Classes

Clerics

As a cleric, you serve The Imperial Church and have been charged with the task of spreading the faith and protecting the common folk within the barony. Should the tales of these unnatural creatures prove true, you are to do what you can to destroy them and report your findings to the church. While the church normally forbids its servants to associate with magic-users, your superiors have granted you a preemptive pardon for such transgressions for as long as you go about your official duties in the barony.

NOTE: While other religions do exist in the setting, their priests do not have the same powers as clerics of The Imperial Church. Spell casting priests of other religions are treated as magic-users.

  • You speak Imperial, The Old Tongue, and your regional dialect. You may select additional languages based on your INT bonus. You have not had the opportunity to learn Dwarven.
  • You have access to 0-level Cleric Spells.
  • Detect Evil is now a 0-level spell.
  • Turning undead is now a 0-level spell, and as such it may now only be used a limited number of times each day.
  • You do not need to memorize your spells beforehand.
  • Any lower level spell you know may be substituted for a higher level spell when determining the number of times you may cast spells per day.

Dwarves

As a dwarf, you have had very little contact with men until Baron Kelgar came north. Until recently, you lived a mostly peaceful existence in the great earth-halls of your clan. All of that changed when your strongholds fell to the forces of chaos. Those in your clan who managed to survive now reside in Kelgar’s Holdfast, living under his protection in exchange for your services to the barony.

  • You speak Dwarven and are learning Imperial. Your Imperial vocabulary is limited and you sometimes have difficulty communicating with humans. Regardless of your INT bonus, you have not had the opportunity yet to learn any other languages.
  • Dwarves have the “Architecture” skill (see “specialists” below) at 3 in 6 at 1st level, raised to 4 in 6 at 4th level, 5 in 6 at 7th level, and 6 in 6 at 10th level
  • You will be privy to a lot of in-game information. Only the dwarves have first hand knowledge of the foul creatures and strange happenings that have been the subject of rumor and speculation within the barony. Aside from that, this is your homeland – you know the terrain fairly well, know much of the history, know the locations of most of the old dwarven halls, etc..

Elves

Elves have been mostly wiped out by the Empire. The few that remain would be incredibly unwise to show their faces around human settlements. The Elf class is therefore inappropriate for this campaign.

Fighters

As a fighter, you are most likely a knight or soldier whose liege was slain during the war, an out of work mercenary, or simply a commoner who was forced to take up arms. Now that the war has come to an end, men such as yourself are a common sight. The weary and crippled have taken up the simple life of peasants and craftsmen as best they can, but some have turned to pillage and banditry. Those with higher ambitions seek new lords to serve or new lands to explore.

  • You speak Imperial and your regional dialect/national language. You may select additional languages based on your INT bonus. You have not had the opportunity to learn Dwarven.
  • You have three special combat abilities:
    • Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You can use this ability once per round.
    • Defensive Fighting: At the beginning of your turn, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a bonus to your Armor Class. This number may not exceed your level. The changes to attack rolls and Armor Class last until your next turn.
    • Power Attack: At the beginning of your turn, can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a bonus to all melee damage rolls. This number may not exceed your level. The penalty on attacks and bonus on damage apply until your next turn.

Halflings

Halflings….

  • You speak Imperial and your regional dialect. You may select additional languages based on your INT bonus. You have not had the opportunity to learn Dwarven.
  • Halflings have the “Bushcraft” skill (see “specialists” below) at 3 in 6 at 1st level, raised to 4 in 6 at 4th level, 5 in 6 at 7th level, and 6 in 6 at 10th level.

Magic-users

As a magic-user, you are looked upon with a mixture of fear and awe. Due to the reckless and damaging use of magic by the elves during the war, even humans who practice the arcane arts are often shunned. While members of the nobility understand the use of keeping magic-users in their employ, the church continues to call for a ban on the use of non-divine magic. The common folk are somewhat divided; practitioners of folk magic and “hedge wizards” are often tolerated – and indeed, often sought out for their abilities – but more lavish and powerful displays of sorcery are usually met with terror or hostility.

  • You speak Imperial and your regional dialect/national language. You may select additional languages based on your INT bonus. You have not had the opportunity to learn Dwarven.
  • You have access to 0-level Magic-user Spells.
  • Detect Magic and Read Magic are now 0-level spells.
  • While the amount of spells you know may be limited, you do not need to memorize your spells beforehand.
  • Any lower level spell you know may be substituted for a higher level spell when determining the number of times you may cast spells per day.

Specialists

Specialists replace the standard Labyrinth Lord thief class. Specialists may be thieves, hunters, tinkerers, or other skill-based occupations.

  • You speak Imperial and your regional dialect/national language. You may select additional languages based on your INT bonus. You have not had the opportunity to learn Dwarven.

Specialist Skills

The specialist is unique because the character class has no special abilities of its own. Instead, a specialist is better at certain activities that all characters are able to do at a basic level. The Specialist begins at the same default level in these activities as other characters, but receives “points” which can be used to be better in the chosen skills. The available skills (and their default starting values for all characters) are:

  • Architecture (1 in 6) (detect sloping passages, odd stonework, etc.)
  • Bushcraft (1 in 6) (survival, navigation, and tracking)
  • Climb (1 in 6)
  • Read Languages (1 in 6)
  • Search (1 in 6) 9includes finding traps)
  • Sleight of Hand (1 in 6) (includes picking pockets)
  • Sneak Attack (“backstab”)
  • Stealth (1 in 6) (hiding and move silently)
  • Tinker (1 in 6) (includes disarming traps and picking locks)

Specialists begin with 4 skill points at 1st level, and 2 additional skill points each level thereafter. For skills that are “x in 6,” allocating a point increases the chance by one. For example, Languages begins at 1 in 6. A Specialist allocating a point there increases his chance to 2 in 6.

For other characters, Sneak Attacks are merely attacks made by surprise. A Specialist can multiply the damage done by a Sneak Attack by allocating points in this skill. Assume that the damage multiplier is x1 for all characters, and every point allocated increases the multiplier by one. If a Specialist has any points in Sneak Attack, then he also gets a +2 bonus to hit above any other bonuses when performing a Sneak Attack.

When use of an ability is attempted, a d6 is rolled and if the result is equal to or less than the ability, the action is successful. If a Specialist has a 6 in 6 skill, the roll to succeed is made with two dice, and only if both dice come up 6 does the attempt fail.

Classes

The Northwest Barony Adapt