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Classes: Thief

In document Myth & Magic Player's Guide (Page 65-68)

(+2 for a rear attack and +2 for this ability). The location of the blow and the surprising factor of it cause the target to suffer a damage mul-tiplier based on the thief’s level.

The GM determines whether a Dexterity or Stealth check is necessary.

In some situations, the target could never see or hear the approaching thief before she strikes. Failed checks result in a rear attack that does not deal any additional damage.

The opportune attack bonus may stack with the bonus provided for a sneak attack if the GM so permits in cases when the thief is attempting a sneak attack against a target in combat.

Trap Lore: A thief may use the Find and Remove Traps proficiency to detect and disable magical traps, in addition to mechanical ones.

Activate Scroll: 7th level thieves may activate arcane and divine scrolls with a successful Intelligence check based on the level of the spell:

Scroll Level Target Complexity

1- 3 Average (TC 10)

4 - 6 Tough (TC 15)

7 - 9 Exceptional (TC 20)

Renown: 10th-level thieves begin to receive henchmen called pledges.

All but two of the maximum number of henchmen allowed per the thief’s Charisma are 2nd level. Most initial pledges are thieves, but members of other classes may also seek the thief as well. At some point thereafter, two 6th level henchmen arrive, each with at least four lev-els of thief, to help form a small guild. (The player controlling the thief should create them and give them appropriate backgrounds.) In the beginning, the guild consists of the thief character and his initial pledges and henchmen. With each level gained thereafter, the thief re-ceives 1d4 additional pledges of 2nd level. The henchmen and pledges increase in experience per the GM’s discretion. The amount of month-ly income generated from the guild’s activities equals the thief’s level x 100 gold pieces.

Touch of Fate: Renown bolsters the thief in another way. Thieves call it “rogues luck” and color it as a divine gift from the gods of guile. Not quite. Thieves of renown walk the line everyday in their social lives and in their adventures. At 10th level, they receive a touch of fate that assists them in their lives of danger. A touch of fate allows the thief to retry any failed roll once per day.

Legend of Thieves: 20th-level thieves are considered legends in their trade, whispered about by every thief in the region. The legend’s guild receives an influx of 4d10 2nd level pledges, four additional 6th level lieutenants, and two 9th level thieves hoping to gain their own renown from associating themselves with the legendary thief. The legendary thief’s guild now generates a minimum monthly income equal to the thief’s level x 250 gold pieces.

This level of notoriety comes with a touch of fate, as well. The legend-ary thief receives rogue’s luck twice per day.

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Classes: Thief

Wizard

Wizards greedily pursue power in the form of arcane knowledge and mysticism at the expense of other pursuits. These singularly brilliant minds put their lives at stake as they attempt to master the turbulent powers of magic. Through training and rigorous study, they grow from young and eager peddlers of minor cantrips to wielders of terrible and awesome arcane might. While some wizards prefer to dabble in the widest array of magical incantations, others prefer to specialize in one school of magic. Regardless, the wizard’s life is dangerous, but the re-ward for true mastery of the art is beyond expectation.

Attribute Requirements

The rigorous studies of a wizard require a minimum Intelligence of 14 to become even moderately successful, although a much higher Intelligence is required to cast upper level spells. Wizards with Intel-ligence scores lower than 14 suffer a 10% penalty on all XP awards.

Race and Alignment

Dwarves and gnomes have an innate resistance to magic. This disrupts the casting of arcane spells. Unless this inherent protection is somehow permanently removed (which also removes any saving throw bonus), a dwarf or gnome cannot become a wizard. All other races are allowed.

The only exception to this limitation is that a gnome may be a special-ist illusionspecial-ist and cast illusion spells only.

Wizards can be of any alignment, though specialists often tend to be of the lawful or neutral bend.

Prime Example

Here again, an obsessive pursuit of perfection reigns supreme. Half-elven or human wizards with an Intelligence score of 16 or higher earn a 10% bonus on all XP awards. Gnome illusionists with an equally high Intelligent also receive the bonus.

Weapons & Armor

Wizards may not become proficient in any weapon group, but may become proficient in staves, daggers, darts, knives, and slings. Use of any nonproficient weapon imposes a –5 attack penalty.

Wizards cannot wear armor. There are two reasons that make it diffi-cult for wizards to wear armor. First, the somatic component required in many of the wizard’s spells restricts his ability to effectively cast these spells while wearing armor. More importantly, wizards do not train in armor; they never traded time away from their arcane studies to become familiar with wearing armor. Unless the wizard has spent the requisite weapon proficiency slots to employ spells while armored, the wizard cannot cast while wearing any armor. If he does wear armor, he cannot cast spells with a somatic component.

Nonweapon Proficiencies

Wizards have access to the Academic and General lists.

Classes: Barbarian

In document Myth & Magic Player's Guide (Page 65-68)