.NA
BODY AND ARMOR
Head 112 / 6
24
Head 24 / 0
24
Head 32 / 0
24
Chest2 / 0
64
Abdomen2 / 0
48
Groin2 / 0
32
Tail2 / 0
32
Right Leg2 / 0
24
Left Leg2 / 0
24
Weapon Arm2 / 0
24
Shield Arm2 / 0
24
Right Wing2 / 0
6 / 0
24
Left Wing2 / 0
6 / 0
24
BloodN/A160
MODIFICATIONS FROM ARMOR
DR0
Weapon1-hand2-handCRDRPRBlowsNotes
blankBite, Largeblank4d10blank-blank8blank4blank4blank4blank
blankBite, Largeblank4d10blank-blank8blank4blank4blank4blank
blankClaw, Largeblank3d6blank-blank8blank4blank4blank4blank
blankGoat Headblank1d12blank1d20blank6blank2blank2blank2blank
Description: The chimera has the body of a lion, draconian wings growing out its back, and three heads, a lion head, growing normally, a goat head growing out of the left shoulder, and a dragon head growing out of the right shoulder.
Special Abilities: Speed Multiplier: *1.5; The goat head may breath out a cloud of poisonous gas, Blood Toxicity Level = 35. The cloud is a sphere 6\\\' in diameter. An Agility Saving Throw at -3 will allow a Character to leave the cloud before being poisoned. The chimera must make a Saving Throw versus its Constitution, with a cumulative -1 for each attempt at breathing. The dragon head can breath out a column of fire equivalent to Fire Bolt (Elemental Fire). The chimera must make a Saving Throw versus its Constitution, with a cumulative -1 for each attempt at breathing. 1 Head attack per opponent, plus 1 Claw per Blow. Natural Flight: 25 mph.
Comments: Chimera prefer temperate, well-watered climes, with plenty of game. The chimera, while a formidable predator, is not a match for a dragon, although they share the same habitat preferences. The chimera is a confirmed man-eater, and will attack with no provocation.
Fight Skills

(S) refers to 'stacked' skills: DoMs 1 thru MAX are displayed as one entry to save space.


final: [50.1.13][Edit location][Edit 7120][