d20 Vigilance Clash of Stone.pdf

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Introduction
Written by: Charles Rice
Layout: Chris Davis
Playtesting: Paula Rice, Corey Hodges,
Edward Lennon
Cover: Standard Stock Art: Issue 3
- Dwarves, Quick Covers- Vol.3:
Stitched Hide by Empty Room Studios
Welcome to Clash of Stone , a supplement to let you take
your d20 fantasy game out of the middle ages and into the
Stone Age. Class modifications, skill advice and a complete
Stone Age weapons and armor list give you everything you
need to take your game back to primordial pre-history.
Variant Stone Age
Races
Primitive Dwarves
Primitive dwarves are identical to standard dwarves except
as noted below.
+2 Constitution, -2 Charisma
Stone affinity: The dwarf’s affinity with stone is a huge
advantage in a world where it is one of the primary building
materials. Dwarves gain a +1 attack roll bonus when
wielding a stone weapon.
Favored Class: Barbarian
To enhance the differences of gaming in the Stone Age, the
following primitive and savage variants on the standard
races are presented. The game master might only use one in
the campaign or she might use both, allowing the players to
travel a world where two stages in evolution walk side by
side, competing for territory and resources.
Primitive Elves
Primitive elves are identical to standard elves except as noted
below.
+2 Dexterity, -2 Constitution
Wood affinity: The elf’s affinity with wood is a huge
advantage in a world where it is one of the primary building
materials. Elves gain a +1 attack roll bonus when wielding a
wood weapon.
Favored Class: Ranger
Primitive Gnomes
Primitive gnomes are identical to standard gnomes
except as noted below.
+2 Constitution, -2 Strength
Fire affinity: Primitive gnomes were
the first race to harness fire and use it with
extreme skill as a weapon. Delving deep
into the earth, they have found special
tars that allow their wood weapons to burn
hot for a long period of time. When wielding
a wooden weapon he has had time to prepare with tar, a
gnome can light the weapon on fire, inflicting +1d6 damage
on a successful attack. After 10 rounds (1 minute) or at the
end of combat, this weapon becomes unusable.
Favored Class: Bard
Primitive Halflings
Primitive halflings are identical to standard halflings except
as noted below.
+2 Dexterity, -2 Strength
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Stalking affinity: Though small, halflings quickly realized
that stealth and ambush were keys to survival. They inflict
+1d6 damage on a target denied his Dexterity bonus for any
reason.
Favored Class: Ranger
Barbarian
The Barbarian is the warrior of the Stone Age world.
Where the Ranger of the Stone Age world represents
the hunters (and Fighters and Paladins do not yet exist),
Barbarians represent the closest thing to a professional
soldier possessed by a Stone Age tribe. This is usually a
matter of disposition more than anything and most warriors
in a Stone Age tribe will have levels both of Ranger and of
Barbarian.
The Barbarian is for those times when subtlety is not
required. No stalking, no ambush, just unleash the savage
side of man and attack. When one tribe needs to attack
another, in a raid for supplies or to drive a tribe from prime
hunting territory, it is the Barbarian who will lead the attack.
Modifications: The only adjustment needed for this class
is the elimination of the Illiteracy ability, since all classes are
effectively illiterate (since written language has not yet been
invented).
Primitive Half-Elves
Primitive half-elves are identical to standard half-elves
except as noted below.
Loner: Half-elves are outsiders, often forced to survive
alone, at least for a time. They gain a +1 bonus to all attack
and skill checks when operating alone, with the nearest ally
more than 30 feet away.
Favored Class: Any
Primitive Half-Orcs
Primitive half-orcs are identical to standard half-orcs except
as noted below.
+2 Strength, -2 Charisma
Bone Affinity: Half-orcs love to use the bones of fallen
enemies as weapons. When using a bone weapon from a
creature he killed, a half-orc gains a +1 morale bonus to
damage rolls.
Favored Class: Barbarian
Bard
The Bard is the keeper of oral history in a world without
writing of any kind. He is the tribe’s link to their past, a
teacher and keeper of knowledge.
Modifications: The Bard loses the following skills from
his skill list: Decipher Script and Disguise. He gains the
following skill: Survival.
Spell list modifications: The Bard loses the following
spells from his spell list: calm emotions, comprehend
languages, detect secret doors, erase, prestidigitation, read
magic, sepia snake sigil, summon monster (I through VI).
He has the following spells added to his spell list:
1st—calm animals, detect snares and pits, endure elements,
summon nature’s ally I; 2nd—bull’s strength, pass without
trace, summon nature’s ally II; 3rd—snare, summon nature’s
ally III; 4th—insect plague, summon nature’s ally IV;
5th—commune with nature, summon nature’s ally V; 6th—
creeping doom, reincarnate, summon nature’s ally VI.
Primitive Humans
Primitive humans are identical to standard humans except as
noted below.
Territorial: Humans are noted for being particularly
protective and willing to fight over what they see as their
territory. When fighting on ground where they have lived for
at least one month, humans gain a +1 morale bonus to attack
and damage rolls.
Favored Class: Any
Savage Races
Savage races represent one small step back on the
evolutionary ladder and are even more savage and primitive
than the races present above. Savage races almost never have
control of fire or the ability to domesticate animals. They
are larger and more brutish than their more evolved cousins.
A savage race is identical to a primitive race except that
Strength is increased by +2 and Intelligence is reduced by
–2.
Cleric
The Cleric does not exist in Stone Age societies, because the
class is a product of organized religion, something not found
until classical societies such as the city-states of Persia and
Greece.
Druid
On the other hand, Druids definitely exist in Stone Age
societies and are very important members of the tribe.
These teachers and wise men are thought to be the ones who
delivered the secrets of fire and animal domestication from
the gods (or possibly the wise men in the tribe are credited
with making these discoveries themselves).
In extremely primitive civilizations, where making fire has
not yet been discovered, a Druid will likely be the keeper of
Variant Stone Age
Classes
Rather than present new classes, Clash of Stone modifies the
existing classes. This section will provide the mechanical
modifications necessary to represent Stone Age gaming.
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the flame, that member of the tribe who ensures that a source
of fire is always available, tending the campfire and then
removing a small flame and keeping it alive when the tribe
has to move.
damage from any fall).
The ability listed above is gained in addition to the ability
score increase and also has a duration of one minute per
Druid class level.
Totem Shape: At 8 th level the shaman gains the ability to
shape change into his totem animal three times per day.
Totem Quality 2: At 10 th level when the shaman calls on
his patron totem he gains an improved ability: Bear (hands
become natural weapons that inflict 1d10 points of damage;
the character does not provoke attacks of opportunity when
attacking unarmed), Rabbit (movement increased by +20 ft.
per round), Ox (the shaman is immune to critical hits), Fox
(the shaman is immune to any attempt to Bluff or Feint),
Eagle (the shaman suffers no falling damage).
Wood/Bone Talker: At 11 th level the shaman can call on
the spirits in wood and bone. He gains 2 Damage Reduction
against all Wood and Bone weapons.
Totem Quality 3: At 12 th level the shaman can call on his
totem animal twice per day.
Totem Quality 4: At 13 th level the shaman can call on his
totem animal three times per day.
Totem Shape 2: At 14 th level the shaman gains the ability
to shape change into his totem animal three additional times
each day.
Stone Talker: At 15 th level the shaman can call on the
spirits in stone. He gains 2 Damage Reduction against all
Stone weapons.
Totem Shape 3: At 16 th level the shaman can shape
change into his totem animal at will, an unlimited number of
times each day.
Spirit Talker: At 18 th level the shaman’s damage reduction
against wood, bone and stone weapons increases to 5.
Spirit Talker 2: At 20 th level the shaman’s damage
reduction against wood, bone and stone weapons increases
to 10.
Druid Variant: Shaman
The shaman is a druid primarily concerned with the health
of his tribe, both physical and spiritual. He serves as an
intermediary between his tribe and spirit world, insuring
that they can live in harmony with the sometimes-dangerous
forces of that unseen world. The shaman is sometimes called
a medicine man but this is not an accurate description of
his true role in the tribe (not to mention the fact that many
“medicine men” are in fact women).
Song and dance are often important components of a
shaman’s ability to communicate with the spirit world and
many shaman will have levels in the Bard class as well as the
Druid class.
Class Skills: The shaman adds the following skills to his
class skill list: Perform (dance, drums, singing).
Class Features
The shaman has all the standard druid class features,
except as noted below.
Wild Shape: A shaman does not gain the ability to change
shape. This not only includes all abilities with Wild Shape
in the name but also the Thousand Faces and Timeless Body
class abilities.
Mediator: At 1 st level the shaman has completed his
training and commands a special respect from those around
him. His insight grants him a bonus to all Diplomacy skill
checks equal to his Druid class level.
Sleep Walker: At 5 th level the shaman gains the ability
to transfer his consciousness from his physical body to his
spiritual while he is sleeping. This allows the shaman to
make both Listen and Spot skill checks at no penalty while
sleeping. Essentially, the shaman’s spirit could be seen as an
extension of himself, standing over him while he is asleep.
This spirit extension allows the shaman to see and hear
anything he could if he were awake.
Totem Animal: At 6 th level the shaman gains a patron
totem, based on his highest ability score: Strength (Bear),
Dexterity (Rabbit), Constitution (Ox), Intelligence (Fox),
Wisdom (Owl), Charisma (Eagle). Once per day the shaman
can call on his totem animal to increase the listed score by
2d4 points for one minute per Druid class level.
Totem Quality: At 7 th level when the shaman calls
on his patron totem he gains an additional ability: Bear
(hands become natural weapons that inflict a base 1d6
points of damage; the character does not provoke attacks of
opportunity when attacking unarmed), Rabbit (movement
increased by +10 ft. per round), Ox (the shaman cannot be
grappled or tripped), Fox (the shaman gains bonus to Hide
and Move Silently skills equal to his Druid class level), Owl
(the shaman gains a bonus to Spot and Listen checks equal
to his Druid class level), Eagle (the shaman suffers minimum
Fighter
The Fighter does not exist in Stone Age societies. The
Fighter is a professional warrior, an occupation Stone Age
societies cannot afford. When warfare occurs it is usually
incidental or very brief, with a specific objective in mind,
such as raiding a rival tribe for supplies or defending a
valuable hunting ground.
Monk
The Monk does not exist in Stone Age societies. Like the
Fighter and the Cleric, the Monk requires a society capable
of supporting non-hunter/gatherers. Even Druids, the closest
thing a Stone Age society has to a priest, are expected to aid
the tribe in obtaining food and protection from the elements.
Paladin
The Paladin does not exist in Stone Age societies. This is
a specialized career that leaves no time for hunting and
gathering. As such it is not something a Stone Age tribe will
have enough food to support.
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Ranger
The Ranger is the master hunter of the Stone Age world and
is a necessary member for any Stone Age tribe to prosper. All
males in a Stone Age society (and many women) will possess
at least one level in this class.
gains a bonus to his movement of +10’ per round. Also, a
hunter with this ability provokes no attacks of opportunity
from movement when fighting favored enemies.
If the hunter’s hit points are 50% or less, he gains an
additional +10’ per round to his movement.
If the hunter’s hit points are 25% or less he gains an
addition 10’ per round to his movement, cumulative with the
standard bonus and the bonus for being less that 50% (for a
total movement bonus of +30’ per round).
This bonus is cumulative with the Barbarian movement
bonus if the hunter is multi-classed.
The hunter only gains this improved movement bonus if he
is wearing light or no armor.
Animal Companion: The hunter gains an animal
companion at 4 th level but his initial selection is limited to
creatures that can assist the hunter in tracking prey. Typically
this means the hunter is restricted to a dog, hawk or wolf
though the game master can allow any creature from the
usual list at his discretion.
Spells: The hunter does not learn spells as a Ranger does.
He spends too much time hunting and defending his tribe to
study with the shaman.
Tribal Defender: The hunter is a defender of his tribe and
at 4 th level he may treat anyone or anything that attacks his
tribe as if they were one of his favored enemies. Should the
creature actually be a favored enemy, the hunter gains double
the usual bonus to skill checks and damage rolls.
Stalker: At 4 th level and above the hunter gains a +2
bonus to Hide and Move Silently checks against his favored
enemies.
Improved Combat Style: At 6 th level the hunter gains an
additional ability based on the combat style he selected at 2 nd
level.
Fight: If the hunter chose fight for his combat style at 2 nd
level he can make a Feral Strike against any creature that
is flat-footed or flanked. This use of the Feral Strike ability
does not count against the once per day the hunter can use
that ability with any attack.
Flight: If the hunter chose flight for his combat style at 2 nd
level gains the following abilities:
+2 Dodge bonus to AC in any round where the hunter
moves a distance equal to his normal movement (this applies
if the hunter attacks a target then moves away, makes a
charge attack at a target, or even if he is just moving).
The hunter no longer provokes attacks of opportunity due
to movement from anyone.
The hunter does not gain this ability in armor heavier than
light armor.
Combat Style Mastery: At 11 th level the hunter gains an
additional ability based on the combat style he selected at 2 nd
level.
Fight: If the hunter chose fight for his combat style at 2 nd
level any critical threat rolled while making a feral strike is
automatically confirmed.
Flight: If the hunter chose flight for his combat style at 2 nd
Ranger Variant: Hunter
The hunter is the master of the wild, a hero to his tribe
because he brings in food and also protects the tribe from
dangerous predatory animals. His skills keep the tribe alive
in both ways, in a world where mankind is both hunter and
hunted.
Class Features
The hunter has all the standard Ranger class features,
except as noted below.
Wild Empathy: The hunter does not gain this class ability.
He spends too much time combating animals to empathize
with them.
Hunt or be hunted: The hunter gains the ability to
intimidate an animal, either causing it to avoid an area
entirely (making it safer for his tribe) or herding it to a
specific location (where he has companions in wait, a trap set
up, or to a naturally dangerous area such as a cliff or bog).
The hunter rolls 1d20 and adds his Charisma modifier as
well as his Ranger class level. The animal resists this with
a level check. If this fails, the animal will avoid the area for
24 hours or move in the direction the hunter wishes for 1-4
rounds.
To use this ability, the hunter and the animal must be
within 30 feet of one another (for herding an animal) or the
animal must come within 30 feet of the protected area.
Herding an animal to a specific place thus usually requires
several checks.
The hunter gains a +2 bonus to this check if he has a fire
source, or a +4 bonus if he a fur belonging to a creature size
Large or larger (these bonuses do not stack). If the hunter
is protecting an area, this fur must be within 30 feet of that
area.
Favored Enemy: The hunter must choose animal as his
first favored enemy. Subsequent to 1 st level this ability is
gained normally.
Combat Style: Instead of the combat styles depicted in the
Ranger class, the hunter gains the ability to choose from the
following combat styles: Fight or Flight.
The Fight combat style focuses on ending fights quickly,
while the Flight style focuses on movement and living to
fight another day.
Fight: If the hunter selects fight as his combat style, he
gains the ability to make a Feral Strike once per day. This
attack has an attack bonus equal to the hunter’s Wisdom
modifier and a damage bonus equal to his level.
If the target of a feral attack is one of the hunter’s favored
enemies, he gains an additional +2 bonus to his attack roll
when making a Feral Strike.
Flight: If the hunter chooses the Flight combat style, he
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