ASSASSIN
ASSASSIN
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Lords of Creation
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Extra special thanks go out to the following beings of deific magnificence,
whose generosity helped this book to manifest:
Bill Steyert, Cory Gahsman, Dana Maley, Erik Graham, Ido Magal, James Lee Denson,
Jeffrey S. Ross, Jeremy Korth, John Rudd, John Taft, Josh Finch, Justin Neal,
Kristen Rammel, Michele Jacobsen, Neil Copeland, Richard Otrebski, Rudy Randolph,
Scott Giesbrecht, Sebastian Dietz, Steven Gregory.
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Advanced Play 4 Elf40
Adaptation Notes 5 Gnome41
Character Classes 6 Half-Elf42
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Acrobat6 Halfling43
Assassin8 Half-Orc44
Barbarian10 Human44
Bard12 Svirfneblin45
Drow14 Poison46
Druid16 Effects of Poison 46
Duergar18
Gnome20
Half-Elf22
e Using Poison
Advanced Rules
Class Abilities 48
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Half-Orc24 Combat49
Illusionist26 Magic50
Knight28 Multiple Classes 51
Paladin30 Secondary Skills 52
Ranger32
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Weapon Proficiency 53
Svirfneblin34 Open Game License 54
Index of Tables 56
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Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Advanced Fantasy Thanks
To the indomitable play-testers and
proofreaders who have helped make
The 1970s Advanced edition of the
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this book shine: John Anthony, Neil
world’s most popular fantasy RPG is
Benson, Cyril Brocard, Vernon Fults,
venerated by old-school gamers for its
Cory Gahsman, Colin Green, Stephen
myriad of exciting classes and races, its
Karnes, Ryan Marsh, Peter McDevitt,
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weird and wonderful monsters and treas-
Dominic Moore, Dave Pettett, Brian
ures, and the delicious, esoteric flavour
Scott, Eric Strathmeyer, Thorin Thomp-
that oozes from its pages.
son, Charles Voyce, Geoffrey Walter,
This book brings some of those options— Che Webster.
and that flavour!—into the Old-School
Essentials game, while carefully main-
taining the levels of power and mechani-
Required Books
cal complexity of the game.
e Core Rules: Contains the foundation-
In This Book
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al rules of Old-School Essentials upon
which this book is based.
This book contains all rules pertinent to Classic Fantasy: Genre Rules: Details the
the advanced fantasy genre, including: equipment, hirelings, and strongholds
that can purchased or hired. Groups
▶▶ Nine human character classes: acrobat,
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3
Advanced Play Advanced Character Options
The standard in Old-School Essentials—
This book introduces a wealth of new and in the classic Basic/Expert game on
possibilities to the game. Most funda- which it is based—is that an adventurer’s
mentally, a total of 15 new character primary abilities are determined by a sin-
classes are added, greatly increasing the gle factor: the chosen character class. One
options available to players. of the major benefits of this approach is
the ease with which characters can be
The other most significant additions are created: experienced players are able to
discussed below.
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go from blank character sheet to finished
1st level PC in under 10 minutes.
The Underworld The classic Advanced game, however,
Old-School Essentials Core Rules de-
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is typified by a wider array of character
scribes the two primary types of adven- creation options. These provide an extra
ture locations: dungeons and the wilder- level of customisation, but at the expense
ness. This book assumes the existence of of a more complex and lengthy process of
what could be classified as a third type character creation.
of adventure location: the Underworld, Inspired by the classic Advanced rules,
a vast realm of caverns, tunnels, water- e the following additional character crea-
ways, and even subterranean seas which tion options are presented in this book:
stretch for hundreds (or thousands!) of
miles beneath the feet of surface dwellers. ▶▶ Race and class: Instead of just
As such, the Underworld has features of choosing a character class, players may
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both dungeons and the wilderness. be allowed to choose a race and a class.
Separating the abilities granted by a
Deep races: This book describes three character’s race and class leads to a much
new demihuman races that are natives of wider range of character possibilities.
the deep Underworld: the drow, duergar, For example, rather than simply being an
and svirfneblin. These races only very
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Alignment: Underworld races are tradi- enables the creation of characters with
tionally assumed to be evil and antago- a whole range of mixed abilities. For
nistic toward surface dwellers. However, example, a magic-user/thief combines
the referee may wish to portray them as the abilities of both classes for a powerful
merely alien, rather than actually evil. subterfuge-based character.
For example, the drow are described as
dwelling with various species of spider. Note that these extra rules are strictly op-
To most players, this carries a degree of tional. Each group must decide whether
creepiness, but it does not necessarily to use them in their games, weighing up
imply evil or Chaos. Instead, the referee the increased flexibility they offer against
could choose to portray drow as Neu- the more lengthy and complex character
tral-aligned guardians of murky, cob- creation process entailed.
webbed, crystal caverns.
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Adaptation Notes
The classic Basic/Expert game (on which
Old-School Essentials is based) and the
classic Advanced game, while derived
from the same origin, have a different
balance of rules complexity and character
power level. In designing the material
in this book, great care has been taken
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to ensure that the new classes and rules
mesh smoothly with the power levels and
rules complexity of Old-School Essentials.
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New Classes
The new classes in this book are very
much inspired by—rather than exact rep-
licas of—the original Advanced classes.
They have been significantly adapted to
the much lower levels of power and rules
complexity of Old-School Essentials.
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▶▶ Level limits: The new human classes
are limited to 14th level, the same as the Class Niche Protection
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classes in Classic Fantasy: Genre Rules. In the classic Advanced game, there is a
▶▶ Advancement: The Hit Dice, THAC0, tendency for classes’ abilities to overlap
and saving throw progressions of the new significantly, leading to classes that have,
classes are kept in the same range as the for example, all of the abilities of a stand-
classes in Classic Fantasy: Genre Rules. ard fighter or thief plus extra abilities of
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The XP requirements of the new classes their own. Such classes are very powerful
are likewise kept in a similar range. and tend to out-shine the classes whose
▶▶ Class abilities: The number of abilities abilities they share.
each of the new classes possesses is kept The new classes in this book are designed
within a similar range as the classes in with their own unique abilities and avoid
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Classic Fantasy: Genre Rules. Likewise, encroaching on the niches of the stand-
the rules complexity of the new abilities is ard classes described in Classic Fantasy:
carefully constrained. Genre Rules.
Demihumans
A Note About Monks
The additional demihuman races from
Despite its presence in the original the Advanced game are presented as
Advanced rule books, a monk class is race-classes in the same vein as the classic
not included here. It will be featured in Basic/Expert dwarf, elf, and halfling.
a future supplement detailing mythical
Asian adventures.
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Character Classes
Acrobat
▶▶ Move silently (MS): An acrobat may
attempt to sneak past enemies unnoticed.
▶▶ Tightrope walking (TW): Acrobats
Requirements: None can walk along tightropes, narrow beams,
Prime requisite: DEX and ledges at up to half their normal
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Hit Dice: 1d4 movement rate. A roll is required every
Maximum level: 14 60’. Failure indicates that the acrobat falls
Armour: Leather, no shields and suffers falling damage. Windy con-
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Weapons: Missile weapons, dagger, ditions may reduce the chance of success
sword, short sword, polearm, spear, staff by up to 20%. Holding a balance pole
Languages: Alignment, Common increases the chance of success by 10%.
▶▶ Climb sheer surfaces (CS): A roll is Also when using a pole, an acrobat can
required for each 100’ to be climbed. If jump over a 10’ high wall or onto a 10’
the roll fails, the acrobat falls at the half- high ledge. Suitable poles for jumping in-
way point, suffering falling damage. clude: 10’ poles, polearms, spears, staves.
▶▶ Falling (FA): When able to tumble, ac-
robats suffer no damage from the first 10’
Tumbling Attack
of any fall. Damage due to falling from Using the falling or jumping abilities, an
a greater height is reduced by the listed acrobat can make a tumbling leap culmi-
percentage (rounding fractions down). nating in a melee attack. The attack in-
▶▶ Hide in shadows (HS): Requires the flicts double damage if successful. Against
acrobat to be motionless—attacking or an unaware opponent, the acrobat also
moving while hiding is not possible. gains a +4 bonus to hit.
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Acrobat Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
2 1,200 2d4 19 [0] 13 14 13 16 15
3 2,400 3d4 19 [0] 13 14 13 16 15
4 4,800 4d4 19 [0] 13 14 13 16 15
5 9,600 5d4 17 [+2] 12 13 11 14 13
6 20,000 6d4 17 [+2] 12 13 11 14 13
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7 40,000 7d4 17 [+2] 12 13 11 14 13
8 80,000 8d4 17 [+2] 12 13 11 14 13
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9 160,000 9d4 14 [+5] 10 11 9 12 10
10 280,000 9d4+2* 14 [+5] 10 11 9 12 10
11 400,000 9d4+4* 14 [+5] 10 11 9 12 10
12 520,000 9d4+6* 14 [+5] 10 11 9 12 10
13 640,000 9d4+8* 12 [+7] 8 9 7 10 8
14 760,000 9d4+10* 12 [+7]
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* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
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After Reaching 9th Level Acrobat Skills Chance of Success
An acrobat can establish a training school, Level CS FA HS MS TW
attracting 2d6 apprentices of 1st level. The 1 87 25 10 20 60
apprentices will serve the character with 2 88 25 15 25 65
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close scrutiny.
Assassins are adventurers who special-
ise in the arts of infiltration and killing Chance of detection: Everyone the assas-
by stealth. They sometimes form guilds sin meets has a 2% chance of spotting the
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whereby their illicit services may be hired. disguise. This roll is repeated once every
subsequent day of meeting.
Alignment: Assassins may not be lawful.
Posing as another class, race, or sex:
Adjust ability scores: In step 3 of charac- Increases the chance of being detected by
ter creation, assassins may not lower STR. 2% per change.
Assassin Skills e Height and weight: A disguise may alter
height (up to 3” shorter or 5” taller) or
Assassins can use the following skills with weight (slightly thinner, much bulkier).
the chance of success shown opposite:
▶▶ Assassination (AS): When attacking Hirelings
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an unaware person (i.e. a humanoid of
Assassins of 1st–3rd level may not
up to 4+1 HD) from behind, an assas-
employ retainers or hirelings. From 4th
sin gains a +4 bonus to hit. If the attack
level, an assassin may hire other assassins
succeeds, the victim must save versus
of lower level. From 8th level, an assassin
death with a penalty dependent on the
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the roll fails, the assassin falls at the half- Poison, p46) suffer a –2 penalty to the
way point, suffering falling damage. saving throw.
▶▶ Hear noise (HN): In a quiet environ-
ment (e.g. not in combat), an assassin After Reaching 12th Level
may attempt to listen at a door or to hear An assassin may attempt to take over an
the sounds of something (e.g. a wander- existing guild of assassins or thieves by
ing monster) approaching. killing the old guild-master. This may be
▶▶ Hide in shadows (HS): Requires the achieved by any means (e.g. poisoning,
assassin to be motionless—attacking or assassination, duel). If successful, the
moving while hiding is not possible. character can maintain a guild of 7d4
▶▶ Move silently (MS): An assassin may members. 75% of the existing members
attempt to sneak past enemies will leave, but new members (typically 1st
unnoticed. level assassins) will arrive over time.
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Assassin Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 13 14 13 16 15
2 1,500 2d4 19 [0] 13 14 13 16 15
3 3,000 3d4 19 [0] 13 14 13 16 15
4 6,000 4d4 19 [0] 13 14 13 16 15
5 12,000 5d4 17 [+2] 12 13 11 14 13
6 25,000 6d4 17 [+2] 12 13 11 14 13
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7 50,000 7d4 17 [+2] 12 13 11 14 13
8 100,000 8d4 17 [+2] 12 13 11 14 13
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9 200,000 9d4 14 [+5] 10 11 9 12 10
10 300,000 9d4+2* 14 [+5] 10 11 9 12 10
11 425,000 9d4+4* 14 [+5] 10 11 9 12 10
12 575,000 9d4+6* 14 [+5] 10 11 9 12 10
13 750,000 9d4+8* 12 [+7] 8 9 7 10 8
14 900,000 9d4+10* 12 [+7]
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* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
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Assassin Skills Chance of Success Rolling Skill Checks
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to be cured. Each subject may make a sec-
Barbarians are primitive tribal warriors ond save versus poison to end the effects.
from wild, uncivilised lands. They are
formidable fighters with many useful
Fear of Magic
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survival skills but have a deep mistrust of
the arcane. Barbarians are mistrustful of magic and
Prime requisites: A barbarian with at will refuse to knowingly use or come
least 13 in one prime requisite gains a under the influence of spells or magic
5% bonus to experience. If both STR and items. Barbarians will accept divine magic
CON are 16 or higher, the barbarian gets e associated with their tribal religion.
a +10% bonus.
Literacy: A 1st level barbarian cannot
Foraging and Hunting
read or write, irrespective of INT score. A party with a barbarian succeeds at for-
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aging with a 2-in-6 chance and finds prey
Agile Fighting when hunting with a 5-in-6 chance (see
Wilderness Adventuring in Core Rules).
Upon reaching 4th level, a barbarian gains
a +1 AC bonus. This increases to +2 at 6th
level, +3 at 8th level, and +4 at 10th level.
Strike Invulnerable Monsters
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▶▶ Climb sheer surfaces (CS): Only ap- A barbarian can call upon their native
plies to natural surfaces (e.g. tree trunks, people to form a great horde of warriors,
cliff faces). A skill roll is required for numbering 250 per level above 7th. The
each 100’ height to be climbed. Failure warriors are 1st level fighters with basic
indicates that the barbarian falls at the combat gear and may be mounted if
halfway point, suffering falling damage. customary in their culture. A horde can
only be mustered for a specific purpose
▶▶ Hiding in undergrowth (HD): Re-
(e.g. attacking an enemy city, rescuing
quires the barbarian to be motionless—
hostages, etc.). Once the purpose is
attacking or moving while hiding is not
achieved or abandoned, the horde dis-
possible.
bands. Mustering a horde takes one week,
▶▶ Move silently (MS): A barbarian may and it remains for one week per level of
attempt to sneak past enemies. the barbarian.
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