Characters
Race and Class
Rules below override RAW in all cases.
Human Benefits
Human characters select a class that determines their abilities
and progression, choosing one of Cleric, Fighter, Magic-User, or
Thief. Non-human characters gain abilities and progression based
on their race.
- Hasuden are accompanied by a family retainer, which might be a
loyal servant, house guard, cook, or even a pet dog in the case of
a poor family. The character must pay upkeep, but no salary is
required.
- Toresden begin with 2d10 extra gold, a coming of age gift from
their clan.
- All humans speak Common.
- Humans from Brekkevale also speak Dwarf.
- Humans from Hustwood also speak Elven.
- Humans from Auslaug speak either Dwarf or Elven.
Cleric (HD: 1d6 REQ: WIS 7 PRIME: WIS MOVE: 12)
Clerics function as written. They use the C2 combat table.
- Clerics begin with a wooden holy symbol.
- Once per battle a cleric can provide a +1 bonus to
morale/will. This affects all party members within sight for the
round.
Dwarf (HD: 1d8, REQ: CON 9 PRIME: STR MOVE: 6)
Dwarfs function as written EXCEPT:
- Dwarfs detect pits, false walls, hidden/new construction or
slopes as a same-level Thief using Find/Remove Traps. This
replaces their RAW detection abilities.
- Dwarfs use table C1 for melee combat, table C3 for ranged
weapons.
- Dwarfs speak Common, Dwarf, and Goblin.
- Dwarfs can appraise gems, jewelry, and precious metals with a
90% chance of success.
Fighter (HD: 1d8 REQ: STR 7 PRIME: STR MOVE: 12)
Fighters function as written EXCEPT:
- They gain an extra attack at 7th and 11th levels.
- Fighters use the C1 combat table.
- Fighters are tough, gaining a +1 bonus to physical challenges.
Halfling (HD: 1d6 REQ: DEX 9, CON 7 PRIME: STR, DEX MOVE: 9)
Halflings function as written EXCEPT:
- They use table C2 for combat, except for hurled weapons or
slings, for which they use table C1. This replaces the RAW +1
missile attack bonus.
- They can Hide in Shadows as a same-level
thief. This replaces the RAW hide bonuses.
- Halfings speak Common and either Dwarf or Elven.
- Halflings are small and quiet, gaining a 1 in 6 chance of
being overlooked by foes.
High Elf (HD: 1d6 REQ: INT 9 STR 7 PRIME: STR, INT MOVE: 12)
High Elves are those that choose the noble scholar's path,
focusing on lore and magic. They are the leaders and nobles of the
Elven people. High Elves function as Elves EXCEPT:
- High Elves speak Common, Dwarf, Elven, and Goblin.
- High Elves can read unknown languages with a 5% per level
chance of success.
- High Elves use table C3 for combat except with swords, for
which use table C2.
- High Elves provide their party with a +1 honor bonus to any
negotiation with civilized or lawful races.
- High Elves may not be chaotic or evil.
Magic-User (HD: 1d4 REQ: INT 7 PRIME: INT MOVE: 12)
Magic-Users function as written. They use combat table C4.
- Magic-Users can use dagger, dart, and quarterstaff.
- Magic-Users have an intrinsic ability to Detect Magic (as the
spell).
- Magic user starting spells may be selected from the core rules
spell lists only. AEC spells may only be found in the wild.
Thief (HD: 1d6 REQ: DEX 7 PRIME: DEX MOVE: 12)
Thieves function as written EXCEPT:
- They use combat table C3.
- Thieves begin with a set of thieves picks/tools.
- At 1st level they can apply either a single 10% or two 5%
skill bonuses to one or two starting thief skills (excluding Hear
Noise).
- Once per battle a Thief may attempt to steal a small object
from one combatant as a free action. Success determined by their
Pick Pockets skill.
Wood Elf (HD: 1d6 REQ: INT 7 DEX 9 PRIME: STR, DEX MOVE: 12)
Wood Elves are those that choose the huntsman path, focusing on
nature and the outdoors. They have the following characteristics:
- They have infravision and detect secret doors as RAW Elves.
- Wood Elves use the Dwarf experience progression.
- Outdoors they can Move Silently as a same-level thief.
- They use combat table C2, except when wielding bows, for which
they use table C1.
- Wood Elves speak Common, and Elven.
- Outdoors they can Track with a base 25% + 5% / level chance of
success.
- They increase the chances of hunting or foraging by 1
(i.e. 1-3d6 or 1-2d6).
- They do not use spells.
Starting Equipment
All characters start with 3d8x10 gold pieces. Each character also
begins with a backpack containing two small sacks, a bedroll, a
waterskin, flint and steel, a spare cloak, and ten days of trail
rations. Roll 1d8 on the following list for additional gear.
- 8 torches, 50' silk rope
- 2 oil flasks, lantern
- 1 scroll case, 5 parchment, ink and quill
- 1 flask holy water
- 3 days unpreserved rations, wineskin of good wine
- 1 grappling hook, 50' hemp rope
- 1 character-appropriate weapon
- Roll twice, rerolling this result
Side Notes
Hirelings
All basic hirelings are treated as 0-level humans, and use the C1
combat table. Hirelings gain half the normal experience for any
activity they participate in. A hireling that gains 500 XP (and
survives) can be converted to a true character of the appropriate
race/class.
Hirelings have 1d8 HP (unmodified), and may have some basic gear,
depending on position/type.
The Combat Table
To use this table, find the appropriate column for your character,
then read down to your level. Read across to your modified roll,
then up to the AC entry. That's what you hit.