Chapter III: Character Classes



*The term “class” in context of this game refers to the role one fills in the party and the world. There are four main classes of character: fighters, magicians, clerics, and thieves. In addition, two sub-classes of fighter are described in this book: paladins and rangers.*

Character Classes Table

Class of
Character
Type of
Die
Maximum
Number
Additional points
per lvl. hereafter
Spell
Ability
Fighter 8-sided (d8) ? ? No
Magician 4-sided (d4) ? ? Yes
Cleric 6-sided (d6) ? ? Yes
Thief 6-sided (d6) ? ? No

Fighters

Can use all weapons and wear all armours, be they mundane or magical, but are otherwise limited in their selection of magical items, and cannot learn spells. Fighters gain the ability to make more than one melee attack per round as they rise in level.

Upon attaining 8th level, fighters who build castles are considered lords (or ladies), and can thereafter invest in their holdings and attract lower-level fighters to their retinues. Base income for a lord is a tax rate of 1 shilling per inhabitant of the fief per game year.

Clerics

*Can wear all armours, but are limited to blunt weapons by church-edict. They have access to various magical items, and are blessed with the power to cast divine spells and to turn away unholy monsters, requiring a cross for the latter miracle. For more information regarding spells and exorcism, see Chapter #: Spell Tables*.

Learnèd in matters of scripture, all clerics can speak and write the liturgical language of their churches. In this way, clergymen from sundry lands can converse despite their varied mother-tongues.

*Upon attaining 8th level, clerics who build strongholds are considered price-abbots (or abbesses) and can thereafter derive such benefits as do lords. Base income for a prince-abbot is a tithe of 1 shilling per inhabitant of the fief per game year.*

Cleric Table

Experience
Points
Experience
Level
6-sided Dice
for Accumulated
Hit Points
0 1 1
1,500 2 2
3,000 3 3
6,000 4 ?
13,000 5 ?
27,000 6 ?
55,000 7 ?
110,000 8 ?
225,000 9 ?

225,000 experience points per level for each additional level beyond the 9th.

Spell Slots per Level

Cleric
Level
Spell Level
1 2 3 4 5 6
1 1 - - - -
2 2 - - - - -
3 2 1 - - - -
4 3 2 - - - -
5 4 2 1 - - -
6 4 3 2 - - -
7 4 3 2 1 - -
8 4 3 3 2 - -
9 4 3 3 2 1 -
10 4 3 3 2 2 -
11 4 4 3 3 2 -
12 4 4 3 3 2 1

Thieves

*Can employ magic swords and daggers, but no other enchanted weapons nor any such armour save helmets, shields, and adamant maille. Though they cannot use magic, nor are very strong in a straight fight, thieves have many cunning skills for burgling, filching, spying, and getting out of trouble when greed, curiosity, or courage blinds common sense:*

*Note that a thief cannot make use of his skills while proofed in armour other than gambeson, buff, or adamant maille. Nor can the skills “move silently” and “climb nearly sheer surfaces” be used when over-encumbered. Helmets must be removed to listen at doors, but otherwise do not impede thievery.*

*Thieves are masters of a knife in the back. In backstabbing, a thief improves his chance to successfully hit (+4 modifier), and greatly increases the amount of damage dealt. To gain these advantages, the thief must be behind his victim, and said victim caught unawares. Should the target see the thief, hear his approach, or be warned by another, he is not caught unaware, and the backstab is handled as a normal attack (although bonuses for a rear attack still apply). The damage multiplier applies only to the first attack made by the thief, even if multiple attacks are possible. Not that the victim must be generally man-shaped.*

Being familiar with the criminal underworld, all thieves can speak its peculiar lingo, called Thieves’ Cant. It is not a language unto itself, but rather a vulgar mixture of dialect and secret code, devised that their rogueries might not be so easily discovered by agents of the law. However, while the meaning of such speech is unknown to boor, burgher, or baron, its peculiar quality marks one as a burglar, and care must be taken when conversing in Cant.


1. Lanterns shut, torches extinguished, elf-swords sheathed if in goblin tunnels.