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
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.
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.
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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