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TitleLone Wolf RPG - Sorcerer, Priest, Knight & Pathfinder
TagsMagic (Paranormal) Magician (Fantasy) Priest Self Control Self-Improvement
File Size2.2 MB
Total Pages26
Document Text Contents
Page 1


Sorcerer of the Right Hand
A villain class for Lone Wolf: The Roleplaying Game. By Marco Conti.

As many scholars know, the Principle of the Duality of
Aon states that nothing can exist without its opposite.
The truth of this principle is a fact for the magic-users
of Magnamund. Here, magic is divided into two Paths,
identified by the Right and Left Hands. According to
the Brothers of the Crystal Star, their magical power
comes from the stars and men can channel it through
the strength of a pure heart. So where does Right-Hand
magic come from?

The Nadziranim are the only ones who could possibly
answer this question, but their minds are so alien that
any answer they might give would be of doubtful use.
What can be determined is that Right Hand magic is the
raw energy of the Plane of Darkness; its horrible power
is so strong that the human body is too frail to endure it
without aid, study and knowledge.

Despite its evil nature there are always those who are
entangled by the seductive power of Right Hand magic;
men and women who decide, for whatever reason,
that the terrible price of such power is worth it. These
individuals are the Right Handed Sorcerers.

There are two types of Sorcerer. First, there are the
Nadziranim. In these creatures the power of the Right
Hand flows like a river, their body unharmed by it. The
Nadziranim can learn and cast spells of the Right-Hand
path with ease, and many mix their worship of the Gods

of Darkness with studies of dark sorcery. Less powerful
are the weak human Sorcerers, whose bodies and souls
suffer in order for them for channel black magic.

Details of the Nadziranim can be found on page 117
of the Darklands sourcebook. This article covers human
Sorcerers only, but Nadziranim can take levels in the class
without penalty.

While the Dark Cultists work to increase the number
of souls devoted to the Black Deities, the Right Handed
Sorcerers’ task is to research new magics and tools to
improve their power. Typically a Black Sorcerer is in search
of ancient artifacts crafted by the servants of Darkness in
remote times but sometimes a Sorcerer will try to locate
a powerful artifact of Light with the intent to destroy it
once and for all. The most attempted (and failed) quest is
obviously the search for the lost Doomstones and Runes
of Agarash the Damned.

A Right Handed Sorcerer is bound to the Dark without

The Right Handed Sorcerers are more scientific than
devout, but they have a strong faith in the Five Deities of
Darkness. Above all, they worship Naar.

The Nadziranim are the most powerful Sorcerers of the
Right Hand in the world of Magnamund. However, the
Nadziranim have instructed a lot of people in the ways
of the Black Hand, be they Drakkarim or humans from
the Free Realms. It is rumored that even some Giaks
have learned some of the powers of the Right Hand, but
the only one to know the truth about this fact is the
Darklord Gnaag himself. A Sorcerer of the Right Hand
born outside the Darklands keeps the benefits of his

Other Classes
A Sorcerer of the Right Hand could expect to find
help only from other followers of the Darkness or from
someone unaware of the evil in the Sorcerer’s soul. The
natural allies of the Sorcerer of the Right Hand are
Dark Cultists, Dark Warriors and very occasionally the
Cener Druids. If there some common goals, a temporary
alliance could be made between a Sorcerer of the Right
Hand and a Shadakine Wytch.

Game Rule Information
A Right Handed Sorcerer has the following game

Abilities: Intelligence, Wisdom, Charisma and
Constitution are the keys to achieve the power of the
Right Hand. Only a keen mind with great awareness
and a strong personality is able to manipulate the

Page 2


horrible, corrupting force of the Right Hand. However,
without a healthy body, the Sorcerer is doomed to certain

Endurance Die: d4

Base Speed: 30 feet

Class Skills
The Sorcerer of the Right Hand’s class skills (and the
key ability for each skill) are: Bluff (Cha), Concentration
(Con), Craft (any, taken as separate skills) (Int), Diplomacy
(Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (any, taken as separate skills) (Int), Occult
(Int), Perception (Wis), Profession (any, taken as separate
skills) (Wis), Sense Motive (Wis), Speak Language (n/a),
Use magical Items (Cha).

Skill Points at 1st Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier.

Class Features
All of the following are class features of the Sorcerer of
the Right Hand.

Armour and Weapon Proficiencies: Right Handed
Sorcerers are only proficient with light armour and the
following weapons: dagger, club, whip, short sword and

Pacts of Darkness: In order to become a Sorcerer of the
Right Hand, a common mortal must consecrate his body
and mind to the Pentad of Darkness. The ritual must be
performed on the dark of the moon, when the power of
Ishir is weakest. This ritual is called The First Pact, and is
fulfilled at 1st level. Then, a Sorcerer of the Right Hand
renews the Pact of Darkness at 5th and 11th level.

The First Pact of Darkness: the ritual of the 1st level
is very simple. With the aid of a Dark Cultist of Naar,

the apprentice Sorcerer must inscribe on his body tattoos
representing the Five Gods of Darkness. If one of the
Dark Powers doesn’t accept the would-be Sorcerer as a
servant of Darkness, the poor apprentice dies in extreme
pain. If the Pentad considers the applicant worthy, the
new Sorcerer gains the Darkspawn subtype, knowledge of
the Dark Tongue (written and spoken) and, above all, the
ability to manipulate the forces of Right-Handed magic.
With the completion of the First Pact, the tattoos act as
small portals opened to the Plane of Darkness, the source
of Right Hand magic. Holding the essence of the Plane
of Darkness in the body is a dangerous action: at 1st level
the Sorcerer of the Right Hand is forced to determine
randomly his starting Endurance Points, instead of taking
the maxim result as the other characters. The Sorcerer
can add his Constitution modifier to the Endurance die.

Willpower: The Sorcerer’s iron will and the powers
granted to him by the Pacts are the source of a mental
strength nearly supernatural. In game terms, every
Sorcerer has a Willpower score. A 1st level Sorcerer’s
Willpower is equal to his Wisdom score, at every level
it increases by a number of points equal to his Wisdom
modifier (minimum 1 point). The Sorcerer regains a
number of Willpower points equal to his Charisma score
every 24 hours. When the Sorcerer’s current Willpower
drops to 0, he cannot cast any Right-Handed spells.

Conceal Aura: A Sorcerer with this ability gains a form
of Magic Resistance against any spell or Kai Discipline
which might uncover his Dark allegiance. If his Magic
Resistance is sufficient to defeat the spell or power, the
Sorcerer appears as an Adept of moderate strength,
aligned with the Balance. This power is active even if
the Sorcerer is unconscious or otherwise unaware of the
attempt to read his aura, and extends to cover objects in
his possession as well as his person.

Dark Wand: At 2nd level, the Sorcerer is able to forge
a Dark Wand. This requires 1000 Gold Crowns of a
special material called nyneril and a week of solid work

during which the Sorcerer cannot cast any spells as all his
magical power is focussed on the wand.

A Dark Wand can be wielded by any character with a
Willpower score to produce a blast of magical energy.
This blast must be targeted using their magical attack
bonus just like any other magical attack. Only Sorcerer
of the Right Hands learn more refined uses for the power
as they level up.

No more Willpower can be spent on a single attack with
the wand than the wielder’s character level, but effects
can be combined as the Sorcerer sees fit.

Magical Blast – Each point of Willpower spent on a
blast does 1d6 damage. This blast can be countered
using sorcery: the DC is equal to the attack roll. When
a Sorcerer of the Right Hand uses this power, the blast
does an extra 1d6 damage.

Weakness – If a weakness blast hits a living target, that
target suffers one point of Strength damage per Willpower
point spent. These points return at the usual rate.

Blinding – Any target hit by a blinding blast must make a
Fortitude save with a DC of 10 + half the Sorcerer’s class
level + his Wisdom modifier. If this save is failed, they are
blinded for one round per Willpower point spent.

Fear – A fear blast is a mind-affecting effect. Anyone hit
by one must make a Will save with a DC of 10 + half the
Sorcerer’s class level + his Wisdom modifier or be shaken
for 2 rounds per Willpower point spent.

Terror – Exactly the same as the fear blast, but the victim
is frightened for 1 round per 2 Willpower points spent.

Paralysis – A paralysis blast paralyses the target for 1
round per 2 Willpower points spent. The victim may
make a Willpower save to negate this with a DC of 10 +
half the Sorcerer’s class level + his Wisdom modifier.

Page 13

Divine Strength (Su): Each time that a Priest
gains this class feature, his Endurance score is
raised permanently by 3 points.

Holy Ward (Su): Through his faith’s strength, and
the aid offered to all who need divine comfort, the
Priest knows that he is part of the Chosen of Ishir.
This belief is strengthened by the holy protection
granted by this class feature. Each time the Priest
gains this class feature, the Character can add the
number listed in the table to his Armour Class
and all of his Saves. The bonus is permanent, but
not cumulative: each number replaces the prior.
Half of this bonus can be granted to a number
of targets equal to the Priest’s Cha modifi er, for a
duration in rounds equal to (half of Priest’s class
levels + 1), with a minimum of 3. Imposing to
others the Holy ward is a full round action that
requires physical contact. Each target can be
protected by the Holy Ward only one time per

Moonfi re (Su): Invoking Ishir for a standard
action, the Priest’s body is engulfed in an aura of
silver light. Each Evil creature within 5 feet of
the Priest takes 1d6 + Priest’s Cha modifi er holy
damage for each round of contact. Moonfi re last
a number of round equal to (Priest’s class levels
+ Priest’s Cha modifi er). Moonfi re ignores any
Damage Reduction. Creatures of Darkness are
allowed to an attempt a Will Save with a DC
equal to 10+ (half Priest’s class levels + Priest’s
Cha modifi er) to avoid the effects of Moonfi re.
Each creature of Darkness seeing the Moonfi re is
considered Frightened as long as remains in the
area of effect of the Moonfi re, unless the creature
is granted with a resistance to fear of some kind.
Prayer of the Face (Su): The Priest of Ishir has
the privilege to learn from the elder clerics some
invocations of singular potency, related to the Four
Faces of the Goddess; this happens at 1st, 5th, 9th
and 13th levels. Each time the Priest gains this

class feature, he learns only the First Tier of the
Prayer of his choice. Knowledge of the other Tiers
come automatically to the Priest as he advance in
this class, in a way similar to that of Kai Lords.

Protect the Herd (Su): Once the Priest has gained
the 18th level, he can extend his full bonus of
Holy Ward and half of his Psychic Resistance to
a number of targets equal to double his Charisma
modifi er for a number of rounds equal to his class
level + 2. Protect the Herd is a full round action
that requires physical contact. Each target can be
protected by this class feature only one time per

Psychic Resistance (Ex): Ishir’s favour is
something tangible for Her Priests. They become,
through their faith, extremely resistant against
psychic attacks. Each time the Priest gains this
class feature, he obtains the listed Resistance to
the psychic attacks. As per Magic Resistance, each
use of Psychic Attack, Mind Blast, Psi Surge and
similar against the Priest must beat the Psychic
Resistance score.

Seal of the Goddess (Su): This mighty invocation
can be used in two ways:

• With a prayer of 5 full rounds, the Priest can
grant to a weapon he touches a +5 holy bonus
to hit and damage, for a number of rounds
equal to the Priest’s class level + 2. This use
can be invoked a number of times equal to 1
plus the Priest’s Charisma bonus per day.

• Once per month, the Priest can infuse a
weapon he touches with a holy aura that give
to the weapon +3 bonus to hit and damage
permanently. But this invocation has an high
toll: it lowers the Priest’s Constitution and
Willpower scores by 4 points, that can only
be regained at a rate of 1 point per year.

Transfi guration (Su): This power can be
requested only once per month. Its effects are
of a terrifying might: the Priest’s Moonfi re and
Divine Punishment have their range and area of
effect quadrupled, the Priest gains a +2 bonus on
all his Abilities, his Armour Class is increased by
10 and his hit points by 30. The divine refulgence
of the Transfi guration last for a number of rounds
equal to half the Priest’s class levels + his Charisma
modifi er, and to activate it the Priest must pray for
two full rounds.

Willpower: The strength of the faith of a Priest
assures that his is an unusually resistant mind. In
game terms, each Priest has an additional Ability,
called Willpower. This Ability can render a Priest
more than a helpless victim in a Psychic Combat.
At 1st level, the Willpower score is equal to that
of Charisma. At each level, Willpower score raise
by (Priest’s Cha modifi er + 1), for a minimum of
1. Lost Willpower is refreshed every 24 hours of
a number of points equal to the Priest’s Charisma
score. If the Priest runs out of Willpower, he is
not be able to invoke Prayers, until the recover of
lost Willpower.

Ex-Priests of IshirEx-Priests of Ishir
Some people, due lack of faith, have decided to
stray from the path of the Priest; when such an
event takes place, most of the times they become
Adepts, and cannot invoke Prayers anymore.
But they keep their Holy Ward (that cannot be
shared), Divine Strength and half of the Psychic
Resistance at the level they have interrupted their
careers as Priests. These features still bless the
character because the Mother Goddess always
watches for Her children, even if they do not
believe any longer. Should the Ex-Priest pay
allegiance to Naar, the character will loose all
positive effects of her former class, except hit
points, Base Combat Skill, Willpower and Saves.

Page 14

In addition, the Goddess will curse the character
in some terrible way left to the Games Master.

The Faces of the The Faces of the
Moon and their Moon and their
The Priest of Ishir do not use magic, they make
miracles. The force behind their powers is not
the study of arcane secrets or the strength of an
ancient blood that runs in their veins. To invoke
the power of the Moon Goddess the only thing
needed is an iron will, a strong self discipline, and,
of course, a pure faith. These requirements could
seem very diffi cult to achieve, but some people see
them more accessible than magic.

The elder Priests teach to the young clerics that
Ishir shows to the world Four Faces, two for Her
children and allies and two for Her enemies.
Those who have the purest of faith can channel
the strength of these Holy Faces that affect in
different ways the matter and the living.

Because the Prayers are not acts of magic, they
cannot be counterspelled. The Prayers are
physically and mentally consuming: even if a Priest
can invoke the First Tier of any Prayer at will, the
Second Tier can be channelled only a number of
times equal to the Priest’s Constitution bonus +
1, with a minimum of 2. The Third Tier can be
invoked only a number of times per day equal to
the Priest’s Constitution modifi er.

The power channelled through the Priest is so
great that overcomes any kind of Magic Resistance
and Damage Reduction, however the Goddess
does not grant Her believers the powers they ask
at any time. Such a direct intervention could
break the very fabric of Aon, so, each time the
Priest try to use a Prayer, there is a failure chance
equal to 45% - the number of ranks the Priest

has in Concentration skill. The same chance
of failure affects the use of Divine Punishment,
Holy Ward on others, Protect the Herd, Seal
of the Goddess and Transfi guration. In case of
failure, the character loose half the Endurance and
Willpower cost of the Prayer, or a daily use of the
class feature.

Each time a Prayer allow a Save, its DC is equal
to 10 + half the Priest’s class levels + the Priest’s
Charisma modifi er.

The damaged produced by Prayers of First Tier is
equal to 1d4 + half the Priest’s class level. The die
increase to 1d6 for Second Tier Prayers and reach
1d8 for Third Tier Prayers (this is called the Base
Tier Damage I, II and III).

Each Prayer has a cost in Endurance and
Willpower equal to its Tier doubled. The Priest
cannot go below 0 Endurance invoking a Prayer.
If the cost in Endurance of a Prayer would lower
the Priest’s Endurance points below 0, the Prayer
automatically fails, and the Priest falls unconscious
and at 0 Endurance points (stable, and not dying).

Unless stated otherwise, chanting a Prayer is a
standard action.

Armour does not affect the chanting of Prayers.

The Face of Hope The Face of Hope
(Waxing Moon)(Waxing Moon)
The Face of Hope is shown by Ishir to those who
want to heal, nourish and nurture nature and
living beings. When the Priest learns the First Tier
of this Prayer, he gains one bonus rank in the Heal

First Tier: Nourish the Flora
When the Priest recites this Prayer, he increase the
growing rate of every plants within a radius of 30

feet, centred on him, making them stronger. Any
potion based on these plants has a doubled effect,
and any ‘1s’ can be re-rolled.

Second Tier: Heal the Beasts
This Prayer allows to:

• Heal the Endurance of an animal or a magical
beast not allied with Darkness by Base Tier
Damage II (up to III when the last Tier of
this Prayer is known)

• Restore one point of a damaged Ability score
of an animal or a magical beast not allied
with the Darkness

• Allowing an animal or a magical beast not
allied with the Darkness to repeat the Save
it failed against a poison or a disease with an
additional bonus equal to half of the Priest’s
relevant Save

• Charm an animal or a magical beast not
allied with the Darkness for a number of
hours equal to the Priest’s class levels. For
all this time, the Priest can interact with the
target as she had Tier IV of Animal Kinship
and Tier II of Animal Control. The target
will obey to the Priest’s commands only
after successful Animal Handling Checks
(DC 15 guide me, DC 20 guard me, DC
25 attack). Even in case of failure of these
Animal handling checks, no target will attack
the Priest, for all the duration of the effect.
Animals and magical beasts can make Will
Saves to resist the effects of this Prayer.

Third Tier: Purifi cation of the Body
This Prayer allows to:

• Heal the Endurance of any humanoid being
not allied with the Darkness and touched by
the Priest by Base Tier Damage III

Page 25


may try again after another mile (in other words,
after another successful tracking roll).

Natural Compass (Ex): Due to his affi nity for
the outdoors and the natural world, the Pathfi nder
can use the stars and other natural signs as
guidance and can always determine where north
is. Because of this he can never get lost due to any
natural weather conditions, such as dust storms
or blizzards. For example, if in a forest where he
cannot see the sky there will be other signs such
as moss growing on certain sides of trees to show
which direction is north. Magical conditions can
cause the character to loose his bearings while they
are in effect.

Natural Resistance (Ex): Due to constant
exposure to the hazards of the Hellswamp and its
denizens, a Pathfi nder soon builds up a resistance
to natural diseases and poisons. Characters
reaching this level of experience gain a bonus to
their Fortitude equal to half their character level
when rolling a save against a natural disease or
poison. Magical diseases and poisons are more
diffi cult to build resistance to and therefore this
ability provides no added protection.

Peerless Tracker (Ex): On reaching this level of
experience the Pathfi nder is so in tune with his
natural surroundings that it is virtually impossible
for his quarry to escape once he has picked up
their trail. Only when conditions cause an
increase in the DC to Survival rolls needed to
track the target does the character need to make
a new Survival check. Lighting conditions no
longer make any difference to the Pathfi nder, so
advanced is his tracking prowess. If he ever does
loose the trail it takes him half the usual time to
regain the trail and roll another Survival check.

Scout Area (Ex): The character is used to
taking in large amounts of detail under pressure
while scouting enemy formations or camps.
The Pathfi nder can ‘take 10’ when making any
Perception skill checks even if he is under attack
from the enemy he is scouting. Taking 10 counts
as a full round action as usual but this ability
allows the character to do so when he would not
usually be able to.

Survivalist: At 5th level the Pathfi nder is an
expert at living off the land and knows by heart
the names and general properties of the fl ora
and fauna of the lands he considers his Favoured
Terrain. He can also determine whether or not
any water he fi nds is safe to drink with a Survival
(DC 10) check. A Pathfi nder can always fi nd food
in his Favoured Terrain, and takes only half the
time normally required to do so.

The second tier of Survivalist allows the Pathfi nder
to add half his level to any Survival or Knowledge
(Nature) checks he makes. Also, he now knows
(with a Knowledge skill check of DC 10 + end die
of creature) of any special or unusual abilities of
any fl ora and fauna native to his Favoured Terrain.

Swift Passage (Ex): The Pathfi nders natural
grace and agility means that while traversing
his Favoured Terrain he can move at full speed,
even if the terrain would otherwise slow him
down. Even when in other terrain he moves
with surprising speed and agility, only suffering
half the move penalty listed for all other terrain
types. This ability only functions when wearing
light or medium armour and no more than lightly

Trackless Step (Ex): Providing he is not bleeding
(i.e. suffering no untreated wounds), wearing
armour no heavier than leather, and not in any
way encumbered, the Pathfi nder leaves no visible
trail to follow. Creatures that use other methods
to track, such as by scent, are still able to follow
the character’s path.

Multiclassing into the Multiclassing into the
Eruan PathfinderEruan Pathfinder
As long as the potential candidate shows a
natural aptitude and is willing to swear loyalty
to both the Eruan crown and the Pathfi nder
order, most volunteers are accepted for training.
However, magic users and anyone from a criminal
background, for example Shadaki Buccaneers, are
immediately turned away or worse. Magic users
are not trusted by Pathfi nders because their powers
often directly fl out the laws of nature. Herbalish
Druids are the single exception to this rule as their
magic is powered by their connection to nature
and they are sworn to protect nature in all its
natural forms.

Page 26


Eruan PathfinderEruan Pathfinder

Class Class

Base Base
Combat Combat


Fortitude Fortitude

Refl ex Refl ex

Will Will


1st +0 +2 +0 +0 Natural Compass, Hated Foe I

2nd +1 +3 +1 +1 Favoured Terrain I

3rd +1 +3 +1 +1 Follow the Trail

4th +2 +4 +1 +1 Ambush Attack +1d6

5th +3 +4 +2 +2 Survivalist I

6th +4 +5 +2 +2 Camoufl age

7th +5 +5 +3 +3 Scout Area

8th +6/+1 +6 +3 +3 Favoured Terrain II

9th +6/+1 +6 +4 +4 Mark of the Quarry

10th +7/+2 +7 +4 +4 Swift Passage

11th +8/+3 +7 +5 +5 Hated Foe II

12th +9/+4 +8 +5 +5 Ambush Attack +2d6

13th +10/+5 +8 +6 +6 Trackless Step

14th +10/+5 +9 +6 +6 Favoured Terrain III

15th +11/+6/+1 +9 +7 +7 Survivalist II

16th +12/+7/+2 +10 +7 +7 Peerless Tracker

17th +13/+8/+3 +10 +8 +8 Natural Resistance

18th +14/+9/+4 +11 +8 +8 Calm the Beast

19th +15/+10/+5 +11 +9 +9 Favoured Terrain IV

20th +15/+10/+5 +12 +9 +9
Ambush Attack +3d6, Force of

Ex-Eruan PathfindersEx-Eruan Pathfinders
A Pathfi nder that leaves the order is a rare thing
indeed. It takes great infl uence and often great evil to
turn one as loyal as a Pathfi nder against their cause.
Few leave the order through anything other than
grievous injury and even then they are so fanatical to
their cause that they would rather continue to serve
the nation in some way than leave altogether.

A Pathfi nder that turns traitor is a dead man
walking; such is the wrath of the Pathfi nders
when betrayed. They would stop at nothing to

bring to justice anyone who so much as spoke of
such an act. The locations of their secret training
camps and favoured ambush sites are all given to
trainees on pain of death. Those that have left the

order in the past in such circumstances have never
lived long enough to cause the Pathfi nders serious
problems – the folk of Eru simply would not allow
a traitor to remain at large for long.

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