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Classless OSR Races

· Humans get 2 free skillpoints (30%) to distribute.


· Elves get a +1 to magic based saves and a 1-in-6
· All saving throws start at 15.
chance to be surprised.
· Experience and leveling work as a Fighter.
· Dwarves get 60’ darkvision and an extra +5 (10 lbs) to
· Spell casting works as a Magic-User.
their encumbrance adjustment.
· Everyone starts with a +1 attack modifier.
· Halflings get a +1 DEX modifier and 5-6 stealth
· Everyone has a 1-in-6 attempt at any skill
(85%) when hiding outdoors.
(or 15% for non-LotFP systems).
· At level 1 the minimum HP regardless of roll is 3.
— —
Each level, including 1st, you must opt for either
fighting, casting, or proficiency.
Skillchecks are for attempts that have a risk of
consequential failure, not mundane tasks. DMs should
Fighting: +1 attack modifier, D8 HP and 2 points lost
add or remove any skills as their game sees fit. Below
from saves of your choice.
are common skills and examples of their uses that
should cover most adventuring situations:
Casting: D6 HP, 2 points lost from saves of your
choice. The first time this is selected, you receive a
· Acrobatics: tumbling, jumping
grimoir with 4 random spells. New spells are learned
· Athletics: climbing, open stuck doors
through adventuring. Each selection of casting
· Bushcraft: nature & survival, animal handling
represents one Magic-User level, ie) selecting casting
· Knowledge: select a field of study
three times follows a Level-3 Magic-User’s spell table.
· Arcana
Proficiency: 2 skill points (or 30%) to expend, D6 HP, · Architecture & Engineering
and 4 points deducted from saves of your choice. If · History & Lore
using a percentile system, use increments of 5%. · Languages
· Religion
· Medicine: healing, identifying maladies
· Search: finding secret doors & traps
· Sleight of Hand: pick-pocketing, delicate tasks
· Speechcraft: persuasion, deception
· Stealth: hiding, moving silently
· Tinkering: lock picking, removing traps

A player creating a traditional Thief would invest in


skills such as Sleight of Hand, Stealth and Tinkering
while a Ranger would find use in Bushcraft, Search
and Stealth. Archetypes aren’t necessary, however a
jack of all trades is a master of none. A 6-in-6 skill
rolls 2d6 and fails on double-6’s. For percentile based
systems, no skill may go past 95%.

Magic is cast as per usual for your system, but there


is no longer division of Cleric and Magic-User spells.
If not using LotFP, Turn Undead is now relegated to
being a spell.

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