d66 Character Class Source 11 Proselytizer (Cleric) ACKS Core 12 Guardsman (Fighter) ACKS Core 13 Elementalist (Mage) ACKS Core 14 Tomb Raider

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1 d66 Character Class Source 11 Proselytizer (Cleric) ACKS Core 12 Guardsman (Fighter) ACKS Core 13 Elementalist (Mage) ACKS Core 14 Tomb Raider (Thief) ACKS Core 15 Bravo (Assassin) ACKS Core 16 Wandering Minstrel (Bard) ACKS Core 21 Bladesinger (Bladedancer) ACKS Core 22 Pathfinder (Explorer) ACKS Core 23 Documentarian (Dwarven Craftpriest) ACKS Core 24 Clansdwarf (Dwarven Vaultguard) ACKS Core 25 Duelist For Hire (Elven Nightblade) ACKS Core 26 Elven Bladesinger (Elven Spellsword) ACKS Core 31 Corruptor (Anti Paladin) ACKS Player s Companion 32 Skirmisher (Barbarian) ACKS Player s Companion 33 Tunnel Runner (Dwarven Delver) ACKS Player s Companion 34 Warmonger (Dwarven Fury) ACKS Player s Companion 35 Discoverer (Dwarven Machinist) ACKS Player s Companion 36 Rake (Elven Courtier) ACKS Player s Companion 41 Transmogrifier (Elven Enchanter) ACKS Player s Companion 42 Hunter (Elven Ranger) ACKS Player s Companion 43 Performer (Gnomish Trickster) ACKS Player s Companion 44 Enlightened Mind (Mystic) ACKS Player s Companion 45 Servant of Fire (Nobiran Wonderworker) ACKS Player s Companion 46 Champion (Paladin) ACKS Player s Companion 51 Canoness (Priestess) ACKS Player s Companion 52 Runecaster (Shaman) ACKS Player s Companion 53 Manhunter (Thrassian Gladiator) ACKS Player s Companion 54 Merchant Traveler (Venturer) ACKS Player s Companion 55 Defiler (Warlock) ACKS Player s Companion 56 Lorelei (Witch) ACKS Player s Companion 61 Avenger (Zaharan Ruinguard) ACKS Player s Companion 62 Illusionist (Illusionist) Autarch Website 63 Orc Monster (Orc) Autarch Forum 64 Bugbear Monster (Bugbear) Autarch Forum 65 Warrior Princess (Aristocrat) Autarch Forum 66 Kobold Trapper (Gnomish Arbalestier) By This Axe

2 31 Corruptor Lvl. 1 Anti Paladin Str 15 (+1) Int 8 ( 1) Wis 10 (+0) Con 13 (+1) Dex 12 (+0) Cha 14 (+1) HP: 7 AC: 2 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Aura of Protection: +1 AC and saves vs. attacks and effects made by good creatures Command Undead: Skeleton 10+, zombie 13+, ghoul 16+, wight 19+ Damage Bonus: +1 Mystic Aura: +2 reaction rolls to impress or intimidate, subject charmed on 12+ Seduction: +2 reaction rolls with opposite sex of similar species Equipment: Unholy symbol, short sword, whip, leather armor, hand mirror, pouch, bottle of fine wine, 1wks. iron rations, 7gp. Encumbrance: 3 stone. 15 Bravo Lvl. 1 Assassin Str 14 (+1) Int 8 ( 1) Wis 10 Con 13 (+1) Dex 15 (+1) Cha 12 HP: 7 AC: 3 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Thief Skills: Backstab (x2 damage, +4 attack), move silently (17+), hide in shadows (19+) Fighting Style (two weapon): Additional +1 to attack throws when dual wielding Intimidation: +2 reaction rolls when intimidating weaker or outnumbered subjects Equipment: Crossbow, case with 20 bolts, sword, dagger, leather armor, pouch, backpack, 2wks. iron rations, 6gp. Encumbrance: 3 stone. 32 Skirmisher Lvl. 1 Barbarian (Skysostan) Str 15 (+1) Int 8 ( 1) Wis 12 Con 14 (+1) Dex 13 (+1) Cha 10 HP: 9 AC: 3 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Animal Reflexes: +1 initiative, +1 surprise rolls Naturally Stealthy: Opponents suffer 1 to surprise rolls Savage Resilience: Roll twice on Mortal Wounds chart and keep the better result Skirmishing: Withdraw or retreat from melee without declaring Endurance: Does not need to rest every 6 turns, force march for 2 days without penalty Precise Shooting (class bonus): Shoot missile into melee at 4 attack penalty Equipment: Composite bow, quiver with 20 arrows, pair of short swords, leather armor, backpack, 2wks. iron rations, 6gp. Encumbrance: 3 stone.

3 16 Wandering Minstrel Lvl. 1 Bard Str 8 ( 1) Int 13 (+1) Wis 12 (+0) Con 10 (+0) Dex 14 (+1) Cha 15 (+1) HP: 6 AC: 3 Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 16+ Staff: 14+ Spell: 15+ Inspire Courage: 1/day, play music for 1 round to grant +1 attack/damage/morale for 1 turn Loremastery: Decipher runes, remember history, identify artifacts on 18+ Arcane Dabbling: Use wands, staffs, other magic user items on 18+ Magical Music: Charm person/sleep animal during music, or full spell duration by playing 1 turn Diplomacy: +2 reaction rolls when attempting to parley Performance (music): Recognize music, composers, etc. on 11+, earn 10gp/week Bargaining: Items purchased cost 10% less, items sold go for 10% more Equipment: Crossbow, quiver with 20 bolts, short sword, dagger, leather armor, backpack, lute, 2wks. iron rations, 2gp. Encumbrance: 3 stone. 21 Bladesinger Lvl. 1 Bladedancer Str 13 (+1) Int 8 ( 1) Wis 15 (+1) Con 10 (+0) Dex 14 (+1) Cha 12 (+0) HP: 6 AC: 4 Attack: 10+ Petrif: 13+ Poison: 10+ Blast: 16+ Staff: 13+ Spell: 15+ Turn Undead: Skeleton 10+, zombie 13+, ghoul 16+, wight 19+ AC and Initiative Bonus: +1 when wearing leather or less Magical Music: Charm person/sleep animal during music, or full spell duration by playing 1 turn Performance (singing): Recognize music, composers, etc. on 11+, earn 10gp/week Equipment: Holy symbol, polearm, sword, dagger, leather armor, headdress (20gp value), backpack, 2wks. iron rations, 3gp. Encumbrance: 4 stone. 11 Proselytizer Lvl. 1 Cleric Str 12 Int 8 ( 1) Wis 15 (+1) Con 14 (+1) Dex 10 Cha 13 (+1) HP: 7 AC: 3 Attack: 10+ Petrif: 13+ Poison: 10+ Blast: 16+ Staff: 13+ Spell: 15+ Turn Undead: Skeleton 10+, zombie 13+, ghoul 16+, wight 19+ Divine Health: Immune to disease Diplomacy:+2 reaction rolls when attempting to parley Equipment: Holy symbol, wooden shield, mace, ring mail, wineskin with good wine, small sack, holy book, 1wks. iron rations. Encumbrance: 4 stone.

4 23 Documentarian Lvl. 1 Dwarven Craftpriest Str 13 (+1) Int 8 ( 1) Wis 15 (+1) Con 14 (+1) Dex 12 Cha 10 HP: 7 AC: 3 Attack: 10+ Petrif: 9+ Poison: 6+ Blast: 13+ Staff: 9+ Spell: 11+ Turn Undead: Skeleton 10+, zombie 13+, ghoul 16+, wight 19+ Sensitivity to Stone: +1 surprise rolls underground, detect traps when actively searching on 14+ Loremastery: Decipher runes, remember history, identify artifacts on 18+ Mapping: 11+ draft complicated layouts etc. by memory Craft (bookbinding) 2 (class bonus): 20gp/month, up to 3 apprentices, identify related on 11+ Equipment: Holy symbol, battleaxe, ringmail, wineskin with good wine, small sack, blank book, quill and ink, 1wks. iron rations, 3gp. Encumbrance: 4 stone. 33 Tunnel Runner Lvl. 1 Dwarven Delver Str 10 Int 13 (+1) Wis 14 (+1) Con 12 Dex 15 (+1) Cha 8 ( 1) HP: 4 AC: 2 Attack: 10+ Petrif: 9+ Poison: 9+ Blast: 13+ Staff: 10+ Spell: 11+ Thief Skills: Hide 17+, move silently 15+, climb 4+, find traps 14+, hear 14+, backstab x2 Class Ability: Sensitivity to Stone: +1 surprise rolls underground, detect traps when actively searching on 14+ Running: Movement speed increased by 30ft. in chainmail or lighter armor. Mapping: 11+ draft complicated layouts etc. by memory Equipment: Crossbow, case with 20 bolts, 10 pole, battleaxe, 2 hand axes, leather armor, backpack, 2 large sacks, 50 rope, tinderbox, lantern, small hammer, 12 iron spikes, 2 flasks military oil, wineskin, 2wks. iron rations, 1gp. Encumbrance: 5 stone.

5 34 Warmonger Lvl. 1 Dwarven Fury Str 15 (+1) Int 8 ( 1) Wis 12 (+0) Con 14 (+1) Dex 13 (+1) Cha 10 (+0) HP: 9 AC: 4 Attack: 10+ Petrif: 11+ Poison: 10+ Blast: 13+ Staff: 12+ Spell: 13+ Flesh Runes: +2 AC, reduce non magical damage by 1 Fighting Fury: When furious, +2 damage bonus, immune to fear, cannot retreat from combat Savage Resilience: Roll twice on Mortal Wounds chart and keep the better result Sensitivity to Stone: +1 surprise rolls underground, detect traps when actively searching on 14+ Combat Reflexes: +1 bonus to surprise and initiative rolls Manual of Arms: Earn 25gp/month training civilians into light infantry Equipment: Spear, warhammer, steel shield, tinderbox, 12 torches, 2 flasks military oil, 1wks. iron rations, 53 gp. Encumbrance: 2 stone. 35 Discoverer Lvl. 1 Dwarven Machinist Str 10 (+0) Int 15 (+1) Wis 12 (+0) Con 13 (+1) Dex 14 (+1) Cha 8 ( 1) HP: 7 AC: 5 Attack: 10+ Petrif: 9+ Poison: 9+ Blast: 13+ Staff: 10+ Spell: 11+ Sensitivity to Stone: +1 surprise rolls underground, detect traps when actively searching on 14+ Attention to Detail: +3 to all proficiency throws Thief Abilities: open locks, detect traps 14+, disable traps 15+ Build/Design/Repair Automatons: 14+ Inventing: Design automatons as if 2 class levels higher than usual, time required 20% Seafaring: Crew large sailing ships or galleys. Craft (shipright) 3 (class bonus): 40gp/month, up to 2 journeymen and 3 apprentices, identify related on 9+ Equipment: Battale axe, chain mail, backpack, parchment journal, quill and ink, tinderbox, 12 torches, machinist s tools, 1wks. iron rations. Encumbrance: 5 stone.

6 24 Clansdwarf Lvl. 1 Dwarven Vaultguard Str 15 (+1), Int 8 ( 1) Wis 12 Con 14 (+1) Dex 13 (+1) Cha 10 HP: 9 AC: 5 Attack: 10+ Petrif: 11+ Poison: 10+ Blast: 13+ Staff: 12+ Spell: 13+ Sensitivity to Stone: +1 surprise rolls underground, detect traps when actively searching on 14+ Fighting Style (Weapon and Shield): +1 AC when using weapon and shield Manual of Arms: Earn 25gp/month training civilians into light infantry Equipment: Spear, war hammer, steel shield, banded plate, backpack, tinderbox, 12 torches, 1wks. iron rations, 3gp. Encumbrance: 4 stone. 36 Rake Lvl. 1 Elven Courtier Str 10 (+0) Int 14 (+1) Wis 12 (+0) Con 8 ( 1) Dex 13 (+1) Cha 15 (+1) HP: 5 AC: 3 Attack: 10+ Petrif: 12+ Poison: 13+ Blast: 16+ Staff: 14+ Spell: 14+ Classical Weapons Training: +1 to attacks with melee weapons Diplomacy and Protocol: +2 reaction rolls when attempting to parley Inspire Courage: 1/day, speak for 1 round to grant +1 attack/damage/morale for 1 turn Magical Music: Charm person/sleep animal after 1 minute of performance (not during battle) Attunement to Nature: +1 to surprise rolls when in wilderness Keen Eyes: Detect hidden and secret doors on 8+ if actively searching or 14+ casually Connection to Nature: Immune to ghoul paralysis Combat Trickery (disarm): Make disarm maneuver at 2, opponent gets 2 to saving throw Manual of Arms: Earn 25gp/month training civilians into light infantry Leadership: Max number of henchmen +1 (total of 6), base morale score of domain +1 Performance (instruments): Recognize music, composers, etc. on 11+, earn 10gp/week Equipment: Short sword, dagger, leather armor, backpack, 2wks. iron rations, 10gp. Encumbrance: 2 stone.

7 41 Transmogrifier Lvl. 1 Elven Enchanter Str 8 ( 1) Int 15 (+1) Wis 12 (+0) Con 10 (+0) Dex 15 (+1) Cha 14 (+1) HP: 4 AC: 1 Attack: 10+ Petrif: 12+ Poison: 13+ Blast: 15+ Staff: 11+ Spell: 11+ Mastery of Charms and Illusions: Charm and illusion spells cast as if two levels higher Prestidigitation: Perform minor tricks, pick pockets on 17+ (as thief ½ level) Glamorous Aura: +2 to reaction rolls to impress or intimidate, charm on 12+ Attunement to Nature: +1 to surprise rolls when in wilderness Keen Eyes: Detect hidden and secret doors on 8+ if actively searching or 14+ casually Connection to Nature: Immune to ghoul paralysis Transmogrification: Polymorph spells & magical crossbreeds calculated as if 2 levels higher Naturalism: Know about edible plants, healing herbs, unusual features of woods on 11+ Alchemy: Identify common alchemical substances on 11+ Charm Person: Humanoid creature regards caster as ally; humans and demi humans may be affected regardless of character level; save versus Spells negates effect; target being threatened or attacked by caster or allies receives a +5 bonus on its saving throw; new saving throw each day if target Int 13 or greater, every week 9 12, every month 8 or less. Chameleon: creature touched +8 to hide in shadows for 1 turn. Equipment: Spellbook, quarterstaff, dagger, quill and ink, 2wks. iron rations, 57gp. Encumbrance: 1 stone.

8 25 Duelist For Hire Lvl. 1 Elven Nightblade Str 8 ( 1) Int 14 (+1) Wis 12 (+0) Con 10 (+0) Dex 15 (+1) Cha 13 (+1) HP: 6 AC: Attack: 10+ Petrif: 12+ Poison: 13+ Blast: 16+ Staff: 14+ Spell: 14+ Acrobatics: Tumble on 20+ to ignore shield and backstab, +2 to saves affected by agility Thief Skills: Move silently, hide in shadows, climb walls, backstab (x2 damage, +4 attack) Attunement to Nature: +1 to surprise rolls when in wilderness Keen Eyes: Detect hidden and secret doors on 8+ if actively searching or 14+ casually Connection to Nature: Immune to ghoul paralysis Fighting Style (two weapons): +1 to attack throws when dual wielding Manual of Arms: Earn 25gp/month training civilians into light infantry Equipment: Composite bow, quiver with 20 arrows, sword, short sword, 2 daggers, leather armor, backpack, 2wks. iron rations, 3gp. Encumbrance: 3 stone. 42 Hunter Lvl. 1 Elven Ranger Str 15 (+1) Int 8 ( 1) Wis 12 Con 13 (+1) Dex 14 (+1) Cha 10 HP: 7 AC: 5 Attack: 10+ Petrif: 14+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 16+ Accuracy: +1 damage rolls with missile weapons, shoot into melee at 4 Difficult to Spot: Disappear into wilderness on 3+, 14+ in dungeons Tracking: See tracking proficiency below Friend of Birds and Beasts: +2 reaction rolls with animals, take animals as henchmen Animal Reflexes: +1 reaction and surprise rolls Attunement to Nature: +1 to surprise rolls when in wilderness Keen Eyes: Detect hidden and secret doors on 8+ if actively searching or 14+ casually Connection to Nature: Immune to ghoul paralysis Weapon Focus (bows/crossbows): Double damage on a natural 20 with bows/xbows Tracking: Follow tracks on 7+ Equipment: Longbow, quiver with 20 arrows, spear, short sword, dagger, chainmail, backpack, lantern, tinderbox, 2 flasks common oil, blanket, 50 rope, 12 iron spikes, small hammer, wineskin, 1wks. iron rations. Encumbrance: 6 stone (move speed 30/90).

9 26 Elven Bladesinger Lvl. 1 Elven Spellsword Str 14 (+1) Int 15 (+1) Wis 8 ( 1) Con 10 Dex 13 (+1) Cha 12 HP: 6 AC: 5 Attack: 10+ Petrif: 14+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 16+ Attunement to Nature: +1 to surprise rolls when in wilderness Keen Eyes: Detect hidden and secret doors on 8+ if actively searching or 14+ casually Connection to Nature: Immune to ghoul paralysis Magical Music: Charm person/sleep animal during music, or full spell duration by playing 1 turn Performance (singing): Recognize music, composers, etc. on 11+, earn 10gp/week Diplomacy: +2 reaction rolls when attempting to parley Charm Person: Humanoid creature regards caster as ally; humans and demi humans may be affected regardless of character level; save versus Spells negates effect; target being threatened or attacked by caster or allies receives a +5 bonus on its saving throw; new saving throw each day if target Int 13 or greater, every week 9 12, every month 8 or less. Read Languages: Caster can read any written language for 2 turns. Equipment: Spellbook, shortbow, quiver with 20 arrows, two handed sword, chainmail armor, backpack, 2 wks. iron rations, 1gp. Encumbrance: 5 stone. 22 Pathfinder Lvl. 1 Explorer Str 15 (+1) Int 8 ( 1) Wis 12 Con 13 (+1) Dex 14 (+1) Cha 10 HP: 7 AC: 5 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Accuracy: +1 damage rolls with weapons Animal Reflexes: +1 surprise and initiative rolls Precise Shooting: Shoot into melee at 4 Tracking: Follow tracks on 11+ Equipment: Longbow, quiver with 20 arrows, spear, short sword, dagger, chainmail, lantern, backpack, tinderbox, 2 flasks of common oil, blanket, 50 rope, 12 iron spikes, small hammer, wineskin, 1wks. iron rations. Encumbrance: 6 stone.

10 12 Guardsman Lvl. 1 Fighter Str 15 (+1) Int 8 ( 1) Wis 10 Con 14 (+1) Dex 13 (+1) Cha 12 HP: 9 AC: 6 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Damage Bonus: +1 with all weapons Alertness: Hear noise and detect secret doors on 14+, +1 to avoid surprise Signaling: Silently communicate using hand motions with another character with this prof. Equipment: Polearm, mace, wooden shield, chainmail, backpack, lantern, 2 flasks military oil, 1wks. iron rations, 10gp 43 Performer Lvl. 1 Gnomish Trickster Str 8 ( 1) Int 12 (+0) Wis 10 (+0) Con 14 (+1) Dex 13 (+1) Cha 15 (+1) HP: 5 AC: 3 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Ambush: Backstab as thief (+4 attack and x2 damage) Nose For Potions: 11+ to determine the magical properties of a potion or oil by taste Prestidigitations: Perform minor tricks, pick pocket on 17+ (as thief ½ level) Resistant to Illusions: +4 bonus to disbelieve illusions Innate Illusion Mastery: Illusion spells at +2 caster level, attempts to disbelieve at 2 Infravision: See in dark to 90 Unflappable Casting: When losing a spell in combat, do not also lose action for the round Performance (acting): Recognize actors, plays, playwrights, etc. on 11+, earn 10gp/week Faerie Fire: 1/hour, outline one or more objects or creatures with torchlight, 1 turn, 60 range Ventriloquism: 1/hour, for 2 turns, cause voice to sound from somewhere else within 60 range Mirror Image: 1/ 8 hours, create 1d4 illusory duplicates of the caster, attacks targeting caster directly hit and destroy image instead, area effects hit caster but appear to also hit duplicates Phantasmal Force: 1/ 8 hours, 240 range, create illusory object up to 20x20x20 cube, concentration duration, disappear if damaged in combat, can cause damage as normal for object but save vs spells negates and damage is illusory (fades after 1d4 rounds) Chimerical Force: 1/day as phantasmal force, but 30x30x30 and concentration +2 rounds Equipment: Crossbow, case with 20 bolts, short sword, dagger, leather armor, backpack, journal, quill and ink, 1wks. iron rations, 2gp. Encumbrance: 3 stone.

11 13 Elementalist Lvl. 1 Mage Str 8 ( 1) Int 15 (+1) Wis12 (+0) Con 13 (+1) Dex 14 (+1) Cha 10 (+0) HP: 5 AC: 1 Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 15+ Staff: 11+ Spell: 12+ Elementalism: Fire spells deal +1 damage per die, 2 saves, elementals have +1 hp per HD Naturalism: Know about edible plants, healing herbs, unusual features of woods on 11+ Alchemy: Identify common alchemical substances on 11+ Burning Hands: 40 long 20 wide cone of fire deals 1d4+1, save vs. blast at 2 for half Detect Magic: Caster can detect enchanted creatures/objects by sight within 60 for 2 turns Equipment: Spellbook, quarterstaff, 5 darts, backpack, quill and ink, 2wks. iron rations, 57gp. 44 Enlightened Mind Lvl. 1 Mystic Str 10 (+0) Int 8 ( 1) Wis 15 (+1) Con 13 (+1) Dex 14 (+1) Cha 12 (+0) HP: 7 AC: 2 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Damage Bonus: +1 with all weapons Graceful Fighting Style: +1 AC if you can move freely Mindful: Notice secret doors on 14+, 18+ casually, +1 surprise rolls Meditative Focus: 1/day enter focus as non action to gain +1 AC, attack, proficiency throws, saves, initiative for 1 turn Illusion Resistance: +4 saves to disbelieve illusions Theology: Auto identify symbols and facts about own faith, other faiths on 11+ Equipment: Flail, pair of swords, 5 darts, backpack, 1wks. iron rations, 63gp

12 45 Servant of Fire Lvl. 1 Nobrian Wonderworker Str 11 (+0) Int 11 (+0) Wis 14 (+1) Con 13 (+1) Dex 10 (+0) Cha 10 (+0) HP: 5 AC: Attack: 10+ Petrif:11+Poison: 11+ Blast: 13+ Staff: 9+ Spell: 10+ Lay on Hands: Heal touched creature 2hp, 1/day Blood of Ancient Kings: Max number of henchmen +1 (total 5), henchman morale +1 Elementalism: Fire spells deal +1 damage per die, 2 saves, elementals have +1 hp per HD Theology: Auto identify symbols and facts about own faith, other faiths on 11+ Burning Hands: 40 long 20 wide cone of fire deals 1d4 damage, save vs. blast for half Shield: AC 7 vs. melee & 5 vs. ranged; prevent magic missiles; 3 turns; self only Equipment: Spellbook, holy symbol, quarterstaff, 5 darts, backpack, quill and ink, flask of holy water, 2wks. iron rations, 7gp. 46 Champion Lvl. 1 Paladin Str 15 (+1) Int 8 ( 1) Wis 10 Con 13 (+1) Dex 12 Cha 14 (+1) HP: 7 AC:4 Attack: 10+ Petrif: 13+ Poison: 13+ Blast:12+ Staff: 14+ Spell: 15+ Aura of Protection: +1 AC and saves vs. attacks and effects made by evil creatures Sanctified Body: Immune to disease Detect Evil: Up to 60 away, concentration Lay On Hands: Heal 2hp for creature touched, 1/day Damage Bonus: +1 Divine Blessing: +2 to all saving throws Theology: Auto identify symbols and facts about own faith, other faiths on 11+ Equipment: Holy symbol, sword, steel shield, banded plate, backpack, 1wks. iron rations. Encumberance: 4 stone.

13 51 Canoness Lvl. 1 Priestess Str 8 ( 1) Int 10 Wis 15 (+1) Con 13 (+1) Dex 12 Cha 14 (+1) HP: 5 AC: 0 Attack: 10+ Petrif: 11+ Poison: 8+ Blast: 14+ Staff: 11+ Spell: 13+ Turn Undead: Skeleton 10+, zombie 13+, ghoul 16+, wight 19+ Divine Blessing: +2 all saves Theology:Auto identify symbols and facts about own faith, other faiths on 11+ Equipment: Holy symbol, quarterstaff, headdress (20gp value), backpack, flask of holy water, 2wks. iron rations, 1gp 52 Runecaster Lvl. 1 Shaman Str 10 (+0) Int 8 ( 1) Wis 15 (+1) Con 14 (+1) Dex 13 (+1) Cha 12 (+0) HP: 7 AC: 4 Attack: 10+ Petrif: 13+ Poison: 10+ Blast: 13+ Staff: 16+ Spell: 15+ Commune With Spirits: 1/week ask spirits 3 yes/no questions, helpless during 1 turn ritual Totem Animal (Wolf): Move 180', AC2, HD 2+2, #AT 1, Dmg 1d6 Elementalism: Fire spells deal +1 damage per die, 2 saves, elementals have +1 hp per HD Craft (rune carving): Carve runes, earn 10gp a month Ambushing (totem bonus): Backstab as thief, +4 attack x2 damage Equipment: Holy symbol, shortsword, wooden shield, leather armor, backpack, small hammer, carving knife, flask of holy water, 2wks. iron rations 14 Tomb Raider Lvl. 1 Thief Str 12 (+0) Int 8 ( 1) Wis 10 (+0) Con 14 (+1) Dex 15 (+1) Cha 13 (+1) HP: 5 AC: Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 16+ Staff: 14+ Spell: 15+ Thief Skills: Open locks 18+, find/remove traps 16+, pick pockets 17+, move silently 17+, climb walls 6+, hide in shadows 19+, hear noise 14+ Trap Finding: +2 to find traps, find in 1 round at 4 Mapping: 11+ draft complicated layouts etc. by memory Equipment: 10 pole, short sword, 2 daggers, crossbow, case with 20 bolts, leather armor, backpack, 2 large sacks, thieves tools, 50 rope, tinderbox, lantern, small hammer, 12 iron spikes, 2 flasks military oil, wineskin, 2wks. iron rations, 20sp. Encumbrance: 5 stone.

14 53 Manhunter Lvl. 1 Thrassian Gladiator Str 15 (+1) Int 8 ( 1) Wis 12 Con 14 (+1) Dex 13 (+1) Cha 10 HP: 9 AC: 8 Attack: 10+ Petrif: 15+ Poison: 14+ Blast: 16+ Staff: 16+ Spell: 17+ Damage Bonus: +1 with all weapons Fangs and Claws: Fangs deal 1d8+1 damage, claws deal 1d3+1 Thick Scaly Hide: Unarmored AC of 3 Infravision: 60 range Excellent Swimmer: 40/120, hold breath for 1 turn without harm Widely Feared and Reviled: 2 penalty to reactions, loyalty, and morale of demi/humans Kin Slaying: Tracking: Follow tracks on 11+ Equipment: Bola, polearm, net, short sword, chainmail, small sack, 2wks. iron rations, 37gp. Encumbrance: 5 stone (natural move 20/60). 54 Merchant Traveler Lvl. 1 Venturer Str 8 ( 1) Int 12 (+0) Wis 10 (+0) Con 13 (+1) Dex 14 (+1) Cha 15 (+1) HP: 5 AC: 3 Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 16+ Staff: 14+ Spell: 15+ Mercantile Network: If doing business in area previously worked, treat as 1 market class higher Expert Bargainer: Items cost 10% less, sell for 10% more Hear Noises: 10+ to hear noise (as thief plus Alertness proficiency, below) Read Languages: 5+ to decipher a document Avoid Getting Lost: +4 to throws to avoid being lost (total of +8 with Navigation proficiency below) Diplomacy: +2 reaction rolls when attempting to parley Bribery: Offering bribe allows new reaction roll with bonus depending on size of bribe Alertness: +4 to hear noise, detect secret doors on 14+, +1 to avoid surprise Navigation: +4 to avoid getting lost (total of +8) Equipment: Crossbow, case with 20 bolts, short sword, 2 daggers, leather armor, backpack, 2 large sacks, 50 rope, tinderbox, lantern, small hammer, 12 iron spikes, 2 flasks military oil, wineskin, 2wks. iron rations, 3gp. Encumberance: 4 stone.

15 55 Defiler Lvl. 1 Warlock Str 8 ( 1) Int 15 (+1) Wis 11 (+0) Con 14 (+1) Dex 13 (+1) Cha 12 (+0) HP: 5 AC: 1 Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 15+ Staff: 11+ Spell: 12+ Familiar: Raven; hp 2; +1 on saves if within 30 ; if it is killed, save vs death or take 2 damage Elementalism: Fire spells deal +1 damage per die, 2 saves, elementals have +1 hp per HD Naturalism: Know about edible plants, healing herbs, unusual features of woods on 11+ Intimidation: +2 reaction rolls when intimidating weaker or outnumbered target Choking Grip: Target within 30 makes save vs death or begins choking (1d6 damage per round, can take no actions) until caster stops concentrating or a save is made (new save each round) Burning Hands: 40 long 20 wide cone of fire deals 1d4 damage, save vs. blast for half Equipment: Raven familiar, spellbook, quarterstaff, 5 darts, backpack, quill and ink, 2wks. iron rations, 50gp. Encumberance: 1 stone. 56 Lorelei Lvl. 1 Witch (Sylvan) Str 10 Int 8 ( 1) Wis 15 (+1) Con 13 (+1) Dex 12 Cha 14 (+1) HP: 5 AC: 0 Attack: 10+ Petrif: 13+ Poison: 10+ Blast: 16+ Staff: 13+ Spell: 15+ Magical Music: Charm person/sleep animal during music, or full spell duration by playing 1 turn Performance (singing): Recognize music, composers, etc. on 11+, earn 10gp/week Beast Friendship (class bonus): Identify fauna on 11+, +2 reaction rolls with animals, take animals as henchmen Equipment: Holy symbol, quarterstaff, bronze necklace (20gp value), flask of holy water, 2wks. iron rations, 1gp

16 61 Avenger Lvl. 1 Zaharan Ruinguard Str 15 (+1) Int 8 ( 1) Wis 10 (+0) Con 13 (+1) Dex 12 (+0) Cha 14 (+1) HP: 7 AC: 4 Attack: 10+ Petrif: 13+ Poison: 14+ Blast: 14+ Staff: 14+ Spell: 15+ Damage Bonus: +1 with all weapons Quickening: +1 surprise and initiative Weapon Focus (swords): Double damage on natural 20 attack throw Ancient Pacts: +2 reaction rolls with chaotic monsters, they get 2 vs your charm spells Inexorable: Immune to all fear effects Dark Soul: 1 penalty per level on Tampering with Mortality table Sensing Good: Sense good creatures/objects within 60 by concentrating Profession (torturer): Earn 25gp/month Equipment: Sword, whip, steel shield, banded plate armor, backpack, 1wks. iron rations, 7gp. Encumberance: 4 stone. 62 Illusionist Lvl. 1 Illusionist Str 8 ( 1) Int 15 (+1) Wis 10 (+0) Con 13 (+1) Dex 14 (+1) Cha 12 (+0) HP: 5 AC: 1 Attack: 10+ Petrif: 13+ Poison: 13+ Blast: 15+ Staff: 11+ Spell: 12+ Unflappable Casting: When losing a spell in combat, do not also lose action for the round Alchemy: Identify common alchemical substances on 11+ Gambling: Earn 1d6gp per month as professional gambler Equipment: Spellbook, quarterstaff, 5 darts, backpack, quill and ink, 2wks. iron rations, 57gp. Color Spray: 20 long and 20 wide cone affects 1d6 creatures, total HD equal to the caster s level; HD fewer or equal to caster are knocked unconscious for 2d4 rounds, sightless immune Phantasmal Force: 1/ 8 hours, 240 range, create illusory object up to 20x20x20 cube, concentration duration, disappear if damaged in combat, can cause damage as normal for object but save vs spells negates and damage is illusory (fades after 1d4 rounds)

17 63 Orc Monster Lvl. 1 Orc Str 15 (+1) Int 8 ( 1) Wis 12 Con 14 (+1) Dex 13 (+1) Cha 10 HP: 9 AC: 4 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Damage Bonus: After having ½ 2nd level XP, gain +1 bonus to damage rolls with all weapons Subterranean: Infravision 60, 1 attack in bright sunlight Unempathic: 2 reactions, morale, loyalty with humans and demihumans Bestial Tongues: Speak Orc, Goblin, Ogre Intimidation: +2 reaction rolls when intimidating weaker or outnumbered target Endurance: Does not need to rest every 6 turns, force march for 2 days without penalty Equipment: Shortbow, quiver with 20 arrows, battleaxe, wooden shield, leather armor, backpack, 2wks. iron rations, 45gp. Encumbrance: 3 stone. 64 Bugbear Monster Lvl. 1 Bugbear Str 15 (+1) Int 8 ( 1) Wis 12 Con 14 (+1) Dex 13 (+1) Cha 10 HP: 20 AC: 4 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Shaggy Hide: Base unarmored AC of 2 Born to Battle: 2d8+1 bonus HD at 1st level, +1 damage with all weapons Naturally Stealthy: Opponents suffer 1 to surprise rolls Subterranean: Infravision 60, 1 attack in bright sunlight Unempathic: 2 reactions, morale, loyalty with humans and demihumans Bestial Tongues: Speak Bugbear, Orc, Goblin Intimidation: +2 reaction rolls when intimidating weaker or outnumbered target Survival: Feed self in wilderness automatically, feed 1d6 others on 14+ Equipment: Shortbow, quiver with 20 arrows, battleaxe, wooden shield, backpack, 2wks. iron rations, 45gp. Encumbrance: 2 stone.

18 65 Warrior Princess Lvl. 1 Aristocrat Str 15 (+1) Int 8 ( 1) Wis 12 Con 13 (+1) Dex 10 Cha 14 (+1) HP: 7 AC: 2 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Command: Henchmen and mercenaries receive a +2 bonus to morale Diplomacy: +2 reaction rolls when attempting to parley Hiring: When hiring people, treat the market class of the city as one better Riding: Can ride horses and fight from horseback. Combat Trickery (disarm): Disarm opponent at 2 to attack, opponent suffers 2 save Equipment: Short sword, dagger, leather scale armor, backpack, 2wks. iron rations, 10gp 66 Kobold Trapper Lvl. 1 Gnomish Arbalestier Str 8 ( 1) Int 10 Wis 12 Con 14 (+1) Dex 15 (+1) Cha 13 (+1) HP: 7 AC: 3 Attack: 10+ Petrif: 15+ Poison: 14+ Blast:16+ Staff: 16+ Spell: 17+ Precision Strikes: Double damage on a natural 20 with an arbalest or crossbow. Difficult to Spot: Disappear into wilderness on 3+, 14+ in dungeons Nose For Potions: 11+ to determine the magical properties of a potion or oil by taste Resistant to Illusions: +4 bonus to disbelieve illusions Trapping: Build simple wilderness (not dungeon) traps, pits, etc. on 11+, find/disable on Tracking: Follow tracks at half speed on 11+ Speak With Animals: At will, communicate with and comprehend with one natural animal/round Equipment: Crossbow, case with 20 bolts, war hammer, ring mail armor, backpack, blanket, tinderbox, lantern, 2 flasks common oil, 50 rope, 1wks. iron rations. Encumbrance: 4 stone.

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