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              The Great Net Book of Classes and Kits Version 1.0

                          Compiled by Dave Shawley
                           pizari@physci.psu.edu

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ARCHER AND ARCHER RANGER

The principal attributes of an archer are strength and dexterity, both of which must be 15 or better.  Intelligence, wisdom, and charisma must all be at least6, and constitution at least 9. Archer-Rangers require even higher intelligence, wisdom, and constitution -- a minimum of 14 in each.  Archers and archer-rangers whose strength and dexterity are both 16 or better gain an additional 10% to earned experience. While archers may be of any alignment, archer-rangers must be any good alignment, just as rangers.

Archers can be human, elf, half-elf, half-orc, as well as some other races.  Humanoids are limited in level as an archer as follows:  Orcs can become 3rd-level archers, hobgoblins can become 4th-level archers, and gnolls may advance as high as 5th-level archers.  Kobolds, goblins, dwarves, gnomes, and halflings cannot become archers.  Only humans and half-elves can become archer-rangers.  Archers and archer-rangers use 8-sided dice for figuring hit points.  At first level, two eight-sided dice are rolled, just as for the ranger class. All archer-classes add two hit points per level after

All archers may use a wide selection of armors, but the use of plate armor will negate an archer's "to-hit" bonuses, and thus an archer will almost always decline to use this type of armor.  A shield may be carried, but obviously it must be set aside when arrows are to be fired.

Archers have a great selection of weapons available, but this selection is not as great as that of a fighter.  They may use, in addition to their bow, the following weapons:  swords of any type, daggers/knives of any type, axes of any type, spear or javelin, darts, or scimitar.  Archers rarely use blunt weapons in the mace/hammer category.  Archers do not use pole arms except for the throwing spear.  It is very rare for an archer to use a short bow, or any type of crossbow, as archers gain no bonuses to-hit or damage when using either of these weapons. (You may choose to ignore this rule for elves 5'10"/160 lbs. and up. -- ED.)

At ninth level, an archer can establish a freehold, just as a fighter can (Player's Handbook, pg. 22. -- ED.)  However, archer-rangers cannot build such a freehold.  (Player's Handbook, pg. 25 -- ED.)

The following applies only to archer-rangers.  In melee, archer-rangers gain +1/level damage vs. "giant class" creatures, just as rangers do.  An archer- ranger is as stealthy as a ranger, and is able to track just like a ranger does.  An archer-ranger attracts a body of 2-24 (2d12) followers, just as a ranger does.  However, archer-rangers gain only druid spells, except for some very specific magic-user spells (outlined below) for both archers and archer-rangers.  Druid spells are gained at 8th level, and follow the charts given for rangers.  An archer-ranger does not gain any special advantage from non-written magic items pertaining to clairaudience, clairvoyance, ESP, and telepathy, such as a ranger does.

All archers can learn some magic-user spells, but to do this, intelligence must be of 9 or better.  When the spell is to be taught by a magic-user to the archer, the archer must make a check to see if he can learn it, just as a magic-user must.  Failure to succeed on this check forever negates any chance of learning that particular spell.  Archers cannot read spells from scrolls in any case, and they can never learn to write their own scrolls.

Archers may use certain spells, beginning at the 7th level of ability. The number of spells usable and the list from which the archer may choose from changes as the archer's level increases:

     Level         # gained   Possible Spell List
     7th - 8th     one        Magic missile, Shield
     9th - 10th    two        Strength, Mirror image
     11th - 12th   three      Flame arrow, Prot. vs. normal missiles
     13th & up     four       Enchanted weapon (bows & arrows only)

At 3rd level, any archer can make arrows for his bow, assuming the proper raw material is at hand.  The archer can craft up to 12 arrows in an 8-hour day.

At 5th level, any archer can make a long, composite, or great bow. This process takes 9-15 (d6+8) days, and assumes raw materials are on hand.  A crude bow that is -2 to-hit and from which the archer gains no bonuses can be crafted by an archer in less than an hour.

An archer's major attribute is an enhanced ability to-hit and damage with bow and arrow.  This bonus applies only if the archer is not wearing any "plate" type armor.  The bow and arrow must be well-crafted.  The bonus applies to any human-sized target, and relative motion of archer and target.  Bonuses to-hit and damage are awarded at each level gained by the archer.  Remember, also, that a +1 bow is +2 in an archer's hands, over and above any bonuses given in this article.  The same "extra +1" is true for arrows.

Archers use the range of "point-blank" in addition to the normal ranges.  For an archer, point-blank range is 10-50 feet.  Other ranges remain the same.
NOTE: These bonuses are only for non-exceptionally strong characters. They use another table in-addition to this one, both of which are given hereafter.  (These bonuses are not cumulative with the elven bow bonus --ED)

     Bonus to-hit/damage at given ranges:
     Lvl   Pt. Blank     Short      Medium       Long
           hit   dmg   hit   dmg   hit   dmg   hit  dmg
     1      +1    --    --    --    --    --    --   --
     2      +1    +1    +1    --    --    --    --   --
     3      +2    +1    +1    +1    --    --    --   --
     4      +2    +2    +1    +1    +1    --    --   --
     5      +3    +2    +2    +1    +1    +1    --   --
     6      +3    +3    +2    +2    +1    +1    +1   --
     7      +4    +3    +3    +2    +2    +1    +1   --
     8      +4    +4    +3    +3    +2    +2    +1   +1
     9      +5    +4    +4    +3    +3    +2    +2   +1
     10     +5    +5    +4    +4    +3    +3    +2   +2
     11     +6    +5    +5    +4    +4    +3    +2   +2
     12     +6    +6    +5    +5    +4    +4    +3   +2
     13     +7    +6    +6    +5    +5    +4    +3   +2
     14+    +7    +7    +6    +5    +5    +4    +3   +2

No matter how well an archer is capable of shooting, a roll of 1 on the to-hit die is always a miss (normal missile firing troops miss on a 1 or a 2). All archers, and optionally any trained figure with a long, composite, or great bow can also do extra damage and gain greater accuracy through the use of physical strength.  This can only be done by the use of specially made bows and arrows with a greater "pull".  Short bows and any type of crossbow can never be used for this purpose.  Such a bow must be crafted by an archer, archer-ranger, or an elven bow maker of at least 6th level as an archer or fighter.  Proper "long arrows" must be crafted by an archer, archer-ranger, or elven fletcher of at least 4th level.  Ordinary fletchers can only make normal arrows.

The strength bonuses apply only to point-blank and short ranges.  Full strength bonuses apply as given in the Player's Handbook will apply:  +3 to- hit and +6 damage are the maximum bonuses allowed due to strength.  Girdles of Strength will not provide a further bonus for this purpose.  At short range, the bonus to-hit and damage due to strength is halved from the amount of the bonus at point-blank range.  Fractions are dropped.  This bonus for strength is in addition to an archer's bonuses for level skill.

The strength of an archer or archer-ranger may also allow for an expansion of the long range of a bow.  Only specially made bows will give greater range.  Only the top end of the long range category is expanded. Given below are the ranges for each type of bow allowed to an archer, archer- ranger, or strong fighter, according to the strength of the player character. Remember, the bow and arrows must be special.

Only archers and archer-rangers who reach the 8th level (or above) can craft arrows that can later be magicked to become Arrows of Slaying.  The magic must be accomplished by a magic-user with the following spells: Enchant An Item, Wish, and Trap The Soul.  Fresh blood from the figure type to be slain must be on hand.

     Range adjustments due to strength
     Strength   Short   Medium    Long     Long Comp.   Great bow
       9-15     17-70   71-140   141-210    141-210      141-210
        16      17-70   71-140   141-210    141-213      141-210
        17      17-70   71-140   141-640    421-216      141-213
     18/01-50   17-70   71-140   141-650    421-223      141-220
     18/51-75   17-70   71-140   141-650    421-226      141-220
     18/76-90   17-70   71-140   141-660    421-230      141-220
     18/91-99   17-70   71-140   141-660    421-233      141-220
      18/00+    17-70   71-140   141-670    421-240      141-220
     Note: All ranges are in yards

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ASSASSIN

Ability Requirements:    Dex 11, Int 11, Str 12
Prime Requisites:        Dex, Int
Races:                   Human, 1/2 Orc, 1/2 Drow, 1/2 Goblin
Alignments:              Any evil or chaotic neutral
Experience:              As Rogue
Hit Dice:                As Rogue
Armor:                   None
Weapons:                 All

CLASS ABILITIES
1. Backstab as Thief (Table 30).
2. Thieving Skills, with 40 initial percentage points and 20 for each level
   above first; Base scores shown in table A below, including all modifications
   except Dexterity (Table 28) and race, table B below. range, the bonus to-hit
   and damage due to stre3. Innate Disguise ability. This ability is always
   active when the character is conscious or merely asleep, it is inactive if a
   character is slain orknocked unconscious. The disguise is similar in general
   effect to that produced by a Hat of Disguise, but has the following
   properties:
     A) it can only be changed one time per day per character level.
     B) it has a 5% chance per character level of duplicating a given
        individual.
     C) suspicion about the disguise will result in its being seen through
        (although its unique nature will not usually be revealed) with a
        probability equal to 50% plus 5% times (viewer's level - assassin's
        level).
     D) it will otherwise only be revealed by True Seeing and similar magic, and
        does not radiate magic. A change in disguise takes one full round to
        complete. The character can always revert to his or her own appearance
        whenever allowed to change.
4. Poison use is allowed, but no special bonuses or abilities with regards to
   such use are gained.
5. Scroll use as per the Thief class.

     TABLE A: BASE SCORES FOR THIEVING SKILLS
     Pick Pockets         5%
     Open Locks          10%
     Find/Remove Traps   10%
     Move Silently       20%
     Hide in Shadows     20%
     Detect Noise        15%
     Climb Walls         70%
     Read Languages       0%

     TABLE B: MODIFICATIONS FOR RACE
     Skill   1/2 Orc   1/2 Drow
     PP       - 5%       +10%
     OL       + 5%       --
     F/RT     + 5%       --
     MS       --         +10%
     HS       --         +10%
     DN       + 5%       --
     CW       + 5%       --

NOTES
Human characters of this class are Evil because they must essentially sell their souls to an Evil god to gain the special Disguise ability. Note that this arrangement is generally binding and non-reversible. In the Forgotten Realms, gods offering this include: Bhaal, Beshaba, Cyric, Loviatar, Malar, Mask, Myrkul, and Talona. Half Evil-demihumans, having no souls, derive this power from the Evil-demihuman half of their spirit. Table numbers above refer to the AD&D second edition Player's Handbook.

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AVENGER CLASS (ver. 0.5 alpha)

The Avenger class is basically a neutral good answer to the paladin. In the tradition of Batman, The Man With No Name, The Green Hornet, The Lone Ranger, and ..., the Avenger is a person that has been pushed around too many times, and is now fighting for Justice. The class is aligned with the powers of neutral good, because sometimes the law must be broken to preserve justice.

DESCRIPTION
By abilities and using the class creation rules in the 2nd ed. Dungeon Master's Guide

ABILITIES:
                              category (if appl.)    X P Adj.
     Combat value:                  Warrior             +2
     HD per Level:                   1d10               +2.5
     hp after 9th:                    +3                +2
     fighter CON bonus                                  +1
     except. STR bonus                                  +1
     bonus +1 to hit (the unjust)                       +1
     initial proficiencies                             +1.75
     aura of prot. (from fear, not evil)                +2
     find/remove traps                                  +1
     hide in shadows                                    +1
     move silently                                      +1
     open locks                                         +1
     read languages                                    +0.5
     hear noise                                        +0.5
     use magic items:              Warrior (+)          +1

DETRIMENTS:
     must be good                                       -1
     must be neutral                                    -1
     donate 10% (tithe --ED)                           -0.5
     has particular ethos                               -1
     can not own more than 10 magic items              -0.5
     can not associate w/class enemy (the unjust)       -1
     specific ability needed ( CHR>15)                 -0.5
     has tragic past                                    -2

TOTAL                                                  11.75
With a factor of 11.75, that puts the Avenger as stands just a little more difficult than the Paladin. But considering that the example I'm using in game is used to splitting up exp. between paladin and thief, the factor could go much higher. Other abilities I'm considering are: Cause Fear (as High Power: Priest Handbook); Lay on Hands; Immune: Fear (Low Power:Priest's) ; Soothing Word (Priest's); Saving throw bonus (+2); and others.

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DELVER

The Delver is a expert adventurer.  He is trained in the skills essential for solving mysteries and getting through obstacles while still keeping himself in one piece.  While other classes are easily more powerful than the Delver in their respective fields, none of them are as widely qualified for over-all adventuring.

REQUIREMENTS
1. The Delver may be of any race, but not split-class.
2. Because of the physical and mental demands of the class, a Delver must have a
   minimum score of 9 in both dexterity and intelligence.  A Delver with 15 or
   more in both dexterity and intelligence gains a 10% bonus to experience.

GENERAL DETAILS
1. Because of superior physical training, a Delver gets d8 hit points per level.
2. Because of an emphasis on self defense, Delvers are qualified combatants, and
   strike as clerics.
3. A Delver may train in any weapon available to thieves.  They get three
   proficiency slots, and advance 1 slot per 4 levels.
4. Because of his many perks and abilities (see below) the Delver gets fewer
   non-weapon proficiencies then other classes (reflects all the advanced
   training they had to become Delvers).  So a reasonable start is 2 initial
   non-weapon proficiencies slots, and advance 1 slot per 3 levels.
5. A Delver can wear any armor, but any armor better then studded leather will
   make the use of certain skills very hard if not impossible.  They prefer to
   go without.
6. Delvers make saving throws as thieves.

DELVER SKILL DETAILS
1. Delvers are trained to spot secret doors, and if actively looking, they will
   spot them 20% of the time (33% for elves and half-elves) and improve +5% for
   each level after first, up to a maximum of 80%.
2. Delvers are trained in first aid, and can bind themselves and their
   companions for 1d3+1 hit points at first level.  The die for this increases
   by 1 for each odd level, thus:  level 3 the roll is 1d4+1, level 5 = 1d5+1,
   up to level 9 = 1d7+1.  The binding is only good against injuries that
   involve physical harm, not magical damage... that is a Delver can bind a
   sword wound but not a magic missile wound (DM's discretion on judging the
   wound).  And the Delver can only bind once per injury - you can't bind the
   same wound twice.
3. Delvers are experts in dealing with toxins and diseases.  If one devotes
   attention to a person requiring a save versus poison or a resistance to
   disease, the delver can confer a +1 (5%) for each third level he has
   achieved.  This includes self-treatment. This starts at a base of +1 and
   progresses no further than +5.
4. Delvers dabble in magic, and keep a spellbook.  They can memorize one first
   level spell per level after first level, that is one first level spell when
   he attains  secondlevel (there is no guarantee of obtaining the spell, they
   must work, buy or bargain for the spell).  They can never cast anything
   higher than first level spells (except off scrolls). Dwarves cannot cast
   spells unless the DM permits them to.  Gnomes can only use illusions unless
   the DM declares otherwise.
5. Delvers have the thieving abilities of climbs walls, open lock, detect noise,
   and find/remove traps. (In the case of find/remove traps, the Delver is not
   limited to small devices.  Though he cannot remove large traps, he can find a
   way to bypass them, if it is possible.  Small devices can be removed or
   broken as  normal.)  **First edition PHB values are the same. For second
   edition PHB he starts with normal +30 discretionary points, and each level
   after first he gets +16.  No more than half to be used in any one skill**.
*6. Delvers are experienced to some extent with so many written languages that
    there is a chance (unless the DM rules it too exotic) for him to read any
    given text.  Even if he can't read it, he has a good chance of identifying
    what language he is looking at. He has no ability in speaking, and little
    ability in  comprehending, spoken languages other than those he is
    proficient in.
    A. Base chance to read language equals intelligence as a %.
    B. Identify language equals base x 2.
    C. Comprehend language equals base/2 to identify the language (unless it is
       obvious), and base/3 to understand it.
*7. Delvers are well read in histories, mythologies, folklore and the like (we
    called this skill Legend Lore).  Because of this, they have a chance to
    recall names, facts and rumors about people, objects, names, creatures or
    what have you (as long as it isn't too mundane or exotic). His base chance
    is 5%. He also chooses a specific subject to specialize in (such as a
    specific race,  culture...), for which his base knowledge is 20%.
*8. Delvers are exceptionally good judges of the nature, origin, composition,
    value and properties of objects, thus there is a chance (unless the object
    is too mundane or too exotic) that he can reveal what an object is, who (in
    general) made it, what it is made of, and how much it is worth (hence we
    deemed this skill the Object Appraisal skill).  He can also reveal curses,
    and other magical energies (school or sphere, and how strong, but not exact
    effects).  He does not need to touch the object to do this. His base chance
    is 5%.  He also gets a specific area of specialty (like armor or jewelry) in
    which his base knowledge is 20%. For each point of intelligence the Delver
    has over 14, add one to these base chances.
* These abilities are augmented by the distribution of 12 discretionary points per  level after the first, no more than half going to any one ability. (note that the  points that go to Legend Lore or Object Appraisal go to both the base and the  specialty area...that is at second level: you decide to devote +4 points to Legend  Lore, the skill becomes 9% for general Legend Lore skill and 24% for the area of specialty)

     LEVEL PROGRESSION TABLE
     Level   Experience points
       1           0 - 1,750
       2       1,751 - 3,500
       3       3,501 - 7,000
       4       7,001 - 14,000
       5      14,001 - 26,000
       6      26,001 - 50,000
       7      50,001 - 85,000
       8      85,001 - 120,000
       9     120,001 - 180,000
      10     180,001 - 250,000
     250,000 XP and +2 HP for each level after 10th.

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THE DWARNOI - (DWARVEN STONE MAGES)

This is a new character class open to dwarves only. Stone is to the Dwarnoi as  nature is to the druid.  The Dwarnoi use the magic within stones to protect and  serve their race, and are well regarded by other dwarves.

REQUIREMENTS
A Dwarnoi, besides having to be a dwarf (the DM may even wish to limit the class to Mountain Dwarves), must have an Intelligence of at least 10 and a Wisdom of at least 12. The latter is a prime requisite. Dwarnoi use the same table for level advancement, hit dice and saving  throws as do priests. The level limit on the class is 14th, which few Dwarnoi have ever attained. They do not gain additional spells due to high wisdom.

WEAPONS ALLOWED
Dwarnoi may wear any type of armor and shield, and any weapon allowable to dwarves. They attack on the same table as priests.

SPELLS
Dwarnoi have access to spells regarding stone in both priest and wizard classes, with some additional spells unique to their class. A full list is given below.

GRANTED POWERS
The Dwarnoi have a secret language consisting of stone-tapping. It is rudimentary, at best, but is sufficiently developed to transmit simple messages. Like all secret tongues, it is jealously guarded.

The Dwarnoi are resistant to earthquakes, and run no risk of being swallowed by them, natural or otherwise.  Additional powers are gained at the following levels.

- At 3rd level, the Dwarnoi can automatically perform all the detects on page 21
  of the PHB with 90% accuracy.
- At 3rd level and beyond, he can turn gargoyles as if they were zombies on the
  undead turning chart.
- At 5th level, he can converse with any creatures that make their homes within
  stone (including all creatures dwelling on the elemental plane of earth).
- At 10th level, the Dwarnoi can call for an earthquake, but with dire
  consequences. He is stripped of all spell-casting and rune-carving abilities for a month at least, and till that time must not step foot within a Dwarnoi sanctuary. To do so is to run the risk of being killed by members of its own sect.

Dwarnoi cannot turn undead.

For proficiencies The Dwarnoi use the priest table for both WP's and NWP's. They must take the proficiency of stonemasonry initially, and mining by 3rd level. They can take on craftsman skills from the warrior table (armorer and weaponsmithing)  without paying the double cost in slots.

ETHOS
The Dwarnoi respect the mountains and stones, and the treasures they conceal within. They consider these metals to have been placed in stone to be shaped, and carved into new and wonderful works.

Mining solely for profit is detested by the Dwarnoi, though they will avoid entangling in such affairs.

The holy symbol of the Dwarnoi is simply a piece of stone. As an acolyte, the Dwarnoi receives his stone from the mother rock. This is a boulder from which  all members of the sect gain their holy symbol from. As time goes by and the caster rises in level, the rock becomes more smooth and well-rounded. Losing  the stone require a penance of some sort; probably some minor quest if the loss  was due to a good reason, a major endeavor if not.

     SPELL ADVANCEMENT
     Level   1   2   3   4
       3     1   -   -   -
       4     2   -   -   -
       5     3   -   -   -
       6     3   1   -   -
       7     3   2   -   -
       8     3   3   -   -
       9     3   3   1   -
      10     4   3   2   -
      11     4   3   3   -
      12     4   3   3   1
      13     4   4   4   1
      14     4   4   4   2

SPELLS
1st Lvl: Spider Climb (R: W1), Magical Stone (P1), Locate Animals or Plants
         (R: P1), Pass Without Trace (R: P1), Shatter (W1), Sharpen (D).
2nd Lvl: Dig (W4), Locate Object (R: P2), Meld Into Stone (P3), Passwall (W5),
         Stone Shape (P3), Stoneskin (W4), Strengthen (D), WarStone (D).
3rd Lvl: Move Earth (W6), Phase Door (W7), Spike Stones (P5), Stone Bridge (D),
         Stone Shape (W5), Transmute Rock To Mud (W5), Wall Of Stone (W5), Wall
         of Iron (W5), Statue (Spe: W7).
4th Lvl: Animate Rock (P7), Conjure Earth Elemental (P7), Dwarf Golem(D),
         Sink (W8), Stone Tell (P7), Warboulder (D).
NOTE: The symbols in the paranthesis refer to the (P)riests or (W)izard spell lists and  the appropriate level, while D refers to a new Dwarnoi spell described below. An  R: refers to the spell being applicable in rock or stone environments only, while  Spe: refers to a special conditions for Dwarnoi whilst using the spell. (This list is not comprehensive, as a DM, please feel free to modify, add to it or delete as you see fit --ED.)

NEW SPELLS

SHARPEN (ALTERATION) (LEVEL 1)
Range : Item
Components : V,S,M
Duration : 6 months / lvl
Casting Time : 1 turn
Area of Effect : 1 weapon
Saving Throw : N/A
This keeps a sharp edge on any one weapon for at least the time period specified.

STRENGTHEN (ALTERATION) (LEVEL 2)
Range : Touch
Components: V,S,M
Duration: 10 yrs/lvl (spe)
Casting Time  : 1 week
Area of Effect : See below
Saving Throw : N/A
This enables the Dwarnoi to carve a special rune on some structure, a wall, well, or other stone design, that will keep it sturdy and strong for the duration specified. About 250 cubic feet of stone per level can be affected. Earthquakes will not damage the structure.
     After the 10th level, the spell becomes permanent until dispelled. The material components for this spell are a piece of chalk, and a set of arches constructed of steel. The Dwarnoi must analyze the structure beforehand, to place the spell appropriately.

WARSTONE (ALTERATION) (LEVEL 2)
Range : 0
Components : V,S,M
Duration: Special
Casting Time : 4
Area of Effect : Special
Saving Throw : N/A
This spell enchants up to three small pebbles, which can be no larger than sling bullets. They can then be hurled or slung at an opponent.  The warstones have a +3 to hit and damage, and are considered to be enchanted for purposes for determining if a creature can be struck.
     Upon striking, the stone shatters and flings shards in a 5'radius (less if smaller than sling bullet sized), inflicting 1-3 points damage. The stone will still shatter if it misses. The material components are three unworked stones.

STONE BRIDGE (ALTERATION) (LEVEL 3)
Range : 10'
Components : V,S,M
Duration: 1 turn/level
Casting Time : 6
Area of Effect : Special
Saving Throw : N/A
This creates a bridge of up to 50 square feet + 25 sq ft /lvl, across any gap the Dwarnoi desires. It is sturdy and safe to walk across, and can bear the weight of an elephant.
     The material component of this spell is a piece of rope, which should be knotted together when the spell is cast.

DWARF GOLEM (CONJURATION/SUMMONING) (LEVEL 4)
Range : 0
Components : V,S,M
Duration: Permanent
Casting Time : 3 months
Area of Effect : Special
Saving Throw : N/A
This enables the Dwarnoi to construct a dwarf sized stone golem with the following stats. (AC 2; MV 6"; HD 10; HP 45; #AT 2; Da/At 4-10/4-10; SA Hurl Rocks for 2-8 points damage; SD None; MR Special; AL N; Sz S).
     This golem is immune to all spells that stone golems are. It can produce rocks from its body and throw them up to a 30' range. It can not take any other actions this round if it decides to do so, however.
     The golem costs 8,000 gp to make, and after casting, the Dwarnoi must make a d20 roll and add 2 to it. If the score is above his level, the spell fails and all the gold is used up. If it is less or equal, the spell succeeds.

WARBOULDER (ALT) (LEVEL 4)
Range : 0
Components : V,S,M
Duration : Special
Casting Time : 1 turn
Area of Effect : Special
Saving Throw : N/A
This creates a similar enchantment as the WarStone on a single boulder (up to large catapult size). The Dwarnoi can then make this boulder hurl itself up to a distance of 10'/level, doing damage as if hurled by a catapult. Upon striking, the boulder shatters and inflicts 2-hp damage in a 30' radius.

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PRIEST OF EXORCISM

AL Any Good; RA Gray tunic or robes with a white sash; AEx +10%; WPN Blunt only; SPH All, Divination, Necromantic, Guardian, Healing, Protection (minor) ; SPL see below; ADD Spirit Release

These priests believe that all spirits, after being released from the body by death, should be free to go where they will.  Therefore, exorcists are sympathetic to undead, being that they are trapped spirits.  These spirits may be released by certain spells, a 'D' when turning, or by destroying their material forms; the latter is the least favored method as it may harm the spirit psychologically (or emotionally ?).  Exorcists turn all undead as a level higher; whenever a 'D' is on the turn chart, the creature's soul is released and the priest gains a 10% experience bonus.  There is also a slight chance, dependent on level, that when a "T" occurs, undead will be freed of their material forms.  This chance is 5% per level. If this occurs, the material form of the undead is destroyed.

As said before, exorcists are sympathetic toward undead. Because of this, they will try to stop any party from just killing all of the undead without first examining other methods. For example, if a 4th level priest comes upon a group of skeletons or zombies, he or she will attempt to stop the rest of his or her adventuring party from attacking the undead; the priest would rather attempt to release,by "turning", the undead from their unhappy state than kill them.

Priest's of exorcism despise all persons who create undead (i.e. evil priests, necromancers, anti-paladins, etc).  Exorcists will do all within their power to either convert or destroy persons such as this.

Being that exorcists specialize in the undead, there is a 5% per level chance that a exorcist can correctly identify an undead and one or two things about it (DM's discretion as to what is known).  This ability is even so developed as to distinguish between a ghast and ghoul (et.al.).

ADDITIONAL SPELLS

SPIRIT RELEASE  (INVOCATION/EVOCATION)
Level : 4
Sphere : Necromancy
Duration : Permanent
Range : 40 yards
Casting Time : 6
Components : V, S, M
Area of Effect : 1d6 undead +1 per level (within a radius specified below)
Saving Throw : Neg.
This spell allows a priest to  release the spirits of a number of undead.  When the spell is cast it must be centered on a point in space and will affect a spherical volume around the point with a radius of 10 yards plus 2 yards per level.
     The undead in the area of effect are affected from lowest hit dice to highest hit dice (i.e. first skeletons, then ghouls, then wraiths, etc.)  All undead affected must then save vs. Death Magic or by destroyed due to the rending of their spirit from their body.  If the creatures have already turned and are still within range, they suffer a penalty of -2 on their saving throw.

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HOLY FIGHTER

Ability Requirements:  Strength 18, Constitution 15, Wisdom 13
Prime requisites:      Strength, Constitution, Charisma
Races allowed :        All

The reason for me designing this class, is the question "Why may only LG human deities have holy warriors?" This class is designed to fit into a world where every priest and paladin is connected to a specific deity. It is designed to fit into a faith with an (partially, at least) organized church, and may thusbe a little hard to connect with chaotic faiths. In my world, this is not a problem. The holy fighter is as strongly bound to his church as the paladin.  The holy fighter is a warrior, much like a paladin, under direct command of the church. He is not bound to LG alignment, but must have the same alignment as his deity. He uses the XP progression of paladins. He may use all types of armor, but is restricted in his choice of weapons. A holy fighter may only be multi- or dual-classed if that is for the good of the church. The holy fighter must seek to further the belief of his deity. A CE holy fighter of grief and pain must always cause as much pain and grief as possible, and a CN holy fighter of thievery may as well be a multi- or dual class thief. A N holy fighter must fight to keep the balance, etc...

If the holy fighter ever commits an act knowingly against the interests of his deity, he loses all powers and one level of experience. This level may not be restored by a "Restoration" spell, but must be regained in the normal fashion, using the paladin XP chart.

If he commits such an act unknowingly and/or unwillingly, he must seek a priest of the same deity as soon as possible and atone.

BENEFITS
- May specialize in (only one of) his god's preferred weapon(s).
- He is immune to all diseases upon reaching 5th level.
- A Holy "preferred weapon" gives the same benefits as holy sword for paladin,
  but the powers that depends on alignment (protection, +10 damage, etc) works
  only vs. holy fighters, paladins or priests of an enemy deity (Ex: Holy
  Fighter of Thor vs. a Frost or Fire Giant Shaman). The DM in encouraged to
  design new holy weapons for these fighters. A "Hammer of Thunderbolts" would
  be a nice base for "Holy Hammer of Thor", and to balance it all perhaps lower
  the MR rate.
- Call for mount upon reaching 4th level; same as paladin.
- Cast priest spells from the war and combat spheres upon reaching 9th level
  (use spell progression for paladins, no bonus spells for high wisdom).
- He attracts a body of fanatic elite soldiers upon reaching 9th level. (If he
  has a stronghold, that is.)  To decide what units he attracts, use the "Elite
  Units" table on pg. 27 of the PH, or design your own.

RESTRICTIONS
- May only be proficient in his deity's preferred weapon(s).
- May not posses more than 8 magical items, any items exceeding this must be
  given to the church.
- He must give all his incoming money, gems and art (except maximum 20 gp of
  cash per level) to the church, who will pay for his equipment. He may borrow
  money from the church to pay for expenses on missions that further the belief
  and attitudes of his deity. Abuse of this confidence will cause loss of all XP
  for the adventure. The church will help him build a stronghold when THEY feel
  the time for that has come.
- May only employ NPC's of same alignment and, if possible, of the same faith.

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HOLY SLAYER (CLERIC/THIEF KIT)

DESCRIPTION
The churches of the lands often have their hands in many affairs.  In many churches, there exists a group whose job it is to make sure these interests are protected.  They operate in secret, unknown to many others in the church. In some cases, this group has no formal connections with the church, other than that they worship the same god.

Only the highest in the church hierarchy even know these groups, dubbed Holy Slayers, even exist.  If the church's interests are threatened, the Patriarchs may call on the Holy Slayer, who will take care of the problem, cleanly and quietly.  Any one in the way are removed, often permanently.  In some, they are completely separate, and the church Patriarchs may not even know they exist.

ATTRIBUTES
To qualify as a Holy Slayer, a character must have a Dexterity of 14, and a Wisdom of 10.

WEAPON PROFICIENCIES
Holy Slayers can use any weapon a cleric can use, plus a symbolic weapon, which varies with the individual god.

NON-WEAPON PROFICIENCIES
Bonus: Streetwise
Required: Religion, Read/Write, Acrobatics

BEGINNING EQUIPMENT
Holy Slayers receive a suit of leather, their symbolic weapon, and 2d4x10 gold pieces.

SPECIAL BENEFITS
Holy Slayers receive a +1 to hit and damage when using their symbolic weapon.  This rises to a high of +2 at eighth level.

ARMOR
Although they have no penalty on armour, their thief abilities will suffer if they wear anything other than leather.

SPELLS
Holy Slayers cast spells as a cleric of their level.

SPECIAL HINDRANCES
The primary hindrance to a Holy Slayer is the required dedication to his god.  A Holy Slayer must respond whenever he is called upon to protect the church or the god's interest.  This is determined by the DM.

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MONK (PSIONICIST SUBCLASS)

Ability Requirements:    Str 15, Int 12, Wis 15, Dex 15, Con 11
Prime Requisites:        None
Alignment Requirements:  Any Lawful (LE, LN, or LG)
Races Allowed:           Human, Spirit Folk (from OA)
Multiclass Options:      None
Proficiencies:
     Initial Weapon:     1    # Levels: 2
                         Penalty:  -3
     Initial Non-weapon: 3    # Levels: 3
     Groups:             General, Warrior, Rogue, Psionicist, Priest
Hit/Save:                Psionicist Tables (no bonuses)

     MONK'S EXPERIENCE AND HIT DICE TABLE
     Lvl   Experience   Hit Dice
      1           0        1d6
      2        2250        2d6
      3        4750        3d6
      4       10000        4d6
      5       22500        5d6
      6       47500        6d6
      7       98000        7d6
      8      200000        8d6
      9      350000        9d6
     10      500000       9d6+2
     11      700000       9d6+4
     12      950000       9d6+6
     13     1250000       9d6+8
     14     1750000      9d6+10
     + 500,000 xp per level and + 2 hit points per level hereafter

     THIEF SKILLS
     Move Silently                 10 %
     Find (but not remove) Traps   10 %
     Hide in Shadows                5 %
     Climb Walls                   60 %
     20 initial discretionary points, 15 additional per level.

     INHERIT POTENTIAL
     Ability Score   Base Score   Ability Modifier
          15             19              0
          16             21             +1
          17             23             +2
          18             25             +3
     Per level: The character gets 9 + Wisdom Ability Modifier.

     PSIONIC PROGRESSION MONK ABILITIES
     Lvl   Discips   Sciences   Devots   AC    MR   Att/R    Dam    Surprise
      1       1          -         1      6    12     1      1d4        0
      2       1          -         2      5    13     1      1d6       +1
      3       1          1         3      4    14     1     1d6+1      +1
      4       2          1         4      3    15    5/4    1d6+1      +1
      5       2          1         4      3    15    5/4     2d4       +2
      6       2          2         5      2    16    5/4    2d4+1      +2
      7       2          2         5      2    16    3/2    2d4+1      +2
      8       3          2         6      1    17    3/2     2d6       +3
      9       3          3         6      1    17    3/2     3d4       +3
     10       3          3         7      0    18     2      3d4       +3
     11       3          3         7      0    18     2     3d4+1      +4
     12       4          4         8     -1    19     2      4d4       +4
     13       4          4         8     -1    20    5/2    4d4+1      +4
     14       4          4         9     -2    20    5/2     5d4       +5
     15       4          5         9     -2    20    5/2     4d6       +5
     16       5          5        10     -3    21     3      4d6       +5
     17       5          5        10     -3    21     3      6d4       +6
     18       5          6        11     -4    21     3      6d4       +6
     19       5          6        11     -4    22     3      5d6       +6
     20       6          6        12     -5    22     4      8d4       +7
     21       6          7        12     -5    22     4      6d6       +7
     Note: The character does not automatically get psionic defense modes.  He
           must buy them as telepathic powers.  Conversely the character is
           treated as having no primary discipline so that the only restriction
           on getting powers is that he must have twice as many devotions as
           sciences.

     "NAME" LEVELS
     Lvl   Title                                      % Vacancy/yr
     12    Master of (Red, Green, or White) Dragons         3%
     13    Master of the North Wind                         1%
     14    Master of the West Wind                          1%
     15    Master of the South Wind                         1%
     16    Master of the East Wind                          1%
     17    Master of Winter                                 2%
     18    Master of Autumn                                 2%
     19    Master of Summer                                 4%
     20    Master of Spring                                 6%
     21    Grandmaster of Flowers                           10%

ABILITIES
1) When the character hits on a natural "20" he stuns his opponent for 1d6
   rounds.
2) When attacked by a normal missile attack the character may save vs.
   petrification to avoid being hit; note that this is counted as his attack for
   the round.
3) When the character is hit by a non-magical attack he may once per day per
   level take no damage from it on a successful save.  At 13th level this
   ability improves to the point where the character takes half damage even if
   he fails his saving throw.)
4) When falling the character can escape damage as follows:
   - At 5th level a monk can fall up to 20' safely if he is within 1' of a wall.
   - At 10th level a monk can fall up to 30' safely if he is within 4' of a
     wall.
   - At 17th level a monk can fall any distance safely if he is within 8' of a
     wall.
5) When the character reaches 12th level he may form a satellite monestary.  He
   is given 2-5 first level monks to staff the monestary plus 1-2 additional for
   every level above that.  The character is also given 2-5 first level clerics
   (sohei) and 1 6th level cleric (sohei) commander who will help defend the
   monestary.

RESTRICTIONS
1) The character cannot wear armor or use a shield.  He is restricted to certain
   weapons.  The character may ride, but never own a horse.  The character may
   only have up to 2 magic weapons and any three magic items useable by any
   class or by thieves or psionicists.  The character can only carry enough
   money to make his own way.  The rest must be donated.
2) The character does not get any hit or damage bonuses from strength nor does
   he get any hit or AC bonuses from dexterity.
3) The character cannot have any hirelings until 10th level.  At that point he
   may hire up to 2 henchmen + 1 per level after 10th up to his charisma limit.
4) At 12th level the character must face in combat one of the three Master's of
   Dragons in a one-on-one duel.  If he fails then he ends up back at the
   midpoint of 11th level.  He must repeat this at every level after this point
   in order to advance.  He must face repeated challenges.  The only exception
   is the Grandmaster of Flowers who is allowed to retire gracefully.
5) The character is unaffected by the Book of Exalted Deeds of the Book of Vile
   Darkness.  The Manuals of Stealthy Pilfering and Pussiant Skill at Arms are
   incomprhensible to the character.  And the Librams of Silver Magic, Gainful
   Conjuration or Ineffiable Evil affect the character as any nonmage.

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THIEF VARIANT: THE INTRIGUIST

This subclass of thief has abilities shying away from robbery and killing and aiming more towards dealing with people. However, while gaining skills suited to a politician, it retains many of the skills useful for subterfuge. This subclass is well suited to many lines of work: investigation, spying, courtier, emissary, etc.

There are no formal schools for Intriguists, as the quest for daily survival and general success in life are sufficient education for these characters. Intriguists may be of any race and alignment and have the following abilities requirements: Dex 9, Int 12, Chr 13. They may use weapons as per thieves, with the addition of fencing and other "noble" weapons (will vary from culture to culture). Often, they will carry other weapons as part of a disguise, but will suffer the same non-proficiency penalty a thief would. They are not trained in the use of armor, and when fighting in armor will suffer a penalty of -1 to their THAC0 per unit of AC improved by the armor. Of course, they may wear armor for purposes of disguise. Intriguists fight, save, and gain HP as thieves.  The changes to the thief class for Intriguists are as follows:

I. ABILITIES LOST
     a. Backstab
     b. Pick Pockets skill
     c. Find/remove traps skill
     d. Armor use (see above)

II. ABILITIES GAINED
     a. Access to Priestly and Wizardly proficiencies without extra slot cost
     b. Fencing and other noble weapons (see above)
     c. Manipulate skill
     d. Psychology skill
     e. Spot Hidden skill
     f. Memorize skill (all new skills described below)

III. OTHER CHANGES
     a. Weapon and non weapon proficiencies as follows
                      Initial   # Levels
          Weapon         2         5
          Non weapon     3         3
     b. Keeping with the Thief numbers of 7.5% per skill for first level and
        3.75% per skill for each level above first, Intriguists receive 75% at
        first level and 35% per level above first to distribute among their
        skills.
     c. Base skill percentages and modifications are as follows:
        (modifications for Dex as per Thieves)
             Base scores for normal skills :
             Open locks        5     Move Silently   10
             Hide in Shadows   5     Detect noise    15
             Climb Walls      40     Read Languages  10
     d. Base scores and adjustments for Intrigue abilities
                    Intelligence        Charisma
          Skill         Base  14  15  16  17  18  14  15  16  17  18
          Manipulate*    20    -   -   -   -   -   5  10  15  20  25
          Psychology     15    5   5  10  10  15   -   5   5  10  10
          Spot hidden    30    -   -   -   -   -   -   -   -   -   -
          Memorize       10    -   -   5  10  20   -   -   -   -   -
     e. Racial Adjustments for Intrigue abilities
          Skill          Elf   Halfling   Gnome   Dwarf
          Manipulate*    -15     -15        -5      -5
          Psycology       --      --        --      --
          Spot hidden     20      10         5       5
          Memorize        --      --        10      10
          * Racial modifiers apply only to the members of other races than the
            intrigue.

DESCRIPTIONS OF NEW SKILLS

Manipulate: Using this skill, the Intriguist can manipulate the thoughts and emotions of a given target. Some possible forms of manipulation include: amuse, appease, befriend, calm, confuse, convince, frighten, intimidate, and irritate. Note that these manipulations can be effected against only one person per level per use. A separate roll is required for each affected person, however. DM discretion is required as to degree and duration of effect. Since this is not magic, Elves' and Half-Elves' resistance to Charm-type spells does not apply. However, an Intriguist is -10% on this ability with regards to a member of a different race.

Psychology: This skill lies somewhere between Empathy and ESP. It allows the Intriguist to assess the motives for the actions of a person and may hint at what the person is thinking, but will not give literal thoughts. It is usually obvious to the Intriguist what a person's general emotional state is. A roll is required if the person is somehow attempting to hide their emotions. The skill may also be to assess situations of the "why did this happen?" type, if sufficient information is available. To use the skill directly on a person, the Intriguist must have some form of contact with them, whether verbal, visual, telepathic, etc. Any Intriguist is -10% on this ability with regards to a member of a different race.

Spot Hidden: This skill reflects the Intriguists practice at noticing things that are out of place or in some way unusual. It will work on concealed or secret doors if there is some external evidence of such, no matter how slight (a book less dusty than the others around it, a loose torch sconce, etc). This skill will similarly only find traps that have some at least slightly visible component (the point of a needle inside a lock, a differently-colored paving stone, etc).  Further, this skill applies to situations such as a person out of place in a crowd, a marked card in a deck of cards, etc. The Intriguist may specifically search for things using this skill, but as long as the Intriguist is capable of using it (i.e. can see and is mentally functional), it is considered to be "always on" and the DM should roll for the character to see if something out of place was spotted.

Memorize: This skill allows the Intriguist to make a "photographic memory" of an object, document, place, etc. Non-visual memories are at -10%. If the roll is greater than the amount needed, this reflects the approximate percentage of information that was lost in that memory.  Thus, if Lane the Intriguist has a 30% chance to memorize the Seal of the House of Erwin, and he rolls a 70%, he has missed about 70% - 30% = 40% of the important details.

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WAR WIZARD

War Wizards are a product of societies where warfare and magic are commonplace.  They receive training in magic and weapon use, plus schooling in the strategy, tactics and history of warfare.  They're more commonly seen commanding the troops than down in combat itself, but if that situation occurs, they are more than able.

PREFERRED/BARRED SCHOOLS
Other than the schools the War Wizard are not allowed to use spells from (see special hindrances),  they are required to be multi-functional, and so are not allowed to be a specialist wizard.

ATTRIBUTE REQUIREMENTS
War Wizards are required to have an Intelligence and Charisma of 15, in addition to the standard race and fighter requirements.

WEAPON PROFICIENCIES
Unlike most multi-classed warriors, War Wizards can specialize, but only receive two weapon slots at first level.  Their specialization grants a +1 to hit and a +1 to damage, instead of +1to hit and a +2 to damage.

NON-WEAPON PROFICIENCIES
Bonus:    Strategy/ Tactics
Required: Riding, Spellcraft, Read/Write/ History (warfare).

STARTING MONEY
War Wizards receive 3d6x10 in gp, and can spend it as they wish.

SPECIAL BENEFITS
War Wizards can wear leather, padded, studded leather, or elven chain and still cast spells, regardless of race.

SPECIAL HINDRANCES
War Wizards can only cast spells from the following Schools: Minor Divination, Alteration, Invocation/ Evocation, Illusion/ Phantasm, Abjuration, Conjuration/ Summoning.

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POSTWORD: This Net.Book is a compilation of works from many differant authors.  Those names known to me are listed below, those unknown, please notify me and I will release a new version with an updated credit list.
The Archer-Archer Ranger
     "SpeedyD."
     <398969729%UWPLATT.EDU@pucc.PRINCETON.EDU>
The Assassin
The Intrigue
     jek@cs.duke.edu (James E. Kittock Esq.)
The Avenger
     rm5a+@andrew.cmu.edu (Regan Merante)
The Delver
     leseney@psumeteo.psu.edu (Michael LeSeney)
The Dwarnoi
     c9e-al@danube.berkeley.edu (Chua Hak Lien)
Holy Fighter
     brunborg@alkymi.unit.no (Aadne Brunborg)
The Monk
     grimess@alpha.hendrix.edu
The P
< The rest of the file is missing >
