The Basic Classes
The four Basic classes are presented in this post.
A sampling of the advanced classes are posted here.
The home-brewed classes of Courtier & Witch will have their own pages.
The Deep-druid, unique to subterranean race sis presented here.
Multiclass rules are identical to those in the Advanced Fantasy book but the combinations are based on race as shown on the page for playable races. These rules are covered below.
Cleric
Clerics are adventurers who have sworn to serve a deity. They are trained for battle and channel the power of their deity.
There are a myriad of deities worshiped in the Western expanse that may be detailed later, or you can choose to create your own. Generally, the known and revered gods are immanent and material, although practically inaccessible. Worship of transcendent deities tend to be disorganized or left to theologians, cultists, and philosophers.
Details of the class are on the OSE SRD
The generic spell list is here
Fighter
Fighters are adventurers dedicated to mastering the arts of combat and
war. In a group of adventurers, the role of fighters is to battle
monsters and to defend other characters.
Fighters in the Western Expanse run the gamut from disciplined foreign soldiers, desperate survivors turned mercenaries, nobles trained in the art of fencing, or tribal youths who have proven themselves gifted in the art of combat.
Details of the class are found here on the SRD
Magic-user
Magic-users are adventurers whose study of arcane secrets has taught
them how to cast spells. Magic-users are able to cast a greater number
of increasingly powerful spells as they advance in level.
Magic users in the Western Expanse range from adventures that delve into dangerous locales in search of lost esoteric secrets to sheltered arcane scholars pouring over cryptic tomes to those that use their magic more practically, plying their trade as alternatives to mundane solutions.
Details found here on the SRD
Starting spells are here. roll randomly for the first spell gained at character creation. Keep in mind the possibility of magical research to discover other spells.
Thief
Thieves are adventurers who live by their skills of deception and
stealth. Their range of unique skills makes them very handy companions
in adventures. However, thieves are not always to be trusted.
Thief skills in the Western Expanse will be based off of the multitude of old-school thief variants out there but are otherwise use the same progression table as the standard OSE thief found here.
Combat:
Thieves may use leather armor but not shields. They may use any type of weapon.
Backstab:
When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt. At ninth level they triple the damage done by backstabs.
Thief Skills:
All Thief skill rolls are made by rolling a d6 and success is determined by rolling the number of the skill or lower. Very difficult or simple applications of the skills may result in modifiers to the roll.
(CS) Climb sheer Surfaces: A roll is required for each 100’ to be climbed. If the roll fails, the
thief falls at the halfway point, suffering falling damage.
Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
Hear noise (HN): In a quiet environment (e.g. not in combat), a
thief may attempt to listen at a door or to hear the sounds of something
(e.g. a wandering monster) approaching.
Stealth (ST): A thief may attempt to sneak past enemies unnoticed or strike from the shadows.
Open locks (OL): Requires thieves’ tools (see Adventuring Gear).
A thief can only try this skill once per lock. If the roll fails, the
thief may not try the same lock again before gaining an experience
level.
Pick Pockets (PP): The thief may attempt to pilfer or plant small objects to/from an unaware target. A penalty will be applied for for higher level targets.
Read Languages -available at level 3- (RL): Thieves may attempt to read non-magical text in any language. Success provides the thief with an approximate understanding of the meaning of the text. If the roll does not succeed, the thief may not try to read that
particular text again until they reach a higher level of experience.
Read Scrolls -available at level 9- (RS): A thief of 9th level or higher can cast arcane spells from scrolls. If the thief fails this roll the spell does not function as expected
and creates an unusual or deleterious effect.
A first level character begins with points in these skills:
CS 4, TR 1, HN 2, ST 1, OL 1, PP 1, RL 0, RS (at level 9) 3.
After first level a thief gains 2 points to place in any of these skills and may never exceed 6 in any skill.
From level 11 onward a thief only gains 1 point per level.
Multiclass Rules
Level and Experience Points:
The character has a separately tracked
count of experience points per class.
When earning XP, the total earned is split
evenly between the per-class XP counts.
Prime Requisite XP Adjustments
The character’s prime requisite XP adjustment (see Ability Scores in Core Rules) is
calculated separately for each class, based
on the prime requisite(s) of the class. The
per-class adjustment only applies to XP
added to that class’ XP count.
Levelling
The character has a separately tracked
experience level per class. When the
character has gained enough XP in one of
their classes, that class increases in level.
Hit Points
When determining hit points at character
creation or upon gaining a level, any hit
points gained are divided by the number
of classes. Fractions are tracked and may
add up to a whole number later on.
For example, a fighter/thief character
gains a thief level and the player rolls 1d4
for hit points. The result is a 3, meaning
that the character gains 1½ hit points.
Upon gaining a fighter level, the player
rolls 1d8 for hit points. The result is a 5,
meaning that the character gains 2½ hit
points. The half hit points gained for the
thief and fighter levels add up to a whole
hit point.
Saving Throws and THAC0
The character uses the best saving throw
value in each category and the best
THAC0 value of all of their classes.
Class Abilities:
Allowed Armour The character may use the best armour
options allowed to any of their classes.
Allowed Weapons
The character may use the best weapon
options allowed to any of their classes.
Spell Casting
The character may use the magical abilities of each class without restriction.
Stealth Skills
Class abilities such as Stealth or Climb Sheer Surfaces may only be used when
wearing armour that is allowed to the
class that grants the ability.
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