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Sorcerer of the Right Hand


A villain class for Lone Wolf: The Roleplaying Game. By Marco Conti.
As many scholars know, the Principle of the Duality of
Aon states that nothing can exist without its opposite.
The truth of this principle is a fact for the magic-users
of Magnamund. Here, magic is divided into two Paths,
identied by the Right and Left Hands. According to
the Brothers of the Crystal Star, their magical power
comes from the stars and men can channel it through
the strength of a pure heart. So where does Right-Hand
magic come from?
The Nadziranim are the only ones who could possibly
answer this question, but their minds are so alien that
any answer they might give would be of doubtful use.
What can be determined is that Right Hand magic is the
raw energy of the Plane of Darkness; its horrible power
is so strong that the human body is too frail to endure it
without aid, study and knowledge.
Despite its evil nature there are always those who are
entangled by the seductive power of Right Hand magic;
men and women who decide, for whatever reason,
that the terrible price of such power is worth it. These
individuals are the Right Handed Sorcerers.
There are two types of Sorcerer. First, there are the
Nadziranim. In these creatures the power of the Right
Hand ows like a river, their body unharmed by it. The
Nadziranim can learn and cast spells of the Right-Hand
path with ease, and many mix their worship of the Gods
of Darkness with studies of dark sorcery. Less powerful
are the weak human Sorcerers, whose bodies and souls
suffer in order for them for channel black magic.
Details of the Nadziranim can be found on page 117
of the Darklands sourcebook. This article covers human
Sorcerers only, but Nadziranim can take levels in the class
without penalty.
Characteristics
While the Dark Cultists work to increase the number
of souls devoted to the Black Deities, the Right Handed
Sorcerers task is to research new magics and tools to
improve their power. Typically a Black Sorcerer is in search
of ancient artifacts crafted by the servants of Darkness in
remote times but sometimes a Sorcerer will try to locate
a powerful artifact of Light with the intent to destroy it
once and for all. The most attempted (and failed) quest is
obviously the search for the lost Doomstones and Runes
of Agarash the Damned.

Allegiance
A Right Handed Sorcerer is bound to the Dark without
hope.
Religion
The Right Handed Sorcerers are more scientic than
devout, but they have a strong faith in the Five Deities of
Darkness. Above all, they worship Naar.
Background
The Nadziranim are the most powerful Sorcerers of the
Right Hand in the world of Magnamund. However, the
Nadziranim have instructed a lot of people in the ways
of the Black Hand, be they Drakkarim or humans from
the Free Realms. It is rumored that even some Giaks
have learned some of the powers of the Right Hand, but
the only one to know the truth about this fact is the
Darklord Gnaag himself. A Sorcerer of the Right Hand
born outside the Darklands keeps the benets of his
country.
Other Classes
A Sorcerer of the Right Hand could expect to nd
help only from other followers of the Darkness or from
someone unaware of the evil in the Sorcerers soul. The
natural allies of the Sorcerer of the Right Hand are
Dark Cultists, Dark Warriors and very occasionally the
Cener Druids. If there some common goals, a temporary
alliance could be made between a Sorcerer of the Right
Hand and a Shadakine Wytch.
Game Rule Information
A Right Handed Sorcerer has the following game
statistics.
Abilities: Intelligence, Wisdom, Charisma and
Constitution are the keys to achieve the power of the
Right Hand. Only a keen mind with great awareness
and a strong personality is able to manipulate the
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horrible, corrupting force of the Right Hand. However,
without a healthy body, the Sorcerer is doomed to certain
death.
Endurance Die: d4
Base Speed: 30 feet
Class Skills
The Sorcerer of the Right Hands class skills (and the
key ability for each skill) are: Bluff (Cha), Concentration
(Con), Craft (any, taken as separate skills) (Int), Diplomacy
(Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (any, taken as separate skills) (Int), Occult
(Int), Perception (Wis), Profession (any, taken as separate
skills) (Wis), Sense Motive (Wis), Speak Language (n/a),
Use magical Items (Cha).
Skill Points at 1st Level: (3 + Int modier) x 4
Skill Points at Each Additional Level: 3 + Int modier.
Class Features
All of the following are class features of the Sorcerer of
the Right Hand.
Armour and Weapon Prociencies: Right Handed
Sorcerers are only procient with light armour and the
following weapons: dagger, club, whip, short sword and
broadsword.
Pacts of Darkness: In order to become a Sorcerer of the
Right Hand, a common mortal must consecrate his body
and mind to the Pentad of Darkness. The ritual must be
performed on the dark of the moon, when the power of
Ishir is weakest. This ritual is called The First Pact, and is
fullled at 1st level. Then, a Sorcerer of the Right Hand
renews the Pact of Darkness at 5th and 11th level.
The First Pact of Darkness: the ritual of the 1st level
is very simple. With the aid of a Dark Cultist of Naar,
the apprentice Sorcerer must inscribe on his body tattoos
representing the Five Gods of Darkness. If one of the
Dark Powers doesnt accept the would-be Sorcerer as a
servant of Darkness, the poor apprentice dies in extreme
pain. If the Pentad considers the applicant worthy, the
new Sorcerer gains the Darkspawn subtype, knowledge of
the Dark Tongue (written and spoken) and, above all, the
ability to manipulate the forces of Right-Handed magic.
With the completion of the First Pact, the tattoos act as
small portals opened to the Plane of Darkness, the source
of Right Hand magic. Holding the essence of the Plane
of Darkness in the body is a dangerous action: at 1st level
the Sorcerer of the Right Hand is forced to determine
randomly his starting Endurance Points, instead of taking
the maxim result as the other characters. The Sorcerer
can add his Constitution modier to the Endurance die.
Willpower: The Sorcerers iron will and the powers
granted to him by the Pacts are the source of a mental
strength nearly supernatural. In game terms, every
Sorcerer has a Willpower score. A 1st level Sorcerers
Willpower is equal to his Wisdom score, at every level
it increases by a number of points equal to his Wisdom
modier (minimum 1 point). The Sorcerer regains a
number of Willpower points equal to his Charisma score
every 24 hours. When the Sorcerers current Willpower
drops to 0, he cannot cast any Right-Handed spells.
Conceal Aura: A Sorcerer with this ability gains a form
of Magic Resistance against any spell or Kai Discipline
which might uncover his Dark allegiance. If his Magic
Resistance is sufcient to defeat the spell or power, the
Sorcerer appears as an Adept of moderate strength,
aligned with the Balance. This power is active even if
the Sorcerer is unconscious or otherwise unaware of the
attempt to read his aura, and extends to cover objects in
his possession as well as his person.
Dark Wand: At 2nd level, the Sorcerer is able to forge
a Dark Wand. This requires 1000 Gold Crowns of a
special material called nyneril and a week of solid work
during which the Sorcerer cannot cast any spells as all his
magical power is focussed on the wand.
A Dark Wand can be wielded by any character with a
Willpower score to produce a blast of magical energy.
This blast must be targeted using their magical attack
bonus just like any other magical attack. Only Sorcerer
of the Right Hands learn more rened uses for the power
as they level up.
No more Willpower can be spent on a single attack with
the wand than the wielders character level, but effects
can be combined as the Sorcerer sees t.
Magical Blast Each point of Willpower spent on a
blast does 1d6 damage. This blast can be countered
using sorcery: the DC is equal to the attack roll. When
a Sorcerer of the Right Hand uses this power, the blast
does an extra 1d6 damage.
Weakness If a weakness blast hits a living target, that
target suffers one point of Strength damage per Willpower
point spent. These points return at the usual rate.
Blinding Any target hit by a blinding blast must make a
Fortitude save with a DC of 10 + half the Sorcerers class
level + his Wisdom modier. If this save is failed, they are
blinded for one round per Willpower point spent.
Fear A fear blast is a mind-affecting effect. Anyone hit
by one must make a Will save with a DC of 10 + half the
Sorcerers class level + his Wisdom modier or be shaken
for 2 rounds per Willpower point spent.
Terror Exactly the same as the fear blast, but the victim
is frightened for 1 round per 2 Willpower points spent.
Paralysis A paralysis blast paralyses the target for 1
round per 2 Willpower points spent. The victim may
make a Willpower save to negate this with a DC of 10 +
half the Sorcerers class level + his Wisdom modier.
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Psychic Awareness (Su): At 3
rd
level, a Right Handed
Sorcerers training allows him to defend himself
competently in psychic combat. As he grows in ability,
he learns the Focus and Attack actions, and at 12
th
level
he no longer needs to expend Willpower to maintain a
mental shield he may do so automatically.
Power Crystal: At 5th level the Sorcerer is able to craft
Power Crystals. Again, the base material is nyneril, and
the creation process is similar to that of the Dark Wand.
The raw components for the Power Crystal cost 2500
Gold Crowns, and it requires a week of dedicated work
and the sacrice of 500 XP.
Unlike Nadziranim Power Crystals, those crafted by a
human Sorcerer can only store a number of Tiers of
power equal to the crafters class level + 5. Once crafted,
a Power Crystals capacity cannot be increased, but so
long as he has the money and experience he can make as
many as he likes. For more details on the Power Crystals,
see page 99 of The Darklands volume.
Nadziranim with levels in Sorcerer of the Right
Hand do not need to go through any of the
pact ceremonies and simply gain all the benets
at the appropriate level without suffering any
of the drawbacks. Many will tattoo themselves
with icons of the Pentad anyway, but it is not
strictly necessary.
Level
Base
Combat
Skill
Fort
Save
Reex
Save
Will
Save
Base Magical
Combat Skill
Base Magical
Damage Special
1 +0 +0 +0 +2 +1 1d6
Right Hand spells (Tier I), Willpower, Pact of Darkness (The First Pact),
Magical Combat
2 +1 +0 +0 +3 +2 1d6 Dark Wand (Magical Blast), Conceal Aura +2
3 +1 +1 +1 +3 +3 1d6 Psychic Awareness (Erect a Shield)
4 +2 +1 +1 +4 +4 1d8 Psychic Awareness (Focus 1/day)
5 +2 +1 +1 +4 +5 1d8 Power Crystal, Dark Wand (Weakness)
6 +3 +2 +2 +5 +6/+1 1d8
Psychic Awareness (Attack), Right Hand spells (Tier II),
Pact of Darkness (The Second Pact)
7 +3 +2 +2 +5 +7/+2 1d8
8 +4 +2 +2 +6 +8/+3 1d10 Psychic Awareness (Focus 2/day), Dark Wand (Fear)
9 +4 +3 +3 +6 +9/+4 1d10 Psychic Awareness (Stun)
10 +5 +3 +3 +7 +10/+5 1d10 Conceal Aura +4
11 +5 +3 +3 +7 +11/+6/+1 1d10
Right Hand spells (Tier III), Pact of Darkness (The Final Pact),
Dark Wand (Blinding)
12 +6/+1 +4 +4 +8 +12/+7/+2 2d6 Psychic Awareness (Focus 3/day), Psychic Awareness (Instinctive Shield)
13 +6/+1 +4 +4 +8 +13/+8/+3 2d6
14 +7/+2 +4 +4 +9 +14/+9/+4 2d6 Dark Wand (Terror)
15 +7/+2 +5 +5 +9 +15/+10/+5 2d6
16 +8/+3 +5 +5 +10 +16/+11/+6/+1 2d8 Psychic Awareness (Focus 4/day)
17 +8/+3 +5 +5 +10 +17/+12/+7/+2 2d8 Dark Wand (Paralysis)
18 +9/+4 +6 +6 +11 +18/+13/+8/+3 2d8 Conceal Aura +6
19 +9/+4 +6 +6 +11 +19/+14/+9/+4 2d8
20 +10/+5 +6 +6 +12 +20/+15/+10/+5 2d10 Psychic Awareness (Focus 5/day), Crucible of Power
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The Second Pact: to reach the 6th level in this Class, the
Sorcerer must renew his bond with the Darkness. He must
perform a second ritual, again with a Naar Dark Cultists
aid in a night of new moon. The Sorcerer must imbibe
a mixture made of human blood, Darkspawn Essence
(see page 162 of the Lone Wolf Roleplaying Game) and
the fragments of the rst Power Crystal crafted by the
Character. This lethal beverage lowers permanently by 3
points the Sorcerers Strength score (plus any Strength
damage from the Darkspawn Essence) and forces the
Character to gain only 1 Endurance Point from his new
Endurance die, regardless of Constitution. Additionally,
the Sorcerer gains a number of Corruption Points equal
to 6 + his Constitution modier. This number becomes
the new minimum Corruption score for the Sorcerer.
However, the magic power of the Plane of Darkness
ows with ease in the Sorcerers blood, allowing him to
cast Right Hand spells of the Second Tier.
The Third Pact: at the 11th level the Sorcerers body is
ready to become a true recipient of the magic energies of
the Right Hand. To advance from the 10th level to the
11th of this Class, the Character must make a pilgrimage
to one of the cursed places of Magnamund where the
power of Darkness is nearly unlimited. The most sought-
after destinations are the Ruins of Naaros and the Maaken
Gorge. Once the Sorcerer has reached the place of his
choice he must draw on the ground, during a night of
the new moon, a special magic circle full of symbols. This
diagram must be inscribed in a mixture of the Sorcerers
blood and the powder obtained by grinding the bones
of at least eleven newborn children. To fulll this phase
without aws, the Sorcerer must make a Knowledge
(Arcana) Check with a DC of 30. Then, the Sorcerer
must pray and meditate inside the circle just drawn at
least for an hour, requiring a Concentration Check with
a DC of 25. If the Sorcerer passes both checks, the raw
Right Hand magic that pervades the place of the ritual
totally opens the spiritual doors that were pushed ajar
with the First Pact. Now the Sorcerer has the ability to
cast the Right Hand spells of the Third Tier, and he
does not suffer the adverse conditions of the Darklands
or the Plane of Darkness. With the Third Pact, the
Sorcerer has cut off all ties with Magnamund and the
power of the Gods of Light. However, the human body
cannot endure this mutation without harm. After the
completion of the Third Pact, the Sorcerers current and
minimum Corruption scores are boosted in the same
way as the Second Pact, he doesnt gain any Endurance
from the Endurance die of the 11th level (regardless of
Constitution) and his maximum Endurance is lowered
by 1d6 points.
Crucible of Power: At 20th level the Sorcerer has
learned the nal secrets of Right Handed magic and
transgures himself into a living conduit of Dark energy.
When activated, the Crucible of Power ability grants
the Sorcerer +4 Constitution, a +4 bonus to all saving
throws, double his base magical damage and a pool of
24 spell Points that can be used in place of Endurance
when casting spells. This apotheosis lasts for 20 rounds,
and can be used twice per day.
Right Hand Spells: At 1st level, the Sorcerer can cast a
number of Right Hand spells of the First Tier equal to
his Wisdom modier +2. At 6th level, the Sorcerer learns
a number of Right Hand spells of the Second Tier equal
to his Wisdom modier +1. At 11th level, the Sorcerer
learns a number of Third Tier spells equal to his Wisdom
modier -1 (minimum 1). Every level thereafter, the
Sorcerer learns another Right Hand spell of his choice.
See below for more details on Right-Handed magic.
Ex-Sorcerer of the Right Hands
It is impossible to leave the way started with the First
Pact. Anyone who tries it, dies. Horribly.
Multiclass Sorcerer of the Right Hands
While many Dark Cultists dabble in sorcery, the only
other denizens of Magnamund likely to learn any Right-
Handed magic are Cenerese druids and even then that
is a surpassingly rare occurrence.
Right-Handed spells
Right Hand magic is the essence of the Plane of the
Darkness channelled with the right tools, namely the
gestures and words that make possible the Sorcerers
spells. Some objects can channel the raw energy of the
Plane of Darkness, and the most famous specimens are
the Doomstones. The reason why all Sorcerers must
perform the Pacts is that the quantity of Dark energy
present in the human body is too little to cast Right Hand
spells and so the Sorcerer must improve their magical
reserves. The damage to the body is largely worth the
power derived from the dark magic. True creatures of
Darkness, such as the Nadziranim, the Darklords or any
sentient creature with the Darkspawn subtype, cannot
be harmed in the same way by the magic of the Right
Hand, so they can acquire levels in this class without
penalties.
Each day the Sorcerer can cast any Right Hand spells of
the First Tier that he knows as often as he likes. He can
only cast a number of Second Tier spells each day equal
to the sum of his Intelligence and Wisdom modiers,
and a number of Third Tier spells each day equal to half
the sum of his Intelligence and Wisdom modiers.
When a Sorcerer casts a Right Hand spell, he must make
an Occult check with a DC of 15 + 5 x the Tier of the
spell. A natural 1 on this check is an automatic failure,
while a natural 20 is an automatic success and allows the
spell to be cast for no Endurance cost.
Every Right Hand spell has a corruption chance equal
to 5 x Tier of the spell. Whenever a Right Hand spell is
cast, roll percentile dice against this score if the result is
less than the corruption chance, add one to the Sorcerers
Corruption score.
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Unless otherwise stated, casting a Right Hand spell is a
standard action.
A Sorcerer at 0 Willpower cannot cast any Right Hand
magic. All Right Hand spells have a Willpower cost
equal to half (round up) the Endurance cost. Casting a
Right Hand spell costs 1 Willpower even if the spells
Endurance cost is reduced to 0 by a natural 20 on the
casting check.
A Sorcerer cannot go to negative Endurance while casting
a Right Hand spell. If that happens, the spell is lost and
the Sorcerer becomes unconscious but stable.
When a Right Hand spell allows a saving throw, the DC
is equal to 10 + the Tier of the spell cast + the Sorcerers
Intelligence modier + half the Sorcerers Class levels.
Many Right-Handed spells are Tiered, such as Vile
Evocation. A Sorcerer cannot learn a higher Tier of a
spell without knowing all lower Tiers.
Right Hand spells of the First Tier
Baleful Rage (3 Endurance)
If the target of this spell fails a Will save he is dominated
by a terrible bloodlust and will attack the nearest
possible foe. This spell lasts for the Sorcerers Class levels
+1 rounds. While this spell is active the target gets +4
Strength, +4 Dexterity and +4 Constitution, but will
savagely attack whoever is nearest to them.

Black Fire (2 Endurance per attack)
This spell is very similar to the First Tier of the
Brotherhood spell Lightning Hand, but has a range of
60 feet. The Black Fire can be cast multiple times as a
full magical attack if the Sorcerers Base magical Combat
Skill allows two or more magical attacks in a round.
Every attack costs 2 Endurance. At will, the Sorcerer
can decide to generate attacks visually identical to the
Lightning hand or rays of black energy with blue sparks.
Every attack deals the Sorcerers base magical damage.
Black Tentacles (5 Endurance)
The sorcerer manifests a web of black tentacles, seething
with purple sparks, and directs them to entangle his
enemy. The target must be within 60 feet of the caster
and gets a Reex save to avoid the spell. If the saving
throw is failed, the victim is entangled for 5 rounds and
suffers half of the Sorcerers base magical damage each
round. Any form of damage reduction or electrical
resistance will negate all damage, but the target is still
entangled.
Break the Will (2+ Endurance)
The Sorcerer of the Right Hands use this spell to weaken
the defences of their victims. The target of this spell
suffers a penalty to their Will saves of -1 per 2 Endurance
that the Sorcerer uses to power the spell. The penalty
lasts for a number of rounds equal to the Sorcerers class
level + 1. There is no saving throw against this spell, but
targets with a Willpower score may spend Willpower
points to offset the penalty on a one-for-one basis.
Coma (3 Endurance)
With this very useful and simple spell, the Sorcerer can
set his enemies asleep. Coma can be cast only on living
creatures that actually need to sleep. The spell has a
range of 60 feet and must be cast multiple times to affect
multiple targets. The victim falls asleep for a number of
hours equal to half the Sorcerers class levels + 1 if he fails
a Fortitude Save. The Sorcerer cannot cast this spell on
targets with more Endurance Dice than his class levels.
The slumber achieved by this spell is equal to that of
the potion of Gallowbrush. Casting this spell requires a
full-round action. Kai Lords with Mindshield may add
their Mindshield bonus to Will saves to the saving throw
against this spell.
Dark Boon (1 Endurance)
See The Darklands, page 117.
Dark Perception I (1 Endurance per round)
At this Tier, Dark Perception can be used to extend
some of the Sorcerers senses (smell, sight, hearing)
outside his body, up to 300 feet. To accomplish this,
the Sorcerer must make, after the normal Occult check,
a Concentration check with a DC equal to 10 + 2 for
every 30 feet between his body and his target location.
This spell can be blocked only by magical means.
While the spell is active, the Sorcerer sees, hears and smells
things as if he were present at the location. However, his
physical body lies comatose and helpless until he chooses
to end the spell and restore his perceptions.
Mantle of Darkness
See The Darklands, page 117.
Mould the Matter (2 Endurance)
The power of the Right Hand corrupts the physical and
the spiritual world alike. A Sorcerer who knows this spell
can create physical objects through the exertion of his
will alone, although he cannot create anything he is not
familiar with. With an appropriate Craft check at DC
25, the sorcerer can create mastercrafted items. With a
check at DC 30 he can create superior items. If he has
10 levels in Sorcerer of the Right Hand and succeeds at a
DC 30 Craft check he can make sublime items.
The item created with this spell can occupy a
maximum of 1 cubic foot per level and lasts for as
Optional Rule
If the victim of a Right Hand spell has some
Corruption points and is allied with the Light or
the Balance, he suffers a penalty to his saving
throws against Right-Handed magic of -1 for
every 2 Corruption points he has.
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long as the Sorcerer commits a single point of Willpower
to it. This essentially lowers his maximum Willpower
until he chooses to cease maintaining the object.
The object created radiates an evil aura that bestows a
single point of Corruption on the owner per month of
ownership. Many Sorcerers craft and maintain one or
two coins of little value, allowing them to circulate and
spread Corruption among the populace.
Smell the Prey (1 Endurance per 2 rounds)
While this spell is in effect, the Sorcerer gains the scent
ability. The enhanced sense of smell granted by Smell the
Prey can be used with Dark Perception.
Steal the Force of Life I (4 Endurance)
If the target fails a Fortitude save, blood bursts from a
spontaneous wound on their body and ows to the
mouth of the Sorcerer. This deals the Sorcerers base
magical damage and heals the Sorcerer by an equal
amount. Anyone who witnesses this spell other than the
Sorcerer himself must make a Will save or be shaken for
one round.
This spell has a range in 5 ft squares equal to the Sorcerers
class levels + 1, and it only works on living targets with
blood. Undead, constructs, elementals, and certain other
creatures are immune.
Lift the Secrets (2 Endurance per round)
While this spell is active the Sorcerer can read the surface
thoughts of his target (who must be within 60 feet). The
target is allowed a Will save to resist, and if he passes
the save by 5 or more he becomes aware that someone
is attempting to read his mind. This spell can be used in
conjunction with Dark Perception.
Kai Lords with any tiers of Psi-Screen are immune to this
spell, but should still make the Will save to see if they
notice the attempted intrusion.
Terrorize I (4 Endurance)
With this spell the Sorcerer can ll his enemies hearts
with fear. This spell has a range of 60 feet. The target
of this spell must make a Will save or remain shaken
for a number of rounds equal to the Sorcerers Wisdom
modier; additionally, if the target fails his save, he will
suffer cold damage equal to the Sorcerers base magical
Damage. If the target makes his save, he will avoid the
damage and be shaken for only a single round.
Vile Evocation I (6 Endurance)
When the Sorcerer casts this spell, he must chant rhymes
in the Dark Tongue. These words have the power to raise
the dead and put them at the Sorcerers will. At this Tier
Vile Evocation requires a full round action to cast and
summons a lesser spirit of the dead that remains in the
Sorcerers service for a number of minutes equal to the
sum of the Sorcerers Intelligence, Wisdom and Charisma
modiers.
Walking Dead I (4 Endurance)
The power of this spell at this Tier is still weak. For now,
the Sorcerer is able to create a skeleton or a zombie from
the body of a person dead up to one week prior to the
casting of the spell. The undead created by this spell will
obey the Sorcerers orders until destroyed and, in his
absence, will follow the last order received. Every day
the Sorcerer can create a number of undead equal to his
Charisma modier +1 (minimum 1) but cannot exert
simultaneous control over more than his class level x 2
at any one time.
Lesser Spirit of the Dead
Medium Undead
[Incorporeal]
Endurance Dice: 2d12 (13 Endurance)
Initiative: +1
Speed: Fly 30 ft (perfect)
Armour Class 13 (+1 Dex, +2 deection)
Base Combat Skill: +1
Attack: Incorporeal touch +2 (1d4
Wisdom)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Darkvision, undead traits.
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 8, Dex 12, Con -,
Int -, Wis 10, Cha 14
Skills: -
Feats: -
Challenge Rating: 2
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Whispers in the Dark I
(1 Endurance per round)
At 1st Tier Whispers in the Dark grants to the Sorcerer
the ability to transfer his voice to a place that he is
monitoring through Dark Perception.
Withering Blast
See The Darklands, page 117.
Right Hand spells of the Second Tier
Artefacts of Evil (Special)
Once the Sorcerer has learned this spell he can create
magical items using the rules of the Jewelcraft (Itemcraft)
skill, as explained in Magic of Magnamund (page 120
and following). Every time the Sorcerer forges a magical
object his permanent Endurance scores lowers by 6 for
6 weeks.
Blasphemous Texts (Special)
Once the Sorcerer has learned this spell he can produce
magical scrolls as if he had the Scribing (Itemcraft) skill
(see Magic of Magnamund, page 119). Every time the
Sorcerer inscribes a scroll his maximum Endurance score
is lowered by 6 for 6 days. He can produce up to 3 scrolls
in a day.
Dark Perception II
(4 Endurance per minute)
As the Tier 1 version of Dark Perception, except that the
Sorcerer can project his senses up to 3000 feet away from
him and the Concentration check has a DC of 10 + 2 for
every 300 feet of distance.
Lethal Illusion (4 Endurance)
This spell creates an illusion that exists only within the
mind of a single target within 60 feet. If the target fails a
Will save, their perceptions are entirely controlled by the
Sorcerer for a number of rounds equal to the Sorcerers
class level + his Charisma modier. Any attackers the
Sorcerer wishes to conceal with the illusion are treated
as invisible attackers. The Sorcerer must make a DC 15
Concentration check every round to maintain the spell,
and cannot use any other magic while concentrating on
the Lethal Illusion.
Medusas Eye (6 Endurance)
This spell is a magical gaze attack with a range of 30 feet.
If the target meets the Sorcerers gaze (see page 256 of the
Lone Wolf Roleplaying Game), he must make a Fortitude
save with a special DC of 10 + half the Sorcerers class
levels + the Sorcerers Charisma modier or be paralysed
for a number of rounds equal to half the Sorcerers class
level + his Charisma modier.
Steal the Force of Life II (8 Endurance)
As the spell of the rst Tier, except that the Sorcerers base
magical damage is doubled and applied as temporary
Endurance points rather than healing.
Terrorize II (6 Endurance)
As the spell of the rst Tier, except that victims are
frightened rather than shaken.
Toxic Fumes (6 Endurance)
This spell requires a full-round action to cast. The Sorcerer
breathes out a billowing green cloud of poison with a ve
foot radius. The poisons save DC is the same as the spells
save DC and it has a primary and secondary damage of
1d6 Strength. The cloud remains for a number of rounds
equal to the Sorcerers Wisdom modier and victims who
remain within the cloud are exposed to the poison every
round. Creatures with the Evil or Darkspawn subtypes
including the Sorcerer himself are immune.
Tortured Spirit
Medium Undead
[Incorporeal]
Endurance Dice: 6d12 (39 Endurance)
Initiative: +1
Speed: Fly 30 ft (perfect)
Armour Class 13 (+1 Dex, +2 deection)
Base Combat Skill: +3
Attack: Incorporeal touch +4 (1d4
Dexterity)
Space/Reach: 5 ft/5 ft
Special Attacks: Frightful moan, horric
appearance
Special Qualities: Darkvision, undead traits.
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 12, Dex 12, Con -,
Int -, Wis 10, Cha 14
Skills: -
Feats: -
Challenge Rating: 7
Frightful Moan (Su)
A tortured spirit can emit a frightful moan as a
standard action. All living creatures within a 30-
foot spread must succeed on a DC 15 Will save or
become panicked for 2d4 rounds. This is a sonic
necromantic mind-affecting fear effect. A creature
that successfully saves against the moan cannot be
affected by the same spirits moan for 24 hours.
Horric Appearance (Su)
Any living creature within 60 feet that views a tortured
spirit must succeed on a DC 15 Fortitude save or
immediately take 1d4 points of Strength damage,
1d4 points of Dexterity damage, and 1d4 points of
Constitution damage. A creature that successfully
saves against this effect cannot be affected by the
same spirits horric appearance for 24 hours.
58
Unnatural Beauty (2+ Endurance)
For every two Endurance spent on casting this spell the
Sorcerer gets +1 on all Charisma-based skill checks. The
spell lasts for one hour per +1 bonus gained.
Vile Evocation II (12 Endurance)
Casting this spell is a full-round action, and it only works
if the Sorcerer killed someone in the round immediately
prior to casting it. The spirit of the victim is torn from
their recently deceased corpse and bound to a place or
object of the Sorcerers choosing. The spirit is compelled
to obey the Sorcerers commands, but is limited to
manifesting within 120 feet of the object or place it is
bound to. It cannot travel outside that radius. The spirit
remains bound until its destruction or the death of
the sorcerer who bound it. See tortured spirit on the
previous page for game statistics.
Walking Dead II (6 Endurance)
At this level, a Sorcerer can animate more powerful
undead. Corpses raised by this spell have the statistics of
a vordak although they are lacking any intelligence (Int
), have no ability to participate in psychic combat and do
not revert to a gemstone form when destroyed. Sorcerers
can only exert simultaneous control over a number of
these equal to half their class level.
If a Sorcerer has access to the right tools, normally
found only in Helgedad, he can use this spell to create
full vordaks and even (with the permanent sacrice of
1 Endurance) helghasts, although intelligent undead
cannot be directly controlled and must be intimidated
or negotiated with.
Whispers in the Dark II
(2 Endurance per round)
A Sorcerer needs to use this spell to speak through Dark
Perception II at ranges of greater than 300 feet. At ranges
of less than 300 feet, he may use this or the rst Tier
equivalent as he sees t.
Right Hand spells of the Third Tier
Acid Rain
(10 Endurance + 5 Endurance per round)
One of the most feared spells of the Right Hand, Acid
Rain strikes every target in a circular area (centered on
the Sorcerer) with a radius of 20 feet. Every target, be
it living or not, takes the base magical damage of the
Sorcerer as acid damage. Acid Rain ignores the hardness
of objects but the Sorcerer must beat a targets magic
resistance to affect that target. In addition, a strong
magical fear produced by this spell paralyzes the victims
unless they make a successful Will save. The targets of this
spell cannot avoid the damage through saving throws:
the only escape is to get away from the area of effect. The
spell lasts for as long as the Sorcerer is willing to continue
fuelling it: the rst round of effect costs 10 Endurance
Points, the following rounds 5 each.
Chains of the Mind
(8 Endurance for every 24 hours
per creature dominated)
This spell grants the Sorcerer the ability to completely
dominate the will of a target up to 30 feet away. The
target can make a Will save to avoid the mental attack.
The Kai Lords with at least the third Tier of Psi-Screen are
immune to this spell. If the target fails to resist the spell,
he will be totally under the Sorcerers control and will
obey the Sorcerers commands with maximum efciency.
The Sorcerer can maintain simultaneous control over a
number of targets equal to his Charisma modier.
Dark Perception III
(8 Endurance for every 10 minutes)
As the Tier 1 version of Dark Perception, except that the
Sorcerer can project his senses up to 10 miles away from
him and the Concentration check has a DC of 10 + 2 for
every mile of distance
Extinguish (8 Endurance)
This spell produces a back-red whirlwind in the hands of
the Sorcerer, who can throw it at a target within 30 feet.
If the target fails a Fortitude save, the Sorcerer deals his
base magical damage in Constitution damage.
Invulnerability (4 Endurance per round)
While this spell is in effect, the Sorcerer gains damage
reduction equal to his class level. This damage reduction
can only be bypassed by weapons which are both magical
and Good-aligned. He also gains a resistance to all
elemental damage equal to half his class level.
Spectral Body (2 Endurance per minute)
With this spell the Sorcerer gains many of the benets
of the incorporeal bodies of ghosts. Nonmagical attacks
pass through him harmlessly, and even magical attacks
have only a 50% chance of connecting. When he
makes weapon or unarmed attacks he uses his
59
magical attack bonus and deals damage directly to Strength or Wisdom (Sorcerers
choice with each attack). He may move through any obstacle of less than ve feet
thickness without harm or impediment. His spells continue to work as normal. When
the Sorcerer assumes a Spectral Body all carried equipment also gains the benets of the
spell but he cannot acquire any more until he dismisses the magic with a free action.
Steal the Force of Life III (8 Endurance)
As the spell of the rst Tier, except that the Sorcerers base magical damage is tripled
and applied as temporary Endurance points rather than healing. In addition, onlookers
who fail their Will saves are nauseated rather than shaken.
Terrorize III (8 Endurance)
As the spell of the rst Tier, except that victims are panicked rather than shaken.
Vile Evocation III (10 Endurance)
This spell can be cast in one of two ways. The rst method is identical to the rst Tier
version of Vile Evocation except that it summons a pair of inbetweens rather than
a single lesser spirit. The second version may be cast as a free action and summons
any combination of Darkspawn with a total CR less than or equal to the Sorcerers
class level. Both spells last for a number of rounds equal to the sum of the Sorcerers
Intelligence, Wisdom and Charisma modiers.
Walking Dead III (8 Endurance)
At this level, the Sorcerer can create any kind of corporeal undead that he is familiar
with so long as he has the correct raw materials. He may create undead in a single
casting with a total challenge rating equal to his class level, and he may now maintain
simultaneous control of a number of skeletons and zombies equal to 4 x his class level
and a number of more powerful unintelligent undead equal to his class level. Intelligent
undead, as usual, cannot be controlled directly and must be intimidated or negotiated
with.
Whispers in the Dark III
(4 Endurance per minute)
A Sorcerer needs to use this spell to speak through Dark Perception III at ranges of
greater than 3000 feet. At lesser ranges, he may use Whispers in the Dark I or II as
appropriate.
12
T
he Priests of Ishir are found in all
Magnamund. Sustained by an
unbreakable faith, they have the holy
mission of guarding the peoples of
the world from any threats Naar poses, of giving
comfort to the wounded souls with the kindness
of the Mother, and they attempt to redeem those
who have taken the way of crime, without serving
Naar in the process.
The Priests of the Moon receive their holy calling
at no determined age, but the large part of them
begin their path through faith around twenty
years.
In every corner of Magnamund there are
associations of Priests that care for the poor, the ill
and the weak, because it is their way of thinking
they must share the blessings of Ishir as much as
possible.
Every group of Priests is quite different from
the other: each uses its own titles and hierarchy
system. It is impossible to nd a common
doctrine, or a centralised authority able to speak
for all Priests of Magnamund. In other words, in
each state or kingdom, the clergy of Ishir follows
its specic rules, facing specic problems. For
instance, the Church of the Lastlands includes
all Priests from Sommerlund and Durenor. This
Church does not have a declared hostility towards
other Churches, but do not accept some aspects
of the Vassa Cult, that worship not only Ishir, but
the Majhan too, considered ancestors with the
status of demigods and worthy of deep respect
and worship. In the Stornlands, the Priests say
that Ishir alone gave birth to Aon, and the proof
would be the stars, considered fragments of the
Moons light. In the end, regional differences in
the cult of Ishir are as numerous as the peoples of
Magnamund. But, there is little space for hatred
between Priests: they all have a strong and gentle
Mother as a paragon, and the common enemy,
Naar, is always lurking in the shadows to kill all
who do not pay homage to him.
Adventures: Priests that embark themselves on
long journeys or quests are quite few, but those
who travel are driven by the desire to see distant
places of holy power. Others decide to spread
the Word of the Mother to the unfaithful. Some
begin to travel thinking it is in their best interest
knowing how the Goddess is worshipped by
people different from their own. The youngest
undergo personal quests or crusades against Evil
(mundane and spawn from Narr, sometimes at the
cost of their own lives.
Characteristics: Priests of Ishir care for much
more than the spiritual life of the community
they serve. They offer healing to the wounded
and the sick, they nourish the poor. With the
donations they receive from the upper classes, they
build houses and give work to the unemployed.
In the small towns, the local Priests also act as
judges and heads of the community. Many
Priests are also well-educated scholars, masters of
theology, mythology and history. Old Priests act
as ambassadors or counsellors for their political
leaders. All Priests are well known and loved by
the common people, who view them as gentle
guides more than an authoritarian institution.
There are not sexual discriminations between the
ranks of Priests, and the numbers of men and
women sworn to the Goddess is quite the same.
Generally speaking, the Priest can marry or have
relationships, as Ishir does not forbid these things.
But some Priests decide to consecrate all their life
to the Mother, keeping themselves away from
sentimental or sexual relationships with others.
Allegiance: No Priest of Ishir can ever imagine
devoting her soul to Naar, and in the unlikely
event, she will be hunted for this nefarious act. It
is very unlikely that a Priest could follow the Path
of Balance, because the very force that sustains a
true Priest is her faith in the Gods of Light.
Priest of Ishir
A New Hero for The Lone Wolf
Roleplaying Game
Marco Conti
13
Religion: Priests of Ishir
consecrate their souls to
the Goddess of the Moon,
but they still pay high
homage to Kai, Lord of the
Sun. Though, they see the
Father Sun distant from
the struggles of everyday
life, being too engulfed
in the war with Naar: to
them, Ishir is the gentle,
ever present Mother that
protect the common
people from harm.
Background: Priests of
Ishir come from every
kingdom or ethnic group
of Magnamund, with the
exception, obviously, of
the lands controlled by
Darkness. The Priests
keep the special abilities
granted by their nation
of origin, unless the
player chooses that her
character received the
calling at a very early age.
Other Classes: The
Priests of Ishir can
cooperate at their
best with Kai Lords,
Sommerlund Knights
of the Realm, Dessi
Magicians and
Vakeros Knights. The
relationships with the
Herbwardens are of
mutual respect, as it is with the Telchos Amazons.
It is unlikely that a Buccaneer of Shadaki could
forge a strong friendship with a Priest, but it is
not impossible. Sages of Lyris often seek the lore
Priest of Ishir
Level
Base Combat
Skill
Fort
Save
Ref
Save
Will
Save
Special
1 +0 +0 +0 +2 Willpower, Prayer of the Face, Moonre
2 +1 +0 +0 +3 Blessing of the Goddess: +1
3 +2 +1 +1 +3 Divine Strength
4 +3 +1 +1 +4 Holy Ward: +1
5 +3 +1 +1 +4 Prayer of the Face
6 +4 +2 +2 +5 Blessing of the Goddess: +2
7 +5 +2 +2 +5 Divine Strength
8 +6/+1 +2 +2 +6 Psychic Resistance: 12, Holy Ward: +2
9 +6/+1 +3 +3 +6 Prayer of the Face
10 +7/+2 +3 +3 +7 Blessing of the Goddess: +3
11 +8/+3 +3 +3 +7 Divine Strength
12 +9/+4 +4 +4 +8 Holy Ward: +3
13 +9/+4 +4 +4 +8 Prayer of the Face
14 +10/+5 +4 +4 +9 Psychic Resistance: 18, Blessing of the Goddess: +4
15 +11/+6/+1 +5 +5 +9 Divine Strength
16 +12/+7/+2 +5 +5 +10 Holy Ward: +4
17 +12/+7/+2 +5 +5 +10 Divine Punishment
18 +13/+8/+3 +6 +6 +11 Protect the Herds
19 +14/+9/+4 +6 +6 +11 Seal of the Goddess
20 +15/+10/+5 +6 +6 +12 Psychic Resistance: 24, Transguration
of Priests in exchange of their own, and many
Whytch Chyldren have received asylum from
several Priests of Ishir. The Dwarves of Bor tend
to mock in some ways the Priests with extremely
serious demeanour, and the Shianti Sorcerers act
towards Priests in the same manner of the Dessi.
No bonds could be done between Priests and
Shadakine Whytches, Dark Cultists, Cenerese
Druids and Dark Warriors. Curiously, the
Brothers of the Crystal Star are often in discomfort
14
when dealing with Priests, because Left-handed
magic cannot undo the effects of the Prayers of
Ishirs Priests.
Game Rule
Information
The Priest of Ishir has the following game
statistics.
Abilities: Charisma and Constitution are the
two key Abilities for the Priests, Charisma
because is only through strength of personality
that indels can be converted and faithful
could be healed, and Constitution because in
order to spread the Word of the Mother and
to resist to the threats of the servants of Naar
one has to have a strong and healthy body.
Intelligence and Wisdom are a good second
choice, while Strength and Dexterity do not
need a score that provides a bonus.
Endurance Die: d6.
Base Speed: 30 feet.
Starting Wealth: 100 Gold Crowns.
Class Skills
The Priest of Ishirs class skills (and the key
abilities for each skill) are:
Concentration (Con), Craft (Alchemy)
(Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Intimidate (Cha), Knowledge
(History) (Int), Knowledge (Nature) (Int),
Knowledge (Planes) (Int), Knowledge (Religion)
(Int), Ride (Dex), Speak Languages (N/a), Sense
Motive (Wis).
Skill Points at 1st Level: (5 + Int modier) x 4
Skill Points at each Additional Level: 5 + Int
modier.
Class Features
All of the following are class features of the Priest
of Ishir.
Armour and Weapons Prociency: Younger
and adventuring Priests learn how to use all one
handed weapons, all bows with the exception of
the crossbows, light and medium armour and
shields.
Blessings of the Goddess (Su): A true Priest
can be recognised by the strength of their faith,
which grants them the ability to invoke miracles.
Each time the Priest gains this class feature, the
character can, through a small invocation to Ishir,
grant to a weapon of his choice the bonus to hit
and damage listed in the table. Granting the
Blessing of the Goddess requires a number of full
round actions equal to the bonus granted, and
this holy bonus lasts for a number of round equal
to (Priests class levels/2) + 1. The Priest can use
this class feature a number of times equal to the
Priests Charisma modier + 1, for a minimum of
2. The bonus listed in the table is not cumulative:
each score replaces the prior. A weapon Blessed
by Ishir ignores any Damage Reduction, and
undead and Darkspawn creatures hit by them
suffer an additional 1d6 of holy damage.
Divine Punishment (Su): At 17
th
level, the
Priest, as a standard action, can burn his enemies
with Moonre. With a standard attack action,
the Priest can direct his Moonre against any
single target within 60 feet, with an attack bonus
equal to his Base Combat Skill + Charisma
modier. This attack ignores all armour, magical
and mundane, and protective spells work at
half their potential. The damage is equal to ten
times the normal damage for Moonre. Divine
Punishment can be used to affect all Evil targets
in a 5 feet radius area within 60 feet of the Priest.
In this case, the damage is equal to ve times
the normal Moonre. Divine Punishment can
be used a number of times per day equal to the
Priests Charisma modier + 1, with a minimum
of 2. Divine Punishment cannot be used more
than once in a single round.
15
Divine Strength (Su): Each time that a Priest
gains this class feature, his Endurance score is
raised permanently by 3 points.
Holy Ward (Su): Through his faiths strength, and
the aid offered to all who need divine comfort, the
Priest knows that he is part of the Chosen of Ishir.
This belief is strengthened by the holy protection
granted by this class feature. Each time the Priest
gains this class feature, the Character can add the
number listed in the table to his Armour Class
and all of his Saves. The bonus is permanent, but
not cumulative: each number replaces the prior.
Half of this bonus can be granted to a number
of targets equal to the Priests Cha modier, for a
duration in rounds equal to (half of Priests class
levels + 1), with a minimum of 3. Imposing to
others the Holy ward is a full round action that
requires physical contact. Each target can be
protected by the Holy Ward only one time per
day.
Moonre (Su): Invoking Ishir for a standard
action, the Priests body is engulfed in an aura of
silver light. Each Evil creature within 5 feet of
the Priest takes 1d6 + Priests Cha modier holy
damage for each round of contact. Moonre last
a number of round equal to (Priests class levels
+ Priests Cha modier). Moonre ignores any
Damage Reduction. Creatures of Darkness are
allowed to an attempt a Will Save with a DC
equal to 10+ (half Priests class levels + Priests
Cha modier) to avoid the effects of Moonre.
Each creature of Darkness seeing the Moonre is
considered Frightened as long as remains in the
area of effect of the Moonre, unless the creature
is granted with a resistance to fear of some kind.
Prayer of the Face (Su): The Priest of Ishir has
the privilege to learn from the elder clerics some
invocations of singular potency, related to the Four
Faces of the Goddess; this happens at 1
st
, 5
th
, 9
th

and 13
th
levels. Each time the Priest gains this
class feature, he learns only the First Tier of the
Prayer of his choice. Knowledge of the other Tiers
come automatically to the Priest as he advance in
this class, in a way similar to that of Kai Lords.
Protect the Herd (Su): Once the Priest has gained
the 18
th
level, he can extend his full bonus of
Holy Ward and half of his Psychic Resistance to
a number of targets equal to double his Charisma
modier for a number of rounds equal to his class
level + 2. Protect the Herd is a full round action
that requires physical contact. Each target can be
protected by this class feature only one time per
day.
Psychic Resistance (Ex): Ishirs favour is
something tangible for Her Priests. They become,
through their faith, extremely resistant against
psychic attacks. Each time the Priest gains this
class feature, he obtains the listed Resistance to
the psychic attacks. As per Magic Resistance, each
use of Psychic Attack, Mind Blast, Psi Surge and
similar against the Priest must beat the Psychic
Resistance score.
Seal of the Goddess (Su): This mighty invocation
can be used in two ways:
With a prayer of 5 full rounds, the Priest can
grant to a weapon he touches a +5 holy bonus
to hit and damage, for a number of rounds
equal to the Priests class level + 2. This use
can be invoked a number of times equal to 1
plus the Priests Charisma bonus per day.
Once per month, the Priest can infuse a
weapon he touches with a holy aura that give
to the weapon +3 bonus to hit and damage
permanently. But this invocation has an high
toll: it lowers the Priests Constitution and
Willpower scores by 4 points, that can only
be regained at a rate of 1 point per year.
Transguration (Su): This power can be
requested only once per month. Its effects are
of a terrifying might: the Priests Moonre and
Divine Punishment have their range and area of
effect quadrupled, the Priest gains a +2 bonus on
all his Abilities, his Armour Class is increased by
10 and his hit points by 30. The divine refulgence
of the Transguration last for a number of rounds
equal to half the Priests class levels + his Charisma
modier, and to activate it the Priest must pray for
two full rounds.
Willpower: The strength of the faith of a Priest
assures that his is an unusually resistant mind. In
game terms, each Priest has an additional Ability,
called Willpower. This Ability can render a Priest
more than a helpless victim in a Psychic Combat.
At 1
st
level, the Willpower score is equal to that
of Charisma. At each level, Willpower score raise
by (Priests Cha modier + 1), for a minimum of
1. Lost Willpower is refreshed every 24 hours of
a number of points equal to the Priests Charisma
score. If the Priest runs out of Willpower, he is
not be able to invoke Prayers, until the recover of
lost Willpower.

Ex-Priests of Ishir
Some people, due lack of faith, have decided to
stray from the path of the Priest; when such an
event takes place, most of the times they become
Adepts, and cannot invoke Prayers anymore.
But they keep their Holy Ward (that cannot be
shared), Divine Strength and half of the Psychic
Resistance at the level they have interrupted their
careers as Priests. These features still bless the
character because the Mother Goddess always
watches for Her children, even if they do not
believe any longer. Should the Ex-Priest pay
allegiance to Naar, the character will loose all
positive effects of her former class, except hit
points, Base Combat Skill, Willpower and Saves.
16
In addition, the Goddess will curse the character
in some terrible way left to the Games Master.
The Faces of the
Moon and their
Prayers
The Priest of Ishir do not use magic, they make
miracles. The force behind their powers is not
the study of arcane secrets or the strength of an
ancient blood that runs in their veins. To invoke
the power of the Moon Goddess the only thing
needed is an iron will, a strong self discipline, and,
of course, a pure faith. These requirements could
seem very difcult to achieve, but some people see
them more accessible than magic.
The elder Priests teach to the young clerics that
Ishir shows to the world Four Faces, two for Her
children and allies and two for Her enemies.
Those who have the purest of faith can channel
the strength of these Holy Faces that affect in
different ways the matter and the living.
Because the Prayers are not acts of magic, they
cannot be counterspelled. The Prayers are
physically and mentally consuming: even if a Priest
can invoke the First Tier of any Prayer at will, the
Second Tier can be channelled only a number of
times equal to the Priests Constitution bonus +
1, with a minimum of 2. The Third Tier can be
invoked only a number of times per day equal to
the Priests Constitution modier.
The power channelled through the Priest is so
great that overcomes any kind of Magic Resistance
and Damage Reduction, however the Goddess
does not grant Her believers the powers they ask
at any time. Such a direct intervention could
break the very fabric of Aon, so, each time the
Priest try to use a Prayer, there is a failure chance
equal to 45% - the number of ranks the Priest
has in Concentration skill. The same chance
of failure affects the use of Divine Punishment,
Holy Ward on others, Protect the Herd, Seal
of the Goddess and Transguration. In case of
failure, the character loose half the Endurance and
Willpower cost of the Prayer, or a daily use of the
class feature.
Each time a Prayer allow a Save, its DC is equal
to 10 + half the Priests class levels + the Priests
Charisma modier.
The damaged produced by Prayers of First Tier is
equal to 1d4 + half the Priests class level. The die
increase to 1d6 for Second Tier Prayers and reach
1d8 for Third Tier Prayers (this is called the Base
Tier Damage I, II and III).
Each Prayer has a cost in Endurance and
Willpower equal to its Tier doubled. The Priest
cannot go below 0 Endurance invoking a Prayer.
If the cost in Endurance of a Prayer would lower
the Priests Endurance points below 0, the Prayer
automatically fails, and the Priest falls unconscious
and at 0 Endurance points (stable, and not dying).
Unless stated otherwise, chanting a Prayer is a
standard action.
Armour does not affect the chanting of Prayers.
The Face of Hope
(Waxing Moon)
The Face of Hope is shown by Ishir to those who
want to heal, nourish and nurture nature and
living beings. When the Priest learns the First Tier
of this Prayer, he gains one bonus rank in the Heal
skill.
First Tier: Nourish the Flora
When the Priest recites this Prayer, he increase the
growing rate of every plants within a radius of 30
feet, centred on him, making them stronger. Any
potion based on these plants has a doubled effect,
and any 1s can be re-rolled.
Second Tier: Heal the Beasts
This Prayer allows to:
Heal the Endurance of an animal or a magical
beast not allied with Darkness by Base Tier
Damage II (up to III when the last Tier of
this Prayer is known)
Restore one point of a damaged Ability score
of an animal or a magical beast not allied
with the Darkness
Allowing an animal or a magical beast not
allied with the Darkness to repeat the Save
it failed against a poison or a disease with an
additional bonus equal to half of the Priests
relevant Save
Charm an animal or a magical beast not
allied with the Darkness for a number of
hours equal to the Priests class levels. For
all this time, the Priest can interact with the
target as she had Tier IV of Animal Kinship
and Tier II of Animal Control. The target
will obey to the Priests commands only
after successful Animal Handling Checks
(DC 15 guide me, DC 20 guard me, DC
25 attack). Even in case of failure of these
Animal handling checks, no target will attack
the Priest, for all the duration of the effect.
Animals and magical beasts can make Will
Saves to resist the effects of this Prayer.
Third Tier: Purication of the Body
This Prayer allows to:
Heal the Endurance of any humanoid being
not allied with the Darkness and touched by
the Priest by Base Tier Damage III
17
Restore one point of a damaged Ability score
of an humanoid being not allied with the
Darkness
Allow to any humanoid being not allied with
the Darkness and touched by the Priest to
repeat the Save failed against a poison or a
disease with an additional bonus equal to half
the relevant Priests bonus.
The Face of Glory
(Full Moon)
This is the Face that the Goddess shows in battle,
and often its powers are the rst learned by those
who are sworn to ght the Darkness. When the
Priest learns the First Tier of this Prayer, he gains a
+1 bonus to hit and damage with a weapon of his
choice. This permanent bonus does not increase
the number of attacks per round that the Priest
can try, but it is cumulative with Blessing of the
Goddess.
First Tier: Splendour
This Prayer grants to the Priest or to the a target
he touches a AC bonus equal to of the Priests
class levels with a minimum of 1, for a number
of rounds equal to half the Priests class levels + 1,
with a minimum of 2.
Second Tier: Wrath
This Prayer follows the same rules of the Tier I,
but its bonus affect the Base Combat Skill. This
bonus does not increase the number of attacks per
round that the Priest can try, but it is cumulative
with Blessing of the Goddess
Third Tier: Authority
With this Prayer the Priest can give a single
order to a single living being able of hearing and
comprehend her. The command cannot be self-
destructive or cause damage to the allies of the
victim. The target can resist to this Prayer making
a successful a Will Save.
The Face of
Despair (Waning
Moon)
This is the rst Face the Goddess shows to Her
enemies, with the intention of scare them. When
the Priest learns the First Tier of this Prayer, he
gains 1 bonus rank in the Intimidation Skill.
First Tier: Fear
If the target of this Prayer fails a Will Save, he
is Scared (-2 to hit, saves and skill checks) for a
number of rounds equal to half the Priests class
levels +1, with a minimum of 1. The target
must be within 30 feet of the Priest. At Tier II,
the target is Trembling (loose Dex bonus to AC,
cannot perform actions, enemies have +2 to hit
him) and must be within 60 feet of the Priest. At
Tier III the target is Panicked (-2 to saves, must
ee, 50% of loosing hand-held objects) and must
be within 90 feet of the Priest.
Second Tier: Nullify Magic
With this prayer the Priest can create a rounded
area of 5 feet radius centred on himself. In that
zone, magic is difcult to activate. Each spell that
attempts to enter or function in this zone must
beat a Magic Resistance Check equal to the Priests
Psychic Resistance (if any, otherwise the Priest
cannot invoke this Prayer). The duration of this
Prayer is equal to of Priests class levels + 1.
Third Tier: Consume the Life Force
The target of this Prayer must be within 30 feet of
the Priest. If the target fails a Will Save, the poor
victim will take 1d4+2 negative levels.
The Face of Death
(New Moon)
The last Face of Ishir is the most frightening,
and the Goddess shows it to those She wants
to destroy. When the Priest learn the First Tier
of this Prayer, the damage of her Moonre is
increased by 1d4 points.
First Tier: Deserts Plague
With this Prayer the Priest inict Base Tier
Damage I to all plants and objects she manage
to touch (it is a touch attack that ignores armour
bonuses). At Tier II the damage inicted is Base
Tier Damage II, and the Priest can attack targets
distant up to 30 feet away from her. At Tier III,
the damage is Base Tier Damage III, and the
maximum range is 60 feet. The Desert Plague
ignore Hardness of materials. Targets can make
Fort Save to avoid the Plague.
Second Tier: Famine
With this Prayer the Priest can damage sentient
beings following the same rules for Deserts
Plague.
Third Tier: Divine Verdict
Perhaps the most impressive Prayer, it allows the
Priest do inict aggravated wounds each time he
damage creatures allied with the Darkness. The
duration of this Prayer is equal to half the Priests
class levels + 1. To avoid being immediately killed,
targets must pass a Fort Save with a DC equal to
the damage dealt by the Priest.
10
W
hile not strictly speaking
knights in the traditional
sense, this is the name given to
the highly respected standing
army of the Palmyrion Republic. They have
the honourable distinction of being one of the
few nations of Magnamund never to have been
defeated in battle while defending their realm.
Their skill and courage in combat rivals that of the
Sommlending Knights of the Realm and they are
justiably proud of their reputation for excellence.
It is traditional for the second born son of all
Palmyrion families to train with the Knights of the
Shield from their fourteenth birthday and spend
two years with them. At any time the instructors
at the military academy can send home anyone
they deem to be not of the highest standard
required by the captain of the Knights of the
Shield, however it is no disgrace as the standard
required is very high and only a small percentage
of those sent to train are accepted. Those returned
to their families do so after receiving basic training
and return to their lives as farmers, craftsmen or
whatever roles they are best suited for.
Those accepted train in earnest for those two years
learning to march and ght in perfect formation as
that is the foundation on which the reputation of
the Knights of the Shield is built. For seemingly
endless days and weeks the recruits can be seen
marching back and forth across parade grounds
around the plains of Palmyrion perfecting their
timing and synchronising their actions so that
each soldier in formation acts as if he were an
extension of the soldiers around him. This
discipline has won the Knights many battles
against foes that may have defeated lesser
armies.
The Palmyrion leaders have always given as
much resources as possible to their standing
army as their location has placed them close
to several uncertain borders and nations with
acquisitive natures. Their troops are well
equipped and trained and are well respected
by the population they defend. They are well
looked after by their superiors and because of
this many soldiers sign up for many more years
of service after the compulsory two. While
mainly composed of infantry the Knights have
several companies of cavalry and archers that
often accompany the foot soldiers into battle
when the situation requires their presence.
Veteran Knights of the Shield have served in
numerous campaigns in different locations and
as such are well travelled and often knowledgeable
about the customs and cultures of the nations
whose borders they patrol.
New recruits are usually stationed in central or
more secure garrisons. They are sent to border
towns when they have gained enough experience
to be able to defend the reputation of excellence
the veteran troops that serve on the frontiers
Palmyrions territory have gained. Occasionally
those recruits showing the most promise are sent
out to the more dangerous garrisons early to see if
they full their potential, with some being sent to
their embattled ally Talestria to aid them in their
constant skirmishes with their neighbours.
Palmyrion Knight of the Shield
A New Hero for The Lone Wolf
Roleplaying Game
David
Thompson
11
Some say there are too many soldiers stationed
outside Palmyrion and that the army is stretched
too thin and an attack by Palmyrions enemies now
would break their record of perfect defence. At
the moment the government seems to be ignoring
this but the voices of discontent among even the
Knights themselves are growing in number and
something is bound to give.
Adventures: While the majority of the Knights
of the Shield are based in their home nation an
increasing number are sent to protect Palmyrions
allies. Currently a large number of soldiers
are stationed in Talestria defending their lands
and people. Many Knights are sent to ght in
foreign lands and can gain much knowledge and
experience from these duties.
Veteran Knights of the Shield
will have served in different
locations in their own nation as
well as those considered allies
of Palmyrion. As a result they
will have had the opportunity
to test their skills against many
different foes.
Characteristics: Like all
warriors, a Knight of the Shield
relies rst and foremost on his
training and discipline. Over
the rst year of their training the
young warriors are instructed
on how to maintain their
composure under battleeld
conditions. An emphasis is
placed on discipline and focus
and the ability to carry out their
orders. After the initial training
period the soldiers are trained
to a high standard with all one
handed weapons. Only after
their initial two years service can
they be considered for any kind
of specialist training.
Religion: As with most martial professions the
majority of the Knights of the Shield are not
particularly religious. However, with the diverse
range of backgrounds come a similar range of
beliefs. As a result, a large variety of local and
worldwide deities are worshipped by the ranks
of the soldiery of Palmyrion. While sometimes
this can cause conict it is always resolved swiftly
and fairly by the ranking ofcers within the army.
In many cases however, this diversity helps the
standing army, as there is usually someone in their
ranks with a common religion which helps to
smooth over any problems with the locals.
Background: A soldier in Palmyrions standing
army can come from almost any walk of life. As
all families are required to send their second born
son to train for two years it creates a unique mix
of class and culture. From high born aristocrats
sons from Vanamor to the son of a farmer from
the plains near Vellino, there is a mix of skills and
talents that make the Knights of the Shield one of
the most adaptable and resourceful armies in all of
Magnamund.
Other Classes: Over the centuries the Knights
of the Shield have had cause to work with a
wide variety of classes from around Northern
Magnamund. They have no problems in serving
along with other warrior classes and relish the
opportunity to compare their abilities with those
of the Sommlending Knights of the Realm with
whom they are often compared. They also have
a great deal of respect for the Kai Lords, as their
prowess in battle is also legendary. Many Knights
of the Shield have served with their neighbours, the
Dwarven Gunners of Bor. They are slightly wary of
magic users as there are few in their lands, but they
are respectful of their abilities. They have no time
however for the Shadaki Buccaneers as they have
a reputation for impulsiveness and recklessness as
well as one for piracy and ill discipline.
Endurance Die: d10
Speed: 30 feet
Abilities: As warriors the Knights of the Shield
favour characters with high Strength and
Constitution in particular. Also useful would be a
good Dexterity and Charisma as they are often sent
to escort ambassadors and other diplomats from
Palmyrion to their allies where the soldiers will be
in the public eye. Palmyrion is keen for its troops
to be well presented and courteous at all times.
12
Weapon and Armour Prociency: Knights of
the Shield are trained in the use of all one handed
melee weapons. They are able to wear all armour
types and use shields.
Knights of the Shield are a diverse lot as a result
of Palmyrions national service policy. This
means the class skills can be quite varied. The
Knight has the following class skills Athletics
(Str), Climb (Str), Handle Animal (Cha), Heal
(Wis), Knowledge (Warfare) (Int), Ride (Dex)
and Survival (Wis) plus three others of the players
choice, typically Craft, Profession or Knowledge
(any).
Skill Points at 1
st
level: 3 + (Int modier) x 4
Skill Points at Each Additional level: 3 + (Int
modier)
Racial Note: All characters from Palmyrion gain
an additional Skill Point each level after the rst
(As directed in the Gazetteer section in the Lone
Wolf Core Book).
Assault Formation (Ex): Knights of the Shield
learn many combat formations; this one is a
particularly devastating form of formation charge.
The character forms the point and leads his troops
into battle at the front of a wedge that drives into
the heart of enemy lines. To use this ability the
character must form a wedge shaped formation
with at least two other allies, with the character
at the point of the wedge. Each of the allies must
simultaneously charge in the same round, with
characters delaying or readying actions so the
leader of the formation charges rst, followed
by the character immediately to the left then the
one to the right and so on. In the rst turn of
combat each character in the formation receives
a +2 bonus to attack rolls and to their AC (this is
in addition to any other bonuses they may have).
In addition no character in the formation can be
anked while in this formation.
Clear a Path (Ex): When wielding his Weapon
of Choice, a Knight of the Shield can be a truly
dangerous force. Through continued training and
combat experience he learns to make the most
of his attacks. If a Knight deals an opponent
enough damage in a single melee attack to take
it below 0 Endurance he gets an immediate extra
attack against another creature within 5 feet. The
Knight of the Shield cannot take any movement
before this extra attack. This extra attack must be
with the same weapon and is at the same bonus as
the attack that felled the previous creature. The
Knight can use this ability once per round only.
Defensive Formation (Ex): When ghting
in formation with other Knights of the Shield
the character gains a +2 AC bonus and cannot
be anked. Characters are considered to be
in formation anytime two or more Knights of
the Shield are ghting adjacent to each other,
typically within 5 feet of each other. They need
not be facing the same direction when ghting
in formation as their training includes guarding
each others anks. It is possible for Knights of
the Shield to be in formation with other character
classes, so long as the other character(s) are allied
to the Knight. However, when ghting with an
ally of a different class the AC bonus is reduced to
+1.
Forced March (Ex): Used to marching long
distances carrying full pack and in full battle dress
a Knight of the Shield character gains a +2 Str for
the purposes of calculating encumbrance and its
effects on movement. The second time a character
gains this ability the Strength bonus increases to
+4 for the purpose of determining encumbrance.
Heavy Gear (Ex): By the time a character reaches
this level he is well accustomed to operating in
heavy armour and as a result has partly adapted to
moving and ghting in cumbersome armour. He
reduces the armour check penalty for any armour
by -1. The second time he gets this ability the
armour check penalty is reduced by a further 1
point.
Hold the Line (Ex): Knights of the Shield are
trained to stand fast against charging enemy
formations and are often able to strike the rst
blow against onrushing opponents. When
attacked by a charging foe, the Knight gains a +1
AC bonus and if they make a successful Ref save
against a DC equal to the opponents Initiative
roll they actually attack rst in combat against the
charging foe and gain a +1 bonus to that attack
roll. The Knight of the Shield can use this ability
against one charging enemy per round.
Immovable Object (Ex): A Knight of the Shield
of this level of experience has learned to enter a
defensive stance on the eld of battle, making
himself virtually impossible to defeat. When
entering a defensive stance the Knight effectively
anchors himself to the spot and is unable to
move position on the battleeld. So long as the
character does not take a move action he gains the
following benets: +2 Strength, +2 Constitution,
+2 to all Saves and a +2 AC bonus. The increased
Constitution effectively gives the Knight +1
temporary Endurance per character level; however,
these Endurance points only last until the end
of the defensive stance. While in the defensive
stance the character cannot use skills or abilities
that require movement or any change of position.
The defensive stance lasts for 2 rounds plus the
characters Constitution modier (after the +2
bonus has been applied). Entering a defensive
stance is a Standard action.
13
Improved Charge (Ex): Knights of the Shield
are trained to make the most of all attacks and to
defend themselves effectively at all times. When
charging, a Knight character makes his charge
attack with a +3 bonus, but suffers only a 1
Armour Class penalty until the start of his next
turn.
Never Falter (Ex): The endurance shown by
a Knight of the Shield of this level is quite
astounding to behold. Never Falter allows a
Knight to remain standing even when reduced
to 0 Endurance (but not below). A Knight of
the Shield at 0 Endurance can keep ghting
as normal, even if his injuries would be severe
enough to oor others.
Offensive Formation (Ex): Similar to the
Defensive Formation class ability, the Knight of
the Shield gets a +2 Attack bonus when ghting
in formation with other Knights. The rules for
ghting in formation remain as described above.
This Attack bonus also applies to thrown weapons.
When ghting with allied characters or different
classes the Attack bonus is reduced to +1.
Phalanx (Ex): When operating in tightly packed
defensive formations the Knights of the Shield
make a formidable opponent. The Knight of the
Shield gains an additional +1 to AC and Attack
rolls when ghting in formation. This bonus
only applies when ghting in formation with
other Knights of the Shield and does not apply to
ghting with other allies of different classes.
Rallying Cry (Ex): Now highly experienced in
combat the Knight of the Shield knows how to
inspire his fellow solders and when it would be
most telling in a battle to issue a rallying order. A
number of times each day equal to his Charisma
modier (or once per day if this is negative) the
Knight can issue a thunderous battle cry that
inspires all comrades within 60 feet of him. Those
so inspired gain a +1 bonus to attack and damage
rolls and all Will saves against Fear effects for 1d6
rounds plus the characters Charisma modier.
Toughness (Ex): Due to his continued rigorous
training and battle experience the character gains
a bonus to his Endurance equal to his class level.
This bonus is applied upon reaching this level and
once only.
Ultimate Soldier (Ex): The ultimate symbol
of the majesty of the grandest army in all of
Magnamund, a Knight of the Shield reaching
this level of experience is so skilled in battle few
other warriors can match him for strength and
skill. The Knight gains +20 Endurance points and
an additional +1 to attack and damage with his
Weapon of Choice.
Weapon of Choice (Ex): The
Knights training includes honing his
martial prowess with one weapon that
the trainee shows particular promise
with. The character may select any
One-Handed melee weapon as his
weapon of choice and adds a +1
bonus to all attack and damage rolls
made with this type of weapon.
At 5
th
, 10
th
and 15
th
level a Knight of
the Shield is given the opportunity
to receive specialist training in
Infantry, Cavalry or Archery ghting
techniques. While the majority are
encouraged to stick with the foot
soldiers that make up the majority
of the Knights numbers, some opt
to train with Palmyrions Cavalry or
Archery companies.
1
st
Tier: The character gets a Short or Long Bow
and a quiver of 20 regular arrows. The character
also gets a +1 attack and damage bonus in the rst
range increment of his chosen bow.
2
nd
Tier: The archer is trained to rain down death
on his enemy. For a penalty of -2 to attack the
character can make an additional ranged attack if
he takes no other actions during the round. This
attack will be at the lowest attack bonus.
3
rd
Tier: The character is able to attack up to the
second range increment with no range penalties
and is now able to add his Strength modier
to damage rolls in the rst and second range
increments.
14
1
st
Tier: The Knight of the Shield entering the
cavalry companies is granted a warhorse, saddle
and associated equipment. The warhorse will be
replaced if killed or lost up to twice a year. Due
to the size of Palmyrions army and the current
stretched resources a rider would have to wait
a week or so for a new mount. Also due to the
specialist training received by a new cavalryman
the character receives a +2 bonus to his Ride skill.
2
nd
Tier: A Knight of the Shield can substitute the
result of his Ride skill check for his normal AC
when in combat. The character must take result
of this roll if he opts to do this and must choose to
roll at the start of a combat round.
3
rd
Tier: Due to his training and experience with
horsemanship the character does double damage
(x3 with a Lance) when charging into combat on
horseback.
1
st
Tier: The character can choose to become
procient in either any two-handed, exotic or
racial weapon of their choice. The Games Master
can rule against certain racial weapons if he thinks
the choice unreasonable.
2
nd
Tier: The character can make an intimidating
battle cry against a single foe costing a standard
action. The opponent must make a Will check
against a DC of 15 + the characters Charisma
modier or be subject to Fear for 1d6 rounds.
3
rd
Tier: The character can willingly enter a state
of battle fury. It takes a full round action to
do so and while under the effects of battle fury
the character temporarily gains a +2 bonus to
Strength, Dexterity and Constitution as well as
+10 temporary Endurance. The battle fury lasts
for the rest of the combat as long as the character
is either attacked or attacks each round. The
character may use this ability a number of times
per day equal to the characters Wisdom modier,
but cannot initiate another battle fury within 10
minutes of the last one. For 1d10 rounds after the
Palmyrion Knight of the Shield
Level
Base Combat
Skill
Fort
Save
Ref
Save
Will
Save
Special
1
st
+1 +1 +0 +1 Defensive Formation
2
nd
+2 +1 +0 +1 Forced March I
3
rd
+3 +2 +1 +1 Weapon of Choice
4
th
+4 +2 +1 +2 Offensive Formation
5
th
+5 +3 +1 +2 Specialist Training I
6
th
+6/+1 +3 +2 +2 Heavy Gear I
7
th
+7/+2 +4 +2 +3 Phalanx
8
th
+8/+3 +4 +2 +3 Forced March II
9
th
+9/+4 +5 +3 +3 Improved Charge
10
th
+10/+5 +5 +3 +4 Specialist Training II
11
th
+11/+6/+1 +6 +3 +4 Toughness
12
th
+12/+7/+2 +6 +4 +4 Rallying Cry
13
th
+13/+8/+3 +7 +4 +5 Hold the Line
14
th
+14/+9/+4 +7 +4 +5 Heavy Gear II
15
th
+15/+10/+5 +8 +5 +6 Specialist Training II
16
th
+16/+11/+6/+1 +8 +5 +6 Clear a Path
17
th
+17/+12/+7/+2 +9 +5 +7 Assault Formation
18
th
+18/+13/+8/+3 +9 +6 +7 Immovable Object
19
th
+19/+14/+9/+4 +10 +6 +8 Never Falter
20
th
+20/+15/+10/+5 +10 +6 +8 Ultimate Soldier
Battle Fury ends the character suffers a penalty of
-2 to Str, Dex and Con and cannot move faster
than a walk. If the character would be reduced to
negative Endurance after the battle Fury ends he
will fall unconscious as the normal rules dictate.
38
T
he Pathnders are elite woodsmen
who operate in the lands bordering
the Infernal Hellswamp in Northern
Magnamund. They are extremely
procient trackers and make excellent guides for
those wanting to venture into the dangerous lands
around their home nation. The ease at which
they navigate the often treacherous landscape has
earned them respect from their allies and causes
fear in the hearts of the foes they are so skilled in
hunting down in this region.

After ghting against their age old adversaries from
the Hellswamp and the surrounding Drakkarim
nations for centuries, the skilled warriors of Erus
elite order are experts in their chosen ghting
styles and know well the strengths and weaknesses
of their common enemies. Something that the
creatures frequenting the Hellswamp and its
environs only discover at great cost.
Eru is a resource rich but economically poor
nation. With the number of people drafted in to
defend their realm, not enough remain to work
the land for the large quantities of metal ores and
precious gems that lie just under the surface of the
numerous hills and mountains that dot the land.
The Pathnders are called upon to perform many
tasks in fewer numbers than Erus regular forces
could hope to cover.
One of Erus most valuable exports is nineryl,
the rare gemstone used by the Brotherhood
of the Crystal Star to make their wands. The
Sommlending mages guild pays handsomely for
each shipment of this useful gemstone they receive
and the Eruan government will do all it can to
ensure that the nineryl mines are safe for the
miners to continue working for as long as possible.
To this end Pathnders are regularly deployed to
patrol the surrounding hills on the look out for
bandits, thieves and, of course, Darkspawn.
From border patrols, to reconnaissance missions
that often inltrate deep into enemy territory
the Pathnders are often called upon by Eruan
commanders to lead their troops through
treacherous terrain, providing advanced warning
of any dangers that lie ahead. Often they are
loaned out to Erus allies and sometimes are sent
to help guard trade caravans through particularly
hostile terrain in and around the borders of their
small homeland.
Those who are chosen to enter the ranks of the
Pathnders have a natural afnity for nature.
They are selected by the more experienced
Pathnders from the general populace or Eruan
military only if they show they are suitable when
they are invited for testing. Suitable candidates
are taken to Sharwhan where their natural talents
Eruan Pathfinder
A New Hero for The Lone Wolf
Roleplaying Game
David
Thompson
39
are honed and they are taught new skills in the
training camps hidden in the surrounding forest.
They are taught how to live off the land and use
the terrain to their advantage when hunting their
foes and can set deadly ambushes while remaining
invisible to their targets.
Adventures
Since the creation of their order shortly after
the founding of Eru, the Pathnders have been
called upon to serve their realm in many ways.
As scouts, they are unmatched in Northern
Magnamund, their ability to traverse the most
difcult terrain is also legendary. As a result
there are many nations who would pay Eru a
small fortune to hire one of their Pathnders,
something that the regent of Eru is all too aware
of. Pathnders can nd themselves called upon
to serve their poor nation on home soil aiding
their armed forces or far away aiding those
nations friendly with the Eru royal line or those
simply paying handsomely for the service of the
Pathnders renowned skills.
Characteristics
Pathnders are resourceful, resilient individuals.
Their grey uniforms and cloaks are recognised
throughout the region and garner both respect
and trepidation from those that cross their path,
for where they are, danger is surely nearby. Those
chosen to join the ranks of the Pathnders tend
to be loners, able to survive in the wilds on their
skills and wits alone. Often they have good cause
to join the Pathnders due to personal tragedy,
but many simply join out of loyalty to the Eruan
ag. They do however work well together, as
they share a hatred of all things Darkspawn and
would willingly lay down their lives to free their
small nation from the predations of the bordering
Drakkarim lands and all that support them.
Religion
Not known for their faith in any
particular god, the typical Pathnder
usually has more respect for his
natural surroundings than divine
forces. They often pay their respects
to the spirit of the land and would
never take any action that would
directly harm the ora and fauna
that exist in their lands. That said
however, they usually pay their
respects to the gods Kai and Ishir
due to their connection with nature.
They are all too aware that the dark
god Naar has inuence over the
world that can turn things in his
favour.
Background
Most people chosen to be
Pathnders have lived with the
effects of their nations location all of
their lives. The proximity of Eru to
the Hellswamp, the Hammerlands
and Ghatan means that attacks by
Darkspawn and other allies of the
Darklands are almost an everyday
occurrence. This makes the Eruan
people a hardy type to begin with,
the Pathnders even more so. Their
afnity for the land and creatures of
the area make them ideal people to act as scouts
and to some extent hunters of Darkspawn and the
other evil creatures that invade their homeland.
They are all resourceful, hardy individuals whose
hatred for the Darklords and their servants drives
them on through their realms desperate struggle
for survival. Some Pathnders are recruited from
outside Eru but these rare individuals all share
the same hatred for their common enemy which
unites them.
Other Classes
Pathnders primarily operate alone or in small
groups. Increasingly however, they have been
asked to act as scouts for military units, gathering
information on terrain and the composition of
approaching enemy forces. In addition, they
are given the task of protecting valuable cargos
of ores and other trade goods along Erus more
dangerous trade routes, mixing with different
classes from other nations. Although usually
reserved they mix quite well with other warriors
40
such as Sommlending Knights of the Realm and
Palmyrion Knights of the Shield. Both classes
are respected as powerful, honourable warriors.
Kai Lords are particularly well respected because
of their shared afnity for nature and the Kais
legendary martial skills.
Magic users are usually regarded with suspicion
although the Herbalish Druids are regarded
as safe due to their afnity with nature. The
Brotherhood mages of the Crystal Star Guild and
other wizards are often thought of as tampering
with the natural order of things and Pathnders
rarely seek out their company. The Cener Druids
are considered to be the worst kind of magic
users and Pathnders would likely attack any they
encounter on sight.
Game Rule Information
Racial Note: Eruan Pathnders gain all the
bonuses afforded them due to their race. They
get a +1 bonus to both Perception and Initiative
checks due to their battle hardiness.
Starting Age: 18 + 1d6
Starting Wealth: 50 gc
+ 2d10
Abilities: Dexterity
and Constitution are
the most important to
a Pathnder as they are
largely dependant on their
mobility and resistance to
environmental conditions
and natural poisons and
disease. By wearing
only light or medium
armour they maximise
their ability to conceal
themselves from their
foes and strike at them
through terrain that would slow down other
troops. Their high Constitution aids them in both
resisting the natural hazards of the swamps and
forests they operate in. Natural diseases and the
venom of their Darkspawn foe are easier resisted
with their great fortitude. In addition, their
toughness helps them cope with the punishment
their bodies endure due to their almost constant
exposure to the elements.
Endurance Die: d8
Base Speed: 30 ft.
Class Skills
Athletics (Str), Climb (Str), Handle Animal (Cha),
Intimidate (Cha), Knowledge (Geography, Nature
and Warfare) (Int), Perception (Wis), Stealth
(Dex) and Survival (Wis).

Skill Points at 1st level: (4 + Int modier) x4
Skill Points at each level: 4 + Int modier
Class Feautures
Weapon and Armour Prociency: Pathnders
are procient with light and medium armours.
They can use bucklers and small shields only.
They can use any one-handed bladed weapon and
the spear, and can use both long and short bows.
Ambush Attack (Ex): One of the rst skills
developed by the Pathnders is to effectively
ambush their enemies. While attacking from
concealment or otherwise unnoticed by his foe,
a Pathnder can direct his attacks at vulnerable
areas. The target is classed as surprised and does
not get his Dexterity bonus to AC. The additional
damage is not applied if the target is immune to
critical hits, such as undead. A Pathnder must
be within 30 feet of his intended targets(s) when
using Ambush Attack to launch a ranged attack.
This ability can only be used if the Pathnder is
unarmoured or is wearing leather armour or lighter.
Camouage (Ex): A Pathnder quickly learns
to use all that nature provides to conceal himself
from his quarry. On mastering this ability a
character can add half his class level as a bonus
to his Stealth skill checks when in his Favoured
Terrain (see below). The penalties incurred for
movement when using the Stealth skill are reduced
while in the characters Favoured Terrain. When
moving at up to base speed there is no penalty to
Stealth checks, when moving at greater than base
speed the penalty to Stealth rolls is 10. When
charging or running it is almost impossible to
remain hidden, though the penalty for attempting
to do so is reduced to 15.
When in other terrain types the bonus to the
characters Stealth checks are halved and penalties
for movement are normal. The Pathnder can
only use this ability (in any terrains) when wearing
leather armour types.
41
Calm the Beast (Ex): Developing a growing
understanding with the animals native to their
Favoured Terrain(s), a Pathnder can use this
knowledge to prevent animals attacking them
without having to harm the creatures themselves.
They can use their Handle Animal skill to calm
angry or attacking animals. By opposing their
Handle Animal skill check against the animals
Will save they can calm an angry or frightened
animal for a number of rounds equal to the
Pathnders Charisma score. The ability takes
a standard action to perform and works on any
natural animal but not aberrations or Darkspawn.
Favoured Terrain: Due to his intimate knowledge
of the ora and fauna of his locale, the Pathnder
gains the following benets while in his favoured
terrain type. Note that these benets do not apply
when the character is in any type of structure or
building within the applicable terrain. Pathnder
gets a +2 AC bonus when he is able to apply his
Dexterity bonus to AC, also gains a +2 bonus to the
following skill checks: Handle Animal, Knowledge
(Nature), Perception, Stealth and Survival.
Each time the Pathnder gains the Favoured
Terrain ability he can choose a terrain type from
the list below:
Forest
Jungle
Plains
Wasteland
Hills
Mountains
Swamp
Volcanic
Follow the Trail (Ex): The Pathnder can follow
the tracks left by his quarry with ease over any
terrain and follow them regardless of the weather.
See page 40 of Lone Wolf, The Role-playing Game
for full rules on this ability.
Force of Nature (Su): Now one of the most
feared trackers on Northern Magamund, a
Pathnder attaining the highest level of spiritual
connection to his environment can virtually
become the land he effortlessly crosses in pursuit
of his quarry. He also gains the favour of most
natural creatures that inhabit the forests and
vales he protects. A Pathnder can issue simple
commands to animals by making a Handle
Animal check against a DC of 10 + the End die of
the animal in question.
He is virtually invisible in his Favoured Terrain,
adding his class level as a bonus to any Stealth
check. He also gains +4 bonus to all skill checks
used in any of his favoured terrain unless their use
directly endangers the ora or fauna. His skin
becomes like the toughest bark of the oldest tree,
granting him a +4 AC bonus (not cumulative
with Favoured Terrain). The spirit of the land
also enters him, empowering him with a bonus
to attack and damage his rst Hated Foe equal to
+4 (this stacks with other bonuses) when ghting
them in his Favoured Terrain.
Hated Foe (Ex): At 1
st
level the Pathnder
chooses a race that he has reason to class as his
Hated Foe (Giak, Drakkarim, Gourgaz and so on)
and gains the following benets when faced with
such a creature:
The character gains a +1 to Bluff, Perception,
Sense Motive and Survival (when tracking
the Hated Foe) against this race. Also the
character gains a +1 bonus to damage rolls
made for attacks against this creature due to
his familiarity with the creatures common
tactics and physiology.
At 11
th
level the Pathnder can choose an
additional race to be a Hated Foe. Also on
reaching this level his experience with dealing
with his original Hated Foe is such that he
now gains a +2 bonus to use the listed skills
against the creature and deals +2 additional
damage against such an enemy (this stacks
with the original bonus, for a total of +3
damage to his rst choice creature).
Mark of the Quarry (Ex): A Pathnder as
skilled as this can discern more information than
most from the tracks left by their prey. For a
Survival check at a DC of 5 more than the usual
DC required to track the target a Pathnder
can determine one of the following pieces of
information about his quarry: species, height,
weight, armour, encumbrance, sex or End die. A
separate roll is required for each fact a character
wishes to know. After a failed roll the Pathnder
can nd out nothing further from these tracks, but
42
may try again after another mile (in other words,
after another successful tracking roll).
Natural Compass (Ex): Due to his afnity for
the outdoors and the natural world, the Pathnder
can use the stars and other natural signs as
guidance and can always determine where north
is. Because of this he can never get lost due to any
natural weather conditions, such as dust storms
or blizzards. For example, if in a forest where he
cannot see the sky there will be other signs such
as moss growing on certain sides of trees to show
which direction is north. Magical conditions can
cause the character to loose his bearings while they
are in effect.
Natural Resistance (Ex): Due to constant
exposure to the hazards of the Hellswamp and its
denizens, a Pathnder soon builds up a resistance
to natural diseases and poisons. Characters
reaching this level of experience gain a bonus to
their Fortitude equal to half their character level
when rolling a save against a natural disease or
poison. Magical diseases and poisons are more
difcult to build resistance to and therefore this
ability provides no added protection.
Peerless Tracker (Ex): On reaching this level of
experience the Pathnder is so in tune with his
natural surroundings that it is virtually impossible
for his quarry to escape once he has picked up
their trail. Only when conditions cause an
increase in the DC to Survival rolls needed to
track the target does the character need to make
a new Survival check. Lighting conditions no
longer make any difference to the Pathnder, so
advanced is his tracking prowess. If he ever does
loose the trail it takes him half the usual time to
regain the trail and roll another Survival check.
Scout Area (Ex): The character is used to
taking in large amounts of detail under pressure
while scouting enemy formations or camps.
The Pathnder can take 10 when making any
Perception skill checks even if he is under attack
from the enemy he is scouting. Taking 10 counts
as a full round action as usual but this ability
allows the character to do so when he would not
usually be able to.
Survivalist: At 5
th
level the Pathnder is an
expert at living off the land and knows by heart
the names and general properties of the ora
and fauna of the lands he considers his Favoured
Terrain. He can also determine whether or not
any water he nds is safe to drink with a Survival
(DC 10) check. A Pathnder can always nd food
in his Favoured Terrain, and takes only half the
time normally required to do so.
The second tier of Survivalist allows the Pathnder
to add half his level to any Survival or Knowledge
(Nature) checks he makes. Also, he now knows
(with a Knowledge skill check of DC 10 + end die
of creature) of any special or unusual abilities of
any ora and fauna native to his Favoured Terrain.
Swift Passage (Ex): The Pathnders natural
grace and agility means that while traversing
his Favoured Terrain he can move at full speed,
even if the terrain would otherwise slow him
down. Even when in other terrain he moves
with surprising speed and agility, only suffering
half the move penalty listed for all other terrain
types. This ability only functions when wearing
light or medium armour and no more than lightly
encumbered.
Trackless Step (Ex): Providing he is not bleeding
(i.e. suffering no untreated wounds), wearing
armour no heavier than leather, and not in any
way encumbered, the Pathnder leaves no visible
trail to follow. Creatures that use other methods
to track, such as by scent, are still able to follow
the characters path.
Multiclassing into the
Eruan Pathfinder
As long as the potential candidate shows a
natural aptitude and is willing to swear loyalty
to both the Eruan crown and the Pathnder
order, most volunteers are accepted for training.
However, magic users and anyone from a criminal
background, for example Shadaki Buccaneers, are
immediately turned away or worse. Magic users
are not trusted by Pathnders because their powers
often directly out the laws of nature. Herbalish
Druids are the single exception to this rule as their
magic is powered by their connection to nature
and they are sworn to protect nature in all its
natural forms.
43
Eruan Pathfinder
Class
level
Base
Combat
Skill
Fortitude
Save
Reex
Save
Will
Save
Special
1
st
+0 +2 +0 +0 Natural Compass, Hated Foe I
2
nd
+1 +3 +1 +1 Favoured Terrain I
3
rd
+1 +3 +1 +1 Follow the Trail
4
th
+2 +4 +1 +1 Ambush Attack +1d6
5
th
+3 +4 +2 +2 Survivalist I
6
th
+4 +5 +2 +2 Camouage
7
th
+5 +5 +3 +3 Scout Area
8
th
+6/+1 +6 +3 +3 Favoured Terrain II
9
th
+6/+1 +6 +4 +4 Mark of the Quarry
10
th
+7/+2 +7 +4 +4 Swift Passage
11
th
+8/+3 +7 +5 +5 Hated Foe II
12
th
+9/+4 +8 +5 +5 Ambush Attack +2d6
13
th
+10/+5 +8 +6 +6 Trackless Step
14
th
+10/+5 +9 +6 +6 Favoured Terrain III
15
th
+11/+6/+1 +9 +7 +7 Survivalist II
16
th
+12/+7/+2 +10 +7 +7 Peerless Tracker
17
th
+13/+8/+3 +10 +8 +8 Natural Resistance
18
th
+14/+9/+4 +11 +8 +8 Calm the Beast
19
th
+15/+10/+5 +11 +9 +9 Favoured Terrain IV
20
th
+15/+10/+5 +12 +9 +9
Ambush Attack +3d6, Force of
Nature
Ex-Eruan Pathfinders
A Pathnder that leaves the order is a rare thing
indeed. It takes great inuence and often great evil to
turn one as loyal as a Pathnder against their cause.
Few leave the order through anything other than
grievous injury and even then they are so fanatical to
their cause that they would rather continue to serve
the nation in some way than leave altogether.
A Pathnder that turns traitor is a dead man
walking; such is the wrath of the Pathnders
when betrayed. They would stop at nothing to
bring to justice anyone who so much as spoke of
such an act. The locations of their secret training
camps and favoured ambush sites are all given to
trainees on pain of death. Those that have left the
order in the past in such circumstances have never
lived long enough to cause the Pathnders serious
problems the folk of Eru simply would not allow
a traitor to remain at large for long.

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