Hephaestan Level Progression | |||||||||
---|---|---|---|---|---|---|---|---|---|
level | XP | Title | HD | THAC0 | D | W | P | B | S |
1 | 0 | Arcanist-Guardian | 1d6 | 19[0] | 12 | 13 | 13 | 15 | 15 |
2 | 3,000 | Warrior-Seer | +1d6 | 19[0] | 12 | 13 | 13 | 15 | 15 |
3 | 6,000 | Theurgist-Swordmaster | +1d6 | 19[0] | 12 | 13 | 13 | 15 | 15 |
4 | 12,000 | Magician-Hero | +1d6 | 17[+2] | 10 | 11 | 11 | 13 | 12 |
5 | 25,000 | Thaumaturge-Exemplar | +1d6 | 17[+2] | 10 | 11 | 11 | 13 | 12 |
6 | 50,000 | Myrmidon-Enchanter | +1d6 | 17[+2] | 10 | 11 | 11 | 13 | 12 |
7 | 100,000 | Sorcerer-Champion | +1d6 | 14[+5] | 8 | 9 | 9 | 10 | 10 |
8 | 200,000 | Epic Hero-Mage | +1d6 | 14[+5] | 8 | 9 | 9 | 10 | 10 |
9 | 300,000 | Wizard-Lord | +1d6 | 14[+5] | 8 | 9 | 9 | 10 | 10 |
10 | 400,000 | Wizard-Lord, 10th lvl | +2 | 12[+7] | 6 | 7 | 8 | 8 | 8 |
Hephaestans are a race of tall (6’), thin demihumans with angular features and pointed ears. Some sages claim they are relatives of elves, hailing from a distant land or even another world. For their part, hephaestans are tight lipped on the subject of their origins. Coldly rational and seemingly without emotion, the hephaestans are highly skilled in the use of mental powers, which they employ instead of magic. Despite their aloofness, hephaestans get along well with most intelligent races.
Prime requisites: A hephaestan with at least 13 INT and WIS gains a 5% bonus to experience. A hephaestan with an INT of at least 16 and a WIS of at least 13 gains a 10% XP bonus.
Hephaestans can use leather armour or chainmail, as well as shields. They can use all types of weapons.
Hephaestans have keen hearing, giving them a 2-in-6 chance of hearing noises (see Dungeon Adventuring in Old School Essentials).
Twice per day per level, a hephaestan may activate one of the following mental powers:
A hephaestan must spend a round concentrating in order to activate a mental power. This precludes moving, attacking, or taking any other actions.
Initiative: The use of mental powers must be declared before initiative is rolled.
Disruption: If the hephaestan loses initiative and is successfully attacked or fails a saving throw before their turn, the power is disrupted and fails. One “usage per day” is still consumed.
Hephaestans have developed a non-lethal combat technique that applies pressure to the nerves at the back of a creature’s neck to induce temporary unconsciousness for 4d4 rounds. Neuropressure only affects targets of 4+1 or lower Hit Dice (see Game Statistics under Monsters in Old-School Essentials) and is ineffective against creatures larger than the hephaestan or lacking a discernible neck.
Furthermore, neuropressure requires a successful attack roll against an unaware opponent to take effect. This ability is usable a number of times per day equal to the hephaestan’s level.
A hephaestan has the option of establishing an academy devoted to the study of mental powers, attracting 2d6 1st-level hephaestans to study under the character. A hephaestan may only hire hephaestan mercenaries. Specialists and retainers of any race may be hired.