Race: Mongrelman
Homeland: Pirate Isles
Class: Thief / Shaman
Kit: Pirate
Alignment: Chaotic Neutral
Religion: Tempus (Sky Pony)
Level: 1st
Experience: 0
Next Level: 1250 / 1500
Max Level: 13th / 8th

Ability Scores:

Str 16 Stamina 15
Muscle 16 +1 damage Open Doors 9 Bend Bars 10%
Dex 15 Aim 15
Balance 15 +1 defense
Con 15 Health 12 80% System Shock
Fitness 18 +4 hit points 100% Resurrection
Int 13 Reason 16
Knowledge 10 2 bonus profs
Wis 15 Intuition 17 Bonus Spells 1st x2, 2nd x2, 3rd +10% Earned XP
Willpower 12
Cha 5 Leadership 9 4 Henchmen
Appearance 1 -7 NPC Reactions


  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: -6

Combat Statistics:
Hit Points: 9
Armor Class: 17 (dex, natural, light leather)
Base Attack Bonus: +0

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 12
  • Breath Weapon: 16
  • Spells: 15
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Harpoon (thrown) 1 +0 1d4+2 1d6+2 7 10/20/30 Save vs. paralysis or hooked and drawn 10-ft. closer
Harpoon (melee) 1 +0 2d4+1 2d6+1 7 melee Two-handed
Javelin 1 +0 1d6+1 1d6+1 4 20/40/60

Thief Skills: (in armor)

PP 55% HS 3%
OL 40% HN 10%
F/RT 25% CW 70%
MS 35% RL 0%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Modern Languages (Common) 13 Animal Noises 14
Modern Languages (Telpi) 13 Voice Mimicry 5
Modern Languages (Thieves’ Cant) 13 Religion 15
Modern Languages (Chuklian) 13 Dirty Fighting 12
Camouflage 15 Endurance 15
Navigation 12 Survival 13
Rope Use 16 Tracking 9
Seamanship 18 Lock Smithing 15
Swimming 18 Mountaineering
Rope Making 15 Looting 15

Weapon Proficiencies:
Two-weapon Style Specialization
Spears Tight Group (harpoon, javelin, lance, spear)

Special Powers:

  • Priests of Tempus can continue fighting until they reach -10 hit points (at which point they fall down dead).
  • A Mongrelman’s tough hide grants him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +5 or less grants a +1 bonus to the mongrelman’s AC (this does stack).
  • Characters from the Pirate Isles use the next larger Hit Die when rolling for hit points (d4 becomes d6, d6 becomes d8, d8 becomes d10, d10 becomes d12).
  • Characters from the Pirate Isles are entitled to the bonuses for both exceptional Strength and high Constitution as if they were warriors, regardless of class.
  • Because of their familiarity with ropes, much used in the nautical arts, Pirates gain a bonus of +5% on climbing rolls if ropes are involved. This improves to +10% if they are ropes on a ship.
  • Pirates also can fight from a rope (usually on a ship), so long as the feet and one hand can grasp it, and they are much better at this than other types of characters. They get +1 on attack and saving throw rolls in rope combat, +2 on such rolls in shipboard rope combat. Note that these adjustments should be added to all the other modifiers—which are usually negative. For instance, a climbing character would normally get a -2 penalty on attacks; so the pirate’s +2 bonus merely negates this.
  • Neutral-aligned Shamans can Command Undead as a Cleric of their level.
  • Summon Spirits: To summon a spirit, the shaman must chant, pray, and perform a ceremonial dance for at least 1 turn. The base chance of success is 10%, plus 10% for every additional turn the character chants and dances, to a maximum 90% chance of success.
    The spirit appears with a successful roll. Only shamans can see the spirit or speak to it. The shaman can converse with the spirit for one round per level, asking one question per round. Asking a favor of a spirit, such as the use of a spell-like ability, requires one round. If the spirit agrees to help, the spell-like effect is granted to the shaman, who may “hold” it for up to one full day until he’s ready to invoke the spirit’s power.
    • Squaking Parrot: Minor animal spirits can aid the shaman by using Animal Friendship, Speak with Animals, or Animal Summoning I on his behalf. In addition, the animal spirit can grant a limited form of Clairaudience and Clairvoyance by allowing the shaman to see through the eyes of an animal of that species, with a range of one mile. Animals of the species in question will never attack the shaman or anyone under his protection unless the shaman has angered the spirit or the animals are magically controlled.
  • Backstab: When attacking someone by surprise and from behind, a thief gains a +4 bonus to hit and deals 2x normal damage. To use this ability, the thief must be behind his victim and the victim must be unaware that the thief intends to attack him.
    Backstabbing does have limitations. First, the damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Second, the victim must be generally humanoid. Part of the skill comes from knowing just where to strike. A thief could backstab an ogre, but he wouldn’t be able to do the same to a beholder. Finally, the thief has to be able to reach a significant target area. To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn’t going to be as effective.


  • All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
  • While Elversult has the reputation of smuggling, the Isles have a reputation for piracy. As a result, mariners of foreign vessels and merchants from lands bordering the Sea of Fallen Stars increase their fares for any goods and services by 25% for any such “pirates”.
  • All known “pirates” are watched (very closely). Whenever a crime occurs along the southern shores of the Sea of Fallen Stars or Dragonmere, travelers from the Pirate Isles are ready suspects. It may well be that more natives of the Pirate Isles have been wrongly convicted and executed than have actually been brought to justice for the crimes they did commit.
  • As their expertise lies in rope-climbing, pirates suffer a penalty of -10% when they attempt to climb without one.
  • Pirates are marginal members of society-even those Privateers that operate within the bounds of the law are generally mistrusted by most folk. Pirates suffer a -2 penalty on NPC reactions against any character that is not a rogue, pirate, or Outlaw.

Priest Spells: as nth-level Priest

1st 2nd 3rd 4th 5th 6th 7th
3 0

Major Spheres: Air, All, Animal, Combat, Protection, Summoning, Travelers, Wards
Minor Spheres: Healing, Plant, Water

Spell List:

  • 1st level: Allergy Field, Animal Companion, Animal Friendship, Animal Sanctuary, Anti-Vermin Barrier, Beastmask, Beneficence, Bless, Blood Bond, Call Animal or Bird, Call Upon Faith, Calm Animals, Ceremony, Cleanse, Combine, Create Air, Create Water, Cure Light Wounds, Curse of Tongues, Deep Breath, Deflection, Detect Magic, Detect Snares & Pits, Easy Road, Endure Cold/Heat, Entangle, Heal Plants, Invisibility to Animals, Journey’s Orison, Know Direction, Locate Animals or Plants, Magic Creeper, Magical Stone, Nectar, Om, Orison, Pass Without Trace, Petrify Wood, Precipitation, Protection from Evil, Protection from Prime, Protection from Silver, Puffball, Purify Food & Drink, Purify Self, Purify Water, Rainshield, Recover Trail, Regenerate Light Wounds, Resist, Revitalize Animal, Ring of Hands, Rpien, Sanctify Ghi, Scribe, Shillelagh, Waterfloat, Weapon Bless, Weighty Chest, Wind Column
  • Prepared Spells:
    • 1st:

Advancement Notes

  • Armor Allowed: Studded Leather or lighter, no shields
  • Weapons Allowed: short bow, blowgun, club, dagger, dart, hand axe, harpoon, javelin, knife, light lance, quarterstaff, sling, and spear
  • All mongrelmen, receive a +5% bonus in Pick Pockets for every level above 5th.


  • Harpoon
  • Javelin
  • Light Leather Armor w/ Skull Motiff
  • Leather Belt w/ Skull Buckle
  • Laceleather Pantaloons
  • Nightshirt
  • Drawers & Stockings
  • Hollow Boots
  • Thieves’ Helmet
  • Leather Backpack
    • 1/2" Silk Rope (50-ft.)
    • Grappling Iron
    • Spool of Yarn (100-ft.)
    • Fishhook
    • Clawhammer
    • Hacksaw
    • Hacksaw Blade
    • Bell
    • Broom
    • Bag of Marbles
    • 10 Climbing Spikes
    • Hardtack (12 buiscuits)
    • Wheel of Apple Cheese
    • Brass Mug
    • Keg of Cider


Base Speed: 9

Total Weight of Gear: 57 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 65 lbs. 66-98 lbs. 99-130 lbs. 131-163 lbs. 164-194 lbs. 195 lbs
Movement 9 7 5 4 2 1


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