Classes
Posted: Thu Aug 11, 2016 12:45 pm
HM 4th Ed Classes Preamble
Hackmaster 4th Ed Classes, detailed below, are from the HM 4th Ed PHB and are intended to serve as an introduction for players new to the system. It is highly recommended that players procure a copy of the 4th Ed PHB. Additional classes (and kits) are detailed in the "splat books" and are available to players that purchase those tomes; ("http://www.kenzerco.com/index.php?cPath=26&page=1"). Note that due to license restrictions these are no longer available from Kenzerco but many copies exist from sources such as Amazon.
Note: Unless stated otherwise in Class description, all character start with a 'kicker' at first level. That is 20HP in addition to those from Hit Dice, CON bonus and relevant Talents.
The same applies to all foes unless they would be considered less than 1HD.
Fighter Group
Fighter Group classes are allowed to use any weapon though certain classes favour training in a specific weapon(s) or weapon type(s). All save the monk can wear any type of armour. The disadvantage fighters have is that they are restricted in their selection of magical items and spells. All fighters, Monks aside, gain the ability to make more than one melee attack per round as they rise in level:
[# Att/round] / Class (Lvl)
[1/1] / Barbarian (≤L5), Berserker (≤L5), Cavalier (≤L5), Dark Knight (≤L6), Fighter (≤L6), Knight Errant (≤L6), Paladin (≤L6); Ranger (≤L7)
[3/2] / Barbarian (L6-10), Berserker (L6-10), Cavalier (L6-10), Dark Knight (L7-11), Fighter (L7-12), Knight Errant (L7-11), Paladin (L7-11); Ranger (L8-14)]
[2/1] / Barbarian (L11-15), Berserker (L11-15), Cavalier (L11-15), Dark Knight (L12-17), Fighter (L13-18), Knight Errant (L12-17), Paladin (L12-17); Ranger (≥L15)]
[5/2] / Barbarian (≥L16), Berserker (≥L16), Cavalier (≥L16), Dark Knight (≥L18), Fighter (≥L19), Knight Errant (≥L18), Paladin (≥L18)
Barbarian
Ability Requirements: Strength 15+, Constitution 15+, Dexterity 14+,Wisdom <17
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Grel. Half-orcs, Half-Oogres, Halflings
Allowed Alignments: any non-lawful alignment
Building Point Bonus: 7 BP
Barbarians gain a bonus to their armour class of double their Dex bonus, but only if the armour worn is not of the fairly bulky or bulky type. If fairly bulky or bulky armour is worn, the bonus is normal. The reaction/attacking adjustment remains the same for the barbarian's Dexterity. In addition, barbarians gain double the normal Con bonus for hit points. Initially the barbarian knows only how to speak his racial or tribal tongue and the common tongue. A barbarian must learn how to read and write if he desires these skills. A barbarian can learn languages according to his Intelligence, just as any other character can.
They receive a +3 to their base movement rate. The initial number of weapons the barbarian uses must include the hand axe, knife, and spear.
Barbarians in general detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic item if they recognize it as such. They will often seek to destroy magic items, and if successful they receive an experience-point award as if they possessed the destroyed items.
While magic-users will be shunned initially, and always viewed with suspicion, cleric spells of the type used by shamans and witch doctors are nor so viewed, though high level cleric spells are suspect.
All barbarians have the following bonuses to their saving throws: They are + 4 versus poison, + 3 versus paralysation, death magic, petrification, and polymorph, and + 2 versus rod, staff and wand and breath weapon.
Barbarian Talents
The barbarian character receives the following talents automatically:
Climb cliffs and trees: The barbarian can climb trees and natural cliffs (or ledges, mountains, etc.) with a base chance of success of 60% plus 2% per level of experience. Racial, armour and Dexterity modifiers apply. Barbarians may also climb walls of other kinds once they have had the opportunity to practice scaling that particular type of surface.
Hide in natural surroundings: Barbarians can hide in natural surroundings that are familiar to the character with a base chance of 10% plus 5% per level. This is similar to how a thief would hide in shadows. Racial, armor and Dexterity modifiers apply.
Surprise: Barbarians surprise opponents on a 5 in 10 chance, or 6 in 10 if they are in familiar terrain. Barbarians are themselves surprised 10% of the time or only 5% in familiar terrain.
Back protection: Any attempt to attack a barbarian from behind, including such attacks by assassins or thieves, has a 5% chance per level of being detected and countered. That is, if a barbarian detects a back attack (a 5% chance at 1st level, 10% at 2nd, etc.) the barbarian avoids the attack form. The former back attack becomes a normal attack. The barbarian is also then entitled to attack the sneaky wuss even though the barbarian may already have engaged in what would otherwise have been his full normal combat for that round.
Leaping and springing: Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, the forward leap can range from 16-21 feet (15 + d6), and the upward leap from 41/2 to 6 feet (4 + d4, each pip equaling 1/2 foot). Springing under similar conditions gives an upward distance of 4-7 feet, depending on the surface used as a step to gain height and spring.
Detect illusion: Barbarians have a 5% chance per level of determining that some sight, sound or other sensory phenomenon is actually an illusion/phantasm spell. This detection takes one round of intense scrutiny. Regardless of the barbarian's level, the chance to learn the true nature of such spells may never exceed 75%.
Detect magic: Barbarians have a 25% chance of detecting any sort of magic other than the illusion/phantasm variety. This again takes one round of scrutiny, and applies to items or spells, but not to persons who are able to effect magic. For each level the barbarian gains beyond the 1st level, the barbarian gains an additional 5% to his base chance of detection. However, this chance may never exceed 90% regardless of the barbarian's level of experience. The type of magic is never revealed by this ability since to the barbarian all magic is the same - bad.
Barbarian Skills
In addition to rhe talents listed above, every barbarian possesses all of the following skills. These skills are generally not usable (certainly not to their fullest potential) in environs unfamiliar to rhe barbarian, although the skills can be applied to a new locale with differing flora, fauna, and climate, after about one month of tromping about the area.
Survival: The barbarian has all the necessary skills for basic survival in the wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building.
First aid: This skill allows the barbarian to bind wounds, set sprains or broken bones, and concoct natural antidotes and natural cures for diseases. In game terms, this translates to the barbarian immediately regaining 1 hit point, and thereafter he regains hit points at twice the normal rate, regaining 2 hit points per day if resting, and 1 hit point per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such "first aid" restores 1, hit point immediately, and then increases hit-point recovery by 100% if the barbarian continues to administer aid and cures. When dealing with natural poison and illness, the barbarian has a 10% chance of effecting a cure. If the poison or disease is known and is of natural origin, this chance of success rises to a percentage equal to 50 plus the victim's constitution score.
Outdoor craft: This skill includes plant and animal detection as a 3rd level druid, direction determination, and the ability to predict weather as if the spell of that name were cast by a 3rd-level druid.
Tracking: A barbarian's tracking skill is equal to that of a ranger of the same level, but a barbarian may only track in the outdoors.
Finally, a barbarian will have one or more of the following tertiary skills depending on the locale or culture from which he originates. Which skills are applicable are determined by the GM according to the nature of the campaign.
Animal handling: The barbarian can handle and domesticate wild animals. Usually this is restricted to dogs, but could include animals such as wolves, large birds and giant cars.
Horsemanship: The barbarian is skilled in using his horse in combat. This ability includes the handling of draft teams.
Long distance signaling: The barbarian is capable of using the signalling methods of his native land (including such things as drums, smoke, or mirror flashes) to communicate over long distances.
Running: This skill enables the barbarian to move at full speed (twice normal movement rate) for no less than three full days before having to "rest" by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.
Small craft, paddled: The barbarian is skilled in the building and use of small canoes and hide boats.
Small craft, rowed: This skill includes rhe building of wooden boats and the rowing and/or sailing of these boats.
Sound mimicry: The barbarian with this skill can mimic various sounds, including bird or animal calls, either for the purpose of luring those creatures or for signaling.
Snare building: This skill allows the barbarian to construct deadfalls, pits, and other traps for large and even very large animals. Sentient creatures can also fall prey to these traps.
Native territory: Many of a barbarian's abilities depend on the native territory of the character. It is mandatory that barbarian characters come from an out-of-the-way barbaric state or area within Garweeze Wurld. Typically they are cavemen, dervishes, nomads, or tribesmen. Only such uncivilized backgrounds can generate the necessary surroundings to produce individuals of the stock from which barbarian fighters would be drawn.
Berserker
Ability Requirements: Str 17+, Con 15+
Prime Requisite: Strength and Constitution
Hit Dice Type: d12
Allowed Races: any
Allowed Alignments: any chaotic
Building Point Bonus: 8 BP
The character must take the quirks HackFrenzy and HackLust during the creation process, but without the associated building point bonus for picking these quirks. Berserkers can earn an individual experience point award for bravery in initiating combat. This award is worth 200 experience points. The berserker character must be the one who leads his side into battle against a superior force, before the foes attack. A berserker can use any weapon or armour available. He may use a shield but whenever he goes berserk, he must dispense of any shield he is carrying until he comes down. Although he can use any weapon, he does not begin with as many weapon proficiencies as a normal fighter. Instead of four initial weapon proficiencies, the berserker has only two. Thereafter, weapon proficiencies are gained at the normal rate. Berserkers cannot use proficiency slots for missile weapons like thrown axes, bows, crossbows, slings or darts. The berserker lives to destroy things in hand-to-hand combat and loves to look his opponent in the eye when he slays him. If a berserker attacks an enemy with a ranged or thrown weapon he loses Honour. Berserkers gain +1 to their Fame Factor per level.
Going Berserk: All berserkers have the ability to "go berserk" and run amok during combat. Their quirks (HackFrenzy and HackLust) enable them to enter this state of mind and are triggered by taking a certain amount of damage in one round (HackFrenzy) or dealing out a certain amount of damage in one round (HackLust). The berserker class is unique in that it is the only class allowed to have both HackFrenzy and HackLust It is entirely possible for a berserker’s rage to be triggered by both quirks at the same time — thereby having two damage quotas to fulfil. The quirks work exactly as described under Q&F, but the berserker also gains the following additional advantages and disadvantages when berserking:
Advantages:
Strength: The berserker's Strength increases by 2 points. The character gains all bonuses (to-hit, damage, weight allowance, etc.) for his increased Strength.
Hit Points: The Berserker instantly gains one additional hit point for every level of experience. The hit points gained do not heal existing wounds; they are simply added to the character's current total. These additional hit points can cause the character's total to exceed the normal maximum the character is allowed.
Armor Class: The berserker's base Armor Class improves by 1 for every level of the character, to a maximum of AC 0. This adjustment is to the character's normal unarmoured rating. A 5rh level berserker fighting without armour would have an Armor Class of 5. This Armor Class adjustment can be combined with modifications for Dexterity, magical items and spells. This bonus does not apply if the character is wearing armour. In this case, the armour’s AC is used, not that created by the berserk fury. A 10th level berserker in chain mail would still have an AC of 5 when he entered into his berserk rage. Note that a berserker is not prevented from wearing armour, either in normal combat or when berserk, but wearing armour negates this benefit.
KO Results: The berserker, while berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.
Charms and Spells: While berserk, the character gains a + 2 to all saving throws vs. charms or mental-based attacks. (These include such spells as the wizard spells Charm Person, Befriend, Hypnotism, Irritation, Ray of Enfeeblement, Scare, Geas, and the cleric spells Command, Charm Person or Mammal, Enthral, Cloak of Bravery, and Symbol). He also gets a + 4 to save against the wizard spells Blindness, Proadus' Uncontrollable Fit of Laughter, Hold Person, Charm Monster, and Confusion, and the cleric spells Hold Person and Hold Animal. The Emotion spell has no effect on the berserker, unless the caster chose the Fear result. If Fear was chosen, the berserker gets a normal saving throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his berserk state, with all the normal effects of coming out of the berserk state (bur he doesn't suffer any other fear effect). The Fear spell has exactly the same effect: If he saves, there is no effect and if he doesn't save, he's snapped out of the berserk state. If he fails a saving throw against Charm Monster, he simply counts the caster as one of his allies; he doesn't come out of the berserk state or obey the caster's commands. Being berserk offers no real protection from Finger of Death, except that the spell effects do not take place until the character has come out of his berserk state. If the berserker saves, he doesn't suffer the 2d8 +1 damage until immediately after he snaps out of the berserk state. If he fails to save, he doesn't die until he snaps out of the berserk state.
Disadvantages:
In addition to the benefits, the berserk fury has several special limitations and consequences. Many of these reflect the savage and unpredictable nature of berserkers.
Single-Mindedness: Once a character goes berserk, he must enter melee combat with the enemy. Though the berserker can pick and choose his targets, he cannot hang back from battle until he has fulfilled his damage quota for his HackFrenzy and/or HackLust quirks. Once in combat, a berserk character cannot change opponents until the current foe is either slain or flees and cannot be pursued. The restriction on changing opponents applies only after the berserker has actually entered into combat. If not actually engaged in melee, the character must move and attack whatever enemy is closest. However, if he still has a damage quota to fulfil and there are no foes to engage he MUST attack an ally.
Retreat: Once a berserker has entered his battle fury, he cannot retreat from combat until either his damage quota is fulfilled or he comes down due to the passage of time.
Loss of Powers: As soon as the berserk rage ends, all powers gained (increased Strength, hit points, Armor Class and Charm resistance) vanish. Full damage is now applied and any damage suffered is taken from the temporary hit points first. Only after all these hit points are lost does the character suffer actual wounds. Thus it is possible for a berserker to drop dead from his wounds after coming down.
Exhaustion: Berserking can be physically draining. Berserkers don’t come down from their HackFrenzy/HackLust in ld4 turns as described in the quirk description. Because of rhe intensity of their rage (and training) Berserkers only remain berserk for a number of rounds equal to their Constitution. As soon as the character stops being berserk, he must make a saving throw vs. death. If the saving throw is successful, the character is unaffected by his fury. Should he fail the saving throw, the berserker is immediately drained and exhausted. The character's Strength is reduced by 5 (from its normal non-berserk state) and remains reduced until the character has rime to rest. Strength recovers at the rate of 1 point per turn of rest. The character cannot go berserk again until his Strength has returned to its normal level.
Reaction Modifier: The berserker character receives a - 3 reaction from all NPCs (except from other berserkers) because of his wild-eyed demeanour.
Uncertain Status: When the berserker goes berserk, you will need to inform your GM of your hit point total. From that point until the fight is done and the berserker has returned to normal, your GM will keep track of your hit points. He won’t tell you how much damage you’ve taken for each hit, nor how many hit points you have left. Your GM will also roll all saves for the berserker while he’s enraged. It’s very possible for a berserker to be nickled and dimed to death and the player not even know it until he drops dead. After all, the character can feel no pain...so you cannot keep track of how close he is to death.
Ranged Weapons: While berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.
Oblivious to Missiles: While berserk, the character cannot rake cover against missile fire.
Friend or Foe? If, while the character is berserk, another character tries something he can interpret as attack (for instance, shoves him clear of an incoming attack) the berserker must roll ld20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer berserk.
Taunting: The Taunt spell is automatically successful, and will cause the berserker to abandon his current enemy and rush to attack the taunter. Such things as mocking jigs and taunting skills will have a similar effect.
Self-Induced HackFrenzy: At 3rd level whenever the berserker knows a fight is coming, he can attempt to sell induce a berserk rage, even if there is no fight currently going on. This isn't an instantaneous process. He must spend a little time Berserkers gain +1 to their Fame Factor per level to "psych himself up." It takes a full turn (ten combat rounds) to go berserk. In that time, the character is growling, moaning, uttering imprecations, etc. It's impossible to be quiet when trying to go berserk in this manner. At the end of a full turn of preparation, he becomes berserk. He rolls for his damage quota and must immediately engage the enemy.
Hack Pangs: A berserker is so obsessed with combat that he must engage in it once per day or suffer penalties as defined on the following table. All penalties are cumulative. A berserker who does not engage in combat longer than 15 days loses ld8 hit points per day. Once the berserker engages someone in real combat, all penalties will be removed one turn after the combat has begun:
[# of Days without Combat] / Penalty:
[1] / none; [2] / -1d4 hit points; [3] / -1 Str; [4] / -1 Dex; [5] / add a minor mental quirk; [6] / -20% to all skill and proficiency checks; [7] / -1 Con
[8] / -1d8 hit points; [9] / -1 Wis; [10] / -1 Con and -1 Wis; [11] / add a major mental quirk; [12] / -1 Str and -1 Dex; [13] / -20% to Honour; [14] / -50% to Honour
Cavalier
Ability Requirements: Str 15+, Con 15+, Dex 15+, Int 10+, Wis 10+, Com 9+
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Elves, Half-elves, Gnome Titans, Pixie Fairies
Allowed Alignments: any good alignment initially
Building Point Bonus: 10BP
Cavaliers are elitist, chauvinistic and look down on just about everybody they meet except for other cavaliers or nobles. Even when they meet other cavaliers, there is a definite rivalry that inevitably rears its ugly head. The cavalier attacks and makes saving throws as a fighter, but gains additional abilities with certain weapons and modifiers to certain saving throws. Cavaliers are not entitled to the benefits of weapon specialization. In order to become a cavalier, a character must be in service to some gawd, noble, order, or special cause. The GM will determine if this requirement can be met within the limits of the campaign, and if it is being properly met by the cavalier character. The cavalier must always place honour, bravery, and personal deeds in the forefront of his activity, and must adhere to a special code of chivalry/honour. If a cavalier’s Honour drops into the dishonourable category he immediately suffers an experience point penalty to gained experience equal to 10% of his level. A cavalier character must be of proper social class, and is usually of noble or aristocratic origin. Only those characters of upper class social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honoured because they generally work cheap. Such a character must be sponsored by a higher authority of greater status, and begins first as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer, and finally becomes a 1st-level Armiger of the cavalier class. The 0-level Horseman starts at -1500 experience points and has 1d4+ 1 initial hit points (plus, of course, the 20 hit point kicker common to all characters). The Horseman becomes a Lancer at -500 experience points and gains another d4 roll for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience; points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10 + 22 hit points. The character's hit point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal. The special abilities of the cavalier class are only gained when the character attains Armiger status. While humans, gnome titans, pixie-fairies, elves, and half-elves may become cavaliers, members of the latter two races cannot qualify unless they are of Gray or High elf stock (or, for half-elves, descended from such stock) and unless they are from or sponsored by a noble house. Cavaliers are not limited in which weapons they can use, bur certain weapons are preferred over others, such that a cavalier will seek proficiency in these weapons before learning other weapons. These weapons arc the lance (required of the 1st-level Armiger), long sword, broad sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's military pick, dagger, scimitar and javelin. Only after these weapons have been mastered may the cavalier become proficient in the use of other types. Weapons that deal out damage at a distance (including pole arms with the exception of a lance used dismounted and missile weapons) call into question the cavalier's personal bravery, and as such are avoided. The cavalier gains bonuses "to hit" with certain weapons as he advances in level.
"Weapons of choice" and their attendant bonuses are:
• At 1st level, the cavalier is + 1 "to hit" with the lance, if used while mounted.
• At 3rd level, the cavalier is + 1 "to hit" with either the broad sword, long sword, or scimitar (player's choice),
• At 5th level, the cavalier is + 1 "to hit" with either the horseman's mace, horseman's flail, or horseman's military pick (player's choice).
• At 7th level, the cavalier is + 2 "to hit" with the lance, if used while mounted.
• At 9th level, the cavalier is + 2 "to hit" with either the broad sword, long sword, or scimitar (depending upon what was chosen at 3rd level).
• At 11th level, the cavalier is + 2 "to hit" with the horseman's mace, horseman's flail, or horseman's military pick (depending upon what was chosen at 5th level).
• At 13th level, the cavalier is + 3 "to hit" with the lance, if used while mounted.
At higher levels, the progression described above increases in a similar fashion. The plus "to hit" does not apply to damage, and does not allow the cavalier to hit creatures that can only be hit by magic weapons. Note that the higher pluses must be taken in the same weapon as chosen at lower levels, so that any cavalier has effectively three "weapons of choice." The cavalier may make multiple attacks with a "weapon of choice" as if the character were 5 levels higher than actual as far as attacks per round are concerned (e.g., a 3rd-level cavalier can attack 3 times every 2 rounds with a weapon of choice, as opposed to 1 attack per round with some other ordinary weapon). At 16th level and above, the cavalier can attack 3 times per round with a weapon of choice. The lance is the preferred weapon of the cavalier, and proficiency with it is required at the first level. The cavalier has a bonus to damage equal to the character's level of experience when using a lance while mounted. When the cavalier is dismounted and using a lance, damage is + 1. A heavy lance used while dismounted is treated as an awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a spear. A cavalier's expertise in weapons allows the cavalier to use the full parry manoeuvre with weapons of proficiency more effectively than fighters can. Should a cavalier choose to parry rather than attack, he gains an AC bonus equal to his level. If a cavalier parries, he cannot attack in that round, even if he is capable of making multiple attacks in a single round. To the Cavalier, armour is as much as badge of station as it is a means of protection. Thus, the Cavalier will always seek to own the very best and finest quality armour he can afford. In this endeavour, appearance is as important as function, so engraving, inlaying, and decoration of the armour will always be added. Plate armour is the cavalier's first choice; other preferences ranking beneath that are (in order of desirability) plate mail, banded or splint mail, chain mail, scale mail, and ring mail. Leather, studded leather, and padded armour are worn by poor people, and as such are beneath the cavalier's station, such that the cavalier will not be caught dead in these armour types. This snobbishness applies even in the case of magical armour, so that chain mail + 2 will not be worn if normal banded or splint mail can be purchased. Mounted combat and horsemanship are special provinces of the cavalier class. A human cavalier (bur not an elf or a half-elf) makes all attacks from horseback as if the character were 1 level higher. This increase applies only to horses, mounts usable as steeds by cavaliers at higher level, and those mounts approved by the GM.
Bred to the saddle: A cavalier is 85% unlikely to be thrown from the saddle, and 85% unlikely to be injured if his mount falls. This chance is increased by 1 % for each level above the first. As a cavalier increases in level, he improves still further in horsemanship, and in the handling of other creatures as mounts:
• At 3rd level, the cavalier can vault into the saddle with bulky armour and have the steed underway in a single segment.
• At 4th level, a female elven cavalier (and only a female elf) may handle and ride a unicorn as a steed.
• At 5th level the cavalier can urge his mount to greater speed than normal. The additional speed possible equals a 2" bonus to movement rate, and can be sustained for up to 6 turns. The additional speed thus gained has no ill effects upon the mount, although normal rest and feeding are always necessary.
• At 7th level the cavalier can handle and ride a Pegasus as a steed.
• At 9th level, the cavalier can handle and ride a hippogriff as a steed.
• At 11th level, the cavalier can handle and ride a griffon or a similar creature (GM’s judgment) as a steed.
The cavalier's mount will be friendly to and will accept the cavalier as long as it is properly treated. Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases, and vice versa. A cavalier's knowledge of horses (and, at higher levels, other mounts) allows the cavalier to estimate the relative worth of a steed. A cavalier can examine any mount and determine if it has low worth (one-third or fewer of the maximum possible hit points for the creature), average worth, or high worth (two thirds or better of the maximum possible hit points). Any steed selected by a cavalier will have +2 hit points per hit die (up to the maximum hit points for the creature).
A cavalier makes all saving throws as a fighter. Such characters are, however, immune ro fear (magical or otherwise) of any sort. All Cavaliers radiate a protection from fear aura in a 10 foot radius, so that all allied creatures within the radius are similarly immune. In addition, magical or magic-like phenomena that affect the mind are 90% unlikely to have any effect on the cavalier. This includes powers such as Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and the Psionic Mind Blast, but not the effects of high Comeliness. This 90% immunity is in addition to any saving throw for the cavalier, if applicable. Cavaliers also save at + 2 versus all forms of illusion spell. Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can function at is determined by the cavalier's hit points at 1st level (4-13). When a negative number of hit points are reached, the cavalier does not become unconscious, but can no longer attack and must rest, bind wounds, and seek further healing. Cavaliers heal as other characters, but those of good alignment gain additional 1-4 points for each full week of normal healing. As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This bearing is the device worn upon the cavalier's shield to identify him on the battlefield and in tournament. The armorial bearing may be not kept covered while traveling, and must be boldly presented when an encounter occurs with creatures that might understand the import of such a device. In addition, at 4th level the cavalier may fly a pennon on his lance 011 the battlefield. A duplicate of this battle flag is held by the cavalier’s retainers, and marks the territory of the cavalier. If the battle flag is lost, dishonour ensues (-20% to Honour), and the cavalier must make every effort to regain the flag. If he does, half of the lost Honour may be regained. Finally, cavaliers may expect full hospitality - food, lodging, and whatever else is needed (within reason under the circumstances) - from all other cavaliers of the same alignment. Such hospitality is likewise due from all gentle, noble, and royal households according to their relationships between various political divisions that might be concerned. The cavalier must follow a code of conduct and ethics, akin to chivalry. Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as a dubbing with the sword or a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pledge himself to this code. Failure to sustain the oath is not sufficient reason to revoke knighthood, unless the order or liege of the cavalier specifically demands such. In the latter case, the cavalier becomes a mere fighter, though weapon specialization is not gained and the privilege of weapons of choice is retained. A cavalier must serve someone or some cause - normally a gawd, greater noble, order of knighthood, or the like. The cavalier must seek to sustain a special code of honour tailored specifically for his class. This code of honour holds dear the knightly virtues and the code of chivalry.
The knightly virtues are these:
Liberality; Good Faith; Glory; Unselfishness ; Pride; Courtesy; Bravery.
The Cavalier code of honour: must be rigidly adhered to at all times, and includes the following high ideals:
Noble service cheerfully rendered
Defence of any charge unto death
Courage and enterprise in obedience to rule
Respect for all peers and equals
Honour to all above your station
Obedience and respect from all beneath your station
Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armour)
Military prowess exercised in service to your lord
Courtesy to all ladies (whose Comeliness is greater than 15)
War is the flowering of chivalry
Battle is the test of manhood
Combat is glory
Never shirk a task
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonour
In enforcing this code, the GM may reduce or eliminate experience that is gained by the cavalier if its gaining violates the spirit or letter of the code. A cavalier who retreats from battle, even to save fellow party members, would receive half experience for the beasts slain in his retreat. Similarly, a cavalier who scolds a sassy princess he’s rescued will gain no experience, since his actions were not approved of by the code. Note that even neutral and evil cavaliers are bound by this code, but in their cases the obedience is to non-good masters.
As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with the following order of preference:
1. Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves
2. Opponent cavaliers, dark knights, knights errant or paladins (if the cavalier is evil) of great renown, enemy flags and standards
3. Opponent cavalry of noble or elite status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants
The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations. While all cavaliers are initially of good alignment, there are cavaliers of neutral and evil alignment as well. Alignment change can occur up to 4th level without penalty, if the change is well reasoned. At 4th level and beyond, any change of alignment results in the usual penalties. Neutral and evil cavaliers do not retain the ability to function at a negative hit-point total. Evil cavaliers may use poison, but cannot ignore the obligation of hospitality (though guests may be housed in a sub-standard manner). The device of an evil cavalier is made known throughout the land, and good cavaliers are duty bound to hunt down and destroy those cavaliers of evil alignment. Finally, evil and neutral cavaliers have limitations on the types of followers they can attract. Cavaliers have special requirements on the types of followers, henchmen, and retainers they may have.
Followers: Unlike other characters, cavaliers begin to attract followers at relatively low level. These troops are men-at-arms. Their numbers and type are determined as follows:
At 4th level: 1 -4 men-at-arms
At 5th level: 2-8 men-at-arms
At 6th level: 3-12 men-at-arms
At 7th level: 6-24 men-at-arms
At 8th level: 12-48 men-at-arms
At 9th level: 24-96 men-at-arms
At 10th level: 48-192 men-at-arms
The number ranges given above are followed on a per-level basis, and are not cumulative. If the dice roll for followers gained at a new level is equal to or lower than the number of followers a cavalier currently has, then no new followers are gained at that level. Example: A roll of 1 d4 at 4th level indicates that the cavalier attracts 3 followers. When the cavalier attains 5th level, 2d4 are rolled, and if the result is 2 or 3, then no new followers are gained (assuming that the original followers are still in the cavalier's service).
Dark knight (aka Anti-Paladin)
Ability Requirements: Str 12+, Con 9+,Wis 13+, Cha 17
Prime Requisite(s): Wisdom and Charisma
Hit Dice Type: d10
Allowed Races: Human
Allowed Alignments: chaotic evil
Building Point Bonus 12 BP
Dark knights can use any weapon and wear any type of armour. If a dark knight ever knowingly performs a lawful act, he must seek a high-level (7th or more) cleric of chaotic evil alignment, confess his kind deed, and do penance as prescribed by the cleric. If a dark knight should ever knowingly and willingly perform a good act, he loses the status of being a dark knight immediately and irrevocably. All benefits are then lost and no deed or magic short of the intervention of a Demon Prince can restore the character to dark knight status: He is ever after a fighter with an attitude problem. The character's level remains unchanged when this occurs and experience points must be adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization since he did not select this for his character at the start.
If the dark knight commits a good act while enchanted or controlled by magic, he loses his dark knight status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status requires completion of some horrific drunken bender to once again prove his worth and harden his black heart. He gains no experience prior to or during the course of this bender, and regains his standing as a dark knight only upon sobering up.
A dark knight has the following special powers:
• He can detect the presence of good intent up to 60’ away by concentrating on locating good in a particular direction. This can be done as often as desired, but each attempt takes one round. This ability detects both good-aligned monsters and characters.
• A dark knight is immune to all forms of disease but is often a carrier of some really nasty plagues. Any person associating with a dark knight is 10% likely per day of becoming infected with a random affliction:
[1d10] / Disease
[1] / rotting flesh; [2] / ore shingles; [3] / goblin pox; [4] / black plague; [5] / rotting death
[6] / blue death; [7] / dancing death; [8] / burning death; [9] / common cold; [10] / other
• He can also inflict terrible wounds on others simply by wuss slapping them. The dark knight inflicts 2 hit points per experience level as well as causing the loss of 1-4 Honour points to the victim. He can use this power only once per day.
• A dark knight is surrounded by an aura of evil with a 10-foot radius. Within this radius, all summoned and specifically good creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. They are further subject to a -2 penalty on all saving throws. Creatures affected by this aura can easily spot its source.
• A dark knight using an unholy sword, a very special weapon, projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the dark knight's experience level.
• A dark knight gains the power to command undead when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower—for example, at 3rd level he has the command power of a 1st-level evil cleric. (See the section on clerics for more details on this ability.)
• A dark knight may call for his mount upon reaching 4th level, or anytime thereafter. This steed need not be a horse; it may be whatever sort of creature is appropriate to the character and may even be a Nightmare (as decided by the GM). A dark knight's warhorse is a very special animal, bonded by fate to the knave. The dark knight does not really "call" the animal, nor does the horse instantly appear in front of him. Rather, the character must steal his warhorse in some memorable way, most frequently by a specific quest at the behest of a Nefarian.
• A dark knight can cast cleric spells once he reaches 9th level. He can cast only spells of the divination, necromantic, and summoning type. The acquisition and casting of these spells abide by the rules given for clerics. Unlike a cleric, the dark knight does not gain extra spells for a high Wisdom score. The dark knight cannot cast spells from cleric or druid scrolls nor can he use cleric items unless they are allowed to the warrior group.
A dark knight may employ only evil henchmen (or those who act in such a manner when alignment is unknown). A dark knight will cooperate with anyone only as long as it is to his advantage to do so. He will try to show them the way to slash and burn one’s way through life through both harsh words and deeds. He will not abide the company of those who commit good or righteous acts and will mercilessly taunt them at any given opportunity.
Fighter
Ability Requirements: Strength 9
Prime Requisite: Strength [gain 10% ep bonus if Str is 16 or higher]
Hit Dice Type: d10
Allowed Races: All
Allowed Alignments: Any (as long as chosen racial type allows it)
Building Point Bonus: 10 BP
As a master of weapons, the (single-classed) fighter is the only character able to have Weapon Specialization and (at higher levels) Weapon Mastery, High Mastery & Grandmastery. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause greater damage with that weapon.
Weapon Specialization:
For all melee weapons and crossbows weapon specialization requires two weapons proficiency slots: one for proficiency and one to specialize. Other bows require three proficiency slots: one for proficiency and two to specialize. Specialization with a melee weapon gives a character a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). Bow and crossbow specialists gain an additional range category, point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for heavy and light crossbows is from six feet to 60 feet. For the hand crossbow it is three to 20 feet and for the peashooter it is three to 10 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.
Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bow specialists do not gain any additional attacks per round:
[Fighter Level] / Weapon (#Att/round) / …
[L1-6] / Melee (3/2) / Light Crossbow (1/1) / Heavy Crossbow (1/2) / Thrown Dagger (3/1) / Thrown Dart (4/1) / Other (non-bow) Missiles (3/2)
[L7-12] / Melee (2/1) / Light Crossbow (3/2) / Heavy Crossbow (1/1) / Thrown Dagger (4/1) / Thrown Dart (5/1) / Other (non-bow) Missiles (2/1)
[≥L13] / Melee (5/2) / Light Crossbow (2/1) / Heavy Crossbow (3/2) / Thrown Dagger (5/1) / Thrown Dart (6/1) / Other (non-bow) Missiles (5/2)
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Knight errant (aka Rogue Knight)
Ability Requirements: Str 14+, Con 10+, Wis 13+, Cha 17+ Comeliness 15+
Prime Requisite(s): None
Hit Dice Type: d10
Allowed Races: Any
Allowed Alignments: any good
Building Point Bonus: 5 BP
Knights errant are similar to cavaliers but they owe no allegiance to gawds, noble orders, special causes or codes of conduct. Rather they fight for their own personal reasons — usually involving vengeance or to settle a hereditary grudge (blood vendettas). Or so they claim. If the truth be known, most knight errants fight out of a sense of battle-ego and glory. They are knights with a single mindedness. They have such a warped view of morality and the world that most knights errant actually believe they are noble and of good alignment. They believe in fighting ‘evil’ on their terms and not having their hands tied by the same morale restraints true cavaliers and paladins must slavishly adhere to. Unlike other classes this skewed view of the world allows characters of the knight errant class to use evil means to achieve their aims as long as they can justify their actions and argue that the end result furthers their blood vendetta. They are masters of such justification and as such have greater wiggle room within their chosen alignment than other character classes.
The Right of Justification: is a powerful tool for the knight errant and he hides behind it like a Teflon shield to escape the wrath of the gawds. It is often the only thing standing between him and a horrible retribution at the hands of those who monitor alignment infractions and acts of dishonour.
1. If you encounter someone brandishing a weapon, you can attack him. Justification: It was obviously self-defence.
2. If you encounter someone who is armed but does not have a weapon in his hands, you can attack him. Justification: This is merely the good tactical move against an obviously worthy opponent. By "drawing before the other guy" you are able to avoid his treachery.
3. If you encounter someone and you cannot determine if he is armed or not (no visible weapons), you can attack him. Justification: He probably had concealed weapons. Once he is subdued or killed, you can find out if he was "carrying".
4. If you encounter someone who is clearly unarmed, you can attack him. Justification: He could be a monk, spell-caster, have invisible weapons, or weapons implanted in his body, or be serving as a decoy or character bait. Once again, after he is subdued or killed, you can find out about his true intentions.
5. If you encounter someone who is not only clearly unarmed but otherwise appears to be an "innocent civilian"; you must treat the situation with extreme caution and initiate attack. Justification: Probable Cause— Feeble old people, minors, cripples, etc. could very well be enemies in disguise, they could be using illusions, etc. Any act such as waving or talking (i.e., casting spells) can be interpreted as hostile, and then you can attack them in self-defence.
6. Anyone who avoids, runs away or attempts to evade the party is guilty of something, so he can be attacked. Justification: Eventually, he would probably have done harm to others if you hadn’t brought him down.
The Surrender Manoeuvre: On some occasions, enemies may attempt to use a combat manoeuvre known as "surrender" before or during combat. Most characters would be honour-bound to acknowledge such acts and accept the surrender. The knight errant, however, is a little more scrutinizing and street savvy.
1. White flags must always be regarded with suspicion. A white flag may be a battle banner, a signal flag, an attack warning, a trick, etc. A flag by itself means little.
2. There must be clear verbal acknowledgment of surrender. If your enemies are screaming hysterically or babbling in some foreign language, this does not count as surrender, regardless of what else they are doing.
3. Throwing down of weapons is a requirement for surrender. Note that it the weapons are close enough to grab up again or there is a possibility of hidden weapons, the condition is not fulfilled. Ideally, opponents can be required to strip to the point where it can be verified that they are not armed. Still, caution is advised (see #4 above).
4. Fleeing is an obvious attempt to flank the parry, so retreating enemies can be attacked in the back. Remember the old adage: "Kill them before they run away, so they won’t come back to fight another day."
5. Any hesitation on the part of those suspiciously surrendering, including asking for conditions, begging for mercy without permission, falling down from wounds, trying to stop bleeding, etc., is merely a trick, and does not constitute a valid surrender.
6. Even when someone actually surrenders, you get one last swing in, because your arm was in motion from the last one (same applies to trigger fingers on crossbows).
Dealing with Prisoners: At times it may be unavoidable that surrender leads to the taking of prisoners. Great care is needed because of the tricks prisoners are known to play.
1. If your enemies are known to take no prisoners (or you have heard rumours to that effect, or you have suspicions that it might be so), then you do not have to grant them quarter.
2. If prisoners become an inconvenience, you can tie them up and leave them in the wilderness or dungeon. The laws of nature will resolve the situation.
3. Prisoners are responsible for their own upkeep, including the costs of restraining them. How the knight errant gets his money back is a personal choice.
4. Prisoners can be required to do menial work for the party. If the level of work sustained does not kill the prisoners, then it is not too much.
5. Strict measures are needed to keep prisoners in line. Any method that does not deliberately kill captives is appropriate. Note that accidental killings are acceptable.
6. In the case of exceptionally dangerous or troublesome prisoners, it is OK to kill a few as examples to the rest.
The Power of Apology: If a knight errant is accused of a crime or scandalized by some deed or act he did which was viewed unfavourably by an individual or group, the knight errant can publicly apologize. Anyone who is apologized to by a knight errant must save vs. apology with a -5 modifier. If the save fails, the individual or group must immediately forgive the knight errant (including any fines, penalties etc.). Furthermore, the knight errant has the ability to turn things around so that his accusers and those who harboured ill feeling toward him become the target of any blame or ill feeling. If a save vs. apology results in a natural 1, the blame has shifted to the person(s) making the save.
Knight errants receive the proficiencies and skills: riding (land-based), blind-fighting, endurance skill, gaming & social etiquette for free as part of their pre-adventuring training.
Knight errants, because of their intensive training, also get a free weapon specialization. This doesn’t cost any of their beginning weapon proficiencies (but they must still spend the BP): they still get all four starting weapon proficiencies in addition to the free specialisation.
The exploits and deeds of knight errants tend to become more infamous than those of other fighters and spread quicker. A knight errant’s Fame factor is multiplied by 1.25 to reflect this fact. Of course, this makes it more difficult for them to do things in secret as they rise in level. Some troublesome NPC is always remembering "the tall, fair-haired knight errant" that was at the scene of the action, which makes it very easy for the authorities to follow the heroes' trail. In addition, because of the battle-vanity inherent to this class, any knight errant running into another knight errant with a higher Fame Factor than his own must challenge that knight errant to a duel. There’s a proper protocol for such duels and your GM will explain them to you when the time comes. The victor of a knight errant duel receives 25% of his opponent’s Fame and 10% of his Honour to add to his own. A knight errant may build his own stronghold and hire henchmen as most other characters can bur he never gains followers automatically as a normal fighter does.
Hackmaster 4th Ed Classes, detailed below, are from the HM 4th Ed PHB and are intended to serve as an introduction for players new to the system. It is highly recommended that players procure a copy of the 4th Ed PHB. Additional classes (and kits) are detailed in the "splat books" and are available to players that purchase those tomes; ("http://www.kenzerco.com/index.php?cPath=26&page=1"). Note that due to license restrictions these are no longer available from Kenzerco but many copies exist from sources such as Amazon.
Note: Unless stated otherwise in Class description, all character start with a 'kicker' at first level. That is 20HP in addition to those from Hit Dice, CON bonus and relevant Talents.
The same applies to all foes unless they would be considered less than 1HD.
Fighter Group
Fighter Group classes are allowed to use any weapon though certain classes favour training in a specific weapon(s) or weapon type(s). All save the monk can wear any type of armour. The disadvantage fighters have is that they are restricted in their selection of magical items and spells. All fighters, Monks aside, gain the ability to make more than one melee attack per round as they rise in level:
[# Att/round] / Class (Lvl)
[1/1] / Barbarian (≤L5), Berserker (≤L5), Cavalier (≤L5), Dark Knight (≤L6), Fighter (≤L6), Knight Errant (≤L6), Paladin (≤L6); Ranger (≤L7)
[3/2] / Barbarian (L6-10), Berserker (L6-10), Cavalier (L6-10), Dark Knight (L7-11), Fighter (L7-12), Knight Errant (L7-11), Paladin (L7-11); Ranger (L8-14)]
[2/1] / Barbarian (L11-15), Berserker (L11-15), Cavalier (L11-15), Dark Knight (L12-17), Fighter (L13-18), Knight Errant (L12-17), Paladin (L12-17); Ranger (≥L15)]
[5/2] / Barbarian (≥L16), Berserker (≥L16), Cavalier (≥L16), Dark Knight (≥L18), Fighter (≥L19), Knight Errant (≥L18), Paladin (≥L18)
Barbarian
Ability Requirements: Strength 15+, Constitution 15+, Dexterity 14+,Wisdom <17
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Grel. Half-orcs, Half-Oogres, Halflings
Allowed Alignments: any non-lawful alignment
Building Point Bonus: 7 BP
Barbarians gain a bonus to their armour class of double their Dex bonus, but only if the armour worn is not of the fairly bulky or bulky type. If fairly bulky or bulky armour is worn, the bonus is normal. The reaction/attacking adjustment remains the same for the barbarian's Dexterity. In addition, barbarians gain double the normal Con bonus for hit points. Initially the barbarian knows only how to speak his racial or tribal tongue and the common tongue. A barbarian must learn how to read and write if he desires these skills. A barbarian can learn languages according to his Intelligence, just as any other character can.
They receive a +3 to their base movement rate. The initial number of weapons the barbarian uses must include the hand axe, knife, and spear.
Barbarians in general detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic item if they recognize it as such. They will often seek to destroy magic items, and if successful they receive an experience-point award as if they possessed the destroyed items.
While magic-users will be shunned initially, and always viewed with suspicion, cleric spells of the type used by shamans and witch doctors are nor so viewed, though high level cleric spells are suspect.
All barbarians have the following bonuses to their saving throws: They are + 4 versus poison, + 3 versus paralysation, death magic, petrification, and polymorph, and + 2 versus rod, staff and wand and breath weapon.
Barbarian Talents
The barbarian character receives the following talents automatically:
Climb cliffs and trees: The barbarian can climb trees and natural cliffs (or ledges, mountains, etc.) with a base chance of success of 60% plus 2% per level of experience. Racial, armour and Dexterity modifiers apply. Barbarians may also climb walls of other kinds once they have had the opportunity to practice scaling that particular type of surface.
Hide in natural surroundings: Barbarians can hide in natural surroundings that are familiar to the character with a base chance of 10% plus 5% per level. This is similar to how a thief would hide in shadows. Racial, armor and Dexterity modifiers apply.
Surprise: Barbarians surprise opponents on a 5 in 10 chance, or 6 in 10 if they are in familiar terrain. Barbarians are themselves surprised 10% of the time or only 5% in familiar terrain.
Back protection: Any attempt to attack a barbarian from behind, including such attacks by assassins or thieves, has a 5% chance per level of being detected and countered. That is, if a barbarian detects a back attack (a 5% chance at 1st level, 10% at 2nd, etc.) the barbarian avoids the attack form. The former back attack becomes a normal attack. The barbarian is also then entitled to attack the sneaky wuss even though the barbarian may already have engaged in what would otherwise have been his full normal combat for that round.
Leaping and springing: Barbarians are able to leap up to a maximum distance of 10 feet forward, 3 feet backward, or 3 feet upward from a standing start. If the barbarian is able to move freely and get a running start, the forward leap can range from 16-21 feet (15 + d6), and the upward leap from 41/2 to 6 feet (4 + d4, each pip equaling 1/2 foot). Springing under similar conditions gives an upward distance of 4-7 feet, depending on the surface used as a step to gain height and spring.
Detect illusion: Barbarians have a 5% chance per level of determining that some sight, sound or other sensory phenomenon is actually an illusion/phantasm spell. This detection takes one round of intense scrutiny. Regardless of the barbarian's level, the chance to learn the true nature of such spells may never exceed 75%.
Detect magic: Barbarians have a 25% chance of detecting any sort of magic other than the illusion/phantasm variety. This again takes one round of scrutiny, and applies to items or spells, but not to persons who are able to effect magic. For each level the barbarian gains beyond the 1st level, the barbarian gains an additional 5% to his base chance of detection. However, this chance may never exceed 90% regardless of the barbarian's level of experience. The type of magic is never revealed by this ability since to the barbarian all magic is the same - bad.
Barbarian Skills
In addition to rhe talents listed above, every barbarian possesses all of the following skills. These skills are generally not usable (certainly not to their fullest potential) in environs unfamiliar to rhe barbarian, although the skills can be applied to a new locale with differing flora, fauna, and climate, after about one month of tromping about the area.
Survival: The barbarian has all the necessary skills for basic survival in the wild, including hunting, small animal trapping, food gathering, shelter building, body covering, and fire building.
First aid: This skill allows the barbarian to bind wounds, set sprains or broken bones, and concoct natural antidotes and natural cures for diseases. In game terms, this translates to the barbarian immediately regaining 1 hit point, and thereafter he regains hit points at twice the normal rate, regaining 2 hit points per day if resting, and 1 hit point per day even if active and adventuring. The barbarian can also bind wounds to prevent further loss in hit points of other characters. Such "first aid" restores 1, hit point immediately, and then increases hit-point recovery by 100% if the barbarian continues to administer aid and cures. When dealing with natural poison and illness, the barbarian has a 10% chance of effecting a cure. If the poison or disease is known and is of natural origin, this chance of success rises to a percentage equal to 50 plus the victim's constitution score.
Outdoor craft: This skill includes plant and animal detection as a 3rd level druid, direction determination, and the ability to predict weather as if the spell of that name were cast by a 3rd-level druid.
Tracking: A barbarian's tracking skill is equal to that of a ranger of the same level, but a barbarian may only track in the outdoors.
Finally, a barbarian will have one or more of the following tertiary skills depending on the locale or culture from which he originates. Which skills are applicable are determined by the GM according to the nature of the campaign.
Animal handling: The barbarian can handle and domesticate wild animals. Usually this is restricted to dogs, but could include animals such as wolves, large birds and giant cars.
Horsemanship: The barbarian is skilled in using his horse in combat. This ability includes the handling of draft teams.
Long distance signaling: The barbarian is capable of using the signalling methods of his native land (including such things as drums, smoke, or mirror flashes) to communicate over long distances.
Running: This skill enables the barbarian to move at full speed (twice normal movement rate) for no less than three full days before having to "rest" by spending a day moving at normal rate. Similarly, endurance will be twice normal for movement situations.
Small craft, paddled: The barbarian is skilled in the building and use of small canoes and hide boats.
Small craft, rowed: This skill includes rhe building of wooden boats and the rowing and/or sailing of these boats.
Sound mimicry: The barbarian with this skill can mimic various sounds, including bird or animal calls, either for the purpose of luring those creatures or for signaling.
Snare building: This skill allows the barbarian to construct deadfalls, pits, and other traps for large and even very large animals. Sentient creatures can also fall prey to these traps.
Native territory: Many of a barbarian's abilities depend on the native territory of the character. It is mandatory that barbarian characters come from an out-of-the-way barbaric state or area within Garweeze Wurld. Typically they are cavemen, dervishes, nomads, or tribesmen. Only such uncivilized backgrounds can generate the necessary surroundings to produce individuals of the stock from which barbarian fighters would be drawn.
Berserker
Ability Requirements: Str 17+, Con 15+
Prime Requisite: Strength and Constitution
Hit Dice Type: d12
Allowed Races: any
Allowed Alignments: any chaotic
Building Point Bonus: 8 BP
The character must take the quirks HackFrenzy and HackLust during the creation process, but without the associated building point bonus for picking these quirks. Berserkers can earn an individual experience point award for bravery in initiating combat. This award is worth 200 experience points. The berserker character must be the one who leads his side into battle against a superior force, before the foes attack. A berserker can use any weapon or armour available. He may use a shield but whenever he goes berserk, he must dispense of any shield he is carrying until he comes down. Although he can use any weapon, he does not begin with as many weapon proficiencies as a normal fighter. Instead of four initial weapon proficiencies, the berserker has only two. Thereafter, weapon proficiencies are gained at the normal rate. Berserkers cannot use proficiency slots for missile weapons like thrown axes, bows, crossbows, slings or darts. The berserker lives to destroy things in hand-to-hand combat and loves to look his opponent in the eye when he slays him. If a berserker attacks an enemy with a ranged or thrown weapon he loses Honour. Berserkers gain +1 to their Fame Factor per level.
Going Berserk: All berserkers have the ability to "go berserk" and run amok during combat. Their quirks (HackFrenzy and HackLust) enable them to enter this state of mind and are triggered by taking a certain amount of damage in one round (HackFrenzy) or dealing out a certain amount of damage in one round (HackLust). The berserker class is unique in that it is the only class allowed to have both HackFrenzy and HackLust It is entirely possible for a berserker’s rage to be triggered by both quirks at the same time — thereby having two damage quotas to fulfil. The quirks work exactly as described under Q&F, but the berserker also gains the following additional advantages and disadvantages when berserking:
Advantages:
Strength: The berserker's Strength increases by 2 points. The character gains all bonuses (to-hit, damage, weight allowance, etc.) for his increased Strength.
Hit Points: The Berserker instantly gains one additional hit point for every level of experience. The hit points gained do not heal existing wounds; they are simply added to the character's current total. These additional hit points can cause the character's total to exceed the normal maximum the character is allowed.
Armor Class: The berserker's base Armor Class improves by 1 for every level of the character, to a maximum of AC 0. This adjustment is to the character's normal unarmoured rating. A 5rh level berserker fighting without armour would have an Armor Class of 5. This Armor Class adjustment can be combined with modifications for Dexterity, magical items and spells. This bonus does not apply if the character is wearing armour. In this case, the armour’s AC is used, not that created by the berserk fury. A 10th level berserker in chain mail would still have an AC of 5 when he entered into his berserk rage. Note that a berserker is not prevented from wearing armour, either in normal combat or when berserk, but wearing armour negates this benefit.
KO Results: The berserker, while berserk, is immune to KO results from the Punching and Wrestling rules, and takes only half damage from bare-handed attacks from these rules.
Charms and Spells: While berserk, the character gains a + 2 to all saving throws vs. charms or mental-based attacks. (These include such spells as the wizard spells Charm Person, Befriend, Hypnotism, Irritation, Ray of Enfeeblement, Scare, Geas, and the cleric spells Command, Charm Person or Mammal, Enthral, Cloak of Bravery, and Symbol). He also gets a + 4 to save against the wizard spells Blindness, Proadus' Uncontrollable Fit of Laughter, Hold Person, Charm Monster, and Confusion, and the cleric spells Hold Person and Hold Animal. The Emotion spell has no effect on the berserker, unless the caster chose the Fear result. If Fear was chosen, the berserker gets a normal saving throw; if he makes it, he continues on as before, but if he fails it, he is prematurely snapped out of his berserk state, with all the normal effects of coming out of the berserk state (bur he doesn't suffer any other fear effect). The Fear spell has exactly the same effect: If he saves, there is no effect and if he doesn't save, he's snapped out of the berserk state. If he fails a saving throw against Charm Monster, he simply counts the caster as one of his allies; he doesn't come out of the berserk state or obey the caster's commands. Being berserk offers no real protection from Finger of Death, except that the spell effects do not take place until the character has come out of his berserk state. If the berserker saves, he doesn't suffer the 2d8 +1 damage until immediately after he snaps out of the berserk state. If he fails to save, he doesn't die until he snaps out of the berserk state.
Disadvantages:
In addition to the benefits, the berserk fury has several special limitations and consequences. Many of these reflect the savage and unpredictable nature of berserkers.
Single-Mindedness: Once a character goes berserk, he must enter melee combat with the enemy. Though the berserker can pick and choose his targets, he cannot hang back from battle until he has fulfilled his damage quota for his HackFrenzy and/or HackLust quirks. Once in combat, a berserk character cannot change opponents until the current foe is either slain or flees and cannot be pursued. The restriction on changing opponents applies only after the berserker has actually entered into combat. If not actually engaged in melee, the character must move and attack whatever enemy is closest. However, if he still has a damage quota to fulfil and there are no foes to engage he MUST attack an ally.
Retreat: Once a berserker has entered his battle fury, he cannot retreat from combat until either his damage quota is fulfilled or he comes down due to the passage of time.
Loss of Powers: As soon as the berserk rage ends, all powers gained (increased Strength, hit points, Armor Class and Charm resistance) vanish. Full damage is now applied and any damage suffered is taken from the temporary hit points first. Only after all these hit points are lost does the character suffer actual wounds. Thus it is possible for a berserker to drop dead from his wounds after coming down.
Exhaustion: Berserking can be physically draining. Berserkers don’t come down from their HackFrenzy/HackLust in ld4 turns as described in the quirk description. Because of rhe intensity of their rage (and training) Berserkers only remain berserk for a number of rounds equal to their Constitution. As soon as the character stops being berserk, he must make a saving throw vs. death. If the saving throw is successful, the character is unaffected by his fury. Should he fail the saving throw, the berserker is immediately drained and exhausted. The character's Strength is reduced by 5 (from its normal non-berserk state) and remains reduced until the character has rime to rest. Strength recovers at the rate of 1 point per turn of rest. The character cannot go berserk again until his Strength has returned to its normal level.
Reaction Modifier: The berserker character receives a - 3 reaction from all NPCs (except from other berserkers) because of his wild-eyed demeanour.
Uncertain Status: When the berserker goes berserk, you will need to inform your GM of your hit point total. From that point until the fight is done and the berserker has returned to normal, your GM will keep track of your hit points. He won’t tell you how much damage you’ve taken for each hit, nor how many hit points you have left. Your GM will also roll all saves for the berserker while he’s enraged. It’s very possible for a berserker to be nickled and dimed to death and the player not even know it until he drops dead. After all, the character can feel no pain...so you cannot keep track of how close he is to death.
Ranged Weapons: While berserk, the character can use no ranged weapons. He kills only in hand-to-hand or melee-weapon combat.
Oblivious to Missiles: While berserk, the character cannot rake cover against missile fire.
Friend or Foe? If, while the character is berserk, another character tries something he can interpret as attack (for instance, shoves him clear of an incoming attack) the berserker must roll ld20 vs. his Intelligence. If he succeeds (that is, rolls his Intelligence score or less), he's dimly aware that his friend is not attacking him. If he fails (rolls higher than his Intelligence), he now thinks his friend is an enemy, and continues to think so until the fight is done and he is no longer berserk.
Taunting: The Taunt spell is automatically successful, and will cause the berserker to abandon his current enemy and rush to attack the taunter. Such things as mocking jigs and taunting skills will have a similar effect.
Self-Induced HackFrenzy: At 3rd level whenever the berserker knows a fight is coming, he can attempt to sell induce a berserk rage, even if there is no fight currently going on. This isn't an instantaneous process. He must spend a little time Berserkers gain +1 to their Fame Factor per level to "psych himself up." It takes a full turn (ten combat rounds) to go berserk. In that time, the character is growling, moaning, uttering imprecations, etc. It's impossible to be quiet when trying to go berserk in this manner. At the end of a full turn of preparation, he becomes berserk. He rolls for his damage quota and must immediately engage the enemy.
Hack Pangs: A berserker is so obsessed with combat that he must engage in it once per day or suffer penalties as defined on the following table. All penalties are cumulative. A berserker who does not engage in combat longer than 15 days loses ld8 hit points per day. Once the berserker engages someone in real combat, all penalties will be removed one turn after the combat has begun:
[# of Days without Combat] / Penalty:
[1] / none; [2] / -1d4 hit points; [3] / -1 Str; [4] / -1 Dex; [5] / add a minor mental quirk; [6] / -20% to all skill and proficiency checks; [7] / -1 Con
[8] / -1d8 hit points; [9] / -1 Wis; [10] / -1 Con and -1 Wis; [11] / add a major mental quirk; [12] / -1 Str and -1 Dex; [13] / -20% to Honour; [14] / -50% to Honour
Cavalier
Ability Requirements: Str 15+, Con 15+, Dex 15+, Int 10+, Wis 10+, Com 9+
Prime Requisite: None
Hit Dice Type: d12
Allowed Races: Human, Elves, Half-elves, Gnome Titans, Pixie Fairies
Allowed Alignments: any good alignment initially
Building Point Bonus: 10BP
Cavaliers are elitist, chauvinistic and look down on just about everybody they meet except for other cavaliers or nobles. Even when they meet other cavaliers, there is a definite rivalry that inevitably rears its ugly head. The cavalier attacks and makes saving throws as a fighter, but gains additional abilities with certain weapons and modifiers to certain saving throws. Cavaliers are not entitled to the benefits of weapon specialization. In order to become a cavalier, a character must be in service to some gawd, noble, order, or special cause. The GM will determine if this requirement can be met within the limits of the campaign, and if it is being properly met by the cavalier character. The cavalier must always place honour, bravery, and personal deeds in the forefront of his activity, and must adhere to a special code of chivalry/honour. If a cavalier’s Honour drops into the dishonourable category he immediately suffers an experience point penalty to gained experience equal to 10% of his level. A cavalier character must be of proper social class, and is usually of noble or aristocratic origin. Only those characters of upper class social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honoured because they generally work cheap. Such a character must be sponsored by a higher authority of greater status, and begins first as a 0-level Horseman (a retainer for a Knight), then a 0-level Lancer, and finally becomes a 1st-level Armiger of the cavalier class. The 0-level Horseman starts at -1500 experience points and has 1d4+ 1 initial hit points (plus, of course, the 20 hit point kicker common to all characters). The Horseman becomes a Lancer at -500 experience points and gains another d4 roll for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience; points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10 + 22 hit points. The character's hit point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal. The special abilities of the cavalier class are only gained when the character attains Armiger status. While humans, gnome titans, pixie-fairies, elves, and half-elves may become cavaliers, members of the latter two races cannot qualify unless they are of Gray or High elf stock (or, for half-elves, descended from such stock) and unless they are from or sponsored by a noble house. Cavaliers are not limited in which weapons they can use, bur certain weapons are preferred over others, such that a cavalier will seek proficiency in these weapons before learning other weapons. These weapons arc the lance (required of the 1st-level Armiger), long sword, broad sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's military pick, dagger, scimitar and javelin. Only after these weapons have been mastered may the cavalier become proficient in the use of other types. Weapons that deal out damage at a distance (including pole arms with the exception of a lance used dismounted and missile weapons) call into question the cavalier's personal bravery, and as such are avoided. The cavalier gains bonuses "to hit" with certain weapons as he advances in level.
"Weapons of choice" and their attendant bonuses are:
• At 1st level, the cavalier is + 1 "to hit" with the lance, if used while mounted.
• At 3rd level, the cavalier is + 1 "to hit" with either the broad sword, long sword, or scimitar (player's choice),
• At 5th level, the cavalier is + 1 "to hit" with either the horseman's mace, horseman's flail, or horseman's military pick (player's choice).
• At 7th level, the cavalier is + 2 "to hit" with the lance, if used while mounted.
• At 9th level, the cavalier is + 2 "to hit" with either the broad sword, long sword, or scimitar (depending upon what was chosen at 3rd level).
• At 11th level, the cavalier is + 2 "to hit" with the horseman's mace, horseman's flail, or horseman's military pick (depending upon what was chosen at 5th level).
• At 13th level, the cavalier is + 3 "to hit" with the lance, if used while mounted.
At higher levels, the progression described above increases in a similar fashion. The plus "to hit" does not apply to damage, and does not allow the cavalier to hit creatures that can only be hit by magic weapons. Note that the higher pluses must be taken in the same weapon as chosen at lower levels, so that any cavalier has effectively three "weapons of choice." The cavalier may make multiple attacks with a "weapon of choice" as if the character were 5 levels higher than actual as far as attacks per round are concerned (e.g., a 3rd-level cavalier can attack 3 times every 2 rounds with a weapon of choice, as opposed to 1 attack per round with some other ordinary weapon). At 16th level and above, the cavalier can attack 3 times per round with a weapon of choice. The lance is the preferred weapon of the cavalier, and proficiency with it is required at the first level. The cavalier has a bonus to damage equal to the character's level of experience when using a lance while mounted. When the cavalier is dismounted and using a lance, damage is + 1. A heavy lance used while dismounted is treated as an awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a spear. A cavalier's expertise in weapons allows the cavalier to use the full parry manoeuvre with weapons of proficiency more effectively than fighters can. Should a cavalier choose to parry rather than attack, he gains an AC bonus equal to his level. If a cavalier parries, he cannot attack in that round, even if he is capable of making multiple attacks in a single round. To the Cavalier, armour is as much as badge of station as it is a means of protection. Thus, the Cavalier will always seek to own the very best and finest quality armour he can afford. In this endeavour, appearance is as important as function, so engraving, inlaying, and decoration of the armour will always be added. Plate armour is the cavalier's first choice; other preferences ranking beneath that are (in order of desirability) plate mail, banded or splint mail, chain mail, scale mail, and ring mail. Leather, studded leather, and padded armour are worn by poor people, and as such are beneath the cavalier's station, such that the cavalier will not be caught dead in these armour types. This snobbishness applies even in the case of magical armour, so that chain mail + 2 will not be worn if normal banded or splint mail can be purchased. Mounted combat and horsemanship are special provinces of the cavalier class. A human cavalier (bur not an elf or a half-elf) makes all attacks from horseback as if the character were 1 level higher. This increase applies only to horses, mounts usable as steeds by cavaliers at higher level, and those mounts approved by the GM.
Bred to the saddle: A cavalier is 85% unlikely to be thrown from the saddle, and 85% unlikely to be injured if his mount falls. This chance is increased by 1 % for each level above the first. As a cavalier increases in level, he improves still further in horsemanship, and in the handling of other creatures as mounts:
• At 3rd level, the cavalier can vault into the saddle with bulky armour and have the steed underway in a single segment.
• At 4th level, a female elven cavalier (and only a female elf) may handle and ride a unicorn as a steed.
• At 5th level the cavalier can urge his mount to greater speed than normal. The additional speed possible equals a 2" bonus to movement rate, and can be sustained for up to 6 turns. The additional speed thus gained has no ill effects upon the mount, although normal rest and feeding are always necessary.
• At 7th level the cavalier can handle and ride a Pegasus as a steed.
• At 9th level, the cavalier can handle and ride a hippogriff as a steed.
• At 11th level, the cavalier can handle and ride a griffon or a similar creature (GM’s judgment) as a steed.
The cavalier's mount will be friendly to and will accept the cavalier as long as it is properly treated. Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases, and vice versa. A cavalier's knowledge of horses (and, at higher levels, other mounts) allows the cavalier to estimate the relative worth of a steed. A cavalier can examine any mount and determine if it has low worth (one-third or fewer of the maximum possible hit points for the creature), average worth, or high worth (two thirds or better of the maximum possible hit points). Any steed selected by a cavalier will have +2 hit points per hit die (up to the maximum hit points for the creature).
A cavalier makes all saving throws as a fighter. Such characters are, however, immune ro fear (magical or otherwise) of any sort. All Cavaliers radiate a protection from fear aura in a 10 foot radius, so that all allied creatures within the radius are similarly immune. In addition, magical or magic-like phenomena that affect the mind are 90% unlikely to have any effect on the cavalier. This includes powers such as Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and the Psionic Mind Blast, but not the effects of high Comeliness. This 90% immunity is in addition to any saving throw for the cavalier, if applicable. Cavaliers also save at + 2 versus all forms of illusion spell. Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can function at is determined by the cavalier's hit points at 1st level (4-13). When a negative number of hit points are reached, the cavalier does not become unconscious, but can no longer attack and must rest, bind wounds, and seek further healing. Cavaliers heal as other characters, but those of good alignment gain additional 1-4 points for each full week of normal healing. As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This bearing is the device worn upon the cavalier's shield to identify him on the battlefield and in tournament. The armorial bearing may be not kept covered while traveling, and must be boldly presented when an encounter occurs with creatures that might understand the import of such a device. In addition, at 4th level the cavalier may fly a pennon on his lance 011 the battlefield. A duplicate of this battle flag is held by the cavalier’s retainers, and marks the territory of the cavalier. If the battle flag is lost, dishonour ensues (-20% to Honour), and the cavalier must make every effort to regain the flag. If he does, half of the lost Honour may be regained. Finally, cavaliers may expect full hospitality - food, lodging, and whatever else is needed (within reason under the circumstances) - from all other cavaliers of the same alignment. Such hospitality is likewise due from all gentle, noble, and royal households according to their relationships between various political divisions that might be concerned. The cavalier must follow a code of conduct and ethics, akin to chivalry. Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as a dubbing with the sword or a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pledge himself to this code. Failure to sustain the oath is not sufficient reason to revoke knighthood, unless the order or liege of the cavalier specifically demands such. In the latter case, the cavalier becomes a mere fighter, though weapon specialization is not gained and the privilege of weapons of choice is retained. A cavalier must serve someone or some cause - normally a gawd, greater noble, order of knighthood, or the like. The cavalier must seek to sustain a special code of honour tailored specifically for his class. This code of honour holds dear the knightly virtues and the code of chivalry.
The knightly virtues are these:
Liberality; Good Faith; Glory; Unselfishness ; Pride; Courtesy; Bravery.
The Cavalier code of honour: must be rigidly adhered to at all times, and includes the following high ideals:
Noble service cheerfully rendered
Defence of any charge unto death
Courage and enterprise in obedience to rule
Respect for all peers and equals
Honour to all above your station
Obedience and respect from all beneath your station
Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armour)
Military prowess exercised in service to your lord
Courtesy to all ladies (whose Comeliness is greater than 15)
War is the flowering of chivalry
Battle is the test of manhood
Combat is glory
Never shirk a task
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonour
In enforcing this code, the GM may reduce or eliminate experience that is gained by the cavalier if its gaining violates the spirit or letter of the code. A cavalier who retreats from battle, even to save fellow party members, would receive half experience for the beasts slain in his retreat. Similarly, a cavalier who scolds a sassy princess he’s rescued will gain no experience, since his actions were not approved of by the code. Note that even neutral and evil cavaliers are bound by this code, but in their cases the obedience is to non-good masters.
As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with the following order of preference:
1. Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves
2. Opponent cavaliers, dark knights, knights errant or paladins (if the cavalier is evil) of great renown, enemy flags and standards
3. Opponent cavalry of noble or elite status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants
The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations. While all cavaliers are initially of good alignment, there are cavaliers of neutral and evil alignment as well. Alignment change can occur up to 4th level without penalty, if the change is well reasoned. At 4th level and beyond, any change of alignment results in the usual penalties. Neutral and evil cavaliers do not retain the ability to function at a negative hit-point total. Evil cavaliers may use poison, but cannot ignore the obligation of hospitality (though guests may be housed in a sub-standard manner). The device of an evil cavalier is made known throughout the land, and good cavaliers are duty bound to hunt down and destroy those cavaliers of evil alignment. Finally, evil and neutral cavaliers have limitations on the types of followers they can attract. Cavaliers have special requirements on the types of followers, henchmen, and retainers they may have.
Followers: Unlike other characters, cavaliers begin to attract followers at relatively low level. These troops are men-at-arms. Their numbers and type are determined as follows:
At 4th level: 1 -4 men-at-arms
At 5th level: 2-8 men-at-arms
At 6th level: 3-12 men-at-arms
At 7th level: 6-24 men-at-arms
At 8th level: 12-48 men-at-arms
At 9th level: 24-96 men-at-arms
At 10th level: 48-192 men-at-arms
The number ranges given above are followed on a per-level basis, and are not cumulative. If the dice roll for followers gained at a new level is equal to or lower than the number of followers a cavalier currently has, then no new followers are gained at that level. Example: A roll of 1 d4 at 4th level indicates that the cavalier attracts 3 followers. When the cavalier attains 5th level, 2d4 are rolled, and if the result is 2 or 3, then no new followers are gained (assuming that the original followers are still in the cavalier's service).
Dark knight (aka Anti-Paladin)
Ability Requirements: Str 12+, Con 9+,Wis 13+, Cha 17
Prime Requisite(s): Wisdom and Charisma
Hit Dice Type: d10
Allowed Races: Human
Allowed Alignments: chaotic evil
Building Point Bonus 12 BP
Dark knights can use any weapon and wear any type of armour. If a dark knight ever knowingly performs a lawful act, he must seek a high-level (7th or more) cleric of chaotic evil alignment, confess his kind deed, and do penance as prescribed by the cleric. If a dark knight should ever knowingly and willingly perform a good act, he loses the status of being a dark knight immediately and irrevocably. All benefits are then lost and no deed or magic short of the intervention of a Demon Prince can restore the character to dark knight status: He is ever after a fighter with an attitude problem. The character's level remains unchanged when this occurs and experience points must be adjusted accordingly. Thereafter the character is bound by the rules for fighters. He does not gain the benefits of weapon specialization since he did not select this for his character at the start.
If the dark knight commits a good act while enchanted or controlled by magic, he loses his dark knight status until he can atone for the deed. This loss of status means the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status requires completion of some horrific drunken bender to once again prove his worth and harden his black heart. He gains no experience prior to or during the course of this bender, and regains his standing as a dark knight only upon sobering up.
A dark knight has the following special powers:
• He can detect the presence of good intent up to 60’ away by concentrating on locating good in a particular direction. This can be done as often as desired, but each attempt takes one round. This ability detects both good-aligned monsters and characters.
• A dark knight is immune to all forms of disease but is often a carrier of some really nasty plagues. Any person associating with a dark knight is 10% likely per day of becoming infected with a random affliction:
[1d10] / Disease
[1] / rotting flesh; [2] / ore shingles; [3] / goblin pox; [4] / black plague; [5] / rotting death
[6] / blue death; [7] / dancing death; [8] / burning death; [9] / common cold; [10] / other
• He can also inflict terrible wounds on others simply by wuss slapping them. The dark knight inflicts 2 hit points per experience level as well as causing the loss of 1-4 Honour points to the victim. He can use this power only once per day.
• A dark knight is surrounded by an aura of evil with a 10-foot radius. Within this radius, all summoned and specifically good creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. They are further subject to a -2 penalty on all saving throws. Creatures affected by this aura can easily spot its source.
• A dark knight using an unholy sword, a very special weapon, projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the dark knight's experience level.
• A dark knight gains the power to command undead when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower—for example, at 3rd level he has the command power of a 1st-level evil cleric. (See the section on clerics for more details on this ability.)
• A dark knight may call for his mount upon reaching 4th level, or anytime thereafter. This steed need not be a horse; it may be whatever sort of creature is appropriate to the character and may even be a Nightmare (as decided by the GM). A dark knight's warhorse is a very special animal, bonded by fate to the knave. The dark knight does not really "call" the animal, nor does the horse instantly appear in front of him. Rather, the character must steal his warhorse in some memorable way, most frequently by a specific quest at the behest of a Nefarian.
• A dark knight can cast cleric spells once he reaches 9th level. He can cast only spells of the divination, necromantic, and summoning type. The acquisition and casting of these spells abide by the rules given for clerics. Unlike a cleric, the dark knight does not gain extra spells for a high Wisdom score. The dark knight cannot cast spells from cleric or druid scrolls nor can he use cleric items unless they are allowed to the warrior group.
A dark knight may employ only evil henchmen (or those who act in such a manner when alignment is unknown). A dark knight will cooperate with anyone only as long as it is to his advantage to do so. He will try to show them the way to slash and burn one’s way through life through both harsh words and deeds. He will not abide the company of those who commit good or righteous acts and will mercilessly taunt them at any given opportunity.
Fighter
Ability Requirements: Strength 9
Prime Requisite: Strength [gain 10% ep bonus if Str is 16 or higher]
Hit Dice Type: d10
Allowed Races: All
Allowed Alignments: Any (as long as chosen racial type allows it)
Building Point Bonus: 10 BP
As a master of weapons, the (single-classed) fighter is the only character able to have Weapon Specialization and (at higher levels) Weapon Mastery, High Mastery & Grandmastery. Weapon specialization enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause greater damage with that weapon.
Weapon Specialization:
For all melee weapons and crossbows weapon specialization requires two weapons proficiency slots: one for proficiency and one to specialize. Other bows require three proficiency slots: one for proficiency and two to specialize. Specialization with a melee weapon gives a character a +1 bonus to all his attack rolls with that weapon and a +2 bonus to all damage rolls (in addition to bonuses for Strength and magic). Bow and crossbow specialists gain an additional range category, point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for heavy and light crossbows is from six feet to 60 feet. For the hand crossbow it is three to 20 feet and for the peashooter it is three to 10 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.
Fighters who specialize also gain extra attacks earlier than those who don't specialize. Bow specialists do not gain any additional attacks per round:
[Fighter Level] / Weapon (#Att/round) / …
[L1-6] / Melee (3/2) / Light Crossbow (1/1) / Heavy Crossbow (1/2) / Thrown Dagger (3/1) / Thrown Dart (4/1) / Other (non-bow) Missiles (3/2)
[L7-12] / Melee (2/1) / Light Crossbow (3/2) / Heavy Crossbow (1/1) / Thrown Dagger (4/1) / Thrown Dart (5/1) / Other (non-bow) Missiles (2/1)
[≥L13] / Melee (5/2) / Light Crossbow (2/1) / Heavy Crossbow (3/2) / Thrown Dagger (5/1) / Thrown Dart (6/1) / Other (non-bow) Missiles (5/2)
While fighters cannot cast magical spells, they can use many magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.
Knight errant (aka Rogue Knight)
Ability Requirements: Str 14+, Con 10+, Wis 13+, Cha 17+ Comeliness 15+
Prime Requisite(s): None
Hit Dice Type: d10
Allowed Races: Any
Allowed Alignments: any good
Building Point Bonus: 5 BP
Knights errant are similar to cavaliers but they owe no allegiance to gawds, noble orders, special causes or codes of conduct. Rather they fight for their own personal reasons — usually involving vengeance or to settle a hereditary grudge (blood vendettas). Or so they claim. If the truth be known, most knight errants fight out of a sense of battle-ego and glory. They are knights with a single mindedness. They have such a warped view of morality and the world that most knights errant actually believe they are noble and of good alignment. They believe in fighting ‘evil’ on their terms and not having their hands tied by the same morale restraints true cavaliers and paladins must slavishly adhere to. Unlike other classes this skewed view of the world allows characters of the knight errant class to use evil means to achieve their aims as long as they can justify their actions and argue that the end result furthers their blood vendetta. They are masters of such justification and as such have greater wiggle room within their chosen alignment than other character classes.
The Right of Justification: is a powerful tool for the knight errant and he hides behind it like a Teflon shield to escape the wrath of the gawds. It is often the only thing standing between him and a horrible retribution at the hands of those who monitor alignment infractions and acts of dishonour.
1. If you encounter someone brandishing a weapon, you can attack him. Justification: It was obviously self-defence.
2. If you encounter someone who is armed but does not have a weapon in his hands, you can attack him. Justification: This is merely the good tactical move against an obviously worthy opponent. By "drawing before the other guy" you are able to avoid his treachery.
3. If you encounter someone and you cannot determine if he is armed or not (no visible weapons), you can attack him. Justification: He probably had concealed weapons. Once he is subdued or killed, you can find out if he was "carrying".
4. If you encounter someone who is clearly unarmed, you can attack him. Justification: He could be a monk, spell-caster, have invisible weapons, or weapons implanted in his body, or be serving as a decoy or character bait. Once again, after he is subdued or killed, you can find out about his true intentions.
5. If you encounter someone who is not only clearly unarmed but otherwise appears to be an "innocent civilian"; you must treat the situation with extreme caution and initiate attack. Justification: Probable Cause— Feeble old people, minors, cripples, etc. could very well be enemies in disguise, they could be using illusions, etc. Any act such as waving or talking (i.e., casting spells) can be interpreted as hostile, and then you can attack them in self-defence.
6. Anyone who avoids, runs away or attempts to evade the party is guilty of something, so he can be attacked. Justification: Eventually, he would probably have done harm to others if you hadn’t brought him down.
The Surrender Manoeuvre: On some occasions, enemies may attempt to use a combat manoeuvre known as "surrender" before or during combat. Most characters would be honour-bound to acknowledge such acts and accept the surrender. The knight errant, however, is a little more scrutinizing and street savvy.
1. White flags must always be regarded with suspicion. A white flag may be a battle banner, a signal flag, an attack warning, a trick, etc. A flag by itself means little.
2. There must be clear verbal acknowledgment of surrender. If your enemies are screaming hysterically or babbling in some foreign language, this does not count as surrender, regardless of what else they are doing.
3. Throwing down of weapons is a requirement for surrender. Note that it the weapons are close enough to grab up again or there is a possibility of hidden weapons, the condition is not fulfilled. Ideally, opponents can be required to strip to the point where it can be verified that they are not armed. Still, caution is advised (see #4 above).
4. Fleeing is an obvious attempt to flank the parry, so retreating enemies can be attacked in the back. Remember the old adage: "Kill them before they run away, so they won’t come back to fight another day."
5. Any hesitation on the part of those suspiciously surrendering, including asking for conditions, begging for mercy without permission, falling down from wounds, trying to stop bleeding, etc., is merely a trick, and does not constitute a valid surrender.
6. Even when someone actually surrenders, you get one last swing in, because your arm was in motion from the last one (same applies to trigger fingers on crossbows).
Dealing with Prisoners: At times it may be unavoidable that surrender leads to the taking of prisoners. Great care is needed because of the tricks prisoners are known to play.
1. If your enemies are known to take no prisoners (or you have heard rumours to that effect, or you have suspicions that it might be so), then you do not have to grant them quarter.
2. If prisoners become an inconvenience, you can tie them up and leave them in the wilderness or dungeon. The laws of nature will resolve the situation.
3. Prisoners are responsible for their own upkeep, including the costs of restraining them. How the knight errant gets his money back is a personal choice.
4. Prisoners can be required to do menial work for the party. If the level of work sustained does not kill the prisoners, then it is not too much.
5. Strict measures are needed to keep prisoners in line. Any method that does not deliberately kill captives is appropriate. Note that accidental killings are acceptable.
6. In the case of exceptionally dangerous or troublesome prisoners, it is OK to kill a few as examples to the rest.
The Power of Apology: If a knight errant is accused of a crime or scandalized by some deed or act he did which was viewed unfavourably by an individual or group, the knight errant can publicly apologize. Anyone who is apologized to by a knight errant must save vs. apology with a -5 modifier. If the save fails, the individual or group must immediately forgive the knight errant (including any fines, penalties etc.). Furthermore, the knight errant has the ability to turn things around so that his accusers and those who harboured ill feeling toward him become the target of any blame or ill feeling. If a save vs. apology results in a natural 1, the blame has shifted to the person(s) making the save.
Knight errants receive the proficiencies and skills: riding (land-based), blind-fighting, endurance skill, gaming & social etiquette for free as part of their pre-adventuring training.
Knight errants, because of their intensive training, also get a free weapon specialization. This doesn’t cost any of their beginning weapon proficiencies (but they must still spend the BP): they still get all four starting weapon proficiencies in addition to the free specialisation.
The exploits and deeds of knight errants tend to become more infamous than those of other fighters and spread quicker. A knight errant’s Fame factor is multiplied by 1.25 to reflect this fact. Of course, this makes it more difficult for them to do things in secret as they rise in level. Some troublesome NPC is always remembering "the tall, fair-haired knight errant" that was at the scene of the action, which makes it very easy for the authorities to follow the heroes' trail. In addition, because of the battle-vanity inherent to this class, any knight errant running into another knight errant with a higher Fame Factor than his own must challenge that knight errant to a duel. There’s a proper protocol for such duels and your GM will explain them to you when the time comes. The victor of a knight errant duel receives 25% of his opponent’s Fame and 10% of his Honour to add to his own. A knight errant may build his own stronghold and hire henchmen as most other characters can bur he never gains followers automatically as a normal fighter does.