Swords & Wizardry White Box Heroes, RPGs
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White Box Heroes
Supplemental Classes for Swords & Wizardry: White Box
By Salvatore Macri
Cover Art:
Rick Hershey
Interrior Art:
Maciej Zagorski (used with permission), Joe Calkins (used with permission)
Proofreading:
Cinzia D'Angelo, Lord Kilgore, Jim Adams
Suggestions:
the Island Kingdom players, Matthew J. Finch, Meepo, Lord Kilgore, NeilFord, Geordie Racer, RandallS, bat,
and the rest of the S&W forum-goers
Original System and Rules Authors:
E. Gary Gygax and Dave Arneson
Original Supplemental Material Authors:
E. Gary Gygax, Dave Arneson, Joe Fischer, Doug Schwegman, Peter Aronson,
Gordon Davidson, Roger Moore, and Ken Rolston
System Reference Authors:
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt
First Print Edition - June 2009
Companion Productions
™
Copyright © 2009 Salvatore Macri
Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch
Cover Art: Copyright © Rick Hershey, 2008
Rick Hershey, Standard Stock Art: Issue ERSPQC02 by Empty Room Studios Publishing
Art: Maciej Zagorski, Copyright © Maciej Zagorski, 2006. Stock Art, The Forge Studios. Joe Calkins, Copyright © Joe
Calkins, 2007
Neither I (Salvatore Macri) or Companion Productions are affiliated with Matthew J. Finch or Mythmere Games
Table of Contents
INTRODUCTION....................................................................1
SUPPLEMENTAL CLASSES.................................................1
Thief..................................................................................1
House Rule: Halfling Thief Variant..............................2
Paladin..............................................................................3
Paladin's Mount...........................................................3
Assassin...........................................................................4
Monk.................................................................................5
Druid.................................................................................6
Druid Spell List............................................................7
Spell Descriptions (Druidic).........................................8
ADDITIONAL CLASSES......................................................12
Ranger............................................................................12
Rule Variant: Expanded Favored Foe.......................12
Bard................................................................................13
Magical Instruments..................................................14
Illusionist.........................................................................15
Illusionist Spell List....................................................15
Spell Descriptions (Illusion).......................................16
The Northern Godi..........................................................20
Additional Godi Spells...............................................20
The Problematic Raise Dead....................................21
Rune Spells...............................................................22
Rituals.......................................................................22
The 24 Divine Runes.................................................23
Jester..............................................................................26
Jester Weapons........................................................27
Jester Spell List.........................................................27
Spell Descriptions (Jester)........................................28
ORIGINAL CLASSES & RACES..........................................30
Tunnel-Fighter................................................................30
Buckler......................................................................30
Summoner......................................................................31
Summoner Spell List.................................................32
Spell Descriptions (Summoner)................................32
Demon/Devil Class Type ..........................................35
Books on Summoning...............................................36
Gnomes..........................................................................36
Half-Orcs.........................................................................37
White Box Heroes
Supplemental Classes for Swords & Wizardry: White Box
INTRODUCTION
Inclusion of any of these classes is at the Referee's
discretion. The Referee should carefully consider what effect
including one of the additional classes will have upon his
game. As always, the Referee has the final say as to whether
or not one of these classes is appropriate for/allowed in his
game.
Welcome to White Box Heroes, a supplement for the Swords
& Wizardry: White Box rules from Mythmere Games. White
Box Heroes began as an attempt to gather the additional
classes from the Supplements and convert them for use with
the Swords & Wizardry: White Box rules. With the classes
from the Supplements done, I began looking at old
periodicals as well as Classic and Advanced products for
inspiration. As the number of supplemental classes grew,
some in the S&W community expresses a desire to see
these classes gathered into a single document, and so White
Box Heroes was born. Hopefully the classes presented here
will be of use to some, even if only for personal inspiration.
Thief
The Thief is a specialized class adept at subterfuge and
pilfering. With skills born from a lifetime of stealing, Thieves
are morally Neutral at best if using the Law-Neutrality-Chaos
alignment suggestion (S&W p.4). Thieves are, at best,
Neutral. The Thief's penchant for larceny tends to make other
party members weary of including such a class into the
group.
The Thief's low HD makes overt martial participation less
favorable for this class which prefers to rely on subterfuge
and judicious use of backstabing to prevail in combat.
SUPPLEMENTAL CLASSES
The following classes are additional classes which may be
used with Swords & Wizardry: White Box rules. These
classes were inspired by those found in the first few
supplements.
1
Thief Class Abilities
Weapon/Armor Restrictions:
Thieves may use any
weapons, including magic swords and daggers, and may
wear leather armor.
Table 2: Thief Abilities
Level Open
Locks
(d20)
Remove
Traps
(d20)
Pick
Pocket
& Move
Silently
(d20)
Hide in
Shadows
(d20)
Hear
Noises*
(d20)
Thief Abilities:
Starting at first level Thieves possess a
host of very specific abilities. These abilities include
proficiency at opening locks and disarming traps, picking
pockets, moving without a sound, and using shadows to
conceal themselves. They also possess a greater facility for
detecting sounds and noises from beyond closed doors.
To successfully use these abilities the player must generate
a number (on a d20) which falls within the range displayed on
Table 2: Thief Abilities
table (see below).
Backstab:
A Thief attacking from behind gains a +4 bonus
to his and inflicts double damage. At levels 5-8 the damage is
increased to X3, at levels 9+ the increase is X4.
Climb Sheer Surfaces:
Thieves may climb incredibly sheer
surfaces. As hardy adventurers, anyone may attempt to climb
vertical surfaces but only the Thief may ascend impossibly
difficult surfaces or attempt unthinkable climbs. The Thief
starts out with a chance of 1-17 on d20 to climb sheer
surfaces. This chance increases by +1 for every 5 levels.
1
1-3
1-2
1-4
1-2
1-7
2
1-4
1-3
1-5
1-3
1-7
3
1-5
1-4
1-6
1-4
1-10
4
1-7
1-6
1-7
1-5
1-10
5
1-8
1-7
1-9
1-7
1-10
6
1-9
1-8
1-11
1-9
1-10
7
1-11
1-10
1-12
1-10
1-13
8
1-13
1-12
1-13
1-11
1-13
9
1-15
1-14
1-15
1-13
1-13
10
1-17
1-16
1-17
1-15
1-13
*GMs may allow other characters a 1-3 chance on a d20 to
successfully Hear Noises.
Read Languages (3rd):
At 3rd level a Thief may read most
languages (1-16 on d20).
Referees may allow characters with above average DEX
scores (15 to 18) to add thier bonus from Dexterity to the
success range given on Table 2. Example: A 1st level Thief
with a Dexterity score of 17 (+1 bonus) would have a 4 in 20
chance of opening a lock as opposed to the standard 3 in 20.
Use Scrolls (10th):
Upon reaching 10th level Thieves are
able to use arcane scrolls. Spells above 6th level carry a 2 in
20 chance (1-2 on d20) of being miscast resulting in the
scroll's reverse effect affecting the Thief as opposed to the
intended target.
Saving Throw:
Thieves gain a +2 bonus on saving throws
vs. death and poison.
XP Bonus for Dexterity:
This class bonus is due to a high
Dexterity attribute.
Table 1: Thief Advancement
Level
XP
HD
BHB
ST
1
0
1
+0
14
2
1,200
1+1
+0
13
3
2,400
2
+0
12
4
4,800
2+1
+1
11
5
9,600
3
+1
10
6
20,000
3+1
+2
9
7
40,000
4
+2
8
8
60,000
4+1
+3
7
9
90,000
5
+4
6
House Rule: Halfling Thief Variant
Some referees may wish to allow Halflings to also function
as Thieves. This is similar to how the Elf advances in both
the Fighter class and the Magic-User class. A Halfling Thief
may use either the Fighter or Thief class advancement
10
125,000
5+1
+5
5
2
chart, to be announced at the start of the adventure. Each
day, the Halfling Thief may decide whether he will function
as a Fighter or a Thief, adopting the BHB, ST, and Class
Abilities of the chosen class. Halfling Thieves may advance
up to fourth level in the Fighter class, and 6th level as a
Thief.
Paladin perform any Chaotic act, his status of Paladin will be
immediately revoked and may never be regained. The
Paladin will thus lose all special abilities gained from the
Paladin class and will continue as a normal Fighting-Man.
Referees who do not use an alignment system will have to
carefully gauge the Paladin's actions to insure he or she does
not act contrary to the high morals required to belong to the
class. Such strict adherence to lawful tenants makes
traveling or adventuring with chaotic party members nearly
impossible for the Paladin.
Another option is to allow the halfling greater advancement
in the Thief class (up to 8th level). With this option, the
halfling advances as a Thief only with all the benefits and
limitations granted to the Thief class. In addition, the halfling
retains his racial abilities.
Paladin Class Abilities
Halfling Bonuses to Thief Class Abilities.
Due to their nimble nature, the referee may wish to allow
Halfling Thieves bonuses to their Thief class abilities.
In exchange for following such a strict moral code, the
Paladin is granted several special abilities:
Weapon/Armor Restrictions:
Paladin's may use any
weapons, and may wear any armor.
Table 3: Racial Bonuses for Halfling Thieves
Open
Locks
Remove
Traps
Pick
Pocket
Move
Silently
Hide in
Shadows
Hear
Noises
Lay on Hands:
The Paladin may cure 2 hp for every level
he has attained. A 4th level Paladin could thus restore 8 hp.
This special ability can also be used to cure 1 disease per 5
levels. Each function of Lay on Hands may only be
performed 1/day, and only on others.
+2
+1
+1
+2
+2
Paladin
Immunity:
Paladins are immune to disease. They also gain
a +2 bonus to saving throws versus all non-melee (or missile)
attacks.
Paladin's Mount:
At any time the paladin chooses, he may
gain a wondrous steed. The paladin may not gain another
such steed until 10 years have passed since the previous
steed was gained. A paladin's horse has the following stats:
Paladin's Mount
HD 4; AC 5[14]; Atk hooves (1d6); Save 15; Move 18;
CL/XP 5/240; Special: High intelligence, Trained for
combat.
Dispel Evil & Detect Evil (9th):
At 9th level the Paladin
gains the innate abilities to Detect Evil (see 1st level Cleric
spell of the same name, S&W p.22) and Dispel Evil (identical
to the 5th level Cleric spell of the same name, S&W p.22).
Holy Sword:
If a Paladin comes to possess a Holy Sword,
wielding the divine weapon will make the Paladin immune to
spells.
Paragons of virtue, these knightly warriors are a bane to all
things evil and unholy. Fighting-Men with a Charisma score
of 17 may opt to follow the Paladin class. The decision to
follow the path of the Paladin must be made at 1st level and
may not be revoked or changed afterwards. In addition to the
Charisma requirement, Paladins are also bound to a moral
requirement. If using the Law-Neutrality-Chaos alignment
suggestion, Paladins must be flawlessly Lawful. Should a
Limited Wealth:
Paladins are limited to 4 magic items (not
including armor and shield and up to 4 weapons). They may
keep enough wealth to maintain themselves (and, at higher
levels, their men and a modest castle or keep). Any excess
wealth is donated to charitable or religious institutions.
XP Bonus for Strength:
This class bonus is due to a high
Strength attribute.
3
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