Basic Class Compendium

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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].

I'm still not fully done with this page, so each class that isn't on here has a reference for where it can be found. (CC = Carcass Crawler Issue; APT = Advanced Player Tome Page)

Class List:

Fighter

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.

Combat

Fighters can use all types of weapons and armour.

Stronghold

Any time a fighter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.

After Reaching 9th Level

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.

Thief

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.

Back-Stab

When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.

Combat

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.

Read Languages

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.

Scroll Use

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.

Thief Skills

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

After Reaching 9th Level

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.

Magic User

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.

Arcane Magic

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 spell casting chart the number of spells they may memorize, determined by the character's experience level. A first level wizard 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 armour. This makes them very vulnerable in combat.

After Reaching 11th Level

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.

Cleric

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.

Combat

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.

Divine Magic

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

Cleric 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 - - - - -
2 1,500 2d6 +0 11 12 14 16 15 1 - - - -
3 3,000 3d6 +0 11 12 14 16 15 2 - - - -
4 6,000 4d6 +0 11 12 14 16 15 2 1 - - -
5 12,000 5d6 +2 9 10 12 14 12 2 2 - - -
6 25,000 6d6 +2 9 10 12 14 12 2 2 1 1 -
7 50,000 7d6 +2 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 +2 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 +5 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* +5 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* +5 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* +5 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* +7 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* +7 3 5 7 8 7 6 5 5 5 3

*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).

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.

After Reaching 9th Level

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.

Dwarf

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.

Combat

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.

Detect Construction Tricks

As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.

Detect Room Traps

Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching.

Infravision

Dwarves have infravision to 60'

Listening at Doors

Dwarves have a 2-in-6 chance of hearing noises.

After Reaching 9th Level

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.

Elf

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.

Arcane Magic

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 spell casting chart shows the number of spells they may memorize, determined by the character's experience 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).

Combat

Elves can use all types of weapons and armor.

Detect Secret Doors

Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance.

Immunity to Ghoul Paralysis

Elves have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a 2-in-6 chance

Infravision

Elves have infravision to 60'.

Listening at Doors

Elves have a 2-in-6 chance of hearing noises.

After Reaching 9th Level

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.

halfling

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

*Modifiers from CON no longer apply.

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.

Combat

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.

Defensive Bonus

Due to their small size, halflings gain a +2 bonus to AC when attacked by large opponents (greater than human-sized).

Hiding

Halflings have an uncanny ability to disappear from sight:

Listening at Doors

Halflings have a 2-in-6 chance of hear- ing noises.

Missile Attack Bonus

Halflings' keen coordination grants them a +1 bonus to attack rolls with all missile weapons.

Stronghold

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.

Acrobat

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')

Acrobat Skills

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.

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

Combat

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.

Evasion

When retreating from melee, an acrobat's ability to tumble negates the opponent's usual +2 bonus to hit.

Jumping

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.

Tumbling Attack

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.

After Reaching 9th Level

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.

Assassin

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.

Assassin Skills

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

Combat

Assassins cannot wear armour bulkier than leather but may use shields. They can use all types of weapons.

Disguise

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).

Hirelings

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.

Poison

Victims of a poisoning by an assassin suffer a -2 penalty to the saving throw.

After Reaching 12th Level

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.

Bard

(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.

Anti-Charm

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.

Combat

Bards can use leather armour or chainmail but do not have the training required to use plate mail or shields.

Bard Skills

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

Enchantment

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:

Charming Fascinated Subjects

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:

Languages

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.

Lore

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.

After Reaching 11th Level

A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.