Choose a class to show your area of adventuring expertise. Note your special abilities on your character sheet.
You are a warrior trained to use weapons and armor. Level Gain Factor Adjustment: +0.
Fighter Class Abilities: You can use any weapons, wear any armor, and use shields. You get a number of attacks each round equal to your level against foes of 1 HD or less. You get +1 on saves vs. death and poisons.
You are an armored holy crusader. Level Gain Factor Adjustment: +0.
|Spells by Spell Level|
Cleric Class Abilities: You can cast Cleric Spells. You pray once each day to prepare a number of spells as shown above. Once a spell has been cast, you pray again to prepare it. You can prepare multiples of the same spell, if the "slots" are available. You get +2 on saves vs. death and poisons. You get a bonus when performing True Magic Rituals (optional system: see Appendix B). You are only permitted to wield clubs, hammers, maces, flails and slings. You can Turn Undead by forcefully presenting the holy symbol of your religion and calling on its power. Roll 1d6 + (Cleric’s Level – Undead HD). A roll of 5+ is successful and all undead of the listed HD or below within 30 feet flee for 3d6 rounds.
You study the arcane art of magic and can cast spells. Level Gain Factor Adjustment: +0.
|Spells by Spell Level|
Magic-User Class Abilities: You can cast Magic-User Spells. You have a spellbook with two first level spells in it. At first level, you choose one spell and the referee chooses the other. You read from this book once each day to prepare a number of spells as shown above. Once a spell has been cast, you must read from your book again to prepare it. You can prepare multiples of the same spell, if the "slots" are available. Scrolls can be found to add new spells to your book. You get +2 on saves vs. magic. You get a bonus when performing True Magic Rituals (optional system: see Appendix B). You may only use daggers or staffs in combat and cannot wear armor or use shields.
You are a skillful opportunist and treasure hunter. Level Gain Factor Adjustment: +0.
|Level||HD||Save||BHB||Hear||Read||Free Climb||Thief Skills|
Thief Class Abilities: You may use any weapon, but can only wear leather armor and do not use shields. You may backstab a surprised foe to get a +4 bonus to hit and inflict double damage. You also have a number of special abilities:
Hear: Roll number listed or higher on a D6 to hear noises behind closed doors, closed windows, etc.
Read: Roll number listed or higher on a D6 to read unfamiliar languages.
Free Climb: Roll number listed or higher on a D6 to climb walls and cliffs without tools or rope.
Thief Skills: Roll number listed or higher on a D6 to Find and Remove Traps, Find Secret Doors, Open Locks, Hide in Shadows, Move Silently, or Pick Pockets.
The classes listed below may be used with referee permission. Each optional class functions very similar to one of the standard classes. This determines whether or not a class can be used by a non-human character and which Perks can be used by 7th level characters. Note: Optional classes have a Level Gain Factor Adjustment of +2 unless otherwise noted.
Assassins are professional killers. They may attempt a Death Attack once per day in any situation where they could otherwise backstab. If the attack is successful, the target must make a saving throw or die. They otherwise function exactly like thieves.
Bards are wandering performers and minstrels. They function exactly as thieves, except they may cast Charm Person and Detect Magic once per day. Once per combat they may sing an inspiring song, granting all allies +1 to all attack rolls for 5 rounds.
Druids worship nature. They may track foes in a wilderness environment with a 3+ on d6 and may cast Charm Person as a 1st level spell, though only on animals. They can only wear leather armor, but otherwise function as Clerics.
Monks are wandering mystics. They function exactly as clerics except they receive a -1 [+1] to their AC per level and may make unarmed attacks which inflict 1d6 points of damage, which increases by +1 per level. Monks may not wear armor or use shields.
Necromancers master dark magical arts. They function as magic-users, but may also Turn Undead as if they were a Cleric. They gain control of any undead turned for 5 rounds.
Paladins are holy warriors that function exactly as fighters, except they may also cast spells as if they were a Cleric of one level lower.
Rangers are skilled woodsmen that function exactly as fighters, except they can track foes in wilderness environments with a 3+ on a D6, or a 5+ on a d6 in dungeon or urban environments. They receive +1 to damage against goblin-kind, ogres, trolls, and giants. They can only wear leather or chain armor.
Sage: Scholar of the arcane and esoteric. On a roll of 6+ on a d6 a sage can learn an interesting fact about an object, person, location, etc. For every day spent researching the object, person, location, etc., the sage gets a +1 to the roll. A roll of ‘1’ always means a failure. They can also learn and cast spells from the Cleric Spell List. Otherwise, they function as magic-users.
Swashbucklers are dashing swordsmen. They function exactly like thieves, but use the BHB of fighters when wielding a melee weapon.