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Skill |
Cost (CP) |
Ability |
Source |
Bow bonus |
5 |
N/A |
S&P p.29 |
Cold resistance |
5 |
N/A |
S&P p.29 |
Dagger bonus |
5 |
N/A |
S&P p.29 |
Infravision (30’) |
5 |
N/A |
New |
Heat resistance |
5 |
N/A |
S&P p.29 |
Javelin Bonus |
5 |
N/A |
S&P p.29 |
Less Sleep |
5 |
N/A |
S&P p.29 |
Secret Doors |
5 |
N/A |
S&P p.29 |
Spear Bonus |
5 |
N/A |
S&P p.30 |
Sword Bonus |
5 |
N/A |
S&P p.30 |
Trident Bonus |
5 |
N/A |
S&P p.30 |
Aim bonus |
10 |
N/A |
S&P p.29 |
Balance bonus |
10 |
N/A |
S&P p.29 |
Companion |
10 |
N/A |
S&P p.29 |
Confer water breathing |
10 |
N/A |
S&P p.29 |
Infravision (60’) |
10 |
N/A |
S&P p.29 |
Magic Identification |
10 |
N/A |
S&P p.29 |
Reason Bonus |
10 |
N/A |
S&P p.29 |
Resistance |
10 |
N/A |
S&P p.29 |
Speak With Plants |
10 |
N/A |
S&P p.30 |
Stealth |
10 |
N/A |
S&P p.30 |
Unlimited Advancement at 25% XP Penalty |
10 |
N/A |
New |
Spell Abilities |
15 |
N/A |
S&P p.30 |
Infravision (120’) |
15 |
N/A |
S&P p.29 |
Unlimited Advancement at 10% XP Penalty |
15 |
N/A |
New |
Elf Bundle Costs
Aquatic Elves: 40 CP (S&P p.27)
Dark Elves: 45 CP (S&P p.28)
Gray Elves: 45 CP (S&P p.28)
High Elves: 40 CP (S&P p.28)
Sylvan Elves: 40 CP (S&P p.29)
New Elven Abilities
Infravision (30’):
Infravision like a normal elf, but only with a 30` range.
Unlimited Advancement at 25% XP Penalty:
The character can advance to unlimited level, but suffers a 25% penalty to all experience gained.
Infravision (120’):
Infravision like a normal elf, but extending out to a 120’ range.
Unlimited Advancement at 10% XP Penalty:
The character can advance to unlimited level, but suffers a 10% penalty to all experience gained.
Dwarves: Initial cost 5 CP
Dwarves, for their initial cost, obtain racial ability adjustments as per Table 15 in S&P, grumpiness, beards, and the 20% chance of magical item malfunction common to all dwarves.
Dwarven Abilities
Skill |
Cost (CP) |
Ability |
Source |
Axe Bonus |
5 |
N/A |
S&P p.25 |
Brewing |
5 |
N/A |
S&P p.26 |
Close to the Earth |
5 |
N/A |
S&P p.26 |
Crossbow Bonus |
5 |
N/A |
S&P p.26 |
Determine Stability |
5 |
N/A |
S&P p.26 |
Determine Age |
5 |
N/A |
S&P p.26 |
Detect Poison |
5 |
N/A |
S&P p.26 |
Evaluate Gems |
5 |
N/A |
S&P p.26 |
Expert Haggler |
5 |
N/A |
S&P p.26 |
Illusion Resistant |
5 |
N/A |
S&P p.26 |
Infravision (30’) |
5 |
N/A |
New |
Mace Bonus |
5 |
N/A |
S&P p.26 |
Pick Bonus |
5 |
N/A |
S&P p.26 |
Shortsword Bonus |
5 |
N/A |
S&P p.26 |
Warhammer Bonus |
5 |
N/A |
S&P p.26 |
Better Balance |
10 |
N/A |
S&P p.25 |
Health Bonus |
10 |
N/A |
S&P p.26 |
Dense Skin |
10 |
N/A |
S&P p.26 |
Hit Point Bonus |
10 |
N/A |
S&P p.26 |
Improved Stamina |
10 |
N/A |
S&P p.26 |
Infravision (60’) |
10 |
N/A |
S&P p.26 |
Meld Into Stone |
10 |
N/A |
S&P p.26 |
Melee Combat |
10 |
N/A |
S&P p.26 |
Mining Detection Abilities |
10 |
N/A |
S&P p.26 |
More Muscles |
10 |
N/A |
S&P p.26 |
Saving Throw Bonuses |
10 |
N/A |
S&P p.26 |
Stealth |
10 |
N/A |
S&P p.26 |
Stone Tell |
10 |
N/A |
S&P p.26 |
Unlimited Advancement at 25% XP Penalty |
10 |
N/A |
New |
Infravision (120’) |
15 |
N/A |
New |
Unlimited Advancement at 10% XP Penalty |
15 |
N/A |
New |
Dwarf Bundle costs
:Deep Dwarves: 45 CP (S&P p.24)
Gray Dwarves: 45 CP (S&P p.25)
Hill Dwarves: 40 CP (S&P p.25)
Mountain Dwarves: 40 CP (S&P p.25)
New Dwarven Abilities:
See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.
Gnomes: Initial cost 3 CP
Gnomes automatically get long lives, big noses, bizarre senses of humor, racial ability adjustments, and the 20% chance of magical item malfunction they all share.
Gnomish Abilities
Skill |
Cost (CP) |
Ability |
Source |
Dagger Bonus |
5 |
N/A |
S&P p.31 |
Dart Bonus |
5 |
N/A |
S&P p.31 |
Defensive Bonus |
5 |
N/A |
S&P p.31 |
Engineering Bonus |
5 |
N/A |
S&P p.31 |
Infravision (30’) |
5 |
N/A |
New |
Potion Identification |
5 |
N/A |
S&P p.32 |
Saving Throw Bonus |
5 |
N/A |
S&P p.31 |
Shortsword Bonus |
5 |
N/A |
S&P p.31 |
Sling Bonus |
5 |
N/A |
S&P p.32 |
Animal Friendship |
10 |
N/A |
S&P p.31 |
Melee Combat Bonus |
10 |
N/A |
S&P p.31 |
Forest Movement |
10 |
N/A |
S&P p.31 |
Freeze |
10 |
N/A |
S&P p.31 |
Hide |
10 |
N/A |
S&P p.31 |
Infravision (60’) |
10 |
N/A |
S&P p.31 |
Mining Detection Abilities |
10 |
N/A |
S&P p.31 |
Reason Bonus |
10 |
N/A |
S&P p.32 |
Stealth |
10 |
N/A |
S&P p.32 |
Unlimited Advancement at 25% XP Penalty |
10 |
N/A |
New |
Infravision (120’) |
15 |
N/A |
New |
Unlimited Advancement at 10% XP Penalty |
15 |
N/A |
New |
Gnome Bundle costs:
Deep Gnomes: 45 CP (S&P p.30)
Forest Gnomes: 45 CP (S&P p.30)
Rock Gnomes: 40 CP (S&P p.31)
New Gnomish Abilities:
See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.
Halflings: Initial cost 3 CP
Halflings, by default, are short and slightly more long-lived than humans. They get their racial ability score modifications.
Halfling Abilities
Skill |
Cost (CP) |
Ability |
Source |
Attack Bonus |
5 |
N/A |
S&P p.33 |
Detect Evil |
5 |
N/A |
S&P p.33 |
Detect Secret Doors |
5 |
N/A |
S&P p.33 |
Infravision (30’) |
5 |
N/A |
New |
Mining Detection Abilities |
5 |
N/A |
S&P p.33 |
Reaction Bonus |
5 |
N/A |
S&P p.33 |
Taunt |
5 |
N/A |
S&P p.34 |
Aim Bonus |
10 |
N/A |
S&P p.33 |
Balance Bonus |
10 |
N/A |
S&P p.33 |
Hide |
10 |
N/A |
S&P p.33 |
Health Bonus |
10 |
N/A |
S&P p.33 |
Infravision (60’) |
10 |
N/A |
New |
Saving Throw Bonus |
10 |
N/A |
S&P p.33 |
Stealth |
10 |
N/A |
S&P p.34 |
Unlimited Advancement at 25% XP Penalty |
10 |
N/A |
New |
Unlimited Advancement at 10% XP Penalty |
15 |
N/A |
New |
Halfling Bundle costs:
Hairfoot Halflings: 30 CP (S&P p.32)
Stout Halflings: 35 CP (S&P p.32)
Tallfellow Halflings: 35 CP (S&P p.32)
New Halfling Abilities:
See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.
Humans: Initial cost 1 CP
Humans all have unlimited advancement in level. They are also sexier than demihumans.
Human Abilities
Skill |
Cost (CP) |
Ability |
Source |
Attack Bonus |
5 |
N/A |
S&P p.36 |
Experience Bonus (5%) |
5 |
N/A |
S&P p.36 |
Balance bonus |
10 |
N/A |
S&P p.36 |
Experience bonus (10%) |
10 |
N/A |
S&P p.36 |
Health bonus |
10 |
N/A |
S&P p.36 |
Hit point bonus |
10 |
N/A |
S&P p.36 |
Infravision 30’ |
10 |
N/A |
New |
Secret doors |
10 |
N/A |
S&P p.36 |
Tough hide |
10 |
N/A |
S&P p.36 |
Second Sight |
15 |
N/A |
New |
Human Bundle costs:
Normal Human: 1 CP
DMs are free to create other human bundles for specific peoples in their campaign world (e.g. the Rhennee in Greyhawk).
New Human Abilities:
See Elven description for the Infravision 30’ skill.
Experience Bonus (10%) - like Experience Bonus (5%), but 10%.
Second Sight - Some humans are attuned to the faerie realm from birth, and are able to see faeries when they are invisible or shapechanged into other forms. If a human with this ability is in a position to see such a faerie, they receive a WIS check to realize that there are faeries around (if invisible) or know that someone or something is a shapechanged faerie. It does not allow the human to see the faerie clearly or determine the type of faerie.
Other 15 point human advantages may be added. Feel free to draw liberally from myth and legend to create a diverse set of human abilities.
Other Races
Other races may be added as desired. Unless the DM wants to go to the trouble of splitting all the race’s powers up, only bundles are available for purchase. Such bundles should generally be equivalent in cost to other demihuman races. Generally no new demihuman or humanoid race should have a cost of less than 25 CP.
Traits and Disadvantages
All races may purchase traits or get bonus CP for taking disadvantages. These purchases can only be made at character generation time.
More traits and disadvantages can be added - no disadvantage should be worth more than 15 CP, and traits should be balanced in power level (e.g. no +5 to hit with your favorite weapon).
Traits: No Initial Cost (See Table 47, S&P p.92)
Trait |
Cost (CP) |
Ability |
Source |
Allure |
4 |
N/A |
S&P p.104 |
Alertness |
6 |
N/A |
S&P p.104 |
Ambidexterity |
4 |
N/A |
S&P p.106 |
Animal Empathy |
4 |
N/A |
S&P p.106 |
Artistic Ability |
4 |
N/A |
S&P p.106 |
Climate Sense |
4 |
N/A |
S&P p.106 |
Double-jointed |
4 |
N/A |
S&P p.106 |
Empathy |
4 |
N/A |
S&P p.106 |
Fast Healer |
6 |
N/A |
S&P p.106 |
Fine Balance |
10 |
N/A |
C&T p.79 |
Glibness |
4 |
N/A |
S&P p.106 |
Impersonation |
5 |
N/A |
S&P p.106 |
Inherent Immunity/Poison |
6 |
N/A |
S&P p.106 |
Inherent Immunity/Disease |
5 |
N/A |
S&P p.107 |
Inherent Immunity/Cold |
4 |
N/A |
S&P p.107 |
Inherent Immunity/Heat |
5 |
N/A |
S&P p.107 |
Internal Compass |
5 |
N/A |
S&P p.107 |
Iron Will |
10 |
N/A |
C&T p.79 |
Keen Eyesight |
5 |
N/A |
S&P p.107 |
Keen Hearing |
5 |
N/A |
S&P p.107 |
Keen Smell |
6 |
N/A |
S&P p.107 |
Keen Taste |
4 |
N/A |
S&P p.107 |
Keen Touch |
4 |
N/A |
S&P p.107 |
Light Sleeper |
5 |
N/A |
S&P p.107 |
Lucky |
6 |
N/A |
S&P p.108 |
Music/Singing |
5 |
N/A |
S&P p.108 |
Music/Instrument |
4 |
N/A |
S&P p.108 |
Obscure Knowledge |
4 |
N/A |
S&P p.108 |
Precise Memory |
4 |
N/A |
S&P p.108 |
Quickness |
10 |
N/A |
C&T p.80 |
Steady Hand |
5 |
N/A |
C&T p.80 |
Trouble Sense |
10 |
N/A |
C&T p.80 |
Note on traits from Combat & Tactics: In C&T these traits require checks vs. the relevant ability like old-style proficiencies before the trait effect takes place. I have removed this check and simply made sure the character point cost justifies the trait's power.
Disadvantages: No Initial Cost (See Table 47, S&P p.93)
Disadvantage |
CP Bonus (Moderate) |
CP Bonus (Severe) |
Source |
Allergies |
3 |
8 |
S&P p.109 |
Bad Tempered |
6 |
S&P p.109 |
|
Bruise Easily |
8 |
S&P p.109 |
|
Clumsy |
4 |
8 |
S&P p.109 |
Colorblind |
3 |
S&P p.109 |
|
Compulsive Honesty |
8 |
S&P p.109 |
|
Cowardice |
8 |
S&P p.109 |
|
Deep Sleeper |
7 |
15 |
S&P p.110 |
Fanaticism |
8 |
S&P p.110 |
|
Greed |
7 |
S&P p.110 |
|
Irritating Personality |
6 |
S&P p.110 |
|
Lazy |
7 |
S&P p.110 |
|
Powerful Enemy |
10 |
S&P p.110 |
|
Phobia: Crowds |
4 |
10 |
S&P p.110 |
Phobia: Darkness |
5 |
11 |
S&P p.110 |
Phobia: Enclosed Spaces |
5 |
11 |
S&P p.111 |
Phobia: Heights |
5 |
10 |
S&P p.111 |
Phobia: Magic |
8 |
14 |
S&P p.111 |
Phobia: Monster (specific) |
4 |
9 |
S&P p.111 |
Phobia: Snakes |
5 |
10 |
S&P p.111 |
Phobia: Undead |
8 |
14 |
S&P p.111 |
Phobia: Water |
6 |
12 |
S&P p.111 |
Tongue-tied |
6 |
S&P p.111 |
|
Unlucky |
S&P p.111 |
||
New Disadvantages: |
|||
Addiction |
8 |
15 |
Below |
New Disadvantages:
Addiction:
The character is addicted to some substance, most likely a drug of some sort. If the character does not partake frequently (at least 2 times a day) he or she is ill and suffers -4 to all rolls for the duration. If the character goes without the substance for an entire week, he or she must make a system shock roll or lose 1d4 points permanently off a DM-chosen ability score. For 8 CPs, the substance is common and relatively inexpensive (the cost of a day's lodging). For 15 CPs, the substance is rare, possible exotic or magical, and expensive.
A note on disadvantages: I have retained all the traits and disadvantages straight from the various Player's Option books. Unfortunately, many of the disadvantages (cowardice, greed, fanaticism, etc) might be more properly placed in the realm of character role-playing and disadvantages should be more like reversed traits (Vulnerable to poison: -1 to saves vs. poison gets you some bonus CPs, for example). I leave this to DM discretion.
Character Skills
This is the section where the player purchases all of a character’s other abilities. The skill trees are broken up into major categories reflecting common groupings of skills.
At this point, characters receive bonus CP for their Bonus Proficiencies for Intelligence equal to two times that number in CP.
Characters must select a primary skill tree. All skills in this tree are purchased at the listed CP cost. All skills bought from other (secondary) skill trees are doubled in cost. The initial cost must be paid for all skill trees the character uses, including the primary tree (this initial cost is not doubled).
A character may buy more primary skill trees. The second skill tree has a doubled initial cost. The third costs triple, and so on. The Required and General skill trees are exceptions to this rule - they have no initial costs and skills purchased from them are always at the listed cost.
Many skills and skill trees are labeled with prime requisites. If a character has a 16 or better in that ability score, the skill costs 1 CP less than the listed amount (before any doubling). This does not affect skill tree initial costs. The prime requisite on a skill tree is the default for any skills listed in that tree without a specific prime requisite listed. If there are multiple prime requisites (e.g. STR/STA and WIS/WIL) the 1 CP reduction in cost only applies once per skill.
Some skills are labeled "Intermediate" or "Advanced," and denoted by one (*) or two (**) asterisks following the skill name. Intermediate skills may only be purchased during character generation if they lie in one of the character’s primary skill trees. Advanced skills may not be bought at character generation time, only later in the character’s adventuring career.
Required Skill Tree
All characters must purchase one and only one item from each category in the Required skill tree. Items from the required skill tree may not be purchased later in a character's life.
Category |
10 CP |
20 CP |
30 CP |
40 CP |
50 CP |
Experience Table |
Wizard |
Warrior |
Priest |
Rogue |
|
THAC0 Table |
Wizard (1/3) |
Rogue (1/2) |
Priest (2/3) |
Warrior (1/1) |
|
Hit Dice |
Wizard (d4) |
Rogue (d6) |
Priest (d8) |
Warrior (d10) |
Superman (d12) |
20 CP |
25 CP |
30 CP |
35 CP |
40 CP |
|
Saving Throws |
Rogue |
Priest |
Warrior |
Wizard |
Best of all |
Characters may buy better saving throws at two CPs per point of improvement for a specific save - for example, vs. Paralyzation or vs. Charm spells, or five CPs for a point of improvement for an overall save category (e.g. Paralyzation, Poison, and Death Magic). Characters can buy additional hit points at the rate of one per every five CP.
Costs for "standard" AD&D class combinations from the Required Skill Tree:
Standard Warrior cost: 130 CP
Standard Wizard cost: 65 CP
Standard Priest cost: 115 CP
Standard Rogue cost: 100 CP
Optional Skill Trees:
Listed under each skill tree are (most of) the class abilities or proficiencies from the Player's Option series which fall under each major category. Each skill tree is labeled with its initial cost and prime requisite. All skills in a tree that do not have specific requisites listed in the S&P book (N/A) have this as a prime requisite.
In the optional skill trees, spending one character point can raise the rating of any skill that has an Initial Rating by one.
Melee Combat Skill Tree - Initial cost 10, Prime Requisite STR/MUS
Free: Buying into the melee combat group gives a character basic knowledge of fighting with melee weapons. Characters do not have to buy this tree in order to be able to fight at all - but their combat options will be much more limited. The melee weapon nonproficiency penalty for characters buying into this tree is -2 (it is -4 for all others), and allows a character to receive the fighter hit point bonus for high CON.
Melee Combat Skills:
Skill |
Cost (CP) |
Initial Value |
Ability |
Notes |
Source |
Melee Weapon proficiency (any) |
10 |
- |
N/A |
This cost, like all these costs, is per weapon. |
S&P p.114 |
Tight group proficiency |
30 |
- |
N/A |
S&P p.113 |
|
Broad group proficiency |
20 |
- |
N/A |
S&P p.113 |
|
Shield proficiency |
10 |
- |
N/A |
S&P p.115 |
|
Armor proficiency |
5 |
- |
N/A |
S&P p.115 |
|
Weapon of Choice* |
10 |
- |
N/A |
Prerequisite: Proficiency |
S&P p.118 |
Weapon Expertise* |
15 |
- |
N/A |
Prerequisite: Proficiency |
S&P p.118 |
Weapon Specialization** |
25 |
- |
N/A |
Prerequisite: Proficiency |
C&T p.74 |
Weapon Mastery** |
25 |
- |
N/A |
Prerequisite: Specialization and see below |
C&T p.75 |
Weapon High Mastery** |
20 |
- |
N/A |
Prerequisite: Mastery |
C&T p.75 |
Weapon Grand Mastery ** |
20 |
- |
N/A |
Prerequisite: High Mastery |
C&T p.76 |
Multiple Attacks** |
30 |
- |
N/A |
See below |
New |
Special Move Bonus |
5 |
- |
N/A |
See below |
New |
Style Specialization* |
10 |
- |
N/A |
S&P p.116-7 |
|
Heroic Fray |
6 |
- |
N/A |
C&T p.55 |
|
Blind-fighting |
7 |
- |
WIS/INT, DEX/BAL |
S&P p.96 |
|
Ambush |
10 |
INT/REA |
C&T p.78 |
||
Camouflage |
10 |
INT/KNO |
C&T p.79 |
||
Dirty Fighting |
10 |
INT/KNO |
C&T p.79 |
||
Adaptation |
10 |
9 |
INT/REA |
Prerequisite: Level 10+ |
HLC p.145 |
All-Around Attack |
5 |
- |
N/A |
Prerequisite: Level 10+ |
HLC p.145 |
Bravery |
5 |
4 |
WIS/WIL |
Prerequisite: Level 10+ |
HLC p.145 |
Captivate |
5 |
4 |
CHA/APP |
Prerequisite: Level 15+, Bravery |
HLC p.145 |
Death Blow |
10 |
- |
- |
Prerequisite: Level 15+ |
HLC p.145 |
Frighten/Challenge |
5 |
4 |
CHA/LDR |
Prerequisite: Level 10+, Bravery |
HLC p.145 |
Hardiness |
10 |
4 |
CON/FIT |
Prerequisite: Level 15+, Bravery |
HLC p.145 |
Inner Focus |
5 |
4 |
WIS/WIL |
Prerequisite: Level 10+ |
HLC p.145 |
Signature Item |
10 |
10 |
WIS/INT |
Prerequisite: Level 10+ |
HLC p.145 |
Signature Mount |
5 |
9 |
WIS/INT |
Prerequisite: Level 10+ |
HLC p.145 |
Sense Danger |
10 |
6 |
WIS/INT |
Prerequisite: Level 15+ |
HLC p.145 |
Weapon Mastery Note: The differing levels of mastery are described in Combat & Tactics. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive.
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another 30 gets 2 attacks per round, and so on. This is cumulative with the one-rank specialist number of attacks bonus.
Special Move Bonus: This gets a character a +1 'to hit' with one of the special attack options listed on pages 42-49 in Combat & Tactics (Block, Disarm, Sap, etc).
Unarmed Combat Skill Tree - Initial cost 5, Prime Requisite STR/MUS
Free: Buying into the Unarmed Combat tree allows a character to be proficient in all forms of brawling combat (pummeling, wrestling, overbearing). Other characters are only familiar (C&T pp.82-94). Buying into this tree also allows a character to benefit from the fighter hit point bonus for high CON.
Unarmed Combat Skills:
Skill |
Cost (CP) |
Initial Value |
Ability |
Notes |
Source |
Pummeling Expertise |
10 |
- |
N/A |
C&T p.85 |
|
Pummeling Specialization* |
15 |
- |
N/A |
C&T p.85 |
|
Pummeling Mastery** |
20 |
- |
N/A |
Prerequisite: Pummeling Specialization |
C&T p.85 |
Wrestling Expertise |
10 |
- |
N/A |
C&T p.89 |
|
Wrestling Specialization* |
15 |
- |
N/A |
C&T p.89 |
|
Wrestling Mastery** |
20 |
- |
N/A |
Prerequisite: Wrestling Specialization |
C&T p.90 |
Martial Arts Proficiency |
20 |
- |
N/A |
See below |
C&T p.95 |
Martial Arts Specialization* |
25 |
- |
N/A |
Prerequisite: Martial Arts Proficiency |
C&T p.96 |
Martial Arts Mastery** |
25 |
- |
N/A |
Prerequisite: Martial Arts Specialization |
C&T p.96 |
Flying Kick |
10 |
5 |
STR/MUS |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Backward Kick |
10 |
- |
N/A |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Spring |
10 |
7 |
DEX/BAL |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Crushing Blow |
10 |
- |
N/A |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Instant Stand |
10 |
9 |
DEX/BAL |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Missile Deflection |
10 |
- |
N/A |
Prerequisite: Martial Arts Proficiency |
C&T p.98 |
Martial Arts Weapon Proficiency |
10 |
- |
N/A |
Prerequisite: Martial Arts Proficiency |
New |
Pummeling Weapon Proficiency |
10 |
- |
N/A |
New |
|
Wrestling Weapon Proficiency |
10 |
- |
N/A |
New |
Martial Arts Note: Martial arts must be learned from a skilled martial arts instructor, a rarity in most lands. Such training is long and rigorous. See Combat & Tactics pp.95-98 for more on martial arts.
Weapon Proficiency Note: Martial arts weapons are those designated as being usable as martial arts weapons in Combat & Tactics. Pummeling weapons are any weapons used to enhance pummeling combat, like cesti. Wrestling weapons are weapons specifically designed to cause damage while wrestling, such as spiked armor.
Missile Combat Skill Tree - Initial cost 15, Prime Requisite DEX/AIM
Free: Buying into the Missile Combat tree gives a character ability with a wide variety of missile weapons. They have a nonproficiency penalty of -2 with all missile weapons (other characters have -4).
Missile Combat Skills:
Skill |
Cost (CP) |
Initial Value |
Ability |
Notes |
Source |
Missile Weapon Proficiency |
10 |
- |
N/A |
S&P p.114 |
|
Tight Group Proficiency |
20 |
- |
N/A |
S&P p.114 |
|
Broad Group Proficiency |
30 |
- |
N/A |
S&P p.114 |
|
Missile Weapon Specialization* |
25 |
- |
N/A |
Prerequisite: Proficiency |
C&T p.75 |
Missile Weapon Mastery** |
25 |
- |
N/A |
Prerequisite: Specialization |
C&T p.75 |
Missile Weapon High Mastery** |
20 |
- |
N/A |
Prerequisite: Mastery |
C&T p.75 |
Missile Weapon Grand Mastery** |
10 |
- |
N/A |
Prerequisite: High Mastery |
C&T p.76 |
Missile Style Specialization |
10 |
- |
N/A |
Missile, Thrown, or Horse Archer style |
S&P p.117 |
Trick Shot Specialization |
10 |
- |
N/A |
+1 to hit on called shots |
New |
Weapon Mastery Note: The differing levels of mastery are described in Combat & Tactics. The character must solicit a master in the weapon to receive training from, and such training is time-consuming and expensive.
Holy Orders Skill Tree - Initial cost 10, Prime Requisite WIS/INT
Free: If a character buys into this tree, it assumes he has a special relationship with one or more deities or powers. The character is familiar with his religion and deity, and has more faith and devotion than the average worshipper. Characters purchasing Holy Orders receive bonus spells for high WIS/INT - but only if able to cast those spells, as below. To obtain Holy Orders for a particular deity, the character must meet any alignment, race, sex, or other restrictions of the faith in question.
The holy orders skill tree is a somewhat special case. Almost any skill could possibly be a granted power. Usually, characters will not be free to purchase any power from this tree at will, but instead purchase special bundles of powers and hindrances specific to their deity and their specific order following that deity. Deities only grant specific powers relevant to their portfolio, and often require specific actions or restrictions of their followers.
Besides the deity's spell selection, DMs are encouraged to come up with a bundle of selected powers and vows that best suit the deity in question. Use Faiths & Avatars and Powers & Pantheons as guides for specialty priesthoods or other holy orders (such as paladins). To show the holy orders tree in action, we will use two examples. The first is the Holy Healing Priesthood of Tungsten, God of Health and Fitness. The second is the Brotherhood of the Knights of the Holy Hospital of Tungsten. Both orders follow the same deity, but the first is a noncombatant priesthood specializing in healing and the second is an order of paladins prizing physical fitness above all.
Cleric Spells:
All clerical spells may be cast in any armor. Characters are free to purchase or not purchase any of the spheres their deity grants. Greater sphere access always carries the prerequisite of lesser sphere access in the same sphere (hence the reversed CP costs).
Access Costs:
Sphere |
Minor |
Major |
Sphere |
Minor |
Major |
All |
5 |
3 |
Healing |
10 |
5 |
Animal |
10 |
5 |
Law |
8 |
5 |
Astral |
5 |
3 |
Necromantic |
10 |
5 |
Chaos |
8 |
5 |
Numbers |
10 |
5 |
Charm |
10 |
5 |
Plant |
10 |
5 |
Combat |
10 |
5 |
Protection |
10 |
5 |
Creation |
10 |
5 |
Summoning |
10 |
5 |
Divination |
10 |
5 |
Sun |
5 |
3 |
Elemental |
20 |
8 |
Thought |
10 |
5 |
Air |
5 |
2 |
Time |
10 |
5 |
Earth |
8 |
3 |
Travelers |
5 |
3 |
Fire |
8 |
3 |
War |
5 |
3 |
Water |
5 |
2 |
Wards |
10 |
5 |
Guardian |
5 |
3 |
Weather |
10 |
5 |
Spell Level:
In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the priest spell progression table (Table 34, S&P p.56) costs 5 CP. Caster level is equal to the character's rank on the spell table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.
Spells Per Level: |
|||||||||
Rank |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
Cost (CP) |
Prerequisite |
1 |
1 |
- |
- |
- |
- |
- |
- |
5 |
|
2* |
2 |
- |
- |
- |
- |
- |
- |
5 |
Rank 1 |
3** |
2 |
1 |
- |
- |
- |
- |
- |
5 |
Rank 2 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
5 |
Rank 3, Level 2+ |
5 |
3 |
3 |
1 |
- |
- |
- |
- |
5 |
Rank 4, Level 3+ |
etc… |
Powers:
This list contains some sample powers that a deity might grant. Some priesthood somewhere might grant almost any conceivable skill or power. It is up to the DM to decide the CP cost of any new powers a deity may grant. As a general rule, powers duplicating at most a first-level spell usable a limited number of times should be lesser granted powers. Powers granting first-level spells continually or second-level spells usable a limited number of times should be greater granted powers, and powers granting heftier magics should be major granted powers (or beyond). Many of the granted powers from Faiths & Avatars will come with such high costs. Spell-like granted powers can also use the formula for CP costs given on p.39 of Spells & Magic. Note that unlike Skills & Powers, you cannot reduce CP costs by deferring powers to a higher level - you can just wait to buy them until then.
Lesser Granted Powers:
Power |
Cost (CP) |
Source |
Casting Time Reduction |
5 |
SP&M p.38 |
Cold Resistance |
5 |
SP&M p.38 |
Expert Healer |
5 |
SP&M p.39 |
Electrical/Lightning Resistance |
5 |
SP&M p.39 |
Fire/Heat Resistance |
5 |
SP&M p.39 |
Pass Without Trace |
5 |
SP&M p.39 |
Purify Water |
5 |
SP&M p.39 |
Resist Energy Drain |
5 |
SP&M p.39 |
Greater Granted Powers:
Power |
Cost (CP) |
Source |
Animal Empathy |
10 |
SP&M p.38 |
Detect Evil |
10 |
SP&M p.39 |
Detect Undead |
10 |
SP&M p.39 |
Immunity to Charm |
10 |
SP&M p.39 |
Immunity to Disease |
10 |
SP&M p.39 |
Lay On Hands |
10 |
SP&M p.39 |
Spell Duration Increase (one sphere) |
10 |
SP&M p.39 |
Turn Undead |
10 |
SP&M p.40 |
Major Granted Powers:
Power |
Cost (CP) |
Source |
Immunity to Magic (per school) |
15 |
SP&M p.39 |
Know Alignment |
15 |
SP&M p.39 |
Shapechange |
20 |
SP&M p.39 |
Spell Duration Increase (all spheres) |
20 |
SP&M p.39 |
Other Holy Order Skills:
Skill |
Cost (CP) |
Initial Value |
Ability |
Notes |
Source |
Weapon Proficiency (special) |
10 |
- |
N/A |
See below |
New |
Healing |
4 |
5 |
WIS/INT, CHA/LDR |
S&P p.90 |
|
Religion |
2 |
6 |
WIS/INT |
S&P p.90 |
|
Alms |
3 |
8 |
CHA/APP |
SP&M p.59 |
|
Ceremony |
2 |
7 |
WIS/INT |
SP&M p.59 |
|
Omen Reading |
3 |
5 |
WIS/INT |
SP&M p.59 |
|
Use of clerical magic items |
10 |
- |
N/A |
New |
|
Use of holy weapons |
10 |
- |
N/A |
See below |
New |
Divine Strength |
3 |
4 |
WIS/WIL |
Prerequisite: Level 10+, Eminence |
HLC p.145 |
Divine Voice |
3 |
4 |
CHA/LDR |
Prerequisite: Level 15+, Eminence |
HLC p.145 |
Divine Will |
3 |
4 |
WIS/WIL |
Prerequisite: Level 10+ |
HLC p.145 |
Detect Deception |
3 |
6 |
WIS/INT |
Prerequisite: Level 15+, Eminence |
HLC p.145 |
Eminence |
3 |
6 |
CHA/LDR |
Prerequisite: Level 10+ |
HLC p.145 |
Invincibility |
6 |
4 |
WIS/WIL |
Prerequisite: Level 21+, Eminence |
HLC p.145 |
Loan |
3 |
4 |
WIS/INT |
Prerequisite: Level 15+ |
HLC p.145 |
Smite |
6 |
- |
N/A |
Prerequisite: Level 15+, Eminence |
HLC p.145 |
Spell Talisman |
3 |
4 |
INT/KNO |
Prerequisite: Level 12+ |
HLC p.167 |
Faith-Related Proficiency |
Variable |
Variable |
Variable |
See Below |
New |
Weapon Proficiency Notes: This is proficiency in one of the deity's signature weapons only - the trident for followers of Trithereon, for example, or the hammer for the followers of Thor. Many deities have no signature weapon.
Holy Weapons Notes: This is the ability to use a paladin's holy sword or similar device to its fullest extent.
Faith-Related Proficiency Notes: Some faiths make intensive use of certain everyday skills. Certain faiths may allow characters to purchase skills from other skill trees at the usual skill cost without paying the buyin cost for the other skill tree. For example, priests of a god of scribes might be able to purchase the bookbinding proficiency for its usual skill cost without having to pay the cost for its skill tree.
Vows/Restrictions:
Holy orders may have various restrictions or vows required of their members to participate in their religion. These restrictions are worth bonus CP. Vows should be chosen by the DM, like powers, and placed into holy order "bundles."
Restriction |
Bonus (CP) |
Notes |
Source |
Armor Restriction |
5+ |
SP&M p.40 |
|
Awkward Casting Method |
5 |
SP&M p.40 |
|
Taboo |
2 |
See below |
SP&M p.40 |
Ceremony/Observance |
5 |
See below |
SP&M p.40 |
Difficult Spell Acquisition |
5 |
SP&M p.40 |
|
Hazardous Spells |
10 |
SP&M p.41 |
|
Limited Spell Selection |
5 |
SP&M p.41 |
|
Slower Casting Times |
5 |
SP&M p.41 |
|
Talisman/Symbol |
8 |
SP&M p.41 |
|
Vow/Requirement |
5 |
See below |
New |
Taboo Notes: Taboos are minor codes of behavior or conduct that the character must follow, like saying a long prayer every time the character crosses a bridge or being required to eat facing west.
Ceremony Notes: Ceremonies are rituals that must be performed daily, or else loss of spells or other problems may result. Examples are a nightly atonement, or daily sacrifice, or other event.
Vow Notes: A vow is a serious behavioral limitation required of the devout follower. Vows of poverty, chastity, and obedience are all examples. A priest could be impelled to never deliberately harm anyone, or to give help and healing to anyone in need.
Example 1:
The Holy Healing Priesthood of Tungsten, God of Health and Fitness.
This order of Tungsten worshippers values healing and health above all else. Their followers may not be evil or chaotic in alignment. Tungsten grants lesser access to the spheres of Guardian, Summoning, Combat, and Creation. He grants greater access to the All, Healing, Necromantic, and Protection spheres. Healers of Tungsten are allowed to take the Healing and Herbalism faith-related proficiencies at their usual cost, and in fact are required to as part of their training.
The order's bundle of powers and restrictions is as follows:
Power |
CP Cost |
Immunity to Poison |
10 |
Immunity to Disease |
10 |
Lay On Hands |
10 |
Turn Undead |
10 |
Expert Healer |
5 |
Healing |
4 |
Herbalism |
3 |
Taboo: Cannot Eat Red Meat |
-2 |
Taboo: Cannot Drink Alcohol |
-2 |
Taboo: Must shave face and head |
-2 |
Vow: Nonviolence |
-5 |
Vow: Must heal any in need |
-5 |
Restriction: Cannot wear armor |
-15 |
Total Bundle Cost |
18 |
The order also has the following granted powers available later in life, obtained by paying the CP cost at a later date:
Holy Healers tend to spend lots of character points on the Tungsten spell spheres as well.
Example 2:
The Brotherhood of the Knights of the Holy Hospital of Tungsten.
These warrior-knights of Tungsten are required to take the Endurance proficiency, as they value physical fitness above all. They have access to all the spell spheres Tungsten can grant, but will have less character points to spend on them after getting more fighter-oriented abilities as well.
The order's bundles of powers and restrictions is as follows:
Power |
CP Cost |
Detect Evil |
10 |
Immunity to Disease |
10 |
Lay On Hands |
10 |
Expert Healer |
5 |
Ceremony: Long Morning Exercise |
-5 |
Taboo: Must shave face and head |
-2 |
Vow: Must heal any in need |
-5 |
Vow: Poverty |
-5 |
Total Bundle Cost |
18 |
The Knights have the option of gaining the Immunity to Poison and Disease their Healer brethren have for 10 CPs apiece at a later date. They can also later take a vow of complete obedience to their order for 5 bonus CPs.
The order's members also usually buy the ability to use holy weapons, and lots of skills from the Melee Combat tree. They usually buy fewer spells, or at least defer purchasing them until later in life.
Wizardry Skill Tree - Initial cost 20, Prime Requisite INT/REA
Free: This skill tree gives a character knowledge of the ways of magical theory (the spell-slot one, other options like shamanism or spell points get their own trees). The character can scribe spells into spell books, and memorize spells as his casting level allows.
Spells: Wizard spells may not be cast in any armor.
Cantrips - 5 CP - The character can cast one cantrip per spell rank per day.
Universal School Access - 5 CP
Lesser School Access (L1-4) - 15 CP per school (Prerequisite: Universal School Access)
Greater School Access (L5-9) - 5 CP per school (Prerequisite: Lesser Access)
Spell Level - In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the wizard spell progression table (Table 37, S&P p.60) costs 5 CP.
Level 1 (1 1st level spell) costs 5 CP
Level 2* (2 1st level spells) costs another 5
Level 3** (2 1st level spells, 1 2nd level) costs another 5
And so on. Casting level is equal to the rank on the spell table, NOT the character’s actual level. Characters’ spell rank cannot exceed their level by more than 2.
Specialty school - 20 CP
Use of wands, staves, and other wizard-oriented magic items - 10 CP
Weapon Proficiency in Dagger, Staff, Dart, Knife, Sling - 10 CP
Spellcraft (as NWP)
etc.
A note on the spellcasting skill trees: New methods of gaining spells or spell-like abilities should be given their own skill trees unless they are clearly based on one of the existing spheres. Magicians who use ley lines to tap into magical energy for spells, for example, would require an entirely separate skill tree for that area of magic. Casters who get their magical abilities as gifts from spirits also merit separate trees - see below for an example, the "Shamanism" skill tree, based on the Shaman class from Spells & Magic.
Shamanism Skill Tree - Initial cost 10, Prime Requisite WIS/INT
Stealth Skill Tree - Initial cost 15, Prime Requisite DEX/BAL
Free: Purchasing this skill tree gives a character some knowledge of stealth and intrusion - being sneaky, conning folks, paying close attention and noticing that which others miss, and other general skullduggery. All characters have certain base chances to perform some stealth skills in a limited fashion, particularly climbing walls and hearing noises. Normal characters 'climb walls' chance, however, is usable only in natural surroundings or on very rough walls. Purchasing the Stealth skill tree does not raise the chance of success with those skills but does make them usable in all circumstances.
Hide in Shadows - 10
Move Silently - 10
Climb Walls - 5
Open Locks - 10
Pick Pockets - 10
Find/Remove Traps - 10
Detect Noise - 5
All thief skills begin at their base chance (with race/DEX adjustments). Additional points may be bought to add to them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points maximum (30 CP) if this is the character’s primary skill tree.
Backstab - 10
Thief weapon proficiency - 10
Bribe - 5
Thieves’ Cant - 5
Escaping Bonds - 10
Disguise - as NWP
Forgery - as NWP
Gaming - as NWP
Reading Lips - as NWP
Ventriloquism - as NWP
etc…
Psionics Skill Tree - Initial cost 20, Prime Requisite INT
[It starts getting much more sketchy after this point]
Sage - 10, INT
Cost Initial Relevant Source
Rating Ability
Ancient History - 3 6 WIS/INT, INT/KNO PH p.
Ancient Languages
Astrology - 3
Astronomy - 2
Cryptography
History (Bard version, S&P p.55) - 10
Local History
Reading/Writing - 2
etc…
Human Relations - 5, CHA
Dancing
Etiquette
Heraldry
Leadership (C&T p.80) - 5, CHA/LDR
Musical Instrument
Singing
Human Relations (Bardic) - 10, CHA/LDR
Prerequisite: Human Relations tree
Note: If a character has Human Relations as a primary skill tree, treat Human Relations (Bardic) as a primary skill tree also.
Alter Moods (S&P p.54) - 5
Charm Resistance (S&P p.55) - 5
Counter Effects (S&P p.55) - 10
Rally Friends (S&P p.55) - 5
Sound Resistance (S&P p.55) - 5
Athletics 5, STR, DEX
Endurance - 2
Juggling
Jumping
Running - 2
Swimming - 2
Throwing
Tightrope Walking
Tumbling
Wilderness Craft - 5, WIS
Animal Lore
Climbing (S&P p.50) - 10
Find/Remove Wilderness Traps (S&P p.50) - 10
Fire-building
Fishing
Herbalism
Hide in Natural Surroundings (S&P p.50) - 5
Hunting
Mountaineering
Move Silently (S&P p.50) - 5
Orienteering
Set Snares
Sneak Attack (S&P p.50) - 5
Tracking
Weather Knowledge
Wilderness Craft (Ranger) - 5, WIS
Prerequisite: Wilderness Craft tree
Note: If a character has Wilderness Craft as a primary skill tree, treat Wilderness Craft (Ranger) as a primary skill tree also.
Animal Empathy (S&P p.50) - 10
Pass Without Trace (S&P p.51) - 10
Speak With Animals (S&P p.51) - 10
Species Enemy (S&P p.51) - 10
Sailing - 4, WIS
Deep Diving
Piloting
Navigation
Rope Use
Seamanship
Craftsman - 5, INT
Appraising
Blacksmithing
Brewing
Carpentry
Cobbling
Gem-cutting
Leather working
Mining
Pottery
Stonemasonry
Tailoring
Weaving
Artist - 5, ?
Painting - 2
Sculpting
Warcraft
Artillerist (C&T p.177) - CHA/LDR
Building - as S&P warrior class ability
Supervisor
War Machines
Cryptography
Engineering - as NWP
Bowyer/Fletcher
Armorer
Weaponsmithing
Leadership (S&P p.47) - 5
Laborer - 1, CON
Agriculture
Animal Handling
Endurance
General
Animal Training
Charioteering
Cooking
Modern Languages
Riding, Land
Riding, Airborne
[Note how followers were not part of this system - in my opinion, having a rule for that is foolish. If a character recruits some folks and the character is impressive enough that they’ll follow him, then he can have followers.]
Standard Character Generation Example
This method can be used to create characters mimicking "standard" classes from the PHB. Of course, you are encouraged to create custom characters, but here you can see how to make basic characters using this system.
After rolling ability scores, choose race and race abilities. This will cost 1-40+ CP. In this example, we’ll assume a human with no special abilities (1 CP). Then, the player would buy the required tree skills normal for a fighter (130 CP). Buying into the Melee Combat primary tree and getting four weapon proficiencies would cost 50 CP. Then, some normal other skills - say Endurance and Swimming (5 for the tree and 4 for each skill), brings the grand total to 194 CP. The fighter spends the last 6 points the Running and Riding skills.
Again, we roll up scores and assume a human (1 CP). The normal required tree cost for traditional wizard statistics is 65 CP. Becoming a wizard as a primary tree and buying the universal school and lesser access to 5 schools costs 100 CP. Proficiency with staff is another 10 CP, and two sage proficiencies (Astronomy, and Reading/Writing) cost another 14. Buying the first spell rank for 5 CP totals up to 195 CP. This wizard spends the last 5 on the second spell rank - though he only has 5 schools to choose from at the moment, he gets 2 1st level spells per day from them.
This character rolls scores, chooses a human, and buys the required tree abilities for the standard rogue. This totals 101 CP already. He buys the base level of all 7 normal thief skills for 60 CP plus the 15 CP Stealth primary tree initial cost - 176 CP down. Then 20 CP are spent on 50 percentile points to spread around on those skills. The rogue spends the last 4 on learning how to cook and how to speak Orcish. The rogue is proficient in no weapons, and does not know how to backstab.
Another human (1 CP), this character purchases the usual Priest required items (115 CP) and the Holiness primary tree (10 CP). His deity allows him 8 spheres for lesser access, he chooses 5 (50 CP). He can use blunt weapons - he chooses the mace (10 CP). After buying the first spell rank for 5 CP, he has 9 CP left. He decides his secular calling is to be a painter, which costs 5 for the tree and 4 for the skill.
As you can see, 200 character points doesn’t go a long way in this system. These characters are starting with a little less in the way of abilities than they would otherwise, with some skimping on weapon and nonweapon proficiencies, etc.
To stay on the "generic" track, as the characters progress they each spend 5 CP per level on spell rank advancement, thief skill improvement, or investing in multiple attacks. The other 10 CP is used to grow their skill sets.
At fifth level, each character has grown a lot, having earned another 60 CP to spend on improvement - the fighter is specialized in his weapon, has a style specialization, and a couple more nonweapon proficiencies. The wizard has a specialty school, can use scrolls, and is at 6th level casting power. The priest is at fifth level of casting, but can now turn undead, has a lesser granted power, and another nonweapon proficiency. The rogue has boosted his skills considerably, and has obtained other skills like Disguise and Escaping Bonds. They’re not supermen yet, but are all specialized in what they do.
At name level, they’ve received another 75 CP and all have many other skills - the mage and cleric had to spend some of those points on getting greater sphere access, but still have plenty more to spend on other abilities. The fighter’s goals of weapon mastery are expensive, but coming into reach, and the rogue is branching out into all sorts of exotic skills.
Custom Character Generation
The last section was an exercise in generating characters similar to the standard AD&D classes. The benefit of this system, of course, is that you can make a character that can do a wide variety of things that cross traditional "class" boundaries.
For example, let us take the example of a character that aspires to be a powerful warrior, and is born of sturdy barbarian stock, yet makes his living more often by stealth and theft than not, much as Conan the Barbarian and Fafhrd, the erstwhile companion to the Grey Mouser in Fritz Leiber’s Lankhmar tales.
We will assume that we rolled up high Strength (18/76) and Dexterity (16) befitting such a character, such that STR and DEX based skills will cost 1 CP less because of the character’s high prime requisites.
First, we decide that the character should be human (1 CP) and possess a savage alertness form his wild heritage (Alertness trait, 6 CP). Then, we buy from the required skill tree - we want a super warrior, with warrior THACO (40 CP) and saves (40 CP), and d12 hit dice (50 CP). We take a worse XP table (Wizard, 10 CP) to make up the points - 130 CP total from the required tree.
We are at 137 CP, and have 63 CP remaining to build our character. Since we know we’ll be taking a lot of skills form both Melee Combat and Stealth, we pay 15 CP to get the Stealth tree as a primary, and 20 CP (twice the normal buy-in cost) to get Melee Combat as another primary tree.
That leaves us with 28 CP to buy skills. Not much at this point - we get Move Silently (9 CP, 10 -1 for a high DEX), Climb Walls (4 CP), and proficiency in the broadsword (9 CP). We don’t like how close we’re getting to our limit, so decide to go back and take a couple disadvantages - a mild Phobia: Crowds (4 CP) and a mild Phobia: Magic (8 CP) to reflect his outdoor, primitive upbringing. So we now have 18 CP left to spend around.
We spend 4 CP on Detect Noise and another 6 on 15 discretionary thief skill points to spread around, leaving us 8 CP. Our character needs to be able to ride a horse (2 CP), and we buy into the Wilderness Craft tree for 5. We don’t really have enough points left to buy any specific skills from that tree, but we may want to later, and it fits his background.
Note that we could have taken Wilderness Craft as our other primary rather than Stealth, and have been able to buy the Wilderness versions of the thief skills we have. However, we decide that he probably learned the thieving part of his skills in civilization (and we want him to be able to function well in cities while thieving, now and in the future) so we chose this combination of skills.
The remaining 1 CP can be saved for later - but we spend it on raising his Riding rating, on the grounds that his people were fierce mounted warriors.
So, at first level we have a beefy warrior with only one weapon skill, and three thief skills. Not bad, but not a world-shaking character (yet).
As time progresses, our character (we’ll name him Aethelred after the Saxon king) spends some time as a mounted guardsman and occasional thief in a port city. He reaches 5th level in a couple years, and is becoming more battle-seasoned from his combat against humanoid and bandit incursions in the hills.
Over this time, he has gained 60 CP. Although he has progressed a little more slowly than would otherwise be expected due to his XP progression table, those d12 Hit Dice have brought him through his experiences intact. Aethelred has added 50 points to his thieving skills (20 CP) and has both expanded his skill in weapons from the broadsword to the tight group of medium swords (10 CP incremental cost) and has specialized in his trusty broadsword (24 CP). Long weeks spent in those hills have also taught him the art of surviving in that climate (Survival, 6 CP).
Over the next year, he tires of the constant fighting of guard duty and takes a job as a private bodyguard in the city - this also affords him an opportunity to hone his thieving abilities further. He manages to minimize his trouble with crowds by working largely at night. He reaches 8th level, and spends 29 CP on the next rank of multiple attacks and 6 on another 15 thieving points. He is now pretty good about sneaking around the city, and when he gets caught, his broadsword is a formidable ally, with his Strength and specialization (he’s getting 2 attacks a round at a THACO of 11 and a +6 damage bonus). He has also purchased Backstab for 9 CP - those guards never hear him coming, and double damage drops them like flies. He’s saving that extra 1 CP for a rainy day.
Well, this sort of behavior eventually gets Aethelred in trouble with the law, and he ends up fleeing town on a ship headed to sea. He discovers he’s taken refuge with a group of pirates, and joins up for a life of freebooting and fun on the high seas.
In a couple years Aethelred is 10th level (another 45 CP, plus the one left over) - a dreaded scourge of the seas, he has learned the arts of seamanship (Sailing tree for 4 CP, Seamanship for 4 CP, and Navigation for 6 CP) and has honed his fighting skills to a razor’s edge - another 29 CP gets him the top rung of the attack chart. He buys Rope Use for 2 CP and develops a keen eye for the value of treasure (Appraisal, 1 CP).
About this time he and his crew make the mistake of overtaking and trying to board a vessel carrying an archmage to a meeting in the East. Paralyzed by his fear of the resulting magical display, Aethelred is left clutching a fragment of his ship, which was burned to the waterline by three or four well-placed 15d6 fireballs.
He makes landfall and swears revenge on the archmage - over the next couple years he quests to find out the identity, location, and powers of the wizard in question, and makes his way across the continent in a series of adventures, making a living as a warlord, a caravan guard, a bandit - then meeting up with a group of adventurers also questing against the wizard in question.
After the group of adventurers defeat a dragon in its lair, hoping to use its hoard as both a lure for the mage (whom they’ve learned is greedy to a fault) and for its powerful magic to use against the mage. Though Aethelred does not like magic much, he sees the reasonableness of this course of action - he leaves the funkier magic to his teammates, only taking a magical shield for himself.
As the party prepares to confront the archmage, Aethelred is 12th level. He takes shield proficiency (9 CP) and brings his skills of stealth to their fruition with Hide In Shadows (9 CP) and 60 points worth of thief discretionary skills (12 CP).
Should Aethelred survive this encounter, he will move on into the realms of legendary heroes - as he continues he can master his weapon, perfect his thief skills, and begin learning powerful skills from the High-Level Campaigns rulebook. He may well determine that the reins of rulership are his destiny, beginning with the land he will liberate from the archmage’s dictatorship and thence wherever his warband will venture.
Aethelred is not as skilled in warcraft as he would be if he had concentrated solely on combat. He’s not near the thief that a 12th level dedicated thief would be either. But he is very good at both, and as his situation in life changed he was able to quickly adapt and learn the skills that suited the needs of his harsh life.
Reconciling Classes
So, you’ve decided to use this system for you next Skills & Powers campaign. Then you start thinking about all those spells and magic items and obscure rules that specify characters’ classes in their description somewhere.
Don’t lose heart - here are some conversion rules.
Levels are the same as levels ever were - so if a character is affected by a spell or item or ability, use their overall level to calculate its effects. Some level-related scores, like spell casting level, are handled explicitly differently by these rules.
If a character has a primary tree of Combat (Melee, Missile, or Unarmed), treat them as a warrior. If their primary tree is Holiness, treat them as a priest. Stealth is for rogues and Wizardry is for wizards (Psionics, for psionicists…). For the purpose of maximum classes for demihumans, you may want to collapse relevant classes (Druid into Priest, Bard into Rogue) and take the more generous of the two limits.
If a character has another tree as their primary (e.g. Joe the Sailor) then count them as none, or make a DM fiat to whichever class the character most resembles. You should be asking yourself, however, do these class-specific effects make any sense? What is the spell, effect, or rule trying to get at? If the intent is, for example, that spellcasters are resistant to a specific spell, treat anyone with spellcasting ability as resistant. Use common sense, and be generous but fair in your interpretation.