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Eotas: Player’s Guide

A low-fantasy Setting For Labyrinth Lord

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Table of Contents
Race Limits 19
Table of Contents 2 Dwarf 19
Elf 19
Introduction 3
Grimalkin 20
Creating Characters 3 Halfling 21
Race-classes 3 Human 21
Race-Class Requirements 3 Saurian 22
Race-Class Limits 3 Advanced Classes 23
Dwarven Engineers 4 Advanced Class Requirements 23
Dwarven Iron Guardians 6 Battlemages 24
Dwarven Warriors 7 Bounty Hunters 26
Elf Hunters 8 Mystic Knights 28
Elf Spellsingers 9 Nightblades 30
Elf Wardens 10 Sages 32
Grimalkin Rogues 12 Spellswords 34
Halfling Adventurers 13 Vampire Hunters 36
Halfling Alchemists 14 Witch-hunter 38
Halfling Treasure Hunters 16 Multiclassing and Dual-classing 40
Human Clerics 17 Multiclassing 40
Human Fighters 17 Dual-classing 40
Human Magic-users 17
Equipment 40
Human Thieves 17
Black Powder Weapons 40
Saurian Priests 18
Races 19

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Introduction
The world of Eotas is full of adventure, dangerous magic and wondrous technology. Various civilizations were
born, grew and disappeared, while others remained. Various cultures populate the world, leading to a multicultural
world that sometimes is ripe with angst and ignorance. Tales from generations ago tell about strange otherworldly
beings that live beyond the sky, other tell of ancient beings bound to the earth evoked by dark rituals. Magic is
likewise seen as a dangerous and unpredictable endeavor. Rumors warn the populace that magic-users can easily be
corrupted by magic and therefore, are distrusted by most people, making its practice somewhat fringe.

Creating Characters
The process of creating characters is mostly the same as in Labyrinth Lord, the biggest difference is that with this
book you can select more classes and races.

Any Race-Class and any Advanced Class can be used as long as their restrictions are met. For flavor reasons, all
Race-Classes are presented here with different names but are the same as in Labyrinth Lord.

Although this process of making characters is presented here, GMs can rule how to make characters, this is just an
option rule I find interesting.

1. Roll 4d6 in order, dropping the lowest die


2. Switch any two Abilities once.
3. If a player decides that they don’t want to play with the character that they rolled, they can abandon that
character and roll from the beginning again.
4. When rolling for HP if it’s less than the average, select the average rounded up (example: d8 HD, rolls a 3,
average is 4.5, HP is then 5)
5. One character that was abandoned this way can be used as a hireling 1st level Cleric, Fighter, Magic-user
or Thief, already on the employ of the PC, or may be found later in search of employment.

Race-classes

Race-Class Requirements Race-Class Limits


Str Dex Con Int Wis Cha
Limit
Dwarven Engineers 9 9 - 14 10 -
Dwarves 12th
Dwarven Iron
12 9 13 - - - Elves 10th
Guardians
Halflings 8th
Dwarven Warriors - - 9 - - -
Grimalkins 11th
Elf Hunters - 13 11 9 - -
Saurians 10th
Elf Spellsingers - - - 9 - -

Elf Wardens 14 12 13 - - -

Grimalkin Rogues 8 10 - - - -

Halfling Adventurers - 9 9 - - -

Halfling Alchemists - - - 11 10 -

Halfling Treasure
- 9 - 9 - -
Hunters
Saurian Priests 10 - - - 11 -

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Dwarven Engineers Create Automaton: Dwarven Engineers can build
machines to help them in their missions. Dwarven
Requirements: STR 9, DEX 9, INT 14, WIS 10
Engineers can only have one automaton at 1st level,
Prime Requisite: INT, DEX
but at level 6 and 11 they can build an additional
Hit Dice: 1d4
automaton. Automatons are machines and are treated
Maximum Level: 12th level
as characters for the purposes of movement and
actions in combat. Automatons always follow orders
Dwarven Engineers are ingenious individuals who
from the Dwarven Engineer. Automatons can’t carry
know how to build things, but also how to destroy
any treasure or gear with the exception that each
structures. Dwarven Engineers can create
automaton has. They are a creature with HD equal to
Automatons to help them in their missions.
half the Dwarven Engineers’ level rounded down
(minimum 1) and their AC is 9 but is modified based
Equipment: Due to their short height, Dwarven
on the Dwarven Engineer’s Intelligence.
Engineers cannot use two-handed swords or
longbows. However, they can use any other weapon.
Intelligence Bonus
Dwarven Engineers are restricted to chainmail armor
or lighter and can’t use shields. 3 +3

4-5 +2
Languages: Dwarven Engineers speak Common 6-8 +1
tongue, their Alignment language, Dwarf, Gnome, 9-12 +0
Goblin and Kobold. 13-15 -1

16-17 -2
Infravision: Due to working underground in great
18 -3
mines, Dwarven Engineers have the ability to see in
the dark with infravision up to 60 feet. 19 -4

Detect Construction Tricks: Dwarven Engineers are Automatons come in 3 varieties: Mule, Scout and
very skilled when it comes to construction and Combat.
structures, as a result they have a 4 in 6 chance of ➢ Mule: can carry double the normal amount
detecting construction tricks like false walls, hidden of gear and treasure in pounds a character
construction, or noticing if passages are sloped. could carry without suffering movement
Dwarven Engineers must be actively searching for penalties.
these abilities to function. ➢ Scout: can be sent ahead to search for traps
or to find enemies. Scout Automatons can
Detect Traps: Dwarven Engineers are very good at Detect Traps and Listen at Doors with the
finding hidden traps as long as they are actively same chances as the Dwarven Engineer.
searching for them. Dwarven Engineers have a 3 in 6 ➢ Combat: this is the only automaton capable
chance of detecting traps. of attacking enemies and is considered a
fighter of half the level of the Dwarven
Listen at Doors: As with other demi-humans, Engineer, that can be equipped with any
Dwarven Engineers have very acute senses and have weapon and shield but no armor.
2 in 6 chance of listening to noise behind a door.

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Repair Automatons: Dwarven Engineers can repair Reaching 4th Level: Dwarven Engineers can read
their automatons by rolling a d6 and checking if it’s languages (any) with 80% probability. This ability
successful. The chances of success rises with level. If does not include magical writings. If the roll does not
the roll is succeeded, the automaton recovers a succeed, the Dwarven Engineer may not try to read
number of d6 in Hit Points equal to its HD (Example: that particular piece of writing until he reaches a
The Dwarven Engineer is in 5th level and wants to higher level of experience.
repair his automaton, he rolls 1d6 and checks if it’s a
success (1 or 2). If it succeeds the automaton Reaching 9th Level: When a Dwarven Engineer
recovers 2d6 HP (HD 2). reaches level 9, he has the option of creating an
underground stronghold that will attract dwarves
Black Powder Proficiency: As Dwarven Engineers from far and wide. Dwarves usually live in clans, so
work with machinery and they can aptly use black dwarves of the character’s clan will be attracted to
powder weapons. Dwarven Engineers usually employ live under his roof, but dwarves from other clans will
black powder weapons in their ranks. Dwarven also come and live nearby to be ruled by the
Engineers receive +1 to hit and damage when using character. A Dwarven Engineer ruler is able to hire
black powder weapons. dwarven soldiers or mercenaries, but may only hire
members of other races for other tasks, such as
human alchemists or elves for spell casting.

Dwarven Engineers Level Progression


Saves

Hit Poison Spells or


Breath Petrify or Create Repair
Experience Level Dice THAC0 or Wands Spell-like
Attacks Paralyze Automatons Automatons
(1d4) Death Devices

0 1 1d4 19 13 8 10 9 12 1 1/6

3001 2 2d4 19 13 8 10 9 12 1 1/6

6001 3 3d4 19 13 8 10 9 12 1 1/6

12001 4 4d4 18 10 6 8 7 10 1 1/6

24001 5 5d4 18 10 6 8 7 10 1 2/6

48001 6 6d4 17 10 6 8 7 10 2 2/6

96001 7 7d4 17 7 4 6 5 8 2 2/6

192001 8 8d4 17 7 4 6 5 8 2 2/6

342001 9 9d4 16 7 4 6 5 8 2 3/6

492001 10 9d4+1* 16 4 2 4 3 6 2 3/6

642001 11 9d4+2* 15 4 2 4 3 6 3 3/6

792001 12 9d4+3* 14 4 2 4 3 6 3 3/6

* Hit points modifiers from constitutions are ignored

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Dwarven Iron Guardians Infravision: Due to fighting underground in great
mines and tunnels, Dwarven Iron Guardians have the
Requirements: STR 12, DEX 9, CON 13
ability to see in the dark with infravision up to 60
Prime Requisite: STR, CON
feet.
Hit Dice: 1d10
Maximum Level: 12th level
Detect Construction Tricks: Dwarven Iron
Guardians are skilled when it comes to construction
Dwarven Iron Guardians are the elite warriors of the
tricks, as a result they have a 2 in 6 chance of
Dwarven clans, only the most disciplined and
detecting construction tricks like false walls, hidden
honored join their ranks. Dwarven Iron Guardians
construction, or noticing if passages are sloped.
train their whole life to be the best fighters in the
Dwarven Iron Guardians must be actively searching
land, in hopes of protecting their home and what they
for these abilities to function.
hold dear.

Detect Traps: Dwarven Iron Guardians are good at


Equipment: Due to their short height, Dwarven Iron
finding hidden traps as long as they are actively
Guardians cannot use two-handed swords or
searching for them. Dwarven Iron Guardians have a 2
longbows. However, they can use any other weapon.
in 6 chance of detecting traps.
Dwarven Iron Guardians are restricted to chainmail
armor or heavier and can use shields.
Listen at Doors: As with other demi-humans,
Dwarven Iron Guardians have very acute senses and
Languages: Dwarven Iron Guardians speak
have 2 in 6 chance of listening to noise behind a door.
Common tongue, their Alignment language, Dwarf,
Gnome, Goblin and Kobold.
Reaching 9th Level: When a Dwarven Iron
Guardian reaches level 9, he has the option of
Melee Bonus: Dwarven Iron Guardians are very well
creating an underground stronghold that will attract
trained in melee combat, receiving a +1 to hit and
dwarves from far and wide. Dwarves usually live in
damage when using melee weapons.
clans, so dwarves of the character’s clan will be
attracted to live under his roof, but dwarves from
Dwarven Tactics: When alone or in groups of
other clans will also come and live nearby to be ruled
dwarves you receive +1 to Initiative. If using the
by the character. A Dwarven Iron Guardian ruler is
optional rule of individual Initiative, Dwarven Iron
able to hire dwarven soldiers or mercenaries, but may
Guardians receive a +1 to that roll.
only hire members of other races for other tasks, such
as human alchemists or elves for spell casting.

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Dwarven Iron Guardian Level Progression
Saves

Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like
(1d10) Attacks Paralyze
Death Devices

0 1 1d10 19 13 8 10 9 12

2801 2 2d10 19 13 8 10 9 12

5601 3 3d10 18 13 8 10 9 12

11201 4 4d10 17 10 6 8 7 10

22401 5 5d10 16 10 6 8 7 10

44801 6 6d10 15 10 6 8 7 10

89601 7 7d10 14 7 4 6 5 8

179201 8 8d10 14 7 4 6 5 8

299201 9 9d10 13 7 4 6 5 8

419201 10 9d10+2* 12 4 2 4 3 6

539201 11 9d10+4* 12 4 2 4 3 6

659201 12 9d10+6* 11 4 2 4 3 6

* Hit points modifiers from constitutions are ignored

Dwarven Warriors
Dwarven Warriors are the most common Dwarves
that can be found around the world. They are stout
and resilient.

Dwarven Warriors are exactly the same as the Dwarf


Race-Class from Labyrinth Lord.

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Elf Hunters Immunity to Ghoul Paralysis: Because of their
connection to nature, Elven Hunters are completely
Requirements: DEX 13, CON 11, INT 9
unaffected by the paralysis ghouls can inflict.
Prime Requisite: DEX, INT
Hit Dice: 1d6
Infravision: Elven Hunters have infravision of 60
Maximum Level: 10th level
feet.
Elf Hunters stalk the forests for prey and scout the
Detect Secret Doors: Elven Hunters have keen eyes
wilderness for valuable information. They can rarely
that allow them, when actively searching, to detect
be seen, as they take great effort to disappear in the
hidden and secret doors with a roll of 1-2 on 1d6.
vegetation. They are deadly with bows and their
senses are very acute.
Listen at Doors: As with other demi-humans, Elven
Hunters have very acute senses and have 2 in 6
Equipment: Elven Hunters must carry weapons that
chance of listening to noise behind a door.
are easy to wield in the wilderness. Elven Hunters
cannot use two-handed weapons. They can only use
Wilderness Survival: Elven Hunters can gather food
leather armor or lighter and cannot use shields.
and water, follow tracks and hunt on a roll of 1d6. If
it fails 1d6 hours are wasted.
Languages: Elven Hunters speak the Common
tongue, their Alignment language, Elf, Gnoll,
Bow Mastery: Elven Hunters are very proficient
Hobgoblin and Orc.
with bows and receive a +1 to hit and damage when
using any type of bows (excluding crossbows)
Encounter Bonus: Elven Hunters can surprise
enemies in encounters. Elven Hunters have +1 to
Reaching 9th Level: Elven Hunters can establish a
Surprise the enemies.
stronghold in a natural setting, such as a forest or
glen, when they reach the 9th level. Rather than
Hiding: Elven Hunters are so used to hiding within
impose upon nature, this keep must blend seamlessly
vegetation that they can disappear if they stay quiet
with it. Because of the elven connection to nature,
and not move.
within 5 miles of the stronghold all ordinary animals
Outdoors grants Elven Hunters 90% chance to
will be kind and helpful to elves. This helpfulness
completely hide from sight. In dungeons, labyrinths
includes the ability to warn of dangers and pass
and other dangerous underground places, Elven
information, or even messages to others nearby.
Hunters have a 2 in 6 (1 and 2 in 1d6) chance of
However, in exchange, an Elven Hunter ruler must
hiding in shadows or behind cover, but requires the
always defend the animals within this territory. Elven
Elven Hunter to be motionless.
Hunter rulers can hire members of other races in the
capacity of retainers or specialists, but only soldiers
of elven stock may be hired.

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Elf Hunter Level Progression
Saves

Hit Poison Spells or


Breath Petrify or Wilderness
Experience Level Dice THAC0 or Wands Spell-like
Attacks Paralyze Survival
(1d6) Death Devices

0 1 1d6 19 15 12 13 13 15 1/6

2101 2 2d6 19 15 12 13 13 15 1/6

4201 3 3d6 19 15 12 13 13 15 1/6

8401 4 4d6 18 13 10 11 11 13 1/6

16801 5 5d6 18 13 10 11 11 13 2/6

33601 6 6d6 17 13 10 11 11 13 2/6

67201 7 7d6 17 9 8 9 9 11 2/6

134401 8 8d6 17 9 8 9 9 11 2/6

268801 9 9d6 16 9 8 9 9 11 3/6

388801 10 9d6+2* 16 7 6 7 7 9 3/6

* Hit points modifiers from constitutions are ignored

Elf Spellsingers
Elf Spellsingers are trained both in combat and
magic. Due to the mysterious nature of elves, it is
assumed that Elf Spellsingers are the most common
type of elves.

Elf Spellsingers are exactly the same as the Elf


Race-Class from Labyrinth Lord.

9
Elf Wardens Detect Secret Doors: Elven Wardens have keen eyes
that allow them, when actively searching, to detect
Requirements: STR 14, DEX 12, CON 13
hidden and secret doors with a roll of 1-2 on 1d6.
Prime Requisite: STR, CON
Hit Dice: 1d8
Listen at Doors: As with other demi-humans, Elven
Maximum Level: 10th level
Wardens have very acute senses and have 2 in 6
chance of listening to noise behind a door.
Elf Wardens are a special type of soldier within elf
society, they are sworn to a king or a queen, most act
Two-handed Proficiency: Elven Wardens are
as bodyguards but some are sent on special missions
specially trained in two-handed weapons and receive
that need a swift resolution.
+1 to hit and damage with two-handed weapons.
Equipment: Elf Wardens are trained individuals and
Reaching 9th Level: Elven Wardens can establish a
can use any weapons and armor, including shields.
stronghold in a natural setting, such as a forest or
glen, when they reach the 9th level. Rather than
Languages: Elven Wardens can speak the Common
impose upon nature, this keep must blend seamlessly
tongue, their Alignment language, Elf, Gnoll,
with it. Because of the elven connection to nature,
Hobgoblin and Orc.
within 5 miles of the stronghold all ordinary animals
will be kind and helpful to elves. This helpfulness
Immunity to Ghoul Paralysis: Because of their
includes the ability to warn of dangers and pass
connection to nature, Elven Wardens are completely
information, or even messages to others nearby.
unaffected by the paralysis ghouls can inflict.
However, in exchange, an Elven Warden ruler must
always defend the animals within this territory. Elven
Infravision: Elven Wardens have infravision of 60
Warden rulers can hire members of other races in the
feet.
capacity of retainers or specialists, but only soldiers
of elven stock may be hired.

10
Elf Warden Level Progression
Saves

Hit Poison Spells or


Breath Petrify or
Experience Level Dice THAC0 or Wands Spell-like
Attacks Paralyze
(1d8) Death Devices

0 1 1d8 19 15 12 13 13 15

1701 2 2d8 19 15 12 13 13 15

3401 3 3d8 18 15 12 13 13 15

6801 4 4d8 17 13 10 11 11 13

13601 5 5d8 16 13 10 11 11 13

27201 6 6d8 15 13 10 11 11 13

54401 7 7d8 14 9 8 9 9 11

108801 8 8d8 14 9 8 9 9 11

228801 9 9d8 13 9 8 9 9 11

348801 10 9d8+2* 12 7 6 7 7 9

* Hit points modifiers from constitutions are ignored

11
Grimalkin Rogues Listening at doors: Grimalkin Rogues have trained
ears thus granting them superior hearing capabilities.
Requirements: STR 8, DEX 10
Grimalkin Rogues can hear noises with a roll of 1 to
Prime Requisite: STR, DEX
3 on 1d6.
Hit Dice: 1d6
Maximum Level: 11th level
Hiding: Grimalkin Rogues are so used to hide within
vegetation that they can disappear if they stay quiet
Grimalkin Rogues are very sneaky when they need
and not move.
to, but can also be very direct and combative if
Outdoors grants Grimalkin Rogues 90% chance to
something is in their way. Grimalkin Rogues like to
completely hide from sight. In dungeons, labyrinths
enter places they shouldn’t just to see if something
and other dangerous underground places, Grimalkin
valuable is lying around.
Rogues have a 2 in 6 (1 and 2 in 1d6) chance of
hiding in shadows or behind cover, but requires the
Equipment: Due to their short height, Grimalkin
Grimalkin Rogue to be motionless.
Rogues cannot use two-handed swords or longbows.
However, they can use any other weapons or armor,
Initiative Bonus: Grimalkin Rogues are very
but if they use armor heavier than leather, or use a
dexterous, when alone or in a group of only other
shield, they cannot use their Thief Skills. Equipment
Grimalkin they receive a +1 to Initiative. If using the
needs to be tailored to a grimalkin’s size in order to
optional rule of individual Initiative, Grimalkin
be used by a Grimalkin Rogue.
Rogues receive a +1 to that roll.
Languages: Grimalkin Rogues speak the common
Defense Bonus: Grimalkin Rogues are smaller than
tongue, grimalkin, gnoll and their alignment
humans therefore they receive a +2 bonus to AC
language. The grimalkin language is imperceptible to
when attacked by creatures larger than human sized.
other races, other races don’t know if grimalkin are
talking with each other.
Thief Skills: Grimalkin Rogues employ the
following Thief Skills as Thief of equivalent level:
Claws: Grimalkin Rogues have sharp claws that can
Pick Locks, Pick Pockets, Move Silently, Climb
be used to attack any target. When a Grimalkin
Walls. Further, Grimalkin Rogues can Backstab like a
Rogue attacks unharmed, they will gain a +1 bonus to
Thief of equivalent level.
hit and damage.

Infravision: Grimalkin Rogues have special trained Thief Skills

eyes that let them scout in the dark. Grimalkin Find and
Pick Pick Move Climb
Rogues have infravision up to 60 feet. Level
Locks
Remove
Pockets* Silently Walls
Traps

Detect Secret Doors: Grimalkin Rogues have very 1 17 14 23 23 87


keen eyes, and are adept at searching for secret doors.
2 23 17 27 27 88
Grimalkin Rogues can detect secret or hidden doors
3 27 20 30 30 89
with a roll of 1 or 2 on 1d6 when actively searching
4 31 23 37 37 90
for them.
5 35 33 40 40 91

6 45 43 43 43 92

7 55 53 53 53 93

8 65 63 63 63 94

9 75 73 73 73 95

10 85 83 83 83 96

11 95 93 93 93 97

* -5% per each 5 levels the thief is lower than the victim.
There is always a 1% chance of failure despite a skill
percent above 100%.

12
Reaching Level 9: When a Grimalkin Rogue attains
level 9 he can establish a thief den, and 2d6 thief
apprentices of 1st level will come to work with the
character, including Grimalkin Rogues. These thieves
will serve the character with some reliability;
however, should any become arrested or killed the
character will not be able to attract more followers of
this type to replace them. A successful character
might use these followers to start a Thieves’ Guild.

Grimalkin Rogue Level Progression


Saves

Hit Poison Spells or


Breath Petrify or
Experience Level Dice THAC0 or Wands Spell-like
Attacks Paralyze
(1d6) Death Devices

0 1 1d6 19 13 8 10 9 12

2301 2 2d6 19 13 8 10 9 12

4601 3 3d6 18 13 8 10 9 12

9201 4 4d6 17 10 6 8 7 10

18401 5 5d6 16 10 6 8 7 10

36801 6 6d6 15 10 6 8 7 10

73601 7 7d6 14 7 4 6 5 8

147201 8 8d6 14 7 4 6 5 8

294401 9 9d6 13 7 4 6 5 8

414401 10 9d6+2* 12 4 2 4 3 6

534401 11 9d6+4* 12 4 2 4 3 6

* Hit points modifiers from constitutions are ignored

Halfling Adventurers
Halfling Adventurers are halflings that decide to
embark on adventures and journeys.

Halfling Adventurers are exactly the same as the


Halfling Race-Class from Labyrinth Lord.

13
Halfling Alchemists
Magic-user Spells: Halfling Alchemists know every
Requirements: INT 11, WIS 10
spell up to the maximum spell level that they can
Prime Requisite: INT, WIS
cast. Halfling Alchemists need an Alchemist’s Kit in
Hit Dice: 1d4
order to cast their spells. They can cast a number of
Maximum Level: 8th level
Magic-user spells without the need to scavenge, that
number is defined by level. After a 8 hour rest
Halfling Alchemists are strange halflings that
Halfling Alchemists can prepare spells as is indicated
dedicate their lives to research Alchemy in order to
in their spell table. After a spell is cast, if it was after
achieve strange effects very similar to magic,
the ones that can be cast without previously being
although they do not necessarily possess arcane
scavenged for resources, the Halfling Alchemist must
aptitude.
spend enough resources for one spell.
Equipment: Halfling Alchemists can only use small
Reaching 4th Level: Halfling Alchemists can read
weapons, like daggers and cannot use any armor or
languages (any) with 80% probability. This ability
shields.
does not include magical writings. If the roll does not
succeed, the Halfling Alchemist may not try to read
Languages: Halfling Alchemists speak the Common
that particular piece of writing until he reaches a
tongue, their Alignment language and Halfling.
higher level of experience.
Defensive Bonus: Because of their small size,
Reaching 8th Level: When a Halfling Alchemist
Halfling Alchemists receive a -2 bonus to AC when
reaches level 8, he can build a stronghold. These
attacked by a creature larger than a human.
strongholds will be in serene, beautiful valleys and
halflings will come from great distances to settle
Listen at Doors: As with other demi-humans,
there. The character becomes the sheriff of the people
Halfling Alchemists have very acute senses and have
(their leader) and must rule them wisely and well.
2 in 6 chance of listening to noise behind a door.

In addition, the Halfling Alchemist is able to create


Scavenge Alchemical Components: To produce
spells and magic items through Magical Research.
Alchemy the Halfling Alchemist must scavenge for
resources by rolling 1d6. On a success the Halfling
Alchemist is able to scavenge enough resources to
use a number of spells that are indicated by level.

Halfling Alchemist Level Progression


Spell
Saves
Level

Hit Poison Spells or Scavenge Spells that can Spells that can
Breath Petrify or
Experience Level Dice THAC0 or Wands Spell-like 1 2 3 4 Alchemical be cast without be cast after 1
Attacks Paralyze
(1d4) Death Devices Components Scavenging Scavenge

0 1 1d4 19 13 8 10 9 12 1 - - - 1/6 1 1

1501 2 2d4 19 13 8 10 9 12 2 - - - 1/6 1 1

3001 3 3d4 19 13 8 10 9 12 2 1 - - 1/6 1 1

6001 4 4d4 18 10 6 8 7 10 2 2 - - 2/6 2 2

12001 5 5d4 18 10 6 8 7 10 2 2 1 - 2/6 2 2

24001 6 6d4 18 10 6 8 7 10 2 2 2 - 2/6 2 2

48001 7 7d4 18 7 4 6 5 8 3 2 2 1 3/6 3 3

96001 8 8d4 17 7 4 6 5 8 3 3 2 2 3/6 3 3

* Hit points modifiers from constitutions are ignored

14
15
Halfling Treasure Hunters
Thief Skills: Halfling Treasure Hunters have access
Requirements: DEX 9, INT 9
to the following Thief Skills: Pick Locks, Find Traps,
Prime Requisite: DEX, INT
Remove Traps, Pick Pockets, Move Silently, Climb
Hit Dice: 1d6
Walls, Hear Noise.
Maximum Level: 8th level

Halfling Treasure Hunters are halflings driven by Thief Skills

treasure, they aim to enter ruins and castles to collect Find


Pick and Pick Move Climb Hide in Hear
ancient lost treasure. Level
Locks Remove Pockets* Silently Walls Shadows Noise
Traps
Equipment: Due to their small size, Halfling 1 17 14 23 23 87 13 1-2
Treasure Hunters can’t use two-handed swords or 2 23 17 27 27 88 17 1-2
longbows. They can use Leather armor or lighter as
3 27 20 30 30 89 20 1-3
long as it’s appropriate to their size and cannot use
4 31 23 37 37 90 27 1-3
shields.
5 35 33 40 40 91 30 1-3

Languages: Halfling Treasure Hunters can speak the 6 45 43 43 43 92 37 1-4

Common tongue, their Alignment language and 7 55 53 53 53 93 47 1-4


Halfling. 8 65 63 63 63 94 57 1-4

* -5% per each 5 levels the thief is lower than the victim. There is
Defensive Bonus: Because of their small size, always a 1% chance of failure despite a skill percent above 100%.
Halfling Treasure Hunters receive a -2 bonus to AC
when attacked by a creature larger than a human.
Reaching 4th Level: Halfling Treasure Hunters can
read languages (any) with 80% probability. This
Hiding: Outdoors grants Halfling Treasure Hunters
ability does not include magical writings. If the roll
90% chance to completely hide from sight. In
does not succeed, the Halfling Treasure Hunters may
dungeons, labyrinths and other dangerous
not try to read that particular piece of writing until he
underground places, Halfling Treasure Hunters have
reaches a higher level of experience.
a 2 in 6 (1 and 2 in 1d6) chance of hiding in shadows
or behind cover, but requires the Halfling Treasure
Reaching 8th Level: When a Halfling Treasure
Hunter to be motionless.
Hunter reaches level 8, he can build a stronghold.
These strongholds will be in serene, beautiful valleys
Detect Secret Doors: Halfling Treasure Hunters
and halflings will come from great distances to settle
have very keen eyes, and are adept at searching for
there. The character becomes the sheriff of the people
secret doors. Halfling Treasure Hunters can detect
(their leader) and must rule them wisely and well.
secret or hidden doors with a roll of 1 or 2 on 1d6
when actively searching for them.

Listen at Doors: As with other demi-humans,


Halfling Treasure Hunters have very acute senses and
have 2 in 6 chance of listening to noise behind a door.

16
Halfling Alchemist Level Progression
Saves

Hit Poison Spells or


Breath Petrify or
Experience Level Dice THAC0 or Wands Spell-like
Attacks Paralyze
(1d6) Death Devices

0 1 1d6 19 13 8 10 9 12

2001 2 2d6 19 13 8 10 9 12

4001 3 3d6 19 13 8 10 9 12

8001 4 4d6 18 10 6 8 7 10

16001 5 5d6 18 10 6 8 7 10

32001 6 6d6 17 10 6 8 7 10

64001 7 7d6 17 7 4 6 5 8

128001 8 8d6 17 7 4 6 5 8

* Hit points modifiers from constitutions are ignored

Human Clerics Human Magic-users


Human Clerics are identical to the ones found in Human Magic-users are identical to the ones found in
Labyrinth Lord. Labyrinth Lord.

Human Fighters Human Thieves


Human Fighters are identical to the ones found in Human Thieves are identical to the ones found in
Labyrinth Lord. Labyrinth Lord.

17
Saurian Priests
Infravision: Saurian Priests are used to navigate in
Requirements: STR 10, WIS 11
the dark. Saurian Priests have infravision up to 60
Prime Requisite: WIS, STR
feet.
Hit Dice: 1d6
Maximum Level: 10th level
Detect Secret Doors: Saurian Priests can detect
secret doors with a roll of 1 or 2 on 1d6, but need to
Saurian Priests are the clergy of the Saurian race,
actively search for them.
they advise others in spiritual matters as well as
command divine powers.
Listening at door: Saurian Priests have trained hears
that let them hear noises with a result of 1 or 2 in
Equipment: Saurian Priest can use any weapon and
1d6.
armour, including shields.

Resistance to Poisons: Saurian Priests are naturally


Cleric Spells: Saurian Priests are deeply connected
resistant to poisons and receive +2 to Saves against
with their religion and can cast Cleric Spells, but
Poisons.
need to carry a Holy Symbol. The level and number
of spells a Saurian Priest can cast is dependent on
Reaching 8th Level: Once attaining 8th level, a
Level.
Saurian Priest may establish or build a stronghold. So
long as the Saurian Priest is currently in favor with
Godly Disfavour: If a Saurian Priest falls from their
his gods, he may buy or build a keep at half the
religious tenets and values, the GM might penalize
normal price due to divine intervention. Once a
the Saurian Priest, this is up to the GM or up to the
stronghold is established, the Saurian Priest’s
game in question.
reputation will spread and he will attract 1st and 2nd
level saurian followers of the fighter class
Magic Items: A Saurian Priest can use any magical
(numbering 5d6 x10). They are completely loyal
item available to Clerics.
(never checking morale). The Labyrinth Lord
chooses which proportions of followers are bowman,
Turn Undead: Saurian Priest can Turn Undead as a
infantry, etc.
Cleric of the same Level.

Saurian Level Progression


Saves Spell level

Hit Poison Spells or


Breath Petrify or
Experience Level Dice THAC0 or Wands Spell-like 1 2 3 4 5
Attacks Paralyze
(1d6) Death Devices

0 1 1d6 19 13 8 10 9 12 1 - - - -

2401 2 2d6 19 13 8 10 9 12 2 - - - -

4801 3 3d6 19 13 8 10 9 12 2 1 - - -

9601 4 4d6 18 10 6 8 7 10 3 2 - - -

19201 5 5d6 18 10 6 8 7 10 3 2 1 - -

38401 6 6d6 17 10 6 8 7 10 3 3 2 - -

76801 7 7d6 17 7 4 6 5 8 4 3 2 1 -

153601 8 8d6 17 7 4 6 5 8 4 3 3 2 -

253601 9 9d6 16 7 4 6 5 8 4 4 3 2 1

353601 10 9d6+1* 16 4 2 4 3 6 5 4 3 3 2

* Hit points modifiers from constitutions are ignored

18
Races

Race Limits
Dwarf Elf Grimalkin Halfling Human Saurian

Assassins 9th 10th 10th - U 7th

Battlemages - - - - U -

Bounty
8th 9th 7th 11th U -
Hunters
Clerics 8th 7th 7th - U 9th

Druids - - - - U 7th

Fighters 9th 10th 10th 6th U 8th

Illusionists - - 7th - U -

Magic- users - 11th 6th - U 7th

Monks - - - - U -

Mystic
- 10th 6th - U -
Knights
Nightblades - - 8th - U -

Paladins - - - - U -

Rangers - - - - U -

Sages - - - - U 8th

Spellswords - - - - U -

Thieves 12th 12th 11th 14th U 6th

Vampire
7th 10th 7th 7th U 11th
Hunters
Witch-
- - - - U 10th
hunters

U: Unlimited

Dwarf Elf
Dwarves are identical to the ones presented in Elves are identical to the ones presented in Labyrinth
Labyrinth Lord. Lord.

In addition to the Classes dwarves may take, they can In addition to the Classes elves may take, they can
also take these up to the indicated level: also take these up to the indicated level:
➢ Bounty Hunter: 8th Level ➢ Battlemage: 8th Level
➢ Vampire Hunter: 7th Level ➢ Bounty Hunter: 9th Level
➢ Mystic Knight: 10th Level
➢ Vampire Hunter: 10th Level

19
Grimalkin in shadows or behind cover, but requires the
Grimalkin to be motionless.
Requirements: DEX 9
Ability modifiers: CON -1, DEX +1
Initiative Bonus: Grimalkin are very dexterous,
Ability Min/Max: STR 6/17, DEX 10/19, CON
when alone or in a group of only other Grimalkin
3/16, INT 3/18, WIS 3/17, CHA 3/16
they receive a +1 to Initiative. If using the optional
rule of individual Initiative, Grimalkins receive a +1
Grimalkins are a mystical race of cat-people that like
to that roll.
to play, hide and take naps. Grimalkin are between 3
and 5 feet in height, though the majority is in the 3
Defence Bonus: Grimalkin are smaller than humans
feet mark. Grimalkin are usually very sneaky,
therefore they receive a +2 bonus to AC when
preferring the path that makes them unseen or
attacked by creatures larger than human sized.
unheard. There’s a great stigma about grimalkin, the
usual stereotype is that they are all thieves.
Grimalkin may select the following classes, with the
indicated level limits:
Equipment: Due to their short height, Grimalkins
can’t use two-handed swords and longbows.
➢ Assassin: 10th Level
➢ Bounty Hunter: 7th Level
Languages: Grimalkins speak the Common tongue,
➢ Cleric: 7th Level
Grimalkin, Gnoll and their Alignment language. The
➢ Fighter: 10th Level
grimalkin language is imperceptible to other races,
➢ Illusionist: 7th Level
other races don’t know if grimalkin are talking with
➢ Magic-user: 6th Level
each other.
➢ Mystic Knight: 6th Level
➢ Thief: 11th Level
Claws: Grimalkins have sharp claws that can be used
➢ Nightblade: 8th Level
to attack any target. When a Grimalkin attacks
➢ Vampire Hunter: 7th Level
unharmed, they will gain a +1 bonus to hit and
damage.
Grimalkin receive the following bonuses and
penalties to thief abilities:
Infravision: Grimalkin have special trained eyes that
let them scout in the dark. Grimalkins have
➢ Pick Locks +5%
infravision up to 60 feet.
➢ Pick Pockets +5%
➢ Move Silently +10%
Detect Secret Doors: Grimalkins have very keen
➢ Climb Walls +15%
eyes, and are adept at searching for secret doors.
➢ Hide in Shadows +5%
Grimalkins can detect secret or hidden doors with a
➢ Hear Noises +1
roll of 1 or 2 on 1d6 when actively searching for
them.

Hearing Noises: Grimalkin have trained ears thus


granting them superior hearing capabilities.
Grimalkins can hear noises with a roll of 1 to 3 on
1d6.

Hiding: Grimalkins are so used to hide within


vegetation that they can disappear if they stay quiet
and not move.
Outdoors grants Grimalkin 90% chance to
completely hide from sight. In dungeons, labyrinths
and other dangerous underground places, grants
Grimalkins a 2 in 6 (1 and 2 in 1d6) chance of hiding

20
Halfling Human
Halflings are identical to the ones presented in Humans are identical to the ones presented in
Labyrinth Lord. Labyrinth Lord.

In addition to the Classes Halflings may take, they Humans don’t have restrictions or maximum levels
can also take these up to the indicated level: for any class.
➢ Bounty Hunter: 11th Level
➢ Vampire Hunter: 7th Level

21
Saurian Poison Resistance: Saurians receive the following
saving throw bonuses:
Requirements: WIS 11, CON 10, STR 9
Ability modifiers: WIS +1, CHA -1
➢ +5 save versus Poison
Ability Min/Max: STR 8/18, DEX 5/14, CON
➢ +3 save versus petrify of paralyze
10/18, INT 3/15, WIS 13/19, CHA 3/10

Saurians may select the following classes, with the


Saurians are a proud and diverse race of reptile-folk.
indicated level limits:
Usually 5 feet in height. They have ancient customs
and follow them as religious practice. Saurians are
➢ Assassin: 7th level
normally distrustful of other races, as they have been
➢ Cleric: 9th level
persecuted by them for their highly religious points
➢ Druid*: 7th level
of view. Where Saurians live there’s usually a place
➢ Fighter: 8th level
of worship nearby.
➢ Magic-user: 7th level
➢ Militia: 9th
Languages: Saurians speak common tongue, their
➢ Sage: 8th level
alignment, kobold, lizard-man and Saurian.
➢ Thief: 6th level
➢ Vampire Hunter: 11th Level
Infravision: Saurians are used to navigate in the
➢ Witch-hunter: 10th Level
dark. Saurians have infravision up to 60 feet.
*At the GMs discretion Saurian Druids can only be
NPCs
Detect Secret Doors: Saurians can detect secret
doors with a roll of 1 or 2 on 1d6, but need to
Saurians receive the following bonuses and penalties
actively search for them.
to thief abilities:
Listening at door: Saurians have trained hears that
➢ Pick Locks -5%
let them hear noises with a result of 1 or 2 in 1d6.
➢ Move Silently +15%
➢ Climb Walls +5%
➢ Hide in Shadows +5%

22
Advanced Classes

Advanced Class Requirements

Str Dex Con Int Wis Cha

Assassins 12 12 - 12 - -

Battlemages - - 10 12 - -

Bounty Hunters - 11 9 9 - -

Druids - - - - 12 15

Illusionists - 16 - 15 - -

Monks 12 15 - - 15 -

Mystic Knights - - - 9 - -

Nightblades - 15 - 13 - -

Paladins 12 - - 9 13 17

Rangers - - 15 12 12 -

Sages - - - 12 12 -

Spellswords - - - 9 - -

Vampire Hunters - - - 9 9 -

Witch- hunters - 9 - 10 14 -

23
Battlemages
Spell Book: Battlemages must carry a spell book that
Requirements: INT 11, CON 9
holds the formulae needed to cast Magic user spells.
Prime Requisite: INT
A battlemage can only memorize a certain number of
Hit Dice: 1d6
spells that he cast at any time. This number increases
Maximum Level: None
as a Battlemage increases in class level.
Battlemages are similar to magic users in magic
Magical Items: Battlemages can use magical items
capabilities, but they are also trained in a form of
available to a magic user.
combat and in armor use, making them more resistant
to dangers but also not defenseless against aggressive
Reaching 9th Level: When a Battlemage reaches the
opponents that engage in melee.
9th level, he is able to create spells and magic items
through Magical Research.
Equipment: Battlemages are restricted to small
weapons like daggers. Battlemages can’t use plate
Reaching 11th Level: A Battlemage may build a
armor or shields.
stronghold, often a great tower, when he reaches
level 11. He will then attract magic-user apprentices
Magic-user Spells: Battlemages can cast Magic user
(1d6), who will range from level 1-3.
spells. The level and number of spells is indicated by
level.

24
Battlemage Level Progression
Saves Spell Level

Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like 1 2 3 4 5 6 7 8 9
(1d6) Attacks Paralyze
Death Devices

0 1 1d6 19 16 11 14 12 15 1 - - - - - - - -

3101 2 2d6 19 16 11 14 12 15 2 - - - - - - - -

6201 3 3d6 19 16 11 14 12 15 2 1 - - - - - - -

12401 4 4d6 18 16 11 14 12 12 2 2 - - - - - - -

24801 5 5d6 18 14 9 12 10 12 2 2 1 - - - - - -

49601 6 6d6 17 14 9 12 10 12 2 2 2 - - - - - -

99201 7 7d6 17 14 9 12 10 12 3 2 2 1 - - - - -

198401 8 8d6 17 14 9 12 10 9 3 3 2 2 - - - - -

348401 9 9d6 16 8 7 10 8 9 3 3 3 2 1 - - - -

498401 10 9d6+1* 16 8 7 10 8 9 3 3 3 3 2 - - - -

648401 11 9d6+2* 15 8 7 10 8 9 4 3 3 3 2 1 - - -

798401 12 9d6+3* 14 8 7 10 8 6 4 4 3 3 2 2 - - -

948401 13 9d6+4* 13 6 3 8 4 6 4 4 4 3 3 2 1 - -

1098401 14 9d6+5* 13 6 3 8 4 6 4 4 4 4 3 3 2 - -

1248401 15 9d6+6* 12 6 3 8 4 6 5 4 4 4 4 3 2 1 -

1398401 16 9d6+7* 12 6 3 8 4 5 5 5 4 4 4 4 3 2 -

1548401 17 9d6+8* 11 6 2 6 4 5 5 5 5 4 4 4 4 3 1

1698401 18 9d6+9* 11 6 2 6 4 5 5 5 5 5 4 4 4 4 2

1848401 19 9d6+10* 10 6 2 6 4 5 6 5 5 5 5 4 4 4 3

1998401 20 9d6+11* 10 6 2 6 4 5 6 6 5 5 5 5 4 4 4

* Hit points modifiers from constitutions are ignored

25
Bounty Hunters ability. If using the optional rules for individual
Initiative, the Bounty Hunter receives +1 to it.
Requirements: DEX 11, INT 9, CON 9
Prime Requisite: DEX, INT
Tracking: Bounty Hunters are trackers, in either
Hit Dice: 1d6
wilderness or urban environments. To track, a Bounty
Maximum Level: None
Hunter must roll on a 1d6 and check for success,
which is dependent on level. If it fails, 1d6 hours are
Bounty Hunters pursue wanted criminals for money,
wasted.
dead or alive. Bounty Hunters follow the law above
all else, because if their methods are proven
Ethical Code: Because of the legality of their work,
unethical, they can be stripped of their possessions
Bounty Hunters can’t be Chaotic, otherwise they may
and title.
succumb to tyranny and cruelty.
Equipment: Bounty Hunters can use any weapon but
Reaching 9th Level: At level 9 a Bounty Hunter
are restricted in armor, as they can only use leather
may become a great leader of men, taking control of
armor or lighter and can’t use shields.
a parcel of land and a leadership rank in his society.
A Bounty Hunter will, assuming money is at hand,
Attack Bonus: Bounty Hunters are trained in missile
build a Bounty hunting base, at which point will
weapons, they receive +1 to hit with missile
attract adventurers of level 1 of any class to join the
weapons.
base.
Encounter Bonus: Bounty Hunters receive +1 to
Initiative when alone or in a group that has the same

26
Bounty Hunter Level Progression
Saves

Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like Tracking
(1d6) Attacks Paralyze
Death Devices

0 1 1d6 19 15 12 14 13 16 1/6

1901 2 2d6 19 15 12 14 13 16 1/6

3801 3 3d6 18 15 12 14 13 16 1/6

7601 4 4d6 17 13 10 12 11 14 1/6

15201 5 5d6 16 13 10 12 11 14 1/6

30401 6 6d6 15 13 10 12 11 14 2/6

60801 7 7d6 14 9 8 10 9 12 2/6

121601 8 8d6 14 9 8 10 9 12 2/6

241601 9 9d6 13 9 8 10 9 12 2/6

361601 10 9d6+2* 12 7 6 8 7 10 2/6

481601 11 9d6+4* 12 7 6 8 7 10 3/6

601601 12 9d6+6* 11 7 6 8 7 10 3/6

721601 13 9d6+8* 10 5 4 6 5 8 3/6

841601 14 9d6+10* 9 5 4 6 5 8 3/6

961601 15 9d6+12* 8 5 4 6 5 8 3/6

1081601 16 9d6+14* 7 4 4 5 4 7 4/6

1201601 17 9d6+16* 6 4 4 5 4 7 4/6

1321601 18 9d6+18* 5 4 4 5 4 7 4/6

1441601 19 9d6+20* 4 4 3 4 3 6 4/6

1561601 20 9d6+22* 4 4 3 4 3 6 4/6

* Hit points modifiers from constitutions are ignored

27
Mystic Knights A Mystic Knight can only memorize a certain
number of spells that he cast at any time. This
Requirements: STR 12, INT 9
number increases as a Mystic Knight increases in
Prime Requisite: STR, INT
class level.
Hit Dice: 1d8
Maximum Level: None
Spell Bonus: As an addition to spells Mystic Knights
has, they can cast Shield and Sleep, each once per
Mystic Knights are warriors who through their
day.
adventures picked up the basics of magic. They
mostly are like a Fighter in combat, but are aided by
Stronghold: At any level a Mystic Knight may
their magic.
become a great leader of men, taking control of a
parcel of land and a leadership rank in his society. A
XP Bonus: Mystic Knights need 13 Strength to gain
Mystic Knight will, assuming money is at hand, build
+5% xp. Mystic Knights need 16 Strength and 13
a castle. He may ultimately control several villages
Intelligence to gain +10%.
and towns, but must be a good, strong leader and
provide protection.
Equipment: Mystic Knights can use all types of
weapons and armor.

Spell Book: Mystic Knights must carry a spell book


that holds the formulae needed to cast Magic user
spells.

28
Mystic Knight Level Progression
Spell
Saves
Level
Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like 1 2
(1d8) Attacks Paralyze
Death Devices

0 1 1d8 19 15 12 14 13 16 1 -

2101 2 2d8 19 15 12 14 13 16 2 -

4201 3 3d8 18 15 12 14 13 16 2 1

8401 4 4d8 17 13 10 12 11 14 2 2

16801 5 5d8 16 13 10 12 11 14 2 2

33601 6 6d8 15 13 10 12 11 14 2 2

67201 7 7d8 14 9 8 10 9 12 3 2

134401 8 8d8 14 9 8 10 9 12 3 3

254401 9 9d8 13 9 8 10 9 12 3 3

374401 10 9d8+2* 12 7 6 8 7 10 3 3

494401 11 9d8+4* 12 7 6 8 7 10 4 3

614401 12 9d8+6* 11 7 6 8 7 10 4 4

734401 13 9d8+8* 10 5 4 6 5 8 4 4

854401 14 9d8+10* 9 5 4 6 5 8 4 4

974401 15 9d8+12* 8 5 4 6 5 8 5 4

1094401 16 9d8+14* 7 4 4 5 4 7 5 5

1214401 17 9d8+16* 6 4 4 5 4 7 5 5

1334401 18 9d8+18* 5 4 4 5 4 7 5 5

1454401 19 9d8+20* 4 4 3 4 3 6 6 5

1574401 20 9d8+22* 4 4 3 4 3 6 6 6

* Hit points modifiers from constitutions are ignored

29
Nightblades Illusionist Spells: Nightblades can cast Illusionist
spells. The level and number of spells is indicated by
Requirements: INT 13, DEX 15
level.
Prime Requisite: DEX, INT
Hit Dice: 1d4
Spell Book: Nightblades must carry a spell book that
Maximum Level: None
holds the formulae needed to cast Illusionist spells.
A nightblade can only memorize a certain number of
Nightblades are like thieves but use Illusionist magic
spells that he cast at any time. This number increases
to help them achieve their goals. With their mastery
as a nightblade increases in class level.
of Illusionist magic they manipulate their
environment and act without much resistance.
Magical Items: Nightblades can use magical items
available to a magic user and illusionist.
Equipment: Nightblades cannot wear armor heavier
than leather nor use shields, but can use any weapon.
Reaching 9th Level: When a nightblade reaches 9th
level he can read any language with 80% probability.
Backstab: A Nightblade may backstab as a thief of
This ability does not include magical writings. If the
the same level.
roll does not succeed, the Nightblade may not try to
read that particular piece of writing until he reaches a
Thief Skills: Nightblades employ the following Thief
higher level of experience.
Skills as Thief of equivalent level: Pick Locks, Find
and Remove Traps, Pick Pockets, Move Silently,
Further, when a nightblade reaches the 9th level, he is
Climb Walls, Hide in Shadows and Hear Noise.
able to create spells and magic items through Magical
Further, Grimalkin Rogues can Backstab like a Thief
Research.
of equivalent level.
In addition, at level 9 a Nightblade can establish a
thief den, and 2d6 thief apprentices of 1st level will
Thief Skills
come to work. with the character. These thieves will
Find
serve the character with some reliability; however,
Pick and Pick Move Climb Hide in Hear
Level should any become arrested or killed the character
Locks Remove Pockets* Silently Walls Shadows Noise
Traps will not be able to attract more followers of this type
1 17 14 23 23 87 13 1-2 to replace them. A successful character might use
2 23 17 27 27 88 17 1-2 these followers to start a Thieves’ Guild.
3 27 20 30 30 89 20 1-3

4 31 23 37 37 90 27 1-3

5 35 33 40 40 91 30 1-3

6 45 43 43 43 92 37 1-4

7 55 53 53 53 93 47 1-4

8 65 63 63 63 94 57 1-4

9 75 73 73 73 95 67 1-4

10 85 83 83 83 96 77 1-5

11 95 93 93 93 97 87 1-5

12 97 95 105 95 98 90 1-5

13 99 97 115 97 99 97 1-5

14 99 99 125 99 99 99 1-5

* -5% per each 5 levels the thief is lower than the victim. There is
always a 1% chance of failure despite a skill percent above 100%.

30
Nightblade Level Progression
Spell
Saves
Level
Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like
(1d4) Attacks Paralyze
Death Devices 1 2 3 4

0 1 1d4 19 16 14 13 15 14 1 - - -

1601 2 2d4 19 16 14 13 15 14 2 - - -

3201 3 3d4 19 16 14 13 15 14 2 1 - -

6401 4 4d4 18 16 14 13 15 14 2 2 - -

12801 5 5d4 18 14 12 11 13 12 2 2 1 -

25601 6 6d4 17 14 12 11 13 12 2 2 2 -

51201 7 7d4 17 14 12 11 13 12 3 2 2 1

102401 8 8d4 17 14 12 11 13 12 3 3 2 2

204801 9 9d4 16 12 10 9 11 10 3 3 3 2

324801 10 9d4+2* 16 12 10 9 11 10 3 3 3 3

444801 11 9d4+4* 15 12 10 9 11 10 4 3 3 3

564801 12 9d4+6* 14 12 10 9 11 10 4 4 3 3

684801 13 9d4+8* 13 10 8 7 9 8 4 4 4 3

804801 14 9d4+10* 13 10 8 7 9 8 4 4 4 4

924801 15 9d4+12* 12 10 8 7 9 8 5 4 4 4

1044801 16 9d4+14* 12 10 8 7 9 8 5 5 4 4

1164801 17 9d4+16* 11 8 6 5 7 6 5 5 5 4

1284801 18 9d4+18* 11 8 6 5 7 6 5 5 5 5

1404801 19 9d4+20* 10 8 6 5 7 6 6 5 5 5

1524801 20 9d4+22* 10 8 6 5 7 6 6 6 5 5

* Hit points modifiers from constitutions are ignored

31
Sages Turn Undead: Sages have the ability to Turn
Undead. The potency of this ability is determined by
Requirements: INT 12, WIS 12
level. The Sage is able to call upon the name and
Prime Requisite: INT, WIS
power of his deity to repel, and even destroy, undead.
Hit Dice: 1d6
Turned undead will leave the area by any means they
Maximum Level: None
can, and will not attempt to harm or make contact
with the Sage. On the Turning Undead table, there
Sages are the quintessential wizards, they are experts
will be a dash, a “T”, a “D”, or a number
in Magic-user and Cleric magic. They can learn any
corresponding to the HD of an undead creature and
spell from these two areas, as well as dealing with the
the level of the Sage. A dash means that the cleric has
undead with Turn the Undead.
not attained high enough level to turn the undead
type. A “T” means that the Sage automatically turns
Equipment: Sages are limited in their choice of
the undead, and a “D” means that the undead will be
weapons, as they can only use small weapons such as
destroyed automatically. A number indicates that the
a dagger. They can’t use any armor including shields.
player must roll that number or higher on 2d6 in
order to turn the undead. If this roll is successful, or
Magic-user Spells: Sages can cast Magic user spells.
there is a “T” in the chart, the player rolls 2d6 again
The level and number of spells is indicated by level.
and the result equals the number of total hit dice of
undead creatures turned. A “D” in the chart requires
Spell Book: Sages must carry a spell book that holds
the same roll to determine how many HD of undead
the formulae needed to cast Magic user spells.
are destroyed. No matter what the dice roll result, at
A Sage can only memorize a certain number of spells
least one undead creature will always be turned or
that he cast at any time. This number increases as a
destroyed, as appropriate, on a successful use of Turn
Sage increases in class level.
Undead.
Cleric Spells: Sages are deeply connected with their
Magical Items: Sages can use magical items
religion and can cast Cleric Spells, but need to carry
available to a Magic user and Clerics.
a Holy Symbol. The level and number of spells a
Sage can cast is dependent on Level.
Reaching 9th Level: When a Sage reaches the 9th
level, he is able to create spells and magic items
through Magical Research.
A Sage may build a stronghold, often a great tower,
when he reaches level 11. He will then attract
magic-user apprentices (1d6), who will range from
level 1-3.

32
Sage Level Progression
Magic-User Spell Cleric Spell
Saves
Level Level
Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7
(1d4) Attacks Paralyze
Death Devices

0 1 1d4 19 16 13 13 13 14 1 - - - - - - - - 1 - - - - - -

3001 2 2d4 19 16 13 13 13 14 2 - - - - - - - - 2 - - - - - -

6001 3 3d4 19 16 13 13 13 14 2 1 - - - - - - - 2 1 - - - - -

12001 4 4d4 18 16 13 13 13 14 2 2 - - - - - - - 3 2 - - - - -

24001 5 5d4 18 16 13 13 13 14 2 2 1 - - - - - - 3 2 1 - - - -

48001 6 6d4 18 14 11 11 11 12 2 2 2 - - - - - - 3 3 2 - - - -

96001 7 7d4 18 14 11 11 11 12 3 2 2 1 - - - - - 4 3 2 1 - - -

192001 8 8d4 17 14 11 11 11 12 3 3 2 2 - - - - - 4 3 3 2 - - -

342001 9 9d4 17 14 11 11 11 12 3 3 3 2 1 - - - - 4 4 3 2 1 - -

492001 10 9d4+1* 17 14 11 11 11 12 3 3 3 3 2 - - - - 5 4 3 3 2 - -

642001 11 9d4+2* 16 12 9 9 9 8 4 3 3 3 2 1 - - - 5 4 4 3 2 1 -

792001 12 9d4+3* 16 12 9 9 9 8 4 4 3 3 2 2 - - - 5 5 4 3 3 2 -

942001 13 9d4+4* 15 12 9 9 9 8 4 4 4 3 3 2 1 - - 6 5 4 4 3 2 -

1092001 14 9d4+5* 14 12 9 9 9 8 4 4 4 4 3 3 2 - - 6 5 5 4 3 3 -

1242001 15 9d4+6* 14 12 9 9 9 8 5 4 4 4 4 3 2 1 - 7 6 5 4 4 3 1

1392001 16 9d4+7* 13 8 7 6 5 6 5 5 4 4 4 4 3 2 - 7 6 5 5 4 3 2

1542001 17 9d4+8* 13 8 7 6 5 6 5 5 5 4 4 4 4 3 1 8 7 6 5 4 4 2

1692001 18 9d4+9* 13 8 7 6 5 6 5 5 5 5 4 4 4 4 2 8 7 6 5 5 4 3

1842001 19 9d4+10* 12 7 6 5 4 4 6 5 5 5 5 4 4 4 3 9 8 7 6 5 4 3

1992001 20 9d4+11* 12 7 6 5 4 4 6 6 5 5 5 5 4 4 4 9 8 7 6 5 5 3

* Hit points modifiers from constitutions are ignored

33
Spellswords
Spell Book: Spellswords must carry a spell book that
Requirements: STR 10, INT 10
holds the formulae needed to cast Magic user spells.
Prime Requisite: STR and INT
A Spellsword can only memorize a certain number of
Hit Dice: 1d6
spells that he cast at any time. This number increases
Maximum Level: None
as a Spellsword increases in class level.
Spellswords are fighters that invested heavily in
Magical Items: Spellswords can use magical items
magic. They can cast a varied amount of magic and
available to a magic user.
can learn more through books and scrolls.
Spellswords aren’t well viewed in society, many
Reaching 9th Level: At level 9 a Spellsword may
people distrust them, but can’t deny that their deadly
become a great leader of men, taking control of a
combination of combat and magic is useful.
parcel of land and a leadership rank in his society. A
Spellsword will, assuming money is at hand, build a
XP Bonus: Spellswords need both Strength and
castle. He may ultimately control several villages and
Intelligence at 13 to gain 5% xp and 16 to gain 10%
towns, but must be a good, strong leader and provide
xp.
protection.
In addition, when a Spellsword reaches the 9th level,
Equipment: Spellswords can use all types of
he is able to create spells and magic items through
weapons but are restricted in armor unable to use
Magical Research.
plate or shields.

Magic-user Spells: Spellswords can cast Magic user


spells. The level and number of spells is indicated by
level.

34
Spellsword Level Progression

Saves Spell Level


Poison Spells or
Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like 1 2 3 4 5
(1d6) Attacks Paralyze
Death Devices

0 1 1d6 19 15 12 14 13 16 1 - - - -

2601 2 2d6 19 15 12 14 13 16 2 - - - -

5201 3 3d6 18 15 12 14 13 16 2 1 - - -

10401 4 4d6 17 13 10 12 11 14 2 2 - - -

20801 5 5d6 16 13 10 12 11 14 2 2 1 - -

41601 6 6d6 15 13 10 12 11 14 2 2 2 - -

83201 7 7d6 14 9 8 10 9 12 3 2 2 1 -

166401 8 8d6 14 9 8 10 9 12 3 3 2 2 -

286401 9 9d6 13 9 8 10 9 12 3 3 3 2 1

406401 10 9d6+2* 12 7 6 8 7 10 3 3 3 3 2

526401 11 9d6+4* 12 7 6 8 7 10 4 3 3 3 2

646401 12 9d6+6* 11 7 6 8 7 10 4 4 3 3 2

766401 13 9d6+8* 10 5 4 6 5 8 4 4 4 3 3

886401 14 9d6+10* 9 5 4 6 5 8 4 4 4 4 3

1006401 15 9d6+12* 8 5 4 6 5 8 5 4 4 4 4

1126401 16 9d6+14* 7 4 4 5 4 7 5 5 4 4 4

1246401 17 9d6+16* 6 4 4 5 4 7 5 5 5 4 4

1366401 18 9d6+18* 5 4 4 5 4 7 5 5 5 5 4

1486401 19 9d6+20* 4 4 3 4 3 6 6 5 5 5 5

1606401 20 9d6+21* 4 4 3 4 3 6 6 6 5 5 5

* Hit points modifiers from constitutions are ignored

35
Vampire Hunters
Superior Willpower: Vampire Hunters are immune
Requirements: INT 9, WIS 9
to Charm and level drains from vampires.
Prime Requisite: INT, DEX
Hit Dice: 1d6
Stake Proficiency: Vampire Hunters have a +2 to hit
Maximum Level: None
and damage when attacking with stakes.
Equipment: Vampire Hunters can use any weapon,
Reaching 9th Level: At level 9 a Vampire Hunter
but are restricted with armor, only using Chain or
may become a great leader of men, taking control of
lighter.
a parcel of land and a leadership rank in his society.
A Vampire Hunter will, assuming money is at hand,
Vampire Prey: Vampire Hunters have a +1 to hit
build a Vampire hunting base, at which point will
against vampires.
attract adventurers of level 1 of any class to join the
base.
Vampire Ward: Vampire Hunters have a +2 bonus
to AC when attacked by vampires.

Vampire Hunter Level Progression


Saves

Poison Petrify Spells or


Hit Dice Breath
Experience Level THAC0 or or Wands Spell-like
(1d6) Attacks
Death Paralyze Devices

0 1 1d6 19 16 14 13 15 14

1101 2 2d6 19 16 14 13 15 14

2201 3 3d6 19 16 14 13 15 14

4401 4 4d6 18 16 14 13 15 14

8801 5 5d6 18 14 12 11 13 12

17601 6 6d6 17 14 12 11 13 12

35201 7 7d6 17 14 12 11 13 12

70401 8 8d6 17 14 12 11 13 12

190401 9 9d6 16 12 10 9 11 10

310401 10 9d6+2* 16 12 10 9 11 10

430401 11 9d6+4* 15 12 10 9 11 10

550401 12 9d6+6* 14 12 10 9 11 10

670401 13 9d6+8* 13 10 8 7 9 8

790401 14 9d6+10* 13 10 8 7 9 8

910401 15 9d6+12* 12 10 8 7 9 8

1030401 16 9d6+14* 12 10 8 7 9 8

1150401 17 9d6+16* 11 8 6 5 7 6

1270401 18 9d6+18* 11 8 6 5 7 6

1390401 19 9d6+20* 10 8 6 5 7 6

1510401 20 9d6+22* 10 8 6 5 7 6

* Hit points modifiers from constitutions are ignored

36
37
Witch-hunter Righteous Fervor: Witch-hunters receive +1 to
Initiative when alone or in a group with similar
Requirements: WIS 14, INT 10, DEX 9
abilities. If using the optional rule for individual
Prime Requisite: DEX, WIS
Initiative, the Witch-hunter receives +1 to it.
Hit Dice: 1d6
Maximum Level: None
Righteous Faith: Witch-hunters have +1 to Saves
against spells or spell-like devices.
Witch-hunters are strange individuals that scrutinize
and hunt practitioners of magic of the chaotic or evil
Magic Detection: Witch-hunters can concentrate to
variety. They trained their minds to withstand the
understand if there are any magical residues in the
most savage of mental attacks and negative effects of
nearby environment. The Witch-hunter must roll 1d6
magic.
and check for success. At the description of the
Labyrinth Lord, the Witch-hunter may learn the type
Equipment: Witch-hunters can use any weapon but
of magic (Ex. divine, arcane, druidic etc.). If the roll
are limited to using leather armor or lighter and
is failed nothing happens.
cannot use shields.

Reaching 4th Level: Witch-hunters can read


Oath: If a Witch-hunter ever falls from favor, due to
languages (any) with 80% probability. This ability
violating the beliefs of his god or breaking the rules
does not include magical writings. If the roll does not
of his religious order, the god may impose penalties
succeed, the Witch-hunter may not try to read that
upon the Witch-hunter. These penalties are entirely
particular piece of writing until he reaches a higher
up to the Labyrinth Lord, but may include penalties
level of experience.
to attack (-1) or the removal of any bonus the
Witch-hunter has until penance has been made.
Reaching 9th level: Once attaining 9th level, a
Witch-hunter may establish or build a stronghold. So
Righteous Fury: Witch-hunters gain a +1 to hit
long as the Witch-hunter is currently in favor with his
when attacking Evil spell casters and Demons.
order, he may buy or build a keep at half the normal
price due to divine intervention. Once a stronghold is
Righteous Resolve: Witch-hunters reduce 2 points of
established, the Witch-hunter’s reputation will spread
damage dealt to them from spells.
and he will attract 1st and 2nd level followers of the
fighter class (numbering 5d6 x10). They are
completely loyal (never checking morale). The
Labyrinth Lord chooses which proportions of
followers are bowman, infantry, etc.

38
Witch-hunter Level Progression
Saves

Poison Spells or Detect


Hit Dice Breath Petrify or
Experience Level THAC0 or Wands Spell-like Magical
(1d6) Attacks Paralyze
Death Devices Residues

0 1 1d6 19 16 11 14 12 15 1/6

2001 2 2d6 19 16 11 14 12 15 1/6

4001 3 3d6 19 16 11 14 12 15 1/6

8001 4 4d6 18 16 11 14 12 15 1/6

16001 5 5d6 18 14 9 12 10 12 2/6

32001 6 6d6 17 14 9 12 10 12 2/6

64001 7 7d6 17 14 9 12 10 12 2/6

128001 8 8d6 17 14 9 12 10 12 2/6

228001 9 9d6 16 12 7 10 8 9 3/6

328001 10 9d6+1* 16 12 7 10 8 9 3/6

428001 11 9d6+2* 15 12 7 10 8 9 3/6

528001 12 9d6+3* 14 12 7 10 8 9 3/6

628001 13 9d6+4* 13 8 3 8 4 6 4/6

728001 14 9d6+5* 13 8 3 8 4 6 4/6

828001 15 9d6+6* 12 8 3 8 4 6 4/6

928001 16 9d6+7* 12 8 3 8 4 6 4/6

1028001 17 9d6+8* 11 6 2 6 4 5 5/6

1128001 18 9d6+9* 11 6 2 6 4 5 5/6

1228001 19 9d6+10* 10 6 2 6 4 5 5/6

1328001 20 9d6+11* 10 6 2 6 4 5 5/6

* Hit points modifiers from constitutions are ignored

39
Multiclassing and Dual-classing

Multiclassing
Multiclassing follows the same rules as presented in Labyrinth LordI with some new additions:

Race-classes presented here cannot multiclass with the exception of the ones mentioned in Labyrinth Lord.

Humans cannot multiclass but can dual-class (explained below)

The following class combinations are not allowed:


Bounty Hunter/Thief, Bounty Hunter/Assassin, Vampire Hunter/Thief, Vampire Hunter/Assassin,
Witch-hunter/Thief, Witch-hunter/Assassin, Battlemage/any class, Mystic Knight/any class, Nightblade/any class,
Sage/any class, Spellsword/any class.

Dual-classing
Only Humans can dual-class. Humans can decide to pick a new class at any point. The new class will begin at 1st
level and the previous class cannot gain any XP. After picking up a new class, characters retain their Hit Points and
Hit Dice. The character can use the Attack Values, Saves and abilities from the previous class but will only receive
half XP for the adventure. After the new class reaches the previous class in level, the restriction of half XP is
removed.

Equipment
Eotas has the same equipment as it’s presented in Labyrinth Lord. In addition to this, Eotas has a new type of
weapon, black powder weapons.

Black Powder Weapons


Designed originally by Dwarven Engineers, black powder weapons are very powerful but are very slow to reload.

Name Damage Properties Cost in gp Weight Range


Blunderbuss 3d6 / 2d6 / 1d6 Blackpowder, Damage drop-off, Reload 2 250 8 lb Up to 15' / 30' / 45'
Flintlock Pistol 2d6 Blackpowder, Reload 2 100 5 lb Up to 80’ /160’ /240’
Musket 2d8 Blackpowder, Reload 3 300 9 lb Up to 100' / 200' / 300'
Blackpowder: If a 1 is rolled, roll 1d6, on a 1 the weapon explodes and you receive 1d8 damage. When rolling damage, if
the maximum value for a die is rolled, roll that die again adding the new value to the previous value. Damage from these
types of weapons is not modified by ability modifiers.
Reload X: This weapon needs X amount of turns of reloading the weapon in order to be fired again.
Damage drop-off: At each range, the weapon deals different amounts of damage, the first is short range, the second is
medium range and the third is long range.

40

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