New Classes and Racial Variants for Basic Dungeons & Dragons

By Michael Curtis The Society of Torch, Pole and Rope http://poleandrope.blogspot.com

I set about see if I could utilize this method to produce an additional set of classes that would be comprised of both the skills of one of the established four classes (cleric. elf and halfling). There was a problem. In that article. After looking back on the Holmes and Moldvay rules (and the later Mentzer edition and Goblinoid Games’ retro-clone Labyrinth Lord). however. Armed with this. the earlier forms of the rules are still both viable and entertaining options for gamers seeking a simpler set of rules to guide their play. were they? While AD&D still remains my most beloved edition of the rules. however. Recently. Elves were a special case. Unlike the earlier editions of the rules. fighter. magic user and thief) paired with the racial bonuses and benefits of the three racial classes (dwarf. I got my start in gaming through the Holmes edition of the Basic Set. AD&D open up the game field to allow players to create characters that were more than just a “Dwarf” or an “Elf” by divorcing race from class. I personally like this method because it remains true to the roots of the game. They weren’t kidding about that whole “Advanced” thing. this hobgoblin kept me from committing myself whole-heartedly.Like many of the older cadre of gamers out there. it wasn’t too long before I moved on to the more complex and. I found this mind-blowing. author Paul Montgomery Crabaugh presented a system by which referees and players could calculate experience point costs for classes other than what was presented in the rulebooks. more mature version of the game: Advanced Dungeons & Dragons. a solution presented itself when I rediscovered the article “Customized Classes” from Dragon Magazine #109. my recent experiences with the burgeoning “Old School Renaissance” reminded me that out-of-print does not mean out-of-date when it comes to the hobby of role-playing games. One of the aspects of this form of the game was the introduction of race as a separate aspect of the player character. as well as allowing them to tinker and customize the game to their own liking. where race was portrayed as a class in itself. but the first set that I owned for myself was the popular Tom Moldvay edition published in 1981. After a bit of tinkering. they let a genie out of a bottle that I’ve never been able to quite get back in. I couldn’t just stop worrying and move past it. and every time I decided I was going to run a game using the earlier editions of the rules. I was introduced to this hobby by way of the early boxed editions of Dungeons & Dragons. Race as class had become my personal mental hobgoblin. I was very pleased with the results. When AD&D divorced race and class. I became enamored again at the simplicity and room for home-brewing that exists in those earlier editions. fighting men) that accrued a slightly higher experience point cost due to their racial abilities and slightly better saving throws. to my adolescent mind. I managed to make certain alterations to his system that would produce results more in line with those that appear in the rules. From the onset. being the first multi-classed . At the time. the racial classes of dwarf and halfling were little more than fighters (or to go further back. While the earlier versions of the game brought me much joy in my youth. Despite the changes and advancements that have occurred as the game enters its 35th year of existence.

Additionally. For legal reasons. These two classes. The classes and the modifications to the Crabaugh system that follows herein were done with reference to the rule system presented in Goblinoid Games’ retro-clone. With a little work and creativity. Ownership of the original article from Dragon #109 is required to put these modified tables into practice. and very easily altered to fit into the rules of the Original Dungeons & Dragons (White Box) game. Secondly.com/labyrinthlord. the Crabaugh system allows the referee and the players to create additional custom classes for play. In addition to providing the possibility for racial characters possessing alternate class features in a way other than by divorcing race and class. But that is beyond the scope of what I was intending to do with it. I did create two new classes suitable for Dungeons & Dragons that I feel remain true to the original spirit of the game. yet still remain true to the spirit of the original rules. Labyrinth Lord. magic-users the most). there is virtually no limit to the types of classes that could be created in this method. it is easily available to any role-playing game enthusiast for little or no cost (the . The classes that follow owe more to combination and restriction than to outright creation. preferring to remain within the scope laid out by the earlier rules.goblinoidgames. The classes that follow are strictly optional and the referee may choose to include any or none of these to his or her campaign. I’ve introduced no new class powers or abilities to the mix. as a retro-clone. as well as provide a possible solution to the “race as class” problem that anyone might share with me. in order to check my numbers and determine the viability of my modifications to the Crabaugh method.htm for free and printed versions may be purchased through Lulu and at some local game stores). the Barbarian and the NPC-class of Hireling. . I hope that these new classes and racial variants inspire and enrich your own games. Nonetheless. For one. This is largely an exercise to determine a possible solution to my own bias against race as class.(fighter/magic-users) character. I’ve included my modifications to Crabaugh’s tables in the Appendix of this work for those of you interested in checking my math or adapting this system to your own use. The Crabaugh method takes into account the benefits of the races’ innate abilities while still remaining true to the original experience requirements of the various classes (thieves requiring the least amount of experience to advance. are included in these pages along with the new racial variants. Labyrinth Lord is compatible with any edition of the Basic Dungeons & Dragons rules with little or no modifications. I chose to use Labyrinth Lord for two reasons. I’ve neglected to include one crucial table as well as detailed instructions to properly use these altered tables. but the basic premise applies – higher cost for additional abilities.pdf of the rules is available on their website at http://www. For the sake of completeness.

750 experience points per level for each additional level beyond the 12th. . armor. They cannot use miscellaneous magical items (even those usable by fighters) or protection scrolls. Because of this attitude. Losses to these numbers of loyal followers are not replaced.400 36. although they may use shields. These barbarians are attracted whether or not the barbarian establishes a permanent stronghold.800 73. Barbarians are adept with any weapon and both attack and save as fighters of equal level. Barbarians. do not hate magic. despite rumors. Because of this renown.000 718.600 143. Table A: Barbarian Level Progression Experience 0 2300 4600 9200 18.250 575.500 431. he attracts 5d10 loyal barbarians of 1 st and 2nd level.Barbarian Requirements: None Prime Requisite: STR Hit Dice: d10 Maximum Level: None Attack as: Fighter Save as: Fighter Hailing from the wild. potions and rings. Due to their desire to remain unburdened by the constraints of civilization. These barbarians never need check morale as long as the character is present. the tales of his accomplishments have spread far and wide. unsettled lands on the edges of civilization. Reaching 9th level: When a barbarian reaches level 9. barbarians may only wear chain mail or lesser armor.750 287. barbarians are fierce warriors whose ability to survive insurmountable odds amazes their civilized companions. They simply have little use for these frivolous items of civilization unless they assist them in battle or their daily survival. and will fight to the death in his service.750 Barbarian Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d10) 1 2 3 4 5 6 7 8 9 +3 hp only * +6 hp only * +9 hp only * 143. barbarians can use and possess magical weapons.

Dwarf Clerics speak the common tongue. Dwarf Clerics may wear any armor and use shields. and his own alignment tongue. Dwarf Clerics generally shun the use of bladed weapons. the Dwarf Cleric will attract 1st and 2nd level dwarf followers (numbering 5d6x10). the Cleric. the cost of constructing this stronghold will be half the normal price for such a structure. They cannot use large or two-handed weapons of any type. hidden construction and sloping passages). A Dwarf Cleric must have at least 13 in both prime requisites in order to get the +5% to experience. with the sole exception of the axe. To help complete these missions. They must also have a WIS of 16 and a CON of 13 to get the 10% bonus. since the explorations of these reckless folk often take them into areas once occupied by the Dwarf’s ancestors. The religious heritage of the dwarves is rife with axe symbolism. Dwarf Clerics possess all the racial abilities of Dwarves (60’ infravision. . Like their surface counterpart. it is not uncommon for a Dwarf Cleric to join bands of adventurers. gnome. he may establish or build an underground stronghold that will attract devout dwarven followers of the Dwarf Cleric’s faith. They are completely loyal (never checking morale) to the Dwarf Cleric. wherein they commonly encounter the ancient enemies of dwarves. detect traps. and a Dwarf Cleric’s own axe often serves as his holy symbol as well as his weapon. If the Dwarf Cleric is in favor with his deity. dwarvish. some of the more fervent churches of the dwarven strongholds have been sending representatives of the faith to interact with the surface folks. Because of their frequent interaction underground with these creatures.Dwarf Cleric Requirements: CON 9 Prime Requisite: WIS and CON Hit Dice: d6 Maximum Level: 9 Attack as: Cleric Save as: Dwarf Dwarf Clerics are the rarely seen clergymen and women who attend to the spiritual needs of their clans. They cast spells and turn undead with the ability equal to that of a cleric of the same level. Dwarf Clerics will also speak goblin. Reaching 9th level: When a Dwarf Cleric reaches level 9. The primary mission of these Dwarf Clerics have been to help reclaim ancient dwarven delvings and to carry out their holy crusade against their ancient humanoid foes. In recent years. false walls. and kobold. After completing construction of the stronghold.

gnoll. If the Elf Cleric is in favor with his deity. immunity to ghoul paralysis) and can speak their alignment language. Reaching 8th Level: Upon reaching the 8th level. They are completely loyal (never checking morale) to the Elf Cleric.400 123.600 31. After completing construction of the stronghold. They cast spells and turn undead with the ability of a Cleric of equal level. they possess all the normal racial abilities of an Elf (infravision. the Elf Cleric will attract 1st and 2nd level elven followers (numbering 5d6x10).500+ Elf Cleric Requirements: DEX 9 Prime Requisites: WIS and DEX Hit Dice: d6 Maximum Level: 8 Attack as: Cleric Save as: Elf While most adventurers know of the elven masters of spell and bow. and orc. Dwarf Cleric Level Progression Level 1 2 3 4 5 6 7 8 9 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9 . Consult that class description for further details.750 247. Elf Clerics share the same restrictions to weapons as do their human brethren but are able to wear any type of armor. some elves devote themselves to their deities and become Elf Clerics. In addition. common. the cost of constructing this stronghold will be half the normal price for such a structure.Table B: Dwarf Cleric Level Progression Experience 0 1950 3900 7800 15. Elf Clerics must have at least a 13 in both prime requisites to get the +5% to experience. the Elf Cleric receives the same benefits of stronghold construction in a natural setting as does an Elf. elvish. detect secret doors. an Elf Cleric he may establish or build a sylvan stronghold that will attract devout elvish followers of the Elf Cleric’s faith. hobgoblin. They must also have a WIS of 16 and a DEX of 13 to get the +10% bonus.200 62. In addition. To see to matters divine. the Fair Folk need spiritual guidance as well.

Druids possess all the normal racial abilities of Elves (infravision. daggers. They may use the magical form of any weapon or armor they are normally allowed. They cast spells as a Cleric of equal level. Druids prefer to clad themselves with armor of a more natural form than forged metal. spears.500+ Elf Druid Requirements: DEX 9 Prime Requisites: WIS and DEX Hit Dice: d6 Maximum Level: 10 Attack as: Cleric Save as: Elf Due to their close connection with the natural world. as well as any magical item allowed to Clerics.Table C: Elf Cleric Level Progression Experience 0 1800 3600 7200 14. Due to the Druid’s close connection with the natural world. hobgoblin. detect secret doors.800 57. Reaching 9th Level: When an Elf Druid reaches the 9th level he may take residence in an area of natural beauty. As such. gnoll. Because of their close connection with nature. they lack the ability to Turn Undead. Unlike other classes. taking up residence in such a locale does not require the need to construct a stronghold. swords. some elves follow a path of religious enlightenment that glorifies nature in all her aspects. but they are able to wear chain mail made of mithral if they are lucky enough to acquire a suit of that rare type. small cave. serving as the guardian and warden of the land. Druids have no qualms about spilling the blood of their enemies and may wield bows. these elves serve as a unique form of Cleric to their people. common.600 112. and orc. Unlike Clerics.400 28. they commonly wear leather armor and use wooden shields. as those creatures exist outside the realm of nature. elvish. Upon doing so. slings. or other such rude shelter will suffice. immunity to ghoul paralysis) and can speak their alignment language. Known as Druids. A humble shack. the Elf Druid gains the Elf Cleric Level Progression Level 1 2 3 4 5 6 7 8 Hit Dice (1d6) 1 2 3 4 5 6 7 8 . and staves in combat.

they possess all the normal racial abilities of an Elf (infravision. elvish. detect secret doors. In addition. At the referee’s discretion. They must also have a DEX of 16 and a STR of 13 to get the +10% bonus. Elf Fighters may use any weapons and armor. Reaching 9th Level: When an Elf Fighter reaches 9th level. These Elf Fighters are often as adept with the bow as they are the sword and feared by all who encroach upon the elven lands. gnoll. immunity to ghoul paralysis) and can speak their alignment language. and orc. he can establish a stronghold in any natural setting.500 333. there exists a class of elven warrior who eschewed the study of magic in order to gain more puissance at arms. In doing so.750+ Elf Fighter Requirements: DEX 9 Prime Requisites: STR and DEX Hit Dice: d8 Maximum Level: 12 Attack as: Fighter Save as: Elf While most adventurers are familiar with the elven masters of both sword and spell. extending for 10 miles instead of 5. Consult the Elf character class for further details.200 28. the Elf Druid may also gain 1d6 animal companions of a type appropriate for the terrain who will serve as the Druid’s assistants and protectors. they receive all the benefits normally gained by an Elf for building a stronghold.800 111. common. Table D: Elf Druid Level Progression Experience 0 1775 3350 7100 14.benefits of an Elf establishing a stronghold but the number of helpful animals is doubled. hobgoblin.400 56. Elf Druid Level Progression Level 1 2 3 4 5 6 7 8 9 10 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9 +1 hp only * . Elf Fighters must have at least a 13 in both prime requisites to get the +5% to experience.250 222.

The Elf Jack-Of-All-Trades is one such example. Due to his lack of dedication to any one craft. common. and orc. The Elf Jack-Of-All-Trades retains his normal racial abilities (infravision. hobgoblin. INT and DEX Hit Dice: d6 Maximum Level: 9 Attack as: Fighter Save as: Elf Some elves seek to fill the days of their long lives by learning as many skills as possible. the Elf Jack-Of-All-Trades possesses a wide array of abilities gained at the cost of slow progression.240 36. INT 9.500 285. an Elf Jack-Of-All-Trades does not attract apprentices of either . Reaching 9th Level: When an Elf Jack-Of-All-Trades reaches 9th level he may establish a stronghold as if he were an Elf of equal level. Combining puissance of arms with spell-casting and skullduggery.000 712. gnoll. elvish. he may perform the feats of a Thief of equal level provided he is wearing no or leather armor. An Elf Jack-Of-All-Trades may use any weapon or armor. immunity to ghoul paralysis) and can speak their alignment language. An Elf Jack-Of-All-Trades must possess a score of 13 on two of his three prime requisites in order to gain the +5% experience bonus. and must have a 16 in two of those abilities and at least a 13 in the third to gain the +10% experience bonus.480 72. detect secret doors.960 142. Additionally. mastering none in the process.500+ Elf Fighter Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d8) 1 2 3 4 5 6 7 8 9 +2 hp only * +4 hp only * +6 hp only * Elf Jack-Of-All-Trades Requirements: STR 9.Table E: Elf Fighter Level Progression Experience 0 2280 4560 9120 18.500 579. Success at these feats is determined on the table below. Consult that class for more details. and DEX 9 Prime Requisites: STR. He may cast spells as if he was a Magic User of equal level.000 427.

the magic-using or thieving variety.120 291. upon reaching 9th level he may create spells and magical items as if he were a Magic User.560 149. Additionally.250 582. Table F: Elf Jack-Of-All-Trades Level Progression Experience 0 4660 9320 18.280 74. Some elves dedicate their long lives to the study of magic. allowing them to achieve a greater mastery of it . He may hire retainers and specialists as normal. the Elf Fighter.640 37. some elves prefer to concentrate their efforts on a single pursuit of knowledge rather than learn both the ways of the sword and the spell.500+ Elf Jack-Of-All-Trades Level Progression Level 1 2 3 4 5 6 7 8 9 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9 Table G: Elf Jack-Of-All-Trades Thief Skills Level 1 2 3 4 5 6 7 8 9 Pick Locks 12 18 22 26 30 40 50 60 70 Elf Jack-Of-All-Trades Thief Skills F/R Pick Move Climb Traps Pockets Silently Walls 14 28 28 87 17 32 32 88 20 35 45 89 23 42 42 90 33 45 45 91 43 48 48 92 53 58 58 93 63 68 68 94 73 78 78 95 Hide in Shadows 23 27 30 37 40 47 57 67 77 Hear Noise 1-3 1-3 1-4 1-4 1-4 1-5 1-5 1-5 1-5 Elf Wizard Requirements: DEX 9 Prime Requisites: INT and DEX Hit Dice: d4 Maximum Level: 12 Attack as: Magic User Save as: Elf Like their cousin.

Reaching 9th Level: When an Elf Wizard reaches 9th level.600 175.000 543. He may also establish a stronghold when he achieves 11 th level.200 22. elvish. Some Elf Wizards have been known to eschew their sylvan homes in order to remain closer to the larger cities of Men in order to access the magical resources available there. immunity to ghoul paralysis) and can speak their alignment language. In addition.250+ Halfling Thief Requirements: DEX 9 Prime Requisites: DEX and CHA Hit Dice: d4 Maximum Level: 12 Attack as: Thief Save as: Halfling Elf Wizard Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d4) 1 2 3 4 5 6 7 8 9 +1 hp only * +2 hp only * +3 hp only * . Table H: Elf Wizard Level Progression Experience 0 2800 5600 11. Elf Wizards share the same restrictions in regards to armor and weapons as Magic Users.400 44. These elves are known as Wizards. hobgoblin. They must also have a INT of 16 and a DEX of 13 to get the +10% bonus.000 350.750 752. They are able to use any magical item normally available to Magic Users and may cast spells as a Magic User of equal level. he will attract 1d6 apprentices of either the Magic User or Wizard class ranging between levels 1-3. they possess all the normal racial abilities of an Elf (infravision. Should he build a stronghold in any natural setting he receives all the benefits normally gained by an Elf for building a stronghold.000 906.800 89. detect secret doors.than their less dedicated kinsmen. gnoll. Elf Wizards must have at least a 13 in both prime requisites to get the +5% to experience. common. he is able to create spells and magic items. and orc. If an Elf Wizard builds a stronghold (usually a tower) outside of a natural setting.

200 100.800 25. but any losses to these numbers suffered by death or incarceration will not be replaced.While most adventuring halflings are usually brave . but all attempts to hide below ground should be resolved using the appropriate roll against his Hide in Shadows skill. large creatures. and 2d6 thief apprentices of 1st level will come to work for him.for their race . some put their natural ability to avoid detection to more lucrative endeavors.000 360. They may not use shields. These apprentices are relatively reliable (not double-crossing or backstabbing their master – usually). Halfling Thieves possess all the skills of a Thief equal to their own level but use a modified table to determine the success of these skills. They retain their racial abilities in the form of bonuses to initiative.000 200. Reaching 9th Level: When a Halfling Thief reaches the 9th level he may establish a thief den. A Halfling Thief must have at least a 13 in one or the other of his/her prime requisites to get +5% to experience. Halfling Thieves are limited to leather armor and may use any weapon that is not large or twohanded.000 600.600 51. and improved Armor Class vs. but their racial unobtrusiveness is considered in their modified Thief Skills (see table below). They must have a DEX and CHA of 13 into get the +10% bonus.fighters. a Halfling Thief may retain his 90% chance to hide in the outdoors.000 480. missile attacks. If the referee so chooses. Table I: Halfling Thief Level Progression Experience 1600 3200 5600 6400 12.000+ Halfling Thief Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d4) 1 2 3 4 5 6 7 8 9 +2 hp only * +4 hp only * +6 hp only * .

Table J: Halfling Thief Skills Level 1 2 3 4 5 6 7 8 9 10 11 12 Pick Locks 22 28 32 36 40 50 60 70 80 90 97 99 F/R Traps 19 22 25 28 38 48 58 68 78 88 97 99 Halfling Thief Skills Pick Move Pockets Silently 28 33 32 37 35 40 42 47 45 50 48 53 58 63 68 73 78 83 88 93 98 95 110 99 Climb Walls 72 73 74 75 76 77 78 79 80 81 82 83 Hide in Shadows 23 27 30 37 40 47 57 67 77 87 97 99 Hear Noise 1-2 1-2 1-3 1-3 1-3 1-4 1-4 1-4 1-4 1-5 1-5 1-5 Hireling (NPC only) Requirements: None Prime Requisites: None Hit Dice: d6 Maximum Level: 8 Attack as: Cleric Save as: Thief The Hireling class is appropriate for any of the general poorly-skilled assistants a party might hire to help on their excursions into the dungeon. it should be remembered that NPCs rarely earn a full share of experience during a dungeon expedition. spears and pole-arms. and the like who seek to earn a few spare coins by hiring out to adventurers. This class could easily be applied to brave farm boys seeking adventure. . While it is possible for a Hireling to advance quickly due to his low experience point costs per level. As such. They may use the magical varieties of these arms and armors. Hirelings have some skill with weapons and armor. As NPCs. they are limited to 8th level. and may only fight with bows. they are limited to leather armor and shield for protection. swords. local militia men. scrolls. or other magic such as wands. but can never utilize miscellaneous magic items. but nothing close to that of a professional soldier or adventurer. half-shares being the norm. as well as potions and magical rings. daggers. Hirelings who survive that long either become true adventuring-types (fighters most likely) along the way or retire to the safety of whatever small village spawned them.

The preceding classes are all “laboratory tests” and have not been yet subjected to actual play in the field. Further thanks go to Paul Montgomery Crabaugh for his original article and to Daniel Proctor for not only Labyrinth Lord. Hireling Level Progression Level 1 2 3 4 5 6 7 8 Hit Dice (1d6) 1 2 3 4 5 6 7 8 . which served to guide my modifications to the racial variant classes as well. 1 Issue 3. Players and referees who use these classes or the modified customization tables are encouraged to provide feedback based on their experiences. it wasn ’t an overwhelming concern during the construction of the classes.250+ Final Words In closing. I leave any issues of balancing the classes up to the individual referee. Pole and Rope blog (http://poleandrope.000 46. While some attempt has been made at power balance. Those wishing to do so may either send them to poleandrope@gmail. I’d like to thank the readers of The Society of Torch.Table K: Hireling Level Progression Experience 0 750 1500 3000 6000 12. Pole and Rope who provided their own insights into the “race as class” issue and helped guide me to my own solution to the matter. but for his article “Breaking Up Can be So Hard” from Scribe of Orcus Vol.blogspot.000 24.com or leave comments at The Society of Torch.com/).

which is not included below). When the article calls for the referee to consult one of the tables in that article. Merely add up all the modifiers from the tables below to get the percentage cost to multiply the base xp cost by (Table 1.Appendix: Modified Tables for “Customized Classes” The following tables may be used in place of those presented in the article “Customized Classes” by Paul Montgomery Crabaugh in Dragon Magazine #109. this modified system removes the base 100 point cost for any customized class. Table 2: Hit Dice Hit dice D3 D4 D6 D8 D10 Table 3: Topping Out Level 8 9 10 11 12 Table 4: Armor Type None Shield Leather Chain Any without shield Any Table 5: Weapons Type None Axes Bows Daggers Swords Pole Weapons Cost +0% +10% +15% +5% +15% +10% Cost +0% +10% +20% +30% +40% +50% Cost +0% +10% +20% +30% +40% Hit Points 0 ½ 1 2 3 Cost +0% +25% +50% +100% +200% . In addition. merely consult the one presented here instead.

Impact Weapons Slings Staves Any weapon +5% +5% +5% +85% Note: I’ve removed “Catapults” (which appears in the original article) from the above list for being outside the scope of what I considered to be reasonable adventuring possibilities. Table 6: Racial Abilities Race Halfling Dwarf Elf Table 7: Magic Items Allowed Type Weapons Armor Potions/Rings Misc. Magic Wands/Staves/Rods Protection Scrolls Other Scrolls Table 8: Saving Throws Save as Cleric Dwarf/Halfling Elf Fighter Magic User Thief Normal Man Table 10: Hit Progression Progression Normal Man 5 levels (Magic User) 4 levels (Thief/Cleric) 3 levels (Fighter) Cost +0% +10% +20% +200% Cost +15% +80% +50% +25% +5% +10% +0% Cost +10% +5% +15% +10% +15% +5% +10% Cost +20% +25% +30% .

Additionally. Table VII: As Cleric (+130%) Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7 8 8 9 9 2 3 4 5 6 7 1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7 8 8 1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7 1 2 2 3 3 3 4 4 4 5 5 5 6 6 1 2 2 3 3 3 4 4 4 5 5 5 1 2 2 3 3 3 4 4 4 5 1 2 2 3 3 3 . As I was more concerned with modifying the tables to mimic the results of the original seven classes.Magic Tables Note: In the original article. In my modified system. a class that replicates the use and number of clerical spells would use Table VII and a class that replicates the use and number of magic-user spells would use Table VIII. Referees wishing to use the tables as originally presented are left to their own devices and modifications. several different magic tables (Tables I-VIa) were presented to provide spellcasting options for classes. I chose to concentrate on two tables only. Merely add the percentage cost to the class total. classes able to use magicuser spells pay an addition +100% to the base cost of the spell tables presented in the original article.

For my purposes.Table VIII: As Magic User (+500%) Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 1 2 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 2 3 4 5 6 7 8 9 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 1 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 1 2 2 3 3 3 3 4 4 4 4 5 5 5 1 2 2 3 3 3 4 4 4 4 5 5 1 2 2 3 3 4 4 4 4 5 1 2 2 3 4 4 4 4 1 2 3 4 4 4 1 2 3 4 Special Skills Note: The cost of additional class abilities are presented in the original article. Skill/Power Turn Undead Thief Skills Cost +40% +15% each (120% for all eight) . Referees using the additional powers provided in the original article are left to their own recognizance. I was only concerned with the Cleric’s ability to Turn Undead and the Thief’s various skills.

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