This page serves as a reference of all the classes present in OSE. They have been sorted into six different groups, and each class should have all the information needed to create a character of that class.
In OSE, race and class are the same thing. There cannot be something like a dwarf fighter, because dwarf is itself a class that gives certain attributes and abilities.
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, unless they say that they can.
A note on formatting: Each class in the following list is structured like this: [Name - (PR: [Prime Requisite]; MR [Minimum Requirement]) Description].
Requirements: None
Prime requisite: STR
Hit Dice: 1d8
Maximum Level: 14
Armor: Any, including shields
Weapons: Any
Languages: Common
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.
Fighters can use all types of weapons and armour.
Any time a fighter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.
A fighter may be granted a title such as Baron or Baroness. The land under the fighter's control is then known as a Barony.
Fighter Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d8 | +0 | 12 | 13 | 14 | 15 | 16 |
2 | 2,000 | 2d8 | +0 | 12 | 13 | 14 | 15 | 16 |
3 | 4,000 | 3d8 | +0 | 12 | 13 | 14 | 15 | 16 |
4 | 8,000 | 4d8 | +2 | 10 | 11 | 12 | 13 | 14 |
5 | 16,000 | 5d8 | +2 | 10 | 11 | 12 | 13 | 14 |
6 | 32,000 | 6d8 | +2 | 10 | 11 | 12 | 13 | 14 |
7 | 64,000 | 7d8 | +5 | 8 | 9 | 10 | 10 | 12 |
8 | 120,000 | 8d8 | +5 | 8 | 9 | 10 | 10 | 12 |
9 | 240,000 | 9d8 | +5 | 8 | 9 | 10 | 10 | 12 |
10 | 360,000 | 9d8+2* | +7 | 6 | 7 | 8 | 8 | 10 |
11 | 480,000 | 9d8+4* | +7 | 6 | 7 | 8 | 8 | 10 |
12 | 600,000 | 9d8+6* | +7 | 6 | 7 | 8 | 8 | 10 |
13 | 720,000 | 9d8+8* | +9 | 4 | 5 | 6 | 5 | 8 |
14 | 840,000 | 9d8+10* | +9 | 4 | 5 | 6 | 5 | 8 |
*Modifiers from CON no longer apply.
Requirements: None
Prime requisite: DEX
Hit Dice: 1d4
Maximum Level: 14
Armor: Leather, no shields
Weapons: Any
Languages: Common
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.
Adjust ability scores: During character creation, thieves may not lower STR.
When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.
Because of their need for stealth and free movement, thieves cannot wear armour heavier than leather and cannot use shields. They can use any weapon.
Thief Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d4 | +0 | 13 | 14 | 13 | 16 | 15 |
2 | 1,200 | 2d4 | +0 | 13 | 14 | 13 | 16 | 15 |
3 | 2,400 | 3d4 | +0 | 13 | 14 | 13 | 16 | 15 |
4 | 4,800 | 4d4 | +0 | 13 | 14 | 13 | 16 | 15 |
5 | 9,600 | 5d4 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 20,000 | 6d4 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 40,000 | 7d4 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 80,000 | 8d4 | +2 | 12 | 13 | 11 | 14 | 13 |
9 | 160,000 | 9d4 | +5 | 10 | 11 | 9 | 12 | 10 |
10 | 280,000 | 9d4+2* | +5 | 10 | 11 | 9 | 12 | 10 |
11 | 400,000 | 9d4+4* | +5 | 10 | 11 | 9 | 12 | 10 |
12 | 520,000 | 9d4+6* | +5 | 10 | 11 | 9 | 12 | 10 |
13 | 640,000 | 9d4+8* | +7 | 8 | 9 | 7 | 10 | 8 |
14 | 760,000 | 9d4+10* | +7 | 8 | 9 | 7 | 10 | 8 |
*Modifiers from CON no longer apply.
A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular text again before gaining an experience level.
A thief of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: the spell does not function as expected and creates an unusual or deleterious effect.
Thieves can use the following 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
A thief can establish a thief den, attract- ing 2d6 apprentices of 1st level. These thieves will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful thief might use these followers to start a Thieves' Guild.
Requirements: None
Prime requisite: INT
Hit Dice: 1d4
Maximum Level: 14
Armor: None
Weapons: Dagger, staff
Languages: Common
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.
See p122 of the Advanced Player Handbook for full details on arcane magic.
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.
Magic-User Level Progression | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | |||||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 | 6 |
1 | 0 | 1d4 | +0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |
2 | 2,500 | 2d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - |
3 | 5,000 | 3d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - |
4 | 10,000 | 4d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - |
5 | 20,000 | 5d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - |
6 | 40,000 | 6d4 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - |
7 | 80,000 | 7d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - |
8 | 150,000 | 8d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - |
9 | 300,000 | 9d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - |
10 | 450,000 | 9d4+1* | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - |
11 | 600,000 | 9d4+2* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 750,000 | 9d4+3* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
13 | 900,000 | 9d4+4* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
14 | 1,050,000 | 9d4+5* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
*Modifiers from CON no longer apply.
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).
Magic-users can only use daggers, staffs and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.
A magic-user may build a stronghold, often a great tower. 1d6 apprentices of levels 1-3 will then arrive to study under the magic-user.
Requirements: None
Prime requisite: Wis
Hit Dice: 1d6
Maximum Level: 14
Armor: Any, including shields
Weapons: Any blunt weapon
Languages: Common
Clerics are adventurers who have sworn to serve a deity. They are trained for battle and channel the power of their deity.
Clerics can use all types of armour. Strict holy doctrine prevents clerics' use of weapons that have a sharp, cutting edge or stabbing point. They may use the fol- lowing weapons: club, mace, sling, staff, war hammer.
See p122 of the Advanced Player Handbook for full details on divine magic.
Paladin Level Progression | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 |
1 | 0 | 1d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
2 | 2,750 | 2d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
3 | 5,500 | 3d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
4 | 12,000 | 4d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
5 | 24,000 | 5d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
6 | 45,000 | 6d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
7 | 95,000 | 7d8 | +5 | 6 | 7 | 8 | 9 | 10 | - | - | - |
8 | 175,000 | 8d8 | +5 | 6 | 7 | 8 | 9 | 10 | - | - | - |
9 | 350,000 | 9d8 | +5 | 6 | 7 | 8 | 9 | 10 | 1 | - | - |
10 | 500,000 | 9d8+2* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - |
11 | 650,000 | 9d8+4* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - |
12 | 800,000 | 9d8+6* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | |
13 | 950,000 | 9d8+8* | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 |
14 | 1,100,000 | 9d8+10* | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
*Modifiers from CON no longer apply.
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 favour with their deity may incur penalties.
Magical research:A cleric of any level may spend time and money on magical research. This allows them to create new spells or other 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).
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.
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).
-: 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.
A cleric may establish or build a stronghold. So long as the cleric is currently in favour with their god, a stronghold may be bought or built at half the normal price, due to divine intervention. Once a stronghold is established, the cleric will attract followers (5d6 x 10 fighters of level 1-2). These troops are completely devoted to the cleric, never checking morale. The referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.
Requirements: Minimum CON 9
Prime requisite: STR
Hit Dice: 1d8
Maximum Level: 12
Armor: Any, including shields
Weapons: Small or normal sized
Languages: Common, Dwarvish, Gnomish, Goblin, Kobold
Dwarves are stout, bearded demihumans, about 4' tall and weighing about 150 pounds. Dwarves typically live underground and love fine craftsmanship, gold, hearty food, and strong drink. They have skin, hair, and eye colors in earth tones. Dwarves are known for their stubborn- ness and practicality. They are a hardy people and have a strong resistance to magic, as reflected in their saving throws.
Dwarves can use all types of armour. Due to their short height, dwarves can only use small or normal sized weapons. They cannot use longbows or two-handed swords.
Dwarf Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d8 | +0 | 8 | 9 | 10 | 13 | 12 |
2 | 2,200 | 2d8 | +0 | 8 | 9 | 10 | 13 | 12 |
3 | 4,400 | 3d8 | +0 | 8 | 9 | 10 | 13 | 12 |
4 | 8,800 | 4d8 | +2 | 6 | 7 | 8 | 10 | 10 |
5 | 17,000 | 5d8 | +2 | 6 | 7 | 8 | 10 | 10 |
6 | 35,000 | 6d8 | +2 | 6 | 7 | 8 | 10 | 10 |
7 | 70,000 | 7d8 | +5 | 4 | 5 | 6 | 7 | 8 |
8 | 140,000 | 8d8 | +5 | 4 | 5 | 6 | 7 | 8 |
9 | 270,000 | 9d8 | +5 | 4 | 5 | 6 | 7 | 8 |
10 | 400,000 | 9d8+3* | +7 | 2 | 3 | 4 | 4 | 6 |
11 | 530,000 | 9d8+6* | +7 | 2 | 3 | 4 | 4 | 6 |
12 | 660,000 | 9d8+9* | +7 | 2 | 3 | 4 | 4 | 6 |
*Modifiers from CON no longer apply.
As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching.
Dwarves have infravision to 60'
Dwarves have a 2-in-6 chance of hearing noises.
A dwarf has the option of creating an underground stronghold that will attract dwarves from far and wide. Dwarves usually live in clans, so dwarves of the character's clan will be attracted to live under their roof. Dwarves from other clans will generally be friendly and clans may collaborate in times of war or disaster. A dwarf ruler may only hire dwarven mercenaries. Specialists and retainers of any race may be hired.
Requirements: Minimum INT 9
Prime requisite: INT and STR
Hit Dice: 1d6
Maximum Level: 10
Armor: Any, including shields
Weapons: Any
Languages: Common, Elvish, Gnoll, Hobgoblin, Orcish
Elves are slender, fey demihumans with pointed ears. They typically weigh about 120 pounds and are between 5 and 5½ feet tall. Elves are seldom met in human settlements, preferring to feast and make merry in the woods. If crossed, they are dangerous enemies, as they are masters of both sword and spell. Elves are fascinated by spells and beautifully constructed magic items and love to collect both.
Elf Level Progression | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
1 | 0 | 1d6 | +0 | 12 | 13 | 13 | 15 | 15 | 1 | - | - | - | - |
2 | 4,000 | 2d6 | +0 | 12 | 13 | 13 | 15 | 15 | 2 | - | - | - | - |
3 | 8,000 | 3d6 | +0 | 12 | 13 | 13 | 15 | 15 | 2 | 1 | - | - | - |
4 | 16,000 | 4d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | - | - | - |
5 | 32,000 | 5d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 1 | - | - |
6 | 64,000 | 6d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 2 | - | - |
7 | 120,000 | 7d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 2 | 2 | 1 | - |
8 | 250,000 | 8d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 2 | 2 | - |
9 | 400,000 | 9d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 3 | 2 | 1 |
10 | 600,000 | 9d6+2* | +7 | 6 | 7 | 8 | 8 | 8 | 3 | 3 | 3 | 3 | 2 |
*Modifiers from CON no longer apply.
Prime Requisites: An elf with at least 13 INT and STR gains a 5% bonus to experience. An elf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus.
See p122 of the Advanced Player Handbook for full details on arcane magic.
Magical research: An elf 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 an elf reaches 9th level, they are also able to create magic items.
Spell casting: Elves 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 elf has a number of spells in their spell book based on their Intelligence. The list of spells available to elves is found on p131 of the Advanced Player's Handbook (elves have the same spell selection as magic-users).
Using magic items: As spell casters, elves 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).
Elves can use all types of weapons and armor.
Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.
Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance
Elves have infravision to 60'.
Elves have a 2-in-6 chance of hearing noises.
An elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.
Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the elf must protect the animals from harm. An elf ruler may only hire elven mercenaries. Specialists and retainers of any race may be hired.
Requirements: Minimum CON 9, minimum DEX 9
Prime requisite: DEX and STR
Hit Dice: 1d6
Maximum Level: 8
Armor: Any appropriate to size, including shields
Weapons: Any appropriate to size
Languages: Common, Halfling
Halflings are small, rotund demihumans with furry feet and curly hair. They weigh about 60 pounds and are around 3' tall. Halflings are a friendly and welcoming folk. Above all, they love the comforts of home and are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life.
Halfling Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 8 | 9 | 10 | 13 | 12 |
2 | 2,000 | 2d6 | +0 | 8 | 9 | 10 | 13 | 12 |
3 | 4,000 | 3d6 | +0 | 8 | 9 | 10 | 13 | 12 |
4 | 8,000 | 4d6 | +2 | 6 | 7 | 8 | 10 | 10 |
5 | 16,000 | 5d6 | +2 | 6 | 7 | 8 | 10 | 10 |
6 | 32,000 | 6d6 | +2 | 6 | 7 | 8 | 10 | 10 |
7 | 64,000 | 7d6 | +5 | 4 | 5 | 6 | 7 | 8 |
8 | 120,000 | 8d6 | +5 | 4 | 5 | 6 | 7 | 8 |
Prime requisites: A halfling with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 13 or higher, the halfling gets a +10% bonus.
Halflings can use all types of armour, but it must be tailored to their small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use long- bows or two-handed swords.
Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
Halflings have an uncanny ability to disappear from sight:
Halflings have a 2-in-6 chance of hearing noises.
Halflings' keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
Any time a halfling wishes (and has sufficient money), they may build a stronghold, which will form the basis of a new community of halflings. Halfling communities, known as Shires, are typically located in gentle countryside of little rivers and rolling hills. The leader of the community is called the Sheriff.
Requirements: None
Prime requisite: DEX
Hit Dice: 1d4
Maximum Level: 14
Armor: Leather, no shields
Weapons: Missile weapons, dagger, sword,
short sword, polearm, spear, staff
Languages: Common
Acrobats are trained in skills of balance, gymnastics, and stealth. They often work in conjunction with thieves and may belong to a Thieves' Guild.
Adjust ability scores: During character creation, thieves may not lower STR.
Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the acrobat's movement rate to less than 90' (30')
Acrobats can use the following skills:
Acrobat Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d4 | +0 | 13 | 14 | 13 | 16 | 15 |
2 | 1,200 | 2d4 | +0 | 13 | 14 | 13 | 16 | 15 |
3 | 2,400 | 3d4 | +0 | 13 | 14 | 13 | 16 | 15 |
4 | 4,800 | 4d4 | +0 | 13 | 14 | 13 | 16 | 15 |
5 | 9,600 | 5d4 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 20,000 | 6d4 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 40,000 | 7d4 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 80,000 | 8d4 | +2 | 12 | 13 | 11 | 14 | 13 |
9 | 160,000 | 9d4 | +5 | 10 | 11 | 9 | 12 | 10 |
10 | 280,000 | 9d4+2* | +5 | 10 | 11 | 9 | 12 | 10 |
11 | 400,000 | 9d4+4* | +5 | 10 | 11 | 9 | 12 | 10 |
12 | 520,000 | 9d4+6* | +5 | 10 | 11 | 9 | 12 | 10 |
13 | 640,000 | 9d4+8* | +7 | 8 | 9 | 7 | 10 | 8 |
14 | 760,000 | 9d4+10* | +7 | 8 | 9 | 7 | 10 | 8 |
*Modifiers from CON no longer apply.
Expertise Points |
Damage Reduction |
---|---|
0 | 0% |
1 | 25% |
2 | 33% |
3 | 50% |
4 | 66% |
5 | 75% |
Base chance of success: All skills begin with a 1-in-6 chance of success.
Expertise points: Acrobats 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, an acrobat has 3 expertise points to allocate.
Gaining levels: An acrobat gains 1 additional expertise points to allocate.
Maximum chance of success: No skill may be raised above 5-in-6
Acrobats cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons.
When retreating from melee, an acrobat's ability to tumble negates the opponent's usual +2 bonus to hit.
With a 20' run-up, an acrobat can jump across a 10' wide pit or chasm (or 20' wide when aided by the use of a pole). Also when using a pole, an acrobat can jump over a 10' high wall or onto a 10' high ledge. Suitable poles for jumping include: 10' poles, polearms, spears, staves.
Using the falling or jumping abilities, an acrobat can make a tumbling melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the acrobat also gains a +4 bonus to hit.
An acrobat can establish a training school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them. A successful acrobat burglar might use these followers to start a Thieves' Guild.
Requirements: None
Prime requisite: DEX
Hit Dice: 1d4
Maximum Level: 14
Armor: Leather, shields
Weapons: Any
Languages: Common
Assassins are adventurers who specialize in the arts of infiltration and killing by stealth. They sometimes form guilds whereby their illicit services may be hired
Alignment: Assassins may not be lawful.
Adjust ability scores: During character creation, thieves may not lower STR.
Assassins can use the following skills:
Assassin Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d4 | +0 | 13 | 14 | 13 | 16 | 15 |
2 | 1,500 | 2d4 | +0 | 13 | 14 | 13 | 16 | 15 |
3 | 3,000 | 3d4 | +0 | 13 | 14 | 13 | 16 | 15 |
4 | 6,000 | 4d4 | +0 | 13 | 14 | 13 | 16 | 15 |
5 | 12,000 | 5d4 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 25,000 | 6d4 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 50,000 | 7d4 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 100,000 | 8d4 | +2 | 12 | 13 | 11 | 14 | 13 |
9 | 200,000 | 9d4 | +5 | 10 | 11 | 9 | 12 | 10 |
10 | 300,000 | 9d4+2* | +5 | 10 | 11 | 9 | 12 | 10 |
11 | 425,000 | 9d4+4* | +5 | 10 | 11 | 9 | 12 | 10 |
12 | 575,000 | 9d4+6* | +5 | 10 | 11 | 9 | 12 | 10 |
13 | 750,000 | 9d4+8* | +7 | 8 | 9 | 7 | 10 | 8 |
14 | 900,000 | 9d4+10* | +7 | 8 | 9 | 7 | 10 | 8 |
*Modifiers from CON no longer apply.
Base chance of success: All skills begin with a 1-in-6 chance of success.
Expertise points: Assassins 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, an assassin has 3 expertise points to allocate.
Gaining levels: An assassin gains 1 additional expertise points to allocate.
Maximum chance of success: No skill may be raised above 5-in-6
Assassins cannot wear armour bulkier than leather but may use shields. They can use all types of weapons.
Characters of any class may don disguises, but assassins are masters of the art, able to create disguises that pass even close scrutiny.
Chance of detection: Everyone the assassin meets has a 2% chance of spotting the disguise. This roll is repeated once every subsequent day of meeting.
Posing as another class, race or sex: Increases the chance of being detected by 2% per change.
Height and weight: A disguise may alter height (up to 3” shorter or 5” taller) or weight (slightly thinner, much bulkier).
Assassins of 1st-3rd level may not employ retainers, mercenaries, or specialists. From 4th level, an assassin may hire other assassins of lower level. From 8th level, an assassin may hire thieves, and from 12th level any type of character.
Victims of a poisoning by an assassin suffer a -2 penalty to the saving throw.
An assassin may attempt to take over an existing guild of assassins or thieves by killing the old guild-master. This may be achieved by any means (e.g. poisoning, assassination, duel). If successful, the character can maintain a guild of 7d4 members. 75% of the existing members will leave, but new members (typically 1st level assassins) will arrive over time.
(by me)
Requirements: Minimum DEX 9, minimum INT 9
Prime requisite: CHA and DEX
Hit Dice: 1d6
Maximum Level: 14
Armor: Leather, chainmail no shields
Weapons: Any
Languages: Common
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: An arcane bard with at least 13 CHA and DEX gains a 5% bonus to experience. An arcane bard with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.
While the bard plays music and sings, al- lies within 30' are immune to song-based magical effects and the beguiling pow- ers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.
Bard Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 13 | 14 | 13 | 16 | 15 |
2 | 2,000 | 2d6 | +0 | 13 | 14 | 13 | 16 | 15 |
3 | 4,000 | 3d6 | +0 | 13 | 14 | 13 | 16 | 15 |
4 | 8,000 | 4d6 | +0 | 13 | 14 | 13 | 16 | 15 |
5 | 16,000 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 32,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 64,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 120,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 |
9 | 240,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 |
10 | 360,000 | 9d6+2* | +5 | 10 | 11 | 9 | 12 | 10 |
11 | 480,000 | 9d6+4* | +5 | 10 | 11 | 9 | 12 | 10 |
12 | 600,000 | 9d6+6* | +5 | 10 | 11 | 9 | 12 | 10 |
13 | 720,000 | 9d6+8* | +7 | 8 | 9 | 7 | 10 | 8 |
14 | 840,000 | 9d6+10* | +7 | 8 | 9 | 7 | 10 | 8 |
*Modifiers from CON no longer apply.
Bards can use leather armour or chainmail but do not have the training required to use plate mail or shields.
Bards can use the following 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
By playing music and singing, the bard can fascinate subjects in a 30' radius. This ability does not function in combat.
Number of subjects: Up to 2HD of creatures per level of the bard are affected. The bard may choose to target a specific individual or a group (in which case, the affected individuals are determined randomly).
Types of subjects: At 1st level, the bard can fascinate persons. At 4th level, animals may also be affected. At 7th level, monsters may be affected.
Effects: Each subject must save versus spells or be fascinated, as follows:
If the bard performs for at least one turn and the performance ends without interruption, fascinated subjects may be placed under a deeper charm. Each subject must make another save versus spells (with a +2 bonus) or be charmed for one turn per level of the bard:
Bards learn new languages as they advance in level. At every even numbered level above 3rd (i.e. 4th, 6th, 8th, etc.), the player may choose an additional language.
From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.
A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.
Requirements: None
Prime requisite: STR and WIS
Hit Dice: 1d6
Maximum Level: 14
Armor: Leather, chain mail, shields
Weapons: Any
Languages: Common
Beast masters are adventurers with a special connection to animals. They are often accompanied by one or more loyal beasts.
Prime requisites: A beast master with at least 13 in one prime requisite gets +5% to XP. If both STR and WIS are 16 or higher, the character gets a +10% bonus.
A beast master may attempt to forge a bond with an encountered animal. If the attempt succeeds, the animal becomes the beast master's loyal companion.
Beast Master Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 11 | 12 | 12 | 15 | 16 |
2 | 1,800 | 2d6 | +0 | 11 | 12 | 12 | 15 | 16 |
3 | 3,600 | 3d6 | +0 | 11 | 12 | 12 | 15 | 16 |
4 | 7,250 | 4d6 | +0 | 11 | 12 | 12 | 15 | 16 |
5 | 15,000 | 5d6 | +2 | 9 | 10 | 10 | 13 | 14 |
6 | 30,000 | 6d6 | +2 | 9 | 10 | 10 | 13 | 14 |
7 | 60,000 | 7d6 | +2 | 9 | 10 | 10 | 13 | 14 |
8 | 120,000 | 8d6 | +2 | 9 | 10 | 10 | 13 | 14 |
9 | 240,000 | 9d6 | +5 | 7 | 8 | 8 | 11 | 12 |
10 | 360,000 | 9d6+2* | +5 | 7 | 8 | 8 | 11 | 12 |
11 | 480,000 | 9d6+4* | +5 | 7 | 8 | 8 | 11 | 12 |
12 | 600,000 | 9d6+6* | +5 | 7 | 8 | 8 | 11 | 12 |
13 | 720,000 | 9d6+8* | +7 | 5 | 6 | 6 | 9 | 10 |
14 | 840,000 | 9d6+10* | +7 | 5 | 6 | 6 | 9 | 10 |
*Modifiers from CON no longer apply.
The beast master must approach a single animal in a peaceful manner. The referee makes a reaction roll. If the result is 8 or greater, the animal becomes the beast master's companion.
Type of animals: Both wild and domestic animals may be companions. Giant or magical animals may be companions at the referee's discretion.
Maximum companions: A beast master may have up to one animal companion per experience level. The total Hit Dice of companions may not exceed the character's experience level.
Death or dismissal: If an animal companion dies or is dismissed, the beast master may attempt to forge a connection with a new animal.
Once a connection is successfully established, the animal companion follows the beast master everywhere. It obeys basic commands from the beast master and will fight to defend the beast master, never checking morale.
After reaching 5th level, a beast master can see through the eyes of their animal companions, wherever they may be. This requires deep concentration.
Beast masters can use all types of weapons and can use leather armour, chain mail, and shields.
A beast master can identify the tracks and spoor of animals in the wild.
A beast master gains a +1 bonus to reaction rolls made when interacting with animals, in addition to their CHA modifier.
Animals understand the basic meaning of a beast master's words.
Communication with animals is always commensurate to their intelligence.
A beast master may construct a stronghold in the wilderness. Animals within a 5 mile radius of the stronghold will become friends with the beast master. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the beast master must protect the animals from harm.
Requirements: None
Prime requisite: Wis
Hit Dice: 1d6
Maximum Level: 14
Armor: Leather, wooden shields
Weapons: Club, dagger, sling, spear, staff
Languages: Common
Druids are priests of nature, protecting wild lands from the encroachment of “civilized” Law and the corrupting touch of Chaos. They worship the force of nature itself, personified in the form of various nature deities.
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.
Druids of 7th level and above are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).
Druid Level Progression | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
1 | 0 | 1d6 | +0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - |
2 | 2,000 | 2d6 | +0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - |
3 | 4,000 | 3d6 | +0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - |
4 | 7,500 | 4d6 | +0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - |
5 | 12,500 | 5d6 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - |
6 | 20,000 | 6d6 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 |
7 | 35,000 | 7d6 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 |
8 | 60,000 | 8d6 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 3 | 2 | 2 |
9 | 90,000 | 9d6 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 |
10 | 125,000 | 9d6+1* | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 |
11 | 200,000 | 9d6+2* | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 |
12 | 300,000 | 9d6+3* | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 5 | 4 | 4 |
13 | 750,000 | 9d6+4* | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 |
14 | 1,500,000 | 9d6+5* | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 6 | 5 | 5 | 5 |
*Modifiers from CON no longer apply.
The holy doctrine of the druids stipulates that they may not use metal armour or shields (wooden shields may be purchased at the normal price). Their choice of weapons is limited to clubs, daggers, slings, spears, and staves.
See p122 of the Advanced Player Handbook for full details on divine magic.
Holy Symbol: A druid must carry a holy symbol: a sprig of mistletoe which the character must harvest.
Deity disfavor: Druids must be faithful to the tenets of their alignment and religion. Druids who fall from favour with their deity may incur penalties.
Magical research: A druid of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. 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 druid 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 staves). Druids may not use magical books or tomes.
Druids gain a +2 bonus to saving throws against electricity (lightning) and fire.
Druids can identify all plants and animals and can discern pure water.
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).
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.
A party with a druid has only a 1-in-6 chance of getting lost in woodlands.
At 7th level, a druid gains the power to change into the form of a reptile, bird, and mammal (once per day each). The animal may be of any size up to around twice the bulk of the druid's normal form. If a druid has lost hit points, they regain 1d4 hit points per level upon changing into an animal. All equipment carried by the druid is absorbed into the animal form and reappears when the druid changes back.
There can only be nine druids of 12th level. When a druid has enough experience to reach 12th level, they must challenge an existing 12th level druid. The character only advances to 12th level if the other druid is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). Likewise, there can only be three druids of 13th level and a single druid (known as the arch-druid) of 14th level. Druids who attain 12th level or above may build a stronghold integrated into a natural setting.
Requirements: Minimum DEX 9
Prime requisite: INT
Hit Dice: 1d4
Maximum Level: 14
Armor: None
Weapons: Dagger, staff
Languages: Common
Illusionists are adventurers who study the arcane arts of illusion and deception. Through this study, they have learned to cast magic spells.
See p122 of the Advanced Player Handbook for full details on arcane magic.
Magical research: An illusionist 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 an illusionist reaches 9th level, they are also able to create magic items.
Illusionist Level Progression | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | |||||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 | 6 |
1 | 0 | 1d4 | +0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - |
2 | 2,500 | 2d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - |
3 | 5,000 | 3d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - |
4 | 10,000 | 4d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - |
5 | 20,000 | 5d4 | +0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - |
6 | 40,000 | 6d4 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - |
7 | 80,000 | 7d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - |
8 | 150,000 | 8d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - |
9 | 300,000 | 9d4 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - |
10 | 450,000 | 9d4+1* | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - |
11 | 600,000 | 9d4+2* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 750,000 | 9d4+3* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
13 | 900,000 | 9d4+4* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
14 | 1,050,000 | 9d4+5* | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
*Modifiers from CON no longer apply.
Spell casting: Illusionists 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 illusionist has a number of spells in their spell book based on their Intelligence. The list of spells available to illusionists is found on p131 of the Advanced Player's Handbook.
Using magic items: As spell casters, illusionists 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).
Illusionists can only use daggers, staffs and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.
An illusionist may build a stronghold, often a great tower. 1d6 apprentices of levels 1-3 will then arrive to study under the illusionist.
Requirements: Minimum CON 9, minimum DEX 9
Prime requisite: STR
Hit Dice: 1d8
Maximum Level: 14
Armor: Chain mail, plate mail, shields
Weapons: Melee weapons
Languages: Common
Knights are warriors who serve a noble house or knightly order, carrying out their liege's command and upholding the honour of the liege at all costs. They are masters of heavily armoured, 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.
Knighthood: Knights of 1st and 2nd level are known as “squires” and are not yet regarded as true knights. Upon reaching 3rd level, the character is knighted by their liege and gains the right to bear a coat of arms (typically emblazoned upon the knight's shield).
Alignment: A knight must have the same alignment as their liege.
Knight Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d8 | +0 | 12 | 13 | 14 | 15 | 16 |
2 | 2,500 | 2d8 | +0 | 12 | 13 | 14 | 15 | 16 |
3 | 5,000 | 3d8 | +0 | 12 | 13 | 14 | 15 | 16 |
4 | 10,000 | 4d8 | +2 | 10 | 11 | 12 | 13 | 14 |
5 | 18,000 | 5d8 | +2 | 10 | 11 | 12 | 13 | 14 |
6 | 37,000 | 6d8 | +2 | 10 | 11 | 12 | 13 | 14 |
7 | 85,000 | 7d8 | +5 | 8 | 9 | 10 | 10 | 12 |
8 | 140,000 | 8d8 | +5 | 8 | 9 | 10 | 10 | 12 |
9 | 270,000 | 9d8 | +5 | 8 | 9 | 10 | 10 | 12 |
10 | 400,000 | 9d8+2* | +7 | 6 | 7 | 8 | 8 | 10 |
11 | 530,000 | 9d8+4* | +7 | 6 | 7 | 8 | 8 | 10 |
12 | 660,000 | 9d8+6* | +7 | 6 | 7 | 8 | 8 | 10 |
13 | 790,000 | 9d8+8* | +9 | 4 | 5 | 6 | 5 | 8 |
14 | 920,000 | 9d8+10* | +9 | 4 | 5 | 6 | 5 | 8 |
*Modifiers from CON no longer apply.
Knights are bound by a stringent code of honour, which they strive to uphold in all their deeds. A knight does not earn any experience points for deeds performed at odds with this code. The fundamentals of this code are: preference of death over dishonor; service of the knight's liege as the greatest honour; glory in single combat; defense to the death of any in the knight's charge; honouring of superiors; respect of equals; demanding obedience from inferiors; scorning the ignoble.
Dishonor: A knight who brings dishonor upon themselves or their liege (this may include changing alignment) may have their knighthood revoked. In this case, the character becomes a fighter of equivalent level. It may be possible to re- gain the status of knighthood by perform- ing a special quest.
Knights can use all melee weapons but cannot use missile weapons (they regard these as dishonorable). They can wear any metal armour but scorn non-metal armour as only suitable for peasants and villains.
Prowess of arms: Knights regard armour as a symbol of prowess and status, always favouring the most impressive and impervious-looking armour available.
Single combat: In a battle, a knight must attack the most powerful or worthy foe in single combat.
A knight of 5th level or higher can train fantastic, flying monsters as mounts. This takes one month. In general, a knight may train flying monsters of Hit Dice at most equal to the knight's level. The use and training of flying monsters as mounts is at the referee's discretion.
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 5th level, a knight can urge their steed to great speed, increasing its movement rate by 30' (10') for up to 6 turns, once per day.
A knight of 3rd level or higher can expect hospitality and aid from nobles and other knights of the same alignment or social affiliation (e.g. order, religion, noble house, etc.). A knight is expected to extend such hospitality in kind.
Knights gain a +1 bonus to attack rolls when mounted.
Fear: Knights are immune to all supernatural fear effects. From 3rd level, companions within 10' of the knight gain a +2 bonus on saving throws against fear effects, and retainers and mercenaries under the knight's command within 10' gain a +2 bonus to loyalty or morale.
Beguilement: Knights gain a +4 bonus to saving throws against hold spells, charms, mind control, hypnotism, suggestion, etc. They gain a +2 bonus to saving throws against illusion, and gain a saving throw (one is not normally allowed) against sleep spells.
Any time a knight of 3rd level or higher wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands. The permission of the knight's liege is always required.
A knight may be granted a title such as Baron or Baroness. The land under the knight's control is then known as a Barony.
Requirements: Minimum CHA 9
Prime requisite: STR and WIS
Hit Dice: 1d8
Maximum Level: 14
Armor: Any, including shields
Weapons: Any
Languages: Common
Paladins are warriors sworn by sacred oath to the service of a Lawful holy order.
Alignment: A paladin must be lawful. If the character's alignment ever changes (for any reason), they lose all class abilities and become a fighter of the same level. The referee may allow the character to perform a quest of atonement in order to regain their status as a paladin.
Prime requisites: A paladin with at least 13 in one prime requisite gets +5% to experience. If both STR and WIS are 16 or higher, the paladin gets a +10% bonus.
Paladin Level Progression | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 |
1 | 0 | 1d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
2 | 2,750 | 2d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
3 | 5,500 | 3d8 | +0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
4 | 12,000 | 4d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
5 | 24,000 | 5d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
6 | 45,000 | 6d8 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
7 | 95,000 | 7d8 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
8 | 175,000 | 8d8 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
9 | 350,000 | 9d8 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - |
10 | 500,000 | 9d8+2* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - |
11 | 650,000 | 9d8+4* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - |
12 | 800,000 | 9d8+6* | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - |
13 | 950,000 | 9d8+8* | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 |
14 | 1,100,000 | 9d8+10* | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
*Modifiers from CON no longer apply.
Paladins can use all types of weapons and armour.
See p122 of the Advanced Player Handbook for full details on divine magic.
Holy Symbol: A paladin must carry a holy symbol.
Deity disfavor:Paladins must be faithful to the tenets of their alignment, clergy, and religion. Paladins who fall from favour with their deity may incur penalties.
Spell casting: From 9th level, a paladin may pray to receive spells. The power and number of spells available to a paladin are determined by the character's experience level. The list of spells available to paladins is found on p128 of the advanced player's handbook (paladins have the same spell selection as clerics).
Paladins are immune to all disease.
Once per day, a paladin can heal 2 hit points per level by laying their hands on wounded characters. Additionally, a paladin of 5th level or higher may cure disease once per week by laying on hands.
Paladins of 3rd level and higher 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.
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 paladin.
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 |
3 | 7 | 9 | 11 | - | - | - | - | - |
4 | T | 7 | 9 | 11 | - | - | - | - |
5 | T | T | 7 | 9 | 11 | - | - | - |
6 | D | T | T | 7 | 9 | 11 | - | - |
7 | D | D | T | T | 7 | 9 | 11 | - |
8 | D | D | D | T | T | 7 | 9 | 11 |
9 | D | D | D | D | T | T | 7 | 9 |
10 | D | D | D | D | D | T | T | 7 |
11 | D | D | D | D | D | D | T | T |
12 | D | D | D | D | D | D | D | T |
13+ | 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).
-: 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.
With the permission of their holy order, a paladin can build a castle or stronghold and control the surrounding lands. The paladin may be granted a title such as Baron or Baroness. The land under their control is then known as a Barony.
A paladin may keep only a total of one suit of magical armour, one magical shield, and one magical melee weapon. They must also donate 10% of all income to a Lawful religious institution.
A paladin of 4th level or higher may sum- mon a holy charger—a warhorse with AC 5 [14], 5+5 HD, and a movement rate of 180' (60'). If the horse dies, another may not be summoned for 10 years.
Requirements: Minimum CON 9, minimum WIS 9
Prime requisite: STR
Hit Dice: 1d8
Maximum Level: 14
Armor: Leather, chain mail, shields
Weapons: Any
Languages: Common
Rangers are members of a secret society which protects their native lands from invasion and the influence of Chaos. They are skilled warriors who are adapted to life in the wilds. At higher levels, their connection with nature grants them the ability to cast spells.
Alignment: As protectors, rangers may only be lawful or neutral. If a ranger ever changes alignment to chaotic, they lose all special class abilities and become a fighter of the same level. The character may be able to regain their ranger status by performing a special quest.
Ranger Level Progression | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 |
1 | 0 | 1d8 | +0 | 12 | 13 | 14 | 15 | 16 | - | - | - |
2 | 2,250 | 2d8 | +0 | 12 | 13 | 14 | 15 | 16 | - | - | - |
3 | 4,500 | 3d8 | +0 | 12 | 13 | 14 | 15 | 16 | - | - | - |
4 | 10,000 | 4d8 | +2 | 10 | 11 | 12 | 13 | 14 | - | - | - |
5 | 20,000 | 5d8 | +2 | 10 | 11 | 12 | 13 | 14 | - | - | - |
6 | 40,000 | 6d8 | +2 | 10 | 11 | 12 | 13 | 14 | - | - | - |
7 | 90,000 | 7d8 | +5 | 8 | 9 | 10 | 10 | 12 | - | - | - |
8 | 150,000 | 8d8 | +5 | 8 | 9 | 10 | 10 | 12 | 1 | - | - |
9 | 300,000 | 9d8 | +5 | 8 | 9 | 10 | 10 | 12 | 2 | - | - |
10 | 425,000 | 9d8+2* | +7 | 6 | 7 | 8 | 8 | 10 | 2 | 1 | - |
11 | 550,000 | 9d8+4* | +7 | 6 | 7 | 8 | 8 | 10 | 2 | 2 | - |
12 | 675,000 | 9d8+6* | +7 | 6 | 7 | 8 | 8 | 10 | 2 | 2 | 1 |
13 | 800,000 | 9d8+8* | +9 | 4 | 5 | 6 | 5 | 8 | 3 | 2 | 1 |
14 | 925,000 | 9d8+10* | +9 | 4 | 5 | 6 | 5 | 8 | 3 | 2 | 2 |
*Modifiers from CON no longer apply.
Rangers are only surprised on a roll of 1. This may mean that a ranger is able to act in the surprise round while their companions are surprised.
Rangers can use all types of weapons and can use leather armour, chain mail, and shields. Because of their need for stealth, they cannot use plate mail.
See p122 of the Advanced Player Handbook for full details on divine magic.
Spell casting: From 8th level, due to a deep connection with nature, a ranger gains the ability to cast spells. The power and number of spells available to a ranger are determined by the character's experience level. The list of spells available to rangers is found on p129 of the Advanced Player's Handbook (rangers use the druid spell list).
A party with a ranger succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance.
A ranger may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to worthy causes (not other PCs!).
When the ranger's party pursues an opposing group in the wilderness, the chance of evasion is reduced by 10%.
In the wilderness, a ranger has a 3-in-6 chance of hiding and a 3-in-6 chance of moving silently.
Rangers can identify and follow tracks. This skill improves as the character gains levels. Success may be modified by the following factors:
Level | Tracking |
---|---|
1 | 20% |
2 | 30% |
3 | 40% |
4 | 50% |
5 | 60% |
6 | 70% |
7 | 80% |
8 | 90% |
9 | 100% |
10+ | 110% |
2d12 beings will join the ranger as followers. The nature of these followers is up to the referee, they may include human or demihuman adventurers, animals, fantastic mounts, sylvan creatures, or special monsters. If any of the followers die, they are not replaced.
Requirements: Minimum CON 9
Prime requisite: DEX and INT
Hit Dice: 1d4
Maximum Level: 8
Armor: Leather, shields
Weapons: Any appropriate to size
Languages: Common, Gnomish, Dwarvish,
Kobold, the secret language of burrowing mammals
Gnomes are a race of short demihumans with long noses and beards. They are cousins of the dwarves and the two races are on friendly terms. Gnomes prefer to dwell in underground complexes in forests or foothills. They love mining, precious stones, and machinery, from miniature marvels of clockwork to great construction engines. Gnomes are also famed for their penchant for pointy, red, felt hats. Gnomes are typically around 3½' tall and weigh around 100 pounds
Gnome Level Progression | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | |||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 |
1 | 0 | 1d4 | +0 | 8 | 9 | 10 | 14 | 11 | 1 | - | - | - |
2 | 3,000 | 2d4 | +0 | 8 | 9 | 10 | 14 | 11 | 2 | - | - | - |
3 | 6,000 | 3d4 | +0 | 8 | 9 | 10 | 14 | 11 | 2 | 1 | - | - |
4 | 12,000 | 4d4 | +0 | 8 | 9 | 10 | 14 | 11 | 2 | 2 | - | - |
5 | 30,000 | 5d4 | +0 | 8 | 9 | 10 | 14 | 11 | 2 | 2 | 1 | - |
6 | 60,000 | 6d4 | +2 | 6 | 7 | 8 | 11 | 9 | 2 | 2 | 2 | - |
7 | 120,000 | 7d4 | +2 | 6 | 7 | 8 | 11 | 9 | 3 | 2 | 2 | 1 |
8 | 240,000 | 8d4 | +2 | 6 | 7 | 8 | 11 | 9 | 3 | 3 | 2 | 2 |
See p122 of the Advanced Player Handbook for full details on arcane magic.
Magical research: A gnome 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 gnome reaches 8th level, they are also able to create magic items.
Spell casting: gnomes 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 gnome has a number of spells in their spell book based on their Intelligence. The list of spells available to gnomes is found on p131 of the Advanced Player's Handbook.
Using magic items: As spell casters, gnomes 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).
Gnomes can use leather armour and shields. Armour must be tailored to gnomes' small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Due to their small size, gnomes gain a +2 bonus to Armour Class when attacked by large opponents (greater than human- sized).
As expert tunnellers, gnomes have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Gnomes have an uncanny ability to disappear from sight:
Gnomes have infravision to 90'.
Gnomes have a 2-in-6 chance of hearing noises.
Gnomes often keep burrowing mammals such as badgers and moles as pets. They know the secret language of such creatures.
A gnome has the option of creating an underground stronghold that will attract gnomes from far and wide.
Because of gnomes' connection with burrowing mammals, all such creatures within 5 miles of the stronghold will become friends with the gnomes. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the gnome must protect the animals from harm.
Gnome rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of gnomish stock may be hired.
Requirements: Minimum CHA 9, minimum CON 9
Prime requisite: INT and STR
Hit Dice: 1d6
Maximum Level: 12
Armor: Any, including shields
Weapons: Any
Languages: Common, Elvish
Half-elves are the rare offspring of elves and humans. Physically, they tend to combine the best features of their parents, having the innate beauty of elves and the robust physique of humans. They are human-like in stature but always have a feature that marks their elven heritage (e.g. pointed ears or unusually bright eyes). Half-elves are skilled fighters and dabble with magic, though they lack their elvish parents' mastery of the arcane.
Half-Elf Level Progression | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | |||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 |
1 | 0 | 1d6 | +0 | 12 | 13 | 13 | 15 | 15 | - | - | - | - |
2 | 2,500 | 2d6 | +0 | 12 | 13 | 13 | 15 | 15 | 1 | - | - | - |
3 | 5,000 | 3d6 | +0 | 12 | 13 | 13 | 15 | 15 | 2 | - | - | - |
4 | 10,000 | 4d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | - | - | - |
5 | 20,000 | 5d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 1 | - | - |
6 | 40,000 | 6d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | - | - |
7 | 80,000 | 7d6 | +5 | 8 | 9 | 9 | 10 | 10 | 2 | 2 | - | - |
8 | 150,000 | 8d6 | +5 | 8 | 9 | 9 | 10 | 10 | 2 | 2 | 1 | - |
9 | 300,000 | 9d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 2 | 1 | - |
10 | 450,000 | 9d6+2* | +7 | 6 | 7 | 8 | 8 | 8 | 3 | 2 | 2 | - |
11 | 600,000 | 9d6+4* | +7 | 6 | 7 | 8 | 8 | 8 | 3 | 2 | 2 | 1 |
12 | 750,000 | 9d6+6* | +7 | 6 | 7 | 8 | 8 | 8 | 3 | 3 | 2 | 1 |
*Modifiers from CON no longer apply.
Prime requisites: A half-elf with at least 13 INT and STR gains a 5% bonus to experience. A half-elf with a score of 16 or higher in one prime requisite, and a 13 or higher in the other gains a 10% bonus.
See p122 of the Advanced Player Handbook for full details on arcane magic.
Spell casting: From 2nd level, half-elves gain the ability to cast arcane spells, owning a spell book in which the magical formulae for the spells they know are recorded. The level progression table shows the number of spells that can be memorized each day determined by the character's level. A first level half-elf has a number of spells in their spell book based on their Intelligence. The list of spells available to half-elves is found on p131 of the Advanced Player's Handbook (half-elves have the same spell selection as magic-users).
Using magic items: As spell casters, half-elves 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).
Half-elves can use all types of weapons and armor.
Half-elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.
Half-elves have infravision to 60'.
A half-elf may strive to become a leader among humans or among elves, con- structing a stronghold either in the name of a human liege or in the deep forests of the elves.
The half-elf may build a castle or strong- hold and control the surrounding lands. The character may be granted a title such as Baron or Baroness. The land under the half-elf's control is then known as a Barony.
The half-elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example: in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone due to the exquisite quality of craftsmanship involved.
Once the construction is complete, elves will come to live under the rule of the character. Forest animals within a 5 mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the half-elf must protect the animals from harm.
The ruler of an elven stronghold may only hire elven mercenaries. Specialists and retainers of any race may be hired.
Requirements: None
Prime requisite: DEX and STR
Hit Dice: 1d6
Maximum Level: 8
Armor: Leather, chain mail, shields
Weapons: Any
Languages: Common, Orcish
Half-orcs are the rare offspring of orcs and humans. They are human-like in stat- ure and appearance, but usually have at least one feature that marks their orcish heritage (e.g. fangs or a pig-like snout). Due to the common animosity between orcs and humans, half-orcs are typically outcasts from both their parent cultures, living on the fringes of society and mak- ing a living by whatever means they can. Half-orc adventurers are capable combat- ants and have some skill as thieves.
Half-Orc Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 13 | 14 | 13 | 16 | 15 |
2 | 1,800 | 2d6 | +0 | 13 | 14 | 13 | 16 | 15 |
3 | 3,600 | 3d6 | +0 | 13 | 14 | 13 | 16 | 15 |
4 | 7,000 | 4d6 | +0 | 13 | 14 | 13 | 16 | 15 |
5 | 14,000 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 |
6 | 28,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 |
7 | 60,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 |
8 | 120,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 |
Prime requisites: A half-orc with at least 13 DEX and STR gains a 5% bonus to ex- perience. A half-orc with at least 16 DEX and STR gains a 10% bonus.
When attacking an unaware opponent from behind, a half-orc receives a +4 bonus to hit and doubles any damage dealt.
Half-orcs can use all types of weapons and can use leather armour, chain mail, and shields.
Half-orcs have infravision to 60'.
Half-orcs often have difficulty gaining the trust of humans and demihumans, due to orcs' chaotic tendencies. Retainers in a half-orc's employ have their loyalty score reduced by one. (This does not apply to retainers who are also half-orcs.)
Thieves can use the following 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 1 expertise point to allocate.
Gaining levels: A thief gains 1 additional expertise point to allocate.
Maximum chance of success: No skill may be raised above 5-in-6
A half-orc can establish a bandit strong- hold, attracting 2d6 apprentices—1st level fighters, thieves, or half-orcs. These apprentices will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful half-orc might use these followers to start a Thieves' Guild.
Requirements: Minimum CON 9, minimum STR 9
Prime requisite: CON and STR
Hit Dice: 1d10
Maximum Level: 10
Armor: Any appropriate to size, including shields
Weapons: Any
Languages: Common
Known as the “Big Siblings of Humankind,” gargantuas are demihumans who stand about 71/2' tall and weigh 550 pounds. Gargantuas typically live among or near humans, though some prefer to establish their own communities in the wilderness. They are known as powerful warriors with a strong resistance to every kind of hardship. Gargantuas also have a reputation for being slow-witted and literal-minded that is not entirely deserved, though it is true that they lack subtlety when compared to their smaller kin. They can be steadfast allies or unyielding foes.
Gargantua Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d10 | +0 | 8 | 9 | 10 | 13 | 12 |
2 | 2,500 | 2d10 | +0 | 8 | 9 | 10 | 13 | 12 |
3 | 5,000 | 3d10 | +0 | 8 | 9 | 10 | 13 | 12 |
4 | 10,000 | 4d10 | +2 | 6 | 7 | 8 | 10 | 10 |
5 | 20,000 | 5d10 | +2 | 6 | 7 | 8 | 10 | 10 |
6 | 40,000 | 6d10 | +2 | 6 | 7 | 8 | 10 | 10 |
7 | 80,000 | 7d10 | +5 | 4 | 5 | 6 | 7 | 8 |
8 | 160,000 | 8d10 | +5 | 4 | 5 | 6 | 7 | 8 |
9 | 300,000 | 9d10 | +5 | 4 | 5 | 6 | 7 | 8 |
10 | 500,000 | 9d10+3* | +7 | 2 | 3 | 4 | 4 | 6 |
*Modifiers from CON no longer apply.
Prime requisites: A gargantua with at least 13 CON and STR gains a 5% bonus to experience. A gargantua with a STR of at least 16 and a CON of at least 13 receives a +10% XP bonus.
Gargantuas can use all types of weapons and armour, but it must be tailored to their large size.
Two-handed melee weapons: A gargantua can wield any two-handed melee weapon, such as a battle axe, with only one hand.
Gargantuas open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors. For example, a gargantua with STR 12 is treated as if their STR were in the 13-15 category instead.
Gargantuas are adept at using rocks as projectiles. Rocks thrown by a gargantua deal 1d6 damage on a successful hit and have a range of 5'-50' / 51'-100; / 101'-150'.
A gargantua has the option of creating a stronghold that will form the basis of a new community of gargantuas. Gargantua communities can be located either near those of humans or in the wilderness (typically a forested or hilly area).
Requirements: Minimum DEX 9
Prime requisite: DEX and STR
Hit Dice: 1d6
Maximum Level: 8
Armor: Any appropriate to size, including shields
Weapons: Any appropriate to size
Languages: Common, Goblin, the language of wolves
Goblins are short demihumans standing between 3' and 3½' tall. They possess skin ranging in color from yellow to orange to red (and everything in between), while their eyes are usually reddish in hue and are visible even in the dark. Though many goblins live underground, not all do so, especially those most likely to interact with humans and join adventuring parties. Goblins can be somewhat surly and resentful when interacting with other beings, or even their own kin, like bugbears and hobgoblins. These attitudes are only heightened by the fact that many goblins (though not all) are aligned with Chaos.
Goblin Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 8 | 9 | 10 | 13 | 12 |
2 | 2,000 | 2d6 | +0 | 8 | 9 | 10 | 13 | 12 |
3 | 4,000 | 3d6 | +0 | 8 | 9 | 10 | 13 | 12 |
4 | 8,000 | 4d6 | +2 | 6 | 7 | 8 | 10 | 10 |
5 | 16,000 | 5d6 | +2 | 6 | 7 | 8 | 10 | 10 |
6 | 32,000 | 6d6 | +2 | 6 | 7 | 8 | 10 | 10 |
7 | 64,000 | 7d6 | +5 | 4 | 5 | 6 | 7 | 8 |
8 | 120,000 | 8d6 | +5 | 4 | 5 | 6 | 7 | 8 |
Prime requisites: A goblin with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 16 or higher, the goblin gets a +10% bonus.
Goblins can use all types of armour, but it must be tailored to their small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Due to their small size, goblins gain a +2 bonus to Armour Class when attacked by large opponents (greater than human- sized).
Goblins are fair miners and have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.
Goblins have infravision to 60'.
Underground, goblins have a 3-in-6 chance of moving silently.
Goblins live alongside wolves, including dire wolves. They can speak to these animals and gain a +1 bonus to reaction rolls when encountering wolves. If the result is 9 or greater, a wolf will consent to being ridden as a mount by the goblin.
A goblin can establish a stronghold, whether above ground or beneath it, attracting 2d6 goblins from far and wide. Goblins typically live in clans, so goblins of the character's clan will be attracted to this stronghold. Goblins from other clans will generally be friendly and clans may collaborate in times of war or disaster.
A goblin ruler may only hire goblin mercenaries. Specialists and retainers of any race may be hired, but this is uncommon.
Requirements: Minimum DEX 9, minimum INT 9
Prime requisite: DEX and WIS
Hit Dice: 1d6
Maximum Level: 10
Armor: Leather, shields
Weapons: Club, dagger, sling, spear, staff
Languages: Common, Elvish, Bugbear, Dryad, Gnoll
Wood elves are slender, fey demihumans with pointed ears. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Wood elves dwell in hidden, treetop settlements in deep forests, and are seldom seen by humans. They are reclusive and defend their homelands against trespassers. Like druids, wood elves worship the force of nature and the myriad deities that personify it.
Wood Elf Level Progression | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
1 | 0 | 1d6 | +0 | 12 | 13 | 13 | 15 | 15 | 1 | - | - | - | - |
2 | 3,000 | 2d6 | +0 | 12 | 13 | 13 | 15 | 15 | 2 | - | - | - | - |
3 | 6,000 | 3d6 | +0 | 12 | 13 | 13 | 15 | 15 | 2 | 1 | - | - | - |
4 | 12,000 | 4d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | - | - | - |
5 | 24,000 | 5d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 1 | - | - |
6 | 48,000 | 6d6 | +2 | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 2 | - | - |
7 | 100,000 | 7d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 2 | 2 | 1 | - |
8 | 200,000 | 8d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 2 | 2 | - |
9 | 350,000 | 9d6 | +5 | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 3 | 2 | 1 |
10 | 500,000 | 9d6+2* | +7 | 6 | 7 | 8 | 8 | 8 | 3 | 3 | 3 | 3 | 2 |
*Modifiers from CON no longer apply.
Prime requisites: A wood elf with at least 13 DEX and WIS gains a 5% bonus to experience. A wood elf with a DEX of at least 16 and a WIS of at least 13 receives a +10% XP bonus.
Wood elves are only surprised on a roll of 1. This may mean that a wood elf is able to act in the surprise round while their companions are surprised.
Because of their need for stealth and free movement, wood elves cannot wear armour heavier than leather. They can use shields and any weapon.
Wood elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.
See p122 of the Advanced Player Handbook for full details on divine magic.
Holy Symbol: A wood elf must carry a holy symbol: a sprig of mistletoe which the character must harvest.
Deity disfavor: Wood elves must be faithful to the tenets of their alignment and religion. Wood elves who fall from favour with their deity may incur penalties.
Magical research: A wood elf of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a wood elf reaches 9th level, they are also able to create magic items.
Spell casting: A wood elf may pray to receive spells from nature. The power and number of spells available to a wood elf are determined by the character's experience level. The list of spells available to wood elves is found on p129 of the Advanced Player's Handbook. (wood elves have the same spell selection as druids)
Using magic items: As spell casters, wood elves 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 staves).
A party with a wood elf succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance
Wood elves have an uncanny ability to disappear from sight. In woods or undergrowth, a wood elf can hide with a 90% chance of success.
Wood elves are completely unaffected by the paralysis that ghouls can inflict.
Wood elves have infravision to 60'
Wood elves have a 2-in-6 chance of hearing noises.
Wood elves' keen coordination grants them a +1 bonus to attack rolls with all missile weapons.
A wood elf may construct a treetop stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty. The stronghold must be made of wood, but construction costs as much as similar work in stone, due to the exquisite quality of craftsmanship involved.
Forest animals within a 5 mile radius of the completed stronghold will become friends with the wood elves. They may warn of intruders, carry messages and news, and so on. In exchange for this friendship, the wood elf ruler must protect the animals from harm.
A wood elf ruler may only hire elven mercenaries. Specialists and retainers of any race may be hired.
Requirements: Minimum CHA 9, minimum CON 9, minimum DEX 9
Prime requisite: CHA and CON
Hit Dice: 1d6
Maximum Level: 8
Armor: Leather, shields
Weapons: Any appropriate to size
Languages: Common, Halfling
Hearthsingers are halflings who specialise in memorising and recalling legends, lore, and local folktales. The desire to learn the truth behind lost legends and forgotten myths often drives them to adventure and they value tomes, journals, and written histories over other treasure.
Prime requisites: A halfling hearthsinger with at least 13 in one prime requisite gains a 5% bonus to experience. If both CHA and CON are 13 or higher, the halfling gets a +10% bonus.
Armour and weapons: Armour must be tailored to halflings' small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
Halfling hearthsingers can use the following skills:
Base chance of success: All skills begin with a 1-in-6 chance of success.
Expertise points: Hearthsingers 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 hearthsinger has 2 expertise points to allocate.
Gaining levels: A hearthsinger gains 1 additional expertise points to allocate.
Maximum chance of success: No skill may be raised above 5-in-6
Halflings have a 2-in-6 chance of hearing noises.
Whenever there is an opportunity to gain relevant information from local rumours within a community, a halfling hearthsinger can learn twice the normal number of rumours allowed by the circumstances if they spend one hour getting to know the local community.
Any time a halfling hearthsinger wishes (and has sufficient money), they may build a tavern or pub, which will draw patrons from across the land and provide revenue to the hearthsinger of 1d4 x 100 gold pieces per month. 1d4+1 1st level halflings will arrive to serve as staff and one 3rd level fighter will arrive to serve as a bouncer.
Halfling Hearthsinger Level Progression | ||||||||
---|---|---|---|---|---|---|---|---|
Saving Throws | ||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S |
1 | 0 | 1d6 | +0 | 8 | 9 | 10 | 13 | 12 |
2 | 2,000 | 2d6 | +0 | 8 | 9 | 10 | 13 | 12 |
3 | 4,000 | 3d6 | +0 | 8 | 9 | 10 | 13 | 12 |
4 | 8,000 | 4d6 | +2 | 6 | 7 | 8 | 10 | 10 |
5 | 16,000 | 5d6 | +2 | 6 | 7 | 8 | 10 | 10 |
6 | 32,000 | 6d6 | +2 | 6 | 7 | 8 | 10 | 10 |
7 | 64,000 | 7d6 | +5 | 4 | 5 | 6 | 7 | 8 |
8 | 120,000 | 8d6 | +5 | 4 | 5 | 6 | 7 | 8 |
Requirements: Minimum CON 9, minimum DEX 9, minimum WIS 9
Prime requisite: CON and WIS
Hit Dice: 1d6
Maximum Level: 8
Armor: Leather, shields
Weapons: Any appropriate to size
Languages: Common, Halfling
Reeves are the sworn protectors of rural halfling communities. They patrol the wilderness surrounding these idyllic villages, forgoing home comforts to ensure that predators and enemies do not endanger their kinsfolk or threaten the simple peace of the little folk.
Halfling Reeve Level Progression | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Saving Throws | Spells | ||||||||||
Level | XP | HD | Attack Bonus | D | W | P | B | S | 1 | 2 | 3 |
1 | 0 | 1d6 | +0 | 8 | 9 | 10 | 13 | 12 | - | - | - |
2 | 2,500 | 2d6 | +0 | 8 | 9 | 10 | 13 | 12 | - | - | - |
3 | 5,000 | 3d6 | +0 | 8 | 9 | 10 | 13 | 12 | - | - | - |
4 | 10,000 | 4d6 | +2 | 6 | 7 | 8 | 1- | 10 | 1 | - | - |
5 | 20,000 | 5d6 | +2 | 6 | 7 | 8 | 1- | 10 | 2 | - | - |
6 | 40,000 | 6d6 | +2 | 6 | 7 | 8 | 1- | 10 | 2 | 1 | - |
7 | 80,000 | 7d6 | +5 | 4 | 5 | 6 | 7 | 8 | 2 | 2 | - |
8 | 160,000 | 8d6 | +5 | 4 | 5 | 6 | 7 | 8 | 3 | 2 | 1 |
Prime requisites: A halfling reeve with at least 13 in one prime requisite gains a 5% bonus to experience. If both CON and WIS are 13 or higher, the halfling gets a +10% bonus.
Alignment: As protectors, reeves must be lawful. If a reeve ever changes alignment, they lose all special class abilities and become a halfling of the same level. The character may be able to regain their reeve status by performing a special quest.
Armor and Weapons: Armour must be tailored to halflings' small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee). They cannot use longbows or two-handed swords.
Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).
See p122 of the Advanced Player Handbook for full details on divine magic.
Spell casting: From 4th level, due to a deep connection with nature, a reeve gains the ability to cast spells. The power and number of spells available to a ranger are determined by the character's experience level. The list of spells available to rangers is found on p129 of the Advanced Player's Handbook (rangers use the druid spell list).
A party with a reeve succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance.
Reeves receive a +1 bonus to attack and damage rolls made against goblins and related creatures (e.g. bugbears and hobgoblins).
A reeve may only keep wealth and possessions that can be kept on their person or mount. Excess must be donated to a halfling community (not other PCs!).
Halflings have a 2-in-6 chance of hearing noises.
In the wilderness, a reeve can hide automatically, and has a 5-in-6 chance of moving silently.
Reeves receive a +1 bonus to attack and damage rolls made against wolves of all kinds and werewolves.
A halfling reeve may build a small cabin or hunting lodge within six miles of a halfling community. They will attract the service of 2d6 1st level halflings and one 3rd level halfling reeve to aid them in patrolling the wilderness and protecting the community.