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Cesar's NetBook

The document outlines various new character classes for a role-playing game, including the Adventurer, Battle Priest, Brigand, Combat Mage, and Enemy. Each class has specific abilities, level progression tables, and requirements for character creation. Additionally, it includes disclaimers about trademark usage and acknowledges contributions from the community.

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Yuri Haru
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0% found this document useful (0 votes)
33 views66 pages

Cesar's NetBook

The document outlines various new character classes for a role-playing game, including the Adventurer, Battle Priest, Brigand, Combat Mage, and Enemy. Each class has specific abilities, level progression tables, and requirements for character creation. Additionally, it includes disclaimers about trademark usage and acknowledges contributions from the community.

Uploaded by

Yuri Haru
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Disclaimer

TSR, Dungeons & Dragons, Advanced Dungeons & Dragons, D&D, AD&D, Dungeon Master,
Dragon, Dungeon, Greyhawk, Forgotten Realms, Dragonlance, Ravenloft, Planescape, Darksun,
Mystara and Spelljammer are registered trademarks of TSR, Inc. Several other trademarked names
appear throughout this work; the author hereby states that he is using the names, including the above-
mentioned ones in editorial fashion only, and not to the benefit of the trademark owners, with no
intention of infringing in any way upon the trademarks. The author is not affiliated with nor endorsed
by TSR, Inc.

Special Thanks
I would hereby like to thank the people of the Net Community who helped me out with this work.
Without them, this book could not have been distributed. These are:

Ezra Van Everbroeck [email protected]


Brennan Brooks [email protected]
Sean Hood [email protected]
Ezra Van Everbroeck also helped me out with the copyright stuff and some useful suggestions. .

Section 1: New classes


The Adventurer
The adventurer is a quite common class, very well adapted to the adventuring life. Adventurers
can fight well, perform a few thief abilities and cast a few magical spells when needed. They are a very
welcome addition to any adventuring party. Adventurers are a sub-class of warrior. They fight and
make their saving throws as warriors. They can not use armor heavier than the chain mail because it
would hinder too much their thieving abilities. Adventurers can use any weapon.

Adventurers Level Progression Table:


Mage Spells Level Experience Points Hit Points AC bonus
1 2 1 0-2000 1d8 0
1 2 2 2001-4000 2d8 0
1 2 3 4001-9000 3d8 0
1 2 4 9001-20000 4d8 0
1 2 5 20001-45000 5d8 -1
1 2 6 45001-100000 6d8 -1
1 2 7 100001-175000 7d8 -1
2 2 8 175001-300000 8d8 -1
2 2 9 300001-500000 9d8 -1
2 2 10 500001-750000 9d8+2 -2
2 2 2 11 +250000 XP / Lvl. +2 / Lvl. -1 / 5 Lvls.
The thief abilities of adventurers are: hear noise, hide in shadows, move silently, open locks, read
languages and find/remove traps. At first level, the base percentage of these abilities is:
Hear Noise: 15%
Hide in Shadows: 5%
Move Silently: 10%
Open Locks: 10%
Read Languages: 0%
Find/Remove Traps: 5%
They have 50 discretionary points to add to these abilities (not more than 25% in each). At every
level thereafter, they gain 20 additional points (max 10% increase in each). They have a bonus to armor
class that is improving along with the levels, due to special defense techniques that is part of their
training. At first level, they have 3 weapon and 3 non-weapon proficiencies and they gain one of each
every three levels afterwards. They can be of any alignment. The requirements for becoming an
adventurer are not stringent, strength, dexterity and intelligence of 9. Any result of 47 or more in those
three abilities grants the adventurer a 10% bonus on experience points.
Adventurers can be human, elven or half-elven.

The Battle Priest


The battle priest is the strong arm of a church. Some war-god faiths rather have believers fight for
their cause rather than mercenaries, that is the reason of the battle priest's existence. Battle priests are
formed in their church as well as in a fighter's school. They also have access to priest spells, beginning
at second level. They advance in levels at a slower rate than fighters or priests but they have the
advantages of both.
Battle priests often go into adventuring simply because it's a good way to become powerful. War
gods like to have powerful followers. Their adventures need not have a direct link to the cause of their
faith but they will never go against it or they immediately lose their status and become 0-level
characters. Due to its intensive combat training, the battle priest receives all the advantages of a fighter,
attack table, exceptional strength, constitution bonus and specialization (includes double
specialization). They can use all magic items usable for fighters and clerics.
Battle priests are alignment-bounded, their alignment has to be the same as their god. The battle
priests can not associate, even momentarily, with anyone having a faith contradictory to his own (good
vs. evil, law vs. chaos). If the battle priest is true neutral, he can not associate with people of extreme
alignments (lawful good, chaotic evil, lawful evil, chaotic good). However, battle priests can be
interrupted in their adventuring for a while because his church will join him if help is needed, the battle
priest always answers these requests positively.
They can cast priest spells like a regular priest, but with one level of delay. A battle priest has his
first spell on second level, behaves like a 2nd level priest at 3rd level,... They do not have power over
undead. They can receive bonus spells for high wisdom just like regular priests. The minimum ability
scores for becoming a battle priest are: strength, constitution and wisdom of 12. If these three total
more than 47 points, the battle priest has a 10% experience bonus. Battle priest can only be human.
They can not dual-class in a warrior or priest sub-class.

Battle priest level progression table:


Level Experience Points Hit Points
1 0-3250 1d10
2 3251-7000 2d10
3 7001-14000 3d10
4 14001-30000 4d10
5 30001-65000 5d10
6 65001-130000 6d10
7 130001-260000 7d10
8 260001-400000 8d10
9 400001-750000 9d10
10 750001-1100000 9d10+2
+ 350000 XP / Lvl. +2 / Lvl.
The Brigand
The brigand usually comes from a harsh environment, an environment in which he has to fight
often, not only thieve. He can come from a urban settlement or from the wilderness. One of their most
favoured method of attack is the ambush. A brigand knows how to ambush his enemies in a lot of
different situations. When he planifies an ambush, everybody involved on his side will have +2 to hit to
their first attack, that is, of course, if the brigand surprises the enemy.
The Brigand only leaves his gang rarely, so there are very few adventuring brigands. A player
who wishes to be a brigand must find an appropriate reason for his character to leave his former group
(he may be bored, he may be kicked out, ...). Even if there are few of them adventuring, they are
competent adventurers, due to their skills in both fighting and thievery. They fight better that regular
thieves, due to their training, they fight as clerics.
Being a sub-class of the thief, they make their saving throws as thieves do. They are allowed any
weapon but they tend to prefer one-handed and quick weapons, it is often important for a brigand to
have the first strike. They will not wear armor heavier than the chain mail because it restricts mobility
and it would hinder too much their thieving skills. They can use shields. Brigands can be neutral at
best, they can not be lawful or good.
They are allowed the fighter's constitution and strength bonuses. They can also specialize (and
double specialize) as normal fighters in a weapon, but it will always be a one-handed melee weapon.
They can use all magic items that are designed for fighters. Their thief abilities are: Backstab, Climb
Walls, Find/Remove Traps, Hear Noise, Move Silently, Open Locks and Pick Pockets. The base
percentage of these abilities are:
Climb Walls: 60%
Find/Remove Traps: 5%
Hear Noise: 15%
Move Silently: 10%
Open Locks: 10%
Pick Pockets: 15%
At first level, they have 50 discretionary points to place in whichever ability they want (not more
than 25 in each) and they gain an additional 25 points each level thereafter in which no more than half
of the points may be placed in a single ability.
They initially have 3 weapon and 3 non-weapon proficiencies and they gain one of each every 3
levels. In the second edition, they can choose between the warrior, rogue and general group. The
minimum required ability scores to be a brigand are: strength, dexterity and constitution which must be
12 each. If these three scores together exceed 47, the brigand receives a 10% experience bonus. Any
race that can be a fighter or a thief can be a brigand but non-human level limits should be
approximately 12. Human brigands may not be dual-classed with any rogue or warrior subclass. Non-
human brigands can not be multi-classed with a rogue or warrior subclass.

Brigands level progression table:


Level Experience Points Hit Points
1 0-2750 1d8
2 2751-5500 2d8
3 5501-12000 3d8
4 12001-27500 4d8
5 27501-55000 5d8
6 55001-100000 6d8
7 100001-200000 7d8
8 200001-350000 8d8
9 350001-625000 9d8
10 625001-900000 9d8+2
+ 275000 XP / Lvl. +2 / Lvl.

Combat Mage
Not liking the idea of a militant wizard in the second edition, I decided to make a special wizard
sub-class. The combat mage's training is a mixture of magical and warfare training. He is able to
sustain much more punishment than the average wizard. Although he can not wear armor, he can use
more weapons than the regular wizard and fights better, too. The use of any slashing weapon does not
hinder in any way his spell-casting ability.
The combat mage has special saving throws, which are the best between the mage and the fighter
class. See table next page.

Combat Mage Saving Throws


Level Paralysis, Petrification, Wands, Breath Spell
Poison, Polymorph Rods, Staves Weapon
Magical
Death
1-5 14 13 11 15 12
6-10 11 11 9 13 10
11-15 7 8 7 8 8
16-20 4 5 5 4 6
21 + 3 4 3 4 4

Combat Mages Level Progression Table:


Level Experience Points Hit Points
1 0-3500 1d8
2 3501-7000 2d8
3 7001-15000 3d8
4 15001-30000 4d8
5 30001-60000 5d8
6 60001-125000 6d8
7 125001-250000 7d8
8 250001-425000 8d8
9 425001-850000 9d8
+ 425000 XP / Lvl. + 2 h.p. / Lvl.
He fights like a psionicist, that is, a bit better than regular wizards. Of course, for all its
advantages, he has to suffer some disadvantages, his training being more taxing than the normal mages,
he has to gain more experience points to rise in levels. The combat mage has access to the same spells
as the regular mage.
At first level, they initially have 3 weapon and 3 non-weapon proficiencies. They gain 1 of each
every four levels after the first (5, 9,13,...). They can use the same magic items as wizards do. They roll
8-sided dice for determining their hit points. Any race that can be both a magic-user and a fighter can
be a combat mage, with the corresponding level limitations as magic-user.
To be a combat mage, one needs at least strength 10 and intelligence 14.
The Enemy
The enemy is related somewhat to the anti-paladin but his only emphasis is on combat. He is
designed specifically as a non-player character, adapting it for PC use would require some
modifications. Enemies are, just like their name implies, enemies of your adventuring group that
sometimes happen to be on their path. They make very good villains, their level should be adjusted to
the party's level, do NOT make a 19th level enemy fight a 1st level party because he would shred them
to pieces in but a single round.
Their alignment is always chaotic evil, they are repulsed by everything that is good or that
represents the law, especially lawful good characters. They are extremely powerful combatants.
Enemies fight as monsters of the same hit dice. Enemies are a sub-class of fighter, they make their
saving throws as fighters and can use fighter-specific magic items. They also have access to the
fighter's exceptional strength. Enemies can use all weapons and armor. They have a special constitution
bonus, for every point beyond 14, they get +2 hit points per level. They also have a special bonus to
armor class and to initiative.
To be an enemy, strength 15, constitution 14 and dexterity 15 are required. Unlike fighters, which
can only specialize in one weapon, enemies can specialize in as many weapons as they want. They
have 6 weapon proficiencies and 2 non-weapon proficiencies at first level, they gain 1 of each at every
2 levels after the first. Enemies can only be human.

Enemies level progression table:


Level Experience Points Hit Points AC bonus Ini. bonus
1 0-5000 2d12+1 0 0
2 5001-10000 3d12+2 -1 0
3 10001-22500 4d12+3 -1 0
4 22501-50000 5d12+4 -1 0
5 50001-100000 6d12+5 -2 1
6 100001-200000 7d12+6 -2 1
7 200001-400000 8d12+7 -2 1
8 400001-700000 9d12+8 -3 1
9 700001-1000000 10d12+9 -3 1
10 1000001-1500000 10d12+13 -3 2
11 1500001-2000000 10d12+17 -4 2
+ 500000 XP / Lvl. + 4 / Lvl.

The Enforcer
The enforcer is the middle-age equivalent of today's police officer. In a world where there is so
much thieves, there has to be some people who can deal with that. That people are the enforcers. The
enforcers are have a lot of skills, that is why their level progression is so slow. They have to be
physically fit, combat is no stranger to them and they have to be able to sustain a reasonable amount of
damage. They also have a special ability, which is always in effect, they just have to concentrate a little
and they have a chance of knowing if someone is telling a lie. The Detect lies ability naturally
improves with levels.
Enforcers are also skilled in magic. They study their magic as magic-users do but they do not
have access all of the mage spells. They have a special list of spells, and their purpose is not the same
as in the case of a magic-user. They also have access to a few thief skills, because to capture thieves,
you must be able to play the same game as they do. Enforcers can climb walls, hear noise, hide in
shadows and move silently. The base percentage of these abilities at first level is:
Climb Walls: 60%
Hear Noise: 15%
Hide in Shadows: 5%
Move Silently: 10%
At first level, they have 30 discretionary points that they can place in any ability (but no more
than 15% in each). At every level after the first, they get an additional 15 points, again, they can not
place more than half of that amount in a single ability. Enforcers also have the disguise ability, they can
disguise themselves very efficiently to pretend they are someone else, as the first-edition assassin. They
can be considered a sub-class of fighters. They fight as warriors do and they also make their saving
throws like warriors. They have the warrior's exceptional strength, constitution bonus and
specialization ability.

Enforcers level progression table:


Enforcer Level Experience Points Hit Points Detect Lie
Spells
1 2 3 4 5 1 0-4000 1d10 5%
----- 2 4001-8000 2d10 10%
1---- 3 8001-18000 3d10 15%
2---- 4 18001-40000 4d10 20%
21--- 5 40001-80000 5d10 25%
22--- 6 80001-150000 6d10 30%
321-- 7 150001-300000 7d10 35%
332-- 8 300001-500000 8d10 40%
4321- 9 500001-1000000 9d10 45%
4332- 10 1000001-1500000 9d10+3 50%
54321 + 500000 XP / Lvl. +3 / Lvl. +5%/Lvl
Enforcers can not cast their spells and they can hardly use their thief skills if they wear armor
heavier than chain mail. Enforcers have to be lawful, but there are no restrictions on how they apply the
law (they can be lawful good, lawful neutral or lawful evil). They have a code of ethics, but it is simple,
they can not knowingly let a crime be committed (of course if they are lawful evil, they can not let a
crime be committed by ... someone else).
They can use the fighter class of magic items. At first level, they have 3 weapon and 3 non-
weapon proficiencies, they gain one of each at every 3 levels after the first. To be an enforcer, a
character must have: strength 12, intelligence 13 and dexterity 12. Enforces only very rarely go
adventuring, if the player wants to be an enforcer, it is up to him to get an adequate background.
Enforcers can only be human and may never dual-class.
Enforcer magic spells:
Level 1:
Alter Fire (m)
Alarm (m)
Armor (m)
Command (c)
Comprehend Languages (m)
Detect Magic (m)
Feather Fall (m)
Identification (m)
Light (m)
Protection vs. evil (m)
Read enforcer magic (*)
Sanctuary (c)
Shield (m)
Sleep (m)
Spider Climb (m)
Level 2:
Augury (c)
Continual Light (m)
Detect Evil (m)
Detect Charm (c)
Detect Invisibility (m)
Detect Life (c)
Detect Pits and Snares (c)
ESP (m)
Invisibility (m)
Knock (m)
Know Alignment (m)
Levitate (m)
Speak with Animals (c)
Strength (m)
Level 3:
Clairaudience (m)
Clairvoyance (m)
Detect Illusion (m)
Dispel Magic (m)
Feign Death (c)
Flight (m)
Haste (m)
Hold Person (m)
Infravision (m)
Tongues (m)
Water Breathing (m)
Level 5:
Airy Water (m)
Distance Distortion (m)
Hold Monster (m)
Telekinesis (m)
Teleport (m)
Transmute Rock to Mud (m)
Wall of Force (m)
Dispel Evil (m)
Plane Shift (m)
True Sight (c)
Level 4:
Detect Lies (c)
Dimension Door (m)
Fire Shield (m)
Hallucinatory Terrain (m)
Magic Eye (m)
Minor Globe of Invulnerability (m)
Polymorph Self (m)
Remove Curse (m)
Speak with Plants (c)
Stoneskin (m)
Ultravision (m)

A spell with (m) indicates a spell coming from the mage class and a (c) means that the spell is
coming from the priest class. (*) indicates a special spell, see description next page.
Read Enforcer Magic (Divination)
Level: 1
Range: 0
Components: V,S,M
Duration: 2 rounds per level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: none
This spell is in all aspects identical to the first-level mage spell read magic. The only difference
between the two is that this spell applies only to enforcer magic reading. That spell does not allow to
read normal magic nor does the read magic spell can be applied to read enforcer magic. The DM might
want to change this for a spell being cast by a high-level spellcaster.
As mentioned before, enforcers do not usually use their magic for the same purpose as mages do.
Many enforcer spells are very useful to capture a suspect alive. It is easy to interrogate a victim under
the effect of a web spell...

The Healer
The Healer is a character that devotes his life to healing others. They are a sub-class of the priest
but with some psionic abilities. The healer knows many ways to heal people, his healing can come
from magic, psionic or natural abilities. Of course, at first level, healers have the healing proficiency as
a bonus. The healer does not only heal, he or she can fight to, when necessary.
The healer rolls 8-sided dice for the determination of its hit points. They fight as clerics and their
patron deity is a god of healing from any pantheon. Healers have access to the psionic discipline of
psychometabolism and they can cast spells as clerics, but they only have access to the sphere of
healing. They receive bonus spells for high wisdom just like normal priests. Healers have to be of good
alignment because nobody evil or even neutral would devote his life to the healing of others.
Healers are not allowed to use heavy armor, in fact, they will not wear anything heavier than the
chain mail. However, they can fight with any weapon. They can use any magical item that priests or
psionicists can use. Initially, they have two weapon proficiencies and two non-weapon proficiencies.
They gain one of each every three levels after. The level progression of healers is quite fast, it is similar
to clerics.
Healers do not have any special disadvantages. They usually come from big settlements because
of the requirement of their training. They have to be from a place that there is both a temple of a god of
healing and a psionics college. But if the player manages to find any other appropriate story (DM's
choice), the healer PC can be from virtually anywhere. To be a healer requires a wisdom of 12. Only
humans can be healers, on very rare occasions, healers may dual-class but they never do in a priest or
psionicist subclass.
Healers Level Progression Table:
Level Experience Points Hit Points Sciences Devotions
1 0-1600 1d8 1 3
2 1601-3500 2d8 1 5
3 3501-7500 3d8 2 7
4 7501-15000 4d8 2 9
5 15001-30000 5d8 3 10
6 30001-60000 6d8 3 11
7 60001-125000 7d8 4 12
8 125001-225000 8d8 4 13
9 225001-450000 9d8 5 14
10 450001-675000 9d8+2 5 15
11 675001-900000 9d8+4 6 16
12 900001-1125000 9d8+6 6 17
13 1125001-1350000 9d8+8 7 18
14 1350001-1575000 9d8+10 7 19
15 1575001-1800000 9d8+12 8 20
16 1800001-2025000 9d8+14 8 20
17 2025001-2250000 9d8+16 9 20
18 2250001-2475000 9d8+18 9 20
+ 225000 XP / Lvl. +2 hp / Lvl. 10 at 19th

The Martial Artist


I wanted, just to see what it would look like, to make a class that its sole ability is martial arts as
the oriental adventures guide. A martial artist is just that, a plain Bruce Lee wannabee, and that is just
how they might act like at higher levels. To be a martial artist requires dexterity 15, wisdom 12 and
constitution 12. These are the three prime requisites for the martial artist. If these 3 together total more
than 47, the martial artist gains a 10% bonus in experience points.
The martial artist is a class of the warrior group, their very existence is devoted to fighting. They
gain special abilities when they go up in levels, these are special maneuvers that can be found in the
Oriental Adventures book or in an old DRAGON magazine (I had it and lost it, I do not remember
which one). The base AC of a martial artist is 4, due to his training. A martial artist can not wear armor
nor use shields and they only have access to the martial arts weapons class. They fight and make their
saving throws as warriors. They initially have 3 weapon and 3 non-weapon proficiencies and they gain
1 of each at every 3 levels after the first (4, 7, 10, ...).
At first level, there are several abilities that a martial artist has. He can spend an attack luring his
opponent into a trap and this gives him a +2 to hit on his next attack. Martial artists are also able to
make leaps and when they leap, they can make a 180-degree turn in mid-air. They all get only half-
damage from falls. A martial artist can, of course, meditate, 1 hour of meditation is as good as 2 hours
of sleep. Martial artists are masters of balance, they can walk on a tight rope like some thieves. If a
martial artist concentrates him(her)self, (s)he is able to summon his inner strength potential, thus giving
18/00 strength for 5 rounds. After that, though, they have to rest for 1 full turn or fight at -4 to hit until
they rest. Martial artists are also considered to be fully ambidextrous, they can use both hands at the
same efficiency. They get +1 bonus to initiative because of their innate quickness. If they spend an
attack studying the opponent, they can notice weaknesses in their fighting, thus giving them, for the
rest of the combat and for that opponent only, a +1 to hit. They can also deflect non-magical missiles
thrown at them if they make a successful saving throw versus paralysis. Martial artists can also walk on
a tightened rope with a 25% chance, increasing by 5% at every level after the first.
The life of a martial artist imposes several restrictions. They have to be lawful neutral, the only
thing that matters to them is order and discipline, they will never associate with chaotic characters.
They always have to donate 10% of their belongings to the dojo where they trained, to encourage the
formation of more martial artists. They can not own more than 10 magical items and they can only use
those that are usable by any class. Martial artists can be from any race that can meet the ability
requirements and that does not have a penalty to dexterity.

Martial Artists Level Progression Table:


Lvl Experience Points Hit Move Attacks Damage/ Jump Jump Special
points per round Attack Hgt. Lgt. Ability
Gained
1 0-2000 1d8 14" 3 1d10 4' 3' --
2 2001-4000 2d8 15" 3 1d10 5' 4' 1
3 4001-8000 3d8 16" 3 1d10 6' 5' 2
4 8001-18000 4d8 17" 7/2 1d10+1 7' 6' 3
5 18001-35000 5d8 18" 7/2 1d10+2 8' 7' 4
6 35001-60000 6d8 19" 7/2 1d10+2 9' 8' 5
7 60001-120000 7d8 20" 4 2d10 10' 9' 6
8 120001-225000 8d8 21" 4 2d10+1 11' 10' 7
9 225001-450000 9d8 22" 4 2d10+2 12' 11' 8
10 450001-675000 9d8+3 23" 9/2 3d10 13' 12' 9
11 675001-900000 9d8+6 24" 9/2 3d10+1 14' 13' 10
12 900001-1125000 9d8+9 26" 9/2 3d10+2 15' 14' 11
13 1125001-1350000 9d8+12 28" 5 4d10 16' 15' 12
14 1350001-1575000 9d8+15 30" 5 5d10 17' 16' 13
+ 225000 XP / Lvl. +3hp/ 6 at lvl. +1'/lvl +1'/lvl
Lvl 17
If a martial artist has a 10' space to run, he can increase his jumping height and length by 4'. The
damage they do and the number of attacks is for bare-handed combat only. Martial arts damage is
halved for creatures of more than twice the martial artist's height, with a natural armor class below 0 or
with opponents that are made out of stone, iron, ... (like golems).
MARTIAL ARTIST SPECIAL ABILITIES EXPLANATION:
A martial artist gains special abilities when going up in levels, these are:
1= The martial artist can fight efficiently even with his back lying on the ground.
2= If the martial artist walks at half his normal speed, he can pass without trace as the spell.
3= If the martial artist concentrates for 1 round, he can, for 4 rounds make twice more attacks,
move twice faster, ... . But after that, he must rest for a full turn or fight at -4 to hit until he rests.
4= The martial artist is immune to the slow spells.
5= The martial artist learns a technique of quick defensive moves that lowers his armor class by
1. The bonus is increased to +2 at 11th level.
6= The martial artist learns how to crush stone (ј"/lvl.) and wood (Ѕ"/lvl.). If the attack is missed,
the martial artist can not use that limb for 24 h. This maneuver can also be used against opponents, the
damage done is normal, but with a bonus of +1hp/lvl.
7= If the martial artist is lying on the ground, he can spend only one attack and get himself up in
a standing position.
8= The martial artist is aware of every non-invisible opponent around him, his is therefore
immune to backstabs.
9= The martial artist now ages only 9 months for every year that passes.
10= The martial artist can levitate, at 5' per round. When he is done, he has to rest for 2 rounds.
11= The martial artist now only suffers a -1 penalty for fighting in the dark, or with his eyes
closed.
12= The martial artist gets a +2 to saving throws versus charms, illusions and paralysis.
13= The martial artist learns how to incapacitate an opponent's limb. Before making that special
maneuver, the player has to tell the DM. It does double damage if the hit is successful and the limb that
was hit (or nearly destroyed for a high-level martial artist!) cannot be used for 24 hours.

The Mystic
The mystic resembles, on certain points to the first-edition monk. A mystic devotes a lot of time
to meditation. They possess great self-discipline. They gain special abilities from their meditation and
their particular physical training. The Mystic is a stand-alone class, not a subclass of any other one,
because it has various abilities.
Many mystics live as solitaires or in a monastery, they think it as one of the best ways to reach
spiritual enlightment. Sometimes, by changing their lifestyles a bit, such as going adventuring, they can
gain additional knowledge that they can not find anywhere else. That is the main reason why mystics
could be adventuring. Due to their varied abilities, Mystics can prove to be very useful in an
adventuring party. They can cast both priest and mage spells (in limited number, of course). They gain
their spells through meditation, from their own inner-self power. The way they can obtain mage spells
through meditation is not yet clearly known.
However, by doing all that meditation, Mystics do not have the time for strenuous physical
training, that is why they fight as thieves. However, their meditation gives them a way to avoid
damage, the natural AC of a mystic goes down when they gain levels. They use six-sided dice to
determine hit points. At first level, they roll an additional hit die. They make their saving throws as
clerics. Mystics can only be lawful neutral because of their rigid mental discipline. Mystics are not
concerned by good or evil.
Mystics have restrictions, they can not own more than 10 magical items and they can not
associate with chaotic-aligned people, they do not tolerate people who are not disciplined. They can
never wear armor, they are not allowed to use a shield and the only weapons they can use are those
available to the magic-user class. They move at 15" and they have the legend lore ability of a bard of
the same level. They initially have 2 weapon proficiencies and 4 non-weapon proficiencies, they gain
one of each at every 4 levels.
The minimum ability scores to become a mystic are: wisdom 16 and intelligence 14. Only
humans may become mystics. Mystics may never dual-class. They do not have power over undead nor
do they receive bonus spells for high wisdom. They can only use magical items that can be used by all
the classes.

Mystics level progression table:


Mage Priest spells Level Experience Points Hit Points AC
Spells
1 2 3 4 1 2 3 4 1 0-2600 2d6 10
---- ---- 2 2601-5200 3d6 9
1--- ---- 3 5201-11000 4d6 8
2--- 1--- 4 11001-25000 5d6 7
21-- 2--- 5 25001-50000 6d6 6
22-- 21-- 6 50001-100000 7d6 5
321- 22-- 7 100001-200000 8d6 4
332- 221- 8 200001-350000 9d6 3
432- 321- 9 350001-600000 10d6 2
4421 331- 10 600001-850000 10d6+2 1
4432 432- 11 850001-1100000 10d6+4 0
4442 4321 12 1100001-1350000 10d6+6 0
4443 5321 13 1350001-1600000 10d6+8 0
4444 5432 14 1600001-1850000 10d6+10 0
4444 5533 15 1850001-2100000 10d6+12 0
4444 5544 16 2100001-2350000 10d6+14 0
4444 5555 +2500 +2 / Lvl. min.
00 XP
/ Lvl.

The Sneak
The sneak is a special kind of warrior, formed by highly specialized schools that might be found
at various places in the world. They focus a lot of their energy on improving their own body instead of
relying more on armor. Some say that their philosophy is based partly on the special skills that are
found in oriental lands, like Kara-Tur, on the Toril planet.

Sneaks Level Progression Table:


Level Experience Points Hit Points Move Initiative Special
Silently Bonus (with Ability
spec. wpn) Gained
1 0-2400 1d8 15% 0 --
2 2401-5000 2d8 21% 0 1
3 5001-11000 3d8 27% 0 2
4 11001-24000 4d8 33% 1 3
5 24001-50000 5d8 40% 1 4
6 50001-100000 6d8 47% 1 5
7 100001-200000 7d8 55% 1 6
8 200001-400000 8d8 62% 1 7
9 400001-700000 9d8 70% 2 8
10 700001-1000000 9d8+2 78% 2 9
11 1000001-1300000 9d8+4 86% 2 10
12 1300001-1600000 9d8+6 94% 2 11
13 1600001-1900000 9d8+8 99% 2 12
14 1900001-2200000 9d8+10 99% 2 13
15 2200001-2500000 9d8+12 99% 2 14
+ 300000 XP / Lvl. +2 hp / Lvl.
Sneaks, by focusing a lot of energy on their body, come to improve it. Their base AC is 8 instead
of 10. A sneak would never willingly wear armor, thinking that his own body can be used as the most
powerful armor there is.
Their training also gives them special abilities that are gained later in their career, at higher
levels. Sneaks have a special defensive adjustment to AC. For every point of dexterity exceeding 14,
their get an AC bonus of 2. A sneak with dexterity 16 would get -4 AC bonus.
A sneak only uses blunt weapons but, as he or she increases in levels, they gain special
maneuvers with these weapons. They can specialize (includes double specialization), either in unarmed
combat or with a blunt weapon of choice. They also move at 15". To be a sneak requires a dexterity of
15. At first level, they roll a percentile dice and they add the result to their dexterity, just like the first-
edition cavalier. Each level thereafter, they add another 2d10% until dexterity reaches 19. They can
also move silently as thieves of the same level.
Being a subclass of warriors, they fight and make their saving throws as warriors. They can also
use all magic items available for warriors. At first level, the sneak must choose a blunt weapon of
choice, it will be in that weapon that he will specialize (if he is not at first level) and he receives his
initiative bonus only when using that particular weapon of choice. Sneaks can be human, elven or half-
elven. They can be of any lawful alignment.
SPECIAL ABILITIES EXPLANATION:
1= At second level, the sneak learns the backstab ability (as thief). He can backstab with any
weapon he knows how to use. The backstab damage improves as thieves, with a 1 level delay.
2= At third level, the sneak learns the art of meditation, he can now meditate instead of sleeping.
Time of " waking up " is of course less than regular sleep. 1 hour of meditation is equivalent to 2 hours
of sleep, so the sneak only has to meditate 4 hours a night.
3= At fourth level, sneaks begin to get their special initiative bonus, their training gives them a
+1 initiative bonus. This bonus is increased at +2 at 9th level.
4= At fifth level, the sneak is immune to backstabs, he is automatically aware of any attack on
himself from a non-invisible opponent.
5= At sixth level, the sneak learns how to focus some energy into his own weapon. If he wants to,
he declares it to the DM and then he gets double damage (no bonuses included, only physical damage
dice) for that attack. Sneaks can use that power an unlimited times per day. However, if they miss their
attack, they also lose their next attack.
6= At seventh level, the sneak needs to rest only every two nights (every three nights, if
constitution is 18 or more). He gets no penalties on the second (or third) day.
7= At eighth level, sneaks learn how to deflect blows more effectively, lowering his effective
armor class by 2.
8= At ninth level, sneaks learn to focus even more energy into their weapon, if he uses that
maneuver, the player has to tell the DM before. Damage is normal but, if the opponent misses his
saving throw versus paralyzation, he is stunned for 1d4 rounds. If the attack misses, the sneak misses
his next attack.
9= At tenth level, the sneak learns how to become invisible (as the spell), twice per day.
10= At eleventh level, sneaks learn how to focus a tremendous amount of energy in their weapon,
it does triple damage but, if the opponent misses his saving throw versus paralyzation, he is knocked
out for 3-6 rounds. However, the use of this maneuver requires a great deal of concentration from the
sneak. When this special attack is used, no other attacks can be made in that round. If the sneak misses
the opponent when doing that attack, he loses his next two attacks.
11= At twelfth level, the sneak is totally ambidextrous, having no penalties for using a weapon in
his secondary hand.
12= At thirteenth level, sneaks learn how to focus energy on themselves, they can speed up for 4
rounds. They then move at twice their movement rate, they have twice more attacks, ... . However, after
the use of that power, sneaks must rest for a full turn or suffer -4 to hit due to exhaustion.
13= At fourteenth level, the sneak knows another way on how to concentrate to focus energy on
him(her)self, therefore raising strength to 18/00 for 5 rounds. After that, the sneak must rest for a full
turn or suffer -4 to hit due to exhaustion.
14= At fifteenth level, the sneak can turn invisible (as improved invisibility spell) twice per day.
There is no reason why two powers could not be used simultaneously. But in the case of side-
effects, the recovery times are added together. Special abilities may not seem related to each other but
picture this: a sneak with improved invisibility moves silently past you and decides to concentrate to
focus energy (as the sixth-level power) into his two (magical ?) weapons (being ambidextrous) in
which he is double-specialized, and onto himself (raising his strength to 18/00) and then backstabbing
you. Hope he does not roll a 20 if you are playing with critical hits...
The Thug
Thugs are the perfect assassins, that is their purpose. They are formed by some specific schools to
become contract killers. They are always evil. Thugs have lots of different abilities to achieve their
goals. They are accomplished psionicists and they have some useful thieving abilities. Thugs can also
use the assassination table like 1st edition assassins. They also have their disguise ability.
They can go adventuring for many reasons, they have abilities that can be very useful to an
adventuring party. Thugs begin to get psionic power upon reaching 2nd level. They then get the same
amount of PSPs as regular psionicists do and they improve their abilities when increasing levels just as
psionicists do, in every aspects. However, they do not tend to choose "peaceful" psionic powers. For a
thug, psionics is only one of many ways to kill other people, that is how they see it.
Thugs can only be human and they may not dual-class with a psionicist or rogue subclass.
Thugs never wear armor heavier than studded leather and they may only use weapons with a
speed factor of 5 or less, sometimes killing is not enough, it has to be quick killing. Thugs get a +1
bonus to initiative. At first level, they get 2 weapon and 3 non-weapon proficiencies, thugs gain one of
each every four levels after the first (5,9,13, ...). They also have special saving throws, which is the best
between the psionicist and thief tables.

Thugs saving throw table


Level Paralysis, Petrification, Wands, Breath, Spell
Poison, Polymorph Rods, Weapon
Magical Staves
Death
1-4 13 12 10 16 15
5-8 12 11 9 15 13
9-12 11 10 8 13 11
13-16 10 9 7 12 9
17-20 9 7 6 11 7
21+ 8 5 4 9 5
Thugs have a special ethos to which they must adhere to. Whatever their alignment is, when they
accept a contract (killing business), they have to respect it. Thugs are almost always organized in guilds
and if they do not respect a contract, other guild members may take care of him/her ... The ability
requirements to be a thug are stringent: dexterity and wisdom of 15, constitution 11 and intelligence 12.
They can not have a 10% experience bonus for high ability scores. Thugs can only use magical items
that can be used by all classes, no class-specific magic items.
The thief abilities that they can use are backstab, climb walls, hear noise, hide in shadows, move
silently and open locks. The base value of these abilities at first level is:

Climb Walls: 60%


Hear Noise: 15%
Hide in Shadows: 5%
Move Silently: 10%
Open Locks: 10%
They get an additional 40 discretionary points at first level in which they can place no more than
20 points in a single ability. Every level afterwards, they gain an additional 20 points in which no more
than half (10) may be placed in a single ability.
Thugs level progression table:
Psionics Experience Hit Disciplines Sciences Devotions Def.
Level Points Points Modes
1 0-4000 1d8 -- -- -- --
2 4001-8000 2d8 1 1 3 1
3 8001-18000 3d8 2 1 5 1
4 18001-38000 4d8 2 2 7 2
5 38001-75000 5d8 2 2 9 2
6 75001-150000 6d8 2 3 11 3
7 150001- 7d8 3 3 13 3
300000
8 300001- 8d8 3 4 14 4
550000
9 550001- 9d8 3 4 15 4
900000
10 900001- 10d8 3 5 16 4
1250000
11 1250001- 10d8+ 4 5 17 5
1600000 1
12 1600001- 10d8+ 4 6 18 5
1950000 2
13 1950001- 10d8+ 4 6 19 5
2300000 3
14 2300001- 10d8+ 4 7 20 5
2650000 4
15 2650001- 10d8+ 5 7 21 5
3000000 5
16 3000001- 10d8+ 5 8 22 5
3350000 6
17 3350001- 10d8+ 5 8 23 5
3700000 7
18 3700001- 10d8+ 5 9 24 5
4050000 8
19 4050001- 10d8+ 6 9 25 5
4400000 9
20 4400001- 10d8+ 6 10 26 5
4750000 10
21 4750001- 10d8+ 6 11 27 5
5100000 11
22 5100001- 10d8+ 6 12 38 5
5450000 12
23 5450001- 10d8+ 6 14 30 5
5800000 13
24 5800001- 10d8+ 6 16 33 5
6150000 14
25 6150001- 10d8+ 6 18 37 5
6500000 15
26 6500001- 10d8+ 6 20 41 5
6850000 16
27 6850001- 10d8+ 6 22 45 5
7200000 17
28 7200001- 10d8+ 6 24 50 5
7550000 18
29 7550001- 10d8+ 6 26 55 5
7900000 19
30 7900001- 10d8+ 6 28 60 5
8250000 20
31 8250001- 10d8+ 6 30 70 5
8600000 21
+350000 XP / +1 top +2/lvl +10/lvl top
Lvl. hp/lvl

New Classes in a Table


Class Requirements Hit dice Alignment Adventurer
str+int+dex 9 d8, +2 any Battle Priest
str+con+wis 12 d10, +2 any Brigand
str+dex+con 12 d8, +2 non-lawful, non-good Combat Mage
str 10, int 14 d8, +2 any Enemy
str+con 15, dex 14 d12* (10), +4 chaotic evil Enforcer
str+dex 12, int 13 d10, +3 any lawful Healer
wis 12 d8, +2 any good Martial Artist
dex 15, wis+con 12 d8, +3 lawful neutral Mystic
int 14, wis 16 d6* (10), +2 lawful neutral Sneak
dex 15 d8, +2 lawful, non-good Thug
con 11, int 12, wis+dex d8 (10), +1 any evil
15
A * means that the character rolls 2 hit dice at first level. The number in parenthesis after the hit
dice type is the maximum number of hit dice. If no number appears, take the default value (9).

Section 2: New races


In DRAGON issue #141, there was an interesting article about how could our good old
humanoids could become fighters, thieves, etc. However, the article dealt only about Kobolds, Xvarts
(Fiend Folio), Goblins and Orcs. In this article, I present the same kind of data but for Bugbears,
Hobgoblins, Gnolls, Ogres and Trolls. I present the data in first-edition format, but that can easily be
converted into second-edition material. In this same issue, three more humanoids were presented, the
Jor, the Caivehs and the Cynamolgus. The data given was for their use as monsters but I find these very
adaptable for PC and NPC use. This article also covers Jor, Caivehs and Cynamolgus. All humanoids
on the list except the caivehs have to roll on the physical abnormalities table presented in page 105.
Some of these monsters were already introduced in the Humanoid's Handbook, but I prefer my version
of these "monsters as PCs", I wrote the stuff about bugbears, gnolls, ... even before the Humanoid's
Handbook came into existence. I also included my player adaptation of the verbeeg giant, inspired by
the complete.net.handbook.

Bugbears
Bugbears are a race of humanoids that are about 7 feet tall with a stout build. Of course, they
usually are ugly, unintelligent and barbaric, but special PCs or NPCs may behave differently. Most of
the bugbears that have a class were "adopted" by strangers for any reason. That is why they are not
forced to be of evil alignment. Bugbears receive an additional hit die at first level, this being due to the
fact that they are basically a larger-that-man-size race. This hit point supplement is always conserved
when they gain levels. If the bugbear is lawful or good, it has not received any influence from his
bugbear parents and therefore it does not automatically speak the languages usually spoken by
bugbears.
Bugbears usually speak goblin, hobgoblin, their alignment language and of course their own
language. The lifespan of a bugbear is the same as humans. As of racial preferences, they usually prefer
bugbears, they are neutral towards goblins, hobgoblins and ogres, they are antipathic to kobolbs, orcs
and trolls and they hate everybody else. Bugbear are allowed to possibly have a strength of 19 because
they usually are of Large size. Due to their size, they can use larger-that-man-sized weapons but they
also suffer damage as Large creatures. A creature is considered as large if it is more that 7' high or if it
weighs more that 400 pounds (of normal body density).
Bugbears have a spirit and not a soul, so they can not be raised by normal means.

ABILITY SCORES:
MIN. MAX. Modifier
Strength 13 19 +1
Intelligence 2 16 -1
Wisdom 2 16 -1
Dexterity 3 17 -1
Constitution 13 19 +1
Charisma 2 16
Comeliness 2 12 -2

Bugbear Level limitations:


Ability Fighter Shaman Witch Thief Assassin Scout
Score Doctor
16 or less 12 6 4 6 10 6
17 12 7 5 7 10 7
18 12 8 6 8 10 8
18/99 12
18/00 13
19 14 9 7 9 10 9
20 16 10 8 9 10 9
21 19 11 8 9 10 9
A bugbear is allowed to multi-class just like any other non-human character. Any combination is
possible.

Hobgoblin
Hobgoblins are a race of humanoids that are about 6 and a half feet tall. Of course, they too are
usually ugly, unintelligent and barbaric, but special PCs or NPCs may behave differently. Most of the
hobgoblins that have a class were "adopted" by strangers for any reason. That is why they are not
forced to be of evil alignment. If the hobgoblin is good, it has not received any influence from his
hobgoblin parents and therefore it does not automatically speak the languages usually spoken by
hobgoblins.
Hobgoblins usually speak goblin, orc, their alignment language and of course their own language.
In addition, they can communicate with gorillas. The lifespan of a hobgoblin shorter than a that of a
human. They are young adults from 11 to 14, adults from 15 to 30, middle aged from 31 to 40, old
from 41 to 55 and venerable beyond 56. As of racial preferences, they usually prefer hobgoblins, they
are neutral towards goblins, bugbears, orcs and ogres, they are antipathic to kobolds, half-ogres, gnolls
and trolls and they hate everybody else. Depending on its size, a hobgoblin can be considered as a
larger-that-man-sized creature. If that is the case, see under bugbear for more information.
Hobgoblins have a spirit and not a soul, so they can not be raised by normal means.

ABILITY SCORES
MIN. MAX. Modifier
Strength 9 18/00 +1
Intelligence 3 17
Wisdom 3 16
Dexterity 3 17 -1
Constitution 9 18
Charisma 2 16 -1
Comeliness 2 12 -2

Hobgoblin Level limitations


Ability Fighter Shaman Witch Thief Scout Assassin
Score Doctor
15 4 8 6 7 7 11
16 5 8 6 8 8 11
17 6 9 7 9 9 11
18 7 9 8 9 9 11
18/99 7
18/00 7
19 8 10 9 10 10 12
20 10 11 10 10 10 13
21 14 11 11 10 10 14
Hobgoblins can be multi-classed as any other non-human character. Any combination is possible.
Gnolls
Gnolls are a race of humanoids that are about 7 feet tall. They are tall and thin humanoids with
heads like hyenas. Of course, they usually are ugly, unintelligent and barbaric, but special PCs or
NPCs may behave differently. Most of the gnolls that have a class were "adopted" by strangers for any
reason. That is why they are not forced to be of evil alignment. If the gnoll is lawful or good, it has not
received any influence from his ogre parents and therefore it does not automatically speak the
languages usually spoken by ogres.
Gnolls usually speak troll, hobgoblin or orc, their alignment language and of course their own
language. The lifespan of an ogre is short. They are young adults from 7 to 9, adults from 10 to 19,
middle aged from 20 to 28, old from 29 to 42 and venerable at 43. As of racial preferences, they
usually prefer gnolls, they are tolerant towards bugbears, orcs, hobgoblins, ogres and trolls, they are
neutral towards goblins and kobolds and they hate everybody else. Gnolls over 7' tall can use larger-
that-man-sized weapons but they also suffer damage as Large creatures.
Gnolls have a spirit, not a soul so they can not be raised by normal means.
ABILITY SCORES
MIN. MAX. Modifier
Strength 12 18/00 +1
Intelligence 3 16 -1
Wisdom 2 16 -1
Dexterity 8 18 +1
Constitution 3 18
Charisma 2 16
Comeliness 2 12 -2

Gnoll level limitations


Ability Fighter Shaman Witch Thief Assassin Scout
Score Doctor
16 or less 10 6 4 6 10 6
17 10 7 5 7 10 7
18 10 8 6 8 10 8
18/00 11
19 12 9 7 9 10 9
20 14 10 8 9 10 9
21 17 11 8 9 10 9
Gnolls can multi-class like any other non-human characters, any combination is allowed.

Ogres
Ogres are a race of humanoids that are about 9 feet tall. Of course, they usually are ugly,
unintelligent and barbaric, but special PCs or NPCs may behave differently. Most of the ogres that have
a class were "adopted" by strangers for any reason. That is why they are not forced to be of evil
alignment. Ogres receive two additional hit dice at first level, this being due to the fact that they are
basically a larger-that-man-size race. This hit point supplement is always conserved when they gain
levels. If the ogre is lawful or good, it has not received any influence from his ogre parents and
therefore it does not automatically speak the languages usually spoken by ogres.
Ogres usually speak orc, troll, stone giant, their alignment language and of course their own
language. The lifespan of an ogre is slightly longer than that of a human. They are young adults from
14 to 20, adults from 21 to 45, middle aged from 46 to 90, old from 90 to 125 and venerable at 126. As
of racial preferences, they usually prefer ogres, they are "beneficent" towards half-ogres, they are
neutral towards goblins, hobgoblins and bugbears, they are antipathic to kobolbs, gnolls and orcs and
they hate everybody else. Ogres are allowed to possibly have a strength of 20 because they are
significantly larger than humans. Due to their size, they can use larger-that-man-sized weapons but they
also suffer damage as Large creatures.
Ogres have a spirit and not a soul, so they can not be raised by normal means.
ABILITY SCORES
MIN. MAX. Modifier
Strength 16 20 +2
Intelligence 2 10 -1
Wisdom 2 10 -1
Dexterity 2 10 -1
Constitution 16 19 +1
Charisma 2 8 (*2 versus other ogres and half-ogres)
Comeliness 2 12 -2
Ogre Level limitations
Ability Score Fighter Shaman Witch Doctor
16 or less U 4 2
17 U 5 5
18 U 6 8
19 U 8 11
20 U 10 11
21 U 11 11
Ogres can be multi-classed like any other non-human characters, any combination is possible.

Trolls
Trolls are a race of humanoids that are about 9 feet tall. Of course, they usually ugly,
unintelligent and barbaric, but special PCs or NPCs may behave differently. Most of the trolls that have
a class were "adopted" by strangers for any reason. That is why they are not forced to be of evil
alignment. Trolls receive two additional hit dice at first level, this being due to the fact that they are
basically a larger-that-man-size race. This hit point supplement is always conserved when they gain
levels. If the troll is lawful or good, it has not received any influence from his troll parents and
therefore it does not automatically speak the languages usually spoken by trolls.
Trolls usually speak orc, kobold, gnoll, their alignment language and of course their own
language. The lifespan of a troll is shorter than that of a human. They are young adults from 7 to 9,
adults from 10 to 18, middle aged from 19 to 27, old from 28 to 35 and venerable at 36. As of racial
preferences, they usually prefer trolls, they are neutral towards kobolds, orcs and gnolls, they are
antipathic to goblins, hobgoblins and bugbears and they hate everybody else. Trolls are allowed to
possibly have a strength of 19 because they are significantly larger than humans. Due to their size, they
can use larger-that-man-sized weapons but they also suffer damage as Large creatures.
Trolls have a spirit and not a soul, so they can not be raised by normal means. They also
regenerate hit points at the rate of 3 hp / round, unless the wound is caused by fire or acid.

ABILITY SCORES
MIN. MAX. Modifier
Strength 14 19 +1
Intelligence 2 10 -2
Wisdom 2 10 -2
Dexterity 2 14 -1
Constitution 3 18
Charisma 2 8 (*2 versus other trolls)
Comeliness -6 6 -9

Troll Level Limitations


Ability Score Fighter Shaman Witch Doctor
16 or less U 4 2
17 U 4 3
18 U 5 4
19 U 6 5
20 U 7 6
21 U 9 6
Jors
The jors are a sub-race of orcs that live mostly in the swamps. There is a great hatred between
them and the lizard-men, which they generally attack on sight. They make very good assassins, and
those who are assassins know how to make a special kind of poison which has +2 to save and causes
sleep for 2d6 rounds if the save is missed. In the swamps, they are surprised only on a 1 on 1d8 and
they surprise 50% percent of the time. They have the same penalties as orcs do in the sunlight.
Jors speak Orc, Jor, Lizard Man, Ogre, Common and their alignment language. They can not
learn more languages. As is the case for humanoids, if the jor is not evil, it did not receive influence
from its jor parents and does not speak the tongues that jors usually speak. As of racial preferences,
they prefer jors, they are benevolent towards orcs and they hate everybody else, especially lizard men.
The lifespan of a jor is quite short, they are young adults from 8 to 10, adults from 11 to 20, middle
aged from 22 to 30, old from 31 to 40 and venerable after 41.

ABILITY SCORES
MIN. MAX. Modifier
Strength 8 18/00 +1
Intelligence 3 17 -1
Wisdom 3 17 -1
Dexterity 3 17 -1
Constitution 10 19 +1
Charisma 2 16 -2
Comeliness 2 12 -2

Jor level limitations


Ability Assassin Barbarian Fighter Scout Shaman Thief Witch
Score Doctor
15 13 8 2 7 5 7 4
16 13 8 3 8 6 8 4
17 13 8 3 9 7 9 4
18 13 8 4 9 8 9 4
18/99 9 5
19 14 10 6 10 10 10 5
20 15 12 8 10 11 10 6
21 15 16 12 10 11 10 6
Jors can multi-class like any other non-human characters, every combination is possible.

Caivehs
Caiveh are a quite tall species, they average 7' tall for the males. They are human in appearance
except for their face, which looks like a lion. Their body is covered with a short fur of about Ѕ inch
thick. At level four (in any class) they can bo berserk, when the DM judges appropriate. In this state,
they are considered having intelligence and wisdom of 1 but their strength is increased to 18/00. If it is
already 18/00, then the strength is increased to 19 and if it is already 19, it becomes 20. The caiveh then
fights with its claws, doing 2-5 points of damage each (plus strength bonus).
Due to their "feline" style, they make excellent thieves, even if they are not thieves, they can
move silently, hide in shadows, hear noise and climb walls as a first level thief (see DM's book for %).
Caiveh speak their own language, common and their alignment tongue. They can learn two more. Their
lifespan is exactly the same as humans. As of racial preferences, they prefer caivehs, they are
beneficent towards humans and they are neutral towards anybody else.
ABILITY SCORES
MIN. MAX. Modifier
Strength 12 19 +1
Intelligence 6 18
Wisdom 3 18
Dexterity 6 18
Constitution 6 18
Charisma 3 14 -1
Comeliness 2 12

Caiveh level limitations


Ability Score Acrobat Assassin Druid Fighter Ranger Scout Thief
15 U 10 10 U 8 U U
16 U 10 10 U 8 U U
17 U 10 10 U 9 U U
18 U 10 11(3) U 10 U U
18/90 10 U 11(5)
18/99 11(1) U 12(5)
18/00 12(2) U 13(6)
19 U 12(2) 12(3) U 17(7) U U
20 U 12(2) 14(3) U 17(7) U U
21 U 12(2) 17(4) U 17(7) U
(1) INT. 18 and WIS. 19
(2) INT. 19 or WIS.19
(3) CHA. 18
(4) CHA. 19
(5) INT. 18, SAG. 18, CON. 18
(6) see (5), if SAG. + CON. > 18, level 14, if SAG. + CON. > 19, level 15
(7) INT. 19, SAG. 19, CON. 19
Caiveh can become multi-class characters just like any other non-human characters, any
combination is possible.

Cynamolgus
The cynamolgus are a race of humanoids that look very much like humans except for their head,
which is like a dog's. This race is not renowned for its intelligence, the average intelligence is about 6
or 7. They are somewhat tall, 75 inches for males in average. They make ferocious warriors, they are
90% resistant to fear. They speak their own language, the common tongue and their alignment
language, cynamolgus can only learn one more language.
As of racial preferences, they prefer cynamolgus (or hate them if rivals) and their feelings
towards other races range from neutrality to hatred. The lifespan of a cynamolgus is really short, they
are young adults from 6 to 8, adults from 9 to 17, middle aged from 18 to 25, old from 26 to 35 and
venerable beyond 36.
ABILITY SCORES
MIN. MAX. Modifier
Strength 10 18/00 +1
Intelligence 2 12 -2
Wisdom 3 16 -1
Dexterity 6 18
Constitution 10 19 +1
Charisma 2 12 -2
Comeliness 2 12 -1

Cynamolgus level limitations


Ability Acrobat Assassin Cleric Fighter Scout Thief
Score
15 or less -- 10 4 12 8 8
16 9 10 5 12 9 9
17 10 10 6 12 10 10
18 11 10 7 12 11 11
18/00 13
19 11 11 7 14 11 11
20 11 12 7 16 11 11
21 11 12 7 19 11 11
They can be multi-classed like any other non-human, any combination is possible.

Verbeeg Giants
As in Monster Manual II, the verbeeg giant is a race of giant humans. They tend to be of chaotic
neutral alignment. They speak Hill giant, Ogre and their own language. Verbeegs fight very well with
spears, they gain a +2 to hit with it, whether used in melee or thrown. Due to their toughness and size,
they gain two additional hit dice when beginning their adventuring career at first level. As it is for other
races, a verbeeg raised by human parent does not receive the racial abilities of verbeegs but it does not
have to be chaotic neutral. Their lifespan is just the same as humans. Despite their size, which should
slow them down, verbeeg giants are able to move quickly, their base movement rate is 18".
ABILITY SCORES:
MIN. MAX. MOD.
Strength: 13 19 +1
Intelligence: 6 18
Wisdom: 3 18
Dexterity: 3 18
Constitution: 6 18
Charisma: 3 14 -2
Comeliness: 3 16

Verbeeg Giants Level Limitations


Ability Score Fighter Cleric
18 12 11
18/00 13
19 14 12
20 16 14
21 19 16
Verbeegs can be multi-classed like any other non-human characters.

Section 2.1: Half-Giants


Some of these creatures are detailed in the Complete.net.handbook, I liked them a lot and decided
to add some more details to each one of them. I also created new ones, like the half-voadkyn and the
half-firbolg. These races should be very rare in a campaign world unless there is some specific cause
(magic could be involved, like in the creation of Darksun Half-Giants). The natural occurrence of these
races should not be commonplace, for obvious reasons.
I tried to be logical when computing the maximum strength for a race. I consider that every race
above human height (an thus naturally stronger in most cases) can have 18/00 strength. A race with a
base height of 7 feet tall can have strength 19 and a race with a base height of 9 feet tall can have a
strength of 20. There are of course some exceptions, smaller races can be stronger and larger races can
be weaker.
Half-giants can use any armor or any weapon that their class allows but, obviously, it is very
expensive. If they wear armor that is worse than their natural armor class, there is no effect. Half-giants
may attack with larger-than-man-sized weapons, the category they can use depends on their height,
refer to the giant-sized weapons p.103. Half-giants receive damage as large creatures if they are over 7
feet tall or over 400 pounds (which, usually, is the case). Generally, half-giants do not throw boulders
because they do not have the required physical mass and the strength to do so. However, if the half-
giant is as tall, as heavy and as strong as a true giant of its kind (which is very rare), he can learn
boulder-throwing as a weapon proficiency. It then does damage as a full giant of his type, he then also
has the same chance of catching boulders.
All half-giants have a movement rate of 12" unless otherwise indicated. They might be big but
they are not very fast. As it is for other races, a half giant raised by a human family can be of any
alignment. However, it does not possess the abilities of its giantkind counterpart unless they are innate.
A half-giant raised by a human family also does not speak languages usually spoken by giants of its
kind. Also, a half-giant priest raised by giants will always be of the race's god but that does not need to
be the case for a half-giant raised by humans. All half-giants can multi-class, any combination is
possible. Half-voadkyn can multi-class as elves, they can have 3 different classes.

Half-Giant, Hill
A half-giant of hill origin is just that, a crossbreed of human and hill giant. Those half-giants are
usually about 8 feet in height and weigh approximately 500 pounds. Due to their size, they receive 2
additional hit dice at first level. If a hill giant has to roll for exceptional strength, he has a 30% bonus
on his roll. Due to their tough skin, their base AC is 8. They get a +2 to hit with clubs.
ABILITY SCORES:
MIN. MAX. MOD.
Strength: 14 19 +1
Intelligence: 3 14 -1
Wisdom: 3 17 -1
Dexterity: 3 17 -1
Constitution: 6 18
Charisma: 3 14 -1
Comeliness: 3 16

Half-Hill Giant Level Limitations


Ability Score Fighter Cleric Thief
16 or less 13 6 6
17 13 6 6
18 13 7 7
18/00 14
19 15 8 8
20 17 10 10
21 20 12 12

Half-Giant, Stone
A half-giant of stone origin is a crossbreed of human and stone giant. They are around 9 feet in
height and weigh between 500 and 600 pounds. Due to their size, they receive two additional hit dice at
first level. They get a 35% bonus to their exceptional strength roll if they have to roll for it. Like half-
hill giants, their base AC is 8. They get a +1 bonus to hit with clubs. Ѕ stone giants wizards are always
earth elementalists.
ABILITY SCORES:
MIN. MAX. MOD.
Strength: 15 20 +2
Intelligence: 3 18
Wisdom: 3 18
Dexterity: 3 17 -1
Constitution: 6 18
Charisma: 3 14 -1
Comeliness: 3 16

Half-Stone Giant Level Limitations


Ability Score Fighter Priest Wizard (Earth Elementalist)
16 or less 13 6 11
17 13 6 11
18 13 7 11
18/00 14
19 15 8 12
20 17 10 13
21 20 12 14

Half-Giant, Frost
A half-giant of frost origin is a crossbreed of human and frost giant. They usually are about 10
feet tall and weigh approximately 900 pounds. Due to their size, they get two additional hit dice at first
level. If they have to roll a percentage dice for exceptional strength, they get a 40% bonus. Their base
AC is 8. They have a +1 bonus to save against cold-based attacks and a +1 bonus to hit with battle
axes. Ѕ-frost giant wizards are always water elementalists.

ABILITY SCORES:
MIN. MAX. MOD.
Strength: 16 21 +3
Intelligence: 3 16 -1
Wisdom: 3 17 -1
Dexterity: 10 18
Constitution: 6 18
Charisma: 3 14 -1
Comeliness: 3 16

Half-Frost Giant Level Limitations


Ability Score Fighter Priest Wizard (Water Elementalist)
16 or less 14 6 11
17 14 6 11
18 14 7 11
18/00 15
19 16 8 12
20 18 10 13
21 21 12 14

Half-Giant, Fire
A half-giant of fire origin is a crossbreed of human and fire giant. They are about 9 feet tall and
weigh between 700 and 800 pounds. They are not as stocky as true fire giants but they have a strong
build. Due to their size, they get two additional hit dice at first level. If they have to roll for exceptional
strength, they gat a 45% bonus on their roll. They get a +1 bonus to save against all fire-based attacks
and a +1 bonus to hit when using 2-handed swords. Their skin tends to be of a dark complexion. Ѕ-fire
giants wizards are always fire elementalists.

ABILITY SCORES:
MIN. MAX. MOD.
Strength: 17 22 +4
Intelligence: 3 16 -1
Wisdom: 3 17 -1
Dexterity: 3 16
Constitution: 3 18
Charisma: 3 14 -1
Comeliness: 3 16

Half-Fire Giant Level Limitations


Ability Score Fighter Priest Wizard (Fire Elementalist)
16 or less 14 6 11
17 14 6 11
18 14 7 11
18/00 15
19 16 8 12
20 18 10 13
21 21 12 14

Half-Giant, Voadkyn
A half-giant of voadkyn origin is a crossbreed of a human (or a wood elf) and a voadkyn giant.
They are about 7Ѕ feet tall and weigh approximately 350 pounds. They look a lot like giant-sized half-
elves. They have no body hair, like their giant-kind counterparts. However, they do not retain all of
their voadkyn giant's abilities. They can never polymorph like true voadkyn giants. They have a 30%
resistance to sleep and charm spells and they have infravision up to 60 feet. Voadkyn half-giants
receive a 20% bonus to exceptional strength when they roll for it. Their natural armor class is 10.
Unlike other half-giants, their movement rate is 15", because they are not as slow as other half-giants.

ABILITY SCORES:
MIN. MAX. MOD.
Strength: 10 19 +1
Intelligence: 6 18
Wisdom: 3 17 -1
Dexterity: 8 18
Constitution: 6 18
Charisma: 3 18
Comeliness: 3 18

Half-Voadkyn Giants Level Limitations


Ability Score Acrobat Cleric Druid Fighter Magic Ranger Thief
-User
16 or less 12 9 10 13 10 13 12
17 12 9 10 13 10 14 12
18 12 9 11(1) 13 10 15 12
18/90 13 16(3)
18/99 13 17(3)
18/00 14 18(4)
19 13 10 12(1) 15 11 20(5) 13
20 14 12 14(1) 17 12 20(5) 14
21 15 15 17(2) 20 14 20(5) 15

(1) CHA. 18
(2) CHA. 19
(3) INT. 18, SAG. 18, CON. 18
(4) see (5), if SAG. + CON. > 18, level 19, if SAG. + CON. > 19, level 20
(5) INT. 19, SAG. 19, CON. 19

Half-Giant, Firbolg
A half-giant of firbolg origin is a crossbreed of a human and a firbolg giant. They are about 8 feet
tall and weigh close to 500 pounds. They look a lot like large humans but with some distinct firbolg
features. They do not have any of the spellcasting ability of the true firbolgs but they do not have any
of the disadvantages either. Their skin is very resistant and very thick, their natural armor class is 7. At
first level, they gain two additional hit dice, due to their size.
ABILITY SCORES:
MIN. MAX. MOD.
Strength: 11 19 +1
Intelligence: 6 18
Wisdom: 3 18
Dexterity: 6 17 -1
Constitution: 8 18
Charisma: 3 16 -2
Comeliness: 3 14 -2

Half-Firbolg Giants Level Limitations


Ability Score Fighter Cleric
18 13 9
18/00 14
19 15 10
20 17 12
21 20 14

Half-Verbeeg
The half-verbeeg is simply a cross between a verbeeg giant and a human. This cross is very
possible since the verbeegs are one of the smallest giant races and that they are in fact, giant humans.
Half-Verbeegs generally stand about 7Ѕ feet tall and weigh between 300 and 350 pounds. They have a
+1 to hit with spears if they have a chance to be taught the particular fighting style of verbeegs with
spears. Their lifespan is the same as regular humans. They retain some of the quickness of their
verbeeg parent, their base movement rate is 15".
ABILITY SCORES:
MIN. MAX. MOD.
Strength: 10 19 +1
Intelligence: 4 18
Wisdom: 3 18
Dexterity: 3 18
Constitution: 4 18
Charisma: 3 16 -1
Comeliness: 3 18

Half-Verbeeg Level Limitations


Ability Score Fighter Cleric Magic-user Thief
16 or less 14 13 6 6
17 14 13 6 7
18 15 13 6 7
18/00 16
19 18 14 8 8
20 U 16 10 9
21 U 18 12 10

Half-Mountain Giant
Half-Mountain Giant are the result of a crossbreed between a mountain giant and a human. Half-
Mountain Giants stand about 9Ѕ feet tall and weigh in the neighbourhood of 800 pounds. Due to their
size and toughness, they gain two additional hit dice at first level, when beginning their adventuring
career. Their lifespan in the same as humans.

ABILITY SCORES:
MIN. MAX. MOD.
Strength: 14 21 +3
Intelligence: 6 18
Wisdom: 3 18
Dexterity: 3 17
Constitution: 4 18
Charisma: 3 16 -1
Comeliness: 3 16

Half-Mountain Giants Level Limitations


Ability Score Fighter Cleric
18 13 7
18/00 14
19 15 8
20 17 10
21 20 12

Section 3: Magical items


MAGICAL THIEVES'S TOOLS (T)
These were first created long ago by Aerthul, a human magic-user who later dual-classed as a
thief. Nowadays, there are many samples in circulation. The magical thieve's tools give bonus to all
thief abilities when used. This looks like a regular set of thieves's tools. There are four versions of
those, they can give a 5%, 10%, 15% or even 20% bonus on thief skills. Use the table below to
determine what type is found in a treasure hoard:
d10 type G.P. value XP value
1-4 +5% 1000 g.p. 100 XP
5-7 +10% 2000 g.p. 200 XP
8-9 +15% 4000 g.p. 400 XP
10 +20% 10000 g.p. 1000 XP

MAGICAL HOLY SYMBOL (C)


This item was first created by the powerful Cesar, a cleric of Zeus. This holy symbol gives a
better chance of turning undead. It uses its magic to improve the dice roll of the cleric that tries to turn
undead. The first magical holy symbol created by Cesar was the most powerful version but there are 4
different versions of it. Use the table below to determine what type is found in a treasure hoard:
d10 type G.P. value XP value
1-4 +1 750 g.p. 100 XP
5-7 +2 1500 g.p. 200 XP
8-9 +3 3000 g.p. 400 XP
10 +4 7000 g.p. 1000 XP
The symbol adds its rating (+1 to +4) to the die roll made when attempting to turn undead.

HEADBAND OF LEARNING (M)


This is magical item was first developed by Stromgol, a mage that was frustrated because he
sometimes could not learn spells that were very important. This magical item, when worn, creates
energy waves that help the brain to function more efficiently. However, its only use is for spell
learning. It adds its rating to the magic-user's intelligence when trying to learn spells. There are five
different versions of headbands of learning, use the following table to determine what type is found in a
treasure hoard.
d20 type G.P. value XP value
1-8 +1 500 g.p. 100 XP
9-14 +2 1000 g.p. 200 XP
15-17 +3 2000 g.p. 400 XP
18-19 +4 5000 g.p. 600 XP
20 +5 10000 g.p. 1000 XP
Intelligence gained for the purpose of spell learning by a headband of learning can go above the
racial maximum, to a maximum of 25.

GIRDLE OF TITAN STRENGTH


This magical item looks exactly like a girdle of giant strength but it confers a strength of 25 to his
wearer, which makes it a very prized item for lots of adventurers. It is in all other game aspects similar
to a girdle of giant strength
XP value: 1000
GP value: 12500

RING OF ADDITIONAL PRAYERS (C)


This ring confers to the priest wearing it about the same powers that a ring of wizardry confers to
a magic-user. There are several types of rings of additional prayers, roll a percentile dice to determine
the type:
dice roll effects
01-50 doubles the number of first-level spells
51-75 doubles the number of second-level spells
76-82 doubles the number of third-level spells
83-88 doubles the number of first- and second-level spells
89-92 doubles the number of fourth-level spells
93-95 doubles the number of fifth-level spells
96-99 doubles the number of first-, second- and third-level spells
00 doubles the number of fourth- and fifth-level spells

Section 4: Clerical Spells


Level 1
Cesar's Guard Watch
Cesar's Item Enlarger
Cesar's Minor Fighting Prowess
Cesar's Quick Sleeping
Cesar's Quick Wakening
Level 2
Cesar's Cure Light Wounds
Cesar's Enhanced Taste
Cesar's Heavy Stone I
Cesar's Holy Sleep
Cesar's Non-Magical Aura
Cesar's Protection Vs. Elementals
Cesar's Release of Burden
Cesar's Restful Sleep
Cesar's Weapon Magifier
Level 3
Cesar's Anvil
Cesar's Armor Enhancement
Cesar's Clumsiness
Cesar's Creature Detector
Cesar's Displacement
Cesar's Enhanced Hearing
Cesar's Enhanced Sight
Cesar's Invisible Weapon
Cesar's Lucky Warrior
Cesar's Magnificent Warrior
Cesar's Pre-Raise Dead
Cesar's Warp Speed
Level 4
Cesar's Full Stomach
Cesar's Healing Prowess
Cesar's Holy Wings
Cesar's Holy Protection
Cesar's Improved Cold Resistance
Cesar's Improved Fire Resistance
Cesar's Mount Improvement
Cesar's Striking
Level 5
Cesar's Cure Serious Wounds
Cesar's Heavy Stone II
Cesar's Improved Holy Sleep
Cesar's Magical Resistance
Cesar's Major Fighting Prowess
Cesar's Sacrifice Delayer
Cesar's Shining Light
Level 6
Cesar's Cure Critical Wounds
Cesar's Djinni Summoning
Cesar's Giant Strength
Cesar's Magical Weakness
Cesar's Weapon Immunity
Level 7
Cesar's Acid Immunity
Cesar's Charm Dragon
Cesar's Cold Immunity
Cesar's Fire Immunity
Cesar's Healing
Cesar's Heavy Stone III
Cesar's Lightning Immunity
Cesar's Revival
Cesar's Subdivided Prayers
Cesar's Ultimate Fighting Prowess

Level 1:
Cesar's Guard Watch (Alteration)
Sphere: Guardian
Range: Touch
Components: V,S,M
Duration: 1 night
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
When a priest casts this spell on another creature (or on himself), it removes the need for sleep
for 1 full night. The creature affected will then be able to be awake all through the night, with no
chance of falling asleep. This spell is very useful for an adventuring party, someone being able to
watch over for a whole night while everyone else sleeps is handy. However, when the spell is cast upon
spellcasters, it prevents them from learning spells on the second day, they still need to sleep to recover
spells. Cesar's Guard Watch can not be cast more than five nights in a row on a creature. After five
days of being awake, a creature needs (and deserves) rest. If the spell is cast anyway, it will simply not
work. The material component of the spell is the priest's holy symbol.

Cesar's Item Enlarger (Alteration) reversible


Sphere: All
Range: 40 yards
Components: V,S,M
Duration: 5 rounds / level
Casting Time: 1
Area of Effect: 1 object
Saving Throw: None
This spell is similar to the first-level magic-user spell enlarge, except that it can only be used on
objects, no living creature can be affected by the spell. As with the magic-user spell, the growth of an
object is of 10% per level of the caster. Although less powerful than the magic-user spell, this spell can
have many practical uses for a creative spellcaster. All dimensions of the object are increased as the
magic-user spell, including weight. The reverse of the spell, Cesar's Item Reducer functions as the
reverse of the magic-user spell. The material component for both versions of the spell is the priest's
holy symbol.

Cesar's Minor Fighting Prowess (Alteration)


Sphere: Combat
Range: 10 yards
Components: V,S,M
Duration: 1 round per level
Casting Time: 5
Area of Effect: 1 Creature
Saving Throw: None
By casting that spell, a priest improves a creature's fighting ability. In fact, the creature will fight
as a fighter of the same level (or number of hit dice) for the duration of the spell. If the creature has
more than 6 levels or hit dice, it will get multiple attacks per round. The material component of the
spell is a miniature metal sword, which is not consumed by the spell. The priest needs to point a finger
at the creature to be affected.

Cesar's Quick Sleeping (Alteration)


Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: 8 hours or until woken up
Casting Time: 1 round
Area of Effect: 1 Creature
Saving Throw: None
This spell allows the priest to make a willing creature fall asleep in a single round. The spell will
not work if used against an unwilling subject. The material component of the spell is the priest's holy
symbol. The priest can cast this spell on himself, but obviously, this will be the last spell that he casts
in that day !

Cesar's Quick Wakening (Alteration)


Sphere: Necromantic
Range: Touch
Components: V,S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 Creature
Saving Throw: None
Cesar's Quick Wakening makes a creature wake up without being drowsy, and therefore being
able to fight in just 3 segments without any maluses. The spell will automatically wake up any sleeping
creature under the effect of normal sleep (not magical). The spell has no effect on magically sleeping
creatures. The spell's somatic component is that the caster has to clap his hands together.

Level 2:
Cesar's Cure Light Wounds (Necromancy) reversible
Sphere: Healing
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 5
Saving Throw: None
Area of Effect: Creature Touched
This spell functions in exactly the same way as the regular Cure Light Wounds spell with only 1
difference, this spell will heal anything that exists (humans, elementals, archons, ...). The spell will
even heal non-corporeal creatures, the casting priest only has to put his hand "through" the creature to
heal it. In other gaming aspects, the spell is identical to the normal cure light wounds. Undead can be
healed by the reverse of that spell. Casting the normal spell on an undead will actually harm it.

Cesar's Enhanced Taste (Alteration)


Sphere: Divination
Range: Touch
Components: V,S,M
Duration: 1 turn/level
Casting Time: 3
Saving Throw: None
Area of Effect: Creature Touched
Cesar's Enhanced taste greatly enhances the tasting capability of the recipient. The recipient of
this spell will be able, by tasting a kind of food, to know what are its constituents. It is also possible to
tell the quality of a wine, of drinking water, ... . The spells also allows the recipient to detect poisons
very efficiently. With only a single drop of poison, the recipient of the spell will be able to tell if it is
poison. Unless specified otherwise, the quantity of poison necessary to be detected is not enough to
cause damage to the imbiber. The material component of the spell is the priest's holy symbol.

Cesar's Heavy Stone I (Conjuration)


Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 2 rounds
Casting Time: 4
Area of Effect: 1 Sling Stone
Saving Throw: None
With this spell, the priest may enchant one sling stone to do more damage. The enchanted stone
does 2d6 damage and has a +2 bonus to hit. The stone has to be thrown no more than 2 rounds after the
spell was cast or else, the enchantment is lost. The stone will do the same damage if thrown from a
sling or from a staff sling. The material component of the spell is the priest's holy symbol.

Cesar's Holy Sleep (Enchantment/Charm)


Sphere: Combat
Range: 30 yards
Components: V,S,M
Duration: 5 rounds / level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell is exactly the same as the 1st-level magic-user spell Sleep. The material component of
the spell is however, the priest's holy symbol.

Cesar's Non-Magical Aura (Abjuration) reversible


Sphere: All
Range: Touch
Components: V,S
Duration: 1 hour / level
Casting Time: 3
Area of Effect: 1 object
Saving Throw: None
When a priest casts that spell on an item, he makes that object not detectable by a detect magic
spell. The spell temporarily negates the magical aura of an object. An object continues to function
normally under the effect of the spell, a sword +4 will still be a sword +4. Only higher-level spells like
true seeing and the like will allow the caster to detect the true nature of the object.
The reverse of that spell, Cesar's Magical Aura will give an object a magical aura of some sort
(caster's choice). The object will not be magical in any other way than detection, the affected item just
shows as magic when detect magic is cast upon it. As it is for the normal form of the spell, true seeing
and other higher-level spells will allow the caster to detect the true nature of the object.

Cesar's Protection Vs. Elementals (Abjuration)


Sphere: Elemental (All), Protection
Range: Touch
Components: V,S,M
Duration: 1 round / level
Casting Time: 4
Area of Effect: Creature Touched
Saving Throw: None
This spell grants the affected creature protection versus elementals. True elementals will not be
able to attack the recipient of the spell as in the case of a protection versus evil spell. However, the
spell is broken if the affected creature attacks the elemental. The spell can only be used for one
elemental type at a time. The material component of the spell depends on the type of elemental the
caster wants the affected creature to be protected from, it is a small piece of the concerned element, be
it a small rock, a bit of water, ...
Cesar's Release of Burden (Alteration)
Sphere: All
Range: Touch
Components: V,S,M
Duration: 1d6 hours + 1 hour / level
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
By casting that spell, the priest will lighten the burden of a creature (encumbrance). The recipient
of the spell will feel as if it is only lightly encumbered. The spell has no effect on the maximum
carrying capacity. If the spell is cast on a creature that is not encumbered or slightly encumbered, it has
no effect. If a creature under the influence of the spell is at maximal carrying capacity and picks up
something else, the spell is broken and the creature is then unable to move.
The spell can of course be cast on beasts of burden or on mounts. Any living creature can be
influenced by that spell. The material component of the spell is the priest's holy symbol.

Cesar's Restful Sleep (Alteration)


Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: 1 night
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
When this spell is cast on a creature, the affected subject will only need to sleep ѕ of the normal
regular time that they usually have to sleep. A regular night, under the effect of a Cesar's Restful Sleep
spell will last for 6 hours. This affects spellcasters as well. A spellcaster that normally have to sleep for
10 hours to be able to regain his spells will now only have to sleep 7.5 hours. The material component
of this spell is a small feather.

Cesar's Weapon Magifier (Enchantment/Charm)


Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 1round / level
Casting Time: 6
Area of Effect: 1 weapon
Saving Throw: None
This spell will temporarily enchant a normal weapon so that it becomes magical. The effect of the
spell depends on the caster's level as follows:
level magical bonus
3-6 +1
7-10 +2
11-14 +3
15-18 +4
19 and up +5
The affected weapon need not be the caster's own weapon. Any weapon can be affected by that
spell. The spell can also be cast on a magical weapon but the pluses do not add together, take
whichever is higher. Example: Cesar, a 22nd level priest casts this spell on his +4 mace. For 22 rounds,
his mace will be treated as a +5 weapon. If however a 3rd level priest casts the spell on Cesar's mace,
there will be no effect because the magical bonus offered by the spell (+1) is lower than the magical
bonus of the weapon (+4). The material component of the spell is the weapon to be affected.

Level 3:
Cesar's Anvil (Conjuration)
Sphere: Creation
Range: 20 yards
Components: V,S,M
Duration: 1 Turn
Casting Time: 1
Area of Effect: 1 Creature
Saving Throw: Special (see below)
Cesar's Anvil is a rather funny spell, it simply conjures a regular anvil about 20 feet about the
victim's head which will, if it falls on the victim's head, cause 3-18 points of blunt damage. The saving
throw is special for that spell, in order to avoid the anvil's fall, the victim must roll his dexterity or less
on a 20-sided die (a 20 is always a miss). The anvil's existence lasts for 1 turn, no matter if the target is
hit or not. The anvil is quite heavy and spellcasters should be aware that some monsters (as giants) may
use it as a boulder. There is no way that the anvil may exist for longer than 1 turn. The material
component of the spell is a miniature version of an anvil and the somatic component is a mimic of a
heavy object falling.

Cesar's Armor Enhancement (Alteration)


Sphere: Combat
Range: 20 yards
Components: V,S,M
Duration: 1 turn/level
Casting Time: 5
Area of Effect: 1 armor
Saving Throw: None
By casting that spell, the priest actually betters the defense of a creature wearing armor. The
recipient of the spell gets a bonus to its armor class. Of course, the bonus acquired increases with
levels, as the table below shows:
level: bonus:
5-9 -1
10-13 -2
11-14 -3
15-18 -4
19-22 -5
23 and + -6
For the spell to have effect, it must be cast on a creature that is wearing armor or it will have no
effect. The spell actually makes the armor of the recipient more efficient, a magic-user does not wear
armor therefore he does not have any armor to be strengthened (skin does not count!). The material
component of the spell is a small silver shield (worth 10 g.p.) that vanishes when the spell is cast.

Cesar's Clumsiness (Alteration)


Sphere: Charm
Range: 40 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: Negates
When a priest casts Cesar's clumsiness on a creature, the target has to save versus spell. If the
save is missed, the recipient's dexterity is reduced by 1d4 +1/level. Consider monsters as having a
dexterity of 10. The dexterity penalty returns at the rate of 1 point per round when the spell duration
expires. The dexterity of the recipient of the spell may not go under 3 with the spell. A creature under
the effect of that spell will have all the penalties for low dexterity, penalties to initiative, armor class, ...
. The material component of the spell is the priest's holy symbol.

Cesar's Creature Detector (Divination)


Sphere: Divination
Range: 1 mile radius
Components: V,M
Duration: 5 rounds / level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
By casting this spell, the priest will be able to locate a particular creature in his surroundings. The
caster has to specify what type of creature he wants to locate. The specification can not be more precise
than "a dragon" or "orcs". If the caster tries to locate a "huge ancient old nasty red dragon", the spell
does not work and is wasted. The caster has to have already seen the type of creature once in his life.
The material components of the spell are the priest's holy symbol and a piece of whatever type of
creature that he wants to know the location of. The component can be a hair from a giant to detect
giants, ... . The spell only reveals the general direction and distance of creatures. The number of
creatures is revealed within 50% of its exact value.

Cesar's Displacement (Alteration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 2 turns + 1 round / level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
The recipient of this spell receives exactly the same bonuses as a cloak of displacement for the
duration of the spell. The recipient appears to be 2 meters away from his actual position (direction is up
to the player as long as it is not impossible). The first attack on the recipient of the spell is
automatically a miss, and for subsequent attacks, the recipient of the spell gains a -2 bonus to his armor
class. The spell will have no effect if cast on a creature already wearing a cloak of displacement. The
material component of the spell is a bit of skin from a displacer beast, blink dog or any other creature
that has the displacement ability.

Cesar's Enhanced Hearing (Alteration)


Sphere: Divination
Range: Touch
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
The recipient of that spell gains an incredibly acute hearing. Cesar's Enhanced Hearing gives the
recipient a 90% of hearing noises. His acute hearing also allows him to be surprised only on a 1 on a
10-sided die, unless the opponents are magically silenced, in which case, the surprise chance is normal.
This spell makes the recipient's ears go red, this being a mystery that even Cesar himself could not
figure out. The ways of the gods are bizarre sometimes. The material component of the spell is the
priest's holy symbol.

Cesar's Enhanced Sight (Alteration)


Sphere: Divination
Range: Touch
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
The recipient of this spell will benefit from an incredibly accurate sight for the duration of the
spell. The visual acuity is 50 times better, from both short and long range objects. Thus, the recipient of
the spell will be able to recognize people from 50 times the normal distance and will be able to detect
things 50 times smaller, like the flaws in an apparently perfect jewel. The material component of the
spell is a pair of glasses, the glasses are not consumed by the spell.

Cesar's Invisible Weapon (Illusion/Phantasm)


Sphere: Combat
Range: 10 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: 1 weapon
Saving Throw: None
By casting that spell, the priest makes one weapon invisible to everyone except the wielder. An
opponent can be hit more easily with an invisible weapon, since it does not see it. The effect in game
terms is that the opponent gets a +2 penalty to his armor class for the duration of the spell. The AC
penalty only applies for being struck by an invisible weapon. True seeing, detect invisible, and all other
invisible detection spells will allow the victim to see the weapon, thus negating the spell's effect. The
weapon remains invisible for the duration of the spell, whether it hits the target or not. The material
components for the spell are an eyelash and a bit of gum arabic.

Cesar's Magnificent Warrior (Enchantment/Charm)


Sphere: Combat
Range: 20 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: None
Cesar's Magnificent Warrior betters the fighting ability of a creature. The recipient of the spell
will temporarily gain the THACO of a character of his class of 3 levels higher than he currently is. A
4th level fighter will fight as a 7th level fighter and a 2nd level priest will fight as a 5th level priest.
Spellcasters do not get additional spells, they only fight better. Cesar's Magnificent Warrior has no
effect on a creature's hit points, they remain the same. The spell can be cast on animals or monsters that
do not have a class. In that case, they will fight as creatures having 3 more hit dice. If the spell is cast
on a 0 level character, he will temporarily fight as a 3rd level fighter. The material component of this
spell is a green quartz.

Cesar's Pre-Raise Dead (Necromancy)


Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: 1 turn
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
Cesar's Pre-Raise Dead allows the caster to give a creature a better chance to be resurrected or
raised from the dead. It increases the recipient's constitution by 1d6. The constitution can go above
racial maximum for that purpose. However, the constitution gained is only valid for the Resurrection or
Raise Dead spell that is about to be cast. These latter spells have to be cast no more than 1 turn after
Cesar's Pre-Raise Dead or the former spell loses its effect. Cesar's Pre-Raise Dead has can have no
effect if the resurrection roll fails. It can not be cast a second time or give the character another chance
of being brought back to life. It can not either help in any way a creature that has a spirit (like an elf) to
be brought back to life by a simple raise dead spell. The material component of the spell is the priest's
holy symbol.

Cesar's Warp Speed (Alteration)


Sphere: Necromancy
Range: 50 yards
Components: V,S
Duration: 1 round / level
Casting Time: 2
Area of Effect: 1 Creature
Saving Throw: None
This spell only affects the speed at which a creature may run. The speed increase varies with the
level of the casting priest, as follows:
level movement rate
5-8 doubled
9-12 tripled
13-16 quadrupled
17 and up quintupled
The spell does not have any effect on the number of attacks per round. It was designed as an easy
way to escape a dangerous situation. Running at 48" or 60" might prove very useful sometimes. The
spell does not age the recipient. There is no material component for that spell but the somatic
component is some very quick hand gestures .

Level 4:
Cesar's Full Stomach (Alteration)
Sphere: Creation
Range: Touch
Components: V,S,M
Duration: 3 days
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This spell, when cast on a creature, allows it to function normally for 5 days without eating or
drinking. The recipient does not feel hungry nor thirsty and does not need food or water for that period.
The spell can not be cast in advance and can not be cast two times in a row. After 5 days, a creature has
to eat and drink normally for 1 day before being eligible again to Cesar's Full Stomach. If the spell is
cast anyway, it is lost and nothing happens. The recipient of the spell is, however, not protected fully
against magical thirsts or hungers, like a chime of hunger. Against such effects, this spell offers a bonus
of +2. The spell has to be cast before the magical thirst or hunger's happening or it will not work. The
material component of the spell is a piece of meat that must be ingested by the recipient.

Cesar's Healing Prowess (Necromancy)


Sphere: Healing
Range: 0
Components: V,S,M
Duration: 1 day
Casting Time: 1 turn
Area of Effect: The Priest
Cesar's Healing Prowess is just that, a spell that makes the casting priest a wondrous healing
machine. Every healing spell castes by the priest for the following 24 hours will have the maximum
effect possible, a cure light wounds spell will always restore 8 hit points, a heal spell will bring a
creature to 1 hit point of his current total, ... . The material component of the spell is the priest's holy
symbol.

Cesar's Holy Wings (Alteration)


Sphere: Creation
Range: Touch
Components: V,S,M
Duration: 1 turn / level +1d6 turns
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
By casting this spell, a pair of wings magically and instantly grow on the affected creature's back.
The recipient is able to fly with maneuvrability class C and to move at 12". Flying only requires
minimal concentration, just as walking. If the recipient is a spellcaster, he can cast spells normally and
move at 3" in the air. On other aspects, the spell is similar to the 3rd level magic-user spell Fly.

Cesar's Holy Protection (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round / level
Casting Time: 4
Area of Effect: Creature Touched
Saving Throw: None
With this spell, the caster can give magical protection to a creature (like the ring or cloak of
protection). The spell efficiency varies with the caster's level as follows:
level bonus
7-10 +1
11-13 +2
14-16 +3
17-20 +4
21 and up +5
The bonus is not cumulative with those offered by a ring or a cloak. In that case, take whichever
ie higher. The bonus applies to armor class and to saving throws. The material component of the spell
is the priest's holy symbol.

Cesar's Improved Cold Resistance (Alteration)


Sphere: Protection
Range: 20 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
This spells confer to the recipient a great protection from all cold-related attacks. It gives a +4
saving throw and if the save is made, no damage is taken at all. If the save is missed, the damage is first
reduced by 1 per die (minimum 1) and then halved. If a magical cold attack does not allow a saving
throw, then the recipient of that spell gets one. If the save is made, only half damage is taken, if it is
missed, full damage is taken. The material component of the spell is the priest's holy symbol.

Cesar's Improved Fire Resistance (Alteration)


Sphere: Protection
Range: 20 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
This spells confer to the recipient a great protection from all fire-related attacks. It gives a +4
saving throw and if the save is made, no damage is taken at all. If the save is missed, the damage is first
reduced by 1 per die (minimum 1) and then halved. If a magical fire attack does not allow a saving
throw, then the recipient of that spell gets one. If the save is made, only half damage is taken, if it is
missed, full damage is taken. The material component of the spell is the priest's holy symbol.

Cesar's Lucky Warrior (Alteration, Enchantment / Charm) reversible


Sphere: Combat
Range: 10 yards
Components: V,S,M
Duration: 1 round / 2 levels
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: None
Cesar's Lucky Warrior bestows a creature with a special form of luck in combat for the duration
of the spell. The affected creature will have three times the normal chances of getting a good hit in
combat, as well as three times less chances of getting a bad-miss. If you are not using a good-hit and
bad-miss system, then discard the spell. The spell does not confer bonus to the dice roll to determine
the type of good-hits, it just increases the probability of one actually happening. The material
component of the spell is the priest's holy symbol along with a vial of holy water, the holy water is
wasted at the end of the spell.
The spell's reverse, Cesar's Unlucky Warrior allows a regular saving throw versus spells to
avoid its effects. If the save is missed, it causes the recipient to have three times more chances to get a
bad-miss as well as three times less chances of getting a good-hit for the duration of the spell. The
material component of the reverse of the spell is a vial of unholy water or a vial of any poison. The vial
is wasted at the end of the spell.

Cesar's Mount Improvement (Alteration)


Sphere: Animal
Range: Touch
Components: V,S,M
Duration: 1 day
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
Casting this spell will increase the capabilities of any mount. Movement is increased by 50% as
well as carrying capacity. The spell duration is 1 day but an affected creature will not be able to
function normally longer than it usually can. Any mount can be improved by that spell, whether it is a
dragon, a horse, a pegasus, ... . The spell can be combined with other spells like Cesar's Release of
Burden and Cesar's Warp Speed. A mount under the effect of Cesar's Release of Burden and Cesar's
Mount Improvement will be able to function as unencumbered when being loaded at 150% of normal
carrying capacity ! The material component of the spell is the priest's holy symbol as well as the mount
to be affected.

Cesar's Striking (Alteration)


Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 1 round / level over 6
Casting Time: 4
Area of Effect: 1 weapon
Saving Throw: None
When a priest casts this spell on a weapon (need not be his own), it obtains the same powers as a
staff of striking spending 3 charges, that is, doing 9 more points of damage. The spell can not however
be combined with any other weapon-enhancing spells but it can work on magical weapons, adding the
damage bonus. For all of you rule-benders, no, the spell will not work on a staff of striking nor will it
give back charges to the magical item.

Level 5:
Cesar's Cure Serious Wounds (Necromancy) reversible
Sphere: Healing
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 7
Saving Throw: None
Area of Effect: Creature Touched
This spell functions in exactly the same way as the regular Cure Serious Wounds spell with only
1 difference, this spell will heal anything that exists (humans, elementals, archons, ...). The spell will
even heal non-corporeal creatures, the casting priest only has to put his hand "through" the creature to
heal it. In other gaming aspects, the spell is identical to the normal cure serious wounds. Undead can be
healed by the reverse of that spell. Casting the normal spell on an undead will actually harm it.

Cesar's Heavy Stone II (Conjuration)


Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 2 rounds
Casting Time: 6
Area of Effect: 1 Sling Stone
Saving Throw: None
This spell is in all aspects similar to the second-level spell Cesar's Heavy Stone I except that the
enchanted stone now does 6d6 damage and has a +4 bonus to hit.

Cesar's Improved Holy Sleep (Enchantment/Charm)


Sphere: Combat
Range: 40 yards
Components: V,S,M
Duration: 5 rounds / level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
This spell is actually an improvement of the second-level spell Cesar's Holy Sleep. It affects
twice more creatures or 2 with 5 or 6 hit dice or levels, or one creature with 7 or 8 hit dice or levels. In
any other aspects, this spells function as Cesar's Holy Sleep.

Cesar's Magical Resistance (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 turn + 1 round/level
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This spell gives the recipient magic resistance. The percentage given is ((caster's level - 8) + 1d4)
* 5%. Thus a 13th level priest casting that spell and rolling 2 on a 4-sided die could give (13-8 = 5) + 2
= 7, 5%*7 = 35% magical resistance to a creature (or to himself). Any creature can be affected by that
spell. When the recipient has to resist a spell, roll the magic resistance dice before the saving throw. If
the creature rolls under its magical resistance score, the spell has no effect, there is no need for a saving
throw. The spell does not work if the recipient creature already has any degree of magical resistance.
The material component of the spell is a crystal worth at least 100 gp, which vanishes after the spell has
been cast.
Cesar's Major Fighting Prowess (Alteration)
Sphere: Combat
Range: 10 yards
Components: V,S,M
Duration: 1 round per level
Casting Time: 7
Area of Effect: 1 Creature
Saving Throw: None
By casting that spell, a priest improves a creature's fighting ability. In fact, the creature will fight
as a fighter of the same level (or number of hit dice) for the duration of the spell. In addition, the
recipient will gain double specialization (+3, +3) with the weapon he is now using and the attacks per
round corresponding to a specialized fighter of the same level or number of hit dice. The material
component of the spell is a miniature metal sword, which is not consumed by the spell. The priest
needs to point a finger at the creature to be affected.

Cesar's Sacrifice Delayer (Alteration)


Sphere: All
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 6 hours
Area of Effect: Priest
Saving Throw: None
This spell can be used by priests of sufficient level and that can not make the usual sacrifice to
their god. For example, our friend Cesar, being deep into s... somewhere can not perform the ritual
sacrifice that his god, Zeus, requires, being a cow every full moon. He casts this spell and his Zeus will
be pleased enough not to make him suffer the consequences. The drawback of that spell is that the
priest will have to make twice more the regular offerings that he missed the next time. So on the next
full moon, Cesar will have to sacrifice 3 cows instead of 1 (2 for the last full moon and one for the
present one). A priest that casts the spell in unjustified circumstances (DM's judgement) will be
severely punished by his god. An unjustified circumstance is when the priest casts the spell but can, to
a reasonable extent make the usual sacrifice. A priest that forgets to make the additional offerings
required the next time will be severely punished as well. The spell can be cast more than once in a row
but he has to remember that he sometimes will have to make one big sacrifice or suffer the
consequences! The material component of the spell is the priest's holy symbol.

Cesar's Shining Light (Conjuration/Summoning)


Sphere: Sun
Range: 0
Components: V,S,M
Duration: 3 rounds
Casting Time: 1
Area of Effect: 10 yards
Saving Throw: Negates
When the priest casts that spell, his eyes begin to glow with a blinding light, just like the sun. If a
creature looks at the priest during that round, it has to make a saving throw versus spell or become
blind for 2d4 rounds. The chance of meeting the priest's gaze should be treated in the same way as the
chance of meeting a medusa's gaze. The material component of the spell is two crystal lenses, that the
caster must put on his eyes when casting the spell. The lenses do not vanish when the spell ends.

Level 6:
Cesar's Cure Critical Wounds (Necromancy) reversible
Sphere: Healing
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 5
Saving Throw: None
Area of Effect: Creature Touched
This spell functions in exactly the same way as the regular Cure Critical Wounds spell with only
1 difference, this spell will heal anything that exists (humans, elementals, archons, ...). The spell will
even heal non-corporeal creatures, the casting priest only has to put his hand "through" the creature to
heal it. In other gaming aspects, the spell is identical to the normal cure critical wounds. Undead can be
healed by the reverse of that spell. Casting the normal spell on an undead will actually harm it.

Cesar's Djinni Summoning (Enchantment / Charm)


Sphere: Summoning
Range: 10 yards
Components: V,S,M
Duration: 1 hour/level
Casting Time: 1 round
Area of Effect: 1 Djinni
Saving Throw: None
This spell allows the priest to summon a Djinni (see monster manual). The Djinni will be friendly
to the caster and will accept to serve him for the spell duration. If the caster orders him to do suicidal
acts, or tries to attack him, the Djinni will simply go back to the elemental plane of air and the spell
will be wasted. There is no chance of getting a noble djinni by this summoning, only regular djinnis
answer the call. The material component of the spell is riches for a value of 500 gold pieces (might be
gems, money or anything that would prove useful to the djinni) that has to be given to the djinni upon
his appearance. Of course, when the spell expires, the djinni will go back to the elemental plane of air
with the treasure.

Cesar's Giant Strength (Alteration)


Sphere: Necromantic
Range: Touch
Components: V,S,M
Duration: 1 round per level
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
The recipient of this spell temporarily gains a phenomenal strength (as the potions of giant
strength). The spell efficiency varies with the caster's level as follows:
level strength
11-13 20 (+3, +8)
14-16 21 (+4, +9)
17-19 22 (+4, +10)
20-22 23 (+5, +11)
23-25 24 (+6, +12)
26 and up 25 (+7, +14)
The strength gained may not be combined with a girdle of giant strength or giant strength potions,
in these cases, take whichever is higher. The material component of the spell is a body part (might be a
hair, a tooth, ...) from a giant.

Cesar's Magical Weakness (Abjuration)


Sphere: Protection
Range: 40 yards
Components: V,S,M
Duration: 1 round / level
Casting Time: 4
Area of Effect: 1 Creature
Saving Throw: None (see spell description)
Cesar's magical weakness is a means of reducing an opponent's magic resistance for a while. To
see how much magic resistance is removed, take the following formula: ((caster's level-10)+1d6) * 5%.
Cesar, a 22nd level priest, casts the spell and rolls a 5 on a 6-sided die. He then removes (22-10) = 12,
12+5 = 17, 17*5% = 85% of the opponent's magic resistance. The opponent's magic resistance is now
85% percent lower, probably now standard. A magic resistance reduced to 0% is considered standard,
there is no such thing as a negative magical resistance. There is no saving throw to that spell but the
affected creature can use its magical resistance as a means of countering the spell. It is then really hard
to lower a higher being's magical resistance, if it is close to 100%. The material component of the spell
is a crystal worth no less than 100 gp, which vanishes after the spell has been cast.

Cesar's Weapon Immunity (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round /level
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell allows the priest or another creature to gain weapon immunity, like the monsters which
require a +"x" weapon to hit. The effects of the spell depend on the level of the caster, as follows:
level immunity granted
11-14 Requires magical weapon to hit
15-18 Requires +2 weapon to hit
19-22 Requires +3 weapon to hit
23-26 Requires +4 weapon to hit
27 and up Requires +5 weapon to hit
The recipient of the spell becomes immune to the effects of weapons that do not meet the "plus"
requirement. Example: Cesar, a 22nd level priest, casts this spell onto himself. For 22 rounds, he is
totally immune to the effects of +2 or lesser weapons, it requires a +3 weapon to inflict him damage.
The material component of this spell is a small diamond of no less than 500 g.p. in value. The diamond
is shattered by the spell and is wasted.

Level 7:
Cesar's Acid Immunity (Abjuration)
Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell is very powerful indeed, it gives the recipient total immunity against any form of acid
attack. Period. No need to bother with saving throws, for the duration of the spell, it is impossible that
the recipient of the spell receives one hp of acid damage. The material component of the spell is one
ounce of pure acid, which must be spread in front of the recipient. The acid can be found in an
alchemist's shop, at a cost of no less than a thousand gold piece an ounce.

Cesar's Charm Dragon (Enchantment / Charm)


Sphere: Charm
Range: 80 yards
Components: V,S,M
Duration: Special
Casting Time: 6
Area of Effect: 1 Dragon
Saving Throw: Negates
This spell is a much more powerful version of the Charm Person or Mammal spell. It can only
be used against true dragons, it will not work on any other monster. The affected dragon has to save
versus spells at -4 to counter the spell's effect. Other aspects of the spell are the same as the 2nd level
spell Charm Person or Mammal. The material component of the spell is the priest's holy symbol.

Cesar's Cold Immunity (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell is very powerful indeed, it gives the recipient total immunity against any form of cold
attack. Period. No need to bother with saving throws, for the duration of the spell, it is impossible that
the recipient of the spell receives one hp of cold damage. The material component of the spell is an 1-
inch ice cube, which must be swallowed by the recipient before the spell can take its full effect.

Cesar's Fire Immunity (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell is really powerful, it gives the recipient total immunity against any form of fire or
heat attack. Period. No need to bother with saving throws, for the duration of the spell, it is impossible
that the recipient of the spell receives one hp of fire or heat damage. The material component of the
spell is a book made out of rare parchment that must me set afire before the spell can take its full effect.
The book has to cost at least 1000 gold pieces for the spell to work, as you might think, the book is
destroyed by the spell. A suitable book might be a spellbook from a wizard friend but it would be very
unwise to do so!

Cesar's Healing (Necromancy) reversible


Sphere: Healing
Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell functions in exactly the same way as the regular Heal spell with only 1 difference,
this spell will heal anything that exists (humans, elementals, archons, ...). The spell will even heal non-
corporeal creatures, the casting priest only has to put his hand "through" the creature to heal it. In other
gaming aspects, the spell is identical to the Heal spell. Undead can be healed by the reverse of that
spell. Casting the normal spell on an undead will actually harm it.

Cesar's Heavy Stone III (Conjuration)


Sphere: Combat
Range: Touch
Components: V,S,M
Duration: 2 rounds
Casting Time: 8
Area of Effect: 1 Sling Stone
Saving Throw: None
This spell is in all aspects similar to the second-level spell Cesar's Heavy Stone I except that the
enchanted stone now does 10d6 damage and has a +6 bonus to hit.

Cesar's Lightning Immunity (Abjuration)


Sphere: Protection
Range: Touch
Components: V,S,M
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: None
This spell is really powerful, it gives the recipient total immunity against any form of lightning or
electricity attack. Period. No need to bother with saving throws, for the duration of the spell, it is
impossible that the recipient of the spell receives one hp of lightning or electricity damage. The
material component of the spell is two metal plates made from a special alloy (worth at least 500 gp
each) which must be rubbed together, until they create an electric arc at the end of the fifth segment of
the casting. The metal plates are reusable.

Cesar's Revival (Necromancy)


Sphere: Healing
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature Touched
Saving Throw: None
This is a very potent healing spell. When cast upon a creature, it will automatically heal all
wounds and all diseases (magical or not) simultaneously if the creature was alive (even at -9 hp) before
the casting. Anything that is normally curable by a heal spell is healed by that spell at the same time. If
cast after a raise dead spell, it reduces the recovery time by 90%.

Cesar's Subdivided Prayers (Alteration)


Sphere: All
Range: 0
Components: V
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By praying for this 7th level spell, the priest is able to get 6 spell levels instead. The priest may
choose 6 1st level spells, 2 1st level spells and 2 2nd level spells, or any other combination of spell
levels that total 6. The spell can be prayed for as many times a day that the priest wants to and is able
to.

Cesar's Ultimate Fighting Prowess (Alteration)


Sphere: Combat
Range: 10 yards
Components: V,S,M
Duration: 1 round per level
Casting Time: 8
Area of Effect: 1 Creature
Saving Throw: None
By casting that spell, a priest dramatically improves a creature's fighting ability. The affected
creature will now have a THACO of 1, have 3 attacks per round and be tripled specialized (+4, +5) in
the weapon it is currently using. The material component of the spell is a miniature metal sword, which
is not consumed by the spell. The priest needs to point a finger at the creature to be affected. For more
information about triple specialization, see The Gladiator's Handbook.

Section 5: Creatures of the lower planes


Here are some special creatures of the lower planes, they actually come from Gehenna. Once,
when I was a Dungeon Master, my players were (accidentally) sent there and I wanted to add a little
spice to the adventure by creating a new evil kind of lower plane creatures. The inhabitants of the plane
of Gehenna are dremons. They all have special attacks and special defenses particular to their kind. My
players found out soon enough that Gehenna might not be the Abyss, but it is still not a nice place to
visit !

Guardian Dremons
The guardian dremons are mainly used by lords of the Gehenna for protection but they can be
found wandering anywhere in the plane for reason of their own. They are very dangerous and they
come in three varieties, lesser, normal and greater guardian dremons. Guardian dremons all look like
humans, except of course, for minor changes. The most obvious is that they have four arms, all
equipped with razor-sharp claws. They also have a set of big horns. Guardian dremons have a very
muscular appearance and usually wear no armor. Their eyes are red and their jaws are enlarged, they
have a powerful bite. There is also, somewhere in the Gehenna a dremon lord that first created these
creatures to his image, his name is Azzarlog, prince of guardian dremons.
All guardian dremons are highly intelligent and can use magic-user spells. A lesser guardian
dremon can be considered as a 5th level mage, a normal one 1 7th level mage and a greater guardian
dremon can cast spells as a 9th level mage. They all have huge bat-like wings and they can fly at will
with a maneuvrability class B.
The heat generation attack is always in effect when in combat, everybody in a 20' radius around
the guardian dremon is affected, loosing 5 hp per round due to the heat. This attack is not cumulative if
more than 1 guardian dremon is encountered. All guardian dremons have a poison gland located in
their tail, the poison is very powerful, save is at -2 or die. If a guardian dremon decides to gate another
one of his kind, it takes a full round for the other creature to appear. All guardian dremons are very
quick, even if they are of large size, they are able to make a total of 8 attacks in a single round. Like all
other dremons, they can attack several opponents at once.

Statistics
lesser normal greater
Frequency common rare very rare
No. Appearing 2-8 1-3 1 (2 rarely)
Move 18"/30" 18"/30" 18"/30"
AC 1 -1 -3
Hit Dice 7+7 8+16 10+40
% in lair -- -- --
Treasure Type -- -- --
Attacks 1-6*4 (claws) 2-8*4 (claws) 2-12*4 (claws)
1-8 (bite) 1-10 (bite) 3-12 (bite)
1-6 + poison (tail) 1-6 + poison (tail) 1-6 + poison (tail)
1-4*2 (horns) 1-6*2 (horns) 1-8*2 (horns)
Special Attacks (all) heat generation, spell use, 50% chance of gating another guardian demon of
its type
Special Defenses (all) immune to fire and electrical damage, +2 weapon required to hit,
regenerate 1 hp/round.
Magic Resistance 35% 50% 65%
Intelligence high high high
Alignment (all) from LE to NE
Size 6Ѕ' 8Ѕ' 11'
Psionics nil nil nil

Azzarlog, dremon prince of guardian dremons


Azzarlog lives in a huge castle made out of a strange non-meltable black metal located in
Gehenna. He is very well protected in his lair. When he travels, he is always accompanied by 10
greater guardian dremons. He can cast spells as an 18th level magic-user. His heat generation power is
so intense that it makes everyone in a 40' radius lose 2 hit points every segment they spend in that area.
Normally flammable materials must save or else catch fire. Azzarlog has a strength of 25, giving him a
+7 to hit and a +14 to damage.

Statistics
Frequency unique
Number Appearing 1
Move 24"/48"
AC -7
Hit Dice 180 hit points
% in lair 90 %
Treasure Type I,R,U,V
Attacks 4-24*4 (claws)
6-24 (bite)
2-12 + poison (tail)
2-16*2 (horns)
Special Attacks Heat generation, Major spell use, Gate 100% of other guardian dremons (1
greater, 2 normal or 4 lesser equal chance for each).
Special Defenses Immune to fire and electrical attacks, +4 or better weapon required to hit,
regeneration 5 hp / round
Magic Resistance 90%
Intelligence supra-genius
Alignment LE (neutral tendencies)
Size 20'
Psionics nil

Boggerwad dremons
Boggerwad dremons are a race of monkey-like humanoids that live in Gehenna. They are
common on that plane but very rare elsewhere. They are small, being only four feet high but they are
very resistant and very strong for their size. They live in small communities of about 20-40 individuals.
They appear to be sexless.
Boggerwad dremons have an incredible hearing, it is impossible that they do not hear any non-
magically silenced sound, that is why their ears tend to be largely overgrown. They have flaming-red
eyes and a surprisingly powerful bite for their size. Boggerwad dremons also have 2 small horns on
their skull however, they do not attack with them, it would only cause 1 point of damage. They also
have a prehensile tail, but its only use may be for posture, it is ineffective in combat. They are
considered as having a strength of 18, giving them a +1 to hit and a +2 to damage.
Half of the time, they will cast their magic missiles instead of attacking. That means that in the
first round, each one of them has 50% chance of firing magical missiles. Those who do not in the first
round have a 50% chance of doing it in the second round, etc... . Remember, each Boggerwad dremon
may only cast magical missiles once per day. If the boggerwad dremons are encountered in lair, there
will be a chief with 7 hit dice, 18/76 strength, 5' tall, claws do 1-10 damage, bite does 1-8 damage and
the chief has high intelligence.

Statistics
Frequency common on Gehenna, very rare elsewhere
Number Appearing 2-8
AC 0
Move 12"
Hit Dice 5
% in lair 10 %
Treasure Type D in lair
Attacks 1-8*2 (claws)
1-6 (bite)
Special Attacks Magic missiles as 7th level M.-U. once a day
Special Defenses Immune to fire and electrical damage, magical weapon required to hit
Magic Resistance 35%
Intelligence average
Alignment from LE to NE
Size 4'
Psionics nil

Boggerwad, dremon prince of boggerwad dremons


Boggerwad is the dremon prince who first created the boggerwad dremons (hence their name)
to his image. He appears as a huge boggerwad dremon with a set of big horns, he can use them in
combat. When he travels, he is always accompanied by 20 boggerwad dremons of maximum hit points.
His lair is located somewhere in Gehenna. He lives in a big fortress and he is surrounded by lots
of his kind, ready to fight and die for him. Being a very cunning opponent, the DM should play him
accordingly if the players fight him. He has special abilities that he always uses in the most efficient
way. It takes a full round to gate boggerwad dremons, they appear at the end of that round. Even if he is
hit during that round, the summons will work. The boggerwad dremons appear at the end of the round.
He can use the gate ability an unlimited number of times per day.

Statistics
Frequency unique
Number Appearing 1
Move 24"
AC -6
Hit Dice 120 hit points (fights as 16 HD monster)
% in lair 90 %
Treasure Type R,U,V
Attacks 2-20*2 (claws)
3-18 (bite)
1-8*2 (horns)
Special Attacks Magic missiles as 19th level magic-user, 5 times per day, 100% gate of 2-24
boggerwad dremons.
Special Defenses Immune to fire and electrical attacks, +3 or better weapon required to hit,
regeneration 3 hp / round
Magic Resistance 85%
Intelligence supra-genius
Alignment LE (neutral tendencies)
Size 8'
Psionics nil

Centaur Dremon
It is unknown how these creatures came to exist but they look a lot like the centaurs that are
found in the prime material plane. The only difference is that their human hands are clawed and that
their eyes are jet black, without any pupil. They are uncommon on Gehenna and very rare elsewhere.
Any other characteristics are similar to normal centaurs.

Statistics
Frequency uncommon on Gehenna, very rare elsewhere
Number Appearing 1-2
AC -1
Hit Dice 10+20
% in lair 20%
Treasure Type C in lair
Attacks 2-8*2 (claws)
2-8*2 (hooves)
Special Attacks gate (50% success) of another one of their kind
Special Defenses Immune to fire and electrical damage, regenerates 1 hit point per round,
magical weapon required to hit
Magic Resistance 50%
Intelligence average
Alignment from LE to NE
Size 7' at the shoulders
Psionics nil

Vulkand Dremons
Vulkand dremons are a very common type of dremon in Gehenna, they look a lot like regular
bears, but with some differences of course. Their fur is a bright fiery-red, they have 2 very short horns
on their foreheads and they always have a threatening grin on their face. All vulkand dremons
constantly have the burning hands spell in effect on their claws. Remember, however, that there is a
save vs. spells for half damage.
The burning hands effect is most of the times equivalent to a 3rd level mage but, it can be
higher, roll the following percentile dice for each vulkand dremon to determine at which effective level
is the burning hands ability:
01-80 3rd level
81-90 4th level
91-95 5th level
96-98 6th level
99 8th level
00 10th level (maximum)
Vulkand dremons are in addition, very strong, roll a d4 to determine it; 1=18/00, 2-3 = 19,
4=20. Their strength gives them a +3 to hit and a damage adjustment of +6 to +8 depending on their
strength, see player's handbook for strength stats.

Statistics
Frequency common on Gehenna, very rare elsewhere
Number Appearing 1-4
AC 1
Hit Dice 9+27
% in lair --
Treasure Type --
Attacks 2-12*2 (claws)+Burning Hands
1-6 (bite)
Special Attacks Burning Hands as mage spell, always in effect
Special Defenses Immune to fire and electrical damage, regenerates 1 hit point per round,
magical weapon required to hit
Magic Resistance 55%
Intelligence average
Alignment from LE to NE
Size 9' in full form
Psionics nil

Reaper Dremons
Reaper dremons look like giant skeletons except that they are a lot more powerful. These
dreadful creatures, in addition of having demonic powers can draw energy from the negative plane as
well. When a reaper demon strikes with a claw, it drains a level of its victim as well. Being of this size,
reaper dremons are also very strong, despite their skeletal appearance. They can be considered as
having a strength of 18/51, giving them a +2 to hit and a +3 damage adjustment.

Statistics
Frequency rare on Gehenna, very rare elsewhere
Number Appearing 1-2
AC -1
Hit Dice 10+10
% in lair --
Treasure Type --
Attacks (2-12 + energy drain)*2
Special Attacks Energy drain
Special Defenses Immune to fire and electrical damage, +2 weapon required to hit
Magic Resistance standard
Intelligence average
Alignment from LE to NE
Size 10'
Psionics nil

Section 6: Miscellaneous
Tables for Acrobats
I personal think that the tables for acrobat characters are incomplete. Once I played a dwarven
fighter acrobat with 18/92 strength. 18/92 is a lot stronger that 18, and I wanted to know what were the
adjustments to his skills. The answer could not be found, no table is given for exceptional strength, that
is why I made one. I also included very high ability scores (all the way up to 25) for all the Darksun
fans out there.
Table 1: Strength adjustments
Strength High Jumping Standing Running
18/01-50 + ѕ' + ѕ' +3'
18/51-75 +1' +1' +4'
18/76-90 +1ј' +1ј' +5'
18/91-99 +1Ѕ' +1Ѕ' +6'
18/00 +1ѕ' +1ѕ' +7'
19 +2' +2' +8'
20 +2ј' +2ј' +9'
21 +2Ѕ' +2Ѕ' +10'
22 +2ѕ' +2ѕ' +11'
23 +3' +3' +12'
24 +3ј' +3ј' +13'
25 +3Ѕ' +3Ѕ' +14'
The second table is for the dexterity adjustments. Once again, I continued the table all the way to
25. Table 3 lists the adjustments for thieving abilities for non-standard races. Table 4 is the same as
table 3 except that it is for acrobat skills.

Table 2: Dexterity adjustments


Dex Tightr Pole Attack Evasio Falli
terity ope Walking Vault n ng
20 +25% +4' +5% +12% +15'
21 +30% +5' +6% +17% +20'
22 +35% +6' +7% +23% +25'
23 +40% +7' +8% +30% +30'
24 +45% +8' +9% +38% +35'
25 +50% +9' +10% +47% +40'

Table 3: Thief Adjustments for non-standard races


1 2 3 4 5 6 7 8 9

Bugbear - + + - - + + - -
15% 5% 10% 10% 10% 5% 10% 10% 20%
Caiveh - + + + + +
10% 5% 5% 5% 5% 10%
Cynamolgus - + + + + - -
5% 5% 5% 5% 5% 10% 15%
Gnoll - + + - + + - -
10% 5% 5% 5% 5% 10% 10% 15%
Half-Dryad + - + + +
5% 5% 5% 5% 5%
Half-Ogre - - - - - + + - -
15% 5% 5% 10% 15% 5% 10% 10% 20%
Half-Satyr + - + - -
5% 10% 5% 15% 5%
Hobgoblin - + + - - + + - -
10% 5% 10% 5% 5% 5% 10% 10% 15%
Irda + + + + +
10% 15% 5% 5% 5%
Jor - + + + + - -
5% 5% 10% 5% 10% 15% 10%
Kender + + + + + + - - +
20% 5% 5% 10% 15% 5% 15% 5% 10%
Korobokuru + + - - -
10% 15% 10% 5% 10%
Lizard Man - + - + - -
10% 5% 5% 5% 5% 15%
Spirit Folk + - + + + +
5% 5% 5% 10% 5% 5%
1 - Pick Pockets
2 - Open Locks
3 - Find and Remove Traps
4 - Silent Move
5 - Hide in Shadows
6 - Hear Noise
7 - Climb Walls
8 - Read Languages
9 - Back Protection

Table 4: Adjustments for acrobat skills for non-standard races


1 2 3 4 5 6 7 8

Caiveh + + + + + - - +
5% 2' 1' 1Ѕ' 3' 5% 10% 15%
Cynamolgus - + + + + -
5% 1' Ѕ' Ѕ' 1' 5%
Half-Dryad + - + +
10% 1' 5% 5%
Irda + + +
10% 5% 15%
Kender - - - - + + +
2' 1' 1Ѕ' 4' 5% 10% 5%
Korobokuru - - - - - + +
5% 2' 1' 2' 3' 10% 5%
Lizard Man + + + + - -
2' 1' 1Ѕ' 3' 5% 10%
Spirit Folk + - + +
10% 1' 5% 5%
1 - Tightrope Walking
2 - Pole Vault
3 - High Jump
4 - Broad Jump, Standing
5 - Broad Jump, Running
6 - Attack
7 - Evasion
8 - Falling

Rules for 1st edition monks


The monks in the first edition have the capability of killing or incapacitating an opponent.
However, this ability does not take into account the monk's own size. Here's a table that does. The
percentages are referring to the percentages of the monk's own height and weight. This table can also
be applied to the martial artist, p.14 if you wish to use that class.
Table for monks:
Level Maximum height Maximum weight
1 115% 234%
2 118% 283%
3 120% 312%
4 123% 351%
5 126% 390%
6 129% 429%
7 132% 468%
8 135% 507%
9 138% 546%
10 141% 585%
11 144% 624%
12 147% 663%
13 150% 702%
14 156% 780%
15 162% 858%
16 167% 936%
17 173% 1014%

Height & Weight of Characters


I will always remember the first time that I played AD&D. When I rolled my character's height
and weight, I got an incomprehensible result. I got a 6'11" character weighing 135 pounds ! And, on
top of that, my character had a strength of 18 ! Now something's not logical around here ! The system
for the second edition is a bit better but not much. The main flaw is that height is unrelated to weight
and that the strength does not have any bearing on the size of a character. O.K. the strongest people are
not always huge but, admit it, you expect a 18/00 - strength fighter to be a bit bigger than a scrawny 9 -
strength magic-user !
The method that I use is based on an old DRAGON magazine from the mid-80's, so if anybody
knows which dragon it is and the name of the author, then tell me and I will gladly add it to my article.
Actually, my method is an expansion of the previous one. The previous one only dealt with common
races and there were some things that were still not logical like the fact that you could get more
variation while generating a human than other races. Also, with this method, you can get extreme
results, that is, you can obtain real big characters or real small ones, but then again, these happen very
rarely.
The tallest human being in history was 8'11" tall and the tallest you can get with my method is
8'1". The chance of getting that result is, as you expected, really small, 1 in over 300 millions. I really
wanted to cover all possibilities to make the most realistic system possible. Of course, if you always
roll characters with 18 strength, you will often get football players as PCs. You have to consider that by
using the 3d6 method (for NPCs, PCs are exceptional), there is 1 chance in 216 of having a strength of
18. The strongest man in 216 is usually, but not always, one of the biggest. This method is complex but
generates good and logical results. Now, the people who always wanted to play a 6'6" 300 pounds
barbarian might, if they are lucky, just roll what they wanted to get!
You will notice that there is no adjustments for exceptional strength, this is because I consider
exceptional strength to be part of a training process for the warrior class, not something innate. Also the
modifiers for strength are computed using the regular human maximum, that is, 18. That is not the case
of all races. For example, if you were to roll a mul from Darksun, with a maximum strength of 22, in
the tables you will have to consider Strength 22 as Strength 18, 21 as 17, 20 as 16, ...
The first step is to roll the basic dice for the race and sex of your character, in table 1. For
example, if you want to create a human character, you roll 2d6 and add it to 60, this is the base
unmodified height in inches of your character. For odd-numbered dice, like d7, you roll a d8 and
discard 8 results. After that, you have to roll on table 2 to find if the base height will be modified. You
have to roll a d10000 !, that means two d% in a row, treat 0 as 0. Per example, if you roll 0,0,0,3, the
result is 0003, you will have a really little character (at least, for his race). Then you will get a modifier,
in our previous example, the modifier is 0.80 - 0.83, or 0.79 + d4*0.01. This is the modifier that you
have to apply to the base height. Your character's height is now (base height * modifier) or simply
non- augmented height.
Then you have to consult table 3, the height modifications of strength. For example, if you have
strength of 17, the modifier is 1.06. You then multiply the non-augmented height by that multiplier and
it will give you your real character's height.
Then, you will have to go on to table 4 to roll your character's weight. To find your character's
weight, you divide its height (after all modifiers) by 72. That number cubed multiplied by 175 is your
character's base weight in pounds. Symbolically, the formula is:
((height/72)**3) * 175
Now you have to roll another d10000 like you did on table 2. You will then find an adjustment,
like 1.09-1.16, or 1.08+d8*0.01. You multiply that modifier to your character's base weight. Example:
1.1 * 175 = 192.5 or 193 lbs. This is the non-augmented weight of your character. Then you have to go
on table 5, to find out what is your weight modifier related to strength. You then multiply that by your
non-augmented weight and it gives you your character's final weight ! Complicated, but realistic.
There is but one final step, if you are not a human. You have to multiply your final weight by
your racial weight modifier. This weight modifier is in the right-most column in table 1. For example,
for Hill dwarves, it is 1.9. A hill dwarf has to multiply his final weight by that modifier to find out his
real final weight. All the races that I know of are hereby included (a lot), except the races found in the
AD&D guide to Star Trek because I am really not familiar with these races (I am just a part-time
Trekkie). I had to modify some weight statistics because they were sometimes totally illogical. For
example, the Fremlin, its picture in the Humanoids handbook indicates that it is a stout creature, but if
you had a 6-foot tall character with the proportionate average height and weight of a fremlin, it would
be a bit too heavy. If you use the formula given above, it will yield a result of 1704 pounds for an
average 6 foot tall, a bit too heavy isn't it ?. I will not detail all the modifications that I've made but I've
made them with the goal of obtaining the most logical results possible.
Also included are the races found in the Great Net Handbook, in which I found the Half-Giants
very interesting.

Table 1: Height for Many Races


Race Average Die Roll Weight
Height (inches) Modifier
Fremlin 15.5 13.5+d3 1.5
Pixie (F) 33.5 29+d3+d4 1.5
Pixie (M) 34.5 30+d3+d4 1.5
Kobold (F) 34 29.5+d3+d 0.95
4
Kobold (M) 36 31.5+d3+d 0.95
4
Xvart (F) 34 29.5+d3+d 0.95
4
Xvart (M) 36 31.5+d3+d 0.95
4
Gnome, Tinker (F) 34 29.5+d3+d 1
4
Gnome, Tinker (M) 36 31.5+d3+d 1
4
Saurial, Flyer (F) 35 30.5+d3+d 1
4
Saurial, Flyer (M) 37 32.5+d3+d 1
4
Halfling, Hairfoot 38 33+2d4 1.5
(F)
Halfling, Hairfoot 40 35+2d4 1.5
(M)
Halfling, Stout (F) 38 33+2d4 1.7
Halfling, Stout (M) 40 35+2d4 1.7
Halfling, Athasian 38.5 33.5+2d4 1.7
(F)
Halfling, Athasian 40.5 35.5+2d4 1.7
(M)
Gnome (F) 40 35+2d4 1.3
Gnome (M) 42 37+2d4 1.3
Svirfneblin (F) 40 35+2d4 1.3
Svirfneblin (M) 42 37+2d4 1.3
Kender (F) 41 36+2d4 1.5
Kender (M) 43 38+2d4 1.5
Halfling, 44 38.5+d4+d 1.3
Tallfellow (F) 5
Halfling, 46 40.5+d4+d 1.3
Tallfellow (M) 5
Korobokuru (F) 45.5 40+d4+d5 1.8
Korobokuru (M) 48 42.5+d4+d 1.8
5
Duergar (F) 45.5 40+d4+d5 1.8
Duergar (M) 48 42.5+d4+d 1.8
5
Goblin (F) 45.5 40+d4+d5 1.8
Goblin (M) 48 42.5+d4+d 1.8
5
Dwarf, Hill (F) 48.5 43+d4+d5 1.9
Dwarf, Hill (M) 51 45+d4+d6 1.9
Elf, Wild (F) 51.5 45.5+d4+d 0.9
6
Elf, Wild (M) 54 48+d4+d6 0.9
Falloy (F) 51.5 45.5+d4+d 1.65
6
Falloy (M) 54 48+d4+d6 1.65
Dwarf, Gully (F) 52.5 46.5+d4+d 1.5
6
Dwarf, Gully (M) 55 49+d4+d6 1.5
Dwarf, Mountain 54 48+d4+d6 1.7
(F)
Dwarf, Mountain 57 50.5+d5+d 1.7
(M) 6
Dwarf, Athasian 54 48+d4+d6 2.3
(F)
Dwarf, Athasian 57 50.5+d5+d 2.3
(M) 6
Half-Dryad 57 50.5+d5+d 1
6
Elf, Drow (F) 57 50.5+d5+d 0.9
6
Elf, Drow (M) 60 53.5+d5+d 0.9
6
Elf, Qualinesti (F) 58 51.5+d5+d 0.9
6
Elf, Qualinesti (M) 61 54.5+d5+d 0.9
6
Beastmen (F) 58.5 52+d5+d6 1.1
Beastmen (M) 61.5 55+d5+d6 1.1
Spirit Folk (F) 60 53.5+d5+d 0.9
6
Spirit Folk (M) 63 56.5+d5+d 0.9
6
Elf, Other (F) 60 53.5+d5+d 0.9
6
Elf, Other (M) 63 56.5+d5+d 0.9
6
Satyr 60.5 54+d5+d6 1.2
Winged Folk (F) 61.5 55+d5+d6 0.95
Winged Folk (M) 64.5 57.5+2d6 0.95
Aarakocra (F) 61.5 55+d5+d6 0.7
Aarakocra (M) 64.5 57.5+2d6 0.7
Half-Orc (F) 61.5 55+d5+d6 1.1
Half-Orc (M) 64.5 57.5+2d6 1.1
Half-Elf (F) 61.5 55+d5+d6 0.95
Half-Elf (M) 64.5 57.5+2d6 0.95
Saurial, Finhead 62 55.5+d5+d 1.2
(F) 6
Saurial, Finhead 65 58+2d6 1.2
(M)
Elf, Valley (F) 63 56.5+d5+d 0.9
6
Elf, Valley (M) 66 59+2d6 0.9
Bullywug (F) 64 57+2d6 1
Bullywug (M) 67 60+2d6 1
Hengeyokai 64 57+2d6 1
Creatures (F)
Hengeyokai 67 60+2d6 1
Creatures (M)
Human (F) 64 57+2d6 1
Human (M) 67 60+2d6 1
Mongrelman (F) 64 57+2d6 1
Mongrelman (M) 67 60+2d6 1
Half-Elf, Valley 66 59+2d6 0.95
(F)
Half-Elf, Valley 69 62+2d6 0.95
(M)
Swanmay 67 60+2d6 0.95
Jor (F) 68 61+2d6 1.2
Jor (M) 72 64.5+d6+d 1.2
7
Half-Elf, Snow (F) 69 62+2d6 0.95
Half-Elf, Snow (M) 72 64.5+d6+d 0.95
7
Mul (F) 69 62+2d6 1.35
Mul (M) 73 65.5+d6+d 1.35
7
Alaghi (F) 70.5 63+d6+d7 2
Alaghi (M) 72.5 65+d6+d7 2
Cynamolgus (F) 71 63.5+d6+d 1
7
Cynamolgus (M) 75 67.5+d6+d 1
7
Irda 72 64.5+d6+d 1
7
Half-Elf, Athasian 71.5 64+d6+d7 0.88
(F)
Half-Elf, Athasian 75.5 68+d6+d7 0.88
(M)
Orc (F) 72 64.5+d6+d 1.2
7
Orc (M) 76 68.5+d6+d 1.2
7
Elf, Snow (F) 73 65.5+d6+d 0.9
7
Elf, Snow (M) 77 69.5+d6+d 0.9
7
Hobgoblin (F) 74 66.5+d6+d 1.2
7
Hobgoblin (M) 78 70+d6+d8 1.2
Flind (F) 74.5 67+d6+d7 1
Flind (M) 78.5 70.5+d6+d 1
8
Centaur (F) 76.5 69+d6+d7 6
Centaur (M) 80.5 72.5+d6+d 6
8
Elf, Athasian (F) 80 72+d6+d8 0.75
Elf, Athasian (M) 84 75.5+d7+d 0.75
8
Lizard Man (F) 80 72+d6+d8 1
Lizard Man (M) 84 75.5+d7+d 1
8
Caiveh (F) 80 72+d6+d8 1
Caiveh (M) 84 75.5+d7+d 1
8
Bugbear (F) 80 72+d6+d8 1.5
Bugbear (M) 84 75.5+d7+d 1.5
8
Gnoll (F) 80 72+d6+d8 0.9
Gnoll (M) 84 75.5+d7+d 0.9
8
Thri-Kreen 84.5 76+d7+d8 1.6
Krynn Minotaur 83 75+d6+d8 1.2
(F)
Krynn Minotaur 87 78.5+d7+d 1.2
(M) 8
Saurial, Bladeback 83 75+d6+d8 1.8
(F)
Saurial, Bladeback 87 78.5+d7+d 1.8
(M) 8
Wemic (F) 84.5 76+d7+d8 3
Wemic (M) 88.5 80+d7+d8 3
Half-Giant, 85 76.5+d7+d 1
Verbeeg (F) 8
Half-Giant, 89 80.5+d7+d 1
Verbeeg (M) 8
Half-Ogre (F) 85.5 77+d7+d8 1.2
Half-Ogre (M) 90 81.5+d7+d 1.2
8
Half-Giant, 87 78.5+d7+d 1
Voadkyn (F) 8
Half-Giant, 91 82+2d8 1
Voadkyn (M)
Half-Giant, Hill (F) 92 83+2d8 1.15
Half-Giant, Hill 96.5 87.5+2d8 1.15
(M)
Half-Giant, Firbolg 92.5 83.5+2d8 1.1
(F)
Half-Giant, Firbolg 97 88+2d8 1.1
(M)
Half-Giant, Fire (F) 101 91.5+d8+d 1.35
9
Half-Giant, Fire 105.5 95.5+d8+d 1.35
(M) 10
Half-Giant, Stone 101 91.5+d8+d 1.35
(F) 9
Half-Giant, Stone 105.5 95.5+d8+d 1.35
(M) 10
Giant, Verbeeg (F) 105.5 95.5+d8+d 1
10
Giant, Verbeeg (M) 111 100.5+d9+ 1
d10
Troll (F) 105.5 95.5+d8+d 0.95
10
Troll (M) 111 100.5+d9+ 0.95
d10
Ogre (F) 105.5 95.5+d8+d 1.3
10
Ogre (M) 111 100.5+d9+ 1.3
d10
Saurial, Hornhead 108 98+d8+d1 1.1
(F) 0
Saurial, Hornhead 114 103.5+d9+ 1.1
(M) d10
Giant, Voadkyn (F) 108.5 98.5+d8+d 1
10
Giant, Voadkyn 114.5 104+d9+d 1
(M) 10
Half-Giant, 112 101.5+d9+ 1.1
Mountain (F) d10
Half-Giant, 117.5 106.5+2d1 1.1
Mountain (M) 0
Ogre Mage (F) 115 104.5+d9+ 1
d10
Ogre Mage (M) 121 110+2d10 1
Half-Giant, Frost 118 107+2d10 1
(F)
Half-Giant, Frost 123.5 112.5+2d1 1
(M) 0
Giant, Firbolg (F) 120.5 109.5+2d1 1.2
0
Giant, Firbolg (M) 126.5 114.5+d10 1.2
+d12
Half-Giant, 126 114+d10+ 1.5
Athasian (F) d12
Half-Giant, 132 120+d10+ 1.5
Athasian (M) d12
Table 2: Height modifier
d 10000 roll Weight modifier
0001 0.76-0.79
0002-0010 0.80-0.83
0011-0050 0.84-0.87
0051-0250 0.88-0.91
0251-1500 0.92-0.95
1501-3500 0.96-0.99
3501-6500 1.00
6501-8500 1.01-1.04
8501-9750 1.05-1.08
9751-9950 1.09-1.12
9951-9990 1.13-1.16
9991-9999 1.17-1.20
0000 1.21-1.24

Table 3: Strength vs. height


Strength Modifier
3 0.91
4 0.94
5 0.97
6-15 1
16 1.03
17 1.06
18 1.09

Table 4: Weight modifier


d 10000 roll modifier
0001 0.52-0.59
0002-0010 0.60-0.67
0011-0050 0.68-0.75
0051-0250 0.76-0.83
0251-1500 0.84-0.91
1501-3500 0.92-0.99
3501-6500 1.00
6501-8500 1.01-1.08
8501-9750 1.09-1.16
9751-9950 1.17-1.24
9951-9990 1.25-1.32
9991-9999 1.33-1.40
0000 1.41-1.48

Table 5: Strength vs. weight


Strength modifier
3 0.80
4 0.84
5 0.88
6 0.92
7 0.96
8-13 1.00
14 1.04
15 1.08
16 1.12
17 1.16
18 1.20

Lifespan of Characters:
Here is a method of my own to determine how old a being will live. It is simple to use. Just take
the base age as being the maximum age (120 years for humans). Then roll the following percentile dice
on table 1:
Table 1:
score age modifier
01-05 40-45%
06-30 46-55%
31-60 56-65%
61-85 66-75%
86-92 76-79%
93-95 80-82%
96-98 83-84%
99 85%
00 roll on table 2
Table 2:
score age modifier
01-50 86-89%
51-75 90-92%
76-95 93-95%
96 96%
97 97%
98 98%
99 99%
00 100%
The age modifier is the age that your character will live, for example, a human gets a 75%, his
dying age will be 120*0.75 = 90 years. This method will often yield reasonable life spans, many
characters will live for about 75 years and there is but a very small chance, which is logical, how many
120-years have you seen (or heard of) in your life ? Optionally, you can add another modifier related to
the constitution score (at adult age). Some people say that if you are healthy, you will have a better
chance of dying at an older age. You just multiply the dying age by the result in table 3.

Table 3 Constitution modifiers:


Constitution score modifier
racial max. 1.15
racial max. -1 1.10
racial max. -2 1.05
5 0.95
4 0.90
3 0.85
2 0.80
1 0.75

Any questions, commentaries, flames, ... should be e-mailed to:

[email protected]
Your suggestions and additions are very welcome. Suggestions will be given full credit to the
author. If you happen to notice that I am using information from a source that I do not mention, just tell
me and I will add it.
Cesar’s Net Book by [email protected]
Sunday, January 7, 1996

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