Dungeoneer's Handbook
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From the introduction: Adventurer is a dirty word. You’re a scoundrel, a villain, a wastrel, a vagabond, a criminal, a sword-for-hire, a cutthroat. Respectable people belong to guilds or the church or are born into nobility. Or barring all that, they’re salt of the earth and till the land for the rest of us. Your problem is that you’re none of that. You’re a third child or worse. You can’t get into a guild—too many apprentices already. You’re sure as hell not nobility—even if you were, your older brothers and sisters have soaked up the inheritance. And if you’re cursed with visions from the Immortals, the temples won’t take you in. You question their authority and subvert their power, so you are outcast like the rest of us. And if you ever entertained romantic notions of homesteading, think again. You’d end up little more than a slave to a wealthy noble. So there’s naught for you but to make your own way. There’s a certain freedom to it, but it’s a hard life. Cash flows out of your hands as easily as the blood from your wounds. But at least it’s your life. And if you’re lucky, smart and stubborn, you might come out on top. There’s a lot of lost loot out there for the finding. And salvage law is mercifully generous. You find it, it’s yours to spend, sell or keep. From the kickstarter: Revised character creation which includes tighter Nature question results Revised leveling costs 10 levels for all classes (up from 5), including revised benefits for levels 1-5 New class: Theurge, a mad seer possessed by the immortals New arcane spell memorization system, The Memory Palace New divine magic system, The Immortal Burden New invocations and spells with revised, clarified format