Attributes

As stated in the Swords and Wizardry White Box rules. Roll 3d6 for each attribute. Rolls can then be arranged in whatever order is desired to steer the character in a direction most favored by the player. If the end result is unappealing and at the discretion of the referee the player may try again.

Universal Attribute Bonus Table

3 to 6 Below Average Score -1 or -05%

7 to 14 Average No Effect

15 to 17 Above Average +1 or +05%

18 Superior +2 or +10%

Strength

Fighters and Dwarves may apply any bonus for Strength to both their attack roll and damage roll in melee combat only. All other characters add any Strength bonus to their melee damage bonus only. An Elf with a Strength of 18 would gain a +2 bonus to damage when striking with a melee weapon but would gain no bonus to their attack roll. Strength is the primary attribute for Fighters and Dwarves and any such character with an Above Average score in Strength gains a +05% bonus to earned experience.

Intelligence

Intelligence is the primary attribute for Wizards. A Wizard with an Above Average score in Intelligence gains a +05% bonus to experience points. For every point a character has above a score of ten the character may learn one additional language. A Wizard with an Above Average score in Intelligence gains one additional first level spell slot which they can use to memorize a spell at first level. A Wizard with a Superior score in Intelligence gains a second bonus, first level spell slot when they reach the second level of character experience.

Wisdom

Wisdom is the primary attribute for Clerics. A Cleric with an Above Average score in Wisdom gains a +05% bonus to experience points. A Dwarf, Gnome or Thief character with an Above Average score in Wisdom gains a +05% bonus to their Detection chance. A Dwarf, Gnome or Thief character with a Superior score in Wisdom gains a +10% bonus to their Detection Chance. A Cleric with an Above Average score in Wisdom gains one additional first level spell slot they can use to memorize a clerical spell at first level. A Cleric with a Superior score in Wisdom gains a second bonus, first level spell slot when they reach the second level of character experience.

Constitution

A high score in Constitution provides a bonus to the character's hit points starting at level zero and at every level of advancement afterwards. All character classes and races gain this bonus. A low score in Constitution indicates a penalty to the character's hit points starting at level zero and at every level of advancement. A character must always gain at least one hit point at each level of advancement no matter how poorly they roll, even if their Constitution penalty drives the total of their dice roll to zero. Constitution is the primary attribute for Trollborn characters. A Trollborn character with an Above Average score in Constitution receives a +05% bonus to experience.

Dexterity

Dexterity is the primary attribute for Rogue characters and Gnomes. A Rogue or Gnome with an Above Average Dexterity score receives a +05% bonus to experience. A Rogue or Gnome character with an Above Average score in Dexterity may add +05% to the chance of success using their Sleight of Hand ability. A Rogue or Gnome character with a Superior score in Dexterity may add +10% to the chance of success using their Sleight of Hand ability. Fighter characters, Rogue characters and Gnome characters may add any bonus for a high Dexterity score to the damage they inflict with thrown daggers. Any character with a Superior (18) score in Dexterity may improve the armor class (AC) of their character by one point (to be clear, 1 point not 2 points to AC for an 18 Dexterity).

Charisma

A high or low Charisma score impacts a characters leadership ability and their chance to sway an audience in conversation. Any character with an Above Average score in Charisma (15+) enjoys a +05% bonus to experience points.


Cleric

Clerics serve a god, goddess or power aligned with Law or Chaos. Neutral aligned Clerics are called Druids and they serve a power of nature known throughout the world as the Harmony. At third level and at fifth level a Cleric is granted a special power called a miracle which they can use once per day. Miracles are special powers granted only by specific gods, goddesses or powers. Lawful Cleric spells and miracles regenerate at the dawn of each new day. Chaotic Cleric spells and miracles regenerate at dusk.

Clerics are the armored servants of their particular faith or temple and as such are expected to sally forth into the world to advance the cause of the faith, by force of arms when necessary. Clerics are expected to seek out, protect and serve any believers of their faith in the area where they are active. A Cleric who turns his or her back on the needs of those that serve as the followers of their god can expect some manner of backlash or punishment.

Clerics may wield any blunt weapon and they may use the sling in ranged combat. Clerics may wear any type of armor and they may carry a shield. Lawful Clerics who possess a holy symbol may attempt to turn undead. Rules for turning undead are covered in the White Box rule book. Chaotic Clerics cannot turn undead but they may be able to control undead, provided they are of sufficiently high level.

Clerics are granted divine spells by spending an hour in prayer and meditation at the time when their spells renew. The number of divine spells they receive depends upon their level.

Clerics with an above average Wisdom score are granted one bonus first level spell at first level. Clerics with a superior Wisdom score receive a second bonus first level spell when they reach the second level of character experience.

Clerics begin at zero level with four hit points. As they advance in level they roll 1d6 for additional hit points at each level of advancement.

Certain gods may grant the use of a particular weapon such as the spear, bow or sword to their followers. This information is included under the deities tab.

The Gods

The gods of the Dragonsmarch campaign are incarnate within the mortal realm, much as they were presented in the earliest pantheons in D&D.

Each diety has its own character or monster write up with specific powers, spheres of influence, hit points and armor class. Because they can be confronted and even fought by mortals many gods dwell in hidden locations or wander the world in disguise.

Clerics obtain miracles from the god they represent at third and fifth level. In addition a cleric will begin to manifest some physical representation of the god that they serve. The Cleric of the Northern god Beartilde - god of warriors and the land reveals his connection to the power of his god by the slow regrowth of wooden objects in his possession.

Fighter

You are a Fighter. If you are a Darian or Kyrenian you will most likely arm and armor yourself as a man-at-arms or knight from the period of 900 to 1200 AD. Northmen typically equip themselves after the style of the vikings or Germanic tribes. If you are a Carthusian from the City States of Carthusia across the sea you might armor yourself as a Roman Legionnaire or Roman Gladiator. A Rakian warrior from the desert Empire of Anorak might equip themselves as a Umayyad guardsman from the 8th century. A warrior from Sorcerous Xian might dress as an elite Imperial Chinese cavalry warrior from the Ming Dynasty.

As a Fighter you start at level zero with six hit points. At level one and at each level of advancement after first you roll 1d8 for hit points. You can wear any type of armor and you can wield any type of weapon.

Against foes of one hit dice or few a Fighter gains one additional attack per level they possess. Thus a level five Fighter would be able to attack five times against a horde of minor monsters.

Fighters gain +2 saving throw bonus against fear spells or monster effects which cause fear.


Rogue

A rogue is a character who specializes in sneaking, defeating traps, picking locks, detecting hidden doors and deciphering secrets.

While a Rogue should not be relied upon to be a front line Fighter they can certainly fill out the ranks of combatants in an adventuring party.

A Rogue begins at level zero with four hit points. They keep these hit points as they advance in level and begin to roll for hit points starting at level one.

A Rogue can wear leather and hide types of armor. Mail and Plate armor is too bulky and noisy to wear and still be able to perform their special class skills. A Rogue can wield the short sword, sword, axe and spear. They may throw daggers, hand axes and spear or javelin. A Rogue may use the light crossbow or the short bow but they are limited to one shot per combat round.

A Rogue must be aligned with Chaos or they must be Neutral in alignment.

Keen Senses

Starting at level zero a Rogue begins with a 30% chance to detect hidden traps, ambushes, secret doors or hidden levers or buttons. At each level of advancement starting at 1st level a Rogue gains a +05% increase to this chance.

Stealth

Starting at level zero a Rogue begins with a 25% chance to move quietly and without being seen so long as there are shadows or places to provide concealment. At each level of advancement starting at 1st level a Rogue gains a +05% bonus to this chance.

Disable Device

Starting at level zero a Rogue has a 35% chance to disable any trap or alarm, excluding traps or alarms which are purely magical in nature. At each level of advancement starting at level one the Rogue gains a +05% increase to this chance. If a Dwarf or Gnome fails in their attempt to disable device roll the device typically triggers, unleashing the effects of the trap. When a Rogue fails this attempt there is a base 80% chance minus 05% for each level of the Rogue that the trap will trigger. This chance increases by +05% for every additional failed attempt to disable the trap or alarm.

Sleight of Hand

A Rogue begins at level zero with a 30% chance of picking a target's pocket or using sleight of hand to steal an object or pass an object secretly to a nearby companion. This chance increases by +05% for each level of advancement starting at first level. Should the Rogue fail the roll they are usually spotted by the target or a nearby bystander such as a guard.

Melee Assist

Once per combat round the Rogue may provide a one point bonus to AC to any friendly character they are fighting adjacent to or they can add +2 damage points to their own attack so long as they are using a dagger. The Rogue must declare whether they are adding their defense bonus to an adjacent character or using their dagger damage bonus at the start of each combat round and before initiative is rolled.


Wizards

You are a Wizard and your power comes from wielding the arcane magic naturally available in the surrounding world.

In ancient times Wizards delved into the arcane arts either alone or in powerful secretive cabals without any restrictions to the construction of their magics. After the Nightshade War and the great destruction caused by unrestricted magic used by the enemy factions the Wizards of the Pentagarchy rose into power.

Today the Pentagarchy has expanded its influence into nearly every Kingdom of the world. Pentagarchy Wizards wield spells handed down within their schools through preapproved books and tutorials. They teach a sort of restricted arcane magic whose spells, while powerful, do not threaten to destroy vast numbers of people or bring entire Kingdoms crashing down.

You can play a Pentagarchy Wizard or you can play a Heretic. Heretics are Sorcerors who still delve into the forbidden arts of Necromancy, Warmancy and Demonology. Heretics practice outlawed spells and magical arts and the Pentagarchy hunts and imprisons or destroys these dangerous outsiders wherever they find them.

Pentagarchy Wizard

As a member of the Pentagarchy you have available to you the chapter houses and colleges of the Pentagarchy which have spread to nearly every corner of every civilized Kingdom. You can utilize the libraries and resources of these locations to further your own study of spells and any magical items which you recover. Certain spells, spell books, scrolls and magical items you discover in your adventures may have powers in the areas of Necromancy, Demonology or Warmancy and because these magics are incredibly dangerous it is your sworn duty to turn them over to the higher ranking members of your Order either to be destroyed or locked away where they can spread no further harm.

From time to time you may be tasked with assisting a Pentagarchy Inquisitor as they attempt to root out remaining Heretic Sorcerers who may be hiding in the surrounding lands.

As a Pentagarchy Wizard you start a level zero with four hit points. As you advance in character level you roll 1d4 for additional hit points, plus any bonus you may possess for having an Above Average or Superior Constitution score.

Wizards may only wear clothing or robes although certain heavier sorts of robe might afford the Wizard with a single point bonus to their armor class. Any sort of heavier armor is to restrictive for the complex gestures and movements required in casting an arcane spell. Wizards cannot carry a shield. They may hold a staff, sword or dagger in one hand and still cast an arcane spell although casting a spell requires a full combat action to complete.

Wizards may wield a staff, dagger, sword or long sword in melee combat. They may throw daggers or darts for ranged combat. Wizards may use a light crossbow.

The Mercenary

The Mercenary is a leader of soldiers of fortune. Working for pay or in the cause of a town, shire or noble these individuals are mercenaries. Mercenaries are of Lawful or Neutral alignment. Chaotic mercenaries become brigands and the men who follow them are common bandits.

Mercenaries are common sites within the borders of the Dragonsmarch as they are cheaper to maintain than a standing army or a large local militia. Typically mercenary bands have their own village or area of responsibility but are free to act on their own against monstrous threats so long as it furthers the security of the shire.

Mercenaries are able to wear leather and armored mail but are not of sufficient social class to get away with wearing plate armor, at least not in public settings. They may wield any melee or missile weapon.

A mercenary has fewer hit points than a true fighter and advances slower in their fighting ability but as they level they gain either a soldier or bandit to command, depending upon their professional tastes and alignment.