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New Classes
Bard
Traveling minstrels and wandering storytellers, the bard learns a a
great many things in his journeys. Bards live on the road, moving from town
to town where they sing for both their supper and the delight of peasants
and kings alike. They easily take up the call for adventure and will often
gladly join a party of adventurers in hopes of witnessing tales of glory first-
hand,
Bards are not front-line combatants, nor are they masters of the
arcane. Instead they touch upon both, and learn a bit of everything but
master no single skill. As such, bards are useful to adventuring parties who
need a quick and dirty fix to a problem where a more specialized profession
is not available. Knowledge and versatility are the stock and trade of the
bard, and that makes him invaluable.
pell Advancement
ret a
HD BHB ST Lore Level Level Level
CMS es eS to
160,000
320,000
Weapon/Armor Restrictions: Bards have a diverse selection of weapons
available to them, they may wield any one-handed melee weapon, any
ranged weapon, and the staff. They are able to wear both leather and chain
armor, as well as use shields.Lore: Whenever a bard encounters a magical item, he may examine it in
order to discern its history. The referee rolls 1d6 and if the roll is equal to or
below the bard's rating in their Lore ability, the bard can recall some
information regarding the item's history or use. This may or may not reveal
specific magical properties of that item, at the referee's discretion
Spell Casting (2"!): Beginning at 2" level, a bard may cast spells in a fashion
exactly like a magic-user. However, unlike the magic-user, the bard does not
begin play with the foreknowledge of any spells. They must find magic-users
to instruct them or recover spells from scrolls or other sources. Instead they
begin play with a blank book in which to inscribe any spells the bard
discovers. Reading from the book, the bard presses his chosen spell formulae
into his mind, “preparing” these spells. Once a prepared spell is cast, it
disappears from the bard's ability to cast (until it is prepared again). It is
possible to prepare a spell multiple times using the available “slots” in a
bard's memory/capability. If the bard finds scrolls of spells while
adventuring they can copy them into their spell book.
Saving Throw: A bard receives a +2 to bonus to any saving throws made vs.
magic.
XP Bonus for Charisma: This class bonus is due to a high charisma
attribute.
House Rule: Charmer
With the referee's permission, any time the bard casts Charm Person,
Charm Monster or Confusion, the target or targets suffer a -2 penalty to their
saving throw to resist these effects.
House Rule: Inspiring Performer
With the referee's permission, the bard may attempt to inspire his
allies in battle instead of casting a spell or attacking, The bard must be able
to speak, and in most cases makes use of a musical instrument to use this
ability. While using this ability, all of the bard's allies within thirty feet of the
bard receive a +1 bonus to their Base Hit Bonus and any saving throws they
attempt. This bonus remains in effect for as long as the bard is performing.
House Rule: Bardic Thievery
With the referee's permission, the bard may make use of the
Thievery ability in a manner exactly like the thief class. However, all of the
9bard's uses of the Thief ability function as if the bard were a thief three levels
lower than his actual level, to a minimum of one. Thus a 4" level bard would
have a Thievery ability of 1, just like a 1" level thief.
s serve gods and draw power from their faith, Druids
serve the very essence of nature itself. They are as much of the earth as they
are upon it. By communing with the natural world they are able to draw
power from its agelessness and weave powerful magic. This, combined with
their knowledge of the wilderness, gives them a unique skill set.
While druids do often wander the world, they rarely do so as part of
a group of adventurers. When they do join a party of adventurers, they serve
as advisers, healers and guides. They are not particularly combative, though
powerful druids are capable of weaving earth-bending magic.
Table Il: Druid Class Advancement
96,000
192,000
384,000
10Table III: Druid Spell Advancement
Druid 1“Level 2™Level 3™Level 4Level 5 Level
ce So CS CoS Oo OS LS Td
3 2
5 2
6 2
7 2
8 2
9 3
10 3
Weapon/Armor Restrictions: Druids are not combative by nature and limit
themselves to simple weapons made primarily of natural substances. They
may only wield the following weapons: club, dagger, hand axe, sling, spear,
and staff. They may wear leather armor only and do not use shields.
Forestry: Druids are most at home in the wilderness, among the flora and
fauna of the world. His forestry ability may be used to track both humanoids
and animals in natural environments. When in these natural environments,
forestry may also be used to remain both unseen and silent. Finally, when a
druid encounters a natural wild beast he may utilize this ability in an
attempt to sooth and calm such an animal. To use the ability, the referee rolls
1d6. If the number rolled is equal to or below the druids forestry ability, he
has succeeded.
Saving Throw: Druids receive a +2 bonus to all saving throws made to resist
damage from cold, fire and poisons.
Spell Casting: The druid gain the ability to cast divine spells from a specific
as per Table III: Druid Spell Progression. Each day the druid meditates in a
natural location such as a grove, forest or cave for a certain set of spells,
choosing any spells from the cleric spell list. Druids who worship specific
11gods might have entirely different sets of spells as determined by the referee,
but the standard druid has the standard cleric spell list.
XP Bonus for Wisdom: This class bonus is due to a high wisdom attribute.
House Rule: Druid Alignment
At the referee's discretion and if alignment is being used, druids may
be restricted to the neutral alignment only to reflect their connection and
dedication to the forces of nature and the balance of the world.
House Rule: Druidic Language
With the referee's permission, all druids automatically speak a
shared language known simply as Druidic. It is never taught to outsiders and
is used by druids to communicate privately on matters that concern only
them.
House Rule: Druidic Orders
At the referee's discretion, when a druid reaches 7" level or higher
they must find another druid of the same level and defeat him in single
combat - though not necessarily slay him - in order to advance in level. This
must be done again for each additional level the druid gains past 7" and
reflects the druid proving himself capable and worthy in the great druidic
order of the world.
Monk
Monks are warriors dedicated to physical and mental perfection.
They forgo physical trappings in favor of discipline, constantly testing both
body and spirit. While most monks spend their lives in hidden monasteries,
some choose to wander the world in hopes of finding new challenges to test
their training.
While a monk is neither as martial as a fighter nor as stealthy as a
thief, they are nevertheless welcome in many adventuring companies for
their diverse skill set and the the fact that they do not typically rely on a
large number of magic items for survival. A monk is concerned, first and
foremost, with achieving enlightenment both within and without.
12Table IV: Monk Class Advancement
CS CM CORSO
Peters!
128,000
256,000
512,000
Weapon/Armor Restrictions: Monks typically forgo the use of weapons,
relying instead on their proficiency in unarmed combat. They will
sometimes make use of daggers, darts, a quarterstaff, or a sling, but are
otherwise prohibited from using any other weapons. They do not wear
armor or use shields.
Unarmed Combat: Monks specialize in perfecting their body, including
mastery of unarmed combat. When fighting without a weapon they inflict
damage based on Table IV: Monk Class Advancement, as shown under the
Unarmed Combat listing. Beginning at 4" level, the monk's unarmed attacks
are considered to be the equivalent of magical weapons for the purposes of
damaging monsters who are immune to mundane attacks. At 9° level their
unarmed attacks are considered to be the equivalent of +2 weapons for these
purposes.
Armor Class Bonus: Monks do not wear armor, but instead train to dodge
attacks and roll with otherwise lethal blows. They receive a bonus to their
Armor Class equal to their character level. Thus a 3™ level monk receives a
+3 bonus to his armor class.
Stealth: The monk is quite skilled at remaining both silent and unseen in any
environment. To use the ability, the referee rolls 1d6. If the number rolled is
13equal to or below the monk's stealth ability, he has succeeded and remains
both unnoticed and unheard until he takes an action that would reveal him.
Meditation (4"): When a monk reaches 4" level he may enter a meditative
state once per day in an effort to recover from any one of a number of
injuries. This meditation lasts one minute and if it is interrupted the benefits
are lost and the monk must wait until tomorrow to try again. When the
meditation successfully ends, the monk can choose one of the following
benefits to apply to himself only: healing 2d6+2 points of damage, Cure
Disease (as the cleric spell), or Neutralized Poison (as the cleric spell),
XP Bonus for Wisdom: This class bonus is due to a high wisdom attribute.
House Rule: Increased Movement
With the referee's permission monks may earn a higher movement
rate than other characters as they increase in level, Their movement
increases to 15 at 4" level and 18 at 8" level.
House Rule: Vow of Poverty
At the referee's discretion monks may be limited in the number of
magical items and treasure they are allowed to keep. They may only keep
10% of non-magical treasure they discover and may only carry two magical
weapons and six other magical items.
House Rule: Disciplined Mind
At the referee's discretion and if alignment is being used monks may
be limited to lawful alignment only. This reflects the strict discipline and
dedication needed to achieve their unique abilities.
Paladin
Paladins are holy warriors. If clerics are the broad shield of the
church, then the paladin is the righteous sword. Clad in shining armor and
astride a white charger, the paladin is the living embodiment of chivalry and
virtue
Paladins are extremely skilled warriors and their dedication and
piety has granted them a resilience against the forces of darkness and the
ability to pray to their god for divine blessings. While they are capable of
extraordinary feats of heroism, a paladin typically demands that his
adventuring companions strive to maintain the same upright ethics to which
he holds.
14Table V: Paladin Class & Spell Advancement
pr
Dt be 1D) BHB Py Level Level Level
re ems as eS ey
10,000
20,000
40,000
6 4
80,000 7 +4 6 2
6
+6
a
10 }640,000] 10
Weapon/Armor Restrictions: Paladins are highly trained combatants and
have no restrictions regarding weapons and armor or shields.
Healing Touch: Once per day a paladin may touch a wounded individual and
heal them for a number of hit points equal to his current level.
Spell Casting (4): When a Paladin reaches fourth level they may cast divine
spells from a specific list as per Table IV: Paladin Class & Spell Advancement.
Each day the paladin prays for a certain set of spells, choosing any spells
from the cleric spell list. Paladins of specific gods might have entirely
different sets of spells as determined by the referee, but the standard Paladin
has the standard cleric spell list.
XP Bonus for Strength: This class bonus is due to a high strength attribute.
House Rule: Disease Immunity
With the referee's permission, a paladin is immune to all diseases
mundane and magical. In addition, the paladin may use his healing touch
power to cure an individual afflicted with a disease instead of restoring hit
points,
15House Rule: Paladin Alignment
At the referee's discretion and if alignment is being used , a paladin
man be restricted to a Good/Law alignment only. Traditionally paladins are
holy knights bound by a strict code of piety and honor. If this house rule is
used, the referee determines the exact details of the paladin’s code. The
referee also determines what penalties the paladin suffers for breaking their
code, which can include temporary or even permanent loss of any class
abilities.
House Rule: Paladin Wealth
At the referee's discretion, a paladin may be required to donate up to
90% of their wealth to a charity or church of Good/Law alignment. In
addition, the paladin is typically restricted in the number of magical items
they are permitted to carry. This normally includes no more than four
magical weapons, one set of magical armor, one magical shield and ten other
miscellaneous magical items, though the exact details of this restriction are
defined by the referee.
House Rule: Turning Undead
With the referee's permission, a Paladin of third level or higher may
turn undead in a manner exactly like a cleric of two levels lower than the
paladin’s level.
Ranger
Rangers are woodsmen, trackers, and hunters who wander the wild
places of the world. They have learned to live off the land as well as being
trained as skilled warriors. Traveling light, they hunt giants and goblins in
the dangerous places of the world ~ slaying them where ever these vile
creatures are found.
The ranger is a welcome addition to an adventuring party, because in
addition to their combat prowess they are skilled when it comes to
identifying the dangers of the wilderness as well as tracking down elusive
foes. They prefer the life of an adventurer and rarely settle in a single
location. The rare ranger who chooses to retire often does so in a wild and
secluded area where he can remain far from the reach of the civilized world.
16Table VI: Ranger Class Advancement
ata
Weapon/Armor Restrictions: Rangers are nearly as skillful as fighters in
battle and equally well trained. They may wield any weapon in combat as
well as utilize leather or chain armor and shields to protect themselves.
Forestry: Rangers are most at home in the wilderness, among the flora an
fauna of the world. His forestry ability may be used to track both humanoids
and animals in natural environments. When in these natural environments,
forestry may also be used to remain both unseen and silent. Finally, when a
ranger encounters a natural wild beast he may utilize this ability in an
attempt to sooth and calm such an animal. To use the ability, the referee rolls
1d6. If the number rolled is equal to or below the ranger's forestry ability, he
has succeeded.
Giant-Slayer: When fighting bugbears, giants, goblins, and hobgoblins, a
ranger may add his Base Hit Bonus to his weapon damage in combat.
Saving Throw: A ranger receives a +2 to bonus to any saving throws made
vs. poison.
XP Bonus for Strength: This class bonus is due to a high strength attribute.
17House Rule: Ranger Alignment
At the referee's discretion and if alignment is being used, a ranger
may be limited in their alignment selection. In many settings, rangers are
servants of the forces of Good/Law, and as such may not be of Evil/Chaos
alignment.
House Rule: Ranger Wealth
At the referee's discretion, a ranger may be limited in the amount of
wealth they are allowed to hoard. This reflects the nomadic nature of the
ranger. If this rule is used, a ranger may not retain more coins, valuables, or
magical items than they are able to carry on their person.
House Rule: Spell-Casting Rangers
With the referee's permission, a ranger may cast both cleric and
magic-user spells when he reaches 5" level, using the chart below. Rangers
pray for and cast cleric spells in a manner exactly like a normal cleric. Magic-
user spells are learned and cast in a manner exactly like a magic-user and
rangers must maintain a spell book from which they memorize their magic-
user spells each day. Exactly which spells are in the spell book is determined
by the referee.
Table Vil: Ranger Spell Advancement
ry Pa Pr 1 Pa aT
Ranger Level Level Level Level _Level_Level
en oo Ce me morc
Oo CS 3S SSS tT Td
House Rule: Two-Weapon Fighting
With the referee's permission, a ranger may fight with a one-handed
melee weapon in each hand. This grants him a second attack each combat
round, with the damage inflicted determined by the weapon wielded
18Thief
While there are many who wield sword and spell while exploring
tombs and dungeons, the thief hopes to recover lost riches through the use
of guile and stealth, Though trained in arms, he is not a combatant by trade.
Instead he strikes from the shadows and his keen eyes see dangers that his
companions do not. Thieves are rarely noble, but are more often pragmatic
professionals looking for opportunities to rapidly amass great wealth. Still,
their unique skill set makes them very useful to dungeoneers and explorers
and there are some among their ilk who hold to a code of “honor among
thieves.”
Thieves often go equipped with but a few weapons and only light
armor, but instead rely on picks and tools for survival. When combat does
arise, they fade into the darkness, ready to plunge a dagger into the backs of
unsuspecting foes who are otherwise occupied. The rare thief who manages
to amass fortune and glory is likely to retire and start a guild of others with
similar skills. In return for a cut of their take, he provides security, protection
and news of ripe pickings just waiting to be plundered.
Weapon/Armor Restrictions: Thieves are agile and skilled in combat. They
may wield any weapon, However, the prefer to rely on their reflexes and
19quickness over heavy armor which impedes their other abilities. They may
only wear leather armor.
Back Stab: Thieves prefer to catch their foes unaware and strike from
positions of advantage. Any time a thief attacks an opponent who is unaware
of their presence, the thief receives a +2 bonus to their Base Hit Bonus. If the
attack is successful, the thief may roll his weapon damage twice to calculate
damage from the back stab.
Saving Throw: Thieves receive a +2 bonus to any saving throw made to
reduce or avoid the effects of any trap, magical or mundane.
Thievery: Thieves are stealthy and light-footed. The thievery ability may be
used for any number of clandestine or stealth-based actions. From picking
pockets or locks, discovering and disarming traps, remaining silent and
hidden while moving or even climbing walls free-handed - these talents are
reflected in the ability of thievery. The referee has the final say as to whether
an action falls under the purview of thievery or not. When the thief attempts
to use this ability they referee rolls 1d6. If the result of the roll is equal to or
lower than their rating in the thievery ability, the thief is successful in their
attempt. Thieves are not often aware of when their attempts to remain
stealthy fail, and the thief always believes he is successful. When a thief fails
using this ability while free-climbing a wall or disarming a trap, they can
endanger themselves with either a great fall or by being in the path of a
poisonous dart or concealed trap.
Establish Guild (9"): A thief of ninth or higher level may choose to establish
a secret hideout, often in an urban location. He will attract the attention and
service of other, lower-leveled, thieves who hope to learn from a master. He
is known as a Guild Master, and those who arrive are members of his Thieves
Guild. In return for a cut of their earnings, the thief will provide these
apprentices with protection from local law enforcement as much as he is
able. If the thief is unable to protect these apprentices, they are likely to turn
‘on him in hopes of finding a more capable guild master.
XP Bonus for Dexterity: This class bonus is due to a high dexterity
attribute.
House Rule: Thief's Cant
With the referee's permission, a thief may receive a free language:
Thief's Cant. This is less a formal language and more a form of lingo and
double-speak that is used between thieves to communicate in public places
20about illegal activities without being understood by outsiders. If this ability
is used, its use is automatic. As long as both the speaker and listener are
thieves and they are able to hear one another, they can communicate
effectively - though only in matters directly related to their profession.
House Rule: Decipher Languages
With the referee's permission, a thief may use his Thievery ability to
decipher maps, scripts and unknown languages. In the case of scripts and
languages, the thief is only able to glean the general meaning of the text
when he successfully uses this ability. In addition, if the referee allows it, the
Decipher Languages ability may be used to read Cleric and Magic-User spells
from scrolls in order to cast them. If a thief fails when attempting to cast
spells from a scroll, the scroll is wasted, its magic expended, and in all
likelihood there is a spectacular magical backlash that will likely endanger
the thief or others, The details of this magical backlash are determined by
the referee.
House Rule: Poison Use
With the referee's permission, a thief may be knowledgeable
regarding the uses of poison. If he has access to poison he can apply it to his
weapons without any fear of accidentally poisoning himself and receives a
+2 bonus to any saving throw made to resist the effects of a poison.
House Rule: Proficient Climber
With the referee's permission, a thief may be more skilled a free-
handed climbing than at other uses of the Thievery ability. If this option is
used, the thief is considered to be 4 levels higher when Thievery checks are
made to climb in this fashion, to a maximum effective level of 10.
21