Classes

Character Classes

A Class is an adventuring profession to which the character belongs. A character’s class defines their primary abilities.

Cleric

RequirementsNone
Prime requisiteWIS
Hit Dice1d6
Maximum level14
ArmorAny, including shields
WeaponsAny blunt weapons
LanguagesAlignment, Common

Clerics are adventurers sworn to the service of a deity. They are trained for battle and channel the power of their deity.

Combat

Clerics can use all types of armor. The edicts of their holy order forbid them from using weapons that have a sharp, cutting edge, or stabbing point. They may use the following weapons: club, mace, sling, staff, and war hammer.

Divine Magic

See Spells for full details on divine magic.

Holy symbol: A cleric must carry a holy symbol (see Adventuring Gear).

Deity disfavor: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall out of favor with their deity may incur penalties.

Magical research: A cleric of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a cleric reaches 9th level, they can also create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The level progression table (below) shows the number of spells a cleric may memorize based on their experience level. The list of spells available to clerics is found in Cleric Spells.

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g., some magic staves).

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).

Turned undead: Flee from the cleric’s presence if possible and will not harm the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are insufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Turning the Undead

Hit Dice of Monster Type†
Level122*34567-9
17911
2T7911
3TT7911
4DTT7911
5DDTT7911
6DDDTT7911
7DDDDTT79
8DDDDDTT7
9DDDDDDTT
10DDDDDDDT
11+DDDDDDDD

* 2 HD monsters with a special ability (i.e., with an asterisk next to their HD rating in the monster description).

† At the referee’s option, the table may be expanded to include more powerful types of undead monsters.

Turning Table Results

—: The turning fails.

Number: The turning attempt succeeds if the 2d6 turning roll is higher or equal to the listed number.

T: The turning succeeds.

D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

After Reaching 9th Level

A cleric may construct a stronghold. If the cleric is in favor of their deity, the construction costs are halved due to divine aid.

When the stronghold is complete, 5d6 × 10 fighters of levels 1–2 will arrive to serve the cleric. These followers are entirely devoted to the cleric, never checking morale. The referee decides which followers are 1st and 2nd level and their combat role (e.g., archers, infantry, etc.).

Cleric Level Progression

Saving ThrowsSpells
LevelXPHDTHAC0DWPBS12345
101d619 [0]1112141615
21,5002d619 [0]11121416151
33,0003d619 [0]11121416152
46,0004d619 [0]111214161521
512,0005d617 [+2]91012141222
625,0006d617 [+2]9101214122211
750,0007d617 [+2]91012141222211
8100,0008d617 [+2]91012141233221
9200,0009d614 [+5]67911933322
10300,0009d6+1*14 [+5]67911944332
11400,0009d6+2*14 [+5]67911944433
12500,0009d6+3*14 [+5]67911955443
13600,0009d6+4*12 [+7]3578755544
14700,0009d6+5*12 [+7]3578765554

* Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Fighter

RequirementsNone
Prime requisiteSTR
Hit Dice1d8
Maximum level14
ArmorAny, including shields
WeaponsAny
LanguagesAlignment, Common

Fighters are adventurers trained in warfare and combat. In a group of adventurers, the role of fighters is to battle monsters and defend other characters.

Combat

Fighters can use all types of weapons and armor.

Stronghold

Any time a fighter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.

After Reaching 9th Level

A fighter may be granted a title such as Baron or Baroness. The land under the fighter’s control is then known as a Barony.

Fighter Level Progression

Saving Throws
LevelXPHDTHAC0DWPBS
101d819 [0]1213141516
22,0002d819 [0]1213141516
34,0003d819 [0]1213141516
48,0004d817 [+2]1011121314
516,0005d817 [+2]1011121314
632,0006d817 [+2]1011121314
764,0007d814 [+5]89101012
8120,0008d814 [+5]89101012
9240,0009d814 [+5]89101012
10360,0009d8+2*12 [+7]678810
11480,0009d8+4*12 [+7]678810
12600,0009d8+6*12 [+7]678810
13720,0009d8+8*10 [+9]45658
14840,0009d8+10*10 [+9]45658

* Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.

Magic-User

RequirementsNone
Prime requisiteINT
Hit Dice1d4
Maximum level14
ArmorNone
WeaponsDagger
LanguagesAlignment, Common

Magic-users are adventurers whose study of secret arcane lore has taught them how to cast spells and wield powerful magic items. Magic-users begin with knowledge of a single spell but gain access to highly potent magic as they advance.

Arcane Magic

See Spells for full details on arcane magic.

Magical research: A magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they can also create magic items.

Spell casting: Magic-users carry spell books containing the formulae for arcane spells. The level progression table (below) shows the number of spells in the magic-user’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level magic-user has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to magic-users is found in Magic-User Spells.

Using magic items: As spell casters, magic-users can use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g., magic wands).

Combat

Magic-users can only use daggers and cannot use shields or wear any armor. This makes them very vulnerable in combat.

After Reaching 11th Level

A magic-user may construct a stronghold (usually in the form of a tower). 1d6 apprentices of levels 1–3 will then arrive to study under the magic-user.

Magic-User Level Progression

Saving ThrowsSpells
LevelXPHDTHAC0DWPBS123456
101d419 [0]13141316151
22,5002d419 [0]13141316152
35,0003d419 [0]131413161521
410,0004d419 [0]131413161522
520,0005d419 [0]1314131615221
640,0006d417 [+2]1112111412222
780,0007d417 [+2]11121114123221
8150,0008d417 [+2]11121114123322
9300,0009d417 [+2]111211141233321
10450,0009d4+1*17 [+2]111211141233332
11600,0009d4+2*14 [+5]898118433321
12750,0009d4+3*14 [+5]898118443332
13900,0009d4+4*14 [+5]898118444333
141,050,0009d4+5*14 [+5]898118444433

* Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.