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Virtuous women persecuted by evil men are fundamental to the Gothic genre. Isabella of the original Gothic novel “The Castle of Orantro”, De Sade’s Justine, and Wilhelmina Harker of “Dracula”, are just three of many examples. Of course, the “Damsel In Distress” was a staple of the medieval romance as well, making the True Innocent class as useable in pure Fantasy campaigns as Gothic ones. Good companions of a True Innocent will find that they receive certain significant benefits from their association.

A guileless inspiration to the Good, but a target for Evil.

Some rare souls manage to live in a state of perfect innocence, their hearts seemingly untouched by the wickedness of the world. They remain cheerful, charitable, and chaste, while others succumb to melancholy, greed, and lust. Such True Innocents are like beacons of virtue, inspiring others to strive towards goodness. Unfortunately, there is as much darkness in the world as light, and the True Innocent is constantly imperiled by wicked men and monsters.

For reasons unknown, True Innocents are coveted by the powers of evil. A Dragon may demand that a True Innocent be given to him as tribute, a Fallen Angel might be determined to make her his Infernal bride, or a Vampyre may become obsessed with her beauty. Conversely, True Innocents inspire good people to slay Dragons, banish Devils, and destroy the Undead. Likewise, True Innocents seem to be constantly falling into danger, only to be subsequently rescued.

Most True Innocents are female, but male examples are not unknown. While rarer than fair damsels, handsome lads in distress also exist. True Innocents of both genders tend to be above average in appearance, well-mannered, charming, and graceful in speech. They are equally likely to be of noble or common origins, but never suffer from arrogance or resentment due to the conditions of their birth.

An Innocent must be of Lawful Good, Neutral Good, or (rarely) of Lawful Neutral Alignment. The implicit hedonism of the Chaotic Good disposition is incompatible with the chaste outlook of the True Innocent, so True Innocents are never Chaotic Good.

True Innocent characters cannot multi-class. Their special abilities come from their total lack of engagement with the corruption and compromise of the mundane world. A True Innocent who wants to have more abilities essentially doubts that goodness alone is sufficient, and therefore falls from innocence.

Naturally, Knights, Paladins, and Good clergy are drawn to True Innocents, while Assassins, Bandits, and Grave Robbers generally despise them. Demon Hunters sometimes lose patience with the fainting, frightful True Innocents. Gypsies, whose existences are filled with new experiences, find True Innocents intensely amusing. Many stories are told of the personality clashes between True Innocents and rustic Rangers who must protect them in the wilderness. Magicians and Mad Scientists often have unsavory plans for any True Innocents they encounter. Libertines and True Innocents share a strange attraction-repulsion complex; both Libertines and True Innocents claim to hate everything the other stands for, but nonetheless seem to constantly find themselves in romantic situations.

Usually, only Humans, Halflings and Half-Elves become True Innocents. Elfin culture values knowledge, hedonism, and magical power, scoffing at human concepts of virtue. The tricky Gnomes regard the naïve True Innocents as perfect targets for pranks (albeit mild ones). Dwarves scoff at passive benevolence, accepting only aggressive righteousness. Half-Orcs posses spiritually polluted souls that are forever unable to attain perfect innocence. Similarly, no Cambion, Nephil, Fairy Changeling, Vampyre, Werewolf, or Dhampir can ever attain the full Grace of Heaven on Earth. While Woodwoses are guileless children of the wilderness, they are too close to the raw cycles of nature to attain the type of civilized innocence represented by the True Innocent class.


INSPIRATION (Charisma): The very presence of a True Innocent is inspiring to the virtuous.

  • All Good-aligned beings who can see a True Innocent receive a +1 competency bonus to all their die rolls.
  • The bonus applies even if the True Innocent is unconscious or asleep.

PROTECTION OF FAITH (Wisdom): Unclean spirits cannot harm the pure of heart.

  • A True Innocent enjoys constant Protection From Evil, as the spell.
  • The Innocent can voluntarily break their protection by touching a creature of supernatural Evil, but it cannot be otherwise dispelled by any spell or spell-like effect from any being or object that exists.

PURITY OF HEART (Wisdom): Innocence is the best defense against the seductions of Evil.

  • A True Innocent receives a +1 Saving Throw bonus against magical charms and coercions (such as Charm person, Suggestion, or Sympathy) from Evil-aligned people or creatures.
  • At 3rd Level, the bonus increases to +2
  • At 6th Level, the bonus is +3
  • At 9th Level, the bonus is +4
  • At 12th Level, the bonus is +5

REDEMPTION: True Innocents have the power to Redeem other beings. Legends speak of powerful Fiends and Vampyrs who turned to the path of goodness after falling in love with a True Innocent.

  • Any person or creature who spends a full day in the presence of a True Innocent can receive an effect equal to the Atonement spell.
  • A True Innocent can only Redeem creatures whose HD are equal to, or lesser than, the True Innocent’s own Level.
  • The potential penitent is not compelled to accept the Redemption.

GRACE: True Innocents enjoy the favor of Heaven. To reflect this fact, Innocent characters posses a pool of Grace.

  • By spending Grace points, a True Innocent can receive a one-round bonus on their Armor Class, or a similar bonus to a single Saving Throw, Ability Check, or attack (if against an Evil being). The amount of the bonus is equal to the the amount of Grace points spent.
  • A True Innocent can also use her Grace points to grant similar one-time bonuses to any good-aligned associates.
  • The True Innocent can use as much Grace as she wants at a time, but must deduct the amount from her pool of Grace Points.
  • True Innocents begin play with 1 Grace Point, plus a bonus equal to their Charisma modifier.
  • 1 additional Grace point is gained per Level
  • All Grace Points are regained every sunrise.
  • At the CK’s discretion, Grace Points might be used to allow the True Innocent (and her Good allies) to perform other actions that are usually impossible, such as effectively employing prohibited weapons or armors.


FAINTING: True Innocents are known to faint when confronted with horrible sights.

  • If a True Innocent is surprised by a horrible monster or frightening scene, she must save versus Wisdom or fall unconscious for 1d4 rounds.
  • The Challenge Level of the Save is usually equal to the HD of the monster.
  • A True Innocent will only Faint once per grotesque monster or horrible scene.
  • The True Innocent must also save to avoid Fainting if subjected to spells or magical effects that create fear.
  • After the True Innocent has awakened from their Fainting spell, they may still be subjected to the regular effect of any fear magic.

THE MISFORTUNES OF VIRTUE : True Innocents attract the attention of immoral people and evil creatures. Libertines of any Alignment will become obsessed with a True Innocent, sometimes stopping at nothing to abuse, seduce, or otherwise corrupt her. Many Vampyres are likewise irresistibly drawn to True Innocents. In addition, if there is a dark hole to fall into, a forbidden secret door to accidentally open, or a non-lethal confining trap to trigger, the True Innocent will always blunder into it.

  • Castle Keepers should assume that any Evil people, humanoids, or monsters will notice the True Innocent first in any group, and single her out for special attention.
  • If there is a chance for an True Innocent to fall into peril, she will.
  • A True Innocent character always fails any check to detect traps or danger; the player must figure out the existence of such danger without resort to the dice.

PRECARIOUS INNOCENCE: A True Innocent character must remain pure in word and deed. If he voluntarily commits immoral acts, or speaks immodestly, the True Innocent will lose all character Levels, becoming an ordinary person. In particular, a True Innocent must never attack any creature that is not of Evil Alignment, or who is not actually about to harm him. Note that a True Innocent does not lose his special status if the immoral acts are committed under coercion, either mundane or magical.

ALIGNMENT: Lawful Good, Neutral Good, or Lawful Neutral
WEAPONS: Dagger, Knife, Staff
ARMOR: Padded, Leather, Mail Shirt, Breastplate (any)
ABILITIES: Inspiration, Protection of Faith, Purity of Heart, Redemption, Grace
WEAKNESSES: Fainting, The Misfortunes of Virtue, Precarious Innocence

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d4 0 0
2 d4 +1 1,751
3 d4 +1 3,501
4 d4 +1 7,001
5 d4 +1 14,001
6 d4 +2 25,001
7 d4 +2 50,001
8 d4 +2 90,001
9 d4 +2 150,001
10 d4 +3 200,001
11 +1 HP +3 350,001
12 +1 HP +3 500,001
13+ +150,000 per Level

Special Experience Award: True Innocent characters receive a full share of XP awarded for any scenario that includes them, even if they do not personally fight or take any treasure. A True Innocent that is rescued from a monster, for example, gains XP from the defeat of the creature.