FHW09 Converted Classes
FHW09 Converted Classes
- Converted Classes
P layers and GMs used to the original game and its clones, will
have noticed that several of the FH&W core classes are much
different from the originals. The Assassin, Fighter, Thief and
Wizard, although slightly different remain close enough to their earlier
incarnations. However, the cleric and druid were discarded; they were
replaced by the new Friar, Mystic and Templar, that pray for divine in-
terventions rather than get divine spells. Other examples include bards
without spells, and paladins that are but Knights who get a few super-
natural powers for serving the cause of Law. As such, for the players and
GMs who want a true cleric or paladin, or a bard that can cast spells like
a wizard, this free supplement is provided. It also proposes a few new
classes, though closely based on previously published material, such as
the sorcerer (3e), shadow-dancer (3e), or warrior-monk (C&C).
11 character classes are thus proposed: the Agent of the Gods, Alche-
mist, Cavalier, Draconic Sorcerer, Magic-using Bard, Shadow-Dancer,
Swan-Maiden, True Paladin, Warmage (variant), Warrior-Monk, and
Wizard of High Arcana. See the table below for racial limitations.
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The AGENT OF THE GODS must choose a time at which they have to spend an hour each day in
quiet supplication to regain their daily allotment of spells. Time spent
This class is in fact a variant of the Agent of Law/Chaos proposed p.157 resting has no effect on whether an agent can prepare spells.
of FH&W. This is the same class (though with different special abili-
Note that agents of the gods being dependant on a supernatural being
ties and spell progression), but for a campaign that doesn’t focus on
to get magic, may not necessarily get their spells as they want. So-
the struggle between the encompassing forces of Law and Chaos, and
metimes the patron deity might grant different spells, that the deity
would rather have some gods, goddesses, demons, etc., employ mor-
thinks more appropriate for the agent to better serve its interests.
tal agents on the campaign world to further their own agendas. Such
At other times the agent may have angered the deity, so won’t be
agents are not priests per se, in that they don’t run the mass or other
granted spells for a certain time as punishment. Note also that in
religious rituals, as friars are wont to do. They fit better with the
places consecrated to evil, agents of good deities might have
archetypal adventurer who goes on missions for his/her deity,
some difficulty to regain their spells (or even cast them, suf-
rather than just for plundering treasures and spend time.
fering a possible chance of miscasting them), and vice versa.
REQUIREMENTS: Strength 9+, Wisdom 11+, Allegiance All of this at GM’s discretion.
to a specific deity of the campagn setting.
• Granted Powers: Agents of the gods are usually granted
ARMORS: All armors and shields. specific powers by their patron deity. By default this will be
the Turn or Rebuke Undead ability (see FH&W p.95) usable
WEAPONS: Any three weapons plus the three times per day; but specific deities generally grant diffe-
deity’s favored weapon (if any). Non-profi- rent abilities (see FH&W p.149 for suggestion, or any game
ciency penalty: –4 to hit. master’s manual detailing gods, pantheons and religions).
SAVING THROWS: +2 bonus to all • Incorruptible Soul: At 9th level, agents of the gods be-
Charisma and Constitution saves. come immune to any magical effect that would have them
change alignment and allegiance, or knowingly act against
CLASS FEATURES: Class skills,
their deity’s interests. They are still subject to enchantment/
Magic-use, Granted powers; Incor-
charm spells, but if requested to act against their deity’s
ruptible soul (9th level).
interests while under effect of such spells, this would
• Class Skills: Knowledge (reli- be considered like a suicidal action, and thus not
gion) + one skill appropriate to the done (i.e. see the particular spell’s description).
deity; agents of the gods add their
level to these skill checks.
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The druid is thus an agent of the gods (or goddesses) of nature, or (in
some campaigns) of Celtic deities.
• Class Skills: Knowledge (nature) and Survival; druids add their le-
vel to these skill checks.
• Immunity to Fey Charm: At 7th level, druids becomes immune While a wizard is often a solitary individual pursuing obscure aims in
to charm spells cast by fey creatures. a remote tower, an alchemist, on the other hand, typically lives in the
city and makes a business of selling potions and other magic to the local
• Shape-shift: At 7th level, druids may shape-change into animals population. Hence, in cultures where magic-users are regarded with
(and back into human) up to 3/day. This works as per the Polymorph suspicion, alchemists are generally better accepted than other spellcas-
Self spell, but without limit of time. ters. This is mostly because they provide people with useful potions and
elixirs, and their rich customers and patrons will generally protect them
from the authorities and inquisition.
CLASS NAME: Why not a Cleric?
REQUIREMENTS: Intelligence 11+
This class is called “agent of the gods” to make it clear that it is
not a priest. As it appears, the original cleric has eventually be- ARMORS: None. Like wizards, alchemists cannot cast spells in ar-
come synonymous of priest, even though there is no reason that mor, or with steep hindrance if the GM decides to allow it (i.e. in this
all priests of all faiths should be able to cast spells and wear armors case casting times are doubled, and the character still has a chance of
and weapons on the battlefield. FH&W makes it clear (see chapter ruining his spellcasting, thus wasting the spell, as determined by the
8, p.145) that priests could be of many different character classes, armor chance for spell failure see FH&W p.64).
including mere NPC professionals who know the liturgy but don’t WEAPONS: Either the staff or the dagger. Non-proficiency penalty:
get any supernatural powers. Then, a priest is supposed to stay in –4 to hit.
the temple to perform various religious duties, not adventure to
plunder ancient tombs with mercenaries and sorcerers. SAVING THROWS: +4 bonus to all saving throws against spells and
other magic.
Nonetheless, there is still room for a class that has the earlier cle-
ric’s game mechanics, without having to be the only possible type CLASS FEATURES: Class skills, Magic-use (gray magic), Alchemist
of priest. The Agent of the Gods is thus a prototypical dungeon spells; Magic items creation (1st, 3rd, 6th and 9th level); Potion batch
delving adventurer who goes on missions for his (or her) deity, (6th level); Mixology (13th level).
but rarely if ever conduct religious rituals. In fact, he (or she) pro- • Class Skills: Alchemy and Arcane Lore; alchemists add their level
bably even does not belong to the regular priesthood (which by to these skill checks.
the way may have no spells at all). That is, the Agent of the Gods
represents a different role in the campaign setting, even though he • Magic-Use: Alchemists learn and cast Gray Magic spells in the exact
(or she) certainly serves his (or her) deity with zeal, and is a most same way as wizards (see FH&W p.37) for spell-books, preparation,
devout worshipper. etc. However, alchemists are treated somewhat like specialist mages,
who focus their studies on one school of magic and dismiss others. As
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Alchemist Progression Table
Number of spells per day
Level HD BtH Saves Abilities
1st 2nd 3rd 4th 5th 6th
1st 1d4 +0 17 Class skills, Magic-use, Brew magic potions 1 — — — — —
2nd 2d4 +0 17 — 2 — — — — —
3rd 3d4 +1 16 Create magical spell scrolls 2 1 — — — —
4th 4d4 +1 15 — 3 2 — — — —
5th 5d4 +1 15 — 4 2 1 — — —
6th 6d4 +2 14 Create magical talismans, Potion batch 4 2 2 — — —
7th 7d4 +2 13 — 4 3 2 1 — —
8th 8d4 +2 13 — 4 3 3 2 — —
9th 9d4 +3 12 Create major magical items 4 3 3 2 1 —
10th 9d4 +1 +3 11 — 4 4 3 2 2 —
11th 9d4 +2 +3 11 — 4 4 4 3 3 —
12th 9d4 +3 +4 10 — 4 4 4 4 4 1
13th 9d4 +4 +4 9 Mixology 5 5 5 4 4 2
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The CAVALIER • Class Skills: Knowledge (feudalism) and Riding; cavaliers add their
level to these skill checks.
The Cavalier is a variant Knight class, that is closely based on the 1e
cavalier, though adapted to FH&W. Note that a cavalier could also be- • Expert Rider: Cavaliers gain a +4 bonus to all their Riding skill
come a paladin as per the knight (see FH&W p.29), which is different checks, as well as to any saving throw made to resist being dismounted
from the true paladin featured in this supplement. Both the cavalier (such as by a foe using a man-catcher), and saving throws made to
and the knight are much similar; the difference is that cava- avoid damage when falling from (or with) a mount.
liers are more interested into exemplifying their noble status, A cavalier can discern at a glance, a horse’s qualities, age, etc., and
while knights are more focused on heroic deeds of chivalry. how many hit-points it has. When under his care and training, the
In fact, cavaliers before all represent the military nobility’s cavalier’s own mount gets an additional number of hit-points
way of life, centered on prestige as well as on bravery on equal to twice the cavalier’s level, as well as a +1
the battlefield. As such, there are cavaliers who are only bonus to its AC, attack and damage rolls, and saving
preoccupied with upholding the privileges of their caste. throws. The mount gets these benefits after three
Nonetheless, even the archetypal dark knight, will abide by months under the cavalier’s care, and loses them in
a code of honor, refusing to hit an opponent in the back 1d4 weeks after the cavalier discards the mount.
or using ranged weapons, because the code sees it as the
ways of a coward. While a cavalier initially trains in riding horses, he later
becomes able to use more fantastic mounts as well. A
REQUIREMENTS: Strength 13+, Constitution 13+, 4th level female elf cavalier can ride a unicorn; any 7th
Charisma 11+; Aristocrat background; must have an al- level cavalier can ride a pegasus; then a hippogriff at 9th
legiance to a liege (i.e. at 1st level to another chevalier to level, and a griffon or similar creature (such as a dragon-
whom he is the squire; then a greater noble upon acqui-
horse) at 11th level.
ring noble status at 4th level).
• Mounted Combat: When attacking with
ARMORS: All types of armors and shields. the lance from a charging mount, cavaliers
Note however, that a cavalier’s station will
not only double the base lance damage (as
require him to wear fine plate-armor in
normal), but also add their level to it (this
preference to any other, even a lesser type
bonus is not doubled). When charging
of armor that would offer better protection
with a longsword or flail however, they
because of a magical enchantment.
only gain a bonus to damage equal to
WEAPONS: Cavaliers are proficient in the half their level (rounded down). This bo-
dagger, light mace (or flail), lance (all), and nus supersedes that granted by Weapon
sword (long). Non-proficiency penalty: –2 to of Choice however.
hit. Cavaliers are then forbidden to use wea-
• Parrying: Cavaliers in plate-mail (or
pons normally associated with the peasantry
better) armor and shield gain a +1 bonus
such as the bow, club, sling or staff.
to their AC. In addition, when performing
SAVING-THROWS: Cavaliers gain a +2 parrying maneuvers, they also gain a +1
bonus to all Strength and Constitution saves. bonus (applied as most appropriate).
CLASS FEATURES: Class skills, Expert • Weapon of Choice: Cavaliers train with
rider, Mounted combat, Parrying, Weapon of and favor the lance, longsword and light mace
choice; Aura of courage, Indomitable chiva- (or flail if they prefer) above all others, so they
lry (3rd level); Noble status (4th level); Squire are considered their weapons of choice. With
(6th level); Lordship (9th level). a weapon of choice, a cavalier gains a bonus to
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his attack and damage rolls as follows: with the lance +1 at 1st level,
then +2 at 7th level, and +3 at 13th level; with the longsword +1 at 3rd
level, then +2 at 9th level; and with the light mace (or flail) +1 at 5th
level, then +2 at 11th level.
• Lordship: At 9th level, cavaliers are generally granted their own de- Draconic sorcerers are rare individuals who are distantly related to dra-
mesne by their liege (either the king or the noble to whom they swore gons, or at least have been touched by some dragon influence at birth.
This powerful heritage manifests not so much physically (although it
fealty), normally with a castle or at least a fortified tower.
gives them particular eyes), but as an inborn ability to wield magic, plus
CLASS HINDRANCES: All cavaliers get the following hindrances: an affinity for anything related to dragons. Draconic sorcerers cast spel-
ls as innate (not learned) abilities. They know much fewer spells than
• Chivalry Code: Cavaliers must all abide by the code of chivalry.
wizards can record in their books, but will have more magical power at
Failing to abide by this code may only result in a loss of honor, and even-
their disposal than any wizard of equal level. Most draconic sorcerers
tually preclude the character to gain more levels in the cavalier class,
are of course half-dragons, but they also exist among other races.
plus lose the benefit of the class’ special abilities. The code of chivalry
normally revolves around the following points: REQUIREMENTS: Charisma 13+, Constitution 11+
—Courage. A cavalier will fight unto death or victory unless all
ARMORS: None. As per wizards (or alchemists).
hope is lost (and suicide is not a solution).
—Generosity. A cavalier will help those in desperate situations. WEAPONS: Either the staff or the dagger. Non-proficiency penalty:
–4 to hit.
—Honor. A cavalier’s oath is his honor, and he will keep his promi-
ses and remain true to his words. A cavalier will also fight honora- SAVING THROWS: +4 bonus to all saving throws against spells and
bly, not strike in the back nor from afar. other magic.
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CLASS FEATURES: Draconic ancestry, Dragon affinity, Dragon sen- keen senses of their distant ancestor. As such draconic sorcerers gain
ses, Magic-use (gray magic); Dragon presence (5th level); Dragon pre- infravision 60 feet, and if they already have it, increase its range by an
sence – aura of fear (9th level). additional 30 feet. Then, draconic sorcerers add their level to all Detec-
tion skill checks.
• Draconic Ancestry: Draconic-sorcerers all
descend from a single type of dragon, which • Magic-Use: Draconic-sorcerers cast spells exactly as per the Fae-
gives their eyes a certain color, grants them a Mage class (see FH&W p.43): without preparing them, etc.
+2 saving throw bonus against a certain ele-
Draconic sorcerers gain spells from the Gray Magic list, but don’t have
ment, and gives them access to certain spells.
access to all the schools of magic. First of all, draconic sorcerers are
For example, with a red dragon ancestry the
restricted to element-related spells (e.g. Acid Arrow, Lightning
draconic sorcerer’s eyes are red, he gains a
Bolt or Fireball) of their own draconic type (see above), and are
+2 bonus to all saving throws against fire, and
forbidden to get any
gains access only to element-related spells of
other. For example, a
the fire type. Similarly, with a blue dragon an-
draconic sorcerer of
cestry the draconic sorcerer’s eyes are blue,
the gold or red dragon
she gains a +2 bonus to all saving throws
ancestry is restricted to
against electricity, and gains access only
fire-related spells, and may
to element-related spells of the electricity
not get Acid Arrow, Cone of Cold, or Lightning Bolt.
type. As such, depending on the dragon’s
Then, for each level of spells they can cast, draconic
color, the character will get elemental re-
sorcerers must know at least one such spell (i.e. provi-
sistance and spells of either: Acid (black,
ded that there is some available in FH&W). Other than
copper), Cold (silver, white), Electricity (blue,
bronze), or Fire (red, gold). Lastly, draconic that, draconic sorcerers are limited to the spells of Ab-
sorcerers are subject to anything that may be juration, Divination, Enchantment/Charm, Evocation,
used against dragons such as dragon-bane and Transmutation.
weapons, or spells and magical objects that • Draconic Presence: At 5th level, draconic-sorcere-
specifically affect dragons. rs become immune to the aura of fear of dragons. They
• Dragon Affinity: Draconic-sorcerers also gain a +4 bonus to all saving throws against fear
add their level to all Knowledge skill checks spells and effects. Then, at 9th level draconic-sorcerers
pertaining to dragons (this is not so much in- can generate an aura of fear up to three times per day.
nate, than being obsessed with the subject Any living creature of a level or HD inferior to that of the
and learning anything they can about it). In draconic-sorcerer, and who is within 20 of him, must
addition, draconic sorcerers add their level succeed a Charisma saving throw or be shaken* for 1d6
to any Charisma-based skill checks (usually rounds. At 13th level the aura of fear extends to 30 feet
Persuasion) with the type of dragon from around the draconic-sorcerer, and victims are frighte-
whom they are descended, and half their ned* for 1d6+2 rounds.
level (rounded down) with other types of
(*: See FH&W p.115. Shaken creatures suffer a –2 pe-
dragons.
nalty on attack rolls, skill checks, saving throws, and
• Dragon Senses: Draconic- morale checks. Frightened creatures flee if they can. If
sorcerers inherit not only a natu- unable to flee, they may fight, but with the same pe-
ral affinity for magic, but also the nalty as when shaken.)
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WEAPONS: Any three weapons, except two handed weapons (such
as polearms, great sword, etc.). Non-proficiency penalty: –4 to hit.
• Inspire Allies: Once per day per level, bards can use their music,
singing and exhortations to bolster those around them. This requires
bards to perform for a full round, then succeed a Persuasion skill check
(default DC 15, but may vary according to circumstances). Note that a
deaf bard suffers a +5 increase to the Persuasion DC, and any failed at-
tempt still counts against the daily limit. The persons to be encouraged
must be within 60 feet and able to hear the bard. Inspiring allies is a
The MAGIC-USING BARD primary action, and lasts as long as the bard sings plus 1d6 rounds after
the bard stops singing (or after the allies can no longer hear the bard).
This class would probably appear in cultures where magic-use is enou- It can have the following effects:
gh widespread, so non-wizards could also learn it. In fact, the magic-
1. Inspire Courage: Affected allies get a +2 bonus to saving throws
using bard will often come from elven societies, along war-mages and
against fear, and a +1 bonus to their attack and damage rolls.
the like. The GM might even want to restrict this class to elves and
half-elves, making it a racial class for them. If so, other races, including 2. Inspire Competence: Affected allies get a +2 bonus to skill
humans, would only be able to become regular, non-spellcasting bards checks regarding a particular action (such as climbing a wall or
as presented FH&W p.36. Of course, in most campaign worlds magic- moving a heavy object). In some cases the GM may rule that using
using bards will coexist very well with the more regular roguish bards; this ability is infeasible.
however, magic-using bards cannot split-class with regular bards. 3. Inspire Greatness: At 9th level, bards can inspire their allies in
combat. This operates normally, except it affects only one (chosen)
REQUIREMENTS: Charisma 13+, Dexterity 9+.
ally at 9th level, two at 11th level, and three at 13th level, granting
ARMORS: All types of armors up to chain-mail, but no shields. Bards them a +2 bonus to their attack rolls, and 2d10 temporary bonus
get the same limitations on casting spells in armor as wizards do. hit-points.
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• Legend-Lore: Bards can make an Intelligence check (adding their
level) to know the general history surrounding a magical item, legen-
dary place, or important individual (a mighty hero from the past, a king,
etc.). This ability never gives the details (specific enchantment, special
abilities, etc.) of a magical item, but its background can give clues to
its function. If the check is failed, bards must wait the next level to try
again about the same subject. Examples of Legend Lore checks’ DCs:
Legendary item, place or hero known to all, even if vaguely = DC 10;
Great king or champion from the past, powerful magical item, location
where important events happened = DC 15; Any lesser magical item,
minor hero, little known supernatural place = DC 20. Add +5 if this
belongs to another culture, race, etc., and another +5 if it pertains to a
distant land or antique epoch.
• Magic-Use: At 2nd level, bards become able to cast spells as per the
The SHADOW-DANCER
wizard class’ ability. Bards use their spell progression table, but othe-
rwise learn and cast Gray magic spells, recorded in a spell-book, and The Shadow-Dancer is a relatively faithful conversion of the 3e prestige
prepared to be cast later. class of the same name; except it is now a core class with 13 levels. No-
netheless, only tieflings (or tainted humans and witchlings – see FH&W
• Scroll Use: At 9th level, bards can attempt to cast spells from ma-
p.17 and 21) should be allowed to directly begin their adventuring ca-
gical scrolls (i.e. of spells they normally cannot cast). They have a base
reer with this character class. Others should first gain levels as thieves
90% chance of success +5% per level above the 9th (to a maximum of
or assassins, and then become shadow-dancers later (using split-class
110% at 13th level) and –5% per spell level. If the check is successful,
rules), but only if significant campaign events warrant it. The myste-
the spell is cast normally, at the minimum level required for a wizard
rious process by which a character becomes a shadow-dancer, and if it
to cast it (e.g. 5d6 for a Fireball spell). If it is failed, nothing happens
means joining a particular brotherhood, or is a purely individual under-
but the scroll is wasted. Then, on a natural roll of 96-100 on the die, a
taking, is left at GM’s determination.
magical accident also occurs, as determined by the GM.
Shadow-dancers are not some kind of thieves who develop shadow abi-
lities like others learn to cast spells. Instead, they owe their supernatural
Class Variant: The DIVINE BARD powers to the dark rulers of the Shadow World. As such, shadow-dan-
cers are not only held by secret oaths and obligations of a grim kind, but
Nothing forbids GMs to introduce a variant of the bard that casts
become corrupted by the lugubrious energies they can manipulate.
spells as per the Agent of the Gods. This is especially appropriate
to Celtic or Norse bards who traditionally don’t know how to REQUIREMENTS: Dexterity 13+; cannot have an allegiance to Law;
read and write (since their culture is based on memorized, oral must have an allegiance to some dark and powerful entity of the Plane
traditions). Such divine bards could even be accessible to races of Shadow.
that don’t have access to the magic-using bard (using the same
level limit as the Agent of the Gods class). ARMORS: Leather, studded-leather, and padded armor. No shields.
• Magic-Use: At 2nd level, divine bards become able to cast spells as WEAPONS: Any three weapons chosen from the following list: club,
crossbow (light), dagger, dart, sling, sword (long or short), and scimitar.
per the Agent of the Gods class’ ability; they use their spell progres-
Non-proficiency penalty: –4 to hit.
sion table, and get access to spells of the Nature list (FH&W p.192).
SAVING-THROWS: +4 bonus to all Dexterity saves.
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CLASS FEATURES: Class skills, Shadow dancing; Darkvision, Hide succeed a Constitution saving throw, else they lose one experience le-
in shadows (2nd level); Shadow illusion, Summon shadow (3rd level); vel. A destroyed or dismissed shadow companion cannot be replaced
Shadow jump (4th level); Evasion (5th level); Slippery mind (8th level); for 30 days.
Shadow walk (11th level); Transmogrification (13th level).
• Shadow Jump: At 4th level, shadow-dancers gain the ability to
• Class Skills: Climb (Dex), Deception (Cha), Detection (Wis), Leger- travel between shadows as if by means of a Dimension Door spell. The
demain (Dex), Open locks (Dex), and Stealth (Dex). Shadow-dancers limitation is that the magical transport must begin and end in an area
add their level to their class skill checks. with at least some shadow. A shadow-dancer can jump up to a total
of 20 feet each day in this way; this may be a single jump of 20 feet
• Shadow Dancing: Shadow-dancers gain a +1 to +4 bonus (GM’s or two jumps of 10 feet each. Then, as shadow-dancers gain more le-
determination) to their class skill checks and their Dexterity saves,
vels, the distance they can jump each day augments (see table) up to
when they are in areas of strong shadows (typically: illumination by flic-
a maximum of 300 feet at 13th level. This amount can be split among
kering torches in underground places with columns and objects). When
many jumps, but each one, no matter how small, counts as a 10-foot
they are in complete darkness or in areas of normal shadows, they don’t
increment (and for ease of calculation, a jump of 11 to 20 feet would be
gain any bonus. Then, when they are in bright sunlight or area entirely
counted as 20; then 21 to 30 feet would be as 30; etc.).
bathed in strong magical light, they suffer a –1 to –4 penalty (GM’s de-
termination) to these rolls. In addition, in such circumstances of bright • Evasion: At 5th level, when lightly or not armored / encumbered,
light, they cannot use any of their supernatural abilities. shadow-dancers can swiftly and efficiently avoid breath weapons, area
of effect spells, etc. That is, if they succeed a Dexterity saving throw
• Darkvision: At 2nd level, shadow-dancers can see in the dark as against an attack that normally deals half damage on a successful save,
well as in daylight, with a range of 60 feet at 1st level, 90 feet at 7th
shadow-dancers instead take no damage. At 10th level, this ability im-
level, and 120 feet at 12th level. This ability is in fact better than infravi-
proves so shadow-dancers still take no damage on a successful save,
sion and supersedes it; furthermore, within this range shadow-dancers
but they also take but half damage on a failed save. Note that evasion
don’t suffer penalties to vision (i.e. visual detection skill checks) when
requires the shadow-dancer being able to jump, move, tumble, etc. out-
they are on the plane of Shadow.
side the area of effect; a held shadow-dancer cannot use this ability.
• Hide in Shadows: At 2nd level, shadow-dancers can attempt to • Slippery Mind: At 7th level, when shadow-dancers are in shadowy
hide (i.e. make a Stealth skill check) even while being observed. As long
areas, even their minds become difficult to catch. As such, if they are
as they are within 10 feet of some sort of shadow, they can hide them-
affected by an enchantment (e.g. Charm Person spell) and fail their sa-
selves from view in the open without anything to actually hide behind.
ving throw, one round later they can attempt their save again. They
They cannot, however, hide in their own shadow.
only gets this one extra chance to succeed at it however. If it fails as
• Shadow Illusion: At 3rd level, shadow-dancers can create vi- well, the spell’s effects occur normally.
sual illusions out of shadows. This effect is identical to that of
• Shadow Walk: At 11th level, shadow-dancers can
the Hallucinatory Image 1 spell (FH&W p.272), ex-
once per week, use nearby shadows to travel between
cept that the illusion must take its source in
the prime material plane and the plane of Shadow, as
a nearby shadow, and remain linked to it
per the Shadow Walk spell.
in some way for all the duration. This
ability may be used 1/day at 3rd le- • Transmogrification: At 13th level, sha-
vel; then 2/day at 6th level, 3/day dow-dancers can (though this is not an obli-
at 9th level, and 4/day at 12th gation) undertake a difficult and dange-
level. rous ritual to definitely turn themselves
into a creature known as a shade. They
• Summon Shadow: At thus become extra-planar beings,
3rd level, shadow-dancers hence are no longer affected by spells
can summon a shadow that specifically target humanoids
(i.e. an undead shade). (e.g. Charm Person spell), but are now
Unlike the normal crea- subject to spells such as Banishment
ture, this shadow’s align- or Protection from Evil. Shades no lon-
ment matches that of the ger look like the race they once were.
shadow-dancer, and its They are made out of material shadow
victims won’t rise as sha- stuff, and take the form of a silhouette
dows. These summoned shadow of the race they once were.
shadows cannot be tur- Their body features are hard to distin-
ned, rebuked, or comman- guish but can be made out. The most
ded by any third party. They telling sign of the change is that the sha-
serve as a companion to the des’ eyes now have an eerie silver glow to
shadow-dancers and can com- them. Shades have specific powers as descri-
municate intelligibly with them. bed in the relevant monster description.
Every three levels thereafter (i.e. at
When performing the transmogrification ritual,
6th, 9th, and 12th), this shadow gains +1
shadow-dancers must succeed a Constitution save.
HD, with appropriate increase in hit-points,
If it is successful, they become a shade, and can ne-
BtH, and saving throws.
ver go back to their original nature short of a Wish
If a shadow companion is destroyed (but not if the sha- spell. If they fail, they die and are immediately tur-
dow-dancers simply choose to dismiss it), they must ned into an undead shadow.
- 10 -
• Class Skills: Knowledge-nature, Stealth, Survival, and Tracking;
swan-maidens add their level to these skill checks.
ARMORS: All types of armors and shields. Note however, that wea- • Furtive and Alert: At 4th level, swan-maidens become less likely
ring any kind of metal armor will hinder their skill checks, and preclude to be surprised, and more likely to surprise opponents. They get a +1
using their shape-change and spellcasting abilities. bonus to surprise rolls (to both surprise others, and avoid being sur-
prised) when they are in the wilderness. At 12th level this bonus in-
WEAPONS: Any four weapons of the character’s choice. Non-profi-
creases to +2 when in the wilderness, and +1 when in buildings or
ciency penalty: –2.
urban settings.
SAVING THROWS: +2 bonus to all Wisdom and Constitution saves.
• Disciple: At 7th level, swan-maidens get a pupil, a 1st level swan-
CLASS FEATURES: Class skills, Combat marauders, Magic swan- maiden, to whom they give their shape-change magical item. It is their
shape; Furtive and alert (4th); Natural swan-shape, Disciple (7th); Ma- duty to protect and train this pupil until she is able to take care of her-
gic-use (8th); Seer magical items (10th). self. In exchange the pupil will help the swan-maiden in any capacity.
- 11 -
There is no requirement to bring the pupil wherever the swan-maiden
goes. However, if the pupil is in great danger of dying, if the swan-mai-
den succeeds a Wisdom save, she will sense it and know (though in
general terms) where to go to find the pupil.
• Travel Light: Swan-maidens travel light and may not keep any more REQUIREMENTS: Charisma 15+, Wisdom 11+, Strength 11+; must
treasure than they can lift (including any amount the swan-maidens have an allegiance to Law, and maybe also to a specific deity.
can carry on their steed, if any). Generally, excess treasure is given to
their sorority. However, swan-mai-
ARMORS: All types of armors and shields.
dens are allowed to save WEAPONS: Any three weapons + either the longsword or the deity’s
and spend money in favored weapon (if any). Non-proficiency penalty: –2 to hit.
order to build or buy a
wilderness headquar- SAVING THROWS: +2 bonus to all Charisma and Constitution sa-
ter or fortress. ving throws.
• Cure Disease: Paladins can cure disease (as per the spell p.233)
once per week. This works as per the lay-on-hands ability. At 6th level,
they can use this ability twice per week; and at 11th level thrice per
week. Besides, paladins are immune to all diseases.
- 12 -
• Detect Evil: Paladins can Detect Chaos/Evil (see spell p.179) up to • Associates and Followers: Paladins never attract followers, and
60 ft. away, as long as they concentrate (minimum 1 full round). can only employ irreproachable (i.e. about ethic and behavior) hench-
men. They can never associate with people aligned to Chaos.
• Divine Blessing: Paladins get a +2 bonus to all their saving throws.
(Note: this bonus is not computed in the table above, as they would lose
this ability if they lose their paladinhood.)
Class Variant: The ANTI-PALADIN
• Lay on Hands: Paladins can 1/day heal any living creature (inclu-
ding themselves) of 2 hit-points per level (requires touching the crea- At GM’s discretion, paladins who irremediably lost their status,
ture and reciting a short prayer). may later be tempted by supernatural beings of evil in taking an
allegiance to Chaos, and thus become Anti-paladins.
• Turn Undead: At 3rd level, paladins can turn undead as a character
of two levels lower (see FH&W p.95). • Special Abilities: Anti-paladins mostly get the same abilities as
true paladins, but in reverse:
• Special Mount: At 4th level, paladins can call an unusually intelli-
—Aura of Protection: idem, except it affects good/Law creatures.
gent, strong, and loyal steed. This mount is normally a heavy warhorse
with superior statistics (+2 HD, +2 bonus to AC, and +2 to the base —Cure Disease: it is replaced by a Bestow Curse ability.
Int), though in some cases the GM might allow another type of steed —Detect Evil: it is replaced by Detect Good/Law.
(such as a pegasus). Usually the mount will be obtained as part of an —Divine Blessing: remains identical.
adventure or special quest. Should the paladin’s mount die, another
—Lay on Hands: it inflicts 2 points per level of damage instead.
cannot be called for a year and a day.
—Turn Undead: it is replaced by Rebuke Undead.
• Magic-Use: At 9th level, true paladins gain the ability to cast spells
in the exact same way as the agent of the gods class does. However, true • Magic-Use: Anti-paladins get spells from the following spheres:
paladin use their own spell progression table, and normally only have All-priests (reverse spells), Chaos/evil, Combat, Destruction, and
access to the spheres of Combat, Healing, Knowledge, Law/Good and Summoning (see FH&W p.408).
Protection (see FH&W p.408). • Class Hindrances: They are all lifted. However, the dark entity now
supporting the anti-paladin will expect him to serve and further its ne-
CLASS HINDRANCES: Code of conduct, Humility, Associates.
farious objectives on the prime material plane.
• Code of Conduct: Paladins must operate within the boundaries of a
strict Law-abiding code of conduct that includes to act honorably (e.g.
never strike in the back nor use poison), be altruistic and fair, promote
and defend the cause of Law, etc. Paladins who fail to live by this code
lose their paladinhood and all associated supernatural abilities. If their
failing was unintentional, they may recover their lost abilities with pro-
per atonement; a deliberately heinous act incurs a definite loss.
- 13 -
The WARRIOR-MONK
This character class is a rather faithful conversion of the C&C monk to
FH&W. Then, it includes a slight variant, so it becomes a Kensai, that is
an oriental weapon-master. The Warrior-Monk is simply a more martial
version of the Scary-Monk (see FH&W p.396). To make an analogy, the
warrior-monk typically represents a Shaolin martial-artist, while the
scary monk would rather portray a ninja. As such, while scary-monks
would probably go adventuring as a cover under which perform se-
cret missions for their order, warrior-monks like to wander the world in
search of situations and opponents against whom to test their martial
arts skills. This is especially true of the kensai (or “Sword Saint”), a
particular type of warrior-monk who devotes all of his efforts to the
mastery of a single melee weapon, normally the katana.
- 14 -
• Unarmed Fight: Warrior-monks are trained in martial arts, turning • Slow Fall: At 4th level, warrior-monks within arm’s reach of a wall
their body into lethal weapons (fists, knees, etc.) and learning to swiftly can use it to slow their descent. When first using this ability, they take
dodge attacks. As such, when fighting bare-handed they are nonethe- damage as if the fall was 20 feet shorter than it actually is. This distance
less considered as if armed, and their attacks deal lethal damage: 1d4 at augments by 5 feet every level thereafter.
1st level, 1d6 at 3rd level, 1d8 at 6th level, 1d10 at 9th level, and 1d12 at
• Purity of Body: At 5th level, warrior-monks gain a +1 bonus to all
12th level. Similarly, provided they are unarmed and but lightly encum-
saving throws vs. disease and poison. This bonus then increases by +1
bered, warrior-monks gain a base AC11 at 1st level, which increases to
every level thereafter, up to a maximum of +9 at 13th level.
AC12 at 2nd level, and again by +1 every two levels thereafter (AC13 at
4th level, AC14 at 6th level, etc.), up to AC 17 at 13th level. • Catalepsy: At 6th level, warrior-monks gain the ability to slow their
vital bodily functions in order to appear dead. Warrior-monks can main-
• Deflect Arrows: At 2nd level, warrior-monks can use an unarmed
tain this state of feigned death for a number of turns (10 minutes) equal
attack action to deflect incoming missiles (i.e. arrows, thrown daggers,
to their level.
etc., but not hurled rocks and the like) shot at them or at someone adja-
cent and within arm reach. To be successful, warrior-monks must make • Flurry of Blows: At 6th level, when fighting unarmed warrior-
an attack roll equal or higher than that of the missile attack. If monks get one extra attack every two rounds (3/2 rounds at-
failed, determine normally if nonetheless that missile would tacks); the extra attack is taken on odd-numbered rounds
hit or not. in the combat sequence (i.e. two attacks on the first
• Prone fighting: At 2nd level, warrior-monks round, one on the second, two on the third, one on
know how to fight prone. As such, provided their the fourth and so on). At 11th level, warrior-monks
arms and legs are free, warrior-monks retain their can make two unarmed attacks per round.
unarmed and Dexterity bonus to AC, and standing • Heal Self: At 7th level, warrior-monks can heal them-
opponents only get a +2 bonus to hit against them (ins- selves of 1d6 +1/level hit-points once per day. This
tead of +4). Then, if they fight with another prone op- requires 10 minutes of undisturbed meditation to
ponent, warrior-monks gains a +2 bonus to hit it. accomplish.
• Fast Movement: At 3rd level, warrior-monks • Still Mind: At 9th level, warrior-monks gain
gain an enhancement bonus to their speed of +2” a +2 bonus to their saving throws against all
(+5 feet); this bonus increases to +4” (+10 feet) mind-affecting spells or effects.
at 5th level, +6” (+15 feet) at 7th level, etc.,
until it reaches +12” (+30 feet) at 13th le- • Blind fighting: At 10th level, warrior-
vel (see table). A warrior-monk in armor or monks can fight in unarmed melee combat
carrying a medium or heavy load loses this without seeing, suffering no penalty to hit
extra speed. in poor lighting conditions, and only –2 in
total darkness. Furthermore, against in-
• Ki Strike: At 3rd level, the warrior-
visible opponents, they only suffer a –2
monks’ unarmed attacks are empowered
penalty to hit.
with ki. They are treated as a +1 magical
weapon for purpose of hitting creatures • Quivering Palm: At 13th level,
immune to magical weapons. This ability warrior-monks can set up vibrations
doesn’t provide an actual bonus to hit within the body of another creature
and damage however. Then, at 5th le- that can thereafter be fatal if the war-
vel, they can strike as if +2; then +3 at rior-monks so desire. They can use this
8th level, and +4 at 12th level. special attack once a week, and must
- 15 -
announce their intent before making the attack roll. Constructs, oozes,
plants, undead, incorporeal creatures, and creatures immune to critical
hits cannot be affected. Otherwise, if the warrior-monk strikes succes-
sfully and the target takes damage from the blow, the quivering palm
attack succeeds. Thereafter the warrior-monk can try to slay the victim
at any later time, as long as the attempt is made within 13 days. To
make such an attempt, the warrior-monk merely wills the target to die,
and unless the target makes a Constitution saving throw, it dies. If the
saving throw is successful, the target is no longer in danger from that
particular quivering palm attack, but it may still be affected by another
one at a later time.
Kensai are warrior-monks who practice sword-fighting, primarily with REQUIREMENTS: Intelligence 11+
the katana, as much as unarmed combat. They get the same abilities as
normal warrior-monks except for the following: ARMORS: None. Wizards cannot cast spells in armor, or with steep
hindrance if the GM decides to allow it (i.e. in this case casting times
—1st level: They lose Stunning Attack, that is replaced with gaining a
are doubled, and the character still has a chance of ruining his spell-
bonus of +1 per 2 levels (rounded down) to damage done with a katana
casting, thus wasting the spell, as determined by the armor chance for
and/or wakizashi. Then, kensai also gain their unarmed combat AC bo-
spell failure – see FH&W p.64).
nus when they use a katana and/or wakizashi.
WEAPONS: Either the staff or the dagger (though the staff should be
—2nd level: Deflect Arrows and Prone Fighting can only be used with
an obvious choice). Non-proficiency penalty: –4 to hit.
a katana and/or wakizashi (not unarmed).
—3rd level: Ki-Strike can only be used with a katana and/or wakizashi SAVING THROWS: +4 bonus to all saving throws against spells and
(not unarmed). other magic.
—6th level: Flurry-of-blows also applies as Multiple Attacks when CLASS FEATURES: Class skills, Magic-use (gray magic), Bonded
using a katana and/or wakizashi. staff / staff spell-casting (3rd level); Bonded staff / +1 saves and AC
(6th level)
—13th level: They lose Quivering Palm, that is replaced with Impro-
ved Critical, that lets kensai score a critical hit (with relevant benefits) • Class Skill: Wizards add their level to Arcane Lore skill checks.
with both a natural roll of 19 or 20 on the die roll. They don’t get any other class skill.
- 16 -
• Magic-Use: Wizards cast spells from the gray magic type (and list). switching only requires one week of attunement. Should the wizard
They may prepare and cast any spell they know (i.e.: that is recorded on die or take on a new staff, the old staff becomes normal (unless it had
their spell-book), provided they can cast spells of that level. The class been given other magical properties, in which case they remain). A
progression table details the number of spells wizards can cast each slain wizard who comes back from the dead can immediately and auto-
day, as relevant to their level in the class. All wizards must prepare their matically re-attune to his old staff as a free action.
spells ahead of time after getting a good ni-
A wizard needs his staff to use the Versatile Spellcasting ability descri-
ght’s sleep (when their mind is fresh), by
bed below. The somatic components (i.e. gesturing) of the spellcasting
spending an hour studying their spell-book.
are done with the staff in hand. Without their staff, wizards must revert
While studying, they decide which spells to
to the normal way of preparing spells and casting them, as magic-users
prepare.
and other traditional spellcasters do.
First-level wizards start their career with a
Upon reaching 6th level, the staff grants the wizards increased protec-
spellbook that contains Read Magic plus three
tion against magic. They gain a +1 bonus to all saving throws against
first-level spells and one second level spell (each
spells and other magic (which stack with any such
of the player’s choice). All other spells will have
bonus they could already have),
to be found (during adventures), learned from a
and also gain a +1 bonus to Ar-
tutor (usually for a steep fee), or purchased (also
mor Class against spells requiring
usually for a steep fee). Learning and recording
attack rolls. Lastly, if wizards use
a spell in the spell-book takes 1d4 days plus one
their staff to attack creatures im-
day per spell level, and requires to succeed an
mune to non-magical weapon, the
Arcane Lore check skill check at DC = 10 +
staff is treated as if being magical of the
spell’s level. If this check is failed, it can be tried
relevant bonus, although it doesn’t give ac-
again next level.
tual bonuses to attack and damage rolls. At
Then, upon reaching the 3rd level, wizards 9th level this bonus increases to +2, and +3 at
learn a more flexible way of preparing and 12th level. Wizards don’t get this bonus if they
casting their spells with a bonded staff (see don’t hold their staff in the hand.
below). Yet, this doesn’t make them forget the
• Versatile Spell-Casting: At 3rd level, wi-
normal procedure, to which they can revert
zards learn a more flexible way of preparing
whenever is needed.
and casting spells, that requires to use their
• Bonded Staff: At 3rd level, wizards can staff as a focus. When using this ability, wi-
craft a staff specifically attuned to them. Re- zards do not prepare their spells in advance
gardless of its construction or composition, to cast them later, as magic-users do. Instead,
the staff is hard as if it was made of metal wizards have developed a unique method that
(i.e. make item saving throws as per superior gives them more versatility when they want to
metal – see FH&W p.84). If the staff breaks, cast a spell. That is, their number of spells per
the wizard is stunned for 1d4 rounds. It takes day represents the pool of spells they will be
a month and 200 gp in materials to create a able to choose from when they want to cast.
wizard’s staff. This staff could acquire magi- As such, each morning after getting a good ni-
cal powers later, if the wizard enchants it in ght’s sleep (when their mind is fresh), wizards
any way. A wizard can only have one staff must spend an hour studying their spell-book,
attuned to him at a time. If the wizard finds determining which will be their available
a new staff he wants to become attuned to, spells for the day. Then, when comes the time
- 17 -
to actually cast spells, wizards can cast any of the spells selected for The ORDER OF HIGH ARCANA
that day, provided they have spell slots remaining to spend.
The Order of High Arcana is a powerful and widespread organization of
—Example: A 4th level wizard (Int 15), can prepare and cast six
elite mages intent on regulating all the arcane spellcasters (to prevent
1st level spells (i.e. 3 + 3 from a high Int. score) and two 2nd level
magical wars, or the rise of some horrendous sorcerer king), and to
spells. The wizard’s spell book contains no less that eleven 1st level
develop and refine the arcane arts (which is easier through peaceful
spell formulas and eight 2nd level spell formulas. She may select
cooperation). As such, wizards must remain neutral, standing outsi-
only six out of these eleven, and two out of these eight. Lets say that
de of any nation’s political affairs, and likewise are forbidden to fight
today she memorizes: 1st_Enlarge, Friends, Jump, Light, Shield and
among themselves. In effect, they are subject to the laws and justice
Sleep; plus 2nd_Forget and Web. So, for the remainder of the day
established by the Order of High Arcana. All arcane spellcasters are ex-
she cannot use any of the five remaining 1st level spells and six re-
pected to join the order and abide by its rules, and those who don’t are
maining 2nd level spells that are in her spell book. However, when
generally mercilessly hunted down and executed by the order.
comes the time to cast a spell, she chooses any of the selected spel-
ls she wants. For example she may cast Web twice, or Forget twice, Joining the order first requires to pass a test, during which the appli-
or each of them once. Then, having no more 2nd level spell slots cant’s competencies are evaluated of course, but also to determine the
available, she can now only cast 1st level spells, but freely choosing order’s circle the wizard would best fit in. There is three circles (i.e.
them among the six that were selected, until she has burned her Black, Crimson, and White) that regroup wizards of similar interests
six spell slots for the day. Then, tomorrow, the wizard might choose and tendencies. This is not about Law/Chaos allegiances however, as
to select different spells, and could for instance memorize Levitate all wizards of High Arcana must have an exclusive allegiance to the
and Shatter, so won’t be able to cast Forget or Web. order, none else.
Note that so long as wizards have their staff with them, they could keep
CLASS FEATURES: Circle magic, Order resources, High Arcana (4th
the same spell selection day after day and thus don’t need to bring their
level); Master wizard (9th level).
spell-book with them. However, if they loose their staff, it is confisca-
ted, etc., they will need their spell book to prepare their spells in the • Circle Magic: At 4th level, upon becoming members of the order, wi-
traditional way. Note that a wizard’s staff that is subject to a successful zards of High Arcana choose the circle that best represents their ethics
Dispel Magic, ceases to be usable for a few rounds as per any other and temperament. This circle determines the two schools of magic on
magical item, but once returned to normal, lets the wizard cast spells which wizards focus their learning, as well as their special abilities. As
again normally. such, wizards are better at learning and casting these spells, but also
become less effective at learning other spells.
• Order of High Arcana: At 4th level, wizards are expected to join
the Order of High Arcana. Those who refuse are often hunted down by 1) Each time they reach a new experience level, wizards of H.A.
the order that considers them as renegades (i.e. enemies). Entering the automatically learn one spell of their choice, chosen from their two
order involves passing a test that may be dangerous and could poten- favored schools of magic, and of a level they can actually cast.
tially lead to the applicant’s death. (This test is left at GM’s determina- 2) Wizards of H.A. gain a +2 bonus to learn or research spells that
tion.) Upon joining the order, wizards must choose the Circle (within belong to their favored schools of magic, but also a –1 penalty to learn
the order) that best represents their ethics and temperament. Then, or research all other spells. Note that although wizards of H.A. are not
wizards of High Arcana gain spells and abilities as detailed thereafter. forbidden to learn any spell, those of the black circle get a –2 penalty to
learn or research spells of the white circle’s favored schools (and vice
versa), and generally avoid to do so altogether. Wizards of the crimson
circle have no such limitations.
(* Note: spellcasters of any class and any level can prepare a spell with
a spell-slot of a higher level spell, but without gaining any special bene-
fit from doing so.)
- 18 -
• Order Resources: Wizards of High Arcana gain access to the exten-
sive libraries of the order that will grant them a +1d6 bonus on all Ar-
cane-lore, Alchemy, Astrology, Knowledge, or Linguistics skill checks,
provided they spend a few hours there searching among the books.
Similarly, they can cut the cost of creating magical items or researching
new spells by half, when working in the order’s headquarter/tower/
etc. Then, there is the possibility of gaining fellow wizards’ assistance,
buying magical potions, have spells cast for a fee, call upon the council
to resolve issues with other wizards, etc.
• High Arcana: The order has discovered that magical energies are • Circle Magic: Enchantment/Charm and Necromancy.
subject to three major influences, that might be related in some way to
• Order Secret: At 9th level, black circle wizards get the Arcane
the forces of Chaos, Neutrality and Law, or maybe to some competing
Reach ability: They can use spells with a range of touch on a target up
deities of magic. These influences may be tied to the moons or other
to 30 feet away, if they succeed on a ranged touch attack roll.
astrological factors, particular locations or ley lines, etc., as determi-
ned by the GM. It’s also the GM who determines when an influence
is stronger than the others; for examples, when a certain moon is as- Black Circle Wizard Spells Table
cending, or in certain places inhabited by dragons, demons, etc. In any
Char. Cast. Spells per day
case though, a wizard of H.A. can always know which influences are
lvl. lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
at work, either through casual observation or in succeeding an Arcane
Lore skill check at DC 15. 4th 4 3 2 — — — — — — —
5th 5 4 2 1 — — — — — —
The order’s circles are each tied to one of these major arcane influen-
ces, and it affects a wizard’s ability to cast spells. Each circle has thus 6th 6 4 2 2 1 — — — — —
certain conditions that augment its members’ spellcasting, while others 7th 7 4 3 2 2 — — — — —
would impede them. This is up to the GM to determine these conditions 8th 8 4 3 3 2 1 — — — —
in the campaign world. For examples: the different circles may be affec- 9th 9 4 4 3 3 1 — — — —
ted by the moons, and when they are rising or descending, according 10th 10 4 4 3 3 2 1 — — —
to a precise calendar, its wizards would be affected in advantageous or 11th 11 4 4 4 3 3 1 — — —
detrimental ways. For something simpler, the GM may decide which
12th 12 4 4 4 4 4 2 1 — —
influences affect particular areas. In any case, these influences should
13th 13 5 5 5 4 4 3 1 — —
be equally distributed, so a wizard has equal chances of finding himself
in advantageous, neutral or detrimental conditions. 14th 14 5 5 5 4 4 3 2 1 —
15th 15 5 5 5 5 5 4 3 1 —
—Advantageous Conditions: Wizards of H.A. cast their spells as if
they were two levels higher (i.e. only for purposes of determining 16th 16 5 5 5 5 5 4 3 2 1
a spell’s effects, range, damage done, ability to overcome magic- 17th 17 5 5 5 5 5 4 4 3 1
resistance, etc.). In addition, if the wizard has a bonded staff, he (or 18th 18 5 5 5 5 5 5 4 3 2
she) gains a (cumulative) +1 bonus to AC/saves/etc. 19th 19 5 5 5 5 5 5 4 4 3
—Detrimental Conditions: Same effect, but as if they were two le- 20th 20 5 5 5 5 5 5 5 5 3
vels lower. (But the staff, if they have one, is not affected).
- 19 -
The White Circle Wizard
White Circle wizards are of benign dispositions, retaining benevolent
inclinations despite their pursuit of arcane power and knowledge. They
especially believe that it is their duty to help the common people de-
fend against the intrusions and influence of supernatural forces that do
not belong to this world. For that reason, White Circle wizards specia-
lize in Abjuration magic. Nonetheless, their allegiance is to the Order
of High Arcana, never to Law, so White Circle wizards are not some
sort of arcane paladins. In fact, they will intervene only when they must
oppose warlocks (i.e. sorcerers in the service of Chaos), magical gates
that were inadvertently opened, powerful artifacts that may threaten
the world in the hands of foolish mortals, etc. They do not consider it
their job to fight injustice however.
Crimson Circle wizards typically want to keep to themselves, living in • Order Secret: At 9th level, white circle wizards get the Aid Spellcas-
seclusion away from the affairs of the mundane world that they des- ting ability: As a primary action, they can aid another caster they touch.
pise. Crimson Circle wizards prefer to not interact with other people, Provided the wizards also know the spell being cast, and succeed an
and instead pursue magical knowledge for its own sake, rather than for Arcane Lore skill check at DC = 10 + spell’s level, this other caster will
acquiring personal power and prestige. Crimson Circle wizards usually cast his spell as if he were 1d4 levels higher. The white circle wizard
have a scholarly bent, and revel in the study of magical phenomena. As doesn’t lose any spell slot for aiding spellcasting.
such, they are fascinated by the impermanent nature of the world, and
the way it can be modified through sorcery, reason for which Crimson
Circle wizards favor the school of Transmutation. In fact, some Crimson White Circle Wizard Spells Table
Circle wizards even hope to be eventually able to use its possibilities to Spells per day
Char. Cast.
transmogrify themselves in different, and higher states of beings. lvl. lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
• Circle Magic: Transmutation and Illusion. 4th 4 2 2 1 — — — — — —
• Order Secret: At 9th level, crimson circle wizards get the Spell Sha- 5th 5 4 2 1 — — — — — —
ping ability: They can alter the area of effect of their spells at leisure, 6th 6 4 3 2 — — — — — —
provided the total area remains the same or smaller. As such, the wi- 7th 7 4 3 3 1 — — — — —
zards could create a “hole” in a Fireball’s area of effect, in order to not 8th 8 4 3 3 2 — — — — —
affect someone or something while everything around is burned; they
9th 9 4 4 3 2 1 — — — —
could likewise reduce the area of effect so as to burn only one creature
with a Fireball, and nothing around. 10th 10 4 4 3 2 2 1 — — —
11th 11 4 4 4 3 3 1 1 — —
12th 12 4 4 4 4 4 2 1 — —
Crimson Circle Wizard Spells Table 13th 13 5 5 5 4 4 2 2 1 —
Char. Cast. Spells per day 14th 14 5 5 5 5 4 3 2 1 —
lvl. lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 15th 15 5 5 5 5 5 3 2 2 1
4th 4 3 2 — — — — — — — 16th 16 5 5 5 5 5 4 3 2 1
5th 5 4 3 1 — — — — — — 17th 17 5 5 5 5 5 4 3 3 2
6th 6 4 3 2 — — — — — — 18th 18 5 5 5 5 5 4 4 3 3
7th 7 4 3 2 1 — — — — — 19th 19 5 5 5 5 5 5 4 4 3
8th 8 4 3 3 2 — — — — — 20th 20 5 5 5 5 5 5 5 4 4
9th 9 4 4 3 2 1 — — — —
10th 10 4 4 3 2 2 1 — — —
11th 11 5 4 4 3 3 2 — — —
12th 12 5 4 4 4 4 2 1 — —
13th 13 5 5 5 4 4 2 1 — —
14th 14 5 5 5 4 4 2 2 1 —
15th 15 5 5 5 5 5 2 2 1 —
16th 16 6 5 5 5 5 3 2 2 1
17th 17 6 6 5 5 5 3 3 2 1
18th 18 6 6 5 5 5 4 3 2 2
19th 19 6 6 5 5 5 4 4 3 2
20th 20 6 6 5 5 5 4 4 4 3
- 20 -
Table: Special Critical Hit Effects by Class
Classes Special, Secondary Effect
If target happens to be an enemy of the character’s deity, it is affected by fear for 1d4 rounds (Charisma save
Agent of the Gods
negates), trying to flee the character as fast as it can.
Alchemist, Wizard of H.A. Victim suffers a –2 penalty to saves against magic for 1d4 rounds (Charisma save negates).
Inspires allies within 20 feet: First, they are freed of fear spells or effects (if any), and then, they get a +2 bonus
Chevalier
to their next attack roll.
Draconic Sorcerer Victim suffers a –2 penalty to hit due to fright, for 1d4 rounds (Charisma save negates).
Magic-using Bard Bard is inspired, getting a +2 bonus to his (or her) next 1d4 rolls for attacks, skill checks or saving throws.
Shadow-Dancer Can tumble aside (or retreat) out of range of the victim without incurring an attack of opportunity from it.
If victim is the character’s special enemy, it is affected by fear for 1d4 rounds (Charisma save negates), trying
Swan Maiden
to flee the character as fast as it can.
True Paladin If target is a creature aligned to of Chaos, an undead, etc., base weapon damage is tripled (not doubled).
A discharge of eldritch energy stuns the victim for 1 round (Constitution save negates); or for 1d4 rounds if
Warmage (variant)
using a magical weapon (Constitution save suffers a –1 penalty per plus of the weapon).
1) If unarmed attack: victim is stunned for 1d4 rounds (Constitution save negates).
Warrior-Monk
2) If weapon attack: Gains an immediate extra attack (either against same target or against adjacent foe).
Table: Epic MAGIC-USING BARD Spells Table: Epic AGENT OF THE GODS Spells
Char. Cast. Spells per day Char. Cast. Spells per day
lvl. lvl. 1st 2nd 3rd 4th 5th 6th lvl. lvl. 1st 2nd 3rd 4th 5th 6th 7th
14th 13 3 3 3 3 1 — 14th 14 6 6 6 5 3 2 —
15th 14 3 3 3 3 2 — 15th 15 7 7 7 5 4 2 —
16th 15 4 3 3 3 2 1 16th 16 7 7 7 6 5 3 1
17th 16 4 4 3 3 3 1 17th 17 8 8 8 6 5 3 1
18th 17 4 4 4 3 3 2 18th 18 8 8 8 7 6 4 1
19th 18 4 4 4 4 3 2 19th 19 9 9 9 7 6 4 2
20th 19 4 4 4 4 4 3 20th 20 9 9 9 8 7 5 2
Table: Epic TRUE PALADIN Spells Table: Epic SWAN MAIDEN Spells
Char. Casting Spells per day Char. Casting Spells per day
level level 1st 2nd 3rd 4th level level 1st 2nd 3rd 1st 2nd
14th 6 2 2 2 — 14th 7 2 2 1 2 1
15th 7 3 2 2 — 15th 8 2 2 1 2 2
16th 8 3 3 2 — 16th 9 2 2 2 2 2
17th 9 3 3 3 — 17th 10 3 2 2 2 2
18th 10 3 3 3 1 18th 10 3 2 2 3 2
19th 10 3 3 3 2 19th 10 3 3 2 3 2
20th 10 3 3 3 3 20th 10 3 3 2 3 3
- 21 -
FANTASTIC HEROES & WITCHERY
Fantastic Heroes & Witchery is both an OSR and OGL role-
playing game based on several earlier editions of the original
thing. If you know how to play one of these earlier editions (that
is: 1e, 2e, 3e), or their clones, you already know how to play
FH&W; you won’t need to learn the rules.
The only thing FH&W doesn’t include are monsters and magical
items. However, you can easily use those found in earlier editions
of the game it emulates, as well as its many retro-clones.
Note lastly that FH&W is one of the very few OSR games to also
include material for play in the science-fantasy and swords &
planets genres (ray-guns, etc.).
2) A review of FH&W:
- 22 -
OGL NOTICE 5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Con-
This book is published under the Open Game License (OGL) version 1.0a tributions are Your original creation and/or You have sufficient rights to
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pearing in this book is derived from the 3.0 System Reference Document,
copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL 6.Notice of License Copyright: You must update the COPYRIGHT NO-
and some of the art, is property of and copyright 2011-2013 Dominique TICE portion of this License to include the exact text of the COPYRIGHT
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DESIGNATION OF PRODUCT IDENTITY Content you Distribute.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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ters, spells, enchantments, personalities, teams, personas, likenesses and System Reference Document, Copyright 2000-2003, Wizards of the
special abilities; places, locations, environments, creatures, equipment, Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, Ri-
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as Product identity by the owner of the Product Identity, and which spe- Fantastic Heroes & Witchery, Copyright © 2011-2013, Dominique
cifically excludes the Open Game Content; (f) «Trademark» means the Crouzet. Author Dominique Crouzet.
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means to use, Distribute, copy, edit, format, modify, translate and othe- Arcana Unearthed, Copyright 2003, Monte J. Cook.
rwise create Derivative Material of Open Game Content. (h) «You» or
«Your» means the licensee in terms of this agreement. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord
2. The License: This License applies to any Open Game Content that Games; Authors: Davis Chenault and Marc Golden.
contains a notice indicating that the Open Game Content may only be Old School Magic, copyright 2010 by Vigilance Press, written by Charles
Used under and in terms of this License. You must affix such a notice Rice.
to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. Osric Unearthed, Copyright 2007 by Vigilance Press, author Charles
No other terms or conditions may be applied to any Open Game Content Rice.
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- 23 -