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Fighter

BP Cost: Dwarf 20, Elf 35, Halfling 35, Human 25


Initial Hit Die: d10
Proficiencies
Fighters receive the Shield Proficiency and Light, Medium and Heavy Armor Proficiencies for
free.
Minimal Skill Weapon (Free): [club]
Low Skill Weapon (1 BP cost): [battleaxe, dagger, flail, javelin, knife, mace, morning star, short
sword, spear, scourge, staff, warhammer, two-handed warhammer, crossbow]
Medium Skill Weapon (2 BP cost): [great axe, great/bastard sword, halberd, long sword,
scimitar, short bow, sling, throwing axe, throwing knife, two-handed sword]
High Skill Weapon (3 BP cost): [long bow]
Bonus Skill
Appraisal (Armor and Weaponry) (may purchase additional rolls at half BP cost ##).
Specialize in melee or ranged weapons
Must be Proficient.
Must spend 5 BP times the new bonus level
May improve Attack, Damage, Speed and Defense for melee weapons, and Attack and Speed
for missiles
May not improve one category again until all categories improved (must have +1 in Attack,
Damage, Defense and Speed before improving to +2 for a melee weapon, or must have +1
Attack and Speed before improving either for a missile)
Mage
BP Cost: Dwarf 75, Elf 20, Halfling 75, Human 25
Spell Points: 140
Initial Hit Die: d4
Initial Combat Modifier: Initiative +2
Saving Throws: Spell targets roll d20p+Level(if known) or Attack Bonus (if not) vs. Mage's
d20+Level
Initial spells in spell book: 1 of each of Apprentice, Journeyman and 1st level.
Proficiencies:
May purchase Shield Proficiency for 6 BPs.
May never use Armor (beyond Heavy Robes).
Favored Weapons (2 BP): Staff, Dagger
Low Skill Weapon (4 BP cost): [battleaxe, flail, javelin, knife, mace, morning star, short sword,
spear, scourge, warhammer, two-handed warhammer, crossbow]
Medium Skill Weapon (8 BP cost): [great axe, great/bastard sword, halberd, long sword,
scimitar, short bow, sling, throwing axe, throwing knife, two-handed sword]
High Skill Weapon (12 BP cost): [Long bow]
Gain Magical Transcription for Free
Weapon Specialization:
Cost is 10 BP per bonus, otherwise functions as per Fighter
Bonus Skill: Arcane Lore

Thief
BP Cost: Dwarf 30, Elf 25, Halfling 20, Human 25
Initial Hit Die: d6
Initial Combat Modifiers: -1 Initiative
Backstab: Requires Knife or Dagger; If foe unaware of the thief, and thief hits, damage dice penetrate
on Max die roll AND Max die roll -1
Fleeing Opponent: If a foe flees from a thief in Melee, thief may "backstab" with any proficient
weapon in hand.
Rearward Strike: Ignores one point of DR for every 2 levels if striking foe from behind
Superior Defense: Almost-perfect defense on a natural roll of 18 or 19 (if total beats attacker's total).
Also, if thief hits, damage is 2d4p (not the 2(d4p-2) other characters get).
Coup de Grce: Requires 3 seconds instead of the 10 for other classes
Secret Doors: Thieves have twice the normal chance to find secret doors
Luck: Thief starts with 21 luck points - points regenerate and increase by one only when/each time the
character gains a level
Proficiencies
Minimal Skill Weapon (Free): [club]
Favored Low Skill Weapon (2 BP cost): [dagger, knife, short sword, sling, light crossbow]
Favored Medium Skill Weapon (4 BP cost): [long sword, short bow]
Low Skill Weapon (4 BP cost): [battleaxe, flail, javelin, mace, morning star, spear, scourge, staff,
warhammer, two-handed warhammer, heavy crossbow]
Medium Skill Weapon (8 BP cost): [great axe, great/bastard sword, halberd, scimitar, throwing
axe, throwing knife, two-handed sword]
High Skill Weapon (12 BP cost): [long bow]
Thieves get Light Armor proficiency for free, but cannot wear Medium or Heavy armors.
May purchase the Shield proficiency for 6 BPs.
Weapon Specialization
Thieves may purchase weapon specialization for 7 BP x Bonus, otherwise as per fighters
SKILLS (all free to start)
Acting
Climbing/Rappelling,
Appraisal
Disarm Trap,
Current Affairs
Hiding,
Disguise
Identify Trap,
Distraction
Listening,
Escape Artist
Lock Picking,
Fast Talking
Pick Pocket
Forgery
Sneaking.
Gambling,
Glean Information
Purchasing Other Skills
Observation
If a thief purchases any of these skills at any
Reading Lips
time, they gain either the relevant ability score
Salesmanship
bonus (see chart at end of document) or +3,
Seduction (Art of).
whichever is higher on each roll of the Mastery
Die:

Clerics

General:
BP Cost: Dwarf 35, Elf 50, Halfling 45, Human 25
Initial Hit Die: d8
Initial Combat Modifiers: Initiative +1
Spells: Clerics with Wisdom >= 13 may pray for one additional spell at first level
Proficiencies
If able to use the listed weapons (see specific religion for details), Clerics spend:
1 BP for Minimal skill weapons [Club]
2 BP for Low Skill Weapons [battleaxe, dagger, flail, javelin, knife, mace, morning star, short
sword, spear, scourge, staff, warhammer, two-handed warhammer, crossbow]
4 BP for Medium Skill Weapons [great axe, great/bastard sword, halberd, long sword, scimitar,
short bow, sling, throwing axe, throwing knife, two-handed sword]
6 BP for High Skill Weapons [Long bow]
Weapon Specialization
Clerics may purchase Weapon Specialization in any weapon they are Proficient with for 8 BP x bonus
purchased (otherwise this works just like fighters). Note, though: a Cleric may never have any
Specialization higher than his Specialization in any Preferred Weapon of the Faith.
Skills
All Clerics may purchase any "Religion (specify)" skill (their own god or another) for 1 BP.
Cleric, Specific:
The True
Caregiver
Alignment: Lawful Good
Alignment: Neutral Good
Preferred Weapon: Long sword (Free
Preferred Weapon: Staff (Free Proficiency)
Proficiency)
Other Weapons Permitted: Any blunt
Other Weapons Permitted: None
weapon; must take proficiency in sling (costs 4
Armor Permitted: All Armor and Shield
BP)
Proficiencies for free
Armor Permitted: All Armor and Shield
Bonus Skills:
Proficiencies for free
Bonus Skills:
History (ancient)
Cooking/Baking,
Literacy
First Aid (additional purchases cost 2
Riding (equine)
BP),
Tracking
Religion (Caregiver),
Religion (The True)
Divine Lore
Divine Lore
Powers:
Powers:
Turn Undead
Turn Undead
Immune to fear;
5% chance per level to detect lies
Provides +1 bonus against fear effects
+4 bonus to saves against spells that
to allies within a 10 foot radius;
fool, mislead or have other deceptive
May cast healing spells as if one level
effects
higher

Cleric, Specific Continued


The Guardian
The Overlord
Alignment: Chaotic Good
Alignment: Lawful Evil
Preferred Weapon: None (may learn any
Preferred Weapon: Scourge (free Proficiency)
weapon but must buy all Proficiencies at
Other Weapons Permitted: Any Crushing
normal cost)
weapon (must purchase proficiencies)
Armor Permitted: all Armor and Shield
Armor Permitted: All Armor and Shield
Proficiencies for free
proficiencies for free
Bonus Skills:
Bonus Skills:
Animal Training (pick one species)
Literacy
Cartography
Rope Use
Literacy
Religion (The Overlord)
Lock Picking
Divine Lore
Survival
Powers:
Religion (The Guardian)
Command Undead
Divine Lore
+2 bonus to saves vs. charm effects
Power:
Freedom of Action.
The Creator of Strife
Alignment: Chaotic evil
Preferred Weapon: Flail (free proficiency)
Other Weapons Permitted: Any (must
purchase proficiencies)
Armor Permitted: All Armor and Shield
Proficiencies for free
Bonus Skills:
Cartography
Survival
Religion (The Creator of Strife)
Divine Lore
Relevant Ability Mastery Die Roll Modifier
(Apply this number each time you roll a Mastery Die for a skill, based on the lowest attribute listed for
that skill)
Score Modifier
3
-4
4-5
-3
6-7
-2
8-9
-1
10-11
0
12-13
+1
14-15
+2
16-17
+3
18-19
+4
20
+5