Castles and crusades players handbook pdf download
Success indicates the assassin can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the assassin is listening for sounds on the other side of a door, but the assassin must be adjacent to the door.
If listening through a stone wall, the assassin suffers a penalty to the check. An assassin can retry this ability once a round. When an opponent or victim is aware of the assassin, but unsuspecting of any attack, this ability can be used. For example, an assassin could casually walk next to a target, quickly stabbing him with a poisoned blade. These situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both skills, depending upon the circumstances.
The opponent is not allowed to roll for initiative until the round following the attack. An assassin cannot aim with deadly accuracy from beyond that range. The assassin can use this ability both indoors and outdoors. A assassin can move up to one-half the characters normal speed at no penalty. To find a trap, an assassin spends time intently studying and searching an area to deduce possible trap locations.
A successful check indicates the assassin finds one trap, if any are present. An assassin can find magical traps with this ability, although it may be much more difficult than finding mundane traps. To disable a trap, an assassin must first know its location. Once a trap is located, a successful check means the assassin has disarmed the trap. The attempt can only be made once and failure indicates that the assassin set off the trap.
An assassin can disarm a magic trap, although it may be much more difficult than disarming a mundane trap.
In most cases, assassins tools are needed to disarm a trap. An assassin can identify a poison or antitoxin on a successful check. To make a poison or antitoxin, the assassin needs some alchemical equipment and raw materials costing one third of the street value of the poison or antitoxin to be made. An assassins training in the use of poison means that an assassin never risks accidental poisoning when applying poison to a blade.
Moreover, assassins train with poisons of all types, and they slowly grow more resistant to their effects. This saving throw is gained at 3rd level. Some common poisons, their effects and costs are listed below. Usage ingestion ingestion inhaled ingestion ingestion ingestion inhalation ingestion ingestion ingestion ingestion ingestion contact inhalation inhalation. Cost 2, 3, gp 9, 13, gp 3, 5, gp 7, 9, gp 14, 15, gp 10, 10, gp 1, 4, gp 3, 4, gp 3, 3, gp 2, 3, gp 4, 4, gp 6, 7, gp 1, 2, gp 2, 2, gp 9, 11, gp.
Save nausea 1d6 hours 3d6 damage violent sneezing and 1d6 damage paralysis for 1d2 days muteness for 1d6 hours and blindness for 1d6 hours 3 penalty on all physical attribute checks and vertigo for 1d6 days 1 penalty on all Wisdom attribute checks and hallucinations for 1d2 days frothing at the mouth and intense sleepiness for 1d6 days sleepiness for 1d6 days frothing at the mouth for 1 day coma for 1d2 months 1 initiative, attack rolls, and armor class hallucinations 2 Wisdom attribute checks and hallucinations.
Failed sleep 1d2 days death violent sneezing and 1d6 damage death death death 2 penalty on all mental attribute checks and hallucinations for 1d2 days coma for 1d2 weeks madness for 1d2 days depression and nausea for 1d4 weeks death death 2 initiative, attack rolls, and armor class permanent blindness 4 mental attribute checks and hallucinations.
Locating traps is not affected by the armor worn, however, disabling and setting traps is affected by wearing armor not on the armor list for the assassin. A barbarians self-reliance and solitary nature does not, however, lead them to abhor the company of others. They may be insular and suspicious of outsiders, but when a barbarian comes to trust others and call them friends, no stronger ally can be found in all the world.
Barbarians are born and raised in the wilderlands, outside the influences of civilization. They are found in every climate and every terrain, and have an acute knowledge of the environment in which they are raised, possessing a general knowledge of its plants and animals in order to survive the rigors of life in the wilderness. Living in the wilds and at the whims of uncaring nature takes great fortitude, and barbarians are inured to the physical demands of this life, and suffer its inflictions and its pains with steely determination.
Possessed of staggering constitution, they are capable of absorbing damage that would kill their more civilized cousins. Barbarian adventurers are generally free of the bonds and fetters that tie down most peoples, even the brethren in their own tribal nations.
Above all else, barbarians value their independence and often maintain their own codes or beliefs. Many have died from voicing opposition to tribal leaders, but are respected all the more, for they spoke or acted upon their beliefs.
This cultural background fosters a willfull nature and temperament that many view as chaotic and ill disciplined. Utilitarian by nature, most barbarians rarely carry more than necessary and accumulate little in the way of treasures and properties preferring instead cold steel blades, light armor and items of little bulk. Attacks from the flank receive no bonus to hit against a barbarian, and any bonuses for attacks against a barbarians back are halved. From windy steppes to mountain tops, from deep jungles to arid plains, barbarians live in freedom a part of their environment rather than a slave to it.
Banded together in family clans or tribal nations, barbarians are a free people ruled by strength and custom alone, subject to no state or empire. They judge others by action and deed, not by the more corrupt standards of civilization. Neither ignorant nor savage, barbarians are masters of their own destiny. Barbarian characters are fearsome tribal warriors. They spend their time making war to protect their people.
Renowned for their ability to enter berserk rages and ignore pains and damages that would fell lesser men, barbarians make fearsome opponents stalwart allies in battle. Barbarians can direct this rage and do so with devastating effect in combat. This ability manifests itself differently across barbarian cultures and societies, and bears different names in each culture.
It is commonly known as the fury or the berserker rage. The origins of it are unclear, and the different manifestations between tribes are unexplained. Some barbarian cultures believe there is a mystical or divine connection at the root of the primal fury ability, and in certain tribes, barbarians assume near-animalistic shapes when the fury erupts.
Other barbarian tribes train their warriors from birth to call upon and control the fury. The Castle Keepers campaign setting may specify how a barbarians fury manifests, or the player and Castle Keeper might work together on how this ability will manifest when used. In all cases, a barbarian undergoes a frightening physical transformation while under its effects.
When using this ability, the barbarian enters a state of fury and rage directed at their enemies. The uncontrollable nature of the fury has even led barbarians to attack their own allies before it subsides.
It takes 1 round for the barbarian to manifest the primal fury, and a it can only be done once per day. While in the rage, barbarians suffer a -2 penalty to armor class and a -2 penalty on all intelligence checks. All of these effects cease at the end of the fury. Primal fury lasts for a number of rounds equal to 1 plus the characters level.
When in a fury, barbarians are berserk and have little control of their faculties. They focus first on their foes, but can mistake friends for enemies when no opponents remain alive. If the barbarian is in a fury and no enemies remain to. Barbarians rely upon their individual skills and instincts to carry them through difficult tasks or demanding ventures, drawing upon primeval instincts and powers to overcome foes.
Their cultures are usually uneasy with the supernatural. Barbarians generally distrust the use of magic, whether divine or arcane, and those who employ it although some barbarians use blessed weapons, magical droughts and other magical items in dire circumstances. The barbarian must make a successful wisdom saving throw to avoid attacking that individual.
A barbarian may not prematurely end a fury. While raging, a barbarian cannot use abilities that require patience or concentration, such as determining direction. They cannot, or will not, engage in conversation, limiting their communication to battle cries. Combat sense is unaffected. At the end of a fury, a barbarian is fatigued and suffers a -2 to strength, a -2 to dexterity, a feet to movement, and cant run at full speed for four hours.
At 10th level, this ability can be used twice per day and at 17th level it can be used three times per day. A barbarian may continue to fight until reaching -6 hit points. Upon reaching -7 hp or more, a barbarian passes out and immediately suffers 1d8 hp of shock damage and an additional 1 hp per round thereafter. If the barbarians wounds are tended, the hit point loss will stop.
Injured barbarians with the primal might ability do not die until they reach a negative hit point total equal to the characters constitution score, or , whichever is greater. Alternatively, barbarians that have 0 and -6 hp can remain conscious and communicate and can choose to stop fighting in order to extricate themselves from battle. In this case, barbarians can drag themselves to safety or bind their own wounds, but they are unable to take any offensive, defensive or other strenuous action.
Further, they heal normally while between 0 and -6 hit points and do not have to have 24 hours of bed rest. Healing spells will also bring them up to above 1 hit point. This ability supersedes any and all healing or damage effects mentioned elsewhere in the rules. There areinstead rely primarily upon their and iron the fray. The monk is devoted to the perfection of the body, and the mastery of mind over body.
The monk is an expert in unarmed combat, be it wrestling, boxing, kung-fu or any of the other of the myriad martial arts styles. Some monks dedication to the martial arts flows from a strong spirituality, and they often live by stringent personal or organizational codes of conduct. Others show only disdain for religion, but look to training and personal perfection to bring their lives meaning. While there is no standard that a monk must follow, they are all devoted to the use of the body as the best of weapons on the field, and the minds control of the body as the best weapon of all.
Monks must attain a perfect balance between physical strength, body mass and mental state. When these are in union, the monk has achieved the perfect, unbeatable weapon; but the path to attain this state is difficult and exhausting, and only those with great stamina and fortitude achieve it.
To achieve a harmonious balance of mind and spirit, the monk must not be susceptible to wild urges, emotions or other distracting mental and physical conditions. A physical and mental harmony must be constantly maintained in order to function at a peak ability. To manage this, they must strictly adhere to their codes, master the routines necessary to train the body and mind to work together and undertake strict physical and mental regimens of purification required to achieve perfect control of the body.
The monk generally prefers to engage only in unarmed combat and prefers to use simple or mundane weapons that appear innocuous, but when mastered become deadly extensions of the body. The choice of weapons reflects a philosophy common to all monks; the desire to take that which is commonly perceived as weak and harmless and mold it into something strong and lethal. To achieve that control of the body necessary to forge it into a weapon, monks cannot wear bulky and weighty armors or objects that weigh them down and restrict their movement.
Instead, they rely upon their speed and skill at predicting a foes movements and attacks to deflect and avoid blows that may inflict mortal harm. Each time a barbarian is struck by a weapon or other physical blow, the damage from that attack is reduced by one hit point. At 12th level, the damage reduction rises to 2 hit points of damage per blow, at 16th level to 3 hit points and at 20th to 4 hit points.
Primal will can reduce damage to 1, but never below 1. This ability does not reduce damage taken from spells, spell-like abilities, illusions, magic items, magically enhanced weapons, poisons or other non-physical attacks.
Those struck by a stunning attack always take normal unarmed attack damage. The monk can use this ability once per round, and no more than once per level per day. The monk must declare its use before making an attack roll. A missed attack roll ruins the attempt and counts against the monks limitation. Monks gain attacks and improve in the amount of unarmed combat damage inflicted as shown on the table. The monk also gains the ability to make an off-hand attack at 6th level.
The monk may choose whether the attacks inflict normal damage or subdual damage. When monks gain the extra off-hand attack, they do not incur the penalties to their to hit die rolls as described in the combat section as long as both attacks are unarmed attacks. A monk fighting with a one-handed weapon can make an unarmed attack as an off-hand attack, but the monk suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon in his or her off-hand gets an extra attack with that weapon, but suffers the usual penalties for two-weapon fighting.
The monk can use the quivering palm attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target or have more levels than the targets hit dice. If the monk successfully deals damage with an unarmed attack, the quivering palm succeeds. Thereafter, the monk can choose to try to slay the victim at any later time within 1 round per level of the monk.
The monk merely wills the target to die, and the victim makes a constitution check. If the victim fails, it dies. For example, a 10th level monk successfully strikes a 5th level fighter. The monk can then attempt to will the character to die any time within the following ten rounds. Should the fighter fail a constitution saving throw, the fighter dies. This attack has no effect on the undead or creatures that can only be struck by magic weapons, unless the monk is able to hit the creature with the ki strike ability.
The monk must have at least one hand free to use this ability. When a character would normally be hit with a ranged weapon, the character can make a dexterity check. If the check succeeds, the monk deflects the weapon and suffers no damage.
This can be done once per round for levels , twice per round for levels , three times per round for levels 12 to 16 and four times per round for levels The monk must be aware of the attack to use this ability. An attempt to deflect a ranged weapon counts as a monks primary unarmed attack. If a monk is high enough level to have a secondary unarmed attack, the monk may still make the secondary attack if the deflect missile ability has only been used once or twice.
If three or more missiles are deflected, the secondary attack is considered used. This ability cannot be used against siege weapon ammunition.
A monk carrying a medium or heavy load loses this extra speed. See the Monk Special Abilities Chart for the increase in speed. The monk must be within 10 feet of a vertical surface that he or she can use to slow the descent to use this ability.
This saving throw bonus increases by one for every level past 5th. The monk may maintain this state of feigned death for a number of turns equal to the characters level. The monk must be in a serene environment, under no physical duress or mental stress, must be able to sleep undisturbed for 12 hours, and meditate undisturbed for 6 hours. Food and water should be plentiful. These few must have no fear in their quest for knowledge, as delving into the arcane involves powers and energies poorly understood by those bound to mortal planes.
If not harnessed with care, unleashing these magics can cause catastrophes of great proportion and slay those who dabble in this art. The reward, however, for the diligence and willingness to plumb the depths of these magical energies is potentially great indeed. Wizards bind themselves to this task, seeking to master eldritch sorceries and unravel the riddles and meanings of the world. They use their powers to reshape the world around them and bring princes and kings to their knees.
Wizards are the archetypical magic-users, and they are vastly superior to all others at understanding and harnessing the magic that ebbs and flows through the multiverse. They come from all social strata and can be found in all positions in society. They are often employed by kings, nobles, religious houses or other powerful individuals to whom they act as guides and advisors.
In court, many seek to dominate courtly politics, and often succeed. More often though, wizards work in solitude, far away from the prying eyes and keen ears of enemies, spies and other wizards who often consider them to be untrustworthy and dangerous competitors in the quest for arcane lore. In wind-swept towers or dank dungeons, far from the din of civilization, such wizards find the solitude, quiet and safety necessary to pursue their research and carry out their oft-times dangerous experiments.
Though they come from many walks of life, all wizards have a few characteristics in common. They are intelligent, observant, diligent and have an exacting eye for detail. Their unyielding search and thirst for knowledge of the eldritch powers often generates a self-serving egomania in the most powerful of wizards. And, as they become ever more competent in harnessing eldritch sorceries and bending the world about them to their will, they suffer little distraction and afford interlopers little forgiveness when their work is interrupted.
Woe to the foes of these powerful magic-users. Incurring their wrath can mean the unleashing of horrid and terrible magics few can comprehend, and fewer still are capable of combating. A wizards enemies are laid waste by balls of blue flame and bolts of lightning called from elemental planes or even by servants of the rulers of the nether worlds, conjured forth to act on the wizards behalf. They can make objects disappear and transport themselves many miles away, see into the darkness and build walls of force no man can pass.
The greatest of wizards are powerful beyond measure. A wizards pursuits and studies, along with their intense focus upon the arcane, mean a life of laboring over ancient tomes of knowledge.
This leaves wizards little time to learn and become proficient in any but the most common of weapons, and not at all capable of using armor that hinders the intricate somantic movements needed to cast some of their most powerful spells. Yet this matters little to them, as wizards realize their wits and arcane powers are far more powerful than any sword, and that conjured servants offer far more protection than any armor could possibly manage.
Wizards can only cast a limited number. If the character has an intelligence of between , they receive an extra 1st level spell. If the intelligence score is 16 or 17, the wizard receives an extra 2nd level spell, and if 18 or 19, the wizard receives an extra 3rd level spell.
Bonus spells can only be acquired if the wizard is at a high enough level to cast them. Bonus spells are cumulative. For example, a 4th level wizard with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells.
No bonus 3rd level spell is acquired until the wizard reaches 5th level. So, the character would begin play with a spellbook containing four 0 level and three 1st level spells. The spells in the spell book can either be chosen by the Castle Keeper, the player, agreement between the two or randomly use the Spell List Charts starting on page 54 for wizards and page 57 for illusionists.
The Wizard and Illusionist Spells Per Day Table lists the number of spells per day a wizard may cast of each spell level. For example, a 5th level wizard can cast five 0 level spells, four 1st level spells, two 2nd level spells and one 3rd level spell per day. A wizard must prepare spells before casting them by studying from a spell book. While studying, the wizard decides which spells to prepare.
Spell memorization and spell descriptions are covered in detail in the Magic Pg An illusionist must prepare spells before casting them,. This is done by studying spells from a spell book.
While studying, the illusionist decides which spells to prepare. Spell memorization and descriptions are covered in detail in the Magic section. If the intelligence score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, they receive an extra 3rd level spell.
The bonus spells can only be acquired if the illusionist is at a high enough level to cast that spell level. For example, a 4th level illusionist with an 18 intelligence receives four 0 level spells, four 1st level spells, and three 2nd level spells. No bonus 3rd level spell is acquired until the illusionist reaches 5th level. Rare indeed are the illusionists.
These are those who use the arcane to blend and blur and twist what is, with what may be. They ply the minds of others and twist desire and perception into deceptive and often deadly illusions. Faced with the illusionistss spells and incantations, few can unravel the truth from their own fears or desires. Greatly feared for their mind influencing spells, the illusionist is heralded as one of the greatest and most mysterious of the magi.
An illusionist uses magic to alter the perceptions of others and even reality itself. This magic deceives the senses, creates false images and sounds, changes sensory qualities, affects the minds perceptions, and in some cases fashions arcane energies into something real. The illusionist is an uncommon and, more often than not, underestimated type of wizard. They are greatly valued for their understanding of the mental caprices of most intelligent races.
Illusionists are often found in high places of government using their skills to enchant those of both high and low birth, twisting the desires of any that may be of use. Powerful illusionists make loyal soldiers out of brigands, and fools out of professional military men and can, with their magic, empower rabble to sweep trained armies from the field. A keen intelligence and a depth of perception unknown to most men are required for the illusionist to master the complex relationships between magic, the mind and the mundane.
Further, an empathy for those around the illusionist is indispensable for the illusionist to create masterful illusions and to warp anothers perception of reality.
An illusionist may choose any alignment. They are not bound to follow any particular creed, culture or religion. They come from all walks of life and, due to their meddling in the minds of others, they frequently have a greater empathy for all castes of people than any of the other classes.
In any case, most illusionists view the use of weapons as vulgar. It takes little intelligence, so they have convinced themselves, to wield a weapon in combat, so eschew them. Almost all spells require somatic and verbal actions and these complex gestures and intonations cannot be performed unless the illusionist is free to move and speak. Indeed, any use of armor or shield prevents the illusionist from casting spells.
The effort requires 1d3x10 minutes of work. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The Castle Keeper makes the characters check secretly, so that the player is not sure if the disguise is successful. Illusionists can use spells, like change self, to augment their disguise and give them a greater chance of success. The following modifiers are applied to a disguise check when appropriate: sex difference -2; race difference -2; age difference -2 per 10 years.
Success indicates a disguise good enough to fool normal observers. The Castle Keeper may allow a suspicious observer an intelligence check to see through the disguise. The spells available are listed on the cleric. A cleric is limited to a certain number of spells of each spell level per day.
Clerics prepare spells each day through prayer to their deity or deities, followed by contemplation and study. Clerics with a high wisdom gain bonus spells. If they have a wisdom of , they receive an extra 1st level spell.
If the wisdom score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, an extra 3rd level spell. Bonus spells can only be acquired if the cleric is at a high enough level to cast them.
To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter a prayer, chant or other invocation of the characters deity. Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet. Turning undead consists of channelling divine power. The ability to channel divine power is measured by the clerics own willpower.
Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the clerics charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.
Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins. Turn undead is covered in greater detail in Turning Undead, pages They obey the will of the gods, and influence others through faith in their deitys tenets, action on the field of battle, and by bringing justice or retribution to their foes.
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