ALCHEMIST
Alchemists are practitioners of the physical and metaphysical doctrines of the science known as Alchemy. Though alchemists are not spell casters, they are able to utilize scientific principles (and the metaphysical ability known as Projection of Will) to create substances which have magical properties.
All first level alchemists are considered to have spent a minimum of seven years apprenticing under a qualified master. During this time, the aspiring alchemist will have learned the basic skills involved in the preparation of ingredients, standard laboratory procedures, and such varied fields of study as Metallurgy, Horticulture, and Naturalism. Long hours will be spent studying the properties of herbs, metals, and gemstones, the classification of animal ingredients, and the deciphering of magical and alchemical scripts. When the aspiring alchemist can demonstrate the ability to utilize the properties of Rare Earths (by Projection of Will; see below), the apprenticeship is over, and the former student will be prepared to pursue a career in the field of Alchemy.
All first level alchemists possess the ability to locate and utilize the wondrous substances known as Rare Earths. Rare Earths are easily the most important of all the alchemical ingredients, as they are the substances upon which the alchemist "focuses" his or her Will when performing an experiment, and are the catalysts that allow the alchemist to unleash the innate powers of other ingredients.
Rare Earths consist of such elemental substances as antimony, cinnabar, pitchblende and various salts and metal oxides, and in fact contain trace amounts of all the elements.
Rare Earths can be found in small quantities in all types of soil and sand. While they are indistinguishable from fine sand to non-alchemists, an experienced alchemist will easily be able to isolate 1-4 (1d4) drams of Rare Earths merely by sifting through ordinary soil for one hour. Once isolated, Rare Earths may be employed in a variety of operations through the alchemical ability called Projection of Will. It is by the use of Projection of Will along with various alchemical processes that alchemists are able to create magical substances without the use of magical spells or rituals.
Note: Utilizing the powers of Rare Earths via Projection of Will is mentally exhausting. For this reason, alchemists can use this ability only once per day (plus an additional 1x per day per every 3 levels of ability gained).
For more information related to Alchemy, see the appendix at the rear of the book.
- Minimum Attributes: INT: 12 WILL: 12
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: Locate/Utilize Rare Earths
- Single-classed
SKILLS
Level 1
- Any single weapon
- Herb Lore
- Healing Arts
- Read Magic (55%)
- Naturalism
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
- Advanced Alchemical Equipment
Level 9
- Advanced Alchemical Substances
Level 10
Level 11
Level 12
ASSASSIN
Assassins are dual-classed martial artists/spies who specialize in various covert activities and the killing of individuals for pay. Most assassins are members of a secret society or cult (such as the Japanese Ninja), each group having its own “territory” or sphere of influence. Certain lawful evil religious sects are known to employ assassins for their own dark purposes, and mercenary assassins are sometimes found for hire in large cities and trading ports.
Fees for assassinations vary widely but are normally at least 2x the rates which bounty hunters can command, reflecting the highly dangerous nature of this profession. Because assassins are both feared and hated by most other individuals, they must adopt the most secretive of ways simply to ensure their own survival. Reprisals from the families, friends, and associates of their victims are quite common, and rival cults of assassins occasionally engage in deadly struggles over territorial disputes.
Assassins possess the special ability (known as Assassinate) to deliver a fatal blow, thrust or strike with a single attack. The dagger or garrote is most often used for this purpose, as these weapons are easy to conceal and can be used quickly. The Assassinate ability cannot be used in combat unless the intended victim can be attacked from behind or surprised. Chance of success for any attempted assassination is 35% + 5% per level of ability (95% maximum).
Note: A standard attack roll is necessary for any attempted assassination unless the intended victim is unconscious, incapacitated, or asleep. If the assassin scores a hit, the Assassin/ate % is then rolled; if this roll is successful, the attack is fatal. If not, the victim merely takes normal damage from the weapon being employed.
All assassins also possess the following special abilities:
- +1 Saves vs Speed
- +1 Saves vs Perception: This ability improves by +1 per every 4 levels of ability gained
At the Game Judge’s option, neutrally aligned groups or cults of assassins may be allowed in the campaign. Members of such groups will have the same abilities as their evil counterparts, but will not work for pay. Instead, neutral assassins will volunteer their services to such causes as they deem worthwhile, and may even work against evil assassin cults and groups.
- Minimum Attributes: SPD: 12 INT: 12 DEX: 14 PER: 10
- Alignment: Any Evil Alignment (or neutral, if allowed)
- Combat Capabilities: Highly Trained
- Special Abilities: See text
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Catwalk
- Stealth
- Evade Pursuit
- Martial Arts I
Level 2
- 1 to Hit
- Infiltrate
- Tailiing
Level 4
Toxic Powders
Level 6
- 1 to Hit
- Martial Arts II
- 2 Attacks per Round
Level 8
Venoms and Poisons
- Level 10
- 1 to Hit
- 1 Additional Weapon
Level 12
- 1 to Hit
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
ASTROLOGER
Astrologers are practitioners of the magical field of study known as Astrology, and are skilled in the arts of divination and the interpretation of signs and events. Accomplished scribes and linguists, astrologers are often sought after for their advice and counsel, and are perhaps the most scholarly members of the spell casting professions.
All astrologers have a patron sun or sky Deity from whom they derive both inspiration and magical power. Like priests, astrologers must adhere to the alignment of their patron Deity or suffer the loss of their spell casting powers. Unlike priests, however, astrologers need not be directly associated with a church or religious group, and may forego a position as a religious functionary in favor of the independent pursuit of their studies. Astrologers may also revere other star or sky Deities, as long as such entities are associated with the astrologer's patron Deity.
Because they are also trained as scribes, astrologers are skilled in the making of scrolls and may learn any extra-curricular spell which utilizes inscriptions (such as the High Magic spells: Sigil and Talisman) at 1/2 the usual cost in X.P. If desired, an astrologer may construct an observatory at any suitably high altitude. While inside his or her own observatory, the astrologer will be able to cast one additional spell per day, and will receive the best results possible in his or her divinations (Game Judge's ruling in most cases).
It should be noted that at fifth level astrologers gain the ability to cast any known zodiacal or planetary spell by simply "inscribing" the appropriate zodiac or planet sign in the air (see Magical/Alchemical Scripts). Thus any such spell may be cast silently, without the need for verbal components.
- Minimum Attributes: INT: 12 WILL: 14 PER: 12
- Alignment: Any (as per patron Deity)
- Combat Capabilities: Untrained
- Special Abilities: None
- Single-Classed
SKILLS
Level 1
- Any Single Weapon
- Read Magic (100%)
- Linguistics
- Spell Casting
- Chirography
- Magical Mixtures
Level 3
Level 5
Level 7
Level 9
Level 11
Rods
Level 12
BEASTMASTER
Beastmasters are an unusual class of characters who possess the ability to communicate with, influence and control many types of animals. It is said that some beastmasters acquire their abilities by chance; lost or abandoned in the wilds, a child will occasionally be raised by animals, and thus learn their ways. Most, however, learn their skills from another beastmaster, for it is the way of these individuals never to reveal their secret lore except by passing it down from father to son, and mother to daughter.
Like most wild animals, beastmasters are usually neutral in alignment. Though often on good terms with hunters, shamans, druids and occasionally witches, beastmasters generally have little liking for men and women of civilized aspect. Individuals who hunt animals purely for sport are particularly despised by beastmasters, who will usually retaliate if animals who live in their own domains are killed for such purposes. While beastmasters have no qualms about traveling to civilized areas, most prefer to make their home in the wilds.
All beastmasters possess the following special abilities:
- Animal Languages: As per the druidic ability of the same name.
- Sign Language: Although beastmasters are (at least initially) 90% illiterate, they can communicate in Sign, the language of gestures understood by most uncivilized peoples, tribes and clans.
- Influence Animals: This is the ability to influence and/or control animals, described as follows:
- Call: This is similar to the Elemental Magic spell Call Animals, but is not as magical in nature. A beastmaster may call any single animal, not long as the creature is native to the area in question. One creature of the desired type (+1 additional creature per every 2 levels of ability gained) will respond to the call and arrive within 1-4 minutes. When the animal(s) arrives, the caller may attempt to converse with, Befriend, or Master the creature(s).
- Turn: This ability is similar to the priest's ability to turnundead, however only animals are affected by it. Animals that have been successfully turned will leave the beastmaster's presence at once and will not return for at least one hour. There is no practical limit to the number of animals that may be turned in this way, though range is limited to 20 ft.
- Befriend: This ability may be employed vs any animal that has been encountered or called by the beastmaster, as long as the character is capable of communicating with the creature in question. Any creature successfully befriended will offer its aid to the beastmaster for up to 24 hours.
- Master: This is the ability to gain permanently control over any one creature. Any animal that has been successfully mastered will willingly become the beastmaster's friend and ally, and will stay master until slain or released. Creatures released from "mastery" will always return to their home in the wild, but will thereafter react in a friendly manner if they ever again meet their former masters. A beastmaster may retain only one animal companion per every 3 levels of ability gained, and may only master animals that they can communicate with.
Note: If a beastmaster attempts to influence an animal and fails, the animal will react as though it were challenged or threatened with imprisonment; i.e. docile or timid animals will flee from the beastmaster, and aggressive animals will prepare to attack. Also note that a beastmaster may never attempt to influence the same animal more than once per day.
Chance of success for any attempted influence is determined by rolling a d20 on the BEASTMASTER'S INFLUENCE table located in the appendix at the end of this book.
- Minimum Attributes: STR: 12 WILL: 12 CHA: 15
- Alignment: Any Neutral Alignment
- Combat Capabilities: Highly Trained (as per animals and monsters)
- Special Abilities: Influence Animals, Animal Languages
- Single-Classed
SKILLS
Level 1
- Any 2 Weapons
- Wood Craft
- Set/Disarm/Detect Snares
- Read Tracks
- Stalking
- Evade Pursuit
Level 2
- 1 to Hit
- One Additional Weapon
Level 4
Level 6
- 1 to Hit
- 2 Attacks per Round
Level 8
Level 10
- 1 to Hit
- One Additional Weapon
Level 12
- 1 to Hit
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
BOUNTY HUNTER
Bounty hunters are dual-classed hunter/spies who track down, capture and/or kill individuals for pay. While the more notorious of these characters will often hire out as paid killers, most bounty hunters prefer the option of taking their prey alive due to the additional money which live prisoners usually command.
All bounty hunters possess the rogues' ability to render an opponent unconscious with a single blow (called Waylaying). A blunt or heavy weapon (such as a blackjack, club, mace, etc.) is required for this purpose. Note that this ability may not be used in combat unless the intended victim can be attacked from behind or surprised. Chance of success is 35%, + 5% per level of ability. Bounty hunters also possess the spy/assassin's special ability, Assassinate. Chance of success is 20%, + 5% per level of ability.
As their profession often requires taking actions that are outside the boundaries of the law, bounty hunters are usually of chaotic alignment. The majority of bounty hunters will take almost any job if the money is right, though some of these individuals prefer to pick and choose whom they will hunt. The standard minimum fees for acquiring a bounty hunter's services are as follows:
10 G.P. per day (+ 10 G.P. per level of the bounty hunter), payable upon completion of the job or delivery of the prisoner.
50 G.P. per level of the creature or individual being stalked. Half is payable in advance.
Triple all fees if the victim is a spy, assassin, or hunter of any type.
Quadruple all fees if the victim is a spell caster of any type. Some bounty hunters will only take this kind of work if they are desperate for money, and will otherwise recommend that a witch hunter be hired instead.
The cost of any special equipment needed for the job, and/or such money as the bounty hunter may have to expend on bribes, forged papers, etc.
Though many bounty hunters are loners, this need not be the case for all members of this class. If a bounty hunter desires, he or she will seldom have any trouble locating partners to assist in this profitable line of work. As bounty hunters are often hired to carry out the same type of missions that other characters take on as a matter of course (such as hunting down a menacing monster or individual, capturing an especially elusive ne'er do.) Many have no qualms about working with a group of adventurers for a share of the profits.
- Minimum Attributes: STR: 14 INT: 10 DEX: 12 CON: 12 PER: 12
- Alignment: Any (most are chaotic)
- Combat Capabilities: Highly Trained
- Special Abilities: Waylay Assassinate
- Dual-Classed
SKILLS
Level 1
- Any 3 Weapons
- Stealth
- Hide
- Set/Disarm/Detect Traps
- Read Tracks
- Tracking
- Tailiing
- Stalking
Level 2
- 1 to Hit
- Set/Disarm/Detect Snares
- Interrogate
Level 4
- 1 to Hit
- Decipher
- Infiltrate
Level 6
- 1 to Hit
- 2 Attacks per Round
Level 8
Level 10
- 1 to Hit
- One Additional Weapon
Level 12
- 1 to Hit
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
Charlatans are rogue magicians who possess little in the way of true magical ability. Generally speaking, most charlatans have more than enough intelligence for magical study, but lack the dedication (or Will) to excel in any one magical field. As a result, these individuals never advance beyond the first level of ability in any single field of magical study, and tend instead to become dabblers in several different magical fields. In this respect only, charlatans may acquire abilities and skills that are beyond the scope of other spell casters; freed from having to concentrate on any one field of study, charlatans can develop a number of different talents.
All first level charlatans begin with the same abilities as a first level magician. Thereafter, a charlatan may become proficient in any 1 additional thieving or performing skill per level of ability gained. Optionally, a charlatan may forego the learning of any two such skills in favor of gaining first level skill in any magical field of study (except Divine Magic). In lieu of any single performing or thieving skill, a charlatan may also opt to acquire proficiency in any new weapon, or may acquire a + 1 to hit with any known weapon (see Skills: Weapon Training).
A charlatan's magical skills are different from those possessed by other spell casters. Although they gain the ability to cast 1 additional spell per level as other spell casters do, charlatans are incapable of casting any spell at greater than first level ability unless employing a scroll or magic item.
Because of their unusual talents, many charlatans find employment in traveling sideshows, where they may easily pick up new performing skills. Others work as mountebanks and con-men, sometimes taking on rogues or highwaymen as partners.
- Minimum Attributes: INT: 14 WILL: 10 DEX: 12
- Alignment: Any
- Combat Capabilities: Skilled
- Special Abilities: See Text
- Single Classed
SKILLS
Level 1
- Any Single Weapon
- Spell Casting
- Thieves' Cant
- Read Magic 55%
Level 3
Level 5
Level 6
Level 7
Level 9
- + 1 to Hit
- Add Any Thieving Skill
Level 10
Level 11
Level 12
Level 15,18,21, etc.
- + 1 to Hit
- Minor Magic Items
Corsairs are dual-classed warrior/rogues who ply their trade upon the oceans and waterways of the world. As the buccaneers of the Atlantean Age, they are the scourge of merchants and sea traders alike, and their vessels have even been known to raid small coastal villages and towns on occasion.
Though lacking in the finer points of combat, the corsairs’ relentless and unorthodox style of swordplay generally makes them the equal of most highly trained fighters. Because they are almost always on the water, however, corsairs tend to avoid using metal armor or shields, and have little expertise in riding or mounted combat (player/corsairs can, of course, learn such skills if they so desire).
All corsairs are skilled in the use of the grapnel of grappling hook, commonly used in the boarding of ships and for scaling walls of all sorts. As accomplished seamen, these individuals are also proficient in climbing rigging, tying and untying a variety of knots, and any action involving the use of ropes (the Game Judge should award substantial bonuses for player/corsairs with regard to such skills). Corsairs also possess the rogue’s special abilities, Waylay and Backstab.
Game Judge’s Note: Corsairs need not be restricted to adventuring solely on the high seas. River piracy, island exploration and searches for buried treasure are just a few of the options available to both player and non-player characters. Corsairs may also be employed as smugglers, fences for stolen treasure, kidnappers, or as crewmen, navigators or pilots on any ocean or river-going vessel.
Like rogues, corsairs are usually neutral or evil in alignment. Most pirate crews will mainly consist of outcasts such as low level corsairs, rogues, warriors, escaped slaves and disgruntled sailors. A fair percentage of any corsair crew will usually be composed of individuals taken as captives from plundered ships or, she shanghaied from coastal villages and port cities. In the latter case, the ship’s captain will send a “press gang” (6-12 of the burliest crew members, armed with clubs) out to prowl the portside bars and taverns, looking for a few drunk but hardy men to shanghai (waylay and kidnap). By the time the luckless drunkards awaken, the corsair ship will have set sail, and they will be off to the start of a new career as pirates.
- Minimum Attributes: STR: 10 DEX: 12 INT: 10
- Alignment: Any Neutral or Evil Alignment
- Combat Capabilities: Highly Trained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Basic Seamanship
- Street Fighting
- Swimming
- Thieves' Cant
- Appraise Treasure
- Swimming
Level 2
- +1 to Hit
- One Additional Weapon
Level 4
- +1 to Hit
- Add any Thieving or Combat Skill
Level 6
- +1 to Hit
- One Additional Weapon
Level 7
- +1 to Hit
- 2 Attacks per Round
Level 8
Level 10
- +1 to Hit
- Add any Thieving Skill
Level 12
Level 13
Level 14, 16, 18, 20, etc.
Druids are practitioners of Elemental Magic, and have a great reverence for all living things. Most worship the old gods (or the powerful spirit beings known as the True Elementals), and are generally contemptuous of the workings of "civilized" men. For this reason, druids will only live in wilderness areas, solemnly tending their sacred groves and erecting great stone monuments and temples to their ancient gods. In some places, druids may also serve as priests and advisors to a powerful tribe or clan of barbarians, offering guidance and protection to their followers. Though the vast majority of druids are neutral in alignment, it is said that lawful evil cults of druids exist in certain regions. These black druids (as they are sometimes called) are greatly feared, and are rumored to engage in the most grisly practices, including human sacrifices and a variety of dark and sinister rituals. All druids possess the following special abilities:
- 1 Shape Change: Animal: This ability allows druids to change into any animal (not monster) form up to 3 times per day. The size of the form chosen cannot exceed 2 ft. (in length or height) per level of the druid, nor is it possible to adopt any animal form smaller than a sparrow, mouse, etc.
- 2 Animal Languages: This is the ability to converse with a number of different types of animals. There are 8 primary animal languages, as follows:
Simian: The language of apes, and ape-like creatures.
Feline: The language of all species of cats.
Canine: The language of dogs, wolves, hyenas, coyotes, etc.
Equine: The language of horses, burden beasts and herd animals.
Avian: The language of birds.
Piscine: The language of all fish and aquatic animals.
Saurian: The language of all reptiles and amphibians.
Ancient: According to legend, the Ancient tongue was the first known language. It is usually only spoken by dragons and other mythical beasts. It is not possible to learn this language until all the other primary languages have been learned.
- Druids may initially choose to be fluent in any 2 of the 8 animal languages, and may learn one additional language per every 2 levels of ability gained. Note that knowledge of any animal language bestows a bonus of +2 saves vs Charisma when dealing with creatures of the appropriate type.
- 3 Sylvan Languages: All druids can communicate in Sylvan, the language spoken by the sidhe (faery folk) and all woodland beings (such as centaurs, satyrs, etc.)
- 4 Pass Without Trace: This is the ability to pass through any type of terrain without leaving discernable tracks or traces of any kind. Unless someone observing the druid passes such tracking skills have a 50% chance (per level of ability) of noticing that someone or something passed through the area in question, but even they will be unable to locate visible tracks or markings.
- Minimum Attributes: INT: 12 WILL: 14 CHA: 14
- Alignment: Any Neutral Alignment
- Combat Capabilities: Untrained
- Special Abilities: Shape Change: Animal (3x per day)
- Animal Languages
- Pass Without Trace
- Single-Classed
SKILLS
Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
- Herb Lore
- Wood Craft
Level 3
Level 5
Level 7
Level 9
- Rods, Staves and Wands
- Scrolls
Level 12
Enchantresses (and their male counterparts, enchanters) are dual-classed magician/harlequins, and among the most unusual of the many classes of spell casters. A number of unique studies these individuals are able to acquire through their aesthetic talents and skills, including the following special abilities:
- Art: All enchantresses and enchanters begin at first level as "promising" artists, and add a cumulative +5% per level of ability for each succeeding Art die roll (See Art; Arts and Sciences skills for an explanation of art-talent ratings). Those achieving "Master" status will possess consummate skill in Sculpting; if employed to assist an enchantment in the making of any living statue or golem a "Master" enchantress or enchanter increases the chance of success by +40% (as opposed to +25% for any other sculptor). Furthermore, individuals of this calibre can, upon attaining the seventh level of ability, create the wonderous devices known as Orbs of Enchantment. Fashioned of colored glass, an Orb of Enchantment may be used to contain any single spell of Enchantment; breaking the Orb causes the stored spell to be unleashed. Each Orb takes a full day to create, and costs 100 g.p. worth of materials per level of the spell imbued within it. Glass-working tools are required, along with a furnace or other suitable source of heat. Note that the diameter of an Orb of Enchantment will measure one inch per level of the spell which it contains.
- Music: All enchantresses and enchanters begin at first level as "Promising" musicians, and progress as per the Art special ability. Those achieving "Master" status will be able to use their playing and/or singing talents to cause effects identical to the third level spell of Mysticism, "Emotional Influence", to counter and negate the effects of magical/mind-induced fear, panic or, antipathy, apathy, sympathy, hallucination, or delusion. Chance of success is 95%.
Enchantresses and enchanters may find work as traveling minstrels, bards, story-tellers, performers, and so forth. Amongst certain high elven, wood elven, zephyr and gypsy clans, members of this profession are said to be fairly common. Throughout most of the Atlantean world, however, they are quite rare.
- Minimum Attributes: INT: 12 PER: 12 CHA: 14 DEX: 14
- Alignment: Any
- Combat Capabilities: Skilled
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
Level 3
- + 1 to Hit
- Magical Mixtures
- Oratory
- Legerdemain
- Acting
Level 5
Level 6
Level 8
Level 9
Level 10
- 2 Attacks per Round
- Minor Magic Items
Level 12
- + 1 to Hit
- Rods, Staves and Wands
Level 15,18,21,etc.
Gladiators are professional fighters trained in a variety of weapon and weaponless combat techniques. As they are trained primarily in the art of close-quarters combat, gladiators are initially restricted from gaining proficiency in any missile weapon except the throwing net (gladiators may learn how to use other missile weapons after attaining the second level of ability). Gladiators also may not wear any type of armor that is heavier or more restricting than studded leather while wrestling or boxing without incurring the standard non-proficiency penalty for all attacks and maneuvers.
Most gladiators come from the lower ranks of society, many having formerly been either slaves, prisoners of war, or convicted felons. Though some individuals become gladiators by choice, the majority of these fighters are sold into the arena simply because they are considered expendable. Those who live long enough to attain first level status may be rewarded with their freedom, or they may not.* Successful gladiators are often able to buy their freedom, though some elect to continue fighting in order to gain greater wealth or prestige.
Gladiators may be of any alignment, and may seek other means of earning a living once outside the arena. Not surprisingly, gladiators who have been forced to fight in the arena often return to their former professions, becoming mercenary soldiers, thieves, or (ironically) slavers. Those skilled in Animal Training may work as animal handlers for an arena, traveling circus, etc.
*Player/gladiators should discuss their character with their Game Judge prior to the start of play, and choose their character’s background (or current status) according to their own preference.
- Minimum Attributes: STR: 14 DEX:12 SPD: 10
- Alignment: Any
- Combat Capabilities: Highly Trained
- Special Abilities: None
- Single-Classed
SKILLS
Level 1
- Any 3 Weapons
- Wrestling
- Boxing
Level 2
- + 1 to Hit
- Add One Combat Skill or
- Animal Training
Level 4
- + 1 to Hit
- One Additional Weapon
Level 6
- + 1 to Hit
- 2 Attacks per Round
Level 8
- + 1 to Hit
- One Additional Weapon
Level 10
- + 1 to Hit
- Add One Combat Skill
Level 12
- + 1 to Hit
- 3 Attacks per Round
- One Additional Weapon
Level 14, 16, 18, 20, etc.
Harlequins are actors, and performers of exceptional versatility. They are most often found working with repertory groups or with traveling stage troupes, circuses, etc. Those who prefer to work alone will often seek employment as story tellers, minstrels, or jugglers, performing in market places and other areas where crowds of people are likely to gather. Less talented members of this profession will even work as jesters or court fools, but only if they are in desperate need of money (Harlequins generally think themselves superior to such clownish performers).
In addition to their acting talents, harlequins possess a number of different abilities, including Juggling, Acrobatics, and Legerdemain. The coordination which harlequins develop as a result of their acrobatic training also allows them to become quite adept at almost any dexterity-related skill, especially those talents most closely associated with rogues. Because harlequins are familiar with acting, costuming and make-up, they are also able to impersonate various types of characters with a great degree of skill. Harlequins will often go to great lengths to obtain costumes and props which may be used for such purposes.
When working for a repertory group or stage troupe, a harlequin can usually command 1-10 G.P. per level of ability for a single performance. Harlequins of great renown can often command up to 10 times the usual fee or more, depending on the size and reputation of the repertory group they are performing with.
- Minimum Attributes: INT: 12 CHA:14 DEX: 14 PER: 12
- Alignment: Any
- Combat Capabilities: Skilled
- Special Abilities: None
- Single-Classed
SKILLS
Level 1
- Any 2 weapons
- Acting
- Music
- Acrobatics I
- Oratory
- Juggling
- Legerdemain
Level 3
Level 6
Level 9
- +1 to Hit
- 2 attacks per round
Level 12
- +1 to Hit
- Add Any Performing Skill
Level 15, 18, 21, etc.
Hunters are highly trained fighters, skilled in the arts of tracking, woodlore and wilderness survival. Though found in both civilized and uncivilized areas, the best hunters are often those who hail from barbarian, nomadic, or tribal clans (see Character Backgrounds).
All hunters possess the skill known as Scouting, which enables them to move undetected or elude pursuit (on horseback or on foot) when traveling through wilderness regions of any sort. Hunters may use this ability to detect the presence of others with Scouting skills (chance of success in either case is 90% + 1% per level; 99% maximum). Individuals with this skill also add +50% to all maximum movement totals for rough or wilderness terrain.
Hunters generally will not wear metal armor of any sort, the lighter types of leather armor, furs and hides being preferable for purposes of speed and stealth. For the same reasons, these individuals generally prefer to carry only such equipment as they deem absolutely essential to their needs.
With their riding, woodlore and combat skills, hunters may seek work in a variety of vocations. Those not already associated with a tribal group or clan may hire out as mercenary scouts, using their specialized talents to locate and observe the movements of enemy troops in wilderness areas. As most hunters are accustomed to long periods of hard riding, some find work as couriers, carrying messages over great distances on horseback. Still others work as guides, or as trappers, selling pelts and skins to traders from more civilized areas.
- Minimum Attributes: DEX: 12 INT: 10 STR: 12 CON: 12
- PER: 14
- Alignment: Any
- Combat Capabilities: Highly Trained
- Special Abilities: +1 saves vs PER (per every 3 levels of ability gained)
- Single-Classed
SKILLS
Level 1
- Any 1 Weapon (plus the short bow)
- Read Tracks
- Tracking
- Set/Disarm/Detect Snares
- Woodcraft
- Stalking
- Hunting
- Archery I & II
Level 2
- +1 to Hit
- Camouflage/Ambush
Level 4
Level 6
- +1 to Hit
- 2 Attacks per Round
Level 8
Level 10
- +1 to Hit
- Herbal Remedies
Level 12
- +1 to Hit
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
Mages are dual-classed spell casters whose primary field of study is astrology, and whose secondary field may be either Divine Magic, High Magic, or Enchantment. All possess the same basic skills, but differ substantially in motivation, alignment and special abilities, as follows:
Mages whose secondary field is Divine Magic are known as magi (singular: magus). Like priests, magi are able to turn undead, and possess the ability to convert others to their faith (see Priests). Magi often serve in the capacity of astrologer-priests. Those of sufficient wealth and/or influence may construct temples to their patron sun or sky Deity. All magi must be of Good alignment.
Mages whose secondary field of study is High Magic are known as cabalists. Their devotion to a patron Deity gives cabalists an advantage when employing spells of Evocation; by invoking the name of their patron, cabalists are able to force summoned demons or devils to save vs WILL (at a penalty of -2) or do their bidding. This ability may only be used once per any attempt at sealing a pact with such creatures. Like magi, all cabalists must be of Good alignment.
Those Mages whose secondary field of magic is enchantment are known as archimages. Though they possess no special abilities, archimages may be of any alignment, and need not serve a patron Deity.
Regardless of their choice of secondary fields, all mages who have attained the fifth level of ability are capable of casting any known symbol spell (planetary or otherwise) without the need of any verbal component. Those who choose to do so may construct an observatory or temple-observatory in any suitable location. While within the confines of this structure, the mage will be able to cast one additional spell per day, and will always receive the most favorable results on all divinations (Game Judge's ruling in most cases).
- Minimum Attributes: INT: 12 WILL: 12 PER: 12
- Alignment: See Text
- Combat Capabilities: Untrained
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Read Magic (100%)
- Any Single Weapon
- Spell Casting Chirography
- Magical Materials
Level 3
Level 5
Level 7
Level 9
Level 11
Level 13
Magicians are practitioners of Enchantment, a field of magical study most closely associated with illusion and conjuration. As magicians are single-classed characters, their choice of spells is initially quite limited, especially when compared to dual-classed spell casters such as wizards, sorcerers, and witches. There are advantages, however, to the magician's single-classed status; with only one field of study to major in, magicians are able to progress upwards in level of ability at a much more rapid rate than their dual-classed rivals. As specialists in the field of enchantment, magicians are also the only individuals capable of learning the most powerful spells of illusion and conjuration.
Magicians may be of any alignment, and may earn their living by any number of means. Like charlatans, novice magicians may seek work in traveling shows, though few will pursue such a career for any great length of time. Because they are skilled in the mixing of powders and other magical substances, magicians will occasionally work with alchemists, either as assistants or as full partners. High level magicians sometimes even open their own shops, selling magical and alchemical wares of all sorts.
All magicians have the following special abilities in common:
1 Detect Illusion: Though magicians may use magic to detect illusory objects and creatures, they are often able to make such determinations through observation alone. Chance of success is 35% + 5% per level of ability.*
2 Detect Conjuration: Magicians are often able to differentiate between real creatures or beings and those created through conjuration. Chance of success is as per the Detect Illusion ability.*
*Perception % bonuses apply to both of these abilities.
- Minimum Attributes: INT: 12 WILL: 12 PER: 12
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: See Text
- Single-Classed
SKILLS
Level 1 Any Single Weapon
Read Magic (100%)
Spell Casting
Magical Mixtures
Level 3 Toxic Powders
Level 5 Philtres
Level 7 Potions
Level 9 Minor Magic Items
Scrolls
Level 11 Rods, Staves, and Wands
Level 12 Greater Magic Items
Level 13 Magical Weapons and Armor
Martial artists are practitioners of the ancient arts of weaponless combat and self-defense. They may be of any alignment, though the majority of these individuals tend to be neutral in nature.
All martial artists acquire their abilities by studying under a skilled master, who will either have been a monk or a high level martial artist. An initiate’s training is both long and rigorous, often taking seven or more years to complete. In order to develop speed, reflexes and acrobatic ability, the young trainee is made to practice a number of difficult techniques and maneuvers; the hands and feet are toughened gradually, balance and stability are developed, and the initiate learns to move with both swiftness and power. Once these studies have been mastered, the initiate will be acknowledged as a first level martial artist.
Although other individuals may acquire martial arts skills, only an accomplished (fully-trained) martial artist can develop the following special abilities:
+1 saves vs Speed: This ability improves by an additional +1 per every three levels of ability gained.
+1 saves vs Perception
+1 saves vs Will
Paired Weapons: Martial artists of 8th level and above may choose to become proficient in paired weapons (such as nunchakus, butterfly knives, etc.). Such weapons effectively double the number of attacks which a martial artist can execute per round (as per the Hand Strike technique).
- Minimum Attributes: INT: 10 WILL: 12 STR: 10 DEX: 14
- SPD: 12
- Alignment: Any
- Combat Capabilities: Highly Trained
- Special Abilities: See Text
- Single-Classed
SKILLS
Level 1
- Any 2 Weapons
- Martial Arts I
- Acrobatics I
- Stealth
- Scaling walls
Level 2
- +1 to Hit
- One Additional Weapon
Level 4
- +1 to Hit
- Martial Arts II
Level 6
- +1 to Hit
- 2 Attacks per Round
Level 8
- +1 to Hit
- Paired Weapons Capability
Level 10
- +1 to Hit
- One Additional Weapon
Level 12
- +1 to Hit
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
Monks are dual-classed martial artist/mystics whose studies combine the arts of weaponless combat and the mental/magical disciplines of Mysticism. Like mystics, monks generally tend to have little interest in worldly affairs or the acquisition of large sums of money. Most are reclusive by nature, spending much of the earlier part of their careers in monasteries, studying under a high level mystic or monk.
There are many different orders of monks, ranging in alignment from lawful evil to lawful good. Each order has its own purpose, and occasionally even its own cult-like set of religious beliefs. Certain orders serve as the guardians of a temple or shrine, while others act as the disciples and protectors of a powerful mystic or priest.
In some lands, monasteries run by martial orders of monks serve as schools or training centers for the martial arts. Acceptance into such places is said to be a difficult task, often involving the undertaking of some rigorous test or ordeal. Most of these monasteries are located in mountainous regions or similarly isolated areas, far from the distractions of civilization. It is also known that certain monastic orders are devoted exclusively to the training of assassins, but the location of such monasteries is (understandably) always shrouded in secrecy.
Monks who have successfully mastered their studies are usually free to leave their former masters and do as they wish. Many travel to far off lands, either on pilgrimages to holy places, in search of further knowledge, or in pursuit of new adventures.
All monks have the following special abilities:
+1 saves vs Will and Speed
+1 saves vs Perception: This ability improves by +1 per every 3 levels of ability gained.
- Minimum Attributes: INT: 14 WILL: 15 STR: 10 DEX: 14 SPD:12
- Combat Capabilities: Highly Trained
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Spell Casting
- Acrobatics
- Read Magic (55%)
- Stealth
- Martial Arts I
Level 2
Level 4
- Martial Arts II
- One Additional Weapon
Level 6
Level 8
Level 10
- +1 to Hit
- 2 Attacks per Round
Level 12
Level 13
Level 14, 16, 18, 20, etc.
Mystics are practitioners of Mysticism, a magical doctrine of mental and physical disciplines which teaches mastery over the inner powers of mind and body. Like priests and monks, mystics have little interest in the material world, or such mundane things as wealth and possessions. Instead, mystics seek to expand the boundaries of their knowledge and understanding, and to attain the highest possible degree of consciousness.
It is for this reason that most mystics prefer to live in secluded regions, far from the distractions of the civilized world. Oftentimes, high level mystics will take residence upon a mountain top or in a desert, where they may live lives of quiet contemplation. Some mystics will build small shrines in out of the way places, and may even accept low level monks or other mystics as pupils. Others prefer to travel, gaining insight and knowledge from the world around them and such individuals and creatures as they may chance to encounter.
While mystics may be of any alignment, the majority of these spell casters tend to adopt a basically neutral outlook, especially as it pertains to other living things. Certain mystics of good or neutral alignment will even go so far as to foreswear the use of physical force against any living creature. These individuals will use no weapon save the staff, and will only use it to parry or protect themselves from physical harm. Mystics who take such an oath of non-violence receive a bonus of +10% on all X.P. (gained without resorting to physical violence vs living creatures this structure in no way prohibits the use of spells or the employment of physical force by "non-living" creatures, such as undead, demons, devils and spirit beings). It should be noted that mystics who take an oath of non-violence must remain true to their word. In life or death situations, these mystics may use force to attempt to stun or drive off an adversary, but not to cause serious harm or death. Breaking or violating an oath of non-violence will cause a mystic to lose his or her spell casting powers for anywhere from one week to a year (Game Judge's ruling).
While mystics may be of any alignment, the majority of these spell casters tend to adopt a basically neutral outlook, especially as it pertains to other living things. Certain mystics of good or neutral alignment will even go so far as to forswear the use of physical force against any living creature. These individuals will use no weapon save the staff, and will only use it to parry or protect themselves from physical harm. Mystics who take such an oath of non-violence receive a bonus of +10% on all X.P. (gained without resorting to physical violence vs living creatures (this structure in no way prohibits the use of spells or the employment of physical force vs "non-living" creatures, such as undead, demons, devils and spirit beings). It should be noted that mystics who take an oath of non-violence must remain true to their word. In life or death situations, such mystics may use force to attempt to stun or drive off an adversary, but not to cause serious harm or death. Breaking or violating an oath of non-violence will cause a mystic to lose his or her spell casting powers for anywhere from one week to a year (Game Judge's ruling).
Unlike priests, practitioners of mysticism do not derive their spell casting powers from a patron Deity or demi-god. Instead, mystics and monks are able to focus their inner powers of body and mind (called "ki") to create spell-like effects. Even so, all mystics have deep personal beliefs and must remain true to them. Failure to do so may cause the loss of the mystic's spell casting abilities (duration is up to the Game Judge to decide, based on the seriousness of the transgression).
Regardless of their chosen alignment, all mystics are able to Turn Undead as per a priest of similar level (see TURNING UNDEAD table in the appendix located at the rear of the book). Mystics also gain a bonus of +1 (per every 3 levels of ability gained) vs both Will and Perception.
- Minimum Attributes: INT: 12 PER: 12 WILL: 15
- Combat Capabilities: Untrained
- Special Abilities: Turn Undead
- Single-Classed
SKILLS
Level 1
- Any Single Weapon Read Magic (100%)
- Spell Casting
Level 3
Level 5
Level 7
Level 9
Level 11
Necromancers are practitioners of Black Magic, and are among the most evil of spell casters. Most have a morbid fascination for death, and spend much of their time in graveyards, burial grounds and catacombs, seeking commune with creatures and beings from the lower planes. Though limited in the types of spells which they may initially learn, necromancers may gain great power, but only through the most dangerous and vile means.
Like priests of evil alignment, all necromancers derive their powers from some evil patron Deity or entity. Unlike priests, however, necromancers can only acquire such aid by making a series of pacts with either an arch demon or arch devil (the necromancer must choose between allegiance to demons or devils). Initial contact with the patron can be made through the use of the Summon Familiar spell, afterwhich the necromancer’s familiar may be used to contact the patron as follows:
Level 1: In return for a minor familiar of his or her choice, the necromancer need only acknowledge the patron as his or her benefactor, friend and ally. At any level, the necromancer may be taught a new spell in exchange for a promise to perform a single service at some future date.
Level 5: In return for the knowledge of any lesser demon's (or devil’s) true name, the necromancer must agree to serve the patron in word and deed for a period of not less than seven years. The patron must be contacted each time the necromancer wishes to acquire such knowledge.
Level 7: In return for the knowledge of any winged demon's (or devil’s) true name, the necromancer must agree to serve the patron in word and deed for all of his or her natural life (details as per Level 5).
Level 9: In return for the knowledge of any greater demon's (or devil’s) true name, the necromancer must recognize the patron as his or her master, both in life and in death (details as per Level 5).
Level 13: In return for a lesser demon (or devil) familiar, the necromancer must agree to perform any service required of him or her by the patron.
Note: Because it is the Game Judge who must play the part of the necromancer’s patron, any smart player can see that having a necromancer character is subject to a host of restrictions; by 13th level a necromancer is literally at the mercy of his or her patron (alias the Game Judge).
All necromancers possess the ability to turn or befriend undead creatures (chance of success is determined by rolling a d20 on the TURNING UNDEAD table located in the appendix), and to turn Spirit Beings. The knowledge of death and the lower planes which necromancers acquire also gives them the following abilities:
+1 saves (per level) vs death magic and the special attack forms (paralysis, ageing, etc.) of undead creatures.
+1 saves vs Charisma with respect to either demons or devils, depending on the nature of the necromancer’s patron.
Although necromancers cannot be brought back to life if slain, they will always return to "life" (on the thirteenth day after their death) as one of the following types of Undead creatures (roll d10):
- Skeleton
- Zombie
- Ghoul
- Barrow Wight
- Mummy
- Vampire (standard)
- Phantom
- Ghost
- Yatu (Lich)
Note: Necromancers who return as an undead creature will have the same abilities that they had in life, but will be unable to advance in X.P. or level until they seek out and slay the person (or persons) who killed them. The only way to stop a slain necromancer from returning in this fashion is to perform a successful exorcism upon his or her body immediately following the necromancer’s demise (one attempt only).
- Minimum Attributes: INT: 12
- Alignment: Lawful Evil or Chaotic (Evil)
- Combat Capabilities: Untrained
- Special Abilities: See Text
- Single-Classed
SKILLS
Level 1
- Any Single Weapon Spell Casting
- Read Magic (100%)
Level 2
Level 5
Level 7
Level 9
- Minor Magic Items
- Necromantic Rituals
Level 12
Level 13
- Greater Magic Items
- Advanced Necromantic Rituals
Paladins are dual-classed warrior/priests sworn to champion the cause of a patron Deity or demigod. In the Atlantean system, paladins are the only class of characters capable of casting spells while wearing armor. This ability is granted to to each paladin by his or her patron Deity in return for a solemn vow of loyalty and service in the patron's chosen cause.
Paladins are the only class of characters who may lose all their abilities (spell casting, combat pluses, and all skills except those acquired through the character's background), if they in any way fail short of their pledge to champion the cause of their patron deity. For this reason, a paladin may never, in word or deed, betray the basic principles of his or her faith. Neither may a paladin retreat from battle, or shirk any call to action put forth by his or her god. Such calls may be received through an omen, a vision, or through a representative (priest, monk, Avatar, etc.) of the paladin's patron Deity (Game Judge's option).
Even the slightest failure to observe these principles will cause the paladin's Deity to decrease his or her powers accordingly. Penalties may range from a temporary loss of +1 to hit (for a minor transgression), the temporary loss of one level (for a fairly serious offense), to the temporary loss of either spell casting or combat capabilities (for a very serious offense). Note that only total/betrayal of the cause will bring about the permanent loss of a paladin's powers; i.e. in all other instances a paladin may regain any temporarily-lost abilities by redress (avenging or making amends for the transgression) or by undertaking a quest or some other great challenge as a way to atone for the transgression.
All paladins are superior horsemen, and are skilled in the art of mounted combat. When engaged in battle, paladins are totally immune to magical and non-magical fear, and gain a bonus of +1 with respect to any combat related saves.
- Minimum Attributes: STR: 12 INT: 12 WILL: 14
- Alignment: Lawful Good or Lawful Evil
- Combat Capabilities: Highly Trained
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Any 3 Weapons
- Spell Casting
- Mounted Combat II
Level 2
Level 4
- +1 to Hit
- One Additional Weapon
Level 6
- +1 to Hit
- 2 Attacks per Round
Level 8
- +1 to Hit
- One Additional Weapon
Level 10 +1 to Hit
Level 12
+1 to Hit
One Additional Weapon
Level 13 3 Attacks per Round
Level 14, 16, 18, 20, etc.
+1 to Hit
Priests are practitioners of Divine Magic, and are completely devoted to their patron Deity and religious beliefs. Priests almost always consider their actions as inspired or directed in some way by their deity, and will constantly work to further the ideas and philosophy of their particular religion.
Occasionally, priests will join bodies of armed men and adventurers in order to bring the teachings of their patron Deity to outlying or uncivilized areas. Priests will also assist or lead campaigns directed at peoples or groups whose practices they consider contrary or harmful to their church or religion.
Priests and priestesses may be of any alignment, but must be of the same alignment as their patron Deity(whether good, neutral or evil). Because a priest's spell casting abilities emanate from his or her patron deity, these individuals must remain true to their alignment at all times. The undertaking of any action that is contrary to the priest's alignment will always result in the reduction of spell casting abilities; for minor transgressions, 1-4 of the priest's spells may function poorly, or not at all. Greater transgressions may cause the priest's patron Deity to take more serious action, or demand that the priest undertakes a quest as penance for his or her unfaithfulness(ness of Judge's ruling in most cases). All priests have the following special abilities:
Convert: This ability allows priests to attempt to convert other individuals to their own faith. In order to do so, the priest and the intended converts must be able to communicate with each other by some means, and the priest must approach the intended converts unarmed and in a non-threatening manner. Once this has been done, the priest must roll a save vs. Charisma to determine if he or she is well received by the individuals. This save is subject to the following modifiers:
Intended converts are hostile by nature (or due to circumstances), are of diametrically opposing alignment, or are fanatical practitioners of some other faith: -1 saves per level of the intended converts.
Intended converts are relatively peaceful by nature (or due to circumstances), are of similar alignment as the priest, or have no strong religious convictions of their own: +1 saves per level of the priest.
If the priest's save is successful, he or she will have gained the respectful attention of the intended converts. A second save vs. Charisma (no modifiers) can be rolled after an hour's time; if this save is successful the individuals will be converted to the priest's faith and will view the priest as a figure of authority. If not, the individuals will totally refuse to accept the tenets of the priest's religion, and will dismiss the priest as a false prophet, liar, fraud, etc. Note that a priest may attempt to use this ability only once (per level of ability) on any individual or group of individuals. Also note that unsuccessful attempts may cause the intended converts to become hostile towards the priest (Game Judge's ruling on the nature of the individuals in question). Note that extremely hostile beings (or individuals with will scores of 15+) will generally not be affected by this ability.
Turn Undead: This ability allows priests to force undead creatures of any sort to flee from their presence by a show of Will and spiritual power. To do this, the priest must be within 100 ft. of the creatures who are to be turned, and must boldly command them to depart (a holy symbol or other icon is usually brandished while the command is given). If the attempt is successful, the undead creatures will leave the priest's presence at once, and will be unable to approach within 100 ft. of the priest for one hour. Note that powerful undead creatures (or creatures bent on the priest's destruction) may follow at a distance until the effects of the turning wear off.
Chance of success for Turning Undead is determined by rolling a d20 on the TURNING UNDEAD table (located in the appendix at the end of this book).
- Minimum Attributes: INT: 12 WILL: 12
- Alignment: Any (as per patron Deity)
- Combat Capabilities: Untrained
- Special Abilities: Convert, Turn Undead
- Single-Classed
SKILLS
Level 1
- Any Single Weapon
- Spell Casting
- Read Magic (100%)
Level 3
Level 5
Level 7
Level 9
Level 12
Rogues are the subtlest of felons, and are adept in a variety of covert and illegal activities. As their minimum attribute requirements might suggest, these individuals are a cut above the more common variety of thieves and hoodlums in both ability and intelligence (attributes and % abilities may be 10-40% lower for common N.P.C. thieves).
Rogues may specialize in any number of criminal vocations, depending upon the skills they choose to acquire as they progress upwards in level of ability. Rogues who choose to become proficient in riding and mounted combat skills may work as highwaymen or bandits, plying their trade along roads, caravan trails, etc. Those who choose to gain combat expertise may work as armed robbers, muggers, or paid enforcers for a crime syndicate. Rogues who prefer less violent occupations may acquire skills more suitable for use as smugglers, forgers, fences, or con artists.
Whatever their chosen specialty is, all rogues have the following special abilities in common:
Back Stab: This is the ability to do double damage any time a rogue can manage to attack an opponent from behind or by surprise.
Waylay: This is the ability to render an opponent unconscious with a single blow. A blunt or heavy weapon (such as a blackjack, club, mace, etc.) is required for this purpose. This ability may not be used in combat unless the intended victim can be attacked from behind or surprised. Chance of success is 35%, +5% per level of ability (maximum is 95%).
+1 Saves vs Perception:
Although most rogues are neutral or evil in alignment, a small number of these individuals are basically of good heart. Perhaps their explains how (despite the fact that thievery is generally considered a disreputable profession) the greatest rogues have all had an inexplicable talent for endearing themselves in the hearts of the general populace.
- Minimum Attributes: INT: 10 DEX: 12 SPD: 10
- Alignment: Any (most are neutral or evil)
- Combat capabilities: Skilled
- Special Abilities: Waylay, Backstab, +1 saves vs PER
- Single-Classed
SKILLS
Level 1
- Any 3 Weapons
- Lock-Picking
- Stealth Con
- Set/Disarm/Detect Traps
- Pick Pockets
- Hide Scaling Walls
Level 3
- +1 to Hit
- Add any Single Thieving Skill
Level 6
- +1 to Hit
- One Additional Weapon
Level 8 2 attacks per Round
Level 9
- +1 to Hit
- Add any Additional Thieving Skill
Level 12
- +1 to Hit
- One Additional Weapon
Level 15, 18, 21, etc.
Savants are dual-classed individuals who combine the virtues of the scholar profession with the practice of either Divine Magic or Mysticism. These learned men and women dedicate their lives to the attainment of knowledge, and spend much of their time immersed in study, or contemplating the mysteries of their respective faiths. All possess similar motives, but may vary considerably with respect to the types of skills they may learn, as follows:
Savants who practice Divine Magic will typically be students of the Arts and Sciences. They may perform a variety of services: copying or translating ancient texts, inscribing scrolls, classifying unknown species of birds and beasts, exploring and charting strange lands, and so forth. Savants of this nature pursue their studies as a means of glorifying their Patron Deity, and sometimes serve as cloistered monks or clergy. As they possess the ability to convert others to their faith (see Priests), some may choose to travel far and wide in the service of their church. Like priests, these savants derive all spell casting abilities from their patron Deity.
Savants who practice Mysticism tend to shun the ways of civilized folk, preferring instead to live in the wilderness. Some choose to live as hermits, taking residence in a secluded cave, woodland, or grotto; others become wanderers, seers, and seers of truth. Savants of this sort generally have no affiliation with any church or organized religious group, but dedicate their lives to the attainment of some more personal goal: inner peace, harmony with nature, enlightenment, nirvana, etc. Like mystics, these savants derive their spell casting abilities not from a patron Deity, but from the cultivating of their own Ki energies (see Mystics).
All savants are capable of turning undead as per a priest or mystic, and may choose to learn any of the following skills* (as they progress upwards in level of ability) according to their magical field of study:
Divine Magic
Analyze Mixtures, Drafting, Horticulture
Ancient Lore, Healing Arts, Inventing
Cartography, Herbal Elixirs, Naturalism
Chirography, Herbal Remedies, Theology
Herb Lore, Martial Arts I
Herbal Remedies, Martial Arts II
Internal Alchemy, Zen Archery
Naturalism, Any 2 spells of Elemental Magic**
Read Tracks, Any 2 spells of Low Magic**
*with the exception of Zen Archery (which may be acquired at or after seventh level), prerequisite restrictions may affect the choice of skills (see SKILLS).
**may be learned in lieu of any single, related skill. Note that the savant's level of ability dictates the level of spells which may be learned, and that it is not possible to learn spells above fifth level (or any restricted spell) by this method.
- Minimum Attributes: INT: 14 WILL: 14
- Alignment: Any (or as per patron Deity)
- Combat Capabilities: Untrained
- Special Abilities: See Text
- Dual-Classed
SKILLS
Level 1
- Any Single Weapon
- Spell Casting
- Read Magic (100%)
- Any 4 Related Skills
Level 3
- Holy Items
- Any 2 Related Skills
Level 5
Level 7
- Scrolls
- Any 1 Related Skill
Level 9
- Minor Magic Items
- Any 1 Related Skill
Level 11
- Rods, Staves, Wands
- Any 1 Related
Level 13
- Greater Magic Items
- Any 1 Related Skill
Scholars are learned individuals who can acquire a wide variety of skills and abilities. Though they may initially be proficient only in the arts and sciences, scholars of the third level of ability and above may choose to acquire any skills they desire, at the rate of one new skill per every level of ability (scholars may, of course, also acquire additional skills by expending X.P. in the same way that other characters can).
The types of skills which scholars may acquire are limited only to the degree of commitment of the player/character. In lieu of any new skill, a scholar may gain proficiency in one new weapon, or may gain a bonus of +1 to hit with any known weapon. Scholars who possess both Read Magic and Ancient Lore skills may "trade" any two additional skills and gain 1st level spell casting ability in any 1 field of magical study. Although advancement beyond first level of magical ability is not possible for scholars, they may gain first level skills in as many as two different magical fields of study, if desired.
Because of the wide range of abilities available to scholars, these individuals may seek employment in any number of fields. If employed as a tutor, a scholar may command up to 200 G.P. per level of ability to teach an individual any skill which the scholar has acquired (except Magic). Scholars may also work as historians, researchers, cartographers, scribes, inventors, or in practically any field that they have gained expertise in (see N.P.C. PROFESSIONS, located in the appendix at the back of this book).
Minimum Attributes: INT: 14 WILL: 12
Alignment: Any
Combat Capabilities: Untrained
Special Abilities: None
Single-Classed
SKILLS
Level 1
- Any Single Weapon
- Any 6 Arts and Sciences Skills
- Read Magic (100%)
Level 3 Any Additional Skill
Level 4 Any Additional Skill
Level 5 Any Additional Skill
Level 6 Any Additional Skill
Level 7 Any Additional Skill
Level 8 Any Additional Skill
Level 9 Any Additional Skill
Level 10 Any Additional Skill
Level 11 Any Additional Skill
Level 12 Any Additional Skill
Level 14, 16, 18, 20, etc. Any Additional Skill
Shamans are practitioners of Low Magic, a field of study based upon the earliest and most primitive forms of spirit and sympathetic magic. Amongst their own peoples, shamans are both feared and respected, usually serving in the capacity of wizard/priests.
Though generally considered to be the most primitive of magic users, shamans possess certain powers and abilities which are beyond the scope of other spell casters, as follows:
- SEE INTO SPIRIT REALM: This is the ability to see spirit, astral or ethereal presences at will. Total concentration is required to employ this ability, and range is limited to a 20 foot radius area surrounding the shaman. Note that when this ability is being employed, objects and persons on the prime material plane appear only as shadowy spectres; i.e. one cannot see into the spirit realm and the prime material plane simultaneously.
- SPIRIT BINDING: This is the ability to acquire "spirit helpers" by willfully allowing certain types of spirit beings to enter and reside within the shaman's physical body. Spirits who have been bound in this manner may be released at any time, and may be commanded to perform a single service (or attack an enemy of the shaman). Note that a shaman may only release one such spirit at a time, and may only release one spirit per day, per level of ability. Also note that once a spirit has been released, it is free to leave the shaman who bound it. Effective range for this ability is 20 feet. The chance of success for any attempt at spirit binding is determined by rolling a d20 on the SPIRIT BINDING TABLE (located in the appendix at the end of this book). While it is assumed that a shaman of any level of ability has bound countless lower level spirits to his or her person, player/shamans should keep a detailed record of the more powerful spirit entities that they are able to acquire as helpers. Note: It is not possible for shamans to bind spirit beings of greater than 15th level.
- THE POWER ANIMAL: The most important spirit helper that a shaman can acquire is his or her totem, or power animal. Power animals are actually the spirit forms of departed animals, and function as the shaman's spirit guardian and familiar. Unlike other spirit entities, the shaman's power animal increases in level as the shaman does, and will willingly remain in service to the shaman for life (see the spell of Low Magic: Locate Power Animal, for more details).
- +1 Saves vs Perception: This ability improves by +1 per every 3 levels of ability gained.
Shamans are practitioners of Low Magic, a field of study based upon the earliest and most primitive forms of spirit and sympathetic magic. Amongst their own peoples, shamans are both feared and respected, usually serving in the capacity of wizard/priests.
Though generally considered to be the most primitive of magic users, shamans possess certain powers and abilities which are beyond the scope of other spell casters, as follows:
SEE INTO SPIRIT REALM: This is the ability to see spirit, astral or ethereal presences at will. Total concentration is required to employ this ability, and range is limited to a 20 foot radius area surrounding the shaman. Note that when this ability is being employed, objects and persons on the prime material plane appear only as shadowy spectres; i.e. one cannot see into the spirit realm and the prime material plane simultaneously.
- Minimum Attributes: INT: 12 WILL: 15 PER: 14
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: See Text
- Single-Classed
Level 1
- Any 2 Weapons
- Spell Casting
- Read Magic (100%)
- Herb Lore
Level 3
- Herbal Remedies
- Wood Craft
Level 5
- Toxic Powders
- Venoms and Poisons
Level 7
- Magical Mixtures
- Read Tracks
Level 9
Level 10
Level 11
Level 12
- Greater Magic Items
- Magical Weapons and Armor
Sorcerers are dual-classed spell casters who approach the study of magic from a scientific and analytical point of view. Their major field of study is Sorcery, with their secondary field being either Enchantment or Black Magic (player's choice).
Though sorcerers may be intrigued by the mysteries of ritual and divine magic, they are generally much more interested in the theory and natural laws which cause spells to function. To these spell casters all magical phenomena can be explained in scientific terms; i.e., illusions are merely refracted light, levitation is a temporary relaxation of gravity in a restricted area, and summoning spells are no more than a selective application of the principles of interdimensional travel. Even such arcane magics as curses and conjurations are viewed by sorcerers as primary examples of the laws of association and contagion.
To this end, sorcerers will rarely associate with witches, druids, or (especially) shamans, whom they feel are both primitive and unscientific in their methods. Alchemists, astrologers, and magicians are viewed in a more favorable light, and sorcerers are generally fascinated (if somewhat baffled) by the methodologies of wizards, priests, and mystics.
Alignment is rarely of concern to sorcerers, as most of these spell casters tend to be somewhat skeptical of the standard concepts of "good" and "evil." As a result, many sorcerers adopt such esoteric and moral standards as suits their needs, or ignore only such considerations altogether. Sorcerers of this type are often among the most dangerous and unscrupulous of characters, offering their services to the highest bidders in exchange for wealth, influence, and power.
- Minimum Attributes: INT: 14 WILL: 12
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any Single Weapon
- Spell Casting
- Read Magic (100%)
- Magical Mixtures
Level 3
Level 5
Level 7
Level 9
- Minor Magic Items
- Alchemical Dusts
Level 10
Level 11
Level 12
- Magical Weapons and Armor
- Machina
Spies are specialists in the practice of subterfuge, espionage and undercover operations. Secretive by
nature, most spies use various aliases and disguises to keep their true identities from being discovered. Along with their listed skills, all spies may choose to be proficient in one of the following special abilities:
Waylay: In game terms this is the ability to render an opponent unconscious with a single blow. A blunt or heavy weapon (such as a blackjack, club, mace, etc.) is required for this purpose. This ability may not be used in combat unless the intended victim can be attacked from behind or surprised. Chance of success for a spy using this ability is 25%, +5% per level of ability.
Assassinate: This is the ability to deliver a fatal blow, thrust or strike with a single attack. The dagger or garrote is most often used for this purpose, as both are easy to conceal and can be used quickly. This ability cannot be used in combat unless the intended victim can be attacked from behind or surprised. A spy’s chance of success for any attempted assassination is 25%, +5% per level of ability (95% maximum). Note that a standard attack roll is necessary, unless the intended victim is unconscious, incapacitated, asleep, etc. If the spy scores a hit, the Assassinate is then rolled; if this % roll is successful the attack is fatal. If not, the victim merely takes normal damage from the weapon being employed.
Through the use of their specialized talents, spies are able to develop keen powers of observation. As a result, spies always save vs Perception at a bonus of +1 (per every 2 levels of ability).
As specialists, spies can generally find lucrative employment in any large city. Many important individuals, nobles and government officials regularly utilize spies as informants.
Through their association with such individuals, spies may themselves come to gain great power and influence. Still, it is said that the best spies are those who are unknown save for the results of their work.
- Minimum Attributes: INT: 12 DEX: 12 CHA: 10 PER: 14
- Alignment: Any
- Combat Capability: Skilled
- Special Abilities: See Text
- Single-Classed
SKILLS
Level 1
- Any 2 Weapons
- Evade Pursuit
- Stealth
- Hide
- Tailing
- Lock-Picking
- Lip Reading
- Scaling Walls
Level 3
- + 1 to Hit
- Infiltrate
- Decipher
- Set/Disarm/Detect Traps
Level 6
- + 1 to Hit
- Interrogate
- Forgery
Level 9
- + 1 to Hit
- 2 Attacks per Round
Level 12
- + 1 to Hit
- One Additional Weapon
Level 15, 18, 21, etc. + 1 to Hit
Thaumaturges are dual-classed magician/alchemists and practitioners of the esoteric field of study known as Thaumaturgy. Though related in certain respects to the more traditionalist discipline of Alchemy, the practice of Thaumaturgy entails the use of magic to replicate the most advanced alchemical procedures.
As thaumaturges are essentially magicians, they do not generally comprehend the concept of “Projection of Will,” and do not use rare earths in their enchantments. Instead, they employ the cantrip, “Thaumaturgic Operation,” a first level spell restricted only to members
of this profession. This spell duplicates the alchemist’s ability to utilize rare earths, though in a somewhat less effective manner (-5% on all chance of success die rolls on all operations except Magical Mixtures, Philtres, and Potions).
The inability to utilize rare earths also renders thaumaturges incapable of concocting Essences or creating an aludel or athanor (alchemical equipment used in many advanced operations). In place of these devices, thaumaturges are able to employ an enchanted vessel of brass, which will work in conjunction with any ordinary furnace. To create such a vessel requires seven weeks' time and approximately 1000 gold pieces worth of materials.
Only by employing an enchanted brass vessel can thaumaturgists attempt to create Aqua Vitae, the wondrous liquid used in the creation of artificial life. The chance of success for a thaumaturge attempting to concoct Aqua Vitae is 20% + 2% per point of Intelligence; with regard to the creation of homunculi, all chance of success die rolls suffer a penalty of -5%.
While thaumaturges are in some ways hampered by their unorthodox methods, their techniques do offer certain advantages. Because they can activate mixtures by the use of magic, thaumaturges may perform as many operations per day as they are capable of casting spells (time required to complete a given operation is still a factor, of course). The experience which high level thaumaturges have with powders of evulfurration allow them to create homunculi with as many as twelve different ingredients (as opposed to only eight for alchemists). Furthermore, thaumaturges are able to employ plant ingredients in such mixtures, and some even claim to be able to create hybrid plant species via the homonculous process.
Because the philosophical differences between Alchemy and Thaumaturgy are so extreme, practitioners of these two fields of study will never work with each other on any alchemical or magical operation.
- Minimum Attributes: INT: 12 WILL: 12 PER: 12
- Alignment: Any
- Combat Capability: Untrained
- Special Abilities: See Text
- Single-Classed
SKILLS
Level 1
- Read Magic (100%)
- Spell Casting
- Any Single Weapon
- Analyze Mixtures
- Magical Mixtures
- Horticulture
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
- Advanced Alchemical Substances
Level 11
Level 12
- Golems
- Greater Magic Items
Level 13
Warriors are the most common of the highly trained fighting professions, and are found in most types of
civilized and uncivilized cultures. As they are single-classed characters specializing only in combat, warriors advance rapidly in level of ability, and can gain multiple attacks at an earlier stage than other highly trained fighter classes. Unlike other highly trained fighters, warriors may acquire any number of weapon specializations (see Skills).
Because the earliest part of a warrior's training focuses on weapon skills, these individuals are initially restricted from gaining proficiency in any of the weaponless combat techniques (such as martial arts, boxing, and wrestling). This restriction applies only to first level warriors, however, and once warriors have attained the second level of ability, they may acquire any type of skill desired.
Warriors may be of any alignment, and (depending on their choice of additional skills) may choose to earn a living by any number of means. Those who acquire thieving skills may work as brigands or pirates, taking on rogues, corsairs or charlatans as partners in crime. Individuals who choose to become proficient in wood lore may work as trappers, traders, or even scouts. Warriors who concentrate mainly on acquiring combat skills and training may seek employment as mercenary or enlisted soldiers, and may advance in rank as follows:
LEVEL OF ABILITY RANK
1st Private, Infantryman, etc.
3rd Sergeant
5th Lieutenant
7th Captain
9th Commander
Game Judges Note: At least initially, player/warriors should be proficient in the type of weapons most commonly used in their native lands. N.P.C. warriors should generally be equipped only with weapons and armor which accurately reflect the culture, degree of civilization, climate and terrain of their country or territory. In most instances, it should be possible to identify the nationality of N.P.C. warriors by the type of equipment, weapons and/or armor that they wear.
- Minimum Attributes: STR: 12
- Alignment: Any
- Combat Capability: Highly trained
- Special Abilities: None
- Single-classed
SKILLS
Level 1
- Any 4 Weapons
- Any 3 Combat Skills (except Martial Arts I & II, Boxing and Wrestling)
Level 2
- + 1 to Hit
- One Additional Weapon
Level 4
- + 1 to Hit
- Add One Skill (Any Type)
Level 5
Level 6
- + 1 to Hit
- One Additional Weapon
Level 8
- + 1 to Hit
- Add 1 Skill (Any Type)
Level 10
- + 1 to Hit
- 3 Attacks per Round
Level 12
- + 1 to Hit
- One Additional Weapon
Level 14, 16, 18, 20, etc. + 1 to Hit
Witches (and their male counterparts, warlocks) are dual-classed spell casters of considerable power.
While popularly depicted as being evil in nature, both witches and warlocks may be of any alignment. Those of evil alignment will be practitioners of Elemental Magic and Black Magic, while good (or white) witches and warlocks will usually practice Elemental Magic and Enchantment. Neutral members of this profession tend to favor enchantment as their second field of study, though neutral witches who dabble in black magic are not uncommon.
Because of their association with black magic, both witches and warlocks have at times been persecuted (and even hunted for bounty) by superstitious folk and certain religious orders. It is for this reason that witches and warlocks tend to distrust individuals of lawful alignment, and as such will rarely associate with these types. Most witches prefer the surroundings of woods, forests, and wilderness areas and seldom remain within the confines of a city or large town for any great length of time. While many of these individuals are loners by nature, large covens of witches and warlocks have been known to meet on certain occasions (such as the changing of seasons, the new moon, etc.). It is a common practice of black witches to form smaller covens of thirteen members and to practice a variety of dark and sinister rituals.
All witches and warlocks are able to pass through any type of terrain without leaving discernable tracks or traces of any kind. Hunters, creatures or individuals who possess specific tracking skills have a 5% chance (per level of ability) of noticing that someone or something passed through the area in question, but even they will be unable to find any clear traces.
- Minimum Attributes: INT: 14 WILL: 14
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: Pass without Trace
- Dual-Classed
SKILLS
Level 1
- Any One Weapon
- Herb Lore
- Herbal Remedies
Level 3
Level 5
- Venoms and Poisons
- Philtres
Level 7
Level 9
Level 10
Level 11
Level 12
Witchdoctors are dual-classed practitioners of Low Magic and Black Magic. Like necromancers they are
evil in nature, and must declare allegiance to either the race of demons or the race of devils in order to acquire magical ability (see the necromancer profession for details concerning the pacts which must be made at levels 1,5,7,9, and 13). In some regions, they are called witch-men or witch-women.
Though witchdoctors are practitioners of Low Magic, their abilities in this area are quite limited. They are unable to cast any of the restricted spells from this field except those which pertain to Image Magic. Neither are witchdoctors able to obtain the services of a Power Animal, consequently rendering them unable to bind spirit forms to their physical selves.
Witchdoctors can, however, bind spirit forms to any type of inanimate object (such as a spear, staff, stone, etc.). Only one spirit may be bound to any given object, each such device counting as a magic item. At the witchdoctor’s behest, a bound spirit may be called forth to service but once, after which it will be free to depart the material plane. Chance of success is determined by rolling a d20 on the spirit binding table (located in the appendix at the end of this book) at a penalty of -1.
Perhaps the most fearsome use of this form of spirit binding is the creation of a juju, a shrunken head imbued with the spirit of a deceased spell caster. Considered by witchdoctors to be the most potent of malefic charms, these horrid fetishes take two weeks to create; the skull being removed, the head shrunk, and the eyes and lips sewn shut to prevent the escape of the spirit. Once completed, the juju awaits only the binding of an appropriate spirit. Any spirit bound to a juju will be imprisoned forever, or until it is granted its release. While imprisoned in the juju, the spirit must answer truthfully any question put to it by its owner. Should the owner of a juju foolishly ask the spirit more than three questions in a given month, the fetish will lose its power, and the spirit will be freed. Any spirit freed from such confinement will not rest until it has wreaked vengeance upon the witchdoctor who imprisoned it and all who ever owned the juju.
Like shamans, witchdoctors are able to see into the spirit realm (range: 20 ft. radius), and detect spirit, astral or ethereal presences at will. Note that it is not possible to see into the spirit realm and the prime material plane simultaneously.
- Minimum Attributes: INT: 12 WILL: 12 PER: 12
- Alignment: Any Evil Alignment
- Combat Capabilities: Untrained
- Special Abilities: Limited Spirit Binding, See Into Spirit Realm
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Spell Casting
- Read Magic (100%)
- Herb Lore
Level 3
Level 5
Level 7
Level 9
Level 10
Level 11
Level 12
Level 13
- Magical Weapons and Armor
WITCH HUNTER
Witch Hunters are dual-classed hunter/mystics, and are perhaps the most unusual individuals of the
Atlantean Age. Though some of these characters may be associated with a church or religious group, most prefer to work independently, accepting only such work as they see fit.
Like the majority of bounty hunters, most witch hunters of the Atlantean Age are chaotic by nature. Unlike their mercenary counterparts, however, a professional witch hunter will often specialize in the hunting of spell casters. The fees commanded by witch hunters for such dangerous work will usually match a bounty hunter's highest rates. Witch hunters who work for a church or religious group will generally either waive their usual fee or accept only a small portion of the bounty and donate the rest to charity.
Because witch hunters are themselves spell casters, they may not wear armor of any sort. They may operate alone or with a group of adventurers, depending upon the preference of the individual witch hunter. It should be noted that members of this profession are generally regarded with distrust by most types of spell casters,
- Minimum Attributes: INT: 12 WILL: 14 PR STR: 12 DEX: 12 PER: 10
- Alignment: Any (Most are Chaotic)
- Combat Capabilities: Highly Trained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Spell Casting
- Read Tracks
- Tracking
- Read Magic (55%)
- Tailing
- Stealth
Level 2
Level 4
- + 1 to Hit One Additional Weapon
Level 6
Level 7
Level 8
Level 10
- + 1 to Hit One Additional Weapon
Level 12
Level 13
Level 14, 16, 18, 20, etc. + 1 to Hit
WIZARD
Wizards are dual-classed spell casters and practitioners of the more traditional forms of ritual magic.
Their primary field of study is High Magic, and they may choose either Enchantment or Black Magic as their secondary field.
Though wizards may be of any alignment, most tend to adopt a code of ethics and abide by it with a certain degree of self-discipline. This is probably due to the nature of high magic, an arcane body of magical lore whose origins are said to pre-date the dawning of mankind. Steeped in ancient tradition, the study of this field allows wizards to learn what are perhaps the most potent magics known to man: the spells of evocation, and the words of power and command.
Through the use of the spells of evocation, wizards may seek to enlist the aid of spirit beings, demons, or devils, as they desire. Wizards may employ these supernatural allies to attain power such as few spell casters can hope to exceed, though not without certain risks; only the most disciplined wizards can avoid the temptation to play one race of beings against the other in order to gain greater power. Needless to say, such endeavors run a degree of risk commensurate with the level of the creatures being evoked.
Wizards seldom have any great difficulty earning a living, as their peculiar magical talents generally make them much in demand (especially in civilized areas). At the lower levels of ability, it is not uncommon to find these individuals working with a group of adventurers or as mercenaries, protecting caravans, trading vessels, or wealthy merchants. High level wizards may find extremely lucrative jobs working as advisors to nobles, government officials or even members of royalty.
- Minimum Attributes: INT: 12 WILL: 14
- Alignment: Any
- Combat Capabilities: Untrained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any One Weapon
- Spell Casting
- Read Magic (100%)
- Magical Mixtures
Level 3
Level 5
Level 7
Level 9
Level 10
Level 11
- Greater Magic Items
- Magical Weapons and Armor
Level 12
- Homunculi (with Alchemist Only)
- Golems