The Spellsword
Ferocious
men and women who combine strength of arms and eldritch learning, the
Spellsword cuts a romantic figure to those who know of their
capabilities. Most spellswords are either wealthy or retainers to the
wealthy, the sort of upbringing and training which produces someone
literate and hale enough to be considered worthy of the title is
quite costly. Those who are not noble themselves often find work as
mercenary captains, bodyguards or witch hunters, any profession
capable of paying back the great debts that they almost surely owe
for their instruction. Other societies may produce Spellswords who
are considered to be sacred warriors by their communities, reared to
battle their enemies - supernatural or otherwise.
Whatever their
source, while their reputations and rarity may mark them out as being
associated with the elite, those driven to take up the short and
often violent life of an adventurer are just as hungry as their
fellows for glory, blood and coin. Their skills earn them eager
welcomes from most other adventurers, even with their peacockish
attitudes and often arrogant demeanors.
Level
|
Experience
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
0*
|
-
|
1d6
|
15
|
14
|
17
|
15
|
17
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
1
|
0
|
1d6
|
13
|
12
|
15
|
13
|
15
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
3,000
|
+1d6
|
13
|
12
|
15
|
13
|
15
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
3
|
6,000
|
+1d6
|
13
|
12
|
15
|
13
|
15
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
|
4
|
12,000
|
+1d6
|
11
|
10
|
13
|
11
|
13
|
2
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5
|
24,000
|
+1d6
|
11
|
10
|
13
|
11
|
13
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
6
|
48,000
|
+1d6
|
11
|
10
|
13
|
11
|
13
|
3
|
2
|
2
|
-
|
-
|
-
|
-
|
-
|
-
|
7
|
96,000
|
+1d6
|
9
|
8
|
9
|
9
|
11
|
3
|
2
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
8
|
192,000
|
+1d6
|
9
|
8
|
9
|
9
|
11
|
4
|
3
|
2
|
2
|
-
|
-
|
-
|
-
|
-
|
9
|
384,000
|
+1d6
|
9
|
8
|
9
|
9
|
11
|
4
|
3
|
3
|
2
|
1
|
-
|
-
|
-
|
-
|
10
|
576,000
|
+2**
|
7
|
6
|
7
|
7
|
9
|
4
|
4
|
3
|
2
|
2
|
-
|
-
|
-
|
-
|
11
|
768,000
|
+2**
|
7
|
6
|
7
|
7
|
9
|
5
|
4
|
3
|
3
|
2
|
1
|
-
|
-
|
-
|
12
|
960,000
|
+2**
|
7
|
6
|
7
|
7
|
9
|
5
|
5
|
4
|
3
|
3
|
2
|
1
|
-
|
-
|
13
|
1,152,000
|
+2**
|
5
|
4
|
5
|
5
|
7
|
5
|
5
|
4
|
3
|
3
|
2
|
1
|
-
|
-
|
14
|
1,344,000
|
+2**
|
5
|
4
|
5
|
5
|
7
|
6
|
5
|
4
|
4
|
3
|
2
|
2
|
-
|
-
|
15
|
1,536,000
|
+2**
|
5
|
4
|
5
|
5
|
7
|
6
|
5
|
5
|
4
|
3
|
3
|
2
|
1
|
-
|
16
|
1,728,000
|
+2**
|
5
|
4
|
5
|
5
|
7
|
6
|
6
|
5
|
4
|
4
|
3
|
2
|
2
|
-
|
17+
|
+192,000/lvl
|
+2**/lvl
|
3
|
3
|
3
|
3
|
5
|
7
|
6
|
5
|
5
|
4
|
3
|
3
|
2
|
1
|
*NPCs only, PCs begin
at level 1, **Consitution modifiers no longer apply
B/X & OSE Rules
Requirements
|
Minimum INT 9
|
Prime Requisite
|
INT and STR
|
Hit Dice
|
d6
|
Maximum Level
|
14
|
Armor
|
Any, no shields
|
Weapons
|
Any
|
Languages
|
Alignment, Common
|
Spellswords
cast spells like a Magic-user, with a few exceptions. Spellswords have been trained to cast spells with only a single hand, furthermore
they cast spells until they are heavily encumbered, rather than
merely light. Finally, as Spellswords are not as intimately familiar
with magical theory, they cannot use the spell recovery methods
available to Magic-users.
The Stalwart
The
desire to survive is inherent to all beings. Everything wants to
live. Some, however are better at achieving that end than others.
It's unclear how, or why, but some individuals are simply made of
sterner stuff than others. They drag themselves, bloodied, but
somehow still alive, from battles and calamities which claim the
lives of hundreds or even thousands of those less resilient than
themselves. They are simply termed by others after what they are,
Stalwarts. It's unclear whether or not Stalwarts are born or trained.
While some folk simply have the capacity for it, to endure when their
fellows could not, others survive because they're forced to
become something beyond themselves, to grow beyond their limits and
continue to live when every other has fallen prey to the slings or arrows of existence. Many Stalwarts simply suffer through life, using
their talents to continue the long march until mortality claims them,
but some understand that their talents afford them the opportunity to
grasp greatness. They just have to steel themselves, like they always
do.
Level
|
Experience
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
Indomitability
|
0*
|
-
|
1d8
|
12
|
10
|
15
|
11
|
14
|
1 in 6
|
1
|
0
|
1d10
|
10
|
8
|
13
|
9
|
12
|
1 in 6
|
2
|
2,200
|
1d10
|
10
|
8
|
13
|
9
|
12
|
1 in 6
|
3
|
4,400
|
1d10
|
10
|
8
|
13
|
9
|
12
|
1 in 6
|
4
|
8,800
|
1d10
|
8
|
6
|
10
|
7
|
10
|
1 in 6
|
5
|
17,600
|
1d10
|
8
|
6
|
10
|
7
|
10
|
2 in 6
|
6
|
35,200
|
1d10
|
8
|
6
|
10
|
7
|
10
|
2 in 6
|
7
|
70,400
|
1d10
|
6
|
4
|
7
|
2
|
8
|
2 in 6
|
8
|
140,800
|
1d10
|
6
|
4
|
7
|
5
|
8
|
2 in 6
|
9
|
281,600
|
1d10
|
6
|
4
|
7
|
5
|
8
|
3 in 6
|
10
|
422,400
|
+3
|
4
|
2
|
4
|
3
|
6
|
3 in 6
|
11
|
563,200
|
+3
|
4
|
2
|
4
|
3
|
6
|
3 in 6
|
12+
|
+140,800/lvl
|
+3
|
2
|
2
|
2
|
2
|
4
|
3 in 6
|
*NPCs
only, PCs begin at level 1.
B/X & OSE Rules
Requirements
|
Minimum CON 9
|
Prime Requisite
|
CON
|
Hit Dice
|
d10
|
Maximum Level
|
14
|
Armor
|
Any, including shields
|
Weapons
|
Any
|
Languages
|
Alignment, Common
|
Stalwarts
receive a +1 bonus to their Constitution modifier (so a Stalwart with
a 12 Constitution has a +1 modifier instead of the usual +0 modifier,
for example). Stalwarts also continue to apply Constitution
modifiers, if any, to hit points gained after level nine. Stalwarts are also able to bear
incredible burdens, it takes five additional items than normal for a
Stalwart to gain their first encumbrance point.
Owing
to their unrelenting tenacity, Stalwarts possess an ability
known as Indomitability. Whenever a Stalwart fails a save, the player
is entitled to roll their Indomitability skill, if they succeed, they
instead succeed at the save.