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Volume 6

June 2002
Illustration by Tom Martin
Asgard Magazine, Vol. 6, June 2002

Contents Morrus Dancing


A M:
As you may have noticed, the ENnies this year have
eviews
undergone something of a change. What was originally
Broadsides! 3
an internet-based award ceremony is now a fully-
Shadowforce Archer: Spycraft 4
fledged awards program co-sponsored by GenCon. I
Kingdoms of Kalamar: Player’s Guide 7
must say, I was surprised and delighted when I first
Stronghold Builder’s Guide 11
received an email from Peter Adkison asking if I’d be
restig lasses interested in such a partnership – who wouldn’t be?
e Edgemaster 13 Of course, I said “Yes!” and a tentative partnership was
Acolyte of the Calm Waters 17 formed.
e Harvester 21 Since then, we’ve been hammering out our respective
responsibilities, while waiting for Peter’s purchase of
ourc materia & rticles
GenCon to go through so that we could announce our
NPC Class: e Psychic 22
plans to everyone!
Fine tuning your campaign 25
Well, that time has come and gone. e GenCon
Heritage Feats 28
ENnies have been announced, and the entries have
Challenging Challenge Ratings 29
started flooding in. e level of participation from
e Professionals 30
publishers this year is incredible – unlike last year,
Wisdom from the Boards:
we have entries from the biggest companies in the
Dramatic Dungeoncrawling 36
industry, including Wizards of the Coast and Alderac
reviews Entertainment Group. e competiiton this year will
D20 Supers: Men in Tights 38 be stiff indeed – and this is surely a good thing, for it
enures that the winners truly are the cream of the crop.
Publisher/Editor: Russell Morrissey & Ryan Nock Of course, this makes life harder for the judges, who
Layout/Graphic Design: Duncan Fielden have to plough through piles of products in order to
Staff Reviewers: Alan D. Kohler & Simon Collins pick the five nominees for each category, but it’s a task
e Edgemaster: Ryan Nock which they are only too pleased to undertake, and a
Acolyte of the Calm Waters: Danny Tauber responsiblity which they all take very seriously.
e Harvester: Joshua Gervais e ENnies award ceremony will be live at GenCon
e Psychic: Korey MacVittie this year, and everyone is invited to attend (and laugh
Fine tuning your campaign: Bret Boyd at me attempting to speak publicly!) For those who
Heritage Feats: Shane Garvey can’t make GenCon, we’re arranging a live internet
Challenging Challenge Ratings: Craig Cochrane radio “shoutcast” with the
e Professionals: Faisal Abdullah folks at Mortality.net, so
Dramatic Dungeoncrawling: Matt T. Reynolds you’ll be able to follow
D20 Supers Teaser: Russell Morrissey & Ryan Nock it all as it happens.
And, of course, we’ll
provide transcripts,
photographs and
other details after
All text and art not marked as Open Gaming Content remains
©2002 of the original author or artist, and is used with permission the event. It all cer-
by Asgard Magazine. You are free to use this material for personal tainly promises to be
use, but commercial distribution of the materials is prohibited
without the express permission of the copyright holder.
huge this year!
Asgard Magazine is an EN World publication.

Asgard Magazine Issue 6 is a combination of two products. e ‘@’ designates Open Gaming Content in its entirety with the exception
product to which any given page belongs is indicated in the corner of artwork or advertisements, which are not designated Open Gaming
of the page. ‘@’ indicates material released under the d20 STL and Content. ‘†’ material is not released under the d20 STL and OGL, and
the OGL, and consists only of the following sections: e Edgemaster; consists of news-based and review-based materials. e following
† Acolyte of the Calm Waters; e Harvester; e Psychic; Heritage Feats;
Challenging Challenge Ratings; e Professionals; D20 Supers Teaser.
sections comprise ‘†’ material: Morrus Dancing (Editorial); Reviews;
Dramatic Dungeoncrawling; Fine tuning your campaign
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Asgard Magazine, Vol. 6, June 2002

Reviews
ether, and tincture of opium), and
weapons (e.g. cannon, bomb, and
muskets).
Chapter 7: Feats, offers 21 new
roadsides! ship-orientated feats including deep
diving, naval expertise, quickload
Naval Adventuring
(for muskets) and water combat.
By Living Imagination Chapter 8: Prestige Classes, offers
Score: Good 7 new prestige classes: Harpooneer;
Marine; Oceanic Sentinel (Sea
 Wizard); Privateer; Surgeon; Sea
Broadsides! is another set of naval Captain; and Sea Scout.
adventuring rules and subject Chapter 9: Spells And Rituals,
matter in the recent glut of product offers about 40 new spells related to
of this type. It is compatible and aerodynamics. e rest of the subject matter including such
with Living Imagination’s Twin the chapter is dedicated to about dweomers as determine location,
Crowns campaign setting and is an 40 different examples of ships enlarge reef, founder ship, mend
expansion of the rules found there. including long ships, galleys, ship, repel ice and underwater
At $19.95 for 128 pages, and with galleons and fantastic ships (such as communication. ere are also
good use of the space available, elven assault ship and sky chariot). 12 new rituals to be used with the
this is fairly average in pricing ere is also a final section on ship Ritual System explained in the Twin
for a product of this size. Art is construction and design. Crowns sourcebook (e.g. Air Ship,
generally good – the front cover is Chapter 3: e Voyage, gives Raise Atoll, and Skeleton Crew).
particularly good and is indicative a step-by-step guide to the GM Chapter 10: Nautical Magical
for once of the quality of the art for running a voyage, including Items, includes such items as armor
inside. ough most of the text is advice on determining weather and of swimming, harpoon of piercing,
rules-orientated, it is well-written, navigation. ring of protection from sharks, and
and editing is generally good. Chapter 4: Naval Combat, cloak of storms as well as a couple
Chapter 1: Navigation & Piloting, expands the combat rules given in of minor artifacts.
reproduces the skills introduced Twin Crowns and includes detailed Chapter 11: Sea Creatures,
in Twin Crowns, and discusses the rules for initiative, movement, includes five new monsters
use of the Profession (Navigation), attacking, boarding, damage (to including Siren and Orctopus, as
and Profession (Piloting) skill rules both the ship and the crew) and well as the ‘Jonah’ template, a type
in a little more detail. It also gives weapons (such as catapults, ballista, of fey that inhabits the bodies of the
explanations of some nautical cannon, rams, fireshooters (i.e. drowned. is seemed to me to be
instruments, such as sextant flamethrowers) and spells), and more appropriate as an undead as
and compass, and briefly covers some further information on they are described as spirits created
maps and charts. It moves on to repairing ships. by fear and mourning.
cover the shipping environment – Chapter 5: Underwater Chapter 12: Nautical
underwater hazards, ice, weather Adventuring, begins with rules for Organizations, offer four short
(including a random weather chart), surviving, moving and fighting descriptions of organisations such
wind direction, and prevailing underwater as well as perception as smugglers, pirates and insurance
winds and currents. After some restrictions. e remainder of the brokers.
brief rules and discussion of chapter deals with underwater Chapter 13: Adventuring, offers
seasickness, there is a larger section vessels, giving some examples and 9 short adventure ideas (complete
on flying ships and the effects and a couple of underwater weapons with ELs), a short (3-page)
dangers of altitude. (bow harpoon and dorsal ram). adventure, three famous pirates,
Chapter 2: Ships, gives general Chapter 6: Nautical Equipment, and four famous pirate vessels.
statistics and definitions for covers gunpowder before going on ere is also a ship’s log, nautical
each part of a standard ship and to general equipment (e.g. anchor, glossary and index.
some rules for such things as bilge pumps, and diving grease), C: is is a detailed
† manoeuvrability, acceleration surgical supplies (e.g. emetic, and well-written book, and is
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Asgard Magazine, Vol. 6, June 2002

recommended for those of you hadowforc of a number of other villainous

rche
who wish to bring greater depth to conspiracies in the world. e
your campaign setting in terms of conspiracy was set in motion by
ships, ocean travel and underwater Official Spycraft Campaign Setting a man by the name of Raymond
adventuring. It has a particularly Archer, who formed a sort of pact
By Alderac Entertainment Group
detailed naval combat system. It is with prominent members of the
not recommended for those who do Score: Good world’s intelligence agencies. is
not wish to take their games to this occurred at the close of World
much detail. Although it has some
 War II, but has a history dating back
interesting information in general Spycraft is AEG’s d20 system based much further.
regarding nautical equipment, espionage roleplaying game. As e world of Shadowforce Archer
there is not enough on offer here presented, the Spycraft Espionage is, on the surface, the Earth that we
to appeal to those who do not wish Handbook contains primarily rules live in. However, befitting the covert
to bring this fairly specialized area versus setting material. Shadowforce nature of the genre, what is going
into their games. erefore, it is Archer is AEG’s setting book for the on behind the scenes is entirely
limited in its usefulness, dependent Spycraft game. different. In truth, the secret history
on this factor. is somewhat complex, but here is
Simon Collins A First Look the upshot:
Shadowforce Archer is a 256-page • A secret city from an ancient
Broadsides! Naval Adventuring hardcover book priced at $34·95. civilization contains the seed for a
Rulebook by Living Imagination is is still a fairly good value, set of formulae that are the basis
$19·95 – 128 pages; though not as good as the Spycraft for psionic soldiers.
softback, perfect-bound Espionage Handbook which packs • An old British intelligence cell
www.livingimagination.com an additional 32 pages for the same called Room 39 has control of
price. this formulæ. ey provided the
e cover of the book is black. serum on a limited basis to a
e front depicts an ink line-art number of countries to provide
drawing of a woman in combat for a secret bargaining chip to
gear in a style similar to the man on help preserve peace after World
the front of the Spycraft Espionage War I.
Handbook. • A woman by the name of Evelyn
e interior is mostly black and Shillingfield is possessed by some
white, though there are some color ancient eldritch creature. She is
plates. Like the Spycraft Espionage responsible for a number of plots
Handbook, a silver ink is used for that she hope will culminate in
some headers, sidebars, as well returning the Earth to the ice age
as the page numbers. e interior that she is familiar with. She is
art is about average quality, with resposbible for the rise of ird
few pieces that stand out as being Reich and making of Hitler into a
especially good or poor. mind-dominating psionic. She has
several run ins with Room 39 over
A Deeper Look the years.
e centerpiece of the Shadowforce • After World War II, a man
Archer setting is the Archer named Conrad Archer, who was
Conspiracy. e Archer conspiracy associated with Room 39, began
is a covert organization that has the Archer conspiracy in an
its hand in multiple intelligence effort to counter the threat posed
agencies throughout the world. by a number of world shaking
And it is also the PCs patron and conspiracies and evils.
employer. Of course, this is just the tip of the
e Archer Conspiracy exists to iceberg. ere are a number of
† counter the threats posed by any villainous organizations that the
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Asgard Magazine, Vol. 6, June 2002

Archer Conspiracy is poised to stop. • e Guardians of the distinctive, such as the Pan Asian
It operates by infiltrating and using Whispering Knife: this Archer Collective and the Guardians of the
resources of dozens of intelligence chamber operates primarily in the Whispering Knife.
agencies throughout the world. middle east, and has mysticism Each chamber has an intro-
e Conspiracy is divided into and assassination as their chief ductory page in the beginning
chambers, each chamber operating methods. e Guardians are (along with a full color plate). Each
in a different region of the world. pretty well inspired by the medjai also has a considerable detailed
Within the game each chamber of the Mummy movies. e genre section in the second chapter
has its own competencies. From feel likewise is inspired by the detailing the way that the chamber
a metagame standpoint, each mystical action genre, including operates, its relationships and
chamber is made to emulate a such movies as the Mummy problems, as well as villainous
certain style of play. e chambers movies, the Indiana Jones movies, groups they have to face, typical
of the Archer Conspiracy are: and shows like Buffy: the Vampire mission types, same plotlines,
Slayer and Relic Hunter. and a few NPCs. Each NPC is
• e Archer Foundation: operates
portrayed at three different levels to
in Australia, New Zealand, and • e Pan Asian Collective:
accommodate different level PCs.
the surrounding regions and is operates primarily in East Asia
Of course, every altruistic spy
focused on information collection and India. e genre is built
organization needs villainous
and analysis. e genre ‘feel’ of around the over the top martial
organizations to oppose. e ones
the Archer Foundation is said to arts thrillers such as exemplified
detailed herein include:
be that of the classic Cold-war spy by various Jackie Chan and Bruce
thriller. Li movies, as well as other Asian • e Eyes of Argus: In as much
action sources such as Akira and as the Archer Conspiracy is a
• e African Alliance: operates
Bubblegum Crisis. conspiracy, the Eyes of Argus are
primarily in Africa. e chamber
conspiracy theorists that hope to
is specialized in research and • Room 39: operates primarily in
expose them. ough some of its
development. e genre feel of the British isles and operates in
members may be well meaning,
the African Alliance is said to be large part by computer hacking
it is lead by a former Archer
the over-the-top superspy action and other technical means. e
member out for revenge.
books and movies, such as those Room 39 genre in inspired by
of the James Bond franchise. various technothrillers, and • e Hand of Glory: is an arcane
movies in the genre like Hackers organization led by Evelyn
• e Company: operates in the
and Sneakers. Shillingsfield, a woman possessed
Americas and primarily draws
by an ancient entity out to return
upon US intelligence assets. It is • e Russian Confederacy:
the world to the ice age. Oddly,
somewhat militaristic in nature operates in the former republics of
the mastermind writeup of Evelyn
and relies on commando and the USSR. e chamber operates
Shillingsfield doesn’t seem to jive
similar military tactics. e by illicit research in psionic,
with the mystical rules presented
Company genre is that of the high chemical, and biological methods,
later in the book. e stat blocks
octane military and spy movies as well as black marketeering. e
for her list an arcane attack, but
such as True Lies, Predator, and genre feel seems to be pervaded
she isn’t listed as having any of the
Rambo. by dirty dealing and psychological
feats required to utilize it.
manipulation. Recommended
• e European Commonwealth:
references include Crimson Tide,
operates in all of Europe excepting • e Shop: is a renegade unit that
the Godfather Movies, and e
the UK, Ireland, and Russia. e was once part of the company.
Maltese Falcon.
European Commonwealth focuses e shop was specialized is
on industrial and economic In truth, though the book tries PsiTech devices, and is known
espionage. e genre of the to carve out a different genre for for its brilliant mentalists. ey
European Commonwealth seems each chamber, this only goes so are also a thorn in the side of
to be centered around paranoid far. Really, the entire setting is a bit the Company, and the very
thrillers such as the first Mission fantastical and over-the-top, and real possibility exists that the
Impossible movie, e Pelican thus all chambers likewise. But a Company in infiltrated by Shop
† Brief, and e Usual Suspects. few of the chambers to seem rather moles.
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Asgard Magazine, Vol. 6, June 2002

A few villainous organizations are allow the character access to psion In addition to the classes, a variety
covered in lesser detail in other skills which are the basis of the of new gadgets called PsiTech
segments of the book. One of psion character’s powers. Other gadgets are introduced, many of
these is P E R I L (the Project for psion feats enhance the characters which were originally designed by
Expansion, Retribution, Iniquity, capabilities in certain ways instead mentalists in the Shop. is makes
and Lies.) P E R I L is a deeply- granting access to skills. the use of some of the gadgets
entrenched criminal organization e three psion classes are: somewhat suspect, as the Shop has
in Russia with its roots in Stalinist been know to leave ‘booby trapped’
• Mentalist: Mentalists are psions
times. e self-deprecating name devices for the Archer conspiracy
whose capabilities enhance their
does seem a little silly to me, but members when they seceded.
own minds. e three types of
is something of a homage to the In addition to psionic powers,
mentalist psion skills are psycho-
villainous organization S P E C T R E Shadowforce Archer introduces
inventive (which primarily boosts
is James Bond films. However, even mystic powers, primarily for
the psion’s mental faculties and
if the title doesn’t throw you, the use with the Guardians of the
makes them into extremely
fact that a Russian organization Whispering Knife and the Hand of
intelligent inventors), psycho-
operates under an English name Glory.
kinetic (allows the psion to
seems even more difficult to believe. e mysticism rules are primarily
manipulate heat and light), and
In addition to the setting material, feat based, but also relies on the
telekinetic (which allows the psion
Shadowforce Archer presents new knowledge (occult) skill and
to control matter and motion.)
character options that can be used the presence of followers. If
as part of the setting, or which you • Physical Adept: Where physical you have the appropriate feats,
may pull out to use in your own adept enhance their own mind, you may attempt a number of
Spycraft game. mental adepts enhance their ceremonies called rites or rituals.
ere are four new prestige physical capabilities. Physical Each ceremony has a knowledge
classes which are in no way unique adept psion skills are divided (occult) DC to learn it and
to the Shadowforce Archer setting: into categories of adrenal (allows has a requirement in terms of
cat-burglar, counter-terrorist, the psion to alter the body or bonded followers. If you meet the
hacker, and sniper. perform amazing feats), metabolic requirements and perform the
A relatively new mechanic is in- (controls pain and healing), and ceremony, the ceremony brings
troduced called chemical monsters. sensory. forth a spell like effect such as a bolt
Chemical monsters are characters of mystical energy or controlling an
• Telepath: e telepath is a psion
who receive chem treatments which animal.
with the ability to peer into the
grant certain benefits, primarily e most powerful ceremonies
minds of others. Telepath psion
physical. However, the chem treat- are called rituals, and tend to
skils are split into categories
ments must continue for the rest of corrupt the person using it. Every
of ESP (allows clairsentience,
the agent’s life, or the agent receives time a ritual is performed, a will
empathy, and psychometry),
some fairly severe drawbacks. For save must be made or the character
imprint (allows the character to
exaple, the endure chemical treat- receives a level of ‘thirst’. Each level
project thoughts and dominate
ment give the character damage brings some benefits and drawbacks
others), and intuitive (allows the
reduction 2/- and causes rapid as the character becomes drawn
character to aid other psions, see
recovery of vitality and wound into the mystic world. After eight
the links between events, and to
points. However, the character loses level of thirst, the character goes
see into the future.)
2 constitution points permanently mad. It is possible to reduce one’s
and can no longer use action dice if Also much like force skills in Star level of thirst, however.
a treatment is ever missed. Wars, many psion skills take vitality In addition to the mysticism rules,
e book introduces three points to use. However, the psion there is a mystical prestige class for
new ‘psion’ base classes for the skill system is less dependant the Guardians of the Whispering
Spycraft game. A character with a upon different tables for every knife called the Shadespeaker.
psion class can select Psion feats power. Some psion skills still have Shadespeakers gain abilities to
corresponding to the class. Much their own tables, but for general speak with dead as well as gaining
as with the basic force feats in purposes, there is on ‘master table’ mystical and melee combat abilities
† the Star Wars RPG, these feats that most psion skills use. as they raise levels.
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Asgard Magazine, Vol. 6, June 2002

e mysticism chapter also (of course, making allowances for paign settings of a traditional D&D
contains a number of mystic relics psionic and mystical powers.) world that I’ve encountered, but
that can be used as objects of e new rules material should its primary focus (to some critical
adventures. be a boon for any Spycraft GM disapprobation) was almost entirely
e final chapter contains a who wants to add more fantastic on the human races. Fine, that is
number of ‘threats’, pre-made elements to their game. Parts of the certainly a vital part of what makes
villains with plot hooks and back- setting could even be borrowed and adventuring on ‘Tellene’ (the actual
grounds. Some of the listed threats used for other campaigns as well. name of the world, not ‘Kalamar’)
are related to villainous organiza- so interesting. But this new Player’s
Alan D. Kohler
tions described earlier in the book Guide does a great deal to correct
such as the hand of glory. Others Shadowforce Archer that perceived imbalance, and for
are fresh and apparently designed Campaign Setting by Alderac all those who were put off the Set-
to be used as temporary foes. As Entertainment Group ting by its concentration on history,
with the threats in the Spycraft $34·95 – 256 pages; hardback politics, religion and intrigue in
rulebook, the villains are sorted into www.alderac.com the human lands – this is the part
a number of ‘serials’ or adventures, you’ve been waiting for. New Vari-
and each is designed for a specific ant classes, New Prestige classes,
level of PCs. New Feats, New Skills, New Spells,
lots and lots of lovely, lovely tables…
Conclusion the list is almost endless.
Shadowforce Archer takes an inter- e book is hard-bound, 272
esting approach to crafting an espi- pages long, with the ‘typical’ faux
onage setting by trying to subdivide leather and metals clasps ancient
the genre and divide it into different tome look on the cover. e inside
pieces. However, no matter which covers have a double-page spread
way you slice it, it still comes off as of the map of Tellene, and for those
a pretty fantastical setting. It’s like slightly frustrated by the unclear,
a strange mix of James Bond, e hard-to-read, sepia-tinted version
Mummy, and e X-files. in the Campaign Setting, this is a
e only real problem I had particular relief. (After a year, I still
with the setting itself is that in haven’t got around to unfolding and
some places, I just didn’t buy the
explanations that were set up to
ingdoms pinning up the massive rug-sized
colour map that shipped with the
explain the conspiracy and how it of alama: Campaign Setting, so I refer to
operates. For example, it mentions these inside covers a lot!).
the possibility that some characters laye’s uid However, those expecting full
might be trained in a different By Kenzer and Co. colour illustrations throughout
chamber than they operate in. (like the Wizards Core Rulebooks),
Score: Superb
In some cases that seems like it or even the occasional colour
would work. In other cases, I have  plate of the Kingdoms of Kalamar
difficulty seeing very sensitive Campaign Setting Sourcebook
government agencies that are For those that are unaware, this (henceforth, KoKCSS) will be
supposedly part of the conspiracy ‘Rulebook IV’ – as they’ve rather disappointed. e book is B&W
(like the CIA and NSA) overlooking sneakily called it (having been for- throughout, and also on less-
the influx of foreigners in their bidden to call it a ‘Core’ Rulebook, expensive, uncoated paper – a slight
departments. Sharp GMs may presumably) is the ‘missing half ’ of disappointment, but no more. e
be able to make explanations for the Kingdoms of Kalamar Cam- print quality and the accompanying
some less believable aspects of the paign Setting Sourcebook, which, illustrations, however, are perfectly
conspiracy, but I would have been at least in its 3 version, has been acceptable, many extremely good,
more comfortable if as written I available since March 2001. is and besides, this volume is a little
could believe that the conspiracy earlier volume sets out one of the cheaper than the KoKCSS anyway,
† really could happen as described most detailed and thorough cam- so one can’t grumble.
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Asgard Magazine, Vol. 6, June 2002

Chapter 1 details the races of the well-publicized oversight of directly from her, but only through
Tellene that are most suitable for forgetting the Monk, they do have the power of song – an old concept,
PCs. Humans get much shorter the courtesy to include Psions and but nicely done. All these classes
shrift here than they did in the Psychic Warriors, in addition to all have their own tables and spell lists
KoKCSS, but there are still brief the usual standards. e concept (where applicable), but I’m sorry to
descriptions of the six main races: of New Variant Classes (notice the report that you should check on the
Brandobians (think small, sea- absence of the word ‘Prestige’ there) errata list at Kenzer & Co. to double
faring colony-building European has met with some resistance, but check them, because some unfor-
explorers); Dejy (spiritual, nomadic, personally I love the thought of tunate errors have cropped up here,
tribespeople for the most part); expanding initial classes so that and the quick reference chart and
Fhokki (Viking-like warrior race, your character can be a little more the class specific charts don’t quite
largely oral culture); Kalamaran special even at Level 1. It means, match up as they should. Naughty
(Roman-like, educated empire of course, that he doesn’t need Kenzer, but hardly unusual in this
builders); Reanaarian (important to reach the required Knowledge respect. Wouldn’t it be nice to have
trading/seafaring nation); and (_____)+8 rating required by many a d20 product that comes out with-
Svimohz (cradle of humanity, of the Prestige classes. And why out an errata list following a couple
African-type cultures). Unlike the should every adventurer start in the of weeks later?
KoKCSS, the KokPG makes room same class, anyway? It’s not as if the Chapter 3 details additional
for the demi-humans, and what a local Jobcentre has aisles marked Prestige classes, including Alliance
mouth-watering list they make, all ‘Fighter, Cleric, Wizard’! Merchant; Bounty Hunter; Mari-
with different ability modifiers of e additional starting classes ner; Golem Master; Muse; Order of
one type or another: we’re provided with here include the Slayer (thinking Buffy? I did…);
‘Basiran Dancer’, basically a take Restorer; Sentinels of Providence;
• Hill Dwarves; Mountain Dwarves;
on the Bard class, whose primary Slaver; Vessels of Man and Warlord.
Stone Dwarves
focus will be immense fitness and To detail them all would take too
• Dark Elves; Grey Elves; High Weapon Finesse – adding the dex- long, and besides you should buy
Elves; Wild Elves; Wood Elves; terity bonus to Melee attack rolls this book. (Have I said that yet?
Half-Elves rather than Strength – I can’t help No, I don’t think I have…)
• Deep Gnomes; Forest Gnomes; thinking of Zorro here, or an Arabic Chapter 4 is the Skills Chap-
Rock Gnomes houri from 1001 Nights. ‘e Brig- ter, where some possibly less
and’ is ultimately a cross between than exciting information (‘Craft:
• Hobgoblin; Half-Hobgoblin
a fighter and a rogue, an excellent Basketweaving – includes the ability
(Kargi); Half-Hobgoblin (Krangi)
addition with plenty of role-play- to make many items out of woven
• Half-orcs ing potential without the need for reeds or strips of thin wood, includ-
multiclassing, but the ‘Gladiator’, I ing (most commonly), baskets…’
• Golden Halflings; Lightfoot
feel, is a bit weak and limited to coo, well, bugger me, who’d’ve
Halflings
be included here as a Variant class. thought?) is presented alongside
And the information is just like a Perhaps a Prestige class would have some exciting takes on the original
massively expanded version of the been better for him, but that’s a skills:
D&D Player’s Guide, each race in minor niggle. ‘Pickpocket: Normal Use: Use the
turn being given details of their ‘Infiltrators’ are, as you might Pick Pocket skill to lift a carried
lands, their relations, their religion, surmise, a variant rogue class item without its owner noticing or
languages, physical descriptions, who specialize more in learning to perform sleight-of-hand tricks.
and typical personalities, much and wisdom than sheer thuggery/ New Use: You can conceal somatic
like the Forgotten Realms did, and thievery – an ideal occupation for a gestures when casting a spell. If an
naturally enough, quite a large debt gnome. ‘e Shaman’ is very much obsever’s Spot check exceeds your
is owed to that revered institution. the druidic priestess that you might Pick Pocket check, the person real-
(But see later). expect from the name, although izes that you are casting a spell…’
Chapter 2 starts work on the at higher levels she will gain the Wahey!
various classes, and the geographi- ability to polymorph herself into Chapter 5 is my favourite
cal regions whence they are most her totem spirit. ‘e Spellsinger’ is chapter of all. e Feats. Nearly
† likely to hail. Although there is a sorcerous bard, the magic comes one hundred new ones, and nearly
8
Asgard Magazine, Vol. 6, June 2002

all extremely good and useful, and about slaves. You initially wonder at naturally, for a fantasy world, but
well thought out. e great bonus the inclusion of that here, because yes, the culture, history, politics,
is that some of these are regional it seems so out of place, but then intrigue, and nature of the world
feats, which if you are thinking of suddenly you think of the idea of give you plenty of other things to
setting a game in the Kingdoms, are ‘possession’, and of course, it makes concentrate on, and not just the
absolutely indispensible. Naturally, perfect sense. Many new weapons hack and slash, spell ‘kaboom’ of
many of them will transfer lock, such as leaf blade, bear claw, ball other products – notably, of course,
stock and barrel to home-grown arrow, etc., are also detailed here, as Hackmaster, that other staple of the
or indeed other campaign settings, well as details of Kalamar’s region Kenzer world!
but they fit superbly the world they specific armours: the cord armour Pretending that there is no
were crafted for. of Svimohz Shamans, the lamellar or limited magic in the world
A few examples: ‘Born to the armour of the world’s tropical of Tellene is completely wrong,
Saddle’: Your people are practically regions. however. ere are 43 deities, for
born on horseback, spending Chapter 8, Combat, I can’t help starters. ere’s going to be a great
more time mounted than on foot. feeling has been included because many clerics out there as a result
Prerequisite: Born and raised in there is a chapter called this in the of that. And coupled with the new
Drhokker or Dodera. Benefit: You original Player’s Guide, and they feat of ‘Channel Positive Energy’ in
gain a +1 bonus on all Ride checks seem to have been using that’s Chapter 5, there’s a better reason
and +1 dodge bonus to AC while layout as a template. Some details than ever to be one. e energy that
mounted. Special: You may only of Fighting Schools, and career make would use to Turn or Rebuke
take this feat as a 1st-level character. path progressions within them will undead can be channelled now for
Tremendous! Not all are region- be very useful for DMs, but I can’t a different purpose, depending on
specific though: ‘Inheritance’: You help but wonder in their inclusion which god/goddess you worship.
inherit a tidy sum of money from a in a ‘Player’s Guide.’ ere are four For example, clerics of the
wealthy family member or a patron. new combat options tacked on the Guardian can knock open manacles
Benefit: You gain an additional end, Kick, Shield Disarm, row and doors in a 30ft radius around
200 gp (or the equivalent in gems and Unbalance, but clearly these you (Irrepressible Freedom). Clerics
or jewelry) at character creation. would not have warranted a chapter of Rotlord can infect people with
Anyone fancy going shopping with of their own, but it’s good to have the fen waste disease in a 60ft
Daddy’s Little Rich Girl? – I can them. cone (Plague). Worshippers of
hear the screams resulting from Chapter 9, Adventuring, ah yes, the Church of Endless Night (e
that first scratch on that new set of definitely following the pattern Dark One) can cast a Blanket of
armour even now! A great idea, but of the original PG. However, this Darkness. Gorgeous…
also terribly simple. chapter has much more right to be e chapter finishes with some
Chapter 6, Religion, will probably here. Diseases, Perils of the Road, details about ‘Divine Right’ – a con-
only be of interest to those planning Nobility, Temple advancement, cept that allows the nobility to have
on running or taking part in a Punishments… all the stuff you benefits from the gods, just because
campaign set on Tellene. It lists wouldn’t know where else to look of their position in life (Baron, +2
this particular campaign setting’s for is here. on Saves against charm effects,
pantheon in great detail (in addition Chapter 10, Magic. I just know uncanny dodge, Noble Bearing [a
to the exhaustive information some of you have come straight feat]). Naturally, were the Royal per-
in the KoKCSS), including their down to this bit. Shock, horror. sonage to offend in some way, then
sacred religious texts, the name of Kalamar is a ‘low magic world’, the protection might be removed,
the gods for the demihuman races, how can they have a chapter about and then, well, who knows…
the tenets of the faith, and some spells and magic and stuff. Well, Chapter 11, Spells. Far too much
potentially useful conversion tables basically, this quoted statement here to list in detail. Scalable spells,
of Forgotten Realms Gods to the is rubbish, nevermind how often new domains, and new spells are
appropriate Kalamar version. you’ll hear it. Yes, there aren’t Level all there for the taking. But, oh,
Chapter 7, Equipment, details 45 wizards stalking the countryside it’s so much more than that. is
some specific roots, poisons, salves in Kalamar, but then Kalamar’s is an encyclopædic knowledge of
and potions native to Tellene, and big attraction is the ‘reality’ of the everything that’s come before in the
† rather fascinatingly some details setting. A contradiction in terms, D&D world. Nearly all the domains
9
Asgard Magazine, Vol. 6, June 2002

of the Forgotten Realms are • 7-page glossary -- you’re confused contains just about everything
included, as well as those from the by all the gods’ names? Don’t be. a player (and many DMs!) could
original PG and, indeed, Defenders • e Kenzer-invented d10,000 actually wish for in a single
of the Faith. In alphabetical order. table of origins (the same reference book.
I’m amazed it’s legal, but apparently system that they use for I’m not saying that it’s worth
they’ve done it, and it certainly is random encounter tables in the buying for this composite chart
useful! is one book contains just adventures). Why do you need so alone, but you know what? It nearly
about everything you would ever many numbers? Well, let’s try. I is. Coupled with the fact that the
need in addition to the original PG. rolled a 6, a 4, a 7 and a 5. 6475: In material prior to this glossary part
But it’s not all about clerics. Plenty the Young Kingdoms that would is so exceptionally excellent, well
of brand new spells for wizards, give me a Human from a Rural written, laid out and accessible, I
sorcerors, and, of course, the new orp in the Korak region, or a cannot see my way to giving it any
variant classes introduced earlier in Halfling from the Imomena Hills, less than the full five, even though I
the book. All nicely detailed, and in the Ozhvinmish region of the did have one or two minor niggles
plenty of fine illustrations to liven Svimohzish Isle. No need to roll (see above).
things up. Too many to go into here, on subsidiary tables – all the Even if you’re the sort of person
but quite a few are combat-oriented, detail is there to start with. that staves off buying anything
which should please many. from outside the WotC stable, you
• Quick reference list of every feat
Chapter 12 adds new magic should pick up this volume. It’s far
(including those from the PG,
items for inclusion into your world, classier than many of the original
Kalamar PG, Songs and Silence,
a few favourite examples would supplements, and contains much of
Forgotten Realms, Oriental
include: that information anyway.
Adventures, Tome and Blood,
Chain Shirt of Sinking: When If you’re already playing a game
Defenders of the Faiths, Masters of
immersed in water, this suit of in the Kingdoms of Kalamar, then
the Wild, Magic of Faerun, Dragon
armour gives its wearer a ‒20 I can’t believe you haven’t got a
Magazine, Sword and Fist, Psionics
circumstance modifier to her Swim copy of this book already! Your
Handbook… are you getting
checks. e chain shirt provides characters will be grateful to you for
the idea? Priceless. 13 pages of
a +2 enchancement bonus to the rest of eternity!
the stuff in about the smallest
AC when the wearer is on land. In short, I can’t praise this book
typeface they could get away with,
When fully submerged in water, highly enough. Value for money
without resorting to giving away
however, the bonus becomes is about the best you could hope
free magnifying glasses!
‒2. A remove curse spell allows for, to boot! If you are mostly a
the wearer to remove the item. • 2-page Character Sheet for the player, then you could get away
Bwahahahahhaaah! Why has Kingdoms, which is also available with only purchasing this book, but
this idiotic, evil DM smile about as a download from the forums of if you happen to have the funds
providing a ‘free’ Chainmail +2 suit their website. and fortune to possess both the
of armour just before the room with • 28 pages of Spell Planner: Kalamar Player’s Guide and the
the water trap in it, spread across Unbelievable. Exactly what they Campaign Setting Sourcebook, you
my face…? did with the feats above. Every are fortunate indeed. Not even
Fey Robe: is sheer garment is spell from every KoK and WotC when human lifespans are extended
both comfortable and atterctive. book, I shan’t repeat the list, but to the length of elves will you run
e wearer gains a +4 circumstance you’ll’ve got the idea by now. out of material for your campaigns!
bonus to Hide and Move Silently umbs up for this one, Kenzer.
checks made in woodland settings. at only leaves the index, but Great job!!
He can also use locate creature and what a hoard! Fed up travelling to Duncan Fielden
speak with plants, each once per conventions with everybook you
day. possess – take this one, and you’ll Kingdoms of Kalamar:
Well we’re only up to page 205, have a reference to just about Player’s Guide
and it’s still miles until the end every spell and feat you could
of the book. What’s left? Well, in wish for! is (as long as you have ‘Rulebook IV’ by Kenzer & Co.
a sense, one of the most useful the original Player’s Guide as well $29·95 – 272 pages; hardback
† features of the book: (and, who, reading this, does not?) www.kenzerco.com
10
Asgard Magazine, Vol. 6, June 2002

tronghol who is building the

uilder’s
sample stronghold is
sometimes referred to
uidebook as ‘he’ and sometimes as
‘she’ – with the change
By Wizards of the Coast sometimes coming
Score: Good mid-paragraph. While
I don’t mind seeing
 ‘she’ in things and
As promised, here is a quick having female iconic
review of the Stronghold characters, having an
Builders’ Guidebook which I iconic character’s sex
purchased yesterday from my changing from sentence
local WotC store… to sentence gets very
Price: $21·95 for a 128-page annoying. IOW, the
softcover – I am not thrilled desire to be ‘inclusive’
with the constant upward with both ‘he’ and ‘she’
creep in the price of RPG sometimes leads to
products, but this is consistent horrific editing jobs,
with things like Bluffside: City and this book is no
on the Edge (144 pages at exception.
$22·95) so I guess I shouldn’t
do too much complaining. Breakdown by Chapter
Percent of OGC: 0%. is is we are told that a ‘standard’ unit is Chapter 1: Building A Stronghold:
admittedly a sticking point with about 4,000 cubic feet (20×20×10). is chapter walks you through
me on WotC stuff – I understand We are also told not to sweat the the ‘bare bones’ of the stronghold-
that they don’t have to follow the specifics… if a PC wants to build a building process. It contains rules
OGL/d20STL when releasing their room with an arched (15') ceiling, on how to modify the cost of a
material, but it sure would make it let him. It’s a very good approach stronghold based on proximity to
easier to have consistency across to make things even more modular towns/cities/other suppply centers
the d20 landscape if they would than usual. e sidebars are well- and contains a sidebar walking
release a few of the mechanical used (one set takes you through the you through the construction
terms (such as planar stat blocks, creation of an example stronghold of a sample stronghold. What it
divine abilities, and stronghold step by step, for instance). ere are does NOT contain are lists of
statistics) as OGC rather than also a lot of ideas for incorporating components and costs… these are
forcing every publisher to generate magic into a stronghold – this handled in later chapters. Chapter
their own system from scratch. If incorporation comes in three One is basically ‘here’s how you use
you want everyone else to play by ‘flavors’ – Wondrous Architecture the rest of the book to create your
the rules, you should be playing by (think ‘Really Big Wondrous Items’, stronghold.’ e sample stronghold
the rules yourself (they HAVE given Wall Augmentations (if you think a was relevant and clear (except for
us the SRD, including psionics, but stone castle wall is bad to have to the afore-mentioned androgynous
I would like to see them add the breach, imagine a stone wall that character). A quick sidebar also
‘mechanics’ from at least the major throws spell effects at you), and a notes that realism is not a good
expansions – Deities and Demigods, section on using ‘normal’ magic aim – because in real life, castles
Manual of the Planes, and Strong- items (from the DMG) in your took about a century to build – use
hold Builder’s Guidebook – to the stronghold. of magic in D&D speeds the
SRD). process greatly, ‘because characters
Initial Annoyances want to get a chance to actually
First Impressions e Number One annoyance for enjoy their castle.’ Seems fair to
ere are a lot of good ideas in me is Wizards’ continual push for me… I don’t want my PC plunking
here; rather than giving strict rules Political Correctness getting in the down enormous sums of cash for a
† for what a room’s dimensions are, way of good editing. e character structure he will never use.
11
Asgard Magazine, Vol. 6, June 2002

Chapter 2: Stronghold Components: Chapter 3: Strongholds In Your Conclusion


is is the meat of the book, taking Campaign: is section is more is is a book made up of a great
up about half of the book. Here for the Dungeon Master than the mix of ‘crunchy bits’ and ‘idea
you will find lists of materials PCs. It discusses placement of seeds.’ You aren’t just given ideas
with Hardness, Hit Points, and strongholds, how to attack them without the rules to implement
Break DCs (Break DC is based (and how to defend them), and them as sometimes happens in
on thickness). Here you find the gives lots of suggestions (though other supplements. On the other
various types of rooms you can few hard and fast rules) for making hand, you aren’t just handed rules
install in your stronghold - from strongholds feel ‘realistic.’ e without suggestions on how to
an Alchemist’s Laboratory to a comment that ‘a well-designed use them. ere are numerous
Bedroom to a eatre to a Torture fortress can be just as memorable examples and explanations, and
Chamber. (Also included is a as the enemies within’ is a very the suggestions should help anyone
sidebar encouraging the downplay good reminder to DMs… players from the greenest newbie to the
of torture – basically ‘just roll remember the Keep of Bone most experience veteran (and let’s
the Intimidate Check and get on as much as they remember the face it, anytime we get new rules,
with it.’ is section also contains Necromancer King. we are all newbies… we may know
clusters – ‘groups’ of rooms that Most veteran DMs will find this a lot of theory about role-playing
frequently come together (e.g., a section a little tired and simplistic and campaign management, but
Tower and Guard Barracks) to save (gee, you mean that a Teleport spell it always takes time to learn the
you the trouble of purchasing them and Decanters of Endless Water mechanical ins-and-outs of a
separately (though you can if you make seiges almost impossible? new ruleset and that’s what this
want). Really?), but it is utilitarian and is – a new set of rules for building
is chapter also discusses useful for newer DMs, so I don’t strongholds). Of course I would
hiring Staff members (like the begrudge its inclusion. I myself have liked them to stuff more in
cook, the resident Alchemical don’t have a ton of need for it here, but that would have upped
assistant, blacksmith, and so forth); because I learned a lot about the page count and I have to keep
Walls (and the possible magical stronghold seiges many years ago in mind the fact that you can fit
enhancements); use of magic items; in TSR products such as the Boxed only so much material into a given
and Wondrous Architecture. In Sets, but if I hadn’t received that amount of space. Given the page
other words, this is the chapter instruction then, I would be grateful count, I really didn’t see a lot of
where all the ‘building’ happens to have it now. room for improvement. e editing
and where you will find costs for Chapter 4: Sample Strongholds: problems mentioned above and the
everything you could possibly want Just what it says – this runs the pricetag dampened my enthusiasm
for your stronghold. Of course, gauntlet from mundane (‘the a bit, so I can’t give it a 5.
this was my favorite section, as it Cheap Keep,’ a very basic structure It gets 4/5 due to the lack of
presents a lot of ideas for use of given over to the most spartan OGC and pricetag. If only the
magic items – suggestions such as of needs) to the fantastic (‘e ‘stat block ideas’ had been made
‘since you can move up and down Citadel of the Planes’, a luxurious OGC (allowing later publishers
as well as side to side when ethereal, structure that uses portals to span to use them), it would have
you might consider building a room multiple planes of existence). ese gotten a 5. As it is, this makes
50 feet down in the ground with no are good templates and starting this book incompatible with other
windows and no doors if you have a points, and serve an oft-neglected professional publications not done
means of going ethereal.’ purpose – showing us ‘how to do it’ by WotC, and therefore places
e selection of enhancements for several different ways… think about limits on its utility. When I buy a
walls is not all-encompassing, but it, wouldn’t it have been nice for the sourcebook at this price, I would
a great variety is given. e same Players’ Handbook to show us six prefer to see it compatible with lots
goes for Wondrous Architecture; different fighters at 10th level with of future products.
creative players will always be able different sets of Feats and Skills (the e Sigil
to think up more things, but there archer, the tank, the swashbuckler,
is a great deal here to start from. In the master-of-all-weapons, the Stronghold Builder’s Guidebook
my mind, this is the best section in knight-on-horseback, and the by Wizards of the Coast, $21·95 –
† the book. samurai, for example)? 128 pages; softback; perfect bound
12
Asgard Magazine, Vol. 6, June 2002

by Ryan Nock

S
“You and your kind have ome warriors care more
killed too many of my friends,” about looks than skill, more
about heroism and drama than victory. It is far
the human snarled, parrying the Orcish warlord’s
more satisfying for them to defeat their foe impres-
slashes. “I thought myself above the bloodlust you sively than it is to simply win. A famous warrior of
revel in, but now, as my blade bears down upon this vein, known only as the Edgemaster, trained his
your throat, I give myself this one time of pure cruel disciples to always be prepared for different types of
combat. Highly adaptive and canny warriors, devotees
delight.”
to the Edgemaster may not truly be masters by merit
The Orc grunted in confusion, glancing briefly of the depth of their training, but the breadth of their
over his shoulder as he continued to duel with the knowledge of wielding weaponry – and looking good
human warrior. “You talkin’t’me? You airn’t gonna while doing so – is awe-inspiring.
be touchin’ my neck with that sword o’ yers.” Many students of the school of the Edgemaster
are bards, who favor the flashy style of
“So true, swine,” the human laughed. “You have
combat. Surprisingly few are actual
bought yourself but a moment’s reprieve.” fighters, barbarians, rangers, or
To the Orc’s shock, his opponent lashed out paladins, if for no other reason
sideways at one of the warlord’s nearby troops, than that most prefer direct
beheading him in midstride. Before the poor Orc combat to showmanship.
Hit Die: d8.
soldier’s body could hit the ground, the human had
dropped his own sword and pulled the dead Orc’s
axe from his hands. With a flourish, the human
twirled the axe’s haft around his forearm, then
clutched it tightly.
Growling at the death of one of his troops, the Orc
warlord chopped downward with his own axe, but
the human parried it easily, chuckling mockingly.

Illustration by David Hendee


Confidently, the human began his own attack array.
“I must thank you, you bloodthirsty savage. I’ll
defeat you on even footing, axe to axe, to prove my
superiority.”
The Orc warlord bent over in agony as his
opponent’s axe drove into his gut, and he spat out
blood. The human shoved him to the ground, then
flashed him a smile as he raised the axe for a killing
blow.
As he finished off the Orc, the human again drew
his rapier and shouted at another distant Orc. “You,
fiend! You and your kind have killed too many of
@ my friends…”
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Asgard Magazine, Vol. 6, June 2002

The Edgemaster (continued) weapons unless the Edgemaster has seen such a
weapon used before. He would know how to use a
R kama, double-axe, or whip, but would not know how to
Base Attack Bonus: +4. use a repeating crossbow, lightsaber, or pistol unless he
Intimidate: 4 ranks. had seen someone else use such a weapon before. For
Perform: 8 ranks. weapons of this type, the nonproficiency penalty is the
Sense Motive: 4 ranks. standard ‒4. Note that he is not considered proficient
Feats: Improved Unarmed Strike, plus another feat with these weapons, so he could not take Weapon
from the fighter bonus feat list other than a weapon Focus in any of these weapons.
proficiency. Bladeflourish: An Edgemaster is not just a warrior
Special: Proficiency in at least one martial or exotic but a lover of the art of fighting. Often he improvises
weapon each of slashing, piercing, and bludgeoning. techniques in the middle of battle as need demands, or
uses his combined skills of showmanship and sword-
C S manship to instill fear in his enemies and courage in
e Edgemaster’s class skills (and the key ability for his allies.
each skill) are Balance (Dex), Bluff (Cha), Concentra- Once per level per day, an Edgemaster can use his
tion (Con), Craft (Int), Escape Artist (Dex), Innuendo Bladeflourish ability. Depending on his level, he has
(Wis), Intimidate (Cha), Jump (Str), Perform (Cha), access to a greater variety of powers with the Blade-
Profession (Wis), Sense Motive (Wis), and Tumble flourish.
(Dex). See Chapter 4: Skills in the Player’s Handbook Usage of the Bladeflourish ability is normally a
for skill descriptions. standard action. However, if the Edgemaster is taking
Skill Points at Each Level: 4 + Int modifier. an attack action, he can use his Bladeflourish ability as a
free action, but suffers a -4 penalty to his attack rolls for
C F that round. e Bladeflourish ability can be used only
All of the following are class features of the Edgemaster once each round, even as a free action.
prestige class. For example, if Hagerrd (Brd 6/Edg 2) wanted to use
Weapon and Armor Proficiency: An Edgemaster his Bladeflourish ability to Inspire Courage, he could
gains proficiency in all simple and martial weapons, in do so as a standard action, whirling his weapon in a
light armor, and in shields. confident, impressive manner. Alternately, if he were
Edgemastery (Ex): e Edgemaster’s suffers no engaged in combat, he could both fight and Inspire
nonproficiency penalty for weapons he does not know. Courage, but if he does so he will have a -4 penalty to
is does not apply to mechanical or technological his attack rolls for that round.

T 1: P C – T E

Class Base Fort. Ref. Will Special


Level Attack Bonus Save Save Save

1 +0 +0 +2 +0 Edgemastery, Bladeflourish (Fascinate, Inspire Courage),


Improvised Weapons
2 +1 +0 +3 +0 Bladeflourish (Improvise Style), Uncanny Dodge
3 +2 +1 +3 +1 Magnificent Defense
4 +3 +1 +4 +1 Bladeflourish (Cowing Flurry), Trick Strike
5 +4 +1 +4 +1 Bladeflourish (Recover Poise)
6 +4 +2 +5 +2 Greater Edgemastery
7 +5 +2 +5 +2 Bladeflourish (Blind and Buffet)
8 +6 +2 +6 +2 Bladeflourish (Dramatic Dispatch)
9 +6 +3 +6 +3 Assorted Blows
@ 10 +7 +3 +7 +3 Bladeflourish (Puissant Strike), Masterful Dispatch
14
Asgard Magazine, Vol. 6, June 2002

If the Edgemaster has usages of the Bardic Music


ability, he may exchange Bardic Music us-
The Edgemaster (continued)
ages for a Bladeflourish usages. He cannot,
Illustration by Karim Shehadeh
however, utilize his Bladefourish usages
to use normal Bardic Music abilities.
Whenever a Bladeflourish ability’s
power is based on the Edgemaster’s
level, add in whatever levels he may
have of classes that grant Bardic Mu-
sic abilities.
Fascinate (Sp): An Edgemaster can
use his Bladeflourish ability to cause a
single creature to become fascinated with
him, which functions as the Bardic Music
ability fascinate, except as noted below. e
distraction of a nearby combat or other dangers
prevents the ability from working, but the fascinated
creature will not perceive the Edgemaster’s attacks as
hostile to him unless the Edgemaster actually attacks.
Inspire Courage (Su): An Edgemaster can use his
Bladeflourish ability to inspire courage in his allies,
which functions as the Bardic Music ability inspire
courage.
Improvise Style (Ex): An Edgemaster of 2nd level or a frighten-
higher can use his Bladeflourish ability to improvise ing display of
a new tactic for combat. e round the Edgemaster weapon mastery,
uses Improvise Style, he chooses any feat from the enough to unsettle
Fighter list of bonus feats, and for that round and one of his foes. To be af-
for 1 minute thereafter per level, he gains that abil- fected, the foe must be able to
ity as a virtual feat. e Edgemaster must meet all see the Edgemaster for a round.
prerequisites for that feat before he can choose it. e Edgemaster makes a Perform
is ability may be used several rounds in a row to check, and the target can negate the effect
develop a complete chain of feats. If you lose access with a Will saving throw equal to or greater
to a virtual feat, you likewise lose access to all feats that than the Edgemaster’s check result. If the saving
have that feat as a prerequisite. throw succeeds, the Edgemaster cannot attempt to
For example, Hagerrd (Brd 6/Edg 2) is disarmed of fascinate that creature again for 24 hours. If the saving
his greatsword, but manages to pluck a rapier from throw fails, the foe is shaken, suffering a ‒2 morale pen-
the dead hands of a warrior he has just slain. ough alty on attack rolls, weapon damage rolls, and saving
he has not trained much with a rapier (he is, however, throws. is effect lasts for as long as the Edgemaster
proficient in rapier), he quickly switches to a style continues the flurry, and for 5 rounds thereafter (or 5
more suited for fencing. In the first round, he uses rounds after the foe can no longer see the Edgemaster).
his Bladeflourish ability to gain weapon focus (rapier), Cowing flurry is a spell-like, mind-affecting, fear abil-
suffering a -4 penalty to his attack rolls because his ity.
attention is partially diverted toward improvising his Recover Poise (Ex): A 5th-level or higher Edgemaster
fighting style. For the next three minutes (30 rounds) can, as a free action, expend one of his bladeflourish
he will fight as if he had weapon focus (rapier). e usages to treat any attack roll that is a natural 1 to
second round he gains weapon finesse (rapier), then in instead be a natural 2. Since natural 1’s always miss, a
the third round use one of his Bardic Music usages to natural 2 might hit instead. Using this ability does not
gain expertise. He could potentially gain the Whirlwind inflict the normal ‒4 penalty for using Bladeflourish in
Attack virtual feat after improvising for several rounds. the same round as attacking.
Cowing Flurry (Sp): An Edgemaster of 4th level or Edgemasters are skilled enough to make even
@ higher can use one of his bladeflourish usages to go into mistakes look impressive.
15
Asgard Magazine, Vol. 6, June 2002

Blind and Buffet (Ex): Starting at 7th level, an Edge- Improvised Weapons (Ex): An Edgemaster can use
master can beat his opponent around the face, eyes, almost any solid object of at least tiny size as if it were
and ears to blind and deafen him. By using one of a weapon. Tiny and small items do 1d4 points of dam-
his bladeflourish usages for the day, the Edgemaster’s age, medium items do 1d6, and large do 1d8. All items
whirling swipes obscure vision and fill his foe’s ears are considered bludgeoning, and have a critical threat
with enough noise to drown out normal sounds. range of 20/x2. Some weapons (such as vases or sheets
e Edgemaster must make a successful melee of glass) might only be useful for one or two attacks be-
touch attack against his opponent. If the attack hits, fore breaking, whereas flimsy items like paper or cloth
the Edgemaster then makes a Perform check, and the are wholly useless as weapons. At the GM’s option, cer-
target can negate the effect with a Fortitude saving tain objects might be considered slashing or piercing,
throw equal to or greater than the Edgemaster’s check but this does not alter its damage or threat range.
result. If the saving throw fails, the target is blinded and Uncanny Dodge (Ex): At 2nd level, an Edgemaster
deafened for 1 round. e target receives a +4 bonus gains the Uncanny Dodge ability, as the rogue ability of
to this Fortitude save for each size category larger than the same name. e additional bonuses of this ability
medium that he is. If the target’s eyes and/or ears are progress as listed in the rogue class.
out of reach, or if it does not rely on sight or sound to If the Edgemaster has another class that grants the
navigate, it may be immune to either part or all of this uncanny dodge ability, add together all class levels of
effect, at the GM’s option. classes that grant the ability and determine the charac-
In addition to the obvious effects, a blinded creature ter’s uncanny doge ability on that basis.
has a 50% chance to miss in combat, loses his positive Magnificent Defense (Ex): An Edgemaster is highly
Dexterity bonus to AC (if any), and grants a +2 bonus confident in his own dramatic fighting style, and is
on attack rolls to enemies who attack him, just as bolstered by his own prowess. is confidence allows
if all his enemies were invisible. He moves at half him to calmly face combat and determine the tactics he
speed and suffers a ‒4 penalty on most Strength needs to defend himself. After reaching 3rd level, while
and Dexterity-based skills. Defeaned creatures suffer wearing either light armor or no armor, the Edgemaster
a ‒4 penalty to initiative checks and have a 20% applies his Charisma bonus, if positive, to his armor
chance of spell failure when casting spells with verbal class.
components. Trick Strike (Ex): Edgemasters are adept at unor-
Dramatic Dispatch (Ex): If an Edgemaster of 8th thodox tactics, and sometimes find it easier to distract
level or higher drops an opponent in combat with a an opponent than to actually hit him. Cutting down
melee attack (reduces him to 0 hit points or otherwise chandeliers, severing rope-bridges, or breaking oil
renders him helpless), he may immediately use of his lamps can provide useful momentary distractions, and
bladeflourish usages to make a coup de grace against sometimes they use the environment to actually dam-
that opponent as a free action. He still automatically age an opponent. Beginning at 4th level, an Edgemaster
hits and gets a critical hit, as per any normal coup de can make one attack each round to strike an object as a
grace. is counts as an attack of opportunity for the bonus free action. All damage dealt by this free attack is
purposes of determining how many times he may use reduced by half, to a minimum of 1 point of damage.
this ability each round. Using this ability does not inflict See Strike an Object (in the section “Attack an Object”
the normal ‒4 penalty for using Bladeflourish in the in Chapter Eight: Combat, in the Player’s Handbook)
same round as attacking. for more details. Note that this ability cannot be used
Puissant Strike (Sp): A 10th-level Edgemaster can use to strike a weapon or shield; the rules for the two types
one of his bladeflourish usages to grant a +20 insight of attacks are different.
bonus to his next attack. If the Edgemaster chooses to Greater Edgemastery (Ex): At 6th level, the Edge-
activate this bladeflourish ability as a free action, he still master becomes fully proficient in every form of non-
suffers the normal ‒4 penalty to his attack. technological weapon, and can thus gain feats such as
For example, Hagerrd (Brd 6/Edg10) aims for a Weapon Focus that have proficiency as a prerequisite.
killing blow against a Dragon. He simultaneously uses As with the normal Edgemastery ability, this does
his puissant strike ability while attacking, getting a ‒4 not apply to mechanical or technological weapons
penalty from using bladeflourish as a free action, but unless the Edgemaster has seen such a weapon used
adding a bonus of +20 (twice his Edgemaster class before.
level), for a net +16 bonus to his attack roll. Puissant Assorted Blows (Ex): An Edgemaster of 8th level or
@ strike is a spell-like ability. higher can easily switch the type of damage his blows
16
Asgard Magazine, Vol. 6, June 2002

deal, perhaps for style’s sake, to damage resistant crea-


tures (like skeletons), or simply not deal lasting harm.
For each attack he makes, the Edgemaster chooses
whether he wants to deal normal or subdual damage,
and whether he wants to deal slashing, bludgeoning, or
piercing damage. He suffers no penalties to his attacks,
even if he wants to use, for instance, a greatclub to deal
subdual piercing damage.
Masterful Dispatch (Ex): A 10th-level Edgemaster
has so mastered the art of fighting that common warri-
ors are beneath him, and can no longer stand in his way.
By Danny Tauber
Whenever a creature whose maximum hit points are

T
less (10+the Edgemaster’s Charisma bonus) attempts to he world is awash in war. Across every continent,
make a melee attack against the Edgemaster, the Edge- races feud and countries battle. Everywhere, ad-
master may immediately make a free attack against that venturers fight for power, glory, and treasure. But
target, even if it is not his turn in the initiative order. If in this war-torn place, there are also those who will not
the attack hits, it deals an amount of damage equal to use violence. e priests of the Goddess of Peace seek
10+the Edgemaster’s Charisma bonus (usually enough to bring good to the world while promoting the ideal of
to reduce the target to 0 hit points, barring magic or pacifism. rough their skill, intelligence, and wisdom,
damage reduction). they manage to live peacefully in a land where peace
Creatures simply moving past the Edgemaster and in any form is very rare. While some remain in prayer
not attacking him are not vulnerable to this ability, and meditation, there are also those who are dedicated
nor are creatures that could make an attack of oppor- to spreading their peaceful way of life to others. e
tunity against the Edgemaster, but choose not to. e Acolytes of the Calm Waters go out into the world
Edgemaster cannot use this ability when flat-footed or and demonstrate through their actions that treasure
denied his Dexterity bonus to AC. and glory can be better achieved through nonviolent
Note that this ability only applies to creatures whose means.
total maximum hit points are less than (10+the Edge- Often the Goddess chooses new Acolytes herself.
master’s level). e creatures’ current hit point total She will sense a soul that grows weary of the mindless
does not matter, since it is the maximum hp total that hacking and slashing through an adventuring life and
gauges how worthy a foe the creature is. Dropping a test their spirits through three nights of dreams. ese
creature in this way does not grant any bonuses, such dreams are magical, so even Elves have been known
as from the Cleave feat or the Bladeflourish (Dramatic to have them. e exact details vary from instance to
Dispatch). instance, but often they involve being taunted by one’s
For example, Hagerrd (Brd 6/Edg 10, with a 20 Cha- enemies and friends. e taunts get progressively more
risma) is ambushed at an opera by his rival swords- personal over the course of the three nights. If by the
man, Siegfreid. e audience, nearly all hired warriors end of the third night of dreams the subject has not
working for Siegfried, leap to attack Hagerrd while given in to the course of violence, the Goddess appears
his foe tries to abduct the main actress for ransom. personally and invites them to the nearest monastery
Hagerrd rips an arm off his seat for a club and begins dedicated to her tradition.
rushing toward the stage to rescue the actress. Since Some students simply seek out the Order on their
all the hired warriors have fewer than 15 hit points own, and request the teachings of the Goddess. ese
(10+Hagerrd’s Charisma bonus), Hagerrd gets a free students are allowed to stay one night in the temple.
attack against any warrior who attempts to attack If they are worthy, they will have a similar dream to
him. eir skills are so meager compared to his that the ones above, but will also have their enemies and
he can easily find an opening if they try to attack. Be- relatives attack them physically and magically. If they
cause of his Uncanny Dodge, even surrounding him resist violence, the Goddess will appear in their dream
is futile, so after the first two rounds, the thugs give and congratulate them. In the morning, their name
up, warily opening a path to let Hagerrd pass. Smugly, will appear in the Temple’s Roster and the clerics will
Hagerrd leaps on the stage, flourishes a sword he then begin the new student’s instruction.
took from a fallen ruffian, and glares a challenge e training of the Order of the Calm Waters takes
@ at Siegfried. ¶ one week. is time is mostly spent reading and medi-
17
Asgard Magazine, Vol. 6, June 2002

de f ndu
Temple’s Roster: This small book resides in the sanc-
tuary of every temple of the Goddess of Peace. The
pages are resistant to all damage, harm, and ink (magi-
Prime Dium: cal or non-magical). Writing appears on the pages only
I all neer use violence as a means of through the will of the Goddess. It is mostly used
seling a diute. to assure clerics that new arrivals really do have Her
blessing for training. Occasionally if a message must be
Scondary Dium: discreetly sent to a distant temple, a short prayer will
I all not rely on the tools of man to do cause the intended words to materialize in the book.
the ork of my body. Caster Level: 15th; Prerequisites: Craft Wondrous Item,
Commune or Sending; Market Price: Impossible to buy;
tating, although one hour a day is spent learning how Cost to Create: 6,000 gp +3,000 XP; Weight: 2 lb.
to avoid blows and projectiles. After this week, the
Acolytes are thrust back into the world where they will
receive all further training from the blessings of the C F
Goddess herself. Weapon and Armor Proficiencies: Acolytes gain no
e most common adventurers in the order are additional Weapon or Armor proficiencies.
former bards, clerics, druids, monks, and psions. Mar- Acolyte Training: At levels 1, 3, 5, 7, and 9, the
tial characters such as rangers, fighters and barbarians Acolyte gains one ability from the following list.
are occasionally interested in a life of non-violence, Bonus Feat: e Acolyte gains one of the follow-
but lack the willpower to fully reject their ing feats for free: Brew Potion, Endurance,
previous teachings. Wizards and Expertise, Extra Turning, Iron Will,
sorcerers rarely consider non- Lightning Reflexes, Mobility, Run,
violence an option. Toughness (may be taken multi-
Hit Die: d12. ple times), Great Sunder, Hide
Power, Improved Psicrystal,
R Inertial Armor, Mental Leap,
Alignment: Any Psionic Dodge, Psycho-
non-Chaotic, non-Evil analyst, Speed of ought,
Base Will Save: +5. Talented, Up the Walls.
Concentration: 8 ranks. e Acolyte must fulfill
Sense Motive: 4 ranks. the prerequisites of any
Special: Must be feat she chooses.
contacted by the Goddess of Natural Musician: e
Peace, and agree to obey the Acolyte Acolyte gains the Bardic Music
of the Calm Waters code of conduct. ability, which she can use once per day.
If she already has the Bardic Music ability,
C S she can use it 3 additional times per day.
e Acolyte of the Calm Waters’s Class Wisdom of the Goddess (Ex): e Acolyte
Skills (and the key ability for each skill) are: may now add her Acolyte level to her
Balance (Dex), Bluff (Cha), Bardic Knowledge checks. e Acolyte
Concentration (Con), Diplomacy (Cha), must have the Bardic Knowledge ability,
Escape Artist (Dex), Gather Information or the equivalent, to choose this power.
(Cha), Heal (Wis), Knowledge (any) (Int), Slow Fall (Ex): e Acolyte takes
Listen (Wis), Search (Int), Spot (Wis), damage from falls as if they were 20 feet
Tumble (Dex). shorter than they actually are, as long
See Chapter 4: Skills in the Player’s as there is some solid surface within
Handbook for skill descriptions. arm’s reach. If the Acolyte already
has the Slow Fall ability, increase the
Skill points at each level: 4 + Int modifier. distance slowed by 10 feet.
@
18 Illustration by David Hendee
Asgard Magazine, Vol. 6, June 2002

Purity of Body (Ex): e Acolyte feet of the Acolyte, and lasts for as
e Prime Dium ould
gains immunity to all diseases long as the Acolyte concentrates, up
ise the queion, ‘So what is
except for magical diseases. allod?’ Some amples include: to 2 minutes. e Will save DC to
Calm Water Stance (Ex): As Aacking non-sentient objs or resist this ability is equal to 12 + the
a free action at the beginning of creatures (such as a door, eapon, Acolyte’s Wisdom bonus. A character
her round, the Acolyte can adopt or conru). Spells that hae no who resists this effect cannot be
a defensive posture, called the deruie result, such as Web, affected by the same Acolyte’s calm
Calm Water Stance. While in this Slep or Charm. Touch aacks emotions power for one day.
gently-swaying posture, the Acolyte that do not cause physical or At 8th level, the Acolyte can use
adds a +5 dodge bonus to her menl harm to the rget, such calm emotions an unlimited number
AC, but must a move-equivalent as Cat’s Gce, Darkness or Fly. of times per day.
action each round to maintain the Turning or rebuking undead Inner Peace (Ex): Beginning at
stance. e Acolyte can end the without deroying them. Trip 4th level, the Acolyte adds her class
aacks and Gpple aacks that
stance at will, but the stance ends level to all Will saves to resist Mind-
do not cause damage.
immediately if she makes any form Affecting and Charm spells and
of attack other than to target non- abilities.
e Scondary Dium
harmful spells or abilities. is present to deter or preent Energy Resistance (Ex): Each time
Merciful (Ex): Whenever one acolytes om using eaponry this ability is gained, the Acolyte
of the Acolyte’s attacks – physical, aside om their body, and gains Resistance 5 for one type of
magical, psionic, or otherwise – is subj to a greater deal of element – acid, cold, electricity, fire,
would reduce a creature to fewer interpretion than the Prime or sonic. Each element may only be
than 0 hit points, that creature Dium. Many acolytes follow it chosen once.
is instead reduced to 0 hit points rily and tel with nothing Healing Hands (Ex): An Acolyte
and is stunned for 1 round. is but food, coin and the clothes on learns new and powerful methods of
includes effects that normally cause their backs. Some merely carry binding wounds upon reaching 5th
instant death, such as high-level no eaponry yet walk about in level. e Acolyte may make a Heal
turning or a coup de grace. full-plate armor with any number check to mend the wounds of the
of protie rings and cloaks on.
Calm Emotions (Sp): At 2nd injured, healing 1 point of damage
Mo find a balance somewhere in
level an Acolyte learns to spread for each point the result of the Heal
the middle. e Goddess has not
her inner peace to those around her. check beats DC 20. is healing
yet own enough or to any
ree times per day she may use of the groups for there to be an requires a full-round action, and can
calm emotions as a spell-like ability. official interpretion. only be used on any given creature
is affects all creatures within 30 once per day.

T 2: P C – T A  C W

Class Base Attack Fort. Ref. Will Special Spellcasting/Psionic/


Level Bonus Save Save Save Monk Advancement

1 +0 +2 +2 +2 Acolyte Training, Calm Water Stance, Merciful


2 +1 +3 +3 +3 Calm Emotions (3/day) +1 Level in Existing Class
3 +1 +3 +3 +3 Acolyte Training, Energy Resistance
4 +2 +4 +4 +4 Inner Peace +1 Level in Existing Class
5 +2 +4 +4 +4 Healing Hands, Acolyte Training
6 +3 +5 +5 +5 Energy Resistance +1 Level in Existing Class
7 +3 +5 +5 +5 Acolyte Training
8 +4 +6 +6 +6 Calm Emotions (unlimited) +1 Level in Existing Class
9 +4 +6 +6 +6 Acolyte Training, Energy Resistance
@ 10 +5 +7 +7 +7 Enlightenment +1 Level in Existing Class
19
Asgard Magazine, Vol. 6, June 2002

Illustration by Joshua Cayne


Enlightenment: to Charisma,
e ultimate goal Intelligence, and
of every follower of the Wisdom.
Goddess, the Acolyte reaches Spellcasting/Psionic/Monk: Acolytes
true enlightenment at 10th level. Her type changes continue advancing in some of their previous
to Outsider, rendering her immune to spells and abili- abilities. Each time she gains the ability “+1 level in ex-
ties that target humanoids, such as Charm Person. She isting class,” she chooses a class she already has levels in
is not considered extraplanar, and may still be resur- from the following groups.
rected. Additionally, she gains a +4 enhancement bonus Spellcasting: Advancement levels stack with a previ-
ous spellcasting class’s levels for the purpose of deter-
mining caster level, spells known and spells per day.
The Goddess of Peace Other benefits, such as a greater ability to rebuke/turn
Alignment: True Neutral, but her followers are all non- undead, are not granted.
chaotic, non-evil. Manifester: Advancement levels stack with a previous
Domains: Knowledge, Luck, Trickery manifester class’s levels to determine manifester level,
Favored Weapon: Sentient minds. power points per day, and powers discovered. Other
Typical Worshippers: Halflings, Elves benefits, such as new combat modes, are not granted.
The Goddess of Peace is a non-combatant in the wars Monk: Advancement levels stack with previous monk
of the gods. She tries desperately to remain uninvolved, levels to determine unarmored speed, AC bonus, and
but secretly supports those who are Good. She keeps unarmed damage.
her true name hidden so that none may use its power Ex-Acolytes: Acolytes that become chaotic or evil, or
over her.
that lose the favor of the Goddess can not gain levels in
She has few followers in the mortal lands compared to
this class. ey retain their base attack bonus, saving
other gods, but she keeps in close contact with almost
throw bonuses, skills, hit points, Acolyte Training,
all of them. Her most devout clerics and monks spend
their days praying and meditating for peace among Healing Hands, and the Calm Water Stance, as well
men and gods. A small branch of her followers called The as the Advancement levels, but lose access to all other
Order of the Calm Waters actually goes out adventuring in abilities gained through this class. e Acolyte may
an effort to promote non-violence through example. atone for their misdeeds (see the atonement spell in
Clerics devoted to the Goddess may still use any spell the player’s handbook) at which point all abilities are
they choose, those who misuse violent or destructive restored.
Lawful Acolytes may freely multiclass in and out

spells will soon find that their spells aren’t always
@ coming when called upon. of Monk, ignoring the normal restriction.
20
Asgard Magazine, Vol. 6, June 2002

The
C S
e harvester’s class skills (and the key ability for each
skill) are Climb (Str), Hide (Dex), Intuit Direction

Harvester (Wis), Jump (Str), Knowledge (nature) (Int), Move


Silently (Dex), Ride (Dex), Search (Int), Spot (Wis),
Swim (Str), Use Rope (Dex), and Wilderness Lore
by Joshua Gervais (Wis).
Skill Points at Each Level: 2 + Int Modifier.

H
arvesters focus on capturing people or
creatures without harming them. eir C F
identities range from officers of the law to All of the following are class features of the harvester
kidnappers to hunter of exotic animals. ey run a prestige class.
gambit of morals and beliefs having only the hunt in Weapon and Armor Proficiency: e harvester
common. eir skills are quite valuable to an equally is proficient with all simple and martial weapons, all
diverse group of potential employers. is fact keep types of armor and shields.
most harvesters free from want allowing them to Target: A target is the object of the hunt and accord-
concentrate on the hunt. ingly the target must not be harmed. e harvester may
eir skill at tracking and proficient in combat only use their class features on a target. If the harvester
make rangers ideal harvesters. e monk’s stunning deals normal damage to a target they are no longer
first ability makes them is also useful to perspective a target. After a day has passed target status can be
harvesters. regained.
e only unifying factor among the harvesters is the Hunter (Ex): e harvester is adept at tracking down
hunt. e hunt is of paramount importance in each and detaining his foe. Add a +2 bonus to Wilderness
harvester’s life and often passes aside other concerns if Lore, Hide, Move Silently, Spot, and Use Rope checks
they conflict. Harvester have difficult with each other against a target. is bonus also applies to the DC to
due to the difference in their personal beliefs. ose resist the harvester’s stunning fist attacks. At 3rd, 5th,
few who see eye to eye are often forced to compete for 7th and 9th level this bonus increase to +3, +4, +5, and
the same prey. +6.
Hit Die: d10. Gentle Touch (Ex): At 2nd level, a harvester may
use a melee weapon to deal subdual damage without
R penalty.
To qualify to become a harvester, a character must Stunning Blow (Ex): At 4th level, a harvester may
fulfill all the following criteria. use the Stunning Fist feat with a melee weapon. is is
Base Attack Bonus: +5. not a new ability, but a enhancement of the feat.
Feats: Improved Unarmed Strike.; Improved Grapple (Ex): At 6th level, a harvester no
Stunning Fist; Track. longer provokes an attack of opportunity when trying
to grapple.
T 3: P C – T H Improved Disarm (Ex): At 8th level, a har-
Level Base Fort. Ref. Will Special vester gains the Improved Disarm feat, even if
Attack Bonus Save Save Save they don’t meet the prerequisites.
Shocking Blow (Su): At 10th level, a har-
1 +1 +2 +0 +0 Hunter +2
vester’s stunning fist attacks become more po-
2 +2 +3 +0 +0 Gentle Touch tent. Opponents that fail their Fortitude saves
3 +3 +3 +1 +1 Hunter +3 are stunned for a number of rounds equal to
4 +4 +4 +1 +1 Stunning Blow the harvester’s Wisdom modifier, or a mini-
mum of 1 round.
5 +5 +4 +1 +1 Hunter +4
If a shocking blow is used against a creature
6 +6 +5 +2 +2 Improved Grapple normally immune to stunning (such as a go-
7 +7 +5 +2 +2 Hunter +5 lem), if the creature fails its saving throw, it
8 +8 +6 +2 +2 Improved Disarm is stunned for 1 round. e Shocking Blow
is potent enough to briefly disable even
@
9
10
+9
+10
+6
+7
+3
+3
+3 Hunter +6
+3 Shocking Blow
creatures normally immune to stunning. ¶
21
Asgard Magazine, Vol. 6, June 2002

A Psionic NPC class by Korey MacVittie

S
ome less developed communities, humanoid or enlightenment. He can feel the power that lies within
otherwise, may have a talent for psionics. How- his mind, but cannot channel it as well as psions. She
ever, due to a lack of civility or mentors knowl- wants to learn as much as possible, and this drives the
edgable in the field, one with a psionic talent would psychic to find new experiences that may lead to the
have to develop their power on their own, without any discovery of previously latent powers or the mastery of
sophisticated training or past examples to guide them known powers.
in the use of their newly discovered powers. ose that Characteristics: Psychics have limited psionic
learn to control their powers and make use of potential. is potential could be limited by any
their abilities, come to be known as psychics. number of things – underdeveloped minds, the
In this situation, there may or may not be wrong environment, lesser intellect, or a lack
evidence of psionics prior to the coming of of true understanding of the power. ese
psychics. Perhaps the psionically-endowed limitations are all possible, but will more
could not learn from past experiences than likely be directly related to the origin
with psionics, because there were of psionics.
none. e psychic, then, would be Psychics tend to be focused com-
a forerunner of psions and psychic pletely on the mind, having no care
warriors, one who expands the for other matters. ey know that
bounds of psionics and comes they have latent talent, and want to
to realize the true power of the bring it out fully. Psychics tend to
mind. shun purely physical confrontation
e psychic class is one that can when possible, but will accept any
be used in many scenarios, though challenge that would allow them to
two are prominent: an adept-like prove their mental prowess.
class, appearing in tribal, bar- Alignment: Psychics tend to be
baric communities with little neutral in nature – not by any con-
or no training available for the scious choice, but simply because
psionically-endowed; and a class they do not really care. All they want
which introduces psionics into a re- to do is develop the powers within
gion, continent, or world, a psionic their mind, and care not of worldly
which has only his own experiences matters. is is not to say that there
to draw from when exploring her are no non-neutral psychics, merely
psionic abilities. is class builds that many psychics may not have yet
off of information in the Psion- examined their position on ethics
ics Handbook, and that book is or morals due to their extensive re-
required to make the most out of search into their mind.
this article. Religion: Most often from a
Adventures: Psychics ad- primitive background, psychics
venture to learn more about are more than likely to be more
themselves and their powers. religious than other manifesters.
A lower-level psychic is new to ey often feel a connection
their abilities, whether or not with spiritual leaders, as their
the world they live is aware abilities appear to be
of psionics. A psychic’s ad- similar – psychics
ventures tend to be centered are able to create
@
† around self-discovery and effects that appear
22 Illustration by David Hendee
Asgard Magazine, Vol. 6, June 2002

similar to those produced by adepts treated as such. eir powers may sort. Psychics may clash with urban
and shamans. ey may also feel also be treated as arcane in nature. characters, as they are often from
connected with “sacred” animals Depending upon their community’s tribal communities. Psychics may
that are regarded as being intel- attitude towards such things, the feel most comfortable when around
ligent with great powers, such as life of a psychic can vary wildly. barbarians, druids, and rangers –
phoenixes or thunderbirds. In Races: Any intelligent being could, classes in which some of the people
some cases, a psychic may even be purposefully or accidentally, de- in their home communities became
trained to take the position of sha- velop psionic talent. Races that are and made legends about.
man in a tribal community, despite naturally attuned to psionics, such
the unusual source of their powers, as illithids and yuan-ti, may never G R I
and in this case they may believe develop psychics, and be born with Psychics have the following game
that their gift is from the deities. the inborn abilities of a psion or rule information.
Psychics from a society that is and psychic warrior. Other races that Abilities: Because young psionic
has been aware of psionics prior are not naturally psionic in nature talent often revolves more around
to the psychic may share the views may develop psionic talent, and the the mind, rather than the body or
of psions and psychic warriors, for ability could be linked to anything, spirit, psychics value intelligence,
many of the same reasons. be it divine or genetic in nature. wisdom, and charisma over the
Background: e backgrounds Other Classes: Psychics tend other abilities. ey often specialize
of psychics will vary with how the to envy divine spellcasters, if they in areas dealing with mental
class is used. In a world where believe that their gifts are from communication or viewing of
psionics are not new, psychics may deities. ey may also envy psions the future, and so charisma and
be treated similar to psions and and psychic warriors, if they exist, wisdom are chief stats.
psychic warriors , depending upon because the psychic may feel that Alignment: Any. Psychics, more
the civility of their community. their own abilities are inferior often than not, do not care about
If they are the first students of to that of the psion, or even the the world or others, but this view
psionics in a nonpsionic world, psychic warrior. Psychics may also is not shared by all psychics, and
then their abilities may be regarded feel envious of sorcerers, who also some have a deep faith in law or
as divine, and the psychic may be have inborn talent, but of another chaos, good or evil.

T 3: NPC C – T P

Level Base Fort. Ref. Will Special PPs/ Powers Known


Attack Bonus Save Save Save Day 0 1 2 3 4 5
1 +0 +0 +0 +2 0 2
2 +1 +0 +0 +3 1 3
3 +1 +1 +1 +3 Psicrystal 2 3 1
4 +2 +1 +1 +4 3 3 1
5 +2 +1 +1 +4 Psionic Combat 6 3 1
6 +3 +2 +2 +5 9 3 2 1
7 +3 +2 +2 +5 Psionic Combat Mode 12 3 2 1
8 +4 +2 +2 +6 15 3 2 1
9 +4 +3 +3 +6 Psionic Combat Mode 20 3 2 2 1
10 +5 +3 +3 +7 25 3 2 2 1
11 +5 +3 +3 +7 Psionic Combat Mode 30 3 3 2 1
12 +6/+1 +4 +4 +8 35 3 3 2 2 1
13 +6/+1 +4 +4 +8 Psionic Combat Mode 42 3 3 2 2 1
14 +7/+2 +4 +4 +9 49 3 3 3 2 1
15 +7/+2 +5 +5 +9 Psionic Combat Mode 56 3 3 3 2 2 1
16 +8/+3 +5 +5 +10 63 3 3 3 2 2 1
17 +8/+3 +5 +5 +10 Psionic Combat Mode 72 3 3 3 3 2 1
18 +9/+4 +6 +6 +11 81 3 3 3 3 2 2
19 +9/+4 +6 +6 +11 90 3 3 3 3 2 2
@
† 20 +10/+5 +6 +6 +12 99 3 3 3 3 3 2
23
Asgard Magazine, Vol. 6, June 2002

Hit Die: d6. A psychic is not the psychic attempts to manifest Psicrystal: A psychic can
physically active, but requires good a power, he or she must make a construct a psicrystal at 3rd level.
health to live through dangers that manifester check (1d20+manifester Treat the psychic as a psion with
their powers may not be able to level) against a DC of 10+level 2 fewer levels when identifying
handle. of the power. Failure indicates the abilities of the psicrystal. e
Starting Gold: 2d4 × 10. that the power is not manifested amount of psionic energy required
successfully, but the psychic still to create a psicrystal is not present
C S loses the power points or the free in younger psychics, but the
e psychic’s class skills (and manifestation slot. In addition, that power comes easily enough with
the key ability for each skill) are power is then “dormant,” meaning experience, although psychics rarely
Autohypnosis (Wis), Concentration that the psychic cannot attempt learn to use the abilities of their
(Con), Handle Animal (Cha), to manifest that power again psicrystals to the fullest extent.
Knowledge (all skills taken for another 1d4 hours. Success Psionic Combat: At 5th level,
individually) (Int), Psicraft (Int), indicates that the psychic manifests the psychic gains the ability to
Remote View (Int, exclusive skill), the power with no problems. participate in psionic combat, and
and Wilderness Lore (Wis). Psychics gain powers that are can learn 2 combat modes of his
Skill Points at 1st Level: (2+Int focused on the mind, and that or her choice. At each odd level
modifier) × 4. deal with the mind. ey have thereafter, until 17th, the psychic
Skill Points at Each Additional limited access to powers that may choose to learn a new psionic
Level: 2+Int modifier. manipulate objects in reality. combat mode. Psychics follow all
However, this means that they the same rules for psionic combat
C F gain accecss to powers that deal as psions and psychic warriors do.
All of the following are class with the mental aspect of life Psychics do not gain the ability
features of the psychic NPC class. faster than psions – but they to participate in psionic combat
Weapon and Armor gain almost no metacreativity, until fifth level mainly because their
Proficiency: Psychics are skilled psychokinesis, psychometabolism, minds are then able to open up the
with all simple weapons. Psychics or psychoportation powers. pathways necessary to facilitate
are not proficient with any type of Power Points: A psychic can mental combat. Psychics prior to
armor, nor with shields. Because manifest a certain number of 1st- fifth level have limited knowledge in
the psychic focuses on developing level and higher powers per day gaining access to others’ neuronic
their limited psionic potential, they based on his or her available power pathways and twisting them to
have almost no time to learn even points. cause damage, but those that
the most rudimentary of combat A psychic gains bonus power survive to fifth level find that they
skills. points based on their Charisma have the ability to reach out and hit
Powers: A psychic manifests score, as though they were a psion others mentally with their abilities.
psionic powers. Psychics follow all two levels lower with a Charisma Even then, psychics can get only
the rules for psionic powers that score two points lower than it is. limited knowledge of how others’
psions and psychic warriors do, as us, psychics are eligible for bonus minds work, and their psionic
well as a few other rules, detailed power points once they reach third combat repertoire grows slower
below. level. than that of a psion, and is usually
e DC for a saving throw against 0-Level Powers: A psychic less extensive.
a psychic’s power is d20+power follows all the rules for 0-level
level+the psychic’s ability modifier powers, or talents, that psions and P P L
for the appropriate power (thus, psychic warriors do. A psychic Psychics choose their powers from
Strength for a Psychometabolism can manifest any talent he or she the following list. As stated ear-
power, Charisma for a Telepathy knows for a free for a number of lier, psychics have limited access
power, etc.). times per day equal to his or her to metacreativity, psychokinesis,
e powers of a psychic are level+3. After exhausting this daily psychometabolism, and psychopor-
not as reliable as the powers of allotment, the psychic must pay 1 tation powers. Psychics do, however,
other, better trained classes. eir power point per manifestation of a gain early access to the more pow-
powers are erratic, and come and 0th-level power for the rest of the erful clairsentience and telepathy
@
† go randomly. us, each time day. disciplines, these being more easily
24
f
Asgard Magazine, Vol. 6, June 2002

===========
ine tuning your campaign
developed in a young mind than
the other disciplines.
0 Level: burst, catfall, control
shadow, daze, distract, detect
By Bret Boyd
psionics, far hand, inkling,
know direction, know location,
Music. It is a part of our everyday lives. Radio, television,
lesser natural armor, missive, cinema, and all other forms of mass entertainment utilize
telempathic projection, trinket,
music in one way or another to supplement their mediums.
verve.
1st Level: attraction, charm Why should roleplaying games be any different?
person, conceal thoughts, control The answer is that they should not.
light, combat precognition,
create sound, demoralize, When used properly, music can images instantly spring to mind.
destiny dissonance, disable, be as vital a module component as Not even for recognizable works
elfsight, empathy, expanded the plot itself. It can inspire, terrify, like Beethoven’s Fifth or Ninth
vision, far hand, float, lesser sadden, and exhilarate. e trouble symphonies. Although classical
mindlink, my light, object reading, some GMs might have is finding may be useful for ‘mood’ music
psycholuminescence, sense link, the right type of music to use (discussed below), it is not the
steadfast gaze, talons. during game play. While some GMs emotionally-packed soundtracks
2nd Level: astral construct I, may not use any at all, most will that campaigns need. [For more
augury, aversion, biocurrent, agree that this is definitely not the information on using classical
brain lock, clairaudience/ way to go. music, see the ‘Mood Music’
clairvoyance, combat prescience, ere are many varieties of entry on pages 21-22 of the 2nd
darkvision, detect thoughts, grease, music in the world. e kinds Edition Campaign Sourcebook and
inflict pain, intrusive sense link, that roleplayers have access to, Catacomb Guide.]
lesser concussion, recall pain, see in a nutshell, include rock/pop, is brings us to the category
invisibility, sensitivity to psychic country, rap, reggae, new age, and of movie soundtracks. Familiar
impressions, suggestion. classical. As much as players and movie music raises not only
3rd Level: anchored navigation, the GM may enjoy a ‘top 40’ song, images in players’ minds but also
aura sight, body adjustment, body it is probably not a good idea to the emotions of the moment that
equilibrium, detect remote viewing, play it during one’s module. In fact, it is taken from. Roleplayers will
charm monster, control flames, no music with singing should be find that aptly chosen soundtracks
crisis of breath, danger sense, used unless it is a ‘feature’ piece complement modules as well as
divination, false sensory input, (discussed below). Simply put, it jelly to peanut butter. e D&D
fate link, fate of one, invisilbity is easier for a GM to talk over game has an advantage in that it
purge, lesser domination, instrumental music than someone brings together players with much
mindlink, nondetection, poison singing. the same interests. When it comes
sense, remote viewing, ubiquitous at narrows the choices to to movies, what one roleplayer
vision, undead sense. new age and classical. Regrettably, enjoys, the next will undoubtedly
4th Level: astral construct II, many new age pieces are just too like or at least have seen. Because
catapsi, control sound, strange or futuristic sounding to be of this, soundtracks favored by the
domination, fatal attraction, used effectively during a medieval GM have a good chance of going
forced mindlink, metaconcert, roleplaying game. Classical music, over well with the rest of the group.
mindwipe, negate psionics, power on the other hand, hits a little closer e next step is to determine
resistance, sense psionics, tailor to the mark. e instruments and exactly which soundtracks work
memory, true seeing. even the choral pieces (excluding best and why. Out of the many
5th Level: greater domination, opera) heard are more reminiscent movie soundtracks available, the
mass suggestion, mind probe, of a generic medieval time real cream of the crop comes from
mind switch, natural armor, period. However, when players the past 25 years, during which
precognition, recall agony, hear only classical music during a science fiction and fantasy (both
remote view trap, shield of module, they may feel something, normally filled with action and
@
† prudence. ¶ but probably ‘see’ nothing. No adventure) have really taken off.

25 continued overleaf
Asgard Magazine, Vol. 6, June 2002

e three major composers of these genres could be Mummy’s ‘e Crypt’ and ‘Discoveries’ tracks. e
referred to as the three ‘J’’s—John Williams, Jerry Gold- sporadically screeching trumpet and low string chords
smith, and James Horner. ese men have contributed foretell of possible evil lurking behind every corner.
more to the movies than can possibly be put into words. Perhaps the GM is planning on killing off a beloved
By using their music, the GM turns his campaign into NPC. Or maybe a PC gets killed in the line of duty. Any
something more than it could achieve on its own mer- subsequent funeral could also be turned into a musical
its. Here is a list of some of the ‘J’’s prominent scores feature. Besides Orff ’s ‘O Fortuna,’ there is one other
that can easily fit into any campaign: classical work that fits well as a feature and it is Gabriel
Williams: e Star Wars Trilogy (as well as e Fauré’s ‘Agnus Dei.’ is movement from the composer’s
Phantom Menace); e Indiana Jones Trilogy; Jurassic Requiem is ripe with sorrow. Particularly, the central
Park one minute and 40 seconds of the movement climaxes
Goldsmith: King Solomon’s Mines; e Mummy with a soul wrenching horn solo that would make any
(1999); Air Force One; Star Trek: e Motion Picture, V: player sniffle for the fallen.
e Final Frontier, First Contact, and Insurrection; First When both new and old NPCs show up in a module,
Knight; Congo; e Edge; e Omen the GM may want to make an impression upon the
Horner: Titanic; Braveheart; Willow; Aliens; Star players. For example, the PCs new foe enters the room.
Trek II: e Wrath of Khan and III: e Search for Spock; Resplendent in his magical plate armor and flanked by
Glory a fully armed entourage, the PCs may begin to doubt
Now, for this music to really prove its worth to a their skills. Now, replay the same scene with ‘e
GM, he must recognize that there are two categories Emperor Arrives’ from Return of the Jedi blaring in the
of music for any given module to use them in – ‘mood’ players’ ears. At this point, the PCs don’t just doubt
and ‘feature.’ Mood music is just what it sounds like. their skills; they’re wetting their breeches.
is would be used when the PCs are doing something Fortunately for the PCs, this arrival feature doesn’t
that is not critical to the overall plot, including general always have to mean impending doom. ey will
roleplaying, equipment shopping, and so on. e music certainly be more at ease when a noble NPC strides
here is generally quieter and reflects the emotions of up to them to the tune of ‘Arthur’s Fanfare’ from First
the characters at the given time. Knight. GM’s planning to use recurring NPCs that have
e second and more important category, feature a theme might consider bringing back that theme when
music, is used for many different occasions. Each the NPC does show up again. is is for continuity’s
important plot point, creature, NPC, etc. that the GM sake as much as it is to establish an intimate feel
feels is worthy of its own theme is when a specific piece between the players and that NPC.
should be chosen from one of the soundtracks. e Although there are numerous possibilities for melee
following are situations in which feature music could tracks, what about when the melee turns sour, for
be used as well as one or more examples. either side? If the enemies break and retreat (especially
e one sure gaming feature for every module is with something the PCs want), you have a chase
melee combat. General melees are accompanied well feature. If the PCs are overwhelmed, it is their turn to
by ‘Futile Escape’ from Aliens and ‘e Hijacking’ from make a hasty departure. is chase/escape feature, like
Air Force One. e furious tempo of each piece provides all of the features, works best when the GM has already
the perfect adrenaline rush for any combat. But when planned for it. e music in each case is generally
the GM creates a massive final battle against a major interchangeable, whether it is the PCs or their foes that
foe, he might want something even more glorious are fleeing. Such rapidly paced tracks include ‘Escape
sounding. ese epic battles are complemented best by from the Tavern’ from Willow and ‘Desert Chase’ from
choral pieces, which help to reflect the grandeur of the Raiders of the Lost Ark.
GM’s creative efforts. Such works include ‘Charging When a module, even a campaign, comes to a
Fort Wagner’ from Glory, ‘Arthur’s Farewell’ from First climactic end, the GM absolutely needs some kind of
Knight, ‘Duel of the Fates’ from Star Wars: Episode celebration music. is celebration feature is under
I, and the classical piece ‘O Fortuna’ from Carmina the assumption that the PC’s have accomplished deeds
Burana (by Carl Orff ). worthy of public praise and receive such at some kind
When PCs are exploring dusty crypts or cursed man- of ceremony. As the surviving PC’s are honored, there
sions, the GM will undoubtedly want some suspense is one track that stands head and shoulders above the
music as he unveils dark corridor after dark corridor. rest: ’e rone Room/End Titles’ from Star Wars: A
† An excellent soundtrack for this feature lies in e New Hope.
26
Asgard Magazine, Vol. 6, June 2002

Once the GM has finished creating a module, he has a position to go blow some cash on them. One solution
only to record the chosen feature music onto a cassette is to ask the players if they own any appropriate music.
in the order it will appear. en, when the feature time Even if they do not, the GM will find that shopping for
comes, only a button need be pressed for instant player music is surprisingly affordable. And with the advent
enjoyment and GM gratification. of MP3s and other internet music download venues,
However, what if the GM has just hastily scrawled getting these and other soundtrack pieces should prove
out a game with but minutes until it is scheduled to neither difficult nor costly.
begin? Obviously, feature music has probably not even Shopping for the three ‘J’s will yield not only their
been considered. e GM, therefore, will have to rely individual soundtracks but also compilations of
on the soundtracks he has at hand to pick out ‘location’ these composers. Silva Screen Records has recently
music. is involves choosing scores that take place released two double compact disc sets for the works of
in the same location/terrain as that of the module. Goldsmith, Horner, and Williams (the latter also having
Examples include using Stargate (David Arnold) for many collections of his movie scores available). ese
a desert, Crimson Tide (Hans Zimmer) or Cutthroat albums are good ways to sample the three ‘J’s without
Island (John Debney) for a sea-going adventure, Congo buying all of their individual film scores to listen to.
or e Edge for a forest, and Jurassic Park for a jungle, Ultimately, no matter what type of music is available
just to name a few. to the GM, it is important enough just to utilize it.
Besides having music accompany the GM’s creations, Modules without music are like humans without pulses.
it is also advisable to have a theme for the PCs. e It is music that adds flavor to life and so it should add
presence of a musical theme may contribute a sense of flavor to every campaign. For those groups that already
unity to the players in addition to adding a new level of use music – bravo! For those that don’t, may this article
enjoyment (when their characters do something good inspire you to open your eyes (and ears) to
and then hear their theme song playing). Care should roleplaying’s unsung hero. ¶
be taken to choose a soundtrack where this theme
would repeat in various ways. us, the players would
hear their characters’ theme by itself and within
different features. Star Wars or Star Trek
scores work best for PC themes.
Bear in mind that the
features and sound-
tracks above are, by no
means, an all-inclusive
list of what GMs can or
should use. It is designed
to serve as a guide only.
Players and GMs alike are
encouraged to listen to vari-
ous soundtracks to deter-
mine what might be best for
their own campaign’s flavor.
Although all of this may
seem like too much trouble for
the GM, rest assured that the
outcome is well worth the effort.
Any GM worth his salt should
put at least some prep time into
music consideration.
But what happens if sound-
tracks are not a part of the GM’s
music library? If a GM does not
own the soundtracks mentioned
† here, he might not believe he is in
27
Asgard Magazine, Vol. 6, June 2002

Heritage Feats By Shane Garvey

is collection of feats is designed Dwarven Heritage [Heritage] Gnomish Heritage [Heritage]
to flesh out a character slightly. It You have a Dwarven ancestor. You You have a Gnomish ancestor. You
allows some odd racial combina- have inherited some of his or her have inherited some of his or her
tions, such as an Elf with a Dwarf Dwarven traits. traits.
heritage, or a Halfling with an Orc Benefits: As racial abilities, you Benefits: As racial abilities, you
heritage. Characters should not gain 30-ft. Darkvision and a +1 gain a +2 saving throw bonus to dis-
be allowed to take a heritage feat bonus to saving throws against believe illusions and can speak with
for their own race, and the game poisons. burrowing animals once per day, as
master should discourage absurd Special: If you already have a speak with animals spell cast by a
combinations of parenting without Darkvision, then it is increased by 1st-level sorcerer.
a good explanation from the player. 15 ft. If you have low-light vision, Special: In addition to your normal
Heritage feats can only be chosen the Darkvision does not replace it, race, you are considered to have
at 1st level. e appearance of a but functions independently. Gnomish blood for the purposes of
character with a heritage feat would In addition to your normal magic items that only work for cer-
of course be somewhat altered from race, you are considered to have tain races.
his base race. Dwarven blood for the purposes Halfling Heritage [Heritage]
Celestial Heritage [Heritage] of magic items that only work for You have a Halfling ancestor. You
You have a Celestial ancestor. You certain races. have inherited some of his or her
have inherited some of his or her Elven Heritage [Heritage] traits.
Celestial traits. You have an Elven ancestor. You Benefits: As racial abilities, you
Benefits: As a racial ability, you have inherited some of his or her gain a +1 morale bonus on saving
can cast light once per day, as the Elven traits. throws against fear effects and a +1
spell, as if cast by a 1st level sorcer- Benefits: As racial abilities, you racial bonus to Climb, Jump and
er. Additionally, you gain a +2 racial gain the Elvish ability to receive Move Silently checks.
bonus to Spot and Listen checks. an automatic Search check when Special: In addition to your normal
Special: In addition to your passing within 5 ft of a concealed race, you are considered to have
normal race, you are considered to door, and a +1 racial bonus to Lis- Halfling blood for the purposes of
have Celestial blood for the pur- ten, Search and Spot checks. magic items that only work for cer-
poses of magic items that only work Special: In addition to your tain races.
for certain races. normal race, you are considered to Human Heritage [Heritage]
Draconic Heritage [Heritage] have Elven blood for the purposes You have a Human ancestor. You have
You have a Dragon ancestor. You of magic items that only work for inherited some of his or her traits.
have inherited some of his or her certain races. Benefit: As a racial ability, you may
Draconic traits. Infernal Heritage [Heritage] pick an additional class as a favoured
Benefits: Choose one type of You have an Infernal ancestor, such class.
elemental damage – acid, cold, elec- as a demon or devil. You have in- Special: In addition to your normal
tricity, fire, sonic. is must be a herited some of his or her Fiendish race, you are considered to have Hu-
type of damage that your Draconic traits. man blood for the purposes of magic
ancestor could deal with his or her Benefits: As a racial ability, you items that only work for certain races.
breath weapon. You gain energy re- can cast darkness once per day, as Orcish Heritage [Heritage]
sistance 2 against that element, and the spell, as if cast by a 1st-level You have an Orcish ancestor. You have
a +4 racial bonus to saving throws sorcerer. Additionally, you gain a inherited some of his or her traits.
to resist spells and effects of that +2 racial bonus to Bluff and Hide Benefits: As a racial ability, you
element. checks. gain +2 Strength.
Special: In addition to your Special: In addition to your Special: In addition to your normal
normal race, you are considered to normal race, you are considered to race, you are considered to have
have Draconic blood for the pur- have Infernal blood for the purpos- Orcish blood for the purposes of
poses of magic items that only work es of magic items that only work magic items that only work for
@
† for certain races. for certain races. certain races. ¶
28
Asgard Magazine, Vol. 6, June 2002

Challenging Challenge Ratings


e following rules were written by Upper Krust as a by Craig Cochrane
short preview of his “Worshipper Points System”. We have
not seen the system itself, and reserve any judgement on C R  20
it, but have agreed to distribute this preview for those As characters and monsters approach and surpass
who may be interested. 20 Effective Class Levels (ECL) the current rules for

T
determining Challenge Ratings (CR) (+1 CR/ECL)
he following work is a modified extract from the
become more and more unstable. In effect the higher
forthcoming Immortals Handbook. For more in-
you ascend, the less ECL becomes a factor. Primarily
formation on the Immortals Handbook, contact
this is because power is bestowed in proportional
‘Upper Krust’ on the ENWorld messageboards.
blocks (in the form of levels or effective levels).
is article is designed to determine the Effective
i.e. A 2nd-level character approximately represents
Class Levels (ECL) of characters, deities, and monsters.
a +100% power increase over a 1st-level character.
It also presents rules for modifying high ECL to pro-
However a 21st-level character only represents a +5%
duce balanced Challenge Ratings (CR), regardless of
increase over a 20th-level character, and a 101st-level
the measure of power on display.
character is a mere jump of +1% over a 100th-level
D E C L character.
e ECL for characters is easily determined: Supposedly a single character of ‘x’+4 CR is roughly
+1 ECL per Class Level equivalent to four characters of CR ‘x’.
+1 ECL per +1 CR increase of a Template i.e. A creature of CR24 is roughly equal to 4 beings
e.g. Lich 25 (25th-level Sorceror) +2 (Template: Lich)= of CR20; or a creature of CR28 is roughly equal to 16
27 ECL beings of CR20. etc. However, clearly the higher we
Divinity can also be equated as per templates: ascend in ECL the less impact is made on CR.
+8 ECL/Hero-deity or Quasi-deity i.e. A single 38th-level character is not the equivalent
+12 to +28 ECL/Demigod of 16 30th-level characters.
+32 to +48 ECL/Lesser God
+52 to +68 ECL/Intermediate God M C R
+72 to +88 ECL/Greater God Once ECL has been determined, apply the results to
e.g. Solar 20 (20th-level Cleric) +1 (2 Outsider HD the following table. e methodology behind these
above integrated class levels) +8 (Effectively a Hero- rules is given after the table.
deity) +1 (counting vorpal and slaying weaponry)=
30 ECL. 30 ECL = CR 25 A T -
Determining Monster ECL is more ambiguous, but as C R  E C L
a general guideline:
CR ECL CR ECL CR ECL
+3 ECL/4 Hit Dice (Aberrations; Constructs;
Dragons; Outsiders; Plants; Undead*) 21 22-23 31 44-47 41 88-95
+1 ECL/2 Hit Dice (Animal; Beast; Elemental; 22 24-25 32 48-51 42 96-103
Fey; Giant; Humanoid; Magical Beast; Monstrous 23 26-27 33 52-55 43 104-111
Humanoid; Ooze)
24 28-29 34 56-59 44 112-119
+1 ECL/3 Hit Dice (Vermin)
+1 ECL/4 Hit Dice (Animated Objects; Skeletons*; 25 30-31 35 60-63 45 120-127
Zombies*) 26 32-33 36 64-67 46 128-135
+1 ECL/2 Special Attacks or Qualities (each 27 34-35 37 68-71 47 136-143
additional arm or head counts as a Special Quality) 28 36-37 38 72-75 48 144-151
e.g. Great Wyrm Red Dragon 19 (19th-level Sorceror)
29 38-39 39 76-79 49 152-159
+15 (21 Dragon HD above integrated class levels) +4
(8 Special Abilities)= 38 ECL. 30 40-43 40 80-87 50 160-175
38 ECL = CR 29
e.g. Tarrasque 24 (48 HD: Magical Beast) +5 (11 e.g. 71st-level character is 71 ECL.
@
† Special Abilities)=29 ECL 29 ECL=CR 24 71 ECL = CR 37
29
Asgard Magazine, Vol. 6, June 2002

ECL CR E A T -: E P 


1-20 +1/1 Level 15th-level character = CR15 C R 
21-40 +1/2 Levels 30th-level character = CR25
41-80 +1/4 Levels 60th-level character = CR35 CR +/‒0 = Party Average Level × 300 EXP
81-160 +1/8 Levels 120th-level character = CR45 CR ‒1 = ÷1·5 EXP CR +1 = ×1.5 EXP
161-320 +1/16 Levels 240th-level character = CR55 CR ‒2 = ÷2 EXP CR +2 = ×2 EXP
CR ‒3 = ÷3 EXP CR +3 = ×3 EXP
e.g. A 29th-level Sorceror Lich is the equivalent of CR ‒4 = ÷4 EXP CR +4 = ×4 EXP
31 ECL. 29 (levels) +2 (Lich Template) = 31. CR ‒5 = ÷6 EXP CR +5 = ×6 EXP
First 20 ECL is +1/1 CR = 20 CR ‒6 = ÷8 EXP CR +6 = ×8 EXP
Each ECL between 21-40 (in this case 11) CR ‒7 = ÷12 EXP CR +7 = ×12 EXP
is +1/2 CR=+5. Its CR is therefore 25 (20 +5). CR ‒8 = ÷16 EXP CR +8 = ×16 EXP

C E P e.g. a 60th-level party (CR35) fighting an 80th-level


If, say, the parties average effective level is 40 (page 166 character (CR40)
of Core Rulebook II shows that XP for an equal CR is 60 × 300 = 18,000
a multiple of 300). CR40 is 5 above the parties average CR (35)
So 40 × 300 = 12,000 which means ×6 XP.
erefore a 40th-level party fighting an equal CR 18,000 × 6 = 108,000 XP
encounter will gain 12,000 XP. Remember that under
this method a 40th-level character only equals CR30. e.g. a 40th-level party (CR30) fighting a 22nd-level Lich
So a character party that averages 40th-level will also (CR22)
average CR30. 40 × 300 = 12,000
Since encounters are only recommended at between CR22 is 8 below the parties average CR which means
8 below or 8 above the party average CR, use this ÷16 XP.
following table to modify XP: 12,000 ÷ 16 = 750 XP ¶
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30
Asgard Magazine, Vol. 6, June 2002

THE By Faisal Abdullah

Professionals
W hile watching players make characters (both
player-characters and non-player-characters) I
can’t help but notice how often the Profession skill is
a specific adventure) has kept him from attaining his
dream. Or perhaps his family wanted him to be in a
particular profession and started him in an apprentice-
not even considered. Perhaps it is the lack of obvious ship but he never seemed to be able to get more than a
tangible benefit to characters that now call themselves single rank of skill within the Profession. e possibili-
adventurers. Perhaps it is because the focus of their ties are varied but can add rich detail to a character.
group (or Game Master) is always a dungeon crawl Logistics: Fourth, the logistics of it all states that more
that keeps the characters cut off from any concept of people should have at least some ranks in Profession
a regular society. Or perhaps their game-style is always than those without any ranks in the skill. Experts (some
hack-and-slash where any concept of interaction with of which need the Profession so that they can be in
an encountered society is always for the purpose of expert in it) and Commoners (who need a Profession
slaying them. For whatever the reason, I see many to increase their chances of bringing home bread and
people overlooking the Profession skill by name alone. butter to their respective families) need these skills.
As a result of this observation, I invite players and Player characters, as well, could also have Profession
game masters to give the Profession skill a second skills. Not all (if any) grew up from birth stating that
look. they were going to be adventurers or noblemen. In
Earnings: Initially, a character gains the benefit of most medieval-based fantasy settings many children
being able to make some money when exercising his would probably raised in an apprenticeship of some
skills in the chosen profession. As mentioned in e sort, especially if they lived in a city. It is because of
Player’s Handbook, you earn gold pieces based on this factor for characters to have some number of ranks
your skill check result per week attempt. Sometimes invested into a Profession. Before circumstances swept
a character is having downtime in a city and having them into adventure, most would have been planning
the extra coins come in during this period could help. to support themselves for the rest of their life with
Maybe it’s not a dragon’s hoard, but in campaigns where these skills.
the characters don’t carry around a king’s ransom in Prestige Classes: If there are Prestige Classes in the
their packs, some extra coins could always be helpful. campaign, it is conceivable that a couple of them require
Knowledge: ere is another initial benefit some number of ranks in one of various Profession skills.
mentioned in e Player’s Handbook. Having ranks By taking ranks in these Profession skills, a character is
in a Profession equates to having knowledge about one step closer to achieving a desired Prestige Class. In
the profession and about the tools of the trade. the real world, many organizations only invite people
Such knowledge can sometimes prove useful when to join if they share some common skill, and so in a
interacting within a society itself. Imagine having ranks fantasy setting, the Knights of Goodness do not seem
in Profession (Sailor) and then being able to apply that nearly as interesting as the Knights of St. Bath’s Shelter,
skill when speaking with a tavern full of off-duty sailors. who are all former innkeepers.
In such cases, you are more likely to get the information Synergy: As an optional rule, you can get synergy
that you need from these sailors by having something galore! After all, what are professions but a combination
(the knowledge of the profession) about with which to of other skills applied toward a particular goal. If you
relate to them. are trained as a professional scribe, for instance, you
Character: ird, there are obvious role-playing will be simultaneously increasing your steady hand
and character development possibilities with defining thus leading to a potential synergy bonus in Forgery
a profession, even if it is a minimal number of ranks. By skill checks. At the game master’s discretion, 5 or more
choosing a profession and assigning at least one rank ranks in a Profession skill can grant a +2 synergy bonus
to the skill, you are shaping yet another aspect of the to related other skills.
character. Maybe the character has always had aspira- Perhaps from a meta-gaming standpoint it could
@
† tions and skill but something else (the need to quest on be argued that none of these benefits alone is reason
31
Asgard Magazine, Vol. 6, June 2002

enough to merit investing the skill points. Maybe checks, and to Knowledge (nature) checks involve the
synergy bonuses don’t mean much if you can invest medicinal properties of plants and animal parts. If
the skill points directly into the other skill. And it is you have the Brew Potion feat, you gain a +2 synergy
entirely feasible that you can find other things to relate bonus to Profession (apothecary) checks.
to professionals about other than a profession itself. Or
perhaps your game group does carry around a king’s Profession (barrister)
ransom and therefore doesn’t need the extra few coins. You are knowledgeable in local laws and skilled in
However, when considering the combined value from providing council in the court of law. If you have 5 or
each of the aforementioned points, perhaps having more ranks in this profession, you gain a +2 synergy
your character learn a few tricks of a trade the next bonus to Diplomacy checks when they are used to
time he levels up won’t be that bad of an idea. Not all persuade or convince and a +2 synergy bonus to
benefits in roleplaying games come directly from dice Knowledge checks relating to local laws or history of
and numbers. your home region.

T M Profession (cartographer)


Some possible profession choices (for player and non- You are skilled in the art of maps and map making. If
player characters alike) are listed below along with you have 5 or more ranks in this profession, you gain
a brief description of the job, any skills to which the a +2 synergy bonus to Forgery checks involving maps.
profession can grant synergy bonuses, and any other If you have 5 or more ranks in Intuit Direction, you
miscellaneous notes. gain a +2 synergy bonus to Profession (cartographer)
skill checks while attempting to make original maps
Profession (actor) from field work.
You are skilled in the dramatic arts (comedy, tragedy, e time required to create an any particular
etc). You may use your Charisma modifier for this skill specific map depends on the size of the map and the
instead of your Wisdom modifier – whichever is higher. scale. You must first travel through the entire area,
If you have 5 or more ranks in this profession, you gain collecting data, which usually requires one day for
a +2 synergy bonus to Bluff checks and Disguise checks. every 25 square miles, to a minimum of one hour for
If you have 5 or more ranks in a Perform skill, you gain a anything smaller than a square mile. Once you have
a +2 synergy bonus to Profession (actor) skill checks. the necessary information, compiling and drawing a
In addition to just the process of acting, this skill map typically requires between one and eight hours,
also covers details of registering at playhouses, finding depending on the precision relative to total size. A
directors to employ you or actors to work for you, dungeon map that only shows the general location of
acquiring and setting up props and setpieces, and rooms would probably take an hour or less to draw,
the appropriate courtesies at various venues, ranging while one that detailed the exact dimensions of floor,
from brothel to throne room. wall, and ceiling could take eight hours or more.
Creating an accurate map is DC 10. For every
Profession (announcer) 5 points you beat this by, people using your map
You can earn a living as a speaker or announcer for get a +1 circumstance bonus to Intuit Direction or
events (formal or informal such as or announcing Search checks that involve information provided on
decrees of the local nobility or sporting events). If the map.
you have 5 or more ranks in this profession, you gain
a +2 synergy bonus to Bluff and Diplomacy checks Profession (cook)
if they involve deceiving or convincing the audience You are quite knowledgeable in the culinary arts. If
to believe your stated opinion. If you have 5 or more you have 5 or more ranks in this profession, you gain
ranks in a Perform skill related to vocalization (song, a +2 synergy bonus to Knowledge (nature) checks
ballad, etc), you gain a +2 synergy bonus to Profession that are used in relation to plants (herbs and spices)
(announcer) skill checks. or animals that are commonly eaten. And, as any chef
can tell you, presentation is key, therefore if you have 5
Profession (apothecary) or more ranks in this profession you gain a +2 synergy
You are experienced in creating pharmaceuticals and bonus to the reaction checks of people who eat your
other concoctions. If you have 5 or more ranks in this cooking. If you have 5 or more ranks in Alchemy, you
@
† profession, you gain a +2 synergy bonus to Alchemy gain a +2 synergy bonus to Profession (Cook) checks.
32
Asgard Magazine, Vol. 6, June 2002

Profession (farmer) synergy bonus to Sense Motive checks. Since you also
You are skilled in the ways of agriculture. If you have 5 know what hurts a man and can mention it in your
or more ranks in this profession, you gain a +2 synergy threats, if you have 5 or more ranks you gain a +2
bonus to any Knowledge (nature) checks in cultivated synergy bonus to Intimidate checks if you can actually
terrain. If you have 5 or more ranks in Wilderness inflict bodily harm on a person. If you have 5 or more
Lore or Handle Animal, you gain a +2 synergy bonus ranks in Alchemy or Heal, you gain a +2 synergy
to Profession (farmer) checks. bonus to Profession (healer) checks.

Profession (fisher) Profession (herbalist)


You can earn a living by fishing. If you have 5 or more You are capable of preparing herbs for remedies and
ranks in this profession, you gain a +2 synergy bonus other applications.
to Spot checks against submerged creatures, and Herbal mixtures are not always made of the same
a gain a +2 synergy bonus to Knowledge (nature) ingredients – the herbs in one type of climate are dif-
checks in relation to fish, fish life, and the natural life ferent from the herbs in another – but the different
on or near coastal areas. If you have 10 or more ranks herbs can still often be mixed in different quantities to
in this profession, you gain free proficiency in any produce similar effects. ey also come in a variety of
one spear, or in the net. If you have 5 or more ranks forms: pastes, powders, ointments, teas, etc. eir ef-
in Wilderness Lore, you gain a +2 synergy bonus to fects are non-magical in nature and therefore can not
Profession (Fisher) skill checks. be dispelled or subject to spell resistance.
ese abilities assume that the character collects
Profession (groom) the necessary herbal ingredients on a semi-regular
You are capable of maintaining a small stable and the basis while traveling or stopping. It also assumes that
animals within it. If you have 5 or more ranks in this plant life does exist in the areas therefore traveling or
profession, you gain a +2 synergy bonus to Handle residing in an area devoid of plant life nullifies the
Animal checks. If you have 5 or more ranks in Animal chances of using this skill at that time.
Empathy, you gain a +2 synergy bonus to Profession To impart the herbal benefit to the target, the
(groom) checks. herbalist must be able to touch the target and applying
the application is a full round action that draws an
Profession (guide) attack of opportunity since the herbalist’s guard is
When you pick this skill, choose one area that you are down to apply the mixture to the other person.
skilled as a guide for. e size can be anything from Some possible herbal mixtures are listed below.
a single historical mansion to a vast mountain range. Name: is is the generic name of the effect that the
You are knowledgeable enough with this location that type of herbal mixture imparts on the target. Depend-
you can make a living giving direction and information ing on the ingredients used and the form of the mix-
about the local area of choice. If you have 5 or more ture (tea, paste, powder, etc) more common names
ranks in this profession, you gain a +2 synergy bonus may be used for the specific alternative recipes.
to Intuit Direction checks in this area, and +2 synergy Minimum Ranks: is is the number of minimum
bonus to Knowledge checks relating to the history or ranks in Profession (Herbalist) that the herbalist must
society of the locality. If the area to which you are have before he can even attempt this type of mixture.
a guide is a natural setting, then having 5 or more It is reflective of the fact that some herbal mixtures are
ranks in Wilderness Lore grant a +2 synergy bonus more complex or requires more knowledge about the
to Profession (guide) checks. If the area to which you hidden properties of herbs then others and therefore
are a guide is an urban setting, then having 5 or more require more knowledge.
ranks in Gather Information grants a +2 synergy Potency: is shows how strong the herbal mixture
bonus to Profession (guide) checks. is or can be. Some mixtures increase in strength in
direct proportion to the more skilled the herbalist is
Profession (healer) as is noted on the chart.
You are skilled in the practice of applying the healing Frequency of attempts: is is the number of
arts to patients in their time of need, including acting attempts that can be made in a given time frame. is
as a midwife or barber. Since those who work in this is reflective of the expenditure of the herbal resources
field rely heavily on empathy with the patient, if you either locally found or carried on person. e more
@
† have 5 or more ranks in this profession, you gain a +2 difficult and time consuming it is to gather enough
33
Asgard Magazine, Vol. 6, June 2002

materials for one application, the more time must Duration: Represents how long the bonus will last
pass in-between each application. Furthermore, you on the target.
can not save herbs from one week to the next because Effect: Description of the effect that the particular
they begin to spoil or loose their natural properties. herbal mixture has on the target.

Anti-toxin Panacea
Minimum Ranks: 6 Minimum Ranks: 5
Potency: +1/3 ranks (max +5) Potency: +2
Frequency of Attempts: 1 per week Frequency of Attempts: N/A
Duration: 12 hours Duration: Permanent
E≠ect: Grants the target a resistance bonus to his E≠ect: Grants the Herbalist a synergy bonus to Heal
saves against poisons checks (as is standard in The Player’s Handbook, see
Aphrodisiac Heal skill description)
Minimum Ranks: 12
Skin Rejuvenator
Potency: +1/4 ranks (max +5)
Minimum Ranks: 9
Frequency of Attempts: 1 per week
Potency: +1/3 ranks (max +5)
Duration: 12 hours
Frequency of Attempts: 1 per week
E≠ect: Grant the target an enhancement bonus
Duration: 12 hours
to Charisma checks and on skill checks that use
Effect: Grants the target a resistance bonus to acid,
Charisma as their key ability. However, these
cold, and fire damage effects.
bonuses only apply when these checks are used against
(or otherwise in relation to) members of the opposite
Stamina-enhancer
gender.
Minimum Ranks: 9
Balm Potency: +1
Minimum Ranks: 6 Frequency of Attempts: 1 per week
Potency: +1/3 ranks (max +5) Duration: 6 hours
Frequency of Attempts: 1 per 2 weeks E≠ect: Grants the target an enhancement bonus
Duration: 24 hours to Constitution checks, to skill checks that use
E≠ect: Grants the target a resistance bonus to saves Constitution as their key ability, and to Fortitude
versus non-supernatural diseases. In addition to this, save throws. For the duration, the target may act as
at the end of the duration, an additional 1d4 hit though he has the Endurance feat even if he does not
points are healed. already have it.
Cognitive and Memory Enhancer
Minimum Ranks: 9 Steroids
Potency: +2 Minimum Ranks: 12
Frequency of Attempts: 1 per 2 weeks Potency: +2
Duration: 24 hours Frequency of Attempts: 1 per week
E≠ect: Grants the target an enhancement bonus to Duration: 6 hours
Intelligence checks and for any skill checks that use E≠ect: Grants the target an enhancement bonus to
Intelligence as their key ability. Strength

e above are just suggestions, DM’s are free to develop other Herbal mixtures and effects. is system for herbal
@
† mixtures allows a basic application of the rules and does not rely on a campaign to have a heavily detailed flora.
34
Asgard Magazine, Vol. 6, June 2002

Profession (innkeeper) to Profession (scribe) checks. If you are illiterate, you


You are able to maintain an inn or guesthouse. rough may still take ranks in this profession, but you are lim-
the dealings with many people and travelers, if you ited simply to copying text image by image, since you
have 5 or more ranks in this profession you gain a +2 don’t understand what the words mean.
synergy bonus to Gather Information checks. If you
Profession (spelunker)
have 5 or more ranks in Sense Motive, you gain a +2
You earn a living by exploring and studying caves. If you
synergy bonus to Profession (innkeeper) checks.
have 5 or more ranks in this profession, you gain a +2
Profession (merchant) synergy bonus to Climb, Intuit Direction, Knowledge
You can earn a living by selling crafts or other items. If (nature), and Wilderness Lore checks that are done in
you have 5 or more ranks in this profession, you gain relation to caves, geology, and cave-life. If you have 10
a +2 synergy bonus to Bluff and Diplomacy checks or more ranks in this profession, you gain a +2 synergy
as they involve deceiving or convincing the audience bonus to Hide and Move Silently checks that are done
(buyer) to believe your stated opinion. If you have 5 or within caves or other subterranean settings.
more ranks in Sense Motive then you gain a +2 synergy
Profession (teacher)
bonus to Profession (merchant) skill checks. Also, if
You are well schooled and are skilled at imparting that
you have 5 or more ranks in a Craft or Knowledge
knowledge to others. You may use your Intelligence
skill relating specifically to the wares being sold at the
modifier for this skill instead of your Wisdom modi-
time, then you gain a +2 synergy bonus to Profession
fier – whichever is higher. For every 5 ranks in this
(merchant) skill checks.
profession, you gain a +2 synergy bonus to checks for
Profession (prostitute) any one chosen Knowledge skill.
You have the talent and skill to sell your own body and
Profession (teamster)
make a living in doing so. You may use your Charisma
You are skilled at driving a team of animals to haul
modifier for this skill instead of your Wisdom modi-
cargo, cart, wagon or carriage. If you have 5 or more
fier – whichever is higher. If you have 5 or more ranks
ranks in this profession, you gain a +2 synergy bonus
in this profession, you gain a +2 synergy bonus to Bluff
to Handle Animal checks. If you have 5 or more ranks
and Diplomacy checks when they are used to seduce,
in the Ride skill or in Animal Empathy, you gain a +2
deceive, convince, or persuade people who might be
synergy bonus to Profession (teamster) checks.
sexually attracted to you (obviously it is rarely useful for
a human to try to seduce a Beholder, or a very old and Profession (woodcutter)
celibate priest). If you have 5 or more ranks in Sense You are skilled with the axe and knowledgeable about
Motive or Gather Information, you gain a +2 synergy plant life in a manner such that you can chop and sell
bonus to Profession (prostitute) checks. Additionally, a the best timber while allowing the rest to grow. If you
myriad of enchantments, illusions, and transmutation have 5 or more ranks in this profession, you gain a +2
magics can be useful in aiding a prostitute’s occupation. synergy bonus to Knowledge (nature) checks that are
A magic-user with access to appropriate spells gains a used in relation to knowledge about trees. If you have
+2 synergy bonus to her checks. 10 or more ranks in this profession, you gain profi-
ciency in handaxes if you do not already have it. If you
Profession (sailor)
have 5 or more ranks in Wilderness Lore, you gain a +2
You are skilled as a boater and have the ability to steer
synergy bonus to Profession (woodcutter) checks.
and upkeep a ship. If you have 5 or more ranks in this
Again, synergy bonuses from ranks in Profession
profession, you gain a +2 synergy bonus to Use Rope
are an optional rule at the DM’s discretion. Other
checks and a +2 synergy bonus to Balance checks
professions and relevant synergy bonuses are possible;
when on uneven terrain. If you have 5 or more ranks
the above list merely represents only a sample of the
in Knowledge (nature), you gain a +2 synergy bonus to
wide variety of potential professions. While not every
Profession (sailor) checks.
character should have the Profession skill, this skill
Profession (scribe) should not be passed over on the basis of its name
You are skilled at penning parchments, either duplicat- alone. Characters cannot exist alone, unconnected to
ing texts or listing notes. If you have 5 or more ranks in the world, and the various Profession skills provide
this profession, you gain a +2 synergy bonus to Forgery a simple, and potentially beneficial, way to create
checks and to Decipher Script checks. If a character important connections between a hero, and the
@
† has the Scribe Scroll feat, he gains a +2 synergy bonus world he lives in. ¶
35
Asgard Magazine, Vol. 6, June 2002

Dramatic Dungeoncrawling
T
here are a lot of ways to keep dungeon crawling By Matt T. Reynolds
from becoming stale and the three most
important are setting, setting, and setting. Every room should have at least one hidden feature of
Any dungeon, no matter how varied, is going to some size, though it need not be treasure. Even if the
become boring to an experienced player unless he or secret that the room guards is largely unimportant, it
she is given more than just monsters to fight and traps should be informative and help keep the players en-
to find. gaged. An accumulation of small bits of information
Before drawing up a dungeon, you need to ask your- can also become clues to coping with the environment
self a lot of questions. Who built the dungeon? When? or some puzzle that you have placed.
For what purpose? Is it still serving that purpose? How Make the most of the D20 system. ere should be
have latter occupants altered the dungeon? What fea- at least one or two things in every room that require
tures of its older use does it retain? What is its current some skill check (to find things, understand what is
purpose in the society? What secret does it hide that seen, reveal information, negotiate an obstacle, etc.).
will help advance the larger story you want to tell? ere should also be at least 1-4 dressings with no real
Have adventurers been here before? If so, how have significance except to provide atmosphere.
they altered the dungeon? If it is an eyesore or source
of trouble, why haven’t figures more powerful than the
PC’s leveled the place a long time ago? If it is rumored
“Keep truly empty rooms to a minimum.””
to contain treasure, why hasn’t that treasure been
looted by figures more powerful than the PC’s a long How many rooms are originally designed to be
time ago? Asking these questions repeatedly will give featureless, still used for that purpose, and regularly
you fresh ideas. cleaned to keep features from accumulating? Reserve
Each room in the dungeon should address and help featureless rooms for disintegrate traps, areas swept by
answer the questions raised in the overall vision of gelatinous cubes, etc. Otherwise, why waste your time
the dungeon. Rooms should contain clues to their putting an uninteresting place on the map?
older functions (if any) and show signs of how they Once you get the hang of it, you can elaborate on
are and were used. Always dress every room. Rooms features in the middle of play, but it is better to over
have odors, degrees of cleanliness, trash, furnishings, write a room than to under write it and be stuttering
decorations, floors, ceilings, often inhabitants (if only to try to come up with something on the spur of
normal rats, spiders, earthworms, snails, millipedes, the moment. Nothing will tip off players that the
ants, cockroaches, lice, flies, etc.), light (or its absence), room is unimportant (i.e. doesn’t contain treasure or
sometimes palpable auras, sometimes weather (tem- information) than hasty descriptions and a paucity of
perature, drafts, humidity, haze), different construc- interesting features. Never describe anything in game
tion materials, and so forth. Rooms and buildings are terms unless you must for the sake of perfect clarity.
subject to wear, and so weather appropriate to their age Work to make your descriptions lively. Write down a
and usage. Mosaics, frescos, and carvings should reveal few sentences of description ahead of time and read
history when appropriate. Consult or construct lists it (or work up from it) if you must. Steadily build the
† of dungeon furnishings when you are stuck for ideas. desired atmosphere. Keep your players imagining their
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Asgard Magazine, Vol. 6, June 2002

surroundings. Encourage your players to interact with diet of aqueducts, arenas, mansions, mills, lighthouses,
the surroundings. hospitals, monasteries, covered bridges, barns,
Keep dungeons small. Six to fifteen rooms is ideal hermit’s retreats, farm houses, dry docks, quarry’s,
for most dungeons. More important areas should have wells, monuments, gnomish clockworks, hobbit holes,
as many as twenty-five. In no circumstance should a etc., etc., etc.
dungeon have more than about seventy areas. If it does Frequently reference books on architecture to get
or should (many real buildings have 100s of rooms), inspiration for floor plans, new types of buildings,
break it down into a series of connected dungeons etc. No matter how imaginative you are, you are going
and cordon off areas with obvious divisions. ese to have a hard time mapping out better buildings
need not (and probably should rarely) be staircases to than those made by full time architects with brilliant
lower levels. Don’t be afraid to make dungeons with imaginations of their own. History is filled with great
four or fewer rooms where brief expeditions can be buildings.
made. Often spending time making rooms interesting Traps tend to be overused and poorly used dungeon
is better than spending time making more rooms. features. Don’t get me wrong; I love traps and consider
You should never design a dungeon without at least them essential to any large well rounded dungeon. But,
one room which is sufficiently architecturally complex place your traps only with great thought. Someone
as to be hard to describe without showing the players built those traps, paid for those traps, and lives with
a map. Otherwise you are going to be stuck in 20'×30' the effects of having all those traps about. Traps should
rectangular room syndrome. e average apartment is only be placed in well traveled areas in very limited
not so simple. ink about the ‘L’ or ‘T’ shaped rooms, numbers (probably no more than one per dungeon) –
double rectangles, split level rooms, rooms with direct and in general these traps should be of the non-lethal
access to corridors, rooms with partial walls between variety (snares, alarms, nets, small pits, lassos, bear
them, landings with staircases leading off and onto traps and similar, chutes, etc.) Place the other traps
them, balconies, and so forth that you encounter only in places that are infrequently visited, preferably
on a daily basis. Keep an eye out for architecturally in places that no one is supposed to visit (false leads,
interesting rooms in public buildings like libraries, corridors that go no where, doors that don’t open)
schools, universities, and museums. or that can be bypassed by those in the know (broad
Always keep in mind that any sequence of areas corridors flanked by untrapped but guarded side
which can be bound in either space or time (or both) corridors, short cuts not meant to be used, etc.) ere
can be used as a dungeon. One room (the common must be some logic to the traps or your players will get
room of a tavern, the basement of a haunted house, the feeling that they are just toys being arbitrarily used
or a hut under siege) can suffice for a dungeon if over for your amusement.
the course of a limited time a series of encounters
take place there. Dungeons do not have to be isolated
subterranean ruined dwelling places of evil. ey can
When you place a trap, make sure it
be palaces in which only some of the inhabitants are inspires the appropriate degree  respect.
nefarious, churches with haunted crypts, tenement
buildings which are on fire, opera houses, theaters,
and libraries after dark, taverns, castles under siege, Finally, make sure that the players know why they
mansions in which the characters are guests, hollow are going (or going back) to the dungeon. Try as hard
trees, gardens, asylums, bath houses having plumbing as you can to make it some reason other than the
problems, sewers, graveyards, lairs carved out by giant desire to loot it. Strive to reach a point were play is
moles, copses and hollows surrounding evil shrines in story driven not dungeon driven. Many of the best
public places, boats, and so on and so forth. dungeons are not introduced as dungeons. Instead,
When using ruins, don’t focus solely on the standard the players begin by treating them as a non-dungeon
dwarf mines, old castles, wizard’s towers, ancient environment, only to discover some (or many) sessions
temples of evil, or trap filled tombs. Ideally, those old latter, that there is some reason to explore them more
standby’s ought to be present as interesting changes closely and not all of the inhabitants where as friendly
from the usual, and be reserved for your more as they appeared. In this fashion, the dungeon begins
important challenges when you can make the most of to have a character that the players know and can
the difficulty and breadth that the setting traditionally interact with.”
† provides. For more normal exploration, give players a ¶
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Asgard Magazine, Vol. 6, June 2002

This isn’t a sneak


peak at a Robin Hood
campaign setting (though we’ll file
that one away for future reference). Rather, Men in Tights
this is a teaser of some of the material you’ll see
in the upcoming superhero product D20 Supers by
Russell Morrissey et alia, published by Natural 20 Press. frequently gain new superpowers, to the most common
Rather than a wholly new game or setting unto itself, comic-book hero type whose powers are fairly static.
D20 Supers is a rules expansion which can be used for The rules make use of templates, classes and variant
any D20 system game. With D20 Supers, all you need is advancement mechanisms to ensure that you have a
the Player’s Handbook to have heroic adventures in full range of methods with which to portray your Hero
nearly any setting, from medieval fantasy, to pulp ’30s and his superpowers. However, this preview article
detective dramas, to desperate clashes between super- will only touch on the base Hero class.
powered heroes and villains in the not-too-distant
future. Teaser Material:
The majority of D20 Supers is devoted to the Hero class
Adamantium Rules Skeleton: and the rules for super powers, but we’re going to want
If you want to play in a fantasy superheroic setting, you to pay to see those. To whet your appetite, however,
you can just use the Player’s Handbook, but since here we present some of the more modular aspects of
most superheroic settings are in the modern day, the book, which should be easy to incorporate into any
we recommend using the Spycraft setting. A free D20 game.
downloadable ‘lite’ version of the rules is available at Hero Class: see above.
the AEG site. Though the rules presented in D20 Supers Hero Points: Super powers are paid for with Hero
might not be quite as durable as the skeletal structure Points, an ability granted by the Hero class.
of our favourite badger-like mutant, they are sturdy Hero Points instead of Magic Items: If you find the
enough and flexible enough to handle everything idea of having adventurers each carry 30 different
from 1st level on up. Plus they’re 100% less likely to magic items distasteful, these rules provide guidelines
be ripped from your body by a magnetically-powered for handing out a few Hero Points to spend on super
supervillain. powers, instead of another potion of cure light wounds.
The primary rules of D20 Supers focus on a new core Sample Powers: See four sample super powers.
class, the Hero. The Hero class functions as something Blitz Jagger, “The Shade”: A sample hero from the
of a bridge between classes and races, allowing you to pulp ’30s setting.
either start with preset levels to represent natural,
perhaps mutant powers, or to advance in abilities as Hero Class
you gain experience, by perfecting your control of your The Hero class is similar to a very flexible template,
powers. Using the rules as a skeleton, you can decide adding powers to your character without necessarily
on your preferred style of play, mixing and matching reflecting actual experience. When you use the
levels of Hero with levels from other classes to create Hero class, you and your game master should decide
whatever type of character you and your group are whether you want characters super powers to be static
able to imagine.*
D20 Supers allows you to portray your character in
*Godlings need not apply. Sadly, we know almost as little about the
a number of different ways; in this way you can soon-to-be-published epic level rules as you do, so though D20 Supers
simulate any type of superhero you wish, from those presents rules for characters of 50th level and beyond, we’re ready to
@ who steadily advance in power over time, to those who revise the epic-level rules in the book if there is enough interest.
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Asgard Magazine, Vol. 6, June 2002

or improvable. The rules can handle either style of


class levels. Once you’re 10th level, the ability to fire
play, but it will help establish the tone of your game if
small energy blasts is no longer as decisively powerful
you choose one.
as it was at 1st level.
If you want to emulate standard comic heroes, each
character should start with a number of levels of the
Ranks, Restrictions, and Hero Points:
Hero class, which he can then never improve. This is
While Hero Points are used to pay for super powers,
effectively the same as playing a race that has a high
your actual power level is measured in ranks. Normal-
Equivalent Character Level, allowing you to start with
ly, ranks and Hero Points are synonymous. However,
super powers without worrying about whether your
restrictions can reduce a power’s total cost in HrPs,
character can later improve them.
which might allow you to have more ranks in a power
Alternately, if you and your game master agree, you
than your level +3. For example, if you have 10 ranks
can let characters take levels of Hero as they gain
of Super Strength, normally this would cost 10 HrPs,
experience points. As they gain levels in the Hero
so you could not have this power unless you were at
class, the new powers they acquire can be explained as
least 7th level. However, if you have a restriction that
superior training like Batman, developing and honing
your Strength is gadget-based (a gadget is a device that
their existing powers like mutants training at Xavier
provides your power, but which can be damaged or
Academy, or a myriad of other potential sources.
destroyed), the restriction would reduce the cost to 8
HrPs, which you could have as early as 5th level.
Hero Points Thus, remember that ranks determine how strong
Levels of the Hero class provide you with Hero Points your super power is, restrictions reduce your power’s
(HrPs). These function somewhat like skill points, overall effectiveness, and Hero Points represent the
allowing you to not only acquire super powers, but net value of the power. To determine how many Hero
measure how valuable each power is. For example, a Points a power costs, choose the number of ranks you
super power with a total cost of 5 HrPs is generally bet- want, then subtract any HrP-reductions from restric-
ter than one with a total cost of 4 HrPs. It’s up to you tions.
whether your super powers are natural in origin, the Base Rank: Each super power has a base rank, which
result of intense training, the function of a complex is the minimum number of ranks you must have in
gadget, or any other explanation. a power for it to have any effect. Many super powers
Bear in mind that many of the most powerful char- scale in power the more ranks you put into them, from
acters in comics would be the equivalent of 20th-level 1 rank up to 20 or more, but some powers simply have
characters or higher, at least if you want to accurately no weak form, so their base rank is high.
portray their powers. The Hero class is useable at all Saving Throws: If a super power allows a saving
levels of play, but you should be aware that a 1st level throw, unless otherwise noted, the DC is 10 + half the
character is just on a different scale of power from power’s cost in Hero Points, rounded down.
most comic heroes. For this reason, the players and
game master should decide if they’d prefer to start Hero Points instead of Magic Items:
with characters above 1st level, to more consistently The core D20 rules assume that character of a given
portray the tone and power level of most superhero level will have a certain amount of magical gear. Of
comics. Similarly, the rules for super powers can be course, if you are playing in a non-fantasy setting, this
used to represent powerful alien races, mystical pow- is not an issue, and you should feel free to ignore these
ers of characters in wuxia, or the diverse array of abili- rules. However, in a fantasy setting, possession of mag-
ties seen in manga and anime. ical gear is assumed for purposes of balancing the dif-
To maintain balance between different classes, you ficulty of encounters, and without it, characters can
cannot spend more Hero Points on a single super be overwhelmed by challenges they should have little
power than your total character level +3. Though a trouble with. For instance, without magic weapons,
1st level Hero has enough HrPs to afford the ability many creatures with damage reduction can be nearly
to shoot the equivalent of a minor lightning bolt at invincible against even high-level characters. However,
will, he is not allowed to dump all of his HrPs into one many game masters prefer not to provide magic items
power. Rather, he can have up to 4 Hero Points on any to the player characters simply because the rules as-
single power, which, while powerful, is not enough to sume their presence, and though this might contribute
overshadow other 1st level characters. Note that this to a coherent story for the game, it makes it harder to
@ limit is based on total character level, not just Hero balance encounters and provide suitable challenges.
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Note that this does not mean that a character should Whenever you gain more Hero Points, you can choose
be able to walk to a store, plunk down a bag of coins, to improve existing powers, or gain new ones, as long
and purchase a super power. Rather, this is a game as you do not go over the limit of max powers.
master’s tool to help keep the balance inherent to the Special Note: Discuss the application of this feat
D20 system rules design, without having to compromise with your game master before taking it. Make sure
her vision of her own world. Hero Points not only to determine whether she will allow you to have the
give characters access to necessary abilities without powers you desire. Note that this is often contingent
requiring the world to be teeming with magic, but also on how well you can explain why the powers you
help foster a sense of heroism in the game. It is usually desire would be consistent for your character.
more emotionally gratifying if your character’s great At the game master’s option, if there will be little or
powers come from himself, and not from some magic none of the expected magical gear during a campaign,
rock he looted from a dungeon. all characters might be allowed to gain this feat for
To be eligible to acquire Hero Points in this fashion, free at 2nd level.
a character must first take the Heroic Powers feat, Note that this will not produce exact matches between
detailed below. The ability to gain one’s own powers Hero Point costs and magic item costs since, indeed,
is quite similar to many magic item creation feats, rarely do magic items and super powers work exactly
except that any character can acquire these powers the same way. Compared to super powers, magic items
if the player wants, and that super powers are not are vulnerable to being negated by antimagic, but can
magical. Of course, the game master should tell her be exchanged among party members with relative ease
players if she does not plan to allow them to gain Hero and are slightly cheaper. The two genres that spawned
Points in this fashion, so they won’t waste a feat. them are different, but the barriers can be crossed
if you prefer to not have ever fantasy hero weighted
Heroic Powers down with dozens of magic items.
You are able to develop superheroic
abilities and powers. GP Hero Max Example One:
Prerequisite: Character level 2+. Deficit Points Powers Edena is a 15th-level Wizard, but after
Benefit: Using the guidelines for 500 1 1 comparing the equipment she has to the
player character wealth presented suggested amount of gear for a character
1,500 2 2
in Core Rulebook II, you and your of her level, the game master determines
game master should determine how 3,000 3 3 that she is 55,000 gold pieces short. She
much you are short of the expected 5,000 4 4 talks with Edena’s player, and they decide
wealth. Then consult the following 7,500 5 5 that it will be fair to give Edena 14 Hero
table, and find the highest entry Points to make up the difference, if Edena
10,500 6 6
that is less than how much your takes the Heroic Powers feat, which she
‘deficit’ is. Reading along that line of 14,000 7 6 does. With the game master’s permission,
the table, you gain the listed amount 18,500 8 7 Edena’s player decides that Edena’s
of Hero Points, which can be spent 22,500 9 7 magical powers have manifested with
on super powers, just as if you had permanent abilities beyond her normal
27,500 10 8
the Hero class. For the purposes spellcasting, and she begins to pick a
of determining level-dependent 33,000 11 8 few powers, under her game master’s
effects, use either your Hero levels, 39,000 12 9 guidance.
or half your total character levels, 45,500 13 9
whichever is higher. Edena’s player’s first impulse is to try
52,500 14 10
Whenever your level increases, re- to increase her Intelligence as much as
calculate your wealth ‘deficit.’ You 60,000 15 10 possible to help her spellcasting. Though
may choose to gain additional Hero 68,000 16 11 she could get a benefit as high as +14,
Points to make up the difference, or 76,500 17 11 this would use up all her HrPs, and she
wait for your game master to pro- would like a greater variety of abilities.
vide wealth in-game. The game mas- 85,500 18 11 Instead, Edena’s player decides to gain a
ter is encouraged to be forthright if 95,000 19 12 +6 bonus to Intelligence (6 HrPs), plus a
no magical wealth will be provided, 105,000 20 12 Minor Energy Blast (fire) (6 HrPs), and
@ to help players make this decision.
+10,000 +1 +1/4
immunity to aging (2 HrPs).
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Example Two: much they reduce the cost of the Flight


Cai is an 8th-level Fighter, and his player power. Base rank: 8.
has occasionally complained that his Special Notes: Any special informa- Effect: You can fly at your base speed,
character has almost no magic items, tion regarding the power is pre- with a manœuvrability of poor.
which makes it hard for him to fight vari- sented here. Note that this ability also functions
ous magical monsters. The game master for almost any powers that allows
wants to play in a relatively low-magic Power Short Format free movement in all three dimen-
world where magic items are rare, but When listing your Hero’s powers, sions, such as webswinging.
she’s willing to let Cai acquire a few use the following format. It is espe- Extra ranks: Extra ranks can im-
‘super powers,’ because he is far more he- cially useful since extra ranks can prove your maneuverability. Each
roic than average people. Since she doesn’t grant abilities beyond those of the 1 extra rank improves your maneu-
intend to hand out many magic items base power. Omit entries that are verability by one step, from poor to
throughout the course of the campaign, inapplicable. average to good to perfect. If you
she decides to give all the PCs the Heroic Power Name (total HrPs): Source want to be able to fly faster, choose
Powers feat for free. of power (gadget, mystic, genetic, Super Speed.
Cai has 25,000 fewer gold pieces than is etc.). Activated or Persistent. Effect. Restrictions: If you require wings
suggested for a character of his level, so Details and sensory specifics. Saving to fly, you can take Space Restric-
the game master gives him 9 HrPs. Cai’s throw to resist. Base rank. Bonus tion to reduce the total cost of this
player wants to be able to harm damage abilities (ranks required). Restric- power. You’ll require at least a few
resistant creatures, so he gets Super Strike, tions (HrPs discounted). Special feet of space around you in which
which lets him harm creatures as if he had notes. to flap your wings, preventing you
a +2 weapon (3 HrPs). He also gets a +4 from flying through narrow spaces.
bonus to Constitution (4 HrPs), and a su- Energy Blast This is worth a 1 HrP reduction.
per-powered +1 deflection bonus to AC (2 Base rank: 1. This power can be used to emu-
HrPs), which takes up the rest of his HrPs. Effect: Choose one type of energy late web-swinging and other forms
attack—acid, cold, electricity, fire, of aerial movement that rely on
Sample Super Powers force, or sonic. As a standard action, swinging on long lines attached to
The following is the format in which you can emit a blast of energy, deal- overhead objects. This limits ‘flight’
powers are presented when describ- ing 1d6 points of damage, striking in the following ways. You can only
ing them in full. After that is the one target with a ranged touch at- swing/fly as long as there is some
short format for listing super pow- tack, with a range of 10 feet. This is solid object no more than 90 feet
ers on a character sheet, followed by an activated power. away to the side or above, and can-
four sample super powers. Extra ranks: Lesser Energy Blasts not hover or move upward unless
cost 8 ranks, and deal 1d6 damage/2 there is a solid object above you.
Power Name levels (max 5d6) to Close range, in This is worth a 3 rank reduction.
Prerequisite: A very small number a ray.
of super powers require some other Moderate Energy Blasts cost 15 Invulnerability
ability before you can take them. ranks, and fire a 5-foot wide line Base rank: 2.
Base rank: This is the minimum that deals 1d6 damage/level (max Effect: You gain damage reduction
number of ranks you must have in 10d6) to Medium range. Reflex save 1/item of your choice. When you
the power before it has any effect. for half. pick this ability, choose some type
Any ranks beyond the base rank Greater Energy Blasts cost 23 ranks, of material that can overcome your
gain extra abilities for that power. and fire a cone of energy, dealing damage reduction. This substance
Effect: This is what the power does. 1d6 damage/level (max 20d6) to must be very common (see Item
Unless the description states other- Long range. Reflex save for half. Rarities, in Chapter Two).
wise, the power is persistent. Special Notes: You can take this Extra ranks: Extra ranks can im-
Extra ranks: This entry states what power multiple times, each time ap- prove either the amount of your
happens when you have spent more plying to a different type of energy. damage reduction, or the type of
Hero Points than the base rank. Each Energy Blast power has sepa- item to which you’re vulnerable.
Restrictions: If the power has some rate ranks. This is a much briefer For every 1 extra rank spent toward
common types of restrictions, they form than the actual power listed increasing amount, increase the
@ are listed here, along with how in the book. amount of damage reduction by 1.
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Asgard Magazine, Vol. 6, June 2002

For every 2 extra ranks, change the item to which you This power grants natural damage reduction, which
are vulnerable to the next higher category, progress- allows your unarmed attacks to function as magical
ing through +1 (common), +2 (uncommon), +3 (rare), weapons of whatever type of material you’re vulner-
+4 (very rare), and +5 (extremely rare) items. Usually, able to. Thus, the unarmed attacks of someone with
this damage reduction will simply be listed with “/+1”, DR 5/+1 would count as +1 weapons for the purposes of
or “/+2,” but if magic items do not exist in your setting, overcoming the damage reduction of others.
use an appropriately rare type of item.
For example, with 10 ranks, you could have DR 5/+2, Super Strength
or DR 9/iron, or DR 7/gold. Base rank: 2.
Special Notes: An item of equal or higher ranking than Effect: You gain a +1 bonus to melee weapon and
the item you are vulnerable to can still hurt you. For hurled weapon damage rolls, and a +1 bonus to
instance, a +1 weapon can hurt a Hero with DR 5/gold, Strength checks and Strength-based skill checks. Ad-
since gold is the equivalent of a +1 item. A +5 weapon ditionally, you gain an effective +2 strength for the
can hurt a Hero with DR 10/‘wooden weapons carved purposes of determining how much you can lift and
by a deity’s avatar,’ since wooden weapons carved by a carry. Note that this is not actually an increase to your
deity’s avatar are extremely rare. Note that the cost is Strength score, so you do not gain a bonus to your melee
determined by how rare an item you are vulnerable to; attack rolls.
it does not mean that these items function as magical Extra ranks: For every 1 extra rank, increase the
materials for the purposes of hurting other characters bonuses by an additional +1 to rolls and +2 effective
with damage reduction. strength for lifting.

Blitz Jagger: “The Shade” Sense Motive +15, Spot +8; Ambidexterity, tangible and intangible targets equally,
Improved Unarmed Strike, Quickdraw, regardless of whether he is presently
The Shade is a crime-fighter in a setting Toughness, Two Weapon Fighting, Weapon tangible or intangible.
reminiscent of pulp ’20s comics. His Focus (pistol), Weapon Focus (unarmed), Heightened Charisma (6 HrPs):
powers include intangibility, canny Weapon Proficiency (pistol). Persistent. +6 bonus to Charisma. Base
perception, and a strange separation of Possessions: Standard for a private rank 2. Increased effect ×2 (4 ranks).
body and spirit that protects him from investigator. Heightened Wisdom (2 HrPs):
harm. Though normally dressed as an Hero Points: 40 (42 ranks, with 2 Persistent. +2 bonus to Wisdom. Base
average private investigator, when he
bonus Hero Points from restrictions). rank 2.
adopts his Shade persona, his clothing
Super powers: The Shade first Immune to Aging (2 HrPs): Persistent.
takes on a more ominous, wispy
acquired his powers after crash-landing Blitz will never die of old age, nor will his
appearance, and his facial features
in Tibet during World War I. He nearly died, ability scores diminish from aging.
become pale, his touch cold.
and felt himself wandering the snowy Immune to Mental Attacks (11 HrPs):
Blitz Jagger: 5th/3rd/2nd level Human Himalayas outside his body for several Persistent. Blitz is immune to all forms
Hero/Specialist (Investigator)/Fighter: Male hours before some of the local mountain of mental attacks and efforts to detect,
human; CR 10; Medium-size humanoid monks came across him and took him influence, or read his emotions or thoughts.
(human); hp 23; Init +2 (+2 Dex); Spd 30 to their temple for healing. The monks This protects against all forms of mind-
ft; AC 12 (+2 Dex), or 17 while incorporeal helped him recuperate, and while he affecting spells and effects. Base rank 11.
(+2 Dex, +5 Dodge); Atk +3/+3 melee recovered he learned to meditate with the Intangibility (13 HrPs): Activated. As a
(1d6, unarmed), +7 ranged (1d10, monks, unlocking great energies within standard action, Blitz can assume a visible,
masterwork pistol, crit ×3); SA Super himself. Since part of him had died on incorporeal form similar to that of a ghost
powers; SQ Collected Knowledge, Superior the mountainside, he found himself able while manifesting. While in this form, he
Disable Device; AL CG; SV Fort +3, Ref +3, to move about like a ghost, as he had for gains no AC bonus from tangible armor,
Will +8; Str 12, Dex 14, Con 8, Int 10, Wis those few hours after the crash, and he but gains a deflection bonus equal to his
21, Cha 21. has great insight into human souls. Charisma bonus (+5). Base rank 13.
Skills and Feats: Concentration Ghost Touch (8 HrPs): Persistent. Blitz’s Turnable (2 bonus Hero Points):
+3, Disable Device +6, Escape Artist attacks can affect incorporeal creatures Personal restriction. Though Blitz is not
+4, Gather Information +10, Hide +4, as if they were tangible. Base rank 7. truly undead, he still is strongly connected
Intimidate +15, Knowledge (arcana) +4, Armed attacks can also affect incorporeal to the spirit world, and can be turned like
Knowledge (religion) +5, Move Silently creatures (1 rank). Because he also has a ghost. In the pulp 30’s setting, this is a
+10, Profession (private investigator) +10, the Intangibility power, he can affect both very rare, fatal occurrence (2 bonus HrP).

is is just a taste of what you’ll see in D20 Supers. Additionally, you’ll find over 100 super powers, four prestige classes (Detective,
@ Gadgeteer, Menacing Vigilante, and Mentor), the skill-based Specialist class, open content Reputation rules, and several brief sample
42 settings for you to start playing in. D20 Supers will be released no later than July 2002. e title, by the way, may change.
OPEN GAME LICENSE V . 5. Representation of Authority to Contribute: If You are con-
e following text is the property of Wizards of the Coast, Inc. tributing original material as Open Game Content, You
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights con-
Rights Reserved.
veyed by this License.
1. Definitions: (a)”Contributors” means the copyright and/or
6. Notice of License Copyright: You must update the COPY-
trademark owners who have contributed Open Game Con-
RIGHT NOTICE portion of this License to include the
tent; (b)”Derivative Material” means copyrighted material
exact text of the COPYRIGHT NOTICE of any Open Game
including derivative works and translations (including into Content You are copying, modifying or distributing, and
other computer languages), potation, modification, correc- You must add the title, the copyright date, and the copyright
tion, addition, extension, upgrade, improvement, compila- holder’s name to the COPYRIGHT NOTICE of any original
tion, abridgment or other form in which an existing work Open Game Content you Distribute.
may be recast, transformed or adapted; (c) “Distribute”
7. Use of Product Identity: You agree not to Use any Product
means to reproduce, license, rent, lease, sell, broadcast, Identity, including as an indication as to compatibility, except
publicly display, transmit or otherwise distribute; (d)”Open as expressly licensed in another, independent Agreement
Game Content” means the game mechanic and includes the with the owner of each element of that Product Identity.
methods, procedures, processes and routines to the extent You agree not to indicate compatibility or co-adaptability
such content does not embody the Product Identity and with any Trademark or Registered Trademark in conjunc-
is an enhancement over the prior art and any additional tion with a work containing Open Game Content except as
content clearly identified as Open Game Content by the expressly licensed in another, independent Agreement with
Contributor, and means any work covered by this License, the owner of such Trademark or Registered Trademark. e
including translations and derivative works under copyright use of any Product Identity in Open Game Content does not
law, but specifically excludes Product Identity. (e) “Product constitute a challenge to the ownership of that Product Iden-
Identity” means product and product line names, logos and tity. e owner of any Product Identity used in Open Game
identifying marks including trade dress; artifacts; creatures Content shall retain all rights, title and interest in and to that
characters; stories, storylines, plots, thematic elements, Product Identity.
dialogue, incidents, language, artwork, symbols, designs, 8. Identification: If you distribute Open Game Content You
depictions, likenesses, formats, poses, concepts, themes must clearly indicate which portions of the work that you are
and graphic, photographic and other visual or audio rep- distributing are Open Game Content.
resentations; names and descriptions of characters, spells, 9. Updating the License: Wizards or its designated Agents may
enchantments, personalities, teams, personas, likenesses publish updated versions of this License. You may use any
and special abilities; places, locations, environments, crea- authorized version of this License to copy, modify and dis-
tures, equipment, magical or supernatural abilities or effects, tribute any Open Game Content originally distributed under
logos, symbols, or graphic designs; and any other trademark any version of this License.
or registered trademark clearly identified as Product identity 10. Copy of this License: You MUST include a copy of this
by the owner of the Product Identity, and which specifically License with every copy of the Open Game Content You
excludes the Open Game Content; (f ) “Trademark” means Distribute.
the logos, names, mark, sign, motto, designs that are used by 11. Use of Contributor Credits: You may not market or advertise
a Contributor to identify itself or its products or the associ- the Open Game Content using the name of any Contributor
ated products contributed to the Open Game License by the unless You have written permission from the Contributor to
Contributor (g) “Use”, “Used” or “Using” means to use, Dis- do so.
tribute, copy, edit, format, modify, translate and otherwise 12. Inability to Comply: If it is impossible for You to comply with
create Derivative Material of Open Game Content. (h) “You” any of the terms of this License with respect to some or all
or “Your” means the licensee in terms of this agreement. of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open
2. e License: is License applies to any Open Game Con-
Game Material so affected.
tent that contains a notice indicating that the Open Game
13. Termination: is License will terminate automatically if
Content may only be Used under and in terms of this Li-
You fail to comply with all terms herein and fail to cure such
cense. You must affix such a notice to any Open Game Con-
breach within 30 days of becoming aware of the breach. All
tent that you Use. No terms may be added to or subtracted
sublicenses shall survive the termination of this License.
from this License except as described by the License itself.
No other terms or conditions may be applied to any Open 14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the
Game Content distributed using this License.
extent necessary to make it enforceable.
3. Offer and Acceptance: By Using the Open Game Content
15. COPYRIGHT NOTICE:
You indicate Your acceptance of the terms of this License.
Open Game License v 1.0 Copyright 2000,
4. Grant and Consideration: In consideration for agreeing Wizards of the Coast, Inc.
to use this License, the Contributors grant You a perpetual, Copyright 2002, Asgard Magazine Issue 6
worldwide, royalty-free, non-exclusive license with the exact Copyright 2000, Michael J. Kletch
43 terms of this License to Use, the Open Game Content. Copyright 2001, B. Marcus Lindberg, Scott Metzger

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