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Player Option
Version 1.1
These classes are designed with the idea of replacing the regular default classes from Labyrinth Lord in my next game of
Labyrinth Lord. The idea is a long-percolating one, coming from the long-standing dissatisfaction of race-as-class, not for
whatever reason dealing with the idea that not all elves are fighter/magic users, for example, but for the fact that it is more
fun to have the dwarf class represent a dungeoneer. Why let the fun demi-human classes go to waste just because one
habitually runs a humans-only game? And what about the other classes, while we're thinking about it? Something always
seemed funny about the thief class, and why is there a cleric class but none for the regular robed and fragile priest, and why
are all magic users the same... You get the drift.
So out of the Unknowable Void comes the AREMORICAn Addendum Volume 1: Player Option, the only Labyrinth Lord
companion piece you'll ever need, assuming that you only need one companion for your Classic Fantasy Games and their
retro-clones. You'll need that game to play, to be sure, but when it comes to choosing a class, feel free to ditch it and look
here. You'll find rules for mage-seeking warriors, demonologists, elemental summoners, crusading knights, and more. It's
everything you need for a human-centric game that doesn't lose anything by losing out on boring, trite, and overused
demihumans.
I hope you enjoy this supplement to Labyrinth Lord as much as I enjoyed writing it. It's taken some time, but has been a
blast!
DEDICATION:
My eternal gratitude goes out to my brother for always being such a good springboard for my ideas, and letting me abuse
him in 10+ years of gaming, my wonderful girlfriend for tolerating me spending almost literally all day at the computer
sometimes (thank you!), my father for keeping that Expert set in the basement on that fateful day, and my mother for
supporting her growing geek by constantly feeding me books. Also to Steve and Jeph, for letting me introduce them both to
gaming and, specifically, Labyrinth Lord, and rekindling
my love of old-school gaming. You guys are awesome
friends and I appreciate all the cool times we've spent
together.
PLAYER OPTIONS
The Warrior NEW MECHANICS
The Fighter- Tough and adaptable combatant. 4 Spellcasting
The Witchfinder- Mage-slaying specialist. 6 Sorcery- The bond between elemental and sorcerer 19
The Marksman- Archer extraordinare. 8 Diabolism- Unholy service 19
Prayers- Divine intervention 22
The Magic-User Invocation- Part battle-cry, part prayer 23
The Sorcerer- Summoning elementals for power. 9 Weapon and Armor Tables
The Diabolist- Concentrating on unholy studies. 11
Attack Tables 24
The Acolyte
The Abjurer- Pious servant of divinity. 13 House Rules Index 25
The Crusader- Warrior-priest of a militant temple. 14
OGL ATTRIBUTION
WARRIOR Rough and tumble men-at-arms who fight with iron and steel, Warriors are always ready for a fight. Wearing thick
armor over their stout hearts, they protect their allies and slay their hated foes. While they know nothing of gods or demons,
they are intimately familiar with blood, pain, and suffering, and are the most sturdy and courageous member of any party.
F IGHTER
1 0 Hardiness
2 2,035
3 4,065 Flurry
4 8,125
6 32,501
7 65,001 Dominator
8 120,001
FIGHTER FEATURES
Hardiness Even when down, Fighters are difficult to kill. They are not
At first level, all Fighters gain an additional 1d4 hit points.
considered dead until they take “Negative Constitution”
damage. In other words, a Fighter with 14 CON is not
Flurry considered dead until his hit point total reaches -14. He is
Against one hit die or lower foes, the Fighter gains an still rendered unconcious at 0 hit points, however.
additional attack per level.
Dominator
Hard to Kill The Fighter always goes first in combat. If two combatants
W ITCHFINDER
2 2,035
3 4,065 Mageslayer
4 8,125
Dispel Magic
5 16,251
6 32,501
7 65,001 Unstoppable
8 120,001
WITCHFINDER FEATURES
Strong Will Dispel Magic
Witchfinders are strong willed and resistant to magic. They With a stroke of his sword, a Witchfinder can attempt to
gain a +1 bonus to all saving throws against magic. dispel the enchantments a wizard has laid. If his damage roll
is equal to or greater than the spellcaster's level, the
Witchsight enchantment is broken.
Unnatural magic appears as great blotched patterns, horrible
scars, and twisting, malevolent claws across the world. Unstoppable
Those who traffic in unnatural magic are similarly marked. The Witchfinder is immune to magical barriers, illusions,
This does not confer any supernatural abilities for the and mental effects, with such magic parting before him as
Witchfinder to see where he could not see before. though made of butter and he a hot knife.
Having trained for many long years in the art of the bow, crossbow, or rarely, the sling,
the Marksman is an archer extraordinare. While a capable combatant with any weapon,
he is devastating with any form of bow, dealing death on fletched wings.
Marksmen come from any walk of life where aptitude with a ranged weapon is a
necessity for life. Some are middle class farmers fed up with the agricultural life. Some
are highly trained trackers and scouts in a Duke's army. And some are simply
huntsmen, men born to the bow. A very few are trained crossbowmen and professional
soldiers out for more excitement and less guard duty.
While the Marksman is a solid fighter, he is not trained in the use of much armor, nor is
he typically found near the front of a battle. He is more comfortable near the back,
where he can engage his foes on his own terms, peppering arrows, bolts, and even
sling-stones at his foes.
1 0 Eagle-Eyed
2 2,035
4 8,125
5 16,251 Skirmisher
6 32,501
8 120,001
MARKSMAN FEATURES
MAGIC USER
Sorcerers, witches, and conjurers, Magic users are the possibly insane individuals who engulf themselves in the dark rituals
of true magic. Looking down their noses at the “mumbling quacks” of Acolytes and their “little ditties”. True magic, claims
the sorcerer, lies in the conjuration of elementals and in claiming their assistance for yourself. Not true, states the diabolist,
true magic is in shaping the world itself to your very desires, using the gifts of demons.
Regardless of the form, magic requires absolute dedication to its craft. Those who choose to pursue the arcane secrets know
almost nothing of the arts of war, and are typically no stronger than your average man. Regardless, their spellcraft makes up
for their relative fragility in a fight.
S ORCERER
Sorcerers delve into the very raw materials of creation, seeking to reshape the
world as they see fit. Using the secrets of the arcane circles they've gleaned from
years of study into the bizarre and blasphemous books of the wizards of old,
Sorcerers take what knowledge they've plundered and turn it into raw power.
Sorcerers tend to be aggressive, as they are dealing with raw energy and absolute
power. Their powers are more suited for searing their foes with gouts of fire and
creating great cracks in the earth than subtlety.
Though just as many sorcerers are indifferent to the affairs of the gods as not,
there is a strong current of faith in amongst them. They tend towards worship of the
Unknowable Ones, a cthonic mystery cult dedicated to the creators of the world itself.
They hold that the gods of acolytes and laymen alike are but scavengers on the corpse
that the Unknowable Ones had created, and that they deserve no more respect than
the flies on the corpse of a mule. The true worship goes towards the Unknowable
ones, and the result of their worship is the blessing of the Bonded Elementals.
To a sorcerer, their elemental is not their servant or their slave, but a minor deity
in and of itself. They do not demand for their elementals to do their bidding, but
rather request it upon them. And the elemental, for its part, often complies. They are
dynamic beings of action and do not relish stagnation.
The elementals themselves are highly variable. A stone elemental is as likely to
be an ambulatory boulder or a man made of mud, and fire elementals can be anything
from a pillar of burning ash and smoke to a salamander composed of molten lava!
Very few elementals are to be found in the stereotypical “anthropomorphic” style, tending instead to be as variable and
2 2,501
4 10,001
6 40,001
8 160,001
SORCERER FEATURES
Elemental Binding
At 1st level, a Sorcerer has the ability to bind elemental Elemental Resistance
spirits to do his bidding. The Sorcerer may bind a single The sorcerer's close bond with the Elementals has bolstered
element to himself, gaining its abilities as his own. For his personal toughness to those who would use the elements
example, a Sorcerer who powers over fire may sear his foes against him. He takes one less damage from all attacks.
or quelch a wildfire, whereas a Sorcerer with power over air
may cause gusts of wind and whirlwinds. Raw Power
At 5h level, the Sorcerer's receives an extra 1d8 points of
The Sorcerer gains 1d8 points of Power per level after power when he performs the Binding Ritual.
performing the Binding Ritual. These points of power may
be spent to cast spells, with each type of magic costing Elemental Mastery
different amounts based on the “personality” of each At 7th level, the Sorcerer's magic costs one less point of
elemental. See the section on Sorcery for details. Power per use. Spells that would cost one point are now free,
able to be cast at no cost whatsoever.
Once a Sorcerer is bound with an Element, he tends to take
on traits of that element. A Sorcerer who has bound the Tower Master
element of Earth, for example, will have a more gravelly At 9th level, the Sorcerer may build a tower. Typically this is
voice, whereas one who has bound the element of Water may built without permission of the local lord, and no permission
be more smooth and measured. is required. Few interfere with the affairs of powerful
wizards! Once a tower is built, 1d4 low level magic users
Binding Ritual will come to the tower to learn the ways of the Sorcerer
Sorcerers have knowledge of the Binding Ritual, an within a matter of weeks. In addition, 1d6 Normal Men may
extremely secretive ritual that is never shown to outsiders or come.
taught to non-Sorcerers. The ritual varies by the specific kind
of elemental that the wizard is attempting to channel, but it Sage
always requires solitude and at least an hour worth of time A Sorcerer who does not build a tower may choose to
for each. wander further as a Sage, ever seeking more and more
D IABOLIST
Where some magic-users pay homage to the gods, some would rather
delve deep into a world of black magic, forbidden spells, and insane ramblings
of madmen. Such magicians are known as Diabolists and they are cursed
amongst the men of AREMORICA.
The magic of these Diabolists is both powerful and dangerous, said to
be like a double-edged sword. More apt is the comparison to the candle that
burns at both ends, for a Diabolist must manage to stay the balance between
access to all-encompassing and all-dominating power with the magical
“buildup” called, prosaically, Instability. Instability is built up whenever a
Diabolist fails or nearly fails to cast a spell due to a mispronunciation of a
profane word, or a botched gesture but regardless of its cause, it lies in wait
until... backfire.
Diabolists can choose from one of many Spheres of magic, typically
a sphere that their patron power is eminent in- a pact with a traditional
brimstone and sulfur demon would likely grant powers of fire and domination,
whereas a tundra wraith might give a Diabolist power over frost or shadow in
exchange for the Diabolist's service.
2 2,501
3 5,001 Familiar
4 10,001
6 40,001
8 160,001
9 310,001 Covenmaster
DIABOLIST FEATURES
Sphere Access The Diabolist gains access to a single sphere at 1 s level and
ACOLYTE
The Acolyte is the basic term given to magicians who utilize “white”
magic. White magic is that magic which does not harm another, instead bringing
aid to others or their own self. This does not mean that all Acolytes, from the
enchanted to the martial are pacifists! Far from it! It merely designates their
magic as being generally protective, curative, and helpful rather than harmful or
destructive.
As his magic comes from powers greater than himself, Acolytes must
take care to abide by the dictates of their cult. Failure to follow rules can result in
harsh punishment, though more benevolent gods are often more forgiving of their
followers.
Acolytes can come from any faith or creed, depending on where they are
from. The deities most likely to have Acolytes tend to be concepts ingrained
nearest the human conciousness, such as agriculture, justice, light, war, strength,
and astrological concepts such as the Sun or the Moon. Those who follow gods of
fire, water, air, or earth tend to be Sorcerers, and those who follow darker gods are
likely to be Diabolists, as those powers cleave more closely to the ideal set by
their divinity.
The Abjurer is the most mystical of all Acolytes, specializing in praying for
divine intervention instead of fighting foes with sword, staff, or spell. Abjurers are
typically worshippers of clerics of protection, justice, and mercy, having a variety of
abilities to protect and heal their allies. They are unlikely to attempt to slay foes
outright, instead preferring to leave the battle to others.
Abjurers are so named due to the magical meaning of the word “abjuration”,
meaning magical protection. Some wizards claim that the meaning is perverted, but in
game terms, it matters little. Most Abjurers refer to themselves as priests, adepts, or
disciples, or possibly more exotic names depending on the culture they hail from. They
are an enormously variable lot- the priest of Bomtradei would wear long robes
primarily in blue and would wield a sling, whereas the disciple of Klom'dro would wear
simple travelling clothes in gray and wield nothing more cumbersome than a staff.
Abjurers are nearly useless in actual combat, however, and they are no stronger
than a normal man, so they often seek the protection of more martial allies such as
Fighters and Crusaders. They work well in a group, but are significantly weaker when
alone, owing to their low Hit Points and lack of armored protection.
1 0 Minor Prayer
2 1,565
4 6,251
6 25,001
7 50,001 Miracle
8 100,001
9 200,001 Cultmaster
ABJURER FEATURES
Minor Prayer Minor Prayer after the first adds a +1 penalty to the roll. For
The Abjurer gains the ability to pray. Each time an Abjurer example, an Abjurer prays for Divine Guidance. If it is his
prays, he rolls 2d6. Any roll over a 1 succeeds, but each first prayer of the day, only a roll of 1 will cut off his divine
C RUSADER
1 0 Faithful
2 2,035
4 8,125
6 32,501
8 120,001
CRUSADER FEATURES
Faithful their hands on. When a Crusader hits a traditional enemy of
Crusaders don't have the detailed patience for long lists of his faith, the Crusader gains a +2 bonus to damage.
prayers and for quietly praying when they should be acting.
Instead, they gain access to Invocations. Always Lay on Hands
accompanied by the name of their patron diety and some sort The Crusader gains a special Invocation. If successful, the
of verb, (As in, “By Odin's great lance, I shall slay you all!”) prayer adds a -2 penalty to his next prayer roll, but heals the
Invocations are part battle-cry, part prayer, and part blessing. ally for 3d6 damage, as well as recovering any poison in the
body of his ally. The Crusader can Lay Hands on himself, if
A Crusader may Invoke at any time, but Invocations are he so desires.
subject to diminishing returns. He must roll 1d6 after each
Invocation. On a roll of 1, the invocation fails. On a roll of 2- Strong Heart
6, the invocation succeeds. Whether it succeeds or fails, the The Crusader gains a +1 bonus on all his saving throws.
next invocation suffers a cumulative -1 penalty to the roll.
Temple
For example, the first invocation is rolled at no penalty. The The Crusader can erect a Temple to his deity at 9 th level,
second invocation is rolled at a -1 penalty, the third at -2, and following the same rules as a level 9 Abjurer.
so on.
Paladin(Blackguard)
A Crusader knows three invocations. He may unlearn old A wandering Crusader is known as a Paladin or Blackguard.
invocations and learn new ones if he spends time in solitary Paladins and Blackguards can continue to gain levels and
contemplation, learning the will of his gods. adventure instead of managing a Temple, if they so choose.
In addition, they may gain access to additional Invocations,
Smite Foe fighting styles, or even the prayers of Abjurers! Work with
When fighting the foes of their cult, Crusaders are rabid on your DM for details.
the attack, dealing death with whatever weapons they can get
D UNGEONEER
1 0 Trapspringer
2 2,187
4 8,751
5 17,501 Darksight
6 35,001
7 70,001 Reflexes
8 140,001
9 280,001 Guildmaster
DUNGEONEER FEATURES
Trapspringer the faintest light is as a torch. At level 5, Dungeoneers can
Starting at level 1, The Dungeoneer gains a +1 bonus to all see in low-light conditions as though it was full daylight. He
his saving throws against traps. still requires the light of a torch for his Dungeon Sense to
work in detecting stonework, however.
Dungeon Sense
The Dungeoneer has a bonus 1-in-6 chance to notice unusual Reflexes
stonework, such as a secret door, pit trap, or sawblade, at Sometimes, you just need a little luck. Whenever a trap
level 3 when actively searching. would activate on a Dungeoneer, roll a d6. On a roll of 6, the
Dungeoneer gets away in just the nick of time, rolls just so,
In addition, he gains the ability to orient himself when or otherwise completely negates the effect. His companions
underground, detect sloping passageways, and determine may not be so lucky, however.
roughly how far
underground he Guildmaster
has become. At 9th level, the Dungeoneer is able to found a guild
dedicated to skullduggery and theivery. Generally, the guild
Darksight has a front as a locksmith's guild, a clockworking guild, or
If one spends some similar such organization. Upon its completion, 1d6
enough time in Normal Men will come to the guild looking for work or
the dark, even training.
A SSASSIN
1 0 Backstab
2 2,187
3 4,375 Precision
4 8,751
5 17,501 Shadow Born
6 35,001
7 70,001 Organ Rupture
8 140,001
9 280,001 Guildmaster
ASSASSIN FEATURES
Backstab When the Assassin makes a Backstab attack, the target must
When an Assassin strikes at an unaware foe, is behind an roll to save vs paralyzation or take double damage from the
enemy, or manages to take a flanking position, the Assassin's attack.
gains a +2 to the attack roll and +4 damage. If using a ranged
weapon, the Assassin must be in Close Range for the If the Assassin rolls a critical hit for the Backstab, then the
weapon. target must roll to save vs death or immediately die.
Precision Guildmaster
An assassin's strikes deal critical damage on a roll of 19 as At 9th level, Assassins may found an Assassin's Guild in any
well as a roll of 20. city. It is likely to take the place of a fortified townhouse,
and is often fronted by a normal-seeming guild, such as a
Shadow Born weaver's guild or cooper's guild. Many Assassins even make
An expert in camoflague and in misdirection, the Assassin is sure to have a legitimate business front, in case any gets
extremely difficult to catch when hiding, gaining a +1 bonus suspicious. Regardless, 2d6 Normal Men will be allowed to
to avoid detection. discover the Guild and act as apprentices, and 1d4 low-level
Assassins will also be discovered.
Organ Rupture
DIABOLISM
Diabolists do not summon beings for their power, 2d6 Result Spellcasting Effects
nor do they pray for magic. Instead, they select a small
number of Spheres that grants them their magical powers. 2-6 Spell cast as normal
Spheres are organized roughly into theme, which affects the
sorts of things a Diabolist can achieve. 7-9 Spell cast as normal, but gain 1
Diabolists do not roll dice to cast magic. Instead, additional Instability
they roll to determine any possible side effects from casting 10-11 Spell fizzles, and gain 1d4 additional
a spell. When casting a Diabolic spell, gain one Instability Instability
per level of the spell, then roll 2d6, and consult the
12 Roll on Backfire Table
Spellcasting Effects table below.
PRAYERS
Prayers are divided into Minor and Major Prayers, with each level being attainable by increasing experience levels
of the Acolyte. An Acolyte may pray for any intervention suitable to his divine patron. For example, a god of war is unlikely
to heed a prayer for Recuperation but is likely to allow a request for Valor.
The prayers are mechanically the same, but have different effects depending on the deity in question. For example,
Minor Prayers
Unless otherwise noted, an Abjurer's prayers last for only a single turn. He may choose to continue any prayer's magical
effect simply by praying.
Might: +1 Damage, +1d4 temporary hit points. Silence: A single being is struck mute. Save vs magic to
negate.
Light: Illuminates the nearby area.
Guide: Self or an ally gains a +2 bonus to their attack rolls.
Bless: +1 to all saving throws.
Befriend: You seem more beatific and trustworthy, gaining a
Manna: Enough food to feed the Acolyte for a single meal. +1 bonus to reaction rolls.
Halt: Single creature must save vs magic or be paralyzed Rally: Your allies may reroll any morale check they must
for a round. make and take the highest result.
Chastise: Target creature must save vs spell or receive 1d4 Bane: Your foes suffer a -1 penalty to their attack rolls.
points of damage.
Major Prayers
Unless otherwise noted, Major Prayers last for 1d6 rounds after the Acolyte stops praying.
Major Prayers cause a -2 penalty to the prayer roll.
INVOCATIONS
A REMORICAN ADDENDUM VOL. 1 22/27
When a Crusader marches on the warpath, it is himself and his god both that seek to strike down his foes. Shouting curses
and swearing oaths, the devout warrior must work his will and his sword against his foes to the best of his ability.
The Crusader may invoke his god any time he likes, and at any point during his turn. When he does so, he rolls 1d6. A result
of 1 indicates that this particular invocation was not answered. Future rolls get a -1 penalty, as explained in the section
dedicated to the Crusader class, so that the Crusader is best when he saves his Invocations for when he particularly needs
them. In order to remove his penalties, or to “swap out” invocations, the Crusader must spend time in solitary
contemplation, re-dedicating himself to his dieties, and attempting to once again find the proper connection to divinity.
Crusader invocations do not stack with themselves; one cannot invoke Rage five times in a row, for example, to gain a +5
bonus to attack and damage for 5d6 rounds, or Endurance three times for 3d10 bonus hit points.
Rage: “By the Sword of Truth, I will end you, O demon!” Crusader's next Strength check gains a +2 bonus. This
The Crusader finds himself in a veritable frenzy, gaining +1 includes checks for breaking down doors, bending bars, or
to his attack and damage for 1d6 rounds. lifting objects, but not damage.
Freedom: “By the will of Kvallos, I will be free!” The Protection: “Demon-blades cannot harm a true follower of
Crusader is granted an additional saving throw to free righteousness!” The Crusader gains a +2 bonus to Armor
himself from any form of magically binding effect that has Class for the next 1d6 rounds.
taken place recently. Endurance: “By the 12 Trials of the World-Eater, I shall
Smite: “Great Sun-Sphere, guide my strike true!” The persevere!” The Crusader gains 1d10 temporary hit points
Crusader's next attack is at a +3 bonus. until the end of the combat.
Strengthen: “This obstacle cannot stand before me!” The
Armor is categorized into three groups: Light, Medium, and MEDIUM ARMOR
Heavy. Character classes are limited to various levels of
armor based on what armor they're trained in using, as well Armor Armor Class Cost Weight
as what is, usually, the optimal armor for their archetype.
Scale Mail 6 50 gp 40 lb
Padded 8 4 gp 10 lb
HEAVY ARMOR
Leather 8 6 gp 15 lb Armor Armor Class Cost Weight
Studded Leather 7 30 gp 20 lb
Banded Mail 4 85 gp 35 lb
Plate Mail 3 450 gp 50 lb
0 20 20 20 20 19 18 17 16 15 14 13 12 11 10
1-4 1-3 1-2 1 20 20 20 19 18 17 16 15 14 13 12 11 10 9
5-8 4-6 3-4 2 20 20 19 18 17 16 15 14 13 12 11 10 9 8
9 7-8 5-6 3 20 19 18 17 16 15 14 13 12 11 10 9 8 7
9 7-8 4 19 18 17 16 15 14 13 12 11 10 9 8 7 6
9 5 18 17 16 15 14 13 12 11 10 9 8 7 6 5
IMAGE ATTRIBUTION
Witchfinder illustration by Tensen from Deviantart. Url: http://tensen01.deviantart.com/
Magic-User Illustration from http://harmonillustration.blogspot.com/2009/07/wizard.html, a blog by Mark Harmon.
Free woodcut art from: http://www.godecookery.com/ and http://etc.usf.edu/clipart/
Images taken from the internet. If you're the image's rightful owner and do not wish for it to be used in this document, email
me at lawfulindifferent@gmail.com and let me know.