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Pocket Fantasy RPG: Class Compendium Vol.

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by Brandon Goeringer, artwork copyright William McAusland, used with permission. some art by Brian Brinlee, Gary
Dupuis, some art by Daniel Comerci – danielcomerci.com ver.1.0
Magic Spell List
Thief  Aid from Beyond: other characters in the party receive a
Cleric
Heroic Reroll for use only during the current encounter.
 Arcane Armor: target of spell makes all Defense Actions at
CS d6 for the duration of the encounter, roll twice and take
the best result.
 Confusion: roll d6-3, minimum of 1, reroll and take the best
result, for the amount of combat actions that a monster
may not move or take Attack Actions, though it may still
take Defense Actions.
 Dark Bolt: CS d6 Ranged Attack Action that may explode,
roll twice and take the best result.
 Rain of Fire: up to 4 targets in close proximity to each
other (PM discretion) are attacked with a CS d6-1 ranged
Attack Action, roll twice and take the best result.
All races allowed  Summon Monster: roll d6-2, minimum of 2, for the amount
Human or Dwarf hp 6 of combat rounds (including the round the spell is cast)
hp 8 CS d6-1 melee and ranged (dagger and bow / leather) that a monster is summoned under the caster's control,
CS d6-1 melee (mace / chain mail) Abilities: and then vanishes at the end of its last combat round. The
Abilities:  Nimble: reroll any task involving agility, take the best monster will not harm itself and can only be directed to
 Righteous Insight: reroll any task involving wisdom, take result. Finds traps/secret doors in room/corridor section attack targets decided by the caster. The monster is
the best result. on a successful agility task roll. Disarms traps on a summoned adjacent to the caster and may move and
 Bind Wounds: heal 2 hp to all characters after encounters, successful agility task roll. Unlocks doors or containers on attack the following round on the caster's initiative.
or to wounded NPCs (non-player characters). a successful agility task roll. Controlling the monster does not take up the caster's
 Holy Light: in combat Heal d6 hp, as a combat action, to  Flank: if attacking an enemy engaged in melee with combat action.
all friendly targets in the area, roll twice and take the best another character, roll Melee Attack Actions twice and Roll a d6
result. take the best result. 1-4: chose a Goblin or Giant Centipede.
 Holy Smite: in combat Cause d6 hp damage (no Defense  Backstab: if foe is completely unaware and not engaged in 5-6: add Orc, Skeleton, Wolf, or Giant Spider to the
Action), as a combat action, to 1 target (or all undead a combat encounter, success at an agility task results in choices of monster summoned.
targets) in the area, roll twice and take the best result. the Thief making 2 Melee Attack Actions, combining both When rolling a 6, reroll, on another 6, may add Minotaur,
Holy Light and Holy Smite may be used a combined total damage into one Attack Action. Expending a Heroic Reroll Ogre, or Troll to the choices of monster summoned.
of 2 times during an encounter (i.e. 2 Holy Lights or 2 Holy rerolls both Attack Actions.
Smites, 1 Holy Light and 1 Holy Smite). Free Form Magic
Expending a Heroic Reroll allows the casting of 1 Wizard Free Form Magic may only be used when out of combat and is
additional Holy Light or Holy Smite per encounter. accomplished by task resolution as decided by the PM based on
complexity, duration and scope of the created spell. Failure results in
Fighter the spell attempt being lost. Free Form Magic examples could be to
conjure food, create a boat, create a rope, create a bridge to pass
over lava, levitate to atop a tower, speak with animals, detect secret
doors, send a telepathic message, breathe underwater, etc. Conjured
items last for 24 hours. The possibilities are up to the creativity,
situation and need of the caster. Free Form Magic is a spell, not an
intelligence task, and may only be rerolled by using a Heroic Reroll.

Starting Equipment
All characters start out with basic adventuring and survival equipment
for wilderness and underground exploration (PM's discretion).
 Backpack
 Bedroll
Human or Elf  Dry Rations, 1 week worth (dried meat, hard bread, etc.)
hp 4  Flint & Steel
CS d6-2 melee and ranged (staff of magic missiles / robes)  Rope, 50'
Abilities:  Torches, 6 (lasts 1 hour)
All races allowed
 Brains: reroll any task involving intelligence, take the best  Water Skin, gallon
hp 10
result. Optional Equipment (PM's discretion)
CS d6 melee and ranged (any weapon / any armor)
 Combat Magic: in combat, may cast 2 spells per  Healing Potion (restores d6-1 hp to the drinker, roll twice
Abilities:
encounter from the Magic Spell List (may cast two and take the best result, minimum of 1 hp)
 Muscle: reroll any task involving strength, take the best
different spells or the same spell twice). Casting a spell in  Holy Water (CS r d6-1 vs. undead, may hit multiple
result.
combat is a combat action. targets, PM discretion)
 Challenge: once per encounter, as a combat action, may
 Free Form Magic: out of combat, may attempt to cast 2  Iron Spikes, 12
challenge an enemy to direct at least 1 of its Attack
Free Form Spells per session.  Lantern (lasts 5 hours)
Actions per combat round, against the Fighter when
Expending a Heroic Reroll allows the casting of 1  Oil flask (CS r d6-2, may hit multiple targets, PM
possible, for the duration of the encounter.
additional combat spell or Free Form Magic spell, in discretion), replenishes lantern
 Combat Master: Melee Attack and Melee Defense Action combat or out of combat, respectively.
rolls may explode.
Bard Ranger Assassin

All races allowed


hp 6
CS d6-1 melee and ranged (dagger, sword and bow / leather)
Abilities:
All races allowed Human or Elf  Covert: reroll any task involving moving silently, hiding in
hp 6 hp 10 shadows, sleight of hand, as well as blending into crowds
CS d6-2 melee and ranged (any 1-handed weapon and bow / leather) CS d6-1 melee and ranged (sword and long bow / leather) or disguising oneself (including changing one's voice).
Abilities: Abilities: Poison: apply poison to weapon (once per encounter, in
 Charming: reroll any task involving charisma, take the best  Survivalist: non-combat tasks attempted by the combat), food or drink (twice per session, out of combat)
result. Ranger may be rerolled while in woodland and as a free action. At the beginning of the following round, if
 Loremaster: may reroll any non-combat task involving the cavern environments (hunting, trapping, fishing, any damage has been dealt to enemy the previous round
recounting of ancient texts, history, geography, poetry, boating, shelter building, fire building, logging, by poisoned weapon, roll a d6 to inflict that much damage
monster lore and weaknesses, etc., per the PM's woodworking, raft building, tracking, befriending wild (no Defense Action), reroll and take the best result.
discretion. animals, etc.) and take the best result, per the PM's Consuming poison kills beasts or humanoids unless the
 Bardic Music: through the magic that certain ancient discretion. PM makes a very difficult task roll. Undead are immune to
songs posses, the Bard can manifest magical effects.  Alert: the Ranger's party may reroll surprise rolls and poison and multiple poisons do not stack.
These songs must be sung for a minimum of 3 combat take the best result. While in woodland and cavern  Assassinate: if foe is completely unaware and not
rounds before a new song may be sung. The Bard may environments, the Ranger may reroll their initiative engaged in a combat encounter, success at a Covert task,
perform other actions whilst singing, including combat. All roll, taking the best result. results in the Assassin making 2 Melee Attack Actions,
song targets must be within hearing range for the song's  Ranged Mastery: may make 1 Ranged Attack Action combining both damage into one Attack Action. Expending
magic to take effect. that may explode, or choose to make 2 Ranged a Heroic Reroll rerolls both Attack Actions.
Attack Actions at 2 different targets, these attacks do
Bardic Songs not explode and the targets may reroll Defense Berserker
 Hymn of the Mighty: all party members do 1 extra point of Actions against them, taking the best result.
damage.
 Lay of Deflection: all party members take 1 less point of New Classes
damage.
 Ballad of Legends: all party members get a chance to The following are optional classes for Pocket Fantasy RPG.
attain a Heroic Reroll when they roll a 6 as per the "Rolling Several classes allow for the summoning of monsters under
a 6" rule, except they only have to roll a 3 or higher, the character's control. The PM should decide the capabilities
instead of a 6, to get a Heroic Reroll. of the summoned monsters beyond their stats. The following
 Song of Mending: at the end of 3 rounds of singing, all monster stats are reprinted here from the monster table. The
party members heal 3 points of damage. This song may PM should adjust the monsters according to their game as well
only be sung once per encounter. as which monsters may be summoned.
 Chant of Renewal: at the end of 3 rounds of singing, 3
Heroic Rerolls may be given to any party members as the Summoned Monster List
Bard sees fit, for use only during the current encounter. Bear hp 12 melee CS d6-1 beast strong
This song may only be sung once per encounter. Giant Centipede hp 2 melee CS d6-3 beast fast, poison
 Melody of Madness: all enemies (except undead) must Giant Crab hp 9 melee CS d6-2 beast aquatic, armored, fast Human or Dwarf
make a tough task roll or become confused (may not Giant Rat hp 1 melee CS d6-3 beast disease hp 10
move or make Attack Actions, but may make Defense Giant Scorpion hp 12 melee CS d6-2 beast armored, fast, CS d6 melee (battle axe / any or none)
Actions). This lasts for 3 rounds, the duration of the song.
poison Abilities:
Giant Snake hp 9 melee CS d6-2 beast constrict or poison
Enemies that have been confused may not become  Rage: once per encounter make 2 Melee Attack Actions
confused again on repeat singings of this song. Giant Spider hp 5 melee CS d6-3 beast fast, poison
each combat round that may explode, for d6 rounds, reroll
Ghoul hp 5 melee CS d6-2 undead fast, paralysis, undead
 Shanty of Pain: at the end of 3 rounds of singing, all and choose result. At the end of the encounter, before
Skeleton hp 3 melee/ranged CS d6-2 undead bones, fast
enemies must roll a Defense Action versus 3 damage. healing, must take damage equal to the amount of rounds
undead
of Rage.
Wolf hp 5 melee CS d6-2 beast fast
 Ignore Wound: ignore all damage from 1 attack each
Zombie hp 4 melee CS d6-3 undead slow, undead
encounter, including the monster ability of the attack.
weakness
 Fury: humanoid enemies that witness Rage must make a
tough task roll or must reroll all Defense Actions against
the Berserker and take the lowest result.
Commander Gladiator Necromancer

Human
All races allowed hp 6
hp 8 CS d6-2 melee (dagger or staff / robes)
All races allowed Abilities:
CS d6-1 melee (sword / chainmail) hp 10
Abilities:  Drain Life: twice per encounter make a CS d6-2 Ranged
CS d6 melee (any / any)
 Rally: once per encounter, as an action, heal 1 hp to all Attack Action against non-undead, reroll and take the best
Abilities:
friendly targets in the area (including themselves), as well result. Any damage done may immediately heal the
 Counter Attack: make 1 free Melee Attack Action to a Necromancer or any other friendly targets in the area, for
as grant them 1 extra point of damage to all attacks for d6- target after that target failed to do any damage to the
2 rounds, minimum of 1, reroll and take the best result. the amount of damage dealt. This healing may be split up
Gladiator with a Melee Attack Action. between multiple targets. Expending a Heroic Reroll
Expending a Heroic Reroll allows for an additional Rally  Battle Forged: each encounter ignore 1 Monster Ability,
but may not stack. allows for an additional casting of Drain Life.
from each monster type present, that would directly affect  Death Essence: immune to disease, energy drain,
 Inspiration: expend a Heroic Reroll to give another friendly the Gladiator, those that can be ignored are; breath attack,
target a reroll. paralysis and poison. Reroll all tests involving identifying
constrict, disease, energy drain, paralysis, petrify, poison. undead and their abilities, as well as information
 Soldiers: command 2 soldiers at the start of session  Glory: twice per encounter, after killing a monster, choose
(swords and bows), that may be given orders to attempt concerning tombs, crypts or burial rites.
to roll a d6, if a 6 is rolled, the Gladiator gains a Heroic  Undead Minion: take 2 points of damage and touch a
tasks per PM discretion. CS d6-2 melee and ranged 4hp. Reroll or may give it to a friendly target that is in the same
They act on the Commander's action, may use magical corpse, as an action, to summon an undead ally from the
encounter. Summoned Monster List, under the Necromancer's control
items, count for determining party size and do not roll for
loot. for the remainder of the session until dismissed or
destroyed, which allows a new one to be summoned. The
undead acts on the Necromancer's action.
Druid Roll a d6
Martial Artist 1-5: choose Skeleton or Zombie
6: add Ghoul to the choices of undead summoned.
Corpse must have flesh to summon a Zombie or Ghoul.

Spellsword

Human or Elf
hp 6 Human
CS d6-2 melee (staff / robes) hp 10
Abilities: CS d6-1 melee (staff, fists, feet, etc. / robes) Human or Elf
 Wilderness Lore: reroll all tasks to identify and use natural Abilities: hp 8
plants as well as attempts to calm wild beasts. Once  Dual Strike: make 2 Melee Attack Actions per round. CS d6-1 melee (any / any)
calmed may make it a Beast Friend.  Feather Feet: make extraordinary feats of jumping, Abilities:
 Beast Friend: a calmed beast from the Summoned leaping, falling, tumbling, wall running, and flipping per the  Arcane Strikes: all Melee Attack Actions are magical, reroll
Monster List may be under the Druid's control for the PM's discretion. If a task roll is required, may reroll and and take the best result.
remainder of the session, unless killed, acting on the take the best result.  Combat Magic: may cast 1 spell from the Magic Spell List
Druid's action. A new Beast Friend may be acquired by  Meditation: instead of Binding Wounds, after each per encounter, chosen from Arcane Armor, Dark Bolt or
taking the place of an already calmed Beast Friend. encounter take a moment (time spent is PM's discretion) Rain of Fire.
 Herbalist: twice per session make a potion, out of combat, to heal the body and soul, restoring d6-2 hp, roll twice and  Free Form Magic: out of combat, may attempt to cast 1
that either cures disease, paralysis, poison or heals take the best result, minimum of 1 hp, and gain 1 Heroic Free Form Spell per session.
(restores d6-1 hp, roll twice and take the best result, Reroll. This also removes disease and poison. Expending a Heroic Reroll allows the casting of 1
minimum of 1 hp). Expending a Heroic Reroll creates an additional combat spell or Free Form Magic spell, in
additional potion. Potions may be given to others. combat or out of combat, respectively.

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