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Discriminated Souls - Half-Orc Gypsies for Ravenloft

Discriminated Souls - Half-Orc Gypsies for Ravenloft


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Published by api-3722432
My work on a character class for Ravenloft campaign world.
My work on a character class for Ravenloft campaign world.

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Published by: api-3722432 on Oct 19, 2008
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If you are using ADOBE: Look at the upper part of the screen.

Yeah, above these words, left to middle usually. There is a percentage (%) sign to see with a + and – next to it. Click and find out it's meaning? Oh and I usually included hyperlinked bookmarks (left side of page in Adobe) so you can make it easier to read my files.

Discriminated Souls – Half-Orc Gypsies for Ravenloft Ideas & text © Andrè M. Pietroschek, all rights reserved With this file I start to add to my constructive criticism of Dan Haugen's “Haunted Heroes – A guide to denizens in the demi-plane of dread”. I am a hobby author with no connection to the official product line or any other companies.
As far as I know Dungeons & Dragons as Ravenloft are registered Trademarks of Wizards of the Coast (bad joke:or was it low-level Gandalf clones on a surfboard?). They reserve the rights for their official stuff! Further, I write my ideas without dependence on the backgrounds I implement them into to comfort my readers and make associations easier. ☺

Dear gypsies of the real world, I know nothing about your culture and way of life. I spare you to copy from this movie with Johnny Depp (means Johnny Yokel by the way). I do this just as a ward versus racism and strictly to inspire or enrich the Dungeons & Dragons realm and idea named Ravenloft. This file will be done without any more pictures or screenshot quotes for I have been told that while their entire products can be found on pirate pages I would have to expect them troubling me instead of stopping the pirates. Software piracy is meant, sometimes you deserve it in my opinion. Real world Pirates have nothing to do with the fictional creatures I named pie rats, though the similarities of the profession were of course intended for RPG. The most important notes for in game purposes will usually be: Racial description and stats, classes and dual classing or multi classing, attributes, skills & feats as the level-up definitions. No Vistani connection wanted or needed. Race: The official description and stat modification is acceptable and because I expect you to buy a legal copy of the official rulebook (ebay or second hand may suffice for poor souls, Strahd torments you anyway). Further searching the web often mentions short descriptions as do many D&D based pc-games. As a race the following four modifications are known and expected to happen by me. Strength +2, Night Vision or Low light vision, Intelligence or Wisdom -2 (depends on which rulebook you worship more, D&D or D20 for D&D) and finally the Charisma -2. Very important: Ed Ucation is no half-orc (soon more)! Prerequisite: Must be born half-orc and choose a family, gain “strong soul” feat for doing so! (Summary +1 to Fortitude & Will Save as +1 vs Death Magic) Classes: The gypsy is a way of life (one can be born gypsy and live to death or undeath with it) and therefor I do not really accept them as prestige class, especially not in Ravenloft. Gypsy as a prime class or sub-class has a simple rule:

Anything which I do not mention is depending on your family. Family is strictly based on the definition of it's mentioned class from the core-rulebook. Because half-orcish just don't care about detailed or artful descriptions I crudely carve it into the cave wall of your mind or so. The half-orc must be born a gypsy and therefor that's the favorite class by circumstances. Dual or Multi on decision of your game master or game mistress?

The family clans : Monrovia Grunt, Foresto Grunt or Adagio Grunt. Monrovia Grunt originated as the savage gypsy clan of survival and going through hardships. There is not much time to read books and contemplate or meditate if the only moments when racists don't bother you are those that the powers tear your life apart or suck you deeper. Well, sometimes they get happily drunk or laid the other 23 hours of the days. Where a barbarian can run for days without rest, it is the Monrovia who can be with their women for days without rest (no Viagra usually, reflects the high constitution stat). The Monrovia therefor check the barbarian class for any stuff I don't mention. The most common alignment is chaotic, yet on game guide decision lawful as in following their family codex of honour could be accepted. Common Allergies: Patience, tolerance and staying sober. Monrovia Grunt Hit Dice: 1d10 per level Monrovia class skills (based on key ability): Appraise (Int), Climb (Str), Concentration (Con), Discipline (?), Intimidation (Cha), Intuit Direction (Wis), Gather Information (Cha), Knowledge (any suiting), Scry (Int, exclusive skill), Sense Motive (Wis) Spellcraft (Int), Spot as Listen (Wisdom), Search (Int), Tumble (Dex) Monrovia skill points to spend per level: 6 + (or minus) Intelligence Modificati Relations:

For reasons far beyond the understanding of the Monrovia the Foresto seem a notch arrogant and rejecting. The brutish pragmatism with which they raze any forest sure must have escaped their detailed contemplation. Monrovia and Foresto grudgingly tolerate each other, yet will only live close to each other in dire emergencies. “It's all the Foresto fault, their whores go and rub their lips against trees instead of spreading their legs for us!” Adagio Grunt and Monrovia have a more individual way instead of official dealings or contracts. Some Adagio have relatives here or enjoy hideouts away from civilization with enough guards to ward against the comforting, gentle encounters with the powers and all they can spawn. “Just because them Adagio break a bread with you doesn't mean they won't steal your stuff. Them bribe our shamans”

Any other relations should be handled by game guide, either straight as in rulebook or to suit the campaign and purpose of your group.

Foresto Grunt is the seclusive gypsy clan of survival attuned to nature. Unlike their Monrovia folks, the Foresto Grunt had either more talent or more chances to learn from nature and indulge spirituality which later even breezed competence. The clan is dedicated to nomadic druidism (they are guests of nature, not grove builders) and often vegetarian ways. Foresto Grunts lose a permanent level if they sacrifice animals or bring harm to nature which could be avoided. Foresto are renowned for their comparably well-rounded lore among most gypsies. They have full druidism magic as per rulebook with all druid benefits & hindrances. Alignment as per druid, though gypsies should be allowed a notch more pragmatism. For Foresto lawful neutral alignment may be based on the laws of nature and gypsy travelling without penalty. Common Allergies: Cities, Savages and Undead. Foresto Grunt Hit Dice: 2d4 per level Foresto Grunt class skills: Appraise (Int), Bluff (Cha), Gather Information (Cha), Innuendo (Wis), Sense Motive (Wis) and all others see classic druid class from core rulebook. Foresto Grunt skill points to spend per level: 7 + (or minus) Intelligence Modificati Relations:

The Monrovia are at best like combat hounds. They can be friendly and helpful, yet one spontaneous temper tantrum suffices to turn them against you. Further more than one of us noticed their compulsive disrespect for the nature that makes us survive. Be assured they don't just build a hut or roast a deer. They try to destroy the sacred source of our powers in their envy that we have learned magic. “Monrovia are a reminder that it needs dedication and soul to avoid succumbing to our orcish stupor.”. The Adagio at best are clumsy when it comes to nature. They will trick and steal or commit crimes we do not even have names for, yet that dagger as often directs itself to our benefit or against mutual enemies. Dealing with the Adagio means every instance may breed random trouble. Yet they developed a unique approach to magic and several of them share their findings in peculiar uncommon ways, for the expected rogue stereotype. “When they do not come for trade or scouting we can always get rid of most unwelcome Adagio by sending them after some occult treasure, even if we hid it for this purpose.” Any other relations should be handled by game guide, either straight as in rulebook or to suit the campaign and purpose of your group.

Adagio Grunt is the comparably subtle or stealthy clan of infiltrators by half-orcish standards. Those who venture into cities to gather what is needed to survive. While stereotypically depicted as thugs or vile rogues, the Adagio are as often silver palmed traders or diplomats and entertainers. From all the grunts it is the Adagio who delve most into forbidden lores and occult topics of their personal definition (not spells as for a mage but as scrolls, items or tomes which may work via use_magic_device). The most common alignment is chaotic, yet on game guide decision lawful as in following their family codex of honour could be accepted without violating rogue class. Common Allergies: Being questioned, being caught or being poor. Adagio Grunt Hit Dice: 1d6 per level Adagio Grunt class skills: See rogue or if your players demand it, bard? Scry (Int, exclusive skill), Spellcraft (Int) and Decipher Script (Int, exclusive skill) additionally? Adagio Grunt skill points to spend per level: 7 + (or minus) Intelligence Modificati Relations:

The first lesson about our Monrovia brethren is that their rage comes with their competence. Deal with them instead of fooling them and it usually works out fine, for a while. Their way is rarely suiting ours, yet we have to trade much they can't obtain otherwise. When it comes to the few shamans, they can be a good source as often as they would simply kill us to rob our scrolls and arcana. “Our big brothers have a foul temper and usually enough brute force to get through with it.” Foresto are like sacred virgins. On the surface they are a happy family until you bring something up by word or deed which makes them go amok on you. Follow their guide when on their grounds and you can have trade, pleasure and sometimes even occult prowess. Recently they began to realize that we are not just the criminal black sheep of the families, our elders are yet uncertain, if this is a good situation. “They would give us cover even as we attempt to steal a ring from Strahd's hand only to turn against us for pissing against a damn tree?” Any other relations should be handled by game guide, either straight as in rulebook or to suit the campaign and purpose of your group.

If you purchased “Haunted Heroes” by Dan Haugen, the following backgrounds would fit my concept, though such as my concept should be ignored to make your own figure more fun whenever your game guide or game master/mistress or dungeon master/mistress rules it: Gypsy magic as with the spell lists and descriptions he included? Otherwise only the Foresto Grunt can do real magic outside the feats (Bestow Curse, which is a traditional association with gypsy in fantasy). Note that I do my own approach to some half orc gypsy ideas.

As with scripts I leave it to my individual readers what part they prefer, so you may “overwrite” my idea by official or Dan Haugen rules (i.e.). Templates, because I neither steal them and call it a copy nor do I desecrate my right to be lazy. Reading the avenger prestige class on which my own note is surely based, think towards the racists here. Knowledge_Ravenloft this seems atmosphere-killer crap, Mr. Haugen. The players learn this lore by playing, it's similar to Cthulhu here. And the powers would simply kill them instantly for knowing too much in Ravenloft?

Level – Ups for my half-orcish gypsies Again, if no clear rule is mentioned check the rulebook for standard solution of proper class by family (I treat them like a subclass of the traditional ones). All gypsies know to wield common weapons, use light armor and proper gypsy grunt-hood. Every other level 1 stuff straight as family based class on character creation? Balance not cheat. Strong soul feat is included in the saving throws listed here! Level 1: Base Attack Bonus +1, Fortitude Save +1, Reflex Save +1, Will Save +1, Bestow Curse gained as innate ability, handled like the spell in rulebook. Perhaps partial skill focus Scry? In addition: Monrovia have the barbarian rage, Martial weapons proficiency & medium armour proficiency, Adagio know rogue weapon proficiency & dodge feat. Foresto have druid weapon proficiency, shield proficiency & medium armour proficiency. Level 2 : Base Attack Bonus +1, Fortitude Save +1, Reflex Save +2, Will Save +1, gain one feat from family class of level 1 or 2, i.e. Barbarian fast movement for Monrovia or Evasion for Adagio. Level 3: Base Attack Bonus +2, Fortitude Save +1, Reflex Save +2, Will Save +2, gain either the dirty fighting feat or weapon focus with a concealable weapon (cliché is dagger) Level 4: Base Attack Bonus +2, Fortitude Save +2, Reflex Save +2, Will Save +2, gain either Bestow Curse as if innate with spell penetration feat or decide for Identify spell as innate ability, applicable once per chapter of play. Oops & nightmares of unholy, drunken dwarves mugging you once per fortnight. Level 5: Base Attack Bonus +3, Fortitude Save +2, Reflex Save +3, Will Save +2, gain skill focus Scry. Hm... nightmares of undead feasting upon you once per fortnight, delicious adventurer.

Level 6: Base Attack Bonus +4, Fortitude Save +2, Reflex Save +4, Will Save +3, gain now either the missing Bestow Curse as if innate with spell penetration feat or Identify spell as innate ability. Gain nightmares of eldritch elves conspiring against you once per fortnight, additional to those dwarves and undead. Level 7: Base Attack Bonus +5, Fortitude Save +3, Reflex Save +4, Will Save +3, feats by family class. Damn shocking nightmares of werewolves tearing you apart or the first vampire nightmares in addition to already gained ones, once per fortnight. Level 8: Base Attack Bonus +6, Fortitude Save +3, Reflex Save +4, Will Save +4, free choice of a bonus feat. The missing nightmare from either werewolves or vampires joins the dreams now. Means you have 5 nightmares per fortnight. Level 9: Base Attack Bonus +6/+1, Fortitude Save +3, Reflex Save +5, Will Save +4, free choice of a bonus feat. The final nightmare of hags comes along. Soon they get meaning. Level 10: Base Attack Bonus +6/+1, Fortitude Save +4, Reflex Save +5, Will Save +4, free choice of a bonus feat. Having six nightmares per fortnight you finally sense their toll – do a saving throw versus mind-affecting stuff. Whenever you fail it your character will be affected as if under spells like vampires touch or similar drains on decision of the game master or game mistress? The nightmares seemingly end if they manage to level-drain you once in your life! Level 11+: This author lacks the experience and has not all rulebooks around for now. Begin to meet your nightmares personified or find that your recent sickness begins to change you somehow; as can be expected... A wonderful nightmare could be being a werewolf, immune to mundane weapons, ripping and feasting upon mortal flesh. Or a vampire noble rising in power and towards immortality. Maybe the players sense the hook when you finally tell them they perceive this in perspective of mages (or very much worse) watching the scenes via proper high-level divination spells? Just my guess. In case anyone likes my approach you might like to check two further files written by me and dealing with my Ravenloft approaches. You can find them by surfing and searching (how good is your skill?):

“Her Return to Ravenloft.” Just my appetizer-attempt for Firestartes NWN module, yet I placed my druid note there. Some might appreciate it. If you have Neverwinter Nights 1 you can download the module, too, gratis at http://nwvault.ign.com (search by title). Oh, that is legal download, not piracy!

“Anathema – The skinhead revelation”. This file is not pure Ravenloft and I advise to read it after you read my author info as this file and the one mentioned above here, if at all for the translation from German is not, damn, I fucked it up . I didn't ask for it, yet I am an “award winning” author. This is nothing special. It just translates into recognized as “author level 1” or being in the author character class from a role-players perspective. I am no single class concept? The one or two downloaders I have here: Most of my PDF files can be found in the most actual gratis version at http://www.e-stories.org/ or for some a straightly way to http://www.e-stories.org/author-details.php?&aut=apiet might bring you to my main part of the page with list of all files available when you scroll downwards? At www.writing.com I am as a newbie.

You have my permission to display this file on any legal website of your choice, as long as it is unmodified, my ideas get not stolen and my rights remain respected with no cheating at all. “Some moments in real life are like knife fighting: Knowledge is meaningless without competence. And in this literally example damn good reflexes, clear senses and fighting techniques.” A recent quote of me concerning academic hubris. Stats for Dungeons and Dragons: I would guide 2d6+6 for all but the primary stat, which is constitution for Monrovia, Wisdom for Foresto and Dexterity or Charisma for Adagio. Rulebook mentions the jobstat can automatically be set to minimum (of 16 yet 17 for Monrovia on a bad roll) to fulfill prerequisite, to assure that your figure is playable. If I want a freak legion I can watch Hollywood... ok, truth doesn't belong here. Personally I would allow 18 on primary stat for all players (as NPCs) and 20 for those who br... inspired me to be especially empathic and understanding. -> That's insider humor which remains meaningless, until some studied freaks fall prey to triggering their prejudices as academic-supremacy agenda again. Watch the real world news and you may realize that it is not necessary to be born a half-orc to be treated like one? If discrimination sucks then always or never, as for all people, not just when some official-job idiots want it to be? And just because they claim that somewhere in the world it is even worse doesn't mean what they do to you or me is legal, proper or acceptable either? And it doesn't make them invulnerable! The Kraut Grunt (due American racism) could be my fantasy based answer to KULT RPG's avenger as prime character class, not the gentle Dan Haugen.

● ●

Being my own Grunt van Richten - on intuition and rituals While it is not compatible with all personal applications of D&D or all personal settings, I offer my simplified answer for now. Know that this is a more or less summarized quote from my time wasted on real world satanism and that it is here strictly for legal gaming purposes in the Realms of Ravenloft for D&D (and in a way Sylvania for WHFRP – coming soon, later or never). The Adagio have a racial disadvantage to live with when it comes to prudence. The Adagio can use their use_magic_device skill precisely as in rulebook. It's perhaps more the players imagination needing a reminder. Intuitive (or instinctive) means the character uses the scroll or device like the rulebook notes it, simulating that the figure played knows these items even when the player doesn't do so. Adagio Grunt dabbling into ritual therefor are not trying to become mages for that would work so much easier by dual classing or class break to mage, druid or cleric (sorcerers are usually born). The bullshit I have to read about psychics reminds me of males trying to get laid with a virgin more than of a fascinating character class and how to handle it. Personal priorities can legally vary in democracy, so be it. Adagio rituals are the notes on how to perform all necessary actions that any generic Adagio needs to make use of a yet completely unknown, specified scroll or specified item. The ritual is structured because they learned it inspired by mages and from the perspective of a camouflaged watcher. Speaking straight one could say I name “rituals” what a game master or game mistress would offer as notes to a newbie Adagio player who has no former experience with rogue class or with roleplay at all. While any detail is important in a wizard ritual, or as sure to be coded or deluding in a rogue way, the Adagio are fascinated by the occult and strive for experience as competence, not just knowledge, assumptions or prejudices. Further, some Adagio like simple-minded word games. So in case you ever find Adagio secret lore, check among others for multi meanings, like the context as such, the context to Adagio by rank and of course word games (racist mockery) like sacred turning to scared or dog is god spelled backwards? An Adagio text may seem short and simple, yet plenty of “those monk writings” need less contemplation (and grunting). Half-Orcs cannot outmatch races of higher intelligence by intelligence, they do it most often by competence (often called skills and feats), experience or simply pleasures like slitting throats and crushing skulls with spiked clubs. Half-Orcs know how to exploit the expectations their “infamy or notoriety of being born” burdens them with!

In respect to my dear readers • The idea to allow Ravenloft druids animal forms like werewolf or ettercap by alignment is my own application of the game system. They personify what druids dabble about. • Boni as form for Druids by Alignment ??? I just pasted this in without the chance to read any of the rule-books! I guess those who like the idea will understand that it is not intended to overdose druid class so benefits and disadvantages should be balanced to suit the campaign you designed? I am far from genuine, yet seemingly few others ever tried, they were satisfied with moaning that the existent is not perfect...well, it never was and still dominates the market. • Lawful Good : Druidic Baelnorn - give racial stats and replace spell-like ability by Druidic ones • Lawful Neutral : Shadow - give stat boni and allow to later rise to Shadow Fiend stats • Lawful Evil : Ettercap - cute one combined with a spider familiar. Lawful as in Laws of Nature • Neutral Good : Dryad - give stat boni and Druidic spell-like ability • True Neutral : Tree - well, quite a camouflage & energy source in the forest, may have worshippers • Neutral Evil : Venom Plant or Wraith - the lurking evil in it's surprising forms, give poison touch or vampire touch • Chaotic Good : higher level Fairy, the unreliable yet heroic aides in fantasy • Chaotic Neutral : Chimera - the real unpredictable force of nature • Chaotic Evil : full bore Werewolf - the very lethal, regenerating and hard to hurt form of complete blood-lust and cannibalism, auto-shapeshift under full moon? Notes: • 1.) Lawful means dedicated to the laws of nature, not just some codex invented by a druid in a grove or landlord • 2.) With all druids being able to learn or defy shape shift, this should just be an alternative, yet not fully contemplated. • 3.) I do it for Ravenloft where a Druid should dual class to Paladin instead of this "Shifter" idiocy. • 4.) Ravenloft... it wouldn't surprise me as a long ago Game guide (not just Dungeon Master) if sooner then later, they are trapped in those forms they can shift to. Makes finding allies a notch more...restricted to Druidism.

Seek rat were art thou?
A while ago, some Adagio bard made copies of van Richtens notes. Renamed them and spread them as such or as tales around the fire; as his or her gift to the half-orc families. Surprised that grunts expected to meet “Grunt van Richten” in person, to learn from him & so on, the Adagio solved the problem the one way they knew. Grunting and hoping they won't get caught. Not just that. They formed a seek rat (secret) group which makes great efforts to dedicate tasks done by unknown sources to “Grunt van Richten”, making him an always absent inspirational legend among their own people. Sometimes heroes of higher levels would even adventure to add to the myth. While that is the rogue part, the disciples of “Grunt van Richten” will never betray their own (half-orc gypsies). So in case that any player ever solves an adventure which is later associated with “Grunt van Richten”, there will be compensations. Until slashing guts of the stubborn is unavoidable (a very open definition among half-orcs). Further, as disturbed or primitive minds in reality dabble about fate, the group subtly claims that moments of sheer luck were supported by certain rituals of “Grunt van Richten”. It's easier when the competition is absent. It may happen that all three families consider “Grunt van Richten” a member of their own bloodline. Kinda:

'And just when the bunch of elven and dwarven racists ganged up on the beautiful half-orc maiden, “Grunt van Richten” himself appeared, flintlock gun blazing. His spells caused havoc and his righteous fury (magical blade) once more freed us from the racists terror...'
My Game guide notes
Dan Haugen claims that success concerning Gothic horror stories is born not only of their memorable monsters but, too, of the protagonists who for good or bad oppose eldritch evil. These lonely heroes define their antagonists as much as they are defined by those antagonists. Interdependence and mutual imprint. Where would Dracula be without Sherlock Holmes and how would Professor Moriarty fare without van Helsing? Giggle. My Grunt van Richten is even threefold, defined mutually via his people as the grunting hag of a myth the Adagio bards yet have to invent & start spreading. The sky darkens as wolves howl... Ravenloft is infested by unqualified players who consider it just another idiotic Hollywood hogwash. Despair and dark fate are often their common and hollow excuses for their incompetence and deficiency. As if dealing with fear & horror is a special gift. It is not, it comes from experience which means that those heroes once started just as any unsuspecting traveller. Making a stand is compulsively depicted as stupid or wrong, yet by whom? By the cowards who succumbed to panic instead of those who stood through the situations. Fear as a dictator on the road to damnation or self-destruction. The powers of Ravenloft are not the only ones who know. The mists come up, slowly...

The concept of the underdog has been in business quite a while. Jesus of Nazareth was a more famous one from historical and religious fiction. Instead of imitating the mainstream it is those who accept that living their own way has it's risks, too; who seemingly more often survive Ravenloft. Further the absence of the gods is a trap for fools. Most in Ravenloft are guilty and henceforth trapped there for a reason which needs no preternatural melodrama to be explained. My bank account sucked dry by a vampire...

As if any paladin would need longer to sense the futile charade of criminals and lunatics than your average vampire lord needs. Strahd. Who of us wouldn't make it when gifted such powers, far beyond what all vampires are gifted with? And how could he fail so often even empowered by the forces themselves? I have my answer and you may know or ignore your own. The return to WHFRP awaits and my soul will follow... Messing with the domain lords was rarely the intended part of the adventures (it was in From the shadows and roots of evil). Yet if you gathered such failures as your players, aren't you in a way part of the problem instead of being part of the solution? Any game guides who lack similar experiences? Moments of truth. Personally I think that the crucial part is gathering the proper group, by individual definition. Some approach roleplay more like mages, by dedicated study and structure. Others come like a bard or sorcerer, emphasizing imagination, artistic expression and improvisation. Seeing the rulebook like zealots did with the bible is improper to me. Some combine styles successfully. With your own proper group you will pick the adventures which are fun to your people and all is pleasure. Community stuff is some weird kind of embassy, there different flavours or lack of such may clash. ...sooner, later or never. Hint: Check the song lyrics of “I believe” by Man'O'War, cute reading. To verify what I write about D&D rules for half-orcs, the following license is included. That license is for protection of the rights of Wizards of the Coast as their official D&D (Dungeons & Dragons) data. The quote follows the license and is in a different color to make it easier to see. That license does not in any form allow to violate my copyright or steal my mental property. Simplified: The license only deals with what is included below this page, not for page one to eleven (1 to 11). Wizards of the Coast as D20 are in no form responsible for what I publish and simply by email can make me delete this entry of them again for I didn't ever need it anyway. Foxtasy@web.de or pietroschek@writing.com I hope it is all done properly now.

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The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, character names (including those used in the names of spells or items), places, Red Wizard of Thay, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License. More information on the Open Game License can www.opengamingfoundation.org or www.wizards.com/d20 . The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; be found at

(d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen. Added to Copyright Notice on demand of this license: On 31.08.2006 I included the following racial description of half-orcs for D&D (Dungeons & Dragons pen & paper Roleplaying Game) straight from “The Revised (v3.5) System Reference Document” by D20 Systems (as far as the download was named). Due a technical problem I couldn't include it as HTML which would have made it easier to track the source. I included this license as the half-orc racial description in my files “Discriminated Souls -Half-Orc gypsies for Ravenloft” as “Vudash Hexenwahn – The guild of Zion”. I further mentioned in quite obvious text and colour that neither Wizards of the Coast nor D20 are in any form responsible for my publishings and I clearly mentioned that I am not a member of their team or staff. Andrè M. Pietroschek, Germany, 31.08.2006


NOW COMES WHAT I QUOTED as Open Game Content: HALF-ORCS +2 Strength, –2 Intelligence, –2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.

Half-orc base land speed is 30 feet. Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. Orc Blood: For all effects related to race, a half-orc is considered an orc. Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty. That short description was the only Open Game Content I included here as in 'Vudash Hexenwahn – The guild of Zion'. It's sole purpose is to make processing of the information easier to readers.

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