Advanced Classes

Assassin: 

Assassins are adventurers who specialise in the arts of infiltration and killing by stealth. They sometimes form guilds whereby their illicit services may be hired.

 
Requirements: None 
Prime requisite: DEX 
Hit Dice: 1d4 
Armour: Leather, shields 
Weapons: Any
Alignment: Assassins may not be lawful. 
 
Assassination (AS): When attacking an unaware person from behind, an assassin gains a +4 bonus to hit. If the attack succeeds, the victim must save versus death with a penalty dependent on the assassin’s level. If the save fails, the victim is instantly killed, otherwise the assassin’s attack inflicts normal damage. This skill cannot be used against foes more than twice the assassin’s size. The death save modifier becomes -1 at level 4 and then a further minus 1 every two levels afterwards.
Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the assassin falls at the halfway point, suffering falling damage. An assassin starts with a CS skill of 4 (like a thief), it increases to 5 at level 5 and then it caps at 6 by 9th level.

Hear noise (HN): In a quiet environment (e.g. not in combat), an assassin may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching. This skill starts at 2, increases to 3 at 3rd level, 4 at 7th level, and 5 at 11th level.

Stealth:An assassin may attempt to sneak past enemies unnoticed or strike from the shadows. This skill begins at 1 at first level, increases to 2 at second level, 3 at 6th level, 4 at 9th level, and 5 at 11th level.
 
Disguise: Characters of any class may don disguises, but assassins are masters of the art— able to create disguises that pass even close scrutiny. Chance of detection: Each character the assassin meets has a 2% chance of spotting the disguise. This roll is repeated once every subsequent day of meeting. Posing as another class, race, or sex: Increases the chance of being detected by 2% per change. Height and weight: A disguise may alter height (up to 3” shorter or 5” taller) or weight (slightly thinner, much bulkier).

  
Hirelings: Assassins of 1st–3rd level may not employ retainers or hirelings. From 4th level, an assassin may hire other assassins of lower level. From 8th level, an assassin may hire thieves, and from 12th level any type of character.
 
Poison: Victims of a poisoning by an assassin (see Poison, p46) suffer a –2 penalty to the saving throw. 
 
After Reaching 12th Level An assassin may attempt to take over an existing guild of assassins or thieves by killing the old guild-master. This may be achieved by any means (e.g. poisoning, assassination, duel). If successful, the character can maintain a guild of 7d4 members. 75% of the existing members will leave, but new members (typically 1st level assassins) will arrive over time.
 
 












Bard

Bards are members of a sect of minstrels and warrior poets associated with the druids. Like druids, bards worship the force of nature and the myriad deities that personify it. Their strengths lie in their deep knowledge of myth and legend, the magic that they wield on behalf of their gods, and the enchanting power of their music. 
 
Requirements: Minimum DEX 9, minimum INT 9 
Prime requisite: CHA 
Hit Dice: 1d6 
Armour: Leather, chainmail, no shields 
Weapons: Missile weapons, one-handed melee weapons
 
Anti-Charm: While the bard plays music and sings, allies within 40’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus. 
 
Divine Magic: See Magic in Core Rules for full details on divine magic.  
Deity disfavour: Bards must be faithful to the tenets of their alignment and religion. Bards who fall from favour with their deity may incur penalties. Spell casting: Once a bard has proven their faith (from 2nd level), the character may pray to receive spells. The power and number of spells available to a bard are determined by experience level. The list of spells available to bards is found in Druid and Illusionist Spells (bards have the same spell selection as druids). (I can supply this resource for you upon request.)
 
Using magic items: As spell casters, bards can use magic scrolls of spells on their spell list. They may also use any items that only druids can use. 
 
Enchantment: By playing music and singing, the bard can fascinate subjects in a 40’ radius. This ability does not function in combat. Number of subjects: Up to 2HD of creatures per level of the bard are affected. The bard may choose to target a specific individual or a group (in which case, the affected individuals are determined randomly). Types of subjects: At 1st level, the bard can fascinate persons. At 4th level, animals may also be affected. At 7th level, monsters may be affected. Effect: Each subject must save versus spells or be fascinated, as follows: 
▶ Rapt: Fascinated subjects’ attention is fully bent on the bard’s performance, as long as it continues.
▶ Follow: The bard may walk while playing. Fascinated subjects will follow. 
▶ Interruptions: If the performance is interrupted (e.g. by loud noise or violence), the fascination ends immediately.
 

Charming Fascinated Subjects: If the bard performs for at least one turn and the performance ends without interruption, fascinated subjects may be placed under a deeper charm. Each subject must make another save versus spells (with a +2 bonus) or be charmed for one turn per level of the bard:
▶ Friendship: Charmed subjects regard the bard as a trusted friend and ally and will come to the bard’s defence.
▶ Commands: If they share a language, charmed subjects will obey the bard’s commands.
▶ Alignment: Commands that contradict the charmed creature’s nature or alignment may be ignored.
▶ Suicidal commands: Charmed subjects never obey suicidal or obviously harmful orders. 

Languages: Bards learn new languages as they advance in level. At every even numbered level above 3rd (i.e. 4th, 6th, 8th, etc.), the player may choose an additional language. Bards may learn the secret tongue of druids in this way (see p16). 
 
Lore: From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items. 
 
After Reaching 11th Level A bard can establish a manor. 2d6 apprentice bards of 1st level will come to study under the character.


























Druid

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.
 
Requirements: None 
Prime requisite: WIS 
Hit Dice: 1d6  
Armour: Leather, wooden shields 
Weapons: Club, dagger, sling, spear, staff 
Languages: the secret druidic tongue
 
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. 
 
Charm Immunity: Druids of 7th level and above are immune to the charms of fairies and Sylvan creatures (e.g. dryads, nixies). 
 
Combat: The holy doctrine of the druids stipulates that they may not use metal armour or shields (wooden shields may be purchased at the normal price). Their choice of weapons is limited to clubs, daggers, slings, spears, and staves. 
 
Divine Magic: See Magic in Core Rules for full details on divine magic. Holy symbol: A druid must carry a holy symbol: a sprig of mistletoe which the character must harvest. 
Deity disfavour: Druids must be faithful to the tenets of their alignment and religion. Druids who fall from favour with their deity may incur penalties. 
Magical research: A druid of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a druid reaches 9th level, they are also able to create magic items. 
Spell casting: A druid may pray to receive spells from nature. The power and number of spells available to a druid are determined by the character’s experience level. The list of spells available to druids is found in Druid and Illusionist Spells. (I can supply this resource for you upon request.)
Using magic items: As spell casters, druids can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Druids may not use magical books or tomes. 
 
Energy Resistance: Druids gain a +2 bonus to saving throws against electricity (lightning) and fire.  
 
Identification: Druids can identify all plants and animals, and can discern pure water. 
 
Pass Without Trace: At 3rd level, a druid gains the ability to pass through natural environments without leaving any tracks. The character is also able to move through overgrown areas at normal speed and without impediment. 
 
Path-Finding: A party with a druid has only a 1-in-6 chance of getting lost in woodlands.
 
Shape Change: At 7th level, a druid gains the power to change into the form of a reptile, bird, and mammal (once per day each). The animal may be of any size, up to around twice the bulk of the druid’s normal form. If a druid has lost hit points, they regain 1d4 hit points per level upon changing into an animal. All equipment carried by the druid is absorbed into the animal form, and reappears when the druid changes back. 
 
Sylvan Languages: At each level above 2nd, a druid learns to speak a language used by creatures of Sylvan forests (e.g. dryads, green dragons, pixies, treants). 
 
Reaching 12th Level and Above There can only be nine druids of 12th level. When a druid has enough experience to reach 12th level, they must challenge an existing 12th level druid. The character only advances to 12th level if the other druid is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). Likewise, there can only be three druids of 13th level and a single druid (known as the arch-druid) of 14th level. Druids who attain 12th level or above may build a stronghold integrated into a natural setting. 



Illusionist

Illusionists are adventurers who study the arcane arts of illusion and deception. Through this study, they have learned to cast magic spells. 
 
Requirements: Minimum DEX 9 
Prime requisite: INT 
Hit Dice: 1d4  
Armour: None 
Weapons: Dagger
 
Arcane Magic: See Magic in Core Rules for full details on arcane magic. 
Magical research: An illusionist of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When an illusionist reaches 9th level, they are also able to create magic items. 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 (opposite) 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). The list of spells available to illusionists is provided in Druid and Illusionist Spells. (I can supply this resource for you upon request.)
Using magic items: As spell casters, illusionists are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that cause direct damage (e.g. a wand that shoots fireballs). 

After Reaching 11th Level An illusionist may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will then arrive to study under the illusionist.
 
 (Illusionist level progression is identical to those of Magic-users)

 

 

Paladin

Paladins are warriors sworn by sacred oath to the service of a Lawful holy order. Alignment: A paladin must be lawful. If the character’s alignment ever changes (for any reason), they lose all class abilities and becomes a fighter of the same level. The referee may allow the character to perform a quest of atonement in order to regain their status as a paladin. 

Requirements: Minimum CHA 9 
Prime requisite: STR and WIS 
Hit Dice: 1d8 
Armour: Any, including shields 
Weapons: Any
 
Prime requisites: A paladin with at least 13 in one prime requisite gets a +5% to experience. If both STR and WIS are 16 or higher, the paladin gets a +10% bonus. 
 
Combat: Paladins can use all types of weapons and armour. Divine Magic See Magic in Core Rules for full details on divine magic. Holy symbol: A paladin must carry a holy symbol (see the equipment list).  
Deity disfavour: Paladins must be faithful to the tenets of their religion. Paladins who fall from favour with their deity may incur penalties. 
 
Spell casting: From 9th level, a paladin may pray to receive spells. The power and number of spells available to a paladin are determined by the character’s experience level. The list of spells available to paladins is found in Cleric and Magic-User Spells (paladins have the same spell selection as clerics). Holy Resistance Paladins are immune to all disease. 
 
Laying on Hands: Once per day, a paladin can heal 2 hit points per level by laying their hands on wounded characters. Additionally, a paladin of 5th level or higher may cure disease once per week by laying on hands. 
 
Turning the Undead: Paladins of 3rd level and higher can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the Hit Dice of the undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 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: Rolled Hit Dice that are not sufficient to affect a creature are wasted. However, at least one undead creature 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. (Paladins turn undead as a cleric two levels lower.)
 
Vow of Humility: A paladin must donate 10% of all income to a Lawful religious institution, and may keep only a total of one suit of magical armour, one magical shield, and one magical melee weapon. 
 
Warhorse: A paladin of 4th level or higher 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.
 
After Reaching 9th Level 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.


Ranger

Rangers are members of a secret society which protects their native lands from invasion and the influence of Chaos. They are skilled warriors who are adapted to life in the wilds and trained in stealth and tracking. At higher levels, their connection with nature grants them the ability to cast spells. 
 
Requirements: Minimum CON 9, minimum WIS 9 
Prime requisite: STR 
Hit Dice: 1d8  
Armour: Leather, chainmail, shields 
Weapons: Any
 
Alignment: As protectors, rangers may only be lawful or neutral. If a ranger ever changes alignment to chaotic, they lose all special class abilities and become a fighter of the same level. The character may be able to regain their ranger status by performing a special quest. 
 
Awareness: Rangers are only surprised on a roll of 1. This may mean that a ranger is able to act in the surprise round while their companions are surprised. 
 
Combat: Rangers can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth and mobility, they cannot use plate mail. 
 
Divine Magic: See Magic in Core Rules for full details on divine magic. Spell casting: From 8th level, due to a deep connection with nature, a ranger gains the ability to cast spells. The power and number of spells available to a ranger are determined by the character’s experience level. The list of spells available to rangers is found in Druid and Illusionist Spells (rangers have the same spell selection as druids). 
 
Pursuit: When an opposing group attempts to evade the ranger’s party in the wilderness (see Evasion and Pursuit, in Core Rules), the chance of evasion is reduced by 10%. 
Limited Possessions A ranger may only keep wealth and possessions that can be kept on their person (or mount). Excess must be donated to worthy causes (not other PCs!). 
 
Stealth: In the wilderness, rangers have a 3-in-6 chance of moving stealthily. 
 
Tracking: Rangers can track in both outdoor and indoor environments. This skill improves as the character gains levels (see the table opposite). Success is modified by the factors listed along with the table. The tracking skill may be used as follows: 
▶ Follow tracks indoors: Only possible when the ranger observed the creature to be tracked in the location where the tracking begins, at most 3 turns ago. 
▶ Follow tracks outdoors: Can be attempted whenever tracks are discovered. 
▶ Identify tracks: The ranger can identify the tracks of woodland creatures, their number, direction and speed of travel, and the time since the tracks were made. Rangers of 7th level or higher are also able to identify the tracks of non-woodland creatures
 
Tracking Modifiers: The basic chance of success may be modified at the referee’s discretion: 
▶ Softness or hardness of ground: +20% to –50%. 
▶ Size of group being tracked: +2% per creature beyond the first. 
▶ Passing through an area where other tracks mingle: –50%. 
▶ Age of tracks: –5% per 12 hours. 
▶ Rainfall: –25% per hour. 
▶ Efforts made to hide tracks: –25%.
 
After Reaching 10th Level 2d12 beings will join the ranger as followers. The nature of these followers is up to the referee—they may include human or demihuman adventurers, animals, fantastic mounts, sylvan creatures, or special monsters. If any of the followers die, they are not replaced. 





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