5
\pagebreak
#### Burglar
##### Burglar or pickpocket. He knows about disguises and ambushes, as well as how to move around a city. He knows the underworld market, its people and ways. If a Thief has this background, they start out with Thieve's tools.
#### Charlatan
##### Cunning wandering swindler who lives at the expense of the naivete of others, using various tricks, lies and deceptions. He can be a card player, a professional con artist or a con artist of any kind. He is certainly the most suitable in recognizing his peers. A character who rolls this background must have at least a 10 in Intelligence, otherwise he ends up an Almsman.
###
| d6 | Specialty |
|:---:|:-----------:|
| 1 | Humbug |
| 2 | Quack Doctor |
| 3 | Cardsharper |
| 4 | Goldbricker |
| 5 | Swindler |
| 6 | Forger |
###
#### Escort
##### Escorts work alone or belong to a "house". If an Escort has a charisma of more than 15 it is considered that they were a concubine and belonged to the professional class. A concubine had well-to-do clients – often lords – so they are familiar with the ways of the nobility.
##### If the character with this background is a Magic-User, then they receive the spell Charm Person as an additional starting spell in their spellbook.
#### Exorcist
##### Specialist in wishes that aim to exorcise ghosts of lesser spirits and demons that are believed to cause bad luck, diseases, etc. Exorcists are in demand in the villages, and they wander around practicing their art.
##### If the character with this background is a Magic-User, then they receive the spell protection from evil as an additional starting spell in their spellbook.
#### Farmer
##### Farmers work in the countryside cultivating the land or raising animals. Some have their own estates, while others work as serfs for a lord. They are well versed in the weather, the cultivation of the land, and the care of various domesticated animals. The specialization of a farmer can be determined by this table:
###
| d6 | Farmer specialization |
|:---:|:-----------:|
| 1 | cultivator |
| 2 | cultivator |
| 3 | Vine grower |
| 4 | Animal Breeder |
| 5 | Shepherd |
| 6 | Apiarist |
###
#### Fisherman
##### Knowledgeable of various fishing methods and sea creatures. He is also quite familiar with boat navigation, rowing and handling sails.
#### Grave Robber
##### A macabre type of thief who swindles the dead of their unwanted riches. He is an orienteering and mapping expert when it comes to labyrinths and catacombs.
##### He has at least the basic knowledge of archaic to be able to read inscriptions on mounds. Characters with this background start by having a crowbar.
#### Heavy Worker
##### Laborer for heavy jobs, mostly unskilled or low skilled. They have increased resistance and efficiency in this type of laborious work.
###
| d6 | Heavy Work Duty |
|:---:|:-----------:|
| 1-2 | Porter |
| 3-4 | Construction worker |
| 5 | Mine worker |
| 6 | Stonecutter |
###
#### Head Hunter
##### Hitman or bounty hunter. Good at tracking, intelligence gathering, ambushing, disguises and general assassinations. He is also knowledgeable about deadly poisons and their use.
#### Healer
##### Healers practice traditional medicine, also known as apothecaries. They know the symptoms and ways of treating common diseases, they know how to treat wounds, and how to perform amputations.
6
\pagebreak
#### Hermit
##### Someone who has been forced to live for a long time in isolation, outside of society. The reasons for a hermit's isolation are varied, although they are often religious, social or psychological. Naturally, a hermit possesses knowledge of survival in nature. However, his many years of isolation may have made him seem strange and distant to people.
#### Hunter
##### Hunters know well of forests, the different game and the hunting method of each one (methods of approach, traps, etc.). He knows tracking, as well as how to move quietly through vegetation. Hunters starts their adventuring carrier in possession of:
###
| | |
|:---:|:-----------:|
| 1-3 | bow and quiver with 20 arrows |
| 4-5 | a hound |
| 6 | a trained hunting hawk |
###
#### Highwayman
##### Specializing in guerrilla warfare. The Highwaymen are hardened mountain bandits and renegades. They have a military organization and are based in fortified lairs in the wilderness. They are outlaws and operate as looters or raiders, although some of the larger companies even offer mercenary services.
#### Knight
##### Elite mounted warrior, scion of some titular military landowner family. Hardy, disciplined, and experienced in warlike matters, administration, and horsemanship.
##### A character with this background starts out owning Plate Mail Armor.
#### Mercenary
##### Mercenaries, usually as members of various mercenary companies, offer military services to the highest paying lords. They have military discipline and war experience. They tend to drink a lot and cause trouble in pubs.
\columnbreak
#### Merchant
##### A traveler who trades goods from distant places. Merchants know the art of haggling, the trade routes of their region, and have a variety of acquaintances and connections. They usually specialize in marketing one type of product, for which they have specialized knowledge which is determined by the table:
###
| d66 | Merchant Specialization |
|:---:|:-----------:|
| 11 | Salt |
| 12 | Horses |
| 13 | Perfumes and essential oils |
| 14 | Silverware and Goldware |
| 15 | Herbs, potions and medicine |
| 16 | Furs, leathers or wool |
| 21 | Ivory |
| 22 | Artworks |
| 23 | Tools |
| 24 | Sugar |
| 25 | Ceramics |
| 26 | Stolen Goods|
| 31 | jewelry |
| 32 | Codexes and scrolls |
| 33 | Oil |
| 34 | Items of Worship: icons, amulets, relics |
| 35 | Minerals |
| 36 | Silk |
| 41 | Spices |
| 42 | Drugs |
| 43 | Dry food: salted meat, grains, fruits |
| 44 | Timber |
| 45 | Weapons |
| 46 | Armor |
| 51 | Strange objects |
| 52 | Precious materials: electrum, ebony, violet dyes |
| 53 | Precious stones |
| 54 | Porcelain |
| 55 | Alcoholic Drinks |
| 56 | Clothing |
| 61 | Slaves |
| 62 | Ropes and nets |
| 63 | Monsters |
| 64 | Glass |
| 65 | Fabrics |
| 66 | Carpets |
###
7
\pagebreak
#### Monk
##### Your Character belongs to some religious or mystical order of an ascetic nature. His knowledge will be proportional to the monastic order he served. There is a 1 in 6 chance that he belongs to some mystical demonic sect.
#### Noble
##### Raised in some family castle, mansion or ancient courtyard. your character was probably heir to some title as well. A noble has received the basic classical education in history, rhetoric and philosophy. He knows horsemanship, fencing, and the rules of dueling, while he is also familiar with the coats of arms of lords, palatial manners, and court protocols.
#### Nomad
##### The life of the nomads is simple and their societies are of low specialization. Most are herders and live in camps consisting of a few families. They know excellent horsemanship, hunting, as well as the basics of survival in the wild. The various factions of the nomads often clash and are always ready for war. Characters with this background know the nomadic language. The tribe of origin of a nomad can be determined by the table:
###
| d6 | Nomadic tribe |
|:---:|:-----------:|
| 1 | Scythians |
| 2 | Sauromates |
| 3 | Massageteans |
| 4 | Pechenegs |
| 5 | Sarmatians |
| 6 | Semetchki |
###
#### Pirate
##### Schooled in the harsh life of the sea, of lawlessness and plunder. Well-traveled and with a proneness for tirades. They have many friends but also many enemies in the ports.
#### Ruffian
##### Violent, threatening bully. Act as a member of a gang or as a guard in notorious haunts such as brothels and taverns. He knows from intimidation, torture, bullying and harassment and is familiar with the criminal underworld.
\columnbreak
#### Slave
##### There are several ways to fall into slavery: captivity, punishment, unbearable debt. A slave's skills and knowledge depend on the type of work he performs (usually of the manual type). Your character has developed patience and endurance in difficult conditions. Of course, he is now free or a fugitive. The following table will determine the type of slave:
###
| d6 | Slave Work |
|:---:|:-----------:|
| 1 | Heavy Worker* |
| 2 | Rower |
| 3 | Farmer slave |
| 4 | Pit fighter |
| 5 | Harem slave |
| 6 | Eunuch in noble service |
###
*Check the Heavy Worker Background
#### Soldier
##### Once member of a lord's army. Trained, disciplined and experienced in tactical combat. His management experience depends on his rank:
###
| 2d6 | Rank | Commanded |
|:---:|:-----------:|:-----------:|
| 2-6 | Phalangite | - |
| 7-8 | Pentrarch | 5 men |
| 9 | Decarch | 10 |
| 10 | Dragonarch | 50 men |
| 11 | Kentarch | 100 men |
| 12 | Count | 500 men |
###
##### soldiers belong to the working class, unless they hold the rank of Count, in which case they are considered members of the aristocracy.
8
\pagebreak
#### Scholar
##### Possesses remarkable knowledge of an academic specialty. Scholars are often high-ranking officials, magic-users, or advisers to lords. A scholar begins the game with pen, ink, a blank codex, and a treatise on his specialty (worth 50 Gold). The specialty of the scholar is determined by this table:
###
| d6 | 1-3 | 4-6 |
|:---:|:-----------:|:-----------:|
| 1 | Philosopher | Historian |
| 2 | Courtier | Theologian |
| 3 | Naturalist | Demonologist |
| 4 | Astrologer | Geographer |
| 5 | Mathematician | Alchemist |
| 6 | Orator | Physician |
###
\columnbreak
#### Shaman
##### Mage-doctor of nomadic (1-3) or barbarian(4-6) origin. Your character knows stories and myths about the various spirits of nature. A specialist in traditional medicine, they treat diseases with herbs, purification ceremonies, the use of cymbals and even hallucinogenic substances.
#### Sailor
##### Well-travelled. Your character's knowledge includes ship navigation, crew organization, sea hazard management, orienteering, cartography, as well as basic waterways. Every sailor claims that has seen some mythical sea monster with his own eyes or has at least once escaped certain drowning.
#### Woodsman
##### Forests are the second home of Woodsmen and they walk around with confidence. They know the quality and strength of each tree's wood, as well as how to cut them efficiently. Characters with this background start the game with a Battle axe or a Hand axe.
\pagebreak
### Names
#### Human and Dragonborn
##### **1** (d66)
| | |
|:---:|:-----------:|
|11 |Abella|
|12 |Abram|
|13| Adda|
|14 |Aeddon|
|15 |Aida |
|16 |Akiya|
|21 |Alaric|
|22 |Alban|
|23 |Alina |
|24 |Althus|
|25 |Amara|
|26 |Arasen|
| | |
|:---:|:-----------:|
|31 |Artiga|
|32 | Asha |
|33 |Asher |
|34 |Aveline|
|35 |Avella|
|36| Bas|
|41| Basira |
|42 |Bastien|
|43 |Bataar|
| 44 |Beca|
|45 |Beltran|
|46 |Bevan|
| | |
|:---:|:-----------:|
| 51| Brynn|
|52| Cadigan|
|53 |Caldas|
|54 |Cedric|
|55 |Cera|
| 56| Chandra|
|61| Chenda|
| 62| Cortina|
|63 |Dag|
|64| Del|
|65 |Delkash|
| 66| Delos|
##### **2** (d66)
| | |
|:---:|:-----------:|
|11| Deshi|
|12 |Edda |
|13| Elara|
|14 |Eldryn|
|15 |Eleri|
|16 |Elli|
|21 |Elstan|
|22 |Emelyn|
|23 |Eos|
|24 | Erin|
|25| Esra|
|26 |Euros|
| | |
|:---:|:-----------:|
|31| Fanir|
|32 |Fara|
|33| Farina|
|34 |Flint|
|35| Freya|
|36 |Gethin|
|41| Ghalen|
|42 |Gideon |
|43 |Giliana|
|44 |Glain |
|45| Glynn|
|46| Griff|
| | |
|:---:|:-----------:|
|51| Gwen|
|52 |Haf|
|53| Haleema|
|54 |Hennion|
|55| Hirsham|
|56 |Ikram|
|61 |Indirra|
|62 |Irsia|
|63| Ishana|
|64 |Isolde|
|65| Ithela|
|66 |Jaggar|
##### **3** (d66)
| | |
|:---:|:-----------:|
|11| Jebran|
|12 |Jelma|
|13 |Jihan|
|14 |Joa|
|15 |Kabeera|
|16 |Kai|
|21 |Kaivan|
|22 |Kalidas|
|23| Kalina|
|24 |Kanno|
|25| Kara|
|26 |Kataka|
| | |
|:---:|:-----------:|
|31| Katania|
|32 |Katja|
|33 |Kato|
|34 |Katrin|
|35 |Kayu|
|36 |Keeara|
|41| Keelan|
|42 |Kendi|
|43| Kenrick|
|44 |Keyshia|
|45| Khinara|
|46| Khulan|
| | |
|:---:|:-----------:|
|51| Kiah|
|52 |Kimura|
|53| Kione|
|54 |Kodroth|
|55 |Kori|
|56 |Kormak|
|61| Kotama|
|62 |Kova|
|63| Kuno|
|64| Kuron|
|65| Kynan|
|66| Lago|
\columnbreak
##### **Tip:** To turn a female sounding name into a male name, either remove a letter replace the ‘a’, ‘e’, ‘i’, etc. at the end with an ‘o’, ‘us’, ‘er’ or ‘on’ and vice versa.
##### **4** (d66)
| | |
|:---:|:-----------:|
|11| Leela|
|12 |Lestara|
|13| Lili|
|14 |Lio|
|15 |Loona|
|16 |Lucia|
|21 |Lucius|
|22 |Mai|
|23| Makari|
|24 |Malik|
|25 |Masias|
|26 |Mattick|
| | |
|:---:|:-----------:|
|31| Maura|
|32 |Maya|
|33| Melia|
|34 |Menna|
|35| Mila|
|36 |Milva|
|41| Mira|
|42 |Mona|
|43| Morell|
|44 |Morgan|
|45| Morgana|
|46 |Morien|
| | |
|:---:|:-----------:|
|51| Morter|
|52 |Muna|
|53| Mura|
|54 |Myrick|
|55| Myrtle|
|56 |Nadira|
|61| Naila|
|62 |Nakata|
|63| Nakura|
|64 |Namba|
|65| Nan|
|66 |Nanda|
##### **5** (d66)
| | |
|:---:|:-----------:|
|11 |Nazmi|
|12 |Nekun|
|13 |Nia|
|14 |Nisus|
|15 |Okoth|
|16 |Owena|
|21 |Padma|
|22| Parcell|
|23 |Pearce|
|24| Pemba|
|25 |Pendry|
|26 |Perella|
| | |
|:---:|:-----------:|
|31| Qamar|
|32| Quinn|
|33 |Ranna|
|34| Razeena|
|35 |Reema|
|36 |Reese|
|41 |Reva|
|42 |Rhian|
|43| Rhoddri|
|44| Rowena|
|45| Sabine|
|46| Sadia|
| | |
|:---:|:-----------:|
|51| Sarda|
|52| Sarria|
|53 |Saskia|
|54| Sayer|
|55 |Segura|
|56 |Selva|
|61| Sendra|
|62 |Seraphine|
|63| Serene|
|64 |Servan|
|65 |Setara|
|66 |Shekhar|
##### **6** (d66)
| | |
|:---:|:-----------:|
|11| Shona|
|12| Sibila|
|13| Sidan|
|14| Siorra|
|15| Sola|
|16| Solana|
|21| Tahir|
|22| Talan|
|23| Tallus|
|24| Tamara|
|25| Tarvin|
|26| Taylah|
| | |
|:---:|:-----------:|
31| Tegan|
|32| Temir|
|33| Tessa|
|34| Themon|
|35| Thorne|
|36| Tio|
|41| Toran|
|42| Torgan|
|43| Torrens|
|44| Tristan|
|45| Ulric|
|46| Valeri|
| | |
|:---:|:-----------:|
|51| Verena|
|52| Vesna|
|53| Vigo|
|54| Wena|
|55| Willa|
|56| Wulan|
|61| Wynne|
|62| Yorath|
|63| Yuda|
|64| Zanita|
|65| Zhan|
|66| Zura|
10
\pagebreak
### Names
#### Other Races
##### **Blemmy : 1** (d66)
| | |
|:---:|:-----------:|
|11| Atan|
|12| Baku|
|13| Banda|
|14| Bashtu|
|15| Bayara|
|16| Boulderheart|
|21| Buandu|
|22| Chaidu|
|23| Chony|
|24| Denua|
|25| Frostbeard|
|26| Grendar|
| | |
|:---:|:-----------:|
|31| Grimjaw|
|32| Grumthar|
|33| Hulgoth|
|34| Jaran|
|35| Javyn|
|36| Jochu|
|41| Kathos|
|42| Khashin|
|43| Khatir|
|44| Khutan|
|45| Kidha|
|46|Kira|
| | |
|:---:|:-----------:|
|51| Martu|
|52| Otaan|
|53| Othos|
|54| Qudan|
|55| Rokhan|
|56| Stonefist|
|61| Tanua|
|62| Temura|
|63| Thunderfoot|
|64| Thundrok|
|65| Tuban|
|66| Vorak|
##### **Lupine : 1** (d66)
| | |
|:---:|:-----------:|
|11| Bagvor|
|12| Blightfang|
|13| Cedregg|
|14| Delk|
|15| Dirdarg|
|16| Dogul|
|21| Dudrurg|
|22| Gobmaw|
|23| Grimeflank|
|24| Griznak|
|25| Grumblegut|
|26| Ichor|
| | |
|:---:|:-----------:|
|31| Krab|
|32| Lumpeye|
|33| Mildeda|
|34| Minvas|
|35| Mite|
|36| Mule|
|41| No-Eyes|
|42| Pagg|
|43| Palelegs|
|44| Scabrot|
|45| Sickflank|
|46| Skrizzle|
| | |
|:---:|:-----------:|
|51| Slagwrench|
|52| Sludger|
|53| Slugmug|
|54| Smuglegs|
|55| Snaggletoe|
|56| Snik|
|61| Starrog|
|62| Targ|
|63| Urdus|
|64| Virdok|
|65| Wartooth|
|66| Zonde|
##### **Madman : 1** (d66)
| | |
|:---:|:-----------:|
|11| Aghed|
|12| Bulfim|
|13| Bum|
|14| Bumph|
|15| Burzob|
|16| Dudagog|
|21| Durgol|
|22| Durzol|
|23| Eghuglat|
|24| Garshak|
|25| Grommash|
|26| Gulfim|
| | |
|:---:|:-----------:|
|31| Gutjja|
|32| Kragash|
|33| Lambug|
|34| Lash|
|35| Lugnak|
|36| Lurog|
|41| Morgul|
|42| Murob|
|43| Naghig|
|44| Nargol|
|45| Oodagh|
|46| Puiltag|
| | |
|:---:|:-----------:|
|51| Rukh|
|52| Shazgob|
|53| Shura|
|54| Smaghed|
|55| Sugha|
|56| Thrashok|
|61| Urgosh|
|62| Xarpug|
|63| Xugar|
|64| Yazgash|
|65| Zogar|
|66| Zugorim|
\columnbreak
##### **Tip:** To turn a female sounding name into a male name, either remove a letter replace the ‘a’, ‘e’, ‘i’, etc. at the end with an ‘o’, ‘us’, ‘er’ or ‘on’ and vice versa.
##### **Blemmy : 2** (d66)
| | |
|:---:|:-----------:|
|11| Ainiol|
|12| Andir|
|13| Anir|
|14| Aviel|
|15| Barduin|
|16| Barthiel|
|21| Bolvil|
|22| Boman|
|23| Brolin|
|24| Brundar|
|25| Dolgin|
|26| Dunna|
| | |
|:---:|:-----------:|
|31| Durnar|
|32| Fargrim|
|33| Gagin|
|34| Gimor|
|35| Glomin|
|36| Glondor|
|41| Gormir|
|42| Grimgar|
|43| Haldor|
|44| Kragh|
|45| Mavir|
|46| Norgrim|
| | |
|:---:|:-----------:|
|51| Ralgiol|
|52| Ratha|
|53| Rogrin|
|54| Rugur|
|55| Rulviel|
|56| Rulvir|
|61| Rumol|
|62| Rundur|
|63| Thonna|
|64| Thorgli|
|65| Thrum|
|66| Torag|
##### **Lupine : 2** (d66)
| | |
|:---:|:-----------:|
|11| Bleat|
|12| Blister|
|13| Bogmaw|
|14| Burble|
|15| Chortle|
|16| Cluck|
|21| Cratch|
|22| Creak|
|23| Creech|
|24| Foulbelly|
|25| Gimble|
|26| Gloomgrasp|
| | |
|:---:|:-----------:|
|31| Glush|
|32| Gnarlback|
|33| Gnash|
|34| Grig|
|35| Groak|
|36| Grumblegore|
|41| Herk|
|42| Leech|
|43| Mongo|
|44| Muckjaw|
|45| Rattle|
|46| Scar|
| | |
|:---:|:-----------:|
|51| Scratch|
|52| Shush|
|53| Slar|
|54| Slith|
|55| Sludgefang|
|56| Slumberthorn|
|61| Snarltooth|
|62| Snuffle|
|63| Stoad|
|64| Vrusk|
|65| Wallow|
|66| Wartskin|
##### **Madman : 2** (d66)
| | |
|:---:|:-----------:|
|11|Agul|
|12 | Ahmad |
|13 |Aznagul |
|14|Balagar|
|15|Bator|
|16|Bavaor|
|21 |Balagar|
|22|Cahur|
|23| Dilba|
|24|Falavar|
|25|Galnara|
|26|Germa|
| | |
|:---:|:-----------:|
|31|Gheschar|
|32|Girsa|
|33|Gulnara|
|34|Hyrkal|
|35|Kazaor|
|36|Labat|
|41|Mala|
|42 |Mathalga|
|43|Mathog|
|44|Mazohalun|
|45|Mettengem|
|46|Narangerel|
| | |
|:---:|:-----------:|
|51|Nefiz|
|52|Omurtag|
|53|Orasal|
|54|Pesken|
|55|Ruga|
|56|Swar-Kagor|
|61|Tuttizar|
|62|Ulba|
|63|Ullabat|
|64|Uzlok|
|65|Yrkelen|
|66|Zemfira|
11
\pagebreak
### Classes of the Orb
### Human
Humans are widespread
across the Orb and appear in
a large variety of heights,
skin tones and hair colors
that range from cultures
and climates with light
tones being common and
darker tones being exotic.
across the Orb and appear in
a large variety of heights,
skin tones and hair colors
that range from cultures
and climates with light
tones being common and
darker tones being exotic.
##### Class requirements
| Class | Minimum Scores | Prime Requisite |
|:---:|:---:|:---|
| Cleric | ─ | Wisdom |
| Fighter | ─ | Strength |
| Thief | ─ | Dexterity |
| Magic-User | ─ | Intelligence |
| Beastmaster | ─ | Strength & Wisdom |
| Blemmy | Dexterity 9 | Strength & Constitution|
| | | |
| Lupine | Constitution 9 | Strength & Int. |
| | Charisma 9 | |
| Dragonborn | Constitution 9 | Strength |
| | Intelligence 9 | |
| | | |
| Madman | Constitution 9 | Strength & Dex. |
| | Dexterity 9 | |
\columnbreak
### Purchasing trained animals
###
| | Hunting Dog | Guard Dog |
|:---:|:-----------:|:-----------:|
| **Cost :** | 40 gp |120 gp |
| **Armor Class :** | AC 7 |AC 6|
| **Hit Dice:** | 1 | 2 |
| **THAC0:** | 19 | 18 |
| **Move :** | (180')60' | (150')50' |
| **Attacks :** | 1 bite | 1 bite |
| **Damage :** | 1d6 -1 | 1d6 |
| **Save as :** | fighter 1 | fighter 1 |
| **Morale :** | 8 | 8* |
###
* if not bonded
##### Guard dogs need 3 to 8 weeks to bond with their master and trust him, Hunting dogs and Guard Dogs are trained to follow basic commands. They can be barded at regular barding price. Players may want to take guard dogs with them into the dungeon. The referee should not forget that dogs are noisy (their barking may trigger extra checks for random encounters), as well as that they fear strange monsters, large beasts and frighten the meek.
### Languages
| | |
|:---:|:-----------:|
| 1 | Common |
| 2 | Nomadic |
| 3 | Archaic |
| 4 | Gloctic |
| | |
|:---:|:-----------:|
| 5 | Chthonic|
| 6 | Stygian |
| 7 | Demonic|
| 8 | Draconic|
##### Common : The ligua franca of The Orb
##### Nomadic : It is spoken by the various nomadic and barbarian tribes.
##### Archaic : It can be found in ancient ruins, Rarely spoken nowdays.
##### Gloctic : Unhistorical language of Madmen, ogres and Blemmyes.
##### Chthonic : It is spoken by the dryads, and the animal-like Demi-humans such as the Lupine.
##### Stygian : Language of the subterranean creatures that come from underground caves and dungeons. It is spoken by the Goblinoids, as well as the Troglodytes.
##### Demonic : It is spoken by demons and those who worship them
##### Draconic : The old spoken language of dragons, innately known by the Dragonborn.
12
\pagebreak
### Blemmy
| | |
|:---:|:-----------:|
| **Requirements :** | Dexterity 9 |
| **Prime Requisite :** | Intelligence, Strength |
| **Hit Dice :** | 1d8 |
| **Maximum Level :** | 14 |
| **Armor :** | Leather, chainmail, shields |
| **Weapons :** | Any |
| **Languages :** | Alignment, Common, Gloctic |
###
##### Headless creatures, their facial features are placed on their bodies. Their mouths are large, vertical, and full of sharp teeth. They are large and, even without a head, reach up to 6'5 feet in height.
##### Blemmyes typically establish their own communities in the wilderness. They are known as powerful warriors with a strong resistance to every kind of hardship. Blemmyes also have a reputation for being slow-witted and literal-minded that is not entirely deserved, though it is true that they lack subtlety when compared to their smaller kin. They can be steadfast allies or unyielding foes.
##### They have a deep mistrust of the arcane due to the passing of events, how the pursuit of conquest and the corruption of the individual mind has always been manipulated by the force of magic.
### Agile Fighting
##### As the blemmy becomes more adept in their ferocious might they gain a +1 AC bonus upon reaching 4th level. This increases to +2 at 6th level, +3 at 8th level, and +4 at 10th level.
### Blemmy Skills
##### In the wilderness, Blemmyes can use the following skills with the chance of success shown opposite:
##### **Climb sheer surfaces (CS) :** Only applies to natural surfaces (e.g. tree trunks, cliff faces). A skill roll is required for each 100’ height to be climbed. Failure indicates that the Blemmy falls at the halfway point, suffering falling damage.
##### **Hide in undergrowth (HD) :** Requires the Blemmy to be motionless—attacking or moving while hiding is not possible.
##### **Move silently (MS) :** A Blemmy may attempt to sneak past enemies.
\columnbreak
### Combat
##### Blemmyes can use all types of weapons and can use leather armour, chainmail, and shields.
### Cure Poison
##### In the wilderness, a Blemmy can gather herbs to concoct an antidote to natural poisons. This takes one turn per character to be cured. Each subject may make a second save versus poison to end the effects.
### Fear of Arcane Magic
##### Blemmyes are mistrustful of arcane magic and will refuse to knowingly use or come under the influence of spells or magic items, however Blemmyes will accept divine magic or any other magic associated with their tribal religon.
### Foraging and Hunting
##### A party with a Blemmye succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance
### After Reaching 8th Level
##### A Blemmye can call upon other Blemmyes to form a great horde of warriors, numbering 250 per level above 7th. The warriors are 1st level fighters with basic combat gear. A horde can only be mustered for a specific purpose (e.g. attacking an enemy city, rescuing hostages, etc.). Once the purpose is achieved or abandoned, the horde disbands. Mustering a horde takes one week, and it remains for one week per level of the Blemmye.
13
\pagebreak
#### Blemmye Level Progression
###
| Level | Exp. | HD | THACO |
|:---:|:-----------:|:---:|:-----------:|
| 1 | 0 | 1d8 | 19 |
| 2 | 2.500 | 2d8 | 19 |
| 3 | 5.000 | 3d8 | 19 |
| 4 | 10.000 | 4d8 | 17 |
| 5 | 18.500 | 5d8 | 17 |
| 6 | 37.000 | 6d8 | 17 |
| 7 | 85.000 | 7d8 | 14 |
| 8 | 140.000 | 8d8 | 14 |
| 9 | 270.000 | 9d8 | 14 |
| 10 | 400.000 | 9d8+2* | 12 |
| 11 | 530.000 | 9d8+4* | 12 |
| 12 | 660.000 | 9d8+6* | 12 |
| 13 | 790.000 | 9d8+4* | 10 |
| 14 | 920.000 | 9d8+6* | 10 |
###
*: Modifiers from Constitution no longer apply.
#### Blemmy skills chance of success
###
| Level | CS | HD | MS |
|:---: |:---:|:-----------:|:---:|
| 1 | 87 | 10 | 20 |
| 2 | 88 | 15 | 25 |
| 3 | 89 | 20 | 30 |
| 4 | 90 | 25 | 35 |
| 5 | 91 | 30 | 37 |
| 6 | 92 | 33 | 40 |
| 7 | 93 | 36 | 42 |
| 8 | 94 | 40 | 44 |
| 9 | 95 | 43 | 46 |
| 10 | 96 | 46 | 48 |
| 11 | 97 | 50 | 50 |
| 12 | 98 | 53 | 50 |
| 13 | 99 | 56 | 50 |
| 14 | 99 | 60 | 50 |
###
\columnbreak
#### Saving Throws
###
| D | W | P | B | S |
|:---:|:-----------:| :---:|:-----------:| :---:|
| 10 | 13 | 12 | 15 |16 |
| 10 | 13 | 12 | 15 |16 |
| 10 | 13 | 12 | 15 |16 |
| 8 | 11 | 10 | 13 |13 |
| 8 | 11 | 10 | 13 |13 |
| 8 | 11 | 10 | 13 |13 |
| 6 | 9 | 8 | 10 | 10 |
| 6 | 9 | 8 | 10 | 10 |
| 6 | 9 | 8 | 10 | 10 |
| 4 | 7 | 6 | 8 | 7 |
| 4 | 7 | 6 | 8 | 7 |
| 4 | 7 | 6 | 8 | 7 |
| 3 | 5 | 4 | 5 | 5 |
| 3 | 5 | 4 | 5 | 5 |
###
**D:** Death / poison; **W:** Wands;
**P:** Paralysis / petrify; **B:** Breath attacks;
**S:** Spells / rods / staves.
### Rolling Skill Checks
##### All skills are rolled on d%, with a result ofless than or equal to the listed percentage indicating success.
##### **Player Knowledge**
##### The referee should roll for hide in shadows and move silently on the player’s behalf, as the character always believes the attempt to be successful. If the roll fails, the referee knows that the character has been noticed and should determine enemies’ actions appropriately.
14
\pagebreak
### Lupine
| | |
|:---:|:-----------:|
| **Requirements :** | Charisma 9, Constitution 9 |
| **Prime Requisite :** | Intelligence, Strength |
| **Hit Dice :** | 1d6 |
| **Maximum Level :** | 12 |
| **Armor :** | Any, including shields |
| **Weapons :** | Any |
| **Languages :** | Alignment, Common, Chthonic |
###
##### Creatures with the head of a dog but with all other members of human appearance... they are tender like a man, When peaceful they behave like man, when furious they become cruel and retaliate on humankind.
##### Lupines prefer a more romantic, simple existence with the land, its wild beauty and creatures.
##### They rarely visit civilization, struggling to attach themselves with temporary events, They are either uncommonly patient or explosive with swiftly passing passions, thus they have developed an attachment towards more durable things such as athletic peak, sword and sorcery and inner completeness.
##### The head and fur pattern of a Lupine varies a lot among kin, dog-heads or jackal-heads appear to exist across different regions similar to their human skin and height.
### Arcane Magic
##### Arcane Magic works as presented at p15 of Moldvays basic rulebook.
##### Spell casting: From 2nd level, Lupines gain the ability to cast arcane spells, owning a spell book in which the magical formula for the spells they know are recorded.
##### The level progression table (opposite) shows both the number of spells in the Lupine’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 2nd level Lupine has one spell in their spell book, selected by the referee (who may allow the player to choose).
##### Lupines have the same spell selection as magic-users. Using magic items: As spell casters, Lupines are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
\columnbreak
### Combat
##### Lupines can use all types of weapons and armour.
### Smelling Through Doors
##### When listening for noise, Lupines have a 2-in-6 chance of success as they can substitute for their improved sense of smell.
### Infravision
##### Lupines have infravision to 60’, Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
##### For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air can be dimly seen by infravision.
### After Reaching 9th Level
##### A Lupine has the option of creating a stronghold that will attract other Lupines from far and wide. Lupines from other communities will generally be friendly and may collaborate in times of war or disaster.
##### A Lupine ruler may only hire Lupine mercenaries. Specialists and retainers of any race may be hired.
15
\pagebreak
#### Lupine Level Progression
###
| Level | Exp. | HD | THACO |
|:---:|:-----------:|:---:|:-----------:|
| 1 | 0 | 1d6 | 19 |
| 2 | 2.500 | 2d6 | 19 |
| 3 | 5.000 | 3d6 | 19 |
| 4 | 10.000 | 4d6 | 17 |
| 5 | 20.000 | 5d6 | 17 |
| 6 | 40.000 | 6d6 | 17 |
| 7 | 80.000 | 7d6 | 14 |
| 8 | 150.000 | 8d6 | 14 |
| 9 | 300.000 | 9d6 | 14 |
| 10 | 450.000 | 9d6+2* | 12 |
| 11 | 600.000 | 9d6+4* | 12 |
| 12 | 750.000 | 9d6+6* | 12 |
###
*: Modifiers from Constitution no longer apply.
#### Spells
###
| Level | 1 | 2 | 3 | 4 |
|:---: |:---:|:-----------:|:---:|:-----------:|
| 1 | - | - | - | - |
| 2 | 1 | - | - | - |
| 3 | 2 | - | - | - |
| 4 | 2 | - | - | - |
| 5 | 2 | 1 | - | - |
| 6 | 2 | 2 | - | - |
| 7 | 2 | 2 | - | - |
| 8 | 2 | 2 | 1 | - |
| 9 | 3 | 2 | 1 | - |
| 10 | 3 | 2 | 2 | - |
| 11 | 3 | 2 | 2 | 1 |
| 12 | 3 | 3 | 2 | 1 |
###
\columnbreak
#### Saving Throws
###
| D | W | P | B | S |
|:---:|:-----------:| :---:|:-----------:| :---:|
| 12 | 13 | 13 | 15 |15 |
| 12 | 13 | 13 | 15 |15 |
| 12 | 13 | 13 | 15 |15 |
| 10 | 11 | 11 | 13 |12 |
| 10 | 11 | 11 | 13 |12 |
| 10 | 11 | 11 | 13 |12 |
| 8 | 9 | 9 | 10 | 10 |
| 8 | 9 | 9 | 10 | 10 |
| 8 | 9 | 9 | 10 | 10 |
| 6 | 7 | 8 | 8 | 8 |
| 6 | 7 | 8 | 8 | 8 |
| 6 | 7 | 8 | 8 | 8 |
###
**D:** Death / poison; **W:** Wands;
**P:** Paralysis / petrify; **B:** Breath attacks;
**S:** Spells / rods / staves.
16
\pagebreak
### Madman
| | |
|:---:|:-----------:|
| **Requirements :** | Constitution 9, Dexterity 9 |
| **Prime Requisite :** | Strength & Dexterity|
| **Hit Dice :** | 1d6 |
| **Maximum Level :** | 10 |
| **Armor :** | Leather, chainmail, shields |
| **Weapons :** | Any |
| **Languages :** | Alignment, Common, Gloctic|
###
##### Madmen occupy an uneasy place in a dangerous world, they exert morbid practices such as sacrifices and blood rituals in defiance of the Orb's ideals for Puritanism. taking comfort in their savage and uncouth ways, They are cunning in battle and cruel in victory lashing out at anyone they believe they can bully.
##### In Their zealous desire for power, Some Madmen stray away from their original tribe and seek the taste of blood and human flesh, they are referred as Man eaters
##### Madmen stand about 3'5 feet tall in their hunched position, they can stand around 5 feet at full height or even curl up to hide quite efficiently, they are covered head to toe in large strands of hair, wild Madmen have a distinct stench emanating from their fur, dress themselves with masks and wear ritualistic necklaces of phallic shaped objects, preferably made of bone.
### Back-stab
##### When attacking an unaware opponent from behind, a Madman receives a +4 bonus to hit and doubles any damage dealt.
### Combat
##### Madmen can use all types of weapons and can use leather armour, chainmail, and shields, they must be made to fit them however.
### Infravision
##### Madmen have infravision to 60’, Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless. With infravision, warm things seem red, and cold things seem blue.
\columnbreak
##### For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air can be dimly seen by infravision.
### Retainer Distrust
##### Madmen often have difficulty gaining the trust of humans and demi-humans, due their chaotic tendencies. Retainers in a Madman's employ have their loyalty score reduced by one. (This does not apply to retainers who are also Madmen.)
### Thieving Skills
##### Madmen can use the following skills, with the chance of success shown opposite:
##### **Hide in shadows (HS) :** Requires the Madman to be motionless—attacking or moving while hiding is not possible.
##### **Move silently (MS) :** A Madman may attempt to sneak past enemies unnoticed.
##### **Pick pockets (PP) :** If the victim is above 5th level, the Madman’s roll is penalised by 5% for every level above 5th. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim
17
\pagebreak
#### Madman Level Progression
###
| Level | Exp. | HD | THACO |
|:---:|:-----------:|:---:|:-----------:|
| 1 | 0 | 1d6 | 19 |
| 2 | 1.800| 2d6 | 19 |
| 3 | 3.600 | 3d6 | 19 |
| 4 | 7.000 | 4d6 | 19 |
| 5 | 14.000 | 5d6 | 17 |
| 6 | 28.000 | 6d6 | 17 |
| 7 | 60.000 | 7d6 | 17 |
| 8 | 120.000 | 8d6 | 17 |
###
*: Modifiers from Constitution no longer apply.
#### Madman skills chance of success
###
| Level | HS | MS | PP |
|:---: |:---:|:-----------:|:---:|
| 1 | 10 | 20 | 20 |
| 2 | 15 | 25 | 25 |
| 3 | 20 | 30 | 30 |
| 4 | 25 | 35 | 35 |
| 5 | 30 | 40 | 40 |
| 6 | 36 | 45 | 45 |
| 7 | 45 | 55 | 55 |
| 8 | 55 | 65 | 65 |
###
### Rolling Skill Checks
##### All skills are rolled on d%, with a result ofless than or equal to the listed percentage indicating success.
##### **Player Knowledge**
##### The referee should roll for hide in shadows and move silently on the player’s behalf, as the character always believes the attempt to be successful. If the roll fails, the referee knows that the character has been noticed and should determine enemies’ actions appropriately.
\columnbreak
#### Saving Throws
###
| D | W | P | B | S |
|:---:|:-----------:| :---:|:-----------:| :---:|
| 13 | 14 | 13 | 16 |15 |
| 13 | 14 | 13 | 16 |15 |
| 13 | 14 | 13 | 16 |15 |
| 13 | 14 | 13 | 16 |15 |
| 12 | 13 | 11 | 14 |13 |
| 12 | 13 | 11 | 14 |13 |
| 12 | 13 | 11 | 14 |13 |
| 12 | 13 | 11 | 14 |13 |
###
**D:** Death / poison; **W:** Wands;
**P:** Paralysis / petrify; **B:** Breath attacks;
**S:** Spells / rods / staves.
### After Reaching 8th Level
##### A Madman can establish a bandit stronghold, attracting 2d6 apprentices of 1st level fighters, thieves, or Madmen. These apprentices will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful Madman might use these followers to start a Thieves’ Guild.
18
\pagebreak
### Beast master
| | |
|:---:|:-----------:|
| **Requirements :** | None |
| **Prime Requisite :** | Strength & Wisdom |
| **Hit Dice :** | 1d6 |
| **Maximum Level :** | 14 |
| **Armor :** | Leather, chainmail, shields |
| **Weapons :** | Any |
| **Languages :** | Alignment, Common |
###
##### Beast masters are adventurers with a special connection to animals.
##### United in focus they work in partnership with an animal as its companion and friend.
#### Prime requisites:
##### A beast master with at least 13 in one prime requisite gets +5% to XP. If both STR and WIS are 16 or higher, the character gets a +10% bonus.
### Animal Companion
##### A beast master may attempt to forge a bond with an encountered animal. If the attempt succeeds, the animal becomes the beast master’s loyal companion. Establishing a Connection The beast master must approach a single animal in a peaceful manner. The referee makes a reaction roll (see Encounters in Old-School Essentials). If the result is 8 or greater, the animal becomes the beast master’s companion.
### Limitations
##### **Type of animals :** Both wild and domestic animals may be companions. Giant or magical animals may be companions at the referee’s discretion.
##### **Maximum companions :** A beast master may have up to one animal companion per experience level. The total Hit Dice of companions may not exceed the character's experience level.
##### **Death or dismissal :** If an animal companion dies or is dismissed, the beast master may attempt to forge a connection with a new animal.
\columnbreak
##### **Companions’ Behaviour :** Once a connection is successfully established, the animal companion follows the beast master everywhere. It obeys basic commands from the beast master and will fight to defend the beast master, never checking morale.
### Clairvoyance
##### After reaching 5th level, a beast master can see through the eyes of their animal companions, wherever they may be. This requires deep concentration.
### Combat
##### Beast masters can use all types of weapons and can use leather armour, chainmail, and shields.
### Identify Tracks
##### A beast master can identify the tracks and spoor of animals in the wild.
### Reaction Modifier
##### A beast master gains a +1 bonus to reaction rolls made when interacting with animals, in addition to their Charisma modifier.
19
\pagebreak
#### Beast master Level Progression
###
| Level | Exp. | HD | THACO |
|:---:|:-----------:|:---:|:-----------:|
| 1 | 0 | 1d6 | 19 |
| 2 | 1.800 | 2d6 | 19 |
| 3 | 3.600 | 3d6 | 19 |
| 4 | 7.250 | 4d6 | 19 |
| 5 | 15.000 | 5d6 | 17 |
| 6 | 30.000 | 6d6 | 17 |
| 7 | 60.000 | 7d6 | 17 |
| 8 | 120.000 | 8d6 | 17 |
| 9 | 240.000 | 9d6 | 14 |
| 10 | 360.000 | 9d6+2* | 14 |
| 11 | 480.000 | 9d6+4* | 14 |
| 12 | 600.000 | 9d6+6* | 14 |
| 13 | 720,000 | 9d6+8* | 12 |
| 14 | 840,000 | 9d6+10* | 12 |
###
*: Modifiers from Constitution no longer apply.
### Speak with Animals
##### Animals understand the basic meaning of a beast master’s words.
##### **From 2nd level :** he beast master can also understand the speech of animals.
##### **From 4th level :** The beast master can communicate empathically with animals within sight, without the need for words. Communication with animals is always commensurate to their intelligence.
\columnbreak
#### Saving Throws
###
| D | W | P | B | S |
|:---:|:-----------:| :---:|:-----------:| :---:|
| 11 | 12 | 12 | 15 |16 |
| 11 | 12 | 12 | 15 |16 |
| 11 | 12 | 12 | 15 |16 |
| 11 | 12 | 12 | 15 |16 |
| 9 | 10 | 10 | 13 |14 |
| 9 | 10 | 10 | 13 |14 |
| 9 | 10 | 10 | 13 |14 |
| 9 | 10 | 10 | 13 |14 |
| 7 | 8 | 8 | 11 | 12 |
| 7 | 8 | 8 | 11 | 12 |
| 7 | 8 | 8 | 11 | 12 |
| 7 | 8 | 8 | 11 | 12 |
| 5 | 6 | 6 | 9 |10 |
| 5 | 6 | 6 | 9 |10 |
###
**D:** Death / poison; **W:** Wands;
**P:** Paralysis / petrify; **B:** Breath attacks;
**S:** Spells / rods / staves.
### After Reaching 9th Level
##### A beast master may construct a stronghold in the wilderness. Animals within a 5 mile radius of the stronghold will become friends with the beast master. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the beast master must protect the animals from harm.
20
\pagebreak
### Dragonborn
| | |
|:---:|:-----------:|
| **Requirements :** | Constitution 9, Intelligence 9 |
| **Prime Requisite :** | Strength |
| **Hit Dice :** | 1d8 |
| **Maximum Level :** | 10 |
| **Armor :** | Leather, chainmail, shields |
| **Weapons :** | Any |
| **Languages :** | Alignment, Common, Draconic |
###
##### Dragonborn are tall, powerful demihumans with scaled skin and dragon-like heads. They typically weigh about 250 pounds and stand around 6’ tall. As reptiles, they reproduce by laying eggs.
##### A Dragonborn's color of scales as well as the properties of their breath are determined by their ancestor, unlike true Dragons, dragonborn do not have wings but they have tails three to four feet long and horns, with the shape determined by their Draconic ancestry
##### Dragonborn are the result of a macabre attempt of malevolent forces scratching to gain any foothold against the other nations, an attempt to make a war machine through a series of ancient blood rituals and transmogrifications upon humans, The process left almost all of the immortal agents of the Orb, the Dragons either traumatized or destroyed.
##### Greeted with stares and whispers, to see mistrust and fear in every eye: this is the lot of the Dragonborn and to twist the knife, Dragonborn know that this is because they are the reminder of a dark past. for which they and their children and their children’s children will always be held accountable.
##### Dragonborn subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, shunned by those who fear their heritage. where they grow up to be Mercenaries, thieves, or ruffians. Sometimes they live among other minority populations in enclaves where they are treated with more respect. However, They are known for their fierce loyalty and their love of hoarding gold.
\columnbreak
### Breath Weapon
##### Like dragons, dragonborn can exhale a breath weapon of destructive energy. The shape of the breath weapon and the type of damage it inflicts depend on the species of dragon that the character has an affinity with (see Draconic Bloodline).
##### **Frequency of use:** Up to 3 times per day.
##### **Area:** The size of the breath weapon depends on the shape:
##### - Cloud: 10’ wide, 15’ long.
##### - Cone: 15’ wide at the far end, 20’ long.
##### - Line: 5’ wide, 30’ long.
##### **Damage:** All caught in the area suffer damage equal to half the dragonborn’s current hit points (rounded up). A save versus breath is allowed for half damage.
### Draconic Bloodline
##### Each dragonborn has an affinity with a specific species of dragons. This determines their breath weapon and the colour of their scales. The player should roll on the table below to determine the character’s draconic affinity.
###
| d10 | Colour | Damage | Shape |
|:---:|:-----------:|:---:|:-----------:|
| 1-2 | Black | Acid | Line |
| 3-4 | Blue | Lightning | Line |
| 5-6 | Green | Poison | Cloud |
| 7-8 | Red | Fire | Cone |
| 9-10 | White | Cold | Cone |
###
21
\pagebreak
#### Dragonborn Level Progression
###
| Level | Exp. | HD | THACO |
|:---:|:-----------:|:---:|:-----------:|
| 1 | 0 | 1d8 | 19 |
| 2 | 3.000 | 2d8 | 19 |
| 3 | 6.000 | 3d8 | 19 |
| 4 | 12.000 | 4d8 | 17 |
| 5 | 24.000 | 5d8 | 17 |
| 6 | 45.000 | 6d8 | 17 |
| 7 | 95.000 | 7d8 | 14 |
| 8 | 175.000 | 8d8 | 14 |
| 9 | 350.000 | 9d8 | 14 |
| 10 | 500.000 | 9d8+2* | 12 |
###
*: Modifiers from Constitution no longer apply.
### Combat
##### Beast masters can use all types of weapons and can use leather armour, chainmail, and shields.
### Scales
##### A dragonborn’s scaly skin grants a -1 bonus to Armour Class when they wear no armor.
### Dragon-affecting Magic
##### Dragonborn are affected by magic that specifically targets dragons (e.g. a sword +1, +3 vs dragons).
### Dragon Affinity
##### Dragonborn gain a +1 bonus to reaction rolls when encountering dragons
\columnbreak
#### Saving Throws
###
| D | W | P | B | S |
|:---:|:-----------:| :---:|:-----------:| :---:|
| 12 | 13 | 14 | 13 |16 |
| 12 | 13 | 14 | 13 |16 |
| 12 | 13 | 14 | 13 |16 |
| 10 | 11| 12 | 11 |14 |
| 10 | 11| 12 | 11 |14 |
| 10 | 11| 12 | 11 |14 |
| 8 | 9 | 10 | 9 | 12 |
| 8 | 9 | 10 | 9 | 12 |
| 8 | 9 | 10 | 9 | 12 |
| 6 | 7 | 8 | 7 | 10 |
###
**D:** Death / poison; **W:** Wands;
**P:** Paralysis / petrify; **B:** Breath attacks;
**S:** Spells / rods / staves.
### Draconic Resistance
##### A dragonborn gains a +2 bonus to saving throws against the type of damage associated with their breath weapon.
### After Reaching 9th Level
##### A dragonborn has the option of creating a stronghold that will attract dragonborn from far and wide. Dragonborn from other communities will generally be friendly and clans may collaborate in times of war or disaster.
##### A dragonborn ruler may only hire dragonborn mercenaries. Specialists and retainers of any race may be hired.
22
\pagebreak
##### Test
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