Sunday, August 23, 2026

My Dungeon Fantasy Rules: Races, Classes, and new Traits

     In this post, I will go over my classes, races, and some new traits I made for my game. As a note, character creation starts at [100], and you get two buckets: [70] to go towards your class as well as [30] to go toward either playing as a demi-human or buying other things on your template that you couldn't afford. Each class has [-30] in disadvantages, which is the limit, and it is baked into the choices; omitting disadvantages from your class will screw up the math. Characters can also take [-5] in quirks for bonus spending points during character creation as well.

    If you notice math being incorrect, skill difficulties being incorrect, or anything else weird, please leave a comment here so I can edit it. Anonymous comments are turned on now, so anyone should be able to comment. If you have questions on design decisions, please ask them, because you might have me thinking about something in a way I hadn't before.

Races

Dwarf, [13]

Dwarves are stout and proud humanoids that know how to wield axes, maces, mauls, and pickaxes well and make for good fighters. They are also filled with an above average resolve, although it makes them stubborn, making them good leaders. Dwarves are particularly inept when it comes to animal handling, due to thousands of years of cultural developments that go against animal domestication. Dwarves have pale skin, ginger hair, and emerald green eyes.

Attributes: HT+1 [10], Will+1 [5], BM-1 [-5]

Advantages: Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Talent (Dwarven Nature)** 1 [5]; Resistance to Poison (+3) [3].

Disadvantages: Stubbornness [-5], Anti-Talent (Animal Foe) 1 [-5], Intolerance (Goblinoid Species) [-10]*.

Features: human- and sized armor disallowed; strawberry blond to deep red hair; pale skin; green eyes.

*: Does not include half-orcs. Dwarves react to half-orcs at -2 but are semi-tolerant.
**: Bonuses to the following skills: Axe/Mace, Polearm, Forced Entry, Prospecting, Rotational Thrown Weapon

Low Elf, [19]

Low Elves are tall, slender, and vaguely magical beings. They dwell in forests and culturally prefer long swords and long bows. Low Elves have a light complexion, grey to blue eyes, and leaf-colored hair. They are not to be confused with High Elves, who dwell in mountainous terrain.

Attributes: DX+1 [20], Per+1 [5], ST-1 [-10].

Advantages: Talent (Forest Guardian) 2 [10], Immunity to Ghoul Stuns [5], Appearance (Beautiful) [4].

Disadvantages: Sense of Duty (Nature) [-15].

Features: pine needle to autumn-leaf hair; pointed ears; grey to dark blue eyes; tan skin.

High Elf, [25]

High Elves are physically similar to humans, but with pointed ears and are much more slender. They dwell in hills and mountains, living secluded lives. High Elves have especially long lifespans and thusly accumulate more knowledge than most. They are not to be confused with Low Elves, who dwell in forested terrain.

Attributes: IQ+1 [20], Per+1 [5], ST-1 [-10].

Advantages: Talent (Sage) 1 [10], Immunity to Ghoul Stuns [5].

Disadvantages: Curious (12) [-5]

Features: ruby or garnet-colored hair; pointed ears; silver to violet eyes; olive skin.

Half-Elf, [1]

Half-Elves are the offspring of Low Elves who’ve bred with Humans. They are generally rejected in both Human and Low Elven society in some form, and form small social groups among themselves.

Attributes: Per+1 [5].

Advantages: Resistance to Ghoul Stuns (+5) [1]

Disadvantages: Social Stigma (Half-Breed) [-5]

Features: brown to autumn-leaf; pointed ears; hazel to green eyes; fair skin.

Halflings, [0]

Halflings are a sedentary race of humanoids that are about 3’6”. They primarily farm and lounge around, and are adverse to adventure. They may not be Magic-Users, Holy Warriors, or Clerics.

Attributes: ST-3 [-30], DX+1 [20], HT+1 [10], BM-1 [-5], SM-2.

Advantages: Talent (Halfling Nature)* 2 [10], Silence 2 [10].

Disadvantages: Mundane Background [-10], Gluttony (12) [-5].

Features: large and hairy feet; must have custom-made shoes; human- and dwarf-sized armor disallowed; dark brown hair; fair skin.

*: Bonuses to the following skills: Bow, Crossbow, Sling, Rotational Thrown Weapon, Straight Thrown Weapon, Throwing 

Half-Orc, [-24]

Half-Orcs are the product of the orcish Race’s bestial instincts to take women as prisoner and create offspring. They are seen as disgusting and bestial half-breeds, but are only mildly dumber than the average Human. They may not be Magic-Users, Holy Warriors, or Clerics.

Attributes: IQ-1 [-20], HT+1 [10].

Advantages: Fit [5], Rapid Healing [5].

Disadvantages: Appearance (Unattractive) [-4], Mundane Background [-10], Social Stigma (Savage) [-10].
Features: protruding tusks; black hair; green skin.

Human, [0]

Humans are the racial baseline, costing nothing.

Features: black to brown hair; hazel to green eyes; fair skin.

Wildman, [0]

Wildmen are a nomadic tribal folk who to live outside of civilization, outside of the woes of civilized life. They are simple folk but are fine hunters, warriors, and outdoorsmen.

Attributes: HT+1 [10], Per+1 [5].
Advantages: Talent (Outdoorsman) 1 [10] or Talent (Barbarism) 2* [10].

Disadvantages: Low TL 2 [-10], Poor [-15].

Features: blond to brown hair; blue to green eyes; fair skin; often tattooed.

*: Bonuses to the following skills: Axe/Mace, Polearm, Intimidation, Hiking, Navigation (Land), Tracking

Classes

Cleric

Description: Clerics are devoted followers of a particular God, who has granted them magical spells.
Attributes
: IQ+1 [20].

Advantages: Clerical Investment [5]; Power Investiture 2 [20]; Twenty in: Contingency Casting [14/lvl],  Energy Reserve (Holy; Up to 5) [3/lvl], Extra HP (Up to 3) [2/lvl], Hard to Kill (Up to 2) [2/lvl], Hard to Subdue (Up to 2) [2/lvl], High Pain Threshold [10], Higher Purpose (Kill Undead; Up to 2) [5/lvl], Holiness (Up to 2) [5/lvl], Talent (Healer) (Up to 2) [10/lvl], Increased IQ [20/lvl], Turn Undead (Up to 5) [4/lvl], Increased Strength [10/lvl], Extra Language (Native Spoken and Written; Up to 2) [6], Luck [15], Increased Power Investiture [10/lvl], Talent (Devotion) (up to 3) [5/lvl],  Talent (Close to Heaven) (Up to 2) [5/lvl],  Heroic Grace 1 [9], Heroic Vitality 1 [9], Heroic Might 1 [9], Detect Evil [18].

Disadvantages: Vow (No Edged Weapons) [-10]; Minus twenty in: Charitable* [-15], Compulsive Generosity* [-5], Honesty* [-10], Intolerance (All Evil Religions) [-10], Overconfidence* [-5], Stubbornness [-5], Sense of Duty (Adventuring Companions) [-5], Sense of Duty (Coreligionists) [-10], Truthfulness* [-5], Struggling [-10], Wounded [-5].

Skills: Theology (My God) (H) [1]; Eight points in: Axe/Mace (A), Polearm (A), Shield (A); Six points in: Exorcism (H), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), First-Aid (E), Hidden Lore (Undead) (A), Religious Ritual (My God) (H), Meditation (H), Theology (My God) (H); Eight points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Spells: Two points in six of the following spells: Armor, Bravery, Cleansing, Coolness, Detect Magic, Detect Poison, Final Rest, Lend Energy, Lend Vitality, Light, Might, Minor Healing, Purify Air, Purify Water, Recover Energy, Sense Life, Sense Spirit, Share Vitality, Silence, Stop Bleeding, Test Food, Thunderclap, Umbrella, Vigor, Warmth, and Watchdog.

Fighter

Description: Fighters are a versatile, strength-based, front-line warrior.
Attributes
: ST+2 [20]; DX+1 [20].

Advantages: One of: Sacrificial Parry [1], Weapon Bond (Main Weapon) [1], Shield-Wall Training [1]; Twenty Five in: Enhanced Block (up to +1) [5/lvl], Fit [5], Very Fit [15], Striking ST (up to +3) [5/lvl], Increased ST [10/lvl], Increased DX [20/lvl], Increased HT [10/lvl], Com    bat Reflexes [15], Extra Attack [25/lvl], High Pain Threshold [10], Luck [15], Talent (Master Fighter) (up to 3) [5], Comfortable Wealth [10].

Disadvantages: Minus thirty in: Bad Temper* [-10], Bully [-10], Code of Honor (Soldier's) [-10], Compulsive Carousing* [-5], Greed* [-15], Honesty* [-10], Lecherousness* [-15], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5].

Skills: Short Blade (A) [1]; Twenty points in: Axe/Mace (A), Brawling (A), Long Blade (A), Bow (A), Flexible Weapon (A), Crossbow (E), Polearm (A), Shield (A); Five points in: Armory (Body Armor) (A), Armory (Melee Weapons) (A), Connoisseur (Weapons) (A), Fast-Draw (Any) (A), Leadership (A), Strategy (H), Tactics (H), Throwing (A), Rotational Thrown Weapon (A), Straight Thrown Weapon  (A); Eight points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Holy Warrior

Description: A gish that combines holy powers with melee damage.
Attributes: ST+1 [10], IQ+1 [20].

Advantages: Thirty-six in: Contingency Casting [14/lvl], Extra HP (Up to 3) [2/lvl], Hard to Kill (Up to 2) [2/lvl], Hard to Subdue (Up to 2) [2/lvl], High Pain Threshold [10], Higher Purpose (Kill Undead; Up to 2) [5/lvl], Holiness (Up to 2) [5/lvl], Talent (Healer) (Up to 2) [10/lvl], Increased IQ [20/lvl], Turn Undead (Up to 5) [4/lvl], Increased Strength [10/lvl], Extra Language (Native Spoken and Written; Up to 2) [3], Luck [15], Increased Power Investiture [10/lvl], Talent (Devotion) (up to 3) [5/lvl],  Talent (Close to Heaven) (Up to 2) [5/lvl], Heroic Grace (up to 2) [9/lvl], Heroic Vitality (up to 2) [9/lvl], Heroic Might (up to 2) [9/lvl], Detect Evil [18].

Disadvantages: Vow (Protect my Faith) [-5]; Minus twenty-five in: Charitable* [-15], Compulsive Generosity* [-5], Honesty* [-10], Intolerance (All Evil Religions) [-10], Overconfidence* [-5], Stubbornness [-5], Sense of Duty (Adventuring Companions) [-5], Sense of Duty (Coreligionists) [-10], Truthfulness* [-5], Struggling [-10], Wounded [-5].

Skills: Theology (My God) (H) [2]; Sixteen points in: Axe/Mace (A), Long Blade (A), Flexible Weapon (A), Polearm (A), Shield (A); Eight points in: Exorcism (H), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), First-Aid (E), Hidden Lore (Undead) (A), Hidden Lore (Holy Items) (A), Religious Ritual (My God) (H), Meditation (H), Theology (My God) (H); Six points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Magic-User

Description: Magic-Users are powerful magic casters that combine ranged offensive power with powerful magical utility.
Attributes:
IQ+1 [20].

Advantages: Magery 2 [25]; Twenty-five points in: Enhanced Parry 1 (Staffs) [5], Increased Intelligence 1 [20], Increased Magery [10/lvl], Increased Perception (up to 3) [5/lvl], Increased Will (up to 3) [5/lvl], Luck [15], Talent (Occultist) (up to 2) [10/lvl], Comfortable Wealth [10].

Disadvantages: Minus thirty in: Combat Paralysis [-15], Cowardice* [-10], Curious* [-5], Hard of Hearing [-10], Klutz [-5], Total Klutz [-15], Low Pain Threshold [-10], Post-Combat Shakes* [-5], Sense of Duty (Adventuring Companions) [-5], Skinny [-5], Social Stigma (Excommunicated) [-10], Unfit [-5], Very Unfit [-15].

Skills: Writing (A) [2]; Polearm (A) [2]; Six points in: Hidden Lore (Magic Items) (A), Alchemy (VH), Polearm (A); Ten points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Spells*: Apportation [2]; Two points in four of the following: Air Jet, Burning Touch, Choke, Clumsiness, Colors, Create Air, Darkness, Daze, Detect Magic, Extinguish Fire, Fireball, Flame Jet, Flash, Flight, Far Feeling, Hide, History, Ignite Fire, Infravision, Itch, Keen Vision, Lend Energy, Levitation, Lightning, Magic Resistance, Purify Air, Recovery Energy, Shape Air, Shape Fire, Silence, Simple Illusion, Smoke, Sound, Voices, Wizard Eye.

*: Magic-Users are allowed to ignore spell prerequisites, but may only buy spells from this list during character creation.

Bard

Description: Bards tell stories, gather parties, collect money, and use their charm to their party’s benefit.
Attributes
: IQ+1 [20]

Advantages: Charisma 1 [5]; Thirty Five in: Increased IQ 1 [20], Increased HT [10/lvl], Increased ST (up to 2) [10/lvl], Increased DX 1 [20], Charisma (up to 3) [5/lvl], Luck [15], Extraordinary Luck [30], Honest Face [1], Acute Hearing (up to 3) [2/lvl], No Hangover [1], Social Chameleon [5], Talent (Musical Ability) (up to 3) [10/lvl], Talent (Smooth Operator) (up to 2) [15/lvl], Comfortable Wealth [10], Wealthy [20], Attractive [4], Beautiful [8].

Disadvantages: Minus thirty in: Curious* [-5], Chummy [-5], Impulsiveness* [-10], Gregarious [-10], Compulsive Carousing* [-5], Compulsive Gambling* [-5], Compulsive Spending* [-5], Compulsive Lying* [-15], Lecherousness [-15], Sense of Duty (Friends and Companions) [-5], Overconfidence* [-5], Odious Personal Habit (Constantly Humming or Singing) [-5].

Skills: Twenty points in: Acting (A), Diplomacy (H), Detect Lies (H), Musical Instrument (any) (H), Singing (A), Sex Appeal (A), Poetry (A), Performance (A), Public Speaking (A), Musical Composition (H); Twelve points in: Short Blade (A), Shield (A), Axe/Mace (A), Bow (A), Crossbow (E), Fast-Draw (Arrow) (E); Eight points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Sleight of Hand (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Scout

Description: Scouts are nature-inclined warriors that are great for overland travel.
Attributes: ST+2 [20]; DX+1 [20], Per+1 [5].

Advantages: Fifteen in: Acute Vision (Up to 5) [2/lvl], Combat Reflexes [15], Fit [5], Very Fit [15], High Pain Threshold [10], Increased Basic Move (up to 2) [5/lvl], Increased Basic Speed (up to +0.75) [20/lvl], Increased Health 1 [10], Increased Perception 1 [5], Increased Strength 1 [10], Luck [15], Rapid Healing [5], Outdoorsman 1 [10], Weapon Bond (My Bow) [1].

Disadvantages: Minus thirty in: Bloodlust* [-10], Callous [-5], Code of Honor (Pirate’s) [-5], Code of Honor (Soldier’s) [-10], Demophobia* [-15], Greed* [-15], Honesty* [-10], No Sense of Humor [-10], Odious Personal Habit (Unwashed Bushwhacker) [-5], Overconfidence* [-5], Paranoia [-10], Sense of Duty (Adventuring Companions) [-5], Stubbornness [-5], Vow (Never Own More than what can be Carried) [-15].

Skills: Twenty in: Bow (A), Crossbow (E), Shield (A), Short Blade (A), Polearm (A); Twelve points in: Cartography (A), Climbing (A), Fast-Draw (Arrow) (E), Gesture (A), Hiking (A), Mimicry (Bird Calls) (H), Observation (A), Shadowing (A), Stealth (A), Survival (Native Environment) (A), Tracking (A), Traps (A); Eight points in: Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Survival (Native Environment) (A), Tracking (A), Theology (My God) (H), Weather Sense (A), Writing (A).

Thief

Description: Thieves are vital to all functions of the party inside of a dungeon, including survival.
Attributes
: DX+1 [20].

Advantages: Forty points in: Increased Dexterity (up to 2) [20/lvl], Flexibility [5], Perfect Balance [5], Ambidexterity [5], High Manual Dexterity (up to 3) [5/lvl], Combat Reflexes [15], Silence (up to 2) [5/lvl], Talent (Craftiness) (Up to 3) [5/lvl], Luck [15], Enhanced Dodge 1 [15], Talent (Talker) (up to 3) [5/lvl], Talent (Street Smart) (up to 3) [5/lvl].

Disadvantages: Minus thirty in: Greed* [-15], Curious* [-5], Bad Temper* [-10], Compulsive Carousing* [-5], Compulsive Gambling* [-5], Compulsive Lying* [-15], Compulsive Spending* [-5], Cowardice* [-10], Lecherousness* [-15], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Social Stigma (Criminal Record) [-5]. 

Skills: Acrobatics (H) [2]; Climbing (A) [1]; Forced Entry (E) [4]; Lockpicking (A) [4]; Merchant (A) [2]; Scrounging (A) [2]; Short Blade (A) [8]; Stealth (E) [2]; Traps (A) [2]; One of: Fast-Draw (Short Blade) (E) [1], Fast-Draw (Potion) (E) [1]; Six points in: Armory (Body Armor) (A), Armory (Melee Weapons) (A), Connoisseur (Weapons) (A), Fast-Draw (Any) (A), Leadership (A), Strategy (H), Tactics (H), Straight Thrown Weapon (A), Rotational Thrown Weapon (A); Six points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), Filch (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Smuggling (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (My God) (H), Weather Sense (A).

Barbarian

Description: Barbarians are giant, savage warriors that live on the fringes of society.
Attributes
: ST+3 [27]¹, SM+1.

Advantages: High Pain Threshold [10], Barbarian Might 2 [14]; Fifteen points in: Increased Strength 1 [9], Striking Strength (up to 3) [5/lvl], Lifting ST (up to 5) [3/lvl]†, Fit [5], Very Fit [15], Hard to Kill (up to 3) [2/lvl], Hard to Subdue (up to 3) [2/lvl], Rapid Healing [5], Increased Perception (up to 2) [5/lvl], Increased HT 1 [10].
Disadvantages: Battle Rage* [-15]; Minus fifteen in: Social Stigma (Savage) [-10], Low TL (up to 3) [-5/lvl], Odious Personal Habit (Poor Manners) [-5], Odious Personal Habit (Eats Humanoids) [-10], Struggling [-10], Impulsiveness [-10], Sense of Duty (Adventuring Companions) [-5], Sense of Duty (Tribe) [-5], Illiterate** [-5].

Skills: Twenty points in: Axe/Mace (A), Polearm (A), Long Blade (A), Fast-Draw (any) (E); Eight points in: Tracking (A), Navigation (Land or Sea) (A), Survival (Native Environment) (A), Camouflage (E), Straight Thrown Weapon (A), Rotational Thrown Weapon (A), Intimidation (A), Traps (A); Six points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Fast-Talk (A), First-Aid (E), Forced Entry (E), Gesture (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (My God) (H), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (My God) (H), Weather Sense (A).

**: Can only read Broken in one of your two starting languages. Other language is set to Illiterate.
†: Adjust cost by -10%, rounding up, for +1 SM.
¹: Barbarians have +25% increased racial max ST and 
may buy HP to 150% of ST instead of 130%.

New Traits

Turn Undead

Cost: [4] per level
Prerequisites: Must be a cleric

    You have the ability to terrify - or even destroy - undead of all kinds. If you wish to use this ability in combat, then you must choose the Concentrate maneuver each turn, and can do nothing else. At the end of your turn, consult the Turn Undead Table below for each undead enemy within range (a number of yards equal to your Perception score plus your Holiness level) and make a roll against the skill level specified in the table. A skill level of "T" indicates that success is automatic. On a success, the undead is "turned", and must flee from you as if it suffered from Dread (B132). If it cannot leave without coming closer, it must make a Will roll. On a success, it may run past you to escape, pushing you aside if necessary (but using only the minimum force required to escape). 

On a failure, the undead is cowed. It must cower, helplessly, and cannot move, defend itself, or take any other action. This effect continues as long as you repeat the Concentrate maneuver on subsequent turns, and lasts for 1d + Holiness seconds after you stop concentrating. On a critical success, or on a skill level of "D", the undead must succeed a HT-5 roll against Death. Once an undead has been targeted by this ability, is cannot be subjected to Turn Undead again unless an additional level of this advantage is purchased.

 


Talent (Master Fighter)

Cost: [5] per level
Prerequisites: Must be a fighter
Skills: All Melee Skills
Bonus: Increase the skill cap of Move and Attack by +1 per two levels in this talent (also expressed as +0.5 per level; minimum bonus is +1).

Barbarian Might

Cost: [7] per level
Prerequisites: Must be a barbarian
While Berserk, increase ST by the level of this advantage. This increases HP; when the rage fades, the damage you took stays, like if Might was cast on you. You can buy Barbarian Might up to level 5.

Talent (Thievery)

Cost: [5] per level
Prerequisites: Must be a thief

Skills: Stealth, Lockpicking, Traps, Forced Entry, Merchant, Scrounging

Bonus: +1 per level in this trait to resist the effects of traps you set off from a failed attempt to disarm a trap.

Hireling Magnet

Cost: [2]/level
Prerequisites: Must be a bard

You manage to attract hirelings like flies to a magnet. Per level of this trait, add +1 to rolls involving finding hirelings; you may also add +1 to rolls involving finding skill trainers. 

Spell Inventor

Cost: [15]
Prerequisites: Must be a magic-user

You can invent new spells rapidly! When this character invents new spells, treat this character like they are a Gadgeteer.

Elven Cunning

Cost: [15]*
Prerequisites: Must be an elf (high or low)

Using your superior elven vision and cunning, you can detect secret doors with a range equal to your Perception (Vision) on a 1-in-6 roll automatically. This does not work for secret treasure, traps, or otherwise secret items. This only works for doors deliberately hidden, not lost doors. You may only attempt to detect each secret door/passage once.

 *: GM's Notes: Arguments could and have been made for this to cost [10], to match Detect (Secret Doors; Precise)'s cost of [10], but the increased cost here and mechanical system does the benefit of: ignoring the SSRT, knowing the exact distance (you can *see* the aura and such), and being automatically rolled when you pass one. This is something that is still being worked on, like most of what I do, so take it with a grain of salt.

Talent (Dwarven Nature)

Cost: [5]/level
Prerequisites: Must be a dwarf

Skills: Axe/Mace, Polearm, Forced Entry, Prospecting, Rotational Thrown Weapon

Bonus: +1 per level to avoid falling rocks, cave-ins, burial alive, or otherwise occupational hazards of a dwarf.

Talent (Barbarism)

Cost: [5]/level
Prerequisites: Must be a barbarian or wildman

Skills: Axe/Mace, Polearm, Intimidation, Hiking, Navigation (Land), Tracking

Bonus: +1 reaction bonus per level to barbarians, savages, outlanders, wildmen, or otherwise outcasts.

Talent (Halfling Nature)

Cost: [5]/level
Prerequisites: Must be a barbarian or wildman

Skills: Axe/Mace, Polearm, Intimidation, Hiking, Navigation (Land), Tracking

Bonus: +1 reaction bonus per level to barbarians, savages, outlanders, wildmen, or otherwise outcasts.

Lay on Hands

Cost: [8]/level
Prerequisites: Must be a holy-warrior

With Lay on Hands, you may heal up to the trait’s Level×4 HP per day, costing 1 FP per 2 HP. No roll is required; however, you may only heal beings that your god allows you to! 

Every One’s a Critical

Cost: [15]
Prerequisites: Must be a thief

As on Adventurers, page 37, however, critical hits always deal triple damage!

Experimenter

Cost: [3]
Prerequisites: none

You have +5 to rolls concerning figuring out how magic items work; this does not give a bonus to resist the effects of any mishaps that may occur when you use those magic items, though.

Holy Touch

Cost: [15]
Prerequisites: Must be a cleric or holy-warrior

When you are wielding any weapon, treat it like it is a magical weapon with Affect Insubstantial for the purposes of attacking evil or undead foes.

Spare the Dying

Cost: [15]
Prerequisites: Must be a cleric or holy-warrior

You may touch a Mortally Wounded being and roll against IQ; on a success, they are stabilized. Every additional attempt at stabilization on the same target incurs a -4 penalty, which goes away after they reach their maximum HP again. Stabilization is instant, but costs 1 FP. You may only spare beings that your god allows you to!

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