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contents

adrian bott
Credits Contents
development and layout Introduction 2
Richard Neale
Characters 8
additional text
Alejandro Melchor Ancient Skills 47
cover art
Ancient Feats 79
Scott Clark
cartography Equipment 94
Jesus Barony Combat 117
interior illustrations
Adventuring 154
Jesus Barony, Eric Bergeron, Andrew Dobell,
Martin Hanford, Jon Netherland, Tony Parker, Magic and Miracles 160
Phil Renne, Ronald Smith & Jason Walton
Timeline of the 190
studio manager
Ancient World
Ian Barstow
production manager Religions and 199
Alexander Fennell Philosophies
playtesting Death And Beyond 226
Mark Gedak, Kent Little, Murry Perry, Patrick A.
Kossmann, Tammy Gedak, Mark Howe, Mark Artifice 232
Sizer, Daniel Scothorne, Mark Billanie, Micheal
Bestiary 244
Young, Alan Moore, Daniel Haslam, Jamie
Godfrey, James Sparling, Shannon Sparling, Character Sheet 254
Shannon Sparling, Jimi Braun, Jason Thornton,
Bill 'Urklore' Schwartz Licences 256

proof reading
Mark Quennel
OGL Ancients is 2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work
by any means without the written permission of the publisher is expressly forbidden. OGL Ancients is presented under the
Open Game License. See page 256 for the text of this licence. With the exception of boxed story text and character names,
character creation rules detailing the mechanics of assigning dice roll results to attributes and the character advancement rules
detailing the effects of applying experience, all text within OGL Ancients is declared as open content. Printed in China.

1
The world of OGL Ancients is one of strong fantasy, in
Introduction keeping with the heroic golden age of the history of that
time. Although it can be played without the fantastic
Welcome to the past that never was. elements, with such sections as the Gods being used as a
cultural reference for added realism rather than a catalogue
OGL Ancients is a roleplaying game set in a world long of beings who actually exist, many players will prefer the
introduction

past, where Greek heroes do battle with horrendous larger-than-life feeling of the myths.
monsters and Egyptian priests pray to weird, animal-
headed divinities. This is an environment that many To walk in the Ancient world is to live in a time when magic
roleplayers will not have ventured into before. Instead is a fact, when witches weave spells in secret glades under
of taverns, castles and dungeons, the environment is one the full moon. The spirits of the dead really do revisit the
of great columned temples, amphitheatres, pyramids and living and wicked spectres lurk in the pestilent places of the
hanging gardens, where wise or corrupt kings rule over earth. Sometimes, even the dead arise and walk again. In
their sprawling empires and wars are fought for generations a world without technology, the strange and marvellous are
over the hand of one beautiful queen. The world of OGL dominant. There is no science yet; instead, artificers work
Ancients is one where true heroes are remembered forever mechanical miracles, while priests petition the Gods for
after, where a man favoured by the Gods can rise from the their divine intervention.
humblest of beginnings to command the world.
In OGL Ancients, the Gods are always close at hand.
OGL Ancients is set before the rise of the Roman Empire Choose your deity carefully and be sure to heed them well,
and focuses on the two most influential civilisations of the for their support can literally be your salvation and their
ancient world, the Egyptians and the Greeks, though other displeasure, your annihilation. Those who the Gods love
cultures also appear. Those who wish to play the game as may prosper, even going so far as to have the use of the
a straight re-enactment of history may do so, drawing Gods own weapons and equipment, for use in their own
upon accurate historical depictions of weapons, armour, divine cause.
equipment and societal structure. Others, who may prefer
the more fantastical may include such mythic elements as If you have ever wished to sail with Jason on the Argo, to
the wrangling of the Gods, the emergence of heroes with dare the labyrinth in the footsteps of Theseus or to twist
divine blood and the appearance of monsters truly worthy mens bodies into the shapes of swine like Circe; if you
of the name. would besiege the white walls of Troy or fly amid the clouds
on winged sandals. If you would walk in columned halls
and practice the magic that ibis-headed Thoth teaches, or
learn the secrets buried in the hearts of the pyramids; if
If youve never played you would leave your body and, in spirit form, meet with
a roleplaying game the witches on lonely mountains. If you long to spread
your wings with the artificer Dedalus and hunt with silver
before Artemis, listen to the Orphic melodies and aspire to the
Then welcome to OGL Ancients and the shortest feast that awaits a true hero in Olympus... then read on!
explanation of roleplaying ever written. One
participant the Games Master describes the
scene, and the players decide how their characters ogl ancients
will react. You pull back the sheets of your bed and
find an angry cobra waiting for you, says the Games system and other
Master, the cobra rears, baring its fangs, ready to
strike. What do you do? Run? Hide? Call for ogl games
assistance? Throw it out a window? The Games The basic system used in OGL Ancients is fundamentally
Master, using the rules as a guideline, decides what similar to those used in the other Core books from
results your actions have. Repeat all that over the Mongoose Publishing. The skills and feats are similar, as are
course of a few hours, mixing in mythic creatures, the combat and task resolution systems, though there are
cryptic texts, intrigues and conspiracies, tragic some important changes. If you are familiar with other
heroes, madness, death and pain, and you have a games using this same system, then feel free to skip right
session of OGL Ancients. over this chapter.

2
characters in the occur and the myths are only stories. Those creatures that
the legends record as monsters are exaggerations of the
ancient world truth; the Cyclops was only a brutish human with one eye
and the Minotaur was the deformed son of King Minos,
Players in OGL Ancients take the role of heroes, characters hidden away in a labyrinth. You may prefer to play in the
who stand a head and shoulders above ordinary men Classical Age if you like a more realistic campaign or if you
and women. Each players character, even at the lowest

introduction
want to tie events in world history into the adventures.
level of experience, is an exemplar in his field, capable of
performing tasks far out of reach of ordinary folk. They
are the warriors, sages and artificers whose deeds will Characters and Dice
eventually enter the realm of legend or be commemorated When an Egyptian archer draws back his bowstring and
in epic poems. looses a shot at a charging barbarian, he may hit or he may
miss. In a movie, his success or failure would be part of the
There are two styles of play available in OGL Ancients. If script. In a roleplaying game, this is determined by random
you wish to recreate the atmosphere of heroic legends in chance based on the skill of the archer in question. Since
which the Gods walked the earth and terrible monsters there is a variable involved, dice become a necessary part of
lurked in forsaken places, then you can play in the Mythic the roleplaying medium. This is part of the excitement of
Age. This kind of game is essentially a fantasy world built roleplaying; you can never be certain that what you have in
on a Graeco-Egyptian theme. The Gods are real, there is mind will come to pass, and you are always taking a chance
such a thing as witchcraft and magic and the powers of whenever you do anything dramatic. The story of your
heroes and their ilk are supernatural. When the strength character is not written in advance and even the Games
of Heracles is spoken of, people mean that he genuinely Master respects the results of the die rolls. Strange though
can tear a tree up by the roots or hurl a boulder for a mile. it may sound, dice make a game more realistic and enrich
Monsters such as the Gorgons or the Minotaur are very the challenge of the game. Just as in the real world, you
real. This is the recommended option for players who want never know quite what is around the corner.
magic, adventure and the broadest range of powers. Films
such as Jason and the Argonauts or Clash of the Titans When a person fires arrows at a straw target, the variance
typify this style of play. of their shots is mostly based on their skill but can also be
influenced by luck, timing and a thousand other factors.
Alternatively, you may play in the Classical Age. This is These are summed up by rolling a d20 (that is a 20 sided
a recreation of ancient Greece and Egypt as they were, die) with a high number representing more of these factors
incorporating a measure of poetic licence to allow for easy aligning in a favourable way and a low number representing
game play. In this version of the game, miracles do not the opposite. Dice are used to determine success when
using your characters skills, when deciding how enduring

3
or intelligent they might be and when determining whether it, the attack would deal the arrows normal 1d8 damage
the swing of a sword has severed the hissing head of the rolled twice (for the critical hit) plus the 2d6 fire damage
Gorgon or not. rolled once, for a grand total of 2d8 piercing damage plus
2d6 fire damage.
Dice Terminology
Dice in roleplaying games go by a series of shorthand codes Note that multipliers mean you roll a die or dice multiple
introduction

that are very easily to learn but look confusing at first times, not that you roll a result and then multiply that. A
glance. A four-sided die (the singular form of dice) is also multiplier of x2 applied to a d6 roll does not mean that you
called a d4. In this book, dice will be referred to by this would roll, say, a 5, then double that to 10. Instead, you
code preceded by the number of them needed for any given would roll 2d6 and total the results.
roll required by the rules.
Multipliers can stack but regardless of their values, they
For example, if the ghastly Chimera were to open one of stack in a specific way. When a check or value has two or
its three mouths and breathe a cone of flame at a band of more multipliers, the highest value multiplier is kept and
unfortunate heroes who had woken it from its sleep, they every additional multiplier increases the first ones value by
would need to roll Reflex saving throws on 1d20. (Do 1. For example, if Ankh-af-na-Menthu successfully scored
not despair; terminology like Reflex saving throws will a critical hit with a spear (for x3 damage) against a Serpent
be explained soon.) Note that the 1 is simply assumed if of Set that was trapped in a Temple to Osiris and suffering
no other number is listed or needed, so rolling d20 is the x2 damage from all attacks, the attack would inflict 4 (x3
same as rolling 1d20. If this d20 check is successful, the modified to x4 by the additional x2 modifier) times the
heroes would only suffer half the amount of damage. normal damage, not 5 times.

The flaming breath of the Chimera inflicts 4d8 damage Actions


to any victims within the area of effect. 4d8 means the Once you have a character worked out and some dice, you
Games Master would roll one eight sided die, note the have all the tools you need to begin playing OGL Ancients.
number, then roll it again three more times and add the Most play usually consists of the Games Master, the person
results to the first roll. Alternatively, if he happened to own guiding the story and the action of a game, describing
four eight-sided dice, he could roll them all at once for a scenes and filling in details, then asking the players what
quicker calculation. Out of 4d8, a player can get a range they are doing next or listening to any spontaneous
of numbers from 4 (all dice roll a 1) to 32 (every die rolls declaration from a player that he wishes to do something.
an 8). When multiple dice are indicated by this shorthand Everything a character wishes to do, from waking up and
code, the values of the rolls are always added together. putting on his socks to filling a band of street thieves full
of arrows, is an action. Actions come in different types and
One last dice note concerns the idea of a d100, also called have different rules associated with them.
a d%. This is also called a percentile roll in roleplaying
parlance. To do this, roll a d10 twice. The first roll is for Simple actions are things that do not require rolls
the tens; the second roll is for the digits. If you were to except in the most adverse of conditions. Under normal
roll a 4 and then a 2, that generates the number 42. When circumstances, a character is allowed to sit down at a table,
rolling a percentile, two 0s count as the number 100. eat a loaf of bread and hold a rational conversation without
Some dice sets have a special d10 with a two-digit number needing to make a die roll for success. If that same character
(10,20,30 and so on) stamped on each of its faces to make were to swim across the Nile, with scorpion venom in his
this easier, but such dice are certainly not essential. veins, a bleeding wound in his thigh and have had no sleep
in three days, it might be a different story. Whenever a
Multipliers character needs to make a simple action, something they
Certain modifications to dice rolls exist within the rules; can normally do everyday with no special skill or talent
these, instead of adding a set number or an additional die or required, the Games Master will generally simply declare
dice to a roll, multiply the result. These are listed as x2 or success or, like in the example just given, require a roll (also
some other multiplication value. Multipliers apply to every called a check) or simply declare failure. Players have a
numeric modifier and the basic dice involved in the roll but realistic idea of what their characters can do, so most of the
not to additional dice added as a modifier to the roll. For time there will be no absurd statements or challenges to the
example, if the hero Theocles (being especially favoured of consensual reality of the game.
Apollo, God of the Sun) has been provided with a searing
arrow which inflicts 2d6 additional fire damage and Contested actions make up the largest part of the rule
he inflicts a critical hit when he smites a foe with mechanics for combat and skills. Everything that a

4
indicate automatic success or failure will be clearly marked
in the text of the rules themselves.
The Core Mechanic
When in doubt about how to resolve any given
action, keep this simple piece of advice in mind.
Any attempted action that has some chance of
ability scores
Every character in OGL Ancients has six basic abilities.
failure can be handled by rolling a twenty-sided die Each one represents different aspects of that characters

introduction
(d20). To determine if a character, be it a player or a mental or physical prowess. Some types of creature may
character controlled by the Games Master, succeeds possess a non-ability, such as undead monsters which
at a task, use the following simple steps: do not truly possess a Constitution score, this being the
ability governing health. In most cases, a character will
Roll a d20. have a positive value of some kind in each of the six scores,
Add any relevant modifiers. indicating some development or lack thereof in that
Compare the result to a target number. area.

If the result equals or exceeds the target number, the


character succeeds. If the result is lower than the Ability Modifiers
target number, the character fails. Each ability, after changes brought about by age or other
campaign factors, generally has a modifier ranging from 5
to +5. The Ability Modifiers Table shows the modifier for
character does that might have a chance of failing because each score. Ability score modifiers can range higher than
of someone elses actions, skills or abilities, is called a +5, but they cannot go lower than -5 because the status of
contested roll. Shooting an arrow at a thief is an example a creature or object changes when its ability scores drop to
of a contested action; your attack roll is contested by the 0. See below for further details.
thief s Active Defence, representative of his ability to
avoid being hit. Contested checks are never guaranteed The modifier is the number you apply to the die roll when
and even the most masterful of archers can miss his mark your character tries to do something related to that ability.
once in a while. Saving throws, which are a special type of You also use the modifier with some numbers that are
check made to see if a character can escape the effects of an not die rolls. A positive modifier is called a bonus and a
adverse condition, are another kind of contested roll. negative modifier is called a penalty.

A term used during contested rolls is DC, short for


Difficulty Class. The DC of a contested check is the
The Abilities
Each ability partially describes your character and affects
minimum number a d20 check, plus or minus modifiers,
some of their actions. Abilities are not the sum total of
must roll to succeed. A roll that is lower than the given
a characters personality or capabilities; these are up to
DC for an action fails. The d20 is the most common type
the player to determine. They do, however, provide the
of die rolled during an average gaming session, making it
framework around which skills and checks are typically
crucial to the system and the single most important die for
made, making them a very important part of the characters
any player to own.
description.
Astute players may have realised at this point that if
contested checks have to beat a listed DC and they are all Strength (STR)
made using a single d20, then actions with a DC of 21 are Strength encompasses your characters muscle or body
considered impossible. On the surface, this is correct, that development and physical power. Strength also measures
is where characters come in. Characters and the skills and the amount of equipment your character can carry.
abilities they possess come with modifiers that are added to Characters with high Strength are often labourers or
or subtracted from certain kinds of checks. These modifiers warriors, as they have built up their bodies over years of
can theoretically make any check possible, no matter how hard work.
high the DC might be.
You apply your characters Strength modifier to:
Though it is often a convention with games usingthe d20
rules to allow all rolls of 20 on a d20 to be an automatic Melee attack rolls.
success, this is not always the case. By the same token, a
roll of 1 (called a natural 1 because it is the actual result on Damage rolls when using a melee weapon or a thrown
the die roll, just as with a natural 20) is not an automatic weapon, including a sling. (Exceptions: Off-hand
failure. Instances in the rules where a natural 1 or 20 attacks receive only one-half the characters

5
Strength bonus, while two-handed attacks receive Fortitude saving throws, for resisting poison and similar
one and a half times the Strength bonus. A Strength degenerative threats.
penalty applies to attacks made with a bow that is not a
composite bow.) Concentration checks. Concentration is a skill, highly
important for spellcasters, which has Constitution as its
Climb, Jump and Swim checks. These are the skills that key ability.
have Strength as their key ability.
introduction

Strength checks (for breaking down doors and the like). If a characters Constitution score changes enough to alter
their Constitution modifier, the characters hit points also
increase or decrease accordingly.
Dexterity (DEX)
Dexterity measures hand-eye co-ordination, Ability Modiers Table
agility, reflexes and balance. This ability is Intelligence (INT)
Score Modifier Intelligence determines how well your
the most important for characters who
typically wear lighter armour or none at all 1 5 character learns and reasons. It is
and for anyone who wants to be a skilled 23 4 important for any character who wants to
shot. have a wide assortment of skills.
45 3
67 2 You apply your characters Intelligence
You apply your characters Dexterity
modifier to: 89 1 modifier to:
10 11 +0
Ranged attack rolls, including those 12 13 +1 The number of languages your
for attacks made with bows, thrown character knows at the start of the
14 15 +2
knives, hurled spears and other ranged game.
16 17 +3
weapons. The number of skill points gained
18 19 +4
Active Defence, provided that the with each level. Note that your
character can react to the attack. 20 21 +5 character always gains at least 1 skill
22 23 +6 point per level.
Reflex saving throws, for avoiding
explosions and other attacks that you 24 25 +7 Appraise, Craft, Decipher Script,
can escape by moving quickly. 26 27 +8 Debate, Forgery, Hekau, Knowledge,
Medicine, Search and Solve
Balance, Escape Artist, Hide, Move 28 29 +9 Conundrum checks. These are the
Silently, Ride, Sleight of Hand, Tumble 30 31 +10 skills that have Intelligence as their
and Use Rope checks. These are the key ability.
32 33 +11
skills that have Dexterity as their key
ability. 34 35 +12
An animal has an Intelligence score of 1
36 37 +13 or 2. A creature of humanlike intelligence
Constitution (CON) 38 39 +14 has a score of at least 3.
Constitution represents your characters 40 41 +15
health and stamina. A Constitution Wisdom (WIS)
42 43 +16
bonus increases a characters hit points, Wisdom describes a characters willpower,
so the ability is important for all classes. 44 45 +17
common sense, perception and intuition.
Combat-oriented characters need While Intelligence represents ones ability
hit points to survive wounds, while to analyse information, Wisdom represents
spellcasting characters use up hit points to fuel their spells. being in tune with and aware of ones surroundings. If you
A high Constitution also lessens your chance of suffering a want your character to have acute senses, put a high score
grievous wound. in Wisdom. Every creature has a Wisdom score.
You apply your characters Constitution modifier to: You apply your characters Wisdom modifier to:

Each roll of a Hit Die (though a penalty can never drop Will saving throws, for negating the effect of mind-
a result below 1 that is, a character always gains at least altering phenomena or spells.
1 hit point each time he or she advances in level).

6
Heal, Listen, Prayer, Profession, Sense Motive, Spot and in Constitution occurs. One important exception to this
Survival checks. These are the skills that have Wisdom retroactive rule regards Intelligence. A character does not
as their key ability. retroactively get additional skill points for previous levels
if she increases her intelligence, nor are skill points lost if
Intelligence is lowered for any reason.
Charisma (CHA)
Charisma measures a characters force of personality,

introduction
persuasiveness, personal magnetism, ability to lead and Grievous Wound Threshold
comeliness. This ability represents actual strength of Your Grievous Wound Threshold is the average of your
personality, not merely how one is perceived by others in a Strength and Constitution ability scores, rounded down.
social setting. Every creature has a Charisma score. It determines how serious a given wound is for you. If
an attack deals damage in one blow that is less than your
You apply your characters Charisma modifier to: Grievous Wound Threshold, then it is recorded as a normal
wound. If the damage scores equal to or higher than
your Grievous Wound Threshold, then it is recorded as
Bluff, Disguise, Gather Information, Handle Animal, a grievous wound. Grievous wounds are more disabling
Presence, Perform, Rhetoric and Witchcraft checks. than ordinary wounds and will not heal without medical
These are the skills that have Charisma as their key attention.
ability.
Checks that represent attempts to influence others. Ability Score Loss
Various attacks can cause ability score loss, in the form of
When an ability score changes, all attributes associated either ability damage or ability drain. Points lost to ability
with that score change accordingly. Most of damage return at the rate of one point per day, or double
these changes are also retroactive; a character that if the character is able to take complete bed rest to each
receives or loses additional hit points for damaged ability. Certain chemical or mechanical effects
previous levels if an increase or decrease can also offset ability damage. Ability drain, however, is
permanent, though some effects can restore even those lost
ability score points.

While any loss is debilitating, losing all points in an ability


score can be devastating.
Strength 0 means that the character cannot move at
all. He lies helpless on the ground.
Dexterity 0 means that the character cannot move
at all. He stands motionless, rigid and helpless.
Constitution 0 means that the character is dead.
Intelligence 0 means that the character cannot
think, is unconscious in a coma-like stupor and is
helpless.
Wisdom 0 means that the character has withdrawn
into a deep sleep filled with nightmares and is
helpless.
Charisma 0 means that the character has withdrawn
into a catatonic, coma-like stupor and is helpless.

Keeping track of negative ability score points is never


necessary. A characters ability score cannot drop below 0.
Having a score of 0 in an ability is different from having no
ability score whatsoever. Some effects and abilities impose
an effective ability score reduction, which is different from
ability score loss. Any such reduction disappears at the
end of the effect or abilitys duration and the ability score
immediately returns to its former value.

7
for example, are not allowed to become warriors, much
Characters
Your character is your alter ego in a game of OGL Ancients,
less noble warriors, though they may serve as priestesses.
Men are not allowed to enter the secret cult of the witches,
defined by his ability scores, background, class features and nor may they become hetaerae. Your gender does not
other variables. affect your ability scores at all, though it does restrict the
character class you may take.
To generate a set of ability scores for a character, roll 4d6
characters

and discard the die with the lowest face value. This will At the Games Masters discretion, a female character
create a score between 3 (all four dice rolling 1s) and 18 from a civilisation other than Greece or Egypt could be
(three of the four dice coming up as 6s). Being able to allowed to become a warrior or noble warrior. There were
remove the lowest number inclines the average value of indeed some examples of warrior queens in ancient times.
each score and tends to create characters with higher than However, such examples were far from being the rule.
average abilities. Repeat this procedure five times. Once The prohibition here is not intended to restrict anyones
you have generated six values in this way, either assign them enjoyment of the game, but simply to keep to historically
in the order rolled or place them in any order desired into sound conventions. A mythic campaign can always look
the six corresponding ability scores. to the Amazons to balance things out, while a historical
campaign can draw inspiration from the likes of Queen
Artemisia of Halicarnassus or Queen Samsi the Midianite.
backgrounds There may have been more female warriors than records
All characters must select a background, showing where indicate; men, after all, wrote the records. Ultimately, it is
they came from geographically and socially. Your your game and you can decide which restrictions to apply.
background limits your choice of character class and
modifies your ability scores. It may also apply background
modifiers to certain skill checks that can affect a characters
Social Class
If you have a Greek or Egyptian nationality, then your next
chances of success. For example, all slaves are deemed to
background choice is your social class within that society.
be uneducated, so although they are physically robust, they
Your social class determines how others react to you and
have little in the way of intellectual knowledge.
how much regard they have for you. In the ancient world,
there is no political correctness and there are no equal
The first thing to decide is where your character comes
opportunities. The aristocracy are in control. They look
from. OGL Ancients is focussed on the Greek and Egyptian
down on the merchants, who in turn look down on the
cultures, so the options available for characters from those
workers and slaves. In OGL Ancients, all social classes have
cultures are significantly greater than others. You may
their advantages and disadvantages but those who are born
be Greek, Egyptian or a foreigner, such as an Assyrian.
to the nobility are always entitled to respect and deference
Having done that, you must select one background for
from those of a lower social class.
your character. If you are playing in a mythic campaign,
then you may choose to select a mythic background.
If you are a foreigner, then how others regard you depends
entirely on the standing your country has at the time.
If you are Greek or Egyptian, you may then further
Nobody cares what your social rank was back in your own
customise your character by specifying your city of origin.
land. If your country is well regarded, then you will be
OGL Ancients is oriented around the Greek and Egyptian
treated well; if you are an enemy, then you can expect to
cultures and, as a result, these civilisations have more
be treated as such. For example, the Spartans in Greece
options available, though players need not play characters
were either the enemy or the ally of the Persian Empire,
from these civilisations.
depending on what Persia was doing at the time and how it
influenced Spartas main rival, Athens.
If you are not Greek or Egyptian, then your background
is simply your region of origin as a foreigner, such as
Nubian or Assyrian. Foreigners may not take the Greek
Priest, Egyptian Priest, Hetaera or Noble Warrior character Greek And Egyptian Social
classes, as these are specific to the Greek and Egyptian Classes
cultures. These backgrounds apply to any character who was raised
in the Greek or Egyptian culture or who has rank in that
Gender culture, such as by marrying into it. They do not have
You must decide whether your character is male or female. anything to do with your race. In OGL Ancients, the racial
This is not a trivial issue. The ancient world is run origin of a character is irrelevant. It is cultural background
along very clear lines of gender division. Women, that counts.

8
Slave that are made by their Craft skill, to a total value of no
As a slave, you are socially the lowest of the low, even if you more than 30 silver drachmas, to represent goods that the
appear to be groomed and well dressed. Another person, character has made for himself. For example, a blacksmith
who may or may not treat you fairly, owns you. Much might own a bronze-headed spear, an iron pot or a metal
like a household pet, you are property. It is recommended shield.
that any slave characters are owned by other players, as this
makes integrating them into the game much easier. If a Middle Class

characters
slave character is owned by a Non-Player Character, it sets The educated members of this social class are likely to
greater limits on what he can do. be merchants, traders and slave-owners. They may take
any character class except those that require noble birth.
Slaves benefit from a +2 increase to Constitution, as only Socially, they are superior to the workers and slaves but still
robust slaves last for any length of time and suffer from far beneath the nobility. For all their riches, they cannot
a 1 penalty to Intelligence, as they do not benefit from hope to achieve noble rank unless it is conferred upon
education. For the same reason, all Knowledge skills are them or they marry into it. Nobles have more contempt
automatically cross-class skills to them. Slaves are limited for middle class characters than for workers; as the middle
to the Warrior, Bard, Thief and Artificer character classes. classes have had to work for their wealth. At least the
One of the most famous storytellers of ancient times, the workers know their place, while the middle classes are
bard Aesop, was a slave. determined to rise above theirs through trade.

Slaves start play with no wealth of their own at all. If one of Trade is not seen as a fit occupation for a hero; nonetheless,
the other players owns a slave character, he may choose to many middle class characters become warriors, simply
give the slave some possessions. Slaves are very challenging because they can afford to. Armour and weapons made
characters to play but the rewards of starting right at the from more robust materials than leather and wood cost
bottom and working your way to the top are immense. a lot of money and not every level of society can afford
them.
Worker
Workers are the largest class of society. They are the All members of the middle class gain a bonus feat at first
common people, the hoi polloi, who do all of the work level, resulting from their broad experience of life and their
and are allowed no say in their own government. In times determination to improve their lot.
of war, they are drafted into military service if they are male,
whether they know how to fight or not. They enjoy more The starting wealth for a middle class character is 5d4x10
rights than slaves do and are counted as citizens, though silver drachmas. A middle class character also owns 1d3
this only means that they have certain basic freedoms, such slaves, who may be brought along on adventures if the
as the freedom to own property and earn a living, that character sees fit; if they are killed, the character will have
slaves do not. They cannot vote, nor can they take any to buy new ones.
character class that requires noble birth.
Noble, Female
If you wish, you can take the Worker background and Of highborn blood yet assigned to a lower station because
start the game as an ex-slave, who has earned his freedom. of her gender, the female noble is widely educated and
This nets you no advantages other than having no owner. eloquent and may even be a secret practitioner of magic.
Socially, you are still looked upon as a slave in essence until Female nobles may take the Greek Priest, Egyptian Priest,
you make something more of yourself. Some ex-slaves have Courtesan, Witch or Aristocrat character classes.
gone on to amass fortunes for themselves, so there is no
reason to suppose you could not do likewise. The starting wealth for a female noble is 5d4x20 silver
drachmas. She also owns 1d3 slaves, who may be brought
As workers live by their skills, they gain an additional skill on adventures or left behind as the player sees fit. The
point per level. Each worker is a specialist in one of the slaves of a female noble are more likely ladies in waiting or
Craft skills, so he or she may choose one Craft skill and handmaidens than burly bearers.
receives a +2 background bonus to all checks made with
that skill. Workers are not eligible for the priesthood, nor Noble, Male
may they take any character class that requires noble birth. The top of the social pyramid, male nobles take part
in government or lead armies in the field. They are
Workers begin play with 1d4x5 silver drachmas or goods to disadvantaged by the expectations their families place
that value in a campaign set before the advent of coinage. upon them (in their way, they are more indentured
They are also allowed a number of bonus items of the kind than some slaves) and by their lack of practical,

9
worldly experience. Male nobles may take the Greek Priest, For example, the Hittites were a spent force after around
Egyptian Priest, Noble Warrior or Aristocrat character 1200 BC, while the Assyrians were no longer a power to
classes. Some nobles enter the priesthood but these are be reckoned with after the destruction of Nineveh by the
considered an oddity. Medes in 612 BC.

Greek and Egyptian Warriors Amazon (Mythic)


Warriors from a Greek background, irrespective of social The Amazons were said to be a tribe of ferocious warrior
characters

rank, are proficient with all martial weapons. For their women encountered by several of the Greek heroes. One
Weapon Focus, they may choose between the spear, the of Heracles most notable achievements was to retrieve the
javelin, the sarissa, the xiphos and the kopis. girdle of Hippolyta, the Amazon Queen, while Theseus is
said to have married her.
Warriors from an Egyptian background, irrespective of
social rank, are proficient with all martial weapons except If you are from the tribe of the Amazons, you may be
the kopis, the sarissa, the labrys and the Cretan stabbing female and a warrior or noble warrior. This is the easiest
sword. For their Weapon Focus, they may choose between way to have a female warrior character in OGL Ancients.
the composite self bow, the composite recurved bow, the Amazons are unfortunately mythical, so you may only take
kopesh or the mace. this option in a mythic campaign.

Amazon warriors are proficient with all martial weapons


Foreign Backgrounds and have the composite self bow as their Weapon Focus.
These backgrounds may only be taken by characters who
come from lands other than Greece or Egypt. They are Assyrian
included for the Games Masters use in creating Non-Player Assyrians dominate the Fertile Crescent and occupy
Characters. Players may take these backgrounds, though Egypt around 700 BC. Initially a people without cavalry,
they will be at a distinct disadvantage in Greece or Egypt they were pushed into learning the arts of fighting from
unless the civilisation from which they hail is an ally or at horseback when horse-mounted invaders kept assaulting
least neutral. Refer to the Timeline Of The Ancient World their lands. Assyrians were among the best archers of the
on pg. 190 to see the standings of the various ancient ancient world, rivalling the Egyptians in their expertise
civilisations at a given point in time. with the bow and using the chariot as a mobile archery
platform, much as the Egyptian forces did. Special armour
Some foreign backgrounds are not available at certain was developed to protect the archers, who could not carry a
points in time, as the civilisation concerned collapsed. shield to defend themselves.

10
Assyrian characters benefit from the Chariot Combat feat Nubian
for free, even if they do not meet the usual prerequisites to The Nubians, a people from the region of Africa south of
qualify for this feat. Assyrian warriors are proficient with Egypt, are admired among the Egyptian soldiery for their
all axes and spears and have the composite recurved bow as courage and strength. The elite core of many a Pharaohs
their Weapon Focus. troops was a force of Nubian mercenaries, who could
be relied upon to terrify the enemy with their vicious,
Barbarian relentless fighting.

characters
Barbarian is a catch-all term for those who come from
uncivilised lands. For the purposes of OGL Ancients, Nubians benefit from a +1 background bonus to Strength
barbarians are a brawny, tribal people whose main interest is and to Will saving throws. They are, however, limited in
in fighting and gaining both land and riches for themselves. their choice of equipment. Nubians dislike armour and
Barbarians are illiterate and may not take any character are uncomfortable fighting in it, as they are accustomed to
class other than warrior or thief, as the culture does not fighting with bare skin. Any body armour (but not shields)
allow for more sophisticated roles. They are looked down worn by a Nubian has its armour check penalty increased
upon as scum by civilised societies and are believed to have by +1.
no regard for learning at all.
Nubian warriors are proficient with all axes and spears and
As they are accustomed to running for long distances, they have the hand axe as their Weapon Focus.
have a base Speed of 40 feet, so long as they are wearing
only light armour. If they wear heavier than light armour, Persian
they lose this ability. Originally vassals of the Assyrians, the Persians expanded
their empire to become one of the most splendid and
Barbarians treat all Knowledge skills as cross-class skills, mighty civilisations in world history. The Persian character
except for Knowledge (nature) and Knowledge (local). is noble, magnanimous, strict and absolutely convinced of
They receive a +2 background bonus to all Survival skill its own superiority. Like other empires in later years, they
checks, as they are half-wild and accustomed to living in believe that expanding their territory by taking new cities is
the natural world. the best thing for the conquered as well as the conquerors.
Persians never forget a slight and they will always go out of
Barbarian warriors are proficient with all axes and spears their way to avenge insults upon their honour. They are a
and have the hand axe as their Weapon Focus. patient people, capable of nursing a grudge for years, but
they will always act upon it eventually.

11
Persians benefit from a +1 background bonus to their free, even if they do not meet the usual prerequisites for
Charisma ability scores. In addition, their natural this feat. They suffer from a -2 background penalty to
expressiveness and concern with appearance means that Intelligence, owing to their disdain for learning and study
Presence is always a class skill for a Persian character, even if applied to anything other than conquest. Scythian warriors
it is not among the listed class skills. are proficient with all axes, spears and bows and have the
Persian warriors are proficient with all martial weapons and composite recurved bow as their Weapon Focus.
may choose from the bow (any), the akinakes or the spear
characters

as their Weapon Focus. City and Regional Backgrounds


Characters of the ancient world often have loyalty to their
Hittite city or region and identify themselves by referring to it, such
The Hittites were capable warriors, the first to exploit as by calling themselves Timmaeus of Athens or Ankh-f-
iron weapons to any significant degree. Opponents of the n-khonsu the Theban. This is especially important for
Egyptians for many years, they eventually made an alliance Greek characters, as ancient Greece was not a unified
with the marriage of an Egyptian king to a Hittite princess. country but a land in which numerous city-states fought
Hittite characters are not available from around 1200 BC for space and resources. See the Ancient World chapter for
onwards, however, owing to the collapse of their empire in more details on how ancient Greece functioned.
previous years.
Your city gives you certain advantages and disadvantages.
Hittite warriors are proficient with all martial weapons and Athenians, for example, are trained in philosophy and
have the spear as their Weapon Focus. the arts, giving them bonuses to Rhetoric and Debate
skill checks, while Spartans are taught to discipline their
Phoenician bodies and become more resistant to pain, giving them the
The Phoenicians are a constant presence for almost two Athletic feat for free and an increased Constitution.
millennia in the ancient world. As so many of their cities
are coastal, they were one of the first civilisations to develop Spartan
an extensive naval force. Rather than becoming military The citizens of the city-state of Sparta belong to a strong
aggressors, they became sailors and traders. In the time warrior culture. Education is structured around the
period around 1000 BC, the cities of Tyre and Sidon were body and mind in harmony, developing both to their
renowned for their wealth and prosperity throughout the highest possible peak. Spartans are trained to be tough
ancient world. The Phoenicians were the founders and and unsentimental, disdaining soft or luxurious things in
occupants of Carthage, which would in time come to favour of a hard-bitten warrior life. To this day, the word
be a dominant power in the region, so much so that a spartan is used to mean simple, plain and functional.
lengthy war would result between the Phoenicians and the
Romans. Spartan methods of education were designed to produce
a warrior citizenry. At the time of their greatest glory,
All Phoenicians are adept traders and sailors. They receive their military power dominated most of the Greek lands.
a +2 background bonus to all Appraise, Bluff and Swim Spartan athletes were the finest in the ancient world and
skill checks and receive Profession (sailor) as a class skill, Spartan fighting men the most feared.
irrespective of their character class.
Spartans are physically tough and disciplined but have a
Phoenician warriors are proficient with all swords and harsh, forbidding manner about them. Any male Spartan
spears and have the javelin as their Weapon Focus. character benefits from a +1 bonus to Constitution and
suffers from a -2 penalty to Charisma. All Spartans have a
Scythian base Speed of 40 feet, as they are trained in physical fitness.
Hailing from the regions of northern Iran, the Scythians They also receive the Athletic feat for free.
were a frequent thorn in the side of the Medes. They
perfected the recurved composite bow and became adept Female Spartans do not benefit at all from being brought
at using it from horseback, becoming one of the only up in the city. Their ability scores are not modified, nor do
early civilisations to use mounted archer units. The they receive any free feats. Their Charisma is assuredly not
Scythians have a reputation for being savage, aggressive and modified at all, as the most beautiful human being of all
implacable, dominating others ruthlessly and celebrating time was a female Spartan.
their victories with drinking binges that last many days.
Athenian
All Scythians receive a +2 background bonus to Ride Citizens of the city-state of Athens, the holy city of the
skill checks and have the Mounted Archery feat for Goddess Athene, are trained to follow the culture of the

12
characters
mind. In keeping with the nature of the citys patron They are not as well educated as the males, but have learned
Goddess, wisdom is prized. Every action has to be prefaced to succeed via guile and keen perception.
with a proper degree of thought. Athens was a great centre
of philosophy in the ancient world and provided human The women of Thessaly receive a +1 background bonus to
civilisation with the earliest known form of democracy. their Charisma ability score and a +2 background bonus to
Eventually, Athens would come to dominate the whole all Sense Motive checks, but a -2 penalty to all Knowledge
of Greece, creating one of the most profound, widespread checks. The men of Thessaly are not especially remarkable
and lasting cultural influences in the history of the planet. and tend to be under the thrall of their womenfolk.
Athenians place great value on justice and fairness,
believing that if everyone fulfils their allotted role without Cretan
trying to break the rules, their society would work. They The folk of Crete are said to be cunning and wily. Like the
are, in conventional terms, fundamentally lawful. famous labyrinth that is rumoured to lie beneath the palace
of old Minos, one-time ruler of the island, their minds are
Athens and Sparta are often in a state of intense rivalry and full of twists and turns. It is said that one should never trust
mutual apprehension. The Athenian society is dedicated to a promise made by a Cretan unless it is recorded in writing
the cultivation of intellect while the Spartan is dedicated to and that even then, one should bring ones own scribe.
the cultivation of the physical body; the Spartan is naturally
the stronger of the two when their rivalry comes to blows, All Cretans receive a +2 background bonus to Bluff and
a perception that worries many Athenians. Sense Motive checks made against anyone but another
Cretan or a person who has spent more than three years
Characters from Athens with anything other than a slave living in Crete. Those who grow up on the island learn
background receive a +2 background bonus to all Rhetoric, to recognise each others ways. Cretans also receive a +2
Debate and Knowledge checks. background bonus to all Solve Conundrum checks. They
are, however, handicapped by a rather insular approach to
Thessalian life; though they are very persuasive, they are not well liked.
Thessaly is a region well known for its witches. The cult They therefore suffer from a -2 penalty to any Charisma
of Hecate thrives in Thessaly, images of the triple-faced based skill check made to influence anothers attitude.
Goddess stand at every crossroads and it is said that one
woman in every ten is secretly a witch. Whether this Cretan warriors are proficient with all bows, all spears and
legend is true or not, the women of Thessaly are well suited the kopis. Their Weapon Focus is the composite recurved
to the pathes of the witch or the more persuasive aristocrat. bow. Cretans are well renowned for their bowmanship.

13
Theban Mythic Backgrounds
Thebes in Egypt (not to be confused with the city of the This section allows players to create heroic characters
same name in Greece) is the sacred city of the God Horus. along the lines of the ancient myths. Mythic characters
Those who dwell in Thebes partake of the Gods nature, are those whose powers must either be explained away
becoming strong in both mind and body. They are more as the exaggerations of myth or who genuinely do have
likely to become warriors for Pharaoh than the denizens superhuman ability, depending on the kind of campaign
of any other city. The Thebans are sometimes called the being run. Many mythic characters fates are directly
characters

Spartans of Egypt. Together with the Nubian mercenary bound to the Gods. They are either agents of the Gods
forces, they make up the cutting edge of the ancient or are related to them in some way. Mythic character
Egyptian army. backgrounds may only be used with the agreement of the
Games Master.
Thebans receive a +1 background bonus to all Will and
Fortitude saving throws and a +1 background bonus There are three ways to create a mythic character. They
to all melee attacks and ranged attacks with a thrown may have divine blood, divine patronage or a divine boon.
weapon made against human infantry. They also gain the
Toughness feat for free. The strong military ambience of Divine Blood
their city does make them less concerned with learning and Like the Pharaohs of Egypt or the demigod heroes of
spiritual matters; accordingly, they receive a -2 penalty to ancient Greece, the character is directly descended from a
all Intelligence-based skill checks. deity. The character may, for example, be the son of Zeus
like Heracles. Such a character has one divine parent and
Karnak one mortal parent, they are never the child of two Gods.
Karnak was the centre of Ancient Egyptian society for
many generations. Those raised there are exposed to all Having divine blood guarantees the character considerable
manner of political discussions, theological debates and advantages. You gain an inherent bonus to at least one of
demonstrations of Pharaonic power. Nobles of Karnak are your ability scores, as you take after your divine parent,
well educated, but are spared any manual work or fighting, you are beloved by them automatically (see Religions and
as a result of which they are less physically developed than Philosophies) and you also gain a +2 background bonus to
they otherwise could be. A character of noble origin who any Prayer skill check that involves your parent.
comes from Karnak receives a +2 background bonus to all
Presence and Hekau checks, but a -1 penalty to Fortitude There are, however, disadvantages to being the progeny of
and Reflex saving throws. Characters of any other origin a deity; these come in the shape of other deities. As the son
than noble do not receive any modifiers. or daughter of one deity, you automatically gain the hatred
of another deity, who then despises you. This may never be
removed with atonement, as the deity hates you for who

14
you are rather than what you have done. A good example Divine Boon
of this kind of character is Heracles, who was hated by the The character received a single boon from the Gods in the
Goddess Hera for having been fathered by her adulterous early years of his life, with a concomitant vulnerability.
husband Zeus. The example here is Achilles, who was almost invulnerable
with a single fatal flaw, namely that a blow dealt to the
There are some Gods and Goddesses who you may not one vulnerable part of his body would kill him. Similar
choose as parents, simply because they did not interbreed boons are available to players, granting an across-the-board,

characters
with mortals, or in some cases with anyone. Athene and supernaturally heroic benefit with an accompanying flaw.
Artemis are virgin Goddesses, who have no children by any The Games Master has the final say on which divine boons
male, divine or mortal. Hephaestus and Asclepius are also a player may have, as they represent a level of power that
not known to have sired any children. only the key figures of the legends ever had, second only
to the Gods themselves. A player may choose from the
Having a divine parent is, traditionally, an attribute of following four divine boons:
Greek heroes rather than Egyptian ones. The only notable
Egyptian who is said to be of divine parentage is Pharaoh, Astounding Beauty: The character is possessed of the
who is the son of Ra. If the Games Master wishes to allow kind of beauty that launches ships in their thousands. They
players to be the children of other Egyptian gods, then have a Charisma score of 25.
suitable benefits can be derived by using the table below as
a guideline. Godlike Accuracy:
Divine Parentage The character
The Divine Parentage Parent Benefit Hated By practically never misses
table shows the benefits a target. They receive
Aphrodite +2 Charisma Ares
and disadvantages of a +10 divine bonus
having a divine parent. Apollo +1 Strength, +1 Charisma Hermes to all melee or ranged
Ares +1 Strength, +1 Constitution Aphrodite attack rolls. You must
Divine Patronage Demeter +1 Constitution, +1 Charisma Poseidon choose at character
The character has the generation whether the
Dionysus +1 Wisdom, +1 Charisma Apollo
ongoing support of a character will excel at
deity. These favoured Hecate +1 Wisdom, +1 Charisma Apollo melee attacks or ranged
individuals receive Hera +1 Wisdom, +1 Dexterity Zeus attacks.
the ongoing help Hermes +1 Dexterity, +1 Intelligence Apollo
and advice of a deity, Invulnerability: The
while they in turn Poseidon +1 Strength, +1 Constitution Demeter character is practically
benefit from having Ra +1 Strength, +1 Wisdom Apophis immune to damage
an agent on the world Zeus +2 Strength Hera from weapons and
of mortals. The most other physical sources.
readily recognisable Magical sources of
character of this kind is Jason, who received the advice and damage such as drain life still affect him normally, as does
aid of Hera throughout his Quest for the Golden Fleece. drowning. They are treated as having natural armour that
ignores 30 points of damage of any kind and successfully
Divine Patronage gives the player the favour of the deity wards off a blow with any Coverage check result other than
at the start of the game, see the Religions and Philosophies a 1. The character may of course wear ordinary armour in
chapter for more details. This deity need not be the same addition to this.
as the one who the player personally follows. The character
may communicate with the deity once per level for a period Uncanny Luck: The character is blessed with supernatural
of one minute. The deity reserves the right to give the power to avoid misfortune. He benefits from a +5 divine
character instructions, such as travel to this land and slay bonus to all saving throws.
this monster. A character with divine patronage is a pawn
in the chess games of the Gods, often sent on quests or set Along with a divine boon, the character must choose a
tasks as the patron deity requires. If the character has not tragic flaw from the following list:
lived up to the deitys expectations or has angered the deity
in any way, assistance may be refused and the disfavour of Vulnerability: The character suffers triple damage from
the deity may be earned. any attack that penetrates armour and causes a wound.

15
Friend-Slayer: Whenever the character rolls a 1 on an a character can only buy up to half the maximum ranks of
attack roll, irrespective of whether it is a ranged or melee a class skill.
attack, they have struck a friend. This can only happen
if there is an ally within range. If there are no allies, then Exclusive Skills
they strike an innocent bystander with the attack. If Certain skills are exclusive to one class. These are as
there are no innocent bystanders, they strike and wound follows:
themselves.
characters

Loathed From On High: The character is the subject of the Hekau is exclusive to Egyptian priests.
hatred of more than one of the Gods. The Games Master Witchcraft is exclusive to witches.
chooses three deities, all of whom despise the character (see
Religions and Philosophies). He may do nothing to atone Nobody but the designated class may ever gain ranks in
for this, ever and the condition is irreversible. these skills, with one exception. A sage can purchase ranks
in exclusive skills as cross-class skills as they are broadly
Misfortune: The character brings bad luck and misery to educated and have travelled extensively. As a result they
those around him. Any allies within 30 feet of the character may have picked up knowledge that others have never had
suffer a 3 penalty to all saving throws and skill checks. a chance to acquire.
This flaw has no effect on the character themselves.
Class Table
character classes This table details how a character improves as they
attain higher levels in the class. It includes the following
Players may select character classes from those listed here.
Every class uses certain similar terminology, when reading information.
about the capabilities of each class, keep the following
terms in mind. Level: The characters level in the class.
Base Attack Bonus: The characters base attack modifier
and number of attacks.
Hit Die Shield Defence Bonus: The characters base shield defence
The die type used by characters of the class to determine modifier and number of uses per round, if applicable.
the number of hit points gained per level. A player rolls Fort Save: The base save modifier for Fortitude saving
one die of the given type each time their character gains a throws. The characters Constitution modifier also
new level. The characters Constitution modifier is applied applies.
to the roll. Add the result to the characters hit point total. Ref Save: The base save modifier for Reflex saving throws.
Even if the result is 0 or lower, the character always gains at The characters Dexterity modifier also applies.
least one hit point. A 1st level character gets the maximum Will Save: The base save modifier for Will saving throws.
hit points rather than rolling and their Constitution The characters Wisdom modifier also applies.
modifier is still applied. Class Features: Level-dependent class features or abilities,
each explained in the section that follows.
Class Skills
This section of a class description provides a list of class Class Level Bonuses
skills, the number of skill points the character starts with at An attack roll or a saving throw is a combination of
1st level and those gained each level thereafter. A characters three numbers, each representing a different factor: a
Intelligence modifier is applied to determine the total random element (the number you roll on the d20), a
number of skill points gained each level. Characters always number representing the characters innate abilities (the
gain at least one point per level, even for a character with a ability modifier) and a bonus representing the characters
negative Intelligence modifier. experience and training. This third factor depends on the
characters class and level. Each class table summarises the
A 1st level character starts with four times the number of figures for this third factor.
skill points they receive upon attaining each level thereafter.
The maximum ranks a character can have in a class skill is Base Attack Bonus
the characters level +3. Check the table for your characters class. When making
an attack, apply the number from the Base Attack Bonus
A character can also buy skills from the skill lists of other column to the roll. Use the bonus that corresponds to the
classes, unless that skill is exclusive to that class, a Greek Characters level. Numbers after a slash indicate additional
priest cannot buy skill ranks in Hekau, for example. Each attacks at reduced bonuses: +12/+7/+2 means that a
skill point buys a half rank in these cross-class skills and character of this level makes three attacks per round, with
16
Experience and Level Dependent Benets
Character Class Skill Max Cross-Class Skill Max Ability
Level Experience Ranks Ranks Feats Increases
1st 0 4 2 1st , 2nd -
2nd
1,000 5 2.5 - -
3rd
3,000 6 3 3 rd
-

characters
4th
6,000 7 3.5 - 1st
5th 10,000 8 4 - -
6th 15,000 9 4.5 4th -
7th
21,000 10 5 - -
8th
28,000 11 5.5 - 2nd
9th 36,000 12 6 5th -
10 th
45,000 13 6.5 - -
11 th
55,000 14 7 - -
12th 66,000 15 7.5 6th 3rd
13 th
78,000 16 8 - -
14 th
91,000 17 8.5 - -
15 th
105,000 18 9 7 th
-
16 th
120,000 19 9.5 - 4th
17th 136,000 20 10 - -
18th 153,000 21 10.5 8th -
19 th
171,000 22 11 - -
20 th
190,000 23 11.5 - 5th

a base attack bonus of +12 for the first attack, +7 for the Base Save Bonuses
second and +2 for the third. Ability modifiers apply to all Check the table for your characters class. It lists the base
these attacks. saving throw bonuses for the three types of saves: Fortitude,
Reflex and Will. Use the bonuses that correspond to the
When a characters base attack bonus reaches +6, they are characters level to modify these rolls.
entitled to make an extra attack at a +1 base attack bonus.
However, if the characters attack bonus reaches +6 or Level-Dependent Benefits
higher as a result of applying modifiers, no extra attacks In addition to attack bonuses and saving throw bonuses, all
are gained. characters gain other benefits from advancing in level. The
following summarises these additional benefits.
For example, a 6th level thief has a base attack bonus of +4.
When using a sling or other ranged weapon, she adds her
Class Features
Dexterity modifier. Even if this increases her attack bonus
This entry details special characteristics of the class,
to +6 or higher, she does not gain an additional attack.
including bonus feats and unique talents that are gained as
a character attains higher levels in the class.
Shield Defence Bonus
Warriors and noble warriors receive an increasing bonus Experience: This column shows the experience point total
to their Shield Defence checks. When making a Shield needed to achieve a given character level. As a character
Defence check, roll 1d20 adding any positive Wisdom accumulates experience points through game play or by
modifier as well as the shields coverage bonus plus the Games Master allowance, their level increases to match
Shield Defence bonus. If your shield defence bonus the one given on this chart. Unless specific campaign
contains two figures, such as +6/+1, then you may make rules dictate otherwise, a new level is gained as soon as a
two Shield Defence checks per round, the first at the characters experience point total equals or exceeds that
higher bonus and the second at the lower in a similar way levels threshold.
to making additional attacks as detailed above.
17
Class Skill Max Ranks: The maximum number of ranks to a rival city-state with her noble warrior brother as her
a character can have in a class skill is equal to his character escort.
level +3. A class skill is a skill associated with a particular
class. Class skills are listed in each class description in this It is important to distinguish between an aristocrats personal
chapter. wealth and the wealth that she can access. Aristocrats may
draw funds or resources from their investments or family
Cross-Class Skill Max Ranks: For cross-class skills those holdings, above and beyond any personal fortunes she
characters

skills not associated with a characters class the maximum might have. They do not gain any Reputation bonus from
number of ranks is one-half the maximum for a class skill. her societal role, even though the amount of money that
Maxing out a cross-class skill costs the same amount of she could access over the months could exceed the amount
points as buying the maximum rank in a class skill. (For necessary to gain a Reputation bonus.
example, at 1st level, a character can pay four points for 4
ranks in a class skill or spend the same four points for 2
ranks in a cross-class skill.) The half ranks (.5) indicated on
the table dont improve skill checks; they simply represent
partial purchase of the next skill rank and indicate that the
character is training to improve that skill.

Feats: This column indicates the levels at which a character


gains feats (two at 1st level, one more at 3rd level and one
more at every three levels thereafter). See the Feats Chapter
for feat descriptions.

Ability Increases: This column indicates the levels at which


a character gains ability score increases. Upon attaining
4th, 8th, 12th, 16th and 20th level, a character increases one
of their ability scores by one point. The player chooses
which ability score to improve. The ability improvement
is permanent.

Example: Illa, a witch with a starting Charisma of 16,


intends to move up the ecclesiastical ladder might wish to
improve her Charisma to 17 at 4th level. At 8th level, Illa
might improve her Charisma again, from 17 to 18, as this
would increase her ability modifier for Charisma to +4.

aristocrat
These noble-blooded politicians achieve their ends through
resources, persuasion and movement in the circles of
power. Though they are born into their rank, they choose
not to invest in armour and weapons. Instead, they devote
themselves to rulership and verbal politics. An aristocrat
does not fight; she has servants and allies to do that for
her.

Aristocrats have many roles in the ancient world. They


act as ambassadors to other countries or city-states, raise
forces to invade their neighbours, fund expeditions, hatch
plots and conspire in the circles of power. Aristocrats are
the natural spokesmen for a group of characters and often
assume a leading role when the group is engaged in social
combat. An aristocrat will often go adventuring with a
noble warrior of the same family. For example, a female
Greek aristocrat might go on a diplomatic mission

18
The Aristocrat
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Access Resources
2nd
+1 +0 +3 +3 Requisition Entourage
3rd
+1 +1 +3 +3 Diplomatic Significance

characters
4th
+2 +1 +4 +4 Authority
5th
+2 +1 +4 +4 Evasive +1
6th
+3 +2 +5 +5 Native Land +1
7th +3 +2 +5 +5 Aura of Importance
8th
+4 +2 +6 +6 Resolute +1
9th
+4 +3 +6 +6
10 th
+5 +3 +7 +7 Evasive +2, Divine Audience
11 th
+5 +3 +7 +7
12 th
+6/+1 +4 +8 +8 Native Land +2
13th +6/+1 +4 +8 +8
14 th
+7/+2 +4 +9 +9 Resolute +2
15 th
+7/+2 +5 +9 +9 Evasive +3
16 th
+8/+3 +5 +10 +10 Voice of Command
17 th
+8/+3 +5 +10 +10
18th +9/+4 +6 +11 +11 Native Land +3
19 th
+9/+4 +6 +11 +11
20 th
+10/+5 +6 +12 +12 Evasive +4, Majesty, Resolute +3

Each aristocrat is part of a household or organisation of Skill Points at 1st Level: (6 + Int modifier) x 4.
some sort. The player must specify what this is. The Skill Points at Each Additional Level: 6 + Int modifier.
household may, for example, be that of a wealthy family
or a royal personage. The organisation may be the Class Features
government of a Greek city-state or an extended alliance of All of the following are class features of the aristocrat.
Egyptian nobles.
Weapon and Armour Proficiency: An aristocrat is
Marrying well is very important for an aristocrat. All proficient with all simple weapons and one martial weapon
characters start the game unmarried; there is an especial of her choice. She is not proficient with armour or with
pressure on an aristocrat character to find a husband or shields.
wife of suitable background. Examples of aristocrats from
the myths include the Grand Vizier of Luxor, King Aeetes, Access Resources: The aristocrat may draw upon an
King Minos, Hecuba, Clytemnestra and Helen of Troy. assured supply of wealth. Alone of all the character classes,
the aristocrat does not need to adventure to gain riches.
Deity: Any. Aristocrats who are also governors follow Once per month, an aristocrat may garner funds from his
Zeus, Athene or Ra. familys holdings of 2d6x10 silver drachmas.
Hit Die: d4.
Requisition Entourage: From 2nd level onwards, the
Class Skills aristocrat may requisition slaves, warriors and noble
The aristocrats class skills (and the key ability for each skill) warriors allied to her house, region or city-state. See
are Appraise (Int), Bluff (Cha), Debate (Int), Forgery (Int), the table below for details of how big an entourage the
Jump (Str), Knowledge (any) (Int), Listen (Wis), Presence aristocrat can request.
(Cha), Prayer (Wis), Profession (Wis), Perform (Cha),
Sense Motive (Wis), Speak Language (n/a), Ride (Dex) and Modifiers: Several factors can affect an aristocrats ability to
Rhetoric (Cha). requisition an entourage, causing it to vary from the base
Requisition score (Character level + Cha modifier).
19
A characters reputation (from the point of view of those When the aristocrat tries to recruit an entourage, use any of
she is trying to attract) raises or lowers her Requisition the following modifiers that apply.
score:
Requisition Score: An aristocrats base Requisition score
Aristocrats Reputation Modifier equals her level plus any Charisma modifier. In order to
Great renown +2 take into account negative Charisma modifiers, this table
Fairness and generosity +1 allows for very low Requisition scores. Outside factors
can also affect the aristocrats Requisition score, as detailed
characters

Special power +1
above.
Failure 1
Aloofness 1 Level: The aristocrat can requisition a slave, warrior or noble
Cruelty 2 warrior of up to this level. The Games Master has the final
say on which is assigned to the character. Regardless of a
The Aristocrat . . . Modifier characters Requisition score, she can only recruit a warrior
Has a stronghold, base of operations, +2 or noble warrior who is two or more levels lower than
guildhouse, or the like herself. The entourage member should be equipped with
Moves around a lot 1 gear appropriate for its class and level.
Has caused the death of other 2*
The entourage member does not count as a party member
entourage members
when determining their experience points. Entourage
* Cumulative per entourage member killed. members earn experience points as follows:
Requisition Slave Numbers by Level
Score Level
Divide the entourage members
1st 2nd 3rd 4th 5th 6th level by that of the aristocrat with
1 or lower whom they are associated.
2 1st
Multiply this result by the total
3 2nd
experience points awarded to the
aristocrat and add that number of
4 3rd

experience points to the entourage
5 3rd
members total.
6 4th If an entourage member gains
7 5th
enough experience points to bring
8 5th it to a level one lower than that
of the aristocrat, the entourage
9 6th

member does not gain the new
10 7th
5 level its new experience points
11 7th 6 total is one less than the amount
12 8th
8 needed attain the next level.
13 9th
10 1 Slave Numbers by Level: The aristocrat
14 10 th
15 1 can also requisition up to the indicated
number of slaves of each level. Slaves are
15 10 th
20 2 1 similar to warriors and noble warriors,
16 11 th
25 2 1 except that they are generally low-level
17 12th 30 3 1 1 Non-Player Characters. Because theyre
generally five or more levels lower than
18 12 th
35 3 1 1
the aristocrat they follow, they are rarely
19 13 th
40 4 2 1 1 effective in combat.
20 14 th
50 5 3 2 1
21 15 th
60 6 3 2 1 1 Slaves do not earn experience and thus
dont gain levels. However, when the
22 15th 75 7 4 2 2 1 aristocrat attains a new level, the player
23 16th 90 9 5 3 2 1 consults the table above to determine if
24 17 th
110 11 6 3 2 1 she has acquired more slaves, some of
which may be higher level than the her
25 or higher 17 th
135 13 7 4 2 2
existing entourage.
20
Diplomatic Significance: An aristocrat of 3rd level is in concert with spending divine points, whether to oppose
recognised as a person of importance by aristocrats of other anothers attempt to reduce her own die rolls or to reduce
city-states or countries. This is a campaign detail rather those of another.
than a game benefit. If the aristocrat is injured, captured
or killed, there will automatically be reprisals. An aristocrat Divine Audience: The aristocrat is a figure of influence in
who has earned diplomatic significance can expect her the mortal world, which makes her very interesting to the
household or city-state to look for her if she goes missing, Gods. She may open a direct channel to her deity. So long

characters
rescue her if she gets into trouble and bail her out if she as the aristocrat is not in disfavour with her deity, she may
should run into trouble with the law. take an automatic result of 20 on a single Prayer check once
per day. If playing a less mythic setting, Games Masters
Authority: At 4th level, the aristocrat begins to acquire may prefer to represent this ability by replacing the deity
the steely tone of voice and steady eye that characterises a with the ear of a powerful public figure. Doing so grants
person who is used to being obeyed. She benefits from a +2 the aristocrat an automatic result of 20 once per day to any
competence bonus to all Bluff and Presence checks. single Presence check.

Evasive: The aristocrat learns to stay out of the way of Voice of Command: The aristocrats inherent authority
trouble. As she is not a combatant by nature, she has to strengthens as she gains experience. The competence
make sure that she can survive if combat should find her. bonus she gains to Bluff and Presence checks is now +4.
She receives the indicated bonus to all Active Defence
checks. Majesty: Only those who become kings and queens of
legend gain this ability. The characters aura of importance
Native Land: The aristocrat has ties with her native has developed to mythic proportions. An aristocrat with
land that steel her against the magic of foreigners and majesty has such presence that lesser characters fear to
the followers of other Gods. As a noble, she has a bond approach her, let alone attack him. A character who
to the earth that others do not. Aristocrats are ultimately attempts to attack the aristocrat and fails their saving throw
protectors of their land and their land protects them may not simply try again next round. Instead, they are
in turn. When an aristocrat is on her native soil, she stricken with panic for 1d6 rounds plus the aristocrats
becomes resistant to the magical effects of those who are Charisma ability score modifier.
not themselves native to that region. She benefits from
the indicated bonus to saving throws against such effects. A panicked character drops whatever they are holding and
Region is here defined as city-state or home province for flees as fast as they can go away from the source of their
a Greek character. For an Egyptian character, the native fear, avoiding obstacles in the way. They can take no other
region is extended to all of Egypt. actions and suffer a 2 penalty on saving throws, skill
checks and ability score checks. If a panicked character is
Aura of Importance: The aristocrat is now self-evidently cornered, they cower and will use the total defence option
a person of power and influence, so much so that lesser if forced to fight.
characters find it hard to countenance the idea of harming
her. Any character of lower level than the aristocrat must
succeed at a Will saving throw in order to attack her at all. artificer
If a character fails their saving throw, they cannot summon The artificers are the inventors of the ancient world, learned
up the courage to attack the aristocrat. The DC of the and creative men who create some of the most memorable
saving throw is 10 plus the aristocrats level of experience. and enduring structures of legend. They marry ingenuity
The saving throw may be made afresh with each passing and patient experimentation to create weapons and armour
round. Only other human beings are affected by the aura that are not only beautifully, but specially crafted, balanced
of importance, animals and undead creatures have no such and shaped to suit the requirements of one and only one
compunctions about attacking such individuals and are not user. The most famous of artificers was Dedalus, who built
affected by this ability. the labyrinth of Crete for King Minos.

Resolute: As the aristocrats power grows, so too does her An artificer is essentially a craftsman with a gift for creating
confidence. It becomes harder to unseat her by appealing incredible things. It is not so much the quality of his
to the Gods. The most entrenched of aristocrats come work as its creativity that is the key to the artificers skill.
to consider themselves as constant as the northern star, Master craftsmen can produce items of astounding beauty
coming dangerously close to risking the ire of the Gods and precision, but only an artificer can make a wondrous
with their faith in their own powers. The aristocrat with construct or a truly unique bow.
this feature gains indicated bonus to Prayer checks made

21
The Articer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 st
+0 +0 +0 +2 Artifice, Evasive +1, Make Plans
2nd +1 +0 +0 +3
3 rd
+1 +1 +1 +3
4 th
+2 +1 +1 +4
characters

5 th
+2 +1 +1 +4 Evasive +2
6 th
+3 +2 +2 +5
7 th
+3 +2 +2 +5
8th +4 +2 +2 +6
9 th
+4 +3 +3 +6
10 th
+5 +3 +3 +7 Evasive +3
11 th
+5 +3 +3 +7
12 th
+6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14 th
+7/+2 +4 +4 +9
15 th
+7/+2 +5 +5 +9 Evasive +4
16 th
+8/+3 +5 +5 +10
17 th
+8/+3 +5 +5 +10
18 th
+9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20 th
+10/+5 +6 +6 +12 Evasive +5

Artificers who can build the more outlandish mechanical Class Skills
wonders belong entirely in mythic games. Their abilities The artificers class skills (and the key ability for each
rely on the laws of physics operating differently to the skill) are Craft (any) (Int), Debate (Int), Forgery (Int),
way they work in the real world. No craftsman of history Knowledge (any) (Int), Listen (Wis), Search (Wis) and
could genuinely create wings that let a man fly too close Solve Conundrum (Int).
to the sun. An artificer in a historical game would be able
to build marvellous weapons and armour and create such Skill Points at 1st Level: (6 + Int modifier) x 4.
mechanical wonders as the Archimedes screw or a bronze- Skill Points at Each Additional Level: 6 + Int modifier.
age crane, but would not be able to build bronze men that
walked and talked. The Games Master must be the final
arbiter of what a given artificer in a historical campaign Class Features
may build. The best approach is to limit historical artificers All of the following are class features of the artificer.
to what logically could have been achieved by a craftsman
at the time. Wings might not be allowable but a primitive Weapon and Armour Proficiency: An artificer is
hang-glider could certainly have been designed and built, proficient with the club, dagger and quarterstaff, but not
as could a very basic diving bell. with any type of armour or shield.

Artificers specialise in the Craft skills, repairing and Evasive: The artificer learns to stay out of the way of
improving armour and weapons as well as making trouble. As he is not a combatant by nature, he has to make
enchanted items and can even create constructs. What the sure that he can survive if combat should find him. He
sage is to Knowledge skills, the artificer is to Craft skills. receives the indicated bonus to all Active Defence checks.

Deity: Usually Hephaestus or Ptah. Artifice: Artifice is the ability whereby these legendary
Hit Die: d6. inventors of the ancient world created their marvels.
You can design plans from which marvellous items and
personalised pieces of equipment can be built. These

22
designs ensure an artificers creations can feasibly be the artificer who created the plans is not present to explain
realised. them, a Solve Conundrum skill check at DC 20 is needed
to understand them.
Make Plans: If and only if an artificer is literate,
he can prepare plans as he creates a marvellous item or a Artificers often live in a state of servitude to monarchs as
mechanical wonder. Having plans to hand means that he resident designers and inventors. They are little more than
can create a similar item more easily in future. Using plans prisoners, although they are always well looked after and

characters
gives an artificer a +2 insight bonus into any Craft skill treated with respect. These artificers are expected to build
checks that he might need to make in order to build his up a stockpile of plans, from which the kingdoms other,
creation. Artificers can also work from each others plans, lesser artificers can work. Such plans are important military
so long as they can decipher them; artificers plans are secrets and are kept under careful guard. To a monarch of
notoriously abstruse, full of shorthand notes and scrawlings the ancient world, a talented artificer is a research scientist
that only the artificer himself can easily understand, who can win wars for him. Famous artificers are therefore
despite his protestations that it is all perfectly simple. If often hesitant to reveal themselves as such, in case they
should be hauled off to do important private work for one
despot or another.

Only another artificer can use an artificers plans. Ordinary


craftsmen simply cannot make the plans work, no matter
how hard they try. They are lacking that essential spark of
creative genius mingled with insanity that allows the artificer
to perform his feats of invention. As artificers are so scarce
and have no means of passing on their insights other than
to each other, there are many incredible inventions of the
ancient world whose secrets are doomed to be lost. This
is, of course, exactly what happened and nobody is quite
certain how some of the engineering marvels of the ancient
world were achieved. This region of historical uncertainty
gives players and Games Masters a good deal of freedom
when artificers are dreaming up their inventions. There is
no reason why an artificer should not invent gunpowder,
the hot air balloon or the submarine centuries before these
discoveries were accessible to the other civilisations of the
world. Such innovations are limited to the lifespan of their
creator and, therefore, will not change the course of human
history.

Bard
Friezes in Greece and Egypt alike depict bards, musicians of
supreme skill roaming freely between the cities and earning
a living from their talents or engaged in service to the
nobility or military. Ancient cultures understood the power
of music on the battlefield and a Greek phalanx would have
an accompanying bard who would sing inspiring songs for
the warriors. Spartans, on the other hand disdained song
but understood the value of percussion, so their bards beat
drums to raise the spirits of their warriors and to keep them
marching in time.

The musicians of the ancient world use music to serve their


Gods. Music not only has magical powers in its own right,
it assists magical activities such as use of the Prayer skill.
Such bards as the legendary Orpheus can play music so
powerful as to lull dragons to sleep.

23
Bards are the heralds and messengers of the ancient world, these abilities fall under the category of bardic music and
travelling from city to city, bringing with them gossip, the descriptions discuss singing or playing instruments,
song and the legends of civilisation. Each bard can hold in they can all be activated by reciting poetry, chanting,
his memory many thousands of verses and it needs to be. singing lyrical songs, singing melodies, whistling, playing
The tales of old are always learned by rote and very rarely an instrument or playing an instrument in combination
written down, as writing is still a comparatively rare skill. with some spoken performance. Each ability requires both
a minimum bard level and a minimum number of ranks
characters

Deity: Usually Apollo, Dionysus, Bastet or Hathor. in the Perform skill to use. If a bard does not have the
Hit Die: d6. required number of ranks in at least one Perform skill, he
may not use the bardic music ability until he acquires the
Class Skills needed ranks.
The bards class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Utilising a bardic music effect is a standard action. Some
Craft (Int), Debate (Int), Disguise (Cha), Escape Artist bardic music abilities require concentration, which means
(Dex), Gather Information (Cha), Hide (Dex), Jump (Str), the bard must take a standard action each round to
Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), maintain the ability.
Perform (Cha), Profession (Wis), Sense Motive (Wis),
Sleight of Hand (Dex), Speak Language (n/a), Rhetoric Fascinate: A bard with three or more ranks in a Perform
(Cha), Swim (Str) and Tumble (Dex). skill can use his music or poems to cause one or more
creatures to become fascinated with him. Each creature to
Skill Points at 1st Level: (6 + Int modifier) x 4. be fascinated must be within 90 feet, able to see and hear
Skill Points at Each Additional Level: 6 + Int modifier. the bard and able to pay attention to him. The bard must
also be able to see the creature. The distraction of a nearby
combat or other dangers prevents the ability from working.
Class Features For every three levels a bard attains beyond 1st, he can target
All of the following are class features of the bard. one additional creature with a single use of this ability.

Weapon and Armour Proficiency: A bard is proficient To use the ability, a bard makes a Perform check. His
with all simple weapons and one martial weapon of his check result is the DC for each affected creatures Will save
choice. He is not proficient with armour or shields. against the effect. If a creatures saving throw succeeds,
the bard cannot attempt to
Bardic Knowledge: A bard fascinate that creature again
may make a special bardic Bardic Knowledge DCs
for 24 hours. If its saving
knowledge check with a DC Type of Knowledge throw fails, the creature
bonus equal to his bard 10 Common, known by a substantial number sits quietly and listens to
level plus his Intelligence of the populace, such as common and local the song, taking no other
modifier to see whether legends. actions, for as long as the
he can recall some relevant bard continues to play
20 Uncommon but available, known by only a
information about local and concentrate (up to a
few people.
notables, legendary items maximum of one round
or places. If the bard 25 Obscure or hard to come by, known by few.
per bard level). While
has five or more ranks in 30 Extremely obscure, known by very few, fascinated, a target takes a
Knowledge (history), he possibly forgotten by most who once -4 penalty on skill checks
gains a +2 synergy bonus knew it or known only by those who do made as reactions, such as
on this check. not understand the significance of the Listen and Spot checks.
knowledge. Any potential threat
A successful bardic requires the bard to make
knowledge check will not another Perform check and
reveal the powers of a divine item but may give a hint as allows the creature a new saving throw against a DC equal
to its deity of origin. A bard may not take 10 or take 20 to the new Perform check result.
on this check; this sort of knowledge is essentially random.
Any obvious threat, such as someone drawing a weapon,
Bardic Music: Once per day per bard level, a bard can use casting a spell or aiming a ranged weapon at the target,
his song or poems to reproduce magical effects on those automatically breaks the effect. Fascinate is a bewitchment
around him, often including himself, if desired. While (compulsion), mind-affecting ability.

24
The Bard
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Bardic music, Bardic Knowledge,
Fascinate, Inspire Courage +1
2nd +1 +0 +3 +3 Song of Devotion +1

characters
3rd +2 +1 +3 +3 Inspire Competence
4th +3 +1 +4 +4
5th +3 +1 +4 +4 Evasive +1
6th +4 +2 +5 +5 Dominate Will
7th +5 +2 +5 +5 Song of Pleading
8th +6/+1 +2 +6 +6 Inspire Courage +2, Song of Devotion +2
9th +6/+1 +3 +6 +6 Inspire Greatness
10th +7/+2 +3 +7 +7 Evasive +2
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Song of Freedom
13th +9/+4 +4 +8 +8
14th +10/+5 +4 +9 +9 Inspire Courage +3, Song of Devotion +3
15th +11/+6/+1 +5 +9 +9 Inspire Heroics, Evasive +3
16th +12/+7/+2 +5 +10 +10
17th +12/+7/+2 +5 +10 +10 Song of Slumber
18th +13/+8/+3 +6 +11 +11 Mass Domination
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Inspire Courage +4, Evasive +4, Song of Devotion +4

Inspire Courage: A bard with three or more ranks in a Inspire Competence: A bard of 3rd level or higher with six or
Perform skill can use song or poems to inspire courage in more ranks in a Perform skill can use his music or poems to
his allies, including himself, bolstering them against fear help an ally succeed at a task. The ally must be within 30
and improving their combat abilities. To be affected, an feet and able to see and hear the bard. The bard must also
ally must be able to hear the bard sing. The effect lasts be able to see the ally.
for as long as the ally can hear the bards song and for five
rounds thereafter. An affected ally receives a +1 morale The ally gets a +2 competence bonus on skill checks with
bonus on saving throws against charm and fear effects and one particular skill, to be determined before any rolls are
a +1 morale bonus on attack and weapon damage rolls. At made, as long as they can hear the bards music. Certain
8th level and every six levels thereafter, this bonus increases uses of this ability are infeasible. The effect lasts as long as
by +1 (+2 at 8th, +3 at 14th and +4 at 20th). Inspire Courage the bard concentrates, up to a maximum of two minutes.
is a mind-affecting ability. A bard cannot inspire competence in himself. Inspire
Competence is a mind-affecting ability.
Song of Devotion: A bard of 2nd level or higher with four or
more ranks in a Perform skill can use his music or poems Dominate Will: A bard of 6th level or higher with nine or
to assist another persons religious observances. To be more ranks in a Perform skill can dominate the will (as
affected, an ally must be able to hear the bard sing. The the spell, see pg. 167) of a creature that he has already
effect lasts for as long as the bard continues singing. All fascinated (see above). Using this ability does not break
Prayer checks made by allies of the bard who can hear him the bards concentration on the fascinate effect, nor does it
sing are made at a +1 morale bonus. At 8th level and every allow a second saving throw against the fascinate effect.
six levels thereafter, this bonus increases by 1 (+2 at 8th, +3
at 14th and +4 at 20th). The Song of Devotion is a mind- Dominating anothers will does not count against a
affecting ability. bards daily limit on bardic music performances.
25
A Will saving throw (DC 10 + 1/2 bards level + bards Cha Hades to let the shade of Euridyce leave the underworld
modifier) negates the effect. This ability affects only a single and have a second chance at life.
creature (but see Mass Domination, below). Dominate Will
is a bewitchment (compulsion), mind-affecting, language The bard makes a Perform skill check to represent his
dependent ability. petition, to which he also adds his Rhetoric skill ranks as a
circumstance bonus. The total is then treated as if it were
Song of Pleading: A bard of 7th level or above with 10 or the result of a Rhetoric skill check.
characters

more ranks in a Perform skill can play his music so as to


move a persons heart and persuade them to grant the bards Inspire Greatness: A bard of 9th level or higher with 12 or
request. This is done on such occasions as making an more ranks in a Perform skill can use music or poems to
appeal for mercy on another persons behalf, petitioning a inspire greatness in himself or a single willing ally within
ruler to let a captive go free or begging a conqueror to show 30 feet, granting them extra fighting capability. For every
mercy. The most spectacular use of this class feature was three levels a bard attains beyond 9th, he can target one
when Orpheus successfully used his music to persuade grim additional ally with a single use of this ability (two at 12th
level, three at 15th, four at 18th). To inspire greatness, a
bard must sing and an ally must hear his song. The effect
lasts for as long as the ally hears the bard sing and for five
rounds thereafter. A creature inspired with greatness gains
(2d10 + the characters Constitution modifier) temporary
hit points, a +2 competence bonus on attack rolls and a +1
competence bonus on Fortitude saves. Inspire Greatness is a
mind-affecting ability.

Song of Freedom: A bard of 12th level or higher with 15 or


more ranks in a Perform skill can use music or poems to
free a single creature from the effects of a single magical
effect. The bard must succeed a Perform check the DC of
which is equal to the casting roll of the being who originally
enchanted the target creature. Using this ability requires
one minute of uninterrupted concentration and music
and functions only on a single enchantment placed on a
target within 30 feet. A bard cannot use Song of Freedom
on himself.

Inspire Heroics: A bard of 15th level or higher with 18 or


more ranks in a Perform skill can use music or poems to
inspire tremendous heroism in himself or a single willing
ally within 30 feet. For every three bard levels the character
attains beyond 15th, he can inspire heroics in one additional
creature. To inspire heroics, a bard must sing and an ally
must hear the bard sing for a full round. A creature so
inspired gains a +4 morale bonus on saving throws and a
+4 dodge bonus to Active Defence. The effect lasts for as
long as the ally hears the bard sing and for up to five rounds
thereafter. Inspire Heroics is a mind-affecting ability.

Song of Slumber: A bard must be of 17th level or higher with


20 or more ranks in a Perform skill to use this ability. The
bard may use soothing music and/or song to lull a creature
to sleep. The creature must first be fascinated by the bards
performance. For every round that the bard continues
playing, the creature must make additional saving throws
against the musics effect. As soon as it fails, it falls into
an enchanted sleep where it remains for as long as the bard
continues to play. The creature automatically wakes 1d4+1
rounds after the music ceases.
26
Mass Domination: This ability functions as Dominate Will, Evasive: The courtesan learns to stay out of the way of
above, except that a bard of 18th level or higher with 21 or trouble. As she is not a combatant by nature, she has to
more ranks in a Perform skill can simultaneously dominate make sure that she can survive if combat should find her.
the will of any number of creatures that he has already She receives a bonus of the degree indicated to all Active
fascinated (see above). Mass Dominate is a bewitchment Defence checks.
(compulsion), mind-affecting, language-dependent ability.
Exhaust: The courtesan is especially good at wearing

characters
Evasive: The bard learns to stay out of the way of trouble. down the physical strength of those with whom she has
As he is not a combatant by nature, he has to make sure intimate relations. This ability is used slyly in order to
that he can survive if combat should find him. He receives weaken people, such as making sure that a person stays
the indicated bonus to all Active Defence checks. asleep for a long time, sapping the energy of a warrior
before a fight or lowering a persons defences prior to an
assassination attempt. The target of an exhaust effect must
courtesan make a Fortitude saving throw after spending private time
One of the few roles available to women, the courtesan is with the courtesan (the DC is 10 plus the courtesans level
a trained companion to men, whose skills are ostensibly plus her Dexterity modifier) or become exhausted. If he
dedicated to providing men with pleasure and relaxation. successfully saves, he is fatigued. Note that this ability may
As well as this socially prized function, courtesans are expert only be used if the target is willingly submitting to the
information gatherers, manipulating those less intelligent courtesans embraces. It cannot be imposed forcibly. The
than themselves and engaging in intrigue. Courtesans courtesan must also make a Fortitude saving throw against
in the ancient world often took on the role of spies and DC 10 or become fatigued herself.
tactical seducers. Some may even function as assassins.
An exhausted character moves at half speed and takes a
The Greek hetaera is an elite courtesan, specially trained 6 penalty to Strength and Dexterity; after an hour of
to be expert not only in the amatory practices but also in complete rest, he becomes fatigued. A fatigued character
the other arts of civilisation. A hetaera is far from being a cannot run or charge and takes a penalty of 2 to Strength,
mere prostitute; she is more akin to a classical version of Dexterity and Shield Defence.
the geisha. In the ancient world, hetaera are exclusively
female and a product of the Greek civilisation, but a Games Crippling Blow: The courtesans familiarity with tender
Master who wished to broaden the definitions at the spots in the male body allows her to make an unarmed
expense of historical accuracy could allow characters with attack that deals a large amount of non-lethal damage. If
other backgrounds to take the class. the courtesan makes a successful unarmed attack of which
none of the damage is obstructed by armour or a shield,
Deity: Usually Aphrodite or Hecate. then she may add the additional dice of non-lethal damage
Hit Die: d6. shown.

Class Skills Sneak Attack: If a courtesan can catch an opponent when


The Courtesans class skills (and the key ability for each he is unable to defend himself effectively from her attack,
skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft she can strike a vital spot for extra damage. The courtesans
(Int), Debate (Int), Disguise (Cha), Escape Artist (Dex), attack deals extra damage any time her target would be
Gather Information (Cha), Hide (Dex), Jump (Str), denied a Dexterity bonus to Active Defence (whether the
Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), target actually has a Dexterity bonus or not) or when the
Perform (Cha), Presence (Cha), Profession (Wis), Sense courtesan flanks her target. Should the courtesan score a
Motive (Wis), Sleight of Hand (Dex), Speak Language critical hit with a sneak attack, this extra damage is not
(n/a), Rhetoric (Cha) and Tumble (Dex). multiplied. Ranged attacks cannot count as sneak attacks
for courtesans.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier. Fascinating Dance: A courtesan of 5th level or above has
the power to cause one or more male onlookers to become
fascinated with her, by performing a beguiling dance. Each
Class Features person to be fascinated must be within 90 feet, able to see
All of the following are class features of the courtesan. and hear the courtesan, interested in women in principle,
which not all males are, especially in Classical Greece, and
Weapon and Armour Proficiency: A courtesan is able to pay attention to her. The courtesan must also
proficient with the club, dagger and quarterstaff, but not be able to see her targets. The distraction of a nearby
with any type of armour or shield.
27
combat or other dangers prevents the ability from working. Extract Information: Courtesans are able to do interesting
The courtesan may target one person per courtesan level. things to mens minds as well as their bodies, teasing
their secrets out of them without them even realising. A
To use the ability, a courtesan makes a Perform (dance) courtesan may attempt to extract information that her target
check. If the courtesan has five or more ranks in her would otherwise have kept secret. To do this, she makes a
Presence Skill she gains a +2 synergy bonus to this check. Presence check opposed by the targets Sense Motive check
Her check result is the DC for each affected persons Will for each piece of information that she is trying to extract.
characters

saving throw against the effect. If an observers saving Success indicates that the target reveals the information,
throw succeeds, the courtesan cannot attempt to fascinate thinking that there is no harm in it. Failure means that he
that person again for 24 hours. If his saving throw fails, does not reveal the information and becomes suspicious of
the creature enthusiastically watches the dance, taking no the courtesans duplicity. If the target is off guard, such as
other actions other than to cheer and clap, for as long as in a state of intoxication or dreamy reverie, he makes his
the courtesan continues to dance and concentrate, up to check at a 2 penalty.
a maximum of one minute per courtesan level. While
fascinated, a target takes a 4 penalty on skill checks made Assist Recovery: Courtesans were employed to boost the
as reactions, such as Listen and Spot checks. Any potential spirits of weary soldiers and aid the recovery of those who
threat requires the courtesan to make another Perform or have been wounded. A courtesan can help sick or ill people
Presence check and allows the creature a new saving throw to hold on to life. The ministrations of a courtesan add a +2
against a DC equal to the new check result. circumstance bonus to any Medicine check made to tend
grievous wounds or help a person recover from disease.
Any obvious threat, such as someone drawing a weapon,
casting a spell or aiming a ranged weapon at the target, Death Attack: Having had plenty of chances to study men
automatically breaks the effect. Fascinating Dance is a when they are off their guard, the courtesan now knows
bewitchment (compulsion), mind-affecting ability. how to kill with a single stroke. If the courtesan studies

The Courtesan
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0 +0 +2 +2 Evasive +1, Exhaust
2nd +1 +0 +3 +3 Crippling Blow +1d4
3rd
+1 +1 +3 +3 Sneak Attack +1d6
4th
+2 +1 +4 +4
5th
+2 +1 +4 +4 Fascinating Dance
6th
+3 +2 +5 +5 Crippling Blow +2d4
7th
+3 +2 +5 +5 Extract Information
8th +4 +2 +6 +6 Evasive +2
9th
+4 +3 +6 +6 Sneak Attack +2d6
10 th
+5 +3 +7 +7 Crippling Blow +3d4
11 th
+5 +3 +7 +7 Assist Recovery
12 th
+6/+1 +4 +8 +8
13 th
+6/+1 +4 +8 +8 Death Attack
14th +7/+2 +4 +9 +9 Crippling Blow +4d4
15 th
+7/+2 +5 +9 +9 Sneak Attack +3d6
16 th
+8/+3 +5 +10 +10 Evasive +3
17 th
+8/+3 +5 +10 +10 Under The Thumb
18 th
+9/+4 +6 +11 +11 Crippling Blow +5d4
19th +9/+4 +6 +11 +11
20 th
+10/+5 +6 +12 +12 Withering Scorn

28
completely helpless and unable to act for 1d6 rounds plus
one round per level of the courtesan class. If the victims
saving throw succeeds, the attack is resolved as a normal
sneak attack. Once the courtesan has completed the three
rounds of study, she must make the death attack within
the next three rounds. If a death attack is attempted and
fails (the victim makes his saving throw) or if the courtesan

characters
does not attempt the attack within the three rounds
of completing the study, the courtesan must start this
manoeuvre again.

Under The Thumb: The courtesan can cause a male to


fall in love with her through guile, mental manipulation
and physical ability. This ability can only be used on a
person who is voluntarily engaging in intimacies with the
courtesan. When the courtesan targets a willing subject
with this ability, they must make a Will saving throw
against a DC equal to 10 plus the courtesans level plus her
Charisma modifier after every visit. Once they have failed
three such saving throws in a row, they fall completely in
love and act accordingly. Only the most irrefutable of
evidence of the courtesans lack of genuine feelings for the
target can change their mind.

Withering Scorn: Courtesans know how to build up


the male ego and they also know how to crush it like an
eggshell. The courtesan may insult a male character as a
standard action. Unless he makes a Will saving throw (DC
equal to 10 plus the courtesans level plus her Charisma
ability modifier) he suffers humiliation and despair, giving
him a 4 morale penalty to all skill checks and saving
throws for 1d10+Charisma modifier days.

egyptian priest
The mysterious priests and priestesses of Egypt learn the
skill of Hekau or Egyptian magic, as well as the rites of
prayer. They are able to produce magical effects, craft
scarabs and engrave tablets with mystic powers, as well as
calling down the wrath or blessing of their Gods. As with
their Greek equivalents, they are affiliated with a particular
temple of their deity.

her victim for three rounds and then makes a successful Egyptian priests are also charged with the onerous
sneak attack with a melee weapon that deals damage, the responsibility of embalming the dead and making sure
sneak attack has the additional effect of possibly either that their remains are interred with proper ceremony. The
paralysing or killing the target; the courtesan chooses dead must be carefully tended to or the soul (ka) of the
which. While studying her victim, the courtesan may take deceased will suffer. In OGL Ancients, this is not merely
other actions (such as flirting or dancing) so long as her a superstitious belief, it is a fact of life. See Death and
attention stays focused on the target and the target does Beyond for a description of how these beliefs work in game
not detect or recognise the courtesan as an enemy. If the terms.
victim of such an attack fails his Fortitude saving throw
(DC 10 + the courtesans level + the courtesans Intelligence All Egyptian priests begin play with a consecrated image
modifier) against the fatal version of this death attack, they or symbol of their deity. See the Magic chapter for more
die. If the saving throw fails against the paralysis effect, the details on these items.
victims mind and body become enervated, rendering him
29
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
PRIESTS OF ANHUR also have Ride (Dex) and Presence (Cha)
as class skills.
PRIESTS OF ANUBIS also have Survival (Cha) and Search
(Wis) as class skills.
PRIESTS OF APOPHIS also have Move Silently (Dex) and Hide
characters

(Dex) as class skills.


PRIESTS OF BASTET also have Tumble (Dex) and Perform
(Cha) as class skills.
PRIESTS OF HATHOR also have Presence (Cha) and Perform
(Cha) as class skills.
PRIESTS OF HORUS also have Presence (Cha) and Knowledge
(strategy and tactics) as a class skill.
PRIESTS OF ISIS also have Medicine (Int) and Knowledge
(architecture and engineering) as a class skill.
PRIESTS OF PTAH also have Craft (any) and Knowledge
(architecture and engineering) as class skills.
PRIESTS OF RA also have Presence (Cha) and Rhetoric (Cha)
as class skills.
PRIESTS OF SET also have Survival (Wis) and Sense Motive
(Wis) as class skills.
PRIESTS OF THOTH also have Debate (Int) and Knowledge
(mysteries) as class skills.
PRIESTS OF WEPWAWET also have Survival (Wis) and
Knowledge (nature) as a class skill.

Class Features
All of the following are class features of the Egyptian
priest.

Weapon and Armour Proficiency: An Egyptian priest is


proficient with the club, dagger and quarterstaff, but not
with any type of armour or shield.

Literate: Egyptian priests receive the Literate feat free


at 1st level. They learn to read and inscribe Egyptian
hieroglyphs.

Request Miracle: An Egyptian priest may use the Prayer


skill to petition his deity for miracles. See the Magic chapter
for more information on this use of the Prayer skill.

Cast Hekau Spell: At 3rd level, the Egyptian priest learns


how to use the skill of hekau to produce magical effects.
Deity: Any Egyptian. See the Magic chapter for details.
Hit Die: d4.
Lower Casting Cost: The Egyptian priest gains an
increasing mastery of spellcasting. At 10th level, it costs an
Class Skills Egyptian priest 25% less than the stated amount to cast any
The Egyptian Priests class skills (and the key ability for
spell with Prayer. The cost to sustain a spell remains the
each skill) are Concentration (Con), Heal (Wis), Hekau
same. Only the initial casting becomes easier. When an
(Int), Knowledge (history) (Int), Knowledge (religion,
Egyptian priest reaches 20th level, the cost to cast any spell
Egyptian) (Int), Listen (Wis) and Prayer (Wis).
for him is 50% less than the stated amount.

30
The Egyptian Priest
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Request Miracle, Literate
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Cast Hekau Spell

characters
4th +2 +1 +1 +4
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Lower Casting Cost 25%
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Lower Casting Cost -50%

greek priest Class Skills


The priest or priestess of any of the Olympian deities The Greek Priests class skills (and the key ability for each
focuses on the use of the Prayer skill, the making of skill) are Concentration (Con), Heal (Wis), Knowledge
necessary sacrifices and the interpretation of the will of the (history) (Int), Knowledge (religion, Greek) (Int), Listen
Gods. Such characters are vital for ensuring the success of (Wis), Prayer (Wis) and Rhetoric (Cha).
a venture, as to offend the Gods is to invite chaos. The
priesthood is essential to ancient Greek society, as the Gods Skill Points at 1st Level: (4 + Int modifier) x 4.
are believed to watch the deeds of mankind constantly. Skill Points at Each Additional Level: 4 + Int modifier.

Each priest or priestess is affiliated to a temple. They are PRIESTS OF APHRODITE also have Bluff (Cha) and Presence
expected to take part in rituals of worship, accept sacrifices (Cha) as class skills.
from worshippers and defend the faith from the assaults PRIESTS OF APOLLO also have Climb (Str) and Jump (Str) as
of foreigners or even from those who follow other deities, class skills.
should their interests clash. Travelling priests must make PRIESTS OF ARES also have Knowledge (tactics & strategy)
sure that their deities are properly propitiated when they as a class skill.
need to be. See the Sacrifice section in the Religions and PRIESTS OF ARTEMIS also have Survival (Wis) and Ride
Philosophies chapter for more details. (Dex) as class skills.
PRIESTS OF ATHENA also have Debate (Int) and Sense Motive
All Greek priests begin play with a consecrated image or (Wis) as class skills.
symbol of their deity. See the Magic chapter for more PRIESTS OF ASCLEPIUS and Hera also have Medicine (Int) as
details on these items. a class skill.
PRIESTS OF DEMETER also have Knowledge (nature) (Int) as
Deity: Any Greek. a class skill.
Hit Die: d6. PRIESTS OF HECATE also have Craft (Herbalism) (Int)
and Hide (Dex) as class skills.
31
PRIESTS OF HEPHAESTUS also have Craft (any) and Knowledge Class Features
(architecture and engineering) as class skills. All of the following are class features of the Greek priest.
PRIESTS OF HERMES also have Bluff (Cha) and Disguise
(Cha) as class skills. Weapon and Armour Proficiency: A Greek priest is
PRIESTS OF POSEIDON also have Ride (Dex) and Swim (Str) proficient with the club, dagger and quarterstaff, but not
as class skills. with any type of armour or shield.
PRIESTS OF ZEUS also have Presence (Cha) and Search (Wis)
characters

as class skills. Literate: Greek priests receive the Literate feat free at 1st
level. They learn to read and inscribe their own language.

Request Miracle: A Greek priest may use the Prayer skill


to petition his deity for miracles. See the Magic chapter for
more information on this use of the Prayer skill.

Free Miracle: Upon reaching 4th level, the Greek priest


is allowed to appeal his deity for one free miracle a day.
This miracle does not increase the DC of the next miracle
for which the priest appeals, whether or not it is successful.
Ordinarily, a successful miracle raises the DC of the next
miracle that day by +2 and a failed miracle raises the DC of
the next miracle by +1. A free miracle is, however, subject
to the DC modifier incurred by previous appeals that day.
The Greek priest is entitled to a further free miracle
per day at 4th, 8th, 12th, 16th and 20th level.

noble warrior
A class only available to those of noble birth, the noble
warrior benefits from courtly training as well as military
discipline. Noble warriors are expected to be heroes in
the truly classic sense. They crave glory on the battlefield,
testing their mettle against worthy foes and spurning those
that they consider to be beneath them. To a noble warrior,
a battle is a blessed chance to seek out an equally famous
enemy and challenge him to single combat. In mythic
battles, such as those recorded in the siege of Troy, the clash
of champions would decide who won the day, rather than
having ranks of warriors fighting with each other. Many
ordinary warriors prefer the heroic ideal of combat, as it
means that there is less wastage of life. The nobles settle the
matter between themselves in single combat and the rank
and file do not need to be committed to the fray.

Noble warriors have the best in armour and equipment


because they can afford to. Coming from a noble
background means that you can invest in a good bronze
corselet and a helm instead of a set of stiff leather bands.
This link between independent wealth and equipment
quality is the main reason why the noble warrior exists as a
character class at all. Aristocrats place nobles into positions
of military responsibility because they have the tools to do
the job, whether they have the skills or not.

32
The Greek Priest
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0 +0 +2 +2 Literate, Request Miracle
2nd
+1 +0 +3 +3
3rd
+2 +1 +3 +3

characters
4th
+3 +1 +4 +4 Free Miracle
5th
+3 +1 +4 +4
6th +4 +2 +5 +5
7th
+5 +2 +5 +5
8th
+6/+1 +2 +6 +6 Free Miracle
9th
+6/+1 +3 +6 +6
10 th
+7/+2 +3 +7 +7
11 th
+8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Free Miracle
13 th
+9/+4 +4 +8 +8
14 th
+10/+5 +4 +9 +9
15 th
+11/+6/+1 +5 +9 +9
16 th
+12/+7/+2 +5 +10 +10 Free Miracle
17 th
+12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11
19 th
+14/+9/+4 +6 +11 +11
20 th
+15/+10/+5 +6 +12 +12 Free Miracle

The noble warrior is expected to be a leader of men as well Weapon and Armour Proficiency: A noble warrior is
as a fighter. Their background means that noble warriors proficient with all simple weapons, light armour, medium
have fewer practical skills than ordinary warriors, as they armour, heavy armour and shields. He is proficient
are accustomed to paying their way rather than roughing it; with one or more martial weapons, as determined by his
consequently, they are not used to fending for themselves. background. The weapon specifications for warriors in the
Examples of noble warriors from history would be Achilles, backgrounds above apply equally to noble warriors.
Theseus, Agamemnon and Hector.
Bonus Feats: At 1st level, a noble warrior gets a bonus
Deity: Greek: Ares, Apollo, Artemis, Hera, Zeus. Egyptian: combat-oriented feat. The noble warrior gains an
Anhur, Horus, Ra, Wepwawet, Sekhmet, Set, Apophis. additional bonus feat at 2nd, 4th, 6th, 8th, 10th, 12th, 14th,
Hit Die: d10. 16th, 18th and 20th level. These bonus feats must be drawn
from the following list:
Class Skills
The noble warriors class skills (and the key ability for each Blind-Fight, Cleave, Chariot Combat, Combat Expertise,
skill) are Debate (Int), Climb (Str), Handle Animal (Cha), Combat Reflexes, Combat Sense, Deflect Projectile, Dodge,
Jump (Str), Listen (Wis), Presence (Cha), Rhetoric (Cha), Far Shot, Great Cleave, Greater Weapon Focus, Greater
Ride (Dex) and Swim (Str). Weapon Specialisation, Improved Bull Rush, Improved
Critical, Improved Decapitate, Improved Disarm,
Skill Points at 1st Level: (4+Int modifier) x 4. Improved Feint, Improved Grapple, Improved Hamstring,
Skill Points at Each Additional Level: 4+ Int modifier. Improved Initiative, Improved Overrun, Improved Precise
Shot, Improved Shield Bash, Improved Trip, Improved
Unarmed Strike, Martial Weapon Proficiency, Mobility,
Class Features Mounted Archery, Mounted Combat, Point Blank Shot,
All of the following are class features of the noble warrior. Power Attack, Precise Shot, Quick Draw, Rapid Shot,
Ride-By Attack, Shield Another, Shoot on the Run,

33
The Noble Warrior
Base Attack Shield Defence Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st +1 +1 +2 +0 +0 Bonus feat, Officer Rank,
Weapon Focus
2nd +2 +1 +3 +0 +0 Bonus feat
characters

3rd
+3 +1 +3 +1 +1
4th
+4 +2 +4 +1 +1 Bonus feat
5th
+5 +2 +4 +1 +1
6th +6/+1 +2 +5 +2 +2 Bonus feat
7th
+7/+2 +3 +5 +2 +2
8th
+8/+3 +3 +6 +2 +2 Bonus feat
9th
+9/+4 +3 +6 +3 +3
10 th
+10/+5 +4 +7 +3 +3 Bonus feat
11 th
+11/+6/+1 +4 +7 +3 +3
12th +12/+7/+2 +4 +8 +4 +4 Bonus feat
13 th
+13/+8/+3 +5 +8 +4 +4
14 th
+14/+9/+4 +5 +9 +4 +4 Bonus feat
15 th
+15/+10/+5 +5 +9 +5 +5 General Rank
16 th
+16/+11/+6/+1 +6/+1 +10 +5 +5 Bonus feat
17 th
+17/+12/+7/+2 +6/+1 +10 +5 +5
18th +18/+13/+8/+3 +6/+1 +11 +6 +6 Bonus feat
19 th
+19/+14/+9/+4 +7/+2 +11 +6 +6
20 th
+20/+15/+10/+5 +7/+2 +12 +6 +6 Bonus feat

Spirited Charge, Spring Attack, Stunning Fist, Trample, Although these warriors are available to the noble warrior,
Weapon Finesse, Weapon Focus, Weapon Specialisation, they are not automatically present wherever he is. If
Whirlwind Attack. he takes them away from their home region, they must
be provided for. If the warriors are killed, they are not
A noble warrior must still meet all prerequisites for a automatically replaced. The noble warrior must return to
bonus feat, including ability score and base attack bonus his home in order to be issued with more.
minimums.
The noble warrior must provide the basic provisions and
These bonus feats are in addition to the feats gained through equipment for his subordinates out of his own pocket. He
character advancement. A noble warrior is not limited to is allowed to name their unit and decide which formation
this list of bonus feats when choosing those feats. feats they have. An example of such a unit from the myths
is the Myrmidon retinue of Achilles.
Officer Rank: The noble warrior is of officer rank from
1st level onwards. He is entitled to command a group Weapon Focus: All noble warriors have a culturally
of warriors on behalf of his family, city-state or ultimate preferred weapon. At first level, any noble warrior
overlord. At 1st level, the noble warrior commands a character gains the Weapon Focus feat as a bonus feat, with
retinue of five 1st level warriors. The Games Master shares the weapon determined by his background. The weapon
limited control of these warriors as Non-Player Characters specifications for warriors in the backgrounds above apply
with the player. At 5th level, his retinue is increased to ten equally to noble warriors.
1st level warriors. These warriors advance in level as the
noble warrior does, gaining one experience level for every General Rank: The noble warrior is entitled to command
three levels gained by the character. So, at 11th level, the an army in service to his city-state or overlord. The size
noble warrior commands ten 3rd level warriors. of the army is left to the Games Master to determine,

34
sage
The sage is a walking encyclopaedia, a one-man library of
the ancient world. He is well-travelled and has studied in
many halls of learning. Aristocrats and noble warriors,
who want to make sure that their actions are backed up
by the best information available, turn to sages as advisors.
Young or inexperienced sages are almost always scribes

characters
by profession; they are automatically literate and this is
the easiest way to earn a living. It is in fact their early
acquisition of literacy that allows the sage to develop such a
broad base of knowledge.

A sage receives more skill points than any other class. Sages
may also gain ranks in the Witchcraft and Hekau skills, as
cross-class skills.

Deity: Usually Zeus, Hermes or Thoth.


Hit Die: d4.

Class Skills
The sages class skills (and the key ability for each skill)
are Appraise (Int), Bluff (Cha), Climb (Str), Debate (Int),
Forgery (Int), Knowledge (any) (Int), Listen (Wis), Prayer
(Wis), Perform (Cha), Sense Motive (Wis), Rhetoric (Cha),
Solve Conundrum (Int) and Swim (Str).

Skill Points at 1st Level: (8 + Int modifier) x 4.


Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
All of the following are class features of the sage.

Weapon and Armour Proficiency: A sage is proficient


with the club, dagger and quarterstaff, but not with any
type of armour or shield.

Evasive: The artificer learns to stay out of the way of


trouble. As he is not a combatant by nature, he has to make
sure that he can survive if combat should find him. He
receives the indicated bonus to all Active Defence checks.

Literate: The sage gains the Literacy feat free at 1st level.

Profound Knowledge: The sage receives a +2 competence


bonus on all Knowledge skill checks.

Sages Knowledge: The sages studies give him a similar


broad, general knowledge to that which the bard has. A
sage may make a special sages knowledge check with a
bonus equal to his sage level plus his Intelligence modifier
to see whether he can recall some relevant information
dependent upon the campaign background. As a rule of about local notables, legendary items or places. If the sage
thumb, assume that the noble warrior can call upon five has five or more ranks in any one Knowledge skill, he
hundred 1st level warriors in the course of his duties. gains a +2 synergy bonus on this check.

35
The Sage
Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st
+0 +0 +2 +2 Evasive +1, Literate, Profound Knowledge
2nd
+1 +0 +3 +3
3rd
+1 +1 +3 +3 Sages Knowledge
characters

4th
+2 +1 +4 +4 Secret Lore
5th +2 +1 +4 +4 Bonus Feat
6th
+3 +2 +5 +5 Evasive +2
7th
+3 +2 +5 +5
8th
+4 +2 +6 +6 Secret Lore
9th
+4 +3 +6 +6
10 th
+5 +3 +7 +7 Bonus Feat
11th +5 +3 +7 +7
12 th
+6/+1 +4 +8 +8 Evasive +3, Secret Lore
13 th
+6/+1 +4 +8 +8
14 th
+7/+2 +4 +9 +9
15 th
+7/+2 +5 +9 +9 Bonus Feat
16 th
+8/+3 +5 +10 +10 Secret Lore
17th +8/+3 +5 +10 +10
18 th
+9/+4 +6 +11 +11 Evasive +4
19 th
+9/+4 +6 +11 +11
20 th
+10/+5 +6 +12 +12 Bonus Feat, Secret Lore

A successful sages knowledge check will not reveal the Secrets of Inner Strength: The seer gains a +2 bonus to all
powers of a divine item but may give a hint as to its deity Will saves.
of origin. A sage may not take 10 or take 20 on this check; Weapon Trick: The seer gains a +1 bonus to their Base
this sort of knowledge is essentially random. Attack Bonus.

Secret Lore: At 4th level and every four levels thereafter (8th, Bonus Feats: At 5th level, a sage gets a bonus feat in addition
12th, 16th and 20th), the sage chooses one piece of secret lore to the feats gained by normal character progression. The
from the table below. Sages may not choose the same secret sage gains an additional bonus feat at 5th level and every
lore twice.

Applicable Knowledge: The seer may select one additional Sages Knowledge DCs
feat. This may be selected from any of the feats listed in the DC Type of Knowledge
Feats chapter. The seer must meet all of the prerequisites
10 Common, known by a substantial number
for the selected feat as normal.
of the populace, such as common and local
Dodge Trick: The seer gains a +1 competence bonus to their
legends.
Active Defence checks.
The Lore of True Stamina: The seer gains a +2 bonus to all 20 Uncommon but available, known by only a
Fortitude saves. few people.
Secret Knowledge of Avoidance: The seer gains a +2 bonus 25 Obscure or hard to come by, known by few.
all Reflex saves. 30 Extremely obscure, known by very few,
Mastery: The seer gains four ranks in one skill in which they possibly forgotten by most who once
currently have no ranks. knew it or known only by those who do
Secret Health: The seer gains an additional three hit not understand the significance of the
points. knowledge.

36
Deity: Any.
Hit Die: d4.

Class Skills
The seers class skills (and the key ability for each skill) are
Debate (Int), Forgery (Int), Knowledge (any) (Int), Listen
(Wis), Prayer (Wis), Sense Motive (Wis) and Rhetoric

characters
(Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the seer.

Weapon and Armour Proficiency: A seer is proficient


with the club, dagger and quarterstaff, but not with any
type of armour or shield.

Interpret Divine Will: The seer receives the Interpret


Divine Will feat free as a bonus feat. He does not need to
have the usual prerequisites.

Evasive: The seers connection to the divine and limited


ability to foretell the future makes it much more easy
for him to avoid blows. He gains a bonus of the degree
indicated to his Active Defence checks.

Personal Reading: The soothsayer may prepare a personal


forecast for a character. With a successful Intelligence
five levels thereafter (10th, 15th and 20th). These bonus feats check (DC 10) he may assign one day in the next seven as
must be drawn from the following list; auspicious and one other as inauspicious. He must make
each assignation (the foul and the fair) and may not pick
Alertness, Animal Affinity, Diligent, Investigator, Meditate, only one day. On the auspicious day, the player in question
Negotiator, Keen Mind, Self-Sufficient and Skill Focus. receives a +1 morale bonus to all attack rolls, saving throws
and checks; on the inauspicious day, he receives a 1
A sage must still meet all prerequisites for a bonus feat. morale penalty to the same rolls. This reading may only be
undertaken with the consent of the character in question.

seer Tongues Ability: At the levels indicated, the seer gains


The seer specialises in augury, prediction and divination. a new tongues ability as listed below. These may be
He has a magical connection with the world around him taken in any order. Abilities that allow communication
that becomes stronger with each passing year. At an early with creatures that are other than human must take into
age, the seer learns the art of soothsaying and is able to account the Intelligence of the creature. An animal does
interpret the will of the Gods by reading their signs and not become more intelligent just because you are able to
omens. As he ages, he begins to understand the languages speak to it.
of wild creatures and wield enough power to pronounce a
doom upon a person or place. Tongues of all men: The seer is gifted with the magical
power to make sense of anything that anyone ever says
The seer is able to influence another persons destiny by to him, such is the depth of his comprehension. He can
foretelling it. If a seer foretells a grim event or happening understand and speak any human language. He may not,
to another person, then that is the equivalent of a curse however, read or write it unless he has the Literate feat.
of sorts; although the seer interprets only what the fates Tongues of the beasts: The seer may understand and
already have in store for a person. Players are encouraged communicate with any animal or mythical beast.
to decide and roleplay the exact nature of the destiny their
character foresees for others.
37
Tongues of the seas: The seer may understand and
communicate with any ocean or water-dwelling creature,
such as a fish or dolphin.
Tongues of the birds: The seer may understand and
communicate with any avian creature.
Tongues of the trees: The seer may understand and
communicate with any living plant larger than a bush.
characters

Pronounce Doom: The seer may use his divinatory


readings to spell doom for a target. Once per day, he may
make a pronouncement of doom upon a given person or
group of people, conditional upon a given date or event
that is not currently occurring. For example, he might
pronounce doom upon an aristocrat on a certain day in
March or pronounce doom upon a warrior if he should face
a man wearing only one sandal. (You may not pronounce
doom upon the same target more than once in a month.)
This requires a successful Rhetoric check. The DC of the
check depends upon the size of the group, for which see
the table below. A person upon whom doom has been
pronounced automatically receives a result of 1 for their
first Active Defence check or saving throw when the date
or event comes to pass. They cannot spend divine points
to alter this result.

Group Size Rhetoric Check DC


One person 10
2-5 people 15
6-20 people 20
21-40 people 25
40-100 people 30
Army 35
City 40

Cast Augury: The seer can divine what the fates have in
store. Each augury takes half an hour of work. An augury
can tell the seer whether a particular action will bring good If the augury fails, result is nothing. A seer who divines
or bad results for them in the immediate future. The base nothing has no way to tell if their augury was successful
chance for receiving a meaningful reply is 70% + 1% per or not.
seer level, to a maximum of 90%; this roll is made secretly
by the Games Master. A question may be so straightforward The augury can see into the future only about half an hour,
that a successful result is automatic or so vague as to have so anything that might happen after that does not affect
no chance of success. If the augury succeeds, the seer may the result. Thus, the result might not take into account
one of four results: the long-term consequences of a contemplated action. All
auguries produced by the same person about the same topic
Weal (if the action will probably bring good
use the same dice result as the first casting.
results).
Woe (if the action will probably bring bad results). Avoid Calamity: The seer is aware of hazardous events
Weal and woe (if the action will probably bring before they happen. Once per day, he may add a +10
both). divine bonus to any Active Defence check or saving throw.

Nothing (if the action will not have especially good Auspicious Event: The seer may, in studying a proposed
or bad results). undertaking, such as an invasion, a wedding or a festival,
38
The Seer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0 +2 +2 +2 Interpret Divine Will, Evasive +1
2nd
+1 +3 +3 +3 Personal Reading
3rd
+1 +3 +3 +3 Evasive +2

characters
4th
+2 +4 +4 +4 Tongues Ability
5th +2 +4 +4 +4 Pronounce Doom
6th
+3 +5 +5 +5 Evasive +3
7th
+3 +5 +5 +5 Cast Augury
8th
+4 +6 +6 +6 Tongues Ability
9th
+4 +6 +6 +6 Evasive +4
10 th
+5 +7 +7 +7 Avoid Calamity
11th +5 +7 +7 +7
12th +6/+1 +8 +8 +8 Evasive +5, Tongues Ability
13 th
+6/+1 +8 +8 +8
14 th
+7/+2 +9 +9 +9 Auspicious Event
15 th
+7/+2 +9 +9 +9 Evasive +6
16 th
+8/+3 +10 +10 +10 Tongues Ability
17th +8/+3 +10 +10 +10
18th +9/+4 +11 +11 +11 Evasive +7
19 th
+9/+4 +11 +11 +11 Prophecy
20 th
+10/+5 +12 +12 +12 Tongues Ability

determine the most and least favourable times on which to of the offices of thief and assassin. A thief is one who can
commence it. (The Games Master should determine these be trusted to be untrustworthy. Many thieves are little
dates randomly.) A successful Intelligence check (DC 15) better than hired thugs and most thieves will happily put
is required to use this ability; failure wastes a days work their conscience to one side in return for hard cash.
and the check may not be undertaken again for a week.
Any person engaged in the undertaking who is aware of the In Egypt, thieves are likely to be tomb robbers. There is a
seers proclamation receives either a +1 morale bonus to all fortune to be made plundering royal tombs and stripping
attacks, checks and saving throws or a 1 morale penalty to their occupants of their grave-goods. This is of course a
the same, depending on whether the date is auspicious or capital crime in Ancient Egyptian society, punishable by
inauspicious for them. death.

Prophecy: At 19th level, the seer receives the Prophecy feat Deity: Usually Hermes, Hecate, Apophis or Set.
free as a bonus feat. Hit Die: d6.

Class Skills
thief The thief s class skills (and the key ability for each skill)
A class that is not available to noble characters, the lowly are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int),
thief lives by his wits. He makes a living stealing what he Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
can. Advanced thieves can become highly prosperous, Information (Cha), Hide (Dex), Jump (Str), Knowledge
acquiring the status of robber kings in their home region. (any) (Int), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of
Undesirable as they are, thieves do have their place. Hand (Dex), Rhetoric (Cha), Swim (Str) and Tumble
Generals of armies employ thieves as scouts. Sometimes, (Dex).
a thief will be commissioned by a rich patron to steal an
Skill Points at 1st Level: (6 + Int modifier) x 4.
item for him. It is quite common for thieves to be hired as
Skill Points at Each Additional Level: 6 + Int modifier.
assassins, too. In the ancient world, there is no separation
39
The Thief
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Evasive +1, Sneak Attack +1d6
2nd
+1 +0 +3 +3
3rd
+1 +1 +3 +3 Backstab +2
characters

4th
+2 +1 +4 +4 Sneak Attack +2d6
5th
+2 +1 +4 +4 Evasive +2
6th +3 +2 +5 +5 Backstab +4
7th
+3 +2 +5 +5
8th
+4 +2 +6 +6 Sneak Attack +3d6
9th
+4 +3 +6 +6 Backstab +6
10 th
+5 +3 +7 +7 Evasive +3
11 th
+5 +3 +7 +7
12th +6/+1 +4 +8 +8 Backstab +8, Sneak Attack +4d6
13 th
+6/+1 +4 +8 +8
14 th
+7/+2 +4 +9 +9
15 th
+7/+2 +5 +9 +9 Backstab +10, Evasive +4
16 th
+8/+3 +5 +10 +10 Sneak Attack +5d6
17 th
+8/+3 +5 +10 +10
18th +9/+4 +6 +11 +11 Backstab +12
19 th
+9/+4 +6 +11 +11
20 th
+10/+5 +6 +12 +12 Evasive +5, Sneak Attack +6d6

Class Features (whether the target actually has a Dexterity bonus or


All of the following are class features of the thief. not) or when the thief flanks his target. Should the
thief score a critical hit with a sneak attack, this extra
Weapon and Armour Proficiency: A thief is damage is not multiplied. Ranged attacks can be
proficient with the club, dagger, quarterstaff made as sneak attacks within a range of 30 feet.
and one martial weapon of his choice and
with light armour. He is not proficient Backstab: A thief can attempt to place a blow
with heavier armour or with shields. so that it lands on a part of the opponents
body that is not covered by armour. A thief
Evasive: The thief learns to stay out of the may take a full-round action to make a single
way of trouble. As he is not a combatant attack against an opponent, which must be
by nature, he has to make sure that he can made with a small melee weapon that does
survive if combat should find him. He piercing damage. If the attack hits, the
receives a bonus of the degree indicated DC of the coverage check that the target
to all Active Defence checks. makes for his armour is increased by the
factor indicated. A backstab may be
Sneak Attack: If a thief can catch an combined with the bonuses of a sneak
opponent when he is unable to defend attack.
himself effectively from his attack,
he can strike a vital spot for extra
damage. The thief s attack deals
extra damage any time his target
would be denied a Dexterity
bonus to Active Defence

40
warrior of their kind; while noble warriors fight alone. The noble
warrior really represents a much older style of combat,
Warriors are the staple members of the armies of the ancient
in which the clash of two champions would decide the
world. More than just armed commoners, they have had
day. The ordinary warrior sets the example for what is to
military training. Unlike the noble warrior, however, the
come, for a historical era in which ranks of fighting men
ordinary warrior has had no special privileges and has
would eclipse the old heroic standard, leading ultimately
made his way in the world through bravery, ferocity and
to the Roman legions and their domination of much of
dedication to his fighting prowess. Such famous figures

characters
the world.
as the Greek Hoplite or the Egyptian chariot archer are
examples of these warriors. A warrior makes his living A warrior can rise through the ranks, acquiring prestige,
by fighting when there is fighting to be done, either as a renown and authority. This can make him the equal in
mercenary or as a member of a household guard. Some rank (though not in social class) of a noble warrior. It is not
warriors have a second career that they pursue in peacetime, unknown for a warrior of humble origins to sit side by side
such as basket weaving or brewing, only donning their with a noble warrior, both of them generals, discussing the
armour and taking up their spear when the call to arms is plan of battle. In the siege of Megiddo led by the Pharaoh
sounded. Tuthmosis, one of his generals was born to the nobility
while another was of common stock, yet both were treated
The crucial difference between the warrior and the noble with equal respect.
warrior is that the warrior fights in groups, relying on
formation tactics, while the noble warrior engages in single Deity: Greek: Ares, Apollo, Artemis, Zeus. Egyptian:
combat with other socially elevated opponents. Warriors Anhur, Horus, Ra, Wepwawet, Sekhmet, Set.
are most effective when fighting side by side with others Hit Die: d12.

The Warrior
Base Attack Shield Defence Fort Ref Will
Level Bonus Bonus Save Save Save Special
1st
+1 +1 +2 +2 +0 Weapon Focus, Formation
Feat
2nd +2 +1 +3 +3 +0
3rd
+3 +1 +3 +3 +1
4th
+4 +2 +4 +4 +1 Bonus Feat
5th
+5 +2 +4 +4 +1 Formation Feat
6th +6/+1 +2 +5 +5 +2
7th +7/+2 +3 +5 +5 +2
8th
+8/+3 +3 +6 +6 +2 Bonus Feat
9th
+9/+4 +3 +6 +6 +3
10 th
+10/+5 +4 +7 +7 +3 Formation Feat, Officer Rank
11th +11/+6/+1 +4 +7 +7 +3
12th +12/+7/+2 +4 +8 +8 +4 Bonus Feat
13 th
+13/+8/+3 +5 +8 +8 +4
14 th
+14/+9/+4 +5 +9 +9 +4
15 th
+15/+10/+5 +5 +9 +9 +5 Formation Feat
16 th
+16/+11/+6/+1 +6/+1 +10 +10 +5 Bonus Feat
17th +17/+12/+7/+2 +6/+1 +10 +10 +5
18th +18/+13/+8/+3 +6/+1 +11 +11 +6
19 th
+19/+14/+9/+4 +7/+2 +11 +11 +6
20 th
+20/+15/+10/+5 +7/+2 +12 +12 +6 Bonus Feat, Formation Feat,
General Rank

41
Class Features
All of the following are class features of the warrior.

Weapon and Armour Proficiency: A warrior is proficient


with all simple weapons, light armour, medium armour
and shields. He is proficient with one or more martial
weapons, as determined by his background.
characters

Weapon Focus: All warriors have a culturally preferred


weapon. At 1st level, any warrior character gains the
Weapon Focus feat as a bonus feat, with the weapon
determined by his background.

Bonus Feats: At 4th level, a warrior gets a bonus combat-


oriented feat. The warrior gains an additional bonus feat
at 8th level, 12h level, 16th level and 20th level. These bonus
feats must be drawn from the following list;

Armour Proficiency (Heavy), Blind-Fight, Cleave, Chariot


Combat, Combat Expertise, Combat Reflexes, Combat
Sense, Deflect Projectile, Dodge, Far Shot, Great Cleave,
Greater Weapon Focus, Greater Weapon Specialisation,
Improved Bull Rush, Improved Critical, Improved
Decapitate, Improved Disarm, Improved Feint, Improved
Grapple, Improved Hamstring, Improved Initiative,
Improved Overrun, Improved Precise Shot, Improved
Shield Bash, Improved Trip, Improved Unarmed Strike,
Martial Weapon Proficiency, Mobility, Mounted Archery,
Mounted Combat, Point Blank Shot, Power Attack,
Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack,
Shield Another, Shoot on the Run, Spirited Charge, Spring
Attack, Stunning Fist, Trample, Weapon Finesse, Weapon
Focus, Weapon Specialisation, Whirlwind Attack.

A warrior must still meet all prerequisites for a bonus feat,


including ability score and base attack bonus minimums.

These bonus feats are in addition to the feats gained


through character advancement. A warrior is not limited
to this list of bonus feats when choosing those feats.

Formation Feat: At the levels indicated, the warrior


gains a formation feat. This reflects the additional
expertise he has gained from fighting alongside
other warriors with similar training to himself.
Groups of warriors with the same formation feat can fight
Class Skills much more effectively than single heroes. For formation
The warriors class skills (and the key ability for each skill)
feats, see the Feats chapter.
are Climb (Str), Craft (Int), Handle Animal (Cha), Jump
(Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis),
Officer Rank: The warrior is of officer rank from 10th
Swim (Str) and Use Rope (Dex).
level onwards. He is entitled to command a group of
warriors on behalf of his family, city-state or ultimate
Skill Points at 1st Level: (2 + Int modifier) x 4.
overlord. At 10th level, the warrior commands a retinue
Skill Points at Each Additional Level: 2 + Int modifier.
of ten 3rd level warriors. The Games Master shares control
of these warriors as Non-Player Characters with the player.

42
These warriors advance in level as the warrior does, gaining as Medea and Circe, who have power to transform men
one experience level for every three levels gained by the into pigs or create ointments that turn aside sharp blades,
character. So, at 16th level, the warrior commands ten 5th represent the heights of what may be attained by these dark
level warriors. devotees. Such women are, however, obliged to be ruthless
and uncompromising. They are not always actively evil,
Although these warriors are available to the warrior, they are even if such a term could be applied to them, though they
not automatically present wherever he is. If he takes them are merciless. For example, when she was helping Jason

characters
away from their home region, they must be provided for. If escape aboard the Argo, Medea slashed her brother into
the warriors are killed, they are not automatically replaced. pieces and threw the bits overboard in order to delay her
The warrior must return to his command headquarters in royal father, who stopped to gather the fragments up so that
order to be issued with more. he could be properly buried. This should be a good guide
for anyone thinking of playing a witch.
General Rank: The warrior is entitled to command an
army in service to his city-state or overlord. The size of the The witch depicted here is very much the Greek version.
army is left to the Games Master to determine, dependent Witches could be allowed from other cultures, such as the
upon the campaign background. As a rule of thumb, Persian Empire; such a witch would be more akin to those
assume that the warrior can call upon five hundred 1st level depicted in the Sinbad tales. The template below may,
warriors in the course of his duties. however, be used as the basis for other types of witch.

Witch All Greek witches are members of an secretive sisterhood.


A class that is only available to women (unless the Games They are honour-bound to help one another and defend
Master specifically allows exceptions), the witch deals solely the secrets of their organisation. Any witch who betrays
with the darker energies. Unwelcome in civilised places, she a sister will be tracked down and slain by her vengeful
uses her powers to befuddle the wits, to bewitch the senses colleagues.
and to transform the very shape of creatures. Witches such

The Witch
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+0 +0 +0 +2 Evasive +1, Witchcraft
2nd
+1 +0 +0 +3
3rd
+1 +1 +1 +3 Use Witches Herbs
4th
+2 +1 +1 +4 Evasive +2
5th +2 +1 +1 +4
6th +3 +2 +2 +5
7th
+3 +2 +2 +5
8th
+4 +2 +2 +6 Evasive +3
9th
+4 +3 +3 +6
10th +5 +3 +3 +7 Lower Casting Cost -25%
11 th
+5 +3 +3 +7
12 th
+6/+1 +4 +4 +8 Evasive +4
13 th
+6/+1 +4 +4 +8
14 th
+7/+2 +4 +4 +9
15 th
+7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10 Evasive +5
17 th
+8/+3 +5 +5 +10
18 th
+9/+4 +6 +6 +11
19 th
+9/+4 +6 +6 +11
20 th
+10/+5 +6 +6 +12 Lower Casting Cost -50%, Evasive +6

43
Deity: Any female or Dionysus. Witches frequently Class Features
favour Hecate. Weapon and Armour Proficiency: A witch is proficient
Hit Die: d4. with the club, dagger and quarterstaff, but not with any
type of armour or shield.
Class Skills
The witchs class skills (and the key ability for each skill) Evasive: The witch learns to stay out of the way of trouble.
are Bluff (Cha), Craft (any) (Int), Hide (Dex), Jump (Str), As she is not a combatant by nature, she has to make sure
characters

Knowledge (any) (Int), Listen (Wis), Presence (Cha), that she can survive if combat should find her. She receives
Perform (Cha), Sense Motive (Wis), Swim (Str) and a bonus of the degree indicated to all Active Defence
Witchcraft (Cha). checks.

Skill Points at 1st Level: (4 + Int modifier) x 4. Witchcraft: At 1st level, the witch learns how to use the
Skill Points at Each Additional Level: 4 + Int modifier. skill of witchcraft to produce magical effects. See the
Magic chapter for details.

Use Witches Herbs: The witch gains the ability to


employ special herbs in her casting. These are detailed in
the Equipment chapter. Casting spells with herbs allows
the witch to draw upon the potency of the herbs instead of
using up her own hit points.

Lower Casting Cost: The witch gains an increasing


mastery of spellcasting. At 10th level, it costs a witch
25% less than the stated amount to cast any spell with
Witchcraft. The cost to sustain a spell remains the same.
Only the initial casting becomes easier. When a witch
reaches 20th level, the cost to cast any spell for her is 50%
less than the stated amount.

character
advancement
As characters in OGL Ancients have adventures, go on
quests and overcome foes, they gain experience. This
new experience translates into advancement in character
level. There are five recommended ways to determine level
advancement. Players can start at whatever level the Games
Master deems appropriate for the campaign.

Advancement by Experience Points


Experience for advancing in level rests in the hands of
the Games Master. There are no hard and fast rules for
awarding experience in OGL Ancients, however, typical
characters should gain experience quite slowly. Gaining
between 400 and 600 experience points per four to eight
hour game session is reasonable. Particularly combat-
intensive sessions, multiple conundrums, intrigues and
mysteries uncovered and survived in a session and the
conclusion of a story arc should all reward the characters
with increased experience for their successful endeavours.

Advancement by Game Session


This is the easiest of the options to use. Characters below
10th level advance one level after every five game sessions,
while characters above 10th level advance after every ten
44
game sessions. This progress takes no account of the of the classes listed here, so multiclassing is uncommon for
relative contribution made by each character to the groups a great many characters as they develop.
goals but has the advantage of being simple to calculate.
Each time a multiclass character attains a new level, he either
Advancement by Legend increases one of his current class levels by one or picks up a
This method calls for a good deal of work on the part of new class at 1st level. When a multiclass character increases
the players but is the closest akin to the ancient system one of his class levels by one, he gains all the standard

characters
of renown. After every game session, the player records benefits that characters receive for attaining the new level
notable and only the notable activities of their in that class: more hit points, possible bonuses on attack
character. Once the characters notable activities cover as rolls, Defence and saving throws (depending on the class
many pages as his current experience level, he gains a new and the new level), a new class feature (as defined by the
level of experience. So, a 6th level character would have to class) and new skill points. Other level-dependent bonuses
fill six pages with their heroic deeds and recent adventures are also accrued normally. A character advancing from 5th
in order to advance to 7th level. A character may never to 6th level will gain a bonus feat regardless of which class
go up more than one level at a time by this method. If he advances in.
this method is used, the style should be one of report
rather than narrative and extensive dialogue should not be Skill points are spent according to the class that the
counted towards the final page count. multiclass character has just advanced in (see the individual
class descriptions for skill points per level). Skills are
Advancement by Games Master Fiat purchased at the cost appropriate for the class level that
In this method, the Games Master awards levels of grants them to the character.
experience as and when they see fit. The Games Masters
decision determines who advances and who does not. How Multiclassing Works
Judgement can therefore be exercised as to who has engaged Ixion, a 4th level Aristocrat, is required by an impending
with the various challenges the most and who has made the invasion to expand his repertoire by improving some of his
most significant contributions to the game sessions. If combat abilities. When Ixion accumulates 10,000 XP, he
you are using this system, it is legitimate to make level becomes a 5th level character. Instead of becoming a 5th
advancement one of the stated rewards for achieving a set level Aristocrat, however, he decides to become a 4th level
goal, such as fulfilling a quest. If the players know that Aristocrat/1st level Noble Warrior.
a new level awaits them if they succeed, then they have
something definite to work towards. Now, instead of gaining the benefits of a new level of
Aristocrat, he gains the benefits of becoming a 1st level
Advancement by Deity Noble Warrior. He gains hit points from a 1st level Noble
This method places level advancement in the hands of the Warriors Hit Die (d10 plus his Constitution modifier),
characters deity, as played by the Games Master. The deity +1 bonus to their attacks, +1 bonus to Shield Defence, +2
allows level advancement as they see fit. This is very similar Fortitude save bonus, the Noble Warriors Officer Rank,
to the Advancement By Games Master Fiat method, with Bonus Feat and Weapon Focus and their skill points (4 +
the exception that the characters deity sets the conditions his Intelligence modifier). When purchasing skills for this
for advancement. This means that the conditions of level new level, Ixion uses the Noble Warriors class skill list to
gain need not be the same for all players. Every character determine whether a skill point buys 1 rank or .5 rank. If
can have their own private agenda as set by their deity, he wants to add ranks to one of the Aristocrats class skills,
fulfilment of which will result in the gaining of a new that skill is considered cross-class for him at this level.
level. This is one of the better options to use if the players
are interested in high levels of character interaction and The benefits described above are added to the scores Ixion
roleplaying and are comfortable in a situation in which already had as a Aristocrat. Will and Reflex save bonus do
everyone has a different set of objectives. not increase because these numbers are +0 for a first level
Noble Warrior. He does not gain any of the benefits a 5th
multiclassing level Aristocrat gains. He could spend some of his new
skill points to improve his Aristocrat class skills, but some
Multiclassing is very unusual in OGL Ancients. In general,
of them (such as Bluff ) would be treated as cross-class skills
a character can have levels in as many different classes as he
for this purpose these skill points would each buy only .5
likes, though it is rare for characters of the ancient world to
rank. He also gains a Bonus feat chosen from the Noble
have more than one class, having more is rarer still.
Warrior class list.
Most of the legendary characters of the ancient world, while
being distinctly individual, are easy to box into a single one Upon accumulating 15,000 XP, Ixion becomes a 6th
level character. Having found glory and renown
45
in the recent battles to turn back the invaders to continue When dealing with those who know them, a character is
the path of the Noble Warrior, so he increases his Noble entitled to their full Reputation rating automatically. In
Warrior level once more instead of increasing his Aristocrat order to use this Reputation rating when dealing with
level or picking up a level in a third class. Again he gains those who do not have cause or reason to know them,
the Noble Warriors benefits for attaining a new level rather the character must wear, wield or have with them some
than the Aristocrats. At this point, Ixion is a 6th level tangible proof of their wealth. A minimum amount of
character: a 4th level Aristocrat/2nd level Noble Warrior. wealth (Reputation bonus x100 sd) must be worn for
characters

a character to benefit from their full Reputation bonus


At each new level he attains, Ixion must decide whether to when dealing with strangers. If they are only wearing, or
increase his Aristocrat level or his Noble Warrior level. Of otherwise displaying, enough to earn them a lesser bonus,
course, if he wants to have even more diverse abilities, he then that is all they gain, rather than the full one. It does
could acquire an additional class. not matter if they are a king in their own country; if they
arrive shipwrecked on a foreign shore with none of their
finery or slaves with them, no one will have cause to believe
moral conduct their outlandish claims. The most powerful figures in the
Characters select a patron deity, who then defines his moral ancient world make sure they received foreign guests in
conduct. For example, followers of Horus are obliged to be audience chambers that displayed their wealth, so that they
heroic, fearless and stalwart, while followers of Set may be benefit from their full Reputation bonus.
as treacherous as they please. A character who acts in a way
that his deity finds offensive will find himself punished by The principal advantage of Reputation for a hero of the
that deity; if he pleases his deity, he will attract the enmity mythic era is that they may use it to augment their Presence
of that deitys foes. There are no abstract morals involved. checks, especially when intimidating foes on the battlefield.
A character simply picks a God and acts accordingly. The richer and more resplendent a characters armour and
shield are, the more Reputation they can draw upon.
A character may choose to reject all of the Gods. If he does For this reason, heroes strive to gain as much precious
so, he is not eligible for divine feats (see the Feats chapter) equipment and wearable wealth as they can. A character
nor may he spend divine points or use the Prayer skill. He must have their wealth with them in a form that is clearly
is, however, just as likely to encounter divine interference as designed to be demonstrative of their status. They cannot
a character who accepts one of the Gods as a patron. carry a statue of themselves around and expect to be taken
seriously, but if they were to wear a mask of pure gold, then
reputation that is another matter altogether.
Reputation is a measure of how well known a character is
The other way to for a character benefit from their wealth
and how significant they are in the ancient world. It is
when interacting with strangers is to have it accompany
based on how much that person owns. Renown gained
them directly; wives, daughters and slaves all count as
from heroic deeds is already covered
wealth. Unpleasant though this might
by a characters level of experience and
Reputation from Wealth be to a modern audience, it was a fact
the skill points invested in such skills
of the heroic age. The Trojan War was
as Rhetoric and Presence. Only goods Total Wealth Reputation fought over a stolen wife.
acquired from heroic activity count
500 1
towards a heros Reputation rating, a
1,000 2 Gifts given or loaned by the Gods do
traders stock would, therefore, have
not count towards a characters overall
no bearing on his social standing. If 5,000 3 wealth. They are not their property;
they lose such goods, they also lose 10,000 4 these are merely entrusted to them.
the Reputation that those goods grant.
20,000+ 5
Noble characters start with a certain Ransom: A characters reputation
amount of wealth and thus benefit determines the amount an enemy will
from a small bonus to their starting demand in ransom to release them if
Reputation. they are captured in a battle or turn over their body if they
are killed. The more renowned and wealthy a character is
A character may add their Reputation rating as a reputation
known to be, the more their people can afford, so the more
bonus to the following skill checks: Bluff, Diplomacy,
will be demanded. A characters ransom is one tenth of
Prayer, Presence and Rhetoric. They may also add their
the minimum total wealth needed to reach their reputation
reputation bonus to Charisma checks made to change
score. For example, if they had a reputation of three,
other peoples attitudes towards them.
their ransom would be wealth to the value of 500 silver
drachmas.
46
and does so between levels of advancement. Of course, a
Ancient soldier trying to find someone to teach him could make for
a great story.

Skills
Skills represent the different arts, sciences, branches of
For your convenience, the number of skill points gained
by acquiring levels in the various classes is revisited

ancient skills
learning, crafts and physical disciplines that a character has here. Remember that only at the first character level, the
learned. The characters class has a major influence on the value listed is multiplied by 4 to simulate the amount of
skills they can learn. A character has a certain number of experience gained before play begins.
ranks in each skill, with a minimum of zero.

If buying a skill from a characters list of class skills, they using a skill
gain one rank equal to a +1 bonus on checks with that Various points in the game call for the use of skills. For
skill for each skill point they attribute to it. If you buy example, if the witch Callaia has been tied hand and foot
other classes skills (cross-class skills), you gain half a rank by brigands and her friend Xeno the thief (temporarily
per skill point. The character class descriptions in the without a knife) is trying to untie the knots and free her, he
Characters chapter indicate which skills can be purchased would make a Use Rope skill check to achieve this. When
as class skills and how many skill points (modified by a a character uses a skill, the player makes a skill check to
characters Intelligence modifier, to a minimum of one see how well they do. The higher the result of the skill
per level) are gained when a character takes a level in that check, the higher the degree of their success. Based on the
class. circumstances, the result must match or beat a particular
number (a DC or the result of an opposed skill check) for
Your maximum rank in a class skill is your character level the check to be successful. The harder the task, the higher
+ 3. Your maximum rank in a cross-class skill is one-half the number a player needs to roll.
of this number; do not round this figure up or down. Half
ranks do not improve your skill check, but two ranks Circumstances can affect this check. A character that is free
make 1 rank. You cannot save skill points to spend later. to work without distractions can take their time making a
careful attempt and avoiding simple mistakes. A character
that has lots of time can try over and over again, thereby
acquiring skill ensuring the highest possible chances of their success. If
others help, the character may succeed where they would
ranks otherwise have failed.
Ranks indicate how much training, experience or innate
talent a character has with a given skill. Each skill has a
number of ranks, from 0 (for a skill in which a character
Skill Checks
A skill check takes into account a characters training (skill
has no training at all) to 23 (for a 20th-level character who
rank), natural talent (ability modifier) and luck (the die
has increased a class skill to
its maximum rank). Skill
modifiers can be much
Skill Points per Level
higher than 23 once ability Class 1st-Level Skill Points Higher-Level Skill Points
bonuses, enhancements and Aristocrat (6 + Int modifier) x4 6 + Int modifier
other factors are added in, Artificer (6 + Int modifier) x4 6 + Int modifier
but skill ranks themselves
can never be higher than Bard (6 + Int modifier) x4 6 + Int modifier
23. When making a skill Courtesan (6 + Int modifier) x4 6 + Int modifier
check, a character adds their Priest (Egyptian/Greek) (4 + Int modifier) x4 4 + Int modifier
skill ranks to the roll as part
Noble Warrior (4 + Int modifier) x4 4 + Int modifier
of the skill modifier.
Sage (8 + Int modifier) x4 8 + Int modifier
Unless a Games Master Seer (6 + Int modifier) x4 6 + Int modifier
wishes to roleplay this Thief (6 + Int modifier) x4 6 + Int modifier
process out and set his
own prices for training, Warrior (2 + Int modifier) x4 2 + Int modifier
the OGL Ancients assumes Witch (4 + Int modifier) x4 4 + Int modifier
that a character can always
find a way to learn any skill
47
roll). It may also take into succeeds, while the lower
Difculty Class Examples
account their background result fails. In case of a tie,
training in performing Difficulty (DC) Example (Skill Used) the higher skill modifier
certain tasks (background Very easy (0) Notice something large in plain wins. If these scores are the
bonus) or what armour they sight (Spot) same, roll again to break the
are wearing (armour check Easy (5) Climb a knotted rope (Climb) tie.
penalty) or certain feats the
ancient skills

Average (10) Hear an approaching temple


character possesses.
guard (Listen) Trying Again
In general, a character can
To make a skill check, roll Tough (15) Rig a chariot wheel to fall off try a skill check again if
1d20 and add the characters (Craft) they fail and can keep trying
skill modifier for that Challenging (20) Swim in stormy water (Swim) indefinitely. Some skills,
skill. The skill modifier Formidable (25) Find a single tiny bloodstain in however, have consequences
incorporates the characters a large temple (Search) of failure that must be taken
ranks in that skill and the into account. A few skills are
ability modifier for that skills Heroic (30) Leap across a 30 foot chasm
virtually useless once a check
key ability, plus any other (Jump)
has failed on an attempt
miscellaneous modifiers Nearly Unpick the legendary Gordian to accomplish a particular
that may apply, including impossible (40) knot without cutting it (Solve task. For most skills, when a
background bonuses and Conundrum) character has succeeded once
armour check penalties. The at a given task, additional
higher the result, the better. successes are meaningless.
Unlike with attack rolls and saving throws, a natural roll of
20 on the d20 is not an automatic success, in turn a natural Untrained Skill Checks
roll of 1 is not an automatic failure. Some skills do not require formal training, because
everyone has a certain degree of basic competence in them.
Difficulty Class For example, anyone can use the Balance skill to try to
Some checks are made against a Difficulty Class (DC). balance on a narrow ledge; they do not automatically fall
The DC is a number (set using the skill rules as a guideline) off just because they have not received training in a Spartan
that you must score as a result on your skill check in order gymnasium.
to succeed a given task.
Generally, if a character attempts to use a skill they do
Opposed Checks not possess, they make a skill check as normal. The skill
An opposed check is a check whose success or failure modifier does not have a skill rank added because the
is determined by comparing the check result to that of character has no ranks in the skill. Any other applicable
another characters. In an opposed check, the higher result modifiers, such as the modifier for the skills key ability, are

Example Opposed Checks


Task Skill (Key Ability) Opposing Skill (Key Ability)
Persuade someone to believe a lie Bluff (Cha) Sense Motive (Wis)
Convince someone else that you are right Debate (Int) Debate (Int)
Pretend to be someone else Disguise (Cha) Spot (Wis)
Create a false map Forgery (Int) Forgery (Int)
Hide from someone Hide (Dex) Spot (Wis)
Awe an aggressor with your beauty Presence (Cha) Special1
Sneak up on someone Move Silently (Dex) Listen (Wis)
Steal a coin pouch Sleight of Hand (Dex) Spot (Wis)
Tie a prisoner securely Use Rope (Dex) Escape Artist (Dex)
1
A Presence check is opposed by the targets level check, not a skill check. See the Presence skill description
for more information.

48
applied to the check. Many skills, referred to as Trained that modify how well the character has to perform the skill
Only skills, can be used only if a character actually has to succeed change the DC. A bonus to the skill modifier
ranks in them; they cannot attempt a check using a skill and a reduction in the checks DC has the same ultimate
that cannot be used untrained. For example, you cannot result, namely a better chance of success. However, they
use a Knowledge skill untrained, because Knowledge skills represent different circumstances and sometimes that
represent an awareness of facts that have to be taught. A difference is important.

ancient skills
skill that is both Trained Only and is not available to a
given character class represents a kind of skill check that
the character will never be able to make. A warrior, for time and skill
example, will never have access to the Witchcraft skill.
checks
Using a skill might take, take no time, a round, several
Favourable and Unfavourable rounds or even longer. Most skill uses are standard actions,
Conditions move actions or full-round actions. Types of actions define
Some situations may make a skill easier or harder to use, how long activities take to perform within the framework of
resulting in a bonus or penalty to the skill check or a change a combat round (6 seconds) and how movement is treated
in the DC of the skill check. The chance of success can with respect to the activity. Some skill checks are instant
be altered in four ways to take into account exceptional and represent reactions to an event or are included as part
circumstances. of an action. These skill checks are not actions. Other skill
checks represent part of a characters movement.
Give the skill user a +2 circumstance bonus to represent
conditions that improve performance, such as having Checks without Rolls
the perfect tool for the job, gaining help from another A skill check represents an attempt to accomplish some
character (see Combining Skill Attempts) or possessing goal, usually while under some sort of time pressure or
unusually accurate information. For example, if distraction. Sometimes, though, a character can use a
Imhotep the artificer is looking for a secret entrance to skill under more favourable conditions and eliminate the
a tomb and has been told what to look for, he receives a luck factor, as he either does a completely standard job,
+2 circumstance bonus to his Search check. unmodified by luck or gives his whole attention to the task
Give the skill user a 2 penalty to represent conditions and does the best he possibly can. These two possibilities
that hamper performance, such as being forced to use are called taking 10 and taking 20.
improvised tools or having misleading information.
For example, if Melissa the hetaera, having listened to Taking 10: When a character is not threatened or
inaccurate gossip, has dressed herself entirely in blue distracted, they may choose to take 10. Instead of rolling
silks in the hope of impressing a local merchant whose 1d20 for the skill check; calculate your result as if you had
real preference is for girls in red, she would receive a 2 rolled a 10. For many routine tasks, taking 10 makes them
penalty to her Presence skill check. automatically successful, as indeed they would be in real
life. It is not necessary to make a rolled skill check for
Reduce the DC by 2 to represent circumstances that every little thing. Distractions or threats (such as combat)
make the task easier, such as having a friendly audience make it impossible for a character to take 10. In most
or doing work that does not have to be done to a basic cases, taking 10 is purely a safety measure. A player knows
standard. For example, if the bard Lucius is playing or expects that an average roll will succeed but fears that a
for the entertainment of the customers in his regular poor roll might fail, so they elect to settle for the average
tavern, they already know him and are appreciative of roll (a 10).
his talents, so he does not have to work so hard to make
them happy. Taking 10 is especially useful in situations where a
Increase the DC by 2 to represent circumstances that particularly high roll would not help. For example,
make the task harder, such as having an uncooperative Telemachus the warrior wants to moor a boat to a quay,
audience or doing work that must be flawless. For which will require a Use Rope skill check. Tying up a ship
example, the traps devised by a long-dead artificer is not especially difficult and there are no rewards for doing
to guard his lieges burial chamber are of exceptional it well, but if it is done badly, the knot could come loose
quality and Xeno the thief must work especially hard to and the boat would drift away. If Telemachus takes 10 on
deactivate them with his Disable Device skill. his Use Rope skill check, he is certain to succeed, whereas if
he rolled the check, he might roll low and lose his boat.
Conditions that affect your characters ability to perform
certain tasks change the skill checks modifier. Conditions Taking 20: When a character has plenty of time,
generally two minutes for a skill that can normally
49
be checked in one round, one full-round action or one Aid Another
standard action, are faced with no threats or distractions You can help another character achieve a successful
and the skill being attempted carries no penalties for skill check by making the same kind of skill check in a
failure, they can take 20. In other words, eventually they co-operative effort. If you roll a 10 or higher on your
will roll a 20 on 1d20 if they roll enough times. Instead of check, the character you are helping gains a +2 bonus to
rolling 1d20 for the skill check, just calculate your result as their check, as per the rules for favourable conditions. A
if you had rolled a 20.
ancient skills

character cannot take 10 on a skill check to aid another.


In many cases, a characters help will not be beneficial or
Taking 20 means a character is trying until they get it right only a limited number of characters can help at once. In
and assumes they will fail many times before succeeding. cases where the skill restricts those who can achieve certain
Taking 20 takes twenty times as long as making a single results, characters cannot aid another to grant a bonus
check would take. Since taking 20 assumes that the to a task that the character could not achieve alone. For
character will fail many times before succeeding, if they example, even if they have the Perform skill, they cannot
attempt to take 20 on a skill that carries penalties for help a bard perform bardic music unless they are a bard
failure, the character would automatically incur those yourself.
penalties before they could complete the task. Common
take 20 skills include Escape Artist, Search and Solve
Conundrum.
Skill Synergy
It is possible for a character to have two skills that work well
together. In general, having five or more ranks in one skill
Ability Checks and Caster gives the character a +2 synergy bonus on skill checks with
Level Checks
The normal take 10 and Skill Synergies in Brief
take 20 rules apply for Five or more ranks in Gives a +2 bonus to
ability checks. Neither
rule, however, applies to Bluff Diplomacy, Presence, Sleight of
caster level checks. Hand and Disguise checks
Craft (any) Appraise checks
Combining Escape Artist Use Rope checks
Skill Checks Handle Animal Ride
When more than one Jump Tumble
character tries the same skill Knowledge (any) Debate checks
at the same time and for the
Knowledge (agriculture) Prayer checks
same purpose, their efforts
may overlap. This can be Knowledge (architecture and engineering) Search checks
done in several different Knowledge (art and literature) Rhetoric checks
ways; each combination is Knowledge (geography) Survival checks
adjudicated using its own
set of rules. Knowledge (history) Sages and Bardic Knowledge checks
Knowledge (local) Gather Information checks
Individual Knowledge (nature) Survival checks
Events Knowledge (nobility and royalty) Presence checks
Often, several characters Knowledge (philosophy) Solve Conundrum checks
attempt some action
and each succeed or fail Knowledge (religion) Prayer checks
independently. The result Knowledge (tactics and strategy) Initiative checks
of one characters Climb Search Survival checks
check, for example, does
Sense Motive Rhetoric checks
not influence the results
of anothers Climb checks. Solve Conundrum Use Rope and Sense Motive checks
Each is working for Survival Knowledge (nature)
themselves alone. Tumble Balance and Jump checks
Use Rope Climb and Escape Artist checks

50
each of its synergistic skills, as noted in the skill description. The skill name line is followed by a general description of
In some cases, this bonus applies only to specific uses of the what using the skill represents. After the description are
skill in question and not to all checks made with it. Some several additional pieces of information:
skills provide benefits on other checks made by a character,
such as those checks required to use certain class features. Check: What a character (you in the skill description)
can do with a successful skill check and the checks

ancient skills
Check individual skill descriptions for full details of skill suggestedDC.
synergies.
Action: The type of action using the skill requires or the
amount of time required for a check.
Ability Checks
Sometimes a character tries to do something for which no Try Again: Any conditions that apply to successive
specific skill really applies. In these cases, they must make attempts to use the skill successfully. If the skill does
an ability check. An ability check is a roll of 1d20 plus the not allow you to attempt the same task more than once
appropriate ability modifier. Essentially, they are making or if failure carries an inherent penalty (such as with the
an untrained skill check, since using a skill that a character Climb skill), you cannot take 20. If this paragraph is
does not have any skill ranks in is effectively an unmodified omitted, the skill can be retried without any inherent
ability check. penalty, other than the additional time required.
Special: Any extra information that applies to the skill,
In some cases, an action is a straight test of ones ability such as special effects deriving from its use or bonuses
with no luck involved. Just as characters would not make that certain characters receive by way of class, feat
a height check to see who is taller, they would also not choices or background.
make Strength checks to see who is stronger. The Games
Master is responsible for determining what situations call Synergy: Some skills grant a bonus to the use of one or
for ability checks, which ones have skill checks as a more more other skills because of a synergistic effect. This
appropriate method of adjudication and when rolls are not entry, when present, indicates what bonuses this skill
required at all. may grant or receive from others.
Restriction: The full utility of certain skills is restricted
to characters of certain classes or characters that possess
skill descriptions certain feats. This entry indicates whether any such
This section describes each skill, including common uses restrictions exist for the skill.
and typical modifiers. Characters can sometimes use skills
for purposes other than those noted here. The following is Untrained: This entry indicates what a character
the format in which the skill descriptions are presented. without at least one rank in the skill can do with it.
If this entry does not appear, it means that the skill
functions normally for untrained characters if it can
Skill Name be used untrained or that an untrained character
The skill name line includes (in addition to the name of the cannot attempt checks with this skill for skills that are
skill) the following information. designated as Trained Only.

Key Ability: The abbreviation of the ability whose Appraise (Int)


modifier applies to the skill check. Speak Language has Whether it be an urn of dubious merit or a mysterious
None as its key ability because the use of this skill does fleece of gold, you can use this skill to determine the quality
not require a check. of items that come into your possession.
Trained Only: If this notation is included in the skill
name line, you must have at least one rank in the skill Check: You can make an informed appraisal of the value
to use it. If it is omitted, the skill can be used untrained and quality of common or well known objects with a DC
(with no ranks). If any special notes apply to trained or 12 Appraise check (see the Quality of Items table in the
untrained use, they are covered in the Untrained section Equipment chapter). Failure means that you estimate the
(see below). items quality at either 1d2 ranks lower or 1d2 ranks higher
(roll randomly) than it actually is. The quality of an item is
Armour Check Penalty: If this notation is included indicative of its likely trade value. You automatically know
in the skill name line, an armour check penalty applies what the base value of a common item is. The quality rank
(when appropriate) to checks using this skill. If this of the item determines any modifier applied to the base
entry is absent, an armour check penalty does not value.
apply.

51
Note that a wholly forged item, such as a counterfeit coin,
has no value. Success when appraising a forged item means Balance DC Modiers
that you not only estimate the true quality of the item, but Narrow Balance Difficult Balance
also identify it as a deliberate forgery. The DC to identify Surface DC1 Surface DC1
a cleverly made forgery may be higher than 12 (see the 712 inches 10 Uneven 102
Forgery skill for details). wide flagstone
ancient skills

26 inches 15 Hewn stone 102


Appraising a rare or exotic item requires a successful check
wide floor
against DC 15, 20 or higher. If the check is successful,
you estimate both the quality and the base value correctly; Less than 2 20 Sloped or 102
failure means you cannot estimate the items quality, as you inches wide angled floor
cannot identify its base value. 1
Add modifiers from Narrow Surface Modifiers, below,
as appropriate.
A ground lens, a very hard item to come by, can give a +2 2
Only if running or charging, failure by four or less
equipment bonus on Appraise checks involving any item means the character cannot run or charge but may
that is small or highly detailed, such as a piece of ritual otherwise act normally.
jewellery. A merchants scale can also give a +2 equipment
bonus on Appraise checks involving any items that are Narrow Surface Modiers
valued by weight, including anything made of precious
metals. These two bonuses stack. Surface DC Modier1
Lightly obstructed +2
Action: Appraising an item takes 1 minute (ten consecutive Severely obstructed +5
full-round actions).
Lightly slippery +2
Try Again: No. You cannot try again on the same object, Severely slippery +5
regardless of success. Sloped or angled +2
1
Add the appropriate modifier to the Balance DC of
Special: A character with the Diligent feat gains a +2 a narrow surface.
bonus on Appraise checks.
Being Attacked while Balancing: You are considered flat-
Synergy: If you have five or more ranks in any Craft skill, footed while balancing, since you cannot move to avoid
you gain a +2 bonus on Appraise checks related to items a blow and thus you may not add your Dexterity bonus
made with that Craft skill. to Active Defence checks. You may make a single Shield
Defence check per round at a 4 penalty; to do so while
Untrained: For common items, failure on an untrained balancing counts as a move action, so you may not do
check means no estimate. For rare items, success means an this if you have already taken a move action in the round.
estimate of 1d3 ranks more or less than actual quality. If you have five or more ranks in Balance, you are not
considered flat-footed while balancing. If you take damage
Balance (Dex; Armour while balancing, you must make another Balance check
against the same DC to remain standing.
Check Penalty)
Whether sliding across rooftops or walking the deck of a
Accelerated Movement: You can try to walk across a
pitching ship, characters often find themselves in situation
precarious surface more quickly than normal. If you accept
where maintaining equilibrium is the best alternative to
a 5 penalty, you can move your full speed as a move action.
falling to a gruesome end below.
Moving twice your speed in a round requires two Balance
checks, one for each move action used. You may also accept
Check: You can walk on a precarious surface. A successful
this penalty in order to charge across a precarious surface;
check lets you move at half your base speed along the
charging requires one Balance check for each multiple of
surface for one round. A failure by four or less means
your speed or fraction thereof that you charge.
you cannot move for one round. A failure by five or more
means you fall. The difficulty varies with the surface, as the
Action: None. A Balance check does not require an action;
following table indicates.
it is made as part of another action or as a reaction to a
situation.
Apply any modifiers applicable to the circumstances.
These modifiers stack.

52
Special: If you have the Agile feat, you gain a +2 bonus on
Balance checks. Bluff Examples
Example Circumstances Sense Motive
Synergy: If you have five or more ranks in Tumble, you Modifier
gain a +2 bonus on Balance checks. The target wants to believe you. 5
No, the armour is not stolen; it was

ancient skills
Bluff (Cha) a family heirloom. Alas, I am now
Convince an angry cyclops that you would not make a too fat to wear it and I need the
tasty meal or use misdirection to convey a secret message. money.
This skill encompasses all the traits that go with being a The bluff is believable and does +0
convincing liar and teller of tall tales. not affect the target much. I saw
nothing, sir. I have been tending the
Check: A Bluff check is opposed by the targets Sense temple flame all night.
Motive check. See the accompanying Bluff Examples table The bluff is a little hard to believe +5
for examples of different kinds of bluffs and how they affect or puts the target at some risk.
a targets Sense Motive check for each one. The Greeks have all gone home,
Trojan. They left this enormous
Favourable and unfavourable circumstances weigh heavily wooden horse as a present.
on the outcome of a bluff. The two most common
circumstances to weigh against you are as follows: If the The bluff is hard to believe or puts +10
bluff is hard to believe or the action that the target is asked the target at significant risk. We
to take goes against its own self-interest, nature, personality are not plotting the death of the
or orders. If its important, you can distinguish between Pharaoh. We are rehearsing a play.
a bluff that fails because the target does not believe it and These daggers are only real because
one that fails because it just asks too much of them. For they have to look right.
instance, if the target gains a +10 bonus on its Sense Motive The bluff is almost too incredible +20
check because the bluff demands something risky and the to believe. I warn you, mortal, I
Sense Motive check succeeds by 10 or less, then the target am Zeus in disguise! Let me pass or
did not so much see through the bluff as prove reluctant to I shall call down the very lightning
go along with it. A target that succeeds by 11 or more has to smite you!
seen through the bluff.
strange creatures body language; you take a 4 penalty on
A successful Bluff check indicates that the target reacts as your Bluff check. Against a creature of animal Intelligence
you wish, at least for a short time (usually one round or (1 or 2) such as a chimera, the task is even harder; you take
less) or believes something that you want them to. Bluff, a 8 penalty. Against a non-intelligent creature, such as an
however, is not a dominate will spell. animated skeleton, it is impossible to feint.

A bluff requires interaction between you and the target as Feinting in combat does not provoke an attack of
creatures that are unaware of you cannot be bluffed. opportunity.

Feinting in Combat: You can also use Bluff to mislead an Creating a Diversion to Hide: You can use the Bluff skill
opponent in melee combat so that they cannot dodge to help you hide. A successful Bluff check gives you the
your next attack effectively. To feint, make a Bluff check momentary diversion you need to attempt a Hide check
opposed by your targets Sense Motive check, but in this while people are aware of you. This usage does not provoke
case the target may add its base attack bonus to the roll an attack of opportunity.
along with any other applicable modifiers.
Delivering a Secret Message: You can use Bluff to gain
If your Bluff check result exceeds this special Sense Motive a message across to another character without others
check result, your target is denied its Dexterity bonus to understanding it. The DC is 15 for simple messages or 20
Active Defence for the next melee attack you make against for complex messages, especially those that rely on gaining
it. This attack must be made on or before your next turn. across new information. Failure by four or less means you
cannot gain the message across. Failure by five or more
Feinting in this way against a non-humanoid, such as a means that some false information has been implied or
ravening harpy, is difficult because it is harder to read a inferred. Anyone listening to the exchange can make a

53
Sense Motive check opposed by the Bluff check you made
Climb DC Example Surface or Activity
to transmit in order to intercept your message (see the
Sense Motive skill for more details). 0 A slope too steep to walk up or a
knotted rope with a wall to brace
Action: Varies. A Bluff check made as part of general against.
interaction always takes at least one round and is at least 5 A rope with a wall to brace against or
a full-round action, but it can take much longer if you a knotted rope.
ancient skills

try something elaborate. A Bluff check made to feint in 10 A surface with ledges to hold on to
combat or create a diversion to hide is a standard action. A and stand on, such as a very rough
Bluff check made to deliver a secret message does not take wall or a ships rigging.
an action; it is part of normal communication.
15 Any surface with adequate handholds
and footholds, natural or artificial,
Try Again: Varies. Generally, a failed Bluff check in social
such as a very rough natural rock
interaction makes the target too suspicious for you to try
surface, a tree or an unknotted rope
again in the same circumstances, but you may retry freely
or pulling yourself up when dangling
on Bluff checks made to feint in combat. Retries are also
by your hands.
allowed when you are trying to send a message, but you
may attempt such a retry only once per round. Each retry 20 An uneven surface with some narrow
carries the same chance of miscommunication. hand and footholds, such as a typical
wall in a dungeon or ruins.
Special: If you have the Persuasive feat, you gain a +2 25 A rough surface, such as a natural
bonus on Bluff checks. rock wall, brick wall, overhang
or ceiling with handholds but no
Synergy: If you have five or more ranks in Bluff, you gain footholds.
a +2 bonus on Diplomacy, Presence and Sleight of Hand Climb DC
checks, as well as on Disguise checks made when you Modifier1 Example Surface or Activity
know youre being observed and are attempting to act in
character. 10 Climbing a chimney, artificial or
natural or other location where you
can brace against two opposite walls.
Climb (Str; Armour Check 5 Climbing a corner where you can
Penalty) brace against perpendicular.
Use this skill to steal a rocs last egg from its cliff-top nest or
+5 Surface is slippery.
simply scale an inconvenient wall.
1
These modifiers are cumulative; use any that apply.
Check: With a successful Climb check, you can advance
up, down or across a slope, wall or some other steep take some other action that requires only one hand. While
incline, even a ceiling with handholds at one-quarter your climbing, you cannot move to avoid a blow, so you cannot
normal speed. A slope is considered to be any incline at an make Active Defence checks at all. You also cannot make
angle measuring less than 60 degrees; a wall is any incline Shield Defence checks while climbing.
at an angle measuring 60 degrees or more.
Any time you take damage while climbing, make a
A Climb check that fails by four or less means that you Climb check against the DC of the slope or wall. Failure
make no progress and one that fails by five or more means means you fall from your current height and sustain the
that you fall from whatever height you have already appropriate falling damage.
attained.
Accelerated Climbing: You try to climb more quickly than
The DC of the check depends on the conditions of the normal. By accepting a 5 penalty, you can move half your
climb. Compare the task with those on the following table speed instead of one-quarter your speed.
to determine an appropriate DC.
Making Your Own Handholds and Footholds: You can make
A perfectly smooth, flat, vertical surface cannot be your own handholds and footholds by pounding spikes into
climbed a wall. Doing so takes one minute per spike and one spike
is needed per three feet of distance. As with any surface
You need both hands free to climb, but you may cling that offers handholds and footholds, a wall with spikes in it
to a wall with one hand while you cast a spell or
54
has a DC of 15. In the same way, a climber with a handaxe Concentration (Con)
or similar implement can cut handholds in an ice wall. You possess the gift of being able to focus your mind,
maintaining your thoughts against all external pressures.
Catching Yourself When Falling: It is practically impossible
to catch yourself on a wall while falling. Make a Climb Check: You must make a Concentration check whenever
check (DC = walls DC + 20) to do so. It is much easier to you might potentially be distracted, by taking damage,

ancient skills
catch yourself on a slope (DC = slopes DC + 10). harsh weather and so on, while engaged in some action that
requires your full attention. Such actions include praying
Catching a Falling Character While Climbing: If someone for a miracle, casting a spell, concentrating on an active
climbing above you or adjacent to you falls, you can spell, directing a spell, using a spell-like ability or using
attempt to catch the falling character if they are within your a skill that would provoke an attack of opportunity. In
reach. Doing so requires a successful melee attack against general, if an action would not normally provoke an attack
the falling character, who can of course avoid making an of opportunity, you need not make a Concentration check
Active Defence check. If you hit, you must immediately to avoid being distracted.
attempt a Climb check (DC = walls DC + 10). Success
indicates that you catch the falling character, but their total If the Concentration check succeeds, you may continue
weight, including equipment, cannot exceed your heavy with the action as normal. If the check fails, the action
load limit or you will automatically fall. If you fail your automatically fails and is wasted. If you were in the
Climb check by four or less, you fail to stop the characters process of casting a spell, the spell is lost. If you were
fall but do not lose your grip on the wall. If you fail by concentrating on an active spell, the spell ends as if you had
five or more, you fail to stop the characters fall and begin ceased concentrating on it. If you were directing a spell,
falling as well. the direction fails but the spell remains active. If you were
using a spell-like ability, that use of the ability is lost. A skill
Action: Climbing is part of movement, so it is generally use also fails and in some cases a failed skill check may have
part of a move action and may be combined with other other ramifications as well.
types of movement in a move action. Each move action
that includes any climbing requires a separate Climb check. The table below summarises various types of distractions
Catching yourself or another falling character does not take that cause you to make a Concentration check. If the
an action. distraction occurs while you are trying to pray for a
miracle or cast a spell, you must add the save modifier
Special: You can use a rope to haul a character upward or of the magical effect you are trying to produce to the
lower a character through sheer strength. You can lift appropriate Concentration DC. If more than one type
double your maximum load in this manner. of distraction is present, make a check for each one; any
failed Concentration check indicates that the task is not
If you have the Athletic feat, you gain a +2 bonus on Climb completed.
checks.
Action: None. Making a Concentration check does
Some creatures can climb as a natural ability. A creature not take an action; it is either a free action, if attempted
with a climb speed has a +8 racial bonus on all Climb reactively or part of another action if attempted actively.
checks. The creature must make a Climb check to climb
any wall or slope with a DC higher than 0, but it can Try Again: Yes, though a success does not cancel the effect
always choose to take 10, even if rushed or threatened of any previous failure, such as the loss of a spell you were
while climbing. If a creature with a climb speed chooses casting or the disruption of a spell you were concentrating
an accelerated climb (see above), it moves at double its on.
climb or at its land speed, whichever is slower and makes
a single Climb check at a 5 penalty. Such a creature may Special: You can use Concentration to cast a spell, use a
make Active Defence checks while climbing and opponents spell-like ability or use a skill defensively, so as to avoid
gain no special bonus to their attacks against it. It cannot, attacks of opportunity altogether. This does not apply to
however, use the run action while climbing. other actions that might provoke attacks of opportunity.

Synergy: If you have five or more ranks in Use Rope, you The DC of the check is 15, plus the magical effects save
gain a +2 bonus on Climb checks made to climb a rope, a modifier if praying for a miracle, casting a spell or using
knotted rope or a rope-and-wall combination. a spell-like ability defensively. If the Concentration check
succeeds, you may attempt the action normally without
provoking any attacks of opportunity. A successful

55
Concentration DC1 Distraction
10 + damage dealt Damaged during the action.2
10 + half of continuous Taking continuous damage during the action.3
damage las dealt
Distracting spells save DC Distracted by non-damaging spell.4
ancient skills

10 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in
rough water, below decks in a storm-tossed ship).
15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat
in rapids, on the deck of a storm-tossed ship).
20 Extraordinarily violent motion (earthquake).
15 Entangled.
20 Grappling or pinned. (Only eye spells may be cast with Witchcraft or Hekau while
pinned.)
5 Weather is a high wind carrying blinding rain or sleet.
10 Weather is wind-driven hail, dust or debris.
Distracting spells save DC Weather caused by a miracle or spell, such as storm of devastation.4
1
If you are trying to pray for a miracle or cast, concentrate on or direct a spell when the distraction occurs, add the
magical effects save modifier to the indicated DC.
2
Such as during the casting of a spell with a casting time of 1 round or more or the execution of an activity that takes
more than a single full-round action. Also, damage stemming from an attack of opportunity or readied attack made
in response to the spell being cast (for spells with a casting time of 1 action) or the action being taken (for activities
requiring no more than a full-round action).
3
Such as from acid.
4
If the spell allows no save, use the save DC it would have if it did allow a save.

Concentration check still does not allow you to take 10 on Carpenter (makes statues and carvings, typically of wood)
another check if you are in a stressful situation; you must Embalmer (makes mummies from dead bodies)
make the check normally. If the Concentration check Fletcher (makes arrows from wood or rushes)
fails, the related action also automatically fails with any Herbalist (brews herbal concoctions including poisons)
appropriate ramifications and the action is wasted, just as if Jeweller (makes items from precious metal and gems)
your concentration had been disrupted by a distraction. Potter (makes items in clay)
Reed Presser (makes papyrus)
A character with the Combat Casting feat gains a +4 bonus Shipwright (builds boats and ships)
on Concentration checks made to cast a spell or use a Tanner (makes leather goods and parchment)
spell-like ability while on the defensive, while grappling Vintner (makes wine)
or pinned. Weaver (spins and weaves cloth and turns it into
garments)
Craft (Int) Wheelwright (makes wheeled vehicles such as chariots)
Like Knowledge, Perform and Profession, Craft is actually Woodworker (makes wooden items and weapons such as
a number of separate skills. You could have several Craft bows)
skills, each with its own ranks, each purchased as a separate
skill. Artificers usually have several Craft skills, representing A Craft skill is specifically focused on creating something.
their broad range of talents. The Craft skills available in the If nothing is created by the endeavour, it probably falls
ancient world are: under the heading of a Profession skill.

Blacksmith (makes armour, shields, tools, weapons and Check: You can practice your trade and make a decent
other metal items) living, keeping yourself alive and healthy. You know how
Brewer (makes beer) to use the tools of your trade, perform the crafts daily
Builder (makes buildings, monuments and carvings, tasks, supervise untrained helpers and handle common
typically of stone) problems relating to it. Those who depend on their craft

56
for a living are seen as lower-class citizens in the ancient If you fail a check by four or less, you make no progress
world, especially potters and reed pressers. Those with this week.
noble blood may learn a craft but are expected to make
their way in the world by other means. Only artificers are If you fail by five or more, you ruin half the raw materials
seen as an exception to this rule, because of the ingenuity and have to acquire half the original amount of raw
of their work. materials again.

ancient skills
The basic function of the Craft skill, however, is to allow Progress by the Day: You can make checks by the day instead
you to make an item of the appropriate type. The DC of by the week. In this case your progress (check result
depends on the complexity of the item to be created. The times DC) is in oboli instead of silver drachmas.
DC, your check results and the base value of the item
determine how long it takes to make a particular item. The Creating Masterwork Items: You can make a masterwork
items base value also determines the cost of raw materials item a weapon, suit of armour, shield or tool that conveys
required to manufacture such items. a bonus on its use due to its exceptional craftsmanship.
To create a masterwork item, you create the masterwork
All crafts require artisans tools to give the best chance of component as if it were a separate item in addition to the
success. If improvised tools are used, the check is at a standard item. The masterwork component has a value
2 penalty. On the other hand, masterwork artisans tools of 50% of the items base value and a Craft DC of 20.
provide a +2 equipment bonus on the check. Once both the standard component and the masterwork
component are completed, the masterwork item is
To determine how much time and money it takes to make finished.
an item, follow these steps;
Sabotaging Items: If you know how to build something,
Find the items value in silver drachmas, whether coins you know how to dismantle or cripple it so that it will not
are in use or not. function properly. Use this function of the Craft skill to
sabotage any item that you have the skill to make. You can
Find the DC from the table below. also sabotage any item with a simple Intelligence ability
Acquire raw materials worth one-third of the items base score check against the same DC. For example, if you had
value. ranks in the Craft (blacksmith) skill, you could make a skill
check to tamper with a persons armour so that it would
Make an appropriate Craft check representing one fall off after being worn for a few rounds. Without ranks
weeks work. If the check succeeds, multiply your check in that skill, you could make an Intelligence ability score
result by the DC. If the result times the DC equals check to achieve the same thing.
the value of the item in silver drachmas, then you have
completed the item. If the result times the DC equals The Craft check to sabotage an item is made secretly,
double or triple the price of the item in silver drachmas, so that you will not necessarily know whether you have
then you have completed the task in one-half or one- succeeded. The DC depends on how complicated the item
third of the time. Other multiples of the DC reduce is. Disabling, rigging or jamming a fairly simple device
the time in the same manner. If the result times the DC has a DC of 10; more intricate and complex devices have
does not equal the price, then it represents the progress higher DCs.
youve made this week. Record the result and make a
new Craft check for the next week. Each week, you If the check succeeds, you sabotage the device, so that it
make more progress until your total reaches the value of must be repaired before it can be used again. If it fails
the item in silver drachmas. by four or less, you have failed but can try
Device Time Craft DC1 Example again. If you fail by five or more, something
Simple 1 round 10 Make a leather helmet goes wrong. If the device is a trap of some
unwearable kind, you spring it. If youre attempting
some sort of sabotage, you think the device
Tricky 1d4 rounds 15 Sabotage a chariot is disabled, but it still works normally.
wheel
Difficult 2d4 rounds 20 Cripple an ancient crane You also can rig simple devices such as
Wicked 2d4 rounds 25 Cleverly sabotage a pair saddles or wagon wheels to work normally
of mechanical wings for a while and then fail or fall off some
time later, usually after 1d4 rounds or
1
If you attempt to leave behind no trace of your tampering, add 5 to
minutes of use.
the DC.
The amount of time needed to 57
value of 1% of the items base value, so you will need that
amount of raw materials of the same kind used to make
the item. If you cannot gain the raw materials, you cannot
repair the item.

Repairing items is dangerous, as the item is already broken


and may possibly be damaged yet further. If you fail a Craft
ancient skills

check by more than 10 when repairing an item, you ruin it


so that it cannot be repaired in future. The item can still be
broken down to recover some of the raw material (see the
Wealth section in the Equipment chapter).

When you use the Craft skill to make a particular sort of


item, the DC for checks involving the creation of that item
are typically as given on the table below.

Herbalism: Craft (herbalism) checks are not made in


the same way as ordinary Craft checks. Herbalism is the
art of extracting the essence of herbs and making them
into useful treatments or concoctions. You make a Craft
(herbalism) check to turn a unit of herbs of a given type
into a herbal item of a given type. For example, you could
turn a unit of soporific herbs into a sleeping draught. The
DC of the check is usually 15 and the process takes ten
minutes. Failure to make the check destroys the unit of
herbs. You may also attempt a Craft (herbalism) check to
identify a given herb or herbal product.
make a Craft check to disable a device depends on the task,
as noted above. Disabling a simple device takes one round
Embalming: Craft (embalmer) checks are also not made
and is a full-round action. An intricate or complex device
in the same way as usual. Embalming a body and turning
requires 1d4 or 2d4 rounds.
it into a mummy is a straightforward process. The DC
is 10 and the cost is five silver drachmas worth of spices,
Repairing Items: Generally, you can repair an item by making
unguents and preservatives, which will usually be paid for
checks against the same DC that it took to make the item
by the family of the deceased. Embalming one person takes
in the first place. To do this, you craft a repair component
eight hours of work. If you fail the Craft check, the body
as if it were a separate item. The repair component has a

Item Craft Skill Craft DC


Armour or shield (metal) Blacksmith 10 + Coverage bonus
Armour (leather) Tanner 10 + Coverage bonus
Shield (wood based) Woodworker 10
Recurved bow or self bow Woodworker 12
Composite recurved bow or composite self bow Woodworker 15
Composite recurved bow or composite self bow with Woodworker 15 + (2 rating)
high strength rating
Simple melee or thrown weapon Blacksmith or Woodworker 12
Martial melee or thrown weapon Blacksmith or Woodworker 15
Very simple item (wooden spoon) Varies 5
Typical item (iron pot) Varies 10
High-quality item (statue of a God) Varies 15
Complex or superior item (chariot) Varies 20

58
is not properly embalmed and decays, meaning that the ka Circumstance DC
of the dead person cannot return to the world. You cannot
try again if you fail such a check. Your skill as an embalmer Other person is willing to engage Opposed
determines how many hit points the ka of the deceased in debate Debate check
may have; the better a job of mummification you do, the Other person is initially 10
stronger the resultant spirit will be. indifferent

ancient skills
Other person is initially sceptical 15
Assembling more complicated creations, such as composite
Other person is initially 20
mummies, is more difficult. Such creations have their own
contemptuous
DC to manufacture.
Other person is in an extreme +5 to DC
Action: Does not apply. Craft checks are made by the day emotional state, such as anger or
or week, as noted above. sorrow

Try Again: Yes, but each time you fail the check by five or Opposed Debate checks resolve situations when two
more, you ruin half the raw materials and must find some advocates or diplomats argue opposite cases in a hearing
more to the same value. before a third party, such as in a council meeting or a
symposium. In this case alone, when you are arguing
You may voluntarily add +10 to the indicated DC to craft in order to persuade another person, you may oppose a
an item. This allows you to create the item more quickly Debate check with a Rhetoric check and vice versa.
since you will be multiplying this higher DC by your
Craft check result to determine progress. You must decide The following table determines the DC of a Debate check:
whether to increase the DC before you make each weekly
or daily check. Action: Arguing a point with Debate generally takes at
least one full minute, that is, 10 consecutive full-round
Synergy: If you have five or more ranks in a Craft skill, you actions. In some situations, this time requirement may
gain a +2 bonus on Appraise checks related to items made greatly increase. A rushed Debate check can be made as
with that Craft skill. a full-round action, but you take a 10 penalty on the
check.
Try Again: No. If you lose an argument, you cannot try to
Debate (Int) argue the same thing again.
Debate is the art of using cold logic and reasoned argument
to convince another person of something. You use Debate
Special: If you have the Keen Mind feat, you gain a +2
to talk your way out of a situation with an appeal to
bonus on Debate checks.
common sense, draw upon established textual authority
to justify your position or to argue a point. Debate is
Synergy: If you have five or more ranks in any Knowledge
very different from Rhetoric, though they seem similar at
skill, you gain a +2 bonus on Debate checks having to do
first glance. While Debate is an intellectual course such
with that skill.
as philosophers use when conversing with one another,
Rhetoric is a poetic appeal to the emotions of the audience.
Debate encourages people to set their feelings aside and Disguise (Cha)
think clearly, while Rhetoric encourages them to act out You may use makeup, costume and acting to disguise your
of emotion and ignore rational objection. Debate works appearance, including imitating another person.
best on one person at a time, while Rhetoric can be used
with crowds. Check: Your Disguise check result determines how good
the disguise is and it is opposed by others Spot check
Check: You can convince others that your point of view results. If you do not draw any attention to yourself,
is correct with a Debate check; the other person does not others do not gain to make Spot checks. If you come to
necessarily like you any better than they did before, but the attention of people who are suspicious, such as a guard
they are forced to admit the sense of your words. They who is watching commoners walking through a city gate, it
may alter their planned course of action to take account of can be assumed that such observers are taking 10 on their
this. You can only attempt to convince another person of Spot checks.
something that you honestly believe yourself; attempting
to convince another person of an untruth involves a Bluff You gain only one Disguise check per use of the skill, even
check. if several people are making Spot checks against it. The

59
Disguise Check Synergy: If you have five or more ranks in Bluff, you gain
Disguise Modifier a +2 bonus on Disguise checks when you know that youre
being observed and you try to act in character.
Minor details only +5
Disguised as different gender1 2
Escape Artist (Dex; Armour
Disguised as different race 1
2
Check Penalty)
ancient skills

Disguised as different age 22 Check: The table below gives the DCs to escape various
category1 forms of restraints.
1
These modifiers are cumulative; use any that apply. Restraint Escape Artist DC
2
Per step of difference between your actual age Ropes Use Rope check at +10
category and your disguised age category. The steps
Net 20
are: young (younger than adult), adult, middle age,
old and venerable. Manacles 30
Tight space 30
Disguise check is made secretly, so that you cannot be sure
Grappler Grapplers grapple check result
how good the result is.
Ropes: Your Escape Artist check is opposed by the binders
The effectiveness of your disguise depends in part on how
Use Rope check. Since its easier to tie someone up than
much youre attempting to change your appearance.
to escape from being tied up, the binder gains a +10 bonus
on their check.
If you are impersonating a particular individual, those who
know what that person looks like gain a bonus on their
Manacles: The DC for manacles is set by their
Spot checks according to the table below. Furthermore,
construction.
they are automatically considered to be suspicious of you,
so opposed checks are always called for.
Tight Space: The DC noted on the table is for squeezing
through a space where your head fits but your shoulders do
Usually, an individual makes a Spot check to see through
not. If the space is long you may need to make multiple
your disguise immediately upon meeting you and each
checks. You cannot gain through a space that your head
hour thereafter. If you casually meet many different
does not fit through.
creatures, each for a short time, check once per day or hour,
using an average Spot modifier for the group.
Grappler: You can make an Escape Artist check opposed
Action: Creating a disguise requires 1d310 minutes of
by your enemys grapple check to gain out of a grapple or
work.
a pinned condition, so that you are only grappling rather
than pinned.
Try Again: Yes. You may try to redo a failed disguise, but
Action: Making an Escape Artist check to escape from rope
once others know that a disguise was attempted, theyll be
bindings, manacles or other restraints except a grappler
more suspicious.
requires one minute of work. Escaping from a net is a full-
round action. Escaping from a grapple or pin is a standard
Special: Magic that alters your form grants you a +10
action. Squeezing through a tight space takes at least one
bonus on Disguise checks; see the individual magical
minute, maybe longer, depending on how long the space
effect descriptions. You must succeed on a Disguise check
is.
with a +10 bonus to duplicate the appearance of a specific
individual using the disguise self spell.
Try Again: Varies. You can make another check after a
failed check if you are squeezing your way through a tight
If you have the Deceptive feat, you gain a +2 bonus on
space, making multiple checks. If the situation permits,
Disguise checks.
you can make additional checks or even take 20, as long as
youre not being actively opposed.
Familiarity Viewers Spot Check Bonus
Special: If you have the Agile feat, you gain a +2 bonus on
Recognises on sight +4 Escape Artist checks.
Friends or associates +6
Close friends +8 Synergy: If you have five or more ranks in Escape
Artist, you gain a +2 bonus on Use Rope checks to bind
Intimate +10
someone.
60
If you have five or more ranks in Use Rope, you gain a +2 Readers Forgery
bonus on Escape Artist checks when escaping from rope Check Modifier
Condition
bonds.
Type of document 2
unknown to reader
Forgery (Int)
Forgery lets you prepare forged written documents, Type of document +0

ancient skills
including appropriate seals or counterfeit items. It was somewhat known to reader
a powerful if treacherous weapon in ancient times. Type of document well +2
During the Trojan War, a letter found in a soldiers tent, known to reader
reading The gold that I have sent you is the reward for Handwriting not known to 2
betraying your comrades, resulted in his execution. You reader
must have the Literacy feat in order to use the Forgery
Handwriting somewhat +0
skill.
known to reader
Check: Forgery requires writing materials appropriate Handwriting intimately +2
to the document being forged, enough light or sufficient known to reader
visual acuity to see the details of your writing, wax for seals, Reader only reviews the 2
if appropriate and time. To forge a document on which document casually
the handwriting is not specific to a person, such as military
orders, a governmental decree, a ransom demand or the Special: If you have the Deceitful feat, you gain a +2 bonus
like, you need only to have seen a similar document before on Forgery checks.
to gain a +8 bonus on your check. To forge a persons
individual seal or mark, you need a copy of it and you Restriction: Forgery is language-dependent; thus, to forge
gain a +4 bonus on the check. To forge a longer document documents and detect forgeries, you must be able to read
written in the hand of some particular person, a large and write the language in question.
sample of that persons handwriting is needed.

The Forgery check is made secretly, so that youre not sure


Gather Information (Cha)
You are able to easily discover what the local gossip is,
how good your forgery is. As with Disguise, you do not
whether it be a brave crew sailing to adventure or the
even need to make a check until someone examines the
unfaithfulness of a neglected wife.
work. Your Forgery check is opposed by the Forgery check
of the person who examines the document to check its
Check: An evening spent frequenting drinking houses,
authenticity. The examiner gains modifiers on their check
talking to commoners, asking bards what the news is and a
if any of the conditions on the table below exist.
DC 10 Gather Information check gain you a general idea of
a citys major news, assuming there are no obvious reasons
A document that contradicts procedure orders, previous
why the information would be withheld. The higher your
knowledge or one that requires sacrifice on the part of
check result, the better the information.
the reader can increase that characters suspicion and thus
create favourable circumstances for the checkers opposing
If you want to find out about a specific rumour, item,
Forgery check.
obtain a map or do something else along those lines, the
DC for the check is 15 to 25 or even higher.
Action: Forging a very short and simple document takes
about one minute. A longer or more complex document
Action: A typical Gather Information check takes 1d4+1
takes 1d4 minutes per page.
hours.
Try Again: Usually, no. A retry is never possible after
Try Again: Yes, but it takes time for each check.
a particular reader detects a particular forgery. But the
Furthermore, you may draw attention to yourself if you
document created by the forger might still fool someone
repeatedly pursue a certain type of information.
else. The result of a Forgery check for a particular
document must be used for every instance of a different
Special: If you have the Investigator feat, you gain a +2
reader examining the document. No reader can attempt
bonus on Gather Information checks. You may add your
to detect a particular forgery more than once; if that one
Reputation bonus to a Gather Information skill check,
opposed check goes in favour of the forger, then the reader
but if you do so, you automatically attract attention to
cannot try using his own skill again, even if he is suspicious
yourself.
about the document.
61
Synergy: If you have five or more ranks in Knowledge Attack (DC 20): The animal attacks apparent enemies.
(local) for an area, you gain a +2 bonus on Gather You may point to a particular creature that you wish the
Information checks made within that area. animal to attack and it will comply if able. Normally,
an animal will attack only humanoids, monstrous
Handle Animal (Cha; Trained humanoids, giants or other animals. Teaching an
animal to attack all creatures, including such unnatural
Only)
ancient skills

creatures as undead and aberrations counts as two


Use this skill to drive a chariot, control a rearing horse or
tricks.
tame a fierce wolf.
Come (DC 15): The animal comes to you, even if it
Check: The DC depends on what you are trying to do. normally would not do so.
Defend (DC 20): The animal defends you or is ready
Task Handle Animal DC to defend you if no threat is present, even without any
Handle an animal 10 command being given. Alternatively, you can command
Push an animal 25 the animal to defend one specific character.
Teach an animal a trick 15 or 201 Down (DC 15): The animal breaks off from combat or
otherwise backs down. An animal that does not know
Train an animal for a 15 or 201
this trick continues to fight until it must flee due to
general purpose
injury, fear effect or its opponent is defeated.
Rear a wild animal 15 + HD of animal
Fetch (DC 15): The animal goes and gains something.
1
See the specific trick or purpose below. If you do not point out a specific item, the animal
General General fetches some random object.
Purpose DC Purpose DC Guard (DC 20): The animal stays in place and prevents
Combat riding 20 Hunting 20 others from approaching.
Fighting 20 Performance 15 Heel (DC 15): The animal follows you closely, even to
places where it normally would not go.
Guarding 20 Riding 15
Heavy labour 15 Perform (DC 15): The animal performs a variety of
simple tricks, such as sitting up, rolling over, roaring or
barking and so on.
Handle an Animal: This task involves commanding an
animal to perform a task or trick that it knows. If the
Seek (DC 15): The animal moves into an area and looks
around for anything that is obviously alive or animate.
animal is wounded or has taken any non-lethal damage
or ability score damage, the DC increases by two. If your Stay (DC 15): The animal stays in place, waiting for
check succeeds, the animal performs the task or trick on its you to return. It does not challenge other creatures that
next action. come by, though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to
Push an Animal: To push an animal means to gain it it. This requires the animal to have the scent ability.
to perform a task or trick that it does not know but is
physically capable of performing. This category also covers Work (DC 15): The animal pulls or pushes a medium or
making an animal perform a forced march or forcing it to heavy load.
hustle for more than one hour between sleep cycles. If the
animal is wounded or has taken any non-lethal damage or Train an Animal for a Purpose: Rather than teaching an
ability score damage, the DC increases by two. If your animal individual tricks, you can simply train it for a
check succeeds, the animal performs the task or trick on general purpose. Essentially, an animals purpose represents
its next action. a predetermined set of known tricks that fit into a common
scheme, such as guarding or heavy labour. The animal must
Teach an Animal a Trick: You can teach an animal a specific meet all the normal prerequisites for all tricks included in
trick with one week of work and a successful Handle the training package. If the package includes more than
Animal check against the indicated DC. An animal with three tricks, the animal must have an Intelligence score of
an Intelligence score of 1 can learn a maximum of three 2.
tricks, while an animal with an Intelligence score of 2 can
learn a maximum of six tricks. Possible tricks and their An animal can be trained for only one general purpose,
associated DCs include, but are not necessarily though if the creature is capable of learning additional
limited to, the following;
62
tricks above and beyond those included in its general If the check succeeds, you must invest the remainder of the
purpose, it may do so. Training an animal for a purpose time to complete the teaching, rearing or training. If the
requires fewer checks than teaching individual tricks does, time is interrupted or the task is not followed through to
but no less time. completion, the attempt to teach, rear or train the animal
automatically fails.
Combat Riding (DC 20): An animal trained to bear a

ancient skills
rider into combat knows the tricks attack, come, defend, Try Again: Yes, except for rearing an animal.
down, guard and heel. Training an animal for combat
riding takes six weeks. You may also upgrade an animal Special: You can use this skill on a creature with an
trained for riding to one trained for combat riding by Intelligence score of 1 or 2 that is not an animal, but the
spending three weeks and making a successful DC 20 DC of any such check increases by five. Such creatures
Handle Animal check. The new general purpose and have the same limit on tricks known as animals do.
tricks completely replace the animals previous purpose If you have the Animal Affinity feat, you gain a +2 bonus
and any tricks it once knew. Warhorses are already on Handle Animal checks.
trained to bear riders into combat and they do not
require any additional training for this purpose. Synergy: If you have five or more ranks in Handle Animal,
you gain a +2 bonus on Ride checks.
Fighting (DC 20): An animal trained to engage in
combat knows the tricks attack, down and stay. Training Untrained: If you have no ranks in Handle Animal, you
an animal for fighting takes three weeks. can use a Charisma check to handle and push domestic
Guarding (DC 20): An animal trained to guard knows animals, but you cannot teach, rear or train animals.
the tricks attack, defend, down and guard. Training an
animal for guarding takes four weeks. Heal (Wis)
Heavy Labour (DC 15): An animal trained for heavy Heal checks are primarily used to treat individual wounds,
labour knows the tricks come and work. Training an it can also be used to stabilise a dying character or counter
animal for heavy labour takes two weeks. the effects of poison.
Hunting (DC 20): An animal trained for hunting Check: The DC of a Heal check to bind a normal wound
knows the tricks attack, down, fetch, heel, seek and or cauterise a grievous wound is equal to the size of the
track. Training an animal for hunting takes six weeks. wound you are treating (see the Wounds section in the
Performance (DC 15): An animal trained for Combat chapter). Binding a wound is a standard action.
performance knows the tricks come, fetch, heel, perform
and stay. Training an animal for performance takes five Stabilise: You can use the Heal skill to save a dying character.
weeks. The DC of the check to do this is 15. If a character is dying
Riding (DC 15): An animal trained to bear a rider from his wounds and is losing hit points, you can make
knows the tricks come, heel and stay. Training an them stable. A stable character regains no hit points or
animal for riding takes three weeks. points of Constitution, but stops losing them.

Rear a Wild Animal: To rear an animal means to raise a Treat Poison: To treat poison means to tend a single
wild creature, such as a wolf or bear, from infancy so that character that has been poisoned and who is going to take
it becomes domesticated. A handler can rear as many as more damage or suffer some other effect from the poison.
three creatures of the same kind at once. A successfully Every time the poisoned character makes a saving throw
domesticated animal can be taught tricks at the same time against the poison, you make a Heal check. The poisoned
as it is being raised or it can be taught as a domesticated character uses your check result or their saving throw,
animal later. whichever is higher.

Action: Varies. Handling an animal is a move action, while Action: Stabilising a character, binding or cauterising a
pushing an animal is a full-round action. For tasks with wound or treating poison is a standard action.
specific time frames noted above, you must spend half this
time at the rate of three hours per day per animal being Try Again: Varies. You cannot attempt to bind a wound
handled working toward completion of the task before twice. Cautery checks can be attempted again but the DC
you attempt the Handle Animal check. If the check fails, increases with each attempt and further damage is inflicted.
your attempt to teach, rear or train the animal fails and you You can always retry a check to stabilise a dying character,
need not complete the teaching, rearing or training time. assuming the target of the previous attempt is still alive.

63
Special: A character with the Self-Sufficient feat gains a +2 proper funerary rites over a corpse and place the right
bonus on Heal checks. A herbal poultice gives you a +2 amulets in specific places on the body. Success means that
circumstance bonus on Heal checks. wicked spirits such as death-lanterns cannot take possession
of it. This use of the skill takes one hour.
Hekau (Int; Trained Only;
Dedicate Object: The Hekau skill is used to dedicate objects
Armour Check Penalty) for the use of the dead in the afterlife (see Death and
ancient skills

Hekau is the term given to the Ancient Egyptian arts Beyond for further details on this use of the skill).
of ritual and magic. These depend heavily on the use
of symbols, specifically words and written hieroglyphs. Action: Funeral rites take one hour to perform, while
Hekau magic is entirely verbal; if a person is prevented dedications take 10 minutes.
from speaking, he cannot cast a Hekau spell, though he
may pray silently. Hekau has a ritual use as well as its active Try Again: Varies. You cannot attempt to perform funeral
magical use, in particular, it is used to prepare the dead and rites twice. Dedicate checks can be attempted again but the
their items. DC increases by one with each attempt.

Characters who have the Cast Hekau Spell class feature


can use the Hekau skill to produce magical effects (see the Hide (Dex; Armour Check
Magic chapter for more details). Penalty)
Disappear into the local terrain, be it a dense and
Funerary Rites: The Hekau skill is used to prepare an foreboding wood or a Cretan labyrinth.
Egyptians body for the grave. This is not the same as
embalming (see the Craft (embalmer) skill). The Hekau Check: Your Hide check is opposed by the Spot check of
process protects the body from occupation by evil spirits. anyone who might see you. You can move up to one-half
A Hekau skill check at DC 10 is needed to perform the your normal speed and hide at no penalty. When moving
at a speed greater than one-half but less than your normal
speed, you suffer a 5 penalty. It is practically impossible (
20 penalty) to hide while attacking, running or charging.

A creature larger or smaller than Medium takes a size bonus


or penalty on Hide checks depending on its size category:
Fine +16, Diminutive +12, Tiny +8, Small +4, Large 4,
Huge 8, Gargantuan 12, Colossal 16.

You need cover or concealment in order to attempt a Hide


check. Total cover or total concealment usually, but not
always obviates the need for a Hide check, since nothing
can see you anyway.

If people are observing you, even casually, you cannot hide.


You can run around a corner or behind cover so that you
are out of sight and then hide, but the others then know at
least where you went.

If your observers are momentarily distracted, such as by


a Bluff check, you can attempt to hide. While the others
turn their attention from you, you can attempt a Hide
check if you can gain to a hiding place of some kind. As
a general guideline, the hiding place has to be within one
foot per rank you have in Hide. This check, however, is
made at a 10 penalty because you have to move fast.

Sniping: If you have already successfully hidden at least 10


feet from your target, you can make one ranged attack,
then immediately hide again. You take a 20 penalty on
your Hide check to conceal yourself after the shot.
64
Creating a Diversion to Hide: You can use Bluff to help you Long Jump: A long jump is a horizontal jump, made across
hide. A successful Bluff check can give you the momentary a gap like a chasm or stream. At the midpoint of the jump,
diversion needed to attempt a Hide check while people are you attain a vertical height equal to one-quarter of the
aware of you. horizontal distance. The DC for the jump is equal to the
distance jumped in feet.
Action: Usually none. Normally, you make a Hide check

ancient skills
as part of movement, so it does not take a separate action. If your check succeeds, you land on your feet at the far end.
However, hiding immediately after a ranged attack (see If you fail the check by less than five, you do not clear the
Sniping, above) is a move action. distance, but you can make a DC 15 Reflex save to grab
the far edge of the gap. You end your movement grasping
Special: If you are invisible, you gain a +40 bonus on Hide the far edge. If that leaves you dangling over a chasm or
checks if you are immobile or a +20 bonus on Hide checks gap, gaining up requires a move action and a DC 15 Climb
if you are moving. check.

If you have the Stealthy feat, you gain a +2 bonus on Hide High Jump: A high jump is a vertical leap made to reach a
checks. ledge high above or to grasp something overhead. The DC
is equal to four times the distance
Long Jump Jump DC1 to be cleared.
Jump (Str; Distance
Armour Check 5-ft. 5 If you jumped up to grab
Penalty) 10-ft. 10
something, a successful check
Use this skill to cross crevasses, indicates that you reached the
15-ft. 15 desired height. If you wish to
straddle walls, or win at the
Olympic games. 20-ft. 20 pull yourself up, you can do so
25-ft. 25 with a move action and a DC
Check: The DC and the distance 15 Climb check. If you fail the
30-ft. 30 Jump check, you do not reach the
you can cover vary according to the
type of jump you are attempting
1
Requires a 20-ft. running start. Without height and you land on your feet
(see below). a running start, double the DC. in the same spot from which you
Your Jump check is modified by jumped. As with a long jump, the
your speed. If your speed is 30 feet High Jump Distance1 Jump DC2 DC is doubled if you do not gain a
then no modifier based on speed 1-ft. 4 running start of at least 20 feet.
applies to the check. If your speed 2-ft. 8
is less than 30 feet, you suffer a 6 Obviously, the difficulty of
3-ft. 12 reaching a given height varies
penalty for every 10 feet of speed
less than 30 feet. If your speed is 4-ft. 16 according to the size of the
greater than 30 feet, you gain a +4 5-ft. 20 character or creature. The
bonus for every 10 feet beyond 30 maximum vertical reach height
6-ft. 24
feet. the creature can reach without
7-ft. 28 jumping for an average creature
All Jump DCs given here assume 8-ft. 32 of a given size is shown on the table
that you gain a running start, below. As a Medium creature, a
1
Not including vertical reach; see below. typical human can reach eight feet
which requires that you move
at least 20 feet in a straight line
2
Requires a 20-ft. running start. Without without jumping.
before attempting the jump. If a running start, double the DC.
you do not gain a running start, Quadrupedal creatures do not
the DC for the jump is doubled. have the same vertical reach as a bipedal creature as they
can rear up on their hind quarters; treat them as being one
Distance moved by jumping is counted against your size category larger.
normal maximum movement in a round.
Hop Up: You can jump up onto an object as tall as your
If you have ranks in Jump and you succeed on a Jump waist, such as a table or small boulder, with a DC 10 Jump
check, you land on your feet (when appropriate). If you check. Doing so counts as 10 feet of movement, so if your
attempt a Jump check untrained, you land prone unless speed is 30 feet, you could move 20 feet, then hop up
you beat the DC by five or more. onto a counter. You do not need to gain a running start

65
Creature Vertical Agriculture (crops, farming, husbandry, soil, fertilisers,
Size Reach domesticated animals)
Colossal 128-ft. Architecture and engineering (buildings, bridges,
fortifications)
Gargantuan 64-ft.
Huge 32-ft. Art and literature (epics, poetic works, heroic myths,
ancient skills

statuary, culture)
Large 16-ft.
Medium 8-ft.
Geography (lands, terrain, climate, people)

Small 4-ft. History (royalty, wars, colonies, migrations, founding of


cities)
Tiny 2-ft.
Diminutive 1-ft.
Local (legends, personalities, inhabitants, laws, customs,
traditions)
Fine -ft.
Mysteries (initiatory cults, witchcraft activity, obscure
beliefs, hidden history)
to hop up, so the DC is not doubled if you do not gain a
running start.
Nature (wild animals, monstrous creatures, plants,
seasons and cycles, weather, vermin)
Jumping Down: If you intentionally jump from a height, Nobility and royalty (lineages, family trees, feuds,
you take less damage than you would if you just fell. The mottoes, personalities)
DC to jump down from a height is 15. You do not have to Philosophy (major philosophies, eternal verities,
get a running start to jump down, so the DC is not doubled questions, paradoxes, the human condition)
if you do not get a running start.
Religion, Egyptian (the Egyptian Gods, the Duat, the
If you succeed on the check, you take falling damage as if rites and rituals)
you had dropped 10 fewer feet than you actually did. Religion, Greek (the Olympians, other deities, mysterious
cults, appropriate sacrifices, the underworld)
Action: None. A Jump check is included in your
movement, so it is part of a move action. If you run out of
Tactics and strategy (military command, military
history, troop deployment)
movement mid-jump, your next action (either on this turn
or, if necessary, on your next turn) must be a move action
Check: Answering a question within your field of study has
to complete the jump.
a DC of 10 for really easy questions, 15 for basic questions
or 20 to 30 for really tough questions.
Special: Effects that increase your movement also increase
your jumping distance, since your check is modified by
In many cases, you can use this skill to identify monsters
your speed.
and their special powers or vulnerabilities. In general, the
DC of such a check equals 10 + the monsters HD. A
If you have the Run feat, you gain a +4 bonus on Jump
successful check allows you to remember a bit of useful
checks for any jumps made after a running start.
information about that monster.
If you have the Acrobatic feat, you gain a +2 bonus on
For every five points by which your check result exceeds the
Jump checks.
DC, you recall another piece of useful information.
Synergy: If you have five or more ranks in Tumble, you
Action: Usually none. In most cases, making a Knowledge
gain a +2 bonus on Jump checks. If you have five or more
check does not take an action. You simply know the answer
ranks in Jump, you gain a +2 bonus on Tumble checks.
or you do not.

Knowledge (Int; Trained Try Again: No. The check represents what you know and
Only) thinking about a topic a second time does not let you know
Like the Craft and Profession skills, Knowledge actually something that you have never learned in the first place.
encompasses a number of unrelated skills. Knowledge
represents a study of some body of lore, possibly an Synergy: If you have five or more ranks in Knowledge
academic or even scientific discipline. Below are listed (agriculture) and your deity is Demeter or Osiris, you gain
typical fields of study. a +2 bonus on Prayer checks.

66
If you have five or more ranks in Knowledge (art and Listen Sound
literature), you gain a +2 bonus on Rhetoric checks. DC
If you have five or more ranks in Knowledge (mysteries),
you gain a +2 bonus on Witchcraft and Hekau checks. 10 A battle
If you have five or more ranks in Knowledge (architecture 0 People talking1
and engineering), you gain a +2 bonus on Search checks 5 A person in medium armour walking

ancient skills
made to find secret doors or hidden compartments. at a slow pace (10-ft./round) trying
If you have five or more ranks in Knowledge (geography), not to make any noise
you gain a +2 bonus on Survival checks made to keep from
10 An unarmoured person walking at a
gaining lost or to avoid natural hazards.
slow pace (15-ft./round) trying not to
If you have five or more ranks in Knowledge (history), you
make any noise
gain a +2 bonus on Lore checks, if you are a bard or sage.
If you have five or more ranks in Knowledge (local), you 15 A 1st level thief using Move Silently to
gain a +2 bonus on Gather Information checks. sneak past the listener
If you have five or more ranks in Knowledge (nature), you 15 People whispering1
gain a +2 bonus on Survival checks made in above-ground 19 A cat stalking
natural environments, such as aquatic, desert, forest, hill,
30 An owl gliding in for a kill
marsh, mountains or plains.
If you have five or more ranks in Knowledge (nobility and 1
If you beat the DC by 10 or more, you can make
royalty), you gain a +2 bonus on Presence checks. out whats being said, assuming that you understand
If you have five or more ranks in Knowledge (philosophy), the language.
you gain a +2 bonus on Solve Conundrum checks.
If you have five or more ranks in Knowledge (religion: Listen DC Condition
Greek or Egyptian), you gain a +2 bonus on opposed Modifier
Prayer checks when reducing anothers die roll result with +5 Through a door
Divine Points. +15 Through a stone wall
If you have five or more ranks in Knowledge (tactics and
+1 Per 10-ft. of distance
strategy), you gain a +2 bonus on Initiative checks.
If you have five or more ranks in Survival, you gain a +2 5 Listener distracted
bonus on Knowledge (nature) checks.
Try Again: Yes. You can try to hear something that you
Untrained: An untrained Knowledge check is simply an failed to hear previously with no penalty.
Intelligence check. Without actual training, you know
only common knowledge (DC 10 or lower). Special: When several characters are listening to the same
thing, a single d20 roll can be used for all the individuals
Listen checks.
Listen (Wis)
Be it the hissing of a cobra, the creaking of a floorboard or
A fascinated creature suffers a 4 penalty on Listen checks
the knocking of an arrow, this is the skill to call upon to
made as reactions. If you have the Alertness feat, you gain a
prevent such unwanted surprises.
+2 bonus on Listen checks. A sleeping character may make
Listen checks at a 10 penalty. A successful check awakens
Check: Your Listen check is either made against a DC that
the sleeper.
reflects how quiet the noise is that you might hear or it is
opposed by your targets Move Silently check.
Medicine (Int; Trained Only)
In the case of people trying to be quiet, the DCs given on Medicine is the science of assisting recovery from ailments
the table could be replaced by Move Silently checks, in or wounds over time. It is contrasted with Heal, which
which case the indicated DC would be their average check is simple first aid performed in the field. It is most
result. commonly used to treat grievous wounds. Medicine is also
used to treat diseases.
Action: Varies. Every time you have a chance to hear
something in a reactive manner, such as when someone Check: The DC of a Medicine check is usually the size of
makes a noise or you move into a new area, you can make the grievous wound being treated.
a Listen check without using an action. Trying to hear
something you failed to hear previously is a move action. Treat Grievous Wound: Medicine can treat grievous
wounds without resorting to the horrors of cautery

67
(see Grievous Wounds in the Combat chapter). You can Check
treat multiple grievous wounds in a day, so long as you have Surface Modifier
time. You can treat a grievous wound on your own body at
a 5 penalty to the check. No one grievous wound may be Noisy (scree, shallow or deep bog, 2
treated more than once per day. undergrowth, dense rubble)
Very noisy (dense undergrowth, deep 5
Treat Disease: To treat a disease means to tend a single snow)
ancient skills

diseased character. Every time they make a saving throw


against disease effects, you make a Medicine check. The you suffer a 5 penalty. It is practically impossible (20
diseased character uses your check result or their saving penalty) to move silently while running or charging.
throw, whichever is higher. It is difficult to move silently across some surfaces, such as
bogs or undergrowth. When you try to sneak across such
Action: Treating a grievous wound requires 30 minutes of a surface, you suffer a penalty on your Move Silently check
intense work. as indicated below.
Try Again: Yes. You can always retry a check to treat Action: None. A Move Silently check is included in your
a grievous wound, assuming the target of the previous movement or other activity, so it is part of another action.
attempt is still alive. You may not, however, treat the same
wound more than once in a day. Special: If you have the Stealthy feat, you gain a +2 bonus
on Move Silently checks.
Move Silently (Dex; Armour
Check Penalty) Perform (Cha)
For those not inclined to the harsh ways of the warrior, Like Craft, Knowledge and Profession, Perform is actually
sneaking around can be rather appealing. Use this skill a number of separate skills.
to approach a guard unseen or escape the clutches of a
sleeping captor. You could have several Perform skills, each with its own
ranks, each purchased as a separate skill.
Check: Your Move Silently check is opposed by the Listen
check of anyone who might hear you. You can move up to Each of the nine categories of the Perform skill includes a
one-half your normal speed at no penalty. When moving at variety of methods, instruments or techniques, a small list
a speed greater than one-half but less than your full speed, of which is provided for each category below.

Act (drama, ritual performance)


Clowning (buffoonery, pratfalls, joke-telling)
Dance (belly dancing, classical dance)
Oratory (epic, ode, storytelling)
Percussion instruments (drum, tambourine, gong)
Satire (mockery, parody, comic impressions, ridicule,
sending up individuals)
String instruments (lute)
Wind instruments (pan pipes, trumpet)
Sing (chant, intone, melody)

Check: You can impress audiences with your talent and


skill.

A masterwork musical instrument earns you a +2


circumstance bonus on Perform checks that involve its
use.

68
Perform Religious Rituals: You make a Prayer check at DC 10 to
DC Performance carry out the basic religious rituals of your faith. If you
are a priest, you may use this check to conduct services
10 Routine performance. Trying to and similar rituals. In the Greek traditions, it is also
feed yourself by playing in public is used to sanctify a corpse after death and prevent wicked
essentially begging. You earn enough spirits from claiming the body for their use. The Egyptian
food to feed yourself and a bed for the

ancient skills
traditions use the Hekau skill for similar purposes.
night.
15 Enjoyable performance. Your rewards Reducing Anothers Roll With Divine Points: Opposed
meet your daily needs adequately. Prayer checks made when spending divine points to reduce
20 Great performance. You are anothers die roll are made as free actions.
rewarded with ample foodstuffs
and offered a choice of comfortable Warding Off and Dismissing Undead: You can pray to your
accommodations. In time, you may deity for protection against the attacks of wicked spirits,
be invited to join a professional troupe including those that have been bound into a dead body,
and may develop a regional reputation. such as a composite. For more information on the walking
dead and discarnate entities (see Death and Beyond and the
25 Memorable performance. People
Bestiary chapter). A more challenging prayer can be made
compete for your attention. You can
to banish the corrupt spirit altogether, sending it from the
live comfortably for a week. In time,
material world into the afterlife. Discarnate creatures are
you may come to the attention of
dismissed, while creatures with bodies made from dead
noble patrons and develop a national
matter are destroyed and their animating spirits banished.
reputation.
30 Extraordinary performance. You can Prayer checks made to ward off undead creatures or dismiss
live comfortably for a month. In time, their troubled spirits are made against a DC of 10 plus
you may draw attention from distant the creatures Hit Dice plus its manifestation bonus in
potential patrons or even from the the case of warding off or 15 plus the same variables in
Gods themselves. the case of dismissal. A Prayer check made to ward off or
dismiss a creature is made as a standard action that requires
Action: Varies. Trying to earn money by playing in public concentration and provokes an attack of opportunity.
requires anywhere from an evenings work to a full days
performance. The bards special Perform-based abilities are Action: Religious rituals take one hour to perform.
described in that classs description.
Try Again: Varies. You cannot attempt to perform funeral
Try Again: Yes. Retries are allowed, but they do not rites twice. Dedicate checks can be attempted again but the
negate previous failures and an audience that has been DC increases by one with each attempt.
unimpressed in the past is likely to be prejudiced against
any future performances. Increase the DC by two for each
previous failure.
Presence (Cha)
Presence is the ability to use your force of personality and
striking appearance to your best advantage. A warrior
Prayer (Wis) bellowing on the field to intimidate foes, a priest speaking
Your ranks in the Prayer skill represent your affinity with from the temple steps to awe a congregation and a witch
the divine and your ability to contact your deity when you overcoming the willpower of a hero with her beauty are all
need to. Characters will mostly be using Prayer to oppose examples of Presence in action.
anothers attempts to reduce their die rolls with divine
points. Priests and priestesses have the Request Miracle Check: You can change anothers behaviour with a
class feature, which enables them to use Prayer to petition successful check. The opposing check depends on the
their deity for miracles. purpose for which you are using Presence.

Check: A Prayer check is made against a given DC to Intimidation: Your Presence check is opposed by the targets
petition a deity for a miracle. This is a standard action modified level check (1d20 + character level or Hit Dice +
requiring concentration and provokes an attack of targets Wisdom bonus, if any). If you are using Presence
opportunity. to intimidate, your target may add any bonuses against fear
effects; if you are using it to seduce, your target may add
any bonuses against charm effects.
69
If you beat your targets check result, you may treat the When you use Presence for seduction, you gain a +2 bonus
target as friendly, but only for the purpose of actions taken on your check for every social rank that you are higher than
while it remains intimidated. While intimidated, the your target.
target retains its normal attitude, but will chat, advise, offer
limited help or advocate on your behalf. The effect lasts as A character immune to fear cannot be intimidated with
long as the target remains in your presence and for 1d610 Presence and a character immune to charm cannot be
minutes afterward. After this time, the targets default seduced. Non-intelligent creatures are not affected by
ancient skills

attitude toward you shifts to unfriendly or, if normally Presence at all.


unfriendly, to hostile.
If you have the Persuasive feat, you gain a +2 bonus on
If you fail the check by five or more, the target provides Presence checks.
you with incorrect and useless information or otherwise
frustrates your efforts. Synergy: If you have five or more ranks in Bluff, you gain
a +2 bonus on Presence checks.
Seduction: Your Presence check is opposed by the targets
Sense Motive check. If you beat your targets check result, Profession (Wis; Trained
you may treat the target as friendly. The target is allowed a
new Sense Motive check every hour. He is also entitled to Only)
a Sense Motive check every time you steer him into actions Like Craft, Knowledge and Perform, Profession is actually
that involve risk to himself or a challenge to his personal a number of separate skills. You could have several
belief system. Once he has made this check, he resumes his Profession skills, each with its own ranks, each purchased
default attitude towards you. as a separate skill. While a Craft skill represents ability in
creating or making an item, a Profession skill represents
If you fail the check by five or more, the target becomes one an aptitude in a vocation requiring a broader range of less
step less friendly than he was before; an indifferent target specific knowledge.
becomes unfriendly and an unfriendly target becomes
hostile. When creating a character, you may only select Profession
skills appropriate to the characters original social class.
Demoralise Opponent: You can also use Presence to weaken Some professions can only be taken by slaves, as they are
an opponents resolve in combat. To do so, make a not fit to be undertaken by more refined citizens. The
Presence check opposed by the targets modified level check character classes of Warrior, Noble Warrior, Sage and
(see above). If you win, the target becomes shaken for one Courtesan are all Professions in their own right as well
round. A shaken character takes a 2 penalty on attack as being character classes. If you are a member of one
rolls, ability checks and saving throws. You can demoralise of these classes, you automatically have a number of skill
only an opponent that you threaten in melee combat and ranks in Profession (character class) equal to your level of
that can see you. experience.

Action: Varies. Changing anothers behaviour requires In the context of the game, a profession also includes an
one minute of interaction. Intimidating an opponent in office, such as governor, judge or commander. Typical
combat is a standard action. professions are given below. Professions in italics are
available to women; those that are exclusively available to
Try Again: Optional, but not recommended as retries women are obvious.
usually do not work. Even if the initial check succeeds, the
other character can be impressed only so far. If the initial Upper Class Professions: Landlord, governor, judge, council
check fails, the other character has probably become more member, commander, functionary
firmly resolved to resist the power of your presence and a Middle Class Professions: Merchant, scribe (only if literate),
retry is futile. shopkeeper, innkeeper, moneylender, moneychanger, slave
trader, guardsman, messenger, nursemaid, midwife
Special: When you use Presence for intimidation, you gain Lower Class Professions: Farmer, fisherman, reed-cutter,
a +4 bonus on your check for every size category that you sailor, herder, water-seller, woodsman, charcoal burner,
are larger than your target. Conversely, you suffer a 4 beggar
penalty on your check for every size category that you are Slave Professions: Servant, handmaid, labourer, digger,
smaller than your target. concubine, miner

Women of any social class except slaves may take the


household manager profession, which represents the
70
organisational skill to organise a household and the slaves Guide with Knees: You can react instantly to guide your
working within it. mount with your knees so that you can use both hands in
combat. Make your Ride check at the start of your turn. If
Check: You can practice your trade or fulfil the duties of you fail, you can use only one hand this round because you
your office and make a decent living. If you are playing need to use the other to control your mount.
in the historical era, you earn half your check result in

ancient skills
silver drachmas per week for an upper or middle class Stay Mounted: You can react instantly to try to avoid falling
profession and half the check result in oboli for a working when your mount rears or bolts unexpectedly or when you
class profession. Slave professions do not earn any money; take damage. This usage does not take an action.
a successful check means a satisfactory weeks work in the
eyes of your masters, with good treatment as your reward. Fight with Warhorse: If you direct your war-trained mount
In addition to keeping yourself alive, you learn how to to attack in battle, you can still make your own attack or
perform the professions daily tasks, how to supervise attacks normally. This usage is a free action as it is used
helpers and how to handle common problems. reactively.

Action: Not applicable. A single check generally represents Soft Fall: You can react instantly to try to avoid injury
a week of work. should you fall off a mount when it is killed, hamstrung
or when it falls, for example. If you fail your Ride check,
Try Again: Varies. An attempt to use a Profession skill you take 1d6 points of falling damage. This usage does not
to earn an income cannot be retried. You are stuck with take an action as it is used reactively.
whatever weekly wage your check result has brought you.
Another check may be made after a week to determine a Leap: You can gain your mount to leap obstacles as part of
new income for the next week. An attempt to accomplish its movement. Use your Ride modifier or the mounts Jump
some specific task can usually be retried. modifier, whichever is lower, to see how far the creature can
jump. If you fail your Ride check, you fall from the mount
Untrained: Untrained labourers and assistants, characters when it leaps and take the appropriate falling damage, at
without any ranks in Profession, earn an average of one least 1d6 points. This usage does not take an action, but is
oboli per week, unless they are slaves, in which case they part of the mounts movement.
earn nothing save good treatment.
Spur Mount: You can spur your mount to greater speed
Ride (Dex) with a move action. A successful Ride check increases the
The cultures of the ancient world do not use riding saddles; mounts speed by 10 feet for one round but deals one point
at most, a cloth is put on the horses back to sit upon. of damage to the creature. You can use this ability every
Stirrups are not invented until later years. Nonetheless, round, but each consecutive round of additional speed
bareback riding is a skill that many learn. deals twice as much damage to the mount as the previous
round (two points, four points, eight points and so on).
Check: Typical riding actions do not require checks. You
can mount, ride and dismount from a mount without a Control Mount in Battle: As a move action, you can attempt
problem. to control a light horse, pony, heavy horse or other mount
not trained for combat riding while in battle. If you fail the
The following tasks do require checks. Ride check, you can do nothing else in that round. You do
not need to roll for warhorses or warponies.

Ride Ride Fast Mount or Dismount: You can attempt to mount or


Task DC Task DC dismount from a mount of up to one size category larger
Guide with knees 10 Leap 15 than yourself as a free action, provided that you still have
Stay mounted 10 Spur mount 15 a move action available that round. If you fail the Ride
check, mounting or dismounting is a move action. You
Fight with 10 Control mount 20
cannot use fast mount or dismount on a mount more than
warhorse in battle
one size category larger than yourself.
Soft fall 15 Fast mount or 201
dismount Action: Varies. Mounting or dismounting normally is a
1
Armour check penalty applies. move action. Other checks are a move action, a free action
or no action at all, as noted above.

71
Special: The Ride skill is a prerequisite for the Task Search DC
feats Mounted Archery, Mounted Combat, Ride-
By Attack, Spirited Charge and Trample. Ransack a chest full of junk to find a certain item 10
Find a word scratched into a wall 15
If you have the Animal Affinity feat, you gain a Notice a typical secret door or a concealed pit 20
+2 bonus on Ride checks. If you attempt to ride
Find a dropped earring on a grass lawn 25
a creature that is ill suited as a mount, you suffer
ancient skills

a 5 penalty on your Ride checks. Notice a well-hidden secret door 30


Find a footprint Varies1
Synergy: If you have five or more ranks in
Handle Animal, you gain a +2 bonus on Ride 1
A successful Search check can find a footprint or similar sign of a
checks. creatures passage, but it will not let you find or follow a trail. See
the Track feat for the appropriate DC.
Rhetoric (Cha)
Rhetoric is the art of speaking persuasively in order to Check: You generally must be within 10 feet of the object
influence the emotions of the listener. Whether you are or surface to be searched. The table below gives DCs for
addressing one person or a hundred, you can use body typical tasks involving the Search skill.
language, well-chosen phrases, emotive terms and classical
illusions to move their hearts. Rhetoric is very different Action: It takes a full-round action to search a five foot by
from Debate. Rhetoric appeals to the heart, while Debate five foot area or a volume of goods five feet on a side.
appeals to the mind. You must have the willing attention
of your audience in order to use Rhetoric. Someone who is Special: If you have the Investigator feat, you gain a +2
staring at you with hatred, about to hurl a spear at you, is bonus on Search checks.
giving you their willing attention. Rhetoric is a language-
dependent skill; the audience must be able to understand Synergy: If you have five or more ranks in Search, you gain
you in order for it to work. a +2 bonus on Survival checks to find or follow tracks.
If you have five or more ranks in Knowledge (architecture
Check: You can use Rhetoric to change your audiences and engineering), you gain a +2 bonus on Search checks to
attitude towards you or towards another person known to find secret doors or hidden compartments.
them. For example, you can attempt to make an indifferent
person friendly towards you or you can attempt to make
an indifferent crowd hostile towards a specific person.
Sense Motive (Wis)
Think that the innocent looking merchant in front of you
Rhetoric is the skill used in rabble rousing, in which one
is really an evil king bent on your eventual destruction? Use
person stirs up hatred against others.
this skill to determine whether you are being told the truth,
or whether the person before you is all they claim to be.
Rhetoric can also be used to influence morale on the
battlefield by giving inspiring speeches. A successful
Check: A successful check lets you avoid being bluffed (see
Rhetoric check against DC 10 grants the listeners a +1
the Bluff skill). You can also use this skill to determine
morale bonus to all morale-related checks and saving
when something odd is going on or to assess someones
throws, such as Will saving throws against fear effects.
trustworthiness.
Failure by more than 5 on this check imparts a 1 penalty
to the same checks and saving throws. If the warriors are
Task Sense Motive DC
already dispirited or depressed, the Games Master may raise
this DC to 15 or 20. Hunch 20
Sense enchantment 25 or 15
Special: If you have the Persuasive feat, you gain a +2 Discern secret message Varies
bonus on Rhetoric checks.

Synergy: If you have five or more ranks in Bluff, you gain Hunch: This use of the skill involves making a gut
a +2 bonus on Rhetoric checks. assessment of the social situation. You can gain the feeling
from anothers behaviour that something is wrong, such as
when youre talking to an impostor. Alternatively, you can
Search (Int) gain the feeling that someone is trustworthy.
With this skill you can uncover the secrets of your
surroundings, be it a hidden tomb, a deadly trap or a secret
Sense Enchantment: You can tell that someones behaviour
passageway.
is being influenced by a mind-affecting effect, even if that
72
person is not aware of it. The usual DC is 25, but if the Sleight of Hand (Dex;
target is dominated (see dominate will), the DC is only 15
because of the limited range of the targets activities. Trained Only; Armour
Check Penalty)
Discern Secret Message: You may use Sense Motive to detect Use this skill for a spot of thievery or conceal a weapon
that a hidden message is being transmitted via the Bluff within the folds of your cloak to avoid a suspicious sentry.

ancient skills
skill. In this case, your Sense Motive check is opposed by
the Bluff check of the character transmitting the message. Check: A DC 10 Sleight of Hand check lets you palm a
For each piece of information relating to the message that coin-sized, unattended object. Performing a minor feat
you are missing, you suffer a 2 penalty on your Sense of legerdemain, such as making a coin disappear, also
Motive check. If you succeed by four or less, you know has a DC of 10 unless an observer is determined to note
that something hidden is being communicated, but you where the item went. When you use this skill under close
cannot learn anything specific about its content. If you observation, your skill check is opposed by the observers
beat the DC by five or more, you intercept and understand Spot check. The observers success does not prevent you
the message. If you fail by four or less, you do not detect from performing the action, just from doing it unnoticed.
any hidden communication. If you fail by five or more, You can hide a small object, including a light weapon or
you infer some false information. an easily concealed ranged weapon, such as a sling on your
body. Your Sleight of Hand check is opposed by the Spot
Action: Trying to gain information with Sense Motive check of anyone observing you or the Search check of
generally takes at least one minute and you could spend a anyone frisking you. In the latter case, the searcher gains a
whole evening trying to gain a sense of the people around +4 bonus on the Search check, since it is generally easier to
you. find such an object than to hide it.

Try Again: No, though you may make a Sense Motive A dagger is easier to hide than most light weapons and
check for each Bluff check made against you. grants you a +2 bonus on your Sleight of Hand check to
conceal it. An extraordinarily small object, such as a coin,
Special: If you have the Negotiator feat, you gain a +2 gem or ring, grants you a +4 bonus on your Sleight of Hand
bonus on Sense Motive checks. check to conceal it and heavy or baggy clothing, such as a
cloak, grants you a +2 bonus on the check.
Synergy: If you have five or more ranks in Sense Motive,
you gain a +2 bonus on Rhetoric checks. Drawing a hidden weapon is a standard action and does
not provoke an attack of opportunity.

Influencing Attitudes If you try to take


Use this table to determine the effectiveness of Rhetoric or Charisma checks made to influence something from another
the attitude of a character or group of characters. creature, you must make
a DC 20 Sleight of
Initial Attitude New Attitude (DC to achieve) Hand check to obtain it.
The opponent makes a
Hostile Unfriendly Indifferent Friendly Helpful Spot check to detect the
Hostile Less than 20 20 25 35 50 attempt, opposed by the
Unfriendly Less than 5 5 15 25 40 same Sleight of Hand
check result you achieved
Indifferent Less than 1 1 15 30
when you tried to grab
Friendly Less than 1 1 20 the item. An opponent
Helpful Less than 1 1 who succeeds on this
check notices the attempt,
Attitude Means Possible Actions regardless of whether you
Hostile Will take risks to hurt you Attack, interfere, berate, flee got the item.
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously,
insult You can also use Sleight
of Hand to entertain an
Indifferent Does not much care Socially expected interaction audience as though you
Friendly Wishes you well Chat, advise, offer limited help, advocate were using the Perform
Helpful Will take risks to help you Protect, back up, heal, aid skill. In such a case,

73
your act encompasses elements of legerdemain, juggling
and the like.

Sleight of
Hand DC Task
10 Palm a coin-sized object, make a
ancient skills

coin disappear
20 Lift a small object from a person

Action: Any Sleight of Hand check normally is a standard


action. However, you may perform a Sleight of Hand check
as a free action by taking a 20 penalty on the check.

Try Again: Yes, but after an initial failure, a second Sleight


of Hand attempt against the same target or while the
same observer is watching you who noticed your previous
attempt increases the DC for the task by 10.

Special: If you have the Deft Hands feat, you gain a +2


bonus on Sleight of Hand checks.

Synergy: If you have five or more ranks in Bluff, you gain


a +2 bonus on Sleight of Hand checks.

Untrained: An untrained Sleight of Hand check is simply


a Dexterity check. Without actual training, you cannot
succeed on any Sleight of Hand check with a DC higher
than 10, except for hiding an object on your body.
Success when making a Solve Conundrum check to
navigate a maze means that you know exactly where you
Solve Conundrum (Int) are and do not risk becoming lost. Success when using the
This skill covers the ability to unscramble a mental puzzle of skill to solve a physical puzzle, such as opening a locking
any kind in your mind. The Solve Conundrum skill is used mechanism on a tomb door, means that the puzzle is solved
to overcome deliberate attempts to confuse or bewilder a outright. If you successfully use the Solve Conundrum skill
person by presenting them with a riddle or paradox. Solve to solve a riddle, the Games Master may choose to give you
Conundrum is used to decipher visual puzzles and to a hint rather than giving you the answer outright, for the
navigate labyrinths. You cannot use it to avoid gaining lost sake of roleplaying consistency.
in the wilderness, as that is a natural hazard, but you can
use it to avoid becoming lost in a maze of passages. Decipher Glyphs: If you have the Literate feat, you may
make a Solve Conundrum check at a DC of 20 to assess
Check: The DC for solving a conundrum varies according the general meaning of an inscription written in a language
to its complexity. that you do not understand. You can only ever tell the gist
of the inscription, not the precise meaning.
Conundrum DC
Action: Attempting to solve a conundrum is a full-round
Average conundrum, such as a tavern riddle 20 action.
Difficult conundrum, such as the Cretan 25
labyrinth Special: If you have the Agile Mind feat, you gain a +2
Challenging conundrum, such as the riddle 30 bonus on Solve Conundrum checks.
of the Sphinx
Synergy: If you have five or more ranks in Solve
Legendary conundrum, such as the Gordian 40 Conundrum, you gain a +2 bonus on Use Rope checks to
Knot untie a knot and on Sense Motive checks made to oppose
uses of the Bluff skill.

74
Speak Language (None; Condition Penalty
Trained Only) Per 10-ft. of distance 1
Action: Not applicable. Spotter distracted 5

Try Again: Not applicable. There are no Speak Language Read Lips: To understand what someone is saying by
checks to fail.

ancient skills
reading lips, you must be within 30 feet of the speaker,
be able to see them speak and understand the speakers
The Speak Language skill does not work like other skills. language. This use of the skill is language-dependent. The
Languages work as follows. base DC is 15, but it increases for complex speech or an
inarticulate speaker. You must maintain a line of sight to
At 1st level you know one language based on your the lips being read.
background plus an additional number of languages
equal to your starting Intelligence bonus. If your Spot check succeeds, you can understand the
general content of a minutes worth of speaking, but you
You can purchase Speak Language just like any other
usually still miss certain details. If the check fails by four or
skill, but instead of buying a rank in it, you choose a new
less, you cannot read the speakers lips. If the check fails by
language that you can speak.
five or more, you draw some incorrect conclusion about the
You do not make Speak Language checks. You either speech. The check is rolled secretly in this case, so that you
know a language or you do not. do not know whether you succeeded or missed by five.
A literate character can read and write any language they
speak. Action: Varies. Every time you have a chance to spot
something in a reactive manner you can make a Spot check
The available languages in the ancient world are Assyrian, without using an action. Trying to spot something you
Greek, Egyptian, Hittite, Nubian, Persian, Phoenician and failed to see previously is a move action. To read lips, you
Scythian. must concentrate for a full minute before making a Spot
check and you cannot perform any other action other than
moving at up to half speed during this minute.
Spot (Wis)
Might the mysterious hooded lady before you really be a Try Again: Yes. You can try to spot something that you
dangerous hag intent on turning you into a frog? Us this failed to see previously at no penalty. You can attempt to
skill to see through a disguise, read a persons lips or notice read lips once per minute.
a creature waiting in ambush.
Special: A fascinated creature suffers a 4 penalty on Spot
Check: The Spot skill is used primarily to detect characters checks made as reactions. If you have the Alertness feat,
or creatures that are hiding. Typically, your Spot check is you gain a +2 bonus on Spot checks.
opposed by the Hide check of the creature trying not to be
seen. Sometimes a creature is not intentionally hiding but
is still difficult to see, so a successful Spot check is necessary Survival (Wis)
to notice it. This skill encompasses many outdoor activities, such as
following basic tracks, guiding your fellows across a flat
A Spot check result higher than 20 generally lets you and barren desert or hunting game for the evening meal.
become aware of an invisible creature near you, though you Also useful for avoiding the dangers of nature, such as a
cannot actually see it. crocodile waiting in the reeds or shifting sands near an
innocent looking oasis.
Spot is also used to detect someone in disguise (see the
Disguise skill) and to read lips when you cannot hear or Check: You can keep yourself and others safe and fed in the
understand what someone is saying. wild. The table below gives the DCs for various tasks that
require Survival checks.
Spot checks may be called for to determine the distance
at which an encounter begins. A penalty applies on Survival does not allow you to follow difficult tracks unless
such checks, depending on the distance between the two you have the Track feat; see the Restriction section below.
individuals or groups and an additional penalty may apply Action: Varies. A single Survival check may represent
if the character making the Spot check is distracted or activity over the course of hours or a full day. A Survival
otherwise not concentrating on being observant. check made to find tracks is at least a full-round action and
it may take even longer.
75
Survival DC Task Synergy: If you have five or more ranks in Survival, you
gain a +2 bonus on Knowledge (nature) checks.
10 Gain along in the wild. Move up If you have five or more ranks in Knowledge (nature), you
to one-half your overland speed gain a +2 bonus on Survival checks in natural environments
while hunting and foraging (no such as aquatic, desert, forest, hill, marsh, mountains and
food or water supplies needed). plains.
You can provide food and water If you have five or more ranks in Knowledge (geography),
ancient skills

for one other person for every two you gain a +2 bonus on Survival checks made to keep from
points by which your check result gaining lost or to avoid natural hazards.
exceeds 10. If you have five or more ranks in Search, you gain a +2
15 Spend an hour foraging for herbs bonus on Survival checks to find or follow tracks.
(see the Finding Herbs section in
the Equipment chapter).
Swim (Str; Armour Penalty)
15 Gain a +2 bonus on all Fortitude Always useful if you are thrown from the side of your galley
saves against severe weather while by a passing god or the far more mundane issue of merely
moving up to one-half your staying afloat.
overland speed or gain a +4 bonus
if you remain stationary. You may Check: Make a Swim check once per round while you are
grant the same bonus to one other in the water. Success means you may swim at up to one-
character for every one point by half your speed as a full-round action or at one-quarter
which your Survival check result your speed as a move action. If you fail by four or less, you
exceeds 15. make no progress through the water. If you fail by five or
15 Keep from gaining lost or avoid more, you go underwater.
natural hazards, such as quicksand.
15 Predict the weather up to 24 hours If you are underwater, either because you failed a Swim check
in advance. For every five points or because you are swimming underwater intentionally,
by which your Survival check you must hold your breath. You can hold your breath for
result exceeds 15, you can predict a number of rounds equal to your Constitution score, but
the weather for one additional day only if you do nothing other than take move or free actions.
in advance. If you take a standard or full-round action, such as making
an attack, the remainder of the duration for which you can
Varies Follow tracks (see the Track feat). hold your breath is reduced by one round. Effectively, a
character in combat can hold their breath only half as long
Try Again: Varies. For gaining along in the wild or for as normal. After that period of time, you must make a DC
gaining the Fortitude save bonus noted in the table above, 10 Constitution check every round to continue holding
you make a Survival check once every 24 hours. The result your breath. Each round, the DC for that check increases
of that check applies until the next check is made. To avoid by one. If you fail the Constitution check, you begin to
gaining lost or avoid natural hazards, you make a Survival drown.
check whenever the situation calls for one. Retries to avoid
gaining lost in a specific situation or to avoid a specific The DC for the Swim check depends on the water, as given
natural hazard are not allowed. For finding tracks, you on the table below.
can retry a failed check after one hour, if outdoors or 10
minutes if indoors, of searching. Water Swim DC
Calm water 10
Restriction: While anyone can use Survival to find tracks
(regardless of the DC) or to follow tracks when the DC Rough water 15
for the task is 10 or lower, only a character with the Track Stormy water 201
feat can use Survival to follow tracks when the task has a 1
You cannot take 10 on a Swim check in stormy
higher DC. water, even if you are not otherwise being threatened
or distracted.
Special: If you have five or more ranks in Survival, you can
automatically determine where true north lies in relation to
yourself. If you have the Self-Sufficient feat, you gain a +2 Each hour that you swim, you must make a DC 20 Swim
bonus on Survival checks. check or take 1d6 points of non-lethal damage from
fatigue.

76
Action: A successful Swim check allows you to swim one- Obstructed or otherwise treacherous surfaces, such as
quarter of your speed as a move action or one-half your natural cavern floors or undergrowth, are tough to tumble
speed as a full-round action. through. The DC for any Tumble check made to tumble
into such a square is modified as indicated below.
Special: Swim checks are subject to double the normal
armour check penalty and encumbrance penalty. Accelerated Tumbling: You try to tumble past or through

ancient skills
If you have the Athletic feat, you gain a +2 bonus on Swim enemies more quickly than normal. By accepting a 10
checks. If you have the Endurance feat, you gain a +4 penalty on your Tumble checks, you can move at your full
bonus on Swim checks made to avoid taking non-lethal speed instead of one-half your speed.
damage from fatigue.
Action: Not applicable. Tumbling is part of movement, so
A creature with a swim speed can move through water at its a Tumble check is part of a move action.
indicated speed without making Swim checks. It gains a +8
racial bonus on any Swim check to perform a special action Try Again: Usually no. An audience, once it has judged a
or avoid a hazard. The creature always can choose to take tumbler as an uninteresting performer, is not receptive to
10 on a Swim check, even if distracted or endangered when repeat performances.
swimming. Such a creature can use the run action while
swimming, provided that it swims in a straight line. You can try to reduce damage from a fall as an instant
reaction only once per fall.
Tumble (Dex; Trained Only;
Special: You cannot use this skill if armour or items that
Armour Check Penalty) you are carrying have reduced your speed. If you have five
Be you a gymnast performing for a discerning monarch or or more ranks in Tumble, you gain a +3 dodge bonus to
an adventurer dodging swinging axe traps, this is the skill Active Defence when fighting defensively instead of the
for you. usual +2 dodge bonus to Active Defence.

Check: You can land softly when you fall or tumble past If you have five or more ranks in Tumble, you gain a +6
opponents. You can also tumble to entertain an audience, dodge bonus to Active Defence when executing the total
as though using the Perform skill. The DCs for various defence standard action instead of the usual +4 dodge
tasks involving the Tumble skill are given on the table bonus to Active Defence.
below.
If you have the Acrobatic feat, you gain a +2 bonus on
Tumble checks.

Tumble
DC Task
15 Treat a fall as if it were 10 feet shorter than it really is when determining damage.
15 Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing
so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you
move past in the order in which you pass them; in case of a tie, the choice of order is yours.
Each additional enemy after the first adds +2 to the Tumble DC.
25 Tumble at one-half speed through an area occupied by an enemy (over, under or around the opponent)
as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you
stop before entering the occupied area and provoke an attack of opportunity from that enemy.
Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.

Surface Is . . . DC Modifier
Lightly obstructed (scree, light rubble, shallow bog*, undergrowth) +2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5
Lightly slippery (wet floor) +2
Severely slippery (sheet ice) +5
Sloped or angled +2
* Tumbling is impossible in a deep bog.
77
Synergy: If you have five or more ranks in Tumble, you Action: Varies. Throwing a grappling hook is a standard
gain a +2 bonus on Balance and Jump checks. action that provokes an attack of opportunity. Tying a
knot, tying a special knot or tying a rope around yourself
If you have five or more ranks in Jump, you gain a +2 one-handed is a full-round action that provokes an attack
bonus on Tumble checks. of opportunity. Splicing two ropes together takes five
minutes. Binding a character takes one minute.
ancient skills

Use Rope (Dex)


Use this skill to secure your ship on a quayside or tie up a Special: A silk rope gives you a +2 circumstance bonus on
troublesome bandit Use Rope checks.
If you have the Deft Hands feat, you gain a +2 bonus on
Check: Most tasks with a rope are relatively simple. The Use Rope checks.
DCs for various tasks utilising this skill are summarised on
the table below. Synergy: If you have five or more ranks in Use Rope, you
gain a +2 bonus on Climb checks made to climb a rope, a
knotted rope or a rope-and-wall combination.
Use Rope DC Task
10 Tie a firm knot If you have five or more ranks in Use Rope, you gain a +2
10* Secure a grappling hook bonus on Escape Artist checks when escaping from rope
15 Tie a special knot, such as one bonds.
that slips, slides slowly or loosens
with a tug If you have five or more ranks in Escape Artist, you gain a
+2 bonus on checks made to bind someone.
15 Tie a rope around yourself one-
handed
15 Splice two ropes together
Witchcraft (Cha, Trained
Varies Bind a character Only)
Witchcraft is the ability to manipulate magical energies
* Add two to the DC for every 10-ft. the hook is by the force of will and the use of natural power. It is
thrown; see below. not an exclusively female skill but women are much more
adept at its use than men are; male characters always make
Secure a Grappling Hook: Securing a grappling hook Witchcraft checks at a 4 penalty.
requires a Use Rope check (DC 10, +2 for every 10 feet
of distance the grappling hook is thrown, to a maximum Check: You make a Witchcraft check to produce magical
DC of 20 at 50 feet). Failure by four or less indicates effects or prepare magical objects. A Witchcraft check
that the hook fails to catch and falls, allowing you to try is made as a standard action and provokes an attack of
again. Failure by five or more indicates that the grappling opportunity.
hook initially holds, but comes loose after 1d4 rounds of
supporting weight. This check is made secretly, so that you Special: Other characters can assist a caster to produce
do not know whether the rope will hold your weight. magical effects with Witchcraft; see the Group Casting
entry in the Magic chapter for further details.
Bind a Character: When you
bind another character with a
rope, any Escape Artist check
that the bound character
makes is opposed by your Use
Rope check.

You gain a +10 bonus on this


check because it is easier to
bind someone than to escape
from bonds. You do not even
make your Use Rope check
until someone tries to escape.

78
Ancient types of feat
Divine
Feats
Feats are impressive special abilities that characters gain
As a spellcasters knowledge of magic grows, they can learn
to cast spells in ways slightly different ways. Preparing and
casting a spell in such a way can often be harder on the
as they progress. They represent extraordinary ability in a

ancient feats
caster than normal but, thanks to divine feats, it is possible
given region, the knack of pulling off a stunt or the power to modify spells and their effects.
to ignore a limitations that other characters have.

Feats are the most important part of customising a character Formation Feats
as each one grants some small advantage that characters A formation feat is a special kind of feat that is available
without that specific feat do not have. All noble warriors to warriors only. Formation feats represent the additional
have the same class skills, but not every noble warrior has efficiency of a trained unit fighting as such. For any
the ability to Cleave their enemy. The limited nature of character to benefit from a formation feat, he must be in
feats, with most characters having no more than eight by the appropriate formation with at least one other character
the time they reach 20th level, makes the choice of which who has the same feat. (To be in a formation, the characters
feat to take each time one becomes available a major part of simply have to be in a stated position relative to each other,
character progression in OGL Ancients. such as a line.) If other characters in the formation do
not have the feat, then the benefit is not applied. When
multiple characters with the same formation feat are in
Prerequisites formation, then every character in the formation benefits
Some feats have prerequisites. Your character must have
from the effects of the feat. You do not have to take any
the indicated ability score, class feature, feat, skill, base
special action to form a formation. All that matters is
attack bonus or other quality designated in order to select
where the various participating characters are standing.
or use that feat. A character can gain a feat at the same level
at which they gain the prerequisite. A character cannot use
For example, if three warriors have the Form Phalanx feat
a feat if they have lost a prerequisite.
and are standing side by side, then they can benefit from a
bonus to all their Shield Defence checks. This is because
Feat Descriptions the shields in the phalanx are held so as to overlap.
All feats in OGL Ancients are presented in the following
format; Some formation feats require the characters in the
formation to act simultaneously in order to benefit from
the effects of the formation feat. To do this, characters
Feat Name [Type of Feat] must use the delay action option (see Combat) and take
Prerequisite: A minimum ability score, feat or feats, a their action when an agreed member of the group does so.
minimum base attack bonus, a minimum number of ranks
in one or more skills or a class level that a character must
have in order to acquire this feat. This entry is absent if a General Feats
feat has no prerequisite. A feat may have more than one Any character class can select any feat designated as a
prerequisite. general feat. This designation, therefore, does not restrict
Benefit: What the feat enables the character (you in the any particular character class from selecting these feats,
feat description) to do. If a character has the same feat assuming that they meet any prerequisites.
more than once, its benefits do not stack unless indicated
otherwise in the description. Acrobatic [General]
In general, having a feat twice is the same as having it You are physically lithe and in good shape, capable of
once. making strong leaps and mid-air flips.
Normal: What a character who does not have this feat Benefit: You gain a +2 bonus on all Jump checks and
is limited to or restricted from doing. If no particular Tumble checks.
drawback results from not having the feat, then this entry
is absent.
Special: Additional facts about the feat that may be helpful Agile [General]
when you decide whether to acquire the feat. You have excellent control over your body, knowing what
your muscles are doing at any given time.
Benefit: You gain a +2 bonus on all Balance checks and
Escape Artist checks.
79
Alertness [General] Blind-Fight [General]
Your senses are exceptionally keen. You are accustomed to fending off enemies that you cannot
Benefit: You gain a +2 bonus on all Listen checks and Spot see properly and are good at guessing where an unseen
checks. assailant might be.
Benefit: In melee, every time you miss because of
Animal Affinity [General] concealment, you can re-roll your miss chance percentile
roll once to see if you actually hit.
ancient feats

You relate extraordinarily well to animals.


Benefit: You gain a +2 bonus on all Handle Animal checks
and Ride checks. An invisible attacker gets no advantages related to hitting
you in melee. That is, you do not lose your Dexterity
bonus to Active Defence and the attacker does not get the
Armour Proficiency (Heavy) usual +2 bonus for being invisible. The invisible attackers
[General] bonuses do still apply for ranged attacks, however.
You have been trained in the use of heavy armour and are
comfortable in it. You take only half the usual penalty to speed for being
Prerequisites: Armour Proficiency (light), Armour unable to see. Darkness and poor visibility in general
Proficiency (medium). reduces your speed to three-quarters normal, instead of
Benefit: See Armour Proficiency (light). one-half.
Normal: See Armour Proficiency (light). Normal: Regular attack roll modifiers for invisible attackers
Special: Noble warriors automatically have Armour trying to hit you apply and you lose your Dexterity bonus
Proficiency (heavy) as a bonus feat. They need not select to Active Defence. The speed reduction for darkness and
it. poor visibility also applies.
Special: A warrior or noble warrior may select Blind-Fight
Armour Proficiency (Light) as one of his warrior bonus feats.
[General]
You have been trained in the use of light armour and are Cleave [General]
comfortable in it. You can make blows so powerful that when one creature
Benefit: When you wear a type of armour with which you drops, you move on to attack another.
are proficient, the armour check penalty for that armour Prerequisites: Str 13+, Power Attack.
applies only to Balance, Climb, Escape Artist, Hide, Jump, Benefit: If you deal a creature enough damage to make
Move Silently, Sleight of Hand and Tumble checks. it drop (typically by dropping it to below 0 hit points
Normal: A character who is wearing armour with which or killing it), you gain an immediate, extra melee attack
they are not proficient applies its armour check penalty against another creature within reach. You cannot take a
to attack rolls and to all skill checks that involve moving, five foot step before making this extra attack. The extra
including Ride. attack is with the same weapon and at the same bonus as
Special: All characters except artificers, courtesans, sages the attack that dropped the previous creature. You can use
and witches automatically have Armour Proficiency (light) this ability once per round.
as a bonus feat. They need not select it. Special: A warrior or noble warrior may select Cleave as
one of his warrior bonus feats.
Armour Proficiency (Medium)
[General] Chariot Combat [General]
You have been trained in the use of medium armour and Prerequisites: Balance 1 rank, Mounted Combat.
are comfortable in it. Benefit: The penalty you take when using a ranged weapon
Prerequisite: Armour Proficiency (light). while riding in a chariot is halved: 2 instead of 4 if the
Benefit: See Armour Proficiency (light). chariot is taking a double move and 4 instead of 8 if the
Normal: See Armour Proficiency (light). chariot is running.
Special: Warriors and noble warriors automatically have Special: A warrior or noble warrior may select Chariot
Armour Proficiency (medium) as a bonus feat. They need Combat as one of his warrior bonus feats.
not select it.
Combat Casting [Divine]
Athletic [General] You are adept at focusing your mind on higher matters
You are physically fit and are good at covering ground. while in the throes of combat.
Benefit: You gain a +2 bonus on all Climb checks and Benefit: You gain a +4 bonus on Concentration checks
Swim checks. made to produce a magical effect or use a spell-like ability

80
while on the defensive or while you are grappling or efficiency than they would otherwise have, keeping them
pinned. in line and making sure they compensate for each others
weaknesses. If you succeed at a Knowledge (tactics and
Combat Expertise [General] strategy) check, you can increase the benefit gained from
You can sacrifice some of the accuracy of your own blows in any formation feat by +1. If your opponents are also being
return for a better ability to avoid the blows of others. led by a commander, you must make your Knowledge
(tactics and strategy) check as an opposed check against

ancient feats
Prerequisite: Int 13+.
Benefit: When you use the attack action or the full attack your opposite number. Otherwise, it is made against a
action in melee, you can take a penalty of as much as 5 DC of 10. For example, you could increase the benefits
on your attack roll and add the same number (+5 or less) as conferred by a Concerted Assault formation feat from +1
a dodge bonus to your Active Defence. This number may to attack and damage to +2. You may only increase the
not exceed your base attack bonus. The changes to attack benefit of one formation feat with Command Efficiency.
rolls and Active Defence last until your next action. Only one person may use Command Efficiency on any one
Normal: A character without the Combat Expertise feat formation.
can fight defensively while using the attack or full attack Special: A warrior or noble warrior may select Command
action to take a 4 penalty on attack rolls and gain a +2 Efficiency as one of his warrior bonus feats.
dodge bonus to Active Defence.
Special: A warrior or noble warrior may select Combat Concerted Assault [Formation]
Expertise as one of his warrior bonus feats. You are trained in attacking alongside others, forming a
single decisive strike.
Benefit: This formation feat allows multiple characters
Combat Reflexes [General] to attack at the same time. The inertia of a simultaneous
You are quick to take advantage of the opportunities that attack makes the blows harder to block or dodge. Melee
combat affords for additional blows against an opponent. attacks and damage rolls are made at a +1 circumstance
Benefit: You may make a number of additional attacks of bonus. These bonuses stack with those derived from other
opportunity equal to your Dexterity bonus. formation feats, such as Meat Skewer.
With this feat, you may also make attacks of opportunity Formation: The formation necessary for a concerted
while flat-footed. assault must contain at least three characters. Each
Normal: A character without this feat can make only one character involved must be within five feet of another with
attack of opportunity per round and cannot make attacks this feat. The formation may be of any shape.
of opportunity while flat-footed. Special: All characters in the formation must attack on
Special: A warrior or noble warrior may select Combat the same initiative count for the benefits of this feat to be
Reflexes as one of his warrior bonus feats. applied, which means that some characters must delay their
action (see the Combat chapter for more information on
Combat Sense [General] delaying actions).
You can tell ahead of time whether an enemys attack is going
to hit its target or not. Concerted Fire [Formation]
Benefit: When you have this feat, you may see the results You are especially good at firing missiles at a target that
of an attackers die roll before deciding whether or not to others are also attacking, thus making it harder for the
react and what reaction to choose. This allows you to avoid target to evade.
wasting Shield Defence checks or wasting time on such Benefit: This formation feat allows several characters with
reactive moves as dropping to the floor to avoid attacks that bows or slings to attack a single target simultaneously,
would not have hit you anyway. You can also tell when an making it much harder for the target to get out of the way.
attack will strike another character, even if they, themselves, It is most often used when a single tactically important
cannot; this allows you to take defensive action to help them, person has to be brought down. Warriors in the mythic era
if you are capable of doing so. have also used this formation feat to bring down monsters.
Normal: A character without this feat must choose his The target of an attack by bows or slings from characters
reaction to an attack without knowing what the opponents using this feat suffers from a 4 penalty to Active Defence
die roll result was. checks to evade the projectiles.
Special: A warrior or noble warrior may select Combat Formation: The formation must contain at least three
Sense as one of his warrior bonus feats. characters. All characters with this feat must be within ten
feet of each other for the benefits of the feat to apply. The
Command Efficiency [General] formation need not be of any particular shape.
Prerequisite: Officer rank, Intelligence 13+ Special: All characters in the formation must attack on
Benefit: You may deploy your troops with greater tactical the same initiative count for the benefits of this feat to
81
be applied, which means that some characters must delay Diligent [General]
their action(see the Combat chapter for more information You are thorough and exacting in your appraisal of an item
on delaying actions). or a situation, considering all the possibilities.
Benefit: You gain a +2 bonus on all Appraise checks and
Deceitful [General] Solve Conundrum checks.
You are naturally good at lying and getting away with it.
ancient feats

Benefit: You gain a +2 bonus on all Disguise checks and Divine Connection [Divine]
Forgery checks. You have an exceptionally strong bond with your deity,
which helps you to pray for assistance for yourself.
Deflect Projectile [General] Benefit: You may use Divine Points to influence one of
You can slap an incoming projectile aside. your die rolls after you know the result. This applies only
Prerequisites: Dex 13+, Improved Unarmed Strike. to the use of Divine Points to raise your own die rolls, not
Benefit: You must have at least one hand free (holding to lower those of others.
nothing) to use this feat. Once per round when you would Normal: Characters without this feat must decide whether
normally be hit with a ranged weapon, you may deflect it or not to spend divine points before the relevant roll is
so that you take no damage from it. You must be aware of made.
the attack and not flat-footed.
Divine Smite [Divine]
Attempting to deflect a ranged weapon does not count as You have an exceptionally strong bond with your deity,
an action. Unusually massive ranged weapons, thrown which helps you to pray for ill effects to be visited upon
rocks and ranged attacks generated by magical effects others.
cannot be deflected. Benefit: You may use Divine Points to lower anothers die
Special: A warrior or noble warrior may select Deflect roll result once the roll has been made; this must be done
Projectile as one of his warrior bonus feats. immediately afterwards. You still have to succeed at an
opposed Prayer check against the person whose die roll you
Deft Hands [General] are attempting to lower.
Your powers of manual manipulation are exceptional. Normal: Characters without this feat must decide whether
Benefit: You gain a +2 bonus on all Sleight of Hand checks or not to spend divine points before the relevant roll is
and Use Rope checks. made.

Diehard [General] Dodge [General]


You are exceptionally difficult to kill. You are better at getting out of the way of blows than
Prerequisite: Endurance. others.
Benefit: When reduced to 1 or 2 Constitution by wounds, Prerequisite: Dex 13+.
you automatically become stable. You do not have to roll Benefit: During your action, you designate an opponent
d% to see if you lose one hit point each round. and receive a +1 dodge bonus to Active Defence checks
against attacks from that opponent. You can select a new
When reduced to 1 or 2 Constitution, you may choose to opponent on any action.
act as if you were disabled, rather than dying. You must
make this decision as soon as you are reduced to 1 or 2 A condition that makes you lose your Dexterity bonus to
Constitution. If you do not choose to act as if you were Active Defence (if any) also makes you lose dodge bonuses.
disabled, you immediately fall into unconsciousness. Also, dodge bonuses stack with each other, unlike most
other types of bonuses.
When using this feat, you can take either a single move or Special: A warrior or noble warrior may select Dodge as
standard action each turn, but not both, and you cannot one of his warrior bonus feats.
take a full round action. You can take a move action
without further injuring yourself, but if you perform any Empower Magical Effect [Divine]
standard action or any other action deemed as strenuous, You can lend additional force to your magical effects, at the
including some free actions you take one point of damage cost of making them harder to produce.
after completing the act. If you reach 0 Constitution, you Benefit: You may attempt to produce an empowered
immediately die. magical effect with Witchcraft, Hekau or Prayer. All
Normal: A character without this feat that is reduced to 1 variable, numeric effects of an empowered magical effect
or 2 Constitution is unconscious and dying. are increased by one-half.

82
Saving throws and opposed rolls are not affected, nor are Prerequisites: Proficiency with selected weapon, Weapon
spells without random variables. An empowered magical Focus with selected weapon, warrior or noble warrior level
effect has its DC to produce increased by +4 and its hit 8th.
point cost increased by 150%. Benefit: You gain a +1 bonus on all attack rolls you make
using the selected weapon. This bonus stacks with other
Endurance [General] bonuses on attack rolls, including the one from Weapon
Focus (see below).

ancient feats
Your body is used to punishment; you can just keep on
going for hours, with excellent stamina. Special: You can gain Greater Weapon Focus multiple
Benefit: You gain a +4 bonus on the following checks times. Its effects do not stack. Each time you take the feat,
and saves: Swim checks made to resist non-lethal it applies to a new type of weapon.
damage, Constitution checks made to continue running,
Constitution checks made to avoid non-lethal damage A warrior or noble warrior must have Greater Weapon
from a forced march, Constitution checks made to hold Focus with a given weapon to gain the Greater Weapon
your breath, Constitution checks made to avoid non-lethal Specialisation feat for that weapon.
damage from starvation or thirst, Fortitude saves made to
avoid non-lethal damage from hot or cold environments A warrior or noble warrior may select Greater Weapon
and Fortitude saves made to resist damage from suffocation. Focus as one of his warrior bonus feats.
Also, you may sleep in light or medium armour without
becoming fatigued. Greater Weapon Specialisation
Normal: A character without this feat who sleeps in [General]
medium or heavier armour is automatically fatigued the You are so gifted at the use of your chosen weapon that you
next day. can cause tremendous damage with it.
Choose one type of weapon for which you have already
Far Shot [General] selected Weapon Specialisation. You can also choose
You can fire or throw weapons further than usual. unarmed strike or grapple as your weapon for purposes of
Prerequisite: Point Blank Shot. this feat.
Benefit: When you use a projectile weapon, such as a bow, Prerequisites: Proficiency with selected weapon, Greater
its range increment increases by one-half (multiply by 1.5). Weapon Focus with selected weapon, Weapon Focus with
When you use a thrown weapon, its range increment is selected weapon, Weapon Specialisation with selected
doubled. weapon, warrior or noble warrior level 12th.
Special: A warrior or noble warrior may select Far Shot as Benefit: You gain a +2 bonus on all damage rolls you make
one of his bonus feats. using the selected weapon. This bonus stacks with other
bonuses on damage rolls, including the one from Weapon
Specialisation (see below).
Great Cleave [General] Special: You can gain Greater Weapon Specialisation
You can fell multiple opponents with the force of your multiple times. Its effects do not stack. Each time you
blows. take the feat, it applies to a new type of weapon.
Prerequisites: Str 13+, Cleave, Power Attack, base attack
bonus +4 or higher. A warrior or noble warrior may select Greater Weapon
Benefit: This feat works like Cleave, except that there is no Specialisation as one of his warrior bonus feats.
limit to the number of times you can use it per round.
Special: A warrior or noble warrior may select Great Cleave
as one of his bonus feats Group Charge [Formation]
You have been trained to charge into combat alongside
others, attacking as a single force.
Great Fortitude [General] Benefit: Characters with this formation feat are trained
Your body is inherently tough and resilient. to charge and attack as one. The overwhelming force of
Benefit: You gain a +2 bonus on all Fortitude saving a group charge enhances the effectiveness of the attack.
throws. When the group charge formation feat is used, the targets
who are attacked by the charging characters suffer a
Greater Weapon Focus [General] 2 penalty to Active Defence checks made against such
Your familiarity with a chosen weapon is even greater attacks. As with the usual rules for charging, only melee
than before. Choose one type of weapon for which you attacks benefit from any bonus. Charging characters using
have already selected Weapon Focus. You can also choose this feat still suffer the usual penalty to Active Defence
unarmed strike or grapple as your weapon for purposes of checks and the bar to Shield Defence checks.
this feat.
83
Formation: The formation necessary for a concerted action (see the Combat chapter for more information on
assault must contain at least three characters. Each delaying actions).
character involved must be within five feet of another with
this feat. The formation may be of any shape. Improved Bull Rush [General]
Special: All characters in the formation must move and You are a master of the art of ramming into people.
attack on the same initiative count for the benefits of Prerequisites: Str 13+, Power Attack.
this feat to be applied, which means that some characters Benefit: When you perform a bull rush you do not provoke
ancient feats

must delay their action (see the Combat chapter for more an attack of opportunity from the defender. You also gain a
information on delaying actions). +4 bonus on the opposed Strength check you make to push
back the defender.
Hail of Missiles [Formation] Special: A warrior or noble warrior may select Improved
You have been trained to work with fellow archers or Bull Rush as one of his warrior bonus feats.
slingers to loose a close-packed shower of projectiles that
are devastating against groups. Improved Critical [General]
Benefit: A group of warriors with bows or slings can attack You know just how to use a weapon so as to strike vital
simultaneously, making it harder for the targets to avoid organs and cause massive tissue damage.
the incoming shower of projectiles. To use this feat, the Choose one type of weapon.
attackers designate a region the same size and shape as their Prerequisite: Proficient with weapon, base attack bonus
own formation. The larger the formation, the larger the +8 or higher.
area it can target. All ranged attacks that round must be Benefit: When using the weapon you selected, your critical
directed at targets within this region. All targets within the threat range is doubled.
region suffer from a 2 penalty to Active Defence checks Special: You can gain Improved Critical multiple times.
against these attacks, as the missiles come thick and fast. The effects do not stack. Each time you take the feat, it
Formation: The formation to produce a hail of missiles applies to a new type of weapon.
must contain at least three characters. Each character
must be within five feet of another with this feat. The This effect does not stack with any other effect that
shape of the formation is not fixed and may be arranged expands the threat range of a weapon, such as a weapon
as the warriors or their commander prefer. Long linear being of marvellous manufacture.
formations are chosen when an enemy rank needs to be Special: A warrior or noble warrior may select Improved
attacked, while close clustered formations are chosen when Critical as one of his warrior bonus feats.
a massed body of warriors needs to be attacked.
Special: All characters in the formation must attack on
the same initiative count for the benefits of this feat to be Improved Decapitate [General]
applied, which means that some characters must delay their You strike off the heads of foes with confidence.
Prerequisite: Base attack
bonus +6 or higher.
Benefit: You do not provoke
an attack of opportunity
when making a Decapitate
attempt, though you do still
incur the 4 penalty to Active
Defence and Shield Defence
checks for the remainder of
the round.
Normal: A decapitation
attempt provokes an attack
of opportunity when made
without this feat.
Special: A warrior or noble
warrior may select Improved
Decapitate as one of his
warrior bonus feats.

A group of Persian Spearmen charge under cover of a hail of missiles from their comrades

84
Improved Disarm [General] Special: A warrior or noble warrior may select Improved
You are better than most at knocking a weapon from a foes Initiative as one of his warrior bonus feats.
hands.
Prerequisites: Int 13+, Combat Expertise. Improved Overrun [General]
Benefit: You do not provoke an attack of opportunity You know just how to barge into an opponent and knock
when you attempt to disarm an opponent, nor does the him over.

ancient feats
opponent have a chance to disarm you. You also gain a +4 Prerequisites: Str 13+, Power Attack.
bonus on the opposed attack roll you make to disarm your Benefit: When you attempt to overrun an opponent,
opponent. the target may not choose to avoid you. You also gain
Normal: See the normal disarm rules. a +4 bonus on your Strength check to knock down your
Special: A warrior or noble warrior may select Improved opponent.
Disarm as one of his warrior bonus feats. Normal: Without this feat, the target of an overrun can
choose to avoid you or to block you.
Improved Feint [General] Special: A warrior or noble warrior may select Improved
You make your feints much more quickly and Overrun as one of his warrior bonus feats.
economically.
Prerequisites: Int 13+, Combat Expertise. Improved Precise Shot [General]
Benefit: You can make a Bluff check to feint in combat as You place your ranged attacks with astonishing accuracy.
a move action. Prerequisites: Dex 19+, Point Blank Shot, Precise Shot,
Normal: Feinting in combat is a standard action. base attack bonus +11 or higher.
Special: A warrior or noble warrior may select Improved Benefit: Your ranged attacks ignore the Passive Defence
Feint as one of his warrior bonus feats. bonus granted to targets by anything less than total cover
and the miss chance granted to targets by anything less
Improved Grapple [General] than total concealment. Total cover and total concealment
You can launch a grapple attack with such speed and provide their normal benefits against your ranged attacks.
confidence that your opponent does not have a chance to
strike at you first. In addition, when you shoot or throw ranged weapons
Prerequisites: Dex 13+, Improved Unarmed Strike. at a grappling opponent, you automatically strike at the
Benefit: You do not provoke an attack of opportunity opponent you have chosen.
when you make a touch attack to start a grapple. You also Normal: See the normal rules on the effects of cover and
gain a +4 bonus on all grapple checks, regardless of whether concealment. Without this feat, a character who shoots or
you started the grapple. throws a ranged weapon at a target involved in a grapple
Normal: Without this feat, you provoke an attack of must roll randomly to see which grappling combatant the
opportunity when you make a touch attack to start a attack strikes.
grapple. Special: A warrior or noble warrior may select Improved
Special: A warrior or noble warrior may select Improved Precise Shot as one of his warrior bonus feats.
Grapple as one of his warrior bonus feats.
Improved Shield Bash [General]
Improved Hamstring [General] You can strike an opponent with your shield and return to
You are especially competent at disabling creatures by guarding yourself with it in the blink of an eye.
slashing at their legs. Prerequisite: Shield Proficiency.
Prerequisite: Base attack bonus +2 or higher. Benefit: After making a Shield Bash attack, you may make
Benefit: You do not provoke an attack of opportunity your normal number of Shield Defence checks, albeit at a
when making a Hamstring attempt. 4 penalty to each check.
Normal: A hamstring attempt provokes an attack of Normal: When you make a shield bash attack, you may not
opportunity when made without this feat. perform any Shield Defence checks at all in the remainder
Special: A warrior or noble warrior may select Improved of the round.
Hamstring as one of his warrior bonus feats. Special: A warrior or noble warrior may select Improved
Shield Bash as one of his warrior bonus feats.
Improved Initiative [General]
You are exceptionally quick off the mark, assessing a Improved Trip [General]
combat situation in instants. Tripping opponents up in combat is second nature to you.
Benefit: You gain a +4 bonus on initiative checks. Prerequisites: Int 13+, Combat Expertise.

85
Benefit: You do not provoke an attack of opportunity when Normal: All characters begin without any magical effects
you attempt to trip an opponent while you are unarmed. being familiar to them and suffer from an increased DC
You also gain a +4 bonus on your Strength check to trip to produce the effect until they have successfully done so
your opponent. twice in total.

If you trip an opponent in melee combat, you immediately Investigator [General]


get a melee attack against that opponent as if you had not
ancient feats

You know how to pick up information from all around


used your attack for the trip attempt. you.
Normal: Without this feat, you provoke an attack of Benefit: You gain a +2 bonus on all Gather Information
opportunity when you attempt to trip an opponent while checks and Search checks.
you are unarmed.
Special: A warrior or noble warrior may select Improved
Trip as one of his warrior bonus feats. Iron Will [General]
You are exceptionally driven and strong-headed.
Benefit: You gain a +2 bonus on all Will saving throws.
Improved Unarmed Strike
[General]
You are used to fighting with punches and kicks. Keen Mind [General]
Benefit: You are considered to be armed even when unarmed You know how to pick up on an inconsistency and exploit
that is, you do not provoke attacks or opportunity from it.
armed opponents when you attack them while unarmed. Benefit: You gain a +2 bonus on all Debate checks and
However, you still get an attack of opportunity against any Solve Conundrum checks.
opponent who makes an unarmed attack on you.
Lightning Reflexes [General]
In addition, your unarmed strikes can deal lethal or non- Your reflexes are catlike, helping you avoid danger.
lethal damage, at your option. Benefit: You gain a +2 bonus on all Reflex saving throws.
Normal: Without this feat, you are considered unarmed
when attacking with an unarmed strike and you can deal Literate [General]
only non-lethal damage with such an attack. You have been taught the arts of reading and writing.
Special: A warrior or noble warrior may select Improved Benefit: Literate characters can read and write any
Unarmed Strike as one of his warrior bonus feats. language that they can speak.
Normal: No character in OGL Ancients is automatically
Interpret Divine Will [Divine] literate. A character who cannot read or write must employ
You can find out what the Gods intend and how they the services of a scribe to write letters for him and read
regard a person. them back.
Prerequisite: Prayer 10 ranks.
Benefit: You may make a Sense Motive check (DC 20) Magical Effect Focus [Divine]
once per hour to find out what a given God desires in You are especially gifted with a certain kind of magical
sacrifice to achieve a given end or what a given persons effect, making it harder for the target to resist it.
status is in terms of divine favour, disfavour, love and Choose a class of magical effect, such as Bewitchments or
hatred. Unmakings.
Benefit: Add +1 to the saving throw modifier of all magical
Intuitive Grasp [Divine] effects from this class when cast by you when calculating
You have the kind of mind that intuitively understands the targets saving throw, though not when calculating the
theological and magical matters, making new magical DC of a Concentration check while casting the spell.
effects less daunting to you. Special: You can gain this feat multiple times. Its effects do
Prerequisites: Wis 13+, one or more ranks in Witchcraft, not stack. Each time you take the feat, it applies to a new
Hekau or Prayer. class of magical effect.
Benefit: All magical effects are automatically familiar to
you. You thus do not suffer from the +4 modifier to a Magical Casting Focus [Divine]
magical effects DC when you cast it for the first time, nor You are uncannily proficient with a given class of magical
from the +2 modifier to the DC when you cast it for the effect, so that it is much easier for you than for others.
second time after an initial success. Choose a class of magical effect, such as Curses or
Exorcisms.
Benefit: You gain a +2 insight bonus to uses of Witchcraft,
86
Prayer or Hekau to produce magical effects of this class. Benefit: You may enter a trance state that allows you
You must specify which skill this feat applies to when you to recover lost energy at an increased rate. By spending
first take it. an hour in meditation and taking no action at all, you
Special: You can gain this feat multiple times. Its effects do may recover 1d4 hit points. You may not heal wounds
not stack. Each time you take the feat, it applies to a new by meditating, so you can only recover hit points up
class of magical effect. to your maximum hit points minus your total wounds.
Alternatively, you may spend an hour in meditation and

ancient feats
Martial Weapon Proficiency recover all non-lethal damage that you have suffered. This
[General] feat is primarily used by spellcasters to recover after using
You have been trained in the use of a martial weapon. Witchcraft or Hekau. You can only use this feat if you are
Choose a type of martial weapon. You understand how to within your body.
use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon Mobility [General]
normally. You are not so easy to hit when moving around in a fight
Normal: When using a weapon with which you are not as others are.
proficient, you take a 4 penalty on attack rolls. Prerequisites: Dex 13+, Dodge.
Special: Warriors and noble warriors are proficient with Benefit: You gain a +4 dodge bonus to Active Defence
selected martial weapons of their nation, they need not against attacks of opportunity caused when you move out
select this feat to use those weapons. of or within a threatened area. A condition that makes you
lose your Dexterity bonus to Active Defence (if any) also
You can gain Martial Weapon Proficiency multiple times. makes you lose dodge bonuses.
Each time you take the feat, it applies to a new type of
weapon. Dodge bonuses stack with each other, unlike most types of
bonuses.
Maximise Magical Effect [Divine] Special: A warrior or noble warrior may select Mobility as
You can produce magical effects that are of superlative one of his warrior bonus feats.
power, though they are more challenging to produce.
Benefit: All variable, numeric effects of a magical effect Mounted Archery [General]
modified by this feat are maximised. Saving throws and You are accustomed to using a bow from horseback, as the
opposed rolls are not affected, nor are magical effects Scythian raiders do.
without random variables. A maximised magical effect has Prerequisites: Ride 1 rank, Mounted Combat.
a DC of +6 to produce.

An empowered, maximised magical effect gains the separate


benefits of each feat: the maximum result plus one-half the A Spartan ephor meditates bringing
normally rolled result. him closer to the perfection of self

Meat Skewer [Formation]


You have been trained to attack from the second rank of a
phalanx or further, past the man in front of you.
This formation feat is only available to Greek warriors.
Benefit: The meat skewer a toned down version of the
original term that the Greeks used for the formation, which
was much more obscene involves the use of long spears to
stab past the man in front of you in a phalanx. A warrior
wielding a spear in a meat skewer formation gains a +1
circumstance bonus to attack rolls.
Formation: A character using a reach weapon from directly
behind an allied character is in meat skewer formation.

Meditate [General]
You can place your body and mind into a trance state,
allowing you to restore energy.
Prerequisite: Concentration 5 ranks.

87
Benefit: The penalty you take when using a ranged weapon Warriors trained in phalanx combat can assume a front or a
while mounted is halved: 2 instead of 4 if your mount is middle rank position. Selecting this feat gives you Phalanx
taking a double move and 4 instead of 8 if your mount Rear Rank for free.
is running. Benefit: The famous phalanx formation allows warriors
Special: A warrior or noble warrior may select Mounted to band together side by side for mutual defence. The
Archery as one of his warrior bonus feats. large shields used by Greek Hoplites are perfect for this
purpose. You cannot form part of a phalanx if you are
ancient feats

Mounted Combat [General] wielding a shield with a Coverage bonus of less than +4.
You know how to fight from horseback in such a way as to When in phalanx formation, warriors are tightly bunched
keep your mount alive. and covered by each others shields, allowing little chance
Prerequisite: Ride 1 rank. for an enemy blow to penetrate. Characters in a phalanx
Benefit: Once per round when your mount is hit in formation receive a +3 coverage bonus to Shield Defence
combat, you may attempt a reactionary Ride check to checks and to coverage checks made against blows that
negate the hit. The hit is negated if your Ride check result have not been actively defended against. The person on
is greater than the opponents attack roll. Essentially, the the right hand end of a phalanx does not gain this benefit,
Ride check result becomes the mounts Active Defence though he does contribute to the formation.
check if it is higher than the mounts own Active Defence. Formation: To be in phalanx front rank formation, a
Special: A warrior or noble warrior may select Mounted character must be standing alongside another character
Combat as one of his warrior bonus feats. with this feat. Such characters must be adjacent to their
neighbours; if they are as much as five feet away from them,
they do not count as part of the formation.
Negotiator [General] Special: Characters in a phalanx can opt to move as one,
You have a good grasp of what other people really want. to avoid breaking up the line. In such an arrangement,
Benefit: You gain a +2 bonus on all Rhetoric checks and characters may take a standard action on their own
Sense Motive checks. initiative counts, then a simultaneous move action on an
initiative count of 1. Any character who leaves himself
Persuasive [General] unable to take a move action or who is rendered incapable
You are extremely good at getting others to believe you, of doing so, does not move forward with the rest of the
which lends credibility to your threats and promises. phalanx that round. The commander of the phalanx
Benefit: You gain a +2 bonus on all Bluff checks and may order the warriors not to move forward under such
Presence checks. circumstances. It is up to each individual warrior whether
he chooses to move with the phalanx or not.
Phalanx Front Rank [Formation]
You know how to fight alongside a fellow trained warrior so Phalanx Rear Rank [Formation]
that your shields defend each other as well as yourselves. You have been trained to fight in the rear rank of a phalanx
and are competent to defend the rear against arrows by
raising your spear.
The massed ranks of a Grecian phalanx

88
Warriors trained in phalanx combat can assume a front or a Prerequisite: Interpret Divine Will.
middle rank position. Selecting Phalanx Front Rank gives Benefit: Once per game session, you may ask the Games
you Phalanx Rear Rank for free. Master for a prophecy regarding any person, city, object or
Benefit: When a full phalanx is formed by a large group anything else you wish. You may not ask specific questions,
of warriors, only the front two ranks of a phalanx have such as where is the treasure of Minos? You may only
their spears lowered. Ranks behind the first two have their ask for a prophecy concerning the named subject. This
spears held upright. Any warrior with his spear upright prophecy always comes true. The Games Master can ignore

ancient feats
in a phalanx rear rank formation gains a +4 cover bonus any die roll result in favour of the outcome predicted by the
to Passive Defence against missile attacks, as the forest of prophecy. The Games Master gives you the prophecy in
spears breaks up missile fire. secret; it is up to you whether you share it or not. This
Formation: To be in phalanx rear rank formation, a prophecy may be cryptic or explicit as the Games Master
characters must be standing both beside one character chooses. You are not allowed to decide the prophecy
with the Phalanx feats and behind another one. They yourself. Note that many prophecies are phrased so as to
must be adjacent to their neighbours; if they are as much be ambiguous, such as the famous one received by Croesus
as five feet away from them, they do not count as part of (see The Ancient World chapter for more information).
the formation. The rearmost rank of any phalanx does not
gain any benefit from this feat. Precise Shot [General]
Special: Characters in a phalanx can opt to move as one, You place your ranged attacks with unusual accuracy.
to avoid breaking up the line. See Phalanx Front Rank for Prerequisite: Point Blank Shot.
details. Benefit: You can shoot or throw ranged weapons at an
opponent engaged in melee without taking the standard 4
Point Blank Shot [General] penalty on your attack roll.
You are especially accurate with ranged weapons at close Special: A warrior or noble warrior may select Precise Shot
range. as one of his warrior bonus feats.
Benefit: You gain a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet. Quick Draw [General]
Special: A warrior or noble warrior may select Point Blank You can have a weapon in your hand in an instant.
Shot as one of his warrior bonus feats. Prerequisite: Base attack bonus +1 or higher.
Benefit: You can draw a weapon as a free action instead of
Power Attack [General} as a move action. You can draw a hidden weapon (see the
You can make forceful attacks that are less accurate but Sleight of Hand skill) as a move action.
more damaging when they hit.
Prerequisite: Str 13+. A character who has selected this feat may throw weapons
Benefit: On your action, before making attack rolls for a at his full normal rate of attacks, much like a character with
round, you may choose to subtract a number from all melee a bow.
attack rolls and add the same number to all melee damage Normal: Without this feat, you may draw a weapon as a
rolls. This number may not exceed your base attack bonus. move action or, if your base attack bonus is +1 or higher, as
The penalty on attacks and bonus on damage apply until a free action as part of movement. Without this feat, you
your next turn. can draw a hidden weapon as a standard action.
Special: If you attack with a two-handed weapon or with Special: A warrior or noble warrior may select Quick Draw
a one-handed weapon wielded in two hands, instead add as one of his warrior bonus feats.
twice the number subtracted from your attack rolls. You
cannot add the bonus from Power Attack to the damage Rapid Shot [General]
dealt with a light weapon (except with unarmed strikes or You can loose arrows or other ranged weapons one after
natural weapon attacks), even though the penalty on attack another with exceptional speed.
rolls still applies. Prerequisites: Dex 13+, Point Blank Shot.
Benefit: You can get one extra attack per round with a
A warrior or noble warrior may select Power Attack as one ranged weapon. The attack is at your highest base attack
of his warrior bonus feats. bonus, but each attack you make in that round the extra
one and the normal ones suffers a 2 penalty. You must
Prophecy [Divine] use the full attack action to use this feat.
You can make utterances concerning the future that always Special: A warrior or noble warrior may select Rapid Shot
come true. as one of his warrior bonus feats.

89
Repel the Damned [Divine] Normal: You move four times your speed while running
You have a gift for keeping malign spiritual and undead if wearing light or no armour and carrying no more than
creatures back. a light load or three times your speed if wearing medium
Prerequisites: Prayer 5 ranks. or heavy armour or carrying a medium or heavy loads and
Benefit: Your invocations against undead creatures and you lose your Dexterity bonus to Active Defence.
spiritual creatures are more potent than most. You receive
a +3 competence bonus to all uses of the Prayer skill to keep Self-Sufficient [General]
ancient feats

such creatures at bay. This bonus does not apply to uses of You are good at fending for yourself.
the Prayer skill to disrupt such creatures. Benefit: You gain a +2 bonus on all Heal checks and
Survival checks.
Ride-By Attack [General]
You can make an attack from horseback and keep moving. Shield Another [General]
Prerequisites: Ride 1 rank, Mounted Combat. You are experienced at using your shield to protect other
Benefit: When you are mounted and use the charge action, people next to you as well as yourself.
you may move and attack as if with a standard charge Benefit: You receive a +2 competence bonus to your Shield
and then move again, continuing the straight line of the Defence checks when you are protecting another person
charge. Your total movement for the round cannot exceed with your shield rather than yourself. This feat is most
double your mounted speed. You and your mount do not commonly taken by dedicated shield bearers, such as those
provoke an attack of opportunity from the opponent that who ride in chariots alongside an archer.
you attack.
Special: A warrior or noble warrior may select Ride-By
Attack as one of his warrior bonus feats. Men wear their helmets and their breastplates for
their own needs, but they carry shields for the men
Rock Hurler [General] of the entire line.
You are an expert with the hurled boulder as a weapon of - Plutarch, Moralia
combat.
Prerequisite: Base attack bonus +1 or higher.
Benefit: You are counted as proficient with hurled rocks as Shield Proficiency [General]
weapons, so you no longer take a 4 penalty to attack rolls You know how to use a shield of a given type.
with thrown rocks. In addition, you may throw a Heavy Benefit: You can use a shield and take only the standard
or Very Heavy rock with both hands, adding one and a half penalties.
times your Strength bonus to the damage roll. Normal: When you are using a shield with which you are
Normal: Characters are not ordinarily proficient with not proficient, you take the shields armour check penalty
the hurled boulder as a weapon and suffer a 4 penalty to on attack rolls, Active Defence checks and all skill checks
attack rolls with them. that involve moving, including Ride checks.
Special: Warriors and noble warriors automatically have
Shield Proficiency as a bonus feat. They need not select it.
Rugged [General]
Your body is capable of sustaining worse wounds than it
would ordinarily be able to. Shining Example [General]
Prerequisite: Endurance. Prerequisite: Officer rank, Charisma 15+.
Benefit: Your Grievous Wound Threshold is raised by Benefit: You can make yourself the focus of attention for
one. your troops, even more so than that which is normally
enjoyed by a mere commanding officer when leading your
troops into battle. So long as you are on the offensive and
Run [General]
standing, any friendly or allied warrior within 60 feet and
You are a fast runner.
under your command benefits from a +1 morale bonus to
Benefit: When running, you move five times your normal
all attack and damage rolls. If you are cut down or retreat,
speed if wearing light or no armour and carrying no more
your troops suffer from a 1 morale penalty to the same
than a light load or four times your speed if wearing
rolls. All troops benefiting from this bonus must be able
medium or heavy armour or carrying a medium or heavy
to see you. If more than one character in the same area has
load. If you make a jump after a running start (see the
this feat only the bonus of the highest ranking officer apply.
Jump skill description), you gain a +4 bonus on your Jump
These bonuses do not stack.
check. While running, you retain your Dexterity bonus to
Active Defence.

90
Shoot on the Run [General] Benefit: Your prayers to banish wicked spirits, including
You can move, fire and move again. those that animate undead creatures, are more effective.
Prerequisites: Dex 13+, Dodge, Mobility, Point Blank You receive a +3 competence bonus to all uses of the Prayer
Shot, base attack bonus +4 or higher. skill to disrupt undead creatures and spiritual creatures.
Benefit: When using the attack action with a ranged
weapon, you can move both before and after the attack, Snatch Projectile [General]

ancient feats
provided that your total distance moved is not greater than You can grab flying projectiles out of the air.
your speed. Prerequisites: Dex 15+, Deflect Projectile, Improved
Special: A warrior or noble warrior may select Shot on the Unarmed Strike.
Run as one of his warrior bonus feats. Benefit: When using the Deflect Projectile feat you may
catch the projectile instead of simply deflecting it. Thrown
Simple Weapon Proficiency weapons can immediately be thrown back at the original
[General] attacker even if it is not your turn or kept for later use.
You know how to use the most basic of weapons.
Benefit: You make attack rolls with simple weapons You must have at least one hand free (holding nothing) to
normally. use this feat.
Normal: When using a weapon with which you are not Special: A warrior or noble warrior may select Snatch
proficient, you take a 4 penalty on attack rolls. Projectile as one of his warrior bonus feats.
Special: All characters except for artificers, priests, sages,
seers, thieves and witches, are automatically proficient with Spirited Charge [General]
all simple weapons. They need not select this feat. You make powerful attacks when charging on horseback.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By
Skill Focus [General] Attack.
You are exceptionally proficient in the use of a given skill. Benefit: When mounted and using the charge action, you
Choose a skill except for Witchcraft, Hekau or Prayer. deal double damage with a melee weapon or triple damage
Benefit: You gain a +3 bonus on all checks involving that with a lance.
skill. Special: A fighter may select Spirited Charge as one of his
Special: You can gain this feat multiple times. Its effects fighter bonus feats.
do not stack. Each time you take the feat, it applies to a
new skill. Spring Attack [General]
You are exceptionally mobile in combat, able to combine
Skirmish Defence [Formation] moves and attacks with greater freedom than usual.
You have been trained to support other warriors in skirmish Prerequisites: Dex 13+, Dodge, Mobility, base attack
formation, helping defend them even as they defend you. bonus +4.
Benefit: Warriors who have been trained in skirmish Benefit: When using the attack action with a melee
defence watch each others backs, defend each others space weapon, you can move both before and after the attack,
and make it harder for an assailant to score a hit on any provided that your total distance moved is not greater than
member of the unit. Skirmish defence is used by small your speed. Moving in this way does not provoke an attack
groups of melee combatants in the field. Skirmish defence of opportunity from the defender you attack, though it
adds a +1 dodge bonus to the Active Defence checks made might provoke attacks of opportunity from other creatures,
by characters in the formation. if appropriate. You cannot use this feat if you are wearing
Formation: Between three and six characters with this feat heavy armour.
can be involved in a skirmish formation. For the formation You must move at least five feet both before and after you
to be maintained, every character must be within fifteen make your attack in order to utilise the benefits of Spring
feet of two other characters. A character who is not within Attack.
fifteen feet of two other characters no longer counts as part Special: A warrior or noble warrior may select Spring
of the formation. Attack as one of his warrior bonus feats.

Smite the Damned [Divine] Stealthy [General]


You have a gift for disrupting spirits and the undead with You are good at avoiding the notice of others.
the force of your prayers. Benefit: You gain a +2 bonus on all Hide checks and Move
Prerequisite: Repel the Damned Silently checks.

91
Stunning Fist [General] Benefit: To find tracks or to follow them for one mile
You can strike a person so hard that he reels and is unable requires a successful Survival check. You must make
to concentrate. another Survival check every time the tracks become
Prerequisites: Dex 13+, Wis 13+, Improved Unarmed difficult to follow.
Strike, base attack bonus +8 or higher.
Benefit: You must declare that you are using this feat You move at half your normal speed; or at your normal
before you make your attack roll, thus, a failed attack roll speed with a 5 penalty on the check or at up to twice your
ancient feats

ruins the attempt. Stunning Fist forces a foe damaged by normal speed with a 20 penalty on the check. The DC
your unarmed attack to make a Fortitude saving throw depends on the surface and the prevailing conditions, as
(DC 10 + your character level + your Wisdom modifier), given on the table below:
in addition to dealing damage normally. A defender who
fails this saving throw is stunned for one round until just Very Soft Ground: Any surface (fresh snow, thick dust, wet
before your next action. A stunned character cannot act or mud) that holds deep, clear impressions of footprints.
make Shield Defence checks, loses any Dexterity bonus to
Active Defence and suffers a 2 penalty to Active Defence. Surface DC Surface DC
You may attempt a stunning attack once per day for every Very soft ground 5 Firm ground 15
four levels you have attained (see Special) and no more
than once per round. Spiritual creatures, undead creatures Soft ground 10 Hard ground 20
and similar creatures immune to critical hits cannot be
Survival DC
stunned.
Condition Modifier
Special: A warrior or noble warrior may select Stunning
Fist as one of his warrior bonus feats. Every three creatures in the group 1
being tracked
Throw As One [Formation] Size of creature or creatures being
You are trained to use thrown weapons in concert with tracked:1
others, to bring down a single target. Fine +8
Benefit: This formation feat allows several characters with Diminutive +4
thrown weapons to attack a single target simultaneously,
Tiny +2
making it much harder for the target to get out of the way.
It is most often used when hunting, when spears thrown Small +1
from several directions at once will transfix a single large Medium +0
animal. Warriors in the mythic era have also used this Large 1
formation feat to bring down monsters. The target of an
Huge 2
attack by thrown weapons from characters using this feat
suffers from a 4 penalty to Active Defence checks to evade Gargantuan 4
the thrown weapon attacks. Colossal 8
Formation: All characters with this feat must be within Every 24 hours since the trail was +1
50 feet of each other. No closer formation than this is made
required.
Special: All characters in the formation must attack on Every hour of rain since the trail was +1
the same initiative count for the benefits of this feat to made
be applied, which means that some characters must delay Fresh snow cover since the trail was +10
their action. For more on delaying actions, see the Combat made
chapter. Poor visibility:2
Overcast or moonless night +6
Toughness [General] Moonlight +3
You are physically tough and can sustain extra damage.
Benefit: You gain +3 hit points. Fog or precipitation +3
Special: A character may gain this feat multiple times. Its Tracked party hides trail (and moves +5
effects stack. at half speed)
1
For a group of mixed sizes, apply only the modifier for
Track [General] the largest size category.
You know how to follow the tracks that other creatures 2
Apply only the largest modifier from this category.
leave behind.

92
Soft Ground: Any surface soft enough to yield to pressure, Weapon Focus [General]
but firmer than wet mud or fresh snow, in which a creature You are exceptionally proficient with one type of weapon.
leaves frequent but shallow footprints. Choose one type of weapon. You can also choose unarmed
strike or grapple as your weapon for purposes of this feat.
Firm Ground: Most normal outdoor surfaces lawns, fields, Prerequisites: Proficiency with selected weapon, base
woods or exceptionally soft or dirty indoor surfaces (thick attack bonus +1 or higher.
rush matting and very dirty or dusty floors). The creature Benefit: You gain a +1 bonus on all attack rolls you make

ancient feats
might leave some traces (broken branches or tufts of hair), using the selected weapon.
but it leaves only occasional or partial footprints. Special: You can gain this feat multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new
Hard Ground: Any surface that does not hold footprints at type of weapon.
all (bare rock, indoor floor, most streambeds also fall into
this category, since any footprints left behind are obscured A warrior or noble warrior may select Weapon Focus as one
or washed away). The creature leaves only traces (scuff of his warrior bonus feats. He must have Weapon Focus
marks or displaced pebbles). with a weapon to gain the Weapon Specialisation feat for
that weapon.
Several modifiers may apply to the Survival check, as given
on the table below.
Weapon Specialisation [General]
You can use a weapon with which you are already
If you fail a Survival check, you can retry after one hour, if
exceptionally proficient to deal extra damage.
outdoors or 10 minutes if indoors, of searching.
Choose one type of weapon for which you have already
Normal: Without this feat, you can use the Survival skill
selected the Weapon Focus feat. You can also choose
to find tracks, but you can follow them only if the DC
unarmed strike or grapple as your weapon for purposes of
for the task is 10 or lower. Alternatively, you can use the
this feat. You deal extra damage when using this weapon.
Search skill to find a footprint or similar sign of a creatures
Prerequisites: Proficiency with selected weapon, Weapon
passage using the DCs given above, but you cannot use
Focus with selected weapon, warrior or noble warrior level
Search to follow tracks, even if someone else has already
4th.
found them.
Benefit: You gain a +2 bonus on all damage rolls you make
using the selected weapon.
Trample [General] Special: You can gain this feat multiple times. Its effects do
You are good at flattening others under the hooves of your not stack. Each time you take the feat, it applies to a new
mount. type of weapon.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while A warrior or noble warrior may select Weapon Specialisation
mounted, your target may not choose to avoid you. Your as one of his warrior bonus feats.
mount may make one hoof attack against any target you
knock down, gaining the standard +4 bonus on attack rolls
against prone targets.
Whirlwind Attack [General]
You can lash out at all enemies within reach.
Special: A warrior or noble warrior may select Trample as
Prerequisites: Dex 13+, Int 13+, Combat Expertise,
one of his warrior bonus feats.
Dodge, Mobility, Spring Attack, base attack bonus +4 or
higher.
Weapon Finesse [General] Benefit: When you use the full attack action, you can give
You are quick and deadly with light weapons, substituting up your regular attacks and instead make one melee attack
accuracy of placement for brute force. at your full base attack bonus against each opponent within
Prerequisite: Base attack bonus +1 or higher. reach.
Benefit: With a light weapon, you may use your Dexterity
modifier instead of your Strength modifier on attack rolls. When you use the Whirlwind Attack feat, you also forfeit
If you carry a shield, its armour check penalty applies to any bonus or extra attacks granted by other feats, spells or
your attack rolls. abilities.
Special: A warrior or noble warrior may select Weapon Special: A warrior or noble warrior may select Whirlwind
Finesse as one of his warrior bonus feats. Attack as one of his warrior bonus feats.

Natural weapons are always considered light weapons.

93
is not practised widely enough or consistently enough to
Equipment
This chapter deals with the most important possessions a
form the basis of any kind of economy. In the mythic era,
you amass wealth by seizing treasures, such as beautifully
character in the ancient world could have. made armour or ornaments. Wealth increases your
reputation, irrespective of what form it is in.

wealth, riches and In the mythic era, it is perfectly all right to raid enemies for
currency in the personal gain or even to carry out piracy against foreigners
equipment

who have not assaulted you personally, but it is not


ancient world considered heroic to engage in trade. In the Iliad, Euryalus
insults Odysseus with the words:
In a game set in the Mythic Era, coinage does not exist.
Coins were introduced in Greece in around 650 BC and
You seem to be like one who plies his trade with a many-
came to Egypt with the Ptolemies in around 285 BC.
locked ship and like a ruler of men who sails to trade. You
Before that time, people relied on the barter system. Goods
appear to be one who is ever mindful of his own cargo and
that were farmed or manufactured were simply traded
what he can get in exchange, with his mind on voracious
from one person to another in exchange, with no abstract
gain. You certainly dont seem like an athlete.
standard to which any deal could be referred. Without a
system of currency, there was no way to formalise exchange
Goods are either given away as presents from those who
rates; it was not a matter of one of these is worth ten of
have them to those who do not or taken from enemies and
those, but instead I will give you this if you give me that.
shared out among the victors. The honour code means that
strangers can ask for hospitality and receive food and drink.
A base value for items is given in the equipment listing. For
Heroes generally ask for what basic requirements they need
convenience, this value is given in silver drachmas, just to
and are given them.
provide an idea of the items value and make Craft checks
possible.
A commander of men in the mythic era must share out
the booty from a raid fairly or he has offended against the
The base value of an item is modified by its quality. The
honour code. A warrior who does not receive his due has
quality of an item is an indication of how well made it is,
just cause for complaint and may refuse to obey further
the condition it is in and its intrinsic excellence. A good
orders.
quality sword, for example, has been competently made
from metals blended together in the proper way, while
The worth of an item in the mythic era is given only so
a good quality animal is healthy, has no wounds and is
that a character can measure his own wealth, which then
obedient.
determines his Reputation (see the Characters chapter).
Characters do not use wealth to buy things. If they need a
An items material is what it is primarily made from. The
service performed, such as having an artificer make an item
materials listing gives an indication of the value of various
for them, they will either demand the service as their right
substances in the ancient world. You can break a ruined
and punish the other character if he refuses or reward the
metal item down into its base components and sell it for
character with an item of the appropriate value from their
scrap value, in which case it is worth the same amount as
hoard.
the same weight of the unworked metal. For example, a
broken iron sword that is no good to anyone could be sold
for 3 silver drachmas as it contains three pounds of iron. Wealth Other Than Items
In the ancient world, whether the campaign is mythic or
Each type of material has a value per pound; when items historical, human beings that are part of your household
are traded in their raw state, weights of roughly equivalent count as wealth. In particular, your spouse, your sons and
value are exchanged. Again, the materials worth is daughters and your slaves (if you have any) count as wealth
measured in silver drachmas in a historical campaign. In a and add to your overall Reputation. You can seriously
mythic campaign, treat the worth as an abstract sum, as it undermine another persons power and authority by taking
is never converted into coins. his goods or members of his household away from him.
You can also reward a character or pay him for a service by
giving him a human being that is yours to give, such as a
Trade in the Mythic Era daughter.
If you are playing a mythic era campaign, there are no
coins to use but this is not a drawback as there is not much The other measure of wealth is your livestock. An
buying or selling to be done anyway. Some cultures abundance of sheep and cattle is the sign of a rich man
use ingots of copper or silver as currency but this
94
thought to be as much as a typical man of Greece could
Quality of Items
easily carry. The most common unit of currency is here the
Rank Quality Value Example Items silver drachma, for mathematical convenience, although
1 Atrocious 10% Ruined standard armour; the most popular coin in Greece was actually the stater.
cracked pot; massively To give an indication of the relative value of coins, one
adulterated silver; drachma was the set daily wage for a mayor or a member of
mildewed wheat; diseased
Parliament in 5 BC. A craftsman or trader could also earn
or dying animal
about a drachma to a drachma and a half per day.

equipment
2 Very Poor 20% Battle-damaged chariot
with wheel falling off;
blunt but usable axe Egyptian Currency
head; bow that does not The Egyptian civilisation did not use coins until the time
shoot straight; of the Ptolemies, after the reign of Alexander the Great.
3 Poor 50% Battered standard Before that point, grain was the main medium of currency,
armour; edible but gritty with the kingdoms grain reserves acting as banks. Precious
wheat; unhealthy or ill- metals were also used in barter. For the era following Greek
tempered animal control of Egypt in a historical campaign, use the coinage
4 Mediocre 75% Damaged standard system above.
armour, coarsely woven
cloth
Scarcity of Materials
5 Average 100% Mint standard armour;
Value Per
grain of standard quality;
Material Pound
precious metals used as
currency; sharp new axe; Copper 3 so
healthy animal Bronze 2 sd
6 Good 125% Finely woven cloth; fresh Iron 2 sd
spices; fine animal
Silk 60 sd
7 Exceptional 150% Any masterwork weapon
Spices 60 sd
or armour; breeding
quality animal Lapis Lazuli 100 sd
8 Sublime 300% Any marvellous weapon Faience 100 sd
or armour; cloth woven Grain 4 cc
by Arachne
Oil 0.2
9 Legendary - Items fashioned by Gods;
Papyrus 4 cc
the star of ruby; the purest
possible gold Horn 3 so
Cloth 3 so
in the ancient world. There is no dishonour in raiding Wood 4 cc
foreigners to garner such things for yourself. Clay 4 cc
Electrum 1,000 sd
Coins in the Ancient World Silver 200 sd
The ancient Greek currency system is based upon silver
Gold 2,000 sd
and copper coins. This is a great simplification of the
actual situation at the time, with a balance struck between
historical accuracy and game playability. The rate of
exchange is as follows: Combat Fatigue and Hot
8 copper chalkoi (cc) = one silver oboli (so) Weather
6 silver oboli (so) = one silver drachma (sd) Historically, Egyptian warriors rarely wore armour heavier
2 silver drachmas (sd) = one silver stater (ss) than leather bands, simply because of the climate. They
became used to evasive tactics and shield use, rather than
100 silver drachmas = one mina the heavy bronze corselets favoured by the Greeks.
6000 silver drachmas = one talent
You can wear armour in mild weather conditions with
A mina and a talent are both units of weight rather than no ill effects. Wearing armour or wielding a shield in hot
coins. One talent is approximately sixty pounds and was weather while exerting yourself will rapidly exhaust you,

95
making you sluggish, weak and unable to react quickly. Man-sized Egyptian Shield (Heavy)
Worn armour and readied shields apply their armour check This cumbersome shield is a relic of the early days of
penalty to the Fortitude saving throw that must be made Egypt, before the Egyptians had come into conflict with
every 10 minutes against the effects of hot weather when the Asiatic peoples. It is the height of the wielders whole
engaging in strenuous activity, such as fighting, climbing, body and resembles a primitive version of the modern
running and hard manual work. day riot shield. It is very efficient at defending against
arrows, which were the primary offensive weapon in that
A character that fails this saving throw takes 1 point of time. Against hand-to-hand weapons, it is far less efficient.
equipment

non-lethal damage and each additional ten minutes of Tall shields fell gradually into disuse during the second
strenuous activity deals twice the damage taken during the millennium. Smaller shields that were easier to handle
previous ten minutes, with no save allowed. A character against melee attacks proved a better choice for defending
that takes any non-lethal damage from strenuous activity against swords and battleaxes.
in hot conditions becomes fatigued. A fatigued character Construction: Wood frame with leather covering.
cannot run or charge and takes a penalty of 2 to Strength, Cost: 20 silver drachmas.
Dexterity and Shield Defence. Eliminating the non-lethal Hit Points: 30.
damage also eliminates the fatigue. DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10.
Coverage Bonus: +10.
Armour Check Penalty: -5.
egyptian armour Special: A man-sized Egyptian shield gives a 8 penalty
and shields to Shield Defence checks against melee attacks, as it is
extremely hard to move around. It also imposes a 4
Egyptians fighting on foot very rarely wear armour,
penalty on Spot checks, as the characters field of vision is
preferring to use shields alone. The blazing Egyptian sun
limited. A character using a man-sized shield can move at
makes armour impractical for a foot soldier, who is always
only half his usual speed and cannot run nor charge. You
on the move. Egyptians who fight in chariots do not move
cannot use a man-sized shield to defend another person
around nearly as much and are thus more likely to wear
than yourself.
armour, but even in this case it is likely to be simple banded
leather or scale at the very heaviest. Egyptians do not wear
heavier than scale armour. The Pharaoh and select noble Standard Egyptian Shield
warriors wear a richer version of scale armour that offers (Medium)
better protection. The shield most commonly used by the Egyptians for
hand-to-hand combat is rectangular with a rounded top,

Egyptian Armour and Shields


Armour Max.
Hit Piercing Slashing Bludgeoning Coverage Check Dexterity
Light Armour Cost Points DR/DA DR/DA DR/DA Bonus Penalty Bonus
Leather Armour 15 sd 25 2/2 1/3 3/0 +3 +0
Medium Armour
Standard Shield 15 sd 20 7/3 5/6 5/10 +4 -2
Round Wooden
Shield 15 sd 15 7/3 5/6 5/10 +3 -1
Scale Armour 40 sd 25 3/2 3/3 4/0 +3 -1 +6
Royal Armour 800 sd 25 5/2 5/3 4/1 +3 -2 +6
Heavy Armour
Man-sized Shield 20 sd 30 7/3 5/6 5/10 +10 -5
Hit Piercing Slashing Bludgeoning
Light Helmets Cost Points DR/DA DR/DA DR/DA Listen Penalty Spot Penalty
Leather Helmet 10 sd 10 0/2 0/3 4/0 -1 -0
Heavy Helmets
Metal Helmet 20 sd 25 4/2 4/3 6/0 -2 -0

96
equipment
like an archway, as shown on many frescoes and papyri. Egyptian Leather Armour (Light)
This shield is the one used by Egyptian shieldbearers riding The leather armour worn by charioteers and their ilk was
in chariots, with which they defend the archers who ride extremely simple. It was little more than two broad leather
alongside them. straps, crossing over the torso in a harness arrangement. It
Construction: Wood frame with leather covering. offered little protection but allowed freedom of movement
Cost: 15 silver drachmas. and did not encumber the wearer very much. The legs were
Hit Points: 20. left completely unprotected, because the wearer would
DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10. usually have been in a chariot, the sides of which provide
Coverage Bonus: +4. hard cover as if the occupant were standing behind a wall.
Armour Check Penalty: -2. Construction: Leather straps.
Cost: 15 silver drachmas.
Round Wooden Shield (Medium) Hit Points: 25.
These shields were not indigenous to Egypt and were DR/DA: Piercing 2/2; Slashing 1/3; Bludgeoning 3/0.
brought into the country by the so-called Sea Peoples, who Coverage Bonus: +3.
fought as mercenaries against the enemies of the Pharaoh. Armour Check Penalty: 0.
They were however used in preference to the standard Maximum Dexterity Bonus: +6.
Egyptian shield by some troops.
Construction: Wood frame with leather covering. Egyptian Scale Armour (Medium)
Cost: 15 silver drachmas. The much rarer scale armour sometimes worn by the
Hit Points: 15. ancient Egyptians was a modification of the leather harness,
DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10. in which little metal scales were sewn across the leather in
Coverage Bonus: +3. order to provide an extra layer of protection. The armours
Armour Check Penalty: -1. Damage Resistance is thus increased without affecting

97
its Damage Absorption. As with the basic form of Egyptian
leather armour, the legs are unprotected.
greek armour and
Construction: Leather straps with bronze scales.
Cost: 40 silver drachmas.
shields
The armour detailed here is that which would be available
Hit Points: 25. to a hero in the mythic era or to a warrior or noble warrior
DR/DA: Piercing 3/2; Slashing 3/3; Bludgeoning 4/0. in the historical era. Bronze armour is expensive but
Coverage Bonus: +3. without it one cannot call oneself a Greek warrior of any
Armour Check Penalty: -1. stripe at all. One cannot serve as a Hoplite and guard ones
equipment

Maximum Dexterity Bonus: +6. polis unless one can afford the proper equipment.

Egyptian Royal Armour (Medium) The Hoplite


The finest armour available in Egyptian lands is that which Almost all Greek warriors of the historical era are Hoplites.
the Pharaoh himself would wear when riding his chariot A properly equipped Hoplite, fit to form a phalanx
into battle. It is fashioned in the same manner as Egyptian alongside his comrades in arms, needs a bronze corselet,
leather armour, with a layer of inlaid semi-precious stones a Corinthian helmet, a Hoplite shield and a spear. Many
covering the leather. This has the effect of toughening the Hoplites also carry a short sword as a backup weapon, in
armour, as the stones are usually harder than the tips and case an enemy comes too close for the spears reach. This
edges of the weapons that slam into them. standardisation of equipment is the key to the phalanxs
Construction: Leather straps inlaid with semi-precious effectiveness. If one member of the phalanx did not have a
stones. suitable shield or a long enough spear, the efficiency of the
Cost: 800 silver drachmas. whole group would be compromised.
Hit Points: 25.
DR/DA: Piercing 5/2; Slashing 5/3; Bludgeoning 4/1. A phalanx in the era of Alexander the Great uses a very long
Coverage Bonus: +3. spear called a sarissa for the ranks of the phalanx beyond
Armour Check Penalty: -2. the first. This enables even the warriors in the midst of
Maximum Dexterity Bonus: +6. the phalanx to use their spears against the enemy. The
members of a phalanx using the sarissa will inevitably have
Egyptian Leather Helmet (Light) the Meat Skewer formation feat.
The standard issue Egyptian helmet looks like a leather cap,
from the top of which emerge cords with pendants at the Bronze Plate Corselet (Heavy)
end. Most Egyptian troops do not bother with helmets at This armour is a stiff, bell-shaped cuirass, made from a
all, but those who do wear these. breastplate and a back plate. It offers good protection but
Construction: Shaped leather with dependent cords. is cramped and confining to wear. It is the early version
Cost: 10 silver drachmas. of the bronze plate armour that was excavated at Dendra
Hit Points: 10. and was in use between the sixth and the fifth centuries BC
DR/DA: Piercing 0/2; Slashing 0/3; Bludgeoning 4/0. until the lighter scale girdle supplanted it. Any Hoplite
Penalty To Listen Checks: -1. active during this time period is expected to outfit himself
Penalty To Spot Checks: 0. with this armour.
Construction: Worked bronze plates.
Egyptian Metal Helmet (Heavy) Cost: 300 silver drachmas.
The helmets worn by Egyptian nobles and by the Pharaoh Hit Points: 60.
are smooth swept-back head coverings, slightly longer than DR/DA: Piercing 6/2; Slashing 6/3; Bludgeoning 8/1.
the head of the wearer. That worn by Pharaoh is fitted Coverage Bonus: +8.
with the royal Uraeus serpent. No historical examples of Armour Check Penalty: -8.
this helmet have been found to exist; it pertains to mythic Maximum Dexterity Bonus: +0.
campaigns only. Special: Running speed is reduced in a bronze plate
Construction: Bronze. corselet. (See Chapter 9, Adventuring.) This is the reason
Cost: 20 silver drachmas. why it was phased out in favour of the bronze scale girdle.
Hit Points: 25. Hoplites opted to forego protection in favour of additional
DR/DA: Piercing 4/2; Slashing 4/3; Bludgeoning 6/0. manoeuvrability.
Penalty To Listen Checks: -2.
Penalty To Spot Checks: 0. Bronze Scale Girdle (Medium)
The most popular form of Greek armour during the
Macedonian era was a composite of bronze shoulder pieces,
a girdle of bronze scales sewn on to cloth and a form of kilt
98
Greek Armour and Shields
Armour Max.
Hit Piercing Slashing Bludgeoning Coverage Check Dexterity
Medium Armour Cost Points DR/DA DR/DA DR/DA Bonus Penalty Bonus
Bronze Scale
Girdle 250 sd 40 5/1 5/2 6/0 +6 -1 +1
Peltast Shield

equipment
(pelta) 60 sd 25 7/3 5/6 5/10 +3 -1
Figure-of-Eight
Shield 20 sd 15 4/2 4/6 4/10 +4 -1
Dipylon
(hourglass) Shield 50 sd 30 6/2 5/6 5/10 +4 -2
Heavy Armour
Plate Bronze
Corselet 300 sd 60 6/2 6/3 8/1 +8 -8 +0
Shaped Bronze
Plate 800 sd 60 6/2 6/3 8/1 +8 -5 +2
Hoplite Shield 80 sd 30 7/3 5/6 5/10 +5 -3
Bronze Shield 500 sd 50 8/3 8/6 8/10 +5 -5
Hit Piercing Slashing Bludgeoning
Heavy Helmets Cost Points DR/DA DR/DA DR/DA Listen Penalty Spot Penalty
Corinthian
Helmet 100 sd 40 4/2 4/3 6/0 -4 -4
Thracian Helmet 120 sd 30 4/2 4/3 6/0 -2 -2
Boars Tooth
Helmet 120 sd 20 3/2 3/3 4/0 -2 -0

made from leather straps. It was the armour of choice for Shaped bronze plate is made for one wearer only. The
Hoplites, as it combines good protection (should a blow get Coverage bonus, armour check penalty and maximum
past the shield) with excellent manoeuvrability. Alexander Dexterity bonus given below assume that the person using
the Great himself is shown wearing a suit of armour of this the armour is the person for whom it was designed. If
kind. anyone else uses the armour, the Coverage bonus is only
Construction: Bronze scales and plates sewn on to cloth. +7, the armour check penalty is 8 and the maximum
Cost: 250 silver drachmas. Dexterity bonus is 0.
Hit Points: 40. Construction: Worked bronze plate made to the
DR/DA: Piercing 5/1; Slashing 5/2; Bludgeoning 6/0. measurements of one person.
Coverage Bonus: +6. Cost: 800 silver drachmas.
Armour Check Penalty: -5. Hit Points: 60.
Maximum Dexterity Bonus: +1. DR/DA: Piercing 6/2; Slashing 6/3; Bludgeoning 8/1.
Coverage Bonus: +8.
Shaped Bronze Plate (Heavy) Armour Check Penalty: -5.
The development of the bronze scale girdle did not Maximum Dexterity Bonus: +2.
entirely do away with the metal plate variety of armour. As
metalworking techniques became more sophisticated, the Corinthian Helmet (Heavy)
blacksmiths of the ancient world developed a technique of The Corinthian helmet is an integral part of the armour
shaping bronze plate to the specific body contours of the of a Hoplite. It is instantly recognisable as the helmet
person whom was intended to wear it. This is the beginning most commonly depicted in Greek art, with a high crest of
of the fashioned breastplate that resembles a human body, horsehair and a T-shaped opening in the front, with a long
which reaches its apex with the Roman breastplates of later nose guard. Corinthian helmets are made from a single
years. Shaped bronze plate covers the torso and the upper sheet of beaten bronze. They offer excellent protection to
part of the thighs, with a front and a back plate lashed the head and face. The trade-off is the limitation they place
together, as with the earlier bell-shaped cuirass. upon vision and hearing.

99
Construction: Beaten bronze. DR/DA: Piercing 4/2; Slashing 4/3; Bludgeoning 6/0.
Cost: 100 silver drachmas. Penalty To Listen Checks: -2.
Hit Points: 40. Penalty To Spot Checks: -2.
DR/DA: Piercing 4/2; Slashing 4/3; Bludgeoning 6/0.
Penalty To Listen Checks: -4. Boars Tooth Helmet (Heavy)
Penalty To Spot Checks: -4. This is a very early variety of helmet, used during the
Special: The great crest that tops a Corinthian helmet was Mycenaean period (16th to the 14th centuries BC) and also
said to be a terrifying sight by commentators of the ancient spoken of by Homer in The Iliad. It is a typical helmet for
equipment

world. It seems to have been added for intimidation heroes of the mythic era to wear. It consists of a leather or
purposes as much as for decoration. If the Games Master felt cap on to which rows of boar tusks are sewn, forming
wants to acknowledge this function of the crest, then it a strong protective layer. As 30 to 40 pairs of tusks are
can be allowed to bestow a +1 circumstance bonus to any needed to make a single helmet, it is a heavy item to wear.
Presence check made to intimidate a foe during combat. Construction: Tusks sewn on to leather.
Cost: 120 silver drachmas.
Thracian Helmet (Heavy) Hit Points: 20.
The Thracian helmet comes into use during the 5th century DR/DA: Piercing 3/2; Slashing 3/3; Bludgeoning 4/0.
BC. Its appearance is based on a woollen or leather cap Penalty To Listen Checks: -2.
common in the northern parts of Greece. It consists of Penalty To Spot Checks: 0.
a high dome with a short visor to protect the forehead
and separate cheek pieces, very similar to the later Roman Hoplite Shield (hoplon) (Heavy)
helmet. The wider gap for the eyes and mouth makes it The hoplon or round shield gives its name to the warrior
easier for the wearer to hear and see. The Macedonian who bears it in Ancient Greece, the Hoplite. It is a
army of Alexander made extensive use of this design of splendid example of the armourers craft that altered the
helmet. nature of battle forever afterwards. A hoplon is made from
Construction: Worked bronze. wood faced with bronze, is convex in form (allowing blows
Cost: 120 silver drachmas. to be more easily deflected) and measures approximately
Hit Points: 30.

100
one yard in diameter. Unlike earlier forms of shield, it is Dipylon (Hourglass) Shield
borne upon the whole arm rather than held in the hand. (Medium)
It is customary to personalise your hoplon by paying the This is the shield most associated with heroes of ancient
craftsman to fit metal ornaments to the front. This then Greece such as Achilles and Ajax. It dates from the
serves to identify you on the battlefield, as your helmet Geometric period of circa 8 BC. It is very probably a later
hides your face. version or redevelopment of the figure-of-eight shield (see
Construction: Wood frame with bronze facing. above) but shaped deliberately into an hourglass form rather
Cost: 80 silver drachmas.

equipment
than resembling a round shield that has been customised.
Hit Points: 30. It was the immediate precursor of the hoplon, which
DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10. replaced it around 700 BC. The dipylon shield is stronger
Coverage Bonus: +5. than the figure-of-eight variant, owing to its bronze fittings
Armour Check Penalty: -3. but has the same lesser protection against missile attacks.
It is much easier to ward off a swung blow with a diplylon
Peltast Shield (pelta) (Medium) shield than it is to ward off an incoming arrow.
The pelta is the shield of the medium Greek infantryman Construction: Wood frame with bronze facing.
(the Peltast) just as the hoplon is the shield of the heavy Cost: 50 silver drachmas.
infantryman or Hoplite. A pelta is crescent-shaped, held Hit Points: 30.
so that the tips point upwards. As it is only classed as a DR/DA: Piercing 6/2; Slashing 5/6; Bludgeoning 5/10.
medium shield rather than a heavy one, the Peltast can Coverage Bonus: +4.
run at top speed rather than a reduced speed. Peltasts do Armour Check Penalty: -2.
not wear body armour (again, for the sake of manoeuvring Special: The dipylon shield has only a +2 coverage bonus
speed) and their shield is their only protection. The Persian against missile attacks such as slings and arrows. It offers
Empire borrowed this design from the Greeks when they its ordinary coverage bonus against attacks from thrown
learned of it. weapons such as javelins.
Construction: Wood frame with bronze facing.
Cost: 60 silver drachmas. Bronze Shield (Heavy)
Hit Points: 25. Shields made entirely from bronze did exist but were
DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10. extremely rare. In an OGL Ancients game, solid bronze
Coverage Bonus: +3. shields are likely to be from sets of ceremonial armour
Armour Check Penalty: -1. or designed to be ornamental rather than practical. Solid
bronze is not as efficient at stopping blows as one might
Figure-of-Eight Shield (Medium) expect and wood with a leather covering can in fact do the
This is a very old variety of shield that belongs to the job more efficiently, as contemporary scientific tests have
Mycenaean period. In design it is essentially a round shield demonstrated.
that has had part of its surface cut away. As blows rarely Construction: Worked bronze plate.
land on these parts of the shield, the amount of cover the Cost: 500 silver drachmas.
shield offers is not seriously reduced, whereas the weight Hit Points: 50.
of the shield is greatly lessened. The result is a trade-off of DR/DA: Piercing 8/3; Slashing 8/6; Bludgeoning 8/10.
cover and structural strength for lightness and ease of use. Coverage Bonus: +5.
The figure-of-eight shield may have fallen out of favour Armour Check Penalty: -5.
in Greece because of its lesser effectiveness against missile Special: Though they can be carried like any other
attacks. item, solid bronze shields are painfully heavy to wield. A
Construction: Wood frame with leather covering. character can only wield a bronze shield for ten minutes
Cost: 20 silver drachmas. per point of Strength ability modifier. After this point, he
Hit Points: 15. must make a Fortitude saving throw against DC 15 every
DR/DA: Piercing 4/2; Slashing 4/6; Bludgeoning 4/10. passing minute or suffer one point of non-lethal damage
Coverage Bonus: +4. due to fatigue. A character that suffers any non-lethal
Armour Check Penalty: -1. damage in this way becomes fatigued. A fatigued character
Special: The figure-of-eight shield has only a +2 coverage cannot run or charge and takes a penalty of 2 to Strength,
bonus against missile attacks such as slings and arrows. It Dexterity and Shield Defence. Eliminating the non-lethal
offers its ordinary coverage bonus against attacks from damage also eliminates the fatigue.
thrown weapons such as javelins.

101
miscellaneous is still entitled to a Coverage check for his armour, if he is
wearing any.
armour and
Assyrian Scale Armour (Heavy)
shields An unusual design of armour, this garment resembles
This section covers the varieties of armour and shields that a long leather cape or overcoat that is sewn with metal
grew up in regions other than Greece and Egypt. (bronze) scales. It reaches all the way to the ankles. This
was not customarily used by foot troops as it restricted
equipment

Assyrian Helmet their movements too much. The users of this armour are
These simple helmets are standard issue for all Assyrian the Assyrian archers who need both hands to hold their
warriors, irrespective of the weapon they use or their bows and therefore cannot defend themselves with a shield.
position on the field. The helmet is a conical cap of metal, Although the armour counts as heavy, thus restricting
layered over with woven leather cords. the running speed of the wearer, it is not so restrictive of
Construction: Layers of woven cord over metal. movement that it greatly impedes the archers aim.
Cost: 25 silver drachmas. Construction: Leather with bronze scales.
Hit Points: 15. Cost: 150 silver drachmas.
DR/DA: Piercing 1/2; Slashing 1/3; Bludgeoning 4/0. Hit Points: 30.
Penalty To Listen Checks: -2. DR/DA: Piercing 3/2; Slashing 3/3; Bludgeoning 4/0.
Penalty To Spot Checks: 0. Coverage Bonus: +8.
Armour Check Penalty: -4.
Assyrian Wicker Shield (Light) Maximum Dexterity Bonus: +2.
This is a round shield of woven wicker, good for fending off
hacks and bashes but less useful against arrows and similar Persian Iron Scale Armour
piercing attacks, as its woven substance slows a projectile (Medium)
down but offers no solid barrier. The impact of a slashing Described by Herodotus as looking like the scales of fish,
or bludgeoning attack is however spread across the shield, this armour is that worn by the heavier Persian and Mede
which disperses it quite efficiently. The great advantage of infantry. It is composed of a multicoloured garment with
this shield is that it is very cheap and easy to make. It is cloth sleeves, on to whose front and back an array of tough
the customary shield of Assyrian foot troops, who wear no iron scales are sewn. The most important of the Persian
additional armour. It stands up very well to hand-to-hand warriors, such as the Ten Thousand Immortals, have gold-
combat against opponents with simple weapons such as plated scales.
clubs and axes.

This variety of shield is commonly used


to defend archers, particularly when the
archer is in a chariot. A dedicated shield
bearer, without a weapon of his own,
uses the shield to fend off attacks against
the archer.
Construction: Interwoven wicker
strands.
Cost: 5 silver drachmas.
Hit Points: 10
DR/DA: Piercing 3/1; Slashing 5/3;
Bludgeoning 10/2.
Coverage Bonus: +5.
Armour Check Penalty: -2.
Special: Any piercing damage that
exceeds a wicker shields DR/DA is
applied to the person the shield is
protecting. In this way it is possible
for arrows and similar projectiles to pass
straight through the shield and into the
person on the other side. The wielder

102
Miscellaneous Armour and Shields
Armour Max.
Hit Piercing Slashing Bludgeoning Coverage Check Dexterity
Light Armour Cost Points DR/DA DR/DA DR/DA Bonus Penalty Bonus
Scythian Quilted
Cloth Armour 6 sd 10 2/1 1/3 4/0 +8 -2 +8
Assyrian Wicker

equipment
Shield 5 sd 10 3/1 5/3 10/2 +5 -2
Nubian Shield 8 sd 15 7/3 5/6 5/10 +2 -0
Medium Armour
Persian Iron Scale
Armour 200 sd 50 4/2 4/3 5/0 +6 -3 +2
Hide Armour 3 sd 20 2/2 1/3 3/0 +8 -8 +0
Spara Shield 8 sd 12 3/1 5/3 10/2 +8 -3
Heavy Armour
Assyrian Scale
Armour 150 sd 30 3/2 3/3 4/0 +8 -4 +2
Iron Corselet 900 sd 80 8/2 8/3 12/1 +8 -8 +0
Hit Piercing Slashing Bludgeoning
Light Helmets Cost Points DR/DA DR/DA DR/DA Listen Penalty Spot Penalty
Assyrian Helmet 25 sd 15 1/2 1/3 4/0 -2 -0

Construction: Cloth or leather with iron scales. Construction: Wood frame with leather covering.
Cost: 200 silver drachmas. (Gold plated version 2,000 Cost: 8 silver drachmas.
silver drachmas.) Hit Points: 15.
Hit Points: 50. DR/DA: Piercing 7/3; Slashing 5/6; Bludgeoning 5/10.
DR/DA: Piercing 4/2; Slashing 4/3; Bludgeoning 5/0. Coverage Bonus: +2.
Coverage Bonus: +6. Armour Check Penalty: 0.
Armour Check Penalty: -3.
Maximum Dexterity Bonus: +2. Spara Shield (Medium)
This is the characteristic shield of the Persian front ranks of
Scythian Quilted Cloth Armour infantry. It is about shoulder height, tall and rectangular in
(Light) shape and made of light materials. The spara has a unique
This armour was ideal for skirmishing in under Bronze Age feature among shields. A prop on the rear side means that it
conditions. It allowed protection against clubs and allowed can be stood up on its own and sheltered behind as portable
great freedom of movement. In later eras, it became the cover. This is especially useful for defending archers. A
garment that metal armour was worn over, rather than defensive barrier can be erected in minutes. Setting up a
being seen as armour in its own right. spara shield as a freestanding barrier is a full-round action.
Construction: Quilted linen cloth. Construction: Cane and wood.
Cost: 6 silver drachmas. Cost: 8 silver drachmas.
Hit Points: 10. Hit Points: 12.
DR/DA: Piercing 2/1; Slashing 1/3; Bludgeoning 4/0. DR/DA: Piercing 3/1; Slashing 5/3; Bludgeoning 10/2.
Coverage Bonus: +8. Coverage Bonus: +8.
Armour Check Penalty: -2. Armour Check Penalty: -3.
Maximum Dexterity Bonus: +8.
Iron Corselet (Heavy)
Nubian Shield (Light) This armour is included for those Games Masters who
This is the typical shield used by the elite Nubian warriors wish to set a historical campaign right at the latter end
who fought under Pharaoh. Structurally it resembles the of the era covered by OGL Ancients, when the Roman
standard Egyptian shield but is smaller and rounder. In power is beginning to come to the fore. An iron corselet
keeping with Nubian tactics, it is suited more to hand-to- is the forerunner of the armour that would be worn by the
hand combat than to defence against ranged attacks. Roman legionaries.

103
Construction: Worked iron plates.
Cost: 900 silver drachmas.
weapons
Hit Points: 80. Missile Weapons
DR/DA: Piercing 8/2; Slashing 8/3; Bludgeoning 12/1. In the Greek lands, those warriors who supported the heavy
Coverage Bonus: +8. infantry used missile weapons on the battlefield. Bows and
Armour Check Penalty: -8. arrows were not the most popular choice, though they
Maximum Dexterity Bonus: +0. were widely used. The ranged weapon of preference in
equipment

Greece was the sling, with the javelin and the hurled rock
Hide Armour (Medium) used for close-range combat. Archery was nonetheless of
This is extremely crude armour made from ragged skins major importance and many of the victories of Athens were
stitched together. None but the most primitive tribes and attributed to the success of the citizens bow attacks.
the most savage monsters, such as the Cyclops, use it.
Construction: Tough hides sewn together or worn as a In Egypt and Assyria, by contrast, the bow was the master
cape. of the battlefield. The military power of Egypt is attributed
Cost: 3 silver drachmas. to the skill, speed and sheer overwhelming number of its
Hit Points: 20. arrow attacks.
DR/DA: Piercing 2/2; Slashing 1/3; Bludgeoning 3/0.
Coverage Bonus: +8. Egyptian bow technology was inventive and ahead of the
Armour Check Penalty: -8. rest of the world for a long time. The artificers of the
Maximum Dexterity Bonus: +0. Egyptian people used their skill to improve on the simple
curved length of wood, creating a variety of recurve bows
that enabled their archers to fire their arrows further than
before.

Weapons
Range
Simple Weapons Cost Dmg (M) Critical Increment Weight Type
Unarmed strike 1d3 x2 Bludgeoning
Light Melee Weapons
Dagger 4 sd 1d4 1920/x2 10-ft. 1 lb. Piercing or slashing
Mace, stone headed 2 sd 1d6 x2 4 lb. Bludgeoning
Sickle 3 sd 1d6 x2 2 lb. Slashing
One-handed Melee Weapons
Club 1d6 x2 10-ft. 3 lb. Bludgeoning
Flail 4 sd 1d6 x3 4 lb. Bludgeoning
Mace, bronze headed 6 sd 1d8 x2 8 lb. Bludgeoning
Shortspear 5 sd 1d6 x2 20-ft. 3 lb. Piercing
Two-handed Melee Weapons
Crook 1d6 x2 4 lb. Bludgeoning
Longspear 4
10 sd 1d8 x3 9 lb. Piercing
Spear 8 sd 1d8 x3 20-ft. 6 lb. Piercing
Staff 1d6 x2 4 lb. Bludgeoning
Stake, sharpened 1d8 x2 7 lb. Piercing
Ranged Weapons
Dart 1 sd 1d4 x2 20-ft. 1/2 lb. Piercing
Javelin 5 sd 1d8 x2 20-ft. 2 lb. Piercing
Javelin, Mycenaean 6 sd 1d6 x2 30-ft. 1 1/2 lb. Piercing
Rock, throwing Varies x2 Varies Varies Bludgeoning
Sling 1d4 x2 50-ft. 0 lb. Bludgeoning
Stones, sling (10) 5 lb.

104
Horn Bow the Old Kingdom. It could also be made in the wild with
The horn bow is made from two antelope horns, joined little difficulty. It is made from a shaped, bent length of
by a single piece of wood at the centre. Horn bows are wood and a strand of sinew or other cord.
described by Homer in the Iliad, though we must allow
him some poetic license as some of the bows he mentions Composite Self Bow
would not actually have worked. A horn bow has very Composite bows were one of the greatest military
limited range compared to other types of bow. innovations of the ancient world. When a bow is drawn,
the outside face stretches and the inside face is compressed.

equipment
Self Bow Instead of making a bow with the same material all the
This unremarkable bow is the sort that a villager of Bronze way through, ancient artificers made bows with elastic
Age Greece might employ or a common warrior of Egypt in material (such as sinew) on the outside face and springy

Range
Martial Weapons Cost Dmg (M) Critical Increment Weight Type
One-handed Melee Weapons
Axe, throwing 6 sd 1d8 x2 10-ft. 2 lb. Slashing
Hammer 4 sd 1d4 x2 20-ft. 2 lb. Bludgeoning
Axe, hand, cutting 6 sd 1d8 x3 3 lb. Slashing
Axe, hand, piercing 6 sd 1d6 x3 3 lb. Piercing
Net 10 sd 10-ft. Special
Whip 8 sd 1d3 x2 2 lb. Slashing
Shield, light/medium - 1d3 x2 Special Bludgeoning
Sword, short stabbing 10 sd 1d6 x2 2 lb. Piercing
Akinakes 16 sd 2d4 18-20/x2 2 lb. Slashing or piercing
Axe, large 20 sd 2d6 x3 6 lb. Slashing
Sword, Cretan
stabbing 12 sd 1d6 1820/x2 2 lb. Piercing
Kopesh 25 sd 2d6 1920/x2 4 lb. Slashing
Kopis 25 sd 2d6 1820/x2 4 lb. Slashing
Xiphos 20 sd 2d4 19-20/x2 2 lb. Slashing or piercing
Shield, heavy - 1d4 x2 Special Bludgeoning
Trident 12 sd 1d8 x2 10-ft. 4 lb. Piercing
Two-handed Melee Weapons
Greatclub 10 sd 1d10 x2 8 lb. Bludgeoning
Labrys, two-handed 25 sd 3d6 x3 12 lb. Slashing
Sarissa 18 sd 3d6 x3 20 lb. Piercing
Ranged Weapons
Bow, horn 20 sd 1d8 x3 30-ft. 2 lb. Piercing
Bow, self 16 sd 1d8 x3 50-ft. 2 lb. Piercing
Bow, composite self 30 sd 1d8 x3 80-ft. 2 lb. Piercing
Bow, composite,
recurve 40 sd 2d6 x3 100-ft. 2 lb. Piercing
Arrows, bone tipped
(20) 1 sd 3 lb.
Arrows, ivory tipped
(20) 3 sd 3 lb.
Arrows, bronze tipped
(20) 6 sd 3 lb.

105
material (such as horn) on the inside.
This took advantage of the different
kind of work done by the different
parts of the bow, allowing much more
powerful shots. A character with a
composite bow may add his Strength
ability score bonus to the damage done
by the arrow. Composite bows were in
equipment

use to an extent in the Old Kingdom,


though (for game purposes) the recurve
version does not appear until the New
Kingdom was established.

Composite Recurve Bow


This was the bow that made Rameses
the Great victorious at the Battle of
Quadesh. A recurve bow larger than
a self bow and is made so that it bends
outwards at the ends, adding additional
power and range to the bow shot.

Sling
A sling is a simple leather loop
fashioned for hurling stones. Your
Strength modifier applies to damage
rolls when you use a sling, just as it
does for thrown weapons. You can
fire, but not load, a sling with one
hand. Loading a sling is a move action
that requires two hands and provokes
attacks of opportunity.
It is even possible for a bronze-tipped arrow fired from a
composite bow to punch straight through a shield and into
Bone-tipped Arrow
the arm of the wielder. Bronze-tipped arrows receive a +1
Tipping an arrow with a sharpened bone point is the
enhancement bonus to their damage roll. In addition, they
standard way to make such an article in the ancient world.
are the only weapon that has any effect upon an armour
Bone is plentiful and easy to sharpen, though it is brittle
(but not a shield) Coverage check; the slim, hard bronze
and does not offer the best penetration.
heads are exceptionally good at turning armour aside. The
Bone-tipped arrows are the kind that a primitive tribe (such
DC for the Coverage check to see whether armour has
as barbarians) will be most likely to use. A culture that uses
caught a bronze-tipped arrow or not is 21 rather than 20.
bone-tipped arrows will usually use ivory-tipped arrows as
well, though these will be kept for the best archers, so that
they are not wasted. Thrown Weapons
Throwing Axe
Ivory-tipped Arrow This is a simple bronze-headed axe, designed to be thrown
Ivory is a much better substance for tipping an arrow with at a target.
than bone. It can be filed to a sharper point and is less
likely to shatter on impact. As there is much less ivory Javelin
available than bone, these arrows are only issued to the A javelin is a slender spear, shaped for throwing. It can be
best archers in an army. Ivory-tipped arrows receive a +1 used in hand-to-hand combat as a stabbing weapon without
enhancement bonus to their damage roll. penalty. Standard practice is for a Greek light infantryman
to carry two javelins as well as his spear and short sword.
Bronze-tipped Arrow Egyptian warriors carry javelins in their war chariots, using
Arrows tipped with bronze heads are the best kind available. them for close-up combat in preference to bows.
The needle-sharp bronze can easily rip through all but the
toughest armour and cause horrific internal injuries.

106
Mycenaean Javelin edges as well as a keen point, meaning that it can be used
This variant design of the javelin is slightly lighter than the to slash or stab.
regular article and incorporates a throwing loop, so that the
wielder can hurl it to a greater distance. The lesser mass Cretan Stabbing Sword
means that the javelin is easier to throw further but does This unusually slim weapon, which is up to three feet long
not strike with so much force when it reaches its target. and made from bronze, is an ancestor of the rapier. It is a
long, slim blade used for stabbing rather than slashing. Its
Throwing Stone use should be restricted to Cretans if the Games Master

equipment
It may come as a surprise to modern readers to learn that wishes to be historically stringent. You may use the
hurled rocks were an extremely common sight upon the Weapon Finesse feat to apply your Dexterity ability score
ancient battlefield. In Homers Iliad, frequent mention modifier to your attack roll with a Cretan stabbing sword,
is made of heroes fighting with rocks that they pick up instead of your Strength modifier.
and throw at one another. This was not seen as any less
honourable than transfixing a person with a spear. Some Stone Axe
warriors even specialised in rock throwing, as the extract A stone axe is a primitive cutting tool, made from sharpened
from Tyrtaeus makes plain. In the frenzy of combat, flint bound to a wooden haft. It is more commonly used to
any warrior would use a stone if he had to. As spears chop wood than to attack other human beings.
and javelins frequently shattered on impact, it became
necessary to find other weapons and a flung rock was as Bronze Cutting Axe
good as anything else. The bronze axe is a significant improvement upon the
stone version, with a good metal edge that is used to hack
The table below gives the weapon statistics for thrown at the limbs of enemies.
stones. The heavier a rock is, the more mass it has and
the more damage it inflicts upon impact. You must have Bronze Piercing Axe
a certain minimum level of Strength in order to throw a Historically, the piercing axe was developed as a response to
stone effectively. You add your Strength ability score bonus the increased use of helmets. Often, the only armour that
to the damage from a thrown stone. a Bronze Age opponent would wear was a helmet, which
As thrown stones are not shaped for throwing, all attackers often made the difference between life and death. As a
who do not have the Rock Hurler feat are treated as non- helmet is more efficient at warding off slashing damage
proficient with them and receive a 4 penalty to their than piercing damage, a simple weapon was created to take
attack rolls when using them. advantage of this fact. Piercing axes are rather like short-
handled picks.
Throwing Stones
Minimum Range Wooden Club
Stone Strength Increment Damage A wooden club is simply a length of wood that can be
Light (1-5 lb.) - 10-ft. 1d4
swung and used as a weapon.
Medium (6-10 lb.) 12 10-ft. 1d6
Stone Mace
Heavy (11-15 lb.) 14 5-ft. 1d8 A stone mace is little more than a club. A heavy,
Very Heavy (16-20 lb.) 16 5-ft. 2d6 shaped rock is bound to a wooden haft with strips of
hide. In the Egyptian version, a disc of stone with a
hole in the centre is fixed to a wooden handle. By the
Melee Weapons time of OGL Ancients, only relatively primitive peoples use
These weapons are used in hand-to-hand combat in the stone maces.
ancient world.
Bronze Mace
Dagger A very common weapon in the Middle East, the bronze
A dagger is a long knife used for stabbing or slashing, mace is a heavy sphere of bronze on a wooden haft.
common to all cultures in the world of OGL Ancients. You The strength and weight of the bronze mace-head lend
get a +2 bonus on Sleight of Hand checks made to conceal additional force to the wielders blows. A +1 enhancement
a dagger on your body. See the Sleight of Hand skill for bonus is added to the weapons damage rolls.
more information.
Sharpened Stake
Akinakes This crude weapon is simply a length of wood (from two
This is an iron shortsword used by Persian troops. It is to four feet long) with the end chopped to a point,
only eighteen inches in length at most but has sharpened
107
hardened in fire. It is the simplest form of spear there that the rope allows. If the entangled creature attempts to
is. It can be used as a thrown weapon but it is not at cast a spell, it must make a DC 15 Concentration check or
all aerodynamic, so the thrower is automatically treated be unable to cast the spell.
as non-proficient with it and receives a 4 penalty to the
attack roll. An entangled creature can escape with a DC 20 Escape
Artist check (a full-round action). The net has 5 hit points
Short Thrusting Spear and can be burst with a DC 25 Strength check (also a full-
This simple spear has a point of sharpened bone, flint or round action). A net is useful only against creatures within
equipment

ivory. A spear can be thrown. If you use a ready action to one size category of you. In order to be thrown effectively,
set a spear against a charge, you deal double damage on a a net must be folded up. The first time you throw your
successful hit against a charging character. net in a fight, you make a normal ranged attack roll that
cannot be warded off with Shield Defence. After the net is
Bronze Tipped Shortspear unfolded, you take a 4 penalty on attack rolls with it. It
This is the typical spear used for close-up fighting by Greek takes 2 rounds for a proficient user to fold a net and twice
warriors. A spear can be thrown. If you use a ready action that long for a non-proficient one to do so.
to set a spear against a charge, you deal double damage on
a successful hit against a charging character. Bronze tipped Labrys
spears have a +1 enhancement bonus to their damage rolls. A labrys is an axe with two bronze cutting heads shaped
like half-moons. Versions sized for single-handed and
Bronze Tipped Long Spear (Reach) double-handed use exist. The labrys is not often used in
This is the spear used in a phalanx, the primary weapon of a actual combat, being more of a ceremonial weapon. It
Hoplite. A long spear has reach. You can strike opponents dates back to Minoan Crete, where it is believed to have
10 feet away with it, but you cannot use it against an been the sacred symbol of an ancient Goddess about which
adjacent foe. If you use a ready action to set a longspear too little is known. The labrys is the traditional weapon for
against a charge, you deal double damage on a successful witches to use.
hit against a charging character. Bronze tipped spears have
a +1 enhancement bonus to their damage rolls. Kopesh
The kopesh, referred to as the weapon of victory, is the
Sarissa (Bronze Tipped) bronze sickle sword of ancient Egypt. It has a curved blade
The sarissa was developed by Alexander the Great to be the and is used for hacking. Unlike an actual sickle, the blade
ultimate spear weapon for use in phalanxes. It is essentially is sharp on its outer edge. Egyptian troops usually wield a
a 20 foot long spear, so huge that it has to be wielded two kopesh for close-up combat.
handed. A sarissa may be used to attack opponents up
to 20 feet away, but cannot be used against an adjacent Short Stabbing Sword
foe or a foe that is closer to hand than twenty feet away. The Greek infantry used this sword before their weapons
Bronze tipped spears have a +1 enhancement bonus to their and armour were revised and the kopis (see below) replaced
damage rolls. it. It is essentially a long dagger, designed to be shoved
between the joints of the opponents armour.
Trident
A trident is a three-pronged bronze spear. This weapon Kopis
can be thrown. If you use a ready action to set a trident The kopis, or Greek sabre, is a backup Hoplite weapon. It
against a charge, you deal double damage on a successful is a short curved sword used for slashing. Standard Hoplite
hit against a charging character. fighting strategy is to butcher ones enemies at a distance by
using long spears, then switch to the kopis to finish them
Net off if they should manage to come closer than the spears
A net is used to entangle enemies. When you throw a net, reach.
you make a ranged attack against your target. The defender
cannot use a Shield Defence check to ward the attack off Xiphos
and must avoid it with Active Defence if he can. A nets This is a double-edged, pointed Greek sword, used in the
maximum range is 10 feet. If you hit, the target is entangled. classical era. Lighter than the kopis, it is most commonly
An entangled creature takes a 2 penalty on attack rolls, a used by less heavily armoured troops.
4 penalty on Dexterity, can move at only half speed and
cannot charge or run. If you control the trailing rope by Whip
succeeding on an opposed Strength check while holding it, A whip deals non-lethal damage. Any attack with a whip
the entangled creature can move only within the limits that connects with armour (following a successful Coverage

108
check) is blocked altogether. The whip is treated as a melee grow, such as forests, add a +2 circumstance bonus to the
weapon with 15 foot reach, though you dont threaten the Survival skill check. If the forager makes a successful check,
area into which you can make an attack. In addition, unlike roll once on the Common Herbs table to find out the yield.
most other weapons with reach, you can use it against foes If the check succeeds by more than 10, roll once on the
anywhere within your reach, including adjacent foes. Using Common Herbs table and once on the Rare Herbs table.
a whip provokes an attack of opportunity, just as if you You cannot forage for herbs in arid or drought-stricken
had used a ranged weapon. You can make trip attacks with areas. The Games Master has the final say on where you
a whip. If you are tripped during your own trip attempt, may forage.

equipment
you can drop the whip to avoid being tripped. When using
a whip, you get a +2 bonus on opposed attack rolls made The word herbs is used here as a catchall term. The actual
to disarm an opponent (including the roll to keep from plants used would include mushrooms, spices, mosses,
being disarmed if the attack fails). You can use the Weapon berries, bark, insects and sundry other ingredients. The
Finesse feat to apply your Dexterity modifier instead of Games Master can therefore be fairly lenient in allowing
your Strength modifier to attack rolls with a whip. players to forage for herbs in most places, since many
different plants have similar properties and a herb in this
Masterwork Weapons context is not always something which is green, leafy and
A masterwork weapon is a finely crafted version of a normal grows in the ground.
weapon. Wielding it provides a +1 enhancement bonus on
attack rolls. You cannot add the masterwork quality to a The more mysterious herbs are here categorised by use,
weapon after it is created; it must be crafted as a masterwork such as witches herbs and poisonous herbs rather than
weapon (see the Craft skill). being mentioned by name. Although to do so would be
more historically authentic, we feel that giving the actual
Masterwork ammunition is damaged (effectively destroyed) names of such things as hallucinogenic herbs might
when used. The enhancement bonus of masterwork encourage people to experiment, so we refrain from doing
ammunition does not stack with any enhancement bonus so on the grounds of social responsibility. A Games Master
of the projectile weapon firing it. who wishes to give the game true historical accuracy should
consult any reputable text of herbalism to find out which
Even though some types of shields can be used as weapons, herbs have which alleged properties, such as Culpepers
you cannot create a masterwork version of such an item Herbal.
that confers an enhancement bonus on attack rolls. Instead,
masterwork armour and shields have their armour check Herb Yield: The yield indicates how many units of each
penalties reduced by one or their Maximum Dexterity kind of herb the character finds. A single unit of herbs is
Bonus increased by one. Masterworking any item adds enough to prepare a crafted herbal item. For example, you
600 sd to its base cost. can use one unit of herbs to make one herbal poultice with
a single Craft (herbalism) check. Witches do not need to
turn units of their herbs into crafted items in order to use
Herbs them; a witch can use up a unit of herbs freshly plucked
Herbs are a vital part of life in ancient Greece and Egypt. from the ground in her spellcasting. Herbs in italics are
They are used in the home, on the battlefield, in the inherently suspicious to have, as they are used to work ill
temples of the Gods and in the secret meeting places of in the eyes of most citizens. A person with these herbs is
the witches. This section details the different herbs that a as good as a criminal or a professional poisoner. If you are
character may find and the uses to which they are put. found to be cultivating these, the authorities will confiscate
them, unless you are of high enough rank to talk your way
Common herbs usually sell for 1 drachma per bunch unless out of it.
otherwise noted. Rarer herbs sell for 30 silver drachmas per
bunch unless otherwise noted. Herbs in italics are never Storing Herbs: You can dry herbs out and keep them for
available for open sale and must be foraged for by the player later use. Common herbs remain usable for up to one year
or a black market source found. after they are first picked. Rare herbs are only usable for six
months following picking.
Foraging For Herbs
A character may make a Survival check at a DC of 15 to Herb Gardens: A character with their own garden of herbs
spend an hour foraging for herbs. Herbs are useful to may choose three types of herb to cultivate, though they
witches, who use them in spellcasting and to herbalists should bear in mind the likely social reaction to cultivating
who can make healing poultices and other herbal products forbidden herbs. (A clever character can make a secret herb
from them. When foraging in regions where many herbs garden in a secluded space, which only she knows how

109
to find.) Your herb garden gains one new Common Herbs Fragrant Herbs: These herbs have an
unit of herbs of each type per month, to unusually pleasant smell and are used
d100 roll Herb Yield
a maximum of 10 units of herbs of each in the manufacture of incense. Some of
type. You may harvest these and use 1-30 1d4 Cooking Herbs them are chewed to sweeten the breath,
them as you see fit. If you ever harvest 31-40 1d4 Stinking Herbs an important consideration in an age
all the units of herbs of a given type, that 41-60 1d4 Healing Herbs long before the invention of toothpaste.
kind of herb no longer gains new units, Fragrant herbs have some commercial
61-65 1d4 Cleansing Herbs
as you have used it all up. value, but little use for mortal characters
equipment

66-75 1d4 Witches Herbs beyond that. A packet containing five


Cleansing Herbs: Used instead of soap 76-80 1d4 Soothing Herbs units of fragrant herbs would sell for
in the ancient world, these herbs have a 81-90 1d4 Poisonous Herbs approximately one drachma in the
detergent property and are used to bathe 91-93 1d3Narcotic Herbs marketplace.
people and clothes. Hyssop is the most
94-96 1d3 Soporific Herbs
famous of such herbs. Regular washing Fragrant herbs are of much more
of wounds is important when helping 97-100 1d3 Purgative Herbs significance to spiritual creatures. A Craft
them to heal properly. Cleansing herbs (herbalism) check can be used to turn one
add a +2 circumstance bonus to any Medicine check made unit of fragrant herbs into one unit of incense, which can
to cure a grievous wound through daily care, as opposed to then be burned as an offering to a spiritual creature. Any
cautery. Cleansing herbs are simply added to water and do spiritual creature can absorb offerings of incense made to
not need to be prepared with Craft (herbalism). it and gains hit points by doing so. See the rules covering
spiritual creatures in the Death and Beyond chapter.
Cooking Herbs: These are some of the commonest herbs
and are used to give flavour to cooking. They include such Hallucinogenic Herbs: Powerful narcotics, these herbs
familiar stew ingredients as parsley, sage and rosemary. induce vivid visions of things that are not truly there. A
Cooking herbs are of little practical use in the game and herbalist can use the Craft (herbalism) skill to turn one unit
are included as a better than nothing at all discovery of these herbs into one liquid or solid dose of hallucinogen.
when foraging for herbs; they are the commonest herbs of This is essentially poison that does temporary damage to
all. When freshly picked, they can add a +2 circumstance the ingesters Intelligence and Wisdom ability scores; both
bonus to any Craft (cook) skill check. Herbs do have his ability to think clearly and his perception of the world
some monetary value and herb-gathering can be a means around him are muddled by the swirling apparitions he sees
of raising small amounts of money when it is desperately around him. See the Poisons section in the Adventuring
needed, such as to buy food or a place to spend the night. chapter for more information.
A packet containing ten units of cooking herbs would sell
for approximately one obol in the marketplace. Healing Herbs: These goodly herbs have antiseptic
properties that fight infection and help wounds to heal.
Deadly Herbs: These herbs are Unlocking their healing quality
spoken of with fear and dread, as takes the hand of a learned herbalist.
they are poisonous enough to kill Rare Herbs To be used, they must be made
you outright. One unit of deadly d100 roll Herb Yield into a herbal poultice with a Craft
herbs is enough to prepare a dose 1-10 1d4 Staunching Herbs (herbalism) check. One dose of
(liquid or solid) of toxin whose 11-20 1d4 Hallucinogenic healing herbs is enough to prepare
ingestion will almost always result Herbs one herbal poultice. A single herbal
in death. A Craft (herbalism) skill poultice adds +2 to the Heal check to
check is needed to prepare the herbs; 21-30 1d4 Stimulant Herbs bind any given wound.
the DC for this skill check is 20 31-40 1d3 Witches Herbs
as the herbs are difficult to work (potent) Holy Herbs: Occasionally, a sprig
with. If the skill check is failed by 41-50 1d3 Paralysing Herbs of herbs has an origin in legend that
more than 10, then the herbalist has makes it especially blessed by the
51-60 1d3 Fragrant Herbs
accidentally poisoned himself and Gods; it may be said to have sprung
must make a saving throw against 61-70 1d3 Holy Herbs from the blood of one of them or
the effects of the poison. For the full 71-80 1d3 Visionary Herbs to have been given by them for the
description of deadly poison, see the 81-86 1d3 Witches Herbs benefit of mankind. Holy herbs
Poisons section in the Adventuring (extra potent) are used in religious ritual, where
chapter. they form the basis of the ritual
87-00 1d3 Deadly Herbs
preparations that go on before a

110
major prayer is made. See ritual preparations in the Magic to vomit, then no benefit is derived. Some purgatives work
chapter for additional details. on a laxative basis rather than an emetic (causing vomiting)
basis but we feel that such modifications are best left to
Narcotic Herbs: Drugs, in a word, these herbs induce any Games Master who wishes to add a serious level of
euphoria and detachment from the world. A Craft historical authenticity to the game.
(herbalism) check can turn narcotic herbs into a liquid or
resin form that allows them to be ingested. A preparation Soothing Herbs: These benign herbs help to break fevers
made from narcotic herbs is technically a poison that and aid those suffering from disease. A character with Craft

equipment
causes temporary Wisdom ability score damage; see the (herbalism) can use a unit of these herbs to prepare a tonic,
Poisons table in the Adventuring chapter. This entry does which helps their body to fight off infection. A single unit
not cover those herbs that are used to induce a state of of herbs creates one dose of tonic, which when drunk adds
religious ecstasy, since those do not numb the senses so a +2 herbal bonus to the characters saving throw that day
much as bring them into harmony with the deity. Herbs to resist the effects of a disease or recover from it.
for religious use are covered under holy herbs below.
Soporific Herbs: These herbs induce drowsiness and
Paralysing Herbs: These rare herbs induce rigour of the in greater quantity place the imbiber into a deep sleep.
muscles, making the imbiber unable to move. A lesser dose They are used to calm those who suffer from insomnia or
leaves the unwise imbiber sluggish and uncoordinated. nightmares and to assist those who are wounded to sleep
You can make a Craft (herbalism) check to turn one unit peacefully and recover their strength. A Craft (herbalism)
of paralysing herbs into a mild draught or two units into a check turns one unit of soporific herbs into a mild sleeping
strong draught. See the Poisons table for the effect of each draught or two units of soporific herbs into a strong one.
kind of draught upon the ingester. See the Poisons table in the Adventuring chapter for the
effects of sleeping draughts.
Poisonous Herbs: These plants can be used to make poisons
of varying degrees of severity. A Craft (herbalism) check Staunching Herbs: These herbs help to stem the blood
can turn a unit of poisonous herbs into a dose of ingestive flow from a wound, aiding clotting and thus healing. They
poison, in liquid or powder form. See the section entitled are used in ancient medicine to treat cuts and perforations.
Poisons in the Adventuring chapter for information on A Craft (herbalism) check can turn a unit of staunching
how poisons work. You can use multiple units of herbs to herbs into a dose of special herbal ointment, which can
produce a more concentrated poison. Each unit of herbs be used to treat any wound caused by slashing or piercing
that you add to the brew increases the DC of the saving damage. If the Heal check to bind the wound is successful,
throw to resist its effects by 2; you may include a maximum an additional point of damage is healed from the wound.
of 3 units of herbs when brewing a given poison. The
extracts of poisonous herbs are not guaranteed to be fatal, Stimulant Herbs: These herbs have the property of waking
though those who ingest them often die of the effects. the imbiber up, making him alert and tense. Guards on
duty use stimulants, sages who study for long hours and
Purgative Herbs: These bitter herbs cause the ingesters scouts who have to keep on the go for long periods of
body to convulse and sweat, provoking vomiting and other time. The juice prepared from stimulant herbs by a Craft
purgative processes, so that poison can be driven from his (herbalism) check grants a +2 herbal bonus to all Spot and
system. As usual, a Craft (herbalism) check is required to Listen checks made while the herbs are in effect and allows
turn a unit of purgative herbs into an ingestible pill or phial the user a +2 herbal bonus to any Fortitude saving throws
of liquid. Many aristocrats carry a small phial of purgative, made to resist the effects of fatigue, such as from running
in case they should have poison slipped to them in their flat-out for a long time. A dose lasts for 8 hours, following
food. which the user suffers 1d8 points of non-lethal damage.

When a character ingests purgative, he must make a Stinking Herbs: These noxious substances are used in
Fortitude saving throw at a DC of 15 or vomit up his exorcisms, as the power of their stench can overcome evil
stomach contents. He may voluntarily fail this saving throw spirits. According to the folklore of the ancient world,
if he wishes to, as indeed most users of purgative do. A bout pungent smells can be used to drive evil away (the use of
of purgative-induced vomiting and sweating after ingestive garlic to ward off vampires is a good example) and foul
poison has been swallowed allows the purged individual to preparations such as asafoetida were believed to be effective
make his next Fortitude saving throw against the secondary at purging a place of demonic infestation. In game terms,
damage of the poison at a +4 herbal bonus to the roll. If, stinking herbs, when burned, add a +2 circumstance bonus
for whatever reason, he holds on to his stomach and fails to all attempts to ward off or dispel wicked spirits (though

111
not incarnate undead) within a 15 foot radius of the burning to turn one unit of witches herbs into a dose of so-called
herbs and to all Prayer, Witchcraft or Hekau skill checks to flying ointment. (This does not itself enable witches to
produce exorcism effects directed against discarnate spirits. fly, although they can do so with other magics. It helps
A single dose burns for half an hour. The smoke smells them to separate their spirits from their bodies.) This then
unpleasant to mortals and is readily recognisable but has suffices for a single casting of the project the soul effect. The
no ill effects. You do not have to make stinking herbs into project the soul effect can be cast without the use of the
any kind of a preparation to use them in this way. You can ointment but the Witchcraft skill check to do so is made
simply burn them. at a 4 penalty.
equipment

You can use stinking herbs to wake up an unconscious Witches Herbs (potent): The scarcer witches herbs
character. So long as he is not also dying, the smoke from are eagerly sought after by followers of the craft, as they
a dose of stinking herbs held close to the characters nose allow even more draining magical effects to be cast with
allows him to make a fresh Fortitude saving throw at a +2 impunity. A single dose of the potent variety of these
circumstance bonus in order to wake up. herbs can supply 10 hit points worth of magical energy for
spellcasting purposes. As with the ordinary variety, a dose
Visionary Herbs: These extremely rare herbs are similar of the herbs can be tapped only once, even if the additional
to those that induce hallucinations. However, the visions energy is not used.
granted by visionary herbs are genuinely prophetic. Many
seers cultivate small gardens of visionary herbs, as they are Witches Herbs (extra potent): The most powerful of
so useful when prophesying. The smoke from a burning witches herbs, these extraordinary substances contain a
unit of visionary herbs lasts for 30 minutes and assists any vast reservoir of lunar energy in a very small receptacle.
uses of the Interpret Divine Will feat made during that One dose of these herbs can supply up to 15 hit points
time. See the Feats chapter for details. worth of energy for casting with. By using these herbs,
even a young and inexperienced initiate into witchcraft can
Some natural gases duplicate the effects of visionary herbs; safely produce effects so powerful that the energy drawn
those in the cavern occupied by the Pythoness, the chief from her body would ordinarily kill her on the spot.
seer of Apollo, exude constantly from a crack in the earth,
giving her the visions that she then passes on to those who
come and consult her. miscellaneous gear
A few of the pieces of miscellany found in the Goods and
Witches Herbs: Steeped in folklore, these herbs are a Services table are described below; along with any special
source of magical power and can be used by witches to benefits they confer on the user you.
fuel spells instead of using their own vital energy. (Hekau
casters can use power amulets in the same way.) Witches Caltrops: A caltrop is a four-pronged iron spike crafted so
herbs are said to soak up the power of the moon, a power that one prong faces up no matter how the caltrop comes
that can then be diverted into witchcraft effects. Ordinary to rest. You scatter caltrops on the ground in the hope that
witches herbs can supply up to five hit points of energy for your enemies step on them or are at least forced to slow
casting purposes, which then need not be drawn from the down to avoid them. One two-pound bag of caltrops covers
body of the caster. Witches carry with them a supply of an area five square feet.
the herbs, so that they can cast their spells freely without
taxing themselves too much. It is also customary for a Each time a creature moves into an area covered by caltrops
newly initiated witch to be given a small supply of herbs or spends a round fighting while standing in such an area,
for her own use. it might step on one. The caltrops make an attack roll (base
attack bonus +0) against the creature. For this attack, the
When you use the herbs to aid in spellcasting, they do not creatures shield, armour and deflection bonuses do not
need to be turned into any kind of preparation; they may count. If the creature is wearing shoes or other footwear,
be used in their raw state. A single unit of herbs can only they receive a +2 armour bonus to their Passive Defence.
be used once, even if you do not use up all of the latent If the caltrops succeed on the attack, the creature has
magical energy within it. Herbs can only supply energy stepped on one. The caltrop deals 1 point of damage and
for casting spells in the moment, not for creating magical the creatures speed is reduced by one-half because its foot
objects; that kind of energy must always come from the is wounded. This movement penalty lasts for 24 hours or
body of the caster. until the creature is successfully treated with a DC 15 Heal
check or until it receives at least 1 point of magical curing.
Witches herbs have one other use, which does require A charging or running creature must immediately stop if
preparation. A Craft (herbalism) check can be made it steps on a caltrop. Any creature moving at half speed or

112
slower can pick its way through a bed Most manacles have locks; add the cost
of caltrops with no trouble. Trade Goods of the lock you want to the cost of the
Cost Item manacles.
Caltrops may not be effective against 6 cc One pound of wheat
unusual opponents. 1 so One pound of flour or For the same cost, you can buy
one chicken manacles for a Small creature. For
Candle: A candle dimly illuminates a Large creature, manacles cost ten
2 sd One pound of iron
a five foot radius and burns for one times the indicated amount and for a

equipment
hour. 10 sd One pound of tobacco Huge creature, one hundred times this
or copper
amount. Only specially made manacles
Chain: Chain has hardness 10 and 5 2 sd One pound of can hold Gargantuan, Colossal, Tiny,
hit points. It can be burst with a DC cinnamon or one goat Diminutive and Fine creatures.
26 Strength check. 4 sd One pound of ginger
or pepper or one sheep Oil: A pint of oil burns for six hours in
Crowbar: A crowbar it grants a +2 6 sd One pig a lantern. You can pour a pint of oil on
equipment bonus on Strength checks 3 sd One square yard of the ground to cover a five feet square,
made for such purposes. If used in linen provided that the surface is smooth. If
combat, treat a crowbar as a one- 14 sd One pound of salt or lit, the oil burns for two rounds and
handed improvised weapon that deals silver deals 1d3 points of fire damage to each
bludgeoning damage equal to that of a creature in the area.
20 sd One square yard of silk
club of its size. or one cow
Rope, Hemp: This rope has 2 hit
30 sd One pound of saffron
Flint and Steel: Lighting a torch with points and can be burst with a DC 23
or cloves or one ox
flint and steel is a full-round action and Strength check.
lighting any other fire with them takes 100 sd One pound of gold
at least that long. 1,000 sd One pound of Rope, Silk: This rope has 4 hit
platinum points and can be burst with a DC
Grappling Hook: Throwing a 24 Strength check. It is so supple that
grappling hook successfully requires it provides a +2 equipment bonus on
a Use Rope check (DC 10, +2 per 10-ft. of distance Use Rope checks.
thrown).
Torch: A torch burns for one hour, clearly illuminating a
Hammer: If a hammer is used in combat, treat it as a one- 20 foot radius and provides shadowy illumination out to
handed improvised weapon that deals bludgeoning damage a 40 foot radius. If a torch is used in combat, treat it as
equal to that of a spiked gauntlet of its size. a one-handed improvised weapon that deals bludgeoning
damage equal to that of a gauntlet of its size, plus one point
Ink: This is black ink. You can buy ink in other colours, of fire damage.
but it costs twice as much.
Vial: A vial holds one ounce of liquid. The stoppered
Jug, Clay: This basic ceramic jug is fitted with a stopper container usually is no more than one inch wide and three
and holds one gallon of liquid. inches high.

Lock: A lock may be smashed off using a weapon, to do


so roll to hit as in standard combat using the DC 14 to hit tools and skill kits
the Diminutive target and work out damage normally. All Alchemists Lab: An alchemists lab always has the perfect
locks have a hardness of 10 and a locks hit points depend tool for making alchemical items, so it provides a +2
on the locks quality: simple (5 hp), average (8 hp), good equipment bonus to Craft (alchemy) checks. It has no
(12 hp) or superior (20 hp). bearing on the costs related to the Craft (alchemy) skill.
Without this lab, a character with the Craft (alchemy) skill
Manacles: Manacles can bind a Medium creature. A is assumed to have enough tools to use the skill but not
manacled creature can use the Escape Artist skill to slip free enough to get the +2 bonus that the lab provides.
(DC 30 or DC 35 for masterwork manacles). Breaking the
manacles requires a Strength check (DC 26 or DC 28 for Artisans Tools: These special tools include the items
masterwork manacles). Manacles have hardness 10 and 10 needed to pursue any craft. Without them, you have to use
hit points.

113
Miscellaneous Gear Item Cost Weight
Item Cost Weight Pouch, belt (empty) 2 sd 1/2 lb.
Papoose (empty) 4 sd 2 lb. Rations, trail (per day) 8 so 1 lb.
Barrel (empty) 4 sd 30 lb. Rope, hemp (50-ft.) 2 sd 10 lb.
Basket (empty) 7 sd 1 lb. Rope, silk (50-ft.) 20 sd 5 lb.
Bedroll 10 so 5 lb. Sack (empty) 10 so 1/2 lb.
equipment

Bell 2 sd Sealing wax 2 sd 1 lb.


Blanket, winter 8 sd 3 lb. Sewing needle 8 so
Bottle, wine, pottery 4 sd Signal whistle 14 sd
Bucket (empty) 8 sd 2 lb. Sledge 2 sd 10 lb.
Caltrops 2 sd 2 lb. Spade or shovel 4 sd 8 lb.
Candle 1 so Tent 20 sd 20 lb.
Canvas (sq. yd.) 10 so 1 lb. Torch 1 so 1 lb.
Case, map or scroll 2 sd 1/2 lb. Vial, ink or potion 2 sd 1/10 lb.
Chain (10-ft.) 60 sd 2 lb. Waterskin 2 sd 4 lb.
Chalk (1 piece) 1 so Whetstone 2 so 1 lb.
Chest (empty) 4 sd 25 lb. Tools and Skill Kits
Crowbar 4 sd 5 lb. Item Cost Weight
Firewood (per day) 1 so 20 lb. Alchemists lab 1,000 sd 40 lb.
Fishhook 10 so Artisans tools 10 sd 5 lb.
Fishing net (25-sq.-ft.) 8 sd 5 lb. Disguise kit 100 sd 8 lb.
Flask (empty) 3 so 1-1/2 lb. Healers kit 100 sd 1 lb.
Flint and steel 2 sd Holy symbol, wooden 2 sd
Grappling hook 2 sd 4 lb. Holy symbol, silver 50 sd 1 lb.
Hammer 8 so 2 lb. Musical instrument 10 sd 3 lb.
Ink (1 oz. Vial) 16 sd Scale, merchants 4 sd 1 lb.
Ink pen 10 so Clothing
Jug, clay 3 so 9 lb. Item Cost Weight
Ladder (10-ft.) 5 so 20 lb. Artisans outfit 2 sd 4 lb.
Lock 1 lb. Priests vestments 10 sd 6 lb.
Very simple 80 sd 1 lb. Cold weather outfit 16 sd 7 lb.
Average 160 sd 1 lb. Courtiers outfit 60 sd 6 lb.
Good 320 sd 1 lb. Entertainers outfit 6 sd 4 lb.
Amazing 600 sd 1 lb. Nobles outfit 150 sd 10 lb.
Manacles 60 sd 2 lb. Peasants outfit 10 so 2 lb.
Mirror, small steel 20 sd 1/2 lb. Royal outfit 400 sd 15 lb.
Mug/Tankard, clay 2 so 1 lb. Scholars outfit 10 sd 6 lb.
Oil (1 pt flask) 10 so 1 lb. Food, Drink and Lodging
Papyrus (sheet) 7 sd Item Cost Weight
Parchment (sheet) 4 sd Ale
Pick, miners 6 sd 10 lb. Gallon 5 sd 8 lb.
Pitcher, clay 2 so 5 lb. Mug 4 so 1 lb.
Piton 10 so 1/2 lb. Banquet (per person) 20 sd
Pole (10-ft.) 4 sd 8 lb. Bread (per loaf ) 2 so 1/2 lb.
Pot, iron 8 so 10 lb. Cheese, chunk of 10 so 1/2 lb.

114
Disguise Kit: The kit is the perfect tool for disguise and
Item Cost Weight
provides a +2 circumstance bonus on Disguise checks. A
Meals (per day) disguise kit is exhausted after ten uses.
Good 8 so
Common 5 so Healers Kit: It is the perfect tool for healing and provides
Poor 2 so a +2 circumstance bonus on Heal checks. A healers kit is
exhausted after ten uses.
Meat, chunk of 5 so 1/2 lb.

equipment
Wine Holy Symbol, Silver or Wooden: A holy symbol focuses
Common (pitcher) 2 sd 6 lb. positive energy. A priest may use it as the focus for his spells
Fine (bottle) 20 sd 1-1/2 lb. and as a tool for turning undead. Each religion has its own
Mounts and Related Gear
holy symbol.
Item Cost Weight
Musical Instrument: A masterwork instrument grants a +2
Bit and bridle 4 sd 1 lb. circumstance bonus on Perform checks involving its use.
Dog, guard 50 sd
Donkey or mule 16 sd Scale, Merchants: A scale grants a +2 equipment bonus on
Appraise checks involving items that are valued by weight,
Feed (per day) 5 so 10 lb.
including anything made of precious metals.
Horse
Horse, heavy 400 sd
Horse, light 150 sd clothing
Artisans Outfit: This outfit includes a simple shirt, a skirt
Pony 60 sd
or pants with a drawstring, sandals and perhaps a cap or
Warhorse, heavy 800 sd hat. It may also include a belt or a leather or cloth apron
Warhorse, light 300 sd for carrying tools.
Warpony 200 sd
Saddle
Priests Vestments: These ecclesiastical clothes are for
performing priestly functions, not for adventuring.
Military 40 sd 30 lb.
Pack 10 sd 15 lb. Cold Weather Outfit: A cold weather outfit includes a
Riding 20 sd 25 lb. heavy woollen cloak, linen shirt, woollen cap, thick pants
Saddle, Exotic or skirt and strong leather sandals with fur inserts. This
outfit grants a +5 circumstance bonus on Fortitude saving
Military 120 sd 40 lb.
throws against exposure to cold weather.
Pack 30 sd 20 lb.
Riding 60 sd 30 lb. Courtiers Outfit: This outfit includes fancy, tailored
Saddlebags 8 sd 8 lb. clothes in whatever fashion happens to be the current style
Stabling (per day) 8 so in the courts of the nobles. Anyone trying to influence
nobles or courtiers while wearing street dress will have a
Transport
hard time of it (2 penalty on Charisma-based skill checks
Item Cost Weight to influence such individuals). If you wear this outfit
Light Chariot 700 sd 200 lb. without jewellery (costing an additional 50 gp), you look
Heavy Chariot 1,200 sd 300 lb. like an out-of-place commoner.
Assyrian War Chariot 1,800 sd 350 lb.
Entertainers Outfit: This set of flashy, perhaps even
Cart 30 sd 200 lb.
gaudy, clothes is for entertaining. While the outfit looks
Galley 120,000 sd whimsical, its practical design lets you tumble, dance, walk
Rowboat 100 sd 100 lb. a tightrope or just run (if the audience turns ugly).
Oar 4 sd 10 lb.
Nobles Outfit: This set of clothes is designed specifically to
Sled 40 sd 300 lb.
be expensive and to show it. Precious metals and gems are
improvised tools (2 penalty on Craft checks), if you can worked into the clothing. To fit into the noble crowd, every
do the job at all. would-be noble also needs a signet ring (see Adventuring
Gear, above) and jewellery (worth at least 100 gp).

115
Peasants Outfit: This set of clothes consists of a loose shirt
and baggy breeches or a loose shirt and skirt or overdress.
transport
Chariots: These two-wheeled vehicle can transport two to
Cloth wrappings may also be included to cover the wearer
four people in an open cab. In general, two horses (or other
feet.
beasts of burden) draw it. A chariot comes with the harness
needed to pull it (see the Combat chapter for more details
Royal Outfit: This is just the clothing, not the royal
on chariots).
sceptre, crown, ring and other accoutrements. Royal
clothes are ostentatious, with gems, gold, silk and fur in
equipment

Cart: A single horse or other beast of burden can draw this


abundance.
two-wheeled vehicle. It comes with a harness.
Scholars Outfit: Perfect for a scholar, this outfit includes
Galley: This three-masted ship has seventy oars on either
a simple robe, a rope belt, a cap, soft sandals and possibly
side and requires a total crew of 200. A galley is 130 feet
a cloak.
long and 20 feet wide and it can carry 150 tons of cargo or
250 soldiers. For an additional 32,000 sd, it can be fitted
mounts and with a ram and firing platforms fore, aft and amidships.
Such modifications make the galley much heavier and
related gear therefore unsuitable for sea voyages, thus forcing them to
Donkey or Mule: Donkeys and mules are stolid in the stick close to the coastline. It moves about four miles per
face of danger, hardy, surefooted and capable of carrying hour when being rowed or under sail.
heavy loads over vast distances. Unlike a horse, a donkey
or a mule is willing (though not eager) to enter strange or Rowboat: This eight to 12 foot long boat holds two or
threatening places. three Medium passengers. It moves about one and a half
miles per hour.
Feed: Horses, donkeys, mules and ponies can graze to
sustain themselves, but providing feed for them is much Sled: This is a wagon on runners for moving through snow
better. If you have a guard dog, you have to feed it at least and over ice. In general, two horses (or other beasts of
some meat. burden) draw it.

Horse: A horse, other than a pony, is suitable as a mount


for an adult human. A pony is smaller than a horse and is a
suitable mount for a child or adolescent.

Warhorses and warponies can be ridden easily into combat.


Light horses, ponies and heavy horses are hard to control
in combat.

Saddle, Exotic: An exotic saddle is like a normal saddle


of the same sort except that it is designed for an unusual
mount. Exotic saddles come in military, pack and riding
styles.

Saddle, Military: A military saddle braces the rider,


providing a +2 circumstance bonus on Ride checks related
to staying in the saddle. If youre knocked unconscious
while in a military saddle, you have a 75% chance to stay in
the saddle, compared to 50% for a riding saddle.

Saddle, Pack: A pack saddle holds gear and supplies, but


not a rider. It holds as much gear as the mount can carry.

Saddle, Riding: The standard riding saddle supports a


rider.

116
equals or beats the targets Passive Defence, you hit him,
Combat
Next to the Gods, combat is the single most important aspect
unless his Active Defence or Shield Defence beat your result,
in which case he evaded or blocked your blow. If you hit your
of life in the ancient world. Life is nasty, brutish and short. opponent, you deal damage. If he is wearing armour, he is
There is not enough land, nor food, nor glory to go around. allowed to make a Coverage check to see if you struck him in
In order to keep what you have and get your hands on more, an armoured or an unarmoured spot.
you must fight. Wise voices can sometimes be heard urging
restraint and discussion as a way to reach peace but those who Automatic Misses and Hits: A natural 1 (the d20
know that the only way to move forward is to cut a swath comes up 1) on an attack roll is always a miss. A

combat
through your enemies and vastly outnumber them. Life in natural 20 (the d20 comes up 20) is always a hit. A
the ancient world is simple. Gods and country stand above all natural 20 is also a threata possible critical hit.
else. Death to those who would defile them!
How to Calculate an Attack Check
how combat works Your attack bonus with a melee weapon is equal to your base
attack bonus + Strength modifier. With a ranged weapon,
Combat is cyclical; everybody acts in turn in a regular cycle of
your attack bonus is equal to your base attack bonus +
rounds. Combat follows this sequence:
Dexterity modifier - range penalty.
Each combatant starts out flat-footed. Once a
combatant acts, he or she is no longer flat-footed. Damage
When your attack succeeds, you deal damage. The type of
Determine which characters are aware of their weapon used determines the amount of damage you deal.
opponents at the start of the battle. If some but not Effects that modify weapon damage also apply to unarmed
all of the combatants are aware of their opponents, strikes and the natural physical attack forms of creatures.
a surprise round happens before regular rounds of
combat begin. The combatants who are aware of the Damage is applied in wounds of varying degrees of severity.
opponents can act in the surprise round, so they roll See the section on Wounds below. These reduce a targets
for initiative. In initiative order (highest to lowest), current hit points; when he reaches zero hit points, he begins
combatants who started the battle aware of their to suffer damage to his Constitution as well.
opponents each take one action (either a standard
action or a move action) during the surprise round.
Combatants who were unaware do not get to act in Minimum Damage: If penalties reduce the damage
the surprise round. If no one or everyone starts the result to less than 1, a hit still deals 1 point of damage.
battle aware, there is no surprise round. This may, however, be blocked by armour.
Strength Bonus: When you hit with a melee or
Combatants who have not yet rolled initiative do thrown weapon, including a sling, add your Strength
so. All combatants are now ready to begin their first modifier to the damage result. A Strength penalty, but
regular round of combat. not a bonus, applies on attacks made with a bow that
is not a composite bow.
Combatants act in initiative order (highest to
lowest). Off-Hand Weapon: When you deal damage
with a weapon in your off hand, you add only
When everyone has had a turn, the combatant with 1/2 your Strength bonus.
the highest initiative acts again and steps 4 and 5 Wielding a Weapon Two-Handed: When you
repeat until combat ends. deal damage with a weapon that you are
wielding two-handed, you add 1-1/2 times
Combat Statistics your Strength bonus. However, you do not get
This section summarizes the rules and attributes that this higher Strength bonus when using a light
determine success in combat, then details how to use them in weapon with two hands.
sequential order to resolve any combat situation. Multiplying Damage: Sometimes you multiply
damage by some factor, such as on a critical hit. Roll
Attack Roll the damage (with all modifiers) multiple times and
An attack roll represents your attempt to strike your opponent total the results. Note: When you multiply damage
on your turn in a round. When you make an attack roll, you more than once, each multiplier works off the
roll a d20 and add your attack bonus. (Other modifiers may original, unmultiplied damage.
also apply to this roll.) Your opponent responds with an Active Exception: Extra damage dice over and above a
Defence or a Shield Defence check, if he can. If your result weapons normal damage are never multiplied.

117
Ability Damage: Certain
Size Modiers to Passive Defence
creatures and magical effects can
cause temporary ability damage Attackers Size
(a reduction to an ability score).

Colossal

Gargantuan

Huge

Large

Medium

Small

Tiny

Diminutive

Fine
Passive Defence
A characters Passive Defence represents
Defenders
how hard it would be to hit him if he
Size
acted normally without taking measures
combat

to defend himself. For example, if you Colossal +0 -4 -6 -7 -8 -9 -10 -12 -16


were waiting in a tree to ambush a rich Gargantuan +4 +0 -2 -3 -4 -5 -6 -8 -12
Egyptian merchant who was strolling Huge +6 +2 +0 -1 -2 -3 -4 -6 -10
blithely down a road with no idea that
you were waiting for him, he would have Large +7 +3 +1 +0 -1 -2 -3 -5 -9
only his Passive Defence the intrinsic Medium +8 +4 +2 +1 +0 -1 -2 -4 -8
difficulty of hitting him to protect Small +9 +5 +3 +2 +1 +0 -1 -3 -7
him. Your Passive Defence for any given
attack is equal to 10 plus your Relative Tiny +10 +6 +4 +3 +2 +1 +0 -2 -6
Size modifier for that attack plus any Diminutive +12 +8 +6 +5 +4 +3 +2 +0 -4
circumstantial modifiers. Fine +16 +12 +10 +9 +8 +7 +6 +4 +0

The vast majority of characters have


a Passive Defence of 10 against most attacks, which is the Any attack roll made against you that scores lower than your
standard. In terms of size and shape, one human being is Passive Defence has missed you outright. No matter how
about as easy to hit as another. The most common modifier clumsy you are, if an arrow is fired five feet over your head,
to Passive Defence for creatures other than human beings and you are not at risk of stumbling into its path.
for objects is difference in size. Large creatures and objects
have a lower Passive Defence when attacked by human-sized Characters without the Combat Sense feat (see Chapter 5,
creatures, while small creatures have high Passive Defence Feats) cannot judge whether or not an incoming attack is
when attacked by human-sized creatures. likely to hit them and must decide whether or not to defend
themselves. Characters with Combat Sense can tell what the
The table below gives the modifier to the defenders Passive result of an opponents attack roll is and can take appropriate
Defence when attacked by a creature of a given size. It applies action. They do not risk using up important Shield Defence
for that attack only. Most of the time, characters will be checks against attacks that would not have scored a hit anyway.
attacking other characters, so size will not come into it. If you have Combat Sense, you can tell whether an attack
aimed at another person adjacent to you will hit them or not
As is apparent from the table above, larger creatures have more and can choose to defend them if you are competent to do so;
trouble hitting medium-sized things than smaller creatures do. see the Defending Another section below.
To a huge Cyclops, swinging his club about, the men beneath
are quick little things that it is difficult to hit. A Stymphalian Active Defence
Bird, which is smaller than human-size, sees its human prey A characters Active Defence is given as a modifier, which is
as large, slow creatures, easy to tear at with its brass beak and added to a d20 roll to make an Active Defence check. You
claws. make such a check to get out of the way of an attack aimed
at you. If your Active Defence check scores higher than your
There are some other factors that can affect your Passive opponents attack roll, you have dodged the attack, even if he
Defence. Certain spells can alter your Passive Defence rating. scored higher than your Passive Defence. If your opponent
Moving targets have a bonus to Passive Defence, as described scores higher than your Passive Defence and your Active
below in Combat Modifiers. As a rule, anything that makes a Defence, he has hit you. Making an Active Defence check is
target harder to hit but is not done as a response to a specific always a free action.
attack affects Passive Defence. Cover, such as standing behind
a wall, affects your Passive Defence, because it reduces your A characters Active Defence modifier is equal to his Dexterity
effective size as a target. modifier, plus any bonuses for experience level, class features,
feats or magic. Note that armour limits the maximum
Passive Defence assumes that a creature is moving about and Dexterity bonus to Active Defence that may be applied. The
taking ordinary actions. If a creature is standing completely more encased in armour you are, the more likely it is that you
still or is incapable of movement, it suffers a 2 penalty to its will survive a hit, but the more likely it is that a hit will land
Passive Defence. Objects, such as a straw archery target, are in the first place. By contrast, the less armour you wear, the
thus easier to hit than creatures.
118
less vulnerable you are, but the easier it will be for you to get your attack rolls by 4 in exchange for a +2 cover bonus to
out of the way. your Shield Defence checks for the remainder of that round.
You can also go on full shield defence, an action equivalent to
You may not add your Dexterity bonus (if you have one) to hiding behind your shield; this adds a +4 cover bonus to your
Active Defence checks made while flat-footed. If you are Shield Defence checks for the remainder of the round but
completely helpless, such as when asleep, you cannot make prevents you from making any attacks at all.
Active Defence checks at all. You are also unable to make
Active Defence checks if you are unaware of your attacker. You may make Shield Defence checks while flat-footed, but
you cannot apply your Wisdom bonus (if you have one) to

combat
There are set ways in which any character can boost his Active the check, as you have not yet gathered your wits to defend
Defence. You can choose to fight defensively, which reduces yourself properly. You cannot make Shield Defence checks
your attack rolls by 4 in exchange for a +2 dodge bonus to if you do not have a ready shield or if you are unaware of the
your Active Defence. You can take a standard action to go on attack.
Full Defence, which adds +4 to your Active Defence checks for
the remainder of the round but prevents you from attacking Even though you can only use a shield to defend yourself a
at all. You have to wait for your turn to come round to declare limited number of times in a round, it still provides a degree
this. See Actions in Combat below. of protection against any attack that hits you and which you
have not tried to block, as it covers part of your body. See the
Shield Defence section on Coverage below.
Warriors and similar martially inclined characters have a
Shield Defence bonus. A characters Shield Defence is much A character who is not proficient in the use of a shield but who
like his melee attack bonus, in that it increases from level to has picked one up and is attempting to defend himself with it
level and eventually progresses into multiple iterations, such may make one Shield Defence check per round (at the cost of
as +6/+1. You may make a Shield Defence check to attempt a move action when his turn comes around) at a 4 penalty,
to block an incoming attack with your shield. You do this but may not do so if he has moved more than five feet already
instead of making the usual Active Defence check. You may in the round.
make a Shield Defence check reactively (other than on your
turn) but you are limited to the number of Shield Defence Defending Others: At any time when you would be granted
checks indicated by your Shield Defence bonus. your Wisdom bonus to Shield Defence (whether you have
one or not), you may defend an adjacent character or even an
If your opponent rolls higher than your Passive Defence with object with your shield, warding off an attack directed against
his attack roll but lower than your Shield Defence check, then them. You must be aware of the attack to do this, though they
your shield takes the blow. do not have to be. The character you defend must be directly
adjacent to you and no more than one size category larger than
You never have to make a Shield Defence check; they are you are. This takes up one of your Shield Defence uses for the
always voluntary. The Combat Sense feat is extremely useful round. You make a Shield Defence check to defend another
when using Shield Defence, as you can save your Shield at a 2 penalty, as it is harder to defend others than to defend
Defence checks to use against those attacks that you know yourself.
will hit you unless you block them. Shield Defence checks
are far more efficient at protecting you from damage than Armour
Active Defence checks, as the shields Coverage bonus greatly Armour in OGL Ancients does not make you harder to hit.
increases the chance that the attack will not get through. It only comes into play once you have been hit. It is treated
as a second skin that absorbs damage before it reaches you,
Your Shield Defence bonus is that given for your character assuming the attack strikes the armour rather than your flesh.
class and experience level, plus your Wisdom modifier, plus The kind of damage you suffer is reduced by varying amounts
the Coverage bonus of the shield you are using, along with any according to the type of armour you are wearing.
other modifiers for class features, feats, magic and so on.
Whenever an attack scores a hit, your armour may come in
Shield Defence checks are always made as free actions if you between you and the weapon. The more of your body the
are proficient with shields, but you can only make as many armour covers, the more likely it is that the blow will strike
Shield Defence checks per round as your bonus allows. If your an armoured part. Make a Coverage check (d20 plus the
level of experience allows you to have multiple Shield Defence armours Coverage rating) against the appropriate DC for the
checks, then the first one in the round is made at the listed type of attack. If you fail this check, you take full damage
bonus and the second one at the second listed bonus. from the blow and your armour does not intervene at all. If
you succeed, the blow has struck your armour.
Similar actions to those available for boosting Active Defence
can be taken to boost your Shield Defence. You can take a Coverage checks made by armour against bludgeoning attacks
standard action to fight defensively with your shield, reducing are made against a DC of 15, as a blunt impact is spread

119
across the armoured surface and is consequently less likely to Unless you have already made a Shield Defence check to block
penetrate a vulnerable area. The DC against slashing attacks the ranged attack and failed, whenever an attack hits you,
and piercing attacks is 20. you may make a Coverage check using the shields Coverage
bonus alone to see whether the incoming ranged attack hits
When making a Coverage check, a natural roll of 1(before your shield, before you then go on to make a Coverage check
modifiers) is always a failure. This is sometimes called the for your armour. If the Coverage check for your shield is
Achilles Heel rule. No matter how much of your body is successful, then apply the damage to the shield as if you had
armoured, there is always the chance that an attack will find blocked the attack deliberately (see below). If the Coverage
its way in through a chink in the armour. Daggers can slip check for your shield fails, then move on to your armours
combat

between armour plates, arrows can pierce between the joints Coverage check. You do not add the shields Coverage check
of harnesses and spears can be driven into the gap under the to that of your armour! The checks are resolved sequentially.
arm.
For example, the Egyptian warrior Petiese is walking down
Helmets: Helmets are an armoured covering for the head, a dusty track on a hot day with his shield slung. He does
usually made from leather or metal. They provide a small not notice the Assyrian hiding in the long grass nearby. The
measure of additional protection but interfere with your Assyrian fires an arrow at Petiese and easily beats his Passive
hearing and vision slightly. They function in the same way as Defence. Petiese is not wielding his shield, so he is not allowed
armour does, though they do not have degrees of condition, a Shield Defence check; as he was unaware of the attack, he
only a total number of hit points. All helmets allow you to would not have been entitled to one even if he was aware of it.
add an additional +1 Coverage bonus to your Coverage checks However, even a slung shield has a chance to block a ranged
to see if your armour has protected you when you are hit. If attack. Petiese is carrying a standard Egyptian shield, which
this bonus means that you reach the DC for the check exactly, has a Coverage bonus of +4. An arrow deals piercing damage,
then the helmet takes the damage rather than your armour. so Petiese needs to roll over 20 on his shields Coverage check
Damage that gets through your helmet to your body is not to block the arrow. He rolls a 17; the Assyrian arrow embeds
increased in any way, nor does it count as a critical hit. itself in his shield.

For example, Amenet is wearing an Egyptian leather helmet Passive Shield Coverage only applies to ranged attacks, never
and a set of Egyptian leather armour when an arrow hits to melee attacks.
him. He must therefore make a Coverage check against a
DC of 20, as arrows inflict piercing damage; he has coverage Armour Layers: Under certain, very rare circumstances, a
of +3 for his leather armour and +1 for his helmet, for a total character can have multiple layers of armour. For example,
Coverage bonus of +4. He rolls a 16, which is exactly enough the use of Medeas Ointment confers an armouring effect to
to make the Coverage check. The arrow therefore hits his the naked skin, with its own coverage rating and Damage
helmet instead of his leather armour. The arrow inflicts 6 Reduction; a hero could wear armour on top of this, making
points of damage. The leather helmet ignores 2 and absorbs for two distinct layers. If an attack hits a character who has
2, so Amenet suffers a 2-point wound and his helmet suffers multiple layers of armour, make a Coverage check for each
2 points of damage. layer in turn. Apply any damage that gets through the first
layer to the second.
Automatic Shield Coverage Against Ranged Attacks: If
your character is carrying a shield, whether it is readied or not, For example, the hero Axamendes is wearing bronze armour
then there is a chance for any ranged attack to strike the shield over an Athenas blessing spell. A spear strikes him for 12 points
purely by happenstance, irrespective of how well you might of damage. The first Coverage check (for the bronze armour)
actively wield it. A large piece of strong material covering part succeeds, so the armour ignores 6 points of damage and
of your body is going to offer a degree of protection, whether absorbs one, leaving five points of damage still to be accounted
you are moving it to block blows or not.

120
for. The Coverage check for the Athenas blessing spell fails, so kind of condition a suit of armour is in by using an Appraise
Axamendes suffers five points of damage. check to assess its quality.

When a blow strikes armour, a certain amount of the damage The more dilapidated a suit of armour is, the less effective it
is ignored (the armours Damage Reduction), the armour is at protecting the wearer. On a dilapidated suit of armour,
suffers some (the armours Damage Absorption) and the rest plates hang loose, missing pieces let arrows through and tears
is applied to you. The amount of damage that is ignored leave vulnerable areas exposed. This is expressed as a penalty
depends on the type of weapon and the type of armour. For to the armours Coverage checks. Damaged armour has a 1
example, padded armour is good for reducing bludgeoning penalty to Coverage checks; Battered armour has a 2 penalty

combat
damage but not very useful against piercing damage, while and Ruined armour has a 3 penalty. You can still make
armour made from metal plates is effective against slashing Coverage checks with armour that has an effective Coverage
and piercing damage but not so good against bludgeoning. If bonus of zero, as there is always the chance (even if it is only a
arrows were flying at a character, he would prefer to wear metal slim one) that the armour will protect you. If Ruined armour
armour, but if he were falling from a height, padded armour is reduced to zero hit points, it simply falls to pieces and is no
would be more useful. Heavier armour also encumbers you. longer any good for anything.

Consult the armours entry in the Equipment chapter to find Armour that has become dilapidated can be repaired with a
the amount of damage that each kind of armour ignores and Craft (armour) skill check or other appropriate Craft skill, at
absorbs. Armours protection is always listed as DR/DA or the same DC needed to craft the armour in the first place but
Damage Reduction followed by Damage Absorption. The without any materials cost. It may not, however, be repaired
first figure is the amount of damage of each type ignored by to anything better than the next highest condition bracket.
the armour, the second the amount absorbed by it. For instance, a Battered suit of leather armour can be repaired
so that it becomes a Damaged suit of leather armour with full
Once damage reduction has been applied, damage absorption hit points but it could never be made Mint again.
occurs, in which damage is applied to the armour. The
damage that the armour suffers does not disappear. Armour Quick And Easy Armour: If keeping track of the armours
does not stay in the same condition indefinitely; sooner or condition is likely to slow down your game, then you
later, it develops dents, tears and buckles. Like objects, all suits can simply add the Damage Reduction and the Damage
of armour have hit points. Unlike objects, the armour is not Absorption figures together and treat them as an overall
destroyed outright when its hit points are reduced to zero. Damage Reduction figure. This means that armour never
becomes ablated, but it does make combat move slightly
Metal armour never suffers damage from blunt wooden more quickly. The quick and easy rules are recommended
weapons. If a blunt wooden weapon (such as a stick) strikes for play in the mythic era more than the historical game, as
armour, treat the armours damage absorption as if it were the atmosphere of a historical campaign depends on such
damage reduction. The same rule applies to anything softer (relatively) realistic details as the state of a characters armour
than wood that should happen to strike the armour. and shield.

Armour Conditions: Armour has four conditions: mint, This quick method is recommended for normal play when
damaged, battered and ruined. Once a suit of armour has characters are fighting Non-Player Characters who are wearing
had its hit points reduced to zero, it drops to the next most armour, as the Games Master does not usually need to keep
dilapidated condition and starts again at full hit points. For track of how battered the armour of an incidental character
example, a Mint suit of leather armour that suffers a total of 21 is.
hit points of damage is now Damaged. You can find out what

A Greek phalanx awaits its fate

121
Shields mortals can only acquire natural armour as a result
Shields are a vital component of warfare in the Ancient of magic, whereas certain animals and monsters have
world. They do not just sit passively on your arm, waiting natural armour as a feature. Scales and leathery skin
to absorb damage. To use a shield properly is to actively seek are both examples of natural armour.
to place it in between yourself and an incoming blow. The Dodge Bonuses: Some bonuses to your Active Defence
Shield Defence rating shows how competent a character is at represent superior avoidance of blows. These bonuses
defending himself (or others) with a shield. are called dodge bonuses. Any situation that denies
you your Dexterity bonus to Active Defence also
If you are able to react to an attack and you would not be denies you dodge bonuses. (Wearing armour,
combat

denied your Dexterity modifier to Active Defence (whether or however, does not limit these bonuses the way it
not you actually have one), you may oppose an enemys attack limits a Dexterity bonus to Active Defence.) Unlike
roll with a Shield Defence roll. You do not make a Coverage most sorts of bonuses, dodge bonuses stack with each
check with a shield. Instead, you add the shields Coverage other. Many characters and some monsters have
rating directly on to your own Shield Defence roll. an Evasiveness rating, which is an additional dodge
bonus to Active Defence that is given because the
If your Shield Defence roll is greater than your opponents character or monster is experienced at getting out of
attack roll, then you have successfully blocked the attack with the way of harm.
your shield, unless your opponent rolled less than your Passive
Defence on his attack roll after modifiers were applied, in Speed
which case his attack missed you completely and your shield Your speed tells you how far you can move in a round and still
suffers no damage. An attack blocked with a shield still does do something, such as attack. Your speed depends mostly on
damage but all the damage is applied to the shield and none what armour you are wearing. If you use two move actions in
of it reaches the wielder. If his attack roll beats your Shield a round (sometimes called a double move action), you can
Defence roll, then unless he rolled a total of less than your move up to double your speed. If you spend the entire round
Passive Defence, the attack hits and you suffer damage from it. to run all out, you can move up to quadruple your speed or
Armour can still absorb some or all of this damage; see above. triple your speed if you are in heavy armour.

Shields suffer damage much like armour does, having hit Humans have a base speed of 30 feet (6 squares) or 20 feet (4
points that are steadily reduced. Like armour, shields ignore squares) in medium or heavy armour. Non-human creatures
a certain amount of each kind of damage. They absorb some such as animals and monsters have their speed listed in their
of the rest. Slashing and piercing damage that exceeds the creature descriptions.
shields Damage Absorption is applied to the wielder (who
may make a Coverage check for his armour if he is wearing
any) and the shield is destroyed; a breached shield is a ruined Saving Throws
shield. So long as the shield only suffers damage that is within Generally, when you are subject to an unusual or magical
its Damage Absorption limit, it suffers hit point damage and attack, you get a saving throw to avoid or reduce the effect.
remains intact. Like an attack roll, a saving throw is a d20 roll plus a bonus
based on your class, level and an ability score. Your saving
If a damaged shield suffers damage in excess of its remaining throw modifier is: Base save bonus + ability modifier.
hit points, then all the excess damage is applied to the wielder
of the shield. The blow simply punches right through, Saving Throw Types
destroying the shield in the process. If the shield user is The three different kinds of saving throws are Fortitude,
wearing armour, he is allowed to make a Coverage check to see Reflex and Will:
if the armour takes any of the excess damage.
Fortitude: These saving throws measure your ability
Metal shields completely ignore damage from blunt wooden to stand up to physical punishment or attacks against
weapons, such as staves. your vitality and health. Apply your Constitution
modifier to your Fortitude saving throws. For
example, you make a Fortitude saving throw to avoid
Other Defensive Factors
suffering the effects of poison.
Some other factors come into play when a character is
Reflex: These saves test your ability to dodge area
defending himself against an attack.
attacks. Apply your Dexterity modifier to your Reflex
saving throws. For example, you would make a Reflex
Natural Armour: Natural armour is like having
saving throw to dodge a patch of quicksand that
armoured skin, providing a layer of armour beneath
magically appeared under your feet.
any other that you wear. It covers you all but
Will: These saves reflect your resistance to mental
perfectly. Natural armour only ever ignores damage;
influence as well as many magical effects. Apply your
it does not absorb any, as it is part of you. Ordinary
Wisdom modifier to your Will saving throws. For

122
example, you would make a Will saving throw to the purpose of determining whether a character is flat-footed
resist becoming charmed by a nymph. or not.

Saving Throw Difficulty Class A flat-footed character cannot make attacks of opportunity.
The DC for a saving throw is determined by the attack or
effect itself. Various effects, such as feats, ability scores in Inaction
the case of special abilities with Difficulty Classes calculated Even if you cannot take actions, you retain your initiative score
on a creature by creature basis and other enhancements can for the duration of the encounter. This may be necessary to
influence DCs dramatically. determine when an effect occurs on your character in a given

combat
round or when you may overcome some adverse condition.
Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always Surprise
a failure and may cause damage to exposed items; see Items When a combat starts, if you are not aware of your opponents
Surviving after a Saving Throw. A natural 20 (the d20 comes and they are aware of you, you are surprised. Careful tactics
up 20) is always a success. This is a notable exception to or blind luck can provide the opportunity for characters to
the basic rule that natural rolls of 1 and 20 on a d20 do not achieve surprise on unprepared or unsuspecting opponents.
automatically indicate failure or success respectively. Generally, surprise does not occur often, as most people are
wary and alert at all times when combat could be a possibility.
Initiative When it does occur, it is usually as the result of a deliberate
Initiative is a measurement of how quickly a character gathers ambush attempt. The Games Master is the final authority on
his wits in a combat situation. Those who are quick to react to when surprise occurs for any given encounter, if at all.
a fight breaking out can act first, while those whose reactions
are more sluggish do not get a chance to act until others have Determining Awareness
taken a turn. Sometimes all the combatants on a side are aware of their
opponents, sometimes none are and sometimes only some of
Initiative Checks them are. Sometimes a few combatants on each side are aware
At the start of a battle, each combatant makes an initiative and the other combatants on each side are unaware.
check. An initiative check is a simple Dexterity ability score
check. Each character rolls a d20 and applies his Dexterity To determine awareness, the Games Master should consider
modifier to the roll. which senses would give away the presence of one group of
people to the other group. Thus, determining awareness may
Characters act in order, counting down from highest result to call for Listen checks, Spot checks or other checks. If the
lowest. In every round that follows, the characters act in the checks in question are successful, then those characters are
same order unless a character takes an action that results in his aware of their opponents.
initiative changing, for which see Special Initiative Actions. If
two or more combatants have the same initiative check result, For example, Acrius the warrior is exploring a labyrinth
the combatants who are tied act in order of their total modifier underneath an ancient temple. At the heart of the labyrinth,
to initiative (their Dexterity modifier plus any additional close at hand, a minotaur is lurking, waiting for its latest victim.
modifiers, such as that derived from the Improved Initiative Neither is aware of the others presence. If the minotaur hears
feat) with the highest going first. If there is still a tie, the tied Acrius approaching (a Listen check) or sees him moving in
characters should roll again to determine which one of them the passageways (a Spot check) then the minotaur is aware of
goes before the other. Acrius. If Acrius notices the minotaur, which will be a more
difficult Spot check as the minotaur is partially concealed by
Flat-Footed shadows, then he becomes aware of it.
At the start of a battle, before you have had a chance to act
- specifically, before your first regular turn in the initiative The Surprise Round
order - you are flat-footed. This term simply means that you If some, but not all, of the combatants are aware of their
are not yet fully alert and able to defend yourself. To be flat- opponents, a surprise round happens before regular rounds
footed is to be caught in that instant of time between an event begin. Any combatants aware of the opponents can act in the
happening and your becoming able to react to it purposefully. surprise round, so they roll for initiative. In initiative order
You still have automatic reflexes (and can thus make Reflex (highest to lowest), combatants who started the battle aware
saving throws) but you easily cannot take deliberate defensive of their opponents each take a standard action during the
action. surprise round. (Remember that you can take a move action
as a substitute for a standard action, if you want to close with
While you are flat-footed, you cannot add your Dexterity your enemy; see Actions In Combat below.) You can also take
modifier to your Active Defence checks or your Wisdom free actions during the surprise round. If no one or everyone
modifier to your Shield Defence checks. Making a Shield is surprised, no surprise round occurs.
Defence or Active Defence check does not count as acting for
123
For example, the minotaur makes its Spot check, sees Acrius operation of several feats, namely ones like Mobility and
enter its chamber and is now aware of him but Acrius fails his Combat Reflexes, may need to be changed to give them new
Spot check and does not see the minotaur. The minotaur may abilities or removed completely from the campaign, as they
now start a surprise round, in which it can take a standard will no longer apply.
action and Acrius can do nothing. Once the surprise round
is over, regular rounds begin. If Acrius had noticed the Threatened squares
minotaur, then both characters would be aware of each other You threaten all squares into which you can make a melee
and there would have been no surprise round. attack, even when it is not your action. Generally, that means
everything in all squares adjacent to your space, including
combat

Stealth and Surprise: All creatures are considered to become diagonally. An enemy that takes certain actions while in a
aware of their opponents once combat breaks out. Most of the threatened square provokes an attack of opportunity from
time, this is a straightforward matter. Sometimes, however, you. If you are unarmed, you do not normally threaten any
one side or the other will want to use stealth tactics. squares and thus cannot make attacks of opportunity.

If, for whatever reason, all the creatures on one side are still
unaware of the other side at the end of a surprise round, then
Reach Weapons: Most creatures of Medium or smaller
size have a reach of only 5 feet. This means that
a second surprise round starts. You switch to regular combat
they can make melee attacks only against creatures
rounds as soon as the standard action or move action taken in
up to five feet (1 square) away. However, Small and
a surprise round makes the unaware side aware.
Medium creatures wielding reach weapons threaten
more squares than a typical creature. In addition,
For example, if you are watching from a concealed position
most creatures larger than Medium have a natural
while other characters are moving past you, so that you are
reach of 10 feet or more.
aware of them but they are not aware of you, you can take
one standard action or one move action; if they notice, they
Provoking an Attack of Opportunity
become aware and regular combat rounds start. If they do not
Two kinds of actions can provoke attacks of opportunity:
notice, you move to a second surprise round. Under these
moving out of a threatened square and performing an action
circumstances, you could drink a potion, a standard action
within a threatened square.
that makes no noise and attracts no attention, without moving
to regular combat. If you fired an arrow at one of them, it
missed and he and his friends completely failed to notice, this Moving: Moving out of a threatened square
would not start regular combat. usually provokes an attack of opportunity from
the threatening opponent. There are two common
You may take advantage of this to sneak up on an unaware methods of avoiding such an attackthe five foot-
enemy, by taking repeated move actions to approach him step and the withdraw action, for which see below.
and then a standard action to attack. Naturally, this requires
repeated Move Silently skill checks on your part. If you
Performing a Distracting Act: Some actions, when
performed in a threatened square, provoke attacks
completed a move action in a surprise round and your enemy
of opportunity as you divert your attention from
failed to beat your Move Silently skill check result with his
the battle. The table entitled Actions in Combat
Listen skill check result, you could move on to a second
notes many of the actions that provoke attacks of
surprise round.
opportunity.
Unaware Combatants
Remember that even actions that normally provoke attacks of
Combatants who are unaware at the start of battle do not get
opportunity may have exceptions to this rule.
to act in the surprise round. Unaware combatants are not able
to defend themselves with Active Defence or Shield Defence
Making an Attack of Opportunity
checks.
An attack of opportunity is a single melee attack. You can
only make one per round. You do not have to make an attack
Attacks of Opportunity of opportunity if you do not want to. You make your attack
Sometimes, a combatant in a melee lets her guard down. In of opportunity at your normal attack bonus, even if you have
this case, combatants near her can take advantage of her lapse already attacked in the round.
in defence to attack her for free. These free attacks are called
attacks of opportunity. When an attack of opportunity is made against you, you can
use Active Defence to avoid the blow as usual. If you have
The idea behind attacks or opportunity is fairly straightforward any Shield Defence uses left for the round, you may defend
but including them as a combat complication is not. As such, with a shield instead. As ever, this takes up one of your Shield
a Games Master can choose to treat attacks of opportunity Defence uses.
(also called AoOs) as an optional rule. If this is done, the

124
An attack of opportunity interrupts the normal flow of Standard Action: A standard action allows you to do
actions in the round. If an attack of opportunity is provoked, something, most commonly make an attack or cast a
immediately resolve the attack of opportunity, then continue spell. See Table: Actions in Combat for other standard
with the next characters turn or complete the current turn, actions.
if the attack of opportunity was provoked in the midst of a
characters turn. Move Action: A move action allows you to move
your speed or perform an action that takes a similar
amount of time. See Table: Actions in Combat.
Combat Reflexes and Additional Attacks of Opportunity:
If you have the Combat Reflexes feat, you can add You can take a move action in place of a standard

combat
your Dexterity modifier to the number of attacks of action. If you move no actual distance in a round
opportunity you can make in a round. This feat does (commonly because you have swapped your move for
not let you make more than one attack for a given one or more equivalent actions), you can take one five
opportunity but if the same opponent provokes two foot step before, during or after the action.
attacks of opportunity from you, you could make Full-Round Action: A full-round action consumes
two separate attacks of opportunity, since each one all your effort during a round. The only movement
represents a different opportunity. Moving out you can take during a full-round action is a five foot
of more than one square threatened by the same step before, during or after the action. You can also
opponent in the same round does not count as more perform free actions; see below.
than one opportunity for that opponent. All these
attacks are at your full normal attack bonus. Some full-round actions do not allow you to take a five foot
step. Some full-round actions can be taken as standard actions,
Actions in Combat but only in situations when you are limited to performing
The Anatomy of a Combat Round only a standard action during your round. The descriptions of
Each round represents 6 seconds in the game world. A round specific actions, below, detail which actions allow this option.
presents an opportunity for each character involved in a
combat situation to take an action. Each rounds activity Free Action: Free actions consume a very small
begins with the character with the highest initiative result and amount of time and effort. You can perform one
then proceeds, in order, from there. Each round of a combat or more free actions while taking another action
uses the same initiative order. When a characters turn comes normally. However, there are reasonable limits on
up in the initiative sequence, that character performs his what you can really do for free. Some free actions
entire rounds worth of actions. For exceptions, see Attacks of can only be performed a limited number of times
Opportunity and Special Initiative Actions. per round, such as making a Shield Defence check to
ward off a blow.
For almost all purposes, there is no relevance to the end of a
round or the beginning of a round. A round can be a segment Not an Action: Some activities are so minor that they
of game time starting with the first character to act and ending are not even considered free actions. They literally do
with the last, but it usually means a span of time from one not take any time at all to do and are considered an
round to the same initiative count in the next round. Effects inherent part of doing something else.
that last a certain number of rounds end just before the same Restricted Activity: In some situations, you may
initiative count that they began on. be unable to take a full rounds worth of actions. In
such cases, you are restricted to taking only a single
Action Types standard action or a single move action, plus free
An actions type essentially tells you how long the action takes actions as normal. You cannot take a full-round action
to perform (within the framework of the 6-second combat (though you can start or complete a full-round action
round) and how movement is treated. There are four types of by using a standard action; see below).
actions: standard actions, move actions, full-round actions and
free actions. In a normal round, you can perform a standard
action and a move action or you can perform a full-round
action. You can also perform one or more free actions. You actions in combat
can always take a move action in place of a standard action.
Standard Actions
These are the basic things characters and creatures can do
In some situations, such as in a surprise round, you may
during a combat round. Basic attacks are covered under this
be limited to taking only a single move action or standard
type of action, as are the activation of normal items, devices
action.
and magical treasures. Most actions taken by combatants are
standard actions, though timing or outside influences might
change this status.

125
Actions in Combat Attack of
Full-Round Action Opportunity1
Attack of
Standard Action Opportunity1 Full attack No
Attack (melee) No Charge5 No
Attack (ranged) Yes Deliver coup de grace Yes
Attack (unarmed) Yes Escape from a net Yes
Aid another Maybe 2 Extinguish flames No
combat

Bind a friends wounds or your own Yes Light a torch Yes


(see Heal skill) Prepare to throw splash weapon Yes
Bull rush No Run Yes
Cast a spell with Witchcraft or Hekau Yes Use skill that takes 1 round Usually
(1 standard action casting time)
Use a touch spell on up to six friends Yes
Concentrate to maintain an active spell/ No
Withdraw 5
No
miracle
Free Action
Dismiss a spell/miracle No
Cease concentration on a spell No
Draw a hidden weapon No
(see Sleight of Hand skill) Drop an item No
Drink a potion or apply an ointment Yes Drop to the floor No
Escape a grapple No Prepare components to cast a Witchcraft No
or Hekau spell6
Feint No
Speak No
Overrun No
No Action
Pray for a miracle Yes
(1 standard action praying time) Active Defence check to dodge a blow No
Read a scroll Yes Delay No
Ready (triggers a standard action) No Shield Defence check to ward off a blow No
Revive an unconscious character Yes Five foot step No
Sunder a weapon (attack) Yes Action Type Varies
Sunder an object (attack) Maybe3 Disarm7 Yes
Total defence No Grapple7 Yes
Use extraordinary ability No Trip an opponent7 No
Use skill that takes 1 action Usually Use feat 8
Varies
Use spell-like ability Yes 1
Regardless of the action, if you move out of a threatened
square, you usually provoke an attack of opportunity. This
Use supernatural ability No
column indicates whether the action itself, not moving,
Move Action provokes an attack of opportunity.
Move Yes 2
If you aid someone performing an action that would normally
provoke an attack of opportunity, then the act of aiding another
Control a frightened mount Yes
provokes an attack of opportunity as well.
Direct or redirect an active spell/miracle No 3
If the object is being held, carried or worn by a creature, yes.
Draw a weapon4 No If not, no.
Open or close a door No 4
If you have a base attack bonus of +1 or higher, you can
combine one of these actions with a regular move.
Mount a horse or dismount No
5
May be taken as a standard action if you are limited to taking
Move a heavy object Yes only a single action in a round.
Pick up an item Yes 6
Unless the component is an extremely large or awkward
Sheathe a weapon Yes item.
Stand up from prone Yes
7
These attack forms substitute for a melee attack, not an action.
As melee attacks, they can be used once in an attack or charge
Ready or loose a shield4 No action, one or more times in a full attack action or even as an
Retrieve a stored item Yes attack of opportunity.
8
The description of a feat defines its effect.

126
Attack Ranged Attacks
Making an attack is a standard action. There are three kinds With a ranged weapon, you can shoot or throw at any target
of basic attack, namely melee, unarmed and ranged. Melee that is within the weapons maximum range and in line of
covers the use of close-combat weapons. Unarmed attacks sight. The maximum range for a thrown weapon is five range
are any offensive use of natural parts of a creatures body; increments. For projectile weapons, it is ten range increments.
this covers everything from a labourers fists to a lions claws. Some ranged weapons have shorter maximum ranges, as
Ranged attacks run the gamut from ray-type spells to more specified in their descriptions.
conventional weapons such as bows and slings.
Attack Rolls

combat
Melee Attacks An attack roll represents your attempts to strike your
With a normal melee weapon, you can strike any opponent opponent.
within 5 feet. (Opponents within five feet are considered
adjacent to you.) Some melee weapons have reach, as Your attack roll is 1d20 + your attack bonus with the weapon
indicated in their descriptions. With a typical reach weapon, you are using. If the result is at least as high as the targets
you can strike opponents 10 feet away, but you cannot strike Passive Defence, you have hit them unless they then roll
adjacent foes, i.e. those within 5 feet. higher than your result with their Active Defence or Shield
Defence check. An attack that hits deals damage, some or all
Unarmed Attacks of which may be blocked by armour.
Striking for damage with punches, kicks and head butts is
much like attacking with a melee weapon, except for the Automatic Misses and Hits
following complications: A natural 1 (the d20 comes up 1) on the attack roll is always
a miss. A natural 20 (the d20 comes up 20) is always a hit, in
that it automatically beats any Active Defence check or Shield
Attacks of Opportunity: Attacking unarmed provokes Defence check. A natural 20 is also a threata possible
an attack of opportunity from the character you attack, critical hit. This is another notable exception to the natural 1
provided she is armed. The attack of opportunity and 20 rules.
comes before your attack. An unarmed attack does
not provoke attacks of opportunity from other foes, Damage Rolls
nor does it provoke an attack of opportunity from If the attack roll result equals or exceeds the targets Passive
an unarmed foe. An unarmed character cannot take Defence and is not itself exceeded by the targets Active
attacks of opportunity (but see Armed Unarmed Defence check or Shield Defence check, the attack hits and
Attacks, below). you deal damage. (Note that when the attack roll equals the
Armed Unarmed Attacks: Sometimes a characters or Active Defence or Shield Defence check, the attacker wins.)
creatures unarmed attack counts as an armed attack. Roll the appropriate damage for your weapon. That amount
A character with the Improved Unarmed Strike feat, of damage is deducted from the targets current hit points
a spellcaster delivering a touch attack spell and a and marked on his character sheet as a wound of that many
creature with natural physical weapons all count as points. If the target is wearing armour, he is allowed to make
being armed. Note that being armed counts for both a Coverage check to see if his armour intercepts any of the
offence and defence; the character can make attacks damage.
of opportunity if another person attacks them when
unarmed. Multiple Attacks
A character that can make more than one attack per round
Unarmed Strike Damage: An unarmed strike from a
must use the full attack action (see Full-Round Actions,
Medium character deals 1d3 points of damage plus
below) in order to get more than one attack.
your Strength modifier, as normal. A Small characters
unarmed strike deals 1d2 points of damage, while
Shooting or Throwing into a Melee
a Large characters unarmed strike deals 1d4 points
If you shoot or throw a ranged weapon at a target engaged
of damage. All damage from unarmed strikes is
in melee with a friendly character, you take a 4 penalty on
non-lethal damage. Unarmed strikes count as light
your attack roll. Two characters are engaged in melee if they
weapons.
are enemies of each other and either threatens the other.
Dealing Lethal Damage: You can specify that your An unconscious or otherwise immobilized character is not
unarmed strike will deal lethal damage before you considered engaged unless he is actually being attacked.
make your attack roll but you take a 4 penalty on
your attack roll. If you have the Improved Unarmed If your target (or the part of your target you are aiming at,
Strike feat, you can deal lethal damage with an if it is a big target) is at least 10 feet away from the nearest
unarmed strike without taking a penalty on the attack friendly character, you can avoid the 4 penalty, even if the
roll. creature you are aiming at is engaged in melee with a friendly
character.

127
Precise Shot: If you have the Precise Shot feat you do For example, Menelaus, armed with a javelin, has scored a critical
not take this penalty. threat against Paris, who is wearing a bronze corselet and carrying
a shield. Menelaus must now see whether the critical threat is a
Fighting Defensively as a Standard Action: You can choose critical hit or not. He makes an attack roll and scores 19. Paris,
to fight defensively when attacking. If you do so, you take a 4 who has the Combat Sense feat, knows that he must now beat a 19
penalty on all attacks in a round to gain a +2 dodge bonus to with either Active Defence or Shield Defence. He opts for Shield
Active Defence checks for the same round. Defence, as it gives the better chance of winning. Paris rolls a 22
and thus beats Menelaus attack roll. Menelaus can now decide
If you have a shield, you may choose to fight defensively with whether to inflict a normal hit on Pariss body or a critical hit on
combat

it. You take a 4 penalty on all attacks in the round to gain a his shield. He chooses the latter course and rolls a total of 27 points
+2 coverage bonus to all Shield Defence checks made in the of damage, spearing right through Paris shield (which ignores 10
same round. Essentially, you hide more of your body behind points of piercing damage and absorbs 3) and continuing on to his
your shield, which makes it harder for you to hit opponents body. Unfortunately for Paris, his armour fails its Coverage check
but harder for opponents to hit you. This coverage bonus also and he suffers a 14-point wound. This incident, along with the
applies to passive shield coverage that round, for which see remainder of the story, is told in Homers Iliad.
above under Shields.
Cast a Spell
Critical Hits: When you make an attack roll and get a natural Most spells require 1 standard action to cast. You can cast such
20 (the d20 shows 20), you hit regardless of your targets a spell either before or after you take a move action.
Passive Defence, Active Defence or Shield Defence and you
have scored a threat. The hit might be a critical hit (or crit).
To find out if it is a critical hit, you immediately make a
Note: You may make Active Defence checks while
casting Witchcraft or Hekau spells or praying for
critical rollanother attack roll with all the same modifiers
miracles. You cannot make Shield Defence checks
as the attack roll you just made. If the critical roll exceeds
while casting Witchcraft or Hekau spells, though you
the result your opponent rolled for Active Defence or Shield
can make Shield Defence checks while praying for
Defence, your original hit is a critical hit. (The critical roll just
miracles.
needs to hit to give you a critical hit. It does not need to come
up 20 again.) If the critical roll is a miss, then your hit is just
Spell Components
a regular hit. A critical hit means that you roll your damage
Characters using the Witchcraft and Hekau skills, as well as
more than once, with all your usual bonuses and add the rolls
characters using the Prayer skill in conjunction with the Work
together. Unless otherwise specified, the threat range for a
Miracle class feature, can all work magical effects. When
critical hit on an attack roll is 20 and the multiplier is x2.
produced by Witchcraft or Hekau, these are called spells; when
delivered as an answer to prayer, these are called miracles.
Exception: Extra damage over and above a weapons
normal damage is not multiplied when you score Miracles are a form of magic that is delivered directly from
a critical hit. This includes additional dice from the deity in response to prayer and require no components,
magical effects or class features such as Sneak Attack. though ritual preparations can improve the chances of the
Increased Threat Range: Sometimes your threat range prayer being answered. See the section on Ritual Preparations
is greater than 20. That is, you can score a threat on in the Magic chapter for further details.
a lower number. In such cases, a roll of lower than 20
is not an automatic hit. Any attack roll that does not To pray for a miracle, you do not need to speak aloud, though
result in a hit is not a threat. it is more efficient. As with the usual modifiers that apply to
a Prayer skill check (see the Ancient Skills chapter for more
Increased Critical Multiplier: Some weapons deal details), a silent prayer gives a 2 penalty to the Prayer check,
better than double damage on a critical hit. as the Gods are less likely to hear you. Miracles are prayed for
Spells and Critical Hits: A spell that requires an attack as a standard action, though you can make ritual preparations
roll can score a critical hit. A spell attack that requires that take longer than the prayer itself.
no attack roll cannot score a critical hit.
To cast a spell with Witchcraft or Hekau, you need to be
Shield Criticals: If you rolled a natural 20 but your critical able to move your hands in arcane gestures and speak in a
roll was exceeded by your opponents Shield Defence check, firm voice. If your hands are bound or your mouth gagged,
you may choose to apply a Shield Critical Hit instead of you cannot cast spells with Witchcraft or Hekau, with the
an ordinary hit to your opponents body. This is your (the exception of the evil eye spell.
attackers) choice to make. No additional attack roll or critical
roll is needed. Roll your damage as a critical hit and apply all Witchcraft spells can be fuelled with herbs. If the caster of
of it to your opponents shield. This may result in the shield a witchcraft spell wishes to use herbs, she must have them to
being pierced or destroyed.

128
hand. Occasionally, spells will have large, bulky components, Touch Attacks: Touching an opponent with a touch
such as a ritual mask. spell is considered to be an armed attack and therefore
does not provoke attacks of opportunity. However,
Concentration the act of casting a spell does provoke an attack of
You must concentrate to cast a spell or pray for a miracle. If opportunity. Touch attacks come in two types: melee
you cannot concentrate you cannot cast a spell or pray for touch attacks and ranged touch attacks. You can score
miracles. If you start casting a spell or praying for a miracle but critical hits with either type of attack. Your opponent
something interferes with your concentration, you must make may not defend against a touch attack usefully with
a Concentration check or lose the spell or miracle. The checks Shield Defence; a touch attack that is intercepted with

combat
DC depends on what is threatening your concentration; see a shield actually counts as a hit. He may only evade
the Concentration skill. If you fail, the spell does not take the attack with Active Defence. As always, if you
effect or the prayer is disrupted and the miracle does not fail to beat his Passive Defence with a touch attack,
occur. A failed spell has a variable cost; see the Magic chapter you miss. Your opponent does not make a Coverage
for more details. A failed prayer for a miracle, as with all such check for his armour or passive shield use, as armour
attempts, has no hit point cost but does increase the DC of and shields are ineffective against touch attacks. He
the next attempt. may, however, make a Coverage check if he is partly
protected by a deflection effect or physical cover, such
Concentrating to Maintain a Spell as a wall.
Some spells require continued concentration to keep them
going. Concentrating to maintain a spell is a standard action
that does not provoke an attack of opportunity. Anything Holding the Charge: If you do not discharge the spell
that could break your concentration when casting a spell in the round when you cast the spell, you can hold the
can keep you from concentrating to maintain a spell. If your discharge of the spell (hold the charge) indefinitely.
concentration breaks, the spell ends. You can continue to make touch attacks round after
round. You can touch one friend as a standard action
Casting Time or up to six friends as a full-round action. If you
Most spells have a casting time of 1 standard action. A spell touch anything or anyone while holding a charge,
cast in this manner immediately takes effect if the check is even unintentionally, the spell discharges. If you cast
successful. another spell, the touch spell dissipates. Alternatively,
you may make a normal unarmed attack (or an attack
Attacks of Opportunity with a natural weapon) while holding a charge. In this
Generally, if you cast a spell or pray for a miracle, you provoke case, you are not considered armed and you provoke
attacks of opportunity from threatening enemies. The attacks of opportunity as normal for the attack. (If
sustained concentration necessary draws your attention away your unarmed attack or natural weapon attack does
from the battlefield, which allows nearby opponents a chance not provoke attacks of opportunity, neither does this
to take a swing at you. If you take damage from an attack of attack.) If the attack hits, you deal normal damage for
opportunity, you must make a Concentration check (DC 10 your unarmed attack or natural weapon and the spell
+ points of damage taken + effect save modifier) or lose the discharges. If the attack misses, you are still holding
spell. the charge.

Casting and Praying on the Defensive Dismiss a Spell


Casting a spell or praying for a miracle while on the defensive Dismissing an active spell is a standard action that does not
does not provoke an attack of opportunity. It does, however, provoke attacks of opportunity.
require a Concentration check (DC 15 +effect save modifier)
to pull off. Failure means that you automatically fail the Use Special Ability
Witchcraft, Hekau or Prayer skill check. Using a special ability is usually a standard action, but whether
it is a standard action, a full-round action or not an action at
Touch Spells in Combat all is defined by the ability.
Many spells have a range of touch. To use these spells, you
cast the spell and then touch the subject, either in the same
round or any time later. In the same round that you cast the
Spell-Like Abilities: Using a spell-like ability works like
casting a spell in that it requires concentration and
spell, you may also touch (or attempt to touch) the target. You
provokes attacks of opportunity. Spell-like abilities
may take your move before casting the spell, after touching
can be disrupted. If your concentration is broken, the
the target or between casting the spell and touching the target.
attempt to use the ability fails, but the attempt counts
You can automatically touch one friend or use the spell on
as if you had used the ability. The casting time of a
yourself, but to touch an opponent, you must succeed on an
spell-like ability is 1 standard action, unless the ability
attack roll.
description notes otherwise.

129
Using a Spell-Like Ability on the Defensive: You may Move
attempt to use a spell-like ability on the defensive, The simplest move action is moving your speed. If you take
just as with casting a spell. If the Concentration check this kind of move action during your turn, you cannot also
(DC 15 + spell save modifier) fails, you cannot use the take a five foot step. Many non-standard modes of movement
ability, but the attempt counts as if you had used the are covered under this category, including climbing up to
ability. one-quarter of your speed and swimming up to one-quarter
of your speed.
Supernatural Abilities: Using a supernatural ability is
usually a standard action (unless defined otherwise by
the abilitys description). Its use cannot be disrupted, Accelerated Climbing: You can climb one-half your
combat

does not require concentration and does not provoke speed as a move action by accepting a 5 penalty on
attacks of opportunity. your Climb check.
Extraordinary Abilities: Using an extraordinary ability Crawling: You can crawl five feet as a move action.
is usually not an action because most extraordinary Crawling incurs attacks of opportunity from any
abilities automatically happen in a reactive fashion. attackers who threaten you at any point of your
Those extraordinary abilities that are actions are crawl.
usually standard actions that cannot be disrupted, do
not require concentration and do not provoke attacks Draw or Sheathe a Weapon
of opportunity. Drawing a weapon so that you can use it in combat or putting
it away so that you have a free hand, requires a move action.
Total Defence This action also applies to weapon-like objects carried in easy
You can defend yourself as a standard action. You get a +4 reach, such as wands. If your weapon or weapon-like object is
dodge bonus to your Active Defence checks for 1 round. Your stored in a pack or otherwise out of easy reach, treat this action
Active Defence improves at the start of this action. You cannot as retrieving a stored item.
combine total defence with fighting defensively or with the
benefit of the Combat Expertise feat (since both of those If you have a base
require you to declare an attack or full attack). You cannot attack bonus of +1 or
make attacks of opportunity while using total defence. higher, you may draw a
weapon as a free action
Start/Complete Full-Round combined with a
regular move. Drawing
Action ammunition for use
The start full-round action
with a ranged weapon
standard action lets you start
(such as arrows or sling
undertaking a full-round
bullets) is a free action.
action, which you can complete
in the following round by
using another standard action. Ready or
You cannot use this action to Loose a
start or complete a full attack, Shield
charge, run or withdraw. Strapping a shield to your
arm so that you can make
Move Actions Shield Defence checks or
With the exception of specific unstrapping and dropping
movement-related skills, most a shield so you can use your
move actions do not require shield hand for another
a check. As the title of this purpose, requires a move
type of action suggests, action. If you have a base
all move actions centre attack bonus of +1 or higher,
around locomotion you can ready or loose a shield
or body movements, as a free action combined with a
though not all of them regular move.
involve a character
physically moving Dropping a carried (but not worn)
from its current shield is a free action.
location.

130
Manipulate an Item If you do so, you take a 4 penalty on all attacks in a round
In most cases, moving or manipulating an item is a move to gain a +2 dodge bonus to all Active Defence checks for the
action. This includes retrieving or putting away a stored same round. You can opt to fight defensively with a shield,
item, picking up an item, moving a heavy object and opening taking a 4 penalty on all attacks in a round to gain a +2 cover
a door. Examples of this kind of action, along with whether bonus to all Shield Defence checks for the same round. You
they incur an attack of opportunity, are given in the Actions in may not switch between these two modes of defensive fighting
Combat table above. in the same round, though you may change tactics from round
to round.
Direct or Redirect a Spell

combat
Some spells allow you to redirect the effect to new targets or Cleave: The extra attack granted by the Cleave feat or Great
areas after you cast the spell. Redirecting a spell requires a Cleave feat can be taken whenever they apply. This is an
move action and does not provoke attacks of opportunity or exception to the normal limit to the number of attacks you
require concentration. can take when not using a full attack action.

Stand Up Cast a Spell


Standing up from a prone position requires a move action and A spell that takes 1 round to cast is a full-round action. It
provokes attacks of opportunity. comes into effect just before the beginning of your turn in the
round after you began casting the spell. You then act normally
after the spell is completed. A spell that takes 1 minute to cast
Mount/Dismount a Steed comes into effect just before your turn 1 minute later (and for
Mounting or dismounting from a steed requires a move each of those 10 rounds, you are casting a spell as a full-round
action. action). These actions must be consecutive and uninterrupted
or the spell automatically fails.
Fast Mount or Dismount: You can mount or dismount
as a free action with a DC 20 Ride check. Your When you begin a spell that takes 1 round or longer to cast,
armour check penalty, if any, applies to this check. you must continue the invocations, gestures and concentration
If you fail the check, mounting or dismounting is a from one round to just before your turn in the next round (at
move action instead. You cannot attempt a fast mount least). If you lose concentration after starting the spell and
or fast dismount unless you can perform the mount or before it is complete, you lose the spell.
dismount as a move action in the current round.
You only provoke attacks of opportunity when you begin
casting a spell, even though you might continue casting for at
Full-Round Actions least one full round. While casting a spell, you do not threaten
A full-round action requires an entire round to complete. any squares around you. This action is otherwise identical to
Thus, it cannot be coupled with a standard or a move action, the cast a spell action described under Standard Actions.
though if it does not involve moving any distance, you can
take a five foot step.
Use Special Ability
Using a special ability is usually a standard action, but some
Full Attack may be full-round actions, as defined by the ability.
If you get more than one attack per round because your base
attack bonus is high enough, you must use a full-round action
to get your additional attacks. You do not need to specify the Withdraw
targets of your attacks ahead of time. You can see how the Withdrawing from melee combat is a full-round action.
earlier attacks turn out before assigning the later ones. You When you withdraw, you can move up to double your speed.
must, however, make the attacks in order, from the highest The square you start out in is not considered threatened by
bonus to the lowest. The only movement you can take during any opponent you can see and therefore visible enemies do not
a full attack is a five foot step. You may take the step before, get attacks of opportunity against you when you move from
after or between your attacks. that square. (Invisible enemies still get attacks of opportunity
against you and you cannot withdraw from combat if you are
Deciding between an Attack or a Full Attack: After your blinded.) You cannot take a five foot step during the same
first attack, you can decide to take a move action instead of round in which you withdraw.
making your remaining attacks, depending on how the first
attack turns out. If you have already taken a five foot step, you If, during the process of withdrawing, you move out of a
cannot use your move action to move any distance, but you threatened square (other than the one you started in), enemies
could still use a different kind of move action. get attacks of opportunity as normal. You may not withdraw
using a form of movement for which you do not have a listed
Fighting Defensively as a Full-Round Action: You can speed. Note that despite the name of this action, you do not
choose to fight defensively when taking a full attack action. actually have to leave combat entirely.

131
Restricted Withdraw: If you are limited to taking only Roughly speaking, if a phrase takes longer than 6 seconds to
a standard action each round you can withdraw as a say, it requires a standard action to complete, but this is a
standard action. In this case, you may only move up matter for a Games Masters discretion.
to your speed rather than up to double your speed.
Cease Concentration on Spell
Run You can stop concentrating on an active spell as a free action.
You can run as a full-round action. (If you do, you do not also
get a five foot step.) When you run, you can move up to four Miscellaneous Actions
times your speed in a straight line (or three times your speed
Drop to the Floor
combat

if you are in heavy armour). You lose any Dexterity bonus to


You may drop to the floor as a free action; this makes it harder
Active Defence unless you have the Run feat. A run represents
for a ranged attack to hit you, though you cannot easily fight
a speed of about 12 miles per hour for an unencumbered
while prone.
human.
If you are attacked at a point in the combat when you are
You can run for a number of rounds equal to your Constitution
allowed your Dexterity bonus to Active Defence, you may
score, but after that you must make a DC 10 Constitution
drop to the floor in response to an attack, even if it is not your
check to continue running. You must check again each round
turn. This action grants you a +4 dodge bonus to your Active
in which you continue to run and the DC of this check
Defence against that one attack alone. Lying prone increases
increases by 1 for each check you have made. When you fail
your Passive Defence against most ranged attacks (see Combat
this check, you must stop running. A character that has run
Modifiers below) but you do not adjust your Passive Defence
to his limit must rest for 1 minute (10 rounds) before running
until the attack is resolved.
again. During a rest period, a character can move no faster
than a normal move action.
Take Five Foot Step
You cannot run across difficult terrain or if you cannot see You can move five feet in any round when you do not perform
where you are going. any other kind of movement. Taking this five foot step never
provokes an attack of opportunity. You cannot take more than
one five foot step in a round and you cannot take a five foot
Move Five Feet through Difficult step in the same round when you move any distance.
Terrain
In some situations, your movement may be so hampered that You can take a five foot step before, during or after your other
you do not have sufficient speed even to move five feet (a single actions in the round. You can only take a five foot-step if
square). In such a case, you may spend a full-round action to difficult terrain or darkness does not hamper your movement.
move five feet (1 square) in any direction, even diagonally. Any creature with a speed of five feet or less cannot take a five
Even though this looks like a five foot step, it is not and thus foot step, since moving even five feet requires a move action
it provokes attacks of opportunity normally. for such a slow creature.

Free Actions You may not take a five foot step using a form of movement
Free actions do not take any time at all, though there may for which you do not have a listed speed.
be limits to the number of free actions you can perform in a
turn. Free actions rarely incur attacks of opportunity. Some Use Feat
common free actions are described below. Certain feats let you take special actions in combat. Other
feats do not require actions themselves, but they give you
Drop an Item a bonus when attempting something you can already do.
Dropping an item in your space or into an adjacent square is Some feats are not meant to be used within the framework of
a free action. combat. The individual feat descriptions tell you what you
need to know about them.
Drop Prone
Dropping to a prone position in your space is a free action. Use Skill
Most skill uses are standard actions, but some might be move
actions, full-round actions, free actions or something else
Speak entirely. The individual skill descriptions tell you what sorts
In general, speaking is a free action that you can perform
of actions are required to perform skills.
even when it is not your turn. Speaking more than a few
sentences is generally beyond the limit of a free action.

132
injury and death does not disappear from your body altogether, it simply ceases
to cause you any pain and trouble. The scabs, bruises and
This section covers the effects of physical trauma on a
other legacies of wounds can linger for weeks before finally
character, such as damage sustained in combat.
disappearing.

Hit Points For example, if a character has two four-point wounds and
All characters and objects have a certain number of hit points, one six-point wound, after a full nights rest he would have
determined by Hit Dice, character levels or construction. two three-point wounds and one five-point wound, recovering
These represent inherent resistance to injury and, in the case three hit points on his total. This assumes that you are able to

combat
of living beings, the ability to avoid critical damage through rest for at least eight hours in relative comfort. If something
exertion and skill. happens to disturb your nights rest, you do not benefit from
natural healing.
Hit points are an abstract concept and do not always reflect
the true physical condition of a creature. Instead, a beings A day spent resting, during which you take no stressful
hit point total is a sum measurement of health, fatigue and activity, allows you to recover an additional number of points
combat awareness. When a characters hit point total reaches from your wounds equal to your level of experience, above and
0, he or she is disabled. Further damage is deducted both from beyond the ordinary deduction of a single point, though you
a characters hit points and from the characters Constitution may heal no more than one extra point from each wound. For
ability score. When a character reaches zero Constitution, he instance, if a fifth-level noble warrior had three eight-point
or she dies. wounds, a night of rest would enable him to reduce each
of them to seven-point wounds (for normal healing) and a
subsequent day of rest would then reduce them to six-point
Wounds wounds, with the two additional points of healing going to
When characters suffer damage and lose hit points, this is
waste.
recorded as a series of wounds, not just as a steady reduction
of the hit point total. Every time damage is dealt, a wound
Some effects cause characters to lose hit points without
of that point size is recorded on the character sheet in the
suffering wounds, such as blood loss, spell casting or falling
Wounds box.
from a height. If a character has no remaining wounds but is
still below his maximum hit point total, he may continue to
Wounds are a way of keeping track of what has happened to
recover hit points at the rate of one per day of normal activity.
the character. Characters are not simply homogenous masses
Resting for eight hours allows him to recover a number of hit
of hit points and all damage is not alike. A single sword slash
points equal to his level of experience plus one.
that inflicts 10 points of damage is much more serious than ten
thrown rocks that each inflict one point of damage. Although
A Heal check can reduce the size of a normal wound by one
the net loss to hit points is the same, the former could plague
point if it is administered within one hour of the wound being
you for days and kill you if it became infected, while the effects
suffered, including healing a one-point wound altogether. The
of the latter would probably wear off overnight. Ten little cuts
DC of such a check is 10 plus the wounds size. If the check
heal much more quickly than one big cut.
is successful by more than 10 points, then the wound is healed
by two points instead of one. See the Ancient Skills chapter,
The amount of damage you take (after reductions for armour,
for more information on the use of the Heal skill. This
if applicable) results in a wound of that size. For example, if
represents the use of bandages, salves and similar treatments to
a character took eight points of damage from a spear thrust,
clean the wound, bind it and help it to heal naturally.
that character would record an eight-point wound as well as
reducing his total hit points by eight.
As detailed in the Craft skill description, a character may use
the Craft (herbalism) skill to prepare a poultice, a one-shot
Most of the time, wounds do not slow a character down. As he
parcel of healing herbs that adds a +2 circumstance bonus to
progresses, he suffers numerous small bumps, scrapes and cuts
any Heal skill check to reduce the size of a wound. Any single
that wear away his hit points but do not in themselves spell
wound may only be bound once with the Heal skill, whether
any particular trouble. Grievous wounds, by contrast, spell
the check is successful or not.
serious danger to the character.

Ordinary Wounds Grievous Wounds


When a character suffers large amounts of damage at once,
Wounds heal up over time. Unless a wound is grievous (see
he may have taken a grievous wound. Grievous wounds are
below) you may reduce it by a point in size after a full nights
traumas such as deep slashes, broken ribs, punctured organs,
rest, restoring that amount of hit points to your characters
extensive third degree burns and the like. They are a stage
total. This applies to all of your ordinary wounds, irrespective
beyond the cuts, scratches and bruises represented by ordinary
of how many wounds you have. All of them heal at the same
wounds.
rate. A wound that has healed completely is still visible; it

133
Any wound that exceeds the characters Grievous Wound begin to fester, widen and mortify if they are not properly
Threshold counts as grievous. Your Grievous Wound treated. Characters are exposed to infection and other
Threshold is the average of your Strength and Constitution secondary damage. In the ancient world, you can die from
ability scores, rounded down. For example, if you had a your wounds days after you actually receive them. This is one
Strength ability score of 11 and a Constitution ability score of reason why journeying far from civilisation is so dangerous.
10, then your Grievous Wound Threshold would be 10 and a
12-point wound would be a grievous wound for you. At dawn every day, a grievously wounded character must
make a Fortitude saving throw against a DC equal to the
If you receive a grievous wound, tick the Grievously grievous wounds size. This must be done once for each
combat

Wounded box on the character sheet. The Heal skill cannot grievous wound, if he has more than one. Success means
help with grievous wounds, as they are too severe; Heal only that the characters condition gets no worse, but he does not
covers the application of what we would call first aid in the improve either. If the saving throw fails, the wound increases
modern era. You can use the Heal skill to reduce a grievous by one point, causing the characters hit points to be reduced
wound by a point, but it is still considered grievous. Only the by the same amount. If the saving throw fails by more than
Medicine skill can assist with grievous wounds. 10 points, the wound worsens by 1d4 points instead of only
one. Grievous wounds never heal without medical attention
Note that your base Constitution and Strength except in the case of a miraculous recovery, for
ability scores are used to determine your which see below. As ever, if the characters hit
Grievous Wound Threshold, not your points are reduced below zero, he begins
current Constitution and Strength ability to lose points of Constitution every time
scores. For example, even if you have he loses hit points; if he reaches zero
taken sufficient damage to lower Constitution, he dies.
your Constitution, a wound must
still exceed your Grievous Wound If the character rolls a natural 20
Threshold to be considered when making his Fortitude saving
grievous. throw to avoid his wounds
worsening, he may have made
Effects Of Grievous Wounds: a miraculous recovery. He
The moment a grievous wound must immediately make a
is received from a bludgeoning Constitution ability score
source, the character who has check with a DC equal to the
suffered it must make a Fortitude size of the grievous wound.
saving throw against a DC of If the check is successful,
10 or be knocked unconscious. the wound is no longer
(See unconsciousness in the considered grievous. You
section below for how you cannot spend Divine Points
recover from unconsciousness.) to turn the Fortitude saving
Grievous wounds from slashing throw into a natural 20, as it
or piercing sources do not have must be an unmodified score
this effect. of 20, though you may spend
Divine Points to increase your
Grievous wounds weaken Constitution ability score check.
characters physically. Every
grievous wound a character sustains A character that receives medical
inflicts a point of temporary Strength attention from a barber-surgeon or
damage that cannot be similar expert has a chance to recover
recovered by resting until the A proud warrior from grievous wounds. A Medicine check
wound is no longer grievous. displays his scars can turn a grievous wound into a normal one.
If a grievous wound is twice as The DC of this check is the size of the wound. If
large as your Grievous Wound Threshold when inflicted or the Medicine check fails by more than 10 points, the
deteriorates so that it reaches that size, you suffer an additional wound increases in size by one point. For a Medicine check
point of Strength damage; a wound three times as large inflicts to be attempted, the patient must have remained in bed for
a further point and so on. a whole day and engaged in no stressful activity. A character
may attempt a Medicine check more than once on the same
Recovering From Grievous Wounds: When a character is wound, but no single wound may receive more than one
grievously wounded, the wound does not heal over time like treatment attempt in any one day.
ordinary wounds. Instead, the characters condition is liable
to worsen. Wounds severe enough to be counted as grievous

134
Scars When a grievous wound is cauterised, it is worsened by
Grievous wounds that have healed often leave scars behind. 1d6 points of damage but if the Heal or Medicine check is
When a grievous wound that was received from any damage successful, the wound is no longer grievous. If the check fails,
source other than bludgeoning is turned into a normal the wound is both worsened and remains grievous. In either
wound by the use of the Medicine skill or by a miraculous case, the additional damage dealt is removed from the patients
recovery, roll 1d6. On a roll of 1 to 3, the wound has left a hit points (or Constitution, if he is already below zero hit
scar. (Exception: grievous wounds caused by fire always leave points), which may kill him even if the check was successful.
a scar.) It is up to the player to record where on his body the If the check fails by more than 10 points, the temporary
scar is; refer back to the circumstances in which the wound Strength damage caused by the grievous wound becomes

combat
was received. For example, an arrow wound might leave a permanent, the wound remains grievous and the fire damage
round scar on the characters shoulder, while a wound received is still suffered. Such a serious failure is a disaster for any
from a labrys could leave a scar shaped like a broad streak character, as a large grievous wound can make multiple points
across an arm or leg. of temporary Strength damage permanent. Additional points
of temporary Strength damage resulting from the wounds
Scars in the ancient world have two roles. Each scar has a story worsening do not automatically become permanent, even if
attached to it, which can give you credibility when dealing they were caused by the cautery itself.
with warriors and similar fighting men. For every scar that
you can show, you receive a +1 circumstance bonus to any For example, the hero Temocles has been gored badly by a
Charisma-based skill check when interacting with people wild bull, suffering a 14-point wound from the bulls horns,
whose main concern is with fighting, to a maximum bonus of which do piercing damage. This is higher than Temocles
+5. Scars prove that you have been in fierce battles and come Grievous Wound Threshold of 12, so the wound is grievous.
away alive and that gains you respect, whether the people you The artificer Xemothrax, who is working in his forge, offers to
are talking to like you personally or not. use a hot poker to seal the wounds and prevent Temocles from
dying an unpleasant, lingering death. Xemothrax has no ranks
The other role of a scar is as a means of identification. If a in either Heal or Medicine, but Heal can be used untrained,
select few people know that you have a scar in the shape of so he has a chance of success. The hot poker is applied to the
a lightning stroke down the back of your left calf, then it wound and Xemothrax rolls for additional damage; five points
prevents anyone from being able to impersonate you to these are applied to the wound, turning it into a 19 point wound.
people. Creating a real scar for disguise purposes is possible, He then makes his untrained Heal check against a DC of 20
but painful! and to his great relief, he succeeds. The point of temporary
Strength damage will be restored as soon as Temocles has had a
chance to rest and he will now recover at the usual rate of one
Cautery hit point removed from his wound per day.
The treatment of grievous wounds with fire is common
practice in the ancient world; we retain the medical term Cautery can be attempted more than once on the same wound,
cauterise from the old term cautery, the art of healing by inflicting fresh damage with each attempt. However, each
fire. repeated attempt is made against a DC of +2, as it becomes
steadily more difficult to do any good. Botched cautery can
Cautery is a swift, drastic, risky method of turning a grievous turn a grievous wound into a horrible mess that it is next to
wound into a normal one. It can only be applied to wounds impossible to treat. A wound that has been unsuccessfully
that were received with slashing or piercing damage. Hot
metal is applied to the wound in order to seal it. This is A patient is prepared for cautery
agonising for the recipient but may mean the difference
between life and death. As a substitute for hot
metal, molten pitch is sometimes used. If there
is no fire source to hand, then cautery cannot be
applied. A flaming torch or burning oil is not
sufficient, as intense heat must be applied to a
specific area to achieve cautery.

Cautery has to be applied within an hour of the


grievous wound occurring. A successful Heal or
Medicine check is needed against a DC of 20,
irrespective of the size of the wound; the recipient
of the cautery must make a Will saving throw
against a DC of 15 or fall unconscious because
of the pain, if he was not already unconscious.
Administering cautery is a full-round action that requires
concentration.
135
treated with cautery can still be treated with the Medicine Wounds and Non-Player
skill. Characters
It is not generally necessary to record individual wounds for
The great advantage of cautery as a method of dealing with Non-Player Characters unless they have a major part in the
grievous wounds is that it is quick. Medicine checks to treat campaign. For instance, if the players mount a raid on an
grievous wounds take a whole day and do not allow the enemy position and rain arrows down upon their warriors,
character to do anything other than rest. Cautery requires the Games Master can simply mark off damage against hit
only a swift application of hot iron. For this reason, it is used points instead of recording wounds. However, a sage who
on battlefields. accompanies the group on their journeys and who takes a
combat

thrown javelin in the chest should certainly have this recorded


Wounds that have been cauterised always leave scars, as as a wound, as his survival or demise is important to the
fire damage is added to the damage that caused the wound game.
already.
Monsters that present significant threat should have their
Cautery On An Unwilling Patient: For cautery to be wounds recorded. Managing to inflict a grievous wound
applied at all, the recipient must be stationary. He can either on a monster can turn the tide of battle. Multiple ordinary
be holding still because he is willing, because he is unconscious wounds can wear a monster down but will not dissuade it from
or because his comrades are holding him in place. Characters attacking, but a single grievous wound will make it stop and
are not always willing to be cauterised, as the treatment has a think. Wounds have an effect on morale (see below) and many
chance of making them worse rather than better. A patient creatures will try to escape when they suffer grievous wounds,
who is being held still but is fighting against this, such as a so that they can hide in their lairs and attempt to recover.
patient who is being pinned in a grapple or is tied to a bench,
is considered to be struggling. Administering cautery on a
struggling patient applies a 2 penalty to the Heal or Medicine Loss of Hit Points
check. The most common way that your character gets hurt is to take
lethal damage and lose hit points.
Contracting Fever From Wounds
In any other place than a clean, sheltered location (such as What Hit Points Represent
a temple, home of good quality or military hospital tent) a Hit points mean two things in the game world: the ability to
grievously wounded character is considered to be exposed take physical punishment and keep going and the ability to
to disease because of his wounds and must make a Fortitude turn a serious blow into a less serious one.
saving throw each morning against a DC of 10 to avoid
catching fever. (See the Diseases section in the Adventuring Massive Damage
chapter.) In areas where pestilence is common, such as If you ever sustain a single attack that deals 50 points of
swamps and filthy city districts, the DC of the saving throw is damage or more and it does not kill you outright, you must
increased by +4. make a DC 15 Fortitude save. If this saving throw fails, you
immediately die regardless of your current hit points. If you
Damage Not Recorded As take 50 points of damage or more from multiple attacks, no
one of which dealt 50 or more points of damage itself, the
Wounds massive damage rule does not apply. Undead and constructs
Certain kinds of damage are removed directly from a of any kind are immune to massive damage death.
characters hit point total, instead of being marked as wounds.
Non-lethal damage never creates a wound.
Disabled (0 Hit Points or fewer
The following sources of lethal damage always reduce hit but 3 or more Constitution)
points without creating a wound: damage from falling, heat When your current hit points drop to 0 or fewer, you are
and cold damage from exposure to the elements, damage from disabled. Any hit point damage you sustain after this point
inhalation, damage from gas effects, damage inflicted by an is both deducted from your hit points and your Constitution
unarmed attack, blast damage, damage from cave-ins and ability score. You must make a Fortitude saving throw at
avalanches, crushing damage and drowning damage. As a DC 15 every time you sustain such damage; failure means
rule of thumb, assume that any damage that would be spread that you fall unconscious. You must also make this saving
evenly across the body or that represents general debilitation throw if damage takes your hit point total from a positive to
does not create a wound. Damage caused by magic, such as a negative figure. For example, if you had three hit points
the evil eye, does not cause wounds unless specifically stated in left and you suffered six points of damage, you would be on
the spell description. 3 hit points, would take three points of Constitution ability
damage and would need to make a saving throw to avoid
Hit points lost because of working Witchcraft or Hekau spells falling unconscious.
are not wounds. They represent the loss of energy and
physical exhaustion that results from working magic.
136
While you are disabled, you can only take a single move or If the characters Constitution ability score drops to 0 or lower,
standard action each turn but not both, nor can you take full- he is immediately dead.
round actions. You can take move actions without further
injuring yourself, but if you perform any standard action (or Stabilising Characters With Healing: You can keep a
any other strenuous action) you take 1 hit point of damage dying character from losing any more hit points and points
and thus one point of Constitution ability damage after of Constitution and make him stable with a DC 15 Heal
completing the act and must make the usual Fortitude saving check. If any sort of herbal or magical healing cures the
throw or pass out. dying character of even 1 point of damage, such as by
binding a wound, he stops losing hit points and points of

combat
You can also become disabled when recovering from dying. In Constitution and becomes stable. Note that ordinary healing
this case, it is a step toward recovery and you can have fewer can only restore lost hit points; it cannot restore lost points of
than 0 hit points (see Stable Characters and Recovery, below). Constitution.

Unconsciousness A healing effect that raises the dying characters hit points to 0
If you sustain hit point damage from an attack or effect exactly makes him disabled and allows him to make a saving
(including spellcasting) and are left with less than zero hit throw to regain consciousness; see Unconsciousness above.
points, you must make a Fortitude saving throw against a DC Healing that raises his hit points to 1 or more also allows him
of 15 in order to remain conscious. (Damage from worsening to make a saving throw to regain consciousness; in addition, it
wounds does not force this check.) An unconscious character makes him functional again and not disabled when he wakes
may make a Fortitude saving throw every hour against a DC of up, though as ever it does not restore any lost Constitution.
15 to recover consciousness, so long as he is not dying.
A stable character who has been tended by a healer or who has
You can help an unconscious character wake up as a standard been magically healed eventually regains consciousness. He
action, but only if he has more than one hit point. Slaps, does not suffer hit point loss for failing his hourly saving throw
shaking, cold water to the face and similar attempts to revive to regain consciousness while he is being tended by a healer,
an unconscious character allow him to attempt an additional though any grievous wounds he has still stand a chance of
Fortitude saving throw. This may be done once per round. worsening every day. If the character has no one to tend him,
however, his life is still in danger and he may yet succumb to
his injuries and slip away.
Dying (1 to 2 Constitution)
When hit point loss has reduced your characters current
Constitution to 1 or 2, hes dying. Recovering without Help
A dying character immediately falls unconscious (no saving A dying character left alone without medical aid almost always
throw allowed) and can take no actions. dies. He has a small chance, however, of recovering on his own.
A dying character loses 1 hit point and thus one point of A character who becomes stable on his own (by making the
Constitution every three rounds. This continues until the 10% roll while dying) and who has no one to tend to him still
character dies or becomes stable (see below). suffers gradual damage to his hit points and his Constitution,
albeit at a slower rate. He may make a Fortitude saving throw
each hour at DC 15 to become conscious; failure to make this
Dead (0 Constitution or Lower) saving throw results in one hit point of damage and one point
When your characters current Constitution ability score
of Constitution ability score damage. If he becomes conscious,
drops to 0 or lower or if he takes massive damage (see above)
he does not lose any more hit points or points of Constitution,
and fails the requisite Fortitude saving throw, hes dead. A
except from grievous wounds becoming worse.
character can also die from taking ability damage (such as from
poison or disease) or suffering an ability drain that reduces his
If the character has grievous wounds, he must also make the
Constitution to 0.
usual daily checks to see if these worsen. These can push his
Constitution back below 3, in which case he falls unconscious
Stable Characters and Recovery (if he was not already) and is dying again.
On the third turn after a character with fewer than zero hit
points is reduced to 1 or 2 points of Constitution and on
every third turn thereafter, roll d% to see whether the dying Healing
character becomes stable. He has a 10% chance of becoming After taking damage, you can recover hit points through
stable. If he does not, he loses 1 hit point and thus 1 point of natural healing or through magical healing. In any case, you
Constitution. A character that is unconscious or dying cannot cannot regain hit points past your full normal hit point total.
delay his death by using any special action that changes the
initiative count on which his action occurs. Natural Healing
With a full nights rest (8 hours of sleep or more), each of your
normal wounds heals by one hit point, both reducing their size
and restoring that amount to your total. Any significant

137
interruption during your rest prevents you from healing that Staggered and Unconscious
night. If you undergo complete bed rest for an entire day When your non-lethal damage equals your current hit points,
following a nights rest, you may reduce your wounds (and you are staggered. You can only take a standard action or a
thus increase your hit point total) by additional number of move action in each round. You cease being staggered when
hit points equal to your experience level, though you may not your current hit points once again exceed your non-lethal
reduce the size of any one wound by more than one point with damage. When your non-lethal damage exceeds your current
this extra healing. hit points, you fall unconscious. While unconscious, you are
helpless.
Magical Healing
combat

Various abilities and spells, as well as ointments and herbal Knocking A Character Out
concoctions, can restore hit points. These usually work It is possible to knock a character unconscious with non-lethal
instantly and cannot be further improved by rest conditions or damage. A character who suffers non-lethal damage from a
the use of the Heal skill. single attack or effect in excess of his base Constitution ability
score must make a Fortitude saving throw against a DC of 15
Healing Limits or fall unconscious. He is allowed a Fortitude saving throw
You can never recover more hit points than you lost. Magical every hour at DC 15 to recover consciousness as usual and
healing will not raise your current hit points higher than your other characters may attempt to revive him.
full normal hit point total.
Healing Non - lethal Damage
Healing Ability Damage You heal non-lethal damage at the rate of 1 hit point per hour
Ability damage is temporary, just as hit point damage is. per character level. When a spell, a miracle or a magical power
Ability damage returns at the rate of 1 point per night of rest cures hit point damage, it also removes an equal amount of
(8 hours) for each affected ability score. Complete bed rest non-lethal damage.
restores 2 points per day (24 hours) for each affected ability
score. Certain spells and magical preparations can heal ability
damage but no magical or mundane effect does so unless it movement, position
specifically states that it affects ability damage.
and distance
Miniatures are on the 30mm scalea miniature figure of a six
Non - lethal Damage foot tall human is approximately 30mm tall. A square on the
Non-lethal damage inconveniences a character but does not battle grid is 1 inch across, representing a five foot-by-five foot
hurt her seriously. It represents fatigue, stunning, concussion area. While actual miniatures may not be exactly this scale, as
and similar punishments. long as the measurement of a tactical map are attributed five
foot sections and are easily determined as such, the movement
Dealing Non - lethal Damage rules below can be easily implemented.
Certain attacks deal non-lethal damage. Other effects, such
as heat or being exhausted, also deal non-lethal damage.
When you take non-lethal damage, keep a running total of
How Far Can A Character
how much you have accumulated. Do not deduct the non- Move?
lethal damage number from your current hit points and do not A characters speed is determined by his background and his
record non-lethal damage as a wound. It is not real damage. armour (see the Tactical Speed table). A characters speed
Instead, when your non-lethal damage equals your current hit while unarmoured is equal to its listed base land speed.
points, you are staggered and when it exceeds your current hit
points, you fall unconscious. It does not matter whether the Encumbrance
non-lethal damage equals or exceeds your current hit points A character encumbered by carrying a large amount of gear,
because the non-lethal damage has gone up or because your treasure or fallen comrades may move slower than normal.
current hit points have gone down.
Hampered Movement
Difficult terrain, obstacles or poor visibility can hamper
Non-lethal Damage with a Weapon that Deals Lethal movement. Certain magical effects, movement rates and class
Damage: You can use a melee weapon that deals lethal features can modify or bypass these hindrances.
damage to deal non-lethal damage instead, but you
take a 4 penalty on your attack roll. Movement in Combat
Lethal Damage with a Weapon that Deals Non-lethal Generally, you can move your speed in a round and still do
Damage: You can use a weapon that deals non-lethal something (take a move action and a standard action). If you
damage, including an unarmed strike, to deal lethal do nothing but move (that is, if you use both of your actions
damage instead, but you take a 4 penalty on your in a round to move your speed), you can move double your
attack roll. speed.
138
If you spend the entire round running, you can move Ending Your Movement
quadruple your speed. If you do something that requires a full You cannot end your movement in the same square as another
round, you can only take a five foot step. creature unless it is helpless.

Bonuses to Speed Overrun


A Spartan or barbarian character has a +10 foot bonus to During your movement, or as part of a charge, you can
his speed, unless he is wearing heavy armour. In addition, attempt to move through a square occupied by an opponent.
some magical effects and divine items can affect a characters
speed. Always apply any modifiers to a characters speed Tumbling

combat
before adjusting the characters speed based on armour or A trained character can attempt to tumble through a square
encumbrance and remember that multiple bonuses of the occupied by an opponent; see the Tumble skill. Failure
same type to a characters speed do not stack, in keeping with typically ends a characters movement and opens it up to an
the rules governing stacked bonuses and like types. attack of opportunity.

Tactical Speed Very Small Creature


A Fine, Diminutive or Tiny creature can move into or
No Armour or Medium or
Background Light Armour Heavy Armour through an occupied square. The creature provokes attacks of
opportunity when doing so.
Spartans and barbarians 40-ft.(8 squares) 20-ft.(4
squares) Square Occupied by Creature Three Sizes Larger or Smaller
All other backgrounds 30-ft.(6 squares) 20-ft.(4 Any creature can move through a square occupied by a
squares) creature three size categories larger than it is. A big creature
can move through a square occupied by a creature three size
categories smaller than it is.
Measuring Distance on a
Tactical Grid Designated Exceptions
Some creatures break the above rules. A creature that
Diagonals
completely fills the squares it occupies cannot be moved past,
When measuring distance, the first diagonal counts as 1
even with the Tumble skill or similar special abilities.
square, the second counts as 2 squares, the third counts as
1, the fourth as 2 and so on. You cannot move diagonally
past a corner (even by taking a five foot step). You can move Terrain and Obstacles
diagonally past a creature, even an opponent. You can also Difficult Terrain
move diagonally past other impassable obstacles, such as pits, Difficult terrain hampers movement. Each square of difficult
assuming there is a route by which you can do so. terrain counts as 2 squares of movement. (Each diagonal move
into a difficult terrain square counts as 3 squares.) You cannot
Closest Creature run or charge across difficult terrain. If you occupy squares
When it is important to determine the closest square or with different kinds of terrain, you can move only as fast as the
creature to a location, if two squares or creatures are equally most difficult terrain you occupy will allow.
close, randomly determine which one counts as closest by
rolling a die. Flying and spiritual creatures are not hampered by difficult
terrain.
Moving through a Square
Friendly Occupation Forests Of Spears
You can move through a square occupied by a friendly Part of the effectiveness of the phalanx as a battle formation
character, unless you are charging. When you move through a is that although the long spear is a reach weapon and cannot
square occupied by a friendly character, that character does not attack adjacent targets, the sheer number of spears sticking out
provide you with cover. in front of a phalanx means that an opponent cannot easily
approach without being skewered. There is simply no room
Opponents Occupation to manoeuvre between the protruding spears. A square that is
You cannot move through a square occupied by an opponent, filled with spears in front of a phalanx counts as an obstacle,
unless the opponent is helpless. You can move through a for which see below.
square occupied by a helpless opponent without penalty.
Some creatures, particularly very large ones, may present an If a creature is in a square threatened by a reach weapon and
obstacle even when helpless. In such cases, each square you moves towards the wielder, then he still provokes an attack of
move through counts as 2 squares. opportunity for moving out of the threatened square. In this
way, an opponent can be held at bay by a reach weapon. In a
phalanx, where multiple reach weapons threaten the same

139
squares, a creature attempting to move towards the Hoplites Double Movement Cost
provokes multiple attacks of opportunity. This is one reason When your movement is hampered in some way, your
why the phalanx is such a devastating formation to use. movement usually costs double. For example, each square of
movement through difficult terrain counts as 2 squares and
A character may attempt to Tumble through a forest of spears each diagonal move through such terrain counts as 3 squares
and avoid attacks of opportunity. (just as two diagonal moves normally do). If movement
cost is doubled twice, then each square counts as 4 squares
Obstacles (or as 6 squares if moving diagonally). If movement cost is
Like difficult terrain, obstacles can hamper movement. If an doubled three times, then each square counts as 8 squares (12
combat

obstacle hampers movement but does not completely block if diagonal) and so on. This is an exception to the general rule
it, each obstructed square or obstacle between squares counts that two doublings are equivalent to a tripling.
as 2 squares of movement. You must pay this cost to cross
the barrier, in addition to the cost to move into the square Minimum Movement
on the other side. If you do not have sufficient movement to Despite penalties to movement, you can take a full-round
cross the barrier and move into the square on the other side, action to move five feet (one square) in any direction, even
you cannot cross the barrier. Some obstacles may also require diagonally. This rule does not allow you to move through
a skill check to cross. On the other hand, some obstacles impassable terrain or to move when all movement is
block movement entirely. A character cannot move through prohibited. Such movement provokes attacks of opportunity
a blocking obstacle. as normal, since despite the distance travelled, this move is not
technically a five foot step. Note also that this special kind of
Flying and spiritual creatures can avoid most obstacles movement does not apply to characters that are held immobile
by a magical effect or otherwise completely unable to move
Squeezing due to some outside force.
In some cases, you may have to squeeze into, or through,
an area that is not as wide as the space you take up. You can Big and Little Creatures in
squeeze through, or into, a space that is at least half as wide
as your normal space. Each move into, or through, a narrow Combat
space counts as if it were 2 squares and while squeezed in a Creatures smaller than Small or larger than Medium have
narrow space you take a 4 penalty on attack rolls and a 4 special rules relating to position.
penalty to Active Defence; you may not make Shield Defence
checks. Tiny, Diminutive and Fine
Creatures
When a Large creature (which normally takes up four squares) Very small creatures take up less than 1 square of space. This
squeezes into a space thats one square wide, the creatures means that more than one such creature can fit into a single
miniature figure occupies two squares, centred on the line square. A Tiny creature typically occupies a space only two-
between the two squares. For a bigger creature, centre the and-a-half feet across, so four can fit into a single square.
creature likewise in the area it squeezes into. Twenty-five Diminutive creatures or 100 Fine creatures can fit
into a single square. Creatures that take up less than 1 square
A creature can squeeze past an opponent while moving but it of space typically have a natural reach of 0 feet, meaning
cannot end its movement in an occupied square. To squeeze they cannot reach into adjacent squares. They must enter an
through, or into, a space less than half your spaces width, you opponents square to attack in melee. This provokes an attack
must use the Escape Artist skill. You cannot attack while using of opportunity from the opponent. You can attack into your
Escape Artist to squeeze through, or into, a narrow space, you own square if you need to, so you can attack such creatures
take a 4 penalty to Active Defence and you lose any Dexterity normally. Since they have no natural reach, they do not
bonus to Active Defence. You may not make Shield Defence threaten the squares around them. You can move past them
checks at all. without provoking attacks of opportunity. They also cannot
flank an enemy.
Special Movement Rules
These rules cover special movement situations. Large, Huge, Gargantuan and
Colossal Creatures
Accidentally Ending Movement Very large creatures take up more than 1 square. Creatures
in an Illegal Space that take up more than 1 square typically have a natural reach
Sometimes a character ends its movement while moving of 10 feet or more, meaning that they can reach targets even if
through a space where it is not allowed to stop. When that they are not in adjacent squares. Unlike when someone uses
happens, put your miniature in the last legal position you a reach weapon, a creature with a greater than normal natural
occupied or the closest legal position, if theres a legal reach (more than 5 feet) still threatens squares adjacent to it. A
position thats closer. creature with greater than normal natural reach usually gets an
140
Prone Characters: A prone character has +4 to his Passive
Creature Size and Scale Defence against ranged attacks coming at him horizontally, as
Creature Size Space1 Natural Reach1 he is lying flat and presents less of a target. However, against
Fine 1/2-ft. 0-ft. ranged attacks from above or against melee attacks, he has
Diminutive 1-ft. 0-ft. 4 to his Passive Defence. Note that this does not affect a
character while he drops to the ground reactively, as an evasive
Tiny 2-1/2-ft. 0-ft. move. It only applies once a character has become prone.
Small 5-ft. 5-ft.
Medium 5--ft. 5-ft.

combat
Large (tall) 10-ft. 10-ft. Attack Roll Modiers
Large (long) 10-ft. 5-ft. Attacker is . . . Melee Ranged
Huge (tall) 15-ft. 15-ft. Dazzled 1 1
Huge (long) 15-ft. 10-ft. Entangled 2 1
21
Gargantuan (tall) 20-ft. 20-ft. Flanking defender +2
Gargantuan (long) 20-ft. 15-ft. Invisible +2 2
+22
Colossal (tall) 30-ft. 30-ft. On higher ground +1 +0
Colossal (long) 30-ft. 20-ft. Prone 4 3
1
These values are typical for creatures of the indicated size. Shaken or frightened 2 2
Some exceptions exist. Squeezing through a space 4 4
attack of opportunity against you if you approach it, because 1
An entangled character also takes a 4 penalty to Dexterity,
you must enter and move within the range of its reach before which may affect his attack roll.
you can attack it. (This attack of opportunity is not provoked 2
The defender loses any Dexterity bonus to Active Defence.
if you take a five foot step.) This bonus does not apply if the target is blinded.
3
Ranged weapons cannot be used while the attacker is
Large or larger creatures using reach weapons can strike up to
prone.
double their natural reach but cannot strike at their natural
reach or less.
Modiers to Active Defence
Defender is . . . Melee Ranged
combat modifiers Blinded 2 1
21
Basic combat has been covered by the rules above, but there
Concealed or invisible See Concealment
are numerous instances and conditions that can complicate
a battle. Tactically minded players can use these to their Cowering 21 21
advantage, while encountered enemies with the skills or Entangled +02 +02
abilities to do so may impose them against their foes. In any Flat-footed (such as surprised, +01 +01
case, these factors can combine to make nearly impossible balancing, climbing)
battles merely difficult and make an indefacicable enemy
Grappling (but attacker is not) +01 +01, 3
vulnerable to a strategically planned assault.
Helpless (such as paralysed, sleeping Passive Defence
The generals of the ancient world did not crush their enemies or bound) Only
by overwhelming force alone, but by clever tactical use of Pinned 44 +04
their resources. In an OGL Ancients game, you will often find Squeezing through a space 4 4
yourself facing stronger and better armoured opponents than
Stunned 2 1
21
yourself or monstrous creatures from the myths with scales of
iron and a gaze that can turn men to stone. Tactics are the key 1
The defender loses any Dexterity bonus to Active Defence.
to victory. The hero who is clever enough to use a burnished 2
An entangled character takes a 4 penalty to Dexterity.
shield as a mirror is more likely to survive than the one who 3
Roll randomly to see which grappling combatant you strike.
relies on force of arms.
That defender loses any Dexterity bonus to Active Defence.
4
The character has an effective Dexterity of 0, for a 5 penalty
Presenting a Smaller Target to Active Defence. Characters with the sneak attack class
You can change your Passive Defence against certain forms of feature may use it against helpless or pinned defenders.
attack by presenting a smaller target, such as by dropping to
the ground. This, however, only works against attacks coming
from a given direction.

141
Cover Big Creatures and Cover
When a character is behind cover, he presents a smaller target, Any creature with a space larger than five feet (1 square)
which equates to a bonus to his Passive Defence. Cover determines cover against melee attacks slightly differently than
provides a +4 bonus to Passive Defence against ranged attacks smaller creatures do. Such a creature can choose any square
and melee attacks. that it occupies to determine if an opponent has cover against
its melee attacks. Similarly, when making a melee attack
To determine whether your target has cover from your ranged against such a creature, you can pick any of the squares it
attack, choose a corner of your square. If any line from this occupies to determine if it has cover against you.
corner to any corner of the targets square passes through a
combat

square or border that blocks line of effect or provides cover or Total Cover
through a square occupied by a creature, the target has cover. If you do not have line of effect to your target he is considered
to have total cover from you. You cannot make an attack
When making a melee attack against an adjacent target, your against a target that has total cover.
target has cover if any line from your square to the targets
square goes through a wall (including a low wall). When Varying Degrees of Cover: In some cases, cover may provide
making a melee attack against a target that is not adjacent a greater bonus to Passive Defence and Reflex saving throws.
to you (such as with a reach weapon), use the rules for In such situations the normal cover bonuses to Passive
determining cover from ranged attacks. Defence and Reflex saving throws can be doubled to +8 and
+4, respectively. A creature with this improved cover who
Low Obstacles and Cover makes a successful Reflex save takes no damage, while a failed
A low obstacle (such as a wall no higher than half your height) saved allows them to take only half damage from the effect.
provides cover, but only to creatures within 30 feet (6 squares) Furthermore, improved cover provides a +10 bonus on Hide
of it. The attacker can ignore the cover if he is closer to the checks.
obstacle than his target.

Cover and Attacks of Opportunity


You cannot execute an attack of opportunity against an
opponent with cover relative to you.

Cover and Hide Checks


You can use cover to make a Hide check. Without cover, you
usually need concealment (see below) to make a Hide check.

Soft Cover
Creatures, even your enemies, can provide you with cover
against melee and ranged attacks. However, such soft cover
provides no bonus on Reflex saves, nor does soft cover allow
you to make a Hide check. A creature that is acting as cover,
whether it means to or not, allows a +4 bonus to your Passive
Defence. The Games Master may allow a greater bonus if the
covering creature is larger than the creature covered or if it is
purposefully trying to provide cover.

Attacking a creature that has cover from another creature gives


an attacker a chance of hitting the covering creature instead. If
an attack roll scores higher than the covered creatures Passive
Defence without the cover bonus but less than that amount
after the bonus, the attack has struck the creature providing
the cover. For this reason, it is highly dangerous to attack an
opponent who is standing behind one of your friends.

For example, Phegeus throws his spear at Diomedes, who is


standing in his chariot behind his charioteer. The charioteer
provides soft cover, so Diomedes Passive Defence is modified
from 10 to 14. Phegeus rolls a 13 with his attack roll. This
is higher than Diomedes Passive Defence but less than his
Passive Defence after the cover bonus, so the unfortunate
charioteer is the one hit by the spear.

142
Concealment Flanking
Concealment makes a target harder to hit by obscuring him When making a melee attack, you get a +2 flanking bonus if
partially or completely, such as with darkness or smoke. your opponent is threatened by a character or creature friendly
Concealment does not affect your Passive Defence, as it is not to you on the opponents opposite border or opposite corner.
a matter of how small or fast-moving a target you present but When in doubt about whether two friendly characters flank
more a matter of an observer being unable to tell exactly where an opponent in the middle, trace an imaginary line between
you are at a given moment. the two friendly characters centres. If the line passes through
opposite borders of the opponents space (including corners of
To determine whether your target has concealment from your those borders), then the opponent is flanked.

combat
ranged attack, choose a corner of your square. If any line from
this corner to any corner of the targets square passes through Exception: If a flanker takes up more than 1 square,
a square or border that provides concealment, the target has it gets the flanking bonus if any square it occupies
concealment. counts for flanking. Only a creature or character
that threatens the defender can help an attacker get
When making a melee attack against an adjacent target, a flanking bonus. Creatures with a reach of 0 feet
your target has concealment if his space is entirely within an cannot flank an opponent.
effect that grants concealment. When making a melee attack
against a target that is not adjacent to you, use the rules for Helpless Defenders
determining concealment from ranged attacks. In addition, A helpless opponent is someone who is bound, sleeping,
some magical effects provide concealment against all attacks, paralysed, unconscious or otherwise at your mercy.
regardless of whether any intervening concealment exists.
Regular Attack
Concealment Miss Chance A helpless character cannot make Active Defence or Shield
Concealment gives the subject of a successful attack a 20% Defence checks at all and must rely on Passive Defence and
chance that the attacker missed because of the concealment. If any armour he is wearing to protect him. Bear in mind that
the attacker scores higher than the defenders Passive Defence, most helpless characters are also prone, so they are harder to
the defender must make a miss chance percentile roll to hit with ranged attacks. It is very rare for a helpless character
see if the attack missed completely. Multiple concealment to be standing upright; paralysis is one of the effects that can
conditions do not stack. cause this, as is being tied to a vertical post or tree, such as for
an execution by bow and arrow. Usually, a character becomes
Concealment and Hide Checks prone immediately after becoming helpless. Unconscious
You can use concealment to make a Hide check. Without characters drop to the floor automatically and sleeping
concealment, you usually need cover to make a Hide check. characters are assumed to be on a horizontal surface.

Total Concealment A helpless defender is treated as if he was disallowed his


If you have line of effect to a target but not line of sight, he is Dexterity bonus to Active Defence for the purpose of sneak
considered to have total concealment from you. You cannot attacks and suchlike effects, although he cannot actually use
attack an opponent that has total concealment, though Active Defence.
you can attack into a square that you think he occupies. A
successful attack into a square occupied by an enemy with Blind
total concealment has a 50% miss chance instead of the As a full-round action, you can use a melee weapon or a burning
normal 20% miss chance for an opponent with concealment. item (such as a hot poker) to blind a helpless opponent. You
You cannot execute an attack of opportunity against an automatically hit and deal normal damage. A Coverage check
opponent with total concealment, even if you know which may be made if the opponent is wearing armour on his head
square or squares the opponent occupies. but the check is at a 10 penalty. If any damage at all gets
through, the resulting wound is considered grievous even if it
Ignoring Concealment is smaller than the characters Constitution ability score and
Concealment is not always effective. Although invisibility the character is blinded. Each use of this attack blinds the
provides total concealment, sighted opponents may still make character in one eye, so it must be repeated twice to blind the
Spot checks to notice the location of an invisible character. character completely. These grievous wounds may only be
An invisible character gains a +20 bonus on Hide checks if healed with Medicine skill checks and never with cautery.
moving or a +40 bonus on Hide checks when not moving;
even though opponents cannot see you, they might be able to In a historical campaign, characters never recover from
figure out where you are from other visual clues. blindness, even when the grievous wounds that caused it have
healed. In a mythic campaign, sight can be restored with
Varying Degrees of Concealment magic (such as a miracle) but not until the grievous wounds
Certain situations may provide more or less than typical that caused it have healed completely, not just been turned
concealment and modify the miss chance accordingly. into normal wounds.
143
Coup de Grace Special Attacks
As a full-round action, you can use a melee weapon to deliver
Special Attack Brief Description
a coup de grace to a helpless opponent. You can also use a bow,
provided you are adjacent to the target. You automatically Aid Another Grant an ally a +2 bonus on attacks or
hit and score a critical hit; your opponent may still make a Active Defence
Coverage check for his armour if he is wearing any, but this is Bull Rush Push an opponent back five feet or
made at a 10 penalty. If the defender survives the damage, he more
must make a Fortitude saving throw (DC 10 + damage dealt) Charge Move up to twice your speed and
or die. (If no damage at all gets through armour, then this attack with +2 bonus
combat

check does not need to be made.) Characters who can make


Decapitate Attempt to sever an opponents head
sneak attacks also get their extra sneak attack damage against a with one blow
helpless opponent when delivering a coup de grace.
Disarm Knock a weapon from your opponents
Delivering a coup de grace provokes attacks of opportunity hands
from threatening opponents. You cannot deliver a coup Feint Negate your opponents Dex bonus to
de grace against a creature that is immune to critical hits. Active Defence
You can deliver a coup de grace against a creature with Grapple Wrestle with an opponent
total concealment, but doing this requires two consecutive
Hamstring Attempt to sever an opponents
full-round actions; one to find the creature once you have tendons and reduce his Speed
determined what square it is in and one to deliver the coup
de grace. Overrun Plough past or over an opponent as
you move

Aid Another Shield Bash Strike an opponent with your shield


In melee combat, you can help a friend attack or defend Throw splash Throw container of dangerous liquid
by distracting or interfering with an opponent. If you are weapon at target
in position to make a melee attack on an opponent that is Trip Trip an opponent
engaging a friend in melee combat, you can attempt to aid your
friend as a standard action. You make an attack roll against a
the attack roll and then roll to see whether the attack went
Passive Defence of 10. If you succeed, your friend gains either
astray.
a +2 bonus on his next attack roll against that opponent or
a +2 bonus to Active Defence against that opponents next
Second, you and the defender make opposed Strength checks.
attack (your choice), so long as that attack comes before the
You each add a +4 bonus for each size category you are larger
beginning of your next turn. Multiple characters can aid the
than Medium or a 4 penalty for each size category you are
same friend and similar bonuses stack.
smaller than Medium. You get a +2 bonus if you are charging.
The defender gets a +4 bonus if he has more than two legs or
You can also use this standard action to help a friend in other
is otherwise exceptionally stable.
ways, such as when he is affected by a spell or to assist another
characters skill check.
Bull Rush Results
If you beat the defenders Strength check result, you push him
Bull Rush back 5 feet. If you wish to move with the defender, you can
You can make a bull rush as a standard action (an attack) or as push him back an additional five feet for each 5 points by
part of a charge (see Charge, below). When you make a bull which your check result is greater than the defenders check
rush, you attempt to push an opponent straight back instead result. You cannot, however, exceed your normal movement
of damaging him. You can only bull rush an opponent who is limit. (Note: The defender provokes attacks of opportunity if
one size category larger than you, the same size or smaller. he is moved. So do you, if you move with him. The two of
you do not provoke attacks of opportunity from each other,
Initiating a Bull Rush however.) If you fail to beat the defenders Strength check
First, you move into the defenders space. Doing this provokes result, you move five feet straight back to where you were
an attack of opportunity from each opponent that threatens before you moved into his space. If that space is occupied, you
you, including the defender. (If you have the Improved Bull fall prone in that space.
Rush feat, you do not provoke an attack of opportunity from
the defender.) Any attack of opportunity made by anyone
other than the defender against you during a bull rush has a
Charge
Charging is a special full-round action that allows you to move
25% chance of accidentally targeting the defender instead and
up to twice your speed and attack during the action. However,
any attack of opportunity by anyone other than you against the
it carries tight restrictions on how you can move.
defender likewise has a 25% chance of accidentally targeting
you. When someone makes an attack of opportunity, make

144
Movement During a Charge
You must move before your attack, not after. You must
move at least 10 feet (2 squares) and may move up
to double your speed directly toward the designated
opponent. You must have a clear path toward the
opponent and nothing can hinder your movement
(such as difficult terrain or obstacles). Heres what
it means to have a clear path. First, you must move
to the closest space from which you can attack the

combat
opponent. (If this space is occupied or otherwise
blocked, you cannot charge.) Second, if any
line from your starting space to the ending
space passes through a square that blocks
movement, slows movement or contains a
creature (even an ally), you cannot charge.
Helpless creatures do not stop a charge.

If you do not have line of sight to the


opponent at the start of your turn, you
cannot charge that opponent. You cannot
take a five foot step in the same round as a A warrior loses his head in battle. Ouch!
charge. If you are able to take only a standard action
or a move action on your turn, you can still charge,
of the blow puts you off guard. You make one (and only one)
but you are only allowed to move up to your speed (instead of
attack against your opponent, which is made at a 4 penalty.
up to double your speed). You cannot use this option unless
Your opponent may attempt to evade the blow with Active
you are restricted to taking only a standard action or move
Defence or Shield Defence if possible and armour may soak
action on your turn.
some of the damage. If you deal your opponent a grievous
wound, you have severed his head and he dies immediately. A
Attacking on a Charge
decapitate attempt cannot be combined with a coup de grace.
After moving, you may make a single melee attack. You get
a +2 bonus on the attack roll and take a 2 penalty to your
Creatures that are not vulnerable to critical hits cannot be
Active Defence until the start of your next turn. You may
decapitated.
not make Shield Defence checks at all until the start of your
next turn. Even if you have extra attacks, such as from having
Exception: Characters with the Improved Decapitate feat
a high enough base attack bonus, you only get to make one
do not provoke an attack of opportunity when making a
attack during a charge.
decapitation attempt, though they still incur the penalty to
Active Defence and Shield Defence.
A charging character gets a +2 bonus on the Strength check
made to bull rush or overrun an opponent; see Bull Rush,
above and Overrun, below. Disarm
As a melee attack, you may attempt to disarm your opponent.
Spears and Charge Attacks If you do so with a weapon, you knock the opponents weapon
A spear deals double damage if employed by a mounted out of his hands and to the ground. If you make the disarm
character in a charge. Certain feats, such as Spirited Charge, attempt while unarmed, you end up with the weapon in your
can affect this damage multiple even more. hand.

Weapons Readied against a Charge If you are attempting to disarm a melee weapon, follow the
Spears, tridents and certain other piercing weapons deal steps outlined here. If the item you are attempting to disarm is
double damage when readied (set) and used against a charging not a melee weapon, the defender may still oppose you with an
character. attack roll, but takes a penalty and cannot attempt to disarm
you in return if your attempt fails.
Decapitate
If you are wielding a weapon that inflicts slashing damage Step 1: Attack of Opportunity. You provoke an
(such as a labrys or a sword) and is not a light weapon, you attack of opportunity from the target you are trying
may attempt to decapitate an opponent as a full-round action. to disarm. (If you have the Improved Disarm feat,
A decapitation attempt provokes an attack of opportunity you do not incur an attack of opportunity for
and gives you a 4 penalty to your Active Defence and Shield making a disarm attempt.) If the defenders attack of
Defence checks for the remainder of the round, as the swing opportunity deals any damage, your disarm attempt
fails.
145
Step 2: Opposed Rolls. You and the defender make Grapple
opposed attack rolls with your respective weapons. A All forms of offensive holding, including the ancient art of
person wielding a weapon with two hands gets a +4 wrestling, are considered actions of the grapple type. These
bonus on this roll and the wielder of a light weapon actions can bind up a dangerous opponent or subdue someone
takes a 4 penalty. (An unarmed strike is considered when normal combat methods are ineffective.
a light weapon, so you always take a penalty when
trying to disarm an opponent by using an unarmed Grapple Checks
strike.) If the combatants are of different sizes, the Repeatedly in a grapple, you need to make opposed grapple
larger combatant gets a bonus on the attack roll of +4 checks against an opponent. A grapple check is similar to a
combat

per difference in size category. If the targeted item is melee attack roll. Your attack bonus on a grapple check is: Base
not a melee weapon, the defender takes a 4 penalty attack bonus + Strength modifier + special size modifier
on the roll.
Special Size Modifier: The special size modifier for a grapple
Step Three: Consequences. If you beat the defender, check is as follows: Colossal +16, Gargantuan +12, Huge +8,
the defender is disarmed. If you attempted the disarm Large +4, Medium +0, Small 4, Tiny 8, Diminutive 12,
action unarmed, you now have the weapon. If you Fine 16. Add this modifier to your Grapple checks.
were armed, the defenders weapon is on the ground
in the defenders square. If you fail on the disarm Starting a Grapple
attempt, the defender may immediately react and To start a grapple, you need to grab and hold your target.
attempt to disarm you with the same sort of opposed Starting a grapple requires a successful melee attack roll, not a
melee attack roll. His attempt does not provoke an grapple check. If you get multiple attacks, you can attempt to
attack of opportunity from you. If he fails his disarm start a grapple multiple times, at successively lower base attack
attempt, you do not subsequently get a free disarm bonuses.
attempt against him.

Disarm and Grabbing Weapons Step 1: Attack of Opportunity. You provoke an


You can use a disarm action to snatch an item worn by the attack of opportunity from the target you are trying
target. If you want to have the item in your hand, the disarm to grapple. If the attack of opportunity deals damage,
must be made as an unarmed attack. If the item is poorly the grapple attempt fails. (Certain monsters do not
secured or otherwise easy to snatch or cut away the attacker provoke attacks of opportunity when they attempt to
gets a +4 bonus. Unlike on a normal disarm attempt, failing grapple, nor do characters with the Improved Grapple
the attempt does not allow the defender to attempt to disarm feat.) If the attack of opportunity misses or fails to
you. This otherwise functions identically to a disarm attempt, deal damage, proceed to Step 2.
as noted above. Step 2: Grab. You make a melee touch attack to grab
the target. If you fail to hit the target, the grapple
You cannot snatch an item that is well secured unless you have attempt fails. If you succeed, proceed to Step 3.
pinned the wearer (see Grapple). Even then, the defender gains
a +4 bonus on his roll to resist the attempt. Step 3: Hold. Make an opposed grapple check as a
free action. If you succeed, you and your target are
now grappling and you deal damage to the target as if
Feint
with an unarmed strike. If you lose, you fail to start
Feinting is a standard action. To feint, make a Bluff check
the grapple. You automatically lose an attempt to
opposed by a Sense Motive check by your target. The target
hold if the target is two or more size categories larger
may add his base attack bonus to this Sense Motive check.
than you are. In case of a tie, the combatant with the
If your Bluff check result exceeds your targets Sense Motive
higher grapple check modifier wins. If this is a tie, roll
check result, the next melee attack you make against the
again to break the tie.
target does not allow him to use his Dexterity bonus to Active
Defence, if any. This attack must be made on or before your Step 4: Maintain Grapple. To maintain the grapple
next turn. for later rounds, you must move into the targets
space. (This movement is free and does not count as
When feinting in this way against a non-humanoid you take part of your movement in the round.)
a 4 penalty. Against a creature of animal Intelligence (1 or
2), you take a 8 penalty. Against a non-intelligent creature,
Moving, as normal, provokes attacks of opportunity
from threatening opponents, but not from your
it is impossible. Feinting in combat does not provoke attacks
target. If you cannot move into your targets
of opportunity.
space, you cannot maintain the grapple and must
immediately let go of the target. To grapple again, you
Feinting as a Move Action
must begin at Step 1.
With the Improved Feint feat, you can attempt a feint as a
move action instead of as a standard action.

146
Grappling Consequences deal lethal damage, you take a 4 penalty on your
While you are grappling, your ability to attack others and grapple check.
defend yourself is limited. You are using most of your
concentration and every available limb to try and impede your
Draw a Light Weapon: You can draw a light weapon
as a move action with a successful grapple check.
opponents movements, making it very difficult to spare any
attention or effort against any other foe. Escape from Grapple: You can escape a grapple
by winning an opposed grapple check in place of
No Threatened squares making an attack. You can make an Escape Artist
You do not threaten any squares while grappling. check in place of your grapple check if you so desire,

combat
but this requires a standard action. If more than one
No Dexterity Bonus opponent is grappling you, your grapple check result
You lose your Dexterity bonus to Active Defence against has to beat all their individual check results to escape.
opponents you are not grappling. You can still use it against (Opponents do not have to try to hold you if they do
opponents you are grappling. not want to.) If you escape, you finish the action by
moving into any space adjacent to your opponent(s).
No Movement
You cannot move normally while grappling. You may,
Move: You can move half your speed (bringing all
others engaged in the grapple with you) by winning
however, make an opposed grapple check (see the rules for
an opposed grapple check. This requires a standard
doing so below) to move while grappling.
action and you must beat all the other individual
check results to move the grapple. Note: You get a
If You Are Grappling
+4 bonus on your grapple check to move a pinned
When you are grappling (regardless of who started the
opponent, but only if no one else is involved in the
grapple), you can perform any of the following actions. Some
grapple.
of these actions take the place of an attack, rather than being
a standard action or a move action. If your base attack bonus Pin Your Opponent: You can hold your opponent
allows you multiple attacks, you can attempt one of these immobile for 1 round by winning an opposed grapple
actions in place of each of your attacks, but at successively check, made in place of an attack. Once you have an
lower base attack bonuses. opponent pinned, you have a few options available to
you (see below).
Activate a Magic Item: You can activate a magic item Break Anothers Pin: If you are grappling an
that you are holding or wearing. You do not need to opponent who has another character pinned, you can
make a grapple check to activate the item. make an opposed grapple check in place of an attack.
If you win, you break the hold that the opponent
Attack Your Opponent: You can make an attack with
has over the other character. The character is still
an unarmed strike, natural weapon or light weapon
grappling, but is no longer pinned.
against another character you are grappling. You take
a 4 penalty on such attacks. Use Opponents Weapon: If your opponent is
holding a light weapon, you can use it to attack
Pray For A Miracle: You can attempt to pray for a
him. Make an opposed grapple check (in place of
miracle while grappling or even while pinned (see
an attack). If you win, make an attack roll with the
below), provided the praying time is no more than
weapon with a 4 penalty (doing this does not require
1 standard action. You must make a Concentration
another action). You do not gain possession of the
check (DC 20 + magical effect save modifier) or lose
weapon by performing this action.
the prayer. You do not have to make a successful
grapple check to pray for a miracle.
If You Are Pinning an Opponent
Cast An Eye Spell: The only spell you can cast while You can attempt to damage your opponent with an opposed
grappling is one of the variants on the evil eye, as it grapple check, you can attempt to use your opponents
requires no hand gestures or material ingredients. You weapon against him or you can attempt to move the grapple
must still make a successful Concentration check (DC (all described above). At your option, you can prevent a
20 + magical effect save modifier) or lose the spell. pinned opponent from speaking.
Damage Your Opponent: While grappling, you
You can use a disarm action to remove or grab away a well
can deal damage to your opponent equivalent to an
secured object worn by a pinned opponent, but he gets a +4
unarmed strike. Make an opposed grapple check in
bonus on his roll to resist your attempt (see Disarm).
place of an attack. If you win, you deal non-lethal
damage as normal for your unarmed strike (1d3
You may voluntarily release a pinned character as a free action;
points for Medium attackers or 1d2 points for Small
if you do so, you are no longer considered to be grappling that
attackers, plus Strength modifiers). If you want to
character (and vice versa).

147
You cannot draw or use a weapon (against the pinned of bringing down huge, unarmoured monsters such as giants.
character or any other character), escape anothers grapple, pin Even Zeus himself was once hamstrung and his immortal
another character or break anothers pin while you are pinning sinews stolen and hidden away.
an opponent.
Hamstrung characters do not ordinarily recover. In a
If You Are Pinned by an Opponent historical campaign, they never regain their full speed, even if
When an opponent has pinned you, you are held immobile the grievous wound is healed. In a mythic campaign, once the
(but not helpless) for 1 round. While you are pinned, you take grievous wound is completely healed (not just turned into a
a 4 penalty to your Active Defence checks against opponents normal wound) the characters speed returns to normal.
combat

other than the one pinning you. At your opponents option,


you may also be unable to speak. On your turn, you can try Any creature that is not vulnerable to critical hits cannot be
to escape the pin by making an opposed grapple check in hamstrung.
place of an attack. You can make an Escape Artist check in
place of your grapple check if you want, but this requires a Exception: Characters with the Improved Hamstring feat
standard action. If you win, you escape the pin, but you are do not provoke an attack of opportunity when making a
still grappling. hamstring attempt.

Joining a Grapple Mounted Combat


If your target is already grappling someone else, you can use an Horses in Combat
attack to start a grapple, as above, except that the target does Warhorses and warponies can serve readily as combat steeds.
not get an attack of opportunity against you and your grab Light horses, ponies and heavy horses, however, are frightened
automatically succeeds. You still have to make a successful by combat. If you do not dismount, you must make a DC
opposed grapple check to become part of the grapple. 20 Ride check each round as a move action to control such a
If there are multiple opponents involved in the grapple, you horse. If you succeed, you can perform a standard action after
pick one to make the opposed grapple check against. the move action. If you fail, the move action becomes a full
round action and you cannot do anything else until your next
Multiple Grapplers turn. Your mount acts on your initiative count as you direct it.
Several combatants can be in a single grapple. Up to four
combatants can grapple a single opponent in a given round. A Trojan is Hamstrung
Creatures that are one or more size categories smaller than you
count for half, creatures that are one size category larger than
you count double and creatures two or more size categories
larger count quadruple. When you are grappling with
multiple opponents, you choose one opponent to make an
opposed check against. The exception is an attempt to escape
from the grapple; to successfully escape, your grapple check
must beat the check results of each opponent.

Hamstring
If you are wielding a weapon that inflicts slashing damage, you
may attempt to slash an opponents muscles behind the knee as
a full-round action. A hamstring attempt provokes an attack
of opportunity. You make one (and only one) attack against
your opponent, which is made at a 4 penalty. Your opponent
may attempt to evade the blow with Active Defence or ward it
off with Shield Defence if possible. (If he is wearing armour,
this has a chance to intercept the blow as usual.) If you then
deal your opponent a grievous wound, you have hamstrung
him in one leg. His speed is halved and he can no longer run
or charge. A character with both legs hamstrung cannot stand
upright and falls prone. He can move no more than a five foot
step each round and must take a move action to do so.

Creatures with more than two legs, such as horses, can be


hamstrung, which is in fact much easier than killing them.
This unpleasant practice is, unfortunately, historically
authentic and was used as a means of preventing captives
from escaping. It was also employed in myth as a means

148
You move at its speed, but the mount uses its action to move. Overrun
A horse (not a pony) is a Large creature and thus takes up a You can attempt an overrun as a standard action taken during
space 10 feet (2 squares) across. For simplicity, assume that your move or as part of a charge. (In general, you cannot
you share your mounts space during combat. take a standard action during a move; this is an exception.)
With an overrun, you attempt to plough past or over your
Combat while Mounted opponent (and move through his square) as you move. You
With a DC 5 Ride check, you can guide your mount with can only overrun an opponent who is one size category larger
your knees so as to use both hands to attack or defend yourself. than you, the same size or smaller. You can make only one
This is a free action. When you attack a creature smaller than overrun attempt per round. If you are attempting to overrun

combat
your mount that is on foot, you get the +1 bonus on melee an opponent, follow these steps.
attacks for being on higher ground. If your mount moves
more than 5 feet, you can only make a single melee attack. Step 1: Attack of Opportunity. Since you begin the
Essentially, you have to wait until the mount gets to your overrun by moving into the defenders space, you
enemy before attacking, so you cannot make a full attack. provoke an attack of opportunity from the defender.
Even at your mounts full speed, you do not take any penalty
on melee attacks while mounted. Step 2: Opponent Avoids? The defender has the
option to simply avoid you. If he avoids you, he does
If your mount charges, you also take the penalty to Active not suffer any ill effect. If you were attempting the
Defence and Shield Defence that is associated with a charge. overrun as part of a charge, you may keep moving.
If you make an attack at the end of the charge, you receive the (You can always move through a square occupied by
bonus gained from the charge. When charging on horseback, someone who lets you by.) In either case, the overrun
you deal double damage with a lance (see Charge). attempt does not count against your actions this
round (except for any movement required to enter the
You can use ranged weapons while your mount is taking a opponents square). If your opponent does not avoid
double move, but at a 4 penalty on the attack roll. You can you, move to Step 3.
use ranged weapons while your mount is running (quadruple Step 3: Opponent Blocks? If your opponent blocks
speed), at a 8 penalty. In either case, you make the attack roll you, make a Strength check opposed by the defenders
when your mount has completed half its movement. You can Dexterity or Strength check (whichever ability score
make a full attack with a ranged weapon while your mount is has the higher modifier). A combatant gets a +4
moving. Likewise, you can take move actions normally. bonus on the check for every size category he is larger
than Medium or a 4 penalty for every size category
Casting Spells while Mounted he is smaller than Medium. You gain a +2 bonus on
You can cast a spell normally if your mount moves up to a your Strength check if you made the overrun as part of
normal move (its speed) either before or after you cast. If you a charge. The defender gets a +4 bonus on his check if
have your mount move both before and after you cast a spell, he has more than two legs or is otherwise more stable
then you are casting the spell while the mount is moving and than a normal humanoid. If you win, you knock
you have to make a Concentration check due to the vigorous the defender prone. If you lose, the defender may
motion (DC 10 + magical effect save modifier) or lose the immediately react and make a Strength check opposed
spell. If the mount is running (quadruple speed), you can cast by your Dexterity or Strength check (including the
a spell when your mount has moved up to twice its speed, but size modifiers noted above, but no other modifiers) to
your Concentration check is more difficult due to the violent try to knock you prone.
motion (DC 15 + magical effect save modifier).
Step 4: Consequences. If you succeed in knocking
If Your Mount Falls in Battle your opponent prone, you can continue your
If your mount falls, you have to succeed on a DC 15 Ride movement as normal. If you fail and are knocked
check to make a soft fall and take no damage. If the check fails, prone in turn, you have to move five feet back the
you take 1d6 points of damage. way you came and fall prone, ending your movement
there. If you fail but are not knocked prone, you have
If You Are Dropped to move five feet back the way you came, ending your
If you are knocked unconscious, you have a 50% chance to movement there. If that square is occupied, you fall
stay in the saddle, otherwise you fall and take 1d6 points of prone in that square.
damage. Without you to guide it, your mount avoids combat
unless it is of greater than animal intelligence. In that case, Improved Overrun
your mount acts like a creature of its abilities and intellect and If you have the Improved Overrun feat, your target may not
is generally controlled by the Games Master. choose to avoid you.

149
Mounted Overrun (Trample) you determine where the weapon landed, it deals splash
If you attempt an overrun while mounted, your mount makes damage to all creatures in adjacent squares.
the Strength check to determine the success or failure of
the overrun attack (and applies its size modifier, rather than Trip
yours). If you have the Trample feat and attempt an overrun You can try to trip an opponent as an unarmed melee attack.
while mounted, your target may not choose to avoid you and You can only trip an opponent who is one size category larger
if you knock your opponent prone with the overrun, your than you, the same size or smaller.
mount may make one hoof attack against your opponent.
Making a Trip Attack
combat

Shield Bash Make an unarmed melee attack against your target. This
Though shields are designed to provide defence against provokes an attack of opportunity from your target as normal
blows, you can also use them offensively, slamming them into for unarmed attacks. If your attack succeeds, make a Strength
opponents to cause additional damage. You can make a shield check opposed by the defenders Dexterity or Strength check
bash attack as an attack action or as a free action immediately (whichever ability score has the higher modifier). A combatant
following a melee attack. gets a +4 bonus for every size category he is larger than
Medium or a 4 penalty for every size category he is smaller
To make a shield bash attack, you proceed as if you were than Medium. The defender also gets a +4 bonus on his check
making an ordinary melee attack but use your Shield Defence if he has more than two legs or is otherwise more stable than
bonus instead of your base attack bonus; the roll is thus 1d20 a normal humanoid. If you win, you trip the defender. If you
plus your Shield Defence bonus plus your Strength modifier. lose, the defender may immediately react and make a Strength
(You do not add the shields Coverage bonus to the attack roll.) check opposed by your Dexterity or Strength check to try to
If your character has no shield defence bonus, then you simply trip you.
roll 1d20 plus your Strength modifier.
Avoiding Attacks of Opportunity: If you have the
If you make a shield bash attack, you use up one of your Shield Improved Trip feat or if you are tripping with a
Defence uses for the round. If you have already used up your weapon (see below), you do not provoke an attack of
Shield Defence checks, such as by deflecting a blow reactively opportunity for making a trip attack.
before your turn, then you cannot make a shield bash.
Being Tripped (Prone)
Exception: Characters with the Improved Shield Bash feat may A tripped character is prone. Standing up is a move action.
still make their normal number of Shield Defence checks after
they have made a shield bash attack, albeit at a 4 penalty to Tripping a Mounted Opponent
the Shield Defence roll. You may make a trip attack against a mounted opponent. The
defender may make a Ride check in place of his Dexterity or
Throw Splash Weapon Strength check. If you succeed, you pull the rider from his
A splash weapon is a ranged weapon that breaks on impact, mount.
splashing or scattering its contents over its target and nearby
creatures or objects. To attack with a splash weapon, make Tripping with a Weapon
a ranged touch attack against the target. Thrown weapons Some weapons can be used to make trip attacks. In this case,
require no weapon proficiency, so you do not take the 4 you make a melee touch attack with the weapon instead of
penalty. A hit deals direct hit damage to the target and splash an unarmed melee touch attack and you do not provoke an
damage to all creatures within five feet of the target. attack of opportunity. If you are tripped during your own trip
attempt, you can drop the weapon to avoid being tripped.
You can instead target a specific grid intersection. Treat this
as a ranged attack against a Passive Defence of 5. However, if
you target a grid intersection, creatures in all adjacent squares special initiative
are dealt the splash damage and the direct hit damage is not
dealt to any creature. (You cannot target a grid intersection actions
occupied by a creature, such as a Large or larger creature; in These are ways to change when you act during combat by
this case, you are aiming at the creature.) altering your place in the initiative order.

If you miss the target (whether aiming at a creature or a grid Delay


intersection), roll 1d8. This determines the misdirection of By choosing to delay, you take no action and then act normally
the throw, with 1 being straight back at you and 2 through on whatever initiative count you decide to act. When you delay,
8 counting clockwise around the grid intersection or target you voluntarily reduce your own initiative result for the rest of
creature. Then, count a number of squares in the indicated the combat. When your new, lower initiative count comes up
direction equal to the range increment of the throw. After later in the same round, you can act normally. You can specify

150
this new initiative result or just wait until some time later in may lose the spell she was trying to cast, as determined by her
the round and act then, thus fixing your new initiative count Concentration check result.
at that point. You do not get back the time you spend waiting
to see what is going to happen, nor can you interrupt anyone Readying a Weapon against a
elses action as you can with a readied action.
Charge
You can ready certain piercing weapons, such as spears, setting
Initiative Consequences of them to receive charges. A readied weapon of this type deals
Delaying double damage if you score a hit with it against a charging
Your initiative result becomes the count on which you took character.

combat
the delayed action. If you come to your next action and have
not yet performed an action, you do not get to take a delayed
action, though you can delay again. If you take a delayed chariots
action in the next round, before your regular turn comes up, Chariots are an important part of battle in the ancient world.
your initiative count rises to that new point in the order of They are particularly crucial to the Egyptian method of
battle and you do not get your regular action that round. waging war. An Egyptian chariot was usually a mobile missile
platform, carrying an archer and a shield bearer to defend him;
these made great swooping attacks that allowed the chariots
Ready to come within range of the enemy, slow down to increase
The ready action lets you prepare to take an action later,
accuracy, shower them with missiles and then depart before
after your turn is over but before your next one has begun.
any counter-attack was possible, repeating this move again
Readying is a standard action. It does not provoke an attack of
and again and thus whittling down the enemys ranks. The
opportunity, though the action that you ready might do so.
Assyrians seem to have used a very similar approach.

Readying an Action Only the Greeks have no clear tradition of chariot combat,
You can ready a standard action, a move action or a free action. as the mountainous territory and uneven lands of Hellas
To do so, specify the action you will take and the conditions were far less suited to it than the flat sandy plains of Egypt.
under which you will take it. Then, any time before your Thus, in Greece the phalanx held sway as the decisive method
next action, you may take the readied action in response to of combat, with its wall-like structure taking advantage of
that condition. The action occurs just before the action that the limited fighting space to corner, separate and destroy
triggers it. If the triggered action is part of another characters enemy forces. The Greek chariot is seen more as a method
activities, you interrupt the other character. Assuming he is of transport than as a war vehicle. Depictions from Ancient
still capable of doing so, he continues his actions once you Greece show chariots taking generals to the field, but do not
complete your readied action. Your initiative result changes depict anyone fighting from them.
as noted below. For the rest of the encounter, your initiative
result is the count on which you took the readied action and There are three basic designs of chariot in OGL Ancients,
you act immediately ahead of the character whose action namely the light chariot, the heavy chariot and the Assyrian
triggered your readied action. war chariot. A light chariot is a quicker, less robust model
that can achieve higher speeds. An Assyrian war chariot is
You can take a five foot step as part of your readied action, more heavily built and incorporates a more sturdy barrier that
but only if you do not otherwise move any distance during provides cover to the lower parts of the occupants bodies.
the round. This is especially necessary if one of the occupants is an archer
and cannot defend himself with a shield. An Assyrian war
Initiative Consequences of chariot is built with large wheels (with eight rather than six
Readying spokes) and has enough room for a driver, an archer and two
Your initiative result becomes the count on which you took the shield-bearers.
readied action. If you come to your next action and have not
yet performed your readied action, you do not get to take the Horses
readied action, though you can ready the same action again. This is how many horses are required to pull the chariot. No
If you take your readied action in the next round, before your other creatures may be used in their place.
regular turn comes up, your initiative count rises to that new
point in the order of battle and you do not get your regular Passengers
action that round. Chariots are basically simple three-sided carts with space for
two or more passengers. This lists how many people may ride
Distracting Spellcasters in a chariot.
You can ready an attack against a spellcaster with the trigger
if she starts casting a spell. If you damage the spellcaster, she

151
Speed through the bodies of warriors to either side, causing terrible
This is the base speed of the chariot when pulled by the carnage. Fitting these to the side of a chariot cost 600 sd.
maximum number of horses. As horses are lost through
combat or other means, the chariots base speed moves to the Chariot Movement
next number on this line, thus gradually slowing down. Chariots move in initiative order in the same way as any
mounted combatant. There are however some important
DR differences. A chariot may turn once at any point in its move,
This is how much damage the chariot ignores if up to the amount listed as its turn rate. Any chariot may make
it should be attacked. An attack must be made this turn while making a normal or double move but
combat

directly at the chariot in order to damage it. none can normally turn while running.
Attacks aimed at the chariots occupants
that strike the chariots covering In addition, chariots may drift up to ten
wall are not counted. feet left or right for every full thirty feet
they move forwards. This is performed
Hit Points as a free action and in no way impedes
Every chariot has a number any other movement the chariot may
of hit points. When these perform.
are reduced to 0, the chariot is
destroyed. A chariot driver may choose to whip
his horses harder as a full round
Turn Rate action. If he succeeds at a Handle
The lighter a chariot is, the faster Animal check at DC 10, he may
its driver can get it to turn at increase his base speed by ten
speed. The first number here is feet for that round only.
the turn a chariot can make, in
degrees, when moving at normal Tight Turns
speed. The second number lists The driver may also attempt to
how much it can turn when get his chariot to make a much
making a double move. No tighter turn than is entirely safe. A driver
chariot can turn at running may choose to make two turns in a round
speed. instead of just one, though these must be
made at the beginning and end of the move
they may not be made halfway through as a normal
Cargo turn may. This is a full round action and requires the
All chariots may carry cargo driver to make a Handle Animal check at DC 12 if he
instead of or in addition to any is moving at base speed and DC 15 at double speed. A
passengers. This amount is listed single turn may be made at running speed, again with a
in this section. However, a chariot will successful Handle Animal check, this time at DC 25.
always require a driver to control its movement.
If these checks are failed, the chariot will automatically
Overrun overturn at the start of the next turn, as covered below in
This is the base damage caused by the chariot when performing Collisions and Overturning.
an overrun attack.

Base costs and weights of chariots are provided in the


Chariot Combat
All passengers on board a chariot may make their normal
Equipment chapter.
attacks as if they were mounted. (The Mounted Combat feat
does not help here but the Chariot Combat feat does.) The
Persian Scythed Chariots
chariot driver, however, must always dedicate at least one hand
During the reign of Cyrus the Great, iron scythe blades were
to controlling the horses and so may only fully utilise single-
fitted to the wheels of the Persian chariots. These sliced

Type Horses Passengers Speed Hardness Hit Points Turn Rate Cargo Overrun
Light Chariot 2 2 6-ft./50-ft. 5 8 90 /45
o o
150 lb. 2d6
Heavy Chariot 2 3 50-ft./40-ft. 5 15 45o/- 250 lb. 3d6
Assyrian War Chariot 2 4 50-ft./40-ft. 5 20 30 /-
o
300 lb. 4d6

152
handed weaponry. Any passenger may make an attack at any Collisions and Overturning
point in their move; such is the speed of the chariot. This in One of the most impressive sights on the battlefield is that
no way affects the number of actions they may perform each of a chariot moving at full speed then, for whatever reason,
round. overturning. Wood, warriors and horses all tumble and break
apart as the entire mess is veiled by a cloud of dust and blood.
All chariots, no matter what their size, are assumed to take up Few ever survive such accidents and it is often only the skill of
a space five feet wide and ten feet long, with the horses directly the charioteer that can avoid such tragedy.
ahead. Passengers, horses or the chariot itself may be targeted
by an attack if within reach or range, though passengers will The charioteer must make Handle Animal checks to control

combat
receive the benefit of cover (+4 to Passive Defence; see the his chariot whenever he attempts an extreme action or when a
Cover section above) for attacks to the front or sides of their collision looms up ahead. The DCs of such checks are listed
chariot. This is from a low wood-and-leather barrier running below;
round the sides and front of the chariot. Passengers receive no There is a +5 bonus to this check if the chariot is moving at
benefit for attacks originating from the rear of their chariot.

A shield bearer may ride in a war chariot and make Shield Hazards
Defence checks to protect other passengers. This was standard Action DC
practice in the ancient world. See the section on Shields Cutting free a dead horse before chariot overturns 10
above.
Swapping drivers whilst chariot is in motion 10
If any horse is slain whilst pulling a chariot, it must be cut Hitting medium-sized creature or object 15
free within one round, as described under Collisions and Hitting large sized creature or object 20
Overturning or the chariot will automatically overturn. Hitting an immovable object such as a stone building 30

Sideswipes
Any chariot driving moving his vehicle alongside another base speed or slower and a 5 penalty if it is moving at running
chariot may choose to sideswipe it as a full round action. speed.
The drivers of both chariots must make an opposing Handle If the Handle Animal check is successful, the chariot neatly
Animal check. The winner will cause damage upon the losers avoids the obstacle or swerves at the last moment. In the case
chariot, as listed below: of avoiding the arena wall, the chariot is placed alongside the
wall, its driver having brought his horses up short at the last
possible moment.
Damage Critical Type
Chariot with 2d8 19-20/x2 Slashing Games Masters are encouraged to use the above examples as
scythes Sideswipe a base should their players ever attempt an action not listed
here. If the driver passes his check, he succeeds in the action
Chariot without 2d4 20/x2 Bludgeoning
he was attempting or manages to avoid tragedy, as appropriate.
scythes Sideswipe
If he fails the check by 5 points or less, the chariot must move
in a completely straight line for the next round. No turns or
drifts may be attempted. If the chariot cannot move straight
Against Warriors on Foot ahead for whatever reason (an immovable object being directly
The passengers of a chariot may attack any warrior on foot as in front of it for example), then the chariot will automatically
if they were mounted. Those on foot may fight back as if the overturn. If he fails by more than 5 points, the chariot will
warriors on the chariot were mounted. However, the driver overturn.
of a chariot may either overrun his enemies or make scythe
attacks against them if the chariot is fitted with blades.
Overturning
Overrun attacks are detailed above. If successful, such an If a chariot overturns, the chariot itself, along with all
attack will cause an additional amount of damage to the target passengers and horses, take an amount of damage equal to the
equal to the Overrun score of the chariot, as covered above. Overrun score of the chariot. Passengers may make a Reflex
saving throw at DC 20 to halve this damage.
Scythe attacks are made as a chariot moves adjacent to any
suitable target and count as a melee attack action. The driver An overturned chariot, if it survives intact, takes 1d6
must make a Handle Animal check opposed by the targets minutes to put right and re-hitch any living horses. As
Reflex saving throw. If the target succeeds, he manages to battles frequently last several hours, with brief rests between
dodge the attack. If the chariot driver wins, the scythes cut engagements, this is quite commonly done on the battlefield.
through the target, with devastating results. Use the scythe The combined Strength required is equal to the original hit
damage listed above, doubling the damage if the chariot is points of the chariot.
making a double move or faster.
153
Adventuring
This chapter deals with the basics of moving around in the
Carrying Capacity
Strength Light Medium Heavy
Score Load Load Load
ancient world.
1 3 lb. or less 46 lb. 710 lb.

carrying capacity 2 6 lb. or less 713 lb. 1420 lb.


adventuring

3 10 lb. or less 1120 lb. 2130 lb.


Encumbrance rules are based largely on a characters Strength
score and determine how much a characters armour and 4 13 lb. or less 1426 lb. 2740 lb.
equipment slow him down. Encumbrance comes in two parts: 5 16 lb. or less 1733 lb. 3450 lb.
encumbrance by armour and encumbrance by total weight. 6 20 lb. or less 2140 lb. 4160 lb.
The former is not truly affected by Strength as it deals largely
with the limits of mobility imposed by the armour itself. The 7 23 lb. or less 2446 lb. 4770 lb.
latter is entirely based on Strength, as the stronger a character 8 26 lb. or less 2753 lb. 5480 lb.
is, the greater the load he she can handle without succumbing 9 30 lb. or less 3160 lb. 6190 lb.
to the slowing effects of heavy and unwieldy burdens.
10 33 lb. or less 3466 lb. 67100 lb.
11 38 lb. or less 3976 lb. 77115 lb.
Encumbrance by Armour 12 43 lb. or less 4486 lb. 87130 lb.
A characters body armour defines his maximum Dexterity
bonus to Active Defence, armour check penalty, speed and 13 50 lb. or less 51100 lb. 101150 lb.
running speed. Unless your character is weak or carrying a 14 58 lb. or less 59116 lb. 117175 lb.
lot of gear, this is all you need to know. The extra gear your 15 66 lb. or less 67133 lb. 134200 lb.
character carries will not slow him down any more than the
armour already does. If your character is weak or carrying a lot 16 76 lb. or less 77153 lb. 154230 lb.
of gear, however, then you will need to calculate encumbrance 17 86 lb. or less 87173 lb. 174260 lb.
by weight. Doing so is most important when your character is 18 100 lb. or less 101200 lb. 201300 lb.
trying to carry some heavy object.
19 116 lb. or less 117233 lb. 234350 lb.
20 133 lb. or less 134266 lb. 267400 lb.
Weight 21 153 lb. or less 154306 lb. 307460 lb.
If you want to determine whether your characters gear is
heavy enough to slow him down more than the armour 22 173 lb. or less 174346 lb. 347520 lb.
already does, total the weight of all the characters items, 23 200 lb. or less 201400 lb. 401600 lb.
including armour, weapons and gear. Compare this total to
24 233 lb. or less 234466 lb. 467700 lb.
the characters Carrying Capacity as determined by Strength;
see the table below. Depending on how the weight compares 25 266 lb. or less 267533 lb. 534800 lb.
to the characters carrying capacity, he may be carrying a light, 26 306 lb. or less 307613 lb. 614920 lb.
medium or heavy load. Like armour, a characters load affects 27 346 lb. or less 347693 lb. 6941,040 lb.
his maximum Dexterity bonus to Active Defence, carries a
28 400 lb. or less 401800 lb. 8011,200 lb.
check penalty (which works like an armour check penalty),
reduces the characters speed and affects how fast the character 29 466 lb. or less 467933 lb. 9341,400 lb.
can run, as shown on the table entitled Carrying Loads. A +10 x4 x4 x4
medium or heavy load counts as medium or heavy armour for
the purpose of abilities or skills that are restricted by armour. round (as a full-round action). A character can generally push
Carrying a light load does not encumber a character. or drag along the ground as much as five times his maximum
load. Favourable conditions can double these numbers and
If a character is wearing armour, use the worse figure (from bad circumstances can reduce them to one-half or less.
armour or from load) for each category. Do not stack the
penalties, as a character can only suffer from one set of
encumbrance penalties at a given time.
Bigger and Smaller
Creatures
The figures on the Carrying Capacity table are for Medium
Lifting and Dragging bipedal creatures. A larger bipedal creature can carry more
A character can lift as much as his maximum load over his
weight depending on its size category, as follows: Large x2,
head. A character can lift as much as double his maximum
Huge x4, Gargantuan x8, Colossal x16. A smaller creature can
load off the ground, but he can only stagger around with it.
carry less weight depending on its size category, as follows:
While overloaded in this way, the character loses any Dexterity
Small x3/4, Tiny x1/2, Diminutive x1/4, Fine x1/8.
bonus to Active Defence and can move only five feet per

154
Quadrupeds can carry hour for a human in a
heavier loads than
Carrying Loads bronze cuirass or other
characters can. Instead Speed heavy combat armour.
of the multipliers given Load Max Dex Check Penalty (30-ft.) (20-ft.) Run Run (x4): Moving four
above, multiply the Medium +3 3 20-ft. 15-ft. x4 times speed is a running
value corresponding to pace for a character in
Heavy +1 6 20-ft. 15-ft. x3
the creatures Strength light, medium or no

adventuring
score from the Carrying armour. It represents
Capacity table by the appropriate modifier, as follows: Fine about 12 miles per hour for an unencumbered human or
x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1-1/2, 8 miles per hour for a human in scale armour or a leather
Large x3, Huge x6, Gargantuan x12, Colossal x24. harness.

Tremendous Strength Tactical Movement


Some mythical monsters and heroes have Strength scores Use tactical movement for combat. Characters generally do
beyond even that tabulated here. For Strength scores not not walk during combatthey hustle or run. A character who
shown on the Carrying Capacity table, find the Strength score moves his speed and takes some action is hustling for about
between 20 and 29 that has the same number in the ones half the round and doing something else the other half.
digit as the creatures Strength score does and multiply the
numbers in that for by 4 for every ten points the creatures Hampered Movement: Difficult terrain, obstacles or
strength is above the score for that row. poor visibility can hamper movement. When movement is
hampered, each square moved into usually counts as two
squares, effectively reducing the distance that a character can
Armour and Encumbrance cover in a move. If more than one condition applies, multiply
for Other Base Speeds together all additional costs that apply. (This is a specific
The table below provides reduced speed figures for all base exception to the normal rule for doubling.)
speeds from 20 feet to 100 feet (in 10 foot increments).
In some situations, your movement may be so hampered
that you do not have sufficient speed even to move five feet
movement (1 square). In such a case, you may use a full-round action
There are three movement scales, as follows. to move five feet (1 square) in any direction, even diagonally.
Tactical, for combat, measured in feet (or squares) per Even though this looks like a five foot step, it is not and thus
round. it provokes attacks of opportunity normally. (You cannot take
advantage of this rule to move through impassable terrain or to
Local, for exploring an area, measured in feet per
move when all movement is prohibited to you.)
minute.
You cannot run or charge through any square that would
Overland, for getting from place to place, measured in hamper your movement.
miles per hour or miles per day.

Modes of Movement: While moving at the different Local Movement


movement scales, creatures generally walk, hustle or run. Each Characters exploring an area use local movement, measured in
type of movement affects the speed of the character and the feet per minute.
types of action that can be performed at the same time. The Walk: A character can walk without a problem on the local
Combat chapter will explain simultaneous actions in greater scale.
detail. Hustle: A character can hustle without a problem on the local
scale. See Overland Movement, below, for
Walk: A walk represents unhurried but movement measured in miles per hour.
purposeful movement at 3 miles per hour Base Speed Reduced Speed Run: A character with a Constitution score
for an unencumbered person. 20-ft. 15-ft. of 9 or higher can run for a minute without
Hustle: A hustle is a jog at about 6 miles a problem. Generally, a character can run
30-ft. 20-ft.
per hour for an unencumbered human. A for a minute or two before having to rest
40-ft. 30-ft. for a minute
character moving his speed twice in a single
round or moving that speed in the same 50-ft. 35-ft.
round that he performs a standard action 60-ft. 40-ft. Overland
or another move action is hustling when
he moves.
70-ft. 50-ft.
Movement
80-ft. 55-ft. Characters covering long distances cross-
Run (x3): Moving three times speed is
a running pace for a character in heavy 90-ft. 60-ft. country use overland movement. Overland
armour. It represents about 9 miles per movement is measured in miles per hour
100-ft. 70-ft.

155
Movement and Distance Hampered Movement
Speed Additional
15-ft. 20-ft. 30-ft. 40-ft. Condition Movement Cost
One Round (Tactical)* Difficult terrain x2
Walk 15-ft. 20-ft. 30-ft. 40-ft. Obstacle* x2
adventuring

Hustle 30-ft. 40-ft. 60-ft. 80-ft. Poor visibility x2


Run (x3) 45-ft. 60-ft. 90-ft. 120-ft. Impassable
Run (x4) 60-ft. 80-ft. 120-ft. 160-ft. * May require a skill check
One Minute (Local)
Walk 150-ft. 200-ft. 300-ft. 400-ft. Terrain
Hustle 300-ft. 400-ft. 600-ft. 800-ft. The terrain through which a character travels affects how
much distance he can cover in an hour or a day (see Terrain
Run (x3) 450-ft. 600-ft. 900-ft. 1,200-ft. and Overland Movement). A highway is a straight, major,
Run (x4) 600-ft. 800-ft. 1,200-ft. 1,600-ft. paved road. A road is typically a dirt track. A trail is like a
One Hour (Overland) road, except that it allows only single-file travel and does not
benefit a party travelling with vehicles. Trackless terrain is a
Walk 1-1/2 miles 2 miles 3 miles 4 miles
wild area with no paths.
Hustle 3 miles 4 miles 6 miles 8 miles
Run Forced March
One Day (Overland) In a day of normal walking, a character walks for 8 hours.
The rest of the daylight time is spent making and breaking
Walk 12 miles 16 miles 24 miles 32 miles
camp, resting and eating. A character can walk for more than
Hustle 8 hours in a day by making a forced march. For each hour of
Run marching beyond 8 hours, a Constitution check (DC 10, +2
* Tactical movement is often measured in squares on the battle per extra hour) is required. If the check fails, the character
grid (1 square = 5-ft.) rather than feet. takes 1d6 points of non-lethal damage. A character who takes
any non-lethal damage from a forced march becomes fatigued.
or miles per day. A day represents 8 hours of actual travel time. Eliminating the non-lethal damage also eliminates the fatigue.
For rowed watercraft, a day represents 10 hours of rowing. For It is very possible for a character to march into unconsciousness
a sailing ship, it represents 24 hours. by pushing himself too hard on a forced march.

Walk Mounted Movement


A character can walk 8 hours in a day of travel without a A mount bearing a rider can move at a hustle. The damage it
problem. Walking for longer than that can wear him out (see takes when doing so, however, is lethal damage, not non-lethal
Forced March, below). damage. The creature can also be ridden in a forced march,
but its Constitution checks automatically fail and, again,
the damage it takes is lethal damage. Mounts also become
Hustle
fatigued when they take any damage from hustling or forced
A character can hustle for 1 hour without a problem. Hustling
marches.
for a second hour in between sleep cycles deals 1 point of non-
lethal damage and each additional hour deals twice the damage
taken during the previous hour of hustling. A character who
takes any non-lethal damage from hustling becomes fatigued.
Terrain and Overland Movement
A fatigued character cannot run or charge and takes a penalty Terrain Highway Road or Trail Trackless
of 2 to Strength and Dexterity. Eliminating the non-lethal Desert, sandy x1 x1/2 x1/2
damage also eliminates the fatigue. Forest x1 x1 x1/2

Run Hills x1 x3/4 x1/2


A character cannot run for an extended period of time. Jungle x1 x3/4 x1/4
Attempting to run and rest in cycles, which is the preferred Moor x1 x1 x3/4
method for long distance overland travel when time is not an
Mountains x3/4 x3/4 x1/2
important factor or in short supply, effectively works out to a
hustle. Plains x1 x1 x3/4
Swamp x1 x3/4 x1/2
Tundra, frozen x1 x3/4 x3/4

156
Three Dimensional Mounts and Vehicles
Movement Mount/Vehicle Per Hour Per Day
Once movement becomes three-dimensional and involves Mount (carrying load)
turning in midair and maintaining a minimum velocity to
Light horse or light warhorse 6 miles 48 miles
stay aloft, it gets more complicated. Most flying creatures have
to slow down at least a little to make a turn and many are Light horse (151450 lb.) 1
4 miles 32 miles

adventuring
limited to fairly wide turns and must maintain a minimum Light warhorse (231690 lb.)1 4 miles 32 miles
forward speed. Each flying creature has a manoeuvrability, as
Heavy horse or heavy warhorse 5 miles 40 miles
shown on Table: Manoeuvrability. The entries on the table are
defined below. Heavy horse (201600 lb.) 1
3-1/2 miles 28 miles
Minimum Forward Speed: If a flying creature fails to Heavy warhorse (301900 lb.)1 3-1/2 miles 28 miles
maintain its minimum forward speed, it must land at Pony or warpony 4 miles 32 miles
the end of its movement. If it is too high above the
Pony (76225 lb.)1 3 miles 24 miles
ground to land, it falls straight down, descending 150
feet in the first round of falling. If this distance brings Warpony (101300 lb.) 1
3 miles 24 miles
it to the ground, it takes falling damage. If the fall Donkey or mule 3 miles 24 miles
doesnt bring the creature to the ground, it must spend Donkey (51150 lb.)1 2 miles 16 miles
its next turn recovering from the stall. It must succeed
on a DC 20 Reflex save to recover. Otherwise it falls Mule (231690 lb.) 1
2 miles 16 miles
another 300 feet. If it hits the ground, it takes falling Dog, riding 4 miles 32 miles
damage. Otherwise, it has another chance to recover Dog, riding (101300 lb.)1 3 miles 24 miles
on its next turn.
Cart or wagon 2 miles 16 miles
Hover: The ability to stay in one place while
airborne. Ship
Move Backward: The ability to move backward Raft or barge (poled or towed)2 1/2 mile 5 miles
without turning around. Keelboat (rowed) 2
1 mile 10 miles
Reverse: A creature with good manoeuvrability uses up
five feet of its speed to start flying backward. Rowboat (rowed) 2
1-1/2 miles 15 miles
Turn: How much the creature can turn after covering Sailing ship (sailed) 2 miles 48 miles
the stated distance. Warship (sailed and rowed) 2-1/2 miles 60 miles
Turn in Place: A creature with good or average
Longship (sailed and rowed) 3 miles 72 miles
manoeuvrability can use some of its speed to turn in
place. Galley (rowed and sailed) 4 miles 96 miles
Maximum Turn: How much the creature can turn in 1
Quadrupeds, such as horses, can carry heavier loads than
any one space. characters can. See Carrying Capacity, above, for more
Up Angle: The angle at which the creature can climb. information.
Up Speed: How fast the creature can climb. 2
Rafts, barges, keelboats and rowboats are used on lakes and
Down Angle: The angle at which the creature can rivers.
descend. If going downstream, add the speed of the current (typically 3
Down Speed: A flying creature can fly down at twice its miles per hour) to the speed of the vehicle. In addition to 10
normal flying speed. hours of being rowed, the vehicle can also float an additional
Between Down and Up: An average, poor or clumsy 14 hours, if someone can guide it, so add an additional 42
flier must fly level for a minimum distance after miles to the daily distance travelled. These vehicles cannot be
descending and before climbing. Any flier can begin rowed against any significant current, but they can be pulled
descending after a climb without an intervening upstream by draft animals on the shores.
distance of level flight.
opposed Dexterity checks to see who is the faster over those
Evasion and Pursuit rounds. If the creature being chased wins, it escapes. If the
In round-by-round movement, simply counting off squares, pursuer wins, it catches the fleeing creature.
it is impossible for a slow character to get away from a
determined fast character without mitigating circumstances. Sometimes a chase occurs overland and could last all day,
Likewise, it is no problem for a fast character to get away from with the two sides only occasionally getting glimpses of each
a slower one. other at a distance. In the case of a long chase, an opposed
When the speeds of the two concerned characters are equal, Constitution check made by all parties determines which can
there is a simple way to resolve a chase: If one creature is keep pace the longest. If the creature being chased rolls the
pursuing another, both are moving at the same speed and highest, it gets away. If not, the chaser runs down its prey,
the chase continues for at least a few rounds, have them make outlasting it with stamina.

157
character. A creature
Manoeuvrability
in an area of shadowy
Manoeuvrability illumination can
Perfect Good Average Poor Clumsy make a Hide check to
Minimum forward speed None None Half Half Half conceal itself. In areas
of darkness, creatures
Hover Yes Yes No No No
are effectively
adventuring

Move backward Yes Yes No No No blinded. In addition


Reverse Free 5-ft. No No No to the obvious effects,
Turn Any 90/5-ft. 45/5-ft. 45/5-ft. 45/10-ft.
a blinded creature
has a 50% miss
Turn in place Any +90/5-ft. +45/5-ft. No No chance in combat (all
Maximum turn Any Any 90 45 45 opponents have total
Up angle Any Any 60 45 45 concealment), loses
any Dexterity bonus
Up speed Full Half Half Half Half
to Active Defence
Down angle Any Any Any 45 45 and any bonus to
Down speed Double Double Double Double Double Sheild Defence, takes
Between down and up 0 0 5-ft. 10-ft. 20-ft. a 2 penalty to Active
Defence, moves at
half speed and takes a
Moving Within a Single Square
4 penalty on Search checks and most Strength and Dexterity-
In general, when the characters are not engaged in round-by-
based skill checks.
round combat, they should be able to move anywhere and in
any manner that you can imagine real people could. A five
foot square, for instance, can hold several characters; they just Breaking Objects
cannot all fight effectively in that small space. The rules for When attempting to break an object, you have two choices:
movement are important for combat, but outside combat they smash it with a weapon or break it with sheer strength.
can impose unnecessary hindrances on character activities. Breaking objects can also be accomplished through the
application of energy other than kinetic, but the basic rules for
doing so are largely unchanged. Exceptions to this principle
Vision and Lighting are noted below when appropriate.
Conditions
Some monstrous entities, such as gorgons, can see in the dark, Smashing an Object
but ordinary humans need light to see by. See the table below To smash an object, make an attack roll against the objects
for the radius that a light source illuminates and how long it Passive Defence. Generally, you can smash an object only with
lasts. In an area of bright light, all characters can see clearly. a bludgeoning or slashing weapon.
A creature cannot hide in an area of bright light unless it is
invisible or has cover. Defence For Objects
Objects are easier to hit than creatures because they usually do
In an area of shadowy illumination, a character can see dimly. not move. An object cannot make Active Defence or Shield
Creatures within this area have concealment relative to that Defence checks; it also has an additional 2 penalty to its
Passive Defence if it is completely immobile. Furthermore,
Light Sources and Illumination if you take a full-round action to line up a shot, you get an
automatic hit with a melee weapon and a +5 bonus on attack
Object Bright Shadowy Duration rolls with a ranged weapon.
Candle n/a 1
5-ft. 1 hr.
Lamp, common 15-ft. 30-ft. 6 hr./pint Damage Reduction
Each object has damage reduction, a number that represents
Lantern, hooded 30-ft. 60-ft. 6 hr./pint
how well it resists damage. Whenever an object takes damage,
Torch 20-ft. 40-ft. 1 hr. subtract its damage reduction rating from the damage. Only
Spell Bright Shadowy Duration damage in excess of the damage reduction rating is deducted
Witchglow 20-ft. 40-ft. One night from the objects hit points.
Create Light 20-ft. 40-ft. 10 min. Hit Points
1
A candle does not provide bright illumination, only shadowy An objects hit point total depends on what it is made of and
illumination. how big it is. When an objects hit points reach 0, it is ruined.
Very large objects, such as wagons or ships, may have separate
hit point totals for different sections or locations.
158
Substance Damage Reduction and Hit Points Object Damage Reduction and Hit Points
Substance DR Hit Points Hit Break
Papyrus or cloth 0 2/inch of thickness Object DR Points DC

Rope 0 2/inch of thickness Hempen Rope (1 inch diam.) 0 2 23

Pottery 1 1/inch of thickness Simple wooden door 5 10 13

adventuring
Ice 0 3/inch of thickness Small chest 5 1 17

Leather or hide 2 5/inch of thickness Good wooden door 5 15 18

Wood 5 10/inch of thickness Treasure chest 5 15 23

Stone 8 15/inch of thickness Strong wooden door 5 20 23

Bronze 9 25/inch of thickness Masonry wall (1-ft. thick) 8 90 35

Iron or steel 10 30/inch of thickness Hewn stone (3-ft. thick) 8 540 50


Chain 10 5 26
Energy Attacks: Acid attacks deal damage to most Manacles 10 10 26
objects just as they do to creatures; roll damage and
apply it normally after a successful hit. Fire attacks Masterwork manacles 10 10 28
deal half damage to most objects; divide the damage Iron door (2 in. thick) 10 60 28
dealt by 2 before applying the damage reduction.
Cold attacks deal one-quarter damage to most destroyed. Damaged (but not destroyed) objects can
objects; divide the damage dealt by 4 before applying be repaired with the Craft skill.
the damage reduction.
Ranged Weapon Damage: Objects take half damage Saving Throws
from ranged weapons. Divide the damage dealt by 2 Unattended items never make saving throws. They are
before applying the objects damage reduction. considered to have failed their saving throws, so they always
Ineffective Weapons: Certain weapons just cannot are affected by spells. An item attended by a character
effectively deal damage to certain objects. (being grasped, touched or worn) makes saving throws as the
Immunities: Objects are immune to non-lethal character, that is, using the characters saving throw bonus.
damage and to critical hits.
Vulnerability to Certain Attacks: Certain attacks are Breaking Items
especially successful against some objects. In such When a character tries to break something with sudden
cases, attacks deal double their normal damage and force rather than by dealing damage, use a Strength check
may ignore the objects hardness. (rather than an attack roll and damage roll) to see whether he
Damaged Objects: A damaged object, other than succeeds. The DC depends more on the construction of the
armour and shields, remains fully functional until the item than on the material. If an item has lost half or more of
items hit points are reduced to 0, at which point it is its hit points, the DC to break it drops by 2.

Larger and smaller creatures get size bonuses and size penalties
on Strength checks to break open doors as follows: Fine 16,
Diminutive 12, Tiny 8, Small 4, Large +4, Huge +8,
Gargantuan +12, Colossal +16.

DCs to Break or Burst Items


Strength Check to: DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28

159
melee attack with an open hand against the target. (Casters
Magic and count as armed when trying to deliver a touch effect, so they
do not provoke attacks of opportunity.) Armour and shields
have no power to block such spells, so the only way to oppose
Miracles the melee attack is with Active Defence. If the melee attack is
magic and miracles

This section deals with the use of magical skills to achieve unsuccessful, the spell is lost.
spectacular ends. The working of magic is exclusive to mythic
styles of campaign, as it involves wonders that are the stuff Ray Effects: These effects, such as spitting cobra, produce a
of legend, such as staves turning to serpents or men being ray that must hit the target in order for the magic to affect
transformed into pigs. him. Once the spell is cast or the miracle granted, the caster
must make a ranged attack roll to strike the target with the
There are three skills associated with working magic. These ray. As with touch effects, armour and shields do not protect a
are Witchcraft, the province of Greek women and occasionally target from a spell. If the ray misses, then the spell is lost.
men; Prayer, common to priests of all kinds; and Hekau,
the ancient Egyptian practice of shaping the astral currents. Gaze Effects: These effects, which include such well-known
Witchcraft specialises in changing things (such as the effects as the evil eye, are delivered with eye contact. A gaze
perceptions or the forms of other people), invoking spirits and attack always succeeds if the target is within range, has his eyes
making magical unguents and potions. Prayer specialises in open and can see the caster. A person who expects that he
blessings, invoking the wrath or benison of a given deity and will become the target of a gaze attack can take precautions
fortifying allies. Hekau specialises in making magical objects, to avoid it. He may avert his eyes when interacting with or
in altering the state of material things and in creating undead fighting the caster. This allows any gaze attack directed at him
creatures. a 50% chance of missing, thus wasting the spell. However,
if you avert your gaze from an opponent, they benefit from
Characters using the Witchcraft and Hekau skills, as well as concealment against your attacks, giving all of your attacks a
characters using the Prayer skill in conjunction with the Work 50% miss chance; see the Combat chapter.
Miracle class feature, can all work magical effects. When
produced by Witchcraft or Hekau, these are called spells; when Sustaining And Extending
delivered as an answer to prayer, these are called miracles.
Spells
The magical skills are used to achieve effects, such as induce Some miracles and spells have a set duration. They last for
fear or create matter. Each effect has a DC, which your skill a set amount of time, after which they expire and the effect
check must equal or exceed in order for the effect to happen. ceases. Other spells can be sustained, meaning that you
Various influences can alter the DC, such as expanding the continue to expend energy in order to keep the spells effect
effect of the spell to include more than one creature. running or extended, meaning that you invest more energy
in the spell when it is cast so that it will last for a longer time.
Spells that can be extended cannot be sustained and vice versa.
praying and You decide to sustain a spell with each successive round and
may choose not to, thus ending the spell; you decide to extend
casting a spell in the moment of casting, not afterwards and may not
Praying for a miracle and casting a spell are really very much recoup hit points invested in the casting.
alike, in terms of what the petitioner or caster actually does.
The person producing the magical effect takes a standard Sustaining Spells: Some spells (but not miracles) can be
action to speak words and sometimes to make gestures, after sustained past the first round of effect. By investing further
which the effect either does or does not happen, depending on hit points in the spell, you can continue to benefit from its
the result of the skill check. effects. For example, you can cast a silvertongue spell in secret
(spending two hit points), sustain it for long enough to talk
Ordinarily, the Prayer, Witchcraft or Hekau skill check is the your way into a city by spending one point per minute, then
only check that needs to be made. The target of the spell may allow the spell to expire. You can only sustain a total number
make a saving throw if the spell allows for it. Some effects, of spells at once equal to your experience level divided by 3,
however, do not automatically reach their targets. They need rounded down.
to be combined with a successful attack in order to affect the
target. There are three kinds of magical effect that require Extending Spells: Some spells (but not miracles) can be cast
an attack in order to be delivered to the target, namely touch so as to have a longer lasting effect than usual. For example,
effects, ray effects and gaze effects. the cloud mind spell costs 2 hit points to cast normally and
lasts for 3 rounds. It has a cost to extend of one hit point per
Touch Effects: A spell or miracle that is delivered by touch, round, so you can cast a cloud mind spell powered with 5 hit
such as hand of pestilence, needs the caster to make a successful points that would last for three additional rounds.

160
Some spells can be extended in space, rather than time, with it. If he succeeds, the DC is only raised by +2 on the second
the expenditure of more hit points. For example, the change occasion on which he attempts to produce the effect. Again, a
substance spell alters one cubic foot of material, changing it failed check does not lower the DC. If you manage to cast the
into material of a different kind. By expending additional hit spell successfully a second time, then no further DC modifiers

magic and miracles


points, you can influence more material. of this kind apply in future. To keep track of this, mark off
each effect that you successfully produce once with a single
stroke and then make that into an X on the second successful
First-Time Casting casting. As you extend your reach further and attempt more
There are no set limits as to which spells can be cast or which
and more challenging effects, they will become easier.
miracles prayed for by a given character. You do not gain
new spells as you advance in level. The DC of some of the
A successfully cast spell is a successfully cast spell irrespective
most powerful spells places them out of the feasible reach of a
of how much help you may have had. It does not matter if
beginning character but there is no reason why they should not
you had other people assisting you or had to spend hours on
attempt them if they had managed to garner enough bonuses
ritual preparations. So long as you were the caster and you
to their check. Witches in particular can achieve far more in
cast successfully, your familiarity with the spell increases.
a group of three than they can on their own, attempting spells
Those who assisted you do not gain any additional familiarity;
that would be out of the reach of the individual members
however, they are not themselves subject to any DC increase
acting alone.
while aiding you.
So long as you have the necessary skill to produce a given
For example, if a novice witch is attempting to cast silver
magical effect, then you can attempt to produce that effect.
tongue for the first time ever, the DC of 10 is increased to
However, you do not necessarily know from experience how to
14. If another witch assists her, her aid another use of the
go about it, so the first couple of times you attempt to produce
Witchcraft skill is made at the usual DC of 10. However, she
the effect are harder than those attempts you make once you
would gain no familiarity with silver tongue even if the first
are familiar with the process.
witch cast the spell successfully. Witches sometimes practice
spells together, taking it in turns to be the chief caster, with the
All freshly created characters begin without having cast any
others helping. In this way, they can increase their repertoire
spells or prayed for any miracles before in their lives, except for
of known spells.
any that they mark down as known according to the rules of
character creation. Their knowledge of such things is entirely
Divine Points: Divine points can only be used on tasks that
technical and not yet practical. Although they know in their
are familiar to you. You may not use divine points to increase
minds that they could probably produce a given effect, they
the Prayer, Hekau or Witchcraft skill check made to cast a spell
are not fully confident until they have actually done so. Once
or produce a miracle for the first or second time. Once you
they are used to casting a given spell or praying for a given
have succeeded twice and the spell or miracle is known, then
miracle, they find it much easier.
you may increase the relevant skill check with Divine Points.
Accordingly, the DC of each magical effect is raised by +4 on
Intuitive Grasp: Characters with the Intuitive Grasp feat do
the first time a given character ever attempts to produce it. If
not suffer from these DC modifiers. They cast spells or pray
he fails, the +4 increase is still in effect the next time he tries
for miracles at the normal DC,
whether or not they have ever
done so before. Their ingenuity
allows them to compensate for
their lack of experience. All
spells and miracles count as
known to them. They may
also spend Divine Points on
spellcasting or praying for
miracles whether or not the
character has ever produced the
magical effect before.

The Cost of
Magic
Spells and miracles cannot be
thrown about willy-nilly. The
ability to work magic does
not mean that you have an

161
inexhaustible supply of it. Even the most accomplished is a consecration magical effect that is available to Hekau
witches and magicians are limited to what they can achieve; wielders only. See the list of magical effects below for details.
even the priests most beloved of their deities are not supplied
with miracles whenever they want them. Variable Cost: Some magical effects produced by Witchcraft
or Hekau allow the caster to invest a variable number of hit
magic and miracles

Miracles: Miracles are worked at no personal cost to the points beyond a set minimum. This increased investment
caster, but are harder to achieve the more of them you ask for amplifies the power or the scope of the spell. For example,
in a day; the DC of the Prayer check increases based on how eye of smiting allows the caster to inflict 1d4 points of damage
many miracles you have already been granted or have asked per hit point invested in the spell with a minimum of 1, so if
for but have not received. Gods are not inclined to answer you invested 10 of your own hit points, you would cause 10d4
repeated requests from their mortal petitioners. points of damage with a successful gaze attack. If the skill
check to cast the spell fails, then the cost of the spell is deemed
Your first miracle of the day is always free. Every request for to be that which the caster set. So, if you did invest 10 hit
a miracle after the first increases the DC of the Prayer check points in an eye of smiting spell and your check failed, the cost
necessary to achieve it by +2. So, your first prayer for a miracle of the spell would still be 10 hit points, not 1.
is made at no penalty, your second is made at +2 DC, your
third is made at a +4 DC and so on. The DC reverts back to Failing Your Skill Check: Failing the necessary skill check to
normal with the dawning of the sun, so a day is defined as the achieve the effect does not apply the full consequence of the
period from one days dawn to the next. effect, only half of it. If you were praying for a miracle and
your Prayer check failed, then you only apply a +1 increase
The exception is for those who worship Hecate, Set or to the DC of the next miracle you pray for that day, instead
Apophis; their days are defined as the dusk of one day to the of a +2 increase. Your deity is still mindful of the bother you
dusk of the next. For this reason, the priests and priestesses have caused him, even if it was not as severe as the bother that
of these deities are at their strongest just as the hours of night would have resulted from granting you the miracle.
begin.
If you fail the skill check to produce a Witchcraft or Hekau
As priests and priestesses advance in level, they are allowed an effect by less than 10, you incur a loss of half the cost of the
increased number of free miracles per day before the DC of spell in hit points, rounded down, to a minimum of one.
the Prayer check starts to increase. This represents their deitys Failed magic is still draining, though not as much so as if you
increasing regard for them and willingness to intercede in the had channelled your own energy into the spell effect. If you
mortal realms on their behalf. were using herbs or a power amulet to cast with, then the loss
is drawn from that source as far as is possible. For example,
Witchcraft and Hekau: Witchcraft and Hekau spells draw if a failed check cost you seven hit points and you were using
energy directly from the body of the caster and cost you a witches herbs to help fuel the spell, the herbs would account
certain amount of hit points to cast. This loss of hit points for five of those points and the remaining two would come
does not inflict wounds upon the caster but instead draws from you.
vitality from them, leaving them physically weaker than
before. Both these skills have a method whereby you can If you fail a Witchcraft or Hekau spell by 10 or more, then
lessen the hit point cost for particular kinds of effect; see you pay the full cost of the spell in hit points. This is what
Chapter 5, Feats, for details. Witches and Egyptian priests dissuades younger, less experienced casters from attempting
also become able to ignore a portion of the hit point cost for the more spectacular magical effects.
spells as they advance in level, so that they become able to cast
certain simple spells at will. If you lose a spell because you are distracted and fail your
Concentration check, then you proceed as if you had failed
A witch (and only a witch) can use witches herbs to fuel her the skill check. Failing the Concentration check by less than
spells instead of drawing from her own body. Even if another 10 causes a loss of half the spells cost, while failure by more
character has skill ranks in Witchcraft, they do not have access than 10 causes you to lose the full amount.
to this class feature and must draw upon their own hit points
for casting purposes. Details of how many hit points worth
of energy can be drawn from a single dose of herbs of each
The Moon
The progress of the moon has a pronounced effect on the
kind may be found in the section on Herbs in the Equipment
effectiveness of the Witchcraft skill. Different types of magical
chapter. If herbs are used in a casting and the skill check fails,
effect are easier to produce during certain stages of the moon
the herbs are still used up, as they are scattered and destroyed
and harder to produce during others. For this reason, witches
in the course of the casting.
congregate at those times of the moon when the currents are
in their favour, scheduling their workings to coincide with the
An Egyptian priest (and only an Egyptian priest) can use
most beneficial lunar phase.
energy stored in power amulets to fuel his spells instead of
drawing from his own body. Preparation of a power amulet

162
Full Moon: The brilliance of the full moon is the witches A player may take small, consecrated images of his deity with
high tide. The full moon is the time when the rational mind him, so that he can pray to them when he needs to. For this to
is submerged and lunatics and beasts alike howl to the skies, a be acceptable to the deity, he must set the image up on an altar
time when madness reigns and clarity of thought is confused. of some sort, even if it is an impromptu one. What he cannot
At this stage, the witch finds it easiest to impose her will on do is to hold the image in his hand or carry it in a pouch while

magic and miracles


others, changing the workings of their minds and deceiving praying to it.
their senses. Witchcraft skill checks to work bewitchment
or seeming effects at the full of the moon are made at a +2 Impressive Prayer: This rule is optional but enhances
circumstance bonus, while curses and blastings are made at a roleplaying a great deal. A player may, if desired, improvise
2 penalty. the actual prayer that his character uses to petition the deity
for the miracle in question. If the Games Master rules that the
Dark Moon: The time of the moons darkness is when the prayer was exceptionally well phrased, passionately performed
most baneful powers of the witch come to the fore. (Some or convincing, an additional circumstance bonus of +1 to +3
would, of course, argue that a witch has nothing but baneful may be granted. If the prayer was substandard in any way,
powers but the witches shall have to have the final word on such as being marred by hesitation, repetition or deviation
that here.) The malefic lunar currents lend themselves to (or even by such a mundane matter as sneezing halfway
works of damnation and death. Witches attempting curses through it) then a penalty should be applied, from 1 to 3
and blastings during this phase of the moon do so with a +2 depending on the extent of the gaffe. This rule applies only
circumstance bonus to their check, while attempts to work to players, never to Non-Player Characters. For the purposes
bewitchments or seemings are made at a 2 penalty. of assessing a prayer, the player should be allowed up to 30
seconds to make his petition. Players who wish to use this rule
Waxing Moon: The time of the moons growth is the time may not consult texts, use memorised material or otherwise
to work magics of increase and construction; as the symbol of improve their performance with anything other than simple
Hecates might grows in the night sky, so too do the magical improvisation.
efforts of her witch followers grow and prosper. Consecration
and making effects are best attempted during the time of the For example, Ra-Heteru, the priest of Ra, finds himself
waxing moon, as they benefit from a +2 circumstance bonus surrounded by angry barbarians who are about to tear his
to the Witchcraft skill check, while exorcism and unmaking golden ritual jewellery from him and do unspeakable things
effects suffer a 2 penalty in this time of increase. with his defiled body. He concludes that a miracle would be
extremely useful at this point and decides to petition Ra to
Waning Moon: Even as the light of the moon diminishes, the grant him a miracle of blasting, specifically a solar flare effect.
witches draw upon her radiance to work effects that have to do The player playing Ra-Heteru, immersing himself in the part,
with diminution and decay. In witchcraft, nothing is useless lifts up his voice and cries O radiant solar disk! Golden falcon
and everything has its place. The currents of slow reduction of the heavens, who prevaileth daily over the forces of darkness
given off by the moon in her waning phase can be conducted and is not devoured! Light of the Pharaohs and protector of
and channelled by the witch, fuelling appropriate effects and the royal line! Let not thy servant fall into perdition; let not
making it easier to achieve them. Exorcism and unmaking mine eyes be blinded to Thy glory! Smite the heathen with thy
effects are made at a +2 circumstance bonus to the Witchcraft fire, that they may know Thee!
skill check, while consecration and making effects are made at
a 2 penalty. The Games Master winces slightly at this wordy outburst,
notes that it is more grovelling than specifics (Ra being a
God who numbers pride among his virtues, grovelling appeals
Other Mitigating Factors are not particularly welcomed by him) but observes that it
The following section details other influences on the
is very much in character and has a good Egyptian feel to
production of magical effects.
it. Ra-Heteru is awarded a +1 circumstance bonus to his
Prayer check because his players actual prayer was notably
Temples and Images: It is easier to open a channel to the
good, though it contained some elements that are technically
Gods when you are already in their symbolic presence. Both
incompatible with Ra.
temples and images of the deities, once ritually consecrated,
contain their sacred essence and, as such, can be used to make
Sacred Herbs: Some herbs can give bonuses to skill checks
a Prayer check less challenging. In fact, the main purpose
made to produce magical effects. For example, visionary herbs
behind consecrating a permanent temple is to enable easier
assist auguries when burned. For details, see the Herbs section
access to the deity for the purpose of granting miracles. If
in the Equipment chapter.
a Prayer check is made to petition a deity to grant a given
miracle while the petitioner is in the presence of a consecrated
Ritual Preparations: Most Prayer checks are made in the
image of the deity, the check is made at a +1 circumstance
moment, as a standard action. They do not require any special
bonus. If the image of the deity is in a consecrated temple, the
preparations; the deity either accedes to the request or does
check is made at a +2 circumstance bonus.
not. Lengthy rituals observed before praying for a miracle
have a greater chance of attracting the deitys attention.
163
To benefit from ritual preparations, the person making the
prayer must spend at least one hour in preliminary meditation,
magical effects
Magic is not a straightforward business whereby you can
bathing, burning holy herbs (for which see the Equipment
simply say the words, make the gestures and have the effect
chapter) and making sacrifices. A +1 circumstance bonus is
happen automatically. Witchcraft requires focussed will and
granted to the Prayer skill check for every hit die possessed by a
magic and miracles

imaginative power, Hekau has demanding syllables to recall


sacrificed creature, to a maximum bonus of +5 from sacrificial
and gestures to make and you need to be very careful how you
sources.
ask a deity for a miracle with Prayer, as an offhand or clumsy
request will be ignored. To take account of this, each magical
For ritual preparations to be effective, an altar must be erected
effect has a DC; representing the number your skill check must
and a five foot square space before or around it kept clear of
equal or exceed in order to produce the effect successfully.
all people other than those who are participating in the prayer
for the duration of the preparation. If anyone else enters the
Some effects are easier to achieve with one type of magic than
area before the Prayer check is made, the ritual preparations
another, meaning that the effect has a different DC depending
are not efficacious.
on which skill you use. For example, transforming men into
pigs is much easier with the Witchcraft skill than with the
Creating Magical Items Prayer skill, while crafting a magic charm amulet is much
Witchcraft and Hekau can be used to create items, such easier with the Hekau skill than with Witchcraft. Some effects
as potions or protective seals. Such items are produced as may only be achieved by one or two of the skills.
magical effects, albeit with a higher casting time than normal
and have their own effect listings, such as Medeas ointment. Magical effects also have a hit point cost, representing the
Some such items require special ingredients, without which number of hit points the caster uses up to produce the effect if
the spell cannot be cast. When a caster prepares such an item, he is using Witchcraft or Hekau. Effects produced with Prayer
he invests personal energy in it in the form of hit points, as never use the hit point cost.
if he were casting a spell as normal. Hit points invested in
one-shot items, such as potions, recover at the normal rate, Magical effects are divided into the following categories:
although the item itself has a limited shelf life and must bewitchments, transformations, manifestations, invocations,
be used within a certain time after of preparation. See the curses, exorcisms, healings, blastings, makings, unmakings,
individual effect description for details. It is usually possible consecrations, seemings and manipulations. They are
to invest additional hit points in the item at the time of casting explained in the section below. There is one effect that does
to make it remain potent for a longer period. not fit into any category, namely the loose the ka / project the
spirit effect. This is the incantation that allows a spellcaster to
When a permanent item such as a power amulet is made, liberate his spirit and send it forth to observe others, speak to
fewer hit points need to be invested in it but these hit points the Gods or even to work magic from the world beyond.
may not be recovered until the item is destroyed. If you create
a magical talisman and then lose it, you cannot regain the Bewitchments: These effects involve overpowering the will of
hit points invested unless it is discovered and broken. The another and influencing their actions. Low DC bewitchments
talisman remains potent for whoever wears it. include making suggestions seem more plausible, making
someone forget something that has happened to them or
Prayer cannot be used to create magical items. There is, clouding a persons mind so that they are oblivious to what is
however, a magical effect that may only be obtained by prayer, happening to them. Some effects can cause animals to act in
namely the request of one of a deitys items. These are always ways contrary to their nature, such as making a mount refuse
far more potent than anything a mortal could create. to move or calming a savage dog.

It is permissible for a character to petition his deity to lend Blastings: These effects cause immediate harm to the target.
them a given divine item for a short time; for example, if Magical energies disrupt the targets body, causing him to
you were a worshipper of Ares, you could ask for the loan of suffer a crippling effect of varying severity. Low DC blastings
his spear. This effect may be found in the listing of magical stun the target by overcoming his nervous system. Medium
effects under the title of request item. Only the Greek deities DC blastings disrupt the targets body in more catastrophic
have a history of lending their equipment to mortals. If the ways, such as by striking a person dumb. High DC blastings
Egyptian deities ever did something similar, then the legends can destroy a person completely, such as by scalding them with
do not record it. Divine items are much more powerful than magical burns all over their body or striking them dead on the
those unguents and talismans that are created by Hekau and spot.
Witchcraft but they never remain in the mortal realms for
long. The deities always retrieve them once they have served Consecrations: These effects imbue an inanimate, prepared
their purpose. If the item is treated in a disrespectful or object with magical energy. Consecrations are used to invest
inappropriate manner, such as using the Aegis of Zeus to eat an area or a thing with magical power, turning the area into a
your dinner off, it will return of its own accord whether you magical zone or the thing into a magical item.
have finished with it or not.
164
Curses: These effects are similar to blastings but exert their Seemings: Seemings create illusions, making things seem
effects over time, rather than instantaneously. A blasting other than they are. Seemings can veil the true nature of a
happens in the moment and has no further effect (though the person, creature or thing, making them one of the more feared
results of the damage may create lasting results) while a curse kinds of magical effect in the ancient world; if a person can

magic and miracles


lingers upon the target until the conditions of its removal are take on your semblance, then they can induce your friends
fulfilled, the original caster may lift the or another caster may to betray your secrets or gull them into exposing themselves
break it. to danger.

Exorcisms: Exorcism effects dispel and break the spells of Transformations: These effects, very hard for any but the
other casters. They are also used to drive away such spirits or witches to work, change the very nature of things. Instead of
spirit-driven creatures as are not wanted in an area. Anyone being mere seeming, they transmute one thing into another.
can make a Prayer check to ward off or even attempt to dispel
a single undead creature, but an exorcism effect can banish Unmakings: Unmakings unravel the bonds that hold material
multiple creatures at once, cutting the ties that allow them to things together. The magic of unmaking undoes the craft that
return to the material world. was put into manufactured things, transforming them back
into their simple component parts. Unmaking magic can be
Healings: Healings use the power of magic or the Gods to used to counter making effects or manifestation effects, as it
heal the bodies of the afflicted. Healing magic is extremely finds the magical structure that keeps the spell running and
difficult to use on wounds and very rarely results in a complete dismantles it.
cure. Low DC healing effects can soothe ordinary wounds
and help them to heal more quickly. Medium DC effects can
assist recovery from disease or make the blind see again. High
Saving Throws Against
DC effects can even close grievous wounds. Magical Effects
Characters who are targeted by magic or who are in the area of
Invocations: Invocation calls a spiritual force into the casters effect are often entitled to a saving throw to avoid or diminish
presence. It is the type of effect used to call down the blessing the effect. The saving throw DC is equal to 10 plus the effects
of a deity upon a character, to call upon a deitys wrath to save modifier plus the appropriate ability score modifier of the
smite an enemy or to conjure the spirits to visible appearance, caster. Hekau effects use the casters Intelligence ability score
including the spirits of the dead. Those who use dark magics modifier, Prayer effects use his Wisdom ability score modifier
can invoke evil spirits; those who are especially competent and Witchcraft effects use the casters Charisma ability score
with them can invoke an evil spirit into a prepared vessel, such modifier.
as a composite mummy, thus creating an undead monster.
Invoking a spirit does not necessarily give the caster any degree An exceptionally good skill check result can make it harder
of control! to resist the effects of a spell. For every five whole points by
which the skill check result exceeds the DC, the saving throw
Makings: These effects call structured items into being from modifier of the spell is increased by +1. This means that
raw elements. They do not supply the materials, but instead experienced casters can produce simple magical effects with
arrange the materials to hand into a fashioned form, as if by more power than less experienced casters can.
the hand of an invisible craftsman. Making effects can do
almost anything that a Craft skill can do, as if invisible demons For example, the famous witch Medea is casting induce fear
were carrying out the work. upon the warrior Timocles. Medea has 20 ranks in Witchcraft
and a Charisma ability score modifier of +4. Induce fear is
Manifestations: A manifestation is the calling forth of a DC 15 magical effect when cast with Witchcraft. Medea
a material (in the broadest sense) thing or creature from rolls a 14, for a total Witchcraft skill check result of 38.
thin air. Manifestation effects are used to produce food Ordinarily, the Will saving throw DC for Timocles would be
and water, conjure fire into existence or even produce gold. 16, calculated as 10 plus the spells save modifier of +2 plus
Manifestations can also produce directed energy, such as a Medeas Charisma ability score modifier of +4. However,
shaft of light or a flying javelin. because the skill check result was 23 points in excess of the
spells DC, the spells save modifier is increased by +4, so the
Manipulations: These effects rearrange matter and energy saving throw DC is 20.
within the world. Manipulations move things around,
causing them to act in ways that they otherwise would not. Breaking Witchcraft Spells
Simple manipulations can work such feats as opening and It is a curious feature of Witchcraft spells that a person who is
closing doors without touching them, while more potent the victim of one can break the effect by shedding the blood of
manipulations can move mounds of earth from place to the witch with an iron weapon. Even an iron nail is enough.
place. This is often difficult in practice, as you do not necessarily
know who the witch who has affected you is. This method
even works if the witch has not affected you directly but

165
through a potion. For example, someone who had drunk a Hekau: The group rites of Hekau require specific numbers
love potion could break the effect by scratching the witch who and demanding ritual preparations. Each person engaged in
brewed it with an iron blade. a Hekau rite, to a maximum of 10, adds a +1 circumstance
bonus to the casters skill check. However, each additional
person also adds 30 minutes to the casting time of the spell.
magic and miracles

group casting During all of that time, the casters must be engaged in intense
Multiple spellcasters or miracle workers may work together to concentration. If anything happens to distract even one of the
produce a single powerful effect. Each type of group casting casters and he fails his Concentration skill check (see Chapter
varies in efficiency depending on the skill in use. The rule 4, Skills) then the whole Hekau spell is wasted and must be
governing all cases is that no amount of assistance can increase begun again.
the main casters effective skill ranks beyond double their
current skill level. For example, even if two other witches
assist a first-level witch with 3 skill ranks in Witchcraft, she
The Book of the Dead
This is a manuscript written in Egyptian hieroglyphics,
cannot increase the bonus derived from assistance to more
containing various practical secrets of Hekau magic. The title
than +3, as she has only 3 ranks in the skill. For this reason,
is somewhat misleading, as the book is not in fact about the
witches defer to the most experienced member of the group
dead, nor is it a grimoire of necromancy as it is sometimes
to lead the rite.
believed to be. The book deals with the means whereby the
various different souls of a person may be freed from the body
Witchcraft: Witches like to work in groups of three. A single
and allowed to travel on other realms, including returning to
person within 10 feet of a caster may use the Aid Another
the material plane in insubstantial form. It is essentially a
application of the Witchcraft skill to add a +2 circumstance
combination of the rituals and incantations necessary to travel
bonus to any one Witchcraft skill check made by the caster; if
out of the body in the first place and an atlas of the realms that
a second person does the same, she provides a +4 circumstance
the discarnate traveller is likely to encounter.
bonus, much more than is usually granted for the Aid
Another use of a skill. As with the general rule, the total
Living magicians use it all the time, as a large part of the
bonus granted cannot exceed the casters skill ranks. (Further
advanced techniques of Hekau involves separating the souls
assistants provide no additional bonus.) This is difficult to
from the still living body and travelling forth. (This is known
achieve in combat, as the aiding skill checks must occur in the
as Coming Forth By Day in the Egyptian phraseology.) The
same round and come before the main Witchcraft check in
Book of the Dead is placed in tombs, not because it is solely
sequence. The additional casters may also contribute their hit
for the use of the dead, but so that the dead person may make
points towards the amount required to work the effect.
use of it to travel out of his mummified corpse and find his
way around in the afterlife.
Prayer: Prayer can include thousands, as when a high priest
directs huge crowds of the faithful to petition a deity to grant
A caster who does not have access to a copy of the Book of the
their request. Vast crowds do not necessarily improve the
Dead is at a serious disadvantage when casting the loose the ka
chance of a Prayer check to succeed when petitioning for a
spell, as he does not have the necessary (and complicated) ritual
miracle. Deities are so inclined that they may favour the prayer
incantations to hand and must rely on memory. His Hekau
of a single child over that of a temple crowded to capacity with
skill check is made at a 4 penalty under these conditions.
frantic devotees. For this reason, large numbers of worshippers
do not affect the chance of a Prayer check to succeed at all; the
petitioner makes the check without any additional modifiers. The Book of Thoth
If the check does succeed, the effective caster level of the spell This is a legendary text whose authorship is credited to the
is increased by 1 for every 500 additional worshippers praying Egyptian God of magic himself, said to contain the most
for the same result, to a maximum effective level increase of potent secrets of the way of Hekau. Thoth of course has the
10. If you make a Prayer check as a group effort, you may not original Book, which counts as a divine item (see the section
have made any other prayers for a miracle that day, nor may on Divine Items later in this chapter) but those to whom the
you make any further Prayer checks to be granted miracles for book has been lent have been allowed to make copies of some
the remainder of the day. Any given temple may only host one of the pages. No two manifest copies of the Book are alike,
collective Prayer effort per week. leading to speculation that the original Book is metamorphic,
too richly magical to be bound up in one single form.
Collective Prayer checks made to a deity while in that deitys
temple are made at a +2 circumstance bonus, as usual, since A copy of the Book of Thoth in material form allows a Hekau
the deities are more inclined to answer those who petition caster to produce one type of effect at a +4 circumstance
them within their holy house. A collective Prayer check (but bonus to his Hekau skill check. One copy of the Book
not one made by a single petitioner) that is made on a deitys contains blasting magic, another invocation magic and so on.
festival day while in the course of that deitys festival is made at However, casting from the Book takes longer than ordinary
a further +2 circumstance bonus. casting, as one has to refer to the text instead of uttering
invocations from memory. Any spell cast from the Book is

166
cast as a full-round action instead of a standard action and Target: One person
provokes attacks of opportunity as usual. If the caster cannot Saving Throw: Will negates
see the Book to read from it, he cannot cast from it. As Save DC Modifier: +2
explained in the Divine Items section, the original Book of This spell makes the targets thoughts foggy and his senses

magic and miracles


Thoth contains all the various magical effects, a true boon for confused, as if he was drunk. The target of a cloud mind spell
any Hekau caster fortunate enough to have been gifted with it suffers a 4 penalty to all Spot and Listen checks and a 2
by the Ibis-Headed One. penalty to all attack rolls, Active Defence checks and Shield
Defence checks.

magical effects list Dominate Will


Bewitchments DC: Witchcraft 25, Hekau 30, Prayer 30
Bewitch Animal Cost To Cast: 8
DC: Witchcraft 20, Hekau 25, Prayer 30 Cost To Sustain: 3/day
Cost To Cast: 4 Base Duration: 1 day
Cost To Sustain: 4/hour Casting Time: 1 standard action
Base Duration: 1 hour Range: Close (25-ft. + 5-ft./2 levels)
Casting Time: 1 standard action Target: One person
Range: Close (25-ft. + 5-ft./2 levels) Saving Throw: Will negates
Target: One animal Save DC Modifier: +7
Saving Throw: Will negates You can control the actions of any human through a telepathic
Save DC Modifier: +4 link that you establish with the subjects mind.

You can bewitch an animal and direct it with simple If you and the subject have a common language, you can
commands such as Attack, Run and Fetch. Suicidal or self- generally force the subject to perform as you desire, within the
destructive commands (including an order to attack a creature limits of its abilities. If no common language exists, you can
two or more size categories larger than the bewitched animal) communicate only basic commands, such as Come here, Go
are simply ignored. there, Fight and Stand still. You know what the subject is
experiencing, but you do not receive direct sensory input from
Bewitch animal establishes a mental link between you and it, nor can it communicate with you telepathically.
the subject creature. The animal can be directed by silent
mental command as long as it remains in range. You need Once you have given a dominated creature a command,
not see the creature to control it. You do not receive direct it continues to attempt to carry out that command to the
sensory input from the creature, but you know what it is exclusion of all other activities except those necessary for
experiencing. Because you are directing the animal with day-to-day survival such as sleeping, eating and so forth. This
your own intelligence, it may be able to undertake actions limited range of activity attracts suspicion, so a Sense Motive
normally beyond its own comprehension. You need not check against DC 15 (rather than DC 25) can determine that
concentrate exclusively on controlling the creature unless you the subjects behaviour is being influenced by a bewitchment
are trying to direct it to do something it normally couldnt do. effect. See the Sense Motive skill description for this.
Changing your instructions or giving a bewitched creature a
new command is the equivalent of redirecting a spell, so it is Changing your instructions or giving a dominated creature a
a move action. new command is the equivalent of redirecting a spell, so it is a
move action. By concentrating fully on the spell (a standard
A witch (and only a witch) can cast a version of this spell action), you can receive full sensory input as interpreted by the
that causes an animal to refuse (or simply cease) to perform mind of the subject, though it still cannot communicate with
one of its elementary useful functions while otherwise acting you. You cannot actually see through the subjects eyes, so it
normally. This version of the spell costs 8 hit points to cast and is not as good as being there yourself, but you still get a good
its effects are permanent. For example, the witch can cause a idea of what is going on.
horse to refuse to gallop or jump, a dog to refuse to bark, a cow
to cease giving milk or a chicken to cease laying eggs. Subjects resist this control and any subject forced to take
actions against its nature receives a new saving throw with a
+2 bonus. Obviously self-destructive orders are not carried
Cloud Mind out. Once control is established, the range at which it can be
DC: Witchcraft 10, Hekau 15, Prayer 20 exercised is unlimited. If you do not spend at least 1 round
Cost To Cast: 2 concentrating on the spell each day, the subject receives a
Cost To Extend: 1/round new saving throw to throw off the domination. Failure to
Base Duration: 3 rounds invest the required hit points in sustaining the spell breaks the
Casting Time: 1 standard action control.
Range: Close (25-ft. + 5-ft./2 levels)

167
Enchant subtle enslavement does not have the obvious signs of thralldom
DC: Witchcraft 10, Hekau 15, Prayer 20 that the victim of ordinary enslavement does. A Sense Motive
Cost To Cast: 3 skill check at a DC of 25 is necessary to discern any signs of
Cost To Sustain: 3/hour bewitchment.
magic and miracles

Base Duration: 1 hour


Casting Time: 1 standard action Eye of Alluring (Eye Spell)
Range: Close (25-ft. + 5-ft./2 levels) DC: Witchcraft 15, Hekau 20, Prayer 25
Target: One person Cost To Cast: 3
Saving Throw: Will negates Base Duration: 1 hour
Save DC Modifier: +2 Casting Time: 1 standard action
This charm makes a person regard you as his trusted friend Range: Eye contact
and ally; treat the targets attitude as friendly. If the person is Target: One person
currently being threatened or attacked by you or your allies, Saving Throw: Will negates
however, he receives a +5 bonus on its saving throw. Save DC Modifier: +3
This spell allows you to induce desire in another. They
The spell does not enable you to control the enchanted person feel a powerful attraction towards you and strongly wish to
as if he were an automaton, but it perceives your words and consummate it. If the creature is currently being threatened or
actions in the most favourable way. You can try to give the attacked by you or your allies, however, it receives a +5 bonus
subject orders, but you must win an opposed Charisma check on its saving throw. If the spell is used to influence a creature
to convince him to do anything he would not ordinarily that would not ordinarily find you desirable (such as a person
do. (Retries are not allowed.) An affected person never of conventional tastes being influenced by a person of the
obeys suicidal or obviously harmful orders, but he might be same gender) then it receives a +5 bonus on its saving throw.
convinced that something very dangerous is worth doing.
Any act by you or your apparent allies that threatens the Although this spell induces desire in another, it does not make
enchanted person breaks the spell. You must speak the persons the other well intentioned towards you at all. A person who
language to communicate your commands or else be good at already had violent thoughts towards you has their magically
pantomiming. induced desire for you added to their current mood; the desire
does not replace the violence. You cannot control anothers
Enslave actions with this spell, though you can act in such a way as
DC: Witchcraft 35, Hekau 40 to direct them, based on your knowledge of their desire. For
Cost To Cast: 25 example, you can suggest that they follow you down a dark
Base Duration: Permanent street, lure them away from their companions or (if they are
Casting Time: 1 full-round action not violent) promise to grant them their wish so long as they
Range: Close (25-ft. + 5-ft./2 levels) open the door and let you in.
Target: One person
Saving Throw: None Eye Of Terror (Eye Spell)
Save DC Modifier: +8 DC: Witchcraft 15, Hekau 15, Prayer 20
This spell shatters the will of the target, making him into Cost To Cast: 3
your slave. He no longer has any desire other than to obey Base Duration: 1 minute
your commands. If you order him to kill his friends, he will Casting Time: 1 standard action
attempt to do so. If you instruct him to leap from a high Range: Eye contact
tower, he will do that, too. You do not need to expend hit Target: One person
points to sustain the effect; once it is successfully cast and Saving Throw: Will negates
the target fails his saving throw, then it is permanent. Only Save DC Modifier: +5
an exorcise person effect or the death of the caster can lift the This spell strikes terror into the victim. The caster delivers the
enslave effect. The condition of an enslaved person is obvious. spell as a gaze attack. If the target fails his saving throw, he is
His glassy-eyed stare and drooping jaw clearly reveal that he is panicked. A panicked creature drops whatever it is holding
under the domination of another. and flees as fast as it can go away from the source of the fear,
avoiding obstacles in the way. It can take no other actions and
You have to give an enslaved person verbal commands. They suffers a 2 penalty on saving throws, skill checks and ability
are not directed telepathically, unlike a dominate will spell. score checks. If a panicked creature is cornered, it cowers and
You can, of course, cast dominate will upon an enslaved person will use the total defence option if forced to fight.
if you wish to control him like a puppet. If this is done, then
the person will carry out self-destructive commands. If the victim successfully makes his saving throw, he suffers no
ill effects.
Subtle Enslavement: You may attempt a subtler breaking of the
targets will. This version of the spell is made at +5 DC and
may only be attempted with Witchcraft. A target under
168
Forgetfulness Silver Tongue
DC: Witchcraft 15, Hekau 20, Prayer 25 DC: Witchcraft 10, Hekau 15, Prayer 20
Cost To Cast: 4 per hour forgotten Cost To Cast: 2
Base Duration: Permanent Cost To Sustain: 1/minute

magic and miracles


Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25-ft. + 5-ft./2 levels) Range: Close (25-ft. + 5-ft./2 levels)
Target: One person Target: You
Saving Throw: Will negates Saving Throw: None
Save DC Modifier: +3 Save DC Modifier: +1
By means of this spell, you may erase the memory of the last This spell lends honey to your words and eloquence to your
hour from the targets mind. Try as they might, they cannot phrases. You become persuasive, articulate and convincing.
remember what happened. By spending more hit points (if The lies you tell become magically plausible.
you are a Witchcraft or Hekau user) you can extend the spells
effect further back, at the cost of four hit points per hour The spell lends a +5 enhancement bonus to all Bluff checks
obliterated. you make while the spell is sustained. The target may oppose
your Bluff checks with Sense Motive checks as usual. If their
Extended Forgetfulness: This version of the spell is made at a +5 check beats yours by more than 5, they detect the magic you
DC, costs six hit points to cast and is only available to those are using as well as the lie.
casting with Witchcraft. You may erase the memory of an
hour of the targets life that took place longer ago. As with the Slumber
regular version of the spell, you can extend the effect to cover DC: Witchcraft 10, Hekau 10, Prayer 10
more than one hour at a cost of six hit points per additional Cost To Cast: 2
hour erased. You must know that an event happened in order Cost To Extend: 1/round
to erase it; you cannot erase events that you do not know the Base Duration: 3 rounds
target lived through. Casting Time: 1 standard action
Range: Close (25-ft. + 5-ft./2 levels)
Induce Fear Target: 2d4 Hit Dice of creatures
DC: Witchcraft 15, Hekau 15, Prayer 20 Saving Throw: Will negates
Cost To Cast: 3 Save DC Modifier: +1
Base Duration: 1d6 rounds A slumber spell causes a magical sleep to fall upon 2d4 Hit
Casting Time: 1 standard action Dice or levels of creatures. Creatures with the fewest HD are
Range: Close (25-ft. + 5-ft./2 levels) affected first. Among creatures with equal HD, those who are
Target: One or more persons closest to the spells point of origin are affected first. Hit Dice
Saving Throw: Will partial that are not sufficient to affect a creature are wasted.
Save DC Modifier: +3
This spell strikes panic into the hearts of one or more Sleeping creatures are helpless. Slapping or wounding awakens
creatures. By using the spell as described above you may target an affected creature, but normal noise does not. Awakening a
a single creature. The caster may broaden the spells effect to creature is a standard action, an application of the aid another
include other creatures but these must be within close range action.
(25-ft. + 5-ft./2 levels) of the initial target. Each additional
creature included adds +2 to the DC of the spell and 3 to the Slumber does not target unconscious creatures, spiritual
casting cost. creatures or undead creatures.

If the target fails his saving throw, he is panicked. A panicked


creature drops whatever it is holding and flees as fast as it can
Blastings
go away from the source of the fear, avoiding obstacles in the Concussion
way. It can take no other actions and suffers a 2 penalty DC: Witchcraft 20, Hekau 20
on saving throws, skill checks and ability score checks. If a Cost To Cast: Varies
panicked creature is cornered, it cowers and will use the total Base Duration: Instantaneous
defence option if forced to fight. Casting Time: One standard action
Range: Medium (100-ft. + 10-ft./level)
If the victim successfully makes his saving throw, he is shaken Area of Effect: Region 10-ft. across plus 5-ft./level
for one round. A shaken character suffers a 2 penalty on Saving Throw: Fortitude half
attack rolls, saving throws, skill checks and ability score Save DC Modifier: +3
checks. This effect produces a rippling blast of force that stuns living
targets in an area. For every two hit points that the caster
invests, the spell inflicts 1d6 points of non-lethal damage. It
has no effect upon structures, nor does it effect spiritual or

169
undead creatures. Affected creatures in the region may make a Smite
Fortitude saving throw to suffer half damage. DC: Witchcraft 20, Hekau 20, Prayer 25
Cost To Cast: 5
Drain Life Base Duration: Instantaneous
magic and miracles

DC: Witchcraft 20, Hekau 20 Casting Time: One standard action


Cost To Cast: 4, only used if spell or touch attack fails Range: Medium (100-ft. + 10-ft./level)
Base Duration: Instantaneous Area of Effect: Region 10-ft. across plus 5-ft./level
Casting Time: One standard action Saving Throw: Fortitude negates
Range: Touch Save DC Modifier: +3
Target: One person This spell smites opponents in an area with magical damage.
Saving Throw: Fortitude negates The base damage of the spell is 3d4 points, plus 1d4 per 2
Save DC Modifier: +4 additional hit points invested in the spell. This damage is not
The caster must successfully hit the target with a touch attack. recorded as wounds.
Only Active Defence can be used to ward this off, not Shield
Defence. If the attack is successful, the victim must make a Solar Flare
Fortitude saving throw (DC 10 + 1/2 casters level + casters DC: Hekau 30, Prayer 25
spellcasting ability score modifier). If the saving throw fails, Cost To Cast: 10
the caster inflicts 2d6 points of damage on the target (which Base Duration: Instantaneous
is not recorded as a wound) transferring the same number of Casting Time: One standard action
hit points to himself. A successful saving throw draws no hit Range: You
points from the target and instead draws 4 hit points from the Area of Effect: Region 30-ft. across plus 5-ft./level, centred
caster. This spell may be used while a character is venturing on caster
out of his body. In such cases, he must be manifest first. Saving Throw: Reflex half
Save DC Modifier: +6
Eye of Smiting (Eye spell) This effect produces a scorching blast of light and heat that
DC: Witchcraft 20, Hekau 20 inflicts 4d8 points of fire damage, recorded as wounds, on all
Cost To Cast: 1 creatures, save the caster, within the area of effect. A Reflex
Base Duration: Instantaneous saving throw is allowed for half damage. Those who fail their
Casting Time: One standard action saving throws are also blinded for 1d6 rounds.
Range: Close (25-ft. + 5-ft./2 levels)
Target: One creature Spitting Cobra
Saving Throw: Fortitude negates DC: Hekau 20
Save DC Modifier: +5 Cost To Cast: 7
Eye of smiting inflicts magical damage on a single target with Base Duration: Instantaneous
a gaze attack. For every hit point invested, the target suffers Casting Time: One standard action
1d4 damage, which is not recorded as wounds. You may only Range: Close (25-ft. + 5-ft./2 levels)
invest as many total hit points in the spell as you have levels Effect: Poison stream (ray)
of experience. Saving Throw: Fortitude negates
Save DC Modifier: +5
Flay This spell produces a stream of venom from the casters mouth,
DC: Witchcraft 35, Hekau 30 which he directs as a ray attack. If the ray attack strikes the
Cost To Cast: Varies target, they suffer 1d4 acid damage immediately. They must
Base Duration: Instantaneous also make a Fortitude saving throw or suffer the effect of a
Casting Time: One standard action virulent contact poison. The initial damage is 1d6 Dexterity
Range: Medium (100-ft. + 10-ft./level) and Constitution, the secondary damage 2d6 Dexterity and
Target: One creature Constitution.
Saving Throw: Fortitude negates
Save DC Modifier: +6 Strike Blind/Mute/Deaf
This spell flays the skin from the targets flesh in an agonising DC: Witchcraft 20, Hekau 20, Prayer 20
process. Every hit point invested by the caster inflicts one hit Cost To Cast: 5
point upon the victim, to a maximum number of hit points Cost To Extend: 3 hit points/day (20 permanent)
equal to the casters level of experience. Unlike the usual Base Duration: One day
effects of magic, this damage is recorded as a wound and if Casting Time: One standard action
the damage exceeds the targets grievous wound threshold, the Range: Close (25-ft. + 5-ft./2 levels)
wound is grievous. For every three points of damage suffered, Target: One person
the victim also suffers one point of Charisma ability score Saving Throw: Fortitude negates
damage. Save DC Modifier: +4

170
magic and miracles
This effect renders a target blind, mute or deaf. Blind targets Consecrate Image/Symbol
fight opponents as if they had total concealment. Mute targets DC: Prayer 15
cannot cast Hekau spells or speak, nor can they pray aloud. Base Duration: Permanent
Deaf targets automatically fail all Listen checks. Casting Time: Three hours plus three hours per size category
of image above medium
The effect can be extended by one day for every 3 additional Range: Touch
hit points invested at casting and made permanent with an Area Of Effect: One image
additional investment of 20 hit points. The caster can remove Saving Throw: None
these effects at will. Save DC Modifier: +3
This effect consecrates an image or symbol of the deity, so that
Consecrations it can be prayed to. Consecrated symbols may also be used in
attempts to dispel spiritual or undead creatures. The image or
Consecrate Area symbol must be three-dimensional (not just a drawing) and
DC: Prayer 20 produced with an appropriate Craft skill check.
Base Duration: Permanent
Casting Time: Eight hours Consecrating an image or a symbol requires sacred anointing
Range: Touch oil worth 50 silver drachmas.
Area Of Effect: One building or region 60 feet in diameter
Saving Throw: None
Save DC Modifier: +5 Create Greater Power Amulet
This effect consecrates a region or a building to the worship (Item Creation)
of a given deity, so that it then counts as that deitys sacred DC: Hekau 30
ground. For a priest to produce this effect it must be the Cost To Cast: 10 permanent
one and only miracle granted to him that day. He cannot Potency: See below
produce it if he has already petitioned for miracles, nor may Effect Duration: One day/level
he receive any further miracles that day after the consecration Preparation Time: Three hours
has taken place. Consecrating an area requires the presence Effect: One amulet that stores 20 hit points of casting power
of a consecrated image of the deity. If the image is removed, Effect Saving Throw: None
the area is no longer consecrated, though replacing the image Save DC Modifier: +9
reactivates the consecration. This allows the caster to produce a more powerful version of
the basic amulet, storing 20 points of casting energy instead of
Area consecrations require the consumption of sacred oils, 10. The advantage of this is that more can be drawn from a
incenses and libations worth 400 silver drachmas. single amulet, thus fuelling more potent spells.

171
In order to create a greater power amulet, the caster must Effect: One dose of love potion
possess a material basis for it. This must be made from Effect Saving Throw: Will negates
precious metals and worth at least 500 silver drachmas. Save DC Modifier: +5
This spell creates a single dose of love potion. When drunk,
Create Greek Fire (Item Creation) the victim must make a Will saving throw as if he were saving
magic and miracles

DC: Witchcraft 20, Hekau 20 against a spell cast by the witch who made the potion, using
Cost To Cast: 6 the above save DC modifier. Failure causes him to fall in love
Potency: One week with the first creature he sees, irrespective of whether this is a
Effect Duration: Instantaneous human, animal or even a mythical beast. This effect can be
Preparation Time: Three hours removed with a remove curse magical effect.
Effect: One flask of Greek Fire
Effect Saving Throw: See below Create Power Amulet (Item
Save DC Modifier: +3 Creation)
Greek fire is a viscous, sticky fluid that burns on exposure to DC: Hekau 20
air, used in sieges. You can throw a flask of Greek fire as a Cost To Cast: 5 permanent
splash weapon. Treat this attack as a ranged attack with a range Potency: See below
increment of 10 feet. Effect Duration: One day/level
Preparation Time: Three hours
A direct hit deals 1d6 points of fire damage. Every creature Effect: One amulet that stores 10 hit points of casting power
within 5 feet of the point where the flask hits takes 1 point of Effect Saving Throw: None
fire damage from the splash. On the round following a direct Save DC Modifier: +3
hit, the target takes an additional 1d6 points of damage. If Power amulets are the means whereby Hekau casters amplify
desired, the target can use a full-round action to attempt to their magical strength and become able to produce the most
extinguish the flames before taking this additional damage. devastating effects without draining themselves. A single
Extinguishing the flames requires a DC 15 Reflex save. Rolling power amulet costs the caster 5 permanent hit points to
on the ground provides the target a +2 bonus on the save. create. This hit points cannot be recovered unless the amulet
Leaping into a lake or magically extinguishing the flames, such is destroyed. Even then, they recover at the normal rate rather
as with a water jet from a missile spell, automatically smothers than returning all at once. A Hekau caster may use the energy
the fire. in his amulets to fuel his spellcasting. Only one amulet may
be drawn from in the casting of any one spell. Power amulets
Create Impotence Knot (Item naturally recover their energy at the rate of one hit point per
Creation) hour. You can draw upon amulets that you have prepared
DC: Witchcraft 20 yourself without difficulty. It is possible to draw upon the
Cost To Cast: 10 energy in an amulet that another person has prepared but you
Potency: One day/level must succeed at a DC 30 Hekau skill check, made as a free
Effect Duration: Permanent unless removed action, to do this.
Preparation Time: One hour
Effect: One impotence knot In order to create a power amulet, the caster must possess a
Effect Saving Throw: Fortitude negates material basis for it. This must be made from precious metals
Save DC Modifier: +8 and worth at least 30 silver drachmas.
This spell creates a knotted cord that must be hidden in the
intended victims house or in his clothing. The witch herself Magic Charm (Item Creation)
does not have to do this. As soon as the intended victim comes DC: Witchcraft 25, Hekau 15
within 5 feet of it, he must make a Will saving throw as if he Cost To Cast: 4 permanent
were saving against a spell cast by the witch who made the Potency: See below
cord, using the above save DC modifier. Failure causes him to Effect Duration: One hour/day
be stricken with impotence. This effect can be removed with Preparation Time: Three hours
a remove curse magical effect or by finding and destroying the Effect: Magical Amulet
knotted cord. Effect Saving Throw: None
Save DC Modifier: +3
Create Love Potion (Item This spell allows the caster to create a lucky talisman, amulet,
totem or charm that the recipient can then carry on their
Creation) person in order to benefit from the effect. Some of these
DC: Witchcraft 20
charms are listed below; the Games Master is free to create
Cost To Cast: 10
others along the same lines. A given charm must be made
Potency: One day/level
from worked stone or metal and be worn or carried on the
Effect Duration: Permanent unless removed
body.
Preparation Time: One hour

172
CHARM OF EVASIVENESS: +1 insight bonus to Active Defence are casting the spell. A curse with a condition upon it can still
checks. be removed by means of the remove curse effect.
CHARM OF PROTECTION: Natural armour with Coverage of +10
and DR of 2. Blood Malady
EYE OF HORUS (HEKAU ONLY): +2 divine bonus to all saving

magic and miracles


DC: Witchcraft 30, Hekau 35, Prayer 35
throws against curses and all eye spells. Cost To Cast: 20
SUN DISC: +1 divine bonus to saving throws against attacks Base Duration: Permanent until removed
from spiritual or undead creatures. Casting Time: 1 standard action
CHARM OF LOQUACITY: +1 insight bonus to Bluff, Debate and Range: Touch
Rhetoric skill checks. Target: One person
CHARM OF SERPENTS: +1 resistance bonus to saving throws Saving Throw: Fortitude negates
against poison. Save DC Modifier: +8
CADUCEUS CHARM: +1 resistance bonus to saving throws This curse causes the victims blood to turn thin and to flow
against contracting disease. from wounds more readily. It does not clot properly, making
slashing and piercing wounds much more dangerous. The
Medeas Ointment (Item Creation) victims grievous wound threshold is halved when suffering
DC: Witchcraft 35 piercing or slashing damage.
Cost To Cast: 20
Potency: One day Brittle Bones
Effect Duration: One hour DC: Witchcraft 25, Hekau 30, Prayer 30
Preparation Time: Six hours Cost To Cast: 15
Effect: Enough ointment for one person Base Duration: Permanent until removed
Effect Saving Throw: Fortitude negates (harmless) Casting Time: 1 standard action
Save DC Modifier: +9 Range: Touch
This was the spell used by the sorceress Medea to confer Target: One person
limited invulnerability upon the hero Jason. When applied, Saving Throw: Fortitude negates
it confers invulnerability upon the recipient. Every three Save DC Modifier: +7
additional hit points invested by the creator make the ointment The recipient of this curse has his bones turn chalky and
potent for an additional day. If the wearer of the ointment brittle. It becomes much easier to hurt him seriously by doing
should be immersed in water, the ointment is washed off and bludgeoning damage to his body. The victims grievous wound
the protection is lost. If the wearer is struck by a jet of fluid or threshold is halved when suffering bludgeoning damage.
a full pail of water (or similar), the DR of the magical natural
armour drops by 2d6 points.
Evil Eye (Eye spell)
DC: Witchcraft 15, Hekau 20
Ritual Of Coming Forth By Night Cost To Cast: 8
(Special) Base Duration: Permanent until removed
This is an exceptionally dark ritual available only to Hekau Casting Time: 1 standard action
casters. Uniquely among spells, it can only be cast by a person Range: Eye contact
who has died and been mummified. The DC to cast the Target: One person
spell is 30 and the cost is 25 hit points. It takes eight hours Saving Throw: Will negates
to perform. If you have not been mummified competently Save DC Modifier: +4
enough to give your ka at least 25 hit points, then you cannot This is one of the best-known curses of all. The caster glares
cast this ritual. If you are successful, you force your ka back balefully at the intended victim, who is entitled to a saving
into your mummified corpse and arise as a defiled one. You throw to resist the effect. A failed saving throw leaves the
can never loose your spirit from your body again, but you will victim suffering from a 2 penalty to all his saving throws and
also live forever in your mummified shell unless the hand of skill checks. This spell is more commonly used as an aid to
another destroys you. See the Bestiary chapter for details on intimidation than as a weapon. The threat of the evil eye is
the defiled ones. used to win respect for the caster.

Curses Festering
Any curse effect except for the evil eye can have a condition DC: Witchcraft 25, Hekau 30, Prayer 30
of expiry set on it by the caster. This allows the victim of Cost To Cast: 15
the curse to remove it themselves by carrying out an action. Base Duration: Permanent until removed
For example, you could curse a person to suffer from midden Casting Time: 1 standard action
stench until they had given away all their money to those less Range: Touch
fortunate than themselves. For this application to work, you Target: One person
must tell the victim what the fulfilment conditions are as you Saving Throw: Fortitude negates
Save DC Modifier: +6
173
This severe curse prevents the victim from healing properly. The effect of this curse is to cause the victims muscles to waste
He does not benefit from the natural healing rate that other away. He suffers one point of Strength ability damage per day
characters enjoy. No matter how much rest he takes, his until his Strength ability score is half what it originally was. If
wounds will not heal naturally. They may worsen but they the curse is removed, he regains his Strength at the usual rate
will not get any better. This spell does not affect his ability to for healing ability score damage.
magic and miracles

recover from disease.


Exorcisms
Hand of Pestilence Command Spirit
DC: Witchcraft 20, Hekau 25, Prayer 20
DC: Witchcraft 20, Hekau 20, Prayer 25
Cost To Cast: 8
Cost To Cast: 8
Base Duration: Until victim recovers
Base Duration: Permanent
Casting Time: 1 standard action
Casting Time: One standard action
Range: Touch
Range: Touch
Target: One person
Area Of Effect: One person
Saving Throw: Fortitude negates
Saving Throw: Will negates (harmless)
Save DC Modifier: +4
Save DC Modifier: +4
The subject contracts a disease selected from the table below,
This effect allows the caster to dominate a manifest spiritual
which strikes immediately (no incubation period). The DC
creature and give it a single instruction, which the spirit then
noted is for the subsequent saving throws; use this effects
fulfils as best it is able. The Hit Dice and Charisma ability
normal saving throw DC for the initial saving throw.
score modifier of the spirit are added to the DC of the effect.
Some typical instructions are:
Disease DC Damage Avaunt: The spirit leaves the place and does not return
Polio 16 1d4 Str willingly. If it is bound to the place, it returns in 24 hours.
Leprosy 12 1d3 Cha and 1d3 Con Only an exorcise spirit effect can prevent a spirit bound to a
place from returning.
Cholera 15 1d6 Str Observe and report: The spirit goes to spy upon a target for ten
Palsy 13 1d8 Dex minutes, returning to tell the caster what it has seen.
Tuberculosis 14 1d4 Con Divulge information: The spirit is compelled to answer a
question. This is a common application of this effect, as
spirits know a great deal. If it attempts to lie, the caster may
Midden Stench (as usual) make a Sense Motive check to detect this.
DC: Witchcraft 25, Hekau 30, Prayer 25 Enter prepared corpse: The spirit is forced into a prepared
Cost To Cast: 10 corpse, thus creating an undead creature. See the Death and
Base Duration: Permanent until removed Beyond chapter and the Bestiary for more information on
Casting Time: 1 standard action creating undead.
Range: Touch Bind to object/area: The spirit is no longer free-roaming and is
Target: One person bound to an object or an area. If it is wicked, it will plague any
Saving Throw: Will negates visitors. This command is commonly used to defend a region
Save DC Modifier: +6 by making it haunted.
The target of this spell is wreathed in a terrible stink, as if
he had been bathing in sewage. His effective Charisma is Exorcise Spirit
reduced by 8 when attempting to use Charisma-based skills DC: Witchcraft 20, Hekau 20, Prayer 20
on people within 15 feet. Any creature with the Scent ability Cost To Cast: 10
that attempts to follow his trail has a +4 circumstance bonus Base Duration: Permanent
to their Survival skill check to do so, as the pungent odour is Casting Time: 10 minutes
easy to follow. Range: Touch
Area Of Effect: One building or region 60 feet in diameter,
Slow Withering one person or one object
DC: Witchcraft 20, Hekau 25, Prayer 25 Saving Throw: None
Cost To Cast: 10 Save DC Modifier: +5
Base Duration: Permanent until removed There are three different means of applying this effect. It can
Casting Time: 1 standard action be applied to an area, a person or an object.
Range: Touch
Target: One person Area Exorcism: This effect allows the caster to attempt to
Saving Throw: Fortitude negates remove all recurrent manifestations of spirits or ghosts from a
Save DC Modifier: +6 building or a region. Spirits that were tied to the area, such as
the bind effect of a command spirit spell, are allowed to go free.

174
The Hit Dice of any spiritual creature that is bound to the approaching within 30 feet of the warding must make a special
area is added to the DC of the effect. If more than one spirit penetration check (1d20 plus the Hit Dice of the creature
is bound to the area, then only the highest Hit Dice rating is plus its Charisma modifier) against a DC of the initial check
used. For example, if a formidable wicked spirit and a death- result. Success means the warding is broken. Failure means

magic and miracles


lantern were bound to the area, then the DC would be 32. that the creature cannot approach any further. Each attempt
that a spiritual or undead creature makes to break the warding
Exorcise Person: This application of the effect is used to drive costs it three hit points, whether it is successful or not. Once
out a wicked spirit or other spiritual creature that is inhabiting a single creature has penetrated the warding, the warding is
a person. The Hit Dice plus the Charisma modifier of the destroyed. Erasing the warding destroys it.
spirit in possession of the character is added to the DC of
the effect. If the occupying spirit is successfully driven out, A character producing this effect with Prayer must expend one
it is unable to take possession of its former host again for 24 divine point every time a warding symbol is created. Creating
hours. The spirit manifests as it leaves its host, rendering it a warding symbol counts as a granted miracle for the purpose
susceptible to repulsion and disruption attempts. of determining the DC of future petitions that day.

Exorcise Object: This application of the effect works as area Ward Person
exorcism but is applied to a single object into which one or DC: Variable, see below
more spirits have been bound. Cost To Cast: 6
Base Duration: 8 hours
Performing an exorcism is easier to achieve if you use stinking Casting Time: 1minute
herbs, for which see the Equipment chapter. Range: Touch
Effect: One protective amulet or mark
Remove Curse Saving Throw: None
DC: Witchcraft 15, Hekau 15, Prayer 15 Save DC Modifier: +5
Cost To Cast: 10 A character may use the Witchcraft, Hekau or Prayer skills to
Base Duration: Permanent create a protective amulet or phylactery, designed to keep a
Casting Time: One full round character safe from wicked spirits who might take possession
Range: Touch of him. The character making the check must be literate and
Area Of Effect: One person have some means of creating an inscription that the receiving
Saving Throw: Will negates (harmless) character can then carry or wear. The inscription may be
Save DC Modifier: +4 painted directly on to the receiving characters skin but if it
This effect removes all curses from the target. The experience should wash off, the protection is lost. The protection takes
level of the person who placed the curse plus their spellcasting one minute to apply. The character creating the protection
ability score modifier (Charisma for witches, Intelligence for makes a Witchcraft, Hekau or Prayer skill check and the
Hekau casters and Wisdom for those using Prayer) is added to result is recorded. If the character receiving the protection is
the DC of the effect. If this effect is performed with Prayer, the subject of a possession attempt from a spiritual creature,
the target cannot be disfavoured or despised by the casters he may use the check result in place of his own Will saving
deity. They are also expected to offer a propitiatory sacrifice throw.
worth at least 30 silver drachmas to the temple of the deity. If
this is not done, the DC of the effect is raised by +4. A character producing this effect with Prayer must expend one
divine point every time a warding amulet or mark is created.
Ward Area Creating a warding amulet or mark counts as a granted miracle
DC: Variable, see below for the purpose of determining the DC of future petitions that
Cost To Cast: 6 day.
Base Duration: Permanent until broken
Casting Time: 1minute Healings
Range: Touch
Close Grievous Wound
Effect: One protective inscription
DC: Hekau 30, Prayer 30
Saving Throw: None
Cost To Cast: Varies
Save DC Modifier: +5
Base Duration: Instantaneous
A literate character may use the Witchcraft, Hekau or Prayer
Casting Time: One standard action
skill to write a protective inscription, which then serves to
Range: Touch
repel spiritual creatures and undead creatures. This use of
Area Of Effect: One person
the skill takes one minute; the character must have the means
Saving Throw: Will negates (harmless)
whereby to leave a lasting mark, such as paints, inks or a chisel.
Save DC Modifier: +7
The person making the warding symbol makes a Witchcraft,
This potent healing spell causes even a grievous wound to
Hekau or Prayer check once the symbol is completed and
close and heal. Witchcraft and Hekau casters must invest
the result is recorded. Any undead or spiritual creature
175
five hit points per point of wound size. Those who use Prayer Restore Sight/Speech/Hearing
have the DC of their Prayer check raised by 1 per point of the DC: Witchcraft 15, Hekau 15, Prayer 15
wounds size. Again, there are no half measures. The wound Cost To Cast: 10
either heals completely or it does not. You cannot close a Base Duration: Permanent
wound partially by investing less than the necessary amount.
magic and miracles

Casting Time: One standard action


Range: Touch
Close Wound Area Of Effect: One person
DC: Witchcraft 20, Hekau 20, Prayer 25 Saving Throw: Will negates (harmless)
Cost To Cast: Varies Save DC Modifier: +4
Base Duration: Instantaneous This effect restores sight to the blind, speech to the mute and
Casting Time: One standard action hearing to the deaf. It can only do one of these at a time. If
Range: Touch the sufferer is afflicted by more than one of these conditions,
Area Of Effect: One person separate effects must be used to restore each faculty.
Saving Throw: Will negates (harmless)
Save DC Modifier: +5 If the condition was produced by magic, such as a strike blind
This spell causes a single ordinary wound (not a grievous spell or the dazzle ability of a nymph, the DC of the effect is
wound) to close altogether and heal without a trace. increased by the level or Hit Dice of the original caster plus the
Witchcraft and Hekau casters must invest two hit points per modifier for the related ability score for the skill (Witchcraft,
point of wound size. Those who use Prayer have the DC Hekau or Prayer) they used to produce the effect.
of their Prayer check raised by 1 per point of the wounds
size. There are no half measures. The wound either heals Invocations
completely or it does not. You cannot close a wound partially
by investing less than the necessary amount. Deitys Blessing
DC: Prayer 10
Base Duration: 1 minute/level
Eye of Healing Casting Time: 1 standard action
DC: Witchcraft 15, Hekau 15, Prayer 20 Range: Touch
Cost To Cast: 4 Target: One or more people
Base Duration: Instantaneous Saving Throw: Will negates (harmless)
Casting Time: One standard action Save DC Modifier: +1
Range: Line of sight This spell calls down the blessing of a specific deity upon a
Area Of Effect: One person recipient. No person may carry the blessing of more than
Saving Throw: Will negates (harmless) one deity at a time, nor may the blessing of a given deity be
Save DC Modifier: +2 conferred more than once per day. If you have the favour of
This effect allows the caster to stimulate healing in the the deity or are beloved by him, then you benefit from the
recipient. Any fresh wounds that the target has received listed bonus +1. If you are disfavoured or despised by the
are treated as if they had been bound with a successful Heal deity, then the blessing does not work on you at all. Each
check. This method of healing is quicker and more reliable additional person that you (the caster) seek to include in the
than binding wounds manually but is costly for the caster and blessing increases the DC by +2, whether or not the blessing
uses up important miracles for the day. As with the ordinary works on them. For convenience, each of the possible effects
wound binding application of the Heal skill, this effect must is referred to as if it were a separate effect, so for example a
be used no later than one hour after the wound has been blessing effect produced by a priest of Athena would be called
received in order to have any impact. Athenas blessing.

Purge Disease The effect of the blessing depends upon the deity invoked.
DC: Witchcraft 15, Hekau 15, Prayer 10 APHRODITE: +1 divine bonus to all Charisma ability score
Cost To Cast: 6 checks and related skill checks.
Base Duration: Instantaneous APOLLO: +1 divine bonus to Will and Reflex saving throws.
Casting Time: One standard action ARES: +1 divine bonus to all weapon damage rolls.
Range: Touch ARTEMIS: +1 divine bonus to Survival skill checks and Active
Area Of Effect: One person Defence checks made in the wilderness.
Saving Throw: Will negates (harmless) ATHENA: Natural armour with a Coverage bonus of +10 and
Save DC Modifier: +3 a DR of 3.
This effect purges a disease from a sufferer. The DC of the ASCLEPIUS: +1 divine bonus to all Fortitude saving throws.
saving throw to recover from the disease is added to the DC DEMETER: +1 divine bonus to all Fortitude saving throws.
of the spell. HECATE: +2 divine bonus to all Prayer checks to repel or
disrupt undead.
HEPHAESTUS: +1 divine bonus to all Shield Defence checks.

176
magic and miracles
HERA: +1 divine bonus to all Active Defence checks. bonus to the roll. Success at this check means that the target
HERMES: +1 divine bonus to all Reflex saving throws. reacts as if he had made the original saving throw.
POSEIDON: +1 divine bonus to all Strength ability score checks
and related skill checks. Invulnerability
ZEUS: +1 divine bonus to all Will saving throws. DC: Witchcraft 35, Hekau 35, Prayer 30
Cost To Cast: 20
ANHUR: +1 divine bonus to all attack rolls. Base Duration: 2d4 rounds
ANUBIS: +1 divine bonus to all saving throws made during the Casting Time: 1 standard action
night hours. Range: Touch
APOPHIS: +1 to all attack rolls and Active Defence checks made Target: One or more people
during the hours of darkness. Saving Throw: Will negates (harmless)
BASTET: +1 divine bonus to Will and Reflex saving throws. Save DC Modifier: +8
HATHOR: +1 divine bonus to all Fortitude and Reflex saving This spell makes the recipient virtually impervious to harm.
throws. He gains natural armour with a Coverage bonus of +14 and a
HORUS: +1 divine bonus to all weapon damage rolls. DR of 30. Extending the effect to cover more than one person
ISIS: +1 divine bonus to all saving throws. raises the DC of the spell by +2 for each additional recipient.
PTAH: +1 divine bonus to Will and Fortitude saving throws.
RA: +1 to all attack rolls and Active Defence checks made
during the hours of daylight.
Summon Minor Spirit
DC: Witchcraft 15, Hekau 15, Prayer 25
SET: +2 divine bonus to weapon damage rolls.
Cost To Cast: 5
THOTH: +2 divine bonus to all saving throws against magical
Base Duration: Instantaneous
effects.
Casting Time: One standard action
WEPWAWET: +2 divine bonus to all Shield Defence checks.
Range: Close (25-ft. + 5-ft./2 levels)
Effect: One minor wicked spirit or similar (see below)
Eye of Benediction (Eye Spell) Saving Throw: None
DC: Witchcraft 10, Hekau 10, Prayer 10 Save DC Modifier: +3
Cost To Cast: 2 This effect calls forth a spirit from the unseen realms and
Base Duration: Instantaneous forces it to manifest for one round. This manifestation costs
Casting Time: 1 standard action the spirit no energy, as the power to manifest it comes from
Range: Close (25-ft. + 5-ft./2 levels) the summoning. The caster always has the chance to attempt
Target: One person a command spirit effect before the manifestation ceases, though
Saving Throw: Will negates (harmless) he may of course be interrupted in this. It is up to the spirit
Save DC Modifier: +3 whether or not it wishes to stay manifest after the first round.
This spell confers a mild blessing on the target. It is delivered To do so costs it one hit point per round as usual.
with a gaze and is intended to assist the target to recover from
a debilitating condition such as fear or nausea. The recipient The summoning confers no control over the spirit or
of an eye of benediction effect may make a fresh saving throw protection from it. For controlling and protection effects, see
against any fear or sickness effect from which he is suffering the Exorcisms section. The caster may choose whether
(such as that produced by an eye of terror), with a +2 divine
177
to summon a generic minor wicked spirit, the ghost or ka of You can only ask a deity for an item in order to perform one
a dead person of up to 4 levels of experience or Hit Dice or a definite task. This task must be in the deitys interest. If you
specific minor wicked spirit whose name is known and who do not define the task, then you automatically fail. You might,
has been summoned before. for example, ask Athena to lend you her sword and shield so
that you can slay a monster that is preying on Athenian
magic and miracles

Summon Formidable Spirit citizens. You could not ask her for these items to wage war
DC: Hekau 30, Prayer 40 against an enemy, because that task has no definite ending. If
Cost To Cast: 20 the deity (as determined by the Games Master) believes that
Base Duration: Instantaneous you are not pursuing the task, then it will retrieve the item.
Casting Time: 1 full round Items are not loaned for more than one week in any case, so
Range: Close (25-ft. + 5-ft./2 levels) you must complete your task or fail in the attempt in that
Effect: One formidable wicked spirit or similar (see below) time.
Saving Throw: None
Save DC Modifier: +9 If your request is successful, the item appears in your hand
This effect calls forth a formidable spirit; see summon minor or at your feet. You may request an item for another persons
spirit for details. The caster may choose whether to summon use (there is no point in petitioning for an item that you are
a generic formidable wicked spirit, the ghost or ka of a dead not qualified to wield!) but that person must either follow the
person of up to 12 levels of experience or Hit Dice, a specific same deity as you or be favoured or beloved by the deity.
formidable wicked spirit whose name is known and who has
been summoned before or a single lustful one. Wrath of the Gods
DC: Prayer 40
Summon Potent Spirit Base Duration: Instantaneous
DC: Witchcraft 25, Hekau 20, Prayer 30 Casting Time: 1 standard action
Cost To Cast: 10 Range: Line of sight
Base Duration: Instantaneous Effect: Varies
Casting Time: 1 full round Saving Throw: Varies
Range: Close (25-ft. + 5-ft./2 levels) Save DC Modifier: +9
Effect: One potent wicked spirit or similar (see below) This is the most potent effect that a priest can call upon. It
Saving Throw: None petitions the priests deity to send down his wrath to punish
Save DC Modifier: +6 a target. If the petition is successful, then the deity makes
This effect calls forth a stronger spirit to visible appearance; his wrath felt. The exact effects of this vary, depending on
see summon minor spirit for details. The caster may choose whether the deitys wrath is called down upon a single person,
whether to summon a generic potent wicked spirit, the ghost a group of people or a settlement. A deitys wrath cannot be
or ka of a dead person of up to 8 levels of experience or Hit called down upon the same person, people or place twice in
Dice, a specific potent wicked spirit whose name is known and one year, nor can one priest call down the deitys wrath more
who has been summoned before or a single death-lantern. than twice in one month. Even the Gods have their limits.

The target must be held in disfavour or despised by the deity in


Request Item order for this effect to work. A deity will not wrathfully smite
DC: Prayer 25
any person who they hold in their favour or who is beloved
Base Duration: Varies, see below; no more than one week
by them, even if the rest of the group is targeted, nor will they
Casting Time: 1 standard action
smite any people who venerate them within a settlement that
Target: You
is visited by their wrath.
Effect: One divine item
Saving Throw: None
Gods sometimes produce this effect spontaneously, without
Save DC Modifier: +5
being asked to by a priest. They will usually only do this if
This allows the petitioner to ask his deity for one of the most
a person goes out of their way to challenge or offend them,
daring favours of all, the loan of one of the deitys items. These
as in the case of Sisyphus who defied Zeus and was struck
items are listed later in the section. You could, for example,
by a thunderbolt or if a group or a settlement grievously sins
petition Hermes to lend you the Cap of Invisibility or the
against them.
Winged Sandals, request that Zeus allow you to wield one of
his Thunderbolts or ask Hecate to let you use her Torch or
Single Person: The victim of this spell is either struck by a
Cauldron. Some items are more difficult to get than others,
thunderbolt (as the item) that automatically hits or is the
as the deities are not fond of allowing mortals to use them.
recipient of a permanent change person effect that transforms
To reflect this, every item has a DC modifier, which is added
him into a beast of an appropriate kind. A saving throw is still
to the Prayer DC for this effect. For example, gaining the
allowed in each case.
Winged Sandals has an overall DC of 27, while gaining the
Cap of Invisibility has an overall DC of 29.

178
Group Of People: The group of people targeted by this and begin to drown when they can no longer hold their
effect are all subject to a permanent change person effect that breath.
transforms them into beasts of an appropriate kind. A saving
throw is still allowed in each case. A larger group of people When a settlement is struck by plague, all of the occupants

magic and miracles


may be subject to an earthquake effect, for which see below. contract a non-contagious wasting disease with a Save DC of
25 and ability damage of 1d4 Constitution.
Settlement: The settlement is struck by an earthquake, by a
tidal wave or by plague.
Makings
If an earthquake occurs, an intense but highly localized tremor Great Mending
rips the ground. The shock knocks creatures down, collapses DC: Witchcraft 20, Hekau 15
structures, opens cracks in the ground and more. The effect Cost To Cast: 1 point per 10 cubic-ft. of object size
lasts for 1 round, during which time creatures on the ground Base Duration: Instantaneous
cant move or attack. A spellcaster on the ground must make a Casting Time: One standard action
Concentration check (DC 20 + spell save modifier) or lose any Range: Medium (100-ft. + 10-ft./level)
spell he or she tries to cast. The earthquake affects all terrain, Target: One object
vegetation, structures and creatures in the area. Each creature Saving Throw: None
standing in the area must make a DC 15 Reflex saving throw Save DC Modifier: +3
or fall down. Fissures open in the earth and every creature on This spell functions like mending, except that great mending
the ground has a 25% chance to fall into one, with a Reflex completely repairs an object made of any substance, even one
saving throw at DC 20 allowed to avoid a fissure. At the end with multiple breaks, to be as strong as new. The spell does
of the spell, all fissures grind shut, killing any creatures still not repair items that have been warped, burned, disintegrated,
trapped within. ground to powder, melted or vaporized, nor does it affect
creatures, including constructs.
Any structure standing on open ground takes 100 points of
damage, enough to collapse a typical wooden or masonry Major Creation
building, but not a structure built of stone or reinforced DC: Witchcraft 25, Hekau 20
masonry. Hardness does not reduce this damage, nor is it Cost To Cast: Varies, see below
halved as damage dealt to objects normally is. Any creature Base Duration: Instantaneous
caught inside a collapsing structure takes 8d6 points of Casting Time: One standard action
bludgeoning damage, with a Reflex saving throw at DC 15 Range: Medium (100-ft. + 10-ft./level)
allowed for half damage and is pinned beneath the rubble. Target: One object of up to 1 lb.
Any creature pinned beneath rubble takes 1d6 points of non- Saving Throw: None
lethal damage per minute while pinned. If a pinned character Save DC Modifier: +1
falls unconscious, he or she must make a DC 15 Constitution This spell functions like minor creation, except that you can
check or take 1d6 points of lethal damage each minute also create an object of mineral nature: stone, crystal, metal
thereafter until freed or dead. or the like. The volume of the item created cannot exceed 1
cubic foot per two points invested. The duration of the created
Rivers, lakes and marshes are affected as follows. Fissures item varies with its relative hardness and rarity, as indicated on
open underneath the water, draining away the water from that the following table.
area and forming muddy ground. Soggy marsh or swampland
becomes quicksand for the duration of the spell, sucking down
Hardness and Rarity Examples Duration
creatures and structures. Each creature in the area must make
a DC 15 Reflex save or sink down in the mud and quicksand. Vegetable matter 2 hr./level
At the end of the spell, the rest of the body of water rushes in Stone, crystal, base metals 1 hr./level
to replace the drained water, possibly drowning those caught
Precious metals 20 min./level
in the mud.
Gems 10 min./level
A settlement can only be struck by a tidal wave if it is next
to the sea. The wave swamps the settlement, inflicting 200
points of damage upon all structures. Any creature caught Mending
inside a collapsed structure is treated as above, with the DC: Witchcraft 10, Hekau 10
added hazard that a pinned character is underwater and Cost To Cast: 1
may drown. The entire settlement is flooded with water Base Duration: Instantaneous
for five minutes. During this time, all creatures within the Casting Time: One standard action
settlement must make Swim checks at DC 20 every round Range: Medium (100-ft. + 10-ft./level)
(as the waters are turbulent) or sink beneath the surface Target: One object of up to 1 lb.

179
Saving Throw: None Base Effect: Stream of molten rock or metal
Save DC Modifier: +1 Extended Effect: Increased damage
Mending repairs small breaks or tears in objects but not warps, Saving Throw: Reflex half
such as might be found in wood. It will weld broken metallic Save DC Modifier: +9
objects such as a ring, a chain link, a medallion or a slender This spell calls shaped, heated matter into being and hurls it
magic and miracles

dagger, providing but one break exists. in a given direction. The result is a jet of molten iron, molten
bronze, molten lead or lava. This is thrown as a ray attack by
Ceramic or wooden objects with multiple breaks can be the caster. The jet deals 5d6 fire damage on impact and 3d4
invisibly rejoined to be as strong as new. A hole in a leather fire damage on each following round, for three rounds, as the
sack or a wineskin is completely healed over by mending. The molten matter clings to the target. Immersion in water (or
spell does not affect creatures, including constructs. similar effect) prevents the subsequent fire damage.

Minor Creation For every 5 additional hit points that the caster invests in the
DC: Witchcraft 15, Hekau 10 spell, the initial damage of the lava is increased by 1d6 and the
Cost To Cast: Varies, see below damage on the following round by 1d4.
Base Duration: Instantaneous
Casting Time: One standard action Create Fire
Range: Medium (100-ft. + 10-ft./level) DC: Witchcraft 20, Hekau 10, Prayer 15
Target: One object of up to 1 lb. Cost To Cast: 2
Saving Throw: None Base Duration: Instantaneous
Save DC Modifier: +1 Casting Time: 1 standard action
You create a nonmagical, unattended object of nonliving, Range: Touch
vegetable matter. The volume of the item created cannot Base Effect: One flame the size of a torch
exceed 1 cubic foot per two points invested. You must succeed Saving Throw: None
on an appropriate skill check to make a complex item. Save DC Modifier: +2
Attempting to use any created object (such as created witches This effect causes a flame to spring into being where the caster
herbs) as a material component causes the spell to fail. touches. If he touches flammable material, then the material
catches fire immediately unless it is damp. If he uses this effect
as an attack, then the flame deals 1d4 fire damage to the target.
Manifestations The caster must deliver the spell as a touch attack. Witchcraft
Create Base Matter and Hekau casters can invest additional hit points to create a
DC: Witchcraft 20, Hekau 15, Prayer 20 more intense flame. For every 3 additional hit points invested,
Cost To Cast: Varies, see below an extra d4 of fire damage is added to the effect.
Base Duration: Permanent
Casting Time: 1 standard action
Range: Medium (100-ft. + 10-ft./level)
Create Food
DC: Witchcraft 20, Hekau 15, Prayer 10
Base Effect: One cubic foot of material
Cost To Cast: 3
Extended Effect: One cubic foot of material per additional 2
Base Duration: Permanent
DC and additional HP
Casting Time: 1 standard action
Saving Throw: None
Range: Close (25-ft. + 5-ft./2 levels)
Save DC Modifier: +4
Base Effect: Enough food for one person
The caster producing this effect may create a quantity of
Extended Effect: Food for one more person per additional 2
base, nonliving materials in an inert state. He may not create
DC
precious materials such as gold or gems or energised materials
Saving Throw: None
such as lava or steam. He may however create wood, clay,
Save DC Modifier: +1
stone, sand or coal for 2 hit points per cubic foot and bronze,
This magical effect brings simple, nutritious food into being;
copper, iron or tin for 4 hit points per cubic foot. The caster
the default result is bread and fish. One casting of the magical
must create the material in a rough, amorphous mass. If it is
effect produces enough food to sustain one person for one day.
to be turned into anything else, then a Craft skill check must
By increasing the DC by 2 and the casting cost by 1, you can
be made as usual.
create enough food for one additional person. If this spell is
cast with Prayer in a given country at a time of drought or
Create Energised Matter famine for that country, the DC of the spell is increased by
DC: Hekau 30, Prayer 40 +10, as the Gods have already decided that the people shall
Cost To Cast: 15 go hungry and are not about to change their minds now.
Base Duration: Instantaneous Egyptian priests usually fall back upon their Hekau skill in
Casting Time: 1 standard action times of want and cast this spell with Hekau to make sure that
Range: Close (25-ft. + 5-ft./2 levels). they, at least, do not starve.

180
Create Light Rock: The missile is a simple rock, dealing 1d6 bludgeoning
DC: Witchcraft 10, Hekau 5, Prayer 10 damage. For a single rock, each additional +2 hit points
Cost To Cast: 2 invested increase the damage by +1; the DC is not affected.
Base Duration: 1d8 hours Multiple rocks cost +2 hit points and +2 DC to produce.

magic and miracles


Casting Time: 1 standard action The rock may be used within Medium range (100-ft. + 10-
Range: Medium (100-ft. + 10-ft./level) ft./level).
Base Effect: One object
Saving Throw: Will Negates (harmless) Sharp Disc: The missile is a sharp, spinning metal disc, dealing
Save DC Modifier: +1 1d6 slashing damage. For a single disc, each additional +2
This spell causes a single object to glow as brightly as a torch, hit points invested increase the damage by +1; the DC is not
shedding bright light in a 20 foot radius (and dim light for an affected. Multiple discs cost +2 hit points and +2 DC to
additional 20 feet) from the point you touch. The effect is produce. The disc may be used within Medium range (100-ft.
immobile, but it can be cast on a movable object. + 10-ft./level). Those who use this spell sometimes call these
discs chakrams.
Create Missile
DC: Hekau 10, Prayer 20 Create Water
Cost To Cast: 2 DC: Witchcraft 20, Hekau 10, Prayer 10
Base Duration: Instantaneous Cost To Cast: 3
Casting Time: 1 standard action Base Duration: Permanent
Range: Varies: see below Casting Time: 1 standard action
Base Effect: One or more missiles Range: Close (25-ft. + 5-ft./2 levels)
Extended Effect: Varies: see below Base Effect: One gallon of water
Saving Throw: None Extended Effect: One additional gallon of water per 2 DC
Save DC Modifier: +4 and 2 HP
This spell calls shaped matter into being and projects it along Saving Throw: None
a given course. The result is one or more missiles, which are Save DC Modifier: +1
flung from the casters hand and towards a target. The caster This magical effect creates pure water. If cast with Prayer
must succeed with a ray attack in order to strike the target when within a country that is suffering from drought, the DC
with the missile. By investing more hit points and raising the to cast is +10, as the Gods are not inclined to provide water
DC, you may either embellish the effect of a single missile or within a land that they have already decreed shall be dry.
create multiple missiles. A separate attack roll is required for
each missile. The caster may choose the kind of missile that is Quicksand
created with each casting, though all missiles must be the same DC: Hekau 20, Prayer 30
type for any one production of this effect. Cost To Cast: 10
Base Duration: Permanent
Dart: The missile created is metallic and pointed. It deals Casting Time: 1 standard action
1d6 piercing damage. For a single dart, each additional +2 Range: Medium (100-ft. + 10-ft./level)
hit points invested increase the damage by +1; the DC is not Base Effect: Patch of solid ground 10-ft. square turned to
affected. Multiple darts cost +2 hit points and +2 DC to quicksand
produce. The dart may be used within Medium range (100- Extended Effect: An additional 10-ft. square section per +2
ft. + 10-ft./level) DC and +5 HP
Saving Throw: Reflex avoids
Water Stream: The missile is a stream of water that can knock Save DC Modifier: +6
a target off his feet. The stream has an effective Strength of This spell turns solid ground into quicksand. A creature
16 and you may make a ranged trip attack with it. Every standing in the region when it is transformed must make a
additional +2 hit points and +2 DC you invest raises the Reflex saving throw to jump away to safety, if there is a safe
streams effective Strength by +1. The stream may also be spot within 5 feet. Creatures caught in the quicksand are at
used for such mundane applications as putting out fires. The risk from drowning. A character in quicksand must make a
stream may be used within Close range (25-ft. + 5-ft./2 levels). DC 10 Swim check every round to tread water and stay in
Additional streams cost +2 hit points and +3 DC. place without sinking or a DC 15 Swim check to move 5 feet
in any direction. If a character in quicksand fails his check
Flame Jet: The missile is a jet of flame, dealing 1d4 fire damage by 5 or more, he sinks under the surface and begins to drown
upon the target. For a single jet, each additional +2 hit points once he runs out of breath. See Drowning in the Adventuring
invested and +2 DC increase the damage by +1d4. Multiple chapter.
jets cost +2 hit points and +2 DC to produce. The jet may be
used within Close range (25-ft. + 5-ft./2 levels).

181
Shower Manipulations
DC: Hekau 25, Prayer 35 Alter Weather
Cost To Cast: 10 DC: Witchcraft 30, Hekau 40, Prayer 30
Cost To Extend: 5/round Cost To Cast: 15
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Base Duration: One round Base Duration: 4d12 hours; see text
Casting Time: 1 standard action Casting Time: 10 minutes; see text
Range: Close (25-ft. + 5-ft./2 levels). Range: 2 miles
Area of Effect: Region 60-ft. across Area: 2-mile-radius circle, centred on you; see text
Saving Throw: Reflex half Saving Throw: None
Save DC Modifier: +9 Save DC Modifier: +7
This magical effect, which may only be cast outside, pelts a You change the weather in the local area. It takes 10 minutes
region with small rocks that fall from the sky. Every exposed to cast the spell and an additional 10 minutes for the effects to
creature in the region suffers 5d4 points of bludgeoning manifest. You can call forth weather appropriate to the climate
damage per round. A creature may make a Reflex saving throw and season of the area you are in.
for half damage. Instead of a Reflex saving throw, a character
may make a Shield Defence check. If he is successful, his
shield takes the damage instead of him. Season Possible Weather
Spring Tornado, thunderstorm, sleet storm or hot
Wall weather
DC: Hekau 20, Prayer 30 Summer Torrential rain, heat wave or hailstorm
Cost To Cast: 10 Autumn Hot or cold weather, fog or sleet
Base Duration: Permanent
Winter Frigid cold, blizzard or thaw
Casting Time: 1 standard action
Range: Medium (100-ft. + 10-ft./level) Late Hurricane-force winds or early spring
Base Effect: Wall, one foot thick, ten feet high and ten feet Winter (coastal area)
across
Extended Effect: An additional section to the same You control the general tendencies of the weather, such as
dimensions per +2 DC and +5 HP the direction and intensity of the wind. You cannot control
Saving Throw: None specific applications of the weatherwhere lightning strikes,
Save DC Modifier: +6 for example or the exact path of a tornado. When you select
This spell creates a wall of worked stone blocks. The caster can a certain weather condition to occur, the weather assumes that
shape this wall as it is created, curving it around as he wishes. condition 10 minutes later (changing gradually, not abruptly).
The wall must be created at floor level and cannot be called The weather continues as you left it for the duration or until
into being in the air. you use a standard action to designate a new kind of weather
(which fully manifests itself 10 minutes later). Contradictory
Witchglow conditions are not possible simultaneously.
DC: Witchcraft 5 Alter weather can do away with atmospheric phenomena
Cost To Cast: 1 (naturally occurring or otherwise) as well as create them.
Base Duration: One night
Casting Time: 1 standard action Control Winds
Range: Medium (100-ft. + 10-ft./level) DC: Witchcraft 20, Hekau 30, Prayer 25
Base Effect: One selected point on the ground Cost To Cast: 10
Saving Throw: None Cost To Sustain: 5 hp/10 minutes
Save DC Modifier: +1 Base Duration: 10 minutes
This is the spell that witches use to light their meetings. It can Casting Time: One full-round action
only be cast in a place that is open to the sky. When witchglow Range: 40-ft./level
is cast, a shaft of faint light is projected down from the sky to Area: 40-ft./level radius cylinder 40-ft. high
the chosen spot. Only those who have one or more ranks in Saving Throw: Fortitude negates
the Witchcraft skill or whose chosen deity is Hecate can see
this shaft of radiance. The chosen spot is surrounded by bright You alter wind force in the area surrounding you. You can
light to a radius of 20 feet and shadowy light for another 20 make the wind blow in a certain direction or manner, increase
feet beyond. Unlike the shaft, the radiance on the ground can its strength or decrease its strength. The new wind direction
be seen by anyone. and strength persist until the spell ends or until you choose
to alter your handiwork, which requires concentration. You
may create an eye of calm air up to 80 feet in diameter at the
centre of the area if you so desire and you may choose to limit
the area to any cylindrical area less than your full limit.

182
Wind Direction: You may choose one of four basic wind You can open or close (your choice) a door, chest, box,
patterns to function over the spells area. shutter, bag, pouch, jar, barrel or other container. If anything
resists this activity (such as a bar on a door) the spell fails. In
A downdraught blows from the centre outward in addition, the spell can only open and close things weighing 30
equal strength in all directions.

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pounds or less. Thus, doors, chests and similar objects sized
An updraught blows from the outer edges in toward for enormous creatures may be beyond this spells ability to
the centre in equal strength from all directions, veering affect.
upward before impinging on the eye in the centre.
A rotation causes the winds to circle the centre in Move Earth
clockwise or counter clockwise fashion. DC: Hekau 35, Prayer 35
A blast simply causes the winds to blow in one Cost To Cast: 20
direction across the entire area from one side to the Base Duration: Permanent
other. Casting Time: See text
Range: Long (400-ft. + 40-ft./level)
Wind Strength: For every three additional DC to cast the Area: Dirt in an area up to 750-ft. square and up to 10-ft.
spell, you can increase or decrease wind strength by one level. deep
Each round on your turn, a creature in the wind must make Saving Throw: Fortitude negates
a Fortitude saving throw or suffer the effect of being in the Move earth moves dirt (clay, loam, sand), possibly collapsing
windy area. embankments, moving hillocks, shifting dunes and so forth.
Base DC: Strong winds (21+ mph) make sailing difficult. However, in no event can rock formations be collapsed or
+3 DC: A severe wind (31+ mph) causes minor ship and moved.
building damage.
+6 DC: A windstorm (51+ mph) drives most flying creatures The area to be affected determines the casting time. For every
from the skies, uproots small trees, knocks down light wooden 150 foot square (up to 10 feet deep), casting takes 10 minutes.
structures, tears off roofs and endangers ships. The maximum area, 750 feet by 750 feet, takes 4 hours and
+9 DC: Hurricane force winds (75+ mph) destroy wooden 10 minutes to move.
buildings, sometimes uproot even large trees and cause most
ships to founder. This spell does not violently break the surface of the ground.
+12 DC: A tornado (175+ mph) destroys all unfortified Instead, it creates wavelike crests and troughs, with the earth
buildings and often uproots large trees. reacting with glacier-like fluidity until the desired result is
achieved. Trees, structures, rock formations and such are
Hold Door mostly unaffected except for changes in elevation and relative
DC: Witchcraft 15, Hekau 10, Prayer 15 topography. The spell cannot be used for tunnelling and is
Cost To Cast: 1 generally too slow to trap or bury creatures. Its primary use is
Base Duration: One minute for digging or filling moats or for adjusting terrain contours
Cost To Extend: 1 hp/minute before a battle. It is also used to bury buildings in sand,
Casting Time: One standard action protecting them from discovery.
Range: Close (25-ft. + 5-ft./2 levels)
Target: One portal, up to 20 sq.-ft./level Seemings
Saving Throw: None
Save DC Modifier: +1 Create Illusion
This spell magically holds shut a door, gate, window or shutter DC: Witchcraft 15, Hekau 20, Prayer 25
of wood, metal or stone. The magic affects the portal just as Cost To Cast: 4
if it were securely closed and normally locked. For a portal Cost To Sustain: 1/ 10 minutes
affected by this spell, add 5 to the normal DC for forcing open Base Duration: 10 minutes, requires concentration
the portal. Casting Time: One standard action
Range: Long (400-ft. + 40-ft./level)
Effect: Figment that cannot extend beyond four 10-ft. cubes
Open/Close + 10-ft. cube/additional 3 HP
DC: Witchcraft 10, Hekau 10, Prayer 10 Saving Throw: Will negates (interaction required)
Cost To Cast: 1 Save DC Modifier: +4
Base Duration: Instantaneous This spell creates an illusory creature, object or force. You may
Casting Time: One standard action increase the illusions size by investing additional hit points
Range: Close (25-ft. + 5-ft./2 levels) in it at the point of casting, if you are a Witchcraft or Hekau
Target: Object weighing up to 30 lb. or portal that can be caster. By default, the illusion is silent and has no textural
opened or closed or thermal components. With an increase of +2 to the DC,
Saving Throw: Will negates (object) you can give your illusion sound. With a further increase of
Save DC Modifier: +1 +4 to the DC, you can give your illusion textural or thermal
elements.
183
If a creature strikes your illusion, it disappears unless you One Thousand Voices
cause it to react appropriately. If a creature interacts with your DC: Witchcraft 30, Hekau 35
illusion, they are allowed a Will saving throw to recognise that Cost To Cast: 8
it is not real. Cost To Sustain: 3/10 minutes
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Base Duration: 10 minutes


Disguise Self Casting Time: One standard action
DC: Witchcraft 10, Hekau 25, Prayer 25 Range: You
Cost To Cast: 1 Saving Throw: Will negates
Cost To Sustain: 1/ 10 minutes Save DC Modifier: +8
Base Duration: 10 minute This spell allows you to mimic the voice of any person
Casting Time: One standard action perfectly. You may change your voice at will, so that you can
Range: You seem to be two or more different people having a conversation
Saving Throw: None with each other.
Save DC Modifier: +1
You make yourselfincluding clothing, armour, weapons and While this effect is running, you can use another application
equipmentlook different. You can seem 1 foot shorter or of it. You can speak to a given target and take on the voice of
taller, thin, fat or in between. You cannot change your body the person they love the most, without necessarily knowing
type. Otherwise, the extent of the apparent change is up to anything about them. You instinctively know who this person
you. You could add or obscure a minor feature or look like an is (mother, wife and so on) so you can act in character. A
entirely different person. person who fails their saving throw against this application
of the effect is captivated. A captivated victim walks toward
The spell does not provide the abilities or mannerisms of the the source of the voice, taking the most direct route available.
chosen form, nor does it alter the perceived tactile (touch) or If the path leads into a dangerous area (through flame, off
audible (sound) properties of you or your equipment. a cliff or the like), that creature gets a second saving throw.
If you use this spell to create a disguise, you get a +10 bonus Captivated creatures can take no actions other than to defend
on the Disguise check. This bonus stacks with that provided themselves. The effect is broken as soon as the creature can
by mimic voice. see that the voice is not coming from the person they think
you to be. This effect is said to have been used by Helen of
A creature that interacts with your illusory features gets a Will Troy to lure the Greeks out of the wooden horse, to no avail;
saving to recognize them as an illusion. You may make your one warrior succumbed and tried to leave the horse but was
effect more convincing by investing additional hit points in choked to death by the others to prevent the whole plan from
the casting. For every two additional hit points you invest, the falling apart.
saving throw DC is increased by 1.
Transformations
Mimic Voice Animal Feature
DC: Witchcraft 10, Hekau 15, Prayer 15 DC: Witchcraft 15, Hekau 25, Prayer 25
Cost To Cast: 1 Cost To Cast: 3
Cost To Sustain: 1/10 minutes Base Duration: 1 minute
Base Duration: 10 minutes Casting Time: 1 standard action
Casting Time: One standard action Range: Close (25-ft. + 5-ft./2 levels)
Range: You Target: One person
Saving Throw: None Saving Throw: Will negates
Save DC Modifier: +1 Save DC Modifier: +4
This effect allows you to mimic the voice of another person This spell changes a single feature of the target person to that
perfectly. In order to use this spell, you must have heard the of an animal. For example, it can be used to give the target the
intended subject speaking clearly for at least five minutes. ears of an ass, the eyes of a cat or the horns of a stag. It is most
Although you imitate the others voice faultlessly, it is still commonly used as a joke or a mild curse. A person with an
possible for another person to become suspicious if you use the obvious animal feature loses any Reputation bonus and suffers
wrong mannerisms, mode of speech or terms of reference. If a a 4 penalty to Charisma while the feature lasts. The effect
person can only hear your voice, he must make a Sense Motive can be made permanent with a +20 increase to the casting DC.
skill check at DC 25 on first speaking to you to notice that all This was the fate that befell King Minos, according to legend.
is not quite right and is entitled to a further check every hour It can be removed with a remove curse magical effect.
thereafter if you continue talking or resume conversation.
This spell allows a +4 circumstance modifier to any Disguise If the animal feature comes from an animal that has especially
check made to pass yourself off as someone else. This bonus acute senses or could act as a natural weapon, then it can be
stacks with that provided by disguise self. useful to cast upon oneself or upon a willing recipient. The

184
Games Master has the final say on what a given animal feature with this spell. For example, you could change wood to clay,
conveys, but the following are given as examples: water to blood or air to smoke but you could not change rock
into air, nor may you change the level of heat in the material,
Bats ears: +2 racial bonus to all Listen checks. such as by changing water into boiling oil. Living creatures

magic and miracles


Cat eyes: Low-light vision. may not be affected by this spell. Their possessions may be
Dogs nose: +2 racial bonus to all Search checks and temporary affected by it but are entitled to a saving throw as usual. Note
use of the Tracking feat. that changing leather armour into bronze does not result in the
Goat horns: Natural weapons dealing 1d4 piercing damage. creation of useful bronze armour.
Lion claws: +2 racial bonus to all Climb checks; natural
weapons dealing 1d6 slashing damage. When the spells duration ends, the matter turns back into
Serpent fangs: Natural weapons dealing 1d3 damage plus its original state, with any rearrangement still in place. For
poison identical to that of a medium-sized viper. example, you could transform a stone door to wood and smash
through it; when the door turned back into stone, it would
Change Person still be smashed.
DC: Witchcraft 30, Hekau 40, Prayer 40
Cost To Cast: 15 Create Animal
Cost To Sustain: 2/day DC: Witchcraft 15, Hekau 25, Prayer 25
Base Duration: 1 day Cost To Cast: 5
Casting Time: 1 standard action Base Duration: 1d6 minutes
Range: Close (25-ft. + 5-ft./2 levels) Casting Time: 1 standard action
Target: One or more people Range: Touch
Saving Throw: Will negates Effect: One animal
Save DC Modifier: +8 Saving Throw: Will negates (harmless)
The most feared of all transformation effects, this turns a Save DC Modifier: +8
person into an animal. The caster may choose what the This spell changes a quantity of lifeless matter into an animal
animal is. The caster decides whether the victim retains any of approximately the same mass. The most well known
memory of his previous life or not. The effect lasts for as application of this spell is that whereby a staff is changed into
long as the caster chooses to sustain the effect. Sustaining a serpent. The spell can only produce animals, not mythical
this effect requires only one minute of concentration per day. beasts or people. The DC of this spell is raised by 2 for every
The effect may be extended to target more than one person, hit die of the animal to be created. So, creating a wolf from
all of whom must be within Close range (25-ft. + 5-ft./2 clay with witchcraft would require a DC 19 spell. You must
levels) of the original target. Each additional victim adds +2 have sufficient quantity of material to make the animal from.
to the DC of the spell and +5 to the casting cost and must be You cannot make elephants from pebbles. If the material is
transformed to the same animal as the first. When produced already shaped like the animal, such as a statue of a wolf made
with Prayer, the effects of this spell are permanent and may not from stone, and then the DC of the check is reduced by 4.
be removed unless the target finds some means of repenting At the expiry of the spell or the death of the animal, the animal
and petitioning a deity for assistance. reverts back into the original material.

This spell is a favourite of such witches as Circe, who called Animals created by this spell are automatically obedient to the
upon Hecates aid in the myths to turn all of Odysseus men caster. A Handle Animal skill check may need to be made to
into swine. The priests of Zeus also use it to turn the enemies induce the animal to do a given thing. See the Handle Animal
of that God into wolves, as a fitting punishment. skill description in the Skills chapter.

Change Substance Enlarge Animal


DC: Witchcraft 20, Hekau 15, Prayer 20 DC: Witchcraft 20, Hekau 30, Prayer 30
Cost To Cast: 4 Cost To Cast: 8
Base Duration: 1 minute Base Duration: 1 minute
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Medium (100-ft. + 10-ft./level) Range: Medium (100-ft. + 10-ft./level)
Base Effect: One cubic foot of material Base Effect: One animal
Extended Effect: One cubic foot of material per three hit Extended Effect: One additional animal per three hit points
points expended expended
Saving Throw: None Saving Throw: Will Negates
Save DC Modifier: +4 Save DC Modifier: +6
This spell transforms one kind of non-living matter into One or more animals grow to twice their normal size and
another. The caster must retain the state of the matter, turning eight times their normal weight. This alteration changes each
one solid into another solid, one liquid into another liquid and animals size category to the next largest, grants it a +8 size
a gas into a gas. Energy, such as fire, cannot be transformed bonus to Strength and a +4 size bonus to Constitution
185
(and thus an extra 2 hit points per HD) and imposes a A thin beam of violet radiance springs from your finger.
2 size penalty to Dexterity. The size change also affects the You must make a successful ranged touch attack to hit. Any
animals base damage. The animals space and reach change as creature struck by the ray takes 14d6 points of damage,
appropriate to the new size, but its speed does not change. recorded as wounds, plus 1d6 for every additional 3 hit points
invested in the spell. Any creature reduced to 0 or fewer hit
magic and miracles

The spell also grants each subject magical armour with points by this spell is entirely disintegrated, leaving behind
coverage +15 and DR of 4, and a +4 resistance bonus on only a trace of fine dust. A disintegrated creatures equipment
saving throws. If insufficient room is available for the desired is unaffected.
growth, the creature attains the maximum possible size and
may make a Strength check (using its increased Strength) to When used against an object, the ray simply disintegrates as
burst any enclosures in the process. If it fails, it is constrained much as one 10 foot cube of nonliving matter. Thus, the spell
without harm by the materials enclosing it the spell cannot disintegrates only part of any very large object or structure
be used to crush a creature by increasing its size. targeted. Manifest spiritual creatures struck by the ray are
instantly dispelled if they fail their saving throws.
All equipment worn or carried by an animal is similarly .
enlarged by the spell, though this change has no effect on the A creature or object that makes a successful Fortitude save is
magical properties of any such equipment. Any enlarged item partially affected, taking only 5d6 points of damage. If this
that leaves the enlarged creatures possession instantly returns damage reduces the creature or object to 0 or fewer hit points,
to its normal size. The spell gives no means of command or it is entirely disintegrated. Only the first creature or object
influence over the enlarged animals. struck can be affected; that is, the ray affects only one target
per casting.
Unmakings
Corrode Metal Dispel Manifestation
DC: Witchcraft 15, Hekau 15, Prayer 15
DC: Witchcraft 15, Hekau 15, Prayer 20
Cost To Cast: 10
Cost To Cast: 4
Base Duration: Permanent
Base Duration: Instantaneous
Casting Time: One full round
Casting Time: One standard action
Range: Touch
Range: Touch
Area Of Effect: One person
Target: One object
Saving Throw: Will negates (harmless)
Saving Throw: Fortitude negates
Save DC Modifier: +4
Save DC Modifier: +7
This effect undoes the work of Manifestation and Making
Any iron or iron alloy item you touch becomes instantaneously
effects, such as major creation. It causes any solid item
rusted, pitted and worthless, effectively destroyed. If the item
produced by such an effect to vanish before its duration
is so large that it cannot fit within a 3 foot radius, then a 3
expires. Dispel manifestation is also effective on Permanent
foot-radius volume of the metal is rusted and destroyed.
effects. The experience level of the person who created the
item plus their spellcasting ability score modifier (Charisma
You may employ corrode metal in combat with a successful melee
for witches, Intelligence for Hekau casters and Wisdom for
touch attack. Corrode metal used in this way instantaneously
those using Prayer) is added to the DC of the effect.
causes the condition of the armour worn by the target to drop
to the next level of repair through corrosion.
Shatter Object
Weapons in use by an opponent targeted by the spell are more DC: Witchcraft 25, Hekau 15, Prayer 25
difficult to grasp. You must succeed on a melee touch attack Cost To Cast: 4 per 10 lb. of target object weight
against the weapon. A metal weapon that is hit is destroyed. Base Duration: Instantaneous
Casting Time: One standard action
Note: Striking at an opponents weapon provokes an attack of Range: Close (25-ft. + 5-ft./2 levels)
opportunity. Also, you must touch the weapon and not the Target: One object
other way around. Saving Throw: Will negates
Save DC Modifier: +4
This spell targets a single, solid object of any material. Armour
Disintegrate Matter does not count as a single solid object but a shield does. The
DC: Witchcraft 40, Hekau 35
object is shattered into pieces.
Cost To Cast: 40
Base Duration: Instantaneous
Casting Time: One standard action Weaken Matter
Range: Medium (100-ft. + 10-ft./level) DC: Witchcraft 15, Hekau 10, Prayer 15
Effect: Ray Cost To Cast: 4
Saving Throw: Fortitude partial Base Duration: 1minute
Save DC Modifier: +8 Casting Time: One standard action
186
Range: Medium (100-ft. + 10-ft./level) that has a body and even then you can only raise them to a
Target: One object maximum of the number that you first took with you. On
Saving Throw: Fortitude negates returning to the body, you transfer all the hit points from your
Save DC Modifier: +1 spiritual body back into your physical body, to the limit of

magic and miracles


This effect reduces the strength of matter. When cast upon a that bodys maximum hit points. You cannot heal wounds by
nonliving object, it reduces the hardness (or DR) of that object this method.
by 1, making it easier to break. The spell may be cast upon
armour or shields, in which case it lowers their DR. Attended If your physical body is killed while you are journeying out of
objects (such as worn armour) use their bearers saving throw it, you remain a spiritual creature. You no longer have any way
to resist the spell. to restore the hit points of your spiritual body, unless you are
lucky enough to be properly mummified; see the Death and
Beyond chapter for details.
Loose the Ka / Project the
Spirit While you are out of your body, your body is not resting
This is a special magical effect available only to Witchcraft and and does not benefit from any natural healing. Furthermore,
Hekau casters. It takes an hour to prepare, after which you it begins to suffer if you are away from it for more than 24
may stay out of your body for as long as you like, though you hours. Every day that you are away from your body inflicts
risk starving to death if you do not return to your body and 1 point of Constitution damage upon it. Nothing can be
eat. The DC of the check is 20 with a one hit point cost if the done to prevent this damage. It will not begin to recover itself
check is failed. until your spirit is back in your body. It is possible that your
wandering spirit could be bound into an item by some angry
When you project your spirit, you must transfer a number of rival, which would cause your body to lie in a cataleptic trance
hit points into your spirit form (or ka if you are an Egyptian), until you wasted away.
which are deducted from your current hit points. These are
not recorded as wounds; they are a draining of vital energy, as
if you had cast a spell with them. You must invest at least one divine items
hit point in your spirit form and must leave at least one hit These are the items wielded by the Gods themselves,
point behind in your physical body. Put simply, you choose occasionally lent to deserving followers. The request item
how many of your hit points you want to take with you on magical effect above is the standard means of petitioning
your sojourn in the spirit realm. While you are out of the a deity to lend you one of his items. All divine items are
body, these spiritual hit points can be used for important indestructible and automatically succeed at any saving throw
activities such as becoming manifest, casting spells and taking they are required to make. They are immune to magic, though
possession of others. They are also your only way to endure they do not confer this immunity upon the wearer. A deity
attacks from other spiritual creatures. While out of the body, can always call one of his items back, irrespective of where it
you cannot use herbs or power amulets to fuel your spells. You is or who has it.
may however bring with you the spiritual equivalent of any
ordinary items that have been dedicated for use in the spirit If one divine object is employed against another, the defender
world by use of the Hekau skill. always wins the contest. For example, if the Spear of Ares were
smote against the Shield of Athena, the shield would suffer no
You can choose how many hit points you bring with you each damage, despite the swords ability to destroy shields with a
time you leave your body; you can choose a different sum on single blow.
every occasion but once you are out of the body, you cannot
then increase or decrease that figure. It is up to you to strike a If anyone other than the person who first requested the item
balance between strengthening your spiritual body and leaving or one worthy to bear it (see the effect description) ever picks
your physical body with enough vitality to see you through if the item up, moves it about or even touches it, two things may
you should have any trouble. Remember that as a spiritual happen. The deity may call the item back if it seems that it is
creature, you can be dispelled just like any wicked spirit or about to be used for a purpose of which the deity would not
undead monster, reducing your spirit bodys hit points to zero approve. This ends the request item effect. Alternatively, the
and catapulting you back into your physical body. If you have person handling the item may be dealt a blast of godly ire that
left that physical body with only a handful of hit points, then deals 3d6 fire damage to them (recorded as wounds, with no
you will be in a very sorry state indeed. saving throw) and continues to do so for every round that they
still hold the item.
If you use up hit points while travelling out of your body (such
as by becoming manifest or casting spells) or lose them (such Aphrodites Necklace
as from combat with spiritual creatures) then you cannot draw This stunning jewel is a single ruby in the shape of a star,
more from your physical body, nor can you draw any from from which drops of blood constantly fall and fade away. The
power amulets or herbs. You can only raise the hit points wearer may use the one thousand voices magical effect at will,
of your spirit body by casting drain life on a living creature up to three times a day. The necklace also confers a +5

187
enhancement bonus to the wearers Charisma ability score. Asclepius Staff
DC adjustment +8. The simple oaken staff of the God of healing draws its curative
power from him. When touched to a wound, whether grievous
Apollos Arrows or ordinary, it heals it immediately without any scarring. A
These arrows burn with the fire of the sun. They have a +3 touch of the staff will also restore blindness, hearing or loss of
magic and miracles

enhancement bonus to the attack and damage roll and deal speech, purge any poison or cure any disease. The staff may
an additional 2d6 fire damage when they strike a target. This be used to deliver 10 touches only before Asclepius recalls it.
damage is doubled against undead creatures. DC adjustment DC adjustment +10.
+5.
Athenas Helm
Apollos Lyre This is a Corinthian style helmet that confers powers of clear-
The lyre of the God of music is U-shaped in the classic Greek headedness and resolve upon the wearer. While the helm is
style, resonant with harmonies too perfect for any but the worn, the wearer is immune to all fear effects. No penalty
Gods. It adds a +5 competence bonus to any Perform check applies to Spot or Listen checks. DC adjustment +2.
that the wielder makes with it. DC adjustment +8.
Athenas Shield
Ares Spear This is an indestructible hoplon with an additional +1
This spear has a +5 enhancement bonus to attack and enhancement bonus to its Coverage rating. Unlike
damage rolls. It can also be thrown to any distance, ordinary shields, you may use the Shield of
irrespective of the Strength of the wielder, Athena to make Shield Defence checks
with a range increment of 100 feet. If you against magical rays. DC
can see a target, you can attempt to hit adjustment +2.
it. The spear returns to the wielders
hand on the round after it is thrown, Athenas Sword
whether it hit the target or not. DC This sword, called
adjustment +10. Harpe, seems to be made
of iron as bright as silver and excels at
Ares Armour severing heads. It was the sword given
The armour of the God of War is to Perseus, with which he severed the
a set of shaped bronze plate that hissing head of Medusa. Harpe is a kopis
automatically fits the (Greek sabre) with a +3 enhancement
wearer. It has infinite bonus to attack and damage rolls. Harpe
damage resistance. Any benefits from an additional +3 enhancement
attack that is blocked by bonus to attack and damage rolls when made in
the armour is completely the course of a decapitate attempt. DC adjustment +5.
absorbed, passing on no
damage to the wearer. DC adjustment +10. Demeters Horn
This is a cornucopia or horn of plenty, a twisted horn from
Artemis Arrows which fruits, grain and good food continually fall. The horn
The arrows of the Goddess Artemis gleam with a silvery light provides an unending supply of food, enough to feed up to
and strike with deadly accuracy. Each one has a +5 bonus to five hundred people per day. All creatures that feed from
attack and damage rolls. In addition, the arrows seem to know the horn benefit from double their usual healing rate. DC
where to strike on the targets body. Coverage checks from adjustment +4.
armour of any kind are made at a 5 penalty to the roll. When
this item is given to a petitioner, 3d4 arrows are provided. DC Dionysus Chalice
adjustment +3. This is a beautiful golden wine cup, carved with scenes of
frolicking fauns and nymphs and bedecked with grapes and
Artemis Hunting Horn vines. It is always brimful of wine and can never be emptied.
This is a small, pale horn fitted with cold silver. When the The presence of Dionyus Chalice can cause a whole army
wielder blows it and indicates a target, all attacks against that to become intoxicated in the course of a single night, as
target (from whatever source) are made at a +3 enhancement each warrior drinks his fill and passes the cup around. DC
bonus to attack and damage rolls until dawn the next day. The adjustment +1.
horn may only be blown once in any 24-hour period. DC
adjustment +2. Dionysus Thyrsus
This is a ceremonial spear rather like a rod with a pinecone on
the end. As a standard action, the wielder can designate one
target per round to be wreathed by vines and held immobile.

188
The creature can break free and move half its normal speed by Craft skill checks. When struck against a nonliving substance,
using a full-round action to make a DC 20 Strength check or it can (if the wielder chooses) shatter up to 10 cubic feet of
a DC 20 Escape Artist check. A creature that succeeds on a material per blow. DC adjustment +5.
Reflex save (DC 25) is not entangled. DC adjustment +6.

magic and miracles


Poseidons Trident
Hecates Cauldron This barnacle-crusted, seaweed-draped object seems almost
The steaming cauldron of Hecate is the nexus of all witchcraft. too old and corroded to be useful, as if it had lain for years
A witch who has Hecate as her deity may draw casting power at the bottom of the sea. In reality, it is much more potent.
from it just by standing within 10 feet of it. She can draw up In addition to having a +5 enhancement bonus to attack and
to 20 points of casting power from it per round, to fuel her damage rolls, it allows the bearer to summon a terrible sea-
spells. DC adjustment +10. beast or ketos (see the Bestiary) who obeys the wielder as best it
is able. The ketos will fight and endanger itself if necessary. It
Hecates Torch will remain on the surface for no more than 20 rounds before
This flaming torch burns with an uncanny blue light. No returning to the deep. The wielder cannot summon it again
spiritual or undead creatures may approach the wielder closer for 24 hours. If the ketos is killed, Poseidon will retrieve the
than 30 feet unless the wielder grants them express permission trident, unhappy that one of his creatures has been slain while
to do so. Those who are within the torchs radiance are under your command. DC adjustment +9.
immune to life drain effects and cannot be possessed by
spiritual creatures, though possessions currently ongoing are Zeus Thunderbolt
not ended thereby. DC adjustment +4. Thunderbolts ready to be thrown resemble jagged iron
lightning bolts, in the typical zap shape. They can be hurled
Heras Crown at any target that the wielder can see. The wielder makes a
The crown of mighty Hera places the wielder into a state of ranged attack to hit, with no range increment. A successful
divine sanctuary. While he or she wears it, he is immortal. strike inflicts 20d6 points of lightning damage, not recorded as
The wielder is immune to any effect that would lower or drain wounds. This consumes the thunderbolt. When this item is
hit points or cause any other kind of physical harm, including granted, Zeus gives the petitioner 2d4 thunderbolts to throw.
petrification. (No immunity is however conferred to mind- DC adjustment +8.
influencing effects.) This protection comes at a price. The
wearer may not cause physical harm to another while they
wear the crown, neither by weapons nor by magic. This
includes non-lethal damage and sleep effects. If they cause
even so much as a single point of damage to another being,
Hera will retrieve the crown. Players who try to cheat will find
that the Goddess is watching them and will not be fooled by
any attempt to bend the definition of harm. DC adjustment
+6.

Hermes Winged Sandals


These are ordinary sandals from which tiny white wings grow
at the ankle. The wearer can use them to fly at a speed of 100
feet with Good manoeuvrability. Despite their divine origin
they are vulnerable to water, which makes the wings soggy and
less useful. If the bearer is soaked, his flying speed drops to 50
feet. DC adjustment +2.

Hermes Cap Of Invisibility


The wearer of this cap becomes invisible for as long as he wears
it. Invisible characters benefit from total concealment if they
should be attacked. They gain a +2 bonus to the attack roll
when attacking those who cannot see them. The characters
gear and weapons also become invisible but anything he drops
or puts down becomes visible. DC adjustment +4.

Hephaestus Hammer
This gold-fitted hammer can be used in combat and has a +4
enhancement bonus to attack and damage rolls. It also guides
the hand of the craftsman, giving a +4 competence bonus to all

189
Timeline of the Ancient
World
The following section gives an indication of what the various different civilisations of the ancient world were doing at any given
time. As is readily apparent, each civilisation had its time of triumph, some reaching more than one peak of achievement.
timeline

2000 1200 BC
Date Egyptians Greeks Hittites
2000 Middle Kingdom. Peak of Hittites arrive in Asia Minor.
Egyptian civilisation.
1900 Knossos built in Minoan Crete.
1650 Hyskos invasions. The Hyskos, Trade between Minoan Crete &
a Caananite people, use the Egypt.
chariot, which the Egyptians
have not met before.
1600 Peak of Minoan civilization.
Trading domination.
1500 Minoan palaces destroyed, possibly
by volcanic activity. Some claim that
this is a source of the Atlantis myth.
Knossos rebuilt.
1590 Sacking of Babylon. Hittites use iron
weapons to achieve military domination.
1570 Egyptians learn use of chariots.
Hyskos driven from Egypt and
pursued into Canaan. New
Kingdom begins.
1550 Egyptians form allegiance with Peak of Mycenaean civilisation in Egypt initially allied with Hittites and
the powerful and unconquered mainland Greece. assists them in their assault on Aleppo.
Mitanni, who they call the Later Egyptian alliance with the Mitanni
Naharin. Egypt now has proves disastrous for Hittites. Their
holdings in much of Palestine civilisation loses much ground and declines
and Syria. severely.
1469 The Battle of Megiddo. Egypt
punishes the rebellious chief of
Kadesh and those kings who he
gathered under his banner.
1400 Mycenaean civilisation established
throughout Greece.
Knossos destroyed and not rebuilt
this time, ending the Minoan
civilization.
1379 Pharaoh Akhenaten institutes the
worship of the Sun Disk (Aten)
above all other Gods.
1368 Egypt is unable to prevent the Suppuiluliumas, king of the Hittites,
Mitanni from losing lands to pulls his nation back from obscurity, first
the Hittites and collapsing in fortifying the capital city of Hattusas, then
civil war. The Assyrians, former mounting attacks on the Mitanni. The
subjects of the Mitanni, become Mitanni are crushed, the Syrians become
an independent power. allies and Hittite rule extends as far south as
Damascus. Peak of Hittite civilization.

190
1368-1200 BC
Date Egyptians Assyrians Hittites
1368 Egypt is unable to prevent the The Assyrians form an alliance with Suppuiluliumas, king of the Hittites,
Mitanni from losing lands to the Mitanni, who have given up on pulls his nation back from obscurity, first
the Hittites and collapsing in Egyptian support. The two powers fortifying the capital city of Hattusas, then
civil war. The Assyrians, former turn on the Hittites, their common mounting attacks on the Mitanni. The
subjects of the Mitanni, become enemy. Mitanni are crushed, the Syrians become
an independent power. allies and Hittite rule extends as far south as

timeline
Damascus. Peak of Hittite civilization.
1327 Death of Tutankhamun. In an Peace overtures from the Egyptians cut
attempt to improve relations short by assassination.
with the Hittites, his widow
attempts to marry a Hittite
prince, who is assassinated before
the wedding can take place.
1307 Massive expansion of Assyrian
territory under King Tiglath-Pileser.
1275 Egypt attempts to take Syria, Battle of Kadesh (see Egyptians)
leading to the battle of Kadesh.
Egyptians under Rameses II
clash with Hittites on the plains
of Syria. The battle ends in a
draw. Relations with Hittites
improve steadily from this point
onward.
1200 Alliance with Hittites in the face Alliance with Egypt in the face of a
of Assyrian aggression. common Assyrian enemy. Fading of Hittite
power. Many other civilisations use iron
weapons.

1200-722 BC
Date Egyptians Greeks Assyrians Phoenicians
1200 Alliance with the Hittites. Repeated Raids against Egypt. Siege of
invasion by the Sea Peoples, which Troy. Barbarian invasions of
include warriors of Mycenaean Greece, Greece. Centres of population
beat down Egyptian strength. Hebrew destroyed. Mycenaean civilisation
slaves leave Egypt. fragments.
1000 Decline of Egyptian power. From Conquest of Syria Byblos, Tyre and
this point onward, Egypt is repeatedly and Babylon, shortly Sidon have golden
invaded, fought over and subjugated in followed by loss of age. Phoenicians
the name of one conqueror or another. same. masters of trade.
900 Incursions from Carthage founded.
horse-riding Aryans
prompt Assyrians to
develop cavalry.
800 Beginnings of Hellene civilisation. Fresh assaults against Trading colonies
Separate, fortified city-states Syrian and Jewish established
emerge, forming the polis system kingdoms.
that will last for centuries.
776 First Olympic Games.
729 Babylon seized.
722 Sparta now boasts the most Obliteration of
capable warriors of any city-state Israel. Deportation
in Greece, owing to its tough code of the ten tribes.
of living and mandatory military Peak of Assyrian
training. civilisation.

191
715-700 BC
Date Egyptians Greeks Assyrians Medes
715 Around this time, Greeks capture and Daiukku, first recorded king
settle territory in Asia Minor, forming the of the Medes, unites dozens
region known as Lydia. of tribal chiefs to fight
against the Assyrians.
700 Nile Delta Homer produces the Odyssey and the Egypt invaded. The
annexed by Iliad. The Hoplite becomes the standard Assyrian Empire is now
timeline

invading unit of defence for the polis or city-state, established as far as


Assyrians. meaning that those who can afford northern Egypt in the
the armour and weapons can become west and the Persian
important and influential citizens. Gulf in the East.

653-612 BC
Date Assyrians Medes
653 Unsuccessful Mede attack on Nineveh. Medes rally around Khshathrita, the son of Daikukku. While
King Sennacherib of Assyria is off fighting, the Medes mount an
attack on the Assyrian capital of Nineveh, in concert with their
Cimmerian allies and their Persian vassals. The attack fails.
652 The Scythians take advantage of the Medes recent military disasters
and invade.
631 The prophet Nahum foresees the fall of Nineveh Cyraxes, the new King of the Medes, slaughters the Scythian
and the destruction of the Assyrian Empire. chieftains as they lie drunk after a banquet. Free from Scythian
domination, the Medes begin to regain power.
625 Revolt in Babylon. Assyrian power begins to
crumble.
615 Medes capture the Assyrian cities of Arrapkha and Ashur. Nineveh
is surrounded.
612 Nineveh falls, assaulted by the Medes, who are Medes capture Nineveh, with Babylonian assistance.
assisted by the Babylonians. Assyrian empire
collapses and their territory is divided up between
the Medes and Babylonians.

550 525 BC
Date Greeks Persians
550 King Croesus comes to power in Lydia, in Asia Minor. Cyrus the Elder, originally a vassal king under the rule of
Croesus is a satrap under overall Persian command, allowed the Medes, consolidates his power, takes over the empire
to remain in power so long as deference is made to the of the Medes and combines the forces of the Medes and
Persian empire. Persians. He begins to take new territory, expanding the
Persian empire.
546 The Lydian empire has grown immensely rich and Persians conquer Lydia (see Greeks).
powerful. Croesus makes alliances with the Egyptians, the
Babylonians and most importantly the Spartans, who wished Cyrus uses local disaffection to his advantage in Babylon.
to defend Greek interests in Lydia. Although the Persians With the help of the Babylonian general Gobryas, Cyrus
are expanding relentlessly, King Croesus refuses to bow to takes the city of Uruk.
Persian authority any longer. Taking advice from the Oracle
at Delphi, he is told that a great nation will be destroyed if
he goes to war. Thinking this means the destruction of the
Persians, Croesus invades Persian territory, only to be roundly
defeated and cause the destruction of his own great nation.

192
539-525 BC
Date Egyptians Persians
539 With the help of Gobyras, Cyrus conquers Babylon itself and assumes the kingship. Gobyras is installed
as the local satrap in the new province of Babirush. Cyrus allows the Jewish people to return to their
homeland, taking with them the ritual items stolen from their temple by the Babylonians. The Jews call
him the Anointed of God.
538 Cyrus places his two sons in positions of command. Cambyses rules over Babylon, while Bardiya rules
over the provinces to the east.

timeline
529 Cyrus expands his nation east to the edge of India. A tremendous clash between the army of Cyrus and
that of Queen Tomyris of the Massagetae ends in the destruction of most of the Persian army. Cyrus
himself is killed.
525 Invasion of Cambyses has his brother Bardiya assassinated. Left with overall control of the Persian Empire, he
Egypt. Greek chooses to invade Egypt. A general who defected from the Greek army is able to get Cambyses the
mercenaries logistic help he needs to cross the desert and reach Egypt. This help comes from Bedouin people. In
help with the the resulting battle, Greek mercenaries fight on both the Persian and Egyptian sides. The Egyptians are
defence, but to defeated and retreat to Memphis.
no avail. The
Cambyses forces successfully invade Memphis and Egypt falls to the Persians. Cambyses then tries to
Persians take
use Egypt as a staging platform to mount an assault on Carthage, but his Phoenician allies naturally
Egypt.
refuse to fight against their own city.
522 A man claiming to be Bardiya, the assassinated brother of Cambyses, arises back in Persia and attempts
to take over the kingship. Cambyses heads back home but dies on the journey. The prince and
governor Darius, who distinguished himself in the war against Egypt, took the initiative and killed the
false Bardiya within two months. The insurrections and revolts took another two years to suppress fully.
519 Darius crosses the Caspian Sea and invades the Scythian territories.

499-350 BC
Date Greeks Persians
499 Aristagoras, a tyrant governing one of the cities of Lydia who was placed into power
by the Persians, rebels against them. He travels to the Greek mainland for support
in his stand against Persia. Initially he approaches the Spartans, hoping that they will
lend him military strength, but they are not interested.
498 Aristagoras approaches the Athenians. They agree to provide him with twenty ships. Rebellion in Lydia, aided by
The resulting expedition conquers and burns Sardis, the capital of Lydia; all other Athens.
Greek cities in the region join the revolt against Persia. Rather than carry on the
military effort, the Athenians go home.
495 Persian response to the Greek revolt brings the rebellious cities back under control. Control restored in Lydia.
Those cities that had previously been allowed autonomy are now governed by Persia. Persians furious with Athenians
for assisting in the revolt.
They are assisted and advised
by Hippias, a former ruler of
Athens, now deposed.
492 War is initiated between Athens and Persia. First Persian expeditionary force
heads to Greece but is lost when
the ships are wrecked in a storm.
490 Darius of Persia sends envoys to the various Greek mainland cities. These envoys Persia mounts a second
make the traditional demand of the earth and water of submission from the Greeks. expedition against Athens.
The Spartans respond by throwing the envoys down a well, where there is plenty of They are defeated at Marathon.
earth and water. Although the Athenians see this
as a triumph, to the Persians it is
A Persian expeditionary force heads to Greece, landing at the bay of Marathon, some
little more than an annoyance;
five miles from Athens. The Athenians benefit from the advice of Mitilades, a former
such is the size of their
soldier in the Persian army who knows the Persians tactics. The Athenians find
empire. They do not retaliate
the entire Plataian army has arrived to help them, a deed of bravery that they never
immediately.
forget. The Spartans do not arrive until the battle is over.
Darius the Great is defeated at the battle of Marathon. The Athenians see this as
their hour of greatest glory.

193
486-481 BC
Date Egyptians Greeks Persians
486 Darius campaign against the
Greeks needs funding, which is
taken straight out of Egyptian
money. Incensed at the heavy
taxes imposed upon them, the
Egyptians revolt against their
timeline

Persian occupiers.
485 Xerxes puts down the Egyptian While most Athenians celebrate and Following the death of Darius, King
revolt with force. In the years to congratulate themselves following Xerxes comes to power. He still takes no
come, the Egyptians are severely their victory against the Persians, action against Athens. He concentrates on
oppressed. the politician Themistocles warns stabilising Egypt.
that the Persians will be back. He
convinces the Athenians to sink
the profits from a newly discovered
silver mine into a mighty ship
building effort.
482 There is a revolt in Babylon and the
Persian satrap is killed. Xerxes puts a
stop to the revolt with his usual decisive
force, tearing down the fortifications of
Babylon, destroying the temples and even
going so far as to melt down the huge gold
statue of Marduk the Lawgiver. The name
Babylonian is banned and the people are
called Chaldeans from this point onwards.
481 The Athenian fleet that Xerxes finally decides to punish the
Themistocles urged them to build Athenians properly this time. He gathers
now numbers two hundred ships. a force of 150,000 men and 600 ships,
intending to conquer not only Athens but
all of Greece. Phoenician and Egyptian
ships contribute to the Persian navy.

480-479 BC
Date Greeks and Persians
480 Xerxes of Persia gathers his vast armada of ships laden with warriors at the Hellespont, the long and narrow sea that
(early) separates Asia Minor from Europe. The majority of Greeks abandon all hope of prevailing against Xerxes and are not
willing to fight. Of the hundred city-states in Greece, only 31 are willing to make a stand against the Persians. Sparta,
Corinth and Athens are in charge of the Greek side, called the Greek League. Sparta, with its military prowess, is
placed in charge of all land and sea operations.
The Persian army consists of warriors from 46 different nations and includes an elite force of the so-called ten thousand
immortals. These were the cream of the Persian and Medean soldiery and were given the privilege of bringing along
their servants and concubines on the campaign. A group of three Greek spies is caught and allowed to return to Greece
and make their report, just so that the Greeks will understand what they are up against.
Themistocles of Athens understands that the Persians are completely dependent upon their fleet for continued supplies
and communications and reasons that the destruction of the Persian ships is the only thing that will give the Greeks a
chance. He keeps the Athenian ships safely at harbour, while storms in the Agaean wreck several of Xerxes ships.

194
480 The Persian invaders encounter unexpected resistance at the Thermopylae pass, when they meet a defending Spartan
(mid) force that absolutely refuses to give up. A force of 5,000 Greeks, spearheaded by only 300 Spartans, commanded by
King Leonidas inflicts a huge number of casualties on the Persian army, the Spartans fighting, literally, to the last man.
The event is commemorated in later years; a stone tablet is erected that simply reads Tell them in Sparta that we obeyed
our orders. After passing through Thermopylae, the Persian army takes the Greek city of Thebes, whose occupants (in
stark contrast to the Spartans) surrender without a fight. The Persians go on to sack Athens, burning the Acropolis, but
the Athenians have already retreated to the city of Salamis on an island west of Athens.
At the Battle of Salamis, the Greek navy meets the Persian. The Greeks use their boats as fighting platforms, attacking

timeline
the Persian ships in hand-to-hand combat; this tactic has not been used before and it is devastatingly effective. The
Persians lose 200 ships, the Greeks only 40. Xerxes has the Phoenician ship captains executed, which results in both the
Phoenicians and the Egyptians heading back home.
Xerxes then returns to the city of Sardis, leaving the general Mardonius in charge of the army.
479 On the orders of Xerxes, Mardonius of Persia spends the winter in Greece with his army. However, on attempting to
resume the Persian campaign of conquest in warmer months, he encounters the largest Greek army yet assembled, at
Plataea. It turns out that both the Greeks and the Persians have been given prophecies that victory will be theirs, so long
as they remain on the defensive. Mardonius scorns this and attacks instead. The Greeks, who would probably not have
fought (and might well have dissolved their coalition) had the Persians not made the first move, are forced to fight.
The Greek army, led by the Spartan King Pausanias, is victorious and Mardonius is killed. The Persians withdraw their
forces.

478 413 BC
Date Greeks (Athenians and Spartans)
478 In the aftermath of the Persian Wars, the Greek city-states look for leadership. Although Sparta has done most to secure
victory on land, the Greeks look to Athens and her powerful navy to take overall command. The Greek cities in Asia
Minor are especially nervous, as they are right on Persias doorstep and fear retribution. The land-locked military of Sparta
cannot help them, but the mobile Athenian fleet can.
Following a summit meeting on the island of Delos, Athens and other Greek city-states form the Delian League, held fast
by the threat of a possible return by the Persians. This alarms the Spartans, who see Athens becoming much too powerful.
Xerxes of Persia tries to win the Greeks around with bribery and diplomacy instead of military force.
477 The Delian League makes repeated attacks upon Persian holdings, liberating the Greek cities in Asia Minor that had
previously been under Persian rule. In 476, the League attacks Thrace, reducing the Persian presence in Europe to the
single city of Doriscus.
Cities that the League liberates are required to join the League, sometimes against their will; the League demands that
cities join or be destroyed. A decisive victory against Persia finally comes in 467 BC. Shortly after, in 465 BC, the Persian
leader Xerxes is assassinated, succeeded by his son Ataxerxes.
The more powerful the Delian League becomes, the more power Athens gains as leader of the League. As the League
demands tax payments from member cities in order to maintain the fleet, Athens becomes immensely wealthy.
Eventually, a small island city called Thrasos decides that it has had enough of the League and rebels. The rebellion is
swiftly crushed but the example has been set.
461 Pericles takes control in Athens. Immediate alliances made with other Greek city-states make the Spartans very wary,
especially the Athenian alliance with the Megarans, who just happen to be directly in between Sparta and Athens, thus
forming a convenient buffer state and preventing Sparta from reaching Athens in the event of conflict. The Spartans
decide that enough is enough and declare war against Athens. This is known as the First Peloponessian War.
460 Athens is still pursuing its campaign against Persia as well as the war with the Spartans. Inaros of Egypt expels the Persian
tax collectors and asks for help from Athens against the Persians. The Egyptian satrap is killed and most of Memphis is
taken.
Athens makes a disastrous attack against Persian-occupied Egypt, resulting in the decimation of the fleet. This blow to
Athenian power inspires several members of the Delian League to revolution. Shaken by their defeat in Egypt and the
shrinking of the League, the Athenians call a truce with Sparta.
449 Athens makes peace with the Persians. Persia recognises the autonomy of the free Greek cities in Asia, while Athens agrees
not to try to liberate any more, so long as the Persians do not exact too much tribute. The Athenians also agree not to
support any more Egyptian revolts.

195
445 Several important city-states revolt from the Delian League, including Megarea, the tactically vital buffer state between
Athens and Sparta. This leaves Athens exposed to direct Spartan attack. In a bid to avert all-out war, Pericles of Athens
makes a thirty-year peace treaty with the Spartans. This results in a mutually satisfactory situation. The mainland city-
states are independent of Athens, while Sparta recognises the extensive Athenian Empire as legitimate.
With Sparta placated for the moment, Athens turns its eye to Persia once again. They begin moves against the Persian
empire by accepting a large present of gold and grain from Psamtik, a rebel against Persian rule in Libya. Athens
establishes tribute districts in regions close to Persian control.

441-413 BC
timeline

Date Athenians, Spartans and Persians


441 In a tit-for-tat conflict, the peace treaty between Athens and Persia is broken. Persia takes the island of Miletus, while Athens
captures Samos after Phonecian ships fail to put up a defence.
433 Persia sends the fabulously beautiful courtesan Thargelia and her retinue to Athens, in order to extract information from
lustful Athenian statesmen. This is an excellent example of the role of the courtesan in ancient politics.
431 The power of Athens, which continues to receive taxes from all members of the Delian League, has grown even further.
Unwilling to let this happen, Sparta breaks the thirty-year peace treaty and the Peloponessian War between Athens and
Sparta is declared. Sparta immediately burns Athenian crops, hoping to starve the Athenians into submission.
424 Artaxerxes of Persia and his queen die on the same day.
Xerxes II succeeds to the throne, but is assassinated after only a month and a half. His assassin, Secydianus, is another son of
Ataxerxes, fathered on a Babylonian concubine. Yet another son of Ataxerxes, fathered on a different Babylonian concubine,
soon deposes Secydianus; this new ruler calls himself Darius II and immediately reinstates the peace treaty with Athens that
was broken in 441.
421 After ten years of fruitless conflict and heavy losses on both sides, the war between Athens and Sparta is called off and a new
fifty-year peace treaty agreed. Nicias, the Athenian politcian and military commander, engineers this.
415 Alicibades, a rival of Nicias in the Athenian Democratic Assembly, persuades Athens to go to war once again. This is a
display of the power of the Rhetoric skill to change the minds of a multitude. Alicibades argues that the Athenians should
attack some Greek city-states on the island of Sicily and forcibly incorporate them into the Athenian Empire. The Athenians
agree.
413 The Athenian attack on Sicily is an unmitigated disaster. The army is defeated and the a large part of the fleet destroyed.
Athens is thus left virtually without any kind of military strength but most importantly without a strong navy.

414-350 BC
Date Greeks Persians
413 With Athens severely weakened after the The satrap of Sardis rebels against Persian authority, is compelled to
disastrous attempt to invade Sicily, Sparta seizes surrender and subsequently executed.
the opportunity to attack once again. This time,
Darius II finds that his own son has rebelled against him, with help from
they have the Persians on their side, following yet
the Athenians. This moves him to ally with the Spartans against Athens.
more Athenian meddling in Persian affairs (see
A treaty between Persia and Sparta is signed.
Persians).
Persians join the Spartans in attacking the Athenians, thus taking a
measure of revenge for the defeats inflicted upon them in earlier years.
411 The Spartan politicians find fault with a second The Medes and the Egyptians both try to revolt. A eunuch in the court
Persian treaty. It requires them to recognise land of Darius II tries to set himself up as King but is unsuccessful.
that had once belonged to an ancestor of Darius
II as belonging to the Persians. The Spartans
refuse to accept this and the Persian general
Tissaphernes, who has been brokering the treaties
between Sparta and Persia, storms out of the
assembly in a fury.
409 Athens mounts an invasion of Asia and burns the Cyrus, a 16 year old son of the Persian queen, is appointed commander
stores of grain in Lydia. of the Persian forces in Asia Minor. He finally begins to pay the
Spartans the funding for ships that Persia promised in an earlier treaty.
Before he does this, he keeps the Spartan general Callicratidas waiting
for two days, while he goes on a drinking binge. This does not endear
Cyrus to the Spartans.

196
405 All the remaining ships of the Athenian navy are
destroyed in a surprise attack.

404-403 BC
Date Egyptians Greeks Persians
404 Egyptians revolt, With financial help from Persia, the Spartans are able to win the Darius II dies. Artaxerxes II
regaining their battle of Aegospotami, which cuts off the Athenian supply of succeeds to the Persian throne.
independence. grain. His brother Cyrus is caught

timeline
planning to assassinate him
Facing inevitable defeat and starvation, the Athenians surrender
and take the throne for himself.
to the Spartans. The Spartans destroy the walls of Athens and
His mothers influence saves
install their own government, which they call the Thirty Tyrants.
him from execution; Cyrus is
Athens is barred from ever having a navy again. This surrender
very much her favourite.
marks the end of the Classical period of Greek history.
403 Spartans assist Cyrus in attempting to claim the throne of Persia. With help from the Spartans,
Cyrus makes a bid for power
against his brother Artaxerxes
II. In the ensuing battle, Cyrus
is killed. The Greeks escape.

395-378 BC
Date Greeks
395 Yet another war between the Greek city-states begins, the Corinthian War, in which Athens, Corinth and Argos stand
against Sparta. Athens refortifies the city and rebuilds its navy.
387 The Corinthian War ends, with a peace treaty arranged by the Persian ruler. Sparta is placed in overall control of Greece.
378 Athens forms the Second Athenian Confederation, composed of city-states in the Agaean Sea, in order to keep the Spartans
from gaining territory there.

371 BC
Date Greeks Persians
371 The Spartan King, Agesilaus, captures Thebes without provocation, then The Persian satrap Pharnabarzus
turns toward Athens. The Athenians ally with the Thebans. The Spartans assembles a vast invasion force,
are defeated at the battle of Leuctra, breaking up the Spartan hegemony. The including 12,000 Greek mercenaries,
Second Athenian Confederation also begins to collapse, as the reason for its to invade Egypt and bring it under
existence (the Spartan threat) is gone and nobody in the Confederation wants to Persian rule again.
pay tribute money to Athens for protection that is not needed.
The army fails to take Memphis and
The Thebans are now in overall charge and the so-called Theban Hegemony has to retreat back into Asia as the
begins. The political map of Greece is redrawn, giving Sparta far less territory waters of the flooding Nile beat them
and (in a radical move) setting free their Helot slaves and allowing them an back.
independent state of their own.

362-343 BC
Date Egypt Greeks Persians
362 King Djedhor of Egypt takes Theban control provokes dissatisfaction
advantage of Persian satrap and the Thebans are defeated, though
revolts in Syria to invade their influence remains. Athenian power
Palestine and Phoenecia, with persists through the Second Athenian
aid from both Spartan and Confederation.
Athenian factions. Unrest
at home forces Djedhor to
abandon his plans of conquest
and return home.

197
361 On his way back to Egypt, 359 BC: Philip is crowned King in Artaxerxes II dies of grief, following the
to Djedhor is captured by Macedonia, a kingdom in Northern Greece death of several members of his family in
355 a Persian prince, Ochus. that will prove significant in coming intrigues. The prince Ochus renames himself
Following negotiations, years. His first act is to pacify the tribes Artaxerxes III and sets about killing off any
Djedhor agrees to act as a to the north; his second is to capture gold members of his family who oppose him.
vassal king for Persia but he and silver mines and prepare for a major
dies. His nephew Nekht-har- campaign of conquest.
hebi rules in Egypt.
355 BC: Athens finally abandons the Second
Athenian Confederation, leaving Greece
timeline

once more as a group of independent city-


states without allegiances with one another.
349 Philip of Macedonia begins his invasion of Artaxerxes III spends a year in an
Greece. unsusccessful attempt to retake Egypt.
Abortive Assyrian attempt to re-establish an
independent state is crushed by the Persians.
343 Egypt finally falls to Persian Ten thousand Greek mercenaries help Persia Artaxerxes III, having destroyed Sidon on
to reinvasion. Nekht-har-hebi to recapture Egypt. his way, reduced Egypt by bloody conquest
337 retreats to Ethiopia, where he before centralising and strengthening the
continues to claim he is ruler Persian Empire. One of his ministers, finally
of Egypt. poisoned the king and placed Artaxerxes
son, Arses, on the throne in 338. He in turn
was later deposed in 336 in favour of Darius
III.

338 323 BC
Date Greeks
338 Philip of Macedonia conquers Athens and its allies, in a battle in which his son Alexander leads a crucial cavalry charge.
With this decisive victory, he now controls most of the city-states of mainland Greece, with the exception of Sparta. He
creates the Federal League of Corinth, which is essentially a combination of sundry city-states into a Greek kingdom with
Philip at its head.
337 Philip announces that Greece will invade Persia and take revenge for the wars.
336 On the brink of Philips invasion of Persia, he is assassinated. His son Alexander immediately steps into his place.
334 With no funding, no ships and relatively few troops, Alexander sets out to conquer Persia. His strategy is to strike at easy
targets first to garner supplies, then cut off the possibility of naval reinforcements by taking the port cities, finally moving
inland to the enemy strongholds. Alexanders willingness to lead from the front, throwing himself into the fray alongside his
men, earns him the respect of his troops. He quickly overruns Asia Minor.
333 With the coastal cities safely taken, Alexander moves on into Syria. At the city of Issus, he encounters the Persian army
under the command of Darius himself. In the ensuing battle, another spectacular cavalry charge from Alexander sunders the
enemy ranks. The Persians retreat eastwards into Mesopotamia, leaving Alexander to continue south without opposition.
He conquers cities as he goes, with Jerusalem welcoming him as a liberator. The coastal Phoenician city of Tyre falls to him,
causing consternation in Persia, as it is their main sea port and vital for their naval operations.
Alexander conquers Egypt with little resistance. The native Egyptians hail his coming, crown him king and proclaim him
the son of Ra, as they used to do with their own Pharaohs.
331 Darius of Persia recognises that Alexander is not going to be stopped and decides to cut his losses before the situation
becomes unmanageable. He sends an offer to Alexander, proposing that Alexander should be given all Persian territory west
of the Euphrates river, while Persia keeps the northern territory. In return, Alexander is to cease all hostilities.
Alexander does not agree to this. He crosses the Euphrates and heads right into the heart of Mesopotamia. Darius and his
army make a stand at Nineveh, the old Assyrian capital. Despite having the advantage of numbers, the Persians are scattered.
Darius flees with them.
330 Alexander enters the city of Babylon and claims the treasury, which is filled with the wealth garnered from decades of tribute.
The Persian nobles decide that Darius is no longer fit to lead them. Darius brother Bessus kills Darius and leaves his body
where Alexander can discover it, in the hope that this will placate Alexander. It does not; Alexander presses on, catches
Bessus and the other Persian nobles and slaughters all of them. This marks the demise of the Persian empire.
327 Alexander simply keeps on going, pushing eastward through Scythia and on to India and Pakistan. However, his army
becomes weary and he is forced to return to Babylon.
323 Alexander, now an incarnate God in his own eyes, dies of a fever following one of his characteristic bouts of drinking. There
is some speculation that he was poisoned with hellebore as part of a conspiracy. With the death of Alexander, the time
period covered by OGL Ancients comes to a close.
198
Religions and religion in a
historical game
Philosophies
Playing a character is not a simple matter of doing anything
If you are playing OGL Ancients in the historical setting as
opposed to the mythical, you can proceed as if the Gods were
not real. You do not apply divine favour or disfavour, though
you feel like. What your character is like on the inside is up the role of the Gods as determinants of a characters moral
to you; you can play a virtuous warrior or a greedy, corrupt conduct still remains. Whether the Gods were real or not,
priest if you choose. There is, however, a limit on what your

religion
people still believed in them and judged their actions by their
character may do with impunity. Characters are bound by standards.
codes of behaviour and transgression from this can land them
in serious trouble. So long as you stay on your deitys good A character who goes against the code of action laid down
side, you will receive blessings and prosperity; transgress the for him by the faith to which they subscribe should suffer a
deitys strict code and you can expect trouble. The image of penalty to experience points for that session. A 10% penalty
a lightning bolt striking a wrongdoer comes from Zeus, the is appropriate.
ruler of the Greek Gods and his habit of blasting those whose
sins were especially horrendous.
changing your
Characters in the world of OGL Ancients derive the greater
part of their moral codes from their religion. There are very deity
few people who do not participate in the religion of their You can change your deity if you choose. Embracing a
civilization. Greek and Egyptian religion is pantheistic, new religion is sometimes appropriate for a character. A
meaning that there are multiple Gods and Goddesses. In noblewoman driven from her home and living in the
addition to paying respects to the main deities of the wilderness might turn from the worship of Hera to that of
pantheon, every character has a patron deity who determines Artemis or Hecate; a thief who gained military rank could
that characters idea of right and wrong. Your patron deity also reject Hermes in favour of Ares. However, the Gods do
watches over you, takes an interest in your welfare and may not look favourably upon those who have fickle faith. You
even answer your prayers, so long as you have faithfully kept automatically gain the disfavour of the deity you used to
to that deitys code. If you offend, the deity will expect you to worship. If you were already in disfavour or you were beloved,
make formal atonement. then you automatically become hated. The Gods are proud
and do not forgive the mortals who reject their love.
There are no absolutes of good and evil, nor of law and chaos,
in the system; there is no alignment. What is right and
proper for one deity may be abhorrent to another. Athena codes of the deities
despises lies, whereas Hermes admires them if they are done This section explains the codes by which a follower of a given
well, being something of a silver-tongued entity himself. Hera deity is expected to live. Rather than give a full and detailed
prizes fidelity, whereas Zeus himself often fails to practice it account of the religions, each deity has three keywords,
and is given a celestial browbeating when he is found out. indicating the concepts that the followers revere. From these,
any player will be able to work out his characters attitude in
Although the pantheons are all, so to speak, on the same side, a given situation. There follows a summary of the particular
clashes of interest between their followers are inevitable; even moral stance taken by the deitys followers, concluding with
the Gods themselves have their disputes. The myths often tell a description of Virtues and Sins, indicating which actions
of times when Zeus and Hera were at odds, setting all Olympus are praised by the deity and which are punished. The Games
in an uproar. Nonetheless, any Greek character is expected to Master taking the part of a God, can refer to this to find out
honour all the principal Olympian deities and any Egyptian when a characters actions should incur the favour or disfavour
character is expected to honour Ra and the other deities of that of a deity.
pantheon. In terms of personal conduct, this equates to the
character being generally law-abiding and honourable. Virtues: The section describing Virtues is given primarily as
a role-playing aid, so that players know what their characters
Some characters may wish to worship deities that are not part values are likely to be. When a character commits a virtuous
of the main pantheon or who would be considered evil by act as defined by his deity, there is not necessarily any reward
normal standards. This is appropriate and allowed. Such for it; it is, after all, what is expected of him. To get a reward of
deities as Set, Apophis, Typhon and Eris are all antisocial and any kind from the deity, you must perform dedicated acts (see
their followers suffer no penalty for acts that most other deities below) and not just virtuous ones. However, when a character
would consider abhorrent. goes out of his way to do a virtuous thing at risk to himself, he
should receive a single Divine Point (up to his maximum) in
recognition of this.

199
For example, a worshipper of Ares who stands his ground doubtless be endless feuds between the cults of the different
against three opponents so that his comrades can escape is deities, as each struggles to put its own ideology into practice
clearly being courageous at great personal risk, so he should at the expense of the others.
receive a Divine Point. By contrast, a worshipper of Hera who
gives a handful of copper coins to beggars when she has a purse Each entry gives a list of the kind of people who is most likely
full of gold is being generous at no personal risk, so she should to take the deity as a personal patron. This list is not at all
not receive anything. exclusive; you do not have to be on it in order to worship
the deity. Artemis, for example, is worshipped by tens of
Sins: Sins are another matter. A character that commits thousands of ordinary working people, simply because she is
religion

a sin (by the standards of his deity) risks earning his deitys the most prominent deity in their area. Her worship is not
disfavour. If the characters deity is omniscient, he has no restricted to hunters or dedicated virgins; they are just more
chance to avoid this. Most of the Gods are, however, not likely to take her as their Goddess in preference to others.
omniscient and do not always notice when sins are committed.
Whenever any character acts contrary to his deitys code and Common Factors: Every one of the twelve Olympian deities
commits a sin, the Games Master secretly rolls 1d20 plus the considers breach of a solemn oath to be a sin, so this is not
characters experience level. detailed in their description. Of them all, only Hermes is
likely to be at all flexible, helping his followers to twist the
If the result is 10 or greater, the deity notices the sin as it is meaning of their words so that they can truthfully claim not
committed; the character gains the disfavour of his deity and to have broken the letter of an oath, even if they have clearly
may not spend Divine Points until the sin is atoned for (see broken it in spirit.
Atonement). If the result is 20 or greater, the deity is angered
by the sin; the character gains the deitys disfavour and loses
one base Divine Point. If he is of 10th level or higher, he is the greek
also punished with the deitys wrath. (See the Magic chapter.)
Otherwise, the sin passes unnoticed and the character is none pantheon
the worse for it. This section is not exhaustive. Only the major Olympian
deities are described, along with Hecate, as these are the
Deities in the ancient world have lives of their own, resulting likeliest to be worshipped by the players. There are many
in mortals on earth sometimes being able to get away with additional deities but these are not significant enough to have
crimes that would otherwise be punished. The self-evident a cult of their own, though they may be propitiated where
failure of the Gods to avenge every infraction is explained appropriate.
by this habit of theirs. It is quite possible that Dionysus, for
example, is so busy chasing a nymph in an Arcadian grove that Aphrodite
he simply fails to notice the angry mortal cursing all the Gods The followers of the Goddess of beauty and love are usually
because his house has burned down unexpectedly. women, though her cult does attract those men whose
interests and behaviour involve charm, seduction and
The more renown a character has, the more likely it is that the glamour. Those who work in the vice business at whatever
Gods will watch and take note of his conduct, which is why it level or who manufacture or sell such items as scented oil,
is harder for a high-level character to misbehave with impunity perfumes, cosmetics, hairpieces or jewellery (all vast industries
than a low-level one. A king or hero is thus more likely to be in the ancient world) are likely to revere Aphrodite.
punished for his sins than a mere peasant, because kings and
heroes are supposed to be examples for others. Nonetheless, Keywords: The keywords of Aphrodites devotees are glamour,
even heroes sometimes commit sins and get away with it. The desire and beauty.
eyes and ears of the Gods are sharp indeed, but they do not
notice every single thing that happens upon Earth. Only the Cult: Whether or not a worshipper of Aphrodite is female,
omniscient Gods, such as Zeus or Ptah, notice and punish they tend to have a classically female attitude to battle and
every sin. violence; they prefer to avoid it altogether. Aphrodites cultists
use charm, persuasion, seduction and glamorous wiles to make
Remember that while the deitys code is only binding upon their conquests. They do not like to fight openly and rely on
those who follow the deity, followers of the deity will want others to provide them with protection.
to put their standards into practice whenever they can. For
example, followers of Ares despise all cowardice, not just that The temples of Aphrodite range from celebrations of beauty
which arises amongst their own numbers. In the ancient to little better than bawdy houses. Sacred prostitution is one
world, there is none of the tolerance between religions that of Aphrodites interests. As the Goddess of love, members of
we find today. The supporters of a deity are as fervent as the what is called the oldest profession, who depend on attraction
supporters of a modern sports team. If it were not for the and inflamed desire in order to make a living, most especially
Olympian deities being on the same side, so to speak (the worship her. There is no shame attached to being a temple
same goes for the Egyptian pantheon) then there would prostitute in the ancient world; it is seen as a means of serving

200
the Goddess and expressing her indiscriminate love for all Virtues: Health, persistence, grace, self-esteem, courtesy,
creation. winning, honesty, showing respect to those worthy of it.

Virtues: Courtesy, cleanliness, shrewdness, honouring beauty, Sins: Allowing the body to become contaminated, cheating,
protecting beautiful things from destruction, kindness to telling lies, letting another cheat you and get away with it,
animals (not including due sacrifice, of course), achievement letting offences go unpunished, tolerating insults made against
of power. you or against Apollo, being ruled by your passions.

Sins: Cruelty, violence (except in self-defence, the defence of Disfavour: Active Defence or Shield Defence checks to dodge

religion
others or taking revenge), negligence of religious duty, failure or ward off arrows.
to bathe, defilement of beautiful things, bullying those weaker
than yourself. Dedicated Acts: Winning contests, feats of athletics, feats
of marksmanship, impressing audiences with a performance,
Disfavour: Checks to oppose Charisma-based skill checks avenging insults at great risk to yourself.
made by women.
Favoured Checks: Ranged attack rolls when using a bow,
Dedicated Acts: Acts of seduction, creation of beautiful Grapple attack rolls and checks, Concentration skill checks,
objects, winning contests of beauty, acquisition of precious Perform skill checks when using a musical instrument,
jewels and ornaments (for oneself or for the temple of Fortitude saving throws made to avoid fatigue when running
Aphrodite), glorification of the cult of Aphrodite with for a long time, Climb skill checks.
paintings (or statuary or similar objects) that you make
yourself
Asclepius
The God of healing is only worshipped by those who are
Favoured Checks: Disguise skill checks, Bluff skill checks,
themselves healers. Others pay tribute to him and offer
Gather Information skill checks, Presence skill checks,
grateful sacrifice once they have been restored to health, but
Charisma checks to change anothers attitude, other peoples
they do not venerate him on a permanent basis.
Will saving throws (negative). The followers of Aphrodite
may call upon the Goddess to sap the willpower of another
Keywords: The keywords of the cult of Asclepius are healing,
person, as she has the ability to break the wills of others; she
medicine and fire.
is the only one of the twelve Olympians to have a negative
favoured check.
Cult: The cult of Asclepius is unusual in that it is both a
religion and a system of therapeutics. Those who follow the
Apollo God have an obligation to provide healing to those who ask
Golden Apollo is the deity of choice for musicians, for it, though it is a grave dishonour for those who have been
philosophers and athletes. Those who seek perfection of made well to fail to give a donation. A sacrifice is essential
mind and body alike revere him. He is not an easy deity to if there is to be any healing at all. There is always a sacred
follow, as he insists upon high standards from his devotees; fountain at a sanctuary of Asclepius, into which the patient is
neglecting your physical health or mental rigour will earn expected to throw gold once he has made a full recovery.
you his contempt. As he sets such emphasis upon excellence
and winning, he is often the God of those who engage in The secrets of physical healing are handed down from father
competitions, such as sports and contests. Poets look to him to son at the sanctuaries of Asclepius (only very late in the
for inspiration, as he is the God whose companions are the classical era did the sanctuaries allow outsiders to learn the
creative Muses. As the God of marine voyages and navigation, medical arts); these sanctuaries are also sanatoriums in which
he receives honour from sailors and merchants. the sick are nursed back to health.

Keywords: The keywords of the cult of Apollo are discipline, Virtues: Giving healing to those who need it, generosity,
excellence, manhood and harmony. brevity in speech, compassion, expanding knowledge.

Cult: The followers of Apollo are as proud and haughty Sins: Harming a serpent (the sacred beast of Asclepius),
as their deity. They tolerate no insult to him or to them. killing or causing a wound except in self-defence, ending the
He is very much a mans God and in many respects, the life of an innocent, using medical training for personal profit.
bodybuilders of the modern-day world resemble the cult of
Apollo in the ancient time. To follow Apollo is to accept the Disfavour: Fortitude saving throws to avoid the effects of
burden of being as perfect as you possibly can in all respects. disease.
Those of more earthly or relaxed faiths often see this path as
arrogant and domineering. The cults of Dionysus and Hermes Dedicated Acts: Saving multiple lives (such as in the event of a
in particular are likely to smirk at those who revere Apollo and plague outbreak), curing important or noble persons, bringing
try to emulate his physical perfection.
201
a person back to full health from the point of death, restoring Disfavour: Will saving throws to avoid fear effects.
health to multiple warriors wounded on the battlefield.
Dedicated Acts: Besting a single powerful opponent in
Favoured Checks: Heal, Medicine, Rhetoric, Solve combat, destroying a set number of foes (such as swearing
Conundrum skill checks and Fortitude saving throws. to take ten enemy chariots), capturing an enemy position,
capturing a city, avenging a fallen friend, taking prizes for your
home nation, acts of conquest generally.
Ares
More than half of all warriors in the Ancient Greek world
Favoured Checks: Melee or ranged attack rolls with any
worship Ares, the youthful God of war. He receives honour
religion

weapon except a bow, Active Defence checks, Presence skill


from many men who are not warriors, being very much a
checks, Fortitude saving throws.
mans deity. Women avoid his cult as a rule, as it takes a
proprietorial attitude towards women. Those few who do
join it are accepted as honorary men and have to behave in Artemis
just as austere and aggressive a fashion. Those warriors who The most dedicated worshippers of Artemis are hunters,
do not worship Ares often follow Athene, Apollo, Artemis or farmers, dwellers in the wilderness, consecrated temple
Zeus instead. maidens and female warriors.

Keywords: The keywords of the cult of Ares are strength, Keywords: The keywords of the cult of Artemis are wilderness,
dominance and combat. hunting and purity.

Cult: Nobody enters the cult of Ares without knowing how Cult: Artemis is worshipped as a Goddess of the moon, the
to fight. Physical fitness, aggression and competence with twin to her solar brother Apollo. She is propitiated with
weapons are valued above all else. Ares has a bad reputation the first fruits of the harvest and her blessing asked on the
among the Olympian Gods for being quarrelsome and occasion of marriage. Her following is a wild one, more
truculent, and this reputation passes to his followers. They rural than civic and the places sacred to her are uncultivated
are not the most powerful of the cults, as that honour belongs wildernesses and forests ideal places for hunting, in short.
incontestably to Zeus, but they are one of the most feared. Those who revere Artemis worship her in forlorn and savage
They take what they want and have no compunctions about locales. She is renowned for her dark, vindictive nature; the
pushing others around. If it were not for the priesthoods of least negligence in offering her the due tribute is liable to be
the other Olympian deities keeping the cult of Ares in check, punished severely.
it would probably exceed its bounds and grow to dominate
the others. Virtues: Chastity, continence, fidelity, sobriety, finishing
what you start, respect for the wilderness. Artemis abhors
This troublesome cult does have a strong positive side. As the intemperate, sensual behaviour of many men. To follow
Ares is the God of War, his followers make the best fighters her is to renounce the soft pleasures of luxury, drink and
and at times of war, they come to the fore. They see war womanising in favour of the hard, punishing joy of a hunt in
between nations as an opportunity to gain the favour of their harsh territory.
grim God, who respects few dedicated acts other than those
that take place on the battlefield. Ares cultists are jealous for Sins: Excessive indulgence, debauchery, disrespect to the
glory in war, competing with each other to claim prizes and cult of Artemis, spying on unclothed women or nymphs,
slaughter foes. The battlefields of the ancient world ring with abandoning an enterprise part-way through, sentimentality.
the roars of Ares cultists dedicating enemy after enemy to their
God, striking down one after another as the red rage howls Disfavour: Active Defence or Shield Defence checks to
in their veins and they feel the presence of Ares within them defend oneself against arrows; Survival checks when in the
urging them on. It is standard practice for an Ares cultist wilderness within Ancient Greece.
engaged in mass combat to use up his Divine Points hacking
his foes to pieces, then go after a major target (such as an Dedicated Acts: Hunting and slaying prey of impressive
enemy champion) as a dedicated act. character (such as a semi-divine boar), feats of archery or
athletics, tracking and killing a human foe, slaying those who
Virtues: Heroism, courage, obeying orders faithfully even if commit atrocities against chaste women.
it leads to your death, taking pleasure in the good things of
life, respect for the strength of others, taking what you want, Favoured Checks: Ranged attack rolls when using a bow,
refusal to tolerate insult. Concentration, Handle Animal, Hide, Move Silently, Survival,
Spot skill checks.
Sins: Cowardice, attacking an unarmed opponent, dereliction
of duty, talking too much, evasiveness, showing weakness,
compromise.

202
Athena Keywords: The keywords of the cult of Demeter are earth,
The followers of wise Athena are rulers, counsellors, warriors fertility, motherhood and mystery.
(and those who command them) and those who work for a
living, including the majority of working women. She is Cult: Demeter is set over those who practice husbandry and
an extremely popular deity with many positive attributes, so whose lives depend on the fertility of the earth. As she also
she attracts followers from all the different strata of society. governs the earth underfoot in its role as the gateway between
She is most revered by those who have something major to the world of men and the underworld, she is also the Goddess
defend, such as those in positions of great civic responsibility, associated with the afterlife and the mysteries of initiation.
householders, parents and advisors. Hades her brother may govern the underworld, but mortals,

religion
who look instead to Demeter for their death rites, do not
Keywords: The keywords of the cult of Athena are wisdom, worship him.
protection and craft.
Virtues: Generosity, industry, productivity, freeing captives,
Cult: The followers of Athena believe in putting the gifts of producing children, caring for the needy in the area. Followers
the Goddess into practice and being useful in society. Athena of Demeter are expected to nurture those around them just as
is the patroness of the various crafts (especially those to do the earth herself nurtures those who dwell upon it.
with pottery and weaving) and is believed to have taught
mankind many useful arts of civilisation, so her followers Sins: Demeter abhors defilement of the earth (such as the
resolve to use these for the greater good of all. Athenas destruction of fertile land), wasting resources, separating
devotees pride themselves on being hard-working, practical, children from their parents, refusing food to the needy, cruel
skilled and dependable. The influence of the cult and of treatment of women or children and wanton destruction.
the Goddess permeate the bedrock of ancient Greek society,
keeping the working classes proud of their contribution to the Disfavour: Survival skill checks when in pastoral regions.
general welfare and ensuring that standards of manufacture are
kept good and high. Dedicated Acts: Capturing or clearing farmland; freeing
the enslaved; undergoing torment or trial and emerging
Virtues: Caution, economy, listening to advice, taking triumphant; defending the cultivated earth.
responsibility, defending those who need you, giving advice
when applicable, seeking for wisdom, respecting teachers and Favoured Checks: Handle Animal skill checks, Disguise skill
education, hard work, persistence, self-control. checks, Fortitude saving throws, Knowledge (nature) skill
checks, Survival skill checks, Ride skill checks, Search skill
Sins: Frivolity, attacking an unarmed opponent, giving in to checks.
passions, laziness, waste, needless destruction, undermining
law and order. Dionysus
The followers of the God of wine and revelling come from rural
Disfavour: Active Defence or Shield Defence checks against areas and from the parts of cities where regular celebration is a
javelin attacks. part of life. He enjoys the worship of those who refuse to take
life too seriously and who chafe at the idea of being limited by
Dedicated Acts: Making crafted items destined for the too many laws. Dionysus stands for the unpredictable, erratic,
temple of Athene, defending a key position during a battle, wild side of life; his followers are not likely to be overly fond of
undertaking to defend weaker persons than yourself when on discipline or structure.
a journey, destroying monsters, averting conflict with wise
counsel. Keywords: The keywords of the Dionysus cult are renewal,
wine and celebration.
Favoured Checks: Melee or ranged attack rolls when using
a javelin, Shield Defence checks, Craft skill checks (when Cult: Dionysus is celebrated all across Ancient Greece, most
working with materials other than metal), Debate skill checks, enthusiastically in rural villages where his festivals represent
Sense Motive skill checks, Will saving throws, Wisdom ability the most typical image of classical paganism. The women
score checks, Search skill checks. who follow him are called Maenads, a troupe of wild devotees
who wear ragged clothing and tear living creatures apart with
Demeter their bare hands. Dionysus is held in high esteem by the semi-
Demeter, the original earth mother Goddess and queen of the human creatures of the forest, such as satyrs and centaurs. The
corn, has her greatest following among farmers, mothers and philosophy of a Dionysus follower is to remember that life
dwellers in the country. She is more likely to be worshipped is eternally beginning and ending, that everything eternally
by the poor than the rich. She represents the cultivated soil, devours everything else and that only in the rapture of strong
rather than the primordial raw earth. drink and orgiastic excess do we perceive the world as it truly

203
is; a festival of savage delight. Dionysus followers are very is a secret one, not because it would be persecuted or banned
rarely afraid of anything. Like the God himself, they are hard if it were uncovered but more for the sake of privacy and the
to kill and pride themselves on their ability to come through treatment of secrets per se as sacred things. Darkness, shunned
trials still smiling. and lonely places, the tombs of the dead and desolate heaths
are all places that Hecate adores and it is for this reason that
Dionysus is often taken to be the diametric opposite and the her devotees meet there.
complement of Apollo. While Apollo is orderly, harmonious,
precise and controlled, Dionysus is unrestrained, wild, savage The cultists of Hecate look after each other in everyday life.
and drunken. Followers of Dionysus hate bonds and fetters Irrespective of the social class of the devotee, she (or he) will
religion

of any kind and do not submit to them without violent be protected if there is any difficulty. Even slaves who have
resistance, seeking to break them or escape them at the earliest pledged themselves to the cult have found themselves freed
opportunity. from brutal masters after one undeserved beating too many.
This covert punishment of crimes is frowned upon by the
Virtues: Excess (especially sexual), endurance, faith, humour, likes of the Zeus and Apollo cults, who prefer due procedure
over-indulgence, liberating the bound. Dionysus and his cult and formal trial to the cloak-and-dagger business so beloved
represent dangerous departures from the usual Greek ideals of of Hecates own but even they understand that the dark sisters
civilised conduct, but inasmuch as he is an Olympian and an are best left to their work.
immortal subject to the rule of Zeus, he is tolerated.
Virtues: Endurance, ruthlessness, secrecy, cleverness, adroit
Sins: Humourlessness, pomposity, excessive sternness, manipulation of others, respect for the dead, payment of what
disrespect for nature, harming a satyr, centaur or nymph is due, self-sufficiency.
except in self-defence, disrupting anothers celebrations,
betraying secrets. Sins: Betrayal, carelessness, sentimentality, falling under the
influence of a male.
Disfavour: Active Defence or Shield Defence checks against
attacks from drunken opponents. Disfavour: All Active Defence checks, Shield Defence checks
and saving throws made while the character is in moonlight.
Dedicated Acts: Massive celebrations, deeds of reckless This stacks with the penalty to saving throws against spells cast
bravado, destruction of tyrants (defined as those who impose by Hecates followers that is incurred if the Goddess should
unjust and evil rule) on any scale. come to despise the character.

Favoured Checks: Fortitude saving throws, Will saving Dedicated Acts: Sacrifice of opponents of the Hecate cult,
throws against fear effects, Perform skill checks, Escape Artist consignment of treasures to the earth in tribute, acts of
skill checks, Presence skill checks. vengeance, acquisition of personal power.

Favoured Checks: Witchcraft skill checks, Hide skill checks,


Hecate Move Silently skill checks, Presence skill checks, other peoples
Owing to her character, the triple-faced Goddess has no
Coverage checks (negative).
public following; her worshippers adore her in secret. Instead
of having images in temples, she has statues erected at the
junction of roads. She is the characteristic Goddess of witches Hephaestus
and those who are sympathetic to them. Other than the The astoundingly skilled craftsman of Olympus is,
witch-cults, she has few dedicated worshippers, though very unsurprisingly, the God of those who create wonderful things
few citizens will fail to propitiate her image. She is a Goddess on Earth. Artificers and those who practice a craft to earn
who is more feared than cherished. As she is both a lunar their living often revere him as their patron deity. Blacksmiths
Goddess and an underworld divinity, her worshippers adore especially honour him, as he himself is a metalworker. He
her beneath the full moon and in secret chambers and caves governs not only the manual skill needed to fashion intricate
under the earth. and beautiful pieces, but the technical genius needed to make
mechanisms work. He is the patron of artists and artificers
Keywords: The keywords of the cult of Hecate are darkness, alike.
underground and witchery.
Keywords: The keywords of the cult of Hephaestus are skill,
Cult: Hecates followers have their place in society, though patience and craft.
they are feared and mistrusted. The cult of Hecate is dedicated
primarily to the defence of female interests, the punishment Cult: Those who follow the lame craftsman are no strangers
of the guilty and the redressing of wrongs against the cult to the pleasures of life. Like their God, they enjoy sensual
members themselves. As she is an underworld deity, the cult things; they labour hard and work well so that they may earn

204
riches and recognition, which will in turn allow them to reap Cult: Those who honour the Queen of the Gods place the
the rewards of life. Though they appreciate beauty, they are welfare of women and children first, though they also insist
unlikely to be fooled by it. They have a habit of questioning on respect for the authority of men. Heras values are those
those things that seem too good to be true. As Hephaestus of the good wife and mother familiar from pre-feminist
himself is a deformed God and yet still the most skilled creator history. Encouragement of marital fidelity is important, as
of beautiful items under the heavens, they know not to judge is obedience to parents and maintenance of domestic order.
by appearances. Hera does not like to see wanton destruction or waste, so her
followers are more apt to find a peaceful solution to differences
The cult of Hephaestus strongly preaches resignation to the when they can. They follow the (allegedly) typically female

religion
will of Zeus. Hephaestus followers try to stay out of conflicts path of negotiation rather than confrontation. Where Zeus
when they possibly can and act as go-betweens if any of the blasts with thunderbolts, Hera uses soothing words and a
temples should fall out with one another. Hephaestus has comforting hand.
acted as a mediator between Zeus and rebellious Gods before
and his cultists try to emulate this example. Heras devotees should be merciful rather than vengeful,
giving the accused the benefit of the doubt; however, where
Virtues: Dedication, ingenuity, persistence, endurance, an offence has been committed against women or children or
hedonism, service, capitulation to due authority, against a family, they are expected to be utterly vicious and
perfectionism. without remorse in avenging it.

Sins: Cutting corners when producing work, impetuousness, Disloyal husbands especially infuriate Hera. She herself has
cheating in a transaction, allowing another to dominate you to tolerate her immortal husbands frequent philandering with
without taking revenge on them. mortal women, nymphs, other goddesses and other female
beings, which is often the cause of lasting resentment and
Disfavour: Coverage checks made to see whether metal celestial strife. Hera often hates the children born of Zeus
armour has taken a blow or not. liaisons for no better reason than that they are a reminder of
his infidelity.
Dedicated Acts: Crafting jewellery, crafting masterwork
items (which may not then be sold, but only given away), Virtues: Mercy, loyalty, respect for mothers, generosity. Hera
inventing new mechanical devices, creating marvellous objects keeps a careful eye on those who are entrusted with power or
or constructs (with the Artifice ability) of Large size or larger, born to it and punishes those that use their authority cruelly
such as a wooden horse. or intemperately.

Favoured Checks: Appraise skill checks, Forgery skill Sins: Infidelity, cruelty, causing unnecessary hurt, comparing
checks, Craft skill checks (when working with metals), Solve your beauty to Heras.
Conundrum skill checks, Sense Motive skill checks, melee
attack rolls when using a bludgeoning weapon. Disfavour: Bluff and Sense Motive checks when made against
a woman.
Hera Dedicated Acts: Capturing great prizes in warfare, such as
Noblewomen and wives mostly worship Hera, the Queen
cities; defending women from home; punishing the unfaithful;
of the Olympian Gods. She is emblematic of stability and
destroying disruptions to the social order, such as monsters or
loyalty, as typified by a well-run home, so her followers also
notorious criminals.
come from those walks of life that value dependability and
finding things where you left them, such as shopkeepers and
Favoured Checks: Rhetoric skill checks, Knowledge skill
traders. Women who practice a trade for a living (as opposed
checks, Sense Motive skill checks, Heal skill checks.
to housewives) are more likely to revere Athene than Hera.

Hera is second only to Zeus in the Olympian hierarchy and Hermes


is a deity of significant power, so kings and rulers honour The silvery God of travel and eloquence is the special patron
her alongside her husband. She is able to grant terrestrial of messengers, as he himself is the messenger of almighty
might to those she deems worthy. When the three Olympian Zeus. In the ancient realm, travel is usually undertaken for the
Goddesses Hera, Athene and Aphrodite offered the mortal purpose of trading and rarely for any other reason, so Hermes,
called Paris different gifts, Hera tempted him with the promise as the God of travellers, also becomes the God of traders and
of power, kingship and conquest. thus of the clever language used by a trader to persuade a buyer
to make a purchase or a seller to lower his price. Those who
Keywords: The keywords of the cult of Hera are compassion, depend on fast talking and loquacity for their livelihood, such
rulership and order. as debaters, thieves and marketplace hagglers, are likely to

205
choose Hermes for their God, while those who prize the more Poseidon
lofty arts of rhetoric will probably choose Apollo. The following of the God of the seas and rivers is made up of
those who live on coastal towns or beside any body of water,
Keywords: The keywords of Hermes and his following are merchants, sailors, farmers (who depend on the life-giving
words, travel and swiftness. waters for the fertility of the soil) and some warriors. He
is a God of acquisition, as the sea is forever trying to take
Cult: Those who follow Hermes are trustworthy, so long as possession of the land, so his followers are also those who seek
one stays on their good side; ultimately, they will act in their great gain and personal power.
own best interest. The best example of a Hermes follower is
religion

a well-established merchant. He does not necessarily want to Keywords: The keywords of the cult of Poseidon are increase,
cheat you or to sell you shoddy goods, but he does want to get dominion and water.
what he can out of you and will happily use carefully chosen
words to persuade you to part with your money. If you offend Cult: Poseidons followers embody endurance, persistence and
him or insult him, he will take his revenge on you in subtle weathering the storms of life. They are rarely drawn into petty
ways rather than through direct confrontation. conflicts with followers of other Gods and take a strong older
brother stance. It is unusual for them to care about issues
Followers of Hermes like to think of themselves as craftier, that they deem beneath them; if they concern themselves with
more cunning, than others. It is a point of pride with them conflicts upon earth at all, it is always because they stand to
to think a situation through rather than charging into it gain by it somehow. They are forever consolidating the gains
headlong. They like to come up with ingenious solutions to they have already won and seeking more. They progress not
problems. They will occasionally steal, though they will use by outright assault (simply conquering without argument or
all the trickery and eloquence they can in order to throw off explanation) but by making a claim to a region and hotly
suspicion. Their mercurial wit makes them fond of jokes and debating it with the current owners, finally ending by taking
pranks, which they will happily play on those less intelligent it by force if necessary.
than themselves. Gambling is also under the auspices of
Hermes, so those who play games of chance will often invoke To a devotee of Poseidon, your strength and your holdings are
his favour for luck. everything. They are steady expansionists, never satisfied with
what they have and always seeking to enlarge their borders.
A group of people likely to pay respects to Hermes is that They see themselves as the strongest rivals to the dominion of
composed of those who heal for a living, though they are more Zeus and though they accept his authority at the moment, this
likely to take Asclepius as their patron deity. The winged staff has not always been the case.
of Hermes is still used to this day to signify medicine and
the healing arts. Doctors, like messengers, travel from place Virtues: Endurance, righteous anger, strength, persistence,
to place and rely on recorded remedies in order to do their parsimony, hoarding, increasing your holdings.
important work.
Sins: Waste, theft, attacking an unarmed opponent,
Virtues: Ingenuity, making a profit, getting away with it, squandering wealth, defiling waters (such as by poisoning
succeeding through the use of wit rather than force, exploiting them), giving in too easily, allowing another to take your
the stupid, completing journeys once begun, keeping to the goods, humility, lack of ambition.
letter (if not the spirit) of a solemn oath.
Disfavour: Swim skill checks.
Sins: Laziness, gullibility, stupidity, wasting ones own gifts,
wasting gifts given by others, outright treachery, betrayal of Dedicated Acts: Capturing and taming wild beasts (especially
an ally. horses), swimming long distances, capturing territory, raiding
by sea, gaining material assets such as property and great
Disfavour: Survival skill checks made when on a journey. riches, enduring the elements.

Dedicated Acts: Theft of significant items, gambles for huge Favoured Checks: Ride skill checks, Use Rope skill checks,
stakes, undertaking long journeys, winning contests of speed, Swim skill checks, Fortitude saving throws, melee or ranged
entering well-defended areas. attack rolls when using a trident or net.

Favoured Checks: Appraise skill checks, Bluff skill checks,


Active Defence checks, Disguise skill checks, Heal skill checks, Zeus
Reflex saving throws, Sleight of Hand skill checks, Tumble Followers of Zeus come from all walks of life in Greek culture,
skill checks. as he is the ruler of all the Olympian Gods. Zeus is especially
favoured as a deity by rulers and commanders.

Keywords: The keywords of the cult of Zeus are authority,


justice and vengeance.
206
Cult: Devotees of the All-Father respect law and order in which they would have a multitude of followers honouring
and those who embody it. They must give due honour to them as the patron of the metropolis.
monarchs, emperors, princes, potentates and other members
of the governing elite. They are obliged to defend the practice All Egyptian deities see the use of Hekau to create undead
of religion in general, at least where it pertains to the Greek creatures as a sin, with the exception of Set and Apophis.
pantheon. As Zeus is the king of the Gods, so is his cult the Reverence for the dead is paramount in Ancient Egypt and
head of all cults; his worshippers are thus bound to protect the the use of part of the dead persons body or one of his souls to
temples of other allied deities. No follower of Zeus may refuse create an undead creature is the worst of imaginable horrors.
to aid a sincere priest or priestess of another of the Olympian

religion
Gods or turn a blind eye to blasphemy against any one of
them.
Anhur
The God known as the Good Warrior is worshipped almost
Injustice is abhorrent to followers of Zeus. They are expected
as much as Horus among the ranks of the military. Scouts and
to be firm and fair, erring on the side of severity rather than
charioteers who work in a civil capacity instead of a military
mercy. Zeus is more likely to punish disobedience than to
one also favour him. As he is a God whose blessing is invoked
reward obedience and his followers take after him.
against noxious animals (which he hunts), he is also popular
among those who dwell in less civilised regions and are subject
As Zeus is called the Thunderer and has a strong connection
to attacks from wild beasts.
to weather, the winds and clouds are considered to be omens
of his will. All uses of the Interpret Divine Will feat made by
Keywords: The keywords of the cult of Anhur are swiftness,
followers of Zeus during windy or stormy conditions are made
hunting and attack.
at a +2 circumstance bonus.
Cult: Anhurs cult is devoted to combat as a sacred rite. Its
Virtues: Obedience to due authority, acceptance of fate,
devotees all fight, whether they have received formal training as
reverence to the Gods, firm rulership, fathering children,
warriors or not. At the central celebrations, ritual cudgel fights
avenging wrongs. Zeus is biased in favour of men and is more
between the priests and the faithful are arranged to honour the
likely to give his blessing to a good father with a firm hand
God. It is entirely common for many of the worshippers and
than to a wise mother.
the clergy alike to end up bludgeoned into unconsciousness by
the time the rite is over. Endurance is seen as more important
Sins: Self-aggrandizement, rebelliousness, contempt of the
than the retention of ones teeth.
Gods. Zeus especially hates hubris, which is the sin of pride.
He approves of prosperity, but likes mortals to remember their
At times of war, the most honoured members of the cult of
place. The moment a mortal thinks that he has become so
Anhur are usually the ones called upon to lead the chariot
powerful or wealthy that he can safely ignore the Gods, Zeus
assaults. Anhurs faithful are especially proud of their powers of
is liable to cast him down.
endurance. They are not afraid to be wounded while fighting
and see their scars as something to celebrate. A wound taken
Disfavour: Saving throws to avoid damage from
when honouring Anhur by fighting to your utmost is proof
environmental hazards, such as falling rocks, heat or cold.
of your dedication to him. Followers of Anhur are honour-
bound to scorn medical treatment for anything other than a
Dedicated Acts: Conversion of unbelievers to the faith;
large wound and even then will make a fuss, not wishing to
destroying enemies of the Gods, such as the Giants;
seem weak. (Those who bind the wounds of Anhur devotees
punishment of the rebellious; acts of vengeance.
have often found it more sensible to wait until the patient falls
unconscious and then treat him.) Cult members often escort
Favoured Checks: Ranged attack rolls with thrown weapons,
important nobles from place to place, as Anhur is a charioteer
Presence skill checks, Sense Motive skill checks, Strength
God and takes responsibility for protecting those who make
ability score checks, Knowledge skill checks, Will saving
long journeys over land.
throws.
Virtues: Bravery, persistence, optimism, taking charge of a
the egyptian situation, defending those weaker than yourself.

pantheon Sins: Entering into combat with one who is without merit,
cowardice, fleeing the field, showing fear, receiving healing for
As with the Greek, only the key deities are given here. We have
attempted to err on the side of playability rather than historical wounds smaller than 5 points.
accuracy, so the theologically educated player will doubtless
notice the radical simplification of the actual faiths of ancient Disfavour: Ride skill checks when in combat.
time. Deities belonging to different regional groupings or
even different epochs have been placed together for ease of Dedicated Acts: Fighting multiple enemies until you drop
reference. As in the Greek system, deities had favoured cities, (victory also counts as success here), defending an important

207
person who is travelling, destroying a wild beast that is Disfavour: Active Defence checks against attacks from
threatening villagers or travellers, insisting on cautery for undead creatures.
grievous wounds instead of medicine.
Dedicated Acts: Creating mummies of important people,
Favoured Checks: Ranged attack rolls, Ride and Survival skill building tombs, cleansing tombs that have been defiled,
checks, Fortitude saving throws. conducting important funerary rituals, destroying powerful
undead, freeing tormented souls.
Anubis Favoured Checks: Prayer checks to loose the trapped souls
The jackal-headed God has his following among those who
religion

of the undead, Profession (embalmer), Search, Spot, Survival


care for the dead, those who travel long distances and those
skill checks to track a creature.
who scout in the deserts. He is a deity of finding paths in the
dark, so those who make their living by nocturnal activities
(such as city guards) will often take Anubis as their patron. He Apophis
is pre-eminently the God of embalmers, a centrally important The serpent, Apophis, being more of a demon than a deity,
profession in Ancient Egypt and the protector of tombs. receives worship in secret from those who seek to benefit from
his gifts. Like Set, he is a power of darkness and is opposed
Keywords: The keywords of the cult of Anubis are embalming, to the Gods of the Egyptian pantheon. Apophis draws his
guidance and finding, following from those who work stealthily under cover of
darkness; he is the patron of poisoners and assassins. The
Cult: The members of the cult of Anubis have a special followers of Apophis are few and deadly, unlike the cult of Set,
function to fulfil in the ancient world. They are the defenders which depends on numbers.
of the dead, making sure that tombs remain sealed, treasures
are not plundered and that the mummies of those who have Keywords: The keywords of the cult of Apophis are stealth,
gone before remain undisturbed, so that their spirits can venom and treachery.
continue to revisit the earth. This special responsibility of
the Anubis cult includes preventing blasphemies against the Cult: Apophis has no formal cult as such. Individuals take
dead, such as the creation of animated composites (see the him as a patron deity but he is not worshipped in groups,
Bestiary chapter), the use of parts of dead people for casting nor does he have images erected to his honour. Apophis only
maledictions with Hekau rituals and such defilements. They appears in friezes that show the journey of Ra across the sky.
also take the role of destroyers of the undead, as these represent Every day, Ra faces and overcomes Apophis. It is during the
souls in torment who need to be shown the way to the world night hours that Apophis may exert his power; he has no
after life. Anubis is the opener of the ways who guides the powers during daylight. As a result of this, no follower of
soul on to its proper destiny and, as such, he is also the deity Apophis may spend divine points from that source during
who assists lost souls to move on from the world in which they daylight hours. At night, however, each divine point spent on
are trapped. a favoured check grants a +3 bonus, instead of +2.

Anubis cultists are honour-bound to care for any dead body What with Apophis being the sworn enemy of Ra, any devotee
they encounter, ensuring that the dead person is tended for of Apophis is not only an enemy of Ra but by extension, an
in the proper way according to his rank and station, with enemy of Pharaoh too and thus all of Egypt. If the followers of
all appropriate rites. They are the funeral directors par Set are like wild beasts, spreading destruction by brute strength
excellence of Ancient Egypt. As such, they also take note of and devouring fire, the followers of Apophis are venomous
the circumstances of death and any suspicious or unlawful serpents, making quick precise strikes in vulnerable areas.
conditions that may be of note. The information assembled
by the Anubis cult concerning the cause of death often helps Virtues: Ruthlessness, cunning, deception, careful planning,
the cultists of Horus and Osiris to track down and root out the patience, avenging insults.
activities of Set or Apophis cultists.
Sins: Sluggishness, compassion, sentimentality, excessive
Virtues: Tenacity, alertness, helpfulness, protection of the honesty, carelessness, recklessness.
dead, comforting the grieving, defence of the dead and
their resting places, destroying undead, assisting the lost or Disfavour: Fortitude saving throws to resist the effects of
helpless. poison from snakebite.

Sins: Defiling the dead, speaking ill of the dead, theft, abuse Dedicated Acts: Assassination of key figures, causing death
of authority, using Hekau to create undead, failing to and making it look like an accident, cultivating a sacred
provide assistance to those in need. serpent, causing a set number of deaths between dusk and
dawn.

208
Favoured Checks: Melee attacks with piercing weapons, Disfavour: Active Defence or Shield Defence checks to
Active Defence checks, Bluff, Hide, Move Silently, Rhetoric, defend yourself against attacks from feline creatures.
Sleight of Hand skill checks, other peoples Fortitude saving
throws (negative). Dedicated Acts: Celebrations, performances, feasts, long
journeys, acts of cunning and grace, feats of exceptional
dexterity.
Bastet
The cat-headed Goddess Bastet (or Pasht, from whence we
Favoured Checks: Balance, Bluff, Climb, Heal checks to treat
may get the word puss) is often confused with Sekhmet,
poison or disease, Move Silently, Perform, Prayer checks to

religion
though they are not at all alike. Bast is a benevolent and gentle
ward off or dispel wicked spirits, Presence, Rhetoric, Tumble
deity who is more concerned with rejoicing and celebration
skill checks.
than with war. Her followers come from all walks of life,
especially from the middle and lower classes who welcome a
religion that is so concerned with festivity, elegance, pleasure Hathor
and drunkenness. The followers of Hathor are mostly women, as the Goddess
specially favours them and acts as their protectress. She is a
Keywords: The keywords of the cult of Bastet are grace, Goddess of joy and love, the Egyptian version of Aphrodite
pleasure and harmony. and as such is venerated by those who seek domestic
contentment and pleasure in life.
Cult: Those who follow Bast resent being drawn into other
peoples conflicts. They are welcoming of others when those Keywords: The keywords of the cult of Hathor are nurturing,
others are respectful and willing to participate in those beauty and love.
activities that make life pleasurable, such as socialising and
partying, but when others try to involve them in fighting, they Cult: Hathors cultists take the role of nurturers in society.
take severe umbrage. The best way to understand the attitude They are at the opposite end of the spectrum to those who
of a follower of Bast is to think of them as catlike in their worship the aspect of Hathor called Sekhmet. Where the
philosophy. They are independent, proud of their appearance, lioness-headed Goddess is enraged and bloodthirsty, Hathors
fond of frivolity and luxury and dismissive of anything that followers are entirely giving and generous, attempting to give
they are not interested in. charity, food and healing to those who need it most. They
have a particular mission to look after the needs of women,
Socially, the Bastet cult is devoted to promoting pleasure caring for widows and for those who have been abandoned or
and goodwill. They stage elaborate performances in which treated cruelly. Temples of Hathor are especially welcoming to
music and dance go on for days at an end, during which time children, who are looked after by the priestesses of the cult.
the cultists and anyone else who wants to participate enjoy
themselves to the full; this free entertainment is one reason Hathors symbol is the mirror, which has to do with her role as
why the cult enjoys such popularity. Her devotees, both the the Goddess of beauty and beautification. Some of her most
male and the female alike, value sensuality and hedonism as select priests and priestesses take the role of sacred courtesans,
good for the individual, for society as a whole and for the manifesting the great mercy and love of the Goddess in the
Goddess. The philosophy is that Bastet rejoices to see her most direct and physical manner possible.
followers enjoy themselves, so to please oneself is to please
her. The Bastet cult could justifiably be compared to a hippy Virtues: Generosity, mercy, charity, love, tolerance,
ethos of the ancient world, inasmuch as peace and love are compassion, indulgence, intoxication.
the rule. There is also a certain pride and aloofness about
the Bastet followers, who scorn that which is base, ugly or Sins: Harming a woman or a child, destroying a loving
disharmonious. relationship, marring beauty, refusing help to those in need,
cruelty.
Bastet is said to protect mortals against poison and disease
(see Favoured Checks below) and to offer protection against Disfavour: Presence skill checks made to impress women;
wicked spirits, for which see the Bestiary. Bluff checks when lying to a woman.

Virtues: Affability, tolerance, luxury, independence, self- Dedicated Acts: Giving love to the loveless, protecting the
indulgence, beauty, persuasiveness, skill, poise. vulnerable, seducing a person of high rank, hosting a major
celebration, giving legendary performances.
Sins: Ungraciousness, boorishness, spoiling the spirit of a
celebration, making a fool of oneself in public, dependence on Favoured Checks: Bluff, Perform, Presence checks when used
others, failure to take care of ones appearance on an important to seduce, Rhetoric, Hekau skills checks when used to cast
occasion, harming a cat. bewitchment effects.

209
Horus Isis
Horus the Avenger is the primary war God of Ancient Egypt The wife of Osiris is, as is the usual rule with such
and as such is worshipped by warriors of all ranks. He is also arrangements, worshipped more by women than by any
the God of those who wage spiritual and magical war against other social group. As the Goddess who taught mankind
the forces of supernatural darkness. the healing arts, she receives the adoration of female healers
and male doctors alike. She is also one of the most potent
Keywords: The keywords of the cult of Horus are combat, magicians among the Gods, second only to Thoth; she stole,
light and vengeance. by her cunning, the secret name of Ra and, as such, has far
more magical power than she would ordinarily have been
religion

Cult: The main role of the cult of Horus is to assist that of granted. Spellcasters, thus, take her as a deity. As the mistress
Osiris; it stands in relation to the Osiris cult in the role of a son of cities and patroness of builders, she also receives the worship
to his father. Horus cultists defend the sacred shrines of Egypt, of those who raise structures. Finally, as the star of the sea
with special emphasis paid to the defence of the Osiris shrines and the guardian of those who sail upon the oceans, she is the
in remembrance of Horus deeds of vengeance following the patron deity of travellers.
murder of his father. It is also the special responsibility of
the followers of Horus to seek out and annihilate the cult of Keywords: The keywords of the cult of Isis are protection,
Set wherever it springs up, root out his minions and destroy nurturing and civilisation.
them and defend others against its machinations. Set himself
is acknowledged as a God, but his worship is not permitted in Cult: The fellowship of Isis is as abundant in the land
regions where Osiris is the chief deity. of Egypt as the worship of her husband Osiris. She is an
extremely popular Goddess, owing to her protective and
Horus cultists are battle-ready at all times, waiting only for generous nature and her worship grows throughout the period
the signal to don their armour and take up their spears. They of Egypts prominence, absorbing that of other Goddesses.
form the majority of the foot troops of Ancient Egypt, as the Like the Greek Demeter, who she resembles in many ways,
devotees of Anhur are mostly charioteers. Many of those she has her own mystery cult and rituals are celebrated in her
Egyptian noble warriors who attack from horseback are honour in Spring and Autumn.
members of the cult of Horus the lancer, a specific subset of
the Horus religion, hearkening back to the story that Horus The cult of Isis is dedicated to the preservation of Egypt and
preferred the horse over other animals because it would allow the provision of its citizens. It is the Isis worshippers who
him to catch Set if he tried to flee. make sure that the sick in the citizenry are tended to, the
hungry are fed and the children are properly educated. Their
Pharaoh has a special relationship with the Horus cult, in that role is to be active in society rather than simply to administer
every Pharaoh claims to be an earthly avatar or incarnation religious rites. They, thus, arrange for the collection and
of Horus as well as the son of Ra. Only those Pharaohs who distribution of alms.
reject traditional worship, such as Ankhenaten, make different
claims. Virtues: Generosity, helpfulness, defending those who
need protection, administering to the sick, tending to the
Virtues: Pursuing enemies, swiftness, taking revenge, needy, looking after children irrespective of whose they are,
using few words, attacking those who seek to overthrow preventing conflicts where possible, sacrifice, honouring ones
you, destroying enemies utterly, making quick decisions, spouse, maintaining domestic order.
honouring parents.
Sins: Harming a child, allowing harm to come to a child
Sins: Excessive mercy, prevarication, tolerating weakness in through inaction, polluting wells or other public facilities,
oneself or others, failing to finish a half-beaten foe, cowardice, needless destruction of property, disrupting a marriage.
accepting defeat too easily, dishonouring parents.
Disfavour: Spot and Listen skill checks to notice a hidden
Disfavour: Active Defence and Shield Defence checks against enemy who is about to ambush you.
spear attacks.
Dedicated Acts: Protection of others at great personal risk,
Dedicated Acts: Besting a single powerful opponent in founding a settlement, saving the life of an important person
combat, claiming a precious set of armour or a weapon for who is in great danger, irrigating land, bringing supplies a
the Horus cult, destroying a set number of foes in battle (such great distance to the needy, acts of fertility in action such as
as swearing to take ten enemy chariots), capturing an enemy giving birth to a child.
position, capturing a city, acts of vengeance, taking prizes for
Egypt, acts of conquest generally Favoured Checks: Active Defence checks, Shield Defence
checks, Heal, Hekau (except for the scribing of glyphs or
Favoured Checks: Melee attacks, Active Defence checks, scrolls or the casting of maledictions), Hide, Medicine,
Heal checks to treat poison, Presence, Ride skill checks. Presence skill checks.

210
Osiris Dedicated Acts: Peaceful acquisition of new subjects or lands
The green God of death and resurrection receives worship for Egypt, acts of fertility in practice (such as sowing a crop or
from all Egyptians, as he is the ruler of the world beyond fathering a child), protection of the dead, bringing law to the
death. Egyptian culture is very much involved with death and lawless, mummifying an important person.
the preparations to be taken for it. Those involved in dealing
directly with the dead, such as embalmers and the architects Favoured Checks: Active Defence, Debate, Heal, Knowledge
of tombs, have a special reverence for Osiris. As the God who (nature), Perform (any), Rhetoric, Survival.
is believed to have taught Egyptians the art of civilisation,
including the manufacture of tools, the baking of bread and Ptah

religion
the brewing of beer, he is also the patron deity of those who As Ptah is the great Architect and Master Craftsman of the
work a craft. Gods, those who live by a craft and by building structures
revere him. Artificers in the Egyptian system give reverence
Keywords: The keywords of the cult of Osiris are death, to Ptah, who is said to have brought the whole universe into
afterlife and fertility. being. The Greeks identified him with Hephaestus, who he
greatly resembles, even to the degree of being dwarfish and
Cult: The cult of Osiris is embraced by all Egyptians to physically ugly in some representations.
some extent, as it assures them a place in a happy afterworld
presided over by a benevolent ruler. It is most strongly Keywords: The keywords of the cult of Ptah are artifice,
established in Abydos, where the mortal remains of the God building and craft.
are said to be buried. The rituals of Osiris celebrate his death
and resurrection and the various stages in the seasonal cycle. Cult: The members of the cult of Ptah are also the master
They are the template for all dying and risen God faiths that builders of Egypt. Their religious organisation is even said
follow afterward. by some to be the origin of the Masonic Order of the present
day. They are called upon both to design and to assist in
The cult of Osiris is pacifistic. Osiris himself was said to have the consecration of any major building, whether for civic or
conquered only through gentleness, the singing of songs and religious use. The high priest of Ptah, based in Memphis, is
the playing of musical instruments. Those who are especially always an artificer of high level and directs the stonemasons
devoted to Osiris are thus unlikely to become warriors; these personally during the building of important structures.
will more commonly follow Horus, his warrior son, the solar
deity, Ra, or the charioteer, Anhur. The cult of Osiris strives The followers of Ptah learn secrets of construction and
to be as benevolent as its deity, preferring peaceful subjugation mathematics that enable them to dominate the construction
to violent conquest and diplomacy over strife. One of industry. Without their help and participation, the marvels of
his titles, Onnophris, means the good one. The division architecture that characterise ancient Egypt can never be built.
between the ways of Osiris and the ways of Set (his brother) Fortunately for the other cults, they are always willing to give
is significant here; Set stands for all of the aggression, violence assistance and see it as a sacred calling to do so. Ptah is one of
and brutishness that Osiris transcends. In simple terms, Osiris the oldest of the Gods and is seen by some to be the ultimate
is goodly and lawful, while Set is evil and chaotic. Both are, father of the whole pantheon, the original being who created
however, understood as necessary to the whole system. all. As such, he has a grandfatherly view of the other deities,
which is passed on to his devotees.
Virtues: Gentleness, moderation, seeking a diplomatic
solution to differences, giving due care and treatment to Virtues: Ingenuity, dedication, service, invention, craft,
the dead, increasing civilisation, assisting inferiors to rise, ambition, secretiveness.
educating others, averting violence.
Sins: Laziness, carelessness, causing damage to a sacred item
Sins: Causing needless harm, neglecting the dead, moving or structure, allowing construction secrets to be discovered,
boundary stones, defiling the temple of another faith (except using substandard materials, failing to destroy a flawed item
those specifically antagonistic to the cult of Osiris, such as or construction.
those of Apophis or Set), disrupting a household or business
without good cause, abuse of authority. Defiling a tomb is Disfavour: All skill checks when made inside any worked
utterly abhorrent for a follower of Osiris and always results in stone building larger than a house.
his anger (and the exercise of his wrath on the evildoer) if it
is noticed. Dedicated Checks: Crafting precious armour, crafting
masterwork items (which may not then be sold, but only
Disfavour: All saving throws made when within 30 feet of a given away), creating marvellous items in service to a noble
dead body. This stacks with the additional penalty to saving house or to the military, creating designs for temples and other
throws against spells cast by followers of Osiris that is incurred marvellous structures (with the Artifice ability) of Large size
if the God should come to despise you. or larger.

211
Favoured Checks: Appraise, Forgery, Craft, Solve who is also a follower of Ra may treat his Coverage check for
Conundrum, Sense Motive skill checks. armour (and only armour, not for any other protection) to
ward off a blow as a favoured check for his deity, as Ra protects
those of noble blood who fight in his name.
Ra
The splendid God of the dawning sun has worshippers
throughout the land of Egypt, with rulers and nobles forming Sekhmet
the most likely adherents of his cult. He is seen as the ultimate The lioness-headed Goddess is in fact an aspect of Hathor
creator of the world; in his form as Ra-Harakte, in which he (see the description above) but is worshipped as if she were a
has a falcons head, he is the patron deity of Egypt itself. From separate deity. As the patroness of terrible slaughter and battle
religion

the time of the Old Kingdom, he has been the God who the rage, she is the special deity of those who fight in hand-to-
Pharaohs especially revere, considering themselves sons of Ra. hand combat, with the blood splashing their faces and arms.
(It is said that the conception of a Pharaoh marks the occasion Although there are no trained female warriors as such, she
of a visit by Ra to Earth.) Noble warriors may not make this is worshipped by those women who are prepared to fight in
claim but they nonetheless revere the God along with Pharaoh. defence of their homes and families. A woman of any social
Ra is second only to Osiris in importance. class who worships Sekhmet is likely to fight with the fury of
that Goddess if those that she is protecting are threatened.
Keywords: The keywords of the cult of Ra are majesty, glory
and rulership. Keywords: The keywords of the cult of Sekhmet are blood,
slaughter and protection.
Cult: The strongest cult of Ra is in the city of Heliopolis, also
called the City of the Sun. Those who follow Ra are dedicated Cult: Sekhmets cultists are part of the overall cult of Hathor,
to the destruction of the foes of Egypt and the minions of who favour the lioness-headed aspect with its connotations
Apep, the snake-demon. Ras devotees oppose Apep in the of war and rage over the cow-headed deity who is more
same manner that the devotees of Osiris oppose Set and his concerned with beauty, harmony and celebration. They act as
minions. Priests of Ra enjoy special favour because of their temple guards, keeping the sanctuaries safe and make sure that
proximity to Pharaoh. Socially, the cult is set above all others, the violent, wrathful aspect of Hathor is never forgotten nor
with only the cult of Osiris enjoying superior status. Ras cult treated lightly. It is their job to propitiate Sekhmet with the
is that of the prosperous day and the glorious sun, while the blood of sacrifices, such as that of captured enemies.
cult of Osiris has to do with the fertility of the Nile and the
fate of the individual after death. To the ancient Egyptian In temperament, the followers of Sekhmet tend to be quick
mind, the state of the souls after death is of more importance to anger. When pleased, they are extremely affable and fond
than even the world itself. of sensual behaviour but when angered, they are very hard
to placate and often leave a trail of destruction behind them
The cult of Ra makes it its special concern to see to the before they calm down, not discerning between friends and
provision of prayers, miracles and Hekau effects for those who foes in their wanton raging. They are very leonine in their
are in positions of special power or authority. They are, as it ways, vicious when provoked but languid and approachable
were, the priests to the elite in society. The common people when content. It is customary for a Sekhmet devotee to drink
are still allowed to worship Ra but they do not benefit from part of the blood of a fallen enemy, in honour of the Goddess,
the privileged attention that the high-ranking citizens do. who once drank a lake of beer in the belief that it was the
blood of men.
Virtues: Beauty, pride, strength, humour, sensuality,
magnanimity. As Sekhmet is one of the deities who inflict torments on the
damned in the Egyptian afterlife, representing the devouring
Sins: Procrastination, failure to take decisive action, showing fire of the Sun and the agonizing flames of the Egyptian hell,
pity (as opposed to compassion), cowardice. her followers are expected to show no mercy in inflicting pain
upon those who deserve it. Those who fall afoul of Sekhmets
Disfavour: attack rolls made at dawn and during the hour cult are lucky if they die quickly, as the cult is extraordinarily
afterwards. inventive when it comes to causing drawn-out agony without
the blessing of death. It is another feline trait of the cult that
Dedicated Acts: Glorification of Egypt through military acts, they will play with their prey before the final kill.
capture of slaves, destruction of enemy temples, expansion of
territory, leading others to a victory, destruction of important The cultists of Sekhmet also have a faction attached who
servants of Apep. specialise in the curing of fractures. They are thus much in
demand from the allied cult of Anhur, whose devotees are
Favoured Checks: Melee attacks with kopesh, Hekau skill forever breaking bones as a result of their fervent fighting and
checks when casting eye spells, Presence skill checks, Rhetoric equally violent worship.
skill checks, Will saving throws. A noble warrior or aristocrat

212
Virtues: Tenacity, rage, passion, extremity in fulfilment of organisation (sometimes literally underground, as they meet
desire (nothing in moderation), loyalty to friends, defence of in old tombs and ruins) gives healing to operatives who are
those who depend on you. wounded in their activities, provides assistance to its members
to assist them to climb to power and punishes betrayal of its
Sins: Meekness, timidity, moderation, humility, leaving an secrets with a cruel and inventive death. It is essentially a
insult unavenged, showing mercy to those who have shed the primitive conspiracy as well as a mystery cult. The followers
blood of a loved one. of Horus are dedicated to uncovering it and thwarting its evil
plans. Unfortunately for them, the promise of power offered
Disfavour: Active Defence and Shield Defence checks made by Set is a temptation for a great many and the cult is quite

religion
when defending yourself against the attacks of a woman. capable of swelling its ranks again once defeated.

Dedicated Acts: Causing enormous fires, shedding the Historically minded Games Masters should note that this
blood of numerous enemies (the bloodshed is important, so description of the Set cult is entirely conjectural, based upon
bludgeoning will not do), hunting down, killing and drinking the attributes of Set and the traditions of speculative fiction
the blood of a potent adversary, killing an armed enemy with set in the ancient period. It is far from certain that there ever
unarmed combat alone, tormenting an enemy for a long time was a cult of Set in the period during which he was cast as the
before killing him. murderer of Osiris; the theory is that he was an old tribal deity
of the upper kingdom who was cast down by worshippers of
Favoured Checks: Melee attacks with piercing or slashing Horus the Elder and turned into a devil figure in the usual
weapons, Heal, Medicine checks when treating grievous manner. If you wish to have a more historically authentic but
wounds incurred by bludgeoning damage, Presence, Survival less dramatic campaign, then the cult of Set can be deemed to
skill checks to track a creature. be a mere superstition with no real substance to it.

In history, the worship of Set was indeed controversial. Under


Set the rule of the Hyskos, who identified Set with their own
The ass-headed God Set draws his worshippers from the
warrior God Sutekh, he was popular and had a dedicated
dissatisfied, the ambitious, the antisocial, the perverse and the
temple in Avaris; Rameses II, whose father was called Seti,
corrupt. Those who chafe under the rule of others or who seek
the Setian, went on to call himself Beloved of Set. This was
personal power and are not inclined to care who gets hurt as
deeply unpopular with the Osiris cultists, who were furious
they rise to it, will find Sets cult welcoming to them. Set is the
that a cult should have been devoted to the murderer of The
archetypal dark deity that will ultimately form the basis for the
Good One. Seti decided to have the image of Set effaced from
concept of Satan or Shaitan, the opponent. Bear this in mind
the walls of his tomb and changed his title from the Setian
when choosing him as a God.
to the Osirian. Towards the middle of the tenth century
BC, statues of Set were smashed and even his name had to be
Set promises great things to those who would follow him
erased if anyone wrote it down. He was finally driven from the
and rewards them with his power, but leads their hearts into
pantheon and turned into a God of the unclean, which is the
rebellion against the just Gods and involves them in his plans
role he retains in OGL Ancients.
to subvert the dominion of Osiris. Although there is a form
of Set who is benign, this game is only concerned with the
Virtues: Uncleanness, perversion, breaking the laws laid
Set who represented destruction and bestial instincts to the
down by others, using brute strength, making others afraid of
Ancient Egyptians.
you, cheating, lying, increasing your own power at all costs,
seducing others, corrupting the innocent.
Keywords: The keywords of the cult of Set are destruction,
darkness and corruption.
Sins: Sentimentality, compassion, leaving witnesses alive,
placing another above yourself, betraying the secrets of the
Cult: The cult of Set is entirely covert. As the murderer of
cult, settling for less than your due, failing Set himself.
Osiris and the closest thing in the ancient world to a deity of
out-and-out evil, Set is the subject of hatred, fear and derision
Disfavour: Fortitude saving throws to avoid or resist disease.
from those who revere other Gods. Sets cultists serve their
master by undermining the work that the other Gods do,
Dedicated Acts: Undermining a well-established household,
spreading chaos and suspicion wherever they can. It is the
destroying major images of the other Gods, causing outbreak
ultimate ambition of Set to destroy the worship of Osiris in
of disease, massacre, bringing the proud and mighty down.
Egypt, cast down the Egyptian civilisation and allow anarchy,
vermin and the dry desert winds to claim the ruins. As Set
Favoured Checks: Melee attack rolls, Bluff, Hekau skill
is a God of wild beasts as well as a God of destruction, he is
checks when casting maledictions, Will, Fortitude and Reflex
opposed to any law making.
saving throws.
Sets cultists are not only worshippers but also members
of what amounts to a secret army. This underground
213
Thoth Favoured Checks: Heal skill checks, Medicine skill checks,
The ibis-headed God is the patron of all scribes and those who Solve Conundrum skill checks, Knowledge skill checks,
work with symbols. He is the Egyptian equivalent of Hermes, Intelligence ability score checks, Hekau skill checks except for
the God set over communication and thought. Thoth is also bewitchment effects.
the master of magic, teaching the arts of Hekau to the Egyptian
priesthood. All Egyptian priests are competent with Hekau, as Wepwawet
it is a class skill of theirs and many of the deities have Hekau The wolf-headed one draws most of his worshippers from
as a favoured skill for one or another purpose but the followers those soldiers of Egypt who fight with shields, as his shield
of Thoth are one of the only two faiths to have Hekau checks is an important feature of his iconography. He is essentially
religion

(for all purposes, including the scribing of scrolls, except a primitive warrior God, dating from the time before Osiris
bewitchment) as a favoured check of their deity. came to prominence. He is still revered in some of the
outlying fringes of the Egyptian kingdom.
Keywords: The keywords of the cult of Thoth are learning,
writing and magic. Keywords: The keywords of the cult of Wepwawet are
discipline, conflict and intimidation.
Cult: Devotees of Thoth are usually ascetic people, shunning
fleshly indulgence in order to better cultivate their mental Cult: Wepwawets cult is a small one, made up of soldiers
powers. They enjoy conversation, debate and speculation on who keep to old faiths. They favour an old-fashioned tribal
arcane matters. They can be trusted to record conversations attitude to warfare, in which the object is to annihilate the
or dictated letters or count up how many coins there are in the opposition and claim their women and property. The wolf s
treasury, with meticulous accuracy. The Thoth cult is never head borne by their God is indicative of the savage, primordial
ambitious and always seeks to make itself useful to those in actions of his cultists in battle.
authority. It disdains physical violence, looking to those it
serves to protect it. Though he resembles Anubis and is often mistaken for him,
he is a different God; Wepwawet and Anubis often fight side
As it is the truth of voice of Thoth that lends force to his by side under the overall command of Osiris. Soldiers who
magical incantations, the followers of Thoth are similarly follow Wepwawet see themselves as part of an old faith, a
concerned with truth. As speakers of magical incantations, rugged, savage creed that only the toughest warriors adhere
they are careful not to defile their mouths with lies, while as to. Although they use shields, their fighting is unsophisticated
keepers of records and makers of holy hieroglyphs they may and brutal. In private, they consider the Osiris cult to be
not knowingly record an untruth. The followers of Thoth too peaceful for their tastes. Politics is to them just so much
have some of the best available favoured checks for a non- chatter and doubletalk; they do not hold with the practice of
combatant character but the restrictions upon them are very peaceful resolution of differences, seeing a trial of strength as
severe. the only way to see who ought to come out on top. Although
the two cults do not always enjoy good relations, the followers
Thoth is the God of medicine in the Egyptian system as well of Wepwawet have great comradeship with and respect for the
as the God of writing and magic. As such, his priests are the followers of Sekhmet, who are just as enthusiastic fighters as
keepers of the scrolls on which the remedies for diseases and they are.
the proper treatments for wounds are written. Medicine goes
hand in hand with the recording arts, as it is essentially the Virtues: Aggression, deference to those who command
science of recording which cures have been known to work on you, appetite, rage, taking what you need, brevity in speech,
what kind of symptoms. decisive action.

Virtues: Temperance, study, intelligence, inquiry, hard work, Sins: Talking too much, showing weakness, compromise,
honesty, tact. backing down without a fight, letting yourself be tricked,
giving away your weapons.
Sins: Over-indulgence, violence, giving in to anger, acting
stupidly, forgetting important information, allowing records Disfavour: Active Defence and Shield Defence checks to
in your care to be damaged or destroyed, telling outright lies. defend yourself against attacks from canine creatures.

Disfavour: Search skill checks to find secret or deliberately Dedicated Acts: Conquest, great feasting, plundering enemy
hidden items. settlements, hunting dangerous animals, defeating enemies in
single combat.
Dedicated Acts: Coming up with cunning plans, solving
complicated problems, healing those of especial value to Favoured Checks: Shield Defence checks, Melee attack rolls,
Egypt, defeating a formidable opponent in a debate, speaking Fortitude saving throws, Will saving throws.
the truth although you know it will mean great personal risk.

214
divine points You may not spend Divine Points to reduce another
persons use of Divine Points. For example, if you were a
A key part of the mythic style of campaign is the interaction
of the Gods with mortals. The flavour of the game demands follower of Aphrodite, you could not reduce anothers Will
a constant awareness of what the Gods have in mind. The saving throw result if he had already spent Divine Points to
conflicts of mortals in a mythic campaign almost always increase it.
originate in some clash of interest in the celestial realms. Spending Divine Points is a free action.
The Gods of the ancient world do not sit behind clouds
while human beings wonder whether they exist or not; they If you ever change your deity, you lose all your Divine
Points (except special Divine Points) and must start again.

religion
come down to earth and get their hands dirty, siring children,
visiting mortals in disguise and involving themselves directly Whether you are reducing the results of another persons
in battles. die roll or increasing your own, you must expend the points
directly before the die roll is made. Divine Points cannot
The heroes in ancient myth are always calling upon their ordinarily be used to reduce a roll that has already been
patron Gods and Goddesses to aid them, which they do in made. Only those who have the Divine Connection or
manifold ways. The battlefields of old rang with cries of Divine Smite feats (see Chapter 5, Feats) are able to adjust
Horus, lord of Light, guide my spear! or Vengeance in the die rolls after they have been made.
name of Artemis! If the legends are to be believed, the Gods
often answered those who called upon them. The Divine You can only reduce another persons d20 die roll if your
Points of a character represent the constant background character (rather than the player) is directly aware of the
presence of a deity who is willing to assist a devotee. By using action as it is unfolding. If the Pharaoh is attempting to
Divine Points, you can perform incredible deeds, strike down shake off the effects of poison in the chamber next to you,
powerful adversaries and make seemingly miraculous escapes. you cannot spend Divine Points to reduce his saving throw
unless you are aware of the situation. You do not have to
There are two ratings for Divine Points, being base and see the events unfold in order to spend Divine Points. As
temporary. A characters base Divine Points are equal to his a rule of thumb, assume that any event concerning which
level of experience. Other actions during the campaign can the character could mutter a prayer to their deity can be
increase or decrease your base or temporary Divine Points. For influenced by Divine Points.
example, if you gain the favour of your deity, your base Divine You may only spend Divine Points once in any one round.
Points increase by 2 for as long as the favour lasts. You may not, for example, spend Divine Points to turn an
ordinary attack roll into a critical threat (see the Combat
The following rules cover the use of Divine Points. chapter) and then spend more Divine Points to increase
the critical threat check in order to be assured of a critical
You may never have more temporary Divine Points than hit. Similarly, you may not spend Divine Points to increase
your base total. Special Divine Points do not however both your Witchcraft skill check and reduce the Will saving
count towards your total, as they represent a favour granted throw of your target.
by a different deity than the one you worship. You may not spend Divine Points at all if the deity in
Your temporary Divine Points are equal to your base question holds you in disfavour. You must make things
Divine Points at the beginning of each adventure. right between yourself and your God before you once
again become able to call on their assistance. You may
You may spend temporary Divine Points to increase the not even know that your deity holds you in disfavour
result of any d20 die roll made by yourself on a one for until you attempt to spend Divine Points and find that
one basis or to reduce the result of another persons d20 nothing happens. As Divine Points are an essential part of
die roll on the same basis. The only kind of d20 roll you the game, a good tactic to use when overcoming an enemy
cannot use Divine Points to influence is a skill check to cast is to make trouble between him and his God, so that the
a spell for the first or second time in your life; see the Magic enemy falls into disfavour and is no longer able to call upon
chapter. divine aid. The myths recount instances of unintentional
Divine Points cannot be used to raise a roll made by anyone blasphemy that crafty heroes have tricked adversaries into
other than yourself. performing.

Reducing another persons roll requires an opposed For example, the witch Chloe has only one chance to slay the
Prayer check between yourself and the target. Only one corrupt King of Crete before the guards seize her; uttering a fervent
expenditure of Divine Points may affect a single person for prayer to Hecate, she spends all of her current Divine Points (of
a given action; a group of people may not stand around which she has seven) to add a +7 bonus to her attack roll, hoping
someone and pile Divine Points on to him to make him fail that she will score a critical hit with her dagger. Alternatively, if
a saving throw catastrophically badly. the King had been teetering on the edge of a precipice, Chloe could
have spent her Divine Points to reduce his Balance check result by

215
7, if she had succeeded in the opposed Prayer check. The religious Divine Points and Rolls of Natural 20: If you spend
character classes, such as Priest and Witch, have Prayer as a class sufficient Divine Points to gain a +20 bonus on a given die
skill and thus are much better at forcing their deities wills upon roll, you may instead proceed as if you had rolled a natural 20.
other people. This may mean that you score a critical hit. In this case, the
Divine Points you spent to gain your natural 20 do not give
Your temporary Divine Points are much more likely to you any bonus on your critical check roll to see whether you
go down than to go up, as you call on your deitys help at scored a critical hit or a normal hit.
various stages during the course of the adventure. If you end
an adventure with unspent Divine Points left over from the For example, at a critical point during the siege of Troy,
religion

start, then you have not faced enough of a challenge! Players Menelaus and Paris are fighting with spears and shields.
can attempt to increase their temporary Divine Point total by Menelaus has 10 Divine Points remaining and, like many
performing dedicated acts, for which see below. Increasing kings, is a devotee of Zeus. He hurls his javelin at Paris,
your base Divine Point total is extremely difficult and can only uttering a swift prayer as he does so. Zeus has melee attacks
be achieved in one of three ways; by advancing an experience with thrown weapons as a favoured check; Menelaus chooses
level, by building temples or huge statues to the deity or by to spend all 10 of his Divine Points, for an effective +20 bonus
performing a heroic quest in the deitys name. to his attack roll. Instead of rolling, he takes a natural 20 as
his result, for a critical threat. This is, at the very least, an
There is one final rule covering all use of Divine Points. You automatic hit, but it remains to be seen whether it is a critical
must never spend Divine Points to carry out an action of which hit or not. Menelaus now makes a regular attack roll, which
your deity would disapprove. The attempt to do so gains you Paris may choose to oppose with Active Defence or Shield
the disfavour of that deity automatically. For example, if you Defence (see the Critical Hits section in the Combat chapter,
were a devotee of Set and were fighting for your life against a for more details).
fellow devotee of that grim and terrible God, you could invest
Divine Points to increase your attack roll, as Set approves of Special Divine Points: Only your deity may increase your
survival of the strongest. However, if you were both followers base or temporary Divine Point pool. Other deities may
of Aphrodite, to do so would be a blasphemy. This rule applies approve of your actions and even grant you their favour or
even if you did not know that what you were trying to do their love, but they cannot do more than grant you additional
was offensive to your God. To the Immortals, ignorance is Divine Points. These are kept count of separately. Additional
never an excuse. This is hardly fair by contemporary human Divine Points may only be used to increase your own die rolls,
standards; but then, they are the Gods! not to reduce those of other people. They are like a small
favour from the deity to yourself. You may not use Divine
Favoured Checks: Each deity has certain specific activities Points from more than one deity at the same time. If you ever
that they are particularly well able to assist with. For example, earn the disfavour of the deity (or worse) then the additional
the priestesses of Isis are also healers, bestowing the mercy divine points are lost.
of that Goddess on those who suffer. Isis is especially ready
to help those who call on Her name when administering For example, the hero Tychus rescues the priestess Eleni from
the healing arts. These realms of patronage are referred to the clutches of a barbarian chieftain who had been planning
as favoured checks for the deity. When you spend Divine to ravish her. As Eleni is a priestess of Artemis, this would
Points to influence a die roll for a check that is listed among have destroyed her ability to function as such, as Artemis only
the favoured checks for your deity, you gain a +2 bonus per allows virgins into her priesthood. A grateful Artemis awards
point instead of the usual +1. For example, a follower of Isis Tychus a blessing of five additional Divine Points. Tychus may
who spent three temporary Divine Points to heal the son of expend these as he chooses and they do not return once spent;
Pharaoh of a wasting disease would receive a +6 bonus to her however, if he attempted to ravish Eleni himself, this would
Heal check, instead of a +3 bonus, as Heal checks are favoured incur the disfavour of Artemis and the points would be lost.
checks for Her priesthood.
Total Divine Points Spent: Keep a record of the number of
Negative Favoured Checks: Some deities, usually the darker Divine Points your character spends. Those who spend large
ones, have negative favoured checks. This means that you amounts over the course of their lives attract the attention of
receive no additional value when expending divine points to their deity, as they are clearly especially dedicated followers.
influence your own check positively, but you do receive a two- It is impossible to spend a large number of Divine Points
for-one bonus when influencing anothers check negatively. without constantly replenishing your Divine Point pool, so
For example, followers of Apophis the Serpent have Fortitude there is no other way to do this than to perform repeated,
saving throws as a negative favoured check. This means that a successful dedicated acts.
cultist of Apophis could expend two Divine Points to reduce
another persons Fortitude saving throw by 4, assuming he The table below shows the rewards that a character gains from
succeeded on the requisite opposed Prayer check. The sacred spending large numbers of Divine Points over time.
snakes in the temples of Apophis are venomous enough, but
with the priests able to reduce the ability of their victims to
resist the venom, they become truly terrible.
216
Dedicating Acts To make a dedicated act, a character simply announces aloud
You will not gain any especial favour from your deity just by in the presence of at least one witness what they intend to do
keeping within the limits of the deitys code and avoiding and the name of the deity in which he does it. This is a free
committing sins. Anyone can do that. Obedience to the code action. You must define the act in such a way that failure is
is the minimum required from any devotee, not the ideal. In a possibility. It is perfectly legitimate to scream Your life for
order to attract the deitys attention and increase your Divine Hecate! just before you swing a blow at a foe, as you may
Points significantly, temporary or permanent, you must miss. Dedicating the slaughter of a helpless creature (where
deliberately perform suitable acts in the deitys name. the possibility of your failing to kill it is remote or nonexistent)
counts as sacrifice rather than dedicated action and has its own

religion
This takes a little explaining, as it is not a concept that a section below.
modern audience is likely to be familiar with. A dedicated act
is one that is performed to give honour to a God. You must It is an old saying that the Gods love those most who ask
dedicate the act before you begin it; the idea is that your success their help the least. To gain temporary or permanent Divine
in performing the act well and spectacularly is a testament to Points from an act, you must perform it yourself, without help
your faith in your deity. For example, a follower of Horus from anyone else, mortal or immortal. You are allowed to use
might dedicate the death of a foe to his deity; a follower of Divine Points to fulfil a dedicated act but if you do this, you
Ptah could dedicate the building of a magnificent palace; can gain no benefit from performing the act. Using Divine
a follower of Dionysus could dedicate a three-day revel; a Points is better than failing outright and is usually done when
follower of Apollo could dedicate a difficult bowshot. a character realises that he is having more trouble than he
expected.
A dedicated act always involves some element of gamble. It is
as if you called your deity to watch what you were about to do, Once you have dedicated an act, you must fulfil it to the letter.
so that the deity can take pride in your performance. It is also Although there is no time limit on completing dedicated acts,
necessary that other people should see your dedicated deeds, you may only have one dedicated act before you at once and
because in showing your own devotion, you are promoting you may not begin a new dedicated act until you have either
your deity in front of those who believe in other Gods. There completed the current one or admitted failure. If you fail in
is always the possibility that you will fail. your dedicated action, the consequences are grim; see below.
You are not deemed to have failed until it would be impossible
The dedicated act has to be a gamble or a challenge in order for you to perform the act. For example, if during an archery
for the deity to appreciate it. If there is no risk, then the act contest you dedicated the precise striking of a target to Apollo
cannot be a dedicated one. The Gods do not respect those who and you missed, you would have failed. The task was limited
make inadequate gestures of devotion. If you were a follower to that arrow and that target. However, if you dedicated a foes
of Hecate and dedicated the death of a field mouse to Her, life to Ares but were struck unconscious during the battle, you
she would spit upon your offering and probably transform would not have failed until the foe was dead by some cause
you into a replacement field mouse to boot. The death of a other than your own hand. You could seek him out, demand
wild bull, on the other hand, would be an acceptable tribute, a fight and satisfy Ares by finishing the task. Remember
especially if you had to fight it yourself. The more trouble that the act must be one of which the deity would approve;
your dedicated act causes for you, the more the deity is likely in the above example, you could not fulfil the task unless
to appreciate it. the opponent agreed to fight you, because striking down an
unarmed opponent is a sin in the eyes of Ares!
For this reason, characters do not go around dedicating every
foe they face or every task they undertake to their deities. You may, at any time, deem yourself to have failed in carrying
Ordinary deeds do not give any especial glory to a deity. Gods out a dedicated act and accept the consequences. The moral
like to look upon their followers doing great things in their here is to choose your dedicated acts carefully and not swear to
name. Characters may seek out suitable acts that they can achieve anything that is beyond your abilities.
dedicate; this is in fact one of the reasons why characters go on
quests and look for dangerous opponents on the battlefield. For example, Memetek, the priestess of Set, declares to her
Increasing your base or current Divine Points is always a good assembled acolytes that I shall destroy the image of Osiris that
idea. now stands in his temple in Heliopolis, in the name of Set, the
Burnt One! The acolytes cheer and in the world beyond, Set
The dedicated act must of course be one which the God observes with interest, as his devotee sets out to strike a blow in
applauds. You can dedicate a drinking binge of legendary his name. While the acolytes might help to storm the temple,
proportions to Dionysus and earn his praise, but you would the destruction of the image is Memeteks sole responsibility.
be ill advised to dedicate such a binge to Apollo. Suitable acts
that you may dedicate are given above in the description of the Typical Dedicated Acts: The most common dedicated acts
codes of the deity. in ordinary life (that is, when not on an adventure) are creative
works. It is common for craftsmen to dedicate a given labour
to a deity or for poets to dedicate epics to the honour

217
of their Gods. Other dedicated acts include destroying an Some items are so large that they are not made, but built;
important enemy of your deity or of your country. edifices like temples or enormous statues of the Gods come
into this category. To build such things is the ultimate aim
The Reward For Dedicated Acts: Completion of a dedicated of the true devotee. Obviously, the character cannot build
act should gain the character 1d6 temporary Divine Points, whole temples on his own. To count as the builder of a
up to a maximum of his base Divine Points. Completion of a temple or similar huge edifice, the character must give precise
dedicated act in which the character faced repeated risks to his instructions for its construction and make all the necessary
life should gain him 2d6 Divine Points. A dedicated act that payments himself. Raising temples to the Gods is the
takes several linked adventures to complete should increase the standard way for an exceptionally powerful character such as
religion

characters base Divine Points by one or two. a Pharaoh or a King to gain renown in the eyes of his people
and his celestial patrons. If a temple should ever be sacked, the
These rewards are quite separate from any experience points character loses the same number of permanent Divine Points
that the character might gain from carrying out his heroic as he gained for building it.
deeds. Experience reflects what the character has personally
learned from his encounters, while Divine Points are a measure A temple or huge statue counts as finished when the first
of how pleased the characters deity is with him. It is possible sacrifice is made within it to consecrate it for use. Not until
to complete a quest set for you by your deity without gaining then does any adjustment to Divine Points occur.
any Divine Points at all, if you offend or displease your deity or
do not complete the quest in the right way. For example, the The following table gives typical rewards for making an item.
quest of Heracles to defeat the Lernean Hydra was deemed to
be null and void because he had the help of a henchman (who Failure To Perform A Dedicated Act: If you dedicate an
sealed the severed stumps of the Hydras heads with a blazing act to your deity and then fail to perform it, you lose 1d6
torch) and did not overcome the monster alone. temporary Divine Points. If the failure results in damage to
the deitys cult, image or good standing (such as a public insult
Making An Item As A Dedicated Act: All deities will accept to the deity going unavenged or a temple being sacked and
the manufacture of items that glorify them as dedicated burned) then you lose 1 base Divine Point and gain the deitys
acts, though some deities (such as Athena) are fonder of this disfavour.
than others. It may seem at first glance that there is no risk
involved, but making an item is a risky business when done in Group Dedicated Acts: A group of people who follow the
honour of a deity, as failure by more than 5 ruins the piece and same deity can jointly pledge themselves to accomplish a task
counts as failure. If you have invested in costly materials, such in the deitys name. Deities approve of individual acts of
as marble or gold, then ruining these adds a financial loss to heroism more than any other but they will sometimes reward
your dishonour in the deitys eyes, so to say that this course of groups who dedicate acts to them. No deity will ever award
action is not a risky one is untrue. more than three temporary Divine Points to anyone for taking
part in a group effort. A single misdeed on the part of any
An item made as a dedicated act to a deity is subject to several participant in the dedicated act is enough to sabotage the
conditions. Only certain types of item are acceptable. You whole operation and the deity will not reward anyone even if
cannot present a wooden spoon to Osiris and except to be the act succeeds; the whole group is penalised for the failings
taken seriously, however well crafted it is. Items made as of just one person. If you and others are going to undertake
dedicated acts must either be ornamental, intended for ritual a dedicated act as a group, you need to be very sure that the
use or arms and armour. For example, you could not create a other members are wholly trustworthy.
commonplace item such as a lamp as a dedicated act, as it is an
ordinary household object; however, if it was destined to hang Dedicated Acts In A Game: Dedicated actions are very
in the deitys sanctuary and was suitably ornamented, you useful to the players, as they allow the characters to regain
could create a lamp for ritual use as a dedicated act. divine points. They are also useful to the Games Master, as
they provide immediate character motivation and encourage
If at any time you destroy all or part of the raw materials, you characters to commence subplots of their own. Players are
have failed in your task; the item is flawed and may not be always on the lookout for more Divine Points and if they have
worked on again. The item, once made, may not be sold. It a good grasp of what their deity is like, they will be ready to
must be presented to the temple of the appropriate deity or seize opportunities to please them with dedicated actions. It
given in trust to a priest of the deity. To sell an item that you does not take long to get the knack of this and it lends flavour
have made as a dedicated act gains you the deitys disfavour to a gaming session as well as boosting the characters abilities.
immediately, as it is a wanton blasphemy. Players tend to choose their own challenges and to make
situations dramatic and heroic whenever possible.
Finally, an item made for this purpose must be of exceptional
quality. Whether it is useful or ornamental, the item must be For example, if a group of heroes has come to a raging river
made as a masterwork item. and need to get across in order to reach the village where they
will spend the night, there is little honour in turning back and

218
Divine Points For Making Items As Dedicated Acts
Item Made Divine Point Reward
Item made from clay, cloth or wood, such as a lamp, pot, carving or hanging 1
Item of Large size or larger made from clay, cloth or wood 1d3
Item of Fine or Tiny size made from precious materials (gold, silver, jewels) 1d6
Item of Small size made from precious materials 2d4
Item of Medium size made from precious materials 2d6

religion
Image of the deity (Small sized, such as a portable icon) 1d2
Statue of the deity (Medium sized, such as a standard temple image) 1d6
Statue of the deity (Large sized, such as would be found in a major temple) 2d4
Statue of the deity (Huge sized, such as the image of Amun cut into a cliff side) Base divine points increased by +4
Temple built (ordinary size) Base divine points increased by +2
Especially grand temple built Base divine points increased by +6
Colossal temple built Base divine points increased by +10

returning the way they came, even though this is the safest Stoic: The stoics believe that life is painful and that the
option. A warrior might strip off his armour and declare By moral course of action is to endure that without complaint.
Apollo, I shall swim this flood! and dive in, knowing that such Since life is a series of hard knocks, one should steel oneself
a daring feat of athletics would be bound to impress his God. against them and not whine or complain, as that would be
A different character could declare With Thoth as my witness, degrading. They deliberately cultivate their own ability to
I shall contrive for us a way across, and proceed to solve the endure punishment, giving themselves voluntary wounds
problem with ingenuity instead of physical prowess. purely to demonstrate their powers of endurance and show
contempt for what would be unbearable for others. Stoics
despise those who complain about their circumstances. A
Philosophies true stoic welcomes adversity, because it gives him a chance to
If you are playing a Greek character in a Historical style
show how inured to it he is. Many warriors are stoics, as the
campaign, you may choose a philosophy instead of a religion.
resilient, uncomplaining attitude to lifes woes is particularly
A character does not have to have a philosophy, though
compatible with the lot of a soldier, who is expected to endure
many citizens of the time did. Your philosophy reflects
harsh weather and harsher wounds in the course of fulfilling
your characters attitude to the world, moral conduct and
his duty. Other philosophies condemn the Stoics because of
general personality type and has an effect upon some die
their inability to acknowledge the pleasant side of life and their
rolls. You may choose from the Epicurean, Stoic or Sceptic
apparent masochistic tendencies. They are viewed as grim,
philosophies.
humourless people, lacking in warmth and blind to the joys
that they could be feeling.
Epicurean: The character believes that whatever other
uncertainties there may be in the world, pleasure is at least
Stoics receive a +1 inherent bonus to Will and Fortitude saving
accessible and reliable. Whatever else one might doubt,
throws, as their powers of self-discipline are highly cultivated
physical satisfaction is at least theoretically possible, so it
and they do not surrender control of their minds or bodies
is justifiable to pursue it. The sensible course for a person
readily.
living in the world is therefore to make the most of the
opportunities for pleasure that it affords, while remaining
Sceptic: Sceptics believe in doubting everything as the most
socially responsible. Epicureans believe in living for the
sensible way to view the world. They accept nothing unless
moment, appreciating the delights of the world and not
it can be empirically tested. (While this was not initially a
taking life too seriously, since after all, there is no way of
popular philosophy, it eventually grew to be the foundation
escaping death. Life consists in a variety of experiences, each
of the scientific approach.) Sceptics are prepared to accept
one of which ought to be savoured and appreciated in its own
the possible existence of such artefacts of classical civilisation
right. Other philosophies condemn Epicureanism because it
as Gods and monsters, but will not act as if such things
is seen as shallow and self-indulgent and at worst is simply a
were true without some form of independent validation. It
rationalization and justification of simple hedonism. It does
is not difficult to play a sceptic character. They are forever
not encourage the pursuit of virtue or the advancement of the
questioning, picking holes in peoples assumptions and finding
individual, so it is not seen as a serious philosophy.
alternative explanations for phenomena. Other philosophies
condemn sceptics because they are disrespectful of tradition
Epicureans receive a +1 inherent bonus to all Charisma-based
and because they propose a universe without moral
skills and checks, because of their understanding of desire,
absolutes; if nothing can be assumed to be true, then
attraction and what is pleasing to people.
219
there is no a priori reason to believe in the essential goodness Artemis, you could borrow her bow or crown once a week.
of man or in any underlying order to the cosmos. This must always be for a purpose of which the deity would
approve. Even if you are beloved of a deity, you cannot borrow
Sceptics receive a +2 inherent bonus to Sense Motive, Search a divine item for a trivial or foolish purpose.
and Spot checks, as their questioning minds are sharp enough
to cut through the deceptions of others, including challenging Disfavoured Status
what they think their senses are telling them. To earn the disfavour of your own deity, all you have to do is
commit sins until the deity notices. To earn the disfavour of
Divine Favour and a different deity, you must do something that actively offends
religion

against that deitys cult within the world. Striking a woman


Disfavour does not earn you the disfavour of Hera automatically, but
As well as the ongoing goodwill indicated by a characters striking a priestess of Hera almost certainly does.
divine points, there are more general categories of favour and
disfavour. There is a difference between the reward of divine You could therefore earn a deitys disfavour by insulting or
points and the reward of favour. To a deity, you are a servant. damaging the deitys image, attacking a member of the deitys
If you serve well, you will be well paid; this is what divine priesthood, insulting the deity in speech and so forth. It is
points represent. However, serving well does not mean that a matter of record that the easiest way to earn the disfavour
the deity necessarily likes you. The deities of the ancient world of a Greek deity is to boast that you are better at something
are extremely human-like in their emotions and attitudes. If than they are. Claiming to be better than a God would surely
a deity decides that they like you personally, then this is what seem like the most stupid of boasts to make, but this did not
is meant by favour. stop Arachne from boasting that she was a better spinner than
Athena (earning her wrath and resulting in her transformation
The Games Master decides when a character becomes favoured into a spider, from whence we get the term arachnid) or
or beloved by a deity. Favour and love are not something that Agamemnon from boasting that he was a better shot than
any character has when they start the game, unless they have Artemis, which caused that Goddess to demand the sacrifice
a mythic background. As a general guideline, if the character of his daughter in atonement. These examples should help the
exposes himself to serious risk numerous times in the interests Games Master reckon up the degree of offence that the Greek
of the deity or the deitys followers or carries out a quest on deities take from mortal boasts.
behalf of the same, divine favour is a likely result.
Killing a follower of a deity does not gain you the deitys
Favoured Status disfavour unless the person you killed was favoured (or worse,
If your acts especially please your deity or even a deity who beloved) of the deity. So, if you killed an ordinary worshipper
is not your patron, you may become favoured by him. For of Apophis, the serpent God would take no notice but if you
example, a ruler who was consistently just, wise and fair might killed a worshipper who Apophis favoured, you would risk his
well become favoured by Athena, even if his patron deity was disfavour.
Zeus. If a deity has favoured you, it means the deity has taken
an interest in you, likes your approach to life and considers One other way to earn a deitys disfavour is to fail to propitiate
you to be an ally. the deity when you should; see below under Sacrifice,
Propitiation and Atonement. No matter which deity you
Being favoured by a deity has distinct advantages. You benefit follow, there are always times when you should pay another
more from the blessings of the deity than others do (see deity their due.
Chapter 9, Magic) and you can call upon the deitys help.
Specifically, you may petition the deity for a miracle once per Earning Disfavour: When a character takes any action
day with a Prayer check, as if you were a priest. If you are a that could conceivably earn the deitys disfavour, then the
priest, then you gain an additional free miracle per day. Games Master rolls d20 in secret and adds the characters
level of experience. (If the character is already disfavoured,
Beloved Status a +5 modifier is added to this check.) If the result is 10 or
There is a second stage beyond being favoured. Some rare greater, the deity notices the affront; the character gains the
individuals are beloved of a given deity. This privilege is disfavour of the deity if he did not already have it. If the
reserved for those who have completed major quests in a result is 20 or greater, he becomes despised and at the Games
deitys name or for those who are the children of the deity in Masters discretion may suffer the wrath of the deity as well.
question. If the affront involved killing a person who was beloved of the
deity or desecrating a temple of the deity, then the character
Being beloved by a deity is much like being favoured, with becomes despised immediately.
the additional benefit that the deity will bestow its gift upon
you for limited periods without question. In brief, you may When a given deity disfavours you, phenomena and creatures
make a request item attempt once per week without needing in that deitys sphere of influence become more damaging
to make a check. For example, if you were beloved of to you than they otherwise would. For example, if you had

220
The most striking examples of divine
disfavour on a large scale are those when
a deity holds the whole world in disfavour,
as when Zeus chose to flood the world and
drown everyone (leaving only Deucalion
and Pyrrha to escape) or when Demeter
refused to renew the earth, plunging the
world into eternal winter.

religion
Despised Status
Those who perform deeds that repeatedly
offend a deity or that grossly violate a
deitys code (such as desecrating of the
deitys temple or slaughtering a person
who the deity loves) may find themselves
despised by that deity. Being despised gains
you the penalties of being disfavoured. In
addition, priestly miracles or Witchcraft or
Hekau spells of a harmful or destructive
kind cast by followers of the deity have a
more harmful effect upon such characters
and their saving throws to avoid the effects
are penalised by -2.

For example, the Pharaoh is the son of Ra;


as such, he is hated by Apophis and suffers
a 2 penalty to saving throws against spells
and miracles thrown at him by the priests
and priestesses of Apophis.

Unknown Status
Players may sometimes be uncertain as
to whether a given act has angered their
deity or not. The Games Master is the
judge of this and also decides whether a
given deity extends their favour or love to a
offended Poseidon, then the raging seas would seem more given character. The Games Master has the final say on these
eager to drown you than usual when you fell into them. In matters.
game terms, this translates to a 2 penalty against certain
attacks and effects that are under the dominion of that deity. As a player, you do not necessarily know how your deity
The disfavour entry in the description of the deitys religion feels about you. The first you know of your deitys anger
above gives the check or saving throw to which the penalty is over something that you have done may be a run of apparent
applied in each case. bad luck or an unpleasant omen. For example, if you failed
to pay tribute to Bastet and then suffered a mauling at the
If you are careful, then you can avoid the circumstances in hands of a mountain lion, you might conclude that Bastet had
which the deitys disfavour would apply to you. For example, disfavoured you. Then again, it might just be coincidence.
those who earn the disfavour of Ra suffer a penalty to all The people of the ancient world were prone to see omens of
attack rolls during the hour of dawn, which is the time of Ras divine disfavour in everything that happened to them.
strength. If you know this, then you can avoid fighting during
the dawn hour. A character with the Interpret Divine Will feat can attempt
to discover the attitude of a given God to a given character;
Note that this is just what happens when an individual earns see the Feats chapter for details. Once you have discovered
the disfavour of a deity. It is possible for deities to hold entire your standing with the deity, you can take appropriate action,
cities in disfavour. If this happens, then the Games Master such as offering up a propitiatory sacrifice to regain the deitys
should apply a suitable collective misfortune. For example, favour or repairing the wrong you have done.
a city that had insulted Bastet could have all its cats leave
overnight, resulting in a plague of rats that devoured the grain
stores.
221
sacrifice, blessing you, so when the harvest is brought in, you must offer
a selection of the best of your crops to Demeter in sacrifice.
propitiation and Similarly, if you have been out hunting and have brought back
a good bounty of game, then the best of it should be offered
atonement to Artemis in thanks for the day you have had. An Egyptian
commander who achieves a marvellous victory in the field
This section deals with the business of giving the Gods their
due. In the ancient world, sacrifices are made to the Gods would offer the best of the defeated peoples livestock and
all the time. This can be as a show of devotion, as a means treasure in sacrifice to Ra. For the purposes of game play, it
to placate the deity before venturing into the deitys realm does not matter whether or not the deity actually did anything
religion

or taking an action over which the deity has influence or to to improve the outcome. It is simply assumed that a good
compensate for some misdeed committed against the deity in result must have been down to the deitys goodwill, just as it
the past. was in the ancient world.

If you follow a deity from a given pantheon, then you propitiate


Sacrifice the appropriate deity from that pantheon. For example, if you
Sacrifices are not so much a daily occurrence as an hourly are a follower of Horus, then you would propitiate Bastet if
occurrence in the ancient world. It is understood by all you were to get married, rather than propitiating Hera. Those
cultures that sacrifice is the currency of the spirit. To give who follow foreign Gods are not always expected to propitiate
thanks to a deity or make a gift to a spiritual being, you give the native Gods, though some hard-line thinkers have insisted
something away that you would otherwise have kept and that they should. It is sometimes a bone of contention in an
enjoyed yourself. army when a foreign mercenary refuses to participate in a
sacrifice to the God that most of the soldiers follow.
Anything material can be offered up in sacrifice if you own
it. The one condition is that what you sacrifice is either The table below shows which deities are to be propitiated
placed directly into the presence of an image of the God or under which circumstances. The proper sacrifice is given
rendered irretrievable by the act of sacrificing it. You can alongside each one. If a character makes the proper sacrifice
never make a sacrifice in such a way as to get the object back under the proper circumstances, then the deity is satisfied and
again afterwards. For example, you can slay an animal, throw takes no action. If the sacrifice is substandard or nonexistent,
a golden statue or suit of armour into the sea, burn an offering the deity may notice and become offended.
of grain, pour wine over the ground and so forth.
Festivals: As well as receiving propitiation from individuals
Propitiation at suitable times, each deity has one or more festival days on
Propitiation is the practice of making a gift to a deity in which they receive a great abundance of thankful sacrifices.
order to show respect, so that the deity does not become This is to cover all manner of miscellaneous occasions on
offended and place you in its disfavour. There are two types of which the deitys goodwill was important. Deities that do not
propitiation, namely cautionary and thankful. often receive sacrifice on a day-to-day basis are remembered
and thanked on their festival days, so that they do not become
Cautionary propitiation is when you make an offering to a offended. The festivals are really little more than a system of
deity before you start your activity. You do this when you insurance, whereby the civilisation ensures that the deity is
are undertaking an activity that brings you into the deitys honoured at least once a year, even if they are not honoured on
sphere of influence or relies upon an assumption of the deitys all the occasions on which they technically should have been.
goodwill. A good analogy here is the toll. Before venturing on
to a bridge, you have to pay a toll to the bridge-keeper. This If you are a follower of a deity, then you are expected to make
is usually only a token amount but it makes all the difference. a sacrifice on that deitys festival day. If you do not do so,
Similarly, if you are a Greek ship commander, then before then you risk disfavour, just as if you had missed any other
venturing on to the seas you take care to make a propitiatory necessary sacrifice.
sacrifice to Poseidon; the seas are his and it is only right to
acknowledge this. To fail to do so would be to risk the wrath Cult Services: You must also propitiate a deity whenever the
of the sea god, which no sailor wants to do. deitys cult provides you with a useful service. Followers of
the deity are not paid any personal fee for the services they
Thankful propitiation is when you have already succeeded at undertake in the name of the deity but they do insist that
an activity and you offer the deity a sacrifice of some of the the deity is thanked with a sacrifice. For example, those who
profit from that activity, in order to thank the deity for their receive healing at the hands of the priesthood of Asclepius are
blessing. The assumption is that without the deitys goodwill expected to propitiate him with an offering of gold or silver,
you would not have done so well as you did, so you must thrown into the sacred fountain. Those who receive the advice
offer thanks or appear ungrateful. The best example here is of the Pythoness, the priestess of Apollo who officiates at the
the harvest. If you are a Greek farmer and your crops are oracle at Delphi, are expected to sacrifice a large animal as an
especially abundant, it is clearly because Demeter herself is offering.

222
This rule holds even if you do not personally follow a deity (little more than a column with the Gods head on the top)
from the pantheon to which the cults deity belongs. If so that travellers can leave their offerings there. The followers
another peoples Gods are good enough to help you when you of Hecate leave statues of that redoubtable Goddess at places
are in need, runs the argument, then they are good enough for where the roads cross, so that tribute can be made. Anyone
you to thank with a propitiatory sacrifice. passing by will understand that the offerings are there for the
deity and are not to be stolen without consequence.
How To Sacrifice: The easiest way to sacrifice is to take
your offering directly to the temple of the deity you wish to It is not quite so easy to sacrifice to a deity when there is no
propitiate. If you have no suitable offering, then if you are temple or image. Animals can always be killed following a

religion
in a civilised region, you can always buy one. (It is better to prayer that dedicates them to the deity but goods (such as
sacrifice an animal you have bought for coin than to offer coin treasure) are slightly more complicated. In the absence of
to the deity, if only because coins usually have images of other a shrine or altar, it is not easy to tell the difference between
deities on them!) Almost all major temples have market stalls goods that have been left in tribute to a deity and goods that
outside selling chickens, pigeons, doves and other fowl, solely have simply been abandoned or stashed, which could easily be
for the purpose of sacrifice. stolen. The usual solution is to place the goods in a location
where they cannot be retrieved, such as throwing them into
The priests of the deity then accept your sacrifice and offer it the sea, into a lake or into a swamp.
to the deity for you while you watch. If they think the sacrifice
is too small or has something wrong with it, they will refuse it A character may make sacrifice on his own behalf alone or on
then and there, rather than insult the deity with it. Animals behalf of all those who are undertaking the activity for which
that are killed in sacrifice to a deity are either burned on the propitiation is required. For example, a lone traveller may
spot or left at the altar until the end of the day, after which the make sacrifice to Hermes on his own account, while a ship
priests eat them. This is one of the benefits of being a priest. captain can make sacrifice to Poseidon on behalf of his whole
It is also the reason why priests so often seem to be well fed. crew.

Out in the countryside away from the cities, you can make To find out whether or not a deity notices a skimped or
sacrifice at roadside shrines. These are erected for the express substandard sacrifice, proceed as follows. Whenever any
purpose of allowing travellers to sacrifice to their Gods. The character makes inadequate sacrifice, the Games Master
cult of Hermes leaves simple images of him by the roadside secretly rolls 1d20 plus the characters experience level. If the
result is 10 or greater, the deity notices the affront as
Propitiation it is committed; the character and anyone on whose
behalf he is making sacrifice (or should have made
Event Greek Deity Egyptian Deity sacrifice, if he neglected to) all gain the disfavour of
Battle (major) Ares Horus the deity.
Building (large project) Zeus Ptah
In the case of a travelling company, any person who
Childbirth Hecate Hathor
has made a private sacrifice on his own account may
Coronation Zeus Ra resolve this separately. So, if a sailor on a ship noticed
Courtship Aphrodite Hathor that his captain had failed to sacrifice to Poseidon
Funeral Hecate Osiris before setting off and chose to make a sacrifice of his
own, he would not be treated as part of the group who
Games Apollo Horus
had been neglectful.
Government, opening of Athene Thoth
Hunt Artemis Anhur or Wepwawet If you are in a country where the Gods are not your
Gods and there are no temples or shrines for you to
Illness, recovery from Asclepius Isis
make sacrifice at, then the deity is less likely to notice
Journey (Land) Hermes Wepwawet if you skimp. Gods pay most attention to those places
Journey (Sea) Poseidon Hathor where they are worshipped. The check to see if the
Journey (Wilderness) Artemis Wepwawet deity notices negligence is made with a target DC of
20 rather than the usual 10.
Marriage Hera Isis and Bastet
Passing crossroads Hecate - The Economy Of Sacrifice: What a deity expects
Revel Dionysus Bastet or Hathor from you in sacrifice is directly proportional to
Sowing or reaping crops Demeter Osiris your own status in the world. Those who are poor,
insignificant and humble are not expected to sacrifice
Trial (major) Athene Osiris and Thoth prize bulls to their Gods, while those who are famous
Victory Zeus Horus or Sekhmet in the world of men and have prosperous estates
War, declaration of Zeus Ra

223
cannot get away with offering a straggly chicken and half a Stealing Offerings: Stealing an offering that was left for a
pint of vinegary wine. deity is not only a crime by the laws of the civilisation, it is a
direct insult to that deity. Unfortunately, it happens rather a
When you are propitiating a deity, the appropriate sacrifice is lot. Hungry people are frequently tempted to steal the bodies
calculated as follows: of sacrificed animals or help themselves to a coin or two from
the offering dish at the foot of a statue. Stealing from a deity is
Blood Sacrifice: A creature (or number of creatures) with as likely to provoke that deitys disfavour. See the section entitled
many Hit Dice as you have levels of experience. Earning Disfavour above.
religion

Goods Sacrifice: An object or objects with a


value of 1 drachma per level of experience
you have.

If you have any Reputation bonus from


having excessive wealth, then the Gods
deem you to be prosperous enough to afford
more. The usual tribute is multiplied by the
Reputation bonus. So, if you were required
to make a sacrifice of goods and you were
of 5th level with a Reputation bonus of +3,
you would need to offer an item worth 5x3
silver drachmas; 15 silver drachmas in total.
A living sacrifice would have to have a total of
15 Hit Dice. Usually, a living sacrifice is by
far the more economical option.

You may only sacrifice something that is


yours. You must have earned the money to
buy it, claimed it as a prize, been awarded
it for service or otherwise gained it through
your own efforts. The Gods will not accept
a sacrifice that someone else has given to you
as a present or that someone else retrieved for
you. If they tolerated this behaviour, then
your sacrifice would not represent any effort
on your part. Those who have rich friends
cannot count on them to spare them a bull or
two when they need to make a sacrifice. The
Gods can see right through such attempts at
deception.

Blood Sacrifice: The acceptable creatures for


blood sacrifice are animals, such as livestock.
Unusual creatures such as monsters and the
undead are not acceptable sacrifices, though
semi-divine animals are. Human sacrifices
are not acceptable to the vast majority of
deities under ordinary circumstances. The
only deities that will accept human sacrifice
are Demeter, Hecate, Ra, Horus, Sekhmet,
Set and Apophis. (Sekhmet in particular
may be thanked after a battle by the sacrifice
of captive warriors.) Any deity may however
demand human sacrifice as a form of
atonement; see below.

224
Atonement Named Creature or Item (Rare): The deity demands a
Atonement is the offering of sacrifices in order to make particular creature or item that is very difficult to find but
amends to a deity for offence you have caused to him. of which more than one example exists or could exist. The
Games Master must determine what this should be. Suitable
It is much easier to avoid disfavour in the first place by acting examples are: a completely white bull, an image of the deity
correctly than to undo disfavour once it has happened to crafted from fine gold, a jewelled ring from the finger of an
you. To persuade a deity to remove their disfavour from you, Egyptian noble, the robe of a wholly honest man or a sword
you must make the sacrifice that the deity requires, however that has slain a hundred men.
terrible it may seem to you. If the sacrifice is duly made, then

religion
the disfavour is removed. Nothing else will do. To find out Named Creature or Item (Unique): The deity demands the
what sacrifice must be made to remove the disfavour, a priest sacrifice of a specific creature or item. This can only be fetched
or seer must employ the Interpret Divine Will feat. with a quest of some kind. Suitable examples are: the daughter
of the King of Sparta, the winged horse Pegasus, the heart of
The Gods are liable to demand extremely severe sacrifices, the Lernean Hydra, the crown of the Pharaoh or the flagship
including the death of a member of your own family; there of the Athenian fleet. Most of the time, the item will have to
are accounts of these in the myths, such as the sacrifice be claimed forcibly before you can make a sacrifice of it.
of Iphigenia by her father Agamemnon before the Trojan
War. Fortunately, in such severe cases, the Gods also have Most Prized Creature Or Item: The character making
a tendency to intervene at the last moment, snatching the atonement must sacrifice the creature or item that he values
human victim away and sending an animal instead, who is above all others in his possession. The Games Master must
then an acceptable sacrifice. In the case of Iphigenia, the decide whether or not the character is being sincere. A
Goddess Artemis spirited her away from the altar and set a character might have to sacrifice his favourite hunting dog,
white stag in her place. his best or most expensive weapon, his prized golden armour
or even his house. Human beings are not included in this
To find a suitable sacrifice of atonement, Games Master may evaluation. Creature here only means an animal, not a
roll on the table below or select a sacrifice as appropriate. The person.
check to make is d20 plus the characters level of experience.
The higher a characters experience level, the more of an Most Prized Human Being: The character must sacrifice the
example they are for those around him, so the more important human being he most loves to the deity. Again, the Games
it is that correct action should be followed. If the deity Master must adjudicate as to how serious the player is. As the
despises you, then add +10 to the roll. As will be apparent, human being in question must be owned by the character,
some deities require deeds of atonement rather than sacrifices. fellow party members cannot be included unless they are
The famous twelve labours of Heracles were in fact carried out family members. The character usually has to sacrifice a
as deeds of atonement, as this was what the Gods wished of parent, child or spouse.
him, relaying the message through the Oracle at Delphi, the
most famous of seers. As noted above, deities are wont to intervene in such cases if
they can see that the atoning character is sincere and that he
Five/Ten Times Ordinary Sacrifice: The deity only demands clearly intends to carry the sacrifice out. Intervention consists
the usual kind of sacrifice but to a greater order of magnitude. of spiriting the human victim away and leaving an animal in
This is the most fortunate result you can have. All that you their place. The story of Abraham and Isaac, though not from
need to do is to gather the necessary resources. the Greek or Egyptian culture, is exactly the kind of process
at work here.

Permanent Self-Mutilation: The character must sacrifice


Sacrices Of Atonement
part of his own body. What part this is will depend on what
Level Check Required Sacrifice his offence against the deity was and must be determined by
1-4 Five times ordinary sacrifice the Games Master. If he killed a person who the deity loved,
5-10 Ten times ordinary sacrifice he might be required to cut off the hand that dealt the fatal
blow. A character that deeply insulted a deity might have
10-14 Named creature or item (rare)
to offer his tongue. It would be entirely appropriate for a
14-19 Named creature or item (unique) character that ravished a temple priestess to sever and burn the
20-25 Most prized creature or item bodily organ with which he carried out this crime.
25-30 Most prized human being
No Atonement Possible: The deity will never forgive the
30-35 Permanent self-mutilation character for what they have done. It is pointless to offer any
35+ No atonement is possible or ever will be further atonement.

225
If the body is competently mummified with all the
Death And proper rites, which requires a full day of work and a Craft
(embalmer) skill check at DC 10, then the spirit of the
character gains enough integrity to interact with the material
Beyond world once again. He becomes an active spiritual creature
death and beyond

This chapter tackles the important issue of death in an with one hit point. The ka of a dead person cannot travel
OGL Ancients game. All characters aspire to die well, in more than ten miles from the persons mummified remains.
accordance with the precepts of their religion or philosophy. It can, however, enter the Tuat and attempt to speak directly
Some make their entire lives a preparation for death; the with the Gods.
pyramids we associate with Egypt are, let us not forget,
titanic graves. As an active ka, the character can now interact with the
world once again, visiting friends and conversing with them,
but only so long as someone provides him with offerings, so
what happens after that he can increase his hit points to more than one and thus
manifest himself. In Ancient Egyptian tradition, it was the
death family of a deceased person who made offerings. This was a
What happens to a character after he dies depends on the very serious responsibility. To fail to do so was to betray your
Gods he revered during life. The Greek and Egyptian ancestors, who were counting on you to make their afterlife
cultures have very different views on the fate of the dead a bearable one.
persons soul.
The spirit of a mummified character has a maximum number
Egyptian of hit points equal to the result of the Craft (embalmer) skill
A character who followed one of the Egyptian pantheon finds check that was made to mummify him. The better carried
himself in the Hall of Maat or Truth, when he dies. The out the embalming was, the more power the ka of the
God Anubis weighs the characters heart against a feather in character can retain. If the mummy itself is ever smashed,
a pair of scales, thus finding out whether the character was a broken up or otherwise destroyed, then the ka can no longer
good or bad person in life by Ancient Egyptian standards. If gain hit points from offerings. This is one reason why tomb
the character had the disfavour of his deity or was a follower robbing is seen as such a hateful crime in Ancient Egypt.
of Set or Apophis, then he is judged an evil person; his heart
is torn out and eaten and he is dispatched to the Egyptian Characters who become kas may no longer accumulate or
equivalent of Hell, from whence his spirit may not return spend divine points. They now interact directly with the
unless called up by potent magic. (This makes him into a Gods. Although a ka may converse with the Gods, it is
wicked spirit, for which see the Bestiary.) A good person is forbidden to speak of what it learns to those who are still
allowed to pass on. alive in the world. Any who seek to know the will of the
Gods must do so through the usual channels, namely the
A character who passes the judgement stage becomes a use of the Prophecy skill or the use of Prayer to produce
spirit, bound to a body that no longer has any hit points. divination effects.
Technically, the one of his seven souls known as the ka or
double is what is here meant by spirit; we do not wish the Any character that is duly mummified and interred in a
players of this game to have to undertake a course in Ancient tomb may draw upon a reservoir of hit points, just as if he
Egyptian theology before they can play it! Before the body were drawing upon a power amulet. He cannot use these
is mummified, the ka begins with zero hit points, making to raise his hit points higher than the maximum, though
it technically dispelled, for which see Spiritual Creatures he may take a standard action at any time to transfer hit
below. points from the reservoir to himself. The amount available
depends on the size of the tomb; see the table below. A tomb
Although the characters ka, even while in a dispelled state reservoir recovers hit points at the rate of five points per day,
of zero hit points, can observe what happens on the material irrespective of size, so long as the tomb remains sealed.
realm within five feet of its body, it cannot move about, Multiple characters that are interred in the same tomb can
absorb offerings, manifest or do anything else that involves all draw upon the hit point reserve, so long as the tomb is
interacting with the world unless the body is properly dedicated to them. Even if you somehow arrange for your
mummified and the ka made active. This must be carried mummified body to be buried in a pyramid that is not yours
out within three days of death or the condition of the body by right, you can no more draw upon the stored hit points
deteriorates to such as stage that mummification is not than you can consume an offering left for another. Anubis is
possible. not fooled by such mortal schemes.

226
death and the survival of the spirit. This is not to say
Hit Points Available to a Ka by Tomb Size that a dead Greek character who did not make the heroic
Tomb Size Hit Points grade is excluded from ever taking part in the game again.
Burial in sand without tomb 0 Other characters can speak to the shades of dead ones. By
descending into the underworld, a characters former team

death and beyond


Medium (small stone grave) 5
mates can visit the shade and ask him questions. This is
Large (standing tomb, engraved hollow in hill) 10
not the straightforward journey that it appears, as descent
Huge (noble tomb chamber) 20 into the underworld is fraught with danger; though it is easy
Gargantuan (small pyramid) 50 enough to get in, getting out again is next to impossible.
Colossal (pyramid of Gizeh) 500
The Greeks also have one possibility open to them that the
Once a tomb is sealed, it is supposed to remain so. If a tomb Egyptians do not, which is that of retrieval and resumption
is ever opened, whatever the ostensible reason for doing so into the world of the living. If a dead characters shade is
might be, then it no longer functions as a reservoir of energy. ever physically taken from the underworld back to the world
This, as will be apparent, is yet another reason why tomb- above, the character is alive once again. The moment the
robbers were seen as the absolute scum of the earth. light of the sun touches them, they automatically become
solid, fleshly and real, as if they had never died. The Gods
are profoundly opposed to this and have only ever sanctioned
Greek such action once, when the bard Orpheus went to plead for
When a Greek character dies, the God Hermes appears to the release of his dead bride Euridyce. Orpheus succeeded
them and conducts their spirit to the underworld, leaving because of the sweetness of his music and the unbearable
them on the banks of the Styx. If the character has the sadness of his song; players might succeed through other
fare to pay the ferryman (two silver oboli or an offering means.
to the same value, which must be buried or burned with
the character) he is ferried over the river Styx by Charon Though the underworld is ruled over by Hades and
and passes to the underworld, where it lingers among other Persephone, who refuse to allow any of the shades of the
spirits in a more or less neutral state of being. dead to leave except under very special conditions, the
Goddess Hecate has control over temporary leave of absence
If he cannot pay his fare yet, he must remain as a restless for dead souls. By her authority, a shade can be allowed to
shade bound to the earth; see below. It is common practice visit the upper world for a short time, so that others can
to place two silver coins on a dead characters eyes, so that speak to it and learn things from it. This is the origin of
the ferryman will be assured of his price. the story that witches can go to a crossroads (sacred to
Hecate) or to a pagan burial site and call up the shade of a
Those characters that died with the disfavour of their deity dead person, who may then be spoken with. This ability is
are placed into torment appropriate to their deeds. For the covered in the Invocation magical effects section.
majority of souls, there is neither pain nor any pleasure in the
underworld, just a dim grey eternity of waiting. Characters
have the option to drink from the river of Lethe if they so Offerings to Spirits or The
choose; this obliterates all memories they had of a life before Dead
their underworld existence, which makes the experience It is an accepted fact of life in the ancient world that spirits
more bearable, since as far as they are now concerned, they can absorb sustenance from offerings. People eat food and
never knew any different. If they retain their memories, grow strong because of it; it follows that spirits can eat
then they have to endure the knowledge that the life they food, too. Cultures in the real world to this day believe in
lived before will never again be theirs. making offerings for the dead. Incense is seen as a specially
good offering to make, because the smoke that it makes is
Heroic characters enjoy a different fate when they die. Upon insubstantial and vaporous, like the spirits themselves are;
death, a heroic character is allowed to make a hero level since it is closer to their natures, it can fortify and sustain
check, reckoned as d20 plus his level, with a DC of 25. If he them better than food alone. As an ancient saying has it,
makes his check, he is reckoned worthy to sit alongside the may the dead rise and smell the incense!
Gods and to spend eternity in the blessed Elysian Fields. An
ascended hero becomes a minor deity of sorts. Characters In accordance with the strange laws that govern such things,
in future games may take him as a deity and he may become an offering made to a named spiritual creature can only
the focus of a cult. be accepted by that creature and not by any other. If you
make an offering of incense to your uncle Ankh-af-na-
Ordinary dead Greek characters do not have the option khonsu, then the ka of Ta-nech his wife cannot accept it,
to revisit the world like Egyptian ones do. This is down however much she might wish to. You may therefore
to cultural difference and the Egyptian fascination with make offerings to the named dead in the assurance
227
that they will receive them. The Egyptians explained this by
Hit Points Gained from Ritual Offerings
attributing to the God Anubis the responsibility of making
sure that offerings dedicated to a person actually reached Offering Benefit
them, so we here assume that by the grace of Anubis, all Plate of simple food 1d6 hit points
offerings do indeed reach the person that they are intended Libation of wine 1d6 hit points
death and beyond

for. Hecate, as the Queen of the Dead in the Greek system,


Expensive feast 2d6 hit points
fulfils a similar role.
Burning one unit of incense 2d6 hit points
In the Greek system, you may also make offerings to spirits. Spilled blood of a sacrificed 50% of creatures hit
The Greeks prefer to make animal sacrifices rather than creature points
offering food or incense. Greek witches working with the
darker side of magic often use blood sacrifice as a means of
be manifest in order to do this. Any hit points garnered are
rewarding a wicked spirit that has done as it was supposed
gained by your spiritual body, not your physical body.
to, as the vitality of the blood is absorbed by the spirit and
increases its hit points. The usual deal struck is that the spirit
Once you return to your body, your hit points as a spiritual
goes and observes some event invisibly, an action that costs
creature are (as it were) poured back in to your hit points as
it no hit points, then returns and reports what it has seen to
a physical creature, up to your maximum possible hit points.
the witch, who rewards it with a sacrifice for its trouble. The
You cannot heal wounds by this method, so you may only
spirit thus gains energy and the witch gains information.
regain hit points up to your maximum minus any wounds
No spirit can absorb energy from food or incense
unless it has been specifically dedicated as an
offering. Spirits cannot, for example, hover over
banquets and gorge themselves on energy, though
they can linger at a banquet and sadly observe the
people feasting on food they cannot themselves
eat. (This is where we get the phrase ghosts at the
feast.) If you choose, you may leave offerings for
the dead or the spirits without specifying whom
they are for. Such offerings can be absorbed by
any spiritual creature that happens to be nearby,
except of course the ka or spirit of a living person.
It is considered good manners to do this in places
that you believe may be haunted, as the bodiless
spirits appreciate those who think of them, while
they are inclined to act maliciously towards those
who neglect them. Both the Greek and the
Egyptian cultures have feast days on which it
is customary to make offerings to the dead; the
Egyptians are so concerned with death and the
afterlife that making offerings is a daily concern
of theirs.

Projecting the Spirit /


Loosing the Ka
Even though you can send your ka or spirit out
of your body while you are still alive if you are an
accomplished user of Hekau or Witchcraft (see
the Magical Effects section) you cannot consume
offerings or incense. Your source of vitality is the
living physical body that you have left behind.
You may however attempt to perform a drain life
magical effect on another creature if you have the
ability to do so. As with all spellcasting, you must

228
you have. In brief, draining other people while out of your foreigner, she is going to have no kohl for her eyes when she
body is a very efficient way to recover hit points lost from dines with the Gods.
spellcasting but no good for healing yourself of physical
wounds. Draining another person is not an acceptable act
by the standards of many of the deities. Apophis and Set spiritual creatures

death and beyond


favour it, while Hecate allows it if the victim is deserving. Spiritual or discarnate creatures are those who have no
bodies. This includes such spectral forms as the shades of the
dead, wicked spirits, demons and malefic ghosts, the souls of
Spiritual Objects witches who have left their bodies and gone wandering or
If those who buried you were considerate enough to provide the kas of Egyptian priests who hover above enemy positions
you with material objects for your use, then you have such to spy upon them. Spiritual creatures cannot be attacked
objects in the spirit world. Such objects cannot be ordinary by ordinary physical means, as they are intangible and a
examples of their kind; for example, you cannot simply weapon would pass right through them. They may however
entomb an ordinary chariot alongside a friend and expect be warded off or even banished by prayer.
him to have it in the afterlife. Preparing an object that will
have a spiritual correlate for a dead persons use requires a Spiritual creatures have two modes; dispelled and active. A
Hekau skill check at a DC of 15; the object itself must be dispelled spiritual creature is invisible, incapable of action
made to at least ordinary standards by a suitable Craft check. and to all intents and purposes, not there. Spiritual creatures
It is permissible to include symbolic objects; if the Hekau are dispelled when they have zero hit points. After 24 hours,
check is effective, these will still become real objects in the the spiritual creature gathers its essence back together and
spirit world. For example, if you entombed a gilded spear becomes active again, with one hit point. It cannot increase
made entirely from wood with a friend, then his spirit form its hit points any further than this without drawing upon
would have an ordinary metal-tipped spear, not a wooden some outside source of strength. Dispelled spiritual creatures
one. The art of entombing objects alongside people so that that are free-roaming reappear in their own preferred realm
their spirits can make use of them is entirely Egyptian and once they have become active again; dispelled spiritual
has no parallel in Greek practice, hence the use of the Hekau creatures that are bound to the world reappear in the spot to
skill to prepare such objects. which they are bound.
Part of the point of the Hekau check is to dedicate the Spiritual creatures are real and solid to one another. Two
objects for your exclusive use. No other spirit can use an spiritual creatures may even fight. If they do so, then all
item that has been dedicated to you. If the physical object damage is removed directly from their hit points rather than
should ever be removed from your presence (moved more being suffered as wounds. If a spiritual creature is reduced to
than 20 feet away from your mummified form) or altered in zero hit points by another spiritual creature, it is dispelled.
any way, you can no longer use it. Since a dedicated item
must be within 20 feet of the mummified person in order to The following additional rules apply to all spiritual
be useful, important Egyptian tombs tend to be absolutely creatures.
packed with objects that the person might need in the
afterlife, from chariots to spears to hunting dogs.
A spiritual creature never suffers damage as wounds,
These objects are only useful in the spirit world; if you though it may lose hit points. As with any other
should manifest, you can have them with you but as you creature that does not suffer damage as wounds, a
cannot attack physically, they are no especial use to you. In spiritual creature is not vulnerable to sneak attacks.
the spirit world, they are very useful indeed, as they count All spiritual creatures can fly at a speed of 50 feet per
as spiritual equipment. You can create a spiritual item as a round with perfect manoeuvrability.
magical item but it will only function as such in the spirit
world. A wooden spear consecrated as a spiritual object with Spiritual creatures are either bound to the world or
a +2 enhancement bonus is nothing but a wooden spear in free roaming. The projected spirit of a spellcaster is
the mortal world, although it functions as a +2 spear in the bound to the world, as he still has a body. A ghost
spirit world. that haunts a given area is bound to the world, as
it must remain there. A demonic spirit that was
A character in the spirit world that has no equipment summoned from the netherworld is free roaming, is
is as helpless as a character in the real world in a similar not bound to the world and does not automatically
state. Robbing from the tomb of a dead person is not only return to the same spot in 24 hours if dispelled.
desecration but also burglary to the mind of an Ancient The default state of all active spiritual creatures is
Egyptian. The objects are still in use and if you steal Bes- invisible and intangible. They may pass through
na-mauts silver cosmetics box from her tomb to sell to a walls, floors and even people. Any character within

229
30 feet of a spiritual creature may make a Wisdom Any manifest spiritual creature may attempt to
check at a DC of 10 to feel a presence. possess a living creature and control its actions. To
Spiritual creatures must manifest themselves in do this, it must move into the targets space. The
order to interact with the real world in any way. target can resist the attack with a successful Will
save (DC 15 + the spiritual creatures Charisma
death and beyond

Manifestation makes the creature visible, as a


transparent, ghostly figure. While the creature is modifier). A creature that successfully saves is
manifest, it loses one hit point per round. The only immune to that same spiritual creatures possession
interaction with the real world that does not require attempts for 24 hours and the spiritual creature
manifestation on the spiritual creatures part is the cannot enter the targets space. If the save fails, the
absorption of ritual offerings. Manifestation is a free spiritual creature vanishes into the targets body.
action. A spiritual creature can cease manifestation While the spiritual creature is in possession of the
as a free action, though it may not do so on the same victim, it uses its own Intelligence, Wisdom and
round on which it has manifested. Charisma ability scores, skills and feats and uses
A manifest spiritual creature that is reduced to zero the Strength, Constitution and Dexterity ability
hit points, and thus dispelled, is forced to cease scores of the host. As possession counts as a form
manifestation. Those that are bound to the world of manifestation, the creature must still expend
may not manifest again until they have regained one hit point per round to sustain control of the
strength by absorbing offerings or otherwise gaining host creatures actions. Spiritual creatures that are
power. Those that are free roaming are returned to possessing living creatures may be kept at bay as
their own realm. above but are not forced out of the creature they
are occupying; the host creature is itself kept at bay.
Any character may attempt a Prayer check to keep You may make a Prayer check to disrupt a spiritual
a spiritual creature at bay. (Characters with ranks
creature while it possesses another person. If you
in Hekau may use this skill instead.) This does not
are successful, the spiritual creature is reduced to
dispel the spiritual creature; it merely wards it off.
zero hit points but is rendered dormant (see below)
A spiritual creature kept at bay cannot approach
instead of being dispelled.
within closer than 5 feet of the character keeping
it at bay and will not willingly do so. The Prayer A spiritual creature that has successfully possessed
check to keep a spiritual creature at bay is made a character may voluntarily allow him to regain
against a DC of 10 plus the spiritual creatures Hit control of his actions without ending the possession.
Dice (or character level) plus its Charisma ability A spiritual creature in this state is referred to as
score modifier plus any resistance modifiers to such dormant. A dormant spiritual creature regains
attempts that it may have. Once a Prayer check to one hit point per hour; drawn from the living
keep a creature at bay has been made successfully, energy of the person it is possessing. The host
it need not be made again for 24 hours. A failed does not lose these hit points, as they are taken
Prayer check to keep a creature at bay cannot be from nutrients that his system has not used. The
attempted again for 24 hours. possessing creature is in this respect a parasite, like
Any character may attempt a Prayer check to a ghostly tapeworm.
disrupt a spiritual creature. (Characters with ranks In cases of possession, if the host creature is killed,
in Hekau may use this skill instead.) To do this, the spiritual creature is instantly dispelled. This
the character must successfully touch the manifest also applies to undead in all cases except that of the
spiritual creature (or the body of the creature that death-lantern.
it is occupying) with a symbol of his deity or with
an open hand. This requires a successful melee A spiritual creature may cast Hekau or Witchcraft
attack. You can make such an attack even though spells if it has the ability but must manifest in order
the manifest creature is insubstantial. (If you are to do so. It may not cast spells against any creature
using a symbol, you may throw it, thus making a who is keeping it at bay or who it has made a failed
ranged attack instead.) The Prayer check is then attempt to possess within the last 24 hours. A
made as a free action. The Prayer check to disrupt spiritual creature in possession of another creature
a spiritual creature is made against a DC of 15 plus may cast spells but draws the energy to do so from
the spiritual creatures Hit Dice (or character level) its own hit points, not those of the possessed
plus its Charisma ability score modifier plus any creature.
resistance modifiers to such attempts that it may A free-roaming spiritual creature that is bound
have. A disrupted spiritual creature is instantly into a prepared material body (such as a composite
reduced to zero hit points. mummy) becomes an undead creature (see below)
and is no longer counted as a spiritual creature.
230
undead creatures creatures, as in the case of the thirsty ones. When a thirsty
one feeds on a character and kills him as a result, a form
An undead creature is the result of a spiritual creature
of contagious magic sometimes affects the dead body so
entering and animating a body made from one or more
that the living spirit of the character is trapped within the
corpses. (Some spiritual creatures may enter and animate
corpse, unable to move on to the afterlife. This results in a

death and beyond


a dead body that has not been specially prepared.) The
new thirsty one. The magic that keeps the body animated
spiritual creature possesses the artificial body made from
overrides the better nature of the spirit, meaning that only
dead matter just as it would possess a living person. The
a vestige of the characters original personality remains.
great advantage of this is that it can then move around in
The only way to liberate the spirit of a character who has
the physical realm, move objects and attack with weapons.
become undead is to destroy his tainted body.
Once a spiritual creature has been bound into an undead
body, it cannot then leave of its own accord.
The visits of wholly discarnate
spirits can also create undead
Undead creatures may be kept at
creatures if the victim is killed. For
bay, just like spiritual creatures. It was conceived that the Ka could
example, a character that is drained
They can also be disrupted, though leave the human body during sleep
by the nocturnal visits of a lustful
if this happens, their body crumbles or while the subject lay in a trance.
one arises as an undead monster in
to pieces. An undead creature that It then wandered forth and visited
much the same way as the victim of
is smashed to bits or otherwise people and places and its experience
a thirsty one. The victims of lustful
destroyed with physical damage is survived in memory. Dreams were
ones become stalking shades.
simply destroyed; the animating accounted for in this way as actual
spirit most commonly returns to its happenings. When a man dreamt
Magicians who know the proper
own realm, its job done. of a deceased friend, he believed
Hekau rites for self-animation, a
that his Ka had met with the Ka of
form of truly twisted sorcery, can
Most undead creatures are the result the dead, held converse with it and
avoid the judgement of Anubis by
of corrupt magicians using Hekau engaged in the performance of some
binding their own ka back into
spells to summon wicked spirits, Other-World duty.
their body at the moment of death,
commanding them to obey and then
thus reanimating their own dead
binding them into the body of a dead Sometimes the wandering Ka
corpse. Such walking horrors come
creature. Such undead as composite could be observed at a distance
to resemble the animated mummy
mummies, bowel-eaters and skeletal from where the sleeper reposed.
of horror films, swathed in bandages
gnawers are artificial undead. When It had all the appearance of the
and reliant on preservative fluids to
a wicked spirit takes possession of a individual, because it was attired
keep their bodies from falling to
dead body, it no longer has to expend in the doubles of his clothing and
bits. They dread having their bodies
hit points to remain manifest, unlike might carry the double of his staff.
destroyed, as their liberated spirit
possession of a living creature. This Ghosts, therefore, included the
would then have to face judgement
is because the dead body offers no spirits of the living, which were not
and undoubtedly be consigned
resistance to the spirits presence, recognized to be spirits until they
to damnation, their hearts ripped
whereas a living creatures own vanished mysteriously. They might
out and devoured by Anubis. A
inherent spirit is always fighting to also be simply heard and not seen.
magician who uses Hekau to force
regain control.
his spirit back into his dead body is
Egyptian Myth and Legend, by
called a defiled one.
Some undead creatures arise Donald MacKenzie
spontaneously. The spiritual
Undead Qualities: Undead
creature known as a death-lantern
creatures are immune to mind-
(see the Bestiary) can take possession
affecting magic and critical hits. They do not suffer
of any dead body, so long as it has not been given funerary
grievous wounds, nor do they have a Constitution
rites (see Consecration effects) and animate it. Such a
score. When they are reduced to zero hit points, they
creature is called a prowling corpse and is detailed in the
are destroyed. Some undead, such as defiled ones and
Bestiary. Unlike other undead creatures, a death-lantern
thirsty ones can be decapitated. If it becomes necessary to
may abandon a corpse that it has entered. Destroying the
calculate an undead creatures grievous wound threshold,
corpse does not dispel the death-lantern.
assume that it is identical to the creatures Strength ability
score. Undead do not have divine points.
Creatures that consist of a spirit animating a dead body can
sometimes create others like themselves by slaying living

231
Mechanical Wonders
Artifice
Artificers have talents of invention and creation that are
A technological wonder is handled in a way similar to
how creatures are described in the Bestiary chapter with
far beyond even the best of ordinary craftsmen. They can some additions and alterations to the required fields.
produce finely wrought items whose cunning design improves The construction process fills out these qualities while
on even masterwork quality weapons and armour and can determining their cost and difficulty to make.
create mechanical wonders that the population will marvel at
for generations to come. Artificers do not use magic; their skill Name: This is the name of the mechanical wonder, which
is entirely based on mechanical lore and native genius. should always incorporate the name of the artificer who
artifice

made it or the name of the person for whom it was made.


Masterwork And Mechanical wonders always have titles such as The Fountain
Of Xiomedes or The Astounding Chess Player Of King
Marvellous Items Hazmath.
Artificers can produce masterworks in four different ways:
with the normal method available to any other craftsman; Type and Size: All technological wonders are constructs by
from scratch, with their own personally developed techniques; definition. These rules present a number of subtypes that
from an existing item or by making an existing masterwork further define the technological wonder: static structure,
into a marvellous item. vehicle, animated object, portable equipment, personal
weapon and siege weapon, described later. The machines size
Original Masterworks: To create a masterwork from scratch, depends a lot on the creators wishes as much as it depends
the artificer can roll his Craft check as normal, multiplying his on its function. A vehicle must be able to carry one or more
check result by the items DC for a single week of work, adding people, while a personal weapon cannot exceed the intended
the numbers together until they reach the items market price users size. As the artificer designs his machine, he finds what
in coin. If he draws upon his creative ingenuity, he can attempt the base size is for a machine with the functions he wishes and
to reduce the time and the money required. The process is increases or decreases it with additional qualities.
very simple: he can raise the DC for his Craft check by +2 for
every 10 silver drachmas he subtracts from the masterwork Structure Dice: Machines do not have hit points like ordinary
components price. Thus, an artificer can make a masterwork creatures, nor do they have grievous wound thresholds but
weapon component (100d, DC 20) as normal or he could opt they have structure points. One structure point is equal to
to raise the DC to 26, and it would cost him 70d. ten hit points.

Masterworking an Item: Normally, when an item comes Hardness: All objects, including machines, have a hardness
out of a craftsmans workshop, there is nothing else that can rating. Whenever an object takes hit point damage, subtract
be done to it; it is complete and finished. Artificers, who are its hardness from the damage. Only damage in excess of its
always pondering how an items function could be improved, hardness is deducted from the objects hit points. Do not
know how to add a masterwork component to items that are subtract the hardness from damage dealt by weapons and
already built. The artificer can add +5 to the items original attacks able to deal structure damage, such as other machines,
construction DC and add a masterwork component worth since such attacks are meant to affect objects directly.
200 silver drachmas; it takes more work to add masterwork Manoeuvrability: If the object can move or be moved, such
quality to an item that is already completed. He can use the as a vehicle or an animated object, it has a manoeuvrability
techniques described above to reduce the master components mode and score. The manoeuvrability mode is the same as
price by increasing its DC. Failing a check by 5 or more ruins that described for flying creatures in the Adventuring chapter
half the masterwork materials, but leaves the original item (clumsy, poor, average, good and perfect) and defines how
intact. well the machine moves. For movement modes other than
flying, simply replace fly with walk, burrow or swim.
Superior Masterworks: The final and most revered tool in For maritime vessels, walk applies to their movement on
the artificers collection is the ability to create marvellous items the waters surface, since swim is meant for creatures and
from items that are already masterworks themselves. The machines that can dive underwater. The manoeuvrability
artificer adds a second masterwork component layer on top score is the machine equivalent to Initiative, determined by
of the original item while he makes additional adjustments an artificially implanted Dexterity score, its subtype and any
to it to better accommodate the extra work. This second installed special qualities.
component is worth double the amount of the original (200
silver drachmas for weapons and 100 silver drachmas for Speed: How fast a mobile machine advances in the different
armour and other items) and it has a DC of 25 to construct. As movement modes. This entry also specifies if the machine is
with all masterworks, the artificer can reduce the masterwork able to take the run action or not.
components cost by increasing the DC. A marvellous item
provides a further +1 bonus to a normal masterwork. Failing Turn Rate: Also for mobile machines, this specifies how much
a check by 5 or more ruins half the masterwork materials, and distance the machine covers before making a 45 turn. It
there is a flat 50% chance that it will also ruin the original supersedes the distance given by the manoeuvrability mode.
item.

232
Attacks: This entry lists all the attacks and attack bonuses of Construction Checklist
a machines weaponry. Only if the machine is able to move Making a mechanical wonder is no easy task and these rules
by itself does it roll on its own; otherwise, the number is an are a simplification of the process at best.
accuracy bonus granted to a wielders, operators or crews
attack roll. Attacks listed here are from normal weaponry Form and Function: Decide what the object is meant
or siege weaponry; attacks that stem from emulating a feat or to do and what is its general shape. This step defines
ability go into the special qualities field. the wonders subtype and provides the blueprint for
emulating abilities, skills, feats and other effects.
Damage: Any weapon in a machines arsenal has its damage Framework: What the object is made of. This step

artifice
listed here. Some attacks may deal structure damage, in which determines the wonders size, its hardness and a base
case this is expressed as two damage types separated by a slash, difficulty for the Craft checks required to make its
the first to indicate hit point damage against creatures and the frame.
second for structure damage against objects. Machine Components: The base technology of the
wonder. Different levels of sophistication affect the
Special Qualities: Any effect that emulates feats or special wonders size, power and operation requirements.
abilities is listed here. Such abilities are very costly to emulate Power Sources and Conduits: Not being magical,
through machinery and some may not be possible at all at machines do not run by themselves. A power source
the Games Masters discretion. The limit of what may be gives the necessary energy for the technological
achieved will depend on the kind of campaign being run. A wonder to work and the conduits transmit that energy
mythic campaign should set the limit fairly low; this is a genre to the corresponding components.
in which flying mechanical horses pulled chariots, after all. Extra Parts: The creator of a technological wonder
Historical campaigns should have the limit set very high. can find that he ran out of space, or that he needs more
power than was originally foreseen. In this phase he
Saves: Objects do not have any inherent saving throw. If makes all the necessary adjustments: from adding extra
unattended, they fail automatically. If a bonus is present here, space for wood-burning engines to installing a more
it means that the machine is built in such a way as to give its compact mainspring to power the clockworks.
wielder, operator or crew a bonus to their own save to protect Additional Features: Unsatisfied inventors can add
their machine from harm. additional features to their machine before it is finally
ready. These features are exclusive to technological
Abilities, Skills and Feats: Machines do not have any inherent wonders and do not depend on emulating skills or
ability scores, skill ranks nor feats, but the creator may emulate feats.
them through installing a function. The cost of doing this is The Craft: Finally, add all of the wonders qualities
expressed in Construction Points. together to determine the final costs as well as the DC
for the different Craft checks that are required to make
Crew: The minimum number of operators a machine requires it, as well as how long it will take to build.
to perform its functions.

Passengers: The number of creatures a mechanical wonder


may accommodate in addition to the crew.
what is it? what
Cost: The final cost in silver drachmas that the creator,
does it do?
These are the questions an artificer must answer before
sponsor or crew must spend to make the wonder. All costs sketching the first draft of his blueprints. The main drive
may be split in any proportion amongst all the craftsmen that when an artificer creates a mechanical device is need; either
collaborate in making the technological wonder. his own need or that of his patron. In response to the needs
of the people, the artificers solved many mechanical problems
Construction Points (CP) in long-ago eras, creating devices that purified water or made
The system to build mechanical wonders has a basic building it easy to move huge blocks of stone. Do not worry if an
block: Construction Points, referred to as CP from now on. artificers invention should logically have meant that humans
Every material, feature and deficiency carries a cost measured developed certain technologies sooner than they did; artificers
in points. As the player or Games Master make their choices are always coming up with devices that should not see the light
on size, materials and abilities, they add the points assigned of day until many years have passed but owing to the inability
to each, or subtract points by intentionally introducing of ordinary craftsmen to use an artificers plans, these devices
deficiencies. The final CP amount is then used to calculate all are always going to be very limited in their production, usually
costs, as well as playing a part in the research and construction being one-offs at best.
process.
Construction Target (CT)
The easiest way to code the range of possible machines into
relatively simple rules is the Construction Target, a number
that sums up what the technological wonder is and what

233
it does. To calculate the Construction Target, simply add the What Is It?
numbers in the following tables for all the criteria that the
wonder meets. Craft Construction
Form SD DC Targets
The structural Construction Target adds the machines subtype Static Structure d12 +0 15
as well as its abilities and installed feats and represents the Vehicle d10 +1 10
machines size and materials. The performance Construction
Target is the result of any skill ranks or special abilities being Animated Object d12 +2 5
applied to the machine and reflects its components, power Portable Equipment d8 +0 2
sources and conduits. Each Construction Target represents
artifice

Personal Weapon d8 +1 1
the minimum amount of Construction Points that a creator
must spend for the machine to work. If the objects CP cost
is less than the Construction Target, the wonder simply will benefit of magic to provide propulsion. However, they are
not work. Extra parts comprise the basic hardware, rods, more manoeuvrable than vehicles, since they are not designed
beams, cogs and pistons necessary to complete the job and to carry others though provision for such has been known and
can reasonably be used to top up Construction Points in can be added as an improvisation or as a special feature.
order to meet Construction Targets, or are components that
grant additional, unforeseen or unusual characteristics to the Vehicles
machine. Turn
Vehicle Size Manoeuvrability Speed Rate
Form: Machine Subtype
As mentioned before, all technological wonders are considered Tiny (it happens) Perfect (+2) 15-ft. 0-ft.
constructs but they have several subtypes that further define Small Good (+1) 20-ft. 5-ft.
them: Medium Average (+0) 30-ft. 10-ft.
Construction Corresponding Large Average (-1) 30-ft. 20-ft.
Target Type Characteristic Elements Huge Poor (-2) 40-ft. 30-ft.
Structural Machine Framework: Size and Gargantuan Clumsy (-4) 40-ft. 60-ft.
Subtype, Shape, Materials;
Colossal Clumsy (-6) 30-ft. 120-ft.
Abilities, Feats. Extra Parts
Performance Skills, Special Machine
Abilities Components, Portable Equipment: Characters can theoretically carry these
Power Sources and items. Portable equipment does not move by itself, though the
Conduits, Extra Parts feature may be added.

Static Structure: These machines are not moved, resting in Animated Objects
place for a reason. Such wonders range from mechanical Object Size Manoeuvrability Speed Turn Rate
statues that open and close palace doors to improved mills that
Diminutive Perfect (-1) 10-ft. 0-ft.
grind corn in a fraction of the time.
Structures have a +2 hardness in addition to their materials Tiny Perfect (+2) 15-ft. 0-ft.
base and have a d12 Structure Dice. Structures do not move Small Good (+1) 20-ft. 0-ft.
and therefore have no manoeuvrability, speed or turn rate. If
Medium Average (+0) 30-ft. 0-ft
a structure is to have mobility, it must be added as a special
quality. Large Average (-1) 30-ft. 0-ft.
Huge Poor (-2) 20-ft. 10-ft.
Vehicle: Vehicles are made to move others. Vehicles have
Gargantuan Clumsy (-4) 20-ft. 20-ft.
a base manoeuvrability, speed and turn rates depending on
their size. The creator can modify these values by installing Colossal Clumsy (-6) 15-ft. 30-ft.
additional features.

Animated Object: Creating an automaton is the dream of


many an artificer. He who can make a machine in imitation Personal Weapon: Artificers occasionally build contraptions
of nature has proven himself to be in possession of talents that that are intended for use as weapons. Most warriors and noble
the Gods would envy. These complicated mechanisms are very warriors are very suspicious of such things, preferring the
hard to manufacture, especially when they are given humanoid reliability of a proven sword or bow to some bizarre product of
form; mechanical people do not balance as well as organic ones an artificers brain. Using mechanical equipment to fight with
and do not have enough space inside them for more than the is seen as dishonourable by many combatants; if one wants the
most fine arrays of cogs, gears and chains. Objects animated best in equipment, one should appeal to the Gods to lend their
by machinery require either very complicated or very large heavenly weapons and items, not resort to human ingenuity.
limbs and mechanisms in order to move, as they lack the A warrior or noble warrior who uses a mechanical personal

234
weapon built by an artificer (as opposed to a masterwork or
marvellous weapon) may not use his Reputation bonus while What Does It Do?
he carries the weapon, nor for 1d3 months afterwards. Function Construction Target
Reproduce an ability (physical) 2 (per point)
Movement and Propulsion Reproduce an ability (mental) 3 (per point)
Vehicles and animated objects are designed to move and travel. Reproduce a skill (Str and Dex) 1 (per 5 ranks)
At the planning stage, the creator must decide what method of
movement the machine will use. Surface movement through Reproduce a skill (Int and Wis) 2 (per 5 ranks)
easy terrain and water can be achieved without cost by adding Skill has a user focus +1

artifice
wheels, legs or by declaring the machine a sailing or oared Reproduce a general feat 2
ship. If the machine is required to have some form of special
movement, it must be added as a function, either emulating a
skill or requiring a special cost in CP. Abilities: It is not common to grant machines an ability
score, although it may come in handy if it is meant to have
A technological wonder may only have one base method of multiple purposes or have many skills based on that ability.
travel, though more can be added separately. To add surface Physical abilities are easier to install, since they have a real and
movement, simply +1CP to the cost of the base movement. measurable effect. A strong machine is capable of exerting
Any other kind of movement must be added as an extra force on its surroundings like lifting and carrying weight
function. or attacking, while a dextrous one either moves fast or can
manipulate other objects. As a construct, a technological
The different movement methods have the manoeuvrability, wonder cannot have a Constitution score.
speed and turn rate defined in their corresponding table and
can be achieved by emulating the following skills, feats and Mental scores are trickier to justify and should definitely
special abilities: remain within the realm of a mythic campaign. Artificers who
create intelligent machines are coming dangerously close to
claiming the Gods own prerogative. Nonetheless, machines
that emulate intelligence do exist in the myths and in more
Movement Requires
contemporary retellings thereof, so they may be built. An
Burrow 222 construction points. intelligent machine is capable of remembering and processing
Fly under own speed 86 construction points. great amounts of information while a wise one may have acute
(e.g. wings) sensory features. No machine has a personality and therefore
no Charisma rating.
Lift off from ground 10 construction points. Device
only (e.g. balloon) can only raise or lower itself and
The Construction Target lists the cost for a single point in a
requires sails or some similar means
score; above a certain threshold, the points are more expensive.
of propulsion to move in a constant
Multiply the Construction Target listed for reproducing
direction.
an ability by the corresponding factor in the next table to
Underwater Emulate Swim skill. The creator determine the final Construction Target for each ability score.
should install a method to allow For example, an ability score of 13 would cost you 13 points,
breathing and visibility. while an ability score of 16 would cost you 18 points: 14
Rough or steep Emulate Climb skill. points to raise the score to 14, and then 4 points to raise the
terrain score by a further two and reach the target of 16.
Vertical surfaces 10 construction points.
Feats: The true genius of artifice lies in this stage, the
application of additional features to an object by granting it
Function skills and feats as if it were a character. The skills and feats
The easiest way to define what a mechanical wonder does do not work exactly as they would for characters, but they
with hard rules is to have it emulate certain character-specific certainly make the object behave strangely.
qualities, such as ability scores, skills and feats. If a player
comes up with an effect not covered by any of the existing General feats are installed normally. Special feats cannot
options for the aforementioned qualities, the Games Master be installed, as they depend on a characters special
should assign it a Construction Point value using the body of abilities and cannot be reproduced by a machine.
these rules as a guideline. Write the Construction Target for
each function in its own row before adding it all up and, in Combat feats like Weapon Focus and Cleave can usually
the Craft step, dedicate a number of Construction Points to only be installed on personal weapons. There are
pay for effects that would emulate that quality and achieve the exceptions, such as a vehicle having Spirited Charge.
function, thus assigning a machine part for it.
The listed Construction Target is for feats with no
prerequisites. Add the Construction Target as many
times as there are prerequisites.

235
High Ability Costs Disguise (Cha): An item with Disguise ranks is more than
meets the eye. It can disguise itself as another item of the same
Score Construction Target multiplier
size, and the craftsman chooses the seeming at the moment of
1-14 x1 creating the enhancement. The disguise form does not work
15-16 x2 as if it was a normal object of that kind; it just hides the true
nature of the original. The object rolls its Disguise check at
17-18 x3
the moment of transmogrification and casual observers must
19-20 x4 beat the result with a Spot check to realise that it is an object
21-22 x5 in disguise.
artifice

23-24 x6
Escape Artist (Dex): The only special provision for such
25+ Add 1 to the multiplier for every 2 points an item is that it must be close to the source of entrapment,
such as a suit of armour that features retractable blades in
Skills: An artificer can build a mechanical marvel so that it the bracers to cut ropes. The method of escape must be
uses a skill itself, such as a chariot that has the skill of moving determined at creation and it may not apply for all situations
silently, or so that it allows another person to use the skill, that call for an Escape Artist check.
such as a pair of boots that enable the wearer to move silently.
Physical skills are easier to install than mental skills and, if the Handle Animal (Cha): An item intended to handle animals
machine does have a score in the skills key ability, the ability is built for a particular species, suffering a -2 penalty when
modifier applies. Determine if the skill will be used by the dealing with similar creatures, -4 when applied to wildly
machine (object focus) or by an operator (user focus) and, different creatures and -6 for members of another creature
while using that function, use the appropriate ability score, type.
either the one for the machine or the one for the operator.
Mechanical marvels can never be built with Hekau, Prayer or Heal (Wis) and Medicine (Int): Healing devices are
Witchcraft skills included, neither to use these skills themselves frightening. Even if such an item has beneficial effects, the
nor to confer a bonus upon another characters use thereof. mere thought of having it touching parts of ones body grants
its user a +2 morale bonus to Intimidate checks.
Installing skills follows a similar process to installing an ability
score; the Construction Target in the table lists the cost per Hide (Dex): Like the Disguise skill, items equipped with
rank for skills with an object focus. Even if a machine cannot a Hide enhancement are quite unusual, able to camouflage
have a Charisma score, it can have Charisma-based skills themselves and/or their owner, depending on their focus.
installed. The guidelines below explain what the construction While the ability is working, the object cannot move or be
can do with skill ranks. moved without ruining the hide attempt.

Balance (Dex): Items with an object focus enhancement Jump (Str): Jumping items are not restricted by their height
may remain steady by themselves, which is useful for vehicles for maximum jumping distance. Items that complement a
moving over uneven surfaces. If a moving vehicle succeeds characters Jump checks add 1 foot to his height for purposes
in a Balance check (DC 15, or Games Masters discretion), of determining maximum jumping distance.
it remains stable enough so that ranged attacks fired from
it suffer no penalties and spellcasters do not need to roll a Listen (Wis): A character must be actively using the item
Concentration check to cast. in conjunction with Listen checks in order to work; it does
not activate automatically and the character may very well be
Climb (Str): Items that can climb by themselves (other than surprised by silent enemies.
vehicles) cannot carry other characters while climbing; that
is the function of a user focus skill enhancement, to grant a Move Silently (Dex): Taking the form of padding, carefully
bonus to a characters own Climb check. wrought suspension springs or extra grease on the connections
between plates, this enhancement is always active. A vehicle
Concentration (Con): Any item that aids in Concentration with this enhancement or a character benefiting from it loses
checks (with a user focus) most forcibly cover the users head five feet of its speed.
somehow. It imposes a penalty to Listen and Spot checks
equal to the bonus it grants to Concentration and a -1 dodge Perform (Cha): Items enhanced with Perform ranks resemble
penalty to Active Defence. musical instruments.

Craft (Int): Items that complement a Craft are even better Presence (Cha): An item is either built to incorporate the
than masterwork tools. Artificers will frequently build their intimidating or the seductive use of this skill, never both.
own mechanical lathes, drills and saws so that they can build Intimidating items look frightful and ominous and are often
even bigger and better marvels. Like the skill itself, an item covered in spikes and demonic heads. Mechanical devices can
made to complement a specific Craft is useless for another, never help a person make a seduction attempt with Presence,
although the Games Master may give a reduced bonus for though mechanical courtesans can have Presence skill ranks
closely related crafts. whereby they can make their own seduction attempts.

236
Stranger things have been known! One legend even tells of the strain of pulling a character and keeping him afloat, it has
a mechanical courtesan who was given to a king as a gift and a 5% chance of seizing up altogether and ceasing to function
who then proved to be the perfect assassin, killing him with for every two Swim checks it complements.
one stroke and incapable of betraying her builder.
Tumble (Dex): Whether their Tumble ranks are focused
Profession (Wis): Items that complement a Profession are on the object or its user, the Tumble check only allows the
even better than masterwork tools. Like the skill itself, an character or item to move up to 20 feet while tumbling and
item made to complement a specific profession is useless cannot prevent damage from falling.
for another, although the Games Master may give a reduced

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bonus for closely related professions. Depending on the Use Rope (Dex): Objects cannot make special knots
Profession, they can have a complexity of 1 though 3, defined by themselves and are not particularly useful for tying
by the Games Master. creatures, suffering a -2 on their checks. When used as tools
to complement a characters Use Rope checks, they work
Ride (Dex): Riding aids tend to spook a mount, inflicting a normally, but they can only make one kind of special knot,
morale penalty on the riders Handle Animal checks equal to defined at the time of construction.
the bonus it gives to Ride checks. Mounts with 6 or higher
Intelligence do not scare so easily but take offence at having
such an item used on them. framework
Now that the basic form and function of the wonder are set,
Search (Wis): When making an item that helps in Search it is time to get down to details. From now on, all the costs
checks, the craftsman must specify what the item is good at are expressed in Construction Points that resolve into the
searching for. For example, you could have an item that uses a machines real price and are used to meet the Construction
careful balance of internal salts to look for water deposits, or a Targets for the overall plan and for individual features.
tracking lens that helped find small dropped objects.

Sense Motive (Wis): In order to work properly, an item with


Shape and Size
Depending on the machines form, it has a pre-established
Sense Motive ranks must be no further than one inch per skill
shape that a creator may alter at will. The basic shape does not
rank from the subject of the check.
influence the final cost of the machine. The table below lists
the number of space units a machine of a given subtype and
Sleight of Hand (Dex): Items that enhance the users Sleight
size has available for distributing among its three dimensions:
of Hand checks, such as extensible graspers, must be quick,
width, length and height. Each dimension must have at least
precise and sturdy. Ranks for this skill cost double to install
one unit assigned to it. For static structures and vehicles, each
in an item.
unit represents a span of five feet for all size categories. For
animated objects, the same value (1 unit = 5 ft. span) holds
Solve Conundrum (Int): Mechanical devices with this skill as
true for machines of Medium-size or larger, but for Small and
an object focus can only tackle extremely logical, mathematical
smaller machines, each unit equals six inches (1/2 foot). For
conundrums, such as solving a labyrinth or calculating the
personal weapons and portable equipment, one unit equals a
shortest distance between two points. Devices that aid the
span of six inches. No machine may be more than twice as
user to solve conundrums resemble abacuses for calculating
with or helmets covered
in metal struts, designed Frames Space Units
to put pressure on key
Machine Subtype
areas of the thinkers head
according to the principles Static Animated Personal Portable
Size CP SD Structure Vehicle Object Weapon Equipment
of phrenology.
(1) Fine 3 1 3 3 3 3 3
Spot (Wis): Spotting
(2) Diminutive 5 1 4 3 4 4 3
items work like Listen
items; they must be (3) Tiny 9 1 8 4 8 8 3
activated and in use in (4) Small 18 2 16 8 16 16 4
order to work
(5) Medium 36 4 32 16 3 32 8
Swim (Str): Boats (6) Large 72 6 64 32 4 64 16
with Swim ranks are (7) Huge 144 8 128 64 8 128 32
independently powered
(8) Gargantuan 288 10 256 128 16 256 64
and can move by
themselves at 10 feet per (9) Colossal 576 12+ 512 256 32 512 128
round. A swimming device * For Static Structures and Vehicles, 1 unit = 5 feet
that aids the operator is ** For Animated Objects, 1 unit = 6 inches (Fine to Small); 1 unit = 5-ft. (Medium-size and larger)
not very resilient; due to *** For Personal Weapons and Portable Equipment, 1 unit = 6 inches

237
high as its width. The dimensions Material
obtained are an approximation;
they define a box inside which a CP Craft DC Craft DC Weight
machine should fit to qualify for Material Multiplier (make) (repair) Modifier Hardness
that size category. For example, a Wood x1 10 10 x 5 lb. 5
Large animated object has four space Wood & Leather x2 12 10 x 8 lb. 6
units to distribute; assigning one
to width, one to length and two to Stoneworks x3 15 12 x 10 lb. 8
height results in a machine that can Bronze x4 15 12 x 16 lb. 10
fit a space of five feet by five feet,
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Iron x5 18 16 x 14 lb. 12
with a maximum height of ten feet.
The number of units also measures
the machines capacity to support breaks under the strain of the machines workings. Wooden
machine components for its special abilities, as described in cogs and gears pulled by ropes that twist through pulleys and
its own section. levers make up the inner workings of a wooden machine.
When wooden and leather components are used in equal
Personal weapons and portable equipment handle size measure, such as for moving parts, the machine gains an extra
differently. Their size category means the size of a creature able measure of flexibility that keeps it from snapping its pieces
to wield the weapon in one hand. A Medium-size weapon is apart.
not the same absolute size as a Medium-size creature, but such
a creature may hold it in one hand without penalty. Stoneworks: Machines made out of stone are almost always
structures. Dams, speaking statues of the Gods, chambers
Size defines how many Structure Dice a machine rolls to that amplify echoes, or secret passages that can be found but
determine its structure points and how many Construction not opened without a key are just a few of the wonders that
Points it costs in order to meet the structural Construction artificers can make with stone. Sometimes it is hard to tell
Target requirement. The number between parentheses is the when a stone structure is actually a technological wonder.
size categorys numerical value; use it when a rule calls for a
number to add, subtract or multiply by the size category. Bronze: The middle point between endurance and cost,
bronze is the most practical metal alloy, resistant but not as
Reducing space units also reduces the items cost. Subtract 1 costly as iron. A machine with bronze workings can have parts
CP from the machines total cost for every 2 units deducted made of other metals or even other materials, but they just
from the total. You cannot take so many units that the serve as support and ornamentation to the main bronze body.
machine drops one size category.
Iron: As it has a higher melting point, iron is harder to process
and shape than bronze but is much more resilient and sturdy.
Materials
An important decision to make when planning a mechanical
wonder is what it is going to be made off. Matters of cost and
weight are cons to be considered, but balanced by the pros of
machine
resistance and efficiency. Cheap materials make for relatively
inexpensive and easy construction, but they break down easily
components
The first of a technological wonders elements whose cost
and need a lot of maintenance to keep running. More durable in Construction Points is used to meet the performance
materials can take quite a beating and are very reliable but they Construction Target, the machine component is the way an
are ultimately expensive. artificer applies his craftsmanship to make the abilities in
his machine work. A judicious application of each kind of
This material makes up the majority of the machines body, technology can power almost any kind of ability, if coupled
which means that it can have parts made of other materials with the right power source. A mechanical wonder can
that do not count towards the final cost. The material defines benefit from one or more applications of a technology type,
the machines hardness and the Difficulty Class for the but each entails its own Craft check. Simple technologies can
appropriate Craft checks to make and repair. be completed easily, but it takes much more effort to have
them work as intended, while complex and sophisticated
Materials do not have a CP cost, but instead they multiply the components are harder to make, but get the job done more
cost of the base shape and size. Cheap materials may not fulfil efficiently by comparison.
the machines structural Construction Target, which means
that the deficit must be met with assorted parts. To calculate Take the Construction Target for each skill, ability or feat
the machines final weight, square the number of space units it that the machine can perform and select one or more
has and multiply it by the materials listed weight modifier. technology types that will make it work. Spend the amount of
Construction Points that will match each Construction Target
Wood and Leather: Carpentry is one of the easiest of the and make a note on the Craft DC of each component for each
construction methods. Wood is pliable, abundant and skill, ability or feat.
easy to shape and replace in the likely case that it
238
Capacity a wide variety of components that would be nightmarish to
Every mechanical wonder has a limited capacity as to how much include individually in a rules system, so they are simply
machinery it can fit without needing further attachments and grouped together in the technology type. Each type has
expansions to accommodate extra mechanisms. A machines related crafts used in its construction. An artificer must have
size and subtype define its capacity, equalling the number of at least 5 ranks in any of the corresponding Craft skills in order
units a machine of that subtype has for that size, as defined in to build a mechanism of that type. Also, each technology type
the framework phase of building a technological wonder. requires a specific drive system, converter or conduit that will
power the technological wonders functions.
Technology types take space and the simpler it is, the more

artifice
space it demands in order to reproduce a skill or ability. Operating the machinery requires a capable engineer, pilot,
The table lists how many Construction Points can fit in a helmsman or member of any profession who would know
single unit. For example, an artificer is building a Large how to work it. To activate each ability, regardless of its
vehicle (32 units); if he were to use only simple machinery duration, an operator makes a Craft or Profession check with
(2 Construction Points per unit), he can fit 64 Construction a DC set by the technology type, or a Wisdom or Intelligence
Points-worth of components in order to meet the machines check (whichever is higher) if the operator does not possess
performance Construction Target. If he were to use any relevant skill. The machinery for each of the devices
sophisticated machinery (10 points per unit), he would be abilities requires one crewman for every space unit that the
able to fit 320 Construction Points-worth of components. components occupy. This operating procedure is independent
If the Construction Points needed to meet the Construction of the operation of the power source, which needs its own
Target exceed the machines capacity, the artificer must fit it crew. Mechanical marvels are always labour-intensive.
with additional parts, which makes the machine more than a
bit ungainly; see the section on extra parts. Simple Machines: Components that operate through
mechanical force and can be made by the simplest of crafts.
A character may add any combination of components as The wedge, screws, pulleys, levers, inclined plane, and wheels
long as the Construction Points add up to a special abilitys and axles are examples of simple machinery, such as artificers
Construction Target and they do not exceed the capacity. Note have been using for centuries.
that the power source needed to activate each component also
takes space so a few units should be left open for them. Complex Machines: These are either a clever combination of
simple machines or operate under more advanced mechanical
principles. Cogs and gears are an example of complex
Minute Crafts machinery, as are pistons, coiled springs, conveyor belts,
The table considers the capacity for machines where a unit latches and diaphragms. On the higher scale of advancement,
equals a span of five feet. For small machines where a unit steamworks, waterworks and clockworks are the pinnacle of
equals a span of six inches, the artificer must make a conscious complex machinery research.
effort to miniaturise the components he is working with. The
machines capacity works as normal but the craftsman suffers Sophisticated Machines: These are the contraptions that
a -6 penalty to the Craft checks to assemble the components, require the application of technical secrets now lost to
representing the enormous care and difficulty of working humanity, whereby the angles of mirrors, the vibrations
with smaller machinery. The difficulty involved means that of crystals and the hum of tuning forks were said to work
mechanical marvels tend to be built to a large scale; it is very amazing transformations upon matter. This was not magic
much a genre of towering wooden horses and earth-shaking but a form of ancient science no less incredible. An artificer
clockwork giants. Only the very best of artificers can create must use his Craft (blacksmithing) skill to make sophisticated
devices so elaborate that they fit into a small space. machines but for the purpose of these skill checks, his Craft
(blacksmithing) skill can be no higher than his Knowledge
Technology Types (mysteries) skill ranks. Even if an artificer has 16 ranks in
There are three main types of technology an artificer can use Craft (blacksmithing), if he has a Knowledge (mysteries) skill
to make his mechanical wonder operate. Each type contains ranking of 4, then that is his effective Craft (blacksmithing)
skill for the purpose of building a sophisticated machine.

Machine Component
Construction Points per
Technology Corresponding Crafts Craft DC Operation DC space unit
Simple Blacksmithing, carpentry, leatherworking, 12 10 2
Machines pottery, sculpture, shipmaking, stonemasonry.
Complex Blacksmithing, wheelwright. 14 12 6
Machines
Sophisticated Special: see above. 18 14 10
Machines

239
power sources and Power Source Types
Given the diversity of power methods that artificers can devise,
conduits the following are just guidelines for possible kinds of power
sources and their operation. Players and Games Masters are
A technological wonder does not operate by itself; it needs fuel
in the absence of magic to power its abilities. Artificers have advised to be both flexible and creative, coming up with details
developed several power sources that move different types of as needed or simply leaving the operation to narrative details.
technology and call them engines, whether that power source
is a wood-fired boiler or a great clockwork motor wound up Mechanical Power: Creates energy by movement actively
by a key. created by something or someone called an operator.
artifice

Mechanical power sources range from oaring to manual-


As each of the technological wonders abilities has its own operation cranks, springs and even the simple act of pushing,
Construction Target and, therefore, their own components, such as on pedals and pulling, such as on ropes or chains. In
they also have their own power sources. The engines take up order to work, the machine needs constant operation of its
space in the machines capacity as much as the components do. power source and a crew of operators to do so. As a rule of
Some sources are more suited to certain types of technology, thumb, one operator can work a mechanical power source for
while others need some sort of converter to translate the every two effective Construction Points of its cost. Operating
energy they give off into the one the components need, thus a mechanical power source requires a skill or ability check with
increasing the space they require. A power source does not a DC 10.
cost additional Construction Points, since the price is already
included in the machine components it powers, but it has an Natural Power: Uses the power of natural elements in order
effective CP cost for purposes of calculating its space. A power to create energy instead of manual operation, but uses almost
sources effective Construction Points are one-fifth of the all the same parts as mechanical power sources. Sails and
abilitys total CP cost and, depending on the technology it is fans like those on a windmill can harness the power of wind;
powering and its own nature, takes up a number of space units the power of water is converted to motion by waterwheels in
indicated in the table. For example, an ability powered by ten static machines and so on. If the Games Master allows the
Construction Points-worth of simple machinery (that take five technology, magnetic charges from lodestones (fallen to earth
space units) would have a power source with an effective CP as meteorites and very rare) can be used to rotate a magnetised
cost of two. A mechanical power source for such an ability wheel. A single operator can work a natural power source
would take one space unit since, according to the table, a for every three effective Construction Points of its cost.
mechanical power source can fit two Construction Points per Operating a natural power source requires a skill or ability
space unit when powering simple machinery. check with a DC 12.

To make a power source, use the Craft skill for the technology Elemental Power: An improvement over natural power,
type it is feeding. The Difficulty Class for making the power elemental power sources apply a transforming process to an
source is equal to the base technology types plus a modifier inert element in order to create energy. Steamworks are the
for the kind of power source. For example, an elemental best example of this for the application of heat to water; the
power source feeding complex machinery has a DC 17 (14 for ancient Greeks knew full well that engines could be driven
complex machinery +3 for elemental power source). A power by steam. The Games Master may also wish to allow esoteric
source for miniaturised components is also miniaturised, power systems, such as alchemical capsules, dissolved in water,
suffering a -6 penalty on the Craft check. The DC to repair to provide energy or a system based around an Atlantean
the power source is the same as that to create it. crystal technology. The remains of urns said to be ancient
pottery batteries have been retrieved from the ocean bed, so
Most sources require a crew to activate or keep under even an electric battery is not out of the question. A single
operation. Doing so requires a skill check appropriate for the operator can work an elemental power source for every two
sources nature and must be defined by the creator at the time effective Construction Points of its cost. Operating an
of construction. Most of them will require a Profession skill elemental power source requires a skill or ability check with a
such as engineer, siege engineer or even teamster, but it may DC 14. Elemental power needs fuel, for which see below.
require other skills, such as like Handle Animal for a device
that is powered by a pony walking round a turnstile.

Power Sources
Craft Operation Capacity by Technology Type (Construction Points per space unit)
Power Source DC DC Simple Complex Sophisticated
Mechanical +1 10 4 3 2
Natural +2 12 2 4 3
Elemental +3 14 2 2 4

240
Centralising The Engine anything from structural reinforcement to amazingly sturdy
If a technological wonder has more abilities than one, it needs decoration. Extra parts are provided to serve two purposes in
multiple power sources to feed each mechanism, but instead the creation of a mechanical wonder:
of making several engines for each mechanism, an artificer
can instead make a single power source for all the wonders Meeting the Construction Target: When the machines
functions. To do this, add all the Construction Points of all Construction Points for the chosen frame do not complete the
the functions the machine possesses and divide by five to form and functions Construction Target, the artificer may add
obtain the engines effective CP cost. Select the nature of the reinforcements, counterweights and other parts to complete
engine (mechanical, natural or elemental) and use the highest the frames Construction Points.

artifice
DC from the machines components, adding the power
sources DC modifier to calculate the final DC for the Craft Extending the Frames Capacity: When an artificer has spent too
check to construct the engine. As for space, use the lowest long locked away in his workshop, he will often include special
number from the Power Source Size table from the technology functions that a machines original design was not prepared
types present and reduce it by one. This last number is the to support, adding extra parts like platforms, rigging, beams
Construction Points per space unit that the engine takes up. and other protrusions that extend a frames capacity. Extra
For example, a self-propelled war-chariot with an automated parts for this function do affect the machine. Add the number
fire hurler works off a single steam-powered engine (elemental of Construction Points by which the extra parts exceed the
power source) to move the wagons wheels (simple mechanism) capacity of the machines final cost; divide this excess by the
and the fire hurler (sophisticated mechanism), which have a technologys Construction Points-per-space unit as listed in the
combined CP cost of 24, giving the engine an effective CP corresponding tables and add those size units to the machines
cost of four. The Craft (blacksmithing) check to make the frame. If the expanded spaces now take the frame to the next
engine has a DC of 21 (DC 18 for a sophisticated mechanism, size category, it acquires all the characteristics of its new size. A
+3 for an elemental power source) and occupies one CP per -1 size penalty is applied to all operation and activation checks,
space unit (elemental engines take 2 Construction Points per as well as the rolls for all special abilities such as attack rolls,
unit, minus 1), thus requiring that the machine have four saving throws and the like. The machine was not meant to be
units available for the engine. this size and its performance suffers as a result.

Fuel additional
Elemental power sources require fuel to generate energy. Fuel
is measured in charges, with each charge providing enough features
power for a single activation for instantaneous effects and After calculating all the costs, the creator may still not be
a ten-minute duration for more sustained effects. At the satisfied with the fruits of his labours and may wish to install
creation of the engine, roll 2d4; the resultant number is the additional features. The following features affect the way that
amount of raw materials in pounds needed to provide a single machines operate but do not require their own components or
fuel charge and it does not change until the next repair check, power source, so they do not affect a machines size. Their cost
when modifications to the engine may change its output. The in Construction Points is added in the Extra Parts phase. The
creator determines the fuel when he creates the engine, which Craft skill required to make such additions is the same as the
can be from such a logical source as coal or wood, or may be one used to build the frame, with the same DC.
more exotic, such as pure gold or concentrated alcohol.
Agility: The base movement characteristics provided for
vehicles and animated objects may not suit the creators tastes.
extra parts Through this feature the machines speed, manoeuvrability or
Not all of the wonders that the artificers build are graceful, turn rate may be improved. For each instance of this feature
elegant finished products. Some of them, at least in their early that the artificer installs, the machines speed increases by ten
stages of design, were wobbling top-heavy devices that seemed feet, its manoeuvrability is now one category higher with a +1
to have been built on excessively. When the mechanisms fall modifier or its turn rate decreases by ten feet. Only one of the
short of their intended function or are found to be too large characteristics can be enhanced at a time, but this feature may
to be incorporated into the original design, extra parts come be added up to three times to each characteristic. Cost: 2 CP.
to the rescue. Taking the form of attachments and extensions,
these extra parts are attached to the main body of the Appendage: An appendage is fitted at the end of an arm
mechanism to provide those extra few inches of containment and gives the mechanical wonder the ability to grab things.
space or keep one important moving part from repeatedly Whether hand, tentacle, clamp or pincer, the machine can use
whacking into another. it to take things without needing a crew to secure it to the
arm, or can change weapons of its size without having them
In terms of description, players and Games Masters can and mounted. An appendage needs the Extremity (arm) feature
should go wild; the extra parts serve no additional function before it is installed. Cost: 1 CP x half the size value.
nor add benefits or restrictions to the machine, so they can be

241
Automated: The machine components or the power sources Piloting Cockpit: The machine has a chamber just the size of
are built in such a way that they require fewer crewmembers an intended pilot. The pilot, who must have ranks in a specific
than normal. Reduce the number of operators required by Profession (pilot wonder) skill, can activate all the functions
one for every CP spent on this feature, to a minimum of and power sources of the technological wonder from levers,
one operator (someone must pull the lever). The number of buttons and panels within arms reach. Only machines whose
operators for a power source can be reduced to zero if the space units equal five foot spans can have a cockpit. Unlike
machine has a piloting cockpit or a control bridge. Cost: other features except the control bridge, a piloting cockpit
varies. occupies space, requiring three space units to fit Small and
Medium-size pilots, four for Large pilots and eight for Huge
Control Bridge: Like a piloting cockpit, a control bridge pilots. This space can be added with extra parts. Cost: 3 CP.
artifice

concentrates the activation and operation of all the machines


functions in the same space, in this case a room to contain Single Switch: The machine components that make an ability
the machines controllers and operators. One console sits a work and their power source are linked. A single crewman
single operator and controls one of the machines functions. can activate both at once, using the highest DC to activate.
Only machines whose space units equal five foot spans can This feature only applies to a single ability; to install a single
have a control bridge. Unlike other features except the switch to the rest of the abilities, add it to each separately. If
piloting cockpit, a control bridge occupies space, requiring a machine has a single power source for all of its abilities, the
a base three space units, plus an additional space unit per machine components cannot have the single switch installed,
console. This measure assumes that the crewmen are Small or as the power source definitely needs its own crew. Cost: 1 CP.
Medium-size creatures. Double the space units required for a
bridge designed for Large creatures and triple it for Huge crew
members. This space can be added with extra parts. Cost: 2 the craft
CP per console. Now the real fun begins: actually building the machine. The
crafting of the machine occurs in three steps:
Extremity: The machine has either an arm or a leg. An arm
grants the technological wonder a reach as if it was a creature Build the frame.
of the same size category (determine if it is long or tall); this Add the machine components and power sources.
arm may be used for manipulation (such as a mechanical cargo Add extra parts and additional features.
arm) or for attack if it has a weapon mounted. A leg grants
the machine some measure of walking mobility with the same If the creator is working alone, he proceeds in order but if
movement characteristics as a vehicle of its same size; note there is a team involved, they can perform steps two and three
that a machine with only one leg needs to have at least five at the same time. What happens in each
ranks installed in the Balance skill. Adding this feature more step is that the player tallies the
than once either adds another extremity (each arm needs an Construction Points of the
operator, all legs can work under the same operator) or doubles creation at that stage.
the length of an installed extremity (double the reach for arms, If all went well, the
add ten feet to the machines speed for legs). Cost: 1 CP x size
value.

Improved Handling: Some artificers remember that they will


not be the only ones to operate a machine and take pains to
ensure that it will be usable by others. This feature is applied
to a single function, which now grants a +2 bonus to any skill
check or other roll used to activate it. The features bonus
applies to attack rolls if installed on a personal weapon, or
to a mounted weapon that is not a technological wonder
itself, but is mounted on one. Cost: 3 Construction
Points.

Mobility: Only vehicles and animated objects are


designed to move, but other kinds of technological wonders
can have their own propulsion methods. This feature grants
the machine the movement characteristics of an animated
object of its size if the machine is a personal weapon or
portable equipment, and the characteristics of a vehicle
if the machine is a structure. Like vehicles and animated
objects, the creator must choose the form of movement and
implement it by adding functions as normal. This feature only
offers the possibility of movement, not the exact method.
Cost: 2 CP.

242
CP amount equals the Construction Target, but sometimes round that it moves. In combat situations, the pilot should roll
it goes over. a check for each round of movement, with failure meaning that
the machine does not move as intended; roll 1d8 to determine
Each CP is worth 500 silver drachmas, so multiply the final the actual direction that the machine moves. One represents
CP cost by that amount to obtain the technological wonders forward and going clockwise (two is forward and right, three
final market price. After this, all normal rules for making is right, etc.) if the result is the desired direction, the machine
items with the Craft skill apply. The market price multiplied does not move, but can still perform other actions.
by ten becomes the target value that all accumulated Craft
checks must reach to consider the machine completed, with Attack: Combat requires that the machine has weapons or

artifice
one check per week of work and with the cost of raw materials attack modes. Large machines have a crew operating each
being one-third of the final market price. weapon and it is that crew that makes their skill check as if it
was an attack roll. Profession (engineer, siege engineer) is ideal
for this task, but a Games Master may allow the existence of
Deficiencies Profession (gunner). A weapon gives a bonus to attack to its
If a Craft checks fails, no progress is made for that week of
crew if it has the Improved Handling feature or the emulated
work. If any of the checks fail by 5 or more, half the raw
Weapon Focus feat. A weapon can only attack once per turn,
materials are ruined and must be paid for again. If any of the
which is why multiple weapon mountings are valuable in a
checks fail by 10 or more, or in the case of a natural 1, not only
war machine.
are half the materials ruined, the craftsmen also introduced
a deficiency in the construction. During any activation, or
Abilities and Functions: Machines have special attacks or
once per hour of constant activation, there is a 5% chance that
abilities if they have them installed as emulated feats. Using
the machine will malfunction. A malfunctioning mechanical
them requires that a crew activate their mechanism along with
wonder seizes up completely; a suitable Craft check must be
their power source as described under machine components
made to repair it, for which see below.
and power sources. Reloading time should be 1d4 rounds, but
the Games Master can increase this or set the number.
Loss of raw materials due to a failed check only affects the step
in which the failure occurred. Failing to build the machines
frame does not affect the materials for the mechanical
components. Also, loss of material and malfunction chances
repairs and
that occur during the second step of construction only affect
the ability that the failed components are meant to support.
maintenance
Proud inventors almost always have a team of craftsmen to
Failure while adding extra parts only entails loss of material provide regular or emergency maintenance for their creations,
and cannot introduce or increase malfunction chances. sometimes even as part of the regular crew. Living beings heal
damage naturally, but machines need to be repaired. Only an
operation artificer can safely direct repairs on a mechanical wonder. If
a craftsman without the Artifice special ability attempts to do
Operating the mechanical wonder is a matter of skill checks.
so, his Craft skill checks are made at a 4 insight penalty.
The skills that work best for machinery are the Craft skills
used to make the different components. Ad hoc Profession
A repair check is a Craft check of the same kind and with
skills may be created to cover the operation of different
the Difficulty Class given for the material used to build
abilities, such as Profession (pilot wonder), although others
the technological wonders frame, modified by the amount
may apply if the item resembles more mundane equipment;
of damage it has suffered. The Craft check represents one
such as a sailor being able to work the riggings of a flying ship.
week of work in which the craftsmen spend one-tenth of
Most DCs in a machines operation appear in the component
the machines final market price in replacement parts and
and power source tables, but the Games Master can determine
materials. Subtract the checks DC from the final roll result
that using a machine requires an overall skill check, or the
and multiply by two. This is the amount of structure points
machine can have the Automated feature that allow it to be
that the construct recovers in that week. Machines reduced
activated by use.
to zero structure points are destroyed and useless except for
scrap material.
Movement: The operation of a moving machine depends on its
method of movement. Vehicles need a pilot or helmsman to
move and this special operator makes skill checks as if he were Repair Modiers
operating a normal, similar movement. Maritime vehicles
Damage Condition DC modifier
and ships that fly by the power of the wind would need the
Profession (sailor) skill, while an animal-drawn vehicle would 1 hit point remaining +6
need the Handle Animal skill. The Profession (pilot wonder) 25% of total hit points remaining +4
skill is a catchall skill, usually only gained by artificers and 50% of total hit points remaining +2
the children of artificers, that allows characters to control
the movement of any mobile technological wonder. Routine 75% of total hit points remaining +1
movement should not need skill checks except during the first

243
mention of the modifiers contributing to it, most usually
Bestiary
This section covers some of the monsters of the ancient
Dexterity and inherent evasiveness.

world. Monsters in OGL Ancients are very rare and will not be Active Defence/DR
encountered in most game sessions. Unless otherwise detailed, This describes any natural armour that the creature has. If it
each of these monsters is solitary. wears the same kind of armour that player characters do, the
type of armour is given here.
Monsters are not necessarily good or evil, with the exception
of wicked spirits who are always utterly malicious and intend BAB/Grapple
bestiary

nothing but harm to humanity. Monsters have deities just The number here is the creatures base attack and grapple
as ordinary people do. If you worship the same deity that a bonuses before any modifiers are applied, and the creatures
monster does, the monster may be less inclined to do you ill. grapple check modifier.
Of course, this consideration is not necessarily extended to
anyone who is accompanying you. Attack
This line shows the single attack the creature makes with an
attack action. In most cases, this is also the attack the creature
Statistics Block uses when making an attack of opportunity as well. The attack
This portion of a monster description contains basic game line provides the weapon used (natural or manufactured),
information on the creature. attack bonus and form of attack (melee or ranged). The attack
bonus given includes modifications for Strength (for melee
Name attacks) or Dexterity (for ranged attacks). A creature with
This is the name by which the creature is generally known. the Weapon Finesse feat can use its Dexterity modifier on
The descriptive text may provide other names. melee attacks. If the creature uses natural attacks, the natural
weapon given here is the creatures primary natural weapon. If
Size and Type the creature has several different weapons at its disposal, the
This line describes the creatures size. A relative size modifier alternatives are shown, with each different attack separated by
affects the creatures Passive Defence and attack bonus; see the the word or. A creature can use one of its secondary natural
Combat chapter. A creatures size also determines how far weapons when making an attack action, but if it does it takes
it can reach to make a melee attack and how much space it an attack penalty, as noted in the Full Attack section below.
occupies in a fight (see Space/Reach, below). The damage that each attack deals is noted parenthetically.
The size and type line continues with the creatures type. Type Damage from an attack is always at least 1 point, even if a
determines how magic affects a creature. Type determines subtraction from a die roll reduces the result to 0 or lower.
certain features, such as Hit Die size, base attack bonus, base
saving throw bonuses and skill points. Full Attack
This line shows all the physical attacks the creature makes
Hit Dice when it uses a full-round action to make a full attack. It gives
This line gives the creatures number and type of Hit Dice the number of attacks along with the weapon, attack bonus
and lists any bonus hit points. A parenthetical note gives and form of attack (melee or ranged). The first entry is for
the average hit points for a creature of the indicated number the creatures primary weapon, with an attack bonus including
of Hit Dice. A creatures Hit Dice total is also treated as its modifications for size and Strength (for melee attacks) or
level for determining how spells affect the creature, its rate of Dexterity (for ranged attacks). A creature with the Weapon
natural healing and its maximum ranks in a skill. Finesse feat can use its Dexterity modifier on melee attacks.
The remaining weapons are secondary and attacks with them
Initiative are made with a 5 penalty to the attack roll, no matter how
This line gives the creatures modifier on initiative checks. many there are. Creatures with the Multiattack feat take only
a 2 penalty on secondary attacks. The damage that each
Speed attack deals is noted parenthetically. Damage from an attack
This line gives the creatures tactical speed on land, the amount is always at least 1 point, even if a subtraction from a die roll
of distance it can cover in one move action. If the creature reduces the result to 0 or lower.
wears armour that reduces its speed, the creatures base land
speed follows. A creatures primary attack damage includes its full Strength
modifier (1-1/2 times its Strength bonus if the attack is
If the creature has other modes of movement, these are given with the creatures sole natural weapon) and is given first.
after (or in place of ) the land speed. Unless noted otherwise, Secondary attacks add only 1/2 the creatures Strength bonus
modes of movement are natural (not magical). and are given second in the parentheses.
If any attacks also have some special effect other than damage,
Active Defence that information is given here.
The Active Defence line gives the creatures Active Defence Unless noted otherwise, creatures using natural weapons deal
bonus for normal combat and includes a parenthetical double damage on critical hits.
244
Manufactured Weapons: Creatures that use swords, bows, that applies only in certain situations.
spears and the like follow the same rules as characters do. The
bonus for attacks with two-handed weapons is 1-1/2 times the Natural Tendencies: Some creatures simply are not made
creatures Strength modifier (if it is a bonus) and is given first. for certain types of physical activity. If it seems clear that a
particular creature simply is not made for a particular physical
Space/Reach activity, that creature takes a 8 penalty on skill checks that
This line describes how much space the creature takes up on defy its natural tendencies.
the battle grid and thereby needs to fight effectively, as well as In extreme circumstances the creature fails the check
how close it has to be to threaten an opponent. The number automatically.

bestiary
before the slash is the creatures space or how many feet one
side of the creature occupies. The number after the slash is the Feats
creatures natural reach. If the creature has exceptional reach The line gives the creatures feats. A monster gains feats just
due to a weapon, tentacle or the like, the extended reach and as a character does.
its source are noted in parentheses at the end of the line.
Deity
Special Attacks and Special Qualities This shows the deity that the creature worships, if any. Any
Many creatures have unusual abilities. A monster entry breaks monster that has a deity also has a number of divine points
these abilities into special attacks and special qualities. The equal to its base Hit Dice, which it may use just as a character
latter category includes defences, vulnerabilities and other could. Monsters of animal intelligence never have deities.
special abilities that are not modes of attack. Additional
information (when needed) is provided in the creatures Challenge Rating
descriptive text. When a special ability allows a saving throw, This shows the average level of a party of adventurers for
the kind of save and the save DC is noted in the descriptive which one creature would make an encounter of moderate
text. Most saving throws against special abilities have DCs difficulty.
calculated as follows: 10 + 1/2 the attackers racial Hit Dice +
the relevant ability modifier. Gorgon
Medium Mythical Beast
The save DC is given in the creatures description along with Hit Dice: 12d8+6 (33 hp)
the ability on which the DC is based. Initiative: +2
Speed: 30-ft. (6 squares), fly 60-ft. (poor)
Saves Active Defence: +2 (+2 Dex)
This line gives the creatures Fortitude, Reflex and Will save Active Defence/DR: +18/10
modifiers. BAB/Grapple: +12/+22
Attack: Bite +22 melee (1d6+10) or snakes +22 melee (1d4
Abilities plus poison)
This line lists the creatures ability scores, in the customary Full Attack: Bite +22 melee (1d6+10) or snakes +17 melee
order: Str, Dex, Con, Int, Wis, Cha. (1d4 plus poison)
Space/Reach: 5-ft./5-ft.
Strength: Quadrupeds can carry heavier loads than bipeds Special Attacks: Poison, petrifying gaze
can. Any creature with four or more motive limbs can carry a Special Qualities: Darkvision 60 ft, immortal (except
load as a quadruped, even if it does not necessarily use all the Medusa), fast healing 1
limbs at once. Saves: Fort +5, Ref +10, Will +9
Abilities: Str 30, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Non-abilities: Some creatures lack certain ability scores. (22 Medusa)
These creatures do not have an ability score of 0they lack Skills: Listen +9, Presence +12 (+16 Medusa), Move Silently
the ability altogether. The modifier for a non-ability is +0. +10, Spot, +9, Survival +11
Grievous Wounds: 22
Skills Feats: Rugged, Combat Sense, Improved Initiative, Dodge,
This line gives the creatures skills, along with each skills Track
modifier including adjustments for ability scores, armour Deity: Hecate
check penalties and any bonuses from feats or racial traits. All Challenge Rating: 12
listed skills are class skills. A creatures type and Intelligence
score determine the number of skill points it has. The Skills The Gorgons are three sisters, each one of which is a ghastly
section of the creatures description recaps racial bonuses and monster. They are covered in scales the colour of gold, as
other adjustments to skill modifiers for the sake of clarity; these strong as iron. Their hair is a mass of hissing snakes and great
bonuses should not be added to the listed skill modifiers. wings sprout from the back of each. The faces of two of the
An asterisk (*) beside the relevant score and in the Skills section sisters are grotesque, with huge tusks protruding from their
of the descriptive text indicates a conditional adjustment, one mouths. These are called Stheno and Euryale.

245
The third of the sisters, Medusa,
resembles a beautiful human woman, Poison: Injury, Fortitude DC 14,
apart from her hair of snakes. The Graeae, Gorgon and initial damage 1d6 Str, secondary
sisters always live together. There are Hound of Hecate damage 2d6 Str. The save DC is
several mountain caves in Greece where Constitution-based.
they are said to dwell.
Graeae
Gorgon Blood: If a Gorgon ever suffers Sisters of the Gorgons, the Graeae
a grievous wound, a quantity of blood or Grey Sisters are three immortal
bestiary

or ichor splashes the ground. This has hags who have legendary powers of
powerful magical properties. Gorgon prophecy. Each one is a 20th level seer
blood either causes the growth of 2d6 in her own right. They have a peculiar
extra potent witches herbs, acts as a disability, in that they are all blind and
restorative powerful enough to cure toothless. They have one eye (that is a
all of a persons wounds (grievous or wet, living human eye in all respects)
otherwise) in one round or causes a that they pass between them, popping
Pegasus to be born fully-grown from it into an eye socket as required and
the spot. one tooth that can be set into a jaw in a
similar fashion.
Immortality: Stheno and Euryale are
immortal, with ichor in their veins The Graeae are renowned for their
instead of blood. They are immune to knowledge of secrets. They often hold
decapitation attacks, critical hits and the key to an otherwise invincible
petrifaction effects. Even if they are creatures vulnerability. If they are
reduced to below 0 Constitution, they do shown respect, they may give their aid
not die. They fall senseless and recover as soon to a hero, though they are notoriously
as their wounds close. Medusa can be killed if she is uncooperative. They are fiercely defensive
reduced to below 0 Constitution or if she is decapitated. of their sole eye and tooth and will not take
Even then, her slayer still has the other two Gorgons to kindly to attempts to remove them.
contend with. In the myths, Medusa was slain by the hero
Perseus, who escaped with the help of the winged sandals Hound of Hecate
of Hermes. The Games Master may of course rule that the Medium Mythical Beast
accounts of her demise were exaggerated. Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Fast Healing: Gorgons recover from wounds quickly. All Speed: 40-ft. (8 squares)
wounds, even grievous ones, heal at the rate of one hit point Active Defence: +5 (+1 Dex, +4 evasive)
per round. This applies to all three of the Gorgons. BAB/Grapple: +4/+5
Attack: Bite +5 melee (1d8+1)
Petrifying Aspect: Contrary to popular belief, it is not the Full Attack: Bite +5 melee (1d8+1)
Gorgons gaze but their appearance that turns the victim to Space/Reach: 5-ft./5-ft.
stone. Anyone who can see a Gorgons face is instantly turned Special Attacks: Howl
to stone, unless they make a successful saving throw. The Special Qualities: Darkvision 60-ft., scent
Gorgons face has this effect even if the Gorgon is asleep or Saves: Fort +5, Ref +5, Will +4
has her eyes shut. The only way to avoid it is to look at the Abilities: Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Gorgon indirectly, such as in a reflective surface. This effect Skills: Hide +13, Jump +12, Listen +7, Move Silently +13,
has a range of 60 feet. A Will saving throw at DC 22 negates Spot +7, Survival +7*
this effect. The saving throw must be made on any round Grievous Wounds: 13
on which the character can see the Gorgon. The save DC Feats: Concerted Assault, Run, Track
is Charisma-based. In Medusas case, this ability remains Deity: Hecate
even if her head is severed. If the head is removed and used Challenge Rating: 3
as a weapon for any end of which the Gods do not approve,
the Gods may intervene personally and take the head up to The Hounds of Hecate are sleek, dark, wolf-like dogs that are
Olympus with them. sent up from the underworld to assist witches or hunt down
and devour those who oppose the witch-goddess. They are
A character may attempt to fight without looking into always encountered in groups of three or more. Packs of more
the Gorgons face; this is handled as if the character were than twenty have been reported.
attempting to avoid a gaze attack, for which see the Magic
chapter. Howl: A hound can emit a blood-chilling howl as a standard
action. All living creatures within a 30 foot area must succeed
246
on a Will saving throw (DC 15) or become panicked for 2d4 cunning and logical ability. This prevents them from ever
rounds. A creature that successfully saves against the howl becoming lost and enables them to track enemies. Further,
cannot be affected by the same hounds howling for 24 hours. they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot and
Skills: Hounds of Hecate have a +5 racial bonus on Hide and Listen checks.
Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when Nymph
tracking by scent, due to their keen sense of smell. Medium Fey
Hit Dice: 6d6+6 (27 hp)

bestiary
Minotaur Initiative: +3
Large Mythical Beast Speed: 30-ft. (6 squares), swim 20-ft.
Hit Dice: 6d8+12 (39 hp) Active Defence: +7 (+3 Dex, +4 Dodge)
Initiative: +0 Active Defence/DR: Total/10
Speed: 30-ft. (6 squares) BAB/Grapple: +3/+3
Active Defence: +0 Attack: Dagger +6 melee (1d4/1920)
Active Defence/DR Full Attack: Dagger +6 melee (1d4/1920)
BAB/Grapple: +6/+14 Space/Reach: 5-ft./5-ft.
Attack: Labrys +9 melee (3d6+6/x3) or gore +9 melee Special Attacks: Blinding beauty, stunning glance
(1d8+6) Special Qualities: Low-light vision, unearthly grace, wild
Full Attack: Labrys +9/+4 melee (3d6+6/x3) and gore +4 empathy
melee (1d8+2) Saves: Fort +7, Ref +12, Will +12
Space/Reach: 10-ft./10-ft. Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Special Attacks: Powerful charge 4d6+6 Skills: Escape Artist +12, Handle Animal +13, Heal +12, Hide
Special Qualities: Darkvision 60-ft., natural cunning, scent +12, Listen +12, Medicine +13, Move Silently +12, Rhetoric
Saves: Fort +6, Ref +5, Will +5 +6, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 +3 (+5 with bindings)
Skills: Listen +7, Presence +2, Search +2, Spot +7 Feats: Combat Casting, Dodge, Weapon Finesse
Feats: Great Fortitude, Power Attack, Track Deity: Poseidon
Deity: Poseidon Challenge Rating: 6
Challenge Rating: 4
Minotaur, Werewolf A nymph is about the height and weight of a girl of
Minotaurs have the bodies of burly humans and Nymph fourteen. Nymphs are native to Greece and are inhabitants
and the heads of bulls. They are always male. of the streams, rivers and lakes. Mortals have
The original minotaur was based on the island sometimes been known to marry them. Paris,
of Crete and lived at the centre of a labyrinth the shepherd responsible for stealing Helen
designed by the artificer Daedalus in service of Sparta and causing the Trojan War, was
to King Minos. It was said to be the child of initially wed to the nymph Oeone.
Queen Pasiphae and a sacred bull. Although
only one such creature is mentioned in the Blinding Beauty: This ability affects all
myths, it is reasonable to assume that such a humanoids within 30 feet of a nymph.
horror reproduced itself. As Poseidon sent Those who look directly at a nymph
the bull that fathered the first minotaur must succeed on a DC 17 Fortitude
from the sea, the minotaurs follow him. save or be blinded permanently as
A minotaur stands more than 7 feet tall though by the blindness spell. A
and weighs about 700 pounds. nymph can suppress or resume this
ability as a free action. The save DC
Powerful Charge: A minotaur is Charisma-based.
typically begins a battle by charging Stunning Glance: As a standard
at an opponent, lowering its head to action, a wrathful nymph can stun a
bring its mighty horns into play. In creature within 30 feet with a look.
addition to the normal benefits and The target creature must succeed
hazards of a charge, this allows the on a DC 17 Fortitude save or be
beast to make a single gore attack stunned for 2d4 rounds. The save
with a +9 attack bonus that deals DC is Charisma-based.
4d6+6 points of damage. Unearthly Grace: A nymph adds
Natural Cunning: Although her Charisma modifier as a bonus on
minotaurs are not especially all her saving throws and as a dodge
intelligent, they possess innate

247
bonus to her Active Defence. The statistics block already In Egypt, the situation is altogether different. The Egyptian
reflects these bonuses. werewolf is noble and defensive of humanity, blessed by the
Wild Empathy: A nymph can make a Charisma ability score Gods (who themselves display animal traits) rather than cursed
check to change the attitude of a wild animal or mythical beast by them. In Mythic Era Egypt, a famous clan of werewolves
as if she were using the Rhetoric skill. She has a +6 racial called the Children of Wepwawet existed, fighting alongside
bonus on any Charisma-based check when dealing with wild their human kinsmen against the minions of Set. They believe
animals. that Wepwawet himself is literally the father of their line, in
Skills: A nymph has a +8 racial bonus on any Swim check the same way that Ra is the father of the Pharaoh. Another
to perform some special action or avoid a hazard. She can line, the Anubi or children of Anubis, are were-jackals, using
bestiary

always choose to take 10 on a Swim check, even if distracted the same statistics as above.
or endangered. She can use the run action while swimming,
provided she swims in a straight line. Werewolves in humanoid form have no distinguishing traits.

Werewolf In wolf form, a werewolf can trip just as a normal wolf does.
In Greece, the condition of lycanthropy is always inflicted A werewolf in hybrid form usually dispenses with weapon
as a curse. The most famous of all is King Licao of Arcadia, attacks, though it can wield a weapon and use its bite as a
who killed his own son and tried to serve the flesh up to secondary natural attack.
Zeus when the God was disguised as a human. Licao was
turned into a werewolf for his horrible deed and is said to Alternate Form: A werewolf can assume a bipedal hybrid
have fathered a line of similar creatures. Greek werewolves form, with humanoid body and wolf head or the form of a
are completely rapacious, hungry and savage. At the Games wolf.
Masters discretion, a character following the Greek Gods who Trip: A werewolf in animal form that hits with a bite attack
eats human flesh may be transformed into a werewolf as divine can attempt to trip the opponent (+2 check modifier) as a free
punishment.

Werewolf, Human Form Werewolf, Wolf Form Werewolf, Hybrid Form


Medium Humanoid (Human, Medium Humanoid (Human, Medium Humanoid (Human,
Shapechanger) Shapechanger) Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp) 1d8+1 plus 2d8+6 (20 hp)
Initiative: +4 +6 +6
Speed: 30-ft. (6 squares) 50-ft. (10 squares) 30-ft. (6 squares)
Active Defence: +0 +2 (+2 Dex) +2 (+2 Dex)
Shield Defence: +1 - +1
Active Defence/ Any light or medium - Any light or medium
DR:
BAB/Grapple: +2/+3 +2/+4 +2/+4
Attack: By weapon Bite +5 melee (1d6+3) Claw +4 melee (1d4+2)
Full Attack: By weapon Bite +5 melee (1d6+3) 2 claws +4 melee (1d4+2) and
bite +0 melee (1d6+1)
Space/Reach: 5-ft./5-ft. 5-ft./5-ft. 5-ft./5-ft.
Special Attacks: Trip -
Special Qualities: Alternate form, wolf empathy, low- Alternate form, wolf empathy, Alternate form, wolf empathy,
light vision, scent low-light vision, scent low-light vision, scent
Saves: Fort +4, Ref +3, Will +2 Fort +6, Ref +5, Will +2 Fort +6 Ref +5, Will +2
Abilities: Str 13, Dex 11, Con 12, Int 10, Str 15, Dex 15, Con 16, Int 10, Str 15, Dex 15, Con 16, Int 10,
Wis 11, Cha 8 Wis 11, Cha 8 Wis 11, Cha 8
Skills: Handle Animal +1, Hide +1, Handle Animal +1, Hide +6, Handle Animal +1, Hide +6,
Listen +1, Move Silently +2, Spot Listen +1, Move Silently +6, Spot Listen +1, Move Silently +6,
+1, Survival +2 +1, Survival +2* Spot +1, Survival +2*
Feats: Improved Initiative, Iron Will, (same as human form) (same as human form)
Stealthy, Track, Weapon Focus
(bite)
Deity: Hecate Hecate Hecate

248
action without making a touch attack or provoking an attack round from the creatures gizzard. A swallowed creature can
of opportunity. cut its way out by using a light slashing or piercing weapon to
If the attempt fails, the opponent cannot react to trip the deal 25 points of damage to the gizzard. (Blows aimed at the
werewolf. gizzard automatically hit; it has natural armour with a DR of
Wolf Empathy: A werewolf can communicate with wolves 3.) Once the creature exits, muscular action closes the hole;
and receives a +4 racial bonus on Charisma-based checks when another swallowed opponent must cut its own way out. A
dealing with wolves and dire wolves. Gargantuan beasts interior can hold 2 Large, 8 Medium, 32
Skills: *A werewolf in hybrid or wolf form gains a +4 racial Small, 128 Tiny or 512 Diminutive or smaller opponents.
bonus on Survival checks when tracking by scent. Skills: A ketos has a +8 racial bonus on any Swim check

bestiary
to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted
Ketos (sea monster) or endangered. It can use the run action while swimming,
Gargantuan Mythical Beast provided it swims in a straight line.
Hit Dice: 16d10+112 (200 hp)
Initiative: 2 Siren
Speed: 20-ft. (4 squares), swim 40-ft. Ketos, Triton and Medium Mythical Beast
Active Defence: -2 (-2 Dex) Siren Hit Dice: 1d8 (4 hp)
Active Defence/DR: +5/10 Initiative: +2
BAB/Grapple: +16/+40 Speed: 20-ft. (4 squares),
Attack: Bite +25 melee (2d8+18) fly 80-ft. (average)
Full Attack: Bite +25 melee Active Defence: +2 (+2
(2d8+18) Dex)
Space/Reach: 20-ft./15ft. BAB/Grapple: +1/+1
Special Attacks: Improved grab, Attack: Dagger +1 melee
swallow whole (1d4/1920)
Saves: Fort +17, Ref +8, Will +4 Full Attack: Dagger +1
Abilities: Str 35, Dex 6, Con 25, melee (1d4/1920)
Int 1, Wis 8, Cha 8 Space/Reach: 5-ft./5-ft.
Skills: Listen +18, Swim +20 Special Attacks:
Grievous Wounds: 30 Captivating Song
Feats: Cleave, Improved Bull Rush, Saves: Fort +0, Ref +3,
Improved Decapitate, Power Attack, Will +3
Weapon Focus (bite) Abilities: Str 10, Dex 15,
Challenge Rating: 12 Con 10, Int 7, Wis 12, Cha
17
The ketos is an immense, serpentine Skills: Spot +1
creature with a body like that Grievous Wounds: 10
of a fish or eel and a head Feats: Improved Disarm
shaped somewhat like Deity: Poseidon
a dogs. Poseidon and Challenge Rating: 1
other Gods send ketoi
to destroy coastal cities, Sirens look like tall,
accept sacrifices and wreck beautiful Greek women.
ships. The most famous of all the ketoi was They stand on the rocks wearing
the one that came to devour Andromeda, only to be slain by translucent gowns and sing to passing ships, calling them
Perseus. In some legends, Perseus slays the monster with his to a promised paradise, then watching the ships wreck
sword, while in others he shows the ketos the head of Medusa themselves and sink. If a sailor ever made it to their shores
and turns it into stone. without drowning, they would stab him to death. Nobody
knows why they do this; the most likely explanation is that
Improved Grab: To use this ability, a ketos worm must hit
a deity cursed them.
with its bite attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it
Captivating Song: The only real weapon that the siren has is
wins the grapple check, it establishes a hold and can attempt
its song. When a siren sings, all creatures (other than sirens)
to swallow the foe the following round.
within a 300 foot area must succeed on a DC 16 Will save or
Swallow Whole: A ketos can try to swallow a grabbed
become captivated. This is a mind-affecting charm effect. A
opponent of a smaller size than itself by making a successful
creature that successfully saves cannot be affected again by the
grapple check. Once inside, the opponent takes 2d8+18
same sirens song for 24 hours. The save DC is Charisma-
points of crushing damage plus 8 points of acid damage per
based.
249
A captivated victim walks toward the siren, taking the most dwellings, old ruins, desecrated tombs and lonely hilltops.
direct route available. If the path leads into a dangerous area They have a plethora of names: the Sumerians called them
(through flame, off a cliff or the like), that creature gets a utuk xul, the Greeks larvae.
second saving throw. Captivated creatures can take no actions
other than to defend themselves. (Thus, a warrior cannot run Hekau spellcasters and witches call up wicked spirits for
away or attack but takes no defensive penalties.) A victim various reasons. The most common one is to ask a service
within 5 feet of the siren stands there and offers no resistance of the spirit, most commonly a question. Wicked spirits are
to the monsters attacks. The effect continues for as long as knowledgeable on various matters and often have access to
the siren sings and for 1 round thereafter. If a bard is playing information that the spellcaster does not. A Hekau spellcaster
bestiary

music within 30 feet of the captivated creature, this allows him may also call up spirits in order to bind them into prepared
to attempt a new Will save. corpses and make an undead creature.

Skills: Sirens have a +4 racial bonus on Bluff and Listen Wicked spirits abide by the usual rules regarding spiritual
checks. creatures; see Death and Beyond. Their appearance when
manifest or when viewed on their own plane is usually
Triton transparent, vaguely humanoid and pale, with empty eye
Medium Mythical Beast sockets and long talons. The abilities of a given wicked spirit
Hit Dice: 3d8+3 (16 hp) depend on the subtype. Those listed below are generic spirits
Initiative: +0 of evil, of the kind that are most commonly called up by
Speed: 5-ft. (1 square), swim 40-ft. casters.
Active Defence: +0
Active Defence/DR: +5/5 Attack: This is the wicked spirits mode of attack against
BAB/Grapple: +3/+4 creatures on its own plane. Even when manifest, it cannot
Attack: Trident +4 melee (1d8+1) attack physical creatures or objects.
Full Attack: Trident +4 melee (1d8+1)
Space/Reach: 5-ft./5-ft. Drain Life: Wicked spirits can drain the vitality from living
Special Qualities: Darkvision 60-ft. people. The spirit must be manifest in order to do this. The
Saves: Fort +4, Ref +3, Will +4 spirit must successfully hit the target with a touch attack.
Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11 Only Active Defence can be used to ward this off, not Shield
Skills: Craft (any one) +7, Debate +2, Hide +6, Listen +7, Defence. If the attack is successful, the victim must make a
Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot Fortitude saving throw (DC 10 + 1/2 spirits HD + spirits
+7, Survival +7 (+9 following tracks), Swim +9 Charisma modifier). If the saving throw fails, the spirit inflicts
Grievous Wounds: 12 2d6 points of damage on the target (which is not recorded as
Feats: Mounted Combat, Ride-By Attack a wound) transferring the same number of hit points to the
Deity: Poseidon spirit. A successful saving throw draws no hit points from
Challenge Rating: 2 the target and inflicts 1d4 points of damage on the spirit. A
wicked spirit can only attempt this attack once against any
Tritons are the children of the God of the same name. As given target in any 24-hour period.
worshippers of Poseidon, they are friendly toward those who
honour him and offer their protection to those ships whose If a wicked spirit has taken possession of a living victim, then it
crews have made generous sacrifice. A triton has silvery skin may make a drain life attempt without making an attack roll,
that fades into silver-blue scales on the lower half of its body. as it is already inside the victims body. However, most spirits
A tritons hair is deep blue or blue-green. A triton is about the will not do this, as they are instantly dispelled (reduced to 0 hit
same size and weight as a human. points) if their host dies.

Skills: A triton has a +8 racial bonus on any Swim check Wicked Spirit Powers: Every wicked spirit has one of the
to perform some special action or avoid a hazard. It can powers listed below. It cannot use these powers against a
always choose to take 10 on a Swim check, even if distracted person who is holding it at bay. It must be manifest first to
or endangered. It can use the run action while swimming, use any of them.
provided it swims in a straight line.
Corrupting Gaze: When manifest, the wicked spirit can
Wicked Spirit blast living beings with a glance, at a range of up to 30 feet.
Wicked spirits are bodiless entities (spiritual creatures) that Creatures that meet the wicked spirits gaze must succeed
have evil intentions towards humanity. They may be the Fortitude saving throw (DC 10 + 1/2 spirits HD + spirits
ghosts of especially unpleasant people, some form of demon or Charisma modifier) or take 2d10 points of damage and 1d4
even a part of the natural order that is just fond of bloodshed points of Charisma damage. The spirit must expend 5 hit
and destruction. Wicked spirits traditionally haunt the kinds points and take a standard action to do this.
of places that people fear, such as dark forests, abandoned

250
Medium Spiritual Creature
Minor Wicked Spirit Potent Wicked Spirit Formidable Wicked Spirit
Hit Dice: 4d12 (12 hp) 8d12 (48 hp) 12d12 (72 hp)
Initiative: +0 +0 +0
Speed: Fly 50-ft. (10 squares)(perfect) Fly 50-ft. (10 squares)(perfect) Fly 50-ft. (10 squares)(perfect)
Active Defence: +0 +0 +0
Base Attack: +2/+2 +4/+4 +6/+6

bestiary
Attack: Claw +2 melee (1d4) Claw +2 melee (1d4) Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4) 2 claws +2 melee (1d4) 2 claws +3 melee (1d4+1)
Space/Reach: 5-ft./5-ft. 5-ft./5-ft. 5-ft./5-ft.
Special Attacks: Possession, drain life Possession, drain life Possession, drain life
Special Qualities: Spiritual Spiritual Spiritual
Saves: Fort +1, Ref +1, Will +5 Fort +2, Ref +2, Will +9 Fort +4, Ref +4, Will +11
Abilities: Str 10, Dex 10, Con -, Int 17, Str 10, Dex 10, Con -, Int 17, Str 10, Dex 10, Con -, Int 17,
Wis 13, Cha 14 Wis 13, Cha 15 Wis 13, Cha 16
Skills: Bluff +11, Knowledge (any three) Bluff +15, Knowledge (any three) Bluff +20, Knowledge (any three)
+10, Move Silently +17, Spot +8, +14, Move Silently +21, Spot +18, Move Silently +25, Spot
Presence +11 +12, Presence +15 +16, Presence +20
Feats: Persuasive Persuasive, Iron Will, Improved Persuasive, Iron Will, Improved
Initiative Initiative, Weapon Focus (claw)
Challenge Rating: 2 4 6

Frightful Moan: The wicked spirit can emit a frightful moan Saves: Fort +2, Ref +6, Will +6
as a standard action. All living creatures within a 30 foot area Abilities: Str 10, Dex 18, Con -, Int 7, Wis 10, Cha 12
must succeed on a Will save (DC 10 + 1/2 spirits HD + spirits Skills: Hide +14, Spot +5, Listen +6
Charisma modifier) or become panicked for 2d4 rounds. A Feats: Dodge, Toughness
creature that successfully saves against the moan cannot be Challenge Rating: 5
affected by the same wicked spirits moan for 24 hours. It costs
the spirit 5 hit points to do this and it must take a standard This form of spiritual creature resembles a cold, hovering
action to do so. blue flame when manifest. It can understand speech but
cannot respond unless it has taken a body for itself. Unlike
Dreadful Form: Any living creature within 60 feet that views other spiritual creatures, death-lanterns do not have the
the wicked spirit must succeed on a Fortitude save (DC 10 + ability to possess living creatures. They are said to haunt
1/2 spirits HD + spirits Charisma modifier) or immediately plague pits, scenes of massacre and similar sites of mass death
take 1d4 points of Strength damage, 1d4 points of Dexterity without proper burial. Death-lanterns are said by some to be
damage and 1d4 points of Constitution damage. A creature emanations from the flaming torch of Hecate, the great Queen
that successfully saves against this effect cannot be affected by of the Dead.
the same wicked spirits horrific appearance for 24 hours.
Drain Life: Death-lanterns can drain the vitality from living
Skills: All wicked spirits receive a +10 racial bonus to all Move people. They must be manifest in order to do this. The
Silently skill checks. death-lantern must successfully hit the target with a touch
attack. Only Active Defence can be used to ward this off, not
Death-lantern Shield Defence. If the attack is successful, the victim must
Small Spiritual Creature make a Fortitude saving throw (DC 10 + 1/2 death-lanterns
Hit Dice: 8d12+3 (51 hp) HD + death-lanterns Charisma modifier). If the saving throw
Initiative: +0 fails, the death-lantern inflicts 1d4 points of damage on the
Speed: Fly 50-ft. (10 squares)(perfect) target (which is not recorded as a wound) transferring the
Active Defence: +4 (+4 Dex) same number of hit points to the spirit. A successful saving
BAB/Grapple: +4/+0 throw draws no hit points from the target and inflicts 1 point
Attack: Slam +5 melee (1d3 fire) of damage on the spirit. A wicked spirit can only attempt this
Full Attack: 2 slams +4 melee (1d3 fire) attack once against any given target in any 24-hour period.
Space/Reach: 5-ft./5-ft.
Special Attacks: Drain life, possess dead Possess Dead: A death-lantern can move into a dead body,
Special Qualities: Spiritual animate it and then abandon it, if it chooses, for a more
251
intact vessel. (While the death-lantern is merged with the the prowling corpse) gains 2 hit points for each point of
cadaver, the resultant undead is known as a prowling corpse, Strength drained, up to its maximum allowable.
for which see below.) This takes a standard action and does
not require a check. A death-lantern may not occupy a body Thirsty One (Akhkaru)
that has been given funerary rites of the deceaseds religion, These are the vampires of the ancient world, written of in
nor may it occupy a body that has been dismembered, burned Sumerian texts as the Akhkaru and feared since the first
or reduced to a skeleton. If the dead vessel is destroyed, the structures were built in ancient Mesopotamia. The thirsty
death-lantern is not automatically dispelled. ones are always created from human beings who have been
fed upon to the brink of death by other thirsty ones. Rather
bestiary

Death-lanterns occasionally ally themselves with Hekau than being a set monster, they use the statistics of the original
workers who worship Set or Apophis or with human being, with modifications and additional
witches working with Hecate in her darkest abilities.
aspect; these will make sure that there is a
plentiful supply of freshly slain victims When a human being becomes a thirsty
for the death-lantern to use. A single one, his Creature type changes to
death-lantern can occupy one dead Undead. If he served any deity
shell after another and can only other than Hecate, Apophis or
be stopped by being disrupted Set, the deity abandons him. He
or having no available vessel is no longer subject to grievous
nearby. wounds, hamstringing or
critical hits, though he can
Prowling Corpse still be decapitated. To do
Medium undead so is in fact one of the only
Hit Dice: 4d12 (24 hp) reliable methods of slaying a
Initiative: +0 thirsty one.
Speed: 20-ft. (4 squares)
Active Defence: -1 (-1 Dex) Active Defence: The base
BAB/Grapple: +2/+2 creatures Active Defence
Attack: Slam +2 melee (1d3 is increased by +2 due to
plus Strength drain) or by evasion, as thirsty ones are
single weapon very quick.
Full Attack: 2 slams +2 melee Natural Armour: The thirsty
(1d3 plus Strength drain) or one gains natural armour from
single weapon its supernaturally toughened
Space/Reach: 5-ft./5-ft. skin. This has a Coverage bonus
Special Attacks: Strength drain of +16 and a Damage Resistance of
Special Qualities: Undead Death Lantern, 10. Divine weapons ignore this natural
Saves: Fort +1, Ref +1, Will +5 Prowling Corpse armour completely.
Abilities: Str 10, Dex 18, Con -, Int 7, and Defiled Drain Blood: Thirsty ones can drink the
Wis 10, Cha 12 One blood from a living creatures veins by making
Skills: Hide +9, Spot +5, Listen +6 a successful Grapple check. If the foe is pinned,
Feats: Dodge the thirsty one drains 1d4 points of Constitution
Challenge Rating: 3 each round the pin is maintained. Each such attack gives the
thirsty one 5 temporary hit points.
These creatures result when a death-lantern takes possession Domination: A thirsty one may use the dominate will magical
of a dead body. The only sign that the jerkily animated body effect at will, without having to make a skill check to cast it, as
is being controlled by anything sentient is the blue light that if it were a 12th level caster. It must still expend the necessary
shines from its empty eyes, the light of the death-lantern. hit points to produce the effect. Using this ability requires a
standard action.
Strength Drain: While they are in their original form, death- Reproduce: If a thirsty one chooses, it can cause a victim of
lanterns can drain life like wicked spirits do but once they its blood draining to rise as a new thirsty one. This does not
have occupied a dead body and become a prowling corpse, happen automatically. The victim rises 1d3 days after death.
they may drain the very strength from their victims. As this If the body is decapitated or burned, it does not rise.
is a much more efficient way to feed, they prefer this. If a Magical Effects: Thirsty ones may still cast spells with
prowling corpses slam attack succeeds in doing damage to Witchcraft or Hekau if they have the ability. If their Gods
the target (i.e. is not soaked by a shield or by armour) then have abandoned them, they may no longer pray for miracles if
the target suffers 1d4+1 points of temporary Strength damage they had the ability before.
as well as hit point damage. The death-lantern (not

252
Abilities: The thirsty ones ability scores are modified as Size and Type: The persons creature type changes to undead.
follows: Strength +6, Dexterity +4, Intelligence +2, Wisdom Do not recalculate base attack bonus, saves or skill points. Size
+2, Charisma +4. He no longer has a Constitution ability is unchanged.
score. Hit Dice: Increase all current and future Hit Dice to d12s.
Resistance To Repulsion/Disruption: A thirsty one receives Natural Armour: A defiled one has natural armour with total
a +4 resistance bonus to all attempts to repel or disrupt it with coverage and a DR of 15.
Prayer or Hekau. Attack: A defiled one has a touch attack that it can use once
per round. If the base creature can use weapons, the defiled
Lustful One (Lilit) one retains this ability. A defiled one fighting without weapons

bestiary
Medium Spiritual Creature uses either its touch attack or its primary natural weapon, if it
Hit Dice: 12d12 (72 hp) has any. A defiled one armed with a weapon uses its touch or
Initiative: +0 a weapon, as it desires.
Speed: Fly 50-ft. (10 squares)(perfect) Full Attack: A defiled one fighting without weapons uses
Active Defence: +0 either its touch attack (see above) or its natural weapons (if it
BAB/Grapple: +6/+6 has any). If armed with a weapon, it usually uses the weapon
Attack: Claw +7 melee (1d4) as its primary attack along with a touch as a natural secondary
Full Attack: 2 claws +7 melee (1d4) attack, provided it has a way to make that attack either a
Space/Reach: 5-ft./5-ft. free hand or a natural weapon that it can use as a secondary
Special Attacks: Possession, strength drain attack.
Special Qualities: Spiritual, resistant Damage: A defiled one without natural weapons has a touch
Saves: Fort +4, Ref +4, Will +11 attack that uses malignant spiritual energy to deal 1d8+5
Abilities: Str 10, Dex 10, Con -, Int 17, Wis 13, Cha 16 points of damage to living creatures; a Will save (DC 10 +
Skills: Bluff +20, Knowledge (any three) +18, Move Silently 1/2 defiled ones HD + defiled ones Cha modifier) halves the
+25, Spot +16, Presence +20 damage. A defiled one with natural weapons can use its touch
attack or its natural weaponry, as it prefers. If it chooses the
Feats: Persuasive, Iron Will, Improved Initiative, Weapon
latter, it deals 1d8+5 points of extra damage on one natural
Focus (claw)
weapon attack.
Challenge Rating: 6
Special Attacks: A defiled one retains all the base creatures
special attacks and gains those described below. Save DCs
Lustful ones, the lilit of Sumerian legend, are discarnate spirits
are equal to 10 + 1/2 defiled ones HD + defiled ones Cha
who visit men in their sleep and bestow voluptuous dreams
modifier unless otherwise noted.
upon them. Delightful though these dreams are, they drain
Fear Aura: Defiled ones are shrouded in a dreadful aura of
the life force of the victim until he eventually withers and
death and evil. Creatures of less than 5 HD in a 60 foot radius
dies. The lustful ones resemble longhaired women, whose
that look at the defiled one must succeed on a Will save or be
feet (usually concealed beneath long gowns) are like the claws affected as though by an eye of terror magical effect. A creature
of birds. that successfully saves cannot be affected again by the same
defiled ones aura for 24 hours.
Strength Drain: The lustful one may only use this ability Paralysing Touch: Any living creature a defiled one hits with
against a sleeping or unconscious male target and must its touch attack must succeed on a Fortitude saving throw or
manifest in order to do so. The lustful one must enter be permanently paralysed. A remove curse magical effect is all
the targets space and take a full-round action to attempt a that can remove this paralysis. Anyone paralysed by a defiled
strength drain. The target makes a Will saving throw (DC one seems dead, though a DC 20 Spot check or a DC 15 Heal
10 + 1/2 spirits HD + lustful ones Charisma modifier). If check reveals that the victim is still alive.
he fails, he has intensely pleasurable dreams but is drained Spells: A defiled one can cast any Witchcraft or Hekau spells
of 1d4 points of Strength and 2d6 hit points, which are not it could cast while alive, though it can no longer pray for
recorded as wounds. The drained hit points are transferred to miracles.
the lustful one, up to her maximum. On waking, the victim Special Qualities: A defiled one retains all the base creatures
is fatigued and cannot recover from this fatigue other than special qualities and gains those described below.
by resting for eight hours without interruption; a further visit Resistance To Repulsion/Disruption: A thirsty one receives
from a lustful one certainly counts as interruption. A fatigued a +4 resistance bonus to all attempts to repel or disrupt it with
character cannot run or charge and takes a penalty of 2 to Prayer or Hekau.
Strength, Dexterity and Shield Defence. Immunities: Defiled ones have immunity to cold, lightning,
transformation and mind affecting attacks.
Defiled One Abilities: Increase from the base creature as follows: Int
Defiled ones are humans who have undergone the ritual +2, Wis +2, Cha +2. Being undead, a defiled one has no
of coming forth by night and forced their ka back into their Constitution score.
mummified bodies, animating them and continuing to live Skills: Defiled ones have a +8 racial bonus on Hide, Listen,
as undead creatures. The template below is applied to any Move Silently, Search, Sense Motive and Spot checks.
person who has undergone this ritual successfully or had it Otherwise, its skills are the same as those of the base
applied to them. creature.
253
Ability Ability Temp. Temp. Base Ability Magic Misc. Temp.
Score Modifier Score Modifier Total Save Modifier Modifier Modifier Modifier
STR FORT
Strength CON

DEX REF
Dexterity DEX
ogl ancients

CON WILL
Constitution WIS

INT
Intelligence Current Maximum Temp. Subdual Hit Dice Misc.

HIT POINTS
WIS
Wisdom

CHA GREVIOUS WOUND


Charisma

Misc. Misc. WOUNDS


Total Modifier Modifier

INITIATIVE = +

Base Strength Size Misc. Misc. Misc. Misc. Misc. Temp.


Total Attack Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier
MELEE = + + + + + + + +
Attack Bonus
Total Attack
Weapon Bonus Damage Critical Range Type Size Hardness Notes

Base Dexterity Size Misc. Misc. Misc. Misc. Misc. Temp.


Total Attack Modifier Modifier Modifier Modifier Modifier Modifier Modifier Modifier
RANGED = + + + + + + + +
Attack Bonus
Total Attack
Weapon Bonus Damage Critical Range Type Size Hardness Notes

ACTIVE DEFENCE SHIELD DEFENCE


Total when Dexterity Misc. Misc. Base Wisdom Coverage Misc. Misc. Misc.
Flat-Footed Total Modifier Modifier Modifier Total Modifier Modifier Bonus Modifier Modifier Modifier
+
= + + + + +

DR/DA DR/DA DR/DA Armour Armour Max Dex.


Armour Type Slashing Slashing Bludgeoning Coverage Penalty Bonus

254
PLAYER:
PLAYER: EQUIPMENT
EQUIPMENT
CHARACTER:
CHARACTER:
LEVEL:
LEVEL: CLASS:
CLASS:
HOMELAND:
HOMELAND:
REGION:
REGION:
GENDER:
GENDER:

ogl ancients
AGE: HAIR:
AGE:
EYES: HAIR:
HANDED:
EYES:
HEIGHT: HANDED:
WEIGHT:
HEIGHT: WEIGHT:
FEATS DESCRIPTION
FEATS DESCRIPTION

KEY CROSS MODIFIERS


SKILL NAME ABILITY CLASS TOTAL ABILITY RANKS MISC.
Appraise INT
Balance DEX
Bluff CHA
CLASS ABILITY DESCRIPTION Climb STR
Concentration CON
Craft ( ) INT
CLASS ABILITY DESCRIPTION Craft ( ) INT
Craft ( ) INT
Debate INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hekau INT
Hide DEX
Jump STR
Knowledge ( ) INT
Knowledge ( ) INT

LANGUAGES Knowledge ( ) INT


Knowledge ( ) INT
Knowledge ( ) INT
Listen WIS
Medicine INT

LANGUAGES Move Silently DEX


Perform CHA
Prayer WIS
Presence CHA
Profession ( ) WIS
Ride DEX
Rhetoric CHA
Search INT

REGIONAL ABILITIES Sense Motive


Sleight of Hand
WIS
DEX
Solve Conundrum INT
Speak Language None
Spot WIS
Survival WIS
Swim STR
REGIONAL ABILITIES Tumble DEX
Use Rope DEX
Witchcraft CHA
These Skills may be used with 0 ranks. TOTAL
Armour check penalties apply to these skills. SKILL POINTS
Double the normal armour check penalties apply to these skills.
MAX. SKILL RANKS MAX. X-CLASS SKILL RANKS
(Level + 3) ((Level + 3)2)

255
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