Classless Skills & Powers An AD&D Variant Ernest Mueller
[email protected] Februar !"# !$$$ Classless Skills & Powers An AD&D variant variant
Introduction
%is is a classless caracter generation metod 'or use wit te AD&D Plaer(s and DM(s )ption rules. *t co+ers te Skills & Powers# Combat & %actics# %actics# Spells & Magic# and ,ig-e+el Campaigns rulebooks. *t is a supplement 'or# not a replacement o'# tose rules. Man details o' indi+idual skills# including descriptions and rele+ant tables# are not reproduced ere.
2.
Principles %is sstem was designed according to te 'ollowing principles/
Classes as te e0ist in standard AD&D AD&D 2 nd edition core rules are 'airl well balanced wit respect to eac oter.
!. Ma0imi1e compatibilit wit bot Skills & Powers and te AD&D 2 nd edition core rules. 2. Promote in-game caracter growt. 3. Maintain game balance# internal to tis sstem and +s. AD&D 2 nd edition core rules.
Rationale %is sstem was created to address te 'ollowing sortcomings o' te caracter creation sstem in Skills & Powers and te oter Plaer(s and DM(s )ption rules/ !. 6ne7ual point allocation across classes and races 'or skill customi1ation.
4. 5enerate caracters o' te standard AD&D 2 nd
2.
edition tpes wit te sstem as well as custom ones.
8ule incompatibilit among te +arious Plaer(s and DM(s )ption rulebooks. 3.
Assumptions %is sstem is based on te 'ollowing assumptions/ !. Abilit skill costs are proportional to bot te abilit(s use'ulness and ow di''icult it sould be to learn.
*n-game skill ad+ancement is +er slow. %oug man skills impro+e wit le+el 9like spells# %,AC:# and tie' skills;# caracters grow in oter areas +er slowl 9! <=P and ! =P e+er 3 to 4 le+els;. First-le+el caracters a+e $:> o' te skills te are e+er going to a+e.
4.
remo+ed tereb. tereb. e+els are retained# but are more First-le+el caracters a+e become too power'ul. loosel tied to indi+idual skills tan in standard AD&D. %e conception o' a 'irst-le+el 'igter used to be a Most kits are no longer necessar# necessar# as all teir component !"-ear-old no+ice rigt out o' teir 'irst battle. *t 7uickl grew to te point tat a ! warrior could a+e multiple weapon speciali1ations and oter power'ul abilities.
parts can be purcased indi+iduall. indi+iduall. %ere is room in tis sstem 'or +er speci'ic kits - ones tat are not ust a di''erent collection o' standard abilities 9like te swasbuckler;# but instead include speci'ic abilities wit teir own rules and drawbacks 9like te imbant ranger;. 8aces e0ist as usual but are a little more 'le0ible.
%is sstem also attempts to reconcile te man and General Approach: +aried skills presented in te +arious Plaers )ption and All skills 'ormerl known as ?class abilities?# race DMs )ption )ption books. *t tries to maintain a ig le+el o' abilities# nonweapon pro'iciencies and weapon compatibilit wit tose books e0cept were te pro'iciencies#? wic currentl all operate under di''erent approaces o' tose sourcebooks clearl di''er. rules# are all skills or abilities wic a caracter would Starting caracters ma 'ind temsel+es a little weaker at learn during teir li+es. %is sstem makes te 'irst le+el using tis sceme# but te will grow in skill at ac7uisition o' tose skills uni'orm. a muc 'aster rate. As caracters increase in le+el# te All te race# class# and weaponBnonweapon pro'iciencies get more caracter points# wic can be used to bu more are combined into one set o' skills organi1ed into skill abilities or to impro+e current ones. trees. Caracters bu all tese abilities out o' teir single *'# as a caracter de+elops# te wis to spend more e''ort pool o' caracter points. learning skills traditionall termed nonweapon %ere are no longer caracter classes in tis sstem. pro'iciencies rater tan ones traditionall termed class Plaers are 'ree to de'ine teir caracters as te wis# abilities# or +ice +ersa# tat is a +alid decision tis according to teir desired skills and personalit. personalit. Multisstem supports. classing and dual-classing rules are con+enientl
Credits and Legal Notice
Credits *d like to gi+e credit to all tose people wo contributed to tis work. Man people 'rom m gaming group and te rec.games.'rp.dnd newsgroup newsgroup ad man elp'ul ideas on tis sstems genesis. genesis. *d especiall like to tank te 'ollowing people/ System Design - Da+id Callander Mike Miller %ra+is Pearce Playtesting - ason Co0 ,al Pillips %im Dowden e+in ing Mike =allace
4.
remo+ed tereb. tereb. e+els are retained# but are more First-le+el caracters a+e become too power'ul. loosel tied to indi+idual skills tan in standard AD&D. %e conception o' a 'irst-le+el 'igter used to be a Most kits are no longer necessar# necessar# as all teir component !"-ear-old no+ice rigt out o' teir 'irst battle. *t 7uickl grew to te point tat a ! warrior could a+e multiple weapon speciali1ations and oter power'ul abilities.
parts can be purcased indi+iduall. indi+iduall. %ere is room in tis sstem 'or +er speci'ic kits - ones tat are not ust a di''erent collection o' standard abilities 9like te swasbuckler;# but instead include speci'ic abilities wit teir own rules and drawbacks 9like te imbant ranger;. 8aces e0ist as usual but are a little more 'le0ible.
%is sstem also attempts to reconcile te man and General Approach: +aried skills presented in te +arious Plaers )ption and All skills 'ormerl known as ?class abilities?# race DMs )ption )ption books. *t tries to maintain a ig le+el o' abilities# nonweapon pro'iciencies and weapon compatibilit wit tose books e0cept were te pro'iciencies#? wic currentl all operate under di''erent approaces o' tose sourcebooks clearl di''er. rules# are all skills or abilities wic a caracter would Starting caracters ma 'ind temsel+es a little weaker at learn during teir li+es. %is sstem makes te 'irst le+el using tis sceme# but te will grow in skill at ac7uisition o' tose skills uni'orm. a muc 'aster rate. As caracters increase in le+el# te All te race# class# and weaponBnonweapon pro'iciencies get more caracter points# wic can be used to bu more are combined into one set o' skills organi1ed into skill abilities or to impro+e current ones. trees. Caracters bu all tese abilities out o' teir single *'# as a caracter de+elops# te wis to spend more e''ort pool o' caracter points. learning skills traditionall termed nonweapon %ere are no longer caracter classes in tis sstem. pro'iciencies rater tan ones traditionall termed class Plaers are 'ree to de'ine teir caracters as te wis# abilities# or +ice +ersa# tat is a +alid decision tis according to teir desired skills and personalit. personalit. Multisstem supports. classing and dual-classing rules are con+enientl
Credits and Legal Notice
Credits *d like to gi+e credit to all tose people wo contributed to tis work. Man people 'rom m gaming group and te rec.games.'rp.dnd newsgroup newsgroup ad man elp'ul ideas on tis sstems genesis. genesis. *d especiall like to tank te 'ollowing people/ System Design - Da+id Callander Mike Miller %ra+is Pearce Playtesting - ason Co0 ,al Pillips %im Dowden e+in ing Mike =allace
Feedac! - ance Dool Don Mcinne Pete Glake Mark ,all Legal Notice %is document is Coprigt !$$$# Ernest Mueller. *t is based on a number o' works coprigted b %S8# *nc.# and is not meant to callenge an o' tose coprigts. *t is meant as a 'ree supplement to te works alread publised b %S8# *nc.
Aility Score Generation
9be'ore rolling; as growt points to be allotted at one 8oll up abilit scores as usual using an o' te metods per le+el# assigned to an score te plaer desires 9up to in te Skills & Powers andbook 9pp.!2-2!;. 6se racial ma0imums;. subabilit scores# or not# as ou desire. Since tere are no "ethod #II 9KL points# di+ide as ou want;/ ,old back classes# an caracter ma a+e e0ceptional strengt. 4-$ 9!d"3; points out o' te KL as growt points# )nl roll percentile 'or strengt i' te primar strengt assigned one per le+el to an score as abo+e. "ethod #III 924d"# assign as desired;/ ,old back 2 o' score is !H. Split subabilit scores can not e0ceed !H unless te primar score is itsel' !H or better. better. te d" 9be'ore rolling; as growt points# assigned one )ptionall# )ptionall# ou can pro+ide 'or caracter abilit growt per le+el to an score as abo+e. i' using metods V# V*# V**# V***# *I# or I. Jou a+e te "ethod I$ 92d" on te cart 'or number o' points;/ ,old plaer old back some abilit score points tat are ten back 4-$ points# ust as in Metod V**. Assign one point applied as te caracter goes up in le+el later in pla. %e b le+el as abo+e. e0act mecanic di''ers b generation metod# but te DM "ethod $ 9KL points;/ ,old back 4-$ points# ust as i n sould target about $ growt points suc tat te Metod V**. Assign Assign one point b le+el as abo+e. caracter reaces is or er 'ull potential around name
Character Points% S!ills% and S!ill &rees Introduction
caracters disposal. *n tis sstem# +er 'ew skills are Character Points obtained 'or 'ree. E+er aspect o' a caracters abilities A character egins li'e (ith )** character points are e0plicitl bougt using CP. %eoreticall# all skills are +CPs, %ese points are used to purcase all te a+ailable to all caracters# toug te CP cost ma be caracters skills# weter te stem 'rom race# class# proibiti+e. Man skills 'rom Skills & Powers are weaponBnonweapon pro'icienc# or an oter source. As retained intact# wit te same point costs# in tis sstem. caracters rise in le+el te are awarded more caracter Some a+e been canged to balance te sstem# tose points to spend on additional skills as desired canges are noted as te appear. Characters recei.e )* character points 'or each e/perience le.el ad.anced All new skills gained and S!ill &rees ad+ances in current skills are paid 'or using CPs. CPs Skills are arranged into skill trees. A skill skill tree is a also a+e all te secondar uses detailed in te Skills & collection o' related skills. Most trees a+e an initial cost Powers rulebook 9pp."-K;. to bu into te tree# and terea'ter a caracter ma )ptionall# )ptionall# 'or tose +er 'ond o' random generation# purcase skills 'rom te tree. Some skills a+e costs ou can start out caracters wit !K:3d2: CP# and as oter tan CP# suc as prere7uisite skills or special te ad+ance in le+el te sould be awarded a base o' conditions. Skill trees re'lect te bene'it o' related skills !" CP# plus !-" CP based eiter on random roll or DM i' ou a+e learned a lot about combat# 'or e0ample# it is assignation 'or caracter role-plaing. easier to learn more about combat tan to learn about 'lower arrangement. S!ills %is is te tecnical term 'or all te speci'ic abilities at a
Racial Ailities
8acial abilities are skills tat can be purcased onl at caracter generation time. %ese re'lect skills tat are eiter inborn or taugt 'rom a +er earl age. Eac maor PC race as its own racial skill tree. S&P %raits %raits and Disad+antages all 'all into te 8acial Abilities categor as well# toug an race ma coose %raits and Disad+antages. %o bu racial skills# ou 'irst coose a racial skill tree. %erea'ter ou ma purcase as man racial abilities 'rom tat skill tree as ou wis. Mi0ed races# like al'-el+es# must coose bot skill trees 9uman and el'# in tis case;# and te are onl allowed to bu skills 'rom te racial trees tr ees costing L CPs or less# unless te same abilit appears in bot races skill tree and cost !: CPs or less. 6nder an circumstance# suc mi0ed-race caracters do not a+e access to racial skills costing more tan !: CP. DMs are 'ree to allow an combinations te wis using tese rules tat are appropriate to teir campaign - al' gnomeBal' dwar+es# 'or e0ample# would use bot tose racial trees and bu skills at te listed cost. %e DM ma be re7uired to
de+ise te base description 'or tat new race combination# owe+er. %e DM ma also create new racial skills tat te brid race onl ma bu. Plaers sould target spending no more tan 4L points 9and usuall less; 'or racial abilities# traits# and disad+antages ere ere - ou can spend more# but ou will be unable to bu muc in te wa o' oter abilities later. later. %e caracter(s abilit scores must 7uali' 'or a race according to %able %able !4# S&P p.22 in order to bu into tat race tree. )ter racial abilities deri+ed 'rom te Complete ,andbook series or oter sources ma be added to tese lists.
Race 0undles A plaer can bu a bundled set o' abilities ' or te generic demiuman o' a speci'ic tpe as described in S&P. %is 'orgoes an customi1ation o' te caracters abilities. DM
S&P p.3: Sword Gonus
S!ill
Cost +CP, Aility
S&P p.2$
!:
S&P p.2$
!:
S&P p.2$
!:
!L
Galance bonus
A plaer ma purcase some racial abilities as latent abilities. %ese abilities initiall cost al' te CP cost *n'ra+ision 9":; 9rounded up;# and ten later in te caracters li'e te plaer ma pa te 'ull cost to a+e te abilit awaken. For e0ample# a al'-el' caracter purcases latent ": in'ra+ision 'or L CP# and later in pla pas !: CP 'or te latent abilit to become acti+e. =ic abilities ma be purcased latentl are at te DMs discretion. 8esistance
Racial S!ill &rees 1l.es For 'ree# el+es get teir abilit score adustments 9%able !L# S&P p.23;# long li'e# point ears# and oter generic racial distincti+es as described in te +arious rulebooks 'or teir el' subtpe 9dark el+es are black# a7uatic el+es breate water# etc.;. &ale 2: 1l.en Ailities
!:
6nlimited Ad+ancement at 2L> IP Penalt
Source 6nlimited Ad+ancement at !:> IP Penalt
Gow bonus
L
S&P p.2$
L
*n'ra+ision 93:;
1l' 0undle Costs: A7uatic El+es/ 4: CP 9S&P p.2K; Dark El+es/ 4L CP 9S&P p.2H;
L
S&P p.2$ 5ra El+es/ 4L CP 9S&P p.2H;
ess Sleep
,ig El+es/ 4: CP 9S&P p.2H; L
Sl+an El+es/ 4: CP 9S&P p.2$;
Ne( 1l.en Ailities:
L
S&P p.2"
L
S&P p.2"
!:
S&P p.2L
!:
S&P p.2"
!:
S&P p.2"
!:
S&P p.2"
!:
S&P p.2"
!L
*llusion 8esistant *n'ra+ision 93:;/ *n'ra+ision like a normal el'# but onl wit a 3:N range. 6nlimited Ad+ancement at 2L> IP Penalt/ Pick Gonus %e caracter can ad+ance to unlimited le+el# but su''ers a 2L> penalt to all e0perience gained. *n'ra+ision 9!2:;/ *n'ra+ision like a normal el'# but e0tending out to a !2: range. 6nlimited Ad+ancement at !:> IP Penalt/ %e caracter can ad+ance to unlimited le+el# but su''ers a !:> penalt to all e0perience gained.
Getter Galance
,it Point Gonus
D(ar.es Dwar+es obtain# 'or 'ree# racial abilit adustments as per %able !L in S&P# grumpiness# beards# and te 2:> Meld *nto Stone cance o' magical item mal'unction common to all dwar+es. &ale ): D(ar.en Ailities
S!ill
A0e Gonus
Cost +CP, Aility
L
More Muscles
Source
S&P p.2L Stone %ell
L
S&P p.2"
Crossbow Gonus 6nlimited Ad+ancement at !:> IP Penalt L
S&P p.2"
Detect Poison
D(ar' 0undle Costs/
Deep Dwar+es/ 4L CP 9S&P p.24;
S&P p.3! Free1e
5ra Dwar+es/ 4L CP 9S&P p.2L; ,ill Dwar+es/ 4: CP 9S&P p.2L; Mountain Dwar+es/ 4: CP 9S&P p.2L; Ne( D(ar.en Ailities/
S!ill
Cost +CP, Aility
Source
Dagger Gonus
L
S&P p.3!
S&P p.3!
!:
!L
Mining Detection Abilities
See te
Gnomes 5nomes automaticall get long li+es# big noses# bi1arre senses o' umor# racial abilit adustments# and te 2:> cance o' magical item mal'unction te all sare. &ale 3: Gnomish Ailities
!:
6nlimited Ad+ancement at 2L> IP Penalt
6nlimited Ad+ancement at !:> IP Penalt
Gnome 0undle Costs/ L
S&P p.3!
Engineering Gonus
Deep 5nomes/ 4L CP 9S&P p.3:; Forest 5nomes/ 4L CP 9S&P p.3:;
L
S&P p.3!
Sa+ing %row Gonus
8ock 5nomes/ 4: CP 9S&P p.3!; Ne( Gnomish Ailities/ See te
!:
!:
Animal Friendsip
S&P p.3!
4al'lings ,al'lings# b de'ault# are sort and sligtl more longli+ed tan umans. %e get teir racial abilit score modi'ications. &ale 5: 4al'ling Ailities Cost
S!ill
+CP, Aility
Source
Attack Gonus
L
S&P p.33
L
*n'ra+ision 93:;
L
See te
4umans ,umans all a+e unlimited ad+ancement in le+el. %e are also se0ier tan demiumans 9in te autor(s opinion;. &ale 6: 4uman Ailities
S!ill
Cost +CP, Aility
Source
Attack Gonus
L
S&P p.3"
!:
S&P p.3"
!:
!L
S&P p.34
%aunt
!:
S&P p.33 E0perience bonus 9!:>;
,ide
!:
S&P p.33 *n'ra+ision 3:
Sa+ing %row Gonus
!L
6nlimited Ad+ancement at !:> IP Penalt
4uman 0undle Costs/
4al'ling 0undle Costs/ ,air'oot ,al'lings/ 3: CP 9S&P p.32; Stout ,al'lings/ 3L CP 9S&P p.32; %all'ellow ,al'lings/ 3L CP 9S&P p.32; Ne( 4al'ling Ailities:
Ne( 4uman Ailities: See El+en description 'or te *n'ra+ision 3: skill. E0perience Gonus 9!:>; - like E0perience Gonus 9L>;#
but !:>. Second Sigt - Some umans are attuned to te 'aerie realm 'rom birt# and are able to see 'aeries wen te are in+isible or sapecanged into oter 'orms. *' a uman wit tis abilit is in a position to see suc a 'aerie# te recei+e a =*S ceck to reali1e tat tere are 'aeries around 9i' in+isible; or know tat someone or
di+erse set o' uman abilities.
7ther Races )ter races ma be added as desired. 6nless te DM wants to go to te trouble o' splitting all te races powers up# onl bundles are a+ailable 'or purcase. Suc
someting is a sapecanged 'aerie. *t does not allow te bundles sould generall be e7ui+alent in cost to oter uman to see te 'aerie clearl or determine te tpe o' demiuman races. 5enerall no new demiuman or 'aerie. )ter !L point uman ad+antages ma be added. Feel 'ree to draw liberall 'rom mt and legend to create a &raits and Disad.antages All races ma purcase traits or get bonus CP 'or taking disad+antages. %ese purcases can onl be made at caracter generation time. More traits and disad+antages can be added - no disad+antage sould be wort more tan !L CP# and traits sould be balanced in power le+el 9e.g. no L to it wit our 'a+orite weapon;. &raits %raits are abilities tat are eiter inborn or learned 'rom birt. %e are ad+antages tat a caracter migt 'ind use'ul on man occasions trougout teir li'e. %raits cost CPs ust as race abilities do. &ale 8: &raits
umanoid race sould a+e a bundle cost o' less tan 2L CP.
S&P p.!:" *nerent *mmunitBPoison
Cost +CP,
Aility
S&P p.!:K
L
S&P p.!:K
L
S&P p.!:K
4
S&P p.!:K
L
S&P p.!:K
"
S&P p.!:H
4
S&P p.!:H
*nerent *mmunitB,eat
*nternal Compass
&rait
L
Source een Eesigt
Allure
4
4
S&P p.!:4
S&P p.!:"
een %aste
Animal Empat
igt Sleeper 4
S&P p.!:"
Double-ointed uck
!:
C&% p.K$
Fine Galance )bscure nowledge
"
!:
C&% p.H:
Ouickness
L
!!
S&P p.!!!
4
$
S&P p.!!!
"
!2
S&P p.!!!
H
!L
Gelow
Pobia/ Enclosed Spaces Stead ,and
%rouble Sense
L
!:
C&% p.H:
C&% p.H: Pobia/ Monster 9speci'ic;
Combat & Tactics Trait Notes: In C&T these traits require checks vs. the relevant ability like old-style proiciencies beore the trait eect takes place. I have removed this check and simply made sure the character point cost !ustiies the trait"s po#er. Disad.antages
Pobia/ =ater
Disad+antages are penalties tat a caracter su''ers 'rom. %e are permanent indrances a caracter must li+e wit# and te gain te caracter e0tra caracter points to spend during caracter creation. &ale 9: Disad.antages
Disad.antage
CP 0onus +"oderate,
CP 0onus +Se.ere,
Allergies
3
H
4
H
Source
S&P p.!:$
S&P p.!:$
Clums
H
!L
S&P p.!:$
Cowardice
K
S&P p.!!:
5reed
Addiction
Disadvanta$e Notes: I have retained all the traits and disadvanta$es strai$ht rom the various %layer"s ption books. 'nortunately( many o the disadvanta$es )co#ardice( $reed( anaticism( etc* mi$ht be more properly placed in the realm o character role-playin$ and disadvanta$es should be more like reversed traits )+ulnerable to poison: -, to saves vs. poison $ets you some bonus C%s( or eample*. I leave this to D discretion.
Ne( Disad.antages: Addiction/ %e caracter is addicted to some substance# most likel a drug o' some sort. *' te caracter does not partake 're7uentl 9at least 2 times a da; e or se is ill and su''ers -4 to all rolls 'or te duration. *' te caracter goes witout te substance 'or an entire week# e or se must make a sstem sock roll or lose !d4 points permanentl o'' a DM-cosen abilit score. For H CPs# te substance is common and relati+el ine0pensi+e 9te cost o' a da(s lodging;. For !L CPs# te substance is rare# possible e0otic or magical# and e0pensi+e.
!: Power'ul Enem
S&P p.!!:
aracter S!ills
*n tis section# te plaer purcases all o' te caracters oter abilities. %e Prime 8e7uisites/ skill trees in tis section are broken up into maor categories re'lecting Man skills are labeled wit prime re7uisites. *' a caracter as a !" or common groupings o' skills. better in tat abilit score# te skill costs ! CP less tan te listed amount 9a'ter an cost doubling 'or skills 'rom secondar trees;. %is does not a''ect At this point% characters recei.e onus CP eual to three times their skill tree initial costs. *' tere are multiple prime re7uisites 9e.g. S%8BS%A 0onus Pro'iciencies 'or Intelligence in CP CP Costs/ and =*SB=*; 'or a skill# te ! CP reduction in cost onl applies once per Caracters must select# and pa te initial CP cost 'or# a primar skill tree. skill# e+en i' te caracter as !" or better in all listed re7uisite abilit All skills in tis tree are terea'ter purcased at te listed CP cost. All skills scores. ?
S!ill &rees isted under eac skill tree are te class abilities or pro'iciencies 'rom te Plaer(s and DM(s )ption series wic 'all witin te tree. Eac skill tree is labeled wit its initial cost. %e skills are grouped into skill trees according to logical relations between te skills. Some skills are listed in multiple trees because te logicall belong in two di''erent categories. %e skill tree descriptions indicate knowledge or abilities tat sould be a+ailable to a caracter 'or a+ing paid te tree(s initial cost.
Impro.ing S!ills: *n tese optional skill trees# man skills a+e an *nitial Value# wic is te cance on d2: o' succeeding wit te skill. %is initial +alue is modi'ied b abilit scores as per %able 44# S&P p.H$. Spending additional caracter points can increase tis skill rating. )ne CP can raise te rating o' an skill tat as a current rating below !: b one point. %wo CPs can raise te rating o' an skill tat as a current rating 'rom !: to !4 b one# and tree CPs can raise te rating o' an skill tat as a current rating o' !L to !$ b one. Skills can e+en be impro+ed abo+e 2:# 'or a cost o' 'our CPs per point o' impro+ement. A natural 2: alwas 'ails on a skill ceck# but a skill iger tan 2: can be used to o''set penalties in di''icult circumstances. %ese impro+ement costs are not doubled 'or skills in secondar skill trees. So# 'or e0ample# a caracter wo wants to a+e a rating o' 2! in Cooking 9a 'antastic ce'Q; must raise te skill 'rom its initial +alue o' K# costing a total o' 3!:!L4 R 32 CPs. %is le+el o' skill would be trul world-classQ %ime to earn Skills/ *t takes time to learn skills# e+en 'or caracters wit caracter points to burn. earning or impro+ing a skill takes one week per CP te skill or skill impro+ement costs. %is can be time spent on te ob as long as te skill is being used or learned at te same time. So i' our ce' 'rom te e0ample abo+e wanted to learn to be a master ce' wile out ad+enturing# as long as e cooked e+er da# it would take 32 weeks to reac is world-class le+el. *' te
caracter was not able to cook continuousl# and was 'orced to eat iron rations o'ten b te ardsips o' te ad+enturing li'e# te DM is usti'ied in doubling te amount o' time re7uired to learn te skill. Similarl# i' te caracter is cooking 'ull time wile being instructed b a master ce'# te DM ma be usti'ied in up to al+ing te time commitment. De'ault Skill 6se/ A caracter can attempt to use skills e or se does not a+e# as long as tose skills lie in a skill tree te caracter as bougt. %e caracter can onl use tese skills 'or simple tasks# wit results well below wat a pro'icient caracter could acie+e. For e0ample# a de'ault Armorer roll could enable a caracter to per'orm a temporar emergenc repair o' teir armor# but would not allow tem to create a new suit o' armor. *' te skill is in one o' te caracter(s secondar skill trees# te caracter can roll against te skill(s *nitial 8ating at a penalt o' -4. *' it is in a primar skill tree# te penalt drops to -2. A de'ault roll ma onl be attempted on skills wit listed initial +alues and no prere7uisites 9unless te caracter meets te prere7uisite;.
Reuired S!ill &ree -
2* CP
)* CP
3* CP
5* CP
1/perience &ale
=i1ard
=arrior
Priest
8ogue
&4AC* &ale
=i1ard 9!B3;
8ogue 9!B2;
Priest 92B3;
=arrior 9!B!;
4it Dice
=i1ard 9d4;
8ogue 9d";
Priest 9dH;
=arrior 9d!:;
Superman 9d!2;
8ogue
Priest
=arrior
=i1ard
Gest o' all
Sa.ing &hro(s
6* CP
Caracters ma bu better sa+ing trows at two CPs per point o' impro+ement 'or a sa+e +ersus a single speci'ic tpe o' attack - 'or e0ample# +s. Paral1ation or +s. Carm spells# or 'i+e CPs 'or a point o' impro+ement 'or an o+erall sa+e categor 9 e.g. Paral1ation# Poison# and Deat Magic;. Caracters can bu additional it points at te rate o' one per
,ere are e0ample costs 'or standard AD&D class combinations 'rom te 8e7uired Skill %ree/ Standard =arrior cost/ !3: CP Standard =i1ard cost/ "L CP Standard Priest cost/ !!L CP Standard 8ogue cost/ !:: CP
e+er 'i+e CP.
"elee Comat S!ill &ree - *nitial cost !: Guing into te melee combat group gi+es a caracter basic knowledge o' 'igting wit melee weapons. Caracters do not a+e to bu tis tree in order to be able to 'igt at all - but teir combat options will be muc more limited. %e melee weapon nonpro'icienc penalt 'or caracters buing into tis tree is -2 9it is -4 'or all oters;# and allows a caracter to recei+e te 'igter it point bonus 'or ig C)<. &ale < - "elee Comat S!ills Cost
Initial
S!ill
Melee =eapon pro'icienc
Aility
Notes
Source
%is cost# like all tese costs# is per weapon.
S&P p.!!4
+CP,
#alue
!:
-
S%8BM6S
!:
-
!:
-
S%8BM6S
Prere7uisite/ Pro'icienc
S&P p.!!H
3:
-
Prere7uisite/ Master# e+el L
C&% p.KL
S&P p.!!L
Sield pro'icienc
=eapon E0pertise
=eapon ,ig Master
L
-
See below
!L
-
=*SB*<%# DEIBGA
S&P p.$"
*<%B<)
C&% p.K$
Special Mo+e Gonus
Glind-'igting
!: Dirt Figting
!:
4
=*SB=*
Prere7uisite/ e+el !:
,C p.!4L
!:
4
C,ABD8
Prere7uisite/ e+el !:# Gra+er
,C p.!4L
2:
!:
=*SB*<%
Prere7uisite/ e+el !:
,C p.!4L
2:
"
=*SB*<%
Prere7uisite/ e+el !L
,C p.!4L
Gra+er
FrigtenBCallenge
Signature *tem
Sense Danger
/eapon astery Note: The dierent levels o #eapon mastery are described in Combat & Tactics pp.01-02. The character must solicit a master in the #eapon to receive trainin$ rom( and such trainin$ is time-consumin$ and epensive. ultiple Attacks Note: 3ee Table ,4( 3&% p.50. Characters be$in #ith , attack6round( but may purchase their #ay up the multiple attacks table or 78 C%s per rank. 9or eample( 78 C%s $ets you 7 attacks every rounds( another 78 $ets attacks per round( and so on. 3pecialists use the 3pecialist Attacks %er ;ound table )C&T p.01* at the same rank #hen attackin$ #ith their specialist #eapons. 3pecial ove
in Combat & Tactics )
=narmed Comat S!ill &ree - *nitial cost L Guing into te 6narmed Combat tree allows a caracter to be pro'icient in all 'orms o' brawling combat 9pummeling# wrestling# and o+erbearing;. )ter caracters are onl 'amiliar wit tese stles# per C&% pp.H2-$4. Guing into tis tree also allows a caracter to bene'it 'rom te 'igter it point bonus 'or ig C)<. &ale 2* - =narmed Comat S!ills Cost
Initial
S!ill
Pummeling E0pertise
Aility
Notes
Source
+CP,
#alue
!:
-
S%8BM6S
2L
-
!:
-
S%8BM6S
C&% p.H$
!L
-
S%8BM6S
C&% p.H$
3:
-
Prere7uisite/ =restling ,ig Master# e+el $
C&% p.$:
2L
-
Prere7uisite/ Martial Arts Speciali1ation
C&% p.$"
C&% p.HL
Prere7uisite/ Pummeling Master# e+el L
C&% p.HL
Pummeling ,ig Master
=restling E0pertise
=restling Speciali1ation
Pummeling 5rand Master
Martial Arts Master
!:
L
S%8BM6S
Prere7uisite/ Martial Arts Pro'icienc
C&% p.$H
!:
-
Prere7uisite/ Martial Arts Pro'icienc
C&% p.$H
!:
-
Prere7uisite/ Martial Arts Pro'icienc
C&% p.$H
!:
-
Prere7uisite/ Martial Arts Pro'icienc
3:
-
See below
Fling ick
Gackward ick
Crusing Glow
Martial Arts =eapon Pro'icienc
Multiple Attacks
'narmed Combat astery Note: The various levels o unarmed combat proiciency and mastery are described in Combat & Tactics pp.4->>. artial Arts Note: artial arts must be learned rom a skilled martial arts instructor( a rarity in most lands. 3uch trainin$ is lon$ and ri$orous. 3ee Combat & Tactics pp.>1->4 or more on martial arts. /eapon %roiciency Note: artial arts #eapons are those desi$nated as bein$ usable as martial arts #eapons in 3kills & %o#ers p.,,5. %ummelin$ #eapons are any #eapons used to enhance pummelin$ combat( like cesti. /restlin$ #eapons are #eapons speciically desi$ned to cause dama$e #hile #restlin$( such as spiked armor )there aren"t many o these*. ultiple Attacks Note: 3ee Table ,4( 3&% p.50. Characters be$in #ith , attack6round( but may purchase their #ay up the multiple attacks table or 78 C%s per rank. 9or eample( 78 C%s $ets you 7 attacks every rounds( another 78 $ets attacks per round( and so on. 3pecialists use the 3pecialist Attacks %er ;ound table )C&T p.01* at the same rank #hen usin$ combat orms they are speciali?ed in.
"issile Comat S!ill &ree - *nitial cost !L Guing into te Missile Combat tree gi+es a caracter 'amiliarit wit a wide +ariet o' missile weapons. Suc caracters a+e a nonpro'icienc penalt o' -2 wit all missile weapons 9oter caracters a+e -4;. &ale 22 - "issile Comat S!ills
Cost
Initial
S!ill
Missile =eapon Pro'icienc
Aility
Notes
Source
+CP,
#alue
!:
-
DEIBA* M
2L
-
DEIBA* M
Prere7uisite/ Pro'icienc
C&% p.KL
3L
-
Prere7uisite/ ,ig Master# e+el $
C&% p.K"
3:
-
See below
S&P p.!!4
Missile =eapon Speciali1ation
Missile =eapon 5rand Master
Multiple Attacks
/eapon astery Note: The dierent levels o #eapon mastery are described in Combat & Tactics pp.01-02. The character must solicit a master in the #eapon to receive trainin$ rom( and such trainin$ is time-consumin$ and epensive. ultiple Attacks Note: 3ee Table ,4( 3&% p.50. Characters be$in #ith the usual rate o ire o their missile #eapon( but may purchase their #ay up the 3pecialist Attacks %er ;ound table )C&T p.01* or 78 C% per rank.
Stealth S!ill &ree - *nitial cost !2 Purcasing tis skill tree gi+es a caracter some knowledge o' stealt and intrusion - being sneak# conning 'olks# paing close attention and noticing tat wic oters miss# and oter general skulldugger. All caracters a+e certain base cances to per'orm some stealt skills in a limited 'asion# particularl climbing walls and earing noises.
Initial Aility
Notes
+CP,
#alue
!:
See below
DEIBA*M
As %ie' Skill
S&P p.L2
!:
See below
DEIBGA
As %ie' Skill
S&P p.L2
L
See below
DEIBGA
As %ie' Skill
S&P p.L2
!:
See below
*<%B8EA
As %ie' Skill
S&P p.L2
Gribe
L
See below
C,ABAPP
As %ie' Skill
S&P p.L2
%unneling
!:
See below
DEIBA*M
As %ie' Skill
S&P p.L3
Escape Gonds
!:
See below
DEIBA*M
As %ie' Skill
S&P p.L2
!:
-
As %ie' Skill# See below
S&P p.L2
2
L
=*SB*<%# *<%B<)
Pick Pockets
Source
Mo+e Silentl
Climb =alls
Detect *llusion
Gackstab
5aming
S&P p.$$
2:
!:
*<%B8EA
Prere7uisite/ e+el !!
,C p.!K!
!:
!!
DEIBGA
Prere7uisite/ e+el !!
,C p.!K3
!:
L
=*SB=*
Prere7uisite/ e+el !!
,C p.!KL
!:
-
Prere7uisite/ e+el 2!# Sadow %ra+el
,C p.!KK
!:
-
Prere7uisite/ e+el !"
,C p.!KK
Adaptation
FallBump
*nner Focus
Sadow Fligt
Sadow %ra+el
Thie 3kill Notes: All thie skills be$in at their usual base chance )Table 0( 3&% p.17* includin$ race and D@ ad!ustments )Tables 4 and >( 3&% p.17*. Additional points may be bou$ht to add to them at the rate o 1 percentile points per C%. 18 points )8 C%* maimum may be spent at the be$innin$ by any character( 01 points maimum )78 C%* i this is the characterBs primary skill tree. /eapon %roiciency Notes: This is proiciency in any small( stealthy #eapon that can be concealed or is useul rom surprise - or eample( #eapons o si?e 3 #ith a speed actor o 9ast)5* or less.
>i?ardry S!ill &ree - *nitial cost 2: %is skill tree gi+es a caracter knowledge o' te was o' magical teor. %e caracter can scribe spells into spell books# and memori1e spells as is casting l e+el allows. %is tree allows a wi1ard to cast spells according to te traditional spell-slot metod o' casting as described in te core AD&D 2 nd edition rulebooks.
spells must be learned and scribed into a spellbook to be memori1ed b te caracter according to te standard AD&D rules. =i1ards must speci'icall bu access to an scool o' magic te wis to cast. &ale 23 - >i?ard Spell School Access Costs
Spell Aility
Cost +CP,
Notes
Source
Cantrips
L
See Gelow
!L
Prere7uisite/ 6ni+ersal Scool Access
L
Prere7uisite/ esser Scool Access
esser Scool Access 9Spells le+els !-4;
5reater Scool Access 9Spells le+els L-$;
Cantrip Notes: The character can cast one cantrip per spell rank per day. 'niversal 3chool Access Notes: The character can learn and cast spells rom the 'niversal 3chool o a$ic )3%& p.,5*. esser 3chool Access Notes: The character can learn and cast spells o levels ,-5 rom the selected school. This can be one o the traditional schools o philosophy )e.$. Alteration* or one o the schools o eect or thaumatur$y )e.$. 3hado#( 3on$* - see 3pells & a$ic p.,5 or eplanations o these schools. reater 3chool Access Notes: The character can learn and cast spells o levels 1-> rom the selected school( as above. Spell 8ank/ *n tis sstem# caracters do <)% automaticall get more spells as te increase in le+el. Eac rank on te wi1ard spell progression table 9%able 3K# S&P p.":; costs L CP. Caster le+el is e7ual to te caracter(s rank on te spell table# <)% te caracter(s actual le+el. Caracters( spell rank can not e0ceed teir le+el b more tan 2. *' ou are using a spell point sstem 9Canneling# =arlockB=itccra't# Preser+ingBDe'iling# Alienism; 'rom Spells & Magic# ten instead o' te 'i0ed spells per le+el on %able !4 below# use te corresponding rows in %able !K# SP&M p.KH# ignoring te parentesi1ed +alues. )ptionall ou can set up tese +arious spellcasting metods as teir own separate skill trees. &ale 25 - >i?ard Spell Ran!
Spells Per e+el/
Ran!
!
2
3
4
L
"
K
Cost +CP,
Prereuisite
2
!
-
-
-
-
-
-
L
2
!
-
-
-
-
-
L
8ank 2
3
3
!
-
-
-
-
L
8ank 4# e+el 3
3@@
6
etc
=i1ard Powers and Skills/ =i1ards a+e access to a number o' di''erent mstical powers# and routinel de+elop certain skills as part o' teir training and practice. Man o' tese enance spellcasting abilit in one or more scools. ?Specialist? mages are simpl wi1ards wo a+e purcased suc skills concentrating on a single scool.
&ale 25 - >i?ard S!ills Cost
Initial
S!ill
=eapon Pro'icienc 9=i1ard;
Armored Mage
Aility
Notes
Source
See below
+CP,
#alue
!:
-
S%8BM6S
!:B2:B3 :
-
SP&M p.24
2BL
-
*<%B8EA
SP&M p.24
!:
-
*<%B8EA
SP&M p.2L
LBK
-
*<%B8EA
SP&M p.2L
LBK
-
*<%B8EA
SP&M p.2L
LBH
-
*<%B8EA
SP&M p.2L
3
K
DEIBA*M
SP&M p.L4
3
"
*<%B8EA
SP&M p.L4
3
K
*<%B8EA
S&P p.!:3
!:
4
=*SB=*
Casting %ime 8eduction
Enanced Casting e+el
earning Gonus
8ange *ncrease
Scool nowledge
Prestidigitation
8esearc
Spellcra't
Mental Focus
Prere7uisite/ e+el !2
,C p.!LK
Signature *tem
2:
!:
=*SB*<%
Prere7uisite/ e+el !2
,C p.!LK
Spell Sculpting
!:
H
*<%B<)
Prere7uisite/ e+el !2
,C p.!LH
/eapon %roiciency Note: This allo#s the character a proiciency in the Da$$er( 3ta( Dart( Enie( or 3lin$. 'se o a$ic Items Note: This allo#s the character to use any ma$ic items only usable by #i?ards - staves( #ands( etc. All characters #ith the /i?ardry skill tree can use #i?ard scrolls. =i1ard imitations/ =i1ards ma su''er certain limitations in teir casting abilities. %ese restrictions are wort bonus CP. &ale 26 - >i?ard Limitations
Limitation
0onus +CP,
Notes
Source
Awkward Casting Metod
L
SP&M p.2"
L
SP&M p.2"
!:
SP&M p.2"
K
SP&M p.2"
L
SP&M p.2"
Di''icult Memori1ation
,a1ardous Spells
8educed Spell nowledge
Supernatural Constraint
%alisman
H
SP&M p.2K
4oly 7rders S!ill &ree - *nitial cost !: *' a caracter bus into tis tree# it assumes e or se as a special relationsip wit one or more deities or powers. %e caracter is 'amiliar wit is religion and deit# and as more 'ait and de+otion tan te a+erage worsipper. Caracters purcasing ,ol )rders recei+e bonus spells 'or ig =*SB*<% - but onl i' able to cast tose spells# as below. %o obtain ,ol )rders 'or a particular deit# te caracter must meet an alignment# race# se0# or oter restrictions o' te 'ait in 7uestion. %is tree assumes te traditional granting o' priest spells b a patron deit di''erent metods o' gaining spells or spell-like abilities sould be gi+en teir own skill trees. Casters wo get teir magical abilities as gi'ts 'rom spirits# 'or e0ample# merit a separate tree - see te ?Samanism? skill tree# based on te Saman class 'rom Spells & Magic# below. %e ol orders skill tree is a somewat special case. Almost an skill could concei+abl be a di+inel granted power. 6suall# caracters will not be 'ree to purcase an power 'rom tis tree at will# but instead purcase special bundles o' powers and indrances speci'ic to teir deit and teir speci'ic order 'ollowing tat deit. Deities onl grant speci'ic powers rele+ant to teir port'olio# and o'ten re7uire speci'ic actions or restrictions o' teir 'ollowers. Gesides te deit(s spell selection# DMs are encouraged to come up wit a bundle o' selected powers and +ows tat best suit te deit in 7uestion. 6se Faits & A+atars and Powers & Panteons as guides 'or specialt priestoods or oter ol orders 9suc as paladins;. %o sow te ol orders tree in action# we will use two e0amples. %e 'irst is te ,ol ,ealing Priestood o' %ungsten# 5od o' ,ealt and Fitness. %e second is te Groterood o' te nigts o' te ,ol ,ospital o' %ungsten. Got orders 'ollow te same deit# but te 'irst is a noncombatant priestood speciali1ing in ealing and te second is an order o' paladins pri1ing psical 'itness abo+e all. Cleric Spells/ All clerical spells ma be cast in an armor. Caracters are 'ree to purcase or not purcase an o' te spell speres teir deit grants. 5reater spere access 9le+els 4-K; alwas carries te prere7uisite o' lesser spere access 9le+els !-3; in te same spere# ence te re+ersed CP costs 'rom te table on S&P p.LK. &ale 28 - 4oly 7rder Spell Sphere Access Costs
Sphere
"inor
"aBor
Sphere
"inor
"aBor
All
L
3
,ealing
!:
L
H
L
!:
L
Caos
!:
L
Summoning
!:
L
L
2
%ime
!:
L
L
2
=ards
!:
L
L
3
=eater
!:
L
Creation
Air
=ater
5uardian
Spell 8ank/ *n tis sstem# caracters do <)% automaticall get more spells as te increase in le+el. Eac rank on te priest spell progression table 9%able 34# S&P p.L"; costs L CP. Caster le+el is e7ual to te caracter(s rank on te spell table# <)% te caracter(s actual le+el. Caracters( spell rank can not e0ceed teir le+el b more tan 2. *' ou are using a spell point sstem 9Canneling# 8itual Praer# Conditional Magic# Druidical Magic; 'rom Spells & Magic# ten instead o' te 'i0ed spells per le+el on %able !K below# use te corresponding rows in %able 2"# SP&M p.$2. )ptionall ou can set up tese alternate spellcasting metods as teir own separate skill trees. &ale 29 - 4oly 7rder Spell Ran! Spells Per e+el/
Ran!
!
2
3
4
L
"
K
Cost +CP,
2
!
-
-
-
-
-
-
L
2
!
-
-
-
-
-
L
3@@
Prereuisite
8ank 2
3
3
!
-
-
-
-
L
6
8ank 4# e+el 3
etc
,ol )rder 5ranted Powers/ %is list contains some sample powers tat a deit migt grant directl to is or er 'ollowers. Some priestood somewere migt grant almost an concei+able skill or power. *t is up to te DM to decide te CP cost o' an speci'ic powers a deit ma grant. As a general rule# powers duplicating at most a 'irst-le+el spell usable a limited number o' times in a gi+en time period sould be lesser granted powers. Powers granting 'irst-le+el spells continuall or second-le+el spells usable a limited number o' times in a gi+en time period sould be greater granted powers# and powers granting e'tier magics sould be maor granted powers 9or beond;. Man o' te granted powers 'rom Faits & A+atars will come wit suc ig costs. Spell-like granted powers can also use te 'ormula 'or CP costs gi+en on p.3$ o' Spells & Magic.
&ale 2; - Lesser Granted Po(ers Po(er
Cost +CP,
Source
Casting %ime 8eduction
L
SP&M p.3H
L
SP&M p.3$
L
SP&M p.3$
L
SP&M p.3$
E0pert ,ealer
FireB,eat 8esistance
Puri' =ater
8esist Energ Drain
L
SP&M p.3$
&ale 2< - Greater Granted Po(ers Po(er
Cost +CP,
Source
Animal Empat
!:
SP&M p.3H
!:
SP&M p.3$
!:
SP&M p.3$
!:
SP&M p.3$
!:
SP&M p.4:
Detect 6ndead
*mmunit to Disease
Spell Duration *ncrease 9one spere;
%urn 6ndead
&ale )* - "aBor Granted Po(ers Po(er
Cost +CP,
Source
*mmunit to Magic 9per scool;
!L
SP&M p.3$
2:
SP&M p.3$
2:
SP&M p.3$
Sapecange
Spell Duration *ncrease 9all speres;
&ale )2 - 4oly 7rder S!ills Cost
Initial
S!ill
=eapon Pro'icienc 9Cleric;
Aility
Notes
Source
See below
+CP,
#alue
!:
-
S%8BM6S
3
H
C,ABAPP
SP&M p.L$
!:
-
=*SB*<%
!:
-
=*SB*<%
See below
!:
4
=*SB=*
Prere7uisite/ e+el !:
,C p.!4L
!:
"
C,ABD8
Prere7uisite/ e+el !:
,C p.!4L
Alms
6se o' clerical magic items
6se o' ol weapons
Di+ine =ill
Eminence
*n+incibilit
2:
4
=*SB=*
Prere7uisite/ e+el 2!# Eminence
,C p.!4L
!:
4
*<%B<)
Prere7uisite/ e+el !2
,C p.!"K
Variable
Variable
Variable
See Gelow
Spell %alisman
Fait-8elated Pro'icienc
/eapon %roiciency Notes: This is proiciency in one o the deity"s si$nature #eapons only - the trident or ollo#ers o Trithereon( or eample( or the hammer or the ollo#ers o Thor. any deities have no si$nature #eapon. Foly /eapons Notes: This is the ability to use a paladin"s holy s#ord or similar device to its ullest etent. 9aith-;elated %roiciency Notes: 3ome aiths make intensive use o certain everyday skills. Certain aiths may allo# characters to purchase skills rom other skill trees at the usual skill cost #ithout payin$ the initial cost or the other skill tree. 9or eample( priests o a $od o scribes mi$ht be able to purchase the bookbindin$ proiciency or its usual skill cost #ithout havin$ to pay the cost or its skill tree. VowsB8estrictions/ ,ol orders ma a+e +arious restrictions or +ows re7uired o' teir members to participate in teir religion. %ese restrictions are wort bonus CP. Vows sould be cosen b te DM# like powers# and placed into ol order ?bundles.? &ale )) - 4oly 7rder Limitations
Restriction
0onus +CP,
Armor 8estriction
L
2 %aboo
L
Notes
Source
SP&M p.4:
See below
SP&M p.4:
Di''icult Spell Ac7uisition
SP&M p.4:
L
SP&M p.4!
H
SP&M p.4!
imited Spell Selection
%alismanBSmbol
VowB8e7uirement
L
See below
Taboo Notes: Taboos are minor codes o behavior or conduct that the character must ollo#( like sayin$ a lon$ prayer every time the character crosses a brid$e or bein$ required to eat acin$ #est. Ceremony Notes: Ceremonies are rituals that must be perormed daily( or else loss o spells or other problems may result. @amples are a ni$htly atonement( or daily sacriice( or other event. +o# Notes: A vo# is a serious behavioral limitation required o the devout ollo#er. +o#s o poverty( chastity( and obedience are all eamples. A priest could be compelled to never deliberately harm anyone( or to $ive help and healin$ to anyone in need. •
,ol )rder E0ample !/ %e ,ol ,ealers o' %ungsten# 5od o' ,ealt and Fitness. %is order o' 'ollowers o' %ungsten +alues ealing and ealt abo+e all else. %eir 'ollowers ma not be e+il or caotic in alignment. %ungsten grants lesser access to te speres o' 5uardian# Summoning# Combat# and Creation. ,e grants greater access to te All# ,ealing#
Analsis 9identi' a disease or poison; 'or !: CP •
Detect 6ndead 'or !: CP •
,eal spell once per da 'or 2: CP
,ol ,ealers tend to spend lots o' caracter points on te %ungsten spell speres as well. %e order(s bundle o' powers and restrictions is as 'ollows/
Po(er
CP Cost
*mmunit to Poison
%e nigts a+e te option o' gaining te ?*mmunit to Poison? and ?%urn 6ndead? powers
!:
teir ,ealer bretren a+e 'or !: CPs apiece at a later date. %e can also later take a +ow o' complete obedience to teir order 'or L bonus CPs. %e order(s members also usuall purcase lots o'
); &otal 0undle Cost
skills 'rom te Melee Combat tree. %e usuall bu 'ewer spells# or at least de'er purcasing tem until later in li'e. %e order(s bundles o' powers and restrictions is as 'ollows/
,ol )rder E0ample 2/ %e Groterood o' te nigts o' te ,ospital o' %ungsten. %ese warrior-knigts o' %ungsten are re7uired to take te Endurance pro'icienc# as te +alue psical 'itness abo+e all. %e a+e access to all te spell speres %ungsten can grant# but will a+e less caracter points to spend on tem a'ter getting more 'igter-oriented abilities as well. %eir spellcasting is
Po(er
CP Cost
Detect E+il
!:
not per se in'erior or delaed to iger le+els tan te &otal 0undle Cost ); priests( - it is all a matter o' were and wen te coose to spend teir caracter points. Shamanism S!ill &ree - *nitial cost !: A saman is a caracter tat gains magical powers b communing wit te spirits# as described in Spells & Magic pp.34-3H. %e saman purcases spell ranks on %able L# SP&M p.3" ust as =i1ards and tose in ,ol )rders purcase spell ranks. &ale )3 - Shaman S!ills
Cost
Initial
S!ill
Spirit Powers
Ran!
+CP,
#alue
!:
-
Minor Spirit Maor Spirit
5reat Spirit
Aility
Notes
Source
=*SB*<%
Per Class o' Spirit
SP&M p.4:
Cost +CP,
Prereuisite
2
!
-
-
L
2
-
-
L
8ank 2
2
!
-
L
8ank 4# e+el 3
3@@
6
etc
Athletics S!ill &ree - *nitial cost L Atletic skills are use'ul in all sorts o' psical endea+ors - running# umping# trowing# and oter suc e0ertions. A caracter paing te initial cost 'or tis tree knows about te common sports o' teir culture and is 'amiliar wit teir rules and practice. &ale )5 - Athletics S!ills Cost
Initial
S!ill
Endurance
Aility
%umbling
Source
+CP,
#alue
2
3
S&P p.$H
2
L
S%8BS%A# C)
S&P p.!:2
2
$
S%8BS%A
S&P p.!:3
3
K
DEIBGA# S%8BM6S
S&P p.!:4
8unning
Swimming
Notes
>arcra't S!ill &ree - *nitial cost !: =arcra't is te skill o' conducting large-scale battle. A caracter skilled in warcra't is 'amiliar wit basic battle tactics o' teir da and age. %e also are 'amiliar wit te needs o' a large arm 9suppl cain# discipline# etc.;. &ale )6 - >arcra't S!ills Cost
Initial
S!ill
Artillerist
Aility
Source
+CP,
#alue
L
"
C,ABD8
C&% p.!KK
4
L
DEIBGA# =*SB=*
S&P p.$"
3
"
*<%B8EA# =*SB*<%
S&P p.$K
4
L
C,ABD8
C&% p.H:
L
"
*<%B8EA# =*SB*<%
Carioteering
Crptograp
Notes
eadersip 9Morale;
=ar Macines
As =arrior Abilit
S&P p.4H
>ilderness Cra't S!ill &ree - *nitial Cost K =ilderness cra't encompasses all te skills use'ul 'or li'e in te great outdoors. Some wilderness cra't skills are similar to Stealt tree skills 9Climbing# ,ide in ilderness Cra't S!ills Cost S!ill
Initial Aility
Notes
Source
Animal Empat
+CP,
#alue
!:
-
=*SB*<%
As 8anger Skill
S&P p.L:
!:
See below
DEIBA*M
As 8anger Skill
S&P p.L:
2
H
=*SB*<%# *<%B8EA
S&P p.$H
3
"
*<%B<)# =*SB*<%
S&P p.$$
4
K
S%8BS%A# =*SB=*
S&P p.!:!
!:
-
As 8anger Skill
S&P p.L!
!:
-
As 8anger Skill
S&P p.L!
L
K
=*SB*<%
S&P p.!:4
2
K
=*SB*<%
S&P p.!:4
FindB8emo+e =ilderness %raps
Fire-building
,erbalism
Mountaineering
Pass =itout %race
Speak =it Animals
%racking
=eater nowledge
;an$er 3kill Notes: All thie-like ran$er skills )Climbin$( 9ind6;emove Traps( ove 3ilently( Fide in Natural
3urroundin$s( 3neak Attack* be$in at the base chance or the correspondin$ thie skill )Table 0( 3&% p.17* includin$ race and D@ ad!ustments )Tables 4 and >( 3&% p.17*. Additional points may be bou$ht to add to them at the rate o 1 percentile points per C%. 18 points )8 C%* maimum may be spent at the be$innin$ by any character( 01 points maimum )78 C%* i this is the characterBs primary skill tree.
Arts 1ntertainment S!ill &ree - *nitial cost L Skills in te arts and entertainment are used to entertain people# 'rom a brie' di+ersion suc as a song to creating a lasting work o' art suc as a painting. Some o' te more ad+anced skills a+e an almost supernatural e''ect on te entertainer(s audience and a+e nearl magical e''ects o' +arious sorts. Caracters in+esting in tis skill tree a+e a basic knowledge o' te +arious art 'orms and teir general practice. &ale )9 - Arts 1ntertainment S!ills Cost
Initial
S!ill
Alter Moods
Aility
Notes
Source
As te Gard skill
S&P p.L4
+CP,
#alue
L
-
C,ABD8
2
"
DEIBGA# C,ABAPP
S&P p.$K
2
K
C,ABD8
S&P p.!:!
2
H
*<%B<)
S&P p.!:2
L
-
C,ABD8
Dancing
Musical *nstrument
8eadingB=riting
As te Gard skill
S&P p.LL
Sound 8esistance
Social S!ill &ree - *nitial cost L %ese social skills are use'ul wen dealing wit people# on an indi+idual basis or in a large organi1ation - a go+ernment# law en'orcement organi1ation# maor curc# large guild# or te like. %e enable a caracter to get along wit people and 'acilitate teir management. Caracters wit social skills are 'amiliar wit teir societ(s
rules and institutions. &ale ); - Social S!ills
Cost
Initial
S!ill
Administration
Aility
Notes
Source
+CP,
#alue
3
$
*<%B8EA
SP&M p.L$
2
H
C,ABAPP# =*SB*<%
S&P p.$H
3
K
*<%B8EA
SP&M p."!
2
H
*<%B<)
S&P p.!:2
Eti7uette
aw
8eadingB=riting
Sagecra't S!ill &ree - *nitial cost !: %ese skills are te in-dept knowledge belonging to sages and oter o' great knowledge. Guing te Sagecra't skill tree assumes tat a caracter as ad some sort o' e0posure to iger learning. All tese skills must be learned b knowledgeable instruction# substantial book stud# or decades o' researc. Sages understand te basics o' researc and iger reasoning. &ale )< - Sagecra't S!ills Cost
Initial
S!ill
Alcem
Aility +CP,
#alue
L
"
*<%B8EA
Notes
Source
SP&M p.L!
4
L
*<%B<)
Per anguage
S&P p.$L
2
K
*<%B<)
S&P p.$"
3
"
*<%B8EA# =*SB*<%
S&P p.$K
2
H
*<%B<)
S&P p.!:2
4
L
*<%B<)
SP&M p.L4
Ancient anguages
Astronom
Crptograp
8eadingB=riting
Sage nowledge
7ccult Studies S!ill &ree - *nitial cost K Man religions teac tese skills# and te can also be 'ound amongst di+iners# occultists# and witces across te land. %e consist o' +arious 'orms o' di+ination and lore about te supernatural. Students o' te occult are 'amiliar wit common superstitions# supernatural creatures# and di+ination tecni7ues. &ale 3* - 7ccult Studies S!ills Cost
Initial
S!ill
Astrolog
,pnotism
Aility
Notes
Source
+CP,
#alue
3
L
=*SB*<%# *<%B<)
S&P p.$L
4
"
C,ABD8
SP&M p.L3
3
"
*<%B<)
SP&M p."!
6ndead ore
Sailing S!ill &ree - *nitial cost 4 %is skill tree encompasses all te skills tat are re7uired 'or operating a boat# 'rom a small canoe to a large sailing sip. Sailors are 'amiliar wit te general laout and purpose o' all sips tat te a+e seen be'ore. &ale 32 - Sailing S!ills Cost
Initial
S!ill
Goat Piloting
Aility
Notes
Source
+CP,
#alue
2
"
S%8BM6S# *<%B8EA
S&P p.$"
2
H
DEIBA*M# =*SB*<%
S&P p.!:2
2
$
S%8BS%A
S&P p.!:3
2
K
=*SB*<%
S&P p.!:4
8ope 6se
Swimming
=eater nowledge
&radesman S!ill &ree - *nitial cost 3 %radesmen are te 'oundation o' societ. Farmers# carpenters# and oter semi-skilled workers gain teir skills 'rom tis tree. A caracter wit tradesman skills is 'amiliar wit working wit teir ands and doing good# ard# onest work. &ale 3) - &radesman S!ills Cost
Initial
S!ill
Aility +CP,
#alue
Notes
Source
Agriculture
3
K
*<%B<)
S&P p.$4
3
K
S%8BS%A# *<%B<)
S&P p.$"
2
3
S&P p.$H
4
L
S%8BS%A# =*SB*<%
S&P p.!:3
3
"
*<%B8EA# DEIBA*M
S&P p.!:4
Carpentr
Endurance
Stonemasonr
=ea+ing
Cra'tsman S!ill &ree - *nitial cost L Cra'tsmen are igl skilled workers o' +arious sorts. %ese are indi+iduals ou come to wen ou need an item o' +alue created or repaired. Cra'tsmen are all ac7uainted wit te +arious cra'ts and know generall wat is in+ol+ed wit teir use. &ale 33 - Cra'tsman S!ills Cost
Initial
S!ill
Appraising
Glacksmiting
Aility
Notes
Source
+CP,
#alue
2
H
*<%B8EA# =*SB*<%
S&P p.$L
4
"
S%8BM6S# *<%B<)
S&P p.$"
3
"
DEIBA*M
S&P p.$$
2
H
*<%B<)
SP&M p.L4
L
L
*<%B<)# DEIBA*M
S&P p.!:4
5em Cutting
Papermaking
=eaponsmiting
General S!ill &ree - *nitial cost : 5eneral skills are eiter so common as to merit no special grouping 9like orseback riding;# or are so speciali1ed as to not 'it in an oter skill trees 9like mental resistance;. &ale 35 - General S!ills Cost
Initial
S!ill
Mental 8esistance
Aility
Notes
Source
+CP,
#alue
"
L
=*SB=*
SP&M p.L3
H
L
=*SB=*# DEIBGA
S&P p.!:2
2
H
=*SB=*# DEIBGA
S&P p.!:2
8iding# Airborne
8iding# and
)ter optional skill trees 9like a Psionics skill tree; ma be added at an time# as it becomes appropriate in te campaign.
recruits some troops or minons# ten e or se can a+e 'ollowers. %e are not a skill to be purcased wit caracter points.
Standard Character Generation 1/ample
%is metod can be used to create caracters mimicking te standard classes 'rom te AD&D 2 nd edition P,G. )' course# ou are encouraged to create custom caracters# but ere ou can see ow to make basic caracters using tis sstem.
!. 5eneric =arrior
Again# we roll up scores and assume a standard uman. =e purcase te =i1ard entries 'rom te 8e7uired %ree and pa te initial cost 'or te =i1ardr tree. =e get a A'ter rolling te warrior(s abilit scores# we coose race weapon pro'icienc wit te sta''# and ten can onl in tis case well assume a uman wit no special a''ord spell scool access to te uni+ersal scool and L abilities. *n tese e0amples we won(t take into account oters. =e purcase te 'irst rank o' spellcasting power# an Prime 8e7uisite cost reductions or bonus CP 'or *<%. and ten te Sagecra't secondar tree and two sage %en# we bu te 8e7uired %ree skills 'or a warrior. pro'iciencies 9Astronom and 8eadingB=riting# wic Guing into te Melee Combat primar tree and getting cost double since te(re 'rom a secondar tree; wic 'our weapon pro'iciencies is standard 'or a 'igter. %en# lea+es us two points we use to impro+e our Astronom some ?nonweapon pro'iciencies? - te warrior bus te rating. Atletics skill tree as a second primar tree# and ten purcases Endurance# 8unning# %rowing# and Swimming. %e 'igter spends is last points on te 8iding skill 'rom te 5eneral skill tree.
S!ill
CP Cost
=arrior %,AC:
4:
S!ill
CP Cost
=i1ard %,AC:
!:
)** &otal Cost
)** &otal Cost 2. 5eneric 8ogue
2. 5eneric =i1ard
=e roll scores# coose a uman# and bu te 8e7uired %ree abilities 'or te standard rogue. =e bu te base le+el o' all K normal tie' skills and pa te Stealt
primar tree initial cost. %en we bu L: percentile caracter(s secular calling is to be a painter# and so bu points to spread around on tose skills. =e spend our last te Arts & Entertainment secondar tree and Painting points on Disguise and 5aming 'rom te Stealt tree# and skill. =e keep a single point back 'or use later in te ow to speak )rcis. )ur rogue is pro'icient in no weapons# and does not know ow to backstab.
S!ill
game.
S!ill
CP Cost
Priest %,AC:
3:
CP Cost
8ogue %,AC:
2:
)** )** &otal Cost
2. 5eneric Cleric
&otal Cost
As ou can see# 2:: caracter points don(t go a long wa in tis sstem. %ese caracters are starting wit a little less in te wa o' abilities tan te would under core
=e roll up anoter uman# and purcase te usual Priest AD&D 2nd Edition rules# wit some skimping on weapon 8e7uired %ree items and te ,ol )rders primar tree and nonweapon pro'iciencies. 9!: CP;. %e deit we coose allows our caracter H speres 'or lesser access# we coose L o' tem. %is deit allows te use o' blunt weapons - we coose te mace. A'ter buing te 'irst spell rank# we decide our
Standard Character Ad.ancement
o' casting abilit# but can now turn undead# as a lesser %o sta on te generic track# as te caracters progress granted power# and anoter nonweapon pro'icienc. %e te eac spend L CP per le+el on spell rank rogue as boosted is skills considerabl# adding a ad+ancement# tie' skill impro+ement# or in+esting in weapon pro'icienc and Gackstab# and as obtained oter multiple attacks. %e oter !L CP is used to grow teir skills like Disguise and Escaping Gonds. %ere not skill sets. supermen et# but are all speciali1ed in wat te do. At 'i't le+el# eac caracter as grown a lot# a+ing At tent le+el# te+e recei+ed anoter !:: CP and all earned anoter H: CP to spend on impro+ement - te a+e man oter skills - te mage and cleric ad to spend 'igter is speciali1ed in is weapon# as a stle some o' tose points on getting greater spere access# but speciali1ation# and a couple more weapon and still a+e plent more to spend on oter abilities. %e nonweapon pro'iciencies. %e wi1ard as a specialt 'igters goals o' weapon master are e0pensi+e# but in scool# can use scrolls and oter magic items# and is at reac# and te rogue is brancing out into all sorts o' te "t le+el o' casting power. %e priest is at te L t le+el
e0otic skills
. Custom Character Generation 1/ample
discretionar tie' skill points to spread around# lea+ing %e last section was an e0ercise in generating caracters us !2 CP. )ur caracter needs to be able to ride a orse 92 similar to te standard AD&D classes. %e bene'it o' tis CP;# and we bu into te =ilderness Cra't tree 'or L CP. sstem# o' course# is tat ou can make a caracter tat =e dont reall a+e enoug points le't to bu man can do a wide +ariet o' tings tat cross traditional speci'ic skills 'rom tat tree# but we ma want to later# class boundaries. and it 'its is background. For e0ample# let us take te e0ample o' a caracter tat
CP;. ,is *nitial 8ating in Sur+i+al 9"; is not good clutcing a 'ragment o' is sip# wic was burned to te because o' is low *<% and =*S# so we spend te last waterline b tree or 'our well-placed !Ld" 'ireballs. two points to make it H. ,e makes land'all and swears re+enge on te arcmage. )+er te ne0t ear# e tires o' te constant 'igting o' )+er te ne0t couple ears e 7uests to 'ind out te guard dut and takes a ob as a pri+ate bodguard in te identit# location# and powers o' te wi1ard in 7uestion# cit - tis also a''ords im an opportunit to one is and makes is wa across te continent in a series o' tie+ing abilities 'urter. ,e manages to minimi1e is ad+entures. ,e makes a li+ing as a warlord# a cara+an trouble wit crowds b working largel at nigt. ,e guard# a bandit - ten meets up wit a group o' t reaces K le+el 9anoter ": points;# and spends 3: CP ad+enturers also 7uesting against te wi1ard in 7uestion. on te ne0t rank o' multiple attacks and " on anoter !L %e group o' ad+enturers de'eats a dragon in its lair# oping to use its oard as bot a lure 'or te mage 9wom tie+ing points. ,e is now prett good about sneaking around te cit# and wen e gets caugt# is broadsword te+e learned is greed to a 'ault; and 'or i ts power'ul is a 'ormidable all# wit is Strengt and speciali1ation magic to use against te mage. %oug Aetelred does 9es getting 2 attacks a round at a %,AC) o' !! and a not like magic muc# e sees te reasonableness o' tis " damage bonus;. ,e as also purcased Gackstab 'or course o' action - e lea+es te 'unkier magic to is !: CP and ,ide in Sadows 'or $ CP - tose guards ne+er teammates# onl taking a magical sield 'or imsel'. As te part prepares to con'ront te arcmage# ear im coming# and double damage drops tem like 'lies. ,e also bus into te Cra'tsman tree 'or L CP# Aetelred is !2 t le+el. ,e takes sield pro'icienc 9!: mainl so e can per'orm 7uick 'i0es on is weapons and CP; and =eapon and Sield stle speciali1ation 9!: CP;# armor wen te need arises. dropping is AC considerabl. ,e brings is skills o' =ell# tis sort o' bea+ior e+entuall gets Aetelred in stealt to teir 'ruition wit 2L points wort o' tie' trouble wit te law# and e ends up 'leeing town on a discretionar skills 9!: CP;# and takes te Ambus skill sip eaded to sea. ,e disco+ers es taken re'uge wit a 9!: CP; in e0pectation o' teir trap. group o' pirates# and oins up 'or a l i'e o' 'reebooting and Sould Aetelred sur+i+e tis encounter# e will mo+e on 'un on te ig seas. into te realms o' legendar eroes - as e continues e *n a couple ears Aetelred is !: t le+el 9anoter ": CP; - can master is weapon# per'ect is tie' skills# and begin a dreaded scourge o' te seas# e as learned te arts o' learning power'ul skills 'rom te ,ig-e+el Campaigns seamansip 9Sailing tree 'or 4 CP# Seamansip 'or L CP# rulebook. ,e ma well determine tat te reins o' rulersip are is destin# beginning wit te land e will and
Reconciling Classes
somewere. So# ou+e decided to use tis sstem 'or ou ne0t Skills Dont lose eart - ere are some con+ersion rules. & Powers campaign. %en ou start tinking about all e+els are te same as le+els e+er were - so i' a spell or tose spells and magic items and obscure rules tat item or abilit a''ects a caracter# use teir o+erall le+el speci' caracters classes in teir description to calculate its e''ects. Some le+el-related abilities# like
spell casting le+el# are andled e0plicitl b tese rules. *' a caracter as a primar tree o' Combat 9Melee# Missile# or 6narmed;# treat tem as a warrior. *' teir primar tree is ,oliness# treat tem as a priest. Stealt is 'or rogues and =i1ardr is 'or wi1ards 9 Psionics# 'or psionicists;. For te purpose o' ma0imum classes 'or demiumans# ou ma want to collapse rele+ant classes 9Druid into Priest# Gard into 8ogue; and take te more generous o' te two limits.
*' a caracter as anoter tree as teir primar 9e.g. oe te Sailor; ten count tem as none# or make a DM 'iat to wice+er class te caracter most resembles. Jou sould be asking oursel'# owe+er# do tese classspeci'ic e''ects make an senseT =at is te spell# e''ect# or rule tring to get atT *' te intent is# 'or e0ample# tat spellcasters are resistant to a speci'ic spell# treat anone wit spellcasting abilit as resistant. 6se common sense# and be generous but 'air in our interpretation.
Appendi/ A - Classless NPCs NPC Generation
Caracter points can also be used to generate nonplaer caracters easil. e+eled
wat teir *ntelligence gets tem - usuall enoug 'or a low le+el o' Agriculture or Endurance 9'or all tat ea+ li'ting;. )nl a societ(s real drudge workers 'it into tis categor. &radesman - 2* CP A tradesman is te ?standard? le+el : uman. %e a+e a little training in teir area o' e0pertise# usuall someting out o' te %radesman skill tree 9e.g. Agriculture# Stonemasonr;. Speciali1ed tradesmen would a+e anoter primar skill tree 9e.g. Sailing 'or sailors# =ilderness Cra't 'or unters;. %e +ast bulk o' te populace is made up o' tis le+el o'
Sage - 6* CP A sage as a great deal o' knowledge in teir subects o' coice# as muc as is usuall 'ound o' normal people. %is categor ob+iousl includes te traditional sage# wo as spent teir li'e studing certain subects# but also includes tose wit world-
class knowledge in oter areas - an )lmpic atlete# a militar general# or a ead o' state. ,iger le+els o'
NPC Ad.ancement e+eled
Some plaers and DMs eno beginning teir caracters e+en earlier in li'e# be'ore te a+e gained te considerable batter o' skills tat 'orm a 'irst-le+el plaer caracter. *t can gi+e plaers additional dept and reasoning beind teir selected skill set# creating a more realistic and enoable caracter. ,ere is a set o' optional rules 'or le+el : PCs using te classless caracter point sstem. Uero-le+el PCs begin wit !:: caracter points# plus te CP bonus 'or ig *ntelligence. From tis number te sould purcase teir 8acial Abilities and 8e7uired tree abilities. %e can start low in te 8e7uired tree 94: CP minimum;# because te can impro+e tose skills be'ore te reac 'irst le+el# a'ter wic te are 'i0ed 'or li'e according to te rules 'or te 8e7uired skill tree. An le'to+er CP can be used to purcase oter skills 'rom earl cildood# or sa+ed 'or use during le+el : pla. Plaers sould purcase all te skills te will want 'rom te 8acial Abilities section at tis time# as te will not be able to re+isit tat section later. At tis point te caracter also gets teir bonus CP 'or ig *ntelligence.
%e PC ten begins pla wit tese skills. %e plaer sould roll it points according to te le+el o' ,it Die te purcased wit teir !:: CP. Pla proceeds as normal - te DM simpl takes care to scale te ad+entures suc tat a le+el : caracter can succeed. %e e+el : PC needs a total o' !::: IP to reac 'irst le+el. For eac !: IP te gain# te earn a caracter point. %us# a'ter gaining te entire !::: IP and reacing 'irst le+el# te will be a normal 2:: CP caracter 9te began te process wit !:: CP# remember;. During tis period# te caracter can purcase skills 'rom skill trees as usual. Additionall# te can upgrade teir 8e7uired %ree skill purcases b simpl paing te di''erential costs in+ol+ed - 'or e0ample# going 'rom 8ogue ,it Dice 92: CP; to Priest ,it Dice 93: CP; sould cost !: CP. 8eroll it points i' te caracter(s ,it Dice impro+e 9te caracter sould ne+er lose it points# owe+er;. 8emember tat skills take time to learn - about a week per caracter point o' dedicated training# according to te rules. Depending on ow muc o' te caracter(s skill impro+ement is sel'-acie+ed and