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The Strong

Seasoned combatants apt at fighting with any tool.

Hit Dice: 1d8 per level

Saving Throw: 15, +1 vs all except spells

Hit Bonus (HB): +1 at level 3, +2 at level 4, +3 level 6, +1 per level from thereafter

The Strong start with either Long Sword or Battle Axe and Bow with Chain Armor and Shield (AC15) OR with a Two-Handed Sword and Crossbow with Chain Armor (AC14). The Strong use the STR modifier to adjust their damage bonus for melee attacks. The Strong have no armor or weapon restrictions. The Strong get one attack per level each round against foes of 1 Hit Die (HD) or fewer. The Strong also get +1 on all Saving Throws except vs. spells.

The Faithful

Devout servants of their faith who bear weapons in its name.

Hit Dice: 1d6 per level

Saving Throw: 15, +2 vs paralysis or poison

Hit Bonus (HB): +1 at level 3, +2 at level 5, +3 at level 7, +4 at level 9, +1 per level thereafter

The Faithful start with a Mace or Warhammer with Chain Armor and Shield (AC15). The Faithful have no armor restrictions, but may only use blunt weapons (club, flail, mace, sling). Starting at 2nd level the faithful can cast spells. They have to pray for a set number of spells from their list each morning. The table below shows how many spells per tier the faithful can pray for. If their WIS is 15+, they start with an additional spell available already at first level.

Turn Undead- The Faithful have the ability to turn undead while brandishing their holy symbol, causing them to flee or be destroyed. To resolve the attempt, roll 2d6 and apply any level-based modifiers. If the undead have a lower Level than the character, add +2 to the roll for each level of difference. Similarly, if the monsters are higher level, subtract -2 for each level of difference. Neither bonus or malus can exceed 6. If the final total is 4 or below, the undead are unaffected. On a 5-6 2d4 undead are stunned for a round. On a 7-12 2d4 undead flee for a turn. On a 13+ 2d4 undead are destroyed.

Character Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
1 - - - - - -
2 1 - - - - -
3 2 - - - - -
4 2 1 - - - -
5 2 2 - - - -
6 2 2 1 - - -
7 3 2 2 - - -
8 3 2 2 1 - -
9 3 3 2 2 - -
10 3 3 2 2 1 -
11 4 3 3 2 2 -
12 4 4 3 2 2 1

The Studious

Students of the arcane arts.

Hit Dice: 1d4 per level

Saving Throw: 15, +2 vs spells

Hit Bonus (HB): +1 at level 4, +2 at level 6, +3 at level 8, +4 at level 10, +1 per every other level thereafter

The Studious can only use a Dagger or Stave (start with one of these). They cannot use armor (AC10). The Studious starts with a spellbook, it contains four spells initially. Read Magic, Detect Magic and two other spells of the player’s choice. If their INT is 15+, they start with an additional 1st level spell. Using the book, the Studious memorizes a spell that they then can cast once during that day. The table below shows how many spells per tier the Studious can memorize. Found scrolls of spells can be copied into their spellbook with the use of Read Magic.

Character Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
1 1 - - - - -
2 2 - - - - -
3 2 1 - - - -
4 2 2 - - - -
5 2 2 1 - - -
6 3 2 2 - - -
7 3 2 2 1 - -
8 3 3 2 2 - -
9 3 3 2 2 1 -
10 4 3 3 2 2 -
11 4 4 3 2 2 1
12 4 4 3 3 2 2

The Nimble

Silent shadows in the night apt at delicate tasks.

Hit Dice: 1d4 per level

Saving Throw: 15, +2 vs devices

Hit Bonus (HB): +1 at level 4, +2 at level 6, +3 at level 8, +4 at level 10, +1 per every other level thereafter

The Nimble may wear only Leather Armor. The Nimble use any weapon. The Nimble start with either Long Sword and Dagger OR Club and Short Sword with Leather Armor (AC12). The Nimble have class abilities as follows:

Backstab– When attacking with surprise and from behind the Nimble attacks at +4 to hit and does double damage

Tricks of the Trade– You have special training that goes beyond the abilities of common men. You have a 2 in 6 chance to succeed at the following tasks (3 in 6 for levels 4-6; 4 in 6 for levels 7-10, 5 in 6 for levels 10+:

Climbing sheer surfaces, Hiding in shadows, Hear faint Noise, Moving Silently, Finding and remove traps, opening locks, pick pockets