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A TOUCH OF CLASS

Character classes for Labyrinth Lord and other games involving


Underground Construction & Flying Reptiles
An OSR character supplement by Nordic Weasel Games
Welcome!
In the past few years, the phenomenon known as the OSR has become quite
impressive, spawning not only clones of almost any old version of the original fantasy
role-playing game, but a host of interesting games in their own right.
What is all the more remarkable is that since these games all share the same roots and
concepts, they are largely compatible, permitting the development of material that can
be used broadly.
The OSR audience is used to, and in some ways prefer, house ruling, tweaking and
customizing. As a result, you can develop a product intended broadly for OSR games,
and have it be applicable and adaptable to almost any of them.
This product is intended first and foremost to be compatible with Labyrinth Lord, but
can also be applied to other OSR titles, with a minimum of adaptation.

A class of it's own


Classes. Some players love them, others are trying to find ways to reduce the game to
one or two.
If you fall in the former category, this is for you. We've created a number of new classes
for you to use in your games. We've tried to create classes that are different and
interesting, occupying roles in fantasy literature that tend to be under represented.
It's worth noting that we've leaned towards the slightly more unusual. Hence, you may
find that some classes are better suited for certain styles of game than others. That
being said, effort has been made to give everyone something to do in your traditional
dungeon adventure

Notes and comments


Most class notes should be fairly self explanatory. Feel free to modify individual values
as needed.
One item that bears mention is Class Type. This is intended as a catch-all for rules
features that may differ from OSR game to OSR game.
For example, your particular rules set may have an option that gives fighters an
improved chance of parrying in combat. If so, any class with fighter as their class type
would receive the same benefit.
As another example, if your skill system awards skills by class, use the class type to
determine where the new classes fall.

Commoner
Class Type: Fighter
Prime requisite: CON
Hit dice: Fighter
Advances as: Fighter
Attacks as: Fighter
Saves as: Fighter
Weapons permitted: Dagger, staff, spear, clubs and maces, sling
Armour permitted: Leather. Upon reaching level 5 may use chain mail and shields.
Magical items permitted: Any permitted to fighters
Your folks back home should see you now. Sure, you aren't a great hero, but you've seen
things like old man Higgins used to talk about, when people gave him a few coppers.
It's not unusual for a farm hand or stable boy to end up in an adventurers retinue.
Sometimes they learn the craft of fighting or thieving, or find they had magical reserves
they never suspected. Others never become quite so glamorous, but they find
themselves becoming the foundation of many an adventuring group nevertheless.
Resilient: A life of backbreaking labour has made you hard. Commoners receive 1 extra
hit point at every even level (2, 4, 6, 8 etc.) In addition, Commoners will receive a +1
saving throw bonus against Death, Poison and any type of disease, whether magical or
mundane.
Common sense: Sometimes a lack of appreciation for the finer things in life can keep
you grounded. Receive +2 to saving throws against charm, hypnosis and any other
mental intrusions or suggestions.
Cooking: Someone has to cook the food. If a commoner cooks the party's food, for every
three rations, four people may be fed, allowing the group to save food. The commoner
must spend 30 minutes (3 turns) preparing the food and must have access to a fire.
Not a trained warrior: Commoners can brawl just fine, but tend to lack the finer tactical
skills of a true man at arms. For this reason, special combat options that are available to
fighters are not usable by a commoner.
Just another commoner: If in a crowd, a commoner has a 25% chance of avoiding notice,
if he attempts to simply fit in. This goes up to 35% if the commoner carries no weapons.
If hiding from nobility, this chance goes up by 10%.

Tinkerer
Class type: Thief
Prime requisite: INT
Hit dice: As cleric at level 1. As thief thereafter
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: Dagger, crossbow, staff, short sword
Armour permitted: Leather.
Magical items permitted: Any permitted to fighters or thieves.
Nothing is as wondrous as the magical trinkets and gadgets you can find in the deep
dungeons. Finding out what they do, how they activate and how to use them, it's all such
fascinating work. Now, why does this wand have scorch marks?
The tinkerer specializes in magical items as well as mechanical constructs. He is
sometimes more at home with contraptions than with people but most adventurers
know better than to get in his way when he is working.
Trap sense: Tinkerers tend to stick their heads into dangerous places. If they trigger a
trap, they may take a saving throw against Death to dodge or otherwise avoid the
effects. Note that this does not prevent the trap from affecting others nearby.
If the trap would normally permit a saving throw, they use the better of the two options.
Let me see that: A tinkerer has a 10% chance of identifying any magical item upon
inspecting it, without triggering any curses. This goes up 5% per level of experience.
This takes a turn (10 minutes) of relative quiet.
Talk to it like a child: Tinkerers can open locks and other barring mechanisms with the
same chance as a thief of the same level. They may also apply this ability to magically
locked or barred doors or locks, without any penalty.
The tinkerer must have some sort of tool or implement at hand, but this can be almost
anything, from lock picks to mismatched keys to a spoon and some rat bones.
Just need to know what to look for: Tinkerers can find hidden mechanisms (including
doors) on a D6 roll of 1-4. This takes a full turn of searching.
Bad feeling: If a tinkerer equips a cursed item, he gets a D6 roll instantly. On a 1-2, he
can throw the item away before the curse kicks in. The tinkerer will not know what the
curse is, just that the item feels unpleasant and should not be used. This applies to
potions and scrolls as well, though single use items are used up by this process.

Investigator
Class type: Thief
Prime requisite: INT
Hit dice: As thieves
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: As thief
Armour permitted: Leather
Magical items permitted: Any permitted to thieves
There was only really one conclusion to be drawn, and it had been obvious all along. He
reached for the scroll to write down his findings about the church of the Evening Star, and
their cult activities.
More at home in the city than in the dungeon, the investigator is an expert in the
human mind, and in finding and combining clues to draw conclusions from them.
Empathy: Investigators must develop a keen sense of other people and their patterns.
They may detect alignment as per the spell once per day, increasing to twice at level 5,
and three at level 10.
As this is a mundane ability, it may be used even in situations that prevents magic,
however it is countered by things that specifically prevent alignment detection or
scrying in general.
Determine motives: If a henchman or hireling has secret motivations, or is a spy or
traitor, the DM should roll a D6 every day. On a 1, the investigator has stumbled across
something that indicates this to him. The exact nature will not be known, but the
investigator will know whether it's hostile, neutral or benign.
Sometimes you have to do it yourself: Investigators may move silent and hide in
shadows as a thief of the same character level. If they are stalking or shadowing a
target for surveillance they may add +10% to their chance of success.
Keen eye for detail: Their skills extend to dungeon pursuits as well. Due to having a
good eye for small details, an investigator can detect traps, hidden doors and listen for
noise, succeeding on a D6 roll of 1-3.
You can't fool me: Whenever an NPC tells a lie or omits the truth, the DM should
secretly roll a D6. On a 1-2, the investigator will suspect he is being misled though he
won't know the details.

Explorer
Class type: Thief
Prime requisite: DEX
Hit dice: As cleric
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: Sword, dagger, spear, bow.
Armour permitted: Leather
Magical items permitted: Any permitted to fighters or thieves.
She laughed at their trepidation, as she walked unto the bridge. She'd crossed far worse in
the jungles of the east. Now, if her instincts were right, the temple should be around here.
A traveller and wanderer, explorers live for the parts of the map that reads here be
dragons.
Citizen of the world: Explorers have a knack for foreign customs and habits. When
encountering other humans or demi humans that have no specific reason to be hostile,
if the explorer leads the conversation, a hostile reaction roll may be rolled again
once.
This also gives a 10% chance of being able to conduct basic communications despite
lack of a common language, through recognized words, charades and similar.
A sense of direction: A party involving an explorer is unlikely to be lost. All
probabilities for losing their way are reduced to half the normal chance. In addition,
explorers have a base chance of 5% per level for finding their way back to the entrance
of an unmapped dungeon or cave they have travelled through. The roll must be
repeated every hour.
That wasn't here before: On a D6 roll of 1-2, the explorer may recognize moving or
shifting dungeon features, such as sliding walls, elevators, moving rooms, teleporters
and similar.
Travel light and pack well: Explorers only count 90% of their carried weight, when
calculating encumbrance. In addition, a staff or walking stick is never counted towards
encumbrance.
Better path: When moving outside the dungeon, the party may move 10% faster.

Leader
Class type: Fighter
Prime requisite: CHA
Hit dice: As cleric
Advances as: Fighter
Attacks as: Fighter
Saves as: Fighter
Weapons permitted: All single handed weapons.
Armour permitted: All.
Magical items permitted: Any permitted to fighters.
Forward friends! she screamed. Across the muddy field she saw tired, weary men rise from
the ground, clutch their weapons and shuffle into ranks. They looked at her expectantly.
She simply raised her sword, and once more the battle cry of the last free men echoed
through the valley.
Some heroes seem to have a natural knack for getting people to follow them.
Sometimes this is raw charisma, other times it's a natural purity of conviction or simply a
way of being in the right place at the right time.
Up and at them: A side including a leader receives a +1 bonus to all initiative rolls.
Recruiting: When rolling for reactions from perspective henchmen or hirelings, the
leader may apply a +1 modifier to the roll.
Follow into hell: As long as the leader is alive and participating in the encounter, his
henchmen receive +2 to morale. All other henchmen in the same party receive +1.
People skills: The total number of henchmen permitted to a leader is raised by 3. In
addition, he always receives a 10% discount on any wages he must pay to hirelings.
Motivational speech: By taking a turn to inspire the party, the leader may restore 1D3
hit points to every member. This can only be done once per week.

Woodsman
Class type: Thief
Prime requisite: DEX
Hit dice: As cleric
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: Bow, sling, thrown weapons, one handed melee weapons.
Armour permitted: Leather
Magical items permitted: Any permitted to fighters, as well as any item related to stealth
After 3 days of tracking the beast, the hunt was finally coming to an end. Moving quietly
closer, she knocked an arrow she had carved just for the purpose.
Distinct from the ranger, the woodsman is more of a survivor than a warrior, at home in
the wilderness and amongst the beasts.
At home in the wild: When travelling, a woodsman can forage for food on a D6 roll of
1-2, finding 1D3 rations worth of food. If spending the day in one location hunting, the
chance goes up to 1-4, and D6 rations are found, but a wandering monster check must be
made.
If your OSR system already has foraging rules, use those, but increase chances for the
woodsman.
Born with a bow: Woodsmen have a unique relationship with their bow, as a lack of care
leads to a lack of food. Woodsmen start the game with a bow that provides a +1 bonus
to hit, only when used by the woodsman himself. If the bow is lost, the woodsman can
replace it in a week, if he has access to the woods.
At the beginning of an adventure, a woodsman always has at least 20 arrows. He only
needs to pay for arrows if he wants to carry more than that.
Move like the wolf: When moving in the wilderness, woodsmen move 20% faster than
their encumbrance would indicate. They may move silent and hide in shadows as a thief
of the same level. In urban or underground surroundings, they can still use their stealth
abilities, but count as being one level lower.
Sense of danger: Due to their keen senses, the chance of any party being surprised if
they include a woodsman is reduced by 1 (usually only occurring on a D6 roll of 1 then).
In the wilderness, woodsmen are never themselves surprised, but their party may be.
Hunt down: If the woodsman attacks a target from a hidden position, using a bow or
thrown weapon, he may add +4 to his attack roll, and if hit, the target must make a
saving throw against Paralysis or be stunned for 2 rounds.

Champion
Class type: Cleric
Prime requisite: WIS
Hit dice: Cleric
Advances as: Cleric
Attacks as: Fighter
Saves as: Cleric
Weapons permitted: 3 melee weapons selected at character creation
Armour permitted: Any
Magical items permitted: Any permitted to fighters as well as clerical scrolls.
With a defiant snarl, he struck down the icon of the lizard god. The false idol shattered in
thousands of pieces, as the righteous prevailed once again. Looking around the cave, the
lizard men started to fall back in disarray. Today, the gods would be proud.
The champion is a martial follower of a god or cult, spearheading their cause in often the
most direct manner possible.
Divine fury: When facing followers of a hostile or opposing deity or cult, the champion
inflicts +2 damage to all blows dealt in melee. However, due to his hatred, all reaction
rolls with an opposing religions followers are taken at -2, if a champion is present in the
group.
Bless the righteous: The champion may bless as per the spell, once per day, per level of
experience.
Paragon of faith: As long as the champion follows the dictates of his faith, and tithes at
least 20% of all treasure and income, he receives a +2 bonus to all saving throws, and
recovers 1 hit point extra, every morning after rest and prayer.
Mentored in the rites: A champion may use clerical spell scrolls, as long as the spell level
does not exceed the highest level of spell that could be cast by a cleric of the same level
of experience. There is a 10% chance per casting that the gods ignore the champion and
the spell fizzles.
Uncompromising: The champion may only have henchmen and followers of his own
alignment, but all followers earn +1 to morale scores.

Beast Master
Class type: Fighter
Prime requisite: CON
Hit dice: Fighter
Advance as: Fighter
Attacks as: Cleric
Saves as: Fighter
Weapons permitted: Single handed melee weapons
Armour permitted: Up to chain mail and shield.
Magical items permitted: Those permitted to fighters and any items related to animals.
The brigands laughed as she walked into their camp, no doubt anticipating an easy kill. The
laughter ceased when the grizzly followed her. She threw down the bounty hunters seal in
the sand. Who will surrender first?
Beast masters feel more at ease with animals than with humans. They seem to have an
amazing knack for befriending and training animals, and often have an entourage of
creatures following them at any given time.
Less likely to get eaten: If given time to approach the beast, the beast master may roll
twice for reaction rolls, when dealing with natural animals and giant versions thereof,
applying the better reaction.
Animal companions: Beast masters may have animals as henchmen, in the same way as a
normal henchman. All animal companions will be +1 to morale and loyalty.
Never know what to say: A beast master may never have more than 1 non-animal
henchmen and will only hire help on a single expedition basis. Even then, they will have a
-1 penalty to any morale or loyalty rolls.
Avenge me: If the beast master is incapacitated in any way, all animal companions that
pass a morale check will fight with +2 to all attack rolls, and become fearless for the
remainder of the battle. In addition, they will re roll any 1's on damage rolls.
The companions will try to guard the body or drag it to safety where possible.
Training: When acquiring a companion, the beast master may teach it one verbal
command, which the animal will carry out without hesitation. Each time a level of
experience is gained, another command may be taught to every companion at the time.

Lore master
Class type: Magic user
Prime requisite: INT
Hit dice: Magic user
Advances as: Thief
Attacks as: Magic user
Saves as: Magic user
Weapons permitted: Staff, dagger
Armour permitted: none
Magical items permitted: Those permitted to all classes, plus scrolls.
Well, you see, these runes clearly indicates that the temple was built during the reign of
the God of Eternal Torment. I would probably not open that sarcophagus
The lore master is a man of knowledge and an intense, burning need to learn more about
the world. While not comfortable in the rough and tumble of melee, they can be quite
invaluable afterwards.
Read languages: Lore masters may decipher foreign or ancient languages 25% of the
time. Test the first time the language is encountered, and if successful, the character
may add it to his character sheet. Languages that have been encountered but are
unknown may be acquired later (5% chance whenever a level of experience is gained)
I read it in a book: When examining a magical item, may identify the item with a % roll.
Chance is Intelligence score plus experience level.
I didn't just study biology: Lore masters may cast spells from magic user scrolls,
provided a magic user of the same level would have been able to cast the spell. Failure
chance is 10%, in which case the spell simply fizzles.
Lore best forgotten: When encountered an unknown monster, on a D6 roll of 1-2, the
lore master can determine one ability, immunity or vulnerability of the monster.
No one ever died from reading: Lore masters are completely immune to negative
effects of written magical items, such as manuals or cursed scrolls.

Capabilities
When creating the character, each player selects three capabilities. These are areas of
expertise that the character is considered accomplished and well practised. These can be
traits (such as alcohol tolerance, awareness or waking up), professions (such as
blacksmith, scribe or veterinarian) or skill sets (such as gem cutting, gambling and
stealth).
During game play, conventional tasks that fall under a capability can be achieved without
any dice roll. The blacksmith can make simple metal objects, and the religious zealot can
recite prayers and mantras. Simply let the character succeed in the action and move on
with the game.
No dice rolls are required in most circumstances.

Heroic actions
When a character wants to achieve something that is outside the norms of what we
consider doable, it is often a heroic action. Examples of heroic actions could include:
Picking a lock with no equipment.
Lifting an iron gate so heavy a normal man could never do it.
A particularly long leap over a chasm, while carrying full equipment.
Fast talking a hostile guard.
Communicating with someone whose language you don't speak.
Pleading with your deity to be granted a spontaneous level 1 spell.
Wield a forbidden weapon for one battle.
And so forth. Use your imagination.
To attempt a heroic action, the action must be justified.
An action can be justified in a number of ways:
The character has a Capability (See above) that is relevant.
The task falls within the characters class.
The character has an ability score of 15 or better that would be relevant.
If the action can be justified, the player rolls a D6, and achieves the task on a roll of 1. On
a roll of 2-5, the action simply fails. On a 6, it will fail in the worst possible way, short of
killing the character.

Capabilities and heroic actions in the campaign


At every three levels of experience, the character may add another capability, or may
increase the heroic chance of an existing capability by one (succeeding on a 1-2, and so
forth).
In addition, upon reaching level 9, a character can always justify a heroic action. They've
survived everything the dungeon has thrown at them, and come out larger than life.
At level 15, all existing capabilities have their heroic chances raised by 1. Such a character
is the stuff of legends.

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