Last updated: 2025/09/27
At the player’s option, the following additional classes are available, sourced from or inspired by OSE Advanced, The Necromancer Zine, the setting Land of Mist, and ACKS, among other places:
Note also that this overrides the weapon selection for Magic-Users, granting them the ability to wield a staff. Note also that descriptions above are relative; none of the above are sub-classes of the original classes and are treated completely independently.
Additionally, inspired in part by Rules Cyclopedia, the following classes are available as Prestige Classes:
Lawful and Neutral Fighters, and Neutral Clerics have the option of, any time after reaching level 9, but before reaching level 10, taking special, transformative vows that allow them to change their class, exchanging some of their freedoms or abilities for new powers. Lawful Fighters with sufficient Charisma may become Paladins, Lawful or Neutral Fighters of sufficient Dexterity and Constitution may become Knights, and Neutral Clerics may become Druids.
Intentionally breaking these vows will permanently revert the character to their former class, with a loss of levels equal to half of those gained as the new class, rounding up. The character will not gain additional Hit Points until their highest prior level is surpassed.
Unintentionally breaking these vows will universally result in a freeze on gained experience points until a redemptive quest has been undertaken.
Consequences for Alignment changes will be covered under each class.
All of the new classes are described below, listed in alphabetical order.
| Requirements | None |
| Prime requisite | DEX |
| Hit Dice | 1d4 |
| Maximum level | 14 |
| Armour | Leather, no shields |
| Weapons | Missile weapons, dagger, sword, short sword, pole arm, spear, staff |
| Languages | Alignment, 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: In step 3 of character creation, acrobats 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 with the chance of success shown below:
| Level | CS | FA | HS | MS | TW |
|---|---|---|---|---|---|
| 1 | 87 | 25 | 10 | 20 | 60 |
| 2 | 88 | 25 | 15 | 25 | 65 |
| 3 | 89 | 25 | 20 | 30 | 70 |
| 4 | 90 | 33 | 25 | 35 | 75 |
| 5 | 91 | 33 | 30 | 40 | 80 |
| 6 | 92 | 33 | 33 | 43 | 85 |
| 7 | 93 | 33 | 36 | 46 | 90 |
| 8 | 94 | 50 | 40 | 50 | 95 |
| 9 | 95 | 50 | 43 | 53 | 99 |
| 10 | 96 | 50 | 46 | 56 | 99 |
| 11 | 97 | 50 | 50 | 60 | 99 |
| 12 | 98 | 66 | 53 | 63 | 99 |
| 13 | 99 | 66 | 56 | 66 | 99 |
| 14 | 99 | 75 | 60 | 60 | 99 |
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, pole arms, 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.
All skills except falling are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
The referee should roll for hide in shadows and move silently on the player’s behalf, as the acrobat always believes the attempt to be successful. If the roll fails, the referee knows that the acrobat has been noticed and should determine enemies’ actions appropriately.
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.
| 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 |
| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 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] | 8 | 9 | 7 | 10 | 8 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Apprentice |
| 2 | Tumbler |
| 3 | Jumper |
| 4 | Gymnast |
| 5 | Vaulter |
| 6 | Leaper |
| 7 | Aerialist |
| 8 | Acrobat |
| 9+ | Master Acrobat |
| Requirements | Minimum CHA 9, minimum INT 9 |
| Prime requisite | DEX and CHA |
| Hit Dice | 1d6 |
| Maximum level | 14 |
| Armour | Leather |
| Weapons | Any missile, any one-handed melee |
| Languages | Alignment, Common |
Successful adventurers live forever in the sagas and songs about their deeds. Remembering and recounting these sagas is the profession of bards. Most bards are content to recite the deeds of others, but some bold few participate in the dangers themselves and become inspiring heroes in their own right.
Prime requisites: Bards with at least 13 in one prime requisite gain a 5% bonus to experience. If both DEX and CHA are 13 or higher, the bard gets a +10% bonus.
A bard 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.
Bards are able to draw upon their lore to attempt to use magical items normally only usable by mages, such as rods and staves. A 1st level Bard must roll an 18 or above on a d20 to successfully use the item, with a failure causing an unusual or deleterious effect. The required roll decreases by 2 for each level of experienced gained, to a minimum of 3.
A bard of 5th level or higher may inspire his hirelings to strive for glory. Any henchmen or mercenaries hired by the bard gain +1 to their Morale if the bard is present to witness and record their deeds. This bonus stacks with that gained from high Charisma scores or Inspire Courage (below).
Bards can only use leather armour and are untrained in shields. They are, however, well-trained in weaponry, being able to use any one-handed melee weapon and any missile weapon.
By reciting epic poems and heroic lays, bards are able to inspire their allies. Inspiring courage requires one round (pre-battle) and grants all allies within 50’ a +1 bonus to attack rolls, damage rolls, morale rolls, and saving throws against magical fear. These bonuses last for 1 Turn. A bard can inspire courage in any given character but once a day, and cannot encourage any characters already engaged in combat.
Due to their studies and collections of obscure lore, a bard has a chance of deciphering occult runes, remembering ancient history, identifying historical artefacts, providing insight on monsters, and similar tasks. A 1st level bard must roll an 18 or above on a d20 to invoke this ability, with the required roll decreasing by 1 for each level of experience gained. This may be attempted once per item per level.
A bard 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 bard may not try to read that particular text again before gaining an experience level.
Upon reaching 9th level (Bard), a bard can build a hall and become a ruler. When he does so, up to 1d4+1x10 0th level mercenaries and 1d6 bards of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries.
| Level | XP | HD | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 2 | 2,000 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 3 | 4,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 4 | 8,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 5 | 16,000 | 5d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 6 | 32,000 | 6d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 7 | 64,000 | 7d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 8 | 120,000 | 8d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 9 | 240,000 | 9d6 | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 10 | 360,000 | 9d6+2* | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 11 | 480,000 | 9d6+4* | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 12 | 600,000 | 9d6+6* | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 13 | 720,000 | 9d6+8* | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
| 14 | 840,000 | 9d6+10* | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Reciter |
| 2 | Versifier |
| 3 | Archivist |
| 4 | Annalist |
| 5 | Chronicler |
| 6 | Panegyrist |
| 7 | Skald |
| 8 | Rhapsodist |
| 9 | Bard |
| 10 | Bard, 10th level |
| 10 | Bard, 11th level |
| 10 | Bard, 12th level |
| 10 | Bard, 13th level |
| 14 | Master Bard |
| Requirements | Level 9 Cleric |
| Prime requisite | WIS |
| Hit Dice | 1d6 |
| Maximum level | 14 |
| Armour | Leather, wooden shields |
| Weapons | Any blunt, non-metallic weapons |
| Languages | Alignment, Common |
Druids are priests of nature, protecting wild lands from the encroachment of “civilised” Law and the corrupting touch of Chaos. They worship the force of nature itself, personified in the form of various nature deities. A Druid will not willingly stay in a city for longer than necessary, and will make permanent residence in a woodland home.
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. Should a druid change alignment, he will only be able to use normal Clerical spells, will lose all of his Druidic abilities, and will not be able to gain experience points until such time his alignment reverts to Neutral and a quest is undertaken to regain his status as a Druid. He may also at this time wilfully return to being a normal Cleric, being treated as though he intentionally broke his vows.
Druids are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies).
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 anything blunt and with no metallic parts; wooden versions of otherwise acceptable weapons may be commissioned for 50% more than the usual price and are functionally identical.
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 out of 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. A Druid can also create magic items.
Spell casting: A druid may pray to receive spells. The power and number of spells available to a druid are determined by the character’s experience level. Druids use a unique spell list, but also have the option of using the standard Clerical spells, save for those which affect good or evil (e.g. Protection From Evil). Where the spell lists coincide, use the Druid spell level. The restricted spells and Druidic spell level also applies to Druids who have fallen from grace, e.g. from changing Alignment.
Using magic items: As spell casters, druids can use magic scrolls of spells on their spell lists. They can also use items that may only be used by divine spell casters (e.g., some magic 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 10th, a druid also learns to speak a language used by creatures of Sylvan forests (e.g. dryads, green dragons, pixies, treants).
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.
A druid has 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. Should the character be defeated, they may try again in one month, though they may gain no further experience points in the meantime.
Druids who attain 12th level or above may build a stronghold integrated into a natural setting.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 9 | 200,000 | 9d6 | 14 [+5] | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 |
| 10 | 300,000 | 9d6+1* | 14 [+5] | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 |
| 11 | 400,000 | 9d6+2* | 14 [+5] | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 |
| 12 | 500,000 | 9d6+3* | 14 [+5] | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 5 | 4 | 4 |
| 13 | 750,000 | 9d6+4* | 12 [+7] | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 |
| 14 | 1,500,000 | 9d6+5* | 12 [+7] | 3 | 5 | 7 | 8 | 7 | 6 | 6 | 5 | 5 | 5 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 9 | Druid |
| 10 | Druid, 10th Level |
| 11 | Druid, 11th Level |
| 12 | High Druid |
| 13 | Great Druid |
| 14 | Arch Druid |
| Requirements | Minimum STR 9, minimum INT 9 |
| Prime requisite | INT and STR |
| Hit Dice | 1d6 |
| Maximum level | 14 |
| Armour | Leather, chainmail, shields |
| Weapons | Any |
| Languages | Alignment, Common, Elvish |
Foresters are elf-trained humans dedicated to protecting the woodlands, skilled in fighting, stealth, and illusion magic.
Alignment: As protectors, foresters must begin play lawful or neutral.
Prime requisites: Foresters with 13+ INT and STR get a 5% XP bonus; those with 16+ INT and 13+ DEX get +10% XP.
From 8th level, due to his elven training, a forester gains the ability to cast spells. The power and number of spells available to a forester are determined by the character’s experience level. Foresters use the illusionist spell list.
Foresters can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.
A party with a forester succeeds at foraging with a 2-in-6 chance and finds prey when hunting with a 5-in-6 chance.
A forester is exceptionally skilled with long and short bows, gaining +1 to their attack rolls with such.
A forester may only keep wealth and possessions that can be kept on their person or mount.
When the forester’s party pursues an opposing group in the wilderness, the chance of evasion is reduced by 10%.
Foresters are unwilling to hire servants or men-at-arms.
In the wilderness, a forester has a 90% chance of hiding and a 5-in-6 chance of moving silently.
Foresters can identify and follow tracks. This skill improves as the character gains levels (see the table below). 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% |
A forester may construct a stronghold in the depths of the forest, blending in with the natural environment. This might be in the treetops, beside a serene valley, hidden behind a waterfall, or near any other site of great beauty. Forest animals within a 5 mile radius of the completed stronghold will become friends with the forester. They may warn of intruders, carry messages, and so on. In exchange for this friendship, the forester must protect the animals from harm.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | — | — | — |
| 2 | 2,250 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | — | — | — |
| 3 | 4,500 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | — | — | — |
| 4 | 10,000 | 4d6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | — | — | — |
| 5 | 20,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | — | — | — |
| 6 | 40,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | — | — | — |
| 7 | 90,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | — | — | — |
| 8 | 150,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 1 | — | — |
| 9 | 300,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 2 | — | — |
| 10 | 425,000 | 9d6+2* | 12 [+7] | 6 | 7 | 8 | 8 | 8 | 2 | 1 | — |
| 11 | 550,000 | 9d6+4* | 12 [+7] | 6 | 7 | 8 | 8 | 8 | 2 | 2 | — |
| 12 | 675,000 | 9d6+6* | 12 [+7] | 6 | 7 | 8 | 8 | 8 | 2 | 2 | 1 |
| 13 | 800,000 | 9d6+8* | 10 [+9] | 6 | 7 | 8 | 8 | 8 | 3 | 2 | 1 |
| 14 | 925,000 | 9d6+10* | 10 [+9] | 6 | 7 | 8 | 8 | 8 | 3 | 2 | 2 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Watcher |
| 2 | Scout |
| 3 | Blade |
| 4 | Protector |
| 5 | Defender |
| 6 | Warden |
| 7 | Keeper |
| 8 | Sentry |
| 9+ | Guardian |
| Demihuman Class | |
|---|---|
| Requirements | Minimum CON 9 |
| Prime requisite | DEX and INT |
| Hit Dice | 1d4 |
| Maximum level | 8 |
| Armour | Leather, shields |
| Weapons | Any appropriate to size |
| Languages | Alignment, Common, Dwarvish, Gnomish, 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 3.5’ tall and weigh around 100 pounds.
Prime requisites: A gnome with at least 13 DEX and INT gains a 5% bonus to experience. A gnome with at least 13 DEX and at least 16 INT gains a 10% bonus.
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 both the number of spells in the gnome’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level gnome has one spell in their spell book, selected by the referee (who may allow the player to choose). Gnomes have the same spell selection as Illusionists.
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:
In woodland cover, a gnome can hide with a 90% chance of success.
In dungeons, a gnome can hide in shadows or behind other forms of cover. The chance of success is 2-in-6. Hiding requires the gnome to be motionless.
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.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d4 | 19 [0] | 8 | 9 | 10 | 14 | 11 | 1 | — | — | — |
| 2 | 3,000 | 2d4 | 19 [0] | 8 | 9 | 10 | 14 | 11 | 2 | — | — | — |
| 3 | 6,000 | 3d4 | 19 [0] | 8 | 9 | 10 | 14 | 11 | 2 | 1 | — | — |
| 4 | 12,000 | 4d4 | 19 [0] | 8 | 9 | 10 | 14 | 11 | 2 | 2 | — | — |
| 5 | 30,000 | 5d4 | 19 [0] | 8 | 9 | 10 | 14 | 11 | 2 | 2 | 1 | — |
| 6 | 60,000 | 6d4 | 17 [+2] | 6 | 7 | 8 | 11 | 9 | 2 | 2 | 2 | — |
| 7 | 120,000 | 7d4 | 17 [+2] | 6 | 7 | 8 | 11 | 9 | 3 | 2 | 2 | 1 |
| 8 | 240,000 | 8d4 | 17 [+2] | 6 | 7 | 8 | 11 | 9 | 3 | 3 | 2 | 2 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Gnome Prestidigitator |
| 2 | Minor Gnome Trickster |
| 3 | Gnome Trickster |
| 4 | Master Gnome Trickster |
| 5 | Gnome Visionist |
| 6 | Gnome Phantasmist |
| 7 | Gnome Apparitionist |
| 8 | Gnome Illusionist |
| Demihuman Class | |
|---|---|
| Requirements | Minimum CON 9, minimum DEX 9 |
| Prime requisite | DEX and STR |
| Hit Dice | 1d4 |
| Maximum level | 8 |
| Armour | Leather, no shields |
| Weapons | Any appropriate to size |
| Languages | Alignment, Common, Halfling |
Halflings are small, rotund demihumans with curly hair on their heads and feet. They weigh about 60 pounds and are around 3’ tall. Halflings are 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 burglars generally do not pursue their career out of malice, and will never steal from their own people; they prefer to be thought of more as treasure-hunters.
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.
When attacking an unaware opponent from behind, a halfling burglar receives a +4 bonus to hit and doubles any damage dealt. However, the damage doubling only works on opponents of human-size or smaller.
Halfling burglars can use the following skills, with the chance of success shown below:
| Level | CS | TR | HN | HS | MS | OL | PP |
|---|---|---|---|---|---|---|---|
| 1 | 72 | 10 | 1–2 | 30 | 30 | 15 | 25 |
| 2 | 73 | 15 | 1–2 | 35 | 35 | 20 | 30 |
| 3 | 74 | 20 | 1–3 | 40 | 40 | 25 | 35 |
| 4 | 75 | 25 | 1–3 | 45 | 45 | 30 | 40 |
| 5 | 76 | 30 | 1–3 | 50 | 50 | 35 | 45 |
| 6 | 77 | 40 | 1–3 | 55 | 55 | 45 | 50 |
| 7 | 78 | 50 | 1–4 | 65 | 65 | 55 | 60 |
| 8 | 79 | 60 | 1–4 | 75 | 75 | 65 | 70 |
Halfling burglars can only use leather armour and 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, halfling burglars gain a +2 bonus to armour Class when attacked by large opponents (greater than human-sized).
Halfling burglars have the ability to avoid detection, apparently vanishing from sight:
The latter ability is subsumed into “Hide in shadows” below.
On a tied initiative roll, halfling burglars may move first, being treated as a separate side.
Halfling burglars’ keen coordination grants them a +1 bonus to attack rolls with all eligible missile weapons.
Any time a halfling burglar 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 the gentle countryside of little rivers and rolling hills. The leader of the community is called the Sheriff. A Halfling burglar will never steal from his own people.
| Level | XP | HD | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d4 | 19 [0] | 9 | 10 | 11 | 14 | 13 |
| 2 | 2,000 | 2d4 | 19 [0] | 9 | 10 | 11 | 14 | 13 |
| 3 | 4,000 | 3d4 | 19 [0] | 9 | 10 | 11 | 14 | 13 |
| 4 | 8,000 | 4d4 | 19 [0] | 7 | 8 | 9 | 11 | 11 |
| 5 | 16,000 | 5d4 | 17 [+2] | 7 | 8 | 9 | 11 | 11 |
| 6 | 32,000 | 6d4 | 17 [+2] | 7 | 8 | 9 | 11 | 11 |
| 7 | 64,000 | 7d4 | 17 [+2] | 5 | 6 | 7 | 8 | 9 |
| 8 | 120,000 | 8d4 | 17 [+2] | 5 | 6 | 7 | 8 | 9 |
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Halfling Apprentice |
| 2 | Halfling Footpad |
| 3 | Halfling Robber |
| 4 | Halfling Thief |
| 5 | Halfling Cutpurse |
| 6 | Halfling Sharper |
| 7 | Halfling Pilferer |
| 8 | Halfling Burglar |
| Requirements | Minimum DEX 9 |
| Prime requisite | INT |
| Hit Dice | 1d4 |
| Maximum level | 14 |
| Armour | None |
| Weapons | Dagger, Staff |
| Languages | Alignment, Common |
Illusionists are adventurers who study the arcane arts of illusion and deception. Through this study, they have learned to cast magic spells.
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. Researched spells, effects, and magic items must be within the scope of the illusionist class, as judged by the referee.
Spell casting: Illusionists carry spell books containing the formulae for arcane spells. The level progression table shows both the number of spells in the illusionist’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level illusionist has one spell in their spell book, selected by the referee (who may allow the player to choose). Illusionists use a unique spell list.
Using magic items: As spell casters, illusionists can 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). They are, however, not able to use magic items with effects that cause direct damage (e.g. a wand that shoots fireballs).
Illusionists can only use daggers and staves and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.
An illusionist may construct a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will then arrive to study under the illusionist.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 | — | — | — | — | — |
| 2 | 2,500 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | — | — | — | — | — |
| 3 | 5,000 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | 1 | — | — | — | — |
| 4 | 10,000 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | 2 | — | — | — | — |
| 5 | 20,000 | 5d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | — | — | — |
| 6 | 40,000 | 6d4 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | — | — | — |
| 7 | 80,000 | 7d4 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | — | — |
| 8 | 150,000 | 8d4 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | — | — |
| 9 | 300,000 | 9d4 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | — |
| 10 | 450,000 | 9d4+1* | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | — |
| 11 | 600,000 | 9d4+2* | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 750,000 | 9d4+3* | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 900,000 | 9d4+4* | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 1,050,000 | 9d4+5* | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Prestidigitator |
| 2 | Minor Trickster |
| 3 | Trickster |
| 4 | Cabalist |
| 5 | Visionist |
| 6 | Phantasmist |
| 7 | Apparitionist |
| 8 | Spellbinder |
| 9+ | Illusionist |
| Requirements | Level 9 Lawful or Neutral Fighter, minimum CON 9, minimum DEX 9 |
| Prime requisite | STR |
| Hit Dice | 1d8 |
| Maximum level | 14 |
| Armour | Chainmail, plate mail, shields |
| Weapons | Any melee weapons |
| Languages | Alignment, 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: 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. If this changes intentionally, they may have their knighthood revoked, being treated as intentionally breaking their vow, otherwise a special quest might be given to regain the status (and alignment); until this quest is completed, no further experience points may be earned.
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 dishonour; service of the knight’s liege as the greatest honour; glory in single combat; defence to the death of any in the knight’s charge; honouring of superiors; respect of equals; demanding obedience from inferiors; scorning the ignoble.
Dishonour: A knight who brings dishonour upon themselves or their liege may have their knighthood revoked, as above. It may be possible to regain the status of knighthood by performing a special quest if this was unintentional, also as above.
Knights can use all melee weapons but cannot use missile weapons (they regard these as dishonourable). They can wear any metal armour but scorn non-metal armour as only suitable for peasants and villains.
Cleave: If a melee attack kills or incapacitates an enemy, the Knight is permitted to attack a new valid target in range with the same weapon, being allowed to move up to 5’ between cleaves, provided his movement per round has not been exhausted. This may potentially be done a number of times equal to the Knight’s level.
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 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: 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 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.
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.
Fear: Knights are immune to all supernatural fear effects. 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.
Any time a knight 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.
| Level | XP | HD | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 9 | 240,000 | 9d8 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 10 | 400,000 | 9d8+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 11 | 530,000 | 9d8+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 12 | 660,000 | 9d8+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 13 | 790,000 | 9d8+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
| 14 | 920,000 | 9d8+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
| Level | Title |
|---|---|
| 9 | Esquire |
| 10 | Knight Errant |
| 11 | Knight Bachelor |
| 12 | Knight |
| 13 | Lord Knight |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Requirements | Minimum DEX 9, minimum WIS 9 |
| Prime requisite | DEX and STR |
| Hit Dice | 1d6 |
| Maximum level | 14 |
| Armour | None, nor any protective items |
| Weapons | Any |
| Languages | Alignment, Common |
Mystics are warriors who have undergone intense physical and mental training to unlock their inner potential. Through deep meditation and the spiritual practice of martial arts, they are able to exceed their mundane physical limits. Their incredible speed and agility provides them with unsurpassed ability in unarmed combat.
Prime requisites: Mystics with 13+ DEX and STR get a 5% XP bonus; those with 16+ STR and 13+ DEX get +10% XP.
Mystics are only surprised on a roll of 1.
Mystics may use any weapon, but usually prefer their unarmed attack. They may not use any armour or shield, nor use any protective items. As they advance in level and perfect their martial arts, their base Armour Class (AC) improves as shown in the table Mystic Abilities.
At level 2, once per day, a mystic can heal themselves 1 hit point per level.
At level 4, a mystic can speak with any animal. At level 10, a mystic can speak with any plant.
At level 6, mystics become immune to Charm, ESP, Geas, Hold, Quest and Slow spells and spell-like effects.
Mystics increase their movement rate (MV) as they increase in level as listed in the table Mystic Abilities.
At level 8, a mystic takes half damage from all spells, spell-like abilities, and breath weapons. Quarter damage is taken when a saving throw reduces damage.
At level 12, once per day a mystic can fade from existence for one round per level. While secluded, no creature or magic can perceive them. If the mystic attacks or speaks, the effect ends.
A mystic’s unarmed damage (UD) and number of unarmed attacks (UA) increase as they level. At level 2, they are able to damage creatures only harmed by silver (S) weapons. At level 5, they can also damage creatures usually only harmed by magic (M) attacks. Their progression is listed in the table Mystic Abilities.
A mystic must always remain true to their word and never break an oath or speak falsely. If they ever do so intentionally, they lose one full level of experience and their XP is reduced to the minimum for the lower level. If they do so accidentally, they will be unable to gain further XP until they apologise or otherwise make amends with the other party or someone relevant to the situation; if no such person is available, they must confess to a like-aligned Mystic or (non-PC) Cleric of the same alignment and make an offering of 100 GP per character level.
Mystics must donate their excess wealth (what they do not need to maintain themselves or any hirelings for a month) to a worthy cause. Furthermore, they may only own such possessions that they can personally carry.
A mystic can establish a monastery, attracting 3d6 1st level mystics as disciples. These disciples will donate all of the required materials and perform all of the labour to build and maintain the monastery.
| Level | MV | AC | UD | UA | S/M |
|---|---|---|---|---|---|
| 1 | 120’ (40’) | 9 [10] | 1d4 | 1 | — |
| 2 | 135’ (45’) | 8 [11] | 1d4+1 | 1 | S |
| 3 | 135’ (45’) | 7 [12] | 1d6 | 1 | S |
| 4 | 150’ (50’) | 6 [13] | 1d6+1 | 1 | S |
| 5 | 165’ (55’) | 5 [14] | 1d8 | 2 | M |
| 6 | 165’ (55’) | 4 [15] | 1d8+1 | 2 | M |
| 7 | 180’ (60’) | 3 [16] | 1d10 | 2 | M |
| 8 | 195’ (65’) | 2 [17] | 1d12 | 2 | M |
| 9 | 195’ (65’) | 1 [18] | 2d8 | 3 | M |
| 10 | 210’ (70’) | 0 [19] | 2d10 | 3 | M |
| 11 | 225’ (75’) | -1 [20] | 2d12 | 3 | M |
| 12 | 240’ (80’) | -2 [21] | 3d8+1 | 3 | M |
| 13 | 255’ (85’) | -3 [22] | 4d6+2 | 4 | M |
| 14 | 270’ (90’) | -4 [23] | 5d6 | 4 | M |
| Level | XP | HD | THAC0 | D | W | P | B | S |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 2 | 2,000 | 2d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 3 | 4,000 | 3d6 | 19 [0] | 12 | 13 | 14 | 15 | 16 |
| 4 | 8,000 | 4d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 5 | 16,000 | 5d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 6 | 32,000 | 6d6 | 17 [+2] | 10 | 11 | 12 | 13 | 14 |
| 7 | 64,000 | 7d6 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 8 | 120,000 | 8d6 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 9 | 240,000 | 9d6 | 14 [+5] | 8 | 9 | 10 | 10 | 12 |
| 10 | 360,000 | 9d6+2* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 11 | 480,000 | 9d6+4* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 12 | 600,000 | 9d6+6* | 12 [+7] | 6 | 7 | 8 | 8 | 10 |
| 13 | 720,000 | 9d6+8* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
| 14 | 840,000 | 9d6+10* | 10 [+9] | 4 | 5 | 6 | 5 | 8 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Novice |
| 2 | Disciple |
| 3 | Seeker |
| 4 | Adept |
| 5 | Master |
| 6 | Enlightened |
| 7 | Grandmaster |
| 8 | Ascendant |
| 9+ | Transcendent |
| Requirements | Minimum WIS 9 |
| Prime requisite | INT |
| Hit Dice | 1d4 |
| Maximum level | 14 |
| Armour | None |
| Weapons | Dagger, Staff |
| Languages | Alignment, Common |
Necromancers are adventurers who study the arcane arts of death and the undead. Through this study, they have learned to cast magic spells.
Alignment: Being allied with the macabre forces of death and undeath, necromancers are usually neutral or chaotic. Lawful necromancers may exist in some campaigns, at the referee’s discretion, possibly as wardens of the dead.
Magical research: A necromancer 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 necromancer reaches 9th level, they are also able to create magic items. Researched spells, effects, and magic items must be within the scope of the necromancer class, as judged by the referee.
Spell casting: Necromancers own spell books containing the formulae for arcane spells. The level progression table shows both the number of spells in the necromancer’s spell book and the number they may memorise, determined by the character’s experience level. Thus, a 1st level necromancer has one spell in their spell book, selected by the referee (who may allow the player to choose). Necromancers use a unique spell list.
Using magic items: As spell casters, necromancers can 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). They are, however, not able to use magic items with non-necromantic effects that specifically affect living creatures, including humans (e.g. a ring of controlling animals).
Necromancers can only use daggers and staves and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.
Necromancers gain a +2 bonus to saving throws vs Death and Poison (reflected on the progression table).
A necromancer may construct a stronghold, often a great tower or necropolis. 1d6 apprentices of levels 1–3 will then arrive to study under the necromancer.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d4 | 19 [0] | 11 | 14 | 13 | 16 | 15 | 1 | — | — | — | — | — |
| 2 | 2,500 | 2d4 | 19 [0] | 11 | 14 | 13 | 16 | 15 | 2 | — | — | — | — | — |
| 3 | 5,000 | 3d4 | 19 [0] | 11 | 14 | 13 | 16 | 15 | 2 | 1 | — | — | — | — |
| 4 | 10,000 | 4d4 | 19 [0] | 11 | 14 | 13 | 16 | 15 | 2 | 2 | — | — | — | — |
| 5 | 20,000 | 5d4 | 19 [0] | 11 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | — | — | — |
| 6 | 40,000 | 6d4 | 17 [+2] | 9 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | — | — | — |
| 7 | 80,000 | 7d4 | 17 [+2] | 9 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | — | — |
| 8 | 150,000 | 8d4 | 17 [+2] | 9 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | — | — |
| 9 | 300,000 | 9d4 | 17 [+2] | 9 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | — |
| 10 | 450,000 | 9d4+1* | 17 [+2] | 9 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | — |
| 11 | 600,000 | 9d4+2* | 14 [+5] | 6 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 750,000 | 9d4+3* | 14 [+5] | 6 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 900,000 | 9d4+4* | 14 [+5] | 6 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 1,050,000 | 9d4+5* | 14 [+5] | 6 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Necromantic Medium |
| 2 | Necromantic Seer |
| 3 | Necromantic Conjurer |
| 4 | Necromantic Magician |
| 5 | Necromantic Enchanter |
| 6 | Necromantic Warlock |
| 7 | Necromantic Sorcerer |
| 8 | Necromancer Cabalist |
| 9+ | Necromancer |
| Requirements | Level 9 Lawful Fighter, minimum 9 CHA |
| Prime requisite | STR and WIS |
| Hit Dice | 1d8 |
| Maximum level | 14 |
| Armour | Any, including shields |
| Weapons | Any |
| Languages | Alignment, 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, they lose all class abilities (except Cleave) and are unable to gain further experience points until such time their alignment reverts to Lawful and a quest is undertaken to regain their status as a Paladin. They may also at this time wilfully return to being a normal Fighter, being treated as though they intentionally broke their vows.
Prime requisite: 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.
Paladins can use all types of weapons and armour.
Cleave: If a melee attack kills or incapacitates an enemy, the Paladin is permitted to attack a new valid target in range with the same weapon, being allowed to move up to 5’ between cleaves, provided his movement per round has not been exhausted. This may potentially be done a number of times equal to the Paladin’s level.
Holy symbol: A paladin must carry a holy symbol.
Deity disfavour: Paladins must be faithful to the tenets of their alignment and religion. Paladins who fall from favour with their deity may incur penalties.
Spell casting: 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 the same as for 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 may cure disease once per week by laying on hands.
Paladins 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 below, comparing the roll against the HD of the type of undead monsters targeted.
| Level | 1 HD | 2 HD | 2* HD | 3 HD | 4 HD | 5 HD | 6 HD | 7-9 HD |
|---|---|---|---|---|---|---|---|---|
| 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 | T | 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).
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: Are instantly and permanently annihilated.
Excess HD and minimum effect: Rolled Hit Dice that are not sufficient to affect a monster are wasted. However, 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.
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 may summon 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.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 9 | 240,000 | 9d8 | 14 [+5] | 6 | 7 | 8 | 8 | 10 | 1 | — | — |
| 10 | 500,000 | 9d8+2* | 12 [+7] | 6 | 5 | 6 | 6 | 8 | 2 | — | — |
| 11 | 650,000 | 9d8+4* | 12 [+7] | 4 | 5 | 6 | 6 | 8 | 2 | 1 | — |
| 12 | 800,000 | 9d8+6* | 12 [+7] | 4 | 5 | 6 | 6 | 8 | 2 | 2 | — |
| 13 | 950,000 | 9d8+8* | 10 [+9] | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 |
| 14 | 1,100,000 | 9d8+10* | 10 [+9] | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 9 | Defender |
| 10 | Warder |
| 11 | Guardian |
| 12 | Chevalier |
| 13 | Justiciar |
| 14 | Paladin |
| Requirements | Minimum CHA 9, minimum DEX 9 |
| Prime requisite | DEX |
| Hit Dice | 1d4 |
| Maximum level | 14 |
| Armour | Leather, no shields |
| Weapons | Any |
| Languages | Alignment, Common |
Rakes are swashbuckling adventurers who live by their skill, wit, and charm.
Adjust ability scores: In step 3 of character creation, rakes may not lower STR.
A rake receives a +2 bonus on all NPC and retainer reaction rolls and loyalty checks.
Because of their need for stealth and free movement, rakes cannot wear armour heavier than leather and cannot use shields. They can use any weapon.
Due to their acute sense of danger, rakes have a 2-in-6 chance of detecting room traps.
A rake can attempt to dodge one melee attack per combat round by rolling their Hide in Shadows (HS) percentage. If successful the attack misses.
Rakes receive a +2 bonus to saving throws versus non-magical poison (not reflected on the progression table).
Rakes can use the following skills, with the chance of success shown below:
| Level | CS | TR | HN | HS | MS | OL |
|---|---|---|---|---|---|---|
| 1 | 87 | 10 | 1–2 | 10 | 20 | 15 |
| 2 | 88 | 15 | 1–2 | 15 | 25 | 20 |
| 3 | 89 | 20 | 1–3 | 20 | 30 | 25 |
| 4 | 90 | 25 | 1–3 | 25 | 35 | 30 |
| 5 | 91 | 30 | 1–3 | 30 | 40 | 35 |
| 6 | 92 | 40 | 1–3 | 36 | 45 | 45 |
| 7 | 93 | 50 | 1–4 | 45 | 55 | 55 |
| 8 | 94 | 60 | 1–4 | 55 | 65 | 65 |
| 9 | 95 | 70 | 1–4 | 65 | 75 | 75 |
| 10 | 96 | 80 | 1–4 | 75 | 85 | 85 |
| 11 | 97 | 90 | 1–5 | 85 | 95 | 95 |
| 12 | 98 | 95 | 1–5 | 90 | 96 | 96 |
| 13 | 99 | 97 | 1–5 | 95 | 98 | 97 |
| 14 | 99 | 99 | 1–5 | 99 | 99 | 99 |
Hear noise: It is rolled on 1d6. The skill succeeds if the roll is within the listed range of numbers.
Other Skills: All rolled on d%, with a result of less than or equal to the listed percentage indicating success.
The referee should roll for hear noise, hide in shadows, and move silently on the player’s behalf, as the rake does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the rake has been noticed and should determine enemies’ actions appropriately.
A rake 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 rake may not try to read that particular text again until they reach a higher level of experience.
A rake 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.
A rake can establish a tavern, earning a modest income and attracting adventurers of all types. The rake may call upon 2d6 of such adventurers to join them on quests as needed. The referee should determine the make-up of such a party, which should consist of NPCs no higher than level 3
| 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 |
| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 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] | 8 | 9 | 7 | 10 | 8 |
* Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Fop |
| 2 | Dandy |
| 3 | Charmer |
| 4 | Connoisseur |
| 5 | Adventurer |
| 6 | Swashbuckler |
| 7 | Debonair |
| 8 | Sophisticate |
| 9 | Diplomat |
| Demihuman Class | |
|---|---|
| Requirements | Minimum WIS 9 |
| Prime requisite | STR and WIS |
| Hit Dice | 1d6 |
| Maximum level | 10 |
| Armour | Any, including shields |
| Weapons | Any |
| Languages | Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish |
Shadow Elves are slender, fey demihumans with notably large, pointed ears, extremely pale skin, white hair, and clear blue or grey eyes. Shadow elves, until recently, dwelt exclusively underground, carving great cities of stone and crystal. They are related to the elves of the surface world and share their love of nature and magic. Shadow elves typically weigh about 100 pounds and are about 5 feet tall.
They are talented fighters and gain powerful magic through the worship of their strange subterranean deities. They have a strong resistance to magic, as reflected in their saving throws. Shadow elves with a talent for priestly arts are marked at birth by a purplish birthmark that extends over the forehead and eyes (and sometimes more) in a symmetrical pattern.
Prime requisites: A Shadow elf with at least 13 STR and WIS gains a 5% bonus to experience. A Shadow elf with at least 13 STR and at least 16 WIS gains a 10% bonus.
Racial Preferences: Shadow elves have a shaky relationship with surface elves, though it’s mostly one-sided.
Racial Deity: Shadow elves revere Rafiel as their patron deity. Shadow elves who have fallen to Chaos lose his favour and all Clerical skills. Fallen shadow elves may undertake a quest of atonement to regain their status (and alignment).
Shadow elves can use all types of weapons and armour.
Shadow elves have keen eyes that allow them, when actively searching, to detect hidden or secret doors with a 2-in-6 chance.
Holy symbol: A shadow elf must carry a holy symbol in the form of a specially-consecrated crystal.
Deity disfavour: Shadow elves must be faithful to the tenants of their alignment, clergy, and religion. Shadow elves who fall from favour with their deity may incur penalties.
Magical research: A shadow 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. On reaching 9th level, shadow elves are also able to create magic items.
Spell casting:: A shadow elf may pray to receive spells from their deity. The power and number of spells available to a shadow elf are determined by the character’s experience level. Shadow elves cast spells from the cleric spell list. At 1st level, a shadow elf may only pray for the light (darkness) spell, but from 2nd level, the character may pray for any spell on the spell list. Shadow elves are also able to pray for the magic-user ESP spell, from 3rd level.
Using magic items: As spell casters, shadow 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).
Shadow elves are immune to the paralysing effect of ghouls’ attacks.
Shadow elves have infravision to 60’.
Shadow elves have a 2-in-6 chance of hearing noises.
A shadow elf may establish a subterranean stronghold or temple. If the shadow elf is in favour with their deity, the complex may be bought or built at half the normal price due to the direct intervention of the deity. Once a stronghold or temple is established, the shadow elf will attract followers (5d6 × 10 non-spell casting shadow elves of 1st or 2nd level). These troops are completely devoted to the shadow elf (never checking morale). The referee decides how many of the followers are 1st and 2nd level, and which are archers, infantry, etc.
| Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | 1† | — | — | — | — |
| 2 | 4,000 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | 2 | — | — | — | — |
| 3 | 8,000 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | 2 | 1 | — | — | — |
| 4 | 16,000 | 4d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | 2 | 2 | — | — | — |
| 5 | 32,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | 2 | 2 | 1 | — | — |
| 6 | 64,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | 2 | 2 | 2 | 1 | — |
| 7 | 120,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | 3 | 3 | 2 | 2 | 1 |
| 8 | 250,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | 3 | 3 | 3 | 2 | 2 |
| 9 | 400,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | 4 | 4 | 3 | 3 | 2 |
| 10 | 600,000 | 9d6+2* | 12 [+7] | 6 | 7 | 8 | 8 | 6 | 4 | 4 | 4 | 3 | 3 |
* Modifiers from CON no longer apply.
† At 1st level, a Shadow Elf may only pray for the light (darkness) spell.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
| Level | Title |
|---|---|
| 1 | Acolyte/Veteran |
| 2 | Adept/Warrior |
| 3 | Priest/Swordmaster |
| 4 | Vicar/Hero |
| 5 | Curate/Swashbuckler |
| 6 | Elder/Myrmidon |
| 7 | Bishop/Champion |
| 8 | Lama/Superhero |
| 9+ | Patriarch/Lord |
The following spells are available for the expanded classes. If a spell is reversible, the name of the reversed version is noted in parenthesis.
Duration: Instant
Range: 20’ long cone, 20’ wide at end
A flurry of clashing, rainbow-hued colours erupts from the caster’s hand.
Creatures that cannot see: Are unaffected by this spell.
Duration: 1 round + 1 per level
Range: 30’
The caster’s gestures and droning syllables open the minds of one or more subjects within range to a hypnotic suggestion that is uttered as part of the spell casting.
Restrictions: Undead are not affected by hypnotism.
Duration: 1 turn
Range: The caster
Allows the caster to decipher magical script or runes, as follows:
Duration: 1 turn
Range: 60’
A wall of roiling vapour is conjured at a location of the caster’s choosing within range.