Class and Race Compendium

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This page serves as a reference of all the classes & races that are available to you. You should use this to reference when making a new character using the character guide.

Certain classes have [class] skills. These are skills which your class can do better than everyone else. We are using the d6 thief skills method, to simplify the process of using skills. Every skill starts at a 1-in-6 chance and can be improved by spending expertise points. Each expertise point spent to upgrade a skill makes the chances 1 better (e.g. 1-in-6 to 2-in-6). Each class starts with a certain number of expertise points to use, and gains an amount every level to upgrade these skills. Skills cannot go above 5-in-6.

Class List:

Race List:

Bard

Prime requisite: CHA and DEX

Hit Dice: 1d6

Armor: Light and Medium, no shields

Weapons: Any

Bards are musicians and poets drawn to a life of wandering and adventure. They pick up a wide range of abilities in their travels, becoming jacks-of-all-trades.

Prime requisites: A bard with at least 13 CHA and DEX gains a 5% bonus to experience. A bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.

Starting Equipment

Armor (roll 1d6): 1-2. None. 3-4. Leather armor. 5-6. Chainmail.

Weapons (roll 1d6 twice): 1. Club. 2. 3 daggers. 3. Longsword. 4. Sling + 20 stones. 5. Shortbow + 20 arrows. 6. Shortsword.

Class items: Musical instrument (stringed or wind).

Counter Charm

Bard Level Progression
Save Targets
Level XP Hit Points Attack Bonus Doom Ray Hold Blast Spell
101d6+01314131515
21,750+1d6+01314131515
33,500+1d6+11213121414
47,000+1d6+11213121414
514,000+1d6+21112111313
628,000+1d6+21112111313
756,000+1d6+31011101212
8112,000+1d6+31011101212
9220,000+1d6+491091111
10340,000+1d6+491091111
11460,000+1*+58981010
12580,000+1*+58981010
13700,000+1*+678799
14820,000+1*+678799

*Modifiers from CON no longer apply.

While the bard plays music and sings, allies within 30' are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.

Restrictions: A bard can use counter charm once per Turn. While playing, the bard may move at half Speed, but cannot attack or perform other actions.

Duration: The counter charm lasts as long as the bard keeps playing.

Disrupting: If the bard is harmed or fails a Saving Throw, the counter charm ends.

Bard Skills

As they advance in level, bards improve their chance of success with the Listen skill. They also have three additional, specialized skills.

Decipher Document:

A successful check allows a bard to understand the gist of a non-magical text in a language they do not speak, unravel a cypher, or identify cryptically labelled landmarks on a map.

Retrying: The bard may only attempt to read the same document again after gaining a Level.

Legerdemain

A successful check allows a bard to pilfer a small item in the possession of another creature or perform a trick of sleight of hand, such as palming a small object or slipping a poison into a drink.

Difficulty: -1 penalty per three Levels of the victim or observer (e.g. a Level 6 target incurs a -2 penalty).

Natural 1: On a roll of natural 1, the bard must Save Versus Doom to avoid being noticed. The Referee determines the victim's reaction.

Monster Lore

A successful check allows a bard to identify monsters and their basic powers and vulnerabilities, based on their appearances in myth and folklore.

Retrying: The bard may only attempt to identify the same kind of monster again after gaining a Level.

Listen

Rolled when a character presses their ear to a door to detect the presence of creatures on the other side.

Improving Skills

Base chance of success: All skills begin with a 1-in-6 chance of success.

Expertise points: bards gain expertise points to improve their chance of success with their skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

At 1st level: At character creation, a bard has 2 expertise points to allocate.

Gaining levels: A bard gains 1 additional expertise point to allocate.

Maximum chance of success: No skill may be raised above 5-in-6

Enchantment

By playing music and singing, the bard can fascinate subjects in a 30' radius.

Restrictions: A bard may use enchantment once a day per Level, and it cannot be used in combat. While playing, the bard may move at half Speed, but cannot attack or perform other actions.

Selecting subjects: One or more creatures whose Levels total up to twice the bard's Level can be affected. If a group is targeted, the Referee selects the subjects randomly, summing their Levels until the maximum is reached.

Types of subjects: At Level 1, the bard can affect humanoids. From Level 4, animals can also be affected. From Level 7, sylvan creatures or fairies can also be affected.

Resisting: Each subject must Save Versus Spell or be fascinated (see Fascinated Subjects).

Fascinated Subjects

Rapt: Fascinated subjects' attention is fully bent on the bard's performance.

Follow: If the bard walks while playing, fascinated subjects follow.

Interruptions: If the performance is interrupted (e.g. by loud noise or violence), the fascination ends immediately.

Duration: The fascination lasts for as long as the bard’s performance continues. Afterwards, fascinated subjects may come under a stronger charm (see When the Performance Ends).

When the Performance Ends

If the performance lasted for at least 1 Turn and ended without interruption, each fascinated subject must make another Save Versus Spell (with a +2 bonus) or be charmed as follows.

Friendship: Charmed subjects regard the bard as a trusted friend and ally, coming to the bard's defense.

Commands: If they share a language, charmed subjects obey the bard's commands.

Resisting commands: The subject may resist commands that contradict their habits or Alignment. Suicidal or clearly harmful commands are always refused.

Duration: 1 Turn per Level of the bard.

Cleric

Prime requisite: WIS

Hit Dice: 1d6

Armor: Any, including shields

Weapons: Any blunt weapon

Clerics are adventurers who have sworn to serve a deity. They are trained for battle and channel the power of their deity.

Divine Magic

See p122 of the Advanced Player Handbook for full details on divine magic.

Holy Symbol: A cleric must carry a holy symbol.

Deity disfavor: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favor with their deity may incur penalties.

Cleric Level Progression
Save Targets Spells per Day
Level XP Hit Points Attack Bonus Doom Ray Hold Blast Spell 1 2 3 4 5
101d6+01112131614-----
21,500+1d6+011121316141----
33,000+1d6+110111215132----
46,000+1d6+1101112151321---
512,000+1d6+291011141222---
624,000+1d6+2910111412221--
748,000+1d6+389101311322--
896,000+1d6+389101311322--
9190,000+1d6+478912103321-
10290,000+1d6+478912103322-
11390,000+1*+56781194332-
12490,000+1*+567811943321
13590,000+1*+656710844322
14690,000+1*+656710844332

*Modifiers from CON no longer apply.

Magical research: A cleric of any level may spend time and money on magical research. This allows them to create magical effects associated with their deity. When a cleric reaches 9th level, they are also able to create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a cleric are determined by the character's experience level. The list of spells available to clerics is found on p128 of the advanced player's handbook.

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed).

Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed Groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Hit Dice of Monster Type
Level 1 2 2* 3 4 5 6 7-9
1 7 9 11 - - - - -
2 T 7 9 11 - - - -
3 T T 7 9 11 - - -
4 D T T 7 9 11 - -
5 D D T T 7 9 11 -
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

* 2 HD monsters with a special ability (i.e. with an asterisk next to their HD rating, in the monster description).

Turning Table Results

-: The turning fails

Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: The turning succeeds.

D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

Druid

Prime requisite: WIS

Hit Dice: 1d6

Armor: Leather, wooden shields

Weapons: Any

Druids are priests of nature and the spirits that inhabit it. They attempt to mediate between the world of civilization and the spirits of the wilderness. Druidism is a religion, but it does not worship any god. Instead it is tasked with the guiding and safety of spirits.

Alignment: Druids regard the ways of the natural world as the ideal state of things. They see the concepts of Law and Chaos as extremes that are both equally against nature. Thus, druids must be neutral in alignment.

Divine Magic

See p122 of the Advanced Player Handbook for full details on divine magic.

Druid Level Progression
Save Targets Spells per Day
Level XP Hit Points Attack Bonus Doom Ray Hold Blast Spell 1 2 3 4 5
101d6+011121416151----
22,000+1d6+011121416152----
34,000+1d6+1101113151421---
47,500+1d6+1101113151422---
512,500+1d6+29101214132211-
625,000+1d6+291012141322211
750,000+1d6+38911131233221
8100,000+1d6+38911131233322
9200,000+1d6+47810121144332
10300,000+1*+47810121144433
11400,000+1*+5679111055443
12600,000+1*+5679111055544
13700,000+1*+656810965554
14800,000+1*+656810966555

*Modifiers from CON no longer apply.

Holy Symbol: A druid must carry a staff that they have cultivated from a tree branch over time.

Disfavor of the spirits: Druids must be faithful to the wellbeing of the spirits that exist within all things. Druids who fall from favor will the spirits may incur penalties.

Magical research: A druid of any level may spend time and money on magical research. This allows them to create magical effects associated with nature. When a druid reaches 9th level, they are also able to create magic items.

Spell casting: A druid may pray to receive spells from nature. The power and number of spells available to a cleric are determined by the character's experience level. The list of spells available to druids is found on p129 of the advanced player's handbook.

Using magic items: As spell casters, druids can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Identification

Druids can identify all plants and animals and can discern pure water.

Languages

Druids speak a secret tongue known only to their sect. At each level above 2nd, a druid also learns to speak a language used by creatures of Sylvan forests (e.g. dryads, green dragons, pixies, treants).

Pass Without Trace

From 3rd level, a druid can pass through natural environments without leaving any tracks. The character is also able to move through overgrown areas at normal speed and without impediment.

Path-Finding

A party with a druid has only a 1-in-6 chance of getting lost in woodlands.

Communing with Nature

Druids have the ability to commune directly with the spirits that exist within all things in nature. This allows them to relay information or simple commands to animals and plants. These commands do not have to be followed. At 4th level, a druid gains the ability to commune with spirits of nature, including those within other natural elements such as rocks and sources of water. At 7th level, a druid gains the ability to commune with animal-like monsters.

Druids also gain +2 to reaction rolls of ghosts or other spirits

Fighter

Prime requisite: STR

Hit Dice: 1d8

Armor: Any, including shields

Weapons: Any

Fighters are adventurers dedicated to mastering the arts of combat and war. In a group of adventurers, the role of fighters is to battle monsters and to defend other characters.

Starting Equipment

armor (roll 1d6): 1. Leather armor. 2. Leather armor + shield. 3. Chainmail. 4. Chainmail + shield. 5. Plate mail. 6. Plate mail + shield.

Weapons (roll 1d6 twice): 1. Crossbow + 20 quarrels. 2. Dagger. 3. Longsword. 4. Mace. 5. Shortsword. 6. Spear.

Combat Talents

Fighters' expert training grants them special talents to aid in battle. At Levels 2, 6, 10, and 14 the player should roll or choose one of the following talents.

Fighter Level Progression
Save Targets
Level XP Hit Points Attack Bonus Combat Talents Doom Ray Hold Blast Spell
1 0 1d8 +1 0 12 13 14 15 16
2 2,000 +1d8 +1 1 12 13 14 15 16
3 4,000 +1d8 +2 1 12 13 14 15 16
4 8,000 +1d8 +3 1 10 11 12 13 14
5 16,000 +1d8 +3 1 10 11 12 13 14
6 32,000 +1d8 +4 2 10 11 12 13 14
7 64,000 +1d8 +5 2 8 9 10 10 12
8 128,000 +1d8 +5 2 8 9 10 10 12
9 260,000 +1d8 +6 2 8 9 10 10 12
10 380,000 +2* +7 3 6 7 8 8 10
11 500,000 +2* +7 3 6 7 8 8 10
12 620,000 +2* +8 3 6 7 8 8 10
13 740,000 +2* +9 3 4 5 6 5 8
14 860,000 +2* +9 4 4 5 6 5 8

*Modifiers from CON no longer apply.

Hunter

Prime requisites: CON & DEX

Hit Dice: 1d8

Armor: Leather, chain mail, shields

Weapons: Any

Hardened to a life in the wilds, hunters develop a keen survival instinct and an intuitive connection with wild animals. A hunter's knowledge of tracking, hunting, and survival is invaluable to any party.

Prime requisites: A hunter with at least 13 CON and DEX gains a 5% bonus to experience. A bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.

Starting Equipment

armor (roll 1d6): 1-3. Leather armor. 4-6. Leather armor + shield.

Weapons (roll 1d6 twice): 1. Dagger. 2. Longsword. 3-4. Longbow + 20 arrows (shortbow + 20 arrows for Small char- acters). 5. Shortsword. 6. Sling + 20 stones.

Animal Companion

Hunter Level Progression
Save Targets
Level XP Hit Points Attack Bonus Doom Ray Hold Blast Spell
101d8+11213141516
22,250+1d8+11213141516
34,500+1d8+21112131415
49,000+1d8+31011121314
518,000+1d8+31011121314
636,000+1d8+4910111213
772,000+1d8+589101112
8144,000+1d8+589101112
9290,000+1d8+67891011
10420,000+1d8+7678910
11550,000+2*+7678910
12680,000+2*+856789
13810,000+2*+945678
14940,000+2*+945678
151,070,000+2*+1034567

*Modifiers from CON no longer apply.

A hunter may attempt to forge a bond with an animal. If the bond is successfully established, the animal becomes the hunter's loyal companion.

Requirements

One companion: A hunter may have but a single animal companion. If a companion dies or is dismissed, the hunter may attempt to forge a connection with a new animal.

Type of animal: Both wild and domestic animals may be companions. Giant or magical animals may become a hunter's companion at the Referee's discretion. Sentient animal species are not suitable.

Level: An animal companion may not exceed the hunter's Level.

Establishing a Connection

The hunter must approach the animal and interact in a peaceful manner for 1 Turn. On a successful Charisma Check, the animal becomes the hunter's companion.

Companion's Behavior

Once a connection is successfully established, the animal companion follows the hunter everywhere. It understands basic commands from the hunter (even if its species would not normally do so). The companion fights to defend the hunter, never checking Morale.

Hunter Skills

As they advance in Level, hunters improve their chance of success with the Survival skill. They also have three additional, specialized skills.

Alertness

If a hunter's party is surprised, the hunter may make an Alertness Check to act normally in the Surprise Round.

Stalking

Hiding: A hunter may make a Stalking Check to remain undetected when the only cover available is light brush (see Hiding and Ambushes under Stealth, p154).

Sneaking: If a Surprise Roll indicates that a hunter's party has been detected, the hunter may make a Stalking Check to remain undetected.

Wilderness only: Hunters can only use Stalking in the wilds (i.e. not in settlements, indoors, or in subterranean space).

Tracking

A successful check allows a hunter to find tracks left by creatures in a 30' x 30' area. The hunter knows the type of creatures that made the tracks and may follow the tracks.

Time: An attempt to find tracks takes 1 Turn.

Retrying: The hunter may not attempt to find tracks again in the same location.

Following tracks: The hunter can follow discovered tracks until conditions worsen (see Modifiers, below). Another Tracking Check is then required.

Modifiers: The Referee may specify situational modifiers depending on the conditions, for example: +1 for soft ground, -1 for hard; +1 for tracks made by a group of 10 or more creatures; -2 for active attempts to cover tracks; -1 per day since the tracks were made, -1 per hour of rain or covering snow; -1 for poor lighting.

Wilderness only: Hunters can only use Tracking in the wilds (i.e. not in settlements, indoors, or in subterranean space).

Survival

Rolled when trying to find food in the wild.

Improving Skills

Base chance of success: All skills begin with a 1-in-6 chance of success.

Expertise points: Thieves gain expertise points to improve their chance of success with their skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

At 1st level: At character creation, a thief has 4 expertise points to allocate.

Gaining levels: A thief gains 2 additional expertise points to allocate.

Maximum chance of success: No skill may be raised above 5-in-6

Missile Attacks

Hunters gain a +1 Attack bonus with all missile weapons.

Trophies

After hunting down (i.e. tracking, ambushing, or chasing) and slaying a creature, a hunter may take a trophy from it—for example, a stag's antlers, a wyrm's tooth, etc. Size: Trophies must be sizeable items (weighing at least 50 coins).

Boon: If a trophy is either on the hunter's person or mounted in their home, it acts as a charm: the hunter gains a +1 bonus to Attack Rolls against other creatures of the same type and a +1 bonus to Saving Throws against their special attacks.

Wayfinding

If the Referee determines that the hunter's party has become lost, there is a 3-in-6 chance that the hunter can find the path again.

Knight

Prime requisite: STR

Hit Dice: 1d8

Armor: Chain mail, plate mail, shields

Weapons: Any Melee weapons

Knights are warriors who serve a noble house or knightly order, carrying out their liege's command and upholding the honor of the liege at all costs. They are masters of heavily armored, mounted combat, preferring the lance above all other weapons. Knights are often members of the noble classes, but a person of lowlier origin may be initiated as a knight as a reward for noble deeds.

Disfavor: Knighthood may be revoked if a knight displeases or dishonors their liege through failure, rebellion, Alignment change, or non-chivalric conduct. In this case, the character becomes a fighter of equivalent Level. It may be possible to regain the liege's favor (and thus the status of knighthood) by performing a special quest.

Restrictions

Alignment: A knight must have the same Alignment as their liege.

Knight Level Progression
Save Targets
Level XP Hit Points Attack Bonus Doom Ray Hold Blast Spell
101d8+11213121515
22,250+1d8+11213121515
34,500+1d8+21112111414
49,000+1d8+31011101313
518,000+1d8+31011101313
636,000+1d8+491091212
772,000+1d8+58981111
8144,000+1d8+58981111
9290,000+1d8+67871010
10420,000+1d8+767699
11550,000+2*+767699
12680,000+2*+856588
13810,000+2*+945477
14940,000+2*+945477

*Modifiers from CON no longer apply.

Social class: Knights are often members of the noble classes, but a person of lowlier origin may be initiated as a knight as a reward for noble deeds.

Weapons: Knights can use all melee weapons (preferring the lance) but cannot use missile weapons, which they regard as dishonorable.

Armor: Knights regard armor as a symbol of prowess and status, always favoring the most impressive and impervious-looking armor available. They scorn Light armor as suitable only for peasants and villains.

Starting Equipment

Armor (roll 1d6): 1. Chainmail. 2-3. Chainmail + shield. 4. Plate mail. 5-6. Plate mail + shield.

Weapons (roll 1d6 twice): 1. Dagger. 2-4. Lance (spear for Small characters). 5. Longsword. 6. Mace.

Chivalric Code

Knights strive to uphold a stringent code of honor which binds all decision and deed. See The Code of Chivalry. The repercussions of performing acts at odds with the code of chivalry depend on the Alignment of the knight and their liege.

Lawful or Neutral: The knight brings dishonor upon their liege, thus risking Disfavor.

Chaotic: The knight is unlikely to bring dishonor upon their liege, whose reputation is already villainous. Unchivalrous deeds are, however, perceived as besmirching the institution of knighthood. Other knights hunt the Chaotic knight and attempt to bring them to justice.

Horsemanship

Assessing steeds: Knights are expert riders and can assess the worth of any steed. This allows a knight to determine whether an animal has low, average, or high Hit Points for its type.

Urging great speed: From Level 5, a knight can urge their steed to great haste once a day, increasing its Speed by 10 for up to 6 Turns.

Knighthood

Knights of Levels 1-2 are known as squires and are not yet regarded as true knights. Upon reaching Level 3, the character is knighted by their liege and gains the right to bear a coat of arms, typically emblazoned upon the knight's shield.

Hospitality: Once knighted, the character earns rights of hospitality and aid from nobles and other knights of the same Alignment. Hospitality extends to any companions the knight is willing to vouch for. The knight is expected to extend such hospitality in kind.

Monster Slayer

From Level 5, a knight gains a +2 bonus to Attack and Damage Rolls against Large creatures.

Mounted combat

Knights gain a +1 Attack bonus when mounted.

Strength of Will

Knights gain a +2 bonus to Saving Throws against effects that cause fear.

The Code of Chivalry

Honor: A knight must behave honorably in all deeds. A knight's honor is of utmost importance. Death is preferable to dishonor.

Service: Service to one's liege is the greatest honor.

Glory: A knight must seek glory in battle—especially in single combat.

Protecting the weak: Any person in the knight's charge must be defended to the death.

Hierarchy: The hierarchy that binds society is to be upheld. Superiors must be honored, equals respected, inferiors commanded, and the ignoble scorned.

Magic-User

Prime requisite: INT

Hit Dice: 1d4

Armor: None

Weapons: Dagger, staff

Magic-users are adventurers whose study of arcane secrets has taught them how to cast spells. Magic-users are able to cast a greater number of increasingly powerful spells as they advance in level.

Arcane Magic

See p122 of the Advanced Player Handbook for full details on arcane magic.

Magic-User Level Progression
Save Targets Spells per Day
Level XP Hit Points Detect Magic Chance Attack Bonus Doom Ray Hold Blast Spell 1 2 3 4 5 6
101d41-in-6+014141316141-----
22,500+1d41-in-6+014141316142-----
35,000+1d42-in-6+0141413161421----
410,000+1d42-in-6+1131312151322----
520,000+1d42-in-6+11313121513221---
640,000+1d43-in-6+11313121513322---
780,000+1d43-in-6+212121114123221--
8160,000+1d43-in-6+212121114123322--
9320,000+1d44-in-6+2121211141233221-
10470,000+1*4-in-6+3111110131143322-
11620,000+1*4-in-6+31111101311433221
12770,000+1*4-in-6+41111101311443322
13920,000+1*4-in-6+4101091210443332
141,070,000+1*4-in-6+4101091210544332

*Modifiers from CON no longer apply.

Magical research: A magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they are also able to create magic items.

Spell casting: Magic-users carry spell books containing the formulae for arcane spells. The level progression table shows the number of spells that can be memorized each day determined by the character's level. A first level magic-user has a number of spells in their spell book based on their Intelligence. The list of spells available to magic-users is found on p131 of the Advanced Player's Handbook.

Using magic items: As spell casters, magic-users are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).

Combat

Magic-users can only use daggers, staffs and are unable to use shields or wear any kind of armor. This makes them very vulnerable in combat.

Detect Magic

A magician can attempt to detect the subtle resonances woven into an enchanted object, place, or creature. If the attempt succeeds, the magician knows if the object, place, or creature in question is magical—i.e. enchanted, affected by a spell, or possessed of innate magic of some kind.

Requirements: The magician must touch the object, place, or creature to be analyzed and concentrate without distraction.

Time: Each attempt to detect magic requires 1 Turn. Retrying: The magician may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.

Referee rolls: The Referee rolls all Detect Magic Checks, so that players do not know if the roll failed or if there is no magic present.

Downtime: Given an hour of solitude in a safe location, a magician automatically detects magic on an object, place, or creature.

Thief

Prime requisite: DEX

Hit Dice: 1d4

Armor: Leather, no shields

Weapons: Any

Thieves are adventurers who live by their skills of deception and stealth. Their range of unique skills makes them very handy companions in adventures. However, thieves are not always to be trusted.

Starting Equipment

armor (roll 1d6): 1-3. None. 4-6. Leather.

Weapons (roll 1d6 twice): 1. Club. 2. 3 daggers. 3. Longsword. 4. Shortbow + 20 arrows. 5. Shortsword. 6. Sling + 20 stones.

Class items: Thieves' tools.

Back-Stab

Thieves are proficient in dealing deadly blows when attacking from behind with a dagger in melee.

Thief Level Progression
Saving Throws
Level XP HD Attack Bonus Doom Ray Hold Blast Spell
1 0 1d4 +0 13 14 13 15 15
2 1,200 +1d4 +0 13 14 13 15 15
3 2,400 +1d4 +1 12 13 12 14 14
4 4,800 +1d4 +1 12 13 12 14 14
5 9,600 +1d4 +2 11 12 11 13 13
6 19,200 +1d4 +2 11 12 11 13 13
7 38,400 +1d4 +3 10 11 10 12 12
8 76,800 +1d4 +3 10 11 10 12 12
9 150,000 +1d4 +4 9 10 9 11 11
10 270,000 +2* +4 9 10 9 11 11
11 390,000 +2* +5 8 9 8 10 10
12 510,000 +2* +5 8 9 8 10 10
13 630,000 +2* +6 7 8 7 9 9
14 750,000 +2* +6 7 8 7 9 9

*Modifiers from CON no longer apply.

Conditions: The thief must be positioned behind the target, and the target must be unaware of the thief's presence. If the thief successfully used their Stealth skill to hide or sneak, the target is considered unaware.

Bonuses: The thief gains a +4 Attack bonus and inflicts 3d4 damage (modified by Strength Bonus) on a successful strike.

Thief Skills

As they advance in level, thieves improve their chance of success with the Listen and Search skills. They also have six additional, specialized skills.

Climb Wall

A successful check allows a thief to climb vertical or very steep surfaces with only minimal handholds. The thief does not require any special climbing equipment.

Easier circumstances: Thieves make easier climbs without a roll.

Long climbs: For climbs of over 100', a Climb Wall Check is required for each stretch of up to 100'. For example, a climb of 150' requires two checks.

Failure: The thief is unable to find suitable handholds and makes no progress with the climb.

Natural 1: On a roll of natural 1, the thief must Save Versus Doom or fall from the half way point, suffering 1d6 damage per 10' of the fall.

Retrying: The thief may retry failed attempts as often as they wish, each subsequent attempt requiring 1 Turn.

Decipher Document:

A successful check allows a thief to understand the gist of a non-magical text in a language they do not speak, unravel a cypher, or identify cryptically labelled landmarks on a map.

Retrying: The thief may only attempt to read the same document again after gaining a Level.

Disarm Mechanism

A successful check allows a thief to disarm complex, clockwork-like trap mechanisms hidden in a lock, lid, door handle, or similar. Thieves' tools are required for disarming mechanism traps.

Time: Each attempt to disarm a trap requires 1 Turn.

Retrying: The thief may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.

Natural 1: On a roll of natural 1, the thief must Save Versus Doom or accidentally spring the trap.

Legerdemain

A successful check allows a thief to pilfer a small item in the possession of another creature or perform a trick of sleight of hand, such as palming a small object or slipping a poison into a drink.

Difficulty: -1 penalty per three Levels of the victim or observer (e.g. a Level 6 target incurs a -2 penalty).

Natural 1: On a roll of natural 1, the thief must Save Versus Doom to avoid being noticed. The Referee determines the victim's reaction.

Pick Lock

A successful check allows a thief to open a lock without the key. Thieves' tools are required for picking locks.

Time: Each attempt to pick a lock requires 1 Turn.

Retrying: The thief may retry failed attempts as often as they wish, each attempt requiring an additional 1 Turn.

Difficult locks: The Referee may rule that certain locks are more difficult. Advanced locks incur a penalty to the Pick Lock Check or only allow a fixed number of attempts, after which the thief is stymied and may only try again after gaining a Level.

Stealth

Hiding: A thief may make a Stealth Check to remain undetected when shadows are the only cover available.

Sneaking: If a Surprise Roll indicates that a thief's party has been detected, the thief may make a Stealth Check to remain undetected.

Listen

Rolled when a character presses their ear to a door to detect the presence of creatures on the other side.

Search

Rolled when searching for secret doors or traps.

Improving Skills

Base chance of success: All skills begin with a 1-in-6 chance of success.

Expertise points: Thieves gain expertise points to improve their chance of success with their skills. Each point allocated to a skill improves the chance of success by 1-in-6. Multiple points may be allocated to a skill, further increasing the chance of success. For example, if 2 points are allocated to a skill, the chance of success is raised to 3-in-6 (from the base 1-in-6 chance of success).

At 1st level: At character creation, a thief has 4 expertise points to allocate.

Gaining levels: A thief gains 2 additional expertise points to allocate.

Maximum chance of success: No skill may be raised above 5-in-6

Thieves' Cant

In addition to their native languages, thieves learn a secret language of gestures and code words that allows them to hide messages in seemingly normal conversations.