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ADVANTAGES

ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE


By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
Advantages are an additional rules option for the Advanced Castles &
Crusades game. Advantages function exactly like talents, but are
named differently because they come from the official source: Castles
& Crusades Castle Keepers Guide. Advantages, unlike talents, are
broken down into various categories, most of which have a requirement
before the advantage can be selected.

Prerequisite: Dwarf, base to-hit +1.


Special: Dwarves can select this advantage multiple times. Each time
it is selected the damage die improves by one category (+1d6 the
second time it is taken, +1d8 the third time etc.). Each time this
advantage is further selected the penalty to reactions of goblinoids is
further penalized by an additional 2.

When a character gains a talent as described in the Advanced Castles


& Crusades rules documents, he may choose a talent or an advantage
from this list instead. For the purposes of game mechanics, talents
and advantages are one in the same. Just like a talent, a character
selecting an advantage must qualify for the category to which the
advantage belongs to in order to select it. This is a distinct difference
from the general talent rules, and should be strictly adhered to.

STALWART COURAGE

Each advantage listed here can only be selected once unless stated
otherwise in the description of the advantage.

Dwarves who select this advantage display courage beyond measure


and gain an additional +2 to saving throws versus fear.
Prerequisite: Dwarf.

STEADFAST & SURE


Dwarves who select this advantage are sure on their feet and gain a
bonus of +3 AC versus overbearing and trip attacks.
Prerequisite: Dwarf.

TUNNEL VISION

HERITAGE ADVANTAGES
The following heritage advantages possess a racial prerequisite in
addition to any standard ability or class prerequisites. All prerequisites
must be met before the advantage can be selected and added to a
characters roster of abilities.

DWARVEN HERITAGE ADVANTAGES


EXPERT MINER
Some dwarves are exceptionally gifted with the use of stone and in
mining. Dwarves who select this advantage gain an additional +2 to
wisdom checks for their stonecraft racial ability.
Prerequisite: Dwarf.

GIANT FIGHTER
Dwarves who select this advantage gain an additional +2 bonus to AC
when fighting giants and giant-kin creatures. However, their tactics do
not lend themselves well to fighting multiple opponents of medium or
small size category and suffer a -1 penalty to-hit when doing so.
Prerequisite: Dwarf, base to-hit +1.

GOBLIN SLAYER
Dwarves who select this advantage gain +1d4 points of damage with
each successful attack when fighting goblinoid creatures (goblins,
hobgoblins, bugbears, etc.). However, they cannot easily hide their
eagerness to kill those of goblin descent and suffer a -2 on all reaction
checks to them.

Some dwarves have grown accustomed to being underground and in


the darkness. Dwarves who select this advantage double the range of
their deepvision to 240 feet. However, they are unused to direct
daylight and the range of their normal, daylight vision is only 30 feet.
Prerequisite: Dwarf.

ELVEN HERITAGE ADVANTAGES


AFFINITY TO NATURE
Some elves are so attuned to open, outdoor natural surroundings that
they can sense something is wrong or out of place, or the presence of
danger. Elves who select this advantage gain a +1 bonus on checks to
avoid surprise, to detect hidden foes, and to initiative when in natural,
outdoor surroundings. However, when in cities, dungeons, or in areas
that are not natural, the elf suffers a -1 penalty to avoid surprise, detect
hidden foes, and to initiative.
Prerequisite: Elf.

ARCANE POTENTCY
Some elves have a natural potency to the magic they cast and spend
extraordinary amounts of time trying to master the practice of arcane
magic. Elves who choose this advantage add 1 to the challenge level
of saves versus their arcane spells. Due to the aptitude and training in
arcane spellwork, the elf suffers a penalty of -2 on all attack rolls with
any melee weapon.
Prerequisite: Elf, able to cast arcane spells.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
ORC HUNTER
Years of skirmishing against orcs gain the elf who selects this
advantage a bonus of +1d4 damage with each successful attack when
fighting orcs. However, they cannot hide their eagerness to kill orcs
and suffer a -2 on all reaction checks to them.
Prerequisite: Elf, base to-hit +1.
Special: Elves can select this advantage multiple times. Each time it
is selected the damage die improves by one category (+1d6 the
second time it is taken, +1d8 the third time etc.). Each time this
advantage is further selected the penalty to reactions of orcs is further
penalized by an additional -2.

SILENT STALKER
Some elves have adapted their skill at moving silently to other
environments than their traditional outdoor, natural surroundings. An
elf who selects this advantage can attempt to move silently in all
environments (wilderness, dungeons, cities, etc.) not exclusively
outdoor wilderness areas.
Prerequisite: Elf.

WEAPON MASTER
Some elves receive advanced training in the ways of combat,
exceeding the skill that most elves achieve with their weapon of choice.
Elves who select this advantage gain an additional +2 to hit with the
weapon they selected for their weapon training ability (see Elf racial
description). However, this extra training with one particular weapon
leaves them less adept with others and they suffer a -1 penalty to hit
with all other weapons.
Prerequisite: Elf, base to-hit +1.

WISDOM OF THE AGES


Due to the long-lived nature of the elven race, they tend to treasure
learning and often know at least a small amount about the most
obscure subjects. An elf who selects this advantage gains a +2 on all
intelligence checks (not intelligence saving throws) to determine if they
have knowledge of some topic.
Prerequisite: Elf.

GNOMISH HERITAGE ADVANTAGES


ANIMAL SPEAKER
Some gnomes have spent so much time in the company of animals
that they have honed their empathic link with them. Gnomes who
choose this advantage can converse empathically with burrowing type
animals to a range of 30 feet. These gnomes tend not to associate

with others as well suffering a penalty of -1 to reaction rolls to anybody


who is not a gnome or animal.
Prerequisite: Gnome.

IMPROVISOR
Some gnomes can be very inventive and improvisational and can
cobble together implements when needed. Gnomes who select this
advantage can use materials at hand to create improvised and
completely functional tools with a successful wisdom check. To create
these tools usually takes no longer than 1d3 minutes for the most basic
of tools and 1d3 hours for more complex tools. The CK can and should
limit the complexity of the tools to which a gnome with this advantage
can create.
Prerequisite: Gnome.

KOBOLD HUNTER
Years of skirmishing with kobolds have yielded effective tactics to best
them. The gnome who selects this advantage gains a bonus of +1d4
damage with each successful attack when fighting kobolds and their
slaves. However, they cannot hide their eagerness to kill kobolds and
suffer a -2 on all reaction checks to them.
Prerequisite: Gnome, base to-hit +1.
Special: Gnomes can select this advantage multiple times. Each time
it is selected the damage die improves by one category (+1d6 the
second time it is taken, +1d8 the third time etc.). Each time this
advantage is further selected the penalty to reactions of kobolds and
their slaves is further penalized by an additional -2.

MAGICAL AFFINITY
Some gnomes have a greater natural aptitude for magic than others of
their kind. The gnome who selects this advantage can cast their innate
spells (dancing lights, ghost sound, and prestidigitation) 3 times per
day each, instead of once.
Prerequisite: Gnome.

SCENT
For some gnomes, their large bulbous nose is not just a simple racial
characteristic. Gnomes who select this advantage can make a wisdom
check to detect the scent and presence of hidden creatures, or to track
creatures. Gnomes with this advantage can add their full level to any
wisdom check made to detect or track in this way. However, this keen
sense of smell also makes them susceptible to noxious smells and
gases that sicken or poison by imparting a -2 penalty to the saving
throw.
Prerequisite: Gnome.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
TRICKSTER

STEALTHY SCOUT

Some gnomes have a natural affinity for magical deceptions and tricks.
Gnomes who possess this advantage gain a +1 to the challenge level
of their illusion spells when determining saving throws. However, they
suffer a -1 penalty on their own saving throws versus all forms of magic
other than illusion magic.
Prerequisite: Gnome, 1st level illusionist or 1st level wizard.

The half-elfs natural ability to move silently allows them to move


undetected in all types of environments. The half-elf who selects this
advantage can use his racial Move Silently ability in any environment,
not just in the wilderness.
Prerequisite: Half elf.

WEAPON TRAINING

HALF-ELVEN HERITAGE ADVANTAGES


ENHANCED EMPATHY
The half-elfs natural empathy allows them to gain an edge when
interacting with others. Half-elves who select this advantage gain an
additional +2 to charisma and reaction checks when interacting with
others in non-combat situations.
Prerequisite: Half elf, charisma 9+.

Half elves raised with their elven brethren train with the traditional
weapons of their people. Half elves with elven lineage who select this
advantage receive an additional +1 bonus to hit with one of the
following weapons: composite longbow, composite shortbow, elven
bow (any), longbow, shortbow, elven longsword, longsword, or short
sword.
Prerequisite: Half elf with elven lineage.

HALFLING HERITAGE ADVANTAGES

ENHANCED SPELL RESISTANCE


Half elves with human lineage who select this advantage are more
resistant to spells and spell-like abilities that charm or unnaturally
cause sleep. When making saving throws versus these types of
effects, he receives an additional +2 bonus.
Prerequisite: Half elf with human lineage.

CATS EYE
Some halflings are better at seeing in the dark than others and can pick
out keen details. The halfling who selects this advantage can see
twice the normal range in starlight or moonlight and pick out small
details.
Prerequisite: Halfling.

EXTRA PRIME
Some half-elves favor their human lineage and more closely resemble
humans than their own race. Half-elves with human lineage who select
this advantage treat the selected attribute from the attribute check
modification (see half-elf racial description in the C&C Players
Handbook) as a full, third prime attribute.
Prerequisite: Half elf with human lineage.
Special: The third prime chosen must match the attribute that was
selected in the half-elf racial description to receive the +2 bonus from
the attribute check modification special ability. Once selected, the +2
bonus received from that racial ability is lost and only the benefits from
this advantage apply.

DEAD EYE

KEEN SENSES

HARDY

Some half elves have senses that are outside of the ordinary. The
half-elf with elven lineage who selects this advantage adds their full
level to all checks to notice something visually (hidden doors, and traps
for example) or to hear (listen) something.
Prerequisite: Half elf with elven lineage.

This halfling is exceptionally stout and resistant to harmful substances


and effects. When selected this advantage adds +2 to the halflings
constitution saving throws.
Prerequisite: Halfling, constitution 9+.

Some halflings have rather exceptional aim. The halfling who selects
this advantage gains a +1 bonus to attack rolls to hit with all ranged
weapons.
Prerequisite: Halfling, base to-hit +1.

EXCEPTIONAL COURAGE
These halflings are made of sterner stuff. The halfling who selects this
advantage gains an additional +2 on all saving throws versus fear
effects.
Prerequisite: Halfling.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
QUICKSTEP

PROMINENT TUSKS

These halfling have spent more time with big folk and are used to
keeping step with them. A halfling that selects this advantage has his
base movement rate changed from 20 feet to 30 feet.
Prerequisite: Halfling, dexterity 12+.

Some half-orcs retain the prominent tusks of their orcish forbearers


allowing them to bite and gore. The half-orc who selects this
advantage can make an unarmed bite attack at half of their normal
BTH (round down) in addition to any normal attacks. The damage for
this bite attack is 1d4 + strength modifier. However, their more bestial
appearance incurs a penalty of -2 to any reaction rolls.
Prerequisite: Half-orc.
Normal: A normal bite attack does 1-2 points of damage with no
bonus for a strength score modifier.
Special: The reaction penalties for this and other advantages will
combine together if multiple advantages result in negative reaction
modifiers.

SCROUNGER
Some halflings have an innate ability for finding what they are looking
for food, drink, hidden cashes, treasure, etc. A halfling who selects
this advantage gains a +2 bonus to all checks when searching for
something.
Prerequisite: Halfling.

HALF-ORC HERITAGE ADVANTAGES


BLOODHOUND
The half-orcs sense of smell is so keen that he can use it to track. The
half-orc who selects this advantage can attempt to track prey with his
Enhanced Sense of Smell racial ability by making a wisdom attribute
check. For more information on tracking see the ranger class ability in
the C&C Players Handbook and the Castle Keepers Guide.
Prerequisite: Half-orc, wisdom 9+.

FIERCE WARRIOR
Due to their tendency for violent upbringing, the half-orc who selects
this advantage may increase the intensity and fierceness of his melee
attacks by gaining a +2 to damage with a successful hit in combat. The
half-orc must declare he is using this ability before the to-hit roll is
made. Due to the recklessness of this attack and regardless if the tohit roll is successful or not, the half-orc will suffer a -2 AC penalty for
the entirety of the current combat.
Prerequisite: Half-orc, base to-hit +1.

INTIMIDATING PRESENCE
These half-orcs radiate an aura of menace that unnerves opponents.
A half-orc that selects this advantage can intimidate foes that face him
in one-on-one combat. Such a foe suffers a -2 to attack rolls when in
single combat with this half-orc. However this intimidating presence
tends to put others off in non-combat situations and he suffers a -2 to
any reaction checks.
Prerequisite: Half-orc, base to-hit +1.
Special: The reaction penalties for this and other advantages will
combine together if multiple advantages result in negative reaction
modifiers.

ROCK-GUT
Many half-orcs have to scrounge and forage to survive while growing
up and are able to stomach fare that would leave others sick and
heaving. Half-orcs who select this advantage gain a bonus of +2 to all
constitution saving throws versus poisons and to avoid illness caused
by spoiled foods and tainted liquids.
Prerequisite: Half-orc.

STONE-COLD KILLER
Half-orcs learn quickly that its a kill or be killed world and so develop a
killer instinct. Half-orcs who select this advantage receive a +1d4 to
damage rolls in combat against surprised foes.
Prerequisite: Half-orc, base to hit +2.

COMBAT ADVANTAGES
Combat advantages are divided into Defensive, Melee, and Ranged
combat advantages categories.

DEFENSIVE COMBAT ADVANTAGES


For characters that require a bit more out of their armor and shields, or
those who prefer to rely on their dexterity and speed to save them,
these defensive combat advantages offer ways to improve armor class
through skill, training, and pure luck.

ARMORED HERO
When selecting this advantage, you must also select a single type of
armor you are proficient with. When wearing the selected armor the
character adds +1 to their armor class with that armor.
Prerequisite: Armor proficiency with any armor.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
Special: This advantage may be selected multiple times if desired.
Each time it is selected the character must select a different type of
armor that the character is proficient with and that armor will gain a
bonus of +1 to AC. You cannot select the same type of armor more
than once.

ARTFUL DODGER
The awareness of the character leads to a more engaged defensive
stance. Selecting this advantage allows a character to add +1 to their
AC against a single foe during any given round of melee combat. The
character can select the foe to have the +1 to AC applied against at the
beginning of each round of combat before initiative is determined. The
character must be aware of the enemys presence for this bonus to AC
to apply.
Prerequisite: None.

ELUSIVE GRAPPLER
The combatant is a clever wrestler and adept at slipping free from
attempts to hold and pin them in place. When this advantage is
selected the character gains a +3 AC bonus versus grappling attacks.
Prerequisite: Dexterity attribute must be a prime attribute.

LEGIONS SHIELD
The warrior with this advantage is specialized in the use of a shield to
defend their vitals against oncoming attacks and gains an additional +1
AC bonus when wielding a shield in combat.
Prerequisite: Armor proficiency with any shield.

MYRMIDONS SHEILD
Professional warriors know the quality of a good, sturdy shield. The
character who selects this advantage is allowed to apply his shield
bonus to AC against one additional opponent per round. For example
a character using a bucker (small) shield can apply the shield bonus
AC against 2 opponents in a round instead of 1.
Prerequisite: Armor proficiency with any shield.

SURE FOOTED WARRIOR


The character is familiar with the pitching and churning ground during
combat. When this advantage is selected the character gains a +3 AC
bonus versus tripping and overbearing attacks.
Prerequisite: None.

MELEE COMBAT ADVANTAGES


Characters who select these advantages are able to make quick
decisions while engaged in melee combat in an effort to weigh the
advantage firmly on their side of the battle.

ACROBATIC TACTIC
With an acrobatic maneuver during melee combat, the character can
position themselves against the enemy at any angle. To do so, the
character must make a successful dexterity check with a CL equal to
the level or HD of the highest level enemy they are engaged in melee
combat with. If successful, the character takes position in the rear or
flanking position of the chosen enemy and the facing of that enemy
doesnt change. If the dexterity check fails, no movement is possible in
the current round, and all attack rolls are at -2 until the beginning of the
next initiative round.
Prerequisite: Dexterity 15+, base to-hit +2.

CROSS BLOCK
Combatants who focus on using two-handed weapons in combat use
every part of their weapon to engage the enemy and defend
themselves from counter-attacks. While fighting with a two-handed
weapon (the staff and the two-handed bastard sword count as a twohanded weapon for the purposes of this advantage) the character
gains a +1 AC bonus versus a single opponent whom they are in melee
combat with. At the beginning of each round for which the character is
still in melee combat, you may designate this +1 AC bonus against a
different opponent the character is facing.
Prerequisite: None.

GREAT CLEAVE
If a character deals enough damage to an opponent with a melee
attack to make it drop (typically by reducing the opponents HP to 0, or
killing it) he gets an immediate extra melee attack against another
opponent within the weapons reach. The character cannot perform
any other action or ability before taking this extra attack, except for
one: the character who drops the opponent also gains a bonus of up to
5 feet of movement that may be used before performing this extra great
cleave melee attack. If the bonus 5 feet of movement is not used in
this instance, it is lost. This extra melee attack is with the same
weapon, and at the same total bonus as the attack that dropped the
previous opponent. A character can use this advantage only once per
round. This advantage may be combined with other abilities,
advantages, and talents that allow for more than one melee attack per
round. However, it is important to remember that this advantage can
only be used once per round.
Prerequisite: Strength 15+.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
Normal: A character that drops an opponent to 0 HP or kills it is
generally not able to perform another melee attack again in the same
round unless he has a skill, advantage, ability, or talent that allows him
to do so.

INTIMIDATING STRIKE
When a natural 20 is rolled in melee combat, the character delivers a
blow so fearsome that it may drive the foe from the battlefield. In
addition to causing an additional 3 points of damage, the opponent who
is struck must make a charisma saving throw with a CL equal to the
characters level (or HD) or flee from combat on their next initiative
action. The opponent will flee for a number of rounds equal to the
charisma bonus (to a minimum of 1 round) of the character.
Prerequisite: Base to-hit +6.

SWIFT STRIKE
When unburdened with encumbrance, or heavy armor (armor EV3 or
less), and carrying nothing more than a buckler shield or small shield,
the character is able to make the most of their speed granting a bonus
of +2 to initiative but only when engaged in hand-to-hand, melee
combat. The character can take no actions other than melee combatrelated actions in order to benefit from the +2 to initiative.
Prerequisite: Base to-hit +1.

TRIPPING BLOW

The character can make a single melee attack against an opponent as


they run past it. When attempting a Run-By attack, the characters AC
is reduced by 3 until the beginning of the next initiative round. As long
as the character runs (x4 movement), and moves in a straight line they
can attempt a to-hit roll against that opponent and may keep running to
the extent of their full running movement rate. If the attack roll is
successful, they deal damage normally and may continue moving. If
the attack roll is unsuccessful, the character trips up, stops running and
is standing next to the opponent they were attempting to hit.
Prerequisite: Base to-hit +1.

When using a chain weapon, flail, polearm, spear, staff, whip, or a


Monks unarmed attack, the character may attempt a trip attack with an
additional +2 bonus to the attempt.
Prerequisite: Strength 9+.
Normal: An attacker who is trying to trip and opponent must make a
standard attack roll to do so. The armor class of a defender in a
tripping attack is different than normal. A defender without a dexterity
as prime has a standard AC of 12 for the tripping attack. A defender
with a dexterity as prime has a standard AC of 18. Armor (even
magical armor) has no effect on the capacity to defend against this
type of attack and is not included. This AC is further modified by a
dexterity modifier, plus Base To-Hit Bonus (or HD of the defender),
plus the size difference between the opponents. For each size
difference larger add +2 to the defenders AC. For each size difference
smaller, a -2 penalty is imposed to the defenders AC. If the trip is
successful, the opponent falls to the ground and is considered prone.

SACRIFICING RIPOSTE

TWO WEAPON EXPERT

Once per round of combat, the character has the opportunity to turn a
successful melee attack that causes damage to them into a riposte
attack back at the enemy. The character can make a dexterity check
with a CL equal to the HD or level of the opponent. If this check is
successful, the character can make his own attack back with a fist (or
claw), or any one-handed light melee weapon (EV2 or less) or onehanded medium melee weapon (EV3) in hand at the time of the
opponents attack. This riposte attack is considered a bonus melee
attack and doesnt count as the characters normal number of attacks
in a melee round. The character makes his to-hit roll and if it hits does
damage as a normal. The character can only make one successful
sacrificing riposte per melee round of combat. A failed dexterity check
means that the character could not bring their weapon around quickly
enough to attack back. However, the character can continue to
attempt making this dexterity check with each damaging melee attack
leveled against them until successful. When attempting a sacrificing
riposte, the character puts himself at risk by suffering a penalty of -2 to
his AC until the start of the next initiative round.
Prerequisite: Dexterity 12+, base to-hit +1.

When fighting in melee combat with two weapons (one in each hand),
the character can either add +1 to hit for each of the two weapons, or
add +2 to his AC. The bonus selected must be declared at the
beginning of the round before initiative order has been determined.
These bonuses do not apply if the character is not actively engaged in
melee combat.
Prerequisite: None.

RUN-BY ATTACK

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr

RANGED COMBAT ADVANTAGES


For the masters of combat from afar, the warriors who select these
advantages are precise, patient, and just as deadly as any sword
master.

BRUTAL HURL
The character throws through the shoulder instead of the wrist using
their great strength rather than keen agility. To-hit rolls for ranged
attacks with thrown weapons use the characters strength bonus as a
modifier to hit rather than a dexterity bonus.
Prerequisite: Strength 13+
Normal: Thrown weapons use a characters dexterity modifier when
making to-hit rolls in combat.

DOUBLE HURL
The character flings two thrown weapons at the same time, at the
same target. The character makes one to-hit roll for both weapons with
a -2 to hit. If the to-hit roll is successful, the attack deals the damage
for both thrown weapons at the same time. Any damage reduction only
applies once to a successful double hurl. The character may not move
any distance in a round in which he uses this advantage.
Prerequisite: Dexterity 12+, base to-hit +6

GREAT HURL
The character may throw a non-traditional weapon (such as a battle
axe, two-handed sword) or object (saw horse, bar wench, etc.) as if it
were classified as a traditional thrown weapon. The character only
suffers a -2 to the to-hit roll and the items thrown with this advantage
are considered to have a range of 10 feet. The CK may make the user
of this advantage make a strength check in order to throw any mansized object. The character cannot usually throw anything larger than
man-sized.
Prerequisite: Strength 15+.
Normal: Throwing a weapon or item the character is not proficient
with, or is not designed to be thrown, will suffer a penalty of -4 to hit.

HEROIC THROW
The character must select a single type of thrown weapon. The
character can throw the selected weapon with legendary force and
accuracy. The character gains an additional +2 to-hit with the thrown
weapon and it causes double its normal damage dice if it hits. The
character may not move any distance in a round in which he uses this
advantage, and cannot use this advantage more than once per round.
Prerequisite: Strength 15+, strength prime, base to-hit +9.

JUGGLING TOSS
The character can juggle multiple small objects and throw them at
nearby targets. The number of thrown attacks possible with this
advantage is equal to 2+ the characters dexterity modifier. The small
objects are considered traditional thrown weapons for the purposes of
this advantage, but each attack is still made with a -3 penalty to the tohit roll. The thrown items have a range of 10 feet, but cannot be
thrown at any range greater than 30 feet. Additional common range
penalties will still apply (-2/-6). The objects juggled must be small
enough to be manipulated with a single hand. A dagger, hand axe, or
hatchet is the largest sized object that can be used with this advantage.
Prerequisite: Dexterity 12+, dexterity prime, base to-hit +2.
Normal: In most standard situations, a character can only shoot or
throw one ranged weapon per round of combat. Non-traditional thrown
objects usually incur a penalty of -4 to-hit when thrown.

LONGHUNTER
The character may increase the base range of all propelled weapons
(bows, crossbows, slings, etc.) he is proficient with by 50%. When
using this advantage, the character may not move any distance in a
round in which he is increasing his propelled weapons range.
Prerequisite: None.

MULTI-SHOT
When armed with a bow weapon (short or long bow, mighty bow,
composite bow, elf bow, etc.) the archer can fire a hail of arrows with a
single pull of the bow string. The archer is able to move half of their
movement distance in the round in which they use this talent to attack,
but must forego any additional attack actions they may have in the
same round. The archer can fire two arrows at the same time with a -3
penalty to the attack roll, or up to three arrows with a -6 penalty. This
multi-shot attack roll is considered a single attack regardless of the
number of arrows fired, and can only be used against a target within a
bows short range increment. The type of arrow ammunition fired with
this shot must all be of the same type, with the same bonuses, or the
arrows will scatter and the attack will fail. If the attack roll is successful,
each arrow will hit and do its base damage. Additional damage for this
ranged strike from precision-based bonuses such as critical hits, a
rangers combat marauder class ability, sneak attack, and others from
ranged weapon skills, talents, and weapon mastery only apply once for
this attack. Likewise, damage bonuses from a bows pull weight,
special material of the ammunition or bow, and magic bonuses also
only apply once regardless of the number of arrows fired. Because
multi-shot is considered a single ranged attack, damage reduction and
special resistances of the target are only applied once to the damage
the target receives.
Prerequisite: Dexterity 12+, base to-hit +1.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
POWERFUL HURL
The thrower sacrifices accuracy for power attempting to impale
opponents with a single blow. With this advantage the character may
subtract up to 3 points from his to-hit roll with a thrown weapon, and
add the subtracted number to the damage caused should the attack be
successful. This bonus to damage can only be applied to one thrown
weapon per round.
Prerequisite: None.

SHARPSHOOTER
When firing propelled weapons (bows, crossbows, slings, etc.) at close
range, the character is adept in hitting the vital areas of his opponents
causing +1 to the damage per hit. This bonus to damage does not
apply to any range greater than close for the propelled weapon being
fired. In addition, a character with this advantage will never hit allies
when firing into melee combat or at allies in a line passed a missed
target, even if beyond close range.
Prerequisite: Dexterity 12+.
Normal: No bonus to damage is awarded to character successfully
making a ranged to-hit roll in close range. When shooting an arrow,
bolt, bullet, stone, or throwing a weapon into a crowded melee combat,
the attacker may strike a friendly combatant. If the attackers to-hit roll
is a natural 1-3 on the to-hit roll (even if a natural 2 or 3 on the die roll
would normally result in successful attack, 1 is usually an automatic
miss), the attack misses the intended target and there is a chance it will
strike a friendly combatant instead. A second roll to-hit is made against
the AC of one randomly selected (or as determined by the CK) friendly
combatant. If this attack roll is successful then roll for damage as
normal and apply it to the friendly combatant instead.

SKIRMISHER
Adept thrown weapon hunters and propelled weapon specialists can
fire on the move allowing for a single shot or single thrown weapon
even if the character moved more than half of his movement distance
(but no more than a jog) in a round.
Prerequisite: Dexterity 12+.

GENERAL ADVANTAGES
CHARMED EXISTANCE
The character seems to lead a charmed life, and has a knack for
eluding certain complications and dangers. With this advantage,
choose one attribute. All saving throws (and only saving throws) with
the selected attribute receive a +2 bonus to the roll. This advantage
may be taken multiple times. Each time it is selected the character
must choose a different attribute to apply the +2 bonus to saving
throws to.
Prerequisite: None.

DASHING WIT
The characters razor sharp wit and cutting barbs can distract foes in
combat that are within 30 feet. For this advantage to be of any use, the
opponent to be distracted must be able to see, hear, and understand
the characters provocative jibes. A charisma check is made with a CL
equal to the opponents level or HD. If successful, the characters next
attack against that opponent provides a +2 bonus to-hit. The bonus for
this next attack must be used before the end of the following round or it
will be wasted. The character can use this advantage in the same
round in which he attacks, but no movement will be possible in the
round if done so. Most enemies can only be provoked in this manner
for so long, before it will no longer be effective. As a guideline, the
number of times an enemy can be distracted with the use of this
advantage is determined by the users charisma modifier (to a
minimum of 1 use).
Prerequisite: Charisma 9+.

FLEET OF FOOT
A character with this advantage can run up to 5 times his movement
rate in a single round. Additionally, a character can move their full
current movement rate and still perform an attack in the same round.
Prerequisite: None.
Normal: If a character chooses to run, the distance he can run in one
round is his current movement rate times 4. During combat situations,
a character is normally only allowed to move one-half of his current
movement rate and still attack in the same round.

GREATER BEAUTY
Add +1 to the characters Beauty score. This advantage may be
selected multiple times if desired.
Prerequisite: None.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
HEIRARCICAL INFLUENCE

PERCEPTION

Characters with hierarchical influence are masterfully adept at using


their practiced charisma to manipulate their social status by either
finding ways to hobnob with the elite and royalty, or taking great care to
hide their existence from such personalities. If your campaign is using
social rank and hierarchy game effects, a character that chooses this
advantage can gain or reduce his status by 1 hierarchy rank. Once this
bonus or penalty has been selected, it cannot be changed. A hierarchy
score can never fall below a rating of 0. This advantage can be
selected multiple times if desired. Be sure to check with your CK if you
are using social rank and hierarchical game effects in your campaign
as they may have strong consequences during play.
Prerequisite: Hierarchy score of 0 or more, 1 year of in-game time,
charisma 12+.
Normal: If your CK is using hierarchy as a means to influence social
rank, it is important to note that a score can never go below 0, and that
most characters start a campaign with a hierarchy score of 1.

Acute logic, judgment, and survival allow this character to notice the
finer details of things, and can alert themselves to potential dangers.
This advantage covers all five natural senses of hearing, taste, touch,
sight, and smell. When rolling for a perception check as called for by
the CK, this character may add +2 to the roll.
Prerequisite: None.

KNACK
This character has always had a natural aptitude or special training
with a general type of activity. Pick one of the Activity Knacks from the
list below. When making a general check or skill check for this type of
activity, the ability check for the activity is considered a primary
attribute (CB 12). Saving throws are not modified by this advantage.
Agility (balance, dancing, tumbling)
Athletics (climbing, jumping, swimming)
Lore (astrology, arcana, history)

SOCIAL ADROITNESS
Characters with this advantage are good at managing their roles within
the social order. If your campaign is using social level/rank game
effects, a character who chooses this advantage can gain or lower his
social rank by up to 3 (up to +3 or -3 social rank). The amount of social
rank to be gained or lowered must be determined at the time this
advantage is selected. Once the amount is declared, it cannot be
changed. This advantage can be selected multiple times if desired. Be
sure to check with your CK if you are using social level/rank game
effects in your campaign as they may have strong consequences
during play.
Prerequisite: 3 months of in-game time.
Normal: Social level/rank is determined by the types of characters you
play. Check with your CK to determine your social level/rank.

STUNNING SPLENDOR
Add +3 to the characters beauty score. If a half-elf character selects
this advantage, the bonus to the beauty score is +4. If an elf character
selects this advantage the bonus to the beauty score is +5.
Prerequisite: This advantage can only be selected at a characters 1st
level of experience.

Performance (acting, music, singing)


Reactions (deception, etiquette, gossip)
Sagacity (law, politics, religion)
Seamanship (shipmaking, nautical lore, navigation)
Stamina (concentration, endurance, running)
Tradecraft (brewing, carpentry, stonework)

Typically, these are not the sort of activities that are featured as
character class abilities. Class abilities are expert features for the
character and typically out class, and outweigh the advantage provided
by the activity knack.
Prerequisite: None.

MAGICAL ADVANTAGES
Some arcane and divine magic-users emphasize specific styles of spell
casting. The following magical advantages will aid in character
development and finely specialize magic-users in particular forms of
their magic. Some of these magical advantages come with penalties at
the cost of other enhanced abilities.

ADEPT SUMMONER
The casters ability to summon creatures with their spell magic is more
powerful than most. The character with this advantage is considered to
be 2 levels higher for the purposes of casting summoning spells that
bring animals, creatures, monsters, and others into existence.
Prerequisite: The ability to cast spells that summon.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
APPRENTICES BOLT
A wizard or illusionist can create a bolt of pure arcane force up to once
per round and unleash it against his enemies as if casting a spell. The
bolt leaps out from the casters hand, wand, staff, etc. and can strike
one enemy within 30. The caster must make a ranged to-hit roll
against the targets touch AC. If successful, the target suffers 1d3
points of damage, +1 point per 3 levels of experience of the wizard or
illusionist.
Prerequisite: Wizard or illusionist class.

BLESSED HEALER
The clerics deity grants them great powers of healing, but at a cost.
Through deep prayer and concentration with their god, the cleric
permanently trades their ability to turn undead for the ability to convert
his prepared spells into healing spells. After selecting this advantage
the cleric can no longer use the turn undead ability. Instead, they can
spend one round with no movement and utter concentration to convert
any previously prepared spell into a healing spell of equal of lower level
then the prepared spell to be converted. Healing spells include First
Aid, Cure Light Wounds, Lesser Restoration, Cure Serious Wounds,
Remove Curse, Remove Disease, Healing Circle, Neutralize Poison,
Restoration, Cure Critical Wounds, Heal, Regenerate, and Mass Heal.
Other healing-type spells may be converted as well at the discretion of
the CK.
Prerequisite: Cleric class, ability to turn undead.

MASTER OF CANTRIPS or ORISONS


The spell caster has mastered his minor spells. As an arcane caster of
cantrip spells select 2 more 0-level spells to add to your repertoire. In
addition gain 2 more 0-level arcane spell slots. As a divine caster of
orison spells gain 2 more 0-level divine spell slots.
Prerequisite: Cleric class, druid class, illusionist class, or wizard
class. Ability to cast 0-level cantrips or orisons.

EMPOWER SPELL MAGIC


You increase the potency of your spells by devoting extra arcane or
divine energy to them. You must memorize or pray for any spells that
you want to empower with this advantage as normal. These spells
take up a spell slot that is 2 levels higher than the spell actually is. For
example, the magic missile or cure light wounds spells would take up a
3rd level spell slot when memorized or prayed for when using this
advantage. When these empowered spells are cast, the caster may
choose to accept the result of the cast spell as is, or immediately deny
the results. If the results are denied, the caster must reroll the
damage, reroll the spell resistance, reroll the to-hit roll, or force the
recipient to reroll their saving throw. Though the empowered spell
takes up a spell slot 2 levels higher, the spell still counts as a spell of

its normal level for determining spell effects. For example, an


empowered magic missile or empowered cure light wounds spell will
take up a 3rd level spell slot, but still counts at a 1st level spell for all
other purposes. Empowering a spell with this advantage does not
otherwise affect the casters own experience level for purposes of spell
casting. When this advantage is selected, the caster can empower a
maximum of 2 spells per day with this advantage. This advantage may
be selected multiple times if desired. Each time it is selected, the
number of spells the caster can empower increases by 2. Selecting
this advantage more than once does not allow for the effects of a spell
to be denied more than once per spell casting.
Prerequisite: Intelligence 15+ and wisdom 15+, ability to cast arcane
or divine spells.

GREAT PROTECTOR
An intense focus on protective spells has increased the casters ability
to use protective magic in an effective and long-lasting manner. While
casting protective spells that target allies the spell is treated as if 2
levels higher than the casters actual level. This advantage does not
affect protective spells that target the caster only, or non-allies such as
water, food objects, and the like. This advantage will not affect allies
summoned by magic or spells.
Prerequisite: Ability to cast arcane or divine spells.

HARDY CASTER
The spell caster has great concentration, even under duress. The
character is difficult to distract when casting or maintaining
concentration on spell magic. They receive a +3 bonus on all
concentration checks to avoid spell disruption from damage,
environmental conditions, and the like.
Prerequisite: The ability to cast arcane or divine spells.

HOLY AURA
Through deep prayer and devotion the character enhances their divine
connection to their deity. The character permanently trades in their
ability to turn undead for the alternate ability to invoke a holy aura
around himself. When the cleric holds forth his holy symbol and
concentrates on chanting for at least one full round, his deity will then
cloak him in a faintly glowing aura that demonstrates both their power
and grace. All enemies of the cleric within 30 feet suffer a -1 penalty to
their attack rolls and a -1 penalty to saving throws. As the cleric
advances in experience, the penalty to attack and saving throws
increases by 1 for every 6 levels of cleric experience (-2 at 6th level, -3
at 12th level, -4 at 18th level, -5 at 24th level). This aura cannot be
negated by dispelling magic, or other normal mortal means.
Maintaining the holy aura requires constant prayer and concentration
which prevents the cleric from performing any other activities such as

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
movement, spell casting, attacking, etc. The holy aura does not
prevent the cleric from defending himself (no penalty to AC). If the
cleric takes damage, is targeted by an opponents spells, or is
otherwise distracted, the cleric must make a concentration check to
maintain the holy aura.
Prerequisite: Cleric class, ability to turn undead.

MAGICAL APPTITUDE
Some wizards have a natural affinity towards certain types of magical
spells. When a wizard casts the indicated type of spell, it will act as if it
were 1 level higher for determining random effects, duration, and
challenge level for saving throws against these types of spells. When
selecting this advantage the wizard must select one of the Magical
Affinities listed below:
Battle Mage: When casting spells that deal direct hit point damage

MAGICAL ENGINEER
When creating magic weapons and unusual magic items, the
experience point cost or the gold piece cost (but not both) are reduced
by 15%. When crafting such an item, the character with the magical
engineer advantage can choose at the beginning of the magic item
crafting process which cost to reduce. If the gold piece cost is being
reduced, it is important to note that the material cost for a magic-users
laboratory as well as any additional material cost from base item
(armor, dragons heart, mithril, expert quality items, branch from treant,
etc.), is not reduced by this advantage, only the calculated magic item
creation cost. This advantage does not reduce any costs involved in
creating magical potions or spell scrolls.
Prerequisite: 9th level of experience for wizards and illusionists, 12th
level of experience for clerics and druids.
Normal: The creation of magic items is discussed in full within the
Castles & Crusades Monsters & Treasure supplement.

to a target or targets, the wizard level is considered 1 higher.


Conjurers Call: When casting spells that summon or bring forth a

creature or being from another place or plane of existence, the wizards


level is considered 1 higher.
Death Touch: When casting spells that sap ability scores, outright

kill, or deal with the undead, the wizards level is considered 1 higher.
Elemental Affinity: When casting spells that involve one of the 5

elements (air, earth, fire, void, water), the wizards level is considered 1
higher.
Enthralling Countenance:

When casting spells that charm,


enchant, or affect a targets mind, the wizards level is considered 1
higher.
Eyes of the Seer: When casting detection spells, and spells that

reveal information to him, the wizards level is considered 1 higher.

MASTER OF LIGHT & SOUND


With single-minded determination, the character that selects this
advantage has mastered the ability to shape light and sound to create
particularly convincing illusions. This mastery in the illusionary forces
grant them the ability to cast illusion-type spells as if they were 1 level
higher with respect to saving throws, strength, and duration. Not all of
the spells on the illusionists spell list are considered illusions for the
purposes of this advantage. Illusionary type spells use light and sound
to create false images with depth and shadow that trick the mind. The
time required to master these forces is to the detriment of the other
spells the illusionist can cast however. All of the other spells types the
illusionist knows are treated as if they were cast at 1 level lower (to a
minimum of a 1st level illusionist caster). This advantage does not alter
the number of spells the illusionist can prepare or cast, only how
effective they are when successfully brought into existence.
Prerequisite: Illusionist class, ability to cast 3rd level illusionist spells.

Warder: When casting protection spells, spells that provide extra hit

points, or spells that grant a higher AC, the wizards level is considered
1 higher.
Prerequisite: Wizard class, ability to cast arcane spells, intelligence
15+.

MASTER OF SHADOWS
The character who selects this advantage has focused their studies on
light and darkness and in particular the shadows that exist between
these two forces. The character controls the link between light and
dark shaping and fusing shadows into semi-real illusions that are more
difficult to discern from reality. When the illusionist casts either the
spell shadow conjuration or shadow evocation (if known), their spells
do 30% damage to those that disbelieve them. These spells are cast
as if the illusionist was 1 level higher than his actual casting level in
respect to damage, strength, duration, and overall CL. An illusionist
who brings forth the shadow-like illusionary creatures of a shadow
conjuration spell have 90% of their normal hit points (see the monster
entry for Shadow in the Castles & Crusades Monsters & Treasure

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
supplement for more information). If the shadow conjuration is
disbelieved the shade-like creatures will have 90% of the AC,
strength, damage, and abilities of their normal counterparts.
Prerequisite: The ability to cast 4th level illusionist spells, knowledge
of the Shadow Conjuration spell.

QUICKCAST
The spell casters intense knowledge of their spell-casting capability
allows them to cast their spells more quickly. The spell caster must
declare before the initiative order is determined in a round that they
intend to use this advantage with casting a spell. The spell caster
cannot change his mind once the initiative order has been determined.
The spell caster does not have to declare which spell he is casting
before initiative order has been determined, only that he will be casting
a spell. The spell caster gains a bonus of +2 to the initiative roll to
determine the order of action. When the spell casters initiative comes
up, he must cast a spell. If the circumstances change, or the spell
caster changes his mind and he does not cast a spell, his action in
initiative order is wasted and he cannot perform any other action that
round. If the spell caster declares the use of this advantage, and he
takes damage or otherwise must make a concentration check, the CL
of the concentration check to avoid spell disruption is increased by +2.
Prerequisite: Ability to cast 2nd level arcane or divine spells.

POTION PRODIGY
A character that selects this advantage can reduce the total costs for
creating a magic potion by 15%. This reduction not only affects the
gold piece cost to create the potion, but component items needed for
the potion-making process (gemstones, witchs blood, etc.). In
addition, the overall length of time required to create the magical potion
is reduced by 15%. Characters making magical potions usually require
a special potion-brewing laboratory. Any costs for obtaining this kind of
laboratory are not reduced by this advantage. Furthermore, by
selecting this advantage a member of the illusionist or wizard class can
create magical potions at the 6th experience level.
Prerequisite: 6th level of experience for illusionists and wizards, 9th
level of experience for clerics and druids.
Normal: The creation of magical potions is an ability of most spell
casting classes at the 7th level of experience for illusionists and
wizards, or the 9th level of experience for the cleric and druid. The
creation of magical potions is discussed in full within the Castles &
Crusades Monsters & Treasure supplement.

SHADOW ADEPT
Those who select this advantage gain a deeper, more supernatural
connection with the shadow planes of existence. At the edge of the
arcane spell casters senses, he can hear the shadows calling out to
him, guiding him, and protecting (or sometimes provoking him). An
arcane spell caster with this advantage appears to be shaded in slight
shadows, even in full sunlight. His eyes are darker and his features
appear sunken and grim. These attributes result is a constant -1 in all
attempts to strike the spell caster whether with melee attacks, ranged
attacks, or targeted spell attacks that require to-hit rolls. Shadow
adepts are also able to learn and cast a special list of spells, called
Shadow Magic. Your Castle Keeper has more information on this type
of spell magic. This connection with the plane of shadows comes with
a price as it saps the spell casters potency resulting in one of the
following permanent penalties (to be determined randomly): -2
strength, -2 charisma, or -3 to total hit points. The spell caster is
forever considered a creature of shadow in addition to his normal
status as a humanoid (relevant race). Animals and halflings will find a
character with this advantage unnerving resulting in a -2 to any
reaction checks with them.
Prerequisite: Arcane or divine spell caster of the 1st level of
experience.
Normal: Shadow magic is difficult to learn and master unless this
advantage is selected. Please refer to the Shadow Magic rules
document for more information.

SIGNATURE SPELL
Some spells are so familiar to the caster, that they can cast them
without normal preparation. An arcane or divine spell caster that
selects this advantage may also select a single spell from each spell
level they are able to cast. The selected spell can be cast in place of
other spells of the same spell level (and only the same level) that they
have prepared or memorized that day. For example, a cleric who
chooses cure light wounds as their signature spell for 1st level may cast
cure light wounds instead of another 1st level cleric spell already
prepared for that day. As a spell caster advances in experience, for
each new spell level they are able to cast, the spell caster can add one
new signature spell to this advantage for the newly gained spell level.
Prerequisite: Ability to cast arcane or divine spells, intelligence and
wisdom 15+.
Normal: All spell casters must memorize or pray for their specific
selected spells regularly. The ability to swap one spell for another that
has not been memorized or prayed for is not allowable outside of this
advantage. See the Preparing Spells section of the Castles &
Crusades Players Handbook for rules regarding spell preparation and
casting.

ADVANTAGES
ADDITIONAL TALENTS FROM THE CASTLE KEEPERS GUIDE
By the Castle Keepers Guide Writing Team, with modifications by Derrick Omote Landwehr
SPELL SCRIBE EXTRAORDINAIRE
A character that selects this advantage can reduce the total costs for
creating a spell scroll by 15%. This reduction affects not only the gold
piece cost to create the spell scroll, but also the cost for any material
components and items needed for the spell scribing process. The
overall length of time required to create a spell scroll with this
advantage is also reduced by 15%. Furthermore, selecting this
advantage gives the spell caster the ability to scribe magical scrolls at
the 6th level of experience.
Prerequisite: 6th level of experience in a spell casting class (cleric,
druid, illusionist, or the wizard only).
Normal: The creation of spell scrolls is an ability of most spell casting
classes at the 7th level of experience. Creating spell scrolls is
discussed in full within the Castles & Crusades Monsters & Treasure
supplement.

C&C Advantages Release 11, 16-0120