(PPENDIX
SCARLET BROTHERHOOD CHARACTER CLASSES thar they may ad to these base killin any fashion. The asas
sin gains 20 addition discretionary points at levels 2 and 3, after
Assassin of the Scarlet Brotherhood (rogue class) which 30 discretionary poies ate gsned pec level, just asa thie
Abily Requirements: Strength 12, Inteligence 11, Desterity 13 * Assasins may learn thiewescant ifthe Tnellgence gives the
Prime Requisite: Desteiy available language sls
Races Allowed: Himan (Sul)
* Assassins can use wizard and priest serolls stating at level 12,
with che same chance of success asa thief two levels lower:
“The Scale Brotherhood ass ie a living weapon made tobe wed
gunst enemies of che Suel people. Traine in spying, stealth, disguise and
the art of murder they are che secret agents ofthe Brotthou's wl sen
to upser a goverment with a well-placed sword orto squeeze criti infor-
mation from a musing advisor. Al asasine ae of evi alignment and a
majority of those fom the Scale Brotherhood are lawfl ei raised rom
birth in a society that preaches onde asthe means of conqueting the world
Assassins use the thief XP table, THACO progression and hit dice
progression. They may choose nenespon proficencies from the
General, Rogue and Warrior lists. They are more versatile than thieves
in cha they can wield any sore of weapon, and ate able rouse shields
without penal. They may use any magic item useable by thieves, as
well as any magic weapon or shild
* Assasins are able to backstab as a thief of equal level
+ Assassins also have the ability to assassinate a human, demas
‘man oF humanoid victim, causing massive damage in a sigle
‘low. The assassin must have stadied the victim for atleast
thre consecutive rounde within the patt 24-hours to make cis
ateack. The assassin must then surprise the victim and make
succesful attack rol. Ifthe attack roll succeed, the vitim mast
make a saving throw vs death, modified by ~1 ifthe assassin is
4th-Teh level, -2 if the asain is Sth-L1th level, and so forth
Fale means the victim des (brought immediatly to 0 hp, or
=10 hp ifthe Hovern
on Death's Door optional rule i wsed
Ifthe victim makes the saving throw, normal damage occurs,
+ Assasins ae schooled in the use of poisons, both injected and
ingested. Ae higher levels, most lam to manufacture their own
poisons.
+ Assassins can disguise themselves with remarkable skill all assas-
sins stare with a disguise skill equal to the disguise nonweapon
proficiency at +4,
+ Assassins begin with all thie sil iste in Table 29 of the
Player's Handbook. They begin with 20 discretionary
‘The Scarlet Brotherhood 72abilities. At each level gain, the monk guns an addtional 1S points to
Monk of the Scarlet Brotherhood (priest class)
distribute among these kil
‘The Scarlet Brotherhood monk isa dedieated soldier inthe war
‘mpaciy. Through study and discipline, they hone their minds
odes until they ae capable of feats impossible to normal hun,
can use themselves as weapons to preserve the virtues of their race.
le they are called monks, this term does not refer to ascetic dedica-
fon to a god, but to a rligious devotion toward the principles oftheir
and race — fanaticism and zeal focused om thet belief that they
the chosen people of Oerth, destined to rule the world. The Searle
ethethood monks are all lawful evi, supporting the idea that a pefect
psety is one that embraces onder and clesely defines the lines between
nd socal levels, with the Sel and monks in the top level
‘Monts use the ceri XP table ane gain hit dice as clerics. They may
st profciences from the General, Regue and Wertor lists. They are
filed in combat, having leamed how to best us thei bodies as a means
destroy thir Foes. They use simple weapons that are either exiting
els or can easily be made out of nearby items, such as daggers, hand ares,
hs staves, spars, javelns and polearms they may also use crossbows, as,
Suel have along history with that weapon. Monks wear no armor, for
ieracs from their finely honed reflexes and inapedes thei bility to
theit body's condition. They may use any magic tem useable by
but can own no more than five magi tems and may retain only
wealth necessary to support their modest neds; most monks donate
to the Scarlet Beothethood ot use eto fund projects of interest to
en, suchas traning promising studene or etablishing a safehouse in
enemy city. Most older monks, both male and femal, shave thei heads
not on an oueworel assignment, although his tradition has begun to
oe of practice with some of che younger monks who insist on being
iy to work anywhere inthe Flantese with a moment's notice, atl a
head makes a person sand out asa posible Brotherhood agent.
* All monks begin wth che ability to do lethal damage with their
hands and feet a if they were carrying weapons. This “open
hand!” ability begins modestly but eventually allows the monk to
sttke several times per round in combat and inflice wounds equal
{to those fiom the most dangerous weapons; these multiple attacks
‘cannot be acelerated through the use of magic such a haste.
* Monks can move faster than a normal human de to thie taiing
and heightened body awareness; the movernent rate increases as
they gain levels
* Their keen senses allow them to perform several thief skills Theit
thie skis and base score are listed here:
ing monk starts with 35 discretionary points to add to these
73
bility Requirements: Strength 9, Dexterity 13, Wisdom 9
ime Requisite: Wisdom * While they prefer open-hand attacks to weapons, monks retain
acer Allowed: Human (Soe) the awarenes of anatomy and ar able to cause extra damage
hen they use weapons agunst living creacures, equal tothe monk's
level divided by 2, rounded up. This extra damage only applies
‘gunse creatures with familiar anatomses (musculatue, skeletal sys-
tem, joins, et.) so this abikty cannot be used agains amorphous
‘creatures suchas slimes, gaseous life forms and so forth,
* Once pet day per level, a monk may atempe to stun an opponent
with an open-hand attack. The monk declares the intent ro stun
and rolls to hit i the attack hits, the target must roll a saving
"row vs. paralyzation or be stunned (anable to attack and losing
all Deerity adjustments) for one round.
+ A monk may deflect an incoming fired or hurled missile (arrow,
bolt, dagger, and so on) by forsaking any other action and making
2 save vs, petrification
+ Ifa.monk is atacked by an effet that requies saving throw, a
sxsccesfl saving throw ws the atack results in the monk taking
ro damage, even ifthe attack was a fireball for example.
Monks also gain several special powers as they increase in levels because
‘of their growing mastery over their minds and bodies,
* Ac 2nd level, a monk guns the ability to kill opponents with a
succesful open hand atack. The attack must stun the target, who
then must make a saving throw vs. paralyzation at +4 odie
+ At 3nd level, a monk can resist ESP or other thought-reading
tempts by making a save vx death magic at +2.
A dtv-level monk is able ro safely fll up to 20' as long ab she is
within 1” ofa wall. This ability assumes the monk ean make peri=
dic contact withthe wall to slow the fll. A tee or similar solid
object counts a a wall for tie purpose
* At Sth level, a monk becomes immune to all diseases, as wells
‘haste and slow spell
* Ar 6th level, the distance a monk can fll without harm incteass
0 30's long ashe is within 4 of a wal,
‘A Teh-level monk gains che ability to momentarily accelerate the
Inealng process of the body, repairing 2 points of damage suffered
Called Master of Dragons, che monk's initiative rolls are improved
byl
‘A Sth-level monk is unaffected by charmn-type spells and effect if
she makes a successful saving throw vs. wand; itis resistance ell
fails, normal saves (if any) apply to resist the effect. Monks of th
Climb Walls 50% level are called Masters of the North Wind,
Find (bur not Remove) Traps 5% ‘At 10th level, che monk's hands and fee are considered +1
Hear Noise 10% ‘weapons for the purposes of striking creatures chat can only be hie
Hide in Shadows 5% by magic weapons. A monk of this rank is clled Master ofthe
Move Silently 5% Exse Wind,
* Ae 11th level, monks become immune o all poisons and assume
‘Their ability to evade and to fortify their flesh against blows also by the monk per level once day
{ges them a bonus to their armor class, which increases by lve * An Bth-level monk may fall upto SO’ safely if within 6 ofa wall. es)the ttle Master ofthe South Wind.
+ At 12th level, a monk’ initiative bonus increases vo 2, Monks of
this rank ate called Master of the West Wind,
+A L3dh-level monk achieves the idle Master of Winter and gins the
abily to make an attack called the “quivering pal.” which creates
disharmoni vibrations in a target creature’ body and may cause
death if the monk so wishes. Use ofthe quivering palm is as follows:
‘+ Temay be attempted once per week, and must be
announced before making an “open hand!” attack.
+ Teonly affects man-sized or smaller creatures that can be
affected by the monk's stun attack, and only ifthe monk is
‘of higher level (or hie dice) than che target creature
IF the arack hits, i uses normal damage. The monk may
slay the target with the vibrations a anytime within the
time limit of one day per level ofthe monk; the carget gets
a save vs. death magic to avoid the effect.
+ A monk of Leh level gains the ide Master of Autumn and
always ges a saving throw vs: magical atack, even when none is
normally allowed.
“A LSth level monk is called Master of Summer and gains a limit-
ced precognitie ability, there isa 90% chance cha a premonition
‘of death or serious harm wars the monk 1-4 turns before the
+A Léahy-leyel monk is called Master of Spring and his hands and
feet are considered +2 weapons for the purpose of striking cre
tures tha can ony be hit by magical weapons:
+ A 17thvlevel moo i able to leave her body and project herself
inno the astral plane (as an astral spell she may clo this once per
week, remaining away for any length of time, although the physi
body stil needs nourishment and will starve if not eared for. The
‘monk that attains this ank is clled Grand Master of Flowers.
The Searle Brothethood enforces astit hierarchy within its ranks of
monks. Only the mos skilled monks may achieve the highest levels the
weaker ones being prevented from rising by rials of ritual combat.
“There are only three monks of L3th level (Master of Winter), and only
cone of each level above that. Until 8 years ago there were fewer monks
of higher levels three Masters of Dragons and one Master of each level
above that), but Korench Zan chose to relax this restriction, seeing the
teed for a greater amber of powerful monks in the coming year
‘When a monk reaches level 13 or higher, she must issue a challenge
within one month to a monk of the same level assuming chat there x
rho open position at that level. Ifthe challenged monk reasesto ab
cat his rank, the two choore atime and place forthe duel. The
‘monks may fight with any weapons or special abilities avaiable co them.
Victory conditions for the batl are determined beforehand, with mest
butles being to unconsciousness or a certain number of hits: Cruel or
‘vengeful defending monks of rank often inise on bate to the death
"The lover in the struggle — assuming he survives — drops to the
lowest number of experience points necessary for his previous expei-
cence level a cannot challenge again for one year. The winner grins oc
retains the tie ofthat level and alls associated abilities.
'A monks not required to challenge ifshe isnot intrested in the
ttle or abilities ofthe new level, However, the monk is unable to gain
‘experience points unless she involves herself inthe challenge proces.
‘Table C13: Monk of the Scatlet Brotherhood
iL Able
(s)
1 1 Base sills
3 2 Killing arack
3 3 Resitane to ESP
4 4 Fallup to 20' aly
s 5 Toumune to deat, haste and slow
6 6 Fall up to 30" sally
7 7 Self eal 2 hp level
8 8 Fall up eo 50 safely, +1 ininive
9 ° Resiane to chan fers
10942" Open hands -+1 apc weapon
uu os Iemune co pls
2 546 ‘ite mkiatve lls
B88 Quivering Palen
1h 910. Almaye gets a ang throw
1s 9412 Premonition of death ot has
16 ons
"7 9416 Open hand +2 magical weapon
oe
1» 9420 Asal pjeton (monk only)
20 oa22
‘The Scarlet Brotherhood
More Unarmed Unarmed AC
‘Actacks Damage Boon
2 A Mt a
12 1 1a 2
2 1 1a6 2
1s 3/2 146 8
1s 3/2 16 8
15 3/2 1a6+1 4
18 2 1641 4
1B 2 1d6+1 +5
18 2 1a 45
a s/2 128 +6
a 5/2 18 +6
2 sf 13841 47
a 3 Last 47
a b 1as+1 +8
pa 3 1410 +8
7 iz 10 +9.
27 7/2 1410
7 72 1alz +10
30 4 1al2 +10
30 4 12 #10
"4