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Afonso Flores (Order #29951988)

Afonso Flores (Order #29951988)


Class Builder |1

Credits
BX Options: Class Builder
Character class construction kit designed for use with Old-School Essentials by Necrotic Gnome

Author: Erin D. Smale Editor: Greg MacKenzie

Artwork
Cover art copyright © 2019 Greg MacKenzie.
Interior illustrations copyright respective authors (by page), used with permission: Jacob E. Blackmon
(24); Luigi Castellani (15, 30, 33, 49, 51, 53, 57, 58, 72, 76); David Lewis Johnson (77); William
McAusland (2, 7, 9, 12, 28, 62, 65, 68); Denis J. McCarthy (40, 47, 50); Bradley K. McDevitt (6, 71);
Nova Development Corporation (34, 36)

The Welsh Piper™


The Welsh Piper is dedicated to helping busy role-playing gamers make the most of their time with
tools, rules, and templates. Some of the material in this rulebook is adapted from our websites at
https://www.welshpiper.com and http://www.breeyark.org. We hope you’ll excuse its inclusion here
and agree that it’s additive to this title’s overall value.

Acknowledgements
First and foremost, my admiration and gratitude to the original B/X editors: David Cook, Steve
Marsh, and Tom Moldvay, who provided such a solid, yet infinitely flexible, fantasy RPG framework
that continues to excite and inspire me today. I’d also like to thank my 7th-grade gaming group, who
taught me to play, pardoned my mistakes, and gave me the confidence to create better stories: Joe
B., George D., Tony D., Greg F., Glenn H., Heath H., Jason H., Alex K., Mike L., Dan S., Marc S., Mark
S., and Michael S. Finally, a “Boba Fett nod” to Gavin Norman, whose thoughtful dedication, organi-
sational skill, and love for the hobby made publishing for B/X possible.

Appendix A, “d6 Thief Skills,” inspired by equal parts the author’s OCD and Dyson Logos’ “d6 and
2d6 Thiefin’ for Basic Dungeons & Dragons”.

Legal
BX Options: Class Builder; Copyright © 2020 Erin D. Smale.
Second Edition, July 2020; First Edition, January 2020
BX Options is a trademark of Erin D. Smale.

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials
logo are used with permission of Necrotic Gnome, under license.

This product is neither an official Old-School Essentials release nor affiliated with or approved by
Necrotic Gnome, except under license.

This product is released under the terms of the Open Game License Version 1.0a, Copyright © 2000,
Wizards of the Coast, Inc.

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Afonso Flores (Order #29951988)


2|Table of Contents

Table of Contents
Introduction ........................................... 3 Barbarian....................................... 36
Beast-talker ................................... 38
Class Builder ......................................... 4
Berserker ........................................ 40
Creating Classes ............................. 4
Tips & Hints ...................................... 4 Halfling ............................................... 42
Random Bonuses ........................... 42
Class Abilities ....................................... 6
Class Variants ............................... 43
Basic Abilities ................................... 7 Warden.......................................... 46
Special Abilities............................... 8
Restrictions ......................................10 Magic-User......................................... 48
“Locked” Abilities ..........................10 Random Bonuses ........................... 48
Base XP and Level Progression..11 Class Variants ............................... 49
Necromancer ................................. 52
Cleric ....................................................12
Sorcerer.......................................... 54
Random Bonuses............................12
Class Variants ................................13 Thief ..................................................... 56
Crusader .........................................16 Random Bonuses ........................... 56
Shaman ...........................................18 Class Variants ............................... 57
Assassin........................................... 60
Dwarf ...................................................20
Bard ................................................ 62
Random Bonuses............................20 Scout................................................ 64
Class Variants ................................21
Elder ................................................24 Appendices ........................................ 66
A) d6 Thief Skills .......................... 66
Elf ..........................................................26
B) Class Base XP Values ............. 67
Random Bonuses............................26 C) Skills ........................................... 68
Class Variants ................................27 D) Equipment ................................. 70
Archon .............................................30 E) Spell Failure .............................. 71
Fighter ..................................................32 F) Home Terrain ............................ 72
Random Bonuses............................32 G) Animal Special Abilities ........ 73
Class Variants ................................33 H) High-level Characters ............ 74
Open Game License......................... 78
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Class Builder |3

Introduction
In 1982, I cut my RPG teeth on Given my OCD tendencies, the sys-
Messrs. Moldvay, Cook, and Marsh’s tem had to be by the numbers, so I
Basic/Expert Dungeons & Dragons reverse engineered the official clas-
game. It was a Christmas gift from ses by assigning an XP value to each
my parents, and it took 11-year-old ability. The result is contained herein,
me a year to figure out how to play offered with two caveats:
(thanks to some 7th-grade classmates
1. The XP values in the class builder
who graciously invited me to join
are derived from the “core”
their “study hall” game).
class’ base XP requirements (i.e.,
Turns out that B/X is more than the the XP required to reach 2nd lev-
sum of its parts: Nearly four decades el). While this ensures that new
(and many other RPGs) later, B/X is or customised classes are bal-
still as much fun to play as when I anced, it works only if you use all
was 12. There are lifetimes of gam- the class ability categories. It’s
ing potential in its combined 128 delicate: If you start tugging at
pages, and its concision makes it at one thread, you risk unravelling
once easy to learn, fast to play, and the entire sweater.
infinitely expandable. 2. That said, I make no claim that
the system here matches whatev-
One aspect that enables B/X to be
er (deeply arcane) methodology
so succinct is its “race-as-class” ap-
the original authors employed.
proach to characters. It wasn’t until a
Undoubtedly, there are other
friend exposed me to Advanced
ways to parse abilities and as-
Dungeons & Dragons, which sepa-
sign XP costs—the approach pre-
rated race and class, that I ques-
sented here is merely the one I
tioned this elegant approach, and I
managed to puzzle out and use
instantly wanted dwarf clerics, elf
to positive effect in my own
rangers, halfling thieves, illusionists,
campaign settings.
and paladins for my B/X game.
As a final note, the class builder here
So began a years-long, on-and-off-
is a streamlined version built espe-
again journey toward devising a
cially for compatibility with Gavin
class-building system that was both
Norman’s excellent Old-School Essen-
backward compatible with the ca-
tials series. For the curious, the origi-
nonical classes and scalable to fit
nal system may be found in the “Per-
any setting, genre, or style of play
fect Class” articles on our Basic D&D
using the B/X rules.
website Breeyark.org.
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Afonso Flores (Order #29951988)


4|Class Builder

Class Builder
The class builder is a “point-buy” 5. Sum the XP values for each abil-
tool for OSE-compatible race-as- ity and restriction on the work-
class character types. Each class sheet. This is the class’ base XP
ability has an XP value, which con- value (i.e., the number of experi-
tributes to the class’ base XP, or the ence points needed for 2nd level).
number of experience points needed 6. Create the class’ level progres-
to achieve 2nd level (upon which the sion table by plugging the base
class’ subsequent level progression is XP into the Level Progression by
founded). Class Type table (pg. 11). For
ease of reference, include the
Everything you need to create new
class’ Hit Dice, THAC0, and Sav-
(or modify existing) classes is includ-
ing Throws for each level.
ed in this book. While there are oth-
er classes in other books, this is the
only supplement that guarantees Tips & Hints
perfect balance with the canon, since
it’s derived directly from the abilities • Take a conservative approach to
and corresponding XP values of the class roles: First decide if you can
original, “classic” fantasy classes. achieve what you want by role-
playing a classic class a certain
way; if not, create a variant by
Creating Classes adding, changing, or removing
1. Make a copy of the Class XP abilities. Create a new class only
Worksheet (facing page). when these first two options fail
2. Determine the class’ Basic Abili- to get the class you want.
ties (pg. 7) and note the XP val- • The classic classes (i.e., cleric, elf,
ue of each on the worksheet. fighter, etc.) are generic, but
3. Choose the class’ Special Abilities variants and new classes invari-
(pp. 8-9) and note the XP value ably reflect unique aspects of
of each on the worksheet. Any your referee’s setting (which is
number of Special Abilities may why there are 28 versions of the
be applied. bard class, and why that’s OK).
• Always use the class builder with
Edition

4. Assign any class Restrictions (pg.


10) and note the XP value of your referee—they know best
each on the worksheet. Re- how a variant or new class will fit
strictions apply to every class, within their setting and mesh with
though the values may be zero. other classes, encounters, and
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house rules.
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Class Builder |5

Class XP Worksheet
Ability Details XP Cost

Prime requisite
Hit dice
Armour
Basic Abilities

Shield
Weapons
Languages
Combat progression
Saving throws
Basic Abilities Total:
Special Abilities

Special Abilities Total:


Requirements
Maximum level
Stronghold level
Restrictions

Size
Equipment
Pledge
Weakness
Restrictions Total:
Base XP:

The Class XP Worksheet may be copied for personal use.

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Afonso Flores (Order #29951988)


6|Class Abilities

Class Abilities
The premise behind the class builder Restrictions: Class limits and disad-
is simple: Each class’ XP is based on vantages: attribute score require-
its abilities—the more numerous and ments, level limits, stronghold and
powerful these abilities, the more XP follower requirements, the need for
needed to advance. Abilities fall into special equipment, et al. Restrictions
one of three categories: are represented as negative XP
values.
Basic: Foundational characteristics
shared by all classes: prime requi- Each class’ base XP (i.e., the amount
sites, hit die, armour and weapon of XP needed to achieve 2nd level)
requirements, languages, saving equals the sum of each ability’s XP
throws, and combat progression. value. The base XP value is then
plugged into one of four level pro-
Special: Specific characteristics that
gression formulae to determine the
make each class unique: spell cast-
class’ XP requirements all the way up
ing, detection skills, situational bo-
to its maximum experience level.
nuses, infravision, et al.
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Class Builder |7

Languages: The number of lan-


Basic Abilities guages known by the class. [100 XP
Basic abilities are foundational as- per language 1]
pects that all characters possess: Combat Progression: Levels re-
Prime Requisites: The number of quired to improve THAC0:
prime requisites used by the class.
• 1 (as monster): 500 XP
Because prime requisites work in
• 3 (as dwarf, elf, fighter, or
tandem with attribute requirements
halfling): 300 XP
to impact earned XP bonuses, this
counts as a basic characteristic, not a • 4 (as cleric or thief): 200 XP
restriction. [100 XP per attribute] • 5 (as magic-user): 100 XP
• As normal human: 0 XP
Hit Dice: The die type used to roll
class hit points. [100 XP per die Saving Throws: The quality of the
type; e.g., 1d6 = 600 XP] class’ saving throws, based on the
sum of all saves at maximum experi-
Armour: Class restrictions on armour ence level; the lower the sum, the
types allowed. [200 XP for any ar- greater the XP cost. Because there’s
mour, 100 XP if restricted by type or
no standard progression, the classic
size, 0 XP if no armour allowed] classes form the XP basis:
Shield: Class restrictions on shield
• As dwarf or halfling: 600 XP
use. [100 XP if shield is allowed, 0
XP if no shield allowed] • As fighter: 500 XP
• As cleric: 400 XP
Weapons: Class restrictions on
• As elf: 300 XP
weapon types allowed. [200 XP for
• As magic-user or thief: 200 XP
any weapon, 100 XP if restricted by
type or size, 0 XP if no weapons • As normal human: 100 XP
allowed]
1 No cost for Alignment language or Common.

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Afonso Flores (Order #29951988)


8|Class Abilities

Hiding: The class has a 9/10 chance


Special Abilities to hide outdoors or a 2/6 chance of
Special abilities are a class’ trade- hiding in dungeons. [100 XP each]
mark talents. Underscored abilities Immunity: The class is completely
are drawn from the classic classes unaffected by a specific attack type
presented in the Old-School Essen- or spell. [200 XP]
tials Classic Fantasy: Rules Tome.
Infravision: The ability to see the
Attack Bonus: This ability grants a heat signatures of living things. [100
“to-hit” bonus with a general attack XP per 30’ range]
type (e.g., melee, missile, unarmed)
or against any specific foe (e.g., Magical Research: The class may
goblins, followers of Set, Narnians, research new spells and, upon earn-
etc.). [200 XP for each +1 bonus, ing name level, create magic items
400 XP for +2 bonus] and research magical effects. [200
XP, 400 XP if also able to create
Back-stab: This ability grants a +4 magic items and research magical
“to-hit” bonus and double damage effects prior to name level]
when attacking an unaware target
from behind. [200 XP] Read Languages: The class has an
80% chance to read any non-
Damage Bonus: The class inflicts magical text. [200 XP]
extra damage with a particular at-
tack type (e.g., melee, missile, un- Saving Throw Bonus: The class re-
armed) or spell. [200 XP for +1 ceives a bonus to a single saving
damage, 400 XP for +2 damage] throw category. [200 XP for +1
bonus, 400 XP for +2 bonus 2]
Damage Reduction: The class resists
damage from certain attack types. Skill, innate: The class possesses a
[100 XP per point of damage re- skill that may be used at will and
duced] succeeds on a roll of 1-2 on d6, like:

Defensive Bonus: This grants an AC • Detect Construction Tricks


bonus in pre-defined circumstances • Detect Secret Doors
or against specific foes. [100 XP per • Detect Traps
point of AC bonus] • Listen at Doors
Encounter Bonus: Improve reaction, The referee may introduce new in-
Edition

morale, surprise, or individual initia- nate skills, though they cannot be


tive rolls with certain population or in
pre-defined circumstances. [200 XP
per +1 bonus; each aspect above is 2 Halve the XP cost if the bonus has partial
treated as a separate condition] application within the category (e.g., a specif-
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ic type of poison instead of all poisons or


2

save bonus vs. spells but not rods or staves).

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Class Builder |9

improved once obtained. [100 XP Spells, bonus: The class may wield
for 1/6 chance of success, 200 XP extra spell levels each day (e.g., 2
for 2/6 chance, 400 XP for 3/6 bonus levels could be two 1st level
chance, 800 XP for 4/6 chance] spells or one 2nd level spell). Spells
are either innate or in addition to
Skill, learned: The class possesses a
those the character may normally
skill that may be used at will. The
memorise. [100 XP per spell level
referee defines each skill’s scope
for spell casting classes, 200 XP per
and effect; for example:
spell level for non-spell casters]
• Animal Handling: Tame, train, Thief Skills: Any of the classic thief
and care for a type of animal. class skills, regardless of improve-
• First Aid: Restore 1d4 hit points. ment rate. [50 XP each]
• Lore: Answer questions about a
specific person, place, or thing. Turn Undead: The class can destroy
or repel undead, regardless of im-
• Tracking: Follow signs of a quar-
provement rate. [200 XP]
ry’s passage.
Using Magic Items: The class can
Learned skills start with a 1/6
use magic items restricted to a spe-
chance of success at 1st level but
cific class. [200 XP, 400 XP if usage
improve as experience levels are
is non-conventional, like wielding an
gained; unless otherwise noted, no
item at maximum effect or reusing a
skill can exceed a 5/6 chance of
one-shot item]
success at the class’ maximum level.
[100 XP for +1 improvement every
6 levels, 200 XP for +1 improve-
ment every 5 levels, 400 XP for +1
every 4 levels, 600 XP for +1 im-
provement every 3 levels, 800 XP
for +1 improvement every 2 levels]
Spell Casting: The ability to wield
divine or arcane magic: Weapon Mastery: The class gains a
+1 bonus “to-hit” and damage with
• Divine spells [100 XP per maxi- a weapon type (e.g., any sword, any
mum spell level: 500 XP for a bow, etc.). [200 XP, 400 XP for +2
maximum of 5th level, 400 XP for bonus]
maximum 4th level, 300 XP for
maximum 3rd level, etc.] Weapon Proficiency: The class gains
• Arcane spells [400 XP per maxi- a +1 bonus “to-hit” and damage
mum spell level: 2,000 XP for a with a specific weapon (e.g., normal
maximum of 5th level 1,600 XP sword, long bow, etc.). [100 XP, 200
for maximum 4th level, etc.] XP for +2 bonus]

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10 | C l a s s A b i l i t i e s

Equipment: The class either requires,


Restrictions or is prohibited from using, certain
Restrictions are mechanical disad- equipment. [–100 XP per item, ex-
vantages or limitations under which cluding weapons or armour; e.g., a
the class operates. However, re- cleric’s holy symbol, a thief’s tools, or
strictions are not necessarily bad, as a magic-user’s spell book]
they lower the class’ base XP cost. As Pledge: The class is bound to some
a result, restrictions are applied as a oath, code of conduct, or alignment
negative XP value. restriction. [–100 XP if breaking the
Requirements: The number of at- pledge incurs penalties and –100 XP
tribute score minimums needed to for each prohibited alignment; e.g.,
qualify for the class. [–100 XP per –300 XP for penalties and 1 align-
attribute] ment option, –200 XP for penalties
and 2 alignment options, or –100 XP
Maximum Level: Based on the clas- if the class simply has penalties or
sic class level limit of 14, the highest only 2 alignment options 4]
experience level the class can earn.
[–100 XP x (14 – max level); e.g., Weakness: The class takes extra
halflings are capped at 8th level, so damage or a saving throw penalty
they earn –600 XP for this re- from a certain attack or suffers a
striction] performance penalty in specific cir-
cumstances. [–100 XP for 1d4 extra
Stronghold Level: The minimum ex- damage or a penalty of –1, –200
perience level at which the class may XP for 1d6 extra damage or a
establish a stronghold and attract penalty of –2]
followers. [–100 XP per level; e.g.,
clerics may build a stronghold at 9th
level, so they earn –900 XP for this “Locked” Abilities
restriction 3]
Certain abilities are “locked” until
Size: The class is greater than seven reaching a minimum experience level
or less than four feet tall (i.e., larger (e.g., thieves read languages at 4th
than man-sized or smaller than a level). In all cases, count the XP cost
dwarf). This restriction accounts for of locked abilities as part of the
the various challenges unusual size class’ base XP, regardless of what
presents when living in a human- level they need to achieve before
Edition

sized world. [–100 XP] they can use them.

4 The classic classes have no alignment re-


3 If the class can build a stronghold as soon as strictions, though a cleric’s “Deity Disfavour”
the PC has ready cash, assume the effective imposes penalties if they transgress, implying
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minimum is 2nd level (i.e., –200 XP). that a cleric’s alignment must match (or be
2

compatible with) that of their immortal patron.

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C l a s s B u i l d e r | 11

Base XP and Level Progression


The class’ base XP is the amount of experience points required to earn 2nd level.
Sum the XP value from each category (i.e., basic and special abilities, plus re-
strictions) to determine base XP, then plug it into the Level Progression by Class
Type table, using the column most appropriate to the class “type”:

• Cleric: Divine spell-casters or class prime requisite includes Wisdom.


• Fighter: Combat specialists or class prime requisite includes Strength. 5
• Magic-User: Arcane spell-casters or class prime requisite includes Intelligence.
• Thief: Undisciplined rogues or class prime requisite includes Dexterity.
Level Progression by Class Type
Level Cleric (WIS) Fighter (STR) Magic-User (INT) Thief (DEX)

1 0 0 0 0
2 BXP x 1 BXP x 1 BXP x 1 BXP x 1
3 BXP x 2 BXP x 2 BXP x 2 BXP x 2
4 BXP x 4 BXP x 4 BXP x 4 BXP x 4
5 BXP x 8 BXP x 8 BXP x 8 BXP x 8
6 (BXP x 16) + 1,000 BXP x 16 BXP x 16 (BXP x 16) + 800
7 (BXP x 32) + 2,000 BXP x 32 BXP x 32 (BXP x 32) + 1,600
8 (BXP x 64) + 4,000 BXP x 60 BXP x 60 (BXP x 64) + 3,200
9 +100,000* +120,000* +150,000* (BXP x 128) + 6,400
10 +100,000* +120,000* +150,000* +120,000*
11 +100,000* +120,000* +150,000* +120,000*
12 +100,000* +120,000* +150,000* +120,000*
13 +100,000* +120,000* +150,000* +120,000*
14 +100,000* +120,000* +150,000* +120,000*
* Cumulatively add this figure to the last calculated BXP value. For example, a 12th level cleric type
with a base XP 1,800 is [(BXP x 64) + 4,000 + 400,000] 519,200. N.B. These values conform to
the High-Level Play optional rule in the Old-School Essentials Classic Fantasy: Rules Tome.

As implied, “type” is flexible, and referees are encouraged to use whichever of


the four options best suits the class’ role in the setting.

5 Of the non-human classes, halflings have the same level progression as fighters, but dwarfs and
elves advance at irregular XP rates contrived (one suspects) to ensure parity with other classes at
their respective maximum experience levels. For simplicity, the unique dwarf and elf progressions
have been excluded in favour of the more consistent guidelines above.

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12 | C l e r i c

Cleric
Clerics are devout individuals who
advance their deity’s agenda Random Bonuses
through spells and combat. The cleric Clerics may receive bonuses for ex-
class can represent any adventurer ceptional service to their order or for
whose religious devotion is strong divine favour. At 2nd level and
enough to gain an immortal’s favour above, the player may roll 1d12 for
in the form of divine magic. As such, a random bonus instead of hit points.
clerics are good templates for char- Bonuses are lost if the cleric suffers
acters like Jeanne d’Arc, Friar Tuck, deity disfavour; re-rolling a bonus
Henutmehyt, or templar knights. results in cumulative benefits:
In spirit, the cleric’s prohibition 1. Gain +1 to hit and damage the
against edged weapons is a balanc- infidel (as defined by referee)
ing factor to limit combat effective- 2. Daily bonus of +1 to any save
ness. In practice, referees can main- 3. Daily bonus of 1 additional spell
tain that balance simply by mandat- level
ing that clerics of a given sect, 4. Granted random magic item to
church, or deity are trained to wield fulfil church quest
only specific weapons. In game 5. Assigned 1d4 devoted acolytes
terms, this makes sense: While cleri- as unpaid retainers (morale +1)
cal training precludes broad weap- 6. Holy symbol grants +1 bonus to
on skill, it does allow clerics to focus turn undead
their combat drill on a select set of 7. Create magic items at current
arms meaningful to their order and level (if re-rolled, reduce chance
its earthly mission. of failure by 3%)
8. Roll additional d6 on successful
Turn attempts against undead
with HD lower than current level
9. Increase heal roll results by +1
hit point
10. Gain 1/6 chance that using a
staff does not consume a charge
Edition

11. Spells have maximum effect


when cast on holy ground
12. Roll for hit points and then roll
again, ignoring a result of “12”
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C l a s s B u i l d e r | 13

Classic Cleric XP Worksheet


Ability Details XP Cost

Prime requisite 1 (Wisdom) 100


Hit dice 1d6 600
Armour Any 200
Basic Abilities

Shield Yes 100


Weapons Restricted (blunt only) 100
Languages 2 (Alignment, Common) 0
Combat progression Improve THAC0 every 4 levels 200
Saving throws As cleric 400
Magical research Yes 200
Abilities

Spell casting Divine spells (max spell level = 5) 500


Special

Turn undead Yes 200


Using magic items Yes 200
Requirements 0 0
Maximum level 14 0
Stronghold level 9 -900
Restrictions

Size n/a 0
Equipment Holy symbol -100
Pledge Deity disfavour -300
Weakness n/a 0
Base XP: 1,500

Class variants have the same abili-


Class Variants ties as their parent class, except
For purposes of this book, a class where noted otherwise below as:
“variant” is a modified version of a
• Add: New abilities not possessed
class with the same base XP and by the parent class
level progression as its parent, but
• Change: Alterations to abilities
with swapped abilities to suit a spe-
of the parent class
cific role in the setting. 6
• Remove: Abilities of the parent
class unavailable to the variant
6 Contrast this with a “sub-class,” which is an

entirely new class built to fill a new niche.

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14 | C l e r i c

Cleric (Dead God) Cleric (God of Knowledge)


Dead gods are banished, impris- Clerics who worship patrons of wis-
oned, or sleeping immortals, usually dom, lore, or justice, serving as aca-
of dread or alien aspect. Clerics of demics, diviners, or literati.
these gods devote their energies to
Add
summoning or reviving their patrons
to influence the setting’s home plane. • Requirements: Minimum INT 9
Add • Read Languages: 80% chance,
starting at 1st level
• Immunity: At 4th level, clerics are • Skill, learned: Lore (field related
unaffected by some trademark to their deity’s portfolio; +1 im-
supernatural effect of their god provement every 3 levels)
• Languages: Add the tongue and • Spells, bonus: Four bonus levels in
script of their patron god divination or knowledge spells
Change Change
• Magical Research: Clerics may • Hit Dice: 1d4
create magic items and research • Armour: None
magical effects at any level
• THAC0: As magic-user
• Spell Casting: Their god’s dimin-
• Stronghold: Build temple/library
ished presence precludes spells
at 12th level
higher than 3rd level
• Stronghold: Build at 10th level; Remove
includes 7-12 monsters affiliated
• Turn Undead: No ability
with the dead god
Remove Cleric (God of Life)
Clerics who worship gods of birth,
• Turn Undead: No ability
growth, health, and bounty.
Cleric (God of Death) Add
Such clerics worship gods of the un-
• Requirements: Minimum CON 9
derworld, death, disease, or decay.
• Spells, bonus: Four bonus levels in
Change healing and curative spells
Edition

• Turn Undead: A “D” result allows Change


the cleric to issue 1 command per
• THAC0: As normal human
level, which the undead perform
as best they can • Turn Undead: +1 to all attempts
• Stronghold: Build temple/hospital
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at 12th level
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C l a s s B u i l d e r | 15

Cleric (God of Nature)


These clerics venerate the elements
and the spirits of plants and animals;
they are sometimes known as druids.
Add

• Hide: 9/10 chance to hide in


wilderness
• Saving Throw Bonus: +1 vs. natu-
ral poisons and paralytics
Change Priest
• Armour: Any non-metal A religious leader who guides a
• Weapons: Any non-metal congregation, the priest is presented
• Spell Casting: As cleric, but select for use as an NPC, but could be a
from “druidic” or nature-oriented PC in a role-play focused campaign.
spell list Add
• Stronghold: Build as an elf at 9th
level • Immunity: Level drain
• Saving Throw Bonus: +2 vs. di-
Remove
vine magic lower than their ex-
• Turn Undead: No ability perience level
• Spells, bonus: Two additional
Cleric (God of War) divine spell levels each day
These are clerics dedicated to pa- Change
trons of battle and conquest.
• Hit Dice: 1d4
Add
• Armour: None
• Skill, innate: Tactics (2/6 chance • Weapons: None
to grant each ally a +1 bonus to • THAC0: As normal human
one roll during current encounter) • Magical Research: Priests may
Change create magic items and research
magical effects at any level
• Weapons: Only those permitted • Stronghold: At 9th level, a priest
by their deity becomes the hierarchical reli-
Remove gious leader of an entire region,
attracting 3d6x10 veterans and
• Turn Undead: No ability 1d20+10 acolytes to deploy
throughout the diocese.

BX Options

Afonso Flores (Order #29951988)


16 | C l e r i c

Restrictions
Crusader
Magical Research: Dedicated to
Requirements: Minimum STR 9
martial pursuits, crusaders do not
Prime Requisite: WIS
engage in magical research.
Hit Dice: 1d6
Maximum Level: 14 Pledge: Crusaders are bound by the
Armour: Any, including shields same standards as their clerical
Weapons: Any permitted by their counterparts; if their alignment
order strays from that of their deity, they
Languages: Alignment, Common cannot cast spells until reconciled.
A cleric sub-class, crusaders are hu- Turn Undead: Crusaders have no
man warrior-priests of religious power to turn undead.
fighting orders. Such orders are aux- Weakness: Reactions with the infidel
iliary and subordinate to their par- (including agents, associates, or al-
ent church or sect, whose mission they lies thereof) are penalised by –4.
support through force of arms. Com-
mon to all orders is an “infidel,” or Abilities
the primary target of its martial
Combat: When fighting the infidel,
attention, which could be as specific
crusaders gain +1 to initiative, “to-
as a pagan tribe or rival sect, or as
hit,” and damage rolls; a +1 bonus
broad as beings of an opposing
to their AC and saving throws vs.
race, nation, or alignment. Not all
infidel attacks; and all allies within
churches support fighting orders, nor
20’ enjoy the effects of bless.
are all orders truly subordinate.
Conviction: The strength of a cru-
N.B. As self-righteous fighters with
sader’s faith in their mission makes
limited clerical ability, crusaders are
them immune to charm and hold
a good template for paladin (or
person spells.
anti-paladin) archetypes in settings
where the struggle between good Foe Sense: Crusaders have a 2/6
and evil is foundational and epic. In chance to detect the infidel within
settings where alignment struggles 10’ per level (includes hidden or
are not the focus of conflict—where invisible foes as well as during face-
the line between good and evil is to-face encounters).
blurred and subjective—crusaders
Spell Casting: Crusaders may pray
Edition

can occupy a more multifaceted


for divine spells, following the same
niche if referees exploit each
rules for divine spell use as clerics.
fighting order’s history, mission, and
bias to create moral grey areas. Using Magic Items: Crusaders may
use magic items reserved for clerics,
n d

including divine spell scrolls.


2

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Afonso Flores (Order #29951988)


C l a s s B u i l d e r | 17

After Reaching 9th Level Fighting Order Missions


At 9th level, a crusader may establish • Reclaim holy land
a stronghold as a chapter of their • Purge the realm of infidels
fighting order. The fortification at- • Ensure the safety of pilgrims,
tracts 20-120 (2d6x10) 1st level missionaries, or evangelists
fighters, 2d6 crusaders, and 2-5
• Find, recover, or destroy an arte-
(1d4+1) clerics of the order’s parent
fact
church (levels 1d4 each). The strong-
• Protect a holy site or prophet
hold must provide succour to church
officials and allies, as well as aid in • Prepare for divine visitation
the defence against the infidel. At • Clear the way for prophecy
each experience level after 9th, the • Bring infidels to justice
crusader attracts 10-60 fighters, • Locate a mortal incarnation of
1d6 crusaders, and 1d2 clerics. the divine

Crusader Level Progression


Saving Throws Spells per Day
Level XP HD To-hit D W P B S 1 2 3

1 0 1d6 19 [+0] 11 12 14 16 15 – – –
2 2,200 2d6 19 [+0] 11 12 14 16 15 1 – –
3 4,400 3d6 19 [+0] 11 12 14 16 15 1 – –
4 8,800 4d6 17 [+2] 11 12 14 16 15 1 – –
5 17,600 5d6 17 [+2] 9 10 12 14 12 2 – –
6 36,200 6d6 17 [+2] 9 10 12 14 12 2 – –
7 72,400 7d6 14 [+5] 9 10 12 14 12 2 1 –
8 144,800 8d6 14 [+5] 9 10 12 14 12 3 1 –
9 244,800 9d6 14 [+5] 6 7 9 11 9 3 1 –
10 344,800 9d6+1* 12 [+7] 6 7 9 11 9 3 2 –
11 444,800 9d6+2* 12 [+7] 6 7 9 11 9 4 2 –
12 544,800 9d6+3* 12 [+7] 6 7 9 11 9 4 2 1
13 644,800 9d6+4* 10 [+9] 3 5 7 8 7 4 3 1
14 744,800 9d6+5* 10 [+9] 3 5 7 8 7 5 3 1
* Modifiers from CON no longer apply Crusaders need 100,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

BX Options

Afonso Flores (Order #29951988)


18 | C l e r i c

Restrictions
Shaman
Alignment: Shamans may be Neu-
Requirements: Minimum CON 9
tral or Chaotic. Neutral shamans
Prime Requisite: WIS
embrace the harmonious aspects of
Hit Dice: 1d6
their spirit animal; Chaotic shamans
Maximum Level: 14
emulate their guides’ survival instincts
Armour: Leather, no shields
and displays of power.
Weapons: Any one-handed melee
Languages: Alignment, Common Equipment: A shaman carries a fet-
ish for each of their spirit guides (a
A shaman is a tribal cleric common to
tooth, claw, pelt, etc.); this object is
barbarian and nomadic cultures.
required to cast spells, speak with
They revere animal spirits as exem-
animals, and shapechange.
plars of proper outlook and conduct
in all matters. Pledge: Any alignment shift or a
drastic deviation from their animal
Animal Spirit Guides spirit’s guidance causes the guide to
At 1st level, a shaman gains a ran- forsake the shaman until proper
dom animal spirit guide in exchange atonement is made.
for a permanent loss of 1 point from Turn Undead: Shamans have no
a random attribute score. power to turn undead.
The spirit guide imparts the wisdom
necessary to cast spells, and “marks”
Abilities
the shaman with a permanent special Combat: A shaman is limited to
ability that reflects their bond. (q.v., leather armour and cannot use a
Appendix G for possible spirit ani- shield. They may use any one-
mals and their abilities). handed melee weapon, including
edged weapons.
Neutral shamans have a single guide
throughout their career, but the effi- Magical Research: The shaman may
cacy of their special ability incre- appeal to their spirit guides to aid in
ments at levels 4, 8, and 12. magical research as a cleric of equal
level.
Chaotic shamans may acquire an
additional spirit guide at levels 4, 8, Shapechange: At 4th level, a shaman
and 12. Each new guide reduces a may assume the form of any of their
Edition

random ability by 1 point, but if the animal guides; this ability conforms
same guide is rolled, the correspond- in all respects to the 4th level magic-
ing special ability increments. user spell polymorph self and may
be used once per day for every four
levels the shaman has earned.
n d
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C l a s s B u i l d e r | 19

Skill, innate: Shamans have a 2/6 spell list. Shamans cast spells as ritu-
chance to hear noise or detect secret als, which require a material sacri-
doors and hidden objects. fice valuable to their animal guide
equal to 10gp per spell level (food,
Speak with Animals: At 4th level, a
milk, nesting material, etc.). Casting
shaman may communicate with ani-
a spell requires 1 round per spell
mals of the same type as their spirit
level of uninterrupted meditation.
guides; this ability conforms in all
respects to the 2nd level cleric spell Using Magic Items: Shamans may
speak with animals and may be use magic items reserved for clerics,
used once per day for every four including divine spell scrolls.
levels the shaman has earned.
After Reaching 9th Level
Spell Casting: A shaman casts spells
as a cleric of equal level but selects At 9th level, a shaman attracts 1d4
from a “druidic” or nature-oriented 1st level shaman assistants. They do
not build strongholds.
Shaman Level Progression
Saving Throws Spells per Day
Level XP HD To-hit D W P B S 1 2 3 4 5

1 0 1d6 19 [+0] 11 12 14 16 15 – – – – –
2 2,100 2d6 19 [+0] 11 12 14 16 15 1 – – – –
3 4,200 3d6 19 [+0] 11 12 14 16 15 2 – – – –
4 8,400 4d6 19 [+0] 11 12 14 16 15 2 1 – – –
5 16,800 5d6 17 [+2] 9 10 12 14 12 2 2 – – –
6 34,600 6d6 17 [+2] 9 10 12 14 12 2 2 1 1 –
7 69,200 7d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 138,400 8d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 238,400 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 338,400 9d6+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 438,400 9d6+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 538,400 9d6+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 638,400 9d6+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 738,400 9d6+5* 12 [+7] 3 5 7 8 7 6 5 5 5 4
* Modifiers from CON no longer apply Shamans need 100,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

BX Options

Afonso Flores (Order #29951988)


20 | D w a r f

Dwarf
Classic dwarfs maintain the stocky,
diminutive, bearded stereotype Random Bonuses
common to both Tolkien and Lewis, Dwarfs may receive bonuses as a
wherein they are depicted as stoic perk of clan membership. At 2nd lev-
but prideful, honourable yet avari- el and above, the player may roll
cious, loyal and vengeful in accord 1d12 for a random bonus instead of
with their unshakeable principles. hit points. Underscored bonuses are
While not strictly of the earth, they lost if the dwarf is expelled from
dwell within it, to such affinity that their clan; re-rolling a bonus results
fine craftsmanship with stone, gems, in cumulative benefits:
and ore comes naturally to them.
1. Given dwarven plate (non-
Mountain dwarfs—the classic arche- magical plate mail +1)
type—build extensive, worked-stone 2. Combat training grants +1 AC
cities within and beneath great vs. foes larger than man-sized
mountain ranges and rocky hills, 3. Training allows dwarf to choose
from which they mine ore, raw gem- a two-handed weapon
stones, silver, and gold. Each city 4. Granted random magic item to
houses multiple clans, each special- fulfil clan quest
ised in some industry or service to 5. Attract 1d4 1st level dwarfs as
benefit the entire community; rul- unpaid retainers (morale +1)
ership is the hereditary obligation of 6. Improve one detection skill of the
the city’s founding clan. Dwarf cities player’s choice by +1 (i.e., 3/6
are well-defended against their chance)
age-old subterranean foes: goblins 7. Increase hit die type to d10
and kobolds. 8. Exploits grant +1 reaction and
N.B. While dwarfs are smaller than morale bonus with dwarf NPCs
humans, they are not burdened with 9. Clan support and loyalty defrays
a size restriction. Dwarf weapon stronghold cost by 10%
requirements stipulate they be “small 10. Bonus of +1 “to-hit” vs. goblins
or normal-sized,” but there is no or kobolds
corresponding exclusion to their ar- 11. Bonus of +1 damage with “tradi-
Edition

mour (as noted for the even smaller tional” dwarf weapon (e.g., axe,
halflings). At four feet tall, then, crossbow, hammer, et al.)
dwarfs are assumed to operate in a 12. Roll for hit points and then roll
man-sized world without any espe- again, ignoring a result of “12”
n d

cial impediment.
2

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C l a s s B u i l d e r | 21

Classic Dwarf XP Worksheet


Ability Details XP Cost

Prime requisite 1 (Strength) 100


Hit dice 1d8 800
Armour Any 200
Basic Abilities

Shield Yes 100


Weapons Restricted (small or normal-sized) 100
6 (Alignment, Common, Dwarf, Gnome,
Languages 400
Goblin, Kobold)
Combat progression Improve THAC0 every 3 levels 300
Saving throws As dwarf 600
Infravision Range 60’ 200
Abilities

Skill, innate Detect construction tricks (2/6 chance) 200


Special

Skill, innate Detect traps (2/6 chance) 200


Skill, innate Listen at doors (2/6 chance) 200
Requirements 1 (minimum Constitution 9) -100
Maximum level 12 -200
Stronghold level 9 -900
Restrictions

Size n/a 0
Equipment n/a 0
Pledge n/a 0
Weakness n/a 0
Base XP: 2,200

Class variants have the same abili-


Class Variants ties as their parent class, except
Dwarf class variants have the same where noted otherwise below as:
base XP and level progression as
• Add: New abilities not possessed
dwarfs, but with swapped abilities
by the parent class
to represent either specialised clan
• Change: Alterations to abilities
roles or fully developed dwarf sub-
of the parent class
races dwelling in different environ-
mental niches. • Remove: Abilities of the parent
class unavailable to the variant

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Afonso Flores (Order #29951988)


22 | D w a r f

Dwarf, deep Forgeborn


Deep dwarfs dwell in the subterra- These mountain dwarfs form an elite
nean vastness far below the cities of fighting order of “warrior diplo-
their mountain dwarf cousins. They mats,” sworn to protect each city’s
appear near-hairless with sallow skin ruling family and represent them
and sinewy frames. Less civilised abroad. Forgeborn form their own
than mountain dwarfs, deep dwarfs clan within dwarf settlements, and
carve settlements from natural rock members renounce their original clan
and defend them cunningly with when welcomed into the ranks.
traps and monster guardians. They
Add
do not work stone, but their forge
work is unsurpassed. Most scholars • Encounter Bonus: +1 reaction rolls
believe they derive from mountain with dwarfs, dwarf allies, and
dwarf exiles; others posit they are potential allies
progenitors of the dwarf race. • Equipment: Forgeborn receive a
Add badge of office (e.g., brooch,
pin, signet ring, chain, etc.),
• Attack Bonus: +1 “to-hit” goblin- whose visibility is required for
folk their encounter bonus
• Pledge: Deep dwarfs are point- • Pledge: Must be Lawful or Neu-
edly self-sufficient, which restricts tral and swear service to their
alignment to non-Lawful city’s rulers; failure to do so re-
• Thief Skills: Hide in Shadows and sults in confiscation of their
Move Silently as a thief of equal badge of office and expulsion
level from the order
• Weakness: Suffer a “to-hit” pen- Change
alty of –2 or –1 in full daylight
or torchlight, respectively • Requirements: Minimum CON 9,
• Weapon Proficiency: Deep minimum STR 9
dwarf blades are so well crafted • Hit Dice: 1d10
that they confer the benefits of • Allowed Weapons: Any (includ-
proficiency (i.e., +1 bonus “to- ing two-handed melee weapons)
hit” and damage) • Stronghold: Build at 10th level;
Change the stronghold serves as head-
Edition

quarters for a new cadre of


• Infravision: Range 120’ Forgeborn, attracting 3d6x10
Remove dwarfs and 2d6 Forgeborn (plus
1d6 additional Forgeborn each
• Detect Construction: No ability
n d

level after 10th)


2

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C l a s s B u i l d e r | 23

Spelunker • Skill, innate: Direction Sense (2/6


chance of determining depth or
Spelunkers are dwarfs specialised in
compass direction underground)
subterranean exploration. Within
their settlement, they’re responsible Change
for scouting unfamiliar territory, lo-
• Hit Dice: 1d6
cating mineral resources, and
providing intelligence to aid in the • Armour: Leather, no shields
defence against local threats. • Weapons: Small sized only (e.g.,
dagger, hand axe, short sword)
Add
• THAC0: As cleric
• Skill, innate: Detect Ore (2/6 • Infravision: 90’ range
chance of locating metal, miner-
al, or gem veins within 120’)

Dwarf Clan Generator


Large and small dwarf settlements contain 7-12 (1d6+6) or 3-6 (1d4+2) indi-
vidual clans, respectively. For each clan, roll 4d10 on the table below. The first
clan rolled is the founding clan, which rules the settlement. A dwarf PC’s clan
should be randomly assigned; the character’s reactions and starting gold are
based on the clan’s standing, but their disposition need not match.
Clan names are the referee’s purview and setting specific, though a quick Internet
search can reveal scores of online name generators.

1d10 Industry/Service Standing* Disposition** Current Goal

1 Mining Low Unfriendly Improve standing


2 Jewellery Low Scheming Thwart rival clan
3 Metalsmithing Low Proud Political power/influence
4 Weapons/Armour Average Greedy Wealth/Treasure
5 Clerical (elders) Average Insular Industrial innovation
6 Foodstuffs Average Curious Discover new resources
7 Forgeborn** Average Generous Expand/Reclaim territory
8 Trade Average Humble Avenge ancient wrong
9 Defence High Honourable Recover lost clan artefact
10 Academics High Helpful Secret agenda
* Low: –1 reactions and 2d6x10 starting gold; High: +1 reactions and 4d6x10 starting gold
** Roll normally for Forgeborn, but note that they always maintain loyalty to the ruling clan

BX Options

Afonso Flores (Order #29951988)


24 | D w a r f

Elder
Requirements: Minimum CON 9,
minimum WIS 9
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 12
Armour: Any, including shields
Weapons: Any permitted by their
deity (see below)
Languages: Alignment, Common,
Dwarfish, Gnome, Goblin, Kob-
old Divine Power: Each elder clan re-
ceives a special ability related to
Elders are dwarf clerics, dedicated their deity’s sphere of influence (q.v.,
to dwarven immortal powers. Elders “Divine Powers by Deity,” below).
renounce their home clan when they The referee is encouraged to modify
take up the faith, joining a clerical these powers to suit the setting’s
clan dedicated either to an individu- dwarven immortals, with a total val-
al deity or (in smaller settlements) ue of 400 XP to conform with the
the entire dwarf pantheon. base XP and level progression table
on the facing page.
Restrictions
Infravision: Like other dwarfs, el-
Holy Symbol: Like clerics, elders
ders possess infravision to 60’.
must possess a holy symbol to cast
divine spells. Magical Research: Elders may re-
search new divine spells at any lev-
Pledge: Elders are bound by the
el; upon reaching 9th level, elders
same behavioural standards as cler-
may create magic items and re-
ics; if their alignment strays from that
search other magical effects.
of their deity, they suffer Deity Dis-
favour. Skills, innate: Elders have a 2/6
chance of detecting construction
Turn Undead: Elders have no power
tricks; traps; and listening at doors.
to turn undead.
Spell Casting: Elders may pray for
Abilities divine spells, following the same
Edition

Combat: Elders are allowed any rules for divine spell use as clerics.
armour; weapon choice emulates the
Using Magic Items: Elders may use
preferred arms of their deity. Elders
magic items reserved for clerics,
attack as clerics of equal level.
including divine spell scrolls.
n d
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C l a s s B u i l d e r | 25

After Reaching 10th Level Divine Powers by Deity


At 10th level, an elder may build a Each deity provides its elders with
temple-stronghold dedicated to their different divine powers; these are
deity, attracting 20-80 (2d4x10) 1st setting specific, but the following
level dwarfs and 5-10 (1d6+4) 1st archetypes may inspire the referee:
level elders. The settlement where
the stronghold is built cannot al- • Dwarf Pantheon (general): +1
ready have a temple to the charac- reactions with dwarfs, 2 bonus
spell levels per day
ter’s deity. Once the stronghold is
established, the elder becomes a • Greed: 2/6 chance to hide un-
local clan head and is expected to derground, Backstab or 4 Thief
tend to the deity’s worshippers, aid Skills as thief of equal level
in the local defence, and apply the • Luck: +2 save vs. category of
deity’s powers (i.e., divine spells) to player’s choice
the common good. At each experi- • Protection: +2 AC vs. goblin-folk,
ence level after 10th, the elder at- 2 bonus spell levels per day
tracts an additional 10-40 dwarfs • War: +1 initiative vs. goblin-folk,
and 1d4 elders. +1 to allies’ morale
Elder Level Progression
Saving Throws Spells per Day
Level XP HD To-hit D W P B S 1 2 3 4

1 0 1d6 19 [+0] 8 9 10 13 12 – – – –
2 2,500 2d6 19 [+0] 8 9 10 13 12 1 – – –
3 5,000 3d6 19 [+0] 8 9 10 13 12 2 – – –
4 10,000 4d6 19 [+0] 6 7 8 10 10 2 1 – –
5 20,000 5d6 17 [+2] 6 7 8 10 10 3 2 – –
6 41,000 6d6 17 [+2] 6 7 8 10 10 3 2 1
7 82,000 7d6 17 [+2] 4 5 6 7 8 4 3 2
8 164,000 8d6 17 [+2] 4 5 6 7 8 4 3 2 1
9 264,000 9d6 14 [+5] 4 5 6 7 8 5 4 3 2
10 364,000 9d6+2* 14 [+5] 2 3 4 4 6 5 4 3 2
11 464,000 9d6+4* 14 [+5] 2 3 4 4 6 6 5 4 3
12 564,000 9d6+6* 14 [+5] 2 3 4 4 6 6 5 4 3
* Modifiers from CON no longer apply Elders need 100,000 XP per level after 12th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

BX Options

Afonso Flores (Order #29951988)


26 | E l f

Elf
Like dwarfs, classic fantasy elves
have roots in Tolkien’s legendarium, Random Bonuses
where they’re expert warriors and Elves may receive bonuses as a perk
adept wizards. The translation to of their longevity. At 2nd level and
game mechanics is a bit awkward, above, the player may roll 1d12 for
as the original fighter and magic- a random bonus instead of hit points.
user classes decisively split sword- Re-rolling a bonus results in cumula-
swinging and spell casting into polar tive benefits:
archetypes.
1. Given elven chain (non-magical
To complicate this dichotomy, the chain mail, encumbers as leather)
canon describes elves as forest- 2. Bonus of +1 “to-hit” vs. orcs or
dwelling custodians of Nature, fond trolls
of beautiful things, long-lived, oth- 3. Improve one detection skill of the
erworldly, and disposed to frolic player’s choice by +1 (i.e., 3/6
and play. They’re also deadly war- chance)
rior/mages who devote time and 4. Herbal remedies cure disease or
energy to train with all weapons and neutralise poison (roll current
learn arcane spells. How then does level or less on d20 to succeed)
the referee reconcile the extremes of 5. Double-fisted (may fight with a
gamesome tree-hugger and menac- melee weapon in each hand; roll
ing murder-sprite? 1 attack at +1; if successful, roll
One flexible approach is to cast damage for each weapon and
elves as empire-builders who (much take the best result)
like Tolkien’s Tareldar or—to put a 6. Parry (+1 AC with melee arms)
different spin on it—Moorcock’s 7. Longshot (ignore the long-range
Melnibonéans) achieved their current “to-hit” penalty w/bows)
aesthetic only after struggling 8. Double shot (fire two arrows per
through a violent past. While they round; different targets only if
prefer to evolve their culture along you win initiative)
an artful path, they retain their mar- 9. Spells have maximum effect
tial and arcane capabilities to de- when cast in forest terrain
Edition

fend and expand their domain. In 10. Natural familiar (forest animal,
any given setting, then, these “high” intelligent, and “speaks” with elf)
or “noble” elves may be on the rise, 11. In forests, +1 to surprise
maintaining their authority, or in 12. Roll for hit points and then roll
again, ignoring a result of “12”
n d

some stage of decline.


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C l a s s B u i l d e r | 27

Classic Elf XP Worksheet


Ability Details XP Cost

Prime requisite 2 (Intelligence and Strength) 200


Hit dice 1d6 600
Armour Any 200
Basic Abilities

Shield Yes 100


Weapons Any 200
6 (Alignment, Common, Elf, Gnoll, Hob-
Languages 400
goblin, Orc)
Combat progression Improve THAC0 every 3 levels 300
Saving throws As elf 300
Immunity Ghoul paralysis 200
Infravision Range 60’ 200
Special Abilities

Magical research Yes 200


Skill, innate Detect secret doors (2/6 chance) 200
Skill, innate Listen at doors (2/6 chance) 200
Spell casting Arcane spells (max spell level = 5) 2,000
Using magic items Yes 200
Requirements 1 (minimum Intelligence 9) -100
Maximum level 10 -400
Stronghold level 9 -900
Restrictions

Size n/a 0
Equipment Spell book -100
Pledge n/a 0
Weakness n/a 0
Base XP: 4,000

Class Variants
Elf class variants have the same base • Add: New abilities not possessed
XP and level progression as elves, by the parent class
but with swapped abilities to repre- • Change: Alterations to abilities
sent specialised roles or sub-races. of the parent class
Variants have the same abilities as • Remove: Abilities of the parent
elves, except where noted below as: class unavailable to the variant

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Afonso Flores (Order #29951988)


28 | E l f

Elf, deep Elf, sylvan


An ancient rift amongst the high Sylvan elves are the original “fey”
elves drove a portion of the popula- and progenitors of the elven race.
tion far underground, where the Somewhat wild, they isolate them-
deep elves carved vast cities into selves in ancient woodlands.
dark, sprawling caverns. Their realm
Add
is a gloomy mirror of the surface,
with forests of giant mushrooms and • Defensive Bonus: +2 AC vs. foes
a sun of pervasive luminescence from larger than man-sized
subterranean minerals and creatures. • Hide: 9/10 chance to hide in
Add wilderness
• Nature Sense: 2/6 chance to
• Encounter Bonus: +1 to surprise commune with forest weekly (as
foes underground cleric spell, but only 1 question)
• Hide: 9/10 chance to hide un- • Size: Sylvan elves are small, the
derground size of halflings
• Pledge: Deep elves are per- • Spells, bonus: Invisibility, protec-
versely self-serving, which re- tion from evil, and ventrilo-
stricts alignment to non-Lawful quism each once per day
• Weakness: Suffer a “to-hit” pen-
alty of –2 or –1 in full daylight Change
or torchlight, respectively • Armour: Sylvan elves may use
Change any armour tailored to their
small size, including shields
• Armour: Any, though deep elves • Weapons: Sylvan elves may use
do not use shields any weapon tailored to their
• Infravision: Range 120’ small size
• Languages: Replace Gnoll with • Immunity: Sleep and charm
Goblin • Languages: Replace Gnoll and
• Spell Casting: As elves, but select Hobgoblin with Fey and Wood-
from “underworld” or subterra- land Fauna
nean-oriented spell list • Spell Casting: Sylvan elves gain
spells as elves but choose from
the full spell list; they cannot
Edition

wield spells higher than 3rd level


• THAC0: As cleric
Remove
n d

• Equipment: No spell books


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Elf, wild Add

Wild elves are the cultural bridge • Spells, Bonus: One additional
between the sylvan and high elves. spell level each day at levels 2,
Wild elf tribes ward and cultivate 4, 7, and 10
specific natural ranges, and charac-
Change
ters must choose their home terrain
(q.v., Appendix F). • Armour: Leather only; no shields
Add • Weapons: Any one-handed
• THAC0: As cleric
• Defensive Bonus: +1 AC in home • Stronghold: Build at 10th level
terrain
• Encounter Bonus: +1 surprise in Remove
home terrain • Equipment: No spell books
• Hide: 9/10 chance to hide in
home terrain Sentinel
• Saving Throw Bonus: +1 to all
saves in home terrain Sentinels are elite warrior elves
charged with protecting important
• Snares: Set/disarm as thief of
elven persons, places, and artefacts
equal level find/remove traps
(e.g., High Queen Sindaralarian,
• Weapon Mastery: +1 “to-hit” Gladehenge, the Elfstone, etc.).
and damage with all bows and
spears Add

Change • Attack Bonus: +1 “to-hit” speci-


fied elf-foe (based on setting)
• Spell Casting: Wild elves gain
• Combat Bonus: Sentinels may
spells as elves, but chose from
wield a small or medium melee
the full list of “druidic” or nature-
weapon in each hand; each
oriented divine spells
round, they may use the off-hand
Remove weapon to attack (+1 “to-hit”) or
parry (+2 AC)
• Equipment: No spell books
Change
Occultist
• Spell Casting: Sentinels gain
These high elves are so deeply de- spells as elves, but cannot cast
voted to arcane study that they have spells greater than 4th level
no need of spell books and instead
Remove
choose their daily spells from the full
arcane list, much as a cleric chooses • Magical Research: No ability
from the divine spell list.

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Encounter Bonus: Archons gain a


Archon +1 to reactions with beasts, elemen-
Requirements: Minimum WIS 9 tals, and fey
Prime Requisite: WIS and CHA Infravision: Like other elves, archons
Hit Dice: 1d6 possess infravision to 60’.
Maximum Level: 10
Armour: Any, including shields Magical Research: Archons of any
Weapons: Any level may research new spells. They
Languages: Alignment, Common, cannot create magic items or re-
Beast, Elemental, Elf, Fey search other magical effects.

Archons are high elf servants of the Saving Throw Bonus: Any save vs.
primal powers—elementals, beast an elemental or fey is made at +1.
lords, and demiurges—who first Skill, innate: Archons have a 2/6
bestowed wisdom upon the elven chance of detecting secret doors.
race. Archons do not worship these
beings, but instead honour ancient Spell Casting: Archons gain arcane
pacts of mutual assistance and pro- spells up to 5th level through pacts
tection, from which an archon’s ar- made with primal beings. To cast a
cane power stems. spell, archons must make a Spell
Casting roll to invoke the pact (see
Restrictions facing page). N.B. Elementals con-
Alignment: Though pacts exist with jured by an archon have maximum
beings of all alignments, archons are hit points, and if their concentration is
bound by ancient accord to eschew broken, an archon may make a re-
extremes and must therefore remain action roll to regain control.
Neutral in all matters. Using Magic Items: As spell casters,
Talisman: Archons must bear a tal- archons can use arcane scrolls and
isman (ring, brooch, pin, etc.) that magic items reserved for elves.
signifies to primal powers their right
to engage in arcane pacts. An ar-
chon’s talisman is unique; spells can-
not be loosed without it. Replacing a
lost talisman involves a major quest.

Abilities
Edition

Combat: Archons may wear any


armour but cannot use shields; they
may wield any weapon. They gain a
n d

+2 AC vs. elementals and fey.


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After Reaching 10th Level a 4th level archon could cast four 1st
level spells, two 2nd level spells, or
At 10th level, an archon may build a any combination not exceeding four
stronghold dedicated to the service total spell levels).
of primal beings. The stronghold
must be built in a natural setting and To release a spell, an archon ap-
gains the favour of all beasts, ele- peals to a primal being for aid with
mentals, and fey in the local hex. a Spell Casting roll. If the roll suc-
Once established, and at each level ceeds, the spell is “cast”; if the roll
thereafter, the stronghold attracts fails, the appeal is ignored, and the
the service of 2d6 1st level elves, spell effect does not manifest. Either
plus one archon for every six elves. way, they attempt counts against the
archon’s daily spell limit.
Arcane Pacts
Archons gain a +1 bonus to their
Arcane pacts are ancient agree- Spell Casting rolls by sacrificing hit
ments with primal beings, who grant points equal to the level of the spell
magic spells in exchange for mortal to be cast (e.g., for a 2nd level spell,
vitality in the form of hit points. a 2hp sacrifice grants a +1 bonus,
Each day, an archon may wield 1 4hp grants +2, etc.). Hit points sacri-
spell level per experience level (e.g., ficed in this way heal normally.

Archon Level Progression


Saving Throws Spell
Level XP HD To-hit D W P B S Casting

1 0 1d6 19 [+0] 12 13 13 15 15 1/6


2 4,000 2d6 19 [+0] 12 13 13 15 15 1/6
3 8,000 3d6 19 [+0] 12 13 13 15 15 2/6
4 16,000 4d6 19 [+0] 10 11 11 13 12 2/6
5 32,000 5d6 17 [+2] 10 11 11 13 12 2/6
6 65,000 6d6 17 [+2] 10 11 11 13 12 3/6
7 130,000 7d6 17 [+2] 8 9 9 10 10 3/6
8 260,000 8d6 17 [+2] 8 9 9 10 10 3/6
9 360,000 9d6 14 [+5] 8 9 9 10 10 3/6
10 460,000 9d6+2* 14 [+5] 6 7 8 8 8 4/6
* Modifiers from CON no longer apply Archons need 100,000 XP per level after 10th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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32 | F i g h t e r

Fighter
Every adventure, regardless of gen-
re, has a fighter, whether as protec- Random Bonuses
tor, antagonist, or epic hero. The Fighters may receive bonuses
archetype is the literal embodiment through intense training. At 2nd level
of physical struggle, deadly force, and above, the player may roll
and heroic stamina. The exclusive 1d12 for a random bonus instead of
focus on these qualities make the hit points. Re-rolling a bonus results
fighter’s role both unambiguous and in cumulative benefits:
infinitely flexible: Fighters have a
singular function that translates to 1. Dead eye (+1 “to-hit” and dam-
any setting. age with any missile weapon)
2. Bonus of +1 “to-hit” a specific
Yet there are some interesting sub- type of foe
tleties: First, while fighters, dwarfs, 3. Batter (+1 “to-hit” and damage
elves, and halflings share the same with any melee weapon)
“to-hit” progression, only fighters 4. Combat mobility (increase en-
may advance as high as 14th level counter movement by 10’)
to ultimately gain the best THAC0 of 5. Double-fisted (may fight with a
all classic classes. Second, fighters’ melee weapon in each hand; roll
unrestricted access to weapons and 1 attack at +1; if successful, roll
armour ensures the greatest poten- damage for each weapon and
tial offense and defence as they take the best result)
advance in level and the availability 6. Parry (+1 AC with melee arms)
of magic armament increases. Third, 7. Assigned 1d4 devoted veterans
their sheer stamina is well represent- as unpaid retainers (morale +1)
ed not only via their hit die, but also 8. Increase hit die type to d10
by their saves, which are surpassed 9. Combat sense (+1 to personal
only by dwarfs and halflings. initiative rolls)
Finally, fighters may build their 10. Shield bash (successful attack
stronghold as soon as they can af- with shield inflicts 1d6 points of
ford it, regardless of level. They are damage or pushes foe back 5’)
also the only class whose progression 11. Exploits grant +1 reaction and
Edition

includes a landed title (e.g., Baron or morale bonus with retainers and
Baroness), which implies (in classic peers of the realm
fantasy settings at least) a causal 12. Roll for hit points and then roll
relationship between martial ability again, ignoring a result of “12”
n d

and peerage.
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Classic Fighter XP Worksheet


Ability Details XP Cost

Prime requisite 1 (Strength) 100


Hit dice 1d8 800
Armour Any 200
Basic Abilities

Shield Yes 100


Weapons Any 200
Languages 2 (Alignment, Common) 0
Combat progression Improve THAC0 every 3 levels 300
Saving throws As fighter 500
No Special Abilities 0
Requirements 0 0
Maximum level 14 0
Stronghold level 2 -200
Restrictions

Size n/a 0
Equipment n/a 0
Pledge n/a 0
Weakness n/a 0
Base XP: 2,000

Class Variants • Change: Alterations to abilities


of the parent class
Fighter class variants have the same • Remove: Abilities of the parent
base XP and level progression as class unavailable to the variant
fighters, but with swapped abilities
to better suit specific roles in the
setting.
As always, class variants have the
same abilities as their parent class,
except where noted otherwise below
in the following terms:

• Add: New abilities not possessed


by the parent class

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34 | F i g h t e r

Bodyguard Champion
These fighters are paid or pledged Champions are weapon masters,
to protect an NPC or party member. specialising with various arms. They
Their sole mission is to keep an eye may be employed for martial in-
out for danger and defend their struction, guardians, as professional
charge from harm. arena fighters, or as contestants in
trial-by-combat disputes.
Add
Add
• Combat Bonus: +1 initiative, “to-
hit,” damage, and AC vs. a • Weapon Proficiency: One profi-
known threat to their charge ciency “slot” at levels 1, 4, 7, 10,
• Skill, innate: Detect Threat (2/6 and 13, granting +1 “to-hit” and
chance of sensing imminent threat damage with a specific weapon;
to their charge) the PC may apply multiple slots
• Pledge: Lose combat bonuses if to the same weapon
they deliberately ignore a known Change
threat to their charge
• Requirements: Minimum DEX 9,
Change minimum STR 9
• Stronghold: Build a training • Weapons: Champions are re-
academy at 10th level, attracting stricted to wielding only the
5d6 1st level fighters and 2d6 weapons in which they’re profi-
bodyguards (plus 1d6 body- cient
guards each level after 10th) • Stronghold: Build at 4th level
Edition
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Knight • Weapon Proficiency: Four profi-


ciency “slots” available at 1st
Knights are elite mounted fighters
level, which must be allotted to
who form military orders dedicated
their order’s preferred weapons;
to serving a ruler, a realm, or an
the PC may apply multiple slots
ideal. Each order has its own align-
to the same weapon
ment and code of conduct that all
member knights must follow to main- • Pledge: Knights are pledged to
tain their personal reputation and uphold their order’s code or lose
that of their order. Knights of levels their special abilities (rendering
1-3 are squires, or apprentices, to them a normal fighter until a
other knights; upon reaching 4th lev- suitable quest is completed)
el, squires are eligible for knight- Change
hood. The referee must define each
order, with its attendant alignment, • Armour: Any, though plate mail
code, preferred weapons, and re- and full plate are prohibited to
quirements for knighthood. squires; shields are allowed at
any time
Add • Weapons: Only those permitted
• Requirements: Minimum CON 9, by their order
minimum STR 9 • Stronghold: Build a “chapter
• Combat Bonus: +1 “to-hit,” dam- house” of the order at 9th level,
age, and AC while mounted attracting 2d6x10 1st level
• Encounter Bonus: +1 morale to fighters of like alignment and
knights and allies of the order 3d6 knights of levels 1d6 each
(1d6 additional knights each
• Skill, innate: Tactics (2/6 chance
level thereafter)
to grant each ally a +1 bonus to
one roll during current encounter)
Knightly Orders
Use these guidelines to create the setting’s knightly orders, noting that definitions
of “realm” and “ruler” may be quite broad.

Alignment Code Weapons* Knighthood Requirements

Protect the weak; deliver jus- Any one-handed Sacrifice, compassion, humili-
Lawful
tice; defeat evil melee; no missiles ty, honesty
Protect the realm; serve the Any melee; cross- Service, impartiality, reliabil-
Neutral
order; embody fairness to all bows ity, reasonable
Protect the ruler; promote the Ambition, pragmatism, flexi-
Chaotic Any
order; attain power bility, impassivity
* The lance is a preferred weapon for mounted combat by all knights

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36 | F i g h t e r

Abilities
Barbarian
Combat: Barbarians don’t manufac-
Requirements: Minimum DEX 9,
ture armour heavier than chain or
maximum WIS 15
weapons of mechanical nature (e.g.,
Prime Requisite: STR
crossbows). They may use shields. In
Hit Dice: 1d10
their home terrain, they gain a +1
Maximum Level: 14
bonus to surprise, initiative, “to-hit,”
Armour: Any non-plate, including
and damage rolls.
shields (see below)
Weapons: Any (see below)
Languages: Common, Tribal tongue
Barbarians are stout humans who
form tribal societies in a specific
“home” terrain (q.v., Appendix F).
They live by foraging, hunting, herd-
ing, and basic farming, yet have
intricate clan hierarchies, laws, cus-
toms, and social taboos. Devoted to
Dodge: Barbarians are quick and
nature worship, they view divine
agile: Their DEX-based AC adjust-
magic as proof of the primordial
ment is tripled when wearing no
gods’ favour, but arcane magic is
armour, doubled when wearing
anathema. Barbarians do not like
leather, and normal if wearing chain.
cities and do not welcome outsiders.
Hide: In their home terrain, barbari-
Restrictions ans have a 9/10 chance of hiding
Alignment: Barbarians embrace the (outside their home terrain, use the
free spirit of the wilds and are lim- thief skill, Hide in Shadows, below).
ited to Chaotic or Neutral alignment. Thief Skills: Barbarians can Climb
Superstitious: Barbarians consider Sheer Surfaces, Hear Noise, Hide in
arcane magic taboo and suffer a –2 Shadows, and Move Silently as a
penalty to saving throws against any thief of equal level. These skills may
arcane effect. They will not knowing- be employed in any terrain.
ly use any item, weapon, or armour Wilderness Survival: In their home
enchanted with arcane magic. terrain, barbarians can track, hunt,
Edition

Wild: Barbarians find cities bewil- forage, secure shelter, fashion tools,
dering and suffer a –1 penalty to all and set traps and snares. Failed
reaction rolls in any urban environ- attempts may be re-rolled, though
ment larger than a village. each subsequent roll represents 1d4
n d

hours of effort.
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After Reaching 9th Level each sub-chief adds +1 to the


horde’s morale.
When a barbarian achieves 9th lev-
• Druid or Shaman: Divine practi-
el, they may summon a horde of 1st
tioners of the barbarian’s spiritu-
level barbarians, equal in size to
al faith, equal to the barbarian’s
their current XP divided by 1,000
level.
(e.g., a 10th level barbarian’s horde
numbers at least 390 warriors). The • Specialist: Any NPC with a pro-
horde also includes aides equal to fessional skill useful to the horde.
the barbarian’s maximum number of Hordes are raised to achieve a spe-
retainers (though they don’t count cific goal (e.g., defeat the invaders,
against the retainer limit). Aides are sack a city, kill the dragon), and
determined by the referee: disband after one week per level of
the barbarian or when the task is
• Sub-chief: Barbarian “lieuten-
complete (whichever comes first).
ants,” half the character’s level;

Barbarian Level Progression


Saving Throws Wilderness
Level XP HD To-hit D W P B S Survival

1 0 1d10 19 [+0] 12 13 14 15 16 1/6


2 2,500 2d10 19 [+0] 12 13 14 15 16 1/6
3 5,000 3d10 19 [+0] 12 13 14 15 16 1/6
4 10,000 4d10 17 [+2] 10 11 12 13 14 2/6
5 20,000 5d10 17 [+2] 10 11 12 13 14 2/6
6 40,000 6d10 17 [+2] 10 11 12 13 14 2/6
7 80,000 7d10 14 [+5] 8 9 10 10 12 3/6
8 150,000 8d10 14 [+5] 8 9 10 10 12 3/6
9 270,000 9d10 14 [+5] 8 9 10 10 12 3/6
10 390,000 9d10+2* 12 [+7] 6 7 8 8 10 4/6
11 510,000 9d10+4* 12 [+7] 6 7 8 8 10 4/6
12 630,000 9d10+6* 12 [+7] 6 7 8 8 10 4/6
13 750,000 9d10+8* 10 [+9] 4 5 6 5 8 5/6
14 870,000 9d10+10* 10 [+9] 4 5 6 5 8 5/6
* Modifiers from CON no longer apply Barbarians need 120,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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38 | F i g h t e r

giant animals, a reaction roll of 12+


Beast-talker indicates the animal will become the
Requirements: Minimum DEX 9, min- beast-talker’s companion if invited.
imum STR 13 Animal companions communicate
Prime Requisite: WIS empathically with the beast-talker.
Hit Dice: 1d6 Within 30’ per level, a companion
Maximum Level: 14 also imparts a special ability for 1
Armour: Leather, no shields turn or encounter (q.v., Appendix G);
Weapons: Any (see below) only one ability may be used at a
Languages: Alignment, Common time, each once per day.
Beast-talkers are humans raised in Each companion gains an improve-
animal totem or zoolatry-based so- ment when the beast-talker gains a
cieties, or perhaps even by animals level:
themselves. At home in the wilds,
beast-talkers create a sanctuary for Animal Companion Improvements
beasts to live in safety, away from 1d12 Improvement
settled areas. As implied, they can
1-6 Gain +1 hit die*
communicate with animals, who per-
ceive beast-talkers as animals them- Upgrade damage dice 1 step (e.g.,
7
1d6 becomes 1d8)
selves; within their home range,
Increase base movement rate by
beast-talkers are recognised as al- 8
30’ (10’)
phas by all but the most aggressive
9 Improve AC by +1
and territorial beasts.
10 Impart special ability +1 time/day
Restrictions May use special ability with that of
11
another companion’s
Alignment: Governed by Nature,
12 Double effect of special ability
beast-talkers cannot be Lawful.
* Improves hit points, THAC0, and saves
Pledge: Beast-talkers are bound to
protect their home range. Failing this
pledge prevents the use of their Call of the Wild: Beast-talkers may
animal companions’ special abilities summon animals for aid. Animals
until the danger is addressed. arrive in 1d6 rounds and help to the
best of their ability (type and num-
Abilities ber as a random animal encounter
for the current terrain). In their home
Edition

Animal Companion: Beast-talkers


range, rolls are made at +1; rolls to
have animal companions instead of
summon a specific animal type are
NPC retainers (number and morale
made at –1. If summoned animals
based on the beast-talker’s CHA).
suffer injury, all further rolls are pe-
n d

During any encounter with normal or


nalised by –2 until redress is given.
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Combat: Beast-talkers are limited to beast-talkers gain a +1 bonus to


leather armour, no shields, and prim- surprise, animal reactions, initiative,
itive weapons (q.v., Appendix D). “to-hit,” and damage rolls.
Home Range: Any time after reach- After Reaching 9th Level
ing 2nd level, the beast-talker may
establish a home range by clearing When the beast-talker reaches 9th
a wilderness hex of hostile monsters level, all animals in the home range
and humanoids. Each level thereaf- treat the beast-talker as an equal:
ter, they may extend the range by Chaotic beasts restrain hostility (+4
another (adjacent) hex, provided to reactions) while Neutral and Law-
they can “tame” the territory. The ful beasts are kind and helpful.
range must be continuous but may Beasts of any alignment will also
include wilderness terrain of any warn the beast-talker of intruders
type. Within their home range, and danger to the range, pass mes-
sages, and aid in the local defence.

Beast-talker Level Progression


Saving Throws Call of the
Level XP HD To-hit D W P B S Wild

1 0 1d6 19 [+0] 11 12 14 16 15 1/6


2 2,500 2d6 19 [+0] 11 12 14 16 15 1/6
3 5,000 3d6 19 [+0] 11 12 14 16 15 1/6
4 10,000 4d6 19 [+0] 11 12 14 16 15 2/6
5 20,000 5d6 17 [+2] 9 10 12 14 12 2/6
6 41,000 6d6 17 [+2] 9 10 12 14 12 2/6
7 82,000 7d6 17 [+2] 9 10 12 14 12 3/6
8 164,000 8d6 17 [+2] 9 10 12 14 12 3/6
9 264,000 9d6 14 [+5] 6 7 9 11 9 3/6
10 364,000 9d6+1* 14 [+5] 6 7 9 11 9 4/6
11 464,000 9d6+2* 14 [+5] 6 7 9 11 9 4/6
12 564,000 9d6+3* 14 [+5] 6 7 9 11 9 4/6
13 664,000 9d6+4* 12 [+7] 3 5 7 8 7 5/6
14 764,000 9d6+5* 12 [+7] 3 5 7 8 7 5/6

* Modifiers from CON no longer apply Beast-talkers need 100,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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40 | F i g h t e r

Abilities
Berserker
Berserk: When wounded by a foe,
Requirements: None
berserkers erupt in a bloodthirsty
Prime Requisite: STR
fury (make a Control Berserk roll to
Hit Dice: 1d8
resist). When compelled by this vio-
Maximum Level: 14
lent rage, berserkers charge head-
Armour: Leather or furs, including
long at their attacker, gaining +2
shields
bonus to initiative, “to-hit,” and
Weapons: Any, except missiles (see
damage rolls. While berserk, ber-
below)
serkers enjoy 2 points of damage
Languages: Alignment, Common
reduction and a +2 bonus to saves
Berserkers are human fighters dedi- against a specific attack type (or a
cated to an animal totem or beast +1 bonus in an entire saving throw
cult. Berserker “clans” model them- category). These attack types vary
selves along the social habits and by beast cult, as defined by the
hierarchies of their totem animal. In referee (see below).
clan or tribal cultures, berserkers
In their berserk state, berserkers are
may mimic their animal’s behaviour,
heedless of risk, attacking the closest
sleep cycles, diet, and living condi-
target in melee range (including
tions to form a more intimate bond
allies; roll randomly if multiple tar-
with the beast’s spirit; in more “ad-
gets present themselves). Their
vanced” societies, berserkers may
abandon imposes a –4 AC penalty.
observe such traits only symbolically.
When there are no more targets in
Restrictions melee range, or if a berserker
Alignment: A berserker’s alignment strikes an ally, they may make a
must match that of their animal’s. Control Berserk roll to return to nor-
mal. Each such attempt takes a full
round of focused restraint (suffering
a wound negates the attempt); once
their fury has abated, a berserker
must rest for 1 turn or suffer the
penalty for not resting.
Combat: Berserkers wear leather or
furs and may carry shields. They can
Edition

wield any weapon but prefer those


suited to their animal totem; ber-
serkers eschew missile weapons, but
may hurl axes, daggers, or spears.
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After Reaching 9th Level Animal Totems


Anytime at or after reaching 9th lev- Each animal totem grants defensive
el, a berserker may build a fortified bonuses against certain attack types.
hall, sanctuary, or garrison devoted Below are three examples inspired
to their animal totem. Construction by the Norse epics:
costs are halved, and upkeep is zero
if the berserker pledges fealty to • Bear: +2 save vs. fire, –2 dam-
the local ruler. The establishment age from edged weapons. Typi-
cal arms: axe, sword; furs, shield.
attracts 7-12 berserkers and 4d4
normal fighters when completed, plus • Boar: +1 save vs. death, –2
2-5 additional berserkers every time damage from blunt weapons.
the character gains an experience Typical arms: dagger, spear,
level or participates in a victorious sword; leather.
battle for their liege. • Wolf: +2 save vs. fire, –2 dam-
age from missiles. Typical arms:
spear; furs.
Berserker Level Progression
Saving Throws Control
Level XP HD To-hit D W P B S Berserk

1 0 1d8 19 [+0] 12 13 14 15 16 1/6


2 2,200 2d8 19 [+0] 12 13 14 15 16 1/6
3 4,400 3d8 19 [+0] 12 13 14 15 16 1/6
4 8,800 4d8 17 [+2] 10 11 12 13 14 2/6
5 17,600 5d8 17 [+2] 10 11 12 13 14 2/6
6 35,200 6d8 17 [+2] 10 11 12 13 14 2/6
7 70,400 7d8 14 [+5] 8 9 10 10 12 3/6
8 132,000 8d8 14 [+5] 8 9 10 10 12 3/6
9 252,000 9d8 14 [+5] 8 9 10 10 12 3/6
10 372,000 9d8+2* 12 [+7] 6 7 8 8 10 4/6
11 492,000 9d8+4* 12 [+7] 6 7 8 8 10 4/6
12 612,000 9d8+6* 12 [+7] 6 7 8 8 10 4/6
13 732,000 9d8+8* 10 [+9] 4 5 6 5 8 5/6
14 852,000 9d8+10* 10 [+9] 4 5 6 5 8 5/6

* Modifiers from CON no longer apply Berserkers need 120,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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42 | H a l f l i n g

Halfling
Like the other demi-human classes,
halflings are heavily (if not exclu- Random Bonuses
sively) influenced by Tolkien, who Halflings may receive bonuses
modelled them in the vein of the through their community’s support. At
pastoral English, valuing cheer and 2nd level and above, the player may
good health more than coin. As such, roll 1d12 for a random bonus in-
halflings dwell in bucolic comfort, stead of hit points. Underscored bo-
engaged in all manner of agrarian nuses are lost if the halfling is ex-
industry, surrounded by the abun- pelled from their community; bonuses
dant fruits of their fulfilling labours. are cumulative if re-rolled:
But this is hardly the picture of ad- 1. Inherit a random magic item
venture. Indeed, why risk life and 2. Bonus of +1 to saves vs. fear
limb for fame or gold when the 3. Improve chance of hiding in dun-
greater riches of home and hearth geons by +1 (i.e., 3/6 chance)
are within ready reach? 4. Improve chance of gaining sur-
Perhaps only when propelled by prise outdoors by +1 (i.e., 3/6)
events outside their control. Like Tol- 5. Attract 1d4 1st level halflings as
kien’s English, halflings prefer quiet, unpaid retainers (morale +1)
industrious stability but rise admira- 6. Good luck allows character to
bly to the challenges of adventure re-roll one roll each day
when called. Indeed, they have ex- 7. Develop danger sense (surprised
cellent saving throws, decent hit only 1/6)
points, combat progression as fight- 8. Gain 2/6 chance to detect poi-
ers, and bonuses to initiative, de- son in food or drink
fence, and missile attacks. 9. Use Reaction roll to haggle; re-
sult of 8+ grants a discount of
Still, they max out at 8th level, with 0%-50% (1d6–1)
strongholds akin to manor houses at 10. Gain 1 random Thief Skill as a
the centre of rural estates. The impli- thief of current level (Roll 1d8
cation, then, is that even when moti- for skill; “Find Traps” required
vated to adventure, a halfling will before “Remove Traps”)
never make a career out of it. In-
Edition

11. Exploits grant +1 reaction and


stead, they revert to their rustic com- morale bonus with halfling NPCs
forts as soon as they are able, in- 12. Roll for hit points and then roll
vesting any adventuring gains back again, ignoring a result of “12”
into their communities for the enrich-
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ment and well-being of their kind.


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Classic Halfling XP Worksheet


Ability Details XP Cost

Prime requisite 2 (Dexterity and Strength) 200


Hit dice 1d6 600
Armour Restricted (appropriate to size) 100
Basic Abilities

Shield Yes 100


Weapons Restricted (appropriate to size) 100
Languages 3 (Alignment, Common, Halfling) 100
Combat progression Improve THAC0 every 3 levels 300
Saving throws As halfling 600
Defensive bonus +2 AC vs. large creatures 200
Special Abilities

90% chance to hide outdoors,


Hiding 200
2/6 chance to hide in dungeons
Encounter bonus +1 to individual initiative 200
Attack bonus +1 to hit with any missile weapon 200
Skill, innate Listen at doors (2/6 chance) 200
Requirements 2 (minimum Constitution 9, Dexterity 9) -200
Maximum level 8 -600
Stronghold level 2 -200
Restrictions

Size Small -100


Equipment n/a 0
Pledge n/a 0
Weakness n/a 0
Base XP: 2,000

Class variants have the same abili-


Class Variants ties as their parent class, except
Halfling class variants have the same where noted otherwise below as:
base XP and level progression as
• Add: New abilities not possessed
halflings, but with swapped abilities
by the parent class
to suit specialised community roles or
• Change: Alterations to abilities
fully developed halfling sub-races
of the parent class
dwelling in different environmental
niches. • Remove: Abilities of the parent
class unavailable to the variant

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44 | H a l f l i n g

Burglar Chaplain
These halflings are expert treasure These worthies are clergy in halfling
hunters, driven by a desire for riches communities, supporting a pantheon
that goes beyond the appreciation of immortals that represent bounty,
of finery to the thrill of the heist. family, and security. It is unusual for
While reluctant (like most halflings) a chaplain to venerate a single dei-
to expose themselves to unnecessary ty, instead worshipping a host of
danger, once they get a taste for like-minded powers that serve as
adventure, burglars find it hard to immortal community patrons.
return to the sedentary comforts of
Add
home and hearth.
Add • Equipment: Holy symbol required
to cast divine spells
• Equipment: Thieves’ tools to pick • Pledge: Alignment must be Law-
locks ful or Neutral; they do not suffer
• Read Languages: 80% chance, Divine Disfavour as clerics, but
starting at 2nd level will lose community support for
• Skill, Innate: Detect Secret Doors any significant deviations
(2/6 chance to find secret doors) • Spell Casting: As cleric of equal
• Thief Skills: Find Traps, Remove level
Traps, Hear Noise, Move Silently, • Using Magic Items: As cleric, but
Pick Locks, Pick Pockets as thief no magical research
of equal level
Change
Change
• Requirements: Minimum WIS 9
• Requirements: Minimum DEX 9 • Prime Requisite: DEX and WIS
(no CON requirement) • THAC0: As cleric
• THAC0: As thief • Stronghold: May build as cleric
• Stronghold: Build as thief at 4th at 4th level, though attracting on-
level, attracting 1d4 1st level ly 2d6x10 1st level halfling de-
burglars who serve as apprentic- fenders instead of the usual
es and 1d6+1 halflings of levels complement of fighters; costs of
1d4 each who act as unpaid re- the stronghold are halved due to
tainers community support
Edition

Remove Remove
• Attack Bonus: No missile bonus • Attack Bonus: No missile bonus
• Turn Undead: Unlike clerics,
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chaplains do not turn undead


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Halfling, feral Vodou


These are wild halflings who form A vodou is a witch doctor in feral
barely civilised tribal communities in halfling tribes who protects the tribe
remote wilderness locales. Feral against bad magic and evil spirits
halflings are ancestors of “normal” (though some vodou use their powers
halflings, though there is no cultural for evil themselves). Vodou form a
commonality. In their home terrain clan of their own within a tribe and
(q.v., Appendix F), these halfling are greatly respected for their abil-
hunter/gatherers protect their terri- ity to straddle the line dividing the
tory fiercely, fortifying their range material world and the spirit realm.
with all manner of snares and dead-
Add
ly traps while launching vigilant
guerrilla patrols to thwart intruders. • Spell Casting: As magic-user of
equal level; instead of spell
Add
books, vodou store each spell in
• Encounter Bonus: Gain +1 to sur- its own fetish of bone, hide,
prise within their home terrain feathers, a gem or nugget, etc.
• Thief Skills: Feral halflings can Change
Climb Sheer Surfaces, Find and
Remove outdoor traps and • Requirements: Minimum DEX 9,
snares, Hear Noise, Hide in minimum INT 9
Shadows, and Move Silently as a • Prime Requisite: CHA and DEX
thief of equal level • Hit Dice: 1d4
Change • Alignment: Neutral or Chaotic
• Armour: None
• Alignment: Neutral or Chaotic
• Weapons: Primitive arms only
• Armour: Leather only, though (q.v., Appendix D)
shields are permitted
• Encounter Bonus: +1 to reaction
• Weapons: Primitive arms only rolls with feral halflings
(q.v., Appendix D)
• Saving Throws: As elf
• Combat Bonus: +2 “to-hit” with
• THAC0: As magic-user
missiles
• Stronghold: None, but attract
• Stronghold: Build at 5th level,
1d4 1st level vodou apprentices
making the halfling the leader of
at 4th level
a new clan within their tribe
Remove
Remove
• Individual Initiative: No bonus
• Hide in dungeons: No ability
• Hide in dungeons: No ability
• Listen at Doors: No ability
• Listen at Doors: No ability
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46 | H a l f l i n g

Abilities
Warden
Combat: Wardens are allowed any
Requirements: Minimum CON 9,
armour, shields, and weapons ap-
minimum DEX 9
propriate to their small size. They
Prime Requisite: DEX and STR
gain a +1 bonus “to-hit” a special
Hit Dice: 1d6
foe native to their locale (q.v., “Spe-
Maximum Level: 8
cial Foes by Terrain,” on the facing
Armour: Any appropriate to size,
page); the warden applies this bo-
including shields
nus even when fighting the foe out-
Weapons: Any appropriate to size
side their community’s borders.
(see below)
Languages: Alignment, Common, Defensive Bonus: Like halflings,
Halfling wardens gain a +2 AC bonus vs.
creatures larger than human-sized.
These halfling “outdoorsmen” patrol
the wilderness surrounding a halfling Encounter Bonus: Wardens gain a
community against threats and mis- +1 bonus to individual initiative.
chief. Wardens work at the pleasure They also receive a +1 bonus to
of the local sheriff and thus share reactions with other halflings.
responsibility for the community’s Hide: Wardens have a 9/10 chance
safety and defence. to hide in the wilderness; unlike other
Restrictions halflings, they do not have the abil-
ity to hide in dungeons.
Alignment: A warden’s alignment
cannot be opposite that of the sher- Skill, innate: Wardens have a 2/6
iff they have sworn to serve. chance of detecting natural traps
(i.e., pits, snares, deadfalls, etc.)
Badge of Office: All wardens are
given a badge of office by the local Thief Skills: Outdoors, wardens can
sheriff to signify their authority (e.g., Hear Noise and Move Silently as a
a brooch, pin, feathered cap, shield thief of equal level.
device, etc.). The warden must dis- Wilderness Survival: Outdoors,
play this badge to gain their reac- wardens can track, hunt, forage,
tion roll bonus (see below). secure shelter, fashion tools, and set
Pledge: Wardens are pledged to traps and snares. Failed attempts
serve the local sheriff; failure to do may be re-rolled, though each sub-
Edition

so strips the warden of their special sequent roll represents 1d6 hours of
abilities (rendering them a “normal” effort.
halfling) until some effort is under-
taken to regain the community’s con-
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fidence.
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After Reaching 4th Level Special Foes by Terrain


When a warden achieves 4th level, A warden’s choice of special foe
they may build a fortified outpost varies by their community’s terrain
along the local community’s borders. type; non-exhaustive options include:
The outpost’s cost is halved due to
• Hills: Animals, bandits, giants,
community support, and the warden
goblins, kobolds, Neanderthals,
may build an additional outpost at
levels 6 and 8. When completed, an orcs, trolls
outpost attracts 4d6 halflings of • Forest: Animals, bandits, bug-
level 1d4 each and 1d4+1 1st level bears, gnolls, (hob)goblins, ogres,
apprentice wardens. At each expe- orcs, trolls
rience level gained after 4th, the • Plains: Animals, bandits, bug-
warden attracts an additional 1d6 bears, gnolls, (hob)goblins, no-
halflings as above and 0-3 (1d4–1) mads, ogres, orcs, trolls
1st level wardens to distribute • Coastal/Lake/River: Animals,
amongst their outposts however the buccaneers, bugbears, gnolls,
local sheriff sees fit. lizard men, ogres, orcs, trolls

Warden Level Progression


Saving Throws Wilderness
Level XP HD To-hit D W P B S Survival

1 0 1d6 19 [+0] 8 9 10 13 12 1/6


2 2,500 2d6 19 [+0] 8 9 10 13 12 1/6
3 5,000 3d6 19 [+0] 8 9 10 13 12 2/6
4 10,000 4d6 17 [+2] 6 7 8 10 10 2/6
5 20,000 5d6 17 [+2] 6 7 8 10 10 3/6
6 40,000 6d6 17 [+2] 6 7 8 10 10 3/6
7 80,000 7d6 14 [+5] 4 5 6 7 8 4/6
8 150,000 8d6* 14 [+5] 4 5 6 7 8 4/6
* Modifiers from CON do not apply after 8th level Wardens need 120,000 XP per level after 8th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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48 | M a g i c - U s e r

Magic-User
The magic-user is the game ana-
logue to the staple fantasy wizard, Random Bonuses
sorcerer, magician, enchanter, etc. Magic-users may receive bonuses
But while it’s possible a magic-user through intense arcane study. At 2nd
might achieve the power of a Gan- level and above, the player may roll
dalf, Merlin, or Morgan le Fay, most 1d12 for a random bonus instead of
would agree that their high base XP hit points. Re-rolling a bonus results
and highly focused abilities makes it in cumulative benefits:
hard to keep them alive long enough
to reach such heights. 1. Create magic items at current
level (if re-rolled, reduce chance
Predictably, debate rages over how of failure by 3%)
(or even whether) to fix this. Some 2. Daily bonus of 1 additional spell
players advocate increased surviva- level
bility through more hit points, more 3. Ability to “convert” 1hp per
weapons, more spells, better saves, memorized spell level into self-
any armour, etc. Others argue that healing energy
the magic-user is just fine as it is: The 4. Extensive occult research allows
“smart” way to play them is to learn the magic-user to learn a 1st lev-
read magic and equip with as many el divine spell in place of 2 ar-
spell scrolls as possible. cane spell levels
Ultimately, it’s up to each gaming 5. Attract monstrous henchman of
group where to fall on the issue, but matching alignment (roll on dun-
it is worth noting that the magic- geon encounter table equal to
user’s base XP costs are consistent magic-user’s level)
with the other classic classes, so the 6. Increase CON hit point adjust-
referee can add, remove, or swap ment by +1
abilities using the Class Builder with 7. Gain permanent empathic com-
confidence. Regardless, whether munication with some unintelligent
survivability is a matter of playing monster type
style or changing class abilities, ei- 8. Learns how to wield a staff
ther strategy can achieve the power- 9. Learn 1 additional language
Edition

ful wizard archetype to which most 10. Learns to throw 2 darts/round


players aspire when choosing this 11. Enigmatic reputation grants +1
class. reactions (out of fear or respect)
12. Roll for hit points and then roll
again, ignoring a result of “12”
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Classic Magic-User XP Worksheet


Magic-User Ability Details XP Cost

Prime requisite 1 (Intelligence) 100


Hit dice 1d4 400
Armour None 0
Basic Abilities

Shield No 0
Weapons Restricted (dagger only) 100
Languages 2 (Alignment, Common) 0
Combat progression Improve THAC0 every 5 levels 100
Saving throws As magic-user 200
Magical research Yes 200
Abilities
Special

Spell casting Arcane spells (max spell level = 6) 2,400


Using magic items Yes 200
Requirements 0 0
Maximum level 14 0
Stronghold level 11 -1,100
Restrictions

Size n/a 0
Equipment Spell book -100
Pledge n/a 0
Weakness n/a 0
Base XP: 2,500

• Add: New abilities not possessed


Class Variants by the parent class
• Change: Alterations to abilities
Magic-user class variants have the
of the parent class
same base XP and level progression
as magic-users, but with swapped • Remove: Abilities of the parent
abilities to better suit specialised class unavailable to the variant
roles in the setting.
Class variants have the same abili-
ties as their parent class, except
where otherwise noted below as:

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50 | M a g i c - U s e r

Arcanist Add

These magic-users conduct deep • Damage Reduction: Damage


research into specific spells to cast from the primary element is re-
them more effectively. duced by –2 points per die
Add • Encounter Bonus: If the elemental-
ist’s concentration is disturbed
• Requirements: Minimum INT 9 while controlling an elemental,
• Saving Throw Bonus: +1 save vs. they may make a reaction roll to
spells in which they’re proficient regain control
• Spell Proficiency: One proficien- • Saving Throw Bonus: Elementalists
cy “slot” at levels 1, 3, 5, 7, and gain a +2 bonus to saves vs.
9; akin to Weapon Proficiency their primary element, a +1 bo-
(pg. 9), each slot doubles a nus vs. their secondary elements,
spell’s duration or range, or ap- and a –2 penalty to saves vs.
plies a –1 penalty to saves their opposing element
Change Change

• Maximum Level: 10 • Maximum Level: 10


• Magical Research: May create • Using Magic Items: As magic-
magic items and research magi- user, but the elementalist cannot
cal effects at any level summon their opposing element;
• Stronghold: Build stronghold at summoned elementals possess
10th level maximum hit points for their type
(i.e., lesser, intermediate, or
Elementalist greater)
Elementalists are magic-users with an • Stronghold: Build stronghold at
affinity for one of the four basic 10th level
elements (see diagram at right). At
1st level, an elementalist selects a
primary element, with secondary
elements to either side and the op-
posing element is opposite.
The elementalist’s primary element
manifests in every spell they cast,
Edition

though the effect is unchanged (e.g.,


a fireball cast by a water elemen-
talist might be known as water surge
and present as a wave that buffets
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targets for damage).


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Mage Change

A mage is a magic-user focused on • Maximum Level: 10


discovering secrets and hidden • Using Magic Items: As magic-
knowledge. Equipped with an arse- user, but when reading an infor-
nal of information-gathering magic, mation-gathering spell from a
magi are often employed by parties scroll, there is a chance on the
exploring ancient ruins. spell will not fade, equal to the
Add mage’s level minus the spell’s
level on a d10 (e.g., a 6th level
• Requirements: Minimum INT 9 mage reading a 4th level spell
• Read Languages: At 4th level, a results in a 2/10 chance the spell
mage has an 80% chance to remains); there is a 100% chance
read any non-magical text the spell fades after a second
• Spells, Bonus: At levels 1, 4, 7, reading
and 10 the mage may memorise • Stronghold: Build at 10th level
1 additional spell level worth of
information-gathering magic (i.e.,
1 bonus level at 1st level, 2 bonus
levels at 4th level, etc.)
Information-gathering Magic
The following spells are considered
“information-gathering” for purposes
of a mage’s bonus spell levels:
1st Level

• Detect Magic
• Read Languages
• Read Magic
4th Level
2nd Level
• Confusion
• Detect Evil
• Wizard Eye
• Detect Invisible
• ESP 5th Level
• Locate Object • Contact Higher Plane
3rd Level • Feeblemind
• Clairvoyance
• Infravision

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52 | M a g i c - U s e r

Control Golems: Necromancers may


Necromancer make a reaction roll when encounter-
Requirements: Maximum CHA 12 ing golems not of their own making;
Prime Requisite: INT on a reaction result of 12 or more,
Hit Dice: 1d4 the necromancer may control the
Maximum Level: 14 golem as if it were their own crea-
Armour: None tion for up to 1 turn per level.
Weapons: Dagger only Drain Vitality: Once per level each
Languages: Alignment, Common day, a necromancer may drain a
Necromancers are human magic- target’s vitality at a range of 5’ per
users fascinated with the cycle of life level. This power is equivalent to the
and death, studying the positive and 1st level cleric spell cause light
negative energies associated with wounds, though the hit points
each to re-animate the dead or cre- drained are transferred to the nec-
ate life anew. Not surprisingly, their romancer. Hit points thus gained may
scholarship is perceived as unnatural, exceed the necromancer’s maximum,
and they are shunned and mistrusted but these “extra” hit points dissipate
as a result. after 1 turn per level.
Magical Research: Necromancers
Restrictions
may conduct magical research as
Alignment: Given their dispassion- magic-users; they must reach 9th lev-
ate view of life and death, necro- el before creating magic items (ex-
mancers may not be Lawful. cept for creating golems, as above).
Shunned: Necromancers are creepy Spell Casting: Necromancers cast
people, and no one wants to become spells as a magic-user of equal level.
one of their experiments. As a result, N.B. Corpses revived with the 5th
necromancers suffer a –2 to reaction level magic-user spell animate dead
rolls with all living, sentient, and self- have maximum hit points.
aware creatures.
Turn Undead: Necromancers have
Abilities power over the undead as a cleric 3
levels lower; a turning or “T” result
Combat: Necromancers may not
has the same effect as hold person
wear armour or carry shields, and
while a “D” acts as charm person.
they use only daggers in combat.
Edition

Using Magic Items: Necromancers


Create Golems: Necromancers may
may use magic items reserved for
create golems as magic items, at any
magic-users, including scrolls.
level (use golem HD in place of spell
level to calculate time and cost).
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After Reaching 11th Level Their strongholds—usually remote


towers or dungeons—are garrisoned
At 11th level, a necromancer may by various skeletons, zombies, and
build a stronghold attracting 1d4 1st golems created by the necromancer,
level necromancers to serve as ap- all with standing orders to kill tres-
prentices, where the necromancer passers or capture them for experi-
(most likely) researches various paths mentation in their unnatural studies.
to immortality.
Necromancer Level Progression
Saving Throws Spells per Day
Level XP HD To-hit D W P B S 1 2 3 4 5 6

1 0 1d4 19 [+0] 13 14 13 16 15 1 – – – – –
2 2,800 2d4 19 [+0] 13 14 13 16 15 2 – – – – –
3 5,600 3d4 19 [+0] 13 14 13 16 15 2 1 – – – –
4 11,200 4d4 19 [+0] 13 14 13 16 15 2 2 – – – –
5 22,400 5d4 19 [+0] 13 14 13 16 15 2 2 1 – – –
6 44,800 6d4 17 [+2] 11 12 11 14 12 2 2 2 – – –
7 89,600 7d4 17 [+2] 11 12 11 14 12 3 2 2 1 – –
8 168,000 8d4 17 [+2] 11 12 11 14 12 3 3 2 2 – –
9 318,000 9d4 17 [+2] 11 12 11 14 12 3 3 3 2 1 –
10 468,000 9d4+1* 17 [+2] 11 12 11 14 12 3 3 3 3 2 –
11 618,000 9d4+2* 14 [+5] 8 9 8 11 8 4 3 3 3 2 1
12 768,000 9d4+3* 14 [+5] 8 9 8 11 8 4 4 3 3 3 2
13 918,000 9d4+4* 14 [+5] 8 9 8 11 8 4 4 4 3 3 3
14 1,068,000 9d4+5* 14 [+5] 8 9 8 11 8 4 4 4 4 3 3
* Modifiers from CON no longer apply Necromancers need 150,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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Magical Research: Sorcerers may


Sorcerer conduct research as magic-users.
Requirements: Minimum CHA 9 Spell Acquisition: A sorcerer has full
Prime Requisite: INT access to the entire arcane spell list
Hit Dice: 1d4 but must acquire each spell by peti-
Maximum Level: 14 tioning an extra-planar patron via a
Armour: None reaction roll (q.v., “Patron Reactions”
Weapons: Dagger only on facing page). Finding a patron
Languages: Alignment, Common costs 1,000gp and 1 week per spell
Sorcerers are human magic-users level of research and sacrifice; if the
who derive their spell casting ability spell is refused, the sorcerer may
from pacts with one or more power- seek a different patron. Once a
ful extra-planar patrons. 7 spell is acquired, that patron is the
sorcerer’s only source of the spell—
Restrictions no other patron will bestow it. 8
Alignment: Sorcerers may be of Spell Casting: Sorcerers may cast 1
any alignment, but they cannot seek spell level per level each day (e.g.,
patrons of the opposite alignment. a 3rd level sorcerer could cast three
Pledge: Should a sorcerer act con- 1st level spells, one 3rd level spell, or
trary to a patron’s agenda, they one 1st and one 2nd level spell). If the
cannot petition that patron for spells spell’s level exceeds the sorcerer’s
until loyalty is reaffirmed. Max. Spell Level, or if they wish to
cast additional spells, they must peti-
Talisman: In lieu of spell books, sor- tion their patron with a reaction roll.
cerers must bear a talisman (ring, The sorcerer gains a +1 bonus to
brooch, pin, etc.) for each patron reaction rolls by sacrificing 1hp per
they serve, signifying their right to spell level (e.g., a 5th level spell re-
engage in arcane pacts; spells can- quires the sacrifice of 5hp for a +1
not be loosed without it. bonus, 10hp for +2, etc.). Sacrificed
hit points heal at the normal rate.
Abilities
Combat: Sorcerers may not wear Using Magic Items: Sorcerers may
armour or carry shields, and they use use magic items reserved for magic-
only daggers in combat. users, including scrolls.
Edition

8 The player must keep a roster of known


7 The referee is responsible for creating ex- spells along with the name and alignment of
tra-planar patrons within their setting—such the granting patron. For spells desired, but
may be of any alignment, but while immortal, not known, the player may enter a “?” to
n d

they are not deities in the traditional, worship- indicate they have yet to find a suitable pa-
2

ful sense. tron.

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After Reaching 11th Level Patron Reactions

At 11th level, a sorcerer may build a 2d6 Patron Reaction


stronghold, attracting 1d4 1st level Spell refused; patron demands
sorcerers to serve as apprentices. 2 or less a service before hearing any
further petitions
Patron Reactions Spell refused, but patron offers
3-5 an alternate spell of equal
When petitioning a patron for a new level
spell, a spell above the sorcerer’s Spell granted, but with condi-
Max Spell Level, or additional spell 6-8 tions (determined by the refer-
levels in a day, the sorcerer makes a ee)

reaction roll: Subtract the spell’s lev- 9-11 Spell granted


el and apply a –1 penalty if align- Spell granted (effects are
ments differ; add the Max # of Pa- maximum when granted in
12 or more
furtherance of the patron’s
trons figure, CHA adjustment, and agenda)
any hit point sacrifice.

Sorcerer Level Progression


Saving Throws Max. Spell Max. # of
Level XP HD To-hit D W P B S Level Patrons

1 0 1d4 19 [+0] 13 14 13 16 15 1 1
2 2,200 2d4 19 [+0] 13 14 13 16 15 1 1
3 4,400 3d4 19 [+0] 13 14 13 16 15 2 1
4 8,800 4d4 19 [+0] 13 14 13 16 15 2 2
5 17,600 5d4 19 [+0] 13 14 13 16 15 3 2
6 35,200 6d4 17 [+2] 11 12 11 14 12 3 2
7 70,400 7d4 17 [+2] 11 12 11 14 12 4 2
8 132,000 8d4 17 [+2] 11 12 11 14 12 4 2
9 282,000 9d4 17 [+2] 11 12 11 14 12 5 3
10 432,000 9d4+1* 17 [+2] 11 12 11 14 12 5 3
11 582,000 9d4+2* 14 [+5] 8 9 8 11 8 6 4
12 732,000 9d4+3* 14 [+5] 8 9 8 11 8 6 4
13 882,000 9d4+4* 14 [+5] 8 9 8 11 8 6 4
14 1,032,000 9d4+5* 14 [+5] 8 9 8 11 8 6 4

* Modifiers from CON no longer apply Sorcerers need 150,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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56 | T h i e f

Thief
Thieves are known for their skills in
stealth and burglary but characteris- Random Bonuses
ing them exclusively as criminals is Thieves may receive bonuses through
an oversimplification—thieves occu- guild affiliation. At 2nd level and
py an interesting niche that speaks above, the player may roll 1d12 for
to how humans may approach the a random bonus instead of hit points.
role of an adventurer in the setting. Re-rolling a bonus results in cumula-
Consider the leap humans make tive benefits:
when going from “normal” to 1. Gain “night-vision” (infravision to
“classed”: Devout ones become cler- 30’ range)
ics, strong ones fighters, and smart 2. Gain 2/6 chance to detect de-
ones magic-users. But what about the ceit (lies, false rumours, swindlers)
humans too wilful for the clergy, too 3. Read languages at current level
weak to fight, or too indifferent to (if re-rolled, improve chance of
study the arcane? What about the success by 2%)
humans who prefer spontaneity over 4. Gain +1 “to-hit” bonus with
preparation, relying on luck as much thrown weapons
as talent? For these people— 5. Gain 2/6 chance of appraising
opportunists who avoid the long dis- gems, art, or fine goods
cipline of carefully practiced profes- 6. Attract 1d4 1st bandits as unpaid
sions in favour of whatever skills, retainers (morale +1)
wits, and guile the current situation 7. Acquire a set of fine lockpicks
demands—the professional path (pick locks a 1 level higher)
represented by the thief class is an 8. Gain danger sense (surprised
attractive and suitable option. only 1/6)
More than mere felons, then, thieves 9. Read spell scrolls at current level
are well and oddly rounded special- (if re-rolled, improve chance of
ists: Adroit with any weapon, they success by 2%)
can take down foes with a single 10. Gain 2/6 chance to find seedy
backstab; they have low hit points, urban contacts (fixers, crime
but put themselves at immense physi- bosses, corrupt officials)
Edition

cal risk; they rely on strength and 11. Gain 2/6 chance to forge docu-
dexterity, but can read unknown ments (letters, seals, official pa-
languages and spell scrolls. Played pers, and signatures)
as experts instead of delinquents, 12. Roll for hit points and then roll
again, ignoring a result of “12”
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thieves are multi-dimensional indeed.


2

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Classic Thief XP Worksheet


Thief Ability Details XP Cost

Prime requisite 1 (Dexterity) 100


Hit dice 1d4 400
Armour Restricted (leather only) 100
Basic Abilities

Shield No 0
Weapons Any 200
Languages 2 (Alignment, Common) 0
Combat progression Improve THAC0 every 4 levels 200
Saving throws As thief 200
Back-stab +4 to hit unaware foe, x2 damage 200
Abilities

Read languages 80% able to read any non-magical text 200


Special

Thief skills Full suite (8 skills) 400


Using magic items 90% chance to use arcane scrolls 200
Requirements 0 0
Maximum level 14 0
Stronghold level 9 -900
Restrictions

Size n/a 0
Equipment Thieves’ tools -100
Pledge n/a 0
Weakness n/a 0
Base XP: 1,200

Class Variants
Thief class variants have the same
base XP and level progression as
thieves, but with swapped abilities to
better suit specialised roles in the • Add: New abilities not possessed
setting. by the parent class
Class variants have the same abili- • Change: Alterations to abilities
ties as their parent class, except of the parent class
where noted otherwise below as: • Remove: Abilities of the parent
class unavailable to the variant

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58 | T h i e f

Bounty Hunter
These thieves are hired by authori-
ties to track and capture fugitives.
Rough-and-tumble, they collect re-
wards for returning their quarry to
justice (usually alive).
Add

• Requirements: Minimum STR 9


• Encounter Bonus: +1 to surprise
their quarry if preparing an am- Charlatan
bush encounter These thieves are confidence trick-
• Skill, Learned: Ask Around (sift sters. They operate best in large
rumours, clues, and news to lo- urban commercial centres that draw
cate their quarry; +1 improve- a steady stream of naïve or careless
ment every 4 levels) itinerants.
• Weapon Proficiency: One profi- Add
ciency “slot” at levels 1, 4, 8,
and 12; the PC may apply mul- • Requirements: Minimum CHA 9
tiple slots to the same weapon • Encounter Bonus: +1 to reaction
rolls
Change
• Languages: Alignment, Common,
• Armour: Leather or chain; no plus three additional languages
shields • Pledge: Alignment must be Neu-
• Weapons: Any except two- tral or Chaotic
handed melee weapons • Skill, Learned: Gain Confidence
• Hit Dice: 1d6 (earns trust of listeners; +1 im-
• Pledge: Alignment must be Neu- provement every 3 levels)
tral or Chaotic
Change
• THAC0: As fighter
• Weapons: Any one-handed
Remove
weapon
• Read Languages: No ability • Equipment: Thieves’ tools to pick
• Stronghold: Bounty hunters do not locks
Edition

build strongholds or attract ap- • Thief Skills: Hear Noise, Hide in


prentices Shadows, Pick Locks, Pick Pockets
• Using Magic Items: Bounty hunt- • THAC0: As magic-user
ers cannot read spell scrolls • Stronghold: May build thief den
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at 12th level
2

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Swashbuckler • No skill may be improved by


more than 10 points at a time
These thieves swagger with heroic
feats of derring-do. Courageous and • Maximum chance of success is
opportunistic, they may be counted 99% (Pick Pockets excepted)
upon to champion the downtrodden • Find Traps and Remove Traps
with an “up-the-man” abandon, pur- are improved separately
suing some mission greater than • Each point of Hear Noise im-
themselves. Et-la! provement costs 16 points, to a
maximum 5/6 chance of success
Add
• Points may be allocated to Read
• Combat Bonus: Swashbucklers Languages and Scroll Use
may wield a small or medium
melee weapon in each hand; Thug
each round, they may use the These street toughs are hired muscle
off-hand weapon to attack (+1 for thieves’ guilds and crime bosses.
“to-hit”) or parry (+1 AC) Operating in urban environments,
• Pledge: Alignment must be Law- thugs strike first and ask questions
ful or Neutral later; with experience, they may
create their own criminal networks.
Change
Add
• Thief Skills: Climb Sheer Surfaces,
Hear Noise, Hide in Shadows, • Attack Bonus: +1 “to-hit” when
Move Silently as a thief of equal fighting unarmed or when attack-
level; Swashbucklers can spend a ing targets smaller than them-
round using Climb Sheer Surfaces selves
to perform some acrobatic feat Change
worthy of Douglas Fairbanks
• Stronghold: May build a thief • Hit Dice: 1d6
den at 10th level • THAC0: As fighter
• Thief Skills: Climb Sheer Surfaces,
Thief (specialist) Hear Noise, Hide in Shadows,
At 1st level, specialists are identical Move Silently
to the classic fantasy thief. However, • Stronghold: May establish a
upon reaching 2nd level, specialists Thieves’ Guild at 9th level
ignore the Thief Skill Chance of Suc-
Remove
cess table. Instead, at each level
from 2nd and beyond, the thief gains • Read Languages: No ability
33 percentage points for the PC to • Using Magic Items: Thugs cannot
distribute across their Thief Skills, read spell scrolls
using the following guidelines:

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60 | T h i e f

than human-sized may be assassi-


Assassin nated only if their level/hit die is
Requirements: None equal or less than the assassin’s and
Prime Requisite: DEX they have a vulnerable spot on their
Hit Dice: 1d6 body (i.e., brain, throat, heart, life
Maximum Level: 14 crystal, etc.). Undead beings and
Armour: Leather, no shields constructs (e.g., golems) cannot be
Weapons: Any except two-handed assassinated.
melee weapons Combat: Their need for stealth and
Languages: Alignment, Common free movement precludes armour
Assassins are humans trained to mur- heavier than leather, and no shields
der efficiently. They use stealth and are permitted. They cannot use two-
deception to get close to targets so handed melee weapons.
they can deliver a quick, killing blow Disguise: Assassins may alter their
with either a melee weapon or well- appearance to look like someone
placed shot with a missile. Their spe- else. Rolls are made whenever the
cialised skills are not well-suited for disguise must be convincing, with a
dungeon crawls or wilderness explo- cumulative penalty of –1 if the dis-
ration, but assassins do thrive in ur- guise is beyond the assassin’s race,
ban environments where they may build, or sex, or if the disguise mimics
be hired as “equalisers” in matters a specific individual.
of political intrigue, turf wars, and
commercial subterfuge. Poison: Assassins may concoct toxic
compounds, either to coat weapons
Restrictions or for ingestion; the chance of suc-
Alignment: An assassin’s placid ap- cess is based on level. A target may
proach to murder limits them to Cha- avoid the poison’s effect with a suc-
otic or Neutral alignment. cessful saving throw. It takes 1 round
to apply poison to a weapon, which
Abilities remains potent for 1d6 rounds or
until a target is hit; targets suffer
Assassinate: The assassin’s trade-
weapon damage even if their poison
mark skill, assassinate can instantly
save succeeds. Ingested poisons are
kill a target with a devastating
applied to food or drink; damage is
strike. When attacking an unaware
twice normal and manifest 1d6 turns
human-sized or smaller opponent, an
Edition

after consumption.
assassin receives a +4 bonus “to-hit.”
If the attack succeeds, damage is Thief Skills: Assassins may Climb
multiplied by the target’s (descend- Sheer Surfaces, Hear Noise, Hide in
ing) AC plus the assassin’s level (min- Shadows, and Move Silently as a
n d

imum factor of x1). Targets larger thief one level lower than their own.
2

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After Reaching 9th Level costs 500gp per dose. Optionally,


other poisons may be produced:
When an assassin achieves 9th level,
they may establish an Assassins’ • Blindness: Target loses vision for
Guild, attracting 1d4 1st level assas- 1d6 turns; 100gp/dose
sins and 2d6 1st level fighters (or • Death, instant: Target dies at end
thugs, pg. 59). These apprentices of round; 1,000gp/target’s lev-
serve to the best of their ability, but el/dose
those apprehended or killed are not • Death, slow: Target suffers 1
replaced. Each level after 9th at- damage die each turn up to the
tracts an additional 0-3 (1d4–1) 1st assassin’s level; 1,000gp/dose
level assassins and 1d6 fighters. • Paralytic: Target paralysed for
Poisons 1d6 turns; 250gp/dose
• Sleep: Target falls unconscious
“Normal” poison deals damage for 2d6 turns; 250gp/dose
based on the assassin’s level and

Assassin Level Progression


Saving Throws Poison
Disguise
Level XP HD To-hit D W P B S (damage)

1 0 1d6 19 [+0] 13 14 13 16 15 1/6 1/6 (d4)


2 1,900 2d6 19 [+0] 13 14 13 16 15 1/6 1/6 (d4)
3 3,800 3d6 19 [+0] 13 14 13 16 15 1/6 1/6 (d4)
4 7,600 4d6 19 [+0] 13 14 13 16 15 2/6 1/6 (d6)
5 15,200 5d6 17 [+2] 12 13 11 14 13 2/6 2/6 (d6)
6 31,200 6d6 17 [+2] 12 13 11 14 13 2/6 2/6 (d6)
7 62,400 7d6 17 [+2] 12 13 11 14 13 3/6 2/6 (d8)
8 124,800 8d6 17 [+2] 12 13 11 14 13 3/6 2/6 (d8)
9 249,600 9d6 14 [+5] 10 11 9 12 10 3/6 3/6 (d8)
10 369,600 9d6+2* 14 [+5] 10 11 9 12 10 4/6 3/6 (d10)
11 489,600 9d6+4* 14 [+5] 10 11 9 12 10 4/6 3/6 (d10)
12 609,600 9d6+6* 14 [+5] 10 11 9 12 10 4/6 3/6 (d10)
13 729,600 9d6+8* 12 [+7] 8 9 7 10 8 5/6 4/6 (d12)
14 849,600 9d6+10* 12 [+7] 8 9 7 10 8 5/6 4/6 (d12)
* Modifiers from CON no longer apply Assassins need 120,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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62 | T h i e f

Abilities
Bard
Combat: Bards eschew shields or
Requirements: Minimum DEX 9, min-
armour heavier than leather, wield-
imum WIS 9
ing only one-handed weapons.
Prime Requisite: CHA
Hit Dice: 1d4 Enchantment: Bards may play or
Maximum Level: 14 sing enchanting songs to reproduce
Armour: Leather, no shields magical effects (q.v., “Bardic Songs,”
Weapons: Any one-handed melee or on the facing page), which manifest
missile weapons a full round after the bard begins
Languages: Alignment, Common, +2 their recital. All living beings within
additional earshot (except the party) may save
to avoid the effect, which lasts for as
Bards are human warrior-poets who
long as the bard is able to play
chronicle the exploits of daring ad-
uninterrupted.
ventures as participants. They relate
these histories through song and Lore: Bards have a 2/6 chance to
verse, which are lent credibility as recall any random bit of history; re-
eyewitnesses to the events described rolls require 1d8 hours of passive
in their epics. Between adventures, mulling or 1d4 hours of dedicated
bards earn a living by entertaining research.
others with tales of adventure—in Read Languages: A bard of 4th
fact, adventuring parties sometimes level can read non-magical text in
hire bards to enhance their heroic any language (including dead lan-
reputations (perhaps, it is imagined, guages and basic codes) with 80%
with a liberal application of flatter- probability. If the roll fails, the bard
ing embellishment). cannot make another attempt until
gaining an experience level.
Thief Skills: Bards practice all thief
skills (except Find or Remove Traps)
as a thief of equal level, though their
skill does not improve after 9th level.
Restrictions Using Magic Items: At 8th level
Instrument: Bardic enchantments bards have an 80% chance to read
arcane scrolls; failure means the
Edition

require musical accompaniment (as-


sume bards can play any instrument, spell scroll fades without issue. 9
because they’re, you know, bards).
Thieves’ Tools: Bards must possess a
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set of thieves’ tools to Pick Locks. 9 Optionally, use the Spell Failure table in
2

Appendix E.

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After Reaching 9th Level Bardic Songs


At 9th level, a bard may establish a • 1st Level: Charm Person, Protec-
college wherein they teach history, tion from Evil, Shield, Sleep
composition, recitation, and instru-
mentation. The college attracts 2d6 • 2nd Level: Continual Light, ESP,
nobles and 1d4 1st level bards each Locate Object, Phantasmal
semester, which is typically 4-6 con- Force
tinuous months during which the bard • 3rd Level: Clairvoyance, Dispel
cannot participate in adventures. Magic, Hold Person, Protection
Apprentices may accompany the from Evil 10’ Radius, Protection
bard on excursions but count against from Normal Missiles
the bard’s retainer limit. Assume that
tuition from nobles covers the cost of • 4th Level: Charm Monster, Con-
the college’s upkeep. fusion, Hallucinatory Terrain,
Wizard Eye
Bard Level Progression
Saving Throws Songs per Day
Level XP HD To-hit D W P B S 1 2 3 4

1 0 1d4 19 [+0] 13 14 13 16 15 1 – – –
2 2,500 2d4 19 [+0] 13 14 13 16 15 1 – – –
3 5,000 3d4 19 [+0] 13 14 13 16 15 2 – – –
4 10,000 4d4 19 [+0] 13 14 13 16 15 2 – – –
5 20,000 5d4 17 [+2] 12 13 11 14 13 2 – – –
6 40,800 6d4 17 [+2] 12 13 11 14 13 2 1 – –
7 81,600 7d4 17 [+2] 12 13 11 14 13 2 1 – –
8 163,200 8d4 17 [+2] 12 13 11 14 13 2 2 – –
9 326,400 9d4 14 [+5] 10 11 9 12 10 2 2 – –
10 446,400 9d4+2* 14 [+5] 10 11 9 12 10 2 2 1 –
11 566,400 9d4+4* 14 [+5] 10 11 9 12 10 2 2 1 –
12 686,400 9d4+6* 14 [+5] 10 11 9 12 10 2 2 2 –
13 806,400 9d4+8* 12 [+7] 8 9 7 10 8 2 2 2 –
14 926,400 9d4+10* 12 [+7] 8 9 7 10 8 3 2 2 1
* Modifiers from CON no longer apply Bards need 120,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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64 | T h i e f

Abilities
Scout
Combat: Scouts prefer leather or
Requirements: Minimum STR 9
chain mail and do not carry shields.
Prime Requisite: DEX
Two-handed melee weapons are too
Hit Dice: 1d6
bulky to use in the field. Scouts gain
Maximum Level: 14
+1 “to-hit” in familiar territory (q.v.).
Armour: Any non-plate, no shields
Weapons: Any except two-handed Familiar Territory: Any wilderness
melee weapons where the scout spends a full expe-
Languages: Alignment, Common rience level is considered “familiar
territory” (size varies but there is a
Scouts are humans who’ve adapted
definite boundary; e.g., the Dark
to life in the wilderness, working to
Forest, the Western Desert, etc.).
keep stretches of untamed territory
safe for travellers and local popula- Infravision: Scouts have infravision
tions. Scouts know their territory to a range of 30’.
well—both its terrain and its deni- Surprise: In familiar territory, scouts
zens—warding it against foes that surprise at +1 and are themselves
might pose a danger to local settle- surprised only 1/6.
ments. They believe that birds,
beasts, and plants have as much a Thief Skills: Scouts can Climb Sheer
right to life as “civilised” peoples Surfaces, Hear Noise, Hide in Shad-
and try to ensure the peace and ows, and Move Silently as a thief of
safety of all—they’re just as likely to equal level. These skills function at
run down poachers as to guide one level higher in familiar territory.
peaceful travellers safely through a Using Magic Items: A scout of 4th
dark forest. level or higher can cast druidic spells
from scrolls with 80% accuracy. A
Restrictions
failed roll means the scroll fades
Alignment: Scouts have a respect without loosing the spell. 10
for life that restricts them to Lawful
or Neutral alignment. Wilderness Survival: Scouts can
track, hunt, forage, secure shelter,
Wild: Scouts dislike the noise and fashion tools, and set traps and
bustle of urban environments, which snares with a successful Wilderness
is fine since people usually view Survival roll. Failed attempts may be
Edition

them with suspicion as wild-folk. In re-rolled, though each subsequent


any settlement larger than a village, roll represents 1d6 hours of effort.
scouts suffer a –2 penalty to all re-
action rolls.
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10Optionally, use the Spell Failure table in


2

Appendix E.

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Afonso Flores (Order #29951988)


C l a s s B u i l d e r | 65

After Reaching 9th Level Scouting Missions


When a scout reaches 9th level, they While scouts prefer to operate in-
may build a fortified outpost within dependently, local authorities may
familiar territory. The outpost’s cost call on them to:
is halved due to local support, and
• Escort travellers
when completed attracts 3d6 1st
level fighters and 1d4+1 1st level • Guide explorers or soldiers
apprentice scout. At each experience • Conduct reconnaissance
level gained after 9th, the scout at- • Find/rescue lost individuals
tracts an additional 1d6 fighters • Parley with wilderness denizens
and 0-3 (1d4–1) 1st level scouts. • Eliminate threats in the wild

Scout Level Progression


Saving Throws Wilderness
Level XP HD To-hit D W P B S Survival

1 0 1d6 19 [+0] 13 14 13 16 15 1/6


2 1,700 2d6 19 [+0] 13 14 13 16 15 1/6
3 3,400 3d6 19 [+0] 13 14 13 16 15 1/6
4 6,800 4d6 19 [+0] 13 14 13 16 15 2/6
5 13,600 5d6 17 [+2] 12 13 11 14 13 2/6
6 28,000 6d6 17 [+2] 12 13 11 14 13 2/6
7 56,000 7d6 17 [+2] 12 13 11 14 13 3/6
8 112,000 8d6 17 [+2] 12 13 11 14 13 3/6
9 224,000 9d6 14 [+5] 10 11 9 12 10 3/6
10 344,000 9d6+2* 14 [+5] 10 11 9 12 10 4/6
11 464,000 9d6+4* 14 [+5] 10 11 9 12 10 4/6
12 584,000 9d6+6* 14 [+5] 10 11 9 12 10 4/6
13 704,000 9d6+8* 12 [+7] 8 9 7 10 8 5/6
14 824,000 9d6+10* 12 [+7] 8 9 7 10 8 5/6
* Modifiers from CON no longer apply Scouts need 120,000 XP per level after 14th
To-hit: THAC0 value [attack roll bonus for use with Ascending Armour Class]
Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath; S=rod/staff/spell

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66 | A p p e n d i c e s

Appendices
A) d6 Thief Skills
Groups that wish to convert Thief Skills from percentiles to the d6 “standard”
may use the table below, though at considerable loss of fidelity, since each point
on the d6 represents a full 16.67% probability. The chance-in-six success values
below are derived by dividing the original Thief Skill percentiles by 16.67 and
rounding up. 11
To maintain a chance of failure, where the value is “6/6” (i.e., 6-in-6 chance of
success) or greater and the die roll result is a “6,” toss a second d6—if the sec-
ond roll is also a “6,” the attempt fails.
d6 Thief Skill Conversion
Climb Find or
Hear Hide in Move Pick Pick
Thief Level Sheer Remove
Noise Shadows Silently Locks Pockets 12
Surfaces Traps

1 6/6 1/6 2/6 1/6 2/6 1/6 2/6


2 6/6 1/6 2/6 1/6 2/6 2/6 2/6
3 6/6 2/6 3/6 2/6 2/6 2/6 2/6
4 6/6 2/6 3/6 2/6 3/6 2/6 3/6
5 6/6 2/6 3/6 2/6 3/6 3/6 3/6
6 6/6 3/6 3/6 3/6 3/6 3/6 3/6
7 6/6 3/6 4/6 3/6 4/6 4/6 4/6
8 6/6 4/6 4/6 4/6 4/6 4/6 4/6
9 6/6 5/6 4/6 4/6 5/6 5/6 5/6
10 6/6 5/6 4/6 5/6 6/6 6/6 6/6
11 6/6 6/6 5/6 6/6 6/6 6/6 6/6
12 6/6 6/6 5/6 6/6 6/6 6/6 7/6
13 6/6 6/6 5/6 6/6 6/6 6/6 7/6
14 6/6 6/6 5/6 6/6 6/6 6/6 8/6
Edition

11 If using with the specialist thief variant (pg. 59), grant 2 points per level for skill improvements.
12 To reflect the penalty imposed by the target’s level, adjust rolls by –1 for targets of levels 5-7, –2
n d

for levels 8-10, –3 for levels 11-13, and –4 for level 14 (e.g., a 12th level thief attempting to pick an
2

9th level NPC’s pocket has a 5/6 chance of success).

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B) Class Base XP Values


Magic-
Ability Cleric Dwarf Elf Fighter Halfling Thief
User

Prime Requisite 100 100 200 100 200 100 100


Hit Dice 600 800 600 800 600 400 400
Armour 200 200 200 200 100 0 100
Shield 100 100 100 100 100 0 0
Weapons 100 100 200 200 100 100 200
Languages 0 400 400 0 100 0 0
Combat Progression 200 300 300 300 300 100 200
Saving Throws 400 600 300 500 600 200 200
Back-stab 0 0 0 0 0 0 200
Defensive Bonus 0 0 0 0 200 0 0
Hiding 0 0 0 0 200 0 0
Immunity 0 0 200 0 0 0 0
Infravision 0 200 200 0 0 0 0
Initiative Bonus 0 0 0 0 200 0 0
Magical Research 200 0 200 0 0 200 0
Missile Attack Bonus 0 0 0 0 200 0 0
Read Languages 0 0 0 0 0 0 200
Skill, innate 0 600 400 0 200 0 0
Spell Casting 500 0 2,000 0 0 2,400 0
Thief Skills 0 0 0 0 0 0 400
Turn Undead 200 0 0 0 0 0 0
Using Magic Items 200 0 200 0 0 200 200
Requirements 0 -100 -100 0 -200 0 0
Maximum Level 0 -200 -400 0 -600 0 0
Stronghold Level -900 -900 -900 -200 -200 -1,100 -900
Size 0 0 0 0 -100 0 0
Equipment -100 0 -100 0 0 -100 -100
Pledge -300 0 0 0 0 0 0
Weakness 0 0 0 0 0 0 0
Base XP: 1,500 2,200 4,000 2,000 2,000 2,500 1,200

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C) Skills
While old-school games generally
eschew skill systems, there is a prec-
edent set by allowing classes to per-
form certain tasks with a d6 check
(e.g., finding secret doors or detect-
ing room traps). This convention is Learned Skills
expanded here to give referees a Learned skills are acquired at 1st
flexible (but consistent) system to level with a 1/6 (1-in-6) chance of
enhance class roles within the setting. success but improve at a variable
rate as levels are earned (pg. 9).
Skills are either innate or learned,
The faster the improvement rate, the
meaning their chance of success is
higher the base XP cost:
either static or improves with level. It
is possible for a skill to be innate for Learned Skill Improvement Rates
one class and learned for another.
Improvement Rate (+1/X Levels)
Regardless, a skill’s chance of success
caps out at 5/6 (5-in-6), so there is Level 2 3 4 5 6
always a chance of failure. 1 1/6 1/6 1/6 1/6 1/6
2 1/6 1/6 1/6 1/6 1/6
Innate Skills
3 2/6 1/6 1/6 1/6 1/6
Innate skills are talents the class pos-
4 2/6 2/6 1/6 1/6 1/6
sesses by virtue of race, training, or
instinct. They do not improve once 5 3/6 2/6 2/6 1/6 1/6
acquired, meaning their chance-in- 6 3/6 2/6 2/6 2/6 1/6
six of success remains the same re- 7 4/6 3/6 2/6 2/6 2/6
gardless of the character’s level. 8 4/6 3/6 2/6 2/6 2/6
While a 2/6 chance of success is
9 5/6 3/6 3/6 2/6 2/6
“standard,” this value is mutable by
10 5/6 4/6 3/6 2/6 2/6
altering the skill’s base XP cost:
11 5/6 4/6 3/6 3/6 2/6
Innate Skill Base XP Costs
12 5/6 4/6 3/6 3/6 2/6
Success Chance Base XP Cost 13 5/6 5/6 4/6 3/6 3/6
1/6 (1-in-6) 100 XP 14 5/6 5/6 4/6 3/6 3/6
Edition

2/6 (2-in-6) 200 XP Base XP 800 600 400 200 100


3/6 (3-in-6) 400 XP
For example, a skill that improves
4/6 (4-in-6) 800 XP
every 3 levels costs 600 XP and
5/6 (5-in-6) 1,600 XP grants a 5/6 chance of success by
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the time the PC earns 13th level.


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Example Skills Creating New Skills


The skills here may be innate or Referees wishing to introduce new
learned, as suits the class. skills into their game are encouraged
to follow these guidelines:
Detect: These are various “detection”
skills for secret doors, noises, pre- • To maintain OSE’s flavour and
cious metals, direction, et al. A suc- flexible style, avoid over-
cessful roll reveals whatever is explaining by describing the skill
searched for; a failed roll means the with a single sentence that ex-
character either finds nothing or plains what the skill accomplishes
cannot apply their findings (e.g., “I with a successful skill roll.
know there’s a secret door here, but • Write a second sentence describ-
I can’t figure out how to open it”). ing what happens when a roll
Gain Confidence: Earns trust of lis- fails, keeping in mind that a
teners, up to CHA-based number of player making the roll will know
retainers times level; a successful roll the skill check’s result. If a failed
grants clues to help the player role- result may be re-rolled, there is
play a persuasive pitch. A failed roll always a cost in time, money, or
creates a sceptical audience. some other resource.
• Interactive skill rolls do not re-
Gather Leads: Distils rumours, news,
place role playing, but they can
and direct questioning to answer a give the player clues to role-
question; a successful roll grants
playing an encounter to their ad-
clues to the answer sought. A failed
vantage (q.v., “Gain Confi-
roll means the clues are vague or dence,” above).
possibly contradictory, requiring
• Similarly, information-gathering
further investigation to resolve.
skill rolls do not reveal full and
Lore: Recall any random bit of his- pat answers, but they do give
torical trivia; re-rolls require 1d6 the player clues that lead to cer-
hours of research. tain knowledge (q.v., “Gather
Leads,” above).
Tactics: Grant each ally a +1 bonus
to a single roll during an encounter; • Skill rolls test the character and
failed rolls have no effect. never replace a player’s role-
playing or their own approach to
Wilderness Survival: Track, hunt, solving a problem. In all cases, if
forage, set traps and snares, secure a player describes their actions
shelter, and fashion tools. Failed with thoughtful detail, the refer-
attempts may be re-rolled, though ee should feel free to rule with-
each subsequent roll represents 1d6 out requiring a skill roll.
hours of effort.

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D) Equipment
Armour
Cost Weight Basic
Armour AC Notes
(gp) (coins) Encumbrance

Furs 8 [11] 10 200 Light +1 save vs. cold


Studded leather 6 [13] 30 300 Light Leather with metal studs
Elven chain 5 [14] n/a 200 Light Encumbers as leather armour
Lamellar 5 [14] 70 300 Light Overlapping leather scales
Dwarf plate 2 [17] n/a 500 Heavy Non-magical +1 to AC
Full plate 1 [18] 120 600 Heavy Absorbs 1 point per damage die

Weapons
Cost Weight
Weapon Dmg Qualities
(gp) (coins)

Blowgun 10 10 1 Missile (5’-10’/11’-20’/21’-30’), 2-handed, Envenomed


Dart 1 10/3 darts 1d3 Missile (5’-10’/11’-15’/16-20’)
Great bow 60 40 1d8 Missile (5’-60’/61’-120’/121’-180’), 2-handed
Net 5 10 – Missile (5’-10’/11’-15’/16-20’), Entangle
Spear, short 2 20 1d4 Brace, Melee, Missile (5’-10’/11’-20’/21’-30’)

Ammunition
Ammunition Cost (gp) Notes

Blowgun needle 1 10 needles; see Poisons (pg. 61) for additional dosage costs
Long arrow 10 20 arrows; for use with great bows

Weapon Qualities Primitive Arms & Armour


• Entangle: Targets must save vs. Where noted, primitive armaments
Death or be entangled (–2 to all include (but are not limited to):
rolls and AC); targets are al-
• Armour: Furs, leather armour,
lowed a STR check each round to
Edition

shield
unentangle themselves.
• Weapons: Blowgun, club, dag-
• Envenomed: Blowgun needles
ger, hand axe, javelin, net, short
deliver poison (pg. 61); one dose
bow, sling, spear (any type),
of poison coats 10 needles.
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staff
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E) Spell Failure
At the referee’s option, spells may
be mis-cast in certain circumstances.
In this context, “failure” includes the
possibility that the spell could still
work, though with unexpected re-
sults. Spell failure might occur when:

• Spell casters wield a spell of


higher level than normally al-
lowed
• Non-spell casters read a spell
scroll
• Spell casters research a new the level of the mis-cast spell. If the
spell character is a non-spell caster, as-
sume their maximum spell level is 1
When a spell is mis-cast, roll 1d10 for purposes of Spell Failure (e.g., a
and check the Spell Failure table to 5th level magic-user’s maximum spell
see what happens. level is 3, and if they fail a 4th level
Modify the d10 roll by the differ- spell, the Spell Failure roll is modi-
ence between the maximum spell fied by –1; a thief failing to read a
level the character can wield and 4th level spell scroll applies a –3
modifier).

Spell Failure
1d10 Result

1 Spell fails, creating shockwave (1hp/spell level damage to all within 10’/spell level)
2 Spell works, but caster suffers damage equal to 1hp per spell level
3 Spell works, but effect is permanent until dispelled (damage requires magical healing)
4 Spell works, but affects (d6: 1 random foe; 2-3 random ally; 4-5 all foes; 6 all allies)
5 Spell fails, no additional effect
6 Spell works, but caster is “drained” of spell casting ability for 1d6 turns per spell level
7 Spell works, but caster falls unconscious for 1d6 turns
8 Spell works, but effect is delayed 1d4 rounds
9 Spell works, but at reduced (d6: 1-2 duration; 3-4 range; 5-6 effect)
10 Spell works, with twice the normal (d6: 1-3 duration; 4-5 range; 6 effect)

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F) Home Terrain
Classes of wild or barbaric nature (e.g., barbarians, feral halflings, wild elves, et
al.) must choose a home terrain, which influences their choice of equipment (other
arms and armour may be available, though the items listed below are most com-
mon and readily obtainable).
Home Terrain
Terrain Description Typical Armour Typical Weapons

Rocky land at high altitudes; Furs, leather, chain Axe, dagger, spear,
Mountains/Hills
includes arctic snowfields mail; shield sword; short bow
Axe, spear; short
Lush wooded areas; includes Leather, chain mail
Forest bow (or blowgun in
jungle in tropical climes (rare); shield
jungles)
Rolling grasslands; includes Leather, lamellar; Club, spear, sword
Clear/Grasslands
steppe or tundra in cold climes shield (rare); short bow
Arid locales where water and Leather, chain mail; Dagger, spear,
Desert
vegetation are scarce shield sword; great bow
Wetlands of any sort; includes Dagger, spear,
Swamp Leather
marshes or taiga in cold climes sword
Areas characterised by large Leather, chain mail Dagger, spear,
Coastal/Lake/River
bodies of water (rare) sword; short bow
Edition
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G) Animal Special Abilities


Beast-talkers (pg. 38) and shamans (pg. 18) bond with animals as companions or
spirit guides, respectively, from whom they receive aspects of the animal’s power.
Animals from the Old-School Essentials Rules Tome and their suggested special
abilities are shown below. For referees who wish to expand this list, consider
“animal” to be any non-intelligent, higher-order bird or beast native to the set-
ting. This classification may, at the referee’s option, include fish, aquatic mam-
mals, and assorted arthropods or annelids, but never plasmodial or amoeboid
creatures (slimes, moulds, puddings, oozes, or fungi).
Animal Special Abilities
1d20 Animal Terrain Special Ability Imparted

1 Ape, white HM +1 STR


2 Bat A Night vision (60’ range)
3 Bear HM x2 unarmed damage
4 Boar CG, F, J +1 HD during combat
5 Camel D Require ½ daily water ration
6 Cat CG, D, F, HM, J +1 to surprise
7 Crocodile LR +30’ (10’) swimming
8 Ferret CG Move or Hide as thief of equal level
9 Hawk CG, D, F, HM +1 to surprise
10 Herd Animal CG, D Surprised 1/6 OR +30’ (10’) movement
11 Horse CG Carry additional STRx10 unencumbered
12 Lizard D, F, J Climb Sheer Surfaces as thief of equal level
13 Rat A +1 save vs. disease
14 Rock Baboon CG, HM +1 “to-hit” and damage w/primitive arms
15 Shrew CG, F, J, LR +1 to initiative
16 Snake A +1 to initiative OR attack twice each round
17 Spider A +1 to surprise OR move freely in webs
18 Toad F, HM, J, LR, S Jump 30’ (10’)
19 Weasel CG 2/6 chance to track prey
20 Wolf F, HM Cause fear in target (as spell)
Terrain: A=Any; CG=Clear/Grasslands; D=Desert; F=Forest; HM=Hills/Mountains; J=Jungle;
LR=Lake/River, OS=Ocean/Sea; S=Swamp

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H) High-level Characters
Players and referees may allow Magic-user: 150,000 XP and +1hp
characters to continue earning expe- per level beyond 14th
rience and levels beyond the limit of
Thief: 120,000 XP and +2hp per
their Level Progression tables:
level beyond 14th
Cleric: 100,000 XP and +1hp per
This rule is optional and governed
level beyond 14th
by two provisions:
Dwarf: 130,000 XP and +3hp per
1. A character’s maximum level
level beyond 12th (dwarfs roll High-
cannot exceed their prime requi-
level Benefits below as Fighters)
site score (or the lowest of multi-
Elf: 200,000 XP and +2hp per level ple prime requisite scores)
beyond 10th (each level, elves roll
2. Use the High-level Benefits table
High-level Benefits below either as a
only for levels beyond the class’
Fighter or Magic-user)
Level Progression table
Fighter: 120,000 XP and +2hp per
Each time a character earns a level
level beyond 14th
beyond the limit on their Level Pro-
Halfling: 120,000 XP and +2hp per gression table, roll 1d8 on the High-
level beyond 8th (each level, halflings level Benefits table to determine
roll High-level Benefits below either what advantage is gained:
as a Fighter or Thief)

High-level Benefits
1d8 Cleric Fighter Magic-user Thief

1 Additional Spells Additional Attack* Additional Spells Additional attack*


2 Divine Smite Death Blow At-will Spell Evasion*
3 High-level Spell Fearsome High-level Spell Feather Light
4 Improved Turning Special Moves* Identify* Improved Backstab*
5 Improved Wield* Stat increase* Improved Wield* Knowledge*
6 Numinous Aura Sweep Learned* Magic Sense*
Edition

7 Relic Walk it Off Spell Enhancement Non-person*


8 Stat increase* Weapon Bond Stat increase* Stat increase*
* Re-roll if ability limit is reached (see descriptions below)
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Additional Attack: Fighters and Evasion: The thief automatically


thieves gain +1 attack per round. takes one-half damage from area-
Fighters are limited to 3 attacks per of-effect attacks (one-quarter dam-
round, thieves a maximum of 2. age with a successful save).
Additional Spells: Each time this Fearsome: After any round in which
benefit is rolled, clerics and magic- they inflict damage, fighters may
users may memorize and cast an force foes to check morale. Each time
additional 5 spell levels per day. this benefit is rolled adds a –1 pen-
alty to such checks.
At-will Spell: Each time this benefit
is rolled, the magic-user gains the Feather Light: The thief reduces fall-
ability to cast a single, known 1st ing damage by 1 hit point per level
level spell at will, without memorisa- (increase by 1 point if re-rolled).
tion. The spell is determined random-
High-level Spell: Spell casters gain
ly, and at-will effects manifest as if
access to a single high-level spell,
cast by a 1st level magic-user.
usable once per week. Roll 1d6 to
Death Blow: The fighter can attempt determine spell level by class:
a death blow against any target of
High-Level Spell Level by Class
lesser hit dice. The death blow is
resolved as a normal attack and 1d6 Cleric Magic-User
damage is applied normally, but if 1 6th level 7th level
the damage exceeds the target’s hit
2 6th level 7th level
dice, the target must save vs. Death
or die (+1 save bonus for each hit 3 6th level 7th level

dice “plus;” e.g., HD 4+4 grants a 4 6th level 8th level


+4 save). This benefit may be used 5 7th level 8th level
once per day each time it is rolled. 6 7th level 9th level
Divine Smite: The cleric may sacri-
Identify: The magic-user has a 2/6
fice spell levels to mete out divine
chance of identifying the type and
punishment. The smite damages all
properties of a magic item. Each
enemies for 1d6 points within 10’
time this benefit is rolled, the chance
per spell level sacrificed (e.g., sacri-
of success increases by +1, to a
ficing three 1st level spells and two
maximum of 5/6.
4th level spells inflicts 11d6 points of
damage to all foes within 110’). Improved Backstab: This improve-
Allies are untouched, and enemies ment increases backstab effective-
whose alignment is not opposite the ness to +6 “to-hit” and x4 damage.
cleric’s may save vs. Spells for half If re-rolled, the bonus maxes out at
damage. This benefit may be used +8 “to-hit” and x8 damage.
once per week each time it is rolled.

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Improved Turning: Each time this Magic Sense: The thief has a 2/6
benefit is rolled, the cleric increases chance of detecting magic, as the 1st
the total hit dice of undead turned level arcane spell, at will. Each time
by 2d6. Re-roll if the cleric does not this benefit is rolled, the chance of
turn undead. success increases by +1, to a maxi-
mum of 5/6.
Improved Wield: When using a rod,
staff, or wand, spell casters know the Non-person: The thief nullifies their
number of charges remaining, and presence and is immune to scrying,
all effects manifest at 50% greater detection spells, and ESP. If rolled
efficacy (e.g., a 6d6 fireball does again, the thief is aware of any
9d6 damage). If rolled again, the magical detection attempt; if rolled
spell caster can recharge rods, a third time, the thief may “redirect”
staves, and wands via the magic known detection attempts to a third
item creation rules, but at half the party, thus foiling the searcher.
cost in time and money.
Numinous Aura: The cleric exudes
an air of divine power that influ-
ences observers according to their
alignment relative to the cleric:

• Inspire (same alignment): Morale


12, +1 to all rolls
• Awe (adjacent alignment): As
charm person spell
• Fear (opposite alignment): As
cause fear spell
Any creature whose hit die is less
Knowledge: Each time this benefit is than the cleric’s is affected; those
rolled, the thief improves their Read with equal or greater hit die may
Languages and Scroll Use abilities save vs. Spells to ignore the aura.
by +5%, to a maximum of 99%. The effect lasts a single encounter or
1 turn; this benefit may be used once
Learned: The magic-user’s extensive
per week each time it is rolled.
studies grant a 1/6 chance to an-
swer any questions dealing with ar- Relic: The cleric’s devotion imbues
cane lore, history, language, or one of their belongings (armour,
Edition

whatever passes for science in the weapon, garment, equipment, et al.)


setting. Each time this benefit is with divine essence, turning the ob-
rolled, the chance of success increas- ject into a magic item containing
es by +1, to a maximum of 5/6. clerical spells whose combined level
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16th level cleric’s relic contains a Sweep: When a fighter slays a foe
total of 8 divine magic levels). Spells in melee, they may attack another
are assigned by the referee and target in melee range. This continues
may include magical bonuses (a +1 until the fighter fails to land a killing
bonus counts as a single level); each blow or there are no more targets in
spell may be loosed once per day. range. Each time this benefit is
A single relic is “created” each time rolled, the fighter may move up to 5’
this benefit is rolled. between each strike.
Special Moves: Each time this bene-
fit is rolled, the fighter gains one of
the following combat abilities:
1. Enchanted strike: May use normal
weapons to hit creatures immune
to mundane damage
2. Give ground: Retreat is treated
like a fighting withdrawal
3. Squirmy: Cannot be swallowed
whole or carried away
4. Vitality: The fighter may save vs.
Spells to avoid energy drain
Walk it Off: The fighter ignores up
Stat Increase: Roll hit points and to 1hp of damage per level against
improve basic stats, based on class: 1 attack each day (improve daily
• Cleric: THAC0 +2; all saving limit by 1 if re-rolled).
throws +2 Weapon Bond: Each time this benefit
• Fighter: THAC0 +3; all saving is rolled, the fighter may designate
throws +1; roll for hit points a personal weapon as a signature
• Magic-user: THAC0 +1; all sav- arm, improving weapon perfor-
ing throws +3 mance as follows:
• Thief: THAC0 +2; all saving • +1 “to-hit” (works against crea-
throws +2; roll for hit points tures immune to normal weapons)
The “to-hit” limit is THAC0 6 [+13]; • Increase damage die by one
saving throws cannot be less than 3. step (1d4 becomes 1d6, 1d6
becomes 1d8, etc.)
Spell Enhancement: Each time this
benefit is rolled, the magic-user may • +1 AC bonus for parrying (me-
double the range, duration, or effect lee) or reduce range penalty by
of one known spell per day. Targets –1 (missile)
save at –1, if applicable. The weapon must be named, and
benefits vanish if the weapon is lost.

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78 | O p e n G a m e L i c e n s e

Open Game License


DESIGNATION OF PRODUCT IDENTITY Trademark or Registered Trademark. The use of any Product First Level Magic-User Spells Grindhouse Edition Spell Contest:
Identity in Open Game Content does not constitute a challenge Bookspeak, © 2011 Daniel Smith.
All artwork, logos, and presentation are product identity. The
to the ownership of that Product Identity. The owner of any
names "The Welsh Piper" and "BX Options" are product First Level Magic-User Spells Grindhouse Edition Spell Contest:
Product Identity used in Open Game Content shall retain all
identity. All text in the following sections is product identity: rights, title and interest in and to that Product Identity. Howl of the Moon, © 2011 Joel Rojas).
Credits, Introduction, Class Builder.
Lamentations of the Flame Princess: Weird Fantasy Role-
8. Identification: If you distribute Open Game Content You
DESIGNATION OF OPEN GAME CONTENT Playing Grindhouse Edition, © 2011, LotFP, Author James
must clearly indicate which portions of the work that you are
Edward Raggi IV.
All text and tables not declared as product identity are Open distributing are Open Game Content.
Game Content. 9. Updating the License: Wizards or its designated Agents Lamentations of the Flame Princess: Weird Fantasy Role-
Playing Player Core Book: Rules & Magic © 2013 LotFP,
OPEN GAME LICENSE Version 1.0a may publish updated versions of this License. You may use any
author James Edward Raggi IV.
authorized version of this License to copy, modify and
The following text is the property of Wizards of the Coast, Inc. distribute any Open Game Content originally distributed Cave Cricket from the Tome of Horrors, © 2002, Necromancer
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). under any version of this License. Games, Inc.; Authors Scott Greene and Clark Peterson, based
All Rights Reserved. on original material by Gary Gygax.
10. Copy of this License: You MUST include a copy of this
1. Definitions: (a) “Contributors” means the copyright and/or License with every copy of the Open Game Content You Crab, Monstrous from the Tome of Horrors, © 2002,
trademark owners who have contributed Open Game Content; Distribute. Necromancer Games, Inc.; Author Scott Greene, based on
(b) “Derivative Material” means copyrighted material including
11. Use of Contributor Credits: You may not market or original material by Gary Gygax.
derivative works and translations (including into other computer
languages), potation, modification, correction, addition, advertise the Open Game Content using the name of any Fly, Giant from the Tome of Horrors, © 2002, Necromancer
extension, upgrade, improvement, compilation, abridgment or Contributor unless You have written permission from the Games, Inc.; Author Scott Greene, based on original material
other form in which an existing work may be recast, Contributor to do so. by Gary Gygax.
transformed or adapted; (c) “Distribute” means to reproduce,
12. Inability to Comply: If it is impossible for You to comply Golem, Wood from the Tome of Horrors, © 2002,
license, rent, lease, sell, broadcast, publicly display, transmit or
with any of the terms of this License with respect to some or all Necromancer Games, Inc.; Authors Scott Greene and Patrick
otherwise distribute; (d) “Open Game Content” means the
of the Open Game Content due to statute, judicial order, or Lawinger.
game mechanic and includes the methods, procedures, governmental regulation then You may not Use any Open
processes and routines to the extent such content does not Kamadan from the Tome of Horrors, © 2002, Necromancer
Game Material so affected.
embody the Product Identity and is an enhancement over the Games, Inc.; Author Scott Greene, based on original material
prior art and any additional content clearly identified as 13 Termination: This License will terminate automatically if You by Nick Louth.
Open Game Content by the Contributor, and means any work fail to comply with all terms herein and fail to cure such breach
covered by this License, including translations and derivative within 30 days of becoming aware of the breach. All Rot Grub from the Tome of Horrors, © 2002, Necromancer
works under copyright law, but specifically excludes Product sublicenses shall survive the termination of this License. Games, Inc.; Authors Scott Greene and Clark Peterson, based
Identity. (e) “Product Identity” means product and product line on original material by Gary Gygax.
14. Reformation: If any provision of this License is held to be
names, logos and identifying marks including trade dress; Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author Daniel
artifacts; creatures characters; stories, storylines, plots, unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable. Proctor.
thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, 15. COPYRIGHT NOTICE B/X Essentials: Core Rules © 2017 Gavin Norman. Author
concepts, themes and graphic, photographic and other visual Gavin Norman.
or audio representations; names and descriptions of Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
B/X Essentials: Classes and Equipment © 2017 Gavin Norman.
characters, spells, enchantments, personalities, teams, personas,
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Afonso Flores (Order #29951988)
Afonso Flores (Order #29951988)

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