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The

Cunning and Gifted Whitehack Classes


Brian Ashford

The Cunning
The Cunning combine combat expertise with magical ability. They might be sword
mages, battle druids or paladins. They gain slots for the combat options of the
Strong, and also slots for the miracles of the Wise.
They share with the Strong the ability to perform an additional attack when
their attack reduces an enemy to zero or negative hit points. The Cunning gain +1
HP for Constitution of 13 or higher or +2 HP for 16 or higher. They do not receive
the other benefits of the Strong.
The Cunning share with the Wise the ability to perform miracles. Miracle
slots received by the Cunning provide only one active miracle, not one active and
one inactive. A Cunning character does receive one inactive miracle slot for Wisdom
scores of 13 or higher, and a second for Wisdom scores of 16 or higher. The Cunning
heal as the Wise do and have the same armour restrictions.
The Cunning may use any weapon and gain a +2 ST against unexpected
threats.

Level

XP

HD

AV

ST

Miracle Slots

Combat Slots

Groups

Raises

1
2
3
4
5
6
7
8
9
10

0
2,500
5,000
10,000
20,000
40,000
80,000
160,000
320,000
640,000

1+1
2
2+1
3
4
4+1
5
6
6+1
7

10
11
11
12
12
13
13
14
14
15

6
7
8
9
10
11
12
13
14
15

1
1
2
2
2
3
3
3
4
4

1
1
1
1
2
2
2
2
3
3

2
2
2
3
3
3
4
4
4
5

-
1
1
2
2
3
3
4
4
5

The Gifted

The Gifted have access the miracles of the Wise and can attune themselves like the
Deft. They can grow to be supremely versatile and powerful and might be a hunter
at one with nature, an enlightened gladiator or a mystic knight from a far away
galaxy.
Gifted characters can attune themselves to objects, mentors, animals and
similar, just as the Deft can, and they also can perform miracles like the Wise. Each
Gifted slot provides one attuned item or person and one miracle, although only one
choice is active and available at a time. A day of practice is required to swap an
inactive with an active.
Gifted characters with Wisdom of 13 or higher gain one extra inactive
miracle, two for 16 or higher.
The Gifted follow the same rules as the Wise for healing and use of weapons
and armour. They gain a +1 ST bonus when resisting magic or dodging.

Level

XP

HD

AV

ST

Slots

Groups

Raises

1
2
3
4
5
6
7
8
9
10

0
2,500
5,000
10,000
20,000
40,000
80,000
160,000
320,000
640,000

1+1
2
2+1
3
4
4+1
5
6
6+1
7

10
11
11
11
12
12
12
13
13
13

6
7
8
9
10
11
12
13
14
15

1
1
2
2
3
3
4
4
5
5

2
2
2
3
3
3
4
4
4
5

-
1
1
2
2
3
3
4
4
5

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