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Maximum total character levels: 20

Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a
new level in his current class. Once this happens he gains a level of the new
desired class. The total levels in both classes are added to find his total character

Whichever class has the highest exp requirement to reach the next character
level becomes the new required exp for the character to level in either class.
There is no restriction on which class he must level in, he can raise either as long
as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior has trained to become a Sorcerer when he gains 32,000 exp
(required to reach Warrior level 6). He is now a 5th level Warrior/1st level
Sorcerer. His total character level is 6.
He switches to the exp requirements of the higher cost Sorcerer. He must now
gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either
Warrior or Sorcerer. If he had not multiclassed he would have reached Warrior
level 7 at 64,000 exp.

If the same type of class (divided into the categores of Fighting-Men, Tradesmen,
and Mystical) is chosen for the new level the character continues with his normal
progression in attack and saving throw. If a different type of class is chosen the
best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level Warrior
attack and saving throws. If he were to gain enough levels of Sorcerer to beat his
Warrior attack and saves he would then use them. Use the best of both.

If he had chosen another Fighting-Man class, say Scout, his attack and saving
throw would continue as a 6th level Warrior .

The character can use any weapon his classes allow but he must follow the
armor restrictions for class abilities:
Leather armor or less if a Thief class is chosen, no armor for spells as a
Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving
or magic.

Surprise modifiers, AC bonus, and to Hit bonuses granted by classes do not

FIREARMS, Dmg, Range
Pocket Pistol, 1d8, 5'
Belt Pistol, 1d8, 20’
Horse Pistol, 1d10 , 20'

Long Arm*
Caliver , 2d8, 30'
Musket, 2d8, 60'
* Can be loaded with shot. The shot does reduced damage after the first
increment and no effect past the fifth range increment.
3d6/2d6/2d6/1d6/1d6, +2 to Hit first range increment

Blunderbuss, **, 20', +2 to Hit increments 1 and 2

**A blunderbuss makes an attack roll against anyone in a cone extending out
from the muzzle of the weapon 5’ to a maximum width of 15’, inflicting 3d6
damage to targets struck in the first two range increments, 2d6 to targets in the
three and four range increments, and 1d6 to targets in the fifth range increment.
It does no damage past the fifth increment.

The reload time for these weapons are two rounds. They can be fired on the
user's initiative on the third round.

Reloading a muzzle-loading weapon while moving faster than a walk or on a

horse moving faster than a walk requires a Dex check with a -4 penalty. Failure
results in the powder and shot being spilled, wasting one reload. If in a racing
wagon or a rolling ship the weapon can be reloaded normally with a straight Dex

Misfire on a !d20 Attack Roll

Matchlock Misfire 1-4, on 1d20
Wheellock Misfire 1-3
Snaplock Misfire 1-2

If the attack roll is a misfire, the weapon does not fire. The DM should roll 2d6:
2-3 Explosion
4-7 Fouled barrel
8-12 Hangfire

An explosion inflicts 1d6 damage for pistols/2d6 damage long arms on the
character holding the firearm. A Saving throw vs Death reduces the damage dice
to 1d4's.
The gun is destroyed.

A fouled barrel ruins the shot and renders the gun useless until carefully cleaned,
taking 1d3 x 10 minutes.

A hangfire goes off 1d3 rounds later then it should. If the user keeps the gun
lined on target he can make a normal attack when it fires.

Dampness/Wet Weather
In light rain there is a chance of failure to fire.
Matchlock 25%, Wheellock 0%, Snaplock 10%

Medium rain raises the chance.

Matchlock 75%, Wheellock 30%, Snaplock 50%

Heavy rain or immersion in water is an automatic failure for all.

This is rolled each round that the weapon is used under these conditions.
If it does fail to fire due to dampness then the gun must be cleaned and dried to
be useable, this takes at least a half hour. Snaplocks and matchlocks cannot be
reloaded in the rain.

If a character takes massive fire damage (such as from a fireball or being thrown
into a burning fireplace, etc), the DM will decide on a d6 (typically 1 or 2 but
possibly higher if the DM warrants it) if containers containing powder for reloads
is breached by the fire. If a breach occurs, the black powder ignites and inflicts
1d2 points of damage on the character for every charge carried.

Double Barrel Firearms

Double barrelled versions of rifles and pistols can be purchased or commissioned
but are very expensive. The design can be side by side barrels with their own
igniton systems or a revolving barrel which hs it's own primer pan but is twisted
around to the flint and trigger mechanism.

Repairing Firearms
Gunsmithing (Int check)
Characters with a background with firearms can build and repair firearms and
make bullet molds.

If the check for building fails, the weapon is damaged, and it explodes the first
time it is used, causing damage as above. Any failed repair check indicates that
the character breaks something in the firearm being fixed, necessitating two
subsequent successful checks to repair it.

BOWS, Damage, Range, Shots/rnd

Long Bow, 1d8, 100', 1 or 2 at -2 each
ShortBow, 1d6, 50’, 1 or 2 at -2 each
MELEE, Damage, Range
Bayonet, 1d6, -
Brass Knuckles, 1d3, -
Club, 1d4, 10’
Hatchet, 1d6 , 10’
Hook, 1d4 , -
Knife, 1d4, 120’
Long Knife, 1d6, 10'
Spear, 1d6, 20
Straight razor, 1d3, -
Sword (Cutlass, Rapier, Sabre, etc), 1d8, -
Tomahawk, 1d6 , 20’
War Club, 1d6, 10’
Whip, 1d2,10’ to 15’ reac
Wood Axe, 1d8, -

Military/Thick Coat +1
Leather Vest/Jacket, Padded Jacket +2
Buff Coat +3
Breast Plate (front), Brigandine/Coat of Plates, Mail (Very rarely used) +4
Breast Plate (full) +5
Shield/Buckler +1
Helm +4 to head (50% cover)