FIGHTER
Pit fighters, soldiers, thugs, paladins, protagonists, warlords, leaders, champions.
Hit Points 6 hp at level one, +HD every subsequent level
Health Die(HD) d8
Attack Die(AD) d8
Chance to Hit: +1 at levels 1,3,4,5,7,8,9,10
Starting Gear: Medium Armor, Three Weapons (Ranged and/or Melee) or Two Weapons (Ranged and/or Melee) and a Shield, Adventuring Gear, a little money.
Starting Gear: Medium Armor, Three Weapons (Ranged and/or Melee) or Two Weapons (Ranged and/or Melee) and a Shield, Adventuring Gear, a little money.
Class Features
*Can use any weapon and armor without penalty.
*Knows how to make d3 things.
*Chance to Critically Hit increases by 1 at levels 3, 6 and 9
*When attacking, can do something spectacular after successfully hitting a target at the cost of rolling damage two AD smaller. Discuss this with your GM.
*You are harder to stun, knock unconscious, trip, disarm or overpower
(pictures: can't determine attribution for the first, second is Prince Albert c1890)
*Knows how to make d3 things.
*Chance to Critically Hit increases by 1 at levels 3, 6 and 9
*When attacking, can do something spectacular after successfully hitting a target at the cost of rolling damage two AD smaller. Discuss this with your GM.
*You are harder to stun, knock unconscious, trip, disarm or overpower
(pictures: can't determine attribution for the first, second is Prince Albert c1890)
ROGUE
Sneak thiefs, assassins, bon vivants, swashbucklers, ninjas, burglars, tricksters, magicians, experts and scouts.
Starting Health 5 hp at level one, +HD every subsequent level
Health Die(HD) d6
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8,
Starting Gear: Light Armor, Two Weapons (Ranged and/or Melee), Adventuring Gear, a Rogue's Toolkit, a little money.
Starting Gear: Light Armor, Two Weapons (Ranged and/or Melee), Adventuring Gear, a Rogue's Toolkit, a little money.
Class Features
*Can use any weapon and armor; wearing anything heavier than light armor, and not having both hands free makes Rogue Skills more difficult.
*Knows how to make d3+1 things.
*Can automatically critically hit an enemy when undetected
*Rogue Skills can be used once in a specific situation with a 2 in 6 chance of success; chance of success for all currently known Skills increases by 1 in 6 at levels 3, 6 and 10.
-At Level 1: Rogues can Know Secrets and two of the Optional Skills (Move Silently, Hide in Shadows, Pick Pockets, Climb Sheer Surfaces, Hear Noises)
-At Level 2: Rogues gain facility in two more of the Optional Skills
-At Level 4: Rogues gain facility in the remaining Optional Skills and can use Know Secrets to Read Magic
-At Level 7: Rogues can use Know Secrets to operate Magical Devices without penalty
(pictures: Julian Callos, can't find attribution for second)
*Knows how to make d3+1 things.
*Can automatically critically hit an enemy when undetected
*Rogue Skills can be used once in a specific situation with a 2 in 6 chance of success; chance of success for all currently known Skills increases by 1 in 6 at levels 3, 6 and 10.
-At Level 1: Rogues can Know Secrets and two of the Optional Skills (Move Silently, Hide in Shadows, Pick Pockets, Climb Sheer Surfaces, Hear Noises)
-At Level 2: Rogues gain facility in two more of the Optional Skills
-At Level 4: Rogues gain facility in the remaining Optional Skills and can use Know Secrets to Read Magic
-At Level 7: Rogues can use Know Secrets to operate Magical Devices without penalty
(pictures: Julian Callos, can't find attribution for second)
MAGIC USER
Wizard, punk priest, chaos catholic, mage, spell spitter, hexagrammarian,mathematician, occultist, lunatic.
Starting Health 4 hp at level one, +HD every subsequent level
Health Die(HD) d6
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8
Starting Gear: Light Armor, One Weapon (Ranged and/or Melee), Adventuring Gear, a little money, whatever the Magic-User uses as a spell book.
Class Features
Class Features
*Can use any weapon and armor; not having both hands free may make spell casting difficult
*Knows how to make d2 things.
*Can use magical devices without penalty.
*Can Cast Magic-User Spells of increasing complexity
(pictures: Denis Forkas, Korehiko Hino can't find attribution for second (help me out here, if you can))
*Knows how to make d2 things.
*Can use magical devices without penalty.
*Can Cast Magic-User Spells of increasing complexity
CLERIC
Initiate, cultist, priest, templar, hermit, magi, seer, saint, fiend, transcendentalist, celestial.
Starting Health 5 hp at level one, +HD every subsequent level
Health Die(HD) d6
Attack Die(AD) d6
Chance to Hit: +1 at levels 2,4,6,8
Starting Gear: Light Armor, Two Weapons (Ranged and/or Melee), Adventuring Gear, a little money, several holy implements.
Class Features
Class Features
*Can use any weapon and armor without penalty.
*Knows how to make d2 things.
*Can use magical devices without penalty so long as the device only replicates spells from the Cleric's Spell list
*Gains Cleric Spontaneous Miracles
-At Level 3: Choose a single Cleric Spell of the first complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action (should make some sense - Cure Minor Wounds affected by touching the wound, Purify Food and Water by dipping one's hand in the Water or rubbing rot and impurities away from ruined food or squeezing out the poison, etc). Choice of action and spell is permanent.
-At Level 6: Choose a single Cleric Spell of the first or second complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
-At Level 9: Choose a single Cleric Spell of the first, second or third complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
*Knows how to make d2 things.
*Can use magical devices without penalty so long as the device only replicates spells from the Cleric's Spell list
*Gains Cleric Spontaneous Miracles
-At Level 3: Choose a single Cleric Spell of the first complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action (should make some sense - Cure Minor Wounds affected by touching the wound, Purify Food and Water by dipping one's hand in the Water or rubbing rot and impurities away from ruined food or squeezing out the poison, etc). Choice of action and spell is permanent.
-At Level 6: Choose a single Cleric Spell of the first or second complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
-At Level 9: Choose a single Cleric Spell of the first, second or third complexity. 1/day, the Cleric may take a specific action and have this spell occur as a result of that action. Choose the triggering action as described above. Choice of action and spell is permanent.
*Can Cast Cleric spells of increasing complexity