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Attribute Point Generation

Basic attributes (ie before racial modifiers) can be generated in one of the following ways :

  1. 3d6 Straight. This option requires the rolling of 3d6 for each attribute in the following order : Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. The player must take what comes. The character gets an additional “Background Option” to aid survival.

  2. 4d6, drop the lowest. This option requires the character to roll 4d6, dropping the lowest dice. After generating six numbers they are assigned in any order. If the player is unhappy with any of the numbers he may raise one attribute one point by dropping another by two. All attributes must be within the range 3–18.

  3. Assign Points. The player rolls 4d6 and adds 63. These points are then assigned over the six attributes as the player sees fit. No attribute can be above 18 or below 3.

  4. Array Allocation. The player allocates 17, 16, 15, 11, 10, 8 to the 6 attributes as they see fit.

Attribute Point Generation

Background Option

Any player writing a background history for their character is entitled to one background option. This option allows the character to survive an otherwise fatal situation. It is only redeemable once and once it is used that is it. If the means of death allows for no margin of error then something supernatural has intervened and the character is saved by the whim of the gods. The background doesn’t have to be lengthy, but must show effort.

Background Option

Racial Options

Racial Options

Social Level Adjustment 0* indicates this creature will always have a social level of 0, no matter what class and level.

Races

Races Detailed

Race - Barbarian

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Barbarians

o Attributes : +2 Strength. +2 Constitution. -4 Charisma.

o Resistance : +4 save vs cold. +2 save vs. spells & spell-like affects.

o Skill Bonuses : +4 Listen & Spot when in the wilderness. +2 Move Silently & Hide when in the wilderness and not wearing armour.

o Survival : Survival is a racial skill for barbarians, they gain a +4 bonus.

o Barbaric : -4 to social reaction skills with civilised races. May not use ‘high-tech’ equipment such as crossbows. Double cost to learn to read/write. –2 penalty to Decipher Script, Disable Device, Forgery, Open Lock & Use Magic Device.

o Physical Description :

Base Height : 72/67+3d10;

Base Weight : 200/180+4d20;

Base Age : 13+1d4 (Middle Age : 39; Old Age : 50; Venerable : 70; Maximum Age : 70+2d10)

o Spell Point Modifiers : Arcane (Dwarf), Divine (Human)

o Favoured Class : Beserker

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Half-Elf/Orc

The half-elf/orc is the result of a very unpleasant union. Most children of such a union do not survive beyond a few months of age and are certainly never welcomed into elven society (the mother is always elven). The only ones that do are those whose mothers would chose banishment and family shame above the death of their babies. They have to take refuge in human lands and neither mother nor child would ever be welcome into the Sylvan woods again.

o Attributes : +2 Strength, -2 Intelligence, -2 Charisma

o Darkvision : 60’ o Base Speed : 30’

o Bonuses : +1 Listen, Search & Spot

o Blood : Counts as both Elven & Orc

o Spell Point Modifiers : Arcane (Half-Elf), Divine (Half-Orc)

o Favoured Class : Any

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Elves

There are three types of elves in Hurssia. The most common are the high elves as described in the PHB and MM. These are the elves that make up the majority of the elven inhabitants of the Larrowmor and Allath Atoll. The second kind are the subterranean fallen elves, known as the drow (as per the MM). The third group are the true elves. These are celestial elves who predominantly inhabit Allaveer’s plane, although some choose to live on the prime material. Drow and true elves do not inter-breed with humans and thus all half-elves are of the high-elf type (as per the phb/mm).

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True Elves are as follows :

o Attributes :+2 Dexterity, +4 Wisdom, +2 Charisma, –2 Constitution

o Observant : Low-Light Vision, +2 Spot, +2 Search, +2 Listen, Notice Secret Doors (as per high elf)

o Skilled : +15 Sense Motive, +10 Knowledge (Religion), +10 Perform, +10 Craft

o Immune to Magic Sleep

o Saves : +4 Save vs. Enchantment Spells & Powers

o Spell Resistance : 15 + Character Class Level(s)

o Immortal : Immune to Disease, Poison and Aging Effects Beyond Adulthood (reached at the age of 200)

o Plane Shift : True elves can shift between any Prime Material and Allaveer’s Mystical Forest at will. This power takes a full round to complete, any interruption disrupts the power. The elf can only take himself and whatever he is carrying (including another creature(s)).

o Racial Level Adjustment : +4

o Physical Description : As per high elves, except the base height for males and females is 4’11” – True Elves are much taller than normal ones.

o Spell Point Modifiers : Arcane (Half-Dragon), Divine (Half-Demon)

o Favoured Class : Druid

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White Elves are as follows :

Origin : White Elves come from the Forest of the Winter Kings in the far west of Faerlanse. They are extremely rare in Hurssia, with none being recorded to date. They are from a very cold region and Hurssia’s warmer climate does not suit them.

o Base details : White Elves use the same details as High Elves, with the following modifications :

o Favoured Class : Ranger

o Resistance : +2 Resistance to Cold

o Spell Point Modifiers : Arcane (Hobbit), Divine (Elf)

o Spell Resistance : 10 + Level

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Half-Elves (White) are as follows :

o Origin : Half-White Elves are extremely rare except in the border lands near the Forest of the Winter Kings..

o Base details : They use the same details as ordinary half-elves except for the following:

o Favoured Class : Fighter

o Spell Point Modifiers : Arcane (Hobbit), Divine (Half-Elf)

o Spell Resistance : 5 + Level

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Hobbits

Hurssian Hobbits resemble D&D halflings only in that their basic size and dexterity grant them the same basic powers. In all other aspects their outlook, personalities and description should resemble that of Tolkien’s Hobbits in the original books (i.e. as Tolkien intended). They are a peaceful, non-nomadic, race who like agriculture, good food, good ale and pipe smoke. Statistic wise they only differ from the PHB in that their favoured classes are Expert and Commoner, not Rogue.

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Sundered Dwarves

o Attributes : -2 Charisma, +2 Constitution, +2 Strength

o Darkvision : 30’

o Resistance : +2 Racial Save vs Poisons, Spells & Spell Like effects.

o Claustrophobic : A sundered dwarf must roll a successful Willpower saving throw (DC:15) in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route. o Underground Penalty : If the character fails a Willpower check and is underground he has a -2 Penalty to attack rolls. If the Claustrophobia Willpower roll failed then everyday the character is underground the penalty increases by –1. The character can attempt to overcome this every day with another Willpower check (DC as above) except he has a penalty equal to his current attack penalty.

o Giants : +4 Dodge versus giants.

o Physical Description : As per mountain dwarves, except appearance tends to be less well kept.

o Spell Point Modifiers : Arcane (Dwarf), Divine (Dwarf)

o Favoured Class : Fighter

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Brownie

The creature resembles a very small elf, shorter than a halfling and very slim, with brown hair. It wears brightly coloured garments and it carries a belt full of artisan’s tools. Brownies are benign and exceedingly nimble creatures that may be related very distantly to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food.

o Physical Description : A brownie stands no taller than 2 feet and weighs about 6 pounds. Their garments are usually made of wool or linen and dyed bright colours and decorated with elaborate embroidery or trimmed with silver or gold studs and buttons.

o Attributes : -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma

o Tiny Size : A brownie has a +2 bonus to Armour class and attack rolls and a +8 bonus on Hide checks. A brownie uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a Medium character.

o Speed : A brownie’s base land speed is 30 feet.

o Vision : Darkvision out to 30 feet & Low-Light Vision

o Calm Animal : As a free action, a brownie can calm an animal. The power is similar to a calm animals spell, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The caster level for this power is 7 + the brownie’s character level. The save DC against this power is 14 + the brownie’s Charisma modifier. This is a supernatural ability.

o Spell-Like Abilities : A brownie can use the any of the following, each once a day: confusion, dancing lights, daylight, dimension door, protection from evil, ventriloquism. Saving throws are 10 + spell level + the brownie’s Charisma modifier. The brownie’s caster level is 7 + the brownie’s character level.

o Evasion (Ex) : If a brownie is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the brownie takes no damage with a successful saving throw. If the brownie gains a class level that gives it the evasion class feature, the brownie gains improved evasion instead.

o Hide in Plain Sight (Ex) : In areas of dim light, tall grass, or heavy undergrowth a brownie can use the Hide skill even while being observed and without having anything to actually hide behind. This ability does not stack with the hide in plain sight class feature.

o Uncanny Dodge (Ex) : As the rogue ability. If the brownie gains a class level that gives it the uncanny dodge class feature, the brownie gains improved uncanny dodge instead.

o Wild Empathy (Ex) : As the druid ability. If the brownie gains levels in a class that has the wild empathy class feature, the brownie’s bonus on wild empathy checks is 7 + the relevant class level + the brownie’s Charisma modifier.

o Skills : +2 racial bonus on Craft checks.

o Spell Point Modifiers : Arcane (Elf), Divine (Half-Dragon)

o Favoured Class : Expert.

o Level Adjustment : +4.

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Half-Ogre

These are the offspring of ogre and human matings. They have much of the strength and size of their ogre heritage, but also retain much of the native intelligence and reason of their human side.

Physical Description : Half-ogres stand between seven and eight feet tall, appearing as huge humans. The skin coloration that marks ogres is very much subdued in half-ogres: swarthy skin, lank hair and usually, but not always, human eyes.

o Attributes : +6 Strength, +2 Constitution, -2 Intelligence, -2 Charisma

o Large size : –1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

o Space / Reach : 8’ / 8’.

o Natural Armour : +2 bonus.

o Darkvision : 60’

o Base Speed : 30’

o Spell Point Modifiers : Arcane (Half-Orc), Divine (Half-Orc)

o Favoured Class : Fighter

o Level Adjustment : +1

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Wemic

Wemics blend leonine and aboriginal human cultures in a primitive society. They live in nomadic groups called “prides”, surviving through hunting. They know and use fire, and craft stone weaponry, pottery, and ornaments. Wemics have human intelligence; if exposed to more complex skills they can learn, providing they can overcome their superstitious nature. Adepts are very important to wemic society, for the primitive hunters see everything as supernatural. Weather and the changing of day into night are functions of the gods. Everything is personified and alive and magical — the sun, the moon, the clouds, the rivers. Such is how wemics see the world.

Physical Description : Wemics are part human, part lion, combining the two as centaurs combine human and horse. The wemic’s leonine body has a human torso extending from what would be a lion’s neck. Wemics grow to 10 feet long, reaching heights of six to seven feet when standing erect. The leonine body is covered with dusky golden fur, while the underbelly fur is short and white. The tip of the tail is a brush of long black hair, and adult males also have a flowing mane of long black hair. The face is leonine, and the eyes are usually golden with slit pupils. The claws of the forepaws are retractable, the hind claws are not.

o Attributes : +4 Strength, -2 Dexterity

o Large size : –1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

o Space / Reach : 10’ / 5’.

o Base Speed : 30’

o Attacks : Wemics can attack with hand held weapons like a human. They can also make secondary attacks with their front paws. These are at –5 to attack, but do 1d4+ ½Str damage. Wemics can take the Multiattack feat to reduce the attack penalty.

o Superstitious : All of nature is personified in the wemic’s mind, and thus every whisper of wind and rumble of earth is an omen. Certain modern items frighten them until they learn what they are. They especially fear obviously supernatural beings and the undead.

o Spell Point Modifiers : Arcane (Dwarf), Divine (Human)

o Favoured Classes : Adept & Warrior

o Level Adjustment : +0

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Race - Half-Elf/Orc
Race - Elves
Race - True Elves
Race - White Elves
Race - Half-Elves (White)
Race - Hobbits
Race - Sundered Dwarves
Race - Brownies
Race - Half-Ogre
Race - Wemic
Class Options

Class Options

The SL column indicates the class modifier to the character's Social Level. Multiclass characters use the highest bonus, plus any penalty. Hence a multiclass Expert/Rogue/Wizard would have an adjustment of +2 (Wiz, ignore the +1 for expert) plus –1 (Rogue), making a total adjustment of +1. The Attribute column indicates the prime statistic(s) required to determine how long it takes to train into this class (See Level Advancement). Where multiple attributes are listed, use the un-rounded average.

Prestie Class - C.Adventurer
Orath - clerics
Insignious - clerics
Prestige Class - C. Warrior
Prestige Class - C. Divine
Prestige Class - C. Arcane

The above is for base classes only, not for prestige classes (see separate document). The following base classes are unavailable to player characters : Anti-Paladin, Arcanist, Chronomancer, Sorcerer, Temporal Champion, Temporal Raider, Witch.

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For Bardic Casting see the Spell Points page.

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Classes Detailed

Note all spell casters use the new Spells system, adapted from the 2nd Edition Campaign.

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Beserkers

Beserkers were found in the Vikings Handbook printed for 2nd Edition.

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Alignment : Any Chaotic

Hit Die : d10

Class Skills : As Barbarian

Armour & Weapon Proficiency : Martial Weapons. Light, Medium & Heavy Armour and Shields.

Beserk : A beserker must spend a full round action working up into a frenzy.  At the end of the round the character must make a Willpower Save (DC: 12).  If the save is successful the character goes beserk.  If the save fails the character can continue trying, and succeeds automatically after 10 full rounds.  When the character beserks her strength increases by 2 points.  He also gets +2 hit points a level.  The character's armour class increases by +1 per level.  This bonus is counted as natural armour.  The beserker also gains a +2 saving throw bonus against charms.  The drawbacks of beserking are : the character cannot retreat from combat unless his opponent is slain or cannot be pursued.  A beserker cannot hang back in combat.  If the beserker retreats or hangs back he finishes beserking.  As soon as the beserk rage ends all benefits are lost (including the extra hit points).  When the beserk rage ends the character must make another Will save (as above).  Failure indicates the character's strength is reduced by 5 points.  The character can end her rage at any point.

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Shapechange :

As a standard action the character can change into either a wolf or a bear.  The beserker's hits, base attack and saves remain the same.  However, the character gets the Strength, Dexterity, movement, armour class and damage of the creature.  The beserker can understand the language of the animal she has changed into.  The transformation lasts as long as the character wishes.  Any worn or carried equipment is absorbed, but becomes non-functional.  The attribute changes are :

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Shape Journey (Hamfarir) :

The beserker can send his spirit out into the world as an animal.  To do this the character must put himself into a deep trance. 10 rounds after entering the trance the character's spirit animal appears up to 100 yards from her current position.  The spirit animal can only be seen by True Seeing or second sight.  This power can be used once per day and lasts for 1 min/level. The character can end the trance whenever she wishes, but is unaware of her surroundings whilst in the trance.  Any damage taken by the spirit during the journey is inflicted on the beserker when the trance ends.  The beserker's body is still vulnerable to ordinary attacks and damage, including a Coup de Grace.  The spirit of the beserker has the Incorporeal Creature sub-type (MM p.310).  The spirit can communicate with humans but not animals.  The spirit's movement and attacks depend on the type of animal :

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Ending the journey is a Will save (DC: 20).  If the save fails the character's Strength and Wisdom are temporarily reduced by half.  Strength must be recovered fully before Wisdom can start to recover.

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Cleric

Clerics must abide by their priesthoods as per 2nd Edition.  They must meet the minimum requirements and must bear arms in the manner prescribed.  They gain access to the Domains for the purposes of spell casting but their special abilities are listed below by level.  They do not have the domain Granted Powers unless by chance.  Clerics who have weapons listed that are not covered by the Simple Weapons proficiency gain the Martial feat for these weapons for free.  All other details are as per the PHB.  Clerics add Perform (Oratory) (Cha) or Perform (Singing) (Cha) to their class list.

 

Issiad, God Of The Sun :

Issiad is the god of the sun and the father of the gods.  It is he who created the world and all that exists.  Issiad appears as a tall, muscular blond man wearing a toga.  Issiad also deals with light.  Issiad is the father patron of Insignious, who often does his bidding.

Being -      SL 9; Align Lg; Sphere The Sun; Symbol Gold Sun on white; Plane The sun.

Priests -    Min. Stat. Wis 12; Align Lg; Wpn Simple; Arm Any; Domains Good, Protection & Sun;

                  Special 1) Protection from Evil; 6) Continual Flame; 12) Protection from Element (Fire; Permanent); TU Turn.

 

Kratesse, God of Knowledge :

Kratesse appears to be a wise old man, dressed in white or grey robes.  His movements are slow and ponderous and he often talks in riddles or appears to make no sense.  If a subject fascinates him he will start debating it with anyone present, and these debates could go on for quite sometime.

Being -     SL 8; Align Tn; Sphere Wisdom, Knowledge & Philosophy; Symbol An open book; Plane The temple of knowledge. Priests -   Min. Stat. Wis 16; Align Any neutral; Wpn Simple; Arm Any; Domains Knowledge, Protection & Law;

                 Special 1) Know Alignment Power (Will Negates); 12) True Seeing (Ability, Permanent); TU Turn.

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Lugnae, Goddess Of The Two Moons :

Lugnae is the mother of creation and the daughter of Issiad.  She is also the mother of Neptif.  She appears as a plump woman clad in a dress of red and silver silk.  She is very protective of her flock, although she does not always appear to be the brightest of goddesses.

Being -     SL 8; Align Lg; Sphere The Moons; Symbol Two overlapping moons (Red & Silver) on grey; Planes Lugnae has two planes, one is the red moon, the other the silver.

Priests -   Min. Stat. Wis 9 / Chr 12; Align any non-evil; Wpn Simple; Arm Any; Domains Healing, Travel & Water;

                 Special 1) Cure spells have maximum effect; 5) Charm Person; 12) Mass Suggestion; TU Turn.

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Tarrak, God of Magic :

Tarrak appears as a tall, mature, elf.  He wears a long purple cloak with fine ornamentation and carries a staff. Tarrak has a strong sense of humour and is a master of every musical instrument.  Tarrak is always interested in new magic or forms of entertainment.

Being -     SL 7; Align Cg; Sphere Magic, Art & Music; Symbol 8-point Star; Plane Tarrak’s Palace.

Priests -   Min. Stat. Int 9, Wis 9 & Chr 9; Align Any; Wpn Simple; Arm None; Domains Death, Knowledge & Magic;

                 Special 1) Skill Focus +2 in a Music or Art based skill; 5) Access to a selection of wizard spells; 12) 75% chance to identify any form of magic; TU Nil.

Tarrak’s Wizard Spells :  Starting when the character has reached 5th level, she may pick 2 spells per spell level from the PHB Wizard Spell lists (p.168 ff) to add to her list of spells as a cleric. This includes 1st and 2nd level spells but these aren’t gained until the cleric can cast 3rd level divine spells.  The DM has final say over the choice of spells.

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Skae, God Of The Four Winds :

Skae appears as a strong barbarian figure, wearing a robe of feathers.  Skae is a gentle giant and whilst easy to anger is also easy to calm down.  Skae looks on all flying creatures as his children.  Skae can often appear to act before thinking, or make snap decisions.

Being -     SL 7; Align Cg; Sphere Wind / Air; Symbol The Hawk; Plane Elemental plane of air.

Priests -   Min. Stat. Dex 12 / Wis 9; Align any chaotic; Wpn Any Bows & Spears; Arm any leather;

                 Special 1) Feather Fall; 5) Fly; 10) Air Form; TU Turn.

Spells -     Priests of Skae use the Druid list, but replace any ‘Animal’ descriptors with ‘Bird’.  They also have access to Plane Shift as per the cleric.  Spell points are calculated as per the Druid.

 

Allaveer, Goddess Of The Trees :

Allaveer is a the queen of the fair folk, mother of the plants and animals and overseer of the seasons.  She is a slender blonde girl with golden wings.  She often appears to be frivolous, although she is very protective of the life she gives.  She rewards the protectors of the wilderness and harms those who do great damage.

Being -     SL 7; Align Ln; Sphere Trees / Nature; Symbol The Oak Tree; Plane The Mystical Forest.

Priests -   Priests of Allaveer are Druids as per the PHB.  Note Druids can only Wild Shape into animals, not birds. Bats are mammals!

Spells -     Use the druid list, but add Plane Shift to the available 6th level spells.

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Neptif, God Of The Seas :

Neptif appears as a rather round but muscular man.  He is very jovial and likes to make jokes which often aren’t funny, although everyone usually laughs.  Anyone who can make him laugh is usually in favour with him.  Polluters of the seas and rivers often gain his displeasure.

Being -     SL 6; Align Tn; Sphere Seas / Water; Symbol The Fish; Plane Elemental plane of water.

Priests -   Min. Stat. Std.; Align any neutral; Wpn Simple; Arm None; Domains Chaos, Strength, Travel & Water;

                 Special 1) Water Breathing (Permanent); 3) Free action in water; 5) Wild Shape (Aquatic Only); 10) Water Form; TU Nil.

Spells -     Priests of Neptif use the Druid list, but replace any ‘Animal’ descriptors with ‘Aquatic’. They also have access to Plane Shift as per the cleric. Spell points are calculated as per the Druid.

 

Insignious, Goddess Of Fires :

Insignious appears as a young girl, made of fire.  She also acts like one, playing silly tricks and giggling.  Nothing she does appears to follow any pattern.  She likes big flashy things that impress her, and those priests who set large fires are often in favour with her.

Being -     SL 6; Align Ne; Sphere Fire; Symbol A Fire; Plane Elemental plane of fire.

Priests -   Min. Stat. Con 12 / Wis 9; Align any chaotic; Wpn Martial; Arm Any; Domains Fire & Protection;

                 Special 1) Burning Hands; 4) Fireball; 10) Fire Form; TU Turn.

 

Orath, God Of The Earth :

Orath doesn’t actually have a physical form, at least not one anybody has seen.  When communicating with his followers a mouth will appear in the wall, floor or other object, which talks in a slow monotone.  Orath is a very sombre god and believes everything has its rightful order and place.

Being -     SL 4; Align Lg; Sphere Earth / Stone; Symbol A Mountain; Plane Elemental plane of earth.

Priests -   Min. Stat. Str 15 / Wis 9; Align any; Wpn Martial; Arm any metal; Domains Earth, Protection, Strength & War;                  Special 1) Dig2 ; 1) Priests of Orath use a d10 for hit points; 5) Earth Meld3 ; 10) Earth Form; TU Nil.

 

Mistray, Goddess Of Agriculture :

Mistray appears as a rather plump woman, usually carrying some form of wholesome food.  She has a strong tendency to mother her followers, and occasionally lends a hand in trade.  Mistray pesters any of her priests who don’t make sure there is enough food for her faithful flock.

Being -     SL 3; Align Ng; Sphere Agriculture, Craft & Trade; Symbol Hoe & Scythe; Plane The Plentiful Fields.

Priests -   Min. Stat. Con 9 / Wis 9; Align Any non-evil; Wpn Any “tool”; Arm Any leather; Domains Animal, Earth, Plant, Sun & Water;

                 Special 1) Identify edible plants and animals with 100% accuracy; 9) Produce a perfect harvest (once per year); TU Turn.

 

Griss, God Of Luck : Griss appears as the happy wanderer.  Griss does not have a care in the world and doesn’t seem to worry about anything, except a game of chance.  Griss likes his followers to be good flirts and good sports.  This is a popular religion with bards, as is Tarrak.

Being -     SL 1; Align Cn; Sphere Luck, Chance & Romance; Symbol Dice; Plane Cloud 9.

Priests -   Min. Stat. Chr 12; Align Any chaotic; Wpn Martial; Arm None; Domains Luck & 2 of the players choosing;

                 Special 1) Re-roll any dice three times and take the best result (once per real hour); TU Nil.

 

Forms :

Clerics with access to the forms, i.e. Earth Form, can change their form into the substance of their deity.  This lasts for 1 hour per level or until the cleric returns to their normal form.  This is a standard action.  No equipment is transformed except the priest's holy symbol.

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Druids

Druids remain mostly unchanged from the standard 3.5 rules. Their hierarchy is now based on the 2nd Edition rules, although this is dependant on social level and not class level. See the p.druids.doc file for details of this.  Druids add Knowledge (Religion), Perform (Oratory) and Perform (Singing) to their class skill list.

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Monk (Western)

Below are the rules for western style monks, based on the cleric class as outlined above.  Treat this as a less militant variant of the cleric.  The monk variant does not fit well with all deities.

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Abilities : As Cleric (see above)

Alignment : As Cleric (see above)

Hit Die : d4

Class Skills : As Cleric

Armour & Weapon Proficiency : No Armour, no weapons unless taken in a previous class or using a feat.

Spells : As Cleric (see above)

Deities : Issiad, Kratesse, Lugnae, Frossim & Mallus

Domains : As Cleric (see above)

**Special Abilities & Turn / Rebuke Undead : A monk has the same turning ability as a cleric of her deity.  She also has the same special abilities as outlined above, plus the below abilities :

Lay on Hands : As Paladin

Healing Skill : +2 Skill Focus on the Heal skill.

Remove Disease : As Paladin

Focusing : By multiplying the casting time by three and praying the monk can cause any spell or power to have its maximum effect.

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Runecasters

Runecasters were found in the Vikings Handbook printed for 2nd Edition.

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Alignment : Any

Hit Die : d8 Class Skills : As Cleric

Armour & Weapon Proficiency : Martial Weapons. Light, Medium & Heavy Armour and Shields.

Runes : The character starts the game with 2 runes assigned by the DM.  Thereafter she may learn one rune per level, providing she has found a teacher.  Whenever a character advances in level she can attempt to learn a new rune (Spellcraft, DC:15).  If the check fails she may never learn that rune.  Shaping a rune is the same as per the 2nd Ed rules, taking 15 + 1d20 minutes.  Upon completion the character must make a Craft (Rune Carving) roll, DC: 15.  The craft skill is based on the character's Wisdom attribute, not Intelligence as per other craft skills.  Where a resistance roll is required, the target is the Runecaster’s Craft roll.

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Apprentice Multi-Class Characters

Notes : Based on the 3.0 Rules , Modified for 3.5. Also notes Paladins cannot start as apprentice level characters due to their multi-class restrictions.

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At 1st Level :

The character gets all the abilities and modifiers listed above for both classes.

- The character must choose her ‘primary’ class and takes the hit points and skill points from this accordingly.  The maximum number of skill ranks is as per 1st level.

- Armour and weapon proficiency is as per both classes.  Feats and racial abilities are as per a standard 1st level character.

- If the character class confers either the Cantrip or Orison feat then the character has this feat.  In addition a cleric gets domain based spells as per 1 st level.  She does not gain access to the main spell lists or any special abilities.  Druids gain their full spell list but no special abilities.  Wizards and Specialist Wizards know 2d3 levels worth of spells and have a spell book as per 1st level.

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At 2nd Level :

- Roll for the hit points from the character's secondary class.

- Increase the base attack, saves and special abilities of both classes so they match the 1st level bonuses in both classes.

- Buy skill ranks for the character's secondary class using the subsequent level's calculation.

- Calculate magic points as if the character were 1st level in each class.  Wizards do not automatically gain any extra spells.

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Prestige Class Options

Below is a list of the 3.5 Edition Prestige Classes available for Hurssia from the core books and the “Complete” series. They have been selected for their suitability to the campaign.  Classes from the following books not on this list have been left out because they are deemed to be out of character with Hurssian society.  Other 3.5 Edition classes from other books will be considered on an individual basis.  The attribute column outlines which attributes are used to calculate training times (See Level Advancement).

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Options are availble from the DMG, Complete Adventurer, Complete Arcane, Complete Divine and Complete Warrior.

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DMG:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Complete Adventurer:

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Complete Arcane:

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Complete Divine:

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Complete Warrior:

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Prestige Class - DMG
Prestige Class Optins
Apprentice multi-class characters
Runecasters
Monk, Western
Druids
Forms - clerics
Griss -clerics
Mistray - clerics
Beserkers
Classes Detailed
Cleric
Issiad - clerics
Lugnae - clerics
Kratese - clerics
Tarrak - clerics
Skae - clerics
Allaveer - clerics
Neptif - clerics
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